War of the Wizards

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War of the Wizards Page 17

by Ian Page


  Turn to 323.

  335

  You turn and run from the warrior, who stops and throws his spear. It thuds into your back and you drop to your knees, crying out in pain before falling face-down in the dirt.

  Your life and your adventure end here.

  336

  Your Alchemist's eye tells you that many unusual plants grow in the forest, some of which are of great use. You borrow some empty vials from a healer in the army's employ. While Sado and his men watch for the approach of the Shadakine Army, you pass the day searching for various herbs and plants 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.)21

  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 Ezeran Acid (A metal-eating acid.)

  If you have some Phinomel Pods, turn to 355.

  If not, turn to 359.

  [21] 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.

  337

  You mount and ride with all speed to the site of the battle at the northern edge of the camp. You arrive to see Sado with a hundred cavalry upon a low rise overlooking the battle. As many as a thousand Shadakine foot soldiers are charging towards you.

  ‘Good morning to you, Grey Star,’ Sado calls. ‘The morning begins with battle. Have a care to stay by me, for you know not the strategy I have in mind and you must be sure to move when I do.’

  You glance behind the line of Sado's cavalrymen and see a line of soldiers armed with crossbows, busily loading their weapons. The warriors are kneeling to conceal their presence. When the Shadakine have drawn but two hundred paces away, Sado barks a command. At his word, the line of horsemen parts to allow those bearing crossbows to step forward. Sado shouts again and the crossbowmen release a deadly hail of arrows that flies towards the Shadakine host. Many fall dead in the face of this lethal volley. But incredibly the survivors continue.

  ‘These Shadakine are strong of heart. Brave but foolish,’ Sado murmurs.

  The crossbowmen reload and release another shower of arrows. As the bolts find their targets, many more Shadakine fall dead. More than half their number have now fallen. You look back to the camp: it is still a chaotic mass of rushing men, trying to order themselves and leave. Samu and his Masbaté have already left in good order but they have the advantage of smaller numbers and a strong leader to command them.

  The Shadakine continue to advance, their faces set with grim determination. There is no time for the crossbowmen to reload their weapons before the remainder of the Shadakine, almost five hundred men, fall upon the Guild's ranks. At Sado's command, the cavalry charges down the rise at the Shadakine. A furious mêlée ensues but the Shadakine maintain the upper hand and the cavalry are forced to retreat in disorder. It will not be long before the Shadakine are fighting against the bulk of the army of the Freedom Guild, who are still attempting to flee into the forest. Looking to the distant hills, you see the reason for this early raid by the Shadakine. A line of Shadakine chariots has appeared. From earlier encounters with the Shadakine, you know that sharpened blades adorn the wheels of the chariots. You shudder to think of the harm they could inflict on the disordered lines of the retiring Freedom Guild.

  If you are versed in the Higher Magick of Physiurgy and wish to expend 2 WILLPOWER points using it against the chariots of the Shadakine, turn to 333.

  If you are versed on the Higher Magick of Telergy and wish to expend 2 WILLPOWER points using it against the Shadakine, turn to 327.

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

  338

  You go into a trance state, calling to the Elemental Plane for aid. You tell the elemental spirits that dwell there of your need for light. Deduct 2 WILLPOWER points for your use of this Magical Power.

  If you wish for the aid of the element of earth, turn to 120.

  If you wish for the aid of the element of water, turn to 138.

  If you wish for the aid of the element of air, turn to 341.

  If you wish for the aid of the element of fire, turn to 349.

  339

  Overcoming your fear you charge, your Staff exploding into flame. The tall shapes are towering rocks with stony faces resembling humans'. You cast magical flames at all seven of the stone creatures in a frenzy of energy, but the attack has no effect. With a great roar, you are assaulted on all sides by a terrible force that seizes your brain. You are flung into a deep, dark void from which you never return.

  Your life and your quest end here.

  340

  ‘This shall be done,’ comes the reply. ‘Look into the Moonstone and your wish shall be granted.’

  You obey and gaze into the stone. Gradually the colour of the stone begins to change. It darkens until it contains a grey mist. The heart of the mist clears and a hazy image appears. You are looking upon a huge, grim city that overlooks the sea. Its looming walls are built of black stone and granite from the mountains of Jazer. The image shifts and you feel as if you are being drawn into the city with its tall, crenellated walls and towers. You guess that this is the fortress city of Shadaki, Shasarak's home, and the heart of the Shadakine Empire. The scene shifts to a high tower, and suddenly you are looking down into a wide, round hall, full of darkness and foreboding. At one end of the hall is a throne, rudely carved from stone; at the other end is a wall of fire. Kneeling before the wall of fire is the crippled figure of Shasarak, who looks as if he is pleading with someone. A pair of eyes stares out from the wall of fire. Suddenly the picture fades.

  Turn to 326.

  341

  A strong wind begins to blow. The dense cloud in the sky begins to move and soon the moon is revealed once more.

