Fire on the Water

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Fire on the Water Page 10

by Joe Dever


  It may interest you to know that after a long week in the prison of the chief inquisitor you did not let a single Kai secret pass your lips. It is a record that has yet to be equalled, but not one that spared your life.

  Your life and your mission end here.

  215

  Thirty yards along on the left side of the street, you hear the sound of merriment drifting out of a large ramshackle building. There is a creaking sign above the door.

  If you want to enter the tavern, turn to 4.

  If you wish to continue along Barnacle Street turn to 83.

  216

  For three days and nights the mighty fleet of Durenor steers swiftly towards the Holmgulf, a strong wind filling the sails of the warships. But although the voyage is fast, the soldiers' confidence and eagerness for battle has slowly faded as if their will has been drained by some invisible vampire. Lord Axim is close to despair.

  ‘This black mood that haunts our decks is the evil work of the Darklords. I know of their power to turn a man's mind, but the curse that befalls us is a sorcery we cannot even see to destroy. How I pray that this spell would end, for even if we arrive at our destination, I fear that we are too weak in mind to break our foe.’

  As if in answer to his prayer, the black curse seems to be lifted from the fleet with the dawning of the next day. But the spell is replaced by a threat far deadlier.

  Turn to 100.

  217

  The big man looks at you and says in a cynical voice: ‘The coach station. A coach leaves for Port Bax this afternoon. For a Gold Crown I'll tell you how to get there.’

  If you wish to pay him, remember to mark it on your Action Chart and turn to 199.

  If you wish to leave the inn now, turn to 143.

  218

  You look up from the dead captain to see the macabre faces of the other crew members. They are surrounding you. There are at least twenty of them and they are armed with cutlasses and axes.

  You can fight them by turning to 43.

  Or you can attempt to evade by grabbing a nearby rope and swinging across to the deck of a Durenese warship. Turn to 105.

  219

  Already the venom is taking effect. Your wounded arm feels stiff and a cold sweat has broken out on your brow. Quickly you remove the Pendant that Banedon gave you at the Ruins of Raumas. Using a sharp point of the star, you cut a deep V through the two puncture holes made by the fangs, and suck out the venom.

  The charm is lucky indeed — and so are you. You lose 3 ENDURANCE points but not your life. You decide to climb the tree and spend the rest of the night safely above the ground.

  Turn to 312.

  220

  Searching the body, you discover all you need to prove that he was the assassin. Inside his pockets, you find a half-empty vial of gnadurn sap, the deadly poison that was used to taint your food. Then there is a scroll written in Giak, giving details of your expected arrival in Port Bax. He must have located you at Ragadorn and hatched his murder plans there. You notice that the weapon he carries is a Darklord blade, fashioned of black steel and forged in the furnaces of Helgedad, the infernal city of the Darklords beyond the Durncrag Range. Only there in all of vast Magnamund can black steel be made. But the final proof of his true identity is the serpent tattoo on his left wrist. The harbour thugs who attempted to kill you before you had even left Holmgard bore exactly the same mark.

  His purse contains 23 Gold Crowns which you may keep. Do not forget to mark them on your Action Chart.

  Turn to 33.

  221

  The floor of the tavern is covered with the blood and bodies of the people you have killed. Outside in the main street you can hear the chant of a mob. The local inhabitants believe that you are a mad murderer and they intend to lynch you. Quickly, you make your escape through the rear door as the sound of the mob gets closer.

  Turn to 88.

  222

  After taking care to close his door, the captain opens the mysterious bundle and tips the contents onto his cabin table. A large charred earthenware jug and several blackened rags drop in a heap. They give off a strange oily smell.

  Illustration XIII—Captain Kelman opens the mysterious bundle and a large charred earthenware jug drops out.

  ‘This was no accidental fire,’ he says solemnly. ‘This was an act of sabotage. The forward hold is a food store yet I find this oil jug and these soaked rags upon the floor. Someone on this ship is prepared to risk his life to stop us reaching Durenor.’

  You both stare at the burnt rags as if they hold the answer to your questions. Suddenly a cry from up on deck breaks the silence.

  ‘Ship Ahoy! Ship off the port bow!’

  Grabbing his sword and telescope, the captain disappears through the door and up the ladder to the deck above.

  If you wish to follow him, turn to 175.

  If you would rather make a quick search of his cabin, turn to 315.

  223

  The guard stares at the magnificent ring in awe. The legend of the Seal of Hammerdal is well known to the people of Durenor. It is said that of all the lost treasures of the Durenese, the Seal of Hammerdal is one that they would not wish returned. The guard's anxious face shows he clearly recognizes the ring's dreadful significance.

  ‘I will not hinder your urgent mission, but I cannot help you except to set you on the road for Port Bax. Continue on this forest path and you will come to a fork near a stunted oak tree. Take the left track — it is the quickest way.’

  You thank the loyal guard, and push on once more into the forest. A mile or so along the road, you come to the fork and take the left track. It leads to a stone bridge across the Rymerift. The waters of the Rymerift are over one mile deep and up to two miles at its widest point. Near to the bridge you find a signpost.

