The Buccaneers of Shadaki

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The Buccaneers of Shadaki Page 15

by Joe Dever


  218

  You throw yourself to the deck and take cover behind the wooden parapet of the prow as the enemy's shot rips into the sails and rigging. Shredded canvas and splintered timbers fall about your ears, yet you survive this ferocious bombardment without sustaining the slightest injury. Bravely Captain Jenkshi takes over the helm and steers his battered ship relentlessly towards the channel. You see him cursing the enemy captain and shaking his fist defiantly at the villainous Shadakine gunners as their cannonballs whistle across the decks of The Azan. Then a gust of wind fills the torn mainsail and the ship begins to pull away from the lumbering man o'war. A second broadside falls wide of its mark, and Jenkshi's bold plan finally pays off when the enemy ship is forced to veer away for fear of beaching her hull in the shallows. The crew cheer loudly when they see her red sails falling away to the stern, and The Azan is left alone to make a swift passage through the islet channel.

  You pull yourself unsteadily to your feet and make your way along the debris-strewn deck to congratulate Jenkshi for his masterful display of seamanship. He accepts your praise and the cheers of his crew with a rueful smile, even though his skill and his coolness under enemy fire have undoubtedly saved the ship and the lives of all aboard. However, as the ship emerges on the far side of the islets, you soon discover that more than just Jenkshi's bravery will be needed if everyone aboard The Azan is to live to tell the tale of their deadly encounter with the buccaneers of Shadaki.

  Turn to 262.

  219

  Angered by the pain of its wound, the creature turns it ghastly stare on you and hisses vehemently. Quickly you shoulder your Bow and reach for your Kai Weapon in readiness to defend yourself from its attack. Yet it does not attack you; it continues to stalk 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 raise your 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 in its chest, making it shriek loudly. But it recovers 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.

  220

  You wake the following morning to find that the torrential rain has ceased. Lying in the mud at the mouth of the cave are several orange-shaped fruits which have been dislodged from the surrounding trees by the deluge. You soon discover they are edible and you enjoy some for breakfast before continuing your trek. (There are sufficient fruits for another 3 Meals.)

  The heavy overnight rains have transformed the hill track into a muddy ditch which makes the going difficult. Yet it is still the quickest way through this jungle territory and you stay with the track until it comes to the bank of the swollen River Ocka. There was once a bridge at this point, but your tracking skills tell you that it has been washed away during the night. You are about to set off along the bank in search of somewhere to cross when suddenly you hear a desperate cry for help. You turn and see a man being swept downstream by the river. His head is barely above the surface and you can see at once that he is near to drowning.

  If you possess Elementalism and wish to use it, turn to 48.

  If you do not possess this Grand Master Discipline, or if you choose not to use it, turn to 284.

  221

  The City Guard patrol confiscates your Weapons (including your Kai Weapon) and marches you out of the square under close escort. You are taken to a black-stoned citadel called the Hall of Correction, a dour building that was constructed by order of Mother Magri — the former Steward of Suhn — during the reign of the hated Wytch-king Shasarak.

  You are brought before a pompous Guard Officer called Hiojin who refuses to believe that you are a messenger from Elzian here to meet with Lord Zinair. He believes you are a hired assassin.

  ‘These are troubled times. There are men abroad who would seek to harm Lord Zinair. I cannot allow this. It is my duty to protect the ambassadors to our great city.’

  When you steadfastly refuse to change your story, the officer scratches his pock-marked chin and narrows his beady eyes.

  ‘Perhaps you have some proof that what you say is true?’ he says, as he stares at your satchel.

  If you possess Kai-alchemy, turn to 279.

  If you do not possess this Grand Master Discipline, turn to 163.

  222

  The gaolers see you crouching against the corridor wall and instantly they attack you with the torches and the clubs they are holding.

  To save yourself from a severe beating you are forced to fight them barehanded.

  Citadel Gaolers: COMBAT SKILL 36 ENDURANCE 36

  (You are unarmed: ignore all weapon bonuses.)

  If you win this combat, turn to 187.

  223

  You awake to the sight of brilliant sunshine pouring through the window of your room. Your head throbs painfully and there is a strange smell in the air that does not come from the communal lavatory next door. You recognize it to be the aroma of gallowbrush — a powerful soporific potion. The chair that you placed against the door is no longer there. Its absence makes you immediately check your equipment. As you fear, you discover that you have been drugged and robbed during the night. Your Belt Pouch is empty (erase all Gold Crowns and Nobles from your Action Chart) and you have lost one Special Item (erase one item of your choice, excluding the Moonstone).

  You suspect the tavern-keeper to be the thief and you decide to confront him but, when you look out of the window, you see that the ferry is getting ready to depart. Quickly you grab your belongings, leap through the open window, and race along the waterfront.

  Turn to 295.

  224

  You take up your Kai Weapon and raise it above your head as you rush forward to deal the creature a mighty blow.

