The Cauldron of Fear
Page 4
If you have the Magnakai Discipline of Animal Control and have reached the Kai rank of Primate or higher, turn to 345.
If you do not possess this skill or have yet to reach this level of Magnakai training, turn to 32.
15
Your mastery of Animal Control quickly restores the horse's usually calm temperament. You pat its neck affectionately and urge it forward, but still it refuses to move. You are about to use your skill to order it on when suddenly you see why it refuses to advance. The glistening head of a giant green serpent has slithered into view, its body still hidden by the tall crops. Its yellow tongue flickers hungrily between two sharp, venomous fangs and its cold black eyes watch your every move.
If you have a Bow and wish to use it, turn to 216.
If you wish to unsheathe a hand weapon in case it should attack, turn to 325.
If you decide to shout a warning to Banedon, turn to 348.
16
Snatching the seed from your pocket, you hurl it with all your strength at the gaping maw. The Fireseed splits open against a sabre-like fang and erupts in a sheet of flame, searing the creature's mouth and causing it to rear up in agony. With a loud, sickening crack, it slams its scaly head against the ceiling and falls, concussed, to the chamber floor.
With an energy born of desperation, you concentrate all your Kai skills upon opening the jammed lock. The intense concentration bleeds you of 2 ENDURANCE points, but your persistence pays off.
Turn to 326.
17
The guards are full of camaraderie and are surprisingly eager to help you find your way. ‘Follow that street,’ instructs the taller of the two, pointing across the lane, ‘and take the first alley on the left. When you reach the Well of the Singing Serpents, turn right, and then take the second alley on the left. That will lead you straight to Chiban's house on Leech Street.’ You thank them and accept a gulp of their boza wine before waving them farewell.
The soldier's directions prove to be accurate, and in less than twenty minutes you find yourself standing in front of the magician's house in Leech Street.
Turn to 75.
18
You dismount and hand Banedon the reins of your horse before approaching the door of the hut. With the tip of your weapon you lift the latch and push it open, wary of what may lurk inside, but the hut seems to be empty. It is furnished with a table, bed, and chair, and a saucepan full of foul-smelling broth is simmering on the grate of a fire well charged with freshly cut logs.
If you have the Magnakai Discipline of Divination, turn to 143.
If you wish to search the hut more thoroughly, turn to 265.
If you decide to leave the hut and press on with your trek to Tahou, turn to 123.
19
The mercenaries pocket the silver coins and you ask, ‘Is a blond-haired Northlander being held here under arrest?’
‘Not anymore,’ replies the bearded soldier. ‘They carted him off to the Magistrates' Court about an hour ago.’
‘The court's up there,’ says the other man, pointing along the lane. ‘Gallows Street, the first street on the left.’
Turn to 284.
20
The Zakhan's mocking laughter is the last thing you hear as the fiery bolt of scarlet flame tears through your chest.
Tragically, you are slain here in Tahou, your life taken by the evil Zakhan of Vassagonia.
21
A startled shriek echoes through the deserted village as the riderless Kraan takes to the air. You watch as it crosses the river and flies towards the north before you turn your attention to the bodies of your dead foes.
If you wish to search the bodies for useful items, turn to 172.
If you wish to leave and follow the track that leads out of the village, turn to 63.
22
You draw an Arrow and let fire at the leading creature. The shaft finds its grisly heart and the creature drops to the ground, its spindly arms thrashing fitfully. The others halt in their tracks and look down at their slain companion. You see a flicker of fear pass across their black, lifeless eyes.
If you wish to seize this opportunity to evade them by climbing the stairs, turn to 104.
If you choose to draw a hand weapon in case they storm the hollow, turn to 71.
23
At the end of the alley a signpost shaped like a heavy lance is embedded with its hilt in the ground. Three pointed placards are nailed to its shaft, pointing to streets that disappear into the tangle of smoky taverns and shops that crowd this part of Tahou.
If you have the Magnakai Discipline of Pathsmanship, turn to 337.
If you wish to head north into Brooker Court, turn to 158.
If you wish to go east into Eastwall Lane, turn to 250.
If you wish to turn west into Varta Ride, turn to 278.
24
You are unsheathing your weapon when you hear Banedon whisper, ‘Follow me.’ The rangers hear nothing, and as you drop the weapon their eyes follow it to the ground. At that instant, Banedon quickly recites the runes of a Brotherhood spell and a flood of sticky fibres gush from his outstretched hand. The sergeant and a dozen of his men are caught in a net of gluey strands that hold them and their horses rooted firmly to the ground. Banedon spurs his horse at the startled few that have escaped his spell, and you follow closely on his heels. A handful of rangers pursue you along the highway, but your mounts are much faster and they soon give up the chase and return to their helpless comrades.
Only when the rangers and the standing stones finally disappear from sight do you rein in your horses and slacken the pace.
