Trail of the Wolf (20 page)

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Authors: Joe Dever

Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund

BOOK: Trail of the Wolf
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219

Your search of this vile-smelling hall is rewarded when you discover a concealed door located in the far wall. What at first glance appears to be a coat peg is really the dial of a crude combination lock. You wipe away the grime that encrusts its numbers and examine it closely. By turning the dial to its correct numerical setting, you will cause the lock to disengage and the secret door will open.

Using your Kai Sixth Sense, you discover that the correct setting is the same as the solution to the following mathematical equation: 24 divided by 8, multiplied by 7, less 9.

When you have calculated the solution,
turn to the section of this book
that is the same as your answer.
18

If you cannot solve the equation, or if your answer turns out to be incorrect,
turn instead to 261
.

[18] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

220

You hear a gruff shout followed by the sound of heavy boots pounding up the stone stairs. Your stomach churns with the fear that the Drakkarim are about to storm the observatory platform, and again you risk your life by glancing over the parapet. Fortunately, this time you escape being used as a crossbow target, and you are able to catch a glimpse of a lone Drakkar ascending the stairs at a run. He is a barrel-chested Drakkarim assault-trooper clad in full battle-armour, with scarlet cape, plumed helm, and spiked shield. As he bounds up the steps two at a time, he curses loudly and slashes at the air with his serrated sword. His fearless charge is so recklessly courageous that it inspires his cautious comrades to leave the landing and follow in his wake.

If you possess a Bow and wish to use it,
turn to 198
.

If you possess Kai-alchemy and wish to use it,
turn to 291
.

If you possess Magi-magic and wish to use it,
turn to 117
.

If you do not possess a Bow, nor either of these Disciplines, or if you choose not to use any of them,
turn instead to 16
.

221

You recite the words of the Brotherhood Spell
Levitation
and feel yourself rising up from the base of the wall. You ascend through the billowing clouds of smoke and dust until you draw level with the top of this barrier; then you cancel the spell and step onto its parapet. Quickly you follow the parapet to a place where it joins with the perimeter wall, and here you jump down onto the battlements and head off towards a distant gatehouse tower.

Through the murky air you glimpse an arched doorway in the tower wall and you run towards it. The door is unlocked and you are able to enter the tower and descend to ground level by way of a spiral staircase, but when you reach the foot of these stone steps, you are confronted by two Drakkarim who come striding into the tower through an open arch. With grunts of shocked surprise, the two leather-clad warriors snatch their swords from their belts and attempt to cut you down.

Helkona Drakkarim:
COMBAT SKILL
 30   
ENDURANCE
 35

If you win this combat,
turn to 14
.

222

Possessed by Zorkaan, the corpse of Xaol rises up from the floor and extends its twisted arms towards you. An unholy fire blazes in the necromancer's eyes as he moves across the hall with unnatural speed. You pray to the Goddess Ishir for her protection as this ghastly zombie leaps upon you and attempts to fix its corpse-cold hands around your throat.

Xaol Zombie
(possessed by Zorkaan)
:
COMBAT SKILL
 55   
ENDURANCE
 43

This possessed creature is immune to psychic attack. If you are wielding ‘Alema’ or ‘Valiance’, you may add the appropriate bonus gained through their unique properties. You may reduce the total damage inflicted upon you by 5
ENDURANCE
points due to the protection you gain from wearing the Platinum Amulet. However, unless you possess the Discipline of Kai-screen, you must reduce your
COMBAT SKILL
by 3 for the duration of this combat.

Conduct this combat in the normal way for three rounds only. If you survive these initial rounds, you may continue by
turning to 260
.

223

Through the peephole you can see the central section of a large, torchlit chamber. Seated here around a refectory table are three swarthy bandits attired in mercenary garb. The eldest of the group gulps wine from a battered pewter goblet as he talks loudly with another who is polishing a rust-pitted sword.

You magnify your vision and see a short tunnel receding from an archway on the far side of this chamber. At its end you notice the gloomy grey light of the city pouring through a semicircular portal. You focus on this distant light and your pulse quickens when you are able to make out a section of a bridge that connects this blockhouse complex to the central citadel. You appear to have found a route to the citadel, but in order to reach it you must find a way past the bandits occupying the hall beyond. Carefully you push against the cold iron door and feel it move on its hinges; it is unlocked.

If you possess Assimilance and have reached the rank of Kai Grand Guardian,
turn to 149
.

If you possess Kai-surge and have attained the rank of Kai Grand Guardian,
turn to 4
.

If you possess neither of these skills, or if you have yet to attain the rank of Kai Grand Guardian,
turn instead to 25
.

224

The sticky liquid splashes harmlessly into the trees. As you scramble for the cover of a fallen bough, the angry spider swivels itself in your direction and moves closer.

If you possess a Bow and wish to use it,
turn to 207
.

If you possess Kai-alchemy and wish to use it,
turn to 324
.

If you possess Magi-magic and wish to use it,
turn to 190
.

If you do not possess a Bow, nor any of these Disciplines, or if you choose not to use them,
turn to 279
.

