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Castle Death

Page 15

by Joe Dever


  Your life and your quest end here.

  332

  You leap forward and strike left and right, ripping through the startled guards and meeting little resistance. Two fall and a third steps forward, his sword yet to clear his scabbard. You hit him below the chin and see his beast-like eyes roll up in sudden agony as blood gushes from under his helmet. As he sinks, gurgling, to his knees, you see the fourth warrior disappearing down the corridor, his cries of alarm reverberating along the passage.

  If you wish to run after him, turn to 195.

  If you decide to enter the chamber and attempt to escape along the opposite corridor, turn to 69.

  333

  As you place the key into the tiny keyhole, you feel your fingers tingle. There is a soft noise like rushing wind, and then, suddenly, the key vanishes from your grip (erase this Special Item from your Action Chart). Soundlessly, the great door swings open to reveal a plain stone room. You enter and, as the door closes, you notice a coiled snake etched deep into its surface.

  Carved in the centre of its scaly coils is the number 123. Make a note of this number in the margin of your Action Chart — it may be of use to you at a later stage of your adventure.

  Beside the closed door, hanging in a rack suspended from the ceiling, are a Spear and a Quarterstaff. Both weapons are in remarkably fine condition despite the warm, damp air. At the other side of the room, two torchlit tunnels descend to the north and the east.

  If you have the Magnakai Discipline of Pathsmanship, turn to 139.

  If you wish to enter the north tunnel, turn to 187.

  If you wish to enter the east tunnel, turn to 101.

  334

  ‘Good!’ booms the voice of Zahda as you enter the passage; ‘the cowards of Elzian have at last sent a warrior worthy of my maze.’

  The words conjure up a picture of Lord Zahda seated on his golden throne, with the object of your quest, the Lorestone of Herdos, suspended above it. The image strengthens your resolve to survive this accursed maze and escape. If you can then find your way back to Zahda's throne-hall, the success of your quest will be within your grasp.

  You walk along the passage, your mind filled with the possible problems and perils you might have to overcome. One such problem looms into view as the passage takes a sharp turn.

  Turn to 100.

  335

  A rickety, hunchbacked creature, swathed in a hooded robe, approaches the platform on which you stand manacled to the wall. With an efficiency born of practice, quickly he strips you of all your weapons and hands them to an ugly-faced dwarf, hovering at his side. The dwarf looks at the Sommerswerd with an appraising eye, and then raises it above his head to show it to his master. Before he can speak, there is a sudden roar, as a bolt of golden energy engulfs the hilt. Screaming with pain, the dwarf drops the sword and cradles his smoking hand, his fingers now missing half their length. You are unable to hide your smile and are quickly punished for your insolence. The robed creature strikes you across the face, gashing your cheek with its rough, warty fist (lose 1 ENDURANCE point).

  ‘Take him to the maze,’ commands white-haired Lord Zahda, ‘and leave the sword for me.’

  The Sommerswerd rises into the air and floats towards the golden throne on a cushion of blue mist.14 As you are dragged from the hall in chains, you are taunted by Zahda's cruel laugh and the fear that your quest is now doomed to failure.

  Erase all Weapons and weapon-like Special Items from your Action Chart and make a note of them on a separate piece of paper in case you should rediscover them at a later stage of your adventure.

  Now turn to 286.

  [14] Lone Wolf Club Newsletter No.6 clarifies: ‘In Book 2 [Section] 79, it states that in order to release the power of the Sommerswerd, only a Kai Lord should wield it. Should it be used in combat by anyone who is not a Kai Lord, its power will fade and be lost forever. The Dwarf in Castle Death did not use the Sommerswerd in combat, and therefore its power has not been diminished as a result.’

  336

  A new sound is added to the terrible squeals of the hungry rats: the sound of splintering wood. In less than a minute, your small boat is completely devoured, leaving no trace of its ever having existed. The jagged rocks cut into your hands and knees, but you are oblivious to the pain as you clamber across them to the beach beyond. You set off at a run, but the fine, black sand closes around your ankles, and your legs ache violently with every desperate step.

