Beyond the Nightmare Gate

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Book: Beyond the Nightmare Gate Read Online Free PDF
Author: Joe Dever
Tags: Fiction, Fantasy, Magnamund, Grey Star the Wizard
Nightmare Gate
by Joe Dever and Ian Page
    15
    Drear is working a subtle magic on your mind. Closing your eyes, you concentrate the power of your will, and, at the cost of 1 WILLPOWER point, summon the magical energy of the Astral Plane. But your Power of Sorcery appears to have no effect. Perhaps Drear's magic does not obey the same laws as your own and is beyond your control?
    If you wish to attack Drear with your Wizard's Staff, turn to 36 .
    If you wish to resist Drear's call without the aid of magic, turn to 3 .

Beyond the Nightmare Gate
by Joe Dever and Ian Page
    17
    You are standing on the battlements of the Crystal Tower. You see a skylight and, with Tanith following, you enter a dark room. Two cold, black eyes watch your every move as, cautiously, you advance into the room. A slight sound from above causes you to glance at the ceiling, where a hideous, leathery-winged creature is preparing to attack. There is no time to evade; you must fight this creature to the death.
    Daemonak: COMBAT SKILL  21    ENDURANCE  28
    If you win the combat, turn to 250 .

Beyond the Nightmare Gate
by Joe Dever and Ian Page
    18
    The Elessi stops playing his strange, silver pipe and, at long last, the terrible pain in your head ceases. The Elessin guards drag you to your feet. Your brain reels from the assault of the pipes and you are powerless to resist them. With a guard holding each arm, you are marched to a massive palace that lies at the very heart of the city.
    Turn to 191 .

Beyond the Nightmare Gate
by Joe Dever and Ian Page
    19
    Pulling back the steering lever, you draw more power and coax the flying machine to climb. Soon, the Crystal Tower is nothing but a speck on a barren grey landscape. Taking out the Gyronome, you discover that you are travelling in the right direction. Presumably, there is more than one route that leads from the Neverness. The sound of the Gyronome grows louder as you climb higher into the featureless sky.
    Suddenly, the craft lurches forwards and you are pitched to the floor. You feel a tingling sensation throughout your body and, as you stagger to your feet, you gaze upon a wondrous sight. You are flying through a clear, sunlit sky. The wind is rushing past your face and, below, the land is fresh and green.
    You have passed through an invisible barrier or Gate that connects the Neverness with this realm. In the distance you can see a city, gleaming brightly beneath the sun: it is the Singing City of the Elessin.
    You sway as the wind buffets the ship. You struggle to regain control as the Ethetron violently bucks and reels. You are disoriented by the sudden change and, clumsily, you try to make a landing.
    Pick a number from the Random Number Table . If you possess the Talisman of the Shianti, add 2 to the number you have picked.
    If your total is now 0–3, turn to 13 .
    If your total is now 4–11, turn to 77 .

Beyond the Nightmare Gate
by Joe Dever and Ian Page
    20
    The Chaos-master agrees to your request and Tanith comes running towards you. She looks at the Jahksa uncertainly, disturbed by his awesome presence. The Jahksa sneers at Tanith and looks back with eyes that burn with hatred.
    Now the Master tells you his terms. He demands that your request to be reunited with Tanith be extended to include the Jahksa. For the Jahksa is named ‘Grey Star’, too. It bows, a sly smile playing across its lips.
    Turn to 249 .

Beyond the Nightmare Gate
by Joe Dever and Ian Page
    21
    You shrug off the grasp of the Elessi and raise your Staff to strike. Owing to the surprise of your attack, a few well-aimed blows are all that is required to dispatch the Elessin; your attack costs you 3 WILLPOWER points. Only one Elessi remains. He backs away and places a small, silver pipe to his lips. Immediately, a terrible screaming fills your head and you gasp with pain as the shriek of the pipe claws at your mind.
    Add together your current WILLPOWER and ENDURANCE scores.
    If they total 20 or less, turn to 271 .
    If
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