Book Read Free

Fire on the Water

Page 14

by Joe Dever


  If you wish to enter the left tunnel, turn to 64.

  If you wish to enter the right tunnel, turn to 164.

  326

  The captain orders the crew to hoist all the sails to attempt to outrun the vessel, but the pirate ship is fast and is trying to cross the bows of the Green Sceptre. A collision seems imminent.

  ‘Prepare to ram,’ the captain cries, as the side of the red-sailed warship looms up directly in front of the prow. There is an enormous crack of splintered timber as the Green Sceptre punches a large hole into the side of the pirate ship, and you are thrown to the deck with a jolt.

  Illustration XIX—The black-clad shape of a Drakkarim warrior is advancing towards you, a large broadsword raised.

  As the pirates clamber aboard, you are horrified to see the black-clad shape of a Drakkarim warrior in their midst. He has spotted you and he is advancing towards you, a large broadsword raised above his head. You must fight him to the death.

  Drakkar: COMBAT SKILL 15 ENDURANCE 25

  If you win the combat, turn to 184.

  327

  You are slowly walking back along the cobbled street, trying to think of the best course of action, when a young boy approaches you. ‘I can get you into the harbour, mister,’ he says, ‘but it'll cost you.’

  He produces an envelope containing a sheaf of official-looking papers. ‘These'll get you a red pass at the port watchtower. All yours for only 6 Gold Crowns.’19

  If you wish to buy the documents, pay the boy 6 Gold Crowns. If you refuse them, he will soon lose interest in you and will disappear. When you have made your decision, you return to the port watchtower.

  If you wish to enter, turn to 318.

  If you would rather walk back along the tree-lined avenue to the city hall and enquire how you can reach the consulate of Sommerlund, turn to 84.

  [19] If you do not have 6 Gold Crowns, the boy will sell the papers to you for however many you have, including 0 Crowns. These papers need not be marked on your Action Chart (and thus do not require a Backpack to carry them in). Without these papers, it would be possible to wander endlessly in Port Bax.

  328

  Two zombies try to block your passage but you cleave them in half with one sweep of the Sommerswerd. You are at the foot of the tower and you can now see a hunchbacked man in crimson robes above you. He wears a tall, curved tokmor, a magician's head-dress. It bears the emblem of a serpent. In his right hand is a black staff.

  If you have ever been given a Crystal Star Pendant, turn immediately to 113.

  If you have the Kai Discipline of Tracking, turn to 204.

  If you wish to climb the tower and attack the hunchback, turn to 73.

  If you wish to escape from this ship by jumping overboard, turn to 267.

  329

  ‘Congratulations, Lone Wolf,’ says the captain, as he wipes the sweat from his furrowed brow, ‘you are a masterful player.’

  He reaches into his waistcoat pocket and hands you a small pouch containing 10 Gold Crowns. You thank him for the game and offer him the chance to win back his stake the following evening. With a wry smile, he accepts your offer and bids you goodnight.

  Return to your cabin by turning to 197.

  330

  Within seconds, you are violently sick and then drift off into unconsciousness. It is nearly an hour before you awake. You feel dreadfully ill but you have survived the poison. Deduct 5 ENDURANCE points. As you slowly regain your strength, the shock of what has happened turns to anger. You grab your equipment and stagger out of the room, intent on discovering the identity of your would-be assassin.

  Turn to 200.

  331

  You quickly search the dead guard and discover a Sword, a Dagger, and 3 Gold Crowns. You may take any of these items and mark them on your Action Chart.

  Suddenly you hear the sound of iron-shod boots descending the stone steps, and you look up to see another watchtower guard on the landing above. As you run into the street, you can hear him cursing you.

  Turn to 65.

  332

  You are in combat with a Helghast.

  Helghast: COMBAT SKILL 21 ENDURANCE 30

  It is attacking you with a powerful Mindblast. If you do not have the Kai Discipline of Mindshield, you will lose 2 ENDURANCE points for every round of combat that you fight it. This creature is immune to Mindblast.

