Read Voyage of the Moonstone Online
Authors: Joe Dever
Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund
As you stoop to help a wounded crewman who has fallen by your side, you see the spider-creature leap from the prow of the attacking ship to land in the rigging, several feet above. You are about to shout a warning to Captain Raker when there is a tremendous crash. The ship lurches violently and you are thrown across the deck.
Pick a number from the
Random Number Table
. If you possess the Discipline of Grand Huntmastery, add 2 to the number you have picked.
If your total score is now 0–3,
turn to 112
.
If it is 4–7,
turn to 9
.
If it is 8 or higher,
turn to 259
.
The old man places his hand over the torn cloth, mumbles a few words, and when he removes it you see that the fibres have knitted together and your cloak is now as good as new. At once your Magnakai senses tell you that he has used the Brotherhood Spell
Mend
to repair your garment.
‘Just a little trick I learned in Toran,’ he says jocularly. Then he raises his box-like contraption and sighs: ‘Alas, 'tis a pity I can't use the same trick to fix this convexor. I was never much good with machines.’
He looks at the box and then at you and a flicker of recognition passes across his wizened face. ‘You're Sommlending, aren't you?’ he says, and then he moves a little closer and inspects your tunic and cloak. ‘By the bells of Teph! You're a Kai! Well, well, bless my soul!’ And with this the old man begins to reminisce about the part he played in the Darklands War, how the peoples of Northern Magnamund owe their lives to your illustrious leader — Lone Wolf — and how appreciative he is of the Kai's tireless fight against the forces of Naar. It is clear by his enthusiasm that he is honoured to have made your acquaintance. When finally he finishes his gushing eulogy he offers to buy you an evening meal.
If you wish to accept his offer,
turn to 159
.
If you choose to decline his offer, you may bid him goodnight and go to your room by
turning to 213
.
The marines go to their rooms and you are about to retire to yours when the innkeeper notices that you have a musical instrument, part of which is protruding from beneath the flap of your Backpack. He asks if you would be kind enough to play for his customers, but after having paid his son so much for such poor food and lodging at this inn you do not feel inclined to agree to his request. When you refuse he offers you 5 Gold Crowns to change your mind.
‘Very well,’ you say, pocketing the five gold coins. ‘I'll play them five songs, but no more.’
The villagers listen rapturously to your recital of five popular Sommlending ballads. When you finish they show their appreciation by giving you an additional 2 Gold Crowns. (Unless you already possess the maximum permissible, you may add a total of 7 Gold Crowns to your
Action Chart
.)
To continue,
turn to 8
.
You approach the gates of Hikas just as the last rays of sunlight are dipping below the western horizon. Bathed in the sun's afterglow this ancient city-port looks warmly inviting, and you cast your eye appraisingly across the stone geometry of its protective wall, its conical towers, and its pyramidal dwellings. Every surface is embellished with runic symbols, yet few remain legible, for thousands of years have elapsed since they were carved.
The Vakeros at the east gate recognize your Kai tunic and offer you a guarded welcome. They warn you that a curfew is in force and tell you to be off the streets by dark. You pass through the gate and follow a long shadowy street that descends towards the wharves and taverns that line the banks of the Carcos River — a murky, silt-rich channel which divides the city in two. Mindful of the imminent curfew, you tether your horse to a rail and enter the nearest tavern in search of a room for the night. Inside the air is hot and stale. A small number of men and women of mixed nationality stand at the counter and sit at small tables. Their low-voiced conversations break off as you let the tavern door shut behind you with a
bang
.
If you wish to take a seat at a table,
turn to 245
.
If you wish to approach the counter,
turn to 161
.
