By Myra McEntire
No time just like the current.
No time within the current.
No time left.
From the instant the Hourglass team violated the principles of the gap time continuum to rescue a murdered friend, time has been in flux. humans from different centuries slide into our time, intruding into our house, threatening our international.
Frantically looking the way to flip again this tide, the Hourglass starts a look for the mythical Infinityglass, monitoring it to the town of recent Orleans, a spot the place the prior rests simply with the present.
Quiet, trustworthy Dune, the group's favourite geek, is chosen to commute to the Crescent urban and one way or the other retrieve the well known object.
But there's an issue.
Because the Infinityglass isn't an item, it's a person.
A attractive, headstrong dancer named Hallie, a lady so engaging Dune can't take his eyes off her.
And time isn't on her aspect.
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Extra resources for Infinityglass: An Hourglass Novel
Two massive muscular arms enfold you. A great ugly fanged face bears down towards your own. Smack! You have just been kissed by a gorilla, Pip! Collect your wits and go to 64. 57-58 58 57 'Have at you, foul beast of Hades! ' you cry heroically as you launch yourself upon the Thing. Which runs away. Can you believe that? The horrifying Thing just up and ran away! Not so much as a snap in your direction! Excitedly you run after it, still hurling abuse and heroic jibes. Which is possibly a big mistake, as you may discover when you turn to 59.
If the ants kill you, go to 14. If you survive, you may leave by either door. 91 Another 10' x 10' chamber. Doors in the east, north and west walls. Go east to 84. North to 106. West to 129. 92 You have entered a Gallery of Mirrors, 20' wide and a full 80' long. Not ordinary mirrors, of course: not in a place like this. They are all dis- 93 torting mirrors, the sort you get at carnivals where you look in and see yourself as a fat dwarf or a thin giant. Except they aren't exactly like carnival mirrors.
You could try to revive him, of course. A score of 10, 11 or 12 on two dice should do the trick and take you to 18. If you fail, perhaps it best just to creep away quietly, in which case you can take the road west out of the village (10) or try the provisions store (11) or the church (11) or the smithy (17) or make for the wood to the east (41) or even try an innings at pogolfit (58). 28 This corridor goes on forever! Gloomy, dank, smelly and dead straight. ) You follow it with an increasing feeling of dread, noting that the floor seems to be climbing upwards gently as you continue on.