The Caverns of Kalte

Free The Caverns of Kalte by Joe Dever

Book: The Caverns of Kalte by Joe Dever Read Free Book Online
Authors: Joe Dever
Tags: Fiction, Fantasy, lone wolf, Magnamund
than the harmless remains of an old tomb guard. A closer examination of the sword reveals that the blackness is nothing more than pitted iron. You lower your weapon and slowly climb the stairs.
    Turn to 36 .

279
    Baknar are known to sleep for up to three days after a feast. By the number of freshly stripped bones littering the chamber, this Baknar is likely to be asleep for many hours. You slip past the snoring creature and leave the chamber.
    Turn to 235 .

281
    You cover your nose with your sleeve and turn away from the carcass. Irian has regained consciousness, and is quick to begin scooping out some Baknar oil for himself.
    The light is fading fast and you decide to pitch camp here for the night. After a meal has been prepared and eaten, you volunteer to sit watch, in case the Baknar should decide to return. Spending a sleepless night huddled against the cold night winds seems infinitely preferable to sharing a tent with your guides stinking of Baknar oil.
    Turn to 325 .

286
    The lance has grazed your shoulder blade and knocked you to the ground. As you scramble to your feet, you see that the Ice Barbarian scout has stopped and removed his skis. He advances towards you with an evil-looking bone sword in his hand. You prepare for combat.
    Turn to 68 .

287
    The Ice Barbarian screams a low, unnatural cry. You have been spotted and you know you must silence him quickly before he alerts the whole of Ikaya to your presence. You turn to fight.
    Turn to 161 .

288
    That night, a gale sweeps across the open ice shelf and buries your tent in snow. During your sleep, the canvas is forced in upon the four of you and your sleeping furs become soaking wet. You awake at dawn with terrible cramp in both of your legs. It takes nearly an hour of massaging your frozen limbs before you can stand properly. You are beginning to wish that you had never set foot in this icy hell.
    Turn to 167 .

292
    The massive door slides open to reveal a long stone causeway, spanning a vast chamber that is bathed in the orange glow of fiery furnaces. A gust of hot, putrid air wafts over you and a deafening noise assails your ears. Fifty feet below the causeway, great stone vats hang suspended over roaring flames. Each vat is full of bubbling slime writhing and contorting as if it were alive.
    Fear and revulsion grip your stomach as you begin to grasp the sinister secret of this hall. Row upon row of stone plinths bear the mutilated corpses of Ice Barbarians, their skins peeled back and pinned open. Each corpse is attended by hideous creatures, a ghoulish legion of mutants crawling and slithering across the blood-drenched floor. This hall is a place of great evil, a nightmarish laboratory, a temple of the Black Art of Necromancy constructed by Vonotar the Traitor.
    Illustration XVI —This hall is a place of great evil, a nightmare laboratory.
    Across the causeway, another doorway suddenly slides back to reveal four Ice Barbarian mutants. As they shuffle towards you, a mixture of horror and pity overwhelms your senses.
    If you wish to fight these creatures, turn to 83 .
    If you wish to flee from this terrible place, turn to 130 .

294
    Destroying the door in this way is an extremely strenuous task. You will need to eat two Meals after the six hours of labour or lose 6 ENDURANCE points due to fatigue.
    When you finally cut hole large enough through which to escape, you discover that you have attracted some unwanted attention.
    Turn to 106 .

296
    Unfortunately, the guards suspect that something is amiss and challenge you in their strange language. You have no alternative but to attack them before they can raise the alarm. However, the fumes of the smoking herbs are affecting the Ice Barbarians and this will aid you in the following combat. You need fight only 3 rounds of combat before the guards collapse unconscious to the floor.
    Ice Barbarians: COMBAT SKILL  17    ENDURANCE  30
    If you are still alive after the combat, you can signal to Loi-Kymar to

Similar Books

Syberian Sunrise

S. A. Lusher

Dark Hunter

Shannan Albright

Lion Heart

A. C. Gaughen

Black Tickets

Jayne Anne Phillips