terror, but the people cannot escape the rotating blades of the chariot wheels. Horrified, you watch as the Suhnese people are ruthlessly mown down by the Shadakine.
Suddenly one of the chariots swerves and hurtles towards you. You hear the insane laugh of the driver, and as he draws closer, you see that his eyes have no pupils.
You have barely a few seconds in which to act before the chariot is upon you.
If you wish to dive into the narrow street on your right, turn to 40 .
If you wish to stand and fight, turn to 155 .
Grey Star the Wizard
by Ian Page and Joe Dever
51
You look down and notice that the Kazim Stone lies in the fire. Tanith stole it from your Backpack while you slept. (Delete this Backpack Item from your Action Chart .) You gaze into the Stone and see the haggard face of Mother Magri staring back at you. ‘Now I have you, you young fool,’ she hisses.
The glow of the fire grows more intense and bursts into renewed flame.
Turn to 102 .
Grey Star the Wizard
by Ian Page and Joe Dever
52
You wake the following morning, drained and depressed. Your traumatic experience has caused you to lose 1 WILLPOWER point during your sleep.
‘We must go on,’ insists Shan, ‘to make her sacrifice worthwhile.’
You know he is right, and wearily, you get to your feet and pull on your Backpack to continue your journey. ‘We will reach the Azagad Gorge this afternoon if we set a good pace,’ says Shan.
As the sun reaches its zenith, you notice how hot and humid the atmosphere has become. The plains of the Wilderwastes are now barren: a dry desert of ugly rocks and boulders stretches before you. You have many more days of travelling ahead of you and your food supplies are running low. The Azan River begins to narrow as you draw nearer to Lake Shenwu, the source of the river, lying beneath the Wall of Azakawa and the Shenwu Falls. Beyond that, lies the Azanam, home of the Lost Tribe of Lara.
Shan draws your attention to a wooden shack to the east. It is a strange sight so far from civilization.
If you wish to investigate, turn to 152 .
If you would rather continue your journey, turn to 227 .
Grey Star the Wizard
by Ian Page and Joe Dever
53
You do not wish to arouse the fisherman's suspicions any further. For this reason, you are unable to bring about the necessary state of meditation that enables you to see into the future. Instead, you reach out with your senses in an effort to determine the fisherman's true nature. Totally unaware of your intentions, he continues to haggle over the price of the boat as you probe the invisible aura that surrounds him.
You sense that the one-eyed man means you no harm. He is the harbour watchman, a petty con-man who prowls round the harbour, spying on the illegal actions of smugglers and shady traders whom he then forces to buy his silence. He is offering you half the true value of your boat. However, your Power of Prophecy tells you that you might be glad of some money in the near future, and this may be your only chance of gaining some. You allow the watchman to cheat you.
The use of this Magical Power has cost you 1 WILLPOWER point.
Turn to 16 .
Grey Star the Wizard
by Ian Page and Joe Dever
56
Still held above the heads of the crowd, you close your eyes and try to concentrate. The noise and confusion about you make visualization very difficult and you must lose 2 WILLPOWER points before the illusion is complete. To your horror, you see that the two Shadakine warriors have begun to hack a bloody path through the mob towards you.
If you wish to continue with your spell of Enchantment, turn to 251 .
If you wish to break your trance and come to the aid of the defenceless crowd, turn to 84 .
Grey Star the Wizard
by Ian Page and Joe Dever
58
For three days, you head north towards the Chansi Hills. During this time you regain 3 WILLPOWER points and 6 ENDURANCE points. The dense forest provides ample cover for your journey and you manage to avoid the occasional