The Buccaneers of Shadaki

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The Buccaneers of Shadaki Page 20

by Joe Dever


  If you wish to attempt to buy some ale in the hope that it will appease this boorish innkeeper, turn to 108.

  If you decide that you are wasting precious time here, you can leave the inn by turning to 249.

  320

  The owner of the emporium calls out to the youth. He tells him to stop wasting his time on you and insists that he go and serve some paying customers. The young man shrugs his shoulders and slopes away, and you are left to return to the market square to consider where next to look for the elusive captain.

  If you wish to visit the Masama Warehouse, turn to 97.

  If you decide to go to the Freetrader's Tavern, turn to 30.

  321

  You are nearing the top of the ladder when you lose your grip and fall backwards into the hold. You struggle to stand but you are suddenly struck by a second deluge of water and debris that knocks you unconscious. Sadly, you never regain consciousness. Minutes later the Vargas sinks beneath the waves and she takes you down to the seabed, fifty fathoms below.

  Tragically, your life and your quest end here at the bottom of the Sea of Dreams.

  322

  As he stalks closer, Sesketera suddenly realises that you are not a native Shadakine. Your fair skin and Kai clothing reveal to him that you are a Northlander.

  ‘By the ghost of Agarash,’ he hisses, through his gritted teeth, ‘you're the cur who slew my brother, Dar-Isun. And now you come here, to my citadel, to steal my bride! By the gods, you'll pay for this with your life!’

  Sesketera lifts the spear in his right hand and spins it by the haft. It is an impressive display of control which leaves you in no doubt that he is a formidable fighter.

  ‘Vengeance will be mine!’ he screams.

  If you possess a Bow and wish to use it, turn to 274.

  If you do not possess a Bow, or if you choose not to use it, turn to 245.

  323

  Beyond the taverna the road enters a dense timberland and makes a gradual ascent into the hills beyond. It is an uncomfortably hot and humid region, and you are made to feel even more uncomfortable by swarms of tiny insects that bite any exposed areas of your flesh (lose 1 ENDURANCE point). Judging by the number of bites you sustain, you suspect that these insects consider Sommlending flesh to be something of a delicacy.

  As the sun approaches the horizon, the road passes across a high plateau before descending towards the shimmering green waters of the Jazer Strait. The city of Jazer nestles in a wooded bay and you arrive at its east gate shortly after sunset. A notice board fixed to the gatehouse wall informs you that you have missed the last ferry, a service which carries road travellers across the strait to connect with the trade road to Tiklu and beyond. The next ferry leaves tomorrow morning at an hour after dawn.

  It is a warm night, and as you wander through the streets of this city, you contemplate where you should best spend it.

  If you wish to find lodging for the night, turn to 138.

  If you decide to sleep in the open, turn to 203.

  324

  The cherry-red liqueur looks very appealing, but you are sorely aware that the Suhnese are waiting for you in the street outside the hall. There is a curfew in force in Ghol-Tabras and night is fast approaching.

  If you wish to accept the guildsman's glass of liqueur, turn to 271.

  If you decide to decline his offer and make an excuse in order to leave, turn to 95.

  325

  ‘Put that on my bill!’ says a voice behind you. The words are spoken by a smiling, fair-haired young man who is attired in a cloak of darkly-patterned wool. He has strong Sommlending features and the cut of his clothes tell you that he is a member of a guild from your homeland.

  ‘Well met, Master Kai,’ he says, offering his hand in friendship. ‘I am Melchar, journeyman to the Silversmiths' Guild of Toran. I'm honoured to make with your acquaintance. Come, join me for a meal. The food here is indescribable … but it fills an empty belly. You look in need of food. Come, join me.’ You thank the young journeyman for his generosity and, as you share a meal, you learn more about him and this region of Shadaki.

  Melchar is on his way home to Toran. He has spent the past six months studying in Tiklu at the workshops of a famous silversmith of that city. During his stay he also studied the history of this region. On hearing of your encounters at sea he tells you that the buccaneers of Shadaki are renegades from the remnants of a great fleet that was created by the Wytch-king Shasarak. Following the overthrow of their master, these renegades were banished to the wastes of the Sadi Desert by Grey Star — the Wizard Regent of the Free Peoples. However, the buccaneers have recently returned to prey upon the rich sea lanes, and their piracy has grown unchecked ever since Grey Star disappeared three months ago from his palace in the city of Shadaki. His court officials maintain that he is abroad on a quest to western Magnamund, but rumour is rife that he has been abducted by necromancers who wish for a return to the dark days of Shasarak's rule.

  Melchar asks what has brought you to this part of the world and you tell him simply that you are on your way to the Port of Suhn to meet with Lord Zinair of Dessi. On hearing this, Melchar says that he may be able to help you reach your destination.

  Turn to 235.

