Beyond the Nightmare Gate (12 page)

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Authors: Ian Page,Joe Dever

Tags: #Fiction, #Fantasy, #Grey Star the Wizard, #Magnamund

BOOK: Beyond the Nightmare Gate
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Beyond the Nightmare Gate
by Joe Dever and Ian Page
139

Your pounding heart beats so loud that you fear the Elessi will hear it. He does not and, with capable ease, you strike the guard a blow to the base of his skull that renders him unconscious. You chance a cautious glance into the darkness before running into the palace.

Turn to 230
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
140

Though dangerously close to the ground, the craft glides smoothly out of its dive as you pull back on the lever. Your heart is pounding and, still shaken, you ease back the foot bar once the Ethetron is level once again. You are perhaps less than twenty feet above the ground and you notice that the Gyronome is piping even more loudly now that you are flying so low.

In the distance looms the shadow of the Crystal Tower surrounded by black holes — the result of the Academicians' mining of the raw material of the Neverness. How are you to reach the Realm of the Singing City? Should you fly into the ground as the Gyronome suggests, or through one of the black holes of the cloud plain?

If you wish to enter a black hole,
turn to 130
.

If you wish to fly into the ground,
turn to 109
.

If you wish to gain altitude,
turn to 19
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
141

Tanith is summoning the creature of the Key from the Crystal Tower. Before the Jahksa can act, the spirit of the giant wolf leaps at him, throwing him to the ground. But even as he falls his body becomes transparent as he escapes from this realm.

Turn to 273
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
142

As you release your grip on the storm the craft lurches violently. The wind is so powerful that it carries the Ethetron along in its wake but the little craft will not take much more of this punishment.

If you wish to attack the Jahksa,
turn to 148
.

If you do not,
turn to 165
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
143

You walk around the tower and soon find yourself back where you started. To your surprise, there now stands a door where before there was only a blank section of wall. Tanith looks at you, incredulous. ‘Strange sorcery is at work here,’ she says. You nod in agreement.

The large, iron-shod door stands tall and uninviting. You try the handle and find, as you expected, that the door is locked. You notice that there is a keyhole and, hanging on five hooks alongside the door, are five Keys. Each Key is fashioned in the shape of a beast.

If you wish to try the Serpent Key,
turn to 240
.

If you wish to try the Eagle Key,
turn to 227
.

If you wish to try the Wolf Key,
turn to 235
.

If you wish to try the Spider Key,
turn to 252
.

If you wish to try the Dragon Key,
turn to 277
.

If you wish to read the inscription above the door,
turn to 10
.

If you wish to strike the door with your Wizard's Staff,
turn to 97
.

If you have the Magical Power of Prophecy and wish to use it,
turn to 161
.

If you have the Magical Power of Psychomancy and wish to use it,
turn to 193
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
144

14
As you pick your way through the rubble and scorched timber you see an old woman kneeling in the ashes searching for items that have survived the fire. As you walk over to her, she looks up with a start, her face contorted with fear.

‘You … you … have come back,’ she whimpers, and scrambles to her feet and rushes away. You wander through the village for some time, generating the same response in all you meet. You decide to move on and find another village.

Turn to 160
.

[
14
] There is no choice that leads to this section of the book. This appears to be an oversight which is not easily correctable.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
145

Quietly you stalk the guard, but his keen ears detect a movement and he whirls round and spies you creeping in the shadows. Instantly he raises a silver pipe to his lips and blows.

Turn to 271
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
146

At the cost of 1
WILLPOWER
point you call up your Power of Prophecy. The Jahksa is in the Trianon. You spin round to see him leaning against one of the walls, the familiar sneer playing across his features — your features.

Turn to 176
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
147

The Gyronome does not lie, but your Power of Prophecy is unable to reveal anything else from the realm you inhabit. Probing into the near future, you see little more than your attempt to reach ground level. Have you foreseen your own death? The use of this Magical Power cost you 1
WILLPOWER
point.

If you wish to fly lower,
turn to 135
.

If you have the Magical Power of Psychomancy and wish to use it on the Gyronome,
turn to 152
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
148

The raging wind helps the Ethetron to stay airborne without power and, while the Jahksa is in a trance state communing with the Elementals, you take up your Staff. It is difficult to take accurate aim because of the violent movements of the craft and yet, with remarkable calmness and precision, you fire a direct hit into the Jahksa's chest.
15
He leaps back and, with magical flames still smouldering in the remains of his robe, he staggers towards you. Without hesitation, Tanith rushes at the Jahksa and thrusts him over the rail. She gives you a look of triumph and you cannot resist a cheer.

The storm blows itself out and quickly you bring the Ethetron back on course. You soon reach the Moaning Mountain and locate the cavern. With some skilful manoeuvring, you line up the ship with the opening and enter.

Turn to 300
.

