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---- FREE SAMPLE EDITION ----

Legendary Kingdoms
- Book Three -
Pirates of the Splintered Isles
Published by Spidermind Games Ltd

©2022 Spidermind Games


Legendary Kingdoms © Spidermind Games Ltd. All Rights Reserved

FIRST EDITION

Author & Game Design Oliver Hulme


Producer Jon Lunn
Book Design Bruce Kennedy
Editor Matt Beames
Lead Illustrator Robin Smith
Cover Artist Claudio Pilia
Splintered Isles Map Jamie Noble

All rights reserved.


No part of this publication may be reproduced, stored in or introduced into a retrieval system or transmitted, in any form,
or by any means (electronic, mechanical, photocopying, recording or otherwise) without the prior written permission of the
publisher or unless such copying is done under a current Copyright Licensing Agency license. Any person who does any
unauthorised act in relation to this publication may be liable to criminal prosecution and civil claims for damages.

Digital Sample Edition


Legendary Kingdoms
Adventure Book Series

- Book One -
The Valley of Bones
Danger and adventure in a barbarian land of blood and sand

- Book Two -
Crown and Tower
House Dayne struggles against its ancestral enemies
in the medieval county of Longport Bay

- Book Three -
Pirates of the Splintered Isles
Adventure on the open sea, thwarting buccaneers
and exploring mysterious islands

- Book Four -
The Gilded Throne
Politics and power in the corrupt duchy of Pendrilor

- Book Five -
The Savage Lands
Explore the ruins of the greatest civilisation the world had ever seen,
but be careful not to awake the beast that destroyed it

- Book Six -
Drakehallow
The gaunt, smoking cities of Drakehallow have at last
opened their doors to visitors. Watch your step...
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NAME NAME

Attribute Skill Modified Attribute Skill Modified

FIGHTING FIGHTING
STEALTH STEALTH SPE LLBOOK
LORE LORE
Character
SURVIVAL SURVIVAL
CHARISMA CHARISMA Spell & Description Recharge

A RMOUR A RMOUR 1
HEALTH HEALTH

EqUIPMENT EqUIPMENT
3

6
N OTES N OTES

SPE LLBOOK
Character

Spell & Description Recharge

NAME NAME
1

Attribute Skill Modified Attribute Skill Modified


2
FIGHTING FIGHTING
STEALTH STEALTH
3
LORE LORE
SURVIVAL SURVIVAL
4
CHARISMA CHARISMA

A RMOUR A RMOUR
5
HEALTH HEALTH

EqUIPMENT EqUIPMENT

MoNEY

N OTES N OTES
Codes The Vault
C1 C11 C21 C31 C41 C51 C61 C71 C81 C91
C2 C12 C22 C32 C42 C52 C62 C72 C82 C92
C3 C13 C23 C33 C43 C53 C63 C73 C83 C93
C4 C14 C24 C34 C44 C54 C64 C74 C84 C94
C5 C15 C25 C35 C45 C55 C65 C75 C85 C95
C6 C16 C26 C36 C46 C56 C66 C76 C86 C96
C7 C17 C27 C37 C47 C57 C67 C77 C87 C97
C8 C18 C28 C38 C48 C58 C68 C78 C88 C98
C9 C19 C29 C39 C49 C59 C69 C79 C89 C99
C10 C20 C30 C40 C50 C60 C70 C80 C90 C100

Your Fleet
Ship Name Fighting Health Cargo Units Location Cargo

Your Armies The Battlefield


Unit Strength Morale Garrison The Enemy
Left Flank Support Centre Support Right Flank Support

Left Flank Front Centre Front Right Flank Front

Your Forces
Left Flank Front Centre Front Right Flank Front

Left Flank Support Centre Support Right Flank Support

Mission Notes
– Legendary K ingdoms –

Pirates of the Splintered Isles

THE ADVENTURE BEGINS... Things you will need

W elcome to Legendary Kingdoms, a fantasy Before you start, grab yourself a pencil and an
adventure gamebook where you take eraser. You will need these to make notes about
a party of adventurers into a dangerous and your characters’ skills and any treasures you find.
adventure-filled land. Early in your career you In addition, you will need a set of normal, six-sided
will simply attempt to survive in a world of peril, dice. Try to grab as many dice as you can; you will
but as you become more famous and powerful probably want at least six.
your actions will determine the fates of empires.

Legendary Kingdoms is a series of books, with Your Party


each book covering a different area of the world.
You must select a group of four adventurers to explore
You keep the same party of adventurers throughout,
the Legendary Kingdoms. These adventurers are called
improving in skill and power, discovering new
party members, and each has their own backstory and
lands and curious civilisations. At any time you
set of abilities. You can select any four party members,
can leave one book and go to another by simply
but it is wise to have a balance of different skills in your
travelling off the edge of the map (or flying, sailing,
party. If you only select the fiercest fighters, you might
magically transporting yourself, or any number of
struggle when it comes to sneaking around or charming
other astonishing ways). Your party members all
people. Once you have selected your party members,
have their own stories to tell, including romances,
you should note down their skills and abilities on the
settling old scores and quests for enlightenment.
adventure sheet provided at the back of this book.
You can play these books any way you choose; as simple
You can also download a copy of this sheet from
travellers, exploring strange ruins and wonderful cities,
www.legendarykingdoms.co.uk
as revolutionaries, determined to overthrow tyranny,
or as crusaders against a dark and lurking threat.

Before beginning your game you must select a party Lord Ti’Quon and Amelia Pass-Dayne can cast spells,
of adventurers and learn a few rules about skill which makes up for their poor skill and health scores.
checks and combat. After that, turn to reference 1 to You can read the rules on spells a little later on.
begin your adventures. Good luck, and may St Elias
watch over you.

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

Sar Jessica Dayne Lord Ti’quon


Fighting 7 Survival 3 Fighting 2 Survival 2
Stealth 2 Charisma 5 Stealth 3 Charisma 3
Lore 4 Health 10 Lore 7 Health 8

- Spellcaster -
Sar Jessica Dayne is a first-born knight of Royce. Her
father, Baron Baldwin Dayne, is an ambitious contender Lord Ti’quon is a classically trained sorcerer from
for the rulership of Longport Bay, an important county. Drakehallow. Thanks to his family’s wealth he has been
She is a powerful warrior, of impeccable noble blood, able to learn his craft in the halls of Animus Mast, the
but she has received little love or affection since the death premier academy for mages in the world. His knowledge
of her mother when Jessica was a girl. She is due to is vast, learnt from library stacks and obscure scrolls,
inherit the barony in preference to her younger brother, and his ambition is as great as his knowledge. Though
Ridley, but has clashed with her father in recent years, at the beginning of his journey in the arts of magic,
putting her inheritance in doubt. Sar Jessica hopes to Ti’Quon shows great promise. He is handicapped,
become a rich and important woman in her own right somewhat, by a lack of empathy, although his rich and
before confronting her father at Fosterly Castle. regal voice make up for his curtness. If he can find
additional sums for more tutelage, he desires to return
to Animus Mast to unlock yet greater secrets of sorcery.

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

Tasha Amelia Pass-Dayne


Fighting 4 Survival 4 Fighting 4 Survival 4
Stealth 7 Charisma 4 Stealth 3 Charisma 2
Lore 2 Health 10 Lore 4 Health 8

- Spellcaster -
Tasha is a buccaneer from the Splintered Isles and is
little more than an outright thief. She is born to the Amelia is the half-sister of Jessica and grew up with her
sails, and her family have lived on ships and in coastal in Fosterly Castle. Her mother was a forester who took
taverns for generations. Tasha has stolen and squandered Amelia away from the castle when it became obvious
great fortunes in her time. Her extravagance and her that Baron Baldwin, her father, would take no interest
love of a pretty face has meant she has seldom held onto in the girl. Since maturity Amelia has lived in the
money for long. Most recently she was ripped off by wild forests of the Savage Lands, learning earth magic
her lover, Katherine of Middenmarch, a country girl from the druids of that isolated place. Though slender,
who was apprenticed to Tasha, before betraying her she has become a rugged survivor, who can live off the
mistress and selling her off to slavers. Getting even with land and fight off wild beasts. Her magic is instinctive,
the bumptious pirate is foremost on Tasha’s mind. and much mocked by more scholarly wizards, but it is
no less potent for all that. Amelia dreams of becoming
a full-circle druid, but knows that she must learn
much before returning home to the Savage Lands.

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

Akihiro of Chalice Brash


Fighting 5 Survival 7 Fighting 3 Survival 2
Stealth 4 Charisma 2 Stealth 5 Charisma 7
Lore 3 Health 10 Lore 4 Health 10

Akihiro is a brooding young man from the Valley of Brash was born in Royce, in the duchy of Pendrilor.
Bones, who was banished from his city when he failed He was a pot washer in Vasthall, the stately home of
in his training to become a Kensai, a sword-saint of Duchess Elenor Mauntell, but unwisely engaged in a love
Chalice. A superb swordsman, Akihiro is his own triangle with her and King Frances Goldwell. Fleeing
worst enemy. He tortures himself over his failure to before he could be hung, Brash has since lived on his wits,
balance his mind and body. Since that time Akihiro travelling the world to escape the King’s agents. He can
has become an adept survivor, able to find water in the talk his way out of almost anything, and his ability to
driest desert, and food in an empty wilderness. Though escape danger is second-to-none. One day, Brash will
he tells himself he has given up, he longs in his heart to need to sort out the mess he left behind in Vasthall, but
return to Chalice to attempt the tests again. Perhaps not until he has gained a little worldly experience.
it is time for Akihiro to emerge from the wilderness
and restore his own and his family’s honour?

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

Skills skill being checked. For a team check you can combine
the skill dice from two characters. For every die that is
Every party member has five skills, that are used to get equal to or greater than the DC of the check you gain
them out of sticky situations. one success.
Fighting determines your skill in personal combat, Example: Tasha, Akihiro, Sar Jessica and Lord
as well as your physical strength. Ti’Quon are trying to sneak past a goblin on guard
duty. They need to pass the ‘Sneak past the goblin’ skill
Stealth helps you sneak around, hide from enemies,
check. Since this is a team check, the player choses
or lose pursuers in a crowd.
the two best party members at Stealth – in this case it
Lore is your knowledge of arcane, will be Tasha (Stealth 5) and Akihiro (Stealth 3). The
religious and historical facts. player takes 8 dice and rolls them all. Because the DC
of this check is 4+, every result of 4 or more is a success.
Survival helps you forage in the wilderness, The player rolls a 6, 5, 4, 3, 3, 2, 2 and 1.
navigate forests, climb mountains, etc. Three of these dice have rolled 4 or more, so the team
get three successes.
Charisma is your ability to charm,
intimidate and persuade people you meet. In order to pass a skill check you need a certain number
of successes. In this skill check you need 4 successes to
Usually the values of your skills don’t change very
pass it. The team in our example have failed and will
much. However, you might sometimes be told to
now have to face the consequences!
improve or reduce your skills during your adventures.
There is no maximum skill score, but no skill can drop No matter how high your skill scores, you cannot roll
below 0 for any reason. more than 20 dice for a skill check. If you have more
dice than this, you might consider using Skill Focus,
which you can find in the Advanced Rules at the back
Skill Checks of the book.

You will often be asked to make a skill check Health


when you want to accomplish something difficult.
Each party member has a number of Health points, which
An example of a skill check is printed below:
determine how much damage they can take. This number
Sneak past the goblin (Team check)
is likely to go up and down a lot during your adventures.
Skill and DC: Stealth (4+) It is important to remember the maximum, unwounded
Successes Required: 4 health of a party member, as your Health score cannot
There are two types of skill check. Individual checks rise above this number when you recover Health points
mean that you must choose a single party member to due to healing or resting. Sometimes, by completing a
pass the check. Team checks allow you to choose two particularly difficult adventure or task, you can increase a
party members to combine their skills to pass the check. party member’s Health score above this maximum value.
The book will tell you when this happens.
The skill check will tell you what skill is being used in
the Skill and DC (difficulty class) section of the check. If a party member’s Health ever drops to 0, then they
In this case you are using the Stealth skill to sneak past are dead. There is no way back from death - the party
the goblin. member is lost forever. Usually you can take any
equipment you wish from a dead party member, unless
To make a skill check, roll a number of dice equal to the the book specifically tells you otherwise.

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

Combat reduce their Health by that many points. Once all


the opponents have attacked, you may attack again
When a fight happens, your entire party works with all your party members. Keep doing this until
together to defeat your foes. When you get into a fight all opponents have been defeated or your whole party
you will be presented a list of opponents (enemies you has been killed.
must defeat in combat).
The opponent list will look something like this:
Armour Saves
Opponent Attack Def Health If your party members are wearing armour they can
Goblin 4 (5+) 4+ 6 attempt to reduce the Health damage they take in
Orc Bodyguard 6 (4+) 4+ 10 combat. Roll a number of dice equal to that party
Your party always strikes first in combat. Choose a member’s Armour score, or equal to the amount of
party member to go first, then select an opponent from damage they have taken, whichever is less. For every
the list to attack. Roll a number of dice equal to the 4, 5 or 6 you score on your armour save you can reduce
party member’s Fighting score. If the party member the damage taken by 1 point.
has no weapon, reduce their Fighting score by 1. Example 1: Sar Jessica is wearing leather armour
To inf lict damage your dice rolls must equal (Armour +1) and is carrying a shield (Armour +2),
or exceed the Defence score of the opponent. giving her a total Armour score of 3. A hideous sand
For each die that does this, you inflict 1 point of Health lizard has just inflicted 4 points of Health damage on
damage. Any opponents reduced to 0 or fewer Health her. She rolls a three dice Armour save and scores a 4,
points are defeated. 5 and 4. She has deflected three points of damage and
only loses 1 Health point.
Example: Tasha (with a Fighting score of 3) wants to
attack a goblin with a Defence (Def) score of 4+. She Example 2: Sar Jessica has just been hit again by
rolls three dice which come up as 2, 4 and 5. She scores another sand lizard, but for just 2 points of damage.
two hits, and the goblin loses two Health points. She can only roll two armour dice, because you cannot
roll more dice than the amount of damage you have
Make an attack with each of your party members, in just taken. She rolls a 1 and a 3. She fails both saves
any order you choose. If there are any opponents still and loses 2 Health points.
alive after your entire party have attacked, the enemy
will take a turn. An opponent’s Attack score is divided Opponents do not make Armour saves. Instead,
into two. The first number is the number of dice they heavily armoured opponents have higher Health
roll, the second is the number they need on each of scores to represent the fact that they can take more
those dice to score a hit. damage.

Example: An orc warrior has an Attack value of 6 (4+). You can only make Armour saves in combat.
This means the orc rolls six dice, each of which needs a If you take damage at any other time, such as from
4 or more to score a hit. starvation or being crushed by rocks during your
adventure, you cannot make Armour saves against
Starting with the first opponent on the list, make an that damage.
attack with each opponent in order. If they score any
hits, decide which party member has been hit, and

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

Casting Spells in Combat during ship to ship combat.

Instead of making an attack, a party member can cast Some spells cover more than one area. A spell that is
a spell instead. The spell description will tell you what described as Adventure/Combat can be used both in
happens when you do this. combat and while adventuring.

