Read The Curse of Naar Online

Authors: Joe Dever

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

The Curse of Naar (11 page)

69

The spirit of Cadak utters a chilling laugh as you retreat before the inexorable flood-tide of maggots. When you feel the wall of the chamber pressing hard against your back, you unsheathe your weapon and brace yourself for combat with this foul host of larvae.

Nemagog swarm:
COMBAT SKILL
 40   
ENDURANCE
 32

If you win this combat,
turn to 28
.

70

Suddenly the fearsome Dragonlord ceases to roar and spit fire. The wounds you have inflicted have weakened him and he is forced to retreat from the combat momentarily in order to recoup enough strength to continue. Before he can strike again, you use the lull in the deafening noise that has accompanied this fight to shout out the Dragonlord's secret name.

‘Zheva!’ you cry. Huan'zhor shudders when he hears the name, and a naked panic grips his heart. Bleating like a frightened lamb, the great dragon takes to the air and flees in terror. You watch him fly back across the chasm and soar upwards into the vent in the ceiling of the titanic cavern, from where he first appeared.

Your swift and timely use of Huan'zhor's secret name has routed your enemy but, unfortunately, the Lavas and the reptilian minions do not follow the example of their petrified leader. Sensing an enemy in their midst, they rapidly muster their numbers and encircle the temple. Through the wall of flames you glimpse several dozen Lavas approaching the nest by air from the far side of the chasm.

If you wish to search once more for the Scarab of the Wingless Dragon,
turn to 213
.

If you decide to take your chances without the Scarab, you can avoid the attacking Lavas and escape from the nest of fire by leaping into the transporter beam.
Turn to 209
.

71

With cool defiance you stare back at the ghoulish mutant horde. You count more than thirty spears raised and ready to be hurled at you upon Nza'pok's command, far more than you can hope to dodge at once, yet still you refuse to show him and his loathsome spawn any sign of weakness. Then, in the face of imminent death, you suddenly recall part of the script of the Tome of Darkness that told of a secret name which can bind Nza'pok when spoken aloud. This name could be the key to your survival, yet you have no time left to retrieve the book from your Backpack. If you are to use this secret name you must try to recall it from memory.

If you think that Nza'pok's secret name is ‘Hulka’,
turn to 171
.

If you think that the name is ‘Khula’,
turn to 105
.

If you think that the name is ‘Lukha’,
turn to 56
.

72

Using your Grand Mastery, you conjure a thick mist to surround the basalt dais on which you stand. The sudden appearance of the fog startles the Lavas and nervously it backs away along the parapet. It is armed with a barbed trident with which it stabs the air as it retreats, as if to warn off any would-be attacker. You watch the Lavas moving away and then, under cover of the mist, you sprint from the dais towards an open archway at the base of the tower. A spiral stone stairway leads down to a landing, one level below, and as you reach this floor you see something that brings you skidding to a halt.

Turn to 270
.

73

You recite the words of the Brotherhood Spell
Teleport
and the moment you complete the recitation you feel your feet losing contact with the ground. You will yourself along the tunnel, away from the approaching creature, and as you glide around a gentle bend you see a junction less than a hundred yards ahead where another tunnel meets this one from the right. Displaced air is now rushing past you, whipping at your hair and cloak, and the rumbling noise has grown to an almost deafening crescendo. Swiftly you glide along the passageway, enter the adjoining tunnel, and ease yourself back to the ground (lose 1
ENDURANCE
point).

A few moments later the gigantic beetle-creature thunders past in a cloud of dust, hauling a long line of ore wagons in its wake. Some of these heavy wagons are empty but the majority are piled high with grey metallic rock. This ore load is heavily veined with a mineral which radiates a yellow luminescence.

If you wish to leap onto the last ore wagon as it passes by the junction,
turn to 181
.

If you do not wish to leap onto the wagon,
turn to 158
.

74

As the beast leaps from the ramp you dive below it and thrust your weapon up into its chest. The power of your blow deflects the creature and sends it somersaulting into the wall. It howls in surprise and pain, but the failure of its attack does not make it suddenly forget its hunger. With lightning speed it recovers and leaps at your chest with its claws extended. You sidestep to avoid it but it succeeds in knocking you backwards as its heavy bulk glances your arm. Cursing its ferocity, you brace yourself for what must be a fight to the finish.

Illustration V
—The beast leaps at your chest with outstretched claws …

Ghazoul:
COMBAT SKILL
 50   
ENDURANCE
 38

This creature is immune to all forms of psychic attack, except Kai-blast and Kai-ray.

If you win the combat,
turn to 36
.

75

The first bolts come whistling through the air as you throw yourself behind Shamath's great Throne of Power. Crouching here as you listen fearfully to the hiss of flying missiles and the screams of the approaching horde, you suddenly notice the waters of the strange pool which lies less than a dozen yards from the rear of the throne. Beyond this pool you see the pair of huge black gates which dominate the far wall of this chamber and suddenly your mind recalls the text which appeared in the Tome of Darkness. This must be the Pool of Sorrows, and beyond it are the Gates of Darkness, an exit from this cruel domain. Your feelings of excitement at having discovered a way to escape the approaching horde are tempered when you further recall that you must spill your own blood into the pool if you are to leave this realm successfully. Without hesitation, you stab a finger against the point of your belt buckle and draw a few droplets of blood. Then you spring to your feet and rush towards the pool. As you come to within a few yards, you flick your finger and a stunning transformation takes place the instant your blood hits the pool's swirling surface.

