X-Git-Url: http://git.projectaon.org/?a=blobdiff_plain;f=xml%2F03btng.xml;h=c4da459bbe088cc14c5552d5cc0322f9a9b6c737;hb=38cb32b8e2e9bb75f0a319c2ae84949da0e155f2;hp=fc81137567058117af4b36769d17abed49ebc3d4;hpb=b6d14ae069469566af0fc613f29fcdd42d8620b7;p=project-aon.git diff --git a/xml/03btng.xml b/xml/03btng.xml index fc81137..c4da459 100755 --- a/xml/03btng.xml +++ b/xml/03btng.xml @@ -20,6 +20,43 @@ $Id$ $Log$ +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. + Revision 1.1 2004/11/21 17:59:53 angantyr Initial Freepository revision, of the 2004-06-20 version of the file. @@ -88,18 +125,32 @@ Checkin of Jeff Dougan's work. Revision 1.1 2002/10/21 21:36:12 jblake Initial revision +--> + 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!

@@ -108,9 +159,9 @@ Initial revision

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.

@@ -156,9 +207,11 @@ Initial revision
Transcription
Mike David
+
Illustration Transcription
+
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)
@@ -169,7 +222,7 @@ Initial revision
Coordination
Jonathan Blake
Thomas Wolmer
Special Thanks
-
David Davis
+
David Davis
Patrick Kalinauskas
@@ -224,7 +277,10 @@ Initial revision

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.

@@ -233,7 +289,7 @@ Initial revision

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.

@@ -244,12 +300,12 @@ Initial revision - -

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.

@@ -257,6 +313,13 @@ Initial revision Sorcery + + + Paul Bonner + + + + Christopher Lundgren @@ -273,6 +336,13 @@ Initial revision Enchantment + + + Paul Bonner + + + + Christopher Lundgren @@ -289,6 +359,13 @@ Initial revision Elementalism + + + Paul Bonner + + + + Christopher Lundgren @@ -305,6 +382,13 @@ Initial revision Alchemy + + + Paul Bonner + + + + Christopher Lundgren @@ -321,6 +405,13 @@ Initial revision Prophecy + + + Paul Bonner + + + + Christopher Lundgren @@ -337,6 +428,13 @@ Initial revision Psychomancy + + + Paul Bonner + + + + Christopher Lundgren @@ -353,6 +451,13 @@ Initial revision Evocation + + + Paul Bonner + + + + Christopher Lundgren @@ -369,6 +474,13 @@ Initial revision Wizard's Staff + + + Paul Bonner + + + + Christopher Lundgren @@ -376,7 +488,7 @@ Initial revision -

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.

@@ -681,6 +793,14 @@ Initial revision

You find Oz-na-Mun sitting before his shack, staring at a tall mass of moist, red clay before him. His gaunt face is full of sorrow and he does not even look up when you approach. So you have come, he says, flatly.

+ + + Paul Bonner + Oz-na-Mun is sitting before his shack, staring at a mass of red clay + + + +

You knew I was coming? you reply, surprised.

He has been here; your shadow brother, your dark self. There was a girl with him also.

I seek the Moonstone of the Shianti, you state. Do you know where it is and how it may be found?

@@ -708,6 +828,13 @@ Initial revision

You perceive that the realm you have entered harbours many illusions: the waters of a blue ocean, rippling with foam-crested waves, roll above your head where the sky should be; below, green hills undulate between mountains balanced upon their peaks; a huge fist rises up, poised to smash down upon you but you pass through it as if it were a phantom. All around is the sound of crazed laughter. A man who believed in the reality of these illusions would stand at the threshold of madness. With the strength of your will you challenge the illusions that surround you; instantly the nightmare vision disappears.

