Read The Plague Lords of Ruel Online
Authors: Joe Dever
Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund
You hurry out of the library and follow a series of corridors which end at a large antechamber. This domed hall is decorated with tapestries which depict Cenerese legends, ignoble and infamous deeds that were perpetrated during the Age of the Old Kingdoms, when, for nearly a thousand years, the Cenerese tyrannized Northern Magnamund.
A single heavy oaken door in the opposite wall offers the only exit from the antechamber. As you approach it you notice that it is slightly ajar. Suddenly you hear the doleful sound of chanting emanating from beyond this door. Curiosity coaxes you nearer. You approach and peer through its narrow opening, and a chill runs the length of your spine when you see what lies beyond.
Stretching upwards, you grasp a spur of rock and begin your ascent towards the tiny patch of daylight, fifty feet above the pit. The rock walls are caked with fine dirt which has settled into the cracks over the years, and all too readily it crumbles beneath your fingers, forcing you to test every handhold carefully before trusting it with your weight.
Pick a number from the
Random Number Table
.
If the number you have chosen is 0–4,
turn to 133
.
If it is 5–9,
turn to 243
.
Calling upon your powers of Telegnosis, you slip easily into the trance-like state which is necessary in order for you to effect complete transcendency. At once you see yourself in spirit form, rising out of your physical body and floating effortlessly along the tunnel beyond.
As you drift towards the shimmering lights, you see that the tunnel 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 for you to cross the lake in physical form, 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. You sense that they are 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 of them proceed to devour this vile food. Both are seemingly oblivious to the hungry cries of the caged Tzargs.
You sense that it is time you rejoined your physical body and so you will yourself back to where it stands in the tunnel, entranced and unmoving. The moment that your two beings are reunited, you are able to wake from your trance feeling refreshed, as if you have just awoken after a few hours' sleep. Yet, unlike a dream, the memory of all you saw during your spirit-walk is still fresh in your mind.
Aware now of what lies ahead, you advance to the end of the tunnel and take up a position at the entrance to the cave, from where you observe the two Vazhag consuming their unwholesome meal.
You are sorely aware that time is running out. It cannot be long before either Cadak returns to his chamber or the Cenerese discover that they have an intruder in their midst. With this thought in mind you set about searching the throne room for clues that could reveal the whereabouts of the lethal plague virus you have come to destroy.
If you wish to examine the glass sphere,
turn to 116
.
If you choose to investigate the large tapestry,
turn to 33
.
If you wish to take a closer look at the golden statuette,
turn to 287
.
You draw upon your Kai power to repel the creature, to force it away by the strength of your will alone, and instantly it responds as if you had run it through with a red hot sword. The creature retreats towards the depths of its slimy pool, but its barbs are snagged in your tunic and, as it slinks away, you are drawn deeper into the mire. If you are to survive this encounter you must cut yourself free.
Plaghatar:
COMBAT SKILL
24
ENDURANCE
30
This creature is immune to all psychic attacks. If the weapon you are using is non-edged (i.e. a Mace, a Quarterstaff, or a Warhammer), deduct 4 points from your
COMBAT SKILL
for the duration of this combat.
If you win the combat,
turn to 129
.
As you land your killing blow, the druid crashes down upon the floor, driving his magical blade deep into the flagstones. For a moment he writhes in the throes of death; then he stiffens and lies still.
As you step away from his body you suddenly sense a new danger. A number of the congregation are approaching the door, prompted to investigate by the noise of your fight. Quickly you hurry to the section of wall from where the druid appeared and search for a way to make it open once more. You discover a lever and, within seconds of pulling it, the concealed panel glides inwards, allowing you access to a secret passage. You enter, dragging the body of the High Priest behind you by the heels, and then push shut the panel just as the inquisitive congregation push open the vestibule door.
You abandon the body and pass along the narrow passageway, descending by steps and slopes until you reach a chamber which is lit by two large black candles, fixed into holes in the surface of a marble slab. On a nearby table lie the following items:
If you wish to take any of these items, remember to adjust your
Action Chart
accordingly.
