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The Plague Lords of Ruel

Page 11

by Joe Dever


  As if in answer to their gleeful cacophony there arises, from out of the black shadows of the pits, a dreadful rumbling roar. Something huge is stirring deep within each of those dark forbidding shafts. As the ghoulish laughter reaches its pitch, three giant, misshapen cat-like heads rise up into the light, each perched atop a snaky body as thick as the trunk of a tree. They bare their fangs and shake off the tangle of human bones that cling to their stinking, corpse-green manes.

  The sight of these unholy creatures makes you reel back in shock and utter a cry of disbelief. Your cry is lost among the barrage of screeching howls, yet the cat-things react as if they hear it and, together, they come oozing out from their dark, noisome lairs and glide slowly towards where you stand.

  If you possess the Grand Master Discipline of Kai-surge, turn to 80.

  If you do not possess this skill, turn to 38.

  149

  Having witnessed how swiftly you dispatched his entire Vazhag escort, the Cener chooses to escape while he can. He turns and runs along the track which leads away from the clearing, and hurriedly you give chase.

  You catch up with him less than fifty yards along the track. In desperation, he tries to cut you down with another blast of energy but your swift reflexes save you from being hit. A well-placed blow knocks the rod from his hand and deflects the blast away into the trees. Cursing you, he unsheathes a dagger and lunges at your heart.

  Cener Druid: COMBAT SKILL 28 ENDURANCE 28

  If you win this combat, turn to 53.

  150

  Beyond the door awaits an echoing hall which reeks of decay. Its walls are adorned with gruesome paintings which depict terrible scenes of human slaughter. One in particular catches your eye and, although you try hard to ignore it, you find you cannot turn your head away. It shows a pit of helpless humans, writhing and screaming in anguish as they are slowly consumed by packs of wild-eyed plague dogs. The scene shocks you deeply for the doomed humans all have distinct Sommlending features.

  With difficulty you tear your eyes away and force yourself to look elsewhere in this unfriendly hall. You see columns rising to the roof, each wound round with creepers and fungi which give off an unwholesome, pallid light. Ahead you see another door, identical to that by which you have entered, and before it there stands a desk on top of a plinth of green stone. A creature sits at the desk, huddled over the open pages of a ledger upon which it is writing with a feathered quill pen. As you draw closer it stops scrawling and places its quill into a nearby pot of ink, fashioned from the crown of a human skull. The creature raises its hairless head and stares at you unblinkingly with its solitary eye.

  Illustration IX—As you draw closer the creature stops scrawling and places its quill into an ink pot fashioned from a human skull.

  ‘Who seeks an audience with He?’ it croaks, hoarsely. ‘State your name, brother, and your purpose here.’

  You are standing in the antechamber of Arch Druid Cadak's throne hall. To enter the hall itself and, hopefully, discover where the deadly virus is being cultivated, you know that you must first persuade this creature to allow you to pass.

  If you decide to say that you have come from the battlefront with important news for the Arch Druid, turn to 314.

  If you wish to say that you are an agent who has just arrived from the Lastlands with vital information for Cadak's eyes only, turn to 208.

  If you possess Animal Mastery and wish to use it to exert control over this creature's mind, turn to 91.

  151

  You call upon the power of your Animal Mastery and hold the rat-man with your piercing gaze as you demand that he grants you entry to Mogaruith without further delay. He does not respond to your power and at once you detect that his mind is shielded by some magical means which enables him to resist your will.

  Pick a number from the Random Number Table. If you possess the Grand Mastery of Kai-alchemy and Kai-surge, add 3 to the number you have chosen.

  If your total score is now 0–4, turn to 70.

  If your score is 5 or higher, turn to 175.

