Read Grey Star the Wizard Online

Authors: Ian Page,Joe Dever

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

Grey Star the Wizard (9 page)

Grey Star the Wizard
by Ian Page and Joe Dever
86

Taking Shan's arm, you break into a trot, pulling him after you, though he seems to need little encouragement. Unfortunately your sudden movement attracts the attention of the Quoku, and a chorus of loud and rapid croaking fills the evening air.

The Wall of Azakawa is still many miles away and you pray that you will be able to outdistance the Quoku. Even if you should be able to reach the cliff-face, you know no way of crossing beyond the wall into the Azanam. With a growing dread, you fear that your run will be in vain. Unless you can find somewhere to hide, or think of a swift way of scaling the cliff once you reach it, you will be caught. But despite your doubt, you keep running: you have no choice.

Turn to 266
.

Grey Star the Wizard
by Ian Page and Joe Dever
87

With a shudder, you step outside the pentacle and speak the sibilant words of the ‘forbidden tome’ known as the
Song of the Dead
. The ghost of the priest sighs and says, ‘It is done. Take the Amulet from the body of my former life. It will serve as a charm against the evil dead.’ You take the Amulet, which hangs by a silver chain around the dead priest's neck, and place it around your own. (Mark this Amulet as a Special Item on your
Action Chart
.)

All is silent. Slowly, the cell grows colder. The sound of distant moaning fills your ears, followed by a mournful wailing that chills the soul, which gradually rises in pitch and volume. The dead have come to claim their vengeance. The use of the Power of Evocation has cost you 2
WILLPOWER
points. A howling wind sweeps through the cell and the door bursts open. You turn and grab Shan's arm. He has stood, pale and rigid with fear, throughout your exchange with the dead.

Illustration V
—Shadow forms are flowing out of the walls and floor.

‘Quickly,’ you hiss. ‘Come with me.’ You run through the door and into the corridor outside. Shadow forms are flowing out of the walls and floor, and everywhere spirit shapes fly in all directions. You turn to your right and see the horribly mutilated corpse of the gaoler. Still clenched in his mortifying fist is a small Dagger. You may take this item if you wish. (Remember to mark it on your
Action Chart
under the Weapons section.)

If you wish to take the Gaoler's Keys and free the other prisoners on this level,
turn to 125
.

If you wish to take the left stairway without delay,
turn to 137
.

If you wish to take the right stairway,
turn to 212
.

Grey Star the Wizard
by Ian Page and Joe Dever
88

The bolt of force that arcs through the air into the ranks of Shadakine warriors kills one of them at a cost to you of 2
WILLPOWER
points. The knights gain ground at their opponents' expense due to the confusion of the Shadakine, who are now being attacked from the front and rear.

The distance over which you are fighting necessitates the use of a great deal of
WILLPOWER
, and you realize that you can only increase your effectiveness by moving closer to the Shadakine. An attack from the rear at this time would almost certainly turn the battle in your favour. With this in mind, you burst out of the undergrowth and charge into the battle with a fearsome yell. Shan, puffing and panting behind you, swings his sword feebly. The knights on the bridge give a rousing cheer as you appear, and the Shadakine are pushed back as their resistance begins to falter. And then you are upon them: you rain blows in all directions, throwing them into disorder and wounding a warrior at the cost of 1
WILLPOWER
point.
13

Turn to 189
.

[
13
] 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
89

No matter how hard you try, you are unable to shake off the man who is following you. Soon he is joined by two Shadakine warriors. You have no alternative but to make a run for it.

Turn to 241
.

Grey Star the Wizard
by Ian Page and Joe Dever
90

The campfire bursts into vivid flame, flaring high into the air. Wreathed in the lurid light is the figure of Mother Magri, who intones the words of a spell in a strange, guttural tongue.

‘Grey Star,’ says Tanith, ‘beware!’

If you possess the Power of Sorcery and wish to create a magical shield about yourself,
turn to 139
.

If you wish to attack the figure of Mother Magri, shimmering above the fire,
turn to 123
.

Grey Star the Wizard
by Ian Page and Joe Dever
91

You bring your Staff down on the creature's unprotected rump. Its legs curl and crumple beneath it. At the cost of 1
WILLPOWER
point, you kill the insect.

Close inspection reveals the insect to be a Cave Mantiz. The Cave Mantiz live in colonies below ground in much the same way as their cousins the ants. They burrow their nests from the stone by dissolving it with a potent acid that they store in their bodies. You have entered a Mantiz nest, and despite the perils therein, you are greatly encouraged. If you can find your way through the maze of Mantiz tunnels, you should be able to reach the surface above the Wall of Azakawa and enter the Azanam.

