Voyage of the Moonstone

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Voyage of the Moonstone Page 19

by Joe Dever


  Illustration XVI—As the bird soars into the sky, the rope tightens about her waist and she is hoisted screaming into the air.

  Swiftly you assess your perilous situation and determine two ways in which you may save yourself from the slaver's gang of bloodthirsty thugs.

  If you wish to run back across the square and attack the slaver, turn to 78.

  If you wish to attempt to reach the town's bazaar and find the marines, turn to 126.

  290

  You are woken early the following morning by the motion of the carriage. As you rub your eyes and stretch your aching limbs, your fellow passengers tell you that the caravan has been on the move for more than an hour. They are eating a breakfast of bread and fruit which they generously offer to share with you.

  It is almost noon when the stone town of Bavari looms into view. Most of its sun-bleached shops and houses are contained within a wall of uncemented stone blocks which rise to twice the height of a horse. The road approaches a heavy wooden gate, banded and studded with iron, which is flanked by circular guard towers. Perforating the walls are slits for archers and openings for larger machines of war.

  The procession of wagons passes through the gate and comes to a halt in the middle of Bavari. As you disembark you sense an air of excitement pervading this town. You overhear the other passengers talking and you learn that today is the third day of the Bavarian gladiatorial circus — an annual event which attracts the finest warriors of Vassagonia to come here and compete with each other in armed combat. Great wealth and status are the rewards for those who triumph; disgrace and sometimes death await those who fail.

  You are curious to see this great event and so you follow a group of passengers to Bavari's arena where the gladiatorial circus is being staged. Entrance to the arena is free and you take a seat on one of the many stone tiers that encircle its oval-shaped fighting area. Throughout the afternoon several combats are staged between warriors on foot and on horseback. The heat of the desert sun is unrelenting, and by late afternoon you are feeling parched. During a lull in the contests, you hear the tinkling sound of running water and you decide to seek out its source. You descend to the edge of the fighting area and enter a tunnel which passes beneath the tiers of seats. Halfway along this cool tunnel is an open door set into the whitewashed wall. Through the doorway you see a bronze fountain standing in the middle of an empty room. It is richly embellished with engravings which depict ancient gladiatorial contests, and a stream of sparkling water issues upwards from a nozzle at its centre, inviting you to drink.

  You are desperate to slake your thirst and so you enter the room and stoop over the fountain. You are swallowing the deliciously cool water when suddenly you sense someone rushing at you from behind.

  If you wish to turn around quickly and face the person who is rushing towards you, turn to 223.

  If you choose to draw your weapon before you turn around, in case you should have to defend yourself from a surprise attack, turn to 45.

  291

  The landlady's frowning face softens when you hand her 3 Gold Crowns (erase these from your Action Chart). She slips the money into the pocket of her apron and from this same pocket she removes a key which is stamped with the number 4. She hands it to you, and then she points to a corridor on the ground floor which leads to a room at the rear of the building.

  As you are about to insert the key into the lock, you hear a suspicious noise coming from inside. Silently you unsheathe your weapon, unlock the door, and then fling it wide open.

  Turn to 66.

  292

  You focus on the tip of the arrow that is now speeding towards your chest. Drawing upon your natural Kai agility, you twist aside at the last moment in an attempt to avoid being hit by this deadly missile.

  Pick a number from the Random Number Table. If your current ENDURANCE total is 20 or lower, deduct 2 from the number you have picked.

  If your total score is now 4 or lower, turn to 44.

  If it is 5 or higher, turn to 261.

  293

  You enjoy a restful sleep at the hostel and you wake at daybreak to the sound of voices and the crashing of iron pots and pans. Your room is located above the kitchens and through the cracks in the bamboo floor you can see the owner and his wife preparing food for breakfast. You put on your cloak and gather up your equipment before going down to the paddock to collect your horse. The hostel-keeper waves farewell from the kitchen window as you mount your horse and canter away across the courtyard.

  Turn to 314.

  294

  The marines load and fire three volleys at the cliff-top. You watch the target area and your Sixth Sense tells you that their shots, although they do not hit the creature directly, pass close enough to scare it. With relief, you sense the unseen creature is retreating in the face of this barrage and, as it abandons its sorcerous attack, so the whirlpool ahead ceases to spin violently.

  As the waters of the channel return to normal, Raker commends the marines for their gunnery skills. Then he commands his crew to unfurl every remaining square inch of canvas. The sails catch the prevailing winds and carry the ship swiftly through the narrow channel and away from the menacing shadow of the cliffs.

