Read Trail of the Wolf Online

Authors: Joe Dever

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

Trail of the Wolf (10 page)

BOOK: Trail of the Wolf
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59

You complete the erection of a strong defensive wall around the core of your mind barely moments before Zorkaan unleashes a massive psychic assault. As the searing waves of his incorporeal powers shatter against your mental defences, you sense Zorkaan explode with anger and frustration at having been thwarted by your formidable Kai protections.

To continue,
turn to 243
.

60

At first you think you have found a large coin wedged under the door, but when you hook it with your fingernails and drag it out, you discover that this gold-plated disc is a cloak brooch. It is embellished with the insignia of a wolf's head on a radiant sun, and instantly you recognize this emblem. It is the personal mark of Lone Wolf. Elated by your discovery, you take the brooch and press it to your forehead. Your Kai senses confirm your suspicion that this item was not lodged beneath the door by accident. Lone Wolf purposefully hid the brooch here in the hope that it would assist those who might attempt to rescue him.

Illustration IV
—You hold Lone Wolf's distinctive cloak brooch.

Confident now that you have found his trail, you pocket Lone Wolf's brooch (record this Wolf Brooch on your
Action Chart
as a Special Item) and attempt to pick the lock that secures this door.

If you possess Grand Nexus,
turn to 147
.

If you do not possess this Discipline,
turn to 285
.

61

Valiantly you hack and slice at the sticky web but, before you are able to cut yourself free, the spider seizes you in its forelegs and stabs at you with its fanged maw. When it clamps its great mouth down upon your shoulder, it injects a powerful venom which paralyses your entire body. Numbed by the poison, you are mercifully spared the agony of being eaten alive by this gigantic arachnid.

Tragically, your life and your quest end prematurely in the petrified forest of Helkona.

62

Once more you cross the killing zone which surrounds the perimeter wall of Gazad Helkona, and make your way swiftly towards the shattered blocks of stone that lie strewn around the base of the damaged tower to the east of the gate. When you are sure that your approach has gone unnoticed, you clamber up the mound of rubble towards an arrow slit 20 feet above. Here you crouch on a narrow ledge and peer into a dingy chamber which lies beyond the opening.

Seated on a block of wood to the left of the aperture is an ape-faced creature with leathery, gnarled skin. It is scooping out a grey, paste-like gruel from a stone bowl, which it swallows after sucking it noisily through its jagged fangs. You recognize that this creature is a Krorn, a cruel and ungainly breed of Agarashi that hails from the Hammerlands. While the Krorn is hungrily devouring its breakfast, you contemplate how you may gain entry to the chamber without the creature raising an alarm.

If you possess Kai-alchemy and wish to use it,
turn to 146
.

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

If you possess neither of these skills, or if you choose not to use them,
turn to 228
.

63

The Drakkar's swift reactions are handicapped by his heavy armour and your ball of invisible energy strikes him in the chest before he can shield himself. The force of the impact buckles his breastplate and brings him crashing to his knees. Groaning in agony, his ribs crushed by his dented armour, he topples backwards and tumbles down the stairs, felling his comrades like skittles as he careers through their ranks. The few who are not bowled over by their leader immediately open fire at you with their crossbows, and you are forced to seek cover behind the parapet. As you crouch beside Lone Wolf, a sudden shriek echoes across the observatory platform, making you glance over your shoulder in fearful anticipation.

Turn to 264
.

64

You unsheathe your Kai Weapon and steel yourself to meet the Kraan's attack. Cawing with hunger and rage, the loathsome creature hurls itself upon you in a desperate, vengeful attack.

Helkona Kraan:
COMBAT SKILL
 35   
ENDURANCE
 40

If you win this combat,
turn to 157
.

65

Mentally you recite the words of the Old Kingdom Spell
Shield
as you circle your right palm before your face. The spell is only just materializing when the speeding arrow strikes and penetrates this magical barrier, yet your swift action buys you the precious moments you need to dodge your head out of its path.

To continue,
turn to 56
.

66

Hurriedly you drag the corpses of the dog and the Drakkarim into the dark alcove from where the Akataz first emerged. When you look around the floor of this shadowy niche, you discover a carpet of flea-infested sacking which you use to cover the bodies of your slain foes. Once they are hidden, you turn and hurry towards the stairs.

At the top of these steps you discover a wide balcony and a door banded by criss-crossing strips of enamelled iron. The door is ajar, and the grey half-light of Gazad Helkona filters through its opening to illuminate the gloom of an entrance hall that lies beyond. Cautiously you enter the hall and cast your eye over its dank walls and high ceiling.

The circular walls of this hall are bedecked with battered shields and torn banners, captured in battle during the Darklands War. Lit by the oily glow of a solitary sputtering Lantern, you can see a crude wooden table and two chairs in the middle of the hall. A pair of Bone Dice rests on the table and two Spears lie on the floor beside it. (If you want to keep any of these items, adjust your
Action Chart
accordingly.)

