your current WILLPOWER score is 12 or more, turn to 67 .
If your WILLPOWER score is less than 12, turn to 104 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
33
Anxiously you search around but there is no indication that this realm contains any peculiar features. Then a strange symmetrical shape, quite unlike a star, catches your eye. You steer the crippled Ethetron towards the object and, when you are close enough to recognize it, you give a gasp of joy. It is a Trianon, a creation of the Shianti; instinctively you know that this must be the place where the Moonstone is hidden.
Suddenly, a fearsome shriek distracts your attention from the ancient Shianti tomb. The starlit sky is now full of terrible creatures.
Turn to 75 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
34
At the expense of 1 WILLPOWER point you cause the tip of your Wizard's Staff to glow with a dull light. The feeble light merely confirms that you are in the midst of an impenetrable blackness, devoid of all sound and movement but at least the light holds your terror at bay.
Turn to 60 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
35
Tanith takes out the Dragon Key and begins to chant. The Jahksa realizes what she is doing and aims a blow at her. With a lightning reflex you are able to jolt his arm and spoil his aim. A cloud of magical fire explodes a few feet from Tanith but she does not flinch as she nears completion of her spell. The sound of leathery wings and the looming shadow of a dragon now threaten your dark twin. He curses and swiftly his body becomes transparent.
Turn to 273 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
36
You raise your Staff. Drear makes no attempt to defend himself, and you strike him with a mighty blow that costs you 1 WILLPOWER point. As the magical fire of your attack breaks the silence of the Neverness, Drear vanishes without a trace. Tanith regains her senses abruptly and shakes her head to clear her mind. ‘I was almost his to command,’ she says with shocked disbelief.
‘Come,’ you reply, ‘to the Crystal Tower. We are sure to learn something of the Moonstone there.’
Turn to 50 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
37
Quickly, you draw out the Mind Gem and attempt to master the Elessi, but he is a powerful telepath and easily resists your power. Unperturbed, he carries out the sentence.
Turn to 28 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
38
With a curt nod you keep walking, praying all the time that your bluff will work. The guard says nothing more and, with a sigh of relief, you walk unhindered into the city.
Turn to 175 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
39
You reach out and touch the statue. To your surprise, it feels warm and life-like. You concentrate your Power of Psychomancy (at the cost of 1 WILLPOWER point) and, as you focus your power upon the statue, a violent surge shudders through your body and a terrible, inhuman scream echoes momentarily in your brain. The force of the blast throws you backwards to the floor and you lose 1 ENDURANCE point.
You stare at the statue with a mixture of horror and loathing: it is alive!
Turn to 346 .
Beyond the Nightmare Gate
by Joe Dever and Ian Page
40
You are walking forwards when suddenly a sword falls from the ceiling and skewers you from head to toe. You keel over in an ever-widening pool of blood.
Your life and your adventure end here.
Beyond the Nightmare Gate
by Joe Dever and Ian Page
45
With smiling faces and much laughter, the Elessin lead you to their home. As you draw closer to the Singing City, you gaze in wonder upon the dazzling display of glass and fragmented light that gleams beneath the bright sun. Rainbows of colour splash from the delicate spires and splendid ivory towers that point towards the sky. Like the distant ringing of a million tiny bells, the music of the city reaches your ears. You hear the warm resonance of a shifting bass