The Caverns of Kalte
Page 9
You are nearly asleep on your feet when you suddenly detect the aroma of cooked meat. It is coming from a chamber just a few yards ahead to your right. You are very hungry and must soon eat.
If you wish to investigate the chamber, turn to 5.
If you wish to ignore the chamber and continue, turn to 132.
177
You recognize the pungent smell of distilled Graveweed. This black concentration is a very powerful poison, and you quickly replace the stopper to prevent the noxious fumes from escaping. If you wish to keep this Potion, mark it on your Action Chart as a Backpack Item.
Now return to 10 and choose your next course of action.
178
You have been following the Ice Barbarian scouts for nearly two hours when a fierce ice squall rises from the west. The terrain becomes very broken with drifts of snow hiding the razor-sharp ridges and undulations of the ice beneath. For the Ice Barbarian scouts with their skis (fashioned from the ribs of Kalte mammoths), the treacherous surface presents no problems. But to cross it on foot is a slow and painful ordeal.
The biting wind whips across the glacier, bringing with it clouds of fine snow that obscure your vision. You realize the danger of being caught in the open in the middle of a Kalte blizzard, and signal to the others to call off the chase. Walking towards your scouts, you suddenly plummet through the surface of the ice.
Turn to 105.
179
A bold plan springs to your mind. If you pose as an Ice Barbarian, you may be able to place the bowl of herbs near to the guards; in the dim light of the corridor, the smoke would be difficult to detect. Loi-Kymar agrees to your suggestion and prepares a mixture of herbs to prevent you succumbing to the fumes yourself.
Clad in the furs of an Ice Barbarian, you march along the corridor with the bowl hidden inside your jacket.
Pick a number from the Random Number Table.
If the number you have picked is 0–4, turn to 39.
If the number you have picked is 5–9, turn to 296.
180
Through the snow-swept gloom you can make out two small pinpoints of red light. They are growing larger. Suddenly, in the gloom you see the shape of a large and hideous, four-legged creature. It leaps at you, its red eyes glowering and its fanged mouth open to reveal a long barbed tongue, lashing towards your face.
‘Agh! A Kalkoth!’ screams Fenor. He rushes to your side, holding a sword high in his hand. He attempts to strike at the creature's tongue. But the creature is already upon you, and you must fight it.
In spite of Fenor's attack the beast only seems to be interested in you. Fenor does not receive any wounds as he stabs at it from behind.
Deduct an additional 3 ENDURANCE points from the Kalkoth's ENDURANCE point total for each round of combat you fight. This represents the damage inflicted by Fenor.
Kalkoth: COMBAT SKILL 11 ENDURANCE 35
If you lose any ENDURANCE points during this combat, turn immediately to 129.
If you kill the creature without losing any ENDURANCE points, turn to 70.
181
The Gold Crowns clatter along the corridor, but do not have the desired effect. The Ice Barbarian remains at his post, seemingly unaware of the gold now lying just a few feet away.
If you wish to attempt this ploy again, return to 152.
If you have no more Gold Crowns or do not wish to attempt this ploy again, you can attack the guard by turning to 208.
If you prefer, you can go back along the corridor, past the junction, and explore the west corridor by turning to 189.
182
You discover a low passage that opens out into a cavern full of stalagmites. There are two exits in the opposite ice wall; both disappear into darkness. In the snow around the entrances of both tunnels are many strange tracks.
If you have the Kai Discipline of Tracking, turn to 75.
If you wish to take the right tunnel, turn to 114.
If you wish to explore the left tunnel, turn to 235.
183
You sprint towards the northern corridor as fast as your twisted ankle will allow.
Pick a number from the Random Number Table. If you have the Kai Discipline of Hunting, add 2 to the number you have picked.
If your total is now 0–3, turn to 89.
If your total is now 4–11, turn to 215.
184
The tunnel is short and soon leads you to a small cavern. In the centre of the cavern lie two corpses, both human. In spite of the freezing temperature, they are badly decomposed; they have obviously been dead for a very long time. Both are attired in furs and one still has a flint dagger grasped in his hand. From the position of the bodies, it looks as if they killed each other in a desperate fight.
If you wish to search the corpses, turn to 298.
If you wish to continue, you may leave this cavern by the tunnel in the far wall. Turn to 315.
If you wish to retrace your steps and take the other tunnel, turn to 125.
185
You focus your power upon the lock, but you find it difficult to visualize the inner mechanism.
Pick a number from the Random Number Table. If you have the Kai Discipline of Sixth Sense, you may add 2 to this number.
If your total is now 0–4, turn to 22.
If your total is now 5–11, turn to 326.
186
The dead Ice Barbarian's child cowers over his father's body and stares at you with hatred blazing in his eyes. You notice that the other Ice Barbarian scouts are closing in and you must act quickly to save yourself.
