THE SANGUINE WAVE by
EDWARD T JOLLEY
AMATEUR ADVENTURE DESCRIPTION:
We are proud to present this exclusive and
original amateur adventure on the Official Fighting Fantasy™
Gamebook's web site, written by Edward T Jolley!
BACKGROUND
Something is wrong. Ever since you got up this
morning, you’ve felt a disturbing sensation. It’s
nothing that you could put a name to, just a growing feeling
that all is not as it should be. At first you were the only
one to feel it, but more and more people have become jumpy as
the day has worn on. By opening time even Wert, your usually
unflappable guardian and employer, appears ill at ease.
The atmosphere in ‘The Flotsam and Jetsam’
is heavy with tension, the customers subdued and edgy. You wipe
down the counter, not to clean up puddles of beer, but just
for something to do. In some ways it feels like the stillness
that precedes a storm, in other ways like something else entirely.
Ellen, the youngest of the barmaids, is bringing a tray of empties
back when she stumbles, spilling dregs on a swarthy mariner
from the south who’s been playing cards with several of
his shipmates all evening. At once the man is on his feet, one
hand at her throat, the other drawing back into a fist. What
little noise the crowd had been making is instantly silenced.
You vault across the counter, but before your feet touch the
floor on the other side, the southerner’s fist is enclosed
by a larger one. You hadn’t even noticed that Captain
Mack was in tonight, but there he is, towering over the angry
sailor. ‘That’s enough, boy,’ warns the Captain.
‘Now let the lady go and she can apologise for her accident.’
A couple of the southerner’s fellows begin
to move their chairs back from the table, only to freeze as
you draw your knife and Wert takes down the massive driftwood
club that hangs behind the bar.
‘No need for things to get out of hand,’
Captain Mack says, his knuckles whitening as he tightens his
grip on the other man’s fist. ‘We don’t want
any rough play in here, especially not at this time.’
Without taking his eyes from the southerner’s face he
calls, ‘Am I right, lads?’ The growl of assent comes
from all around. With a grimace, the southerner releases Ellen,
who promptly bursts into tears and runs into the rear of the
inn.
Captain Mack slackens his grip. ‘I think
it’s about time you and your friends were getting back
to your ship, don’t you? If you set sail at first light,
you should make it to Kalagar before nightfall tomorrow.’
With a muttered curse the southerner pulls his hand out of the
Captain’s and heads for the door. His companions gather
up the cards and money from the table and follow him. One of
them pauses to throw you a silver piece and mutter, ‘This
is for the girl, he should not have done that,’ before
hurrying after the others. Gradually the interrupted conversations
resume, but the air of unease remains. There is little grumbling
when Wert decides to close early.
As the regulars begin to shuffle out onto the
streets of Red Crab Bay, Captain Mack comes across to the bar,
and you thank him for helping prevent a fight. He shrugs it
off, and asks for a room for the next four nights. This surprises
you, as he has never stayed in town for so long before. You
ask if there is anything wrong with the Griffin, his ship.
‘No, she’s good. But no wise sailor’s
going to spend any more time at sea than he needs to for the
next few days.’ Curious, you ask why. For a moment you
think he will refuse to answer, and then he asks an unexpected
question. ‘How do you feel?’ You tell him of the
unease you have felt all day. He comments, as much to himself
as to you, that you must have seafarer’s blood. Reluctant
to dredge up painful memories, you merely tell him that your
father had his own ship, and you have a boat.
‘But you don’t know what tonight
is? He hasn’t told you?’
You shake your head and quietly explain that
your father died many years ago.
‘That would explain it.’ The Captain
takes a deep breath, then continues, ‘From now until Lifeday,
anyone at sea after dark risks catching the Sanguine Wave.’
His words mean nothing to you, and your expression
clearly shows as much. Captain Mack sighs and begins to explain.
‘Around a hundred years ago a man was washed ashore, about
forty, fifty miles down the coast. Out of his wits, he was,
and told tales so wild that none would believe him at first.
‘He said he’d been First Mate on a ship out of Ashkyos,
bound for Targûl Island. There’d been a fight between
him and the Captain, and some of the crew were ripe for mutiny.
Then, one night, as they were scheming below decks, there came
a terrible cry from above, so they hurried up on deck. And there,
by Lunaras’ light, they saw that a vast patch of the sea
ahead was as red as blood. The helmsman was trying to turn aside
and steer away from it, but he hadn’t spotted it soon
enough, and they caught the edge of the red water. ‘At
once the sky changed and a chill mist came up, and the sea turned
to blood on every side. And it really was blood, they could
tell, now that it was all around them. ‘Some hoped that
if they could just turn the ship around and go back the way
they’d come, they might find themselves back on the Silver
Sea, but they never got the chance to find out, for out of the
mist came another ship. More wreck than ship it was, and must’ve
been kept afloat by some dark sorcery. Black as night, rotting
timbers and tattered sails alike, and not a man alive aboard
it. But it had a crew, oh yes. Zombies and worse, dragging themselves
to the broken rails, rusting daggers and cutlasses in their
decaying hands, getting ready to attack once their ship was
close enough.
‘The Captain and First Mate, and those
of the crew as wasn’t driven mad by these horrors or too
afraid to fight, put up the best defence they could, but for
every undead raider they beat off another two crawled aboard.
