Read Trail of the Wolf Online

Authors: Joe Dever

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

Trail of the Wolf (14 page)

121

Calling upon your knowledge of Old Kingdom magic, you clench your right hand and shout out the words of the spell
Invisible Fist
. Then you jab your fist towards the speeding orb and a knot of concussive energy leaps from your knuckles to strike the deadly device. The force of its impact splits the orb asunder and ignites the explosive fluid that it contains. The Kraan and its rider are caught by the ensuing blast and consumed in a roaring ball of flame. With grim satisfaction you watch as they spiral down into an avenue that is crowded with Hammerland bandits, enticed from their barracks by the spectacle of your dramatic air escape.

Turn to 50
.

122

You utter the words of the Brotherhood Spell
Counterspell
and direct its energy at the secret panel. Instantly there is a crackling discharge of power as your spell neutralizes the destructive force of the evil magic that protects this alcove. As soon as you detect that the panel is no longer booby-trapped, you work the blade of your Kai Weapon into the dry mortar surround and lever it open. Behind it you discover a hollow which contains a shiny black amulet, engraved with the spider and blazing-sun emblem of Darklord Chlanzor. It feels unusually cold to the touch, as if this item has been kept packed in ice. (If you wish to keep this Black Amulet, record it on your
Action Chart
as a Special Item which you carry in the pocket of your tunic.)

There are no other items secreted in the hollow and so you replace the panel and leave the alcove. You are passing the iron door when you hear the sound of voices coming from somewhere on the other side. Suspicion and curiosity prompt you closer and cautiously you place your eye to the door's peephole.

Turn to 223
.

123

You use your advanced healing skills to help Lone Wolf regain consciousness. He opens his eyes and a faint smile creases his gaunt features when he sees your face looming before him.

‘So I'm still alive,’ he says, with a tone of gentle surprise. ‘Naar will be disappointed.’

He raises his arm and you take hold of it and help him rise unsteadily to his feet. He surveys the devastated observatory and you sense that his agile mind is scrutinizing every detail. He reaches for his scabbard and breathes a heavy sigh of relief when his hand closes around the hilt of the Sommerswerd.

‘I trust my blade found its mark?’ he asks.

‘Aye, my lord,’ you reply. ‘Your timely action consigned Zorkaan to oblivion, and saved my life. For that I will be forever in your debt.’

‘And I in yours, Grand Master,’ he replies, earnestly. ‘I sense that I would not be drawing breath now if it were not for your bravery.’

Hurriedly you inform your leader that Guildmaster Banedon and his flying ship are presently hidden in the Shezar Hills, awaiting his telepathic signal. Silently he acknowledges your words with a nod of his blond head, and then he closes his eyes. You sense rapid bursts of powerful psychic energy surging away from Lone Wolf and, moments later, he reopens his eyes and smiles.

‘It is done,’ he says, confidently. ‘Banedon will be here shortly. Come, we must prepare for his arrival.’

To continue,
turn to 110
.

124

You leave your shelter and make a careful descent to the end of the gully where the bodies are half-buried in the dust. The first one that you come to is the carcass of a mountain goat, the object that the flying creatures were fighting over. You suspect that this luckless animal was taken from the foothills of the Ogshezar Mountains, near the Skarorian city of Cragmantle, for this hardy breed of ruminants are common there. When you leave the carcass and approach the crushed remains of the second body, your stomach churns when you recognize its scaly, bat-winged form. It is a Kraan, a vile breed that was spawned and used by the Darklords to provide flying mounts for their Giak and Drakkarim armies. Darklord Zagarna mustered many thousands of these beasts when he invaded Sommerlund, and it was their assault by air which resulted in the destruction of the Kai Monastery. Some of the Kraan survived the fall of Helgedad and the demise of their Darklord masters, and you think it likely that this one has come from Gazad Helkona and was out scouting for food. The third carcass is also that of a Kraan, but unlike the other, this one is equipped with a crude leather harness and collar.

If you wish to examine this Kraan carcass more closely,
turn to 9
.

If you decide not to examine it, you may continue by
turning to 232
.

125

This heavy oaken door is bound with copper strips and inset with a large copper lockplate. You twist its oval handle and discover that it is locked.

If you possess a Copper Key and wish to use it,
turn to 338
.

If you do not possess this Backpack Item, or if you choose not to use it,
turn to 271
.

