The Captives of Kaag Read online
Page 12
If you win and the combat lasts three rounds or less, turn to 295.
If you win and the combat lasts four rounds or longer, turn to 206.
196
As the terrible pain in your shoulder subsides, you open your eyes to find yourself lying face down in the seething carpet of insects. You feel them creeping and slithering across your skin; then your psychic senses tingle with a sudden realization. These are no ordinary insects; in fact these are not insects at all. Your Sixth Sense tells you that they are merely a cunning illusion created to panic and deceive you. Confident in this knowledge, you get to your feet, ignoring the mass of creepy-crawlies that are attached in clumps to your body. Then, in a matter of seconds, the insect horde fades and vanishes, the illusion dispelled by your disbelief in its existence.
Turn to 281.
197
Talons spring from the creature's forepaws and its sharp teeth glint like polished knives as it comes leaping through the air towards you.
Vodok: COMBAT SKILL 44 ENDURANCE 52
If you win this combat, turn to 150.
198
When you are less than five feet from the roof, a part of the surface cement crumbles beneath your fingers. Desperately you throw your arms wide, seeking new purchase, and only just manage to prevent yourself from falling backwards to the street below. This close call leaves your hands skinned and bleeding: lose 2 ENDURANCE points.
Determinedly you haul yourself up the remaining few feet and take firm hold of the tower parapet.
Turn to 10.
199
You draw your Arrow and let fire at the creature's head, aiming for its eyes, but it twists its powerful neck as the shaft approaches and it lodges harmlessly between its teeth. The great jaw chomps down, pulping the Arrow which it spits back at you with contempt. Hastily you drop your Bow and draw a hand weapon as the shadow of the beast falls upon you.
Turn to 128.
200
The dark tunnel descends to a titanic circular hall which is lit by a lava-filled vent at its centre. Tunnels radiate from this hall in every direction, like the spokes of an infernal wheel, their destinations mere pinpoints of flame in the far distance. The air here is thick and cloying. It is choked by sulphur and other foul discharges of noisy engines located deep in the bowels of Kaag. The pressure of this tainted atmosphere is forever changing, causing you momentarily to lose your balance and stumble when first you enter the central hall.
Before you, astride the vent, a colossal idol looms up against the crimson light like some supernatural giant forged of steel and stone. Warily you pass beside one of its huge, taloned feet, half expecting it to animate suddenly and come crashing down upon you as if you were a lowly insect. Fortunately, the foot remains immobile and you are able to leave by a triangular-shaped tunnel, the largest of those which radiate from this hall.
Other passages branch off this tunnel, spaced at regular intervals of one hundred paces. You detect movement taking place in several of these sub-tunnels and, when at last your natural curiosity prompts you to stop and observe one (using your Magnakai skills to magnify your vision), you detect that it is occupied by Nadziranim. These mysterious sorcerers are gifted in the black arts of Right-handed magic and, before their demise, they slavishly assisted the Darklords of Helgedad. These particular Nadziranim are busy at slime-filled vats, engaged in the harvesting of Giak spawn, a process that at first fascinates then rapidly repulses you. Sickened by what you have seen, you hurry away towards a distant junction where a narrower tunnel crosses from left to right. As you approach the junction, you feel the skin on your arms and the nape of your neck tingle with a premonition of peril. The sensation soon passes, but you are left with an awareness that a greater danger lurks somewhere nearby.
If you wish to turn left at the junction and continue, turn to 156.
If you choose to turn right, turn to 126.
201
Your rest is disturbed by the sudden arrival in the plaza of a score of battle-weary Giaks, some Drakkarim, and a Gourgaz who is nursing a wounded arm. You watch them make camp and notice that they are so fatigued that they neglect to post any sentries.
The pall of smoke which has covered this section of the city begins to thin out, and in the middle distance you can see the base of the great citadel. It is a truly awesome sight, a pyramid of jet-black stone which rises to a needle-sharp peak more than ten thousand feet above the streets of Kaag.
Soon a rickety wooden cart, drawn by two ugly, ox-like creatures in harness, trundles into the plaza. It halts and its Giak driver pulls back the tarpaulin which is covering its cargo, revealing haunches of grey-green meat stacked in a pile. Unceremoniously, he tosses them to the exhausted soldiers who devour them with obvious relish. It is an unwholesome sight, made even more so when you realize that what they are eating is freshly slaughtered Giak meat.
Turn to 250.
202
The guard lowers his eyes to avoid your burning stare. He mumbles something which sounds like an apology and shuffles away from the door to let you enter. With exaggerated bravado, you thrust open the heavy iron portal and stride into the corridor beyond. The door slams shut behind you with a dull boom.
The corridor ends at a landing where a gallery overlooks the cavernous lower level. Nearby there is a staircase, leading down, and a black oak door set flush to the wall.
Slowly you approach the gallery's railed parapet and look down at an unnerving sight.
Turn to 47.
203
As you are ascending the steps towards the curtain of light which hangs before the main entrance your Kai senses warn you that there is danger ahead. You halt and listen. At first you hear nothing; then you detect the sound of marching feet. The sound stops and moments later you see the curtain of light shimmering; the doors to the hall have been opened.
