Vampirium (16 page)

Read Vampirium Online

Authors: Joe Dever

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

BOOK: Vampirium
12.77Mb size Format: txt, pdf, ePub
159

You rein your horse to a halt before the sleepy-eyed corporal, and he demands that a toll be paid before he will allow you and your companions across the bridge.

‘The price is 5 Ren per rider; that's 20 Ren for you all.’

If you have 20 Ren and wish to pay the toll,
turn to 241
.

If you have no Ren but you are willing to pay the equivalent price in Gold Crowns (20 Ren = 2 Gold Crowns),
turn to 133
.

If you cannot or will not pay the bridge toll,
turn to 297
.

160

Your reactions have been dulled by the fatigue of your long journey. You fall behind the rangers and get caught by the full force of the mudslide as it comes thundering along the hill road. You lose consciousness the moment you are swept from your horse, and you are spared the pain of drowning in this merciless river of mud.

Tragically, your life and your mission end here in the Honah Hills.

161

You roll aside but fail to avoid the conda's fangs that graze your neck. Gildas reaches for his sword and, with one swift and deadly swipe, he decapitates the serpent and sends its fanged head spinning through the air, trailing a stream of greenish-yellow venom.

With a trembling hand, you touch your neck and then look to your fingertips. They are smeared with blood. Nausea wells up from the pit of your stomach and your vision blurs as the serpent's deadly venom begins to take hold. You draw upon your Magnakai Discipline of Curing to counter the poison, but before your innate defences win the battle, you suffer agonizing muscle spasms throughout your body: lose 5
ENDURANCE
points.

To continue,
turn to 335
.

162

Your bold ploy works. The soldier on the other side of the door obeys your command, believing you to be his squad leader.

You allow yourself a silent chuckle as you turn away from the antechamber door. Then you unsheathe your Kai Weapon and enter the main chamber, determined now to confront the squad leader in his bath.

Turn to 260
.

163

Suddenly a blinding white light obliterates your vision. A terrifying numbness spreads rapidly from your neck to the soles of your feet, and you feel yourself tumbling backwards into a fathomless abyss.

One of the rangers' arrows has pierced your forehead and penetrated your brain. Mercifully, your death is swift and painless.

Tragically, your life and your mission end here in the barracks of Yua Tzhan.

164

You unsheathe your Kai Weapon and spur your horse to the charge. Swiftly you gallop past your hypnotized companions, but as you thunder along the track towards the sorcerous woman, you are hit by a sudden blast of psychic energy.

Pick a number from the
Random Number Table
. If you possess Kai-screen, add 3 to the number you have picked.

If your total score is now 6 or lower,
turn to 25
.

If it is 7 or higher,
turn to 208
.

165

You leap from the wagon and hit the flagstoned ground, spraining your ankle as you land awkwardly: lose 1
ENDURANCE
point.

The rangers come hurrying to your aid. Gildas and Paviz take hold of you under the arms and carry you to the cover of a darkened doorway. Here you use your Kai healing skills to mend the torn ligaments in your foot; then you turn your attention to the door against which you are leaning. You try the handle and discover that it is unlocked. Quickly you slip inside and beckon the rangers to follow. When all of you are safely in, you close the door and draw its sturdy bolt.

To continue,
turn to 11
.

166

Suddenly you recall the dying words of the old herbalist you encountered in the Vanchou Forest: ‘
 … and the key will open the door to my home in Zuda. It is called the Crimson Tower.

You retrieve the Red Key from your Backpack and insert it into the dial. It fits, and when you twist it, the heavy door swings inwards without a sound. Quickly you step inside, and then beckon the rangers to follow: ‘This way!’

When all three are inside, you push the heavy door closed and slide its bolt across, locking it securely.

To continue,
turn to 136
.

167

Your Kai Sixth Sense warns you that a host of flying creatures are soaring overhead, obscured by the thick blanket of cloud. Hurriedly you warn the rangers of their presence and they take cover among the boulders. Your swift action saves them from being detected by the winged beasts, but as the last of their number passes overhead, you see something that makes your skin prickle with dread.

Turn to 296
.

168

You enter the stables and discover seven horses and a mule. Gildas uses his expertise to choose the best mounts, and you help the rangers to equip them with saddles and bridles. When the horses are ready to ride, you leave the stables and make your way to the South Gate. It is open, and the sleepy guards pay you no attention as you canter through its tall arch and depart the city. The road beyond passes through several outlying settlements before it begins a gentle climb into the Honah Hills.

Pick a number from the
Random Number Table
.

If the number you have picked is 0–4,
turn to 202
.

If it is 5–9,
turn to 194
.

169

You rush towards the man and draw back your right leg in readiness to kick over the bath tub. But before you can land your kick, you find yourself staring into the muzzle of a Bor pistol. The squad leader gives you an evil grin as he squeezes the weapon's trigger.

Pick a number from the
Random Number Table
.

If you possess Grand Huntmastery, add 1 to the number you have picked.

If your total score is now 2 or lower,
turn to 279
.

If it is 3–8,
turn to 307
.

If it is 9 or higher,
turn to 190
.

