Book Read Free

Grey Star the Wizard

Page 12

by Ian Page


  Suddenly, and without warning, the Quoku opens its mouth and grabs at Shan with a long proboscis-like tongue that wraps tightly around his arms and chest. Shan screams with fear and revulsion as he is dragged towards the venomous mouth of the Quoku. You have seconds in which to act.

  Illustration XIII—Shan is dragged towards the venomous mouth of the Quoku.

  Turn to 337.

  234

  Taking the right turn, you are immediately stopped in your tracks by a terrifying sight. A large soldier Mantiz is running towards you, pincers snapping and large, oversize forelimbs clawing at the air.

  Turn to 197.

  235

  You press your fingertips against each of the keys, maintaining a vision of the door lock in your mind. One key feels right; you insert it into the lock and turn. The cost of this spell is 1 WILLPOWER point.

  Turn to 214.

  236

  Pressing your hand to the cell wall, you reach out with the power of your thought and search for guidance. You hear the moaning cries of the dead; the suffering torment of tortured souls that have passed through this place assails your mind. You hear voices chanting. ‘Call the priest … call the priest … ’

  The cost of this Magical Power is 1 WILLPOWER point.

  Now return to 172 and select a power to aid you in your escape.

  237

  Something snaps. A keystone in your brain crumbles, bringing the temple of your mind to the ground in shattered fragments: the Kazim Stone has destroyed your mind.

  You live the rest of your life, a raving madman, wandering the countryside, wielding a Staff you cannot use, and pursuing a quest you can never achieve.

  You have failed in your quest.

  238

  You walk ahead, still unsure of the correct direction. You feel as if you are wandering aimlessly around the sheer crags of rock, with their crowns of stony spires that give no clues to your whereabouts. An hour passes before a familiar sound greets your ears. It is the faint murmur of the waters of the Azan River. You spot a Yaku plant, and then another; then Shan gives a snort of disgust. ‘That rock over there,’ he says, indicating a large overhanging shelf; ‘I recognize it. On the other side of that rock is the river bank. We're back where we started!’

  Dismayed, you realize that he is right. This is the place where you first left the Azan River to avoid the Yaku plants.

  If you wish to leave the bank of the river once more and head east, back towards the ‘Dragon's Teeth’, before turning south, turn to 303.

  If you would prefer to give up and take your chances with the thick undergrowth of Yaku plants along the river's edge, turn to 104.

  239

  You raise your Staff and loose a bolt of white fire at the insect. Your aim is true, and the bolt sears into the head of the soldier Mantiz. The insect crumples and falls dead to the ground. The attack has cost you 2 WILLPOWER points.

  Carefully, you advance and step over the smoking body of the soldier Mantiz. You enter the passage that it was guarding and soon come to two exits, one sloping downwards, the other sloping upwards.

  If you wish to enter the upward-sloping passage, turn to 267.

  If you wish to enter the downward-sloping passage, turn to 272.

  If you wish to return the way you came, turn to 284.

  240

  You run towards Shan. Quickly you realize that you will probably not reach him in time to save his life. You have no choice but to try to free him the quickest way you can.

  Turn to 204.

  241

  You turn into a street leading from the square and break into a run. Behind, you hear the cry of a Shadakine, ordering you to halt.

  You have turned into a busy high street, crowded with people, and try as you may you cannot clear a way through them. Suddenly the crowd scatters, diving for cover. Twenty yards ahead stand three Shadakine warriors: an officer and two crossbowmen with weapons loaded and aimed at your heart.

  Illustration XIV—Ahead stand three Shadakine warriors with weapons loaded.

  ‘Halt, or you're dead!’ shouts the Shadakine officer, savagely.

  If you wish to obey his order, turn to 300.

  If you want to attack them, turn to 66.

  If you would rather turn and try to make a break for it, turn to 20.

  242

  The stones are very slippery and the river is wide at this point. You will need all your powers of concentration to prevent yourself falling into the foul water.

  Add together your current ENDURANCE and WILLPOWER scores.

  If your total is 20 or more, turn to 341.

  If your total is 19 or less, turn to 316.

  243

  Without warning you attack the gaoler who, despite his frail appearance, responds to your attack with savage blows. Owing to Shan's assistance and the element of surprise, you may add 4 points to your COMBAT SKILL for the duration of this fight. You cannot evade and must fight to the death.

  Gaoler: COMBAT SKILL 8 ENDURANCE 14

  If you win the fight you may keep the gaoler's Dagger (mark it on your Action Chart as a Weapon).

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

  If you wish to head in the direction that the gaoler came from, turn to 338.

  If you wish to head in the opposite direction, turn to 333.

  244

  As you near the forest, Tanith gives a startled cry. ‘Look!’ she shouts, pointing behind her. ‘They come, the Shadakine come.’

  In the distance, you see a chariot hurtling across the bridge.

  If you wish to stand and fight, turn to 167.

  If you wish to make a dash for the forest, turn to 13.

