sword, but you motion him to stay his hand lest the sound should alert some dangerous beast. Still you can see nothing, but the strange croaking call persists, increasing in frequency and echoing all around.
If you have the Magical Power of Prophecy and wish to use it to identify the nature of your danger, turn to 345 .
If you do not possess this Power, or if you would prefer not to use it, turn to 61 .
Grey Star the Wizard
by Ian Page and Joe Dever
138
As you reach desperately for a handhold, your foot slips and you fall away from the cliff-face. You plummet towards the ground, stomach churning and heart beating faster — but not for long. As you hit the stony ground, your body is broken, and you are killed instantly.
Your life and your quest end here.
Grey Star the Wizard
by Ian Page and Joe Dever
139
You concentrate the power of your thought and, at the cost of 2 WILLPOWER points, a shimmering field of energy encircles you. The form of Mother Magri disappears from the heart of the fire to be replaced by a far more sinister vision. A great shadow of impenetrable darkness appears in the flames of the fire. You see two blank eye-slits and a gaping mouth as the shadow creature lunges towards you.
Turn to 149 .
Grey Star the Wizard
by Ian Page and Joe Dever
140
The sun has begun to set. Far ahead of you, heading west, you sight a small group of fishing boats. You see growing numbers of these craft as you continue on your way, occasionally spotting larger seagoing vessels. Then your heart gives a leap of joy. You can make out the distant shape of a coastline and a harbour full of hundreds of fishing boats and sail ships. In the orange glow of the setting sun, the domes and spires of a city point challengingly towards the sky. This is the Port of Suhn, the first city you have ever seen.
Illustration VIII —This is the Port of Suhn.
If you wish to enter the port before nightfall, turn to 112 .
If you wish to wait for darkness to descend, turn to 280 .
Grey Star the Wizard
by Ian Page and Joe Dever
141
At the end of the sloping tunnel is an exit. You pass through and discover an even larger tunnel, curving away to the right and left. As you stand there, trying to decide which way to go, you hear the scrape of gigantic insect legs.
A large soldier Mantiz is scurrying towards you from the right of the tunnel, pincers snapping and large, outsize forelimbs clawing at the air.
Turn to 197 .
Grey Star the Wizard
by Ian Page and Joe Dever
143
You give a cry of pain. Your future screams agonizingly in your mind. ‘Death! Death and Danger!’
With a great effort you try to locate the exact source of the danger but your senses only shout that it is all around, to the left and the right, above and below, in front and behind. In the darkness of your fear you understand one thing: you must keep moving, for it is the present that holds the greatest peril.
The use of this Power has cost 1 WILLPOWER point and 1 ENDURANCE point, owing to the shock of the experience.
If you wish to explore the basin and the area around Lake Shenwu, turn to 68 .
If you would prefer to find a way to scale the cliffs, turn to 118 .
Grey Star the Wizard
by Ian Page and Joe Dever
144
All day long you have weighed in your mind which of your Magical Powers may best aid your escape, and as night falls, you prepare to make a decision.
Turn to 172 .
Grey Star the Wizard
by Ian Page and Joe Dever
146
Standing in the centre of the large clearing, hemmed in on all sides by giant Azawood trees and clumps of sprawling undergrowth, you stand and catch your breath. A look around the glade reveals a number of holes in the floor — entrances, no doubt, to similar shafts to the one you have left.
In a relentless tide, hundreds of Cave Mantiz pour out of these holes and stream towards you. Suddenly a pair of waving antennae appears in the entrance of a shaft close to where you stand.
If you wish to fire a bolt from your Wizard's Staff into the
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