Voyage of the Moonstone
Page 9
If you choose to comply with the tavern-keeper's request to go downstairs to the taproom, turn to 33.
If instead you choose to ignore his request, you can search for somewhere to hide from the City Guard by turning to 2.
107
With the old magician draped over your shoulder, you leap from the basket and plummet towards the ground. As you fall, you utter the words of the Brotherhood Spell Levitation and instantly the spell enables you to control the speed of your descent towards the trees below. You see the balloon smash into the timberland and, as you descend through the upper branches of this pine forest, you brace yourself in readiness for the moment when your feet touch the ground.
Unfortunately, when you cast Levitation in mid-air, you did not anticipate that the increased weight of Yranai would have any effect on your control of this spell. It is not until you are within twenty feet of the ground that you realize you are coming down too fast. You attempt to compensate but it is too late and you strike the rocky soil with a tremendous jolt that knocks you unconscious.
Turn to 341.
108
Together with Paoll and a party of five armed marines, you row ashore in the ship's longboat. With weapons drawn, you and your search party sift through the ruins of Khadro's encampment but find few items of any practical value. There are several tracks which have been made by the creatures you glimpsed earlier, but they all lead away into the surrounding jungle and you can no longer detect their presence.
Mindful of the risk you are taking simply by being here on the island, away from the ship, you signal to the men to return to the longboat. As you are descending the beach, you trip accidentally upon something half-buried in the black sand. Closer inspection reveals it to be a fist-sized ball of iron that has been crafted into the shape of a human skull. (If you wish to keep this Iron Skull, record it on your Action Chart as a Special Item which you carry in the pocket of your tunic.)
To continue, turn to 217.
109
Shocked by this mental intrusion, you dig your heels into Jhani's flanks and urge the old mare to the gallop. The elder dodges aside as your horse bolts forward and the Vakeros guards along the palisade loose off their arrows. They whistle past you on all sides yet, in the near-darkness, fail to find their mark. Keeping yourself pressed low against your horse's neck, you steer her around the perimeter of the palisade and into a field of tall bamboo where you quickly disappear from sight.
It is dark when you finally rein Jhani to a halt. You dismount and tend to the hundreds of tiny cuts and abrasions she has sustained to her legs, caused by the sharp bamboo stalks. Rather than push on in the dark and have your horse sustain more injuries, you camp here for the night. Unfortunately, the bamboo fields of Dessi are notorious for their infestations of biting mosquitoes, and you spend most of the long night fending them off: lose 3 ENDURANCE points. Also, unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose a further 3 ENDURANCE points.
In the early morning light you are able to lead your horse out of the bamboo field and find your way back onto the road to Hikas.
Turn to 186.
110
It is noon of the following day when eventually you emerge from the Koneshi Mountains and catch your first exciting glimpse of the great city of Bisutan, seated upon an island in the estuary of the River Khorda. With an air of expectation you follow the mountain road as it meanders down through sagebrush hills until, at dusk, you finally reach a titanic stone bridge that spans the shimmering waters of the Khorda. This mighty bridge has for centuries carried a flow of traders to and from a towering gatehouse which is set into the city's protective wall.
It is not the custom of Bisutan's city guards to stop travellers without good reason, for here the merchants of all Magnamund meet to haggle and trade and barter their cargoes. With a courteous smile they allow you to pass through their great gate and enter their magnificent city.
Turn to 250.
111
You enter the right alley and the militia, who are following closely, split into two groups. Roughly half their number searches the other alley whilst the remainder stays with you.
As you are running along this narrow thoroughfare, you suddenly hear the sound of splintering timbers somewhere in the distance. A hundred yards later the alley opens out into a tree-lined plaza which is bordered by shops selling rare artefacts of the Old Kingdom, and expensive works of art. Their windows and doors are securely barred and shuttered and show no signs of a forced entry. Then your eye is drawn to a grand building on the far side of the plaza: it is a temple. Its great stone door is closed, but a smaller wooden door at the side has been torn off its hinges. You magnify your vision and see that beyond the door is a flight of stone steps which ascend to a bell-tower.
Cautiously you approach the shattered door. You unsheathe your weapon and scan the darkened stairs before silently you ascend the steps. You have climbed twenty steps when suddenly you hear a hideous snickering growl and an icy chill runs the length of your spine. There is an ominous creak of stone on stone and a movement in the darkness above, and then a crashing fills your ears. Out of the darkness you see a great marble statue come smashing down the narrow stairway. It rapidly gathers speed as it tumbles end-over-end towards you.
If you possess Kai-alchemy, turn to 85.
If you do not possess this Grand Master Discipline, turn to 98.
112
You tumble across the decking and slam head-first into the gunwale. The impact opens a gaping wound across your forehead and leaves you feeling stunned and nauseous: lose 3 ENDURANCE points. Using your basic Kai healing skills you manage to staunch the flow of blood. The pain and sickness swiftly recede and you are able to stagger back to your feet.
Turn to 139.