  245

  ‘Here,’ she says, ‘they are both yours if you promise to take me with you. I know the secret ways out of here. I will lead you.’

  ‘Grey Star,’ says Shan, ‘be on your guard. This witch is a Shadakine slave. How can we trust her?’ The Shadakine guards are drawing near.

  ‘We have no choice,’ you reply. ‘We have to trust her.’

  You agree to Tanith's bargain, and she hands over your Staff and Backpack.29 ‘Follow me,’ she says, opening a door to her right. You both rush through and she closes it behind you, dropping a bar across it to delay your pursuers. You are in a small, sparsely furnished chamber.

  ‘The citadel is honeycombed with secret passages that wind into the hill it stands upon. We will take one of these routes,’ she says, confidently. She walks to the centre of the room and takes hold of an iron ring that is attached to a flagstone. She pulls on the ring, lifting the flagstone away to reveal a dark passage below. She takes a torch from the wall and enters the passage. ‘Come now, they will soon be on our heels.’

  You follow without hesitation.

  Turn to 292.

  [29] Make sure to restore your Wizard's Staff, Backpack, and Backpack Items to your Action Chart.

  246

  The soldier Mantiz springs into action, rushing forward to meet your charge. It is a swift and deadly opponent, and you will need all your skill to break through the dizzying slash and thrust of its large forelegs and nipping pincers. You cannot evade and must fight the soldier Mantiz to the death.

  Soldier Mantiz: COMBAT SKILL 14 ENDURANCE 10

  If you win the combat, turn to 290.

  247

  A piercing cry wakes you with a start. The sickly, old Shianti priest is sitting bolt upright in bed, silhouetted by the pale rays of the moon that shine through the high window of your cell.

  ‘A vision, a vision,’ he cries, ‘sent from my masters.’ He turns and points a gnarled finger towards you. ‘You … ’ he shouts, ‘you must be helped … Come closer, young one.’ He rises to his feet, stumbles towards you and whispers in your ear. ‘I would repay your kindness,’ he says, leaning forward. ‘No doubt, you and your friend wish to escape from this terrible place?’ he asks. Quickly you nod your assent; pressing the old man
to continue. ‘In my time here, I have learned the safest route of escape. Other prisoners have told me of it.’ His strained, bloodshot eyes pierce yours with a mad ferocity. ‘I know no way of passing through the door of this cell, but the way beyond the dungeon door is — ’

  Suddenly he gives a great sigh and falls to the floor. With tears in your eyes, you turn to Shan, who looks anxiously at you. ‘He is dead,’ you say, sorrowfully. The merchant hangs his head. ‘Then we are doomed,’ he groans.

  Turn to 62.

  248

  You slash the tip of your Wizard's Staff across the tendril that is wrapped around your ankle. At the cost of 1 WILLPOWER point,30 you burn through the tough vine and free your foot. You clamber to your feet only to see the tendrils of another Yaku plant snaking towards you.

  With a frightened yell Shan falls to the ground; a Yaku tendril is coiled around both his legs. He hacks at it desperately with his sword.

  If you wish to free Shan by attacking the tendril that drags him towards the waving spines of the Yaku, turn to 204.

  If you wish to strike at the heart of the Yaku plant that attacked you, turn to 229.

  If you wish to loose a bolt of energy at the centre of the Yaku plant attacking Shan (at long range), turn to 254.

  [30] 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).

  249

  Dodging around the limestone pillars, you enter a sloping defile. It is very steep and requires considerable effort, reducing your climb to a crawl.

  Finally, you reach the top and pause for breath. The narrow pass opens on to an open plain of sun-baked rock and cracked stones, broken only by sparse lines of gullies and ravines.

  You turn and look back along the pass. Shan has fallen far behind, having covered less than half the distance up the slope. To your horror and amazement, you see a creature enter the far end of the defile. It is the wounded Quoku, its body caked with black blood. The creature refuses to die! It creeps along painfully, drawing inexorably nearer to Shan who seems unaware of the danger below.

  If you wish to shout a warning to Shan, turn to 282.

  If you would prefer to hurry to his side, turn to 257.

  250

  Since the corpse of the Shianti priest is still in the dungeon with you, you decide to summon his departed spirit and ask for its aid. With a wedge of rock, you scratch out a ragged pentacle in the dirt of the dungeon floor. Taking a deep breath, you slowly and carefully fall into a trance state. You focus on the body of the dead priest, sending out an echoing call to the spiritual plane. Your mind fills with the groaning cries of disembodied spirits and visions of phantoms with strange, pale faces.

  Shan the merchant backs away in terror as the translucent Shade of the old priest materializes above its discarded, earthly body, shimmering with a silvery light that illuminates the darkness of the cell. ‘I have come, Grey Star,’ the Shade says in a hollow voice. ‘My aid I give thee, but you must pay the price of the dead if I am to free you. Wilt thou pay this price?’

  Your heart is full of fear as you realize that you must agree to the dead man's price without knowing what it will be.

  If you wish to accept the dead priest's bargain, turn to 326.