  ‘This is your doing?’ asks Sado, amazed.

  You nod, blushing with pride, and return your attention to the Shadakine Army.

  Turn to 230.

  342

  You come to the Morn Pass and cautiously enter the long, barren trail that runs between the mountains. Your senses scream a warning at you; every nerve is taut. Looking down, you see that the Moonstone has turned black and you sense a terrible evil, sorcerous in nature. The hairs on the back of your neck rise and your blood runs like ice in your veins. Ignorant of the torment you suffer, Sado looks over to you, a broad smile splitting his face. His eyes shine with the joy of his victory over the Shadakine. If only he knew what it is you must yet face. You hope his confidence in you is not misplaced.

  A faint tremor shakes the ground. Horses rear and whinny their distress as the land cracks and splits. All eyes look in horror at the shapes now heaving out of the ground, twisting blindly with skeletal claws outstretched. Humans, horses, all manner of beasts, crawl out into the light from their graves beneath the pass. Shasarak, the master Necromancer, has summoned the legions of the dea
d that lie beneath this old battlefield. Hundreds of gnarled shapes rise up, blocking each end of the pass. The army is trapped and you with it. A skeleton shape stands before you, its frozen smile leering savagely. It has a rusty sword in its hand and leans forward to strike.

  Illustration XIX—The twisted shapes of the undead heave up from the cracked earth.

  Skeleton Warrior: COMBAT SKILL 20 ENDURANCE 25

  If you win the combat, turn to 12.

  343

  You ride among the army camp, calling to all. ‘Follow, follow. We go to the Fernmost. I will lead you there. There is nothing to fear.’

  Many of the Guildsmen nearby shake their heads. The legends of the forest are steeped in legend and dark mystery and the soldiers are filled with a superstitious fear of it. You look around in desperation, willing someone to follow you.

  Turn to 312.

  344

  The light from your Staff is making you an easy target for Shadakine crossbowmen and you decide that you might be better off without it. The fighting is coming closer.

  If you wish to head towards the sound of the fighting, turn to 216.

  If you wish to try to find Sado, turn to 242.

  345

  Staff clashes against Staff and the hall is filled with flame as you fight. Agarash's unholy joy ripples through the room in peals of mocking laughter, the black, fathomless eyes following every move. You are locked in a duel with your arch-enemy.

  Wytch-king Shasarak: COMBAT SKILL 30 ENDURANCE 25

  If you win the combat, turn to 180.

  346

  It is a foolish decision, for the army is forced to advance out of the forest later anyway, with a raging fire at their backs and a ravening horde before them. They are panicky and disordered, and in no state to fight the Shadakine warriors. Though the Kazim retrieves the stone that is its heart and kills the Shadakine Wytch that once owned it, the loss of their leader is not a sufficient blow to their morale to stop the Shadakine from continuing their battle with the Freedom League. The ranks of Sado's men are completely decimated and, though you are the last to fall, you are slain by the triumphant Shadakine horde, and your head is taken to the fortress city of Shadaki as a gift to the Wytch-king, Shasarak.

  You have failed in your quest; your adventure ends here.

  347

  With valiant cries, the entire force of the Masbaté tribesmen charges from the forest, running to the aid of Sado, who is beleaguered upon the hill. The Masbaté have managed to stay ordered and controlled under Samu's command, despite the surprise of the Shadakine night attack, and their charge is ferocious and deadly. The Shadakine are swept back and away from the hill. Soon they have fallen into a full retreat and the men of the Freedom Guild give a loud cheer.

  While Sado organizes his men into battle formations, and sends couriers dashing through the forest with messages for the rest of the army, you stare out at the Shadakine host, trying to guess their next move. A cloud drifts across the moon's face, blotting out its silver light and plunging you into darkness once more. Sado curses. ‘Grey Star, is there nothing you can do to bring us light?’ he asks.

  ‘I cannot command the sun to rise before dawn,’ you reply bitterly. If only there were some way of fulfilling Sado's request. You are also anxious to see the movements of the Shadakine.

  If you possess the Magical Power of Elementalism and wish to use it, expending 2 WILLPOWER points, turn to 338.

  If you are versed in the Higher Magick of Physiurgy and wish to expend 1 WILLPOWER point using it, turn to 332.

  If you do not have either of these Magical Powers, or if you do not wish to use them, turn to 275.

  348

  ‘We are only able to send you to the Lissan Plain, the northwestern province of the Shadakine Empire (see the map). This was once the domain of the Masbaté tribe, warrior nomads of great prowess and strength. It was Shasarak who brought doom to this once-great people, when the Shadakine Empire was first won. In a terrible war, hordes of Shadakine warriors pursued the Masbaté across the plains in their great war chariots, led by the Wytch-king himself. The Masbaté were able to resist the Shadakine, despite overwhelming odds, until Shasarak summoned the demon plague. Faced with such an assault, the Masbaté were unable to resist and an entire race was wiped from the face of the world. The demons still roam the plains, and no one dares go there. The vast expanse of the Lissan Plain was once rich and fertile. Now, none may benefit from it, save for the scavenging packs of hell beasts that roam there.’

