Read The Captives of Kaag Online

Authors: Joe Dever

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

The Captives of Kaag (24 page)

BOOK: The Captives of Kaag
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301

The moment you set foot upon the dusty floor you discover that it is not what it seems. It is not solid and rapidly you sink up to your chest in a pool of fine grey grit. You throw out your arms to try to slow your descent, but the more you struggle to get free, the faster you sink.

If you possess the Discipline of Kai-alchemy,
turn to 165
.

If you do not possess this skill or do not wish to use it,
turn to 238
.

302

Eventually your persistence pays off. The lock clicks open and the door swings back to allow you to pass through into the chamber beyond.

Turn to 328
.

303

You enter a street bordering the square and move quickly towards a junction in the far distance. All the while you keep to the shadows to minimize the risk of being seen by those lurking in the ruins, yet, unfortunately, you neglect the Kraan that are circling above. As you reach the junction and turn the corner, three of these flying spawn come swooping down out of the smoky sky to batter you with their claw-tipped wings. Twice you are knocked down before you manage to draw your weapon and fight back.

3 Kaag Kraan:
COMBAT SKILL
 45   
ENDURANCE
 60

If you possess the skill of Kai-surge and have reached the rank of Kai Grand Guardian, double any psychic combat bonuses you may be entitled to (for the duration of this combat only).

If you win this fight,
turn to 190
.

304

Fifty yards on, the passage turns sharply to the left and you find yourself staring at an iron-banded door. Luckily this portal is unlocked and you hurry through it, pausing only for a few seconds to bolt it shut behind you before continuing on your way.

Shortly you arrive at a deserted stairwell where you begin a long and laborious ascent. You climb more than sixty levels of the citadel before reaching the top. During your climb, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3
ENDURANCE
points.

Directly opposite the landing at the top of the stairs is a massive bronze portal, its surface inlaid with intricate symbols cast in silver and gleaming gold. A sleeping Drakkarim sentry is seated beside this huge door. He snores softly, his leather-helmeted head tilted to his shoulder and his spear lying uselessly at his feet. He is oblivious to your presence as you glide past him and silently push open the great door.

Beyond the portal lies a massive circular hall, its walls lined with slabs of smooth black rock. Its domed ceiling rises more than a hundred feet to point directly above a dais positioned at the centre of the chamber. A flame-filled moat surrounds this circular platform whereupon lies the unconscious body of a blond-haired man clad in silken blue robes. Your spirits soar when you recognize the designs embroidered upon the robe for they are the symbols of the Brotherhood of the Crystal Star — the Magicians' Guild of Sommerlund. For a moment your joy at having found your friend is dampened when your Magnakai senses warn that great danger is close at hand. Prompted by this presentiment you hurry towards the moat, to where an iron drawbridge stands raised, and begin to crank its handle in order to lower it across the fiery divide.

If you possess the Discipline of Kai-alchemy and wish to use it,
turn to 18
.

If you possess Telegnosis and wish to use it,
turn to 274
.

If you possess neither of these Grand Master Disciplines or choose not to use them,
turn to 146
.

305

The creature tries to dodge your speeding shaft but it is too slow. The Arrow skewers its lower jaw, causing the beast to shriek out loudly in pained surprise. However, despite this fearful wounding, it does not break off its attack. With chilling disregard for pain, it wrenches the Arrow from its jaw and hurls it aside. Unnerved by this display of bravado, you shoulder your Bow as, with a gurgling shriek, the beast comes bounding forwards. You get ready to meet its advance yet, when it is but ten feet away, it suddenly opens its bloodstained mouth wide and spews forth a stream of white-hot liquid fire.

If you possess the Discipline of Grand Nexus,
turn to 333
.

If you do not possess this Grand Master Discipline,
turn to 287
.

306

You struggle to remove the precious herb from your Backpack. Then, with great difficulty, you force yourself to swallow the dry, golden leaves.

Within a few minutes you feel the Oede countering the insidious virus. Your temperature drops and very soon the battle is over; the virus has been totally eradicated from your bloodstream.

Once you have fully recovered, you check your equipment before climbing the steps which lead out of this grim cellar.

Turn to 172
.

307

You utter a power-word which you direct at the creature's head. The concussive force of this spell hits the beast full in its face, making it falter and stagger back. But it does not delay its advance for very long. Its sheer size and strength enable it to withstand the blow and continue its advance, now doubly determined to fulfil Cadak's command. Hastily you draw a hand weapon as the shadow of the angry beast falls upon you.

Turn to 128
.

308

You climb the stairs and emerge in the centre of a hall on the level above. This vault-like room contains a wealth of grim exhibits, hung upon the walls and displayed in glass-fronted cases. The skulls of rare creatures are displayed beside tanned hides and jewel-encrusted bones. One item in particular catches your eye: it is a statuette, fashioned in the likeness of Darklord Zagarna.

If you wish to keep this Statuette of Zagarna, mark it on your
Action Chart
as a Special Item. If you already carry your maximum quota, you must discard one item in its favour.

To continue,
turn to 209
.

