X-Git-Url: http://git.projectaon.org/?a=blobdiff_plain;f=xml%2F02tfc.xml;h=cf43646dea7d589b3f3c68c81272fc15c8ef6eca;hb=61f06c0a17a832a260d7a53f5027dcedf0d79599;hp=54f5ee9806e0bee14c31e9e43b46dbeed46974d0;hpb=d7ce80c71a200c68974b61958433ad8c1b955901;p=project-aon.git diff --git a/xml/02tfc.xml b/xml/02tfc.xml index 54f5ee9..cf43646 100755 --- a/xml/02tfc.xml +++ b/xml/02tfc.xml @@ -20,6 +20,46 @@ $Id$ $Log$ +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. + +Revision 1.12 2005/08/15 17:16:09 jonathan.blake +Fixed the laughable "Isle of Loin" OCR error. + +Revision 1.11 2005/08/15 16:42:39 jonathan.blake +no message + +Revision 1.10 2005/08/14 19:44:15 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 20:04:22 jonathan.blake +Fixed a number of issues centering on the Black Rod and also Section 103. + +Revision 1.7 2005/07/14 17:36:39 jonathan.blake +Fixed issues from Editor and Simon's reports about captions. + +Revision 1.6 2005/07/13 03:47:27 jonathan.blake +Added illustrations for Powers section. + +Revision 1.5 2005/07/12 14:20:28 jonathan.blake +Made valid. Still needs Bonner's Powers illustrations, reorder small illustration list. + +Revision 1.4 2005/04/21 15:53:05 jonathan.blake +jffdougan said: Added illustrations, implemented minor approved fixes + Revision 1.2 2005/03/10 18:21:51 jonathan.blake Removed link to old staff email address. @@ -92,17 +132,31 @@ Revision 1.1 2002/10/20 05:53:46 jblake Initial revision --> - +
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!
@@ -111,9 +165,9 @@ Initial revisionInternet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata.
Concept copyright © 1985 Joe Dever and Gary Chalk.
Text copyright © 1985 Ian Page.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.
Concept copyright © 1985 Joe Dever and Gary Chalk.
Text copyright © 1985 Ian Page.
Illustrations copyright © 1985 Paul Bonner.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.
You are Grey Star, trained in the ancient lore of a Shianti Wizard. For sixteen years you dwelt in safety on the Isle of Loin, the hidden realm of the magical Shianti race, until Acarya, High Wizard of the Shianti sent you upon a dangerous quest to save your own people, the race of man, from Shasarak, the tyrannical Wytch-king of Shadaki. Held by their ancient vow to the goddess Ishir, the Shianti are unable to leave their island and come to the aid of man themselves. As a human, no such promise prohibits you from leaving the island and you have been sent to recover the Moonstone and use its power to throw down the Wytch-king.
+You are Grey Star, trained in the ancient lore of a Shianti Wizard. For sixteen years you dwelt in safety on the Isle of Lorn, the hidden realm of the magical Shianti race, until Acarya, High Wizard of the Shianti sent you upon a dangerous quest to save your own people, the race of man, from Shasarak, the tyrannical Wytch-king of Shadaki. Held by their ancient vow to the goddess Ishir, the Shianti are unable to leave their island and come to the aid of man themselves. As a human, no such promise prohibits you from leaving the island and you have been sent to recover the Moonstone and use its power to throw down the Wytch-king.
The Moonstone, an artefact possessing the combined force of all Shianti power, is hidden on the Daziarn plane, which can only be entered by finding one of its portals. You seek the Shadow Gate, but it never remains in one place for longer than a day and is invisible to human sight. For this reason you began to search for the Lost Tribe of Lara,
a race of magical, but primitive creatures called the Kundi. They possess the gift of Astral Vision, enabling them to see magic portals and gateways to other planes and dimensions. Once, the Kundi inhabited the forests of the Mountains of Lara. When Shasarak's Shadakine army first invaded the free provinces of the south, they came by way of the Mountains of Lara, through the Morn Pass. The Shadakine armies were constantly ambushed and delayed by the Kundi as they made their way south, and the Kundi always eluded them, disappearing into the dense forest before the Shadakine could retaliate. Finally, in desperation, the Wytch-king burnt down the mountain's forests and the Kundi were forced to flee from his wrath and disappeared. Only the vision and the guidance of a Kundi man will enable you to enter the Daziarn plane and find the Moonstone, and less than a month ago you began your search.
Voyaging across the Sea of Dreams, you came first to the city of Suhn, the largest port in the Shadakine Empire. There you befriended a cheerful merchant named Shan Li, a widely travelled man with a wry sense of humour. Your questions about the Lost Tribe, enemies of the Shadakine Empire, aroused much suspicion. You were taken to the dungeons of the House of Correction, the Shadakine prison of Suhn and subjected to the truthsay of Mother Magri, Shadakine Wytch and Law-giver. With the power of the Kazim Stone, she attempted to read your mind, but you were able to preserve the secret of your quest.
It was with the help of Tanith, a young, beautiful girl, learning the ways of wytchcraft in the service of Mother Magri, that you made your escape from the House of Correction. Her courage and intelligence were invaluable as you escaped the pursuit of the Shadakine. With Shan as your guide you eventually turned south and headed toward the region known as the Azanam, for it seemed likely that the Lost Tribe might be found there. But the vengeance of Mother Magri was not so easily avoided. Using the power of the Kazim Stone, she summoned a Kleasá, a demon shadow that feeds upon the soul and will of others, since it has no soul of its own. Neither your Magical Powers, nor the might of your Wizard's Staff seemed able to defeat the Kleasá and it had almost destroyed you when Tanith cast a spell and called the demon against her. She was totally consumed by the Kleasá and both disappeared in flame. Her brave sacrifice saved your life.
@@ -238,7 +294,10 @@ Initial revisionAlternatively, you may wish to use your original
If you choose Alchemy as your new Magical Power, you also receive a Herb Pouch with contents, as detailed in the Equipment section.
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.
@@ -266,6 +328,13 @@ Initial revisionYour 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
Through the haze of a dream, your senses pass from sleep to waking. Opening your eyes, you see the wrinkled face of Urik, gazing intently into your own. How&ellips; how long?
you falter.
Three days. Three nights. Deep sleep have healing ways&emdash;is true?
Urik replies. You sit up in the hammock that has been your resting place these past three days and look around. Bright sunlight streams in through the window of the wooden chamber. The events of the past weeks rush through your mind. With some surprise, you note that your body is unmarked after the horrors of your ordeal. Even the Mantiz bite on your leg has disappeared.
Kundi magic,
Urik explains, mysteriously. Your tattered, grey robes, washed and repaired, are laid out for you, and when you have breakfasted on fresh rainwater and honey cakes, you are led out to meet King Okosa once more. You marvel at the breathtaking beauty of the cloud forest that is the home of the Kundi people. Urik leads, shambling along with his comical, bow-legged walk and toothless smile and you cross the wooden walkways that connect the tree houses of the Kundi. They nestle amongst the highest branches of giant Azawood trees, whose towering heights and leafy peaks draw moisture from the clouds themselves: the wooden turrets of a forest castle surrounded by an ocean of cloud.
