X-Git-Url: http://git.projectaon.org/?a=blobdiff_plain;f=xml%2F01gstw.xml;h=689c891d834ed15bd8b0408fab1cf283b29f59b5;hb=13ab659c9061b5f6735c5e0c973c3bfa7123994c;hp=adf2f7dc00b7d668c4d8003326722843fb67f6bf;hpb=d0f4cf629754629a3f22a4bf4e06fce4969d210b;p=project-aon.git diff --git a/xml/01gstw.xml b/xml/01gstw.xml index adf2f7d..689c891 100755 --- a/xml/01gstw.xml +++ b/xml/01gstw.xml @@ -20,8 +20,38 @@ $Id$ $Log$ -Revision 1.3 2005/04/01 22:31:02 jonathan.blake -Illustration code added by jffdougan - still needs dimensions +Revision 1.13 2005/10/09 14:26:23 angantyr +Corrected the last oversights and issues found by Simon. Ready to publish! + +Revision 1.12 2005/10/01 21:32:17 angantyr +Fixed some recent errata and added/updated footnote entries having to do +with insufficient WILLPOWER. Also made some small illustrations adjustments. + +Revision 1.11 2005/08/21 20:41:53 angantyr +Added/modified footnotes and modified small illustrations. + +Revision 1.10 2005/08/14 19:38:21 angantyr +Corrected various *ne issues. + +Revision 1.9 2005/08/12 23:23:51 jonathan.blake +Minor updates and illustration corrections. + +Revision 1.8 2005/08/10 18:42:03 jonathan.blake +Added small illustration 8 to Section 148. + +Revision 1.7 2005/07/04 14:53:54 jonathan.blake +Added copyright notices and biography for Paul Bonner. + +Revision 1.6 2005/06/27 17:21:02 jonathan.blake +Reordered the small illustration list and fixed the link to Section 161 in that same list + +Revision 1.5 2005/06/25 23:45:08 jonathan.blake +Added illustration markup in Powers section + +Revision 1.4 2005/04/21 15:52:00 jonathan.blake +Secondary illustrations placed. Replacement illustration for section 264 commented out. Illustration Transcription credit needs placing. + +Completed primary illustration information. Added commented notes for secondary illustrations. Revision 1.2 2005/03/10 18:21:51 jonathan.blake Removed link to old staff email address. @@ -148,13 +178,14 @@ Change Log:
In the World of Lone Wolf a new hero has arisen&emdash;Grey Star the Wizard
You are Grey Star. From the core of a raging storm you appeared&emdash;a human child, ship-wrecked and orphaned, a gift of hope to the exiled Shianti sorcerers. Ever since that fateful night they have raised you as one of their own, teaching you the mysteries of their magic in preparation for an epic quest.
@@ -164,9 +195,9 @@ Change Log:Internet 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 © 1985 Joe Dever and Gary Chalk
Text copyright © 1985 Ian Page.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.
Concept copyright © 1985 Joe Dever and Gary Chalk
Text copyright © 1985 Ian Page.
Illustrations copyright © 1985 Paul Bonner.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.
It is possible for your
There are sections of this book 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
To keep a record of your adventure, use the Action Chart.
Before you set off on your adventure, you must discover how well your Shianti masters have prepared you for your quest by determining your fighting prowess&emdash;
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
If your
When you start your 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
The seven Magical Powers available to you are listed below. When you have chosen your five Powers, enter them in the Magical Powers section of your Action Chart.
@@ -308,6 +347,13 @@ Change Log: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
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
Grey Star,
he says, a warm smile lighting his serene face, the time has come for you to leave. Far will you travel and perilous is your course. Be not afraid, yet do not fear caution. Though you go with the teaching and blessing of the Shianti and carry the might of the Wizard's Staff, stealth and secrecy will be your allies. Let not courage defeat wisdom. Go now and seek the Kundi race that are called the Lost Tribe of Lara. You are the instrument of our will, bearer of our hope. Ever will your quest be in our minds and hearts.
