War of the Wizards

220

You loose a bolt of energy at the horseman, using 2 WILLPOWER points. A cloud of fire explodes at his chest and he falls from his horse, dead. You run to the body. By stealing the dead horseman’s uniform, you will be able to lead the demon host against the Shadakine Army; the Shadakine will think that you are one of their own.

If you still have your Simar stallion, turn to 285.

If it has been killed, turn to 292.

Project AonWar of the Wizards