by Ian Page
‘We'll have to keep to the cover of the forest from now on,’ you say, worried. You enter the forest and continue your journey cautiously.
Turn to 39.
22
You run up the curving tunnel but are forced to stop after a little way. The low-ceilinged passage is now in total darkness, and you cannot even see your hand stretched out before your face.
If you have a Torch and Tinderbox, you may light the Torch to help you to see your way. If you do not have a Torch, or would prefer not to use it, you may expend 1 WILLPOWER point creating a light from the tip of your Wizard's Staff. This light will last until you extinguish it, and you will not have to use any more WILLPOWER points to keep it alight.
If you choose to continue in darkness, turn to 122.
If you choose to light your way, turn to 334.
23
Stepping as lightly as you can, you turn right, with Shan following close behind. At the end of the corridor are two stairways — both leading upwards.
If you have the Power of Prophecy and wish to use it, turn to 92. (Note this section number first as you will need to return to it later.)
If you wish to take the left stairway, turn to 137.
If you wish to take the right stairway, turn to 321.
24
You fall into an uneasy sleep in which you are troubled by strange dreams. You wake with a start in the middle of the night to see Tanith crouched over the dying embers of the campfire, which glows with a dull, yellow light.
If you wish to investigate, turn to 10.
If you wish to pretend that you are sleeping, turn to 33.
25
You recognize the small antechamber. It was here that Mother Magri subjected you to the test of truth, using the Kazim Stone. The terrible, glowing sphere stands in the centre of the empty room on a small table; it is giving off a faint light.
If you wish to take the Kazim Stone, turn to 77.
If you wish to leave the antechamber immediately, turn to 129.
26
Glancing behind, you notice a small, weasel-faced man ducking in and out of the shadows cast by the flickering torchlight. You are being followed.
If you wish to act as if nothing has happened, turn to 97.
If you wish to confront the weasel-faced man, turn to 166.
If you would prefer to leave the market square and make a run for it, turn to 241.
27
With your Staff still crackling with wild energy, illuminating the alleyway, you turn around and run towards the narrow street for all you are worth.
Turn to 195.
28
In one swift, fluid movement, you rise to stand upon the shoulders of those who bear you. The mob lets out a rousing cheer that peters into silence as you dive into the mass of people packed tightly behind you. Your fall is cushioned by their bodies, and unharmed, you quickly scramble to your feet.
You hear the unmistakable sound of people crying out in pain as two Shadakine warriors beat a bloody path through the human wall that separates them from you.
If you wish to aid the people you have just deserted, turn to 308.
If you would rather escape under the cover of the ensuing chaos, turn to 336.
29
As the river begins to narrow, the once clear waters of the Azan River become a murky brown. Close to the banks, there are many shallow inlets where stagnant pools and swamps are overgrown with clumps of rope-like tendrils. These tendrils form the branches of a large plant called the Yaku. The tendrils are sensitized vines that snake across the ground towards a pool or into the main river, for the rest of the limestone canyon is arid. At the heart of the Yaku plant is a cluster of sharp points, and Shan warns you to keep well clear of these poisoned barbs.
Illustration III—Stagnant pools and swamps are overgrown with clumps of rope-like tendrils.
It becomes increasingly hard to remain close to the river's edge without clusters of Yaku tendrils blocking your path.
If you wish to move further away from the Azan River and the difficult ground that borders it, turn to 54.
If you would prefer to keep to the river, thus following a direct path to the Wall of Azakawa and the cloud forests of the Azanam that lie beyond, turn to 104.
30
It is impossible to see which Yaku stem the tendrils are attached to, so you attack the wriggling cluster with a wide, sweeping stroke of your Staff across them all; you exert 2 WILLPOWER points.10
You have made the right decision; you have severed all the tendrils that threatened you. You are safe … for the moment.
Turn to 128.
[10] 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).
31
You are very tired. Wearily, you close your eyes and call on the Elementals for their aid. Your chant ends, and at first, it seems that you have failed. Then you hear the sound of rushing water: a gigantic wave rises up further along the river. The foaming, white crest of the wave towers above the bridge in the shape of an outstretched hand. The watery fingers clench to form an immense fist that smashes onto the bridge, crushing it as though it were made of matchsticks, and drenching the three of you, as it washes the bridge downstream.
‘Such power!’ Tanith exclaims, her eyes shining with childish delight and admiration.
The spell has cost you 1 WILLPOWER point.
Turn to 75.
32
Skilfully you wield your Staff, shielding yourself from the creature's deadly touch as it passes overhead. You watch as the Quoku climbs in the sky, flying in a wide circle to position itself for its next attack.
Suddenly, the Quoku dives towards Shan.
If you wish to attempt a long-range attack on the Quoku, turn to 107.
