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Grey Star the Wizard

Page 3

by Ian Page


  Grey Star loses 4 ENDURANCE points.

  Deathgaunt loses 5 ENDURANCE points, multiplied by 2 WILLPOWER points, giving a total of 10 ENDURANCE points lost in all.

  On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat, and Grey Star's amended WILLPOWER points total.

  Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

  Repeat the sequence from Stage 3.

  This process of combat continues until the ENDURANCE points of either the enemy or Grey Star are reduced to zero or below, at which point that combatant is declared dead. If Grey Star is dead, the adventure is over. If the enemy is dead, Grey Star proceeds but with his ENDURANCE and WILLPOWER points possibly reduced.

  A summary of Combat Rules appears in the back of this book.

  Evasion of Combat

  During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Grey Star may lose ENDURANCE points during that round, but then that is the risk of running away! You may only evade if the text of the particular section allows you to do so.

  Sage Advice

  You are about to embark on a quest of great peril, for your journey will take you to an unknown land that is dominated by evil. Refer to the map and make notes as you progress through the story: they are sure to be of great help to you in future adventures.

  You will discover items that could be of help to you on your quest. Some Special Items may aid you in future Grey Star adventures, others may be red herrings of no real use at all; so be selective in what you decide to keep.

  Be cautious in your use of WILLPOWER points, as your WILLPOWER is the energy source for your Magical Powers and your Wizard's Staff. A WILLPOWER score of zero or below will leave you weak and vulnerable to attack, unable to offer effective resistance.

  Follow the path of wisdom, Wizard Grey Star. The way of fools is the road to destruction.

  Good luck!

  1

  It is a grim, chill morning, your last on the Isle of Lorn. With quaking heart, you enter the sacred temple of Amida to receive the silent blessing of your Shianti masters. They stand around you, heads bowed in meditation. At length, the ceremony ends and Maiteya, your old friend and teacher, steps forward, and grasps you firmly by the shoulders. You look into his glittering eyes and see yourself reflected there, for the eyes of the Shianti race are not coloured like man's but have pupils that cast reflections like mirrored glass.

  Illustration I—With quaking heart you enter the sacred temple of Amida.

  ‘Grey Star,’ he says, a warm smile lighting his serene face, ‘the time has come for you to leave. Far will you travel and perilous is your course. Be not afraid, yet do not fear caution. Though you go with the teaching and blessing of the Shianti and carry the might of the Wizard's Staff, stealth and secrecy will be your allies. Let not courage defeat wisdom. Go now and seek the Kundi race that is called the Lost Tribe of Lara. You are the instrument of our will, bearer of our hope. Ever will your quest be in our minds and hearts.’

  Without a word, you turn and leave the temple, not looking back until you reach the shore, where a sail boat awaits you. With a gentle sigh, you bid farewell to the island of your youth and push the little craft into the cold waters of the Sea of Dreams. You jump into the boat and set sail, making a westward course for the distant mainland of the Shadakine Empire.

  If you have the Magical Power of Elementalism and wish to use it to aid your voyage, turn to 202.

  If you do not possess this Power, or if you do not wish to use it, turn to 168.

  2

  The way leads south through the farms and paddy fields of the region. The path keeps firmly to the line of the Azan River as it curves towards the great Azagad Gorge, a great pitted canyon of weathered limestone columns. In order to maintain the secrecy of your presence, you avoid the homesteads that nestle by the river.

  You walk for two long days and must consume 2 Meals or lose 6 ENDURANCE points. The regulated squares of the rice fields become fewer and fewer, and finally give way to a flat expanse of unyielding plains called the Wilderwastes, which are devoid of human habitation. That night, you make camp on the leeward side of a small outcrop of hills.

  Turn to 24.

  3

  You leave the road, and after travelling a short way through the thickening trees, you discover a small clearing sheltered by a large, overhanging Acacia tree.

  You decide to rest here. You are hungry and must eat 1 Meal or lose 3 ENDURANCE points, and 2 Meals (if you have any left) must be given to Tanith and Shan. (Remember to cross all these from your Action Chart.)

  You have no blankets and dare not start a fire for fear of revealing your hiding place, but fortunately it is a warm night. Shan and Tanith insist that you sleep while they take it in turns to keep watch. Wryly, you point out that it is the first time that they have agreed about anything.

  If you decide to take up their offer, turn to 85.

  If you would prefer to take the first watch, turn to 275.

  4

  You vault onto the dead tree, using your Staff for support. Hauling yourself to the top, you reach out and grab the thick branch of a Giant Azawood. Your chest contracts with pain every time you draw breath and the humid, fetid air clings to the sides of your throat. Slowly and painfully, you climb the tall tree while the columns of insects march relentlessly towards you, their pincers gnashing and clacking in crazed fury.