113
You continue your ride along the jungle trail and make good progress, although you are haunted all the while by a profound sense of unease. You attribute these feelings to the sight of Gorgoron. You have heard many dark tales about this chasm which, until now, you had dismissed as nothing more than fanciful ghost stories. Having seen the chasm with your own eyes you are no longer so ready to disbelieve them.
At sundown you reach the palmy fringes of an ancient settlement that surrendered to the jungle centuries ago. The moon rises like a silver shield in the cloudless night sky and you make camp at the side of the trail, sheltered beneath a canopy of mosses and vines. The jungle is alive with the tiny noises of its nocturnal creatures. They seem to make your horse unusually nervous, until you soothe him with your Magnakai skills of Animal Control. You are tired after your long ride through this humid rainforest and soon you drift off to sleep. It seems as if you have only just closed your eyes when you are stirred to instant wakefulness by the sound of a ghastly howl.
Turn to 200.
114
You watch with bated breath as the riders pass by the entrance to the hill track and continue along the coast road. You are beginning to suspect that they have disappeared for good when unexpectedly they turn about and come galloping back along the road towards Cape Kabar. When they ride past the hill track without stopping you feel sure that they have decided to call off the chase and return home to their town.
Now that you are confident that the threat has passed, you tell Oriah and the marines to remount their horses. It is time to leave the plateau and continue the long ride south.
Turn to 336.
115
With the old magician draped over your shoulder, you leap from the basket and plummet headlong towards the ground. You see the balloon smash into the timberland barely moments before you hit the upper branches of this pine forest. The old man is torn from your grasp and you lose consciousness as you crash through the branches of the trees.
Turn to 163.
116
You inch open the door and see a tall, lean, grey-haired old man standing outside in the corridor. He wears the silvery grey robes of a magicia
n and his broad facial features are unmistakably Kakushian.
‘Forgive me for disturbing you at this hour,’ he says, politely, ‘but I felt compelled to make your acquaintance. My name is Rhous. I am journeyman to the Magicians' Guild of Nikesa. I sensed a power within this room and I thought, perhaps, that you might be a fellow student of sorcery. Am I correct?’
Your Sixth Sense tells you that this old magician is genuine — he is who he claims to be. Your common sense tells you that he is also incredibly nosey!
If you wish to tell him to go away and leave you alone, turn to 137.
If you choose to talk with him further, turn to 310.
117
You follow a shoal of yellow-tailed fish into the gaping hole in the hull and discover scores of boxes, bales, and casks lying scattered within. Most of the cargo sealed inside these containers is no longer of any use or value, yet inside one rotten casket you discover an item that gleams like new. It is a golden crown, embellished with rural scenes of a distant land that you recognize to be Siyen. (If you wish to keep this Siyen Crown, record it on your Action Chart as a Special Item.)
Through the hole in the wrecked hull you glimpse Oriah ascending to the surface for air. Satisfied that there is little else of value aboard this wreck, you leave the hold and return to the bow of The Pride of Sommerlund.
Turn to 93.
118
His staff wavers and the tip moves very slightly so that it is no longer pointing at the hilt of your Kai Weapon; it is now pointing at the pocket of your tunic in which you keep the ring. The elder's expression transforms once more, this time from a frown into a broad smile. Suddenly he seems pleased to see you and he steps aside to allow you to ride past the palisade.
Turn to 347.
119
You say farewell to the three marines and wish them a swift and safe journey home to Sommerlund. Then you leave the tavern with Kol and make your way quickly to his ship which is moored at the end of the quay. Two of the Funtal's guards are patrolling the quayside but they do not challenge you as you board Kol's vessel. They only seem interested in foreign traders who are entering the harbour rather than those making a hasty departure. The Vassagonians who man the Desert Jewel seem a friendly crew, and they welcome Kol's return with cheerful humour. He in turn treats them like sons and it is clear from the way they converse that he is a very popular owner.
The ship sets sail at noon and sails swiftly southwards with a benevolent wind filling its triangular sail. Kol expects the Desert Jewel to take a day and a half to navigate the two hundred and sixty miles of coastal water between Bir Rabalou and Bisutan. He suggests that you relax and enjoy the voyage, yet despite the fair weather and jovial company you are disturbed by a growing sense of unease. You spend your time on deck for the holds and cabins are filled to the brim with cargo. The only shelter from the sun which scorches the open deck is a makeshift spread of canvas near the stern. You are lying here in the shade when, late in the afternoon, you sense a storm brewing on the horizon.
If you possess Grand Pathsmanship and Telegnosis, turn to 288.
If you do not possess both of these Grand Master Disciplines, turn to 129.
120
Before you can fully unsheathe your weapon, the creature slams into you and rakes your chest with her terrible claws: lose 4 ENDURANCE points.
Bravely you struggle to your feet and raise your weapon to defend yourself as she lashes out at your face. You parry her blow and counter it by launching yourself headlong into a desperate fight to the finish.
Deathstalker (mate): COMBAT SKILL 42 ENDURANCE 40
This creature is immune to Mindblast (but not Kai-surge).
If you win the combat, turn to 76.
