Sands of Blood

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Sands of Blood Page 1

by Steve Barlow




  www.franklinwatts.co.uk

  How to be a hero

  This book is not like others you may have read. You are the hero of this adventure. It is up to you to make decisions that will affect how the adventure unfolds.

  Each section of this book is numbered. At the end of most sections, you will have to make a choice. The choice you make will take you to a different section of the book.

  Some of your choices will help you to complete the adventure successfully. But choose carefully, some of your decisions could be fatal!

  If you fail, then start the adventure again and learn from your mistake.

  If you choose correctly you will succeed in your mission.

  Don’t be a zero, be a hero!

  You are a skilled warrior, living in a world of enchantment and danger. Humans live alongside trolls, elves and dwarves, while other mysterious creatures walk in the shadows.

  You were once a member of the City Guards of Alba – a league of the greatest, bravest warriors. However, twenty moons ago you fought with your captain. He was bullying young recruits and you felt he needed to be taught a lesson. You won the fight, but your captain was mortally wounded. You were brought before the Queen of Alba. She sent you into exile, banning you from ever returning to the city. Since that day you have drifted from town to town, finding work where you can.

  Your latest home is the busy sea port of Krassa, where you are working alongside a blacksmith at a forge, making swords and tools. It is hard work – something that has never worried you – but you know that this is no job for someone with your skills. You hope that your luck will change…

  Go to section 1.

  1

  It is a warm spring morning and the work is hot. Sweat drips from your brow. As you hammer at a piece of red-hot metal, a man arrives at the forge. He is dressed in the uniform of the City Guards of Alba and calls you by your name – he knows who you are!

  Your hand tightens around the forge hammer. “Who asks for me?” you say.

  “I am Olderon,” he replies. “I have been searching for you for many days.”

  “For what purpose?” you ask.

  “To take you back to Alba. The queen needs your help…”

  You stare at the man. “The queen banished me. Why would she seek my help now?”

  “Come back to Alba and find out,” he says.

  You wonder if the man is trying to trick you. “How do I know what you say is true?”

  “I give you my word as a City Guard of Alba,” he replies.

  “I knew a captain of the city guards,” you reply. “I had no trust in him.”

  “If you do not trust my word, then I appeal to your honour. Our city is in great danger. You are our last chance…”

  If you wish to return to Alba with Olderon, go to 25.

  If you do not trust Olderon, go to 38.

  2

  You shake your head. “I cannot accept this quest. It is far too dangerous.”

  “You are a coward!” says the queen. “Your banishment continues for the rest of your life. If you are ever seen in Alba, you will be killed. Now go!”

  You head out of the palace, destined to walk the world forever known as a coward.

  You are no hero! Begin your adventure again. Go to 1.

  3

  You look at the Spellcaster’s bloody wound and realise that the ghoul’s blood has infected him. If he is not killed then he will become a ghoul.

  “I will do as you ask,” you say. The old man closes his eyes and you carry out his last wish.

  You and Olderon take the astrolabe and head out of the city to the spot where you left Hergal. You find the gryphon patiently awaiting your return. The astrolabe points to the south and soon you are flying over the desert towards the Lost Temple.

  The gryphon speeds through the air, but ahead you can see that the sky is getting darker. The wind beats at you and grains of sand sting your face.

  “A sandstorm!” says Olderon. “What should we do?”

  If you wish to turn back and find shelter, go to 24.

  If you wish to continue to fly onwards, go to 39.

  4

  You return to Alba and inform the queen of the attack. Hergal is made ready for your journey, and soon you and Olderon are flying on the gryphon towards Barrsa.

  The journey takes some hours, but there is no sign of the vampire bats. Eventually you see the port with its great sandstone walls.

  “Where should we land, inside the city or outside the walls?” asks Olderon.

  If you wish to land inside the city of Barrsa, go to 45.

  To land outside Barrsa, go to 27.

  5

  “I’m sorry,” you say. You close your eyes and let go of Olderon’s wrist. He makes no sound as he falls through the air.

  You lie on the rocky path for some time. You know that you cannot go back to Alba – you will be branded a coward for letting Olderon die.

  You are destined to live in exile, forever.

  You let Olderon fall to his death. You are no hero! Start again – go to 1.

  6

  You draw your sword and charge at the wraiths. But you are too slow. One of the creatures plunges its sword into Olderon’s body. He drops down dead.

  You give a cry of horror and the wraiths take their opportunity. Two of the creatures fly at you and rip the amulet from your grasp. Without the Ruby of Power to help, you know that you are in trouble.

  You slash at your enemies with your sword.

  Go to 40.

  7

  “Who is this Red Queen?” you ask.

