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The Forbidden City

Page 3

by Ian Page


  Example

  The Combat Ratio between Grey Star and the Deathgaunt has been established as −5, and Grey Star's WILLPOWER points used as 2. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

  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

  The room is silent. Okosa, the Kundi king, his servants, and Urik, the old Shaman of the Kundi tribe, look on intently as you concentrate on the strange riddle. Suddenly, the solution crystallizes in your mind.

  Wise Shianti and Kundi man,

  Look eye to eye …

  Of course! The eyes of the Shianti race have pupils like mirrored glass. Anyone looking into the eyes of a Shianti would see himself reflected there.

  Shianti man see Kundi man

  But what does Kundi see?

  The Kundi man would see himself!

  You give your answer. At once, the tension in the atmosphere evaporates. The expressions on the faces of the assembled Kundi men change to a mixture of awe and respect, and Urik bows low. ‘Welcome friend,’ he says, simply.

  King Okosa steps forward and grips your hand firmly. ‘Forgive us,’ he says. ‘These troubled times … Shadakine wear many disguises. Evil have many faces. We give all help to Shianti child now we know he speak truth.’

  You breathe a great sigh of relief, for without the aid of the Kundi your quest is doomed to failure. Only the eyes of a Kundi man are able to see the magical Shadow Gate, the door you must open before entering the realm of the Daziarn Plane where the Moonstone of the Shianti is hidden.

  The exhaustion and fatigue of your adventure on your way to the cloud forest floods through you like a great wave that washes through your tired limbs. Before you can speak your thanks, you fall into a faint.

  Through the haze of a dream, your senses pass from sleep to waking. Opening your eyes, you see the wrinkled face of Urik, gazing intently into your own. ‘How … how long?’ you falter.

  ‘Three days. Three nights. Deep sleep have healing ways — is true?’ Urik replies. You sit up in the hammock that has been your resting place these past three days and look around. Bright sunlight streams in through the window of the wooden chamber. The events of the past weeks rush through your mind. With some surprise, you note that your body is unmarked after the horrors of your ordeal. Even the Mantiz bite on your leg has disappeared.

  ‘Kundi magic,’ Urik explains, mysteriously. Your tattered, grey robes, washed and repaired, are laid out for you, and when you have breakfasted on fresh rainwater and honey cakes, you are led out to meet King Okosa once more. You marvel at the breathtaking beauty of the cloud forest that is the home of the Kundi people. Urik leads, shambling along with his comical, bow-legged walk and toothless smile and you cross the wooden walkways that connect the tree houses of the Kundi. They nestle amongst the highest branches of giant Azawood trees, whose towering heights and leafy peaks draw moisture from the clouds themselves: the wooden turrets of a forest castle surrounded by an ocean of cloud.

  Illustration I—The wooden turrets of a forest castle, surrounded by an ocean of cloud.

  You are brought before the Kundi king once more. He and his advisers are gathered in the largest of the tree houses and old Urik ushers you in. ‘You are well?’ the king asks. You nod your head and thank him and his people for treating you with such kindness.

  ‘Long ago,’ the king continues, ‘before Wytch-king, Shasarak, rose in the north, the Shianti and Kundi tribes — great friends. Shianti need magical sight of Kundi to look into other worlds, see other planes. Only Shianti can go there. Only Kundi can see there … We help each other. Learn many things. But when Shianti leave, Wytch-king lead Shadakine peoples against us, burning the forests of our home in Mountains of Lara. Now, Shianti send great wizard to destroy evil Wytch-king, throw down Shadakine. Kundi men give all their help, in honour of our friendship. How we aid you?’

  ‘I must travel to the Daziarn plane and reclaim the Moonstone of old,’ you reply. ‘My masters tell me that I must seek out the Shadow Gate, the doorway that is invisible to all but the eyes of the noble Kundi. I ask you for a guide to take me there.’

  The king creases his brow. ‘Shadow Gate come and go; never in one place for long,’ says King Okosa. ‘Kundi eyes must see far; make prophecy for next place Shadow Gate appear. Only the keenest eyes among us can help you. I will name your guide.’ You search amongst the faces of those present, wondering which of the brave Kundi men will be chosen. ‘Grey Star, I give you Urik the Wise,’ says the king, with a gesture of the hand.

  You look with some surprise at Okosa's choice. Urik smiles back, a great toothless grin, and bows humbly. The Shaman looks far too old and frail to be able to face the likely dangers ahead, but without the ‘sight’ of the ageing Shaman, your quest is hopeless. Perhaps, you think doubtfully, he has other talents?

  ‘Waste no time. Start now,’ Urik says. ‘Urik find Shadow Gate. Wizard see some Kundi magic now!’ He flashes you a sly smile. Not for the first time, you get the feeling that Urik is mocking you with his jibes about magic and wizards, as if he knows some great secret that others do not.