  Tzoog: COMBAT SKILL 48 ENDURANCE 32

  This creature is immune to Mindblast (but not Kai-surge). If you possess the Kai Weapon ‘Valiance’, add +8 to your COMBAT SKILL (instead of +5).

  If you win this combat, turn to 149.

  225

  You hurry with Lord Rimoah through the corridors of the Tower of Truth towards the sound of the tolling bell, until at last you arrive at a chamber located below its vaulted presidium. Gathered here are the members of the High Council. They stand in a circle around the cloaked body of Lord Casis which lies upon a bed of shimmering crystals. A cocoon of light encases his frail form, its pale luminescence shedding an uncanny glow upon the faces of the surrounding elders. Rimoah joins them and, as you observe this eerie scene, you recall Lone Wolf's teachings at the Kai Monastery.

  Illustration XIII—They stand in a circle around the cloaked body of Lord Casis which lies upon a bed of shimmering crystals.

  The Elder Magi are all that remain of the race of beings from whom all goodly magic stems. They were sent to Magnamund almost 10,000 years ago by the Gods Kai and Ishir to defeat Agarash the Damned, Naar's first champion, and they triumphed in their task. Yet, in a later age their numbers were decimated by a plague and the few thousands who survived this tragedy sought refuge here in Dessi. The Elder Magi have always aided Sommerlund and have been loyal and invaluable allies to the Kai. But now their ancient power is waning, and the few thousands who survived the Great Plague now number less than a hundred.

  Suddenly the bell ceases to toll and you watch in awe as the fragile remains of Lord Casis gradually fade from sight. He has ended his time here upon Magnamund and has passed over into the Plane of Light, the ethereal domain of the Gods Kai and Ishir. Silently the remaining elders file out of the chamber. As Lord Rimoah passes, he beckons you to follow him.

  ‘You are the first Kai who h
as ever witnessed the ascension of an Elder,’ he says, as he takes you back to your room. ‘Alas, our power ebbs with each passing year, for this is the twilight of our existence here on Magnamund. Yet, we embrace our fate, for even as we weaken and fade so the power of the New Order Kai grows stronger. This is the dawning of your Age, Grand Master. You and your brothers shall carry forward the fight against Naar, and you shall be victorious.’

  Turn to 310.

  226

  Using your bare hands, you dig a hole in the soft loamy floor of the hut and burrow your way under the bamboo wall. It is a long and tiring method of escape (lose 2 ENDURANCE points), but one that you accomplish successfully.

  Turn to 308.

  227

  You leap over the stunned creature to get to your Kai Weapon, but it senses your presence and blindly it lashes out at your legs with a sweep of its razor-sharp claws.

  Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked. If your ENDURANCE score is 14 or lower, deduct 1. If your ENDURANCE score is 15 or higher, add 1.

  If your total score is now 4 or less, turn to 208.

  If it is 5 or more, turn to 11.

  228

  The city watch round you up and guard you at spear-point until two horse-drawn wagons arrive to take you away to the city gaol. As you are herded aboard these foul-smelling carriages, your Weapons, Kai Weapon, and Backpack Items are confiscated and dumped into a wooden crate beside the driver's seat. (On your Action Chart mark each of these items with an asterisk [*] to indicate that they are no longer in your possession, but do not erase them at this time. Any Special Items you possess are allowed to remain with you.)

  At the officer's command the wagons move off at a speedy pace. After a few bruising minutes your wagon emerges from the gloomy streets and ascends a smooth ramp which passes through the daunting gate of Ghol-Tabras gaol. Above this gate flutters a flag which depicts a black serpent entwined around the blade of a silver scimitar. It is the personal emblem of Sesketera, the ruler of this city, a man not known for either his kindness or for his mercy.

  Turn to 265.

  229

  You dodge to your left as a second bolt of energy leaps from the amulet clutched in the elder's hand.

  Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 2 to the number you have picked.

  If your total score is now 3 or lower, turn to 79.

  If it is 4 or higher, turn to 199.

  230

  From out of the dark clouds there descends a winged horror that freezes the blood of all who gaze upon it. Heavily muscled and sheathed in a glistening green skin, this nightmarish creature lands upon the main deck and glares at the terrified crewmen through slitted eyes. Its wings shrink and melt into its shoulders and from its fang-filled mouth there issues a chilling hiss. In the next instant, it springs among the stunned crew to wreak carnage with its razor-tipped claws. In their terror, many men throw themselves into the sea to avoid the beast's deadly talons. Relentlessly it forges its way towards the stern and climbs the steps to the rear deck where it stares at Gemulkin hungrily. The captain fumbles to release himself from the wheel as the creature looms closer. Clearly it intends to slay him and you know you must act quickly if you are to save Gemulkin from a terrible fate.

  If you possess a Bow and wish to use it, turn to 165.

  If you possess Magi-magic and wish to use it, turn to 47.

