The Plague Lords of Ruel (16 page)

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Authors: Joe Dever

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

BOOK: The Plague Lords of Ruel
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160

You decide that to travel openly along the track would be too risky. Rather than chance falling foul of a Vazhag patrol, you set off through the forest, using the trees for cover, but all the while keeping the trail in sight as you trek northeastwards toward the Cenerese stronghold.

Your decision is soon justified. Within a few minutes you are forced to hide when a rickety wagon, laden with casks and escorted by a dozen Vazhag, appears on the trail ahead. Unaware of your presence, the detachment passes within yards of your position before continuing on its way southwards.

It is an hour past noon when the trees thin out and you catch your first glimpse of Mogaruith. Crouching at the forest's edge, you stare awestricken by the sight of its slime-green walls and towers. This vast Cenerese fortress, rising out of the land like the thrusting fist of some vile volcanic demon, bristles with formidable defences. Turrets and bastions punctuate its sheer stone walls, and its base is ringed by a moat of bubbling water. A single drawbridge spans this moat, providing sole access to an archway lined with iron spikes, which gives the entrance a monstrous appearance, like that of a gigantic fanged maw.

Illustration X
—You catch your first glimpse of Mogaruith, the vast Cenerese fortress rising out of the land like the thrusting fist of some volcanic demon.

Two muddy tracks lead away from the drawbridge. One is the Skardos Trail, the track that brought you here, and the other heads due east. You consult your
map
and discover that it leads to the River Storn, less than five miles distant. There a bridge spans this mighty waterway, connecting Ruel to the realm of Slovia. A small army of Vazhag, accompanied by a host of other creatures of doubtful origin, are marching away from Mogaruith in a column. Judging by their numbers, and the wagonloads of equipment they trundle in their wake, you suspect that they are marching to battle with the Freeland army of Slovia.

In order to destroy the plague virus and fulfil your vital quest, you know you must gain entry to this stronghold. Anxiously you let the minutes pass as you scan the interminable lines of marching Vazhag, and the fortress walls, in the hope of spotting a means by which you could enter Mogaruith undetected.

If you possess a Cener Mask
and
a Cener Robe,
turn to 292
.

If you do not possess both of these items,
turn to 193
.

161

You seize the spear and ascend the ladder as quickly as you can. The remaining archers are hot on your heels as you pull yourself onto the platform and rush towards the cauldron. Hastily you wedge the spear's shaft between the chain and its mounting, and lever it back as hard as you can. The wooden shaft begins to split and, for a moment, you are gripped by the fear that all your valiant efforts will be in vain. Then there is a loud crack: the support pin has popped out and, as the massive weight of the cauldron is suddenly removed, the chain whips away like an angry snake.

Pick a number from the
Random Number Table
.

If the number you have chosen is 0–3,
turn to 191
.

If it is 4–9,
turn to 105
.

162

‘How dare you delay me with trivial formalities!’ you bellow, and slap the Vazhag aside with the palm of your hand. The creature snarls and raises its spear defensively. ‘Delay me a moment longer and I'll see you are boiled alive in your own grease,’ you growl. ‘Let me pass!’

Your bold threat works. The rat-man's confidence crumbles and nervously he shuffles to one side, lowering his spear as you advance towards him. At that moment, a column of Vazhag and a wagon laden with weapons converge beneath the archway, blocking it completely. Chaos ensues, but the confusion is to your advantage. Quickly you weave your way through the crowd and into the keep beyond where you notice several smaller entrances dotted around the flagstoned square. One in particular looks promising: a staircase that descends to a portal set into the base of the citadel.

You are moving towards this entrance when unexpectedly you are confronted by three Cener Druids. They emerge from an alley and come walking towards you in a line abreast. To avoid them you are forced to sidestep quickly into a shadowy doorway.

Turn to 98
.

163

Marching shoulder to grisly shoulder the ghoulish horde advances, hungry for flesh untainted by disease and decay. Hurriedly you draw your weapon and breathe a prayer to the Sun-god Kai to protect you in this moment of truth. Then, with a rush, the first wave fall upon you with a mindless fury. With blurring speed you deal them blows that would consign any mortal to its doom, but the grievous wounds draw neither blood nor ichor.

Tirelessly you slash and sever their grasping arms to prevent them from clawing you to the ground. They howl, but not in pain; these ghastly cries are joyous and triumphant. For no matter how skilfully you fight, you cannot resist their weight of numbers and, inch by relentless inch, they are forcing you ever nearer to the pits. As soon as you recognize their strategy you change your method of attack, and direct your blows at those parts of the creatures which pass for legs. Yet even now those parted from their limbs still advance, hunching and clawing their way forwards on their bellies whilst those that were once behind trample them underfoot.

Suddenly the advance falters and the howling ceases. The grim wall of creatures draw back a few yards and close their ranks in readiness, perhaps, for a final attack. Then, as one, they open their mouths and give vent to laughter, the like of which you have never heard before. Knots of pain build at your temples and frantically you draw upon your mind defences to repel this tidal wave of evil psychic energy.

If you possess the Grand Master Discipline of Kai-screen,
turn to 194
.

If you do not possess this skill,
turn to 65
.

164

Despite his close proximity, and his powerful sense of tracking, the druid fails to detect your presence here in the cavern. You hear him mumble a few disgruntled comments and then, with all the enthusiasm of a tired sloth, he leads his snickering group of rat-men into the south tunnel.

Patiently you wait for their flickering torches to be swallowed up by its dark depths. When you are surrounded by total darkness once more, you leave your hiding place and hurry away along the west tunnel. For more than five miles you follow this winding route and, despite your mounting fears, you encounter nothing more threatening than a few ragged-winged bats and a frightened rock snake. Gradually, as the tunnel delves deeper into the Skardos Range, the air becomes increasingly cooler and more humid. You can smell the strong scent of water somewhere in the distance and you are not at all surprised when, as you round a sharp bend in the tunnel, you see faint shimmering reflections playing upon the rough stone ceiling.

