X-Git-Url: http://git.projectaon.org/?a=blobdiff_plain;f=xml%2F02tfc.xml;h=cf43646dea7d589b3f3c68c81272fc15c8ef6eca;hb=377eb157d1bddb7f61fe4e1efbcdd786614c4ed9;hp=0d14612d026e2ede7d9b0dc0dd620f99ca6a4a92;hpb=bb6f3429f3ec3db62f867dbf44d9a3c0c89f63ca;p=project-aon.git diff --git a/xml/02tfc.xml b/xml/02tfc.xml index 0d14612..cf43646 100755 --- a/xml/02tfc.xml +++ b/xml/02tfc.xml @@ -20,6 +20,16 @@ $Id$ $Log$ +Revision 1.16 2005/10/09 15:01:05 angantyr +One last fix in the errata. + +Revision 1.15 2005/10/09 14:26:23 angantyr +Corrected the last oversights and issues found by Simon. Ready to publish! + +Revision 1.14 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 1.13 2005/08/21 20:46:13 angantyr Added/modified footnotes and modified small illustrations. @@ -146,7 +156,7 @@ small11: sword, axe, & shield &inclusion.paul.bonner.bio.gs; Project Aon - 20050821 + 20051009

You are the Wizard Grey Star. Your quest is to retrieve the legendary Moonstone and with its power throw down the evil Wytch-king. You must find the Shadow Gate&emdash;doorway to the magic realm where it lies hidden. When the moon is full, the Shadow Gate appears&emdash;in Desolation Valley beyond the Mountains of Morn, where you must dare The Forbidden City.

The Wytch-king will try to track you down. His slaves will dog your every step&emdash;the cruel warriors of Shadaki, the phantom spirit of the Deathgaunt and the dark horror of the demon Kleasá. Only your Magical Powers and the might of your Wizard's Staff can protect you in a terrifying adventure of madness, magic and menace!

@@ -284,6 +294,9 @@ small11: sword, axe, & shield

Alternatively, you may wish to use your original WILLPOWER score from the beginning of Grey Star the Wizard, and add 10 bonus points to this.

If you choose Alchemy as your new Magical Power, you also receive a Herb Pouch with contents, as detailed in the Equipment section.

+

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.

@@ -293,7 +306,7 @@ small11: sword, axe, & shield

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.

@@ -1112,7 +1125,15 @@ small11: sword, axe, & shield 37 -

You walk along the west passage. It rises steadily and eventually opens into a small cave. Beneath the light of the full moon you see miles and miles of contorted rock. It looks as if it has been melted in a furnace. You find the skeletal remains of several bodies but as you lift a skull to examine it, it crumbles to dust in your hand.

+

You walk along the west passage. It rises steadily and eventually opens into a small cave with an opening that overlooks a large gorge. Beneath the light of the full moon you see miles and miles of contorted rock. It looks as if it has been melted in a furnace.

+ + + Paul Bonner + + + + +

You find the skeletal remains of several bodies but as you lift a skull to examine it, it crumbles to dust in your hand.

You search the cave and find a Silver Knife. You may keep this Special Item, which can be worn on your belt. (Remember to mark it on your Action Chart.) You head back along the passage until you come to the circular cavern once more.

If you wish to take the passage leading east, turn to 46. If you wish to take the passage leading north, turn to 23. @@ -1769,11 +1790,15 @@ small11: sword, axe, & shield
91 + + +

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).

+

I have great need for haste, Sado, you say, but I will help you this night. What must I do?

A fire lights in Sado's eyes. I thank you, Grey Star, in the name of the people of Karnali.

-

He tells you of his need for a diversion that will lure the bulk of the Shadakine force outside their walled city-fortress. You consider your Magical Powers, trying to decide which would best accomplish this.

+

He tells you of his need for a diversion that will lure the bulk of the Shadakine force outside their walled city-fortress. You consider your Magical Powers, trying to decide which would best accomplish this.

If you have the Magical Power of Enchantment and wish to use it, turn to 139. If you have the Magical Power of Elementalism and wish to use it, turn to 290. If you have the Magical Power of Alchemy and wish to use it, turn to 208. @@ -2241,13 +2266,6 @@ small11: sword, axe, & shield

You release the might of your Wizard's Staff and its flame shoots towards the spectre on the water. To your surprise, however, it passes straight through, inflicting no damage. This creature is a Deathgaunt, an undead being summoned to the world of the living by the Wytch-king himself. Your unsuccessful assault has cost you 2 WILLPOWER points.