The First Mate got knocked overboard in the struggle, and lost
the ships in the mist. Next thing he knew, he was back in the
Silver Sea, and managed to keep himself afloat until he reached
dry land.
‘Everyone thought he was lying or crazed,
or both, until wreckage from his ship was washed ashore, some
so steeped in blood that days in the water hadn’t leached
it all away; and one corpse, with the skeletal hand of his killer
still gripping his throat. ‘The tale soon spread, and
for a while any ship that went missing was thought to have suffered
the same fate. There was no more blood-drenched wreckage, though,
and when castaways were found they had other explanations for
what had happened. Before long the First Mate’s story
was just another legend for old salts to tell on misty nights.
‘Then, around twenty-five years later,
a slaver ship out of Kalagar came across the bloody sea and
was attacked by the black ship. The slaves were brought up on
deck to help fight off the undead enemy, and a few of them fought
their way to a lifeboat and escaped to tell of what had happened.
‘They had something new to tell about
the Zombies, too. See, one of the survivors had been grabbed
off the streets to make up the numbers just before the ship
set sail, and he’d put up a fight and killed one of the
gang before the others took him down. The man he’d killed
was one of the crew on that black ship.
‘So people got to thinking that maybe
the blood sea was in Hell, and the ship was where evil sailors
go when they die. Some minstrel composed a song about it, and
that’s where the sea of blood got the name it’s
had ever since, from the last lines:
‘For the black-hearted man in the watery grave
Shall rise up to sail on the Sanguine Wave.’
‘The minstrel called the ship of dead
sailors the Black Hulk, and that name stuck as well. For a few
months you could hear the song in every port. Then there was
another quiet period, and most folks lost interest in the Sanguine
Wave and the Black Hulk again.
‘It was about nineteen years later that
a Sorcerer found out about an extra-planar conjunction that
happens once every twenty-five years or thereabouts, lasting
for four nights. It was next due in just over six years’
time. Someone else figured out that both of the ships that’d
hit the Sanguine Wave had done so during the conjunction, and
got to suspecting that it wasn’t just coincidence. ‘When
the conjunction came around, those as believed there might be
some truth to that idea wouldn’t set sail. A few of the
ships that were at sea during those evil nights were never seen
again.
‘Last time the conjunction came, there
were more survivors from a ship that caught the Sanguine Wave
and was attacked by the Black Hulk, and they named a few of
the dead they’d seen aboard it. All wicked murderers who’d
been scourges of the seas until their deaths.
‘Now the conjunction’s come round
again, and I’m staying on land until it’s passed.
Don’t want to risk running into the likes of Rangor Tridenthand
or Shamit Nestafa…’
You give a start at the mention of Tridenthand,
but Captain Mack misinterprets your response.
‘No need to fear, my young friend. There’s
never been any sign that the Black Hulk could come through to
Titan during the conjunction. There won’t be any dead
pirates coming here. Only those as are foolish enough to be
at sea by night have anything to worry about.’ It is understandable
that Captain Mack should make this mistake. Though he has been
to ‘The Flotsam and Jetsam’ many times, he has never
heard your life story, and has no idea what Rangor Tridenthand
means to you. More than thirteen years have passed since Tridenthand
killed your parents, knifing your father in the back and stabbing
your mother with the three-pronged spike he had in place of
his left hand. When you learned what had happened you vowed
to avenge their murders as soon as you were sufficiently old
and capable. However, six years ago the peoples of Shantak Bay
executed him for his crimes, denying you the opportunity to
take the revenge of which you had dreamed. Unless there is some
truth to the Captain’s tale…
If the Sanguine Wave really exists, you could
take out your boat, the Barnacle, and go looking for it. The
Black Hulk sounds just the place where Tridenthand would have
wound up, and boarding it would give you a chance to kill him
yourself and finally put out the flame of hatred that has smouldered
in your heart all these years. But dare you sail into Hell itself
for vengeance’ sake? If so, turn to 1.
EQUIPMENT AND TRAPPINGS
You will start your adventure with a bare minimum
of equipment, but you may find or buy other items during your
travels. You are armed with a sword and are dressed in chain
mail armour. You have a backpack to hold your Provisions and
any other items you may come across. In addition, you may take
one bottle of a magical potion, which will aid you on your quest.
Healing Potions however are not applicable in this adventure.
FOOD and WATER
Every adventuring warrior knows that food is
vital as a form of sustenance. You begin this mission with 5
meals to consume during your arduous journey. However, there
is one point to remember in using these vital supplies: the
text shall instruct you to eat a meal at certain times in your
adventure. This means you’ll have to erase one meal automatically
without gaining STAMINA! Venturing into any adventure may prove
arduous indeed; therefore you need food just to keep your strength
up. This then leads to a second possibility: if you have no
provisions and the text tells you to eat a meal, you must reduce
your STAMINA by 3 points! Any other time you eat a meal, you
may restore 4 lost STAMINA points, except during combat or when
performing any other similar action.
You also have a water flask in your possession,
containing enough for three drinks. There will be opportunities
to refill your flask to its maximum capacity. Should your flask
be empty when you are instructed to drink, you must lose 3 STAMINA
points.
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Fighting Fantasy™ - Wizard BooksŪ.