The Caverns of Kalte
Page 3
Your mission and your life come to a tragic end.
10
The pack contains four ornate glass vials. They hold red, orange, green, and black liquids.
Which one do you wish to examine? (You may only examine each liquid once.)
Red? If so, turn to 90.
Orange? If so, turn to 171.
Green? If so, turn to 289.
Black? If so, turn to 225.
The pack may be used as a Backpack unless you already possess one.
You may leave this chamber at any time and continue northwards along the corridor by turning to 126.
11
If you wish to ask who the current ruler of Ragadorn is, turn to 141.
If you wish to ask the name of the river that divides Ragadorn into east and west, turn to 159.
If you wish to ask the name of the tavern in Barnacle Street, turn to 234.
12
The equipment is quickly unpacked and distributed among you. Your share is enough food for 3 Meals, Sleeping Furs, and a Rope. Remember to mark these on your Action Chart, and note that Sleeping Furs take up the same amount of room as two normal items in your Backpack.
You cannot take the Kanu-dogs with you across the mountains, and you are forced to abandon them here with the sledges. A rope is secured to each person and you set off towards a narrow pass between the dark and sullen peaks. At first, the climb is quite easy; but soon the smooth ice becomes steep and difficult to cross. A wind rises that piles drifts of loose snow against the broken ice, and visibility is quickly reduced to a few yards. The drifts are deceptive and often deep. On two occasions, you sink up to your chest and have to be dug out by the others.
That night, the tent is erected on a table of ice-covered granite overhanging a deep ravine. You are exhausted and almost fall asleep over your evening Meal. (Remember to deduct this Meal from your Action Chart.)
‘Do you understand any of the Ice Barbarian language?’ asks Dyce, trying to stimulate conversation. ‘Myjavik is one of the few Ice Barbarian words I know.’
When you ask him what it means, he pauses before answering you. ‘Terror … “Myjavik” means terror.’
Suddenly there is a tremendous noise outside the tent. It sounds like the roar of a large animal.
If you wish to draw your weapon and investigate the noise, turn to 180.
If you prefer to hold your breath and keep as still as possible, turn to 259.
13
There is a lever in the wall and a spy-hole in the centre of the door. Peering through the spy-hole, you see a strange sight. A man in a dark robe is kneeling in the centre of a pentacle chalked on the floor of the chamber. His head is bowed and he seems to be in a trance.
If you wish to pull the lever and open the door, turn to 128.
If you wish to leave him where he is and continue exploring the main corridor, turn to 254.
14
The two men stare at you in horror and fumble for their weapons.
You have killed one of them before the other attempts to fight back. He is desperate and attacks you with great fury. You will have to fight him to the death.
Ice Barbarian: COMBAT SKILL 15 ENDURANCE 14
If you win the combat, turn to 309.
15
You carefully examine the keyhole to assess your chances of being able to pick the lock.
If you have the Kai Discipline of Mind Over Matter, turn to 185.
If you have a Dagger or Bone Sword in your possession, turn to 86.
If you do not have the above skill or weapons, you should leave the chamber and investigate the stairs by turning to 323.
16
You only just manage to slip through the gap as the stone door slams shut. Unfortunately, if you are wearing a Backpack, two separate items have been crushed and must be discarded here.2 Make the necessary adjustments to your Action Chart, and continue along the passage.
Turn to 63.
[2] You may choose which Backpack Items to discard, as it is not specified. If you have fewer than two items in your Backpack, then you get away with losing one or zero items.
17
You recognize that you are suffering the first effects of snow-blindness. Unless you act now, the more painful symptoms of this malady will soon appear.
If you wish to cover your eyes with a blindfold and keep them covered at least until you make camp later today, turn to 62.
If you do not like the idea of being blindfolded and prefer to risk snow-blindness, turn to 251.
18
As your weapon sinks into the swirling wind, an agonizing blast of intense cold runs through the full length of your arm. You lose 3 ENDURANCE points and stagger back, clutching your frostbitten arm to your chest. You have lost your weapon and the cyclone is growing stronger and stronger, forcing you to retreat towards a corner of the temple. (Remember to erase this Weapon or weapon-like Special Item from your Action Chart.)
If you wish to try to escape towards the darkened archway beyond, turn to 211.
If you wish to continue retreating into the corner of the temple, turn to 95.
19
You sprint along the ice bridge and dive for Dyce's hand, but it is too late. Barely a second before you reach him his grip falters and he plummets backwards into the gaping void. A shiver runs down your spine as his scream fades into the darkness below. You are staring helplessly into the gorge when Irian begins to shout: ‘There, over there — I'm sure I saw something.’
Illustration II—His grip falters and he plummets backwards into the gaping void.
You strain your eyes, hoping to see something, anything, but the gorge is as black as midnight. You turn to see Irian pointing, not at the gorge, but towards the western horizon. ‘Look over there,’ he says, indicating a ridge in the distance. Two fur-clad warriors are standing on top of a large platform of ice. They are looking in your direction, alerted, no doubt, by Dyce's dying scream.
