X-Git-Url: http://git.projectaon.org/?a=blobdiff_plain;f=xml%2F04wotw.xml;h=ec43bef739b18d38d68fccd60abe335ce084adb5;hb=dd771a173d63e162f7c9b8cb50253838ccb73963;hp=3a6e85c23432b405752c092ba05019538e0e4169;hpb=06c6c33b014e552cfb97609879787052d1eecd7d;p=project-aon.git diff --git a/xml/04wotw.xml b/xml/04wotw.xml index 3a6e85c..ec43bef 100755 --- a/xml/04wotw.xml +++ b/xml/04wotw.xml @@ -20,6 +20,28 @@ $Id$ $Log$ +Revision 1.8 2005/05/29 20:48:00 angantyr +Final(?) update before publication. + +Revision 1.7 2005/05/22 21:45:14 angantyr +This is the Comment Period ready version. + +Revision 1.6 2005/05/06 18:33:07 angantyr +Added the magicks illustrations and implements lots of more errata and footnotes. + +Revision 1.5 2005/04/02 19:25:59 angantyr +Implemented a bunch of errata and footnotes. + +Revision 1.4 2005/03/10 18:21:51 jonathan.blake +Removed link to old staff email address. + +Revision 1.3 2005/02/13 21:37:40 angantyr +Included large illustrations. + +Revision 1.2 2005/02/05 21:10:33 angantyr +Updated with the first batch of fixed errata, and started replacing Chris's +illustrations with Paul Bonner's originals. + Revision 1.1 2004/11/21 19:03:09 angantyr Initial Freepository revision, of the 2004-10-22 "in progress" version. @@ -49,23 +71,24 @@ Initial revision War of the Wizards Joe Dever and Ian Page - Text by Ian Page
Edited by Joe Dever
+ Text by 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 - 20041023 + 20050529 -

You are the Wizard Grey Star. You now face the tumultuous climax to your epic struggle to overthrow the evil Wytch-king Shasarak. His cruel empire is torn by war as the Freedom Fighters rebel against his corrupt dominion. Can you reach them in time to free mankind? Can you overcome the Wytch-king's ferocious soldiers and the supernatural hordes that are his to command? Your only hope lies in your Wizard's Staff. Guard it well&emdash;for it contains the might of the mystic Moonstone, the very essence of your Magical Powers.

-

THE WORLD OF LONE WOLF is an exciting adventure series in which you are the hero, you make the decisions, and you fight the combats using the unique systems included in the book.

+

You are the Wizard Grey Star. You now face the tumultuous climax of your epic struggle to overthrow the evil Wytch-king Shasarak. His cruel empire is torn by war as the Freedom Fighters rebel against his corrupt dominion. Can you reach them in time to free mankind? Can you overcome the Wytch-king's ferocious soldiers and the supernatural hordes that are his to command? Your only hope lies in your Wizard's Staff. Guard it well&emdash;for it contains the might of the mystic Moonstone, the very essence of your Magical Powers.

+

The World of Lone Wolf is an exciting adventure series in which you are the hero, you make the decisions, and you fight the combats using the unique systems included in the book.

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.

@@ -111,20 +134,22 @@ Initial revision
Transcription
Mike David
+
Illustration Transcription
+
Jonathan Blake
Simon Osborne
XML
Jonathan Blake
Thomas Wolmer
-
Action Charts
-
JC Alvarez (action charts)
Jonathan Blake (extramatter charts and tables)
Christopher Lundgren (map and small illustrations)
+
Action Charts
+
JC Alvarez
Jonathan Blake
Proofreading
Jeff Dougan (front matter)
David Harvey (Sections 1&endash;360)
Editing
-
Ingo Klöcker
Simon Osbourne
+
Ingo Klöcker
Simon Osborne
Coordination
Jonathan Blake
Thomas Wolmer
- +
Special Thanks
+
David Davis
Wolf Ewing
Xavier Mataillet
Justin Parks
Jennifer Sigman
@@ -139,7 +164,7 @@ Initial revision -

Ancient days they were when first the Shianti set foot upon the land that men call Magnamund. Long had they journeyed through the void, homeless wanderers in search of a pace to call their own. And so it was that when the Shianti first looked upon the face of the land, their hearts were raised in wonder. They saw a world of nameless mountains, untamed forests and lands both wild and free. Here they chose to cease their wanderings and to devote themselves to the study and appreciation of this new-found land.

+

Ancient days they were when first the Shianti set foot upon the land that men call Magnamund. Long had they journeyed through the void, homeless wanderers in search of a pace to call their own. And so it was that when the Shianti first looked upon the face of the land, their hearts were raised in wonder. They saw a world of nameless mountains, untamed forests and lands both wild and free. Here they chose to cease their wanderings and to devote themselves to the study and appreciation of this newfound land.

To the delight of the Shianti, the race of man first emerged at this time and they watched his early struggle towards civilization with eager concern. Like gods, the Shianti seemed to the minds of primitive men. Tall and proud, shining with a radiance that spoke of magic and arcane mystery, the Shianti moved among them and with their powers of wizardry, aided man in his development.

As the centuries passed, man fell to worship of the magical Shianti and the power of these wizards grew even stronger. With hungry hearts they sought to unlock the mysteries of knowledge, sending their minds into other planes of existence and strange worlds beyond the sphere of the material plane. Their foresight was now unmatched and the power of their thought was mighty indeed. It was at this time that they created the Moonstone. Woven of the very fabric of the astral plane of Daziarn, this translucent gem was the greatest achievement of Shianti wisdom. It was the binding force of all Shianti magic, containing the combined might of all their wizardry, the sum of all their knowledge. The Golden Age of the Shianti had come and the Moonstone was the instrument of their dominion throughout all Magnamund. Man stood as little more than a shadow, blinded by the shining white light of Shianti glory. But, in creating the Moonstone, the unwritten laws of nature had been transgressed. For the Moonstone, like the Shianti themselves, was something outside of man's own world; it defied the natural order laid down by the creators of the Earth and disrupted the balance that the gods had designed.

The Goddess Ishir, High Priestess of the Moon and mother of all men, showed herself to the Shianti and spoke to them of the destiny of man: The children of this world must claim their inheritance. Their time has come and they must learn to stand alone. They are lost in their worship of you and the day draws ever nearer when they will covet the power of the Moonstone.

@@ -179,12 +204,21 @@ Initial revision + +

It is implied that you must pick a new COMBAT SKILL from the Random Number Table even if have already completed previous one or more Grey Star adventures. This conflicts with the rules for the Lone Wolf books where you carry over your score from a previous successfully completed adventure. For the sake of consistency, players may wish to carry over their existing score from the last Grey Star book they completed.

+

The original intent of the author was most likely that the player should add 50 to their final WILLPOWER score from the end of their last successfully completed Grey Star adventure.

+

There are sections of this book that describe how you use a Magical Power and how many WILLPOWER points you spend, without giving you a choice and without taking into account that you may not have the required number of WILLPOWER points left. Section 175 contains one such case of mandated use of magic, but it also provides a method for resolving this problem: If you do not have enough WILLPOWER points then you must 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).

+

You may wish to use this method to resolve this problem in similar situations. If your ENDURANCE score falls to zero, you are dead and the adventure is over.

Note that you may not 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.

+

The original intent of the author was most likely that the player should add 30 to their final ENDURANCE score from the end of their last successfully completed Grey Star adventure. In the Lone Wolf series, it is standard practice to restore one's ENDURANCE points to their original total when carrying them over from one adventure to the next, but the power of the Moonstone seems to change those rules in this case.

+
+ -

To keep a record of your adventure, use the Action Chart at the front of this book. If you run out of space, you can copy out the chart or have it photocopied.

-

Before you set off on your adventure, you must discover how well your Shianti masters have prepared you for your quest by determining your fighting prowess&emdash;COMBAT SKILL&emdash;your state of mind&emdash;WILLPOWER&emdash;and your physical stamina&emdash;ENDURANCE. To do this take a pencil and, with eyes closed, point with the blunt end of it on to the Random Number Table on the last page of this book. If you pick 0 it counts as zero.

-

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart. (e.g., if your pencil fell on the number 4 in the Random Number Table you would write in a COMBAT SKILL of 14.) When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.

-

The second number that you need is one to represent your WILLPOWER. Do not use the Random Number Table. You begin this adventure with a WILLPOWER total of 50, as your first touch of the Moonstone of the Shianti regenerates your Magical Powers immediately. If you possess unused WILLPOWER points from earlier Grey Star adventures, add them to the 50 WILLPOWER points which possession of the Moonstone grants you. Write the total in the WILLPOWER section of your Action Chart. If you decide to use a spell or the power of your Wizard's Staff, then you will lose WILLPOWER points. If at any time your WILLPOWER falls to zero, or below, you may not use any spells or any additional WILLPOWER points in combat to increase the ENDURANCE loss of an opponent. Lost WILLPOWER points can be regained during the course of the adventure and it is possible for your WILLPOWER score to rise above the total with which you start your adventure.

-

The third attribute is your power of ENDURANCE. You start with a total of 30 ENDURANCE points when your first touch of the Moonstone fills your body with energy and power. Add any ENDURANCE points gained from playing previous Grey Star adventures to your initial score of 30 and write the total in the ENDURANCE section of your Action Chart. If you are wounded in combat, you will lose ENDURANCE points. If at any time your ENDURANCE score falls 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 began the adventure.

+

To keep a record of your adventure, use the Action Chart.

+

Before you set off on your adventure, you must discover how well your Shianti masters have prepared you for your quest by determining your fighting prowess&emdash;COMBAT SKILL&emdash;your state of mind&emdash;WILLPOWER&emdash;and your physical stamina&emdash;ENDURANCE. To do this take a pencil and, with eyes closed, point with the blunt end of it on to the Random Number Table. If you pick 0 it counts as zero.

+

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart. (e.g., if your pencil fell on the number 4 in the Random Number Table you would write in a COMBAT SKILL of 14.) When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.

+

The second number that you need is one to represent your WILLPOWER. Do not use the Random Number Table. You begin this adventure with a WILLPOWER total of 50, as your first touch of the Moonstone of the Shianti regenerates your Magical Powers immediately. If you possess unused WILLPOWER points from earlier Grey Star adventures, add them to the 50 WILLPOWER points which possession of the Moonstone grants you. Write the total in the WILLPOWER section of your Action Chart. If you decide to use a spell or the power of your Wizard's Staff, then you will lose WILLPOWER points. If at any time your WILLPOWER falls to zero, or below, you may not use any spells or any additional WILLPOWER points in combat to increase the ENDURANCE loss of an opponent. Lost WILLPOWER points can be regained during the course of the adventure and it is possible for your WILLPOWER score to rise above the total with which you start your adventure.

+

The third attribute is your power of ENDURANCE. You start with a total of 30 ENDURANCE points when your first touch of the Moonstone fills your body with energy and power. Add any ENDURANCE points gained from playing previous Grey Star adventures to your initial score of 30 and write the total in the ENDURANCE section of your Action Chart. If you are wounded in combat, you will lose ENDURANCE points. If at any time your ENDURANCE score falls 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 began the adventure.

@@ -193,8 +227,13 @@ 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 Lesser Magicks 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 Lesser Magicks again. If you have currently mastered five Lesser Magicks, you may choose one additional Lesser Magick from the list. If you have already mastered six Lesser Magicks, you keep these. If you choose Alchemy as a new Lesser Magick, or you have not mastered the Lesser Magick of Alchemy but you have selected the Higher Magick of Theurgy, 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.

+
+ -

There are thirteen Magical Powers, the first seven of which are called the lesser magicks. Possession of the Moonstone reveals to you the secret of the magical powers known as the higher magicks, of which there are six. If this is your first Grey Star adventure, you may choose five lesser magicks and four higher magicks. If you have successfully completed any of the previous Grey Star adventures, you may choose six lesser magicks and five higher magicks.

+

There are thirteen Magical Powers, the first seven of which are called the Lesser Magicks. Possession of the Moonstone reveals to you the secret of the Magical Powers known as the Higher Magicks, of which there are six. If this is your first Grey Star adventure, you may choose five Lesser Magicks and four Higher Magicks. If you have successfully completed any of the previous Grey Star adventures, you may choose six Lesser Magicks and five Higher Magicks.

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

@@ -207,15 +246,15 @@ Initial revision Sorcery - + - Christopher Lundgren + Paul Bonner - + -

This power allows a wizard to transform his thoughts or desires into magical energy. By concentration of the will it is possible to create magical shields of force to bar doors or move objects. Sorcery drains more WILLPOWER points than any other Magical Power, and is most effective when your WILLPOWER points are high.

-

If you choose this power, write Sorcery on your Action Chart.

+

This Power allows a wizard to transform his thoughts or desires into magical energy. By concentration of the will it is possible to create magical shields of force to bar doors or move objects. Sorcery drains more WILLPOWER points than any other Magical Power, and is most effective when your WILLPOWER points are high.

+

If you choose this Power, write Sorcery on your Action Chart.

@@ -223,15 +262,15 @@ Initial revision Enchantment - + - Christopher Lundgren + Paul Bonner - + -

The power of Enchantment enables a wizard to charm or beguile other creatures, and create illusions in the minds of others. He will be able to extract information from others, place thoughts and compulsions into another's mind or cause them to believe that imaginary events are actually taking place. Some magical or highly intelligent beings may be immune to the powers of Enchantment

-

If you choose this power, write Enchantment on your Action Chart.

+

The Power of Enchantment enables a wizard to charm or beguile other creatures, and create illusions in the minds of others. He will be able to extract information from others, place thoughts and compulsions into another's mind or cause them to believe that imaginary events are actually taking place. Some magical or highly intelligent beings may be immune to the powers of Enchantment

+

If you choose this Power, write Enchantment on your Action Chart.

@@ -239,15 +278,15 @@ Initial revision Elementalism - + - Christopher Lundgren + Paul Bonner - - - -

The power of elemental magic allows a wizard some control over the natural elements of Air, Fire, Earth and Water. By entering a trance and chanting incantations, you may summon aid from the spirits of the Elemental Plane. Elementals have very little understanding of man, and for this reason a wizard can never be sure of the nature of the aid the Elementals may send.

-

If you choose this power, write Elementalism on your Action Chart.

+ +
+ +

The Power of elemental magic allows a wizard some control over the natural elements of Air, Fire, Earth and Water. By entering a trance and chanting incantations, you may summon aid from the spirits of the Elemental Plane. Elementals have very little understanding of man, and for this reason a wizard can never be sure of the nature of the aid the Elementals may send.

