The Captives of Kaag (5 page)

Read The Captives of Kaag Online

Authors: Joe Dever

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

4

You run into a passageway and follow it towards a distant intersection, but as you near the end of this narrow thoroughfare, a figure clad in red robes, accompanied by three Giaks, suddenly appears from the right and blocks your path. At once you recognize the robed creature: it is a Vordak, an undead spawn of the Darklords. The instant it sees you it attempts to cut you down with a bolt of psychic energy, but your innate Magnakai defences negate this attack. Shocked by your immunity to its power, the Vordak scans your mind and instantly discovers your true identity. With a shriek of abject horror the creature turns and flees, leaving its Giak escort stunned and bewildered by its behaviour. Then, too, their nerve breaks and they scurry after their lieutenant as fast as their bowed legs will carry them.

Anxious to prevent them from escaping and raising the alarm, you chase them towards a junction at the end of the street. When they reach the junction they split up; the Vordak turns to the left, while the three Giaks head off to the right.

If you wish to pursue the Vordak,
turn to 118
.

If you choose to pursue the Giaks,
turn to 189
.

5

Defiantly you raise your right hand and point your finger at the Helghast's chest. The creature sneers, revealing two sharp fangs which protrude from its lower jaw. It emits a hideous cackle, full of hatred and contempt, and its eyes blaze like two hot coals as it confidently quickens its gait. You utter the words of power that you learned from your mentor, Guildmaster Banedon, and at once your whole hand is sleeved with a crackling blue-white fire. A jolt runs the length of your arm and a pulse of energy, shaped like a small meteor, arcs from your index finger towards the approaching Helghast. The bolt rips through its chest and, with a wail of abject terror, the creature is lifted into the air and sent tumbling backwards into the flame-filled moat.

Open-mouthed, the two Drakkarim stumble to a halt and stare down into the all-consuming fire. Nervously they glance at each other, fearful of suffering a similar fate, but years of fierce battle discipline soon override their anxiety and, like two automatons, they raise their swords and continue to advance towards you.

Drakkarim Veterans:
COMBAT SKILL
 30   
ENDURANCE
 35

If you win this combat,
turn to 340
.

6

You raise the sun-sword and the onrushing bolt of energy is drawn to its blade where it collides with a brilliant flash, showering you with sparks which rapidly dissolve. Power surges through the hilt of your divine sword and flows along your arm, renewing your flagging strength: increase your
ENDURANCE
points score by 3.

Revitalized by this energy, you bite back your fear and focus on the advancing swarm. Suddenly your psychic senses tingle. These are no ordinary insects; in fact these are not insects at all. Your Sixth Sense detects that they are merely a clever illusion created to deceive you. Confident in this knowledge, you stand your ground and allow the tide of creepy-crawlies to wash over your feet. Within a matter of seconds the insect horde fades and vanishes, dispelled by your disbelief in their existence.

Turn to 281
.

7

It takes an extraordinary effort to open the crypt door, but you do not allow it to defeat you. Soon you have forced it open sufficiently for you to be able to squeeze through the gap and escape. Reduce your current
ENDURANCE
points score by 3 because of the exertion required to open the door.

You climb the short flight of steps to the street above and survey the surrounding ruins. When you are satisfied that it is safe to continue, you run to a neighbouring ruin where you stop to catch your breath. Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3
ENDURANCE
points.

To continue,
turn to 201
.

8

On the eighth tap, there is a loud
click
and the heavy steel door creaks slowly open.
5
Ahead you see a ramp which slopes down to a junction where a passage crosses from left to right. You descend the slope, taking care not to graze Banedon's back against the low ceiling, and when you reach the junction you ask your friend in which direction you should go. Unfortunately your question goes unanswered; Banedon has lapsed once more into unconsciousness.

You stand at the junction and use your Kai senses in an attempt to choose the safest route, but you detect nothing that can help or influence your decision. Both routes seem equally unwelcoming and perilous.

If you decide to turn left,
turn to 271
.

If you choose to go right,
turn to 83
.

[5] This section corresponds to the correct answer to the lock on the exit from the torture chamber of the Nadziranim in
Section 220
.

9

Aided by your youthful strength and Kai skills, you catch hold of the archway and pull yourself to safety, yet your submersion has cost you your money pouch and one item from your Backpack, lost when you first fell into the dusty pool. Erase all your Gold Crowns, and the first item recorded on your Backpack Items list. After pausing just long enough to catch your breath, you look into the dust-filled room and reflect upon how you were nearly buried alive. With a shake of your head you dismiss these morbid thoughts and set off along the tunnel.

Turn to 82
.

10

You pull yourself over the parapet, only to be confronted immediately by a Drakkarim guard. Unbeknown to you he has been sitting on the tower roof, quietly watching the spectacle of the feeding Kraan.

He grabs you by the throat and attempts to throw you off the tower. You counter this clumsy attack easily by turning his hand aside and grabbing hold of his battle tunic. A swift twist of your body sends him sailing over your shoulder to land, head-first, in the street below.

The guard, his neck broken, is no longer a threat to anyone, so you turn your attention to the five Kraan which are feeding on the roof. Gingerly you approach them, hoping not to startle them into flight, but the commotion — and your presence — has made them very uneasy.

