The Hunger of Sejanoz (22 page)

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Authors: Joe Dever

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

BOOK: The Hunger of Sejanoz
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263

You thread your way through a maze of narrow tunnels until you reach a low-ceilinged burial chamber. Here you see Kau-Doshin lying crumpled on the floor. Blood is trickling from between his lips and you sense that he is close to death. You carefully cradle his head and he gasps with the pain of his many wounds. Barely able to speak, he points to an arched doorway at the far end of the hall and says: ‘… save … them!’

Turn to 108
.

264

You sense that Chan is disappointed by your decision, but he voices no criticism. You proved your courage beyond doubt earlier today, and he accepts your right to refuse his request without question.

He orders Sergeant Yeng to take three men and scout the nearby forest for bandits. He hopes that, despite the cloudy night sky, there will be sufficient moonlight to guide his party.

To continue,
turn to 182
.

265

Cautiously you lift away the still-smouldering segments of the broken trapdoor, and discover a pile of human bones lying in an oval hollow beneath. Resting atop these remains is a small green book with metallic pages and a gem-encrusted cover. Expectantly, you pick the book up and flick through its pages, only to discover that they are inscribed with an ancient Chai script of which you have little knowledge. All you are able to decipher is the book's title:
The Tome of Tzu
.

If you wish to keep
The Tome of Tzu
, record it on your
Action Chart
as a Special Item.

To continue,
turn to 49
.

266

You look to the flag-tower and see Sergeant Yeng at the parapet. He gives you a thumbs-up signal to confirm that you have now taken control of the enemy command post. You hurry to the tower and meet Yeng at the foot of its wooden ladder.

‘Go and round up some horses, Sergeant,’ you say, and he acknowledges your order with a salute.

Quickly you ascend to the top of the platform and peer over the parapet to see Sergeant Yeng and the others gathering 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 slowly 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.

To continue,
turn to 284
.

267

‘I intend to make a gift of it to you, my lord. It is fitting that a Kai should possess this weapon. I pray that one day you shall be able to put it to its proper purpose — to use this missile to slay the tyrant lord of Bhanar.’

Reverently he hands the arrow to you and you accept it gratefully.

Record this Arrow of Atonement as a Special Item. You must discard another item if you already carry the maximum number permissible.

To continue,
turn to 7
.

268

By the time you return to Bazan's encampment the dancing and the music have ended, and the Khea-khan has retired to his tent to sleep. One of Bazan's personal bodyguards directs you to your own tent and bids you goodnight.

Shortly before dawn, you are awoken by one of Bazan's servant girls. She prepares for you a hot bath with scented oils, and while you are bathing she brings you a platter of cold meats and exotic fruits. When the time comes you feel a little sad to have to leave Rakholi, but you know that you must continue the journey to Tazhan without delay.

Bazan and all of his servants turn out to bid the caravan farewell. As parting gifts, he presents the Khea-khan with a pair of magnificent horses, both prime Lissanian stallions. He also pledges to do everything in his power to delay the enemy until the caravan reaches Tazhan, and he vows to join with the New Kingdom armies upon the Khea-khan's return to Chai. Kau-Doshin conveys to him Xo-lin's thanks, and then you set off on the three-day journey to the ruined city of Zanaza.

Pick a number from the
Random Number Table
.

If the number you have picked is 0–3,
turn to 217
.

If it is 4–6,
turn to 64
.

If it is 7–9,
turn to 163
.

269

The vile gas makes you cough, but your Kai Mastery of Nexus swiftly neutralizes the toxins that have entered your lungs and the discomfort soon passes.

You order Princess Mitzu to help her father to safety. You fear that the gas will swiftly be fatal to the aged Khea-khan if he should inhale its poisonous vapours. The brave Princess obeys your command. As she helps her father to reach the far end of the burial crypt, you run through the poison cloud and set off in determined pursuit of the tyrant and his young hostage.

Turn to 6
.

270

Chan details two other men to accompany you, and then he places Sergeant Yeng in charge of the caravan's escort while you are away scouting the copse. The captain gives the order to move out, and all three of you follow as he turns his stallion about and canters through the tall grasses towards the distant pines. As you approach them, he informs you that it is very unusual for plains ravens to gather in such numbers. Your Kai Sixth Sense tingles, confirming that his suspicions are well founded.

As you draw closer, he signals to his men to split up and circle around the copse in opposing directions. They carry out his command as you and the captain bring your horses to a halt and dismount. From here you cover the final 100 yards to the copse on foot, your stealthy approach concealed by the tall grasses. You have penetrated 20 yards into the parched woods when suddenly you happen upon a shocking scene.