Without a word, you turn and leave the temple, not looking back until you reach the shore, where a sail boat awaits you. With a gentle sigh, you bid farewell to the island of your youth and push the little craft into the cold waters of the Sea of Dreams. You jump into the boat and set sail, making a westward course for the distant mainland of the Shadakine Empire.
@@ -676,6 +771,13 @@ Change Log:You hurl a bolt from your Staff at the plant that threatens Shan. It is quickly destroyed by the searing blue flame, but the effort has cost you 2
Suddenly, you are aware that creepers are clutching at your legs. As you crash to the ground, a tendril coils around your throat and pulls you towards the poison barbs of another Yaku plant. You are being slowly strangled to death and must lose 3
If you do not have sufficient
At the expense of 3
At the expense of 3
The forest is very near and it is a dark night. Fortunately, you have not been seen. Diving into the undergrowth at the forest's edge, you lie as still as possible as the Shadakine chariot rattles past at breakneck speed. The vicious blades on the wheel hubs flash as the chariot passes dangerously close to your hiding place.
+You wait with bated breath for several minutes after it has passed, but the chariot does not return.
There is a pause while you all consider the problem. Finally you ask if they have any suggestions. Shan's advice is to journey south to the Azanam, which he believes to be the most likely haunt of the lost tribe, and he offers to guide you there.
But if you are wrong,
says Tanith, we will have journeyed far and into great danger unnecessarily. We need guidance. Three days' travel to the north of here lives Jnana the Wise, a hermit sage,
He Who Serves No Master
. I can take you to him.
It becomes increasingly hard to remain close to the river's edge without clusters of Yaku tendrils blocking your path.
If you do not have sufficient
It is impossible to see which Yaku stem the tendrils are attached to, so you attack the wriggling cluster with a wide, sweeping stroke of your Staff across them all; you exert 2
It is impossible to see which Yaku stem the tendrils are attached to, so you attack the wriggling cluster with a wide, sweeping stroke of your Staff across them all; you exert 2
You have made the right decision; you have severed all the tendrils that threatened you. You are safe&ellips; for the moment.
You are very tired. Wearily, you close your eyes and call on the Elementals for their aid. Your chant ends, and at first, it seems that you have failed. Then you hear the sound of rushing water: a gigantic wave rises up further along the river. The foaming, white crest of the wave towers above the bridge in the shape of an outstretched hand. The watery fingers clench to form an immense fist that smashes on to the bridge, crushing it as though it were made of matchsticks, and drenching the three of you, as it washes the bridge downstream.
Such power!
Tanith exclaims, her eyes shining with childish delight and admiration.
The alley is deserted. Peering into the dark shadows, you step cautiously into the darkness. Suddenly you are grabbed from behind and a knife is held at your throat.
Turn around,
a voice whispers, menacingly. Slowly, or I'll cut your throat. Then hand over your money.
Slowly you turn to face the shabby thief.
+Six armoured knights, clad in blue and red robes, are battling with twenty Shadakine warriors. The knights are defending a heavily laden wagon that stands in the middle of a wide stone bridge. Perched on the wagon sits an unarmed man, richly clothed, looking fearfully upon the battle. He and his knights are outnumbered. Though skilled swordsmen, as the many Shadakine dead attest, they are hard-pressed, and have little chance of holding the bridge.
They don't stand a chance,
you murmur.
If you do not have sufficient
Instinctively Shan has thrown himself to the ground. With your Staff thrust up high into the air you tear a hole in one of the Quoku's wings; it shrieks with pain before crashing to the ground. Your attack has cost you 1
Instinctively Shan has thrown himself to the ground. With your Staff thrust up high into the air you tear a hole in one of the Quoku's wings; it shrieks with pain before crashing to the ground. Your attack has cost you 1
Quickly,
you hiss. Come with me.
You run through the door and into the corridor outside. Shadow forms are flowing out of the walls and floor, and everywhere spirit shapes fly in all directions. You turn to your right and see the horribly mutilated corpse of the jailer. Still clenched in his mortifying fist is a small Dagger. You may take this item if you wish. (Remember to mark it on your Action Chart under the Weapons section.)
