The Caverns of Kalte
Page 13
Ice Barbarians: COMBAT SKILL 17 ENDURANCE 30
If you are still alive after the combat, you can signal to Loi-Kymar to approach the hall.
To your delight you discover that one of the magnificent jewelled doors is unlocked. You gently push it ajar and enter Vonotar's chamber.
Turn to 173.
297
You have been walking along the passage for less than five minutes when it veers sharply northwards. Just ahead, to your left you can see a large stone door; the lever is up and the door is closed.
If you wish to pull the lever and open the door, turn to 317.
If you wish to continue northwards, turn to 126.
298
You discover a curious Triangle of Blue Stone attached to a chain. It is held tightly in the skeletal hand of one of the corpses, and you are forced to smash the finger-bones in order to examine the necklace more closely. If you wish to keep this Blue Stone Triangle, slip it over your head and wear it inside your jacket. Mark it on your Action Chart as a Special Item.
You may leave the chamber by a tunnel in the far wall, by turning to 315.
Or you can retrace your route and take the other tunnel by turning to 125.
299
Unless you have used the Kai Discipline of Mind Over Matter, bolts of blue energy leap from the black staves and catch you squarely in the chest. You are thrown backwards by the force of the charge, and left lying on the cold temple floor. You lose 2 ENDURANCE points. If you used the Kai Discipline of Mind Over Matter, the raw energy arcs harmlessly between the two staves and you are not injured.
If you wish to try to activate the buttons again, turn to 65.
If you wish to leave the temple, turn to 306.
300
For three days and nights, you trek northwards across the bleak and inhospitable glacier. Irian and Fenor have both suffered from severe snow-blindness, and the relentless north wind seems to sap everyone's strength. On the morning of the fourth day on the glacier, the wind finally drops. A bearing can now be taken to find out your exact position. To everyone's dismay Irian announces that you have veered a long way off course.
You turn to face the ancient grey peaks of a mountain range, looming up out of the northern snow. It is a bleak and forbidding sight. ‘The Myjaviks,’ says Dyce, disappointment written all over his bearded face. ‘We've come too far east.’
The Myjavik Mountains now lie between you and Ikaya. To cross them will mean having to leave the sledges and Kanu-dogs, packing your equipment on your backs and continuing on foot. There is an alternative, but it could lose you two precious days: you can retrace your route to the glacier and resume the march from there.
If you wish to abandon the dogs and sledges, and cross the Myjavik Mountains on foot, turn to 12.
If you decide to lose two days and trace your way back to the Viad Glacier, turn to 238.
301
‘We're on the same level as the Hall of the Brumalmarc,’ whispers Loi-Kymar, peering through a crack in the kitchen door. ‘It's at the end of this corridor.’
Two Ice Barbarians stand beside the jewel-encrusted doors that lead to the great hall. They are covered from head to toe in strange bone armour, and armed with crystal swords. The old wizard steps back from the door and says: ‘We must deal with them silently and swiftly.’ He takes three jars from his pockets and mutters a strange incantation as he mixes the contents together in a stone bowl. There is a pitcher of water on the table. He splashes a few drops onto the herbs, and wisps of blue smoke arise. ‘This will silence the guards if we can move it close enough to them.’
If you have the Kai Discipline of Camouflage, turn to 122.
If you have the Kai Discipline of Mind Over Matter, turn to 228.
If you have the Kai Discipline of Hunting, turn to 347.
If you do not possess any of the above Kai Disciplines, turn to 179.
302
You have descended over two hundred feet before you finally reach the bottom of the crevasse. It is completely dark except for a pinpoint of light in the far distance. You head towards the light, but progress is slow and painful. Large chunks of broken rock and ice litter the crevasse floor, and in the darkness you are constantly walking into, or falling over them.
Pick a number from the Random Number Table. If you have the Kai Discipline of Sixth Sense, you may add 2 to the number you have picked.
If your total is now 0–1, turn to 37.
If your total is now 2–7, turn to 193.
If your total is now 8–11, turn to 243.
303
You insert the Key and turn it clockwise. A click confirms that it works. Slowly the shank of the Key slips from your grip and disappears into the lock and the great stone lid opens to reveal a magnificent Silver Helm. (Remember to erase the Ornate Silver Key from your Action Chart.)
If you have the Kai Discipline of Sixth Sense, turn to 127.
If you wish to put this splendid Helm on your head, turn to 308.
If you decide to leave the Helm where it is, you can explore the stairs by turning to 323.
304
The mighty sword illuminates the passage with its golden glow. The Helghast shrieks a hideous cry and retreats, its eyes glowing a fiery red with hatred and fear. It recognizes the power you wield, a force that spells death and eternal destruction to its kind. In blind panic, it attacks you with a powerful Mindblast. Unless you possess the Kai Discipline of Mindshield, you must lose 2 ENDURANCE points for every round of combat you fight with this creature. It is immune to Mindblast. However, because the creature is one of the undead, remember to double all ENDURANCE points that it loses due to the power of the Sommerswerd.
