Endless Quest # 40 - Siege of the Tower
Endless Quest # 40 - Siege of the Tower
Endless Quest # 40 - Siege of the Tower
WE ADVETITU Ese
YOU CONTROL THE ADVENTURE!
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All around you, screaming orcs leap from the wall, forc-
ing the remaining pockets of resistance to retreat and
reform around Fostyr at the opening to the underground
tunnels.
You stagger toward your friend. Fostyr sees you and
gestures wildly for you to hurry. As soon as you reach
him, Fostyr claps you on the arm with his free hand.
“Get moving,” he says. He grins wearily. “I was afraid
they'd got you.”
“What about you?” you say. “I can’t just leave you!”
Fostyr takes a deep breath. “I'll hold them off while you
and the others get away. Your mission is more important.
Don’t worry about me. Just go!”
You hesitate, not certain what to do.
A Wild Ride
Louis Anderson
September
Forest of Darkness
Michael Andrews
November
Siege of the TOWER
Kem Antilles
A million thanks to Lillie E. Mitchell for her typing; Letha
L. Burchard and Paul Amala for their love of the
ADVANCED DUNGEONS & DRAGONS® game and for their
resourcefulness with spells and monsters; and my friends,
Kevin J. Anderson, Rebecca Moesta Anderson, Mark
Budz, Marina Fitch, and Michael Paul Meltzer, without
whom this book could never have been written.
—K.A.
All characters in this book are fictitious. Any resemblance to actual persons, living or dead,
is purely coincidental.
All TSR characters, character names, and the distinctive likenesses thereof are trademarks
owned by TSR, Inc.
This book is protected under the copyright laws of the United States of America. Any repro-
duction or other unauthorized use of the material or artwork herein is prohibited without
the express written permission of TSR, Inc.
Random House and its affiliate companies have worldwide distribution rights in the book
trade for English language products of TSR, Inc.
Distributed to the book and hobby trade in the United Kingdom by TSR Ltd.
Distributed to the toy and hobby trade by regional distributors.
Cover art by Jeff Easley.
Interior art by Terry Dykstra.
ENDLESS QUEST, GREYHAWK, and ADVANCED DUNGEONS & DRAGONS are regis-
tered trademarks owned by TSR, Inc. The TSR logo is a trademark owned by TSR, Inc.
9°67 679.458) 2, 0
ISBN: 1-56076-894-0
Go right on to 2.
Facing into the cold wind, you lean against the high
tower wall’s worn, broken stone. You squint north
toward the Dulsi River and the rocky shoreline of
Whyestil Lake. You are tense and watchful. It has
been this way for days.
Although nothing stirs in the forest below, you are
uneasy as the shadow of Dragon’s Eye Tower begins
to melt into evening’s cloudy gloom. Chill drafts seep
through the chinks in the tower. The dreary weather
SIEGE OF THE TOWER 3
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SIEGE OF THE TOWER 11
4
You hurry deeper into the cave.
The sluggish air carries the stink of bat guano, dust,
and mold. Ahead of you, patches of fungus grow on
the walls, emitting a faint greenish-blue light. After a
few feet, the ground evens out, becoming as smooth
as stone. You test it with your heel. No wonder it feels
so smooth. It zs stone. You no longer hear any sound
from the pursuing orcs.
You can move faster now on the even ground, and
as your eyes adjust to the dim phosphorescence, you
can even see where you are going. Suddenly one of
your feet steps out over thin air, and you lose your bal-
ance as a black, unexpected chasm opens up in front
of you. Your fingers frantically scrape the cave walls to
keep you from falling. Awkwardly you sit down heav-
ily with a grunt. Your boots touch something below
you.
You find yourself sitting on a stairway—a steep one,
carved out of the cave rock.
You push yourself to your feet and make your way
down the stairs, grateful for the meager light cast by
the strange fungus. At the bottom of the stairway, the
tunnel angles to your left, then straightens. Another
blast of foul air blows against your face.
Stifling as the air is, you’re glad for the slight
breeze. It means the cave doesn’t come to a dead end.
All you have to do is keep from getting lost.
The tunnel here is drier than you expected. You
reach out, surprised to feel the rough texture of stone
blocks. The faint glow of the wall fungus illuminates
snakelike roots that have pushed through the joints
between the stones. The roots remind you of gnarled
fingers, holding the stones in place.
You pause to listen, but you still hear no sound of
the orcs behind you. Maybe they’ve given up. _,
You take a breath between gritted teeth and push
SIEGE OF THE TOWER 15
Turn to 37.
man’s side, the giant beetle surges out of the water, its
pincers gripping Peri’s head. Long, sharp legs reach
over the gunwale, grab Peri’s shoulders, and lunge
backward. The weight of the beetle drags him over the
side of the boat. Without uttering a sound, Peri disap-
pears beneath the frothy pink water.
Stunned, you stare at the bubbles rising from the
murky depths. Grigneth screams. No one else says a
word. You hold your breath, waiting. Soon something
pale and sacklike floats to the surface, a shriveled
package wrapped in shredded clothes, little more than
Peri’s skin.
“By the gods!” Vystan whispers. “What hap-
pened?”
~ Beatrix’s knuckles whiten around her lance. “It
sucked him dry, that’s what.”
A choking sound escapes Grigneth. He sputters,
then swallows. Bresnor shivers.
“Can we kill it?” Vystan says. Beatrix stands up and
takes her lance, ready to skewer the beast as soon as it
rises again. Deep below the boat, the dark shape con-
tinues to circle.
“T’m not sure,” you say. “It might be better to try to
outrun it. If it’s attracted to spilled blood—”
“Here it comes again!”
