The Dungeons of Torgar (17 page)

Read The Dungeons of Torgar Online

Authors: Joe Dever

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

231

‘Over here!’ calls Jarel, pulling open the rot-infested door of a hut at the water's edge. Inside you see an overturned rowboat with a pair of battered oars shipped underneath. He turns the small craft over and raises it by the stern.

‘Give a hand,’ he says, straining to push it forward. You place the oars inside, lift the bow, and help him launch it gently into the river. ‘This brings back some memories,’ says Jarel, wistfully. ‘Though I never thought I'd ever be sharing this little booty-runner with a Pathfinder!’

You toss your pack into the boat and take your place opposite the partisan leader as he fixes the oars into position. Then, with a smooth stroke, he propels the boat out into the current and you begin your voyage towards the sinister channels of the Hellswamp.

Turn to 240
.

232

Silently you dismount and approach the charred tower door. Through the split timbers you see a man crouching beside a smouldering fire, cooking a bird that is skewered on the point of his dagger. He wears clothes cut from supple leather dyed deep crimson, and coiled on his hip you notice a Bullwhip, its braids studded with nuggets of copper.

‘Join me!’ he says suddenly, without raising his eyes from the glowing charcoal fire. ‘There's enough meat on this fledgling for the two o' us.’

If you wish to accept the stranger's offer,
turn to 129
.

If you decide to remount your horse and hurry away,
turn to 75
.

233

There is a flash as your weapon smites the link and severs the amulet from the chain. The Demonlord howls and recoils, as if wounded by the blow, and you snatch the amulet away from his feet before he recovers. The black iron feels unnaturally cold; it numbs your hand and fills your arm with a dull throbbing pain. Despite your acute discomfort you know you must maintain your grip, for it is the key to the Demonlord's existence here in this temple.

Roark raises his amulet and screams a curse. Suddenly the chill that pains your arm lances across your chest and stabs at your heart. Unless you possess the Magnakai Discipline of Nexus, lose 3
ENDURANCE
points.

If you survive the attack,
turn to 188
.

234

Jarel appears at your side and delivers a blow that rips open the evil creature's heart. But his timely aid has diverted his attention from the forest where danger still lurks. A pair of feral eyes glint in the moonlight. Then another beast charges forward and flings itself at Jarel's unprotected back. You lift your weapon and move to strike as the creature comes flying through the air. Owing to the momentum of its attack, you have only one chance to deflect it from your companion.

Pick a number from the
Random Number Table
. If you have completed the Lore-circle of Fire, add 5 to the number you have picked.

If your total is now 0–6,
turn to 312
.

If it is 7 or more,
turn to 178
.

235

The snake mistakes your movement for a hostile action and strikes out at your face.

Pick a number from the
Random Number Table
. If you have the Magnakai Discipline of Huntmastery, add 1 to the number you have picked. If you have completed the Lore-circle of Solaris, add 2 to the number you have picked.

If your total is now 5 or less,
turn to 182
.

If it is 6 or more,
turn to 279
.

236

You splash face-first into the mire, which fills your eyes and mouth. Blinded by the stinging mud, you fail to see your horse rear up and topple towards you, an arrow lodged deeply in his skull. His flailing hooves slam into your back and your legs are pinned beneath him when he falls heavily on his side: lose 8
ENDURANCE
points.

If you are still alive,
turn to 165
.

237

The ghastly creature emits a shrill whistle as you deliver your killing blow. The deadly mandibles continue to snap, but without aim or purpose, as its lifeless body slowly oozes from the hole and falls limply to the chasm floor.

Grabbing the roots firmly with both hands you haul yourself up and collapse into the undergrowth. As soon as your strength returns you gather up your equipment and advance deeper into the eerie forest.

Turn to 50
.

238

The gantry passes close enough to the Lorestones to enable you to cup your hands beneath them. If Paido were to destroy the crystal rods, the Lorestones would be freed of the energy beams and drop into your hands.

You tell Paido of your bold plan and he nods enthusiastically as you get ready to make your catch. You call to him when you are ready and, one by one, he begins to smash the crystal rods.

Turn to 196
.

239

The thunder of hooves warns you that more partisan horsemen are heading your way. You wheel your horse about and gallop down a long, twisting hill track. You are beginning to outdistance your pursuers when your steed suddenly pitches forward and throws you head-first into a tangle of foliage. The dense undergrowth cushions your fall and you emerge unscathed, but your horse has been seriously injured.

