X-Git-Url: http://git.projectaon.org/?a=blobdiff_plain;f=xml%2F01gstw.xml;h=689c891d834ed15bd8b0408fab1cf283b29f59b5;hb=2d8ee2dfeee91bef0dcafa426ae68977ff65e002;hp=b69d4f584d303b73cb99a4f16dabb28ca9ef70a9;hpb=c103564391e75f57a2ef3064db4c8556f39cfa18;p=project-aon.git diff --git a/xml/01gstw.xml b/xml/01gstw.xml index b69d4f5..689c891 100755 --- a/xml/01gstw.xml +++ b/xml/01gstw.xml @@ -20,6 +20,42 @@ $Id$ $Log$ +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. + +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. + Revision 1.1 2004/11/11 20:19:27 angantyr Initial Freepository revision, of the 2004-06-20 version of the file. @@ -95,7 +131,7 @@ Checkin of Thomas Wolmer's work 2003-01-06: - changed all raw apostrophes and obsolete "s - changed http://www.projectaon.org/ to &link.project.website; -- changed staff@projectaon.org to &link.staff.email; +- changed [removed reference to old staff email] to &link.staff.email; - changed ../tfc/title.htm to &link.02tfc; - added myself to the XML credits :-) - in the meantime, gave the map a slightly more credible title @@ -142,13 +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 - 2004620 + 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.

@@ -158,9 +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.
+ Concept copyright © 1985 Joe Dever and Gary Chalk.
Text copyright © 1985 Ian Page.
Illustrations copyright © 1985 Paul Bonner.
-

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.

@@ -209,10 +246,12 @@ Change Log:
Transcription
Ryan Cross
Max Silvestri
+
Illustration Transcription
+
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
@@ -222,7 +261,7 @@ Change Log:
Coordination
Jonathan Blake
Thomas Wolmer
Special Thanks
-
David Davis
+
David Davis
Patrick Kalinauskas
@@ -276,14 +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.

@@ -292,9 +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.

@@ -302,6 +347,13 @@ Change Log: Sorcery + + + Paul Bonner + + + + Christopher Lundgren @@ -318,6 +370,13 @@ Change Log: Enchantment + + + Paul Bonner + + + + Christopher Lundgren @@ -334,6 +393,13 @@ Change Log: Elementalism + + + Paul Bonner + + + + Christopher Lundgren @@ -350,6 +416,13 @@ Change Log: Alchemy + + + Paul Bonner + + + + Christopher Lundgren @@ -366,6 +439,13 @@ Change Log: Prophecy + + + Paul Bonner + + + + Christopher Lundgren @@ -382,6 +462,13 @@ Change Log: Psychomancy + + + Paul Bonner + + + + Christopher Lundgren @@ -398,6 +485,13 @@ Change Log: Evocation + + + Paul Bonner + + + + Christopher Lundgren @@ -414,6 +508,13 @@ Change Log: Wizard's Staff + + + Paul Bonner + + + + Christopher Lundgren @@ -421,7 +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.

@@ -617,16 +718,14 @@ Change Log:

It is a grim, chill morning, your last on the Isle of Lorn. With quaking heart, you enter the sacred temple of Amida to receive the silent blessing of your Shianti masters. They stand around you, heads bowed in meditation. At length, the ceremony ends and Maiteya, your old friend and teacher, steps forward, and grasps you firmly by the shoulders. You look into his glittering eyes and see yourself reflected there, for the eyes of the Shianti race are not coloured like man's but have pupils that cast reflections like mirrored glass.

-

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.

If you have the Magical Power of Elementalism and wish to use it to aid your voyage, turn to 202. @@ -672,6 +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.
@@ -748,8 +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.
@@ -759,6 +869,13 @@ Change Log:

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.

+ + + Paul Bonner + + + +

You wait with bated breath for several minutes after it has passed, but the chariot does not return.

Turn to 75.
@@ -816,16 +933,14 @@ Change Log:

It appears your new companions put great faith in your leadership; a faith that is only slightly shaken when you admit that you have very little idea of where to go. You explain that your quest is to find the Lost Tribe of Lara (though you do not tell them its origin or true purpose), and suggest that Shan guides you. There is no obligation upon you to remain with me, though, you tell Tanith and Shan. You are free to do as you please.

I, for one, have no other place to go, says Tanith. Mother Magri was a cruel mistress and I would gladly aid any opponent of the rule of the Wytch-king and his servants.

And I, too, says Shan. But which way shall we go? We must keep moving, for it is certain that the Shadakine are searching for us.

-

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.

If you have the Medallion of the Redeemer and the Vial of Pink Liquid, turn to 264. @@ -947,16 +1062,14 @@ Change Log:

As the river begins to narrow, the once clear waters of the Azan River become a murky brown. Close to the banks, there are many shallow inlets where stagnant pools and swamps are overgrown with clumps of rope-like tendrils. These tendrils form the branches of a large plant called the Yaku. The tendrils are sensitized vines that snake across the ground towards a pool or into the main river, for the rest of the limestone canyon is arid. At the heart of the Yaku plant is a cluster of sharp points, and Shan warns you to keep well clear of these poisoned barbs.

-

It becomes increasingly hard to remain close to the river's edge without clusters of Yaku tendrils blocking your path.

If you wish to move further away from the Azan River and the difficult ground that borders it, turn to 54. If you would prefer to keep to the river, thus following a direct path to the Wall of Azakawa and the cloud forests of the Azanam that lie beyond, turn to 104. @@ -965,9 +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.
@@ -975,7 +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.

@@ -1012,6 +1129,13 @@ Change Log:

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.