You scramble to your feet and pause to unsheathe a hand weapon before you struggle across the heaving deck and regain your position at the ship's rail. The enemy vessel has rammed
The Pride of Sommerlund
and now a host of screaming warriors is swarming aboard your stricken ship. A shadow passes overhead and when you look up you see the giant spider scurrying towards the crow's nest. The Sommlending lookout shrieks hysterically and, in blind panic, throws himself into the sea to avoid being consumed by this hideous monster. Through the smoke which shrouds the deck below you can see Sergeant Dryan and his men fighting bravely to repel the raiders. Those of Raker's crew who have survived the collision hurriedly arm themselves and rush to support the outnumbered marines, but they are not trained fighters and they are clearly no match for this ruthless enemy.
If you wish to descend to the deck below and fight alongside Sergeant Dryan's marines,
turn to 331
.
If you choose instead to climb the rigging and attack the giant spider that is now perched upon the crow's nest,
turn to 299
.
You prepare your horses and leave the stables shortly after dawn. The streets of Bir Rabalou are quiet this morning and you reach the city's south gate without incident. Here you gallop straight through the open gates to avoid any risk of being detained by the surly guards. They shout and curse you and loose off a few arrows in your wake, but these are poorly aimed and you escape from the city unharmed.
It is approaching noon when you arrive at a junction where the coast road splits in two. Ahead of you are the gentle foothills of the Koneshi Mountains, and beyond them you glimpse the snowy peaks of that great range rising majestically into the cloudless sky. Away to the east you can see the rugged coastline of southern Vassagonia where the cresting ocean waves break their backs upon wild and rocky beaches.
A signpost at the junction points to the east and to the south. To the east it reads, ‘Khor — 100 miles / Bisutan — 225 miles’. To the south it reads, ‘Koneshi Pass to Bisutan — 125 miles’.
Consult the
map
before you decide which road you wish to travel in order to reach the city of Bisutan.
If you choose the coastal road (east),
turn to 167
.
If you choose the mountain road (south),
turn to 152
.
You fight to stay on his back but you lose grip of the rope reins and he throws you off. The moment you hit the dirt, he bolts forward and gallops over the crest of the rockfall. Shaken but otherwise unharmed, you scramble to your feet and chase after him. The first boulders are beginning to smash down around you as you scurry to the top of the mound and leap feet-first over the far side. Half-blinded by dust, you slide and roll until you feel something heavy hit the back of your head and you are plunged into a dark oblivion.
When you regain consciousness, your head is aching viciously (lose 5
ENDURANCE
points) and your legs are buried beneath a mound of dust and loose shale. You are bruised all over your body but fortunately you have sustained no broken bones. Slowly and painfully you dig yourself free with your bare hands. When you are able to pull yourself to your feet, to your surprise you see your horse is standing, unharmed, less than twenty yards away along the mountain trail. You hobble towards him and pull yourself onto his back.
As you place your offering upon the platform, you are refreshed by a surge of vitality and filled with an unexpected sense of well-being.
You may restore 3 lost
ENDURANCE
points for each Backpack Item that you place upon the offerings platform.
When you have made the appropriate adjustments to your
Action Chart
, you can continue by
turning to 34
.
The deck of
The Pride of Sommerlund
becomes a hive of activity as the crew sets about getting the ship ready to sail. When the last spread of canvas has been unfurled and the cables are cast off from the quayside, you feel the deck rock gently as Paoll steers the cargo-heavy vessel towards the entrance to Holmgard harbour. At first she responds sluggishly and the First Mate curses her as he struggles with the ship's wheel. Yet, once you pass beyond the harbour's protective walls, a sea wind fills the sails and the ship is swiftly transformed. Within minutes of leaving harbour,
The Pride of Sommerlund
is speeding swiftly eastwards through the foam-flecked waters of the Holmgulf.
