5

The dining room of the Oasis served a sumptuous repast. After a hearty dinner of braised z’tal and wild mountain rice for Valsavis and stir-fried seasoned vegetables with kanna sauce for Sorak and Ryana, they went out to tour the main street of Salt View. The sun had already gone down and the main street was brightly lit by torches and braziers. Shadows danced upon the neatly whitewashed buildings lining both sides of the street, and the number of vendors had grown, many of them setting up new booths in the center of the street, or else simply spreading out their goods on blankets laid upon the ground.

The character of the town had, indeed, changed, as Valsavis had predicted. There were many more people on the street now, drawn out by the cool night air, scantily clad human and half-elf females strolled up and down the street provocatively, boldly propositioning passers-by. Barkers stood by the entrances to the bawdy houses, seeking to entice people inside With lurid descriptions of the thrills that awaited them within. Strolling groups of players wandered up and down the street, stopping every now and then to give a small performance, a brief scene followed by a pitch to see the rest of the production at the theater down the street. There were acrobats and jugglers and musicians who performed for coins tossed into their hats or on their cloaks, which they had spread out on the ground before them. Valsavis explained that the village council did not object to street performers, as they plied a vocation and added color and atmosphere to the town by their presence, whereas beggars merely clogged the walkways and the alleys and provided nothing but pathetic whining.

As they walked along, Sorak slipped slightly to the background and allowed the Guardian to the fore, so that she could gently probe the minds of passers-by and find out if anyone knew anything about the Silent One. However, no one seemed to be thinking about the mysterious druid, and the Guardian soon despaired of looking into jaded, shallow minds that were filled only with a hungry desperation for sensual stimulation and depravity.

Before long, they came to a gaming house with a carved wooden sign outside identifying it as the Desert Palace. It was a neat, attractive building, but it hardly looked palatial. It was a structure of sunbaked and plastered, whitewashed adobe brick, as were all the buildings on the main street of Salt View, built in a long, rectangular shape. It had a small, paved courtyard in front of it, which one entered through an archway with a gate of cactus ribs and agafari wood. The small courtyard led to a covered portal that shaded the front doors.

They went inside and came into a large, cavernous chamber. The entire first floor of the Desert Palace was one large open room. There was a partial second floor, open in the center, making a gallery running around on all four sides from which people could look down on the action at the tables below. The rooms up on the second floor were probably private rooms and offices for the management. Sorak noted that there were several elf archers stationed up on the gallery, armed with small, powerful crossbows. They walked slowly back and forth along the gallery, keeping a careful watch on the crowd below. Undoubtedly, they were fine marksmen, but Sorak made a mental note to keep an eye on them in case any trouble erupted on the gaming floor. He did not wish to be near such an outbreak and accidentally wind up with another arrow in his back. Even for a superior bowman, it would be difficult to shoot accurately under such crowded conditions. On the other hand, knowing that probably had a pacifying effect upon the clientele.

Light was provided by candles set in sconces mounted upon large, wooden wheels suspended from the beamed ceiling. There were also oil lamps and braziers adding illumination. A dimly lit gaming house, Sorak recalled from his days at the Crystal Spider, only made it easier for the patrons to attempt cheating. And, along with the archers on the upper gallery, there were also well-armed, burly guards stationed at various points throughout the main hall, making sure none of the customers got out of line.

They wandered through the gaming hall toward the long bar at the rear. This, too, was clever planning, Sorak thought. Many such establishments built their bars along the side, which afforded them more room to squeeze people in, but here, if one was thirsty, one first had to walk past all the tables to get to the bar, and that made it easier for patrons to be drawn into a Same, especially since attractive human and half-elf serving wenches constantly moved among the tables with their trays, bringing drinks to those at the tables.

And the tables seemed to offer every conceivable sort of game. There were roulette wheels and dice tables, round tables where patrons played cards against one another-with an attendant to make sure the house took a percentage of each pot-and U-shaped tables where people played against a dealer. There were even several tables where a game was played that Sorak had never seen before. They stopped on their way through to watch one of these curious new games.

The first thing that they noticed was that no cards were used, nor were there any playing pieces. There were no wheels or boards, and the players were in teams. Instead of a dealer, there was a sort of gamemaster who directed the play. Each player assumed a character at the beginning of the game and rolled dice to determine the character’s abilities. The gamemaster then presented them with an imaginary scenario through which they had to play, as teams, supporting one another with their respective skills. One character might be a thief, another might be a druid, still another a fighter or an adept, and so forth. And the game that they had stopped to watch just happened to be called, ironically, “The Lost Treasure of Bodach.”

