Read The Cauldron of Fear Online

Authors: Joe Dever

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

The Cauldron of Fear (9 page)

BOOK: The Cauldron of Fear
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90

You run from the staircase as quickly as you can and follow a corridor that heads towards the front of the Anarium. In the distance you can see an entrance hall teeming with people, and two soldiers, both armed with halberds, standing on guard with their backs towards you. To your left there is a window and you look through to see your carriage parked close to the side of the building.

If you wish to escape through the window,
turn to 149
.

If you wish to escape along the corridor,
turn to 121
.

91

There is no time to choose which equipment to keep and which to throw away.

Count up the number of Backpack Items you possess and, if there is an odd number, erase the last one on your list. Divide this list in two and mark one with an ‘H’ and the other with a ‘T’. Now take a coin and flick it in the air. If the coin shows ‘heads’, erase all the items on the ‘H’ list. If it shows ‘tails’, erase all the items on the ‘T’ list.

Once you have made the necessary adjustments to your
Action Chart
, pick a number from the
Random Number Table
. If you have the Magnakai Discipline of Nexus, add 4 to the number you have picked.

If your total is now 0–4,
turn to 73
.

If it is 5 or more,
turn to 246
.

92

You enter the pass side by side, galloping your white Anarian steeds along the rubbish-strewn road that winds its way through the deserted settlement. As you pass the watchtower, a chilling howl rises from the shadows behind the huts. Then, like demons from a nightmare, a host of snarling Giaks bursts into view, riding from their hiding places astride giant Doomwolves. They thunder towards you on either side, shrieking and thrusting their spears at the darkening sky.

Pick a number from the
Random Number Table
.

If the number you have picked is 0–4,
turn to 293
.

If it is 5–9,
turn to 257
.

93

As the massive body of the Zadragon crashes lifelessly to the floor of the chamber, you turn and run back to the door, where you concentrate all your Kai skills upon freeing the jammed lock. The intense concentration bleeds you of 2
ENDURANCE
points before your persistence pays off.

Turn to 326
.

94

The alley is dark and narrow. You draw on all your Kai skills to scour the inky blackness ahead, but you can detect no movement among the ramshackle houses.

If you have a Kalte Firesphere, a Torch and Tinderbox, or a Lantern,
turn to 194
.

If you do not possess any of these items or do not wish to use them,
turn to 311
.

95

‘Cut him down!’ shouts the sergeant, pointing at you with his axe. The soldiers release their taut bowstrings and two blue-feathered arrows scream towards your chest.

Pick a number from the
Random Number Table
. If you have the Magnakai Discipline of Huntmastery, add 2 to the number you have picked. If you have completed the Lore-circle of Solaris, add 3.

If your total is now 0–3,
turn to 125
.

If it is 4–8,
turn to 309
.

If it is 9 or more,
turn to 238
.

96

Immediately you sense that the signpost is pointing in the wrong direction. Tahou lies to the north, yet this signpost is pointing towards the River Churdas in the west.

If you wish to ignore the signpost and continue along the highway,
turn to 318
.

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

97

You are awoken by the stench of decay. A grey-skinned being, squatting on its haunches, stares down at you with grim, inhuman eyes. Drool trickles from its ragged lips and the rusty sword it holds in its twisted, man-like hand is lifted to kill.

Illustration VI
—The Zaaryx Ghoul stares down at you with grim, inhuman eyes.

Zaaryx Ghoul:
COMBAT SKILL
 19   
ENDURANCE
 27

Owing to the surprise of this attack you cannot make use of a Bow. Unless you possess the Magnakai Discipline of Huntmastery, deduct 3 from your
COMBAT SKILL
for the duration of the fight. If you wield the Sommerswerd in this combat, you may double this undead creature's
ENDURANCE
point loss.

If you win the combat,
turn to 338
.

98

‘Hold there!’ booms the mercenary leader. ‘We've a debt to settle.’ He flips his cloak aside to show his sword in its scabbard and motions two of his men to the door to cut off your escape. The protests of the hall owner go unheeded as the leader draws his sword and signals his men to attack.

Deldenian Mercenaries:
COMBAT SKILL
 26   
ENDURANCE
 34

If you wish to evade the combat after one round,
turn to 223
.

If you stay and win the combat,
turn to 174
.

99

The Drakkarim assault-troopers crouch behind their oblong shields, waiting for their chance to storm the gate. You draw your Arrow and take aim at the engineer's screen. You will have only a second in which to fire as he steps forward to slip the final plank in place.

Pick a number from the
Random Number Table
. If you have the Magnakai Discipline of Weaponmastery with Bow, add 3 to the number you have.

If your total is now 0–6,
turn to 70
.

If it is 7 or more,
turn to 198
.

100

Tahou, an ancient stronghold containing a vast city, is a formidable and wondrous sight in the moonlight, the imposing walls and towers of red stone and grey rock assume the softening sheen of velvet, and the city is often referred to as ‘The velvet fortress’. Beyond the towers and high curtain wall you can see a thousand spires and minarets, grouped as thickly as the trees of a forest. Tiny lights twinkle in countless windows and portals, adding to the splendour of the mighty capital.

Near to the city's South Gate, the highway is flanked by beacons which illuminate those who approach the gatehouse. A drawbridge spans a moat of black water and, as you ride across, a bell tolls from the portcullised archway ahead.

‘Two civilian riders at the South Gate,’ yells a soldierly voice.