+

If you choose this Power, write Elementalism on your Action Chart.

@@ -255,15 +294,15 @@ Initial revision Alchemy - + - Christopher Lundgren + Paul Bonner - + -

A wizard who possesses the power of Alchemy is able, through the mixing of various substances, to create magical potions. Given the correct ingredients, a potion may restore lost energy (i.e., ENDURANCE points, WILLPOWER), or temporarily improve various abilities (e.g., COMBAT SKILL). The use of alchemy may also allow a wizard to alter the nature of substances (e.g., change lead into gold), but the necessary ingredients and the correct equipment (e.g., a pestle and mortar) must be at hand. The use of the power of Alchemy drains no WILLPOWER.

-

If you choose this power write Alchemy on your Action Chart.

+

A wizard who possesses the Power of Alchemy is able, through the mixing of various substances, to create magical potions. Given the correct ingredients, a potion may restore lost energy (i.e., ENDURANCE points, WILLPOWER), or temporarily improve various abilities (e.g., COMBAT SKILL). The use of Alchemy may also allow a wizard to alter the nature of substances (e.g., change lead into gold), but the necessary ingredients and the correct equipment (e.g., a pestle and mortar) must be at hand. The use of the Power of Alchemy drains no WILLPOWER.

+

If you choose this Power write Alchemy on your Action Chart.

@@ -271,15 +310,15 @@ Initial revision Prophecy - + - Christopher Lundgren + Paul Bonner - + -

The power of prophecy allows a wizard to foretell the future through meditation. A meditative state will allow a wizard to make the correct decision when facing conflicting choices or difficult actions; to discover the whereabouts of a person he has once met, or an object he has once seen. It may also allow him to determine the true nature of a stranger or a strange object. Magical beings or objects are sometimes hidden from the power of divination.

-

If you choose this power, write Prophecy on your Action Chart.

+

The Power of Prophecy allows a wizard to foretell the future through meditation. A meditative state will allow a wizard to make the correct decision when facing conflicting choices or difficult actions; to discover the whereabouts of a person he has once met, or an object he has once seen. It may also allow him to determine the true nature of a stranger or a strange object. Magical beings or objects are sometimes hidden from the Power of Prophecy.

+

If you choose this Power, write Prophecy on your Action Chart.

@@ -287,15 +326,15 @@ Initial revision Psychomancy - + - Christopher Lundgren + Paul Bonner - + -

This power bestows upon a wizard the ability to deduce facts about events by touching objects connected to them. Through deep concentration, a wizard may lay his hands upon any inanimate object and visualize scenes that have affected it. Visions brought about through the use of Psychomancy are often cryptic, taking the form of a riddle or puzzle. Some magic items are resistant to the use of Psychomancy and may, sometimes, impart misleading information.

-

If you choose this power, write Psychomancy on your Action Chart.

+

This Power bestows upon a wizard the ability to deduce facts about events by touching objects connected to them. Through deep concentration, a wizard may lay his hands upon any inanimate object and visualize scenes that have affected it. Visions brought about through the use of Psychomancy are often cryptic, taking the form of a riddle or puzzle. Some magic items are resistant to the use of Psychomancy and may, sometimes, impart misleading information.

+

If you choose this Power, write Psychomancy on your Action Chart.

@@ -303,15 +342,15 @@ Initial revision Evocation - + - Christopher Lundgren + Paul Bonner - + -

Mastery of this power permits contact with the spirit realm. A wizard wishing to speak with the dead, or to call up a form from the spirit world, must draw a magic pentacle and enter a trance, when the use of the correct spell-chant will reach out to the Spiritual Plane. Standing within the protection of a magic pentacle, a wizard may consider himself to be relatively safe from harm. If he wishes to speak with a corpse, especially one whose former life was good and righteous, then a wizard can expect help and advice. However, contact with those whose former lives were evil or selfish can be a perilous, and often fatal, experience. Evil spirits are reluctant to return to the realm of the dead and may try to trick a wizard into freeing them into the world of the living. All spirits, good and evil, will require some service of the wizard in return for their aid. Any failure to perform this task, however difficult may result in the wizard losing his life.

-

If you choose this power, write Evocation on your Action Chart.

+

Mastery of this Power permits contact with the spirit realm. A wizard wishing to speak with the dead, or to call up a form from the spirit world, must draw a magic pentacle and enter a trance, when the use of the correct spell-chant will reach out to the Spiritual Plane. Standing within the protection of a magic pentacle, a wizard may consider himself to be relatively safe from harm. If he wishes to speak with a corpse, especially one whose former life was good and righteous, then a wizard can expect help and advice. However, contact with those whose former lives were evil or selfish can be a perilous, and often fatal, experience. Evil spirits are reluctant to return to the realm of the dead and may try to trick a wizard into freeing them into the world of the living. All spirits, good and evil, will require some service of the wizard in return for their aid. Any failure to perform this task, however difficult may result in the wizard losing his life.

+

If you choose this Power, write Evocation on your Action Chart.

@@ -327,15 +366,15 @@ Initial revision Thaumaturgy - + - Christopher Lundgren + Paul Bonner - + -

This higher magick is an advanced form of Sorcery, the craft of magical energy. Where Sorcery allows a wizard to affect external things, Thaumaturgy affects the wizard himself. The power of Thaumaturgy can bestow upon a wizard the power of levitation, a limited form of flying; invulnerability and increased strength; the ability to bend metal or warp wood by disturbing their molecules; and, perhaps the most useful of all, teleportation, that is, the ability to travel great distances in seconds by simply visualizing the destination.

-

If you choose this power, write Thaumaturgy on your Action Chart.

+

This Higher Magick is an advanced form of Sorcery, the craft of magical energy. Where Sorcery allows a wizard to affect external things, Thaumaturgy affects the wizard himself. The Power of Thaumaturgy can bestow upon a wizard the power of levitation, a limited form of flying; invulnerability and increased strength; the ability to bend metal or warp wood by disturbing their molecules; and, perhaps the most useful of all, teleportation, that is, the ability to travel great distances in seconds by simply visualizing the destination.

+

If you choose this Power, write Thaumaturgy on your Action Chart.

@@ -343,15 +382,15 @@ Initial revision Telergy - + - Christopher Lundgren + Paul Bonner - + -

An advanced form of Enchantment, Telergy is the power of mind control, telepathy and autosuggestion. It enhances the tangibility of the illusions of Enchantment and allows you to control the minds of others. However, like Enchantment, some magical beings will be able to resist this power.

-

If you choose this power, write Telergy on your Action Chart.

+

An advanced form of Enchantment, Telergy is the Power of mind control, telepathy and autosuggestion. It enhances the tangibility of the illusions of Enchantment and allows you to control the minds of others. However, like Enchantment, some magical beings will be able to resist this Power.

+

If you choose this Power, write Telergy on your Action Chart.

@@ -359,15 +398,15 @@ Initial revision Physiurgy - + - Christopher Lundgren + Paul Bonner - + -

Where Elementalism allows a wizard to summon the aid of the elemental spirits, the higher magick of physiurgy grants the wizard mastery over the elements. It allows him to command winds, open cracks in the earth, cause earthquakes, raise storms and create other weather effects.

-

If you choose this power, write Physiurgy on your Action Chart.

+

Where Elementalism allows a wizard to summon the aid of the elemental spirits, the Higher Magick of Physiurgy grants the wizard mastery over the elements. It allows him to command winds, open cracks in the earth, cause earthquakes, raise storms and create other weather effects.

+

If you choose this Power, write Physiurgy on your Action Chart.

@@ -375,15 +414,15 @@ Initial revision Theurgy - + - Christopher Lundgren + Paul Bonner - + -

Theurgy is an advanced form of Alchemy. Possession of the Moonstone of the Shianti makes the casting of a larger number of spells possible. It unlocks the knowledge of more ingredients for mixing potions and reveals some of the special times, or ways, that they must be mixed. The power of the Moonstone acts as a charm for these potions. No WILLPOWER points are required to make use of the power of Theurgy but you are dependent on discovering the necessary ingredients for your potions during the course of your adventure.

-

If you choose this power, write Theurgy on your Action Chart.

+

Theurgy is an advanced form of Alchemy. Possession of the Moonstone of the Shianti makes the casting of a larger number of spells possible. It unlocks the knowledge of more ingredients for mixing potions and reveals some of the special times, or ways, that they must be mixed. The power of the Moonstone acts as a charm for these potions. No WILLPOWER points are required to make use of the Power of Theurgy but you are dependent on discovering the necessary ingredients for your potions during the course of your adventure.

+

If you choose this Power, write Theurgy on your Action Chart.

@@ -391,15 +430,15 @@ Initial revision Visionary - + - Christopher Lundgren + Paul Bonner - + -

With the aid of the Moonstone, you may use the skill of a Visionary to look upon events that are taking place elsewhere. The power of a visionary is generally concerned with visual images of the present.

-

If you choose this power, write Visionary on your Action Chart.

+

With the aid of the Moonstone, you may use the skill of a Visionary to look upon events that are taking place elsewhere. The Power of a Visionary is generally concerned with visual images of the present.

+

If you choose this Power, write Visionary on your Action Chart.

@@ -407,15 +446,15 @@ Initial revision Necromancy - + - Christopher Lundgren + Paul Bonner - + -

Necromancy is a higher form of Evocation. Where Evocation allows contact with the spirit world, Necromancy allows a wizard to command the dead, though this is forbidden by Shianti law. It also allows him to make an incantation that will imbue the Moonstone with a protective aura of light to keep away all creatures of evil, dead or alive.

-

If you choose this power, write Necromancy on your Action Chart.

+

Necromancy is a higher form of Evocation. Where Evocation allows contact with the spirit world, Necromancy allows a wizard to command the dead, though this is forbidden by Shianti law. It also allows him to make an incantation that will imbue the Moonstone with a protective aura of light to keep away all creatures of evil, dead or alive.

+

If you choose this Power, write Necromancy on your Action Chart.

@@ -425,16 +464,16 @@ Initial revision Wizard's Staff - - - Christopher Lundgren - - - - -

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.

+ + + Paul Bonner + + + + +

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.

+

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.

@@ -442,14 +481,14 @@ Initial revision The Moonstone - - - Christopher Lundgren - - - - -

The Moonstone has many attributes, some of which are described in the higher magicks section and some of which you will discover during the course of your adventure. The Shianti have also given it the power to teleport you to Shasarak once during the course of your adventure. You will be told of that opportunity when the time is right.

+ + + Paul Bonner + + + + +

The Moonstone has many attributes, some of which are described in the Higher Magicks section and some of which you will discover during the course of your adventure. The Shianti have also given it the power to teleport you to Shasarak once during the course of your adventure. You will be told of that opportunity when the time is right.

@@ -463,9 +502,14 @@ Initial revision + +

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 Lesser Magick, or if you have not mastered the Lesser Magick of Alchemy but you have selected the Higher Magick of Theurgy, in which case you receive a Herb Pouch with contents as indicated in this section.

+

If you have mastered the Lesser Magick of Alchemy or the Higher Magick of Theurgy 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.

+
+ -

You wear the grey robe and hooded cloak of a Shianti Wizard. Your only weapon is your Wizard's Staff (note this on your Action Chart under Weapons). You wear a Backpack containing 4 Meals (note under Meals on your Action Chart), and you have been given a map of the Shadakine Empire (note under Special Items on your Action Chart), which you place inside your robe.

-

If you have chosen Alchemy as one of your Magical Powers, then you will have a leather pouch for herbs and potions hanging from your belt. The Herb Pouch contains the following:

+

You wear the grey robe and hooded cloak of a Shianti Wizard. Your only weapon is your Wizard's Staff (note this on your Action Chart under Weapons). You wear a Backpack containing 4 Meals (note under Meals on your Action Chart), and you have been given a map of the Shadakine Empire (note under Special Items on your Action Chart), which you place inside your robe.

+

If you have chosen Alchemy or Theurgy as one of your Magical Powers, then you will have a leather pouch for herbs and potions hanging from your belt. The Herb Pouch contains the following:

-

Any weapons and Special Items that you possess as a result of completing previous Grey Star adventures should be entered on the Action Chart at the beginning of this book.

+

Any weapons and Special Items that you possess as a result of completing previous Grey Star adventures should be entered on the Action Chart.

@@ -515,7 +559,7 @@ Initial revision

Food is carried in your Backpack. Each Meal counts as one item.

-

Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given capital letters in the text. Unless you are told it is a Special Item, carry it in your Backpack.

+

Any item that may be of use and can be picked up on your adventure and entered on your Action Chart is given capital letters in the text. Unless you are told it is a Special Item, carry it in your Backpack.

@@ -566,7 +610,7 @@ Initial revision
  • When you have decided upon the number of WILLPOWER points you wish to use, and have determined your Combat Ratio, pick a number from the Random Number Table.

  • -

    Turn to the Combat Results Table on the inside back cover of the book. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it With the random number that you have picked. (The random numbers appear on the side of the chart.) You now have the number of ENDURANCE points lost by Grey Star. To calculate the number lost by the enemy, multiply this by the number of WILLPOWER points that Grey Star elected to use. Now you have the final number of ENDURANCE points lost by both Grey Star and his enemy in this round of combat. (E represents points lost by the enemy; GS represents points lost by Grey Star.)

    +

    Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it With the random number that you have picked. (The random numbers appear on the side of the chart.) You now have the number of ENDURANCE points lost by Grey Star. To calculate the number lost by the enemy, multiply this by the number of WILLPOWER points that Grey Star elected to use. Now you have the final number of ENDURANCE points lost by both Grey Star and his enemy in this round of combat. (E represents points lost by the enemy; GS represents points lost by Grey Star.)

    Example

    The Combat Ratio between Grey Star and the Deathgaunt has been established as −5, and Grey Star's WILLPOWER points used as 2. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

    Grey Star loses 4 ENDURANCE points.

    @@ -578,7 +622,7 @@ Initial revision

    This process of combat continues until the ENDURANCE points of either the enemy or Grey Star are reduced to zero, at which point the one with the zero score is declared dead. If Grey Star is dead, the adventure is over. If the enemy is dead, Grey Star proceeds but with his ENDURANCE and WILLPOWER points reduced.

    -

    A summary of Combat Rules appears on the page after the Random Number Table.

    +

    A summary of Combat Rules appears in the back of this book.

