The Captives of Kaag (18 page)

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Authors: Joe Dever

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

BOOK: The Captives of Kaag
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218

In the dim distance you see a score of creatures stumbling along the tunnel. You magnify your gaze and discern that they are vaguely human in form, although hairless, and lean and stringy, as if from starvation. Their toes and fingers end in horny, hooked claws and their large eyes are deep set in skeletal faces, etched by untold years of pain and anguish. You bring to bear your innate psychic skills and are shocked by what you discover.

Your senses reveal that these creatures were once human soldiers in the armies of the Freeland Alliance. Captured in battle and brought to Kaag long ago, they have endured unspeakable experiments at the hands of the Nadziranim. Now, no longer of use to those evil magicians, these pitiful victims have been left to wander the forgotten passages of this foul city, united in undeath.

Illustration XI
—Lean, hairless, and stringy creatures stumble along the tunnel, faces showing years of pain and anguish.

When the undead soldiers are twenty yards distant you attempt to communicate with them telepathically. You sense that the one who is leading the group radiates a faint psychic aura and you hope that he may know the whereabouts of your captive friend Banedon. At first your questions elicit no reply; then, when your eyes meet, you feel a wave of despair wash over you as suddenly you tap into the agony of this creature's existence. (Lose two
ENDURANCE
points due to psychic shock.) As the effects of the shock fade, you hear a ghostly voice echoing thinly in your mind.

Yes … I know of whom you seek …
it croaks.
The Sommlending wizard is imprisoned here in Kaag … in Zagarna's courtroom …

You ask the wretched zombie for directions to Zagarna's courtroom but the only help he can offer is to tell you that it is ‘many levels above’.

The pitiful group part in two to allow you to pass. As you move through them, your hatred of the Nadziranim blazes anew when you see upon the bodies of these once-human soldiers the terrible scars left by the cruel experiments. Filled with anger and remorse you hurry away, silently fearful that Banedon may already have suffered a similar fate.

Turn to 57
.

219

The Vordaks cackle with glee at the success of their combined attack. Eager to exploit their advantage, they rush forwards drawing heavy iron maces as they prepare to finish you once and for all. As the pain in your head recedes, you raise your own weapon and get ready to meet their assault.

3 Vordaks:
COMBAT SKILL
 40   
ENDURANCE
 42

If you win this combat,
turn to 260
.

220

The panel glides shut behind you and keeps you hidden from the enemy. Through the wall you hear cries of surprise and some curses when they enter the chamber to discover that you have seemingly disappeared into thin air. Mindful that they might find your hiding place, you descend the stairs and arrive at a vault which is lavishly equipped with all manner of elaborate laboratory apparatus. Several large tables line one wall, many stained with blood.

You sense that Banedon is disturbed by the sight of these tables and, when you ask him what is wrong, he tells you that this chamber is where the Nadziranim subjected him to hours of brutal interrogation in a futile attempt to extract the magical secrets of the Brotherhood.

Despite all their fiendish tortures,
he says, his mind-voice weak yet full of pride,
they learned nothing.

You search for a way out of this vault and soon discover a steel door which is secured by a curious combination lock. It comprises three raised blocks, each block divided into four equal squares. In each square, bar one, there is a number. You ask Banedon if he knows how the lock operates and he recalls once seeing a Nadziran tapping the empty square several times in order to make the door open.

Consider the following grids of numbers. When you think you know what the missing number is,
turn to the entry
that bears the same number as your answer.
12

If your answer is incorrect, or if you cannot solve the puzzle,
turn to 154
.

[12] The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

221

Your Arrow strikes the creature's head and gouges out a skull-deep furrow of skin and muscle before arcing away into the air. The beast shrieks with the agony of the wound and skids to a halt, twisting its head violently from side to side in a futile attempt to rid itself of the terrible pain. The wound has slowed the beast but not stopped it and, with revenge stark in its eyes, it resumes the attack.

Cursing its tenacity, you shoulder your Bow and unsheathe your weapon in readiness for a fight to the death.

Gnagusk:
COMBAT SKILL
 41   
ENDURANCE
 45

If you win this combat,
turn to 247
.

