by Joe Dever
If you possess the Discipline of Grand Nexus, turn to 41.
If you do not, turn to 90.
178
Tolshi arrives unexpectedly at Grooja's hut. He asks you to return to the ship at once for the captain needs you to help with the repairs. It is as if your silent prayers for rescue have been answered. You thank the elder and his wife for their hospitality, and then you leave quickly with the helmsman.
‘The captain doesn't really need your help,’ says a grinning Tolshi, as you make your way hurriedly through the hovels of Dlash-da Ralzuha towards its torchlit harbour. ‘He just thought you'd welcome an excuse for not having to stay all night at Grooja's flea-ridden shack!’
On your return to the ship you thank the captain for sending Tolshi to rescue you and, to show your appreciation, you help him and the crew to patch the damaged hull. By first light the repairs have been completed and the cargo is reloaded into the hold. Jenkshi gives Grooja and the natives some copper ingots as payment for their help, and then the crew weigh anchor and prepare to catch the morning tide.
For two days The Azan hugs the coastline as it sails a southerly course to Ghol-Tabras. The weather is kind and the ship makes good progress, enabling you to enter port shortly before dusk.
Turn to 200.
179
The crowd gets denser as you approach the main exit and the increased numbers slow down the speed of your escape. Wrok communicates by means of hand signals with two of his henchmen who occupy a platform beside the main gate. As you pass below this platform they leap into the crowd and attempt to block your escape.
If you possess Elementalism, turn to 318.
If you do not possess this Grand Master Discipline, turn to 89.
180
You enter the crowded emporium and marvel at the sheer variety of goods that are for sale — Lencian silverware, spices from Mhytan, animal hides from southern Karnali, to name but a few. There is even pottery and ironware from your homeland, all stacked side by side upon the shelves and counters that fill this busy store.
You make your way to a counter and ask a moon-faced youth in a leather apron if he knows the whereabouts of Radyard, the master of the Seasprite. He has never heard of the captain, but he is eager to help and he does not want to lose your custom. He invites you to look around the emporium while he goes and asks his employer.
You browse along the shelves and, although you find many of the items fascinating, there are only six that you would consider purchasing: a hammer, a coil of rope, a silver-backed mirror, a blanket, a steel flask, and a pewter goblet.
The youth returns shortly and you see him shaking his head. He is unable to help you find Radyard and his crew.
If you wish to enquire about the prices of the items you have noticed, turn to 57.
If you do not wish to purchase anything here, turn to 278.
181
The creature stalks its chosen target. Gemulkin frees himself from the wheel but, before he can get away, the beast is upon him like a hungry lion. It grabs him by the throat and lifts him off the deck. You race across the slippery decking and unsheathe your Kai Weapon to strike the creature in the side. Callously the beast hurls Gemulkin into the sea and then spins around to face you. Your first blow opens a wound across its chest, making it shriek loudly. But it recovers in an instant and it lashes out at you to connect with your shoulder. The force of the blow knocks you sideways and sends you sliding across the slick deck to fall headlong through an open cargo hatch.
Pick a number from the Random Number Table.
If the number you have picked is 0–4, turn to 307.
If it is 5–9, turn to 266.
182
Calling upon your Grand Mastery, you focus upon the section of stone door jamb into which the bolt is secured, and you cause it to vibrate. It is a slow and tiring process (lose 3 ENDURANCE points) but eventually the stonework cracks under this persistent pressure. When the strength of the stone has been sufficiently undermined, you are then able to wrench open the cell door.
Turn to 24.
183
You clear the pit with a single bound and land safely on the far side. Arrows thud into the ground and whistle past your head as you hurriedly dive for the cover of the jungle trees.
Turn to 38.
184
Fair weather returns and The Azan makes good speed as it crosses the jade-green waters of the Gulf of Tentarium. It is shortly before noon of the following day when the first glimpse of Zharloum is sighted by the lookout, and less than an hour later you find yourself sailing into the harbour of this grand city. Emerald pennants flutter from the towers and roofs of its sun-bleached houses, and crowds of industrious citizens throng its paved avenues and alleyways. This old Shadakine port has a long history of free and fair trading. It is many miles from the cities of Shadakine political power which lie to the south and, due to this fortunate fact, it has been spared much of the damage wrought upon this troubled land by a succession of ruthless and tyrannical rulers.
The ship enters and docks at the harbour wall, close to the jetty of a warehouse which contains the iron and copper ingots that it will carry to Suhn. As the crew begin the task of loading the cargo aboard, you decide to go and explore this thriving city. But after little more than an hour the heat, hustle, and noise of the crowded streets becomes oppressive and you find yourself yearning for somewhere quiet to rest before you return to the ship. Looking around, you notice two places which offer the promise of some respite from the teeming crowds. The first is a public park which stands upon a cliff that looms above the city to the east of the harbour wall. The second is a narrow, deserted alley that wends its way into the city's Old Quarter.
