Read The Cauldron of Fear Online

Authors: Joe Dever

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

The Cauldron of Fear (7 page)

BOOK: The Cauldron of Fear
4.78Mb size Format: txt, pdf, ePub
ads
59

You start up the stairs, but the first floor is already engulfed by flames. A gust of wind whips the fire down the stairwell, scorching your face and tunic (lose 2
ENDURANCE
points) and forcing you to retreat into the street. Unable to help those who have been caught in the inferno, you leave the house sadly and hurry towards the West Gate.

Turn to 179
.

60

‘Enter the Cauldron!’ say the guards incredulously. ‘You're either a madman or you take us for fools.’

You try to explain, but the guards become angry and refuse to listen. ‘Dismount immediately!’ they shout. ‘You're both under arrest!’

If you wish to do as they command,
turn to 312
.

If you wish to try to escape from the enclosure,
turn to 72
.

61

You have taken less than a dozen steps when a terrible pain lances through your mind. A swirling cloud of mist engulfs your body and you are held in its paralysing grip. Unless you possess the Magnakai Discipline of Psi-screen and have reached the Kai rank of Tutelary or higher, lose 3
ENDURANCE
points.

Gritting your teeth against the dreadful pain, you force yourself to turn and face your attacker as it runs forward to strike you down.

Turn to 301
.

62

The alley is dark and narrow, but your basic Kai tracking skill enables you to follow the pickpocket as he makes his hurried escape. Suddenly he senses you are following him and dives into the side entrance of a large, three-storey building.

If you wish to follow him into the building,
turn to 217
.

If you choose to call off the chase, you can walk back to Brooker Court and continue on your way;
turn to 334
.

63

The track descends into a shallow valley, passes over a wooden bridge across a stagnant stream, and climbs towards the ridge of the hill. Passing over the crest, you come to a junction where the track joins a main highway. A whitewashed stone marker points to the left. It reads:

TAHOU — 90 MILES

You are hungry and must now eat a Meal or lose 3
ENDURANCE
points.

To continue your journey to Tahou,
turn to 145
.

64

Waves of pain course through your body and your head feels as if it is being squeezed in an invisible vice. You cry out as the psychic attack increases, paralysing your body and prising open the secrets of your mind: lose 5
ENDURANCE
points. The man commands you to reveal the real reason you are here; you are powerless to resist his demand.

Turn to 305
.

65

‘Well, that is most interesting,’ answers the commander, sarcastically. ‘Perhaps you can tell me when it was transported there from its previous location in the West District?’

With a flick of his hand he signals to his men on the parapet. It would be suicidal to attempt an escape from this murder hole; reluctantly, you raise your hands in surrender.

Turn to 312
.

66

As the last of the enemy fall to your murderous blows, you cut free your startled horse and leap into the saddle. Banedon gallops past, his loose robe billowing behind him like a pair of blue wings. Instinctively, you dig in your heels and urge your mount after him, fleeing the battleground, as yet more of the wolf-riders loom into view.

Turn to 293
.

67

The creature stretches its jaws and you stare with horror at a cavernous, fang-filled mouth. Desperately you look for a way to escape from this monster before it lunges and swallows you whole.

If you have a Fireseed,
turn to 16
.

If you have a Psychic Ring,
turn to 214
.

If you possess neither of these Special Items,
turn to 277
.

68

You wait for the mercenaries to finish their pipe and go inside before daring to approach the barracks. You move like a shadow along the wall until you find a door that is unlocked and unguarded. It leads to the kitchens, where you manage to hide inside a store cupboard. There you eavesdrop on the conversations of the cooks while they prepare the evening meal. Their talk is mainly about the approaching enemy armies, and it is over an hour before you hear any mention of Banedon.

‘At least we don't have to feed 'im now,’ says one. ‘They've taken 'im to the Magistrates' Court in Gallows Street. After what he's done, I don't think he'll be getting a meal ever again!’

Your heart sinks upon hearing this. You climb out of the store room through a window and make your way back to Eastwall Lane.

If you wish to retrace your steps along the lane,
turn to 278
.

If you decide to continue to follow the street east,
turn to 284
.

69

Using your improved Kai Mastery you focus on the distant dust cloud. It grows larger and sharper as your telescopic vision magnifies the image. You see a patrol of Anarian cavalry riding towards you, led by one who wears a crimson cloak. You count twenty lances, each of them bearing a small flag embroidered with the arms of Tahou.

If you wish to ride forward to meet these soldiers,
turn to 193
.

If you choose to avoid them by hiding behind the standing stones,
turn to 78
.

70

The instant the engineer leans forward to lay the plank in place, you let loose your Arrow. Unfortunately, the soldier who holds the screen sees its approach and moves to intercept it. The shaft sinks harmlessly into the leather-covered screen and the bridge is completed with two blows of the engineer's hammer.

