The Masters of Darkness (16 page)

Read The Masters of Darkness Online

Authors: Joe Dever

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

185

The limb wavers; then, hesitantly, it falls back to the edge of the abyss. With an Arrow drawn to your lips you watch it retreat, your eye focused along the shaft at a point near the middle of the velvety black tendril. It continues to withdraw, and then, as the tip is about to disappear from sight, there is a deafening screech. Suddenly a huge shape explodes from the crevasse, rising at such speed that its features are a blur. Instinctively you aim at the centre of this bulbous black form, and send your shaft whistling to meet its lightning-fast attack. The Arrow strikes, and the creature screeches again — this time in pain.

You dive to the floor to avoid being hit by this howling horror, but it skims your scalp before slamming into the cavern wall. You glance back, expecting to see it slumped lifelessly on the floor, but to your surprise you see that it is still moving. Like a punctured balloon, it rebounds from the wall, and then soars in a spiral towards the roof. There it is impaled on a cluster of stalactites that crack and give way under the impact of its vast weight. For a fleeting second you glimpse its ghastly features — its pear-shaped horny head and bulb-tipped antennae — before it plummets for the last time into the coal-black depths of the crevasse.

Turn to 87
.

186

Your senses tell you that the most vulnerable parts of the Xargath's head are its ears: the wall of the creature's skull is thinnest near the ear canals. Penetrate its ear with an arrow, and it could pass straight through the skull and enter its brain.

The Xargath roars and a gale of putrid breath tears at your face and clothing, forcing you away from the longboat. 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 chosen target. Guided by instinct alone you raise your Bow and fire.

Pick a number from the
Random Number Table
and add to it 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
.

187

The rod is a Zejar-dulaga, a poisonous arrow imbued with magical accuracy. If you wish to turn off the power and take this Zejar-dulaga, mark it on your
Action Chart
as a Special Item, which you carry in your Quiver. The Zejar-dulaga occupies the same space in your Quiver as a normal Arrow. If you have 6 Arrows, you may discard one in favour of the Zejar-dulaga.

Having satisfied yourself that there is nothing else of practical use in this laboratory, you decide to leave.

If you wish to leave the laboratory by the door located behind the bench,
turn to 54
.

If you decide to re-enter the corridor and approach the guards,
turn to 29
.

188

Your curiosity is aroused by the pouch of herbs you have discovered in the belt pouch of the dead Drakkarim officer.

If you have the Magnakai Discipline of Curing or have reached the Kai rank of Principalin or higher,
turn to 145
.

If you do not possess this skill or have yet to attain this level of Magnakai training,
turn to 201
.

189

Your attempts at deceiving this élite Drakkarim warrior are met with a sneer of contempt. Cursing you as an impostor, he thrusts his spear at your face in an attempt to gouge out your tongue. You cannot evade combat and must fight your adversary to the death.

Death Knight Sentinel:
COMBAT SKILL
 28   
ENDURANCE
 29

If you win the fight,
turn to 139
.

190

The howling makes the guard nervous — he shuffles uneasily and holds his iron stave defensively, as if expecting an attack at any moment. Yet, despite his alertness, he does not see you approaching until the very last moment, by which time it is too late to avoid your first blow. You deal him a grievous wound to the neck which sends him reeling, yet he recovers quickly and comes staggering towards you, his stave now ablaze with blue fire.

If possess the Sommerswerd and wish to use it,
turn to 208
.

If you do not possess this Special Item or choose not to unsheathe it,
turn to 289
.

191

After searching the ruins and finding nothing of practical use, you continue your lonely trek along the Argazad trail. For the most part, it runs parallel to the coast and is exposed to strong gusts of icy air that whip across the gulf. You find yourself having to lean into these sleet-tinged winds in order to remain upright. It is a tiring ordeal, and, as dusk begins to darken the sky, you welcome the chance to stop and rest.

You have just located a windproof niche in the lee of a rocky crag, and are about to settle down and rest, when you notice something moving towards you along the trail.

If you have the Magnakai Discipline of Huntmastery and have reached the Kai rank of Principalin or higher,
turn to 251
.

If you do not possess this skill or have yet to reach this level of Magnakai training,
turn to 37
.

192

The Xargath roars like a demon, and a gale of blood-soaked breath whips your face and body, forcing you to lean into the blast in order to stay on your feet. The huge mouth descends, and your stomach churns when you see the grim remains of Sommlending sailors. Steeling yourself, you raise the sun-sword and prepare to strike out at the beast's ghastly maw.

