The Buccaneers of Shadaki

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The Buccaneers of Shadaki Page 17

by Joe Dever


  Turn to 235.

  260

  The monster writhes in its death throes, spreading its blood like a huge crimson cloud through the warm tropical sea. For a fleeting moment you surface to take a breath; then you dive through the cloud of blood and retrieve your lost satchel from the coral reef. Having regained your precious charge, you stay submerged and swim towards the shore.

  Aching and close to exhaustion, you crawl from the sea and work your way slowly up the beach to the cover of a fallen toa tree. Here you lie upon the wet sand and look out at the two ships standing half a mile off the coast. The longboat from The Triasus is circling the bloodstained water and its crew appear to be searching for your remains.

  Pick a number from the Random Number Table.

  If the number you have picked is 0–4, turn to 304.

  If it is 5–9, turn to 54.

  261

  You force yourself up the ladder and emerge on the foredeck amidst a tangle of rigging and ruined sails. As you pull yourself onto the deck, you see that the trader has lost every one of her masts and the stern is slowly submerging beneath the relentless waves. You scour the shattered main deck but you can see no sign of survivors. Then you glimpse a hand protruding from beneath a mass of debris, and you stagger across the shifting deck towards it. Suddenly the prow is struck by a cresting wave and you are catapulted off the deck and into the angry sea.

  Turn to 4.

  262

  Tolshi the helmsman climbs out of the hatchway to the stern hold and he hurries over to the captain's side. He reports that the ship is holed below the waterline, close to the rudder, and that she is fast taking in water. Jenkshi inspects the damage for himself and immediately sets his crew to work at patching up the damage. They do their best with the materials available but still The Azan continues to take on water. Jenkshi estimates that the ship will stay afloat no more than three hours unless proper repairs are carried out, and he orders Tolshi to set a course for Dlash-da Ralzuha — the nearest port.

  You voice your fear that Shadakine pirates may already occupy this port, but Jenkshi laughs when he hears this.

  ‘If you knew Dlash-da Ralzuha like I do, you'd know we have no cause to worry about running foul of any buccaneers there. It's a slum port. A rubbish dump. Its name means “Junkyard of the Ralzuha” and it certainly lives up to its name.’

  Your first glimpse of Dlash-da Ralzuha confirms everything Jenkshi has said about it. Its rust-red hovels and stinking shacks are grouped haphazardly around the rim of a natural stone harbour formed by a semicircle of black volcanic rocks. Flocks of vultures hover in the skies, swooping to feed occasionally on rafts of rotting debris which litter the shoreline.

  It is late in the afternoon and The Azan is listing alarmingly to starboard when at last she enters the stench-filled harbour of Dlash-da Ralzuha. It seems that the whole population of this derelict little port turns out to greet your arrival. For the natives it is something of a special occasion, for so rarely do ships ever visit their squalid harbour.

  Despite their wretched living conditions, the poverty-stricken tribal natives of Dlash-da Ralzuha give The Azan a warm welcome, and they seem genuinely eager to help Jenkshi and his crew with the repair of the ship's hull. Grooja, the port's oldest man and tribal leader, provides Jenkshi with fifty native men to help with the unloading of the cargo in order that the damaged section of the hull can be raised above the waterline. The captain sets them to work and he estimates that adequate repairs could be made overnight to enable the ship to sail on the first high tide tomorrow. The crew are pleased to hear this news. None of them want to stay in Dlash-da Ralzuha a minute longer than is absolutely necessary.

  Turn to 69.

  263

  You say the words of the Brotherhood Spell Lightning Hand and point your outstretched arm at the chains which secure the side gate.

  Pick a number from the Random Number Table.

  If the number you have picked is 0–4, turn to 68.

  If it is 5–9, turn to 161.

  264

  You return to the counter and order the man an ale (erase either 1 Gold Crown or 1 Noble). He downs the frothing beer in one go and then wipes his mouth with a grubby handkerchief.

  ‘Ah, that's done the job,’ he says. ‘Right, sir. Just you follow me. We'll go see the captain now.’

