Read The Dungeons of Torgar Online
Authors: Joe Dever
Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund
Using your mastery of Nexus you extinguish the flames that are scorching your arm, and immediately set about helping those Palmyrions who have survived the devastating attack. Less than half are able to stand, but you manage to pull them into a defensive circle in time to fight the Drakkarim who are charging along the street.
Drakkarim Garrison:
COMBAT SKILL
26
ENDURANCE
39
If you win the combat,
turn to 332
.
Fear returns to tie a knot in your stomach as you detect the scent of live Akataz. Instinctively you flatten yourself to the ground and a twisting grey blur arcs over your head and crashes headlong into the undergrowth. You are unharmed but you sense that the dog is just the first of many that are rushing towards this part of the forest, drawn by the blood of their kin and the scent of your body. Before it can recover from its failed attack, you jump to your feet and sprint away.
An hour before dawn, you leave Cetza and ride across the open grasslands that slope gently towards the River Brol. A full moon and the gathering light of day help you identify the landmarks that Prince Graygor told you to look out for to help guide you to a ford close to the site of an abandoned copper mine. His directions prove accurate and by mid-morning you find yourself on a ridge that overlooks the ford and its cluster of derelict mining huts.
If you have the Magnakai Discipline of Huntmastery and have reached the Kai rank of Principalin or higher,
turn to 324
.
If you have the Magnakai Discipline of Pathsmanship and have reached the Kai rank of Tutelary or higher,
turn to 241
.
If you do not possess either of these skills or have yet to reach these levels of Magnakai training,
turn to 108
.
You notice there is a spot where a gantry passes directly over the ball of green flame. If you could crawl to that spot you would be able to cup your hands below the Lorestones. Paido could then destroy the crystal rods, and the Lorestones, freed of the energy beams, would drop into your hands.
It is a bold plan but you feel confident that it will succeed.
You share the officer's horse as he leads his company back along a route they have already ridden. Steadily the road winds upwards through the hills towards a ridge of yellow rock and, as you reach the crest of the ridge, you catch your first awe-inspiring glimpse of Torgar.
The walls of this grim city-fortress stand upon the brink of a ravine cut deep by centuries of rushing water. A natural causeway of stone spans this dark chasm and provides the only means of approaching Torgar from the south. Its position and its defences seem impregnable. It commands the only road into the barren land of Ghatan, and any who dare travel that road must pass over the causeway and through the city's great iron gate.
In the past there have been few who would venture willingly to Torgar, but now the causeway and its approaches swarm with such men. They are the soldiers of Talestria and Palmyrion, and they have come with their engines of war to lay siege to this grim Drakkarim fortress.
The scout officer spurs his horse away from the ridge and you are carried towards a cluster of tents that stand on high ground overlooking the siege-works. As you arrive, a group of knights steps forward to take the horse's reins. You dismount with the officer and follow as he enters the largest tent.
If you have ever visited the land of Talestria in a previous
Lone Wolf
adventure,
turn to 45
.
If not,
turn to 346
.
The captain grunts his approval and returns your salute. Then he catches sight of your signet ring and suddenly his mood becomes much more friendly. He orders the townsfolk to lower their pistols and return to their homes and begrudgingly they obey his command. ‘Come,’ he says, placing his hand on your shoulder. ‘You must be thirsty after your day's ride.’
He pushes open the tavern door and draws aside a tattered leather curtain. A dozen pairs of eyes look towards you as you enter, stare briefly, and then return to their own business.
‘I see you come to Pirsi with the Prince's favour,’ says the captain, casting a glance at the ring you wear as you raise the tankard of ale he places before you. ‘What news do you bring from the Royal Court?’
‘I'm here on a mission, a secret mission of great importance,’ you reply, guardedly. ‘I must speak with Sebb Jarel, for only he can help me accomplish the task. I am at liberty to say no more.’
The captain looks at you quizzically. ‘It's unlike Prince Graygor to entrust such responsibility to one of your rank, soldier. If you expect me to take you to Jarel you have first to satisfy me that you're a Pathfinder. That bandit Baron Shinzar has sent men to find Jarel before — on missions of assassination. I want proof you're not another one of his agents.’
He peers over your shoulder towards the tavern bar and signals to the owner by blinking three times. The metallic
click
of a crossbow being cocked and your Kai Sixth Sense alert you to the weapon that is now pointed at your back. ‘Tell me, soldier, where were you trained as a Pathfinder? Was it in Humbold, in Sharwhan, or in Testla?’
If you have completed the Lore-circle of the Spirit,
turn to 46
.
If you do not have mastery of this Lore-circle you must hazard a guess at the answer.
If you answer, ‘Humbold’,
turn to 111
.
If you answer, ‘Sharwhan’,
turn to 287
.
If you answer, ‘Testla’,
turn to 152
.
You spur your horse down the slope and gallop along an overgrown track that leads to the ford. The log huts are shrouded in silence, but as you draw level with them, a gruff shout shatters this illusion of peacefulness and a hail of arrows cuts through the air.
One of the black shafts buries itself in your horse's neck. He shrieks in pain and crashes to his knees, hurling you into the river. You gulp a mouthful of the icy water and struggle to your feet, coughing and cursing, just in time to see your ambushers pour out of the nearest hut and advance towards you. Some are reloading their bows as they run.
If you have a Bow and wish to use it,
turn to 131
.
