Read Grey Star the Wizard Online

Authors: Ian Page,Joe Dever

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

Grey Star the Wizard (11 page)

Grey Star the Wizard
by Ian Page and Joe Dever
113

You climb around the cave and head upwards. Gradually, the cliff-face becomes sheer and smooth, and soon you can no longer find another handhold: the nearest crevice in the cliff-face lies just out of reach. Your body is racked with fatigue and you barely have enough energy to continue.

If you wish to reach for the crevice with an outstretched hand,
turn to 138
.

If you wish to accept defeat at the Wall of the Azakawa,
turn to 188
.

Grey Star the Wizard
by Ian Page and Joe Dever
114

You concentrate the power of your mind and hurl the magical energy of Sorcery at the door. At first nothing happens, but eventually, after exerting 2
WILLPOWER
points, the lock snaps and the door swings open.

You cross to the other side of the landing where stairways lead off to the left and right.

If you have the Power of Prophecy and wish to use it,
turn to 92
. (Note down this section number first, as you will need to return to it.)

If you wish to take the left-hand stairway,
turn to 80
.

If you would rather take the right-hand stairway,
turn to 45
.

Grey Star the Wizard
by Ian Page and Joe Dever
115

At the expense of 1
WILLPOWER
point you cause your Staff to light. The light from the Staff will now last until you extinguish it — you will not need to expend more
WILLPOWER
points to keep it alight.

You continue along the tunnel, stooping because of the low ceiling. At last it widens slightly: you have come to the end of the tunnel.

Turn to 135
.

Grey Star the Wizard
by Ian Page and Joe Dever
116

You gather up the power of your thought, forming a mental shield against the groping fingers of the Kazim Stone. A cloud of displeasure passes across Mother Magri's face. The magic of the Stone hovers at the edge of your senses; the explorative fingers probe your defence, searching for a weakness, a breach in the psychic wall. Your flesh prickles and creeps as the power of the Stone pries and pulls at your will, yet still you keep it at bay (at the cost of 1
WILLPOWER
point). The old woman scowls, intent upon the glowing Stone.

The intensity of the stone increases and you must use another
WILLPOWER
point to match its strength. Mother Magri glares at you, her face twisted with frustration. She doubles the force of the Stone's power, her eyes straining and her breathing beginning to quicken.

If you wish to use another 2
WILLPOWER
points to withstand this assault,
turn to 150
.

If you would prefer to try to exert the influence of your will against your opponent from behind your shield of Sorcery,
turn to 226
.

Grey Star the Wizard
by Ian Page and Joe Dever
117

The Shadakine are spoiling for a fight, having tracked you for a day. Spitting war-cries, their white eyes rolling, they charge towards you. In berserk fury, the first of the Shadakine runs straight into the path of your staff, and you dispatch him easily at the cost of 1
WILLPOWER
point. The events of the past few days have improved your battle skills immensely.

The two remaining Shadakine are more cautious than their dead comrade, circling and snarling, jabbing at you with their sword tips as if taunting a caged animal. You cannot evade and must fight them to the death.

2 Shadakine Warriors:
COMBAT SKILL
 15   
ENDURANCE
 25

If you win,
turn to 164
.

Grey Star the Wizard
by Ian Page and Joe Dever
118

Standing at the foot of the towering cliffs, you look up. The cliffs are smooth and sheer; there seems no way of climbing them. The curling wisps of mist from Lake Shenwu swirl below, and you move across the scree at the base of the Azakawa Wall, searching for a way up. Your head feels fuzzy and you lose 1
ENDURANCE
point.

Suddenly you see a crack in the cliff a few feet above your head. It is a small niche, but is large enough to hide a man.

If you wish to investigate the crack in the cliff,
turn to 268
.

If you wish to return to the Shenwu Falls and the area around Lake Shenwu,
turn to 293
.

Grey Star the Wizard
by Ian Page and Joe Dever
119

Without hesitation, Shan obeys. Bringing his sword up above his head, he bellows a cry and plunges it deep into the Yaku plant. The tendrils that hold you shudder, tighten, and then suddenly wilt, freeing you both as the plant writhes in the throes of death.

You have lost 2
ENDURANCE
points in the struggle.

Shan has saved your life and you thank him through the pain of your bruised and battered ribs.

Turn to 128
.

Grey Star the Wizard
by Ian Page and Joe Dever
120

You hurl yourself into the mass of fighting soldiers. At the cost of 1
WILLPOWER
point
18
, you throw down two Shadakine warriors. Shan disarms a third with a lucky blow.

The Shadakine warriors have become disordered by your attack, but you are still surrounded by four of them, who originally were commanded to guard the rear. You must fight them as one enemy and to the death. Shan adds 3 to your
COMBAT SKILL
for the duration of the combat.