  Grimly you ignore the savage pain of your wounded leg. Looking up you gasp with dismay, for a line of Cave Mantiz has somehow gained the branch above your head. Those behind are nearly upon you, and in desperation, you clamber along the nearest branch. The further you crawl along the narrowing tree limb, the greater the swaying of the branch as it bends under your weight.

  You turn to see a line of insects scurrying along the branch towards you: there is no escape. With one last effort of will you use all your remaining WILLPOWER points in an attempt to clear the branch of the Cave Mantiz.

  Turn to 350.

  5

  You hurl a bolt from your Staff at the plant that threatens Shan. It is quickly destroyed by the searing blue flame, but the effort has cost you 2 WILLPOWER points.

  Suddenly, you are aware that creepers are clutching at your legs. As you crash to the ground, a tendril coils around your throat and pulls you towards the poison barbs of another Yaku plant. You are being slowly strangled to death and must lose 3 ENDURANCE points.

  Turn to 42.

  6

  You push onwards into the heart of the ‘Dragon's Teeth’. The sun beats savagely on your heads. You lose 4 ENDURANCE points due to heat exhaustion before you reach the far side of the gorge and sight the Great Wall of Azakawa.

  In the evening light you regard with awe the towering cliff-face, stretching like a vast curtain of rock from east to west as far as the eye can see.

  You press on, anxious to reach the Azanam by nightfall.

  Turn to 325.

  7

  You learn that the girl's name is Tanith. She is a novice in the ways of witchcraft and is in the service of Mother Magri, her protector and guardian. She is very beautiful and has long, dark, unkempt hair and wild green eyes. ‘They say that you are a wizard and that you challenged the truthsay of the Kazim Stone,’ she says, curiously.

  ‘Of course,’ you reply, a little boastfully, wishing to impress this ragged but winsome creature.

  ‘That is very bad,’ she says, shaking her head. ‘Mother Magri will have you tortured. The ways of the Shadaki are very cruel. Tonight, you will be taken to the Darkling Room and you will experience great pain and terror.’

  ‘Then I must escape this place,’ you say, fearfully. ‘Can you help me?’

  Tanith gazes at
you, a frightened expression on her face. ‘No … No … The danger … I cannot … I dare not!’ She takes a dried flower from the pocket of her dress, and sprinkles its powdered petals into your food. ‘This will help fortify you before your ordeal,’ she explains, her voice trembling. ‘I can do no more.’

  She jumps to her feet. ‘I'm sorry … ’ She falters, a longing note in her voice, and then she disappears.

  Turn to 270.

  8

  You crawl into the shelter of the tiny cave, scarcely large enough to contain you, and immediately notice a small tunnel leading upwards. The ghostly mist of Lake Shenwu lingers on the cave floor, dimly lighting the rough-hewn ceiling and walls.

  You are tired and need to sleep.

  If you wish to sleep here, turn to 14.

  If you would rather enter the tunnel, turn to 19.

  9

  Bravely you fight off the soldier Mantiz, but soon the whole nest is upon you and, in a matter of minutes, they have stripped your flesh to the bone.

  Your life and your quest end tragically, here.

  10

  You get up and walk over to Tanith, who looks up with a startled expression.

  ‘Grey Star,’ she gasps, ‘I … I could not resist. I am sorry … ’

  If you have the Kazim Stone, turn to 51.

  If you do not, turn to 90.

  11

  Before the Shadakine come any nearer, you loose a bolt of force from your Staff, killing one of them outright. The attack has cost you 1 WILLPOWER point. The remaining warrior hangs back. At first you think that he has simply lost his nerve, but then notice with sinking heart that more Shadakine are approaching from behind. They are armed with crossbows, which are aimed directly at you.

  ‘Surrender or die,’ shouts one of the Shadakine.

  If you wish to surrender, turn to 300.

  If you decide to attack, turn to 66.

  If you wish to turn and make a run for it, turn to 20.

  12

  At the expense of 3 WILLPOWER points,8 you are able to cut a path through the smoking remains of the Yaku. Soon you are completely free of them, and in the fading light you come within sight of the Great Wall of Azakawa.

  Turn to 325.

  [8] 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).

  13

  The forest is very near and it is a dark night. Fortunately, you have not been seen. Diving into the undergrowth at the forest's edge, you lie as still as possible as the Shadakine chariot rattles past at breakneck speed. The vicious blades on the wheel hubs flash as the chariot passes dangerously close to your hiding place.

  You wait with bated breath for several minutes after it has passed, but the chariot does not return.

  Turn to 75.

  14

  It is a sleep from which you will not awaken. The poisonous mist overwhelms you as you slumber. The cave has become your tomb, and your body will never be found.

  You have failed in your quest.

  15

  You leave the Chansi Hills far behind and cross the Suhni River once more, following its winding course through the dense forest. Tanith continues to summon small game, a sight which you still find disturbing. Shan leads you through the forest, but this time you encounter no Shadakine patrols.

