Read The Buccaneers of Shadaki Online

Authors: Joe Dever

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

The Buccaneers of Shadaki (29 page)

BOOK: The Buccaneers of Shadaki
10.22Mb size Format: txt, pdf, ePub
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307

You land on your back with a jolt that leaves you gasping for breath, yet you sustain no injury from your fall. You have landed on a bale of silk, one of dozens stacked in this cargo hold. Above, framed in the open hatchway, you can see the creature getting ready to leap. Quickly you roll off the bale as it drops into the hold, and your speedy action saves you from its deadly talons as maniacally the creature slashes the silk bale to ribbons.

Hissing like an angry snake, it leaps after you and lashes out again. This time it rakes its talons along the wooden wall of the hull, barely inches above your head. The tips of these razor-sharp claws become embedded deeply in the timbers and for a few moments the creature is held fast.

If you wish to attack the creature while its talons are stuck firmly in the hull,
turn to 82
.

If you choose to use this opportunity to try to evade the creature,
turn to 143
.

308

Night has fallen since you were first imprisoned in the hut and you are able to use the cover of darkness to avoid being seen. You are anxious to escape from this place but you are not prepared to leave without first retrieving the Moonstone, your Weapons, and your confiscated equipment.

You allow your Kai Sixth Sense to guide you to where your Kai Weapon is being stored. It is a large wooden shack at the centre of the settlement, and it is occupied by the village elders. Soon the news of your disappearance prompts the leader to order a search. You stay hidden until the shack is empty and the coast is clear, and then you enter it by means of an open window. Inside you discover all of your confiscated equipment, as well as several other items which could prove useful during your quest:

  • Bow
  • 6 Arrows
  • Spear
  • Rope
  • 3 Fish Hooks
  • Bottle of Rice Wine
  • Soap
  • Short Sword
  • Lantern
  • Crystal Prism (Special Item)

Having restored your equipment, you leave the shack and make your way into the jungle. Your Kai skills enable you to avoid the villagers and make a swift escape westwards into the hills.

Turn to 137
.

309

You hear the spear come whistling towards your back and you throw yourself through the doorway, but your reactions are not swift enough to avoid being struck by the gaoler's weapon. It pierces your shoulder and knocks you to the ground at the foot of a set of spiral stairs: lose 8
ENDURANCE
points.

Biting back the agony of your wound, you wrench the spear from your shoulder and hurl it away.

Turn to 59
.

310

Upon reaching your room, Lord Rimoah bids you goodnight and reminds you that he shall call for you an hour before dawn. You retire to bed but remain awake for more than an hour as you contemplate the quest that lies ahead. You are apprehensive of the dangers you may encounter, but you are also greatly inspired by what you have witnessed this night and by Rimoah's prophetic words of wisdom.

No sooner have you fallen asleep, it seems, than you are awoken by Rimoah's knock on the door. You gather your Weapons and belongings and walk with him through a procession of torchlit corridors that lead to the entrance to the Tower. As you approach the main doors, Rimoah points to a chamber close by.

‘That is the Tower Armoury, Grand Master,’ he says. ‘You are welcome to inspect it and take whatever you wish before you embark upon your voyage.’

If you wish to accept Rimoah's offer, you may enter the armoury and examine its contents by
turning to 152
.

If you choose to decline his offer,
turn to 49
.

311

As the dragon takes to the air, you are struck in the thigh by an arrow. Pick a number from the
Random Number Table
. If the number you have picked is odd (i.e. 1, 3, 5, 7, or 9), reduce your
ENDURANCE
score by 4 points. If it is even (i.e. 2, 4, 6, 8, or 0), reduce your score by 2 points.

To continue,
turn to 102
.

312

You coil yourself up tightly like a wound spring in preparation to leap from the longboat. The officer is nervous, and when he sees you shifting in your seat, he panics and overreacts. The instant you make your move to leap over the side, he lunges at you and attempts to plunge his half-pike into your chest.

Pick a number from the
Random Number Table
. If you possess Grand Huntmastery, add 2 to the number you have picked.

