Read The Eye of Winter's Fury Online
Authors: Michael J. Ward
Tags: #Sci Fi & Fantasy, #Fantasy, #Fiction & Literature
‘This isn’t the work of the svardkin,’ says Skoll, his brows bunched together. ‘Cowardly creatures – scavengers after easy gain.’
‘These men were miners.’ Anise struggles to lift one of the picks. ‘Wonder why they came here?’
‘Probably lost their way,’ you reply, shrugging your shoulders. ‘Like us.’
You search the bodies for anything of interest. Unfortunately, apart from some dry rations and extra clothing, you only manage to salvage 20 gold crowns and a bundle of explosives. (If you wish to take the
explosives
simply make a note of them on your hero sheet, they don’t take up backpack space.)
As you finish refastening your pack, you catch a sudden movement at the far end of the cave – a ball of yellow light, darting quickly from side to side. It almost looks like an eye. Before you can alert the others the wisp zips away, heading for a different tunnel to the one the svardkin took.
Will you: | |
Follow the yellow light? | 285 |
Try and catch up with the svardkin? | 160 |
67
After picking your way carefully over the boulders, you start your ascent. At first hand- and foot-holds are numerous, allowing you to progress with relative ease. But then the wind begins to buffet you, blinding you with snow and making your purchase on the slippery ice-wall less secure.
To reach the ledge, you must take a challenge test (note: if you have the ability
ice hooks
, you may lower the challenge total to 8):
Speed | |
Scale the ice | 14/8 |
If you are successful, turn to
174
. If you fail the challenge, turn to
535
.
68
You throw open the door to the cabin, startling Sylvie who is serving up eggs and sausage onto a plate. She drops what she is doing, hurrying around the table. ‘Hel’s tears, what’s got into you, boy? Are you all right?’
‘Inquisitor!’ you manage to gasp, struggling to catch your breath. ‘The one I was with . . . the one I think . . . something is wrong. He is after me.’
Sylvie draws back, eyes widening. ‘Please, not the Church. Not here. You can’t bring them here!’ Frantically, she snatches a cloth bag from a coat hook, then hurries to her worktable. ‘You can’t stay, not safe.’ She sweeps the charms into the sack, then pauses to pick out several of the bottles. ‘Take these.’ She drops them inside the bag, her hands trembling with fear. ‘Take them away.’
Sylvie pushes the sack into your arms.
‘What?’ You look down at it, confused, then back at Sylvie. ‘Is there nowhere for us to hide – anywhere we can go?’
‘Not we. You! You’re going far away from here!’ The woman ushers you to the door. ‘I can’t have the inquisition sniffing into my affairs. My charms, my magic – they’ll have me for a heretic. Be gone!’
Before you can argue, you find yourself back outside the cabin. The door slams closed behind you, followed by the sound of bolts being dragged into place.
You open up the sack and rummage through its contents. You have now gained the following items:
Wytchwood wreath | Clove oil (2 uses) | Crushed mugwort (2 uses) |
(necklace) | (backpack) | (backpack) |
Ability: protection | Use any time in combat to restore 3 health to | Use any time in combat raise your speed by 2 for one combat round |
You scan the nearby hills, your gaze halting on the menacing silhouette of the inquisitor, lurching towards you like one of the demons from your nightmares. With no other option, you hurry away from the cabin, making for the tangled confines of the forest. Turn to
244
.
69
The haft of a blade cracks into your skull, sending you stumbling against the wall. Another blow drops you to your knees. Then everything is darkness. You feel yourself drifting away, the cold of the Norr pulling you into its embrace . . .
Suddenly there is a powerful rush of magic, hitting you head on – driving your spirit back into your dead limbs.
‘Nanuk . . .’ you gasp.
