Read The Buccaneers of Shadaki Online

Authors: Joe Dever

Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund

The Buccaneers of Shadaki (22 page)

BOOK: The Buccaneers of Shadaki
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213

You tell the elder that you are on an important journey. You say that you are sorry you cannot help his village any further but you must leave at once. He follows as you return to your mule and he pleads with you to change your mind. When you refuse, you sense a strange transformation taking place. His face contorts with rage and your Kai senses detect an aura of evil that is chillingly familiar. It is identical to that which surrounded Ulonga the Shaman. Suddenly he snatches an amulet from a chain hanging around his neck and thrusts it at your mule. The air around it crackles and a bolt of energy leaps from his hand to strike the creature's head, rendering it unconscious. The elder gives an evil laugh as he raises his hand and points the amulet at your face.

If you possess Kai-alchemy,
turn to 17
.

If you do not possess this Grand Master Discipline,
turn to 229
.

214

You are awoken shortly before dawn by Lord Zinair who helps you prepare your Weapons and equipment before leaving the consulate. He accompanies you on horseback to the harbour where you go aboard a fishing boat crewed by consulate staff. On setting off from Suhn you head south, as if you are bound for the rich fishing grounds off the Azanam Peninsula. But shortly after Suhn disappears over the horizon, Zinair brings the boat to a stop and you are lowered over the side in a single-sailed wooden dinghy.

Lord Zinair tells you to take the Moonstone from your satchel and you obey his command. You cup the precious stone in both hands and a wind arises to fill your sail and propel you swiftly towards the mists of the Sea of Dreams.

Pick a number from the
Random Number Table
.

If the number you have picked is 0–4,
turn to 107
.

If it is 5–9,
turn to 2
.

215

Your second blow has gashed Sesketera's face. It is a minor wound but it is enough to make him break off the combat. He staggers backwards, clutching at his injured cheek with his left hand, and you see blood begin to trickle through his fingers. Then there is a noise over on the far side of the balcony and moments later three citadel guards come rushing through the open archway.

‘Kill him!’ shouts Sesketera, and he presses himself flat to the wall so that they are able to get to you. Looking down into the hall you can see that the main doors are still unguarded despite the incessant ringing of the alarm bell. Fearing that your only route of escape may soon be sealed off, you sheathe your weapon and leap over the parapet.

If you possess Kai-alchemy,
turn to 75
.

If you do not possess this Grand Master Discipline,
turn to 142
.

216

You give Melchar your Blanket to cover his embarrassment and then you follow him through the alleyways of the east quarter which lead all the way back to The Song of the Silver Star tavern. The young journeyman laughs with sheer relief at having escaped from Wrok's henchmen when finally you enter the sanctuary of the inn's crowded taproom. The innkeeper asks Melchar if his happy mood is due to a win at the derby. He replies that, thanks to your advice, he did not bet. The only thing he lost was his breeches and he proceeds to tell the innkeeper how that came about. The innkeeper frowns.

‘Wrok's not a man to cross, y'know,’ he warns. ‘He's ruthless when it comes to getting even. I think you two had better stay in the attic tonight. Wrok's sure to send his lackeys out a-huntin' for you.’

You heed the innkeeper's warning and spend the night hidden in his attic room. Before dawn breaks you slip out of the tavern by a back door and say farewell to Melchar in the street outside.

‘Captain Leonghi's ship is moored down at the docks,’ he says. ‘It's called
Embassage
. I wish you a swift and safe journey to Nhang, Grand Master. I'll always remember our little adventure at the Caeno Derby and I hope we'll meet again one day when you return to Sommerlund.’

Turn to 244
.

217

‘If you won't pay for help, you won't get no help,’ says the owner. Then he points to the door and says, ‘Trade, or leave!’

You decide to leave. On returning to the square you notice that there is something happening at the end of a street that leads away from the quay. You decide to investigate and you soon discover that the street leads to a large courtyard. Here the women of Masama are selling their wares, spread out upon gaily-decorated market stalls. Unlike at the warehouses and emporia at the quayside, the people who attend this market all appear to be natives of the city. As you pass by one stall you overhear two women talking about a place called Kitaezi. One of them is insisting that the whole city has been placed under a curse. You are about to turn back and ask her more about this city when suddenly you are approached by a tall woman who is swathed from head to toe in a fine blue robe. Anxiously she asks if you are a healer, and her piercing grey eyes continually dart to the satchel slung over your shoulder. It is as if she knows that you are carrying the Moonstone.

Illustration XII
—Her piercing grey eyes dart to your satchel as if she knows you are carrying the Moonstone.

Your Kai Sixth Sense tells you that she means you no harm. You sense that she is greatly troubled, and when you ask what is wrong, she says that her daughter, Harni, is gravely ill. She pleads with you to come and help her and, although you deny that you are a healer, you feel compelled to answer her desperate plea for help.

Turn to 119
.

