X-Git-Url: http://git.projectaon.org/?a=blobdiff_plain;f=xml%2F01gstw.xml;h=689c891d834ed15bd8b0408fab1cf283b29f59b5;hb=13ab659c9061b5f6735c5e0c973c3bfa7123994c;hp=ebf6b26a1dd8f3b5c3903ee21e0c9322d2bf1e10;hpb=1ae17b0718689aabbaa9fadd0208170ec3a1ab50;p=project-aon.git diff --git a/xml/01gstw.xml b/xml/01gstw.xml index ebf6b26..689c891 100755 --- a/xml/01gstw.xml +++ b/xml/01gstw.xml @@ -20,6 +20,25 @@ $Id$ $Log$ +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. @@ -159,14 +178,14 @@ Change Log: Grey Star the Wizard Ian Page and Joe Dever - Ian Page
Edited by Joe Dever
+ Ian Page
Illustrated by Paul Bonner
Edited by Joe Dever
&inclusion.ian.page.bio.gs; &inclusion.joe.dever.bio.gs; &inclusion.paul.bonner.bio.gs; Project Aon - 200572 + 20051008

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.

@@ -231,8 +250,8 @@ Change Log:
Jonathan Blake
Simon Osborne
XML
Jonathan Blake
Jeff Dougan
Thomas Wolmer
-
Alternate Illustrations
-
JC Alvarez (action charts)
Jonathan Blake (extramatter charts and tables)
Christopher Lundgren (map and small illustrations)
+
Replacement Illustrations
+
JC Alvarez (action charts)
Jonathan Blake (extramatter charts and tables)
Christopher Lundgren (map and small illustrations)
Proofreading
Ryan Cross (front matter and sections 1&endash;105)
Simon Osborne (sections 106&endash;350)
Editing
@@ -242,7 +261,7 @@ Change Log:
Coordination
Jonathan Blake
Thomas Wolmer
Special Thanks
-
David Davis
+
David Davis
Patrick Kalinauskas
@@ -296,14 +315,17 @@ Change Log: -

It is possible for your WILLPOWER to fall below zero. For example, if you are the victim of an attack that drains your WILLPOWER, your score may be forced below zero. If your WILLPOWER falls to zero or below, you will not be able to cast spells or use your Wizard's Staff until your score is again above zero.

+

There are sections of this book that describe how you use a Magical Power and how many WILLPOWER points you spend, without giving you a choice and without taking into account that you may not have the required number of WILLPOWER points left. You may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative.

+

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 WILLPOWER points, then you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point you lack (i.e. 2 ENDURANCE points = 1 WILLPOWER point). If your ENDURANCE score falls to zero, you are dead and the adventure is over.

+

Note that you may never choose to use a Magical Power or your Wizard's Staff if you do not have sufficient WILLPOWER points. This method also cannot be used in cases where you lose WILLPOWER points for a reason other than using magic, for instance as a result of mental or magical attacks. In these cases, you may end up with a negative WILLPOWER score.

+

It is possible for your WILLPOWER to fall below zero. For example, if you are the victim of an attack that drains your WILLPOWER, your score may be forced below zero. If your WILLPOWER falls to zero or below, you will not be able to cast spells or use the magical properties of your Wizard's Staff until your score is again above zero. You can still use your Wizard's Staff in combat as a normal weapon, but you must deduct 6 points from your COMBAT SKILL.

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;COMBAT SKILL&emdash;your state of mind&emdash;WILLPOWER&emdash;and your physical stamina&emdash;ENDURANCE. To do this take a pencil and, with eyes closed, point with the blunt end of it on to the Random Number Table. If you pick 0 it counts as zero.

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart. (e.g., if your pencil fell on the number 4 in the Random Number Table you would write in a COMBAT SKILL of 14.) When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.

