War of the Wizards (10 page)

Read War of the Wizards Online

Authors: Ian Page,Joe Dever

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

War of the Wizards
by Joe Dever and Ian Page
81

You glance down at the Moonstone. Shocked, you see that it contains an absolute blackness. It is lifeless and still and the comfortable presence it once radiated is gone. The Moonstone is reflecting the evil nature of the environment that surrounds it.

If you have the Magical Power of Necromancy and wish to begin an incantation to ward off evil,
turn to 146
.

If you have the Magical Power of Prophecy and wish to use it,
turn to 169
.

If you have the Magical Power of a Visionary and wish to use it,
turn to 177
.

If you prefer not to use any magic,
turn to 213
.

War of the Wizards
by Joe Dever and Ian Page
82

Tanith and Kuna rush to stand at your side. She bares a small dagger but he is unarmed. The reptilian demon hurls himself at you with a fearsome scream. You cannot evade combat as this would mean leaving Kuna and Tanith to face the pack alone.

Reptile Demon of the Plains:
COMBAT SKILL
 21   
ENDURANCE
 22

If you win the combat,
turn to 163
.

War of the Wizards
by Joe Dever and Ian Page
83

Now that you know where the mechanism is you are able to reach out to it with the power of your mind. At the cost of 2
WILLPOWER
points you are able to trigger the mechanism of the great stone doors.

Turn to 32
.

War of the Wizards
by Joe Dever and Ian Page
84

Fearing conflict so early in your journey, you drink the bitter potion of Invulnerability. Soon your body begins to glow with a strange blue light: the protection is complete. Remember that the effects of the potion will fade after a few hours. Remove the Potion of Invulnerability from your
Action Chart
, although you may keep the empty Vial, which may be stored in your Herb Pouch or in your Backpack.

Turn to 90
.

War of the Wizards
by Joe Dever and Ian Page
85

You ponder the choices open to you. While you agree with Tanith that it would be safer to take cover behind the ridge, it pains you to see another human suffer.

If you wish to go to the Masbaté's aid,
turn to 97
.

If you prefer to leave the man to suffer while you hide behind the ridge that overlooks the lake,
turn to 116
.

War of the Wizards
by Joe Dever and Ian Page
86

Summoning all your strength, you fight against the fast-moving current of the River Dosar, tugging off the armour. You manage to swim to the other side and drag yourself ashore, panting for breath. A short distance away you can see Samu. Hauling yourself to your feet, you stagger over to him.

‘Grey Star!’ he gasps. ‘You succeeded?’

‘Call your men. We must retreat. Look!’ you cry hoarsely, gesturing across the river. ‘I have brought the demon plague. We must flee while they and the Shadakine fight.’

It is as you say. Across the river the demons do awful battle with the Shadakine. Samu springs into action, blowing upon a horn and sounding the retreat. The Masbaté retire. The Shadakine cannot pursue while the whole demon horde is attacking them. Nevertheless you must destroy the bridge to prevent pursuit should the Shadakine, who number in their thousands, defeat the demon plague too soon.

If you have the Magical Power of Elementalism and wish to use it,
turn to 314
.

If you are versed in the Higher Magick of Physiurgy and wish to use it,
turn to 7
.

If you are versed in the Higher Magick of Thaumaturgy and wish to use it,
turn to 26
.

If you do not possess any of the above Powers, you must attack the bridge with your Staff;
turn to 175
.

War of the Wizards
by Joe Dever and Ian Page
87

Despite the seriousness of the gaping wound in its side, the loathsome creature continues to resist you. Suddenly you are thrown forward, hurled to the ground in a flurry of kicks and blows. A razor-sharp pincer bites into your shoulder and you lose 3
ENDURANCE
points. The other three demons have pounced on you from behind while you fought.

Thankfully, you have managed to retain a grip on your Staff. You must fight the four demons to the death. Due to the surprise of the attack and the disadvantage of having to fight your way back to your feet you must subtract 2 from your
COMBAT SKILL
for the duration of the combat.