You are brought before the Kundi king once more. He and his advisers are gathered in the largest of the tree houses and old Urik ushers you in. You are well?
the king asks. You nod your head and thank him and his people for treating you with such kindness.
Long ago,
the king continues, before Wytch-king, Shasarak, rose in the north, the Shianti and Kundi tribes&emdash;great friends. Shianti need magical sight of Kundi to look into other worlds, see other planes. Only Shianti can go there. Only Kundi can see there&ellips; We help each other. Learn many things. But when Shianti leave, Wytch-king lead Shadakine peoples against us, burning the forests of our home in Mountains of Lara. Now, Shianti send great wizard to destroy evil Wytch-king, throw down Shadakine. Kundi men give all their help, in honour of our friendship. How we aid you?
I must travel to the Daziarn plane and reclaim the Moonstone of old,
you reply. My masters tell me that I must seek out the Shadow Gate, the doorway that is invisible to all but the eyes of the noble Kundi. I ask you for a guide to take me there.
A vast, amorphous mass of slime and mud, wreathed with vines and dead vegetation, rises up out of the quagmire you have just passed. It reaches out and grabs you while you remain entranced, and presses you against its filth-encrusted body in a crushing bear hug. (Lose 2
The passage eventually opens on to the Mountains of Morn. It is night and a full moon shines brightly in the sky. Below is the barren expanse of Desolation Valley: a vast wasteland of melted rock and craters. The plain is covered with pot-holes, and, as the wind blows across them, they sigh like a tortured soul moaning at the mountains. How long has the full moon shone?
you ask Urik.
I know not,
he says, but Shadow Gate very near. Down below ground.
Without hesitation, you begin to sprint across the plain and Urik follows. Gone is all your weariness and fatigue now that you are near your goal. The pot-holes lead downwards but there are hundreds of them; which way should you go?
Suddenly, a gruesome sight slithers from one of these holes. Its long, snaking body is bone white and skeletal; but its pale eyes, without pupils, reveal a deadly malice, a blind evil. It is a Scree Wyrm and it is slithering towards you.
The Warward's mind is already weak with fear and it is a simple matter to exert your power over his brain and grip it with a murderous compulsion. Suddenly, the Warward walks towards the Shadakine Wytch, unable to resist the desire to slay that you have placed in his mind.
+Before the Wytch can resist, the Warward strangles her to death. Immediately the light of the Kazim Stone is extinguished and the Shadakine warriors before the fortress falter. With a jubilant cry, the soldiers of the Freedom Guild charge forwards.
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.
+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.
You leave the city far behind, as you and Urik struggle to match the pace of the giant's long stride. You head north for the Belzar River, which traces a westerly course towards the Mountains of Morn and the infamous dead lands. By the time you reach the river, night is upon you and you are nearly asleep on your feet. You tell the giant that you are too exhausted to continue and he stops to allow you to make camp. He has a supply of food which he shares with you before you fall into a deep sleep by the gentle lapping of the waters of the Belzar River.
+The following morning, you continue on your journey. The Belzar Hills on the far side of the river seem to frown upon you as you pass and you are troubled by a gnawing doubt. Urik seems to share this doubt and he continually looks over his shoulder with an anxious expression on his face. When you stop at midday to rest, you voice your doubt to your companions.
There is a simple explanation,
says Samu, confidently. We are being followed.
You dart a startled look at Urik. I think Samu speak truth,
he says.
Standing before a crumbling bridge that crosses the left-hand fork of the Belzar River, you gaze, awestruck, at the desolate city that rests beneath the shadow of the mountains. In your darkest dreams, you have never known a place so eerie and forbidding: the blackened shards of the city walls reach hauntingly into the sky; clumps of black weed grow between pieces of crumbling masonry, and the twisted heights of ancient spires and crippled towers point accusingly at the heavens; an awful gloom hangs in the air and an atmosphere of brooding menace emanates from the heart of the city.
+You look at the faces of your brave companions; Urik's wrinkled face, so often creased with laughter, now set in a frown; the hard countenance of brave Samu, the sundered king; and the angular, hawkish features of Hugi, whose eyes gleam greedily. You notice how pale they look, almost sickly, and a vague disquiet stirs in the back of your mind.
You approach the bridge and Hugi looks at it, his eyes full of doubt. Is it safe?
you ask.
It's stood here for centuries,
Hugi answers.
Samu enters the grove of trees. Held in a headlock, and gurgling pleas for release, is a scrawny-looking man, dressed in a leather jerkin and bright scarlet breeches immediately you recognize him as the thief who tried to steal your money in the cavern of the Freedom Guild. What are you doing here? State your purpose!
you say, leaping to your feet. The thief lets out a long gurgle by way of reply.
What are you doing here?
you repeat, angrily. Samu tightens his grip on the thief's neck.
Being&ellips; strangled!
he squawks, clawing desperately at the thick arm around his neck.
You give Samu a nod and the brawny giant releases his grip. The thief collapses to the floor in an untidy heap, choking for breath and rubbing his bruised throat. Urik chortles with laughter. Get up!
you command.
NO!
you shout into the emptiness.
Turn aside, Grey Star. Turn aside. You dare not stand against me.
The grim figure casts aside his hood and the shadow passes to a blood-red light, revealing a hideous face. Half of the face is missing and, in its place, a metal plate gives shape to the ruined visage of wasted flesh and scarred tissue. One eye is shrunken and sightless, while the other burns with the intensity of the sun. A gaze of unbearable malice focuses on your heart. Desist, Wizard&emdash;or I will rend the very soul from your body.
I will not!
you scream into the darkness. A look of rage contorts his twisted features and the single eye burns into you. You are looking upon the face of Shasarak, Wytch-king of Shadaki, who has come to taunt and torment you as you sleep.
You fear me now, foolish child, and you think that you have mastered fear. I will teach you the true meaning of terror. I will make you yearn for death as if it were your true love!
Shasarak raises his clawed, decaying hand and clutches his fingers in the air: 1
You wake up screaming.
The atmosphere is heavy and humid, and it is hard to breathe. The effort of walking causes you to lose 1
The Deathgaunt looks on as you usher your three companions within the protection of the pentacle. You possess no Magical Power capable of damaging this creature, for its body is not of the real world; your Wizard's Staff cannot help you here. You remain within the pentacle and continue to chant the warding words of Evocation. Eventually, with a whispered cry of frustration, the Deathgaunt dematerializes.
-You press on through the barren wilderness, more anxious than ever to reach your goal. The Deathgaunt has given up its attack for now but it is not destroyed and could return at any time. That night, with the Black Mountains of Morn looming above you, you stop to make camp.
+You press on through the barren wilderness, more anxious than ever to reach your goal. The Deathgaunt has given up its attack for now but it is not destroyed and could return at any time. That night, with the black Mountains of Morn looming above you, you stop to make camp.
