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Shadow on the Sand Page 9


  If you have the Kai Discipline of Sixth Sense, turn to 105.

  If you do not possess this skill, turn to 158.

  168

  With a tiger-like bound you are among the startled guards. The blowpipe firer raises his weapon, but a well-aimed kick to the forehead counters his move. He somersaults backwards, cracking his head against the wall with a sickening thud. A trident flashes towards your ribs; you sidestep and grab the haft with your free hand, pulling the guard off balance. He stumbles forward and falls flat on his face. You turn just in time to face the third guard — his trident is poised to stab you.

  Vestibule Guard: COMBAT SKILL 15 ENDURANCE 23

  If you win the combat and the fight lasts 3 rounds or less, turn to 101.

  If you win and the fight lasts longer than 3 rounds, turn to 46.

  169

  You enter a wide street where vendors compete for space for their stalls beneath the overhanging balconies. The market is crowded with people; they each wear a black sash as a mark of respect to their dead Zakhan, but here, unlike in most of Barrakeesh, business continues as normal.

  You pass a stall festooned with black sashes, each costing 2 Gold Crowns. If you wish to buy a sash, pay the vendor and mark it on your Action Chart as a Special Item (which you wear over your tunic). You hurry away from the stall and dodge into a narrow passage lined with eating houses and small taverns, where the smell of food is mingled with the odour of stale wine, and the air is alive with chatter and gossip. Your attention is drawn to a notice freshly pasted to a tavern wall. The bold headline reads:

  THE ZAKHAN IS DEAD — LONG LIVE THE ZAKHAN

  If you wish to stop to read the poster, turn to 88.

  If you wish to continue along the passage, turn to 113.

  170

  The combined mastery of these Kai Disciplines enables you to slip past the guards undetected. By the time they resume their correct guard positions, you have safely made your way into the palace gardens.

  Turn to 137.

  171

  A panel in the alcove slides aside to reveal a secret, dark, and very narrow passage. A pair of footprints can clearly be seen in the dust-covered floor, leading into the darkness.

  If you wish to enter the secret passage, turn to 148.

  If you decide to avoid the passage, close the secret panel and continue along the corridor and turn to 158.

  172

  ‘Come in, stranger. Welcome to my humble tavern,’ says the plump landlady of the eating house. ‘We have wine and food and rooms a-plenty.’

  At this moment, you hear Maouk's men enter the plaza and cast an anxious glance towards the open door. The landlady sees that you are nervous; she points to the cellar stairs and says in a hushed voice: ‘Do not worry — we share your fear of the new Zakhan. Quickly, you must hide.’ There is no time to hesitate. Maouk's warriors are already approaching the tavern.

  Turn to 16.

  173

  Judging by the direction of the sluggish flow, the right channel appears to head off to the north. The vast tide of sewage and garbage from the Baga-darooz is swept out towards the coast, until it emerges at Chiras, a village northwest of the capital. There it makes life both difficult and unpleasant for the poor local fishermen (especially during the summer months). If you take the north channel, you should eventually reach the coast.

  The left channel heads south, running below the very heart of the capital. In the maze of tunnels that feed into the Baga-darooz, you should be able to find at least one exit to the streets above.

  Straight ahead, the channel leads off to the west. It is by far the least fetid and contaminated of the three. During the voyage, you remember ‘The Stink’ telling you about the Grand Madani: a great aqueduct over forty miles long, which channels freshwater from the River Da into the city. As a result, the citizens of Barrakeesh, unlike the inhabitants of other Vassagonian cities, enjoy a lavish supply of fresh water. The west channel will lead to that water source.

  If you wish to take the north channel, turn to 145.

  If you wish to take the south channel, turn to 96.

  If you wish to take the west channel, turn to 13.

  174

  You spring forward and strike the taller of the guards, slamming your clenched fist into the nape of his neck. He groans and sinks to his knees, his sword clattering to the ground close by your feet.

  If you wish to pick up the sword, turn to 4.

  If you wish to ignore the sword and attack the second guard with your bare hands, turn to 91.

  175

  Before you find a suitable hiding place, three Sharnazim wade into view. ‘Leave him to me, you fools!’ booms a voice, and the warriors make way for Maouk, who appears from the shadows — a dart held high in his hand. He hisses a curse and flings the missile at your chest.

  Turn to 25.

  176

  You are stripped of your Backpack, your Weapons, your Gold Crowns, and all of your Special Items. (Make all the necessary adjustments to your Action Chart, but note your lost possessions elsewhere in case you find them again later.) Your hands are tied behind your back and you are pushed head-first into the waiting carriage. ‘Back to the palace!’ commands Maouk as he climbs aboard and slams the door. ‘The Zakhan awaits his prize.’

  You fight to free the cords that bind you, but Maouk is quick to see the danger. He grabs your arm and forces a dart into your skin. As sleep engulfs your senses, you hear Maouk's wicked laughter fading into the silence.

  Make a necessary adjustments to your Action Chart, and list all the items that you have had confiscated on a separate piece of paper, for reference in case you should discover them later in your adventure.

