War of the Wizards (24 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
317

Taking careful aim, you release a searing ball of flame into the heavens and the leader of the formation falls to the earth, screaming. This attack has cost you 2
WILLPOWER
points. The formation becomes disrupted and confused. An ape-like creature swoops towards you. You cannot evade combat.

Winged Demon:
COMBAT SKILL
 20   
ENDURANCE
 19

Combat lasts for one round only as the creature hurtles past. If the Winged Demon loses more
ENDURANCE
points than you, ignore any
ENDURANCE
points you lose.

If you are still alive,
turn to 287
.

War of the Wizards
by Joe Dever and Ian Page
318

The Shadakine horseman rushes up the hill towards you. You raise your Staff and aim, attempting to shake the weariness that dulls your vision and causes you to totter.

Pick a number from the
Random Number Table
. Then add the number you have picked to your combined
WILLPOWER
and
ENDURANCE
point total.

If your total is 25 or more,
turn to 220
.

If it is less than 25,
turn to 173
.

War of the Wizards
by Joe Dever and Ian Page
319

Eventually you defeat your grotesque adversaries but it is too late! While you fought, the demon horde has reached you: you suffer a terrible death at their hands.

Your adventure ends here.

War of the Wizards
by Joe Dever and Ian Page
320

Shasarak screeches as the light of the blazing Moonstone shines on him. His body writhes and he clutches himself in pain as he topples to the floor. He is still. The light of the Moonstone fades and you stoop over the body. As you do so, Shasarak suddenly twists around and sends a bolt of black fire shooting towards you from one crooked fingertip.

If you wish to try to knock aside the blast with the Moonstone,
turn to 334
.

If you wish to strike Shasarak with your Staff,
turn to 125
.

War of the Wizards
by Joe Dever and Ian Page
321

The night passes without incident and the following morning you and the Masbaté break camp and continue south. You cross a flat land of farms and small villages, the inhabitants of which come out of their homes and look upon you with wonder.

You warn the people of the vast Shadakine Army that follows and that may have already crossed the River Dosar. Though you are glad to see that your presence has heartened so many, you realize with regret that word of your passing is sure to reach the city of Andui to the northeast, where there is sure to be a Shadakine garrison. Perhaps it will be sent against you, ahead of the large army trapped north of the River Dosar or perhaps the Shadakine Wytch of that city, Mother Chowloon, sister of Mother Magri of Suhn, will come against you.

Thoughts of Shadakine Wytches remind you of Tanith's plight. You wonder how she fares and whether Mother Magri has successfully drawn Tanith back to the Port of Suhn in the east.

If you are versed in the Higher Magick of a Visionary and wish to exert 2
WILLPOWER
points to discover how Tanith is,
turn to 305
.

If not,
turn to 282
.

War of the Wizards
by Joe Dever and Ian Page
322

You hurl every last drop of your power at the demon but it is not enough. He is a Demonlord, possessing power beyond your wildest imaginings. At first he hesitates, but, seeing that you have used the last of your power, he reaches out and takes you by the neck and hurls you into the wall of fire, through the fiery portal and into the realm of damnation to join Shasarak in an eternity of flame and torment.

Your quest ends here.

War of the Wizards
by Joe Dever and Ian Page
323

You must fight Shasarak without the protection of the Moonstone. He has been weakened but by how much you cannot tell. With desperation, you charge at him. His one, hideous eye burns with poisonous malice; his ruined face is twisted with hate.

Turn to 345
.

War of the Wizards
by Joe Dever and Ian Page
324

At the cost of 2
WILLPOWER
points you unleash a bolt of energy at the spearman. He falls, wide-eyed, to the ground in a plume of smoke. Suddenly Samu is at your side. ‘Your aim is true,’ he comments before lifting his war-horn and trumpeting a loud call to arms.

Turn to 347
.

War of the Wizards
by Joe Dever and Ian Page
325

‘Go now,’ you call to Sado and his men. ‘I will face them.’

The soldiers do as they are asked and you turn to face the chariots thundering across the flat ground before the rise. The Shadakine inside the chariots are still entranced by your spell and the vehicles are veering crazily. One crashes into another, destroying both. Satisfied that your spell has been successful, you turn and make to leave the rise. As you do so, a chariot suddenly swerves out of control and heads towards you. The steel blades of its wheels glitter menacingly.

If you have 2
WILLPOWER
points and wish to fire a long-range attack at the chariot,
turn to 303
.

If you prefer to stand and face the chariot,
turn to 263
.

If you wish to try to dive out of the swerving course of the chariot,
turn to 259
.

War of the Wizards
by Joe Dever and Ian Page
326

‘Alas, Grey Star, there is not time for more. The bridge we have created weakens now. Step warily, for the land is beset with dangers, though there are friends there also, friends you would not expect to see … ’

With these words, his voice fades completely. You pray that the Shianti have conserved enough energy to transport you back to the real world.

Turn to 50
.

