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The Caverns of Kalte Page 8


  If you wish to try to escape into the distant archway, turn to 211.

  151

  As the hideous beast dies at your feet, you hear Dyce shouting: ‘Quick, we've got to get away from here. Kalkoth never hunt alone.’

  Grabbing your Backpack, you follow Dyce and Irian along a steep mountain path, up and away from the ice ledge. But you have covered less than fifty yards when disaster strikes. Blinded by the darkness and icy wind, Dyce fails to see that the path comes to an abrupt end at the edge of a sheer precipice. You freeze in horror as you hear your guide's screams fading into the darkness ahead. With death threatening from every side, you cling in desperation to the frozen rock-face.

  If you have applied Baknar oil to your skin, turn to 209.

  If you have not, turn to 339.

  152

  You decide to distract his attention by throwing some Gold Crowns into an alcove directly opposite to him.

  Firstly, write down the number of Gold Crowns you are going to throw. Now pick a number from the Random Number Table. (0 = 10)

  If the number you have picked is equal to or less than the number that you have written down, turn to 319.

  If the number you pick is greater than the number that you have written down, turn to 181.

  153

  You are nearly across the lake when catastrophe befalls you. Your right foot crashes through the ice and holds you fast at the knee. You fight to free your leg but it is no good; it is completely trapped. A few seconds later, there is a tremendous crack of splintering ice as the lake monster breaks through to the surface. In terror you see the razor-sharp teeth and black slimy head of the ancient horror bearing down on you. This is the last thing you see before it swallows you whole.

  Your life and your mission end here.

  154

  You are bleeding very badly from a wound in your right leg. It seems as if the flow of blood will never stop, so you tie a makeshift tourniquet around your thigh. You stagger to your feet and survey the damaged chamber.

  The monolith must have been designed to guard against or ensnare trespassers. A powerful glyph, which is a spell of explosive power, was obviously placed on it long ago.

  You notice a panel in the north wall has opened to reveal a darkened exit from this chamber.

  If you wish to explore this new exit, turn to 145.

  If you wish to try to open the door by which you entered, turn to 242.

  155

  The dawn mists are quickly cleared by the icy mountain wind. Tired, shocked, and frozen to the bone, you claw your way up the cruel rock-face until you finally reach the safety of a wide ridge. You are very hungry and must eat a Meal here before you continue or lose 3 ENDURANCE points. Remember to subtract the Meal from your Action Chart.

  The ridge joins another which you struggle across, only to find yourself at the top of a terrifying descent. To reach the narrow mountain pass one thousand feet below, you must go down a steep and perilous ice staircase.

  Pick a number from the Random Number Table. If your current ENDURANCE point total is less than 10, deduct 2 from the number that you have picked. If your current ENDURANCE point total is greater than 20, add 1 to the number that you have picked.

  If your total is now -2–2, turn to 248.

  If your total is now 3–10, turn to 191.

  156

  You recognize the aroma of concentrated Gallowbrush, or ‘Sleeptooth’ as it is commonly called in Sommerlund. This is the thorny briar your Kai masters once used to induce sleep when tending to ill or injured horses. This distilled brew made from the plant is a very powerful sleeping Potion. If you wish to keep the Potion, remember to mark it on your Action Chart as a Backpack Item.

  Now return to 10 and choose your next course of action.

  157

  You take the Potion from your Backpack and carefully open the door just wide enough to be able to empty the contents of the vial into the bubbling cauldron. You do not have to wait long for the Ice Barbarians to fall asleep after their meal. (Remember to erase this potion from your Action Chart.)

  The kitchen is small and surprisingly well stocked with herbs. ‘These are from the Trading Post at Ljuk,’ says Loi-Kymar, peering closely at the labelled jars, several of which he crams into his pockets. Opening two herb jars, he mixes the contents, and offers them to you. ‘It will give you strength, Lone Wolf,’ he says. You eat the dry leaves and feel a warm glow radiating throughout your body.

  Restore 6 ENDURANCE points to your current total and turn to 301.

  158

  As the Ice Barbarian scout is on skis, you will only be able to fight one round of combat before the momentum of his attack carries him past you.

  Ice Barbarian Scout: COMBAT SKILL 20 ENDURANCE 28

  If you sustain a higher ENDURANCE point loss than the enemy in this one round of combat, turn to 165.

  If the Ice Barbarian scout loses more ENDURANCE points than you in this one round of combat, turn to 271.

  If you both lose exactly the same number of ENDURANCE points in this one round of combat, turn to 337.

  159

  The man stares you straight in the eye and says, ‘The Ragad.’

  If you now wish to wipe away the pentagram and free him, turn to 170.

  If you do not want to free him now, close the cell door and return to the main corridor by turning to 254.

  160

  Your transport to Ikaya consists of two sledges, each drawn by a team of six Kanu-dogs. This sturdy breed is native to Kalte, and they make ideal sledge dogs. Their thick tawny coats and powerful chests, as well as their vigour and enthusiasm even in the coldest climates, make them well suited to the work ahead.

