Read Grey Star the Wizard Online

Authors: Ian Page,Joe Dever

Tags: #Fiction, #Fantasy, #Grey Star the Wizard, #Magnamund

Grey Star the Wizard (10 page)

Grey Star the Wizard
by Ian Page and Joe Dever
100

You have been prowling around the harbour for some time. So far all you have discovered are closed buildings, and shifty strangers passing in and out of the shadows, carrying mysterious loads.

You spot two soldiers patrolling the waterfront. Their heads are shaven save for a long plume of hair that flows from the centre of their scalps. They wear armour of black enamelled steel, decorated with gold designs, and carry lethal-looking scimitars at their sides. They are Shadakine warriors, and they are shouting at you to remain where you are.

If you wish to run away from them,
turn to 40
.

If you wish to obey the Shadakine,
turn to 121
.

Grey Star the Wizard
by Ian Page and Joe Dever
101

The first of the Najin is almost upon you when you unleash the power of the Wizard's Staff, killing one of the shrieking creatures in mid-air and scattering the others in all directions; you have used up 2
WILLPOWER
points.

Illustration VI
—You unleash the power of the Wizard's Staff, killing one of the shrieking creatures in mid-air.

‘No!’ screams Tanith, running off into the barren hills. The Najin rally and gather around you, hovering. Yammering wildly, the first of the little creatures attacks you.

There are nine Najin and they attack one at a time, attempting to claw and bite you. If you have another weapon, you pass it to Shan who then adds 2 to your
COMBAT SKILL
. (Remember to delete this weapon from your
Action Chart
.
15
)

Najin 1:
COMBAT SKILL
 10   
ENDURANCE
 10

Najin 2:
COMBAT SKILL
 9   
ENDURANCE
 10

Najin 3:
COMBAT SKILL
 10   
ENDURANCE
 10

Najin 4:
COMBAT SKILL
 7   
ENDURANCE
 9

Najin 5:
COMBAT SKILL
 8   
ENDURANCE
 10

Najin 6:
COMBAT SKILL
 10   
ENDURANCE
 12

Najin 7:
COMBAT SKILL
 9   
ENDURANCE
 9

Najin 8:
COMBAT SKILL
 11   
ENDURANCE
 9

Najin 9:
COMBAT SKILL
 10   
ENDURANCE
 9

If you are still alive after five rounds of combat,
turn to 130
.

[
15
] It seems odd that Shan would not return your weapon. You may choose to assume that you get it back once the battle is over.

Grey Star the Wizard
by Ian Page and Joe Dever
102

A flash of bright light ignites within the fire and seems to leap into your mind. You cry in pain, as if a piece of your mind has been torn away. You lose 2
WILLPOWER
points.

Stunned, you stagger backwards. The form of Mother Magri fades and is replaced by an impenetrable darkness that hovers at the heart of the fire. Two blank eye-slits and a gaping mouth are all you see as the black shadow leaps towards you.

Turn to 149
.

Grey Star the Wizard
by Ian Page and Joe Dever
103

Though you have beaten the Cave Mantiz, the remaining horde of deadly insects overruns you and tears you to pieces where you stand.

Your life and your quest end here.

Grey Star the Wizard
by Ian Page and Joe Dever
104

It soon becomes impossible to avoid the massed clusters of Yaku vines, and gingerly you step through, passing close to the spiky hearts of these deadly plants.

Your foot brushes a tendril. Instantly it writhes into life, coiling around your ankle with deceptive speed. You lose your balance and fall to the ground. Immediately you feel yourself being dragged towards the core of the Yaku plant, which lies only yards away.

If you wish to slash at the tendril that has knotted itself around your ankle,
turn to 248
.

If you wish to unleash a bolt at the centre of the Yaku plant,
turn to 179
.

Grey Star the Wizard
by Ian Page and Joe Dever
105

You notice a spare seat and sit down. Also seated at the table are three others, one of whom may be able to help you locate the Lost Tribe of Lara. You try to decide with whom to attempt a conversation.

Illustration VII
—Also seated at the table are a tattooed sailor, a drunken merchant, and a hooded character.

If you have the Power of Prophecy and wish to use it,
turn to 313
.

If you wish to speak to the tattooed sailor who sits snoring beside you,
turn to 79
.

If you would rather talk to the merchant, clad in a gaudy robe and furs, and laughing drunkenly to himself in the seat opposite,
turn to 131
.

If you wish to speak to a hooded character, cloaked in black, sitting quietly in the shadows in the corner,
turn to 209
.

Grey Star the Wizard
by Ian Page and Joe Dever
106

You leave Jnana and the Chansi Hills. Tanith walks in accusing silence; she obviously holds you responsible for a foolish act. You wend your way back to the Suhni River and cross it once more. You have been walking for perhaps half an hour when suddenly three Shadakine warriors burst out of the forest — you have been ambushed!

Turn to 117
.

Grey Star the Wizard
by Ian Page and Joe Dever
107

Shan stands motionless, his body frozen with fear. With one hand he holds his sword shakily aloft, while he covers his eyes with the other, peeping through the gaps between his fingers as the Quoku rushes towards him.