  ‘I work a great spell,’ he announces to everyone, like an actor addressing an audience. ‘Stand back! Give me room! I must find the Shadow Gate.’ A large circle forms and you watch Urik stride to the centre, his tail lashing and eyes glaring. You watch with some curiosity as he turns around and around, slowly at first, gradually increasing speed. He breathes deeply and often, hissing as he expels each breath from his lungs. Rags and feathers flutter and the tiny bells that he is wearing ring furiously. Soon, he is shouting and gibbering like a lunatic, arms waving in the air. You are barely able to suppress a snort of laughter but quickly check yourself, noticing that the Kundi look on with sombre expressions. Suddenly, Urik gives an ear-piercing scream, ceases his crazed, whirling da
nce, and spins to the floor, where he collapses in a heap. Startled, you go to help him but feel a restraining hand on your arm. ‘No,’ a young Kundi man whispers. ‘It is the trance. The rite is over — the visions come.’

  ‘You mean there's more!’ you exclaim. Indeed, the show is not yet over. Urik has been silent for a short time, save for the panting of his protesting lungs. He sits up, straight-backed and stiff-limbed, his eyes wide and staring.

  ‘I see mountains!’ he moans. ‘Black mountains! And beyond … a wide valley, dead land, ash and dust. Everywhere darkness, darkness and … I … I see it — the Shadow Gate — beneath the light of a full moon.’

  After heated discussion, all are agreed that the black mountains of Urik's vision must be the infamous Mountains of Morn, and the dead lands beyond, Desolation Valley, a wasted plain that lies on the other side of the mountains — the site of an ancient calamity. As Urik saw a full moon shining above the Shadow Gate, the Kundi are sure that it will appear somewhere in Desolation Valley at that time.

  ‘Already it is the time of the new moon,’ says King Okosa.

  ‘Two weeks,’ you breathe.

  ‘Two weeks, Grey Star,’ says the king, ‘and two hundred miles of Shadakine country, difficult mountains, and unknown wilderness, lie ahead. You have little time.’

  ‘What do you think, Urik?’ you say.

  Urik's ugly old face breaks into a knowing smile. ‘Little time … much to do!’ he says, jovially. ‘Urik have plan — cover many miles in just one day, leave Azanam far behind.’

  ‘But how?’ you ask. ‘When?’

  ‘Great wizard must learn much patience,’ he replies. ‘You will see. Be ready to leave tomorrow at first light.’ Urik will say no more and quickly leaves. You turn to the Kundi king. He merely shrugs his shoulders.

  ‘Ways of the wise are strange,’ he says, ‘and who dare question the path of wisdom?’ he finishes, cryptically. Like many Kundi sayings, it is one that begs no answer. It seems you have no choice other than to wait until tomorrow's dawn to find out the Shaman's plan.

  Turn to 126.

  2

  Urik has routed out a supply of Lianor and hands you three of the blue tubers. Each tuber counts as one Meal and you store them in your Backpack. You set off at once, for the success of your quest depends on haste.

  You travel for two days, through the swamp forest, clambering over a jumble of twisted roots. It is a tiring journey.

  If you have the Magical Power of Alchemy, turn to 45.

  If you do not have this Power, turn to 71.

  3

  You draw out the Pipes and blow but no sound emerges. Despite your brave efforts, you are cut down by the brutal Shadakine before the howling mob has reached you.

  Your quest has failed and your life is over.

  4

  A vast, amorphous mass of slime and mud, wreathed with vines and dead vegetation, rises up out of the quagmire you have just passed. It reaches out and grabs you while you remain entranced, and presses you against its filth-encrusted body in a crushing bear hug. (Lose 2 ENDURANCE points.) You are being held by a Swamp Giant and it intends to squeeze the life out of you.

  Illustration II—A mass of slime and mud rises up out of the quagmire; it is a Swamp Giant.

  Swamp Giant: COMBAT SKILL 16 ENDURANCE 30

  If you win the combat, turn to 65.

  5

  Pick a number from the Random Number Table.

  If you possess the Magic Talisman of the Shianti, add 2 to this score.

  If you possess the Silver Charm of Jnana the Wise, add 1 to this score.

  If your total is now 0–7, turn to 236.

  If your total is now 8–12, turn to 74.

  6

  A wizard skilled in the use of Sorcery is able to use the power of a Mind Gem.

  If you possess this Special Item, turn to 238.

  If you do not have a Mind Gem, turn to 55.

  7

  Still within the vision, you point towards the Element of Air. It floats towards you and you feel it entering the domain of Earth. The use of this Magical Power has cost you 2 WILLPOWER points.

  When you open your eyes, you see that the Shadakine have already reached the edge of the lake. Their leader shouts commands and they move into position, loading their weapons and preparing to fire. There is no sign of the Air Elementals.