  Turn to 69.

  177

  As you strike the Kwaraz a killing blow, three Sharnazim wade out of the dark sewer. They have discarded their black robes and they are naked to the waist. Their muscular chests are decorated with a large, blue tattoo of an eagle's claw. As they struggle out of the water, they fix you with a malicious stare and unsheathe razor-sharp scimitars.

  Illustration XI—Three Sharnazim wade out of the dark sewer, naked to the waist.

  If you wish to attack the Sharnazim, turn to 60.

  If you wish to evade them by climbing the narrow stone stairs, turn to 43.

  178

  You are halfway down the stairs when the guard realizes what you are doing. He leaps to his feet and unsheathes his sword; you cannot evade him now and you must fight to the death.

  Armoury Guard: COMBAT SKILL 16 ENDURANCE 22

  If you win the combat, you may search his body and turn to 52.

  If you would rather ignore the body and enter the armoury, turn to 140.

  179

  All manner of strange and exotic plants, oils, potions, and medicaments fill the shop windows, and the smell of the herb-filled street is intoxicating. There is a sudden bustle of activity at the end of the street. The crowd disperses, melting into the shops as if into thin air. A man stands before you, his face is streaked with sweat, his turquoise robes torn and heavily stained. It is Maouk — he has survived the Baga-darooz.

  ‘Were it not for the Zakhan, I would kill you here and now,’ hisses Maouk, his face a mask of hate. ‘But I will not lose my head for a cowardly Sommlending.’

  His insult enrages you, but you control your anger. You sense he is not alone; eyes are watching you at every window.

  If you wish to attack Maouk, turn to 197.

  If you wish to turn and run back along the street, turn to 92.

  180

  As your enemy collapses at your feet, you notice that the other guard has recovered from your punch. He pulls a dagger from his boot and draws back his hand to throw.

  If you possess the Kai Discipline of Mindblast, turn to 45.

  If you do not possess this skill, pick a number from the Random Number Table. If you have the Kai Discipline of Sixth Sense or Hunting, add 3 to the number you have picked.

  If
your total is now 0–5, turn to 120.

  If your total is now 6–12, turn to 193.

  181

  You root through all the drawers and cupboards of the workbench, smashing locks when they refuse to open, only to be disappointed. These drawers and cupboards do not contain your missing equipment.

  All hope of signing a peace treaty with the new Zakhan has vanished; your only concern now is to find your equipment, escape from the Grand Palace, and somehow return home to Sommerlund as quickly as possible. You pull aside a latticed partition and enter a small antechamber. Narrow stones steps lead up to an open door in the north wall, beside which stands a wooden chest.

  If you wish to climb the steps and enter the door, turn to 14.

  If you wish to investigate the wooden chest, turn to 97.

  182

  You arrive at a high-vaulted chamber with a large, nail-studded door set into the south wall. A rack standing near to the door holds a Spear and a Broadsword. You may take either or both of these if you wish. To the north, beneath a beautifully decorated horseshoe arch, is another passage that leads out of the chamber.

  If you wish to enter the passage, turn to 132.

  If you wish to listen at the door, turn to 115.

  183

  The warrior's head suddenly emerges from the sewer hole. He lashes at your legs, tearing a nasty gash in your calf. You lose 2 ENDURANCE points. In anger and pain, you raise your foot and stamp on the man's head with all your strength. He screams and falls back into the sewer, and you hear a loud, resounding splash. You replace the stone lid and drag a heavy barrel across it before making your way through the maze of city streets.

  All hope of signing a peace treaty with the new Zakhan has vanished; your only concern now is to escape from Barrakeesh and, somehow, return to Sommerlund as quickly as possible. Eventually you reach a busy market square. Your eye is caught by a sign hanging above the side entrance to large building:

  BARRAKEESH PUBLIC BATHS

  By this time, the smell of your clothes is making you feel quite ill. You have no hesitation in opening the door and slipping inside.

  Turn to 90.

  184

  As you stare out across the harbour, you notice a large, white-domed warehouse near to the water's edge. A platform on the upper floor overhangs a merchant dhow moored at the quay below. On this platform are several earthenware tuns: huge spice containers destined for the trading emporia of Ragadorn. You focus your attention on one of these tuns and concentrate all your Kai skill into making it move. Sweat pours down your face from the strain, but you soon hear a distant crash that confirms your success. The tun has fallen and shattered on the deck of the dhow.

  Turn to 153.

  185

  The footsteps grow louder and then suddenly stop. You hear whispering and Maouk slowly appears from the shadows, his henchmen at his heels. ‘Caught like a wolf in the trap,’ he sniggers, a dart held high in his sinewy fist. He hisses a curse and flings the missile at your chest.

  Turn to 25.

  186

  Using your Kai skill to disguise your Sommlending accent, you call out to the guard. ‘Quick! We need your help — the Northlander is escaping!’

