The Hunger of Sejanoz (16 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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158

A third bolt of energy rips into the nearby wall, showering you with shards of rock. One splinter gashes your neck: lose 1
ENDURANCE
point.

To continue,
turn to 100
.

159

You draw upon your advanced mastery of Astrology and cause Bazan to fall into a hypnotic trance. While under the influence of your powers, you ask him if trade is his only intention. Dumbly he replies that it is, and you sense that he speaks the truth. Convinced of his sincerity, you nod to Chan and then bring Bazan out of his trance.

Turn to 283
.

160

Sergeant Yeng volunteers to attack the command tent with the other troopers, while you deal with the flag-tower. Having resolved your battle objectives, you break cover and make a swift ascent of the hill. You are 20 yards from the base of the flag-tower when you see the Bhanarian signalman pacing back and forth. You can see his head clearly above the parapet of the tower, but most of his body is hidden by its stout wooden planks.

If you possess a Bow and wish to use it,
turn to 261
.

If you do not,
turn to 249
.

161

‘It is true what she has heard of the New Order,’ you reply, ‘but, alas, I do not yet possess mastery of the astrological skills. Please convey my apologies to her majesty, for I must decline her request.’

‘I shall,’ replies Chan. ‘Sleep well, my lord, and remember that we shall depart here no later than one hour after daybreak.’

To continue,
turn to 227
.

162

You dive aside and the Arrow of Atonement slams into the floor barely inches from your face. Swallowing your fear, you grasp the shaft of the magic missile and wrench it from the stone. Then you spring to your feet and pursue the Autarch and his innocent young hostage.

Turn to 6
.

163

During the afternoon of the first day out from Rakholi, a fierce dust storm sweeps across the trade road from the east. For three hours the caravan is slowed to a walking pace as you battle headlong into the blinding gale. The horse teams and the riders are brought near to exhaustion by the stinging grit-laden winds (lose 2
ENDURANCE
points).

By dusk the storms have eased and a night camp is pitched on the open plain. While you are rigging a simple shelter for yourself, with rope and a canvas sheet, you hear something that causes you concern. It is the distraught sound of a woman crying. You detect that it is coming from Princess Mitzu's carriage and you hurry there to investigate what is wrong.

Turn to 78
.

164

The ice-fiend holds you with its terrifying eyes and, in the next instant, it belches forth a cone of ice that hurtles towards you like a huge crossbow bolt. In mid-flight, the missile splits in two and strikes both of the horses squarely in their chests. Simultaneously they rear up in agony, and both you and Chan are sent tumbling backwards to crash down upon the frost-hardened earth.

Pick a number from the
Random Number Table
(0 = 10). If your
ENDURANCE
score is 25 or higher, add 2 to the number you have picked. If your
ENDURANCE
score is 15 or lower, deduct 2.

If your total score is now 3 or lower,
turn to 271
.

If it is 4–8,
turn to 131
.

If it is 9 or higher,
turn to 291
.

165

You cannot speak and so you mentally intone the words of the advanced Brotherhood Spell
Strength
. As soon as the spell-words are completed, you feel a rush of new vitality coursing through your body. Boosted by this newfound strength, you are able to support the crushing weight of the carriage just long enough for Chan's men to come to your aid. Eight of them lift the rear of the carriage and you are pulled free within seconds of it tipping over (lose 2
ENDURANCE
points).

To continue,
turn to 151
.

166

When the meal is over, Chan produces a pair of ornate ivory dice from the pocket of his tunic. ‘These are Xi-die,’ he says, and tosses them to you. They feel weighty and their intricate gold designs invite a closer inspection. When you return them to the Captain, he passes them over to one of his men who cups them in his hands and breathes on them. Then, with a quick flick of his wrist, he casts them onto the ground and Chan leans forward to study the result. Cheerfully he informs the man that his future is secure; he and his wife will be blessed with a son and they can look forward to a long and happy life together. You sense at once that Chan's reading is false: he is simply using the Xi-die as a means of raising the man's morale.

Once all of Chan's men have taken their turn to throw the dice and have each received a favourable reading, the captain offers them to you.

‘Would you like to discover what your future has in store, my lord?’ he asks. ‘All will be revealed with one throw of these dice.’

If you wish to cast the Xi-die,
turn to 190
.

If you choose to politely decline the captain's offer,
turn to 34
.

167

You sense that the Imperial Family are in very grave danger, but you cannot detect where they are. The noise of the steam-cannon has now ceased, but in its stead you hear the footfalls of iron-shod boots. This sound is ominous for it tells you that the Bhanarians are now storming the catacombs.

If you wish to take the left-hand tunnel,
turn to 116
.

If you decide to take the right-hand tunnel,
turn to 54
.