Urik gives you a look of bewilderment. You nod confidently, as if you know exactly what you are doing. The bizarre procession of madmen and mad women moves at a stately pace through the wide archway that leads from the throne room. Samu looks as solemn as ever but Hugi's face wears an expression of astonishment. You enter a dim, candlelit hall dominated by a long table. Rats scuttle across the table, running for their bolt holes as the assemblage enters the room. You sit down and wait to see what happens next. Dinner is served,
announces a gaunt, grey-faced servant. A limping, squeaking, three-wheeled trolley is pushed into the room. At the far end of the table, the deranged king moistens his lips with his coated tongue and tucks the table cloth into the top of his torn silk shirt. The tarnished silver dish is uncovered and a wave of revulsion churns your stomach: on the silver platter is a hideous array of human limbs.
The king stands up, brandishing a rusty carving knife. Would you like an arm or a leg?
he enquires innocently.
Hurriedly, you unfasten the knotted vine. Urik let out a yell as you both plummet towards the ground at frightening speed. Your fall is broken by the sucking ooze of the marshy ground below, but you are still bruised and must lose 2
Nearby, you can hear the shouts of the Shadakine Warriors as they search for you. You are surrounded by tall reeds and rushes and, for the moment, you are out of sight. You keep very still. The Shadakine are beating at the marsh reeds with large sticks, trying to flush you out. Just as a booted foot passes inches from your face, you suddenly realize that you are sinking.
+Samu sets the pace, reaching forward with great strides to lead you across the gently undulating plain that lies between Karnali and the mountains of the west. The Belzar Hills on the far side of the river east a shadow across the waters, as though disapproving of your choice of destination.
+Samu sets the pace, reaching forward with great strides to lead you across the gently undulating plain that lies between Karnali and the mountains of the west. The Belzar Hills on the far side of the river cast a shadow across the waters, as though disapproving of your choice of destination.
+As the miles slip by, a growing feeling of uneasiness nags at your mind. You notice that Urik is constantly looking over his shoulder, his face clouded with uncertainty. In the afternoon, you stop to rest and you voice your doubts to Samu and Urik. Ah! So you, too, have noticed!
says Samu. I felt this just after we set out. I fear we are being followed.
Startled, you flash a look at Urik.
Me think it true,
he says.
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
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.
The cover of the tome is emblazoned with a Shianti rune. A deep dread stirs in your heart as you slowly translate the meaning of the symbol&emdash;Shasarak. This symbol can mean but one thing: your mortal enemy, Shasarak the Wytch-king, is a Shianti Master! If you decide to keep the book, mark it on your Action Chart as a Backpack Item. At the bottom of the chest you notice a slender Black Rod, with the rune of Shasarak upon its silver tip. If you wish to keep this Black Rod, mark it on your Action Chart as a Special Item (which you carry in a pocket of your robe).
+Meanwhile, Hugi has busied himself with his search for gold. No gold&ellips; nothing,
he blubbers.
Come now, we have no time for this, Hugi. Is there another way out of here?
Disgruntled by the lack of treasure, Hugi ambles to the far side of the cavern and points to an outcrop of rough-hewn granite. Here is a door,
he says, but it is magic-locked. A problem for you to solve, eh Wizard?
Tanith's expression changes to one of horror. Grey Star!
you hear her cry, her voice muffled by the proximity of the other world. Stay your hand!
The wild fire of your Staff tears towards the Kleasá and, as the bolt of energy hits the creature, it is Tanith who recoils in pain. Somehow, the Kleasá is making Tanith the victim of its pain. The Kleasá emits a chilling laugh full of scorn.
You decide to fight fire with fire and hurl a bolt of flaming energy at the wall of fire. Your attack is ineffective: the wall of flame neither flickers nor wavers. You have expended 2
The Kleasá remains within the Shadow Gate, for its purpose is to guard it. Tanith gazes out at you with a tormented expression on her face. Using 2 No, Grey Star!
she screams. The Kleasá is using me as a shield.
The Kleasá laughs maliciously.
You come to the remains of an elaborate archway carved into the city wall. The gate collapsed long ago and the street beyond is bleak and deserted. You take a deep breath and start forward. You have taken one step when a voice cries out: Who goes there?
The head and shoulders of a bony old man pop through a window high above the shattered gate. He regards you suspiciously with wild, bloodshot eyes. His filthy, matted hair hangs down over his shoulders and he waves a broken, rusty sword. Speak now!
he continues. I can't open the gate until you tell me.
Puzzled, you look at the archway and then up at the grime-encrusted man. You can see no gate.
The islet is located near the centre of the lake. Dense clumps of reeds surround its dull, green waters and beyond them, you can hear the shouts of the Shadakine as they seek you out. We must hide&emdash;get away from here. We're too exposed,
you say urgently to Urik, making to step into the water. You feel Urik's restraining hand on your shoulder.
Wait!
he says, pointing ahead. You follow the direction of his arm. A host of multi-coloured birds has taken off in alarm from the surface of the lake. The blur of colour draws your eye to something immediately below them that is moving straight towards you.
Two pale eyes on slender stalks protrude above the water, cold and emotionless, their irises no more than red slashes. Eijalfish,
says Urik. Very big. Very poisonous. Very dangerous! And now, Shadakine come&ellips; is not good.
Sure enough, you hear the sound of the Shadakine hunting party, beating at the dense foliage as they draw closer. In a few minutes, they are sure to discover you, stranded here in the middle of the lake.
There must be some way through them,
you say, and I will find it.
There is only one known pass,
Sado continues, but it holds the greatest peril of all&emdash;Gyanima, the Forbidden City&ellips; the City of the Dead!
He shakes his head solemnly. Will you not turn away from this reckless course?
You shrug. There is no other way. Urik's vision leads to Desolation Valley and my quest takes me there.
Sado falls silent and an Uncomfortable quiet follows. Finally, you rise and bid Sado goodnight, for you intend to leave Karnali the following morning. I had hoped you would remain, Grey Star,
he says. You are a powerful ally and I have great need of strength. Soon, the Wytch-king will seek to destroy our freedom. Without your help, our liberty may prove short-lived. Moreover, you choose a path of doom, heedless of my words of warning.
Fear not, Sado of the Long Knife,
you reply. If l achieve my goal, there will be freedom for all ensnared by the cruel grasp of the Wytch-king. I do not intend to fail.
Sado falls silent and an uncomfortable quiet follows. Finally, you rise and bid Sado goodnight, for you intend to leave Karnali the following morning. I had hoped you would remain, Grey Star,
he says. You are a powerful ally and I have great need of strength. Soon, the Wytch-king will seek to destroy our freedom. Without your help, our liberty may prove short-lived. Moreover, you choose a path of doom, heedless of my words of warning.
Fear not, Sado of the Long Knife,
you reply. If I achieve my goal, there will be freedom for all ensnared by the cruel grasp of the Wytch-king. I do not intend to fail.
