Read The Darke Crusade Online

Authors: Joe Dever

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

The Darke Crusade (6 page)

18

With brave determination you begin the laborious task of clearing away the rock and rubble which fills this stairway. You are fearful that it may take you several days to reach the next level and so it comes as a welcome surprise when, after just a few minutes' work, you see a gap appearing at the top of the mound. A gust of cold, wintry air wafts through this breach, rekindling your hopes of reaching the surface. Revived by the cold clean air, you attack the rubble with renewed vigour. But then your hopes are shaken when you hear a sinister sound; behind you, a Tunnel Stalker is climbing the stairs to the landing.

If you possess Kai-alchemy and have reached the rank of Sun Knight,
turn to 256
.

If you do not possess this Discipline or have yet to reach this level of Kai Mastery,
turn to 6
.

19

Using your advanced Kai skills you conjure up a cloud of fog which completely obscures you from the sight of the approaching lookouts.

‘Hurry, captain!’ you whisper, as you pull Prarg to his feet. ‘We must get away before the wind destroys our screen.’

The lookouts stumble into the fog and you hear them cursing as you make good your escape along the beach. You soon outdistance them and, a few minutes later, you happen upon a small secluded cove where Captain Prarg, to his delight, discovers a rusty anchor. At first you cannot fathom why this should please him so; then he tells you that it is a landmark, left on purpose by agents of King Sarnac to point the way to the cave where they have left your boat and provisions. You find the cave and together you haul the boat down the beach and raise its coal-black sail before pushing it out into the icy waters of the Tentarias.

Once aboard, you trim the sail whilst Prarg takes charge of the rudder. There is a good wind and within minutes your tiny craft is bobbing towards the far western channel of the Hellswamp, twenty miles distant. You ask Prarg if this dark estuary has a name, and he replies, ‘Yes. The Drakkarim call it “Dakushna's Channel” after the Darklord who once commanded the city-fortress of Kagorst. They say it is a fitting dedication, for the waterway is as deadly and as treacherous as the being after whom it is named.’

Turn to 60
.

20

Towards you stalks a great albino creature as big as a bear. Two huge tusks protrude from its dripping jaws, and it yawns hungrily as slowly it draws closer and closer to you and your companion, attracted by the prospect of easy prey. The beast coughs and advances yet another step, its stubby tail twitching angrily. Prarg panics and he shouts ‘Run!’ as it fixes him with its fearsome pink eyes. Then the creature senses his fear and at once it comes bounding towards you with its great jaws agape in readiness to bite.

Illustration II
—A great bear-like creature stalks towards you, two huge tusks protruding from its dripping jaws.

If you have a Bow and wish to use it,
turn to 76
.

If you do not have a Bow or choose not to use it,
turn to 217
.

21

With bated breath you watch as the cavalry approaches. You recognize them to be Zagganozod, a unit of armoured Drakkarim cavalry of a type you once encountered many years ago, during a quest that took you to the land of Eru.

The enemy horsemen reach the road where they draw their mounts to a halt. They exchange a few words, and then they turn their horses towards Darke and gallop away towards the battle that is raging around its walls. As soon as they are out of earshot, Schera and Maquin's men let out a collective sigh of relief.

Turn to 234
.

22

A barricade has been thrown across the road which leads north out of Shugkona. The Drakkarim posted here have been alerted by the sounds of chaos coming from the square, and hurriedly they are trundling an armoured wagon across a gap at the centre of the barricade to seal off the exit completely. You slap your horse's rump and gallop towards this shrinking gap, but three spear-wielding guards see you approaching, and they rush forward to challenge you with their weapons held ready to strike.

If you possess Kai-alchemy and wish to use it,
turn to 332
.

If you possess Kai-surge and have reached the rank of Kai Grand Guardian or higher,
turn to 312
.

If you possess neither of these skills or have yet to reach the required level of Kai Grand Mastership,
turn instead to 289
.

23

Schera wakes you shortly before dawn and wearily you rise from your makeshift bed. Mindful of the journey ahead, you make a brief search of the armoury and discover a few weapons, and other items which could prove useful:

  • 6 Arrows
  • Quiver
  • Dagger
  • Sword
  • Spear

If you wish to keep any of these items, remember to adjust your
Action Chart
accordingly.

The captain sends word to his men to find boats for the voyage downstream. The order is duly carried out and, within the hour, twenty small craft have been brought to the icy river on the west side of the stone bridge. Schera appoints ten men to each craft; then you and he step aboard the first boat, cast off, and begin a voyage that will take you towards the coastal city of Darke.