    @@ -606,8 +650,8 @@ Initial revision

    Now begins the last and most dangerous stage of your quest to vanquish the Wytch-king, Shasarak. Beware, for you must face many dangers before you are able to confront him at last.

    You will find items that might be of assistance on your quest. Some Special Items will help you, others may be of no use at all. You must decide what to keep.

    -

    Special care must be taken when selecting your Magical Powers. Make sure that your combination of higher and lesser magicks covers every eventuality. Also, it is worth remembering that some of these Magical Powers will be of little use to you during this part of your quest: choose the powers you think you are most likely to require at this stage.

    -

    Be cautious in your use of WILLPOWER points, as your WILLPOWER is the energy source for both your Magical Powers and your Wizard's Staff. If you have a low WILLPOWER score when you confrton Shasarak, you may be easily defeated.

    +

    Special care must be taken when selecting your Magical Powers. Make sure that your combination of Higher and Lesser magicks covers every eventuality. Also, it is worth remembering that some of these Magical Powers will be of little use to you during this part of your quest: choose the Powers you think you are most likely to require at this stage.

    +

    Be cautious in your use of WILLPOWER points, as your WILLPOWER is the energy source for both your Magical Powers and your Wizard's Staff. If you have a low WILLPOWER score when you confront Shasarak, you may be easily defeated.

    Follow the path of wisdom, Wizard Grey Star. The way of fools is the road to destruction!

    @@ -622,10 +666,18 @@ Initial revision 1 -

    At last you hold the fabled Moonstone in your hand. It pulses and glows with a strange milky light. Tanith's eyes shine wildly, and your heart pounds with excitement. the Moonstone; ancient vessel of all Shianti wisdom. What secrets, what powers, does this magical artefact hold in its glowing heart? The stone exudes a comforting warmth as it nestles in the palm of your hand and you feel a presence in your mind. You hear a familiar voice and your heart lifts to ever greater heights, for it is Acarya, High Wizard of the Shianti, speaking to you.

    +

    At last you hold the fabled Moonstone in your hand. It pulses and glows with a strange milky light. Tanith's eyes shine wildly, and your heart pounds with excitement. The Moonstone; ancient vessel of all Shianti wisdom. What secrets, what powers, does this magical artefact hold in its glowing heart? The stone exudes a comforting warmth as it nestles in the palm of your hand and you feel a presence in your mind. You hear a familiar voice and your heart lifts to ever greater heights, for it is Acarya, High Wizard of the Shianti, speaking to you.

    + + + Paul Bonner + At last you hold the fabled Moonstone in your hand. + + + +

    Hail Wizard, son of man. You have succeeded. We, the Shianti, rejoice and praise you. That which you hold in your hand contains the power that will enable you to defeat the evil Wytch-king, Shasarak.

    -

    A crowd of excited voices fills your mind as each of the Shianti sends words of congratulations and admiration. The last of these voices is Maiteya, your old friend, the Shianti master who taught you all you know. And so, little one, he says, affectionately now you possess the Moonstone, Shasarak's bane. While you hold it, we, the Shianti, are able to speak with you but this communication cannot be maintained much longer. Because you have the Moonstone, we have sufficient power to return you to the world, but there is much you should know before we do so. Listen well, Grey Star, for I know not when we will speak again.

    -

    Though it seems to you but a short time since you arrived at the Daziarn, seven years have passed here in the material world. During your search for the Shadow Gate, you visited the city of Karnali. Your arrival there inspired a revolution, led by Sado of the Long Knife and his Army of the Freedom Guild. After your departure, the Freedom Guild withstood a great siege by Shadakine warriors, who eventually withdrew defeated, much to Shasarak's displeasure. Word spread of this victory and the strength of the Army of the Freedom Guild grew. Strategically, Karnali was too isolated to make a great impact against the Shadakine Empire, but, due to the surrounding Gurlu Marshes, it remained self sufficient. Soon, many were travelling to Karnali to escape the tyranny of Shasarak's rule. Pockets of resistance broke out in the townships of Wenat, Zhanis, Sena and the city of Forlu, and the Freedom Guild soon dominated the hills and the plains of the south. They raided Shadakine supply trains and succeeded in depriving the empire of much of its wealth, cutting off all land routes to the Port of Suhn, the wealthiest and most important trade centre of the empire. An army is now formed in Karnali and, in three days, it will march against the Shadakine Empire, hoping to take Port Suhn in the first of many conquests. But, unknown to Sado and the Army of the Freedom Guild, a vast Shadakine force has been mustered in the Sadi desert. Soon, it will march against them. The Army of the Freedom Guild number ten thousand to the Shadakine's thirty thousand. The Freedom Guild cannot hope to succeed against such overwhelming odds. You must save them. Take then to the Forest of Fernmost. It is most important that you go there. There is little time and much to do Grey Star &ellips;

    +

    A crowd of excited voices fills your mind as each of the Shianti sends words of congratulations and admiration. The last of these voices is Maiteya, your old friend, the Shianti master who taught you all you know. And so, little one, he says, affectionately now you possess the Moonstone, Shasarak's bane. While you hold it, we, the Shianti, are able to speak with you but this communication cannot be maintained much longer. Because you have the Moonstone, we have sufficient power to return you to the world, but there is much you should know before we do so. Listen well, Grey Star, for I know not when we will speak again.

    +

    Though it seems to you but a short time since you arrived at the Daziarn, seven years have passed here in the material world. During your search for the Shadow Gate, you visited the city of Karnali. Your arrival there inspired a revolution, led by Sado of the Long Knife and his Army of the Freedom Guild. After your departure, the Freedom Guild withstood a great siege by Shadakine warriors, who eventually withdrew defeated, much to Shasarak's displeasure. Word spread of this victory and the strength of the Army of the Freedom Guild grew. Strategically, Karnali was too isolated to make a great impact against the Shadakine Empire, but, due to the surrounding Gurlu Marshes, it remained self sufficient. Soon, many were travelling to Karnali to escape the tyranny of Shasarak's rule. Pockets of resistance broke out in the townships of Wenat, Zhanis, Sena and the city of Forlu, and the Freedom Guild soon dominated the hills and the plains of the south. They raided Shadakine supply trains and succeeded in depriving the empire of much of its wealth, cutting off all land routes to the Port of Suhn, the wealthiest and most important trade centre of the empire. An army is now formed in Karnali and, in three days, it will march against the Shadakine Empire, hoping to take Port Suhn in the first of many conquests. But, unknown to Sado and the Army of the Freedom Guild, a vast Shadakine force has been mustered in the Sadi desert. Soon, it will march against them. The Army of the Freedom Guild number ten thousand to the Shadakine's thirty thousand. The Freedom Guild cannot hope to succeed against such overwhelming odds. You must save them. Take then to the Forest of Fernmost. It is most important that you go there. There is little time and much to do Grey Star&ellips;

    The voice grows faint and you realize that the Shianti will be unable to maintain contact for much longer. And now, Grey Star, the contact breaks and we must return you to the world to begin the last of your great labours. Are there any last words of advice we can offer you?

    Your mind races as you think of all that you might need to know.

    If you wish to know where the Shianti intend sending you, and where in the Shadakine Empire your quest will begin, turn to 348. @@ -638,7 +690,7 @@ Initial revision 2 -

    Alas, you have been too much weakened by earlier struggles. His strength has mastered yours as the last of your own life force is drained from your body. You have lost the duel and doomed all humanity to endure the reign of Shasarak's evil cruelty.

    +

    Alas, you have been too much weakened by earlier struggles. His strength has mastered yours as the last of your own life-force is drained from your body. You have lost the duel and doomed all humanity to endure the reign of Shasarak's evil cruelty.

    You have failed, your adventure is over.

    @@ -680,7 +732,7 @@ Initial revision 6 -

    We will advise you as best we can, he replies. Although it is your own wisdom that has brought you, this far, you should not be afraid to trust your own judgement. In the matter of the inevitable challenge of Shasarak, we advise you not to stand against him immediately. He embarks now on a war that will be costly to his strength and demanding of his powers. Wait for him to weaken himself with some great deed of sorcery before journeying into his dark halls for the final duel. First ensure the satety of the Army of the Freedom Guild. Without your help, they will perish. Be on the constant lookout for allies, for the Wytch-king has many enemies, and look to the Forest of Fernmost&emdash;a mighty power dwells there and it will do well in your service.

    +

    We will advise you as best we can, he replies. Although it is your own wisdom that has brought you, this far, you should not be afraid to trust your own judgement. In the matter of the inevitable challenge of Shasarak, we advise you not to stand against him immediately. He embarks now on a war that will be costly to his strength and demanding of his powers. Wait for him to weaken himself with some great deed of sorcery before journeying into his dark halls for the final duel. First ensure the safety of the Army of the Freedom Guild. Without your help, they will perish. Be on the constant lookout for allies, for the Wytch-king has many enemies, and look to the Forest of Fernmost&emdash;a mighty power dwells there and it will do well in your service.

    His voice grows faint.

    Turn to 326.
    @@ -700,7 +752,7 @@ Initial revision

    It looks likely that you will have to do battle with the demon horde. You decide to take advantage of the protection the Theurgic Potion offers and quickly swallow the dark, bitter liquid. Gradually your body begins to glow with a strange, blue light. Remember that the effects of the Potion will begin to fade in only a few hours.

    -

    Delete the Potion of Invulnerability from your Action Chart. You may keep the empty vial and include it as an item on your Action Chart: keep it in your Herb Pouch or in your Backpack.

    +

    Delete the Potion of Invulnerability from your Action Chart. You may keep the empty Vial and include it as an item on your Action Chart: keep it in your Herb Pouch or in your Backpack.

    Turn to 121.
    @@ -714,12 +766,12 @@ Initial revision

    You know there is no point in arguing with her, especially when so much of what she says is true. The two of you stride forward, prepared to meet whatever danger awaits you together.

    You have travelled for two miles when Tanith stops, peering into the shimmering heat haze and shielding her eyes against the sun with her hand. They come, she says, dispassionately.

    Following the direction of her gaze, you see something stirring in the distance. You notice a low dust haze hanging in the air, a running cloud drifting against the flat expanse of the plain. There are four runners and they are heading straight towards you. As they come closer, you are able to see that they are ghastly, malformed creatures, each deformed in a different way. These are demons, summoned long ago by the Wytch-king, Shasarak, to plague the tribe of the Masbaté, the warrior people that ruled here before Shasarak unleashed the demonic horde that destroyed them. When the demons had fulfilled their purpose, Shasarak left them to roam these plains at will, instead of returning them to the deep hell from which he summoned them. The leading creature has green, shining skin and a tail. Its neckless head bears the features of a toad. With a feral scream it charges towards you. The others follow.

    - If you wish to attempt a long-range attack with your Wizard's Staff, turn to 69. - If you wish to wait for them to approach, so that you can engage them in close combat, turn to 187. If you have the Magical Power of Sorcery, and wish to use it to aid you in the battle, turn to 196. - If you have the Magical Power of Thaumaturgy and wish to use this higher magick to aid you, turn to 203. + If you have the Magical Power of Thaumaturgy and wish to use this Higher Magick to aid you, turn to 203. If you have the Magical Power of Enchantment and wish to use it, turn to 211. - If you have versed in the higher magick of Telergy, and wish to use it, turn to 217. + If you are versed in the Higher Magick of Telergy, and wish to use it, turn to 217. + If you wish to attempt a long-range attack with your Wizard's Staff, turn to 69. + If you wish to wait for them to approach, so that you can engage them in close combat, turn to 187.
    @@ -729,10 +781,10 @@ Initial revision

    It is the morning of the day you must attempt to close the demon portal of Tilos. You bid Tanith a sad farewell. Eyes brimming with tears, you share a fond embrace before she is led east along the mountain trail by a Masbaté warrior, towards whatever doom awaits her at the hands of Mother Magri in the city of Suhn. She can be saved only by a swift and total victory over the Wytch-king.

    You turn to King Samu. We must prepare to move, you say. Gather your men. We must make plans.

    - If you are versed in the higher magick of Theurgey, turn to 15. - If you are versed in the higher magick of Thaumaturgy, turn to 19. - If you are versed in the higher magick of Necromancy, turn to 24. - If you do not possess any of these powers, or do not wish to use them, turn to 29. + If you are versed in the Higher Magick of Theurgy, turn to 15. + If you are versed in the Higher Magick of Thaumaturgy, turn to 19. + If you are versed in the Higher Magick of Necromancy, turn to 24. + If you do not possess any of these Powers, or do not wish to use them, turn to 29.
    @@ -740,7 +792,7 @@ Initial revision 11 -

    With consummate ease, you manage to strip the plant of its pods entirely. Your harvest yields nine pods. They are so small that nine pods only take up the space of three items in your Herb Pouch. Remember to write the Phinomel pods on your Action Chart. If there is not room in your Herb Pouch, you may carry some, or all, of the Phinomel pods as Backpack Items.

    +

    With consummate ease, you manage to strip the plant of its pods entirely. Your harvest yields nine pods. They are so small that nine pods only take up the space of three items in your Herb Pouch. Remember to write the Phinomel Pods on your Action Chart. If there is not room in your Herb Pouch, you may carry some, or all, of the Phinomel Pods as Backpack Items.

    With a satisfied nod, you finish packing away your new find and continue on your journey.

    Turn to 43.
    @@ -750,11 +802,11 @@ Initial revision 12 -

    You smash the fabric that binds the skeleton's body but you are fighting the creature with magic. Your fellow soldiers do not have the same advantage and the air is filled with their terrified cries. Many are being slain and, as they die, Shasarak's spell takes them, and they rise to fight once more as soldiers of the undead. Those that survive find themselves fighting their friends and comrades. The powers you possess protect only you from attack. You can save the Freedom guild only by destroying Shasarak. The time has come: you must go to him.

    - If you are versed in the higher magick of Thaumaturgy, deduct 2 WILLPOWER points from your total to cast a teleportation spell, and turn to 39. +

    You smash the fabric that binds the skeleton's body but you are fighting the creature with magic. Your fellow soldiers do not have the same advantage and the air is filled with their terrified cries. Many are being slain and, as they die, Shasarak's spell takes them, and they rise to fight once more as soldiers of the undead. Those that survive find themselves fighting their friends and comrades. The powers you possess protect only you from attack. You can save the Freedom Guild only by destroying Shasarak. The time has come: you must go to him.

