The Plague Lords of Ruel (17 page)

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Authors: Joe Dever

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

BOOK: The Plague Lords of Ruel
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172

You struggle to extricate yourself from the bodies of the Vazhag you have slain. As you rise to the summit of the grisly heap, you glimpse the druid scurrying towards the gap in the trees by which he, and his late minions, entered the clearing.

You know that he must not be allowed to escape. If he were to reach Mogaruith and raise the alarm, your mission, and probably your life, would soon be over. With fear in your heart you clamber over the dead Vazhag and work your way back along the passage, determined to stop him before he can get away.

If you possess a Bow and Arrows and wish to use them,
turn to 176
.

If you possess mastery of Magi-magic and wish to use it,
turn to 334
.

If you possess Kai-alchemy and wish to use it,
turn to 264
.

If you possess none of the above or choose not to make use of them,
turn to 237
.

173

You detect that the crystal sphere is the source of the evil which saturates this room. The closer you move towards it, the harder it becomes for you to suppress the feeling of nausea and revulsion which you are currently experiencing.

Turn to 338
.

174

Instinctively you flatten yourself against the chamber wall in an attempt to avoid being hit by the spinning blade.

Pick a number from the
Random Number Table
. If your current
ENDURANCE
points score is higher than 20, add 2 to the number you have chosen.

If your total score is now 0–3,
turn to 3
.

If it is 4 or higher,
turn to 263
.

175

Reluctantly, as your Grand Mastery overcomes the magical shield placed upon this creature's mind to protect it from alien influence, the Vazhag stands aside and allows you to pass into the keep of Mogaruith.

The great flagstoned square echoes with the rhythmic thump of marching troops and the squealed commands of their Vazhag sergeants. By means of a covered walkway you skirt around this busy plaza and make your way stealthily towards a staircase which descends to a grand portal set into the base of the stronghold's citadel.

You have reached the north side of the keep when you are unexpectedly confronted by three Cener Druids, who turn a corner and come walking towards you in a line abreast. To avoid them you are forced to sidestep into a shadowy doorway.

Turn to 98
.

176

Swiftly you unshoulder your Bow and draw an Arrow to your lips. The straining bowstring bites into your fingertips as, with smooth precision, you take aim at the fleeing druid's back. The instant you fix upon his billowing scarlet robes, you release the bowstring and send your shaft speeding towards the nape of his neck.

Pick a number from the
Random Number Table
. If you have Grand Weaponmastery (with Bow), add 3 to the number you have picked.

If your total score is 0–5,
turn to 232
.

If it is 6 or higher,
turn to 317
.

177

Screams of ‘Intruder!’ echo from below as you run headlong towards the ladder. You reach it and begin your climb towards a secondary platform, located directly below the one which supports the winch.

You are only six rungs away from the platform when suddenly the faces of two Acolytes of Vashna appear over the edge. They curse and spit on you as they try to stab you with their spears.

If you possess Kai-alchemy and wish to use it,
turn to 137
.

If you possess Magi-magic and wish to use it,
turn to 345
.

If you possess neither of these Grand Master Disciplines or if you choose not to use them,
turn to 86
.

178

You hide the bodies of your slain enemies as best you can before you leave the cavern. For more than five miles you follow the west tunnel 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 scent of water somewhere in the distance and you are not at all surprised when, as you round a bend in the tunnel, you see 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
.

179

Using your Magnakai skills, you examine the keyhole and discover that the wall is in fact a concealed door. You attempt to pick the lock, but it is shielded by a powerful spell which you cannot overcome.

Reluctantly, you are forced to abandon your efforts and retrace your steps to the top of the stairs. Once you arrive back at this point you continue your escape by taking the west passage.

Turn to 271
.

180

You duck to avoid the sweeping tendrils, and then turn and begin to run towards the clearing. You have taken but a few steps when a barbed limb lashes out and rakes the back of your legs (lose 4
ENDURANCE
points).

You cry out at the sudden pain and stumble to your knees, but quickly you regain your footing and manage to escape without sustaining further injury. Without looking back, you cross the clearing and press on towards the east.

Turn to 242
.

181

Nimbly you sidestep and dodge your way through the throng of rat-men who are gathered around the wagon in a frenzy of activity. One of the Vazhag runs across your path, forcing you to halt momentarily to avoid crashing into him. But before you can continue, another of his comrades steps back from the wagon and collides with you. Swiftly you grab the creature by the throat to stop it from warning its confederates, and then you 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 of help. As one, the guards respond to the cry. They draw their rusty weapons and narrow their tiny red eyes as they leave 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
.

182

A fierce and bloody battle is raging upon the Ghardoz, the formidable stone bridge that joins together the lands of Ruel and Slovia across the River Storn. Its central span is wreathed with smoke and flame, and the approaches are heaped with the dead of both armies.

Illustration XI
—On the Ghardoz, the formidable stone bridge joining the lands of Ruel and Slovia, a fierce and bloody battle rages.

