AND COACH STATION
A green-clad coachman is sitting next to a notice board that reads, ‘Port Bax — Journey Time — 7 Days’.
If you wish to approach the coachman and ask to buy a ticket for the journey to Port Bax, turn to 136 .
If you have no money, turn to 238 .
187
A quick search of their bodies reveals the following items:
2 Spears
2 Swords
6 Gold Crowns
If you decide to take any of these, remember to mark them on your Action Chart .
You roll the bodies into the Rymerift and then run across the bridge in case anyone saw the incident. The forest track continues for over an hour before you arrive at a junction, where you see a signpost.
Port Bax — 3 Miles
You adjust your equipment and set off towards the east.
Turn to 265 .
188
Your quick wits and skill have saved you from a venomous bite. As the snake disappears into the long grass beyond the road, you gather together your Backpack and climb the tree, where you spend the rest of the night safely above the ground.
Turn to 312 .
190
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.
191
At the end of the avenue, the cobbled street turns abruptly to the right. Opposite this point is a tall, white stone building with a plaque above the door.
You can see that the cobbled street ends at a high stone wall. There is a large red gate in this wall and it is guarded by two soldiers. Beyond the gate, you can make out the masts of ships moored in the harbour.
If you wish to enter the port watchtower, turn to 318 .
If you wish to approach the red gate, turn to 246 .
192
The drunken sailors roar with delight, money changes hands and bets are settled. You notice your opponent wink at two of his henchmen. They begin to move towards you. Without a moment's hesitation, you rise from the table and punch the sailor so hard in the face that he somersaults backwards crashing into his surprised friends. You leave them sprawled in a heap on the floor.
As you reach the tavern door, an ugly sailor draws his sword and blocks your escape. But before you have a chance to do anything, there is a loud thud and he falls to his knees. Behind him stands the serving girl, a large wooden club in her hand, smiling at you. You thank her, and wink as you race out of the door and into the darkened street beyond.
After running blindly in the dark for many minutes, you notice a stable and coach station through the gloom ahead. With the shouts of angry sailors still ringing in your ears, you run to the building and climb a ladder where you spend the night safely hidden in the hay-loft.
Turn to 32 .
193
The voyage to Sommerlund is one of ill omen. Deep black storm clouds gather on the horizon, and a fierce wind relentlessly torments the restless sea. At night, great bolts of lightning tear open the darkness, followed by a rolling thunder so loud that it shakes every timber of the flagship. Many of the soldiers aboard the fleet are mountain-dwellers, unaccustomed to the shift of the sea. By the third day, over half their number are so ill as to be unable to stand. Lord Axim is close to despair.
‘How I pray that this storm will lift, for even if the fleet arrives intact, I fear our men will be too weak to break the enemy.’
Then, as if in answer to his prayer, the dawn of the next day heralds an end to the raging storms. But the calm waters now surrounding the fleet contain a danger far greater than any storm.
Turn to 100 .
195
You have been travelling for nearly two hours when the driver shouts, ‘Toll bridge ahead. One Crown apiece.’
Looking out of the window, it is pouring down with rain but you can just make out a wooden bridge and a log cabin in the distance. The driver halts the coach at the log
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