Read Grey Star the Wizard Online

Authors: Ian Page,Joe Dever

Tags: #Fiction, #Fantasy, #Grey Star the Wizard, #Magnamund

Grey Star the Wizard (24 page)

Grey Star the Wizard
by Ian Page and Joe Dever
330

As the Quoku dives towards you, you suddenly change direction, sprinting towards an overhanging rock-face that will shield you from attack. As you dive into the hollow space beneath the overhang, you turn to see the creature screech with horror as the low curve of its high speed dive brings it on a collision course with the ceilinged wall behind. It flaps its wings desperately, climbing at an acute angle and only just gaining enough height to clear the wall. Shan gives a shout of delight. ‘Quick thinking,’ he says, laughing through his fear. ‘Maybe these bird-brained frogs are a bit stupid, eh?’

You smile and give him a reassuring nod. Privately, you are not so sure that they are.

Turn to 256
.

Grey Star the Wizard
by Ian Page and Joe Dever
331

A deft blow with your Staff wounds the Quoku, making a long slash across its soft underbelly which you can see as it flies over your head. The Quoku clutches at its wound and tumbles to the ground, but it quickly recovers and launches itself once again into attack, crying with the fury of an animal in pain.

If you wish to fight the Quoku,
turn to 307
.

If you would prefer to evade combat,
turn to 182
.

Grey Star the Wizard
by Ian Page and Joe Dever
332

With fear surging through every nerve, you dart into the east tunnel. The insect horde sweeps towards you, and a soldier Mantiz, faster than the others, reaches out and claws at your leg, raking a crimson weal of pain along your calf. With a howl of agony, you stumble and — half diving, half falling — roll along the ground, twisting to face the creature as it rears up before its prey.

If you have 2 or more
WILLPOWER
points with which to use your Wizard's Staff,
turn to 96
.

If you do not,
turn to 9
.

Grey Star the Wizard
by Ian Page and Joe Dever
333

You are walking along a steeply sloping passage that grows darker as it heads deeper. It is almost pitch black when you come to a vast open cavern. With fear in your heart, you step into the cavern, your feet squelching on the filthy, black mud that is the floor.

Turn to 259
.

Grey Star the Wizard
by Ian Page and Joe Dever
334

You reach the end of the sloping passage. It opens into a larger tunnel that divides and curves away to the left and right. As you look around, you realize where you are.

You have entered a Cave Mantiz nest. The Cave Mantiz live in colonies below ground in much the same way as their smaller cousins, the ants. They burrow their nests out of hard stone, dissolving the rock with a potent acid stored in their bodies. If you can find your way through the maze of the nest, you should be able to reach the surface above the Wall of Azakawa and enter the Azanam.

If you wish to take the left passage,
turn to 222
.

If you wish to take the right passage,
turn to 234
.

Grey Star the Wizard
by Ian Page and Joe Dever
335

You realize that there is no hope of Shan's survival. You have lost a valued friend, and now you must continue your journey alone. You pick your weary way around the ravine and press on towards the Shenwu Falls.

Turn to 294
.

Grey Star the Wizard
by Ian Page and Joe Dever
336

The Suhnese are rushing in all directions as the Shadakine rain sword blows on anyone unfortunate enough to be standing too close. Quickly you survey the scene. You note that there are two exits from the harbour area: one is the main entrance, but this is blocked by the cruel Shadakine who seek to control the riot; the other is a narrow street.

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

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

Grey Star the Wizard
by Ian Page and Joe Dever
337

You leap into attack, causing the Quoku to release the unconscious Shan.

Wounded Quoku:
COMBAT SKILL
 14   
ENDURANCE
 18

If you win the combat,
turn to 44
.

Grey Star the Wizard
by Ian Page and Joe Dever
338

You head down the corridor with Shan following close behind. Two stairways lead from the corridor, and you must choose which to take.

If you have the Power of Prophecy and wish to use it,
turn to 92
. (Note down this section number 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 212
.

Grey Star the Wizard
by Ian Page and Joe Dever
339

As you approach the bar, the innkeeper booms out in a loud voice, ‘Greetings, young stranger. What is your pleasure?’

You order a mug of ale, which costs 1 Noble. (Remember to mark this from your
Action Chart
.)

If you wish to begin a conversation with the innkeeper,
turn to 217
.

If you do not,
turn to 105
.

Grey Star the Wizard
by Ian Page and Joe Dever
340

Running west along the empty corridor, you notice that the tunnel begins to slope upwards. As it narrows, you see a group of worker Mantiz ahead, intent on some task. Sunlight streams down through a shaft above their heads. You see that they are boring into the rock in front of them, and suddenly you realize that this passage is unfinished.

A swarm of crawling soldier Mantiz lies behind you, their pace and numbers increasing; you are trapped between them and the wall of the unfinished tunnel. Your only hope is the vertical shaft above the burrowing workers, for you are sure that the surface lies beyond; but first, you must pass the workers.

