Fire on the Water

Fire on the Water by Joe Dever Page A

Book: Fire on the Water by Joe Dever Read Free Book Online
Authors: Joe Dever
Tags: Fiction, Fantasy, lone wolf, Magnamund
Alin Square in the naval quadrant of the city. There is a sign to your left pointing along the avenue.
    Naval Quadrant — ½ Mile
    Certain this is the right direction, you walk confidently along the tree-lined avenue.
    Turn to 191 .

255
    Taking hold of your weapon, you demonstrate the Kai skills of balance and speed, as taught to you by your Kai masters. With breathtaking speed, as you spin and twist the weapon around your head and body, the movement of your hands becomes a dazzling blur. To finish your display of Weaponskill, you strike the edge of a pewter plate and send it spinning across the room so fast that it embeds itself in the cellar door.
    The sailor watches in amazement.
    Turn to 268 .

256
    You pass the stone steps and continue along the highway. You have just passed under the platform when you hear a noise above you. You stop and stare upwards but you can see nothing in the gloom of the tunnel ceiling.
    Turn to 134 .

259
    Through the pouring rain, you can make out the dark shape of a city patrol marching towards you. Rather than risk being stopped and possibly arrested, you dash into a nearby shop.
    Turn to 161 .

261
    The road follows a course along a high, grassy ridge for many miles before turning northwards to the coast. You pass a village where the houses curve in a circle around a large pond of stagnant water. As you ride through, a gaggle of Szall children come running towards you, shouting and throwing stones.
    You descend into the deep valley beyond and gradually the moor gives way to richer land that has been cleared and ploughed. The hillside opposite is heavily wooded. You are not far from the coast and you can see the tall cliffs with their multicoloured bands of rock jutting out into the ocean.
    Then just as you are passing through a small copse, you hear desperate cries for help off to your right.
    If you wish to aid the people in trouble, turn to 95 .
    If you wish to ignore their desperate pleas, continue riding along the road by turning to 198 .

262
    The guard roughly pushes you aside and runs out of the watchtower towards Tomb Square. There is a small room off the staircase and you decide to enter and search it before he returns. In it you discover:
Sword
Mace
Quarterstaff
Enough Food for 1 Meal
6 Gold Crowns
Potion of Orange Liquid
    If you wish to take any of these items, mark them on your Action Chart . 14
    As you are leaving, you collide with another guard and you both tumble down the stairs, but before he can gather his senses, you have sprinted off into the night.
    Turn to 65 .
    [14] You have lost your Backpack and therefore cannot carry the Meal or the Orange Potion.

264
    Focusing your powers of concentration on the snake's head, you will it to slither away in search of food. Slowly but surely your psychic suggestion works, and the snake eventually uncoils itself and vanishes into the long grass. Breathing a sigh of relief, you decide it would be safer to climb the tree and spend the rest of the night above the ground.
    Turn to 312 .

265
    At dusk on the tenth day of your quest, you experience your first sight of the magnificent city of Port Bax. Like a diamond set in the green velvet shore, the towers of the city glimmer in the pale light of a waxing moon. To the north is the harbour and the formidable war fleet of the Durenese navy. To the east, beyond the moss-covered city wall, stretches the Forest of Durenor. And there, on the crest of a hill, stands a castle tall and proud, the crowning glory of this beautiful port.
    You enter Port Bax through an unguarded gate in the green city wall, and make your way through the darkening streets towards the harbour.
    As you turn into a tree-lined avenue, you notice the wide stone steps of a domed building to your right. You stop to read the brass plaque.
    CITY HALL
    Despite the late hour, the main doors are open.
    If you have the Kai Discipline of Tracking, turn to 252 .
    If you wish to enter the city hall, turn to 84 .
    If you wish to

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