### 280

The harbour is full with ships of varying kinds, though there is little sign of life. Mooring the small boat, you step on to the stone quayside and survey the harbour area.

'Psst!' a voice hisses at you from out of the darkness. Startled, you spot the crouching form of a one-eyed Suhnese fisherman. 'Come far have we?' he asks, patronizingly. 'And in such secrecy too! Got something to hide have we? Lurking out there at the edge of the bay till nightfall . . . tsk, tsk, very suspicious.'

In vain, you try to convince the one-eyed Suhnaman that you have nothing to hide. 'Saw your sail a long way off,' he sneers. 'Perhaps you're a smuggler, or on the run, I'll be bound. Come now, young master. You can't fool me. What'll you offer to buy my silence?'

With a helpless shrug, you tell him that you have no money. At first, the fisherman seems very angry, but eventually he offers to buy your boat for 20 Nobles, though you cannot be sure that this will keep him quiet.

If you have the Magical Power of Prophecy and wish to use it, turn to 53.

If you agree to sell your boat, turn to 16.

If you would rather not sell your boat and wish to continue into the Port of Suhn, turn to 100.

Concept copyright © 1985 Joe Dever and Gary Chalk.
Text copyright © 1985 Ian Page.