Automatic Damage Charging and Draining spells


Some enemies are so fierce that a portion of their When you first discover or learn a spell it starts charged.
attacks are unstoppable. You will see this displayed in Charged spells are ready to be cast when the spellcaster
bold like this: wishes. As soon as you cast a spell, it becomes drained
and cannot be cast again until you recharge it.
Opponent Attack
Brimstone Dragon 7 (3+) Every spell has a recharge cost in its description, which
+2 Auto covers the price of the special components you will
need to cast it. You can recharge a spell when resting
In this case, in addition to the Brimstone Dragon’s 7 at most inns, and might find some places where you
attack dice, it also inflicts an extra 2 points of damage can recharge a spell for free!
automatically. You can make Armour saves against
this extra damage as normal. The text will tell you when you can recharge a spell.
It can get expensive to cast spells all the time, so only
use them when it’s urgent.
Spells
Characters who can cast spells are called spellcasters. Discovering new spells
Spellcasters store their spells in spell books, but can
only know a maximum of six spells at any given time. Spells can crop up in the strangest of places, so keep
When you begin the game, each of your spellcasters an eye out for any opportunity to learn new ones. You
can start with three spells, chosen from the starting can hold a maximum of six spells in your spell book
spells section, which you’ll find at the end of the rules at any given time. If your spell book is full and you
section, just before paragraph 1. discover a new spell you really want, you can rub out
an old spell to make room for a new one. All new
There are a number of different types of spell: spells you learn begin charged.
Adventure spells can be cast at any time except in
combat. These spells help you overcome hazards, beat You cannot learn the same spell more than once in
skill checks, or find secret areas. your spell book. Your starting spellcaster cannot, for
example, learn three Ice Bolt spells!
Combat spells can only be cast in personal combat.
They usually harm or hinder your opponents,
or provide you with a useful bonus in combat.
Mass Combat spells are rare, and can only be used
when armies clash against each other.
Sea Combat spells are also rare, and are used exclusively

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

Equipment Armour bonuses


Each of your party members can carry a maximum Armour works slightly differently.
of ten items of equipment. Items that you can take
during the adventure will be listed in bold. You can You can get Armour bonuses from many different
pass items between your party members at any time, items and they all add up together. For example, if
except during combat or when you are making a skill you were wearing chain armour (Armour +2) and a
check. shield (Armour +2), both would add together to give
you a maximum of 4 Armour dice. There are some
Many items you find will give you one or more bonuses restrictions, however:
to your skills, Health or Armour.
You cannot wear more than one suit of armour or one
The bonus they give is listed in brackets after the robe at any given time. You will know a suit of armour
item, for example an iron shortsword (Fighting or a robe because it has the word ‘armour’ or ‘robe’ in
+1) increases the Fighting skill of the party member its name.
using it by 1 point. This bonus is applied only while
the party member is using the item. Rather than You can only use one shield.
adjust the skill score of the character it is better Any other items that grant Armour bonuses, such as
to put the bonus in the ‘Modified’ column on the magical rings or amulets, can be worn in any combination
adventure sheet. If Sar Jessica Dayne, with a Fighting and their Armour bonuses add together.
score of 5, used the iron shortsword (Fighting
+1), you would record the modification like this:

Attribute Skill Modified


Dropping Items
Fighting 5 6 If you are carrying too many items and wish to make
room for more, you can simply rub out an item you
If Sar Jessica ever lost her iron shortsword, you can don’t want on your adventure sheet. However, this
then simply rub out the modified number rather than means it is gone forever.
her base skill score.
If a party member ever possesses more than one
item that gives a bonus to the same skill, only use Money
the highest modifier. If Sar Jessica owned a steel Silver coins are the standard currency in Legendary
longsword (Fighting +2), and an iron shortsword Kingdoms. You can carry any amount of money on
(Fighting +1), she would only gain a +2 bonus to her you at any given time. Silver is a lucky metal – if a
Fighting skill, not +3. party member dies and their body cannot be found,
Some weapons are two-handed. These are marked you can assume that, luckily, they weren’t carrying any
with an asterisk (*) after their name, such as iron cash at their time of death. Only if the text specifically
greataxe (Fighting +2)*. You cannot use a shield and tells you to lose your money, or you spend it, will you
a two-handed weapon at the same time. lose silver coins.

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

The Vault Romance


The Vault is a magical storehouse where your party Your party members are young and passionate, and it
can keep items of equipment and silver coins that is only natural that they might fall in love, either with
they want to keep safe, but not on their person. each other or people you meet in the game. When a
There are many ways to access The Vault. party member starts to feel some romantic affection
they will gain a ‘heart’. When this happens, note
The easiest is with the magic cabinet spell which down the name of the person your party member
grants you immediate access at a time of your is falling in love with, and draw a little heart next
choosing. Some buildings might also grant access to to it. The more hearts that person has next to their
The Vault as well. No matter where you access The name, the more attracted your party member is to
Vault from, the items you store in it will be the same. that person!
For example, if you put a magical ring into The Vault
in Drakehallow, you will find it there when you open
The Vault in the Valley of Bones. There is no limit Other Rules
to the items you can store in The Vault, although you
might have to write very, very small if you want to There are other rules in the game, such as what
store lots of things! to do when you buy a ship, or how to manage
armies. However, you can deal with that as you
play the game. To start with you must survive, find
some equipment and make a name for yourselves.
Codes You can worry about the clash of empires when you
To keep track of the events that happen in your have more than a few silver coins in your pocket.
adventure you will be asked to record Codes, such
a B12 or E13. When this happens just circle the A NOTE ABOUT THE FREE
appropriate code on the back of your adventure sheet. KICKSTARTER SAMPLE
Don’t rub out a code unless the book tells you to do so.
This is a mini-version of the book which allows you
Sometimes you will be asked if you have a certain to try out the game to see if you like it. It only covers
code or item. If you do, immediately turn to the a single island in the game – there is lots more to see
paragraph number indicated. and do in the complete book.
Occasionally you will be asked multiple times if you If you complete this adventure and would like to
have a certain code. When this happens, check each transfer your characters from the sample to the full
code in the order in which you are asked, otherwise book, just turn to reference 357 in the retail version
you may turn to a paragraph that doesn’t make sense. of Pirates of the Splintered Isles and continue your
game. Keep your Party Roster from the Kickstarter
Sample – it has all the codes, equipment and skills
you need to carry on.

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

Spell List for Starting Characters

Armour of Heaven (Combat) Soothing Touch (Adventure or Combat)


Gain a +3 bonus to one party member’s Armour Your hands glow with divine energy.
which lasts until the end of this battle. Choose one of your characters;
Recharge: 50 silver they can restore 5 Health points.
Recharge: 50 silver
Ice Bolt (Combat)
You conjure a great block of ice Unfailing Strike (Combat)
and hurl it at your foe with magical strength. A pillar of energy sizzles into a single foe.
Make an immediate attack with Choose an opponent to lose 3 Health.
a Fighting score of 8 against any opponent. Recharge: 50 silver
Recharge: 50 silver
Wolf Spirit (Adventure)
Poison Stream (Combat) You summon the spirit of the wolf to help
A sickly green poison jets from your hands. guide you from danger in the natural world.
Make two immediate attacks Cast this spell when you fail a Survival check.
with a Fighting score of 5, You gain an additional 3 automatic successes
against two different opponents. for this check only.
Recharge: 50 silver Recharge: 75 silver

Magic Cabinet (Adventure)


You summon a magic cabinet made of purple wood. You can use this cabinet
to access The Vault, storing and/or taking out as many items as you wish.
When you have done this, the cabinet will
vanish, until summoned again.
Recharge: 100 silver

NOW, TURN TO
1
AND BEGIN YOUR ADVENTURE...

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

1 3
Shipboards creak as they are pounded by the relentless It was always a long shot! You fail to get a strong grapple
waves of the Sou’gale Straits. A single ship’s lamp on the pirates, who beat you down cruelly. Any party
illuminates the hold, dank and smelly with human member that made the Fighting check loses 2 Health as
bodies. Chains rattle, and a nearby Roycian sailor they are kicked and punched into submission.
heaves again, his dark vomit splashing the deck, his Snarling at you to be still, the pirates re-bind your
comrades twisting in their bonds to avoid the foul hands. Cross off any ‘loose binds’ your party members
stream. The pirates haven’t checked on you for hours, may have (including party members who didn’t join in
eighty prisoners crushed together like fish-catch, some the skill check – the pirates are wary of you now!).
dying, some ill. All afraid. Beaten and bleeding, you remain silent as the pirates
How did it come to this? You glance at your row you to shore. Turn to 32.
companions. At least you have all regained
consciousness now, but still you list in your chains, 4
fighting concussion. You fought back to back as the Eventually, Tom climbs back down the tree and makes
rest of the crew fell; but surrounded and outnumbered, his report.
nets were hurled upon you by the vicious pirates before “It’s hard to see,” he says, whispering above the
you were clubbed unconscious. chirping night insects. “But I think there’s at least
Since then you have been here, in the hold of fifty pirates or so. The prisoners have been brought
an old carrack, The Tenebrous, prisoners or slaves of from the ship and are divided amongst the stockades,
terrible sea brigands. Your equipment and money women in the closest one, men in the furthest.”
have been stolen, and now you are being taken … “I doubt that was done for modesty,” growls
somewhere. At first, you thought you were being Lebechi.
taken north to the dark port of Dosos, to be sold in Tom swallows. “No … I think a group of the
that brutal colony of Drakehallow. Instead, the ship pirates are … visiting them now.”
follows the currents, deeper west into the Straits. Lebechi makes to stand, raising her sword. “Then
Where are you going, and what will be your fate? we need to attack at once!” she whispers too loudly.
Turn to 99. You pull Lebechi down. “Wait! Wait a moment!
What else, Tom – did you see Captain Qiang?”
2 “No, I couldn’t spot him,” murmurs Tom.
The conjoined scrabble their way out of the gulch to hunt “Is there an angle we could attack from … where
you. Still, you have plenty of time to conceal yourselves. we wouldn’t be seen?”
Although they are stealthy hunters, they seem to have Tom nods. “Actually, I think so,” he says. “Since
lost some of the tracking skills common to dogs and it’s so dark, we could approach The Tenebrous from the
hunting cats, frequently prowling right by you, whereas bow side, using the men’s stockade as cover. We could
a living animal could have detected your scent. get right near the boarding plank.”
Eventually, as night falls, you manage to find a way “We need to help those women!” hisses Lebechi.
around the gulch and regroup with your separated party “Look … I sympathise, Lebechi, really I do,”
members. Pleased to have found each other once again, winces Marcello. “But we have to secure the ship
you make your way up the slopes of the hill together. first. If Qiang manages to fortify it…”
Turn to 12. “I can’t believe we are sitting here talking about
this!” says Lebechi, furiously.
If Sar Jessica Dayne is in the party, turn to 143.

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

Otherwise, what will you do? 7


Sneak towards the boarding plank (turn to 61)? You sleep deeply and well, the strange fire restoring your
Attempt to rescue the women in the stockade strength. Restore all party members to their maximum
(turn to 71)? Health. In addition, any spellcasters discover that all
their spells have been recharged.
5 You are shaken awake at dawn by Tom who presents
You must defend yourselves! Any party members with you with a bowl of water to quench a thirst you don’t
‘loose binds’ pulls their wrists free from the rough ropes. quite feel. “Drink,” he advises. “The fire robs you of
You can release one additional party member, or Lebechi thirst, but I say the body needs water.”
or Marcello, before the attack comes. Once you have You nod and take it in turns to drink deeply. The
decided who to free, turn to 30. water is sweet, coming from a nearby spring that fed the
gulch not far from the shrine.
6 “We should discuss how we’re going to take the
It seems clear that the survivors on the island have ship,” says Tom, bidding other ex-prisoners to join him
retreated to its highest point, a hill where some kind of by the fire. “To me, there’s two good options. First, we
‘shrine’ is located. If you can recruit enough people, you could attack in the afternoon. Qiang is likely to send
might be able to get a force big enough to challenge Li expeditions into the woods to find out what happened
Qiang, or possibly steal his ship. to you and the other pirates he stationed here. While
The island has several low ‘peaks’, but you guess that that force is busy exploring, we attack the camp, free as
the one the prisoners meant was the closest; it looks the many prisoners as possible, and steal the ship. If we’re
tallest from the village, anyway. Plunging back into the lucky, Qiang’s best men will be exploring the woods,
woodlands, the birds cawing like high-pitched crows, getting savaged by the conjoined while we attack.”
you make good progress in the remaining daylight. “The second option is a night attack,” continues Tom.
Eventually, you arrive at a kind of gulch. The soft “We know the island better than Qiang. We strike in
earth has been worn away by the running stream below, the darkness, free the prisoners, and rely on surprise and
creating a gap some ten to fifteen feet deep. Crossing the confusion to turn the tide. If things go wrong, it will
gulch is a simple rope bridge. You are not sure it could be easier to escape at night than it would be in the day.
hold the weight of everyone, but crossing one-at-a-time However, it’s likely that all of Qiang’s men, or at least
should be safe. On the other hand, the climb down to those of them who survive, will be at the ship.”
the stream isn’t too bad. You could just ford it and climb As you are considering these two options, the man
over the other side. from Chalice places his hand on your shoulder. “There
“Do you hear that?” says Marcello. can be no victory while the island itself is angry with
You listen hard. “What?” you ask. us,” he says quietly. “Come with me, deeper into the
“The birds. They’ve stopped singing,” he says. shrine. Let us try and make peace between animal and
“Evening is upon us,” says Lebechi. “They go to man while there is still time.”
their rest.” Tom looks doubtful. “You’ve not succeeded so far,
“No … no, I don’t think it’s that,” mutters Marcello. Haru. We don’t have time to waste. Besides, it’s vital
“We need to move. Quickly.” for our plans that the conjoined attack the pirates.”
Will you attempt to cross the bridge (turn to 98)? “They may also attack us, in their current rage,”
Drop into the small gulch and climb the other side reasons Haru. “Besides, I think our new friends are
(turn to 132)? resourceful. They might succeed where I failed.”
Or try to find another way around (turn to 90)? It looks like the decision will be yours. Which is the

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

best plan to capture The Tenebrous? any pirate prisoners you might have left at the island
Make the afternoon raid, while pirate hunting parties shrine. You manage to recuperate over the next few days.
are separated from the ship (turn to 86)? Each party member may restore their Health scores to
Attack at night, under cover of darkness (turn to 54)? maximum.
Go with Haru, deeper into the shrine (turn to 92)? There is a good deal of treasure aboard the
ship. You divide the money equally amongst the
8 survivors, and your party’s share comes in at 400
Sure enough, half-an-hour later, the hatch is swung silver coins. There are also several special items,
open again. Half-a-dozen pirates come sliding down which the ex-prisoners insist you take as a reward
the ladder, their growls and grumbles almost drowned for leading them to their liberty. Assign the following
out by the cries of seagulls circling above the ship. items to any party members of your choice.
“No funny business, or we’ll stick ‘ya!” threatens Steel falchion (Fighting +3)*
Maude, jangling the keys to your chains. A pair of Leather armour (Armour +1)
Longport prisoners are released first, and forced to Warm cloak (Survival +1)
climb the ladder to the deck, where they are hauled up Reference book (Lore +1)
by another pair of pirates above. Handsome brooch (Charisma +1)
Once those prisoners are safely moved to the deck, Potion of silence (Grant 2 Stealth successes)
Maude approaches you. Two members of your party The potion can be used only once, during a failed
(you choose which two) are unlocked from their Stealth skill check, to grant you an additional 2 successes.
chains, and you are shoved towards the ladder and Hopefully, this will allow you to pass the skill check
ordered to climb. There are six pirates in the hold, instead.
and at least two above you. The crew vote unanimously to appoint your party as
Will you punch Maude, and try to snatch the keys captains of The Tenebrous. She is a well-armed carrack,
(turn to 47)? with a ‘castle’ built on the bow and stern, and has heavy
Or climb the ladder as instructed (turn to 58)? ballistae and catapults as her main armaments. Make a
note of the ship’s statistics in the ‘Your Fleet’ section of
9 your party roster.
The felling of Captain Qiang is a literal deathblow to
The Tenebrous
the pirates’ hopes of victory. The remaining pirates
Fighting 8 Health 12 Cargo 2 units
surrender, pleading hard-luck tales about being drafted
into piracy or being against Qiang’s tyranny in the
If you ever sell The Tenebrous, you can sell it for the
first place.
same price as a carrack at any shipyard.
A mighty cheer erupts across the ship, as the joyful
With a new, rather large, crew, you set sail from
ex-prisoners finally realise they have won their freedom.
Mortlock Island. Some of the ex-slaves will remain on
You have accomplished a mighty feat in saving
The Tenebrous as your crew. The rest ask you to drop them
yourselves and the rest of the prisoners on Mortlock
off at Dosos, the nearest port to Mortlock Island. It’s
Island. If this is the first Legendary Kingdoms book
impractical to run The Tenebrous with so large a crew, so
your party has played, they may each add one point to
you readily agree, ordering the ship out the harbour.
any Skill of their choice. If you have played other books
If you have the code C2, C3 or C4, turn to 26.
in the series first, one party member may add a single
If you have the code C10, turn to 133.
point to their maximum, unwounded Health score.
Otherwise, read on.
In the following days you gather supplies, and collect

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

As you weigh anchor, and catch the wind at half-sail, 11


you hear a chilling cry. Looking out towards the beach Even with Marcello’s help on the oars you cannot
you can see the conjoined, hundreds of them, swarming outrun the intercepting pirates, who have brought twice
the sands. The monstrous undead beasts unleash a as many oars to speed their travel.
unified howl, half lament, half warning. This island “Defend yourselves! Grab anything!” you roar at the
now belongs to the dead, and the living may never set prisoners.
foot upon it again. Supressing a tear for the animals’ Your other party members who do not have a
tormented souls, you order all eyes to the prow as you weapon may grab an oar (Fighting +0)*. It’s hardly an
leave Mortlock Island behind you. Turn to 147. ideal weapon, but it’s better than nothing! Soon the
pirates have drawn level alongside.
10 You must fight for your lives!
You put your head down and dash. You can’t leave a
single member of your team stranded on the far side! Opponent Attack Def Health
The conjoined leap at the bridge, tearing at its ropes 1st Pirate 5 (4+) 4+ 9
and planks. You’ll have to jump the last seven feet! 2nd Pirate 6 (4+) 4+ 10
Only the party member crossing the bridge second may 3rd Pirate 5 (4+) 4+ 8
make this check. 4th Pirate 7 (4+) 3+ 11
Jump to the far side (Individual check)
Skill and DC: Survival (4+) If you defeat the pirates, turn to 45.
Successes Required: 3 If the pirates defeat you, turn to 102.
If you succeed, turn to 51. If you fail, turn to 29.