Cursing your luck, you turn and run towards the tunnel as the first few soldiers of a Drakkarim patrol come marching through the light-curtain into the hall. They command you to halt but you ignore them and hurry across the tiered hall as fast as you can. Burdened by the weight of your friend, you cannot move as quickly as you would like, and before you reach the mouth of the tunnel the Drakkarim are taking aim at you with their bows.
If you possess Grand Huntmastery and have reached the rank of Kai Grand Guardian, turn to 2.
If you do not possess this skill or have yet to reach this level of Kai rank, turn to 269.
204
Very well, minion of Slûtar, rumbles the voice. Display proof of your allegiance to your master and you shall be allowed to pass beyond this chamber.
The echoing voice has barely faded when suddenly the tiny flames of the pool are transformed into a hundred roaring jets of white fire. A wave of searing heat forces you to retreat from the pool's edge and, as you cower behind the protection of your cloak, you try to think of a way to satisfy the voice's command.
If you possess a Statuette of Slûtar, turn to 336.
If you do not possess this Special Item, turn to 87.
205
You reach to your belt and unsheathe the sun-sword. At once a golden halo of flame bursts from its polished blade, causing the Helghast to shriek in alarm as it recognizes the power you wield. It loosens its terrible grip upon your throat, enabling you to thrust the hilt of the Sommerswerd into its midriff and force it away. The Helghast emits a wailing cry and a wave of psychic energy assails your mind. But your Magnakai defences are more than sufficient to repel this weak attack and, with one fell sweep of your arm, you cleave the demonic creature cleanly in two.
The sundered halves of the Helghast fall from the bridge to be consumed by the hungry flames. Open-mouthed, the two Drakkarim stumble to a halt and stare down into the moat. Nervously they glance at each other, fearful of suffering a similar fate; then they turn and run towards the open door. Determined not to let them escape, you give chase and catch up with them within a few yards of the entrance.
Drakkarim: COMBAT SKILL 26
ENDURANCE 35
If you win this combat, turn to 340.
206
As the Doomwolf crashes to the floor, mortally wounded, you hear the sound of the door being unlocked. It is thrown open and in rush a group of grim-faced Drakkarim guards, their swords drawn ready for action. Swiftly you dispatch the leading pair, but more arrive to take their place, forcing you to retreat deeper into the cell.
Drakkarim Guards: COMBAT SKILL 32 ENDURANCE 40
If you win this combat, turn to 67.
207
You return to collect Banedon; then, once he is safely across your shoulders, you climb the stairs and hurry through the archway. A tunnel lined with rich wood panelling leads to a chamber where eight smaller passages disappear off in all directions. You scan these exits and a familiar fear returns to haunt you, a fear that you will never find your way out of Kaag alive.
Using your innate healing skills, you try once more to revive Banedon. You remember once, during a tutorial at the Kai Monastery, that Banedon conjured up a vision of the monastery and its surrounding estates. You were able to see yourself in miniature, standing in your chambers as if you were a tiny animated doll in a doll's house. If he were well enough to perform that spell here in Kaag, you might be able to locate your position and plan a route of escape.
Mustering your skills, you place your hands on Banedon's chest and transmit your power directly into his heart. (Reduce your ENDURANCE by 3 points.) Gradually Banedon stirs to consciousness and, as his strength returns, rekindled by your healing power, he is able to grant your request. On the floor of the chamber he calls forth a living, three-dimensional vision of Kaag. Gradually this vision expands until you are looking at yourselves, kneeling on the floor of a chamber on one of the upper levels of the central citadel. The vision blurs and fades, but not before you are able to trace the quickest way out of this dreadful place.
The passage which heads due south from this chamber leads directly to the Zlanbeast pens and landing platforms situated on the exterior wall of the citadel, high above the great South Gate. It is from here that you plan to escape, leaving the citadel by the same way you entered it: by air.
Confident that the success of your quest is now within your grasp, you help Banedon to his feet and support him as you make your way along the south passage.
Turn to 267.
208
You take up one of the heavy black candlesticks and raise it above your head, steadying yourself as you get ready to hurl it at the sphere. Then a wave of dark energy comes coursing from the orb and you swoon as it washes over your body. You are in danger of dropping the candlestick upon your own head until, with a defiant cry, you draw on your psychic strength to counter the power of the orb.
As your mind clears and your strength returns, you launch the candlestick at the altar and smash the orb into hundreds of tiny shards. Instantly there is a tremendous implosion and a rush of air as the evil within this chamber is sucked back to its source. The stench that permeated the air has now gone and you feel a sense of well-being infuse your body: restore 3 ENDURANCE points to your current score.
To continue, turn to 86.
209
You ascend several levels of the citadel, by slope and stair, until you reach a vast hall festooned with icy stalactites. In the dim distance you see the yellowy glow of a warmer chamber and you hurry towards it, taking care not to slip on the treacherous, frost-covered floor.