309

You lower your head and force yourself to trudge uphill against the storm, your feet sinking ankle-deep into the barren volcanic dust with every laboured step. Keeping your eyes shut tight against the stinging, gritty winds, you trust solely to your Magnakai senses to steer you on the correct course towards the Darkland city. Only when you reach the top of the ridge do you attempt to look around at the bleak domain. The
Skyrider
is lost from sight, shrouded by the swirling grey clouds. Kaag, too, remains hidden for some minutes until a sudden lull in the storm clears the southern vista. Then, what you see makes your blood run cold.

In your lifetime you have gazed upon many awe-inspiring cities, but few compare with the enormous size and monstrous grandeur of Kaag. A coal-black curtain-wall constructed of massive blocks of smooth, featureless stone, encircles this city, forty miles wide. At its centre there arises a gigantic citadel of black marble, pyramid-shaped and slitted with numerous vents to allow what passes for air to circulate within. Its highest point towers two miles above the desolate plain. Thunder booms and streaks of blue-white lightning earth themselves against its walls, drawn from the rolling storm clouds gathered menacingly overhead.

At first the fortress seems wholly impregnable; then you notice that the outer wall is not entirely intact. Illuminated by the infrequent electrical flashes, you see that a vast section of the battlements, close to the North Gate, have collapsed. Also, away to the east, a mile-long section has fallen outwards to litter the plain with huge black cubes of stone. You are surprised to note that no attempt has been made to repair these breaches and, consequently, access to the city could be effected at either place with relative ease.

If you wish to enter Kaag through the breach in the north wall,
turn to 88
.

If you decide instead to enter Kaag through the east wall,
turn to 235
.

310

Holding Banedon firmly in place across your shoulders, you climb the tiered steps towards the tunnel. The cold dark passage looks most uninviting, but when you hear the sound of a patrol approaching the main doors, you forget your reticence and hurry along the passage to avoid it.

The dingy passage descends by slope and stair to a rectangular hall which is lined with ancient stone statues, their features made unrecognizable by age. Tar-soaked torches fixed to the two longest walls illuminate this musty chamber with a flickering amber light, and the air is heavy with their oily stench. In the distance you see an archway and the passage continuing away into darkness.

If you wish to stop here for a few minutes and try to revive Banedon,
turn to 29
.

If you decide to press on without stopping here,
turn to 177
.

311

The fell creature pins you to the ground and its steely hands tighten like two vices around your throat. Blackness invades the edges of your vision and, although you twist and buck to break free, you feel your strength ebbing away fast. Soon you are too weak to struggle any longer and, reluctantly, you slip away into a sleep from which you will never awaken.

Sadly, your life and your quest end here.

312

You propel yourself out of the ruins and sprint across the street towards the tower stairs. Everything seems to be going to plan until you are halfway up, when suddenly there is a loud
clunk
. You look up and, to your horror, you see a heavy wooden log, pierced by a criss-cross of metal staves sharpened at either end, come crashing down the steps towards you. The brutal face of a Drakkar peers over the edge of the tower parapet, watching with gleeful expectation as the great spiked log bounces on the steps and comes spinning straight at you.

Pick a number from the
Random Number Table
. If you possess the Discipline of Grand Huntmastery, add 2 to the number you have picked.

If your total score is now 3 or less,
turn to 289
.

If it is 4–7,
turn to 41
.

If it is 8 or more,
turn to 348
.

313

You have taken less than a dozen steps along the tunnel when the soles of your boots begin to smoulder and give off wisps of smoke.

If you possess the Discipline of Grand Nexus,
turn to 37
.

If you do not possess mastery of this Discipline,
turn to 110
.

314

Using the Brotherhood Spell of
Mind Charm
, reinforced by your powerful psychic ability, you convince the two guards to allow you to pass unhindered. They draw back their spears and at once the crackling crimson energy which united them ceases to arc between the shafts.

‘You may enter,’ they say, without any trace of emotion, and as they stand aside, so the two great doors glide silently open. Steeling yourself, you stride towards the blazing purple light which fills the chamber.

Turn to 186
.

315

You try the handle and discover the door is unlocked. Inside, you find a room lit by four wall sconces. A single bed, a trestle table, a stool, and a wooden trunk are the only furnishings in this spartan abode. A filthy curtain partitions this room from the next and, as you approach it, you hear a menacing growl that makes you reach for your weapon. It is the growl of an Akataz: a Drakkarim war-dog.

If you possess the Discipline of Animal Mastery,
turn to 180
.

If you do not possess this skill,
turn to 215
.

316

The sound of arrows whistling towards your back provides all the incentive you need to keep running. You bound up the steps and, as the deadly barbed shafts fly past only inches from your back and legs, you carry your friend headlong into the tunnel.

The dingy passage beyond descends by slope and stair to a rectangular hall which is lined with ancient stone statues, their features made unrecognizable by age. Tar-soaked torches fixed to the two longest walls illuminate this musty chamber with a flickering amber light, and the air is heavy with their oily stench. In the distance you see an archway and the passage continuing away into darkness. You are breathless from your narrow escape and feel the need to rest.

If you wish to stop here for a few minutes to rest,
turn to 29
.

If you decide to press on without stopping here,
turn to 177
.

BOOK: The Captives of Kaag
3.96Mb size Format: txt, pdf, ePub
ads

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