Voyage of the Moonstone (14 page)

Read Voyage of the Moonstone Online

Authors: Joe Dever

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

BOOK: Voyage of the Moonstone
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120

Before you can fully unsheathe your weapon, the creature slams into you and rakes your chest with her terrible claws: lose 4
ENDURANCE
points.

Bravely you struggle to your feet and raise your weapon to defend yourself as she lashes out at your face. You parry her blow and counter it by launching yourself headlong into a desperate fight to the finish.

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
.

121

Swiftly you scale the rigging and approach the giant spider from below. It is busily tearing at the mast and topsail with its fanged maw and at first it fails to notice you. For a few moments you stop to unsheathe your weapon and suddenly the creature dips its head and fixes you with a pair of ghastly green eyes. 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 action saves 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 grey fluid from a sac located below its gaping maw. This fluid hardens as it passes through the air, and it transforms 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
.

122

‘There's no such place!’ says the rogue, and his eyes widen with fear.

‘By the gods! He does not know the name of his own capital!’ gasps one of his companions. His mouth drops open and he fumbles to unsheathe his sword. Suddenly it seems that everyone in the tavern is gripped by an inexplicable madness. The rogue pulls a dagger from his belt and attempts to stab you, but you turn his clumsy thrust aside with your forearm and knock him to the floor as you leap out of your seat. Two of the others try to strike you simultaneously with their swords and you duck below their blades. They strike each other and fall back, screaming and clutching at their wounds. A thrown bottle catches you a glancing blow to the head as you run for the door (lose 2
ENDURANCE
points), but you manage to pull it open and escape into the darkening street without further injury. However, to your dismay you discover that your horse Jhani has disappeared. Two men brandishing swords appear in the doorway behind you and swiftly you sprint along the street. You use your Kai camouflage skills to evade them and they quickly give up the chase.

Turn to 295
.

123

Swiftly you recite the words of the Old Kingdom Spell
Shield
and a transparent disc of magical protection shimmers in front of your eyes. An instant later the archer's arrow strikes this sorcerous shield and disintegrates. The splintered wood of the missile falls to the ground.
14

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. Ernan 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
.

[14] The original mentioned that you ‘see your own Arrow strike [the archer] in the chest and knock him down.’ To reach this Section, you must
not
have fired a Bow. Having removed this text, it is left to you to explain why the Grand Master escapes while the archer still lives.

124

You are in good spirits when you reach the ancient gates of Gologo. Your day's ride has been swift and enjoyable, and you are looking forward to beginning the final leg of your journey to Elzian tomorrow at first light. You are now only two days' ride away from that wondrous city.

The town of Gologo has a mysterious and exotic aura. Its ancient streets are cobbled with lime green stone, and ornate structures of vivid Vakeros art embellish every building and street corner. There is a festival taking place here tonight and the town is in a lively carnival mood. As you ride down a steep, narrow street towards the beach, you can see a crowd of native Vakeros are gathered there in brightly coloured costumes. Some wear elaborate headgear made from lacquered wood and feathers, and others are covered from neck to ankle with garments made from vibrant jungle blooms. There is a full moon tonight and the people of this town are celebrating the fertility of their land with ritual offerings of food and wine to the Goddess Ishir. It is a joyous festival and everyone on the beach is smiling and happy.

Illustration VII
—The town of Gologo is in a lively carnival mood and native Vakeros gather on the beach below you.

If you wish to go to the beach and join in the festival,
turn to 251
.

If you choose instead to look for an inn or a lodging house where you can stay the night,
turn to 321
.

125

Upon the instant you utter the ancient number there is a creaking of stone and the marble slab begins to descend slowly into the floor.
15
As it falls it reveals another chamber where an ugly bronze idol rests upon a plinth of rough-hewn agate. Fixed into a hollow in the chest of the idol is a shimmering green emerald as large as your fist. Cautiously you sniff the stale air of this secret chamber and your Kai senses detect the foul, lingering odour of evil sorcery.

If you possess Kai-alchemy,
turn to 215
.

If you do not possess this Grand Master Discipline,
turn to 130
.

[15] This is the correct answer to the sealed portal puzzle in
Section 174
.

126

Abruptly you turn around and race back across the square towards the market bazaar. The crowd scream and scatter as you approach them, for they can see that the slaver's henchmen are giving chase and they are terrified at the prospect of being dragged into a bloody mêlée when finally they catch up with you. Then suddenly, through this chaotic tangle of running people, appear Ernan, Sligh, and Oswin mounted upon their steeds, with yours and Oriah's horses in tow. News of what has happened at the slave market has spread like wildfire through the rest of Kilij and, upon hearing these reports, the marines have rushed here as quickly as they could.