The players had already chosen their characters and rolled to determine their strengths and abilities. They had already completed the preliminary rounds, and now the climax of the game was about to begin.

“You have just entered the lost city of Bodach,” said the gamemaster to the players. He proceeded to set the stage for them. “It has been a long and dusty journey on a hot, sweltering day, and you are all exhausted. You long to rest, but you cannot, because you know that in another hour’s time, the sun will go down, and then the undead will creep forth from i their lairs, where they molder throughout the day. i Therefore, your first priority must be to find a place to hide, a shelter that is defensible, where you may spend the night in safety-inasmuch as one can ever be safe in the city of the undead, of course. If you succeed in finding such a shelter, then perhaps the undead will not find you. On the other hand,” he paused dramatically “... perhaps they shall. There is no predicting what may happen in the city of doomed souls. But for now, remember that you have but one hour before the sun goes down. Consider what you choose to do next very carefully.”

Sorak and Ryana noticed that they were not the only ones who had stopped to watch and listen. A number of other people were standing around, observing the play with fascination. It was, in a way, much like watching a small, informal theatrical production of an improvisational nature. The players had to improvise, because they had no idea what the gamemaster would present them with next. He was die only one who had a script. And the players had to improvise in character, just like actors on a stage.

“As you stand inside the ancient city gates,” the gamemaster continued, “you see a narrow street stretching out before you, leading to a plaza with a large fountain that has been dry for countless generations. All around are ancient buildings, crumbling into ruin. Sand blows across the streets, piling up into small dunes against the ruined building walls. As you approach the plaza, you see that it is littered with hones, the skeletons of adventurers just like yourselves who came to Bodach in search of the lost treasure and found, instead, their deaths. As you approach still closer, you see that many of these bones are broken, snapped open so that the marrow could have been sucked out, and many of these bones also bear the marks of chewing.”

The players glanced at one another uneasily. The gamemaster had a deep, mellifluous and dramatic voice, and he knew how to use it to its best effect. They could all see in their minds’ eyes the image that he was constructing for them, and his presentation had them all caught up in the illusion he was spinning out.

“Beyond the ancient bones,” he continued, “on the opposite side of the fountain, three streets radiate outward from the plaza. One of these streets leads straight north and affords a clear and unobstructed view. One leads to the northwest, but it curves off sharply to the left after thirty or forty yards, so that you cannot see what lies beyond this curve. And the third street leads to the northeast. However, there is a pile of rubble from a collapsed building in the center of it, almost completely blocking the street. You cannot see what lies beyond this pile of rubble, but you can see that it does not block the street entirely. There is a very narrow passage to the right, just barely wide enough to allow one individual to pass through at a time. You must now choose which way you will go.”

The players huddled briefly in conference. One of them was in favor of taking the street in the middle, the one that led straight north and afforded them an unobstructed field of view. The others did not trust that choice, and they argued in character. They thought it was too easy and too tempting. The gamemaster seemed to want them to go that way. It could be a trap. Three of the players wanted to take the street to the left, the one that curved around. The fifth player argued in favor of the street to the right, the one that was almost completely blocked by the pile of rubble. His arguments were persuasive. It was clearly the most ominous choice, he said. They could not see what lay beyond the rubble, and only one of them could squeeze through the narrow opening at a time. There was every reason not to choose that path, the fifth player said, because it not only hid what lay beyond from view, but it also exposed them to the greatest danger, since they could only go through one at a time. The gamemaster had purposely designed the scenario in such a way as to make that the least attractive choice for them, the fifth player insisted, which was precisely why it was the choice that they should make. The fifth player convinced the others, and they all elected to take the street to the right, past the pile of rubble from the partially collapsed building.

“Very well,” the gamemaster said, revealing absolutely nothing by his tone. “You proceed and come to the pile of rubble. Only one of you can get around it at a time. Even if you turn sideways, two cannot squeeze through together. So now, you must decide who will go first.”

Without hesitation, the other four players agreed that the fifth player, the one who had argued for the choice, should go through first. Suddenly, the fifth player seemed to find this choice much less attractive than he had moments earlier.

