Read The Prisoners of Time Online
Authors: Joe Dever
Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund
Using your Kai skill you urge the onipa to stop. They react to your command immediately, stiffening their forelegs and skidding to an abrupt halt within a few inches of the river's edge. Shaken but otherwise unharmed, T'uk T'ron and his driver open their eyes and stare down at the murky water, scarcely able to believe that they are still dry and in one piece.
In a frenzy of excitement the citizens of Thas press forward on all sides, pawing, prodding, and staring slack-jawed, as you are brought along the main street, which leads directly to the grey tower. Your escort are hard-pressed to keep the crowd at bay and, by the time you reach the tower door, your clothes are dishevelled and you are scratched and bruised: lose 2
ENDURANCE
points.
With a loud, grating rumble the stone door moves inwards and you are given into the charge of three bronze-clad Ookor wardens. They usher you up a winding stair to a bare chamber, floored and walled with smooth stone slabs. Silently a section of the drab wall moves aside and silhouetted in the opening stands the tall, feline shape of a remarkable creature. ‘I am Serocca,’ she purrs, hypnotically, ‘and I bid you welcome, Lone Wolf. Come, enter my chamber, so that we may discuss your reasons for journeying so far to seek my help.’
If you have the Magnakai Discipline of Psi-screen and have reached the rank of Tutelary or higher,
turn to 311
.
If you do not possess this skill, or if you have yet to reach this level of Magnakai training,
turn to 58
.
The scout removes the Obsidian Seal from your tunic pocket and studies it thoughtfully. ‘Very well,’ he says, satisfied that you are the one they have been detailed to escort, ‘we will take you to Lorkon Ironheart.’ He pockets the Obsidian Seal (delete this Special Item from your
Action Chart
) and motions you to approach his strange, long-haired steed.
You ride pillion behind the saddle, yet the creature's shaggy coat makes for a comfortable seat as the steed gallops like a racehorse along the winding hill road. Huge tree trunks flash past — a blur of grey and brown — and the hills gradually recede until the forest rules supreme. The scouts leave the road and follow a smaller track which delves deep into this majestic timberland. They slow their pace, feeling safer now that they are back in familiar territory, and soon you arrive at a clearing. Hundreds of Meledorian soldiers are encamped here inside a perimeter wall of earth and logs. A cordon of sentries patrols the wall: they are alert and nervous, their eyes scrutinizing every shadow. A wheeled barricade of sawn timbers protects the only entrance and, at your approach, it is pushed aside to allow you entry. A small log cabin has been built at the heart of the tented encampment and the scouts bring their steeds to a halt near its front door. Quickly they dismount and usher you inside to meet their leader.
Warily you draw the symbol in the soft surface of the square and step away from the door but, as soon as your finger leaves the square, a blast of cold vapour shoots from a tiny vent and catches you squarely in the face. You choke and retch as the bitter, poisonous gas seeps into your lungs.
If you possess the Magnakai Discipline of Curing and have reached the rank of Mentora or higher,
turn to 223
.
If you do not possess this skill or have yet to reach this level of Magnakai training,
turn to 99
.
The wind tears at your clothing as you fight your way slowly towards the distant gully. Your feet sink deep into the hot, shifting sands, transforming the simple act of walking into a hard and painful exertion. After what seems like an eternity you finally near your goal. You drop to your knees and crawl the few remaining yards towards the shelter of the shallow, rock-strewn trench. Gasping for breath, you bury your head inside your tunic to avoid inhaling a lungful of the sand-choked air and, gradually, your pulse steadies and your strength returns. You wait for the storm to subside but, as if in defiance of your wish, the winds grow ever stronger, whipping the sands into huge cyclones which suck countless tons of debris into their deadly, spinning cores.
Fear returns to freeze your heart when the shadow of a raging whirlwind falls across the gully. In blind desperation you crawl towards a narrow fissure at the far end of the trench, praying that it is the entrance to a cave. This time your prayers are answered — the fissure marks the beginning of a shaft that descends deep into the volcanic rock. But as you draw closer your hopes for a safe shelter are dampened by a gruesome sight.
The golden glow fades as the wisdom contained within the Lorestone is infused into your being. Your spirit soars, but you do not allow your euphoria to blind you to the danger that is closing on Tolakos. You turn and run back towards the entrance to the Grand Sepulchre, intending to seek sanctuary behind its door, but your foot catches on something sharp and sends you sprawling to the ground. The toe of your left boot is cut through but fortunately your foot has escaped without a scratch. Cautiously you try to locate what caused such a vicious cut and discover the scarlet warrior's curvy-bladed sword.
If you wish to keep this weapon,
turn to 8
.
If you do not,
turn to 346
.
You scan the surrounding trees, your eyes peeled for the slightest hint of another enemy, while Odel examines the dead Agtah. He shakes his head, indicating that he has found nothing of interest, and beckons you onward. Just as you begin to move you catch sight of a grey shape scurrying away into the misty distance. Quickly you draw an Arrow and take aim, but the creature is no longer there — it has melted into the shadows.
Your senses warn you that a hostile creature is lurking immediately behind and below you. At the first opportunity it intends to grab your legs and drag you into the river. Forewarned, you prepare to deliver this creature a fatal surprise.
