The Legacy of Vashna (23 page)

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Authors: Joe Dever

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

BOOK: The Legacy of Vashna
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279

The first light of dawn brings with it a dramatic change in the weather. The storm has ended and the sky is now bright and clear, but on the distant horizon you can still see flashes of lightning and hear thunder rumbling in the mountains.

You leave the old mine and urge Bracer down the muddy slope towards the track, most of which you discover has been washed away by last night's storm. The damp earth is steaming in the unusual heat of the morning sun and the air crackles with an eerie residue of static electricity.

You continue your ride through the hills without stopping until, shortly after midday, you come to a derelict hovel which stands at the edge of a marshy peat bog. Your Kai senses inform you that there is somebody inside and, spurred on by curiosity, you resolve to find out who they are. You dismount and leave Bracer to feed on the marsh grass while you go forward to investigate the hovel on foot. You are twenty feet away from its rotting wooden door when suddenly it creaks open and you see an old man standing in the doorway. He is smiling at you.

If you have ever visited the city of Varetta, the city of Tahou, or a hut on the Ruanon Pike in a previous
Lone Wolf
adventure,
turn to 220
.

If you have never visited any of these places,
turn to 53
.

280

The man makes a slow, sure-footed descent to within ten feet of where you are standing, during which time his weapon's sights never leave your chest. You can tell immediately that he is a skilled hunter and, judging by his furs and his beautifully crafted crossbow, he is a successful one too.

Your muscles are tense and coiled like springs, ready to propel you out of the path of his crossbow bolt in case he fires. But then he says something which makes you realize that, maybe, he has no intentions of killing you after all.

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

Turn to 340
.

281

A one-eyed mongrel is standing in front of the inn, its head cocked defiantly at the first-floor window through which you are observing the Vakovarians.

Mentally you command it to cease its infernal yapping and it responds by running away along the street, whimpering pathetically, as if it has just seen a ghost.

Most of the bandit activity appears to be going on around the quay. In order to get a better view, you leave the inn and make your way down through the ruins towards the lake, taking care to avoid those Vakovarians who are out looting. The burnt-out shell of a meeting hall offers you an unobstructed view of the quay and its flagstoned square. You hide here, invisible among the charred roof timbers, and watch as a curious scene unfolds on the quayside.

Turn to 163
.

282

The Demoness comes striding towards you, screaming maniacally, bolts of energy darting from her fingertips to rip open the ground as you zigzag to avoid being hit.

Pick a number from the
Random Number Table
.

If the number you have picked is 0–3,
turn to 4
.

If it is 4–9,
turn to 92
.

283

The three phantoms swoop down into the trees as if to pursue the fleeing cats, but then they break off their attack and come speeding once more towards the mouth of the cave.

You sense a hostile psychic presence about them, an evil mind energy which is growing stronger as they draw nearer. You draw on your own formidable psychic skills and erect a defensive wall around your mind which keeps you safe from their first bombardment. Having encountered unexpected resistance, they veer upwards and vanish into the clouds. They have gone, but not for long. Within minutes they return with seven more of their ghostly brothers in train.

If you possess Kai-surge and have reached the rank of Sun Lord,
turn to 229
.

If you do not possess this Discipline, or if you have yet to attain this level of Kai rank,
turn to 142
.

284

You level your weapon and strike out with deadly accuracy as the first of the Vortexi engulf you.

Vortexi:
COMBAT SKILL
 49   
ENDURANCE
 38

For every level of Kai rank you have attained above that of Kai Grand Guardian, you may add a further 2 points to your
COMBAT SKILL
for the duration of this fight.

If you win the combat,
turn to 46
.

285

In the cold light of dawn you see that the River Storn is too deep and fast-flowing to be fordable at this point. The trail follows the river downstream so you decide to follow it in the hope of finding somewhere to cross. Two miles later, you happen upon such a place.

At a point where the river slows and widens, you find a crude rope ferry has been erected. It comprises two rafts attached to two long lengths of rope which are suspended above the river. A crossing can be achieved by boarding a raft and pulling on its guide rope to haul it across to the opposite bank.

Illustration XVII
—A crossing can be achieved by boarding a raft and pulling on its guide rope.

You wait and observe that area for a few minutes. When you feel sure that it is safe to proceed, you place your horse aboard a raft and begin the laborious task of pulling yourself across to the distant shore.

Pick a number from the
Random Number Table
.

If the number you have picked is even (0, 2, 4, 6, 8),
turn to 87
.

If it is odd (1, 3, 5, 7, 9),
turn to 172
.

286

‘Very well,’ you say. ‘How do you intend to help me?’

The young woman begins by confirming your suspicions. The Demoness Shamath is indeed preparing to go to the Maakengorge in response to Cadak's summons. She will make the journey by entering the tunnel; it is a Shadow Gate which will transport her from this plane of existence to Magnamund, to the great shimmering archway through which you were hurled by the storm. She will take with her an artefact of great evil — the Deathstaff — a device forged by the Dark God Naar himself and imbued with the power to resurrect the spirit of his long-lost champion, Lord Vashna, from the depths of the Chasm of Doom.

