By Jeff Hirsch
On one part of the Rift is a technological paradise with no famine or wish. at the different facet is a mystery.
Sixteen-year-old Glenn Morgan has lived subsequent to the Rift her whole lifestyles and has no notion of what may be at the different aspect of it. Glenn's merely pal, Kevin, insists the fence holds again an international of monsters and witchcraft, yet magic isn't for Glenn. She has sufficient issues of fact: Glenn's mom disappeared whilst she used to be six, and shortly after, she misplaced her scientist father to his all-consuming paintings at the mysterious venture. Glenn buries herself in her reports and goals concerning the day she will break out. but if her father's paintings results in his arrest, he provides Glenn an easy steel bracelet that may ship Glenn and Kevin at the run---with just one position to go.
With MAGISTERIUM, Jeff Hirsch brings us the tale of a posh, appealing global that might go away readers breathless till the final web page.
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Additional info for Magisterium
Two massive muscular arms enfold you. A great ugly fanged face bears down towards your own. Smack! You have just been kissed by a gorilla, Pip! Collect your wits and go to 64. 57-58 58 57 'Have at you, foul beast of Hades! ' you cry heroically as you launch yourself upon the Thing. Which runs away. Can you believe that? The horrifying Thing just up and ran away! Not so much as a snap in your direction! Excitedly you run after it, still hurling abuse and heroic jibes. Which is possibly a big mistake, as you may discover when you turn to 59.
If the ants kill you, go to 14. If you survive, you may leave by either door. 91 Another 10' x 10' chamber. Doors in the east, north and west walls. Go east to 84. North to 106. West to 129. 92 You have entered a Gallery of Mirrors, 20' wide and a full 80' long. Not ordinary mirrors, of course: not in a place like this. They are all dis- 93 torting mirrors, the sort you get at carnivals where you look in and see yourself as a fat dwarf or a thin giant. Except they aren't exactly like carnival mirrors.
You could try to revive him, of course. A score of 10, 11 or 12 on two dice should do the trick and take you to 18. If you fail, perhaps it best just to creep away quietly, in which case you can take the road west out of the village (10) or try the provisions store (11) or the church (11) or the smithy (17) or make for the wood to the east (41) or even try an innings at pogolfit (58). 28 This corridor goes on forever! Gloomy, dank, smelly and dead straight. ) You follow it with an increasing feeling of dread, noting that the floor seems to be climbing upwards gently as you continue on.