Beyond the Nightmare Gate (15 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
193

To use your Magical Power of Psychomancy you must touch the object you wish to learn more about. The use of this Magical Power costs you 1
WILLPOWER
point.

If you wish to touch the door,
turn to 229
.

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

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

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

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

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

Beyond the Nightmare Gate
by Joe Dever and Ian Page
194

You unleash a blast of magical fire aimed directly at the creature. Combat may last for only two rounds before you will have flown past it.

Creature of the Mists:
COMBAT SKILL
 21   
ENDURANCE
 25

If you survive,
turn to 51
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
195

When, at last, you surface for air, the area is deserted. You step out of the fountain. Your clothes soon dry in the sun as you wander through the streets of the fabulous city, in search of a clue to the whereabouts of the Threnogem.

If you have the Magical Power of Prophecy,
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
196

You draw out the Glass Rod and offer it to the guard. His suspicion is aroused; he throws you an unblinking glare and says something in his curious language. Nervously you consider what else you might offer him.

If you have a Copper Coin and wish to show it to the guard,
turn to 151
.

If you have a Silver Coin and wish to show it to the guard,
turn to 136
.

If you have a Gold Coin and wish to show it to the guard,
turn to 170
.

If you have a Parchment and wish to show it to the guard,
turn to 166
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
197

Wings spread wide, the dragon takes to the air and soon disappears from sight. Once more you thank Tanith for saving your life. If you wish to keep the Dragon Key, mark it as a Special Item on your
Action Chart
.

You must now choose from the remaining Keys since only one of them can open the door to the Crystal Tower.
22

If you choose the Spider Key,
turn to 252
.

If you choose the Wolf Key,
turn to 235
.

If you choose the Eagle Key,
turn to 227
.

If you choose the Serpent Key,
turn to 240
.

[
22
] You may only choose a Key that you have not already tried.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
198

Both you and Tanith search the room thoroughly but all you find is a small Prism. If you wish to keep this Special Item, place it in the pocket of your robe and remember to mark it on your
Action Chart
.

If you now wish to leave the room the way you came in,
turn to 266
.

If you wish to leave by the other exit,
turn to 221
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
199

You lift up your head and shout: ‘Chaos-master, I call thee!’ There is a great swirling of colour and flashing light. You have summoned the Master of Paradox.

Turn to 94
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
200

With Tanith still close by your side you enter a large, square room. The walls are made of the same black crystal as the outer wall of the tower. A large, ornate stairway ascends from the room and the only other visible exit is a door to your left. There are many paintings on the walls. The flagstones on the floor of the gloomy hall bear the carvings of swords. The one you are now standing on bears an inscription.

If you wish to look at the paintings,
turn to 7
.

If you wish to examine the floor,
turn to 29
.

If you wish to make for the stairs,
turn to 40
.

If you wish to head for the door on the left,
turn to 53
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
201

As you draw closer to the village, you realize it is on fire. The occupants are running backwards and forwards with buckets of water but they are fighting a losing battle.

If you wish to try to help the villagers,
turn to 183
.

If you prefer to move on in search of another village whose occupants might be able to tell you how to find the hidden realm of the Moonstone,
turn to 160
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
202

You fabricate a reason for your presence in the Realm of the Elessin, claiming ignorance of any deaths by your hand. The golden-haired man is furious. Once more his voice echoes inside your head, and the words give you cause to fear. ‘You lie!’ he says. ‘Prepare to meet sentence.’

If your current
WILLPOWER
score is 12 or more,
turn to 16
.

If your current
WILLPOWER
score is less than 12,
turn to 28
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
203

The Ethetron hits the ground, smashing into a thousand tiny pieces. You are killed on impact, a mercifully quick death, and your body is never found.

Your life and your adventure end here.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
204

You are facing the door, with the stairway to your right and the tower entrance to your left.

If you wish to step forward onto the flagstone bearing two swords,
turn to 349
.

If you wish to move diagonally to the right, stepping onto the flagstone bearing one sword,
turn to 311
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
205

The overwhelming force of your attack beats the birds away for the moment. The Ethetron grinds to a complete halt.

If you have the Keys to the Crystal Tower,
turn to 231
.

If you possess the Magical Power of Elementalism and wish to use it,
turn to 78
.

If you have neither of these,
turn to 83
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
206

With all the concentration you can muster, you search for a door, running your hand along the crystal wall in the hope of finding a hidden seam or hinge. Soon you are back where you started and you have found nothing.