“And so it is decided that the thief goes first,” the gamemaster said, referring to the character of the fifth player. He gazed directly at the fifth player, once j again, revealing nothing in either his manner or his tone. “Your wager, Thief?” The gambling element entered the game with each new dramatic situation that the players were presented. Before they rolled the dice to see how the scenario would progress, depending on their characters’ strengths and abilities, they would first wager on the outcome. It was a game in which the players were pitted against the house, represented by the gamemaster. And even though the gamemaster knew what was coming up next, he had to work from a prepared script, and he could not control the roll of the dice that determined a character’s strengths and abilities, and the outcome of any given confrontation.

The fifth player swallowed nervously. “I will wager three ceramics,” he said, cautiously.

The gamemaster raised his eyebrows. “Is that all? You had argued so insistently for your choice, and yet now, suddenly you do not seem very confident.”

“Very well, then, curse you! Five ceramics!” said the thief.

The gamemaster smiled faintly. “Make your roll.”

The thief rolled, and the gamemaster noted the score. It was a low score, and the fifth player licked his lips nervously. “Very well, who goes next?” the gamemaster said. The other players would all complete their rolls before the gamemaster revealed the outcome, based on their scores and their strength and ability rolls at the beginning of the game.

One at a time, the other players wagered and then rolled. Each time, the gamemaster noted down the score to balance off against the strengths and abilities rolled earlier. When they had all finished, the gamemaster consulted the scores that he had written down, taking his time about it to allow the tension to build among the players, and many of the onlookers, as well.

“You have walked into a trap,” he said at last.

The thief swore in disgust. “The undead are often stupid,” the gamemaster continued, “but unfortunately, some of them can be quite clever. They had dug a pit in the space where you passed through, and then covered it with a woven mat of reeds that would support a thin layer of dirt, but not a person’s weight. At the bottom of that pit, they had placed long, sharpened wooden stakes. The thief went first, and he scored low, so he fell through and was impaled. The undead will feast upon his corpse tonight. Player Number Five has died, and the game is now over for him, unless he wishes to pay a new character fee, roll to determine strength and abilities, and then continue.”

“Bah!” said the fifth player, pushing his chair back from the table. “I have had enough of this! You tricked us into that trap!”

“The choice was yours,” the gamemaster pointed out, “and you had even argued for it. You should have listened instead to your fellow players. Better luck next time.”

| “Next time I will find a better game!” the fifth player said, then left the table angrily.

The gamemaster was unperturbed at this display, and continued smoothly. “The dwarf fighter went next,” he said. “However, his roll was high, as are his strength and ability scores, and therefore, he managed to avoid the pit by leaping over it as the thief fell j through. Player Number Four, you have passed through successfully and won your wager. You are now richer to the tune often ceramics. My congratulations.”

Player Number Four collected his winnings with a pleased expression on his face.

“Player Number Three, the merchant,” the gamemaster continued, “rolled only a four, and unfortunately, it was not enough to compensate for her low dexterity score at the beginning of the game. She was, therefore, unable to avoid the pit, and so also fell inside and was impaled. Player Number Three has died and lost her wager, and now has the option of paying a new character fee, rolling for strength and ability, and continuing in the game, or else leaving the table.”

Player Number Three chose to leave the table, sighing and shaking her head sadly at the outcome.

“Player Number Two, the cleric,” said the gamemaster. “You rolled high, and your skill rolls were also high, so you also managed to avoid the pit by leaping over it. You have survived and won your wager. Congratulations.”

Player One, the templar, had also passed through successfully, won her wager, and would continue in the game. That completed the round of the diverging streets scenario.

“There is now room at the table for two more players,” the gamemaster announced to those who had gathered around to watch. “Would anyone care to try their luck on the quest for ‘The Lost Treasure of Bodach?’”

“An interesting game,” Valsavis said. “I have never played this one before. I think I will try my luck and see what happens.”

The gamemaster waved him to a chair.

“I will play, as well,” said Sorak, taking the other empty chair. Ryana stood behind him and watched.

Before the game proceeded, Sorak and Valsavis chose their characters and rolled the dice for their strength and ability scores. Valsavis, not surprisingly, chose to be a fighter, and his character was a mercenary. Sorak followed his example of playing close to home and chose to be a druid. Valsavis rolled high on strength and only average on ability. Sorak rolled high on ability and average on strength.

“Very well,” the gamemaster said, when they were done. “Let us now proceed. You are all past the pit, though Players One, Two, and Four have accumulated more experience points, which will count toward their winnings if they successfully complete the quest. Player Number Three, the mercenary, and Player Number Five, the druid, have no experience points as yet. We shall continue.

