Shadow on the Sand (9 page)

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Authors: Joe Dever

Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund

BOOK: Shadow on the Sand
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97

The chest is plain except for a small square of red metal bolted to the top. There is no lock, but, instinctively, you avoid opening the lid with your hands in case it is booby-trapped. Nearby, you notice a wooden bucket and a ladle. Using the ladle, you lever open the chest and push back the lid. The chest itself is not booby-trapped, but your caution was well placed; coiled on a bed of jewel-encrusted maces lies a Yas, a non-poisonous but very large Vassagonian snake. A red forked tongue flicks out of its yellow head as it prepares to defend its valuable bed.

If you wish to attack the Yas,
turn to 194
.

If you wish to flick shut the lid and leave the armoury by the north door,
turn to 14
.

98

The soft shuffle of stealthy feet warns that you are no longer alone. You whirl around and crouch in readiness for combat; it is this automatic reaction to danger that saves you from a drugged needle fired from a blowpipe. As the tiny missile clips the hood of your cloak, you see the firer reach into his belt pouch for another. Behind him are two warriors armed with sharp, barbed tridents. The three block your passage from the vestibule.

If you wish to attack them before the firer can reload his blowpipe,
turn to 168
.

If you do not want to attack them and decide to try to dodge the second blowpipe dart,
turn to 118
.

99

As you step into the sunlight, a voice rings out above the noise of the crowd. ‘There he is!’ It is Maouk. He points at you and a dozen Sharnazim draw their scimitars. ‘Surrender, Lone Wolf,’ he snarls. ‘You cannot escape.’

If you wish to fight,
turn to 36
.

If you decide to surrender,
turn to 176
.

100

The marble door opens into semi-darkness, and the musty smell of old parchment wafts through the air. Row upon row of neatly stacked, leather-bound books stand upon marble shelves, each one of which is beautifully decorated with intricate arabesques in fine gold leaf. Judging by the dates and inscriptions, you deduce that these books form a catalogue of all the treasures in the Grand Palace, many dating back hundreds of years.

Every shelf of the small library is filled with books, every shelf, that is, save one where, on a purple silk cloth, lie a Copper Key and a Prism. If you wish to take either, or both, of these items, mark the Prism as a Backpack Item and the Copper Key as a Special Item (which you carry in your pocket) on your
Action Chart
.

There is no exit from the library other than the marble door by which you entered. After satisfying yourself that nothing useful has been overlooked, you close the door and walk back along the corridor. When you reach the junction, you see a patrol of palace guards ascending the stairs. Without a moment's hesitation, you run towards the east door to avoid being seen.

Turn to 57
.

101

The man screams and keels over, writhing on the floor for a few moments before exhaling his last breath. Meanwhile, his partner has scrambled to his feet, forgetting his weapon in his hurry to escape along the passage. You give chase, pausing only to snatch up the discarded trident; you know you must stop him before he warns other guards. You draw back the trident and throw. It strikes him squarely in the back, pitching him forward as it makes impact. He is dead before he hits the floor.

A search of the dead bodies uncovers the following items:

  • 4 Gold Crowns
  • 1 Dagger
  • 1 Sword
  • 1 Potion of Alether (Increases
    COMBAT SKILL
    by 2 points for the duration of one fight.)

You may also take the Blowpipe and the remaining Sleep Dart. If you decide to keep them, mark them on your
Action Chart
as Backpack Items.

In the robe of the dead blowpipe firer you find a small piece of parchment, on which is written today's date and the number 67. A smile creeps across your face as you realize that this is the number that will open the bronze door.

You hold your breath and twist the dial!

Turn to 67
.

102

A thorough search of both bodies uncovers the following items:

  • 1 Sword
  • 1 Dagger
  • 1 Warhammer
  • 6 Gold Crowns
  • Gaoler's Keys (Special Item)

You may take any of the above items. Remember to mark them on your
Action Chart
. The Gaoler's Keys should be worn attached to your belt. You remember to lock the cell door before you hurry off along the corridor.

Turn to 150
.

103

You feel your muscles start to relax. The oil soothes the cuts and bruises which cover your body and restores 2
ENDURANCE
points. Make the necessary adjustments to your
Action Chart
.

Turn to 71
.

104

‘Take him!’ shouts Maouk. ‘But take him alive!’

You sprint towards the distant galley. The crew are still unaware of the desperate situation. They have not witnessed the murder of the envoy and are still oblivious to your peril. Before you can shout for help, a horseman cuts across your path, blocking your access to the ship.

If you wish to attack the horseman,
turn to 20
.

If you wish to evade combat by diving into the sea,
turn to 142
.

If you decide to surrender,
turn to 176
.

105

Your attention is drawn to a marble bust standing in an alcove, one of many standing along the south wall. A closer inspection of the bust reveals a hinge at the base of the neck. The head tilts backwards to reveal a tiny lever.