If you do not have sufficient
The bolt of force that arches through the air into the ranks of Shadakine warriors kills one of them at a cost to you of 2
The distance over which you are fighting necessitates the use of a great deal of
The distance over which you are fighting necessitates the use of a great deal of
If you do not have sufficient
Staff held high, spraying magical fire from its tip, you charge the Shadakine with unflinching fury. Shan struggles in your wake.
-The Shadakine warriors are thrown into disorder as they attempt to meet this new threat from the rear. Due to their confusion, the knights are able to press home their advantage, gaining ground on their opponents and raising your spirits with shouts of encouragement. You rain fearful blows in all directions with your Wizard's Staff. At the cost of 1
The Shadakine warriors are thrown into disorder as they attempt to meet this new threat from the rear. Due to their confusion, the knights are able to press home their advantage, gaining ground on their opponents and raising your spirits with shouts of encouragement. You rain fearful blows in all directions with your Wizard's Staff. At the cost of 1
Tanith now reappears armed with a loaded crossbow. Coolly, she aims it at the Shadakine officer. He falls to the ground dead, a crossbow bolt protruding from his neck.
No!
screams Tanith, running off into the barren hills. The Najin rally and gather around you, hovering. Yammering wildly, the first of the little creatures attacks you.
There are nine Najin and they attack one at a time, attempting to claw and bite you. If you have another weapon, you pass it to Shan who then adds 2 to your
If you do not have sufficient
Shan stands motionless, his body frozen with fear. With one hand he holds his sword shakily aloft, while he covers his eyes with the other, peeping through the gaps between his fingers as the Quoku rushes towards him.
-At the cost of 2
At the cost of 2
You spend a great deal of time preparing yourself, pacing up and down the cell, while Shan looks on, mystified. When you feel you have reached the correct mental state, you focus your attention on the door. Your initial exertion of will has little effect and you gradually increase the strength of the spell. You have already used up 2
You spend a great deal of time preparing yourself, pacing up and down the cell, while Shan looks on, mystified. When you feel you have reached the correct mental state, you focus your attention on the door. Your initial exertion of will has little effect and you gradually increase the strength of the spell. You have already used up 2
You and Shan rush to the top of the steps and out into the corridor. Already, further down the passage to your right, you can hear someone shouting. You recognize the voice of the jailer and the sound of his clanking keys.
+If you do not have sufficient
You hurl yourself into the mass of fighting soldiers. At the cost of 1
You hurl yourself into the mass of fighting soldiers. At the cost of 1
The Shadakine warriors have become disordered by your attack, but you are still surrounded by four of them, who originally were commanded to guard the rear. You must fight them as one enemy and to the death. Shan adds 3 to your
You decide on Enchantment as your mode of escape: perhaps the jailer could be persuaded to open your cell door? A plan forms and you sink into a deep trance, weaving an elaborate illusion in your mind.
Fire! Fire!
you shout, pounding on the door of your cell. Shan looks at you strangely, for there is no sign of any smoke. Jailer, open up before the whole place burns down!
After a little encouragement, Shan is soon persuaded to join in the charade and begins rushing around madly, yelling and pounding his fists on the door.
+Soon, the jailer comes limping down the corridor and stops outside your cell. I thought I could smell smoke,
he comments. He can see great plumes of fire raging in the middle of the dungeon and billowing smoke escaping under the door. He is completely fooled by your illusion and his rattling keys are soon in the lock. The door is thrown open and you and Shan bound up the steps and out into the corridor. The puzzled jailer is left peering into the cell, wondering why the flames of the fire give off no heat.
The use of this Magical Power has cost you 2
As the Shadakine warrior crumples and falls, the excited mob roar their approval. They hail you as a hero and crowd around you cheering. A new sound floats on the harbour wind and the uproar subsides. You can hear the clatter of pounding hooves and the rumble of thundering wheels. A wave of panic ripples through the crowd. The Wheels of Death!
someone shouts.