-

The second number that you pick from the Random Number Table represents your WILLPOWER. Add 20 to this number and write the total in the WILLPOWER section of your Action Chart (e.g., if your pencil fell on the number 6 in the Random Number Table you would have a WILLPOWER of 26). If you decide to use a spell or utilize the power of your Wizard's Staff, then you will lose WILLPOWER points. If at any time your WILLPOWER falls to zero, you may not use any of your spells or your Wizard's Staff. Lost WILLPOWER points can be regained during the course of the adventure, and it is possible for your WILLPOWER points to rise above the total with which you start your adventure.

+

The second number that you pick from the Random Number Table represents your WILLPOWER. Add 20 to this number and write the total in the WILLPOWER section of your Action Chart (e.g., if your pencil fell on the number 6 in the Random Number Table you would have a WILLPOWER of 26). If you decide to use a spell or utilize the power of your Wizard's Staff, then you will lose WILLPOWER points. If at any time your WILLPOWER falls to zero, you may not use any of your spells or your Wizard's Staff. Lost WILLPOWER points can be regained during the course of the adventure, and it is possible for your WILLPOWER points to rise above the total with which you start your adventure.

The third number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart (e.g., if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points). If you are wounded in combat, you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure but can never rise above the number with which you start your adventure.

@@ -312,9 +334,12 @@ Change Log: + + +

If your WILLPOWER falls to zero or below, you will not be able to use the magical properties of your Wizard's Staff until your score is again above zero. You can still use your Wizard's Staff in combat as a normal weapon, but you must deduct 6 points from your COMBAT SKILL.

+
-

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 Lesser Magicks. The choice of which five Powers these are, is up to you. 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 Powers, enter them in the Magical Powers section of your Action Chart.

@@ -497,7 +522,7 @@ 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 WILLPOWER point.

+

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 WILLPOWER point.

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 WILLPOWER points and multiply the number of ENDURANCE points lost by the enemy, accordingly. For example, if you chose to expend 3 WILLPOWER points on your attack, all enemy ENDURANCE point losses would be multiplied by three.

If you enter combat without your Staff, deduct 6 points from your COMBAT SKILL If you have no weapon at all, you must deduct 8 points from your COMBAT SKILL.

@@ -746,6 +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 WILLPOWER points.

+ + + Paul Bonner + + + +

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 ENDURANCE points.

Turn to 42.
@@ -822,8 +854,12 @@ Change Log:
12 + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+ + -

At the expense of 3 WILLPOWER points, you are able to cut a path through the smoking remains of the Yaku. Soon you are completely free of them, and in the fading light you come within sight of the Great Wall of Azakawa.

+

At the expense of 3 WILLPOWER points, you are able to cut a path through the smoking remains of the Yaku. Soon you are completely free of them, and in the fading light you come within sight of the Great Wall of Azakawa.

Turn to 325.
@@ -1042,9 +1078,13 @@ Change Log:
30 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+ -

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 WILLPOWER points.

+

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 WILLPOWER points.

You have made the right decision; you have severed all the tendrils that threatened you. You are safe&ellips; for the moment.

Turn to 128.
@@ -1052,7 +1092,7 @@ Change Log:
31 - +

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.

@@ -1376,9 +1416,13 @@ Change Log:
57 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+ -

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 WILLPOWER point.

+

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 WILLPOWER point.

If you wish to attack the Quoku again, turn to 307. If you wish to escape, turn to 182.
@@ -1720,10 +1764,14 @@ Change Log:
88 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

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 WILLPOWER points. The knights gain ground at their opponents' expense due to the confusion of the Shadakine, who are now being attacked from the front and rear.

-

The distance over which you are fighting necessitates the use of a great deal of WILLPOWER, and you realize that you can only increase your effectiveness by moving closer to the Shadakine. An attack from the rear at this time would almost certainly turn the battle in your favour. With this in mind, you burst out of the undergrowth and charge into the battle with a fearsome yell. Shan, puffing and panting behind you, swings his sword feebly. The knights on the bridge give a rousing cheer as you appear, and the Shadakine are pushed back as their resistance begins to falter. And then you are upon them: you rain blows in all directions, throwing them into disorder and wounding a warrior at the cost of 1 WILLPOWER point.

