Read The Hunger of Sejanoz Online

Authors: Joe Dever

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

The Hunger of Sejanoz (20 page)

BOOK: The Hunger of Sejanoz
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230

Using a mild psychic attack, you penetrate Trooper Yankin's mind and repeatedly question him about the incident. Despite the pressure of your mental probe, he repeats exactly what he has already told Chan and the others. Your suspicions are soon confirmed — this man is speaking the truth. He did not put the viper in Prince Kamada's cot.

Turn to 67
.

231

You call upon your mastery of the psychic skills to create a Mindblast which you direct into the core of the prisoner's brain. The bandit shudders as your mental probe breaks open his defences, and slowly he begins to talk.

Turn to 51
.

232

A third bolt of energy rips into the nearby wall, showering you with shards of rock. Fortunately you escape injury.

To continue,
turn to 100
.

233

You recite the words of the advanced Brotherhood Spell
Strength
, and feel waves of energy coursing through your veins. The edge of the concealed trapdoor is difficult to grasp, and so you are forced to look for something you possess that may be used to lever this portal open.

If you possess a
Kirusami
(Chai Spear) and wish to use it,
turn to 213
.

If you decide to use your Kai Weapon,
turn to 138
.

234

Your mastery of the Kai Disciplines makes it very easy for you to win at cards. Pick a number from the
Random Number Table
(0 = 10). Now multiply this number by 10. The total is equivalent to the number of Ren you win before the horse traders decide that you are simply too good a player, and they ask you to leave.

If you now wish to return to Bazan's encampment,
turn to 268
.

If you decide to explore another part of Rakholi,
turn to 124
.

235

You shudder with dread when you look upon the ghastly hulking forms of the two creatures standing before you now. At first glance they seem to resemble the Baknars that roam the frozen wastes of Kalte, with their thick white fur and ridged horns. But you sense that these creatures are not of any natural origin, but are born of vile sorcery. Their eyes glow with a malevolent light and they exhale plumes of icy breath that freeze everything they touch.

You look east along the highway for a way to escape from these beasts, but when you magnify your vision, you see that the road is blocked by a great hill of snow and ice. The surrounding pines are too dense to attempt swift escape on horseback, and you slowly begin to realize that these creatures have you trapped.

Chan draws his
kirusami
and levels it at the ice-beasts. ‘Let's run these cold-hearts down!’ he shouts, with great bravado. ‘One swift charge and we'll be out of this frigid woodland before they know what's hit them.’

If you agree to Chan's plan of action,
turn to 211
.

If you disagree with his plan,
turn to 146
.

236

The enemy command post is lightly manned. The Bhanarian officer has committed most of his troops to the attack, leaving his tent and flag-tower vulnerable to a raid. You volunteer to attempt such a raid, for if you are able to seize control of the flag-tower you could signal the enemy to withdraw from the fort. Your bold plan meets with Chan's approval. If it succeeds, he will be ready with the caravan to make a run for Fort Vlau.

Turn to 81
.

237

The Chai officer gives you a broad grin when you accept his offer. After bowing respectfully to the Khea-khan, he escorts you to the Imperial Palace Armoury located near to the main gate. Beyond a narrow foyer, you enter a wide, deep hall illuminated by hundreds of oil lamps. The smell of the burning oil mingles with the sweat of dozens of Chai armourers who are toiling at benches fixed along the ivory-white walls.

Captain Chan delights in showing you some of the exotic bladed weapons for which his homeland is famous. You are especially impressed by the
Kirusami
 — the halberd-like polearms that are issued only to the Imperial Guardsmen like Chan. Its craftsmanship and balance are superb. (If you wish to keep one of these weapons, record it on your
Weapons List
as a Chai Spear. In combat it will add 1 to your
COMBAT SKILL
.)

Illustration XVI
—Captain Chan delights in showing you his ornately-embellished
naginata
.

Chan also shows you some Imperial Guard armour, and insists that you try on a waistcoat of golden mail. ‘It is called
ang'sei
, which means “Armour of Life”,’ he says, proudly. ‘It is as strong as steel yet as light and as supple as fine leather.’ (If you wish to keep this
Ang'sei
, record it on your
Action Chart
as a Special Item. When worn in combat, you may deduct 2 from your enemy's
COMBAT SKILL
. You need not discard another item in its favour if you already possess the maximum number permissible.)

Chan also shows you the following Chai weapons and encourages you to take whatever you wish:

  • Sword
  • Broadsword
  • Quiver
  • Dagger
  • Short Sword
  • 6 Arrows
  • Axe
  • Warhammer
  • Bow
  • Mace

If you decide to take any of the above weapons, make the necessary adjustments to your
Weapons List
before you leave the armoury.

To continue,
turn to 122
.

238

The Arrow of Atonement strikes Autarch Sejanoz in the thigh and causes him to shriek out in agony. With a superhuman effort, he wrenches the missile from his limb and hurls it back at you with fearsome force.

Pick a number from the
Random Number Table
. If you possess Grand Huntmastery, add 2 to the number you have picked.

If your total score is now 3 or lower,
turn to 93
.

If it is 4 or higher,
turn to 162
.

239

You sleep uneasily this night. The thought that there could be a traitor in your midst plays heavily on your mind. At first light you rise and go to the Princess's carriage to see how Prince Kamada is faring. Unlike you, the young boy has slept well and Mitzu says she is confident that he will make a swift recovery. In thanks for your kind help she gives you food for breakfast, and a bottle of rice wine. As you are leaving, you hear Captain Chan calling all drivers and troopers to make ready to leave.

