Voyage of the Moonstone
Page 18
If you wish to descend to the deck below and fight alongside Sergeant Dryan's marines, turn to 331.
If you choose instead to climb the rigging and attack the giant spider that is now perched upon the crow's nest, turn to 299.
275
You prepare your horses and leave the stables shortly after dawn. The streets of Bir Rabalou are quiet this morning and you reach the city's south gate without incident. Here you gallop straight through the open gates to avoid any risk of being detained by the surly guards. They shout and curse you and loose off a few arrows in your wake, but these are poorly aimed and you escape from the city unharmed.
It is approaching noon when you arrive at a junction where the coast road splits in two. Ahead of you are the gentle foothills of the Koneshi Mountains, and beyond them you glimpse the snowy peaks of that great range rising majestically into the cloudless sky. Away to the east you can see the rugged coastline of southern Vassagonia where the cresting ocean waves break their backs upon wild and rocky beaches.
A signpost at the junction points to the east and to the south. To the east it reads, ‘Khor — 100 miles / Bisutan — 225 miles’. To the south it reads, ‘Koneshi Pass to Bisutan — 125 miles’.
Consult the map before you decide which road you wish to travel in order to reach the city of Bisutan.
If you choose the coastal road (east), turn to 167.
If you choose the mountain road (south), turn to 152.
276
You fight to stay on his back but you lose grip of the rope reins and he throws you off. The moment you hit the dirt, he bolts forward and gallops over the crest of the rockfall. Shaken but otherwise unharmed, you scramble to your feet and chase after him. The first boulders are beginning to smash down around you as you scurry to the top of the mound and leap feet-first over the far side. Half-blinded by dust, you slide and roll until you feel something heavy hit the back of your head and you are plunged into a dark oblivion.
When you regain consciousness, your head is aching viciously (lose 5 ENDURANCE points) and your legs are buried beneath a mound of dust and loose shale. You are bruised all over your body but fortunately you have sustained no broken bones. Slowly and painfully you dig yourself free with your bare hands. When you are able to pull yourself to your feet, to your surprise you see your horse is standing, unharmed, less than twenty yards away along the mountain trail. You hobble towards him and pull yourself onto his back.
Turn to 11.
277
As you place your offering upon the platform, you are refreshed by a surge of vitality and filled with an unexpected sense of well-being.
You may restore 3 lost ENDURANCE points for each Backpack Item that you place upon the offerings platform.
When you have made the appropriate adjustments to your Action Chart, you can continue by turning to 34.
278
The deck of The Pride of Sommerlund becomes a hive of activity as the crew sets about getting the ship ready to sail. When the last spread of canvas has been unfurled and the cables are cast off from the quayside, you feel the deck rock gently as Paoll steers the cargo-heavy vessel towards the entrance to Holmgard harbour. At first she responds sluggishly and the First Mate curses her as he struggles with the ship's wheel. Yet, once you pass beyond the harbour's protective walls, a sea wind fills the sails and the ship is swiftly transformed. Within minutes of leaving harbour, The Pride of Sommerlund is speeding swiftly eastwards through the foam-flecked waters of the Holmgulf.
For six uneventful days you sail across the Gulf of Durenor, the passage made easy by fair weather and a strong following wind. After a night's anchorage at Port Bax, the voyage continues along the Rymerift and into the warm, turquoise waters of the Kuri Sea. Shortly after dawn of the thirteenth day, an island looms into view on the horizon. Its white sandy beaches and rich vegetation appear innocuous, but Captain Raker informs you that it is one of the notorious Lakuri Isles. For centuries the bays and hidden coves of the Lakuris have provided a safe haven for pirates, the most infamous of whom was Captain Khadro. Six years ago this murderous buccaneer was slain by your master, Lone Wolf, yet despite his demise the Lakuri Islands still harbour renegades and pirates who have set up camp here during the past year. Captain Raker scours the horizon with his telescope, seeking a tell-tale glimpse of sail among the inlets and coves which pepper the shoreline. During his last voyage he came close to losing his ship in these waters and he is understandably wary.