  You are not required to exert any Magical Power and may restore your ENDURANCE and WILLPOWER points to the value of one half your current totals. (Remember that unlike your WILLPOWER total, your ENDURANCE points total may never exceed the number with which you started your adventure.)9

  Turn to 218.

  [9] The exact nature of this restoration of ENDURANCE and WILLPOWER is unclear. There is a general consensus that you should multiply your current ENDURANCE and WILLPOWER scores by 1.5 (i.e. you may add one half of your current ENDURANCE points value to your score), remembering that you may not exceed your starting value; and you may add one half of your current WILLPOWER value to your score, irrespective of whether this exceeds your starting value.

  16

  When you agree to the paltry price of 20 Nobles, the old man brightens visibly. He hands you the 20 jade stones and you place them in the pocket of your robe. Mark these on your Action Chart.

  You try to coax some information from him and ask about the legend of the Lost Tribe of Lara. However, he is reluctant to talk, looking away from you and shifting uneasily from one foot to the other, seemingly anxious to be gone.

  ‘Try the Inn of the Laughing Moon at the end of yonder street,’ he mutters finally. ‘You'll find plenty of traveller's talk there.’

  Following the direction of his finger, you see a dark, narrow street leading from the harbour area. When you turn back to face him, you find that you are alone. The old man has disappeared into the night.

  If you want to enter the narrow street, turn to 200.

  If you would rather explore the harbour front, turn to 100.

  17

  You step into the thick, muddy water and immediately scream in pain. Your flesh feels as if it is on fire. You fall head-first into the poisonous waters of Lake Shenwu, and in a matter of minutes, you have drowned.

  Lake Shenwu has claimed another victim, and you have failed in your quest.

  18

  It appears your new companions put great faith in your leadership: a faith that is only slightly shaken when you admit that you have very little idea of where to go. You explain that your quest is to find the Lost Tribe of Lara (though you do not tell them its origin or true purpose), and suggest that Shan guides you. ‘There is no obligation upon you to remain with me, though,’ you tell Tanith and Shan. ‘You are free to do as you please.’

  ‘I, for one, have no other place to go,’ says Tanith. ‘Mother Magri was a cruel mistress and I would gladly aid any opponent of the rule of the Wytch-king and his servants.’

  ‘And I, too,’ says Shan. ‘But which way shall we go? We must keep moving, for it is certain that the Shadakine are searching for us.’

  Illustration II—There is a pause while you all consider the problem.

  There is a pause while you all consider the problem. Finally you ask if they have any suggestions. Shan's advice is to journey south to the Azanam, which he believes to be the most likely haunt of the lost tribe, and he offers to guide you there.

  ‘But if you are wrong,’ says Tanith, ‘we will have journeyed far and into great danger unnecessarily. We need guidance. Three days' travel to the north of here lives Jnana the Wise, a hermit sage, “He Who Serves No Master”. I can take you to him.’

  If you have the Medallion of the ‘Redeemer’ and the Vial of Pink Liquid, turn to 264.

  If you decide to take Shan's advice, turn to 190.

  If you wish to seek the counsel of Jnana the Wise, turn to 134.

  19

  The tunnel is very narrow and you have to crawl on your hands and knees. It slopes gently upwards, and as you continue, your body is squeezed tighter and tighter between the smooth stone walls. You feel that you must soon suffocate in the claustrophobic darkness. Then, finally and with great relief, you reach the end of the tunnel and pull yourself through, panting and sweating.

  It is still pitch dark, but you are able to stand, and you sense that you are in some kind of cavern.

  If you have a Torch and Tinderbox, and wish to light the Torch in order to take a look around, turn to 35.

  If you would rather exert 1 WILLPOWER point to create a small glow from your Wizard's Staff, turn to 46.

  If you do not have either of these items, or if you do not wish to use them, turn to 5
9.

  20

  You are left with only seconds in which to regret your foolish decision. The Shadakine warriors do not feel the least compunction about shooting a man in the back, and your body is soon fatally punctured by a crossbow bolt.

  Your life and your quest end here.

  21

  You journey along the road and, to Shan's surprise, discover that it is deserted. ‘I can't understand it,’ he says, puzzled. ‘This road is usually teeming with traders.’

  You have been walking for three hours when you sight a wagon parked by the roadside. A group of men are sitting around a campfire near a small grove of trees. ‘Wait here,’ says Shan. ‘I'll see if I can get some information out of these merchants about the road that lies ahead.’

  He returns shortly, carrying a short sword. He smiles broadly. ‘A bargain,’ he says. ‘Only 5 Nobles. It must be worth at least 20. Always ready to strike a bargain with a fool,’ he beams.

  ‘What about the road?’ asks Tanith, impatiently. ‘Why is it empty?’

  ‘The Shadakine are searching for us,’ he replies. ‘The roads and bridges have been closed until they discover us. These merchants were stranded and have made camp.’

 

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