Grey Star the Wizard

Home > Other > Grey Star the Wizard > Page 10
Grey Star the Wizard Page 10

by Ian Page


  1 Jar of Ezeran Crystals (which produce an acid capable of melting metal when combined with sulphur). Cost: 5 Nobles

  Pestle and Mortar (Backpack Item). Cost: 5 Nobles

  1 Bottle of Naphtha (a volatile, inflammable liquid). Cost: 2 Nobles

  2 Vials of Laumspur (a healing potion that will restore 3 ENDURANCE points when swallowed). Cost: 2 Nobles each

  1 Vial of Graveweed Essence (a strong poison). Cost: 1 Noble

  1 Vial of Alether (a potion that will increase COMBAT SKILL by 2 points when swallowed before an attack). Cost: 2 Nobles

  1 Bundle of dried Azawood Leaves (a base constituent that will charm up to 4 magical potions). Cost: 5 Nobles

  3 Tarama Seeds (swallowing 1 seed permits a wizard to use his Wizard's Staff, or Magical Power, without losing any WILLPOWER points; they take up no room in your Herb Pouch or Backpack).20 Cost: 3 Nobles each

  You may purchase any number of these items. Items that do not fit in your Herb Pouch must be carried as extra Backpack Items. Remember to make the necessary adjustments to your Action Chart.

  Turn to 26.

  [20] Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required WILLPOWER points. Tarama Seeds cannot be used to maintain the effect of a spell or in place of other drains on your WILLPOWER, like mental attacks. It also seems inappropriate to use a Tarama Seed in close combat where you could then decide to expend an infinite amount of WILLPOWER to automatically win a fight.

  184

  You turn left and resume your journey. As you wind in and out of the pillars, you use the sun to guide you, keeping in a southerly direction.

  As evening begins to fall, Shan sighs with relief. The columns have become less dense, and far ahead, you can see the Great Wall of Azakawa. It is a huge cliff-face, many hundreds of feet high, stretching from east to west as far as the eye can see. Directly ahead of you, at the top of the sheer cliffs, you glimpse a huge cascading waterfall: the Shenwu Falls.

  You move faster, anxious to reach the boundary of the Azanam before nightfall, and to leave this barren land of nightmarish scenery and strange inhabitants.

  Turn to 325.

  185

  ‘For pity's sake, what on Earth are you doing now?’ questions Shan in a complaining tone.

  ‘Hush,’ you retort, closing your eyes to concentrate on preparing a holding spell to bar the door. At the cost of 1 WILLPOWER point, you create a magical barrier to bar the door. It will take the Shadakine guards some time before they will be able to break it open.

  If you wish to take the left stairway that leads from the landing, turn to 80.

  If you would prefer to take the right stairway, turn to 253.

  186

  Cautiously you creep away, hoping that the Quoku will not notice you. Though you dare not look back, you hear the rustle of movement on the top of the nearest column where a very large Quoku is perched.

  Turn to 86.

  187

  Senseless with exhaustion, you are dragged forcibly from the chamber, down long flights of stairs and into the darkness of the dungeons of the Hall of Correction. Your senses rail against the ominous and overpowering feeling of oppression that seems imbued into the walls of the place. A tortured scream fills the air, followed by the sound of brutal laughter. ‘What was that?’ you whisper, hoarsely.

  ‘You'll find out soon enough,’ one of the Shadakine replies. ‘Gaoler! Lock this one up!’ A tattered cripple lurches towards you, a large bunch of keys rattling at his side.

  ‘Here, Master Turnkey. Lock him up nice and safe now.’

  The gaoler limps forwards, a mad and joyous expression on his face. ‘Marvellous, simply marvellous,’ he giggles. ‘Another guest. How wonderful to meet you.’

  An iron-shod door is unlocked and you are thrown into a dark and foul-smelling pit. You fall headlong down a flight of steps and lose consciousness before coming to rest on the straw-covered floor.

  If you have been arrested at the Inn of the Laughing Moon, turn to 230.

  If not, turn to 261.

  188

  Reluctantly you retrace your way back down the cliff, clawing and stretching for every precarious gap in the rock. Your descent proves tedious and tiring. At length, you reach the small cave and haul yourself inside.

  Careful to make as little sound as possible, you explore the tiny cave.

  Turn to 8.

  189

  Suddenly you are confronted by the Shadakine officer. He gives a crazed yell before hurling himself at you.

  The officer is a formidable opponent, and you cannot safely evade combat without risking being cut down by this fanatic. You must fight him to the death. Since Shan is with you, add 3 points to your COMBAT SKILL for the duration of this combat.

  Shadakine Officer: COMBAT SKILL 25 ENDURANCE 26

  If you win the combat, turn to 215.

  190

  ‘We go south,’ you say to Shan.

  ‘Very well,’ he replies. ‘I only pray that I am not leading you on a fool's errand.’