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

12 is only a third of the way along the bridge.


You scale the hillside, which begins to slope sharply Turn back quickly (turn to 84)?
upwards. As you rise high above the treeline, you spy The Dash across the bridge (turn to 10)?
Tenebrous, the pirate ship that brought you to Mortlock
Island. She has berthed herself in a natural harbour, the 14
setting sun blood-red behind her. You can see that the Willy manages to slip out of the rope-garrotte and
pirates have spilt from the ship and have set up camp draw his sword. The other pirates push away their
along the beach. A simple stockade has been built along attackers as well, blades drawn. Willy slashes his blade
the shore, where you think you can see the remaining across your chosen party-member’s body. Have them
seventy-or-so prisoners she was keeping in her hold. Li lose 3 Health points.
Qiang has obviously arrived in force to find out what has Another pirate levels his sword at Lebechi’s throat.
happened to his compatriots on the island, but at least “Stand down, you scum, or we’ll cut ‘yer throats!”
it looks like he is not going to begin his search tonight. Your surprise attack has failed. To continue the
Eventually, as you near the top of the hill, you spy a fight will only end in your and the other prisoner’s
group of people, ten of them, all of varied nationalities, deaths. You reluctantly surrender, your hands are
spilling out of a nearby cave. They are dressed in rags and rebound even as Bill, still trapped in the sinking
carry a mix of swords and improvised weapons. “Who sand, wails his final cry of despair before his head is
are you? Identify yourselves!” calls a Roycian man. submerged under the thick mud.
“We’re not pirates!” you assure them. “We were Any party member with the ‘loose binds’ note must
prisoners, like you. We slipped out of Captain Qiang’s cross that off now.
grasp and found your message in the camp.” The pirates, now bruised and angry with you,
They look you over. Upon seeing your rags and shove you back down the path towards the other fork
shoddy equipment, they lower their weapons. One in the trail. Turn to 40.
middle-aged man with a shock of blonde hair appears
to be the leader. “I’m Tom Rymer, from Strongstone 15
originally,” he says. “You must be tired, come inside You suspect that this is going to hurt. Your chosen party
the shrine.” member reaches towards the flames, wisely choosing
If you have the code C2, turn to 43. not to put in their sword-hand. The pain is immediate
If you have the code C4, turn to 137. and intense; you can feel your life energy being pulled
Otherwise, turn to 76. through your fingers. Your heart flutters against the
strain … can you take it?
13 Roll two dice and add them together.
Your first party member crosses the bridge with a If the result is higher than your current Health score,
minimum of fuss. The bridge rocks slightly, but holds turn to 41.
their weight well. Crossing to the far side, they beckon If not, turn to 79.
the next party member forwards.
Midway across, you become aware of a strange 16
howling sound, a gargling moan, like a wolf crying out “Look, you can go back to Qiang and get hung, or you
its last under a huntsman’s lance. The birds, as one, can come with us,” you say earnestly. “I get the feeling
desert the trees around, and a noisy splashing sound we’re all going to need to stick together on this island.”
comes from downstream. Your second party member Jason looks very uneasy about this possible alliance.

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

“How do we know you won’t shank us the moment our 18


back is turned?” There are no hinges, no keyhole … how does this door
If you have the code C3, turn to 44. If not, read on. open? A wild shot from a ballista on The Tenebrous
“You can count on it!” spits Lebechi. “You work for thuds into the sand near some of your warriors. It’s no
Prior, and that makes you dead men in my book!”
good – in the panic of war you just can’t think straight.
“Lebechi!” you cry. “Let us handle this…”
You’ll have to come back for the men when you’ve
But it’s too late, the pirates are spooked and dash
seized the ship.
off into the trees. You don’t dare risk running after
“To The Tenebrous!” you cry, holding your weapon
them and leaving the rest of the prisoners behind. You
aloft.
consider chiding Lebechi, but remember that she is still
Turn to 46.
grieving the loss of her brother and your words would
have little meaning whilst her temper is so hot.
19
“Come on. Let’s try and find this prison,” you say.
Turn to 42. It has been a desperate battle. The remaining pirates
managed to kill one of the beasts, but there is no doubt
17 that they would have been slain without your help. The
Without weapons, what possible help could you be? other prisoners who were being transported with you
Besides, fewer pirates will make your eventual escape still seem in good health, and thank you dearly as you
all the quicker. release them from their bonds.
There is a problem with your rather mercenary plan, Record the code C5.
however. Just a few feet to your left, one of the prisoners If any party members are still tied up, you untie them
suddenly gives a scream as a terrible, starving beast lunges now. Because you are all free, you can cross off the note
from cover and drags his helpless body into the bushes. ‘loose binds’ on your party roster.
“Stay tighter together!” roars Willy, his body “By the gods, what are these horrors?” spits Jason, as
trembling all over. he glances down at the corpses of the vile creatures.
The pirates are completely out of their league here, If Tasha is in your party, turn to 108. Otherwise,
and the monsters seem quite happy to attack unarmed read on.
prisoners as well as your enemy. If any party members All eyes turn to Lebechi in the hopes that, as a native
have ‘loose binds’, turn to 5. If not, read on. of the area, she can answer. “How should I know?” she
To your horror, a terrifying beast of bone and flesh, replies. “The work of necromancers, maybe? We are not
seemingly half animal and half man, leaps from the far from Dosos, and their sorcerers have caused trouble
bushes and savages Willy. His sword scatters wide, and before.”
you attempt to grasp it, but your hands are so tightly “You’d have to be pretty twisted to make things like
bound that you cannot get a proper grip. More of the these,” says Marcello. “I don’t know. They don’t look
monsters appear, ghastly, whistling howls emerging from like they were made by human craft.”
their torn throats. Prisoners and pirates are brought to Turn to 94.
the ground and rent into pieces.
Defenceless, you can do nothing to ward off the 20
terrible beasts. The pirates’ fate is your own, as your You prowl through the woods, full of nerves that an
limbs are torn from your helpless bodies and blood seeps unexpected attack could come at any time. If you have
into the island mud. the code C4, turn to 97. If not, read on.
Your adventure is over. “Drop ‘yer weapons, ya’ miserable slaves!” comes a cry

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

from behind a tree. Two dozen pirates, all armed with 22


swords, reveal their positions, some grabbing unprepared You cannot watch the man die. “By the gods, I’ll get
prisoners as they emerge from hiding. him out if you won’t!” you snap. “Untie me!”
“I’m never going back into that stinking hold!” spits “You think we’re simpletons?” laughs Willy.
Lebechi, raising her sword. The rest of your allies agree. “Damn it, Willy, let them try – you son of a bastard
Giving a blood-curdling cry, you order a charge against goat!” roars Bill desperately, sinking deeper.
the pirates, engaging as many as you can and letting your
warriors take on the rest.

Opponent Attack Def Health


1st Pirate 4 (4+) 4+ 6
2nd Pirate 6 (4+) 4+ 9
3rd Pirate 5 (5+) 4+ 11
4th Pirate 3 (4+) 4+ 7
5th Pirate 4 (4+) 4+ 7
After you have battled for two rounds, turn to 134.

21
The first group crosses the bridge with a minimum of
fuss. The bridge rocks and groans, but holds their weight
well. They make it to the far side safely, and you send
another three across (including one party member of
your choice). Willy seems to search his conscience for a few
Midway across, you become aware of a strange moments before reluctantly untying your hands. “Any
howling sound, a gargling moan, like a wolf crying out funny business and I’ll stick your friends; got it?”
its last under a huntsman’s lance. The birds, as one, You take the rope that was binding you, a length of
desert the trees around, and a noisy splashing sound just three and a half feet. “Give me some more rope,”
comes from downstream. To your horror, you see more you command, straightening out the length.
of the conjoined howling around the bend. You attempt “And untie the rest of your friends? No chance!” cries
to dash to the far side, but the heavy rocking on the Willy. “That’s all you’re getting!”
bridge, and the stumbling of one of the prisoners in Trying to rescue the pirate with such a short length
front, slows you down. of rope will be extremely dangerous.
The conjoined leap at the bridge, tearing it down, Try to rescue Bill with what you have (turn to 96)?
sending you splashing into the mud. The rest of the Or shout “Now!” and try to drive the pirates into
party realise that their comrade will be dead in moments the quicksand (turn to 129)?
if they don’t do something. As one, your party and the
other prisoners leap into gulch with a splash, weapons 23
drawn, roaring to distract the conjoined. Mud, water
and blood churn as battle is joined! The stockade gate is rattled hopelessly by the inmates.
Turn to 65. What will you do?
Organise a ram to open the door (turn to 88)?
Try and work out how the door is supposed to

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

be opened (turn to 52)? “We won the day,” you correct. “You, me, Marcello,
Bypass the stockade and charge the ship (turn to 46)? Tom, all of us. Now stop moping around, you’ve done
nothing to be ashamed of.”
24 You stand and offer Lebechi a hand. She smiles
You have another quick look around the pirate warmly at you. “Thank you, my friend,” she says, cupping
residence, but you don’t find anything new, even when your cheek with her hand. Choose a party member and
you lift a few floorboards. Disappointed, you leave. roll two dice, adding the scores together. If the result
Turn to 74. is higher than your chosen party member’s Charisma
score, gain 1 point of Charisma.
25 If you have the code C10, turn to 133.
Otherwise, read on.
The pirates are slain to a man (and woman), ambushed
As you weigh anchor and catch the wind at half-sail,
under the claws of the conjoined. Your own warriors
you hear a chilling cry. Looking out towards the beach
have suffered greatly too. Roll four dice. This is the
you can see the conjoined, hundreds of them, swarming
number of warriors who have been slain.
the sands. The monstrous undead beasts unleash a
If you now have only ten or fewer warriors remaining,
unified howl, half lament, half warning. This island
turn to 126. Otherwise, greatly depleted in strength,
now belongs to the dead, and the living may never set
you miserably take your wounded army deeper in the
foot upon it again. Supressing a tear for the animals’
woods. Turn to 69.
tormented souls, you order all eyes to the prow as you
leave Mortlock Island behind you.
26
Turn to 147.
As you make preparations to leave, you catch Lebechi
in a solemn mood, sitting on the steps to the aftcastle, 27
head hanging low. “Silver for your thoughts,” you smile,
“Where are the people; the other prisoners the pirates
sitting next to her.
captured?” asks Marcello. “This is supposed to be a
Lebechi looks at you, almost shame-faced. “I was
prison colony. Are they dead, or did they flee?”
just thinking about my behaviour on the island,” she
“We’d best look around,” you say. “Everyone stay
says. “I was acting like a bloodthirsty animal.”
close.”
“It wasn’t that bad,” you console. “Besides, your
Explore the prisoner block (turn to 62)?
brother had just been murdered.”
Examine the butchery shed (turn to 53)?
“But I am from Thalsia,” she says earnestly. “We
Check out the outdoor smithy (turn to 146)?
believe in rationality and cool-headedness. But all I
Find the pirate’s residence (turn to 114)?
wanted to do was kill, as if by shedding blood I could
bring my brother back to life.”
28
“You’re too hard on yourself,” you say plainly. “And
you never shed blood except in self-defence, or to gain Many of them already traumatised, the women scream
your freedom.” in panic at the sight of yet more ruffians bursting into
“Thanks to you,” she says, smiling weakly. “I forgot the compound. Hysteria has gripped the group, and
what mercy was when we were dealing with those they huddle together for protection, unable to hear your
pirates. I would have killed defenceless men if it had words. There is no time to convince them. Promising
been my choice. And it would have been for nothing. you mean them no harm, you slip out of the women’s
You showed mercy, and still you won the day.” stockade without further reinforcements.
Turn to 66.

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

29 Willy Freeman, paralysed with terror, is leapt upon,


You jump short, and end up dangling by your arms on his throat erupting in blood and his sword scattering from
the edge of the gulch. Before anyone can help you, a his grasp. (One of your party members may pick up the
panther-headed conjoined leaps for you, sinking his teeth sabre (Fighting +1) if they wish).
into your side and dragging you into the stream below. Ordering the survivors into a circle, you prepare to
That party member loses 2 points of Health. hold off the attack.
They will be dead in moments if you don’t do
Opponent Attack Def Health
something. As one, the rest of your party and the
Man-headed Conjoined 6 (4+) 4+ 12
prisoners leap into gulch with a splash, weapons drawn,
Crawling Conjoined 4 (4+) 4+ 8
roaring to distract the conjoined. Mud, water and blood
Clawed Conjoined 5 (4+) 4+ 9
churn as battle is joined! Turn to 65.
Howling Conjoined 4 (4+) 4+ 13
30
Special: Only party members with ‘loose binds’ can
All at once the attack comes. Creatures burst from the fight or cast spells in this battle, although you can still
bushes, predator-like, eager for the kill. They howl like assign damage to restrained party members, if you wish.
wind through pipes, decayed larynxes rattling. At first, Remember that party members without weapons suffer
they look like starving animals, thin as rakes, injured and a -1 penalty to their Fighting skill.
unwell. Only once your initial shock has passed do you
see the full, awful details. Each horrid beast seems to be a If Lebechi has ‘loose binds’, she will make a 4 dice
conjoined collection of body parts. Some have the bodies Fighting attack against an opponent of your choice after
of wolves, but the claws and heads of island panthers. all your eligible party members have attacked.
Some are cat-like, with ghastly human limbs – sometimes
more than four – weirdly fused into their rotting flesh. The If Marcello has ‘loose binds’, he will make a 3 dice
most disturbing has a half-rotten human head attached Fighting attack against an opponent of your choice after
to a dire wolf’s body, sharp claws on its forearms, with all your eligible party members have attacked.
an extra set of human arms projecting from its shoulders. If you win, turn to 19.

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

31 to watch a man be slowly drawn to his death.


