Fire on the Water (22 page)

Read Fire on the Water Online

Authors: Joe Dever

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

336

In a fraction of a second, the searing burst of flame changes direction in mid-air and is drawn towards the blade of the Sommerswerd. The bolt of energy disappears into the golden blade like water into a drain. (You remember that the Sommerswerd has the power to absorb magic. This power has saved you from certain death.)

The sorcerer curses you, pulls a jewel from his ornate tokmor, and throws it at your feet. There is a flash of flame and a cloud of choking green gas billows up in your face, filling your nostrils with its acidic smell. You are forced to jump to the deck below to avoid the poisonous gas, and you just catch a glimpse of the sorcerer as he frantically paddles a small boat away from the death-hulk flagship.

If you wish to dive into the sea and swim after him,
turn to 109
.

If you wish to fight your way back to a Durenese warship,
turn to 185
.

337

When you are only fifty yards offshore, you slip into the waves and swim towards land. When you finally reach the beach, you sink your fingers deep into the wet sand and slowly claw your way up the beach to the shelter of some dunes. You are exhausted and very hungry. The only possessions that you have saved are your Gold Crowns, your Backpack, and any Special Items that you did not discard in the storm. Any Weapons and Backpack Items that you possessed before the storm have been lost. Make the necessary adjustment to your
Action Chart
. However, a few hundred yards away, you notice clumps of small twisted trees laden with purple fruit.

If you have the Kai Discipline of Hunting,
turn to 139
.

If you wish to eat this fruit,
turn to 228
.

If you do not wish to eat this fruit, lose 3
ENDURANCE
points and
turn to 171
.

338

You grasp the haft of the spear and level it at the approaching Helghast. It shrieks a desperate cry for it knows that it cannot avoid being impaled on the sharp tip of your spear. The shock of impact knocks you backwards and you crash to the highway below, losing 2
ENDURANCE
points. The Helghast hits the ground barely seconds later, driving the spear through its black heart, and dying instantly.

If you wish to remove the spear,
turn to 269
.

If you would rather leave the spear where it is and run away from here as quickly as possible, erase the Magic Spear from your
Action Chart
and
turn to 349
.

339

After only half an hour, the coach is stopped by some armed horsemen. They wear the black ship and red crest emblem of Lachlan the Overlord of Ragadorn. They demand gold in payment for what they call ‘exit taxes’: one Crown from each passenger. The other travellers each place a Crown on a small plate and hand it to you.

If you can pay the tax, do so and the coach will be allowed to go on its way.
Turn to 249
.

If you have no money,
turn to 50
.

340

You have been walking along the deserted tunnel for a further half-hour when the highway splits in two.

If you wish to enter the left tunnel,
turn to 64
.

If you wish to enter the right tunnel,
turn to 164
.

341

Shattered beams and torn sails are all that remain of the unfortunate merchant ship. You ask the captain to search for survivors but he ignores your plea and orders the crew to continue their duties. As the wreckage gradually disappears from view, the nagging fear that a similar fate could await you makes your throat dry. You descend below deck and take care to lock the cabin door behind you.

Turn to 240
.

342

He is a mountain of a man, completely bald and with large gold rings hanging from each ear. He looks at you suspiciously and says, ‘Ale is one Gold Crown, a bed for the night is two. Which do you want?’

If you wish to buy some ale, pay the innkeeper 1 Gold Crown and
turn to 72
.

If you wish to stay here for the night, pay the man 2 Gold Crowns and
turn to 56
.

If you want neither, but merely wish to ask him a little bit about Ragadorn,
turn to 226
.

343

You sense that you were the intended victim of this supposed accident. One of the passengers is trying to kill you!

Turn to 168
.

344

Your Kai sense reveals to you that the strangers are Helghast, fell captains of the Darklords. They have been sent from the Darklord city of Helgedad on a mission of assassination. They have the ability to take on the appearance of humans and they are immune to normal weapons and Mindblast.

You turn to shout a warning to Rhygar as you run for the safety of the forest.

Turn to 183
.

345

A fierce battle now rages throughout the ship as the evil Giaks fight to win control of the
Green Sceptre
. Perched high up in the masts, the Kraan are rending the sails with their talons and razor-sharp teeth whilst the Zlanbeast have flown back towards Wreck Point to pick up more nets of malicious Giaks.

Through the body-strewn decks, a menacing shape looms. Both Giaks and sailors are cut down by the creature as it advances towards you. It is a Drakkar, a cruel warrior of the Darklords. Raising his jet-black broadsword, he attacks and you must fight him to the death.

