Re: "Prisioneros de los Piratas"
Publicado: 15-Mar-2022, 21:49
Lo mismo es uno de nuestros compañeros que vienen para comprobar si no ha pasado algo, yo me quedaría donde estoy
Foro de debate sobre el Proyecto Aon Español y la web Lobo Solitario Español, así como todo lo relacionado con el mundo de los libro-juegos
https://www.projectaon.org/es/foro3/
134134
You dart inside the cabin, pushing the door to behind you and
listening with bated breath as the heavy tread of boots advances along
the passage and pauses just outside. Then the door starts to swing
open…
If you have the CHARMS skill and want to use it, turn to 210. If you
have ROGUERY and want to use it, turn to 229. Failing those
options, you cannot avoid detection: turn to 191.
191191
You come face to face with the sailmaster. For a moment he stands
there in simple perplexity. As an ordinary seaman you are not
supposed to be in this part of the ship. ‘What are you doing..?’ he starts
to say.
If you attack him before he can sound the alarm, you can use
SWORDPLAY (turn to 286) or BRAWLING (turn to 248). If you
prefer to fall back on CUNNING, turn to 305.
If you have none of those skills, you are helpless to prevent him from
alerting the other pirates, who rush out of Skarvench’s cabin to seize
you. Your adventure ends before it even began.
Bienvenido antonimo, gracias por pasarte por aquí y por la corrección. Venga, te cojo la segunda.
¿Seguro? Te recuerdo que esto es un librojuego y que posiblemente hayáis perdido un tiempo precioso al pararos a escuchar la conversación de los piratas. El tiempo lo diráBueno, yo creía que el camarote estaba vacío, si te hubieras metido antes también la liabas.
305
You step forward smartly and take him by the elbow. ‘Ah, Mister
Fitzhugh,’ you say. ‘Come along, the cap’n wants us on deck. We’re to
steer a course for Glorianne.’
He starts to follow you up the companion-way steps, but casts a
dubious look back towards Skarvench’s cabin. ‘Eh? Glorianne? But
that’s a journey of months! He said nothing to me of this.’
You shrug. ‘We’ve got to get the Queen, haven’t we?’
Fitzhugh hesitates. He’s not sure what to think. As he starts back
towards Skarvench’s cabin to check your story, you settle the matter by
coshing him over the back of the neck. He slumps to the floor, and you
hurry away to join your comrades.
Turn to 172.
Los demás te esperan en cubierta. En los rayos oblicuos de la luna que se posiciona en los cielos se distinguen las siluetas furtivas de Grimes, alto y demacrado; Oakley, fuerte como un barril de brea; y el gordo Blutz.172
The others are waiting for you on deck. In the slanting rays of the
setting moon you make out the furtive silhouettes of Grimes, tall and
gaunt; Oakley, strong as a tar barrel; and fat little Blutz.
They have the jollyboat swung out over the side. Stealthily you lower
it into the water, working in deep silence like four burglars intent on a
night’s business. From below wafts the sound of a hornpipe and
snatches of revelry as the crew sing sea shanties in the galley. Climbing
down to the jollyboat, you shove off from the side and row with
muffled oars away from the brooding bulk of the Belle Dame. The
moon slips below the western horizon, leaving the night studded with
stars. There is no wind and the sea is as flat as a pane of glass. As the
sounds of jollity fade into the distance, only the soft splash of your
oars remains to disturb the eerie quiet. Consider the following points
in turn:
If you have either the SEAFARING skill or a book of charts, turn
now to 381.
If not, but you have the CHARMS skill, turn to 399.
If you have none of the above but you have the SPELLS skill, turn to
416.
Otherwise, turn to 289.
381381
Your next goal is to reach civilization, and now you weigh up the
advantages of each route. The direct westerly course to Port Leshand
lies through stormy seas that might easily capsize a small boat like
yours. Alternatively, diverting far south would take you into a region
where the prevailing ocean currents flow westward, so you could be
carried to Leshand faster than if you steered a direct course. The
drawback is that your supplies might not last out. One solution to that
problem would be to steer the middle course, island-hopping as you
head generally west towards Leshand. Then your only worry would be
the risk of attack from hostile natives.
