Fire on the Water

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Fire on the Water Page 9

by Joe Dever


  RAGADORN STABLES AND COACH STATION

  A green-clad coachman is sitting next to a notice board that reads, ‘Port Bax — Journey Time — 7 Days’.

  If you wish to approach the coachman and ask to buy a ticket for the journey to Port Bax, turn to 136.

  If you have no money, turn to 238.

  187

  A quick search of their bodies reveals the following items:

  2 Spears

  2 Swords

  6 Gold Crowns

  If you decide to take any of these, remember to mark them on your Action Chart.

  You roll the bodies into the Rymerift and then run across the bridge in case anyone saw the incident. The forest track continues for over an hour before you arrive at a junction, where you see a signpost.

  Port Bax — 3 Miles

  You adjust your equipment and set off towards the east.

  Turn to 265.

  188

  Your quick wits and skill have saved you from a venomous bite. As the snake disappears into the long grass beyond the road, you gather together your Backpack and climb the tree, where you spend the rest of the night safely above the ground.

  Turn to 312.

  189

  ‘Impostor!’ he cries, and draws his weapon. Before you can react to his attack, his sword has grazed your arm and you lose 2 ENDURANCE points. He runs at you and knocks you backwards through the open doorway. In a tangle of limbs and curses, you both fall headlong down the watchtower stairs. You stagger to your feet, but the knight is already up and searching for his broadsword.

  If you wish to fight him, turn to 162.

  If you would rather abandon your horse and run for the safety of the trees, turn to 244.

  190

  Using the edge of a steel rule to prise open the lock, you suddenly feel a sharp pain in your chest. A cunning trap has been laid, and as you open the box, a small needle shoots out and embeds itself in your flesh. It is tipped with a deadly poison. You die instantly.

  Your mission and your life come to a tragic end here.

  191

  At the end of the avenue, the cobbled street turns abruptly to the right. Opposite this point is a tall, white stone building with a plaque above the door.

  You can see that the cobbled street ends at a high stone wall. There is a large red gate in this wall and it is guarded by two soldiers. Beyond the gate, you can make out the masts of ships moored in the harbour.

  If you wish to enter the port watchtower, turn to 318.

  If you wish to approach the red gate, turn to 246.

  192

  The drunken sailors roar with delight, money changes hands and bets are settled. You notice your opponent wink at two of his henchmen. They begin to move towards you. Without a moment's hesitation, you rise from the table and punch the sailor so hard in the face that he somersaults backwards crashing into his surprised friends. You leave them sprawled in a heap on the floor.

  As you reach the tavern door, an ugly sailor draws his sword and blocks your escape. But before you have a chance to do anything, there is a loud thud and he falls to his knees. Behind him stands the serving girl, a large wooden club in her hand, smiling at you. You thank her, and wink as you race out of the door and into the darkened street beyond.

  After running blindly in the dark for many minutes, you notice a stable and coach station through the gloom ahead. With the shouts of angry sailors still ringing in your ears, you run to the building and climb a ladder where you spend the night safely hidden in the hay-loft.

  Turn to 32.

  193

  The voyage to Sommerlund is one of ill omen. Deep black storm clouds gather on the horizon, and a fierce wind relentlessly torments the restless sea. At night, great bolts of lightning tear open the darkness, followed by a rolling thunder so loud that it shakes every timber of the flagship. Many of the soldiers aboard the fleet are mountain-dwellers, unaccustomed to the shift of the sea. By the third day, over half their number are so ill as to be unable to stand. Lord Axim is close to despair.

  ‘How I pray that this storm will lift, for even if the fleet arrives intact, I fear our men will be too weak to break the enemy.’

  Then, as if in answer to his prayer, the dawn of the next day heralds an end to the raging storms. But the calm waters now surrounding the fleet contain a danger far greater than any storm.

  Turn to 100.

  194

  When you awake, you are shocked to find yourself lying beneath a wooden jetty, and the shallow water surrounding you fills your nostrils with a foul stench. As you stand, your head throbs violently as if you had been knocked unconscious. This is exactly what has happened to you, and your Gold, your Backpack, your Weapons, and all your Special Items (including the Seal of Hammerdal) have been stolen by the fishermen.10

  With a groan of despair, you climb out of the slimy water and pull yourself onto the jetty. Looking up you see a faded sign.

  Welcome to Ragadorn

  You fear the rumours about this place are true. It is nearly dark and it has started to rain. You must find the Seal if you are to persuade the Durenese to give you the Sommerswerd. Looking round, you see a large market square with a stone signpost in the centre, indicating the various roads that lead off the square.

  If you wish to go east along Barnacle Street turn to 215.

  If you wish to go south along Eastbank Wharf, turn to 303.

  If you wish to go north along Booty Walk, turn to 129.

  If you would rather go west back to the jetty and search for the fishing boat, turn to 86.

  [10] In the Collector's Edition, you lose only your Weapons and the Seal of Hammerdal here. You may choose to follow these instructions instead.