The current is strong and the river is free of obstructions, enabling your flotilla to make swift progress downstream. Much of the river bank is lightly wooded and Schera commands everyone to remain vigilant in case there are Drakkarim among the trees, lying in ambush. You pass through the woods without incident, and shortly before noon, you see the ruined town of Odnenga in the distance. Every building has been razed to the ground and a pall of wood smoke hangs above the town, fed by fires still smouldering from a battle that took place here several days ago. The river here is blocked by debris and you are forced to put ashore. Schera's men set to work clearing a passage, while you and the captain scout the ruins in search of information.

A soot-blackened road, running east to west, divides this shattered town into two halves. Schera suggests that you split up and search one half each and you nod in agreement.

If you wish to search the north side of this ruined town,
turn to 2
.

If you choose to search the south side,
turn to 296
.

24

As you land your killing blow, the Mawtaw shrieks an unearthly cry and falls to the ground, shivering and twitching fitfully. Then, with unnerving abruptness, it stiffens and lies still. Prarg immediately awakens from his hypnotic trance and, to your surprise, you discover that he has no memory at all of what has happened in the last hour.

Quickly you hurry away from the carcass of the slain Mawtaw and press on deeper into the forest. Your instinct and Pathsmanship skills lead you in a northerly direction and you cover more than five miles before the trees begin to thin out. Then you emerge from the forest to be greeted by a spectacular sight.

Turn to 192
.

25

You are ushered into a lavish chamber that is hung with Lencian flags and decorated with exotic fineries from the far-flung corners of Magnamund. All around guardsmen stand rigidly to attention, their eyes watchful and unblinking behind their silver visors as you approach the high-backed throne which dominates the centre of the room. There before you sits King Sarnac, his silver-grey hair framing a benign face that is still lean and firm despite advancing years.

‘Welcome, Grand Master,’ he says, as he rises from his throne and offers his hand in friendship. ‘I prayed that you would come to Lencia, to help in the defeat of that cur, Magnaarn, but I did not imagine that you would arrive so soon. You are most welcome.’

Gladly you acknowledge the King's greeting and, after he has commended and dismissed Lord Floras, you adjourn with him to an antechamber where he tells you about the mission ahead.

‘Latest reports from my spies and scouts in the north say that Magnaarn is presently at his army headquarters in Shugkona. Drakkarim have been seen combing a region of the Tozaz Forest fifty miles to the north of his headquarters. We think that this is where he believes he'll find the Doomstone of Darke. There are many ancient temples in this area … perhaps one is harbouring that evil gem.’

The King pauses for a few moments to take some refreshment. From a jewel-encrusted pitcher, he pours two glasses of wine and proffers one to you before continuing. Gratefully you accept and politely you sip the rare vintage whilst listening to the King's plan of action.

‘Grand Master,’ he says, fixing you with his powerful gaze, ‘if you are to thwart Magnaarn you must travel to Shugkona and seek him out. He must be killed, or failing this, the infernal Doomstone must be destroyed before he can use it against us. Secrecy is paramount if your mission is to succeed; therefore no attempt to approach Shugkona directly can be made. The lines of battle are drawn up to within fifty miles of that stronghold and the region is alive with Drakkarim. Yet there is still one means of approach that the enemy will not be guarding. I have made provision for a boat to take you to a place we call “Bear Rock”. It lies on the River Gourneni and is only thirty miles from Magnaarn's headquarters. However, there is one complication … to reach the river you must first enter the Hellswamp.’

The thought of venturing into that terrible mire fills you with a cold dread, for the Hellswamp is notoriously perilous. King Sarnac recognizes your apprehension and quickly he tries to assuage your fears.

‘I understand your anxiety, Grand Master, but rest assured that you will not be entering alone. One of my finest officers will be your guide throughout this mission. He has scouted this route before and he knows how to avoid its many dangers. Once you reach Bear Rock he will guide you through the forest to Shugkona. There you must find out where Magnaarn is and do whatever is necessary to foil his quest. Once your mission has been accomplished, my officer will bring you through our battle lines and see you safely back here to Vadera.’

The king reaches for a cord which hangs from a hole in the domed ceiling. He tugs it and a bell tinkles in a distant part of the citadel.

‘Now, Grand Master,’ he says, turning to face the door of the antechamber, ‘the time has come for me to introduce your guide.’

If you took part in the Battle of Cetza in a previous
Lone Wolf
adventure,
6
turn to 315
.

If you have not taken part in this battle,
turn to 123
.

[6] Only turn to
Section 315
if you met Captain Prarg at the Battle of Cetza.

26

You hurry along this tunnel, passing in your stride many fissures which have opened up the stone floor and shattered the walls. It ends at a ruined staircase which leads to a landing where you are confronted by the corpse of a Drakkarim guard. It is slumped beside a mound of rubble which is blocking the stairs to the level above. A quick examination of the dead body reveals that both arms are broken. Injured and trapped here by the rockfall, it appears that this guard eventually died of thirst.

If you wish to search the body further,
turn to 247
.

If you wish to attempt to clear away the rubble that is blocking the stairs,
turn to 347
.

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