If you possess the Discipline of Animal Mastery,
turn to 90
.

If you do not possess this skill,
turn to 136
.

11

You search for a weak spot on the creature's shell but you cannot readily discern one. The tip of your Arrow is made of best Sommlending steel but, even so, you fear it may not be sufficient to penetrate the creature's chest.

If you possess Magi-magic and have reached the rank of Kai Grand Guardian,
turn to 227
.

If you do not possess this skill or have not yet reached this Kai rank,
turn to 73
.

12

You raise your weapon to defend yourself from the creature's attack but, as you stare into its hellish eyes, you suddenly realize that this supernatural horror is immune to the effects of man-made weaponry.

If you possess the Dagger of Vashna, a Jewelled Mace, or Helshezag,
turn to 330
.

If you do not possess one of these Special Items,
turn to 212
.

13

You step over the dead war-dog and enter the adjoining chamber. This foul-smelling room is littered with Giak bones and half-chewed haunches of greenish meat. Amongst the debris you notice something gleaming dully. It is a bronze statuette, forged in the likeness of Darklord Zagarna.

If you wish to keep this Statuette of Zagarna, record it on your
Action Chart
as a Special Item. If you already carry the maximum number of items allowed, you will have to discard one in its favour.

To your right you notice another curtained archway. Through the threadbare cloth you can see a stone staircase spiralling down into the dark.

If you wish to explore this staircase,
turn to 56
.

If you choose to retrace your steps and leave the barracks,
turn to 44
.

14

Before you can find something with which to start a fire, the octopoid moves away from the pool and forces you back against the wall of rubble. You contemplate escaping through the narrow gap by which you entered the chamber but it is already too late; the creature's tentacles are almost upon you.

Illustration I
—The octopoid forces you back against the wall of rubble and you face the hideous being in mortal combat.

Resigned to your fate, you unsheathe your weapon and prepare to face this hideous being in mortal combat.

Korozon:
COMBAT SKILL
 52   
ENDURANCE
 45

This creature is immune to all forms of psychic attack.

If you win the combat,
turn to 78
.

15

The Liganim watch you return to Banedon; then they turn and flee through the archway. Less than a minute later they return with a troop of armoured Drakkarim and Giak soldiers. Like a horde of screaming fanatics, they come rushing down the staircase and spread out to surround you and your companion. You draw your weapon and fight bravely, dispatching more than fifty of the enemy, but they receive a constant stream of reinforcements and, when finally your strength fails you, you are overwhelmed by these merciless denizens of Kaag.

Tragically, your life and your quest end here.

16

Your desperate attempts to reach the saddle are dashed when the Kraan rears up in the air and rakes you with its claws. You lose your grip and fall screaming to the concourse below.

You hit the ground and instantly lose consciousness. Tragically, although you survive the fall, you never reawaken. Your body is discovered by a Giak patrol who kill you out of hand, thinking you to be an enemy spy in disguise.

Your life and your quest end here before the citadel of Kaag.

17

The Arrow strikes the creature in the centre of its forehead but causes it no injury. With a dull
crack
the tip snaps off and the shaft ricochets harmlessly away. There is no time now for a second shot so you hurriedly shoulder your Bow and draw a hand weapon. Sensing victory within its grasp, the creature emits a gurgling shriek and comes bounding forwards. You get ready to meet its advance; however, when it is only ten feet away, it suddenly opens its 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
.

18

The sensation of danger is steadily building. Fearful that the denizens of this domain may burst into the hall and thwart your rescue attempt at any moment, you cast the Brotherhood Spell
Sense Evil
in the hope of locating exactly where the danger lies.

Unfortunately, the spell merely serves to increase the sensitivity of your Kai senses. The sensation of impending danger becomes like a heavy cloud that is suffocating you. Gasping for breath, you are forced to break off the spell for fear of losing consciousness: deduct 1
ENDURANCE
point.

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

If you do not possess this Discipline or choose not to use it,
turn to 146
.

19

Drawing on your special abilities, you cause your facial features to change. Your expression, and the bone structure of your face, takes on the wholly brutal countenance of a Drakkar. Boldly you stride up the stairs towards the guard and slap the flint and braid from his gloved hands.

‘Okak dan-ish! Ok der kog!’
you growl, ordering him, in his native tongue, to stand aside and let you pass.

The Drakkar does not move. He stares at you, open-mouthed with shock, his pipe hanging precariously from his lower lip.

Pick a number from the
Random Number Table
. If you possess Kai-screen, add 2 to the number you have picked.

If your total score is now 2 or less,
turn to 60
.

If it is 3 or more,
turn to 202
.

20

The door opens on your twentieth knock, revealing a small armoury beyond.
6
Most of the weapons stored here are of inferior quality, but you do notice several which may be of use to you during your quest:

  • 4 Arrows
  • 1 Quiver
  • Sword
  • Dagger
  • Broadsword

If you wish to keep any of the above, remember to adjust your
Action Chart
accordingly.

On the far side of this armoury you discover a spiral staircase.

If you wish to ascend the stairs,
turn to 308
.

If you choose to descend the stairs,
turn to 152
.

[6] This section corresponds to the correct answer to the lock on the ‘stout steel-sheathed doors’ in
Section 181
.

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