Wizards
by Joe Dever and Ian Page
7
At the expense of 2 WILLPOWER points, you summon the mighty powers of the waters of the River Dosar, bending the river to your need. Suddenly a tall tower of water explodes all around the bridge, breaking its stones and instantly destroying the once sturdy structure.
Turn to 75 .
War of the Wizards
by Joe Dever and Ian Page
11
With consummate ease, you manage to strip the plant of its pods entirely. Your harvest yields nine pods. They are so small that nine pods only take up the space of three items in your Herb Pouch. Remember to write the Phinomel Pods on your Action Chart . If there is not room in your Herb Pouch, you may carry some, or all, of the Phinomel Pods as Backpack Items.
With a satisfied nod, you finish packing away your new find and continue on your journey.
Turn to 43 .
War of the Wizards
by Joe Dever and Ian Page
14
You turn east. The sun's heat grows less intense as the day passes and you are able to walk at a quicker pace. The afternoon passes and, though there are still several hours of daylight left, your anxiety grows. There has been no sign of a stream or water hole and you will never find one in the dark. You will be able to survive for some time without food but you must find water soon.
Tanith looks around uneasily. ‘We are being watched,’ she says. You nod. You can also feel the weight of many eyes bearing down on you. Malevolence hangs heavily in the air.
If you are carrying the Moonstone in your hand, turn to 81 .
If you are carrying it in your Backpack, turn to 213 .
War of the Wizards
by Joe Dever and Ian Page
16
Careful as you might be, you are unable to avoid disturbing a Phinomel branch to your left. Two pods emit a jet of viscid purple fluid. One jet misses but, unfortunately, the second splashes your arm, quickly burning through the fabric of your robe and causing a searing pain as it burns your flesh. You lose 2 ENDURANCE points. You have managed to procure six Phinomel Pods. As they are so small, the six pods take the room of only two items in your Herb Pouch. If there is not room in your Herb Pouch, you may carry some, or all, of the pods as Backpack Items.
Despite a rather painful experience, you nod to yourself approvingly, sure that the Phinomel Pods will be useful, and continue on your search for Lake Dolani.
Turn to 43 .
War of the Wizards
by Joe Dever and Ian Page
17
With a scream, the horseman falls dead. Quickly you run over to his body. By stealing the dead horseman's uniform, you will be able to lead the demon horde against the Shadakine Army more easily, for the Shadakine will think that you are one of their own.
If you still have your Simar stallion, turn to 285 .
If the stallion has been killed, turn to 292 .
War of the Wizards
by Joe Dever and Ian Page
20
Stunned and dizzy, you lie on the floor, unable to defend yourself. The Demon Master hovers above, its leathery wings beating. It stoops to deliver a killing blow. Bravely Tanith steps forward, dagger in hand, ready to defend you to the last. The demon minions swarm forward in glee and the position looks hopeless. Then, amid the whirl of your thoughts, you hear the cries of men and the clash of steel. Joyfully you see a gleam of shining metal flash above your head and the Demon Master's back arch with pain. Howling in agony it begins to fall. With lightning reactions, Tanith drags you to one side, seconds before the lifeless and bloody corpse of the beast hits the ground with a jarring crash. A long, slim javelin protrudes from its back.
‘Grey Star,’ Tanith cries. ‘We are saved!’
She helps you into an upright position and you peer down the hall. Pouring through the entrance of the tomb comes a mass of tall warriors, swords bared and reaping a deadly harvest among the demonic ranks.
Turn to 38 .
War of the Wizards
by Joe Dever and Ian Page
21
At the cost of 1 WILLPOWER point you raise the Moonstone and light begins to pour from it. Shasarak
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