Your eyes flash open, startling the thief who is about to make off with one of your weapons. He scampers away, leaving you a clear view of the alley. Apart from a few wary onlookers, there is no sign of the ruffians or the monk. Cursing your ill-luck, you quickly check your belongings. All of your backpack items have been taken (remove
these from your hero sheet), as well as half of your gold (rounding up). Staggering to your feet, you resume your journey. Turn to
659
.
70
You have only gone a little way into the hills before you hear a mewling growl, followed by the rending and tearing of flesh. Drawing your weapon, you advance cautiously, fearing what you may find.
As you crest the hill, you see a body lying sprawled in a circle of flattened grass. It is covered in green-black scales, with bony spines protruding from its shoulders and head. A scrawny-looking wildcat is trying to chew at one of the arms, where the birds have picked clean most of the scales. On seeing you, the animal raises its blood-flecked nose, revealing a set of overlong fangs either side of its jaw. Too late, you realise you have wandered into the path of a sabre-toothed cat – and it doesn’t look pleased at having its meal interrupted. It is time to fight:
| Speed | Brawn | Armour | Health |
Sabre cub | 1 | 2 | 0 | 30( * ) |
(
*
) Once the cub is reduced to 10
health
or less, it will bolt into the grass, fleeing the combat. If you are victorious, turn to
364
. If you lose the combat, remember to record your defeat on your hero sheet. You may then attempt the combat again or return to the map.
71
The fight turns from a scrappy one-sided affair into a match of equals, as your magic boosts your strength and allows you to keep time with Barl. You soon realise that the instructor follows the same series of moves, lacking any flair or spontaneity. As a child you would have been impressed with such a display, but now experience has turned you into a hardened fighter.
You read his moves with ease, dodging and ducking to find the openings in his guard. The instructor’s quiet confidence is soon
reduced to a surly rage, spitting curses as he seeks to get back into the fight. You remain one step ahead, anticipating his predictable retaliation. A desperate lunge leaves him impaled, his jaw dropping open in astonishment.
‘Consider today’s lesson over,’ you sneer, watching as the veteran’s lifeless body slips to the ground.
If you are a warrior or rogue, turn to
314
. If you are a mage, turn to
591
.
72
A service hatch opens in the wall, revealing a display of potions, creams and ointments. You notice that most of the items have parchment labels attached to them, covered in lengthy descriptions.
‘What do you recommend?’ you ask, struggling to read the labels from where you are standing.
‘For you?’ There is the sound of someone sucking air between their teeth. ‘I’d buy the whole darn shop for that ugly mug of yours. Unless yer treat that frost bite, you’ll be short of a few extremities. Fifteen gold each – not bad for a beauty treatment, eh? And same for the spirits, if you wanna put some fire back in yer soul. Makes good paint stripper too.’
You go to grab one of the potions.
‘Hey, wait up!’ barks the trader, making you jump back in surprise. ‘Be sure to read the small print now. I don’t do refunds. Once you take it, that’s it!’
You may purchase any number of the following, for 15 gold crowns each:
Healing balm (2 uses) | White wolf spirits (2 uses) | Cure all (1 use) |
(backpack) | (backpack) | (backpack) |
Created in a factory that may contain nuts Ability: pick ‘n’ mix | May induce bouts of howling and delirium Ability: punch drunk | Irresponsibly tested and environmentally unfriendly Ability: cure |
You may continue to purchase items from the trader (turn to
151
), discuss something else (turn to
685
) or leave (return to the quest map).
73
You push the creature away, gagging at the smell of its filthy body and rotting, soiled clothes. As you scrabble free, still shaking from your ordeal, you can’t help but feel a momentary pang of guilt. This is the second life you have taken – first the Martyr’s and now the fengle. You glance down at the black blood pooling around the creature’s body. It had been self-defence, you remind yourself; you had no other choice.
