War of the Wizards (4 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
Rules for Combat

There will be occasions during your adventure when you have to fight an enemy. The enemy's
COMBAT SKILL
and
ENDURANCE
points are given in the text. Grey Star's aim during the combat is to kill the enemy by reducing his
ENDURANCE
points to zero while at the same time losing as few
ENDURANCE
points as possible himself.

At the start of a combat, enter Grey Star's
ENDURANCE
and
WILLPOWER
points and the enemy's
ENDURANCE
points in the appropriate boxes on the Combat Record section of your
Action Chart
.

The sequence for combat is as follows:

  1. Calculate your current
    COMBAT SKILL
    total, based on the weapon you are using. (Remember, if you enter combat without your Staff, you must deduct 6 points from your
    COMBAT SKILL
    . If you have no weapon at all, you must deduct 8 points.)
  2. Subtract the
    COMBAT SKILL
    of your enemy from this total. The result is your Combat Ratio. Enter it on the
    Action Chart
    .
  3. If you are using your Wizard's Staff
    , decide how many
    WILLPOWER
    points you wish to use. (Remember, you must expend at least 1 point.) Enter this number on your Combat Record in the box marked
    WILLPOWER
    .
    Example
    Grey Star (
    COMBAT SKILL
    15,
    WILLPOWER
    23) is ambushed by a Deathgaunt (
    COMBAT SKILL
    20). He is not given the opportunity to evade combat, but he can use his Wizard's Staff against the creature as it swoops down on him. He subtracts the Deathgaunt's
    COMBAT SKILL
    from his own, giving a Combat Ratio of −5. (15 − 20 = −5). −5 is noted on the
    Action Chart
    as the Combat Ratio. Grey Star decides to use 2
    WILLPOWER
    points, which is noted on the
    WILLPOWER
    box of the Combat Record.
  4. When you have decided upon the number of
    WILLPOWER
    points you wish to use and have determined your Combat Ratio, pick a number from the
    Random Number Table
    .
  5. Turn to the
    Combat Results Table
    . Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked. (The random numbers appear on the side of the chart.) You now have the number of
    ENDURANCE
    points lost by Grey Star. To calculate the number lost by the enemy, multiply the number listed for the enemy by the number of
    WILLPOWER
    points that Grey Star elected to use. Now you have the final number of
    ENDURANCE
    points lost by both Grey Star and his enemy in this round of combat. (E represents points lost by the enemy; GS represents points lost by Grey Star.)
    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.
  6. On the
    Action Chart
    , mark the changes in
    ENDURANCE
    points to the participants in the combat, and Grey Star's amended
    WILLPOWER
    points total.
  7. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.
  8. 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.

War of the Wizards
by Joe Dever and Ian Page
Sage Advice

Now begins the last and most dangerous stage of your quest to vanquish the Wytch-king, Shasarak. Beware, for you must face many dangers before you are able to confront him at last.

You will find items that might be of assistance on your quest. Some Special Items will help you, others may be of no use at all. You must decide what to keep.

Special care must be taken when selecting your Magical Powers. Make sure that your combination of Higher and Lesser Magicks covers every eventuality. Also, it is worth remembering that some of these Magical Powers will be of little use to you during this part of your quest: choose the Powers you think you are most likely to require at this stage.

Be cautious in your use of
WILLPOWER
points, as your
WILLPOWER
is the energy source for both your Magical Powers and your Wizard's Staff. If you have a low
WILLPOWER
score when you confront Shasarak, you may be easily defeated.

Follow the path of wisdom, Wizard Grey Star. The way of fools is the road to destruction!

War of the Wizards
by Joe Dever and Ian Page
1

At last you hold the fabled Moonstone in your hand. It pulses and glows with a strange milky light. Tanith's eyes shine wildly, and your heart pounds with excitement. The Moonstone; ancient vessel of all Shianti wisdom. What secrets, what powers, does this magical artefact hold in its glowing heart? The stone exudes a comforting warmth as it nestles in the palm of your hand and you feel a presence in your mind. You hear a familiar voice and your heart lifts to ever greater heights, for it is Acarya, High Wizard of the Shianti, speaking to you.

Illustration I
—At last you hold the fabled Moonstone in your hand.

‘Hail Wizard, son of man. You have succeeded. We, the Shianti, rejoice and praise you. That which you hold in your hand contains the power that will enable you to defeat the evil Wytch-king, Shasarak.’

A crowd of excited voices fills your mind as each of the Shianti sends words of congratulations and admiration. The last of these voices is Maiteya, your old friend, the Shianti master who taught you all you know. ‘And so, “little one”,’ he says, affectionately ‘now you possess the Moonstone, Shasarak's bane. While you hold it, we, the Shianti, are able to speak with you but this communication cannot be maintained much longer. Because you have the Moonstone, we have sufficient power to return you to the world, but there is much you should know before we do so. Listen well, Grey Star, for I know not when we will speak again.