‘Come, Grand Master!’ shouts Oswin, and he throws you the rope that is now attached to your steed's head. ‘We must flee this town at once!’

You leap onto the folded blanket which is tied to your horse's back, take hold of the rope reins in both hands, and dig your heels into his flanks to urge him to the gallop. Two of the slaver's henchmen rush to block your escape but they are trampled into the dust as your horse bolts away. You race towards a tree-lined avenue on the south side of the square with your three companions galloping close behind. As you enter this thoroughfare, you see one of the slaver's men come darting from out of the crowd. He is armed with a bow, and as you gallop past him, he draws an arrow to his lips and takes careful aim at your head.

Pick a number from the
Random Number Table
. If you possess Assimilance, add 3 to the number you have picked. If your current
ENDURANCE
score is 20 or lower, deduct 2 from the number you have picked.

If your total score is now 2 or lower,
turn to 238
.

If it is 3–6,
turn to 84
.

If it is 7 or higher,
turn to 284
.

127

Captain Raker eagerly devours a hearty breakfast which consists of black bread, cold chicken, and spiced mead. Between mouthfuls he tells you that his orders are to take you to Bisutan after docking at Barrakeesh to pick up Lord-lieutenant Fernant. He believes that you are carrying state documents for Fernant's eyes only. He has transported Kai journeymen and messengers before and you are satisfied that he does not suspect the true purpose of your journey.

Raker is looking forward to completing the voyage. In addition to the fee he has pocketed for your passage, he is also carrying a cargo of wheat and timber destined for delivery to a rich Vassagonian merchant in Bisutan. For him this voyage promises to be very profitable indeed. Unfortunately the captain is notoriously tight-fisted when it comes to spending his money. He even expects you to pay for the meal! Before you leave the tavern and return with him to the ship, you must pay the innkeeper for both breakfasts (erase 2 Gold Crowns from your
Action Chart
).

To continue,
turn to 176
.

128

The moment you set foot into the streets outside the arena you are mobbed by a crowd of excited citizens. To avoid them you are forced to flee into a maze of alleys and eventually you lose them in the town's east quarter. Night is fast approaching and you sense that it will be completely dark within the hour. As you walk along a cobbled street towards the town's east gate, you glance into the front windows of shops and emporia that are still open for business here despite the lateness of the hour.

If you wish to enter the Herbalist's shop,
turn to 324
.

If you wish to enter the Silversmith's shop,
turn to 151
.

If you wish to enter Agemo's Emporium,
turn to 62
.

If you choose to ignore these shops, you may continue walking along this street by
turning to 17
.

129

You stare across the ocean at the banks of angry clouds which are growing larger and darker with every passing minute. You sense that within them are tremendous natural forces that are building up at a dangerous rate. You feel certain that the presence of the Moonstone is partially responsible for this, although these waters are notorious for their sudden and violent sea-storms.

Gradually the temperature drops and the gentle undulation of the waves grows fiercer. The wind becomes a gale and the azure sky grows darker and darker, until the sun is lost from view and the ship is shrouded by a deep grey twilight. Soon lightning is the only source of illumination. It tears the roiling clouds and transforms the sea into an angry beast that lashes and batters the ship with a supernatural fury. Then the darkness is obliterated by a great curtain of white fire. Tongues of flame lance down, boiling the sea where they strike the surface and sending up great clouds of steam in their wake. Miraculously these terrifying bolts of power miss the ship, but soon they are rivalled in their ferocity by another terrifying force that is battling to free itself from this hellish storm.

A hundred balls of dancing fire fall from the clouds like a shower of blazing meteors. One such meteor strikes the helmsman who is struggling with the ship's wheel, and it engulfs him. For a few dreadful moments his head and chest are contained within a roaring yellow orb; then the burning ball is caught by the wind and it spins away into the darkness. The crew scream with terror when they look upon their comrade, for his upper body has been transformed into a blackened and fleshless skull that perches precariously upon a hollow, smoking rib cage.

Illustration VIII
—For a few dreadful moments, the helmsman's head and chest are engulfed in a roaring ball of fire.

Panic grips the Vassagonian sailors. They abandon their posts and rush to seek shelter below decks in the crowded cargo hold. You are trying to rally them when suddenly a ball of flame drops from the raging skies and comes hurtling down towards your head.

If you possess the Grand Master Discipline of Elementalism,
turn to 197
.

If you do not possess this skill,
turn to 51
.

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