  On board each sledge is enough food and equipment for the mission. Your three guides, Irian, Fenor, and Dyce, are all experienced trappers. They are skilled at survival in the icy desert, and know of the many unseen dangers.

  Once the dogs are harnessed, you and Dyce climb aboard your sledge and signal to the others to lead the way. As you stare across the frozen expanse of the Ljuk ice shelf, you can see a white glare on the distant horizon. This is the Viad Glacier wall, the point where the flow of ice meets the frozen sea. Through the crisp, clear air of Kalte it looks no more than six miles away at most, but in reality it is nearer sixty miles away.

  You make good progress on the first day and as darkness approaches, you decide to set up camp for the night. You halt inside a circle of ice pillars that have been forced upwards by the constantly moving ice shelf. The sledges are drawn together and the tent is erected beside them. Once the canvas is secured and the Kanu-dogs have been settled for the night, you begin to prepare your evening meal. Suddenly, a terrifying roar is heard outside the tent.

  ‘By the gods!’ cries Irian. ‘A Baknar!’

  Baknar are large carnivorous creatures that dwell near the Kalte coastline. Their usual prey are gallings or the smaller ostrels that live at the sea's edge. But this Baknar has been attracted by the scent of the dogs. It is about to attack and eat several of your sledge dog team.

  If you have the Kai Discipline of Hunting, turn to 204.

  If you have the Kai Discipline of Animal Kinship, turn to 318.

  Otherwise, leave the tent and attack the Baknar by turning to 78.

  161

  The Ice Barbarian slowly advances, his white pupil-less eyes sending a shiver down your spine. In his right hand, he clutches a bone scimitar. Although it is raised to strike, his movements are stiff and unsteady as if he were attacking against his will. He is immune to Mindblast.

  Ice Barbarian: COMBAT SKILL 17 ENDURANCE 29

  If you win the combat, turn to 210.

  162

  The sledge is unpacked and the equipment is ferried across piece by piece. Everything is going according to plan until the sledge itself is brought over the gorge. Dyce is steering it, taking great pains to keep it in the centre of the narrow bridge, when suddenly the two lead Kanu-dogs slip and fall into the gorge. They hang h
elplessly in their harnesses, howling and kicking at the air. Dyce frantically pulls on the reins to try to prevent the others from falling as well, but his efforts are in vain. One by one, the other four dogs are pulled from the bridge by the increasing weight of those below.

  ‘Jump, Dyce, jump!’ screams Irian, as the last dog plummets into the void. Dyce leaps clear just as the sledge topples into the gorge, but he lands on the narrowest section of ice and loses his footing.

  ‘Help me, help me!’ he cries, his fingers clawing at the slippery ice.

  If you wish to attempt to save Dyce, turn to 19.

  If you feel there is no way you can save him, turn to 257.

  163

  As you lower the lever, a stone door slides across and seals off the rubbish-strewn chamber. When you raise the lever, the stone door slides open once again.

  If you wish to enter the room and investigate its contents, turn to 38.

  If you wish to continue along the east passage, turn to 237.

  164

  The tentacled horror rises from the moat and attacks you. You glimpse Vonotar raising his black staff and fixing his gaze towards Loi-Kymar. He is attacking the old magician with his Mindforce. You realize that if Loi-Kymar is killed, the secret of the Guildstaff will die with him.

  Before you can do anything else, you must fight the monster to the death. This is an Akraa'Neonor: one of the undead. Remember to double all ENDURANCE points lost by this enemy during the combat, due to the power of the Sommerswerd.

  Akraa'Neonor: COMBAT SKILL 23 ENDURANCE 50

  If you win the combat in five rounds or less, turn to 272.

  If the combat takes longer than five rounds, turn to 324.

  165

  The shock of his attack has knocked you to the ground. By the time you have staggered to your feet, you see that he has stopped and removed his skis.

  Turn to 68.

  166

  At the bottom of the staircase you discover a new tunnel going northwards. You are about to follow it when your hand touches a lever protruding from the wall to your right. A closer examination reveals a secret door.

  If you wish to open the door, turn to 111.

  If you wish to continue along the new tunnel, turn to 336.

  167

  The gale gradually drops, the air clears, and the Viad Glacier is revealed in all its splendour. The even surface of ice crystals look like a carpet of snow glittering with gems of every hue — yellow, violet, blue, green, orange, and crimson; yet the crystals are of such brilliance, they would put any jewel in the shade. The ice wall rises over eight hundred feet and for the main part it is a smooth but very steep climb. Although the weather is fine, it takes the best part of a day to climb the glacier's edge. All of the equipment has to be unloaded and taken to the top of the glacier where it is repacked onto the sledges. The Kanu-dogs do hardly anything but fight, and your food is so shaken up in the climb that a gruesome mush is all that remains of it.

  By the end you are exhausted. With daylight fading fast, you decide to pitch camp in the shelter of a natural ice bowl, and settle down to a much deserved night's rest.

  Pick a number from the Random Number Table.

  If the number you have picked is 0–6, turn to 85.

  If the number you have picked is 7–9, turn to 300.