You manage to fight off the terrible creatures, but it has Will you volunteer to save the pirate
come at quite a cost. Many of your warriors are dead. (choose a party member to do this, and turn to 22)?
Roll four dice and add the results together. This is the Or remain quiet (turn to 49)?
number of warriors who were slain in the attack.
Cursing your ill luck, you press on through the 33
woodlands. There can be no turning back! With a great groan, the stockade door is smashed from its
Roll two dice and add the results together. housing. There is a mighty cheer from the men beyond,
If you roll between 2 and 8, turn to 69. who immediately surge out of the stockade, grabbing
If you roll a 9 or more, turn to 20. spare weapons or shafts of wood to defend themselves.
You gain an additional 45 warriors.
32 “To the ship!” you cry, holding your weapon aloft.
The pirates beach their boat, ordering you out at the Turn to 46.
point of a sabre. The sand is warm on your bare feet
(your boots were taken along with your other valuables) 34
and you gaze at the wall of trees just ahead of you. A You dash through the trees, your hearts thumping. The
single trail runs through the woodland, and imminently woodlands are moist and warm, the ground muddy, and
you are commanded forwards, plunging into the forest your bare feet make deep impressions in the ground.
with two pirates at the head and two behind. Birds take to the skies as your noisy procession tears
The pirates seem on-edge. It is clear that they were through the bushes. Behind you are six other prisoners,
expecting someone to meet them, but no one from including Lebechi and Marcello.
their camp has joined them. The forest is heavy with “Pursuit won’t be far behind,” pants Marcello as he
moisture, and soon your foreheads are speckled with runs up next to you. “We have to lose them.”
sweat. Eventually your column comes to a split in the “Or fight,” suggests Lebechi. “We could set up a
trail, and the pirates give a loud curse. good ambush here amongst the trees.”
“Which way is it now? Damn Borca, where the hell “Not enough of us have weapons,” objects Marcello.
is he?” swears one. “A battle would be unwise.”
“Calm yourself, the island’s no more than a league There’s not much time to choose a course of action.
on each side, we’ll find the camp,” assures his friend, Try to hide amongst the trees (turn to 111)?
although uncertainty weighs heavy in his voice. “The Press deeper into the woodlands, to find a
left path looks the most used. Come on.” better hiding place (turn to 103)?
The pirates look nervous as you make your way down Prepare an ambush for your pursuers (turn to 89)?
the trail, your feet now muddy from the soft ground.
Suddenly, a pirate ahead of you gives a great cry. He has 35
become stuck in the mud … and is sinking. He cannot Most of your party and all of the prisoners, including
free himself. Lebechi and Marcello, are dead. You no longer have
“Sucking sand,” spits his companion, scrabbling enough people to be able to seize The Tenebrous and crew
away. “Everyone back!” her. The remainder of your party are trapped, doomed to
“Damn you Willy Freeman, get me out! Help me, be hunted down by the vengeful conjoined or the cruel
damn you!” cries the desperate, sinking pirate. Captain Qiang.
“Sorry, Bill, ‘yer done for! No hard feelings,” replies Your adventure has come to a premature end…
Freeman as Bill sinks to his waist. It is a terrible sight

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

36 39
“Vengeance, then,” you muse. “Perhaps that is why those You attempt to translate the symbols but can find no
monsters, those conjoined creatures, made up of scraps meaning in the strange carvings. “There’s no time for
of mutilated animals, are hunting the pirates. A strange this,” you say at last. “It will take wiser heads than ours
intelligence guides them, something powerful enough to understand all this, and that fire is too dangerous to
to animate them.” experiment with. We’ll have to deal with the conjoined
“Animals do not have such power,” objects Lebechi. as best as we can.”
“Not the ones we know,” you admit. “But someone or Haru nods reluctantly, joining you as you make your
something created those creatures, out of the bits that the way back up the stairs. Turn to 125.
pirates left behind. I’ll admit, though, that the scale of
butchery here is extreme. Perhaps something compelled 40
the pirates to do this, or they were acting out of fear?” The deeper along the trail the pirates lead you, the more
Turn to 27. unsettled they become. Eventually, Freeman calls a
halt to the column as he spies something in the bushes.
37 Drawing his sword, he approaches what looks to be a
“We have two advantages,” says Sar Jessica decisively. mangled body. You cannot see much from where you
“We outnumber the pirates, and we are surprising the are standing, but it looks to be missing a head and arm.
pirates. We lose both advantages if we squander time Willy Freeman goes white and stamps back to his
trying to free the prisoners. The other pirates could comrades. “Something’s happened on this island,” he
return at any time. We need to be in control of the ship says grimly. “I think we need to head back to the ship.”
when that happens.” “Qiang will have our guts for garters if we return with
Sar Jessica speaks with such military confidence that the slaves,” objects one, a dark-bearded pirate named
it immediately assuages Lebechi’s doubts. She nods and Jason.
readies her weapon. Sending word to your warriors to “Me’bee Willy is right … I don’t like this place …
attack on your mark, you prepare for a last, desperate and the birds have stopped singing,” says the third pirate.
assault. Turn to 106. “They’ve stopped singing because they’re unused
to men – that’s all,” insists Jason, but his words are
38 interrupted by a rustling sound. You turn quickly.
You can’t risk having the enemy in your camp. You nod Something large crashed through the undergrowth,
to your companions and attempt to rush the pirates, but sending branches and bushes swaying … but there is
they are ready for you. They are still armed, though no sign of it now.
wounded, and won’t surrender their lives without a fight! “To the ship,” insists Willy. “Qiang can take the
slaves himself if he wants. Things aren’t right ‘ere.”
Opponent Attack Def Health Willy orders the column to turn about, but even as he
1st Pirate 5 (4+) 4+ 6 does so another shape smashes through the undergrowth,
2nd Pirate 4 (4+) 4+ 5 the vegetation seeming to shake and recoil. You see a
Special: Remember, any party member without a flash of white bone and rotten skin.
weapon suffers a -1 penalty to their Fighting score when Will you tell the pirates to untie you (turn to 82)?
attacking an opponent. Remain quiet for the moment, but bide your time
If you win, turn to 136. to escape (turn to 17)?

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

41
You cannot hold back against the pull from the flames!
It is as if your heart is being pulled from your chest and
out through your fingers! Your hand crumbles into dust,
and the decay spreads across your body until you are
nothing but ash. This party member has been killed.
The rest of your party may take any items they were
carrying
The flames suddenly sparkle richly, sending spirals
of energy into the earth. The ground around your
crumbled body glimmers with power as your energies
are redistributed through the island. Certainly,
something has happened! Hopefully, it wasn’t all in vain.
Gain the code C8.
Shocked and tearful at the loss of their comrade, the
rest of the party say their farewells to your ashes before
making their way back up the stairs. Turn to 125.

42
You wander through the woods for several hours. “What savagery happened here?” murmurs Lebechi.
Occasionally you find a small stream to refresh “Why have the pirates killed so many?”
yourselves, and you wade a while through the waters to “Debauchery,” says Marcello. “With no laws to
hide your trail from any pursuers. govern them, men become worse than beasts. They
In time you come to an area of cleared woodland. killed because they could.”
A small, rough shanty town has been constructed here If you have the code C5, turn to 36.
out of the island wood. Several large buildings with If not, turn to 27.
barred windows are clustered together, along with
watchtowers, an open smithy, and smoking houses for 43
fish and meat. The place has a bad smell, and you can “Are these your prisoners?” asks Tom, looking at your
see that the inhabitants have been supporting themselves pirate captives warily.
by consuming the local wildlife. At least, after a fashion. “Yes,” you admit. “We didn’t have the heart to kill
Grotesque trophies of rotting boar heads are impaled on them.”
wooden spikes, along with the decaying bodies of island Tom nods. “Enough blood has been spilt on this
dogs and hunting cats. island,” he agrees. “We’ll keep them under guard for
Hundreds have been slain, and it is clear the pirates you. Eliza, Manfred, put them in the storeroom with
must have waged a campaign of total extermination of the other pirates.”
every mammal on Mortlock Island that their spears and Two guards break off to take your prisoners away.
arrows could harm. There seems no rhyme nor reason to “You have your own prisoners, then?” asks Marcello.
the killings … was it mere sport? Pigs lie unbutchered “A handful of escapees from the massacre at the
in decomposing piles, and flies swarm thick around the village,” says Tom. “Come, we’ve much to discuss.”
entire encampment. There is no sign of any human life. Turn to 76.

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

44 If you are accompanied by 80 or more warriors, turn


“You can trust them,” says Bill firmly. “They wouldn’t to 77. Otherwise, read on.
do that. We put them in a stinking hold for two weeks, You’ll need to drive back the defenders at the top of
but they still risked their lives to save ours. Anyone the plank if you’re to get onto the ship! You must fight!
who does that isn’t going to be stabbing us in the back.
We’ll come with you, fellows. We’ll come.” Opponent Attack Def Health
Gain the code C4. 1st Pirate 5 (4+) 4+ 7
Lebechi snarls. “You’re making a big mistake. 2nd Pirate 5 (4+) 4+ 9
They’ll turn on us the moment Qiang shows up!” 3rd Pirate 3 (4+) 4+ 5
“Let’s hope we live long enough to find out,” you say, 4th Pirate 3 (4+) 4+ 8
eyeing the woods. “Come on. Let’s try and find this 5th Pirate 4 (4+) 4+ 8
prison.” Turn to 42. Special: Unless you are attacking at night, pirates aboard
the ship will fire their longbows into the fray. After
45 all your party have attacked, roll a die for each party
You counter-board the pirate’s jolly-boat, blades member. On a 6, they are hit by an arrow, and lose 3
flashing and oars slamming into their faces. Your Health (armour can save). On a 4 or 5, one the warriors
fellow prisoners give a good account of themselves too, on the gangplank behind you is hit and killed; lose 1
some armed with only their fists! Soon, all but two warrior. On a 1-3 the arrow misses.
of the pirates have been slain, and the two remaining If you win, turn to 110.
hold up their hands in surrender.
Any party member who does not have a sabre 47
(Fighting +1) may take one now. The other prisoners Maude is ready for such rash action and blocks your
likewise arm themselves with swords. You may now punch with her forearms. “Get ‘em, boys!” she yells,
cross off any ‘loose binds’ notes on your adventure sheet. and in a moment you are leapt upon by six burly pirates.
“Let’s cut their throats!” snarls Lebechi, levelling her In such close quarters, and with your limbs weakened
blade to a pirate’s throat. from the chains, you stand no chance. Both of your
“No!” cries Marcello. “They are more useful as chosen party members lose 2 Health points as they are
prisoners. It might hold off Captain Qiang’s fury if we savagely beaten.
keep some of them alive. He might pepper us with “Enough boys,” grins the yellow-toothed Maude. “I
arrows if we force his hand.” think they’ve learned their lesson, now. Get up. Any
“They’ll slow us down,” warns Lebechi. “Besides, if more rough and tumble and you go overboard in a
we escaped, they might too. And I doubt they’d show knotted sack – got it?”
us the same mercy as Marcello.” You do not deign to reply, but sullenly make your
Will you keep the pirates as prisoners (turn to 68)?
way to the ladder. Turn to 58.
Disarm them, cast their oars away,
and cut them adrift (turn to 127)?
48
Slay the pirates (turn to 78)?
As more and more pirates fall to your blades they begin
46 to realise the foolishness of attacking you. Their leader,
Sally Murdock, offers a surrender.
You give a blood-curdling cry as you charge up the
The pirates have brought plenty of rope in order
gangplank, your warriors trailing behind you. A wall
to bind any runaway slaves, and you use this to tie the
of pirates attempts to block your way onto the ship.
hapless pirates to the nearby tree-trunks.

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

“Make any noise and we won’t be coming back for 52


you!” snarls Lebechi, threatening Sally with the edge of You peer through the darkness, trying to understand
a sabre. Sally promises to be as quiet as a mouse. why the door is so difficult to move.
The pirate’s weapons are taken by your warriors and Get the door open (Team check)
you make your way onwards, deeper into the woods. Skill and DC: Lore (4+)
Turn to 69. Successes Required: 3
If you succeed, turn to 128. If you fail, turn to 18.
49
It’s one less pirate, and your captors deserve everything 53
they get. The remaining pirates lead you back to the If you have the code C6, turn to 120. If not, read on.
trail, the doomed pirate’s cries filling the woodland until The smell around the butchery shed is appalling, and
they are reduced to pitiful gurgles and then silence. The it is here that the flies are thickest. Although all the
pirates drive you onwards. Turn to 40. tools for proper butchery, including carving knives,
skinning blades and bonesaws are present, it seems that
50 they have been used merely to mutilate dead animals.
After ten minutes of travel, you come to a startling sight. A terrible collection of dead pigs, dogs and hunting
At the edge of a clearing you find numerous piles of cats lie, not only dead, but sawn up into pieces – with
dead animal and human parts, clumped together into heads and limbs separated on every animal. What can
small groups. It is the conjoined, or at least what is left explain such ghastly dismemberment?
of them. You fearfully poke a pile of wolf limbs, just in You also discover your first human bodies, lying
case they should reanimate, but they look dead and still. indiscriminately, and in pieces, amongst the pile.
It appears the ritual you performed has worked, and From their dress and tattooed skin they look to be
the conjoined are no more. Now all you have to worry pirates or sailors, and their missing limbs have been
about are marauding pirate patrols! torn, rather than cut away.
Roll two dice and add the results together. Dangling over a nearby railing is a suit of barbaric
If you roll between 2 and 8, turn to 69. armour (Armour +1, Survival +1), made of the hides
If you roll a 9 or more, turn to 20. of multiple animals, crudely stitched with thick
threads. It has a fearsome appearance (and smell), and
51 it’s unlikely you could ever sell it. However, in your
With a roar of effort you leap to solid ground as the current, desperate circumstances, you might consider
bridge behind you collapses. The conjoined howl in wearing it.
fury and leap at the sides of the gulch. They seem to be A simple signpost has been hammered into the
having trouble climbing the slopes, even the ones with ground not far from the corpses. Scrawled in white
human arms struggling to get enough purchase to haul paint are the words:
up their uneven bodies. The animals are crazy – look out!
Press the attack while you have height advantage We’ve gone to the shrine at the top of the hill.
against them (turn to 109)? Come armed!
Retreat from the gulch and head back into the Did the prisoners or the pirates write this?
woodlands – even though this will separate you from Gain the code C6.
the party members on the far side (turn to 67)? A shouted warning from Lebechi puts you on
guard. Several dog legs are being dragged across the
ground by an invisible force. They latch onto the body

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

of a boar, which begins to lumber up, headless. To your up camp on the beach. They will be here for a few days,
horror, a pirate head begins to roll across the ground at least. Let them tire themselves out with their fruitless
towards the body. search of the island and then you can make your attack.
Finally, as the sun begins to set, you gather everyone
together and set out. You have forty warriors in all,
armed with swords or handmade spears (note down this
number of warriors on your adventure sheet).
Gain the code C9.
Soon, you plunge into the woodlands, making your
way towards the harbour cautiously.
If you have the code C10, turn to 50. If not, read on.
Between the conjoined and hunting parties of pirates,
it will be lucky indeed if you get to the harbour intact.
Roll two dice and add the results together.
If you roll between 2 and 8, turn to 115.
If you roll a 9 or 10, turn to 69.
If you roll an 11 or more, turn to 20.

55
“It’s your lucky day,” you mutter to the pirates. “Get lost.
And tell Qiang that if he comes for us, it will be the last
thing he ever does.”
The pirates look at each other, and then at the rest
of the angry-looking prisoners, and make their decision.
They nod to you and flee into the woods.
If you have the code C5, turn to 123. If not, read “Foolish,” says Lebechi. “Now Qiang will come
on. looking for us.”
Transfixed with terror, you watch as the head hops “He would have done that anyway,” you shrug. “But
into place on the boar’s shoulder. The bizarre amalgam he’s more likely to make mistakes if he thinks we’ve
of human and animal flesh unleashes a dreadful, rattling defied him. Come on. Let’s try and find this prison.”
roar, and charges at you. Turn to 42.