  Turn to 287.

  295

  The incident at the tavern and the loss of your horse leave you feeling angry and confused. For more than an hour you walk the dark, deserted streets of Hikas as you struggle to make sense of what has happened. You are passing a junction where the cobblestoned street joins with a larger avenue, when suddenly you hear the approaching tramp of booted feet. A stern but anxious voice calls out, commanding you to halt, and when you peer into the darkness you see a dozen Vakeros militiamen. They are armed with spears and throwing nets, and they are standing in a line abreast to seal off the avenue.

  If you wish to obey the militiamen and remain standing where you are, turn to 105.

  If you wish to attempt to evade them, turn to 36.

  296

  As you duck to avoid the onrushing missile, you glimpse your Arrow strike the archer in the chest and knock him backwards to the ground. His arrow grazes your cheek (lose 1 ENDURANCE point) as it whistles past your head and then embeds itself in the dried mud wall of a nearby building.

  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. Sligh 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.

  297

  You move nearer to the trembling man and try to calm him with soothing words and a promise that you will protect him. You look to the bell and use your Sixth Sense in an attempt to locate the creature, but you can detect nothing unusual. Then you hear a faint gurgling growl and a knot of fear tightens in your throat. Now you can detect a powerful aura of evil. You glance at the cowering cleric and your fear becomes an icy terror when you realize that he is the source of this evil. He continues to plead with you to save him, but then he sees the shock register on your face and 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 he leaps at you and slashes at your throat with his razor-sharp talons. Instinct makes you propel yourself backwards to avoid these deadly claws and, as you spring away, you slip and tumble headlong down the spiral stairs.

  Illustration XVII—In a split-second, he becomes a snarling hulk of black-furred death.

  Pick a number from the Random Number Table.

  If the number you have chosen is 0–4, turn to 248.

  If it is 5–9, turn to 94.

  298

  Rhous picks up the Kutyan Emerald and holds it to the light. You can tell by his expression that he is impress
ed by its flawless cut, yet still you sense he is a little disappointed: he had hoped for something more exceptional than this fine gem. After assessing its worth he offers you 25 Gold Crowns. You haggle with him and finally you settle on a sum of 30 Gold Crowns.

  (If, in addition to the Kutyan Emerald, you also possess any of the other items, Rhous would be willing to pay you 10 Gold Crowns for the Iron Skull, and 20 Gold Crowns for the Siyen Crown. Be sure to amend the details on your Action Chart before continuing your adventure.)

  Turn to 349.

  299

  Skilfully you ascend the rigging and approach the giant spider from behind and below. It is busily tearing at the mast and topsail with its fanged maw, and at first it fails to notice you. When you pause for a few moments to unsheathe your weapon, suddenly the creature swivels its head and fixes you with a pair of ghastly green eyes. Chittering excitedly, 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 reflexes save 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 sickly grey fluid from a sac located below its gaping maw. This fluid hardens as it passes through the air, and is transformed 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.

  300

  Snarling and spitting, the savage beast comes hurtling through the darkness to rake you with her terrible claws. Bravely you stand your ground and prepare to strike your first blow in this desperate fight to the death.

  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.

  301

  By using your basic Kai skills you are able to determine that this man is a rich trader from Casiorn — the city of merchants. He seems harmless enough, his only fault perhaps is that he has consumed too much ale. Yet you are suspicious of the fact that he has identified you as a journeyman, which leads you to suspect that perhaps he has met other Kai in the past. You are about to ignore him and retire to your room when he repeats his request that you join him at his table. Out of curiosity you decide to find out what he wants.

  Turn to 61.

  302

  The elder moves his staff so that its tip scans back and forth across your body, and abruptly he stops when it is pointing at your Kai Weapon. At first his face registers puzzlement, and then slowly this expression changes into a solemn frown.

  If you possess Temujun's Ring, turn to 118.

  If you do not possess this Special Item, turn to 143.

  303

  You utter the words of the Old Kingdom Spell Shield and you see the air shimmer as the magical power of your incantation takes effect. The gout of sticky fluid strikes your sorcerous shield and is deflected away from your body. You move away from this protective umbrella and climb hurriedly the remaining few feet towards the creature's perch. Frantically it lashes out at you with its rubbery legs as you attempt to plunge your weapon into its vulnerable belly.

  Otokh: COMBAT SKILL 40 ENDURANCE 40

  This creature is immune to all forms of psychic attack except Kai-surge.