If you possess the Discipline of Grand Huntmastery, turn to 42.
If you do not possess this skill, turn to 306.
279
Your Arrow sinks into the creature's chest and makes it howl with pain, yet it does not deflect the beast. The sheer momentum of its attack is propelling it towards you. Hurriedly you drop your Bow and reach for your Weapon, but it has barely cleared its scabbard when the creature is suddenly upon you, its vile breath hot in your face. You are slammed against the wall by the impact of the collision (lose 2 ENDURANCE points) and momentarily stunned, but still you manage to duck its slashing claws which rake deep grooves in the wall above your head. With a swift twist of your body you unpin yourself from the wall and create the vital space you need in order to wield your Weapon against this determined and terrible foe.
Deathstalker (wounded): COMBAT SKILL 38 ENDURANCE 36
This creature is immune to Mindblast (but not Kai-surge).
If you win the combat, turn to 41.
280
With bated breath you slowly raise your left hand until it is hovering just above your left thigh. Then you sweep it across the top of your leg with the speed of a striking cobra.
Pick a number from the Random Number Table.
If the number you have picked is 0–5, turn to 231.
If it is 6–9, turn to 80.
281
You accompany Captain Raker as he conducts a hasty tour of his ravaged ship to assess the extent of the battle damage, and you are both shocked when you discover that half his complement of crew have been killed or badly wounded. The few who can still stand count themselves lucky to have survived. Raker sets Paoll and some of the survivors to work repairing the gaping hole in the ship's port beam that was made by the enemy's ram, while the remainder tend to their wounded companions and clear away the debris that lies smouldering in heaps upon the bloodstained deck. Among the enemy dead you are saddened to discover the bodies of young Sergeant Dryan and nine of his men. Only three marines have survived the battle and stoically they set about wrapping the bodies of their fallen comrades in canvas and consigning them to the waves.
Having done what you can to help on deck, you decide to go below and make sure that Fernant and Oriah are safe. At the foot of the steps you discover a dead raider lying sprawled across the body of another man. You turn the corpse over with the toe of your boot and gasp when you see that the man lying beneath is Lord-lieutenant Fernant. The hilt of a Shadakine dagger protrudes from his chest and a smear of blood stains his lips. He is dead. Fearing the worst, you rush along the narrow corridor and throw open the door to Oriah's cabin. You find her huddled below her bunk, sobbing quietly. You comfort her as best you can but she is overcome with grief; Fernant died whilst protecting her and she blames herself for his death and for the calamity which has befallen The Pride of Sommerlund. She tells you that the raiders came from Ghol-Tabras, the city ruled by her evil suitor. She is convinced that the reason they attacked the ship was to capture her.
At length you persuade Oriah to accompany you onto the rear deck for some fresh air. Here you are met by Captain Raker who informs you that the ship is listing and taking in water. The voyage to Bisutan cannot proceed until proper repairs have been carried out, and so he has set a course for the nearby port of Cape Kabar where he knows a trustworthy shipwright who can fix the damaged hull. While you talk with the captain, Oriah watches the surviving crewmen disposing of the enemy dead. You hear her gasp, and when you hurry to her side you see that she is poi
nting at the body of the warrior leader.
‘Did you know this man? Have you seen him somewhere before?’ you ask.
‘Yes,’ she replies tearfully. ‘He's Dar-Isun. He was the brother of Sesketera, the man my father wishes me to marry.’
Turn to 104.
282
From the reverent way the passengers spoke about Temujun during the journey, you are expecting him to be either a very wise old cleric or a gifted charlatan. You take your place in line with the others who are queueing to enter his tent and idly you listen to their excited chatter. While you wait, a young boy clad in a mhaktis of striped silk walks along the line collecting Temujun's fee. For five minutes' consultation with the learned sage, the charge is 2 Gold Crowns.
If you wish to pay the fee, turn to 140.