  A glance over your shoulder warns you that the pack is gaining ground rapidly; they will be on you before you reach the rocky base of Kazan-Oud. Then suddenly the squealing stops; the black tide has halted at the edge of the beach. Their white teeth snap on empty air, and hungry eyes watch your every movement, but every single one of them is rooted to the rocks.

  As you turn to make your escape, you wonder why the rats no longer pursue you. Less than ten feet ahead lies the horrific answer to your question.

  Turn to 221.

  337

  The wall is descending fast; there is very little space left through which to escape.

  Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, you may add 3 to the number you have picked.

  If your total is now 0–4, turn to 237.

  If it is 5 or more, turn to 188.

  338

  Your Magnakai Discipline, heightened by the discovery of the Lorestone of Herdos, screams a warning that the stairs to the cell complex are doomed to disaster. Your senses tell you that by staying on this level and following the corridor to the far side of the subterranean lair, you will be sure of finding a safe route up to the surface.

  Turn to 315.

  339

  Wisps of smoke are beginning to rise from the dead bodies; suddenly one bursts into flames. Quickly you leap across the slab, away from the heat and choking black fumes, as the others are swallowed by a fire that crackles and spits like an angry demon.

  Further along the tunnel, you see the warrior. He is crouching on his heels, his hands resting on the hilt of his sword. A smile spreads across his unshaven face as he sees your approach. ‘You're brave, I'll grant you that. There's none I know who'd stand against three hungry Dhax.’ He jumps to his feet, sheathes his sword, and offers his hand in friendship.

  Turn to 12.

  340

  You tell him of your quest and the help the Elder Magi have given to enable you to enter Kazan-Oud. When you recount your air voyage to Herdos aboard Lord Paido's skyship, you notice a tear trickle from the blind man's eye. ‘My name is Kasin,’ he says, sorrowfully. ‘Lord Paido is my brother.’

  Pity fills your heart for this unfortunate warrior, for you know that he is doomed to die. Blindness occurs in the final stage of takadea, the disease that is ravaging his body. ‘I am beyond help,’ he says, his face lined with pain, ‘but I can and will help your quest, Kai Lord. Listen to me carefully. There are stairs at the end of the corridor that lead down to the throne-hall of Zahda. At the entrance to the hall there is a tapestry behind which there is a secret passage. It leads to Zahda's throne. Above the throne is the Lorestone you seek, but beware. Zahda has coupled its power to a Doomstone from the realm of Naaros — Zahda draws all his power from this accursed gem. If you are to succeed, you must first destroy the gem or you will surely perish. Sadly I cannot help you escape from Kazan-Oud, for I myself was captured long before I reached the surface, but if you reach the beach, make your way to the old stone jetty. Beneath the steps is the place where I hid my boat.’

  He grips your hand in friendship, his face now calm and peaceful. ‘When you return to Elzian, tell my brother that my death was not in vain. May the gods protect you, Lone Wolf.’

  The sound of approaching guards forces you to leave the cell. As you close the door, you promise that his bravery will live forever in the legends of the Vakeros — his warrior kin.

  Turn to 142.

  341

  The blood of the dead wolf stains you fr
om head to foot, filling your nose with an acrid smell. With sword in hand, you stare down at the carcass and shiver at the thought of how close you came to death. The dim light grows brighter, and for a moment you hear laughter, cold and distant, before the light fades to its usual murky glow, and you are surrounded by silence.

  Turn to 298.

  342

  The sphere halts in mid-air less than ten feet from where you stand. It looks like a huge, black human brain studded with large, hairy warts. A whistle, soft but chilling, gradually rises in pitch until it fills your head with agonizing pain. Your fingers tremble and, as your weapon slips from your grasp, a slit opens in the side of the brain. It is a mouth, broad and puffy, with an upper lip that hangs over the lower jaw like milk boiling over the pan. A long tendril of flesh emerges from the mouth and snakes through the air towards your throat.

