The Plague Lords of Ruel

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The Plague Lords of Ruel Page 9

by Joe Dever

The strength of your psychic defences is such that you can easily withstand the pulse of energy that the druid has launched against you. His attack fragments and fades, leaving him sorely weakened by his desperate effort to thwart your advance.

  With a cry of despair, he draws a dagger from inside his robes and prepares to fight you to the death.

  Cener Druid: COMBAT SKILL 20 ENDURANCE 26

  If you win the combat, turn to 4.

  108

  You begin your bogus report and the creature dutifully copies down your words, but what you are saying soon heightens its suspicions that you are an impostor. Then you notice its free hand gliding slowly towards a button which protrudes from the side of its desk. It is an alarm button.

  Before you can prevent it, the creature depresses the button.

  Turn to 11.

  109

  As the two figures turn from the table, you recognize the red robes they are wearing. At first you assumed them to be Cener Druids, but their garments are not the same. They have black hoods, and the skull-like motifs which are embroidered upon them identify these two to be members of an evil sect known as the Acolytes of Vashna.

  The presence here of two worshippers of Vashna, who was once the greatest of all the Darklords, rekindles chilling memories of past encounters with these fanatics. Following the downfall of the Darklords you had assumed that the last remnants of the sect had vanished forever, yet here before you are two who still wear their robes and practise their vile necromantic art.

  Fearful that you have stumbled upon a secret Cenerese conspiracy, you inch your way closer to the robed men to listen to their whispered conversation.

  Turn to 247.

  110

  Your death-blow sends the Pit Agarashi sprawling limply to the chamber floor, but its loathsome body has barely settled amongst the junk when you glimpse the Vazhag hurl something from the corner of the room. A glint of light on razor-sharp steel reveals the curvy-bladed knife which is now spinning end-over-end towards your chest.

  If you possess Grand Pathsmanship and Grand Nexus, turn to 55.

  If you do not possess both of these Grand Master Disciplines, turn to 174.

  111

  You focus upon the three distant pits and allow your consciousness to pass into the trance-like state that must be achieved to allow your Discipline to work. A tingling sensation runs along your limbs and gradually an image takes form in your mind.

  From out of a swirling mist there comes into focus a moving scene that is terrible to behold. A vast procession of partially-clad soldiers are being herded into the pits by packs of blood-hungry Vazhag. They are bound with ropes and many are grievously wounded. They plead for mercy but their pitiful cries go unheeded as the snarling, savage rat-men stab them to death with their cruelly-fashioned spears before casting them down into the three yawning abysses.

  Gradually the image fades and, as you return to consciousness, you discover that you are lying face down upon the ground. Your limbs shake uncontrollably and your forehead and chest are bathed in a cold sweat. You have tapped into the powerful residue of psychic force that pervades this site and the experience has left you in a state of psychic shock: lose 6 ENDURANCE points.

  To continue, turn to 93.

  112

  Hanging on to the underside of the descending drawbridge by your fingertips, you are slowly lowered into the icy cold waters of the lake. The bridge stops with a jolt, leaving you dangling waist-deep in the water and feeling all-too-vulnerably like a piece of Dholdaarg bait.

  You hear the rasp of clawed feet scurrying across the bridge and a voice, unmistakably Cenerese, echoes from the opposite side of the cave. Despite the pain in your fingers and forearms, you remain absolutely motionless as the rat-like Vazhag cross the bridge and descend to the muddy shore. One or two remain on the bridge directly above you, and you can see them through the cracks in the timbers. They are squeaking and pointing at the oily green pools of blood that stain the surface of the lake.

  Drawn by their comrades' squeaking, you see two Vazhag leap from the platform and pad down towards the water's edge.

  If you possess Assimilance, turn to 195.

  If you do not possess this Grand Mastery, turn to 130.

  113

  The Vazhag lancer tumbles lifelessly to the ground startling its horse which turns and bolts towards the forest. Instantly you act to prevent its escape by using your Magnakai ability of Animal Control. Your powers soothe the creature and coax it to return.

  Quickly you mount the steed and head off along the trail which leads to the River Storn. You are less than five miles from the bridge where you hope to finally make good your escape to the Freeland of Slovia. By keeping to the forest's edge you avoid the traffic of Vazhag troops moving back and forth along the trail and, by the time you reach the banks of the mighty Storn, your spirits are high. Unfortunately, when you do catch your first sight of the bridge, your hopes of making a crossing here are soon dashed.

  Turn to 182.

  114

  The hound crashes to the ground, mortally wounded. But before you can even catch your breath, its master comes charging at you with his sword raised to hack you down.

  You sidestep his first blow, gaining the few precious seconds you need in which to compose yourself for this second wave of combat.

  Defender: COMBAT SKILL 30 ENDURANCE 30

  If you win this fight, turn to 5.

  115

  You pull the iron lever and at first nothing happens. Then you hear a click followed by the hiss of escaping air as the concealed door unlocks and glides open. Quickly you enter and close the door to avoid being seen by the Vazhag guards.

