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The Plague Lords of Ruel

Page 21

by Joe Dever

325

  There is a moment of horror when first you glimpse the hideous creature which emerges from the portal. It is a gigantic hound with mad red eyes that burn into your mind with a furnace-like intensity. It sees you and howls ferociously, baring yellow fangs dripping with foam.

  Illustration XIX—You glimpse a gigantic hound with mad red eyes emerging from the portal.

  Aghast, you raise your weapon to meet its assault. Then, mere moments before it strikes, you glimpse the outline of an armoured warrior standing in the open doorway. He is shouting at the beast, commanding it to rip you to shreds.

  Plague Hound: COMBAT SKILL 36 ENDURANCE 34

  This creature is attacking you simultaneously with a powerful psychic blast. Unless you possess the Grand Mastery of Kai-screen, reduce your COMBAT SKILL by 3 for the duration of this fight.

  If you win the combat in 4 rounds or less, turn to 64.

  If you win the combat in 5 rounds or longer, turn to 114.

  326

  Swiftly you recall the words of the Brotherhood Spell Invisible Shield, and cast it by circling your right palm around your lower body as you breathe the words of the incantation. A few seconds later, a pair of Vazhag arrows come screaming towards your legs and rebound from your magical shield with a sizzling splash of sparks.

  Saved by your mastery of Brotherhood magic, you are able to reach the gap unharmed and make your escape. 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 you hurry away from the ledge lest the Vazhag, and their monstrous war-dogs, decide to give chase.

  To continue, turn to 230.

  327

  As you sever the last of the flailing tendrils, the roaring above is replaced by a deathly silence. For a moment you remain where you stand, gasping for breath, the blood pounding in your ears. Your Kai tunic is soaked with the ichor of your unseen attacker and its rising stench is making it difficult to draw breath. Then you hear the sound of snapping branches and quickly you move aside as the body of the beast comes crashing down to earth.

  With weapon poised you approach the huge shape. It resembles a bear, but covered in leaves rather than fur, and it possesses a bulbous head with four hooded orange eyes. Its bloated black and yellow striped body is a mass of severed stumps, and from the back of its neck there protrudes a clump of spines, like those of a porcupine, but these ooze a sticky black venom.

  The sight and smell of this unnatural creature makes you linger no longer than necessary once your curiosity has been satisfied. Quickly you sheathe your weapon and press on towards the east.

  Turn to 242.

  328

  Your efforts have cracked the pin but it is still intact and supporting the cauldron. You have no option now but to use a hand weapon.

  Turn to 81.

  329

  In desperation, you muster your Magnakai skills and try to neutralize the terrible effects of the acid. At once the searing pain abates, but your skills are insufficient to rectify the damage you have already sustained: lose 8 ENDURANCE points.

  Cursing your luck you hurry along the tunnel, away from this deadly shower. You reach the distant staircase and stop to cut away the parts of your cloak and tunic that have been eaten by the acid. To your dismay you find that your scalp and your tunic are not the only things to have been damaged. There is a smouldering hole in the top of your Backpack and, when you check the contents, you discover that two items have been corroded beyond repair. (Erase from your Action Chart those items which you have noted first and third on your list of Backpack Items.)

  To continue, turn to 28.

  330

  One of the basic skills that Guildmaster Banedon taught you was how to mix together seemingly harmless materials in order to create explosive energy. With that lesson in mind you search your Backpack and pockets and, eventually, you manage to pull together small quantities of sulphur, charcoal, and loamsalt.

  Carefully you mix them together before packing them in a strip of cloth and wedging it tightly into the keyhole. You leave a few strands of the cloth trailing from the hole and, with the help of a wall torch, you set them alight.

  Hurriedly you move away from the door. You have taken only a few paces when suddenly there is a sharp bang and a jet of orange flame shoots from the keyhole.

  Pick a number from the Random Number Table.

  If the number you have chosen is 0–3, turn to 274.

  If it is 4–9, turn to 252.

  331

  The Vazhag are totally unaware of your presence as you slip through the milling throng and escape into the empty passage which lies beyond the iron portal. A few minutes later, as you are exploring this new tunnel, you hear their anxious squealing cease and the great door close with a rumbling boom.

  The passage continues eastwards for several miles and, with the exception of an occasional Vazhag sentry, it is virtually deserted. At length you arrive at the entrance to another hall, smaller than the lava-cavern but equally as crowded. Daylight streams into this hall through a large archway guarded by armoured Vazhag, and pairs of horny-skinned war-dogs which they hold on the leash. Beyond the archway you can see a track that disappears towards a distant ridge of hills.

  Directly above the archway, you notice a thin ray of sunlight streaming through a window-like hole in the rock. Sorely aware that the main entrance is so heavily guarded that it will be very difficult, even for someone as gifted as yourself, to escape that way undetected, you resolve instead to escape by means of the smaller opening in the rock wall.