  195

  You have been travelling for nearly two hours when the driver shouts, ‘Toll bridge ahead. One Crown apiece.’

  Looking out of the window, it is pouring down with rain but you can just make out a wooden bridge and a log cabin in the distance. The driver halts the coach at the log cabin and an ugly creature appears at the doorway. It is a warty-skinned Szall, a harmless and cowardly breed of Giak. They have been natives of the Wildlands since the Age of the Black Moon, when thousands of their kind migrated from the Durncrag Mountains to avoid the tyranny of Vashna, the mightiest of the Darklords.

  The Szall demands one Gold Crown from each passenger before the coach will be allowed to pass. The other passengers each place one Crown upon a small plate and hand it to you.

  If you have enough gold to pay the toll, do so and continue on your journey by turning to 249.

  If you have no money, turn to 50.

  196

  King Alin IV sits alone in his domed tower, viewing his mountain domain through one of the many portals of tinted glass. You and Lord Axim are formally announced as you enter the chamber, and you respectfully bow to his Majesty. Then, Lord Axim removes the Seal of Hammerdal from your finger and walks over to the King's side. (Remember to erase the Seal of Hammerdal from your Action Chart.) For nearly an hour they talk, their sombre faces reflecting the seriousness of the situation. There is a short pause of silent meditation, and King Alin suddenly rises from his throne and addresses you for the first time.

  ‘Alas, the Darklords have woken once more, and once more does Sommerlund come in search of our aid. I had prayed that my reign would be remembered as a time of peace and fulfilment, but in my heart I knew it was to be otherwise.’

  The King removes a golden key from the pocket of his white robe and inserts it in a marble dais standing in the centre of the chamber. A gentle humming fills the room, as the stone cover slides back to reveal the hilt of a golden sword.

  ‘Take the sword, Lone Wolf. It is foretold that only a true son of Sommerlund can release the powers that lie within its blade.’

  As you grasp the glowing hilt, a tingling sensation runs up your arm and radiates throughout your body.

  If you have the Kai Discipline of Sixth Sense, turn to 79.

  If y
ou do not possess this skill, turn to 123.

  197

  As dawn breaks, a fierce storm rises and you are woken by the violent rocking of the ship. The floor of your cabin is awash, and the shouts of the crew can hardly be heard above the howling wind. You quickly dress, gather up your equipment, and make your way to the deck.

  You are soon joined by the captain, who takes hold of your arm and orders you to return to your cabin. Suddenly, as you start to go down, there is a thunderous crack as, high in the rigging, part of the mast snaps. You look up to see the shattered pole falling towards you.

  Pick a number from the Random Number Table.

  If the number you have picked is 1–4, turn to 78.

  If the number is 5–9, turn to 141.

  If the number is 0, turn to 247.

  198

  You have covered less than twenty yards when your horse rears up and bolts. You are thrown to the ground and you lose 1 ENDURANCE point. Brushing the dirt from your cloak, you curse as the animal disappears out of sight. You will have to continue your journey from here on foot.

  Turn to 138.

  199

  The innkeeper pockets the Crown and says in a mocking voice, ‘You can get there by putting one foot in front of the other — like this,’ and with a loud laugh he walks behind the counter and disappears into the kitchen beyond. You curse his trickery and leave the inn, pausing only, in your anger, to kick over his bucket of dirty water.

  Turn to 143.

  200

  By the time you reach the bar, the others are all seated at a large table awaiting your appearance. Drawing closer to the table, you realize you have found your would-be assassin. You will have to attack without giving any warning to your enemy, so study your fellow travellers carefully and then make your decision.

  Illustration XII—The others are all seated at a large table waiting your appearance.

  If you wish to attack the Knight of the White Mountain called Dorier, turn to 7.

  If you wish to attack the merchant called Halvorc, turn to 60.

  If you wish to attack the adventuress called Viveka, turn to 85.

  If you wish to attack the priest called Parsion, turn to 158.

  If you wish to attack the Knight of the White Mountain called Ganon, turn to 270.

  201

  As you rise, the snake hisses and strikes at your arm. You dodge to one side, but are you quick enough to avoid its deadly fangs?

  Pick a number from the Random Number Table to find out.

  If the number you have picked is 0–4, turn to 285.

  If the number is 5–9, turn to 70.

  202

  The soldier salutes and allows you to pass through the red gate. You walk into an open square lit by the tall beacons lining the quayside. To your relief, you sight the marble pillars of the Sommerlund Consulate, and the familiar sun-flag of your country flying above it in the fresh night breeze.

  As you climb the stone steps, you are recognized by the Sommlending guards on duty at the main door. They disappear inside and quickly return in the company of a tall grey-haired official. His anguished expression suddenly changes to a smile of joy as he beholds your ragged Kai cloak and tunic.

  ‘Hope beyond hope! Thank the gods that you live, Kai Lord. The scant news that has reached us from the west has caused us great alarm.’

  You are ushered inside and taken immediately to the envoy of Sommerlund, Lord-lieutenant Rhygar.

  Turn to 31.

