Shadow on the Sand (7 page)

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Authors: Joe Dever

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

BOOK: Shadow on the Sand
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64

You have barely taken a dozen steps along the walkway when you hear a low, inhuman growl. Then, the noise suddenly changes to an abominable and high-pitched sputter, as the huge bulk of a Kwaraz emerges from out of the dark. It is upon you before you can take any evasive action.

Kwaraz:
COMBAT SKILL
 20   
ENDURANCE
 30

The giant reptile is very susceptible to psychic power. If you have the Kai Discipline of Mindblast, add 4 (instead of the normal 2) to your
COMBAT SKILL
for the duration of the combat.

Illustration IV
—The huge bulk of a Kwaraz emerges from out of the dark.

If you win the combat,
turn to 177
.

65

The guard slumps to the ground, his neck broken by the blow from the edge of your hand, but as you turn you see that the other man has recovered from your punch and is crawling across the floor, his hand stretched out to retrieve his sword.

If you wish to attack the guard,
turn to 78
.

If you wish simply to overpower him and capture him alive,
turn to 199
.

66

A sour-faced guard with a whip stands at the great doors to the kitchen. He delights in bullying the slaves that pass to and fro, lashing them with his whip and cursing them foully. You decide it is far too risky to confront the guard and instead focus your attention on the kitchen windows. The guard is too engrossed in beating an unfortunate slave who has dropped a basket of fruit to notice you sprint across the gardens and leap into the shadow of a tall, arched kitchen window. Then, to your horror, you notice that two guards are seated inside the kitchen, just below the window ledge on which you now stand. If they should so much as turn their heads, you will be seen.

If you wish to jump back into the palace gardens and try to enter the palace through the Zakhan's trophy room,
turn to 149
.

If you wish to launch a surprise attack on the seated guards, before they notice you are there,
turn to 124
.

67

You hear a faint
click
followed by a soft whirring sound; the bronze door slides open. As you hurry through, the door clicks shut behind your back, as softly as it had opened.
5

Instinct tells you that you have entered the chambers of the upper palace, the sumptuous private enclave of the Zakhan. You walk upon glistening tiles of opal and platinum, past sculptures and statues of pure gold. The door of solid amethyst ahead seems plain in comparison to the breathtaking splendour of this private world. Beyond the door lies another unique and startlingly beautiful world: the arboretum. A circular, cathedral-like arena spreads out below you, the green velvet canopy alive with the sound of bird song. Trees of every colour, shape, and size flourish in the deep, dark soil of the floor. The Zakhan's arboretum houses a specimen of every tree that grows in Magnamund, and many species that are now extinct elsewhere. As you walk the wrought iron balcony which encircles the arboretum, you recognize the leaves of a Sommlending oak. You feel a sudden wave of homesickness, but it does not make you despair; rather it renews your determination to escape from this hostile, sun-bleached land.

At one of the exits from the arboretum, you discover a Quarterstaff propped against the wall. (If you wish to take this, remember to mark it on your
Action Chart
.) The desire to escape urges you on as you leave the arboretum and hurry through a network of lavish corridors and empty, deserted vestibules. You reach a landing where a broad staircase descends to a massive room that occupies most of the lower palace.

From the top of the staircase, hidden by the shadow of a pilaster, you stare down on a sight that freezes your blood with terror.

Turn to 200
.

[5] This section is the correct answer for the Cloeasian combination lock from
Section 58
.

68

You part the curtain of beads hanging in the doorway and enter the cool interior. The lifeless arm that hangs limply by your side has taken on a bluish hue. Fear returns; you must find the Oede herb to cure the disease, or you will lose the whole limb and possibly your life.

A woman appears from the shadows of the counter. She has piercing green eyes and her red hair is raised, bound round with rings of jadin. ‘Welcome, Northlander,’ she says, in a voice both soft and clear. ‘How may I serve you?’

You hesitate before replying, ‘Oede.’

She narrows her eyes and casts a glance at your injured arm. ‘I cannot help you,’ she says sorrowfully. ‘Oede is now a very rare and precious herb. I would have to sell my shop and all my possessions in order to buy just one small pouch of Oede. There is only one man in Barrakeesh rich enough to possess this herb — the Zakhan.’

Sweat breaks out upon your brow as your fear grows. ‘What little Oede there is,’ she continues, ‘is kept in the Grand Palace under lock and key.’

You ask if there is any other herb that can cure your arm. She shakes her head from side to side. ‘Only Oede will cure Limbdeath — and you can only find that in the strongroom of the Imperial Apothecary.’ She reaches behind the counter and brings forward three glass bottles, each containing a coloured liquid. ‘They will not cure you, but they will dull the pain in the last few hours.’

If you wish to examine the potions,
turn to 27
.

If you decide to ignore them, leave the shop and continue along the alley,
turn to 160
.

69

You wake up in great discomfort; every muscle of your body feels knotted and bruised. You force open eyelids clogged with dried sweat, and look with dread at your wretched surroundings. You are lying on the hard stone floor of a prison cell. Over by the far wall, beneath a window criss-crossed with iron bars, is a low wooden bunk covered in filthy rags. Cockroaches, some the size of field mice, scuttle along a foul-smelling gutter that disappears into a grating in the floor. (Erase from your
Action Chart
all Weapons, Special Items, Gold Crowns, and your Backpack and all its contents, but note them down elsewhere in case you should find them again later.)