If you wish to try to defend Shan from the attack, turn to 57.
33
Tanith is talking quietly, addressing her words to the fire. ‘No Mother, I will not … I cannot … ’ A diminutive figure shivering by the dwindling fire, she is obviously greatly distressed. Perhaps her conscience troubles her?
If you wish to investigate, turn to 10.
If you wish to leave Tanith to the privacy of her own thoughts, turn to 69.
34
The alley is deserted. Peering into the dark shadows, you step cautiously into the darkness. Suddenly you are grabbed from behind and a knife is held at your throat.
‘Turn around,’ a voice whispers, menacingly. ‘Slowly, or I'll cut your throat. Then hand over your money.’
Slowly you turn to face the shabby thief.
If you do not have any money, or if you have money but do not wish to hand it over, turn to 76.
If you prefer to hand over your money, turn to 133.
35
In the flaring light, you see a narrow chamber with smooth walls. It looks like neither a natural cavern, nor like anything a man might carve. The floor is strewn with dead leaves, twigs, a few scattered bones, and ancient dust. Leading from the cavern is another tunnel, slightly wider than the one you have just come through. A cool breeze is coming from it, freshening the musty air.
You are falling asleep on your feet, and throwing caution to the wind, you decide that you will rest here, for the cavern looks as if it has been deserted for a very long time. You extinguish your light and lie down to sleep.
Turn to 59.
36
‘My name is Tanith,’ the girl announces. ‘What's yours?’ You tell her your name, still stunned at her apparent coldness.
‘I am learning the ways of witchcraft in the servi
ce of Mother Magri,’ she continues. ‘She says you're a wizard; is that true?’
‘Of course,’ you reply, a little boastfully. For some reason, you wish to impress this beautiful, young girl with wild, unkempt hair — all ragged and black — and penetrating, green eyes.
‘That is very bad. Mother Magri will have you tortured as an enemy of the Wytch-king. She will take you to the Darkling Room.’
‘Then I must escape,’ you blurt out. ‘Can you help me?’
‘I've often dreamed of leaving here,’ she says wistfully. ‘Perhaps you could take me with you?’
‘Yes … yes,’ you say, willing her to aid you. She pauses, a blank expression on her face. ‘But it would take more than a boy and a fat man to do that,’ she snaps angrily, suddenly breaking into peals of girlish laughter. And she flounces away wearing a smug expression, and leaving you with your hopes shattered.
‘She must have come to taunt us,’ says Shan. ‘Such spiteful people these Shadakine!’ You finish your food and try to conceive a plan that will gain your freedom.
If you wish to try to sleep in order to build up your strength, turn to 201.
If you do not wish to sleep, turn to 144.
37
A quick search of the body reveals the Gaoler's Keys (a Special Item which you carry in your hand) and 3 Nobles. You may keep these items and also his Dagger if you wish. Remember to mark them on your Action Chart.
There is no other exit from this room and you head back towards the other stairway.
Turn to 137.
38
For three days you trace a path along the Suhni River as it winds through the heart of the forest. You carry no provisions, but Tanith is able to provide food for you all. She displays an uncanny control over animals, calling to the mesmerized creatures in a strange language and then coolly wringing their necks.
On your journey, you manage to avoid the frequent Shadakine patrols that dog your path, and as you are not required to use any magic, you may restore 2 WILLPOWER and 4 ENDURANCE points to your current totals.
You discover clumps of the Laumspur herb growing along the river and decide to pick some of it. If you have the Magical Power of Alchemy, you may store it in your Herb Pouch. Remember to mark the Laumspur on your Action Chart. Swallowing it will regain 4 ENDURANCE points. If you do not have the Power of Alchemy, you must swallow the Laumspur while it is fresh to regain 4 ENDURANCE points and may not store it.
As you are picking the Laumspur, three Shadakine warriors burst out of the forest. You have been ambushed.
Turn to 117.
39
Moving under cover of the forest's edge, Shan leads the way along a worn path. Unexpectedly, he stops, head tilted to one side, listening intently. ‘What is it?’ you whisper.
‘I heard a shout, ahead of us. Listen!’ In the distance, you can hear angry voices and the ring of steel against steel. Cautiously, you creep forward and peer through the dense undergrowth.
Illustration IV—The knights are defending a heavily laden wagon.
Six armoured knights, clad in blue and red robes, are battling with twenty Shadakine warriors. The knights are defending a heavily laden wagon that stands in the middle of a wide stone bridge. Perched on the wagon sits an unarmed man, richly clothed, looking fearfully upon the battle. He and his knights are outnumbered. Though skilled swordsmen, as the many Shadakine dead attest, they are hard-pressed and have little chance of holding the bridge.
‘They don't stand a chance,’ you murmur.
