you 2 ENDURANCE points, and painfully you clamber to your feet, limping from the swarming death behind you. You reach a shaft that leads into the tunnel from above. You peer up it and see light. A way to the surface at last!
Clinging with trembling fingers to the nearly smooth sides of the shaft, you drag yourself up. Desperately, you haul your way up, kicking and stamping at the nightmare that advances from below. Using your last reserves of energy, you finally come to the top of the shaft. You are in a wide glade, surrounded by towering trees and dense foliage.
Turn to 146 .
Grey Star the Wizard
by Ian Page and Joe Dever
97
Continuing on through the market square, you notice your pursuer stop to talk with two Shadakine warriors. He is pointing in your direction and gesturing excitedly.
If you wish to run from the market square, turn to 241 .
If you would rather try to lose yourself in the crowd, turn to 89 .
Grey Star the Wizard
by Ian Page and Joe Dever
99
Leaping to your feet, you charge at the backs of the unsuspecting crossbowmen, your staff swinging and blazing a trail of magical fire. Shan attempts the same dramatic gesture, clumsily waving his sword, but fails to achieve the same effect.
Before the crossbowmen are able to release their arrows, you are upon them. Add 2 to your COMBAT SKILL owing to the surprise of your attack, plus a further 2, owing to Shan's presence. You must fight the crossbowmen as one enemy and to the death.
Shadakine Crossbowmen: COMBAT SKILL 25 ENDURANCE 32
If you win the combat and wish to attack the Shadakine on the bridge at long range, turn to 88 .
If you win the combat and wish to charge the Shadakine, turn to 94 .
Grey Star the Wizard
by Ian Page and Joe Dever
100
You have been prowling around the harbour for some time. So far all you have discovered are closed buildings, and shifty strangers passing in and out of the shadows, carrying mysterious loads.
You spot two soldiers patrolling the waterfront. Their heads are shaven save for a long plume of hair that flows from the centre of their scalps. They wear armour of black enamelled steel, decorated with gold designs, and carry lethal-looking scimitars at their sides. They are Shadakine warriors, and they are shouting at you to remain where you are.
If you wish to run away from them, turn to 40 .
If you wish to obey the Shadakine, turn to 121 .
Grey Star the Wizard
by Ian Page and Joe Dever
101
The first of the Najin is almost upon you when you unleash the power of the Wizard's Staff, killing one of the shrieking creatures in mid-air and scattering the others in all directions; you have used up 2 WILLPOWER points.
Illustration VI —You unleash the power of the Wizard's Staff, killing one of the shrieking creatures in mid-air.
‘No!’ screams Tanith, running off into the barren hills. The Najin rally and gather around you, hovering. Yammering wildly, the first of the little creatures attacks you.
There are nine Najin and they attack one at a time, attempting to claw and bite you. If you have another weapon, you pass it to Shan who then adds 2 to your COMBAT SKILL . (Remember to delete this weapon from your Action Chart . 15 )
Najin 1: COMBAT SKILL 10 ENDURANCE 10
Najin 2: COMBAT SKILL 9 ENDURANCE 10
Najin 3: COMBAT SKILL 10 ENDURANCE 10
Najin 4: COMBAT SKILL 7 ENDURANCE 9
Najin 5: COMBAT SKILL 8 ENDURANCE 10
Najin 6: COMBAT SKILL 10 ENDURANCE 12
Najin 7: COMBAT SKILL 9 ENDURANCE 9
Najin 8: COMBAT SKILL 11 ENDURANCE 9
Najin 9: COMBAT SKILL 10 ENDURANCE 9
If you are still alive after five rounds of combat, turn to 130 .
[ 15 ] It seems odd that Shan would not return your weapon. You may choose to assume that you get it back once the battle is over.
Grey Star the Wizard
by Ian Page and Joe Dever
102
A flash of bright light ignites within the fire and seems to leap into your mind. You cry in pain, as if
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