Read The Cauldron of Fear Online
Authors: Joe Dever
Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund
You follow the corridor to a curved flight of alabaster stairs and descend them to a massive chamber. The floor is constructed of steely-blue metal flecked with silver, and a hundred darkened archways line the walls. Directly ahead stand two gigantic doors of sheeted platinum, engraved with patterns breathtaking in their intricacy. The chamber is deserted, but as you cross the floor and approach the doors, you are acutely aware that any one of the arches could be hiding a legion of reptilians.
In the centre of the door there is a lock that consists of four hexagonal buttons, arranged in the shape of a pyramid, with one button at the top and three buttons in a line below it. Every time you touch a button, a glowing number appears on its surface. Your basic Kai sense informs you that this is a combination lock; if you press each button several times until the correct numbers show on all four buttons the lock will release and the doors will open.
If you know the correct number to press for the top button, and the correct three-figure number for the bottom three buttons, add both numbers together and
turn to the entry
that has the same number as the total.
If you know only one of the two correct numbers that you need to open the lock,
turn to the entry
of that number.
12
If you do not know the correct numbers to press for either the top button or the bottom three buttons,
turn to 207
.
[12] The section corresponding to the correct code for the combination lock will have a footnote confirming that it is indeed correct.
Leaving your horses and the South Gate tower behind, you enter a wide avenue flanked by workshops and houses, all built of red stone or rock sheathed in red plaster. The buildings themselves are small and densely packed, yet each one, no matter how humble, has a spire or tower that soars into the sky.
The large sleepy-eyed heads of stone dragons gaze down from the balconies of minarets, crowned either with bulbous, onion-shaped domes of copper, or with platforms housing engines of war recently installed.
Banedon points to an eating house and suggests that you stop there for some refreshment. Chiban's house is more than an hour's walk from here, and you are ravenous after your long ride.
If you wish to enter the eating house,
turn to 80
.
If you decide to ignore your rumbling stomach and continue your walk to Chiban's house,
turn to 146
.
Before you lies a huge chamber. Its walls are hung with silk and fine tapestries and its sunken floor is piled high with glittering treasures. As you enter, a perfumed breeze ruffles your hair and the sound of song-birds fills your ears.
Sogh leads you past a bubbling pool of crystal-clear water into an antechamber. Here, lying on a couch of vivid scarlet, rests the ruler of this sanctuary, dressed in an extravagant costume of many colours. His large, squarish face is framed by a hood trimmed with a strange purple fur. He stirs from his slumber and opens his coal-black eyes.
‘Sogh! Who is this man?’ he shouts, angrily. ‘Why have you brought him here?’ The thief tries to offer an explanation but it only serves to anger him even more. ‘Sogh, you snivelling fool!’ he bellows. ‘You know it is forbidden to bring outsiders into the secret enclaves of the guild. I should have you flogged for your stupidity. For all we know, this Northlander could be a spy, or even … ’ he pauses, staring up at you fearfully, ‘an assassin.’ He snatches a gem from his pocket and holds it in the air. ‘Kad-dul da-nar Li-ook!’ he breathes, and a vivid green flame engulfs the sparkling jewel.
If you have the Magnakai Discipline of Psi-screen,
turn to 101
.
If you do not possess this skill,
turn to 64
.
The Doomwolves howl and their Giak riders cackle with glee as they hurl themselves upon you. You lash out at a grey-skinned rider, cleaving his grinning head in two, and swinging your arm back just in time to dispatch a Doomwolf that is leaping towards your face. All around you the snarl and screech and press of bodies threaten to overwhelm your senses, but you are a Kai Master and in the heat of battle your nerve is ice cool. Grimly you fight with a speed and skill that leaves a dozen dead in as many blows. But you do not fight alone. Banedon rears into view, flashes of flame spurting from his fingers with a crack, like a whip, that echoes above the din of combat. Then another wave of wolf-riders appears. They charge into the fray, driving a wedge between you and your companion. A black sword cuts the air less than an inch from your scalp, but you deal its wielder a fatal blow before he can strike a second time. He falls, yet his Doomwolf mount leaps up and clings to your horse, its claws buried in the saddle leather, its foaming jaws snapping at your throat. You must dispatch this beast quickly before it drags you both to the ground.
Doomwolf:
COMBAT SKILL
18
ENDURANCE
26
If you have the Magnakai Discipline of Animal Control, add 2 to your
COMBAT SKILL
for the duration of the fight.
If you win and the fight lasts three rounds or less,
turn to 306
.
If you win and the fight lasts longer than three rounds,
turn to 148
.
This tree-lined avenue leads to a large public garden called the Rainbow Park, so named because of the vast number of rare and colourful flowers that grow there. The park itself has been turned into an army encampment for those Anarians who have answered the President's desperate plea for defenders. Their banners, lit by the glow of a hundred campfires, hang above the tents that cover the lush lawns. A couple of soldiers, armed with two-handed broadswords, which they rest across their shoulders, stand guard at the park gates.
If you wish to ask them if they know where Chiban the Magician lives,
turn to 17
.
If you wish to continue along Rainbow Lane without stopping,
turn to 288
.