    + If you are versed in the Higher Magick of Thaumaturgy, you may deduct 2 WILLPOWER points from your total to cast a teleportation spell, and turn to 39. If you have a Temeris potion, you may use it to teleport without using any WILLPOWER points; turn to 39. - If you are using the power of the Dimension door locked in the Moonstone, deduct 4 WILLPOWER points from your total to teleport, and turn to 39. -

    If you are unable to teleport by any of these means, then you have failed in your quest and your adventure is over.

    + If you are using the power of the Dimension Door locked in the Moonstone, you may deduct 4 WILLPOWER points from your total to teleport, and turn to 39. + If you are unable to teleport by any of these means, then you have failed in your quest and your adventure is over.
    @@ -784,10 +836,10 @@ Initial revision 15 -

    In the Lissan Plain the herbs and flowers that you need to mix a potion of invulnerability grow in abundance. Made from the leaves of the Zakutsk flower and the root of the Demeril bush, the potion is mixed with salt and spring water beneath the rays of the mid-day sun. It will protect your body from physical harm for only a few hours, but might prove invaluable in your attempt to close the portal of Tilos should you be forced to face an attack by the demons of the Lissan Plain, either on your way to the portal, or afterwards, when you are trying to lure the demon horde against the Shadakine army marching towards the birdge at Lanzi.

    - If you wish to ask the Masbaté to gather the ingredients for the potion, turn to 34. - If you prefer to use the higher magick of Thaumaturgy, turn to 19. - If you prefer to use the higher magick of Necromancy, turn to 24. +

    In the Lissan Plain the herbs and flowers that you need to mix a potion of invulnerability grow in abundance. Made from the leaves of the Zakutsk flower and the root of the Demeril bush, the potion is mixed with salt and spring water beneath the rays of the midday sun. It will protect your body from physical harm for only a few hours, but might prove invaluable in your attempt to close the portal of Tilos should you be forced to face an attack by the demons of the Lissan Plain, either on your way to the portal, or afterwards, when you are trying to lure the demon horde against the Shadakine army marching towards the bridge at Lanzi.

    + If you wish to use the Power of Theurgy and ask the Masbaté to gather the ingredients for the potion, turn to 34. + If you prefer to use the Higher Magick of Thaumaturgy, turn to 19. + If you prefer to use the Higher Magick of Necromancy, turn to 24. If you prefer not to use the Magical Powers of Theurgy, Thaumaturgy, or Necromancy, turn to 29.
    @@ -796,8 +848,8 @@ Initial revision 16 -

    Careful as you might be, you are unable to avoid disturbing a Phinomel branch to your left. Two pods emit a jet of viscid purple fluid. One jet misses but, unfortunately, the second splashes your arm, quickly burning through the fabric of your robe and causing a searing pain as it burns your flesh. You lose 2 ENDURANCE points. You have managed to procure six Phinomel pods. As they are so small, the six pods take the room of only two items in your Herb Pouch. If there is not room in your Herb Pouch, you may carry some, or all, of the pods as Backpack Items.

    -

    Despite a rather painful experience, you nod to yourself approvingly, sure that the Phinomel pods will be useful, and continue on your search for Lake Dolani.

    +

    Careful as you might be, you are unable to avoid disturbing a Phinomel branch to your left. Two pods emit a jet of viscid purple fluid. One jet misses but, unfortunately, the second splashes your arm, quickly burning through the fabric of your robe and causing a searing pain as it burns your flesh. You lose 2 ENDURANCE points. You have managed to procure six Phinomel Pods. As they are so small, the six pods take the room of only two items in your Herb Pouch. If there is not room in your Herb Pouch, you may carry some, or all, of the pods as Backpack Items.

    +

    Despite a rather painful experience, you nod to yourself approvingly, sure that the Phinomel Pods will be useful, and continue on your search for Lake Dolani.

    Turn to 43.
    @@ -820,8 +872,8 @@ Initial revision If you have the Magical Power of Thaumaturgy, and wish to use it to open the doors, turn to 295. If you have the Magical Power of Sorcery , and wish to use it to force open the doors, turn to 255. If you have the Magical Power of Elementalism, and wish to summon an elemental to open the doors, turn to 289. - If you have learnt the higher magick of Physiurgy, and wish to use it, turn to 181. - If you wish to resume your journey towards Lake Dolani or do not possess these powers, turn to 234. + If you have learnt the Higher Magick of Physiurgy, and wish to use it, turn to 181. + If you wish to resume your journey towards Lake Dolani or do not possess these Powers, turn to 234. @@ -830,9 +882,9 @@ Initial revision

    By using the Magical Power of Thaumaturgy, you will be able to weave a spell of invulnerability about yourself. The cost of this spell will be 4 WILLPOWER points if you wish the effect to last several hours.

    - If you wish to create this spell of magical protection about yourself, to help you in your bid to close the demon portal in the hills of Tilos, delete 4 WILLPOWER points from your WILLPOWER score and turn to 57. - If you wish to use the higher magick of Necromancy in your bid to close the demon portal, turn to 24. - If you do not wish to use either of these powers, or do not possess them, turn to 29. + If you wish to create this spell of magical protection about yourself, to help you in your bid to close the demon portal in the hills of Tilos, deduct 4 WILLPOWER points from your WILLPOWER score and turn to 57. + If you wish to use the Higher Magick of Necromancy in your bid to close the demon portal, turn to 24. + If you do not wish to use either of these Powers, or do not possess them, turn to 29.
    @@ -840,7 +892,7 @@ Initial revision 20 -

    Stunned and dizzy, you lie on the floor, unable to defend yourself. The Demon Master hovers above, its leathery wings beating. It stoops to deliver a killing blow. Bravely Tanith steps forward, dagger in hand, ready to defend you to the last. The demon minions swarm forward in glee and the position looks hopeless. Then, amid the whirl of your thoughts, you hear the cries of men and the clash of steel. Joyfully you see a gleam of shining metal flash above your head and the Demon Master's back arch with pain. Howling in agony it begins to fall. With lightning reactions, Tanith drags you to one side, seconds before the life-less and bloody corpse of the beast hits the ground with a jarring crash. A long, slim javelin protrudes from its back.

    +

    Stunned and dizzy, you lie on the floor, unable to defend yourself. The Demon Master hovers above, its leathery wings beating. It stoops to deliver a killing blow. Bravely Tanith steps forward, dagger in hand, ready to defend you to the last. The demon minions swarm forward in glee and the position looks hopeless. Then, amid the whirl of your thoughts, you hear the cries of men and the clash of steel. Joyfully you see a gleam of shining metal flash above your head and the Demon Master's back arch with pain. Howling in agony it begins to fall. With lightning reactions, Tanith drags you to one side, seconds before the lifeless and bloody corpse of the beast hits the ground with a jarring crash. A long, slim javelin protrudes from its back.

    Grey Star, Tanith cries. We are saved!

    She helps you into an upright position and you peer down the hall. Pouring through the entrance of the tomb comes a mass of tall warriors, swords bared and reaping a deadly harvest among the demonic ranks.

    Turn to 38. @@ -853,7 +905,7 @@ Initial revision

    At the cost of 1 WILLPOWER point you raise the Moonstone and light begins to pour from it. Shasarak scowls and takes a step back.

    So you think the Moonstone is enough to defeat me do you? You forget the need for a mighty hand to wield it. Are you mighty, Grey Star?

    -

    Shasarak's words strike you like blows but you do not fail in your resolve. Effortlessly, Shasarak drains 1 WILLPOWER point and 1 ENDURANCE point from your body. You stagger as the life force is dragged from you.

    +

    Shasarak's words strike you like blows but you do not fail in your resolve. Effortlessly, Shasarak drains 1 WILLPOWER point and 1 ENDURANCE point from your body. You stagger as the life-force is dragged from you.

    You see? Shasarak sneers.

    If you wish to shield yourself with the Moonstone's light, turn to 92. If you wish to strike Shasarak with the Moonstone's light, turn to 190. @@ -875,6 +927,14 @@ Initial revision

    Bathed in the radiant aura of the Moonstone's protection, you continue the journey east. You top a rise and look down its gentle slope. Ahead, you can see a sparkling river. With a cry of joy, you and Tanith run towards it. At the water's edge you both drop to your knees to drink. Scooping up great mouthfuls of the cool water, you quench your raging thirst. You are on the banks of the Dolani river. Tanith tells you that its source is to the north east, in the Kashima Mountains. Its southerly course leads to lake Dolani, which she guesses to be at least thirty miles away. The river is too wide and deep to be crossed here, although it is likely to be narrower and shallower further upstream. At this point the light of the Moonstone, which you laid on the ground beside you before beginning to drink, starts to flicker as the power of your incantation fades. Suddenly Tanith cries out.

    Grey Star! she screams. We are attacked!

    + + + Paul Bonner + Four fearsome creatures mount the rise. + + + +

    You snatch up the Moonstone and spin round. Four fearsome creatures have mounted the rise behind you. As you watch, they rush towards you, coming to a cowering halt within twenty paces of you both. Afraid of the fading aura of the Moonstone as the light decreases, each takes another shambling step towards you. They are ghastly, malformed creatures, each with a different misshapen form. These are demons summoned long ago by the Wytch-king Shasarak to conquer the people who once inhabited the Lissan Plain. Having fulfilled their purpose, they were left to roam the plain by Shasarak. The leading demon&emdash;the largest&emdash;takes another step forward, its glistening green skin and toad-like features reflected in the dull light of the setting sun.

    If you wish to continue the necromantic incantation of protection that has almost faded from the Moonstone, turn to 35. If you prefer to launch long-range attack at the leading demon with your Wizard's Staff, turn to 65. @@ -888,26 +948,31 @@ Initial revision

    By using the Magical Power of Necromancy, you will be able to create an aura of protection against the forces of evil. You will have to expend 3 WILLPOWER points to light the Moonstone.

    If you wish to use 3 WILLPOWER points to create an aura of protection, turn to 57. - If you are versed in the higher magick of Thaumaturgy, and prefer to use this power, turn to 19. - If you do not wish to use either of these powers, or do not possess them, turn to 29. + If you are versed in the Higher Magick of Thaumaturgy, and prefer to use this Power, turn to 19. + If you do not wish to use either of these Powers, or do not possess them, turn to 29.
    25 + +

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

    +

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

    +
    +

    You both drink long and deep: the large bowl is almost empty before your thirst is sated. When you have finished you walk to the far end of the hall. Two flights of stairs lead up to a large platform. At the rear of the platform a vast and elaborate frieze has been carved from the wall. In the centre, a woman stands with arms outstretched in a gesture of welcome. She is wreathed in light and, standing all around her, are rows of men and women of proud bearing. This building must be the work of the Masbaté. The woman is a representation of the Great goddess Ishir, High Priestess of the Moon, mother of all men, and the building is some form of temple or shrine.

    Another flight of steps leads from the platform to one of the many galleries that line the temple's walls. Cautiously you both mount these steps, passing through a doorway that opens on to one of the galleries. The fading light from above does not illuminate the high archways that lead off the gallery, and, at the cost of 1 WILLPOWER point, you cause a light to glow from the top of your Staff. You peer through an archway to see a large chamber, its high ceiling lost in shadow, its corners shrouded in cobwebs. In the middle of the chamber stands a long pallet of grime-encrusted marble. With a start, you realize that a human form rests upon the pallet, but your panic soon subsides, for it is a dead man, a giant, with a huge broadsword clutched to his chest with withered hands. A necklace of blue stones hangs around his neck; a circlet of silver crowns his head. The brown, shrunken flesh has been partly preserved by some process of mummification, but the garments the corpse wears have all but mouldered away.

    Inspection of the remaining chambers on this floor confirms that this is an ancient Masbaté tomb. Each chamber is a crypt, in which the Masbaté have laid their dead to rest with their weapons of war and personal effects. The tomb of the Masbaté was probably served by guardians before Shasarak summoned the plague of demons that eventually destroyed the Masbaté tribe. Tanith arms herself with a long dagger from one of the chambers. She also takes a sling and a number of stones. You may keep any of the following items that you find in the various chambers:

    Remember to mark any items that you keep on your Action Chart.

    The light from the shafts has faded completely. Night has fallen. You are both very tired and, after further exploration, you discover an empty chamber and both settle down to sleep.

    @@ -940,7 +1005,7 @@ Initial revision

    The demon opens its mouth and bares a tangle of fanged teeth. It lunges at you, and, as you swerve to receive its attack, you realize that your back is undefended against the other three demons. However, you must fight the toad demon first.

    Toad Demon1716

    You may only evade combat if you have lost less ENDURANCE points than your enemy in the first round of combat.

    - If you evade combat turn to 41. + If you evade combat, turn to 41. If you win the combat within three rounds, turn to 72. If you and the enemy are still alive after three rounds of combat, turn to 87.
    @@ -954,15 +1019,15 @@ Initial revision

    A great white stallion is brought before you, harnessed and saddled. Gratefully, you thank Samu for his gift. The Masbaté are summoned and stand fitted and accoutred for battle before their king in a rocky escarpment shaped like a vast amphitheatre. They number a thousand men: a small number perhaps, but a mighty army nevertheless, for the Masbaté are formidable warriors. In a rousing speech, Samu tells them of the battle to come at the bridge at Lanzi, where you will rid their homeland of the demon plague forever. You receive a great cheer before Samu leads his people out of the mountains, towards Lanzi. A guide leads you to the other side of the mountains. The Shadakine Army is expected to reach the bridge at Lanzi within a day. In that time you must close the demon portal in the hills south of Tilos and lead the demons through the forested pass and against the Shadakine Army.

    At last you come to the edge of the Lissan Plain and your guide prepares to leave. Before he goes, he offers you the following items to help you in your adventure. You may keep any or all of them.

      -
    • 1 Backpack
    • -
    • 1 Coil of Rope (Backpack Item)
    • -
    • 1 Water Bottle (Special Item&emdash;slung over the shoulder by a leather strap)
    • -
    • 1 Tinderbox (Backpack Item)
    • -
    • 1 Sword (Weapon)
    • -
    • 1 Masbaté Battle Horn (Special Item&emdash;hung over the shoulder by a strap)
    • +
    • Backpack
    • +
    • Coil of Rope (Backpack Item)
    • +
    • Water Bottle (Special Item&emdash;slung over the shoulder by a leather strap)
    • +
    • Tinderbox (Backpack Item)
    • +
    • Sword (Weapon)
    • +
    • Masbaté Battle Horn (Special Item&emdash;hung over the shoulder by a strap)

    The guide returns to the mountains. You are alone. You urge the Simar horse into a trot and head north.