Turn to 207
.

271

The instant you hit the ground, a flash of white light engulfs your vision and you feel yourself tumbling backwards into a deep, dark abyss. The fall has rendered you unconscious and, sadly, you will never regain your senses. The ghastly ice creatures bear down on you and ruthlessly they tear you limb from limb.

Mercifully, your death is painless and instantaneous, but your life and your mission end here.

272

You detect hidden enemies lurking in the tall grass to the left of the highway, and you suspect that they are bandits lying in ambush. Quietly, you warn Sergeant Yeng and he whispers an order to his men to unsheathe their swords. Suddenly a guttural cry shatters the stillness, and you twist in your saddle to face the expected enemy. But to your horror you discover that these enemies are not bandits at all — they are something different, something wholly inhuman.

From out of the tall grasses come loping three long-limbed monstrosities with scaly green hides and dripping fangs. The leading creature leaps through the air like a pouncing cheetah and tears the nearest trooper from his saddle. As he falls, you hear Sergeant Yeng scream an urgent call to arms.

If you possess Kai-alchemy and wish to use it,
turn to 115
.

If you possess Magi-magic and wish to use it,
turn to 72
.

If you possess a Bow and wish to use it,
turn to 174
.

If you possess neither of these skills, nor a Bow, or if you should choose not to use any of them,
turn instead to 224
.

273

The Autarch shrieks with agony as the Arrow of Atonement strikes him in the middle of the back and skewers his heart. Prince Kamada slips from his grasp as he collapses to his knees, and you rush forwards to drag the frightened young boy away from Sejanoz's rapidly decomposing body. For centuries his unnatural powers have preserved his cadaverous frame and held time at bay, but within the matter of a few seconds, time wreaks its vengeance upon the demonic Autarch. His flesh and bones disintegrate to a fine dust that seeps through the cracks in the floor and disappears without trace.

Turn to 123
.

274

As you reach the door you hear several sets of footsteps ascending. Your pulse races when you realize that the tomb robbers are returning to the surface.

If you wish to hide from them,
turn to 3
.

If you choose to confront them,
turn to 172
.

275

The troopers work like demons to free you from the crushing weight of the carriage. Thanks to their speedy action you are released and pulled free within seconds of it tipping over, yet still the damage you sustain to your chest is considerable.

Pick a number from the
Random Number Table
(0 = 10) and add 2 if you do not possess Deliverance. The resultant score equals the number of
ENDURANCE
points you lose due to the crushing of your rib cage.

Make the necessary adjustments to your
Action Chart
before continuing your adventure by
turning to 151
.

276

You release your bowstring and send your Arrow arcing towards the Bhanarian signalman, but he hears its approaching whistle and instinctively he ducks below the parapet. The Arrow passes within a hand's breadth of his head before arcing harmlessly away in the distant grassland.

Quickly you shoulder your Bow and run to the ladder that leads to the flag-tower platform. The signalman peers over the edge of the parapet and, when he sees you climbing towards him, he raises his spear and attempts to impale you upon its gleaming steel tip.

If you possess Kai-alchemy and wish to use it,
turn to 214
.

If you possess Magi-magic and wish to use it,
turn to 52
.

If you possess neither of these skills, or if you choose not to use them,
turn to 39
.

277

Chan heeds your command and he issues a bold counter-threat to Kronar and his cohort.

‘Let our caravan pass … or your brother dies!’ Chan tugs on the trailing rope and Xango's head jerks back. Trembling with fear, the prisoner pleads with his brother to do as Chan commands.

The renegade Kronar hesitates, and then he and his companion lower their bows. Chan signals to the caravan to come forward and you wait patiently until all of the carriages have passed by the wooded rise. Then Chan unwinds the end of his captive's rope from his saddle and cracks it against the horse's rump, making Xango's mount lurch forward with a start. As the startled animal carries Xango away towards the wooded rise, you shout to Chan to follow the caravan. Together you dig in your heels and spur your horses to the gallop. As you race along the highway in pursuit of the caravan train, your stomach churns when you hear the unmistakable whistle of arrows in flight.

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 5 or lower,
turn to 201
.

If it is 6 or higher,
turn to 29
.

278

Upon returning to the gate, you press your eye to the observation slit and see the steam-cannon standing less than 50 yards distant. To your surprise, you see that the great barrel of the gun is pointing directly at the ground. The Bhanarian artillerymen are firing explosive projectiles deep into the earth. Repeatedly they reload and fire into the ground until a large crater is formed by their 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 in this manner.

Illustration XIX
—A steam-cannon stands less than fifty yards away from you, blasting deep into the earth.

To continue,
turn to 86
.

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