You leave the chamber, and close the door behind you. Despite your courageous words, a creeping uncertainty is stirring in your heart. Hmph!
snorts Urik. Him brave man&ellips; but have small mind.
He places a finger to his nose. Him see only this far. Young Wizard learn quickly&ellips; carry blessing of wise Shianti. You will not fail.
You pray that the old Kundi man is right.
You rise the following morning and prepare to leave. Your sleep has restored to you 1 I have come to apologize for my harsh words last night,
he says. It is not for me to question the way of Wizards. I am but a simple soldier. I have brought gifts by way of recompense.
He lays before you the following items:
You may take any or all of these items. Remember to make the necessary adjustments to your Action Chart.
You take out the red jewel. Drawing on the Power of Sorcery from the Astral plane, you project your will into the Gem and it begins to glow, shining with a blood-red light. You throw this power at the Kleasá and attempt to bend it to your will. Tanith's body becomes rigid and, stiffly, she turns her head towards you. The Kleasá remains unaffected and emits a chill laugh. You have used 2
You mark your pentacle in the dust and begin to chant. The Deathgaunts come no further but remain outside the reach of the spell, whispering. The four of you stand huddled within the pentacle, each regarding the Deathgaunts with frightened eyes.
+Grey Star,
says Samu in a hushed tone. They have not departed. We cannot remain here forever.
They can,
comments Urik.
If you have not already done so, mark the Black Rod as a Special Item on your Action Chart.
You raise the Black Rod and point it towards the door. Willing the door to open, you notice a thin beam of yellow light strike the surface and silently it swings open to reveal another passage sloping upwards into the distance.
+You raise the Black Rod and point it towards the door. Willing the door to open, you notice a thin beam of yellow light strike the surface and silently it swings open to reveal another passage sloping upwards into the distance.
Heedless of the danger to yourself, you turn and fire at the Shadakine as they tramp through the marsh grass. A bolt of force rips into the nearest Shadakine as he fumbles to reload his weapon and he falls to the ground in a blinding sheet of magical flame. Your attack has cost you only 1
A second Shadakine warrior confronts you, his crossbow levelled at your chest. Suddenly, before you are able to attack, Urik produces a weapon of his own. It is a small boomerang, its edges lined with a row of razor-sharp teeth. With great skill and accuracy he hurls the boomerang at the Shadakine, inflicting a fatal neck wound. Urik runs forward and retrieves his weapon from the Shadakine's neck.
An enemy swordsman bursts out of his hiding place among the foliage and charges towards you, his scimitar whirling above his head.
You place your hand upon the door and concentrate hard. The key that opens the door is the Black Rod that lies within the chest.
+You place your hand upon the door and concentrate hard. The key that opens the door is the Black Rod.
The use of this Magical Power has cost you 1
Samu appears at your side and attacks the writhing creature with his broadsword. Hugi and Urik grab you by your cloak and pull you away from the fight as Samu's sword cuts back and forth in wide sweeping arcs. He more danger to you than Scree Wyrm,
shouts Urik, pointing at Samu, who is lost in a berserk fury.
Suddenly, a loud cry makes you start. It is Hugi&emdash;he is struggling in the bony coils of another Scree Wyrm. You dare not attack the creature with a blast from your Staff for fear of hitting the struggling thief.
You aim a bolt of energy from your Staff at the nearest crossbowman and fire. A streak of white-hot fire slices through the air, exploding into a massive wall of flame that engulfs the howling Shadakine warrior. The man is completely incinerated and all that remains is a smoking crater in the ground. The Ooslo gives a cry of distress, soaring up into the air at high speed. Below, the Shadakine break and scatter in all directions, plunging into the tall marsh reeds that surround them.
+The effect of your attack leaves you quite amazed. Your powers are greatly increased since last you used them. At the cost of only 2
You are now high in the air and the Shadakine have all moved out of sight. You begin to wonder, however, exactly how to control your feathered mount. Pick a number from the Random Number Table.
It is the last day of your tortuous journey. You are roused by the cries of the Shadakine and, a few minutes later, you are dumped on the ground by the slave bearers. Beware, the fighters of the Freedom League!
You see little of the battle that ensues. You glimpse many soldiers with red veils over their faces and the fall of the cruel Shadakine captain.
Finally, the battle ceases and you and Urik are freed from your bonds by the red-veiled soldiers. My thanks,
you say, as your Staff and Backpack are returned to you.
You are lucky, friend,
says one of the soldiers. We are only scouts, clearing the way for tomorrow's attack upon a Shadakine slave train.
You are given food and enjoy a comfortable sleep that restores to you 2
If you do not have sufficient
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
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
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
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.
The creature floats across the river. Within the shimmering tatters of its grey robe, you perceive the dim outline of a tormented and eyeless face. It is a Deathgaunt, an undead spirit raised by Shasarak, the Wytch-king, to roam the world of the living.
+A minute passes and the door slides shut as silently as it opened. Gradually, you sense that the room is becoming colder. A chill wind rises from nowhere, sending a shiver down your spine. It is not ordinary cold air causing you to tremble, it is the familiar presence of a Deathgaunt. It materializes in the centre of the cavern, close to where you stand. Welcome,
it hisses menacingly, as it stretches out its wispy fingers to claw at your soul. You fight to hang on to life, but it is a fight that you cannot win. Here, in the chamber of Shasarak the Wytch-king, the Deathgaunt draws on a power that you cannot resist, and you are borne swiftly from the realm of the living.
Your life and your quest end here.
@@ -2897,7 +3226,7 @@ Initial revisionBefore going to sleep that night, you must eat a Meal or lose 3
As the miles pass by, the mountains of Morn loom larger in the distance, aloof and forbidding. The land is becoming sparse of vegetation as you approach the region known as the dead lands
.
As the miles pass by, the Mountains of Morn loom larger in the distance, aloof and forbidding. The land is becoming sparse of vegetation as you approach the region known as the dead lands
.
Steeling yourself, you launch a massive bolt of mental energy at the magic-locked door. There is a deafening shriek as the bolt glances off the granite surface and explodes into the ceiling of the chamber. A shower of rock and dust rains down and a shock wave throws you to the floor. You realize that the door is held by a power far greater than your own.
-A flash of gleaming white light leaps from your Staff, tearing open the darkness of the night. The pallid glow of the Kazim light shrinks, curls, and is utterly consumed by the force of your challenge. The Shadakine panic and run, casting their weapons and armour aside as they scatter in all directions. The soldiers of the Freedom Guild give vent to a victorious cry as Sado of the Long Knife leads them into the fortress of stone.
+You tell Sado of your plan and he nods his approval. You leave the large cavern and ascend into the city. Standing on a city wall, you place the Pipes to your lips and blow. The sound is very high-pitched and you can hear nothing but Urik places his hands to his ears. An hour later, you see some movement on the edge of the swamp: the Chaksu have answered your call just as you had hoped. Quickly, you leave the city wall and tell Sado to proceed with the rest of his plan&emdash;to attack the Shadakine garrison housed in a fortress in the heart of the city.