“The street before you is one that twists and turns in serpentine fashion through the ancient, ruined buildings. Perhaps the treasure may be found in one of them, perhaps not. But daylight is quickly running out, and the shadows are lengthening. You must find a place of refuge, for before long, the streets of Bodach will be crowded with undead, searching to satisfy their lust for living flesh. As you gaze at your surroundings, you see that none of the buildings in your immediate vicinity look especially secure.

“However, farther down the street, around a bend, you see an old stone tavern. The walls look thick, and the door, which is still in place, appears stout. The windows are all heavily barred. The structure appears to offer a safe haven for the night. So, now you must decide. Do you proceed toward it?” The players all quickly agreed that they would. “Very well,” the gamemaster continued. “You have reached the stone tavern, but as you stand upon its threshold, you can now see farther down the twisting street, and at another bend, you see a walled enclosure that surrounds what was once the home of an Aristocrat. The walls are high and thick, and the gate is made of iron, once common in the ancient world, now rare. Beyond this gate, visible through its thick and heavy bars, you see a courtyard, and past this courtyard, you see the house itself. It is set back from the street, and has three stories, surmounted by a tower at each wing. The house is built of stone, and appears to be more or less intact. Its front door is thick agafari wood, banded with iron. This house seems to present a safe haven, as well. Do you choose to go inside the stone tavern, with the barred windows and the stout front door, or do you proceed to the towered house of the aristocrat, surrounded by the thickly walled enclosure? Only one will afford safe shelter for the night, but which? You must decide.”

The players discussed their options.

“I say we choose the aristocrat’s house, with the iron gate and the walled enclosure,” said the dwarf fighter. “Clearly, it is the more secure.”

“I disagree,” said the templar. “The walled house clearly appears to be more secure, but that is an obvious temptation. The stone tavern seems secure, as well.”

“Yes, but remember what happened to the thief,” the cleric pointedly reminded them. “He attempted to second guess the gamemaster and died for it. We must not proceed in such a manner. I say we must deal with the city of Bodach on its own terms, and not with what we think the gamemaster may have in store.”

“What do you think, druid?” asked Valsavis, turning to Sorak with an amused smile.

Sorak slipped back and allowed the Guardian to come forth and gently probe the mind of the gamemaster. He was, indeed, very clever. The first encounter had been purposely designed to tempt the players with an apparently easy choice, so that they would think the more difficult choice was the right one. But the gamemaster had anticipated that in his script, and had outwitted them. In fact, the only safe choice would have been the easy one.

This time, the choice was between a house that seemed more secure on the surface, and a tavern that also appeared secure, but not as secure as the walled house. It seemed to be merely a question of degree. Recalling what had happened in the last encounter, the players would now suspect that the gamemaster was tempting them with the walled house in favor of the tavern, but the choice that was apparently more dangerous the last time had been the wrong choice, so now the stone tavern seemed more tempting. However, the gamemaster had fooled them once before, and would obviously now try to fool them again, so they would pick the walled house, after all. And it would not be the right choice.

“I think I prefer the stone tavern,” Sorak said after pretending to consider his choice for a moment.

“No, not I!” the dwarf fighter replied. “I do not believe that is the proper choice at all. It is the walled house for me.”

“I cast my vote for the walled house, as well,” the templar said, nodding agreement with the dwarf fighter.

“And I, also,” said the cleric firmly. “I favor the tavern,” said Valsavis. “Three against two,” the dwarf fighter said, shaking his head. “You are outvoted.”

“Is there anything in the rules that says we must all make the same choice together every time?” Sorak asked, breaking character for a moment to ask for clarification.

The gamemaster raised his eyebrows. “No,” he replied, “there is not, unless I have specified it in setting forth the situation.”

“I will choose the tavern then,” said Sorak.

“And I will go there with him,” said Valsavis.

“And the rest of you?” the gamemaster asked, again revealing nothing by his tone.

“It is their funeral,” said the dwarf fighter. “I still choose the walled house.”

The others all agreed and made the same choice.

“Interesting,” said the gamemaster with a faint smile, still giving away nothing. “Very well, then. The dwarf fighter, the templar, and the cleric proceed to the walled house, while the druid and the mercenary pan company with them to go inside the tavern. The first three reach the walled house, open the heavy iron gate, which takes an effort, as the hinges are very old, and they enter the courtyard, carefully closing and fastening the gate behind them. There does not appear to be anything of any interest or significance in the courtyard, so they proceed to the front door.” He paused. “What happens now?” he asked.