Bresnor shouts, pointing.
Twenty yards away, a black shadow closes in on
your boat. Beatrix and Vystan turn to you. “Well?”
Vystan says. “Do we fight or try to outrun it?”
Turn to 16.
The End
Go to 37.
leather whip, you flick the weapon from its hand, then
lash out again. The whip coils tightly around the orc’s
neck, crushing its windpipe. Then, with a quick jerk
of your wrist, you snap the creature’s neck. Tugging
the whip free, you urge your horse over the orc’s body
and deeper into the heart of the skirmish.
You crack your whip, nicking the hands of an orc
archer aiming at Fostyr. The arrow is deflected off tar-
get, but it plunges deep into the heart of your friend’s
mount. Fostyr’s horse stumbles, throwing him to the
ground as more orcs swarm out of the forest, scream-
ing battle cries.
You gallop toward Fostyr, grabbing his thin arm
and easily pulling him up onto your horse in front of
you. He clasps your horse’s neck, panting, as you
move past his own dying mount. “We’ve got to save
Grigneth and the eye!” Fostyr exclaims.
You wheel your horse and charge back down the
gravel beach. Small, broken stones fly out beneath the
horse’s hooves. You gallop between Grigneth’s flank
and an orc with a battle-axe. Fostyr lets loose of your
horse’s neck with one arm and uses his sword to lop
off the orc’s hand. Snapping out with your whip, you
manage to disarm an orc archer, breaking his fingers
with the stinging force of the blow. But more of the
monsters continue to emerge from the trees.
In front of you, the enemy captain, an orog—a
creature larger and meaner and more intelligent than
the rest of the orcs in the ambush party—stands on
the beach, bellowing, its purplish face knotted with
hatred. “Get eye! Where is eye?”
One of the other orcs shouts, pointing at Grigneth.
“Eye here, Gorak!”
_ The orog shouts a command to all of his soldiers to
attack. Finding their target, the orcs swarm toward
Grigneth. Beatrix, Peri, and Vystan rush to head them
off. Bresnor urges his horse closer to Grigneth’s, try-
ing to get off a clear shot with his longbow.
You and Fostyr, already close to Grigneth, brace
40 KEM ANTILLES
for the onslaught. You clutch the oaken sword at your
hip, drawing it. You curse the wizard Tyrion and the
spell that forbids you to touch metal. Someday Tyrion
will pay for that. And for your father’s death.
If you live that long.
With Fostyr in front of you, you spur your mount
forward to help Grigneth. Then you freeze. Around
Gorak’s neck hangs an amulet bearing a raven’s head
... the wizard Tyrion’s symbol.
An orc leaps in front of you, screaming and waving
its sword. Your horse rears unexpectedly. You grab the
reins, accidentally wrapping your fingers around a
metal buckle, which sears like fire into your knuckles.
With a cry of pain, you tumble from the horse, land-
ing on the bow strapped to your back. It snaps in two.
Fostyr struggles with the frightened horse but man-
ages to get it under control. “Let’s get Grigneth out of
here,” Fostyr shouts. “Head for the boat!”
Your quiver slips from your shoulder as you scram-
ble onto Grigneth’s horse in front of him. The flint-
tipped arrows spill to the ground. Vystan, Peri, and
Beatrix are already galloping for the boat.
“Get to the boat, Corlen! It’s our only chance,”
Fostyr calls between gritted teeth.
“Come on!” Grigneth shouts in panic, grabbing
your shoulders and trying to snatch the reins out of
your burned fingers.
Fostyr swats the flank of Grigneth’s horse with the
flat of his blade. The startled horse races toward the
lake. Peri gallops to join you; then Vystan and Beatrix
bound from the trees. They flank Grigneth, shielding
him from the orc arrows and spears.
You swing around to look. Fostyr hacks wildly with
his sword, blocking a group of orcs trying to get past
him to the beach, but he is only one against many.
Several orcs outflank him and hurry after you, their
short legs pumping furiously.
As you watch in horror, the huge orog captain pulls
Fostyr from your horse and holds him aloft, like a tro-
SIEGE OF THE TOWER 4l
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SIEGE OF THE TOWER 43
10
11
The End
12
Turn to 27.
13
Go to 41.
14
By the time you reach the courtyard, the orcs are
swarming toward a breach in the earthen wall where
the giant sorcerous fist tore a wide section away.
Dragon’s Eye Tower is a pile of rubble. Rock dust bil-
lows in the air, accompanied by the last echoes of the
tower’s collapse. You know many fighters lost their
lives in the wreckage. You look around for Fostyr and
find him standing dazed, his face smeared with dust.
“Fostyr!” you shout, and your voice seems to make
him wake up. He rushes to your side as the screeching
orc fighters pour through the shattered perimeter
walls.
Torches sputter all around you in the courtyard.
Combined with the light of the moon, it is bright
enough to see what you are fighting.
“Archers, find a high position and fire at will,”
Captain Jongh shouts over the orcs’ screams. “Every-
58 KEM ANTILLES
sword. You duck, then leap from the pile of stones and
sprint toward Fostyr.
Twenty feet from the passage, an orc carrying a
huge gnarled club springs from behind a pile of debris
into your path. Its tattered fur clothing reeks of rotting
animal flesh. The creature grins at you, baring its
decayed, broken fangs. Its fetid breath reeks of putre-
fying meat.
“No escape,” it hisses, glaring at you. Its blood-red
eyes make your skin crawl. It stalks toward you, club
uplifted, ready to cave in your skull.
Holding up your useless wooden sword, you circle
to your right, moving away from the rubble to avoid
getting trapped. The orc angles to cut off your escape.
You back up, thinking to climb the pile of stones just
behind you and gain an advantage.