  If you win the combat, turn to 315.

  304

  Torvax commands the guardsmen to halt. Then he swaggers over to where you lie and he looks down on your fatigue-racked body with a sneer of disdain.

  ‘Insolent dog!’ he hisses. ‘You are not worthy even of a public execution.’ And with this chilling remark he signals to the surrounding guardsmen. As he walks away, they raise their Bor muskets and take aim. Suddenly an explosion of noise and colour obliterates your senses as you are hit by a volley of musket balls. Death is mercifully swift.

  Tragically, your life and your quest end here in the gladiatorial arena of Bavari.

  305

  The meteor is deflected by a plume of water that you are able to summon from the towering waves of the sea. The power of this plume is sufficient to repel the fireball and send it hurtling back into the raging sky with a tail of steam hissing in its wake.

  To continue, turn to 132.

  306

  Using your innate Magnakai skills, you magnify your vision and scan the island. The shoreline appears deserted, but when you cast your eyes towards the east you notice two tiny specks on the horizon. You alert Captain Raker to the threat but he dismisses your warning, saying it is merely heat haze.

  Several minutes later the ship's lookout confirms that there are two ships on the eastern horizon. Raker brings his telescope to bear and after a few moments' observation he says: ‘You were right, my lord. I should have known better than to doubt the eyes of a Kai.’

  Lowering his telescope, he turns and shouts an order to Paoll: ‘South by southwest, if you please, First Mate. Looks like we've got comp'ny!’

  The timbers creak as the ship turns about and forges a new passage through deep water. Following the change of bearing the wind is now no longer in your favour and Paoll is forced to tack against it to make headway. The lighter ships have the advantage and they quickly draw closer. Soon you can see that they are Vassagonian men-o'-war, although they fly no flags of allegiance or origin. Judging by their poor general condition it is clear that they are pirate raiders. Raker orders his men to their battle positions and Sergeant Dryan issues an order to his marines to stand ready at the cannons as the pirate raiders bear down upon the port bow.

  If you wish to stay with Captain Raker on the rear deck, turn to 263.

  If you choose to stand with Sergeant Dryan at the port bow, turn to 144.

  307

  The basket lurches as the effects of your Kai Discipline cause the balloon to veer away from the mountainside. It misses the outcrop with but a few feet to spare. Yranai manages to regain control of the engine and he steers the craft back towards the middle of the pass, to where the thermal currents are less volatile.

  As you emerge from the high mountain pass, you enter denser and more stable air that cushions your flight and soon all trace of turbulence is left behind.

  ‘Well, that was exciting, wasn't it!’ says Yranai, ruefully. It takes a great deal of self-control not to throttle the old man for his incompetence, but you keep your hands firmly on the rail and you force a smile. Silently you vow never to fly with him again.

  You are looking forward to setting your feet down safely on firm ground when you see something in the distance that fills you with unease.

  Turn to 220.

  308

  Hastily you use your mastery of the elements to summon a gust of air to deflect the arrow that is now speeding towards your chest.

  Pick a number from the Random Number Table. If your current ENDURANCE total is 20 or lower, deduct 2 from the number you have picked.

  If your total score is now 4 or lower, turn to 44.

  If it is 5 or higher, turn to 261.

  309

  The rogue draws himself back from the table and casts a nervous glance at his shadowy companions before looking you straight in the eye.

  ‘Very well, Northlander,’ he sneers, ‘if you're from Sommerlund as y'say you is, you'll be sure to know the name of its capital city. Tell us, what is it?’

  If you wish to tell the man that the capital of Sommerlund is Holmstar, turn to 122.

  If you wish to say that it is Holmgard, turn to 64.

  If you wish to say that it is Stargard, turn to 227.

  310 />
  You decline to answer his question directly for you do not wish to give him the impression that you are familiar with the ways of magic. Rather than reveal your true identity, or the reasons why you now find yourself in Bisutan, you simply say that you are a traveller who is on his way south.

  ‘Mmmm … ’ mutters the old man, clearly bemused, ‘perhaps, you have acquired something … magical … whilst on your travels? I am a collector of magical artefacts. In fact that is why I've come to Bisutan. If you have anything of an arcane nature I would be most keen to make you an offer of purchase.’

  If you possess an Iron Skull, a Kutyan Emerald, or a Siyen Crown, and you wish to sell one or more of these Special Items to the old magician, turn to 54.

 

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