Grey Star the Wizard

Grey Star the Wizard by Joe Dever, Ian Page Page A

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Authors: Joe Dever, Ian Page
Tags: Fiction, Fantasy, Magnamund, Grey Star the Wizard
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the attention of the Quoku, and a chorus of loud and rapid croaking fills the evening air.
    The Wall of Azakawa is still many miles away and you pray that you will be able to outdistance the Quoku. Even if you should be able to reach the cliff-face, you know no way of crossing beyond the wall into the Azanam. With a growing dread, you fear that your run will be in vain. Unless you can find somewhere to hide, or think of a swift way of scaling the cliff once you reach it, you will be caught. But despite your doubt, you keep running: you have no choice.
    Turn to 266 .

Grey Star the Wizard
by Ian Page and Joe Dever
    89
    No matter how hard you try, you are unable to shake off the man who is following you. Soon he is joined by two Shadakine warriors. You have no alternative but to make a run for it.
    Turn to 241 .

Grey Star the Wizard
by Ian Page and Joe Dever
    90
    The campfire bursts into vivid flame, flaring high into the air. Wreathed in the lurid light is the figure of Mother Magri, who intones the words of a spell in a strange, guttural tongue.
    ‘Grey Star,’ says Tanith, ‘beware!’
    If you possess the Power of Sorcery and wish to create a magical shield about yourself, turn to 139 .
    If you wish to attack the figure of Mother Magri, shimmering above the fire, turn to 123 .

Grey Star the Wizard
by Ian Page and Joe Dever
    91
    You bring your Staff down on the creature's unprotected rump. Its legs curl and crumple beneath it. At the cost of 1 WILLPOWER point, you kill the insect.
    Close inspection reveals the insect to be a Cave Mantiz. The Cave Mantiz live in colonies below ground in much the same way as their cousins the ants. They burrow their nests from the stone by dissolving it with a potent acid that they store in their bodies. You have entered a Mantiz nest, and despite the perils therein, you are greatly encouraged. If you can find your way through the maze of Mantiz tunnels, you should be able to reach the surface above the Wall of Azakawa and enter the Azanam.
    Your excitement is tinged with apprehension as you continue along a tunnel that is growing darker and darker. If you wish to expend 1 WILLPOWER point on lighting your Staff, you may: this light will last until you extinguish it without the use of any further WILLPOWER points. If you have a Torch and Tinderbox, you may wish to use the Torch for light.
    If you choose to proceed in darkness, turn to 122 .
    If you prefer to light your way, turn to 141 .

Grey Star the Wizard
by Ian Page and Joe Dever
    92
    Your Power of Prophecy warns you that you must go left. The use of this Power has cost you 1 WILLPOWER point.
    Now return to the adventure number you have noted down.

Grey Star the Wizard
by Ian Page and Joe Dever
    93
    The old Shianti priest is about to speak, when he gives a great gasp and dies in your arms. With tears in your eyes, you turn to Shan. ‘He is dead,’ you say sorrowfully.
    The merchant hangs his head. ‘Then we are doomed,’ he groans.
    You sit back, deep in thought. You are tired and quickly fall asleep.
    Turn to 258 .

Grey Star the Wizard
by Ian Page and Joe Dever
    95
    You examine the dungeon door, looking through the keyhole as you consult with Shan. Your Magical Power of Sorcery should enable you to produce sufficient energy to break down the door, but it is certain to require large amounts of WILLPOWER to exert a force great enough to burst the lock. You have no way of telling just how much WILLPOWER the spell will use, and once you have begun you will be committed to seeing it through to the end.
    If you wish to force the door with the Magical Power of Sorcery, turn to 109 .
    If you do not wish to use this Power, or if you lack sufficient reserves of WILLPOWER , return to 172 and select another power.

Grey Star the Wizard
by Ian Page and Joe Dever
    96
    In an instant, your quick reflexes have saved you. You release a bolt of energy, costing 2 WILLPOWER points, that blasts the creature's head apart. The wound in your leg has lost

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