You are looking around the walls when you notice an archway directly opposite the main entrance, leading to a flight of stone steps. Quickly you cross to the archway and ascend the steps to a landing on the level above.

Turn to 6
.

67

Instinctively you look to the crystal sphere, and your heart sinks when you see that the swirling black vapours are now oozing through the glassy surface. These sinister wisps of darkness draw together and swirl around the throne of bones like a small tornado. Then from the core of this whirlwind there issues a loud and hideous shriek that makes your blood run cold.

If you have ever visited the city of Duadon in a previous
Lone Wolf New Order
adventure,
turn to 255
.

If you have not,
turn to 136
.

68

You unsheathe your Kai Weapon and dig your heels into the dusty soil to steady yourself as the first of the huge swarm comes plummeting out of the sky to attack you.

Helkona Direflies:
COMBAT SKILL
 40   
ENDURANCE
 35

If you possess the Kai Weapon ‘Kaistar’, or ‘Raumas’, you may add the appropriate bonus gained from its unique properties.

If you win this combat,
turn to 199
.

69

You call upon your knowledge of Old Kingdom magic and clench the fingers of your right hand before speaking the words that will consolidate the spell
Invisible Fist
. Then you jab your clenched fist at the Urgaroh and the spell is triggered. A concussive ball of energy streaks across the platform and slams into the creature, knocking it to the floor.

To continue,
turn to 148
.

70

The screeching wall of noise ceases abruptly, and you open your eyes to see Xaol the Necromancer staring at you aghast. Frantically he snatches up a black iron staff that rests beside his throne of bones, and then he leaps from his seat with surprising agility. You reach for your Kai Weapon as he comes bounding towards you, his staff poised to thrust at your head. He lunges, not with a rod of iron but with a living serpent. The necromancer's staff has transformed into a deadly, hissing black snake. Hastily you retreat as the serpent's dripping fangs strike out for your throat.

Illustration V
—Frantically, Xaol the Necromancer snatches up his iron staff and leaps forward.

Xaol the Necromancer
(with Serpent Rod)
:
COMBAT SKILL
 50   
ENDURANCE
 40

If you possess the Kai Weapon ‘Spawnsmite’ or ‘Valiance’ you may add the bonus that you gain from its unique properties during this combat.

If you win the combat,
turn to 178
.

71

Instinctively you reach to your Weapons as the Kraan plummets towards you with its fearsome jaw agape, and its razor-sharp talons extended in readiness to slash at your body.

If you possess Kai-alchemy and wish to use it,
turn to 31
.

If you possess Magi-magic and wish to use it,
turn to 311
.

If you have a Bow and wish to use it,
turn to 277
.

If you possess neither of these skills, nor a Bow, or if you choose not to use any of them,
turn instead to 64
.

72

Calling upon your knowledge of Old Kingdom magic, slowly you clench the fingers of your right hand as you whisper the words of the spell
Invisible Fist
. Then you jab your fist at the Krorn's head and the force of your spell materializes with dramatic effect. The creature is spun off its wooden block and slammed face-first against the wall of the tower chamber. With a dull groan it slides down the grimy wall, leaving a trail of bloodied gruel smeared in its wake.

Having incapacitated the tower lookout, you squeeze through the arrow slit and jump down into the chamber.

Turn to 101
.

73

You break away from this desperate fight and run across the platform towards Lone Wolf. The Urgaroh does not pursue you; it focuses upon its crystal rod and brings the power within its shaft surging to a peak once more. With a shrill caw of glee, the beast levels its cursed rod at you and sends a second bolt of energy speeding towards the centre of your fleeing back.

Pick a number from the
Random Number Table
.

If the number you have picked is 4 or less,
turn to 24
.

If it is 5–8,
turn to 344
.

If it is 9,
turn to 227
.

74

The crystal sphere is not an artefact of this world. It was forged in Dazganon, the dread fortress of the Dark God Naar, upon the ethereal Plane of Darkness. The supernatural forces that exist within this sphere enable Naar to exert total control over his agent Xaol. Your Kai senses inform you that the destruction of this sphere would deal a severe blow to the Dark God. It would rob him of a means by which his influence can prevail on Magnamund.

Suddenly Xaol cries out in alarm, as if the evil necromancer has awoken from the grip of a nightmare. He snatches his hand away from the crystal sphere and points it at you accusingly. His dark eyes glare with madness when he spits out his chilling threat: ‘Foolish Kai. You are doomed. You and your weak master will never leave my hall alive!’

In the next instant, the doors to the necromancer's hall crash shut and you are assailed by a terrible sound that fills your head with pain.

If you possess Kai-screen,
turn to 164
.

If you do not presses this Discipline,
turn to 314
.

BOOK: Trail of the Wolf
7.2Mb size Format: txt, pdf, ePub
ads

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