To continue,
turn to 84
.

240

Cowering in the corner of this dingy candlelit cell, you see a ragged old man dressed in grimy grey robes. He is the source of the foul odour that threatens to suffocate you. When he sees you, his dirt-encrusted face cracks into the parody of a smile and he waves his hands excitedly in the air.

‘My, my, a Kai Lord! I'm truly honoured to have you visit, sir. But I see my odour offends you. Wait, I shall soon remedy that.’ And with these words he produces a pinch of grey powder from his pocket and casts it into the air. Instantly the vile smell is transformed into the wonderful bouquet of fresh roses. You ask the old man how he came to be trapped here, and he recounts the calamities that have befallen him. You learn that his name is Vannar and that he is a lowly magician. He was born in Bhanar but was forced to leave when he attempted to organize opposition to Autarch Sejanoz in his home city of Yua Tzhan. He became a hermit and eked out a solitary existence here in the ruins of Zanaza. His life was lonely but peaceful, until the tomb robbers arrived one day and took over his underground retreat. The vile smell that he exuded earlier was the only way he had of keeping those cut-throats at bay.

When you tell him that the Autarch has invaded Chai, he becomes agitated. He fears that he will be found and murdered by Sejanoz's agents.

‘With respect, Vannar,’ you say, ‘I don't think the Autarch will bother sending his men after you.’

‘Oh yes he will,’ replies the grimy old magician, in a deadly serious tone. ‘And you would believe what I say if you knew what I possess, Sir Kai.’

To continue,
turn to 189
.

241

The Krakalla gives vent to an ear-shattering cry as your blade pierces its evil heart. It staggers back and falls across the body of its brother who has been slain by Captain Chan and his men. Your face and tunic are spattered with its sickly orange blood, and you quickly wipe your blade clean with a handful of grass before sheathing it in your scabbard.

Chan and his troopers have each sustained several wounds, but none of them are life-threatening. You draw upon your Kai healing skills to repair their battered bodies (lose 2
ENDURANCE
points) before all four of you abandon the copse and go in search of your horses. Chan has never encountered the likes of these creatures before, and when you ask him about them, he is unable to say where they may have come from.

‘O … one thing I … I am sure of, though,’ he says, still shivering from the aftershock of the combat. ‘They … they are not from this part of Chai.’

To continue,
turn to 11
.

242

By the use of your mastery of Elementalism, you cause condensation to form around the haft of his sorcerous stave. The water disrupts the electrical power stored within it, and causes the weapon to explode in the Guard Captain's hands, killing him instantly.

Turn to 137
.

243

As the carriage draws level with your horse, you leap from the saddle and scramble onto the roof. You are drawing your Kai Weapon from its sheath when one of the two remaining monsters lashes out at you with its razor-sharp talons. Instinctively, you shield your face with your free arm, and you cry out in pain as its cruel claws rake your unarmoured limb: lose 2
ENDURANCE
points. You must now fight them.

Chagarashi:
COMBAT SKILL
 42   
ENDURANCE
 38

Ignore any
ENDURANCE
loss you may inflict upon your enemy in the first round of combat, due to the effectiveness of its initial attack.

If you win this combat,
turn to 280
.

244

You tell Chan that you suspect the man is telling the truth, and he frowns. He is now faced with a tricky dilemma. He considers Yankin to be one of his most loyal troopers, yet the evidence against him is strong. Shavane steps forward and she demands that justice be done.

‘This man tried to kill our Prince,’ she cries, ‘and he must be made to pay for his treachery.’ Her emotional outburst elicits some support from a small crowd of courtiers who have gathered to watch.

If you possess Kai-alchemy,
turn to 220
.

If you do not possess this skill,
turn to 14
.

245

Quietly you utter the words of the Brotherhood Spell
Mind Charm
and direct the power of this spell towards Bazan. As soon as it takes effect, you ask him if trade is his only intention. Without hesitation he replies that it is, and you sense that he is speaking the truth. Convinced of his sincerity, you nod to Chan and release Bazan from the spell.

Turn to 283
.

246

Aided by your mastery of Magnakai Pathsmanship, you are able to sense that the Imperial Family are in grave danger. You detect that they are trapped in a chamber at the end of the left-hand tunnel, and immediately you head off in this direction, with Sergeant Yeng following closely behind.

Turn to 263
.

247

You wake at first light and breakfast with Chan. He is surprised to see your Kai Weapon scabbarded at your side, and he asks how you came to retrieve it. You tell him that you happened upon the robbers by chance last night, and merely asked the good fellows to return it. Chan laughs when he hears this. ‘Well, we'll not be seeing any more from those fine fellows again, I dare say,’ he says, and a wry smile spreads across his wide face.

The caravan leaves Zanaza within the hour, and as it follows the stony road east towards Fort Vlau, you note a battered signpost which states that the Lissanian stronghold lies 150 miles away. Chan estimates the journey will take four days.

The first day of the journey passes uneventfully, but around noon of the second you see the highway approaching a distant forest. Your Sixth Sense gives you a premonition of danger, and when you tell Chan of your concerns, he halts the caravan and insists that the two of you scout the forest to make sure it is safe to pass through.

If you wish to ride along the highway and into the forest,
turn to 114
.

If you choose to leave the highway and approach the forest by way of the plains,
turn to 205
.

BOOK: The Hunger of Sejanoz
13.45Mb size Format: txt, pdf, ePub
ads

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