Three war chariots, driven by whip-wielding Shadakine, hurtle into the harbour. The chariot wheels have blades protruding from their hubs, and as the Shadakine plough into the crowd, the blades scythe down anyone in their path.
In the confused panic, you see a chance to escape into a dark, narrow street.
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&emdash;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.
Squinting in the dusky light, you see a webbed hand appear over the edge of the defile. Shan gives a groan of disbelief as the wounded Quoku heaves itself on to the ragged plain. Doggedly it moves towards you, dragging its tortured body, possessed of an inhuman vitality.
+You haul Shan to his feet and point to the south. Look,
you say, we have nearly reached Lake Shenwu; one last effort now.
You pull Shan to his feet and stagger across the plain at a painfully slow pace. Relentlessly, the Quoku trails behind, slowly gaining on you.
With a cry of frustration, you see that your way ahead is blocked by a deep ravine that stretches nearly six feet across. The creature is not far behind you and you realize that there is not time enough to circle around the ravine. The Wall of Azakawa lies tantalizingly beyond reach.
A Kleasá!Tanith screams.
A Soul-eater!
You must fight the Kleasá to the death. For every round of combat, subtract 1
The hopping, fluttering Najin lead you into the stark, featureless hills. Eventually you come to a small cave entrance perched on a narrow ridge, overlooking a steep fall to the outlying hills below.
An old man sits cross-legged before the cave entrance, staring out across the heights with sightless eyes. Without lifting his head or looking in your direction, he speaks. Who comes? Who disturbs the solitude of Jnana?
It is I, Tanith,
she says. I bring Grey Star, a great wizard who dares to oppose the evil Wytch-king. He is in need of counsel.
I seek the Lost Tribe of Lara,
you say, for I have a quest and need their aid.
The old man is silent for a while. You must go south to the great jungle of the Azanam. The way is fraught with danger, for you must pass through the great Azagad Gorge and the towers of stone known as the
Dragon's Teeth
.
You are forced to choose to use a Magical Power, even though all the Powers that are available to you may require you to use more
Calmly you sift through these Powers and the extent of your mastery of them to determine the most effective choice. You make your decision.
+Calmly you sift through these Powers and the extent of your mastery of them to determine the most effective choice. You make your decision.
I sense some wizardry in you,murmurs Mother Magri
If you do not resist the power of the Kazim Stone, your quest and its origin will be revealed to this servant of the Wytch-king.
Raising your Staff, you attack the Yaku. A fiery bolt burns into the heart of the plant and it releases its grip immediately. The attack has cost you 1
Suddenly Shan falls to the ground, emitting a startled cry; a snaking creeper is wrapped tightly around his legs.
One stall in particular catches your eye. A sign reads:
The stall is full of potions and salves and the dried leaves and roots of many different plants, some of great power and others of no use at all. Your trained eye notices several items for sale that could be of great use to you as an alchemist. They are:
Senseless with exhaustion, you are dragged forcibly from the chamber, down long flights of stairs and into the darkness of the dungeons of the Hall of Correction. Your senses rail against the ominous and overpowering feeling of oppression that seems imbued into the walls of the place. A tortuous scream fills the air, followed by the sound of brutal laughter. What was that?
you whisper, hoarsely.
You'll find out soon enough,
one of the Shadakine replies. Jailer! Lock this one up!
A tattered cripple lurches towards you, a large bunch of keys rattling at his side.
Here, Master Turnkey. Lock him up nice and safe now.
The jailer limps forwards, a mad and joyous expression on his face. Marvellous, simply marvellous,
he giggles. Another guest. How wonderful to meet you.
An iron-shod door is unlocked and you are thrown into a dark and foul-smelling pit. You fall headlong down a flight of steps and lose consciousness before coming to rest on the straw-covered floor.
@@ -2933,8 +3143,8 @@ Change Log:If you do not have sufficient
At the cost of 2
At the cost of 2
In the time that it has taken you to free Shan, two more creepers have crawled towards you. One is curled around your right leg; the other grips your left ankle. The creepers must belong to different Yaku plants, for you can feel yourself being pulled in two directions. Once more you are dragged to the ground and the pain becomes unbearable as your body is stretched apart.
