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War of the Wizards

Page 14

by Ian Page


  267

  Tense with anticipation, you wait for the lone figure to arrive. It is humanoid in shape and you notice that it moves with a strange shambling gait. Suddenly it comes to an abrupt halt … and vanishes! A thrill of fear runs down your spine: There is an unfamiliar magic at work. Tanith gives you a questioning look but says nothing. With a shrug you continue on your way, the mystery unresolved.

  Turn to 36.

  268

  Even as Agarash's words are fading, a tumultuous roar fills the air: the demon host is roused into a frenzy. Instinctively the Simar steed turns and thunders up the slope of the valley, heading east. The howling pack spring forward in pursuit, possessed of a savage fury instilled in them by their master. The terrified stallion flies like the wind out of the Tilos Hills and onto the even plain. The countryside rushes past in a blur of green. Now you must head for the pass in the mountains to the east, a patch of forest among the hills.

  Almost fifty miles lie between you and the pass. You look over your shoulder to see that the enraged beasts are beginning to dwindle in the distance as the Simar's broad, rolling gait eats up the miles. The horse's coat gleams with sweat and there is foam around its mouth but it no longer moves with the madness of a runaway.

  If you wish to stop for a while, turn to 31.

  If you wish to continue as you are until you reach the pass, turn to 47.

  269

  The horseman thunders towards you. You brace yourself.

  Shadakine Horseman: COMBAT SKILL 19 ENDURANCE 20

  Combat lasts for only one round, as the speed of his charge carries him past you.

  If you kill the horseman, turn to 17.

  If not, turn to 33.

  270

  The dark, fearsome shape stands before you, towering at least ten feet high. It has the head of a large bull and wisps of smoke curl from its flaming nostrils. Its eyes burn with a terrible intensity that fills your heart with dread as it lifts its horned head and roars. It stretches its broad bat wings, throwing a cloak of shadow over you. The demons that fill the hall are but minions of this fierce master. Before you are able to summon magical forces to combat this awesome foe, the Demon Master lunges forward on its cloven feet. Its grasping, clawed hands reach out, hungry to squeeze the life from your body. You may not evade this combat.

  Illustration XV—The Demon Master lunges forward on its cloven feet.

  Demon Master: COMBAT SKILL 30 ENDURANCE 40

  If you defeat the Demon Master in three rounds or less, turn to 188.

  If the combat lasts for four rounds and you are still alive, do not continue the combat but turn immediately to 276.

  271

  Moving at a slow trot, you journey into the hills. After travelling for half an hour or so you hear a low murmuring of strange, inhuman voices. As you crest the next hill, you find that you are looking down a gentle slope that leads into a shallow valley. With horror, you see that the floor of the valley is a crawling, writhing mass of demons. Never before have you seen such a damnable pit of diabolic malevolence. Every conceivable distortion of human and animal life waits there, grotesque combinations of many different beasts.

  A thousand corrupt faces look up at you where you sit, mounted on the great white stallion, atop the highest ridge of the valley. Even the stolid nerves of the Simar steed are shaken and it stamps and snorts in distress. A sinister moan of disquiet ripples through the ranks of the cursed creatures. It is a dreadful sound. You sway in the saddle, such is the force of such a concentrated pool of evil, all focused upon you. An unconquerable tide of fear wells up inside you.

  If your current WILLPOWER total is 20 or more, turn to 284.

  If your current WILLPOWER total is less than 20, turn to 44.

  272

  Bruised and bleeding, you drag yourself to your feet. The stallion is dead. A knot of panic stirs in your belly. Many miles of flat grassland devoid of cover or protection lie between you and the pass. Without stopping to ponder your sad loss you turn to run.

  Turn to 210.

  273

  Boldly you head towards the distant figure.

  ‘Take care, Grey Star,’ Tanith cautions.

  The distant figure runs with a curious, shambling gait. As you advance to meet it, your body tingling with apprehension, it comes to an abrupt halt. Several paces later you also stop dead in your tracks.

  Turn to 110.

  274

  Using this Magical Power, you are able to sense the exact location of the demon portal: it lies in the valley at the centre of this range of hills.

  You journey for less than half an hour and, below the crest of the next hill, you dismount and lead the white horse with all the stealth you can muster. You move along the perimeter of the hill's ridge until you come to the far end. Then you peer over the lip of the hill and down its gentle slope. You look upon a shallow valley covered with a crawling, writhing mass of utter horror. Every conceivable malformation of human and animal life waits there, grotesque combinations of many different beasts. A wave of revulsion washes through you. A shimmering arc of fire hovers in the air about three hundred yards down the slope: it is the demon portal that only you can close.

  If you have a Potion of Invulnerability and wish to swallow it now, turn to 294.

  If you do not have such a Potion, or if you do not wish to use it, turn to 134.

  275

  Suddenly the night sky is filled with fireballs, hurled from Shadakine catapults. They fly through the air above the heads of the Army of the Freedom Guild and land in the trees behind them. The dry brush of the forest begins to burn.

  ‘They mean to flush us out!’ you cry alarmed.

