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The Cauldron of Fear

Page 8

by Joe Dever


  Turn to 244.

  124

  In addition to your supplies, Senator Chil provides the winch, ropes, and cradle by which you will be lowered into the shaft that descends to Zaaryx. Upon your arrival at the Square of the Dragons he supervises the assembly of these vital components, while you stand with Senator Zilaris and stare in awe at the Cauldron itself.

  In the glow of a hundred lanterns it takes on the appearance of a huge, steep-sided sink that is stoppered with a plug of stone. The key to this plug is a rod of Korlinium that, until this evening, was kept locked in the vaults of the Anarium. Now it rests in the hands of the President. Senator Chil signals that his work is complete and the President inserts the crystal rod into the plug of ancient stone. At first nothing happens. Then you sense a vibration beneath your feet. Crackling tongues of pale blue fire lap the rim of the plug and the hiss of escaping air breaks the seal of three centuries' grime that holds the plug in place. Levers and ropes are brought into action and slowly the great block is lifted and the shaft to Zaaryx uncovered.

  Turn to 205.

  125

  The deadly arrows pierce your heart and stomach. Pain engulfs you like a raging fire, but a chilling numbness soon follows, washing over you like a wave of soothing balm. You fight to stay on your feet but darkness encroaches on all sides: it is the cold embrace of death.

  Your life and your quest end here.

  126

  The officer in charge of the mounted escort rides forward to meet you. He wears silvered Anarian mail and a winged helmet embossed with the crest of Tahou.

  ‘Hail, captain!’ says Banedon, upon seeing his crown-shaped badge of rank. The man narrows his eyes and regards you both with suspicion. He is about to reach for his sword when a woman shouts from the leading wagon.

  ‘Banedon! Banedon! Is that you?’

  Your companion recognizes the woman and returns her wave. ‘Lortha! By the stars, I had not expected to meet you here,’ he says in a surprised tone. The captain relaxes his guard and motions to the wagons to move on, anxious that his entourage is not delayed on the highway.

  ‘You can fall in with us or save your reunion till we reach Navasari,’ he says, curtly, and rides on without waiting for a reply.

  ‘Lortha is the wife of Chiban, a famous Tahouese magician. He was my mentor when I lived and studied in the city,’ says Banedon.

  If you wish Banedon to talk to this woman, turn to 209.

  If you insist that you both continue your journey without delay, turn to 274.

  127

  ‘They are lying,’ you say, your voice calm yet forceful. ‘We have never seen these men before.’

  ‘We have only just arrived in the city,’ says Banedon. ‘We know nothing about your missing gold.’

  Contemptuously, the mercenary leader hurls the trembling men aside and reaches for his sword. ‘We too have only just arrived. Our silver was stolen during our march here.’ He steps back a pace and draws his blade. ‘Take 'em, lads!’ he cries, and leads the attack.

  Deldenian Mercenaries: COMBAT SKILL 26 ENDURANCE 34

  If you wish to evade combat after one round, turn to 223.

  If you stay and win the combat, turn to 174.

  128

  The Zakhan gloats over your pain and moves forward to exploit his advantage. You grit your teeth and raise your sword to defend yourself against his attack. You are aware of the Zakhan's troops fighting a desperate battle at the West Gate, and you know that you must defeat him or the city will be lost.

  Zakhan Kimah: COMBAT SKILL 39 ENDURANCE 46

  He is immune to Mindblast and Psi-surge.

  If you win the combat, turn to 350.

  129

  In the depths of the tunnel, a glistening form is slowly slinking into view. Gnarled plates like armour encase its barrel chest, and lidless slit-pupilled eyes stare coldly from beneath its ridged forehead. A low, grating rumble issues from its fanged mouth as it increases its pace and makes ready to pounce.

  Illustration VIII—The glistening form of the Cave Leekhon slinks into view.