    - If you are already using the high magick of Necromancy in the form of an incantation, turn to 70. + If you are already using the Higher Magick of Necromancy in the form of an incantation, turn to 70. If not, turn to 76.
    @@ -991,7 +1056,7 @@ Initial revision 32 -

    With a low rumble, the stone door opens slowly, the rusted metal of the pulleys screeching amid the rasp of grating stone. The door is only half-way open when it grinds to a halt. The age-old mechanism has failed. However, the gap is sufficiently wide to admit a human form and soon you and Tanith are standing within the ziggurat, peering anxiously into the shadows.

    +

    With a low rumble, the stone door opens slowly, the rusted metal of the pulleys screeching amid the rasp of grating stone. The door is only halfway open when it grinds to a halt. The age-old mechanism has failed. However, the gap is sufficiently wide to admit a human form and soon you and Tanith are standing within the ziggurat, peering anxiously into the shadows.

    Turn to 135.
    @@ -1010,15 +1075,15 @@ Initial revision 34 -

    After many hours, the ingredients are brought to you. they must be ground and mixed together, then heated over a fire to form the potion. You wil need a pestle and mortar and at least one empty vial to do this. A Masbaté medicine man offers you the following to help you make the potion:

    +

    After many hours, the ingredients are brought to you. They must be ground and mixed together, then heated over a fire to form the potion. You will need a Pestle and Mortar and at least one empty Vial to do this. A Masbaté medicine man offers you the following to help you make the potion:

    • 2 empty Vials for carrying potions
    • -
    • 1 Vial containing saltpetre
    • -
    • 1 Vial containing sulphur
    • -
    • 1 Pestle and Mortar
    • -
    • 1 Tinderbox
    • +
    • 1 Vial containing Saltpetre
    • +
    • 1 Vial containing Sulphur
    • +
    • Pestle and Mortar
    • +
    • Tinderbox
    -

    Remember to mark any items that you take on your Action Chart. The empty vials, and those containing sulphur and saltpetre can be stored in your Herb Pouch. You may also keep a sprig of Zakutsk flower and a Demeril root, these must be carried in your Herb Pouch. The Pestle and Mortar are Backpack Items and the vials may be stored in your Backpack or your Herb Pouch.

    +

    Remember to mark any items that you take on your Action Chart. The empty Vials, and those containing Sulphur and Saltpetre can be stored in your Herb Pouch. You may also keep a sprig of Zakutsk Flower and a Demeril Root, these must be carried in your Herb Pouch. The Pestle and Mortar and the Tinderbox are Backpack Items, and the Vials may be stored in your Backpack or your Herb Pouch.

    Turn to 49.
    @@ -1037,7 +1102,7 @@ Initial revision 36 -

    As the evening draws in, the temperature begins to cool. You are tired and thirsty. You have been heading in the direction of Lake Dolani but neither you nor Tanith have ever been to the Lissan Plain before and you are not sure of the lake's exact location. You know only that it lies on the southern side of the plain. You are now unsure that you can reach it by nightfall. Looking to the west, you see a large building of square, tiered stone. It is approximately two miles away.

    +

    As the evening draws in, the temperature begins to cool. You are tired and thirsty. You have been heading in the direction of Lake Dolani but neither you nor Tanith has ever been to the Lissan Plain before and you are not sure of the lake's exact location. You know only that it lies on the southern side of the plain. You are now unsure that you can reach it by nightfall. Looking to the west, you see a large building of square, tiered stone. It is approximately two miles away.

    If you wish to investigate the building, turn to 297. If you prefer to continue, turn to 234.
    @@ -1056,18 +1121,18 @@ Initial revision 38 -

    Your vision clears and, as you regain your senses, you see that the warriors are men of the Masbaté, the tribe believed to be extinct after persectuion by the Wytch-king, Shasarak. With a flurry of sword blows, the Masbaté hew a bloody path towards you. Though they number less than fifty, their demonic foes seem powerless to resist, so swift and fierce is the attack. The demon horde scatters in all directions. Some dematerilize&emdash;magic is inherent in their nature. Those that remain are slain mercilessly.

    +

    Your vision clears and, as you regain your senses, you see that the warriors are men of the Masbaté, the tribe believed to be extinct after persecution by the Wytch-king, Shasarak. With a flurry of sword blows, the Masbaté hew a bloody path towards you. Though they number less than fifty, their demonic foes seem powerless to resist, so swift and fierce is the attack. The demon horde scatters in all directions. Some dematerialize&emdash;magic is inherent in their nature. Those that remain are slain mercilessly.

    When at last the battle is done, no living demon remains in the tomb, while, incredibly, the Masbaté have suffered no losses, only a scattering of light wounds. One of their number now stands before you. Like his comrades, the Masbaté warrior stands well over seven feet tall, his body rippling with muscle beneath skin as black as ebony. His hair is long and black and his eyes still burn with the fire of battle. He is clad only in a corselet of worn, padded leather. A scabbard slung low from a broad belt carries a massive broadsword of dull, grey metal. His only protective wear, a pair of metal wristbands, is engraved with the intricately worked design of a rearing horse. He gives you a speculative stare. It is not an altogether friendly gaze.

    What do we have here? he booms, in a strong, yet melodious bass tone. A boy and a girl perhaps? Or demons in human guise, defilers of the sacred tomb of our forefathers. Speak now and swiftly. My blade is thirsty yet to drink the blood of more hellspawn.

    -

    Before you are able to speak, Tanith has risen to her feet, brandishing her dagger and scowling with the characteristic ferocity that you have come to know so well. You know not what you say, she snaps, menace in her voice. But for that, this blade of mine would have your life for such insult to one who comes to save your brawny, worthless hide. Soften your tone, tall one, for you speak to a mighty wizard, a master of great powers, the chosen one of the great ancient Shianti. He has come to challenge the Wytchking himself, who is surely the enemy of us all.

    -

    Despite her slight frame and her puny blade, Tanith confronts the warior with an icy countenance that would freeze blood. Though he towers over her like a giant, the warrior steps back, mouth agape in astonishment at her fearless outburst. He is stunned into silence. The barely suppressed mirth of the other Masbaté is plain to see.

    +

    Before you are able to speak, Tanith has risen to her feet, brandishing her dagger and scowling with the characteristic ferocity that you have come to know so well. You know not what you say, she snaps, menace in her voice. But for that, this blade of mine would have your life for such insult to one who comes to save your brawny, worthless hide. Soften your tone, tall one, for you speak to a mighty wizard, a master of great powers, the chosen one of the great ancient Shianti. He has come to challenge the Wytch-king himself, who is surely the enemy of us all.

    +

    Despite her slight frame and her puny blade, Tanith confronts the warrior with an icy countenance that would freeze blood. Though he towers over her like a giant, the warrior steps back, mouth agape in astonishment at her fearless outburst. He is stunned into silence. The barely suppressed mirth of the other Masbaté is plain to see.

    Ho there Dioka! shouts a squat Masbaté, with a bellowing laugh that makes his pot-belly quiver and shake. It's a spitting she-cat that's stolen your tongue I see.

    And the cat has claws, bladder belly! she snaps. The plump warrior's face drops, while the one named Dioka bursts into laughter. Well met, my lady, he guffaws.

    With a bemused expression, you rise on shaky feet and turn to Dioka. Greetings, men of the Masbaté, you call out in a loud voice, ensuring that all can hear. Plainly we are not agents of evil in mortal guise.

    Indeed not, Dioka replies with a smile. The very demons of the plain would flee the wrath of your brave companion's acid tongue!

    Yet, in her anger she spoke the truth, you continue. For I am the Wizard, Grey Star, bound upon a quest in the service of the Shianti and sworn to the destruction of the Wytch-king, Shasarak. The vast hall grows silent. Wide-eyed, the Masbaté regard you with stunned expressions.

    Can this be? Dioka gasps, a gleam of hope shining in his dark, deep eyes. We will talk of this at length and in the proper place, he continues. You must come with us. It is not wise to remain here. The demons may return and in greater numbers. Most likely they will be led by more formidable masters than this, he gestures dismissively towards the corpse of the Demon master that sprawls on the floor a few feet away. The home of the Masbaté now lies in the Kashima Mountains, beyond the River Iss. The king must hear of your return.

    -

    The Masbaté restore the bodies of their ancient dead to their resting places. A funeral pyre for the slain demons is built outside the walls of the tomb, and with considerable effort and over many hours, they are able to repair the stone door. While they work, your wounds are attended to and you and Tanith are given food and water. There is a gifted healer among them and he is able to restore to you 1 ENDURANCE point. (Amend your Action Chart accordingly.) It is late afternoon before the Masbaté are ready to leave. Struggling to keep pace with the rapid march of the warriors, you head into the lengthening shadows, toward the distant mountains: the secret lair of the last of a proud and mightly race.

    +

    The Masbaté restore the bodies of their ancient dead to their resting places. A funeral pyre for the slain demons is built outside the walls of the tomb, and with considerable effort and over many hours, they are able to repair the stone door. While they work, your wounds are attended to and you and Tanith are given food and water. There is a gifted healer among them and he is able to restore to you 1 ENDURANCE point. (Amend your Action Chart accordingly.) It is late afternoon before the Masbaté are ready to leave. Struggling to keep pace with the rapid march of the warriors, you head into the lengthening shadows, toward the distant mountains: the secret lair of the last of a proud and mighty race.

    Turn to 260.
    @@ -1077,11 +1142,19 @@ Initial revision

    Suddenly you are in a wide, round hall, full of shadows. At one end of the hall is a flaming wall, and kneeling before the wall is the hunched figure of Shasarak, Wytch-king of Shadaki. His back is turned to you but he spins round the instant you arrive. He is a hideous sight. His flesh is black as if burnt by recent fires and his fingers are like claws. Half his face is missing, and in its place there is a metal plate, which is the only thing that gives shape to a livid mass of shrunken flesh and tissue. One eye is shrivelled, sightless and shrunken, the other burns into you with hatred so intense that it almost forces you back a step.

    -

    The room fills with the sound of savage laughter, but it is not Shasarak who laughs. A familiar, slithering, deathly voice emanates from the wall of fire, and within the fire you see two slanted eyes: pools of absolute darkness. It is the Demon Lord, Agarash!

    + + + Paul Bonner + Shasarak's stare burns into you with intense hatred. + + + + +

    The room fills with the sound of savage laughter, but it is not Shasarak who laughs. A familiar, slithering, deathly voice emanates from the wall of fire, and within the fire you see two slanted eyes: pools of absolute darkness. It is the Demonlord Agarash!

    See, Shasarak. He has come, as I told you he would. He has come to slay you. Won't you accept my bargain?

    NEVER! Shasarak hisses, his voice like the rush of broken stone scattering on the floor. He does not have the power to master me&ellips; as you have not, Demon.

    Shasarak glares at you malevolently and raises a damaged hand. He is about to strike.

    - If you wish to raise the Moonstone against Shasarak, turn to 21. + If you have 1 WILLPOWER point and wish to raise the Moonstone against Shasarak, turn to 21. If you wish to defend yourself with the Moonstone, turn to 92.
    @@ -1090,7 +1163,7 @@ Initial revision 40 -

    Though you handle the branches of the plant delicately, you cannot avoid disturbing it and many of the pods squirt jets of purple fluid. Fortunately, many miss you. Two of the jets, however, splash your arm. The acid eats quickly through the fabric of your robe and burns into your flesh. You lose 3 ENDURANCE points. You have managed to take three Phinomel pods. Because they are so small the three pods count as only one item in your Herb Pouch. If there is not room in your Herb Pouch, you may carry the pods in your Backpack.

    +

    Though you handle the branches of the plant delicately, you cannot avoid disturbing it and many of the pods squirt jets of purple fluid. Fortunately, many miss you. Two of the jets, however, splash your arm. The acid eats quickly through the fabric of your robe and burns into your flesh. You lose 3 ENDURANCE points. You have managed to take three Phinomel Pods. Because they are so small the three pods count as only one item in your Herb Pouch. If there is not room in your Herb Pouch, you may carry the pods in your Backpack.

    Cursing your own clumsiness, you pack away your new find, certain that the pods will prove useful, and resume your search for Lake Dolani.

    Turn to 43.
    @@ -1109,9 +1182,9 @@ Initial revision 42 -

    Other dots appear high on the horizon. Approaching at an alarming speed are a multitude of strange and sinister ceatures. You count twenty at least. A familiar sound greets your ears: the babbling frenzy of the demon horde close behind you. There is no time to prepare magical spells, nor is there anywhere to hide, and the forest pass must be at least twenty miles away. You feel sure you can outrun the demon horde&emdash;but the flying creatures? You have only two choices.

    +

    Other dots appear high on the horizon. Approaching at an alarming speed are a multitude of strange and sinister creatures. You count twenty at least. A familiar sound greets your ears: the babbling frenzy of the demon horde close behind you. There is no time to prepare magical spells, nor is there anywhere to hide, and the forest pass must be at least twenty miles away. You feel sure you can outrun the demon horde&emdash;but the flying creatures? You have only two choices.

    If you wish to attempt a last, desperate dash for the pass, keeping clear of the flying creatures as best you can, turn to 202. - If you wish to make a stand against the flying creatures, in the hope of despatching them before the demon horde reaches you, turn to 223. + If you wish to make a stand against the flying creatures, in the hope of dispatching them before the demon horde reaches you, turn to 223.
    @@ -1121,12 +1194,12 @@ Initial revision

    You come to the top of a small rise. Peering over the edge, you see that the ground slopes away in a long, shallow curve, which rises on every side to form a broad basin. At the centre lies a large lake many miles wide. Feverishly you lick your lips in anticipation of a long, languorous drink of cool water. You start to move down the slope when Tanith catches your arm.

    Wait! she says. I can see something down there.

    -

    You follow the line of her finger. Among the verdant grassland of the depression that surrrounds what must be Lake Dolani you can just make out a human form. You edge a few more feet down the slope. With horror you see a large man lying with his arms and legs tied to four wooden stakes driven into the ground. A faint moan drifts on the breeze: he is calling for water. You edge a little closer. The man is almost a giant, measuring at least seven feet tall. His skin is black as ebony and his hair is long and flowing. Suddenly you realize that this is one of the Masbaté, the original inhabitants of the Lissan Plain and a mighty warrior people&emdash;till Shasarak defeated them in the Plains War of MS 5008.