A deep pot-hole ensnared its foreleg and the limb is broken: the poor animal cannot go on. The partisan reinforcements gallop into view and you are forced to abandon your crippled mount and escape into the surrounding trees on foot. With the angry cries of the partisans echoing behind you, you curse your ill luck and hurry deeper into the darkening forest.

Turn to 250
.

240

The first day of your voyage is smooth and uneventful. The strong current bears you steadily northwards and Jarel is content to allow the boat to drift with the flow while he enjoys the warm sunshine and your conversation. You learn much about your guide and the land of Eru, and in return you recount the legends of Sommerlund and tell of your adventures in the realms of Magnamund.

At dusk you reach a confluence where the river is joined by another that flows in from the east. Here the currents are swift and treacherous, but Jarel steers the boat masterfully and brings it ashore at a muddy beach on the west bank, where a small stone hut stands close to the river's edge. You are dragging the boat up the muddy shore when Jarel suddenly freezes in his tracks. A movement among the tall grasses that fringe the beach has alerted him to a pair of green, pig-like eyes glinting in the gloom. ‘Keep still,’ he whispers, fearfully. ‘It could be a Gorodon.’ His fears are confirmed as the shadowy creature leaves its hiding place among the grasses and comes crawling down the beach towards you.

If you possess the Magnakai Discipline of Animal Control and have reached the Kai rank of Primate or higher,
turn to 112
.

If you do not possess this skill or have yet to reach this level of Magnakai training,
turn to 172
.

241

A chill of premonition runs down your spine as you stare at the old mining huts below, for you feel sure that they conceal an enemy, lying in ambush. You cast your eyes along the river for an alternative place to cross, but it is only here that the deep, fast-flowing waters of the River Brol are shallow enough to ford on horseback.

If you wish to gallop towards the ford and attempt to cross it, despite the risk of an ambush,
turn to 8
.

If you choose to avoid the ford and try to cross the river further downstream,
turn to 224
.

242

The first rays of dawn light are beginning to lighten the forest when you happen upon a wide gap in the trees. A dark shape, large and rounded like a furry boulder, lies curled up beneath the branches of a pine at the edge of the clearing. In the distance a crow caws nervously, stirring the shape from its slumber with a half-hearted call of warning. Your pulse quickens as you recognize the outline of a big black bear.

A noise to your left diverts your attention from the waking bear, and to your horror you see a pack of leathery black Akataz creeping towards you through the undergrowth, their feral eyes aglow with bloodlust as they latch on to your scent. With a howl they leap forward, clawing and biting as they drag you to the ground.

If you possess the Magnakai Discipline of Animal Control and have reached the rank of Principalin or higher,
turn to 77
.

If you do not possess this skill, or if you have yet to attain this level of Magnakai training,
turn to 254
.

243

You have covered twenty yards when a rain of boulders begins to crash down all around you. Suddenly a starburst of pain explodes in your head and the taste of blood fills your mouth. You fall heavily but you are numb to the pain, for your neck is broken and death is but seconds away.

Your life and your quest end here.

244

In the company of a dozen bodyguards and court heralds, you follow the Prince as he makes his way on foot to King Sarnac's camp. It is his usual practice to inspect his soldiers on the eve of battle, to see for himself that all is well and to raise their spirits with a few words of praise and encouragement. He is heartened to discover their morale is already high and that they are all confident that he will lead them to victory.

At length you arrive at the Lencian headquarters. A huge yellow flag, bearing the emblem of a white swan and blue dragon, flutters in the breeze above the royal tent where a unit of silver-clad knights stands stiffly to attention. A trumpet announces your arrival and the knights escort you inside to meet the King. After formal greetings have been exchanged, the grey-haired King begins to discuss the impending battle. The Prince has brought with him a detailed map of the town and, as the two leaders formulate their plans, it is used to mark the places where their regiments will assemble and attack the enemy.

Illustration XIV
—On a detailed map of the town, the Prince and the King mark the places where their regiments will assemble and attack the enemy.

‘If only we knew the number of reinforcements Baron Shinzar has received,’ says the King, uneasily. ‘Then we could be sure our plans would succeed.’ The Prince nods in agreement. ‘We must send a scout to reconnoitre their defences, or hundreds of our soldiers could lose their lives needlessly in the assault.’

The King looks in your direction then returns his eyes to the Prince. ‘I have no scouts trained for such a delicate operation,’ he says, ‘but I see you have a Pathfinder. Send him. His skills would be well suited to this task.’

The Prince hesitates. He cannot reasonably refuse the King's suggestion, yet to send you into the enemy camp would endanger your life and your quest.

If you wish to volunteer to scout the enemy positions,
turn to 53
.

If you choose to remain silent,
turn to 171
.

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