170

You continue along the trail until you see a distant figure standing in the middle of the rutted track. As you draw closer, your skin prickles with a sudden premonition of danger when you see that the figure is a beautiful young woman. She has milky white skin and a mane of glistening hair that cascades around her slender body. She is wrapped in a flowing gossamer robe and her dark eyes glimmer as she beckons you to come closer with a soft, hypnotic voice.

Illustration X
—A beautiful young woman beckons you closer with her soft, hypnotic voice.

If you possess Kai-screen,
turn to 32
.

If you do not,
turn to 223
.

171

A burning pain shoots from the front of your eyes to the rear of your head: lose 2
ENDURANCE
points. You reel back in shock and quickly you muster your Magnakai Curing skills to numb the pain and restore your injured sight. But as your vision is returning, you hear a loud crash of breaking glass, and your companions cry out in shock and alarm. You fear a steam-gun projectile has smashed through the tower's great glass window, but when your vision clears, you see that it is something far larger … and far worse!

Turn to 200
.

172

You release the straining bowstring and send your Arrow whistling towards the beast's open jaw. Desperately it twists its loathsome head away from the onrushing missile, but it cannot escape your unerring aim. The Arrow enters the beast's left eye-slit and sends the creature somersaulting head-over-tail, out of control. You dive aside to avoid being crushed beneath its plummeting body, but you are grazed by its body-spikes when it hits and bounces off the rocks: lose 2
ENDURANCE
points.

To continue,
turn to 18
.

173

Before you release your Arrow, you intone the words of the Old Kingdom Spell
Penetrate
. Then you send your missile whistling across the mess hall towards the distant steam-cannon. It strikes the cylinder and it punctures its iron skin with devastating effect.

Turn to 29
.

174

You and your companions race along the alleyway and lose yourselves in the maze of passages and tunnels that infest this quarter of Yua Tzhan. When you are sure that the City Guard have lost your trail, you halt beneath the light of a tavern lantern, heal your wounds, and consult your Siyenese Compass. Your mind is now focused upon the task of finding and retrieving the Claw of Naar before Autarch Sejanoz arrives in the city. You set off in the direction indicated by the compass needle, and it leads you towards the Military Quarter located to the east of the main square. Here you follow a broad avenue lined with closed shop doorways and soon arrive at a busy barracks. The Siyenese Compass and your Kai Sixth Sense both tell you that the Claw of Naar is located somewhere inside this troop-infested building.

If you wish to try to find a way to enter the barracks undetected,
turn to 81
.

If you decide to observe this building from the cover of an unlit doorway,
turn to 242
.

175

Quickly you retrieve the Poghlam from your Backpack, flip open the stopper, and down it all in one gulp. Instantly, the nausea subsides and you feel new strength coursing through your aching limbs: restore 4
ENDURANCE
points.

To continue,
turn to 48
.

176

Gildas obeys your command and reluctantly he returns the arrow to his quiver. Cautiously you dismount and approach the misshapen creature on foot, for you sense your horse is too frightened to venture any closer to its lair. Using your Magnakai Discipline of Divination, you attempt to communicate with the creature telepathically. Your patience and your effort are soon rewarded when you hear its true voice speaking to you in your mind.

You learn that this ‘creature’ is human. It is the victim of an evil spell cast by the vampiric shape-changer that you encountered on the forest track. You ask if there is anything you can do to alleviate its wretched condition, and you are shocked when you hear its plaintive reply.

Strike me with your blade, kind sir. Deal me a mortal wound so that my soul may be freed from this hellish torment.

If you wish to strike the creature with your Kai Weapon,
turn to 321
.

If you choose not to strike the creature,
turn to 114
.

177

You force the doors back to allow enough room for a horse to pass through, and then you enter the stables and search the upper and lower floors. You discover seven horses and a mule, and tack enough to equip them all. Gildas uses his expertise to choose the best mounts, and you help the rangers to fit them with saddles and bridles. When the horses are ready to ride, you leave the stables and make your way to the South Gate. It is open, and its sleepy guards pay you no attention as you canter through its tall arch and depart the city. The road beyond passes through several outlying settlements before it begins a gentle climb into the Honah Hills.

Pick a number from the
Random Number Table
.

If the number you have picked is 0–4,
turn to 202
.

If it is 5–9,
turn to 194
.

178

You draw upon your mastery of Elementalism to cause the fire to flare wildly. The sudden flash of flames scatters red hot coals across the floor, and some ignite a leg of the dining table. Gripped by a sudden panic, the soldiers leap from their seats and attempt to put out the fire with cloaks and mugs of ale.

In the confusion, none of them see you enter the mess hall. You take cover behind a stand of armour, and then you draw upon your Magnakai Discipline of Invisibility to help keep you hidden before you attempt to reach the far door.

Pick a number from the
Random Number Table
. If you possess Assimilance, add 3 to the number you have picked. If you possess Grand Huntmastery, add 1.

If your total score is 2 or lower,
turn to 8
.

If it is 3 or higher,
turn to 211
.

Other books

Long Tall Drink by L. C. Chase
Tomorrow! by Philip Wylie
The Emancipation of Robert Sadler by Robert Sadler, Marie Chapian
Haley's Man by Daniel, Sara
Stuff Hipsters Hate by Ehrlich, Brenna, Bartz, Andrea
LEGEND OF THE MER by Swift, Sheri L.
Pines by Crouch, Blake