‘Naar has laboured long and hard to create the Deathstaff,’ says the young woman. She points once more towards the crystal dais and says, ‘Can you see, Lone Wolf? It is there, resting beside Shamath's feet.’

Turn to 63
.

287

The drunkard gives a lopsided grin and wipes his greasy mouth with the back of his hand before replying to your question.

‘F' sure I know where be the Crooked Sage. Fine ale to be had there, if only I was moneyed enough to afford it. I'll tell you where it is for a small payment … say, ten Gold Crowns?’

If you wish to pay the drunkard for this information, erase 10 Gold Crowns from your
Action Chart
and
turn to 62
.

If you refuse to pay such a high price,
turn to 185
.

288

Coolly you stare into the eyes of the advancing acolytes as you summon forth the power-word of the Elder Magi:
Gloar!

The sound hits them like a massive, invisible hammer. It crushes their ribs and leaves their bodies lying broken and lifeless amongst the charred debris.

Turn to 325
.

289

Your search uncovers the following items:

  • Enough food for 3 Meals
  • Quiver
  • 4 Arrows
  • Bow
  • 3 Daggers
  • Tinderbox
  • Rope
  • Bottle of Wine

If you wish to keep any of the above, remember to make the appropriate adjustments to your
Action Chart
.

To leave the hut,
turn to 143
.

290

You watch helplessly as the woman approaches, her corpse-white hands outstretched, reaching in eager anticipation for the flap of the money pouch which hangs from your belt. You fight to resist the mind charm which is paralysing your limbs but, try as you will, you cannot break free.

Then with a jolt, the feeling suddenly returns to your paralysed body. The woman has vanished and so, too, have nearly all the Gold Crowns in your Belt Pouch.

Pick a number from the
Random Number Table
.

If the number you have picked is 0–3, there are only two Gold Crowns left in your pouch.

If the number you have picked is 4–7, there are only three Gold Crowns remaining.

If the number you have picked is 8–9, you have been left with five Gold Crowns.

Remember to adjust your
Action Chart
accordingly.

Cursing your luck, you coax your horse to the right at the road junction and continue on your search for the Crooked Sage Inn. A warren of covered alleyways and narrow passages eventually lead to a wider street, one which is illuminated by flickering torchlight.

Turn to 147
.

291

Like a fleeting shadow, you move through the undergrowth towards the brigand leader without making a sound. As you draw closer, you hear him cursing the incompetence of his men and you see him beating his clenched fist on the trunk of the fallen bough in frustration. Then you leap upon him, covering his mouth with one hand and locking his arm behind his back with the other. He growls and struggles like an angry bear to break free from your grip, but when you whisper a threat in his ear he quickly ceases to resist. Suddenly his nerve seems to break and he begins to whimper like a frightened puppy. You ease your hand away from his mouth just enough to allow him to speak and at once he pleads with you not to kill him. He offers you the contents of his satchel and free passage away from here if you will promise not to harm him.

If you wish to see what he has in his satchel,
turn to 113
.

If you wish to question him about why he has laid an ambush for you,
turn to 75
.

292

The Elder becomes angry. He scolds you for more than a minute before he loses his patience and stalks off, dismissing you as unworthy of his time. Those seated around you have now become uncomfortably curious about who you are. To avoid their attentions, you get up and move to the stern where a score of acolytes are kneeling in prayer.

Turn to 124
.

293

The yellow blossoms are surprisingly nutritious: restore 3
ENDURANCE
points. If you wish, you can gather some more of these blooms as you continue your ride across the plateau, and store them in your Backpack. (You may take up to a maximum of 2 Meals. These nutritious blossoms have no healing properties.)

Turn to 18
.

294

You whisper the words of the Brotherhood Spell
Mind Charm
and, at once, you see Smudd relaxing under its influence. He removes his hand from his sword and the scowl of fearful suspicion softens to a smile as he lowers himself back into his seat. With a flick of his hand he dismisses the bar-girl. She leaves without protest and as you watch her walk away, he leans across the table and says, ‘How can I help you, stranger?’

‘What do you know about a little hamlet called Vorn?’ you say, quietly.

For a moment the look of suspicion returns to his beady eyes; then he sneers and says, ‘I know it no longer exists, that's what I know. There's rumour on the street that it was destroyed by the storms, but there's more to it than that. More than I care to remember.’

You show him the Black Amulet that President Kadharian gave to you and once more you repeat your question. Now he refuses to answer, fearing that you are one of Kadharian's agents out to arrest him. He kicks back his chair and tries to stand, but he does not make it.

He is halfway out of his seat when suddenly his chest is transfixed by a crystal arrow. Wide-eyed with pain and shocked surprise, he crashes to the floor amid a spray of blood and spilt ale.

Turn to 215
.

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