Read The Curse of Naar Online

Authors: Joe Dever

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

The Curse of Naar (22 page)

211

You raise Skarn-Ska and a crackling arc of electricity leaps from the tip of the blade to arc itself to the floor near Kekataag's feet. You sense that Naar is present in this chamber, but he will not materialize and show himself so long as your blade is unsheathed, for he fears that your magically-forged weapon could wound and weaken him. He is content to allow his mighty champion Kekataag the pleasure of slaying you on his behalf.

Illustration XIII
—A crackling arc of electricity leaps from the tip of Skarn-Ska to Kekataag's feet.

Kekataag pounds the floor repeatedly with his armoured boot to demonstrate his eagerness to commence combat. In response, you give voice to your battle-cry — ‘For Sommerlund and the Kai!’ — and launch yourself at your fell adversary in an attempt to land the first blow.

Kekataag the Avenger:
COMBAT SKILL
 60   
ENDURANCE
 58

This enemy is an undead warrior. Your sword is especially effective against him and you may therefore add 3 to your
COMBAT SKILL
(in addition to all other combat bonuses for this Special Item) for the duration of this combat.

If you win the fight,
turn to 29
.

212

You turn and run back towards the causeway but, as you flee, your boot becomes entangled by a submerged briar and you fall face-first into the swamp: lose 2
ENDURANCE
points.

As you stagger to your feet, the insect swarm forms into a long line that comes diving towards your head. You duck to avoid their whirling tail-blades as they buzz by on either side of your face. You must fight them.

Muntaag swarm:
COMBAT SKILL
 47   
ENDURANCE
 40

These insects are especially susceptible to all forms of psychic attack: double all appropriate bonuses.

If you win this combat,
turn to 285
.

213

Feverishly you search among the smouldering treasures, many of which have been damaged by the fiery bolts that issued from the mouth of Huan'zhor during your fierce combat. You pray to Ishir that the scarab has not been destroyed and your heart skips a beat when, moments later, you discover the item you are seeking. It is protruding from the broken shell of a golden orb that has been damaged by one of the Dragonlord's fire bolts. You prise the scarab from its hiding place and then rush towards the transporter beam. You are eager to escape this nest before the arrival of the Lavas horde.

Turn to 155
.

214

You press the Gold Crown into the square slot and instantly you are blinded by a flash of white light. A searing pain runs down the length of your arm and you are thrown backwards by this sudden release of energy: lose 4
ENDURANCE
points.

Turn to 257
.

215

You pull yourself to your feet and look with mounting dread at a nightmarish landscape which stretches in every direction to a horizon dancing with fire. Streams of blazing lava cut fissures through the coal-black soil, and pools of molten mud, glowing cherry red, spout geysers of yellow flame that claw vengefully at the smoky orange sky.

You are aware that your Platinum Amulet is affording you protection from the searing heat and poisons of this realm. However, your Kai Sixth Sense tells you that a fire-storm is brewing in the skies above and you fear that the powers of the amulet will not be sufficient to save you when this storm breaks. Anxiously you scan the bleak horizon in search of anything that may provide shelter from the coming storm. The only feature which promises to provide cover is the cone of a seemingly dormant volcano several miles away on the distant horizon.

If you possess Kai-alchemy and have attained the Kai rank of Grand Crown or higher,
turn to 245
.

If you possess Telegnosis and have attained the Kai rank of Sun Lord or higher,
turn to 165
.

If you possess Grand Huntmastery and have attained the rank of Kai Grand Guardian or higher,
turn to 230
.

If you do not possess any of these skills, or if you have yet to attain the required level of Kai Mastery,
turn to 144
.

216

You work the turgid water with your paddle and enter the sluggish tidal flow of the estuary. Warily you scan the jungle which fringes both banks of this wide river mouth, your eyes peeled for signs of danger. You sense the presence of hostile creatures yet, even with your advanced Kai skills, you can detect no evidence that this territory is inhabited. You have progressed more than a mile up river when you notice the jungle on the left bank is receding, leaving an expanse of marshy ground dotted with shrubs and sparse vegetation. You bring the canoe towards this bank where it grounds in the shallows less than twenty feet from the muddy shore. Not wishing to get any muddier than is necessary, you leap from the canoe towards the grassy bank but land a few feet short. To your dismay, you immediately sink up to your knees in the soft, sludgy mire.

Suddenly you hear the sound of churning water. You glance behind and are horrified to see three large spider-like monstrosities rising up out of the murky water at the rear of the canoe. These creatures are the size of large dogs and their bulbous bodies are covered with short stubbly hairs. With unnerving stealth they creep across the mud and attack with their barbed forelegs and needle-sharp teeth.

If you possess Grand Huntmastery and have attained the rank of Kai Grand Guardian or higher, and wish to use this skill,
turn to 162
.

If you possess Telegnosis and have reached the rank of Sun Lord or higher, and wish to make use of this skill,
turn to 240
.

If you possess Kai-alchemy and wish to use it,
turn to 283
.