You decide to use the boy as a hostage, but he is like a wild animal. He bites, scratches, and kicks to free himself from your grip.
Turn to 320.
187
As you close the Bracelet around your wrist, a terrible pain shoots through your head. You are being attacked by a powerful Mindforce, which is draining your will.
If you have the Kai Discipline of Mindshield, turn immediately to 258.
If you do not possess this skill, turn to 93.
188
The next day, thick snow clouds have descended over the Ljuk ice shelf and there is little wind. As you draw closer to the edge of the glacier, the surface of the ice shelf becomes very rough and broken. Slabs of solid ice jut out at every angle, forming difficult obstacles. You are forced to dismount from the sledges and manhandle them across the hummocks and ridges, as you try to reach the smoother slope of the distant Viad Glacier.
You have covered half a mile when ahead you see a large crevasse. This great crack in the ice is only two or three feet wide; but it extends for over a mile in either direction. For safety's sake, you agree to tie a rope around your waists and link up together. Should one person fall into a crevasse, the others should be able to pull him out.
You cross this narrow fissure successfully, only to find yourselves in a maze of crevasses. Thin layers of snow hide their locations, and you only detect their presence by testing the ground with your weapon.
You have covered less than half a mile when you come to a crevasse over eight feet wide. You stare downwards, but there is no light to be seen in the black yawning void. Your sledges are ten feet long and could bridge the gap. But if the icy edge were to collapse, you could lose all your equipment at once.
If you wish to unload the sledges and use them as a bridge, turn to 232.
If you wish to jump across with the Kanu-dogs and then pull the sledges after you, turn to 346.
189
You continue along the corridor for over fifteen minutes until you reach a massive stone doorway, twenty feet high. Placing your ear to the warm surface, you feel the stone vibrating and hear low rumbling noises. Like the other stone doors of Ikaya, this entrance has a lever in the nearby wall.
If you wish to pull the lever and enter, turn to 292.
If you do not wish to enter, you can return to the junction and take the east passage by turning to 97.
190
Letting the boy g
o free at the last possible moment, you grab the sledge whip and lash the dogs, driving them for everything they are worth. On all sides, flurries of arrows whistle past you and several thud into the framework of the empty sledge. A couple of the Ice Barbarian scouts give chase, but your dog team is now much faster and you soon outdistance even their arrows.
By nightfall, you reach the very edge of the Viad Mountains. This vast granite range rises sheer out of the ice and snow and presents you with an impassable barrier on such a moonless night. Meanwhile a wind arises in the west, heralding a night squall. You must find shelter or you will surely perish in the blizzard.
If you have the Kai Discipline of either Tracking or Sixth Sense, turn to 348.
If you do not have either of these skills, you can look for shelter towards the north by turning to 27.
If you prefer, you can search towards the south by turning to 314.
191
Shaking with shock and exhaustion, you finally reach the pass just as night is about to fall. In the distance, you see a small cave located directly beneath a frozen waterfall. The wind has become much stronger and you decide to take shelter in the cave for the night. However as you enter, you are surprised to see a shaft of light falling from a fissure at the rear of the cave.
You cautiously approach the strange glow, but fail to see a snow covered crevasse and fall in a tumble of snow and ice.
Turn to 40.
192
If you possess a Glowing Crystal, turn to 267.
If you do not, turn to 44.
193
You have cuts and bruises on both legs and your nose bleeds from striking it against a stalactite. You lose 2 ENDURANCE points, but you can count yourself very lucky: you narrowly escaped stepping into a deep fissure hidden in the darkness. Make the necessary adjustments to your Action Chart.
Turn to 235.
194
Your skill and patience finally pay off. A subtle click indicates you have been successful, and as you remove your blade, the great stone lid slowly opens to reveal a magnificent Silver Helm.
If you have the Kai Discipline of Sixth Sense, turn to 127.
If you wish to wear this splendid Helm, mark it on your Action Chart and turn to 308.
If you decide to leave it in the stone chest, you may continue your exploration towards the stairs by turning to 323.
195
As you leap across to the opposite ledge, a tremor shakes the ice and the crevasse suddenly widens. You slip, hitting your head on the edge as you drop into the gaping void. The cord attaching the safety rope to your belt snaps, and you fall into darkness.
Turn to 21.
196
The struggle is desperate but in your very desperation you find the strength to survive.
Any Weapon(s) you had has been dragged from your grasp and, bombarded by ice and stone, you lose 2 ENDURANCE points. Make the necessary adjustments to your Action Chart. However, you manage to crawl to the safety of the northern archway. You are now unarmed but grateful to be alive.
Turn to 306.
197
You can see another passage leading out of the cavern towards the north.
If you wish to creep past the sleeping creatures towards the tunnel, turn to 125.
If you do not want to take the risk of waking them, you can return the way you have just come and enter the other tunnel by turning to 235.