    +

    You follow the line of her finger. Among the verdant grassland of the depression that surrounds what must be Lake Dolani you can just make out a human form. You edge a few more feet down the slope. With horror you see a large man lying with his arms and legs tied to four wooden stakes driven into the ground. A faint moan drifts on the breeze: he is calling for water. You edge a little closer. The man is almost a giant, measuring at least seven feet tall. His skin is black as ebony and his hair is long and flowing. Suddenly you realize that this is one of the Masbaté, the original inhabitants of the Lissan Plain and a mighty warrior people&emdash;till Shasarak defeated them in the Plains War of MS 5008.

    You have only known one Masbaté: Samu, a noble and fearless warrior, who accompanied you in your search for the Moonstone. Once, he was king of the Masbaté nomads. He thought himself the only survivor of his people&emdash;it was common belief that the Wytch-king had hounded the tribe into extinction, sealing their doom by unleashing a plague of demons. Some say that these demons roam the plains still.

    You wonder who has left the poor, tortured man to die in the sun. You step further down the slope intending to free him, but Tanith holds you back, fearing a trap. You cannot see how anyone, even Shasarak himself, could know that you have returned to the lands of the Shadakine empire after an absence of seven years.

    If you have the Magical Power of Prophecy, and wish to use it, turn to 58. - If you are versed in the higher magick of a Visionary, and wish to use this power, turn to 67. - If you do not possess either of these powers, or do not wish to use them, turn to 85. + If you are versed in the Higher Magick of a Visionary, and wish to use this Power, turn to 67. + If you do not possess either of these Powers, or do not wish to use them, turn to 85.
    @@ -1161,9 +1234,13 @@ Initial revision
    47 + +

    Although the term Agarashi is not used anywhere else in the Grey Star books, it is used in other books as the collective term for the monstrous servants of Agarash the Damned.

    +
    + -

    The miles roll by and eventually, the Simar steed adopts a more relaxed pace. You estimate that you are half-way to the pass. Looking over your shoulder to the west, you see only the broad expanse of the plain and the distant hills of Tilos. Of the demon plague you can see nothing.

    -

    High in the afternoon sky you see two black specks wheeling above you. As you walk, one of them begins to spiral downwards. It is a long, snake-like creature with broad, feathery wings. Its talons are like small, clutching needles and it has a small set of forelimbs. The other creature follows and, to your surprise, you see that it is exactly the same as the first, only smaller. That these are plague demons is certain, but it is the first time you have ever seen two of the same kind. The Flying Snakes make no move towards you; they merely drift on the air currents. Evidently these are not affected by the Agarash's inspired state of crazed frenzy.

    +

    The miles roll by and eventually, the Simar steed adopts a more relaxed pace. You estimate that you are halfway to the pass. Looking over your shoulder to the west, you see only the broad expanse of the plain and the distant hills of Tilos. Of the demon plague you can see nothing.

    +

    High in the afternoon sky you see two black specks wheeling above you. As you walk, one of them begins to spiral downwards. It is a long, snake-like creature with broad, feathery wings. Its talons are like small, clutching needles and it has a small set of forelimbs. The other creature follows and, to your surprise, you see that it is exactly the same as the first, only smaller. That these are plague demons is certain, but it is the first time you have ever seen two of the same kind. The Flying Snakes make no move towards you; they merely drift on the air currents. Evidently these are not affected by the Agarashi's inspired state of crazed frenzy.

    If you wish to attack one of the Flying Snakes with your Staff at long range and you have 2 WILLPOWER points, turn to 88. If you wish to ignore them, turn to 103.
    @@ -1182,7 +1259,7 @@ Initial revision 49 -

    The potion is mixed under the sun's rays and the light you have summoned from the Moonstone. You must fill one of your empty vials with the fluid that is produced. (Delete one of your empty vials from your Action Chart.) You have now created a Potion of Invulnerability. Mark this as a Special Item, which may be stored in your Backpack or your Herb Pouch.

    +

    The potion is mixed under the sun's rays and the light you have summoned from the Moonstone. You must fill one of your empty Vials with the fluid that is produced. (Delete one of your empty Vials from your Action Chart.) You have now created a Potion of Invulnerability. Mark this as an item on your Action Chart. It may be stored in your Backpack or in your Herb Pouch.

    Turn to 57.
    @@ -1191,10 +1268,10 @@ Initial revision 50 -

    A swirl of colour passes before your eyes. Intinctively you reach for Tanith's hand and clasp it tightly. The walls of the circular chamber shimmer in and out of focus: the Shianti are transporting you from the Daziarn plane to the real world. A brilliant flash of light fills the room and you close your eyes involuntarily. When you next open them you look upon a vast plain of grass that undulates like the sea beneath a clear, sunlit sky. The journey is complete.

    +

    A swirl of colour passes before your eyes. Instinctively you reach for Tanith's hand and clasp it tightly. The walls of the circular chamber shimmer in and out of focus: the Shianti are transporting you from the Daziarn plane to the real world. A brilliant flash of light fills the room and you close your eyes involuntarily. When you next open them you look upon a vast plain of grass that undulates like the sea beneath a clear, sunlit sky. The journey is complete.

    The Moonstone is still in your hand. However, where once it shone with the purity of white light, it now glows a smoky grey. You can but guess at the meaning of this transformation.

    If you have the Magical Power of Prophecy, and wish to use it, turn to 162. - If you do not have this power, or do not wish to use it, turn to 239. + If you do not have this Power, or do not wish to use it, turn to 239.
    @@ -1260,7 +1337,8 @@ Initial revision 57 -

    When the spell is cast and the protection complete, you turn and face Samu. I am ready, you say. Summon your men, we must make ready to leave. I have a gift for you, Grey Star, he replies.

    +

    When the spell is cast and the protection complete, you turn and face Samu. I am ready, you say. Summon your men, we must make ready to leave.

    +

    I have a gift for you, Grey Star, he replies.

    Turn to 29.
    @@ -1269,10 +1347,10 @@ Initial revision 58 -

    Using your power, you probe into the near future. You sense that there is danger nearby: the Masbaté is being used as bait for a trap, and the danger lies in venturing into the basin. The use of this Magical Power has cost you 1 WILLPOWER point.

    +

    Using your Power, you probe into the near future. You sense that there is danger nearby: the Masbaté is being used as bait for a trap, and the danger lies in venturing into the basin. The use of this Magical Power has cost you 1 WILLPOWER point.

    + If you are versed in the Higher Magick of a Visionary, and wish to use it to discover more before you make your choice, turn to 67. If you still wish to go to the aid of the Masbaté, turn to 97. If you prefer to leave the man to suffer, and hide behind the ridge that overlooks the lake, turn to 116. - If you are versed in the higher magick of a Visionary, and wish to use it to discover more before you make your choice, turn to 67.
    @@ -1289,7 +1367,7 @@ Initial revision 60 -

    You set a brisk pace for more than an hour but then the burning sun slows you down. Tanith, too, looks very weary. Your throat is parched. Neither you nor Tanith have seen a waterhole or anything that could yield nourishment or moisture and there has been no sign of any living creature. You are further disturbed by the sight of a lone figure heading towards you from the south. It is too distant for you to be able to distinguish any details, but it is moving at great speed. You peer into the shimmering heat and try to guess what it is that approaches.

    +

    You set a brisk pace for more than an hour but then the burning sun slows you down. Tanith, too, looks very weary. Your throat is parched. Neither you nor Tanith has seen a waterhole or anything that could yield nourishment or moisture and there has been no sign of any living creature. You are further disturbed by the sight of a lone figure heading towards you from the south. It is too distant for you to be able to distinguish any details, but it is moving at great speed. You peer into the shimmering heat and try to guess what it is that approaches.

    If you wish to stand your ground and wait for the figure to arrive, turn to 267. If you wish to advance against it, turn to 273. If you wish to try to evade it, turn to 286. @@ -1301,6 +1379,14 @@ Initial revision

    With a dry swallow, you urge the white stallion down the slope and into the valley. You can feel its mighty heart thumping against its ribs, matching the speed of your own. With the Moonstone held high above your head you move through the ranks of the Demon host. Gibbering with fear, they shield their eyes from its pure, white light and back away, stumbling over one another. The sea of deformity parts like a tall swathe of grass to let you pass. Resolutely you stare ahead ignoring the hideous mass of malignancy that surrounds you; nothing must distract your gaze as you focus on the flaming archway that draws nearer with each tentative step of the stallion's hooves. Now, the moment of no return, of death or triumph, has come. You release your necromantic aura of protection and begin anew, focusing your mind on the Moonstone and on the closing of the portal. The demon horde wavers, but only for a moment: they are still spellbound by your presence and intimidated by the Moonstone.

    + + + Paul Bonner + You look upon a valley of fear crawling with the demon host. + + + + Turn to 112.
    @@ -1356,7 +1442,15 @@ Initial revision 67 -

    Taking the Moonstone in both hands, you gaze into it and concentrate with all your power. The stone is transformed into a whirlpool of spinning colours. Then, abruptly, it clears and you are looking upon Lake Dolani. Nearby lies the Masbaté, still bound and suffering. You struggle to extend the range of the image in the stone. and eventually your efforts are rewarded. A swarm of creatures comes into view. Moving along the base of a line of mountains is a monstrous horde of deformity: the demon plague. Each of the creatures has a different but equally misshapen form: wierd toadbeasts, their green hides glistening, crawl and flop along the ground; stumbling apes with stunted limbs shamble beside creeping reptiles with human heads. You are sure the demon plague is very near and you sweep the land once more, tracing the line of a river that fills a lake similar to Lake Dolani: this must be Lake Iss. Another group comes into view. It is a band of Masbaté warriors, moving swiftly along the line of the river and most certainly headed towards their fellow warrior and the trap laid by the demon horde. Your concentration begins to ebb. You can no longer maintain control of the Moonstone and you allow the image to fade. The use of this power has cost you 2 WILLPOWER points.

    +

    Taking the Moonstone in both hands, you gaze into it and concentrate with all your power. The stone is transformed into a whirlpool of spinning colours. Then, abruptly, it clears and you are looking upon Lake Dolani. Nearby lies the Masbaté, still bound and suffering. You struggle to extend the range of the image in the stone, and eventually your efforts are rewarded. A swarm of creatures comes into view. Moving along the base of a line of mountains is a monstrous horde of deformity: the demon plague. Each of the creatures has a different but equally misshapen form: weird toad beasts, their green hides glistening, crawl and flop along the ground; stumbling apes with stunted limbs shamble beside creeping reptiles with human heads. You are sure the demon plague is very near and you sweep the land once more, tracing the line of a river that fills a lake similar to Lake Dolani: this must be Lake Iss. Another group comes into view. It is a band of Masbaté warriors, moving swiftly along the line of the river and most certainly headed towards their fellow warrior and the trap laid by the demon horde. Your concentration begins to ebb. You can no longer maintain control of the Moonstone and you allow the image to fade. The use of this Power has cost you 2 WILLPOWER points.

    + + + Paul Bonner + Taking the Moonstone in both hands you concentrate on it with all your power. + + + + If you wish to go to the aid of the captured Masbaté, turn to 97. If you prefer to leave the man to suffer and hide behind the ridge that overlooks the lake, turn to 116. If you wish to head in the direction of Lake Iss and attempt to warn the Masbaté warriors of the trap that awaits them, turn to 89. @@ -1367,7 +1461,7 @@ Initial revision 68 -

    The demon clings to the side of the stallion and, with a superhuman effort, you twist round and bring your Staff crashing down on its skull. The creature falls to the plain, spinning over and over again before coming to rest. Your heart lifts as you notice the growing frequency of trees and bushes dotting the land: the forest's edge is rushing towards you. The winged demons above are now unable to fly so low. The demon horde is still far behind. With a jubliant yell you enter the sanctuary of the wooded pass through the mountains and, swiftly, you dismount, wincing at the pain caused by your many cuts and bruises. The stallion is also injured and you lead the exhausted animal along the heart of the forest. Looking around furtively you eventually find a hidden clearing where you can rest for a few moments and plan the last stage of your task.

    +

    The demon clings to the side of the stallion and, with a superhuman effort, you twist round and bring your Staff crashing down on its skull. The creature falls to the plain, spinning over and over again before coming to rest. Your heart lifts as you notice the growing frequency of trees and bushes dotting the land: the forest's edge is rushing towards you. The winged demons above are now unable to fly so low. The demon horde is still far behind. With a jubilant yell you enter the sanctuary of the wooded pass through the mountains and, swiftly, you dismount, wincing at the pain caused by your many cuts and bruises. The stallion is also injured and you lead the exhausted animal along the heart of the forest. Looking around furtively you eventually find a hidden clearing where you can rest for a few moments and plan the last stage of your task.

    Turn to 170.
    @@ -1376,7 +1470,7 @@ Initial revision 69 -

    You take careful aim and unleash a bolt of destructive power from the tip of your Staff. A beam of incandesence banishes the shadows of the evening and spears the demonic creature before you. The force of the blast knocks the creature off its feet and inflicts a terrible wound in its side that oozes with viscous black blood. The attack has cost you 2 WILLPOWER points. The other creatures come to an abrupt halt, watching in amazement as the injured demon clambers to its feet. It stands at a distance, cowering and snarling. The other three imitate their leader, panic writhing in their ghastly faces.

    +

    You take careful aim and unleash a bolt of destructive power from the tip of your Staff. A beam of incandescence banishes the shadows of the evening and spears the demonic creature before you. The force of the blast knocks the creature off its feet and inflicts a terrible wound in its side that oozes with viscous black blood. The attack has cost you 2 WILLPOWER points. The other creatures come to an abrupt halt, watching in amazement as the injured demon clambers to its feet. It stands at a distance, cowering and snarling. The other three imitate their leader, panic writhing in their ghastly faces.

    If you wish to charge them, turn to 232. If you wish to make another long-range attack, turn to 243. If you wish to stand your ground and await their next move, turn to 262. @@ -1476,7 +1570,7 @@ Initial revision

    To your dismay, the rope snaps. A distant splash tells you that the receptacle that was attached to the rope has now fallen to the bottom of the well. The rope must have been rotten with age. You will have to find some other method of drawing water. Leading down into the inky depths you see a series of metal rungs cemented into the walls of the well.

