Read The Curse of Naar Online

Authors: Joe Dever

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

The Curse of Naar (30 page)

312

You wince as one spear tip gouges a channel of flesh from the back of your left thigh and another bites into your right shoulder (lose 4
ENDURANCE
points). Fortunately, the pain soon recedes as your natural Kai curing skills act to staunch the bleeding.

Turn to 5
.

313

Using your Magnakai Discipline of Divination to spirit-walk, you cause yourself to soar at speed towards the distant bridge. Within this astral domain, your body and spirit do not separate from one another when using this innate ability. Instead, it has the effect of propelling you through the void by the force of your will alone. However, the use of such willpower takes its toll upon your reserves of strength and stamina: lose 4
ENDURANCE
points.

Your sudden and unexpected acceleration takes Avarvae and her minions completely by surprise. By the time they react to your escape it is already too late: you have reached the Bridge of the Damned, the exit from Avarvae's domain.

Turn to 150
.

314

You hurry away along a track that winds through the settlement of huts and down to a beach covered with coarse black sand. Here a ramshackle jetty, constructed from wood and bone, protrudes from the lee of a sand dune and out into the sluggish grey sea. Fringing the beach is dense jungle from where there suddenly arises a cacophony of hellish cries. You glimpse shadows moving in the undergrowth, and when you stop momentarily to take a longer look, several arrows come shooting out of the trees. They arc towards you and explode when they hit the sand close by. Your Kai senses warn you that there are a great number of archers lurking in the jungle, far more than you can hope to defeat single-handedly. Anxious to escape while you are still able, you hurry down the beach to the jetty where you discover a sea-going canoe. Without daring to look back, you leap into this canoe, cast off its mooring rope, and paddle as fast as you can away from the shore.

Once you feel sure that you are beyond arrow range, you attempt to follow the coastline in the hope of finding a safer place to put ashore. But a mist sweeps in across the water and engulfs your tiny craft before you can change course. This mist thickens rapidly to become a dense sea fog, the like of which you have never experienced. Despite your advanced Kai skills, you are unable to see through it and quickly you lose all sense of time and direction.

After what seems like many hours, you eventually catch sight of a dark shape low in the water which, at first, appears to be a distant island. You paddle towards it but as you draw closer you sense that all is not what it seems. Then you feel a warm glow radiating from the pocket of your robe and discover that it is the Nza'pok Amulet. Carefully you remove it and, guided purely by instinct, you hold this glowing disc of iron above your head. In the distance you can hear the sound of rushing water which is followed by an incredible sight: the island is sinking slowly into the sea. In less than a minute it has completely disappeared without trace. The amulet no longer glows and so you slip it back into your pocket before continuing your eerie voyage across this uncharted ocean.

Turn to 232
.

315

Your Kai Sixth Sense detects that Shamath's Potion has properties that can heal your body and restore lost energy.

If you wish to drink all of this potion you can restore all of the
ENDURANCE
points you may have lost on your quest so far. However, if you drink the entire potion you must erase it from your
Action Chart
. Alternatively, you may drink half of the potion and restore 5
ENDURANCE
points. If you drink only half of the potion you need not erase this item from your
Action Chart
.

After making your choice of action, remember to adjust your
Action Chart
accordingly.

To continue,
turn to 218
.

316

As you strike the killing blow that finishes the last of these hideous arachnids, you drag yourself out of the thick mud and collapse on the crest of the river bank. But you allow yourself just a few moments to recover from the fatigue of combat before you are once again back on your feet and on the move.

You cross the clearing to a perimeter of jungle on its far side. Here you force your way through thick foliage until you discover the remnants of a trail which leads you to the edge of a second clearing. This expanse of open 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 towards a gigantic statue which sits crouched 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 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
.

317

You aim and fire an Arrow which arcs towards the reptilian's chest with deadly accuracy. Moments before the missile strikes, the creature shifts slightly and the Arrow hits the shaft of its trident. The impact shatters the weapon in two and the beast, stunned by this unexpected attack, loses its balance and falls headlong into the void.

A pair of passing Lavas dive into the chasm, screeching and cawing in alarm. The handful of creatures who are on the bridge at this time immediately rush to the parapet. They are eager to watch as the Lavas attempt to save the falling reptilian before it splashes into the molten river far below. From the sound of their cackling laughter, you get the distinct impression that they are hoping the rescue will be less than successful.

