The Caverns of Kalte Read online
Page 5
[4] This peculiar ending is the only time in the entire Lone Wolf series where you can fail your mission without actually dying. Despite the fact that it may take quite a bit of effort to get here, it does not count as a completion for this adventure. You still may not use your character in future adventures.
62
As the light gradually fades, a blizzard blows across the open ice shelf and batters relentlessly against the tent. The flapping canvas and the pain in your fingers and toes are beginning to wear on your nerves; you wish you had never set foot in this icy hell. Then, in the middle of the night, the wind rips away the edge of the canvas and the full force of the gale scatters your equipment and provisions. You are forced to spend the rest of the night on your elbows, clinging with frozen fingers to the edge of the tent. Your sleeping furs fill with a half frozen slush, and, by dawn, your clothes are stiff with ice. You lose 3 ENDURANCE points.
Make the necessary adjustment to your Action Chart, before turning to 167.
63
You follow this passage northwards until it turns abruptly towards the west. A few yards ahead, a flight of stone steps ascends to an archway thirty feet above. Just past the staircase, you notice another stone door, with a lever in the wall next to it. The lever is raised and the door is closed.
If you wish to climb the stairs, turn to 323.
If you wish to investigate the door, turn to 246.
64
You get the uneasy feeling that danger lurks along both tunnels. Although you sense that the northern tunnel is the more perilous of the two, you feel sure that it is the quickest route to Ikaya.
If you wish to enter the north tunnel, turn to 321.
If you wish to take the west tunnel, turn to 275.
65
The buttons have jammed. No matter how hard you try you cannot make them budge. You have no choice but to abandon the altar and leave the temple by the northern archway.
Turn to 306.
66
The barb of a Kalkoth's tongue holds a powerful venom, with which it paralyses its victims before devouring them. The venom takes only a few seconds to act. Stung by the barb, you quickly fade into unconsciousness. It is a sleep from which there will be no awakening.
Your life and your mission end here.
67
The man jerks his head back as if suddenly woken from a trance. ‘Who's there?’ he whispers, his deep-set eyes peering into the gloom above. ‘Is anyone there, or does madness now befriend me?’ You extend your hand through the portal and chance a wave to show your whereabouts. ‘The gods be praised,’ he cries, jumping excitedly to his feet. ‘My name is Tygon. I am a merchant from Ragadorn. The Ice Barbarians kidnapped me and my cargo, and brought me here. I now await an audience with their new Brumalmarc, the Sommlending sorcerer called Vonotar. It seems that he will decide my fate. If you free me, I'll help you as best I can.’
If you have a Rope, you can lower it through the portal and help the man to climb out of his cell by turning to 328.
If you do not possess a Rope, or if you do not want to help him, you can continue along the corridor towards the stairs by turning to 166.
68
As the Ice Barbarian moves closer, he suddenly lets out a blood-curdling scream and lunges at your head.
Ice Barbarian: COMBAT SKILL 18 ENDURANCE 28
If you win the combat, turn to 186.
69
You have covered less than twenty yards when you see a patrol of six Ice Barbarians marching towards you along the corridor. Then, to your left, you notice a small flight of stairs leading down into a darkened chamber.
If you have the Kai Discipline of Camouflage, turn to 222.
If you wish to run down these stairs and hide from the patrol, turn to 108.
If you wish to run back to the landing and take the north corridor, turn to 198.
70
‘Quick, we must pack up and leave immediately,’ shouts Fenor, the howling wind carrying his words away into the night. ‘Kalkoth never hunt alone. There's sure to be others nearby — they can smell blood miles away.’
The tent is dismantled and you quickly leave, Dyce leading the way and you guarding the rear. You have covered less than fifty yards when disaster strikes. Blinded both by the darkness and the wind, Dyce fails to see that the path comes to an abrupt end at the edge of a sheer precipice. You freeze with horror as you hear the screams of your guides fading into the darkness. With death threatening from all sides, you cling in desperation to the frozen rock-face.
If you have coated yourself with Baknar oil, turn to 209.
If you have not applied this oil to your skin, turn to 339.
71
You can sense that the Ice Barbarian child has a bone dagger hidden in his boot. He is trying to reach it so that he can attack you.
Forewarned by your Kai sense, turn to 320.
72
You carefully examine the altar and the two black staves protruding from its surface. The cyclone continues to howl but while you carry the Firesphere, it will not advance towards the altar.
You notice that where the statue once lay, two stone buttons have risen from the surface.
Turn to 227.
73
The guides look at you as if you are mad, and refuse to ride with you. At first, the Kanu-dogs are reluctant to approach the gorge, but with some encouragement from your whip they soon change their minds. There is less than six inches of ice on either side of your sledge runners, and all your concentration is needed to keep to the centre of this frozen bridge. You are less than fifteen feet from the other side when there is a tremendous crack and the sledge shudders violently.
