Read The Hunger of Sejanoz Online
Authors: Joe Dever
Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund
From a haversack slung around his shoulder, Kumal produces three items that he feels may be of interest to you:
Kumal will swap all three of these Backpack Items for one of your Special Items. He is also willing to accept 4 Gold Crowns for each of them, or 10 Gold Crowns for all three items.
If you wish to trade with Kumal on these terms, make the appropriate adjustments to your
Action Chart
.
To continue,
turn to 20
.
You utter the words of the Brotherhood Spell
Lightning Hand
, and let loose a bolt of energy at the falling bough. It strikes its centre and explodes the jagged branch into a thousand pieces.
To continue,
turn to 282
.
East of Javai, the highway passes through several small settlements where Chai farmers toil contentedly under the hot midsummer sun. By noon, these tiny hamlets have all but given way to a vast expanse of grassland that extends to the banks of the River Tkukoma, over a hundred miles distant.
It is nearing the middle of the afternoon when an unexpected misfortune befalls the column. The carriage bearing Xo-lin's courtiers cracks a wheel rim, and the caravan is forced to halt while a repair is attempted. Bemoaning their plight, the courtiers disembark from their carriage and take shelter under a makeshift tent as Chan's men begin work on the damaged wheel.
During this time, you scan the southern horizon, ever watchful for signs of enemy scouts. There is little to see out there on the grassy plain, but your eye is drawn to a mound of stones that rest atop a nearby hillock. When you magnify your vision, you recognize that this mound of sun-bleached stones is a
yansi
— an ancient Chai burial cairn.
If you wish to explore this
yansi
while Chan's men finish their work on the broken wheel,
turn to 36
.
If you choose instead to help them with their repairs,
turn to 178
.
You ascend to the top of the platform and peer over the parapet to see Sergeant Yeng and the others emerging from the command tent. Their attack has been successful. While he and his men gather up enemy horses so that you can make a speedy escape, you pick up the signalman's flags and issue an urgent order to the attacking troops to withdraw immediately. As soon as you see that the enemy have obeyed your command signal, you look out across the plain towards the west. A smile spreads across your face when you see Captain Chan is leading the caravan at speed towards Fort Vlau.
Hurriedly you descend the flag-tower and join Yeng and his troopers. You leap into the saddle of a Bhanarian steed and dig in your heels, sending the mount lurching forwards. With the warm summer wind blowing in your faces, you and your brave comrades gallop across the plain to rendezvous with the caravan at Fort Vlau.
You turn around to see Shavane, the Prince's nurse and tutor, standing framed in the carriage doorway. She appears upset and contrite, and in her distress she snatches the toy from your hand and hurls it away.
‘Oh! I'm so sorry, ma'am,’ she sobs. ‘I thought it was but a harmless toy. I would never have let the young Prince near it had I known the evil that it contained.’
‘Of course, Shavane,’ replies Mitzu, trying to console her, ‘of course you wouldn't have. None of us would have entertained such a wicked thing.’
Princess Mitzu cradles the unconscious Prince lovingly in her arms and looks at you with pleading eyes.
‘What can we do to restore his health? Can you help my son, Grand Master?’
If you possess Laumspur,
turn to 297
.
If you possess a Potion of Klorva,
turn to 120
.
If you possess neither of these potions,
turn to 90
.
The great barrel of the steam-cannon is pointing towards the ground. You hear the rumble of the gun's pressure boilers building to a thunderous crescendo, and then the Bhanarian artillerymen fire their piece and send its explosive projectile deep into the earth. Repeatedly they reload and fire directly into the ground until a large crater is formed by their exploding shells. With the firing of the tenth shell you see a large mass of timber and shattered rock ejected from the crater, and your throat tightens with dread when you suddenly fathom the reason why they are firing their siege gun into the ground.
To continue,
turn to 86
.
The scouting party has captured a bandit. The man is unconscious, and his face is smeared with blood that is trickling freely from a wound to his scalp. Captain Chan orders a soldier to throw a pail of cold spring water over the prisoner, but this fails to revive him.
You approach the man and use your Kai healing skills in an attempt to restore him to consciousness. A small circle of curious courtiers gather to watch, and they gasp with amazement when he suddenly awakes with a start. With fear-filled eyes, the man returns the stares of his captors and begins to beg for mercy.
Sergeant Yeng slaps his face with the back of his calloused hand and demands that he identify himself. Immediately, the bandit clamps his jaw shut and refuses to utter another sound. You use your psychic skills to probe his mind and discover that he is unusually strong-willed and resilient. You sense that he would be unlikely to break under torture.
If you possess Kai-alchemy and wish to use it,
turn to 80
.
If you possess Kai-surge and wish to use it,
turn to 231
.
If you possess neither of these skills, or if you decide not to use them,
turn to 13
.
