The Cauldron of Fear (5 page)

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Authors: Joe Dever

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

BOOK: The Cauldron of Fear
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20

The Zakhan's mocking laughter is the last thing you hear as the fiery bolt of scarlet flame tears through your chest.

Tragically, you are slain here in Tahou, your life taken by the evil Zakhan of Vassagonia.

21

A startled shriek echoes through the deserted village as the riderless Kraan takes to the air. You watch as it crosses the river and flies towards the north before you turn your attention to the bodies of your dead foes.

If you wish to search the bodies for useful items,
turn to 172
.

If you wish to leave and follow the track that leads out of the village,
turn to 63
.

22

You draw an Arrow and let fire at the leading creature. The shaft finds its grisly heart and the creature drops to the ground, its spindly arms thrashing fitfully. The others halt in their tracks and look down at their slain companion. You see a flicker of fear pass across their black, lifeless eyes.

If you wish to seize this opportunity to evade them by climbing the stairs,
turn to 104
.

If you choose to draw a hand weapon in case they storm the hollow,
turn to 71
.

23

At the end of the alley a signpost shaped like a heavy lance is embedded with its hilt in the ground. Three pointed placards are nailed to its shaft, pointing to streets that disappear into the tangle of smoky taverns and shops that crowd this part of Tahou.

If you have the Magnakai Discipline of Pathsmanship,
turn to 337
.

If you wish to head north into Brooker Court,
turn to 158
.

If you wish to go east into Eastwall Lane,
turn to 250
.

If you wish to turn west into Varta Ride,
turn to 278
.

24

You are unsheathing your weapon when you hear Banedon whisper, ‘Follow me.’ The rangers hear nothing, and as you drop the weapon their eyes follow it to the ground. At that instant, Banedon quickly recites the runes of a Brotherhood spell and a flood of sticky fibres gush from his outstretched hand. The sergeant and a dozen of his men are caught in a net of gluey strands that hold them and their horses rooted firmly to the ground. Banedon spurs his horse at the startled few that have escaped his spell, and you follow closely on his heels. A handful of rangers pursue you along the highway, but your mounts are much faster and they soon give up the chase and return to their helpless comrades.

Only when the rangers and the standing stones finally disappear from sight do you rein in your horses and slacken the pace.

Remember to erase one Weapon from your
Action Chart
before continuing your quest.

Turn to 213
.

25

Feverishly you tear open your Backpack and retrieve the vial. As soon as you swallow a handful of the blue pills you feel the pain in your lungs subside and a new wave of strength revitalizes your aching limbs. Oxygen is being drawn from the water around you, absorbed by your body through the pores of your skin. With determined strokes, you rise through the black water and break the surface. The distant shore gleams faintly in the dim half-light and you swim towards it as quickly as your frozen limbs will allow. Aching and numb to the bone, you heave yourself out of the lake and collapse on the flat, spongy rocks that line the shore. (Erase one dose of Sabito from your
Action Chart
.)

If you have the Magnakai Discipline of Divination,
turn to 298
.

If you do not possess this skill,
turn to 41
.

26

‘Ha!’ he snorts, contemptuously. ‘So you are a student of magic, an apprentice in the mysteries of the arcane. How, pray tell, can one so gifted be unable to answer correctly such a simple question?’

With a flick of his hand he signals to his men on the parapet. It would be futile to attempt an escape from this murder hole and, reluctantly, you raise your hands in surrender.

Turn to 312
.

27

You draw your golden blade in time to deflect the bolt and send it screeching back down the staircase. It explodes among the reptilians, destroying them and their weapon, and scattering their burning remains all over the corridor beyond.

Feverishly you fight to free your trapped leg, cutting at the barbs with the tip of the sun-sword. Eventually you succeed, and limp down the stairs as fast as your injuries will allow.

Turn to 241
.

28

The wretched beggars are overjoyed at your generosity and their grimy faces beam with delight as quickly they share out your coins. An old crone tugs at your sleeve and points with a crooked finger towards a small wooden hut set apart from the rest. She says it is the home of their shaman, the village holy-man. She offers to take you to him to receive a blessing.

If you wish to go with the old woman,
turn to 180
.

If you decide to decline her offer and leave the village,
turn to 52
.

29

Your Kai Mastery enables you to recognize these pills; they are Sabito root tablets, made from compressed and powdered root of the Sabito plant. They enable the human body to absorb oxygen from water through the skin. Consequently anyone who swallows these pills will be able to ‘breathe’ underwater. The vial contains enough pills for two full doses. (Record both doses of Sabito on your
Action Chart
as a single Backpack Item.)

If you wish to return to Brooker Court and continue on your way,
turn to 334
.