Drakkar:
COMBAT SKILL
 16   
ENDURANCE
 24

If you win this combat,
turn to 243
.

346

The driver nods and hands back the ticket. The inn is warm but poorly furnished. You must eat a Meal here which will cost you 1 Gold Crown unless you have a Meal in your Backpack.

The Kai Discipline of Hunting cannot be used when instructed to eat a Meal on your journey through the Wildlands, as it is a barren wasteland inhabited only by creatures called Szalls, a weak and cowardly breed of Giak.

If you can afford the 1 Gold Crown for the room,
turn to 280
.

If you have no money,
turn to 205
.

347

At the end of this street is a large stable. To your right, you can see some of the mob searching the shops and houses. Suddenly, one of them sees you and raises the alarm. ‘There he is — there's the murderer!’

There is no time to think. You rush into the stable and freeing one of the horses you leap onto its back. As you ride out into the moonlight, an axe flies through the air and grazes your shoulder. You lose 1
ENDURANCE
point and make your escape into the night.

Turn to 150
.

348

The sailor's face changes from a smile to a sneer at your reply. He quickly moves away from the table.

‘Perhaps neither you nor I are all we claim to be. No matter. You will not live long enough to discover who I really am!’ You hear a door crash open behind you. Spinning round, you see three harbour thugs moving towards you. Each is armed with a scimitar and you must fight them as one enemy.

Harbour Thugs:
COMBAT SKILL
 16   
ENDURANCE
 25

You may evade after two rounds of combat by using a side door and
turning to 125
.

If you win the combat,
turn to 333
.

349

You have covered nearly three miles when you see a group of wagons in the distance. They have been strung out across the highway to form a barricade. Soldiers in red uniforms line the roofs of the wagons and a large crowd of people have gathered behind them. You can hear their excited chatter echoing along the tunnel. As you get closer, there is a sudden silence as all eyes turn to stare at you. A detachment of ten soldiers, led by a knight whose shield bears the royal arms of Durenor, advances towards you.

If you wish to attack these soldiers,
turn to 87
.

If you wish to raise your hands and walk towards them,
turn to 284
.

350

Holmgard has suffered much since your departure. Many of the shops and houses you remember passing on your way to the quay, are little more now than heaps of ashes. The Darklords' army with their evil engines of war surround the walls, and the flaming arcs of fireballs shooting through the air continually light the night sky as they rain down on the streets below. The people fight the fire as best they can, but they are hungry and exhausted and close to surrender. At first, as it enters the harbour, the fleet is mistaken for the enemy and cries of despair can be heard all along the quay. But as the first of the soldiers set foot in the city and unfurl the royal arms of Durenor, the news of your return spreads quickly. The cries of despair have changed to a chorus of cheers: ‘The Kai Lord has returned.’

You are standing at the top of the great watchtower, high above the main gate of the city, when the first light of dawn creeps slowly over the horizon. Thousand upon thousand of the black-clad enemy are massed around the city wall, huddled like beetles in the trenches that cover the plain. In the midst of this horde, a great red tent has been erected bearing the symbol of a broken skull. It is the mark of Zagarna, Lord of Kaag, a Darklord of Helgedad. His great ambition is the destruction of Holmgard; his fiercest desire to lead his army to victory over the House of Ulnar and claim Sommerlund for his own.

But victory is not to be his this day. Raising the Sommerswerd high above your head, a shaft of dawn sunlight catches upon the tip of the golden sword and a brilliant flash of blinding white flame runs the entire length of the blade. The power of the Sommerswerd electrifies you. Your senses reel and now your body reacts instinctively. You lower the Sommerswerd and point the blade towards the tent of Lord Zagarna. There is a mighty roar as the power of the sun-sword is unleashed in a searing white beam. The tent explodes and a brilliant fireball of white flame mushrooms skyward. A long and terrible cry rends the air. It is Lord Zagarna. The leader of the evil army is no more.

Illustration XX
—There is a mighty roar as the power of the sun-sword is unleashed in a searing white beam.

Gripped with fear and panic, the vast black army rise up and run in chaos from the city wall. The impossible has happened, their invincible master is slain. Again the Sommerswerd has returned to defeat them. The army and the allies of Durenor ride out of the city gates in pursuit of the panic-stricken enemy as they run blindly towards the Durncrag Mountains. The victory is yours. Holmgard is saved and the murder of the Kai has finally been avenged.

But for you, Lone Wolf, a life of high adventure has only just begun. A new challenge awaits you and the Sommerswerd in Book Three of the
Lone Wolf
series:

The Caverns of Kalte

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