  If you win the combat, turn to 92.

  You may evade at any stage of the fight by diving into the forest and turning to 183.

  333

  The sailor who claimed to be First Mate Ronan seems to have escaped during the fight. You quickly search the bodies of the harbour thugs, but find nothing of value. However, you do notice that each of them has a tattoo of a serpent on their left wrist. Whoever sent them to kill you must already know of the importance of your quest.

  You leave the tavern by the side door and discover the dead body of a sailor lying beneath some stairs. Inside the collar of his bloodstained jacket is a tag bearing the name ‘Ronan’. This must be the real Ronan. He has been murdered. You cover the body and turn towards the quay, where the Green Sceptre is anchored about three hundred yards from the harbour wall.

  If you wish to use one of the many small boats or coracles that are roped to the quayside, turn to 300.

  If you wish to hunt down the impostor who pretended to be Ronan, turn to 67.

  334

  After a few miles, the track becomes tangled and overgrown, until all trace of it has completely disappeared. The ride becomes slow and difficult as you strain to avoid the bogs and pot-holes of this moor.

  After several hours you reach the edge of Durenor Forest, and above the ferns, you notice a tall watchtower. A spiral of smoke rises lazily from a hidden chimney.

  If you have the Kai Discipline of Tracking, turn to 98.

  If you wish to enter the forest and investigate the tower, turn to 115.

  If you wish to ignore the tower and search for a forest track, turn to 291.

  335

  You notice a sign hanging outside a small shop.

  If you wish to enter this shop and ask how you can reach Durenor, turn to 161.

  If you wish to ignore this shop and continue, turn to 61.

  336

  In a fraction of a second, the searing burst of flame changes direction in mid-air and is drawn towards the blade of the Sommerswerd. The bolt of energy disappears into the golden blade like water into a drain. (You remember that the Sommerswerd has the power to absorb magic. This power has saved you from certain death.)

  The sorcerer curses you, pulls a jewel from his ornate tokmor, and throws it at your feet. There is a flash of flame and a cloud of choking green gas billows up in your face, filling your nostrils with its acidic smell. You are forced to jump to the deck below to avoid the poisonous gas, and you just catch a glimpse of the sorcerer as he frantically paddles a small boat away from the death-hulk flagship.

  If you wish to dive into the sea and swim after him, turn to 109.

  If you wish to fight your way back to a Durenese warship, turn to 185.

  337

  When you are only fifty yards offshore, you slip into the waves and swim towards land. When you finally reach the beach, you sink your fingers deep into the wet sand and slowly claw your way up the beach to the shelter of some dunes. You are exhausted and very hungry. The only possessions that you have saved are your Gold Crowns, your Backpack, and any Special Items that you did not discard in the storm. Any Weapons and Backpack Items that you possessed before the storm have been lost. Make the necessary adjustment to your Action Chart. However, a few hundred yards away, you notice clumps of small twisted trees laden with purple fruit.

  If you have the Kai Discipline of Hunting, turn to 139.

  If you wish to eat this fruit, turn to 228.

  If you do not wish to eat this fruit, lose 3 ENDURANCE points and turn to 171.

  338

  You grasp the haft of the spear and level it at the
approaching Helghast. It shrieks a desperate cry for it knows that it cannot avoid being impaled on the sharp tip of your spear. The shock of impact knocks you backwards and you crash to the highway below, losing 2 ENDURANCE points. The Helghast hits the ground barely seconds later, driving the spear through its black heart, and dying instantly.

  If you wish to remove the spear, turn to 269.

  If you would rather leave the spear where it is and run away from here as quickly as possible, erase the Magic Spear from your Action Chart and turn to 349.

  339

  After only half an hour, the coach is stopped by some armed horsemen. They wear the black ship and red crest emblem of Lachlan the Overlord of Ragadorn. They demand gold in payment for what they call ‘exit taxes’: one Crown from each passenger. The other travellers each place a Crown on a small plate and hand it to you.