Helghast: COMBAT SKILL 22 ENDURANCE 30
If you win the combat, turn to 20.
305
The heavy beast rolls off the sledge and lies motionless on the ice. Fenor has managed to light a torch and is thrusting the flaming brand at the other two Baknar. They are terrified by the fire and quickly turn and flee. You cheer as they disappear and turn to congratulate your brave guides, but are stunned to see that they have already started to skin the dead Baknar. You watch with disgust as Dyce opens the beast from throat to belly with his sharp hunting knife. He quickly pulls back the white fur and scoops out handfuls of thick oil from under the skin. The smell of this oil is horrible, so horrible in fact that even the Kanu-dogs bury their noses into the snow to avoid it. You cannot believe your eyes when the two guides start to rub this vile oil all over their faces and inside their clothes.
Illustration XVII—They have already started to skin the dead Baknar.
‘Baknar oil,’ shouts Fenor enthusiastically. ‘Nothing like it for keeping warm and dry.’ He pulls his hand from the dead beast and offers you a fistful of the putrid jelly.
If you wish to accept his offer, turn to 8.
If the thought of smelling like a vat of rancid cheese does not appeal to you, turn to 281.
306
As you pass through the archway, you notice a lever set into the dark stone wall. You pull it and a door slides across, sealing the temple behind you. The temperature is warmer and you can hear a low rumbling sound somewhere in the distance. Ahead, you can see a light at the end of a dark passageway. You discover that it is shining out of an oblong portal, close to the floor, through which you can see a corridor ten feet below.
If you wish to squeeze through the portal and drop into the corridor, turn to 206.
If you decide to continue along the passage, turn to 6.
307
Preparing yourself for combat, you signal to the others to attack. The Ice Barbarians soon realize the danger and flee towards the west. To your dismay, you see that they are equipped with skis and can make a speedy escape. They have small poles attached to their fur-clad backs from which strange blue flags flutter. ‘Convoy scouts,’ says Irian, shielding his eyes from the glare of the snow. ‘Their blue “Banach” — their back flags — mean they're scouts from a
sledge pack. They're probably on their way back from the trading post at Ljuk; their convoy can't be more than a few miles away — five at the most.’
If you wish to press on to Ikaya and try to outrun the Ice Barbarians before they return with reinforcements, turn to 327.
If you wish to follow the scouts westwards and find out more about their convoy, turn to 178.
308
Despite its size, the Silver Helm feels light and comfortable. Mark it on your Action Chart as a Special Item. If you are already wearing another Helmet, you must discard it if you wish to keep the Silver Helm. If worn during combat, it will increase your COMBAT SKILL by 2 points. The lid of the chest slowly closes and you leave the chamber, elated by your magnificent discovery. You continue along the corridor and explore the staircase ahead.
Turn to 323.
309
You make a quick search of the bodies and discover that one of them has a triangle of blue stone hanging by a chain around his neck. If you wish to keep this item, put the chain round your neck and mark it as a Special Item on your Action Chart.
You are very hungry and you quickly consume the cooked animal, pausing only to spit out its bones. Then you notice that the fire is burning in a strange, half-spherical metal bowl. The other half of the sphere lies on the icy floor nearby. You find that both halves fit together perfectly. When you open them, you discover that the fire still burns inside.
If you wish to keep this Firesphere, put it inside your jacket and mark it on your Action Chart as a Special Item.
You finish the last scraps of food, and return to the tunnel.
Turn to 132.
310
You break open the Firesphere and an intense howl fills your ears. The cyclone halts. It will not advance towards you whilst you hold this sphere of guttering flame.
If you wish to leave the temple, turn to 306.
If you wish to search the altar and alcove, turn to 72.
311
You recognize the Potion to be distilled Alether, a potion of strength. Your Kai masters used Alether to increase their COMBAT SKILL in battle, and there is enough concentrated Alether in this Vial to increase your COMBAT SKILL by 4 for the duration of one combat. For it to be effective you must swallow it immediately before you fight. If you wish to keep this Vial, mark it on your Action Chart as a Backpack Item.
Now return to 10 and choose your next course of action.
312
You desperately claw at your foot, but the sledge is already beginning to fall into the crevasse. As you tumble hundreds of feet into the void, the last sound that you hear are the horrified cries of your guides fading above you.
Your life and your mission end here.
313
The mutants lie dead at your feet. You are about to step over them and attack their controller, when more of the unfortunate wretches appear at his side. You are greatly outnumbered and you must escape now, or you will surely perish in this evil hall. You sprint back to the door and run the length of the main corridor, as fast as your shaking legs will carry you.
Turn to 130.
314
You have explored only a hundred yards of the rock-face when you discover a large fissure — the entrance to a cave. In your eagerness to escape from the bitter wind you quickly enter and, in the darkness, fail to notice the crevasse that divides this cave in two. In a tumble of ice and stone, you fall head-first into the dark.