If you possess a Bow and wish to use it,
turn to 271
.

If you do not possess any of these Grand Master Disciplines, nor a Bow, do not wish to use them, or if you have yet to attain the required level of Kai Mastery,
turn instead to 197
.

217

You manage to hold on to a beam and pull yourself into the tangle of ceiling joists. Hurriedly you wedge yourself between one of these supports and the rough ceiling. Then, seconds later, you glimpse the back of the gigantic beetle-creature as it thunders through the tunnel just a few feet below where you are hiding. A cloud of dust and a long line of ore wagons follow in its wake. Some of these heavy wagons are empty but the majority are piled high with grey metallic rock, heavily veined with a mineral that radiates a strange yellow luminescence.

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

If you do not wish to leap onto the wagon,
turn to 204
.

218

From the depths of the void seven glowing shapes appear. At first they defy your direct gaze, as if these shadowy semblances can only be observed from a particular angle, but as steadily they draw closer, they solidify and their fearsome shape becomes plain to see. They appear as seven skeletal riders, each cloaked in a glowing robe and mounted upon a hellish, supernatural steed. They wield lances wreathed with white flames and their eyes are pinpoints of red fire.

Illustration XIV
—Seven skeletal riders appear, mounted upon hellish steeds.

If you have ever visited Yanis, the Shining City, in a previous
Lone Wolf
adventure,
turn to 176
.

If you have never visited this place,
turn to 47
.

219

You feel the terrible power of the hostile Mindforce colliding with the fabric of your consciousness like a tidal wave that leaves you reeling under its impact. Your Kai defences absorb and deflect much of its destructive energy, and you are able to survive the attack with little damage to your psychic senses: lose 3
ENDURANCE
points.

To continue,
turn to 290
.

220

The piles of building materials and the partially-finished dwellings which surround the base of the main temple make it easy for you to approach this edifice without being seen. Your Kai senses confirm that this grand construction is the lair of Huan'zhor, the master of this fiery domain, and they also confirm that the evil Dragonlord is not in residence. You skirt around the base of the temple until you locate an entrance which is guarded by two armoured reptilians. Using your Magnakai skills you lure these guards away from their posts just long enough for you to gain entry. Once inside, you discover that at ground level the temple comprises just one large chamber which is supported by a single central pillar that runs through the middle of the building. A circular stair winds around the outside of this pillar, giving access to the levels above. Cautiously you ascend the stairs and pass through four levels, all empty. The higher you climb, the hotter it becomes until, when you reach the uppermost tier of the temple, only your Platinum Amulet saves you from being roasted alive. In the roof of this narrow circular chamber you discover an open trapdoor through which you can see a mass of flickering orange flames. You sense that it is the base of the nest of fire, the location, as told in the Tome of Darkness, of the Scarab of the Wingless Dragon, the artefact that can secure your escape from this domain. With bated breath you climb the scorched steps which lead to the open trapdoor in the base of the nest of fire, but as you draw closer, your Sixth Sense warns you that the opening is not all it seems. It is protected by an invisible shield of magical energy.

If you possess a Blue Diamond,
turn to 295
.

If you do not possess this Special Item,
turn to 239
.

221

You suddenly feel your stomach tightening and the skin on your face and hands becomes sore and inflamed: lose 2
ENDURANCE
points. You sense that it is the insidious effect of the radioactive ore and, rather than wait a moment longer, you leap from the rear of the speeding wagon.

You hit the tunnel floor and roll expertly to reduce the shock of impact. Despite the high speed and hard surface, your Kai skills and natural agility help you to survive the landing without sustaining further injury.

To continue,
turn to 88
.

222

You choose the exact moment to release your Arrow and it finds its mark with pinpoint accuracy. The creature emits a high-pitched squeal and rears up with its forelegs scrabbling the air in a last futile effort to get at you. Finally, it surrenders to death and comes crashing down upon the canoe.

You negate the spell and return to the muddy shore. Once you are free from the mud, you set off across the clearing towards the perimeter of jungle where you happen upon the remnants of a track. You follow this overgrown trail for nearly a mile until you come to the edge of another clearing. This expanse of level ground is devoid of foliage yet it is littered with strange fruits that resemble gigantic grey pineapples. Beyond these curious fruits you can see the ruins of a settlement partially overgrown with moss. Warily you leave the jungle, make your way around the fruits, and hurry across the clearing towards a statue which is crouching among the ruins. It is constructed of a smooth, lustrous black mineral and is fashioned in the likeness of some evil beast of prey. It reminds you of a hyena, but one with a massive lower jaw set with a pair of sabre-toothed fangs. Between its forelegs is a flight of rubble-strewn steps leading down to an open door. You detect waves of power emanating from somewhere beyond this darkened doorway, but you are unable to determine just how deep below the ground the source of this energy is located.

If you possess Telegnosis and wish to use this skill to spirit-walk through the doorway to investigate what lies beyond,
turn to 76
.

If you do not possess this skill or choose not to use it,
turn to 177
.

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