The Curse of Naar (29 page)

Read The Curse of Naar Online

Authors: Joe Dever

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

BOOK: The Curse of Naar
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299

Drawing upon your improved Grand Mastery, you cause the cutting edge of your weapon to burn with a magical flame. This greatly increases the effectiveness of your weapon as you attack these bloodsucking vines.

Haemodyls:
COMBAT SKILL
 47   
ENDURANCE
 47

You may add 3 to your
COMBAT SKILL
for the duration of this combat. Also, if you possess Animal Mastery, you may add a further 2 to your
COMBAT SKILL
. These vines are, however, immune to all forms of psychic attack except Kai-blast and Kai-ray.

If you win the combat,
turn to 19
.

300

As your blood mingles with the fluids of the pool, the great shiny gates that fill the far wall of this chamber suddenly vanish to reveal an awesome vista. Beyond where these gates once stood now lies an expanse of deep space, an infinite darkness, a void speckled with distant stars and the wispy trails of passing comets. The thought of stepping into the vast perspective of this void fills you with fear, but you choke back your doubts and anxieties for you know that it is the only certain way that you can escape from Shamath's domain.

With a prayer to Kai and Ishir on your lips you sprint towards the void, but you are forced to dodge and weave as you run in order to avoid being hit by the hail of missiles that come whistling towards your back.

Pick a number from the
Random Number Table
. If you possess Kai-alchemy or Magi-magic, add 3 to the number you have picked. If you possess Assimilance, add 2. If you possess Grand Huntmastery or Grand Pathsmanship, add 1.

If your total score is now 4 or less,
turn to 233
.

If it is 5–7,
turn to 110
.

If it is 8 or higher,
turn to 322
.

301

As you are brought closer to the settlement, you see that the pale humanoids look chillingly similar to the horde of undead beings which attempted to slay you at the stone shelter. This slobbering, shambling crowd is a repulsive spectacle, yet they pale in comparison to the terrible sight of their companion ant creatures.

An icy shiver runs through your body the moment you catch your first clear view of these huge insectoids. They possess long spindly limbs and shiny shell-like bodies, and each one has a ghoulish head implanted with composite eyes. As you descend into their midst they chitter excitedly and fix you with a cruel and hungry stare.

Illustration XIX
—The pale humanoids fix you with cruel and hungry stares.

The net comes to within ten feet of the ground and you brace yourself against the ropes in readiness to attempt an escape the moment it touches down. You reach for your weapon, but as your hand closes around the hilt you are hit by a sudden massive wave of psychic energy.

If you possess Kai-screen,
turn to 21
.

If you do not possess this Discipline,
turn to 118
.

302

Icy fingers of fear grip your heart when you see the huge, dread form of the Demoness Shamath seated upon the marble throne. She is slumped forward over the adjacent table, her face buried in her crossed arms as if she is asleep. The few remaining parts of her body which are visible appear to be sheathed in sections of shiny black armour. You note that it is the same armour she wore when you defeated her five years ago.

Suddenly the sound of approaching footsteps echoes from one of the nearby tunnels. Anxious to avoid the risk of a confrontation, you slip into Shamath's chamber and take cover behind one of the icy pillars that encircle the walls. Moments later, you see two robed figures glide into the chamber. They are carrying between them a large phial of golden fluid which rests upon a pillow of purple silk. As they pass close by your hiding place, you hastily call upon your Kai skills to mask your physical and mental presence.

Turn to 243
.

303

You rush towards the glowing portal and leap through it just as the retracting coil of rock reaches the mouth of the dragon-gate. You hear a crash of stone echoing in the far distance as you fall headlong through a corridor of swirling flame. Your Platinum Amulet protects you from this fierce conflagration, and it also feeds you with a steady warming stream of energy which radiates from the centre of your body outwards to soothe your aching limbs.

Pick a number from the
Random Number Table
(0 = 10). Now double the number you have picked. This total equals the number of
ENDURANCE
points you may restore as a result of the healing effects of the Platinum Amulet. (Remember: your
ENDURANCE
score cannot exceed the total with which you began this adventure.)

After a short time the swirling corridor of flame gradually darkens and you feel the speed of your fall begin to decrease. Then, in a breathtaking instant, your feet slam into hot, cindery ground and you crash forwards to land in a tangled heap.

If you have ever visited the Palmyrion town of Scade in a previous
Lone Wolf
adventure,
turn to 125
.

If you have never visited this town,
turn to 215
.

304

You are about to cut your way through this barrier of vines when you notice something very odd: each creeper is trembling slightly, as if it is shivering with cold or fear. You draw back your weapon and take careful aim before striking your first blow which severs three of the thick vines.

As if in response to your attack, the mass of hanging creepers suddenly rises up and flails the air. They lash out at you with stunning ferocity, forcing you to retreat along the trail before their stinging blows: lose 1
ENDURANCE
point. With mounting dread you realize that these vines are not plants at all: they are hostile living creatures.

Beneath the coating of moss which sheathes them are hundreds of tiny hollow barbs, easily capable of ripping flesh to shreds. One passes close to your face and you strike out at it, cutting it in half. It emits a high-pitched squeal as it recoils, trailing a spray of sticky green slime from its sundered tip. As if enraged by their companion's cry of pain, the other vines come snaking towards you with increased tenacity. You must fight them.

Haemodyls:
COMBAT SKILL
 49   
ENDURANCE
 47

These vine-creatures are immune to all forms of psychic attack, except Kai-blast and Kai-ray. If you possess Animal Mastery, you may add 2 to your
COMBAT SKILL
for the duration of this fight.