168

Boldly you set off across the chamber, taking care to tread only where there are footprints. You are within a few feet of the opposite door when suddenly the entire floor falls away like a huge hinged trapdoor. You plummet headlong into a yawning shaft and plunge into a pool of freezing water. As you break the surface, you hear the sound of giant stone cogs and the rattle of heavy chains. The ceiling is beginning to descend. It moves down the shaft like a giant plunger and your heart skips a beat when you see that it is not stained with soot after all. It is dried blood, the blood of countless men who have unwittingly fallen victim to this devilish trap.

Illustration XI
—The ceiling trap, stained with the blood of countless victims, descends towards you.

The ceiling continues its downward travel until you are pushed below the surface. Then it halts abruptly, trapping you underwater among a tangle of mouldering bones. For ten long minutes you survive by the use of your Magnakai Discipline of Nexus, but then the dull pain in your lungs begins to intensify until they feel as if they are going to explode.

If you possess Kai-alchemy and have reached the rank of Sun Thane,
turn to 56
.

If you possess Grand Nexus and wish to use it,
turn to 221
.

If you possess some Sabito Root,
turn to 102
.

If you have neither of these skills, nor the Backpack Item, or have yet to attain the required level of Kai Mastery,
turn to 23
.

169

You dive and roll through the foliage to avoid the icy missile, but a segment of it breaks free in mid-flight and it penetrates your left forearm: lose 2
ENDURANCE
points.

To continue,
turn to 216
.

170

You flatten yourself against your horse's neck to avoid the onrushing missile.

Pick a number from the
Random Number Table
. If you possess Grand Huntmastery, add 2 to the number you have picked. If you possess Assimilance, add 1.

If your total score is now 6 or lower,
turn to 55
.

If it is 7 or higher,
turn to 285
.

171

Kasarian escorts you into the fort's inner keep. At its centre there is a staircase which leads down to a massive stone door.

‘Beyond this portal lies a maze of catacombs. They spread for miles in all directions. This fort was built upon this ancient burial site. This is the securest place I know for the Khea-khan to stay until you are able to continue your journey to Tazhan.’

If you wish to help escort the Imperial Family from the caravan to the catacombs,
turn to 4
.

If you choose instead to offer aid to the wounded garrison soldiers,
turn to 89
.

172

You draw your Kai Weapon and, as you raise it in readiness to strike the first blow, a heavy silver orb comes hurtling through the crypt door and cracks your forearm. Numbed by the unexpected force of its impact, you drop your Kai Weapon and cradle your aching limb to your chest. Seconds later, a group of swarthy-faced tomb robbers come running up the crypt steps and barge you aside. You grapple with one of them and wrest a dagger from his hand, but in the blink of an eye he draws another from his boot and attempts to stab you through the heart.

Tomb Robber:
COMBAT SKILL
 30   
ENDURANCE
 35

You must fight this combat without your Kai Weapon.

If you win this combat,
turn to 139
.

173

As the Bhanarian officer crumples at your feet, you kick him aside and spin around to confront Autarch Sejanoz. To your horror, you see that he is holding young Prince Kamada. Bravely, Princess Mitzu attempts to wrest her son from the tyrant's grasp, but she is sent crashing to the floor with one swipe of his cadaverous hand.

With a cruel laugh Autarch Sejanoz bids you farewell and turns to make his escape along an adjoining tunnel, the young Kamada held captive under his arm.

‘Save him!’ pleads Mitzu. ‘Please save my son!’

If you wish to chase after the Autarch,
turn to 208
.

If you wish to attempt to stop him with a Bow,
turn to 65
.

174

You swiftly draw an Arrow to your Bow and let it fly towards the attacking creature. The shaft penetrates the beast's rib cage, slowing it but not deterring it from pressing home its ferocious assault. However, the trooper is now able to recover his senses and defend himself as this determined creature pursues its attack.

Hurriedly you dismount and unsheathe your Kai Weapon. You turn only just in time to counter a strike by the other two creatures that are leaping towards you and Sergeant Yeng.

Chagarashi:
COMBAT SKILL
 44   
ENDURANCE
 40

You may add 1 to your
COMBAT SKILL
for the duration of this combat as Sergeant Yeng is fighting the same enemy.

If you win the combat,
turn to 295
.

175

You shape your mouth in readiness to utter the Old Kingdom power-word
Gloar!
and project its concussive energy at the chest of the nearest creature. The force of its impact knocks the heavy beast to the ground. The sight of its mate falling injured infuriates the other creature, and prompts it to launch a fearsome attack.

Turn to 164
.

176

You note teeth marks around the head and shoulders of the toy soldier, and you ask the Princess if Kamada is in the habit of chewing this wooden plaything.

‘I don't know,’ she replies. ‘He's only had it a day. He was given it as a present while we were in Rakholi.’

‘Who gave him this toy?’ you ask.

‘I did,’ says a voice from behind you.

Turn to 196
.

177

A third bolt of energy rips into the nearby wall, showering you with shards of rock. One splinter gashes your neck, and another penetrates your boot leather and lodges in your left foot: lose 2
ENDURANCE
points.

To continue,
turn to 100
.

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