  326

  You whisper the words of the Brotherhood Spell Sense Evil and your suspicions are immediately confirmed. This man is not trying to help you at all. He is a charlatan, a sly and gifted liar who is trying to lure you into a trap.

  Rather than follow him away from the quay, you tell him that you have changed your mind and that you no longer wish to find Captain Radyard. The man curses you under his breath and then he hurries off into an adjoining alleyway. You watch him disappear before you walk across the market square and enquire after Radyard at the Masama Warehouse.

  Turn to 97.

  327

  You halt and very slowly lift your hands away from your sides to demonstrate to the Eldenorans that you are not reaching for a weapon. Then you focus on the Eldenoran captain and launch a sharp pulse of psychic Kai energy at his head. He gasps, and then he lets the crewman fall to the taproom floor as the power of your psychic probe burns through his mind like a red-hot dagger.

  Fearing that their captain is having some kind of fit, the drunken Eldenorans begin to panic. Some throw their ale into his face to revive him, while others struggle to lift his heavy body onto a cluttered table. When one man slices open the captain's close-fitting leather jerkin with his dagger, so as to help him breathe, another thinks that he is attacking his master. He punches him unconscious and suddenly a fist-fight erupts. During the commotion, you indicate to the Suhnese that now would be a good time to leave. Without a word they rise from their tables and move towards the door, pausing only to pick up their injured comrade as they make a hasty exit from the tavern. Once outside, the Suhnese can afford to laugh at the incredible stupidity of the Eldenorans. It is hollow laughter, but at least it helps them to relieve the frustration of having to return early to The Azan.

  Turn to 268.

  328

  Using your advanced camouflage skills, you draw your Kai cloak tightly around yourself and stand close to the wall of the hut. Then you scream long and loud, as if in great pain, and wait for the guards to come. The door opens and two natives armed with spears step through into the gloomy interior. They fail to see you where you are and immediately assume that you have escaped. As they leave the hut to raise the alarm, you are able to slip out through the open door.

  Turn to 308.

  329

  Your Grand Mastery of Elementalism tells you that this is no ordinary storm — it is the result of powerful elemental sorcery. You urge Gemulkin to turn his ship about for the fury of this unnatural storm is churning the sea, making it boil and seethe. Fearing for the safety of his cargo and crew the captain readily agrees and he orders his helmsman to bring the ship around. But as the Vargas returns towards Shuri Point, Gemulkin suddenly sees something on the horizon that makes him chan
ge his mind.

  Turn to 100.

  330

  You shout to your companions to make a run for the harbour and then you lead the way along the shadowy streets. The clumping sound of booted feet and the blare of a brass horn echo among the surrounding houses as the city watch raise the alarm and give chase. Swiftly you and the crew outrun these armoured guards but, to your dismay, when you reach the harbour gate you discover that it is closed and bolted.

  Quickly you enter an adjoining street in the hope of finding another way through to the quay. At the end of this street you come to a junction where a smaller avenue crosses from east to west.

  If you wish to turn east into this avenue, turn to 258.

  If you decide to go west, turn to 32.

  331

  You leap over the bodies of the henchmen and follow Melchar as he leads you back through the streets of Caeno to The Song of the Silver Star tavern. When finally you enter the sanctuary of its crowded taproom, the young journeyman laughs with sheer relief at having escaped from the racetrack alive. 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.

  332

  You speak the words of the Brotherhood Spell Lightning Hand and extend your right arm towards the trailing rope. A crackling arc of energy leaps from your hand to strike this line, severing it cleanly in two. As the floor of the bridge ceases to sway, you quickly remount your horse and coax him across to the far side. You can hear angry voices echoing through the gorge as you spur him to the gallop and escape along the jungle trail that continues beyond the bridge.

  Turn to 205.

  333

  ‘Perhaps you can tell me what you make of this, captain,’ you say, as you retrieve the Siyen Crown from your Backpack. ‘It was found some weeks ago in a wreck off the coast of Vassagonia.’

  Radyard takes the silver crown and he inspects it carefully. He smiles when he discovers a Siyenese inscription engraved along its inner rim.

  ‘It's the crown of a princess,’ he says. ‘Not a state crown, mark you, but one that she would have worn while carrying out her daily duties. The inscription shows that it comes from the royal household of Oridon. It's more than a century old and I'd say it's likely that it belonged to Princess Fahra. She was lost at sea. It's not worth a great fortune but it would have some historical value, especially in my homeland.’

  ‘In that case, captain,’ you say, ‘you are welcome to keep it … in return for my passage to Masama.’

  Radyard readily agrees (erase this Special Item from your Action Chart) and he refills your glass with ale and proposes a toast:

  ‘To the long and prosperous friendship of our countries — to Sommerlund and Siyen!’

  Turn to 239.

