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Sands of Blood

Page 2

by Steve Barlow


  Man of the Lost Temple of the Desert.

  All the other rubies will follow…

  “But what is this all to do with me?” you ask.

  The queen answers, “We wish you to journey to the Lost Temple, find the Ruby of Power and then hunt down the others. With these we will be able to defeat the Red Queen.”

  You are surprised. “Why me?” you ask.

  “We have already sent many city guards to find the rubies, but none have returned. You and Olderon are our last hope…”

  If you wish to accept the quest, go to 46.

  If you do not wish to, go to 2.

  24

  “We have to turn back,” you cry as the clouds of sand head towards you at lightning speed.

  You turn Hergal around and urge her to fly as fast as possible. But even the gryphon’s speed is not enough to outrun the storm. A savage gust of wind sends Hergal spinning and you lose your grip on her reins. You plunge through the air and hit the ground with a bone-breaking crunch. Pain courses through your body and you pass out into blackness.

  Go to 8.

  25

  “Very well, I will return to Alba,” you say.

  “You have chosen honourably,” replies Olderon. “I have horses saddled and ready for us.”

  You say farewell to the forge master, pack your sword and bow, and set off. After a day of hard travelling you find yourselves heading up a mountain pass with a long drop to one side.

  As you ride along the narrow path you hear a great roar above you. You glance up to see a huge mountain troll standing on a ledge directly above you. The creature hurls a boulder at you. It crashes down onto the path causing Olderon’s horse to rear up. The city guard is thrown over the side of the cliff but manages to grab hold of the rocky edge.

  “Help me!” he cries.

  There is another roar from above. You look up to see the troll getting ready to attack again.

  If you want to try to rescue Olderon, go to 44.

  If you wish to attack the troll, go to 16.

  26

  The astrolabe points your way across the desert. As the sun sets, the desert sands turn a blood-red colour. You hope this is not a bad omen.

  You just make out the shape of a pyramid in the distance. To one side of it stands a sphinx carved in stone. The astrolabe points directly towards it. You land and stand before the great stone figure.

  To your amazement, the sphinx opens its eyes and speaks! “Who are you and what do you seek?”

  You tell the creature of your quest.

  “If you wish to find the Lost Temple,” it says, “you must answer the following riddle: If you give me food, I live. If you give me water, I die. What am I?”

  If you think you know the answer, go to 33.

  If you want more information, go to 12.

  27

  “We don’t want people to be scared of us,” you say. “We’ll land outside the city and enter on foot.”

  “I agree,” replies Olderon.

  You guide Hergal to the sand dunes beyond the city walls. You leave the gryphon and head to the city gate.

  There are several armed guards at the gate. The captain orders you to stop. “Who are you, strangers, and what do you want?” he asks.

  If you want to tell the truth, go to 9.

  If you want to hide the truth, go to 15.

  28

  With lightning speed you load your bow, aim and shoot at the firebird. The arrow strikes home. You shoot again and score another deadly hit.

  The firebird plunges to the ground, sending its rider crashing to the floor. You draw your sword and attack the skeleton, slashing at its clattering white bones. It thrusts its spear towards you, but you spin away and cut through the creature’s neck. The skeleton drops to the floor, turning into a cloud of dust.

  Olderon slaps you on the back. “Well fought.”

  “What was that creature?” you ask. “And where did it come from?”

  The queen replies, “It was sent by our enemy, the Red Queen and her husband, Mortha, the necromancer. They are searching for the rubies from the Blood Crown.”

  If you wish to know more about the rubies, go to 41.

  If you wish to find out more about the Red Queen, go to 7.

  29

  You hold up the amulet. “I will surrender the amulet. Here it is. But you must first release Olderon.”

  “We will,” replies the wraith. “We will release him from his life.” The creature plunges his sword into Olderon’s body. You give a cry as your companion drops to the floor.

  The wraiths attack, but the ruby gives you great power. You move at incredible speed, slashing at the wraiths’ rotting bodies and avoiding their blades.

  The battle is soon over. The bodies of your enemies lie scattered on the temple floor. You hurry over to Olderon, who lies bleeding from the wraith’s deadly blow.

  Go to 50.

  30

  You hold up you hand. “We come in peace.”

  Before you can continue one of the men draws back his hand. There is a blur of movement and Olderon gives a cry. You stare at him and see a blade embedded in his chest. He drops to the ground, dead.

  You draw your sword and ready yourself for a fight to the death.

  Go to 40.

  31

  You shake your head. “I cannot do that.”

  “Then die!” The Spellcaster leaps up and attacks you – he has turned into a ghoul! He plunges his razor sharp teeth into your neck and you scream as the creature rips at your flesh.

  Olderon reacts and kills your attacker with his sword.

