The Masters of Darkness (12 page)

Read The Masters of Darkness Online

Authors: Joe Dever

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

129

Guided by your instructions, Captain Borse commands his helmsman to steer ‘hard a' port’, a manoeuvre that will take the
Intrepid
clear of the enemy line. Swiftly the ship changes course. You watch the Darkland ironclads looming larger with each passing minute, and note the formidable array of weapons aboard their steel-skinned decks. Huge, black funnels protrude from the middle of each craft, which emit clouds of choking, sulphurous smoke. As the
Intrepid
rounds the last ironclad in the line, this acrid smoke wafts across the water and engulfs the crew, causing them to cough and retch violently. The sound of their coughing alerts the enemy lookouts who immediately raise the alarm.

Illustration VIII
—The Darkland ironclads surge towards the
Intrepid
.

Suddenly, a flash of blue-white light illuminates the bow of the ironclad and a fiery projectile arcs across the sky towards the
Intrepid
.

Pick a number from the
Random Number Table
.

If the number you have picked is 0–6,
turn to 20
.

If it is 7–9,
turn to 180
.

130

You follow the passage for nearly an hour before you happen upon something that raises your flagging spirits. At a junction with two other tunnels your eye is drawn to a large emblem that has been chiselled skilfully out of the granite wall. It is a depiction of a snake's skull with two fly-like eyes, surrounded by a circle of fire. At once you recognize this carving: it is the personal emblem of Darklord Gnaag. You study the sign: it must mark the start of a tunnel that leads to the Imperial Sector of the city.

With your pulse racing, you set off along the torchlit tunnel. You have not gone very far when you see that it ends at a large steel door, guarded by two monstrous creatures clad in heavy plate mail. A smaller door appears to your left, and, as you draw level with it, you reach out and turn its handle. The door is locked.

If you possess a Black Key,
turn to 278
.

If you do not possess this Backpack Item,
turn to 29
.

131

The captain arches his back and screams in agony as your Arrow drives deep into his spine. Immediately, two Drakkarim gunners rush forward to help him, but as soon as they realize that he is dead, they spin around to confront you.

If you have at least two Arrows and wish to silence these Drakkarim,
turn to 259
.

If you choose to draw a hand weapon and attack them before they can alert their shipmates,
turn to 292
.

132

Holding your breath, you unsheathe your weapon and press yourself to the cliff wall. You plan to take the approaching Giaks by surprise, cut your way through them to the summit, and then escape before the pursuing group can catch up. It is a bold manoeuvre and one that does not allow for the night-sharp eyes and cruel cunning of the Giak commander. From his position atop the cliff he watches your every move.

‘Koga!’
he shouts, and both search parties freeze in their tracks.
‘Dulaga zaj!’
Suddenly there is a sound like rushing water, and then a terrible pain rips through your chest as you are hit by a score of black arrows, fired by Giak archers kneeling at the edge of the cliff. You gasp for breath as a terrifying numbness spreads throughout your body. Although you fight to stay on your feet, you can no longer feel your legs. Stiffly you fall from the path and crash to your doom on the beach below.

Your life and your mission end here on the shores of the Darklands.

133

Your hand closes around the hilt of the black sword moments before Kraagenskûl's claw-tipped fingers rake the floor where it lay. You raise the blade and feel a surge of cold power run the length of your arm. It courses through your brain, willing you to attack the cowering Darklord and slaughter him unmercifully. This new-felt need to wallow in the killing of an enemy stirs you to a fearful rage. Desperately you draw on your inner strength to overcome this barbaric urge, and control it, as you prepare to fight with Darklord Kraagenskûl.

Darklord Kraagenskûl (without Helshezag):
COMBAT SKILL
 35   
ENDURANCE
 38

This supernatural being is immune to Mindblast (but not Psi-surge). Owing to the power of Helshezag — the weapon you now wield — add 7 to your
COMBAT SKILL
for the duration of the combat.

If you win the combat,
turn to 240
.

134

Once more the pit is cleared and the spectators settle down to enjoy another round of vicious hand-to-hand fighting. The next two combatants are poised to enter the ring and, in the light of what happened previously, they have both decided to ignore the gong and tear into each other as soon as their holding cage door slides open.

Bets are about to be placed when the sound of a loud, intermittent whistle interrupts the proceedings: it is the signal that Helgedad has been sighted by the lookout. Some of the crowd leave their seats in order to view the Black City through the tiny portholes that line the walls of the gallery. With your heart pounding at the thought of seeing the Darklands' most infamous stronghold for the first time, you leave the pit and join them.

Turn to 326
.

135

As you fight to stay on your feet, the beast bears down, tilting its head from side to side, revealing just a glimpse of your target. Guided by instinct alone you raise your Bow and fire.

Pick a number from the
Random Number Table
, and add to this number any bow-skill bonuses to which you are entitled.

If your total is now 0–8,
turn to 313
.

If it is 9 or more,
turn to 105
.

136

You draw on your Kai skill to neutralize the deadly venom that is coursing through your veins. Swiftly your powers of healing overcome the poison, but at a cost of 4
ENDURANCE
points. You prise the hideous creature off your head and hurl it to the floor, but no sooner has it hit the steel deck than it springs back at your face, forcing you to defend yourself.

Plaak:
COMBAT SKILL
 30   
ENDURANCE
 10

This creature is immune to Mindblast and Psi-surge. Owing to the speed and shock of its attack, unless you possess the Magnakai Discipline of Huntmastery, you are unable to draw a weapon and must fight the first round of combat unarmed.