+Disguised as ordinary citizens, you, Urik and Sado lie in wait on a street that borders the granite fortress of the Shadakine. As the first of the Chaksu smashes down the east gate of the city, the alarm is raised and a host of Shadakine warriors pours out of the fortress to meet the peril.
You drop your
We go?
asks Urik, half-rising to his feet.
You enter a small clearing that is sheltered by a toa tree. Curled in its shade, you see a strange, reptilian creature, four feet long, with large, soft eyes that look at you pleadingly with more than a hint of human intelligence. A large wound oozes blood from its side. Urik explains that it is a young Chaksu, a much sought after beast. The adult grows to as much as ten feet in height and Chaksu hide is an expensive commodity, much in demand due to its toughness and elasticity. It is said that the wealth of the city of Karnali that stands on the edge of the Gurlu Marshes was built upon its trade in Chaksu hides and hunters frequently come to the marshes in search of their fortune.
+Chaksu are capable of a primitive form of mind speech and you can clearly sense its distress. As Urik moves to tend its wound, the Shadakine break from cover and come running straight at you. It was these same Shadakine that injured the young Chaksu, leaving it for dead when they sighted you and Urik.
You wield the Power of Sorcery against the door. In a flash of sparks, your energy bolt ricochets off the granite surface and slams into the cavern floor inches from Hugi's feet. You sense that the door is held by a power far greater than your own.
-The Magdi crumples and falls lifelessly to the ground but still the Shadakine remain. They each wear a menacing grin, sensing victory. The tall Shadakine captain steps forward. Surrender yourself, Wizard. You cannot hope to win.
As he speaks, the Chaksu utters a long trilling cry like a forlorn plea for help. The captain laughs scornfully, but his smug, self-satisfied expression changes to one of terrified disbelief as two large Chaksu burst out of the undergrowth, roaring with fury and searching for their lost offspring. The largest of the Chaksu, and mother of the young Chaksu you have protected, reaches out and grabs the Shadakine officer by the neck. With a deathly grip, she lifts him off the ground. His eyes bulge and his face turns purple; he is asphyxiated before she hurls him to the ground breaking his body in several places. With a triumphant howl, the Chaksu rush towards the Shadakine, who are running in all directions. Those Shadakine who are too slow of foot are mercilessly broken underfoot; the carnage is terrible to behold.
When no Shadakine remain, the Chaksu turn and bow low before the mother sweeps her baby into her arms. Although they do not speak, their thanks echo in your mind. They give you a small set of wooden pipes. Should you need help, you have only to blow the pipes and they will come to your aid. Gratefully, you accept the Chaksu Pipes and place this Special Item in a pocket in your robe. (Remember to mark it on your Action Chart.) Then, the Chaksu are gone, trampling the thick foliage as if it were matchwood.
&thinspace;
says Urik, quoting from The Way of the Shianti.Great in might is the power of kindness
,
&thinspace;
you reply, anxious not to be outdone. Urik chuckles.Oft comes help when help is unlooked for
,
The darkening sky blossoms like a vast purple flower as the sun sets. The chirping of cicadas fills the air and you both decide to stop and rest. Urik gathers up handfuls of berries and offers you a strange new food, a blue fungus that grows beneath the soil. Cautiously you bite into it then smile with surprise, for it is delicious and tastes remarkably like cured meat.
+It is called Lianor,
says Urik. Grows everywhere, yet hard to find. The secret gift of the Earth. Urik sees the secret places below the ground. Is it good?
You nod and hungrily finish the delicious fungi. The Lianor is packed with goodness and you may restore 1
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
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.
@@ -3281,7 +3653,7 @@ Initial revisionHe 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.
The creature floats towards you across the Belzar River, its tattered robe shimmering with a silvery light. You can see the dim outline of an eyeless face locked in torment.
+You send your thoughts racing out to the Elemental plane in a desperate plea for help but the Elementals do not answer your plea, for this is a Deathgaunt, one of the undead raised by the Wytch-king Shasarak, and against it the Elemental powers cannot prevail. The use of this Magical Power has cost you 2
By mid-morning, you have reached the edge of the rain forest of the Azanam and are overlooking the Azagad Gorge. Far below, you can make out the sharp pinnacles of rock known as the Dragon's Teeth
which cover the canyon floor. It was through this gorge that you came in search of the Azanam, and the lost Kundi tribe. There it was that your friend and guide, Shan Li the merchant, died so terribly, devoured by a poisonous Quoku, the flying amphibians that inhabit the desolate land. Your silent reverie is interrupted by the sound of Urik calling to you from above. Azagad hold sad memories for Grey Star?
he enquires sympathetically. You nod your head, not thinking to ask how he knew what was on your mind. No time for sorrow now&ellips; time fly! Catch.
He throws you a length of vine cut from the tree on which he stands. You take up the creeper and look at it in puzzlement. Make yourself a harness and tie it on&emdash;good and tight,
he orders. You do as he suggests and before you can question his purpose, he produces a carved flute. He places it to his lips and begins to play a strange melody quite unlike any music you have ever heard before.
The music lasts for some time. Eventually, Urik puts down his pipe and looks expectantly at the sky. What now?
you ask, a hint of cynicism in your voice.
Look&ellips; see!
he replies. Far away you can see a tiny speck on the skyline. Ooslo bird&ellips; love Kundi music.
The dark speck grows larger and soon you are able to make out the awkward, disproportionate shape of an Ooslo bird. Long-necked and small bodied, the bird's great wings flap without rhythm or grace. It is a strange creature.
As the bird draws nearer, Urik takes up his pipe once more and plays. Eventually, the bird settles on a nearby branch, craning its neck and twisting its head, an expression of rapt fascination in its big, saucer-like eyes. Urik ties the other end of vine into a lasso. He stops playing and, with amazing accuracy, throws the lasso over the Ooslo's head. As the loop of the vine falls and tightens around the bird's neck, it gives a squawk of alarm. Only now does the nature of Urik's plan to cover many miles in just one day
dawn on you.
Suddenly, you are dragged up into the air by the Ooslo bird. Urik gives an excited whoop of delight, leaping into the air and grabbing at your legs, dangling there as the bird flies higher. What do we do now?
you shout, swinging wildly in the air, the old Kundi man clinging to your legs and grinning maniacally.
Ooslo bird fly home now&ellips; back to Gurlu Marshes. Ooslo&emdash;strong flier. Take us far&ellips; and good fun, eh?
The Ooslo bird squawks loudly and Urik hoots back with a howl of wild laughter.
Before you are able to fire your Wizard's Staff, you must drop your Time to go?
asks Urik.
Before you are able to fire your Wizard's Staff, you must drop your
Time to go?
asks Urik.
Fire!
you shout in the language of the Elementals. Suddenly the lake erupts into one gigantic fireball that engulfs both you and Urik in searing flame.
Your life and your mission have come to a fatal end here.