  If you feel that you must refuse, turn to 305.

  251

  Just as the two soldiers break through the wall of injured and fleeing people, the illusion takes effect.

  ‘Let me down. Let me down!’ an old woman croaks angrily. The approaching warriors and those who carry you on their shoulders stare at you in disbelief. You have transformed yourself into an old woman carrying a walking stick, or at least that is what the others see.

  ‘Torment a poor old woman would you?’ you screech, thumping those nearby on the back, slapping a few heads and tweaking an ear or two before prodding a Shadakine warrior with your Staff. ‘And as for you,’ you cry indignantly, ‘have you no shame? Order this rabble to let me down and show some respect for a woman of my years.’ With this, you begin another shower of slaps and thumps to the great amusement of the Shadakine.

  Slowly, you are lowered to the ground. Grumbling, you hobble away while puzzled and suspicious eyes look on. However, the Shadakine Warriors are completely fooled, slapping their thighs and roaring with laughter as the stunned crowd disperses in angry silence. A sense of unrest emanates from those who remain behind, and you know that you must leave the harbour area quickly, before your illusion is challenged. An illusion is easily dispelled by one who disbelieves in the image or picture that Enchantment places in the mind, and a visual illusion is hard to maintain for long periods, as details tend to fade and waver after a time, losing their consistency and revealing flaws to the cynical observer.

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

  If you would prefer to turn into a dark, narrow street leading from the harbour area, turn to 40.

  252

  You enter the shack and see dust-laden furniture and a clutter of spades, picks, and sieves stacked in one corner. Suddenly a yellow-spotted lizard scuttles out from under the table and dashes towards you.

  ‘It's all right,’ says Shan. ‘It's a Jerbokan — they're harmless.’ The frightened lizard scampers past you and out through the door.

  Shan begins to rummage around while telling you that the former occupants were probably jade prospectors, since the Azan River is said to carry deposits of jade, the precious stone used to make Noble pieces. He finds some appetising smoked meat and shares it equally, offering you enough food for 5 Meals. (Remember to mark these on your Action Chart.) A further search reveals nothing else of value, and you leave the shack.

  Turn to 327.

  253

  You have climbed only halfway up the steps when the door at the top is thrown open by a Shadakine guard. He regards you with shocked surprise.

  If you wish to turn and run back down the stairs and head for the other stairway, turn to 80.

  If you wish to attack the Shadakine guard, turn to 324.

  254

  With your eye, you trace the tendril that holds Shan back to the main stem. Taking careful aim, you fire at the heart of the plant, destroying it easily at the cost of 2 WILLPOWER points. Immediately Shan is released and he scrambles over to your side as two more creepers wind themselves around your legs. The creepers belong to different Yaku plants, and you feel yourself being pulled in two directions at once. Again you drop to the ground and howl in agony as the two Yaku plants attempt to wrench your body apart.

  Turn to 279.

  255

  The speeding chariot swerves into a skid and turns over onto its side, throwing the two Shadakine warriors from the vehicle as it flips over. Unfortunately, they are both unharmed, and they jump quickly to their feet and charge towards you, scimitars drawn. It is too late to avoid the attack and in order to protect your unarmed companions, you must fight the Shadakine to the death!

  2 Shadakine warriors: COMBAT SKILL 15 ENDURANCE 25

  If you win the combat, turn to 75.

  256

  The Quoku keep their distance, circling above your heads in lazy spirals. You crouch behind the cover of the large, overhanging rock, trying to guess their next move. ‘Why don't they attack?’ asks Shan. ‘You must have given them a scare. Perhaps they've given up?’

  ‘They're surprised, not scared,’ you reply. ‘They're planning their next move. While we're holed up in these rocks they lose the advantage of attacking from the air; we're too enclosed for them.’

  Daylight has almost faded when the Quoku fly in a line t
owards you, each one coming as close as it dares before turning away. Soon they are swooping so close that you find it hard to resist the urge to duck.

  A large rock crashes to the ground by your feet, followed by another. ‘They've been ranging-in on us,’ you say, ‘judging the distance before hurling rocks at us.’ Another rock thuds to the ground, dangerously close.

  ‘Their aim is improving,’ Shan remarks.

  You cannot remain where you are any longer: you are sitting targets. You resolve to make a break for it, and begin to judge the frequency of the stone-throwing Quoku. ‘Now — run!’ you shout to Shan.

  You burst out into the open to a cacophony of Quoku cries. In seconds, you realize your mistake: you have played into their hands. Poised on top of the overhanging rock is the largest Quoku you have ever seen. The huge monster rears up, its yellow eyes glaring with hatred, the poison glistening upon the warts of its slime-encrusted flesh. It leaps and swoops down on you.

  If you wish to stand and fight the Quoku as it hurtles upon you, turn to 281.

  If you prefer to keep running, turn to 107.

  257

  You drop back down the slope, half running, half sliding on the gravel of the gully. With Shan at your back, you confront the unyielding Quoku once more.

 

‹ Prev