  Outside the tavern, the man turns to the right and then stops to look along the line of ships that are moored at the quayside. After a few moments he scratches his head and begins to look perplexed.

  ‘That's odd. She must o' moved. Never you mind; she's sure to be anchored upstream.’

  Slowly he spins on his heel and he beckons you to follow him as he walks off in the opposite direction, away from the quay.

  If you possess Telegnosis and wish to use it, turn to 159.

  If you possess Kai-alchemy and wish to use it, turn to 326.

  If you possess neither of these skills, or if you choose not to use them, turn to 340.

  265

  The gaol of Ghol-Tabras was once the southern wing of a grand citadel built by Jublazh Khyr, the first emperor of Shadaki. Its cells are reputed to be among the most escape-proof of any in Southern Magnamund, especially those which are located below ground level in the dungeons of the old citadel. Upon arriving at the gaol, you and your companions are thrown into a communal cell on the second floor. However, as soon as the gaolers examine the Kai Weapon and equipment that they confiscated from you, they begin to think that perhaps you are something more than just a hapless curfew-breaker.

  An hour after you arrive, the door of the communal cell bangs open and six armed citadel guards burst in. They have come to take you away from the Suhnese and transfer you to a separate cell below ground level. Your destination turns out to be a damp, windowless chamber. It opens onto a torchlit corridor that is lined with rusting stands of armour. At the end of the corridor is a guardroom and, when you pass by this room on your way to the cell, you catch a glimpse of the wooden crate which contains your Weapons and equipment. It is being stored here. You are pushed into your dingy cell, and then the iron door is slammed shut and bolted. As you listen to the footsteps of the guards receding down the corridor, you vow that you will escape from this gaol before the night is over.

  If you possess Elementalism and wish to use it, turn to 182.

  If you possess Kai-surge and wish to use it, turn to 115.

  If you possess Grand Nexus and wish to use it, turn to 65.

  If you possess none of these skills, or if you choose not to use them, turn to 294.

  266

  You land on your back with a severe jolt that leaves you gasping for breath: lose 3 ENDURANCE points. You have crashed down upon the floor of a cargo hold that is stacked with bales of silk. Above, framed in the open hatchway, you can see the creature getting ready to leap. Quickly you roll away as it drops into the hold, and your speedy action saves you from its deadly talons as maniacally the creature slashes at the floor where, only moments before, you were lying.

  Hissing like an angry snake, it leaps after you and lashes out again. This time it rakes its talons along the wooden wall of the hull, barely inches above your head. The tips of these razor-sharp claws become embedded deeply in the timbers and for a few moments the creature is held fast.

  If you wish to attack the creature while its talons are stuck firmly in the hull, turn to 82.

  If you choose to use this opportunity to try to evade the creature, turn to 143.

  267

  The elder spreads the news to his people that you have agreed to help them and they cheer you loudly. The women of the village bring you food and wine (restore 3 ENDURANCE points), and the children make it their duty to see that your mule is watered and fed.

  At sunset, you follow the elder and a dozen of the village men to a rocky outcrop which overlooks the settlement. They have prepared several hiding places among the rocks where they can lie in wait for the dragon. They are armed with spears and b
ows, and you note that they have a plentiful supply of arrows. You take cover with the elder and wait patiently for the dragon to arrive. You do not have to wait very long. In the fading light of dusk you see the creature come gliding down from the mountains. The elder tells his men to ready their bows and, as they carry out his order, you see him smile. He seems to be relishing the thought of avenging the damage this creature has caused. The dragon circles above the village and then comes swooping over the outcrop. It is now within arrow range.

  If you possess a Bow and wish to use it, turn to 306.

  If you possess Kai-alchemy and wish to use it, turn to 240.

  If you possess Elementalism and wish to use it, turn to 62.

  If you have neither a Bow, nor any of these skills, or if you decide not to use them, turn to 276.

