Read The Plague Lords of Ruel Online
Authors: Joe Dever
Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund
Your Arrow strikes the druid in the back and its tip skewers his evil heart. He takes a few faltering steps, and then raises his arms and vents his death-cry before collapsing into the undergrowth.
You run to where he has fallen and, as you reach his lifeless body, the Vazhag pack appear, alerted by his scream. The moment they see you, standing over their leader like a hunter over his kill, their nerve appears to crumble. They lower their weapons and begin to edge away. Then the leading rat-men panic; they turn and run, and the others quickly follow suit, leaving you alone with the body of the dead druid spread-eagled at your feet.
Curiosity prompts you to prise away the druid's green mask and look upon the face of this servant of evil. It is an ugly, disease-riddled face, human in shape yet lacking any trace of humanity. Reluctantly you search him and discover the following items:
If you decide to keep any of the above, remember to adjust your
Action Chart
accordingly.
Your Magnakai skills tell you that the golden rod no longer possesses any magical aura; its destructive powers vanished the moment its wielder breathed his last. You stoop to prise it from the dead druid's hand, but as soon as your fingers touch its metallic surface it disintegrates into a fine, foul-smelling dust.
With twilight but an hour away, you leave the clearing via the gap and hurry along the muddy track beyond.
Your powerful psychic defences shield you from this mind scan as it passes over your body. The light, reflecting from the Cener Mask you are wearing, activates a sensor in the door and, as you walk forward, slowly it begins to slide open.
You race after the fleeing druid and catch up with him less than fifty yards along the path. In desperation, he tries to cut you down with another blast of energy but your swift reflexes save you from being hit. A well-placed blow knocks the rod from his hand and deflects the blast away into the trees. Cursing you, he unsheathes a dagger and lunges at your heart.
Cener Druid:
COMBAT SKILL
28
ENDURANCE
28
If you win this combat,
turn to 53
.
You draw aside the mouldy velvet curtain and at once your senses are assailed by an unwholesome aroma redolent of decaying flesh. Beyond the curtain a narrow passage descends, by means of a wooden ramp, to the edge of a dark circular pit. Cautiously you approach the rim and peer down into this reeking hollow. There, lying asleep on a mouldering bed of straw, ten feet below, is a gigantic dog-like creature. It has a shiny blue-black hide and a huge crocodile-like jaw. It is muscular, although its powerful limbs are scarred and pined with an unsightly disease.
A few thin rays of light are descending from a shaft in the rocky ceiling directly above the pit. Intrigued, you look upwards and notice a clump of sickly foliage at the very top of the shaft which is partially covering the entrance. You focus on this gap and conclude that the shaft must lead directly to the surface, at a place somewhere in the eastern foothills of the Skardos Mountains.
If you wish to attempt to scale the shaft and escape into the foothills,
turn to 336
.
If you decide not to attempt to climb the shaft, you can turn around and leave the pit area.
Turn to 165
.
You enter a small foul-smelling chamber lit by a single candle perched atop a three-legged stool. A bed with a straw mattress fills one corner, and a bench with drawers stands by its side. A shelf on the wall displays three cracked plates, a lump of stale cheese, some dried meat, some bread, and a bottle of brownish water (in all, enough provisions for 1 Meal).
You pull open the drawers and find some assorted clothing, infested with fleas, and a Copper Key. If you decide to keep the Key, remember to record it on your
Action Chart
as a Backpack Item. Satisfied that nothing has been overlooked, you leave the room and descend the stairs at the end of the tunnel.
You flick the lever and turn to approach the throne room door. There is a faint rumble and the great metallic portal slowly glides open to reveal Arch Druid Cadak's private domain.
The room is little larger than the antechamber; however its furnishings and appointments are lavish in the extreme. Ornately carved furniture, inlaid with gold and precious gems, lines walls hung with priceless tapestries and paintings. At the centre of the chamber stands a great black chair, sculpted to display demonic creatures paying homage to the Cenerese. Glowing orbs hang suspended from the ceiling, bathing the chamber in a multi-hued light which is continually changing in colour and intensity.
Although your eyes and your Kai senses tell you that the chamber is empty, you are reluctant to pass through the door. A stench of pure evil is flooding out from this room, wafting over you like an invisible sea that seeks to soil and corrupt all it touches. Fighting back your nausea, you force yourself to cross the threshold and search the chamber before its owner returns.
Of all the precious items which crowd this room, your eye is attracted to three that seem to stand out from the rest. The first is a large crystal sphere which rests on a table beside the great chair. The second is a tapestry, the largest of them all, which hangs directly opposite the door. And the third is a gold statuette which rests on a shelf to your left.
If you possess Grand Mastery of Telegnosis,
turn to 173
.
