Shadow on the Sand

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Shadow on the Sand Page 12

by Joe Dever


  245

  You remove your Blue Stone Triangle from around your neck and press it into the indentation in the wall. It is a perfect fit. You hear the sound of stone grating on stone, and the door slowly opens to reveal a chamber. It is dimly lit, but you see that the thick dust on its marble floor is covered with innumerable footprints. As you enter, you catch sight of a rough stone throne, facing the wall on the far side of the chamber.

  Behind you the stone door slides shut with unnerving speed.

  Turn to 289.

  246

  Using the Copper Key, you unlock the door and hurry into the garden, not a moment too soon; as the heavy door swings shut you hear crossbow bolts ricocheting from the bands of studded iron.

  The enclosed garden is filled with the fragrance of exotic shrubs and trees, which cluster around a sculptured pool of deep blue water. It is a beautiful sight, but you dare not stop to enjoy it. The Drakkarim and the palace guards know where you are, and you must keep moving if you are to escape them.

  Beyond a tree-lined colonnade, a flight of steps ascends to a small portal in the wall of the upper palace. To your right, a leafy tunnel winds away into the trees and shrubs.

  If you possess the Kai Discipline of Tracking, turn to 220.

  If you decide to climb the stairs to the small portal, turn to 352.

  If you would rather follow the winding path, turn to 391.

  247

  The voyage through the Koos is breathtaking. The Skyrider glides between the towers of rock that rise from the valley floor with fantastic and unearthly grandeur. Far below, sulphurous water bubbles from fissures in the orange ground and streams of hissing lava carve circular channels, which glow like moats of liquid fire. You watch the sky, but there are no signs of the enemy.

  ‘Ikaresh,’ says Banedon pensively. ‘ “The Eagle's Lair”. That is where we will find Tipasa the Wanderer. It is the place of his birth and the home of his family. He roams the Dry Main, but he always returns to Ikaresh.’

  It is late afternoon when you reach the hills beyond the Koos that overlook the town of Ikaresh. Banedon moors the Skyrider to a pinnacle of stone, and a rope ladder is lowered to the ground. It has been decided that you and he will enter Ikaresh on foot and locate Tipasa, while Nolrim and the crew wait in hiding for you to return — the sight of the Skyrider hovering above the mountain town would be sure to arouse unwanted interest in your arrival.

  You and Banedon prepare yourselves for your mission by staining your skins with brown copalla berries and dressing in the grey and white robes commonly worn by the mountain people of this region. You bid farewell to Nolrim and set off across the barren hills.

  Pick in number from the Random Number Table.

  If the number you have picked is 0–2, turn to 337.

  If it is 3–9, turn to 383.

  248

  A small, heavy-set merchant is hawking his wares from a stall set close to the archway. His small, beady eyes twinkle from beneath a ridiculously outsized turban. As you approach, he launches himself at you, desperately trying, with a flood of wild claims, to persuade you to buy his obviously inferior goods. He looks surprised when you interrupt him with your question. ‘Tipasa?’ he answers. ‘Yes, I know where he lives.’

  He holds up a gaudy waistcoat of pink and orange sackcloth and offers it to you. ‘It would make a worthy gift for your esteemed friend,’ he suggests, his eyes continually glancing at your Belt Pouch. ‘Only 5 Gold Crowns, master.’

  You realize you will first have to purchase this ridiculous garment before the merchant will tell you where Tipasa lives.

  If you wish to buy the waistcoat, pay the man 5 Gold Crowns and turn to 328.

  If you do not want to buy the waistcoat or cannot afford to pay him 5 Gold Crowns, turn to 274.

  249

  As the Vordak dies, its body gradually dissolves into a bubbling green liquid, shrivelling the plants that lie beneath the crumbled red robe. The swish of a sword alerts you to the Drakkarim who are now closing in around their slain leader. Without hesitation, you sheathe your weapon and run for cover among the densely packed trees.

  Turn to 228.

  250

  As you watch the Kraan-riders disappear into the darkening sky, a roll of thunder rumbles across the plain from Barrakeesh. The sound is threatening and full of brooding menace, as if the city itself were cursing your escape.

  You turn away and focus your attention on Banedon, your unexpected rescuer. The makeshift bandage that binds his wound is soaked with blood, and he looks pale and weak.

  If you have the Kai Discipline of Healing, turn to 377.

  If you do not have this skill, turn to 339.

  251

  You are fortunate that you are not struck by the blast, but even so, the blue flame scorches your hand and arm and knocks you to the floor. Lose 6 ENDURANCE points.

  If you are still alive, turn to 316.

  252

  You whirl your feet away from the shining steel and narrowly escape being wounded as the axe bites inches deep into the polished stone floor. However, before the guard can strike another blow, you lash out and send the axe spinning from his hand. He screams, clutching broken fingers to his chest.

  You turn and run towards an open door. The air is filled with the sound of pounding feet, for the palace guard are on full alert; together with the Drakkarim, they are now bent on finding and killing you as quickly as possible.

  Beyond the door, a bridge rises at a slanted angle over an enclosed garden, joining this part of the palace to a needle-like tower of white marble. At the entrance to the bridge, a narrow stair disappears into the garden below.

