The Cauldron of Fear (19 page)

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Authors: Joe Dever

Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund

BOOK: The Cauldron of Fear
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253

The mercenaries demand ten Lune in advance before they even hear your question. (Gold Crowns may not be used in lieu of Lune in this instance.)

If you have this sum and wish to pay it, do so and
turn to 19
.

If you do not have ten Lune or do not wish to pay them this amount, you either try to enter the barracks unseen;
turn to 68
.

Or leave the barracks and walk back along Eastgate Lane;
turn to 278
.

254

The ghouls clamber up the rocky base of the steps and hurl themselves into the hollow with fanatical zeal. They are all unarmed, but their claw-tipped fingers are as sharp and as deadly as knives.

Ghoul Pack:
COMBAT SKILL
 24   
ENDURANCE
 35

If you wield the Sommerswerd in this combat, you may double these undead creatures'
ENDURANCE
point loss.

If you win the combat,
turn to 147
.

255

The commander narrows his eyes. ‘Bah!’ he snorts. ‘Let 'em enter. We need all the men we can get. Their blood's as good as any that'll be spilled in the defence of this city.’

You cast a glance at Banedon and smile as he wipes a bead of sweat from his brow.

Turn to 113
.

256

‘I seek the Lorestone of Tahou,’ you reply, boldly. ‘I am the Kai Lord, Lone Wolf, and I quest for the wisdom of Nyxator, that I may vanquish the spawn of his enemies and save my people from destruction.’

Her harsh gaze softens as your proud words fill the chamber with resonant echoes. You sense a sadness within her, but she replies with words of joy that form in your mind.
Your quest will be fulfilled, as it was by your sire many centuries ago. We have waited long for your coming,
Skarn
, and we will fulfil our duty to Him who gave us life.

She opens the great platinum doors and beckons you to follow her.

Turn to 200
.

257

The highway twists like a restless snake as you gallop headlong through the darkening Tahou Hills. The unholy baying of the Doomwolves draws steadily closer as you fight desperately to keep your tired horses ahead of the ravening pack. Three miles from the watchtower settlement, the fastest pack members draw level with you as you race along a dry watercourse. Their eyes and fangs glint evilly in the moonlight as they cut across your path, forcing you to stand and fight.

Turn to 244
.

258

Relentlessly the enemy pour their fire upon the north and west city walls, until the black sky above Tahou takes on a vivid scarlet glow. The defenders look to their weapons uneasily and pray that the gods are with them, at least until dawn. And when the first rays of dawn light show above the eastern hills, no mists enshroud the armies of Darklord Gnaag — they are massed in all their glory, awaiting the order to attack. You cast your eye across this sea of doom and mark the many regiments of evil that are ranged against the walls of Tahou.

The armoured legions of Vassagonia are the first to advance, moving in ordered columns towards the West Gate. At their head walks a figure sheathed in gold around whom a cold blue fire glows intensely. He strides within range of the city archers and they send a cloud of arrows to greet him, but these shatter and crackle when they encounter his impregnable glowing shield. He crosses the siege bridge and halts before the West Gate. In his hand is an orb of black metal. He holds it before him and mouths an incantation. Instantly a bolt of scarlet flame lances from the orb, destroying the great doors with a thunderous boom. Proudly he strides into the city and the defenders melt before him. One summons enough courage to attack him with a spear. There is a crackling flash and in an instant the soldier is transformed into a pile of glowing ash.

Illustration XV
—A Defender attacks him, driving his spear through the cold blue flames.

He advances unchecked and undaunted by all attacks, for they cannot penetrate his magical shield. Only when he comes face to face with you does he stop.

‘I have come for you, Lone Wolf,’ he says, a cruel smile on his lips. You gaze into the ice-cold eyes of Zakhan Kimah, ruler of Vassagonia. As he raises his orb of black metal, you steel yourself for the battle that is about to commence.

If you have the Sommerswerd,
turn to 48
.

If you do not possess this Special Item,
turn to 210
.

259

Sogh looks at you sheepishly as you search the dead guards. ‘I'm no fighter,’ he says, apologizing for his cowardly behaviour. ‘I've no stomach for it.’ He grimaces at the sight of the bloodstained bodies but manages to overcome his squeamishness when he spies a gold ring and a full purse on one of them.

Your search reveals four useful items:

  • 2 Swords
  • 1 Dagger
  • 1 Iron Key

You let Sogh keep the ring and the purse, and hand him one of the swords, which he is reluctant to accept. The other three items you keep (mark them on your
Action Chart
).

After hiding the bodies, you follow Sogh as he leads you through the chambers and corridors of the South Gatehouse tower. Twice you are almost discovered, but your Kai skills, and Sogh's thief-like agility, save you both from further confrontation until you reach the ground floor of the tower.

Turn to 248
.

260

In a split second you counter his attack with a savage swipe that shears his arm off at the elbow. Arm and dagger fall to the table and the soldier collapses screaming to the floor. His comrade kicks back his bench and steps away as he fumbles for his sword. With a drunken yell, he unsheathes the blade and leaps forward in a reckless attack.

Drunken Mercenary:
COMBAT SKILL
 15   
ENDURANCE
 26

If you wish to evade combat,
turn to 328
.

If you stay and win the combat,
turn to 170
.

261

You may drop either a coin (a Gold Crown or a Lune), a Special Item, a Backpack Item, or a Weapon. When you have decided which of your possessions you are willing to risk, erase it from your
Action Chart
.

Turn to 280
.