Pick a number from the Random Number Table.
If the number you have picked is 0–7, turn to 119.
If the number you have picked is 8–9, turn to 136.
74
The stone walls of the corridor are covered with strange carvings, which cast deep shadows. Using your skill, you hide yourself in their gloom. The Ice Barbarian walks slowly towards you, his movements tense and unsteady. Your skin crawls as you notice for the first time his white pupil-less eyes. Holding your breath, you pray that he has not seen you.
Pick a number from the Random Number Table.
If the number you have picked is 0–4, turn to 48.
If the number you have picked is 5–9, turn to 287.
75
The tracks have been made by dangerous and carnivorous creatures called Baknar. If you run into them in the confines of a dark and narrow tunnel, your chances of survival will be very slim indeed. Although your Kai Discipline has enabled you to identify the tracks, you are unable to sense which tunnel the Baknar occupy.
If you wish to take the left tunnel, turn to 235.
If you wish to take the right tunnel, turn to 114.
76
You continue upwards until you reach a narrow stone door. Like the other doors you have seen so far, it is controlled by a wall lever. This door also has a small spy-hole cut into its centre. Carefully placing your eye to the aperture, you peer into the small room beyond. There, lying on the floor of the cell, are three sleeping Doomwolves. In the north wall, a cell door is open, and the outline of an Ice Barbarian's back can be seen filling the archway.
If you have the Kai Discipline of Hunting or Animal Kinship, turn to 51.
If you do not have either of these skills, you can open the door and attack the Doomwolves by turning to 137.
If you would rather back away from the cell door and descend the stairs, turn to 261.
77
You recognize the pungent smell of distilled graveweed, a very powerful poison. Even the vapour is enough to make your head spin and your vision blur. Quickly you discard the broken glass and cover your nose with the sleeve of your jacket; you lose 1 ENDURANCE point due to the effects of the poisonous vapour.
Return to 10 and choose your next course of action.
78
Prepa
ring yourself, you pull back the flap of the tent and quickly leave. The wind has become much stronger, and it whips the fine snow into small eddies, obscuring your vision. A shadow to your right betrays the Baknar as it lopes towards you. There is no time to evade its attack and you must fight the creature to the death.
Illustration V—A shadow to your right betrays the Baknar as it lopes towards you.
Baknar: COMBAT SKILL 19 ENDURANCE 30
If you win the combat, turn to 245.
79
You open the door just enough to be able to pour the Vial of Graveweed into the bubbling gruel. You have not long to wait for the Ice Barbarians to eat what will be their last supper. You are now free to explore. (Remember to erase this potion from your Action Chart.)
The kitchen is small and surprisingly well stocked with herbs. ‘These must have come from the trading post at Ljuk,’ says Loi-Kymar, peering at the many jars and bottles. He takes several of the herb jars and crams them into the pockets of his robes. You are anxious to leave in case other guards should enter, but the old magician seems completely engrossed in his new discoveries. He opens two small jars, and mixes the contents together, urging you to eat with him. ‘It will give you strength, Lone Wolf,’ he says. As you eat the dry leaves, you feel a warm glow radiating throughout your body. Restore 6 ENDURANCE points to your current total.
Turn to 301.
80
As the raging Kalkoth charges out of the tunnel, you wait until the last possible moment before you dive.
Pick a number from the Random Number Table.
If the number you have picked is 0–1, turn to 123.
If the number you have picked is 2–9, turn to 59.
81
You are about to hide the dead body under the stairs when you hear strange cries and low screams drifting down the corridor. A group of Ice Barbarians are advancing towards you. You are momentarily stunned by the sight of these warriors, for they are hideously mutated. With fear and revulsion welling up inside, you scramble the stairs to a wide landing where a corridor runs north to south.
If you wish to run northwards, turn to 198.
If you wish to run southwards, turn to 69.
82
The cave is cold and slopes very steeply away into the darkness. You have covered sixty yards before you notice a light in the distance. As you get nearer, you hear noises. . . animal noises.
If you have the Kai Discipline of Animal Kinship, turn to 329.
If you wish to draw your weapon and charge, turn to 138.
If you want to try to creep closer and spy on whatever is there, turn to 107.
83
The Ice Barbarian mutants seem to be controlled by a hideous creature lurking in the shadows of a distant doorway. This monster resembles an abnormally large human head with two feet protruding beneath. It has no torso or limbs, but has a long reptilian tail with which to maintain its balance.
The Ice Barbarian mutants attack simultaneously, and you must fight them as one creature. They are immune to Mindblast. At the same time their strange controller is attacking you with its Mindforce. Unless you possess the Kai Discipline of Mindshield, you lose 2 ENDURANCE points due to this attack.
Ice Barbarian Mutants: COMBAT SKILL 18 ENDURANCE 24
If you win the combat, turn to 313.