  152

  The flame-creature rises up and hovers little more than an arm's length above your head. Its tentacles lash out and you are forced to sidestep swiftly to avoid them ensnaring you. Then, as if spurred on by the frantic cries of the cave beasts, it advances upon you. For a moment it seems to swell and contract, as if it is inhaling and exhaling a huge lungful of air; then suddenly a wall of blinding white light erupts before your eyes as a blast of psychic energy comes crashing into your mind. You reel from the unexpected shock of its impact, and your Magnakai senses are unable to shield you from its withering onslaught: lose 8 ENDURANCE points.

  If you survive this massive psychic assault, turn to 301.

  153

  You hide yourself as best you can, taking advantage of a brace of boulders that lie beside the stone steps, and wait with bated breath as the sound of the approaching group grows louder and nearer. Torchlight flickers, casting a watery yellow beam across the cavern floor; then the first of the group enters and you catch sight of their repulsive forms.

  A patrol of six Vazhag files into the cavern. Each one is as tall as a Sommlending youth and all are armed with crude, rusty weapons. Fragments of armour and uniforms, which once belonged to human soldiers, encase their hairy, rat-like bodies. They are more than ten feet from your hiding place, but even so, they give off such a vile aroma of filth and disease that you are forced to draw upon your Magnakai Discipline of Nexus to prevent yourself from retching out loud.

  They come closer and halt at the foot of the stone stairs, barely an arm's length from where you are hiding, and you hear them talking in a high-pitched squeal which reminds you of rusty door hinges. All the while they repeatedly cast furtive glances at the west tunnel entrance as if they are waiting for another of their party to catch up.

  Within minutes another member of their patrol does arrive, only this creature is not one of their breed: it is human-sized. However, the hooded scarlet robe it is wearing makes it difficult for you to be absolutely sure that the creature within is human. The Vazhag cease their squealing when the hooded one raises a gloved hand. In that instant, you catch a glimpse of the glassy green mask which is covering his face, and at once you recognize this mask: it is a jazak, the ritual mask of a Cener Druid.

  If you possess Grand Mastery of Assimilance, turn to 124.

  If you do not possess this Grand Master Discipline, turn to 213.

  154

  The inquisitive Tzarg passes within a few feet of your hiding place, but your Grand Mastery saves you from detection. Eventually it waddles into the passageway from which you entered and hurries off with an excited group of Vazhag close on its heels, all of them now convinced by the Tzarg's actions that it has picked up your trail.

  Patiently you wait until the sound of their footsteps has faded before you emerge from your hiding place and leave the hall by the stairs.

  Turn to 75.

  155

  Cautiously you advance to the edge of the stagnant pool, your super-sharp senses alert to the slightest hint of danger. Using your innate Magnakai skill of Invisibility you take care to mask your body heat and scent least they should stir the unwanted attentions of any keen-nosed denizens of Ruel. You pause at the pool's edge for a moment where, using your powers of Divination, you scan the surrounding darkness for invisible or hidden enemies. Sensing no threat, you continue to skirt the fetid pond and follow the stream to where it trickles out of the forest. There you are greeted by an unwholesome warmth. It rises from a decaying mulch of roots and fungi that squelch repulsively underfoot. Silently you offer up a prayer to Ishir before venturing further into this inhospitable domain.

  For several miles you trudge through the slime that borders the stream. This sickly strip of mud forms a narrow pathway that is, in turn, bordered by the tall trunks and thorny briars of the forest. So dense is this tangle of trees and brush that you feel sure it could only be the result of evil herbcr
aft.

  At length the stream widens and the forest begins to thin out. Soon you are able to leave the foul-smelling brook and enter the forest proper, where after a short while you happen upon the remnants of a track. It descends towards a bog from which arises a cloak of misty vapour. Warily you approach, for the fog clings to the morass and masks its dangers.

  Now your senses tingle: there is evil all around. At once you reach for your weapon and, as your hand closes upon it, you feel something snake-like coiling around your left foot.

  If you possess Grand Pathsmanship, turn to 19.

  If you do not possess this Discipline, turn to 273.