If you wish to continue along the alley instead,
turn to 278
.

30

You leap over the bodies of the dead Drakkarim and rush forward to plug the hole in the West Gate. Inspired by your heroic action, the scattered gate guards rally themselves and erect a makeshift barricade to seal the breach. When the door is secure, you leave the West Gate and follow the battlements north towards the sound of renewed battle.

Turn to 168
.

31

The tunnel is narrow, but there is sufficient headroom to allow you to enter on horseback. You lead the way, steering your nervous horse through the winding passage, which is lit by the glow of mine flies swarming in the roof overhead. Gradually the tunnel descends to a cavern where the floor is covered with puddles of a milky liquid which bubbles up from fissures in the rock. Your horse lifts its head, sniffs the cool air, and gives voice to a harsh neigh, alerting you to danger: in the distant shadows something alien is stirring.

Turn to 129
.

32

Your light has awoken and angered the sleeping Roctopus, which uncoils its long, slimy tentacles swiftly from the wall. They surge towards you like a mass of wriggling snakes.

Illustration II
—The Roctopus uncoils its long, slimy tentacles.

Roctopus:
COMBAT SKILL
 18   
ENDURANCE
 18

This creature is immune to Mindblast and Psi-surge. Owing to the confines of the passage, you must reduce your
COMBAT SKILL
by 2 points for the duration of the fight.

If you win the combat,
turn to 139
.

33

As your light flares into life, you notice an object lying on the steps. It was dropped by one of the reptilians as it made its hasty escape. It is a hexagonal-shaped piece of metal, embossed with a numerical design. (If your source of light is a Torch, remember to erase it from your
Action Chart
.)

If you have seen and examined one of these hexagonal tokens previously in your adventure,
turn to 161
.

If you have never examined one of these tokens before, you may look at this one;
turn to 283
.

Or you may leave it untouched and descend the stairs;
turn to 130
.

34

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 at the far end of your table a man sits with his two young sons. They appear to be gambling with a group of plains farmers seated opposite, although you can see no money changing 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
.

35

Using your improved Kai Mastery you focus on a distant tower, one of several that reinforce the city wall. This one marks the boundary between the city's North and West Districts, and as your vision magnifies, your suspicions are confirmed. Standing at the top of the tower is your companion, Banedon. You are relieved to know that he is still alive and resolve to make your way to the tower without delay.

Turn to 131
.

36

Your Kai Mastery alerts you to the attack, and you resist it with breathtaking speed. In one swift movement you unsheathe your weapon and lash out at your attacker, shearing off his arm at the elbow. Arm and dagger fall to the table and the soldier collapses screaming to the floor.

Shocked by what he has seen, his comrade kicks back his bench and retreats from the table. However, the drunken crowd goad him to retaliate and their gibes sting him into action. He pulls his blade free of its scabbard and leaps forward to attack.

Drunken Mercenary:
COMBAT SKILL
 15   
ENDURANCE
 26

If you wish to evade combat,
turn to 328
.

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

37

The hermit takes you back into the gorge and leads you to a place where a massive outcrop of rock overhangs a tangle of bushes and foliage. Hidden behind this leafy cover is the entrance to a cave. A rivulet of fresh water trickles from the cave mouth and the sound of constant dripping echoes in its distant depths.

‘Follow the straight path through the cave. Do not stray from it. Soon you will emerge from the hills and see Tahou before your eyes. Godspeed.’ And with that farewell wish the hermit hobbles away, eager to return to his hut and devour the fresh food you have given him.

Turn to 282
.

38

The ladder quickly gains momentum as you swing back and forth through the darkness. If you are to land safely on the narrow ledge you must time your jump to perfection.

Pick a number from the
Random Number Table
. If you have the Magnakai Discipline of Divination or Huntmastery, add 3 to the number you have picked. (If you possess both of these Magnakai Disciplines, you may only add 3 to the number picked.)

If your total is now 0–4,
turn to 317
.

If it is 5 or more,
turn to 138
.

39

Using the cover afforded by the crowds, you escape across the precinct that surrounds the Senate House and enter a labyrinth of passages that disappear into a neighbourhood known as the Parish of Thieves. However, your escape has not gone completely unnoticed. From a tower of the Anarium, the Captain of the Senate Guard has been watching your getaway through his telescope, and he has dispatched a troop of his best men to track you down.

On the corner of a dark alley you hear the sound of drunken laughter floating up from the battered door of an ale cellar. You turn away but the sudden tramp of booted feet echoing along the passage behind makes you change your mind. Quickly you descend the steps and take shelter in this lowly tavern.

Turn to 212
.

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