If you wish to pull the lever,
turn to 171
.

If you wish to close the head and continue along the corridor,
turn to 158
.

106

You crash onto the rider and pull him from the saddle, but you land badly and lose your grip. The courier is first to stagger to his feet; he unsheathes his sword and attacks before you have a chance to stand up.

Courier:
COMBAT SKILL
 16   
ENDURANCE
 23

Deduct 2 from your
COMBAT SKILL
for the first 3 rounds of combat, as you are still lying on the ground. You cannot evade combat and must fight the courier to the death.

Illustration VI
—The courier unsheathes his sword and attacks before you have a chance to stand up.

If you win the combat,
turn to 189
.

107

You concentrate all your healing skill on repairing your damaged lung. Gradually, the pain in your chest subsides and a warm glow spreads from the centre of your body, radiating out to your arms and legs. Your Kai skill heals the wound, but you are still greatly weakened by the loss of blood.

If you wish to search the guards' bodies,
turn to 102
.

If you wish to ignore the bodies and escape along the corridor,
turn to 150
.

108

Several yards along the new tunnel are more chutes, each covered by an iron grating. Streams of green water pour into the main course, giving off a choking and acrid vapour which attacks your throat and lungs. You wade past the chutes, but you lose 2
ENDURANCE
points due to the effects of the corrosive gas. Make the necessary adjustments to your
Action Chart
.

Turn to 112
.

109

You drop to the street below and run across the marketplace towards the hall. The building is full of people kneeling in prayer. You notice an avenue leading off to the right, which ends at an archway too narrow for more than one horse to pass. To your left, another alley leads down to the harbour.

If you wish to enter the hall,
turn to 32
.

If you wish to turn right and head for the archway,
turn to 169
.

If you decide to double back to the harbour,
turn to 129
.

110

A gigantic creeping reptile hangs from the ceiling, gripping the stone with its long, curved claws. Its huge oval eyes flicker hungrily as it picks up the scent of live human flesh — your flesh! It is poised to strike, and you cannot evade its attack.

Kwaraz:
COMBAT SKILL
 19   
ENDURANCE
 30

The giant reptile is very susceptible to psychic power, so if you have the Kai Discipline of Mindblast, add 4 instead of the normal 2 to your basic
COMBAT SKILL
for the duration of the fight.

If you win the combat,
turn to 40
.

111

You are feeling weakened by the heat and by the fatigue of combat, but your spirits are high after having beaten such a formidable enemy. You search the armourer's body and discover 3 Gold Crowns and a Copper Key. If you wish to keep the key, put it in your pocket and mark it on your
Action Chart
as a Special Item.

If you have the Kai Discipline of Tracking,
turn to 74
.

If you wish to leave the forge room by the north door,
turn to 167
.

If you wish to leave by the west door,
turn to 44
.

112

You soon reach a section of tunnel where the ceiling is much higher. A stone walkway lines the left wall, with steps at regular intervals. You pull yourself onto the walkway and begin to scrape away the worst of the slime that encrusts your legs.

If you have the Kai Discipline of Animal Kinship,
turn to 133
.

If you wish to continue along the walkway,
turn to 64
.

If you wish to climb a narrow stair in the left wall,
turn to 116
.

113

The passage ends at a tree-lined plaza. You must find somewhere to hide; your fair skin and your Kai cloak and tunic make you stand out in the city crowd.

To your left is a small dwelling with a curious wooden sign hanging above the door, carved in the shape of a fish. To your right is a tavern. The sign above the tavern door seems oddly appropriate:

THE HUNTED LORD

If you possess the Kai Discipline of Healing,
turn to 53
.

If you decide to enter the dwelling,
turn to 157
.

If you decide to enter the tavern,
turn to 188
.

114

You reach a point where the chimney is no longer a vertical shaft, but curves into a horizontal tunnel leading south. Although the heat is oppressive, the steam has cleared. Every nerve and tissue in your body seems agonizingly sensitive, and you progress along the narrow shaft with difficulty.

All hope of signing a peace treaty with the new Zakhan has vanished; your only concern now is to escape from this hellish sewer and somehow get back to Sommerlund as quickly as possible.

You notice a square vent cover in the ceiling less than ten feet ahead. It is badly corroded, and you have to lie on your back and kick with both feet to force it open. The effort drains your last reserves of stamina, but you are rewarded with success.

By pure chance you have gained access to the one place in Barrakeesh you most needed to visit — the public baths.

Turn to 90
.

115

Placing your ear close to the keyhole, you hear faint but horrible sounds. Screams of agony mingled with hysterical laughter and heart-rending sobs. The crack of a whip and the creaking of a rack confirm your suspicions that a torture chamber lies beyond this door. The terrible sounds make you shudder, and you waste no time in hurrying away from the chamber by the north door.

Turn to 132
.

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