218

You throw yourself to the deck and take cover behind the wooden parapet of the prow as the enemy's shot rips into the sails and rigging. Shredded canvas and splintered timbers fall about your ears, yet you survive this ferocious bombardment without sustaining the slightest injury. Bravely Captain Jenkshi takes over the helm and steers his battered ship relentlessly towards the channel. You see him cursing the enemy captain and shaking his fist defiantly at the villainous Shadakine gunners as their cannonballs whistle across the decks of
The Azan
. Then a gust of wind fills the torn mainsail and the ship begins to pull away from the lumbering man o'war. A second broadside falls wide of its mark, and Jenkshi's bold plan finally pays off when the enemy ship is forced to veer away for fear of beaching her hull in the shallows. The crew cheer loudly when they see her red sails falling away to the stern, and
The Azan
is left alone to make a swift passage through the islet channel.

You pull yourself unsteadily to your feet and make your way along the debris-strewn deck to congratulate Jenkshi for his masterful display of seamanship. He accepts your praise and the cheers of his crew with a rueful smile, even though his skill and his coolness under enemy fire have undoubtedly saved the ship and the lives of all aboard. However, as the ship emerges on the far side of the islets, you soon discover that more than just Jenkshi's bravery will be needed if everyone aboard
The Azan
is to live to tell the tale of their deadly encounter with the buccaneers of Shadaki.

Turn to 262
.

219

Angered by the pain of its wound, the creature turns it ghastly stare on you and hisses vehemently. Quickly you shoulder your Bow and reach for your Kai Weapon in readiness to defend yourself from its attack. Yet it does not attack you; it continues to stalk its chosen target. Gemulkin frees himself from the wheel, but before he can get away, the beast is upon him like a hungry lion. It grabs him by the throat and lifts him off the deck. You race across the slippery decking and raise your weapon to strike the creature in the side. Callously the beast hurls Gemulkin into the sea and then spins around to face you. Your first blow opens a wound in its chest, making it shriek loudly. But it recovers and it lashes out at you to connect with your shoulder. The force of the blow knocks you sideways and sends you sliding across the slick deck to fall headlong through an open cargo hatch.

Pick a number from the
Random Number Table
.

If the number you have picked is 0–4,
turn to 307
.

If it is 5–9,
turn to 266
.

220

You wake the following morning to find that the torrential rain has ceased. Lying in the mud at the mouth of the cave are several orange-shaped fruits which have been dislodged from the surrounding trees by the deluge. You soon discover they are edible and you enjoy some for breakfast before continuing your trek. (There are sufficient fruits for another 3 Meals.)

The heavy overnight rains have transformed the hill track into a muddy ditch which makes the going difficult. Yet it is still the quickest way through this jungle territory and you stay with the track until it comes to the bank of the swollen River Ocka. There was once a bridge at this point, but your tracking skills tell you that it has been washed away during the night. You are about to set off along the bank in search of somewhere to cross when suddenly you hear a desperate cry for help. You turn and see a man being swept downstream by the river. His head is barely above the surface and you can see at once that he is near to drowning.

If you possess Elementalism and wish to use it,
turn to 48
.

If you do not possess this Grand Master Discipline, or if you choose not to use it,
turn to 284
.

221

The City Guard patrol confiscates your Weapons (including your Kai Weapon) and marches you out of the square under close escort. You are taken to a black-stoned citadel called the Hall of Correction, a dour building that was constructed by order of Mother Magri — the former Steward of Suhn — during the reign of the hated Wytch-king Shasarak.

You are brought before a pompous Guard Officer called Hiojin who refuses to believe that you are a messenger from Elzian here to meet with Lord Zinair. He believes you are a hired assassin.

‘These are troubled times. There are men abroad who would seek to harm Lord Zinair. I cannot allow this. It is my duty to protect the ambassadors to our great city.’

When you steadfastly refuse to change your story, the officer scratches his pock-marked chin and narrows his beady eyes.

‘Perhaps you have some proof that what you say is true?’ he says, as he stares at your satchel.

If you possess Kai-alchemy,
turn to 279
.

If you do not possess this Grand Master Discipline,
turn to 163
.

222

The gaolers see you crouching against the corridor wall and instantly they attack you with the torches and the clubs they are holding.

To save yourself from a severe beating you are forced to fight them barehanded.

Citadel Gaolers:
COMBAT SKILL
 36   
ENDURANCE
 36

(You are unarmed: ignore all weapon bonuses.)

If you win this combat,
turn to 187
.

223

You awake to the sight of brilliant sunshine pouring through the window of your room. Your head throbs painfully and there is a strange smell in the air that does not come from the communal lavatory next door. You recognize it to be the aroma of gallowbrush — a powerful soporific potion. The chair that you placed against the door is no longer there. Its absence makes you immediately check your equipment. As you fear, you discover that you have been drugged and robbed during the night. Your Belt Pouch is empty (erase all Gold Crowns and Nobles from your
Action Chart
) and you have lost one Special Item (erase one item of your choice, excluding the Moonstone).

You suspect the tavern-keeper to be the thief and you decide to confront him but, when you look out of the window, you see that the ferry is getting ready to depart. Quickly you grab your belongings, leap through the open window, and race along the waterfront.

Turn to 295
.

BOOK: The Buccaneers of Shadaki
10.49Mb size Format: txt, pdf, ePub
ads

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