- - - Paul Bonner - - - - Turn to 169.
@@ -3091,19 +3109,27 @@ small11: sword, axe, & shield
206 + + +

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).

+ -

Wielding your Staff high above your head, you wait for your chance to strike. Hugi manages to wriggle free from the coils of the beast and, as he rolls clear, you bring your Staff down with a mighty blow. A crackle of energy rips through the creature as your Staff crushes its head. The Scree Wyrm contracts into a knot and flips over and over in the throes of death to disappear from sight into one of the many pot-holes that dot the plain. You have lost 1 WILLPOWER point effecting this attack.

+

Wielding your Staff high above your head, you wait for your chance to strike. Hugi manages to wriggle free from the coils of the beast and, as he rolls clear, you bring your Staff down with a mighty blow. A crackle of energy rips through the creature as your Staff crushes its head. The Scree Wyrm contracts into a knot and flips over and over in the throes of death to disappear from sight into one of the many pot-holes that dot the plain. You have lost 1 WILLPOWER point effecting this attack.

Turn to 85.
207 + + +

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).

+

Sado prepares his men to charge. A familiar yellow light attracts your attention, shining from the highest turret of the fortress. It can only be the light of the Kazim Stone, a powerful instrument of pain in the hands of a Shadakine Wytch.

-

The yellow glow expands and then envelopes the flagging soldiers who stand before the fortress. You see their resolve tighten as the Kazim Stone robs them of their fear. Sorcery! breathes Sado in a desperate voice. You feel the gaze of Sado and his men burning into you like an accusation. Slowly, the Shadakine advance, tightening the ragged line of their defence in preparation for a counterattack; they move like automatons as the Kazim Stone burns into their minds.

+

The yellow glow expands and then envelopes the flagging soldiers who stand before the fortress. You see their resolve tighten as the Kazim Stone robs them of their fear. Sorcery! breathes Sado in a desperate voice. You feel the gaze of Sado and his men burning into you like an accusation. Slowly, the Shadakine advance, tightening the ragged line of their defence in preparation for a counterattack; they move like automatons as the Kazim Stone burns into their minds.

If you have the Magical Power of Sorcery and wish to use it against the Kazim Stone, turn to 6. If you have the Magical Power of Enchantment and wish to use it against the Shadakine, turn to 146. If you wish to challenge the power of the Kazim Stone with your Staff, turn to 234. @@ -3619,10 +3645,6 @@ small11: sword, axe, & shield
250 - -

From this point in the story, this book suffers from a game design problem in that many sections give you options between using different forms of magic, but no option for what to do if your WILLPOWER score has reached zero or below. If you encounter such a situation, you may choose one of the options anyway and continue subtracting WILLPOWER points, or you may conclude that Grey Star has failed his mission and that the adventure is over.

-
-

A patch of brush and foliage is pulled aside to reveal a concealed entrance. Following Sado, you enter a wide tunnel lit with torches. This tunnel leads all the way to our secret headquarters beneath the city of Karnali, he says.

The tunnel twists and turns for many miles before opening into a large cavern. You and Urik are given food and wine, and while you eat, he tells you of his army&emdash;the Freedom Guild, a rebel band resisting the rule of the Shadakine Empire.

@@ -3631,7 +3653,7 @@ small11: sword, axe, & shield

He turns and apologizes to you, explaining that the bulk of his army is recruited from the criminal ranks of the city. You explain your quest and the land that you seek. Sado's eyes widen with astonishment. Then the legends are true? he gapes. The Shianti still exist!

You nod. If my quest should finally succeed and I retrieve the Moonstone, the full might of their wisdom and magic will be turned against Shasarak, you tell him.

How the people would rejoice to know that a Shianti walked among us once more, says Sado, though I understand the need for secrecy. Nevertheless, he continues, his eyes lighting up, I would ask a boon of you. Tonight, we attempt our most daring stratagem against the corrupt rule of the Shadakine. Stand with us in battle tonight, aid us if you will. With the might of a Shianti Wizard in our ranks, who knows what we could achieve! Help the Freedom Guild, Grey Star, in our struggle to free the people of Karnali.

-

He looks, a searching gaze on his face, with an intensity that almost crackles with energy.

+

He looks, a searching gaze on his face, with an intensity that almost crackles with energy.

