X-Git-Url: http://git.projectaon.org/?a=blobdiff_plain;f=xml%2F03btng.xml;h=c4da459bbe088cc14c5552d5cc0322f9a9b6c737;hb=1f2d9fe0b778f9401ba495e4561f80c978c645ea;hp=9c23a1a09727ba7163e4b0fe6dc8488cfb86d116;hpb=8dc50fa01a4ed6e31da9aed9bca8e8583e546890;p=project-aon.git diff --git a/xml/03btng.xml b/xml/03btng.xml index 9c23a1a..c4da459 100755 --- a/xml/03btng.xml +++ b/xml/03btng.xml @@ -20,12 +20,40 @@ $Id$ $Log$ +Revision 1.13 2005/10/13 17:17:09 angantyr +...and use the right copyright year. Sigh. + +Revision 1.12 2005/10/13 16:49:47 angantyr +Added Paul Bonner in the copyright tags. + +Revision 1.11 2005/10/09 14:26:23 angantyr +Corrected the last oversights and issues found by Simon. Ready to publish! + +Revision 1.10 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 1.9 2005/08/21 20:53:15 angantyr +Added/modified footnotes. + +Revision 1.8 2005/08/14 19:52:04 angantyr +Fixed various *ne issues. + +Revision 1.7 2005/08/12 23:23:51 jonathan.blake +Minor updates and illustration corrections. + +Revision 1.6 2005/08/11 22:14:54 jonathan.blake +Modified small illustrations placements according to discussions on mailing list. + Revision 1.5 2005/07/13 03:52:27 jonathan.blake Added illustrations for Powers section and reordered small illustration list. Needs placement of small6.gif and small8.gif. Revision 1.4 2005/04/21 15:53:05 jonathan.blake jffdougan said: Added illustrations, implemented minor approved fixes +Revision 1.3 2005/04/01 22:31:03 jonathan.blake +Illustration code added by jffdougan - still needs dimensions + Revision 1.2 2005/03/10 18:21:51 jonathan.blake Removed link to old staff email address. @@ -115,13 +143,14 @@ small10: the ethetron Beyond the Nightmare Gate Joe Dever and Ian Page - Text by 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 - 20040620 + 20051013

You are the Wizard Grey Star, chosen hero of an ancient magical race&emdash;the Shianti. To find the Moonstone, source of all Shianti wisdom, you must venture Beyond The Nightmare Gate.

Dare you enter a realm of mystery, a world of gods and demons? For somewhere in this twilight region is the secret of the Moonstone. Only you can find it and with its power throw down the evil Shasarak and save mankind. Your journey will take you across the grey plains of the Neverness, past the dark enchantments of the Crystal Tower, and on towards perils undreamed of. Armed only with the Wizard's Staff and the magical spells of the Shianti, you must step into a nightmare world where only the bravest will survive!

@@ -130,9 +159,9 @@ small10: the ethetron

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 © 1986 Joe Dever and Gary Chalk.
Text copyright © 1986 Ian Page.
+ Concept copyright © 1986 Joe Dever and Gary Chalk.
Text copyright © 1986 Ian Page.
Illustrations copyright © 1986 Paul Bonner.
-

Concept copyright © 1986 Joe Dever and Gary Chalk.
Text copyright © 1986 Ian Page.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

+

Concept copyright © 1986 Joe Dever and Gary Chalk.
Text copyright © 1986 Ian Page.
Illustrations copyright © 1986 Paul Bonner.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

@@ -182,7 +211,7 @@ small10: the ethetron
Jonathan Blake
Simon Osborne
XML
Jonathan Blake
Jeff Dougan
Thomas Wolmer
-
Action Charts
+
Replacement Illustrations
JC Alvarez (action charts)
Jonathan Blake (extramatter charts and tables)
Christopher Lundgren (map and small illustrations)
Proofreading
Ryan Cross (Sections 36&endash;70)
Simon Osborne (front matter, Sections 1&endash;35, 71&endash;350)
@@ -193,7 +222,7 @@ small10: the ethetron
Coordination
Jonathan Blake
Thomas Wolmer
Special Thanks
-
David Davis
+
David Davis
Patrick Kalinauskas
@@ -248,7 +277,10 @@ small10: the ethetron

This section of the rules implies that you must re-pick all three scores&emdash;COMBAT SKILL, WILLPOWER, and ENDURANCE&emdash;even though you may have already completed a previous adventure. This is without precedent in other books and therefore appears to be a mistake. In order to preserve rule consistency among the books, you may choose to retain your COMBAT SKILL and ENDURANCE scores and only re-pick you WILLPOWER score.