Opponent Attack Def Health 56


Conjoined 6 (4+) 4+ 18 You briefly check the smithy again, in case you missed
If you manage to slay this terrible foe, turn to 91. anything. However, all the remaining weapons in the
box are broken beyond use. Shrugging, you make your
54 way on. Turn to 74.
It is a painful wait until dusk. Your allies, now they are
worked up and ready for battle, are anxious as the hours 57
tick away. What if the pirates suddenly weigh anchor Your warriors are being driven back. Across the deck you
and leave, after all? sense your side is losing, suffering too many casualties
However, you doubt they will do that. They have set from the vicious pirates. You attempt to find a way to

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

turn the tide. Skill and DC: Stealth (4+)


In the middle of the deck stands a huge pirate, Successes Required: 3
swinging a barbed chain. He looks to be half-ogre, On a success, note that this party member has ‘loose
over seven feet tall, swathed in rippling muscle. As binds’. On a failure, that party member’s hands are bound
he swings his chain two or three warriors at a time tightly, and it’s unlikely you will get free without help.
are slain or injured. Your warriors are too fearful to Once all the prisoners are on deck and bound, you are
approach the terrible man. If you are going to save the escorted in groups of ten to the jolly-boats for transport
battle, you must fight him! to shore. Fortunately, your entire party are transferred
in a single group on one boat, along with Lebechi and
Opponent Attack Def Health Marcello, who were chained up near you.
Garruk Half-ogre 5 (4+) 3+ 27 There are still four armed pirates in the boat, making
Special: Each time Garruck causes a party member to escape seem difficult. However, they do seem rather
lose Health, he makes another attack with his chain. distracted.
The damage of this attack must be assigned to a different “Why haven’t they come out to meet us?” growls one,
party member. He keeps making attacks until he inflicts gazing along the shoreline. “I thought Li Qiang used
no damage (perhaps because of a successful armour save) the blue smoke.”
or he has attacked each of your party members. “It’s two miles to the camp,” says the other. “Me’bee
If you manage to win, turn to 139. they’re still on their way.”
“Took an hour to get the slaves ready, they had time
58 … no, something’s up…”
You clamber up the ladder, towards a blazing blue sky. During this distraction, each party member with
You are ‘helped’ the last few feet up by the muscly pirates ‘loose binds’ can loosen the binds of another person,
standing on either side of the hatch, who grab your arms either a fellow party member, or Lebechi or Marcello.
and haul you up on deck by the armpits. The jolly-boat is now about halfway between the island
The pirates, a cosmopolitan crew of Roycians, and the ship.
Valleymen and men of Drakehallow, are all business this Will you attempt to overpower the pirate crew
morning. They are lining up the prisoners and binding (at least one party member must have ‘loose binds’
their hands with rope as they emerge in dribs and drabs to do this, turn to 113)?
from the hold. Ahead of you lies a gorgeous tropical Or bide your time and get to the island (turn to 32)?
island surrounded by white sand and blue sea. A rich
forest of segmented trees covers the land, from which a 59
score of red and blue birds chitter and swoop. You are not certain you grasp it all, but between the
You can see Li Qiang striding about the ship, barking pictures and the archaic script you manage to piece
orders … but there is no sign of Captain Prior, or his together the purpose of the room. It appears to be a
feared Greatship, The Fury. Perhaps he has sailed on to place constructed by ancient druids to restore the living
other conquests? spirit of the island. Obviously, there was some kind of
You are being bound in a hurry. With almost eighty disaster in the past, and druids built this chamber to
prisoners to process, the pirates are tying your hands help repair the damage done.
quickly. Thinking fast, you attempt to cross your wrists Although the details are unclear, it looks like the
in such a way that it will create gaps in the knots. Each island can be restored by a sacrifice of magic or life.
party member can attempt the following Skill check. Essentially, all the spells a spellcaster knows must be
Weaken your bind (Individual check) cast into the flames, or a body part must be thrust

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

into the flames until the necessary life energy is taken. “Get onto the ship!” you cry in response.
You cannot determine exactly how much energy that Half your warriors break off to keep the pirates in
would be. the camp busy, while you lead a charge up towards the
“I would be willing to offer my life to repair the island gangplank! Halve the number of warriors you have
and give my fellow slaves a chance for escape,” says Haru. available (rounding up). These warriors cannot help
“That’s decent of you, Haru, but let’s think carefully,” you in the battle on the ship. Turn to 46.
you say, considering your options.
What will you do? 62
Choose a spellcaster to sacrifice their magic Stepping cautiously through the stinking village, you
(turn to 83)? soon arrive at a pair of prison blocks. They are stoutly
Allow Haru to sacrifice his life energy (turn to 100)? built, and the iron workings in the windows and doors
Have a party member to sacrifice their life energy look strong. The doors are wide open and you step
(choose a party member and turn to 15)? inside expecting the worst. However, although the
Or return to the chamber above (turn to 63)? conditions were obviously unsanitary, there are no bodies
of prisoners here, and little sign of violence.
60 Checking the other prison block reveals the same,
“Forget it!” he snarls, pushing you back, his eyes turning and indeed, it becomes obvious that the prisoners
to the woodlands. managed to let themselves out by breaking down the
If any of your party have ‘loose binds’, turn to 5. door from the inside. Since such an operation would
Otherwise, read on. have been very noisy, it suggests that the pirates were
To your horror, a terrifying beast of bone and flesh, absent when the door was forced.
seemingly half animal and half man, leaps from the Heartened that at least someone has survived, you
bushes and savages Willy. His sword scatters wide and consider what to do next. Turn to 74.
you attempt to grasp it, but your hands are so tightly
bound that you cannot get a proper grip. More of the 63
monsters appear, ghastly, whistling howls emerging from “It’s too risky,” you eventually decide. “This island has
their torn throats. Prisoners and pirates alike are brought been trying to kill us since we got here. We need to
to the ground and rent into pieces. conserve our strength and our lives if we’re going to
Defenceless, you can do nothing to ward off the escape. We’ll have to deal with the conjoined as best
terrible beasts. The pirates’ fate is your own, as your as we can.”
limbs are torn from your helpless bodies and blood seeps Haru nods reluctantly, joining you as you make your
into the island mud. way back up the stairs. Turn to 125.
Your adventure is over.
64
61
You quickly organise an order to cross the bridge. Decide
Crouching low, you scamper across the sands with your what order your party is crossing – in other words, who
warriors, using the men’s stockade and the darkness of is first, second, third and fourth.
the night as cover. You get pretty close to the gangplank Once you have decided, turn to 13.
before you are detected; a group of twenty or so pirates
camp near the plank, and you cannot hope to muffle the
sound of so many feet approaching the ship.
“To arms!” roars a barrel-chested pirate.

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

65 really are. Your warriors hesitate when confronted by


You prepare to fight against the terrible conjoined! such aggressive foes. You must motivate them to attack!
Organise a charge (Team check)
Opponent Attack Def Health Skill and DC: Fighting (4+)
Stag-headed Conjoined 5 (4+) 4+ 11 Successes Required: 9
Man-armed Conjoined 4 (4+) 4+ 9 Special: Gain 1 automatic success for every 10 warriors
Savage Conjoined 5 (4+) 4+ 7 in your group. If, for example, you have 65 warriors, you
Tusked Conjoined 4 (4+) 4+ 11 gain 6 automatic successes.
If you succeed, turn to 112. If you fail, turn to 73.
Special: The other prisoners will assist you in this fight.
They inflict 4 points of damage at the end of your turn, 67
which can be divided amongst the conjoined. If your You’re not going to battle any more conjoined if you can
party has been split up on different sides of the bridge, help it! Make a note which party members are on the
the prisoners cannot inflict damage on any conjoined far bank, and which are yet to cross.
who might be fighting party members on the far side Splitting up, those who have yet to cross plunge back
of the gulch. into the woodlands and attempt to find a longer way
If you win, turn to 117. around. Party members who have crossed the gulch
attempt to lose the conjoined amongst the rocks and
66 scrubland that dot the hillside. Make the following skill
You move onwards towards the men’s stockade. By check for each team.
this point, however, the pirates know something is up, Hide from the conjoined (Team check)
and an armed group of them begin to sweep through Skill and DC: Stealth (4+)
the dark camp. They utter foul-mouthed curses and Successes Required: 3
bravado, making their numbers seem larger than they If both teams are successful, turn to 2.
If either or both teams fail, turn to 75.

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

68 stockade. Some of your soldiers scramble over the walls,


“Bind them,” you command. “And make a better job of others charge through the gatehouse. The pirates are
it than they did with us.” caught in flagrante, and are quickly overpowered.
Marcello and several other former prisoners help Some of the women are in a panic and on the verge of
to bind the subdued pirates, who show little sign of screaming. You do your best to calm and rally them to
rebellion. You glance fearfully at the pirate ship, in your side.
case they are ruthless enough to fire on their own men. Rally the women to your side (Team check)
Fortunately, Qiang does not appear to be the monster Skill and DC: Charisma (5+)
Captain Prior is. Successes Required: 3
“It won’t take them long to send another boat, we If you succeed, turn to 81. If you fail, turn to 28.
should move quickly,” says Lebechi, clambering back
aboard your original jolly-boat. Keeping the pirates 72
under guard, you take to the oars and row towards the “We’ll keep them – having hostages could be useful,”
nearby shoreline. you say, firmly binding the pirates’ hands.
Gain the code C2. “They’ll be more trouble than they’re worth,” sulks
Turn to 34. Lebechi, releasing her hold on the pirate’s head. “I hope
you know what you’re doing.”
69 Gain the code C2.
Whether through luck or the will of the gods, you With the pirates now bound and in tow, you slip off
meet no foes as your small army creeps through the the path and make your way into the trees. Turn to 42.
woodlands. Your approach has been stealthy, and soon
the harbour comes into sight between the trees. 73
Turn to 87. Although you call them warriors, your soldiers are
little more than badly armed civilians who have been
70 exposed to hardship and cruelty. They cannot summon
You are exhausted and bloody after the battle, but at up the courage to join you in your charge. Hopelessly
least most of you are still alive. Any party member who outnumbered, the pirates swarm around you, blades
does not have one may now take a sabre (Fighting +1) slashing through your flesh.
from the bodies of the pirates. Any spare swords will The rest of your fleeing allies will be recaptured in
be distributed to the other prisoners. time. As known troublemakers, your fate is a sword
Unfortunately, the crossbow was broken when it fell blade through the neck.
from the hands of the pirate woman. Your adventure is over.
“This will have bought us some time, at least,” pants
Marcello. “But we shouldn’t waste it. Let’s get further 74
inland and make some plans.” Where will you explore now?
You nod in agreement before plunging deeper into Explore the prisoner block (turn to 62)?
the woodlands. Turn to 42. Examine the butchery shed (turn to 53)?
Check out the outdoor smithy (turn to 146)?
71 Find the pirate’s residence (turn to 114)?
Sending word out to your warriors, you surge silently Leave the village (only if you have the code C6,
out of the treeline, straight towards the women’s prison turn to 6)?

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

75
Although they have lost some of their hunting skills,
the conjoined are relentless, eventually stumbling upon
some members of your party. Divided, you must fight
the conjoined only with the party members available in
your team.
The team that crossed the gulch must fight this
battle, if they failed the skill check:

Opponent Attack Def Health


Savage Conjoined 5 (4+) 4+ 7
Tusked Conjoined 4 (4+) 4+ 11

The team that didn’t cross the gulch must fight this
battle, if they failed the skill check:

Opponent Attack Def Health


Stag-headed Conjoined 5 (4+) 4+ 11 A man of Chalice sits cross-legged by an animal
Man-armed Conjoined 4 (4+) 4+ 9 statue, in deep meditation. The former prisoners look
Special: The other prisoners will assist you in this warily at your entrance, but Tom calms their fears, and
fight. They inflict 4 points of damage at the end of your he invites you to sit by the strange fire.
turn, which can be divided amongst the conjoined. “It was alight when we found the place,” explains
Tom. “No doubt it will still be burning when we leave.
If the team that crossed the gulch are slain, they It doesn’t need fuel or tending, and the flames invigorate
are lost forever. Cross all their equipment off your us. Most of us haven’t eaten for three days, but hunger
adventure roster. and thirst die in its presence. Still, I’d much rather be
If the team that didn’t cross the gulch are slain, turn back home with a full belly and a soft bed, than spend
to 35. If they manage to survive, turn to 117. my years here.”
You settle round the fire, glad to be off your feet after
76 your exhausting day. “What happened at the village?”
you say. “We know it was some sort of prison. But
The cave entrance soon widens out into a strongly-
everyone was dead or missing when we got there.”
built underground shrine, with stone-lined floors and
Tom nods. “A pirate called Henry Messener, fancied
arches to support the ceilings. The shrine is quite large,
himself a bit of a hunter,” he explains. “For a few days
and another thirty ex-prisoners fill the main worship
he would come back with trophies. Pigs, stags and the
chamber. They look pale but otherwise well, their faces
like. He said it was amazing that an island so small had
reflected by firelight. The fire itself sits in an enormous so much wildlife. The pirates ate well, and even the
stone bowl in the centre of the room. The red flames prisoners got extra rations, the hunting was so good.
look eerie and unreal, shedding heat but no smoke, and “One day, a pirate goes missing on the hunt, and
it lends the worship chamber a hellish appearance. The when they searched for him, the pirates got attacked
walls are covered in animal carvings, some crude, others by the animals. Not just a random panther attack,
worthy of the galleries of Ozury. either. It was animals that had no business working
together, wolves and cats, stags and boars, attacking in

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

large groups. Messener began to panic, and organised the conjoined while we do it.”
big hunting raids. That’s when the animal wars began. The man from Chalice raises his head from
Over the next few weeks he killed dozens, hundreds of meditation. He addresses you in a deep voice. “Sleep
them. But every day, the animals attacked again. Not now,” he says. “We shall deal with the conjoined in the
new ones. Dead ones – the ones he’d killed on previous morning; and soothe the bruised spirits of this island.”
hunts. Messener went mad, and dragged the animal His warm voice is so gentle, and the fire so warm,
bodies back to the camp. He sawed them up into pieces that you are ushered off to sleep. Turn to 7.
by the butchery shed. Hundreds upon hundreds of dead,
rotting animals. They tried to burn some … but there 77
were so many bodies, wet with blood and decay… With so many warriors behind you, there is no stopping
“A day passes, and the stench in the village becomes your charge. You barrel through the defenders at the
unbearable. We begged for them to let us out. All top of the plank and spill onto the ship.
we hear is sawing, sawing. The crack of bones and the Turn to 110.
ripping of flesh. But there’s no more attacks. The pirates
had killed them all, you see? They’d killed and sawn up 78
every big animal on the island.
Captain Prior showed no mercy towards his prisoners,
“But the day after comes the storm. Lightning so
and neither will you. Nodding to Lebechi, you join her
bright you could see it through the walls. Howling,
in cutting the throats of the pirates. Some of the ex-
terrible howling, everywhere. The pirates came out
prisoners look warily upon you, but you know in your
of their beds and into the rain, and the moon, blood
heart that the struggle ahead will be one of life or death.
red, cast a horrible light over them. Suddenly there’s
The fewer pirates you face in the end, the better.
movement from the body pile, and the pirates scream
Pushing the corpse-filled jolly-boat away, you begin
as the animals begin to reassemble themselves. But
rowing towards the island. The pirate ship in the
their limbs are all mixed up in the pile, and the heads,
distance does not fire on you. Now it’s clear; Captain
bodies and legs don’t match. The animals looked at each
Qiang needs you alive, for some reason. You have no
other … and they screamed in rage. Most of the pirates
intention of extending him the same mercy.
were torn to pieces that night, ripped apart, just like the
Turn to 34.
animals were. We huddled together in the prison, just
praying that they couldn’t get in.
79
“The next morning there was only silence, and despite
our fears about the insane animals we managed to break Fortunately you are hale and hearty, and the flames
out of our prison. Most of the pirates had vanished, so cease their drain of your life energy before it gets too
we took what we could find and fled, trying to find safe severe. Your chosen party member loses 6 Health
shelter. It took days to find this place, and along the way points. Due to the nature of this drain, they cannot
we were attacked by the animals … by the conjoined, as recover any Health points until they leave the island.
we call them. And we found out what had happened to The flames suddenly sparkle richly, sending spirals of
the pirate’s bodies. They’d become part of the conjoined, energy into the earth. The ground around you glimmers
man and animal all mixed up. with power as your energies are redistributed through
“In this place we seem to be safe from them. But for the island. Certainly, something has happened!
how long, I don’t know. We need to get off this island.” You just hope it will help rather than hinder you.
“There’s only one way off this island,” you say, heavy Gain the code C10.
with sleep. “The Tenebrous, the ship that brought us here. Hoping the sacrifice was worth it, you make your
We have to take it from the pirates, and somehow survive way back up the stairs. Turn to 125.