“Detect magic,” said the cleric quickly.

“You detect none,” said the gamemaster flatly.

“I examine the door carefully to see if it contains any nonmagical traps,” the cleric said, then quickly added, “I had learned to do so from watching the thief before.”

“You find none,” said the gamemaster.

“I find none, or there are none?” asked the cleric.

“You find none, and there are none,” said the gamemaster.

“Very well, we go inside,” the cleric said, satisfied.

“The templar, the cleric and the dwarf fighter open the door and go inside,” the gamemaster continued, “closing it behind them and throwing the heavy bolt.

It takes an effort to move the old bolt, but after a few moments, they manage to force it through. They are now in the dark central hall of the house. All around is dust and sand and cobwebs. It is very difficult to see.” The gamemaster paused again and raised his eyebrows in a questioning manner.

“I light a torch I have brought with me,” said the templar.

“Very well,” the gamemaster said. “The torch is lit. Before you is a wide and winding staircase that leads to the upper floors and the towers at the east and west wings of the house.” He paused again and looked at them expectantly. “I think we should go up to one of the towers,” said the templar. “It would afford us a better view of the outside, and we would be in a more defensible position.”

“But which tower?” asked the cleric. “The one at the east wing? Or the west?”

“Perhaps it doesn’t make a difference,” said the dwarf fighter.

“Perhaps it does,” the cleric replied. “It is not yet sundown,” said the templar, “so we are still safe from the undead. And we have fastened the iron gate and bolted the heavy wooden door. If, by some chance, there are any undead within the house, they will not be about yet. We still have some time to search. We could split up and check both towers to see which would be the more secure. And I have brought more torches with me,” she added quickly.

The gamemaster nodded, indicating that was accepted.

“Very well then, I shall elect to check the east tower,” said the dwarf fighter.

“You are stronger and more able than I,” the cleric said. “I will go with you.”

“And I will examine the west tower,” said the templar, “after giving you two a torch to take with you.”

“Very well,” the gamemaster said. “You have split up. You take the winding stairs and ascend to the upper floors. The templar takes the corridor leading to the tower in the west wing, while the cleric and the dwarf fighter take the opposite corridor, leading to the tower on the other side. Simultaneously, you arrive at the tower entrances, which have heavy wooden doors.”

The gamemaster paused.

“We listen at the doors very carefully,” the templar said.

“You hear nothing,” said the gamemaster.

“We check for hidden traps again, as we saw the thief do,” said the cleric.

“You find none,” said the gamemaster.

They tried to think of various things that they could do to determine if there was anything dangerous on the other side of the doors, but the gamemaster replied the same way each time. Finally, the doors were opened, and they went through. The gamemaster told them that they encountered winding stairs leading up to the tower rooms. They exercised all possible caution going up them, checking for traps, stairs that might collapse underneath them, every possible trick they thought the gamemaster might throw at them, but meanwhile, Sorak realized that they were using up whatever daylight still remained to them. And he knew that when they reached the rooms at the tops of the towers, the sun would have gone down.

There were, of course, undead in the towers. The players fled from them, but the entire house was full of undead who had been lying in the other rooms, waiting for the night. The cleric protested that no magic had been detected, and the undead were animated by magic. True, the gamemaster replied, unperturbed, but the cleric had only cast a detect magic spell on the front door. Besides, the magic that animated the undead did not come into play until after sundown, and the cleric had not bothered to detect magic again after the first time.

With each encounter, dice were rolled, scores were checked, and one by one, the players died. Finally, only the templar remained, and she made it all the way to the front door, only to discover that the bolt they had managed to force through with so much difficulty would not open for her. And the undead were closing in by the dozens. She rolled to see if she would be able to open the bolt before they reached her. She rolled low, and her character died.

Exasperated, the player who had assumed the character of a templar glanced at Sorak and Valsavis, pointed at them, then turned to the gamemaster. “What about them?” she demanded. “You haven’t said what happens to them!”

The gamemaster merely shrugged. “Very well. They entered the tavern, locked the heavy wooden door from the inside, and spent an uneventful night listening to the undead howling in the streets. Eventually, they fell asleep and when they woke up, it was morning.”

“That’s it?” the templar said with disbelief. “They chose wisely,” was all the gamemaster said in reply.

“Gith’s blood!” the templar swore in frustration. “This is a stupid game!”