If you wish to try to escape by wading across the ford,
turn to 166
.
If you wish to draw a hand weapon and prepare for combat,
turn to 251
.
Your shaft arcs towards the Baron, but it reaches him just as he turns to push his troops into line and it glances off his pauldron, a shaped steel shoulder guard bolted to his breastplate. Alerted to your presence, he spins around and glares into your eyes, his red axe glinting as sunlight breaks through the haze of battle-smoke.
If you possess the Sommerswerd,
turn to 113
.
If you do not possess this Special Item,
turn to 126
.
An evil smile spreads across Roark's face as the Demonlord finally comes to his aid. You strike the creature but your blows merely splinter your weapon. Incensed by your defiance, Tagazin leaps upon you and sinks his fangs deep into your chest. Pain explodes through your body but the agony is soon obliterated by the numbing chill of death.
Your life and your quest end here.
Beaten and bloodied, the surviving Krorn back away whimpering as you climb over the bodies of their slain brothers and stalk towards them. Baron Shinzar screams in anger and lifts his axe high. He barges through his misshapen troops and stands before you, glaring like a man possessed. ‘Meet your doom, Eruan scum!’ he sneers, and strikes out at your head. You block the blow but your weapon is destroyed in a flash of sparks (delete this Weapon from your
Action Chart
): the Baron wields a weapon forged by sorcery.
2
As he lifts it anew, you prepare to dodge its lethal caress.
Pick a number from the
Random Number Table
. If you have the Magnakai Discipline of Huntmastery, add 2 to the number you have picked.
If your total is now 0–3,
turn to 310
.
If it is 4 or more,
turn to 229
.
[2] Taking comments originally published in
Lone Wolf Club Newsletter No.6
as a precedent, it seems reasonable to assume that you only lose a weapon-like Special Item here if you are not carrying at least one ordinary non-magical Weapon.
Using your ability to intensify your vision you focus on the advancing horsemen. You see that they are all wearing surcoats of scarlet and grey, embroidered with a crest bearing an open hand. The only horsemen who wear this livery are the cavalry of Talestria.
If you wish to wave down these riders,
turn to 61
.
If you would rather hide from them beneath the bridge,
turn to 322
.
Drawing on your Kai skills you blend with the shadows and stand absolutely still. The Death Knight warrior appears, filling the archway with his massive frame. He snatches up the spear in his mailed fist, turns, and then hauls himself out of the ditch, grunting and cursing his carelessness as he struggles in his heavy armour.
You wait for about twenty minutes before leaving your hiding place and working your way along the ditch.
You focus your Kai skill on Adamas' hand but you cannot tell which side of the coin is showing. All you can detect is a strong magical aura, indicating that the coin is magically shielded. You have no option but to guess which side is showing.
If you wish to call ‘heads’,
turn to 330
.
If you wish to call ‘tails’,
turn to 212
.
You land with a crash among the roots and briars, and roll to lessen the shock of impact. Sharp thorns graze your hands and knees (lose 1
ENDURANCE
point) but otherwise you survive the jump intact. Quickly you gather up your equipment and press on into the eerie forest.
A narrow pathway branches away from the main alley and you rush along it, barging aside a Hammerlander who appears suddenly from a doorway. The screams of your company and the clash of swords echo in the narrow confines of the passage as you make your escape swiftly towards the centre of the town. The passage opens on to a wider street where a barn-like building stands at the corner. Crouching at a window on the upper floor is a Drakkarim archer with an arrow notched ready to fire. He sees you appear and releases his straining bowstring, sending his arrow whistling towards your heart.
Pick a number from the
Random Number Table
. If you have the Magnakai Discipline of Huntmastery, add 3 to the number you have picked.
If the total is now 0–2,
turn to 264
.
If it is 3–5,
turn to 121
.
If it is 6 or more,
turn to 319
.
‘Naog daka!’
snarls a voice in the corridor behind. You spin round to see two Drakkarim warriors, both armed with loaded crossbows. Slowly you let your hand drift towards your weapon but your move does not go unnoticed. Suddenly a starburst of pain explodes in your head and darkness washes over your vision as you are slammed back against the door by the force of the bolt which has penetrated your skull. Death is instantaneous.
Your life and your quest end here.
You coax your horse along the rocky trail as it winds its way upstream towards the foothills of the Eru Range. By early evening you have traversed several miles of difficult terrain and, by chance, you find yourself at the entrance to an incredible gorge. It is filled with a sea of wild flowers so colourful that you are dazzled by their brilliance. The scent they exude is extremely potent and you feel a tremendous urge to dismount and lie down to sleep among the beautiful blooms.
If you have the Magnakai Discipline of Nexus and have reached the rank of Primate or higher,
turn to 83
.
If you have the Magnakai Discipline of Curing,
turn to 255
.
If you possess neither of these skills,
turn to 167
.
It becomes colder as night draws its black cloak around the clearing. Having done without sleep the previous evening you are now very tired, and settle down to rest with your back against the mossy temple wall. You are just drifting off when you become aware that something is moving near the edge of the trees. Shadowy shapes wreathed in mist are swirling around the pines like phantoms in a dream.
If you have the Magnakai Discipline of Psi-screen and have reached the Kai rank of Mentora,
turn to 93
.
If you do not possess this skill, or if you have yet to reach this level of Magnakai training,
turn to 228
.