If you have arrived here from Section 156, there is no description of how the Shadakine officer is killed. This appears to be an oversight by the author.
If you do not have sufficient
Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required
As the Shadakine officer dies, the Knights of the White Mountain give a victorious cheer and charge forwards. The Shadakine that remain continue to fight, but eventually falter and retreat into small groups. With their numbers divided into small pockets of resistance, the knights are quickly able to overcome them, demonstrating their superior fighting skills in one to one combat. The Shadakine warriors fight to the last man and you expend another
As the Shadakine officer dies, the Knights of the White Mountain give a victorious cheer and charge forwards. The Shadakine that remain continue to fight, but eventually falter and retreat into small groups. With their numbers divided into small pockets of resistance, the knights are quickly able to overcome them, demonstrating their superior fighting skills in one to one combat. The Shadakine warriors fight to the last man and you expend another
As soon as the fighting is over, the unarmed man jumps down from the wagon on to the bridge. My thanks, stranger. A timely arrival indeed,
he says, smiling broadly.
His name is Madin Rendalim, a Durenese herbwarden, famous throughout the Lastlands of the fair north for his knowledge and skill in the healing arts. He is journeying through the provinces of the Shadakine Empire seeking the Druse tree, and the clear, sticky resin beneath its bark&emdash;the only known cure for the terrible Red Death plague.
I had found the Druse tree growing some distance from here, in the Forest of Fernmost at the foot of the Kashima Mountains. I was returning to Port Suhn to journey back to my home in Hammerdal when these ill-mannered Shadakine brutes refused to let us pass. They have closed the roads around Suhn it seems, searching for some fugitives or outlaws.
You cannot avoid the combat owing to the circle of people around you and must fight the Shadakine to the death.
If you do not have sufficient
A bolt of energy slices into the Yaku plant. Its tendrils tense, leaping into the air before falling lifelessly to the ground. Your attack has cost you 2
A bolt of energy slices into the Yaku plant. Its tendrils tense, leaping into the air before falling lifelessly to the ground. Your attack has cost you 2
To your relief, you see that Shan has managed to free himself from the grip of the other Yaku plant.
Halt, or you're dead!
shouts the Shadakine officer, savagely.
If you do not have sufficient
You slash the tip of your Wizard's Staff across the tendril that is wrapped around your ankle. At the cost of 1
You slash the tip of your Wizard's Staff across the tendril that is wrapped around your ankle. At the cost of 1
With a frightened yell Shan falls to the ground; a Yaku tendril is coiled around both his legs. He hacks at it desperately with his sword.
With your eye, you trace the tendril that holds Shan back to the main stem. Taking careful aim, you fire at the heart of the plant, destroying it easily at the cost of 2
If you do not have sufficient
You drop back down the slope, half running, half sliding on the gravel of the gully. With Shan at your back, you confront the unyielding Quoku once more.
-Using the advantage of standing on the higher ground, you deal the Quoku a crushing blow, sending it tumbling down the slope in a landslide of loose stones and dust. It finally comes to rest in the scree. Your attack has cost you 1
Using the advantage of standing on the higher ground, you deal the Quoku a crushing blow, sending it tumbling down the slope in a landslide of loose stones and dust. It finally comes to rest in the scree. Your attack has cost you 1
Suddenly you remember the Medallion given to you by the Redeemer
in the Inn of the Laughing Moon. You take it out and stare intently at the rune inscribed upon it. Surely there is some clue here. You take out the pink potion that the Redeemer
gave you and pull out the stopper of the vial. Sniffing the contents, you recognize the scent of Calacena: a mushroom whose spores induce visions much prized by magicians and illusionists. With some trepidation, you swallow the potion and discard the contaminated vial. (Delete this Backpack Item from your Action Chart.) You stare once again at the Medallion as the potion begins to take effect.