On the far side of the river, over three hundred yards away, you can see the scarlet battle-banners of Slovia fluttering in the soot-laden air. Regiments of foot soldiers are positioned on the bank, waiting nervously for their orders to assault the bridge. You stare at the fast-flowing waters of the Storn and, after careful thought, you decide to brave the currents and attempt to swim across.

You send your horse away into the forest and then wade into the icy waters. You are only waist-deep in the Storn when the currents catch you and swiftly bear you away downstream, towards the bridge and the battle. You are passing beneath the central span when suddenly a section of the parapet collapses, showering you with rocks and flame.

Pick a number from the
Random Number Table
. If you have Grand Huntmastery
and
Assimilance, add 3 to the number you have chosen.

If your total score is 3 or lower,
turn to 134
.

If it is 4 or higher,
turn to 350
.

183

Seeking a safe place to surface, you swim slowly towards a pair of large, smooth-faced boulders that rest half-buried in the muddy shallows of the north bank. Here you break through the waist-deep water behind the nearest rock and catch your breath. A few moments later a snarling shriek echoes around the walls of the cave and a sudden chill courses down your spine; a Vazhag has seen you.

Blinking the water from your eyes, you focus on the screaming rat-thing which is leaning across the rope hand-rail of the bridge. Excitedly it jabs its spear at the boulder, directing the unwanted attention of its loathsome comrades to your hiding place. The Cener Druid screams an order and, with a high-pitched cry, the Vazhag come racing back across the drawbridge, brandishing their rusty weapons. You glance about you for some means of escape but none appears. The only exit from the north bank is the tunnel and that can only be reached from the drawbridge.

As the first of the Vazhag leap from the bridge and land on the shore, you know that battle is imminent. You must make a swift decision if you are to survive this deadly encounter.

If you wish to dive into the lake and swim away,
turn to 52
.

If you choose to stand and fight this Vazhag patrol,
turn to 258
.

184

The creature finally overcomes your will but the exertion leaves it dizzy with exhaustion. Then you notice its bony hand is fumbling for a button which protrudes from the side of its desk. It is an alarm button.

If you possess a Bow and at least one Arrow,
turn to 39
.

If you do not possess a Bow or choose not to use it,
turn to 251
.

185

You raise your right hand and call to mind the thoughts of the spell
Lightning Hand
as taught to you by Banedon, and focus the power of this spell upon the tips of your first three fingers. You feel a burning sensation and quickly it becomes almost unbearable: lose 2
ENDURANCE
points.

You are sorely tempted to abandon the spell, but quickly you stifle this urge and release it at the middle of the fleeing druid's back. There is a crackling sound, like the crumpling of dried leaves; then a bright blue light shoots from the tips of your fingers and hits the Cener like a hammer between the shoulder blades, sending him sprawling head-first into a tangle of thorny briars.

Stunned and groaning, the druid fumbles for his slender golden rod and quickly his spindly fingers locate it. However, before he can use it to retaliate, you sprint across the clearing, weapon in hand, and attack him as he lies on the ground.

Cener Druid (prone):
COMBAT SKILL
 20   
ENDURANCE
 28

If you win this combat,
turn to 349
.

186

You are within twenty feet of the archway when suddenly a tremendous roar echoes around the hall. You start to run, hoping to make it through the arch and escape a confrontation, but almost immediately you are brought skidding to a halt by a terrifying sight.

Advancing from the alcove is a creature whose ghastly visage is the very stuff of nightmares. From its bear-like torso there protrude four tentacles and two powerful legs, all sheathed in shaggy scales. The limbs are surmounted with horny talons which glint menacingly, and its head, set with huge fishy eyes, is bulbous and disfigured by disease. It rests awkwardly upon a crooked neck which wobbles with every movement the lumbering beast makes. A livid crimson gash just below the eyes serves as its mouth, and a long tail with sharp spines swishes behind it, gouging furrows in the surface of the marble floor.

With surprising speed the beast is suddenly upon you, stabbing and slashing at your body with its sword-sharp talons.

Degradon:
COMBAT SKILL
 49   
ENDURANCE
 36

This creature is immune to Mindblast and Psi-surge (but not Kai-surge).

If you win this combat,
turn to 40
.

187

Instantly your Bow is in your hand, an Arrow fixed and drawn ready to fire. The Vazhag, no longer fearful now that its protector has arrived, moves away from the corner and issues a high-pitched command. The savage dog-like creature growls in response and you see its muscles tighten as it gets ready to leap for your throat.

If you wish to fire your Bow at the growling dog-like creature,
turn to 31
.

If you decide to fire at the Vazhag instead,
turn to 157
.

188

The brilliance and the roar of the crackling fireball threaten to overpower your senses as it comes rushing towards your chest.

If you possess Grand Nexus,
turn to 203
.

If you do not,
turn to 299
.

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