  Port Bax — 3 Miles

  You breathe a sigh of relief for you should arrive there in under an hour.

  Turn to 265.

  224

  The following morning you are woken by the cry of seagulls as they wheel and soar above the clipper. The wind is strong and it fills the sails. You breakfast with Captain Kelman who is in better spirits than the previous day. He tells you that the Green Sceptre is making good speed and should arrive at Port Bax, the main Durenese seaport, within a week. Suddenly you hear a cry from the crow's nest.

  ‘Land off the port bow! Land a'port!’

  You and the captain climb up on deck and brace yourselves against the fresh sea breeze.

  ‘That's Mannon, the southernmost island of the Kirlundin chain,’ says the captain, pointing towards the sharp rocky coastline in the distance. ‘“Wreck Point” the traders call it. Many a ship has ended her days upon those granite teeth.’

  Captain Kelman hands you an ornate telescope with which to take a closer look. The sharp rocks are festooned with the splintered skeletons of ships that have run aground, or were dashed against the shore in a storm. You stare in fascination at the shattered hulls, imagining the terrifying scenes of their destruction. Then, suddenly, high above the pinnacles of stone hovers a black shadow, like a small rain cloud. It seems to be moving towards you. Suddenly you realize what the ‘cloud’ really is. It is a swarm of large Zlanbeast and possibly some Kraan. The alarm is shouted along the deck: ‘Prepare for battle!’

  If you wish to stay on deck, ready your weapon and turn to 146.

  If you wish to return to your cabin, turn to 34.

  225

  Seventy Durenese warships left Port Bax, but only fifty now enter the Holmgulf. The battle has claimed many brave men including Admiral Calfen, who died aboard the flagship Durenor, the first ship to be sunk. But despite the heavy loss, a great victory has been won, a victory which inspires the Durenese soldiers with new strength so that the past ordeal of both the voyage and the battle are now forgotten. As their optimism and determination return, all are eager to reach Holmgard and raise the siege.

  It is dusk on the thirty-seventh day of your quest when you sight the s
pires of Holmgard on the horizon. The city still stands defiantly against the army of Darklords, although constantly under siege. Flickering in the darkness you can see the small fires which burn throughout the capital. A confident Lord Axim joins you at the prow.

  ‘The moonless sky will aid us this night. We shall enter the harbour unseen. Come the dawn, my men will scatter the wretched foe like dead leaves upon the wind of a storm.’

  As you enter Holmgard harbour at the head of the Durenese fleet, you unsheathe the Sommerswerd and prepare to fulfil your destiny.

  Turn to 350.

  226

  The innkeeper speaks with the gruff tone of a native Ragadornian. You discover from him that this seaport is ruled by Lachlan, son of Killean the Overlord who died three years ago of the dreadful Red Death plague. The innkeeper does not speak highly of Lachlan, whom he calls the ‘Prince of Thieves’.

  ‘He and his mercenaries bleed the people dry with heavy taxes, and if y'complain, you end up in the harbour with a dagger in your back.’ The big man shakes his head and pours another round of ale for the drunken sailors.

  If you wish to buy a room for the night pay the innkeeper 2 Gold Crowns and turn to 56.

  If you wish to try your luck at winning some Gold Crowns at arm-wrestling, turn to 276.

  227

  Marching along the centre of the street are four heavily armed city guards. Rather than risk being arrested, you quickly dodge into an alley on your left. The guards suddenly halt opposite the entrance. If one of them should turn his head, you will be spotted for sure. Behind you is a small window that leads into a crowded tavern. Without hesitation, you climb in as quickly as possible.

  Turn to 4.

  228

  They are larnuma trees and their fruit is very nutritious as well as being sweet and juicy. After your Meal you feel much stronger. You pick enough fruit for 2 Meals and store it in your Backpack.

  Looking behind the trees, you see a wide coast road that stretches into the distance to the east and west. There are no signposts.

  If you wish to head east, turn to 27.

  If you wish to head west, turn to 114.

  229

  Your sense warns you that the wagon contains an evil presence.

  If you wish to enter the wagon, turn to 134.

  If you want to dash past the wagon and run for safety, turn to 208.

  If you want to return to the junction and take the right hand tunnel, turn to 164.

  230

  You follow the street until it turns abruptly eastwards into Beggar Lane. You can see how this street got its name, for there are scores of ragged men, women, and children huddled in doorways, all holding out their begging bowls.

  As you walk towards the junction at the end of the street, you are assailed from all sides with pleas for gold.

  If you wish to give any of your gold to these beggars, turn to 93.

  If you wish to push them aside and continue on your way, turn to 137.

  231

  The back door opens onto a small square, in the centre of which is a large tomb. The fishermen have disappeared into the gloomy streets; all that is except one who has slipped on the wet cobblestones and knocked himself out. He is lying in the gutter with his face submerged in a puddle.