  168

  As you step onto the quartz, you sense a vibration that runs up your leg to your knee. You see that, within the flagstone, a dull light pulsates and a humming sound can be heard emanating from the altar.

  With your heart pounding, you prepare yourself for an attack and slowly advance.

  Turn to 60.

  169

  As you reach the massive door, you desperately cast your eyes over it in the hope of discovering a way to make it open. The door is completely smooth; it has no handle, lock, or keyhole. The creature will soon reach the top of the ramp, and you are about to cry out in desperation when you notice a block of granite set into the nearby wall. It has a small triangle cut into its surface.

  If you possess a Blue Stone Triangle, turn to 41.

  If you do not, turn to 265.

  170

  Using the edge of your cloak, you wipe away a section of the pentagram that is wide enough to let the man escape. You notice that he is painfully thin and unsteady on his feet.

  ‘My thanks, Kai Lord. I shall endeavour to repay your kindness some day, if we ever escape from this fortress,’ he says. ‘You had best lead, for my eyes ail me. I have suffered snow-blindness and the pain still lingers on.’

  You lead the way into the passage and are about to turn north into the main corridor, when a pair of steely-fingered hands suddenly close around your throat from behind. A hideous cry betrays the merchant's true identity: he is a Helghast, a deadly shape-changing servant of the Darklords. He has tricked you into releasing him from the pentagram, and he now intends to murder you.

  You desperately fight for air as his skeletal fingers burn and tear at your throat. You lose 6 ENDURANCE points. If you are still alive, you manage to break free of his grip, but you must now fight this creature to the death. Due to the surprise of its attack, you cannot swallow any potions before the combat.

  If you possess the Sommerswerd, turn to 304.

  If you do not, turn to 175.

  171

  The stopper in this Vial is jammed and you have to take great care not to break the slender glass neck. It gradually loosens and you sniff the orange liquid.

  If you have the Kai Discipline of either Sixth Sense or Weaponskill, turn to 311.

  If you do not possess either Discipline, you become suspicious of this potion and decide to discard it. Return to 10 and decide your next course of action.

  172

  You decline Irian's offer and return to the tent. However, the others, having congratulated you, leave the tent and join Irian. You watch in amazement as they, too, grab handfuls of Baknar oil and smear it inside their clothing.

  Later that night, you eventually get to sleep but only after plugging both nostrils with cloth. The others seem oblivious to the dreadful smell.

  Turn to 134.

  173

  The Hall of the Brumalmarc is a vast chamber constructed of crystal blocks rising to a central plateau. On this stands the Brumalmarc throne, as old as Ikaya itself. There, Vonotar sits, surrounded by the tomes and eldritch trappings of a necromancer. He is rapt in study and does not see you enter the hall. He remains oblivious to your presence until Loi-Kymar sneezes.

  ‘Who dares disturb me?’ he hisses, rising from the Brumalmarc throne, his eyes searching for an intruder. Upon seeing you, he emits a horrified gasp and fumbles for his black staff. He has the look of a criminal who has been discovered in the act of some dreadful crime. Quickly you raise your weapon and begin to climb the crystal pyramid. You know that you have little time to reach him if you are to overpower and capture him alive.

  You reach the edge of the plateau in time to see a wide circle of blocks descending around the throne. Between you and Vonotar, a deep moat is forming. Then from the depths of the moat you hear a ghastly, inhuman gibbering. You brace yourself for combat but are totally unprepared for the horror that now faces you. From out of the dark slithers a huge, ghoulish, green monster. Its deformed head is a mass of tentacles and suckers that ooze a putrid black slime. At the centre of this writhing mass a hideous yellow eye pulsates. Vonotar has control over this monster and he is directing it towards you.

  Illustration XI—From out of the dark slithers a huge ghoulish green monster over which Vonotar has control.

  If you possess an Effigy, turn immediately to 34.

  If you do not possess an Effigy but do possess the Sommerswerd, turn to 164.

  If you have neither of the above, turn to 200.

  174

  The Kalkoth is dead but its growls still seem to echo around the cavern. You suddenly realize that another of the beasts is now thundering down the tunnel towards you. It is the Kalkoth's
mate, and she is hell-bent on revenge. You now have only one possible escape route: you must cross the lake.

  Turn to 322.

  175

  You sidestep the hissing creature and strike a blow at its head that would maim any mortal warrior. To your horror, the Helghast advances towards you unscathed. It is a powerful captain of the undead, and is immune to normal weapons. An agent of the Darklords, it has been sent to kill Vonotar for his failure at the Battle of Holmgulf. Now free from the pentagram that imprisoned it, the Helghast can complete its mission and return to the rewards and praise of its masters.

  You cry out in terror as the Helghast's fingers rend and burn at your throat. But your cries fade unheeded in the dark passage; only death will end your agony.

  Your life and your mission end here.

  176

  Running for the tunnel entrance, you quickly leave the icy river far behind. You follow the tunnel for countless hours as it bends its way northwards. It becomes impossible to recall what hour of the day it is; the perpetual half-light of these caverns never changes. Through fissures in the wall of the tunnel, you catch glimpses of other chambers, and you marvel at the sheer scale of the labyrinth.