You are the Wizard Grey Star, chosen hero of an ancient magical race&emdash;the Shianti. To find the Moonstone, source of all Shianti wisdom, you must venture Beyond The Nightmare Gate.
Dare you enter a realm of mystery, a world of gods and demons? For somewhere in this twilight region is the secret of the Moonstone. Only you can find it and with its power throw down the evil Shasarak and save mankind. Your journey will take you across the grey plains of the Neverness, past the dark enchantments of the Crystal Tower, and on towards perils undreamed of. Armed only with the Wizard's Staff and the magical spells of the Shianti, you must step into a nightmare world where only the bravest will survive!
@@ -143,9 +159,9 @@ small10: the ethetronInternet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata.
Concept copyright © 1986 Joe Dever and Gary Chalk.
Text copyright © 1986 Ian Page.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.
Concept copyright © 1986 Joe Dever and Gary Chalk.
Text copyright © 1986 Ian Page.
Illustrations copyright © 1986 Paul Bonner.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.
This section of the rules implies that you must re-pick all three scores&emdash;
If you have completed book two but not book one, it seems reasonable to add 25 to the number you picked.
It is possible for your
There are sections in the Grey Star books that describe how you use a Magical Power and how many
Alternatively, you may may wish to use a method given in Section 175 of War of the Wizards, which contains one such case of mandated use of magic: If you do not have enough
Note that you may never choose to use a Magical Power or your Wizard's Staff if you do not have sufficient
It is possible for your
The first number that you pick from the Random Number Table in this way represents your
The second number that you pick from the Random Number Table represents your
The second number that you pick from the Random Number Table represents your
The third number that you pick from the Random Number Table represents your powers of
The wording of this section of the rules seems to indicate&emdash;if read literally&emdash;that you may choose your set of Powers again if you have completed a previous adventure. This is without precedent in other books. In order to preserve consistency with other books, you should not choose your Powers again. If you have have completed at least one previous adventure, you may choose one additional Power from the list. If you choose Alchemy as your new Magical Power, you also receive a Herb Pouch with contents, as detailed in the Equipment section.
The wording of this section of the rules seems to indicate&emdash;if read literally&emdash;that you may choose your set of Powers again if you have completed a previous adventure. This is without precedent in other books. In order to preserve consistency with other books, you should not choose your Powers again. If you have have completed at least one previous adventure, you may choose one additional Power from the list. If you choose Alchemy as your new Magical Power, you also receive a Herb Pouch with contents, as detailed in the Equipment section.
If your
If this is your first Grey Star adventure, your education in the ways of wizardry is incomplete: you have mastered only five of the seven Magical Powers that the Shianti call the Lesser Magicks. The choice of which five Powers these are, is up to you. If you have completed either books one or two or both of the Grey Star adventures, you may choose six of the seven Magical Powers. All of the Lesser Magicks will be of use to you at some point on your quest, so choose them with care. Your survival may depend on the correct use of a Magical Power at the right time.
The seven Magical Powers available to you are listed below. When you have chosen your five or six Powers, enter them in the Magical Powers section of your Action Chart.
@@ -469,7 +488,7 @@ small10: the ethetronYour Staff is your most valuable possession. It looks and feels like an ordinary quarterstaff, yet it is stronger than any known metal. This is your main combat weapon, for you are untrained in the use of any other form of armed combat. It contains a potent force that is unleashed at will by the Power of your mind, and causes a beam of destructive Power to hurtle from its tip. Every time you unleash this Power you must deduct 1
Your Staff is your most valuable possession. It looks and feels like an ordinary quarterstaff, yet it is stronger than any known metal. This is your main combat weapon, for you are untrained in the use of any other form of armed combat. It contains a potent force that is unleashed at will by the Power of your mind, and causes a beam of destructive Power to hurtle from its tip. Every time you unleash this Power you must deduct 1
In the event that your enemy survives such an attack or should you fall victim to a surprise attack, you will be forced to engage in close combat and must attempt to strike your enemy with the Staff. If your attack is successful, a bolt of energy will be released from the Staff that is capable of inflicting great physical harm. If you wish to increase the amount of damage that you inflict in this way, you must use more
If you enter combat without your Staff, deduct 6 points from your
They soon reach you and chatter enthusiastically as they point excitedly at both the Ethetron and the sky. You smile and nod and try to communicate with them the best you can. Their soft voices have a flute-like sound and their language, incomprehensible though it is, possesses a lilting, musical quality that is pleasing to the ear. They are Elessin and they are asking you to accompany them.