  Pick a number from the Random Number Table. If you possess the Discipline of Grand Huntmastery, add 3 to the number you have chosen.

  If your total score is now 5 or less, turn to 192.

  If it is 6 or more, turn to 346.

  332

  Your familiarity with the tunnel enables you to retrace your steps all the way back to the fissure in less than twenty minutes. However, all this walking has made you hungry and (unless you possess the Discipline of Grand Huntmastery) you must now eat a Meal or lose 3 ENDURANCE points.

  To continue, you can explore the east tunnel by turning to 118.

  333

  On the far side of the door awaits a series of narrow passages which eventually end at a large antechamber. This domed chamber is decorated with tapestries which depict Cenerese legends, ignoble and infamous deeds that were perpetrated during the Age of the Old Kingdoms, when, for nearly a thousand years, the Cenerese tyrannized Northern Magnamund.

  A single heavy oaken door in the opposite wall offers the only exit from the antechamber. As you approach it, you notice that it is slightly ajar. Suddenly you hear the doleful sound of chanting emanating from beyond this door. Curiosity prompts you to peer through its narrow opening and, as you do so, a chill runs the length of your spine when you see what lies beyond.

  Turn to 200.

  334

  You open your mouth and form your lips into an ‘O’ shape in readiness to utter the battle-spell Power Word you have learned from Lord Rimoah. Then, the instant the spell-thoughts focus in your mind, you project the power-word Gloar! at the middle of the fleeing druid's back. Like a hammer, the sound hits him between the shoulder blades and sends him tumbling head over heels into a tangle of thorny briars.

  Stunned and groaning, the Cener fum
bles for his slender golden rod. His spindly fingers locate it, but before he can use it to retaliate, you sprint across the clearing, weapon in hand, and slay him with a single blow to the head. Curiosity prompts you to prise away the druid's green mask and look upon the face of this servant of evil. It is an ugly, disease-riddled face, human in shape yet lacking any trace of humanity.

  Reluctantly you search him and discover the following items:

  Dagger

  Cener Robe (If kept, this item will occupy 2 spaces in your Backpack)

  Cener Mask

  20 Lune (equivalent to 5 Gold Crowns)

  If you decide to keep any of the above, remember to adjust your Action Chart accordingly.

  Your Magnakai skills tell you that the golden rod no longer possesses any magical aura; its destructive powers vanished the moment its wielder breathed his last. You stoop to prise it from the dead druid's hand, but as soon as your fingers touch its metallic surface it disintegrates into a fine, foul-smelling dust.

  With twilight but an hour away, you leave the clearing via the gap and hurry along the muddy track beyond.

  Turn to 10.

  335

  You hurry out of the library and follow a series of corridors which end at a large antechamber. This domed hall is decorated with tapestries which depict Cenerese legends, ignoble and infamous deeds that were perpetrated during the Age of the Old Kingdoms, when, for nearly a thousand years, the Cenerese tyrannized Northern Magnamund.

  A single heavy oaken door in the opposite wall offers the only exit from the antechamber. As you approach it you notice that it is slightly ajar. Suddenly you hear the doleful sound of chanting emanating from beyond this door. Curiosity coaxes you nearer. You approach and peer through its narrow opening, and a chill runs the length of your spine when you see what lies beyond.

  Turn to 200.

  336

  Stretching upwards, you grasp a spur of rock and begin your ascent towards the tiny patch of daylight, fifty feet above the pit. The rock walls are caked with fine dirt which has settled into the cracks over the years, and all too readily it crumbles beneath your fingers, forcing you to test every handhold carefully before trusting it with your weight.

  Pick a number from the Random Number Table.

  If the number you have chosen is 0–4, turn to 133.

  If it is 5–9, turn to 243.

  337

  Calling upon your powers of Telegnosis, you slip easily into the trance-like state which is necessary in order for you to effect complete transcendency. At once you see yourself in spirit form, rising out of your physical body and floating effortlessly along the tunnel beyond.

  As you drift towards the shimmering lights, you see that the tunnel opens out into a huge cave. The shimmering is caused by a line of glowing beacons hung by chains from the vault-like ceiling of the cave. Their warm amber light is reflecting upon the cold dark waters of a lake. At first there appears to be no way for you to cross the lake in physical form, but, as you draw nearer to the tunnel's end you see a spur of rock and a raised drawbridge on the opposite side. On the near side, close to a platform upon which the bridge rests when lowered, there stands a large iron cage filled with giant frog-like creatures. You sense that they are the Tzargs that Lord Rimoah spoke of, the scouts bred by the Ceners to guide them through the swamps of Caron. A pair of Vazhag are teasing and taunting the Tzargs with sharpened sticks, jabbing them through the criss-crossed bars of their rusty cage.

