but you strike nothing. The demon has vanished leaving only the echo of its tormented scream and the stench of its acrid breath. The three remaining demons advance slowly towards you, gibbering with obscene delight. Using the momentum of your swinging stroke at the toad demon, you spin round to face the three hideous creatures in one fluid movement. They falter, and then step back in fear, clinging to each other and shrieking. Suddenly Tanith shouts a warning. There is something close behind you. You turn, Staff upraised, muscles tensed, ready to spring at the injured demon that has magically materialized behind you.
Turn to 28 .
War of the Wizards
by Joe Dever and Ian Page
94
You are completely surrounded. There is no escape. Despite your high degree of skill in combat you cannot hope to win against such overwhelming odds. The demons swarm over you like ants, killing you mercilessly.
You have failed in your quest.
War of the Wizards
by Joe Dever and Ian Page
95
With this change of direction, you increase your pace, but the burning heat drags at your every step and soon you are soaked with perspiration. You stop to draw breath; you look over your shoulder to discover that the lone figure is nowhere in sight. Yet there is no tree, rock, or bush anywhere to hide behind. You are suffering from heat exhaustion and must lose 2 ENDURANCE points. Your current course is taking you away from anywhere you want to be.
If you wish to head east, in the direction of the city of Shadaki, turn to 14 .
If you wish to go south, towards the Army of the Freedom Guild, turn to 36 .
War of the Wizards
by Joe Dever and Ian Page
96
Your body is numb with exhaustion. You stumble once again … and fall. With wild gleeful cries, the pack reaches you before you are able to rise. Your last moments are spent regarding the multitude of crazed, hideous faces that crave only your death.
Your life and your quest end here.
War of the Wizards
by Joe Dever and Ian Page
97
You tell Tanith that you have decided to help the Masbaté and start down the slope. Reluctantly she follows. You reach the man and begin untying the ropes that bind his wrists and ankles. He mutters his thanks in a faint voice and, with your help, he half-crawls, half-stumbles towards the lake, where he begins to drink thirstily. You and Tanith do the same, quenching your day-old thirst with relish.
The Masbaté's name is Kuna. He tells you that he was captured while fishing alone on the banks of the Dolani River, by a number of the demons that still roam the Lissan Plain. He has lain bound since that time.
‘The hellspawn knew that my Masbaté brothers would come for me and hoped to trap them in the narrow confines of this enclosed region. But tell me, who are you? Why are you here?’ he asks.
Before you can reply, Tanith shouts a warning. Her face is horror-stricken. You turn around, barely able to suppress a shocked gasp at what you see. A ring of grisly beasts lines the curving slope before you in a wide semicircle. ‘This is the demon plague,’ you whisper.
The steady croon of hellish voices grows as the evil horde gloats at the utter hopelessness of your position. You are enclosed by a force that numbers almost a hundred. With a terrible cry, a pack of demons rushes towards you. Each of the creatures has a different but equally misshapen form. Some are like strange toad beasts; others are malformed apes with stunted limbs and a shambling gait. The leader of the pack is a large, slimy reptile with a tortured human face. Only moments remain before the pack of demons is upon you.
If you wish to fire with your Wizard's Staff at the leader of the pack in a long-range attack, turn to 288 .
If you wish to stand and receive the charge, turn to 82 .
War of the Wizards
by Joe Dever and Ian Page
98
With a fierce cry you charge, eyes flashing, Staff blazing. The demon pack comes to a startled halt, amazed at the audacity of your move. You close the gap between yourself
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