Four Demons of the Plains:
COMBAT SKILL
 21   
ENDURANCE
 34

If you win the combat,
turn to 251
.

War of the Wizards
by Joe Dever and Ian Page
88

You take careful aim as the snake flies overhead and, at the cost of 2
WILLPOWER
points, release a beam of magical flame. With a piping cry it falls to the ground. The other Flying Snake swerves and heads east, flying high in the sky ahead of you.

If you have 2
WILLPOWER
points and wish to fire at the remaining Flying Snake with your Staff at long range,
turn to 64
.

If you wish to ignore it,
turn to 228
.

War of the Wizards
by Joe Dever and Ian Page
89

With Tanith at your side, you begin to run with all the speed you can muster. You run along the rim of the rise that overlooks Lake Dolani, hoping to reach the river that fills the lake and effect a crossing there. Chancing a brief look over your shoulder, you see the demon horde in pursuit. Looking ahead once more, you sight a band of tall, black-skinned men in the distance, heading towards you. They are Masbaté warriors, come to save their brother bound by the lake. Panting wildly, you look back to see the demon horde closing the distance between you. Their terrible, inhuman cries are now within range of your hearing and it seems probable that the evil horde will reach you before the Masbaté do.

If you wish to stop and turn to attack,
turn to 141
.

If you wish to try to reach the Masbaté before the demons reach you,
turn to 299
.

War of the Wizards
by Joe Dever and Ian Page
90

You spur your horse into a gallop and hurtle towards the demons. Already you can make out the details of their hideous forms: half-men, half-beasts, with evil eyes and glistening fangs. Soon a gap of only a hundred paces stands between you. There are ten of them and they thirst for your blood.

If you wish to charge the demons,
turn to 98
.

If you wish to avoid the demons,
turn to 106
.

If you wish to attack them at long range with your Wizard's Staff,
turn to 114
.

War of the Wizards
by Joe Dever and Ian Page
91

The power of invulnerability is an immense feat, requiring great effort. You concentrate your will upon strengthening the fabric of your body, immersing it in waves of Sorcery. Your body begins to glow with an eerie blue light. You stand back and look with disdain on the first of the demons, the toad beast, as it hurls itself at you. Its initial blow has no effect on you. Instead the creature howls in pain and clutches at its clawed hand, hurt from the impact of your iron flesh. The remaining demons make similar attempts to harm you, all with the same result. When all their efforts have proved futile they begin to back away, cowering with fear beneath the intensity of your unflinching gaze. Impressive as this power is, it has cost you 4
WILLPOWER
points. You raise your Staff, ready to strike at the nearest of the demons, a vile, hunched figure with snapping, crab-like pincers and a shiny, purple body like a huge beetle. However before you can strike, all four vanish. They do not return.

Turn to 99
.

War of the Wizards
by Joe Dever and Ian Page
92

Your whole body glows with the Moonstone's protection.

‘Afraid to fight?’ Shasarak mocks. He does not attack for the moment. Instead, he reaches into the air and produces his own Wizard's Staff; it is long and black. He weighs it casually in his hand. ‘Shall we duel now, Grey Star? Or will you stand forever within that damnable light, afraid to fight?’

The voice of Agarash booms from the wall of fire at the end of the hall. ‘Who is it that is really afraid to fight, Shasarak? Tell me that!’

‘Be silent, Demon,’ Shasarak commands. ‘I'll have this young viper yet.’

If you wish to duel with Shasarak,
turn to 131
.

If you wish to throw some of the Moonstone's power at Shasarak and have 1
WILLPOWER
point with which to do so,
turn to 145
.