Early next morning, you and Captain Chan destroy Shavane's amulet before the caravan sets off for Fort Vlau. Shavane herself is left tied to a post in the middle of the open grasslands. ‘By the time she slips her bonds, we shall be many miles from here,’ says Chan.
The journey to Fort Vlau passes swiftly, and at noon on the following day you catch your first glimpse of the Lissanian stronghold. Unfortunately, the scene that greets your eyes makes your hopes and your spirits sink.
You stagger to your feet to discover that Chan has been knocked unconscious, and both of your horses have been killed outright by the creature's deadly ice-bolts. Frantically, you unsheathe your Kai Weapon as both of the hulking horrors bear down on you. As they close in for the kill, long claws extend from their paws and they open their fearsome frost-rimmed jaws to reveal a cluster of serrated fangs.
Brumalghasts:
COMBAT SKILL
57
ENDURANCE
50
If you possess the Kai Weapon ‘Valiance’, you will benefit from its unique properties. If you possess Elementalism or Grand Nexus, you may increase your
COMBAT SKILL
by 3 for the duration of this fight.
If you win the combat,
turn to 105
.
A barbed arrow thuds into the back of your right thigh, and the sudden agonizing pain makes you cry out in alarm: lose 4
ENDURANCE
points. Quickly you call upon your Kai healing skills to deaden the pain and staunch the flow of blood. Then you snap the arrow in two and grit your teeth as you tug the barbed head free from your aching leg.
To continue,
turn to 40
.
You dismount and make a stealthy approach to the graveyard on foot. You can see and sense that there are no lookouts, and this reassures you that the wagon may not be attached to the Autarch's army after all. The Bhanarians are ruthlessly efficient in matters of military procedure; it is unlikely they would leave a supply wagon unattended in the field.
Upon reaching the wagon you discover that it is unmanned. It is also of civilian design, of a type commonly used by the merchants of Otavai.
If you wish to search the wagon,
turn 293
.
If you wish to enter the graveyard,
turn to 60
.
You recite the words of the Brotherhood Spell
Lightning Hand
, and raise your right hand, pointing your outstretched fingers towards the jammed portal. A bolt of radiant energy leaps from your fingertips and speeds across the divide to strike the door with a blinding flash of blue-white sparks.
The force of the impact throws open the portal amidst a cloud of loose earth and billowing dust. The coughs and cries of the entourage can be heard echoing throughout the distant corridors of this labyrinth. Fearing that it may already be too late to save the Khea-khan and his family from the clutches of Autarch Sejanoz, you and Sergeant Yeng rush along an arched corridor in search of them until you come to a junction.
If you possess Grand Pathsmanship,
turn to 246
.
If you do not,
turn to 167
.
As you settle down to sleep beneath one of the carriages, you are thankful that you will not have to stand watch during the night. You sleep well and wake at dawn to the delicious smell of freshly-brewed jala. After a hearty breakfast with Chan and his troopers, you mount up and ride with the captain at the head of the caravan column. Shortly before noon, you spot a village in the distance and a cloud of dust approaching on the road ahead. It is being kicked up by a horse, ridden by a man sent ahead by Chan over an hour ago to scout the village and its surrounding crop fields.
The trooper reports that the village ahead has been attacked by bandits during the night. ‘Kronar, I suppose?’ enquires Chan, and the scout confirms his captain's assumption with a nod of his head. ‘I thought so. That cur. One day he'll be made to pay with his life, mark my words.’
Chan informs you that this region is blighted by the presence of a bandit gang, led by a renegade Chai army captain called Kronar. He has a fearsome reputation for being an outstanding archer and a ruthless murderer.
His gang has a secret base located somewhere deep inside the Javai Forest. From there they launch attacks upon helpless travellers using the trade road, and undertake raids upon isolated farmsteads out on the Great Plain. Many attempts have been made to bring Kronar and his gang to justice, but all have so far failed.
Chan estimates that the caravan will reach the Javai Forest around sunset. He is fearful that Kronar's bandits may attempt an ambush, believing that the caravan belongs to a Penseian merchant who is rich enough to afford a military escort. Chan summons his flankers and then he orders them to ride ahead to scout the highway where it borders upon the forest. If Kronar intends to launch a surprise attack on the caravan, this is where he is most likely to set up his ambush.
As the scouts prepare to leave, Chan offers you the chance to go with them or remain with the caravan column.
If you wish to go with the scouts,
turn to 255
.
If you choose to stay with the caravan,
turn to 109
.
You cross the open grassland and enter the forest by way of a narrow trail that wends a tortuous route through the closely-packed pines. You have covered no more than a few miles when you see the body of a man, clad in furs, lying motionless on the track ahead.
If you wish to stop and examine this body,
turn to 279
.
If you choose to ignore it and ride on,
turn to 134
.