  ‘With you leading, what else could it be?’ says Tanith under her breath, smiling sweetly at Shan. Within minutes, the two are trading curses and insults.

  ‘We have no time for this,’ you admonish them. ‘Shan, lead the way.’ Abashed, he obeys.

  ‘At the heart of this forest,’ he says, ‘the Suhni River is joined by the Azan River. The Azan River will lead us all the way to this Azanam. We have a choice of two routes to the Azan. North of here is the Suhni River, which leads west, finally merging with the Azan. South lies the Great Suhn Road, which we left last night; it crosses the Azan further south. Which way, Grey Star?’

  Consult the map before making your decision.

  If you wish to find the Azan River by travelling first north and then west, following the Suhni River, turn to 38.

  If you would rather travel first south and then west along the Great Suhn Road, turn to 21.

  191

  Concentrating your will, you tap the raw energy of Sorcery from the Astral Plane and form it into a ball of pure thought, holding it poised in your mind, ready to hurl into the Kazim Stone.

  If you wish to draw 2 WILLPOWER points into your mind, turn to 323.

  If you wish to draw 3 WILLPOWER points into your mind, turn to 314.

  If you wish to draw 4 WILLPOWER points, turn to 288.

  (Remember to adjust your WILLPOWER total to its new value before turning to the appropriate section.)

  192

  You are smothered in an all-consuming darkness. Somewhere, seemingly far off, a muffled cry reaches your ears. It is Shan. ‘Tanith, you must save him,’ he cries. Then you hear Tanith's clear and brave voice for the last time …

  Turn to 276.

  193

  When you tell Jnana that you are versed in the arts of Alchemy, he offers you the following items:

  Pestle and Mortar (Backpack Item)

  Packet of Ezeran Crystals

  Jar of Yabari Ointment (a salve that will keep insects away and disguise the human scent)21

  4 Tarama Seeds (swallowing 1 seed of this rare flower permits a wizard to use his Wizard's Staff, or Magical Power, without expending any WILLPOWER points; they take up no room in your Backpack or Herb Pouch)22

  You may take any of these items. Carry them in your Herb Pouch unless otherwise indicated. Remember to mark the items you take on your Action Chart.

  Turn to 15.

  [21] The Yabari Ointment can be applied at any time and is effective until it is washed off or until this adventure is over. If you choose to apply the ointment, delete this item from your Action Chart but make a note that you are now wearing the ointment.

  [22] Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Ba
ckpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required WILLPOWER points. Tarama Seeds cannot be used to maintain the effect of a spell or in place of other drains on your WILLPOWER, like mental attacks. It also seems inappropriate to use a Tarama Seed in close combat where you could then decide to expend an infinite amount of WILLPOWER to automatically win a fight.

  194

  Carefully you throw the Rope towards Shan, but overwhelmed by his fear, he is unable to catch it; you make three attempts before Shan grabs hold of it. You watch the injured Quoku come to a halt a short distance from Shan as the terrified merchant is trying to tie the Rope around his waist with fumbling fingers. You wait, your nerves on edge, ready to pull Shan across the ravine, once he has secured the Rope. Still the Quoku comes no closer, and before you can guess the reason, it is too late!

  Turn to 269.

  195

  The narrow street widens and grows lighter. The source of the light is the window of a grim, stone building at the end of the street which opens on to the market square. Above the doorway of the building hangs a sign which reads:

  INN OF THE LAUGHING MOON

  You decide that you must try to find some information from the Suhnese inhabitants. Perhaps you can pick up some clues about the whereabouts of the Lost Tribe of Lara.

  If you wish to try to gain this information in the market square, turn to 157.

  If you would rather enter the Inn of the Laughing Moon, turn to 82.

  196

  You twist your body in the air and leap to the ground. The frenzied crowd have focused all their attention and hatred on the remaining Shadakine warrior, allowing you to lose yourself in the throng. Pushing and shoving, you battle through the press of bodies and try not to think about the warrior's ghastly fate at the hands of the bloodthirsty mob.

  You are standing at the corner of a dark, narrow street that leads out of the harbour. The only other exit is the crowded main entrance, through which people are still pouring, attracted by the commotion.

  If you wish to leave the harbour by the main entrance, turn to 50.

  If you wish to leave the harbour by the narrow street, turn to 40.

  197

  The speed and ferocity of the soldier Mantiz is astonishing. The creature attacks. You cannot evade combat and must fight this deadly opponent to the death.

  Illustration XI—The speed and ferocity of the soldier Mantiz is astonishing.

  Soldier Mantiz: COMBAT SKILL 15 ENDURANCE 10

  If you win the combat, turn to 213.

  198

  The crack of timber makes you start, and you turn to see an axe smashing through the door. The Shadakine warriors are chopping down the door and it will not hold for long.

