The Legacy of Vashna (17 page)

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Authors: Joe Dever

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

BOOK: The Legacy of Vashna
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189

‘Attend with care to what I say, mortal,’ says the face of Shamath. ‘When I have finished, I shall ask you this question: “While I am here to do Naar's bidding, how many loyal servants guard my throne of power?” ’

Shamath notes the look of concentration on your face and she allows herself a sneering laugh at your expense before she continues. She is confident that you will not defeat her in this intellectual contest. She begins:

‘I possess two Dwellers of the Abyss. My loyal servants are equal in number to the months in a Magnamund year, less the number of my Dwellers of the Abyss.’

‘When the loyal servants and the Dwellers of the Abyss were counted together, their total number was doubled when my Lieutenants of Night arrived.’

‘But when my Lieutenants of Night arrived, the Dwellers of the Abyss had to leave.’

‘Exactly half of the remaining number also departed, for they were beholden to the Dwellers.’

‘From the remainder I picked the loyal servants to guard my throne of power. I chose them all, except for one who was known to me as a traitor. I executed the traitor before I set my loyal servants to guard my throne.’

‘So, mortal, answer my question: while I am here to do Naar's bidding, how many loyal servants guard my throne of power?’

Study the words of Shamath's riddle carefully. When you think you have the answer,
turn to the entry
which bears the same number as your answer.
14

If you cannot answer Shamath's riddle,
turn to 216
.

[14] It is safe to assume that a ‘Magnamund year’ has the same number of months in it as an Earth year. The section corresponding to the correct answer will have a footnote confirming that it is indeed correct. You have only one chance to guess at the correct answer.

190

Suddenly the Elder grabs your robe and pulls it open, revealing your leather tunic, cloak, and breeches. Recognizing them at once to be Sommlending in origin, he gasps with shock as he guesses your true identity.

Turn to 314
.

191

You watch from the edge of the warehouse roof as the assassin makes his escape. For a moment he halts beside a tall chimney stack and turns to look in your direction. Then three other shadowy figures emerge from behind the stack and stand at his shoulder. They stare at you silently for a few moments before turning and melting away into the night.

Having decided not to follow, you make your way down from the warehouse roof and retrace your steps back to the stables of the Crooked Sage to collect your horse.

Turn to 341
.

192

You pass before the Elders without incident and follow the procession as it winds its way through the settlement. As it nears the perimeter, you pass beside some smaller huts where a few of the doors are open. Most of the huts are empty, but you notice one where a table near the door is stacked with captured weapons.

If you wish to slip away from the procession and enter this weapons hut,
turn to 24
.

If you do not,
turn to 218
.

193

Using your advanced Kai Mastery, you alter your body weight so that you are able to glide over this soft section of the cavern floor and you soon reach firmer ground. With ease, you slip past the end of the line of automatons and race towards the dais.

During your flight across the sagging floor, the Demoness was putting on an armoured breastplate of varnished black steel and was otherwise distracted. But she saw you get around the flank of her automatons and now she is aware of your plan. It is clear by the anger on her face that she has no intention of allowing you anywhere near the dais or the Deathstaff.

If you possess Kai-alchemy,
turn to 57
.

If you do not possess this Grand Master Discipline,
turn to 282
.

194

Your spine tingles with the presentiment of danger. Your senses warn that something evil is abroad this night and you are fearful that it will come upon you while you are sleeping. With this worry foremost in your mind, you stand at the mouth of the cave and use your Kai Mastery to summon a woodland creature. A few minutes pass; then you sight a wildcat and its cub emerging from the pines. They have answered your call and obediently they submit to your will. You command them to guard the cave mouth; then you settle down to rest, confident in the knowledge that they will wake you at the first sign of trouble.

Turn to 344
.

195

The face of the worm is changing. It no longer resembles your brother Jen; it has taken on the haughty visage of the Demoness Shamath.

‘Ha!’ she snorts. ‘How puny and insignificant you mortals are. There can be no sport for me in the easy slaying of your kind, for it is too easy. There is no challenge. Therefore I, Shamath, Mistress of the Gates of Darkness, shall devise one. I challenge you to a duel … a duel of intellect!’

The great worm-thing retreats towards the dais and the darkened walls of the cavern are suddenly illuminated by a thousand jets of flame, which roar from jets set into the smooth, glassy floor.

‘Very well,’ she says, fixing you with her supernatural eyes. ‘Let the combat begin.’

Turn to 189
.

196

As the Elder is hauling you off the bench, your robe gets snagged on a splinter and it rises up to reveal your boots and scabbard. The Elder is now angry and suspicious; he shouts at you, demanding to know how you came to be in possession of these items.

Pick a number from the
Random Number Table
.

If the number you have picked is 0–6,
turn to 190
.

If it is 7–9,
turn to 116
.

197

You speed across the room and lunge for the archer as he exits through the window. Your hand grabs hold of his breeches and you try to drag him back into the room, but he kicks free and leaves you clutching a fragment of cloth torn from the leg of his trousers.