If you wish to examine the crystal wall immediately below the metal plate that bears the inscription,
turn to 223
.

If you wish to try to climb the tower,
turn to 264
.

If you wish to attack the crystal wall with your Staff,
turn to 339
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
207

At the cost of 1
WILLPOWER
point, you summon up your Power of Prophecy and try to discover how Tanith has been so affected. However, all that you can ascertain is that the Black Wizard and the Chaos-master are responsible for her condition.

If you wish to expend another
WILLPOWER
point searching for the Black Wizard,
turn to 237
.

If you wish to speak with the Chaos-master,
turn to 199
.

If you possess a Mind Gem and wish to use it,
turn to 219
.

If you have the Magical Power of Enchantment and wish to try to rid Tanith of the spell which enchants her,
turn to 213
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
208

You mount the steps and stand before the palace entrance. Suddenly, an Elessi guard comes striding towards you, speaking in a commanding tone, his hand outstretched. He requires something from you.

If you have a Gold Coin and wish to give it to the guard,
turn to 170
.

If you have a Silver Coin and wish to give it to the guard,
turn to 136
.

If you have a Copper Coin and wish to give it to the guard,
turn to 151
.

If you have a Parchment and wish to show it to the guard,
turn to 166
.

If you have a Glass Rod and wish to show it to the guard,
turn to 196
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
209

You reach down and pick up the statue. It is surprisingly heavy. With a gasp, the Elessin reel back, horrified expressions on their faces. Staggering, you inch your way along the hall towards the exit.

In the name of all that is sacred!
screams the voice in your head.
You know not what you bear.

If your current
ENDURANCE
total is 16 or less,
turn to 283
.

If your current
ENDURANCE
total is more than 16,
turn to 297
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
210

If Spittlethrift speaks the truth in saying that you cannot leave the Neverness without the aid of the Academicians, then you have little choice. Tanith flashes you a look that says, ‘I do not trust him.’ But you can only shrug a reply. You agree to steal the Threnogem from the Elessin of the Singing City.

‘Good, good. Marvellous, in fact,’ says Spittlethrift, joyously. ‘Come with me to the laboratory.’

Turn to 105
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
211

You ignore the man, who soon disappears from view. You continue across the cloud plain towards the building and soon you can make out the shape of a tall tower, gleaming faintly with a strange, brittle light. The tower appears to be constructed from great shards of black crystal, and its architecture possesses an alien quality that is both puzzling and intriguing.

Turn to 167
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
212

You breathe deeply to try to steady yourself for the jump. You land a little awkwardly and injure your ankle: lose 2
ENDURANCE
points. You have sprained it, and you are forced to hobble along the deserted street and into a long, crystal-paved avenue beyond.

Turn to 279
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
213

Believing that Tanith is held by means of enchantment, you decide to fight like with like. Tanith and the gaunt man are still cowering in the corner of the room. Patiently you sit down on a wooden chair opposite and begin the trance. You know that you cannot dispel Tanith's illusion; you must enable her to do that herself if she is to be free.

When you have shaped the illusion in your mind you transfer it to hers. You begin to recall, moment by moment, all the events that you and she have shared. You start from the time when you first met in the dungeons of Mother Magri and she, a serving girl in the Wytch's service, offered you food and pity. You go on to describe her role in your escape. Still her illusion is not broken. Tanith's breathing becomes more rapid and sweat breaks out upon her brow. Her face is torn by conflicting emotions as you strain to maintain your illusion: lose 1
WILLPOWER
point.

If you wish to expend a further
WILLPOWER
point to continue your spell,
turn to 253
.

If you wish to give up,
turn to 265
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
214

Tense with anticipation, you wait as the figures draw near. Each wears a short white toga; they have blonde hair and strange, circular ears.

As soon as they arrive they begin speaking to you in a language you cannot understand. Their voices are soft and flute-like and there is a lilting quality to their speech. These are Elessin, inhabitants of the Singing City. Excitedly, they chatter on, pointing at both the Ethetron and the sky. You soon realize that they wish you to go to the Singing City with them.

Illustration XV
—The Elessin have soft, flute-like voices and wear short togas.

If you wish to go with the Elessin,
turn to 45
.

If you wish to attack them with your Wizard's Staff,
turn to 6
.

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