  203

  ‘Feeling hungry?’ you say, peering at the two busy house mice in the far corner. ‘Perhaps you would care for some cheese?’

  Using your Kai Discipline, you order the two mice to bring the cheese to you. The sailor looks on in amazement as the two furry creatures deposit the cheese at your feet and then scurry away.

  Turn to 268.

  204

  The keen sight you have developed through your Kai Discipline of Tracking has enabled you to identify the talisman that sits on top of the black staff. It is the crescent and crystal star emblem of the Magicians' Guild of Toran in northern Sommerlund. This man is a renegade of the guild and a traitor to your country.

  If you wish to climb the tower and attack this treacherous magician, turn to 73.

  If you do not wish to risk your life against this powerful sorcerer, jump overboard by turning to 267.

  205

  The innkeeper frowns at you and points to a side door. ‘If you can't afford a room, you can go and sleep in the stable.’

  As you walk towards the exit, you feel the stare of the other passengers burning into your back. The door is slammed shut and you stand shivering in the cold night air.

  Turn to 213.

  206

  You are woken during the night by the baying of wolves in the distance. Rather than risk being torn to pieces in your sleep, you climb the tree and spend the rest of the night in safety, high above the ground.

  Turn to 312.

  207

  You have walked less than a hundred yards when the track disappears over the edge of a precipice towards the deep waters of the Rymerift below. It is impossible to go on any further in this direction. You will have to return along the path and cross the river at the bridge.

  Turn to 47.

  208

  You have just passed the wagon when you hear a noise behind you. Spinning around, you scan the walls and ceiling but you can see nothing in the gloom of the tunnel.

  Turn to 134.

  209

  The crew start to whisper. You hear the words ‘ghost-ship’ and ‘cursed voyage’, but the muttering stops when the captain's voice booms out an order for all hands on deck. Only the creaking of the timbers can be heard as Captain Kelman climbs to the rear deck to address the crew.

  ‘Men, we're three days' sail from Port Bax. The fire has robbed us of our provisions and our freshwater has been fouled. We shall have to steer a new course for Ragadorn, where we shall make good our repairs and replenish our stores. That is all.’

  The crew seem pleased by the captain's announcement, and set about their duties with renewed vigour.

  Then the captain turns to you. ‘We're about eight hours from Ragadorn, my lord. My orders are to see you safely to Port Bax and pass you into the care of the Sommlending consul, Lord-lieutenant Rhygar. But time is not our ally and I fear the repairs may take a week or more to complete. When we drop anchor, you will have to find your own route to Durenor — by sea with us or alone by the coast road.’

  As you return to your cabin, the King's words haunt your thoughts: ‘Forty days, Lone Wolf. We only have strength to stand against them for forty days.’ You do not have long to complete your dangerous mission.

  Turn to 197.

  210

  You place both hands on your stomach and try to fight back the pain as you concentrate on focusing your skill. The familiar warmth of your healing power numbs the pain, but the poison is very strong and your struggle is not yet over.

  Pick a number from the Random Number Table. May the luck of the gods steer your choice, for your life now hangs on the number that you pick.

  If the number you have picked is 0–4, turn to 275.

  If the number is 5–9, turn to 330.

  211

  ‘The consulate of Sommerlund?’ he says in surprise, somewhat taken aback by your sudden appearance. Then, recovering himself, he says, ‘Why, of course! It is in Alin Square, near the harbour. Turn right when you leave and right again at the end of the avenue. That will take you to the Red Gate. You'll need a red pass to enter, as the consulate is in the naval quadrant of the city. It's a restricted area.’

  You ask the man how you can obtain a red pass.

  ‘From the captain of the port watch,’ he says. ‘You're obviously a stranger to Port Bax; there are few indeed that do not know the answer to that question. The port watchtower is at the end of the avenue, just as you turn for the Red Gate.’

  You thank the old man and leave the city hall
.

  Turn to 191.

  212

  Unfortunately, you are without a weapon and he is an expert swordsman. The fight is desperate and short. He runs you through the body with a swift lunge, and as he kicks you from the roof of the wagon, you feel nothing. You are already dead.

  Your life and your mission end here.

  213

  You climb to the top of a pile of sheaves of hay and pull your warm Kai cloak around your shoulders to keep out the chill wind. You quickly fall asleep, little knowing you will never open your eyes again. One of the other passengers on the coach who is an agent of the Darklords creeps out and assassinates you in the dark chill of the night. Do you know who it was?

  Your life and your quest have come to a tragic end here.

  214

  Once you are inside, you are immediately aware that this is not a shop at all. The room is cold and bare except for a large table in the centre. You notice sinister large iron manacles attached to each of its corners.

  You are in the headquarters of the Silent Brotherhood, Lachlan's notorious secret police. With a mounting feeling of terror, you remember the tale of another Kai Lord; of how he had been captured and accused of spying. He had escaped after being tortured for three days and nights. You are not to be so fortunate. The door has automatically locked and soon the Silent Brothers, who are at this moment observing you through peep-holes in the wall, will come for you.

 

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