The Hunger of Sejanoz (12 page)

Read The Hunger of Sejanoz Online

Authors: Joe Dever

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

BOOK: The Hunger of Sejanoz
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98

You sprint away from the exploding geyser and reach an area of dry ground. The scalding water that showered you has blistered your skin, but you are able to numb the stinging pain by the use of your innate Kai healing skills: lose 3
ENDURANCE
points.

You are recovering from your stinging injuries when you are suddenly distracted by the sound of a fearful scream.

Turn to 44
.

99

Before you can devise a plan of action, one of the ice-fiends turns its head towards you and holds you with its terrifying eyes. In the next instant, it belches forth a cone of ice that hurtles towards you like a huge crossbow bolt.

Turn to 61
.

100

You chance a glance around the pillar and your stomach churns when you see the awe-inspiring figure of Autarch Sejanoz standing at the far end of this ancient crypt chamber.

Encased from neck to toe in black armour, inlaid with lavish gold filigree, he stands a sword's length taller than you. His great tiger helm conceals his face, and swirling around him are the folds of a voluminous scarlet cloak. Only his hands are visible and they seem incongruous when compared to the grand scale and design of his armour. They are like twisted claws, the skin wrinkled and fragile like ancient parchment. Hanging over them are four long, curved, needle-like claws of steel which sprout from the back of the golden bracers that encase his wrists.

Cowering in a corner of the crypt are the Imperial Family, their eyes wide with naked terror. One of the Autarch's Imperial Guard Captains stands over them with a glowing stave held firmly in his gauntleted hands. The tip of the stave trails wisps of blue-grey smoke, indicating that it is this weapon, and its wielder, who were responsible for the death of Sergeant Yeng.

The Autarch calls for you to surrender. ‘Resistance is futile, mortal. My troops are everywhere.’ You are about to give voice to a defiant reply when a sudden pain lances through your head.

Illustration VII
—The Autarch demands your surrender.

If you possess Kai-screen,
turn to 294
.

If you do not possess this skill,
turn to 28
.

101

You determine that Prince Kamada is in danger. Your interpretation of the signs indicates that he will be betrayed by someone close to the Imperial Family. You are unable to determine who this traitor will be, but you inform the Princess and advise her that she should be on her guard at all times.

Your reading disturbs Mitzu and she is unable to hold back her tears. She apologizes for her display of emotion, something that is frowned upon in imperial Chai society, and politely she asks you to leave.

Turn to 298
.

102

The Sabito Root enables you to breathe underwater and stay alive until the ceiling begins to rise. (Remember to erase the Sabito Root from your
Action Chart
.)

To continue,
turn to 287
.

103

Sergeant Yeng volunteers to attack the flag-tower alone, while you and the others deal with the command tent. Having resolved your aims, you break cover and make a swift ascent of the hill. You are 20 yards from the tent when you signal to the troopers to halt. You want to be sure that the officer and his bodyguards are outside the tent before you press home the attack.

If you possess Elementalism and wish to use it,
turn to 63
.

If you possess Kai-alchemy and wish to use it,
turn to 179
.

If you possess Magi-magic, a Bow and at least one Arrow, have reached the rank of Kai Grand Guardian, and wish to use this Discipline,
turn to 77
.

If you possess none of these skills, if you have yet to attain the required level of Kai Mastery, or if you choose not to use any of them,
turn to 143
.

104

You have heard of Xi-die but you are not familiar with their use. As you are examining them, a sallow-skinned guard sergeant leans forward and tugs at your sleeve. Smiling at his impatience, you pass him the dice and hurriedly he breathes on them before casting them to the ground.

When he and his companions look to you to interpret his throw, you can only shrug your shoulders and apologize for not being able to read them. The greasy-faced trooper frowns with disappointment as he snatches up the dice and returns them to Captain Chan. The sergeant mutters something under his breath, and you sense that his respect for you has been badly shaken.

To continue,
turn to 153
.

105

Upon the death of the last Brumalghast, you feel the temperature in this part of the forest begin to rise. The death of these creatures has broken the spell, and nature has already started to reclaim this cursed timberland. Using your healing skills, you revive Chan and then hurry westwards along the highway on foot, towards the caravan. Upon emerging from the forest, you are sighted by Sergeant Yeng. He is leading a party of scouts that have been scouring the tree-line in search of you.

It is nearly dark by the time you return to the caravan, and Kau-Doshin is gravely concerned to hear of your deadly encounter in the forest. He orders that night camp be made on the highway and, on Chan's advice, he agrees that the caravan will have to travel across country tomorrow to avoid the perilous timberland.

Next day, the journey proves to be much harder than Kau-Doshin could have imagined. The caravan is forced to slow its speed for fear of breaking an axle as it crosses the uneven grasslands. You and Captain Chan now ride the horses that were given to Xo-lin by the nomad chief, Bazan. They are fine thoroughbreds, fleet of foot and highly disciplined.