If your total score is now 4 or lower,
turn to 202
.

If it is 5 or higher,
turn to 12
.

313

You speak the words of the Brotherhood Spell
Net
and point your right hand at the creature's head. A sticky gout of liquid emerges from your fingertips and shoots towards the creature, yet it reacts with incredible swiftness and leaps aside in time to avoid being caught up in the gluey fluid.

Having evaded your attack it now 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 unsheathe your Kai 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 across its chest, making it shriek loudly. But it recovers in an instant 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
.

314

You run to the door, pausing only to pick up a nail that you see lying on the floor. Using this nail you attempt to pick the lock and open the door before the approaching gaolers reach the guardroom.

Pick a number from the
Random Number Table
. If you possess the Discipline of Grand Nexus, add 3 to the number you have picked.

If your total score is now 4 or lower,
turn to 337
.

If it is 5 or higher,
turn to 286
.

315

The owner pockets the coins and then he gives you a sly smile.

‘Radyard upped anchor and sailed two days ago. He's gone back north to Siyen. It looks like you got here too late, friend.’

Turn to 22
.

316

The officer is outraged by your offer. He summons his guards and he has you dragged away to the cells. All of your equipment is confiscated, including your satchel.

Fearing for your life and the safety of the Moonstone, later in the day you escape from your cell and go in search of your missing equipment. Your make it as far as the Hall of Correction's inner keep before the alarm is sounded and you are entrapped there. You offer to surrender but the officer refuses to listen. He orders his guards to encircle the battlements and then, without mercy, he orders them to open fire at you with their crossbows.

Tragically, your life and your quest end here in the Hall of Correction.

317

Your Arrow glances off the blade of Sesketera's spear and gashes his face. It is not a serious wound but it makes him drop his weapon and stagger backwards. He is clutching at his injured cheek with both hands and you can see blood is beginning to trickle freely through his fingers. Then you hear 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 note 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 shoulder your Bow and leap boldly over the parapet.

If you possess Kai-alchemy,
turn to 75
.

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

318

You use the power of your Grand Mastery to whip up a cloud of dust from the ground. The sudden whirlwind causes the crowd to panic and a clear space forms around you and your elemental summonation as they fight to get away. You direct the whirling dust cloud at Wrok's henchmen, and as they are engulfed and blinded by it, you and Melchar seize the chance to make good your escape from the racetrack.

Turn to 272
.

319

Guided by your companions, you make your way through the darkening streets of Ghol-Tabras and arrive at the entrance to the Flying Fish Tavern. The inn is filled with the captains and crews of many of the vessels that are moored down in the harbour. They are a raucous crowd, yet their noise quietens to barely a whisper the moment you and your companions step through the door.

Slowly you approach the bar, trying your best to ignore the dark mutterings that are passing among the hard-faced sailors. The innkeeper glares at you. It is as if he is daring you to ask him for service. You swallow hard and ask if he knows of anyone who would be interested in buying some copper.

‘Hey, listen up,’ he shouts to the others. ‘This infidel wants to sell some copper!’

The crowded inn erupts with laughter. Now grinning inanely, the innkeeper fixes you with his piggy eyes and asks: ‘An' just what is it you've got to sell then, eh? Your father's old spit-pot maybe? Bah! Begone, y'scabs. We don't serve the likes o'you no more. I'm the new owner of this fine establishment and we don't want your kind here!’

If you wish to attempt to buy some ale in the hope that it will appease this boorish innkeeper,
turn to 108
.

If you decide that you are wasting precious time here, you can leave the inn by
turning to 249
.

320

The owner of the emporium calls out to the youth. He tells him to stop wasting his time on you and insists that he go and serve some paying customers. The young man shrugs his shoulders and slopes away, and you are left to return to the market square to consider where next to look for the elusive captain.

If you wish to visit the Masama Warehouse,
turn to 97
.

If you decide to go to the Freetrader's Tavern,
turn to 30
.