262

Your psychic Magnakai sense warns you of imminent danger if you take the track to the left.

If you wish to investigate the danger,
turn to 45
.

If you choose to heed your Magnakai sense and take the track to the right,
turn to 63
.

263

Your skin prickles when you see the old man mouth your name, for his words sound in your head as if he were standing next to you and whispering them in your ear. ‘Come hither, Lone Wolf,’ he breathes. ‘Your purpose here is known to me. I, Gwynian of Varetta, will aid your quest.’

Your immediate reaction is to turn and flee, but your Kai senses reveal that this man speaks the truth; he can help you find the Lorestone of Tahou.

Drawn by his command and your own curiosity, you climb the steps of the Magistrates' Court and follow him into his private chambers. There he explains how he has learned of your identity and purpose.

Turn to 76
.

264

In the pitch blackness you fail to see a false section of the stair which conceals a shallow hole. As you tread on the false step, it collapses, and your foot sinks into the hole to become ensnared among a mass of hooks. Their barbed tips hold you trapped, for you dare not withdraw your foot quickly in case you rip your leg to shreds: lose 3
ENDURANCE
points.

Turn to 307
.

265

Including the broth, which smells awful, there is very little of use or value in the hut. You discover the following articles, all of which are Backpack Items:

  • Comb
  • Rope
  • Lantern
    13
  • Blanket

You may keep any or all of these items, but remember to adjust your
Action Chart
accordingly. You about to leave when you notice a trapdoor set into the floor near the fireplace.

If you wish to open the trapdoor,
turn to 154
.

If you choose to ignore it and continue your trek to Tahou,
turn to 123
.

[13] The Lantern is designed to be self-lighting. You will not need a Tinderbox or any other means of creating a flame to light it.

266

You raise your hood and wrap yourself in your Kai cloak to minimize the risk of being cut by broken glass. Leaping feet-first, you escape through the window with only a few minor scratches (lose 1
ENDURANCE
point), but the glass shatters with such a terrific crash that it alerts the soldiers on guard at the side door. They surround the carriage and arrest the driver, forcing you to abandon your hopes of escaping that way.

Turn to 39
.

267

The sergeant-at-arms orders his men to surround and disarm you both. Sogh immediately drops to his knee and begs for mercy; he blames you for everything, saying that you released him and forced him to accompany you against his will. ‘Silence, weevil! You'll get your chance to tell your tale to the Chief Magistrate. Maybe he'll believe you … ’ growls the sergeant before casting an angry glance at the dead soldier, ‘and maybe he won't.’

You are led back to your cell and four burly armed guards are placed outside the door with orders to shoot to kill if you should attempt another escape.

Turn to 227
.

268

Guyuk is a nervous and jittery sort of man. He is afflicted with all manner of tics and twitches and is given to worrying about anything and everything. Recently his condition has worsened, and in light of events in the north, it is not difficult to understand why.

‘Oh! What's to become of us? Where will it all end?’ he mutters, wringing his pudgy hands and casting his eyes to the rafters. ‘Every day for the last two weeks wagons filled with women and children have been leaving Tahou for the south, yet the Senate tell us that nothing is wrong, that we should go about our business and not concern ourselves with city affairs. Well, I for one am not fooled. I tell you they're keeping us in the dark about what's really happening and I'm not going to wait around to suffer the consequences. I'm closing up and moving out at the end of the week, and if you two gentlemen would take some friendly advice, you'd be wise to do the same.’

Someone in the tavern is calling for more lovka. Before you can question Guyuk further, he snatches up a bottle and scurries away to serve his thirsty customer.

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

If you decide to retire to your room,
turn to 156
.

269

When you have finished your meal, you talk at length about your journey from Dessi and your quest for the Lorestone of Tahou. Chiban produces a map of the city, which he unfurls on the floor of his study, the only surface not cluttered with magical equipment. With his toe he points to the location of the Tahou Cauldron: it is in the Square of the Dragons in the West District of the city.

‘The Cauldron is a funnel-shaped hollow with a circular shaft at its base. The shaft descends to the ruins of the ancient city of Zaaryx, 500 feet below the streets of Tahou. Legend tells us that the Lorestone was thrown into the Cauldron to prevent the Black Zakhan of Vassagonia from capturing it during the Great Khordaim War. The shaft was closed off and has remained sealed for the past 360 years.’ He looks up from the map and you notice that his smiling features are now sad and composed.

‘At dawn the armies of Darklord Gnaag will be at the gates of the city and the battle of Tahou will have begun. My duty is here, in the defence of my beloved city, otherwise I would willingly accompany you on our search. There is only one man who can help you now, for he is the only one that can grant you access to the shaft that descends to Zaaryx. He is President Toltuda of Anari. Come, I will arrange an audience with him immediately.’

Turn to 208
.

270

You rise and run along the battlements, escaping death by inches as the stone ball shears away the parapet and walkway where you were sheltering. One hundred yards further on, a tower looms into view; it is one of many that reinforce the city wall. You can hardly believe your eyes when you notice that your companion, Banedon, is standing behind the crenellations. You wave and shout to him but the noise of battle drowns your call.

Turn to 131
.

271

Gratefully he accepts your offer and adds the food to the broth bubbling on the grate. He tells you that he is a hermit and has lived here, at the edge of the gorge, for most of his life. He is nearly blind but he knows every inch of these hills as well as he knows his own hut, and he offers to show you and Banedon a short cut to Tahou.

If you wish to accept his help,
turn to 37
.

If you choose not to accept his help, you leave the hut and continue,
turn to 123
.

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