+ + + Paul Bonner + + + + Turn to 187.
@@ -838,6 +965,13 @@ Initial revision

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. @@ -912,6 +1046,13 @@ Initial revision

Above your head, where the sky should be, the blue waters of an ocean roll, rippling with foam-crested waves. Below, green hills and fields shift and move like water. The Ethetron rocks violently. You are no longer able to choose between up and down, left or right. Mountains stand upon their peaks; towns and cities drift past; night becomes day, and day becomes night in quick succession; a huge fist rears up, poised to strike, then passes through you like a phantom. All around you is the sound of crazed laughter.

+ + + Paul Bonner + + + + If your current WILLPOWER score is 12 or more, turn to 67. If your WILLPOWER score is less than 12, turn to 104.
@@ -1043,6 +1184,14 @@ Initial revision

With smiling faces and much laughter, the Elessin lead you to their home. As you draw closer to the Singing City, you gaze in wonder upon the dazzling display of glass and fragmented light that gleams beneath the bright sun. Rainbows of colour splash from the delicate spires and splendid ivory towers that point towards the sky. Like the distant ringing of a million tiny bells, the music of the city reaches your ears. You hear the warm resonance of a shifting bass accompanied by pure, whispering harmonies as delicate as a breeze, and you are awestruck by the magnificence of the city. The Academicians told you that the Elessin are cruel creatures, but their city suggests a purity of spirit beyond any mortal imagining.

+ + + Paul Bonner + The Singing City with its delicate spires and splendid ivory towers + + + +

You pass through the arched gateway of the city and walk along a long avenue of crystal paving stones.

Turn to 238.
@@ -1062,6 +1211,14 @@ Initial revision

You enter a door. To your surprise, you and Tanith find yourselves standing in a circular chamber filled with a milky-white light. Your heart lifts when you recognize that the source of the light is the Moonstone itself. So you found it at last, says a voice behind you. It is the Jahksa.

+ + + Paul Bonner + You and Tanith find yourselves in a circular chamber filled with milky-white light + + + + Turn to 275.
@@ -1091,6 +1248,14 @@ Initial revision

Hastily, you walk across the plane of clouds, crossing the Neverness and gaining on the Crystal Tower, which gleams faintly with a strange light. The tower is built from great shards of black crystal, and its design is entirely alien to your eyes.

+ + + Paul Bonner + The Crystal Tower gleams faintly with a strange light + + + + Turn to 167.
@@ -1151,6 +1316,14 @@ Initial revision

Soon you are back where you started, having completed a circuit of the Crystal Tower. To your immense surprise, however, there is now a door beneath the metal plate. Tanith has an incredulous look upon her face. There is strange sorcery at work here, she comments.

The iron-shod door is tall and uninviting. You try the handle but the door is locked. You notice a keyhole and five Keys hanging on five hooks by the door. Each Key has been shaped into the likeness of a beast.

+ + + Paul Bonner + The iron-shod door is locked and five keys are hanging by it + + + + If you wish to use the Serpent Key, turn to 240. If you wish to use the Eagle Key, turn to 227. If you wish to use the Wolf Key, turn to 235. @@ -1189,6 +1362,13 @@ Initial revision

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.
@@ -1199,6 +1379,14 @@ Initial revision

You take out the Gyronome. To your surprise it is still emitting its familiar, high-pitched note. You are further confused when you discover that the device continues to sound at the same volume wherever you point it. You depress the foot bar. The mist within the glass dome begins to swirl and its ghostly light grows brighter, but there is no sensation of movement, even with the bar pressed all the way down to the floor. You fear that you are stranded&emdash;becalmed upon an alien sea.

A thread-like line of white light in the distance gives you fresh hope. Your flesh begins to tingle&emdash;an unpleasant sensation that seems to be drawing the strength from your body (lose 2 ENDURANCE points). The horizon of white light thickens until it splits the darkness in two, and yawns like an infernal chasm. Terrified, you hurtle towards the momentous shaft at an incredible speed.