  His voice has begun to grow very faint.

  Turn to 326.

  349

  Your call for aid is answered by the element of fire in the only way it is able. Sheets of flame spring up all around you, catching the dry brush and foliage of the forest in seconds. The bright light of the fires provides an excellent target for the Shadakine crossbowmen. A hail of arrows arcs towards you.

  Your life and your quest end here.

  350

  Shasarak's torment is written in deep lines upon his ruined face. The wall of fire is a portal to Agarash's realm. Shasarak's bargain is to change places with Agarash, setting the demon free and enduring Agarash's banishment for all time. He chooses eternal torment before eternal death.

  As Shasarak disappears through the wall, Agarash calls out with glee, ‘Free, free at last!’ The eyes disappear and a vast, flaming shoulder moves out from the wall. You glimpse a wing and a clawed foot.

  If you wish to use the last of your WILLPOWER and ENDURANCE points to attack the Demonlord as he steps through the portal, turn to 322.

  If you wish to use the last of your WILLPOWER and ENDURANCE points to attempt to close the portal, turn to 356.

  351

  A feeling of panic surges through the men. Sado looks aghast. The army will be forced out of the forest and into the jaws of the Shadakine to be slaughtered, for the Freedom Guild lacks sufficient numbers to face the Shadakine in an all-out assault. Just as you think you are facing certain doom, a vast shape immersed in a pallid, yellow glow strides out from amongst the burning trees. It is a Kazim. Many of Sado's men shout out in alarm and horror, thinking that they are being attacked from the rear but you know this is not the case.

  ‘Do not worry,’ you assure Sado. ‘This is a Kazim. It fights with us.’

  The stony creature, measuring twelve feet high at least, moves through the parting ranks of Guildsmen and stops at the edge of the forest. It is alone; the other Kazim must already be on their way to the other Shadakine Wytches in the pursuit of their hearts. The Kazim at the edge of the forest turns its head this way and that, searching. When it has located that which it seeks, it moves forward at great speed.

  If you wish to tell Sado to command his army to follow the Kazim, turn to 328.

  If you wish to remain in the forest, turn to 346.

  352

  Your horse quickly covers the miles of your long, desperate ride. The demon host has not caught you, although it is not far away. Looking to the east you see great clouds of dust hanging in the air. These are the tell-tale signs of an army on the move. It must be the rear of the Shadakine column approaching the bridge at Lanzi. You double your speed. Now you can hear the cries of battle and the ringing of steel. You gallop around the edge of the town of Lanzi on its western side and emerge close to the River Dosar. Reining in the horse for a moment, you stop and look along the line of the river. A mile away you can see the bridge. The Masbaté still hold it but they fight a desperate battle against a huge force of Shadakine warriors.

  Illustration XX—The Masbaté fight a desperate battle against a huge force of Shadakine.

  With a wild yell, you head towards the battle, the demon pack baying at your heels. You reach the Shadakine force that fights at the bridge and, rushing up to an officer, you indicate the demon horde behind you. He curses and orders some of his men to turn and face this new threat. He orders you to the rear of the army group. ‘Alert Warward Gatakhan,’ he shouts after you. ‘He must bring
forward more men.’

  You nod your head, although, of course, you have no intention of obeying the order. Your sole objective is to cross the river and tell the Masbaté that they may join the Army of the Freedom Guild in the south.

  If you are versed in the Higher Magick of Thaumaturgy and wish to use it to teleport across the river and have 2 WILLPOWER points, turn to 195.

  If you wish to try to swim across the river, turn to 238.

  If you wish to try to fight your way across the bridge, turn to 256.

  353

  In a stunning display of battle skills, you hack a path of blazing, magical fire through the Shadakine ranks. On the bridge you can hear the cheering of the Masbaté as you wreak terrible havoc among your foes. They urge you on, their cries growing louder as you draw nearer. Suddenly your horse is cut from under you and you throw yourself clear and onto the stone bridge to run the last steps towards the Masbaté. They rush forward to protect your flanks. You are safe. Samu rushes to meet you. ‘Grey Star, that was magnificent … ’ he begins.

  ‘No time … no time,’ you pant. ‘Sound the retreat. We must flee. See? I have brought the demon plague.’

  It is as you say. Even now, across the river, you can see a wild, screaming mass as the demon horde battles with the Shadakine. Samu nods and springs into action. He sounds a battle horn and the Masbaté retire. The Shadakine cannot pursue while the demon host fights at their back. However, you must destroy the bridge to prevent pursuit should the Shadakine, whose entire army numbers in thousands defeat the demon plague too soon.

 

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