She threw down her dice and left the table.

“We seem to have an empty chair,” the gamemaster announced, calmly, glancing at the onlookers.

“I will join the game,” Ryana said as she sat down.

The other two players elected to remain. They paid ten ceramics apiece for the privilege of creating new characters and remaining in the game, though they lost not only their previous wagers, but all of their experience points as well, since their characters had died. As new characters, they were now starting out afresh, as was Ryana.

The dwarf fighter unimaginatively chose to remain a dwarf fighter. He was now simply a different dwarf fighter, and he had to roll to determine the strengths and abilities of his new character. He came off rather worse than he had the first time, which did not please him at all, and he continued to play in a surly mood.

The cleric decided to become a thief this time. She rolled, and her new character turned out to have better strengths and abilities than her last one. She seemed happier about this, even though she had lost heavily with her wagers as a cleric.

“And what character class will you choose?” the gamemaster asked Ryana.

“I will be a priestess,” said Ryana.

“You mean a templar,” said the gamemaster.

“No, I mean a priestess,” she replied firmly. “I could never be a defiler, not even in a harmless game.”

“Ah,” said the gamemaster, nodding. “I see. Well, I suppose that is permissible. But you shall not have any strengths and abilities beyond those listed in the cleric class.”

“That is acceptable to me,” Ryana said. She rolled. She came out with the highest scores of all. The game continued.

This time, the dwarf fighter and the new thief paid closer attention to what Sorak and Valsavis chose to do. The gamemaster continued to spin out the adventure for them. As they moved through the city, searching for the fabled lost treasure, they encountered one trap after another. They encountered a nest of deadly crystal spiders. They were faced with banshees, who could go abroad during the day. They had to fight rival treasure seekers and fire drakes and elementals. With each encounter, however, the Guardian probed the gamemaster’s mind and determined what awaited them, and each time Sorak made the wisest choice. And on those occasions when no safe choice was available, the Guardian gave the dice a small assist when Sorak rolled, and he emerged from the encounters unscathed and successful in his wagers every time.

Valsavis followed his lead, wagering heavily, while Sorak wagered more conservatively. Ryana, too, followed his lead, and did not wager a great deal, but her telekinetic skills enabled her to control the dice every time she rolled, as she had when she had scored so high in her character’s strength and ability.

The other two players died before very long. Others took their places at the table. Eventually, their characters died as well. Some stayed and created new characters, others left to play at other games, but Sorak, Valsavis, and Ryana continued to score well and win their wagers, accumulating more experience points with each encounter. Eventually, they found the legendary “Lost Treasure of Bodach,” but near the end of the game, Sorak realized that the gamemaster had become suspicious of them, and so when there were only three encounters remaining, he

“died.”

Ryana followed his lead and died in the next encounter. Valsavis lasted through to the end, despite not having Sorak’s example to follow. Since he had been wagering heavily throughout the game, he walked away from the table with a small fortune. Sorak and Ryana had their winnings, too, which were not affected much by their loss near the end, though they lost on the bonus that their experience points would have awarded them. The gamemaster announced the beginning of another adventure quest as they left the table and headed toward the bar.

“Well) that was certainly a rather interesting son of game,” Valsavis said.

“You did very well,” Ryana said.

“I would have preferred it if it were the real thing and not simply an imaginary game,” Valsavis said nonchalantly. “That would have been much more stimulating, I think.”

Sorak gave him a sidelong glance, but did not rise to the bait. As they approached the bar, they suddenly became aware that a number of the burly guards had fallen in behind them.

“Your pardon, gentlemen and lady,” one of them said, “but the manager would deem it an honor if you were to join him for a drink.”

“Certainly,” said Valsavis. “Bring him over.”

“He invites you to join him in his private chambers,” said the guard.

“And what if I said that I prefer to have my drink here, at the bar?” Valsavis asked.

“Then I would assure you that you would find the manager’s private stock of superior quality,” the guard replied.

“Fine,” replied Valsavis, “send some of it over.”

“The manager has impressed upon me the sincerity of his request,” the guard said, “and therefore, I sincerely urge you to accept his gracious invitation.”