If you have completed book two but not book one, it seems reasonable to add 25 to the number you picked.

-

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 in the Grey Star books 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.

@@ -257,7 +289,7 @@ small10: the ethetron

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 if this is your first Grey Star adventure, 25 if you have completed book one successfully, 30 if you have also completed book two. 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 and this is your first adventure, 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 if this is your first Grey Star adventure, 25 if you have completed book one successfully, 30 if you have also completed book two. 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 and this is your first adventure, 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.

@@ -268,12 +300,12 @@ small10: the ethetron - -

The wording of this section of the rules seems to indicate&emdash;if read literally&emdash;that you may choose your set of Powers again if you have completed a previous adventure. This is without precedent in other books. In order to preserve consistency with other books, you should not choose your Powers again. If you have have completed at least one previous adventure, you may choose one additional Power from the list. If you choose Alchemy as your new Magical Power, you also receive a Herb Pouch with contents, as detailed in the Equipment section.

-
+ +

The wording of this section of the rules seems to indicate&emdash;if read literally&emdash;that you may choose your set of Powers again if you have completed a previous adventure. This is without precedent in other books. In order to preserve consistency with other books, you should not choose your Powers again. If you have have completed at least one previous adventure, you may choose one additional Power from the list. If you choose Alchemy as your new Magical Power, you also receive a Herb Pouch with contents, as detailed in the Equipment section.

+

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.

+
-

If this is your first Grey Star 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. If you have completed either books one or two or both of the Grey Star adventures, you may choose six of the seven Magical Powers. 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 or six Powers, enter them in the Magical Powers section of your Action Chart.

@@ -456,7 +488,7 @@ small10: the ethetron -

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.

@@ -933,6 +965,13 @@ small10: the ethetron

You have landed in a large field. In the distance you see the hazy outline of a city, gleaming in the sunlight. You take out the Gyronome and its tone confirms that you are in the Realm of the Singing City. Several people are running towards you from the city; they are fair haired, have strange, circular ears and are dressed in short, white togas. They are calling to you in a language you do not understand.

+ + + Paul Bonner + + + +

They soon reach you and chatter enthusiastically as they point excitedly at both the Ethetron and the sky. You smile and nod and try to communicate with them the best you can. Their soft voices have a flute-like sound and their language, incomprehensible though it is, possesses a lilting, musical quality that is pleasing to the ear. They are Elessin and they are asking you to accompany them.

If you wish to go with the Elessin, turn to 45. If you decide that it would be wiser to refuse, turn to 66. @@ -1323,6 +1362,13 @@ small10: the ethetron

You work your way down the steps of the palace and enter the avenue of crystal that leads from the Singing City. Moving at a painfully slow pace, you finally reach the grove of trees where your flying machine is hidden. You drag the statue on board and turn to the controls. The Ethetron rises up into the air and, using the Gyronome to guide you once more, you soon feel the strange tingling sensation that indicates that you are crossing the realms of the Daziarn.

+ + + Paul Bonner + + + + Turn to 278.
@@ -1422,8 +1468,8 @@ small10: the ethetron Paul Bonner - - + + Turn to 127.
@@ -1556,9 +1602,13 @@ small10: the ethetron
78 + + +

As you are using your Power of Elementalism against the Chaos-birds, you should deduct 1 WILLPOWER point.

+
-

You close your eyes and send out the power of your thought to the Elemental plane. A raging wind blows around you, whipping the birds into confusion so that they are unable to attack. Unfortunately, you are now unable to manipulate the damaged craft and find yourself affected as badly as the Chaos-birds. A sudden gust sends you hurtling into the side of the Trianon and the sound of a collision fills your ears.