‘Though it seems to you but a short time since you arrived at the Daziarn, seven years have passed here in the material world. During your search for the Shadow Gate, you visited the city of Karnali. Your arrival there inspired a revolution, led by Sado of the Long Knife and his Army of the Freedom Guild. After your departure, the Freedom Guild withstood a great siege by Shadakine warriors, who eventually withdrew defeated, much to Shasarak's displeasure. Word spread of this victory and the strength of the Army of the Freedom Guild grew. Strategically, Karnali was too isolated to make a great impact against the Shadakine Empire, but, due to the surrounding Gurlu Marshes, it remained self sufficient. Soon, many were travelling to Karnali to escape the tyranny of Shasarak's rule. Pockets of resistance broke out in the townships of Wenat, Zhanis, Sena, and the city of Forlu, and the Freedom Guild soon dominated the hills and the plains of the south. They raided Shadakine supply trains and succeeded in depriving the empire of much of its wealth, cutting off all land routes to the Port of Suhn, the wealthiest and most important trade centre of the empire. An army is now formed in Karnali and, in three days, it will march against the Shadakine Empire, hoping to take Port Suhn in the first of many conquests. But, unknown to Sado and the Army of the Freedom Guild, a vast Shadakine force has been mustered in the Sadi desert. Soon, it will march against them. The Army of the Freedom Guild number ten thousand to the Shadakine's thirty thousand. The Freedom Guild cannot hope to succeed against such overwhelming odds. You must save them. Take them to the Forest of Fernmost. It is most important that you go there. There is little time and much to do Grey Star … ’

The voice grows faint and you realize that the Shianti will be unable to maintain contact for much longer. ‘And now, Grey Star, the contact breaks and we must return you to the world to begin the last of your great labours. Are there any last words of advice we can offer you?’

Your mind races as you think of all that you might need to know.

If you wish to know where the Shianti intend sending you and where in the Shadakine Empire your quest will begin,
turn to 348
.

If you wish to hear the Shianti's own advice,
turn to 6
.

If you wish to see Shasarak himself and perhaps discover something of his plans,
turn to 340
.

War of the Wizards
by Joe Dever and Ian Page
2

Alas, you have been too much weakened by earlier struggles. His strength has mastered yours as the last of your own life-force is drained from your body. You have lost the duel and doomed all humanity to endure the reign of Shasarak's evil cruelty.

You have failed; your adventure is over.

War of the Wizards
by Joe Dever and Ian Page
3

You and Tanith each grab a handle and begin to turn it. The wheels creak as the rope coils slowly around one end of the mounting. Pick a number from the
Random Number Table
.

If the number you have picked is 5–9,
turn to 63
.

If the number you have picked is 0–4,
turn to 79
.

War of the Wizards
by Joe Dever and Ian Page
4

You walk over to the Phinomel plant and examine it closely. It is flowering well and should provide a large supply. Gingerly you reach forward. The secret is to reach behind the pods and twist their stalks with a swift, nimble movement: it will require a cool, steady hand.

Add together your current
WILLPOWER
and
ENDURANCE
totals. Pick a number from the
Random Number Table
and add it to the result.

If your total is 50 or more,
turn to 11
.

If your total is 30–49
turn to 16
.

If your total is less than 30,
turn to 40
.

War of the Wizards
by Joe Dever and Ian Page
5

You triumph and, with a last surge of energy, throw Shasarak tumbling to the end of the hall. Unfortunately the force of the attack shatters your Staff. On hands and knees, Shasarak crawls towards the wall of fire, muttering in choked breaths, ‘You shall not have me. You shall not have me.’

Suddenly he reaches out with his hands. ‘Agarash, our bargain!’ he screams. Agarash laughs once more. A plume of flame snakes out from the wall and wreathes itself around the Wytch-king.

If you wish to allow Shasarak to step through the flaming wall,
turn to 350
.

If you possess 3
WILLPOWER
points, and wish to fill the Moonstone with your power and hurl its power against the wall,
turn to 316
.

War of the Wizards
by Joe Dever and Ian Page
6

‘We will advise you as best we can,’ he replies. ‘Although it is your own wisdom that has brought you, this far, you should not be afraid to trust your own judgement. In the matter of the inevitable challenge of Shasarak, we advise you not to stand against him immediately. He embarks now on a war that will be costly to his strength and demanding of his powers. Wait for him to weaken himself with some great deed of sorcery before journeying into his dark halls for the final duel. First ensure the safety of the Army of the Freedom Guild. Without your help, they will perish. Be on the constant lookout for allies, for the Wytch-king has many enemies, and look to the Forest of Fernmost — a mighty power dwells there and it will do well in your service.’

His voice grows faint.

Turn to 326
.

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