If you win the combat,
turn to 19
.

305

To your dismay you sense that the dragon has become convinced that it has a stowaway amongst its cargo. It does not alert the accompanying Lavas, as you had feared, but it does begin to reduce its height. Rather than continuing its flight towards the construction area, it banks towards some broken rocks and derelict dwellings that are located close to the edge of the chasm.

Turn to 161
.

306

You sense that your physical presence within this throne hall is causing the Künae a great deal of discomfort. You detect them psychically probing your mind in an effort to discover your identity and, when you repulse these intrusions, you feel a surge of anxiety in the mental communication that is passing between them. The creature seated upon the left throne becomes agitated and begins to flail the foul air with its snaky limbs. Then it utters a sinister command to its partner and you hear the words echo in your mind:
Slay him, Jantoor!

The creature seated upon the right throne responds immediately. It raises its right limb and a gout of fire shoots from the palm of its leprous hand and comes speeding towards your chest.

Pick a number from the
Random Number Table
. If you possess Grand Huntmastery or Assimilance, add 1 to the number you have picked.

If your total score is now 5 or lower,
turn to 83
.

If it is 6 or higher,
turn to 39
.

307

Rimoah ushers you to a refectory table at the entrance to the chamber where Lord Ardan is carefully arranging some magically-crafted artefacts upon a sheet of scarlet silk. He invites you to inspect these items and Lord Ardan steps aside to allow you a closer look. The first object to catch your eye is a double-edged sword with a jewel-encrusted hilt. The blade looks exceptionally sharp and appears to have been crafted from a rich golden alloy. It shimmers brightly, like sunlight on water, even in the gloom of this torchlit chamber.

‘This is “Skarn-Ska”,’ says Rimoah proudly. ‘It was crafted by Lord Ardan and myself in the weapons forge at the Kai Monastery, during your absence. It was tempered in spell-fire and is imbued with Old Kingdom magic. It will never lose its razor-keen edge. There are few blades better suited to the slaying of the Dark God's foul spawn than this.’

‘Aye,’ comments Ardan, ‘and we have named it in your honour, Grand Master. In the tongue of the Old Kingdoms, “Skarn-Ska” means “Wolf's Blade”.’

If you wish to take this Special Item,
turn to 50
.

If you do not,
turn to 89
.

308

You watch the Lavas for several minutes before you muster enough confidence to make your move. Then, with bated breath, you step out from the column of light and tiptoe silently towards the tower archway.

Pick a number from the
Random Number Table
. If you possess Grand Pathsmanship, add 2 to the number you have picked.

If your total score is now 4 or less,
turn to 93
.

If it is 5 or more,
turn to 235
.

309

You insert the Gold Crown into the triangular slot and instantly you are assailed by another blinding flash of white light, but one far stronger than the first. A blistering wave of pain engulfs your hand and arm and you are thrown into the air by this explosive release of energy: lose 6
ENDURANCE
points.

Cursing your poor judgement, you stagger to your feet and cradle your twice-injured arm. When function fully returns to your burnt and aching hand, you take a third coin from your pouch and press it into the circular slot. It falls into a hollow inside the base of the door and, with a grating squeal, the great portal slowly swings open.

Remember to erase 2 Gold Crowns from your
Action Chart
before going on with your quest.

To continue,
turn to 343
.

310

A halo of light engulfs the razor-sharp blade of your magical sword, illuminating the surrounding gloom of the chasm. The towering warrior roars with anger as this light washes over him; it is as if its goodly glow is causing him great pain. He bellows a phrase in the Dark Tongue and suddenly his broadsword is sheathed with a black fire that crackles and spits venomously. Then the cruel dagger clenched in his left hand begins to glow red. When its poisoned tip becomes white hot, it emits a trail of noxious steam.

You yell your battle-cry as you launch your swift attack, and as your sword hits your enemy's blade, the sudden release of power knocks him back towards the glowing dragon-gate. Yet he recovers quickly, and when he expertly counters your second blow with the hilt of his black sword, you suddenly realize that you are now embroiled in a desperate fight to the finish.

Zantaz:
COMBAT SKILL
 50   
ENDURANCE
 46

This warrior is immune to all forms of psychic attack. Remember to add the appropriate bonus to your
COMBAT SKILL
whilst using your magical sword for the duration of this combat.

If you win this fight,
turn to 186
.

311

You shout the name ‘Rhunadan’ and the remaining Künae immediately ceases to move. All trace of its psychic energy vanishes and its flailing limbs become frozen in mid-air, lending it the semblance of a petrified tree. The advancing horde of maggots rapidly shrink to their former size and retreat before you, seeking the safety of the hall's furthest corners. The power which drove them and caused them to mutate has suddenly disappeared and they are thrown into chaos. You stride towards the carcass and swallow hard as you step through the ancient rotting remains that ooze from its rib cage. You raise your weapon and, with one swift blow, you sever the fingers of the Künae's right hand and quickly retrieve the gold ring.

Suddenly, a squeal of hinges draws your attention to the great portal on the far side of the hall. It swings open to reveal an angry horde of corpse-creatures who stagger into the chamber and come surging towards the carcass. They are the Dregants, a decomposing army of humanoids enslaved to the Künae. They have sensed their rulers' plight and have flooded here in their hundreds to protect them. Desperate to escape from this ghoulish host, you turn and leap feet-first into the cave-like hole that occupies the belly of the carcass.

Turn to 100
.

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