  Cave Leekhon: COMBAT SKILL 27 ENDURANCE 38

  This creature is immune to Mindblast (but not Psi-surge). Unless you possess the Magnakai Discipline of Animal Control, reduce your COMBAT SKILL by 2 points for the duration of the combat.

  If you win the fight, turn to 169.

  130

  Cautiously you descend the staircase, expecting the unexpected, your weapon held ready in case the reptilians attempt a surprise attack. The glow of your light washes over the black stone stairs below and you freeze in your tracks when you notice a poorly concealed trap. Carefully you step over the snare and continue towards a door at the bottom of the stairs. It is unlocked and slightly ajar.

  If you have a Mirror, turn to 237.

  If you wish to push open the door and continue, turn to 324.

  If you wish to push open the door and flatten yourself to the floor in case the reptilians have prepared an ambush for you, turn to 46.

  131

  The iron door to the tower is unlocked and you enter unopposed. At the top of the steep stone steps you find a ladder to a trapdoor. Quickly you climb the ladder and emerge onto the roof. ‘By the gods!’ exclaims Banedon, when you appear. ‘My prayers have been answered. You are alive, Lone Wolf. You are alive!’ Tears of joy fill his eyes as he welcomes your return warmly.

  He and his mentor Chiban have been viewing the siege from this vantage point for the last three days. From this position they control the movement of the few reserves allocated to the north and west city walls, using them to fill in the gaps where the enemy's attacks have weakened the defences. Banedon recounts how the siege has progressed; how twice the enemy has broken into the city and been repelled by the determined defenders. Attacks from the air have set the city ablaze, but the enemy has lost great numbers of their flying Kraan, and now they are too weak to dare use the few that remain. The Anarium was destroyed in the first few hours of the siege and many senators lost their lives, including Senator Chil and President Toltuda.

  Then he asks of your quest and is overjoyed to hear of its success. ‘The gods smile on you, Lone Wolf. So long as you live there is hope for us all.’

  Turn to 258.

  132

  ‘I'll not have you sleeping in the stables, old friend!’ says Banedon, as he flicks open his money pouch. He hands the tavern owner twenty-four freshly minted Lune, and in return Guyuk gives you each a key to your room and offers you both a glass of lovka on the house. Gratefully you accept and down the warming liquor in one gulp.

  You notice that a man and his two young sons are sitting at the far end of your table. They appear to be gambling with a group of plains farmers seated opposite, although you see no money change hands.

  If you wish to move along the table and sit next to them, turn to 339.

  If you wish to engage Guyuk in conversation, turn to 268.

  If you wish to order some food, turn to 88.

  133

  Your Kai Mastery alerts you to a trap set immediately ahead. The surface of one of the stairs is thin and conceals a shallow box lined with barbed hooks. If you were to tread on the stair, your foot would shatter the cover and become ensnared among the hooks, incapacitating you and injuring your foot severely. Carefully you step over this trap before continuing down the stairs.

  Suddenly you are bathed in a white light that emanates from holes in the stone ceiling, and at once you see the bottom of the staircase twenty yards ahead. There is a door at the foot of the stairs and it is slightly ajar.

  If you have a Mirror, turn to 237.

  If you wish to push open this door and continue, turn to 324.

  If you wish to push open the door and flatten yourself to the floor in case the reptilians have prepared an ambush for you, turn to 46.

  134

  The iron door slams shut and you are left alone to contemplate your unfortunate arrival in Tahou. The cell is narrow and damp, with patc
hes of mould that discolour the red stone walls. The uneven floor is strewn with filthy, mouldy straw and the stale air is heavy with the stench of rotting food and sewage. A solitary window is criss-crossed with bronze bars, green with age, and below it a thousand scratches record the passing days of another visitor that fell foul of the gatehouse guard. Anxiously you cast your eyes around this filthy prison, searching for a chink in its armour that could lead to your escape.7

  If you have the Magnakai Discipline of Nexus, turn to 202.