As you are using your Wizard's Staff against the Scree Wyrm, you should deduct 1
As you are using your Wizard's Staff against the Scree Wyrm, you should deduct 1
If you do not have sufficient
You can see the dim outline of an eyeless, tormented face. The shimmering, silvery creature is a Deathgaunt, an undead spirit freed by Shasarak, the Wytch-king, to roam the world of the living.
+You attempt to cast the illusion of a warrior moving to attack it but the Deathgaunt is not fooled. It passes through the illusion and dispels it. The use of this Magical Power has cost you 2
The following day, you, Urik and the fighters of the Freedom Guild are ensconced in the tall grass at the edge of the marsh. In the distance gleams the city of Karnali overlooking the Suhni and Belzar Rivers. Along the Great Suhn Road that leads east away from Karnali, you see a long line of men, women and children: slaves of the Shadakine. Warriors walk up and down the line, brandishing flails with needless ferocity. Suddenly, the charge is sounded and a wave of men pours out of the brush and runs towards the column of slaves.
+The Shadakine guards fall into defensive positions along the road, but the stealth of the ambush outmanoeuvres them and they have no time to deploy effectively. Shall we?
you ask Urik. He grins broadly and gives vent to a bellowing yell before shambling out of the brush towards the fray as fast as his old bones will allow. You follow behind.
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
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.
You hurl the force of your will against the door. The rock trembles and a crackle of energy snakes across its surface, but to no avail. The door is held by a force far greater than your own.
-It is a sleep that gives you no rest. Through a dark haze, the ghastly figure of Shasarak appears. And still you persist&emdash;fool!
he spits. I see that my friends were unable to make you see the error of your ways,
he says, scornfully. Perhaps this will better persuade you.
With a gesture of his ruined hand, he shows you the vision of a young girl, sobbing, surrounded by a pool of darkness. With a dull ache in your heart you recognize the girl. It is Tanith, the Wytch girl who helped you escape from a Shadakine prison in the Port of Suhn and finally leapt to her death to save you. Now, trapped upon another plane, she weeps alone, her eyes wild with fear. Tanith!
you call into the void of your dream.
Shasarak laughs, savagely. She cannot hear you, Wizard. No one can hear her now. She is mine to torment as and when I wish. And my imagination knows no limit in the matter of torment&emdash;in that field I rule supreme.
The Wytch-king begins to laugh with malicious glee, relishing Tanith's plight and your misery at witnessing it. Turn aside, Grey Star, or she is lost.
With the howl of Shasarak's mocking laughter ringing in your ears, you wake with a start. You have lost 1
In the grey light of dawn you trudge towards the Forbidden City, your companions walking silently by your side. Soon, you are able to see the outline of the city in the distance. A few more hours and you will be standing before its gates. There is only one solution to the sinking of your heart and the mounting ache that racks your mind: you must complete your quest.
@@ -3808,7 +4238,7 @@ Initial revisionIf you use a leaf from a Bundle of dried Azawood Leaves, the Bundle now has two leaves left.
If you use a leaf from a Bundle of dried Azawood Leaves, the Bundle now has three leaves left.
You cause the tip of your Staff to emit a dim glow that illuminates the interior of your prison. You are in a large, low-ceilinged chamber, littered with shards of fallen masonry. Urik and Hugi lie in a far corner. They both remain silent. What use are words now? (The cost of creating a light from your Staff has been 1
You curse your bad luck. You are sure that some wizardry is required to free you from this prison, but you are weak and still have to reach Desolation Valley. It is sure to hold other dangers for you. You are suddenly distracted from this moody introspection by the sound of shouting voices, and the noise of a struggle coming from above. Suddenly, the door of the chamber is thrown open. Looking down on you is the figure of Samu, smiling broadly, sword in hand. How?
you cry in disbelief.
The river carried me downstream before I was able to resist its current,
says Samu. I've been looking for you everywhere. Luckily for you, I was nearby when the wretches of this city caught you. I saw them bring you to this crypt. Wait a moment.
Swiftly, he turns and slashes at a wretch who is trying to drag him away from the door. He swats his assailant like a fly then turns to face you once more. Come, we must hurry.
He pulls each of you out in turn, and stops to deliver a kick at two wretches blocking a doorway that leads from the crypt. This way,
he says, indicating a narrow passage that leads upwards. These creatures seem reluctant to travel this passage. They will not follow, I think.
You run down the passage as fast as you can with Samu protecting the rear. At the end of the passage is a heavy door. Urik swings it open and you all dash through.
Despite the soullessness of the being, the Kleasá emits a great howling yell of triumph and expands like a great black cloud of terror. With the Black Rod in its possession it is freed from the mastery of Shasarak&emdash;free to roam the universe at will.
+As the Kleasá soars up into the air, its shape extended like a great bat's wing, the Shadow Gate truly appears before you: a great, grey arch, a window to other worlds filled with formless mists and nightmare glimpses. Tanith stands before you on the other side of the threshold and, without hesitation, you step through.
Your further journeys in the Daziarn plane will be chronicled in book three of the Grey Star series, entitled
@@ -3946,6 +4392,14 @@ Initial revision(Title Page) Replaced THE FORBIDDEN CITY
with The Forbidden City
. Replaced Kleasa
with Kleasá
. Replaced magical powers
with Magical Powers
. Replaced THE WORLD OF LONE WOLF
with The World of Lone Wolf
.
(Of the Coming of Grey Star) Replaced wizadry
with wizardry
. This was fixed in later editions of the book.
(The Story So Far&ellips;) Added ,
at the end of the first line of the riddle. Replaced section 1
with Section 1
.
(Of the Coming of Grey Star) Replaced wizadry
with wizardry
. This was fixed in later editions of the book.
(The Story So Far&ellips;) Added ,
at the end of the first line of the riddle. Replaced section 1
with Section 1
.
(The Game Rules) Removed at the front of this book. If you run out of space, you can copy out the chart or have it photocopied
and on the last page of this book
. Replaced adventure and
with adventure, and
and all occurrences of eg
with e.g.
. Replaced GREY STAR THE WIZARD
with Grey Star the Wizard
. Replaced all occurrences of magical power
with Magical Power
.
(Magical Powers) Replaced all occurrences of ie
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, all occurrences of eg
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with quarterstaff, yet
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. Replaced all occurrences of prophecy
with Prophecy
. Replaced all occurrences of lesser magicks
with Lesser Magicks
. Replaced all occurrences of five powers
with five Powers
. Replaced all occurrences of power
with Power
, except in the description of the Wizard's Staff.
(Equipment) Replaced sulphur
with Sulphur
, saltpetre
with Saltpetre
, vial
with Vial
within the Herb Pouch contents list, notes but
with notes, but
, Shakadine
with Shadakine
and Shianti and
with Shianti, and
.
(Rules for Combat) Removed on the inside back cover of the book
. Replaced on the page after the Random Number Table
with in the back of this book
.
(Sage Advice) Removed at the front of this book
.