  You hold your hand to the gaping wound in your neck. You realise that the ghoul’s blood had mixed with the Spellcaster’s, turning him into a ghoul. You look at your blood stained hands. “If the Spellcaster turned into a ghoul then so will I…”

  Olderon nods. “Then you too must die…”

  You realise that Olderon is right. “Do what you have to,” you say as you close your eyes and wait for your end.

  You have failed in your quest. If you wish to begin again, go to 1.

  32

  “I have no time for stories,” you say. “If there is a task to do, let me get on with it.”

  “You are too hasty,” the queen replies. “Stories can tell us great truths and help to guide our actions.”

  You consider for a moment. The queen is right, you should take time to think before you act. You bow your head. “Forgive me. Please tell the story.”

  Go to 20.

  33

  You remember the Spellcaster’s words. “The answer is fire,” you reply. You feed it wood; it burns, if you pour on water; it dies out.

  The sphinx nods. A grating noise cuts through the desert night and you see that a door into the pyramid has opened. “That which you seek is within,” says the sphinx.

  You and Olderon head into the pyramid. Flaming torches light up your way as you walk through the narrow stone passages.

  Eventually you arrive at the opening to an underground lake of burning oil. In the centre of the lake is a golden-domed temple – the Lost Temple! The astrolabe points directly towards the dome. “We have to get to the dome,” says Olderon. “But how?”

  “The Spellcaster said we should trust the astrolabe,” you reply.

  Olderon looks surprised. “You think we should just walk across the lake?”

  If you wish to walk towards the Lost Temple, go to 21.

  If you want to look for another way across, go to 47.

  34

  “It would be better if people did not know we are in Barrsa,” you say. “Let us go by sea.”

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

  Some hours later you and Olderon are on board the ship, heading across the sea towards Barrsa.

  “How long until we reach land?” you ask the captain.

  “Another day if the wind holds good,” he answers. “But you can never tell–” he breaks off and
points ahead. A large black cloud has suddenly formed in the sky. “What is that?” he asks in wonder. The cloud heads towards you at unnatural speed…

  Olderon gives a cry of alarm. “That isn’t a cloud, it’s a swarm of giant vampire bats!”

  “We must turn back,” says the captain.

  If you think you should turn back, go to 11.

  If you want to continue your journey by sea, go to 49.

  35

  You head to the marketplace and ask a trader for directions to the Spellcaster’s home.

  “You are the second person in the last hour to ask for directions to the old man’s house,” he replies.

  This is worrying news. “We must hurry then.”

  You follow the trader’s directions through the alleyways of Barrsa and arrive at a small sandstone house. The door is open. You draw your sword and enter.

  Oil lamps light up the darkness and you can make out the figure of an old woman sitting on a carpet. “I was expecting you,” she says. “I am the Spellcaster. Put away your weapons and sit down.”

  If you wish to do as she says, go to 19.

  If you want to keep hold of your sword, go to 42.

  36

  You unsheathe your sword and run towards the creature. Jumping on a table, you fling yourself at the firebird. You swing your sword, but the great beast flies out of your reach and you find yourself thrashing at air.

  Urged on by its skeleton rider, the firebird banks around and flies straight towards you.

  If you want to continue to attack with your sword, go to 13.

  If you wish to use your bow, go to 28.

  37

  You leap towards the old man, but are too slow. He shoots the arrow, which slams into your chest. You drop to the floor and try to crawl away.

  Although he is blind, the power of the ruby gives him superhuman powers and he is able to shoot several more arrows into your body at incredible speed.

  “I warned you that you would never take the ruby,” he says.

  These are the last words you hear as death takes hold of you.

  You have failed your quest at the last hurdle! To begin again, go to 1.

  38

  You shake your head. “The queen banished me. I have no duty to anyone.”

  Olderon pulls out his sword. “Then you do not deserve to live. I give you one last chance. Come with me to Alba or face the consequences.”

  If you wish to fight Olderon, go to 10.

  If you want to change your mind and go to Alba, go to 25.

  39

  “We go on,” you say.

  The clouds of sand hit, and you hang on tightly to Hergal as the gryphon flies through the raging storm. Sand fills the air and you can hardly breathe. As you are about to pass out, the storm suddenly dies away.

  You wipe the sand from your eyes and peer ahead. Your blood turns cold as you stare at the huge cloud-like figure standing before you.

  “A sand genie,” says Olderon. “I have heard the legends of such creatures. They are very dangerous.”

  The creature opens its mouth and roars, sending raging clouds of sand towards you.

  If you want to turn back, go to 24.

  If you want to fight the genie, go to 17.

  40

  You fight bravely, but there are too many enemies to overcome. Their weapons cut into your flesh as they press forward with their attack.

  You feel a blade slice into your back. You turn, but more blades pierce your body. You drop to the ground, bleeding and helpless. You close your eyes as your foes move in for the final kill.

  To begin again, go to 1.