  268

  Once everyone is safely back aboard The Azan, you inform Captain Jenkshi of what happened at the Three Capstans Inn. With a resigned expression on his weather-beaten face, he listens to your report and then thanks you for the part you played in saving his crew from further injury or death. He tells you that similar incidents have happened many times before, in ports all over Magnamund, and he is resigned to the fact that they will happen again sometime in the future. Eldenorans are infamous for their bigotry and intolerance; Jenkshi is just glad that this time his crew had the good fortune to have you looking after their interests.

  Before you and the crew retire to your cabins to sleep, the captain takes the precaution of posting extra watchmen on deck, just in case the Eldenorans should come looking for trouble during the night.

  Turn to 35.

  269

  You take up your instrument and begin a soothing ballad that you hope will calm these hungry creatures. Unfortunately, the sound of your playing has an adverse effect upon them; they react in anger and immediately attack. Hurriedly you drop your instrument and draw a weapon as two wolf-like animals come bounding towards you from the rear of the cave.

  Kholo: COMBAT SKILL 40 ENDURANCE 28

  These creatures are especially susceptible to all forms of psychic attack: double all bonuses if you possess Kai-surge and elect to use it.14

  If you win this combat, turn to 101.

  [14] As the Kholo is ‘especially susceptible to all forms of psychic attack’, it seems reasonable that you may double all bonuses conferred by the use of Mindblast as well.

  270

  The creature stalks towards you like a hungry cat with a cornered mouse. Slowly it flexes its talons and bares its ghastly teeth — playful preliminaries to be indulged in before it moves in for the kill. It emits a deafening hiss and comes lunging towards you with shocking swiftness.

  Zhürc: COMBAT SKILL 52 ENDURANCE 40

  If the Kai Weapon you wield is ‘Valiance’, you may apply the bonus gained due to its unique properties.

  If you win the combat, turn to 50.

  271

  You take the glass and sip the cherry-coloured liqueur. It has a delicious flavour and you commend the guildsman for his good taste. The man is greatly flattered, so much so that he offers you a bottle of this fine Scava liqueur. (If you wish to accept his offer, record this Bottle of Scava on your Action Chart as a Backpack Item.)

  You then bid the guildsman good evening and promise that you will return tomorrow morning to conclude your business. On leaving the hall you rejoin the Suhnese and hurry with them through the flagstoned streets of the city, retracing your route back to the harbour in the hope of reaching The Azan before night closes in completely. You are within a few hundred yards of the harbour entrance when suddenly a patrol of the city watch come marching around a corner with their spears couched on their chainmailed shoulders. Their officer commands you all to halt and demands that you raise your hands above your heads.

  If you wish to do as the officer has ordered, turn to 228.

  If you decide to make a dash for the harbour, turn to 330.

  272

  Melchar leads you back through the streets of Caeno to The Song of the Silver Star tavern, and the young journeyman laughs with sheer relief at having escaped from Wrok's henchmen when finally you enter the sanctuary of its crowded taproom. The innkeeper asks Melchar if his happy mood is due to a win at the derby. He says that, thanks to your advice, he did not bet and therefore he did not lose. He also adds the real reason why he is feeling elated, and the innkeeper frowns.

  ‘Wrok's not a man to cross,’ he warns. ‘He's ruthless when it comes to getting even. I think you two had better stay in the attic tonight. Wrok's sure to send his lackeys out a-huntin' for you.’

  You heed the innkeeper's warning and spend the night hidden in his attic room. Before dawn breaks you slip out of the tavern by a back door and say farewell to Melchar in the street outside.

  ‘Captain Leonghi's ship is moored down at the docks,’ he says. ‘It's called Embassage. I wish you a swift and safe journey to Nhang, Grand Master. I'll always remember our little adventure at the Caeno Derby and I hope we'll meet again one day when you return to Sommerlund.’

  Turn to 244.

  273

  You have cause to be thankful for your Grand Mastery when you detect the outline of a man's body high in the boughs of a nearby tree. His limbs and torso are painted with forest colours that help keep him hidden, and you hazard a guess that he is a lookout for a remote jungle tribe.

