Book Read Free

The Plague Lords of Ruel

Page 8

by Joe Dever


  At length the track widens and the trees begin to thin out. Ahead you see a clearing and at once your senses tingle: it is a warning that you are not alone. Instinctively you reach for your weapon and, as your hand closes upon it, you see that the floor of the clearing is alive with a carpet of loathsome scuttling creatures. At once you attempt to use your Magnakai powers of Animal Control to determine if these creatures are hostile, but your efforts go unrewarded.

  If you possess Animal Mastery, turn to 7.

  If you do not possess this Discipline, turn to 171.

  85

  There is a slight gradient to the tunnel and, gradually, as the stone floor ascends, you feel a draught of warm air wafting gently in your face. It feels comfortable and yet it is far from welcoming for the air is sticky and humid, as if the breath of some great jungle beast was being exhaled along the passageway.

  In the distance you hear a fire-like roar, and another sound — squeaking — which forewarns you that Vazhag lie ahead. You advance, masked by your Magnakai skills, and step forth into a massive chamber which is lit by the fierce light of volcanic fire. From a crater-like pit at the chamber's centre, a jet of red-gold flame roars up to a towering height, and clouds of steam fill the cavernous roof space where it plays upon a ceiling of damp rock. Around the pit are constructed several small, domed huts, all made of volcanic clinker scavenged from the crater's edge. The huts house a colony of Vazhag; you count more than fifty females and their young scurrying around the crude dwellings and estimate that at least that number again could be sheltering inside.

  Illustration V—From a pit at the centre of a massive chamber, a jet of red-gold flame roars up to a towering height.

  Using your skills, and the advantage of the flickering shadows which dance upon the rough cavern walls, you circle around the settlement unseen. On the far side there is an onion-shaped archway guarded by six Vazhag males, all of whom are heavily armed and armoured. You move a little closer, confident that your natural abilities will get you past these oversized spear-toting rodents unnoticed, but you are brought to a halt by a daunting sight. A few feet beyond the archway stands a massive portal, a wall of solid black iron.

  If you possess Grand Huntmastery, turn to 342.

  If you do not, turn to 127.

  86

  Holding on to the ladder with your left hand, you unsheathe your weapon with your right hand and lash out at the Acolytes above in a desperate attempt to gain the platform.

  Acolytes of Vashna (One with Medallion of Protection): COMBAT SKILL 36 ENDURANCE 50

  Due to the disadvantageous position, and the length of your enemies' weapons, you must reduce your COMBAT SKILL by 4 for the duration of this combat.

  If you win the fight, turn to 305.

  87

  You emerge on a mountainside, at a place hidden beneath an outcrop which is ringed by wind-worn boulders and scrub. Early morning sunlight illuminates the surrounding hills, and beyond them you see a vast expanse of forest, a sea of sickly grey-green trees, which radiates an unmistakable aura of evil. The position of the sun and your Pathsmanship skills inform you that you are now looking upon the Forest of Ruel from the eastern foothills of the Skardos Mountains.

  The land appears deserted, the only unusual feature being a wide dirt track which wends its way eastward through the hills towards a gap at the edge of the grim forest. You consult your map and conclude that this must be the Skardos Trail, the secret route used by the Ceners, which leads all the way to Mogaruith itself. You resolve to follow the trail, but first (unless you possess the Discipline of Grand Huntmastery) you must eat a Meal or lose 3 ENDURANCE points.

  To continue, turn to 230.

  88

  The saliva burns several holes in your tunic's right arm and back. Fortunately, the power of your Grand Mastery skills saves your body from suffering a similar fate.

  Turn to 117.

  89

  You watch helplessly as the Vazhag disappear into the trees. You are tempted to give chase, fearful that if allowed to escape they will raise the alarm and bring all of Mogaruith down upon you. But the Vazhag are creatures of this forest and tracking two of them, even for a hunter as gifted as yourself, would be no easy task.

  You decide instead to let them go and use the zombie in an attempt to gain entry to Mogaruith. You stoop to retrieve the poor creature's chain and, with pounding heart, walk slowly along the trail towards the crowded drawbridge.

  Turn to 12.

  90

  Mustering all your courage, you abandon your hiding place and rush to attack the Cener. Instantly he spins to face you and screams at his Vazhag to defend him. With a foul, snickering cry the Vazhag race to do their master's bidding and, before you can reach the druid, they leap upon you, hacking and stabbing with their rusty blades.

  Vazhag pack: COMBAT SKILL 34 ENDURANCE 44

  If you win this combat, turn to 149.