+ + + Paul Bonner + + + + If you do not have any money, or have money but do not wish to hand it over, turn to 76. If you prefer to hand over your money, turn to 133.
@@ -1073,16 +1197,14 @@ Change Log:

Moving under cover of the forest's edge, Shan leads the way along a worn path. Unexpectedly, he stops, head tilted to one side, listening intently. What is it? you whisper.

I heard a shout, ahead of us. Listen! In the distance, you can hear angry voices and the ring of steel against steel. Cautiously, you creep forward and peer through the dense undergrowth.

-

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.

But these are no ordinary soldiers, replies Shan. Look at the design on their shields&emdash;a mountain crowned with two stars. They bear the Royal Arms of Durenor. These are Knights of the White Mountain, warrior lords of Durenor, a free kingdom in the far north.

@@ -1294,9 +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.
@@ -1621,16 +1747,14 @@ Change Log:

With a shudder, you step outside the pentacle and speak the sibilant words of the forbidden tome known as the Song of the Dead. The ghost of the priest sighs and says, It is done. Take the Amulet from the body of my former life. It will serve as a charm against the evil dead. You take the Amulet, which hangs by a silver chain around the dead priest's neck, and place it around your own. (Mark this Amulet as a Special Item on your Action Chart.)

All is silent. Slowly, the cell grows colder. The sound of distant moaning fills your ears, followed by a mournful wailing that chills the soul, which gradually rises in pitch and volume. The dead have come to claim their vengeance. The use of the Power of Evocation has cost you 2 WILLPOWER points. A howling wind sweeps through the cell and the door bursts open. You turn and grab Shan's arm. He has stood, pale and rigid with fear, throughout your exchange with the dead.

-

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 wish to take the Jailer's Keys and free the other prisoners on this level, turn to 125 If you wish to take the left stairway without delay, turn to 137. @@ -1640,10 +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.
@@ -1702,10 +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.
@@ -1784,16 +1916,14 @@ Change Log:

The first of the Najin is almost upon you when you unleash the power of the Wizard's Staff, killing one of the shrieking creatures in mid-air and scattering the others in all directions; you have used up 2 WILLPOWER points.

-

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 COMBAT SKILL. (Remember to delete this weapon from your Action Chart.)

Najin 11010 @@ -1844,16 +1974,14 @@ Change Log:

You notice a spare seat and sit down. Also seated at the table are three others, one of whom may be able to help you locate the Lost Tribe of Lara. You try to decide with whom to attempt a conversation.

- If you have the Power of Prophecy, and wish to use it, turn to 313. If you wish to speak to the tattooed sailor who sits snoring beside you, turn to 79. If you would rather talk to the merchant, clad in a gaudy robe and furs, and laughing drunkenly to himself in the seat opposite, turn to 131. @@ -1872,10 +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.
@@ -1894,9 +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.
@@ -2023,9 +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. @@ -2072,6 +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. @@ -2107,6 +2256,13 @@ Change Log:

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.

+ + + Paul Bonner + + + +

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.

If you wish to run towards the main entrance, turn to 50. @@ -2250,16 +2406,14 @@ Change Log:

The sun has begun to set. Far ahead of you, heading west, you sight a small group of fishing boats. You see growing numbers of these craft as you continue on your way, occasionally spotting larger seagoing vessels. Then your heart gives a leap of joy. You can make out the distant shape of a coastline and a harbour full of hundreds of fishing boats and sail ships. In the orange glow of the setting sun, the domes and spires of a city point challengingly towards the sky. This is the Port of Suhn, the first city you have ever seen.

- If you wish to enter the port before nightfall, turn to 112. If you wish to wait for darkness to descend, turn to 280.
@@ -2324,6 +2478,13 @@ Change Log:

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.

+ + + Paul Bonner + + + +

In a relentless tide, hundreds of Cave Mantiz pour out of these holes and stream towards you. Suddenly a pair of waving antennae appears in the entrance of a shaft close to where you stand.

If you wish to fire a bolt from your Wizard's Staff into the shaft by your feet, turn to 158. If you wish to dash straight into the undergrowth, turn to 232. @@ -2346,6 +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. @@ -2358,16 +2526,14 @@ Change Log:

A Kleasá! Tanith screams. A Soul-eater!

-

You must fight the Kleasá to the death. For every round of combat, subtract 1 WILLPOWER point and 2 ENDURANCE points from your total. If you have erected a magical shield of Sorcery, subtract 1 WILLPOWER point and 1 ENDURANCE point for every round of combat as the Kleasá tries to claw at your soul.

Kleasá2530 If you are still alive after four rounds of combat or have defeated the Kleasá within three rounds, turn to 165. @@ -2506,6 +2672,13 @@ Change Log:

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?

+ + + Paul Bonner + + + +

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.

@@ -2628,9 +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. @@ -2667,16 +2844,14 @@ Change Log:

You have power, young stranger, murmurs Mother Magri. I sense some wizardry in you. How came this to be I wonder? Whom do you serve?

-

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.

If you have the Power of Sorcery and wish to use it to destroy the Kazim Stone, turn to 191. If you have the Power of Sorcery and wish to use it to try to shield your mind from the probing power of the Stone, turn to 116. @@ -2719,6 +2894,13 @@ 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.

+ + + Paul Bonner + + + +

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. @@ -2766,6 +2948,13 @@ Change Log:

One stall in particular catches your eye. A sign reads:

MADAM TARLAS&emdash;HERBAL CURES & REMEDIES
APOTHECARY TO NOBLEMEN & KINGS
+ + + Paul Bonner + + + +

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:

@@ -5182,6 +5448,25 @@ Change Log: @@ -5194,7 +5479,17 @@ Change Log: