they total more than 20, turn to 284 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
25
At the cost of 2 WILLPOWER points, you weave a shimmering wall of sorcery around yourself. The Elessi raises his jewelled crozier and carries out the sentence. Nothing happens. The Elessi looks at you in amazement; the power he sought to bring to bear on you has failed.
Turn to 322 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
26
You have landed in a large field. In the distance you see the hazy outline of a city, gleaming in the sunlight. You take out the Gyronome and its tone confirms that you are in the Realm of the Singing City. Several people are running towards you from the city; they are fair haired, have strange, circular ears, and are dressed in short, white togas. They are calling to you in a language you do not understand.
They soon reach you and chatter enthusiastically as they point excitedly at both the Ethetron and the sky. You smile and nod and try to communicate with them the best you can. Their soft voices have a flute-like sound and their language, incomprehensible though it is, possesses a lilting, musical quality that is pleasing to the ear. They are Elessin and they are asking you to accompany them.
If you wish to go with the Elessin, turn to 45 .
If you decide that it would be wiser to refuse, turn to 66 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
28
The sentence is death. Before you can react, the Elessi lifts his jewelled crozier and a searing pain fills your head. The terrible noise drills into your brain, bursting your ear drums and hurling you to the floor in agony.
Your life and your adventure end here.
Beyond the Nightmare Gate
by Joe Dever and Ian Page
29
You bend down and examine the inscription and read:
‘A life that's spent at odds with death,
Can dull the mind — the broadsword's edge.
But even-tempered swords and heads,
Fall easy where the foolish tread.’
While crouching, you catch sight of the ceiling. A dense mass of swords are suspended, points downward, in the air above your head. You feel sure that there is a connection between these swords and those inscribed in the flagstones.
If you wish to step on the flagstone directly ahead of you that bears two swords, turn to 349 .
If you wish to step on the flagstone to the left that bears one sword, turn to 318 .
If you decide to step on the flagstone ahead and slightly to the right that bears one sword, turn to 234 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
30
There are many crevices and projections in the wall and you climb it with little difficulty. Unfortunately, the other side of the wall is smooth and falls sheer, twenty feet to the ground below.
If you possess a Rope and wish to use it, turn to 58 .
If you decide to jump, turn to 155 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
31
At the cost of 2 WILLPOWER points, you hurl a flaming bolt at the screeching eagle that is rushing towards you. Your attack devastates the bird in an explosion of golden feathers and magical flame but somehow the eagle manages to stay airborne. You raise your Staff and prepare to engage the eagle in close combat.
‘Wait, Grey Star,’ says Tanith, her voice hard and forceful. ‘I can handle this.’
If you wish to allow Tanith to deal with the eagle, turn to 150 .
If you decide to ignore her command, turn to 137 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
32
Above your head, where the sky should be, the blue waters of an ocean roll, rippling with foam-crested waves. Below, green hills and fields shift and move like water. The Ethetron rocks violently. You are no longer able to choose between up and down, left or right. Mountains stand upon their peaks; towns and cities drift past; night becomes day, and day becomes night in quick succession; a huge fist rears up, poised to strike, and then passes through you like a phantom. All around you is the sound of crazed laughter.
If