+

The distance over which you are fighting necessitates the use of a great deal of WILLPOWER, and you realize that you can only increase your effectiveness by moving closer to the Shadakine. An attack from the rear at this time would almost certainly turn the battle in your favour. With this in mind, you burst out of the undergrowth and charge into the battle with a fearsome yell. Shan, puffing and panting behind you, swings his sword feebly. The knights on the bridge give a rousing cheer as you appear, and the Shadakine are pushed back as their resistance begins to falter. And then you are upon them: you rain blows in all directions, throwing them into disorder and wounding a warrior at the cost of 1 WILLPOWER point.

Turn to 189.
@@ -1782,10 +1830,14 @@ Change Log:
94 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

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 WILLPOWER point, you fell the nearest Shadakine warrior. Much to his surprise, Shan claims another.

+

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 WILLPOWER point, you fell the nearest Shadakine warrior. Much to his surprise, Shan claims another.

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.

Turn to 215.
@@ -1948,10 +2000,14 @@ Change Log:
107 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

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 WILLPOWER points, you punch a flaming hole through one of the Quoku's wings and it shrieks in pain. The injured beast is knocked awry; it veers sharply to the left and crashes to the ground.

+

At the cost of 2 WILLPOWER points, you punch a flaming hole through one of the Quoku's wings and it shrieks in pain. The injured beast is knocked awry; it veers sharply to the left and crashes to the ground.

If you wish to finish off the Quoku, turn to 307. If you would prefer to make another run for it, turn to 182.
@@ -1970,9 +2026,15 @@ Change Log: 109 -

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 WILLPOWER points when the door begins to creak on its hinges, the thick wood warping. With a surge of effort you throw enough power at the door to use up 3 WILLPOWER points. The timbers snap and the joists squeal, but still the lock will not give. A last desperate attempt produces 4 WILLPOWER points of energy that splinters the door. A mighty noise echoes down the corridor as the door crashes to the ground. You have used 4 WILLPOWER points and lost 1 ENDURANCE point due to the prolonged strain! -.

+

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 WILLPOWER points when the door begins to creak on its hinges, the thick wood warping. With a surge of effort you throw enough power at the door to use up 3 WILLPOWER points. The timbers snap and the joists squeal, but still the lock will not give. A last desperate attempt produces 4 WILLPOWER points of energy that splinters the door. A mighty noise echoes down the corridor as the door crashes to the ground. You have used 4 WILLPOWER points and lost 1 ENDURANCE point due to the prolonged strain!

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.

+ + + Paul Bonner + + + + If you wish to confront the jailer, turn to 243. If you wish to go in the opposite direction, turn to 333.
@@ -2099,9 +2161,13 @@ Change Log:
120 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+ -

You hurl yourself into the mass of fighting soldiers. At the cost of 1 WILLPOWER point, you throw down two Shadakine warriors. Shan disarms a third with a lucky blow.

+

You hurl yourself into the mass of fighting soldiers. At the cost of 1 WILLPOWER point, you throw down two Shadakine warriors. Shan disarms a third with a lucky blow.

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 COMBAT SKILL for the duration of the combat.

Shadakine Rearguard2530 If you are still alive after three rounds of combat, turn to 189. @@ -2148,6 +2214,13 @@ Change Log:

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.

+ + + Paul Bonner + + + +

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 WILLPOWER points.

If you wish to pounce on the jailer while he has his back to you, turn to 243. @@ -2434,6 +2507,13 @@ Change Log:

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.

+ + + Paul Bonner + + + +

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.

If you wish to jump across the ravine, turn to 49. @@ -2721,9 +2801,13 @@ Change Log:
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 WILLPOWER points than you currently possess. If you do not have sufficient WILLPOWER points, you may choose to simply subtract the number of WILLPOWER points required to use the Power you select. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+ -

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.