  If you can pay the tax, do so and the coach will be allowed to go on its way. Turn to 249.

  If you have no money, turn to 50.

  340

  You have been walking along the deserted tunnel for a further half-hour when the highway splits in two.

  If you wish to enter the left tunnel, turn to 64.

  If you wish to enter the right tunnel, turn to 164.

  341

  Shattered beams and torn sails are all that remain of the unfortunate merchant ship. You ask the captain to search for survivors but he ignores your plea and orders the crew to continue their duties. As the wreckage gradually disappears from view, the nagging fear that a similar fate could await you makes your throat dry. You descend below deck and take care to lock the cabin door behind you.

  Turn to 240.

  342

  He is a mountain of a man, completely bald and with large gold rings hanging from each ear. He looks at you suspiciously and says, ‘Ale is one Gold Crown, a bed for the night is two. Which do you want?’

  If you wish to buy some ale, pay the innkeeper 1 Gold Crown and turn to 72.

  If you wish to stay here for the night, pay the man 2 Gold Crowns and turn to 56.

  If you want neither, but merely wish to ask him a little bit about Ragadorn, turn to 226.

  343

  You sense that you were the intended victim of this supposed accident. One of the passengers is trying to kill you!

  Turn to 168.

  344

  Your Kai sense reveals to you that the strangers are Helghast, fell captains of the Darklords. They have been sent from the Darklord city of Helgedad on a mission of assassination. They have the ability to take on the appearance of humans and they are immune to normal weapons and Mindblast.

  You turn to shout a warning to Rhygar as you run for the safety of the forest.

  Turn to 183.

  345

  A fierce battle now rages throughout the ship as the evil Giaks fight to win control of the Green Sceptre. Perched high up in the masts, the Kraan are rending the sails with their talons and razor-sharp teeth whilst the Zlanbeast have flown back towards Wreck Point to pick up more nets of malicious Giaks.

  Through the body-strewn decks, a menacing shape looms. Both Giaks and sailors are cut down by the creature as it advances towards you. It is a Drakkar, a cruel warrior of the Darklords. Raising his jet-black broadsword, he attacks and you must fight him to the death.

  Drakkar: COMBAT SKILL 16 ENDURANCE 24

  If you win this combat, turn to 243.

  346

  The driver nods and hands back the ticket. The inn is warm but poorly furnished. You must eat a Meal here which will cost you 1 Gold Crown unless you have a Meal in your Backpack.

  The Kai Discipline of Hunting cannot be used when instructed to eat a Meal on your journey through the Wildlands, as it is a barren wasteland inhabited only by creatures called Szalls, a weak and cowardly breed of Giak.

  If you can afford the 1 Gold Crown for the room, turn to 280.

  If you have no money, turn to 205.

  347

  At the end of this street is a large stable. To your right, you can see some of the mob searching the shops and houses. Suddenly, one of them sees you and raises the alarm. ‘There he is — there's the murderer!’

  There is no time to think. You rush into the stable and freeing one of the horses you leap onto its back. As you ride out into the moonlight, an axe flies through the air and grazes your shoulder. You lose 1 ENDURANCE point and make your escape into the night.

  Turn to 150.

  348

  The sailor's face changes from a smile to a sneer at your reply. He quickly moves away from the table.

  ‘Perhaps neither you nor I are all we claim to be. No matter. You will not live long enough to discover who I really am!’ You hear a door crash open behind you. Spinning round, you see three harbour thugs moving towards you. Each is armed with a scimitar and you must fight them as one enemy.

  Harbour Thugs: COMBAT SKILL 16 ENDURANCE 25

  You may evade after two rounds of combat by using a side door and turning to 125.

  If you win the combat, turn to 333.