If you do not,
turn to 338
.
You take a deep breath, and then you fix your eyes on the descending portcullis as you race out of the door and sprint across the cobblestoned keep. The heavy portcullis is less than three feet from the ground when you enter the arch of the tower. In desperation you dive at the shrinking gap and, as you hit the ground, you roll over in the hope of avoiding being crushed by this heavy iron-tipped portal.
Pick a number from the
Random Number Table
. If you possess Grand Huntmastery, add 2 to the number you have picked. If your current
ENDURANCE
score is 25 or higher, add 1.
If your total score is now 3 or less,
turn to 321
.
If it is 4 or more,
turn to 147
.
For an hour you follow the muddy track as it twists a tortuous route through the trees of this accursed realm. Baleful eyes observe your passing yet you choose to ignore them for you sense that these watchers pose no real threat to your safety. They are lowly animals that possess little intelligence and even less courage (though you fancy the latter would not be so if you were weak or wounded). The path ascends a ridge, and then drops steeply towards the floor of a mist-enshrouded valley where you happen upon something that brings you to a halt.
A moss-grown skull lies on the path ahead, its jawbone agape as if uttering a silent scream. Beyond it lie two skeletons in rotting mail, half-buried in a nest of saw-toothed briar. Then, through the mist, you see weapons, rusted and mouldering, and the grisly remains of a warhorse, its armoured rider slumped astride its ruined back. You are advancing towards the horse when you hear a sound that draws your eyes away to the east. It is a busy, squeaking noise, muffled by the dense undergrowth.
You leave the path and melt into the tangled trees. With careful steps you edge towards the noise, your senses straining to extract information from your surroundings until you become almost a part of the forest itself. Then you detect movement ahead and, from the cover of a thorny bough, you draw your weapon and wait in readiness.
A line of rat-like creatures, each as tall as a youth, is wending its way along the forest path. They are armed with crude and rusty weapons and clothed in rags that once were worn by human soldiers. Your keen sense of smell detects the vile aroma of disease which hangs heavy about these loathsome rat-men, and at once you realize that these must be the Vazhag that Rimoah spoke about. Shielded by your Magnakai skills, you watch in silence as they file past your hiding place and slowly disappear. When you are sure they have gone, you sheathe your weapon and continue your trek towards Mogaruith.
You have climbed little more than halfway up the shaft when a snickering growl echoes from below. Awoken by falling clods of earth and dust, the gigantic dog-like creature now stands erect with its head tilted back and its fiery red eyes fixed on you. It gives a hungry roar and, with terrifying agility, it leaps from the pit and starts to claw its way up the shaft after you. Hurriedly you press on in the hope of reaching the entrance before this creature reaches you.
You are less than ten feet from the top when the creature slashes at your legs with its razor-sharp claws. A searing pain shoots through your calves, making you cry out with shocked surprise: lose 4
ENDURANCE
points. Quickly you draw up your injured legs before it can strike again, and you glimpse the beast's huge fang-filled jaw. It snaps at your feet ravenously, spraying them with its foul saliva, and at once you know that you cannot hope to out-climb this horror. If you are to escape from the shaft in one piece, you must fight this creature to the death.
Pit Agarashi:
COMBAT SKILL
34
ENDURANCE
38
Owing to your precarious position you must reduce your
COMBAT SKILL
by 6 points for the duration of this fight. If the weapon you are using is a Broadsword, a Spear, or a Quarterstaff, reduce your
COMBAT SKILL
by a further 3 points. This creature is immune to Mindblast and Psi-surge; only Kai-surge can harm it psychically.
If you win the combat,
turn to 24
.
Slowly you advance towards the shimmering lights and, as the tunnel begins to level off in the distance, you see that it opens out into a huge cave. The shimmering is caused by a line of glowing beacons hung by chains from the vault-like ceiling of the cave. Their warm amber light is reflecting upon the cold dark waters of a lake.
At first there appears to be no way across the lake, but as you draw nearer to the tunnel's end you see a spur of rock and a raised drawbridge on the opposite side. On the near side, close to a platform upon which the bridge rests when lowered, there stands a large iron cage filled with giant frog-like creatures. These must be the Tzargs that Lord Rimoah spoke of, the scouts bred by the Ceners to guide them through the swamps of Caron. A pair of Vazhag are teasing and taunting the Tzargs with sharpened sticks, jabbing them through the criss-crossed bars of their rusty cage.
After a while the rat-men tire of their spiteful game. Casually they cast their sticks into the lake and then settle themselves down upon the muddy shore. The larger of the two produces a haunch of maggoty meat from a haversack slung over its shoulder, and eagerly the two Vazhag proceed to devour this vile food. Both are seemingly oblivious to the hungry cries of the caged Tzargs.