As you contemplate his special offer, your attention is drawn to a tract of beach, where a collection of cages and baskets are resting on the sand. A young dark-skinned woman with oil-braided
hair and sparkling jewellery is pacing in front of her wares – calmly handling the giant snake that rests across her shoulders. ‘Looking for something more exotic?’ she asks,
offering you a playful smile.
‘I’ve told you again and again,’ snaps a voice behind you. ‘Don’t use the mosquito repellent on the parchment. Not the parchment!’ You turn to see a
grey-robed man in a straw hat, hurrying along the promenade. He is clutching a number of charts and scroll cases to his chest. A scrawny youth with a tangle of ginger hair is struggling to keep up,
his sunburnt face craning around a tall pile of books. ‘Hurry up, those are priceless works!’ snaps the man, kicking up a dust cloud as he quickens his pace.
Will you: | |
Visit the trading post? — | |
Visit the hostel? — | |
View the exotic pets? — | |
Talk to the scholar? — | |
Head into the jungle? — Turn to the |
572
You hear the scuffing of feet on stone. Turning, you see Scar-face standing beneath a ruined arch, his fur matted with mud and dust. He nods in greeting. ‘We stand
together, bright claw.’
The witch lurches towards you, her black robes rustling across the stone. ‘Unfortunate you are still alive, tigris, but no matter. Together, you will make a most splendid feast.’
You ready your weapons and prepare to fight:
Special abilities
Mental daggers: You must lose 2
health
at the end of each combat round.
Delirium: If you take health damage from the succubus’ damage score, you are immediately inflicted with
delirium. If you win a combat round, roll a die. If the result is
or
then your attack misses its mark and you cannot roll for damage. If the result is
or more, you can roll for damage as normal.
Revenge of the tigris: Scar-face adds 2 to your damage score for the duration of this combat.
If you manage to defeat the succubus, turn to
591
.
573
The column of wind roars through the ruined spaces of the old temple. ‘This one angry spirit! Watch yourself!’ Boom Mamba ducks behind a wall of rubble as the
howling vortex blasts through a stone column, heading straight for you.
‘We have to fight that?’ you gasp, staring in horror at the rapidly-advancing gale.
Boom shifts into a crouch behind his staff, fingers tightening around its runes. ‘Zephyr is spirit of air. Take courage. Weaken it and then we take into boom stick, yes? Give us its
power.’
‘But how do I—’
The wind smashes into you like a solid fist of rock, lifting you off your feet and sending you hurtling across the courtyard. You crash down onto your back, skidding through the dust as the
howling wind bellows overhead. Then it is twisting away, gaining distance ready for another strike. Frantically, you scramble to your feet, fear and adrenaline helping to block out the pain. After
retrieving your weapons you spin around, ready to defend yourself, as the head of the wind-snake rushes in once again. It is time to fight:
Special abilities
Slipstream: If you win a combat round, roll a die. If the result is
or less you are caught in the zephyr’s slipstream and are sucked inside its whirling coils. Instead of rolling for damage, your hero takes 4 damage instead, ignoring
armour
. If your result is
or higher, you may strike against your opponent as normal.
Body of air: Zephyr is immune to
bleed, disease
and
venom
.