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

80 83
You wade as near to Bill as you dare, nervous of falling You concentrate on the flames, summoning up your
into the mud. You throw the rope, and Bill grasps it, arcane energies. Extending your hand, you allow a wisp
but its short length gives you a bad position for heaving, of power to emanate from you, right into the heart of
your back bent and legs crooked. You slip into the mud, the flames. The fire seems to wrap around the energy,
dropping the rope. By the time you have regained your and suddenly begins to tug. You feel your spell power
footing, Bill has sunk further, and you can barely stand being drained away, spell after spell sucked from your
straight, let alone heave. body into the hungry flames. Your chosen spellcaster
Soon he begins to panic, and sinks faster, his head must drain all their charged spells.
submerging, uttering threats that turn to gurgles of The flames suddenly sparkle richly, sending spirals
terror... He has gone. of energy into the earth. The ground around you
You are still shaking as you stagger from the sludge. glimmers with power as your energies are redistributed
Willy, taking advantage of your weakened state, quickly through the island. Certainly, something has happened!
rebinds your hands. If this party member had the note You just hope it will help rather than hinder you.
‘loose binds’, cross off that note now. Gain the code C10.
“Satisfied?” asks Willy, sarcastically. “This way, Your spellcaster seems undamaged, but it will be a
idiot. And be thankful you still have ‘yer life! We’re few days before they can attempt to recharge their spells
taking the other path.” again. Hoping the sacrifice was worth it, you make your
Turn to 40. way back up the stairs. Turn to 125.

81 84
In a firm and reassuring voice, you calm the women as You quickly spin around and reverse course. Just in time,
you seize control of the stockade. “We’re getting off this too, as a pack of the terrible conjoined thunder around
island,” you declare. “If you want to come with us, grab the bend and leap at the bridge, tearing it down into
what weapons you can and follow us.” tatters. You stagger back from the edge of the gulch as
Filled with hope, your troop of warriors expands as the conjoined leap at the rough sides. They seem to be
the women in the stockade join your force. having trouble climbing the slopes, even the ones with
Gain an additional 25 warriors. human arms struggling to get enough purchase to haul
Turn to 66. up their uneven bodies.
Press the attack while you have height advantage
82 against them (turn to 141)?
“Untie us,” you mutter to Willy. Retreat from the gulch and head back into the
“Fat chance,” says Willy, his eyes scanning the woodlands – even though this will separate you from
bushes, sabre drawn. the party member on the far side (turn to 67)?
“You’re going to die here, Willy Freeman, unless
you untie us and let us help you!” you hiss sharply. 85
Convince Willy (Team check) “Jack! Susi! Look out!” yells one of your pirate
Skill and DC: Charisma (4+) captives, towards the buccaneers hunting you.
Successes Required: 4 Lebechi curses, throttling the pirate in rage. You
If you succeed, turn to 144. grab the other pirate prisoner and level a blade against
If you fail, turn to 60. his neck.

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

“Back off, or I’ll cut his throat!” you warn, standing


with the rest of your party.
At first the pirates look unsure, backing away
nervously. Sadly, the woman with the crossbow is more
decisive. She aims her crossbow and lets fly an arrow
right into your prisoner’s chest.
“Looks like I missed,” she shrugs callously. “Gut
them, boys!”
Lose the code C2, and turn to 118.

86
The prisoners nod. Waiting until nightfall for the
attack was going to be difficult with the fear of battle
upon them, and they are glad to be moving now. Every
prisoner grabs a weapon, whether it be a sword or
handmade spear, and follows you resolutely down the
hill. In all, you have forty warriors, all in good health
thanks to the mysterious flames in the shrine – note
the number of warriors down on your adventure sheet.
You descend into the woodlands, listening hard for
Eventually, Tom climbs back down the tree and
opponents or potential ambushes.
makes his report.
If you have the code C10, turn to 50. If not, read on.
“About twenty five or so pirates remain, as far as I
Between the conjoined and hunting parties of pirates, can make out,” he says. “The Tenebrous ran with twice
it will be lucky indeed if you get to the harbour intact. that number when I was captured, so there’s about half
Roll two dice and add the results together. the crew missing. The prisoners have been brought from
If you roll between 2 and 6, turn to 115. the ship and are divided amongst the stockades, women
If you roll a 7 or 8, turn to 69. in the closest one, men in the furthest.”
If you roll a 9 or more, turn to 20. “I doubt that was done for the sake of modesty,”
growls Lebechi.
87 “Well … no doubt; but they seem unharmed at the
You arrive at the harbour, and order your warriors to moment,” says Tom gravely.
remain hidden while Tom climbs a tree to survey the “What are the pirates doing?” you press.
area. The Tenebrous has lowered anchor, and a great “About half are on guard, half are making repairs to
gangplank extends steeply from the ship to the shoreline. the ship,” replies Tom.
From here you can make out two stockades on the beach, “Any sign of Captain Qiang?”
and a small tent city for the pirates, which clusters around “No.”
the gangplank. There are still plenty of pirates around, “Is there an angle we can approach from where we
and you strain your vision to peer into the stockades. can’t be seen?”
If you have the code C9, turn to 4. Tom shakes his head. “No, it’s clear from the treeline
Otherwise, read on. to the beach. No chance of sneaking aboard.”
You thank Tom and consult with Lebechi and
Marcello.

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

“We’ll have to rush the ship; get aboard as fast as (turn to 118, but you may slay one pirate of your choice
possible,” says Marcello. “The risk is that they’ll just before the battle begins). If you fail, you are spotted as
raise the gangplank and shoot us from the castle prow.” you emerge from the trees.
“It’s a big gangplank,” says Lebechi. “I don’t think Turn to 118, but fight the battle normally.
they can move it that easily. I think we’d be better to
free some of the other prisoners to join our attack. The 90
other pirates could return at any moment.” You don’t like your vulnerable position. Better to find
“If you’re wrong, Lebechi, we’re going to be a safer area to cross. As you retreat into the woodlands
defenceless against that ship’s ballistae,” says Marcello you hear the howl of the conjoined; a hunting party are
firmly. “I think we have enough men to chance a direct tracking you. Dashing through the trees, you try to find
assault. Freeing unarmed prisoners isn’t going to get us a good place to hide from the terrible creatures.
anywhere.” Hide from the conjoined (Team check)
Well, someone will have to make a decision! Skill and DC: Stealth (4+)
If Sar Jessica Dayne is in your party, turn to 37. Successes Required: 5
If not, what plan will you follow? If you succeed, turn to 130.
Will you attempt to break out the prisoners If you fail, the conjoined track you down, turn to 65.
(turn to 95)?
Or make a direct charge for the gangplank 91
(turn to 106)?
You stagger back from the body of the terrible monster.
So, this is why the whole area has been abandoned!
88
Gain the code C5.
You have to get that door down! Grasping one end of Warily looking at the enormous pile of corpses, you
the ram, with many of your warriors helping, you charge back away from the butchery shed in fear of attracting
towards the stockade door. more attention. Turn to 74.
Ram down the door (Team check)
Skill and DC: Fighting (5+) 92
Successes Required: 5
“We need to do something about the conjoined,” you
If you succeed, turn to 33. If you fail, turn to 101.
say firmly. “No one is getting off this island while they
89 roam free.”
“I’ll come with you,” offers Lebechi, and Marcello
You can’t hope to lose them, but you might be able to rises to join her.
spring a decent trap on the pirates. Standing ready
“No, stay here and help the others,” you say. “If we
behind trees, weapons drawn, you wait until the pirates
don’t come back they’ll need all the help they can get
get deeper into the clearing.
against the pirates.”
If you have the code C2, turn to 85. If not, read on.
Lebechi bites her lip, but nods. “In case you don’t
The pirates are wary, but you might be able to cut
return … thank you, for giving us a chance at freedom.”
down the woman with the crossbow if you time your
You grasp her arm reassuringly and then go to join
attack just right.
Haru at the back of the temple. He indicates for you to
Ambush the pirates (Team check)
follow him, and you pass through a dark archway, lit only
Skill and DC: Stealth (4+)
by a makeshift torch in Haru’s hands. You descend into
Successes Required: 4
the earth down a crude set of stone steps, before coming
If you succeed, you manage to get the drop on the pirates

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

to another circular chamber. This one is lit by cold blue your only way off this island! We don’t call the shots.
flames in a stone bowl, similar to the one in the chamber That’s Qiang and Prior. We can’t go back without you,
above. Across the walls are carved meaningful symbols Qiang’d hang us from the yardarm!”
and pictures, of figures, animals and trees. “Then it looks like you can’t go back,” you say.
“I have meditated on these images,” says Haru, “What’s on this island? Why did you bring us here?”
stroking the walls with a thin hand. “I cannot claim to The pirates look at each other nervously, before
understand it all, but I have learned a little. The island answering. “It’s a prison,” admits Jason. “Mortlock
is alive, each part of it; animal, soil and plant, each a Island, it’s called. It’s a place where we keep slaves nice
different part of its body. By killing the animals, the and safe, before they get transferred to the worksite up
pirates have wounded and enraged it. These new animals, north.”
these conjoined, are like a scab of semi-living skin across “Why do you need it? Why not keep the slaves at
the wound, painful and lumpen, distorted and crude. For the worksite?”
all that, I sense hope in this chamber too.” “They … get sick there… I don’t know if it’s the
Haru turns and smiles at you. “It’s not much to go work or the place, but slaves don’t last long, so they get
on, I know. One last thing. Avoid touching the blue shipped in small numbers whenever Prior needs more,”
flames. Where the red flames above invigorate, the blue says Jason, his eyes betraying his conscience.
flames drain.” Haru extends his withered hand towards “Where is this island – what’s Prior up to?”
you, placing his healthier left hand side by side with it. demands Lebechi.
“I advise caution.” “Honest-to-gods, I don’t know!” insists Jason. “I’ve
If Amelia Pass-Dayne is in the party, turn to 104. never set foot there! Like I said, you don’t live long in
If not, read on. that place, so I’ve not exactly volunteered to go.”
You look over the symbols, trying to grasp the “How many prisoners are here on Mortlock? How
meaning in them. many guards?” you press.
Interpret the symbols (Team check) “A few … hundred, perhaps – two or three dozen
Skill and DC: Lore (4+) guards, maybe,” admits Jason.
Successes Required: 4 “More than enough for a crew,” you say to Lebechi
If you succeed, turn to 59. If you fail, turn to 39. and Marcello. “If The Tenebrous were to change
ownership.”
93 “If the other prisoners are still alive,” mutters
You make a few wrong turns, and the other prisoners Marcello, gazing at the corpses of the conjoined.
slow you down. By the time you have dashed into a “There’s only one way to find out,” you say. You turn
clearing the pirates have caught up with you. “Gut to face the pirates. What should you do with them?
‘em, boys!” snarls a woman with a crossbow, raising her Attempt to slay them (turn to 38)?
weapon to fire. It seems you have no choice but to fight! Tell them to get lost (turn to 55)?
Turn to 118. Ask them to join you (turn to 16)?

94 95
“It doesn’t matter – we should get back to the ship, like With the women’s stockade closer, you decide to perform
Willy – gods rest him – said we should,” insists Jason. your attack on this first. Making sure your warriors are
“We will not go back as slaves,” you say firmly. ready, you surge from the treeline in a great wave. Your
“Be reasonable, friend!” he pleads. “The Tenebrous is arrival is spotted by the crew of The Tenebrous, who
shout warnings to the guards in the stockades.

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

Soon, a wave of arrows fly towards your warriors. 97


Roll 4 dice, and add the total together. This is the Bill and Jason pause as they hear a noise.
number of warriors who are killed before you reach “That bird call … that was Sally Murdock, not a bird
the stockade. You take cover behind the walls of the from this island,” whispers Bill to you. “She uses bird
wooden prison, arrows thudding into the woodwork. calls for signals. The pirates are near. I say we take a
For a while you wonder how to get inside, before the more roundabout route, try to avoid them.”
groan of a distant catapult on The Tenebrous answers You nod quietly, signalling to your warriors to turn
your question. Catapult stones bombard the stockade. back and take the long way around. Turn to 69.
Some of the women are killed, and most of the
survivors flee the stockade in a panic, dashing into 98
the treeline before you can rally them to your side.
Marcello has put you on edge.
This is not going well…
How will you cross the bridge?
Order a retreat (turn to 119)?
Have one person cross at a time,
Try to rush the ship (turn to 46)?
to minimise the stress on the bridge (turn to 64)?
Make an attempt to get into the men’s stockade
Cross in groups of three – riskier,
(turn to 66)?
but much faster (turn to 21)?
96
Willy is clearly a villain and a fool, but you’ll have to
do your best. You nervously wade through the mud
towards Bill, your footing uncertain. You’ll need to be
close to pull him out.
Rescue Bill (Individual check)
Skill and DC: Survival (3+)
Successes Required: 3
If you succeed, turn to 145. If you fail, turn to 80.

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

99 his bright eyes casting across his prisoners. “No loose


Light bursts into the hold as the hatch above the ladder talk here. They’ll do. Keep them at Mortlock until I
is swung open. Men and women from across the sea, send word. There’s no point swamping the site with
dressed in leather and cotton, sabres hung at their belts, dying men.”
slide down the ladder, one gripping a bright lantern. The captain spins on his heel to leave, his coat briefly
She shines the lantern right into your grimacing faces. parting as he turns. You catch sight of several tiny, imp-
“All clear, Li Qiang,” she spits through yellowed like creatures clinging to his body. His torso is unclothed
teeth. beneath his coat … and his flesh looks red-raw from bites.
A great bald man of Drakehallow slides down, tall “Captain August Prior!” calls out a deep,
and scarred, a curved falchion at his back. He steps commanding voice.
forward and grasps one of his prisoner’s faces. “Back You twist your head to look upon a tall Thalsian man,
up,” he snarls, thrusting the poor man to the back wall, pulling against his chains. His sister is chained beside
his chains clanking as he is shoved. him, no less happy to be in chains than he. “Yes! Yes,
He gazes up at the hatch expectantly. Another man, I know you, Captain Prior! I am the Suzerain’s man,
in a great weathercoat, leaps down. His descent through Captain Prior, and you are a buccaneer of Thalsia. It
the air is weirdly slow, but he still lands heavily. Six and is forbidden for you to enslave or imprison the men of
a half feet tall, the Roycian man sports an elegant beard Thalsia, by virtue of your letter of Marque. You are a
and cold, blue eyes which seem to glow in the lantern light. servant of Thalsia, and I demand you release my sister
There is something wrong with his face... his forehead and I at once!”
looks burnt, and his eyebrows look diabolically curved. Captain Prior freezes in place throughout the
“A decent catch, Cap’n Prior,” cackles the woman man’s speech. At its conclusion, he slowly turns and
with the lantern. “They should survive the work longer approaches him. He raises a hand to caress the Thalsian
than the last batch.” man’s cheek. His hand is skinless and wet, long, sinister
“Watch ‘yer whittering, Maude,” growls the captain, tendons project from the back of his wrist to slither