  41

  “Tell me about these rubies,” you say.

  “There were four rubies,” replies the queen. “Each had a different power. The Ruby of Power gives the owner great fighting skills. The Ruby of Seeing gives the gift of telepathy and reading minds. The Ruby of Magic gives the gift of great magical powers and the Ruby of Death gives its wearer the power over death.”

  “I can understand why someone would want such powerful gems,” you say.

  “Quite so,” replies the queen. “And that is why the Red Queen seeks the rubies. To win power over all the peoples of the world.”

  If you know all about the Red Queen, go to 23.

  If you have not yet found out about the Red Queen, go to 7.

  42

  “I was told that the Spellcaster is a man, not a woman,” you reply. “Show your real self!”

  The room is filled with screeching as the woman leaps up at you. Her mouth opens revealing her razor-sharp teeth – she is a ghoul!

  Your sword flashes in the light as you plunge it into the creature’s body. The ghoul gives one last high-pitched shriek and decomposes before your eyes.

  You hear a noise from an adjoining room. You hurry through to find an old man lying on the floor. He is bleeding from a deep wound to his neck. The ghoul’s work, you think and help him to sit.

  “You are the Spellcaster?” you ask.

  The man nods and you tell him of your quest to seek out the Blind Man of the Lost Temple of the Desert.

  In answer, he reaches into his pocket and pulls out a small, circular device. “This is an astrolabe. It will guide you to the Lost Temple if you trust it.” He hands it to you. “You must also remember that ‘fire’ is the answer.”

  Before you can ask what he means, the Spellcaster speaks again. “The ghoul’s touch has cursed me – you must stop me turning…”

  To do as the Spellcaster asks, go to 3.

  If you want to try to save the Spellcaster, go to 31.

  43

  “I do not wish to take the ruby from you,” you say. “If you listen to my story, you will surely give it to me.”

  The old man lowers his bow. You stare at his sightless eyes and tell him the story of your quest. When you have finished, the old man takes off the amulet. “I am glad to pass on the burden. This ruby has kept me alive for many years and now it is time to let go.”

  “Do you know where the next ruby can be found?” you ask.

  “The Ruby of Seeing is to be found in the mountains of the north. You must seek out the Dragon Princess. She is the ruby’s guardian.” He passes the amulet to you. You immediately feel stronger and more powerful. At the same moment, the old man drops to the floor. “My time has come. You must go…” He closes his eyes just as his body turns to ash.

  You head out of the dome and cross the lake. You cannot see Olderon, so you call out his name.

  He steps from the shadows of a pillar. Behind him stand half a dozen black-robed figures. Their flesh is rotting and hangs from their skeletal figures. They are armed with swords and spears.

  “They are death wraiths,” explains Olderon. “They’ve been following us from the beginning of our journey.”

  One of the creatures holds a sword to Olderon’s throat. “Save your friend,” it rasps. “Surrender the ruby…”

  If you want to negotiate with the wraiths, go to 29.

  If you want to attack the death wraiths, go to 6.

  44

  You leap off your horse and run towards Olderon. Just as he loses his grip, you grab hold of Olderon’s wrist and save him from plunging to his death.

  However, your sense of relief is short lived. The troll hurls another huge boulder downwards. The huge rock smashes onto your back, shattering your bones and sending you and Olderon over the cliff edge to your deaths far below.

  You are dead! Begin your adventure again – go to 1.

  45

  “It will be quicker to land inside the city,” you reply.

  Market traders cry out in astonishment as you guide Hergal downwards to land in a large square full of stalls.

  As you dismount the gryphon, a dozen black-robed men appear, running towards you armed with lethal-looking curved swords.

  To attack them, go to 14.

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

  46

  “I accept
this quest and I am happy to share it with Olderon.”

  The queen smiles. “Then you must head to the Kingdom of the Sands. Go to the port of Barrsa and find the Spellmaster of the city. He may be able to help you to discover the Blind Man of the Lost Temple.”

  “Barrsa is many miles away, how will we get there?” you ask.

  The queen signals to a servant, who opens a large set of doors. You gasp in amazement as a gryphon is led into the hall!

  “Her name is Hergal,” says Olderon. “She will fly us to Barrsa. But if you do not care for flying, we can sail. There is a ship waiting for us in the harbour. Flying would be quicker but our arrival on a gryphon would attract attention to our task. How do you wish to travel?”

  If you wish to fly to Barrsa, go to 18.

  If you wish to sail to Barrsa, go to 34.

  47

  You point at the boat floating on the lake. “That’s the way across.”

  Olderon is not so sure. “The astrolabe is pointing to the dome, not the boat.”

  “You stay here then,” you say. You get into the boat and cast off. You begin to row across the lake. Suddenly there is a great roaring noise and the flames around you flare up, engulfing the boat.

 

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