Before you can climb, the orc lunges, swinging at
your head. You duck quickly, but a knot at the end of
the club glances off your shoulder.
Even with your thick leather armor, the pain sucks
your breath away. Your vision goes black for just a sec-
ond, but you can’t allow yourself to fall into uncon-
sciousness. You sink to your knees, slashing blindly,
hoping to catch the orc in the legs.
The blade deflects clumsily off something, and you
hear a bellow as you try to swim back to conscious-
ness. You throw yourself to one side and roll just as
the spiked club whizzes past your head, brushing your
face with air.
The orc stumbles and grunts as you come out of
the roll into a squat. Dust billows around you. You
blink from all the flying grit. Your vision clears in time
to see the orc’s face contort with rage.
It leaps at you, screaming. You back into a wall of
solid stone that jabs you between the shoulder blades.
Then the orc is on top of you, clawing at your
throat with its bare hands.
You twist to one side, swinging the attacker around.
The orc’s face slams into a jagged stone block with a
62 KEM ANTILLES
15
slips free.
You search for a way to reach her and Relf, but
they’re too far away, sinking into the thick black ooze.
“Corlen,” Renda shouts. “Get out while you can!”
The only way out is deeper into the tunnel. You
turn just as another crevice opens. The shifting rock
knocks you off balance. All around you, the floor is
shattering. You hang for a moment, suspended in
space, then topple into the tarry goo. It sucks at your
legs, pulling you down as if it is alive and hungry.
The sulfurous smell is overpowering. Dizzy, you
look around. All of your companions are trapped like
flies in black honey.
You hold your head as high as you can, for as long
as you can, hoping your feet will touch bottom soon,
but there is no bottom. The ooze keeps drawing you
down, deeper and deeper.
The sticky muck reaches your waist, then your
chest. You touch the Dragon’s Eye beneath your tunic.
At least Tyrion will never possess it now.
You struggle, growing more and more exhausted as
the goo covers your shoulders, your lips, your nose,
your eyes, enveloping you in final darkness.
The End
16
“T’m all right,’ Renda calls from the pit. Her voice
sounds far away, mixed with a faint murmur of run-
ning water. “I landed in a stream.”
You lean closer. Beside you, Relf heaves a huge sigh
of relief.
“Tt’s only about ten feet down,” Renda shouts. She
peers up at you, her face lit by the flicker of the
torches circling the pit as your companions hurry for-
ward to help. “But it sure is cold down here!”
Someone lowers a rope, and Renda grabs it. You,
_ SIEGE OF THE TOWER 67
Relf, and Turloc haul her back up.
Renda crawls over the edge. She’s soaked. “The
water’s only waist deep,” she says, flashing a grin.
You wet your dry lips. “Did you taste the water?
Can we drink it?”
Renda nods. “A big mouthful, whether I wanted to
or not. It’s fresh.”
You smile. Finally things are starting to look up.
“We could use something to eat, too, but the water
will hold us for a while.”
Holding out your torch, you peer down into the
hole. The rock sides angle steeply, slick with moss.
You hand your whip to Relf, then turn to the
stooped flail wielder. “Turloc,” you say, “give Relf
your helmet. Relf, tie my whip to the helmet. Good
. . . now lower it into the water.”
Relf lowers the helmet into the pit, then hauls it up.
Water sloshes over the helmet’s sides. Everyone
crowds forward to drink deeply; Turloc has to lower
the makeshift bucket two more times. At last your
thirst is quenched and your stomach feels full from
the cold water. Rubbing your hands together, you feel
awake and energetic for the first time since you
entered the winding catacombs.
“TI think we must be getting close to the surface,”
Renda says.
“How big is the river tunnel?” you ask.
“I was able to stand up without hitting my head.
There’s a current, but it’s not too bad.”
“Do you think we can get out by following the
river?” Relf asks. “It must go underground some-
where.”
“Let’s have a look,” you say, standing. Grabbing a
torch and the rope, you walk to the edge of the pit.
Renda and the others follow. You tie the rope
around your waist. What will happen if the Dragon’s
Eye gets wet? It seems as hard as glass, but what if it
dissolves like a salt crystal?
It doesn’t matter, you tell yourself. If you don’t get
68 KEM ANTILLES
Go to 10.
17
18
Go to 21.
19
20
You and Alix slip down the stairs to the small
courtyard at the base of the tower. Clouds roll in from
the lake, smearing the night sky and blotting out the
moon. Around the tower, you hear many other fight-
ers moving cautiously. Everyone seems tense.
Two fighters jostle past you on their way up the
stairs. “Where do you two think you’re going?” one of
them says, pushing her torch close to you so that the
light glares in your face.
“Uh ... to the privy,” you say, covering your eyes
from the bright light.
“Me, too,” Alix says. “And if you don’t let us pass,
don’t blame us for the mess.”
One of the fighters, a female archer, mumbles
something, then turns away and hurries up the stairs.
Her sturdy boots click on the stone stairs as she goes
about her business. The other fighter follows her.
Torches smolder in metal sconces mounted on the
courtyard walls, illuminating the meager stockpile of
supplies that have been gathered for the siege. Barrels
of water, to quench fires set by the orcs as much as to
slake the thirst of the soldiers, are stacked beside the
stable. Inside the rickety shelter hang sacks of pota-
toes and strips of salted meat. In the forge next door,
the blacksmith’s hammer clangs loudly by torchlight,
pounding out crossbow bolts as fast as he can. The
acrid stench of charcoal hangs in the air, accompanied
by the sizzle of quenched metal.
