Castle Death (21 page)

Read Castle Death Online

Authors: Joe Dever

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

BOOK: Castle Death
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324

The heat is unbearable (lose 4
ENDURANCE
points). In order to keep your boots from catching fire, and in the hope of reaching a cooler section of the tube, you force yourself to run deeper into the oven-like tunnel.

Turn to 24
.

325

You strike the seething water with a mighty splash and sink like a stone. The sharp tang of the lake fills your mouth, and its icy cold embrace numbs your muscles. Your first impulse on hitting the water is to lash out with your arms and swim, but you are hampered by a mass of plant life that coils around your flailing limbs. Desperate for air, you hack blindly at the weeds that now threaten to drag you to a watery grave.

Fight the combat as normal. However, due to your lack of air, you must automatically deduct 2
ENDURANCE
points for every round that you fight.

Black Lakeweed:
COMBAT SKILL
 10   
ENDURANCE
 50

If you survive the struggle,
turn to 158
.

326

You make it through the gap with less than an inch to spare. With your stomach churning, you drag yourself to your feet and retrace your steps along the murky tunnel. The familiar red glow of the tunnel you passed earlier appears once more in the gloom ahead.

If you now choose to explore this tunnel,
turn to 144
.

If you decide to go back to the rough-walled cavern and take the west tunnel instead,
turn to 323
.

327

Gulping a lungful of air, you dive below the water and focus your Magnakai Discipline on the lock, willing it to open. It is a severe test of your skill, made all the more difficult by the lack of air.

Pick a number from the
Random Number Table
. If you have reached the rank of Primate, add 2 to the number you have picked.

If your total is 4 or less,
turn to 184
.

If it is 5 or more,
turn to 4
.

328

The slinking creatures fill the narrow walkway, offering themselves as easy targets to your Bow. 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 picked. If you have completed the Lore-circle of Fire, add 1.

If your total score is now 0–4,
turn to 232
.

If it is 5 or more,
turn to 67
.

329

You ponder the problem for several minutes, using your natural Kai instincts to the full as you try to discover which of the numbers on the dial will open the portcullis. The image of four numbers — three, nine, thirteen, and thirty-three — fill your mind, but try as you might, you cannot determine which of them is correct.

If you wish to turn the pointer to number three before pulling the lever,
turn to 3
.

If you wish to turn the pointer to number nine,
turn to 9
.

If you wish to turn the pointer to number thirteen,
turn to 13
.

If you wish to turn the pointer to number thirty-three,
turn to 33
.

330

Your Pathsmanship skill reveals that the passage to your left leads to a complex of prison cells; the passage to your right leads to a guard room and torture chamber.

If you decide to take the left passage,
turn to 20
.

If you choose the right passage,
turn to 92
.

331

Your death is mercifully swift. As the mouth of the monster closes around your upper body, you are paralysed by corrosive saliva and so spared the agony of being eaten alive.

Your life and your quest end here.

332

You leap forward and strike left and right, ripping through the startled guards and meeting little resistance. Two fall and a third steps forward, his sword yet to clear his scabbard. You hit him below the chin and see his beast-like eyes roll up in sudden agony as blood gushes from under his helmet. As he sinks, gurgling, to his knees, you see the fourth warrior disappearing down the corridor, his cries of alarm reverberating along the passage.

If you wish to run after him,
turn to 195
.

If you decide to enter the chamber and attempt to escape along the opposite corridor,
turn to 69
.

333

As you place the key into the tiny keyhole, you feel your fingers tingle. There is a soft noise like rushing wind, and then, suddenly, the key vanishes from your grip (erase this Special Item from your
Action Chart
). Soundlessly, the great door swings open to reveal a plain stone room. You enter and, as the door closes, you notice a coiled snake etched deep into its surface.

Carved in the centre of its scaly coils is the number
123
. Make a note of this number in the margin of your
Action Chart
 — it may be of use to you at a later stage of your adventure.

Beside the closed door, hanging in a rack suspended from the ceiling, are a Spear and a Quarterstaff. Both weapons are in remarkably fine condition despite the warm, damp air. At the other side of the room, two torchlit tunnels descend to the north and the east.

If you have the Magnakai Discipline of Pathsmanship,
turn to 139
.

If you wish to enter the north tunnel,
turn to 187
.

If you wish to enter the east tunnel,
turn to 101
.

334

‘Good!’ booms the voice of Zahda as you enter the passage; ‘the cowards of Elzian have at last sent a warrior worthy of my maze.’

The words conjure up a picture of Lord Zahda seated on his golden throne, with the object of your quest, the Lorestone of Herdos, suspended above it. The image strengthens your resolve to survive this accursed maze and escape. If you can then find your way back to Zahda's throne-hall, the success of your quest will be within your grasp.

You walk along the passage, your mind filled with the possible problems and perils you might have to overcome. One such problem looms into view as the passage takes a sharp turn.

Turn to 100
.

335

A rickety, hunchbacked creature, swathed in a hooded robe, approaches the platform on which you stand manacled to the wall. With an efficiency born of practice, quickly he strips you of all your weapons and hands them to an ugly-faced dwarf, hovering at his side. The dwarf looks at the Sommerswerd with an appraising eye, and then raises it above his head to show it to his master. Before he can speak, there is a sudden roar, as a bolt of golden energy engulfs the hilt. Screaming with pain, the dwarf drops the sword and cradles his smoking hand, his fingers now missing half their length. You are unable to hide your smile and are quickly punished for your insolence. The robed creature strikes you across the face, gashing your cheek with its rough, warty fist (lose 1
ENDURANCE
point).