“And what if we refuse?” Valsavis said. The guard hesitated slightly. “Sir,” he said in an even tone, “I perceive that you are an able fighting man. Doubtless, you have a wealth of experience in your chosen trade. My salary here is not so great that it makes me relish the prospect of going up against a warrior who, in all probability, is at the very least my equal, and quite possibly my superior in skill. I am also not desirous of seeing other patrons injured inadvertently if such an unpleasantness should come to pass. I ask you, therefore, once again, with utmost humility and respect, to accompany me to the manager’s private chambers, and to note that there are, at this very moment, half a dozen crossbows aimed in your direction, held by the finest elven archers that money can buy. And I can assure you, with no fear of being proven wrong, that each of them can hit a kanna seed at thirty paces with six arrows out of six.” Valsavis raised his eyebrow. “What, only thirty paces?”

“We will go with you,” Sorak said, taking Valsavis gently by the arm. “Won’t we, Valsavis?”

The mercenary glanced at Sorak’s hand upon his arm, then looked up at Sorak’s face. Sorak met his gaze unflinchingly.

“As you wish,” Valsavis said. He gave a slight bow to the guard. “We have decided to accept your employer’s gracious invitation.”

The guard returned the bow without a hint of irony. “My profoundest thanks, good sir. If you would be so kind as to follow me, please?” The guards led their charges to the stairway leading up to the gallery. The crossbows of the archers never wavered from them for an instant. Most of the other patrons were so intent upon their games that they never even noticed, but a few did, and anxiously followed them with their gazes, hoping to see something dramatic. However, they were doomed to disappointment.

The guards ushered them into the manager’s private chamber at the rear of the gallery. The room was brightly lit with oil lamps, and the whitewashed walls were hung with expensive-looking paintings of desert landscapes and village street scenes. There were several plants in large, ceramic containers set about the office, and the oiled, wood-planked floor was covered with an exquisite Drajian rug in muted tones of red and blue and gold. Three handsome, carved agafari chairs were placed in front of the manager’s large and ornate desk, on which there was a glazed ceramic tray holding a cut-glass decanter of wine and three goblets.

The manager of the Desert Palace sat behind his desk, but stood as they came in. He appeared to be in his late middle years, with dark hair liberally streaked with gray, which he wore down to his shoulders. He was clean-shaven, and his features were soft and delicate-looking. He wore a simple black cloth tunic and matching breeches, with no weapons or ornamentation.

“Come in,” he said, in a quiet, pleasant voice. “Please, sit down. Allow me to offer you some wine.”

“If you do not mind, I would prefer water,” Sorak said.

The manager raised his eyebrows slightly. “Some water for our guest,” he told a beautiful young serving girl.

“I will accept the wine,” Valsavis said.

“And you, my lady?” asked the manager.

“I would like some water, too,” Ryana said. The serving girl brought a pitcher of cold water and poured for them, then poured a goblet of wine for Valsavis. She served them, and then quickly left the room. The guards remained behind them, standing as impassively as statues.

“You seem to have done quite well in your gaming tonight,” the manager said. Valsavis merely shrugged. “I fear that we lost near the end,” said Sorak. “Yes,” the manager replied. “But only because you chose to lose on purpose. We have had psionicists in here before, you know. Admittedly, most were not as gifted as you are.”

“I am no psionicist,” Valsavis said, frowning. “No,” said the manager, “I do not think you are, good sir. But your friend, here, is. And so, I will wager, is the lady. You are villichi, are you not?” he asked Ryana.

She was surprised. “Most people: cannot tell,” she said.

“Yes,” said the manager, nodding, “you do not have the features one normally associates with the sisterhood, but you are unusually tall for a human female, and your physical attributes are ... well, rather remarkable. Clearly, you have had a lifetime of intense training. And your mastery of mind over matter is most impressive. My gamemaster was not convinced that you were cheating until five encounters from the conclusion of the game. I must admit that I am rather surprised to find a priestess at the gaming tables, and in such ... irregular circumstances... but then that is purely your concern.” He glanced at Sorak. “And as for you, sir, I must confess to unabashed and open admiration. Your skills are astonishingly subtle.”

“What gave me away?” asked Sorak.

“The game itself, my friend,” the manager replied. “We are experienced gamers here in Salt View. We pride ourselves on being the acknowledged masters of our trade. Our games are most carefully designed. No one has ever survived to complete an entire quest adventure. You, sir,” he added, with a glance at Valsavis, “have the distinction of being the very first to have done so. And you managed it by following your friend’s lead and having some good luck at the end. Only a psionicist could have successfully survived as many encounters as your companion did.”

“So?” said Valsavis.

“So it was cheating,” said the manager.