  All around, fires are starting. Soon the surrounding trees are ablaze. Smoke billows in choking clouds through the ranks of the army, and the fire is still spreading.

  Turn to 351.

  276

  Despite your brave resistance, the Demon Master seems to be drawing on hidden reserves of power. Suddenly its leathery wings flap and it lifts into the air with deceptive speed. The surprise movement catches you off your guard and the hoof that lashes out at your head throws you to the stone floor. Blood streams from a wound in your forehead: lose a further 3 ENDURANCE points. Your senses whirl from the force of the blow.

  If you are still alive, turn to 20.

  277

  You brace yourself to receive the first charge of a Flying Snake, watching it as it ascends to a sufficient altitude for the maximum impact on diving. The stallion prances nervously and your heart hammers at your ribs.

  If you have 2 WILLPOWER points and wish to release a long-range attack at the Flying Snake, turn to 304.

  If you prefer not to, turn to 235.

  278

  Drawing on the force of your will, you shape a wall of sorcerous energy in front of you. You use 1 WILLPOWER point. The toad-like demon slams into the magical wall with a squawk of disbelief. It stares stupidly at the shimmering shield, touching it with its fingers. Before you can take any further action, it disappears into thin air along with its three companions. You relax your guard for a few moments and then suddenly the four demons reappear. Only now they are positioned behind you and the sorcerous wall is useless. With a malicious shriek of glee, the four demons pounce.

  Turn to 264.

  279

  Cautiously you enter the hill country of Tilos. You have been wandering for an hour when you hear a suspicious sound like a distant murmur. Coming to the top of a hill, you look out onto a shallow valley. At the bottom of the valley is a crawling mass of horror: hundreds of demons lurk there. Parts of many beasts exist in grotesque combinations, a perverse mockery of nature's laws. Hundreds of corrupted faces look up at you sat astride the great white stallion upon the highest ridge in the valley. Even the stolid temperament of the Simar steed is shaken. It stamps and snorts, obviously distressed. A sinister moan of disquiet ripples through the creatures' cursed ranks. You sway in the saddle, recoiling from the malice focused o
n you. At the far end of the valley, less than a mile away, a shimmering arc of fire hovers in the air: it is the portal. It is too far away for you to be able to close it from here, and the entire demon plague stands in your way. A commotion breaks out below, and the demons begin to edge their way slowly up the valley towards you.

  If you have a Potion of Invulnerability and wish to drink it now, turn to 8.

  If not, turn to 121.

  280

  Hurriedly you pull off the helmet and stand flinching beneath Samu's poised sword. But he is an expert warrior and he checks its downward sweep in an instant. His eyes bulge in amazement. ‘Grey Star!’ he gasps. ‘I almost killed you!’

  ‘No time … no time,’ you reply, quickly, shaking Samu from his stupor. ‘Call your men; we must retreat. See?’ you say, 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 wage a ferocious battle against the Shadakine. Instantly Samu springs into action, calling to his men and ordering a trumpeter to sound a retreat. The Masbaté retire. The Shadakine are too involved in their fight to pursue, at least for the moment, but you know that it is essential to destroy the bridge to prevent any pursuit should the Shadakine, who must number in their thousands, quickly defeat the demon plague.

  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.

  281

  When at last the fury of the battle has passed, you look down and see the lifeless corpses of the demons. Unbelievably, in the face of such overwhelming odds, you have triumphed. Exhausted by the effort of your defence, you drop to your knees, panting heavily. Eventually Tanith's efforts rouse you, and you resume your journey east.

  In the dim light of night, you see a sparkle in the distance. It is a river. Both you and Tanith break into a run, only stopping, breathlessly, to drink its cool waters. You have drunk long and deep before your thirst is quenched. Tanith expels a breath of satisfaction, sitting up on her haunches and wiping her mouth with the back of her hand. She scours the land.

  ‘I'd guess that this is the Dolani River,’ she says. ‘It leads south, where it fills Lake Dolani about thirty miles downstream. Upstream, its source is somewhere in the Kashima Mountains.’

  To continue your journey east, you will have to cross this river. It is too wide and deep to wade across here and the current is too fast for swimming. The river is likely to be narrower and shallower as it nears its source.

  Turn to 201.

  282

  You continue the journey. At noon you cross the River Anduis near the town of Sena. You stop to warn the townspeople of Sena of the advance of Shadakine forces and enlist their help in destroying the bridge. This will ensure that the garrison at Andui, and the larger army beyond the River Dosar, will have to cross the River Anduis at the bridge of the city of Andui.

  By late afternoon you can see the large and mysterious Forest of Fernmost looming in the west. You have made good time. The Masbaté are tireless runners and have kept pace with your horse with little effort. You are passing a group of hills beyond the boundaries of the dark forest when you see a group of horsemen riding towards you. Each of them wears a red veil, part of the uniform of the Army of the Freedom Guild. When the riders are within a hundred paces, they stop and aim their bows at you.

  ‘Hail there men of the Freedom Guild. We are friends. Put down your weapons,’ you shout.