  If you wish to cross the bridge and enter the Tower, turn to 396.

  If you decide to descend the stairs, turn to 215.

  253

  Suddenly, the pain subsides, but a new horror is taking shape before your eyes. Out of the darkness, a green whorl of vapour is forming slowly into the shape of a glistening, serpent-like monster. A grey mist issues forth from the Darklord's mouth, floating towards the core of this horror, infusing it with the power of death. The serpent writhes and convulses as the grey mist fills its body, changing it from a dream-like illusion into a living nightmare. Two pinpoints of crimson glow from its eyes, as it slithers towards you.

  Dhorgaan: COMBAT SKILL 20 ENDURANCE 40

  If you possess a Jewelled Mace, you may add 5 to your COMBAT SKILL for the duration of the combat, for it is an enchanted weapon, especially effective against such a creature.

  Illustration XV—A green whorl of vapour is forming slowly into the shape of a glistening, serpent-like monster.

  If you win the combat, turn to 335.

  254

  The chill air whips past your face as you tumble towards Lake Inrahim. The Kraan-riders, the skyship, and the distant horizon all melt into a kaleidoscope of shapes and images. You fear these will be the last things you will ever see.

  You have prepared yourself for death and feel calm and relaxed. Suddenly, you feel your body engulfed by a mass of sticky fibres. There is a terrific jolt, which leaves you breathless and stunned. (Lose 2 ENDURANCE points.) The impossible is happening — you are no longer falling but rising!

  You have been caught by a net of sticky strands like a fly in a web. You rise into the sky towards the flying ship as quickly as you fell. Three bearded dwarves clad in bright, padded battle-jerkins pull you aboard an outrigger that runs the length of the hull. There's no time to express your gratitude, for the small skyship is under attack from the Kraan-riders.

  At the end of the outrigger, a dwarf is in hand-to-hand combat with a snarling Drakkar. He is losing the battle. As you rush to help him, another of the evil warriors lands in the centre of the craft, on top of the fortified platform.

  If you wish to help the dwarf, turn to 280.

  If you wish to leap from the outrigger onto the fortified platform, turn to 361.

  255

  As the Drakkar collapses
to the ground, a Black Crystal Cube falls from his pocket. If you wish to take this item, place it in your own pocket and mark it on your Action Chart as a Special Item. The shriek of the Vordak drives you away from the dead body — his hideous cry is loud and very near.

  Turn to 228.

  256

  ‘Here you are,’ says Banedon, flicking a Gold Crown into her empty bowl. ‘Now will you help us in return?’ She snatches the coin to her mouth and bites into the gold. Satisfied that the coin is real, she nods her head.

  If you wish to ask her if she is Soushilla (only if you have heard that name before), turn to 307.

  If you wish to ask her if she knows were Tipasa the Wanderer can be found, turn to 314.

  257

  The creature's curved beak gores your back, impaling you upon its razor-sharp tip. You are lifted into the air and dashed against the wall with one flick of the great bird's powerful neck. Mercifully, death is instantaneous as your skull is shattered against the hard, unyielding marble.

  Your life and the hopes of Sommerlund end here.

  258

  The sun-sword tingles with power as you point it at the flame which hurtles nearer and nearer, its hiss becoming so loud that it drowns the noise of battle. You brace yourself for the moment of impact. The flame hits the Sommerswerd with a thunderous noise and is held there in a ball of liquid purple fire that burns at the very tip of the magical blade. Instinctively, you whirl the Sommerswerd around your head and cast the fireball back into the sky.

  The Vordak shrieks with terror, but it is too late — its fate is sealed. The fireball consumes the Zlanbeast and its rider in a massive explosion of sun-like brilliance.

  Turn to 267.

  259

  Two bolts whistle through the air and slam into your back. As the pain tears through your body, you faint and fall onto the poison-tipped spikes. As your life's blood drains away, the last sound you hear is the hideous gloating laughter of Darklord Haakon rising above the ghoulish howl of his evil Drakkarim warriors.

  Your life and the hopes of Sommerlund end here.

  260

  Using the cover of the excavation equipment scattered around the crater, you creep up on the sentry and empty the Tincture into the water flask resting by his feet.

  A few minutes later, he reaches down and drinks from the flask. It is not long before he begins to feel very ill. As he staggers away to be violently sick, you slip into the Tomb unnoticed.

  Turn to 395.

  261

  You tumble earthwards, blurred colours flashing before your eyes. The Kraan-riders, the skyship, and the distant horizon all melt into a kaleidoscope of shapes, the last images you see before smashing into the hard and barren salt-plain of Lake Inrahim.

  Your life and the hopes of Sommerlund end here.

  262

  You have been detected; the Vordak shrieks a hideous high-pitched scream and points a bony finger towards your hiding place. Drakkarim crash through the undergrowth, cleaving a path with their black swords.

  If you wish to draw your weapon and prepare for combat, turn to 212.

  If you wish to try to escape from them, turn to 393.

  263

  The crone hobbles away into the dark alley; you and Banedon retrace your steps to the eagle monolith, where an arrow sign points west to the main square. The evening shadows are lengthening as you set off from the eagle once more.