  You roll him over with your foot and search him. You discover 5 Gold Crowns, a Dagger, and to your great relief the Seal of Hammerdal on his finger. Mark on your Action Chart those items you take with you and continue.

  If you have the Kai Discipline of Tracking, turn to 182.

  If you wish to return to the tavern, turn to 177.

  If you wish to study the tomb, turn to 24.

  If you wish to head west along Tomb Street, turn to 253.

  If you wish to head east along Watchtower Street, turn to 319.

  232

  You are less than twenty yards from the tower when the guard steps forward and demands to know your business. You notice that the soldier is wearing the red coat of a Durenese man-at-arms, and realize that you have reached the border of Durenor. You need to find some way of getting past him.

  If you have the Kai Discipline of Sixth Sense, turn to 149.

  If you decide to say you are a merchant on your way to Port Bax, turn to 250.

  If you decide to offer him a bribe, turn to 68.

  If you want to show him the Seal of Hammerdal (if you still have it), turn to 223.

  233

  ‘We're bound for Ragadorn — due there by noon today,’ he says, his face almost completely hidden by the wide brim of his hat. ‘A seat below will cost you 3 Crowns, but you can ride on the roof for only one.’

  If you wish to ride inside the coach, pay the driver 3 Gold Crowns and turn to 37.

  If you would prefer to stay on the roof, pay him one Gold Crown and turn to 148.

  If you cannot pay the fare, you must leave the coach and walk. Turn to 292.

  234

  Before you can defend yourself, the Helghast has smashed into you and you both fall onto the highway below.

  It may be some comfort to learn that your death was swift and painless. Your neck was instantly broken and you were spared the agony of the Helghast's black fingers tearing and burning their way through your throat. The Seal of Hammerdal is now on its way to Holmgard, which will now fall to the Darklords.

  Your life and your quest end here.

  235

  As you reach the landing of the next floor, you hear the door crash open and the angry mob pour through. At the top of the stairs, a Short Sword hangs on a hook by the fireplace. You may take this weapon if you wish. Looking around you, you see that there is only one way to escape from this room and that is to jump through the window to the street below.

  If you wish to jump through the window, turn to 132.

  If you wish to stand and fight the mob as they run up the stairs, turn to 90.

  236

  Suddenly panic strikes. The ship is thrown into a frenzy of activity as sailors grab buckets and blankets with which to fight the fire. Flames are roaring through the hatch cover, and it takes over an hour to contain the blaze. The damage to the ship is great. The entire store of food and fresh water has been destroyed and the mid-section of the ship badly weakened.

  The captain appears from out of the smoking hold and approaches you, his face black with soot. He is carrying something in a bundle under his arm.

  ‘We must talk in private my lord,’ he says quietly.

  Without replying, you turn and follow him to his cabin.

  Turn to 222.

  237

  The dead zombies lie around your feet. By now, the soldiers' fear of the undead has turned to sheer hatred. A chorus of Durenese battle-cries resounds along the deck. You lead the charge along a boarding plank and onto the deck of the death-hulk, cleaving the zombie crew aside like a scythe through wheat. Then suddenly a black-cloaked figure blocks your path, a twisted sword held in its shrunken black hand. It is a Helghast, and you must fight it to the death.

  Helghast: COMBAT SKILL 23 ENDURANCE 30

  It is an undead creature, so remember to double all ENDURANCE points that it loses as a result of your possessing the Sommerswerd. It is immune to Mindblast.

  If you win the combat, turn to 309.

  238

  Opposite the coach station is a narrow street leading to a gaming-house with a sign outside.

  No Weapons Allowed Inside

  You are excited by the chance of being able to win some gold and you quickly enter. Any Weapons you may have must be left with a guard at the door. You can recover your Weapons when you decide to leave.11 You are given a silver token worth 1 Gold Crown, that can only be used in this gaming-house. (You only receive the free silver token once, regardless of how many times you may enter the gaming-house.)

  The entrance hall opens out into a huge room where many gambling games are in progress. One that catches your eye is called ‘Cartwheel’. At one end of a long table, an attractive young woman spins a
black dish divided into ten sections marked 0–9. As the dish spins, she drops a small silver ball into it which eventually comes to rest in one of the numbered sections. Several merchants are seated around the table and they are betting heavily on the fall of the silver ball.

  Illustration XIV—An attractive young woman spins a black dish divided into ten sections marked 0–9.

  To play ‘Cartwheel’, you must first decide the number you would like to bet on and just how many Gold Crowns you would like to stake. Make a note of these numbers and then pick a number from the Random Number Table. If you pick exactly the same number, you win 8 Gold Crowns for every 1 Gold Crown that you gamble. If the number you pick is immediately before or after the correct choice,12 you win 5 Gold Crowns for every 1 Gold Crown that you stake. There is a limit to how much you can win on this table: 40 Gold Crowns.

  You may play as many rounds of ‘Cartwheel’ as you wish until either you lose all your Gold Crowns, or you decide to pick up your winnings (maximum of 40 Gold Crowns).

 

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