  ‘Who calls himself friend, yet marches from the north before an army?’ questions one of the riders.

  ‘I would speak with your leader, Sado of the Long Knife,’ you reply. ‘Tell him an old friend has returned to aid him. Tell him it is I, Grey Star, of the Shianti.’

  At these words, the horsemen lower their bows and look at you in amazement as you ride towards them. You now wear your grey Shianti robe once more. Their expressions become joyous. ‘You have come. You have returned,’ they cry. ‘Sado said it would be so but none believed.’

  With glad hearts, the horsemen lead you and the Masbaté to the Freedom Guild's camp, which lies a few miles south of the hills. You come upon a sprawling mass of tents and fluttering banners. The camp is alive with activity. As you and the Masbaté pick your way among the tents and the campfires you attract a great deal of attention. Some soldiers offer a rousing cheer at the sight of the size of the Masbaté host: useful reinforcements in a time of desperate need. You and Samu leave the Masbaté to pitch their own camp in an unploughed field nearby and go to Sado's tent together. The tent flap is pulled aside and Sado of the Long Knife steps out. You recognize his lean, haggard face and dangerous blue eyes. These eyes soften and a smile breaks across his face when he sees you.

  ‘Grey Star, I knew you would come back,’ he says. ‘Hail Samu, and welcome.’ You both exchange greetings with the brave leader of the Freedom Guild. Inside his tent you tell him of the success of your quest for the Moonstone and the warning words of the Shianti, when they spoke to you in the chamber of the Moonstone.

  ‘And so,’ you say to close your story, ‘it is their wish that we fall back into the Forest of Fernmost to escape the larger Shadakine Army that is sure to come against us once they have crossed the Dosar and Anduis rivers.’

  Sado's brow furrows. ‘But the forest is a place of evil,’ he says. ‘Perhaps foul creatures of Shasarak's lurk there — creatures that would be his slaves if he desired it. Surely it would be better to march on Suhn and take it by siege. Once we occupied it, we would have a stranglehold on the bulk of Shadakine trade. It is the only port foreigners will visit in the Shadakine Empire, and its city walls would offer a better defence.’

  ‘The Shadakine host would reach you before the Port of Suhn could be reduced,’ you tell him patiently. ‘And they outnumber your army three to one. You would be cut off from your base at Karnali and the Shadakine would be able to send reinforcements by sea. You would lose Karnali for sure and the whole seat of the rebellion would be destroyed, and your army too.’

  Sado looks doubtful. ‘My army numbers ten thousand men. All are well trained. Your long absence has not seen us idle. We have engaged Shasarak's slaves wherever we have found them and my soldiers are well tested in combat.’

  The argument lasts well into the night, but Sado's faith in you, the Moonstone that you bear, and the wisdom of the Shianti, of whom you have spoken, eventually persuade him. Preparations are made to move the army out the following morning.

  Turn to 354.

  283

  A tumult of stones and rock shards falls noisily to the ground as the door cracks and then collapses. You nearly faint with the exertion of breaking the door and your head throbs but you have succeeded.

  Turn to 156.

  284

  You look into the lambent glow of the Moonstone, shining forth with unquenchable purity. Your fear subsides. At the opposite end of the valley, less than a mile away, a shimmering arc of fire hovers in the air: it is the portal of the demon plague. You will never be able to close the portal at this distance. You must get closer. But the demon plague stands in your way. Though your aura of protection keeps them at bay, you know that you will have to release this spell while you use the Moonstone to close the portal.

  If you wish to ride to the other end of the valley, keeping high up on the slope away from the demons, and attempt to close the portal without moving among the demon ranks, turn to 52.

  If you wish to ride into the valley through the demon horde, to stand before the portal itself, turn to 61.

  285

  Quickly you don the uniform. Your Simar steed is exhausted and the Shadakine horse offers the chance of greater speed. You slap the Simar's haun
ches and watch it trot away. The beast has served you well and you offer a silent Shianti blessing that will keep the horse from harm.

  Turn to 250.

  286

  The figure is approaching from the south. There is no available cover on the open plain, so you can only evade by choosing to travel in a different direction from the figure.

  If you wish to head north, back the way you came, turn to 77.

  If you wish to head west, turn to 95.

  If you wish to head east, towards the mountains that stand between you and the fortress city of the Shadakine, turn to 127.

  287

  You brace yourself for another attack but, instead of attacking you, the Winged Demon that plunges through the air assails the stallion, gouging bloody weals across its haunches. The stallion cries frantically and you realize the flaw in your strategy. The speed of your horse is an invaluable asset: you cannot risk leaving it unprotected. You mount, ready to fly. The Simar steed canters forward, and then races into a full gallop.

  Turn to 265.

  288

  At the cost of 2 WILLPOWER points you release a bolt of magical fire from your Staff. It rips into the leading demon, killing it instantly. The remainder of the pack continue to charge on. Two of their number already confront you. Tanith and Kuna stand at your side. Kuna is unarmed and Tanith has only a dagger with which to defend herself. You cannot evade combat as evading would mean leaving them to face the pack alone.

 

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