Beyond the Nightmare Gate (13 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
161

Unsure of the correct decision and hopeful that the future will offer you some guidance, you decide to use your Power of Prophecy. At the cost of 1
WILLPOWER
point, you send your thoughts forward in time. You sense that there is great danger in the Keys, though you are unable to determine its exact nature. The wrong choice could be fatal. A vision of the metal plate above the door forms in your mind; a vital clue lies hidden in the words inscribed upon it. You break your trance to consider your next course of action.

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 Psychomancy and wish to use it,
turn to 193
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
162

‘Grey Star, look!’ cries Tanith, anxiously. You spin round to see the Jahksa leaning against the wall. A sly smirk creases the face that is also your face.

If you wish to attack your double and have at least 2
WILLPOWER
points remaining,
turn to 192
.

If you wish to walk to the end of the corridor, where you can see a glowing, milky-white light,
turn to 113
.

If you have the Magical Power of Sorcery and wish to expend 2
WILLPOWER
points on the formation of a magical shield,
turn to 185
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
163

Awareness suddenly glimmers in Tanith's face. Slowly she comes to her senses as if awakening from a deep sleep. ‘Grey Star,’ she says, quietly. ‘Is it really you?’

‘Yes, it's really me,’ you reply, with a warm smile.

‘I thought … ’ she says with a dry sob. ‘It was in my mind … the Black Wizard, he had your face. He took me from the Crystal Tower and brought me here. By the time I realized it wasn't you, the Chaos-master had asked me what gift I desired. I asked for you, Grey Star, and the Chaos-master told me that the Black Wizard was you. Then my mind was full of fear and loathing. I — ’

‘You don't have to explain. It's all right. I understand.’

Outside, a strange, yet familiar voice sends a chill down your spine. ‘How touching; how noble. Such understanding,’ it sneers. You rush outside to see a hooded figure dressed all in black. Slowly, deliberately, the hood is pulled aside to reveal your own face staring back at you. ‘Greetings, brother,’ says your voice. ‘We meet at last.’

Turn to 291
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
164

You pull the lever back as far as it will go in an attempt to bring the craft out of its dive but now you lack power and the machine continues to gain downward momentum. You are too close to the ground to save yourself and the Ethetron crashes, killing you instantly.

Your quest and your adventure end here.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
165

A violent gust tears into the craft and, with a resounding
crack
, the mast snaps. The Ethetron flips out of control and falls at a startling speed. There is no time to save yourself before the Ethetron explodes into the ground. There are no survivors.

Your life is over; your quest ends here.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
166

You draw out the Parchment stolen earlier from the dead Elessi and hand it to the guard. He eyes it suspiciously. Having read the Parchment, he hands it back and stands aside. He says something and you nod. The guard seems satisfied and you enter the palace.

The sight takes your breath away. The interior comprises just a single hall. The high ceiling is supported by hundreds of transparent columns filled with a coloured liquid that stirs sluggishly within. But it is the glittering column of light at the far end of the hall that draws your attention as it changes colour and swirls like a lazy shining whirlpool. You walk towards it and, as you grow nearer, something else attracts your attention. The pillar is illuminating a grotesque but life-like statue of an infant child sat cross-legged on the floor, its face that of an old man. The statue is about three feet high and in its open, upturned mouth rests the Threnogem.

If you wish to take the Threnogem from the statue's mouth,
turn to 71
.

If you have the Magical Power of Psychomancy and wish to use it,
turn to 39
.

If you have the Magical Power of Prophecy and wish to use it,
turn to 55
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
167

The Crystal Tower looms larger as you draw nearer; its buttresses, balustrades, and cornices jutting at impossible angles. Some of the tower's ornamentation seems to disappear completely when looked at from certain directions, as if parts of the tower do not belong to this dimension at all. You also notice that, with growing frequency, the cloud plain is perforated with black holes of varying sizes.

If you wish to investigate one of these holes,
turn to 257
.

If you prefer to press on without any delay,
turn to 302
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
168

The craft spins, spiralling downwards at great speed. You pull and push on the lever and the foot bar but the machine's crazy descent soon throws you from the craft into mid-air. There is no time for defensive action as you hurtle to the ground, smashing into it seconds after the Ethetron.