[
15
] As you are using your Wizard's Staff against the Jahksa, you should deduct 2
WILLPOWER
points.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
149

You close your eyes and concentrate on the near future. There is no immediate danger in the room of mirrors; it is what lies beyond that should cause you to be wary. The use of this Magical Power has cost you 1
WILLPOWER
point.

Turn to 2
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
150

You are already familiar with Tanith's power over beasts, learned when she served Mother Magri, the Shadakine Wytch. You pray that the alien nature of the Daziarn does not hamper her skill. As the giant eagle attacks you, she steps forward and calls out with a shrill voice,
‘Katta sheen, suono kow!’

With a cry of frustration, the eagle releases its grip.

You let out a sigh of relief as it climbs into the featureless sky and disappears from view.

If you now wish to keep the Eagle Key, mark it as a Special Item on your
Action Chart
. You must choose from the remaining Keys; only one will open the door to the Crystal Tower.
16

If you choose the Spider Key,
turn to 252
.

If you choose the Wolf Key,
turn to 235
.

If you choose the Serpent Key,
turn to 240
.

If you choose the Dragon Key,
turn to 277
.

[
16
] You may only choose a Key that you have not already tried.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
151

With a frown, the Elessi guard returns the Copper Coin and ushers you down the steps, away from the palace. You decide it would be prudent to wait until nightfall before trying to slip into the palace unseen.

Turn to 121
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
152

At the cost of 1
WILLPOWER
point, you touch the Gyronome with your mind. The device is not magical but mechanical. Reaching out for a trace of its previous owner, Slypate, you see a vision of the old Academician working on his invention with loving care. There is nothing evil about the device. Why then does the Gyronome point to the ground?

If you wish to fly lower,
turn to 135
.

If you have the Magical Power of Prophecy and wish to use it,
turn to 147
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
153

The beast roars and speeds towards you at an alarming pace. It rears its large horned head and bares its yellow fangs, preparing to blast dragon-fire at you. The penetrating stare of its old, veined eyes fills you with dread.

Suddenly, Tanith steps forward.
‘Katta sai, juno keese,’
she shouts, speaking the words of command that give mastery over all beasts to the Wytches of Shadaki. The dragon slows in mid-flight, hovers, and finally settles its great bulk on the ground. It bows its huge head meekly to Tanith and makes to leave.

If you wish to speak with the dragon,
turn to 242
.

If you do not,
turn to 197
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
154

You take careful aim and fire at the Jahksa, using 2
WILLPOWER
points. However, he has seen you and raises his staff to fend off the bolt of flame.

‘Many thanks, brother,’ he shouts, ‘for feeding the fire.’

You realize the truth of what he says. He is tricking you into behaving like an enemy of the Vale people. Without their help you will never find the Gate that leads to the realm of the Moonstone. It is important that you show these people that you are their friend.

If you have the Magical Power of Elementalism and wish to use it,
turn to 169
.

If you wish to engage the Jahksa in personal combat,
turn to 159
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
155

Gulping a deep breath, you jump to the ground. You land heavily and a stab of pain runs up your leg: lose 2
ENDURANCE
points. Fortunately, the injury is not serious and you find you are able to walk with little difficulty. You enter a busy street and mix with a crowd of Elessin. Your disguise ensures that you are not challenged as you walk through the city, searching for a clue to the whereabouts of the Threnogem.

If you have the Magical Power of Prophecy and wish to use it,
turn to 5
.

If you do not have this Power, or if you do not wish to use it,
turn to 79
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
156

You are already well versed in the ways of illusions and enchantments and, although half the strange, chaotic sights are enough to drive a man insane, you are able to challenge the illusion and dispel it.

Turn to 187
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
157

With your heart thumping against your ribs you rush past the guard. He shouts some kind of insult at your back but does nothing. You breathe a sigh of relief and enter the city.

Turn to 175
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
158

At last you come to the Moaning Mountain. You find the cavern and, after some careful manoeuvring, you edge the flying machine forward into the depths of the lonely peak.

Turn to 300
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
159

Heedless of the flames, you climb onto the rooftop close to where the Jahksa stands. ‘So!’ he exclaims. ‘It's sport you want.’

He whirls his staff around his head and, with a blood-curdling yell, aims straight for your legs as you balance on the narrow roof. Swiftly, you parry, incandescent sparks flying where your staves make impact. The Jahksa is beginning to weaken and a powerful blow sends him reeling back along the roof.

Turn to 343
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
160

You pick up the road out of sight of the poor survivors and follow it to the next village. This village is also ablaze. No one attempts to put out the fire; instead, everyone stares at a figure dancing maniacally on the roof of a house. It is a familiar and disturbing sight: Jahksa. Even now he is hurling bolts of magical flame into the thatched and wooden roofs of the village houses.

Illustration XIII
—Everyone stares at a figure dancing maniacally on the roof of the house.

If you wish to attack the Jahksa at long range,
turn to 154
.

If you have the Magical Power of Elementalism and wish to use it,
turn to 169
.

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