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

bloody tracks across the prisoner’s cheeks. 102


“I serve a new master, now, Tayo,” he says softly. Fortunately, the pirates are under orders to subdue rather
Suddenly, Captain Prior’s jaw distends hideously, than slay you, but you have still received a dreadful
and a blast of blue-white light jets from his throat. The drubbing. Put all your party members on 3 Health.
light encompasses Tayo, and the tall Thalsian screams in The pirates re-bind your hands, tightly this time. Cross
pain. His sister rips at her chains, howling in anger. By off any ‘loose binds’ your party members may have.
the time the light has lifted, Tayo is a tattered skeleton, Beaten and bleeding, you remain silent as the pirates
stretched over with shrivelled, dark skin. row you to shore. Turn to 32.
The dead man’s sister writhes in her chains, uttering
dreadful curses and threatening revenge. 103
“Don’t grieve, woman,” growls the terrible captain.
It would be too easy for the pirates to find you here. Even
“His death was quick. Much quicker than yours will be.”
a child could follow the deep footprints you are leaving
At that, Captain Prior climbs out of the hold, his men
in the mud. You must find drier ground to hide in!
following him, to the sounds of the sobbing Thalsian.
Urging your party and the other prisoners onwards,
Turn to 116.
you attempt to find higher ground that might be rockier.
Move through the woods (Team check)
100
Skill and DC: Survival (4+)
You feel cowardly and mean … but at the same time, Successes Required: 4
none of you are willing to sacrifice yourself for the If you succeed, turn to 131. If you fail, turn to 93.
sake of an island that has been trying to kill you since
you arrived. Applauding Haru’s courage, you watch 104
nervously as he places his hand into the blue flame. He
“This is druidic script,” says Amelia, scanning the writing
cries out in pain, grasping his wrist to keep his hand
with her eyes. “It says that the island can heal itself with
in the fire. Soon his body withers before your eyes, his
a willing sacrifice. As you said, Haru, the island is its
hair falling out and his skin shrivelling. Finally, he
own living entity. The animals are its joy and emotions,
collapses into a pile of dust, his clothes falling into a
its pleasure and pain. Without them, it can feel only
pile where he stood.
emptiness and rage.”
You stand back, aghast. Has anything happened?
Amelia approaches another set of writing and
Was Haru’s sacrifice worth it? Nothing feels different.
translates. “Those who submit their power, their life or
Shaking your head in fear and sorrow, you make your
enchantment, may undo any damage done. Trees shall
way back up the stairs.
regrow from stumps and animals will be reborn from
Turn to 125.
the earth.”
Amelia turns gravely to you. “The island is trying to
101
heal itself, but it is not aware like we are. It is rebuilding
The damn barricade is too strong! You’ll have to free its lost animals incorrectly, as it cannot see as we see. The
the men when you have time to spare. Hopefully, you guiding energy of a sentient creature is required.”
have enough warriors already to make a good assault Haru nods. “I would be willing to offer my life to repair
on the ship. the island and give my fellow slaves a chance for escape.”
“To The Tenebrous!” you cry, holding your weapon “I’m sorry, Haru, but that is impossible,” Amelia says,
aloft. Turn to 46. reading further. “You have already drained some of your
life force away and then rejected the island by pulling

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

your hand from the flames. It will not accept you as a at this,” you warn your soldiers.
sacrifice now.” With a rallying cry, you burst from the treeline,
“Then what can be done?” asks Haru. dashing straight past the stockades and through
Amelia swallows nervously. “There’s two options. the mostly abandoned pirate tent-city. Your arrival
If I understand this right, a spellcaster could sacrifice is spotted by the crew of The Tenebrous, who shout
their power in order restore the island. I don’t know how warnings to their comrades. Soon, a wave of arrows
permanent the loss would be. Alternatively, someone fly towards your warriors.
could place their hand into the flames and keep it there, Roll 4 dice, and add the total together. This is the
until the flames have drained enough life force. Of course number of warriors who are killed before you reach
… the island might take everything.” the stockade.
This is a grim reading! What will you do? If you turn back now it will only be worse! Yelling,
Choose a spellcaster to sacrifice their magic (turn to 83)? you charge towards the gangplank.
Have a party member sacrifice their life energy Turn to 46.
(choose a party member and turn to 15)?
Or return to the chamber above (turn to 63)? 107
You remain quiet as mice as the pirates poke about
105 the bushes, but surely it’s just a matter of time before
Willy Freeman ends up head down in the sinking sand, someone is found. Luckily, fate is on your side.
whilst the rest of the pirates are overpowered. Even “I think the tracks lead this way!” booms a pirate at
those prisoners whose hands are tied help to sit upon the edge of the clearing.
the downed pirates, who are overwhelmed through sheer The frustrated pirates, unlucky in their search,
numbers. You untie all the prisoners and steal the pirates’ quickly follow him, crashing through the undergrowth
weapons. You may now cross off any ‘loose binds’ notes as they depart. You emerge from hiding, regrouping
on your adventure sheet. Up to two party members may together.
take a sabre (Fighting +1). Poor Bill, unassisted, has “That was close,” mutters Marcello.
wailed his last as his head submerges under the thick mud. You nod in agreement, before plunging deeper into
You are left with the problem of what to do with the the woodlands. Turn to 42.
captured pirates.
“Let’s cut their throats!” snarls Lebechi, grasping 108
one’s head and pulling it back. “Island spirits,” mutters Tasha.
“We can’t kill helpless men!” cries Marcello. “What?” asks Marcello.
“They’ll slow us down,” warns Lebechi. “Besides, if “Island spirits,” says Tasha, shrugging. “The
we escaped, they might too. And I doubt they’d show Splintered Isles are full of islands, strange and
us the same mercy as Marcello.” otherworldly, governed by ancient spirits that existed
Will you keep the pirates as prisoners (turn to 72)? long before humans settled here. My people had to learn
Tie up the pirates and leave them here (turn to 124)? to live in harmony with them. I grew up listening to the
Slay the pirates (turn to 138)? kind of horrible stories that happened to proud or greedy
people who offended the spirits of the islands. Sometimes
106 islands just sink beneath the waves, drowning man and
Making a small prayer to the gods, you organise your animal alike. Other times they explode into fire, or
warriors to attack in a great wave. “No matter what make men sick, or turn them into animals. It’s never the
happens, get to the gangplank. We only have one chance same story twice, and every island has a different spirit to

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

offend. That’s why the kingdoms never managed to take affect any conjoined with their spells, however.
over this place; it was disaster after disaster for them.” Now turn to 65 to fight!
Lebechi objects. “It was the cunning of the Thalsian
people that kept us out of the chains of Royce and 110
Drakehallow,” she says proudly. “We were cleverer than With your warriors aboard there begins a mighty battle.
they were, and more subtle. This nonsense about the Sabres and cutlasses clash as pirate and prisoner engage
islands being magical is old-fashioned thinking!” each other. All is chaos, and the strongest at arms will
Tasha laughs. “Believe what you like, Lebechi. I win this conflict.
know what I know. Women like you, who have never You attempt to instil some kind of order to the battle,
left Thalsia, don’t know what it’s like out in the islands. trying to seize the forecastle and control the steps on
Tread lightly. You’ll be judged by more than just the deck. Your warriors are desperate, but the pirates are
gods here.” Turn to 94. experienced brigands and will not fall easily.
Defeat the pirates (Team check)
109 Skill and DC: Fighting (4+)
You ready your weapons and attack. In the battle to Successes Required: Special*
come, because of your height advantage, the conjoined *If you have the code C9, you need 12 successes.
can only hit your party members on a 6+. Additionally, Otherwise, you need 7 successes.
the two party members who crossed the bridge are Special: Gain 1 automatic success for every 10
isolated from the others on the far side of the gulch. warriors in your group. If, for example, you have 65
Pick two conjoined for them to fight. For the rest of this warriors, you gain 6 automatic successes.
battle, those conjoined can only attack and be attacked If you win, turn to 139. If you lose, turn to 57.
by your isolated party members. A spellcaster can still

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– Legendary K ingdoms –

111 113
“Conceal yourselves!” you hiss, running for cover. You’ve been prisoners quite long enough! Wriggling
Soon every ex-prisoner and your party are hiding a wrist free of your bonds, you lunge at the pirates.
behind trees or in thick bushes, trying to control their Only party members who have ‘loose binds’ can join
breathing. The sounds of the pursuing pirates get closer in this Skill check.
and closer. They can see your tracks in the ground as Overpower the pirates (Team check)
they enter the clearing. Six pirates, men and women, Skill and DC: Fighting (4+)
one armed with a crossbow, begin cautiously searching Successes Required: 7
the surrounding area. Special: If you have loosened Lebechi’s binds, gain 2
If you have the code C2, turn to 85. If not, read on. automatic successes. If you have loosened Marcello’s
The pirates aren’t skilled woodsmen, but even they binds, gain 1 automatic success.
can grasp that you must be nearby. Hiding will be If you succeed, turn to 140. If you fail, turn to 3.
difficult.
Hide from the pirates (Team check) 114
Skill and DC: Stealth (4+) If you have the code C8, turn to 24. Otherwise, read on.
Successes Required: 6 The pirate’s residence is somewhat better than the
If you succeed, turn to 107. If you fail, turn to 142. prisoners, though not by much. They have, at least,
favoured their building with larger windows and have
112 given themselves sleeping pallets to rest upon. A separate
You charge in a great wave, overwhelming the pirate room at the back appears to be for the leader, and this
force in the camp. They flee in all directions, some features an actual bed, desk, and set of drawers.
making it back to the ship, others running into the The room has been well-looted, or at least emptied
woodlands. You reach the men’s stockade, which has in a hurry. 5 silver coins lie scattered across the floor,
taller walls and stronger gates than the women’s prison. obviously the remnants of a more hasty collection.
Your warriors attempt to force the door, but it holds Picking them up does lead to a pleasing discovery,
strong. On the other side of stockade the men yell at however. A pair of soft boots (Stealth +1) are hidden
you to let them out. under the bed and have escaped previous notice.
“Let’s ram it down!” yells Lebechi, indicating a nearby Gain the code C8.
tree trunk the pirates were sawing for boat repairs. Collecting what you can, you make your way
“No, no, there must be an easier way of opening it!” onwards. Turn to 74.
cries Marcello, peering at the door mechanisms.
If you have the code C9, turn to 23. If not, read on.
Hails of arrow fire suddenly shoot from the castle
of The Tenebrous, causing wails of anguish from your
warriors. The huge ballistae open fire, skewering
numerous soldiers. Roll 2 dice, add them together, and
lose that many warriors. All the screaming and panic
makes it hard to think.
Will you organise a ram to open the door
(turn to 88)?
Or bypass the stockade and charge the ship
(turn to 46)?

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

115 become a sorcerer? Or a dark evil from the Desolation


Despite your vigilance, the only warning you receive has claimed him? I do not care. He must pay for his
about the incoming attack is when the distorted howls crimes against my brother. Against my people.”
of the conjoined herald their arrival. Ten of the chimeric “That could be easier said than done,” you caution.
beasts burst through the undergrowth and set upon your “But it sounds like we are being taken somewhere.
allies. Your party attempt to engage half of them, A prison of some sort? That means they will have to
whilst the remaining prisoners fight for their lives. unchain us at some point during the transfer.”
“Aye, but we should be careful,” warns Marcello.
Opponent Attack Def Health “They’d expect us to make a break for it. We should
Murderous Conjoined 5 (4+) 4+ 8 wait until they are least expecting it, and then make our
Man-legged Conjoined 4 (4+) 4+ 7 play to escape.”
Clawed Conjoined 5 (4+) 4+ 9 A sudden lurch in the ship causes you to swing in
Snake-tailed Conjoined 4 (4+) 4+ 8 your chains. Roars, orders and the sound of stamping
Howling Conjoined 4 (4+) 4+ 10 feet from the deck above resound in the hold. The heavy
If you win, turn to 31. clank of a long chain rumbles through the hull.
“The anchor’s down,” mutters Marcello. “Wherever
116 we were bound … we’re here.”
Turn to 8.
You sail for many days, trapped in the stinking hold.
One evening a terrible storm rips across the sea, sending
117
the boat bobbing like a tossed cork. The solitary lantern
that sheds light in the hold slips its hook, and it is only Exhausted from your battle, you regroup together and
the quick thinking of the Thalsian woman, who stamps make your way across the far side of the gulch and up
out the spilt flames, that saves the ship. the hill. Evening has drawn in, and night birds cry
In the darkness of the hold you learn the names across treetops below you. Feeling tired out, you press
and stories of your fellow slaves. The sister of Tayo, the on. Turn to 12.
murdered man, is called Lebechi. She hails from the
capital city of the islands, and her rage at Captain Prior 118
has not diminished. She is a councillor of the Suzerain, A desperate battle begins.
the lead citizen of Thalsia, who speaks for his people in
international affairs. She and her brother were sailing Opponent Attack Def Health
back from Khastris in the West Splints, when they were 1st Pirate 5 (4+) 4+ 7
intercepted by the pirates. 2nd Pirate 4 (4+) 4+ 8
“We must find a way out of our chains,” growls 3rd Pirate 5 (5+) 4+ 6
Lebechi. “The Suzerain must be informed of Prior’s 4th Pirate 6 (5+) 4+ 9
treachery.” 5th Pirate 4 (4+) 4+ 7
A young man named Marcello, a sailor from Pirate Archer 3 (4+) 4+ 8
Pendrilor, asks the question everyone wants answered.
“What kind of man is that captain?” he whispers. “He Special: There are several special rules in this battle.
seemed more monster than man. I know you Thalsians • The other prisoners will help you in this fight. They
are fond of your privateers, but surely even you wouldn’t inflict 4 points of damage at the end of your turn, which
employ such a creature?” can be divided amongst the pirates as you wish.
“He’s changed…” admits Lebechi. “Perhaps he has • If the Pirate Archer does not take damage in a

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

battle round, she will shoot her crossbow to inflict 3 121


points of damage on a party member. Your chosen party member is battling valiantly in
• Remember that party members without a weapon front of the steps to the aft castle. They just manage
reduce their Fighting score by 1 when attacking. to dispatch a foe when the door to the cabins opens.
If you win, turn to 70. Emerging from the gloom, standing straight after
stooping through the low cabin, comes Li Qiang. His
119 great, two-handed falchion is already in his hands, the
Casualties are too high! This raid has failed. You order blade cutting through the air before him.
a retreat under heavy arrow fire, dashing into the treeline “You would have been treated well,” he snarls. “Our
with your surviving warriors. master rewards those who serve him. Now death will
You flee back to the shrine to lick your wounds and be your only reward.”
replan. Alas! To your horror, you watch as The Tenebrous, You spit upon the ground. “I am no one’s slave,” you vow.
realising its vulnerable position on the island, weighs Despite your brave words, you wish to your soul that
anchor and departs, the pirates cutting their losses and the rest of your companions were here to help you. But
fleeing the cursed island. if you fled before Qiang it would destroy your warriors’
You now have very few choices left available to you. morale. You must fight!
If you have the teleport spell (not teleport circle) you can
record the code C11 and use the spell now to escape to
a different book. If not, you are trapped on Mortlock
Island.
If you have dealt with the threat of the conjoined,
you can at least spend the rest of your days in some
comfort. Joining with the surviving ex-prisoners, you
make a life for yourself on Mortlock Island, being careful
not to upset the balance by overhunting. Perhaps one
day another ship will find you – but you will be too old
to continue your adventures when this happens.
If the conjoined are still active, your lives will be
shorter. Hunted vengefully, you do not even last a week
before the spiteful undead animals track you down and
tear you limb from limb.
Your adventure is over.

120
You don’t think it’s wise to return to the butchery shed
after your last experience there. Who knows if more
conjoined might animate if you get too close! Opponent Attack Def Health
Turn to 74. Li Qiang 12 (5+) 4+ 25

Special: There are several special rules in this combat.