The north gate is closed, barred on the inside. The
south gate stands ajar, but it’s heavily guarded. Cap-
tain Jongh paces nearby, talking to a messenger. He
turns every few steps to shout last-minute instruc-
» SIEGE OF THE TOWER 85
The End
21
The boat isn’t far, just at the end of the rickety pier,
but the orcs won’t make it easy for you. You’ll have to
90 KEM ANTILLES
battle every step of the way, but if you can only make
it to the water, push off in the flimsy boat, and pull
out into the choppy waters where the orcs can’t reach
you or your companions, you’ll be safe.
Cold air whistles in your throat as you sprint
toward the pier. Water slaps the sides of the narrow
pier as you race along it toward the boat. Your feet
pound against the splintering, rotted wood.
Bresnor and Peri are already on board, hacking at
the thick ropes binding the boat to the pier. Running
for the small vessel, Grigneth, Beatrix, and Vystan are
close behind you as the orcs scream in outrage.
Glancing over your shoulder, you see Beatrix half-
dragging Grigneth, his arm flung over her shoulder.
His leg is bleeding. “Come on! Hurry!” you shout.
From the boat, Bresnor reaches. out to you just as
Peri finishes sawing through the thick rope with his
bloodied sword blade. Peri tosses the ropes into the
boat while portly Vystan helps Beatrix get Grigneth
aboard. “Corlen! Look out!” Bresnor shouts.
Instinctively you duck sideways as an arrow buries
itself in the soft planking next to you. An orc stands
halfway down the pier, already nocking its bow for a
second shot. Behind it, another orc shoves the archer
out of the way, toppling the creature into the water as
the larger orc charges at you with axe raised.
“T’ll hold them off!” Peri shouts, stepping out of the
boat onto the rickety pier. Gripping the hilt of his
weapon with two calloused hands, he raises his
notched sword to meet the attack.
Taking no time to argue, you leap into the boat,
expecting it to sink at any moment. The clash of metal
on metal rings out as Peri slams his sword blade into
the descending edge of the orc’s battle-axe. Its arms
ringing from the impact, the orc tumbles into the lake.
At the base of the pier, another orc leaps from the
gravel beach to take its place, bounding across the
damp planks. Peri grunts, taking a step backward.
Fortunately for him, the orcs can only attack one at a
P Fens by
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92 KEM ANTILLES
Go to 5.
py!
pours out of the dark tunnel. You slip on the muddy >
cave floor, sprawling face first in the muck. Slime
coats your chest and oozes down the neck of your
leather armor. Shadows block the feeble light from the
cave opening—it’s the orcs, standing just outside the
cave mouth, peering inside.
You scramble to your feet, grasping at a tree root
poking out of the crumbling cave wall beside you. You
glance over your shoulder at the opening to the lake-
shore, where your companions continue the battle.
The two orcs grunt, pointing in your direction.
Gasping for breath, you stumble deeper into the
dark cave, guiding yourself along the walls. Water
beads along the rock like perspiration. Another flurry
of bats sweeps past you, stirring the still air. The
stench of mold fills your lungs. You force yourself not
to cough and give your position away.
The passage slopes down into the earth. You creep
along the rough wall, each step taking you deeper into
the cold, damp, dark cave. You hear two sets of heavy
orc footsteps sloshing through the muck behind you.
You flatten yourself into a gap in the wall. You hear a
thud, then a loud grunt. You smirk. One orc has hit its
head on a low ceiling and fallen. You imagine the
other stopping and helping the first orc to its feet,
cuffing its companion for being so clumsy.
You stand still in the darkness, waiting for the orcs
to pass. Before long, they tramp past you, one of them
brushing your muddy chest as it goes by. You turn to
flee from the cave. Perhaps now the battle has waned
and you can make it to the boat. Or perhaps your
companions have all been killed, and you will have to
continue the mission alone.
But when you approach the entrance, you see the
silhouette of an orog guarding the mouth of the cave.
You finger the handle of your whip, but there is no
room to lash out with it in the narrow tunnel. Just
beyond the orog, you see more orcs swarming about.
You clench your teeth in frustration and pad silently:
SIEGE OF THE TOWER 97
Turn to 4.
ps
24
You walk up to the first count. He is more like the
Count Delwyn you remember: hands clasped firmly
on his sword hilt, protecting his weapon, trusting no
one. Suspicion lines his face, but it is out of habit, not
malice. You smile, relieved.
“Count Delwyn, I give you the Dragon’s Eye,” you
say. Kneeling, you reach into the mouth of the pouch
and lift out the crystalized eye. It gazes coldly at you,
its glassy weight dead and brittle in your hand. A chill
runs up your spine.
The count studies you, then releases the hilt of his
sword and lowers both hands, palms cupped, to
receive the talisman.
The second count cries out, knocking Fostyr aside
and rushing toward you, sword raised. Throwing all
his weight behind the move, burly Vystan wrestles the
imposter to the ground and grabs him by both arms.
The false count continues to struggle.
“You're making a big mistake,” the second count
whines. “If you give the eye to your father’s murderer,
all is lost.”
The second count seems too desperate. There is
something else as well, simmering beneath his care-
fully controlled words. It’s barely repressed anger—
the kind of hidden rage you would expect to see in an
“hs
—
- 106 KEM ANTILLES
Turn to 35.
25
“Tl go with the escort group, sir,” you say. “I’ll do
my best to see that the eye is delivered safely.”
Fostyr nods and grins. “I?ll go, too, sir.” The wind
blows his hair in a wild mass around his head.
You smile back at the whip-thin young man, relieved.
You and Fostyr have been through so many cam-
paigns together, it’s hard to imagine him not guarding
your back or you not guarding his. “When do we
leave, sir?” you ask the captain.
