Read The Caverns of Kalte Online
Authors: Joe Dever
Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund
You advance into the darkness, feeling ahead with your weapon for any obstruction. For some distance, the tunnel continues northwards before turning sharply to your right. A few feet ahead, you can now see light streaming from another portal. Beyond this a staircase descends into the dark.
If you wish to look through the portal,
turn to 224
.
If you wish to continue towards the stairs,
turn to 166
.
Suddenly, the black slab explodes into hundreds of razor-sharp splinters of stone. Your back is grazed and your ears ring, but otherwise you are unharmed. By taking refuge in the corner of the chamber, you have escaped serious injury. It now seems apparent that the monolith was designed to guard against or ensnare trespassers. A powerful glyph, a spell of protection, must have been placed upon it by an ancient mage.
As the black dust slowly settles, you notice that a panel in the north wall has opened to reveal a darkened exit from the chamber.
If you wish to try this exit,
turn to 145
.
If you wish to try to open the door by which you entered,
turn to 242
.
The smell is revolting, and you try desperately to hold your breath as you smear handfuls of the slimy grease inside your jacket. As the oil penetrates your skin, you feel a warm glow as if you were near a fire: the more grease you apply, the warmer you become. You also notice that the awful smell is gradually fading. (Note the fact that you have applied Baknar oil on your
Action Chart
although it does not take up any space and only applies for the duration of this adventure.)
‘When it soaks into your skin, you lose your sense of smell,’ says Fenor.
‘Just as well,’ replies Dyce. ‘I don't think I could stand living with myself otherwise!’
Baknar oil gives excellent insulation from the bitter cold of Kalte, and it may save you valuable
ENDURANCE
points in the near future.
Irian regains consciousness and is soon scooping out the Baknar carcass for himself. Light is now fading fast and you decide to pitch camp in this narrow pass. You prepare a meal, and then you each take it in turns to sit watch, just in case the Baknar decide to return.
You desperately fight against the agonizing pain, but it is so intense that you soon lose consciousness, and within a few minutes your will has been completely drained — you have become a helpless slave, unable to resist Vonotar's psychic commands. He orders you to pick up the Ice Barbarian's sword and draw it across your throat. Powerless to resist, you kill yourself with one quick flick of your wrist.
Your mission and your life come to a tragic end.
The pack contains four ornate glass vials. They hold red, orange, green, and black liquids.
Which one do you wish to examine? (You may only examine each liquid once.)
Red? If so,
turn to 90
.
Orange? If so,
turn to 171
.
Green? If so,
turn to 289
.
Black? If so,
turn to 225
.
The pack may be used as a Backpack unless you already possess one.
You may leave this chamber at any time and continue northwards along the corridor by
turning to 126
.
If you wish to ask who the current ruler of Ragadorn is,
turn to 141
.
If you wish to ask the name of the river that divides Ragadorn into east and west,
turn to 159
.
If you wish to ask the name of the tavern in Barnacle Street,
turn to 234
.
The equipment is quickly unpacked and distributed among you. Your share is enough food for 3 Meals, Sleeping Furs, and a Rope. Remember to mark these on your
Action Chart
, and note that Sleeping Furs take up the same amount of room as two normal items in your Backpack.
You cannot take the Kanu-dogs with you across the mountains, and you are forced to abandon them here with the sledges. A rope is secured to each person and you set off towards a narrow pass between the dark and sullen peaks. At first, the climb is quite easy; but soon the smooth ice becomes steep and difficult to cross. A wind rises that piles drifts of loose snow against the broken ice, and visibility is quickly reduced to a few yards. The drifts are deceptive and often deep. On two occasions, you sink up to your chest and have to be dug out by the others.
That night, the tent is erected on a table of ice-covered granite overhanging a deep ravine. You are exhausted and almost fall asleep over your evening Meal. (Remember to deduct this Meal from your
Action Chart
.)
‘Do you understand any of the Ice Barbarian language?’ asks Dyce, trying to stimulate conversation. ‘Myjavik is one of the few Ice Barbarian words I know.’
When you ask him what it means, he pauses before answering you. ‘Terror … “Myjavik” means terror.’
Suddenly there is a tremendous noise outside the tent. It sounds like the roar of a large animal.
If you wish to draw your weapon and investigate the noise,
turn to 180
.
If you prefer to hold your breath and keep as still as possible,
turn to 259
.
There is a lever in the wall and a spy-hole in the centre of the door. Peering through the spy-hole, you see a strange sight. A man in a dark robe is kneeling in the centre of a pentacle chalked on the floor of the chamber. His head is bowed and he seems to be in a trance.
If you wish to pull the lever and open the door,
turn to 128
.