225

You retrieve the Sommerswerd from the ground and marvel at its craftsmanship and fine balance. Then you hurry to the prison-sphere and thrust the tip of the golden blade into a ragged tear that was made when Lone Wolf hurled the Sommerswerd at Zorkaan. Crimson sparks erupt from the rent in the sphere as determinedly you work the sword with a sawing motion. The split lengthens until you are able to reach in and grab hold of Lone Wolf's tunic. Carefully you pull your unconscious leader out of his sorcerous cell, and then you sheathe the Sommerswerd in his scabbard before you heave his limp body over your shoulder. Fearing that Xaol's absence may soon come to the attention of his minions, you cast your gaze around the necromancer's hall in search of a way to escape. The doors by which you entered have been sealed shut, but your keen eyes and your Kai senses alert you to two other possible routes out of this chamber. The first is a narrow door located in the wall directly behind the throne of bones, and the other is an archway that is covered by a thin velvet tapestry.

If you wish to investigate the narrow door,
turn to 262
.

If you choose to examine the curtained archway,
turn to 177
.

226

Your psychic Kai powers warn you that the object buried in the dust is a cursed crown, an implement of torture crafted by Darklord Chlanzor's Nadziranim — his evil magicians. This cursed crown was used by the Nadziranim to extract information from the Talestrians shortly before their deaths.

Wisely you avoid touching the crown, for you suspect that the dreadful power locked within it could do you great harm. You offer up a short prayer to Ishir to guard the souls of the three prisoners who met their end here, and then you leave the pyramid and turn towards the iron steps.

Turn to 135
.

227

A massive force slams into your back and a sudden explosion of light obliterates your senses. The bolt from the Urgaroh's staff tears through your body, killing you instantly.

Tragically, your life and your mission end here, upon the platform of the observatory tower of Gazad Helkona.

228

Patiently you watch and wait until the Krorn has finished eating its breakfast. The creature then emits a loud belch, gets up from its block, and comes waddling across the chamber towards the arrow slit. It is about to peer through the aperture when you launch a surprise attack.

Pick a number from the
Random Number Table
. If you possess Assimilance, add 2 to the number you have picked. If you possess Grand Huntmastery, add 1.

If your total score is now 5 or lower,
turn to 155
.

If it is 6 or higher,
turn to 18
.

229

Instinctively you know the precise location of your Kai Weapon and you are able to retrieve it speedily. But as your hand closes once more around its hilt, you sense the sudden arrival of a new and powerful evil.

Turn to 67
.

230

As the bandits and the wolfhound approach, you use your Magnakai Discipline of Invisibility to mask your body scent. The wolfhound is 10 yards from your hiding place when suddenly it begins slavering at the mouth, and then it breaks into a lolloping run. Your Sixth Sense warns you that this creature has detected the bitter aroma of the Dargorse Buds secreted in your Backpack.

If you possess Animal Mastery,
turn to 318
.

If you do not possess this Discipline,
turn to 292
.

231

You watch with grim glee as the heavy statue falls end-over-end towards the ascending Drakkarim warriors, but before it collides with the leading assault trooper, its course is deflected and it smashes through the parapet to drop harmlessly into the well of the shaft. The Drakkarim curse you vehemently and hasten their determined advance towards the observatory platform.

Turn to 180
.

232

With fearful disquiet, you take your first faltering steps into the dead forest of Helkona. This timberland reeks of sulphurous decay, and the perpetual half-light of the Darklands lends it a fearsome aspect. Guided by your Kai tracking instincts, you forge a northerly course through this poisoned maze of twisted trunks and thorn-guarded scrub, until you are halted by a violent tremor that makes the ground heave and split. You grab at a knotted bough to stop yourself from falling, but the rotten wood crumbles in your hand and you are knocked off your feet. Close by, a fissure opens in the dusty ground, and from its depths there emerges a host of giant black flies. They take to the air and swarm above you, their ghost-grey wings buzzing loudly. You sense that they are hungry and are preparing to launch an attack.

Illustration XIV
—From the depths of the fissure there emerges a host of giant black flies.

If you wish to try to evade this swarm of hostile giant flies,
turn to 310
.

If you decide to stand and defend yourself,
turn to 68
.

233

Forewarned by your senses, you leave the panel and retreat from the alcove. You are passing by the iron door when suddenly you catch the sound of voices coming from somewhere on the other side. Suspicion and curiosity prompt you closer, and cautiously you place your eye to the door's peephole.

To continue,
turn to 223
.

234

You are able to determine that most of the powders and crystals stored on these shelves are either poisons, narcotics, or sorcerous concoctions. There are more than eighty vials here, yet only two contain substances that can be used to cure or heal. The first is Venell (a healing powder that will restore 5
ENDURANCE
points per dose when swallowed with a Meal), and the second is Tortwich (a crystalline salt that will restore 3
ENDURANCE
points when consumed after sustaining wounds in combat).

There are sufficient amounts in the vials to provide 2 doses of each substance. If you wish to take either or both of these curatives, remember to adjust your
Action Chart
accordingly.
19

To continue,
turn to 30
.

[19] Each vial takes up one Backpack slot. You may use the Venell at any time during the game if you possess a Meal and wish to use it, or if one can be obtained by the use of Grand Huntmastery.

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