321

You are nearing the top of the ladder when you lose your grip and fall backwards into the hold. You struggle to stand but you are suddenly struck by a second deluge of water and debris that knocks you unconscious. Sadly, you never regain consciousness. Minutes later the
Vargas
sinks beneath the waves and she takes you down to the seabed, fifty fathoms below.

Tragically, your life and your quest end here at the bottom of the Sea of Dreams.

322

As he stalks closer, Sesketera suddenly realises that you are not a native Shadakine. Your fair skin and Kai clothing reveal to him that you are a Northlander.

‘By the ghost of Agarash,’ he hisses, through his gritted teeth, ‘you're the cur who slew my brother, Dar-Isun. And now you come here, to my citadel, to steal my bride! By the gods, you'll pay for this with your life!’

Sesketera lifts the spear in his right hand and spins it by the haft. It is an impressive display of control which leaves you in no doubt that he is a formidable fighter.

‘Vengeance will be mine!’ he screams.

If you possess a Bow and wish to use it,
turn to 274
.

If you do not possess a Bow, or if you choose not to use it,
turn to 245
.

323

Beyond the taverna the road enters a dense timberland and makes a gradual ascent into the hills beyond. It is an uncomfortably hot and humid region, and you are made to feel even more uncomfortable by swarms of tiny insects that bite any exposed areas of your flesh (lose 1
ENDURANCE
point). Judging by the number of bites you sustain, you suspect that these insects consider Sommlending flesh to be something of a delicacy.

As the sun approaches the horizon, the road passes across a high plateau before descending towards the shimmering green waters of the Jazer Strait. The city of Jazer nestles in a wooded bay and you arrive at its east gate shortly after sunset. A notice board fixed to the gatehouse wall informs you that you have missed the last ferry, a service which carries road travellers across the strait to connect with the trade road to Tiklu and beyond. The next ferry leaves tomorrow morning at an hour after dawn.

It is a warm night, and as you wander through the streets of this city, you contemplate where you should best spend it.

If you wish to find lodging for the night,
turn to 138
.

If you decide to sleep in the open,
turn to 203
.

324

The cherry-red liqueur looks very appealing, but you are sorely aware that the Suhnese are waiting for you in the street outside the hall. There is a curfew in force in Ghol-Tabras and night is fast approaching.

If you wish to accept the guildsman's glass of liqueur,
turn to 271
.

If you decide to decline his offer and make an excuse in order to leave,
turn to 95
.

325

‘Put that on my bill!’ says a voice behind you. The words are spoken by a smiling, fair-haired young man who is attired in a cloak of darkly-patterned wool. He has strong Sommlending features and the cut of his clothes tell you that he is a member of a guild from your homeland.

‘Well met, Master Kai,’ he says, offering his hand in friendship. ‘I am Melchar, journeyman to the Silversmiths' Guild of Toran. I'm honoured to make with your acquaintance. Come, join me for a meal. The food here is indescribable … but it fills an empty belly. You look in need of food. Come, join me.’ You thank the young journeyman for his generosity and, as you share a meal, you learn more about him and this region of Shadaki.

Melchar is on his way home to Toran. He has spent the past six months studying in Tiklu at the workshops of a famous silversmith of that city. During his stay he also studied the history of this region. On hearing of your encounters at sea he tells you that the buccaneers of Shadaki are renegades from the remnants of a great fleet that was created by the Wytch-king Shasarak. Following the overthrow of their master, these renegades were banished to the wastes of the Sadi Desert by Grey Star — the Wizard Regent of the Free Peoples. However, the buccaneers have recently returned to prey upon the rich sea lanes, and their piracy has grown unchecked ever since Grey Star disappeared three months ago from his palace in the city of Shadaki. His court officials maintain that he is abroad on a quest to western Magnamund, but rumour is rife that he has been abducted by necromancers who wish for a return to the dark days of Shasarak's rule.

Melchar asks what has brought you to this part of the world and you tell him simply that you are on your way to the Port of Suhn to meet with Lord Zinair of Dessi. On hearing this, Melchar says that he may be able to help you reach your destination.

Turn to 235
.

BOOK: The Buccaneers of Shadaki
10.22Mb size Format: txt, pdf, ePub
ads

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