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with &lsquot;Stand back!
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with presence, hovering
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(20) Replaced less than 4 rounds
with 4 rounds or less
.
(23) Replaced says. &lsquot;but
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with Guild, it
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with fortress, but
. Switched the section numbers given for the two choices, to avoid unreasonable consequences of high
(55) Replaced 8
with 8
. Since there is a question of whether you have survived this section or not, and points but
with points, but
. Replaced warriors the
with warriors, the
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(58) Replaced tremble.Great
with tremble. Great
.
(59) Added and wish to use it
to the last choice, as there is no reason why it should be mandatory to use an Azawood leaf.
(60) Replaced purpose?
with purpose!
.
(62) Replaced cry &lsquot;Samu!&rsquot;
with cry: &lsquot;Samu!&rsquot;
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(113) Replaced If you wish to attack the Kleasá with the Magical Power of Sorcery
with If you have the Magical Power of Sorcery and with to use it to attack the Kleasá
in the first choice. Added and wish to use them both against the Kleasá,
in the second choice.
(116) Replaced combat turn
with combat, turn
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(121) Replaced half light
with half-light
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(124) Replaced forward, you
with forward. You
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(125) Replaced Urik &lsquot;Very
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in the caption of the illustration.
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with Elementals
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with Elemental
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and added an extra paragraph break before the last sentence of the first paragraph, in order to make text make sense.
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with consummate
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with Guild, it
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with fortress, but
. Switched the section numbers given for the two choices, to avoid unreasonable consequences of high
(55) Replaced 8
with 8
. Since there is a question of whether you have survived this section or not, and points but
with points, but
. Replaced warriors the
with warriors, the
.
(58) Replaced tremble.Great
with tremble. Great
.
(59) Added and wish to use it
to the last choice, as there is no reason why it should be mandatory to use an Azawood leaf.
(60) Replaced purpose?
with purpose!
.
(62) Replaced cry &lsquot;Samu!&rsquot;
with cry: &lsquot;Samu!&rsquot;
.
(67) Replaced continue you
with continue, you
.
(72) Replaced Wizard's staff
with Wizard's Staff
. Replaced Black Mountains of Morn
with black Mountains of Morn
.
(76) Replaced of table
with of the table
.
(78) Replaced below but
with below, but
.
(83) Replaced immobile as
with immobile, as
.
(87) Replaced counter-charge
with countercharge
.
(90) Replaced fire but
with fire, but
. Replaced a cinder
with cinders
.
(91) Replaced city fortress
with city-fortress
.
(95) Replaced and as
with and, as
. Replaced under water
with underwater
.
(96) Replaced robe you
with robe, you
.
(102) Replaced Sadly you
with Sadly, you
.
(103) Added If you possess insufficient
.
(108) Replaced king.&lsquot;Either
with king. &lsquot;Either
.
(113) Replaced If you wish to attack the Kleasá with the Magical Power of Sorcery
with If you have the Magical Power of Sorcery and with to use it to attack the Kleasá
in the first choice. Added and wish to use them both against the Kleasá,
in the second choice. Replaced If you have the Black Rod of Shasarak and wish to use it
with If you wish to use the Black Rod of Shasarak
.
(116) Replaced combat turn
with combat, turn
.
(121) Replaced half light
with half-light
.
(122) Replaced If you have the Black Rod of Shasarak and wish to use it
with If you wish to use the Black Rod of Shasarak
.
(124) Replaced forward, you
with forward. You
.
(125) Replaced Urik &lsquot;Very
with Urik. &lsquot;Very
.
(126) Replaced this power
with this Power
.
(129) Replaced sleep but
with sleep, but
.
(131) Replaced this power
with this Power
.
(132) Replaced however it
with however, it
.
(133) Replaced farewill
with farewell
. Replaced BIG
with Big
. Replaced the deadlands
with &ldquot;the dead lands&rdquot;
. Replaced all and
with all, and
. Replaced A Short Sword
with Short Sword
. Replaced A Backpack
with Backpack
. Replaced 2 potions of Laumspur
with 2 Potions of Laumspur
. Replaced swallowing 1 potion
with swallowing one potion
. Replaced A coil of Rope
with Coil of Rope
. Replaced all occurrences of Items
with items
.
(135) Replaced exhausted you
with exhausted, you
.
(140) Replaced asks
with asks.
. Replaced out-sized
with outsized
.
(141) Switched the section numbers given for the two choices, to avoid unreasonable consequences of high
(143) Replaced If you have the Black Rod of Shasarak and wish to use it
with If you wish to use the Black Rod of Shasarak
.
(145) Replaced spell whispering
with spell, whispering
in the caption for the illustration.
(146) Replaced 7&endash;12
with 6&endash;12
.
(149) Replaced Kiro will
with Kiro, will
. Replaced eyebow
with eyebrow
.
(151) Replaced and as
with and, as
.
(153) Made the choice leading to Section 27 its own paragraph to better fit our format for the choices.
-(163) Replaced swordman
with swordsman
.
(165) Replaced this power
with this Power
.
(168) Replaced magical Power
with Magical Power
.
(171) Replaced your Current
with your current
.
(173) Replaced backpack
with Backpack
. Replaced one Item
with one item
.
(174) Replaced Magical power
with Magical Power
.
(180) Added possess the Magical Power of Sorcery, and
in the second choice.
(184) Changed the choice which led to Section 300 to lead to Section 302 instead. This section was unreachable in the original and fits well in the context of the story here.
-(185) Replaced out-run
with outrun
.
(186) Replaced closely, After
with closely. After
.
(163) Replaced swordman
with swordsman
.
(165) Replaced this power
with this Power
.
(168) Replaced magical Power
with Magical Power
.
(170) Deleted that lies within the chest
. Replaced If you wish to take the Black Rod and use it to open the magic-locked door
with If you wish to use the Black Rod to open the magic-locked door
.
(171) Replaced your Current
with your current
.
(173) Replaced backpack
with Backpack
. Replaced one Item
with one item
.
(174) Replaced Magical power
with Magical Power
.
(180) Added possess the Magical Power of Sorcery, and
in the second choice.
(184) Changed the choice which led to Section 300 to lead to Section 302 instead. This section was unreachable in the original and fits well in the context of the story here.
+(185) Replaced out-run
with outrun
.
(186) Replaced closely, After
with closely. After
.
(189) Replaced right? he
with right?&rsquot; he
.
(192) Replaced Shield of sorcery
with Shield of Sorcery
.
(194) Replaced guagmire
with quagmire
.
(196) Replaced giant. turn
with giant, turn
.
(198) Replaced magical Item
with magical item
.
(201) Replaced power of Prophecy
with Power of Prophecy
.
(207) Replaced counter-attack
with counterattack
.
(211) Replaced Masbalé
with Masbaté
. Replaced Lisson
with Lissan
.
(212) Replaced all occurrences of luneday
with Luneday
.
(213) Replaced menacingly as
with menacingly, as
.
(215) Added or do not wish to use it,
in the second choice.