If you wish to try to escape with the aid of Sorcery, turn to 95. If you wish to use the Power of Enchantment, turn to 124. If you would rather use Elementalism, turn to 271. @@ -2810,7 +2894,6 @@ Change Log:

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 WILLPOWER point.

-

Suddenly Shan falls to the ground, emitting a startled cry; a snaking creeper is wrapped tightly around his legs.

Paul Bonner @@ -2818,6 +2901,7 @@ Change Log: +

Suddenly Shan falls to the ground, emitting a startled cry; a snaking creeper is wrapped tightly around his legs.

If you wish to loose a bolt at the Yaku as it drags Shan towards its centre, turn to 285. If you wish to rush to Shan's side, turn to 240.
@@ -2924,6 +3008,13 @@ Change Log:

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.

+ + + Paul Bonner + + + +

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.

@@ -3129,9 +3220,13 @@ Change Log:
204 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+ -

At the cost of 2 WILLPOWER points, you lash out at the tendril that holds Shan. The energy beam slices through the creeper. It withers instantly and releases him.

+

At the cost of 2 WILLPOWER points you lash out at the tendril that holds Shan. The energy beam slices through the creeper. It withers instantly and releases him.

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.

As you are forcibly dragged to the ground you may fire at the heart of the nearest Yaku plant, which is only a Staff's length away, by turning to 329. If you would prefer to attack the Yaku vine holding your right leg, turn to 279. @@ -3255,12 +3350,13 @@ Change Log:

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 WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

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 WILLPOWER points. Tarama Seeds cannot be used to maintain the effect of a spell or in place of other drains on your WILLPOWER, like mental attacks. It also seems inappropriate to use a Tarama Seed in close combat where you could then decide to expend an infinite amount of WILLPOWER to automatically win a fight.

-

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 WILLPOWER point before the battle is over.

+

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 WILLPOWER point before the battle is over.

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.

@@ -3426,9 +3522,13 @@ Change Log:
229 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+ -

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 WILLPOWER points.

+

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 WILLPOWER points.

To your relief, you see that Shan has managed to free himself from the grip of the other Yaku plant.

If you wish, at long range, to attack another Yaku plant threatening Shan, turn to 5. If you would prefer to attack the cluster of tendrils slithering towards you, turn to 30. @@ -3592,13 +3692,6 @@ Change Log:

Without warning you attack the jailer who, despite his frail appearance, responds to your attack with savage blows. Owing to Shan's assistance and the element of surprise, you may add 4 points to your COMBAT SKILL for the duration of this fight. You cannot evade and must fight to the death.

Jailer814 - - - Paul Bonner - - - -

If you win the fight you may keep the jailer's Dagger (mark it on your Action Chart as a Weapon).

If you wish to take the Jailer's Keys and free the other prisoners on this level, turn to 125. If you wish to head in the direction that the jailer came from, turn to 338. @@ -3659,9 +3752,13 @@ Change Log:
248 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+
-

You slash the tip of your Wizard's Staff across the tendril that is wrapped around your ankle. At the cost of 1 WILLPOWER point; you burn through the tough vine and free your foot. You clamber to your feet only to see the tendrils of another Yaku plant snaking towards you.

+

You slash the tip of your Wizard's Staff across the tendril that is wrapped around your ankle. At the cost of 1 WILLPOWER point; you burn through the tough vine and free your foot. You clamber to your feet only to see the tendrils of another Yaku plant snaking towards you.

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.

If you wish to free Shan by attacking the tendril that drags him towards the waving spines of the Yaku, turn to 204. If you wish to strike at the heart of the Yaku plant that attacked you, turn to 229. @@ -3732,6 +3829,13 @@ Change Log:

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 WILLPOWER points. Immediately Shan is released and he scrambles over to your side as two more creepers wind themselves around your legs. The creepers belong to different Yaku plants, and you feel yourself being pulled in two directions at once. Again you drop to the ground and howl in agony as the two Yaku plants attempt to wrench your body apart.

