Galor leads you up into the hills, then along a tortuous ledge to a cave entrance. Motioning you to keep quiet, he points within. It is indeed the eyrie of the Roc. The huge bird lies sleeping, waiting for the cool of nighttime before it flies out from its lair. Its breathing ruffles feathers the size of a ship's sails. Its claws are like copses of fir trees.
Nodding your thanks to Galor, you edge stealthily over to the Roc and tether yourself (or selves) to its claws. Galor waves goodbye and departs down the hillside. You wait for dusk, when the Roc will awaken.
.....that makes it sound
so easy.
At last it does. Strutting to the cave mouth, the bird peers to and fro into the dusk before launching itself out into space. You plummet sickeningly for an instant before it spreads its wings, then with languid beats it rises high up into the heavens. Breath-takingly, you are suspended between the stars and the glittering lights of Crescentium. Then the giant bird soars out over the ocean. The water far below is like a sheet of black onyx split by a smear of phosphor from the rising moon. You find the air cool and thin, but each breath is exhilarating. The Roc sweeps on across the skies, unaware of the tiny burden it carries tied to its claw, and in barely an hour you are above the point where Susurrien's chart says Hunguk's ship will appear. A small island is visible, washed by moonlit surf.
Did you hear the tale told by the ghoul on the charnel tower? If so, or if the Sage is in the party, turn to 237. If neither of those applies, turn to 68.
Yeah, one of the possible side-paths we missed from picking one of the other contacts involve an encounter with a ghoul which would have allowed a Sage-less party to find out the necessary info to ride the Roc.
Blue option...
What was the secret word that causes the Roc to descend? You rack your brains to remember, then pronounce: 'Tathi'; or 'Tshaba'; or 'Tawi'.
I think I'll just save Darth the trouble.....
The Roc descends rapidly and alights on the island. Perched atop the highest pinnacle, it surveys the sea for food. What kind of fish would a bird the size of the Roc need for sustenance? The very thought gives you a shudder.
It seems the Roc is too stupid to realise that it only landed here because of the magic word you spoke. But then, as you loosen the ropes and creep away, another thought strikes you. Perhaps the Roc was going to land here anyway, and the word you uttered was not magical at all. The truth is unknowable.
Actually, without the right word it's mostly Game Over as the Roc flies to the other end of the world. Ironically, the book allows the Sage (alone) to save the quest by levitating down to safety, after he screws up by forgetting the word.
You spend two days on the island. The climate is comfortable and the air is invigorating: each wounded player recovers Endurance points equal to his or her rank. (You cannot go above your starting Endurance, of course.)
You are not able to catch any fish - you see none in the sea around the island - but you do find a trickle of a stream which provides you with fresh water. You also collect some fruit, despite your first impression that the island was barren, and it proves most nourishing. Any player who is still suffering from wounds can restore one additional Endurance point for this meal.
Who needs fruits? Infinite bread crust FTW!
The Trickster is back to full END, and the Warrior is up to 19/23.
Mist rolls in around the island as the sun sets. Almost choking on the dank air, you peer out from the shore trying to catch a glimpse of Hunguk's ship. If Susurrien's astrology is right, it should be very near. A rumbling vibration judders through the rocks at your feet. It is a sound too low for human hearing, and it heralds the arrival of the Pirate-King's ship. Against the backdrop of fog, The Devil's Runner looms as big as a castle and slides slowly past.
If you have the flying horse, turn to 407. If you have a boat, turn to 210. If you have neither of those, turn to 454.
Yeah, as you can see, there were quite a number of ways to get here. The horse would have needed a plot token to work, so that wasn't available to us. The boat, as that Tomb robber guy hinted, would involve a certain amount of hazards on the journey. Another possible option is Augustus' flying carpet from the last book.
You will have to swim out to the vast ship. This means taking off your armour (if you have any armour), which you must leave here on the island. Wading out into the chilling water, you swim towards The Devil's Runner and seize hold of a mooring chain by means of which you climb up onto the deck.
Take note, if you get into any fights on the ship, you'll be doing it without armour!
In its perpetual shroud of fog, The Devil's Runner seems to hang in a space between worlds. Dazed by a sense of disorientation and timelessness, you stare down from the rail. You can no longer make out the surface of the ocean, or even hear the waves lapping against the hull. Intermittent moans come from far away, like the lost cries of all the sailors who have ever been lost at sea ...
You shake off such thoughts and begin to explore the deck. The ship is big - larger than the largest Crusader vessels, which can hold a thousand men. You estimate it to be thirty paces across at the beam, standing perhaps twelve metres out of the water. It has several stout copper-clad masts, but the sails look useless: just tattered cobweb sheets of mouldered canvas.
Finding a companion-way decorated with daemonic carvings, you are about to go below deck when you spot a figure lingering by the wheel. Wreathed in the eldritch fog, his long cape gives him the appearance of a tall black bat.
If you wish to talk to him, turn to 296. If you wish to go below deck, turn to 576.
Chat to the spooky guy?
Adventure Sheets:
WARRIOR:
NAME: Dame Caecilia Wither-Stoat
RANK: 4th
Battle Order: 1
Fighting Prowess: 12 (+1 from Enchanted Sword)
Psychic Ability: 6
Awareness: 7
Endurance: 19/23
Damage: 2 Dice
Items:
1 Enchanted Sword (+1 FP)
2 Chainmail armour (Armour Rating three) (left on the beach)
3 Money pouch (98 gold pieces)
4 Silver crucifix (with finger-bone of St Ashanax)
5 Iron Bell
6 Bedroll
7 Shielding Charm (+1 AR)
8 Blood Sword Scabbard
9 Blood Sword Hilt
10 Empty slots
TRICKSTER:
NAME: Benedict of the Crimson Spires, Honourable Duelist
RANK: 4th
Battle Order: 2
Fighting Prowess: 7
Psychic Ability: 7
Awareness: 8
Endurance: 25/25
Damage: 1 Die+2
Items:
1 Sword
2 Studded Leather Armour (Armour Rating two) (left on the beach)
3 Golden Snuffbox
4 Jug of Milk
5 Gloves
6 Bow
7 Harp
8 Quiver (6 arrow)
9 Fur Cloak
10 Gilt-edged scroll
*11 Screebo the Raven
SAGE:
NAME: "Pepito" Cascadero, Master of the Mystic Way
RANK: 4th
Battle Order: 3
Fighting Prowess: 7
Psychic Ability: 8
Awareness: 7
Endurance: 21/21
Damage: 1 Die+1
Items:
1 Quarterstaff
2 Ringmail Armour (Armour Rating two) (left on the beach)
3 Fur Cloak
4 Bedroll
5 Magic Bow (Damage 1 Die+1)
6 Quiver (4 arrow)
7 Skull Amulet
8 Blue Crystal Eyes
9 Money pouch (100 gold pieces)
10 Silver key to Fatima's garden
ENCHANTER:
NAME: Enchanter Reed, Ninth of the Inverted Tower
RANK: 4th
Battle Order: 4
Fighting Prowess: 1
Psychic Ability: 15 (+1 from Ring of Sorcery)
Awareness: 7
Endurance: 21/21
Damage: 1 Die +1
Items:
1 Brazier
2 Silver armour (Armour Rating two) (left on the beach)
3 Bedroll
4 Magical Bread Crust of Infinity
5 Fur Cloak
6 Money pouch (88 gold pieces)
7 Ring of Sorcery (+1 PA)
8 Gloves
9 Amber Tinderbox
10 Iron rations (7 days)