If you have a Bow and wish to use it,
turn to 296
.
If you do not,
turn to 155
.
Cradled in the muscular arms of a Yoacor guard lies the loathsome, stunted form of the Beholder. His withered, corpse-green body is no bigger than a human child's, yet his bulbous head is enormous by comparison, far larger even than that of the giant who is holding him. It wobbles and sways repulsively when he turns to focus his eyes on you. Like polished gemstones these two blank orbs glint in the flickering light of the chamber, their cold sharpness revealing the intelligent being that lies imprisoned within the crippled shell.
‘Be not afraid of me, human,’ he says, using a language similar to your native tongue. ‘I mean you no harm. My shape may not find favour with those of your species, but here in the Daziarn you must be prepared to disregard appearances if you are to discern the truth.’
With a languid blink he dismisses the Yoacor leader and his guards and watches like a doting father as they descend the spiral staircase.
If you possess the Magnakai Discipline of Divination,
turn to 291
.
If you do not possess this skill,
turn to 152
.
The chariots screech to a halt and a score of Ookor guards leap from the riding platforms. They come scurrying towards you, their glass-tipped spears thrust before them at arm's length. Their leader commands them to surround you. His order is swiftly obeyed and you are escorted back to the gates of their city at spearpoint.
Your Arrow misses its head completely and the beast swoops down to flatten you with its massive down draught. Instantly you are smothered by a blinding cloud of grit that reduces your vision to a blur. But, as the dust settles, you are able to make out the ominous shape of the Zhengha once more. It has landed nearby and is now poised to exhale its fiery breath.
Pick a number from the
Random Number Table
. If you have the Magnakai Discipline of Nexus or Huntmastery, add 4 to the number you have picked. (If you have both Disciplines, add only 4 to the number you have picked.)
6
If your total is now 0–5,
turn to 310
.
If it is 6 or more,
turn to 49
.
[6] It is unclear whether a Kazan-Oud Platinum Amulet should protect you in this situation in lieu of the Discipline of Nexus.
While you ponder the meaning of her reading, she retrieves her cards from the table and shuffles away to help her daughters gather the empty food bowls. T'uk T'ron swallows the last of his delicious meal and rounds it off with a hearty belch. The Ookor villagers thank him — for it seems that such a reaction is the highest compliment one can pay after receiving Ookor hospitality.
‘We can go now, yes?’ he says, wiping his mouth on his sleeve. You nod your reply and he in turn barks an order to his company to return to their chariots.
As your chariot pulls away from her village the old fortune teller waves farewell and you return her gesture with a smile.
He draws a curvy-bladed sword and prepares to greet you with its razor-sharp edge. You strike first but he parries and returns your blow with great skill. For his size he is as quick as a cat and, despite his wound, you sense that he will be a difficult opponent to defeat.
Scarlet Warrior:
COMBAT SKILL
27
ENDURANCE
34
If you reduce his
ENDURANCE
to 20 points or less, do not continue the combat but
turn instead to 306
.
If you kill him before his
ENDURANCE
falls to 20 points (that is if you score an ‘automatically killed’ result on the Combat Results Table),
turn to 123
.
Your silent surrender seems to anger the leader. It is as if you were in some way insulting his honour by refusing to answer him or take up a weapon in defence of your life. He bellows his contempt and, in a fit of rage, releases from his silver rod a charge of raw power that lances through your chest. Death is instantaneous.
Your life and your quest end here on the Zhamin Plateau of the Daziarn.
Rapidly you succumb to the deadly toxins suspended in the vapour, and sink into a coma induced by the poison now circulating in your blood. Your senses grow numb and consciousness fades as you begin your journey into the timeless oblivion of death.
Your life and your quest end here.
Suddenly the visions are obscured by a dazzling light which shines so brilliantly that you are forced to shield your eyes against the glare. Many moments pass before you can make out the shape of what looms above: it is the huge face of a mighty warrior, strong and wise, whose golden eyes stare down at you with supernatural majesty. A kindly smile softens his heroic features and a voice, deep and wondrous, rumbles from his throat.
‘In this age of darkness you have been chosen to fulfil the quest of the Magnakai. Be true to the quest, for the greatness born within you can save your people and right the imbalance which threatens to destroy your world. Doubt not your purpose nor your strength, for inside you there burns a flame that can light the hopes of future men for all time.’
The divine radiance of his being and the gravity of his words fill you with wonderment, for your senses tell you that you are now in the presence of your creator — the immortal God Kai.
You leap over the bodies of the dead Agtah and press on with your search. Ahead you see a glimmer of gold in the pale blue luminescence and you thrust your hand towards it into the mist. A tingling sensation runs the length of your arm, filling your body with an incredible sense of strength and well-being as you close your hand around the Lorestone and hold it up before your eyes.
Restore your
ENDURANCE
score to its original level and
turn to 90
.
You are powerless to prevent the Beholder's psychic intrusion, but at least the ordeal is mercifully short: lose 3
ENDURANCE
points. He scans your mind thoroughly. Then, with a blink of his eyes, he ceases his psychic probing and a smile spreads slowly across his withered grey face.