Knights of the White Mountain, warrior lords of Durenor, a free kingdom in the far north.’
If you are to continue your journey south along the Azan River, you will have to somehow pass this battle without the Shadakine seeing you.
If you wish to go to the aid of the Knights of the White Mountain, turn to 55 .
If you wish to try to skirt around the battle and cross the road, turn to 208 .
Grey Star the Wizard
by Ian Page and Joe Dever
41
You are running down a long winding passage. There are many doors leading from the corridor but you have no way of knowing which to open. You look ahead and a chill runs down your spine. At the far end of the passage you see someone approaching, wielding a tall staff.
Turn to 349 .
Grey Star the Wizard
by Ian Page and Joe Dever
44
With an almighty blow, you cleave the skull of the Quoku in two. It emits a chilling shriek and falls back, writhing and twitching for a few seconds before finally expiring. But it is a hollow victory, for the lifeless body falls onto Shan's prone form.
If you wish to move the corpse of the Quoku, turn to 317 .
If you would rather continue your journey, skirting around the perilous ravine, turn to 335 .
Grey Star the Wizard
by Ian Page and Joe Dever
45
You climb a short flight of stairs. At the top of the stairs is a closed wooden door. You can hear muffled conversation and sporadic laughter coming from behind the door.
If you wish to open the door, turn to 312 .
If you wish to head back and take the other stairway, turn to 80 .
Grey Star the Wizard
by Ian Page and Joe Dever
46
Expending 1 WILLPOWER point, you cause the tip of your Wizard's Staff to glow; its eerie light sends shadows dancing across the walls and ceiling of the cavern. You see that the cavern is empty.
Turn to 35 .
Grey Star the Wizard
by Ian Page and Joe Dever
47
Looking up, you see that the tunnel leads to an almost vertical shaft; the glare of sunlight blinds your eyes. Cursing breathlessly, you jump up and catch hold of a thick plant root protruding from the earth wall of the shaft and begin to climb. The narrow shaft is barely wide enough to let you pass and the climb is difficult and slow. Halfway up the shaft you cry out: you are stuck in a bottle-neck and can no longer move.
The first of the enraged soldier Mantiz enters the shaft, and reaching out with its extended forelegs, it makes a grab for your flailing legs. A slash of burning pain ravages your right leg as a spurt of acid strips your calf to the bone. You lose 8 ENDURANCE points.
With a desperate cry, you squeeze yourself through the gap and pull yourself free. Your leg is numb and hinders your climb, but with a superhuman effort you reach the top of the shaft. You have reached the surface at last and find yourself in a large clearing, surrounded by towering trees and dense, green foliage.
Turn to 146 .
Grey Star the Wizard
by Ian Page and Joe Dever
48
The bridge covers a large area and the magic shield that you place over it costs you 3 WILLPOWER points. The extreme mental exertion has cost you dear. Your legs buckle under and you fall to the ground, barely conscious. Tanith and Shan pull you to your feet and half carry you into the shelter of the forest.
Turn to 75 .
Grey Star the Wizard
by Ian Page and Joe Dever
49
You take a few deep breaths and then run towards the ravine. You hurl yourself off the edge, high into space, and sail over the yawning chasm. With limbs flailing and hands reaching out desperately for the other side, you begin to descend.
Pick a number from the Random Number Table .
If you have the Silver Charm of Jnana the Wise, you may add 1 to this figure.
If your WILLPOWER total is greater than 10, you may add 2 to your total.
If your total is now 0–6, turn to 274 .
If it is 7–12, turn to 210 .
Grey Star the Wizard
by Ian Page and Joe Dever
50
Before you can approach the main harbour gate, Shadakine war chariots thunder into the harbour area. The crowd scatters in