  After a while the rat-men tire of their spiteful game. Casually they cast their sticks into the lake and then settle themselves down upon the muddy shore. The larger of the two produces a haunch of maggoty meat from a haversack slung over its shoulder, and eagerly the two of them proceed to devour this vile food. Both are seemingly oblivious to the hungry cries of the caged Tzargs.

  You sense that it is time you rejoined your physical body and so you will yourself back to where it stands in the tunnel, entranced and unmoving. The moment that your two beings are reunited, you are able to wake from your trance feeling refreshed, as if you have just awoken after a few hours' sleep. Yet, unlike a dream, the memory of all you saw during your spirit-walk is still fresh in your mind.

  Aware now of what lies ahead, you advance to the end of the tunnel and take up a position at the entrance to the cave, from where you observe the two Vazhag consuming their unwholesome meal.

  Turn to 41.

  338

  You are sorely aware that time is running out. It cannot be long before either Cadak returns to his chamber or the Cenerese discover that they have an intruder in their midst. With this thought in mind you set about searching the throne room for clues that could reveal the whereabouts of the lethal plague virus you have come to destroy.

  If you wish to examine the glass sphere, turn to 116.

  If you choose to investigate the large tapestry, turn to 33.

  If you wish to take a closer look at the golden statuette, turn to 287.

  339

  You draw upon your Kai power to repel the creature, to force it away by the strength of your will alone, and instantly it responds as if you had run it through with a red hot sword. The creature retreats towards the depths of its slimy pool, but its barbs are snagged in your tunic and, as it slinks away, you are drawn deeper into the mire. If you are to survive this encounter you must cut yourself free.

  Plaghatar: COMBAT SKILL 24 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.

  340

  As you land your killing blow, the druid crashes down upon the floor, driving his magical blade deep into the flagstones. For a moment he writhes in the throes of death; then he stiffens and lies still.

  As you step away from his body you suddenly sense a new danger. A number of the congregation are approaching the door, prompted to investigate by the noise of your fight. Quickly you hurry to the section of wall from where the druid appeared and search for a way to make it open once more. You discover a lever and, within seconds of pulling it, the concealed panel glides inwards, allowing you access to a secret passage. You enter, dragging the body of the High Priest behind you by the heels, and then push shut the panel just as the inquisitive congregation push open the vestibule door.

  You abandon the body and pass along the narrow passageway, descending by steps and slopes until you reach a chamber which is lit by two large black candles, fixed into holes in the surface of a marble slab. On a nearby table lie the following items:

  2 Arrows

  Enough food for 2 Meals

  2 Daggers

  1 Sword

  Mirror

  Rope

  If you wish to take any of these items, remember to adjust your Action Chart accordingly.

  Opposite the slab there is a door which opens into a narrow corridor. You step through and follow this corridor towards a distant chamber.

  Turn to 158.

  341

  You unfurl the map and try to find your present location. At length you discover where you are and, marked by a tiny cipher, you see that there is a hidden lever which activates the wall. You examine the surrounding bricks carefully and soon discover the false panel which contains the lever. You pull it and the wall glides inwards before moving away to your right. It reveals a small well-kept chamber, its walls lined with shelves containing hundreds of stoppered jars, each one neatly labelled.

  The jars contain all manner of compounds and elements, from worthless dirt to precious gold dust, and many herbs besides. You search along the shelves and take down half a dozen jars whose contents you recognize:

  Laumspur (Enough for 5 doses) Restores 4 ENDURANCE points when swallowed after combat.

  Alether (Enough for 4 doses) Increases COMBAT SKILL by 2 points for duration of one fight only.

  Gallo
wbrush (Enough for 2 doses) Induces 10 hours' sleep and loss of 2 ENDURANCE points per dose.

  Sabito (Enough for 2 doses) Enables user to breathe underwater.

  Laumwort (Enough for 3 doses) Restores 2 ENDURANCE points if swallowed before or after combat.

  Oede (Enough for 1 dose) Very rare and valuable. Many healing properties. Cures serious diseases. Restores 10 ENDURANCE points if swallowed before or after combat.

  If you wish to keep one or more of the above jars, remember to record your choice on your Action Chart. Each jar contains all of a given herb or potion in a concentrated form created by the Cener Druids (e.g. all five doses of Laumspur are contained in a single jar). Each jar counts as one Backpack Item.

  Apart from the secret door by which you entered, you notice that there is a narrow passageway which leads out of this room.

  If you wish to leave the room by this passageway, turn to 214.

  If you wish to leave by the secret door and retrace your steps all the way back to the west passage, turn to 271.

  342

  As you inch your way towards the iron portal, your super-senses alert you to a hairline crack which runs vertically through the cavern wall. You run your fingers along the seam and your fingertips detect a faint change in air pressure. At once you realize that you have stumbled upon a secret doorway.

  Eagerly your eyes search the adjoining wall and floor for a concealed latch or lever. It takes a few minutes, but eventually you detect what you are looking for: a hinged flap of stone covers a lever which is set nearby into the wall at knee-height from the floor.

 

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