the death. Due to the surprise of the attack and the disadvantage of having to fight your way back to your feet you must subtract 2 from your COMBAT SKILL for the duration of the combat.
Four Demons of the Plains: COMBAT SKILL 21 ENDURANCE 34
If you win the combat, turn to 251 .
War of the Wizards
by Joe Dever and Ian Page
88
You take careful aim as the snake flies overhead and, at the cost of 2 WILLPOWER points, release a beam of magical flame. With a piping cry it falls to the ground. The other Flying Snake swerves and heads east, flying high in the sky ahead of you.
If you have 2 WILLPOWER points and wish to fire at the remaining Flying Snake with your Staff at long range, turn to 64 .
If you wish to ignore it, turn to 228 .
War of the Wizards
by Joe Dever and Ian Page
89
With Tanith at your side, you begin to run with all the speed you can muster. You run along the rim of the rise that overlooks Lake Dolani, hoping to reach the river that fills the lake and effect a crossing there. Chancing a brief look over your shoulder, you see the demon horde in pursuit. Looking ahead once more, you sight a band of tall, black-skinned men in the distance, heading towards you. They are Masbaté warriors, come to save their brother bound by the lake. Panting wildly, you look back to see the demon horde closing the distance between you. Their terrible, inhuman cries are now within range of your hearing and it seems probable that the evil horde will reach you before the Masbaté do.
If you wish to stop and turn to attack, turn to 141 .
If you wish to try to reach the Masbaté before the demons reach you, turn to 299 .
War of the Wizards
by Joe Dever and Ian Page
91
The power of invulnerability is an immense feat, requiring great effort. You concentrate your will upon strengthening the fabric of your body, immersing it in waves of Sorcery. Your body begins to glow with an eerie blue light. You stand back and look with disdain on the first of the demons, the toad beast, as it hurls itself at you. Its initial blow has no effect on you. Instead the creature howls in pain and clutches at its clawed hand, hurt from the impact of your iron flesh. The remaining demons make similar attempts to harm you, all with the same result. When all their efforts have proved futile they begin to back away, cowering with fear beneath the intensity of your unflinching gaze. Impressive as this power is, it has cost you 4 WILLPOWER points. You raise your Staff, ready to strike at the nearest of the demons, a vile, hunched figure with snapping, crab-like pincers and a shiny, purple body like a huge beetle. However before you can strike, all four vanish. They do not return.
Turn to 99 .
War of the Wizards
by Joe Dever and Ian Page
92
Your whole body glows with the Moonstone's protection.
‘Afraid to fight?’ Shasarak mocks. He does not attack for the moment. Instead, he reaches into the air and produces his own Wizard's Staff; it is long and black. He weighs it casually in his hand. ‘Shall we duel now, Grey Star? Or will you stand forever within that damnable light, afraid to fight?’
The voice of Agarash booms from the wall of fire at the end of the hall. ‘Who is it that is really afraid to fight, Shasarak? Tell me that!’
‘Be silent, Demon,’ Shasarak commands. ‘I'll have this young viper yet.’
If you wish to duel with Shasarak, turn to 131 .
If you wish to throw some of the Moonstone's power at Shasarak and have 1 WILLPOWER point with which to do so, turn to 145 .
War of the Wizards
by Joe Dever and Ian Page
93
The toad demon comes snarling and slavering at you, its arms outstretched, long-nailed claws flexing to rake at your flesh. Suddenly it leaps. You step to one side and slam your Staff into its torso, inflicting a dark, oozing wound. It howls in pain and turns clumsily. You lift your Staff to strike the creature once more as it faces you with small, red eyes that stare malevolently. You swing your Staff
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