War of the Wizards
by Joe Dever and Ian Page
327

At the cost of 2
WILLPOWER
points you issue a word of command to the ranks of Shadakine warriors and charioteers that head towards you. The warriors stop dead in their tracks, mesmerized by this powerful spell. The Shadakine in the chariots are similarly affected but their progress is not halted as their horses do not respond to this form of magic.

If you wish to stand and face the chariots as they approach,
turn to 325
.

If you wish to return to the main army group of the Freedom Guild and lead them into the Forest of Fernmost,
turn to 343
.

War of the Wizards
by Joe Dever and Ian Page
328

You speak your mind to Sado and for once he does not argue. You mount and you and Samu ride either side of the grim-faced leader of the Freedom Guild. Sado gives the command and the entire army surges forward in pursuit of the ghostly figure of the Kazim as it heads purposefully into the night.

Illustration XVIII
—The Freedom Guild surges forward, the ghostly figure of Kazim leading the way.

The battle that follows is long and terrible. The Freedom Guild almost fail, but with Sado's iron leadership and your brave resolve they endure, although the number of casualties is high. The Kazim reclaims its heart of stone, slaying Mother Chowloon, the Shadakine Wytch who bore it. As she dies, much of the fighting fury and ferocity that filled the Shadakine, fades. The Army of the Freedom Guild senses the Shadakine's loss of morale and press home their advantage. Soon, they have beaten the much larger force into a full-scale retreat. The entire Shadakine Army heads north. Sado leads his army in pursuit, turning the retreat into a rout. It is vital that the Shadakine Army does not reach Shadaki, for there they would find new leadership under Shasarak's hand. They are still a large army and with Shasarak to lead them they could turn the tables once again.

The Army of the Freedom Guild pursues the fleeing Shadakine Army across much of the Shadakine Empire. The Shadakine find no place to hide, for all the cities of the Empire are in open revolt. Each Kazim has reclaimed its heart and slain the Shadakine Wytch that ruled each city. During the four days of the pursuit you are not required to exert any energy or use any of your Magical Powers and you regain 8
ENDURANCE
points and 9
WILLPOWER
points. Constantly harrying the ever-dwindling Shadakine force, the Army of the Freedom Guild crosses the great Kalamar River and approaches the Mountains of Lara.

The Mountains of Lara contain the infamous Morn Pass. It was through this pass that the Shadakine first invaded the provinces of the south. It is the last barrier between you and the fortress city of Shadaki. With growing dread you realize that the time of your final battle with Shasarak is fast approaching. With his armies scattered or destroyed, it only remains for you to challenge him yourself and ensure that the land remains free. Your trepidation is coupled with suspicion. Shasarak has many powers at his disposal. Why then has he not used them to challenge Sado's tiny army, much reduced in numbers? Perhaps there is some other reason why he does not bring his full might to bear?

If you are versed in the Higher Magick of Thaumaturgy, possess a Temeris Potion, or wish to use the Dimension Door of the Moonstone to teleport into the city of Shadaki and challenge Shasarak now,
turn to 191
.
19

If you wish to continue with the Army of the Freedom Guild through the Morn Pass,
turn to 342
.

[
19
] If you possess a Temeris Potion you can teleport without using any
WILLPOWER
points. If you are versed in the Higher Magick of Thaumaturgy you can teleport by deducting 2
WILLPOWER
points from your total. To use the Dimension Door of the Moonstone to teleport, deduct 4
WILLPOWER
points (cf.
Section 12
).

War of the Wizards
by Joe Dever and Ian Page
329

When you reach the camp, you see that the army has been delayed; not by the difficulty of moving such a large group of men quickly, but because of the Forest of Fernmost itself. Many of the Guildsmen regard it with dread, muttering darkly among themselves.

Turn to 312
.

War of the Wizards
by Joe Dever and Ian Page
330

The warrior stops and releases his spear like a javelin, aimed at your heart. Suddenly Samu knocks you to the ground. He has saved your life.

Turn to 347
.

War of the Wizards
by Joe Dever and Ian Page
331

Your trained eye quickly perceives that many unusual plants grow in the forest, some of which are of immense use to your Theurgical powers. The army is well equipped and you are able to borrow many vials from a healer. While Sado and his men watch for the approach of the Shadakine Army, you pass the day searching for various herbs and preparing potions. It is evening by the time you have finished. You have the choice of making and keeping any of the following items for future use. Remember that your Herb Pouch can hold up to eight items, and any other potions may be stored in your Backpack.

  • 2 Potions of Laumspur (Each Potion restores up to 6
    ENDURANCE
    points when swallowed before or after combat. One potion equals one dose.)
  • 1 Potion of Alether (Increases
    COMBAT SKILL
    by 2 points when swallowed before an attack.)
  • 2 Tarama Seeds (Swallowing one seed enables 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
  • 1 Calacena Potion (A useful aid to the casting of spells of Enchantment.)
  • 1 Potion of Mustow (Creates a foul, choking gas.)
  • 1 Potion of Temeris (Allows a wizard to teleport to any place he desires.)
  • 1 Potion of Ezeran Acid (A metal-eating acid.)

If you have some Phinomel Pods,
turn to 355
.

If not,
turn to 359
.

[
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.

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