    If you have the Magical Power of Elementalism, and wish to use it, turn to 124. - If you are versed in the higher magick of Physiurgy , turn to 185. + If you are versed in the Higher Magick of Physiurgy , turn to 185. If you prefer to climb down into the well, or do not possess either of these Magical Powers, turn to 229.
    @@ -1506,7 +1600,7 @@ Initial revision 82 -

    Tanith and Kuna rush to stand at your side. She bares a small dagger but he is unarmed. The reptillian demon hurls himself at you with a fearsome scream. You cannot evade combat as this would mean leaving Kuna and Tanith to face the pack alone.

    +

    Tanith and Kuna rush to stand at your side. She bares a small dagger but he is unarmed. The reptilian demon hurls himself at you with a fearsome scream. You cannot evade combat as this would mean leaving Kuna and Tanith to face the pack alone.

    Reptile Demon of the Plains2122 If you win the combat, turn to 163.
    @@ -1525,7 +1619,7 @@ Initial revision 84 -

    Fearing conflict so early in your journey, you drink the bitter potion of Invulnerability. Soon your body begins to glow with a strange blue light: the protection is complete. Remember that the effects of the potion will fade after a few hours. Remove the Potion of Invulnerability from your Action Chart, although you may keep the empty vial, which may be stored in your Herb Pouch or in your Backpack.

    +

    Fearing conflict so early in your journey, you drink the bitter potion of Invulnerability. Soon your body begins to glow with a strange blue light: the protection is complete. Remember that the effects of the potion will fade after a few hours. Remove the Potion of Invulnerability from your Action Chart, although you may keep the empty Vial, which may be stored in your Herb Pouch or in your Backpack.

    Turn to 90.
    @@ -1549,8 +1643,9 @@ Initial revision

    Call your men. We must retreat. Look! you cry hoarsely, gesturing across the river. I have brought the demon plague. We must flee while they and the Shadakine fight.

    It is as you say. Across the river the demons do awful battle with the Shadakine. Samu springs into action, blowing upon a horn and sounding the retreat. The Masbaté retire. The Shadakine cannot pursue while the whole demon horde is attacking them. Nevertheless you must destroy the bridge to prevent pursuit should the Shadakine, who number in their thousands, defeat the demon plague too soon.

    If you have the Magical Power of Elementalism, and wish to use it, turn to 314. - If you are versed in the higher magick of Physiurgy, and wish to use it, turn to 7. - If you are versed in the higher magick of Thaumaturgy, and wish to use it, turn to 26. + If you are versed in the Higher Magick of Physiurgy, and wish to use it, turn to 7. + If you are versed in the Higher Magick of Thaumaturgy, and wish to use it, turn to 26. + If you do not possess any of the above Powers, you must attack the bridge with your Staff; turn to 175.
    @@ -1600,7 +1695,7 @@ Initial revision 91 -

    The power of invulnerability is an immense feat, requiring great effort. You concentrate your will upon strenghtening the fabric of your body, immersing it in waves of sorcery. Your body begins to glow with an eerie blue light. You stand back and look with disdain on the first of the demons, the toad beast, as it hurls itself at you. Its initial blow has no effect on you. Instead the creature howls in pain and clutches at it's clawed hand, hurt from the impact of your iron flesh. The remaining demons make similar attempts to harm you, all with the same result. When all their efforts have proved futile they begin to back away, cowering with fear beneath the intensity of your unflinching gaze. Impressive as this power is, it has cost you 4 WILLPOWER points. You raise your Staff, ready to strike at the nearest of the demons, a vile hunched figure with snapping, crab-like pincers and a shiny, purple body like a huge beetle. However before you can strike, all four vanish. They do not return.

    +

    The power of invulnerability is an immense feat, requiring great effort. You concentrate your will upon strenghening the fabric of your body, immersing it in waves of Sorcery. Your body begins to glow with an eerie blue light. You stand back and look with disdain on the first of the demons, the toad beast, as it hurls itself at you. Its initial blow has no effect on you. Instead the creature howls in pain and clutches at its clawed hand, hurt from the impact of your iron flesh. The remaining demons make similar attempts to harm you, all with the same result. When all their efforts have proved futile they begin to back away, cowering with fear beneath the intensity of your unflinching gaze. Impressive as this power is, it has cost you 4 WILLPOWER points. You raise your Staff, ready to strike at the nearest of the demons, a vile hunched figure with snapping, crab-like pincers and a shiny, purple body like a huge beetle. However before you can strike, all four vanish. They do not return.

    Turn to 99.
    @@ -1622,7 +1717,7 @@ Initial revision 93 -

    The toad demon comes snarling and slavering at you, its arms outstretched, long-nailed claws flexing to rake at your flesh. Suddenly it leaps. You step to one side and slam your Staff into its torso, inflicting a dark, oozing wound. It howls in pain and turns clumsily. You lift your Staff to strike the creature once more as it faces you with small, red eyes that stare malevolently. You swing your Staff but you strike nothing. The demon has vanished leaving only the echo of its tormented scream and the stench of its acrid breath. The three remaining demons advance slowly towards you, gibbering with obscene delight. Using the momentum of your swinging stroke at the toad demon, you spin round to face the three hideous creatures in one fluid movement. They falter, then step back in fear, clinging to each other and shrieking. Suddenly Tanith shouts a warning. There is something close behind you. You turn, Staff upraised, muscles tensed, ready to spring at the injured demon that has magically materialzed behind you.

    +

    The toad demon comes snarling and slavering at you, its arms outstretched, long-nailed claws flexing to rake at your flesh. Suddenly it leaps. You step to one side and slam your Staff into its torso, inflicting a dark, oozing wound. It howls in pain and turns clumsily. You lift your Staff to strike the creature once more as it faces you with small, red eyes that stare malevolently. You swing your Staff but you strike nothing. The demon has vanished leaving only the echo of its tormented scream and the stench of its acrid breath. The three remaining demons advance slowly towards you, gibbering with obscene delight. Using the momentum of your swinging stroke at the toad demon, you spin round to face the three hideous creatures in one fluid movement. They falter, then step back in fear, clinging to each other and shrieking. Suddenly Tanith shouts a warning. There is something close behind you. You turn, Staff upraised, muscles tensed, ready to spring at the injured demon that has magically materialized behind you.

    Turn to 28.
    @@ -1650,7 +1745,7 @@ Initial revision 96 -

    Your body is numb with exhaustion. You stumble once again &ellips; and fall. With wild gleeful cries, the pack reaches you before you are able to rise. Your last moments are spent regarding the multitude of crazed, hideous faces that crave only your death.

    +

    Your body is numb with exhaustion. You stumble once again&ellips; and fall. With wild gleeful cries, the pack reaches you before you are able to rise. Your last moments are spent regarding the multitude of crazed, hideous faces that crave only your death.

    Your life and your quest end here.

    @@ -1662,7 +1757,7 @@ Initial revision

    You tell Tanith that you have decided to help the Masbaté and start down the slope. Reluctantly she follows. You reach the man and begin untying the ropes that bind his wrists and ankles. He mutters his thanks in a faint voice and, with your help, he half-crawls, half-stumbles towards the lake, where he begins to drink thirstily. You and Tanith do the same, quenching your day-old thirst with relish.

    The Masbaté's name is Kuna. He tells you that he was captured while fishing alone on the banks of the Dolani River, by a number of the demons that still roam the Lissan Plain. He has lain bound since that time.

    The hellspawn knew that my Masbaté brothers would come for me and hoped to trap them in the narrow confines of this enclosed region. But tell me, who are you? Why are you here? he asks.

    -

    Before you can reply, Tanith shouts a warning. Her face is horror-stricken. You turn around, barely able to suppress a shocked gasp at what you see. A ring of grisly beasts lines the curving slope before you in a wide semi-circle. This is the demon plague, you whisper.

    +

    Before you can reply, Tanith shouts a warning. Her face is horror-stricken. You turn around, barely able to suppress a shocked gasp at what you see. A ring of grisly beasts lines the curving slope before you in a wide semicircle. This is the demon plague, you whisper.

    The steady croon of hellish voices grows as the evil horde gloats at the utter hopelessness of your position. You are enclosed by a force that numbers almost a hundred. With a terrible cry, a pack of demons rushes towards you. Each of the creatures has a different but equally misshapen form. Some are like strange toad beasts, others are malformed apes with stunted limbs and a shambling gait. The leader of the pack is a large, slimy reptile with a tortured human face. Only moments remain before the pack of demons is upon you.

    If you wish to fire, with your Wizard's Staff at the leader of the pack in a long-range attack, turn to 288. If you wish to stand and receive the charge, turn to 82. @@ -1673,7 +1768,7 @@ Initial revision 98 -

    With a fierce cry you charge, eyes flashing, Staff blazing. The demon pack comes to a startled halt, amazed at the audacity of your move. You close the gap between yourself and the pack in moments &ellips; and then the charge hits home.

    +

    With a fierce cry you charge, eyes flashing, Staff blazing. The demon pack comes to a startled halt, amazed at the audacity of your move. You close the gap between yourself and the pack in moments&ellips; and then the charge hits home.

    If you have recently drunk a Potion of Invulnerability, or have the protection of Thaumaturgy, turn to 118. If not, turn to 128.
    @@ -1683,7 +1778,7 @@ Initial revision 99 -

    With a relieved sigh, both you and Tanith turn to resume your journey east. Night has almost fallen. In the faint light, you see a glimmer in the distance. It is a river. You break into a run and do not stop until you have reached the banks of its fast flowing waters. Hurriedly, you scoop handfuls of water into your mouth, and do not stop until your parched throat is soothed and your thirst quenched. With a satisfied expression, Tanith sits up on her haunches, wiping her mouth with the back of her hand.

    +

    With a relieved sigh, both you and Tanith turn to resume your journey east. Night has almost fallen. In the faint light, you see a glimmer in the distance. It is a river. You break into a run and do not stop until you have reached the banks of its fast-flowing waters. Hurriedly, you scoop handfuls of water into your mouth, and do not stop until your parched throat is soothed and your thirst quenched. With a satisfied expression, Tanith sits up on her haunches, wiping her mouth with the back of her hand.

    This is the River Dolani, she says. It leads south, to fill the great Lake Dolani thirty miles downstream. Upstream, to the north east, is its source in the Kashima Mountains.

    To continue your journey east you will have to cross this river. It is too wide and deep to be waded, and the current is too fast for you to be able to swim across. You ponder your next course of action, lost in thought.

    Turn to 201. @@ -1732,9 +1827,13 @@ Initial revision
    104 + +

    If you do not have sufficient WILLPOWER points, you may choose the method used in Section 175 for resolving this problem: For the WILLPOWER points you lack, you must use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

    +
    + -

    You are surrounded by hundreds of creatures. They close in with evil expressions on their ruined faces and a giant, wingless bat slashes out at you with its claws. However, you are able to hold your ground unflinchingly, for you feel nothing. Soon a great crowd of demons are slashing and gouging at you but still you remain unharmed and slowly you beat a path toward the portal. As you progress, the light of invulnerability that once enfolded you begins to fade and you begin to feel some pain at fresh blows. You field a brilliant defence, however, taking full advantage of being mounted. More and more demons back away in fear of this indestructible warrior who wields a Staff of burning death.

    -

    You use 2 WILLPOWER points and lose 1 ENDURANCE point in your fight to reach the portal. Now, at last, it is at hand. There is a lull in the fighting. The demon pack forms a large circle around you and stand contemplating another charge. You pray that they do not, for your magical invulnerability has faded. You must act swiftly. You draw out the Moonstone and focus your energy upon it. The demon horde wavers.

    +

    You are surrounded by hundreds of creatures. They close in with evil expressions on their ruined faces and a giant, wingless bat slashes out at you with its claws. However, you are able to hold your ground unflinchingly, for you feel nothing. Soon a great crowd of demons is slashing and gouging at you but still you remain unharmed and slowly you beat a path toward the portal. As you progress, the light of invulnerability that once enfolded you begins to fade and you begin to feel some pain at fresh blows. You field a brilliant defence, however, taking full advantage of being mounted. More and more demons back away in fear of this indestructible warrior who wields a Staff of burning death.

    +

    You use 2 WILLPOWER points and lose 1 ENDURANCE point in your fight to reach the portal. Now, at last, it is at hand. There is a lull in the fighting. The demon pack forms a large circle around you and stand contemplating another charge. You pray that they do not, for your magical invulnerability has faded. You must act swiftly. You draw out the Moonstone and focus your energy upon it. The demon horde wavers.

    Turn to 112.
    @@ -1772,7 +1871,7 @@ Initial revision 108 -

    At the cost of 1 WILLPOWER point, you weave a web of enchantment about yourself, creating the illusion that you are a Shadakine warrior. You stand and reveal yourself to the rider, waving and calling him to you.

    +

    At the cost of 1 WILLPOWER point, you weave a web of Enchantment about yourself, creating the illusion that you are a Shadakine warrior. You stand and reveal yourself to the rider, waving and calling him to you.

    Turn to 186.
    @@ -1812,8 +1911,12 @@ Initial revision
    112 + +

    If you do not have sufficient WILLPOWER points, you may choose the method used in Section 175 for resolving this problem: For the WILLPOWER points you lack, you must use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

    + + -

    You hold the Moonstone above your head as it fills slowly with power and light. A chorus of inhuman moans ripples across the valley and your horse snorts and paws the ground nervously. The rays from the Moonstone play upon the burning archway, and it suddenly bursts into flames. You have used 1 WILLPOWER point in your attempt to close the portal. Now it seems imbued with a new force: a power strong enough to resist even the might of the Moonstone of the Shianti. Your Simar steed rears and you are almost thrown. The demon horde are paralysed, cowering and whimpering pathetically. Your heart almost stops when a pair of large eyes appears within the flames of the demon portal.

    +

    You hold the Moonstone above your head as it fills slowly with power and light. A chorus of inhuman moans ripples across the valley and your horse snorts and paws the ground nervously. The rays from the Moonstone play upon the burning archway, and it suddenly bursts into flames. You have used 1 WILLPOWER point in your attempt to close the portal. Now it seems imbued with a new force: a power strong enough to resist even the might of the Moonstone of the Shianti. Your Simar steed rears and you are almost thrown. The demon horde are paralysed, cowering and whimpering pathetically. Your heart almost stops when a pair of large eyes appears within the flames of the demon portal.