  The queen waves her hand and an image appears. “She lives on the far side of the world in Necropolis: the City of the Dead,” she says. “Her husband is the necromancer Mortha. He was once a great spellcaster, but sought greater powers. He wishes to rule the world with his queen and has been searching for the rubies from the Blood Crown.

  “It seems that they have already found the Ruby of Death. With it, they have raised an army of the dead. If they find the other rubies, then nothing will be able to stop them.”

  If you have not found out about the rubies, go to 41.

  If you already know about the rubies, go to 23.

  8

  Some time later you wake up. The sun beats down on your broken body. You try to look around, but you can’t move your head.

  You cry out for help, but there is no one to save you.

  You lie helpless in the sand, knowing that you are doomed to rest here forever.

  You have failed. To begin again, go to 1.

  9

  “We seek the Spellcaster of the city,” you say. “We hope he can help us in our quest.”

  In reply, the black-robed men draw their swords and point them at you.

  “We have been waiting for you,” replies one of the men. “Our mistress, the Red Queen, told us you were on the way…”

  If you want to fight the guards, go to 22.

  If you wish to talk to them, go to 30.

  10

  “I will not go back,” you snarl and swing the hammer at Olderon.

  He avoids you and reaches for his sword. He lunges at you and pain slices through your body as the blade pierces your side.

  You fall to your knees, blood pouring from the wound.

  Olderon stands over you. “You have no honour – and now you have no future.” He turns away, leaving you bleeding in the dirt.

  If you wish to begin the adventure again, go to 1.

  11

  “I agree,” you say.

  The captain spins the wheel and swings the ship about. You and Olderon rush to the ship’s stern. You take up your bow and shoot at the swarm of bats. You hit several and soon the creatures turn back and disappear into the d
istance.

  “A warning from the Red Queen,” you say. “I’m sure they won’t be the last of her servants to try to stop us.”

  “What should we do now?” asks Olderon.

  “Return to Alba and fly to Barrsa on the gryphon. Our enemies know we are on our way, there is no point trying to conceal ourselves.”

  Go to 4.

  12

  “I do not know the answer,” you say. “I need another clue.”

  In reply the sphinx lifts its great stone paw. It hovers above you for a second. By the time you realise what’s happening, it’s too late.

  Tonnes of stone crash down on you and Olderon, crushing your bodies. Your blood seeps between the sphinx’s toes and into the hot desert sand.

  Try to remember clues as you go along. Start your adventure again – go to 1.

  13

  As the firebird screeches towards you, the skeleton rider pulls back his arm and hurls the spear at you.

  You dodge the spear, but the distraction is fatal. The firebird’s razor-sharp talons tear into your chest. You feel your ribs being ripped apart. The creature grips you and wraps you in its wings of flame. You scream in agony, but soon pass out. The firebird releases you and you hit the stone floor, dead.

  What a disaster! Begin your quest again – go to 1.

  14

  You and Olderon draw your swords as the men head towards you. There is a clash of metal as their blades meet yours.

  You score some direct blows but there are too many of them. Hergal knocks some down with her talons, but more men appear from a building nearby.

  The attackers press forward and surround Olderon. You hear his cries as the men’s swords find their mark and he drops to the floor, dead.

  The attackers turn their attention to you. You are fighting for your life!

  Go to 40.

  15

  “We are just poor travellers seeking rest,” you answer.

  “You are a liar!” snarls the captain. “We know who you are and why you are here. We saw your gryphon flying over the city and our mistress, the Red Queen, has warned us about you!”

  If you wish to continue to talk to the guards, go to 30.

  If you want to fight the guards, go to 22.

  16

  You know that you have to stop the troll’s attack.

  “Hold on!” you shout at Olderon. With one movement you reach for your bow and notch an arrow. You aim, pull back the bowstring and send the arrow flying into the troll’s chest.

  The troll drops the boulder and staggers, before plunging over the cliff. You leap from your horse and dive forward, grabbing Olderon’s wrist just as he loses his grip on the rocky cliff face.

  You grit your teeth and hang on. But his weight pulls you towards the edge of the cliff.

  “Let me go,” he says. “Save yourself…”

  If you want to do as Olderon says, go to 5.

  If you want to try to pull him back up, go to 48.

  17

  “We have to fight back,” you tell Olderon, urging Hergal towards the genie.

  You draw your sword. It is almost impossible to see anything through the stinging sand that tears at your body, but you can just make out the dark outline of the genie.

  With one movement, you leap off the gryphon, hurtle through the air and plunge your sword into the genie’s chest. Holding firmly onto the hilt, you slide down the monster’s body, cutting open its chest. Sand pours from the gaping wound and the creature cries out in agony.

