Voyage of the Moonstone

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Voyage of the Moonstone Page 7

by Joe Dever


  It is getting late and you are feeling tired after your long day's ride, so you bid goodnight to the owner and retire to your room to sleep.

  To continue, turn to 242.

  70

  The meteor is deflected by a plume of water that you are able to summon from the surface of the raging sea. Yet the power of this plume is not sufficient enough to prevent the flaming fireball from striking and scorching the left side of your body: lose 10 ENDURANCE points.

  If you have survived this grievous injury, you can continue by turning to 132.

  71

  Your Arrow punctures the leader's breastplate, but its steel tip does not sink deeply enough into his chest to cause him a fatal wound. He snaps the shaft of the missile in two and casts it aside with contempt. To your dismay, you see that his men are greatly impressed by their leader's apparent invulnerability and this helps to revive their flagging morale.

  Turn to 5.

  72

  You look to the bell and use your Kai Mastery in an attempt to locate the creature, but you can sense nothing unusual. Then a knot of fear tightens in your throat when suddenly you detect a powerful aura of evil. You turn to look at the cowering cleric and your fear becomes an icy terror when you realize that he is the source of the evil. Slowly you move backwards towards the stairs and he pleads with you not to go. Then he abandons his pretence. The pupils of his eyes shimmer and become spheres that glow darkly amber, and in a terrifying instant his body transforms. One moment he is a bearded holy man and, in a split-second blur, he becomes a snarling hulk of black-furred death. With breathtaking speed it leaps at you and slashes at your throat with its razor-sharp talons.

  If you possess a Bow and wish to use it, turn to 345.

  If you do not possess a Bow, or if you choose not to use it, turn to 204.

  73

  You bid Kol good luck and wish him a safe voyage before you and your companions collect your horses and set off from the tavern. The streets of Bir Rabalou are quiet this morning and you reach the city's south gate without incident. Here you gallop 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.

  74

  ‘The people of Hikas are living in fear of their lives,’ says the innkeeper, as he draws up a chair and sits with you at your table. ‘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 ain'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 … I don't know what to think. All I know is that it stalks the streets, and every night someone dies a ghastly death by its hand.’

  Suddenly the door to the tavern opens and in strides a Vakeros soldier with a sword wavering in his hand. He is wearing the uniform of a lieutenant of the city's militia, and beside him is a small boy — the innkeeper's son. ‘That's him!’ shouts the boy, pointing his finger accusingly at you.

  The innkeeper vouches to the nervous lieutenant that you are a journeyman and not the creature that has paralysed Hikas with a reign of terror. The lieutenant relaxes a little and sheathes his sword. He shouts to a unit of his guardsmen who are grouped outside to form into a column and get ready to march, and then he turns to you and asks you to accompany him.

  Turn to 20.

  75

  The enemy ship is less than a hundred yards off the port beam when you see the dark shape at its prow begin to twitch and shudder. At first it resembles the body of some grotesque gigantic tick; then eight rubbery legs spring from its black underbelly and suddenly the shape takes on a far more sinister aspect.

  A gasp of terror arises from the crew when this spider-like monstrosity opens its scarlet maw and emits a high-pitched chittering shriek. As the enemy vessel speeds nearer you watch with mounting dread as this hideous spider-creature raises its forelegs, as if in readiness to pounce. Furiously it rubs its forelimbs together and a mass of blue-white sparks appear at their tips. Then suddenly there is a deafening crackle of electrical power. A bolt of blazing energy shoots from the creature's maw and snakes across the water towards the crew and marines aboard your ship. The creature's attack hits its mark and the effect is swift and devastating. The crackling bolt ignites timber and sail, and leaves a dozen men sprawled dead or unconscious across the decks. Through the smoke of the burning sailcloth you see the enemy vessel bearing down to ram The Pride of Sommerlund. Impact is but seconds away.

  Illustration V—A crackling bolt of blazing energy shoots from the creature's maw towards your ship.

  If you possess a Bow and wish to use it, turn to 101.

  If you do not possess a Bow, or if you choose not to use it, turn to 270.

  76

  The Deathstalker's mate howls with pain and terror as your fatal blow pierces her evil heart. She stumbles backwards, slashing at her own chest with her razor-sharp claws in a frenzied madness of anger and frustration. Then, with a final gurgling cry, death claims her and she crashes down into the dense foliage and is still. Slowly the noises of the jungle return as the nocturnal animals of this Old Kingdom sense that the terrible threat of her presence has passed.

  The sun rises over the jungle and lights this steamy, humid morning. By the growing light you dig a grave in the soft earth and lay the remains of the Deathstalker's mate to rest here, among the ruins of this ancient settlement. Then you offer up a prayer to the God Kai for having bestowed upon you strength and courage enough to triumph over this creature of evil, before you mount your horse and set off along the jungle trail to Elzian.

