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The Buccaneers of Shadaki

Page 4

by Joe Dever


  Using your Kai camouflage skills to keep yourself hidden from the wreckers, you hurry away along the rocky coast. During your escape, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

  To continue, turn to 290.

  5

  You rejoin your companions and hurry with them through the flagstoned streets, retracing your route back to the harbour in the hope of reaching The Azan before the 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.

  6

  You follow Melchar through a maze of passages which lead all the way back 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 the inn's crowded taproom. The innkeeper asks Melchar if his happy mood is due to a win at the derby. He tells him 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.

  7

  As the last of the thugs exhales his final breath and crashes to the ground, you make a cursory search of their bodies and discover the following items:

  6 Daggers

  2 Swords

  3 Gold Crowns

  6 Nobles

  You hurry along the alley and emerge into an open courtyard. Here the women of Masama are selling their wares, spread out upon gaily-decorated market stalls. Unlike at the warehouses and emporia of the quayside, the people who attend this market all appear to be natives of the city. As you pass by one stall you overhear two women talking about a place called Kitaezi. One of them insists that the whole city has been placed under a curse. You are about to turn back and ask them more about this city when suddenly you are approached by a tall woman who is swathed from head to foot in a fine blue robe. Anxiously she asks if you are a healer, and her piercing grey eyes continually dart to the satchel slung over your shoulder. It is as if she knows that you are carrying the Moonstone.

  Your Kai Sixth Sense tells you that she means you no harm. You sense that she is greatly troubled and, when you ask what is wrong, she says that her daughter, Harni, is gravely ill. She pleads with you to come and help her and, although you deny that you are a healer, you feel compelled to answer her desperate plea for help.

  Turn to 119.

  8

  You take your seats and the croupier deals out five cards to each player. Gregor wins the first round, and the second, and the third. Very soon it becomes apparent that he is quite an expert at Lourdenian Draw. After little more than a dozen rounds of play he has collected over 50 Nobles. For your part, you make use of your Magnakai Disciplines to help you win a more modest sum.

  Pick a number from the Random Number Table. If the number you have picked is odd (i.e. 1, 3, 5, 7, or 9), you win 4 Nobles. If the number you have picked is even (i.e. 2, 4, 6, 8, or 0) you win 6 Nobles (1 Noble = 1 Gold Crown).

  The other players become disgruntled and one by one they leave the table. Soon there are not enough players to be able to continue, and when no new players come forward the croupier declares the game closed. Grinning like a well fed cat, Gregor pockets his winnings and together you leave the Lucky Horse Inn and continue your walk along the main street. Soon you arrive at the Lourdenian Consulate where a guard at the gate allows you both to enter and wait in its cool, tree-shaded courtyard. A few minutes later you are met by the consul's assistant, a rotund little official called Cheary. He is shocked to hear of the pirate attack, and he urges Gregor to accompany him inside the consulate to make a full written report. He says that it could take several hours, possibly even a day or two, and so you decide that now is a good time to say farewell to your companion. Before you go, Gregor offers you his heartfelt thanks for all you have done for him, and he hopes that one day soon your paths will cross again.

  ‘If you should ever visit Pforodon,’ he says, ‘stop by the Singing Lamb Tavern on Spike Street. If I'm not there, the landlord will know where you can find me.’

  You wish Gregor a safe journey home, and then you leave the consulate and make your way back along the main street to the harbour. The heat and dust of the afternoon are making you thirsty and so you stop to drink from a freshwater fountain set into the wall of a crumbling old temple. The hustle and noise of the street crowd is becoming oppressive and you yearn to find somewhere quiet where you can rest before you return to the ship. Looking around, you notice two places which promise some respite. 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.

  9

  You land a metre short of the grassy edge and fall headlong into the deep dark pit. The base of this trap does not contain sharpened stakes or any other such deadly contrivances, yet it proves to be just as fatal when you are knocked unconscious upon hitting its rocky base. Tragically, you never regain consciousness; the villagers close in and finish you off with their bows.

  Your life and your quest end here.

  10

  You hear the spear come whistling towards you and instinctively you dive headlong through the doorway to avoid it hitting you in the back. Your lightning-fast reflexes save your life, but they do not save you from injury. As you dive, you lose your footing and fall heavily at the base of a spiral staircase: lose 2 ENDURANCE points.

  Turn to 59.

  11

  As you leap, you draw your legs up high enough to avoid being slashed by the creature's talons. On landing you quickly retrieve your Kai Weapon and turn to attack the beast before it can fully recover its senses.

