Read The Buccaneers of Shadaki Online

Authors: Joe Dever

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

The Buccaneers of Shadaki (7 page)

BOOK: The Buccaneers of Shadaki
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15

The boat scrapes aground on the stony shore and you take your first few tentative steps upon the soil of this legendary isle. As you ascend the beach, instinct prompts you to unbuckle your satchel and remove the Moonstone which is now aglow and throbbing rhythmically, like the beat of a giant's heart. As you raise it before you, cupped reverently in both hands, the clouds part and you are bathed in a cone of brilliant sunlight.

Through the blinding glare of the sun's rays you see a procession of robed figures moving down the beach towards you. Tall and proud and enigmatically graceful, they each shine with a unique radiance that reveals the goodly power of their ancient arcane wizardry. Silently these Shianti encircle you and your senses become charged with a new vitality that instantly obliterates the fatigue of your long passage across the Sea of Dreams. (You may restore your
ENDURANCE
points total to its original score.) Then one of the divine beings moves nearer and, when you look into his eyes, you see your own image reflected there in his mirrored pupils.

Welcome, Grand Master,
he says without speaking, his lyrical voice forming the words in your mind.
We have prayed for your safe arrival. We praise you for the skill and courage you have shown during your long and difficult voyage to our realm. Come with us, for now you may rest awhile. Your quest is done.

Illustration I

Welcome, Grand Master,
he says without speaking.
We have prayed for your safe arrival.

Turn to 350
.

16

You climb the stairs to the foredeck and scan the horizon for signs of a pirate raider. Less than a mile away you can see a huge vessel with a purple mainsail sailing towards the strait. Captain Radyard appears at your side and he views the approaching craft through his telescope.

‘Weigh anchor!’ he orders. ‘Unfurl all canvas. I want every ounce of speed she'll give us, lads.’ The captain's urgent orders stir the crew into a frenzy of activity. As they set about their duties, you ask Radyard what is wrong. Without taking his eye from his telescope he says:

‘That's Sesketera's flagship —
The Triasus
. I'd recognize her sails anywhere. That scoundrel must want you badly to have sent the pride of his battle fleet after the likes of us.’

With all canvas lowered, the
Seasprite
cuts a rapid course through the glassy blue waters of Kastrow's Door. Yet
The Triasus
has the advantage and relentlessly she closes the gap until no more than 30 yards of water separate her from the
Seasprite
's starboard beam. The Siyenese cajole and curse and wave their fists at their pursuers, but their bravado soon crumbles when they find themselves staring into the muzzles of a double row of wide-bored naval cannon. A warning shot from a swivel gun whistles through the
Seasprite
's rigging, and then you hear the voice of Sesketera himself.

‘Surrender the Northlander to me, captain,’ he shouts, through a loudhailer, ‘or I'll have my gunners blow your ship out of the water!’

Radyard glances at you with fear in his eyes. He knows that he cannot outrun
The Triasus
, and he also knows that Sesketera is not a man who is given to making idle threats.

If you wish to volunteer to surrender to Sesketera in order to save Captain Radyard and his ship,
turn to 113
.

If you decide instead to abandon the
Seasprite
and attempt to swim for the shore,
turn to 92
.

17

You recite the words of the Brotherhood Spell
Levitation
and rise rapidly into the air. Moments later a second bolt of energy leaps from the elder's hand, but this passes harmlessly below your feet. The old man emits a cry of shocked surprise at your sudden ascension, and then he runs towards the village, shrieking hysterically.

You speak the words which counter the spell and glide gently back to the ground. You hear the elder calling the men of the village to gather their weapons. He denounces you, and he orders that his men capture you and put you to the sword. Quickly you turn and run towards the ridge. You are determined to reach the trail that lies beyond it and make a speedy escape from this village and its evil leader.

Turn to 145
.

18

You apologize to your companions and ask them to wait for you outside the hall's double doors. Meekly the Suhnese agree, and as they file out of the hall you assure them that they will not have to wait too long. You then accompany the guildsman to his chambers where he attempts to drive a hard bargain for the copper. He offers you 6 Nobles for each ingot and says that it is his best and final price. It is not a very good price and you tell him that you will have to speak with Jenkshi before you can agree to his offer.