  Turn to 350.

  77

  Following the landlady's written directions, you make your way through the streets of the city to a wide concourse which ascends to a knoll called Zakhan's Mount that overlooks the south gatehouse. Through the open gates you can see the mighty bridge which spans the lower fork of the River Khorda. Beyond lie the Bavari Hills shimmering in a heat haze, and towards the horizon are the Great Masourn Mountains which appear like a jagged purple frieze joined to the sky.

  Standing in line before the south gates is a caravan of wagons drawn by sturdy douggas, the sand horses of the Dry Main. Many wagons are piled high with merchants' goods destined for Bavari — a rich cargo watched over by a dozen armed outriders in the pay of the caravan's owners. You approach a line of trestle tables set up near the leading wagons where passengers may purchase a seat aboard the caravan for the three-day journey to Bavari. Chalked upon a slate is the price of the fare: 7 Gold Crowns.

  If you possess 7 Gold Crowns, turn to 253.

  If you do not possess 7 Gold Crowns, turn to 164.

  78

  The slaver sees you running towards him and the sight immediately wipes the sneer from his face. With a squeal of fright he grabs hold of a young female slave and cowers behind her, using her body as a shield to protect
himself from you. Repeatedly he screams the name ‘Svolta!’ until, in answer to his frantic cry, a short man in a close-fitting grey robe suddenly appears from behind the row of slaves. He is carrying a Vassagonian cavalry bow with an arrow already fixed to the bowstring. The slaver commands him to fire at you and the man obeys with breathtaking speed.

  If you possess Magi-magic and wish to use this Discipline, turn to 192.

  If you possess Kai-alchemy and wish to use this Discipline, turn to 257.

  If you possess Elementalism and wish to use this Discipline, turn to 308.

  If you possess none of these skills, or if you have chosen not to make use of them, turn to 292.

  79

  The timid little trader sees that you are about to walk away without buying anything, after having spent some time examining his wares. Immediately he suspects that you think him too expensive and so he decides to lower his prices. He now offers to let you have any of his potions for only 2 Gold Crowns each.

  If you now wish to buy one or more of his potions, return to 7 and make your choice from the potions listed there.

  If you still have no desire to buy any of his potions, turn to 96.

  80

  Your swift blow strikes the spider and sends it hurtling across the room, but not before it has had a chance to inject its lethal poison into your thigh. A red-hot lance of pain shoots up your thigh and makes you cry out in agony. You muster your Kai healing skills to counter the venom, but the pain hardly recedes at all.

  If you possess Cowana herb, turn to 243.

  If you do not possess this healing herb, turn to 225.

  81

  Your Arrow misses its intended mark, yet it looks set to bury itself into the creature's belly as the beast leaps into the air. Unfortunately, the spider-creature sees your onrushing missile and transforms it into ash with a burst of its electrical power.

  You are about to reload your Bow and fire again when suddenly there is a tremendous crash. The ship lurches violently and you are thrown backwards across the deck.

  Turn to 274.

  82

  The guardsmen take you away to a dingy cell below the arena where you are kept until the time comes for you to meet your opponent. You are allowed to keep your Weapons, including your Kai Weapon, but you are warned that the use of sorcery within the gladiatorial arena is strictly forbidden. Torvax despises magic and any breach of this rule will result in immediate execution. (The contest is restricted to hand weapons only; if you possess a Bow it is now confiscated and you must delete it from your Action Chart.)

  Within the hour the guardsmen return: it is time for you to meet your adversary. As you are led from your cell and escorted along the tunnel, you can hear the crowd above roaring with excitement. Then, as you step into the fading sunlight, you hear gasps of astonishment from some quarters. They come from your fellow travellers who cannot believe that it is you, the friendly Northlander, who is to fight Dromodon the Invincible to the death. The guardsmen march you to the centre of the arena and leave you standing there alone under the watchful gaze of the expectant crowd. Minutes later, the crowd erupts when Dromodon emerges from the tunnel.

  Turn to 50.

  83

  The man snakes his way through the crowd with surprising speed. He is fast and agile, but he is no match for a Kai Grand Master and you quickly catch him. Your suspicions were correct: he is clasping to his chest an item from your Backpack (the first item on your list). Having been caught red-handed, this wily thief now tries to turn the tables on you. He screams at the top of his voice that you are robbing him. His wailing cries attract the crowd's attention and soon you find yourself surrounded by a score of scowling faces, all looking accusingly at you.

  If you possess the Discipline of Kai-alchemy and wish to use it, turn to 30.

  If you possess the Discipline of Bardsmanship and wish to use it, turn to 286.