  Zhürc: COMBAT SKILL 51 ENDURANCE 39

  Due to the advantage of your initial attack, ignore any ENDURANCE point losses that you sustain in the first round of this fight. If the Kai Weapon you wield is ‘Valiance’, you may apply the bonus gained due to its unique properties.

  If you win the fight, turn to 50.

  12

  As you tumble over the side of the boat, the tip of the officer's half-pike misses you by inches. Upon hitting the water you sink like a stone, but your Magnakai Discipline of Nexus soon frees you from the cord that binds your wrists and you are able to strike out for the distant shore. Only once you have passed beyond the shadow of Sesketera's flagship do you dare come up for air. As you break the surface, you notice that the crew of The Triasus are scouring the sea, straining themselves to catch a glimpse of where you are. A marine on the prow deck spots you and, to your surprise, Sesketera's crew begin to laugh and jeer.

  You are trying to fathom the reason for their laughter when suddenly you are struck in the back by a heavy, powerful blow.

  Pick a number from the Random Number Table. If the number you have picked is odd (i.e. 1, 3, 5, 7, or 9) reduce your
ENDURANCE score by 3. If the number you have picked is even (i.e. 2, 4, 6, 8, or 0) reduce your ENDURANCE score by 5.

  To continue, turn to 243.

  13

  You are awoken during the night by the sound of squeaking. You prise open your eyes and, using your infravision, you see a pair of rats are busily gnawing at your Backpack. You lash out with your fist and they run squealing for the safety of the darkness.

  Any food (Meals) that you have in your Backpack has been spoiled by the rats (erase all Meals from your Action Chart).

  After this disturbance, you find it difficult to return to sleep. Erase 1 ENDURANCE point due to a broken night's rest.

  Turn to 66.

  14

  Quickly you take your musical instrument from your backpack and play the first few verses of the Eldenoran national anthem, entitled ‘Mighty Duadon’. The loutish Eldenorans begin to cheer and stamp on the taproom floor in time to the music when they recognize their banal battle song. Soon they are all singing along, including the captain who releases his grip and lets the gasping crewman drop in a heap to the taproom floor as he joins in with the chorus.

  You motion to the others that now would be a good time to leave. Without a word they move towards the door, pausing only to pick up their injured comrade as they go. The Eldenorans are soon singing so loudly that they do not notice when you cease playing and hurry out of the tavern. You join the others outside and laugh with them at the incredible stupidity of the Eldenorans. It is hollow laughter, but at least it helps to relieve the frustration of having to return early to The Azan.

  Turn to 268.

  15

  The boat scrapes aground on the stony shore and you take your first few tentative steps upon the soil of this legendary isle. As you ascend the beach, instinct prompts you to unbuckle your satchel and remove the Moonstone which is now aglow and throbbing rhythmically, like the beat of a giant's heart. As you raise it before you, cupped reverently in both hands, the clouds part and you are bathed in a cone of brilliant sunlight.

  Through the blinding glare of the sun's rays you see a procession of robed figures moving down the beach towards you. Tall and proud and enigmatically graceful, they each shine with a unique radiance that reveals the goodly power of their ancient arcane wizardry. Silently these Shianti encircle you and your senses become charged with a new vitality that instantly obliterates the fatigue of your long passage across the Sea of Dreams. (You may restore your ENDURANCE points total to its original score.) Then one of the divine beings moves nearer and, when you look into his eyes, you see your own image reflected there in his mirrored pupils.

  Welcome, Grand Master, he says without speaking, his lyrical voice forming the words in your mind. We have prayed for your safe arrival. We praise you for the skill and courage you have shown during your long and difficult voyage to our realm. Come with us, for now you may rest awhile. Your quest is done.

  Illustration I—Welcome, Grand Master, he says without speaking. We have prayed for your safe arrival.

  Turn to 350.

  16

  You climb the stairs to the foredeck and scan the horizon for signs of a pirate raider. Less than a mile away you can see a huge vessel with a purple mainsail sailing towards the strait. Captain Radyard appears at your side and he views the approaching craft through his telescope.

  ‘Weigh anchor!’ he orders. ‘Unfurl all canvas. I want every ounce of speed she'll give us, lads.’ The captain's urgent orders stir the crew into a frenzy of activity. As they set about their duties, you ask Radyard what is wrong. Without taking his eye from his telescope he says:

  ‘That's Sesketera's flagship — The Triasus. I'd recognize her sails anywhere. That scoundrel must want you badly to have sent the pride of his battle fleet after the likes of us.’