  You hit the ground and leap out of the way as the genie’s body crashes downwards.

  A cloud of sand engulfs you and you close your eyes and cover your mouth.

  The storm subsides and all that remains of your foe is a giant sand dune. Hergal lands and Olderon hauls you back onto the gryphon. “Well fought! Now let’s find this lost temple!”

  Go to 26.

  18

  “There is no point trying to conceal our journey,” you say. “The Red Queen knows that we seek the rubies. It will be quicker to fly.”

  “Very well,” says the queen. “May good fortune be with you.”

  Soon you and Olderon are flying on the gryphon over the sea towards Barrsa.

  The gryphon’s great wings cut through the air and hours later you see land ahead. You point out the port of Barrsa with its sandstone walls with watchtowers.

  “Where should we land, inside the city or outside the walls?” asks Olderon.

  If you wish to land inside the city, go to 45.

  If you would rather land outside the city, go to 27.

  19

  You and Olderon put away your swords and sit down on the carpet.

  The woman stares at you and a strange smile breaks across her face. A feeling of unease passes through your body.

  “How did you know we were coming?” you ask the woman.

  “My mistress told me!” she says and throws a yellow powder onto an oil lamp. There is an explosion and the room is filled with fire and smoke.

  Olderon’s clothes burst into flames and he cries out in agony.

  As you are engulfed by the flames, you hear the sound of maniacal laughter. Peering through the fire you see the old woman for what she really is – a ghoul!

  It is the last thing you see as the monstrous creature moves towards you, mouth wide open, revealing sharp deadly teeth that will feed on your cooked flesh.

  You have failed to find the Ruby of Power. To begin your quest again, go to 1.

  20

  “I will tell you of the legend of the Blood Crown,” says the queen. “Back in the mists of time, Solmor, the world’s greatest Spellcaster created the Crown of Rubies for the High King.

  “This magnificent crown was made of pure gold, and the rubies set into it were no ordinary gemstones – each held a special power. Together, they helped to create the most powerful object in the world, giving the High King control over others.

  “But rulers across our world became greedy for this power. The High King was the first to die in battle as he fought for the crown against rival lords. Many more bloody wars were fought over the crown, and so it was renamed the Blood Crown.”

  “I have heard of this story,” you say. “But doesn’t the legend say that the crown was broken up?”

  The queen nods. “Indeed. Realising that the Blood Crown was a force for evil, just before his death, Solmor broke it up and had the rubies hidden across the world. We have asked you here because–”

  Before the queen can finish, there is a huge crash as the doors to the great hall burst open and a giant flaming bird flies inside. On its back sits a skeleton, holding a silver spear. The firebird swoops towards the queen.

  You have to act immediately!

  To attack with your bow, go to 28.

  To attack with your sword, go to 36.

  21

  “We have to trust the astrolabe,” you tell Olderon. “But just in case something happens to me, you stay here.”

  Holding the astrolabe, you take a deep breath and step into the flaming lake. The flames immediately die down and you wade safely through the oil to reach the island.

  You enter the golden dome. A staircase leads down into its depths. Holding your sword, you carefully make your way down the stairs and into a dark, vaulted room.

  “I was expecting someone,” a voice says. A torch bursts into flames, and standing before you is an old bearded man. He is holding a bow. The arrow is pointing at your chest! Around his neck is a golden amulet. In the middle sits a large red ruby.

  “Yes, it is the Ruby of Power,” he says, as if reading your mind. “And you will not take it!” He draws back the bowstring.

  If you wish to attack the man, go to 37.

  If you want to talk to the old man, go to 43.

  22

  You and Olderon draw your swords and begin your attack.

  You strike at a guard and your blade pierces his body. To your amazement the guard turns into a giant cobra. The creature
spits deadly poison at you, which you just manage to avoid. With lightning speed, you spin around and chop off the cobra’s head.

  You and Olderon continue the battle, but the other guards also turn into snakes when they are hit. “I’ll strike the guards, you take care of the snakes,” you tell Olderon.

  Olderon’s swords swings, chopping off the heads of more snakes, until they litter the ground. You hack into the soft snake bodies until they stop thrashing around. Soon the snake guards are all dead. You lean on your sword and turn to Olderon. “The Red Queen knew of our plans,” you say. “We must be careful.”

  You pass through the gate and head into the city to find the Spellcaster.

  Go to 35.

  23

  The queen continues her story. “Fortunately, Solmor realised that the power of the Blood Crown may again be needed to fight evil. He had this message carved onto a golden tablet.” She signals a councillor to show you the tablet.

  To he who seeks the Blood Crown in

  a worthy cause, I leave this instruction.

  To find the Ruby of Power, seek the Blind

 

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