  If you possess neither of these skills, or if you choose not to use them, turn to 318.

  84

  You press yourself flat against your horse's neck and listen as the archer's arrow buzzes towards you like an angry hornet. Then you feel a sharp pain in your back as its tip grazes your spine (lose 2 ENDURANCE points). 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 and glance over your shoulder.

  Despite the stinging pain of your wound you manage a smile and you acknowledge their glad shout with a wave of your hand. Then you dig your heels into your horse's flanks once more and gallop along this avenue which leads out of Kilij.

  Turn to 52.

  85

  Quickly you utter the words of the Brotherhood Spell Levitation and you rise into the air. Moments later, the statue crashes down and shears the surface from the steps on which, just seconds ago, you were standing. You see the statue finally reach the bottom of the stairwell where it smashes into several large segments which block the narrow doorway and fill the base of the stairwell with thick dust. You speak the words which counter the effects of the spell and feel yourself gliding down towards the cracked steps. The moment your feet touch down, you race up the stairs in pursuit of the scourge of Hikas.

  Turn to 177.

  86

  Your superb horsemanship keeps you from falling off. It also helps you to regain control of your steed and steer him swiftly towards the crest of the rockfall. The first boulders are beginning to smash down around you as he carries you valiantly to the top of the mound and gallops over the far side. You are half-blinded by dust, but still you are able to dodge a falling boulder which threatens to break your back before you reach the safety of the open trail beyond.

  Here you rein in your horse and turn him about so that you can take stock of the damage which has been caused by this second rockfall.

  Turn to 11.

  87

  You brace yourself against the inside of the basket as the outcrop looms nearer. Moments later, there is the sound of ripping cloth and you are jolted off your feet. Yranai falls on top of you and you lie entangled at the bottom of the basket as the balloon is suddenly whisked away from the outcrop by a second crosswind.

  You disentangle yourself from the old man and struggle to your feet. You can feel the balloon is rapidly losing altitude and, when you peer over the rim of the basket, you see the trees of the lower mountain slopes rising towards you at a dizzying speed. Yranai pulls himself up beside you, but when he sees shreds of cloth trailing from the punctured canopy above, he faints and collapses. Hurriedly you haul his frail body over your shoulder. Then you place one foot on the rim of the basket and get ready to make a desperate leap away from this doomed balloon as the top of the mountain pines come clearly into view.

  If you possess Kai-alchemy, turn to 107.

  If you do not possess this Grand Master Discipline, turn to 115.

  88

  You leave the ship and walk across the quayside to the Good Cheer Inn. It is an old timber-framed tavern which looks deserted at this early hour. A bell tinkles as you push open its heavy door, attracting the attention of a doe-eyed innkeeper who is mopping last night's spilt ale from the floor. You ask if he has seen Captain Raker.

  ‘You must be the journeyman who's sailing south.’ The answer comes from the top of a staircase, Moments later a broad-shouldered man with a golden beard and sharp blue eyes comes striding down the stairs. ‘I'm Raker,’ he says, as he struggles to pull on his leather jerkin and fix the belt of his heavy-bladed cutlass. ‘Hey, Squin. Go rustle me up some grub. I'm so hungry m'stomach thinks m'throat's been cut.’

  As the innkeeper goes away to fetch breakfast for the captain, he asks if you want some food as well. After having ridden all night without once stopping, you answer: ‘I'll have whatever the captain's having.’

  ‘Good man!’ booms Raker. ‘I ain't fond of eating alone. Here, let's sit ourselves down and fill our bellies before we set sail.’

  Turn to 127.

  89


  The sun grows warmer as noon approaches and the parched hills around Bavari melt away into a lush savannah of tall grasses, broken occasionally by swathes of loamy soil. The air has become humid and the fertile landscape is rich with fauna. In the distance, the verdant foothills of the Great Masourn Mountains appear in stark contrast to the brown arid wastes through which you have travelled these past few days.

  As night falls you find yourself approaching a village which sits astride the border with neighbouring Dessi. It shelters behind a tall palisade which is patrolled by several Vakeros, the indigenous tribesmen of this realm. They are an ancient race whose lineage can be traced back to the Age of the Old Kingdoms, yet the Vassagonians consider them to be primitives and often pour scorn on their simple ways and their tribal culture. Some of Vassagonia's more ruthless leaders have in the past waged war upon the Vakeros with the aim of stealing their fertile land, but all of these wars have ended in costly defeat for Vassagonia. Dessi is ruled by the Elder Magi whose mastery of Old Kingdom magic is unparalleled and, over many centuries, they have taught the secrets of their battle-sorcery to the Vakeros. Armed with magic, they have kept their land and their culture secure from the ravages of their aggressive desert neighbour.

 

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