War of the Wizards
by Joe Dever and Ian Page
93

The toad demon comes snarling and slavering at you, its arms outstretched, long-nailed claws flexing to rake at your flesh. Suddenly it leaps. You step to one side and slam your Staff into its torso, inflicting a dark, oozing wound. It howls in pain and turns clumsily. You lift your Staff to strike the creature once more as it faces you with small, red eyes that stare malevolently. You swing your Staff but you strike nothing. The demon has vanished leaving only the echo of its tormented scream and the stench of its acrid breath. The three remaining demons advance slowly towards you, gibbering with obscene delight. Using the momentum of your swinging stroke at the toad demon, you spin round to face the three hideous creatures in one fluid movement. They falter, and then step back in fear, clinging to each other and shrieking. Suddenly Tanith shouts a warning. There is something close behind you. You turn, Staff upraised, muscles tensed, ready to spring at the injured demon that has magically materialized behind you.

Turn to 28
.

War of the Wizards
by Joe Dever and Ian Page
94

You are completely surrounded. There is no escape. Despite your high degree of skill in combat you cannot hope to win against such overwhelming odds. The demons swarm over you like ants, killing you mercilessly.

You have failed in your quest.

War of the Wizards
by Joe Dever and Ian Page
95

With this change of direction, you increase your pace, but the burning heat drags at your every step and soon you are soaked with perspiration. You stop to draw breath; you look over your shoulder to discover that the lone figure is nowhere in sight. Yet there is no tree, rock, or bush anywhere to hide behind. You are suffering from heat exhaustion and must lose 2
ENDURANCE
points. Your current course is taking you away from anywhere you want to be.

If you wish to head east, in the direction of the city of Shadaki,
turn to 14
.

If you wish to go south, towards the Army of the Freedom Guild,
turn to 36
.

War of the Wizards
by Joe Dever and Ian Page
96

Your body is numb with exhaustion. You stumble once again … and fall. With wild gleeful cries, the pack reaches you before you are able to rise. Your last moments are spent regarding the multitude of crazed, hideous faces that crave only your death.

Your life and your quest end here.

War of the Wizards
by Joe Dever and Ian Page
97

You tell Tanith that you have decided to help the Masbaté and start down the slope. Reluctantly she follows. You reach the man and begin untying the ropes that bind his wrists and ankles. He mutters his thanks in a faint voice and, with your help, he half-crawls, half-stumbles towards the lake, where he begins to drink thirstily. You and Tanith do the same, quenching your day-old thirst with relish.

The Masbaté's name is Kuna. He tells you that he was captured while fishing alone on the banks of the Dolani River, by a number of the demons that still roam the Lissan Plain. He has lain bound since that time.

‘The hellspawn knew that my Masbaté brothers would come for me and hoped to trap them in the narrow confines of this enclosed region. But tell me, who are you? Why are you here?’ he asks.

Before you can reply, Tanith shouts a warning. Her face is horror-stricken. You turn around, barely able to suppress a shocked gasp at what you see. A ring of grisly beasts lines the curving slope before you in a wide semicircle. ‘This is the demon plague,’ you whisper.

The steady croon of hellish voices grows as the evil horde gloats at the utter hopelessness of your position. You are enclosed by a force that numbers almost a hundred. With a terrible cry, a pack of demons rushes towards you. Each of the creatures has a different but equally misshapen form. Some are like strange toad beasts; others are malformed apes with stunted limbs and a shambling gait. The leader of the pack is a large, slimy reptile with a tortured human face. Only moments remain before the pack of demons is upon you.

If you wish to fire with your Wizard's Staff at the leader of the pack in a long-range attack,
turn to 288
.

If you wish to stand and receive the charge,
turn to 82
.

War of the Wizards
by Joe Dever and Ian Page
98

With a fierce cry you charge, eyes flashing, Staff blazing. The demon pack comes to a startled halt, amazed at the audacity of your move. You close the gap between yourself and the pack in moments … and then the charge hits home.

If you have recently drunk a Potion of Invulnerability, or if you have the protection of Thaumaturgy,
turn to 118
.

If not,
turn to 128
.

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