If you cannot afford the charge, or if you choose not to pay it, turn instead to 234.
283
Desperately you draw on your Kai skill to cause the balloon to veer away from the jagged outcrop.
Pick a number from the Random Number Table. If your present ENDURANCE points score is 25 or higher, add 2 to the number you have picked. If your ENDURANCE is 10 or lower, deduct 1.
If your total score is now 4 or less, turn to 218.
If it is 5 or higher, turn to 307.
284
You throw yourself flat against your horse's neck and you hear the archer's arrow as it whistles across your shoulder-blades. Its tip grazes the back of your tunic and narrowly misses penetrating your spine by less than an inch. For a few uncertain moments the marines believe that you have been mortally wounded, but they are quick to cheer when they see you sit up unharmed. You acknowledge their shout with a wave of your hand and lead them at a gallop out of this unfriendly mountain town.
Turn to 52.
285
The militia have orders to impose the curfew and arrest anyone caught on the streets after dark. As you march alongside the young lieutenant on your way to the city's guardhouse, you ask him why such stern measures have been imposed, especially in Hikas which is considered to be one of the most peaceful and civilized cities of Magnamund.
‘The people of Hikas are living in fear of their lives,’ says the lieutenant. ‘For the past month there's been a creature stalking our streets at night. It's killed more than fifty poor souls, and in terrible fashion. Ripped 'em to pieces. There isn't anyone who's lived to tell what it looks like but everyone's got their own ideas. Some say it's a shape-changer that goes about at day in the guise of a man and changes into a beast at night. Others say it's come from Gorgoron, seeking revenge on the Old Kingdom for the death of its master — Agarash the Damned. I don't know what to think. All I know is that it walks these streets, and every night someone dies a ghastly death by its hand.’
Suddenly a terrible shriek echoes through the empty streets. A woman standing on the balcony of a tall building nearby leans over the parapet and calls out to the lieutenant. ‘Down by the river,’ she shouts, and she points over the rooftops to where the shriek was heard. ‘The fiend … it's struck again!’
‘Quick, men!’ yells the lieutenant. ‘Follow me! If we're swift we may catch the beast this night.’
Turn to 337.
286
You take hold of the thief roughly by the throat and, using your Kai Mastery to mimic his nasal accent, you say: ‘Accuse your own brother of theft, would you? I'll teach you to go filching m'things when m'back is turned.’ And with this, you slap him across the top of the head with the back of your hand and snatch back the item he has stolen from you.
The crowd immediately loses interest in what they now believe is just an everyday squabble between two brothers, and they continue about their own business.
The thief is struck dumb by the sheer audacity of your ploy. When you release your grip of his throat, he scurries away into the crowd like a frightened rat.
Turn to 96.
287
Upon emerging from the Bukimi Channel, The Pride of Sommerlund is caught by a strong northeasterly wind which propels her swiftly towards the Vassagonian coast. For two days and nights she rides the scudding waves, her speedy passage more than making up for any time lost in the Lakuri Isles. Then, late on the third day, the lookout catches his first glimpse of Barrakeesh. Excitedly the crew gather on deck to stare at the golden domes and towers of the city which glimmer like orbs of burnished gold in the glow of the setting sun. In fading light, Paoll brings the ship silently into the great curve of Barrakeesh harbour and moors her at the end of a vacant quay. Few eyes notice another trade ship, but one pair takes a special interest. They belong to Lord-lieutenant Fernant, the Sommlending envoy to this rich, desert realm. When finally the ship is docked and the gangplank is lowered to the quayside, he is waiting there to greet your arrival.
Fernant is a tall man in his mid-forties, clean-shaven, and of slim and athletic build. His face has characteristics which are unmistakably Sommlending, yet his skin is richly tanned from the many years he has spent in this sun-drenched land. After a brief talk with Captain Raker to confirm that the ship will be ready to sail tomorrow at noon, he offers you the hospitality of his house in the city. After nearly a month at sea, you gladly welcome the chance to bathe in a proper bath and sleep in a proper bed.