  349

  You have covered nearly three miles when you see a group of wagons in the distance. They have been strung out across the highway to form a barricade. Soldiers in red uniforms line the roofs of the wagons and a large crowd of people have gathered behind them. You can hear their excited chatter echoing along the tunnel. As you get closer, there is a sudden silence as all eyes turn to stare at you. A detachment of ten soldiers, led by a knight whose shield bears the royal arms of Durenor, advances towards you.

  If you wish to attack these soldiers, turn to 87.

  If you wish to raise your hands and walk towards them, turn to 284.

  350

  Holmgard has suffered much since your departure. Many of the shops and houses you remember passing on your way to the quay, are little more now than heaps of ashes. The Darklords' army with their evil engines of war surround the walls, and the flaming arcs of fireballs shooting through the air continually light the night sky as they rain down on the streets below. The people fight the fire as best they can, but they are hungry and exhausted and close to surrender. At first, as it enters the harbour, the fleet is mistaken for the enemy and cries of despair can be heard all along the quay. But as the first of the soldiers set foot in the city and unfurl the royal arms of Durenor, the news of your return spreads quickly. The cries of despair have changed to a chorus of cheers: ‘The Kai Lord has returned.’

  You are standing at the top of the great watchtower, high above the main gate of the city, when the first light of dawn creeps slowly over the horizon. Thousand upon thousand of the black-clad enemy are massed around the city wall, huddled like beetles in the trenches that cover the plain. In the midst of this horde, a great red tent has been erected bearing the symbol of a broken skull. It is the mark of Zagarna, Lord of Kaag, a Darklord of Helgedad. His great ambition is the destruction of Holmgard; his fiercest desire to lead his army to victory over the House of Ulnar and claim Sommerlund for his own.

  But victory is not to be his this day. Raising the Sommerswerd high above your head, a shaft of dawn sunlight catches upon the tip of the golden sword and a brilliant flash of blinding white flame runs the entire length of the blade. The power of the Sommerswerd electrifies you. Your senses reel and now your body reacts instinctively. You lower the Sommerswerd and point the blade towards the tent of Lord Zagarna. There is a mighty roar as the power of the sun-sword is unleashed in a searing white beam. The tent explodes and a brilliant fireball of white flame mushrooms skyward. A long and terrible cry rends the air. It is Lord Zagarna. The leader of the evil army is no more.

  Illustration XX—There is a mighty roar as the power of the sun-sword is unleashed in a searing white beam.

  Gripped with fear and panic, the vast black army rise up and run in chaos from the city wall. The impossible has happened, their invincible master is slain. Again the Sommerswerd has returned to defeat them. The army and the allies of Durenor ride out of the city gat
es in pursuit of the panic-stricken enemy as they run blindly towards the Durncrag Mountains. The victory is yours. Holmgard is saved and the murder of the Kai has finally been avenged.

  But for you, Lone Wolf, a life of high adventure has only just begun. A new challenge awaits you and the Sommerswerd in Book Three of the Lone Wolf series:

  The Caverns of Kalte

  Numbered Sections

  1-10: 1 2 3 4 5 6 7 8 9 10

  11-20: 11 12 13 14 15 16 17 18 19 20

  21-30: 21 22 23 24 25 26 27 28 29 30

  31-40: 31 32 33 34 35 36 37 38 39 40

  41-50: 41 42 43 44 45 46 47 48 49 50

  51-60: 51 52 53 54 55 56 57 58 59 60

  61-70: 61 62 63 64 65 66 67 68 69 70

  71-80: 71 72 73 74 75 76 77 78 79 80

  81-90: 81 82 83 84 85 86 87 88 89 90

  91-100: 91 92 93 94 95 96 97 98 99 100

  101-110: 101 102 103 104 105 106 107 108 109 110

  111-120: 111 112 113 114 115 116 117 118 119 120

  121-130: 121 122 123 124 125 126 127 128 129 130

  131-140: 131 132 133 134 135 136 137 138 139 140

 

‹ Prev