As you are using your Power of Elementalism against the Chaos-birds, you should deduct 1
You close your eyes and send out the power of your thought to the Elemental plane. A raging wind blows around you, whipping the birds into confusion so that they are unable to attack. Unfortunately, you are now unable to manipulate the damaged craft and find yourself affected as badly as the Chaos-birds. A sudden gust sends you hurtling into the side of the Trianon and the sound of a collision fills your ears.
+You close your eyes and send out the power of your thought to the Elemental plane. A raging wind blows around you, whipping the birds into confusion so that they are unable to attack. Unfortunately, you are now unable to manipulate the damaged craft and find yourself affected as badly as the Chaos-birds. A sudden gust sends you hurtling into the side of the Trianon and the sound of a collision fills your ears.
Pick a number from the Random Number Table. Add the number you have picked to your current
As you are using your Wizard's Staff against the Jahksa, you should deduct 2
The raging wind helps the Ethetron to stay airborne without power and, while the Jahksa is in a trance state communing with the Elementals, you take up your Staff. It is difficult to take accurate aim because of the violent movements of the craft and yet, with remarkable calmness and precision, you fire a direct hit into the Jahksa's chest. He leaps back and, with magical flames still smouldering in the remains of his robe, he staggers towards you. Without hesitation, Tanith rushes at the Jahksa and thrusts him over the rail. She gives you a look of triumph and you cannot resist a cheer.
+The raging wind helps the Ethetron to stay airborne without power and, while the Jahksa is in a trance state communing with the Elementals, you take up your Staff. It is difficult to take accurate aim because of the violent movements of the craft and yet, with remarkable calmness and precision, you fire a direct hit into the Jahksa's chest. He leaps back and, with magical flames still smouldering in the remains of his robe, he staggers towards you. Without hesitation, Tanith rushes at the Jahksa and thrusts him over the rail. She gives you a look of triumph and you cannot resist a cheer.
The storm blows itself out and quickly you bring the Ethetron back on course. You soon reach the Moaning Mountain and locate the cavern. With some skilful manoeuvring, you line up the ship with the opening and enter.
The overwhelming force of your attack beats the birds away for the moment. The Ethetron grinds to a complete halt.
Remember that you may only use those Keys you possess.
Of course!
you shout to Tanith. The Keys! We must use the Keys!
With an understanding nod, she takes the Keys.
Which one?
she asks.
You may keep any Keys that you have already noted on your Action Chart. You may also keep any Keys that you have not used. List all Keys to the Crystal Tower as a single Backpack Item on your Action Chart (noting which Keys are included). If you do not want to carry the Keys in your Backpack, you can let Tanith carry them, but you must then note down that you cannot access them if Tanith is not with you.
You may keep any Keys that you have already noted on your Action Chart. You may also keep any Keys that you have not used&emdash;which might be the Eagle Key, the Wolf Key, the Spider Key and/or the Dragon Key. List all Keys to the Crystal Tower as a single Backpack Item on your Action Chart (noting which Keys are included). If you do not want to carry the Keys in your Backpack, you can let Tanith carry them, but you must then note down that you cannot access them if Tanith is not with you.
(197) Deleted If you wish to carry it, it must be kept as a Backpack Item or you may give it to Tanith to carry, in which case remember to note this on your Action Chart.
.
(199) Replaced Chaos-Master
with Chaos-master
.
(203) Replaced death and
with death, and
.
(205) Replaced your power
with your Power
.
(205) Replaced If you possess the Magical Power of Sorcery, have more than 6
with If you possess the Magical Power of Elementalism and wish to use it
.
(207) Replaced point you
with point, you
. Replaced all occurrences of Chaos-Master
with Chaos-master
.
(210) Replaced you look
with you a look
.
(214) Replaced Elessin; inhabitants
with Elessin, inhabitants
.
(The Game Rules) This section of the rules implies that you must re-pick all three scores&emdash;
(The Game Rules) If you have completed book two but not book one, it seems reasonable to add 25 to the number you picked.
-(The Game Rules) It is possible for your
(The Game Rules) There are sections in the Grey Star books that describe how you use a Magical Power and how many
Alternatively, you may may wish to use a method given in Section 175 of War of the Wizards, which contains one such case of mandated use of magic: If you do not have enough
Note that you may never choose to use a Magical Power or your Wizard's Staff if you do not have sufficient
(The Game Rules) It is possible for your
(Magical Powers) The wording of this section of the rules seems to indicate&emdash;if read literally&emdash;that you may choose your set of Powers again if you have completed a previous adventure. This is without precedent in other books. In order to preserve consistency with other books, you should not choose your Powers again. If you have have completed at least one previous adventure, you may choose one additional Power from the list. If you choose Alchemy as your new Magical Power, you also receive a Herb Pouch with contents, as detailed in the Equipment section.