If you wish to visit the park, turn to 291.
If you choose to explore the city's Old Quarter, turn to 126.
185
You summon a Mindblast and project it into the depths of the cave. The creatures lurking there are susceptible to your powerful psychic charge and it makes them howl in pain and frustration. In a state of blind panic, two wolf-like animals suddenly rush past you to disappear into the rain-swept jungle. Confident that they will not return, you settle yourself down upon a bed of soft mosses and drift off to sleep.
Turn to 220.
186
Zinair has made preparations for your journey by boat to the Isle of Lorn. This fabled home of the Shianti lies 120 miles from the Port of Suhn, and has been protected for thousands of years from the attentions of man by enchantments, magical mists, and mage winds.
‘Only by virtue of your possession of the Moonstone can this voyage be undertaken with any hope of success,’ he says. ‘I have been in mind-contact with the Shianti, and they are ready to receive you.’
You sense that Zinair is proud of your successes and achievements during the quest so far, but you also sense that he is ill at ease and you ask him what is wrong.
‘The Moonstone will facilitate your passage through the Sea of Dreams to the Isle of Lorn, Grand Master. But you should know that this journey could still prove perilous. The Shianti no longer have control over the forces that exist within this enchanted region. Until you reach the shores of Lorn, your fate will be entirely in your own hands.’
It is a daunting message but you do not allow it to weaken your resolve. You stare Lord Zinair confidently in the eye as you reply: ‘It need be no other way, my lord. I am ready.’
Zinair smiles. ‘So be it, Grand Master. But now you must sleep, for you sail at dawn.’
Turn to 214.
187
You leap swiftly over the bodies of the slain gaolers and rush into the guardroom to retrieve your confiscated equipment (you may now erase the asterisks from your Action Chart).
As you are sheathing your Kai Weapon into your belt, you hear the sound of footsteps descending a flight of stone steps at the far end of the corridor. More gaolers are approaching; they have been drawn to investigate by the dying cries of their brother guards.
r /> Desperately you scan the walls of the guardroom for some means of escape and suddenly you see that there is one other exit from this room — a heavy oak door which is banded with strips of black iron.
Turn to 314.
188
You hand over your money to the ferryman and take a place at the bow. As you wait for the vessel to cast off, you look around at your fellow travellers and notice that most are merchants with wagons and handcarts loaded with goods destined for the markets of Tiklu. It is a short voyage of 20 miles across the strait. When the ferry approaches the landing jetty, your fellow passengers get ready to leave. As they disembark, one merchant's small cart is overturned and his cargo is spilled onto the shore. The other merchants push past him, but you feel sorry for his plight and you help to calm his carthorse and retrieve his goods. He is very grateful for your assistance and he offers you a ride to Tiklu aboard his cart which you willingly accept.
Turn to 197.
189
Suddenly your Kai Sixth Sense alerts you to danger located somewhere above. You look to the canopy of branches and see the outline of a man lying in the boughs of a nearby tree. His limbs and torso are daubed with forest colours that keep him hidden. You hear a faint noise, and then you freeze with fear when you recognize it to be the sound of a blowpipe.
Illustration XI—You hear a faint noise, and freeze with fear when you recognize it to be the sound of a blowpipe.
Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 3 to the number you have picked.
If your total is now 4 or less, turn to 133.
If it is 5 or higher, turn to 87.
190
‘Very well,’ says the guildsman, abruptly. ‘If that is how you wish to proceed, so be it. You may return here in the morning and we'll discuss a deal then. Goodnight.’
Hurriedly the warden ushers you and your companions out of the hall and you hear a great bolt reverberate as it slams shut behind you. Night is fast approaching and, being mindful of the city's curfew, you are anxious to be off the streets as soon as you can.
If you wish to return to The Azan, turn to 157.
If you decide instead to go to the Flying Fish Tavern, turn to 319.
191
Using the Brotherhood Spell Sense Evil you are able to detect that this is no ordinary storm — it is the result of an evil elemental sorcery. You urge Gemulkin to turn his ship about for the fury of this unnatural storm is churning the sea, making it boil and seethe. Fearing for the safety of his cargo and crew the captain readily agrees and he orders his helmsman to bring the ship around. But as the Vargas returns towards Shuri Point, Gemulkin suddenly sees something on the horizon that makes him change his mind.
Turn to 100.
192
You intone the words of the Brotherhood Spell Silence and direct its energies at the sniper. He blows his horn but no sound emerges. Thinking that it is blocked he tries instead to shout a warning, but again without effect. Suddenly he panics when he sees you approaching. He loses his footing and tumbles backwards from his perch to land heavily upon the exposed roots of the tree. You hurry to his body and discover that his neck has snapped. To your disappointment, you also discover his blowpipe and horn are both useless, having been damaged in the fall.
Quickly you hide his body in the undergrowth, and then you move deeper into the jungle, guided and drawn by the strange noise.