• Your party are rushing to your aid. After each
round of combat, an additional party member of your

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

choice will join the battle. for aid for the next few minutes, you slip off the path and
• When Li Qaing attacks, he will divide his attack amongst the trees. Turn to 42.
dice between the party members who are attacking him.
º Against one party member, he makes a single 12 125
dice attack. You rejoin the ex-prisoners in the shrine room above.
º Against two party members, he makes a single 6 They are readying their weapons and equipment, deep
dice attack on each party member. into their planning for the day’s assault. Marcello and
º Against three party members, he makes a single 4 Lebechi are relieved to see you return, embracing you
dice attack on each party member. like family.
º Against four party members, he makes a single 3
“We’re a bit torn about what plan to follow,” admits
dice attack on each party member.
Marcello. “I like the night attack idea, but Lebechi
If you win, turn to 9.
thinks we should strike while the iron is hot and do
the afternoon assault while the pirate search parties are
122
looking across the island. What do you think?”
Wherever Montague has gone, you’ll not find him in Launch a daytime attack (turn to 86)?
these thick jungles. Cursing your luck, you retrace you Attack at night (turn to 54)?
steps. Turn to 42.
126
123
Alas! You now have too few warriors for the task
You know what is coming! Another of the conjoined ahead. With so few blades, it will be impossible to seize
is being made before your very eyes. Readying your The Tenebrous from Captain Qiang. You will either end
weapons, you rush the beast while it is still being up in the hold of the pirate ship, slaves for the pirate’s
constructed, hacking away at its body before it can strike diabolical schemes, or be abandoned on an island
back. One of your blades pierces the thing’s spine, and infested with undead monsters who will hunt you until
instantly the whole hideous creature collapses back into your dying day.
its decaying parts. Either way, your adventure is over…
You have discovered a vital weak-spot of these
monsters! Make a note that in future encounters, the 127
Defence score of all conjoined you fight will be 3+
You won’t kill men in cold blood – but Lebechi is
rather than 4+.
probably right that pirate hostages would be more
Warily looking at the enormous pile of corpses, you
hindrance than help. Taking their oars and weapons,
back away from the butchery shed in fear of attracting
you push the pirate’s jolly-boat out to sea. The volley of
more attention. Turn to 74.
ballista fire Marcello predicted never comes. Perhaps
Captain Qiang is demonstrating the same mercy that
124
you showed his men? Still, more pursuit from the pirates
“You’re too bloodthirsty, Lebechi,” you chide. “Save your is inevitable.
rage for the man who killed your brother. But you’re Not wanting to test the limits of Qiang’s mercy, you
right, we shouldn’t take them with us. Tie them to the swiftly take to the oars and row towards the island.
trees. We’ll let their friends find them in good time.” Turn to 34.
The pirates seem greatly relieved, and do not object
as you tie them tightly around the trunks of the odd,
segmented trees of the wood. Warning them not to call

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

128 Hardly daring to breathe, you watch as they pass you,


Your hand brushes past a rope dangling nearby. You grunting and howling, deep into the forest. Once they
smack your forehead with your hand. Of course! It’s a have passed, you descend from your hiding place and
pulley system! The weight of the gate keeps it shut until splash across the gulch as quickly as you can, pleased to
a team of pirates heaves on the ropes to lift the door up. have avoided a potentially deadly battle.
With no keys or vulnerable door joints to worry about, Turn to 12.
it keeps the men tightly secured.
You yell at your soldiers to help you pull. With so 131
many of you tugging, the door soon lifts. There is a great You wend your way through the trees, looking for signs
cheer from the men beyond, who immediately surge out of drier ground, and hoping to find some good hiding
the stockade, grabbing spare weapons or shafts of wood places. The pirates remain on your trail, but your speed
to defend themselves. is keeping them at a good distance. You burst through a
You gain an additional 45 warriors. clearing and then up a shallow hill. The ground is firmer
“To the ship!” you cry, holding your weapon aloft. here and large rocks jut through the earth to provide
Turn to 46. good cover. Glancing at your feet, you can see that you
are no longer leaving heavy footprints.
129 “Scatter!” you hiss to the prisoners, diving behind
It’s now or never. One pirate is incapacitated, and you’ve rocks and peering furtively in the direction of the pirates.
just had your hands untied. You leap to wrap the rope Your heart sinks when you see them emerge into the
around Willy Freeman’s neck and toss him into the clearing, less than a minute later. They followed you
quicksand. You just hope that enough of your party more closely than you thought, and it seems likely that
are able to help you with the rest of the pirates. Only they will find you, even in your better hiding places.
party members with ‘loose binds’ may contribute to this Then, fate intervenes in the most unpleasant way
skill check. possible. Their heads down, the pirates do not notice
Overpower the pirates (Team check) that they themselves are being hunted. Emerging from
Skill and DC: Fighting (4+) the side of the clearing come terrible beasts. Panthers?
Successes Required: 5 Wolves? You cannot tell, except that the creatures look
Special: If you have loosened Lebechi’s binds, gain 2 starving and unwell. They leap upon the surprised
automatic successes. If you have loosened Marcello’s pirates with such ferocity that the brigands are brought
binds, gain 1 automatic success. instantly to the ground. Limbs are torn away and blood
If you succeed, turn to 105. If you fail, turn to 14. sprays across the earth. Your mouth goes dry. These
animals are not attacking for food, but purely for the kill.
130 At the end, they leave the dismembered bodies without
feeding, and slink back into the woods.
You find a dense thicket and whisper to everyone to
Record the code C5.
scale the trees. Once up in the branches, you watch as
“What horrors are these?” whispers Marcello,
a pack of conjoined, one with a magnificent stag-head
shaking.
stuck cruelly to a man’s naked torso, prowl past you.
“Let’s not stick around to find out,” you murmur
You feel sure that they will detect you, but even the dog-
back, indicating for the team to move onwards.
headed conjoined do not seem to be able to sniff you out.
Turn to 42.
Perhaps their keen animal senses have been dulled now
that they are undead beasts?

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

132 yapping and howling, until a pack of over a dozen


You lead your rag-tag group down the steep slope wolves are gathered on the hilltop.
and drop into the gulch, the water, barely more than You smile. The island is coming back to life. “All
ankle-high, swishing around your feet. Even as the last ahead, full sails!” you cry, making your way to the
prisoners are climbing down, you become aware of a prow, leaving Mortlock Island a better place than you
strange howling sound, a gargling moan, like a wolf found it. Turn to 147.
crying out its last under a huntsman’s lance. The birds, as
one, desert the trees around, and a noisy splashing sound 134
comes from downstream. To your horror, you see more The battle is in full swing. Some of your warriors have
of the conjoined howling around the bend. already been slain (roll two dice, add them together, and
You are trapped in the gulch, and climbing will be lose that many warriors), but the tide is now turning.
impossible while these creatures hound you. You must If you have the code C10, turn to 48.
defend yourselves! Turn to 65. If not, read on.
To your horror, battle is suddenly joined by a pack
133 of howling conjoined. They burst from the bushes and
As you weigh anchor, and catch the wind at half-sail, attack pirate and prisoner alike! Soon the battle has
you hear a distant howl. Making your way starboard dissolved into utter chaos! You fight what opponents
side, you spy something on a distant hill – perhaps the you can.
same hill that houses the shrine. A solitary wolf, not
a conjoined, but an intact and living animal, stands Opponent Attack Def Health
howling on the hillside. For a moment you think that Bloodthirsty Conjoined 6 (4+) 4+ 12
it must be the last living animal on Mortlock Island, Wild Conjoined 5 (4+) 4+ 10
pining for its lost pack, and sadness wells up inside Rotting Conjoined 4 (4+) 4+ 9
of you. Then, all of a sudden, it is joined by another If you win, turn to 25.
wolf, and another. Pups gather round the alpha male,

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

135 Marcello.
Adrenaline strengthens you as you row with great “Have cheer, Marcello,” smiles Lebechi, slapping
strokes away from the pirates. For all your exertions, him on the back. “At least you’re on our side.”
the pirates will only be a minute behind you when you Marcello doesn’t comment as you slip off the path
reach the island. and into the depths of the woods.
As soon as you reach the shallows you bail out from Turn to 42.
the boat. Up to two party members may take an oar
(Fighting +0)* to arm themselves with, if they wish. 139
Dashing onto the white sand with Lebechi, Marcello and The tide is turning! Your party is split across the deck,
four other prisoners, you make for the thick woodlands slaying pirates in co-ordination with the prisoners. You
ahead. You must try and lose your pursuers! are constantly on the move, going from castle to castle,
You may now cross off any ‘loose binds’ notes on your swinging from the rigging and surprising groups of
adventure sheet. Turn to 34. pirates with unexpected attacks. Your warriors fight
bravely, fending off and slaying pirates, falling only when
136 they are isolated, or an unlucky arrow strikes them in
Both the pirates are finally slain. Each dead pirate is the chest.
armed with a sabre (Fighting +1), which you may take, The battle is almost won.
if you wish. Choose a party member and turn to 121.
“Did you have to be so bloody?” objects Marcello.
“Another pair of swordsmen could have been useful.” 140
“Their blades are better in our hands than theirs,” you As a team, you begin to throttle two of the pirates,
say bluntly. “Come on. Let’s try and find this prison.” booting the other two overboard with savage kicks.
Turn to 42. One tries to swim back to the boat, but you grab a dead
pirate’s sabre (Fighting +1) and stab the gasping fellow
137 through the throat. Another party member may also
The low sun in his eyes, Tom puts his hand to his brow take a sabre (Fighting +1).
as he squints at Bill, one of the pirates who has been Freeing your companions and the remaining
accompanying you. “Aren’t you Bill Baxter? You work prisoners, you take to the oars as you hear roars of anger
for Qiang, don’t you?” cries Tom, alarmed. from the distant ship. You make out the distinctive
“We’ve changed sides,” grunts Bill. “I owe this lot a form of Captain Li Qiang ordering another boat to be
favour. You’ve nothing to fear from us.” launched to intercept you. At least the pirate captain
You quickly interject. “They can’t go back to Li has refrained from shooting the ship’s ballistae at you!
Qiang, now,” you say firmly. “And they’ve helped us Clearly, you are needed alive.
get this far. They’re all right.” You begin to row quickly towards shore. You have a
Tom swallows. “I’ll take your word for it. Come good head start, but the pirates are experienced sailors,
inside, we’ve much to discuss.” Turn to 76. and will give a close chase.
Outrun the pirates (Team check)
138 Skill and DC: Survival (3+)
Successes Required: 5
Lebechi is right. This will be a battle to the death against
If you succeed, turn to 135.
the pirates, and the fewer of them there are, the better.
If you fail, turn to 11.
You cut their throats, much to the obvious distaste of

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

141 admiration. “I’d fight and die with you, lady,” she says.
You ready your weapons and attack. In the battle to “You’re probably about to,” says Sar Jessica, grimly.
come, because of your height advantage, the conjoined “Ready your weapons.”
can only hit your party members on a 6+. Turn to 71.
Additionally, one of your party members is isolated
from the others on the far side of the gulch. Pick a 144
single conjoined for them to fight. For the rest of this Another rustle in the bushes has Willy convinced.
battle, that conjoined can only attack and be attacked “Damn it! Fine! Fine!” he spits, slicing your bonds free.
by your isolated party member. A spellcaster can still You quickly go to untie your companions, your
affect this conjoined with their spells, however. fingers trembling as the sounds of rustling come from
Now turn to 65 to fight! all around. The whole party now count as having ‘loose
binds’, including Lebechi and Marcello.
142 If you have the code C3, a pirate will throw one of
It’s hopeless. Your footprints lead the pirates right to your party members a knife (Fighting +0) to defend
you. Immediately sabres are drawn, and you ready themselves with.
yourselves for a tough fight. It is not long until your stalkers make themselves
Turn to 118. known. Turn to 30.

143 145
Sar Jessica puts her hand on Lebechi’s shoulder and You get almost within touching distance of Bill, your feet
addresses Marcello. “Lebechi is right, we should free finding the firmest ground possible, your toes feeling the
the women first,” she says. edge of the sinkhole that the pirate tumbled into. You
“That’s insane!” says Marcello, exasperated. “Surely, cast out your rope and grip hard, Bill grasping the end
my lady, as a military woman…” with both hands. You heave and groan, throwing your
“Rescuing the women is the soundest plan,” she body weight back, straining every muscle and sinew as
repeats, firmly. you pull against the terrible suction. Bill holds on with
“But the ship…” a dead man’s grip.
“Isn’t going anywhere in the middle of the night, Finally, the unwilling mud gives way, Bill emerges
and is less of an asset to the pirates than you think,” in a splatter and bubble of thick sludge, collapsing on
says Sar Jessica. “Its armaments are useless in night- top of you as he is heaved from danger.
time warfare. It’s too dark to make out friend from “Thank you, my friend,” he mumbles into your ear.
foe. All that counts in a midnight battle is numbers, “I’ll not forget this. I promise.”
and we’re outnumbered. We catch one group of Gain the code C3.
pirates with their pants down and reinforce our Willy, taking advantage of your weakened state,
soldiers from the women’s stockade, and then the quickly rebinds your hands. If this party member had
men’s. Then my party and I spearhead the attack on the note ‘loose binds’, cross off that note now.
the gangplank and we storm the ship with greater “On ‘yer feet, both of you!” barks Willy. “We’re
numbers. The alternative is to fight a losing battle taking the other path.”
against a numerically superior foe.” Turn to 40.
Marcello shuts his open jaw as he realises the sense
in Sar Jessica’s plan. Lebechi looks upon her with

– PIRATES OF THE SPLINTERED ISLES –


– Legendary K ingdoms –

146 “I left my elderly father in charge of my family’s


If you have the code C7, turn to 56. Otherwise, read on. boot making shop in Stonepoint. It’s time I stopped
The smithy is surprisingly well equipped. Bars of my wandering and returned home.”
good quality steel sit in a strongbox by an anvil and “Well – make sure you make a good pair of boots for
mould. Hammers and tongs still sit on the racks. Any me,” you jest.
party member may take a single hammer (Fighting +0) “I shall – that’s a promise,” he grins. A tear forms
if they wish. in his eye and he clasps you to him once more. “Fair
Searching through a box of broken weapons, you seas, my friends,” he chokes, before descending the
come across an iron greataxe (Fighting +2)* with a small gangplank.
chip in it, and a suit of chain armour (Armour +2) that There is yet more sadness as Lebechi also decides to
is damaged on one side. Given your predicament you leave your company. “I must return to the Suzerain and
don’t intend to be fussy! inform him what has happened,” she says as she emerges
Gain the code C7. from your embrace.
Pleased with your finds, you ponder your next move. “You know that we’ll take you there ourselves, if
Turn to 74. that’s what you want,” you assure her.
She shakes her head. “I have taken up enough of
147 your time; you have your own lives to lead,” she says. “I
can get back faster on a Thalsian ship in any case. No
The winds are fair and the ocean yielding as you cut a
disrespect to The Tenebrous.”
course for the East Splints. After several days of merry,
“Well … given our history with this ship, I don’t
if cramped, travel, the island town of Dosos creeps over
blame you,” you say, ruefully glancing back towards the
the horizon, sooty chimneys pouring black smoke into
cargo hold. “I’ve half a mind to sell her myself.”
the skies at all times of day. Stone and rusted iron make
“Come and see me at the Suzerain’s Palace in Thalsia,”
up the harbourside, and you pull along a corroded quay,
says Lebechi. “Our nation has need of resourceful people
the portside workers locking your ship into harbour
like you. Until then, goodbye, my friends.”
with chains.
You watch Lebechi depart with some sadness, before
Your pirate prisoners are taken into custody by the
organising a watch on ship with the rest of your crew.
Dosos port authorities. You don’t know what their fate
Once all things are organised, you disembark from The
will be, but you are glad to be rid of them, just the same.
Tenebrous and make your way into Dosos. Make a note
You shake hands with the former slaves who have
that The Tenebrous is docked at Dosos harbour.
decided not to stay on board. You clasp Marcello to you,
as he too confides that he wishes to disembark. “My love
Turn to Pirates of the Splintered Isles 357.
for the sea has waned somewhat,” he smiles.

– PIRATES OF THE SPLINTERED ISLES –


Prepare for adventure in this huge
open-world gamebook series.
Legendary Kingdoms is a gamebook campaign, where you lead a party of
adventurers in a world that adapts to your actions. Venture into ancient
ruins, pick a side and lead an army into battle, sail the high seas on your own
warship, defeat tyrants or bring them to power. Along the way your party will
increase in skill, wealth and renown, allowing them to take on more challenging
adventures. Reach the heights of power and you may uncover a dreadful threat
to the world itself and go on a mission that spans all six gamebooks in the series.

Book 3: Pirates of the Splintered Isles is set in a tropical archipelago


where buccaneers and deadly monsters live in abundance. The natives
of the Isles, the Thalsians, are under constant pressure of invasion
from the greedy kingdoms of Royce and Drakehallow. Worse, a great
pirate, Captain August Prior, has turned against the Thalsians, and
now seeks to drown the seas in blood for the benefit of his demonic
masters. Explore lost islands, plunge into ancient ruins, and deal
with angry island spirits in this grand seafaring adventure.

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