  A narrow corridor lies beyond, lit by a gloomy crimson light which is filtering through a threadbare curtain hung from hooks in the ceiling. Automatically you cast your eyes around, checking floor, walls, and roof for traps, but detect nothing unduly suspicious. Then you approach the curtain and through its moth-eaten fabric you spy a small bed chamber. A grossly overweight Vazhag, wrapped in furs, lies sprawled upon a divan in the centre of the room. He is snoring fitfully. Around him are strewn heaps of all manner of items: rusty weapons, tarnished armour, boxes, and candlesticks, trinkets, baubles, and books. In the merchant stores of Holmgard they would be rejected as worthless junk, but here, in the rat-holes of the Skardos Mountains, they no doubt pass for treasure.

  Across the chamber, beyond the sleeping Vazhag, you see another curtained archway.

  If you wish to enter the chamber and search through the items which litter the floor, turn to 319.

  If you choose to cross the chamber and investigate the curtained archway, turn to 238.

  If you decide to turn around and leave by the secret door, turn to 308.

  116

  As you approach the sphere, its sparkling crystal core is darkened by a mist. Rapidly this smoky discolouration expands until it transcends the confines of the sphere and begins to take the shape of a swirling funnel which comes closer with every passing second. The moment that the edges of this sinister cone engulf your vision, you sense a dramatic change take place, as if you have suddenly crossed over the boundary which separates consciousness from dreams.

  A sensation of falling assails your senses and, with panic in your heart, you try desperately to extricate yourself from this terrifying cone of darkness.

  Pick a number from the Random Number Table.

  Now, consult the following list and modify your number where appropriate:

  If you possess Kai-screen add 3.

  If you possess Grand Nexus add 1.

  If your current ENDURANCE score is 20 or higher add 1.

  If your current ENDURANCE score is 19 or lower subtract 1.

  If your total score is now 4 or less, turn to 46.

  If it is 5–7, turn to 269.

  If it is 8 or higher, turn to 143.

  117

  With the shrieks of the horde and the rasping growl of the Giganite echoing in your ears,
you spring to your feet and run headlong into the mouth of the leafy tunnel. Your stamina and fleetness of foot keep you ahead of the ghouls until, two miles later, you sense that the danger has passed and it is safe enough for a few minutes' rest.

  Once your pulse has settled, your fear of being followed prompts you to continue along the leafy passage without further delay. You progress in a near-darkness which is broken only by a few scattered rays of grey light that creep through the ceiling above. At length the tunnel ends and you emerge into a clearing where stand the derelict remains of an ancient stone dwelling. You approach it warily, sensing the presence of magic, yet inside its shattered walls you find nothing but mould and clumps of sickly black grass. Then your skills of Divination tingle afresh as the presentiment of sorcery increases. Suddenly you realize that the source of the magic is not here in this ruined hut: it is approaching the hut.

  Through a crack in the stones you see a gap appear in the wall of trees opposite and a group of Vazhag enter the clearing, their ratty faces sniffing at the heavy, humid air. Among their number is one who is not of their breed. He is human in size and stature, though his hooded scarlet robes make it difficult to be sure. For a moment you catch a glimpse of the glassy green mask covering his face and at once you know that this being is a Cener Druid. In his hand he carries a rod of gold that is radiating the aura of magic which you detected when first you entered the clearing.

  The Cener calls his pack to a halt. They cease all movement and watch in quiet awe as he raises his golden rod and uses it to make a slow, deliberate sweep of the clearing. Hurriedly you draw on your Magnakai skills of Invisibility and Pathsmanship to shield you from detection as the Cener sweeps back the rod and levels it directly at the derelict hut.

  Waves of psychic energy flow across your mind. Steadily they grow in intensity, probing and testing your defences to breaking point.

  If you possess Kai-screen, turn to 44.

  If you do not possess this Grand Mastery, turn to 298.

  118

  The tunnel continues for more than a mile before it descends, by means of a steep staircase, to another passageway over one hundred feet below the first. Here the air is full of fine dust and you can hear small scratching sounds coming from inside the walls.

  In the dark distance, you see clearly a score of crab-like creatures grouped in circles on the tunnel floor. Their shells are bone-white and you hazard a guess that these strange crustaceans have probably never been exposed to the sun. At your approach they scuttle up the walls with surprising speed and disappear into funnel-shaped holes that riddle the ceiling.

  Confident that the crabs have taken fright and fled, you advance along the tunnel towards another staircase, the top of which you can just discern in the far distance. You are passing beneath the crab-holes when you hear a faint hissing noise and suddenly you feel droplets of sticky clear liquid spattering your head and shoulders. Then wisps of grey smoke arise from your cloak and you feel a searing pain, as if a fistful of red-hot needles were being stabbed repeatedly into your scalp. You are being attacked by a powerful organic acid and it is rapidly eating its way into your flesh!

  If you possess Grand Nexus, turn to 249.

  If you do not possess this Grand Master Discipline, turn to 329.

  119

  Stealthily you make your way towards the stairwell and descend the steps without being seen. The circular stairs spiral down more than fifty feet to a chamber directly below the hall, empty save for a line of red robes and masks which hang from pegs driven into the marble wall.

