The Kingdoms of Terror

The Kingdoms of Terror by Joe Dever

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Authors: Joe Dever
Tags: Fiction, Fantasy, lone wolf, Magnamund
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you decide to ignore the sign and continue on your way to Amory, turn to 146 .

335
    A loud crack echoes around the tournament field as the Jakan splits in two. The crowd howl with laughter, and even the stern-faced Altan has to try hard not to chuckle at your misfortune. The little man in the braided jacket informs you that you have lost the tournament by default and announces that Altan is the winner. As the woodsman disappears from sight amongst the teeming crowds of cheering villagers, you take the opportunity to slip away unnoticed and head back towards Cyrilus and the horses.
    Turn to 33 .

337
    Suddenly, a dozen grim-faced robbers spring up from behind the churchyard wall. The wounded man straightens himself and unsheathes a rusty scimitar, an evil cackle issuing from his black-toothed mouth.
    The robbers vault the stone wall and run at you, brandishing their tarnished weapons above their heads.
    Grave Robbers: COMBAT SKILL  17    ENDURANCE  32
    Due to their numbers, you may only evade in the first round of combat.
    If you wish to evade by galloping away towards the west, turn to 191 .
    If you stay and win the fight, turn to 40 .

338
    A shock awaits you at the top of the hill track. Staring down into the valley below, you see your travelling companion embroiled in a struggle with six armoured horsemen. They have him surrounded, and his attempts at resistance are short-lived. You see him struck on the back of the head and fall across the neck of his horse. A moment later the riders are galloping away with their unconscious captive, heading off along the highway to the west.
    By the time you reach the base of the track, the riders are dots on the horizon. You sprint towards your horse, intent on giving chase before they disappear from view completely, and as you take hold of the reins, you notice Cyrilus' oaken staff lying on the ground. You retrieve the staff before setting off in pursuit of your companion.
    Turn to 39 .

341
    With your horse stabled safely in the hold of the
Kazonara
, all that remains for you to do is find your cabin. This proves to be a tiny room at the bow, but at least it has a comfortable bunk and you fall asleep as soon as your head touches the feather pillow.

    You wake an hour after dawn and peer out of the circular porthole at the shadowy river bank. Drizzle obscures all detail and the sky is tinged with grey. As day approaches, the river mist grows thicker and whiter and you go up on deck. The captain stands alone at the rail, the shoulders of his leather cloak soaked by the cold drizzle. He nods a welcome and points to the Cener Mountains now hidden in the mist.
    ‘This foul weather robs us of landmarks, but by my reckoning we should be in Luyen by noon.’ You stare through the grey, damp air and pull your cloak closely around your shoulders.
    If you have completed the Lore-circle of Solaris (that is, you possess the Magnakai Disciplines of Invisibility, Huntmastery, and Pathsmanship), turn to 131 .
    If you have not completed this Lore-circle, turn to 44 .

342
    The women smile as you dismount and approach the shrine.
    ‘Welcome, brave sir. Welcome to the Shrine of the Warrior. You come in search of our sacred crop, do you not?’ says a rosy-cheeked matron as she dusts the leafy shrubs with a square of silk.
    ‘The fruit of our alether plant will give you strength in battle,’ says another and offers you a handful of the small orange berries.
    If you wish to purchase some Alether Berries, turn to 123 .
    If you wish to decline her offer, remount your horse and leave the village, turn to 100 .

344
    The hideous creature gurgles with anger and springs forward to attack.
    Dakomyd: COMBAT SKILL  25    ENDURANCE  50
    It is immune to Psi-surge and Mindblast.
    If you reduce its ENDURANCE to 25 or less, do not continue combat but instead turn to 310 .

348
    You manoeuvre the noose until it catches on the spur at the back of the hammer's head and lift it gently from the corpse's chest.

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