A close examination of the rune inscribed upon the Medallion will tell you which section number to turn to next.
More Quoku are leaping from their towers of stone, pushing high into the air with their powerful back legs and then gliding in circles around their columns, drifting with the warm air currents. The first of the creatures climbs gently, rolls to one side and then pulls into a steep dive. The Quoku hurtles towards you with astonishing speed: a hawk in pursuit of its prey.
You decide to look for aid on the elemental plane. You drift into a trance and begin to chant, meditating on your need and hoping that the elemental spirits will understand the nature of your predicament. The chant over, you wait. At first, all is quiet and you fear that you have failed. Then a rumbling noise echoes below your feet, and a shuddering tremor makes you stumble.
Stand by the wall, away from the centre of the cell,
you warn Shan. A large crack appears in the ground, widening to a great hole as the head and shoulders of an Earth Giant smash through the floor. You view the gnarled features of the elemental and his rough, mottled skin of clay with fear and apprehension. Earth Giants are the most stupid of elementals, and you doubt if this one will be able to understand fully your needs.
Escape?
says the Earth Giant, in a stony voice.
Yes&ellips; escape,
you say eagerly.
Tunnel. Wizard follow&ellips; earth is safe&ellips; no danger&ellips; come.
The vast head disappears, leaving a great chasm in the ground.
If you do not have sufficient
With some difficulty, you shear through the vine that pulls at your right leg, using up 1
With some difficulty, you shear through the vine that pulls at your right leg, using up 1
Shan leaps to your rescue, hacking wildly at the tendril that holds your left ankle. With three clumsy blows, he cuts through the wriggling creeper.
The harbour is full with ships of varying kinds, though there is little sign of life. Mooring the small boat, you step on to the stone quayside and survey the harbour area.
Psst!
a voice hisses at you from out of the darkness. Startled, you spot the crouching form of a one-eyed Suhnese fisherman. Come far have we?
he asks, patronizingly. And in such secrecy too! Got something to hide have we? Lurking out there at the edge of the bay till nightfall&ellips; tsk, tsk, very suspicious.
In vain, you try to convince the one-eyed Suhnaman that you have nothing to hide. Saw your sail a long way off,
he sneers. Perhaps you're a smuggler, or on the run, I'll be bound. Come now, young master. You can't fool me. What'll you offer to buy my silence?
With a helpless shrug, you tell him that you have no money. At first, the fisherman seems very angry, but eventually he offers to buy your boat for 20 Nobles, though you cannot be sure that this will keep him quiet.
If you do not have sufficient
At the cost of 1
At the cost of 1
Shan leaps to your rescue, slashing at the tendril that threatens to drag you to your doom.
With an immense effort of will, you haul yourself up and over the edge of the precipice, scraping your body over the razor-sharp rocks and tearing the flesh of your hands and arms, leaving bloody weals of pain. Blood courses freely down your limbs from these wounds, and you must lose 3
Through watering eyes, you watch the strange, stunted men using their tails to swing from tree limb to branch with astonishing agility, flushing out the insect invaders with practised ease. These are the Kundi. You have found the Lost Tribe of Lara.
As you watch the one-sided battle draw to a close, two sets of hairy arms grab you and lift you bodily into the air. Your ape-like abductors carry you through the giddy heights, leaping and swinging from tree to tree, tossing you like a bale of hay. You are being carried through a fine mist of cloud, from which the Azawood tree draws much of its moisture. Up here, in the highest levels of the forest, is a complex of wooden houses and platforms. You are dumped unceremoniously outside the largest of these tree houses: the house of the Kundi king.
@@ -4707,8 +4978,8 @@ Change Log:You no look like Shianti,
he says, looking you up and down with a theatrical gesture.
Shianti wizard,
you correct, drawing no response.
(The Game Rules) It is possible for your
(The Game Rules) There are sections of this book 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) If your
(Equipment) This Special Item can be used in combat as if it were a normal Weapon. The Jewelled Dagger's bonus to your
Alternatively, you may decide that the Jewelled Dagger may be wielded together with your Wizard's Staff, and thus confers its bonus in all close combats. This makes the Jewelled Dagger a much more useful item.
