The Jungle of Horrors (18 page)

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Authors: Joe Dever

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

BOOK: The Jungle of Horrors
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256

At first you think that the tracks are those of a black bear, the paw prints being of a similar size and depth. But a closer examination changes your mind. These prints were left by a biped, a two-footed animal that walks upright. You have never before come across tracks like these, and judging from the size of the prints, you would be happier to avoid the creature that made them.

Turn to 342
.

257

You leap away from the table and draw a hand weapon as the innkeeper's son makes his attack.

Boran:
COMBAT SKILL
 20   
ENDURANCE
 29

The dwarf is immune to Mindblast (but not Psi-surge).

If both you and your enemy are still alive after two rounds of combat,
turn to 163
.

If you kill your opponent within two rounds,
turn to 12
.

258

You strike the glowing ball of flame, and an explosion flings you against the wall of the refectory. Your weapon has disintegrated and you have suffered severe burns to your arms and body: lose 8
ENDURANCE
points and delete the weapon from your
Weapons List
.

Sore and bloodied, you drag yourself to your feet in time to see the Helghast preparing to launch another fireball. This time the target is your head.

If you wish to try to avoid the missile by diving aside at the last possible moment,
turn to 27
.

If you have another hand weapon and wish to use it to attack the Helghast,
turn to 75
.

259

The stairs lead down to a vast network of catacombs that stretch in every direction. It would be easy to lose yourself in this maze of tunnels, but your Kai tracking skills, heightened by the pressing need to escape from the monastery, help you avoid the hazards and dead ends of these sprawling burial vaults. Following the sound of dripping water, you discover a circular stone trapdoor in the ceiling. Paido cups his hands around your foot and lifts you nearer the tunnel roof, enabling you to open the trapdoor. Early morning daylight streams into the passage as you lift the slab of wet stone and slide it aside.

You have emerged at the courtyard on the north side of the monastery. Two monks stand guard at the double doors of a low, timber-framed building on the other side of the paved enclosure. Fortunately a line of bushy fruit trees that encircles the courtyard provide all the cover you need to avoid their watchful eyes. You crouch in the shadows and watch as the monks leave their posts to enter the building. Minutes later the doors swing open and they reappear, both on horseback, and ride off through an archway to the right. The courtyard is now empty but you curse their departure, for the horses they are riding belong to you and Paido.

If you wish to enter the stables,
turn to 54
.

If you wish to escape on foot through the archway,
turn to 72
.

260

You turn and run through cloying, ankle-deep mud that saps the strength in your legs. The gigantic spider scuttles closer, lowering its yellow head ready to scoop you into its maw. If you are to escape this creature you must do something to distract or delay it.

If you have a Meal in your Backpack,
turn to 34
.

If you have the Magnakai Discipline of Psi-surge,
turn to 250
.

If you have neither a Meal nor the Magnakai Discipline of Psi-surge, you must stand and fight the creature;
turn to 5
.

261

You raise Paido into a sitting position, leaning his back against the cellar wall, and lift one of his eyelids. The almond-shaped iris is fully dilated, his breathing is shallow, and his heartbeat is weak and irregular. Your basic Kai skill of healing warns you that he has slipped into a coma.

If you possess any Laumspur, Rendalim's Elixir, or Oede herb,
turn to 349
.

If you do not possess any of these healing potions,
turn to 121
.

262

‘Tadia still lives with her mother at Ferry House,’ replies the farmer. ‘Five miles north of here there's a junction where a track heads east. The signpost there says: “To Topham”. A mile past Topham you come to Ferry House on the banks of the River Phoen. If it's her counsel you're after you'd better take plenty o' gold. She's wont to charge a high price for her crystal gazin'.’

You thank the farmer for his advice and suggest to Paido that the time has come to continue your journey north. As you are about to leave, the farmer calls out, ‘By the way, you'd best tell her Jako sent you — she don't take kindly to folks who drop by uninvited.’

Turn to 318
.

263

You have leapt out of the frying pan and into the fire! The pool of water is an illusion. Its surface is a gossamer-thin membrane, and it hides the egg-like Korkuna which has burrowed beneath it. As you touch the surface, the edges of the membrane roll inwards and smother your hand, holding you fast in a steel grip. A snaky tendril lashes out from a hole in the shell and wraps itself around your throat, its sharp tip piercing your neck. You are paralysed; you cannot move. Horror fills your senses as you watch helplessly as the creature gorges on your blood, its shell pulsating and swelling.

Your life and your quest end here.

264

The street twists and turns northwards, passing the entrance to a wooden-fronted barracks. As you watch, a group of soldiers armed with spears emerges in a column, escorting a prisoner with his hands tied behind his back. At the junction with another street they turn into the courtyard of a whitewashed brick building. Above the courtyard gate flutters the Talestrian flag.

If you wish to follow the soldiers into the courtyard,
turn to 143
.

If you wish to continue along the street,
turn to 204
.

265

You are faced by a monstrous reptile. Its webbed, claw-tipped hands are poised to rend you in two.

Illustration XIII
—You are faced by a monstrous reptile.

Xlorg:
COMBAT SKILL
 22   
ENDURANCE
 30

You cannot evade combat and must fight the creature to the death.