84
You notice that the Kalkoth has a blue triangle of stone on a chain around its neck. Suddenly you realize the significance of this strange amulet. Grabbing the blue stone, you race back to the fortress door and press it into the wall recess. It is a perfect fit. (You may record this Special Item as a Blue Stone Triangle which you wear around your neck.)
You become aware of a faint tremor running through the ledge on which you are standing, followed by the grinding noise of stone upon stone. The door opens, but it has only opened three feet when there is a loud crack, and it starts to close. Without a second's hesitation, you dive into the fortress and hear the massive door crash shut behind you.
Turn to 221.
85
For three days and nights, you fight your way northwards across the tortuous glacier. Falls, bruises, cut shins, awkward crevasses, razor-edged ice, and the constant bitter wind all conspire to sap your strength. However, you count yourself very lucky to have avoided a blizzard, and after a fatiguing trek you eventually reach the shelter of Cloudmaker Mountain in time to set up camp there for the night.
This huge mountain is over thirteen thousand feet high, and shaped like a giant shark's fin. As the cold west winds blow around its peak, great plumes of cloud trail away across the Viad Glacier. It is this strange phenomenon which gives the mountain its apt name.
You soon find an ideal campsite among the shattered fissures of the rock-strewn base. Quickly the tent is up and you are under canvas once again. You have left the tent to answer a call of nature when you discover, purely by chance, the faint glow of torchlight from a small crack in the rocks above.
If you have the Kai Discipline of Sixth Sense, turn to 98.
If you wish to investigate this strange light, turn to 49.
If you wish to ignore it and return to the tent, turn to 212.
86
You insert your blade and try to locate the locking mechanism. The keyhole is unusually deep and it is very difficult to manipulate the tip of the blade successfully.
Pick a number from the Random Number Table. If you have the Kai Discipline of Weaponskill with the weapon that you are now using, you may add 3 to the number that you have chosen.
If your total is 0–7, turn to 47.
If your total is 8–12, turn to 194.
87
You race towards the corner where you saw the creature, only to find that the corridor turns abruptly westwards. A few yards ahead, a flight of stone steps ascends towards a dark archway thirty feet above. Just beyond the staircase, the corridor continues to another stone door. The lever in the wall by the door is raised, and the door is closed. There is no sign of the strange creature.
If you wish to climb the stairs, turn to 323.
If you wish to investigate the room, turn to 246.
88
As the two-headed serpent slithers along the ledge, you can clearly see the open jaw of its second head and the yellow, curved fangs, dripping with venom. Peeling off your thick jacket, you wind it around your left forearm. You can now use your padded arm to shield yourself from one deadly head as you strike at the other. This creature is immune to Mindblast.
Illustration VI—The two-headed serpent slithers along the ledge.
Javek: COMBAT SKILL 15 ENDURANCE 15
If you lose any ENDURANCE points during this combat, do not subtract them from your ENDURANCE point total. Instead, pick a number from the Random Number Table. If the number you pick is 0–8, the Javek has sunk its fangs harmlessly into your padded arm, and you may continue the combat without losing any ENDURANCE points.
However, if you pick a 9, the fangs have punctured your arm. The venom of a Javek is the most powerful natural poison in all of Magnamund. In a few seconds your heart stops, and your paralysed body falls into the abyss. Your mission ends here.
If you win the combat, turn to 269.
89
The Ice Barbarian shouts at you in a deep unnatural tone. You have been seen. Cursing your bad luck, you quickly unsheathe your weapon. Wheeling round, you see the Ice Barbarian pulling a lever in the far wall. Three snarling Doomwolves race out of a concealed archway and charge towards you. They attack you one at a time, and you must fight each of them to the death.
Doomwolf 1: COMBAT SKILL 15 ENDURANCE 24
Doomwolf 2: COMBAT SKILL 14 ENDURANCE 23
Doomwolf 3: COMBAT SKILL 14 ENDURANCE 20
If you win the combat, turn to 161.
90
Wiping the grime from the stopper, you unscrew it and carefully sniff the red liquid.
If you have the Kai Discipline of Healing, turn to 233.
If you do not have this
skill, you are suspicious of the possible ill effects of this fluid and discard it. Return to 10 and choose your next course of action.
91
You hold your breath as you wipe handfuls of the slimy grease inside your jacket. But as the oil penetrates your skin, you feel a warm glow, as if you were near an open fire. The more grease that you apply, the warmer you become. You also notice that the terrible smell is gradually fading away. (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.)
‘Once it's in your skin, you can't smell a thing,’ says Irian, calling the others to take some Baknar oil. This oil is excellent insulation against the freezing temperatures of Kalte, and may well help you in the near future. As you return to your tent, only the Kanu-dogs seem to object to the smell. They whine and bury their noses in the snow as you walk past.
Turn to 134.