  If you are already wearing a Cener Robe and a Cener Mask, turn to 158.

  If you possess only one or neither of these items, turn to 77.

  120

  The creature's ghastly visage is the very stuff of nightmares. From its bear-like torso there protrude four tentacles and two powerful legs, all sheathed in shaggy scales. The limbs are surmounted with horny talons which glint menacingly in the gloom. Its head, set with huge fishy eyes, is bulbous and disfigured by disease. It rests awkwardly upon a crooked neck which wobbles with every movement the lumbering beast makes. A livid crimson gash just below the eyes serves as its mouth, and a long tail, ridged with sharp spines, swishes behind it.

  Illustration VI—You see a creature advancing towards you whose ghastly visage is the very stuff of nightmares.

  With unexpected speed the beast is suddenly upon you, stabbing and slashing at your body with its sword-sharp talons.

  Degradon: COMBAT SKILL 49 ENDURANCE 36

  This creature is immune to Mindblast and Psi-surge (but not Kai-surge).

  If you win this combat, turn to 296.

  121

  As you step away from the dead Vazhag, you notice a tiny box-like device hanging from a chain around the Pit Agarashi's neck. At once your natural Sixth Sense informs you that the device is magical. It controlled the creature's instincts, enslaving it to the commands of the weaker Vazhag.

  If you wish to take this Restrainer, record it as a Special Item on your Action Chart.

  Anxious to leave, you lift the furs which cover the divan and see, protruding from the side, a small lever identical to the one that opened the secret door. You pull it and the door clicks open, enabling you to escape by the way you entered.

  Turn to 308.

  122

  The Vazhag inform you that they are returning from a place called the Temple of Dzenya. Brother Hoylez, the druid in charge of the temple, recently resurrected this human from the temple's grave-pits. They have been ordered to deliver it to Brother Croumah at the Hall of Sacrifice in Mogaruith.

  ‘Excellent!’ you reply, convincingly. ‘I myself am on my way to seek counsel with Brother Croumah this very instant. You will escort me there. Now, lead on!’

  The Vazhag appear to relax upon hearing your order, as if they had half-expected you to punish them, and they set off readily towards the drawbridge with you following close behind.

  Turn to 233.

  123

  You see the red-robed druid flick his wrist and from his golden rod there leaps a second charge. This lance of crackling fire spirals through the hole in the wall and comes arcing towards your face, like a ravenous vampire let loose upon a maiden's throat.

  If you possess Kai-alchemy and wish to use it, turn to 215.

  If you possess Magi-magic and wish to use it, turn to 51.

  If you have neither of these Grand Master Disciplines or choose not to use them, turn to 344.

  124

  You sense a strong aura of power surrounding the druid. He stands only a few feet from where you are crouching and, in order to prevent him detecting your presence, you call upon all of your advanced mastery of camouflage to keep you safe.

  Pick a number from the Random Number Table and add 3 to the number you have chosen.

  If your total score is now 3–4, turn to 213.

  If it is 5–12, turn to 164.

  125

  You sense that Cadak's command is no simple trick for you can feel another presence in the room, moving towards your back. You sidestep to your left and turn, keeping the Arch Druid still in sight as you glance across your shoulder at the rest of the chamber.

  You had been half-expecting to see one of Cadak's henchmen sneaking forward with a dagger in his hand, and so the terrible sight which greets your gaze now is doubly shocking.

  Stepping from out of the tapestry which covers the wall is a gigantic, bull-like creature, with the head and face of a man. Two needle-sharp fangs protrude from its bloodstained upper lip, and its eyes gleam with a murderous lust that chills your soul. What had once, only minutes before, been woven into the fabric of the tapestry, now strides towards you with slow purposeful steps, its taloned hands outstretched in eager readiness to tear you apart.

  Illustration VII—A gigantic, bull-like creature steps towards you out of the tapestry.

  Exterminus: COMBAT SKILL 50 ENDURANCE 50

  You may evade this combat after 4 rounds b
y turning to 2.

  If you win the fight, turn to 320.

  126

  A sudden noise startles you and you spin around to face it. A section of the wall is moving inwards, carrying with it the robes that are hanging there. A figure, dressed in a hooded purple cloak and clasping a large leather-bound book, appears in the opening. As he steps into the room the section of wall closes behind him.

  ‘What are you doing here, brother?’ he asks, his voice heavy with suspicion. You sense that he is a druid of high rank and you know your answer must be convincing if you are to avoid his wrath.

  If you wish to answer by saying that you have come here to help him, turn to 170.

  If you wish to say that you are looking for a lost possession, turn to 156.

  If you decide that actions speak louder than words, you can attack him by turning to 212.

  127

  Waiting in the shadows, camouflaged from detection by your cloak of Kai skills, you patiently observe the portal and guards. After several minutes, the resonant boom of a metal gong echoes in some deep and distant part of the caves. As the echo slowly fades, another sound, that of metal scraping on stone, resounds around the cavern. Then a crack of light appears along the bottom of the portal and, with a grating screech, the great wall of iron slowly rises up into the ceiling.

 

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