Your excitement is tinged with apprehension as you continue along a tunnel that is growing darker and darker. If you wish to expend 1
WILLPOWER
point on lighting your Staff, you may: this light will last until you extinguish it without the use of any further
WILLPOWER
points. If you have a Torch and Tinderbox, you may wish to use the Torch for light.

If you choose to proceed in darkness,
turn to 122
.

If you prefer to light your way,
turn to 141
.

Grey Star the Wizard
by Ian Page and Joe Dever
92

Your Power of Prophecy warns you that you must go left. The use of this Power has cost you 1
WILLPOWER
point.

Now return to the adventure number you have noted down.

Grey Star the Wizard
by Ian Page and Joe Dever
93

The old Shianti priest is about to speak, when he gives a great gasp and dies in your arms. With tears in your eyes, you turn to Shan. ‘He is dead,’ you say sorrowfully.

The merchant hangs his head. ‘Then we are doomed,’ he groans.

You sit back, deep in thought. You are tired and quickly fall asleep.

Turn to 258
.

Grey Star the Wizard
by Ian Page and Joe Dever
94

Staff held high, spraying magical fire from its tip, you charge the Shadakine with unflinching fury. Shan struggles in your wake.

The Shadakine warriors are thrown into disorder as they attempt to meet this new threat from the rear. Due to their confusion, the knights are able to press home their advantage, gaining ground on their opponents and raising your spirits with shouts of encouragement. You rain fearful blows in all directions with your Wizard's Staff. At the cost of 1
WILLPOWER
point
14
, you fell the nearest Shadakine warrior. Much to his surprise, Shan claims another.

Tanith now reappears armed with a loaded crossbow. Coolly, she aims it at the Shadakine officer. He falls to the ground dead, a crossbow bolt protruding from his neck.

Turn to 215
.

[
14
] 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
95

You examine the dungeon door, looking through the keyhole as you consult with Shan. Your Magical Power of Sorcery should enable you to produce sufficient energy to break down the door, but it is certain to require large amounts of
WILLPOWER
to exert a force great enough to burst the lock. You have no way of telling just how much
WILLPOWER
the spell will use, and once you have begun you will be committed to seeing it through to the end.

If you wish to force the door with the Magical Power of Sorcery,
turn to 109
.

If you do not wish to use this Power, or if you lack sufficient reserves of
WILLPOWER
,
return to 172
and select another power.

Grey Star the Wizard
by Ian Page and Joe Dever
96

In an instant, your quick reflexes have saved you. You release a bolt of energy, costing 2
WILLPOWER
points, that blasts the creature's head apart. The wound in your leg has lost you 2
ENDURANCE
points, and painfully you clamber to your feet, limping from the swarming death behind you. You reach a shaft that leads into the tunnel from above. You peer up it and see light. A way to the surface at last!

Clinging with trembling fingers to the nearly smooth sides of the shaft, you drag yourself up. Desperately, you haul your way up, kicking and stamping at the nightmare that advances from below. Using your last reserves of energy, you finally come to the top of the shaft. You are in a wide glade, surrounded by towering trees and dense foliage.

Turn to 146
.

Grey Star the Wizard
by Ian Page and Joe Dever
97

Continuing on through the market square, you notice your pursuer stop to talk with two Shadakine warriors. He is pointing in your direction and gesturing excitedly.

If you wish to run from the market square,
turn to 241
.

If you would rather try to lose yourself in the crowd,
turn to 89
.

Grey Star the Wizard
by Ian Page and Joe Dever
98

You follow the creature, but it soon disappears from view. The tunnel curves slowly upwards, and before long you are plunged into darkness once more. You stop running.

If you have a Torch and Tinderbox, and wish to light the Torch,
turn to 108
.

If you would rather exert 1
WILLPOWER
point to create a small glow from your Wizard's Staff,
turn to 115
.

If you do not have either of these items, or if you do not wish to use them,
turn to 122
.

Grey Star the Wizard
by Ian Page and Joe Dever
99

Leaping to your feet, you charge at the backs of the unsuspecting crossbowmen, your staff swinging and blazing a trail of magical fire. Shan attempts the same dramatic gesture, clumsily waving his sword, but fails to achieve the same effect.

Before the crossbowmen are able to release their arrows, you are upon them. Add 2 to your
COMBAT SKILL
owing to the surprise of your attack, plus a further 2, owing to Shan's presence. You must fight the crossbowmen as one enemy and to the death.

Shadakine Crossbowmen:
COMBAT SKILL
 25   
ENDURANCE
 32

If you win the combat and wish to attack the Shadakine on the bridge at long range,
turn to 88
.

If you win the combat and wish to charge the Shadakine,
turn to 94
.

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