  Turn to 216.

  264

  A terrible shriek rings out above the rush of the wind, filling your head with pain. You are being attacked by a powerful Mindblast. Unless you possess the Kai Discipline of Mindshield, deduct 2 ENDURANCE points from your current total.

  The Itikar shudders and frantically twists its head from side to side as the shriek rings out again. You sense that the great bird is in agony, racked by the Mindblast. As you glance over your shoulder, your stomach becomes knotted with fear — a Kraan is swooping down to attack. On its back is your adversary: a Vordak, one of the undead and a hideous lieutenant of the Darklords. As the Kraan streaks towards you, the Vordak spreads its red-robed arms and leaps from the saddle. It lands behind you, astride the Itikar's back, its skeletal fingers sunk deep into your mount's feathered flesh. The shock of the impact throws you forward, and the reins slip from your hands.

  The giant bird screeches in horror and pain as the Vordak's grip paralyses its spine. You must act quickly, for the Itikar is now plummeting towards the salt-plain of Lake Inrahim.

  Illustration XVI—The Vordak lands behind you, astride the Itikar's back, its skeletal fingers sunk deep into your mount's feathered flesh.

  If you possess the Sommerswerd, turn to 315.

  If you do not possess this Special Item, turn to 299.

  265

  She refuses to say anything until you have placed some money in her begging bowl.

  If you wish to give her a Gold Crown, make the adjustment to your Action Chart and turn to 397.

  If you do not wish, or cannot afford, to give her any gold, turn to 256.

  266

  Your Kai skill warns you that two palace guards are running up the spiral stairs from their guardroom in the base of the tower. Quickly, you ascend the stairs before the Drakkarim enter and see in which direction you have gone.

  Turn to 322.

  267

  The Drakkarim falter, blinded by the flash. Nolrim seizes the opportunity and urges his brethren forward against the invaders, leading the attack with his mighty battle-axe. Its razor edge whines and strikes sparks against the enemies' black armour, cutting through their unsteady ranks like a scythe through blighted corn.

  You climb back onto the platform and see a Drakkar about to strike Banedon. The wizard seems unconcerned about the screaming warrior who threatens to decapitate him with a black broadsword. Banedon points his finger at the Drakkar, who is poised to strike.

  If you wish to attack the Drakkar before he lands his blow upon Banedon's head, turn to 330.

  If you do not wish to attack, turn to 394.

  268

  With the leap of a tiger, you snatch the glowing gem barely a second before Haakon's spiked fist slams into the floor where the jewel lay. You turn to face your enemy, the gem held high in your hand, its blue beam glinting on the Darklord's black armour. He shrinks beneath its glare and falls to his knees, a repulsive sucking noise issuing from his helm as he slowly begins to fade.

  A sudden crack makes you start with shock, but you are no longer in danger. The glowing gem has vanished from your hand; like its master it has left this dimension, never to return.

  Turn to 400.

  269

  You stare at the bolt, willing it to move. The sound of running footsteps behind you sends a cold shiver down your spine as you realize that the Drakkarim are storming the stairs. Then, slowly, the bolt begins to move. As soon as it clears the bolt-hole, you pull open the stone portal and race through, unaware of what lies beyond.

  Turn to 352.

  270

  You race along the rock-strewn cave, eager to escape from the infected old man. The horrific stories that you have heard about vaxelus make you careless in your haste, and you lose 2 Items from your Backpack. Choose which two items to erase from your Action Chart (if you have no Backpack Items, you lose a Weapon and a Special Item instead).

  Turn to 241.

  271

  The Kraan-rider screams past to your left, spun off course by your swift counter-blow. He is now over a hundred feet below but is turning the Kraan for another attack. You wheel towards the south to avoid being caught between the two converging squadrons of Kraan-riders. Your change of direction increases the distance between you and your pursuers, but the Itikar is badly wounded and terrified by the shrieking Kraan.

  You are close to despair; your feathered mount is losing a lot of blood and could lapse into unconsciousness at any moment and drop you like a stone from the darkening sky. Suddenly you spot something in the distance — a sight that renews you
r faith in miracles.

  Turn to 221.

  272

  You follow a path along a dry gully, the bed of an ancient river that once flowed through the mountains. An arid breeze blows eddies of red dust along the banks of dead earth. The white-walled buildings of Ikaresh suddenly appear, and, as the dust settles, you find yourselves standing in a small square close to the open archway of the town's east gate.

  Perched upon a tall basalt monolith in the centre of the square is an eagle — the emblem of this mountain town — cast in bronze. Three bronze arrows are held in its beak, each indicating an exit from the square.

  If you wish to go north, towards the Dougga Market, turn to 376.

  If you wish to go west, towards the main square, turn to 216.

  If you wish to go south, along the Avenue of Eagles, turn to 342.

  273

  The Akataz leaps through the air at your face. You fall backwards, kicking with both feet, but you are winded as the war-dog jolts the air from your lungs. It slashes your shoulder (lose 1 ENDURANCE point), before cartwheeling over the edge of the stairs, its howl cut short as it smashes into the marble floor of the lower palace.

 

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