If you wish to attack them with your Wizard's Staff before they have had a chance to see you,
turn to 298
.

If you wish to try to jump onto the back of a Cave Mantiz standing directly below the opening of the shaft,
turn to 287
.

Grey Star the Wizard
by Ian Page and Joe Dever
341

Without once missing your footing, you reach the other side of the Azan River. You head towards the cliffs but your reactions are slow, and you are becoming increasingly uncoordinated. You slip and fall to the ground. (Lose 1
ENDURANCE
point.)

By the yellow light of the mists of Lake Shenwu, you survey the cliffs once more. The cliffs on this side of the lake are jagged and pitted with myriad cracks and crags.

You decide to try to climb the cliffs at this point. With groping hands, you reach for the small crevices and crannies of the cliff-face. After climbing for a while you see a small cavern directly above your head. Kicking with your feet, you scramble in.

Turn to 8
.

Grey Star the Wizard
by Ian Page and Joe Dever
342

40
With an immense effort of will, you haul yourself up and over the edge of the precipice, scraping your body over the razor-sharp rocks and tearing the flesh of your hands and arms, leaving bloody weals of pain. Blood courses freely down your limbs from these wounds, and you must lose 3
ENDURANCE
points.

Turn to 74
.

[
40
] There is no choice that leads to this section of the book. This appears to be an oversight which is not easily correctable.

Grey Star the Wizard
by Ian Page and Joe Dever
343

You walk along the banks of Lake Shenwu. The easiest point to cross is where the Azan River starts, for Lake Shenwu is its source. The waters here still glint a dirty yellow colour, although the luminous mist is less dense. You lose 1
ENDURANCE
point as a sleepy feeling begins to overtake you.

If you wish to try to wade across the River Azan,
turn to 17
.

If you would rather try to jump across the stepping stones,
turn to 242
.

Grey Star the Wizard
by Ian Page and Joe Dever
344

Soon, you come to a wide basin below the Shenwu Falls and the Great Wall of Azakawa. You are standing by the banks of Lake Shenwu, and in the eerie darkness it is a strange and disturbing sight.

Illustration XVII
—You come to a wide basin below the Shenwu Falls and the Great Wall of Azakawa.

Turn to 43
.

Grey Star the Wizard
by Ian Page and Joe Dever
345

You concentrate, trying to visualize the threat before it happens, but you receive no vision from the future and conclude that whatever is menacing you must be something unknown to your experience. Instead, your mind rings with the warning: ‘Death from above.’ The use of this Magical Power has cost you 1
WILLPOWER
point.

Turn to 61
.

Grey Star the Wizard
by Ian Page and Joe Dever
346

As you and your companions stop to catch your breath, you turn and look behind. The citadel looms high above you, its bleak stone walls crumbling to the ground. It is enveloped by a strange mist, and the shadowy forms of the dead dance around it. Stone by stone they raze the prison to the ground. The shrieks and howls of the Shadakine echo beneath the starlit sky as they meet a grisly death at the hands of their past victims.

‘Was it you who called the dead?’ asks Tanith, her eyes wide. You nod, a chill running down the length of your spine.

‘A horrible death,’ she remarks coolly. ‘Shasarak would have approved.’ She seems unaware of the ironic nature of her statement as you hang your head in shame.

Turn to 199
.

Grey Star the Wizard
by Ian Page and Joe Dever
347

Head bent low, you hurl yourself into the narrow tunnel. It slopes upwards, becoming narrower as it winds and curls like a snake. Ahead you see a lone worker Mantiz coming towards you, holding a large leaf in its pincers. Without hesitation, you dive over the Cave Mantiz, scraping your back against the walls and ceiling of the converging tunnels. A gout of acid misses your body by inches as you tumble to the ground on the other side of the insect. You roll over twice before leaping to your feet once more.

Countless numbers of snapping, malicious insects pursue you, but far ahead you see a dim light which fills you with hope. A faint gust of air blows against your cheek, making you certain that this tunnel connects with the surface. You focus on the dim light and force your aching legs to propel you onwards.

As you draw nearer the flood of light, you see that the tunnel ends at a blank wall. Your spirits sink: are you trapped after all?

Turn to 47
.

Grey Star the Wizard
by Ian Page and Joe Dever
348

You pass into a state of shock, a semi-conscious state that blanks your mind, screening it from the Kazim Stone. Mother Magri gives a frustrated cry. You are beyond her grasp, safe in a realm of oblivion.

Turn to 187
.

Grey Star the Wizard
by Ian Page and Joe Dever
349

It is Tanith, the girl in the service of Mother Magri. She is carrying your Wizard's Staff and Backpack. ‘Grey Star!’ she calls. ‘I've found you at last.’

‘We are trapped!’ shouts Shan. At the other end of the passage you can hear the echo of running feet and the rasping voice of Mother Magri ordering her Shadakine warriors to find you.

If you wish to attack the young girl,
turn to 173
.

If you wish to try to persuade her to relinquish your Staff and Backpack and let you pass,
turn to 245
.

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