If you wish to attack the sleeping creatures, you can do so by turning to 109.
198
The corridor ends at a large stone door. Unlike the others, this door has no lever to open it, but you do notice that a small slot has been cut into a nearby wall. You are examining the slot when you are disturbed by a howling mob of mutated Ice Barbarians, advancing along the corridor towards you. You prepare for combat but there are too many of them for you. Although you fight bravely, they eventually overwhelm you and stab you to death.
Your life and your mission end here.
199
After nearly a mile, the ice-walled tunnel opens out into a beautiful grotto. Melt-water cascades over a large outcrop of silvery mineral, which casts a dazzling display of reflections.
You can see that there is a small cave beneath the waterfall, which disappears into the silver rock. There appear to be no other exits from the grotto.
If you wish to enter the cave, turn to 82.
If you wish to return along the passage and take the other tunnel, turn to 284.
200
The ghastly tentacled horror rises out of the moat and attacks you. You must fight it to the death.
Akraa'Neonor: COMBAT SKILL 22 ENDURANCE 50
During the combat, you glimpse Vonotar, his black staff raised, fixing his gaze on Loi-Kymar. He is attacking the old man with the force of his mind. If Loi-Kymar is killed, the secret of his Guildstaff will die with him.
If you win the combat in seven rounds or less, turn to 272.
If you win the combat in more than seven rounds, turn to 324.
201
The bowl creaks and splinters of stone fall from the ceiling as you swing across the black fissure, but you are lucky; the Rope holds and you land safely on the other side. With a flick of your wrist you retrieve the Rope and set off along the passage.
You have gone only a few yards when you notice an arched stone door to your left, adorned with strange carvings. These carvings depict hundreds of skeletons entwined around smooth blocks of stone. To the side of the door you see that a lever in the wall is raised.
If you wish to pull the lever and open the door, turn to 110.
If you wish to continue along the passage, turn to 63.
202
Suddenly the Kalkoth stop roaring. They have picked up the scent of Baknar oil on your skin. Within seconds they appear and charge towards you.
If you wish to stand and fight them, turn to 263.
If you wish to turn and run, turn to 277.
203
A small spy-hole has been cut into the centre of the door. You cautiously peer through and see the old man in blue robes who you saw before through the portal above the cell.
If you wish to open the door, pull the lever in the nearby wall and turn to 56.
If you wish to ignore the old man, continue along the corridor towards the junction by turning to 276.
204
Baknar are fierce and dangerous creatures. They are afraid of only one thing — fire. Grabbing a torch from the pile of equipment, you light it and leave the tent.
The wind has become much stronger since you first made camp. It whips the fine snow into small whirlwinds that sting your eyes. A moving shadow to your right betrays the Baknar as it lopes towards you. It is preparing to pounce when it sees your guttering torch and shrieks in terror. Seconds later, it has disappeared into the darkness. A quick check of the Kanu-dogs reveals that they are all safe, although still understandably nervous. To ensure that the Baknar does not attack again, you all take it in turns to sit watch that evening, torches and weapons at the ready.
Turn to 134.
205
During the night, a fierce blizzard rages, burying your makeshift shelter in over twelve feet of snow. The cold numbs your hands and feet and slowly drains the strength from your body. You slip into a sleep from which you will never awake, for you suffocate to death beneath the snows of Kalte.
Your mission and your life end here.
206
Holding your equipment and your breath, you try to land as quietly as you can on the dusty floor of the corridor. Unfortunately, you twist your ankle in the fall and cannot stifle a yelp of pain. Lose 1 ENDURANCE point. Then, to your horror, you see an Ice Barbarian seated less than thirty feet away to your left. His head is slowly turning in your direction. However, a quick glance to your right reveals another corridor heading north, less than fifteen feet from where you now kneel.
If you have the Kai Discipline of Camouflage, turn to 74.
If you do not have this ski
ll, you can try to run for the north corridor and pray that the Ice Barbarian does not see you. Turn to 183.
If you prefer, you can attack and attempt to silence the Ice Barbarian before he can raise the alarm, by turning to 161.
207
You can see the shadowy outline of the hideous creature as it charges towards you along the tunnel. It is blind with rage and hungry for blood. You suddenly realize that if you dive aside as the creature leaps from the tunnel, it may just miss you and plunge headlong onto the thin ice of the lake.
If you wish to try to dive aside when the Kalkoth charges from out of the tunnel, turn to 80.
If you wish to stand and fight it when it appears, turn to 253.
208
The Ice Barbarian sees you approach and draws his bone sword. He moves to the centre of the bottom stair to prevent you running past him.
Ice Barbarian: COMBAT SKILL 17 ENDURANCE 30
If you win the combat within four rounds, turn to 4.
If you win the fight in more than four rounds, turn to 81.