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The Plague Lords of Ruel

Page 5

by Joe Dever


  If you win the combat, turn to 255.

  28

  Feeling unsettled by your close encounter with the deadly acid-spitting tunnel crabs, you unsheathe your weapon and descend the staircase with renewed caution. Sixty steps later you arrive at a small cavern where three tunnels converge, from the north, the south, and the west.

  There are many tracks on the dusty floor and your Magnakai hunting skills enable you to read them with ease. They are confined to the west and south tunnels and, judging by their size and depth, they were made by large rat-like creatures, but ones that walk upright, like humans. From what you have been told about the denizens of Ruel, you are sure that these tracks were made by Vazhag, the warrior vermin bred by the Cenerese.

  Among their tracks you note others that are far from rat-like. You are about to examine these a little closer when suddenly you hear the sounds of movement echoing from the west tunnel; a group of creatures are approaching. At once you abandon your tracking and look around for somewhere to hide.

  If you wish to take cover in the north tunnel, turn to 35.

  If you wish to take cover in the south tunnel, turn to 201.

  If you choose to hide in the cavern itself, turn to 153.

  29

  As the Acolyte's body falls limply to the platform, you sheathe your weapon and take hold of the ladder which ascends to the winch. All eyes in the hall below are watching your ascent and, when they suddenly realize what it is you are trying to do, pandemonium breaks out. Hysterical screams of anger and fear merge into a dreadful cacophony which fills the hall with clamouring echoes. You glance down at their faces, contorted by rage, and as you do so you glimpse a new threat to your safety.

  A handful of Vazhag archers are scurrying out of the portal which connects Cadak's chamber to the gallery. They spread out along the parapet and begin firing at you with their lacquered bows. Black-fletched arrows whistle past on either side, their barbed heads passing dangerously close to your legs and feet.

  Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 4 to the number you have chosen.

  If your total score is now 0–2, turn to 231.

  If it is 3–6, turn to 293.

  If it is 7 or higher, turn to 278.

  30

  With trepidation you approach the door, fully aware that you are walking into a trap. Spear-wielding Vazhag hover on either side, alert and suspicious, their tarnished weapons held in readiness to strike should you show any sign of resistance.

  A cell awaits you beyond the door. It seems to be no more than what you expected to find and, as the heavy door is slammed shut, you begin immediately to search for a means of escape before the Vazhag guards return.

  Unfortunately, despite its plain appearance, this cell is far more than you expected it to be. It is an extermination chamber, one of several located throughout Mogaruith. It is designed for the speedy destruction of those who would dare to challenge the Cenerese.

  Suddenly a powerful electrical current is fed into the metal floor and you are transfixed as the deadly voltage courses through your body. You fight with all your strength to survive this terrible onslaught but the current is irresistible and, eventually, your body can take no more.

  Sadly, your life and your quest end here in Mogaruith.

  31

  You send your Arrow whistling towards the creature's throat. A fatal wound looks certain until, at the very last moment, the beast twists aside to avoid the oncoming shaft and, with a dull thunk, the Arrow skewers its shoulder. The creature roars with pain but the injury does not deter it from attacking. With the knife-wielding Vazhag close behind, it quickly recovers and together they rush forward to attack.

  Pit Agarashi (wounded) & Vazhag: COMBAT SKILL 30 ENDURANCE 40

  The Pit Agarashi is immune to Mindblast and Psi-surge; only the Grand Mastery of Kai-surge can harm it psychically.

  If you win the combat, turn to 297.

  32

  The track crosses the plateau and passes within a few yards of the pits before continuing into a tunnel-like gap in the trees beyond. You advance, but every step that brings you nearer to the site causes your senses to rebel. The sensation of evil is so strong here that it clogs your nostrils and makes you struggle for breath. You resolve to run towards the gap but a sudden noise from behind arrests you in mid-step.

  Shambling out of the forest come a horde of monstrous shapes, corpse-like beings that exist in a twilight between life and death. Perched atop their withered bodies are hairless heads bearing lidless, red eyes and gaping maws, rimmed with hundreds of needle-thin fangs. As one they utter a deathly groan and you feel an icy chill electrify your spine.

  Illustration II—Corpse-like beings shamble out of the forest, uttering a chilling groan.

  Fighting to suppress your mounting horror, you turn and run towards the gap. You are within a few yards of the rocky spur when a dozen or more of these fearful creatures appear from the shadows to block your escape. Once more they utter their cadaverous cry and advance upon you from both sides.

  Desperately you survey the plateau for another means of escape, but there is none: you are trapped. The only choice you have is to face the creatures or retreat towards the pits.

  If you wish to fight these creatures, turn to 163.

  If you choose to retreat towards the pits, turn to 148.

  33

  The tapestry depicts a ghastly feast, a banquet attended by demonic creatures who are gorging themselves on human remains. Seated at the head of this unholy feasting table is a bull-like creature who possesses the head and face of a man. From between his bloodstained lips there protrude two fangs, needle-sharp and gleaming. From his seat he looks down upon his loathsome guests with a sneering contempt.

  Your thoughts are suddenly disturbed by a faint sound; someone or something is moving about in the antechamber.