(Equipment) The bonus to your
(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 15) The exact nature of this restoration of
(Section 43) You cannot keep Shan's Backpack. Any items you decide to keep must be transferred to your own Backpack, or perhaps to your Herb Pouch if you have one and want to keep the Small Vial of Laumspur.
-(Section 101) It seems odd that Shan would not return your weapon. You may choose to assume that you get it back once the battle is over.
-(Section 110) This is the correct solution to the riddle in Section 264.
-(Section 183) Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required
(Section 193) The Yabari Ointment can be applied at any time and is effective until it is washed off or until this adventure is over. If you choose to apply the ointment, delete this item from your Action Chart but make a note that you instead are now wearing the ointment.
-(Section 193) Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required
(Section 211) You must have the Power of Evocation in order to attempt to raise the dead priest.
-(Section 215) If you have arrived here from Section 156, there is no description of how the Shadakine officer is killed. This appears to be an oversight by the author.
-(Section 215) Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required
(Section 245) Make sure to restore your Wizard's Staff, Backpack and Backpack Items to your Action Chart.
-(Section 259) There are numerous unanswered questions with this combat. The addition of
(12) If you do not have sufficient
(15) The exact nature of this restoration of
(30) If you do not have sufficient
(43) You cannot keep Shan's Backpack. Any items you decide to keep must be transferred to your own Backpack, or perhaps to your Herb Pouch if you have one and want to keep the Small Vial of Laumspur.
+(57) If you do not have sufficient
(88) If you do not have sufficient
(94) If you do not have sufficient
(101) It seems odd that Shan would not return your weapon. You may choose to assume that you get it back once the battle is over.
+(107) If you do not have sufficient
(110) This is the correct solution to the riddle in Section 264.
+(120) If you do not have sufficient
(172) You are forced to choose to use a Magical Power, even though all the Powers that are available to you may require you to use more
(183) Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required
(193) The Yabari Ointment can be applied at any time and is effective until it is washed off or until this adventure is over. If you choose to apply the ointment, delete this item from your Action Chart but make a note that you instead are now wearing the ointment.
+(193) Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required
(204) If you do not have sufficient
(211) You must have the Power of Evocation in order to attempt to raise the dead priest.
+(215) If you have arrived here from Section 156, there is no description of how the Shadakine officer is killed. This appears to be an oversight by the author.
+(215) If you do not have sufficient
(215) Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required
(229) If you do not have sufficient
(245) Make sure to restore your Wizard's Staff, Backpack and Backpack Items to your Action Chart.
+(248) If you do not have sufficient
(257) If you do not have sufficient
(259) There are numerous unanswered questions with this combat. The addition of
In either case, if your
There are no easy answers to these questions. It is up to the reader to decide which solution is most appropriate.
Also, you cannot use your Wizard's Staff in this combat; since the combat is mental in nature, it would be inappropriate to us it, which means that you should not be able to use
(Section 264) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.
-(Section 297) These empty Vials may be used later to contain potions. Some Vials are useless once contaminated.
-(Section 300) Keep note of your Backpack Items in case you should find your Backpack again later.
-(Section 311) Keep note of your Backpack Items in case you should find your Backpack again later.
-(Section 320) These losses are in addition to any you may have already sustained in your duel with the Kazim Stone.
-(Section 342) There is no choice that leads to this section of the book. This appears to be an oversight which is not easily correctable.
+(264) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.
+(279) If you do not have sufficient
(297) These empty Vials may be used later to contain potions. Some Vials are useless once contaminated.
+(300) Keep note of your Backpack Items in case you should find your Backpack again later.
+(304) If you do not have sufficient
(311) Keep note of your Backpack Items in case you should find your Backpack again later.
+(320) These losses are in addition to any you may have already sustained in your duel with the Kazim Stone.
+(342) There is no choice that leads to this section of the book. This appears to be an oversight which is not easily correctable.