126

When you look to the top of the shaft, you can see the huge domed panels of the citadel's observatory windows. Confident that an escape onto the roof can be effected by this route, you resolve to reach the top of the stairs as quickly as you can. However, you are becoming increasingly concerned for Lone Wolf's physical condition. His pulse is weak and his breathing is shallow, indicating to you that he is slipping from unconsciousness into coma. You are also anxious to revive him so that he may send a telepathic signal to Guildmaster Banedon, summoning him to your rescue. Unless this signal is transmitted soon, you fear that any attempt to reach the roof will ultimately be to no avail.

If you possess Deliverance,
turn to 13
.

If you do not possess this Discipline,
turn to 102
.

127

You speak the words of the Brotherhood Spell
Levitation
and feel yourself rising up from the edge of the fiery fissure. You ascend through the billowing clouds of dust until you draw level with the top of the perimeter wall. Then you cancel the spell and leap down onto the broken battlements that lead to a gatehouse tower. Through the murky air you glimpse an arched doorway in the tower wall and you hurry towards it. This door is unlocked and you are able to descend to ground level by way of a spiral staircase. As you reach the foot of these stone steps, you are confronted by two Drakkarim who come striding into the tower through an open arch. With grunts of shocked surprise, the two leather-clad warriors unsheathe their swords and attempt to cut you down.

Helkona Drakkarim:
COMBAT SKILL
 30   
ENDURANCE
 35

If you win this combat,
turn to 14
.

128

Your speedy reflexes save your eyes, but your legs and torso are badly lacerated by the flying shards of glass. Pick a number from the
Random Number Table
. If the number you have picked is even (i.e. 0, 2, 4, 6, or 8), you lose 3
ENDURANCE
points. If the number chosen is odd (i.e. 1, 3, 5, 7, or 9), you lose 5
ENDURANCE
points.

If you have survived your injuries, you may continue by
turning to 84
.

129

You run blindly through the trees in your desperation to escape this deluge of fire. All around you, the tinder-dry wood is being ignited by droplets of red-hot lava. Trees crackle and explode, spreading the fire with alarming speed, but you dare not stop as you race ahead of the raging flames.

After what seems like hours, the tremors cease and the hungry flames recede. Gasping for breath, you collapse on the floor of a shallow rocky basin that is ringed by fallen trees. You must now eat a Meal or lose 3
ENDURANCE
points (you cannot use Grand Huntmastery in this instance, for there are no flora or fauna that you can forage for in the petrified forest of Helkona).

Feeling revived after your brief rest, you decide to leave the basin and climb the tallest of the nearby trees in the hope that you can pinpoint your present location. Your effort is rewarded when you see the uppermost towers of Gazad Helkona rising above the tree-line less than fifteen miles to the northeast. With luck you should reach the fortress within four hours.

It is only an hour later when you happen upon a broad track through the forest. Its loose surface is rutted with wagon tracks, and when you look more closely, you discover evidence of traffic having passed this way recently in both directions. Bordering upon this trail are several prickly shrubs which are covered with tiny purple buds.

If you wish to examine the purple buds,
turn to 81
.

If you choose to ignore the shrubs and follow the trail northwards,
turn to 120
.

130

Your Magnakai Discipline of Curing warns you that most of the substances stored in the vials are either poisons, narcotics, or sorcerous concoctions. From a total of eighty vials, you are able to identify only one that can be used to heal. It is Tortwich (a crystalline salt that will restore 3
ENDURANCE
points when consumed after sustaining wounds in combat).

There is sufficient Tortwich in the vial to provide you with 2 doses. If you wish to keep this curative, remember to adjust your
Action Chart
accordingly.
16

To continue,
turn to 30
.

[16] The Tortwich takes up one Backpack slot.

131

As the last of the trio falls victim to your deadly blows, you step away from his crumpled body and sheathe your bloodied weapon. Your senses detect that there are no other bandits lurking in this chamber, and when you scour its walls and furnishings, you realize that it is a mess hall used by Xaol's bandit mercenaries and guards. Stale fragments of food litter the tables, and the acrid smell of wine and torch oil hangs heavily in the clammy air.

There is a trapdoor located near the tunnel exit from this hall, and on closer examination you discover that it covers a chute. Judging from the foul stench arising from this opening, you determine that the chute must descend to a cesspool located somewhere deep below the fortress blockhouse. To reduce the risk of their bodies ever being found, you drop the slain bandits down the chute and then push the trapdoor shut.

If you now wish to search the mess hall,
turn to 333
.

If you wish to leave the hall via the tunnel exit,
turn to 55
.

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