Re: "Prisioneros de los Piratas"
Publicado: 31-Mar-2022, 11:33
No parece que acepten cartas de crédito
, así que a rebuscar en los bolsillos, aunque no usen dinero, el oro es bonito y brilla y se pueden hacer joyas con él.

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/
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The grisly sharpened-tooth grins on their faces as they accept your gift leave you uncertain of how you stand. While the gift is passed around for inspection, Oakley says: ‘Quick now, lads – let’s get back to the jollyboat before these savages turn nasty.’
You make a hasty descent of the cliffs, but before you are even halfway down a rock comes sailing past your head. ‘Move it,’ you shout to the others, ‘or we’re all done for!’
More rocks come dashing down, and you can now hear a horrid chortling from the natives as they watch their missiles bruise and
buffet you. Somehow you manage to keep your hold on the ladder despite this fearful barrage, but by the time you reach the bottom you
have blood streaming from a dozen cuts. Lose 4 Life Points. (Exception: if you have CHARMS and an amulet, you can protect yourself from being hit, and lose only 1 Life Point.)
If still able to move, you race back to the boat and cast off, rowing away from the shore as fast as your weary limbs will allow.
‘Let’s hope we have more luck on the next island,’ says Grimes.
Turn to 116.
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Another day passes, and your voyage becomes an increasing ordeal as heat and fatigue take their toll. The sea sits all about you like a gleaming leaden plate; the sun turns the sky into a furnace of white haze. By night you shiver under the uncaring gaze of a million stars.
If you have any provisions, cross one off your Character Sheet and turn to 426. If you have none, turn to 155.
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The second of the four islands comes in sight: a verdant jungle-clad shoreline dominated by the immense hump of a smouldering volcano. High up on the volcano’s slopes you can see the dull red gleam of lava. Grey sulphurous smoke sits in a wreath around the cone.
‘We’d be foolhardly to put ashore here,’ maintains Blutz. ‘That volcano could erupt and bury us all!’
If you have WILDERNESS LORE, turn to 193. If not, decide if you will land (turn to 174) or continue going west (turn to 135).
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Putting in to a small cove, you moor the boat beside a large rock and then scramble ashore up a rocky moss-coated slope. Immediately you are confronted by lush jungle teeming with colour and life. Bright bulbous fruits dangle enticingly from the tree branches, yours for the taking. High up amid the emerald foliage, parrots in stained-glass hues peer down at you curiously, heads cocked to one side giving them a comical expression.
You and your friends have no difficulty in gathering food and fresh water. Note that you have two meals’ worth of provisions for yourself; record these among the possessions on your Character Sheet, each as a separate item. Whenever you are told you need to consume provisions,
cross off one of the meals.
If you have the codeword Prospero, turn to 250. Otherwise turn to 269.
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‘In God’s name, the devil’s caught up with us!’ says Oakley with a gasp of horror as the four of you return to the shore.
You were bringing up the rear and are still pushing your way out of the undergrowth. Hearing this oath, you hurry to catch up and see what it is that has stopped Oakley and the others dead in their tracks. When you do, it is as though the chill wind of a midwinter night had blown for an instant through the sweltering heat of this tropical jungle. For, out at sea but coming nearer by the minute, lies Skarvench’s ship: the dreaded Belle Dame. Drenched in the blood-red light of sunset, it is a sight that closes icy fingers of fear around your heart.
‘They’re making anchorage outside the cove,’ says Grimes, shielding his gaze against the low sun. ‘It’s too shallow for them to bring her right in, lucky for us. They won’t know we’re here yet. Maybe we’ll have a chance of slipping away under cover of darkness.’
You rub your jaw, mulling over other options. Despite your hatred of Skarvench – and, yes, admit it: your fear of him – you are curious to know why he’s come here. ‘We could haul the jollyboat up into the jungle and hide it,’ you suggest. ‘Then if Skarvench sends a party ashore, we can spy on them.’
‘Foolishness,’ avers Oakley. ‘I agree with hiding the boat, but then we should go deep into the jungle and lie low until Skarvench has left. Let’s stay well clear of him and his cronies.’
What will you do: try to get off the island after dark (turn to 307), spy on Skarvench’s shore party (turn to 326), or stay out of sight until they’re long gone (turn to 288)?
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You hide the jollyboat and lie in wait until the next morning, when Skarvench comes ashore in a rowboat with five other men: his quartermaster – the whippet-thin villain named Curshaw, his lumbering first mate Porbuck, Borograve the master gunner, and two
seamen carrying spades.
You crouch in the cover of the bushes and watch this sinister band making their way purposefully through the trees, with Skarvench striding ahead, pacing out distances and from time to time referring to a map he is carrying. Blutz gives a muffled gasp. ‘They’ve come to dig up some treasure!’ he realises.
Oakley narrows his eyes. It is all he can do not to leap up from your hiding place and charge at Skarvench, so filled with hatred are his memories. But much as you yearn for revenge on the evil pirate captain, you know that to attack him now in your weakened state
would mean almost certain death. It would be wiser to bide your time.
If you have a monkey, turn to 99. If not, you can either stay in hiding and spy on Skarvench (turn to 4) or else give the go-ahead to
attack him (turn to 267).
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Hidden among the lush ferns of the jungle, you watch as Skarvench locates a mark carved on the trunk of a tall tree and then paces off towards a clearing. Pointing to the ground, he directs the two sailors to start digging while he and his officers rest in the shade with a bottle of
grog.
‘Looks like he’s come here to collect his buried loot,’ muses Blutz.
‘I wonder why,’ whispers Oakley. ‘I mean, it’s not like he needs extra cash, is it? I’d give anything to be a fly on his face right now and hear what they’re talking about.’
‘A fly?’ snorts Grimes. ‘I’d sooner be a hornet and sting the cur!’
If you have SPELLS (and a wand), turn to 61. Otherwise, you can risk sneaking closer to listen in on what they’re saying (turn to 42) or stay hidden until they have collected the treasure and sailed away (turn to 288).
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Magic bends the very elements of nature to your will. The breeze obediently brings you the words of Skarvench and his cronies as they sit chatting over their bottle of grog. They are still more than fifty paces away, but you can now hear them as clearly as if they were right by your side!
‘So what’s this treasure for, Cap’n?’ hiccups the quartermaster.
‘To pay a certain shipwright in Port Selenice, for one thing,’ says Skarvench. ‘He’s to be paid in gold for the new ship he’s building us.’
‘New ship?’ says Porbuck the mate, roused from his dull witted torpor. ‘I liked the old one…’
‘This one’s better, though. The Moon Dog, she’s to be named, and her special sails were ensorcelled by the Queen’s own wizard. Does things the Belle Dame never could.’
‘The Queen’s wizard?’ repeats Curshaw.
‘Aye, Will Wild himself. My dear half-brother! But he wants silver coins for his pains, see, so there’s another reason for needing this here loot. Ahoy there, ye lazy lubbers, ain’t you struck the box yet?’
The two sailors look up from their work. ‘Aye, Cap’n. Here it is.’
You’ve heard enough. Will you wait until they have taken the treasure aboard their ship and sailed off (turn to 288), or will you risk attacking them in your weakened state (turn to 267)?