Now, if you have CHARMS turn to 399. If you do not have
CHARMS but you have SPELLS, turn to 416. If you have neither,
turn to 289.
416416
Grimes gazes back into the east, where a pale gold glimmer heralds the
approach of dawn. ‘God curse that Skarvench!’ he declares suddenly. ‘I
wish I’d had the chance to slice open his foul heart as he slept.’
Oakley nods. ‘Even that might not have been enough to stop the
fiend from coming after us.’
‘Coming after us?’ says Blutz nervously. ‘Do you think he will?’
You have to agree with Oakley. Skarvench is not the kind of man to
let others cross him. The fact that you four have got free of his clutches
will enrage him as much as the theft of the jollyboat. He might well
give chase – and if he catches up with you, your fate will not bear
thinking about.
‘What about your magic?’ Blutz asks you. ‘Can’t you keep him off our
stern? Conjure up a tempest to blow the Belle Dame far out to sea!’
You mull it over. You could cast such a spell, but it is mighty magic
indeed. It could all too easily get out of control, and even if it works it
might leave you too weakened for further sorcery later.
If you decide to attempt it all the same, turn to 15. If not, turn to
289.
289289
In the glimmering predawn, as your little boat drifts gently on across the still ocean, you have your first chance to take stock of the situation. You must judge every factor with great care from now on: even the smallest mistake could spell disaster, and you will need every scrap of luck and cleverness if you are to make it to civilized lands alive.
First, your companions on the voyage. Grimes, lanky and lantern-jawed, is a lugubrious fellow but despite his habit of expecting the worst he is a good man to have aboard, being neither timid nor quarrelsome. Oakley is tough and smart but abrasive – a possible challenge to your leadership, if you fail to assert yourself. All the same, you have been in enough tough scrapes together in the past to know that you can count on him too. Blutz is the weak link of the group: a timid, clumsy little scuttlebutt of a man. But you know that he can be clever and resourceful when he has to be.
The three of them look at you and Oakley says, ‘Well, where shall we point our prow?’
Look at the map. Port Leshand is your obvious destination. If you decide to steer straight for it, heading due west, turn to 2. If you prefer to steer a course through the Smoking Islands, turn to 21. If you elect to steer south of the islands, keeping well clear of them, turn to 40.
Madre mía, cuanta razón tienes, se lo ha currado de lo lindo.
2121
Having sailed these waters often as an honest merchant before he was press-ganged into service on the Belle Dame, Oakley relates what he
knows of the islands:
‘Pandanus Island, the westernmost in the chain, has often been visited by ships,’ he says. ‘The natives there are friendly enough. The next, known as Grimoire Island, is a mystery except I’ve heard the natives shun it out of fear for a hellish demon that lives there. Foolishness, of course. Next in the chain is Firepeak Island, which gets its name from the immense cone of a smouldering volcano that dominates its hinterland. I never met a man who went ashore there—’
‘But what about the easternmost island?’ asks Blutz. ‘That’s the first one we’ll come to.’
Oakley shrugs. ‘Red Skull Island. I’ve heard that too is inhabited, but it lies clear of the main shipping route and so the natives can have had little contact with the outside world.’
If you have FOLKLORE, turn to 58. If not, turn to 97.
9797
Taking turns at the oars, you row westwards under the glare of a fierce sun. Soon your lips are parched, your necks blistered red in the heat. Everyone’s spirits were at first buoyed up by the relief you felt at escaping from Skarvench’s grasp, but soon you begin to wilt with the awful gnawing of discouragement and doubt. Will you survive long enough to reach land, or will the little jollyboat become your floating coffin?
Lose 1 Life Point owing to thirst, fatigue and heatstroke. (Exception: if you have WILDERNESS LORE lose no Life Points because you know to protect yourself from the heat by soaking your clothes in the water.)
Around noon of the second day you catch sight of Red Skull Island. ‘Well?’ mutters Grimes through thirst-blackened lips. ‘Do we risk going ashore? There might be fresh water… and food.’
‘Aye,’ says Oakley. ‘And it’s us that might be the food, if there are cannibals in these parts.’
They look to you to make the final decision. If you go ashore, turn to 173. If you sail on towards the next island, turn to 116.