‘Very well,’ he says. ‘I'm sure your captain is a reasonable man. I feel confident we'll do business.’

From an ornate cabinet he removes a decanter and two long-stemmed glasses. He then pours two glasses of liqueur and offers one of them to you.

If you possess Grand Pathsmanship,
turn to 72
.

If you do not possess this skill,
turn to 324
.

19

Quickly you recite the words of the Brotherhood Spell
Lightning Hand
and extend your arm towards the head of the creature. A bolt of blue-white fire leaps from your fingers and explodes when it strikes the being, drawing out a shriek of agony. You sense that your attack has weakened this magical beast, and you rush forward to strike it with your Kai Weapon while you have the advantage.

Tzoog:
COMBAT SKILL
 45   
ENDURANCE
 30

This creature is immune to Mindblast (but not Kai-surge). If you possess the Kai Weapon ‘Valiance’, add +8 to your
COMBAT SKILL
(instead of +5).

If you win this combat,
turn to 149
.

20

The natives are angry. They come running towards the river bank, screaming and slashing the air with their primitive weapons. Their leader shouts at you and, although his dialect is unfamiliar, you are able to understand enough to hear that the man you have saved from the river is a thief and a murderer. He escaped from the settlement last night during the rainstorm, and the leader is accusing you of being his accomplice and of helping him to escape. He says that the river gods have brought you back to their village to pay for your crimes. You attempt to protest your innocence but the leader refuses to listen. He confiscates all of your equipment, including your Kai Weapon, your Belt Pouch, your Backpack, and the satchel containing the Moonstone, and then he has his men march you away to their village where you are locked in a hut. Shouting through the closed door, he tells you that the village elders will meet tomorrow at noon to decide your fate.

A few hours later you overhear two guards outside the hut and you are shocked to learn that the man you saved from the river has since been executed. They say that the elders of the village decreed that he should be weighted with rocks and thrown back into the water. You have no wish to suffer a similar fate and so you quickly set about finding a way to escape from this hut.

If you possess Assimilance and wish to use it,
turn to 328
.

If you possess Kai-alchemy and wish to use it,
turn to 151
.

If you possess Magi-magic and wish to use it,
turn to 3
.

If you possess none of these Disciplines, or if you choose not to use any of them,
turn to 226
.

21

Carefully the old man wraps the doll in a square of linen while you count out 10 Gold Crowns from your Belt Pouch. With trembling hands he takes the coins and gives the package which you place into your Backpack.

Record the Nhang Doll on your
Action Chart
as a Backpack Item, and remember to subtract 10 Gold Crowns from your current total.

To leave the curio shop and continue,
turn to 204
.

22

‘Thanks … for nothing,’ you say, as you walk out of the warehouse and return to the square. As you are looking around and wondering where next to go, you suddenly notice that there is something happening at the end of a street that leads away from the quayside. 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.

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
.

23

The tavern is a large establishment that boasts several counters and taprooms, each serving a different variety of food and ale. It is also a popular establishment and it is crowded with scribes and labourers who work at the warehouses in this district. You make your way to a counter where you are greeted by a strong aroma of spices and beer.

If you wish to buy some food and ale,
turn to 201
.

If you wish to ask the barman if he knows where you may find Lord Zinair,
turn to 42
.

24

You leave your cell and make your way silently along towards the guardroom. You are determined to retrieve your Kai Weapon and equipment, but you are also aware that you must avoid alerting the guards if you are to preserve your hopes of escaping from this gaol alive.

Peering around the door to the guardroom you discover that it is occupied by three gaolers. They are playing cards, and they are using the crate which contains your equipment as a makeshift table. In order to get at your equipment you must first lure the gaolers out of the room.

If you possess Assimilance and have attained the rank of Kai Grand Master Superior,
turn to 234
.

If you possess the Discipline of Grand Nexus and wish to use it,
turn to 302
.

If you do not possess these skills, have yet to attain the required level of Kai Mastery, or choose not to use your skills,
turn instead to 130
.

BOOK: The Buccaneers of Shadaki
8.31Mb size Format: txt, pdf, ePub
ads

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