people rush to and fro. Sailors and fishermen line the harbour wall, busily unloading their crafts in an effort to finish before nightfall. You notice a flurry of activity further along the quayside; by the time you reach it, a small crowd has gathered, and you can hear the murmur of excited conversation. You throw up a rope and eager hands reach out to clutch the line, mooring the boat for you.
The crowd has grown and it is now obvious that you are the focus of their attention. You hear snatches of conversation: ‘An Ancient One, an Ancient One from beyond the Sea of Dreams … ’; ‘See you there? Surely a Shianti walks amongst us?’; ‘Saw him myself. Came right out of the east, calm as you please!’; ‘God of legend, saviour of our people, hail, hail!’
Hands stretch out in greeting while others try desperately to touch your robe, pushing and pulling, as more and more people struggle for a glimpse of your face. ‘Who but a god could cross the Sea of Dreams. Save us, Lord!’ the crowd begins to shout. ‘Destroy the evil Shadakine. Throw down the Wytch-king!’
You can feel the growing hysteria, and to your dismay, you are lifted up on the shoulders of some of the crowd and carried in the direction of two armed soldiers, who are rushing towards you with their swords drawn.
‘Destroy the Shadakine warriors, Lord!’ someone shouts.
If you wish to do as the crowd suggests, turn to 84 .
If you wish to try to escape the crowd and the Shadakine warriors and possess the Magical Power of Enchantment, turn to 56 .
If you would rather try to escape without the aid of magic, turn to 28 .
Grey Star the Wizard
by Ian Page and Joe Dever
113
You climb around the cave and head upwards. Gradually, the cliff-face becomes sheer and smooth, and soon you can no longer find another handhold: the nearest crevice in the cliff-face lies just out of reach. Your body is racked with fatigue and you barely have enough energy to continue.
If you wish to reach for the crevice with an outstretched hand, turn to 138 .
If you wish to accept defeat at the Wall of the Azakawa, turn to 188 .
Grey Star the Wizard
by Ian Page and Joe Dever
115
At the expense of 1 WILLPOWER point you cause your Staff to light. The light from the Staff will now last until you extinguish it — you will not need to expend more WILLPOWER points to keep it alight.
You continue along the tunnel, stooping because of the low ceiling. At last it widens slightly: you have come to the end of the tunnel.
Turn to 135 .
Grey Star the Wizard
by Ian Page and Joe Dever
116
You gather up the power of your thought, forming a mental shield against the groping fingers of the Kazim Stone. A cloud of displeasure passes across Mother Magri's face. The magic of the Stone hovers at the edge of your senses; the explorative fingers probe your defence, searching for a weakness, a breach in the psychic wall. Your flesh prickles and creeps as the power of the Stone pries and pulls at your will, yet still you keep it at bay (at the cost of 1 WILLPOWER point). The old woman scowls, intent upon the glowing Stone.
The intensity of the stone increases and you must use another WILLPOWER point to match its strength. Mother Magri glares at you, her face twisted with frustration. She doubles the force of the Stone's power, her eyes straining and her breathing beginning to quicken.
If you wish to use another 2 WILLPOWER points to withstand this assault, turn to 150 .
If you would prefer to try to exert the influence of your will against your opponent from behind your shield of Sorcery, turn to 226 .
Grey Star the Wizard
by Ian Page and Joe Dever
117
The Shadakine are spoiling for a fight, having tracked you for a day. Spitting war-cries, their white eyes rolling, they charge towards you. In berserk fury, the first of the Shadakine runs straight into the path of your staff, and you dispatch him easily at the cost of 1 WILLPOWER point. The events of the past few days have improved
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