Turn to 51.
193
As you leap from the parapet of the harbour bridge, you utter the words of the Old Kingdom Spell Shield to help protect yourself from the arrows that are whistling past on all sides. It is a precaution that undoubtedly saves your life, for one of the arrows shatters against this invisible barrier as it comes speeding towards the side of your head.
Turn to 280.
194
You walk along the busy avenue, past an endless procession of warehouses and storage shacks, until you come to a tavern called The Inn of the Laughing Moon. Here the avenue turns sharply to the right and meanders away into a noisy slum district.
If you wish to enter the tavern, turn to 23.
If you choose to continue along the avenue, turn to 98.
195
Your Kai senses scream a warning that you are in great danger as you draw steadily closer to the burning wreck. You tell Jenkshi, but he is greatly sceptical of your seamanship and he ignores your advice. He is more concerned about finding survivors than listening to your vague warnings of danger. Unfortunately, he soon has cause to regret his decision when suddenly a Shadakine man o'war breaks cover from between two rocky islets and comes surging towards The Azan. Jenkshi immediately orders his crew to unfurl every last inch of canvas and take evasive action, but the wind is now beginning to change and this greatly hampers them as they struggle to carry out his orders.
You magnify your vision and scour the prow and foredecks of the approaching ship. It is dressed with the scarlet sails of a Shadaki buccaneer vessel and it is sitting very low in the water. You hazard a guess that it must be fully laden with booty stolen from the hold of the burning trader. With the wind going against him, Jenkshi takes a calculated gamble. He orders his helmsman to steer towards a narrow channel between two nearby islets. He is hoping that his lighter craft will be able to pass through the shallows here and gain precious time while the heavier enemy ship will be forced to go around the isles to avoid running aground. It is a bold manoeuvre, and one that is made all the more dangerous when the enemy captain suddenly turns his vessel and runs it parallel to The Azan. To your horror you see that the Shadakine man o'war is armed with deck cannons. As it gains on your ship you see clouds of white smoke and flame erupt all along its hull. Then, seconds later, you hear the rumbling roar of its cannons, followed closely by the terrifying shriek of its deadly ball and chain shot as it comes hurtling through the air towards your vulnerable ship.
Pick a number from the Random Number Table.
If the number you have picked is 0–3, turn to 218.
If it is 4–9, turn to 91.
196
A little way past the fork, the trail passes around a rocky escarpment and ascends through dense jungle to a forested ridge. Beyond the ridge lies a deep gorge, spanned by a sturdy rope bridge. The floor of the bridge is laid with shorn timbers that are wide enough to allow a wagon to pass. You ride onto the bridge and you are halfway across when its timber floor begins to sway violently. Quickly you dismount and use your Kai Discipline of Animal Control to calm your startled horse. There seems to be no reason for the bridge to be pitching back and forth, but when you look over the side you catch sight of a rope that is attached to its underside. This line descends to a crevice in the wall of the gorge and it is being repeatedly pulled taut and then released. From out of the crevice there issues a commanding voice: ‘Throw your money and possessions into the gorge!’ When you hesitate to obey, the voice says: ‘Do it now, or you'll never get off the bridge alive!’
If you possess Kai-alchemy and wish to use it, turn to 332.
If you possess Elementalism and wish to use it, turn to 251.
If you possess Magi-magic and wish to use it, turn to 34.
If you possess none of these skills, or if you choose not to use any of them, turn to 140.
197
During the journey to Tiklu you learn much from Tzai — your talkative companion. He tells you tales about the local history of this region, its ancient legends and heroes, and about the dark days not so long ago when it was ruled by Shasarak, the infamous Wytch-king of Shadaki.
The journey passes swiftly in his good company and you arrive at Tiklu during the afternoon. It is a bustling port which stands at the edge of the Sea of Winds, and is second only in size and importance to the City of Shadaki itself. Tzai is welcomed by the guards on watch at the gate who wave as you pass beneath its mighty arch. It is clear from their reaction that your companion is a popular man. As you travel along a paved avenue towards the heart of
Tiklu, Tzai asks where you are going to stay during your visit. When you cannot readily answer his question, he invites you to stay at his house tonight. Gratefully you accept his generous invitation.
Turn to 150.
198
The actions you employ to lessen the risk of injury prove successful. With nothing more than a bruised shoulder to show for your daring leap, you are able to spring to your feet and escape through the main doors at a run.
Turn to 155.
199
You dodge the bolt successfully and the old man emits a cry of shocked surprise when he sees you unsheathe your Kai Weapon. He turns tail and runs towards the village, shrieking hysterically.
You hear him calling the men of the village to gather their weapons. He denounces you, saying that you have attacked him without provocation, and he orders that his men put you swiftly to the sword. Quickly you turn and run towards the ridge. You know that it would be useless to attempt to reason with these people and so you resolve to reach the trail and make a hasty escape.