  Turn to 222.

  34

  Silently you crawl through the foliage to a position close by the busy trail. Twenty minutes later you see a wagon approaching and, as it nears your hiding place, you focus your Magnakai powers of Nexus at one of the front wheels, causing it to jam. The ghorkas grunt in protest as the wheel locks and the wagon veers off the track.

  Cursing and squealing, the Vazhag driver jumps down and begins to hammer at the wheel with the butt of its spear, whilst his three wounded companions struggle to quieten the startled ghorkas. Under cover of the confusion, you slip around to the rear of the wagon, using your camouflage skills to minimize the risk of being seen.

  You climb aboard without being observed but you are shocked to the core when you discover the nature of the wagon's cargo.

  Turn to 218.

  35

  You press yourself into a hollow in the north tunnel wall and wait with bated breath as the sound of the approaching group grows louder and nearer. Torchlight flickers, casting a watery yellow beam across the cavern floor; then the first of the group enters and you catch sight of their repulsive forms. A patrol of six Vazhag files into the cavern. Each one is as tall as a Sommlending youth and all are armed with crude, rusty weapons. Fragments of armour and uniforms, which once belonged to human soldiers, encase their hairy, rat-like bodies. They are more than twenty feet away from your hiding place, but even so, they give off such a vile aroma of filth and disease that you are forced to draw upon your Magnakai Discipline of Nexus to prevent yourself from retching out loud.

  They halt at the foot of the stone stairs and communicate with each other in a high-pitched squeal which reminds you of rusty door hinges, and repeatedly they cast furtive glances along the west tunnel as if they were waiting for another of their party to catch up. Within minutes, another member of their patrol does arrive, only this creature is not one of their breed: it is human-sized. However, the hooded scarlet robe it is wearing makes it difficult for you to be absolutely sure that the creature within is human.

  The Vazhag cease their squealing when the hooded one raises
a gloved hand and motions to the south tunnel. For an instant, you catch a glimpse of the glassy green mask that is covering his face, and at once you recognize this mask: it is a jazak, the ritual mask of a Cener Druid.

  If you wish to ambush this patrol, turn to 289.

  If you choose to allow them to leave the cavern by the south tunnel, turn to 198.

  36

  You watch nervously as the Tzarg snuffles closer and closer to your hiding place, praying all the while that your Magnakai skills of Animal Control and Invisibility will keep you safe from detection.

  Pick a number from the Random Number Table.

  If the number you have chosen is 0–4, turn to 229.

  If the number is 5–9, turn to 302.

  37

  As you slay the last war-dog, a host of squealing Vazhag come pouring into the hall; your pursuers have caught up with you at last. Having chased you for over five miles, the screaming rat-men want only to rend you limb from limb, yet the unexpected sight of the slain war-dogs heaped about your feet immediately cools their bloodlust. Any warrior who could defeat half a dozen of these hellish creatures deserves to be treated with some respect!

  You hear them muttering; then, from among their ranks comes one dressed in contrast to its brethren, cloaked completely in a brown hooded robe. It pulls from a pocket a sphere of glass which is filled with a speckled swirling vapour and, with a curse, it hurls this fragile sphere at your feet.

  If you possess Deliverance, turn to 76.

  If you do not have this Grand Mastery, turn to 217.

  38

  With a terrifying wail the three creatures rise above you and stretch wide their powerful jaws. Defiantly you face them as they flex their coils and steady themselves to strike.

  3 Ruel Giganite: COMBAT SKILL 50 ENDURANCE 80

  These creatures are susceptible to all forms of psychic attack. When their ENDURANCE points score has been reduced to 36 or less, you can elect to evade combat by turning to 13.

  If you win the combat, turn to 286.

  39

  With incredible speed you unshoulder your Bow and draw an Arrow to your lips. Then, almost instantly, you release the straining bowstring and send the shaft burrowing deep into the creature's body, killing it instantly. The force of the impact lifts it out of its hollowed stool and sends it crashing to the floor where it wobbles back and forth grotesquely, like a giant fleshy egg, before coming to rest on its side.

  Turn to 23.

  40

  With a roar of agony, the Degradon crashes forward, forcing you to leap aside to avoid being pinned beneath its loathsome carcass. Breathless and shaking with the fatigue of this deadly combat, you lean against the wall and survey your surroundings.

  Before you stretches a cavernous hall, lit by the glow from fire-filled orbs hanging by chains from the ceiling. Facing each other are two rows of stone statues which form a grotesque corridor leading to an archway on the far side. Although they are human in shape, extreme expressions of pain and despair twist and contort their faces.

  You advance cautiously. You are wary of the statues and your body is tensed to react should they show the slightest hint of animation. Fortunately your caution is unnecessary and you are able to reach the archway and leave the hall without further incident. A short passage leads to a junction where a wider corridor crosses from left to right. Your skin prickles in reaction to the concentration of evil you detect in this subterranean part of Mogaruith, and silently you call upon your creator, the noble God Kai, for protection and guidance before continuing.