  If you possess Kai-alchemy and wish to use it, turn to 313.

  If you possess neither a Bow, nor any of these skills, or if you choose not to use them, turn to 181.

  231

  You push yourself away from the parapet and roll across the deck in a desperate attempt to avoid being crushed beneath the falling section of mast. Your swift reactions save your life, for the shattered timber slams through the prow decking where moments before you had lain curled up in a ball. However, you do not move quickly enough to avoid being struck on the legs by the mass of trailing ropes and debris that falls in the wake of the broken masthead: lose 2 ENDURANCE points.

  Turn to 160.

  232

  You place the Nobles into your Belt Pouch and the youth thanks you for your custom. As you turn to leave, he suggests that you ask after Captain Radyard at the tavern. You bid him goodbye and you heed his advice. As soon as you leave the emporium you make your way directly to the Freetrader's Tavern.

  You push open the swing doors and enter a crowded taproom. Never have you seen so many different types of people and faces together in one place before, and it takes you a few moments to get over your initial surprise. Nobody pays you a second glance as you push your way through this exotic crowd of traders and travellers and make your way to the counter.

  When you find the landlord you ask if he knows or has heard of Captain Radyard. The man laughs like a drain and nods his head enthusiastically.

  ‘Yes, yes, oh yes … Radyard. Him and his men stay here two nights ago. Fine men … good drinkers … fine fellows. They come here always when in Masama.’

  The landlord goes on to say that he has not seen them since. He suggests that you ask at the Masama Warehouse. It is the place where they usually sell their cargo. You thank the landlord and turn to leave. As you reach the exit, you are tapped on the shoulder by a weasel-faced man who begs for a moment of your time.

  ‘Excuse me, sir,’ he says, ‘but I overheard you asking for Captain Radyard. I know the captain and I can take you to him. Only … well, I've a great thirst and I'm in sore need of some ale. Perhaps you would buy me an ale? Then I'd gladly take you to the captain.’

  If you wish to buy the man an ale, turn to 264.

  If you do not, turn to 83.

  233

  You aim and fire your Arrow at the looter as he raises his knife, and your shaft buries itself in his chest. As he spins to the ground, the other men push Chinn aside and come rushing at you to avenge their fallen comrade. You shoulder your Bow and draw your Kai Weapon in readiness to meet their attack.

  Looters: COMBAT SKILL 34 ENDURANCE 29

  If you win this combat, turn to 257.

  234

  Using your Kai camouflage skills, you step away from the door and press yourself into a shadowy recess in the corridor wall. Then, using your improved Discipline of Assimilance, you cause a noise to occur at the far end of the corridor. The guards react immediately; they grab their weapons and rush out of the guardroom to investigate the strange rumbling sound. As soon as they pass by, you slip inside the room and 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 guards returning along the corridor. Looking around, 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.

  235

  Melchar excuses himself and then goes to another table where he talks with a bearded man wearing a three-cornered hat. When he returns he is smiling.

  ‘Old Captain Leonghi owes me a favour or two,’ he says, cocking his thumb towards the man. ‘He can't take you to Suhn but he'll take you as far as Nhang, and he's agreed to free passage. It's a good offer. You'd be mad to try to go south from here on foot — the Koltains are full of bandits. You'd never make it there alive, or at least not completely in one piece.’

  You thank Melchar for his help and accept the captain's offer. He tells you that Leonghi will sail for Nhang in two days' time. As you have a day free in the city, Melchar invites you to go with him to the Caeno Derby tomorrow. He won two tickets in a dice game last night and he would be pleased to give one of them to you. You accept and agree to meet him here in the taproom for breakfast before leaving for the racetrack.

  Turn to 110.

  236

  You take a few faltering steps and then fall headlong to the ground. The canopy of branches swirls above your head and t
hen grows dimmer. You fight the sensation but you feel yourself rapidly slipping away into a deep sleep. Sadly, it is a sleep from which you will never awaken, for the blowpipe dart was tainted with a deadly poison.

  Your life and your quest end here in the jungle of Shadaki.

  237

  When you decline his offer of food, the bald man shrieks with rage and begins to curse you in a language that you do not recognize. Even so, the mere sound of his vile curses is enough to send a shiver of dread coursing down your spine, like a trickle of icy-cold water. He denounces you to the others as an agent of the City Council sent to spy on their meeting, and he orders them to attack and slay you. The men react slowly to his frantic commands. It is as if they are struggling to awaken from a deep sleep. You have no wish to fight these men and so you turn and run towards the park entrance to escape from them. As you reach the open gate, you glance over your shoulder to see that the bald man is preparing to hurl a dagger at your back.

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

  If your total score is now 5 or less, turn to 241.

  If it is 6 or higher, turn to 135.

  238

  The vendor has never heard of Lord Zinair, but he suggests that you visit the Soothsayer's Shop near the exit from the square. You thank the man and as you leave you decide to follow his advice.

 

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