  If you wish to run up the stairway that leads from the left of this landing, turn to 80.

  If you would prefer to take the stairway on the right, turn to 225.

  199

  You are standing in a small dell. Ahead lies the Suhni River and beyond the river, a forest. ‘Come,’ says Tanith, ‘there is a bridge nearby. We must cross the bridge to gain the safety of the forest before we can rest.’

  ‘The witch speaks the truth,’ comments Shan, returning the girl's icy glare contemptuously. Though you have barely rested, you continue onwards, coming at last to a wide road that crosses the Suhni River by means of a large, ornate bridge.

  ‘It will not be long before the Shadakine come searching for us,’ says Tanith. ‘Have you a spell that would destroy this bridge and hinder their pursuit?’

  If you wish to destroy the bridge with the Power of Elementalism, turn to 31.

  If you would prefer to create a barrier with the aid of the Power of Sorcery, turn to 48.

  If you would rather conserve your energy, turn to 244.

  200

  You enter the dark, narrow street. Tall warehouse buildings rise up on either side, casting deep pools of shadow that hide your passing. You have walked a short distance when you come to 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.

  201

  When you waken, night is falling. Your rest has greatly refreshed you: restore 1 ENDURANCE point and 1 WILLPOWER point.

  It is clear that you will have to use one of your Magical Powers if you are to escape the tortures of the Darkling Room. Carefully, you weigh in your mind which of your Powers will best effect your escape.

  Turn to 172.

  202

  You stand up in the boat, close your eyes, and with your hands raised, you enter the required trance state with practised ease, chanting in the secret language of the elementals, and sending out the power of your thought to the Elemental Plane.

  A few moments pass. The breeze begins to lift and the sail fills. You open your eyes and smile with satisfaction. All around are the fleeting forms of Wind Sprites, air elementals sent to hasten your voyage. Then a sudden gust of wind appears out of nowhere and the little boat lurches forward, throwing you to the deck; with a whoop of delight, a Gale Wraith has thrown itself into the taut sail and is propelling the boat forward with great force.

  ‘I thank thee, powers of the air,’ you shout with joyous courtesy, struggling to sit up in the boat to steer her on the right course. The spell has been successful and required little power. Deduct 1 point from your WILLPOWER total.

  Turn to 140.

  203

  She swiftly retrieves her knife and wipes the blood on the dead man's tunic before pouncing on the two soldiers that threaten Shan.

  In seconds, you and Tanith have engaged the two remaining crossbowmen, much to the relief of Shan, whose eyes are now bulging with fear. The Shadakine offer no surrender, and you must fight them to the death. Since you have the aid of Tanith and Shan, you may add 4 points to your COMBAT SKILL for the duration of the fight.

  2 Shadakine Crossbowmen: COMBAT SKILL 15 ENDURANCE 18

  If you win, turn to 156.

  204

  At the cost of 2 WILLPOWER points23 you lash out at the tendril that holds Shan. The energy beam slices through the creeper. It withers instantly and releases him.

  In the time that it has taken you to free Shan, two more creepers have crawled towards you. One is curled around your right leg; the other grips your left ankle. The creepers must belong to different Yaku plants, for you can feel yourself being pulled in two directions. Once more you are dragged to the ground and the pain becomes unbearable as your body is stretched apart.

  As you are forcibly dragged to the ground you may fire at the heart of the nearest Yaku plant, which is only a Staff's length away, by turning to 329.

  If you would prefer to attack the Yaku vine holding your right leg, turn to 279.

  If you wish to attack the Yaku vine on your left leg, turn to 304.

  [23] 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).

  205

  You push a key into the lock and turn it: it is the wrong key. Dismayed, you try another.

  Suddenly, the door is pulled open from the other side. A Shadakine warrior stands in the doorway. With an astonished cry, he draws his sword and attacks.

  Add 5 poin
ts to your COMBAT SKILL for the duration of this fight owing to the advantage of surprise and Shan's help.

  Shadakine Warrior: COMBAT SKILL 11 ENDURANCE 15

  If you wish to evade this combat (which you may do at any time by fleeing down the right-hand exit), turn to 163.

  If you win the fight, turn to 176.

  206

  You swallow the mushrooms and wait for the effect to take a hold. The pink fungi enable you to communicate with the vicious plants, sending out waves of passivity. Soon the plants become dull and docile and you are able to tread a safe path through them.

  The light is fading when at last you come within sight of the Great Wall of Azakawa.

  Turn to 325.

  207

  Your Torch sputters and goes out, plunging you into darkness. There is no time to make another light, and you swing blindly at your enemies who soon overwhelm you.

  Your life and your quest end here.

  208

  As you emerge from the forest you see a detachment of five Shadakine warriors, carrying crossbows, marching along the road towards you. You are now trapped between them and the battle on the bridge.

 

‹ Prev