222

The fiery bolt continues to gather speed and energy as it comes racing towards you. It is barely an arm's length from your chest when you are forced to dive headlong into the insect swarm to avoid being hit.

Pick a number from the
Random Number Table
. If you possess Grand Huntmastery, add 3 to the number you have picked.

If your total score is now 5 or less,
turn to 33
.

If it is 6 or more,
turn to 166
.

223

You hurl your light towards the pool and the inflammable liquid ignites on contact, with a deafening
whoomph
that leaves you sprawled flat on your back. (Remember to erase the Lantern or Torch from your
Action Chart
.)

For a few seconds the chamber is aglow with a blinding white light; then the glare fades to reveal the octopoid writhing on the floor, close to the blazing pool's edge, its loathsome body being consumed by a hungry mass of guttering yellow flames.

Covering your mouth with your cloak, you stumble to your feet and skirt around the burning carcass towards the archway. The sheet of blue-green metal that once blocked this exit is no longer there; it has moved aside to reveal a dark tunnel leading away from the chamber. Eager to leave this smoke-filled hall and continue the search for your captive friend without further delay, you hurry through the archway into the unwelcoming darkness beyond.

Turn to 200
.

224

Intrigued by the squealing, you approach the door cautiously and place your eye to the spy-hole. Your fears soon melt away when you see two ragged-eared rats in a corridor beyond, fighting over a meaty bone. You chuckle as the smaller of the two unexpectedly wins the dispute and proudly drags away his prize. Your eyes follow the rat as it disappears towards a distant hallway where you spy something else that makes your pulse quicken in anticipation.

Using your Magnakai skills to magnify your vision, you see a pair of massive doors at the far side of the thoroughfare, guarded by two warriors clad in polished silver armour. A steady traffic of Drakkarim and Giaks passes to and fro before the doors, but none enter. You judge the hall to be over a hundred yards away, but even at this distance you can sense a great power is being contained behind the doors.

After a short while the traffic in the hallway subsides. Then two wispy, ghost-like figures glide into view, each clad in shimmering semi-transparent robes, and at once you recognize them to be Nadziranim — masters of evil magic. The guards step aside and, as the great doors part to allow the sorcerers entry, a flood of blinding purplish light pours from out of the room beyond. Suddenly your senses tingle with a premonition that your friend Banedon is close at hand. Convinced that you will find him somewhere beyond the doors, you resolve to gain entry as quickly as you can, but if you are to get past the two guards you must first create a diversion.

If you wish to start a fire in this store room in order to lure the guards away,
turn to 268
.

If you wish to put on a Drakkarim uniform (which lies discarded on the floor nearby) and then attempt to bluff your way past the guards,
turn to 70
.

225

At once you sense that the ghoulish creature has infected you with a virulent virus, which passed into your body the moment it scratched your face. Hurriedly you draw on the healing power of your Grand Master Discipline and cause an army of antibodies to be released into your bloodstream to counter the insidious virus. You feel your temperature rise as the antibodies battle to clear your blood and, within a few minutes, this battle is won. The use of your Discipline costs you 3
ENDURANCE
points, but it saves you from an otherwise grisly death.

Once you have fully recovered, you check your equipment before climbing the steps which lead out of this grim cellar.
Turn to 172
.

226

Emerging from the shadows with slow purposeful steps comes a huge rodent-like creature. Its mustard-coloured body and its six claw-tipped legs are thick and powerful, corded with muscle that ripples as it moves. Its head is monstrous, the jaw seeming too large for the skull. This entire bony structure extends beyond the lips and is studded with large spade-like teeth.

Illustration XII
—A huge, rodent-like creature with monstrous jaw and large spade-like teeth emerges from the shadows.

It turns its great head to look at you with cruel deep-set eyes and an eerie cry breaks from its maw. Cadak laughs with undisguised glee and, upon his command, the creature gathers speed and attacks.

If you possess a Bow and wish to use it,
turn to 199
.

If you have Kai-alchemy and wish to use it,
turn to 81
.

If you have Magi-magic and wish to use it,
turn to 307
.

If you have neither a Bow nor the listed Disciplines, or choose not to use them,
turn instead to 214
.

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