War of the Wizards
You relax your guard and, when you are sure that they will not return, you release the spell of protection from the Moonstone. Its light fades. You notice that now the demons have gone, the Moonstone has returned to the swirling grey state it possessed when you first arrived on the plain.
    Turn to 140 .

War of the Wizards
by Joe Dever and Ian Page
    106
    Suddenly you wheel, giving the line of demons a wide birth. They also change direction but the speed of your Simar steed is great and you are able to avoid them easily. Soon they have become nothing more than blurs on the horizon.
    For a while the journey continues without further interruption, the steady, rolling gait of your Simar mount eating up the miles. Suddenly you hear the flap of leathery wings beating above your head. You look up to see a large, winged reptile bearing rows of razor-edged teeth flying towards you. It gives a terrible scream that echoes all around the open plain.
    If you wish to fire a long-range blast at the creature with your Wizard's Staff, turn to 149 .
    If you wish to increase the speed of your Simar steed and head towards the beast to engage it in close combat, turn to 161 .

War of the Wizards
by Joe Dever and Ian Page
    107
    Taking Tanith by the hand you pursue the demons, who offer no resistance. All their efforts are concentrated on keeping outside the range of your Staff, which you use to prod any demons that remain too close, herding them like a flock of sheep. Soon, you reach the top of the stairs that lead directly to the hall. You step onto the first stair and nod to yourself in satisfaction as they part in haste before you, scattering in all directions. A grisly corridor of malformed creatures forms before you, leading to the entrance of the tomb. Then, their timid moans and cries change alarmingly to an undulating rhythm of crowing pleasure and sneering gloats, and you see a winged form silhouetted by the sunlight that streams through the tomb's entrance.
    Turn to 270 .

War of the Wizards
by Joe Dever and Ian Page
    108
    At the cost of 1 WILLPOWER point, you weave a web of Enchantment about yourself, creating the illusion that you are a Shadakine warrior. You stand and reveal yourself to the rider, waving and calling him to you.
    Turn to 186 .

War of the Wizards
by Joe Dever and Ian Page
    109
    After a rapid flurry of strokes from your Staff you deliver a killing blow. The slain demon's fellow attackers are all around, anxious to strike, and in the corner of your eye you glimpse the demon horde sprinting towards you. The attack of these small ape beasts is probably intended only to delay you. You vault into the saddle and the stallion springs away.
    Turn to 147 .

War of the Wizards
by Joe Dever and Ian Page
    110
    Standing before you is a squat, malformed creature. Its features are grotesque and distorted; its back is bent at an impossible angle; its limbs twist like a gnarled tree. The eyes stare out of a knuckled face at odd angles above a raw gash of a mouth that snarls and spits as you approach. The creature crouches low and then leaps at you. You raise your Staff in readiness but the attack does not materialize: the creature has disappeared! The creature is nowhere to be seen. You look at Tanith, a question half-formed on your lips.
    ‘Some creature of Shasarak's,’ she states coolly. ‘Demons rule this land now, though once it was a place of untamed beauty. At his command it has become a realm of fear.’
    You wonder if the creature has gone to warn others of its kind, or whether it simply fled in fear. Whatever the answer, one thing is certain: you must keep moving. You still have not located any food or water, and evening is drawing in.
    If you wish to go east, turn to 14 .
    If you wish to go south, turn to 36 .

War of the Wizards
by Joe Dever and Ian Page
    111
    Taking careful aim, you release a searing ball of fire and hurl it at the Flying Snake. The demon falls, screaming. The cost of your attack has been 2 WILLPOWER

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