If you possess Telegnosis,
turn to 67
.

If you do not possess mastery of this Discipline,
turn to 244
.

165

As you return to the chamber, you see the sleeping Vazhag beginning to stir from its slumber.

If you wish to attack the waking Vazhag,
turn to 282
.

If you choose to hurry past it and escape from the chamber by means of the secret door,
turn to 308
.

166

With gleeful malevolence the creature Exterminus takes hold of you in a bear-hug and proceeds to crush the air from your lungs. Then, with a demonic squeal of delight, it buries its needle-sharp fangs into the side of your neck and a flash of brilliant white light explodes in your head.

Consciousness deserts you. The sensation of falling overcomes your senses until you are consumed completely by a spinning vortex of darkness. The creature has taken your life, but more than this, it has sentenced you to a terrible punishment. You have been consigned to a realm where the power of Good holds no sway. You have been ensnared by the soul of Naar himself, the King of the Darkness, and as his prisoner you will remain, doomed to wander his dark domain for all eternity.

Tragically, your quest ends here.

167

Your aim is awry and the Arrow arcs over the druid's shoulder to disappear among the trees beyond. Instantly he spins to face you and screams at his Vazhag to finish you for good.

With a foul, snickering cry the Vazhag race to do their master's bidding. In a frenzy they leap upon you, hacking and stabbing with their rusty blades.

Vazhag pack:
COMBAT SKILL
 34   
ENDURANCE
 44

If you win this combat,
turn to 303
.

168

Quietly you contemplate your next move as the portcullis slams down, sealing off the main exit from Mogaruith. Within a few moments your thoughts are disturbed by the sound of a large troop of Vazhag ascending the stairs by which you entered this hall. Their approach prompts you to leave by the main door and look for another hiding place outside in the keep.

From the shadows of a disused store room doorway, you scour the surrounding battlements and walkways, hoping to see an opportunity for escape. However, it does not take too long to discover that the tower offered the only easy route out of this stronghold, one that is now blocked by the portcullis.

Suddenly you hear an angry squeal and turn to see a rat-man's snout protruding from the window of a turret high up to your left. It has seen you and it is informing its confederates of your hiding place. You are forced to abandon the doorway and run into a nearby alley as a score of Vazhag guards come charging across the keep in hot pursuit. The alley is a dead end, but you find a stone stairway which ascends to the battlements and you take it in order to keep ahead of the bloodthirsty pack.

At the top of the stairs you find yourself sandwiched between two converging Vazhag patrols which are racing along the battlements from both directions. To stand and fight would be futile; you would kill many but you would eventually be overcome by the sheer weight of their numbers.

Now there is only one option left and the very thought of it sends a chill racing down your spine. Steeling yourself for what must be done, you sheathe your weapon, take a deep breath, and then launch yourself over the battlements towards the bubbling moat.

Turn to 283
.

169

Ably you sidestep and dodge your way through the throng of female Vazhag who are swarming around the wagon in a food-starved frenzy. One of them runs across your path, forcing you to halt momentarily to avoid crashing into her. But before you can continue, a Vazhag guard is shouldered away from the wagon by the crowd and he collides with you. Swiftly you grab the creature by the throat to stop it from warning its confederates, and drag it one-handedly towards the shadowy cavern wall.

Suddenly you feel something crawling up your forearm. A wave of revulsion knots your stomach when you see a mass of black fleas coursing up your arm, migrating from the neck of the frightened Vazhag. The ghastly sight makes you loosen your grip and allows the disease-ridden creature to squeal a desperate cry for help. As one, the guards respond to the cry. They draw their rusty weapons and narrow their tiny red eyes as they abandon the wagon and advance upon you.

If you wish to stand and fight these Vazhag,
turn to 313
.

If you wish to evade them, you can escape through the open portal by
turning to 204
.

170

‘Mmmm … I did not request an attendant to assist me during devotions,’ he says, narrowing his cruel grey eyes. ‘Who ordered you here? Was it Brother Jhordax?’

You hesitate, but he does not seem to be expecting a reply.

‘That fool Jhordax. This is not the first time that he has failed to observe the protocol of this hall. You can tell your master that I am not impressed by his incompetence. He will have to answer to Him if this ever occurs again.’

The cloaked druid sweeps past you, opens the door to the prayer hall, and then slams it shut behind him to further reinforce his displeasure.

Turn to 227
.

171

The creatures cease their frenzied movement with an abruptness you find unnerving; it is as if they have suddenly turned to stone. Now that you can see them clearly they remind you of beetles, save that they are far larger and have long segmented tails. You observe them for a few moments longer, and then take a tentative step forwards. Instantly they burst into life, only this time they do not confine themselves to the forest floor. With a sound like a thousand squeaky door hinges, they sprout wings and soar into the air in a formation which resembles a small black cloud. Soon they have left the clearing, and as you watch the last of them disappear over the tops of the trees, you can only hope that they are not some form of lookout employed by the Cenerese.

On the far side of the clearing you discover that the trail continues deeper into the forest. You follow it for nearly an hour until your keen senses warn of danger ahead and immediately you halt in your tracks. You hear a movement: it is above and behind you. With incredible speed you spin on your heel and raise your weapon to parry a possible attack. Your reactions are fast, but they may not be quick enough to protect you from what lurks in the canopy of branches high above.

From out of the darkness there falls a wriggling mass of thorny creepers that come snaking towards your head as if driven by a single mind.

If you possess Grand Pathsmanship,
turn to 257
.

If you do not possess this Discipline,
turn to 140
.

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