X-Git-Url: http://git.projectaon.org/?a=blobdiff_plain;f=xml%2F01gstw.xml;h=689c891d834ed15bd8b0408fab1cf283b29f59b5;hb=b2c4289eb609269a9fa9a670ac41e8195486192c;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:
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:It is possible for your
There are sections of this book that describe how you use a Magical Power and how many
Alternatively, you may may wish to use a method given in Section 175 of War of the Wizards, which contains one such case of mandated use of magic: If you do not have enough
Note that you may never choose to use a Magical Power or your Wizard's Staff if you do not have sufficient
It is possible for your
To keep a record of your adventure, use the Action Chart.
Before you set off on your adventure, you must discover how well your Shianti masters have prepared you for your quest by determining your fighting prowess&emdash;
The first number that you pick from the Random Number Table in this way represents your
The second number that you pick from the Random Number Table represents your
The second number that you pick from the Random Number Table represents your
The third number that you pick from the Random Number Table represents your powers of
If your
When you start your adventure, your education in the ways of wizardry is incomplete. You have mastered only five of the seven Magical Powers that the Shianti call the
The seven Magical Powers available to you are listed below. When you have chosen your five Powers, enter them in the Magical Powers section of your Action Chart.
@@ -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
Your Staff is your most valuable possession. It looks and feels like an ordinary quarterstaff, yet it is stronger than any known metal. This is your main combat weapon, for you are untrained in the use of any other form of armed combat. It contains a potent force that is unleashed at will by the power of your mind, and causes a beam of destructive power to hurtle from its tip. Every time you unleash this power you must deduct 1
In the event that your enemy survives such an attack or should you fall victim to a surprise attack, you will be forced to engage in close combat and must attempt to strike your enemy with the Staff. If your attack is successful, a bolt of energy will be released from the Staff that is capable of inflicting great physical harm. If you wish to increase the amount of damage that you inflict in this way, you must use more
If you enter combat without your Staff, deduct 6 points from your
You hurl a bolt from your Staff at the plant that threatens Shan. It is quickly destroyed by the searing blue flame, but the effort has cost you 2
Suddenly, you are aware that creepers are clutching at your legs. As you crash to the ground, a tendril coils around your throat and pulls you towards the poison barbs of another Yaku plant. You are being slowly strangled to death and must lose 3
If you do not have sufficient
At the expense of 3
At the expense of 3
If you do not have sufficient
It is impossible to see which Yaku stem the tendrils are attached to, so you attack the wriggling cluster with a wide, sweeping stroke of your Staff across them all; you exert 2
It is impossible to see which Yaku stem the tendrils are attached to, so you attack the wriggling cluster with a wide, sweeping stroke of your Staff across them all; you exert 2
You have made the right decision; you have severed all the tendrils that threatened you. You are safe&ellips; for the moment.
You are very tired. Wearily, you close your eyes and call on the Elementals for their aid. Your chant ends, and at first, it seems that you have failed. Then you hear the sound of rushing water: a gigantic wave rises up further along the river. The foaming, white crest of the wave towers above the bridge in the shape of an outstretched hand. The watery fingers clench to form an immense fist that smashes on to the bridge, crushing it as though it were made of matchsticks, and drenching the three of you, as it washes the bridge downstream.
Such power!
Tanith exclaims, her eyes shining with childish delight and admiration.
If you do not have sufficient
Instinctively Shan has thrown himself to the ground. With your Staff thrust up high into the air you tear a hole in one of the Quoku's wings; it shrieks with pain before crashing to the ground. Your attack has cost you 1
Instinctively Shan has thrown himself to the ground. With your Staff thrust up high into the air you tear a hole in one of the Quoku's wings; it shrieks with pain before crashing to the ground. Your attack has cost you 1
If you do not have sufficient
The bolt of force that arches through the air into the ranks of Shadakine warriors kills one of them at a cost to you of 2
The distance over which you are fighting necessitates the use of a great deal of
The distance over which you are fighting necessitates the use of a great deal of
If you do not have sufficient
Staff held high, spraying magical fire from its tip, you charge the Shadakine with unflinching fury. Shan struggles in your wake.
-The Shadakine warriors are thrown into disorder as they attempt to meet this new threat from the rear. Due to their confusion, the knights are able to press home their advantage, gaining ground on their opponents and raising your spirits with shouts of encouragement. You rain fearful blows in all directions with your Wizard's Staff. At the cost of 1
The Shadakine warriors are thrown into disorder as they attempt to meet this new threat from the rear. Due to their confusion, the knights are able to press home their advantage, gaining ground on their opponents and raising your spirits with shouts of encouragement. You rain fearful blows in all directions with your Wizard's Staff. At the cost of 1
Tanith now reappears armed with a loaded crossbow. Coolly, she aims it at the Shadakine officer. He falls to the ground dead, a crossbow bolt protruding from his neck.
