Read The Cauldron of Fear Online

Authors: Joe Dever

Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund

The Cauldron of Fear (6 page)

BOOK: The Cauldron of Fear
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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.

Your life and your quest end here.

45

The track takes you to the outskirts of a small river village. It looks deserted but as though the inhabitants have left in a hurry, taking nothing with them. A window shutter slams repeatedly in the distance, and you feel the chill of premonition as you ride along the empty cobbled street. As you approach the river wharf you suddenly hear new sounds, sounds that make you stop your horse dead in its tracks. You can hear the harsh voices of Giak soldiers.

Turn to 120
.

46

Your caution is well placed. As soon as the door creaks open, a bolt of fiery energy screams over your head and explodes with a tremendous ear-splitting crack against the stairs behind. It was launched from a tube of glowing crystal, supported on the shoulders of two reptilians, kneeling in the corridor ahead. Their long jaws fall open in shocked surprise when they see you rise to your feet and run towards them, your weapon drawn ready to strike.

Illustration III
—Two reptilians kneel in the corridor ahead.

Crocaryx:
COMBAT SKILL
 12   
ENDURANCE
 38

These creatures are immune to Mindblast (but not Psi-surge). Owing to the speed of your attack, ignore any
ENDURANCE
point losses that you sustain in the first two rounds of combat.

If you win the combat,
turn to 241
.

47

Over the years, the dampness that pervades the prison has taken a heavy toll on the iron cell door. Using your Kai Mastery, you are able to attack the lock mechanism by starting a vibration that shatters its corroded detent, the bar that holds the door shut.

Use of your psychic skill costs you 2
ENDURANCE
points, but it frees you from the cell in less than a minute.

Turn to 185
.

48

A bolt of scarlet fire surges from the orb and speeds towards your head. You counter the attack but the bolt changes course in mid-flight, catching you off-balance. A searing pain tears into your arm as it glances from your shoulder and explodes somewhere in the street behind: lose 5
ENDURANCE
points.

Turn to 128
.

49

Banedon helps you escape by casting a spell of levitation on the drunken soldiers. They shriek with terror as suddenly they take to the air, floating upwards to crash into the soot-blackened rafters. The watching crowd finds this greatly amusing and you are able to run out of the room and escape along the street while they are helpless with laughter.

Turn to 146
.

50

Your answer is correct, and Khmar is the first to congratulate your display of quick thinking as he returns the stake you lost.
4
Having demonstrated your intelligence so effectively, the plains farmers are now reluctant to continue gambling. They gather up what little they have left and bid you goodnight. Khmar and his sons soon follow suit, leaving you and Banedon on your own.

If you wish to talk to the tavern owner,
turn to 268
.

If you wish to order a meal,
turn to 88
.

If you decide to call it a day and get some sleep,
turn to 156
.

[4] This is the correct answer to Khmar's riddle about his youngest son.

51

The ridged walls of the stone chamber narrow to a point where the mouth of a tunnel disappears steeply into the solid black rock. You enter the tunnel, taking care to control your descent as you slide towards a dim, flickering light that marks the end of the shaft. Halfway along the shaft you hear a rumble, like the sound of a distant earthquake. Then cracks appear in the roof and a deluge of dust and rubble pours down, choking and blinding you as it clogs your throat and eyes.

If you have the Magnakai Discipline of Nexus,
turn to 118
.

If you do not possess this skill,
turn to 291
.

52

As the hour of noon approaches, the rutted highway of khaki-coloured earth rises gently towards a flat-topped house near the horizon. Outside, at the entrance, is a three-legged stand erected over a fire made of ghorkas' dung. A battered tin pot full of soup hangs from the crotch of the stand, and a group of farm hands stand in line waiting for the muddy liquid to boil. The smell of the fire is awful, and it has to be blown on ceaselessly to prevent it from going out. Close to the house is a dirt track, which branches off the main highway and disappears to the west. A signpost, its wood cracked and twisted, points along the track. It reads:

TAHOU — 95 MILES

If you have the Magnakai Discipline of Pathsmanship,
turn to 96
.

If you wish to follow the track,
turn to 187
.

If you wish to question the farm hands,
turn to 252
.