Opposite the slab there is a door which opens into a narrow corridor. You step through and follow this corridor towards a distant chamber.
You unfurl the map and try to find your present location. At length you discover where you are and, marked by a tiny cipher, you see that there is a hidden lever which activates the wall. You examine the surrounding bricks carefully and soon discover the false panel which contains the lever. You pull it and the wall glides inwards before moving away to your right. It reveals a small well-kept chamber, its walls lined with shelves containing hundreds of stoppered jars, each one neatly labelled.
The jars contain all manner of compounds and elements, from worthless dirt to precious gold dust, and many herbs besides. You search along the shelves and take down half a dozen jars whose contents you recognize:
If you wish to keep one or more of the above jars, remember to record your choice on your
Action Chart
. Each jar contains all of a given herb or potion in a concentrated form created by the Cener Druids (e.g. all five doses of Laumspur are contained in a single jar). Each jar counts as one Backpack Item.
Apart from the secret door by which you entered, you notice that there is a narrow passageway which leads out of this room.
If you wish to leave the room by this passageway,
turn to 214
.
If you wish to leave by the secret door and retrace your steps all the way back to the west passage,
turn to 271
.
As you inch your way towards the iron portal, your super-senses alert you to a hairline crack which runs vertically through the cavern wall. You run your fingers along the seam and your fingertips detect a faint change in air pressure. At once you realize that you have stumbled upon a secret doorway.
Eagerly your eyes search the adjoining wall and floor for a concealed latch or lever. It takes a few minutes, but eventually you detect what you are looking for: a hinged flap of stone covers a lever which is set nearby into the wall at knee-height from the floor.
If you wish to pull this concealed lever,
turn to 115
.
If you decide to ignore it,
turn to 127
.
The creature's spittle eats through the right arm and back of your tunic, causing you several deep and painful burns: lose 6
ENDURANCE
points.
If you survive this grievous wounding,
turn to 117
.
A sizzling splash of blue-white sparks erupts in front of your eyes as the bolt of crackling energy lances deep into your chest: lose 10
ENDURANCE
points.
If you survive this wounding,
turn to 135
.
You drop back a few rungs, just far enough to put you beyond reach of the spear blades, and then you perform the movements of a battle-spell that Lord Rimoah calls
The Invisible Fist
. You clench your right fist, and then extend your arm and open your palm towards the enemy. A tingling rush of power surges along your arm and, an instant later, you see the Acolytes tumbling backwards, knocked over by the concussive force of the spell.
You seize your chance and swiftly ascend to the platform. A well-aimed kick sends one of the Acolytes toppling over the edge to fall, screaming, into the midst of some glass boxes on an experiment table far below. His partner is back on his feet, weapon in hand, and he meets your stare with a sneer that readily conveys his hatred of your race. Then, spurred on by the yells of his confederates in the hall below, he jumps forward and thrusts his weapon at your throat.
Acolyte of Vashna (with Medallion of Protection):
COMBAT SKILL
25
ENDURANCE
40
If you win this combat,
turn to 29
.
Your ascent to the gap goes undetected by the Vazhag guards and you emerge on a mountainside, at a place hidden beneath an outcrop which is ringed by wind-worn boulders and scrub. Early morning sunlight illuminates the surrounding hills, and beyond them you see a vast expanse of forest, a sea of sickly grey-green trees, which radiates an unmistakable aura of evil. The position of the sun and your Pathsmanship skills inform you that you are now looking upon the Forest of Ruel from the eastern foothills of the Skardos Mountains.
The land appears deserted, the only unusual feature being a wide dirt track which wends its way eastward through the hills towards a gap at the edge of the grim forest. You consult your
map
and conclude that this must be the Skardos Trail, the secret route used by the Ceners, which leads all the way to their stronghold of Mogaruith. You resolve to follow the trail, but first (unless you possess the Discipline of Grand Huntmastery) you must eat a Meal or lose 3
ENDURANCE
points.
To continue,
turn to 230
.