“And I suppose you want your money back,” Valsavis said.

“I wouldn’t dream of asking for it,” said the manager. “You have the look of a man who would not surrender it without a fight. I prefer to avoid violence, myself. I am not a strong man, as you can plainly see, and my guards are more accustomed to dealing with the occasional inebriated trader or disenchanted aristocrat than a seasoned warrior such as yourself. I merely wanted to congratulate you on your winnings-however ill-gotten they may have been-and to inform you that you are welcome to partake of any recreations our fine establishment has to offer for the remainder of the night, completely free of charge. On the sole condition that you avoid the gaming tables.

“My staff has been advised that they are closed to you. Of course, I would not object if you chose to leave and go elsewhere, but you will find that within the hour, every gaming house in Salt View will be alerted to your presence. We have, of course, many interesting diversions here, and you will be free to take advantage of them. You may find our fighting rings of interest, or perhaps our theater, which is superlative. But in any event, I extend to you the hospitality of the Desert Palace for the remainder of the night, and pray that you return our courtesy with courtesy in equal measure.”

“I have no interest in keeping the money I have won unfairly,” Sorak said. “And I can speak for the lady, as well. Valsavis speaks for himself, though we would hope that he follows our example. For our pan, we would be pleased to return all the winnings.”

“In that case, I suppose you may as well have mine, too,” said Valsavis dryly, throwing the heavy purse containing his winnings on the manager’s desk.

The manager frowned slightly. “I must admit, I am puzzled at your willingness to return the money. May I ask why?”

“I was hoping to see how you would try to take it from me,” said Valsavis.

“Somehow, that does not surprise me,” said the manager. Then he glanced at Sorak and raised his eyebrows. “I merely found the game itself of interest,” Sorak said. “I had never seen such an unusual game before.

I worked for a time in a well-known gaming house.

My duties were to expose cheats and cardsharps, and I was merely curious to see how you did so here.” The manager raised his eyebrows. “Had you but asked, my friend, and told me of your credentials and experience, I would have been only too glad to show you. And if you were looking for employment, there would have easier ways of making an impression. Tell me, where did you work before?”

“In Tyr, in a gaming house known as the Crystal Spider.”

“I am familiar with it,” said the manager, nodding. “May I ask your name?”

“It is Sorak.”

“Indeed?” the manager said, with some surprise. “You are the one they call the Nomad?”

Now it was Sorak’s turn to be surprised. “How is it that you know of me?”

“Word travels fast in certain circles,” the manager replied. “And I make it my business to find out about skillful individuals in my profession. You made quite a lasting impression in Tyr, it seems.” He glanced at Sorak’s sword. “I have heard about your sword, as well. A unique weapon in more ways than one, I’m told. If you seek employment, I would be privileged to make you an offer. And I am sure that positions could be found for your companions, as well.”

“Once again, I cannot speak for Valsavis,” Sorak said, “but although I thank you for your generosity, it is not employment that I seek, but merely information.”

“If I am unable to provide it,” said the manager, “I shall endeavor to find someone who can. What is it you wish to know?”

“I would like to know where I can find a druid known as the Silent One,” said Sorak, slipping back to allow the Guardian to probe the manager’s mind. However, it turned out to be entirely unnecessary.

“Is that all?” the manager asked. “Well, nothing could be simpler. You will find the Silent One in the Avenue of Dreams, on the south side of Main Street. Look for an apothecary shop known as the Gentle Path. The owner of the shop is named Kallis. Tell him that I sent you. The Silent One has quarters just above his shop.”

“You have my thanks,” said Sorak, surprised that the information had come so easily.

“Your gratitude may yet be premature,” the manager replied. “The Silent One does not welcome visitors, and in all probability will refuse to see you. Are you quite certain I could not tempt you with an offer of employment? I am certain you would find the terms most generous.”

“Another time, perhaps,” said Sorak.

The manager pursed his lips thoughtfully. “I can easily guess the reason why you seek the Silent One,” he said. “You would not be the first, you know. I think that I may also safely predict that you will receive no assistance from the Silent One. However, if you are determined to pursue your course, and choose to press on regardless, then I fear that there may never be ‘another time’ for you.”

“I am determined to pursue my course,” said Sorak.

“Pity,” said the manager. “You seem much too young to die so mean a death. But if you are determined to pursue oblivion, then so be it. The choice is yours to make. The guards will show you out. I must see to the entertainment of the living. There is little reason to be concerned about the dead.”

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