“Immediately,” he says, leading the two of you to
the stairway. “Grigneth and the others are waiting at
the south gate.” He grips your arm. “I’m putting you
in charge, Corlen. When you get to Crockport, take
the Dragon’s Eye to Count Delwyn’s castle. Give it to
no one but the count—he has the means to guard it
properly—but beware of treachery. The legions of Iuz
want this talisman badly. There’s no telling what they
might do to stop you.” He sighs, and his twisted nose
looks like the beak of a bird of prey. “Good luck.”
“I presume you’re staying behind to defend the
tower,” you say. “Good luck to you, too, sir. You have
a lot of brave men and women behind you.”
“Thanks,” Captain Jongh says. “We'll need all the
luck we can get. Now, get going before the orcs close
off your escape!”
The captain pushes his way between the other
fighters massing the walls. You take one last look at
the approaching army. The orcs are close enough now
that you can see their torches reflecting off their
108 KEM ANTILLES
Go to 9.
26
The End
SIEGE OF THE TOWER 115
ae|
You find you can move your legs now. Quickly you
dump the pebbles from Turloc’s hand. You drag him
toward the door. He doesn’t struggle, but seems limp,
as if stunned.
The voices in the air shriek louder, buffeting you.
Cries of misery chill you to the bone. Shivering, you
stagger out into the passage.
As soon as you pass through the arch, the voices
fade. Turloc shudders, looking up at you in confusion.
The voices vanish.
“T heard .. . someone,” he says, puzzled. “What
happened?” .
You explain the curse as you return to your com-
panions. The flail wielder hangs his head, embar-
rassed.
“All those riches .. .” he says dreamily. “All I had
to do was get out of these tunnels.”.
“Well get out of the tunnels,” you say, placing a
hand on his shoulder. “Come on. Get some rest.”
You wake Renda and ask her to take the next
watch. You warn her about the voices.
By the time you settle down, the flail wielder is
already snoring softly. You doze, starting awake when
Turloc cries out suddenly. His eyes wide with fear, he
turns to stare at you. “What if Idon’t wake up,
Corlen?” he says. “What if I just keep on dreaming?”
“Dreams can’t hurt you,” you say. “It’s only bad if
you see nothing but dreams. You have to face reality.”
He nods and closes his eyes, but his breathing is
ragged for a long time. Finally it evens out into restful
sleep. At last you can get some rest yourself.
Hours later, you wake refreshed. You light an extra
torch and set out once more. Your head seems clearer
now. The side passages and branchings in the main
tunnel don’t all look the same anymore. You wind
your way through the labyrinth, choosing the passages
that slope up—to the surface, you hope.
After an hour, the tunnel levels out. The walls are
warm to the touch—almost hot. Small puddles of
SIEGE OF THE TOWER 119
Go to 33.
28
The End
22
Turn to 39.
126 KEM ANTILLES
30
Oar swings to the side and knocks the wind out of him.
“Keep those oars in the water!” you shout to Vys-
tan. “It'll help stabilize the boat. Grigneth, get up and
help him!”
Breathless, Grigneth blinks his bloodshot eyes and
climbs to the splintered seat. In terror, he hugs the
handle of the oar to his chest. You nock another
arrow, holding Bresnor’s bow and swallowing hard,
waiting for the next attack.
Beatrix looks around wildly. “Do you see it?”
Holding the other oar against his ample stomach,
Vystan squints into the water.
“There! Behind you!” Bresnor shouts, whirling so
hard that the boat rocks.
You turn toward the stern just as the beetle resur-
faces, its mandibles clacking and its antennae thrash-
ing from side to side like small, sharp whips. The
attack is too sudden for either you or Beatrix to strike.
The water beetle rams the boat, lifting the little vessel
out of the water and spinning it around. The impact
knocks you to the bottom of the boat. With its sharp,
segmented foreclaws, the water beetle snaps off one of
the planks from the side of the boat. It emits a high
squeal, then drops beneath the lake again.
“Do something!” Grigneth yells. “Save us!”
Bresnor curses under his breath, leaning over the
side of the boat with Peri’s sword poised. Grigneth
moans and hangs his head in his hands.
Your heart pounds in your chest as you shift to the
opposite side of the boat. You can’t kill the beetle if it
stays underwater. You need to lure it close, to make it
stay long enough for you or your companions to
strike. Suddenly you have an idea. You hold out your
hand to Beatrix. “Cut my hand,” you say. “Make it
‘bleed.”
She stares at you, then nods as comprehension
dawns. With a quick slice from her dagger, she opens
a cut in your palm.
The wound burns like acid from the touch of metal
128 KEM ANTILLES
" against your own cursed hand, but you pay no atten-
tion to that. As blood wells up, you hold your hand
out over the water. Three drops fall like tears into the
lake. The water boils as the beetle lunges for your
hand, its mandibles spread wide.
You jerk your hand back suddenly. Beatrix aims for
the heart of the monster’s mouth and thrusts her
sharpened lance toward the soft joints of its clacking
mandibles, but the sharp lance deflects off the giant
beetle’s pincers.
Clutching at the side of the boat with its front legs,
as if it means to tear the vessel apart plank by plank,
the beetle slams its body against the boat. You scam-
per back, barely avoiding the slashing pincers. They
snap shut on empty air.
Grigneth wrestles with the oar, his arms shaking
uncontrollably. “I... I can’t hold on much longer,”
he moans. “We’re all going to die!”
Panting with exhaustion, Beatrix hisses at Grig-
neth, “If you don’t keep quiet, we’ll throw you over-
board and escape while the bug eats you.”
Bresnor raises the sword as the beetle rises up,
rocking the boat, on the verge of capsizing it. He
slashes wildly at the monster’s head. The blade
glances off the water beetle’s shell, but with his second
blow, the archer manages to sever one of the feathery
antennae. “That’s for Peri!”
Disoriented, the beetle squeals in pain and lunges
again. You hear the sound of more planks cracking,
and trickles of water rush in from the broken seams of
the boat. You and your companions clutch at anything
within reach to keep from being dumped into the
water.
Bresnor strikes a third time with the heavy sword
and finally succeeds in opening a small crack in the
shiny black armor at the base of the beetle’s head.
Enraged, the beetle lunges at the archer.
With a shout, Beatrix jabs her lance into one of the
beetle’s eyes. Green ooze gushes out.
SIEGE OF THE TOWER 129
The End
31
iil
7Hsi)fyUs,
SIEGE OF THE TOWER 133
The End
SIEGE OF THE TOWER 135
32
Your curiosity gets the best of you, and you decide
to follow the stranger. Despite his marked stoop and
furtive actions, there’s something familiar about his
face. An acquaintance from your early years in Crock-
port? you wonder.
“ll be right back,” you tell your comrades.
Vystan salutes you with his flagon. “We’ll be here,”
he says. “As long as the ale and food last, we’ll be
happy to wait!”
Beatrix agrees with a long gulp from her own
flagon. You wave to them distractedly and head for the
back door of the inn. The mysterious man waits for
you just outside the doorway. Motioning for you to
keep quiet, he gestures for you to follow him. With a
rapid step, he disappears into the shadows farther
down the alley.
You hesitate. What if this is a trap? You immedi-
ately think of the Dragon’s Eye hidden beneath your
tunic. You should have left it in the protection of your
friends.
The man slinks toward you along the back wall of
the inn. You grip the hilt of your oaken sword.
“What do you want?” you ask.
The man shakes his head. “Not here,” he says.
“Too many people about. I can’t risk anyone else
hearing what I have to say.”
From the other side of the brick wall, a group of
merrymakers laughs raucously—loud enough to keep
anyone from overhearing you if you speak quietly. “It’s
here or nowhere,” you say, your boots planted firmly
on the cobblestone alley.
The man glances about nervously, then heaves a
long sigh. He leans close.
“Corlen, I knew your father before he died,” the
man says softly. “I visited him often, checking on
swords commissioned for Count Delwyn’s guard.”
136 KEM ANTILLES
Turn to 10.
33
34
“I’m staying,” you say, unconsciously fingering the
Dragon’s Eye hidden beneath your jerkin. You have
given your word to Captain Jongh, and you refuse to
take the coward’s way out.
Alix scowls at you. “Die if you want to,” he says,
then slips away.
A few moments later, Fostyr hurries up the stairs
with a muffled clatter, carrying a huge crossbow. The
steel bolts it fires are heavy enough to punch holes in
the best metal armor. “Something to keep the orcs
occupied,” he says, grinning at you.
“Just in time,” you say, nodding to a fiery line that
marks the edge of the orc encampment. “It looks as if
they’ve had enough waiting.” The torches are begin-
ning to advance toward the tower like a stream of
falling stars.
“Okay,” Fostyr says. “This is it!”
With a pounding heart, you unsling your longbow
and take your position at the battlements. The other
archers take their positions, strung out on either side
of you. Those with crossbows kneel in front, making it
easier for you to shoot over them. Fostyr braces his
crossbow on a gap in the wall’s crenellations, squint-
ing toward the advancing army, selecting his target.
One of the captains marches up and down the
walkway, shouting orders to the tense defenders.
“Wait till they get close enough! Don’t waste a shot;
SIEGE OF THE TOWER 143
Turn to 14.
35
The orc swings its mace mightily in a huge arc.
With your other hand, you draw your oaken sword
and parry the blow, smashing the orc’s fingers. The
orc bellows, and the spiked mace clangs to the ground,
giving you the opening you need to thrust the hard-
ened point of your sword into the hollow of the orc’s
scaly throat. The creature staggers back and collapses.
Beside you, Bresnor grunts in pain. You turn as an
orc yanks its battle-axe free from a deep gash in Bres-
nor’s upraised right arm. Grinning, the orc swings
again. Bresnor tries to block the attack with his splin-
tered longbow, but the orc’s axe slices through the
bow like paper and lops off Bresnor’s arm just below
the elbow. Bresnor falls to his knees, clutching at the
wound, trying to stanch the flow of blood. His face is
grayish and wet with shock.
You snap your whip around the orc’s throat, wind-
ing it tightly like a garrote. You let your outrage flow
as you jerk back the whip, snapping the orc’s neck.
Letting the creature’s body fall, you grab the collar
of Bresnor’s leather jerkin with one hand and drag
him from the fray toward the nearest wall of Delwyn’s
fortress. The archer’s eyes are glazed with shock, and
his body trembles as you prop him against the wall.
“Hang on,” you say. Setting down your wooden
sword, you rip the sleeve from your cotton shirt. You
kneel and bind the cloth as tightly as you can around
what’s left of Bresnor’s forearm. The blood slows to a
dribble as you tie the knot tight. You hope it will be
enough. Bresnor gasps, then weakly pushes you aside.
150 KEM ANTILLES
“Go help the others. Leave me. You can’t let someone
else die while you play nursemaid with me.”
“You'll be all right,” you say, rising to your feet.
“Not if you let those orcs win.”
As you turn, an orc wielding a short sword charges
you from the melee. You drop to your knees, ducking
your head as the orc’s wild slash singes your hair. You
swing your sword into the side of the orc’s knee, chop-
ping with the hard wood. You hear the sound of bone
snapping and cartiledge tearing. The orc tumbles to
the ground with a howl. You smash its neck with
another blow.
Panting and sweating, deafened by the sounds of
the raging battle, you look up quickly. A dwindling
knot of guards surrounds the real Count Delwyn and
.Fostyr. The bright red blood of fallen guards mixes
with the darker, thicker blood of the orcs on the flag-
stones.
Cut off from the count, Vystan, Beatrix, and Grig-
neth are backed against the far wall in a tight defensive
triad. Dead orcs lie scattered around them. Grigneth
has lost his leather helmet, but he is fighting furiously,
with the strength born of terror. Vystan’s chain mail is
coated with gore. Beatrix’s lance jabs in and out as
quickly and deftly as a serpent’s tongue, tasting blood
with each thrust.
Beyond the edge of the fray, Tyrion and the orc
commander, Gorak, stand at a safe distance, watching
the battle. For a moment, your eyes lock on Tyrion’s.
He smiles at you, the same thin sneer you remember
after he killed your father.
It’s as if history is repeating itself, only this time he
will kill Fostyr, and your companions, and take the
eye for himself in the aftermath of the battle. No, you
tell yourself. It must not be!
You stagger to your feet, lurching in the direction of
Tyrion and Gorak. You clasp the wooden sword in
one hand and your whip in the other. Tyrion waits for
you, smiling, egging you on.
SIEGE OF THE TOWER 151
36
“I’m staying here, Fostyr. I won’t leave you to face
all these orcs alone.” You uncoil your whip and crack
it at the snarling orcs.
You look around at the scattered pockets of defend-
ers fighting their way toward the tunnel opening. “Go
on!” you shout to them. “Hurry!”
Even though the opening is partially encircled by
the collapsed wall of Dragon’s Eye Tower, you realize
it will take more than one person to keep the tunnel
stairs open long enough for everyone else to escape.
“Pll watch your back,” you say. Before Fostyr can
protest, you climb a pile of stones behind him, joining
the few last fighters struggling to hold back the
advancing tide of orcs. Your whip cracks repeatedly.
Someone has jammed torches along the outer edge of
the collapsed wall. They cast enough light for you to
SIEGE OF THE TOWER 155
<S
SS
=
TN
x\
N\.
Ke a ee Ke a
Go to 19.
160 KEM ANTILLES
37
Battle-weary but glad to be free of the orcs for a
time, you and your companions head deeper into the
tunnels, searching for a way out. You still have the
Dragon’s Eye safely under your tunic. You must
escape from these tunnels and make your way to the
city of Crockport, or at least keep the talisman safe
until reinforcements can arrive to drive off the orcs.
You walk alongside Renda and Relf. Renda’s deter-
mination and unflagging optimism are a blessing. You
wish you’d gotten to know her better before the orcs
attacked. She and her brother converse easily with
each other in short, clipped sentences, as if each
already knows what his or her twin is going to say.
Renda holds her bow ready, while Relf carries a torch.
Behind you, the rest of the group follows, muttering
nervously to each other.
As you trudge along, Relf tells you how he and
Renda grew up as orphans on the streets of Crock-
port, working together, fighting for every scrap of
food. Around you, the dim tunnels hum with the low
conversations of your companions, which echo in the
air. After a while, the joking and camaraderie begin to
degenerate into quibbling and disgruntled complaints.
Fatigue is taking its toll.
You stop at a wide spot in the tunnel, just beyond a
heap of rubble that fell from the ceiling long ago.
“We'll rest here,” you say. “It should be a good place
to defend ourselves if the orcs show up.”
Your companions sigh with relief, drop their packs
and weapons, and slump to the floor.
“It’s about time,” one man says dourly. He has
white-blond hair, and a jagged scar pulls at his right
eyelid, adding to his peevish expression. Plopping
down near a pile of dry, powdery rock, he sets a coil of
rope next to him. “I hope someone remembered to
bring food.”
SIEGE OF THE TOWER 161
38
“Let’s get out of here while we can,” you decide.
“Maybe the creature is satisfied . . . for now.”
“Then let’s go before it gets its appetite back!”
Grigneth cries, grabbing an oar and putting his back
into his strokes purposefully.
“What about Peri?” Beatrix asks, still holding her
lance ready.
Your stomach knots, but you know there’s nothing
you can do for the dead swordsman . . . just as there
was nothing you could have done for Fostyr. “It’s too
late to help him,” you say. “We need to save ourselves.”
You turn to Grigneth and Bresnor. “Row, you two...
with all your strength.”
The boat slices forward through the water, not fast
enough to escape the water beetle but enough to buy
you a little time. You take up Bresnor’s bow and pull
an arrow from his quiver.
The water beetle is closing fast. Bright ripples of
water fan out behind it. You tear a strip of cloth from
your sleeve and hold your forearm out to Beatrix.
“Cut me,” you say.
She stares at you for a second in astonishment, then
suddenly nods in comprehension. She takes out her
short, sharp dagger and draws the metal blade across
your skin. The cut burns with all the fury of Tyrion’s
curse. You bite back a scream and clamp the rag over
your arm before the wound can cauterize. Blood seeps
into the cloth.
SIEGE OF THE TOWER 167
that stew.” }
Your own mouth waters. You haven’t eaten any-
thing substantial since long before you left the tower.
As the innkeeper returns with a platter full of steam-
ing bowls and mugs of ale, he leans across the bar,
peering more closely at you. “Say, you look familiar,”
he says. “I recognize that red hair, that face. You grew
up here in Crockport, didn’t you?”
“T left a few years ago,” you say.
“T knew it! Wasn’t your father that swordmaker?