Remember to erase one Weapon from your Action Chart before continuing your quest.
Turn to 213.
25
Feverishly you tear open your Backpack and retrieve the vial. As soon as you swallow a handful of the blue pills you feel the pain in your lungs subside and a new wave of strength revitalizes your aching limbs. Oxygen is being drawn from the water around you, absorbed by your body through the pores of your skin. With determined strokes, you rise through the black water and break the surface. The distant shore gleams faintly in the dim half-light and you swim towards it as quickly as your frozen limbs will allow. Aching and numb to the bone, you heave yourself out of the lake and collapse on the flat, spongy rocks that line the shore. (Erase one dose of Sabito from your Action Chart.)
If you have the Magnakai Discipline of Divination, turn to 298.
If you do not possess this skill, turn to 41.
26
‘Ha!’ he snorts, contemptuously. ‘So you are a student of magic, an apprentice in the mysteries of the arcane. How, pray tell, can one so gifted be unable to answer correctly such a simple question?’
With a flick of his hand he signals to his men on the parapet. It would be futile to attempt an escape from this murder hole and, reluctantly, you raise your hands in surrender.
Turn to 312.
27
You draw your golden blade in time to deflect the bolt and send it screeching back down the staircase. It explodes among the reptilians, destroying them and their weapon, and scattering their burning remains all over the corridor beyond.
Feverishly you fight to free your trapped leg, cutting at the barbs with the tip of the sun-sword. Eventually you succeed, and limp down the stairs as fast as your injuries will allow.
Turn to 241.
28
The wretched beggars are overjoyed at your generosity and their grimy faces beam with delight as quickly they share out your coins. An old crone tugs at your sleeve and points with a crooked finger towards a small wooden hut set apart from the rest. She says it is the home of their shaman, the village holy-man. She offers to take you to him to receive a blessing.
If you wish to go with the old woman, turn to 180.
If you decide to decline her offer and leave the village, turn to 52.
29
Your Kai Mastery enables you to recognize these pills; they are Sabit
o root tablets, made from compressed and powdered root of the Sabito plant. They enable the human body to absorb oxygen from water through the skin. Consequently anyone who swallows these pills will be able to ‘breathe’ underwater. The vial contains enough pills for two full doses. (Record both doses of Sabito on your Action Chart as a single Backpack Item.)
If you wish to return to Brooker Court and continue on your way, turn to 334.
If you wish to continue along the alley instead, turn to 278.
30
You leap over the bodies of the dead Drakkarim and rush forward to plug the hole in the West Gate. Inspired by your heroic action, the scattered gate guards rally themselves and erect a makeshift barricade to seal the breach. When the door is secure, you leave the West Gate and follow the battlements north towards the sound of renewed battle.
Turn to 168.
31
The tunnel is narrow, but there is sufficient headroom to allow you to enter on horseback. You lead the way, steering your nervous horse through the winding passage, which is lit by the glow of mine flies swarming in the roof overhead. Gradually the tunnel descends to a cavern where the floor is covered with puddles of a milky liquid which bubbles up from fissures in the rock. Your horse lifts its head, sniffs the cool air, and gives voice to a harsh neigh, alerting you to danger: in the distant shadows something alien is stirring.
Turn to 129.
32
Your light has awoken and angered the sleeping Roctopus, which uncoils its long, slimy tentacles swiftly from the wall. They surge towards you like a mass of wriggling snakes.
Illustration II—The Roctopus uncoils its long, slimy tentacles.
Roctopus: COMBAT SKILL 18 ENDURANCE 18
This creature is immune to Mindblast and Psi-surge. Owing to the confines of the passage, you must reduce your COMBAT SKILL by 2 points for the duration of the fight.
If you win the combat, turn to 139.
33
As your light flares into life, you notice an object lying on the steps. It was dropped by one of the reptilians as it made its hasty escape. It is a hexagonal-shaped piece of metal, embossed with a numerical design. (If your source of light is a Torch, remember to erase it from your Action Chart.)
If you have seen and examined one of these hexagonal tokens previously in your adventure, turn to 161.
If you have never examined one of these tokens before, you may look at this one; turn to 283.
Or you may leave it untouched and descend the stairs; turn to 130.
34
Guyuk gives you each a key to your room and offers you both a glass of lovka on the house. Gratefully you accept and down the warming liquor in one gulp.
You notice that at the far end of your table a man sits with his two young sons. They appear to be gambling with a group of plains farmers seated opposite, although you can see no money changing hands.
If you wish to move along the table and sit next to them, turn to 339.
If you wish to engage Guyuk in conversation, turn to 268.
If you wish to order some food, turn to 88.
35
Using your improved Kai Mastery you focus on a distant tower, one of several that reinforce the city wall. This one marks the boundary between the city's North and West Districts, and as your vision magnifies, your suspicions are confirmed. Standing at the top of the tower is your companion, Banedon. You are relieved to know that he is still alive and resolve to make your way to the tower without delay.