  Instinct prompts you to turn left, and within a few minutes you arrive at a chamber where a vast staircase of black marble ascends to many levels, lost in the gloom above. Opposite this grand staircase stands a large door, carved from a solid sheet of strange green metal, the like of which you have never seen before. It gives off a pulsating radiance which washes over the empty chamber, illuminating symbols carved into the walls and floor. You focus on these symbols and, in a chilling moment of realization, you decipher their meaning.

  Turn to 300.

  41

  The two rat-men have only just finished their meal when a group of Vazhag, accompanied by a red-robed Cener Druid, enter the cave through an archway on the far side of the lake. The Cener directs the Vazhag to man a large capstan-like device and, as they work this creaking hoist, slowly the drawbridge begins to descend. The moment it is fully lowered the druid and his escort come shuffling across the bridge in single file. They are about halfway over when there is a bubbling rush of water and the surface of the lake begins to seethe, as if it is boiling. A sudden fear grips the Vazhag. They freeze in their tracks, twitching and squealing fitfully as they stare aghast at the frothing water. Then the Cener screams at them to retreat and they scurry back the way they came, with the two you saw earlier close on their heels.

  The first ones to make it back scamper to the capstan and begin to reverse it as quickly as they can. You see the bridge-ropes tighten and, with a tortured creak, the heavy wooden bridge rises off the platform. Fearing that you could be left stranded on the wrong side of the lake, you rush forward and leap for the underside of the rising drawbridge.

  Like a limpet you fix yourself to its damp timbers as the bridge approaches the vertical. However, before the bridge is fully retracted, the Vazhag abandon the capstan and flee through the archway, unaware that you are clinging to the underside of the bridge. For a moment you are relieved that the rat-men and their druidic master have disappeared, for you had not relished the thought of them discovering you in such a vulnerable situation. Unfortunately, your relief is short-lived, for within seconds of their disappearance you find yourself face-to-face with the object of their terror.

  Turn to 295.

  42

  You scream in pain as an arrow skewers your left wrist. The agony of the wound and the shock of the arrow's impact cause you to lose your grip and, in a terrifying instant, you fall from the chain and plummet headlong towards the floor of the hall below. Death is mercifully swift.

  Your incredible bravery has brought about the destruction of the plague virus, and the druids who knew the secrets of its cultivation. This destruction has saved millions from a terrible death, and the selfless courage you displayed in bringing this about will never be forgotten by the free peoples of Magnamund. Sadly, though, death is the price you have paid for your victory.

  Your life and your quest end here in the plague hall of Mogaruith.

  43

  Even though your Bow and Quiver are covered by your druid's robe, you retrieve them and are ready to fire at the fleeing Vazhag before either has taken a dozen paces. In lightning succession you draw and fire two Arrows, sending the shafts thudding into the backs of the two rat-men with unerring accuracy. Simultaneously they crash to the ground and lie still.

  Your swift dispatching of the Vazhag has gone undetected and, anxious that it remains so, you rush forward to drag their bodies away into the undergrowth. Within minutes the task is complete.

  Unfortunately, you still have to find a way of entering Mogaruith. Yet, as you return to the trail, you are struck by a bold idea. Calmly you approach the zombie, who has remained stationary throughout the incident, and stoop to retrieve the poor creature's chain. Then, with pounding heart you turn and slowly walk along the trail towards the crowded drawbridge.

  Turn to 12.

  44

  You call upon your mastery to weave a multi-layered fabric which absorbs the Cener's psychic probe. It protects your mind, but in so doing the evil druid senses resistance where there should be none and his suspicions are confirmed. You have been detected!

  Turn to 159.

  45

  With an angry roar, the huge creature springs forward with its taloned paws outstretched. You retreat, drawing a hand weapon with which to fight this ravenous beast.

  Pit Agarashi: COMBAT SKILL 34 ENDURANCE 38

  This creature is immune to Mindblast and Psi-surge; only K
ai-surge can harm it psychically.

  If you win the combat, turn to 110.

  46

  The sensation of falling accelerates until you are consumed completely by this spinning vortex. You have been drawn through a portal which leads to a terrible place, a realm where the power of Good holds no sway. You have been ensnared by the soul of Naar himself, the King of the Darkness, and as his prisoner you will remain, doomed to wander his dark domain for all eternity.

  Tragically, your quest ends here.

  47

  The pain in your legs increases as the creature's venomous barbs release their poison. You draw on your natural Magnakai abilities to neutralize the venom, but even as the anti-toxins begin their work, you are being dragged deeper and deeper into the muddy pool.

  Plaghatar: COMBAT SKILL 35 ENDURANCE 30

  This creature is immune to all psychic attacks. If the weapon you are using is non-edged (i.e. a Mace, a Quarterstaff, or a Warhammer), deduct 4 points from your COMBAT SKILL for the duration of this combat.

  If you win the combat, turn to 129.

  48

  You scan the walls of this reading room and as your eye passes over the books and scrolls stored upon its shelves, you feel an almost uncontrollable urge to tear every one of them to pieces. The wickedness they contain, gleaned after thousands of years of perpetrating the vilest herbcraft known to Magnamund, is so potent that you feel your Kai strength waning in their presence (lose 2 ENDURANCE points).

 

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