+ + + Paul Bonner + + + + Turn to 279.
@@ -3764,10 +3868,14 @@ Change Log:
257 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

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 WILLPOWER point.

+

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 WILLPOWER point.

Turn to 174.
@@ -3856,8 +3964,8 @@ Change Log: Paul Bonner - - + + @@ -4040,9 +4148,13 @@ Change Log:
279 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+ -

With some difficulty, you shear through the vine that pulls at your right leg, using up 1 WILLPOWER point.

+

With some difficulty, you shear through the vine that pulls at your right leg, using up 1 WILLPOWER point.

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.

Turn to 128.
@@ -4331,9 +4443,13 @@ Change Log:
304 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+ -

At the cost of 1 WILLPOWER point, you burn through the vine that clasps your ankle. The force of the tendril pulling at your leg causes you to spin to the right, whipping you towards the ugly spines of the Yaku.

+

At the cost of 1 WILLPOWER point, you burn through the vine that clasps your ankle. The force of the tendril pulling at your leg causes you to spin to the right, whipping you towards the ugly spines of the Yaku.

Shan leaps to your rescue, slashing at the tendril that threatens to drag you to your doom.

Turn to 128.
@@ -5273,32 +5389,51 @@ Change Log: Footnotes -

(The Game Rules) It is possible for your WILLPOWER to fall below zero. For example, if you are the victim of an attack that drains your WILLPOWER, your score may be forced below zero. If your WILLPOWER falls to zero or below, you will not be able to cast spells or use your Wizard's Staff until your score is again above zero.

+

(The Game Rules) There are sections of this book that describe how you use a Magical Power and how many WILLPOWER points you spend, without giving you a choice and without taking into account that you may not have the required number of WILLPOWER points left. You may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative.

+

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 WILLPOWER points, then you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point you lack (i.e. 2 ENDURANCE points = 1 WILLPOWER point). If your ENDURANCE score falls to zero, you are dead and the adventure is over.

+

Note that you may never choose to use a Magical Power or your Wizard's Staff if you do not have sufficient WILLPOWER points. This method also cannot be used in cases where you lose WILLPOWER points for a reason other than using magic, for instance as a result of mental or magical attacks. In these cases, you may end up with a negative WILLPOWER score.

+

(The Game Rules) It is possible for your WILLPOWER to fall below zero. For example, if you are the victim of an attack that drains your WILLPOWER, your score may be forced below zero. If your WILLPOWER falls to zero or below, you will not be able to cast spells or use the magical properties of your Wizard's Staff until your score is again above zero. You can still use your Wizard's Staff in combat as a normal weapon, but you must deduct 6 points from your COMBAT SKILL.

+

(Magical Powers) If your WILLPOWER falls to zero or below, you will not be able to use the magical properties of your Wizard's Staff until your score is again above zero. You can still use your Wizard's Staff in combat as a normal weapon, but you must deduct 6 points from your COMBAT SKILL.

(Equipment) This Special Item can be used in combat as if it were a normal Weapon. The Jewelled Dagger's bonus to your COMBAT SKILL should only be applied when the Jewelled Dagger is used in combat. You should not use your Wizard's Staff at the same time. This would incur the normal −6 penalty to your COMBAT SKILL for not using your Wizard's Staff.

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 WILLPOWER score provided by the Magic Talisman is added to your WILLPOWER score only once and does not prevent your score from falling to zero.

(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 ENDURANCE and WILLPOWER is unclear. There is a general consensus that you should multiply your current ENDURANCE and WILLPOWER scores by 1.5. I.e. you may add one half of your current ENDURANCE points value to your score, remembering that you may not exceed your starting value; and you may add one half of your current WILLPOWER value to your score, irrespective of whether this exceeds your starting value.

