X-Git-Url: http://git.projectaon.org/?a=blobdiff_plain;f=xml%2F02tfc.xml;h=cf43646dea7d589b3f3c68c81272fc15c8ef6eca;hb=8b9724090c9f8d3c951b2baa12b2e4ed79e8cada;hp=4589fd92cce71fd3307f735076af97a64bea48fe;hpb=7e4fb46c8f1fa7e2caa07b960ea69cbca8801702;p=project-aon.git diff --git a/xml/02tfc.xml b/xml/02tfc.xml index 4589fd9..cf43646 100755 --- a/xml/02tfc.xml +++ b/xml/02tfc.xml @@ -20,6 +20,28 @@ $Id$ $Log$ +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. @@ -127,13 +149,14 @@ small11: sword, axe, & shield The Forbidden City Ian Page and Joe Dever - Ian Page
Edited by Joe Dever
+ Ian Page
Illustrated by Paul Bonner
Edited by Joe Dever
&inclusion.ian.page.bio.gs; &inclusion.joe.dever.bio.gs; + &inclusion.paul.bonner.bio.gs; Project Aon - 2004620 + 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!

@@ -142,9 +165,9 @@ small11: sword, axe, & shield

Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata.

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

Concept copyright © 1985 Joe Dever and Gary Chalk.
Text copyright © 1985 Ian Page.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

+

Concept copyright © 1985 Joe Dever and Gary Chalk.
Text copyright © 1985 Ian Page.
Illustrations copyright © 1985 Paul Bonner.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

@@ -243,7 +266,7 @@ small11: sword, axe, & shield -

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.

@@ -271,7 +294,10 @@ 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.

-

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

+

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

+

Alternatively, you may may wish to use a method given in Section 175 of War of the Wizards, which contains one such case of mandated use of magic: If you do not have enough WILLPOWER points, then you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point you lack (i.e. 2 ENDURANCE points = 1 WILLPOWER point). If your ENDURANCE score falls to zero, you are dead and the adventure is over.

+

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

+

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

@@ -280,7 +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.

@@ -289,9 +315,12 @@ small11: sword, axe, & shield + + +

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

+
-

When you start your adventure, your education in the ways of wizardry is incomplete. You have mastered only five of the seven Magical Powers that the Shianti call the Lesser Magicks. The choice of which five Powers these are, is up to you. All of the Lesser Magicks will be of use to you at some point on your quest, so choose them with care. Your survival may depend on the correct use of a Magical Power at the right time.

The seven Magical Powers available to you are listed below. When you have chosen your five Powers, enter them in the Magical Powers section of your Action Chart.

@@ -474,7 +503,7 @@ small11: sword, axe, & shield -

Your Staff is your most valuable possession. It looks and feels like an ordinary quarterstaff, yet it is stronger than any known metal. This is your main combat weapon, for you are untrained in the use of any other form of armed combat. It contains a potent force that is unleashed at will by the power of your mind, and causes a beam of destructive power to hurtle from its tip. Every time you unleash this power you must deduct 1 WILLPOWER point.

+

Your Staff is your most valuable possession. It looks and feels like an ordinary quarterstaff, yet it is stronger than any known metal. This is your main combat weapon, for you are untrained in the use of any other form of armed combat. It contains a potent force that is unleashed at will by the power of your mind, and causes a beam of destructive power to hurtle from its tip. Every time you unleash this power you must deduct 1 WILLPOWER point.

In the event that your enemy survives such an attack or should you fall victim to a surprise attack, you will be forced to engage in close combat and must attempt to strike your enemy with the Staff. If your attack is successful, a bolt of energy will be released from the Staff that is capable of inflicting great physical harm. If you wish to increase the amount of damage that you inflict in this way, you must use more WILLPOWER points and multiply the number of ENDURANCE points lost by the enemy, accordingly. For example, if you chose to expend 3 WILLPOWER points on your attack, all enemy ENDURANCE point losses would be multiplied by three.

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

@@ -1096,7 +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. @@ -1269,6 +1306,13 @@ small11: sword, axe, & shield

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.

+ + + Paul Bonner + + + +

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.