The one who was killed? Let’s see, your name is—”
You nod. “Corlen.”
The innkeeper’s voice grows soft. “Yes .. . your
father used to come in here. He was a fine sword-
maker and a good customer. I miss him.”
“So do I,” you say.
“A tragedy how he died.” The bartender shakes his
head, then claps his hand on your shoulder. “Enjoy
the meal. The first round is on me—the ale, I mean.
You’ll have to pay for the stew. I can’t go giving every-
thing away, now, can I?”
Vystan slurps from the bowl and smacks his lips.
“Now, this is something to sink your teeth into!”
Grigneth and Bresnor fall to their own bowls like
starving animals, while Beatrix gulps down an entire
tankard of ale. As you lean over to take a bite of your
own stew, you notice a shabbily clad figure sitting at a
nearby table watching you closely. You glance away,
uneasy under the stranger’s watchful gaze, and pre-
tend not to notice as you begin to eat.
After the third round of ale, Vystan leans back in
his chair and burps loudly. Beatrix laughs at him.
Bresnor mutters under his breath, “Slob.”
Vystan blinks at him, but his good humor gets the
better of him. He chuckles and downs the remains of
his tankard. He shakes his tattered sleeve at Bresnor.
“Yes,” he says. “Maybe so. I didn’t have time to dress
for dinner.”
This time, even Bresnor smiles.
170 KEM ANTILLES
39
on the axe.
Tyrion rolls his eyes at your bravado. “Yes. And
your flesh will burn like wood under the fire of your
father’s sword.” He is nearly within reach of your
sword tip now.
You lunge forward suddenly, hoping to catch him
off guard. Your oaken blade clacks harmlessly off the
steel blade forged by your father. He was a master
swordmaker, and you know your simple practice blade
can never win against the rune-etched sword.
You leap back, expecting a counterattack from
Tyrion. Instead, the wizard raises his free hand, and
his fingers weave a spell in the air. When he is done,
an afterimage of his gestures hangs in midair in front
of him.
Suddenly the tip of your sword explodes in flame.
The searing blaze engulfs the blade, leaving behind
only charred ash, which crumbles and drifts to the
ground. You’re left holding the hilt. You drop it in the
dirt at your feet.
The orcs whoop with delight.
“Your father’s sword will turn you to ash the same
way,” Tyrion says calmly. “There’ll be nothing left of
you but dust.”
You fumble for your whip. Perhaps you can blind
Tyrion with a swift stroke.
Tyrion smiles. “Why not fight with a real sword,
Corlen?” He turns to the orcs. “Would one of you
gentlemen be kind enough to lend Corlen your sword
so he has a proper weapon to fight with?”
You look around. The orcs raise a forest of metal
blades. Steel, iron... all cursed. The orcs clatter
them against their shields. You can almost feel the
metal burning your skin. You can touch none of the
offered weapons, and Tyrion knows it. Breathing
heavily, you glare at Tyrion.
“What’s the matter, Corlen?” the wizard asks, his
mouth twisted in cruel amusement. He takes another
step closer. “Afraid to do what is necessary to kill
172 KEM ANTILLES
40
41
You find yourself in a firelit courtyard with rock
walls on three sides. The count’s castle forms the
fourth, rising tall and formidable, with perfectly
matched stone blocks. The archers on the parapet
turn from the wall, tracking you with their half-drawn
bows.
“Why are they so suspicious of us?” Grigneth whis-
pers in a whining voice.
“Maybe they can smell you’re a coward,” Beatrix
answers, leaning closer to him.
Another tense minute passes in which no one
speaks. You look up past the thick barricade walls at
the sky and notice streaks of light in the east from the
approaching dawn. “I hope they give us something to
eat,” Vystan says. “I didn’t get to finish my supper.”
Without a sound, a tall man walks out of a shad-
owed gate at the edge of the courtyard far to your
right. He steps into the brighter light of the courtyard,
clad in the azure cloak of a count in the Kingdom of
Furyondy. You recognize him at once, though his hair
is now silver-gray. When you were younger, it was jet
black. You realize how long it has been since you’ve
been back to Crockport.
Count Delwyn approaches you and smiles. “If
Corrh the swordmaker was your father, you are always
welcome at my castle. Many of my fighters still use
weapons forged by your father’s hand. Good, strong
weapons.” He looks you over carefully.
180 KEM ANTILLES
‘
The second count smiles, shaking his head. “You’re
the one who will bring tragedy upon us, imposter. Did
SIEGE OF THE TOWER 181
42
The End
Over 5 Million Sold!
Trapped
Inside |
the Tower!
Although you are a fighter, the wizard Tyrion has _
placed you under a spell that renders all metallic
weapons useless to you. Now, armed with only your
longbow and your whip, you must somehow protect the
magically powerful Dragon’s Eye from the forces of
luz. If the Dragon’s Eye falls into the hands of the evil_
demigod, it could be the end of Greyhawk!
Do you flee cross-country from the army of orcs that
threatens Dragon’s Eye Tower, or do you stay and fight
the marauding hordes? Or co you seek refuge in the
winding, dangerous tunnels beneath the tower?
Only your choices can break the Siege of the Tower. _
Each ENDLESS QUEST® [300k is based on an exc
role-playing game, but you don't need to know the
game to enjoy the book. Just make your choices a
accept the consequences!
Remember, only your choices can lead to success
ENDLESS QUEST® Books!
ENDLESS QUEST and GREYHAWK ISBN 1-56076-894-0
are registered trademarks of TSR, Inc. 0
The TSR logo is a trademark of O8
TSR, Inc. ©1994 TSR, Inc. MM Il
All Rights Reserved. mn
OC
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Printed in the U.S.A.
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