At the cost of 2
WILLPOWER
points
16
, you punch a flaming hole through one of the Quoku's wings and it shrieks in pain. The injured beast is knocked awry; it veers sharply to the left and crashes to the ground.

If you wish to finish off the Quoku,
turn to 307
.

If you would prefer to make another run for it,
turn to 182
.

[
16
] If you do not have sufficient
WILLPOWER
points, you may choose to simply subtract the specified number of
WILLPOWER
points. This may leave you with a negative
WILLPOWER
score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in
Section 175
of
War of the Wizards
for resolving this problem: For the
WILLPOWER
points you lack, you use
ENDURANCE
points at a rate of 2
ENDURANCE
points for every 1
WILLPOWER
point (i.e. 2
ENDURANCE
points = 1
WILLPOWER
point).

Grey Star the Wizard
by Ian Page and Joe Dever
108

In the torchlight you can again see your surroundings. The ceiling of the tunnel is very low, and you are forced to walk with your body bent over uncomfortably. At the end of the tunnel the exit widens, and standing a little straighter, you continue on your way.

Turn to 135
.

Grey Star the Wizard
by Ian Page and Joe Dever
109

You spend a great deal of time preparing yourself, pacing up and down the cell, while Shan looks on, mystified. When you feel you have reached the correct mental state, you focus your attention on the door. Your initial exertion of will has little effect and you gradually increase the strength of the spell. You have already used up 2
WILLPOWER
points when the door begins to creak on its hinges, the thick wood warping. With a surge of effort you throw enough power at the door to use up 3
WILLPOWER
points. The timbers snap and the joists squeal, but still the lock will not give. A last desperate attempt produces 4
WILLPOWER
points of energy that splinters the door. A mighty noise echoes down the corridor as the door crashes to the ground. You have used 4
WILLPOWER
points and lost 1
ENDURANCE
point due to the prolonged strain!

You and Shan rush to the top of the steps and out into the corridor. Already, further down the passage to your right, you can hear someone shouting. You recognize the voice of the gaoler and the sound of his clanking keys.

If you wish to confront the gaoler,
turn to 243
.

If you wish to go in the opposite direction,
turn to 333
.

Grey Star the Wizard
by Ian Page and Joe Dever
110

Suddenly the rune begins to glow, burning its secret message into your mind.
17
Its meaning gradually becomes clear. You hear the following words in your mind:

In Azanam the tribe of Lara dwell, no longer lost,
Beyond the gorge of Azagad, when the ‘Dragon's Teeth’ are crossed.

Turn to 190
.

[
17
] This is the correct solution to the riddle in
Section 264
.

Grey Star the Wizard
by Ian Page and Joe Dever
111

You take aim and discharge a bolt of power straight at the top of the column. The Quoku lets out a long, chattering squeal of pain, but survives the force of the 2
WILLPOWER
points of energy that you have exerted. Gouts of black blood flow from the ragged wound in its wing.

‘Its hide must be tougher than armour to have survived that,’ you gasp.

You are unnerved and make a dash for it; Shan is already running.

Turn to 266
.

Grey Star the Wizard
by Ian Page and Joe Dever
112

You steer for the harbour and, as you near the stone quayside, you stand to furl the sail. You cut a dramatic figure: hair flowing in the wind; the reddening glow of the setting sun at your back, casting your shadow upon the shallow waters of the Sea of Dreams.

The harbour is very busy; crowds of people rush to and fro. Sailors and fishermen line the harbour wall, busily unloading their crafts in an effort to finish before nightfall. You notice a flurry of activity further along the quayside; by the time you reach it, a small crowd has gathered, and you can hear the murmur of excited conversation. You throw up a rope and eager hands reach out to clutch the line, mooring the boat for you.

The crowd has grown and it is now obvious that you are the focus of their attention. You hear snatches of conversation: ‘An Ancient One, an Ancient One from beyond the Sea of Dreams … ’; ‘See you there? Surely a Shianti walks amongst us?’; ‘Saw him myself. Came right out of the east, calm as you please!’; ‘God of legend, saviour of our people, hail, hail!’

Hands stretch out in greeting while others try desperately to touch your robe, pushing and pulling, as more and more people struggle for a glimpse of your face. ‘Who but a god could cross the Sea of Dreams. Save us, Lord!’ the crowd begins to shout. ‘Destroy the evil Shadakine. Throw down the Wytch-king!’

You can feel the growing hysteria, and to your dismay, you are lifted up on the shoulders of some of the crowd and carried in the direction of two armed soldiers, who are rushing towards you with their swords drawn.

‘Destroy the Shadakine warriors, Lord!’ someone shouts.

If you wish to do as the crowd suggests,
turn to 84
.

If you wish to try to escape the crowd and the Shadakine warriors and possess the Magical Power of Enchantment,
turn to 56
.

If you would rather try to escape without the aid of magic,
turn to 28
.

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