+(Magical Powers) If your
(Equipment) If you have completed a previous adventure, you keep all equipment you had at the end of that adventure. You do not receive any new equipment, unless you have just selected Alchemy as your sixth Magical Power, in which case you receive a Herb Pouch with contents as indicated in this section.
(Equipment) If you have mastered the Lesser Magick of Alchemy and therefore have a Herb Pouch, you may choose to keep potions, vials, or ingredients in either the Herb Pouch or your Backpack. All other Backpack Items must be kept in your Backpack.
-(Section 106) You may only choose a Key that you have not already tried.
-(Section 107) If the Elessi leader has been holding your Wizard's Staff until now, you can now take it back.
-(Section 118) If you have already opened this door, you do not need to do it again. If you have opened the door but chosen not to step through it, you can now choose to do so (turn to 125), or to walk back to the large stairway (turn to 239). If you have both opened and ventured inside the door, you must turn to 239.
-(Section 144) There is no choice that leads to this section of the book. This appears to be an oversight which is not easily correctable.
-(Section 150) You may only choose a Key that you have not already tried.
-(Section 177) You must choose whether to keep the individual buds or to mix potions from them. You may not do both.
-(Section 186) You may only choose a Key that you have not already tried.
-(Section 190) There is no choice that leads to this section of the book. This appears to be an oversight which is not easily correctable.
-(Section 197) You may only choose a Key that you have not already tried.
-(Section 240) You may keep any Keys that you have already noted on your Action Chart. You may also keep any Keys that you have not used. List all Keys to the Crystal Tower as a single Backpack Item on your Action Chart (noting which Keys are included). If you do not want to carry the Keys in your Backpack, you can let Tanith carry them, but you must then note down that you cannot access them if Tanith is not with you.
-(Section 242) You may only choose a Key that you have not already tried.
-(Section 252) You may only choose a Key that you have not already tried.
-(Section 278) If you left your Backpack in the Ethetron, you now regain access to it and all of the items therein.
-(Section 287) You may only choose a Key that you have not already tried.
-(Section 305) If you choose to keep them, note the Coins and a maximum of one Medallion as Special Items on your Action Chart. If you choose to keep more than one Medallion, the rest must be carried in your Backpack where they take up one space each.
-(Section 344) Make a note on your Action Chart that you have left your Backpack and all Backpack Items in the Ethetron. You will not have access to them again until you return to the Ethetron.
+(78) As you are using your Power of Elementalism against the Chaos-birds, you should deduct 1
(106) You may only choose a Key that you have not already tried.
+(107) If the Elessi leader has been holding your Wizard's Staff until now, you can now take it back.
+(118) If you have already opened this door, you do not need to do it again. If you have opened the door but chosen not to step through it, you can now choose to do so (turn to 125), or to walk back to the large stairway (turn to 239). If you have both opened and ventured inside the door, you must turn to 239.
+(144) There is no choice that leads to this section of the book. This appears to be an oversight which is not easily correctable.
+(148) As you are using your Wizard's Staff against the Jahksa, you should deduct 2
(150) You may only choose a Key that you have not already tried.
+(177) You must choose whether to keep the individual buds or to mix potions from them. You may not do both.
+(186) You may only choose a Key that you have not already tried.
+(190) There is no choice that leads to this section of the book. This appears to be an oversight which is not easily correctable.
+(197) You may only choose a Key that you have not already tried.
+(231) Remember that you may only use those Keys you possess.
+(240) You may keep any Keys that you have already noted on your Action Chart. You may also keep any Keys that you have not used&emdash;which might be the Eagle Key, the Wolf Key, the Spider Key and/or the Dragon Key. List all Keys to the Crystal Tower as a single Backpack Item on your Action Chart (noting which Keys are included). If you do not want to carry the Keys in your Backpack, you can let Tanith carry them, but you must then note down that you cannot access them if Tanith is not with you.
+(242) You may only choose a Key that you have not already tried.
+(252) You may only choose a Key that you have not already tried.
+(278) If you left your Backpack in the Ethetron, you now regain access to it and all of the items therein.
+(287) You may only choose a Key that you have not already tried.
+(305) If you choose to keep them, note the Coins and a maximum of one Medallion as Special Items on your Action Chart. If you choose to keep more than one Medallion, the rest must be carried in your Backpack where they take up one space each.
+(344) Make a note on your Action Chart that you have left your Backpack and all Backpack Items in the Ethetron. You will not have access to them again until you return to the Ethetron.