If you win the combat,
turn to 313
.

266

You stare across the lush open plains that border the river, contemplating the quest that lies ahead. A flock of long-necked okrils fly overhead, their melodic call echoing across the grasslands as they return to their nests at the river's edge. Paido sits silently beside you at the prow, his thoughts, like yours, on the perils of the Danarg that have yet to be faced.

The sun is low in the sky when you catch sight of Tharro, its mud-coloured walls — thick, high, and crenellated — dominating the hill on which it was built centuries ago. The barge passes beneath a stout wooden bridge, supported by rough-hewn pillars of stone, along a canal running parallel to the river, and draws to a halt before two massive metal-bound doors which span the waterway. You collect your horses and disembark with the other mounted passengers, riding in line towards the fortified town gate. At first you are turned away by the guards, but when you show your pass, signed and sealed by Lord Adamas, you are both ushered to the front of the queue and saluted like lords as you ride through the archway and into the square beyond. Three streets converge at the river gate square: Copperpiece Lane, Globe Walk, and Flagon Alley.

If you wish to go west into Copperpiece Lane,
turn to 35
.

If you wish to go north into Globe Walk,
turn to 82
.

If you wish to go northwest into Flagon Alley,
turn to 332
.

267

Paido screams for your help. A swooping Kraan-rider has cast a large net, smothering his body. The net is sewn with hundreds of tiny barbed hooks which have worked their way into his skin and clothes, and he cannot free himself without the hooks inflicting fearful wounds. Only one Vordak remains to confront him, all the others having perished on his blade, but he is now unable to defend himself against this creature. He is at the mercy of a merciless foe.

You scramble to your feet and rush to save him as the Vordak creeps closer. Suddenly the Kraan-rider reappears, gliding low across the deck before hovering over the bow. A length of thin black rope dangles from its saddle and hurriedly the Vordak threads it through the corners of the net. You race up the steps, shouting ‘For Sommerlund’ and launch your attack. The Vordak turns to face you, its skeletal features frozen in a mask of terror. An instant later your weapon shears its bony neck and sends its skull-like head spinning down into the Danarg. A ghastly cry pierces your ears, but it is not a shriek of pain or despair: it is a malicious caw of triumph. The Kraan beats its massive wings, and the down-draught forces you to your knees as the creature climbs higher into the darkening sky. You stare aghast as the rope closes the net around Paido and lifts him off the deck. Instinctively you leap upwards, your hands outstretched to grab the barbed net, but it is too late. The Kraan turns in mid-air and flies off to the north with Paido, wounded and helpless, swinging like a netted fish below its leathery black belly.

Turn to 350
.

268

A wretched cry of pain and despair fills the chamber as you strike the killing blow. The Helghast falls, its flesh transforming into a putrid green gas that seeps from the vents in its tattered robe.

Your mind reels at what has just occurred but you dare not dwell on the fearful implications, for the poison in your system is beginning to overwhelm your healing power. You must act quickly if you are to save both yourself and Paido from the fatal toxin that is flowing through your veins.

If you have any Laumspur, Rendalim's Elixir, or Oede herb,
turn to 178
.

If you do not possess any of these healing potions,
turn to 281
.

269

‘Do not feel downhearted. Even the scholars of Garthen, when last they travelled this road, were confounded by my riddle,’ boasts the old man. ‘Now we must settle our agreement.’

From Paido he demands a large woollen blanket he carries in his Backpack, but of you he demands a Special Item. Delete from your
Action Chart
the Special Item that is fourth on your list. If you have less than four Special Items you must delete the last one on your list. If you have no Special Items at all, delete the first of your Backpack Items.

To continue your journey north,
turn to 135
.

270

Your senses and your experience reveal that the hooded stranger wants only to help you.

If you choose to accept his help and hide in his wagon,
turn to 32
.

If you decide not to accept his help you must confront the approaching monks;
turn to 41
.

271

You and Paido bid farewell to Lord Adamas and spur your horses along the wide paved street towards the city's gatehouse. The wagon-worn highway leads to the village of Sharr, a small, wood-walled enclave of fishermen and bargees, built around a great stone bridge which spans the River Phoen. You leave the highway and follow a twisting path down to the river's edge. There a barge is ready to leave for Tharro; its team of ghorkas are harnessed and the crew are preparing to cast off the thick rope hawsers securing the barge to the quay.

The captain sees you approach and calls to his men, ‘Hold fast, lads! Looks like we've two more for Tharro.’

A gangplank is lowered and the crew guide your horses aboard. As you dismount the captain strides along the bleached wood deck and greets you like an old friend, shaking both of you warmly by the hand. ‘Lord Adamas sent word to expect two riders for this trip, though I'd almost given up waiting for you to show. He's paid your fares and he said you may be wantin' some privacy, so I've set aside a cabin at the stern. My lads will see to your horses.’

The captain points to the rear of the barge where two sets of stairs descend below the deck. ‘Take the stairs on your left; your cabin is the door at the end of the gangway. If you be wantin' some food or ale, there's a tap-room in the hold — just take the stairs on the right.’

If you wish to inspect your cabin,
turn to 53
.

If you wish to investigate the tap-room,
turn to 151
.

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