+ + + Paul Bonner + The horizon of white light splits the darkness in two + + + + If you wish to try to slow your pace, turn to 74. If you wish to continue at the same speed, turn to 310.
@@ -1276,6 +1464,13 @@ Initial revision

I seek a girl; her name is Tanith, you cry, and one who is named Oz-na-Mun.

So be it! replies the Chaos-master. The bargain is struck. These things you shall have and then you must return to me and make payment.

Before you can ask the nature of this payment, you find yourself standing upon firm ground, looking out across a vast quarry of red soil. Your Ethetron lies close at hand. On the other side of the quarry you can see smoke rising from a rough wooden shack. You push the nightmare visions from your brain and head towards the shack.

+ + + Paul Bonner + + + + Turn to 127.
@@ -1365,6 +1560,14 @@ Initial revision

At first they are distant specks but they are moving towards you at high speed and soon you are able to distinguish details. You give an involuntary gasp: the creatures have oily, purple-black skins with slickly matted feathers; their eyes protrude like two swollen bruises from the sides of their heads and their cry is hoarse like the ringing of a cracked bell. The Ethetron moves sluggishly as the very last of the grey mist seeps from its dome. You turn the ship towards the Trianon but the malformed birds (if birds they are) are gaining on you.

+ + + Paul Bonner + The creatures have oily, purple-black skins with slickly matted feathers + + + + If you wish to attack one of the Chaos-birds at long range with your Wizard's Staff, turn to 64. If you wish to wait for the Chaos-birds to draw nearer, turn to 108. If you have the Magical Power of Elementalism and wish to use it, turn to 78. @@ -1385,6 +1588,13 @@ Initial revision

As you regain control of the flying machine you begin to slow down. You make a rather bumpy landing in a field but both you and your craft survive it unharmed. You take out the Gyronome and its shrill call confirms that you are now in the Realm of the Singing City. Away to your left and in the distance the city glints beneath the warm sunlight. Suddenly you notice several figures heading in your direction, though they are still far off.

+ + + Paul Bonner + + + + If you wish to hide yourself and the Ethetron, turn to 85. If you wish to wait where you are, turn to 214.
@@ -1392,9 +1602,13 @@ Initial revision
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. @@ -1554,6 +1768,14 @@ Initial revision

Immediately, you are standing in the court of the Chaos-master. The high walls ripple with light as the strange architecture of the Master's hall changes constantly. In the centre of the hall, upon an obsidian throne, is seated the Chaos-master himself, ruler of the Realm of the Paradox. He makes a disturbing sight: a giant over thirty feet in height, his facial features and characteristics are in a state of constant flux, continually melting into new and hideous guises. You glimpse dark and loathsome creatures, beasts and beings of indescribable horror, writhing within this awesome god.

+ + + Paul Bonner + The Chaos-master continually melts into new and hideous guises + + + +

Welcome to the Master's court! he bellows. Allow me to introduce my guests.

Slowly a dark-robed figure walks into the hall. He wears a hood and carries a black staff. Following immediately behind is Tanith. She gives you a brave smile.

May I present the Wizard, Grey Star.

@@ -1683,6 +1905,14 @@ Initial revision

You are led to a high-ceilinged chamber lit by a curious, pulsing light. The room is filled with strange, ornate machines of gleaming metal. Lights flicker and you hear a throbbing hum and a continual, metallic, mechanical ring. Several Academicians tend the machines, pushing buttons and pulling levers, though to what purpose you cannot guess.

Grey Star, Tanith&emdash;allow me to introduce you to Crabkey, one of our greatest and most ingenious inventors.

+ + + Paul Bonner + Allow me to introduce Crabkey, one of our most ingenious inventors + + + +

You recognize the shabby man who turns to greet you; he was the man who sat in the armchair when you first entered the chamber of the Academicians. In the strange lurid glow of the laboratory his shadowed, bulging eyes make him appear even more sinister than before. We meet again, you say uncomfortably.

Crabkey stares at you without speaking. Spittlethrift breaks the silence: Mr Crabkey is the inventor of the machine that will enable you to journey to the Realm of the Singing City, aren't you, Crabkey, old chap? Crabkey continues to stare at you insolently. With a slow blink of his huge eyes, he makes an unintelligible sound in the back of his throat and nods.

Yes, yes, says Spittlethrift half to himself. Come now, young Wizard and pretty mistress Tanith, come see his wonderful creation. Mounted on a small dais in the centre of the laboratory is a most unusual machine. This, says Spittlethrift proudly, is the Ethetron, the flying machine that will carry young Grey Star through the realms of the Daziarn, and to the Singing City to fetch our prize.

@@ -1821,6 +2051,14 @@ Initial revision

The Ethetron is quite unlike anything you have seen before. It has a railed platform, and is shaped like a saucer, except that its stern is pointed like a lizard's tail. It bears a large glass dome in its centre. Passing through the top of the dome is a single black shaft like the mast of a sailing ship. The single sail resembles a giant bat's wing and is made of a strange material that shimmers like water and looks like metal but is like fabric to the touch. A closer inspection of the glass dome reveals that it contains a swirling, grey-white mist.

+ + + Paul Bonner + The Ethetron's tail is like a lizard's, its sails like bats' wings + + + +

It is the raw stuff of the Daziarn, unformed power for the craft, explains Crabkey. Without it, the craft would fall from the sky. To steer, he continues, you must operate this lever&emdash;pull to climb, push to dive, left and right as normal. To draw more power from the glass dome you must press this metal bar at your feet; to slow down, release it. If you apply no pressure, the craft will remain where it is; if you push the lever to the left or right without power, the craft will spin on its axis. Beware, these controls are very sensitive. You need apply very little pressure to make the craft change its course.

When Crabkey is satisfied that you understand the controls, he introduces you to another Academician, Slypate, who hands you a shining sphere of red and yellow metal. This is a Gyronome. There is no north, east, west or south in the plane of the Daziarn, nor is there time as you perceive it, says Slypate. The only way of finding the Singing City is with the aid of this device. When you draw it out, it will emit a sound if you are heading for the Singing City. The louder the note, the surer your course. To return to the Crystal Tower, the Gyronome must be absolutely silent. It is very accurate: I invented it myself, he says with pride. You take the Special Item and place it in your pocket. (Remember to mark the Gyronome on your Action Chart.)

Soon you are ready to leave. The Academicians offer you the choice of the following items to aid you in your quest. (Remember that you may carry only two Weapons and a maximum of eight items in your Backpack.)

@@ -1901,6 +2139,14 @@ Initial revision

You head across the cloud plane towards the hunched figure. The man turns and looks at you, apparently unsurprised by your sudden appearance. He is dressed in grey, tattered rags and, with a start, you see that the flesh of his hands and face is almost transparent, revealing the veins, bones, and tissue that lie beneath his skin.

+ + + Paul Bonner + The hunched figure is dressed in grey rags and the flesh of his hands and face is almost transparent + + + +

No peace. No peace, he mutters to himself. So many interruptions&ellips; the passage of strangers, asking directions and breaking the silence. He gazes at you with a sad but steady stare. I am Drear, wanderer between worlds, he says, as if reciting a litany. Sailor upon pointless seas, traveller of timeless lands, born of a world grown old and tired. You are in the Neverness, my children, the unformed and unclaimed void of the Daziarn, where no one yet resides.

What of yonder building? you ask.

The Crystal Tower, home of the Academicians, scientists and scholars from another plane. They are mad, my friend. Do not waste your time with them. Instead, follow me and find peace in the calm of wandering; shed all purpose and responsibility. Come, follow! I seek the salvation of silence, the tranquillity of endlessness.

@@ -2095,6 +2341,14 @@ Initial revision

You use another WILLPOWER point but this time you feel the balance of power shift in your favour. Before your enemy is able to pour extra force into his counterspell you order the wind spirits away. At the abrupt change in the force of the wind the Ethetron lurches violently and, as you struggle with the controls, the Jahksa staggers backwards. Tanith seizes her chance and, rushing furiously, she runs headlong into the Jahksa and heaves him over the rails. You both give a triumphant shout of joy and you quickly bring the Ethetron under control.

As you draw closer to the Moaning Mountain you soon locate the cavern in its side and, with some skilful manoeuvring, you line up the ship with the yawning cavern mouth.

+ + + Paul Bonner + You soon locate the cavern in the side of the Moaning Mountain + + + + Turn to 300.
@@ -2201,9 +2455,13 @@ Initial revision
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.
@@ -2331,6 +2589,14 @@ Initial revision

You pick up the road out of sight of the poor survivors and follow it to the next village. This village is also ablaze. No one attempts to put out the fire; instead, everyone stares at a figure dancing maniacally on the roof of a house. It is a familiar and disturbing sight: Jahksa. Even now he is hurling bolts of magical flame into the thatched and wooden roofs of the village houses.

+ + + Paul Bonner + Everyone stares at a figure dancing maniacally on the roof of the house + + + + If you wish to attack the Jahksa at long range, turn to 154. If you have the Magical Power of Elementalism and wish to use it, turn to 169.
@@ -2372,6 +2638,13 @@ Initial revision

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 + + + + Turn to 291.
@@ -2485,6 +2758,14 @@ Initial revision

A sky-blue sea with foam-crested waves rolls where the sky should be. Green hills and fields ripple and undulate like an ebb tide and the Ethetron begins to rock violently. Mountains stand on their peaks and towns and cities float haphazardly in the air. Night becomes day and day becomes night in the blink of an eye. A huge fist rears up, poised to strike, then passes through you like a phantom. All around you is the sound of crazed and forlorn laughter.

+ + + Paul Bonner + Mountains stand on their peaks and cities float haphazardly in the air + + + + If you have the Magical Power of Enchantment, turn to 156.

If you do not have this Magical Power, pick a number from the Random Number Table and add it to your WILLPOWER score.

If the total is 20 or more, turn to 86. @@ -2543,6 +2824,13 @@ Initial revision

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 + + + + Turn to 291.
@@ -2579,6 +2867,13 @@ Initial revision

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 + + + +

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.
@@ -2847,7 +3142,7 @@ Initial revision

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.
@@ -2914,6 +3209,13 @@ Initial revision

You ignore the man, who soon disappears from view. You continue across the cloud plane towards the building and soon you can make out the shape of a tall tower, gleaming faintly with a strange, brittle light. The tower appears to be constructed from great shards of black crystal, and its architecture possess an alien quality that is both puzzling and intriguing.

+ + + Paul Bonner + + + + Turn to 167.
@@ -2944,6 +3246,14 @@ Initial revision

Tense with anticipation, you wait as the figures draw near. Each wears a short white toga; they have blonde hair and strange, circular ears.

As soon as they arrive they begin speaking to you in a language you cannot understand. Their voices are soft and flute-like and there is a lilting quality to their speech. These are Elessin, inhabitants of the Singing City. Excitedly, they chatter on, pointing at both the Ethetron and the sky. You soon realize that they wish you to go to the Singing City with them.

+ + + Paul Bonner + The Elessin have soft, flute-like voices and wear short togas + + + + If you wish to go with the Elessin, turn to 45. If you wish to attack them with your Wizard's Staff, turn to 6.
@@ -2955,6 +3265,14 @@ Initial revision

The webbed claw rakes the side of the Ethetron, but your swift reflexes save you from certain death. As the monstrous limb sinks back into the mist, Tanith points to a crack that has appeared in the glass dome that contains the power which drives the craft. The Ethetron starts to lose height, sinking slowly into the swirling mystery below.

Suddenly, there is a hideous roar and seven eyeless heads on long, slender necks wave before you like monstrous flowers in a breeze. Twenty feet tall, with teeth like razors, they sway this way and that, blindly seeking you out. A giant head sways barely a few feet away and a yawning mouth bears down on you.

+ + + Paul Bonner + Seven eyeless heads on long, slender necks wave before you + + + + If you wish to attack the creature with your Staff, turn to 194. If you wish to manoeuvre between the long-necked monsters, turn to 171.
@@ -2966,6 +3284,14 @@ Initial revision

You pass through the Gate, past a shimmering waterfall, and into the foothills of a mountain range towards a lush, green valley. You land the Ethetron and you and Tanith disembark.

Everywhere is a growing, verdant splendour. The air is fresh and invigorating and you suddenly realize that you have not eaten since you crossed the Shadow Gate. You mention this to Tanith and she nods in agreement, pointing to the berries of a nearby bush. Perhaps more familiar natural laws apply in this realm. You eat your fill of the delicious berries; restore 2 ENDURANCE points due to their great nutritional value.

+ + + Paul Bonner + Everywhere is a growing, verdant splendour + + + + If you have the Magical Power of Alchemy, turn to 177. If you do not have this Magical Power, turn to 293.
@@ -3097,6 +3423,13 @@ Initial revision

You come to a main road that crosses your path into the valley. It leads into a village, which you can see in the distance, hugging a small wood of squat trees. Strangely, there is a lot of smoke rising from the village.

+ + + Paul Bonner + + + + Turn to 201.
@@ -3129,10 +3462,14 @@ Initial revision
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. @@ -3184,6 +3521,13 @@ Initial revision

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.
@@ -3222,7 +3566,7 @@ Initial revision 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.

@@ -3237,6 +3581,14 @@ Initial revision

The man leads you into a vast hall. Its incredibly high ceiling is supported by hundreds of transparent columns that contain a many-coloured liquid. At the far end of the hall is a pillar of swirling light that illuminates a grotesque but life-like statue of a child. Welcome, says a voice in your head, to the Palace of the Screaming God. Instinctively you spin round to look at the man with the golden hair. He is a telepath, and since the language of the mind is universal, you are able to understand everything he says. I am the Guardian of the Threnogem, he informs you. And you are Grey Star. Pray tell me, why have you come to the Realm of the Elessin?

+ + + Paul Bonner + In the palace of the Screaming God there is a grotesque but life-like statue of a child + + + + If you wish to attack the Guardian of the Threnogem, turn to 322. If you wish to snatch the Threnogem from the statue's mouth and try to break out of the Palace of the Screaming God, turn to 71. If you wish to tell the Guardian your true purpose, turn to 259. @@ -3326,6 +3678,13 @@ Initial revision

You are soaring through a starlit sky, myriad tiny pinpoints of light shining above. Tanith clutches your arm and points below at a swirling gaseous incandescence, lit by sporadic bursts of violet lightning. Suddenly, a huge, webbed claw as tall as a house, with green, shining skin rises up out of the mists.

+ + + Paul Bonner + + + +

Add together your COMBAT SKILL and current WILLPOWER points.

If the total is 15 or more, turn to 215. If the total is less than 15, turn to 233. @@ -3363,6 +3722,14 @@ Initial revision

Splendid! Splendid! says a cheerful voice. You spin round to see a little fat man, dressed head-to-toe in a black gown. He claps his pudgy hands together and smiles happily.

+ + + Paul Bonner + Spittlethrift claps his pudgy hands together and smiles happily + + + +

Who are you? you ask, still breathless.

I am Spittlethrift, scholar, professor and master of the Crystal Tower. Yes, yes&ellips; a tower of learning, a veritable pillar of wisdom and knowledge, ha, ha, indeed! He takes a pair of wire-framed spectacles and places them on the end of his smudge of a nose. You are not alone, I see. He squints at Tanith. Most pleasing, enchanting&ellips; yes, yes, well done! You have passed the test; you will suffice. He turns towards the door and flutters his hands in an agitated manner. Come now, you must meet the rest of us. Oh yes, delightful, engaging, so wonderfully entertaining!

The excitable little man leaves the room, still chuckling to himself, and you follow close behind. Soon, he ushers you into a dim room, which is dusty and full of cobwebs. The air is stale and thick with tobacco smoke and seated opposite in a large armchair is a thin, straggling man, roughly Spittlethrift's height, with bulging, shadowy eyes. Reclining in various positions around the room are several others, all approximately Spittlethrift's height, and all similarly dressed.

@@ -3440,6 +3807,13 @@ Initial revision

Looking for me? asks a contemptuous voice. You look up and see a hooded figure dressed in black, carrying a long, black staff. Slowly the hood is pulled away to reveal your own face staring back at you. Greetings, brother, your own voice laughs, coldly. We meet at last.

+ + + Paul Bonner + + + + Turn to 291.
@@ -3542,6 +3916,13 @@ Initial revision

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 + + + + Turn to 291.
@@ -3655,6 +4036,13 @@ Initial revision

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 + + + + Turn to 291.
@@ -3830,6 +4218,13 @@ Initial revision

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.

@@ -3893,7 +4288,7 @@ Initial revision

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.
@@ -4004,6 +4399,14 @@ Initial revision

You thank the Vale people for their kindness but insist that your quest is urgent and will brook no delay. You ask if they will show you to the Gateway to the Realm of the Moonstone, and they agree. That night they take you to the Silver Lake, which lies high in the mountains. They instruct you and Tanith to climb aboard the Ethetron and fly above the lake. As the night grows older, and the moon climbs higher in the sky, the waters are bathed in a beautiful shimmering light, like that of polished silver. Then, they say, must you fly into the lake itself, for it is the Gate and the moon its key.

+ + + Paul Bonner + The Vale people take you to the Silver Lake which lies high in the mountains + + + +

You do exactly as they say and when you reach the surface you discover no water at all; merely the passing touch of something as light as gossamer.

Turn to 247.
@@ -4348,6 +4751,13 @@ Initial revision

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.
@@ -4487,6 +4897,13 @@ Initial revision

Triumphantly, the Jahksa deals a killing blow. You feel a searing pain tear through your body, but miraculously you are not slain. The Moonstone, instrument of judgement and truth, has made a reality of Shasarak's mockery of you. In killing you the Jahksa has killed itself. With a howl, the Jahksa dissolves into black shadows and returns to the spirit realm from whence it came.

+ + + Paul Bonner + + + +

With a thrill of anticipation, you take up the Moonstone. It flares, as if in recognition, at the touch of your hand. It glows with a warm, familiar feeling as it nestles in the palm of your hand. Tanith's eyes are wild and shining with triumph. You have fulfilled your pledge and completed the quest&ellips; almost. Armed with the might of the Moonstone, you now possess the only known power that could throw down the evil Wytch-king, Shasarak. But that is another story, and the day is yet to come.

The final conflict in your fight against the Shadakine Empire is concluded in Book 4 of the Grey Star saga, entitled:

War of the Wizards

@@ -4499,6 +4916,14 @@ Initial revision The Shadakine Empire + + + Paul Bonner + + + + + Christopher Lundgren @@ -4637,7 +5062,7 @@ Initial revision Introduction -

We have taken our unique opportunity to correct errors and to enforce a standard of English usage. We list our changes here. If you see anything that needs correction, please contact the Project Aon Staff.

+

We have taken our unique opportunity to correct errors and to enforce a standard of English usage. We list our changes here. If you see anything that needs correction, please contact the Project Aon Staff.

@@ -4712,7 +5137,7 @@ Initial revision

(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.

@@ -4790,26 +5215,33 @@ Initial revision

(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.

-

(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.

@@ -4825,6 +5257,26 @@ Initial revision @@ -4837,6 +5289,16 @@ Initial revision