Turn to 240.
315
You soon reach a large hall where the pressure of the moving ice has opened a large crevasse in the floor. The crevasse is over sixty feet wide, and there is no apparent way of crossing it. As you stare into the chasm, you notice that rough steps have been cut into the side, descending into the darkness.
If you wish to descend these steps, turn to 302.
If you decide to retrace your route to the other tunnel entrance, turn to 125.
316
There is an aura of power encircling the Gold Bracelet that makes you feel uneasy. The Ice Barbarians rely on tooth and bone for their weapons because there are no mines in Kalte. Not only gold but all metals are considered rare and precious; you have never heard of the Ice Barbarians trading their furs for any metal other than steel. Jewellery is of no interest to these hard and cruel hunters. You suspect that this Bracelet was worn by force and not by choice. If you wish to take and wear the Gold Bracelet, mark it on your Action Chart as a Special Item.
If you take the Bracelet, turn to 236.
If you decide to leave it, make your way along the corridor towards the distant junction by turning to 215.
317
The stone portal creaks open but grinds to an abrupt halt halfway across. The gap is a little over two feet wide and you are only just able to squeeze through to the chamber beyond. The air in the room is cold and stale; this chamber has obviously lain undisturbed for many thousands of years. Stone shelves are stacked high with bottles and flasks. On a table in the centre lies a beautiful pack full of different coloured potions.
If you wish to examine these ancient potions, turn to 10.
If you wish to leave the chamber and continue northwards, turn to 126.
318
You can sense that the Baknar is desperate for food. Your Kai Discipline will be useless, for you will not be able to order it away from the camp now that it has detected the Kanu-dogs. However, you know that Baknar are fearless hunters, fearless except when it comes to one thing — fire. Grabbing a torch from a pile of equipment, you light it and race out of the tent. It is dark and snowing heavily, but a movement to your right betrays the Baknar as it lopes towards you. It is preparing to pounce when the sight of the guttering flames makes it shriek with terror. A second later, it has turned and disappeared into the night.
The Kanu-dogs are safe, but to make sure that the Baknar does not return, you agree to take it in turns to sit watch with a torch and a weapon.
Turn to 134.
319
You take careful aim and throw the Gold Crowns along the corridor. Distracted by the sudden noise, the warrior draws his bone sword and investigates. Your plan has worked; he is busy searching for Gold Crowns on his hands and knees and he fails to see you creep past and ascend the stairs. Remember to adjust the number of Gold Crowns on your Action Chart.
Turn to 332.
320
You manage to hang on to the struggling child, and remove a bone dagger from his boot to prevent him stabbing you in the back.
The Ice Barbarians have drawn themselves up into a circle around you, but they dare not attack while you are holding one of their children as a hostage. Holding the bone dagger to the child's throat, you slowly inch your way towards the sledge. You soon realize that you will never be able to outdistance them on a loaded sledge. You will have to think of something — and quickly.
Illustration XVIII—The Ice Barbarians circle around you but they dare not attack while you hold one of their children as hostage.
If you wish to cut the equipment loose, free the Ice Barbarian child, and escape on the unloaded sledge, turn to 190.
If you wish to cut loose the equipment but keep the boy with you as a hostage during your escape, turn to 33.
321
You follow the twisting ice passage for many miles until you stumble upon a grotto. A small melt-water stream divides the cavern and another passage leads off towards the north. As you jump across the narrow stream, you notice a small Blue Triangle of Stone lying in the icy water attached to a neck chain. If you wish to keep the Blue Stone Triangle, put it around your neck and tuck it into your jacket. Mark it on your Action Chart as a Special Item.
A brighter light emanates from the passage ahead, and you can see a large hall in the distance.
Turn to 235.
322
As you race across the slippery surface, the ice begins to crack. Glancing behind, you see the Kalkoth has stopped at the edge of the lake. It seems to be terrified of the dark shadow
that you saw earlier under the ice; the shadow that has just reappeared less than twenty feet from where you are now. With panic rising in your throat, you turn and run, praying all the way for the ice and your luck to hold out.
Pick a number from the Random Number Table.
If the number you have picked is 0–2, turn to 153.
If the number you have picked is 3–9, turn to 59.
323
You climb over a hundred stone steps before arriving at a narrow landing.
Pick a number from the Random Number Table. If you have the Kai Discipline of Sixth Sense, Tracking, or Hunting, add 3 to this number.
If your total is now 0–4, turn to 76.
If your total is now 5–12, turn to 2.
324
As the vile Akraa'Neonor dies at your feet, you glimpse the hunchback descending from his platform and scurrying off towards a distant door. You turn to chase him but freeze when you see the body of Loi-Kymar lying motionless below. He is dead, killed in psychic combat with the traitor. With anger welling up inside, you raise your weapon and sprint after Vonotar, now intent upon his death.