  If you have the Magnakai Discipline of Psi-surge and have reached the Kai rank of Primate or higher, turn to 47.

  If you possess neither of these skills, turn to 227.

  [7] As you have not eaten all day (cf. Section 242) you should now deduct 3 ENDURANCE points.

  135

  Amid chaos and confusion you leave the ale cellar through a concealed door in the wall of the arch. It opens on to a sloping passage that descends to a tunnel lit by oil-soaked torches fixed at random along the tiled walls. A foul smell assails your nostrils — the unmistakable stench of an underground sewer. You follow Sogh along a narrow ledge that runs parallel to a sluggish sewage channel, taking care not to slip on the slime-encrusted tiles. After a few minutes, he halts beneath one of the sputtering torches and presses its rusty iron bracket. There is a grating rumble and a section of the tunnel wall opens to reveal an amazing sight.

  Turn to 243.

  136

  The burly sergeant snatches the parchment from your hand and studies it carefully. Without raising his head he asks how two Northlanders came to possess a personal invitation to one of Tahou's most respected households. When Banedon explains your meeting with Lortha, and how he was once a student of Chiban, her husband, the sergeant somewhat reluctantly accepts your story and returns the Invitation. ‘Stay on the highway and make sure you reach Tahou by sunset,’ he says, as he signals to his troop to let you pass. ‘Enemy scouts have been sighted in the hills south of the capital. If you're not inside the city walls by nightfall … ’ He draws his finger quickly across his throat.

  You thank him for his advice and watch as he and his troop wheel away and ride south. You pocket the Invitation and glance apprehensively at Banedon before pressing on with your own journey north.

  Turn to 213.

  137

  A bronze beacon, the Anarian symbol of law and order, is fixed into a plinth of marble that stands beside the President's chair. He moves his finger to a button on the arm of the chair and all eyes turn to stare at the beacon. There is a flash of ignition and a jet of red flame roars upwards towards the domed ceiling. ‘Seize him!’ shouts Senator Chil. ‘Seize Lone Wolf!’

  The President has voted against you, and now the Senate guards are closing in on all sides to arrest you. In a single bound, you leave your seat and sprint along the gallery towards an empty staircase. To your right a guard is rushing to intercept your escape. He is unarmed but he has a net with which he hopes to ensnare you. He casts it as you are about to descend the stairs.

  Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 1 to the number you have picked. If you have completed the Lore-circle of Fire, add 2.

  If your total is now 3 or less, turn to 182.

  If it is 4 or more, turn to 236.

  138

  With the grace of a panther you leap from the swinging ladder and land safely in the centre of the narrow ledge. You advance along this rubble-strewn shelf of black stone, following it as it descends through a layer of swirling mist that glows with a faint blue-green luminescence. Below the mist lies a chamber; its walls are scarred with deep furrows, as if it was excavated from solid rock by a huge clawed hand.

  Close to the wall lies what appears to be a large bundle of rags. But as you approach them you suddenly realize that they are more than simply rags: they contain the skeletal remains of a human body.

  If you wish to examine the body, turn to 186.

  If you wish to ignore it and explore the chamber, turn to 51.

  139

  ‘The lever that opens the exit panel is near the ceiling,’ whispers Sogh, casting nervous glances over his shoulder. He can hear the guards scratching at the wall behind, trying to locate the brick which opens the concealed entrance. Your fingers find the lever and you pull it. The panel slides aside and you both step out into an empty horse stall. As the panel slides back into position, you jam it with a piece of timber. Fortunately the stables are empty of guards and it is easy to make your escape through a side window that gives access to an alley.

  ‘Good luck, Northlander. I hope you find your friend. Remember, they have him locked up at the Eastgate Barracks,’ says Sogh. You bid him farewell, and as you watch him disappear into the shadows, you consider your best course of action.

  If you decide to make your way to the Eastgate Barracks, turn to 23.

