The Jungle of Horrors (12 page)

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Authors: Joe Dever

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

BOOK: The Jungle of Horrors
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142

You sense that it will be impossible to cross the quicksands before nightfall. Even if you were to find the sanctuary of firm ground and camp there overnight, there is no knowing what horrors lurk on the desolate plain. The quicksands themselves are as treacherous as the creatures they harbour. What may be firm ground at night can be transformed into a fathomless bog by morning.

If you wish to heed your senses and avoid this bog, you can return to the junction and take the west spur by
turning to 175
.

If you choose to risk crossing this wasteland,
turn to 21
.

143

‘What do you want 'ere?’ growls a guard, suddenly appearing from the shadows of the archway to challenge you with his spear.

If you have a Pass and wish to show it to the guard,
turn to 18
.

If you wish to ask him the way to the garrison commander's quarters,
turn to 286
.

If you choose to evade confrontation by galloping away along the street,
turn to 204
.

144

Your killing blow beheads the evil warlord, sending the great bronze helm spinning skywards. The sight of him slain in such a way shakes the morale of his men, and they break off their attack abruptly, wheeling their horses about and galloping away in disorder. ‘Let's fly,’ shouts Paido, waving his sword darkened by the blood of the Drakkarim, ‘before they regroup and attack again.’

You sheathe your weapon and follow Paido as he leaves the track and rides along the stream to the west.
Turn to 136
.

145

The dwarf draws two flagons of ale and a brace of wheat cakes from the counter. ‘That'll be fifteen Lune, all told,’ he says, pushing two carved wooden platters with their mouthwatering cargoes a little closer. You flick open your Belt Pouch and take out four Crowns.

‘This should cover it,’ you say, sliding the gold coins across the bar. He tests them between his teeth before nodding his approval.

‘No offence t'you two gentlemen, y'understand, but I've been caught with snide coinage afore an' it's made me a might careful like. These be Dessi mint, if I'm not mistaken?’ he enquires, his eye twinkling at the thought of hearing tales of that distant magical land.

‘Could be,’ says Paido, guardedly. ‘The coins of Magnamund mix freely in Garthen's markets — there's no telling when those four last saw their birthplace.’

‘How about you, innkeeper?’ you interrupt, steering conversation away from Dessi. ‘You're no native Talestrian. When did you last see your homeland?’ The dwarf's face beams as he prepares to talk on his favourite subject — himself. By the time you have finished your food and ale you have heard the life story of Lardin, son of Kardon of Bor.

‘What news have you of Luukos?’ asks Paido, as the dwarf takes a rare pause for breath.

‘News of a kind that's becomin' only too familiar round these parts,’ he replies in a disgruntled tone. ‘But that Zegron's bitten off more than he can chew this time. Once Lord Adamas an' the army boys come down on 'im he'll wish he'd stayed in his stinkin' city o' Xanar, mark my words.’

‘Don't be too sure o' that, Lardin,’ says a rosy-faced farmer, who has sidled along the bar to within earshot of your conversation. ‘My sister reckons that this time Zegron won't stop till he's flattened everything between Luukos and the Tentarias.’

‘That star-gazin' sister o' yours is full o' good news,’ retorts the dwarf. ‘When 'as she ever seen anything cheerful with 'er telescopes an' charts an' crystal balls, eh? Answer me that!’ Agreement rumbles from the tavern crowd, now openly listening to the discussion.

‘That's as maybe,’ says the farmer. ‘But when 'as she ever been wrong, eh?’ An uncomfortable silence fills the inn, and slowly the crowd return to their own business. No one, least of all the innkeeper, chooses to dwell on the matter any further.

If you wish to ask the farmer where his sister lives,
turn to 262
.

If you decide to leave the tavern and continue your journey to Tharro,
turn to 318
.

146

You muster all your strength to fight the deadly poison which has infiltrated your blood. Your improved power of Curing suppresses the pain and slows the progress of the insidious toxin, enabling you to face your would-be assassin. A flicker of surprise registers in the cold, black eyes of your opponent as you stagger to your feet and unsheathe your weapon.

Lose 5
ENDURANCE
points and
turn to 113
.

147

You are welcomed by an attractive young woman with long, jet-black hair, woven into a single plait that reaches almost to her waist. She is dressed in a green suede-cloth tunic, similar to your own, and wears soft, calf-skin gloves. In addition to the maps, which she researches and draws herself, she also sells all manner of hunting and scouting equipment. She takes an obvious delight in her work and shows you samples of her maps, which are excellent for their accuracy and attention to detail. You ask her if she has ever prepared a map of the Danarg and she turns strangely silent. Tears begin to fill her dark eyes as she recalls how she and her father once explored beyond the fringes of that fearsome domain. They had planned to map its internal waterways and, if luck was with them, discover the lost temple of the Elder Magi. With sadness she tells of her father's death in the jaws of a monster that had stalked them from the moment they had entered the jungle-swamp. She escaped but not unscathed. As she fought to free her father from the mouth of the beast she was badly burned by its caustic saliva. Carefully she removes one of her calf-skin gloves and reveals an injured hand. The sight of the angry red scar tissue fills you with compassion for this brave young woman.

Illustration VII
—The young woman shows you her maps and with sadness tells of her father's death.

If you wish to question her further about the Danarg,
turn to 44
.

If you wish to bid her good evening and leave the shop,
turn to 204
.

148

Your Magnakai Discipline reveals to your experienced eye that these fruits are not what they appear. The tree is dead and incapable of producing fruit. They are carnivorous animals that have taken on the outward appearance of juicy ripe fruits in order to snare the unwary.