If you wish to pursue the man onto the balcony,
turn to 9
.

If you decide to let him go, you can leave the inn by the front door by
turning to 231
.

198

You unshoulder your Bow and draw an Arrow with one swift and fluid movement. Then, as the beast's head crosses your line of sight, you release the shaft and send it whistling towards its gaping jaws.

Pick a number from the
Random Number Table
. If you possess Grand Weaponmastery with Bow, add 3 to the number you have picked.

If your total score is now 4 or less,
turn to 48
.

If it is 5 or more,
turn to 272
.

199

With your teeth clenched tightly against the fearful stench that is arising from the grave, you scrape away the remaining earth and stones and begin to search through the corpse's robes. There is little of value to be found here, nothing that the brigands have not already picked over. You are about to abandon this unpleasant task when suddenly you notice something protruding from the corpse's boot. It is a hexagonal token engraved with strange symbols, and it is made from the same black, metallic substance as the amulet given to you by President Kadharian.

You decide to keep this item. (Record this Special Item on your
Action Chart
as a Black Token which you carry in your pocket. If you already carry the maximum number of Special Items permissible, you must discard one in its favour.) Having satisfied your curiosity, you leave the gravesite and return to your horse, eager to continue your journey as quickly as you can.

Turn to 156
.

200

You stagger to your feet and shake your head to clear your blurred vision. The first thing you see when your sight returns to normal is the attacking longboat as it collides with the Vakovarian ship. With a deafening screech of twisting metal and shearing timbers, it shudders along the length of the starboard side, sending the brigands who are aboard cartwheeling helplessly across the deck. Grappling lines are cast and boarding planks lowered, and before the Vakovarians can recover, a screaming horde of red-robed acolytes are amongst them, slaying all without quarter.

On the quayside the Vakovarians are gripped by panic. Many flee to the ruins, but there is a core of battle-hardened ex-mercenaries who band together and attempt a counterattack. Bloody fighting rages along the quayside as the acolytes try to recapture the three who are tied to the stone obelisk. The prisoners are eventually saved by a trio of Acolyte Elders, each of whom is armed with a glowing wand that discharges an incinerating blast of energy against any brigand foolish enough to stand in their way. The Elders retreat to the long boat with the freed prisoners, but the fighting has started to spread beyond the quay. There is a sudden noise to your left, and when you turn to face it, you see two Acolytes of Vashna racing along the street towards you with bloodied swords held ready to strike you down.

If you possess a Bow and wish to use it,
turn to 183
.

If you possess Kai-alchemy and wish to use it,
turn to 40
.

If you possess Magi-magic and wish to use it,
turn to 288
.

If you have none of these or choose not to use them,
turn to 140
.

201

You stare into the man's steel-blue eyes and, using your psychic skill, implant in his mind the suggestion that he should put his crossbow on the ground. You are hoping he will comply with your command so that you can attempt to get away, but then he says something which makes that idea redundant.

‘You're no bandit,’ he muses. ‘No, by thunder, you look like a Sommlending to me.’

Turn to 13
.

202

President Kadharian is a tall, muscular man whose stern countenance reflects his unmistakably military background. He gives a formal salute, and then he offers you his strong hand in friendship. You accept readily, without hesitation.

Illustration XI
—He offers you his strong hand in friendship.

‘Welcome, Grand Master,’ he says, his jade-green eyes glinting warmly in the torchlit hall. ‘I am deeply honoured that you have answered my call. I trust your journey to Helgor was not too difficult?’

‘I encountered no problems that couldn't be overcome,’ you reply.

‘Good, good,’ he says, and gives a knowing laugh. Then he bids you accompany him as he crosses the floor of the senate hall and pushes open the door to a smaller adjoining room.

‘And now to the business in hand. I shall endeavour to explain the reasons why I felt it necessary to request your help, Grand Master.’

Turn to 100
.

203

Darkness descends as you ride down from the hill pass, but the twisting trail is kept illuminated by a spectacular host of twinkling lights which swoop and soar above the glimmering waters of the lake. It is a wondrous display but you are not deceived into thinking that all is well. There is a great and evil magic at work here; you can sense it.

You have ridden to within five miles of Vorn when you are forced to leave the trail and take cover. Ahead you see a group of Vakovarian bandits encamped on a bridge which carries the trail across a fast-flowing stream. Rather than risk a confrontation, you take cover in a wooded grove and spend a restless night waiting for the dawn. Due to the proximity of the enemy, you are unable to sleep — lose 3
ENDURANCE
points.

To continue,
turn to 339
.

204

Fear tightens its grip on your senses as you move slowly towards the arch. You are terrified by the thought of what might happen when you enter, but you dare not falter now. If you refuse to enter the arch, the Acolytes of Vashna will know that you are not one of them.

If you possess the Dagger of Vashna,
turn to 20
.

If you possess Helshezag,
turn to 81
.

If you do not possess either of these Special Items,
turn to 343
.

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