Your life and your quest end here.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
169

You close your eyes and begin to chant. The Vale villagers flinch visibly, convinced that you mean to hurt them. You carry on regardless. At the cost of 1
WILLPOWER
point you cause it to rain. The fire is raging quite heavily and you are doubtful that the shower you have raised is of sufficient intensity to quench the fire. You prepare to throw another
WILLPOWER
point into the spell but stop suddenly as the villagers give a great gasp. A cold evil throbs at your back.

You spin round to face the Jahksa. ‘Why do you waste your energies so?’ the Jahksa enquires. ‘On these simpletons and peasants.’

‘And why have you shown yourself?’ you ask. ‘These people now know that I did not burn their village. Surely you hoped that they would cast me out without telling me where the Gate to the next realm can be found?’

‘Your unimpressive display of weather-working has sufficed,’ he snorts, derisively. ‘You have saved the people and all live happily ever after,’ he sneers, sarcastically. ‘But other dangers await
you
.’ So saying, the Jahksa disappears.

Turn to 330
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
170

You show the Gold Coin to the guard. He takes it and inspects it closely. With a nod he hands it back and then speaks to you once more. Apparently he requires something else before he will allow you into the palace.

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
171

The greyish mist in the Ethetron's glass dome is slowly seeping through the crack in the glass. The creatures of the mist writhe and gyre in their hunger and you struggle desperately with the controls as the ship sinks lower and lower, becoming an easier target for the hideous beasts. You swerve amongst them like a tiny insect flying through a forest of swaying trees. Add together your
COMBAT SKILL
and
WILLPOWER
points.

If the total is 16 or more,
turn to 84
.

If the total is less than 16,
turn to 129
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
172

You shout down to Tanith and she prepares to climb. Taking a deep breath, you haul on the Rope, dragging Tanith towards you. She does her best to scramble up the tower but the weight of your Backpack and the encumbrance of your Wizard's Staff make climbing very difficult for her. Soon, she is on the ledge beside you. Another fifty feet remain to be climbed and you must repeat the process to reach the top of the tower.

Pick a number from the
Random Number Table
. If you possess the Silver Charm of Jnana the Wise, you may add 1 to this number. If you have the magical Talisman of the Shianti, you may add a further 1 to this number.

If your total is now 0–5,
turn to 63
.

If your total is now 6–11,
turn to 91
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
173

You exert the power of your mind upon the lock. At the cost of 2
WILLPOWER
points you turn the tumbler of the lock mechanism. The door swings open to reveal a narrow flight of stairs, leading downwards.

If you wish to step forward,
turn to 125
.

If you wish to go back to the large stairway,
turn to 239
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
174

A sky-blue sea with foam-crested waves rolls where the sky should be. Green hills and fields ripple and undulate like an ebb tide and the Ethetron begins to rock violently. Mountains stand on their peaks and towns and cities float haphazardly in the air. Night becomes day and day becomes night in the blink of an eye. A huge fist rears up, poised to strike, and then passes through you like a phantom. All around you is the sound of crazed and forlorn laughter.

Illustration XIV
—Mountains stand on their peaks and cities float haphazardly in the air.

If you have the Magical Power of Enchantment,
turn to 156
.

If you do not have this Magical Power, pick a number from the
Random Number Table
and add it to your
WILLPOWER
score.

If the total is 20 or more,
turn to 86
.

If the result is less than 20,
turn to 104
.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
175

You come to a long avenue paved with crystal stones. At the far end of the avenue is a huge palace constructed entirely of glass.

If you wish to explore the city,
turn to 76
.

If you decide to investigate the glass palace,
turn to 114
.

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

Beyond the Nightmare Gate
by Joe Dever and Ian Page
176

‘So, Wizardling, we meet again. The Moonstone awaits us. But who shall claim it, I wonder?’ he sneers.

If you wish to attack your likeness and have at least 2
WILLPOWER
points remaining,
turn to 192
.

If you wish to continue to the end of the corridor,
turn to 113
.

If you have the Magical Power of Sorcery and wish to expend 2
WILLPOWER
points on the formation of a shield,
turn to 185
.

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