Read Voyage of the Moonstone Online

Authors: Joe Dever

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

Voyage of the Moonstone (22 page)

BOOK: Voyage of the Moonstone
9.07Mb size Format: txt, pdf, ePub
ads
229

Your Kai Mastery reveals the faint presence of magic somewhere outside in the corridor. You sense that it is neither evil nor hostile, yet the fact that it exists there at all makes you feel uneasy. You reach for your weapon belt and put it on before you move cautiously to open the door.

Turn to 116
.

230

You watch with fearful anticipation as the second wave of enemy raiders come leaping aboard
The Pride of Sommerlund
. The ship's crew and the marines have suffered many casualties and they are now too weak and exhausted to be able to repel this renewed assault. You know that you must act quickly if you are to avert a disaster.

Steeling yourself, you tighten your grip on your weapon and leap from the rigging as the enemy leader passes below the mainmast. You hit the armoured warrior feet-first and slam him to the deck, but he quickly recovers from this surprise attack and, in the ensuing struggle, he manages to kick the weapon from your hand.

‘Leave this one to me!’ he screams, warning off his henchmen who are poised to rush forward and cut you down. He unsheathes his scimitar and, with a sneer fixed to his cruel lips, he raises the blade in readiness to strike at your head.

Dar-Isun:
COMBAT SKILL
 39   
ENDURANCE
 38

You must fight the first round of this combat empty-handed. If you possess a close-combat weapon, you may use it from the beginning of the second round.

If you win this fight,
turn to 340
.

231

Your lightning-fast blow strikes the spider and sends it hurtling across the room. It hits the far wall and clings there for a few moments, and then it scurries down to disappear through a crack in the uneven bamboo floor. Your close encounter with this potentially deadly spider plays on your mind and you find it impossible to go back to sleep (lose 2
ENDURANCE
points due to fatigue).

At first light you gather together your equipment and go down to the paddock to collect your horse. The hostel-keeper calls you from the kitchen window and you wave the man farewell before you mount your horse and ride away across the courtyard.

Turn to 314
.

232

You ride the moonlit coast road, covering the remaining 25 miles to Bir Rabalou in little more than three hours. Your first glimpse of the great trading port comes when the road crests a ridge of hills within a mile of its perimeter wall. From here you can see that the city is built in a semicircle between two great jutting spurs of land which protrude into the ocean like the horns of a huge bull. Within the city wall are hundreds of lavish buildings, yet the grandest of all is a castle which stands upon a steep hill at its centre. This one towering stronghold dominates all the other splendid structures of this rich metropolis.

Your arrival at the north gate at such a late hour is greeted with suspicion from a pair of surly guards. Eventually you are allowed to enter, but only after Oswin bribes them with the horse that Oriah once rode. Beyond the gate you ride along a torchlit avenue which leads down to the harbour; this is filled with trading ships of all nationalities. The quayside and its taverns are alive with activity as the captains and crews of these vessels drink themselves senseless with the money their cargoes have earned.

You select one of the quieter taverns and stable your horses at the rear before making your entrance. The tavern's taproom is crowded with sailors and traders, most of whom are listening to an uncommonly fine musical performance being given by three Cloeasian minstrels. Your companions are hungry and tired and so you make your way to the counter and ask the tavern-keeper his price for food and a night's lodging. He tells you that 10 Gold Crowns will fill all your bellies and buy you each the use of a comfortable room. You agree to his price (deduct 10 Gold Crowns from your
Action Chart
) and he hands each of you a numbered key. The marines are not impressed with the minstrels' classical recital and they decide to eat their meals in their rooms. Before they retire for the night you arrange to meet with them here in the taproom, first thing in the morning.

You seat yourself at the counter and listen to the recital as you enjoy a meal of grilled meat and sugared desert fruits. As you wipe your mouth and push away your empty plate, your eye is caught by a rotund little man who is seated alone in an alcove. ‘Ho, journeyman!’ he calls, beckoning you with a plump hand that is laden with gold and ruby rings. ‘Please, will you join me at my table?’

If you possess the Grand Master Discipline of Telegnosis,
turn to 329
.

If you do not,
turn to 301
.

233

You leap onto the iron gate and climb with cat-like speed and grace. Unfortunately, as you leap over, you snag your Backpack on a spike. You pull free, but in doing so you destroy one item in your pack (erase from your
Action Chart
the item which you have recorded last on your list of Backpack Items).

You drop to the street beyond and follow it to a tree-lined plaza which is bordered by shops that sell rare artefacts and expensive works of art. Their windows and doors are securely barred and shuttered and show no signs of a forced entry. Then your eye is drawn to a grand building on the far side of the plaza: it is a temple. Its great stone door is closed, but a smaller wooden door at the side has been torn off its hinges. You magnify your vision and see that beyond the door is a flight of stone steps which ascend to a bell-tower.

Cautiously you approach the shattered door. You unsheathe your weapon and scan the darkened stairs before silently you move up the steps. You have climbed twenty steps when suddenly you hear a hideous snickering growl and an icy chill runs the length of your spine. There is an ominous creak of stone on stone and a movement in the darkness above, and then a crashing fills your ears. Out of the darkness you see a great marble statue come smashing down the narrow stairway. It rapidly gathers speed as it tumbles end-over-end towards you.

If you possess Kai-alchemy,
turn to 85
.

If you do not possess this Grand Master Discipline,
turn to 98
.

234

You leave the queue and walk down to the edge of the oasis to bathe your face and drink the warm, fresh water. The yellow flames of the campfire are glimmering on its surface and you pause to consider joining the travellers who are seated around it, enjoying the show.

If you decide to go to the campfire,
turn to 40
.