  334

  The bald man invites you to come and join the group and he offers you some food from his bowl. The food looks very appetising but your Kai senses warn you to be on your guard. You are suspicious of his true motives.

  If you choose to accept his offer of food, turn to 40.

  If you decide to reject his offer, turn to 237.

  335

  Using your advanced camouflage skills, you blend perfectly with the dense foliage as you stalk closer and closer to the source of the noise. You have cause to be thankful for your Grand Mastery when your Sixth Sense detects 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 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.

  336

  Once more you summon your knowledge of Brotherhood magic to your aid. You speak the words of the spell Levitation and rise up from the floor of the pit.

  As you draw level with its edge, you release yourself from the spell and step onto firm ground. Arrows whistle past on all sides as hurriedly you dive into the cover of the jungle trees.

  Turn to 38.

  337

  The lock clicks open, but only after several minutes of nerve-racking effort. You discard the nail and reach to the handle of the door, but at this very moment a trio of gaolers suddenly appears in the doorway behind you. The leading man bellows with rage and he snatches up his spear in readiness to throw it. Desperately you pull on the handle and, as the heavy door creaks open, the gaoler hurls his spear at your unprotected back.

  Pick a number from the Random Number Table. If you possess Grand Pathsmanship, add 1 to the number you have picked. If you possess Grand Huntmastery, add 2. If you possess Assimilance, add 3.

  If your total score is now 3 or lower, turn to 309.

  If it is 4–7, turn to 88.

  If it is 8 or higher, turn to 10.

  338

  The moment you strike the killing blow, the creature's body transforms into a hissing mass of fiery green sparks. Rapidly these sparks dissolve leaving no trace, except for a lingering odour of decay. Your Kai senses detect that the creature was a magical creation, an evil summonation sent here to find the Moonstone.

  As you retrieve your Kai Weapon, you ponder who could be responsible for the creature's creation and presence here. Then suddenly your thoughts are forced to turn to more immediate matters. The hull of the Vargas is starting to crack under the relentless pounding of the waves. The hold is rapidly filling with water and you must act swiftly to escape from here before it becomes your watery tomb.

  If you possess Kai-alchemy, turn to 127.

  If you do not, turn to 248.

  339

  Fair weather returns and The Azan makes good speed as it crosses the jade-green waters of the Gulf of Tentarium. It is shortly before noon of the following day when the first glimpse of Zharloum is sighted by the lookout, and less than an hour later you find yourself sailing into the harbour of this grand city. Emerald pennants flutter from its towers and the roofs of its sun-bleached houses, and crowds of industrious citizens throng its paved avenues and alleyways. This old Shadakine port has a long history of free and fair trading. It is many miles from the cities of Shadakine political power which lie to the south, and due to this fortunate fact it has been spared much of the damage inflicted upon this troubled land by a succession of ruthless and tyrannical rulers.

  The ship enters and docks at the harbour wall, close to the jetty of a warehouse which contains the iron and copper ingots that it will carry to Suhn. As the crew begin the task of loading the cargo aboard, you agree to help Gregor find the Lourdenian Consulate so that he may report the attack upon his ship, and seek their help in returning home.

  Together you disembark from The Azan and follow a cobblestoned road which leads out of the harbour and into the heart of the city. When asked for directions, a helpful trader tells Gregor that the Lourdenian Consulate building lies at the far end of this busy main street. He gives the smiling man a Gold Crown and then you continue your way along this crowded thoroughfare. Gregor wishes to reach his Consulate but he is in no great hurry. He suggests that perhaps you and he could first pay a visit to one of the
many colourful inns or famous emporia which line this teeming main street.

  If you wish to visit the Zharloum Herb Emporium, turn to 61.

  If you would like to visit the Lucky Horse Inn, turn to 252.

  If you prefer not to visit either of these famous establishments, you can continue along the main street by turning to 168.

  340

  You follow the man as he requests, but when his path begins to veer away from the quayside you start to feel a little uneasy. You suspect that he is either lost, drunk, or not quite the helpful old beggar he makes himself out to be.

  You ask where he is taking you and he says that he knows a short-cut through the town. He leads you into an alley and moments later your fears are confirmed when you find yourself surrounded by six knife-wielding thugs. Your weasel-faced guide disappears into the shadows and the thugs fall upon you from all sides.

  Illustration XX—Your fears are confirmed when you find yourself surrounded by six knife-wielding thugs.

  Masama Street-thugs (6): COMBAT SKILL 38 ENDURANCE 36

  If you win this combat, turn to 7.

  341

  You wake within the hour and from then on you spend an uncomfortable night during which you are bitten constantly by the fleas which infest your mattress. Your Kai Curing skills protect you from contracting any illness or infection from the bites, but you lose 3 ENDURANCE points due to your lack of rest.

 

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