If you have the Chaksu Pipes, turn to 101. If you do not have the Chaksu Pipes, or do not wish to use them, turn to 53. @@ -3738,7 +3760,7 @@ small11: sword, axe, & shield 258 -

Before you are able to fire your Wizard's Staff, you must drop your Shield of Sorcery. Taking careful aim, you hurl the might of your Staff at the Eijalfish. Immediately, a sheet of flame blankets the water of the lake, throwing the charred body of the Eijalfish into the air atop a great waterspout. Radiant droplets of fire and water are flung in all directions across the boiling lake. The use of your Staff has cost you 2 WILLPOWER points. Time to go? asks Urik.

+

Before you are able to fire your Wizard's Staff, you must drop your Shield of Sorcery. Taking careful aim, you hurl the might of your Staff at the Eijalfish. Immediately, a sheet of flame blankets the water of the lake, throwing the charred body of the Eijalfish into the air atop a great waterspout. Radiant droplets of fire and water are flung in all directions across the boiling lake. The use of your Staff has cost you 2 WILLPOWER points.

Paul Bonner @@ -3746,6 +3768,7 @@ small11: sword, axe, & shield +

Time to go? asks Urik.

If you wish to swim away, turn to 74. If you prefer to recall your Shield of Sorcery, turn to 263.
@@ -3790,18 +3813,11 @@ small11: sword, axe, & shield 262 -

As you are using your Wizard's Staff against the Scree Wyrm, you should deduct 1 WILLPOWER point.

+

As you are using your Wizard's Staff against the Scree Wyrm, you should deduct 1 WILLPOWER point.

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 raised above your head, you wait for your chance to strike. Samu's defence against the Scree Wyrm is a dizzying blur of sword strokes. The Wyrm's attack weakens and, as it does, you strike out with the might of your Staff. A bolt of power shudders through the fearful creature as its body tenses before flopping lifelessly to the ground. Disdainfully, Samu gives the carcass a kick and the creature disappears through one of the pot-holes that litter the desolate plain.

- - - Paul Bonner - - - - Turn to 85.
@@ -4073,11 +4089,15 @@ small11: sword, axe, & shield
287 + + +

You may be 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).

+

Sado, I am sorry but I must refuse. My quest demands it.

A look of fury passes momentarily over Sado's face. Very well, he answers sadly. Then I will ensure your safe conduct from the city to aid you on your quest.

-

A small escort of soldiers in disguise leads you and Urik through the city streets. Suddenly, you notice that you are passing the stone fortress of the Shadakine&emdash;you have been duped by Sado, he has gone ahead with his plan. A huge mob of Karnalese civilians armed with sticks and stones charges towards the fortress, and you are trapped between the enraged mob and the Shadakine who are leaving the fortress to counterattack. Urik curses as you turn to face the Shadakine.

+

A small escort of soldiers in disguise leads you and Urik through the city streets. Suddenly, you notice that you are passing the stone fortress of the Shadakine&emdash;you have been duped by Sado, he has gone ahead with his plan. A huge mob of Karnalese civilians armed with sticks and stones charges towards the fortress, and you are trapped between the enraged mob and the Shadakine who are leaving the fortress to counterattack. Urik curses as you turn to face the Shadakine.

If you have the Chaksu Pipes and wish to use them, turn to 3. If you have the Power of Enchantment and wish to conceal your appearance, turn to 203. If you have the Magical Power of Elementalism and wish to use it, turn to 21. @@ -4544,6 +4564,7 @@ small11: sword, axe, & shield

(23) Replaced says. &lsquot;but with says, &lsquot;but.

(29) Replaced staff's with Staff's.

(34) Replaced lake and immediately, the with lake, and immediately the.

+

(37) Added with an opening that overlooks a large gorge and added an extra paragraph break before the last sentence of the first paragraph, in order to make text make sense.

(39) Replaced consumate with consummate. Replaced appearance, Suddenly with appearance. Suddenly.

(42) Replaced hole on with hole in.

(43) Replaced this power with this Power.

@@ -4624,13 +4645,12 @@ small11: sword, axe, & shield

(237) Changed the choice to use Psychomancy to lead to Section 170 rather than Section 224. Added If you have the Magical Power of Prophecy and wish to use it, turn to 224.. Replaced If you do not possess this skill with If you do not possess either of these skills, or do not wish to use them.

(247) Replaced purple, he with purple; he. Made Urik's quote from The Way of the Shianti a separate paragraph.

(249) Replaced Toa tree with toa tree.

-

(250) Replaced actions, prevents with actions prevents. Replaced &lsquot;You man!&rsquot; with &lsquot;You, man!&rsquot; . Replaced Sado, &lsquot;what with Sado, &lsquot;What.

(253) Replaced life force with life-force. Replaced staff with Staff.