If you choose to retire to the empty carriage and get some sleep,
turn instead to 290
.

235

Dressed in the plain green tunic, breeches, and cloak of a Kai journeyman, you return to the Vault of the Sun at midnight as ordered. Lone Wolf approves of your appearance and commends you for your determination to succeed. He is confident he has chosen the right Grand Master to fulfil this vital mission. He opens a concealed portal in the wall of the chamber and he motions you to follow him as he steps through into a torchlit tunnel. This secret passage passes under the walls of the monastery and emerges at a clearing in the surrounding Fryelund Forest. Here awaits a party of men and horses — élite troopers from King Ulnar's Court Cavalry Regiment. Lone Wolf bids you good luck and godspeed as you climb into the saddle of a chestnut mare and, with a proud salute, you bid farewell to your leader before galloping away with the horsemen along a moonlit forest track.

Your bodyguard of King's troopers have orders to ensure that you reach Holmgard harbour swiftly and safely; they know nothing about your mission. You ride all night and enter the capital shortly after dawn, whereupon you are escorted through the awakening streets to the harbour where
The Pride of Sommerlund
, an armed caravel, is moored alongside the stone quay. From its mainmast flies a red flag emblazoned with a golden galleon and a five-pointed crown. It is the Holmgard ensign, the flag of this city's trading fleet. As you rein your mare to a halt, you cast your eyes along the ship's deck and note that it is equipped with several light swivel cannon mounted upon the gunwales. It is uncommon for traders to be armed, even those that venture regularly into the Kuri Sea which is notorious for its brigands and pirate raiders. Your voyage is destined to traverse these perilous waters and so the unexpected sight of the ship's guns comes as a welcome surprise.

Illustration XIII
—An armed caravel,
The Pride of Sommerlund
, awaits your arrival at the quay.

A bristle-bearded First Mate called Paoll is on dawn watch and he beckons you to come aboard. Your cavalry escort, having delivered you safely to the quay, now bid you a safe voyage and depart from the harbour with your horse in tow. Paoll welcomes you and offers to show you to your cabin. He says that the ship's master, Captain Raker, is still ashore after having spent last night celebrating at the Good Cheer Inn. He says he was due back at dawn, yet he does not appear to be particularly concerned by his absence. It is not uncommon for Captain Raker to be late back from shore leave, especially when he and his crew are to embark on a long voyage. Paoll tells you not to worry and says that Raker should be back within the hour.

If you wish to wait on board for Captain Raker to return,
turn to 311
.

If you decide to go and look for him at the Good Cheer Inn,
turn to 88
.

236

As you stand in the market square, you are continually jostled and bumped by the passing crowd which is flowing around you. You are about to move off when suddenly you feel something tugging at your Backpack. Glancing over your shoulder, you see a suspicious young man running off through the crowd. He is clutching something to his chest that you feel sure he has just filched from your pack.

If you wish to chase after this man,
turn to 83
.

If you decide to let him go,
turn to 56
.

237

The Vakeros elder points his black staff at your tunic pocket and demands that you give him the object that you have in your possession. He says that it is evil.

If you wish to give the elder the Iron Skull,
turn to 264
.

If you decide to refuse him,
turn to 48
.

238

You press yourself flat against your horse's neck and listen with dread as the archer's arrow buzzes towards you like an angry hornet. Then you feel an agonizing pain in your side as its razor-sharp tip penetrates your rib cage: lose 5
ENDURANCE
points.

A wave of nausea and dizziness washes over you, making you relinquish your grip on the rope reins. You fight against the mounting pain to stay conscious but this is one battle you do not win. Darkness engulfs your vision and, as you lose consciousness, you slip and fall from your horse to crash upon the dusty avenue.

You regain consciousness almost immediately and manage to drag yourself into a kneeling position. The marines race past on their horses, but they have seen you fall and they rein their steeds to a halt just as quickly as they are able. Gritting your teeth against the expected pain, you jerk the arrow from your side and hurl it away. Your natural Kai curing skills help to deaden the agony of your wound and slow the bleeding, but they cannot prevent the archer who fired the arrow from placing a second shaft to his bow. Your Sixth Sense screams a warning and you look up to see him standing less than twenty yards away. Coolly he raises his bow and smiles as he gets ready to finish you off once and for all.

If you possess a Bow and wish to use it,
turn to 136
.

If you do not,
turn to 187
.

239

You draw on your Magnakai skills to erect a defensive shield around your mind, but before it locks into place and deflects this agonizing mental probe you sustain damage to the fabric of your psyche: lose 3
ENDURANCE
points.

To continue,
turn to 109
.

240

With all sails unfurled,
The Pride of Sommerlund
cuts a swift course through the foam-flecked ocean. During the afternoon your southerly passage is joined by a school of dolphins who entertain you by leaping and plunging into the azure waves. The wind is strong and the ship sails without incident until, early the following morning, the isles off Cape Kabar appear in a line upon the southern horizon.

You meet with Fernant and Oriah on the rear deck and share a breakfast together of bread and grilled Trarta. As you eat, you trade tales of past visits to distant lands. You are enjoying the company of your travelling companions when suddenly the relaxed and easy mood is shattered by the lookout's frantic shout: ‘Pirate raider off the starboard bow!’

Turn to 165
.

BOOK: Voyage of the Moonstone
9.07Mb size Format: txt, pdf, ePub
ads

Other books

Color Blind by Jonathan Santlofer
Family of Lies by Mary Monroe
Wild Cards V by George R. R. Martin
Shutterspeed by A. J. Betts
Death to Tyrants! by Teegarden, David
The Lily Pond by Annika Thor
Banished by Tamara Gill