‘Ice Barbarians,’ says Fenor, his voice shaking with fear. ‘If they reach Ikaya before us, we're as good as dead!’
You are now fifteen miles from the ice fortress and less than three hours of daylight remain.
If you wish to press on, in the hope that you will outrun the Barbarians, turn to 327.
If you wish to attack them to prevent them warning others, turn to 307.
20
The body of the Helghast bubbles and dissolves at your feet, a vile green gas seeping out from beneath its robes. As you stare in revulsion at the decomposing corpse, you suddenly realize that this foul creature must have been sent here to kill Vonotar — there can be no other reason for its being here. The Darklords of Helgedad crave Vonotar's death in payment for his failure at the Battle of Holmgulf and have discovered his whereabouts. The wizard must have discovered the Helghast and imprisoned it within the pentacle until he could devise a way of permanently destroying it.
You gingerly touch your wounded throat and thank the gods that you possess the Sommerswerd; its powers have once again saved your life. Turning into the main corridor, you quickly leave behind the smoking remains.
Turn to 254.
21
The chill air whistles past, and then you suddenly crash onto a ledge of ice, over thirty feet below. You are winded and badly shaken, but still conscious. The cries of your guides soon change to shouts of joy and amazement when they see you stagger to your feet. You look upwards to see Fenor leap safely across the crevasse. Seconds later, a rope is thrown down and you are pulled to safety.
You have lost your Kanu-dogs, your sledge with its provisions, and 2 ENDURANCE points. After an anxious discussion, your guides agree to continue the mission, although they know that the hardships will now be doubly severe. Then in the distance, Irian spots a narrow passage at the edge of the ice shelf at a point where it meets the Hrod Basin. You continue your journey, and by nightfall you have reached the shelter of this pass and decide to set up camp.
Checking the remaining food stores,
you realize that rations will have to be cut by half if all of you are to reach Ikaya. You lose another 1 ENDURANCE point due to the scant evening meal.
Turn to 325.
22
A powerful spell is shielding this lock from your mind. You concentrate until sweat stands out on your forehead, but still you are unable to break through.
Rather than attempt to open the chest by force, you reluctantly decide to leave it, and explore the staircase instead.
Turn to 323.
23
You are lucky. Baknar are known to sleep for anything up to three days, especially after they have eaten a huge meal. This Baknar will sleep for another twenty-four hours at least. You slip past the creature, and leave the chamber.
Turn to 235.
24
You take careful aim and hurl the Diamond along the corridor. It bounces just in front of the Ice Barbarian and then comes to rest behind the staircase. His attention is caught by the noise and the gleam of the Diamond, and he leaves his post to investigate. You seize your opportunity to run up the stairs undetected.
Turn to 332.
25
You notice that one of the creatures has a Triangle of Blue Stone hanging on a chain around its neck. You may take this if you wish, and put it round your neck. Mark it on your Action Chart as a Special Item.
Wiping your weapon, you quickly push on, in case other Kalkoth should appear.
Turn to 284.
26
Apart from the Bone Swords, you also find a Dagger and a Mace, both carved from solid bone. If you wish to keep any of these items, remember to mark them on your Action Chart as Weapons. The Ice Barbarians also have curious Bracelets attached to their left wrists. They are plain, without mark or inscription, and appear to be made of solid gold.
If you have the Kai Discipline of Sixth Sense, turn to 231.
If you wish to take one of the Bracelets, put it on your wrist, mark it on your Action Chart as a Special Item, and turn to 187.
If you do not wish to take a Bracelet, you may continue your exploration and turn to 63.
27
You stumble along the bleak rock-face for nearly an hour, finding nowhere to shelter from the bitter wind. Unless you have rubbed Baknar oil into your skin, you lose 2 ENDURANCE points due to the extreme cold.
If you wish to push on and continue your search for shelter, turn to 314.
If you wish to dig a hole in the snow with your hands and try to shelter here for the night, turn to 205.
28
Wiping your blood-spattered face, you stagger out of the cell into the wide corridor beyond. In the distance you can see a junction.
If you wish to search the Ice Barbarian's body, you must drag it into the light of the corridor and turn to 210.
If you wish to press on with your mission as quickly as possible, close the cell door and continue along the corridor towards the junction. Turn to 215.
29
The crevasse is opening wider and wider. You see Fenor jump clear and land safely at the edge of the chasm. You too are about to jump when you discover to your horror that your left foot is caught in the sledge ropes.
If you possess the Sommerswerd, turn to 43.
If you have the Kai Discipline of Mind Over Matter, turn to 121.
If you have neither of the above, pick a number from the Random Number Table.
If the number you have picked is 1–4, turn to 226.
If the number you have picked is 5–9, turn to 266.
If the number you have picked is 0, turn to 312.
30
The passage continues for a few yards before turning sharply to the east. Directly ahead, you can see light seeping from a crack in the wall. Looking closer, you see a secret door and a small stone lever. You pull the lever and the door slides open to reveal a wide, well-lit corridor. To your left, less than ten yards away, is a junction. To your right, you can see a closed stone door.
If you wish to examine the door, turn to 203.
If you wish to head left towards the junction, turn to 276.
31
The statue rises slowly from the altar and advances towards you. As it comes closer, you feel an intense chill radiating from its smooth, stony skin. However, its movements are stiff and uncertain — you could easily dodge its outstretched arms.
Illustration III—The statue rises slowly from the altar and advances towards you.
If you wish to attack this strange statue, turn to 150.
If you wish to dodge past it and run towards the archway beyond, turn to 306.
32
As the creatures leap at you from beneath the waterfall, you must fight them one at a time.3
Kalkoth 1: COMBAT SKILL 11 ENDURANCE 35
Kalkoth 2: COMBAT SKILL 10 ENDURANCE 32
Kalkoth 3: COMBAT SKILL 8 ENDURANCE 30
If you lose any ENDURANCE points at all during this combat, turn immediately to 66.
If you win the combat without losing any ENDURANCE points, turn to 25.
[3] If you have already fought these Kalkoth in a previous section, but the earlier fight only included two Kalkoth because you snuck up on the Kalkoth and killed one, ignore Kalkoth 3 in this combat.
33
Throwing the boy onto the sledge, you grab the whip and lash the Kanu-dogs, driving them for everything they are worth. The Ice Barbarian scouts immediately give chase, shouting to the boy in their strange Kalte language.
You have covered less than a hundred yards when the boy leaps from the sledge into a deep snowdrift. At the same time, a volley of bone-tipped arrows whistle past your head, and one grazes your shoulder. You lose 1 ENDURANCE point. Although the boy is free, two scouts continue to pursue you; but your dog team is fast, and you have soon outdistanced them and their arrows.
By nightfall, you reach the very edge of the Viad Mountains. These awesome granite mountains rise vertically out of the ice and snow; they will be impossible to cross on this cold and moonless night. A wind rising in the west heralds a night blizzard. You must find shelter or you will die of exposure.
If you have the Kai Discipline either of Tracking or of Sixth Sense, turn to 348.
If you wish to search northwards, turn to 27.
If you wish to search southwards, turn to 314.
34
You suddenly realize that you possess an Effigy of this hideous creature. Taking the Effigy from your pocket, you hold it before you. It begins to glow with a strange iridescence that holds the creature mesmerized. Vonotar has lost control of the creature and it is yours to command. The wizard, realizing he has lost, retreats from the moat. Loi-Kymar arrives at your side. He is breathless and is trying to say something to you.
‘Use it, Lone Wolf … send it … against Vonotar!’
You will the monster to capture and hold Vonotar and it instantly obeys your command. The traitor shrieks with terror and faints as the slimy tentacles close around him. You notice Loi-Kymar hurl a handful of powdered herbs into the moat. Within seconds, a mass of vines and creepers coil upwards, forming a bridge across the moat to the Brumalmarc Throne. Once safely across, you will the creature to release Vonotar and return to the moat. Obediently it slithers into the darkness and the crystal blocks slowly rise.
‘Tie him, Lone Wolf,’ shouts Loi-Kymar, as he searches for his Guildstaff. ‘And be sure to strip him of his rings and amulets — he is a master of trickery. We would not want him to miss his special homecoming to Sommerlund.’
You follow Loi-Kymar's instructions and make sure that Vonotar is securely tied.
‘Ah! Here she is!’ the old magician eventually cries triumphantly, discovering his Guildstaff amongst the tangle of vines at the base of the throne. He is anxious to leave so you thank him for his help and pass him your map of Kalte, pointing out the position of the ship Cardonal.
‘I'll not be needing that,’ he replies. ‘Maps are invariably wrong; I prefer to rely on my own sense of direction.’
Loi-Kymar
raises his Guildstaff and a dazzling beam of light flows from its tip. He makes three wide sweeps of the air and the Hall of the Brumalmarc is transformed into an umbrella of colour.
Turn to 350.
35
You get an uneasy feeling that someone or something is watching you. You leave the tent and peer into the night for some sign of life, but the snow and the darkness hide everything. Reluctantly, you return to the tent and go to sleep with one hand by your weapon in case of a surprise attack.
Turn to 291.
36
You climb over fifty steps before reaching the archway. As you catch your breath, you notice that a billowing and swirling veil of mist completely covers the arch, hiding whatever lies beyond. You suddenly realize that the temperature is much colder around this archway.
If you have the Kai Discipline of Sixth Sense and if you have reached the Kai rank of Guardian and therefore possess 7 Kai Disciplines, turn to 341.
If you have the Kai Discipline of Sixth Sense, but have not yet reached the Kai rank of Guardian, turn to 124.
If you do not possess the Kai Discipline of Sixth Sense, prepare yourself for attack and pass through the archway by turning to 264.