(216) Replaced six
with eight
. Replaced 257
with 257.
. Replaced all occurrences of Items
with items
.
(217) Replaced the dead lands
with &lsquot;the dead lands&rsquot;
.
(219) Replaced 12 to 14
with 12&endash;14
.
(222) Replaced high pitched
with high-pitched
.
(225) Replaced Toa-tree
with toa tree
.
(226) Replaced Then suddenly a
with Then, suddenly, a
. Replaced you broad
with you a broad
.
(230) Replaced all occurrences of your power
with your Power
.
(231) Replaced side step
with sidestep
.
(234) Changed the third choice which led to Section 289 to lead to Section 146 instead. This section fits better in the context of the story as it goes into particulars about how Enchantment is actually used.
-(235) Replaced Waist deep
with Waist-deep
. Replaced out-sized
with outsized
. Replaced wizard's Staff
with Wizard's Staff
.
(237) Added or do not wish to use it,
in the second choice.
(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
.
(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
.
(268) Replaced Table
with Table.
.
(269) Replaced eyeless tormented
with eyeless, tormented
. Replaced magical Power
with Magical Power
.
(272) Replaced say &lsquot;I
with say. &lsquot;I
.
(275) Replaced guards falls
with guards fall
.
(276) Replaced &lsquot;Stranger&rsquot; he
with &lsquot;Stranger,&rsquot; he
.
(280) Replaced Kazim stone
with Kazim Stone
.
(248) Changed the choice which led to Section 300 to lead to Section 302 instead. This section was unreachable in the original and fits well in the context of the story here.
-(286) Replaced Sado, &lsquot;Charge
with Sado. &lsquot;Charge
.
(287) Replaced counter-attack
with counterattack
.
(289) Replaced power of Enchantment
with Power of Enchantment
.
(290) Replaced Huminoid
with Humanoid
.
(291) Replaced Magical power
with Magical Power
.
(292) Changed the third choice which led to Section 208 to lead to Section 234 instead. Section 208 is clearly inappropriate, and this change was made in some editions of the book.
-(299) Replaced Azawood leaves
with Azawood leaf
. Replaced You have two Azawood leaves remaining.
with You have used one Azawood leaf.
, as you did not necessarily have three leaves to begin with.
(303) Replaced staff
with Staff
.
(305) Deleted or keep it in your Backpack where it will count as a Backpack Item
, in order to avoid rules ambiguities.
(307) Replaced all occurrences of staff
with Staff
. Replaced Samu, &lsquot;I've
with Samu. &lsquot;I've
.
(309) Replaced elementals
with Elementals
.
(192) Replaced Shield of sorcery
with Shield of Sorcery
.
(194) Replaced guagmire
with quagmire
.
(196) Replaced giant. turn
with giant, turn
.
(198) Replaced magical Item
with magical item
.
(201) Replaced power of Prophecy
with Power of Prophecy
.
(207) Replaced counter-attack
with counterattack
.
(211) Replaced Masbalé
with Masbaté
. Replaced Lisson
with Lissan
.
(212) Replaced all occurrences of luneday
with Luneday
.
(213) Replaced menacingly as
with menacingly, as
.
(214) Replaced mountains of Morn
with Mountains of Morn
.
(215) 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
.
(216) Replaced six
with eight
. Replaced 257
with 257.
. Replaced all occurrences of Items
with items
.
(217) Replaced the dead lands
with &lsquot;the dead lands&rsquot;
.
(219) Replaced 12 to 14
with 12&endash;14
.
(222) Replaced high pitched
with high-pitched
.
(225) Replaced Toa-tree
with toa tree
.
(226) Replaced Then suddenly a
with Then, suddenly, a
. Replaced you broad
with you a broad
.
(230) Replaced all occurrences of your power
with your Power
.
(231) Replaced side step
with sidestep
.
(234) Changed the third choice which led to Section 289 to lead to Section 146 instead. This section fits better in the context of the story as it goes into particulars about how Enchantment is actually used.
+(235) Replaced Waist deep
with Waist-deep
. Replaced out-sized
with outsized
. Replaced wizard's Staff
with Wizard's Staff
.
(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
.
(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
. 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
.
(268) Replaced Table
with Table.
.
(269) Replaced eyeless tormented
with eyeless, tormented
. Replaced magical Power
with Magical Power
.
(272) Replaced say &lsquot;I
with say. &lsquot;I
. Replaced If you have the Black Rod and wish to use it
with If you wish to use the Black Rod
.
(275) Replaced guards falls
with guards fall
.
(276) Replaced &lsquot;Stranger&rsquot; he
with &lsquot;Stranger,&rsquot; he
.
(280) Replaced Kazim stone
with Kazim Stone
.
(248) Changed the choice which led to Section 300 to lead to Section 302 instead. This section was unreachable in the original and fits well in the context of the story here.
+(286) Replaced Sado, &lsquot;Charge
with Sado. &lsquot;Charge
.
(287) Replaced counter-attack
with counterattack
.
(288) 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.
.
(289) Replaced power of Enchantment
with Power of Enchantment
.
(290) Replaced Huminoid
with Humanoid
.
(291) Replaced Magical power
with Magical Power
.
(292) Changed the third choice which led to Section 208 to lead to Section 234 instead. Section 208 is clearly inappropriate, and this change was made in some editions of the book.
+(299) Replaced Azawood leaves
with Azawood leaf
. Replaced You have two Azawood leaves remaining.
with You have used one Azawood leaf.
, as you did not necessarily have three leaves to begin with.
(303) Replaced staff
with Staff
.
(305) Deleted or keep it in your Backpack where it will count as a Backpack Item
, in order to avoid rules ambiguities.
(307) Replaced all occurrences of staff
with Staff
. Replaced Samu, &lsquot;I've
with Samu. &lsquot;I've
.
(309) Replaced elementals
with Elementals
.
(310) Replaced Beyond The Shadow Gate
with Beyond the Nightmare Gate
. Replaced series entitled
with series, entitled
.
(Combat Rules Summary) Added a fourth step Pick a number from the Random Number Table.
in the first step list. Replaced of chart
with of the chart
, to random
with to the random
and to 0
with 0 or below
. Replaced to Combat
with to the Combat
. Replaced cross reference
with cross-reference
.
(The Game Rules) If you have completed Grey Star the Wizard, your
Alternatively, you may wish to use your original
(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) 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) 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
(Section 112) Remember to deduct the total from your
(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
(Section 162) As you have used your Power of Evocation against the Deathgaunts, you should deduct 3
(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
(Section 262) As you are using your Wizard's Staff against the Scree Wyrm, you should deduct 1
(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
(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
(112) Remember to deduct the total from your
(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
(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
(206) If you do not have sufficient
(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
(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
(262) As you are using your Wizard's Staff against the Scree Wyrm, you should deduct 1
If you do not have sufficient
(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
(299) If you use a leaf from a Bundle of dried Azawood Leaves, the Bundle now has three leaves left.