Turn to 300
.

76

You crouch down among some mossy boulders directly opposite the stairwell to the open entrance. Then, using your Grand Mastery, you let yourself slip into the trance-state that will allow your conscious mind to leave your corporeal body. You continue to see your surroundings as they would appear to your physical eyes, but now you are able to transport yourself freely through the air like a bird.

You glide towards the statue and swoop down through the open portal, pausing momentarily to scan the surrounding arch for hidden traps. Detecting none, you continue deeper into the darkness of this alien edifice. A wide stone ramp descends to a sealed portal which is engraved with runes. You cannot immediately decipher them but you sense that they are evil in design and possess some destructive power locked within their jagged forms. Then the sound of a growl, above and far away, makes you suddenly fearful for the safety of your physical body, and so you leave the portal and ascend rapidly to the surface where you rejoin your dormant form. (Unless you have attained the Kai rank of Sun Lord or higher, you lose 2
ENDURANCE
points due to the haste with which you have returned to your corporeal body.)

Having already reconnoitred the entrance to your satisfaction, you are able to descend the steps and enter the base of the statue with confidence. You follow the stone ramp down to the sealed portal where you carefully examine the runes which cover every square inch of its surface. You are beginning to fathom some of their secrets when suddenly you hear a noise above and behind you. Instantly you spin on your heel and reach for your weapon, but the outline that you see silhouetted in the archway at the top of the ramp is so shocking that you are unable to close your trembling hand upon it.

Turn to 268
.

77

The sight of Huan'zhor fast approaching galvanizes you into action. Frantically you search for the Scarab of the Wingless Dragon but you cannot detect any artefact that resembles either a scarab or a wingless dragon. Through the wall of flames you can see Huan'zhor flaring his mighty wings; he is slowing his approach to the temple in preparation to land upon his nest of fire. You feel a wave of magical energy sweeping over the nest and you sense that the Dragonlord has reactivated the spell which shielded the trapdoor. This route of escape is now sealed. Moments later his shadow darkens the flames — he is but seconds away from landing.

If you wish to escape the nest by leaping into the transporter beam,
turn to 209
.

If you wish to attempt to find a place in the nest where you can hide from the approaching Dragonlord,
turn to 185
.

78

As you hurry towards the knoll, you fail to notice that the shallow ridge of ground is beginning to disappear beneath the surface of the swamp. Within seconds you are up to your knees in an evil-smelling mud that clings like thick, warm treacle. You attempt to drag your legs free but the more you struggle the deeper you sink into the mire.

If you possess Telegnosis and have reached the rank of Sun Lord or higher, or if you possess the Discipline of Grand Pathsmanship,
turn to 49
.

If you possess neither of these skills, or if you have yet to attain the required level of Kai Mastery,
turn instead to 8
.

79

You recognize the vengeful visage of Zahda, the evil renegade sorcerer, who was killed by your hand and whose body was incarcerated in the ruins of Kazan-Oud. As his tortured soul falls back into the howling mass, you begin to see others that you recognize immediately, for their evil countenances are etched indelibly upon your mind.

The spirits of Darklords Gnaag, Haakon, and Kraagenskûl are trapped upon this plain. So, too, are those of Warlord Magnaarn, many Cener Druids, Acolytes of Vashna, and Nadziranim and their Liganim minions. But there is one ghostly figure that is more terrifying than any other, and when you see him appear at the back of the encircling ranks of tortured souls, he strikes a new chord of terror deep in your heart.

Turn to 170
.

80

You use your Kai skill to command the apprehensive creature to abandon its thoughts of attacking you and run away. The beast's evil eyes widen with uncertainty and then, in a moment of sheer terror, its nerve breaks and it scrambles back up the ramp. You watch it disappear through the archway before you turn your attention to the portal and examine its surface in an attempt to find a way to open it. Using your advanced Kai skills you are able to decipher enough of the runic text to discover the secret code which keeps it secure. Confidently you press a section of the surface and it moves inwards with an audible
clunk!
Moments later, the portal creaks open and you hurry through before it slams shut with a resounding boom.

Turn to 210
.

81

Suddenly you sense movement behind you and you turn around to face it. You see nothing, but your swift reactions do save you from suffering the full effects of a powerful psychic shock wave. The blast glances your shoulder and spins you backwards through the bloodstained entrance to Naar's inner sanctum. This entrance then closes behind you like a rapidly healing wound.

You leap to your feet and unsheathe your weapon in readiness to defend both Alyss and yourself against any threat that Naar may launch. You do not have long to wait. Bursting from out of the smoky wall of the chamber comes Naar's fearsome champion, Kekataag the Avenger. He is attired in battle armour that glimmers like slime-dulled gold, and beneath his helmet there is a hollow skull-face from which emerges a sickly stench that permeates even the foul air of this hall. The skulls and bones of humans bedeck his armoured hide and in his mighty hands he carries a great two-handed axe, its blade stained black with the blood of his countless victims.

This terrifying warrior mesmerizes you with his glowing eyes and you feel waves of powerful psychic energy buffeting your mind.

If you possess the Sommerswerd,
turn to 121
.

If you possess Skarn-Ska,
turn to 211
.

If you do not possess either of these Special Items,
turn to 282
.

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