‘Raise the postern,’ shouts another.

There is a clatter of chains and a scraping of stone. You watch the portcullis, expecting it to rise, but it does not move, Instead, a narrow portal opens at the base of the wall and an armoured guard steps from the shadows. He motions you to enter and you follow Banedon along a corridor of stone, leading to a secure enclosure. You glance upwards to see the faces of a dozen soldiers, peering down at you from behind a parapet that encircles the high enclosure walls. All of them grasp loaded crossbows which they train on you as you move. Then a small gate creaks open and two guards appear, armed with broad-bladed spears.

‘Who are you?’ one demands in a gruff tone. ‘Why do you seek entry to Tahou?’

If you have an Invitation and wish to show it,
turn to 321
.

If you wish to tell the guards that you have come to offer your services in the defence of the city,
turn to 196
.

If you wish to say that you intend to enter the Tahou Cauldron,
turn to 60
.

101

Pulses of psychic energy leap from the gem, washing over you in waves that leave you shaking and breathless. Your Psi-screen protects your nervous system but you are unable to stop the pulses from penetrating deep into your mind. The man commands you to reveal the real reason you are here. Steadily he increases the force of his mind-gem until you can no longer resist.

Turn to 305
.

102

Four muscular mercenaries, all wearing tunics of emerald green leather emblazoned with the owl's head crest of Delden, rise from their seats near the fire and stare coldly in your direction. They point at the soldiers at your table, curse loudly, and then strut across the crowded hall, barging aside anyone that gets in their way. The two soldiers break out in a sweat and glare at each other fearfully.

‘Treacherous scum!’ spits the leading mercenary, grabbing them both by the collar and hauling them to their feet. ‘A thousand Lune went missing from the regiment's pay chest the night you two were supposed to be guarding it. Neither o' you have got brains or guts enough to steal it yourselves, so who was it, eh?’

The soldiers are scared out of their wits. They have no idea who stole the money, but they know their leader will have them flogged to death unless they tell him what he wants to know. In desperation, one of the men points a trembling finger at you and Banedon. ‘It was them … they did it, they did it!’

If you wish to deny this false charge,
turn to 127
.

If you wish to avoid a confrontation by leaving the eating house,
turn to 98
.

If you wish to draw a weapon in case the mercenaries attack you out of hand,
turn to 308
.

103

The approach to the village is deserted: it is as if its inhabitants have simply dropped everything and left in a great hurry. A window shutter slams repeatedly in the breeze and a rusty sign, hanging by chains from a warehouse beam, squeaks like a hungry rat; they are the only sounds you hear as you advance cautiously along the narrow, cobbled wharf. As you reach the corner of the warehouse you stop your horse dead in its tracks. You can hear the harsh voices of Giak soldiers.

Turn to 120
.

104

As you step from the hollow, a weight drops onto your back and drags you to your knees. Long, sharp fingers, as hard as steel, clamp around your throat and the sound of gnashing fangs fills your ears. You twist and roll, hoping to break from the creature's grip, but its hold is unnaturally strong.

Ghoul:
COMBAT SKILL
 18   
ENDURANCE
 29

Reduce your
COMBAT SKILL
by 3 points for the duration of the fight unless you possess the Magnakai Discipline of Huntmastery or Divination. If you wield the Sommerswerd in this combat, you may double this undead creature's
ENDURANCE
point loss.

If you win and the fight lasts three rounds or less,
turn to 228
.

If you win and the fight lasts longer than three rounds,
turn to 322
.

105

Gwynian dispatches a messenger to the Anarium, the House of the Senate, where members of the governing council have gathered for an emergency assembly called by the President himself. Within the hour, the messenger returns with a furled parchment bearing the presidential seal. ‘He has agreed to hear your plea, Lone Wolf,’ says Gwynian, his eyes scanning the official reply. This news raises your flagging spirits but the sage seems a little disappointed.

‘I was hoping for a private audience with the President,’ he says, ‘but in view of the current crisis, I suppose it is the best we can expect. You must appear before the Senate this evening, and state your reasons for wishing to enter the Tahou Cauldron. They will consider your request and vote accordingly. Their decision will be final.’

He hands you the scroll and arranges for his personal carriage to take you to the Anarium. As you climb aboard and sink into the plush, upholstered seat, you exchange a farewell wave with Gwynian the Sage. ‘May the gods watch over you,’ he says, ‘and may you live to fulfil your destiny.’

Turn to 300
.

106

The seed explodes with a flash and illuminates the staircase with its vivid yellow flame. Halfway down the stairs you notice an object that was dropped by one of the reptilians as it made its hasty escape. It is a hexagonal piece of metal, embossed with a numerical design.

If you have seen and examined one of these hexagonal tokens at a previous stage in your quest,
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
.

107

A gurgling scream echoes from the alleyway — your Arrow has found its mark. Seconds later the Giak staggers into view, its arms thrashing wildly as it tries to grab hold of the shaft buried deep in the middle of its back. In desperation, it draws a dagger from its boot and attempts to throw it at you, but a wave of pain engulfs the creature at that moment and the vicious blade slips harmlessly from its grasp. With one last curse it swoons and drops lifelessly to the ground.

If you wish to search the bodies of the slain Giaks,
turn to 172
.

If you wish to leave and follow the track that leads out of the village,
turn to 63
.

BOOK: The Cauldron of Fear
6.96Mb size Format: txt, pdf, ePub
ads

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