(254) Replaced fight you with fight, you. Replaced completely turn with completely, turn.

(255) Replaced Scree Wrym with Scree Wyrm. Replaced death throes with death-throes.

(256) Replaced Shazarak with Shasarak.

(257) Replaced day&rsquot;, dawn with day&rsquot; dawn.

-

(258) Replaced Wizard's staff with Wizard's Staff.

+

(258) Replaced Wizard's staff with Wizard's Staff. Made the last sentence a separate paragraph.

(260) Replaced you, however with you; however.

(266) Replaced The Mind Gem may be placed in your Backpack where it will count as a Backpack Item, or it can be worn around your neck. with The Mind Gem is worn around your neck., in order to avoid rules ambiguities.

(267) Replaced near.&rsquot; he with near,&rsquot; he.

@@ -4668,19 +4688,27 @@ small11: sword, axe, & shield

(The Game Rules) If you have completed Grey Star the Wizard, your WILLPOWER score will be zero before you begin this book. It doesn't seem fair to start this book with only 10 WILLPOWER points, so you may choose to create a new WILLPOWER score by choosing a number from the Random Number Table and adding 20. You may also choose to add the 10 WILLPOWER point bonus to this new score.

Alternatively, you may wish to use your original WILLPOWER score from the beginning of Grey Star the Wizard, and add 10 bonus points to this.

(The Game Rules) If you choose Alchemy as your new Magical Power, you also receive a Herb Pouch with contents, as detailed in the Equipment section.

+

(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) 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 20) Turn directly to Section 149 if the Magdi is still alive after 4 rounds. Do not finish the combat.

-

(Section 45) After taking the Karmo potion and fighting your opponent, halve your ENDURANCE and WILLPOWER scores. It is at your discretion whether you should apply the penalty to your ENDURANCE from the Random Number Table before or after halving your score. The former option is the most beneficial.

-

(Section 112) Remember to deduct the total from your WILLPOWER score before turning.

-

(Section 133) If you wish to take the Sheath, record it as a Special Item on your Action Chart.

-

(Section 136) Remember to deduct the total from your WILLPOWER score before turning.

-

(Section 148) If you have not already done so, mark the Black Rod as a Special Item on your Action Chart.

-

(Section 162) As you have used your Power of Evocation against the Deathgaunts, you should deduct 3 WILLPOWER points. (cf. Section 120)

-

(Section 250) From this point in the story, this book suffers from a game design problem in that many sections give you options between using different forms of magic, but no option for what to do if your WILLPOWER score has reached zero or below. If you encounter such a situation, you may choose one of the options anyway and continue subtracting WILLPOWER points, or you may conclude that Grey Star has failed his mission and that the adventure is over.

-

(Section 262) As you are using your Wizard's Staff against the Scree Wyrm, you should deduct 1 WILLPOWER point.

-

(Section 299) If you use a leaf from a Bundle of dried Azawood Leaves, the Bundle now has two leaves left.

+

(20) Turn directly to Section 149 if the Magdi is still alive after 4 rounds. Do not finish the combat.

+

(45) After taking the Karmo potion and fighting your opponent, halve your ENDURANCE and WILLPOWER scores. It is at your discretion whether you should apply the penalty to your ENDURANCE from the Random Number Table before or after halving your score. The former option is the most beneficial.

+

(91) 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).

+

(112) Remember to deduct the total from your WILLPOWER score before turning.

+

(133) If you wish to take the Sheath, record it as a Special Item on your Action Chart.

+

(136) Remember to deduct the total from your WILLPOWER score before turning.

+

(148) If you have not already done so, mark the Black Rod as a Special Item on your Action Chart.

+

(162) As you have used your Power of Evocation against the Deathgaunts, you should deduct 3 WILLPOWER points. (cf. Section 120)

+

(206) 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).

+

(207) 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).

+

(250) From this point in the story, this book suffers from a game design problem in that many sections give you options between using different forms of magic, but no option for what to do if your WILLPOWER score has reached zero or below. If you encounter such a situation, you may choose one of the options anyway and continue subtracting WILLPOWER points, or you may conclude that Grey Star has failed his mission and that the adventure is over.

+

(262) As you are using your Wizard's Staff against the Scree Wyrm, you should deduct 1 WILLPOWER point.

+

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).

+

(287) You may be 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).

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(299) If you use a leaf from a Bundle of dried Azawood Leaves, the Bundle now has three leaves left.

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@@ -4749,3 +4777,20 @@ small11: sword, axe, & shield
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