Read Beyond the Nightmare Gate Online
Authors: Ian Page,Joe Dever
Tags: #Fiction, #Fantasy, #Grey Star the Wizard, #Magnamund
If you enter combat without your Staff, deduct 6 points from your
COMBAT SKILL
. If you have no weapon at all, you must deduct 8 points from your
COMBAT SKILL
.
[
5
] The wording of this section of the rules seems to indicate — if read literally — that you may choose your set of Powers again if you have completed a previous adventure. This is without precedent in other books. In order to preserve consistency with other books, you should not choose your Powers again. If you have completed at least one previous adventure, you may choose one additional Power from the list. If you choose Alchemy as your new Magical Power, you also receive a Herb Pouch with contents, as detailed in the
Equipment
section.
[
6
] If your
WILLPOWER
falls to zero or below, you will not be able to use the magical properties of your Wizard's Staff until your score is again above zero. You can still use your Wizard's Staff in combat as a normal weapon, but you must deduct 6 points from your
COMBAT SKILL
.
You wear the grey robe and hooded cloak of a Shianti Wizard. Your only weapon is your Wizard's Staff (note this on your
Action Chart
under Weapons). You wear a Backpack containing 4 Meals (note under Meals on your
Action Chart
), and you have been given a
map of the Shadakine Empire
(note under Special Items on your
Action Chart
), which you place inside your robe.
7
If you have chosen Alchemy as one of your Magical Powers, then you will have a leather pouch for herbs and potions hanging from your belt. The Herb Pouch contains the following:
Mark these 4 items in your
Action Chart
.
Your Herb Pouch will carry a maximum of eight items.
Now that you have your equipment, the following list shows you how it is carried. You do not need to make notes, but you should refer back to this list in the course of your adventure.
Any item that may be of use and can be picked up on your adventure and entered on your
Action Chart
is given capital letters in the text. Unless you are told it is a Special Item, carry it in your Backpack.
8
[
7
] If you have completed a previous adventure, you keep all equipment you had at the end of that adventure. You do not receive any new equipment, unless you have just selected Alchemy as your sixth Magical Power, in which case you receive a Herb Pouch with contents as indicated in this section.
[
8
] If you have mastered the Lesser Magick of Alchemy and therefore have a Herb Pouch, you may choose to keep potions, vials, or ingredients in either the Herb Pouch or your Backpack. All other Backpack Items must be kept in your Backpack.
[
9
] The new Mongoose Publishing editions of the gamebooks clarify that ‘You may only use one Weapon at a time in combat.’
There will be occasions during your adventure when you have to fight an enemy. The enemy's
COMBAT SKILL
and
ENDURANCE
points are given in the text. Grey Star's aim during the combat is to kill the enemy by reducing his
ENDURANCE
points to zero while at the same time losing as few
ENDURANCE
points as possible himself.
At the start of a combat, enter Grey Star's
ENDURANCE
and
WILLPOWER
points and the enemy's
ENDURANCE
points in the appropriate boxes on the Combat Record section of your
Action Chart
.
The sequence for combat is as follows:
This process of combat continues until the
ENDURANCE
points of either the enemy or Grey Star are reduced to zero or below, at which point that combatant is declared dead. If Grey Star is dead, the adventure is over. If the enemy is dead, Grey Star proceeds but with his
ENDURANCE
and
WILLPOWER
points possibly reduced.
A
summary of Combat Rules
appears in the back of this book.
During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Grey Star may lose
ENDURANCE
points during that round, but then that is the risk of running away! You may only evade if the text of the particular section allows you to do so.
You are about to begin a quest of utmost importance and terrible danger. Beware, for you enter a world quite different from the one you leave behind. Here, even the natural laws are strange and you will need all your wits and cunning to survive in this alien world.
You will find items that might be of assistance. Some Special Items will help you on your quest, others may be of no use at all. You must decide what to keep.
Be cautious in your use of
WILLPOWER
points, as your
WILLPOWER
is the energy source for your Magical Powers and your Wizard's Staff. A
WILLPOWER
score of zero or below will leave you weak and vulnerable to attack, unable to offer effective resistance.
Follow the path of wisdom, Wizard Grey Star. The way of fools is the road to destruction!
Tanith takes you by the hand and you step forward into a tunnel of swirling mist. As the outline of the Shadow Gate fades behind you, you gaze at your new surroundings. Horrified, you perceive strange shapes and pale faces writhing within the tunnel wall. The faces stare at you vacantly, mouthing indistinguishable words, and you walk along the tunnel to a barrage of murmuring voices, muffled cries, moaning, and sobbing. Tanith looks at you but says nothing, the terror in her eyes mirroring your own. ‘Such a place could drive a man insane,’ you say, quietly.
The two of you walk faster into the unknown, your hearts pounding with anticipation. Finally, the tunnel opens on to a vast plain of white cloud suspended beneath a sunless sky. Stepping onto this twilit plain, you notice that the light of the sky casts no shadow and disappears into absolute blackness above your head. Looking down, you can see no solid ground beneath the cloud, which somehow supports you. Like the Shadow Gate before, the tunnel of mists fades away and you find yourself staring out across the bleak silence of the Daziarn. Scanning the distant horizon, you sight the outline of a building. Tanith tugs your arm. ‘Look!’ she says, pointing away to the left. You follow the direction of her outstretched arm to see the hunched figure of a man, gliding slowly across the plain.
If you wish to head towards the distant building,
turn to 211
.
If you wish to question the man,
turn to 122
.
There are mirrors of every conceivable size and variety hanging both on the walls and the ceiling. You can see only one other exit from the room.
If you wish to search the room,
turn to 198
.
If you wish to leave by the other exit,
turn to 221
.
Tanith takes a step towards Drear, her mind bewitched by his enchantment. You resist the power of his call, using the strength of your will but you expend 2
WILLPOWER
points before Drear's spell is completely banished from your mind.
With an anguished cry, Drear suddenly vanishes and Tanith regains her senses with a start. ‘I was almost his to command,’ she comments, breathless and frightened.
‘Come,’ you reply, ‘to the Crystal Tower. We are sure to learn something of the Moonstone there.’