‘But these are no ordinary soldiers,’ replies Shan. ‘Look at the design on their shields — a mountain crowned with two stars. They bear the Royal Arms of Durenor. These are Knights of the White Mountain, warrior lords of Durenor, a free kingdom in the far north.’
If you are to continue your journey south along the Azan River, you will have to somehow pass this battle without the Shadakine seeing you.
If you wish to go to the aid of the Knights of the White Mountain, turn to 55.
If you wish to try to skirt around the battle and cross the road, turn to 208.
40
You dash away from the harbour and along the narrow street, darting like a hunted beast among the doorways and shadows. Tall warehouse buildings rise up on either side of the street, and the only sound you can hear is that of your own footsteps.
You have run only a short way when you reach a crossroads. The right and left turnings lead into alleyways, while the narrow street continues ahead.
If you have the Magical Power of Prophecy and wish to use it, turn to 64.
If you wish to turn into the left alleyway, turn to 223.
If you wish to turn into the right alleyway, turn to 76.
If you would rather continue along the narrow street, turn to 195.
41
You are running down a long winding passage. There are many doors leading from the corridor but you have no way of knowing which to open. You look ahead and a chill runs down your spine. At the far end of the passage you see someone approaching, wielding a tall staff.
Turn to 349.
42
You are now held by an ever-increasing number of creepers that curl around your body. With cries of frustration, Shan slices away the creeper that is wound round your neck and arms. But he fears he is fighting a futile battle, for the poison barbs of the Yaku plant wave inches from your face. You are both enmeshed in a web of tightening vines. To your dismay, you lose hold of your Wizard's Staff, and watch helplessly as it rolls out of reach. You must make a life or death decision and only seconds remain.
If you possess the Jewelled Dagger of your Shianti Masters and wish to strike at the Yaku plant before it impales you upon its poison barbs, turn to 216.
If you possess any other Weapon (other than your Staff) and wish to attack the crimson heart of the Yaku, turn to 262.
If you wish to tell Shan to plunge his sword into the Yaku plant, turn to 119.
43
The lake is very wide. The roar from the Shenwu Falls is deafening. The waters fall hundreds of feet before cascading into the swirling currents below. Beyond the area of the waterfall the lake is strangely still. A writhing mist hangs suspended in the air. The mist is strangely luminous and allows you to see the foul yellow water beneath. Around the edge of the lake, the ground is completely bare; you cannot see a single living thing. You empty Shan's Backpack and discover the following items:
Enough food for 3 Meals
Small Vial of Laumspur (restores 2 ENDURANCE points)
2 Torches
Coil of Rope
Tinderbox
If you wish to keep any of these items, mark them on your Action Chart.11
The mist gives off an acrid, choking vapour that racks your lungs. Coughing, you survey the sheer cliffs, towering ramparts of stone that stretch to the east and west in a vast semicircle. Directly above these cliffs is the Azanam, your final goal.
If you have the Power of Prophecy and wish to use it, turn to 143.
If you wish to explore the basin and the area around Lake Shenwu, turn to 68.
If you wish to try to find a way of scaling the cliffs, turn to 118.
[11] You cannot keep Shan's Backpack. Any items you decide to keep must be transferred to your own Backpack, or perhaps to your Herb Pouch if you have one and want to keep the Small Vial of Laumspur.
44
With an almighty blow, you cleave the skull of the Quoku in two. It emits a chilling shriek and falls back, writhing and twitching for a few seconds before finally expiring. But it is a hollow victory, for the lifeless body falls onto Shan's prone form.
If you wish to move the corpse of the Quoku, turn to 317.
If you would rather continue your journey, skirting around the perilous ravine, turn to 335.
45
You climb a short flight of stairs. At the top of the stairs is a closed wooden door. You can hear muffled conversation and sporadic laughter coming from behind the door.
If you wish to open the door, turn to 312.
If you wish to head back and take the other stairway, turn to 80.
46
Expending 1 WILLPOWER point, you cause the tip of your Wizard's Staff to glow; its eerie light sends shadows dancing across the walls and ceiling of the cavern. You see that the cavern is empty.
Turn to 35.
47
Looking up, you see that the tunnel leads to an almost vertical shaft; the glare of sunlight blinds your eyes. Cursing breathlessly, you jump up and catch hold of a thick plant root protruding from the earth wall of the shaft and begin to climb. The narrow shaft is barely wide enough to let you pass and the climb is difficult and slow. Halfway up the shaft you cry out: you are stuck in a bottle-neck and can no longer move.
The first of the enraged soldier Mantiz enters the shaft, and reaching out with its extended forelegs, it makes a grab for your flailing legs. A slash of burning pain ravages your right leg as a spurt of acid strips your calf to the bone. You lose 8 ENDURANCE points.