While this ghoulish group are enjoying the sight of their comrade's plight, you seize the opportunity to make a dash across the open bridge.

Pick a number from the
Random Number Table
. If you possess Assimilance, add 3 to the number you have picked. If you possess Grand Huntmastery, add 2. If your current
ENDURANCE
score is 10 or lower, deduct 1.

If your total score is now 6 or lower,
turn to 25
.

If your score is 7 or higher,
turn to 95
.

318

You dig your heels into the soft ground and unsheathe your weapon in readiness to meet this angry swarm. The insects launch a swift attack, their swarm-cloud dispersing and reforming into a long line as they come diving towards your head. You strike out at the front of the line and cut down a score of their number, but you are forced to duck to avoid their whirling tail-blades as the remaining insects flash past on either side of your face.

Illustration XX
—The swarm-cloud of insects form into a long line, directed at your head.

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
.

319

You strike out at the onrushing column of fire and it connects with the flat of your magical blade. There is a terrific flash of blinding golden light and you feel an electrifying jolt that sets every nerve in your body jangling. You follow through with your blow and send the Künae flame rebounding from your blade to slam into the far wall where it dissipates harmlessly across its surface.

Aware now that the Lord of Decay seated on the right-hand throne is Jantoor, you shout his secret name and immediately the creature becomes immobile. The sight of his frozen form — and the sudden cessation of mind contact — throws his brother-lord into a state of panic and confusion. In a blind rage he utters a curse and, to your horror, you see the maggot swarm emerge from the shadowy recesses of the hall. As the larvae writhe towards you they begin to swell grotesquely in size.

If you are to save yourself from this monstrous horde you must quickly use the secret name of the remaining Künae. But there is no time to consult the Tome of Darkness: you must try to recall the name from memory.

If you think the secret name is ‘Rhunotar’,
turn to 96
.

If you think the secret name is ‘Rhunadan’,
turn to 311
.

If you think the secret name is ‘Rhunaguin’,
turn to 289
.

320

Your heart pounds when you witness a swirling, ghostly shape arise from the rib cage of the rotting carcass and come snaking towards you like a coil of vampiric mist. As it draws closer, you hear a chilling voice invade your mind: ‘From beyond the veil of death the powers of putrefaction grant me, worthy Cadak, the privilege of destroying you, Kai Lord.’

Instantly, you recognize the name and identity of the third spirit occupying this hall. It is Cadak, Arch Druid of the Cenerese, a deadly enemy of both the Kai and the Elder Magi of Dessi. His body was destroyed on Magnamund five years ago yet his spirit survives here, in this reeking hall, bound in eternal servitude to the Lords of Decay.

If you possess Kai-screen,
turn to 249
.

If you do not possess this Grand Master Discipline,
turn to 4
.

321

As the beast stalks closer, you see a dull crimson fire glowing at the core of its soulless eyes. It tenses its sinewy muscles and a dozen steely claws extend like flick-knives from its forepaws. It is preparing to attack. You sense that you must act quickly to defend yourself for this beast is now set to pounce.

If you have a Bow and wish to use it,
turn to 51
.

If you do not have a Bow, or if you choose not to use it,
turn to 287
.

322

Successfully your Kai speed and agility keep you safe from the hissing crossbow bolts. When you come to within a few yards of the open gates, you leap into the air and sail feet-first into the darkness of the void.

To continue,
turn to 60
.

323

The insect swarm becomes agitated and begins to buzz loudly. You sense something is wrong and hurriedly you back away from the pile of stones. Moments later, a host of angry insects comes pouring from out of every gap in the rocks and rises up to form a dark cloud that hovers menacingly above the fallen slabs. At first it looks like a defensive action, a show of force to frighten you away, but when the tone of their buzzing suddenly deepens you sense that these angry insects are not preparing to defend their lair at all: they are getting ready to launch an attack.

If you wish to attempt to escape from these angry insects,
turn to 212
.

If you choose to stand and face them,
turn to 318
.

324

Cautiously you approach the entrance to Naar's inner sanctum. Your Kai Sixth Sense cannot detect any presence other than Alyss within this chamber yet, even so, you are loath to go another step further.

Pick a number from the
Random Number Table
. If you possess Assimilance, add 1 to the number you have picked. If you possess Grand Nexus, add 2. If your current
ENDURANCE
score is 9 or lower, deduct 2.

If your total score is now 3 or lower,
turn to 168
.

If it is 4 or higher,
turn to 81
.

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