  156

  ‘What blasphemy is this!’ gasps the druid, horrified by your answer. ‘Know you not that it is forbidden for a brother to possess anything! The pursuit of possessions is a hammer that shatters loyalty to our cause. You will atone for this … oh yes. You will atone to me!’

  And with these crazed words the druid unsheathes a dagger and raises it above his head. A wave of psychic energy washes over your mind and, for an instant, you see his cold eyes widen with shock as he discovers who you really are. He screams a curse and the blade of his dagger is transformed at once into a yellow spike of glowing luminescence. Swiftly you reach for your own weapon as the crazed druid forces you back, stabbing and slicing the air before him with his sorcerous blade.

  High Priest: COMBAT SKILL 47 ENDURANCE 30

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

  If you win the combat, turn to 340.

  157

  You release the creaking bowstring and send your Arrow burrowing deep into the Vazhag's chest. The rat-thing utters a strangled cry of pain and surprise as, wide-eyed, it crashes down face first into the midst of its hoard of shoddy treasure.

  Immediately, with an angry roar, the dog-creature springs forward with its taloned paws outstretched. You retreat, discarding your Bow in favour of a hand weapon with which to fight this ravenous beast.

  Pit Agarashi: COMBAT SKILL 34 ENDURANCE 38

  This creature is immune to Mindblast and Psi-surge; only Kai-surge can harm it psychically.

  If you win the combat, turn to 297.

  158

  A narrow corridor connects the chamber to another, where there stands an imposing door made of sheeted copper, inlaid with a filigree of gold and silver. It is the only exit from this otherwise drab chamber.

  A closer inspection of the door reveals that it is surrounded by an airtight seal. Furthermore, there is no keyhole, bolt, or handle. However, your keen eyesight is drawn to a pattern in the door's centre panel which, thanks to past experience, you recognize to be a sophisticated combination lock.

  The gold inlays form three rows of three numbers within a grid of silver lines:

  Below these numbers, in ancient Cenerese script, is carved the message:

  ‘Declare ye the true number to pass this way’

  Study the grid of numbers. When you think you know the answer to the riddle, turn to the entry that bears the same number as your answer.7

  If you cannot solve this puzzle, turn to 132.

  [7] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

  159

  A hellish noise echoes around the clearing, a terrifying whip-like crack that sets your ears ringing. From the tip of the Cener's rod there has erupted a stream of crackling blue light. It arcs towards the dwelling and comes bursting through the blocks of ancient stone, ripping them asunder as if they were no more substantial than bales of mildewed corn. Sharp slivers of stone pepper your legs, and the blast's concussion leaves you wide-eyed and gasping for breath: lose 2 ENDURANCE points.

  Through the smoking hole in the wall you can see that the Vazhag pack have halted in their tracks. They hold their grimy paws to their ears and grimace as the Cener prepares to launch a second blast of power from his golden rod.

  If you possess the Sommerswerd, turn to 322.

  If you do not possess this Special Item, turn to 123.

  160

  You decide that to travel openly along the track would be too risky. Rather than chance falling foul of a Vazhag patrol, you set off through the forest, using the trees for cover, but all the while keeping the trail in sight as you trek northeastwards toward the Cenerese stronghold.

  Your decision is soon justified. Within a few minutes you are forced to hide when a rickety wagon, laden with casks and escorted by a dozen Vazhag, appears on the trail ahead. Unaware of your presence, the detachment passes within yards of your position before continuing on its way southwards.

  It is an hour past noon when the trees thin out and you catch your first glimpse of Mogaruith. Crouching at the forest's edge, you stare awestricken by the sight of its slime-green walls and towers. This vast Cenerese fortress, rising out of the land like the thrusting fist of some vile volcanic demon, bristles with formidable defences. Turrets and bastions punctuate its sheer stone walls, and its base is ringed by a moat of bubbling water. A single drawbridge spans this moat, providing sole access to an archway lined with iron spikes, which gives the entrance a monstrous appearance, like that of a gigantic fanged maw.