With half your equipment discarded you are able to claw your way up through the black water. Finally you reach the surface, coughing and gasping for air. At first the incredible coldness stunned your senses, but now it revives them, spurring you to swim towards the distant shore that gleams faintly in the dim half-light.
Aching and numb to the bone, you heave yourself out of the lake and collapse on the flat, spongy rocks that line the shore.
If you have the Magnakai Discipline of Divination,
turn to 298
.
If you do not possess this skill,
turn to 41
.
You approach the twitching body of the dead sky-snake, your weapon held ready in case it should suddenly rear up and strike again. With grim fascination you inspect its venomous fangs and shiny green coils; you shudder when you think of how close you came to death.
Already a brace of plains vultures are circling overhead, waiting to feast on the creature's carcass. You mount your horse and follow Banedon as he retraces the route back to the highway. You are now hungry and must eat a Meal or lose 3
ENDURANCE
points.
To continue,
turn to 318
.
Crouching in the shadows beneath the staircase, you look to the end of a torchlit corridor, where a soldier stands guard at a pair of solid iron gates. ‘Your weapons and equipment are on the other side of that gate, my friend,’ whispers Sogh. ‘It's the tower strongroom, although it's not as strong as they'd like to think. They caught me inside once, but they never found out how I managed to get in. There's a secret passage that leads through the wall to the stables outside. If we can get past that guard and into the strongroom, you can get your equipment back, I can get what I came here for, and we can both get out through the stables.’
‘But what about my friend?’ you reply, worried about Banedon's safety.
‘He's not here. I overheard the guards say they were taking him to the Eastgate Barracks. I'd worry about his neck after you've saved your own if I were you.’
You stare at the guard, a plan slowly forming in your mind. ‘Give me that purse of silver,’ you say, holding out your hand.
‘Now, wait a minute, I … ’ replies Sogh, in a fluster.
‘Don't argue,’ you retort. ‘You'll get it back. I just need the right sort of bait to hook us this fish.’
Reluctantly he hands over the purse. Silently you leave the shadows and creep along the corridor, taking care to avoid the pools of flickering torchlight. When you are within ten feet of the guard, you begin to lay a trail of silver Lune all the way back to the staircase. The guard notices the glint of silver and cannot resist the temptation; he leaves his post to collect the coins. You wait tensely, sword in hand, as he approaches slowly. He is within a few feet of your hiding place when suddenly he sees you and begins to shout for help.
You must act quickly or his cries will summon every guard in the tower.
If you have the Magnakai Discipline of Psi-surge and have reached the rank of Principalin,
turn to 84
.
If you wish to attack him with your sword,
turn to 3
.
If you wish to throw your dagger at him,
turn to 215
.
Further along the battlements a group of determined Giak soldiers have climbed the wall, using a scaling ladder. Leading their attack is a large scaly Gourgaz, who wields a two-handed axe with devastating effect. It cuts a gruesome path through the Anarian defenders and launches itself at you.
Gourgaz:
COMBAT SKILL
23
ENDURANCE
34
This creature is immune to Mindblast (but not Psi-surge).
If you win the combat,
turn to 303
.
You walk along the narrow, cobblestoned street, taking care to avoid passing too close to windows and doorways, where the glare of firelight is brightest. The city is in a sullen mood. With their women and children safe in the south, the soldiers and citizens busy themselves with preparations for the battle that is imminent. Heavy steps and the clank of weapons echo along the street as a troop of Slovian mercenaries march by, with scarlet- and black-striped shields on their arms, and polished halberds resting on their mailed shoulders. You follow as they march towards a building in the distance, where their officer orders them to halt and fall out. Most of the soldiers then enter the building, but two remain outside to talk and share a pipe of Lourden tobacco. A sign fixed to the building says:
If you wish to question the mercenaries about Banedon,
turn to 189
.
If you wish to try to enter the barracks unnoticed,
turn to 68
.
If you decide to continue walking along Eastwall Lane,
turn to 284
.
Deprived of your sight as you descend into the Stygian void, your Kai perception compensates by becoming more sensitive and more acute. An image forms in your mind of the events taking place around the Cauldron. You see the winch and the faces of the Senate guards, who are feeding the rope that supports your cradle. They are joined by another, who has come to help with their task. He takes his place at the lip of the shaft and grips the rope, but hidden in his hand is a razor-sharp blade! Your throat tightens with fear as you picture the gloating face of Senator Chil.
Like most southern Anarian peasants, these farm hands are simple folk. They have heard nothing of the war in the north, and know nothing about the Darkland armies that are poised to assault their capital. All they are able to tell you is that a great many wagons carrying ‘
Takas
’, or rich city folk, have travelled the road to Navasari in the last ten days.
They would be happy to share their humble meal of corn soup with you, but the smell of their dung fire has destroyed your appetite and you refuse their offer politely. Banedon, who has been talking with the owner of the house, returns to his horse and nods at the signpost. ‘It's pointing the wrong way. A few days ago one of the Takas' wagons ran into it and nobody has bothered to fix it yet.’
With a wave, the farm hands bid you farewell as you urge your horses back onto the highway. You are now hungry and must eat a Meal or lose 3
ENDURANCE
points.