If you win the combat,
turn to 218
.

137

Guided by starlight, you trek westwards through the pass until the need for food and rest forces you to stop. A brief search uncovers a shallow fissure in the mountain wall which offers a safe refuge for the night, and there you decide to grab a few hours' sleep before continuing to Argazad. You must now eat a Meal or lose 3
ENDURANCE
points.

Turn to 165
.

138

The crystal shard emits a tinkling, bell-like sound, and the guard moves aside to allow you to enter the Tower of the Damned. He points to a column of bright blue light, descending from the darkness above, and tells you to step into its shimmering rays. You hesitate, and he laughs mockingly at your indecision.

‘Go on, step in. It's quicker than climbing the stairs.’ Your Kai senses tell you that the column is a beam of partial gravity, a transportation device that will draw you slowly towards the top of the tower.

You step into the light and feel yourself rising. Minutes later, the sensation stops and you step from the beam into a huge, domed chamber. The polished walls and floor glisten like the mirrored surfaces of a black lake. The aura of evil hangs everywhere like a thick mist. It closes your throat and threatens to suffocate you. Your heart pounds loudly as you move towards a dais at the centre of the chamber, where a machine rests that matches the description of the Transfusor that Lord Rimoah gave you before leaving Toran. You reach for your Backpack, but before you can lift your robe and unshoulder it, the chamber is filled with a roaring growl.

‘What brings you here, vermin of Ghanesh?’

It is the voice of Darklord Taktaal. From the shadows of an archway, he slithers towards the dais, his smooth, ice-white head swaying upon a fur-covered snake body, riddled with disease. Your stomach turns as you watch a muzzle distend from his face, and then split open to reveal a row of razor-sharp fangs. Seemingly you are a lowly follower of his hated rival, Darklord Ghanesh, and you know that if you are to survive you must answer his command convincingly.

If you wish to tell him that you want to defect from Ghanesh's service and serve him instead,
turn to 261
.

If you wish to tell him that you have secret information that could destroy Ghanesh,
turn to 168
.

139

The Death Knight sentinel stiffens and falls dead at your feet, his black armour and his black heart torn open by the force of your killing blow. A quick search of his body reveals the following items:

  • Spear
  • Dagger
  • Axe
  • Pouch of Tobacco
  • Bottle of Wine
  • Pipe
  • 60 Kika (equivalent to 6 Gold Crowns)
  • Iron Key
  • Enough food for 1 Meal

If you wish to keep any of the above items, make the necessary adjustments to your
Action Chart
.

To continue,
turn to 257
.

140

Beyond the door lies a corridor that leads to a narrow hall of stone. Its ceiling, flat and undomed, is supported by thick columns that march in rows down the sides of the walls. Between the columns are plain steel doors, the largest one guarded by Death Knights. From the safety of the shadows you watch as this great door swings open and a man, swathed in a voluminous scarlet robe, emerges into the corridor. He speaks at length with the two guards, who depart in haste when he has finished, as if running an important errand. Beyond the great door you can see a flight of stairs ascending into darkness. The man in red watches the Death Knights leave, and then turns and ascends the stairs hurriedly, leaving the great steel door ajar.

Hoping that this staircase leads to the roof, you cross the corridor and follow the robed man, taking care not to be seen, as you stalk silently in his wake. Your Kai skills keep you hidden from view and enable you to gain entry to the chamber that occupies the entire top floor of this building. There you take cover behind one of many statues that encircle the floor, and witness a scene that chills you to the core.

Turn to 216
.

141

Your mastery of mental power enables you to shield your mind from the psychic probe emanating from the box-like device that the guard is using to check your identity. Because of your effective mindshield, he is unable to detect any hostile psychic signals. Satisfied that it is safe to allow you to pass, he orders his fellow guard to open the steel door and let you into the subterranean levels of the Imperial Sector.

Beyond the door is a vast hall filled with row upon row of fearsome weapons. It is the Imperial Armoury of Helgedad.

If you possess a Black Cube,
turn to 40
.

If you do not possess this item,
turn to 320
.

142

‘What have we here?’ muses the captain warily, as he accepts your envelope. ‘Guildmaster Banedon instructed me to deliver this into your charge as soon as we cleared the blockade,’ you reply. ‘It contains confidential details about our voyage to Durenor.’

‘I'm sure the matter can wait 'til morning,’ he says slipping the envelope into the pocket of his gold-braided jacket. ‘You'd best get some sleep. We could be in for some rough weather come sunrise.’ You insist that he read the contents of the letter without delay but he dismisses your request with a flick of his calloused hand. ‘It can wait. A few hours'll make no odds,’ he snaps, and he descends the stairs before you can argue otherwise.

If you wish to accompany the first mate to your cabin,
turn to 24
.

If you decide to stay on the forecastle with the lookouts,
turn to 115
.

143

In daylight, the trail is steep and treacherous, but in the cold, starlit darkness it is doubly so. Chunks of rock crumble underfoot and in many places there is simply no trail at all. Progress can only be made by inching yourself painfully across the sheer drops, using your fingers and what little of the ledge that remains. Eventually you reach the dark opening and enter with trepidation. A smooth, semicircular tunnel descends through the rock. The passage is lit faintly by an eerie ochre light, which is cast by clumps of bacteria that seem to thrive on the damp tunnel walls.

If you possess the Magnakai Discipline of Curing,
turn to 93
.

If you do not possess this skill,
turn to 303
.

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