If you decide to continue along the highway,
turn to 318
.

53

The rope shudders and instinctively you grab the rim of the cradle as it jerks violently to one side. Your knuckles whiten and cold sweat bathes your brow. The cradle swings and twists wildly; then a crack echoes in the darkness above as the rope snaps and you plunge headlong into the abyss.

Turn to 141
.

54

Arrogantly the sergeant-at-arms presents the case against you, but Chief Magistrate Gwynian is unimpressed with his account of your crimes. ‘Do you not know who it is that you have brought before this court?’ he asks. The sergeant looks puzzled, and a thin film of sweat breaks out on his reddening face as his confidence begins to crumble. After a long and embarrassing silence, he replies, ‘Er … no, sir.’

‘This is Lone Wolf, the last Kai Master of Sommerlund. Have you not heard of this man?’

‘Yes, sir,’ he replies, hoarsely, scarcely able to believe what he is hearing.

‘I order his possessions be restored to him forthwith, and all charges against him to be dropped.’

A bell is rung to signify the end of the hearing and the courtroom is cleared. You are released from the cage and ushered into the Chief Magistrate's private chambers, where all your Weapons, Backpack Items, and Special Items are returned to you. (Remember to erase the ‘x’ marks from your
Action Chart
.)

Turn to 76
.

55

The lane becomes narrower and gloomier as it climbs towards the East Gate. Marching down the hill comes a patrol of armed guards, led by an officer dressed in silvered mail. The moment he sees you he orders his men to load their bows. ‘Surrender or die!’ he shouts, as eighteen loaded bows are levelled at your heart.

If you wish to surrender to the patrol,
turn to 192
.

If you wish to turn and run,
turn to 211
.

56

The black flagstones are covered with a fine layer of grit that scrunches with every step you take.

If you have the Magnakai Discipline of Invisibility and have reached the Kai rank of Principalin,
turn to 144
.

If you do not have this skill, or if you have yet to reach this level of Magnakai training,
turn to 349
.

57

As the rapid footfalls of the Giak recede, your basic Kai Sixth Sense warns you that he has recognized who you are. When he catches up with his unit and tells them what has happened here, they are sure to return
en masse
. Wisely you decide to leave; you remount your horse and follow the track that leads out of the river village.

Turn to 63
.

58

Standing beside the President's chair is a solid marble plinth with a bronze beacon — the Anarian symbol of law and order — fixed to the top. The President moves his hand to the padded arm of his chair and presses a button. All eyes are on the beacon. There is a flash of ignition and a jet of green flame roars upwards towards the domed ceiling.

‘The Senate votes to aid your quest, Lone Wolf,’ says Senator Zilaris. ‘Come, we will escort you to the Square of the Dragons and make preparation for the Cauldron to be opened.’

The assembly is dissolved and the state coaches are summoned to take you and all the senators to the Tahou Cauldron. You share a carriage with the President, Senator Zilaris, and Senator Chil, who is anxious to apologize for opposing the majority vote. ‘I trust you will forgive me, Lone Wolf,’ he says, unctuously. ‘I merely proposed what I thought was best for my country, but I now realize I was wrong.’ You nod benignly, in the hope that he will cease his fawning. He smiles and turns to the President. ‘Sir, I feel I must make amends for my misguided action in the Senate. If Lone Wolf is to enter the Cauldron tonight, surely it is our duty to ensure that he is adequately equipped. I propose that we visit one of my warehouses, where he is free to take anything he requires.’

The President agrees and the carriage is redirected to a warehouse near the Square of the Dragons. Senator Chil has many business interests in the city, and he supplies much of the weaponry and armour that equips the army. His warehouse is full of supplies, and you are encouraged to take whatever you need. From the vast stores you select the following:

  • Rope
  • Short Sword
  • Blanket
  • Mace
  • Bow
  • Flask of Water
  • 6 Arrows
  • Quiver
  • Broadsword
  • Lantern
    5
  • Dagger

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

Turn to 124
.

[5] The Lantern is designed to be self-lighting. You will not need a Tinderbox or any other means of creating a flame to light it.

BOOK: The Cauldron of Fear
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