During the afternoon, you come upon a narrow stream and Chan orders the caravan to halt so that the horses may be fed and watered. You are sharing a loaf of bread with one of the troopers when suddenly you hear a shrill scream of fright. It comes from Princess Mitzu's carriage and you sense that the young Prince is in danger.

If you wish to investigate the scream,
turn to 127
.

If you choose to ignore the scream,
turn to 296
.

106

Suddenly you catch sight of Chan's troopers rushing towards the creatures from behind. Bravely they strike out at them with their heavy cavalry sabres, and the surprise of their attack buys you and the captain a few precious seconds in which to free your weapons. Unfortunately, in the heat of the moment, your Kai Weapon slips from your grasp and tumbles into the undergrowth.

Krakalla:
COMBAT SKILL
 50   
ENDURANCE
 48

You are unable to retrieve your Kai Weapon until the combat is over, but you may add 1 to your
COMBAT SKILL
for the duration of the fight for you are being supported by one of Chan's troopers. He is attacking this creature from behind.

If you win the fight,
turn to 241
.

107

You draw upon your Magnakai Pathsmanship skills and inspect the tracks closely, but after several minutes of examining these footprints you are still not sure in which direction you should go. Your Kai Sixth Sense tells you that your Kai Weapon is somewhere near, but you cannot pinpoint its exact location.

If you wish to explore the passageway to the left,
turn to 94
.

If you decide to explore the passageway to the right,
turn to 155
.

108

Sergeant Yeng draws his sword and rushes across the burial chamber towards the distant door. You gently rest Kau-Doshin's head upon the stone floor and then clamber to your feet to join him. As Yeng pulls open the creaking wooden portal, a blast of electrical energy hits him in the chest and sends him cartwheeling backwards into the middle of the burial chamber. You rush to his side, but it is already too late to help him; he was killed instantaneously by the blast.

Turn to 250
.

109

You watch the scouts and their sergeant gallop off along the highway until Chan orders the caravan to continue on its way towards the village. As you pass through this settlement, excited village children begin running alongside the carriage horses. They feed them vegetables and handfuls of straw, and in return the kindly drivers toss them freshly-minted Ren — the currency of Chai.

By mid-afternoon the caravan enters a sparsely wooded area. In some places the branches of the surrounding trees form canopies over the highway which provide a welcome respite from the blazing sun. While passing through one of these leafy tunnels, your Kai Sixth Sense alerts you to a hidden danger. You warn Chan and he heeds your advice; fearing an ambush by Kronar's gang, he sends out an order to his men to be extra vigilant. Nervously, you scan the surrounding trees for a visible sign of danger, yet your keen eyes detect nothing unusual. Then suddenly a cry rings out. You glance over your shoulder and, to your horror, you see three monstrous creatures grappling with the driver of Princess Mitzu's carriage. They have dropped out of the canopy of branches as her wagon passed beneath their secret hiding place.

Simultaneously, you and Captain Chan turn your horses about and gallop headlong towards the stricken driver. The man is fighting bravely, but his ghoulish attackers have injured him badly and his strength is fading fast. You must act swiftly if you are to save his life and spare Princess Mitzu from these three monstrous ambushers.

If you possess Kai-alchemy and wish to use it,
turn to 141
.

If you possess Magi-magic and wish to use it,
turn to 132
.

If you possess Kai-surge and wish to use it,
turn to 219
.

If you possess none of these skills, or if you choose not to use any of them,
turn instead to 18
.

110

Fort Vlau is under attack. A large force of Bhanarian cavalry has breached its outer wall and fierce fighting rages around its inner keep. You magnify your vision and quickly realize that the attacking force is being directed from a small hill to the south of the fort. Perched atop this hill you can see a command post, comprising an officer's tent and a wooden flag-tower. By means of flags waved by a signalman, the Bhanarian officer is directing his troops to attack the weakest sections of the beleaguered stronghold.

Chan orders the caravan off the highway and into the tall plains grass. You consult with the captain and sense that he is anxious about this unforeseen situation. The caravan is especially vulnerable stranded out here on the plain, and there seems to be little chance of finding sanctuary in the fort at present. Chan appears despondent, but you tell him not to give up hope for you have a plan — an especially bold and daring plan.

Turn to 236
.

111

You search the grassland around the rear of the carriage but you are unable to find the toy soldier anywhere. Your Kai Sixth Sense tells you that someone has already found the discarded toy before you. Cursing this misfortune, you abandon the search and return to your night shelter.

Turn to 239
.

112

You see Xango fall from his horse as it gallops across rough ground at the approach to the wooded rise. Kronar and his companion immediately rush to his aid and, while they are distracted, Chan signals to the caravan to move forward.

The drivers whip their teams and the carriages come trundling along the highway at a speedy pace. You wait patiently until they have passed your position, and then you turn your horses about and follow on behind. By the time Kronar has made sure that his brother is alive and well, the caravan has passed safely out of range of his intended ambush.

Turn to 40
.

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