You discover that your hands are free and slowly pull yourself upright into a sitting position, resting your back against the cell door. A faint draught from the corridor outside provides the only relief from the stifling heat and bad air of the cell. In the distance you can hear footsteps approaching. Then there is a jangle of keys and the creak of hinges. A door closes with a dull thud. More footsteps; they are getting louder. They come to halt outside the cell door and a loud voice bellows out: ‘Sleeping on duty, Sefrou? You'll wake up on the other side of this door if the captain catches you!’

The chair scrapes along the ground, and a startled voice, full of indignation, replies: ‘Curse you, Hadj! The Zakhan doesn't want the Northlander taken to the Grand Hall until sunset. You've cheated me of two hours sleep.’

‘Shut up, Sefrou,’ snarls the first voice, ‘and listen hard. I've just come from the armoury. Some interesting trinkets were found on the Northlander, worth a great deal of gold I'd say. Seems a pity to let them go to waste, eh?’

The two guards chuckle greedily and discuss at length the good time they will be able to have in the city, once they have sold your equipment.

‘I'll take a peek at our friend,’ says one of the guards. ‘I wonder if he's enjoying our hospitality.’

A spy-hole slides open above your head and you hear a gasp of shock. ‘He's gone! He's gone! By the Majhan, we'll lose our heads!’ You suddenly realize that you cannot be seen so close to the door.

‘Let me see,’ hisses the other guard, eager to see for himself. You hear the
click
of a key in the lock; this could be your chance to escape.

If you wish to attack the guards as soon as the door opens,
turn to 138
.

If you wish to move away from the door and stand in the middle of the cell,
turn to 85
.

70

You press on for about a mile until you can go no further: a huge iron grating blocks the tunnel. The decomposing carcass of a giant lizard has been washed up against the bars. Bones are clearly visible where the dead flesh has rotted or been eaten away. The bars are firmly fixed; it will be impossible to continue in this direction.

Close to the dead lizard, a narrow stone platform juts out from the wall. Beyond a platform, you notice a low arch leading to some stairs, ascending out of the sewer.

The sound of Maouk's voice drifts along the tunnel. He is urging his Sharnazim in your direction.

If you wish to climb the steps,
turn to 43
.

If you wish to wait here and fight your pursuers,
turn to 60
.

71

Having washed off the worst of the dirt, you clamber out of the bath and enter a small antechamber; the room is hot and arid and your clothes are soon as dry as bone. Beyond the antechamber is another hall, this time crowded with people, some seated, others standing, and everyone busy in conversation. These are the free baths of Barrakeesh and the citizens of the capital are justly proud of them. They are the envy of the other desert cities where water is scarce and precious. The citizens treat the baths as a forum, a place for meeting and talking with friends. Much of the conversation you overhear is about the new Zakhan; few speak well of him.

You wrap yourself in the large Towel and make your way through the crowd towards the main entrance. If you wish to keep the Towel once you are outside, you must mark it on your
Action Chart
as 2 Backpack Items, due to its size.

Turn to 54
.

72

‘Go away!’ shouts the plump landlady of this tavern. ‘We've no hospitality for those who show no respect to our dead Zakhan.’

Two burly man, wearing wide arm-bands of black silk, roughly push you out of the tavern door. You slip and fall on the dusty cobblestones, grazing your hip and elbows. Lose 1
ENDURANCE
point. As you get to your feet, Maouk and his warriors rush into the plaza and surround you.

If you wish to fight them,
turn to 36
.

If you wish to surrender,
turn to 176
.

73

The stench of the sewer begins to fade and the water becomes less polluted the further you explore in this direction. The sound of Maouk's men has faded and now only the constant gurgle and rush of the fetid water fills your ears. Suddenly your foot is caught by something, and you are thrown off balance. Half-buried in the sludge of the tunnel floor is a rusty suit of armour.

Turn to 94
.

74

You detect that the west door leads to the palace armoury.

If you wish to go through the west door,
turn to 44
.

If you wish to avoid the armoury, leave the chamber by the north door and
turn to 167
.

75

You twist the handle but the gate is locked. You are about to turn and run when suddenly the gate flies open: a man stands in the doorway. ‘Quickly, Northlander. I will hide you!’ The man steps back to allow you to enter.

If you wish to enter,
turn to 24
.

If you wish to refuse and climb the path towards the archway,
turn to 169
.

If you wish to enter the alley,
turn to 117
.

76

You flick the dial to 76 and press your shoulder against the great bronze plaques, expecting to hear at any moment the creak of hinges. You detect a sound, but it is not the noise of a door opening — you have chosen the wrong number.

Turn to 98
.

77

Your numb arm makes the climb impossible. Valiantly you struggle to escape up the chimney, but when a spur of rock breaks away in your hand, you cannot prevent yourself from tumbling backwards into the bubbling mud.

Your life comes to a swift end as you are boiled to death in the
tar-sorkh
of Barrakeesh.

78

Your attack is swift and deadly. Before the guard can scream for help, you have silenced him for good with an open-handed chop to the neck.

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

If you wish to search them,
turn to 102
.

79

A line of toa trees casts a shadow that hides your stealthy approach. The iron portcullis is down, and only a couple of soldiers stand guard inside where there would normally be ten times that number. Suddenly, there is the grate of metal as the portcullis slowly rises. The guards stand back to allow a troop of cavalry to leave the palace. As they gallop past, the horses kick up a huge cloud of dust, covering the luckless guards from head to toe. They cough and sneeze and run to a horse-trough to slake their dust-choked throats. The portcullis is still open, the archway unguarded.

If you possess the Kai Disciplines of both Camouflage and Hunting,
turn to 170
.

If you decide to attempt to sneak past the drinking guards,
turn to 86
.

If you decide to attack them while their backs are turned,
turn to 119
.

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