  91

  You focus your gaze upon the creature's eye and will it, with all of your power, to fall asleep. Slowly its lid begins to lower but it does not close completely. The creature is fighting your psychic suggestion and you can sense its resistance is fierce.

  Pick a number from the Random Number Table. If your current ENDURANCE points score is 20 or higher, add 2 to your score. If you possess Grand Mastery of Kai-surge, add a further 3 to the number you have chosen.

  If your total score is now 7 or less, turn to 281.

  If it is 8 or more, turn to 184.

  92

  Determined not to be defeated by a closed door, you kneel down in front of the keyhole and attempt to pick the lock. It takes you just a few seconds to defeat it, but upon the very instant you do so, the spell which shields the mechanism discharges a powerful bolt of energy.

  The bolt runs along the length of your arm and explodes in your head with a blinding flash — lose 5 ENDURANCE points. Your psychic defences lessen the damage you sustain, damage that would have killed a lesser man, but the unexpected shock still causes you to scream involuntarily.

  The door is no longer locked and you hurry through it, keen to make up for lost time. However, your scream did not go unheard and as you rush into the hall which lies beyond the door, you are confronted by a creature freshly awoken by your cry of pain.

  Turn to 120.

  93

  Slowly you recover from the trauma and pull yourself to your feet. Ahead, 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 psychic senses to rebel. The images you saw, and the aura of evil that lingers here, are so strong that you find it difficult to step closer. You resolve to reach the gap at a run 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.

  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.

  94

  After observing the tunnel for several minutes, you sense that there are no Vazhag in the immediate area and decide it is safe to enter. Silently you drop down into the passageway and head off towards the north, using the shadows and your Kai skills to shield yours
elf as you advance.

  Turn to 85.

  95

  You follow this dark passage for several minutes before arriving at what appears to be a dead end. You are about to turn around and retrace your steps when suddenly your senses alert you to an ornately carved brick in the facing wall. On closer examination you discover a keyhole, and a Cenerese engraving which bears the seal of Arch Druid Cadak.

  If you possess a Map of Mogaruith, turn to 341.

  If you possess a Gold Key, turn to 234.

  If you have neither of these Special Items, turn to 179.

  96

  You land with a thick splash in the muddy shallows at the water's edge and, seconds later, a voice echoes from the far side of the lake. It is the rasping voice of a Cener Druid, commanding his Vazhag minions to rush forward and prevent you from escaping. You hear clawed feet scrabbling on the bridge timbers; then you catch sight of four of these vile rat-men as they come racing across the bridge, with swords and spears clasped in their hairy paws.

  If you possess a Bow and at least one Arrow, turn to 225.

  If you do not, turn to 74.

  97

  The power of your Grand Pathsmanship repels the insidious vines and sends them snaking towards Exterminus. Rapidly they weave themselves around his muscular frame, pinning his arms and tripping his feet, despite his futile attempts to break free. The demonic creature screams in frustration and topples forward to crash face first upon the table which stands beside Cadak's black chair. The awesome bulk of the creature's body crushes the table to matchwood and breaks open the crystal sphere that rested upon it. Immediately there is a loud boom and a tremendous rush of putrid air knocks you down. A funnel of darkness engulfs Exterminus and, with stunning suddenness, there is silence. Both the creature and the shattered remnants of the sphere have vanished completely.

  You turn to face the Arch Druid. The shock of what he has witnessed has left him open-mouthed and drained of colour. He is mumbling incoherently and trembling with fear. You take up your weapon and advance towards him, determined to rid Magnamund of this evil druid once and for all, but the sight of you drawing closer snaps him out of his trauma and galvanizes him into action. He weaves his staff before his face and, in an instant, he is shrouded in a cocoon of light. You strike out at the light but your weapon passes clean through it, meeting with no resistance. Then the light fades and you are left standing alone in the druid's empty throne room.

  Turn to 259.

  98

  From the darkened doorway you watch the activity taking place in the keep, hoping to see something that will help you locate where in Mogaruith the Cenerese are producing their deadly plague viruses.

  From out of the milling crowds of Vazhag there suddenly appears a small group of red-robed Cener Druids. They are talking to each other as they walk towards your hiding place.

  Quickly you pull away from the open doorway and retreat deeper into the building. A narrow corridor takes you to a flight of steps which descends to where a passage crosses your path. An ornately painted sign, written in Cenerese, indicates what may be found at the end of each passage.

  Your Magnakai skills enable you to read this sign. The arrow pointing to the left reads ‘Library’; the arrow pointing to the right reads ‘Laboratory’.

  If you wish to go left towards the Library, turn to 57.

  If you choose to go right and head towards the Laboratory, turn to 285.