If you wish to leave him where he is and continue exploring the main corridor,
turn to 254
.
The two men stare at you in horror and fumble for their weapons.
You have killed one of them before the other attempts to fight back. He is desperate and attacks you with great fury. You will have to fight him to the death.
Ice Barbarian:
COMBAT SKILL
15
ENDURANCE
14
If you win the combat,
turn to 309
.
You carefully examine the keyhole to assess your chances of being able to pick the lock.
If you have the Kai Discipline of Mind Over Matter,
turn to 185
.
If you have a Dagger or Bone Sword in your possession,
turn to 86
.
If you do not have the above skill or weapons, you should leave the chamber and investigate the stairs by
turning to 323
.
You only just manage to slip through the gap as the stone door slams shut. Unfortunately, if you are wearing a Backpack, two separate items have been crushed and must be discarded here.
2
Make the necessary adjustments to your
Action Chart
, and continue along the passage.
[2] You may choose which Backpack Items to discard, as it is not specified. If you have fewer than two items in your Backpack, then you get away with losing one or zero items.
You recognize that you are suffering the first effects of snow-blindness. Unless you act now, the more painful symptoms of this malady will soon appear.
If you wish to cover your eyes with a blindfold and keep them covered at least until you make camp later today,
turn to 62
.
If you do not like the idea of being blindfolded and prefer to risk snow-blindness,
turn to 251
.
As your weapon sinks into the swirling wind, an agonizing blast of intense cold runs through the full length of your arm. You lose 3
ENDURANCE
points and stagger back, clutching your frostbitten arm to your chest. You have lost your weapon and the cyclone is growing stronger and stronger, forcing you to retreat towards a corner of the temple. (Remember to erase this Weapon or weapon-like Special Item from your
Action Chart
.)
If you wish to try to escape towards the darkened archway beyond,
turn to 211
.
If you wish to continue retreating into the corner of the temple,
turn to 95
.
You sprint along the ice bridge and dive for Dyce's hand, but it is too late. Barely a second before you reach him his grip falters and he plummets backwards into the gaping void. A shiver runs down your spine as his scream fades into the darkness below. You are staring helplessly into the gorge when Irian begins to shout: ‘There, over there — I'm sure I saw something.’
You strain your eyes, hoping to see something, anything, but the gorge is as black as midnight. You turn to see Irian pointing, not at the gorge, but towards the western horizon. ‘Look over there,’ he says, indicating a ridge in the distance. Two fur-clad warriors are standing on top of a large platform of ice. They are looking in your direction, alerted, no doubt, by Dyce's dying scream.
‘Ice Barbarians,’ says Fenor, his voice shaking with fear. ‘If they reach Ikaya before us, we're as good as dead!’
You are now fifteen miles from the ice fortress and less than three hours of daylight remain.
If you wish to press on, in the hope that you will outrun the Barbarians,
turn to 327
.
If you wish to attack them to prevent them warning others,
turn to 307
.
The body of the Helghast bubbles and dissolves at your feet, a vile green gas seeping out from beneath its robes. As you stare in revulsion at the decomposing corpse, you suddenly realize that this foul creature must have been sent here to kill Vonotar — there can be no other reason for its being here. The Darklords of Helgedad crave Vonotar's death in payment for his failure at the Battle of Holmgulf and have discovered his whereabouts. The wizard must have discovered the Helghast and imprisoned it within the pentacle until he could devise a way of permanently destroying it.
You gingerly touch your wounded throat and thank the gods that you possess the Sommerswerd; its powers have once again saved your life. Turning into the main corridor, you quickly leave behind the smoking remains.
The chill air whistles past, and then you suddenly crash onto a ledge of ice, over thirty feet below. You are winded and badly shaken, but still conscious. The cries of your guides soon change to shouts of joy and amazement when they see you stagger to your feet. You look upwards to see Fenor leap safely across the crevasse. Seconds later, a rope is thrown down and you are pulled to safety.
You have lost your Kanu-dogs, your sledge with its provisions, and 2
ENDURANCE
points. After an anxious discussion, your guides agree to continue the mission, although they know that the hardships will now be doubly severe. Then in the distance, Irian spots a narrow passage at the edge of the ice shelf at a point where it meets the Hrod Basin. You continue your journey, and by nightfall you have reached the shelter of this pass and decide to set up camp.
Checking the remaining food stores, you realize that rations will have to be cut by half if all of you are to reach Ikaya. You lose another 1
ENDURANCE
point due to the scant evening meal.
A powerful spell is shielding this lock from your mind. You concentrate until sweat stands out on your forehead, but still you are unable to break through.
Rather than attempt to open the chest by force, you reluctantly decide to leave it, and explore the staircase instead.