‘Shaag Drakkarim!’
scream the Drakkarim assault-troopers as they blow a hole in the West Gate.

If you wish to help defend the West Gate,
turn to 220
.

If you decide to stay on the battlements,
turn to 249
.

71

Slowly the ghouls slink away until their forms merge with the shadows at the far side of the lake. One of their number has been crouching above the entrance to the hollow, waiting to drop on you at the first opportunity, but, on seeing its kin disperse, it decides not to remain any longer. As it jumps down from the step above, an odd-looking token falls from the pocket of its tattered jacket. It tries to retrieve it but you step forward and strike a blow that lays open its stringy grey hand, and the accursed creature scurries away hissing ghoulish obscenities.

If you wish to examine this token,
turn to 43
.

If you prefer to leave it and hurry away from the hollow in case the ghouls decide to return,
turn to 175
.

72

Your boots thump your horse's ribs and he responds by surging forward, scattering the angry guards. You tug the reins and steer him towards the open gate through which the guards entered the enclosure, but he is hit in the neck by a crossbow bolt fired from above, and he shrieks and stumbles. An alarm bell clangs and furious shouting echoes in your ears as you tumble from your dying steed. Suddenly a pain explodes in your shoulder — you have been hit by a bolt. Pick a number from the
Random Number Table
(in this instance, 0 = 10) and add 2 to the number you have picked. The total is equal to the number of
ENDURANCE
points you must lose as a result of your wound.

It is futile to continue your escape attempt; you are caught like fish in a barrel. Painfully you raise your hands in surrender.

Turn to 312
.

73

Your decision to discard half your equipment proves to be a fatal error of judgement. The amount of weight you have jettisoned is not enough to help you rise to the surface before cramp afflicts your aching limbs. Unable to resist your doom, you sink slowly to the bottom of the lake, weighed down by your Backpack and the water that now fills your lungs.

Your life and your quest end here.

74

Shielding his eyes from the sun, Banedon surveys the horizon. After a few minutes he shakes his head. ‘No tracks or highway, nor even a sign of habitation for that matter. To get a better view we need to reach higher ground, but as there are no trees or hills in sight, I'll have to improvise.’

And with that, he whispers the runes of a Brotherhood spell. Slowly he rises from the saddle until he is hovering in the air over twenty feet above your head. Then, having scoured the surrounding countryside, he descends slowly as the effects of his levitation spell begin to wear off.

‘There's a river on the horizon,’ he says, slipping his feet back into the stirrups. ‘It's probably the Churdas. Over to the right, about five miles away, there's a small village on the river bank.’

If you wish to ride towards the river,
turn to 40
.

If you wish to veer right and ride towards the village,
turn to 111
.

If you choose to turn around and retrace your tracks to the junction,
turn to 222
.

75

It is a grand building of polished red stone set with small, diamond-paned windows. You pass beneath its arched gateway and climb the tiled steps that lead to the front door. Twice you rap the twisted iron knocker and wait expectantly for the portal to creak slowly open. Minutes later, it swings back to reveal two men standing in the doorway. One is the grey-haired, aristocratic figure of Chiban; the other, to your utter astonishment, is your companion Banedon.

Illustration IV
—In the doorway stand the grey-haired aristocratic figure of Chiban, and your companion Banedon.

‘Lone Wolf!’ says the young magician, his voice filled with surprise and delight. ‘You're free, but how?’

‘I could ask the same of you, Banedon,’ you reply, with a smile.

‘I heard of my former pupil's arrest and made arrangements for his release. We were discussing how to secure your freedom, but it would appear that such plans are now unnecessary,’ explains the aged Chiban, gently closing the great oak door. He turns his kindly gaze to you and says, ‘I am honoured to meet you, Kai Lord. Banedon has told me of your quest. I have knowledge of that which you seek and I shall aid you all I can so that you may recover it.’

The master magician beckons you both to follow him to his study. The room is filled with massive wooden racks of books and papers, and at its centre a large circular table stands completely covered with the implements of his magical researches. He clears a space amid this clutter and motions you to sit. ‘You must both be famished after your journey and your ordeal. Come, eat and enjoy.’

For a few seconds a shimmering pool of light fills the space; then it fades, leaving a sumptuous meal in its wake. If you have lost any
ENDURANCE
points on your adventure so far, you may now restore 3 points as you consume the delicious food.

Turn to 269
.

BOOK: The Cauldron of Fear
4.78Mb size Format: txt, pdf, ePub
ads

Other books

Blood Game by Ed Gorman
UnderFire by Denise A. Agnew
Why Earls Fall in Love by Manda Collins
The Otherworldlies by Jennifer Anne Kogler
Reconstructing Meredith by Lauren Gallagher
InSpire by April Wood