You are near the centre of this chamber when the temperature drops dramatically. Unless you possess the Discipline of Grand Nexus, you lose 5 ENDURANCE points due to the extreme cold.
To continue, turn to 133.
210
You are within a few yards of the passage that leads out of the mess hall when suddenly four Drakkarim turn a corner and come striding up the passage towards you. One of them sees you and shouts out in alarm: ‘Intruder!’
In an instant your weapon is in your hand, ready for combat. Behind you the feasting squad falls silent; then, as one, they jump to their feet and scramble to retrieve their weapons. Rather than face thirty Giaks, you decide to rush the four who are now striding along the passage, their swords drawn ready to cut you down.
‘For Sommerlund!’ you cry, and launch yourself at the four grim-faced warriors.
4 Drakkarim: COMBAT SKILL 37 ENDURANCE 41
If you win this combat, turn to 119.
211
You unsheathe the sun-sword and hold it before you. Immediately, the twin streams of fiery bolts are drawn to its golden blade. They hit the tip and merge into a searing hot ball of power which radiates a blinding white light. The Sommerswerd vibrates in your hands. Desperately you fight to control the power that is held precariously in your grasp.
‘For Sommerlund!’ you cry and, with a mighty effort, you cast the ball of energy at the two dragon-creatures. The meteor of light hits the leading creature and explodes with a brilliant flash. There a splash of white-hot sparks and suddenly the tunnel is silent. The dragon-creature and the ball of fire have vanished.
For several seconds you stare at the remaining creature without either of you moving. Then, as prompted into action by a silent command, the two of you are galvanized into action. A flaming sword appears in the dragon's paw and, with stunning suddenness, it leaps forwards into the attack.
Nadziran (in dragon guise, with flame-sword): COMBAT SKILL 46 ENDURANCE 40
This creature possesses strong psychic ability. Unless you possess the Discipline of Kai-screen, deduct 2 ENDURANCE points every round you are in combat due to its relentless psychic assault.
If you win the combat, turn to 76.
212
The Helghast slams into your chest and drags you flailing to the ground. Frantically you try to get a firm grip on its robes as the two of you roll precariously close to the edge of the moat. With glee, the two Drakkarim stand back and watch your mortal struggle, confident that the Helghast will emerge victorious.
Pick a number from the Random Number Table. If your current ENDURANCE points score is 15 or higher, add 2 to the number you have picked.
If your total score is now 4 or less, turn to 311.
If it is 5 or more, turn to 151.
213
You race up the remaining steps and take hold of the Drakkar by the throat. Desperately he fights to free himself from your crushing grip, kicking and scratching like a wild animal, until you are forced to let him go. As you do so, he stumbles and falls backwards over the parapet, landing with a shriek in the street below. You glance over the stone rail and see that he has met his doom, impaled upon the spikes of his cruel device.
Now you turn your attention to the five Kraan which are feeding on the roof. Gingerly you approach them, hoping not to startle them into flight, but the commotion — and your presence — has made them very uneasy.
If you possess the Discipline of Animal Mastery, turn to 90.
If you do not possess this skill, turn to 136.
214
You are unable to evade the creature so you raise your weapon defiantly and steel yourself for combat, as the shadow of this angry beast falls upon you.
Turn to 128.
215
You draw on your innate Magnakai ability of Animal Control, but to no avail. The Akataz has already detected your scent; it is too late to attempt to mask it now.
With a chilling howl the leathery creature comes bursting through the curtain, its claws and fangs shredding the rotting fabric with ease. For a moment it becomes entangled and struggles to tear itself free, allowing you precious seconds in which to react to this vicious attack.
If you have a Bow and wish to use it, turn to 99.
If you do not or choose not to use it, turn to 286.
216
Once more your weapon hits the crystal and glances off without effect. You are moving forwards to retrieve it when suddenly the hall echoes to the clang of an alarm bell. Seconds later a troop of armoured Drakkarim and Giak soldiers comes stream
ing through the entrance and moves to surround you and your captive friend. You fight bravely and dispatch more than fifty of the enemy, but eventually your strength fails and you are overwhelmed by the denizens of Kaag.
Tragically, your life and your quest end here in the courtroom of Zagarna.
217
The torchlit stairs spiral down to a busy hall where several stairways and tunnels converge. You stay hidden in the shadows while you observe the creatures, mainly Giaks and Drakkarim, that are using this hall to move from one passage to another. All, without exception, are clad in uniforms which have been dyed a muddy shade of orange.
After a short while, the hall clears and you hurry across towards a tunnel directly opposite. It is the only exit from the hall to have been ignored by the flow of traffic, and you choose it in the hope that it will be empty of guards. An archway off the tunnel reveals a chamber where the floor appears to be carpeted with a fine grey-green dust. Your senses tingle with a premonition of danger as you stare at the phosphorescent lichen clinging to the rough-hewn walls. The glow from the lichen illuminates several stout pilasters which support the vaulted ceiling and an arched exit on the far side. The surface of the dusty floor is perfectly flat, undisturbed by tracks of any kind.
If you wish to cross the dusty floor and enter the archway opposite, turn to 301.