Wednesday, August 27, 2008

Lone Wolf: It Takes a Thief

Keeping one eye on the door, you quickly search the drawers of an ornate chart table. There does not appear to be anything unusual about the contents. You find mainly charts, island maps and navigational instruments. You are about to abandon this fruitless search when you notice a small lever hidden below the tabletop. You push it and a panel flips open to reveal a small wooden box with a brass lock. If you have the Kai Discipline of Mind Over Matter, turn to 287.

If you wish to prise open the lock, turn to 190.

If you wish to replace the box and join the captain on deck, before he suspects something is wrong, turn to 175.

I'm certain that we have ample time to rifle through his desk, find a lockbox, pick the lock, take the contents and replace it before he realizes we aren't following him up the ladder. Let's do this!

Using the edge of a steel rule to prise open the lock, you suddenly feel a sharp pain in your chest. A cunning trap has been laid, and as you open the box, a small needle shoots out and embeds itself in your flesh. It is tipped with a deadly poison. You die instantly.

Your mission and your life come to a tragic end here.

Score!

I've suddenly decided to Do The Right Thing.

It seems our bird has flown,' says the captain, pointing to a longboat moving swiftly towards another ship on the horizon. 'She flies no flag, and her hull is of a strange shape. I've ne'er before seen the like.'

You watch as the longboat reaches the mysterious ship. As if by magic a sea fog appears from nowhere and engulfs the vessel. Moments later, both the ship and the fog have disappeared.

If the number you have picked is 0-4, turn to 53.

If the number you have picked is 5-9, turn to 209.

The die shows an 8.

The crew start to whisper. You hear the words 'ghost-ship' and 'cursed voyage', but the muttering stops when the captain's voice booms out an order for all hands on deck. Only the creaking of the timbers can be heard as Captain Kelman climbs to the rear deck to address the crew.

'Men, we're three days' sail from Port Bax. The fire has robbed us of our provisions and our freshwater has been fouled. We shall have to steer a new course for Ragadorn, where we shall make good our repairs and replenish our stores. That is all.'

The crew seem pleased by the captain's announcement, and set about their duties with renewed vigour.

Then the captain turns to you. 'We're about eight hours from Ragadorn, my lord. My orders are to see you safely to Port Bax and pass you into the care of the Sommlending consul, Lord-lieutenant Rhygar. But time is not our ally and I fear the repairs may take a week or more to complete. When we drop anchor, you will have to find your own route to Durenor--by sea with us or alone by the coast road.'

As you return to your cabin, the King's words haunt your thoughts: 'Forty days, Cheeseburger. We only have strength to stand against them for forty days.' You do not have long to complete your dangerous mission.

Turn to 197.

As dawn breaks, a fierce storm rises and you are woken by the violent rocking of the ship. The floor of your cabin is awash, and the shouts of the crew can hardly be heard above the howling wind. You quickly dress, gather up your equipment and make your way to the deck.

You are soon joined by the captain, who takes hold of your arm and orders you to return to your cabin. Suddenly, as you start to go down, there is a thunderous crack as, high in the rigging, part of the mast snaps. You look up to see the shattered pole falling towards you.

Roll a d10.

If the number you have picked is 1-4, turn to 78.

If the number you have picked is 5-9, turn to 141.

If the number you have picked is 0, turn to 247.

The green d10 says 3.

You dive backwards, but only just in time to avoid the falling mast as it smashes straight through the deck. You stagger upright and peer into the mass of shattered timbers. Pinned beneath the broken mast is the lifeless body of Captain Kelman.

As you stare in horror, a loud crack fills the air as the storm breaks open the already damaged hull of the Green Sceptre. As the ship breaks up you are hurled over the side and into the raging sea.

Gasping for air, you claw your way up to the surface but strike your head on a hatch cover. Lose 1 ENDURANCE point and pull yourself onto this makeshift raft. If you are wearing a Chainmail Waistcoat, you must discard this now or risk drowning. In the grey light of the storm, you watch as the broken ship sinks beneath the heaving sea. You are feeling dizzy and very sick. Hanging on to the cover with all your strength, you gradually slip into unconsciousness.

When you eventually awake, the storm has passed. The only trace of the Green Sceptre is the hatch cover on which you lie. By the position of the sun you suppose it to be late afternoon. In the distance, you can see a small fishing boat and beyond it, the coastline stretches out along the horizon.

If you wish to use your cloak to try to signal to the fishing boat, turn to 278.

If you want to ignore the boat and paddle towards the shore instead, turn to 337.

Luckily we had the foresight to never get chainmail. So what's it gonna be? Swim for shore or flag down the fishing boat?