@@ -1402,13 +1446,6 @@ small11: sword, axe, & shield

The water is poisonous and, as it affects your body, you panic and begin to sink. Hugi and Urik have already reached the other side but, as soon as Samu sees you struggling, he strikes out towards you. With strong hands he grabs your robe and pulls you to the surface. Panting and gasping for breath, he hurls you to the safety of the river bank and slowly you crawl up the bank. The water you have swallowed has cost you 2 ENDURANCE points. Suddenly, Urik gives a cry: Samu!

You turn in time to see Samu's flailing arms disappear beneath the surface of the water. You are stunned and dismayed. He disappears completely from sight, swept away by the waters of the poisonous Belzar River.

With tears in your eyes, you walk in silence towards the walls of the Forbidden City.

- - - Paul Bonner - - - - Turn to 124.
@@ -1511,6 +1548,13 @@ small11: sword, axe, & shield

The atmosphere is heavy and humid, and it is hard to breathe. The effort of walking causes you to lose 1 ENDURANCE point as your lungs labour against the damp, cloying air. The sun begins to set and the exhausted state of your body requires that you stop to rest for the night even though you are still within the confines of the swamp. Urik locates a bare, dry hillock and you stop there for the night. The air is alive with nocturnal insects and among them, to your dismay, you notice the distinct vermilion bodies of winged Blood Nymphs.

+ + + Paul Bonner + + + + If you have the Magical Power of Alchemy, turn to 121. If you do not, turn to 28.
@@ -1521,14 +1565,14 @@ small11: sword, axe, & shield

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.

Paul Bonner - - + + +

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.

If you possess the Magical Power of Alchemy and have some Azawood leaves in your Herb Pouch, turn to 299. If not, turn to 265.
@@ -1638,7 +1682,7 @@ small11: sword, axe, & shield 81 -

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.

Paul Bonner @@ -1746,11 +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. @@ -1882,8 +1930,8 @@ small11: sword, axe, & shield

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?

If you possess the Power of Psychomancy and wish to use it, turn to 170. If you have the Magical Power of Prophecy and wish to use it, turn to 224. - If you have the Power of Sorcery and possess 2 or more WILLPOWER points to use on the door, turn to 279. - If you do not have any of these powers or possess insufficient WILLPOWER points to use them, turn to 242. + If you have the Power of Sorcery and possess 3 or more WILLPOWER points to use on the door, turn to 279. + If you possess insufficient WILLPOWER points to use any of these powers, turn to 242.
@@ -1966,13 +2014,6 @@ small11: sword, axe, & shield

The land beyond the Mountains of Morn, the region that is called Desolation Valley, was once the heart of a great kingdom, a nation called Taklakot. One day, a mighty wizard came amongst them, and he bore a great gift, so they thought. It was a magical stone which harnessed the fire of the sun. The people of Taklakot grew in knowledge but it was a power gained without wisdom and a great calamity befell them. Somehow, the fire of the Sun stone was released and in a single day an entire race was wiped from the face of the Earth. The barren land you see around you is the result of that fateful day; its curse still lingers.

But what of the Forbidden City? Why does it still stand? asks Samu.

The mountains that surround the valley held the blast. The Forbidden City, or Gyanima as it was called, stands beyond those mountains. It was built to guard the pass through the mountains and is the only remnant of a dead civilization. A greedy light gleams in Hugi's eyes. The value of its treasures is immeasurable, he breathes.

- - - Paul Bonner - - - -

Your Shianti training and lifestyle have taught you to place no value on material wealth and you soon lose interest in Hugi's tales of hidden gold. Once more, you ponder the incredible bleakness of the place. You gaze across the Belzar River, and to the hills beyond, and an involuntary shiver runs down your spine. Drifting down from the hills, you see an eerie, chilling sight. A ghostly, pallid form floats across the river, its hands outstretched towards you; it whispers with a voice like grating stone.

If you wish to fire a bolt of magical energy from your Staff at the ghostly form, turn to 132. If you wish to wait for it to come closer, turn to 209. @@ -2196,13 +2237,6 @@ small11: sword, axe, & shield

Steeling yourself for the long march through the night, you strike out and pray that the Deathgaunts do not appear. You are already tired, and the chill fever that the Deathgaunts have inflicted on you is wearing down your resistance.

Stumbling with fatigue through the inky black night, you lose 2 ENDURANCE points through lack of sleep, but your heart lifts when, with the coming of dawn, you see the shattered outline of a city couched in the hills at the foot of the mountains at the point where the Belzar River forks.