  The Shadakine leader gives a shout and the Shadakine warriors release a volley of crossbow bolts in your direction. Instinctively, you and Urik dive to the ground. You are dismayed; it seems that the Elementals have failed you. Then suddenly, a burst of astonished cries comes from the Shadakine as a colossal gust of wind tears past you. Looking up, you watch as the volley of quarrels is swept up and away by a whirlwind of dust and debris. The Elemental stands, man-high before you, the faint outline of a pair of eyes shining up from within the depths of its form. It is a Whirlghast, and the bolts of the Shadakine are unable to pass through it.

  ‘Urik,’ you call, ‘can we do anything about the Eijalfish?’ Another volley of bolts flies towards you, but they are spun in all directions by the Whirlghast. Urik produces a small boomerang from his tunic. Its edge is lined with a row of razor-sharp teeth. ‘I try,’ he says.

  Taking careful aim, he throws the boomerang towards the eyestalks of the Eijalfish. His aim is true; the boomerang slices an eye from its stalk before returning to land at his feet. Green blood marks the spot where the Eijalfish once lingered. ‘We go now?’ Urik asks, a mischievous grin on his face as he bends to pick up his weapon.

  Turn to 74.

  8

  When you regain consciousness you find yourself in a bed in the Shadakine fortress. Urik is with you, his eyes full of concern. ‘How did I get here?’ you ask.

  ‘Samu, he carry you here. Him big man … fierce warrior.’

  ‘How did the battle go?’ Urik tells you of the victory of the Freedom Guild and the complete rout of all Shadakine forces within the city. A small blow has been struck for freedom against Shasarak, the evil Wytch-king.

  Turn to 133.

  9

  You slip into a deserted side street, Urik tut-tutting in your ear.

  ‘Such noise! Such fuss! Wizard like to prove himself, eh?’

  You give Urik a hard stare but resist the urge to snap back at him. ‘How are we going to get out of here?’ you mutter.

  ‘Who knows; start another fire perhaps?’ replies Urik, sarcastically. You turn to face Urik and begin to argue until suddenly Urik falls quiet and pales; he points behind you. You turn to see a tall shadow looming towards you out of the darkness, a huge, bloody broadsword in one hand.

  Turn to 211.

  10

  The great shambling mass moves ponderously towards you. You can discern the outline of arms and legs but no more. It reaches out, seeking to hug you in a deathly embrace.

  Swamp Giant: COMBAT SKILL 16 ENDURANCE 30

  If you win the combat, turn to 65.

  11

  The gap in the undergrowth that leads into the clearing is very narrow and the Shadakine can pass through only a few at a time. Three Shadakine warriors charge towards you, bellowing a savage battle-cry. To your surprise, Urik produces a small boomerang edged with razor-sharp teeth. He wields it with great skill and accuracy. With a stunned cry, the first of the Shadakine falls to the ground, his sword arm severed by Urik's deadly weapon. Two Shadakine remain and you must fight them as one enemy.

  Shadakine Warriors: COMBAT SKILL 18 ENDURANCE 24

  If you win the combat, turn to 82.

  12

  Since the swamp region is an infertile place unlikely to yield food, Urik hands you enough Lianor for three Meals. Each tuber counts as one Meal and you store them in your Backpack. As you descend the hill, the air becomes increasingly humid, impairing your breathing. You step onto the mud flat and begin to make your way across. You have travelled no more than a mile when, suddenly, Urik sinks into a bog. With great effort, you manage to pull him free. An
other mile or so and it is you who stumbles into a bog. Fortunately, Urik acts quickly and pulls you to safety. Solemnly Urik informs you that the bogs are likely to become more frequent from now on. If you should both become trapped at the same time, there will be no escape.

  If you have the Magical Power of Prophecy and wish to use it to lessen the danger, turn to 67.

  If you do not have this Magical Power, or if you do not wish to use it, turn to 89.

  13

  You leave your state of trance in time to see a large greenish mass of slime and mud rise from the mire. You step back and prepare for combat. The amorphous mass of dead vegetation and trailing creepers is a Swamp Giant and it is hungry for your blood.

  Turn to 10.

  14

  You locate the glow of the Kazim Stone. There, you encounter the mind of the Shadakine Wytch, intent upon her labours over the Stone — so intent, in fact, that she fails to notice your presence, hovering at the edges of her mind, gauging its power.

  Turn to 142.

  15

  The answer comes swiftly. A crossbow bolt sings through the air, released by a Shadakine who is hidden by the tall marsh grass. The Ooslo screeches with pain as the bolt penetrates its body.

  You, Urik, and the wounded Ooslo drop like a stone towards the murky waters of a shallow lake that is dotted with small sand banks. As you fall, you pray that the water will be deep enough to save you.

 

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