If you do not have sufficient
Shan stands motionless, his body frozen with fear. With one hand he holds his sword shakily aloft, while he covers his eyes with the other, peeping through the gaps between his fingers as the Quoku rushes towards him.
-At the cost of 2
At the cost of 2
You spend a great deal of time preparing yourself, pacing up and down the cell, while Shan looks on, mystified. When you feel you have reached the correct mental state, you focus your attention on the door. Your initial exertion of will has little effect and you gradually increase the strength of the spell. You have already used up 2
You spend a great deal of time preparing yourself, pacing up and down the cell, while Shan looks on, mystified. When you feel you have reached the correct mental state, you focus your attention on the door. Your initial exertion of will has little effect and you gradually increase the strength of the spell. You have already used up 2
You and Shan rush to the top of the steps and out into the corridor. Already, further down the passage to your right, you can hear someone shouting. You recognize the voice of the jailer and the sound of his clanking keys.
+If you do not have sufficient
You hurl yourself into the mass of fighting soldiers. At the cost of 1
You hurl yourself into the mass of fighting soldiers. At the cost of 1
The Shadakine warriors have become disordered by your attack, but you are still surrounded by four of them, who originally were commanded to guard the rear. You must fight them as one enemy and to the death. Shan adds 3 to your
You decide on Enchantment as your mode of escape: perhaps the jailer could be persuaded to open your cell door? A plan forms and you sink into a deep trance, weaving an elaborate illusion in your mind.
Fire! Fire!
you shout, pounding on the door of your cell. Shan looks at you strangely, for there is no sign of any smoke. Jailer, open up before the whole place burns down!
After a little encouragement, Shan is soon persuaded to join in the charade and begins rushing around madly, yelling and pounding his fists on the door.
+Soon, the jailer comes limping down the corridor and stops outside your cell. I thought I could smell smoke,
he comments. He can see great plumes of fire raging in the middle of the dungeon and billowing smoke escaping under the door. He is completely fooled by your illusion and his rattling keys are soon in the lock. The door is thrown open and you and Shan bound up the steps and out into the corridor. The puzzled jailer is left peering into the cell, wondering why the flames of the fire give off no heat.
The use of this Magical Power has cost you 2
Squinting in the dusky light, you see a webbed hand appear over the edge of the defile. Shan gives a groan of disbelief as the wounded Quoku heaves itself on to the ragged plain. Doggedly it moves towards you, dragging its tortured body, possessed of an inhuman vitality.
+You haul Shan to his feet and point to the south. Look,
you say, we have nearly reached Lake Shenwu; one last effort now.
You pull Shan to his feet and stagger across the plain at a painfully slow pace. Relentlessly, the Quoku trails behind, slowly gaining on you.
With a cry of frustration, you see that your way ahead is blocked by a deep ravine that stretches nearly six feet across. The creature is not far behind you and you realize that there is not time enough to circle around the ravine. The Wall of Azakawa lies tantalizingly beyond reach.
You are forced to choose to use a Magical Power, even though all the Powers that are available to you may require you to use more
Calmly you sift through these Powers and the extent of your mastery of them to determine the most effective choice. You make your decision.
+Calmly you sift through these Powers and the extent of your mastery of them to determine the most effective choice. You make your decision.
Raising your Staff, you attack the Yaku. A fiery bolt burns into the heart of the plant and it releases its grip immediately. The attack has cost you 1
Suddenly Shan falls to the ground, emitting a startled cry; a snaking creeper is wrapped tightly around his legs.
Suddenly Shan falls to the ground, emitting a startled cry; a snaking creeper is wrapped tightly around his legs.
Senseless with exhaustion, you are dragged forcibly from the chamber, down long flights of stairs and into the darkness of the dungeons of the Hall of Correction. Your senses rail against the ominous and overpowering feeling of oppression that seems imbued into the walls of the place. A tortuous scream fills the air, followed by the sound of brutal laughter. What was that?
you whisper, hoarsely.
You'll find out soon enough,
one of the Shadakine replies. Jailer! Lock this one up!
A tattered cripple lurches towards you, a large bunch of keys rattling at his side.
Here, Master Turnkey. Lock him up nice and safe now.
The jailer limps forwards, a mad and joyous expression on his face. Marvellous, simply marvellous,
he giggles. Another guest. How wonderful to meet you.
An iron-shod door is unlocked and you are thrown into a dark and foul-smelling pit. You fall headlong down a flight of steps and lose consciousness before coming to rest on the straw-covered floor.
@@ -3129,9 +3220,13 @@ Change Log:If you do not have sufficient
At the cost of 2
At the cost of 2
In the time that it has taken you to free Shan, two more creepers have crawled towards you. One is curled around your right leg; the other grips your left ankle. The creepers must belong to different Yaku plants, for you can feel yourself being pulled in two directions. Once more you are dragged to the ground and the pain becomes unbearable as your body is stretched apart.
If you have arrived here from Section 156, there is no description of how the Shadakine officer is killed. This appears to be an oversight by the author.
If you do not have sufficient
Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required
As the Shadakine officer dies, the Knights of the White Mountain give a victorious cheer and charge forwards. The Shadakine that remain continue to fight, but eventually falter and retreat into small groups. With their numbers divided into small pockets of resistance, the knights are quickly able to overcome them, demonstrating their superior fighting skills in one to one combat. The Shadakine warriors fight to the last man and you expend another
As the Shadakine officer dies, the Knights of the White Mountain give a victorious cheer and charge forwards. The Shadakine that remain continue to fight, but eventually falter and retreat into small groups. With their numbers divided into small pockets of resistance, the knights are quickly able to overcome them, demonstrating their superior fighting skills in one to one combat. The Shadakine warriors fight to the last man and you expend another
As soon as the fighting is over, the unarmed man jumps down from the wagon on to the bridge. My thanks, stranger. A timely arrival indeed,
he says, smiling broadly.
His name is Madin Rendalim, a Durenese herbwarden, famous throughout the Lastlands of the fair north for his knowledge and skill in the healing arts. He is journeying through the provinces of the Shadakine Empire seeking the Druse tree, and the clear, sticky resin beneath its bark&emdash;the only known cure for the terrible Red Death plague.
I had found the Druse tree growing some distance from here, in the Forest of Fernmost at the foot of the Kashima Mountains. I was returning to Port Suhn to journey back to my home in Hammerdal when these ill-mannered Shadakine brutes refused to let us pass. They have closed the roads around Suhn it seems, searching for some fugitives or outlaws.
If you do not have sufficient
A bolt of energy slices into the Yaku plant. Its tendrils tense, leaping into the air before falling lifelessly to the ground. Your attack has cost you 2
A bolt of energy slices into the Yaku plant. Its tendrils tense, leaping into the air before falling lifelessly to the ground. Your attack has cost you 2
To your relief, you see that Shan has managed to free himself from the grip of the other Yaku plant.
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
If you win the fight you may keep the jailer's Dagger (mark it on your Action Chart as a Weapon).
If you do not have sufficient
You slash the tip of your Wizard's Staff across the tendril that is wrapped around your ankle. At the cost of 1
You slash the tip of your Wizard's Staff across the tendril that is wrapped around your ankle. At the cost of 1
With a frightened yell Shan falls to the ground; a Yaku tendril is coiled around both his legs. He hacks at it desperately with his sword.
With your eye, you trace the tendril that holds Shan back to the main stem. Taking careful aim, you fire at the heart of the plant, destroying it easily at the cost of 2
If you do not have sufficient
You drop back down the slope, half running, half sliding on the gravel of the gully. With Shan at your back, you confront the unyielding Quoku once more.
-Using the advantage of standing on the higher ground, you deal the Quoku a crushing blow, sending it tumbling down the slope in a landslide of loose stones and dust. It finally comes to rest in the scree. Your attack has cost you 1
Using the advantage of standing on the higher ground, you deal the Quoku a crushing blow, sending it tumbling down the slope in a landslide of loose stones and dust. It finally comes to rest in the scree. Your attack has cost you 1
If you do not have sufficient
With some difficulty, you shear through the vine that pulls at your right leg, using up 1
With some difficulty, you shear through the vine that pulls at your right leg, using up 1
Shan leaps to your rescue, hacking wildly at the tendril that holds your left ankle. With three clumsy blows, he cuts through the wriggling creeper.
If you do not have sufficient
At the cost of 1
At the cost of 1
Shan leaps to your rescue, slashing at the tendril that threatens to drag you to your doom.
(The Game Rules) It is possible for your
(The Game Rules) There are sections of this book that describe how you use a Magical Power and how many
Alternatively, you may may wish to use a method given in Section 175 of War of the Wizards, which contains one such case of mandated use of magic: If you do not have enough
Note that you may never choose to use a Magical Power or your Wizard's Staff if you do not have sufficient
(The Game Rules) It is possible for your
(Magical Powers) If your
(Equipment) This Special Item can be used in combat as if it were a normal Weapon. The Jewelled Dagger's bonus to your
Alternatively, you may decide that the Jewelled Dagger may be wielded together with your Wizard's Staff, and thus confers its bonus in all close combats. This makes the Jewelled Dagger a much more useful item.
(Equipment) The bonus to your
(Equipment) If you have mastered the Lesser Magick of Alchemy and therefore have a Herb Pouch, you may choose to keep potions, vials, or ingredients in either the Herb Pouch or your Backpack. All other Backpack Items must be kept in your Backpack.
-(Section 15) The exact nature of this restoration of
(Section 43) You cannot keep Shan's Backpack. Any items you decide to keep must be transferred to your own Backpack, or perhaps to your Herb Pouch if you have one and want to keep the Small Vial of Laumspur.
-(Section 101) It seems odd that Shan would not return your weapon. You may choose to assume that you get it back once the battle is over.
-(Section 110) This is the correct solution to the riddle in Section 264.
-(Section 183) Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required
(Section 193) The Yabari Ointment can be applied at any time and is effective until it is washed off or until this adventure is over. If you choose to apply the ointment, delete this item from your Action Chart but make a note that you instead are now wearing the ointment.
-(Section 193) Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required
(Section 211) You must have the Power of Evocation in order to attempt to raise the dead priest.
-(Section 215) If you have arrived here from Section 156, there is no description of how the Shadakine officer is killed. This appears to be an oversight by the author.
-(Section 215) Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required
(Section 245) Make sure to restore your Wizard's Staff, Backpack and Backpack Items to your Action Chart.
-(Section 259) There are numerous unanswered questions with this combat. The addition of
(12) If you do not have sufficient
(15) The exact nature of this restoration of
(30) If you do not have sufficient
(43) You cannot keep Shan's Backpack. Any items you decide to keep must be transferred to your own Backpack, or perhaps to your Herb Pouch if you have one and want to keep the Small Vial of Laumspur.
+(57) If you do not have sufficient
(88) If you do not have sufficient
(94) If you do not have sufficient
(101) It seems odd that Shan would not return your weapon. You may choose to assume that you get it back once the battle is over.
+(107) If you do not have sufficient
(110) This is the correct solution to the riddle in Section 264.
+(120) If you do not have sufficient
(172) You are forced to choose to use a Magical Power, even though all the Powers that are available to you may require you to use more
(183) Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required
(193) The Yabari Ointment can be applied at any time and is effective until it is washed off or until this adventure is over. If you choose to apply the ointment, delete this item from your Action Chart but make a note that you instead are now wearing the ointment.
+(193) Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required
(204) If you do not have sufficient
(211) You must have the Power of Evocation in order to attempt to raise the dead priest.
+(215) If you have arrived here from Section 156, there is no description of how the Shadakine officer is killed. This appears to be an oversight by the author.
+(215) If you do not have sufficient
(215) Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required
(229) If you do not have sufficient
(245) Make sure to restore your Wizard's Staff, Backpack and Backpack Items to your Action Chart.
+(248) If you do not have sufficient
(257) If you do not have sufficient
(259) There are numerous unanswered questions with this combat. The addition of
In either case, if your
There are no easy answers to these questions. It is up to the reader to decide which solution is most appropriate.
Also, you cannot use your Wizard's Staff in this combat; since the combat is mental in nature, it would be inappropriate to us it, which means that you should not be able to use
(Section 264) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.
-(Section 297) These empty Vials may be used later to contain potions. Some Vials are useless once contaminated.
-(Section 300) Keep note of your Backpack Items in case you should find your Backpack again later.
-(Section 311) Keep note of your Backpack Items in case you should find your Backpack again later.
-(Section 320) These losses are in addition to any you may have already sustained in your duel with the Kazim Stone.
-(Section 342) There is no choice that leads to this section of the book. This appears to be an oversight which is not easily correctable.
+(264) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.
+(279) If you do not have sufficient
(297) These empty Vials may be used later to contain potions. Some Vials are useless once contaminated.
+(300) Keep note of your Backpack Items in case you should find your Backpack again later.
+(304) If you do not have sufficient
(311) Keep note of your Backpack Items in case you should find your Backpack again later.
+(320) These losses are in addition to any you may have already sustained in your duel with the Kazim Stone.
+(342) There is no choice that leads to this section of the book. This appears to be an oversight which is not easily correctable.