+

You close your eyes and send out the power of your thought to the Elemental plane. A raging wind blows around you, whipping the birds into confusion so that they are unable to attack. Unfortunately, you are now unable to manipulate the damaged craft and find yourself affected as badly as the Chaos-birds. A sudden gust sends you hurtling into the side of the Trianon and the sound of a collision fills your ears.

Pick a number from the Random Number Table. Add the number you have picked to your current WILLPOWER score.

If the total is 9 or more, turn to 304. If the total is less than 9, turn to 83. @@ -2405,9 +2455,13 @@ small10: the ethetron
148 + + +

As you are using your Wizard's Staff against the Jahksa, you should deduct 2 WILLPOWER points.

+
-

The raging wind helps the Ethetron to stay airborne without power and, while the Jahksa is in a trance state communing with the Elementals, you take up your Staff. It is difficult to take accurate aim because of the violent movements of the craft and yet, with remarkable calmness and precision, you fire a direct hit into the Jahksa's chest. He leaps back and, with magical flames still smouldering in the remains of his robe, he staggers towards you. Without hesitation, Tanith rushes at the Jahksa and thrusts him over the rail. She gives you a look of triumph and you cannot resist a cheer.

+

The raging wind helps the Ethetron to stay airborne without power and, while the Jahksa is in a trance state communing with the Elementals, you take up your Staff. It is difficult to take accurate aim because of the violent movements of the craft and yet, with remarkable calmness and precision, you fire a direct hit into the Jahksa's chest. He leaps back and, with magical flames still smouldering in the remains of his robe, he staggers towards you. Without hesitation, Tanith rushes at the Jahksa and thrusts him over the rail. She gives you a look of triumph and you cannot resist a cheer.

The storm blows itself out and quickly you bring the Ethetron back on course. You soon reach the Moaning Mountain and locate the cavern. With some skilful manoeuvring, you line up the ship with the opening and enter.

Turn to 300.
@@ -2583,6 +2637,7 @@ small10: the ethetron

Yes, it's really me, you reply, with a warm smile.

I thought&ellips; she says with a dry sob. It was in my mind&ellips; the Black Wizard, he had your face. He took me from the Crystal Tower and brought me here. By the time I realized it wasn't you, the Chaos-master had asked me what gift I desired. I asked for you, Grey Star, and the Chaos-master told me that the Black Wizard was you. Then my mind was full of fear and loathing. I&emdash;

You don't have to explain. It's all right. I understand.

+

Outside, a strange, yet familiar voice sends a chill down your spine. How touching; how noble. Such understanding, it sneers. You rush outside to see a hooded figure dressed all in black. Slowly, deliberately, the hood is pulled aside to reveal your own face staring back at you. Greetings, brother, says your voice. We meet at last.

Paul Bonner @@ -2590,7 +2645,6 @@ small10: the ethetron -

Outside, a strange, yet familiar voice sends a chill down your spine. How touching; how noble. Such understanding, it sneers. You rush outside to see a hooded figure dressed all in black. Slowly, deliberately, the hood is pulled aside to reveal your own face staring back at you. Greetings, brother, says your voice. We meet at last.

Turn to 291.
@@ -2769,6 +2823,7 @@ small10: the ethetron

Get out of my mind! she screams, desperation and pain in her voice. Quickly you extinguish the glow of the Gem for fear of damaging her mind. Outside, you hear a voice that sends an icy chill coursing through your body.

+

How sad. Tragic. Such a waste of energy on a girl who despises you. You rush out of the room to see a hooded figure dressed in black. Slowly the hood is pulled away to reveal your own face looking back at you. Greetings brother,' sneers a voice identical to your own. 'We meet at last.

Paul Bonner @@ -2776,7 +2831,6 @@ small10: the ethetron -

How sad. Tragic. Such a waste of energy on a girl who despises you. You rush out of the room to see a hooded figure dressed in black. Slowly the hood is pulled away to reveal your own face looking back at you. Greetings brother,' sneers a voice identical to your own. 'We meet at last.

Turn to 291.
@@ -2809,6 +2863,10 @@ small10: the ethetron

To the delighted cheers of the Elessin, the statue of the Screaming God is carried from the palace and away from the Singing City. It is taken to the grove of trees where your flying machine is hidden and loaded aboard. Many thanks, Grey Star, says the Guardian. Today you give us our freedom. Is there some way we can repay you?

+

I seek the Moonstone of the Shianti, you say. Long ago they hid it somewhere on the plane of the Daziarn, our name for the realms gathered here. Can you tell me exactly where it is hidden?

+

The Elessi shakes his head. I have never heard of such a thing but there is one who surely might. In the Realm of Paradox lives one called Oz-na-Mun, he of the mighty hand. He is wise and knowledgeable; perhaps he will know.

+

How may I find this Realm of Paradox? My only guide is this. You show the Guardian the Gyronome. And it can only guide me between here and the Neverness.

+

Give this thing to me, he says. He closes his eyes, places the Gyronome close to his mouth, and begins to sing into it very softly. Now the Gyronome will guide you, he says, though you may never return to the Singing City. I have changed the power of the device so that it will seek the Realm of Paradox instead of our own; it will still return you to the place you call the Neverness while it is silent.

Paul Bonner @@ -2816,10 +2874,6 @@ small10: the ethetron -

I seek the Moonstone of the Shianti, you say. Long ago they hid it somewhere on the plane of the Daziarn, our name for the realms gathered here. Can you tell me exactly where it is hidden?

-

The Elessi shakes his head. I have never heard of such a thing but there is one who surely might. In the Realm of Paradox lives one called Oz-na-Mun, he of the mighty hand. He is wise and knowledgeable; perhaps he will know.

-

How may I find this Realm of Paradox? My only guide is this. You show the Guardian the Gyronome. And it can only guide me between here and the Neverness.

-

Give this thing to me, he says. He closes his eyes, places the Gyronome close to his mouth, and begins to sing into it very softly. Now the Gyronome will guide you, he says, though you may never return to the Singing City. I have changed the power of the device so that it will seek the Realm of Paradox instead of our own; it will still return you to the place you call the Neverness while it is silent.

I thank you, you say, boarding the Ethetron. Farewell. To a chorus of joyful singing and the blessing of the Elessin you carefully rise into the air with your perilous cargo. Once more you feel a strange tingling sensation as you leave the realm of the Elessin forever.

Turn to 278.
@@ -3088,7 +3142,7 @@ small10: the ethetron

The overwhelming force of your attack beats the birds away for the moment. The Ethetron grinds to a complete halt.

If you have the Keys to the Crystal Tower, turn to 231. - If you possess the Magical Power of Sorcery, have more than 6 WILLPOWER points remaining, and wish to use your Power to move the Ethetron, turn to 78. + If you possess the Magical Power of Elementalism and wish to use it, turn to 78. If you have neither of these, turn to 83.
@@ -3408,10 +3462,14 @@ small10: the ethetron
231 + + +

Remember that you may only use those Keys you possess.

+

Of course! you shout to Tanith. The Keys! We must use the Keys! With an understanding nod, she takes the Keys.

-

Which one? she asks.

+

Which one? she asks.

If you choose the Spider Key, turn to 98. If you choose the Wolf Key, turn to 251. If you choose the Eagle Key, turn to 68. @@ -3463,6 +3521,13 @@ small10: the ethetron

Your Power of Prophecy shows you what you feared most: Shasarak's Jahksa. Your dark twin is somewhere close at hand and there is terrible evil in his heart. The use of this Magical Power has cost you 1 WILLPOWER point.

+ + + Paul Bonner + + + + Turn to 228.
@@ -3501,7 +3566,7 @@ small10: the ethetron 240 -

You may keep any Keys that you have already noted on your Action Chart. You may also keep any Keys that you have not used. List all Keys to the Crystal Tower as a single Backpack Item on your Action Chart (noting which Keys are included). If you do not want to carry the Keys in your Backpack, you can let Tanith carry them, but you must then note down that you cannot access them if Tanith is not with you.

+

You may keep any Keys that you have already noted on your Action Chart. You may also keep any Keys that you have not used&emdash;which might be the Eagle Key, the Wolf Key, the Spider Key and/or the Dragon Key. List all Keys to the Crystal Tower as a single Backpack Item on your Action Chart (noting which Keys are included). If you do not want to carry the Keys in your Backpack, you can let Tanith carry them, but you must then note down that you cannot access them if Tanith is not with you.

@@ -3617,8 +3682,8 @@ small10: the ethetron Paul Bonner - - + +

Add together your COMBAT SKILL and current WILLPOWER points.

If the total is 15 or more, turn to 215. @@ -3850,6 +3915,7 @@ small10: the ethetron

You break the trance and breathe out through clenched teeth. Tanith is confused. She tries to make sense of the visions that you have placed in her mind and the magical compulsion that forces her to fear you. Outside, you hear a voice that sends an icy chill through your body.

+

How sad. Tragic. Such a waste of energy on a girl who despises you. You rush out of the room to see a hooded figure dressed entirely in black and carrying a long, black staff. Slowly, deliberately; the hood is pulled away to reveal your own face looking back at you. Greetings, brother, sneers a voice identical to your own. We meet at last, it laughs, mockingly.

Paul Bonner @@ -3857,7 +3923,6 @@ small10: the ethetron -

How sad. Tragic. Such a waste of energy on a girl who despises you. You rush out of the room to see a hooded figure dressed entirely in black and carrying a long, black staff. Slowly, deliberately; the hood is pulled away to reveal your own face looking back at you. Greetings, brother, sneers a voice identical to your own. We meet at last, it laughs, mockingly.

Turn to 291.
@@ -3957,13 +4022,6 @@ small10: the ethetron

I will take what is mine, he says. He reaches out to take the Moonstone, a greedy gleam in his eyes. You have seconds in which to act.

- - - Paul Bonner - - - - If you wish to attack the Jahksa, turn to 243. If not, turn to 218.
@@ -3977,6 +4035,7 @@ small10: the ethetron

It's me, you whisper.

Grey Star, she sobs. I thought&ellips; it was in my mind&ellips; the Black Wizard, he had your face. He took me from the Crystal Tower and brought me here. The Chaos-master asked me what gift I desired and I asked for you, Grey Star. Then the Chaos-master told me that the Black Wizard was you and then my mind was full of hate and loathing. I&ellips;

You don't have to explain; it's all right, I understand, you say. From outside the shack, a sneering voice sends an unnatural chill through your body.

+

How touching; how nice. Such understanding. The evil voice laughs, mockingly. You run outside to see a hooded figure in a black robe carrying a black staff. Slowly, deliberately, the hood is pulled aside to reveal your own face; your own eyes stare back at you as if you were looking into a mirror. Greetings, brother, says your voice, with a bitter laugh. We meet at last.

Paul Bonner @@ -3984,7 +4043,6 @@ small10: the ethetron -

How touching; how nice. Such understanding. The evil voice laughs, mockingly. You run outside to see a hooded figure in a black robe carrying a black staff. Slowly, deliberately, the hood is pulled aside to reveal your own face; your own eyes stare back at you as if you were looking into a mirror. Greetings, brother, says your voice, with a bitter laugh. We meet at last.

Turn to 291.
@@ -4160,6 +4218,13 @@ small10: the ethetron

The creature facing you is called a Jahksa. It is a creation of Shasarak; an apparition in the likeness of a living spirit, in this case, yours. Are you afraid, Grey Star? taunts the Jahksa. There is nothing to fear but yourself, he sniggers.

+ + + Paul Bonner + + + +

Tanith appears at the door of the shack and looks at the two of you in bewilderment. She sways as if about to faint and you rush to her side. The Jahksa snorts derisively. How weak you are, Grey Star. Petty friendships, loyalties, and your honourable quest for the Shianti stone&emdash;how can you expect to defeat the Wytch-king, he who possesses the might of the Shianti and freedom from their foolish teachings, with such weaknesses?

They are my strengths as well, Jahksa, you reply, coolly.

The Jahksa spits on the ground at your feet. That for your strength, Wizardling. He turns his back to you, then suddenly spins back, wielding a black staff in a wide arc. But you were expecting a trick and lift your Staff in time to block his blow. As the staves collide, their magical fire crackles and splits the air.

@@ -4223,7 +4288,7 @@ small10: the ethetron

Staggering under the weight of the statue, you move towards the exit. The terrified Elessin hang back to let you pass, their faces full of fear. You leave the palace and view the long flight of stairs that leads from it with apprehension.

-

Please stop, pleads the voice that rings in your head. We mean you no harm&ellips; . What you are doing is madness!

+

Please stop, pleads the voice that rings in your head. We mean you no harm&ellips; . What you are doing is madness!

If you wish to do as he says, turn to 4. If you do not trust the Elessin and are determined to press on, turn to 22.
@@ -4686,6 +4751,13 @@ small10: the ethetron

You spend another day and night with these happy, simple people. The beauty of the vibrant valley is a welcome relief from the hardships of your quest, however worthy the cause. The time spent with the people of the Vale has a beneficial effect, restoring 4 ENDURANCE points and 2 WILLPOWER points. Tanith radiates a happiness and gaiety that you have seldom seen before. You ask about the Gate that leads to the Realm of the Moonstone, and the elders tell you of the Silver Lake.

+ + + Paul Bonner + + + +

That night, you and Tanith are led up into the mountains to a large lake. They tell you to board the Ethetron and fly above the beautiful lake. Then, when the moon has climbed to its highest point in the sky you must fly into the water, for the lake is the Gateway to the Realm of the Moonstone and the light and power of the moon its key. You do as they instruct, and with a wave, you dive towards the Silver Lake, but as you break the surface, it is not water that washes over you but awe and wonder.

Turn to 247.
@@ -4844,6 +4916,14 @@ small10: the ethetron The Shadakine Empire + + + Paul Bonner + + + + + Christopher Lundgren @@ -5057,7 +5137,7 @@ small10: the ethetron

(197) Deleted If you wish to carry it, it must be kept as a Backpack Item or you may give it to Tanith to carry, in which case remember to note this on your Action Chart..

(199) Replaced Chaos-Master with Chaos-master.

(203) Replaced death and with death, and.

-

(205) Replaced your power with your Power.

+

(205) Replaced If you possess the Magical Power of Sorcery, have more than 6 WILLPOWER points remaining, and wish to use your power to move the Ethetron with If you possess the Magical Power of Elementalism and wish to use it.

(207) Replaced point you with point, you. Replaced all occurrences of Chaos-Master with Chaos-master.

(210) Replaced you look with you a look.

(214) Replaced Elessin; inhabitants with Elessin, inhabitants.

@@ -5135,26 +5215,33 @@ small10: the ethetron

(The Game Rules) This section of the rules implies that you must re-pick all three scores&emdash;COMBAT SKILL, WILLPOWER, and ENDURANCE&emdash;even though you may have already completed a previous adventure. This is without precedent in other books and therefore appears to be a mistake. In order to preserve rule consistency among the books, you may choose to retain your COMBAT SKILL and ENDURANCE scores and only re-pick you WILLPOWER score.

(The Game Rules) If you have completed book two but not book one, it seems reasonable to add 25 to the number you picked.

-

(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 in the Grey Star books 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) The wording of this section of the rules seems to indicate&emdash;if read literally&emdash;that you may choose your set of Powers again if you have completed a previous adventure. This is without precedent in other books. In order to preserve consistency with other books, you should not choose your Powers again. If you have have completed at least one previous adventure, you may choose one additional Power from the list. If you choose Alchemy as your new Magical Power, you also receive a Herb Pouch with contents, as detailed in the Equipment section.

+

(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 completed a previous adventure, you keep all equipment you had at the end of that adventure. You do not receive any new equipment, unless you have just selected Alchemy as your sixth Magical Power, in which case you receive a Herb Pouch with contents as indicated in this section.

(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 106) You may only choose a Key that you have not already tried.

-

(Section 107) If the Elessi leader has been holding your Wizard's Staff until now, you can now take it back.

-

(Section 118) If you have already opened this door, you do not need to do it again. If you have opened the door but chosen not to step through it, you can now choose to do so (turn to 125), or to walk back to the large stairway (turn to 239). If you have both opened and ventured inside the door, you must turn to 239.

-

(Section 144) There is no choice that leads to this section of the book. This appears to be an oversight which is not easily correctable.

-

(Section 150) You may only choose a Key that you have not already tried.

-

(Section 177) You must choose whether to keep the individual buds or to mix potions from them. You may not do both.

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(Section 186) You may only choose a Key that you have not already tried.

-

(Section 190) There is no choice that leads to this section of the book. This appears to be an oversight which is not easily correctable.

-

(Section 197) You may only choose a Key that you have not already tried.

-

(Section 240) You may keep any Keys that you have already noted on your Action Chart. You may also keep any Keys that you have not used. List all Keys to the Crystal Tower as a single Backpack Item on your Action Chart (noting which Keys are included). If you do not want to carry the Keys in your Backpack, you can let Tanith carry them, but you must then note down that you cannot access them if Tanith is not with you.

-

(Section 242) You may only choose a Key that you have not already tried.

-

(Section 252) You may only choose a Key that you have not already tried.

-

(Section 278) If you left your Backpack in the Ethetron, you now regain access to it and all of the items therein.

-

(Section 287) You may only choose a Key that you have not already tried.

-

(Section 305) If you choose to keep them, note the Coins and a maximum of one Medallion as Special Items on your Action Chart. If you choose to keep more than one Medallion, the rest must be carried in your Backpack where they take up one space each.

-

(Section 344) Make a note on your Action Chart that you have left your Backpack and all Backpack Items in the Ethetron. You will not have access to them again until you return to the Ethetron.

+

(78) As you are using your Power of Elementalism against the Chaos-birds, you should deduct 1 WILLPOWER point.

+

(106) You may only choose a Key that you have not already tried.

+

(107) If the Elessi leader has been holding your Wizard's Staff until now, you can now take it back.

+

(118) If you have already opened this door, you do not need to do it again. If you have opened the door but chosen not to step through it, you can now choose to do so (turn to 125), or to walk back to the large stairway (turn to 239). If you have both opened and ventured inside the door, you must turn to 239.

+

(144) There is no choice that leads to this section of the book. This appears to be an oversight which is not easily correctable.

+

(148) As you are using your Wizard's Staff against the Jahksa, you should deduct 2 WILLPOWER points.

+

(150) You may only choose a Key that you have not already tried.

+

(177) You must choose whether to keep the individual buds or to mix potions from them. You may not do both.

+

(186) You may only choose a Key that you have not already tried.

+

(190) There is no choice that leads to this section of the book. This appears to be an oversight which is not easily correctable.

+

(197) You may only choose a Key that you have not already tried.

+

(231) Remember that you may only use those Keys you possess.

+

(240) You may keep any Keys that you have already noted on your Action Chart. You may also keep any Keys that you have not used&emdash;which might be the Eagle Key, the Wolf Key, the Spider Key and/or the Dragon Key. List all Keys to the Crystal Tower as a single Backpack Item on your Action Chart (noting which Keys are included). If you do not want to carry the Keys in your Backpack, you can let Tanith carry them, but you must then note down that you cannot access them if Tanith is not with you.

+

(242) You may only choose a Key that you have not already tried.

+

(252) You may only choose a Key that you have not already tried.

+

(278) If you left your Backpack in the Ethetron, you now regain access to it and all of the items therein.

+

(287) You may only choose a Key that you have not already tried.

+

(305) If you choose to keep them, note the Coins and a maximum of one Medallion as Special Items on your Action Chart. If you choose to keep more than one Medallion, the rest must be carried in your Backpack where they take up one space each.

+

(344) Make a note on your Action Chart that you have left your Backpack and all Backpack Items in the Ethetron. You will not have access to them again until you return to the Ethetron.

@@ -5202,16 +5289,16 @@ small10: the ethetron