Turn to 131.
36
Your Kai Mastery alerts you to the attack, and you resist it with breathtaking speed. In one swift movement you unsheathe your weapon and lash out at your attacker, shearing off his arm at the elbow. Arm and dagger fall to the table and the soldier collapses screaming to the floor.
Shocked by what he has seen, his comrade kicks back his bench and retreats from the table. However, the drunken crowd goad him to retaliate and their gibes sting him into action. He pulls his blade free of its scabbard and leaps forward to attack.
Drunken Mercenary: COMBAT SKILL 15 ENDURANCE 26
If you wish to evade combat, turn to 328.
If you stay and win the fight, turn to 170.
37
The hermit takes you back into the gorge and leads you to a place where a massive outcrop of rock overhangs a tangle of bushes and foliage. Hidden behind this leafy cover is the entrance to a cave. A rivulet of fresh water trickles from the cave mouth and the sound of constant dripping echoes in its distant depths.
‘Follow the straight path through the cave. Do not stray from it. Soon you will emerge from the hills and see Tahou before your eyes. Godspeed.’ And with that farewell wish the hermit hobbles away, eager to return to his hut and devour the fresh food you have given him.
Turn to 282.
38
The ladder quickly gains momentum as you swing back and forth through the darkness. If you are to land safely on the narrow ledge you must time your jump to perfection.
Pick a number from the Random Number Table. If you have the Magnakai Discipline of Divination or Huntmastery, add 3 to the number you have picked. (If you possess both of these Magnakai Disciplines, you may only add 3 to the number picked.)
If your total is now 0–4, turn to 317.
If it is 5 or more, turn to 138.
39
Using the cover afforded by the crowds, you escape across the precinct that surrounds the Senate House and enter a labyrinth of passages that disappear into a neighbourhood known as the Parish of Thieves. However, your escape has not gone completely unnoticed. From a tower of the Anarium, the Captain of the Senate Guard has been watching your getaway through his telescope, and he has dispatched a troop of his best men to track you down.
On the corner of a dark alley you hear the sound of drunken laughter floating up from the battered door of an ale cellar. You turn away but the sudden tramp of booted feet echoing along the passage behind makes you change your mind. Quickly you descend the steps and take shelter in this lowly tavern.
Turn to 212.
40
Gradually the tall fields of unripened wheat thin out as the land descends to the banks of the River Churdas. A long gravel beach lines the east bank, and on the other side, a quarter of a mile away, you see the rolling, treeless plains of Slovia stretching endlessly towards the horizon. You follow this mighty river upstream until you catch sight of a village in the distance.
If you have the Magnakai Discipline of Divination and have reached the rank of Primate or higher, turn to 199.
If you want to take a closer look at this village, turn to 103.
If you choose to avoid it, you must leave the river bank and ride back into the wheat fields; turn to 111.
41
As your eyes become accustomed to the strange, blue-green half-light, you notice something unusual lying on the shore a hundred yards away. You approach cautiously and discover that it is the rope that once supported the cradle. The cradle itself now lies at the bottom of the lake, but a section of the rope fell to the shore. You examine it and discover that the end has been cut through with a sharp blade. The shock of this discovery sets your heart racing and you rack your brain, trying to think who would commit this act of deliberate sabotage. You know of only one who could have done such a ruthless deed.
Turn to 298.
42
Using your Kai Mastery you mimic the Tahouese dialect and try to persuade the commander that you have lived most of your life in the city. He looks at you suspiciously, but before he can ask you any questions that would be sure to catch you out, Banedon comes to your aid. ‘We're students of Chiban the Magician,’ he says, hurriedly. ‘He lives at the Guild-house on Leech Street, in the North District. He will vouch for us.’
The commander narrows his eyes. ‘Bah!’ he snorts. ‘Let 'em enter. We need all the men we can get. Their blood's as good as any that'll be spilled in the defence of this city.’
Turn to 113.
43
It is hexagonal in shape and made of a thin, cream-coloured metal, which is engraved with the number ‘6’. (Make a note of this number in the margin of your Action Chart: it could prove to be useful later in your adventure.)
The metal begins to get hot and soon you can bend it with your fingers. Suddenly it bursts into flames, forcing you to fling it aside before it burns your hand. The flaming token hits the lake and explodes in a cloud of white, powdery smoke. The echo of the explosion reverberates across the water, and you turn to leave straight away in case it attracts more ghoulish inhabitants.
Turn to 175.
44
Bravely you fight the mounted soldiers, but for every one you kill two more emerge from the gatehouse to take his place. Eventually you are overwhelmed by the sheer weight of their numbers, and as you weaken you are knocked down and trampled to death beneath their horses' hooves.