‘Take him to the maze,’ commands white-haired Lord Zahda, ‘and leave the sword for me.’

The Sommerswerd rises into the air and floats towards the golden throne on a cushion of blue mist.
14
As you are dragged from the hall in chains, you are taunted by Zahda's cruel laugh and the fear that your quest is now doomed to failure.

Erase all Weapons and weapon-like Special Items from your
Action Chart
and make a note of them on a separate piece of paper in case you should rediscover them at a later stage of your adventure.

Now
turn to 286
.

[14]
Lone Wolf Club Newsletter No.6
clarifies: ‘In Book 2 [Section] 79, it states that in order to release the power of the Sommerswerd, only a Kai Lord should wield it. Should it be used in combat by anyone who is not a Kai Lord, its power will fade and be lost forever. The Dwarf in
Castle Death
did not use the Sommerswerd in combat, and therefore its power has not been diminished as a result.’

336

A new sound is added to the terrible squeals of the hungry rats: the sound of splintering wood. In less than a minute, your small boat is completely devoured, leaving no trace of its ever having existed. The jagged rocks cut into your hands and knees, but you are oblivious to the pain as you clamber across them to the beach beyond. You set off at a run, but the fine, black sand closes around your ankles, and your legs ache violently with every desperate step.

A glance over your shoulder warns you that the pack is gaining ground rapidly; they will be on you before you reach the rocky base of Kazan-Oud. Then suddenly the squealing stops; the black tide has halted at the edge of the beach. Their white teeth snap on empty air, and hungry eyes watch your every movement, but every single one of them is rooted to the rocks.

As you turn to make your escape, you wonder why the rats no longer pursue you. Less than ten feet ahead lies the horrific answer to your question.

Turn to 221
.

337

The wall is descending fast; there is very little space left through which to escape.

Pick a number from the
Random Number Table
. If you have the Magnakai Discipline of Huntmastery, you may add 3 to the number you have picked.

If your total is now 0–4,
turn to 237
.

If it is 5 or more,
turn to 188
.

338

Your Magnakai Discipline, heightened by the discovery of the Lorestone of Herdos, screams a warning that the stairs to the cell complex are doomed to disaster. Your senses tell you that by staying on this level and following the corridor to the far side of the subterranean lair, you will be sure of finding a safe route up to the surface.

Turn to 315
.

339

Wisps of smoke are beginning to rise from the dead bodies; suddenly one bursts into flames. Quickly you leap across the slab, away from the heat and choking black fumes, as the others are swallowed by a fire that crackles and spits like an angry demon.

Further along the tunnel, you see the warrior. He is crouching on his heels, his hands resting on the hilt of his sword. A smile spreads across his unshaven face as he sees your approach. ‘You're brave, I'll grant you that. There's none I know who'd stand against three hungry Dhax.’ He jumps to his feet, sheathes his sword, and offers his hand in friendship.

Turn to 12
.

340

You tell him of your quest and the help the Elder Magi have given to enable you to enter Kazan-Oud. When you recount your air voyage to Herdos aboard Lord Paido's skyship, you notice a tear trickle from the blind man's eye. ‘My name is Kasin,’ he says, sorrowfully. ‘Lord Paido is my brother.’

Pity fills your heart for this unfortunate warrior, for you know that he is doomed to die. Blindness occurs in the final stage of takadea, the disease that is ravaging his body. ‘I am beyond help,’ he says, his face lined with pain, ‘but I can and will help your quest, Kai Lord. Listen to me carefully. There are stairs at the end of the corridor that lead down to the throne-hall of Zahda. At the entrance to the hall there is a tapestry behind which there is a secret passage. It leads to Zahda's throne. Above the throne is the Lorestone you seek, but beware. Zahda has coupled its power to a Doomstone from the realm of Naaros — Zahda draws all his power from this accursed gem. If you are to succeed, you must first destroy the gem or you will surely perish. Sadly I cannot help you escape from Kazan-Oud, for I myself was captured long before I reached the surface, but if you reach the beach, make your way to the old stone jetty. Beneath the steps is the place where I hid my boat.’

He grips your hand in friendship, his face now calm and peaceful. ‘When you return to Elzian, tell my brother that my death was not in vain. May the gods protect you, Lone Wolf.’

The sound of approaching guards forces you to leave the cell. As you close the door, you promise that his bravery will live forever in the legends of the Vakeros — his warrior kin.

Turn to 142
.

341

The blood of the dead wolf stains you from head to foot, filling your nose with an acrid smell. With sword in hand, you stare down at the carcass and shiver at the thought of how close you came to death. The dim light grows brighter, and for a moment you hear laughter, cold and distant, before the light fades to its usual murky glow, and you are surrounded by silence.

Turn to 298
.

342

The sphere halts in mid-air less than ten feet from where you stand. It looks like a huge, black human brain studded with large, hairy warts. A whistle, soft but chilling, gradually rises in pitch until it fills your head with agonizing pain. Your fingers tremble and, as your weapon slips from your grasp, a slit opens in the side of the brain. It is a mouth, broad and puffy, with an upper lip that hangs over the lower jaw like milk boiling over the pan. A long tendril of flesh emerges from the mouth and snakes through the air towards your throat.

Illustration XIX
—The sphere halts in mid-air: it looks like a huge, black human brain studded with large, hairy warts.

If you possess the Magnakai Discipline of Psi-screen,
turn to 217
.

If you possess the Magnakai Discipline of Animal Control,
turn to 35
.

If you possess neither of these skills,
turn to 143
.

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