  You sense that he has failed to detect your presence. Rather than run the risk of being seen, you make a wide detour around his tree before continuing deeper into the jungle.

  Turn to 51.

  274

  You draw an Arrow to your Bow and take aim at Sesketera's head. His dark eyes widen with shock when he sees you release the bowstring, but as the Arrow comes speeding towards his face, he recovers his composure and attempts to bat the missile aside with the blade of his spear.

  Pick a number from the Random Number Table. If you possess Grand Weaponmastery with Bow, add 5 to the number you have picked.

  If your total score is now 0–8, turn to 106.

  If it is 9 or higher, turn to 317.

  275

  Next morning you bid farewell to Tzai and his family before accompanying Chinn to the docks. Moored at a jetty by the old harbour wall is a sleek-prowed merchant trader called the Vargas that flies a Suhnese flag. Chinn takes you aboard this vessel and you meet with Gemulkin in his cabin at the stern. He is a wiry man with a hooked nose and close-set eyes that gives him an expression of sly cunning. Yet his voice is deep and resonant and you can tell that he is someone who is used to commanding respect. By way of introduction you present him with the scroll that his cousin gave you, and he smiles as he reads it.

  ‘If I had a Noble for every favour I've done him over the years, I'd be a rich man,’ he says, jokingly. Then he furls the scroll and places it in the drawer of his chart table (erase this item from your Action Chart).

  ‘Welcome aboard, Journeyman. Pay no attention to my jest. I owe my cousin more favours than I care to remember. You're welcome to sail with us to Suhn on the noon tide. All I ask is that you work your passage.’

  You agree to Gemulkin's terms and shake his hand to seal the deal. He calls for one of his crew to come and show you to your bunk, but before you go with him you bid farewell to Chinn. He thanks you again, not only for saving his life but also for curing him of his distrust of foreigners.

  The Vargas sets sail on the noon tide. It is carrying a valuable cargo of silk, and Gemulkin is anxious that it should arrive safely in Suhn. He expects the voyage to last four days. During your first day aboard you help the crew with their duties and listen to their tales about the Sea of Winds. Gemulkin has ordered the crew to be especially vigilant on this voyage, for pirate raiders from northern waters have become more daring of late. The ships of the Freedom Guild patrol the Sea of Winds to deter buccaneers, yet they cannot guarantee safe passage to any ship once it passes beyond Shuri Point.

  On the morning of the third day the lookout sights Shur
i Point in the distance. As the Vargas swings around this rocky cape, you see a storm brewing on the horizon. A cluster of black clouds hovers menacingly over the sea, discharging bolts of lightning that arc back and forth between the shore and the surface of the ocean.

  If you possess Elementalism and wish to use it, turn to 329.

  If you possess Kai-alchemy and wish to use it, turn to 191.

  If you possess neither of these skills, or if you choose not to use them, turn to 76.

  276

  The villagers fire their bows and every arrow strikes the dragon, yet none of them penetrate the creature's scaly hide nor deflect it from its chosen course. The dragon circles the village once more and then hovers above the burnt-out remains of the central hut. You observe the creature and your Kai Sixth Sense tells you that it has not come here bent on destruction. It is seeking something in the charred ruins.

  Turn to 85.

  277

  Jenkshi tells you that it will take three days to cross the Gulf of Tentarium to the Shadakine city of Zharloum. There The Azan will dock overnight and collect its cargo of metal ingots, which are to be traded when the ship reaches its home port of Suhn.

  Your first day in the Gulf passes pleasantly, yet on the second day the weather closes in and a squall keeps you confined to your cabin for most of the morning. By mid-afternoon the rain abates and you go up on deck to take some exercise. You are looking out across the ocean towards the east when suddenly you notice something bobbing in the water. You magnify your vision and see that it is a man clinging to a piece of wreckage. Quickly you inform Captain Jenkshi, yet, to your surprise, he is very reluctant to change course in order to rescue this man.

 

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