  With all canvas lowered, the Seasprite cuts a rapid course through the glassy blue waters of Kastrow's Door. Yet The Triasus has the advantage and relentlessly she closes the gap until no more than 30 yards of water separate her from the Seasprite's starboard beam. The Siyenese cajole and curse and wave their fists at their pursuers, but their bravado soon crumbles when they find themselves staring into the muzzles of a double row of wide-bored naval cannon. A warning shot from a swivel gun whistles through the Seasprite's rigging, and then you hear the voice of Sesketera himself.

  ‘Surrender the Northlander to me, captain,’ he shouts, through a loudhailer, ‘or I'll have my gunners blow your ship out of the water!’

  Radyard glances at you with fear in his eyes. He knows that he cannot outrun The Triasus, and he also knows that Sesketera is not a man who is given to making idle threats.

  If you wish to volunteer to surrender to Sesketera in order to save Captain Radyard and his ship, turn to 113.

  If you decide instead to abandon the Seasprite and attempt to swim for the shore, turn to 92.

  17

  You recite the words of the Brotherhood Spell Levitation and rise rapidly into the air. Moments later a second bolt of energy leaps from the elder's hand, but this passes harmlessly below your feet. The old man emits a cry of shocked surprise at your sudden ascension, and then he runs towards the village, shrieking hysterically.

  You speak the words which counter the spell and glide gently back to the ground. You hear the elder calling the men of the village to gather their weapons. He denounces you, and he orders that his men capture you and put you to the sword. Quickly you turn and run towards the ridge. You are determined to reach the trail that lies beyond it and make a speedy escape from this village and its evil leader.

  Turn to 145.

  18

  You apologize to your companions and ask them to wait for you outside the hall's double doors. Meekly the Suhnese agree, and as they file out of the hall you assure them that they will not have to wait too long. You then accompany the guildsman to his chambers where he attempts to drive a hard bargain for the copper. He offers you 6 Nobles for each ingot and says that it is his best and final price. It is not a very good price and you tell him that you will have to speak with Jenkshi before you can agree to his offer.

  ‘Very well,’ he says. ‘I'm sure your captain is a reasonable man. I feel confident we'll do business.’

  From an ornate cabinet he removes a decanter and two long-stemmed glasses. He then pours two glasses of liqueur and offers one of them to you.

  If you possess Grand Pathsmanship, turn to 72.

  If you do not possess this skill, turn to 324.

  19

  Quickly you recite the words of the Brotherhood Spell Lightning Hand and extend your arm towards the head of the creature. A bolt of blue-white fire leaps from your fingers and explodes when it strikes the being, drawing out a shriek of agony. You sense that your attack has weakened this magical beast, and you rush forward to strike it with your Kai Weapon while you have the advantage.

  Tzoog: COMBAT SKILL 45 ENDURANCE 30

  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.

  20

  The natives are angry. They come running towards the river bank, screaming and slashing the air with their primitive weapons. Their leader shouts at you and, although his dialect is unfamiliar, you are able to understand enough to hear that the man you have saved from the river is a thief and a murderer. He escaped from the settlement last night during the rainstorm, and the leader is accusing you of being his accomplice and of helping him to escape. He says that the river gods have brought you back to their village to pay for your crimes. You attempt to protest your innocence but the leader refuses to listen. He confiscates all of your equipment, including your Kai Weapon, your Belt Pouch, your Backpack, and the satchel containing the Moonstone, and then he has his men march you away to their village where you are locked in a hut. Shouting through the closed door, he tells you that the village elders will meet tomorrow at noon to decide your fa
te.

  A few hours later you overhear two guards outside the hut and you are shocked to learn that the man you saved from the river has since been executed. They say that the elders of the village decreed that he should be weighted with rocks and thrown back into the water. You have no wish to suffer a similar fate and so you quickly set about finding a way to escape from this hut.

  If you possess Assimilance and wish to use it, turn to 328.

  If you possess Kai-alchemy and wish to use it, turn to 151.

  If you possess Magi-magic and wish to use it, turn to 3.

  If you possess none of these Disciplines, or if you choose not to use any of them, turn to 226.

  21

  Carefully the old man wraps the doll in a square of linen while you count out 10 Gold Crowns from your Belt Pouch. With trembling hands he takes the coins and gives the package which you place into your Backpack.

 

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