Xargath:
COMBAT SKILL
 32   
ENDURANCE
 100

This creature is immune to Mindblast (but not Psi-surge).

If you win the combat,
turn to 299
.

193

The screams of your pursuers grow louder with each passing second. Your pulse quickens and you release your Arrow before you are sure of your target. The shaft arcs through the darkness and strikes the creature a glancing wound to his shoulder, causing him to yelp in pained surprise.

Fearful that his cry will alert those who are following you, you shoulder your Bow hurriedly, draw a hand weapon, and run at the guard, grimly determined to finish him before he raises the alarm.

If you possess the Sommerswerd and wish to use it to slay this creature,
turn to 208
.

If you do not possess this Special Item or choose not to unsheathe it,
turn to 289
.

194

You hit the water with a mighty splash, and sink like a stone beneath the icy cold waves, yet the sudden shock serves to revive your battle-weary muscles and quickly you strike out for the surface. You emerge from the depths beside the hull of the enemy ironclad, which is slowly pulling away from the wreck of the
Intrepid
. The heads of the rivets, which protrude all along its steel bow, offer a secure handhold for your numb fingers and enable you to drag yourself onto the shallow deck. You have barely caught your breath when a Drakkarim sailor, armed with a billhook, rushes forward and lunges at your head.

Drakkarim Sailor:
COMBAT SKILL
 19   
ENDURANCE
 24

Unless you possess the Magnakai Discipline of Huntmastery, reduce your
COMBAT SKILL
by 2 points for the first round of this fight, owing to the surprise of your enemy's attack.

If you win the combat,
turn to 243
.

195

You slay the last of the deadly Crypt Spawn and stagger back, wiping their gore from your stinging eyes. As your vision clears, to your horror you see Kraagenskûl bending over a bowl that rests on a plinth beside his throne. It is filled with a silvery liquid, and at once you recognize its purpose: it is a communicator, a device through which he can converse with his leader, Darklord Gnaag. The Sommerswerd has betrayed your identity, and Kraagenskûl is warning Gnaag of your presence here in Argazad.

With your heart pounding, you race across the chamber and kick the bowl from its plinth, destroying the image of Gnaag, that floats upon its shiny surface. Kraagenskûl screams in anger and lunges at your head, his sword now ablaze with tongues of black fire. You parry the blow and the two blades hiss furiously as their awesome power collides.

Darklord Kraagenskûl:
COMBAT SKILL
 45   
ENDURANCE
 48

This being is immune to Mindblast (but not Psi-surge).

If you win the combat,
turn to 318
.

196

The track and the stream wind their way towards a narrow gap in the Durncrag Range. Fixedly you stare at this gap. The longer you gaze, the more certain you are that it is a mountain pass, allowing the path to continue through to Argazad. You decide to press on and traverse the pass. Hopefully, the track will lead to the naval base where you can attempt to steal, or stow away on, some means of transport that will carry you to Aarnak. The naval base must receive equipment from a Darkland city-fortress, and it is likely that Aarnak is one such source of supply.

It is nearly dusk when the stony path reaches the narrow, boulder-strewn approach to the pass. It has been a long and tiring trek, yet in spite of your fatigue your senses warn you in good time of the danger that lies ahead. The pass is blocked by a wall and a stone watchtower, both guarded by Giak soldiers. Carefully you leave the path and creep along the bank of the stream, remaining hidden from view as slowly you edge your way nearer to the Giak outpost. An iron-banded gate in the centre of the wall allows traffic to use the pass, but it is closed and guarded by sentries. As dusk turns to darkness, you continue to observe every detail of the outpost and the surrounding mountains, in the hope of finding a way through.

If you wish to attempt to scale the wall,
turn to 86
.

If you decide to avoid the outpost and search for an alternative route across the mountains,
turn to 117
.

197

Fighting back your fear, you set off along the soot-encrusted street, keeping your head down and your shoulders forward to maintain your balance against the blasts of fiery wind that lash you mercilessly. At one corner, you happen upon a line of shallow pits, all filled with blazing oil. In the middle of each one is a pyramid of stone, festooned with chains, to which are manacled a dozen wretched creatures. They stand waist-deep in the flames, and, as they scream in pain, a group of Giaks amuse themselves by pushing them under with the hafts of their spears.

The Giaks are preoccupied with their cruel sport and you evade them easily. You continue along the street opposite the torture pits and arrive at a square flanked by four tall towers.

If you possess the Magnakai Discipline of Divination and have reached the rank of Archmaster,
turn to 124
.

If you do not possess this skill or have yet to attain this level of Magnakai training,
turn to 283
.

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