  If you decide to seek the help of Chiban the Magician, Banedon's former teacher, turn to 221.

  140

  Using your Magnakai skill, you concentrate and focus your telescopic vision on the distant horizon. Gradually the image magnifies until you can see clearly that the glimmer is a wide, fast-flowing river. Your basic Kai sense of tracking tells you it is the River Churdas.

  If you wish to continue your ride towards the River Churdas, turn to 40.

  If you wish to retrace your tracks to the highway, turn to 222.

  141

  You fall like a stone into the whirling blackness. In desperation you thrust out your arms, hoping to seize an outcrop or ledge, but there is nothing in the void for you to grasp. The freezing wind screams past your face and your senses are overwhelmed by the horror of your impending doom. Suddenly an icy shock engulfs you as you strike the surface of a lake and plunge into its lightless depths. Stunned by the sudden impact and numbed by the icy water, you sink several fathoms before you can muster your strength and strike out for the surface.

  Pick a number from the Random Number Table. If you have the Magnakai Discipline of Nexus, add 4 to the number you have picked.

  If your total is now 0–3, turn to 4.

  If it is 4–7, turn to 289.

  If it is 8 or more, turn to 114.

  142

  The courthouse of the Chief Magistrate is a grim, grey building. Devoid of any decoration or embellishment, its stark bare walls serve to remind the Tahouese of its sober purpose. It is a place where justice is meted out to wrongdoers. Harsh punishments are imposed: floggings and executions take place here every day of the week. All trials are conducted before a magistrate, and his decision is final as there are no juries in Tahou. The Chief Magistrate presides over crimes that are serious enough to warrant the death penalty, and your heart sinks when you learn that he is to sit in judgement of you.

  You put up quite a struggle, but your shackles prevent you from breaking free of your armed escort. They drag you into the courtroom and throw you face down into an iron cage that stands before the Chief Magistrate's chair. A bell is struck to signal the arrival of the Chief Magistrate and he enters the court surrounded by an entourage of scribes. The bell rings once more and the scribes say with one voice, ‘This hearing is now in session.’

  If you have ever visited the city of Varetta or a hut on the Ruanon Pike in a previous Lone Wolf adventure, turn to 294.

  If you have never visited either of these places, turn to 54.

  143

  You detect that someone is hiding in a cellar, located directly below where you are now standing. Access to this hiding place is via a trapdoor in the far corner of the hut, close to the fireplace.

  If you wish to open the trapdoor and demand that the person show himself, turn to 206.

  If you choose to ignore the trapdoor and search the hut instead, turn to 190.

  If you wish to push the bed across the trapdoor, thereby sealing it, turn to 225.

  144

  Using your improved mastery, you move forward silently, pillar by pilla
r, until you are within a few feet of the creatures. Their heads resemble those of baby crocodiles, but their bodies and forelimbs are toad-like and covered with hard, shiny scales. They chatter incessantly and, judging by their behaviour and speech patterns, they are sentient beings.

  If you possess the Magnakai Discipline of Divination, turn to 77.

  If you do not possess this skill, turn to 313.

  145

  The afternoon passes swiftly as you ride across endless miles of treeless grassland. You stumble upon no village or hamlet and spend the hours listening to Banedon's account of recent events in Sommerlund and the Lastlands. Three years have passed since you were last in the land of your birth, and you are hungry to hear all that has transpired since then.

  It is an hour past sunset and night is drawing its black cloak around you when you see a flickering red light on the road ahead: it is the village of Chadi. A great fire roars in the hearth of Guyuk's Tavern in Chadi, inviting the travel-sore to stop and warm their weary bones. You decide to stay overnight and, as soon as you have stabled your horses, you enter the tavern to ask the price of a room. The taproom is surprisingly quiet. It is full of villagers and farmers but they are a sullen crowd, content to sit in silence and brood over their glasses of lovka, a strong Slovian rye spirit named after the town where it was first distilled.

 

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