-

(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 WILLPOWER points. Tarama Seeds cannot be used to maintain the effect of a spell or in place of other drains on your WILLPOWER, like mental attacks. It also seems inappropriate to use a Tarama Seed in close combat where you could then decide to expend an infinite amount of WILLPOWER to automatically win a fight.

-

(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 WILLPOWER points. Tarama Seeds cannot be used to maintain the effect of a spell or in place of other drains on your WILLPOWER, like mental attacks. It also seems inappropriate to use a Tarama Seed in close combat where you could then decide to expend an infinite amount of WILLPOWER to automatically win a fight.

-

(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 WILLPOWER points. Tarama Seeds cannot be used to maintain the effect of a spell or in place of other drains on your WILLPOWER, like mental attacks. It also seems inappropriate to use a Tarama Seed in close combat where you could then decide to expend an infinite amount of WILLPOWER to automatically win a fight.

-

(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 WILLPOWER and ENDURANCE is straightforward, but which attribute do you lower when wounded in this mental combat? A mental combat would suggest that you will lose WILLPOWER as this is the measure of you mental strength. It is possible to have a negative WILLPOWER score which would mean that the combat would only come to an end when the Darkling Room's ENDURANCE was lowered to 0. Using you true ENDURANCE score is the less paradoxical route.

+

(12) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(15) The exact nature of this restoration of ENDURANCE and WILLPOWER is unclear. There is a general consensus that you should multiply your current ENDURANCE and WILLPOWER scores by 1.5. I.e. you may add one half of your current ENDURANCE points value to your score, remembering that you may not exceed your starting value; and you may add one half of your current WILLPOWER value to your score, irrespective of whether this exceeds your starting value.

+

(30) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(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 WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(88) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(94) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(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 WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(110) This is the correct solution to the riddle in Section 264.

+

(120) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(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 WILLPOWER points than you currently possess. If you do not have sufficient WILLPOWER points, you may choose to simply subtract the number of WILLPOWER points required to use the Power you select. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(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 WILLPOWER points. Tarama Seeds cannot be used to maintain the effect of a spell or in place of other drains on your WILLPOWER, like mental attacks. It also seems inappropriate to use a Tarama Seed in close combat where you could then decide to expend an infinite amount of WILLPOWER to automatically win a fight.

+

(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 WILLPOWER points. Tarama Seeds cannot be used to maintain the effect of a spell or in place of other drains on your WILLPOWER, like mental attacks. It also seems inappropriate to use a Tarama Seed in close combat where you could then decide to expend an infinite amount of WILLPOWER to automatically win a fight.

+

(204) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(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 WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(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 WILLPOWER points. Tarama Seeds cannot be used to maintain the effect of a spell or in place of other drains on your WILLPOWER, like mental attacks. It also seems inappropriate to use a Tarama Seed in close combat where you could then decide to expend an infinite amount of WILLPOWER to automatically win a fight.

+

(229) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(245) Make sure to restore your Wizard's Staff, Backpack and Backpack Items to your Action Chart.

+

(248) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(257) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(259) There are numerous unanswered questions with this combat. The addition of WILLPOWER and ENDURANCE is straightforward, but which attribute do you lower when wounded in this mental combat? A mental combat would suggest that you will lose WILLPOWER as this is the measure of you mental strength. It is possible to have a negative WILLPOWER score which would mean that the combat would only come to an end when the Darkling Room's ENDURANCE was lowered to 0. Using you true ENDURANCE score is the less paradoxical route.

In either case, if your WILLPOWER or ENDURANCE score is lowered during a round of combat, do you then adjust your combined WILLPOWER and ENDURANCE score which is serving as your COMBAT SKILL for this combat.

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 WILLPOWER to multiply your opponents loss of ENDURANCE.

-

(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 WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(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 WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(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.

@@ -5344,17 +5479,17 @@ Change Log: