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The Captives of Kaag

Page 13

by Joe Dever


  If you choose to ignore this hall and continue along the tunnel, turn to 82.

  218

  In the dim distance you see a score of creatures stumbling along the tunnel. You magnify your gaze and discern that they are vaguely human in form, although hairless, and lean and stringy, as if from starvation. Their toes and fingers end in horny, hooked claws and their large eyes are deep set in skeletal faces, etched by untold years of pain and anguish. You bring to bear your innate psychic skills and are shocked by what you discover.

  Your senses reveal that these creatures were once human soldiers in the armies of the Freeland Alliance. Captured in battle and brought to Kaag long ago, they have endured unspeakable experiments at the hands of the Nadziranim. Now, no longer of use to those evil magicians, these pitiful victims have been left to wander the forgotten passages of this foul city, united in undeath.

  Illustration XI—Lean, hairless, and stringy creatures stumble along the tunnel, faces showing years of pain and anguish.

  When the undead soldiers are twenty yards distant you attempt to communicate with them telepathically. You sense that the one who is leading the group radiates a faint psychic aura and you hope that he may know the whereabouts of your captive friend Banedon. At first your questions elicit no reply; then, when your eyes meet, you feel a wave of despair wash over you as suddenly you tap into the agony of this creature's existence. (Lose two ENDURANCE points due to psychic shock.) As the effects of the shock fade, you hear a ghostly voice echoing thinly in your mind.

  Yes … I know of whom you seek … it croaks. The Sommlending wizard is imprisoned here in Kaag … in Zagarna's courtroom …

  You ask the wretched zombie for directions to Zagarna's courtroom but the only help he can offer is to tell you that it is ‘many levels above’.

  The pitiful group part in two to allow you to pass. As you move through them, your hatred of the Nadziranim blazes anew when you see upon the bodies of these once-human soldiers the terrible scars left by the cruel experiments. Filled with anger and remorse you hurry away, silently fearful that Banedon may already have suffered a similar fate.

  Turn to 57.

  219

  The Vordaks cackle with glee at the success of their combined attack. Eager to exploit their advantage, they rush forwards drawing heavy iron maces as they prepare to finish you once and for all. As the pain in your head recedes, you raise your own weapon and get ready to meet their assault.

  3 Vordaks: COMBAT SKILL 40 ENDURANCE 42

  If you win this combat, turn to 260.

  220

  The panel glides shut behind you and keeps you hidden from the enemy. Through the wall you hear cries of surprise and some curses when they enter the chamber to discover that you have seemingly disappeared into thin air. Mindful that they might find your hiding place, you descend the stairs and arrive at a vault which is lavishly equipped with all manner of elaborate laboratory apparatus. Several large tables line one wall, many stained with blood.

  You sense that Banedon is disturbed by the sight of these tables and, when you ask him what is wrong, he tells you that this chamber is where the Nadziranim subjected him to hours of brutal interrogation in a futile attempt to extract the magical secrets of the Brotherhood.

  Despite all their fiendish tortures, he says, his mind-voice weak yet full of pride, they learned nothing.

  You search for a way out of this vault and soon discover a steel door which is secured by a curious combination lock. It comprises three raised blocks, each block divided into four equal squares. In each square, bar one, there is a number. You ask Banedon if he knows how the lock operates and he recalls once seeing a Nadziran tapping the empty square several times in order to make the door open.

  Consider the following grids of numbers. When you think you know what the missing number is, turn to the entry that bears the same number as your answer.12

  If your answer is incorrect, or if you cannot solve the puzzle, turn to 154.

  [12] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

  221

  Your Arrow strikes the creature's head and gouges out a skull-deep furrow of skin and muscle before arcing away into the air. The beast shrieks with the agony of the wound and skids to a halt, twisting its head violently from side to side in a futile attempt to rid itself of the terrible pain. The wound has slowed the beast but not stopped it and, with revenge stark in its eyes, it resumes the attack.

  Cursing its tenacity, you shoulder your Bow and unsheathe your weapon in readiness for a fight to the death.

  Gnagusk: COMBAT SKILL 41 ENDURANCE 45

  If you win this combat, turn to 247.

  222

  The fiery bolt continues to gather speed and energy as it comes racing towards you. It is barely an arm's length from your chest when you are forced to dive headlong into the insect swarm to avoid being hit.

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

  If your total score is now 5 or less, turn to 33.

  If it is 6 or more, turn to 166.

  223

  You hurl your light towards the pool and the inflammable liquid ignites on contact, with a deafening whoomph that leaves you sprawled flat on your back. (Remember to erase the Lantern or Torch from your Action Chart.)

  For a few seconds the chamber is aglow with a blinding white light; then the glare fades to reveal the octopoid writhing on the floor, close to the blazing pool's edge, its loathsome body being consumed by a hungry mass of guttering yellow flames.

  Covering your mouth with your cloak, you stumble to your feet and skirt around the burning carcass towards the archway. The sheet of blue-green metal that once blocked this exit is no longer there; it has moved aside to reveal a dark tunnel leading away from the chamber. Eager to leave this smoke-filled hall and continue the search for your captive friend without further delay, you hurry through the archway into the unwelcoming darkness beyond.

  Turn to 200.

  224

  Intrigued by the squealing, you approach the door cautiously and place your eye to the spy-hole. Your fears soon melt away when you see two ragged-eared rats in a corridor beyond, fighting over a meaty bone. You chuckle as the smaller of the two unexpectedly wins the dispute and proudly drags away his prize. Your eyes follow the rat as it disappears towards a distant hallway where you spy something else that makes your pulse quicken in anticipation.

  Using your Magnakai skills to magnify your vision, you see a pair of massive doors at the far side of the thoroughfare, guarded by two warriors clad in polished silver armour. A steady traffic of Drakkarim and Giaks passes to and fro before the doors, but none enter. You judge the hall to be over a hundred yards away, but even at this distance you can sense a great power is being contained behind the doors.

  After a short while the traffic in the hallway subsides. Then two wispy, ghost-like figures glide into view, each clad in shimmering semi-transparent robes, and at once you recognize them to be Nadziranim — masters of evil magic. The guards step aside and, as the great doors part to allow the sorcerers entry, a flood of blinding purplish light pours from out of the room beyond. Suddenly your senses tingle with a premonition that your friend Banedon is close at hand. Convinced that you will find him somewhere beyond the doors, you resolve to gain entry as quickly as you can, but if you are to get past the two guards you must first create a diversion.

  If you wish to start a fire in this store room in order to lure the guards away, turn to 268.

  If you wish to put on a Drakkarim uniform (which lies discarded on the floor nearby) and then attempt to bluff your way past the guards, turn to 70.

  225

  At once you sense that the ghoulish creature has infected you with a virulent virus, which passed into your body the moment it scratched your face. Hurriedly you draw on the healing power of your Grand Master Discipline and cause an army of a
ntibodies to be released into your bloodstream to counter the insidious virus. You feel your temperature rise as the antibodies battle to clear your blood and, within a few minutes, this battle is won. The use of your Discipline costs you 3 ENDURANCE points, but it saves you from an otherwise grisly death.

  Once you have fully recovered, you check your equipment before climbing the steps which lead out of this grim cellar. Turn to 172.

  226

  Emerging from the shadows with slow purposeful steps comes a huge rodent-like creature. Its mustard-coloured body and its six claw-tipped legs are thick and powerful, corded with muscle that ripples as it moves. Its head is monstrous, the jaw seeming too large for the skull. This entire bony structure extends beyond the lips and is studded with large spade-like teeth.

  Illustration XII—A huge, rodent-like creature with monstrous jaw and large spade-like teeth emerges from the shadows.

  It turns its great head to look at you with cruel deep-set eyes and an eerie cry breaks from its maw. Cadak laughs with undisguised glee and, upon his command, the creature gathers speed and attacks.

  If you possess a Bow and wish to use it, turn to 199.

  If you have Kai-alchemy and wish to use it, turn to 81.

  If you have Magi-magic and wish to use it, turn to 307.

  If you have neither a Bow nor the listed Disciplines, or choose not to use them, turn instead to 214.

  227

  You invoke the words of the Old Kingdom Spell Flameshaft and instantly the first few inches of your Arrow are sheathed with magical blue fire.

  Pick a number from the Random Number Table. If you possess Grand Weaponmastery with Bow, add 5 to the number you have picked.

  If your total score is now 6 or less, turn to 91.

  If it is 7 or more, turn to 158.

  228

  Once the coast is clear, you run across the street and down the short flight of stone steps leading to the crypt door. Hurriedly you press your shoulder to the cold iron and the portal creaks open to reveal a cramped, rough-walled chamber, dominated by a massive wooden chair, its back mostly destroyed by fire. Through the blackened timbers you see a mouldy tapestry covering part of the rear wall. The crypt is otherwise empty.

  If you possess the Grand Master Disciplines of Telegnosis and Grand Pathsmanship, turn to 93.

  If you do not have both of these skills, turn to 155.

  229

  Swooping down from out of the shadows of the roof comes a huge gull-winged monstrosity. Its red reptilian skin is aglow with fine barbs, and a mass of coal-black hair streams from its bony skull. An open maw reveals a set of chisel-shaped teeth, many of which have been broken on the bones of past victims who have wandered unwittingly into this hall. It shrieks maniacally as it plummets towards your head.

  Illustration XIII—A huge gull-winged monstrosity with glowing red reptilian skin swoops out of the shadows.

  You drop Banedon to the floor and unsheathe a weapon just in time to defend yourself against this creature's initial attack.

  Ashradon: COMBAT SKILL 42 ENDURANCE 40

  This creature is immune to Mindblast and Psi-surge, and suffers only half-damage resulting from the use of Kai-surge. If you choose to use Kai-surge during this combat, halve your normal COMBAT SKILL bonus for the duration of the combat.

  If you win the combat, turn to 101.

  230

  As you step away from the bodies of the two Drakkarim Death Knights, you notice they both have brass keys hanging on chains from their sword belts. If you wish to keep one of these keys, record it as a Brass Key in the Backpack section of your Action Chart.

  A search also reveals the following items:

  2 Swords

  1 Dagger

  Enough food for 2 Meals

  80 Kika (Kika are one-tenth of the value of one Gold Crown and they also take up one-tenth of the space of one Gold Crown in your Belt Pouch)

  Bottle of Wine

  If you decide to keep any of these items, remember to adjust your Action Chart accordingly.

  To continue, turn to 68.

  231

  The creature tries to sidestep your speeding shaft but it moves too slowly. The Arrow penetrates the side of its neck, causing the beast to shriek out loudly in pained surprise. However, despite this fearful wounding, it does not break off its attack. With chilling disregard for pain it wrenches the Arrow from its throat and hurls it aside. Unnerved by this display of bravado, you shoulder your Bow as, with a gurgling shriek, the beast comes bounding forwards.

  You get ready to meet its advance yet, when it is but ten feet away, it suddenly opens its blood-spattered mouth wide and spews forth a stream of white-hot liquid fire.

  If you possess the Discipline of Grand Nexus, turn to 333.

  If you do not possess this Grand Master Discipline, turn to 287.

  232

  You claw your way towards the top of the mound, fearful all the while that you are presenting yourself as too easy a target for the crossbow-wielding Death Knights to miss. You are making good progress until, less than six feet from the summit, you slip on some loose rubble and fall.

  Pick a number from the Random Number Table.

  If the number you have chosen is even (0, 2, 4, 6, 8), turn to 183.

  If it is odd (1, 3, 5, 7, 9), turn to 112.

  233

  Calling upon your Grand Mastery, mentally you command the three lumbering beasts to halt and, simultaneously, all three freeze in their tracks. Bewildered and frightened by the strange feelings that are coursing through their bodies, the three creatures back away into the shadows, whimpering grotesquely as they retreat like a litter of sick pups.

  Immediately you seize the chance to escape and hurry past them, running through the chamber towards an open passage beyond.

  Turn to 64.

  234

  You summon forth the power-word of the Elder Magi and direct it at the keyhole. There is a crack like thunder and the door shudders violently under the weight of its impact. A cloud of metal shavings wafts from the keyhole and, when you place your boot to the door, you discover that the spell has worked; the lock is broken and the door swings open.

  Turn to 328.

  235

  Drawing on your inner strength to quell your fears of what may lie ahead, you descend the ridge and approach the great, frowning bastions of Kaag. Through the swirling dust you see a pitted road which leads to the East Gate. Its storm-blown surface is littered with corpses, bleached bones, rusted weapons, and armour. Crab-like scavengers scuttle among the debris, fighting for scraps to feed their young which nest in thousands of empty Giak skulls half-buried in the ground.

  Shielded from detection by the storm and your Kai skills, you reach the breached east wall unobserved.

  Swiftly you climb over the rubble, which is heaped between the huge cubes of marble that were once part of this section of Kaag's curtain-wall, and find yourself in a street lined with decaying halls and slum dwellings. A dun pall of choking smoke hovers above this quarter, which reeks of iron and sulphur. Moving among the ruins you see a ragged group of Giaks, led by a Gourgaz clad in a shirt of mail. They halt for a few moments, and then the Gourgaz hisses an order and they continue at a lumbering pace, heading south. You notice that their tattered blue-green uniforms all bear the emblem of a broken skull.

  If you wish to follow these troops, turn to 185.

  If you choose to avoid them by heading in the opposite direction, turn to 104.

  236

  An arrow pierces your breeches and gouges a crimson line across the back of your thigh, making you cry out in pain. You stumble, but you manage to stay on your feet: lose three ENDURANCE points.

  Cursing the pain, you hobble into the dingy passage beyond and descend by slope and stair to a rectangular hall which is lined with ancient stone statues, their features made unrecognizable by age. Tar-soaked torches fixed to the two longest walls illuminate this musty chamber with a flickering amber light, and the air is heavy
with their oily stench. In the distance you see an archway and the passage continuing away into darkness. Your injured leg aches viciously and the thought of resting for a few minutes seems irresistible.

  If you wish to stop here for a few minutes' rest, turn to 29.

  If you decide to press on without stopping, turn to 177.

  237

  Your senses warn you that the tower stairs, although they look empty, are in fact guarded by Drakkarim stationed inside the tower. They offer the most convenient route to the roof, but it could also be the most perilous.

  If you wish to avoid the stairs, you can attempt to climb the wall instead by turning to 164.

  If you decide to use the stairs, despite having been forewarned, turn to 312.

  238

  You try to control your urge to struggle, yet you are aware that even when you remain perfectly still you are sinking little by little to your doom.

  Suddenly the toe of your left boot strikes something firm and a shiver runs down your spine when you sense that it is a corpse. It is the body of a Giak who was thrown into this chamber as punishment for some minor infringement of citadel discipline. You wait until your foot is firmly placed on the corpse; then you tense your leg muscles and push yourself upwards as hard as you can, with your hands outstretched in a desperate effort to grab hold of the arched entrance.

 

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