121
Swiftly you scale the rigging and approach the giant spider from below. It is busily tearing at the mast and topsail with its fanged maw and at first it fails to notice you. For a few moments you stop to unsheathe your weapon and suddenly the creature dips its head and fixes you with a pair of ghastly green eyes. It rubs its forelegs together and sparks appear, warning you that it is preparing to launch a bolt of energy. Quickly you cut free a trailing rope and swing away from the rigging just in time to avoid being burnt to a cinder when it launches its burst of crackling blue fire. Your swift action saves you, but as the momentum of your swing carries you back towards the rigging, you see that the creature is preparing a new form of attack.
It waits until you come to rest upon the criss-cross of ropes and then it ejects a stream of grey fluid from a sac located below its gaping maw. This fluid hardens as it passes through the air, and it transforms into several long and sticky strands which threaten to engulf you.
If you possess Magi-magic and wish to use this Discipline now, turn to 303.
If you possess Elementalism and wish to use it, turn to 210.
If you possess neither of these Grand Master Disciplines, or if you choose not to use either of them, turn instead to 162.
122
‘There's no such place!’ says the rogue, and his eyes widen with fear.
‘By the gods! He does not know the name of his own capital!’ gasps one of his companions. His mouth drops open and he fumbles to unsheathe his sword. Suddenly it seems that everyone in the tavern is gripped by an inexplicable madness. The rogue pulls a dagger from his belt and attempts to stab you, but you turn his clumsy thrust aside with your forearm and knock him to the floor as you leap out of your seat. Two of the others try to strike you simultaneously with their swords and you duck below their blades. They strike each other and fall back, screaming and clutching at their wounds. A thrown bottle catches you a glancing blow to the head as you run for the door (lose 2 ENDURANCE points), but you manage to pull it open and escape into the darkening street without further injury. However, to your dismay you discover that your horse Jhani has disappeared. Two men brandishing swords appear in the doorway behind you and swiftly you sprint along the street. You use your Kai camouflage skills to evade them and they quickly give up the chase.
Turn to 295.
123
Swiftly you recite the words of the Old Kingdom Spell Shield and a transparent disc of magical protection shimmers in front of your eyes. An instant later the archer's arrow strikes this sorcerous shield and disintegrates. The splintered wood of the missile falls to the ground.14
For a few uncertain moments the marines believe that you have been mortally wounded, but they are quick to cheer when they see you get to your feet and come running towards them. Ernan helps you to retrieve your horse and quickly you remount him and gallop along the avenue which leads out of this unfriendly town.
Turn to 52.
[14] The original mentioned that you ‘see your own Arrow strike [the archer] in the chest and knock him down.’ To reach this Section, you must not have fired a Bow. Having removed this text, it is left to you to explain why the Grand Master escapes while the archer still lives.
124
You are in good spirits when you reach the ancient gates of Gologo. Your day's ride has been swift and enjoyable, and you are looking forward to beginning the final leg of your journey to Elzian tomorrow at first light. You are now only two days' ride away from that wondrous city.
The town of Gologo has a mysterious and exotic aura. Its ancient streets are cobbled with lime green stone, and ornate structures of vivid Vakeros art embellish every building and street corner. There is a festival taking place here tonight and the town is in a lively carnival mood. As you ride down a steep, narrow street towards the beach, you can see a crowd of native Vakeros are gathered there in brightly coloured costumes. Some wear elaborate headgear made from lacquered wood and feathers, and others are covered from neck to ankle with garments made from vibrant jungle blooms. There is a full moon tonight and the people of this town are celebrating the fertility of their land with ritual offerings of food and wine to the Goddess Ishir. It is a joyous festival and everyone on the beach is smiling and happy.
Illustration VII—The town of Gologo is in a lively carnival mood and native Vakeros gather on the beach below you.
If you wish to go to the beach and join in the festival, turn to 251.
If you choose instead to look for an inn or a lodging house where you can stay the night, turn to 321.
125
Upon the instant you utter the ancient number there is a creaking of stone and the marble slab begins to descend slowly into the floor.15 As it falls it reveals another chamber where an ugly bronze idol rests upon a plinth of rough-hewn agate. Fixed into a hollow in the chest of the idol is a shimmering green emerald as large as your fist. Cautiously you sniff the stale air of this secret chamber and your Kai senses detect the foul, lingering odour of evil sorcery.
If you possess Kai-alchemy, turn to 215.
If you do not possess this Grand Master Discipline, turn to 130.
[15] This is the correct answer to the sealed portal puzzle in Section 174.
126
Abruptly you turn around and race back across the square towards the market bazaar. The crowd scream and scatter as you approach them, for they can see that the slaver's henchmen are giving chase and they are terrified at the prospect of being dragged into a bloody mêlée when finally they catch up with you. Then suddenly, through this chaotic tangle of running people, appear Ernan, Sligh, and Oswin mounted upon their steeds, with yours and Oriah's horses in tow. News of what has happened at the slave market has spread like wildfire through the rest of Kilij and, upon hearing these reports, the marines have rushed here as quickly as they could.