Fernant's house is only a short distance from the harbour. It is a large, two-storey dwelling with a flat roof and a walled garden that smells sweetly of picanda and larnuma fruit. After a luxurious bath and a feast fit for a king, Fernant tells you something about the changes which have occurred in Vassagonia since the demise of its hated ruler — Zakhan Kimah — who, during the Darklands War, allied himself and his reluctant nation to the Darklords of Helgedad.
‘Shoualli is the new Zakhan now,’ says Fernant, as he peels the skin from a ripe larnuma and slices it neatly in two with a pearl-handled dagger. ‘He is an honourable and intelligent man. He has brought peace back to this land through trade. Its enemies, who once swore to destroy Vassagonia, now come and barter their wares in the rich markets of Barrakeesh and Bisutan.’ Later during the evening, talk turns to the details of your mission. Fernant is unaware of its true purpose; all he knows is that he is to offer you every assistance to ensure your swift and safe passage to Elzian. When you tell him that you are not at liberty to discuss your mission fully, he nods sympathetically and vows he will refrain from ever mentioning the subject again.
Shortly before midnight there is a knock at the front door of Fernant's house. He signals to one of his servants to go and answer it and you comment that it is an uncommonly late hour for someone to be paying him a visit. ‘Quite so,’ he says, ‘but this is a visitor I've been expecting. It's someone I'd especially like you to meet.’
Turn to 150.
288
You stare across the ocean at the banks of angry clouds which are growing larger and darker with every passing minute. You sense that within them are tremendous natural forces that are building up at a dangerous rate. You feel certain that the presence of the Moonstone is partially responsible for this, although these waters are notorious for sudden and violent sea-storms.
You warn Kol of the distant storm and the disastrous effect that it could have if it were to break upon his cargo-heavy ship. You urge him to turn back to Bir Rabalou but he dismisses your request out of hand. He says that the storm is many miles away, and even if it were to move nearer he is confident that the Desert Jewel is still swift enough to outrun it. You believe that he is wrong and you are angered by his complacency, but there is nothing you can say that will make him, or his crew, turn this ship about. He is the master of this vessel and his loyal crew will only obey his command.
If you possess Kai-alchemy and wish to use the Brotherhood Spell Mind Charm to make Kol turn back to Bir Rabalou, turn to 46.
If you do not possess this skill, or if you choose not to use it, you must accept Kol's decision to continue with the voyage to Bisutan. Turn to 269.
289
The crowd s
cream with excitement the moment you overcome the last of the evil slaver's henchmen. At first you think they are expressing their appreciation of your superb Kai fighting skills, but then you notice a large shadow is moving across the market square and when you look up you discover the real cause of the crowd's excitation.
Swooping down out of the cloudless sky come two gigantic birds with razor-sharp beaks and talons that glint like mirrored steel. They are Itikars and seated astride their feathered backs are warriors armed with spears and shields. Frantically the slaver signals to the riders and one of them responds by hurling his weapon at your head. You dive to avoid being skewered to the ground by this deadly missile and it thuds harmlessly into the beaten earth, but as you are pulling yourself to your feet, you see the second Itikar come swooping down towards Oriah. You scream a warning yet she is frozen with fear and does not respond. The great bird sweeps past her and its rider casts a lasso which falls over her head. As the bird soars into the sky the rope tightens about her waist and she is hoisted screaming into the air. You spring to your feet and race after her as she is carried away over the rooftops of Kilij, and as you sprint across the square you see a dozen armed men emerge from the crowd to block your path. The Itikar and its precious cargo are rapidly disappearing towards the northern hills and you know in your heart that it is now too late to save Oriah. Then you hear the sound of cruel laughter echoing across the square and it brings you skidding to a halt. It is the laugh of the slaver: he can barely contain his delight at having captured such a beautiful young woman, and he is relishing the thought of watching as the remainder of his henchmen make you pay for the deaths of their comrades.