‘Twenty-five years at sea and I've never known the Lakuri pirates to venture this far north to raid,’ he says, stroking his beard thoughtfully. ‘They must be after a valuable cargo to sail so far from their tropical islands.’
As the captain descends below deck to his cabin, you get an uneasy feeling that the valuable cargo may be you.
Turn to 240 .
165
Placing the gold in your pouch, you remove the Seal and hand it to her. She snatches it and examines it closely. As you leave the shop, you hear her sniggering quietly to herself, and you wonder if you have done the right thing.
Turn to 186 .
167
‘You play a daring strategy, Lone Wolf. But I think I have you now.’
Captain Kelman moves his ornate keystone across to your side of the board with a triumphant smile. But it soon fades to a look of shock as you unexpectedly counter his move. ‘Stalemate,’ you reply coolly. The captain stares at the board in disbelief.
‘The skills of the Kai never cease to amaze me,’ he says, slowly scratching his head. He is still staring at the Samor board when you finally bid him goodnight and return to your cabin.
Turn to 197 .
168
Slowly, one by one, the other travellers appear and stare in shock at the dead coachman. ‘We must bury him,’ says the priest.
You silently nod your agreement and prepare a grave in which to lay the corpse. As you all walk back to the coach, you discuss what should be done.
‘I know the road to Port Bax. I had better drive the coach,’ volunteers Halvorc.
‘I do hope we're not blamed for his death,’ says the priest nervously.
‘It was an act of the gods,’ says Dorier.
‘I shall testify to that,’ says Ganon. ‘Lies are never spoken by Knights of the White Mountain.’
It is true that in Durenor, a true knight will speak only the truth whether for his own good or ill. His words seem to reassure the priest and you are all soon once more on the road heading towards the eastern horizon. It is late in the afternoon when you arrive at a coach station in a small coastal village known as Gorn Cove, which is mainly populated by outcasts, thieves, and Szalls.
The death of the coachman is met by the villagers with great suspicion, but Dorier's words convince them that it was accidental.
There is only one inn at the village, a tavern known as the Forlorn Hope. Its state of disrepair is typical of all the other hovels in this poor sea village. A room for the night costs 1 Gold Crown.
If you can pay for the room, turn to 314 .
If you cannot, turn to 25 .
170
The guard looks at your white card and sneers, ‘This is a merchant's pass. It's of no use to you here. You must have a red pass to gain access to the naval quadrant.’ He flicks the card back at you and returns to his post at the gate.
Turn to 327 .
174
The knight steps towards you and says, ‘I've yet to meet a peasant who could afford to buy his own horse. You are not a peasant, but I'd wager you to be a thief.’
With a flick of his broadsword, he unhorses you and heavily you fall to the ground. Instinctively, you draw your weapon in self-defence as the knight attacks you.
Turn to 162 .
176
For three days and nights, you have ridden along the highway as it follows its route up the river valley of the Durenon. In the distance are the peaks of the Hammerdal Mountains, one of the highest ranges in all Magnamund. The capital lies at the very centre of those mountains.
It is now the morning of the fourteenth day of your quest. You have made camp near a waterfall where the fast-flowing Durenon drops over 120 feet. You are about to leave, when a group of six hooded riders appears on the forest highway above, blocking your exit from the camp.
Lord-lieutenant Rhygar demands that they let you pass, adding that you bear a royal dispatch. In Durenor, it is a treasonable offence to hinder a King's messenger, but unfortunately, the cloaked riders do not seem impressed by his warning, and they remain where they
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