You turn the dagger in your hands. It is nothing more than a jagged splinter of rock, filed to a sharp point. It is crude, but might prove useful in these dangerous woods. You also notice a blue stone attached to a leather cord around the fengle’s neck. Pulling it free, you see that it contains the spiral markings of a fossilised shell. The fengle obviously scavenged it, believing it to be special. If you wish, you may now take any/all of the following items:
Shale knife | Fengle’s fossil |
(main hand: dagger) | (necklace) |
+1 brawn | Ability: charm |
You turn your attention back to the standing stone, curious as to who would have placed it here and why. However, as you go to take a closer look a series of guttural calls ring out from the trees to your left, accompanied by the sound of feet splattering through wet mud. It appears the fengle was not alone. You glance back at the stone, wondering if you will have time to examine it before the creature’s companions are upon you.
Will you: | |
Stay and investigate the stone? | 133 |
Hurry back into the forest? | 175 |
74
‘Bowfinch,’ the woman nods, putting the tankard back. ‘All right, but you can pay up front, no way that’s going on a tab. You know I only got two bottles, part of the shipment for Lord Eaton’s party. If you’re lucky, they’re still unopened, so I can sell you one – a hundred gold. You got that kind of money? Otherwise, don’t waste my time.’
If you wish to purchase a bottle of Bowfinch ’55, turn to
334
. Otherwise, you decline the offer and turn back to the taproom. Return to
80
.
75
The ground gives a violent shudder. Strong enough to almost throw you off balance. Unlike previous tremors, this one does not abate, continuing to rattle and judder as you feel some powerful force start to build.
‘What’s happening?’ You look to Rook, who has stopped in the middle of the passageway, his head cocked to one side. He goes to speak . . .
Then everything is thrown into a tilting, reeling chaos.
From the chapel you hear a splintering crack. You look back to see the statue of Judah riven in two, a deep fissure cutting across his face and chest, severing the lines of scripture carved into the stone.
Rook is already headed for the feast hall, ducking through streams of falling dust. You follow without question, bouncing and scraping from one wall to the next as the ground continues to shift beneath you. When you reach the hall, you see guards hurrying towards the main doors. Several emerge from side passages, still buckling on armour, their dishevelled appearances and bleary eyes suggesting they have just awoken.
The tremors intensify, sending cracks racing through the ground and along the walls. From somewhere in the distance you hear a thunderous crashing of stone. You cover your head, feeling spots of mortar patter down from above.
‘We have to get out!’ Rook grabs a bewildered soldier, pushing him
towards the main doors. ‘Move it!’ He turns, gesturing to the others. ‘Out! Into the yard! Now!’
All of a sudden, the shaking stops. Everyone stands frozen – waiting, listening . . .
Then you hear the distant screams. And a relentless drumming, like fists pounding against a barrier. The soldiers look at one another, confused.
‘The wall . . .’ Rook looks aghast. ‘Something’s assaulting the walls.’
One of the recruits snorts. ‘Who’d attack us now – in the middle of a quake?’
The drumming continues, now accompanied by roars and screams of a different nature. They sound inhuman. ‘That’s the wards,’ snaps Rook. ‘They’re being tested, broken. To the walls, men! To the walls!’
He makes for the open doors of the keep, the rest of you following close on his heels. Turn to
152
.
76
You push open the door, startling the two undead guards who are feasting on some rotted remains. They lurch to their feet, blood dripping down their grey-mottled chins.
‘Flesh . . .’ says one, sniffing at the air with a half-decayed nose.
‘Bones . . .’ grins the other, a pale tongue worming out of its mouth.
With a wheezing groan, the two zombies lumber towards you, one dragging a broken ankle, the other hunched over with its shoulder bone protruding at an ugly angle from its links of chainmail. It is time to fight:
| Speed | Brawn | Armour | Health |
Rattle | 1 | 1 | 2 | 18 |
Ruin | 2 | 2 | 1 | 15 |
| Special abilities |
Blood brothers : When the first undead is defeated, the remaining zombie goes into a fit of rage, increasing its speed and brawn by 1 for the remainder of the combat. |