- - - Paul Bonner - - - - Turn to 52.
@@ -2232,13 +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.
@@ -2448,7 +2475,7 @@ small11: sword, axe, & shield 148 -

You must take the Black Rod if you have not already done so (mark it as a Special Item on your Action Chart): the author assumes that you have done so later in the book.

+

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

@@ -2700,7 +2727,7 @@ small11: sword, axe, & shield

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 WILLPOWER point.

If you wish to use the Black Rod to open the magic-locked door, turn to 148. - If you would rather use the Magical Power of Sorcery to open the door and possess 2 or more WILLPOWER points, turn to 279. + If you would rather use the Magical Power of Sorcery to open the door and possess 3 or more WILLPOWER points, turn to 279.
@@ -2929,13 +2956,6 @@ small11: sword, axe, & shield

You are wrenched towards the very edge of the falling bridge. Helplessly, Samu dangles at the end of the Rope, looking at the fast-moving waters of the Belzar. I&ellips; I can't hold it, you shout in a strained voice to Urik and Hugi. They start forward, but as they step on to the bridge, bricks and stones fail into the river at an alarming rate. Stop! you scream, or we're all doomed!

Before anyone can act; the strain on the Rope is suddenly released and you fall backwards. Samu, seeing your plight, has cut the Rope with his sword, allowing himself to fall into the running water. Horrified, you watch as Samu struggles against the current. Then he is gone; there is no trace. Grey Star! Urik shouts. Come away&ellips; the bridge! Eyes blurred with tears, you stagger away from the bridge. Too numb to speak, the three of you walk towards the gate of the Forbidden City.

- - - Paul Bonner - - - - Turn to 124.
@@ -3089,19 +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. @@ -3182,6 +3210,13 @@ small11: sword, axe, & shield

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.

+ + + Paul Bonner + + + +

Your life and your quest end here.

@@ -3595,6 +3630,13 @@ small11: sword, axe, & shield

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.

+ + + Paul Bonner + + + +

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 ENDURANCE point. You rest beneath a twisted toa tree while Urik stands watch; eventually you drift off into a peaceful sleep.

Turn to 194.
@@ -3603,10 +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.

@@ -3615,7 +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. @@ -3679,7 +3717,6 @@ small11: sword, axe, & shield

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 WILLPOWER points.

Paul Bonner @@ -3687,6 +3724,7 @@ small11: sword, axe, & shield +

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 WILLPOWER points.

Turn to 169.
@@ -3722,7 +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 @@ -3730,6 +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.
@@ -3774,18 +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.
@@ -3856,6 +3888,13 @@ small11: sword, axe, & shield

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.

+ + + Paul Bonner + + + +

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 WILLPOWER points.

Turn to 169.
@@ -4050,11 +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. @@ -4521,6 +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.

@@ -4543,7 +4587,7 @@ small11: sword, axe, & shield

(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 do not have any of these powers or possess insufficient WILLPOWER points to use them, turn to 242.. Replaced possess 3 or more with possess 2 or more.

+

(103) Added If you possess insufficient WILLPOWER points to use any of these powers, turn to 242..

(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.

@@ -4568,7 +4612,7 @@ small11: sword, axe, & shield

(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. Replaced possess 3 or more with possess 2 or more.

+

(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.

@@ -4601,13 +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.

@@ -4645,18 +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) It is possible for your WILLPOWER to fall below zero. For example, if you are the victim of an attack that drains your WILLPOWER, your score may be forced below zero. If your WILLPOWER falls to zero or below, you will not be able to cast spells or use your Wizard's Staff until your score is again above zero.

+

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

+

Alternatively, you may may wish to use a method given in Section 175 of War of the Wizards, which contains one such case of mandated use of magic: If you do not have enough WILLPOWER points, then you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point you lack (i.e. 2 ENDURANCE points = 1 WILLPOWER point). If your ENDURANCE score falls to zero, you are dead and the adventure is over.

+

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

+

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

+

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

(Equipment) 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) You must take the Black Rod if you have not already done so (mark it as a Special Item on your Action Chart): the author assumes that you have done so later in the book.

-

(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).

+

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

@@ -4703,16 +4755,16 @@ small11: sword, axe, & shield @@ -4725,3 +4777,20 @@ small11: sword, axe, & shield
+