  Illustration X—You catch your first glimpse of Mogaruith, the vast Cenerese fortress rising out of the land like the thrusting fist of some volcanic demon.

  Two muddy tracks lead away from the drawbridge. One is the Skardos Trail, the track that brought you here, and the other heads due east. You consult your map and discover that it leads to the River Storn, less than five miles distant. There a bridge spans this mighty waterway, connecting Ruel to the realm of Slovia. A small army of Vazhag, accompanied by a host of other creatures of doubtful origin, are marching away from Mogaruith in a column. Judging by their numbers, and the wagonloads of equipment they trundle in their wake, you suspect that they are marching to battle with the Freeland army of Slovia.

  In order to destroy the plague virus and fulfil your vital quest, you know you must gain entry to this stronghold. Anxiously you let the minutes pass as you scan the interminable lines of marching Vazhag, and the fortress walls, in the hope of spotting a means by which you could enter Mogaruith undetected.

  If you possess a Cener Mask and a Cener Robe, turn to 292.

  If you do not possess both of these items, turn to 193.

  161

  You seize the spear and ascend the ladder as quickly as you can. The remaining archers are hot on your heels as you pull yourself onto the platform and rush towards the cauldron. Hastily you wedge the spear's shaft between the chain and its mounting, and lever it back as hard as you can. The wooden shaft begins to split and, for a moment, you are gripped by the fear that all your valiant efforts will be in vain. Then there is a loud crack: the support pin has popped out and, as the massive weight of the cauldron is suddenly removed, the chain whips away like an angry snake.

  Pick a number from the Random Number Table.

  If the number you have chosen is 0–3, turn to 191.

  If it is 4–9, turn to 105.

  162

  ‘How dare you delay me with trivial formalities!’ you bellow, and slap the Vazhag aside with the palm of your hand. The creature snarls and raises its spear defensively. ‘Delay me a moment longer and I'll see you are boiled alive in your own grease,’ you growl. ‘Let me pass!’

  Your bold threat works. The rat-man's confidence crumbles and nervously he shuffles to one side, lowering his spear as you advance towards him. At that moment, a column of Vazhag and a wagon laden with weapons converge beneath the archway, blocking it completely. Chaos ensues, but the confusion is to your advantage. Quickly you weave your way through the crowd and into the keep beyond where you notice several smaller entrances dotted around the flagstoned square. One in particular looks promising: a staircase that descends to a portal set into the base of the citadel.

  You are moving towards this entrance when unexpectedly you are confronted by three Cener
Druids. They emerge from an alley and come walking towards you in a line abreast. To avoid them you are forced to sidestep quickly into a shadowy doorway.

  Turn to 98.

  163

  Marching shoulder to grisly shoulder the ghoulish horde advances, hungry for flesh untainted by disease and decay. Hurriedly you draw your weapon and breathe a prayer to the Sun-god Kai to protect you in this moment of truth. Then, with a rush, the first wave fall upon you with a mindless fury. With blurring speed you deal them blows that would consign any mortal to its doom, but the grievous wounds draw neither blood nor ichor.

  Tirelessly you slash and sever their grasping arms to prevent them from clawing you to the ground. They howl, but not in pain; these ghastly cries are joyous and triumphant. For no matter how skilfully you fight, you cannot resist their weight of numbers and, inch by relentless inch, they are forcing you ever nearer to the pits. As soon as you recognize their strategy you change your method of attack, and direct your blows at those parts of the creatures which pass for legs. Yet even now those parted from their limbs still advance, hunching and clawing their way forwards on their bellies whilst those that were once behind trample them underfoot.

  Suddenly the advance falters and the howling ceases. The grim wall of creatures draw back a few yards and close their ranks in readiness, perhaps, for a final attack. Then, as one, they open their mouths and give vent to laughter, the like of which you have never heard before. Knots of pain build at your temples and frantically you draw upon your mind defences to repel this tidal wave of evil psychic energy.

 

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