  99

  Your Arrow clips the druid's arm but it fails to stop him from making his hasty escape along the forest track. Cursing your ill luck, you run across the clearing and give chase.

  You have been on his trail for less than a mile when you sense danger ahead. The druid has managed to reach another patrolling pack of Vazhag, much larger than his own escort, this one led by six of the druid's brethren. He informs them of your presence and, using their corrupted form of herbcraft, they cause the undergrowth to close in upon you and hold you prisoner. Marshalling all your skills, you manage to cut your way free of its grip, but not before the druids have mustered reinforcements from Mogaruith.

  They attack you mercilessly with the full might of their evil craft. Courageously, you defy them, but their combined power is far greater than even a Grand Master can withstand. With the name of your gods and your country on your lips, you finally meet your doom here in the Forest of Ruel.

  100

  With chilling ferocity, the war-dogs throw themselves at you, their slavering fang-filled jaws stretched wide in readiness to clamp upon your flesh. Coolly you unsheathe your weapon and brace yourself to meet their attack, for it is too late to evade these sadistic, slavering hounds.

  Ruel War-dogs: COMBAT SKILL 36 ENDURANCE 22

  If you win and the combat takes 5 rounds or less, turn to 254.

  If you win and the combat takes 6 rounds or more, turn to 37.

  101

  Still trembling from the shock of your encounter, you stare at the dead Cener's body as you struggle to catch your breath.

  If you wish to search his body, turn to 66.

  If you decide to hurry away from this evil chamber, turn to 214.

  102

  You insert the key and twist it. The lock opens with a satisfying clunk, allowing you to open the door and enter a strange and eerie hall.

  Turn to 78.

  103

  You reach the top of the ladder and haul yourself onto the winch platform. Now the whistling shafts strike and splinter uselessly against the underside of this metal floor which hides you from the archers' view.

  You run to the winch and examine the gears and chains, trying at once to understand their workings and find a way to cause the cauldron to discharge its corrosive contents into the hall below. But the device is designed to prevent the chance of this occurring. The only way you can make the cauldron spill its deadly load is by severing a thick metal pin which secures the heavy chain to its rim.

  Anxiously you glance over the edge of the platform at the confusion raging in the hall below. Three druids, having recognized your intentions, are trying desperately to gather together virus samples from their cultivation vats. The vats are fixed to the tables, triple-sealed with protective glass to prevent accidental leaks, and it is precisely this elaborate protection which now confounds the druids' frantic efforts to save their plague cultures.

  Out of the corner of your eye you notice that the first of the Vazhag archers is now climbing the ladder to the winch platform, and you know you must act swiftly and effectively if you are to fulfil your quest.

  If you possess Mastery of Grand Nexus and wish to use it, turn to 226.

  If you possess Kai-alchemy and wish to use it, turn to 307.

  If you possess neither of these Grand Master Disciplines or choose not to use them, turn to 81.

  104

  You unshoulder your Bow and draw an Arrow from your Quiver. Then, with smooth precision, you take aim at the fleeing druid's back. The instant you fix upon his billowing scarlet robes, you release the bowstring and send your shaft speeding towards the nape of his neck.

  Pick a number from the Random Number Table. If you have Grand Weaponmastery (with Bow), add 3 to the number you have picked.

  If your total score is 0–5, turn to 167.

  If it is 6 or higher, turn to 235.

  105

  The heavy chain whips towards your face but your reactions are lightning fast. You pull yourself away and it misses you by inches. Then you move forward to the platform's edge to watch, with grim fascination, as the gigantic acid-filled cauldron plummets into the hall below.

  Turn to 220.

  106

  It takes you half an hour to reach the foot of the staircase. There awaits a dank cavern, its uneven floor littered with the bones of creatures who fell from the stairs or were consumed by the spectral being which once commanded this vault. Steeling yourself against the unwelcoming gloom, you advance along an oval, white-walled passageway of mineral rock and emerge in a
nother chamber which is filled by a deep pool of crystal-clear water.

  At first it appears to be a dead end; then you notice a faint light reflecting upon the surface of the water and you look up to see a hollow directly above. It is a natural chimney which rises into the ceiling, and at its end you see a warm, yellow, lantern-like glow. The chimney is rough and pitted, and to someone of your experience it is as easy to climb as a wide-stepped ladder.

  Within ten minutes you reach the neck of the chimney and find yourself staring through a hole at the floor of a passageway beyond. The source of the light comes from several oil lamps which hang at regular intervals from the roof of this narrow tunnel. You can sense the presence of Vazhag somewhere in the vicinity, and so you choose to wait here in case a patrol is about to pass this way.

  During your wait, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

  To continue, turn to 94.

  107

 

‹ Prev