  Immediately, the guard leaps to his feet and charges up the stairs towards the door. You wait until he reaches the top step before you attack — one kick to the knee sends him tumbling backwards into the chamber, where he falls in a heap at the foot of the stairs. You enter the chamber, poised to strike again should the guard recover and attack. However, this time your caution is unnecessary; the guard is dead, his neck was broken in the fall.

  If you wish to search his body, turn to 52.

  If you wish to ignore the body and enter the armoury, turn to 140.

  187

  You recognize the creature; it is a Kwaraz, a giant, creeping reptile. Kwaraz are native to the Maakenmire swamp, hundreds of miles to the west of Vassagonia, but they thrive in any hot, damp, and fetid environment, and it strikes you that the Baga-darooz sewer is an ideal breeding ground for these deadly beasts. The Kwaraz moves along the ceiling, gripping the stone with its long, curved claws — its oval eyes opening wider and wider.

  Kwaraz are very susceptible to psychic power. By using your Kai Discipline of Animal Kinship, you persuade it that you are not at all appetizing, and it soon loses interest. You watch with a mixture of fear and fascination as the huge reptile disappears along the tunnel. Suddenly, a fearful scream bursts out of the darkness; Maouk has lost one of his men. A shiver runs down your spine, but your instincts tell you to press on while you have the advantage.

  Turn to 17.

  188

  The tavern is crowded with people who are seated at a long, stone counter decorated with fragments of coloured marble. Large earthenware jars, full of spicy foods, are set into the counter, and serving girls are busy attending to the hungry customers.

  If you are wearing a Black Sash, turn to 172.

  If you do not possess a Black Sash, turn to 72.

  189

  The courier screams as he falls but is dead before his head hits the cobblestones. You waste little time dragging his body into the shadows. You don his loose robe and raise the hood, concealing your tunic and your face. In the pocket of the robe you find a scroll: the pass needed to enter the Grand Palace.

  The dead courier's horse has bolted and fled, but your appearance at the gate on foot does not seem to arouse any suspicion. The guards inspect the scroll with bored indifference and allow you to pass through the gate into the palace gardens beyond.

  Turn to 137.

  190

  You have barely taken a dozen steps before you are seen. The giant armourer raises a massive hammer and strides forward, a bloodthirsty snarl escaping from between his clenched teeth. You prepare to defend yourself, but you are momentarily stunned when you see that the hammer is part of his right arm: it is, in fact, an enormous steel fist.

  Illustration XII—The giant armourer raises a massive hammer and strides forward.

  The armourer bellows a war-cry and you react just in time. The hammer tears a chunk of stone from the wall, less than an inch above your scalp.

  Hammerfist the Armourer: COMBAT SKILL 18 ENDURANCE 30

  Deduct 2 points from your COMBAT SKILL for the duration of this combat due to the terrible heat of the forge room.

  If you win the combat, turn to 111.

  191

  You manage to inch your way along the row of oars until you reach the ship's rail, where eager hands catch hold of your cloak and pull you to safety. Maouk's voice booms out across water. ‘Surrender the Kai Lord to me. The Zakhan commands it. Your lives and the lives of all your kin will be forfeit if you disobey this order!’

  The crew stare at each other in sorrow and dismay — they know that Maouk's words are no idle threat. You cannot expect these men to sacrifice their families for you, so you must quickly decide on an alternative plan.

  If you decide to surrender to Maouk, turn to 176.

  If you wish to dive overboard and attempt an escape, turn to 142.

  192

  The sweltering heat is overwhelming. Three times you nearly slip and fall and are saved only by your quick wits and natural survival instincts from a gruesome end in the tar-sorkh. You manage to climb twenty feet of the chimney, but the price is high. Your fingers and knees are skinned and bleeding, and your legs ache with fatigue. Lose 2 ENDURANCE points.

  Turn to 114.

  193

  You jump to one side as the dagger whistles towards you, skimming barely an inch from your throat. The guard stares in open-mouthed disbelief. He is now unarmed.

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

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

  194

  The Yas is a constrictor: it kills its prey by crushing them to death with the coils of its powerful body. Its sleepy eyes have now opened and the red-rimmed slit pupils fix you with a mesmerizing stare.
You suddenly realize that the Yas is trying to hypnotize you. Unless you have the Kai Discipline of Mindshield, deduct 3 points from your COMBAT SKILL for the duration of this combat.

  Yas: COMBAT SKILL 14 ENDURANCE 28

  If you win the combat, turn to 35.

  195

  A forge has been constructed in the centre of a massive circular chamber, its funnel-like chimney stretching up to the roof. The heat had become unbearable long ago, but now you feel as if you have walked straight into a raging furnace.

  Two men, naked except for small loin-cloths, work the bellows that feed the forge. Sweat pours from their bodies, and they frequently stop to gulp ladlefuls of water from a trough set in the stone floor. An armourer hammers a strip of red-hot iron at an anvil close to the flames. He is massive; his huge, muscled shoulders and powerful chest are as wide as the other two men put together.

  The bellows men stop work and leave the chamber; one by the door in the north wall, the other by the door in the west wall. The big man continues to hammer at the anvil.

  If you wish to follow the man who left by the north door, turn to 11.