  Illustration XIX—The sphere halts in mid-air: it looks like a huge, black human brain studded with large, hairy warts.

  If you possess the Magnakai Discipline of Psi-screen, turn to 217.

  If you possess the Magnakai Discipline of Animal Control, turn to 35.

  If you possess neither of these skills, turn to 143.

  343

  The chamber is well lit by a row of torches lining all four walls, and there is very little furniture to hide behind.

  Pick a number from the Random Number Table. If you have the Magnakai Discipline of Invisibility add 3 to the number you have picked.

  If your total is now 7 or less, turn to 69.

  If it is 8 or more, turn to 197.

  344

  Your hand strikes something invisible set close to the edge of the pit — the beginning of a magically hidden bridge. Your fingers tell you that it is a plank, for it feels very thin and narrow. Suddenly the footsteps halt. There is a piercing crack, like that of a whip, and an angry red weal opens across the back of your hand (lose 2 ENDURANCE points). You sense his presence, but you cannot see the enemy who dealt you this wound.

  If you wish to step onto the invisible bridge, turn to 166.

  If you wish to try to fight your unseen enemy, turn to 257.

  345

  The warrior makes no attempt to parry your attack, and your blow rips deeply into his unguarded chest. He stares at you in disbelief as he clutches at his wound and drops heavily to his knees. ‘Why?’ he croaks, as his eyelids flicker and close.

  A howl of maniacal glee arises from the black creatures. As the warrior falls into the smoky abyss, they slink towards you with long, loping strides.

  If you wish to stand and fight these creatures, turn to 249.

  If you decide to evade them by escaping into the archway opposite, turn to 241.

  346

  Desperately you tap the wall with the hilt of your weapon, praying for the dull, tell-tale thud of a thin or hollow partition through which you might effect an escape. The walls yield no such sound, but in the roof you discover an old trap-door hatch sealed off with bricks and mortar. The faint glimmer of light seeping through a hairline crack fills you with renewed hope.

  With a flurry of blows the mortar crumbles and the bricks split and fall. Without waiting for the dust to settle, you climb through the jagged hole and emerge into a hall that is filled with a damp and earthy smell. Two rows of great stone pillars support the roof and a huge, granite sarcophagus stands in the centre of the floor. From within a black tunnel to your right, you hear the clanking of armour and the sound of approaching footsteps.

  If you wish to hide behind one of the pillars, turn to 110.

  If you wish to leave the hall by a tunnel to your left, turn to 201.

  If you wish to lie in ambush for whatever is approaching the hall, turn to 319.

  347

  You snatch the Whistle to your lips and blow. Instantly, the slimy creature rears up, its short rubbery legs scrabbling the air in agony as the ultra high-pitched sound destroys its sensitive nervous system.

  As it twists back on itself, its head disappears into the misty ceiling. There is an ear-splitting crack and blue lightning engulfs the creature, crackling snake-like around its neck, and filling the corridor with the stench of burning meat. The creature thrashes wildly for several minutes, and when its gruesome dance finally ends the canopy of mist is no longer there. In the darkness above, you see a walkway and an observation platform.

  If you wish to climb the body of the dead worm and pull yourself onto the platform, turn to 294.

  If you prefer to climb over the carcass and continue along the corridor, turn to 46.

  348

  Shortly you arrive at another stone staircase. This one is intact, however, and ascends to a cave-like entrance in the sheer rock wall. You cannot follow the beach any further, for a salient of the wall blocks your way. Moreover, the weather is getting worse with every passing minute and you need to seek shelter from the coming storm.

  By the time you have climbed all the way to the cave, the storm has broken. As you stand in the entrance, the rain-filled wind lashes you mercilessly and the ground shudders with every clap of thunder. The faint green glow of the power-shield is the only source of light, and you enter cautiously. You are soon swallowed up by darkness and your progress becomes painfully slow.