If you wish to attack one of these ‘fruits’,
turn to 245
.

If you choose not to disturb them,
turn to 177
.

149

The old man steps aside, nursing his injured pride. ‘Teach these upstarts a lesson they'll never forget!’ he shouts, his command ringing in your ears. Without saying a word you and Paido spur your horses to a trot and move rapidly towards the villagers. They had not expected this. Several of them lower their forks and staves and shift nervously in the line.

‘Go!’ shouts Paido and, in a matter of seconds, you have broken through to the clear road beyond. For all their arrogance, the villagers and their vain old mayor are no match for two combat-hardened fighters. You leave the village of Stia without loss or injury and continue your journey north to Tharro.

Turn to 135
.

150

You stop at noon to rest and review your progress. The starguider's homing signal has strengthened steadily, and Paido is optimistic that you will reach the temple before sundown if you can keep up your present pace. So far you have avoided the Danarg's more hostile inhabitants, but invisible dangers still lurk all around, waiting for you to lower your guard. You are hungry and must now eat a Meal or lose 3
ENDURANCE
points.

To continue,
turn to 220
.

151

The hold is crowded with travellers on their way north. For most it is a regular journey home after selling their wares in Phoena. Their purses are full and their mood is friendly as they pass the time drinking and playing games of chance.

One of the crew glances up from serving and, wiping his hands on his apron, hurries over to welcome you to the floating tavern. He points to a plank table at the far end of the hold that is bowed beneath the weight of several kegs of ale and platters of food. He asks if you would care for some refreshment.

‘Two jugs of ale,’ replies Paido, reaching for his pouch of crowns.

‘Certainly, sir,’ replies the bargee, in a servile tone. ‘I have three fine ales to delight your palates — Ferina Nog, Chai-cheer, and Bor Brew.’

Paido chooses a jug of Ferina Nog. Which ale will you choose?

If you choose Ferina Nog,
turn to 173
.

If you choose Chai-cheer,
turn to 218
.

If you choose Bor Brew,
turn to 284
.

152

The track continues along the rock-strewn valley floor through a thicket of stunted trees and climbs slowly towards a ridge of hills, their peaks worn smooth by countless years of wind and harsh weather. You stop briefly at a babbling stream to allow your horses to drink, and your rumbling stomach reminds you that you are hungry and in need of food. You must now eat a Meal or lose 3
ENDURANCE
points.

When the horses have quenched their thirst, you continue your climb to the ridge. You soon reach the crest and stare down on a sight that sends a shiver down your spine.

Turn to 24
.

153

As you look all around, your eyes come to rest on a large cask, one of many that line the opposite wall. However, whereas all the others have small puddles of ale on the ground beneath their wooden taps, the large cask in the middle is perfectly clean, as if it had never been used. You twist the wooden tap, but instead of a stream of ale pouring out, there is a dull
click
, and the entire circular front of the cask swings open to reveal a secret portal and a stairway descending into darkness.

You exchange glances with Paido and then follow him as he makes his descent into the unknown.

Turn to 259
.

154

A blinding pain rips through your chest, making you scream out. The room spins before your eyes as you gasp for air, and the pain drags you to the floor. Suddenly you feel no more — the pain has gone and with it the last beat of your punctured heart.

Your life and your quest end here.

155

The great snake flicks its tongue and lunges forward, intent on consuming you both in its massive jaws.

Silver Swamp Python:
COMBAT SKILL
 20   
ENDURANCE
 60

Owing to the swiftness of its attack, you do not have time to use a bow. Unless you possess the Magnakai Discipline of Curing and have reached the rank of Primate, double all
ENDURANCE
point losses you sustain during the combat, due to the snake's venomous bite.

If you win the combat,
turn to 62
.

156

You sense that your wound has become infected with korovax bacillus, which infest the soil of northern Talestria. Talestrian korovax is a virulent disease — only your Kai skill is delaying its swift and terrible effect. Unless you treat the wound within two days with Tincture of Oxydine or Oede herb, the muscles of your chest wall will suffer uncontrollable spasms. Then the inability to control your breathing will kill you within minutes. (If you possess either the Tincture or the herb, you may use it immediately to cure the korovax infection.)

Owing to loss of blood you must now reduce your
ENDURANCE
by a further 6 points before continuing your ride to Tharro.

Turn to 318
.

157

At the top of the stairs you pass through a curtained archway and step into a large prayer hall. A central aisle separates the pews of white wood, which face a golden pulpit with a facia shaped to resemble a flaming sword. Carefully you rest Paido on a pew and examine the glass vial you found in the kitchen. Your fears and suspicions are soon confirmed — it contains poison. The clear, sticky fluid is sap from the gnadurn tree, a substance used frequently by assassins because of its lack of flavour or scent. The monks must have put some of this poison in the food that Paido unwittingly consumed. The sap is deadly, and you must act quickly if you are to save your companion's life.

You hear the sound of running feet and the growl of dogs off the leash at the bottom of the stairs. Once more you shoulder your burden, carrying Paido towards the far end of the hall in search of an exit. Behind a drawn curtain you discover a door, but it is locked and bolted from the other side. The noise of your pursuers grows louder as they climb the stairs to the hall.

If you have the Magnakai Discipline of Invisibility and have reached the rank of Tutelary,
turn to 67
.

If you do not possess this skill or have yet to reach the rank of Tutelary, you can hide in the pulpit by
turning to 96
.

Or you can hide among the pews by
turning to 198
.

Or you can stand in the central aisle and await your pursuers by
turning to 305
.

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