For six uneventful days you sail across the Gulf of Durenor, the passage made easy by fair weather and a strong following wind. After a night's anchorage at Port Bax, the voyage continues along the Rymerift and into the warm, turquoise waters of the Kuri Sea. Shortly after dawn of the thirteenth day, an island looms into view on the horizon. Its white sandy beaches and rich vegetation appear innocuous, but Captain Raker informs you that it is one of the notorious Lakuri Isles. For centuries the bays and hidden coves of the Lakuris have provided a safe haven for pirates, the most infamous of whom was Captain Khadro. Six years ago this murderous buccaneer was slain by your master, Lone Wolf, yet despite his demise the Lakuri Islands still harbour renegades and pirates who have set up camp here during the past year. Captain Raker scours the horizon with his telescope, seeking a tell-tale glimpse of sail among the inlets and coves which pepper the shoreline. During his last voyage he came close to losing his ship in these waters and he is understandably wary.
If you possess the Discipline of Grand Huntmastery,
turn to 42
.
If you do not possess this skill,
turn to 306
.
Your Arrow sinks into the creature's chest and makes it howl with pain, yet it does not deflect the beast. The sheer momentum of its attack is propelling it towards you. Hurriedly you drop your Bow and reach for your Weapon, but it has barely cleared its scabbard when the creature is suddenly upon you, its vile breath hot in your face. You are slammed against the wall by the impact of the collision (lose 2
ENDURANCE
points) and momentarily stunned, but still you manage to duck its slashing claws which rake deep grooves in the wall above your head. With a swift twist of your body you unpin yourself from the wall and create the vital space you need in order to wield your Weapon against this determined and terrible foe.
Deathstalker (wounded):
COMBAT SKILL
38
ENDURANCE
36
This creature is immune to Mindblast (but not Kai-surge).
If you win the combat,
turn to 41
.
With bated breath you slowly raise your left hand until it is hovering just above your left thigh. Then you sweep it across the top of your leg with the speed of a striking cobra.
Pick a number from the
Random Number Table
.
If the number you have picked is 0–5,
turn to 231
.
If it is 6–9,
turn to 80
.
You accompany Captain Raker as he conducts a hasty tour of his ravaged ship to assess the extent of the battle damage, and you are both shocked when you discover that half his complement of crew have been killed or badly wounded. The few who can still stand count themselves lucky to have survived. Raker sets Paoll and some of the survivors to work repairing the gaping hole in the ship's port beam that was made by the enemy's ram, while the remainder tend to their wounded companions and clear away the debris that lies smouldering in heaps upon the bloodstained deck. Among the enemy dead you are saddened to discover the bodies of young Sergeant Dryan and nine of his men. Only three marines have survived the battle and stoically they set about wrapping the bodies of their fallen comrades in canvas and consigning them to the waves.
Having done what you can to help on deck, you decide to go below and make sure that Fernant and Oriah are safe. At the foot of the steps you discover a dead raider lying sprawled across the body of another man. You turn the corpse over with the toe of your boot and gasp when you see that the man lying beneath is Lord-lieutenant Fernant. The hilt of a Shadakine dagger protrudes from his chest and a smear of blood stains his lips. He is dead. Fearing the worst, you rush along the narrow corridor and throw open the door to Oriah's cabin. You find her huddled below her bunk, sobbing quietly. You comfort her as best you can but she is overcome with grief; Fernant died whilst protecting her and she blames herself for his death and for the calamity which has befallen
The Pride of Sommerlund
. She tells you that the raiders came from Ghol-Tabras, the city ruled by her evil suitor. She is convinced that the reason they attacked the ship was to capture her.
At length you persuade Oriah to accompany you onto the rear deck for some fresh air. Here you are met by Captain Raker who informs you that the ship is listing and taking in water. The voyage to Bisutan cannot proceed until proper repairs have been carried out, and so he has set a course for the nearby port of Cape Kabar where he knows a trustworthy shipwright who can fix the damaged hull. While you talk with the captain, Oriah watches the surviving crewmen disposing of the enemy dead. You hear her gasp, and when you hurry to her side you see that she is pointing at the body of the warrior leader.
‘Did you know this man? Have you seen him somewhere before?’ you ask.
‘Yes,’ she replies tearfully. ‘He's Dar-Isun. He was the brother of Sesketera, the man my father wishes me to marry.’