Shadakine Rearguard:
COMBAT SKILL
 25   
ENDURANCE
 30

If you are still alive after three rounds of combat,
turn to 189
.

[
18
] 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
121

Two Shadakine warriors stand before you. ‘What are you doing lurking around here?’ asks one, prodding your chest with his fingers.

You fumble for some excuse, observing that the Shadakine's eyes are completely white — they have no pupils. You try to persuade the two soldiers that you are a local fisherman, but they are deeply suspicious of your story and appearance and arrest you on the spot.

If you wish to resist the arrest by attacking the Shadakine,
turn to 265
.

If you do not want to reveal your powers and purpose at this time,
turn to 300
.

Grey Star the Wizard
by Ian Page and Joe Dever
122

With great care, you step forward into the darkness, following the tunnel by running your hand along the wall. After a few minutes, the tunnel ends. You stumble blindly in the dark. Suddenly there is a terrible pain in your right leg as it is grabbed in a pincered grip. You are dragged to the floor and devoured silently by an enemy that you will never see.

Your life and your quest end here.

Grey Star the Wizard
by Ian Page and Joe Dever
123

Fortunately you have your Staff with you. You lash out with it at Mother Magri, expending 1
WILLPOWER
point. However, your Staff passes right through her: she is only an apparition, created by the power of her thought. She cackles hideously and begins to chant:

‘Mundi Kleasá — Sorti Magri,
Shasarak Shinto, Gordus Shando … ’

The apparition of Mother Magri dissolves, to be replaced by a sinister shadow, an impenetrable blackness at the heart of the raging fire. Two eye-slits and a gaping mouth are all you see as the shadow creature lunges towards you.

Turn to 149
.

Grey Star the Wizard
by Ian Page and Joe Dever
124

You decide on Enchantment as your mode of escape: perhaps the gaoler could be persuaded to open your cell door? A plan forms and you sink into a deep trance, weaving an elaborate illusion in your mind.

‘Fire! Fire!’ you shout, pounding on the door of your cell. Shan looks at you strangely, for there is no sign of any smoke. ‘Gaoler, open up before the whole place burns down!’

After a little encouragement, Shan is soon persuaded to join in the charade and begins rushing around madly, yelling and pounding his fists on the door.

Soon, the gaoler comes limping down the corridor and stops outside your cell. ‘I thought I could smell smoke,’ he comments. He can see great plumes of fire raging in the middle of the dungeon and billowing smoke escaping under the door. He is completely fooled by your illusion and his rattling keys are soon in the lock. The door is thrown open and you and Shan bound up the steps and out into the corridor. The puzzled gaoler is left peering into the cell, wondering why the flames of the fire give off no heat.

The use of this Magical Power has cost you 2
WILLPOWER
points.

If you wish to pounce on the gaoler while he has his back to you,
turn to 243
.

If you would prefer to run to the right,
turn to 23
.

If you wish to turn left along the corridor,
turn to 333
.

Grey Star the Wizard
by Ian Page and Joe Dever
125

You snatch up the dead gaoler's Keys and run along the corridor, unlocking each door as fast as you can. One by one, the doors are thrown open, and prisoners pour into the corridor, rushing in all directions. If you decide to keep the Gaoler's Keys, mark them as a Special Item on your
Action Chart
.

If you wish to go back along the corridor to take the left stairway,
turn to 137
.

If you wish to go back along the corridor to take the right stairway,
turn to 212
.

If you wish to enter a narrow passageway at this end of the corridor,
turn to 333
.

Grey Star the Wizard
by Ian Page and Joe Dever
126

The Najin land and encircle you. Their leader steps forward, yammering and pointing to the hills ahead. ‘They wish to lead us to Jnana,’ says Tanith. ‘He is their master.’

‘I do not like this, Grey Star,’ says Shan. ‘It is common knowledge that these beasts are used by the Wytch-king and the forces of Shadaki as spies and messengers. Surely this Jnana is a servant of the enemy?’

If you wish to follow the Najin,
turn to 161
.

If you wish to leave the Chansi Hills,
turn to 106
.

Grey Star the Wizard
by Ian Page and Joe Dever
127

As the Shadakine warrior crumples and falls, the excited mob roars its approval. They hail you as a hero and crowd around you cheering. A new sound floats on the harbour wind and the uproar subsides. You can hear the clatter of pounding hooves and the rumble of thundering wheels. A wave of panic ripples through the crowd. ‘The Wheels of Death!’ someone shouts.

Three war chariots, driven by whip-wielding Shadakine, hurtle into the harbour. The chariot wheels have blades protruding from their hubs, and as the Shadakine plough into the crowd, the blades scythe down anyone in their path.

In the confused panic, you see a chance to escape into a dark, narrow street.

If you wish to run towards the main entrance,
turn to 50
.

If you wish to run down the narrow street,
turn to 40
.

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