  If you have a Kalte Firesphere, a Lantern, or a Torch and Tinderbox, turn to 49.

  If you have none of these items, turn to 277.

  349

  As soon as you step into the ruby corridor, the horseshoe arch turns completely opaque. You try to go back, but the milky-white barrier will not let you pass. Soon, the skull appears once more, but this time its message chills you to the core:

  ‘The path you have chosen leads to the heart of the maze,

  And there you are doomed to eke out your days.’

  It is a prophecy that will be fulfilled. You have ventured too deep into Zahda's maze, and the exits are now closed off forever. It may interest you to learn that you survived at the core of the maze for three weeks, a feat that earned you the respect of Lord Zahda, but one that did not persuade him to spare you your life.

  Your life and your quest end here.

  350

  As soon as you have passed through the power-shield, you are greeted like a hero by a huge flotilla of fishing vessels and trading barges. An hour ago, upon seeing the eruption of Kazan-Oud, every boat in Herdos set sail for the shield, for the eruption signalled the end of the bane that had haunted Dessi for hundreds of years. Now they cheer the Sommlending warrior who has delivered them from Dessi's evil shadow. Eager hands pull you aboard Lord Ardan's caravel, and a fanfare salute is sounded by the trumpeters of his Vakeros guards.

  ‘We are forever in your debt, Lone Wolf,’ says Lord Ardan, as he shakes your hand warmly in gratitude and friendship. ‘You have achieved what we feared to be impossible, and you live to tell the tale. Your bravery is an inspiration to us all.’ His words are reinforced by the delirious cheers of his people. He asks of your own quest, and, when you remove the Lorestone of Herdos from the pocket of your tattered and scorched tunic, his eyes widen with amazement.

  Illustration XX—‘We are forever in your debt, Lone Wolf,’ says Lord Ardan, as he shakes your hand warmly.

  He bows his head and says in a solemn and respectful voice, ‘My lord, you stand upon the threshold of greatness. Your purpose and your destiny are known to the Elder Magi, for we have awaited your coming for many thousands of years. Our survival and the survival of all we cherish rests on the success of your Magnakai quest. The time has come, Lone Wolf, for you to learn our wisdom, for we are of the same blood, you and I, and our fate is bound together. We will prepare you for your next quest, for the Lorestone you must find next exists in the land that was once our home, in the temple that was once our most sacred place of worship, in the chamber where our master first appeared to us.’

  Your quest has succeeded, for the strength and wisdom of the Lorestone of Herdos is now a part of your body and spirit. But there is much for you to learn fro
m the Elder Magi as they prepare you for the most challenging of the Magnakai quests you have yet to attempt, a quest that will take you deep into the hostile swamps of the Danarg, where the evil creatures of Agarash the Damned still thrive and dominate the land.

  If you have the courage of a true Kai Master, the secrets of the Elder Magi and the perils of the Danarg await you in Book 8 of the Lone Wolf series entitled:

  The Jungle of Horrors

  Numbered Sections

  1-10: 1 2 3 4 5 6 7 8 9 10

  11-20: 11 12 13 14 15 16 17 18 19 20

  21-30: 21 22 23 24 25 26 27 28 29 30

  31-40: 31 32 33 34 35 36 37 38 39 40

  41-50: 41 42 43 44 45 46 47 48 49 50

  51-60: 51 52 53 54 55 56 57 58 59 60

  61-70: 61 62 63 64 65 66 67 68 69 70

  71-80: 71 72 73 74 75 76 77 78 79 80

  81-90: 81 82 83 84 85 86 87 88 89 90

  91-100: 91 92 93 94 95 96 97 98 99 100

  101-110: 101 102 103 104 105 106 107 108 109 110

  111-120: 111 112 113 114 115 116 117 118 119 120

  121-130: 121 122 123 124 125 126 127 128 129 130

 

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