    Turn to 158.
    @@ -1822,7 +1925,7 @@ Initial revision 113 -

    Holding the Moonstone above your head you begin the incantation of protection. You notice that the Moonstone is filled with an absolute blackness: it is reflecting the evil presence of the demons. As the spell takes effect, the Moonstone shines forth anew with a white, radiant light that banishes the shadows of the tomb. The use of this magical Power has cost you 2 WILLPOWER points. A babble of discontent breaks out from the creatures below. The light of the Moonstone has revealed your position. A scuffle of webbed and clawed feet tells you that the demon horde is rushing up the stairway towards you. The only way down to the hall is by the stairway and the only exit from the tomb is through the entrance to the hall.

    +

    Holding the Moonstone above your head you begin the incantation of protection. You notice that the Moonstone is filled with an absolute blackness: it is reflecting the evil presence of the demons. As the spell takes effect, the Moonstone shines forth anew with a white, radiant light that banishes the shadows of the tomb. The use of this Magical Power has cost you 2 WILLPOWER points. A babble of discontent breaks out from the creatures below. The light of the Moonstone has revealed your position. A scuffle of webbed and clawed feet tells you that the demon horde is rushing up the stairway towards you. The only way down to the hall is by the stairway and the only exit from the tomb is through the entrance to the hall.

    If you wish to release a long range attack at the demon horde with your Wizard's Staff, turn to 174. If you wish to head towards them, turn to 215.
    @@ -1842,10 +1945,10 @@ Initial revision 115 -

    Although you have discovered the location of the triggering mechanism, it cannot be activated without using the powers of Sorcery or Thaumaturgy. You will, therefore, have to force open the door. It is very strong and the use of force against it may use up many WILLPOWER points.

    +

    Although you have discovered the location of the triggering mechanism, it cannot be activated without using the Powers of Sorcery or Thaumaturgy. You will, therefore, have to force open the door. It is very strong and the use of force against it may use up many WILLPOWER points.

    If you have the Magical Power of Elementalism, and wish to summon elemental aid, turn to 289. - If you have learnt the higher magick of Physiurgy and wish to use it, turn to 181. - If you do not possess these powers, or wish to take up your journey to Lake Dolani once more, turn to 234. + If you have learnt the Higher Magick of Physiurgy and wish to use it, turn to 181. + If you do not possess these Powers, or wish to take up your journey to Lake Dolani once more, turn to 234.
    @@ -1903,6 +2006,14 @@ Initial revision

    They are moving faster now. Some gurgle obscenely, others growl and roar with crazed expressions. It is a grisly host of horrors: twisted faces with bulging eyes; beasts with long, fleshy tentacles or waving insect feelers. A parasitic insect with a hard, chitinous shell hangs on to the back of a tusked reptilian with tiny suckers, draining the reptile of nourishment but providing it with the armoured protection of its own body. All these and hundreds more seek you out, their courage growing by the moment.

    + + + Paul Bonner + Some gurgle obscenely&emdash;others growl and roar with crazed expressions. + + + + If you wish to ride to the other end of the valley, using the high ridge above the slopes, and attempt to close the portal without combating the demons, turn to 233. If you wish to charge the demon horde, turn to 218. If you wish to attack the demon horde with a long-range burst from your Staff, turn to 204. @@ -1943,7 +2054,7 @@ Initial revision

    Pain sears your body as the black fire hits you: reduce your ENDURANCE total by half, rounding fractions up to the nearest whole number. All the while the foul laughter of Agarash the Damned fills the hall. At the cost of 1 WILLPOWER point you strike Shasarak's head with a powerful blow. His tortured scream fills the air, and he grabs at your Staff. He will not let go, and a shimmering burst of fire travels from Shasarak's hands up the length of your Staff. Shasarak is using it as a bond between you. He is attempting to pit all his remaining strength against yours.

    - If you wish to continue this duel of life forces, turn to 310. + If you wish to continue this duel of life-forces, turn to 310. If you wish to evade this combat by wrenching your Staff from Shasarak's hand, turn to 129.
    @@ -1981,9 +2092,9 @@ Initial revision 129 -

    With a mighty effort you drag the Staff from his hand before the life force is drained from you. Shasarak drags himself to his feet and begins to run towards the wall of fire.

    +

    With a mighty effort you drag the Staff from his hand before the life-force is drained from you. Shasarak drags himself to his feet and begins to run towards the wall of fire.

    Come, come to me, Agarash whispers. I will be free.

    -

    Shasarak stops. No, you will not have me, he rasps savagely. I'll take him yet He reaches up and pulls a long, black Staff from thin air and brandishes it at you. Come &ellips; we will fight! He lashes at you with his Staff. You must duel with your arch enemy.

    +

    Shasarak stops. No, you will not have me, he rasps savagely. I'll take him yet He reaches up and pulls a long, black Staff from thin air and brandishes it at you. Come&ellips; we will fight! He lashes at you with his Staff. You must duel with your arch-enemy.

    Wytch-king Shasarak1020 If you win the combat, turn to 180.
    @@ -2003,6 +2114,14 @@ Initial revision

    Without warning you charge while Shasarak crouches in a hunched combat stance.

    + + + Paul Bonner + Shasarak crouches in a hunched combat stance. + + + +

    It is better this way, Shasarak snarls, twisting his Staff in his hand.

    Wytch-king Shasarak3030 If you win the combat, turn to 180. @@ -2042,7 +2161,7 @@ Initial revision 135 -

    You are looking into a long, broad hall, dappled with pools of faint orange light. The source of the light is a series of square, slanting shafts high in the tall, vaulted ceiling. At the far end of the hall are two staircases, each leading to the first of many galleries that run along each wall. Archways line the balustraded gallerys, each one leading into an ominous pool of darkness.

    +

    You are looking into a long, broad hall, dappled with pools of faint orange light. The source of the light is a series of square, slanting shafts high in the tall, vaulted ceiling. At the far end of the hall are two staircases, each leading to the first of many galleries that run along each wall. Archways line the balustraded galleries, each one leading into an ominous pool of darkness.

    Your footsteps echo loudly as you walk across the tiled floor covered with the dust of centuries. The air is musty and tainted with the faint aroma of attar. Each stone is draped with cobwebs. You move towards a dais in the centre of the hall. Mounting the steps, you see that it contains a wide, circular opening. A thick, iron bar is suspended across the opening and mounted on each end is a large handle. Attached to the handles and passing through a hole in the middle of the bar is a length of thick rope.

    This must be a well! exclaims Tanith, excitedly.

    If you wish to turn one of the handles and draw from the well, turn to 3. @@ -2063,7 +2182,7 @@ Initial revision 137 -

    Springing to your feet, you hurl a cascading rain of magical fire on to the head of the demonic horde below. Many fall dead and the evil mass is thrown into an uproar of startled shrieks and wails. This magical attack has cost you 2 WILLPOWER points. The scuffles of webbed and clawed feet tell you that a group of demons are rushing for the stairs that lead up to the galleries. The only way to the hall is by those stairs and you can leave the tomb only by the entrance to the hall.

    +

    Springing to your feet, you hurl a cascading rain of magical fire on to the head of the demonic horde below. Many fall dead and the evil mass is thrown into an uproar of startled shrieks and wails. This magical attack has cost you 2 WILLPOWER points. The scuffles of webbed and clawed feet tell you that a group of demons is rushing for the stairs that lead up to the galleries. The only way to the hall is by those stairs and you can leave the tomb only by the entrance to the hall.

    Turn to 236.
    @@ -2080,9 +2199,21 @@ Initial revision
    139 + +

    If you do not have sufficient WILLPOWER points, you may choose the method used in Section 175 for resolving this problem: For the WILLPOWER points you lack, you must use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

    + +

    Sitting astride the beautiful white stallion, you trot to the edge of the valley overlooking the flaming archway of the portal and draw out the Moonstone. You focus all the power of your will on to the stone and the closing of the portal. A chorus of inhuman moans ripples across the valley. You hold the Moonstone above your head as slowly it fills with power and light. The demons draw nearer and your horse paws the ground and stamps nervously.

    -

    Suddenly the flaming archway ignites. Its fire swirls and writhes with great intensity, spitting gouts of liquid orange flame in all directions. You have used 1 WILLPOWER point in your attempt to close the portal but now it seems imbued with a new force, a power strong enough to resist even the ancient might of the Moonstone of the Shianti. Your Simar steed rears up on its hind legs and you are almost thrown. The horde stop as if paralysed, cowering and gibbering pitifully. Your heart misses a beat as a huge pair of monstrous eyes appears within the flames of the portal.

    +

    Suddenly the flaming archway ignites. Its fire swirls and writhes with great intensity, spitting gouts of liquid orange flame in all directions. You have used 1 WILLPOWER point in your attempt to close the portal but now it seems imbued with a new force, a power strong enough to resist even the ancient might of the Moonstone of the Shianti. Your Simar steed rears up on its hind legs and you are almost thrown. The horde stops as if paralysed, cowering and gibbering pitifully. Your heart misses a beat as a huge pair of monstrous eyes appears within the flames of the portal.

    + + + Paul Bonner + Your heart misses a beat as a huge pair of monstrous eyes appears within the flames of the portal. + + + + Turn to 158.
    @@ -2100,7 +2231,7 @@ Initial revision 141 -

    Abruptly you turn to face the oncoming horde of malformed beasts. The leading demon, a large, reptilian beast with a twisted human face, lets out a chilling scream.

    +

    Abruptly you turn to face the oncoming horde of malformed beasts. The leading demon, a large reptilian beast with a twisted human face, lets out a chilling scream.

    If you wish to unleash a long-range attack with your Wizard's Staff, turn to 221. If you wish to stand and receive the charge, turn to 160.
    @@ -2111,9 +2242,9 @@ Initial revision

    The sun is high in the sky: it is past noon. At last a range of hills comes into view: the hills of Tilos. You have suffered no further attacks nor have you sighted any other demons in the last two hours. Where can they be? Samu said they numbered in the high hundreds. Why have they not sought to prevent you from reaching the hills of Tilos, home of the portal that is the sole gateway to their world?

    - If you are versed in the higher magick of a Visionary, and wish to expend 2 WILLPOWER points using it, turn to 249. + If you are versed in the Higher Magick of a Visionary, and wish to expend 2 WILLPOWER points using it, turn to 249. If you have the Magical Power of Prophecy, and wish to use it at the cost of 1 WILLPOWER point, turn to 266. - If you do not possess either of these powers, lack sufficient WILLPOWER points to use them or do not wish to use them, turn to 279. + If you do not possess either of these Powers, lack sufficient WILLPOWER points to use them or do not wish to use them, turn to 279.
    @@ -2139,8 +2270,12 @@ Initial revision
    145 + +

    Remember to deduct 1 WILLPOWER point for using the power of the Moonstone against Shasarak.

    +
    + -

    You hurl a ball of white, glowing power at Shasarak. He flinches and falters. The voice of Agarash cackles. Beware the bauble the Shianti holds, it cries between gulps of perverse laughter. It bites! Fight on little wizards, fight on. Such sport you provide. Who could ask for more?

    +

    You hurl a ball of white, glowing power at Shasarak. He flinches and falters. The voice of Agarash cackles. Beware the bauble the Shianti holds, it cries between gulps of perverse laughter. It bites! Fight on little wizards, fight on. Such sport you provide. Who could ask for more?

    Turn to 320.
    @@ -2158,7 +2293,15 @@ Initial revision 147 -

    You thunder across the plain at great speed, stopping only to check that the demons are still in pursuit. After an hour of this relentless pace, you estimate that you are half-way to the pass: only forty miles until you reach the cover of the forest. Looking up, you see a small, black speck, high in the air. As it grows closer, you see that it is a large, winged serpent with broad, feathered wings. It has sharp talons and small, clutching forelimbs.

    +

    You thunder across the plain at great speed, stopping only to check that the demons are still in pursuit. After an hour of this relentless pace, you estimate that you are halfway to the pass: only forty miles until you reach the cover of the forest. Looking up, you see a small black speck, high in the air. As it grows closer, you see that it is a large, winged serpent with broad, feathered wings. It has sharp talons and small, clutching forelimbs.

    + + + Paul Bonner + It is a large, winged serpent with broad feathered wings. + + + + If you wish to attack the Flying Snake at long range with your Wizard's Staff, turn to 66. If you wish to wait to see what the beast does, turn to 59.
    @@ -2230,7 +2373,7 @@ Initial revision 154 -

    With a fierce battle cry, you rush forward and, at the cost of 1 WILLPOWER point, you deal a death blow to the nearest demon, a hairless, ape-like creature with a tough red hide. An uproar of shrieks and wails breaks out among the ranks of the beasts, and they rush away from you in fear. Some vanish into thin air, giving a hint of their dark, magical natures.

    +

    With a fierce battle-cry, you rush forward and, at the cost of 1 WILLPOWER point, you deal a death-blow to the nearest demon, a hairless, ape-like creature with a tough red hide. An uproar of shrieks and wails breaks out among the ranks of the beasts, and they rush away from you in fear. Some vanish into thin air, giving a hint of their dark, magical natures.

    Turn to 107.
    @@ -2270,7 +2413,7 @@ Initial revision

    You peer into the wild fire at the slanted, inhuman eyes. They are closed; their penumbral grey lids a vague, tinted outline. Slowly, lazily, as if awakening from a deep sleep, they open revealing two great pools of impenetrable darkness; vast, eddying whorls of eternal shadow. The eyes beckon with a hypnotic stare, a cloaked welcome to hell's darkest and most desolate chamber.

    Who dares? demands a slithering, deathly voice. Who dares to knock upon the door to the Pit of Eternal Pain?

    You stagger back as a blast of colossal psychic power, a will of great violence and malice makes your head reel and your thoughts tumble. A burning beam of thought is thrust painfully into your mind, searching, probing, searing.

    -

    Who? &ellips; Who? &ellips; hisses the disembodied voice. The desolate eyes are tinged with red. Savage laughter rings in your ears. Can this be? the voice crows, scornfully. Oh! but this is the sweetest, the richest, of ironies. It is the Shianti slave, is it not? Upon the errand of fools, treading the path of the foolish? And that worthless bauble of theirs, you have found it? Yes, I see that you have

    +

    Who?&ellips; Who?&ellips; hisses the disembodied voice. The desolate eyes are tinged with red. Savage laughter rings in your ears. Can this be? the voice crows, scornfully. Oh! but this is the sweetest, the richest, of ironies. It is the Shianti slave, is it not? Upon the errand of fools, treading the path of the foolish? And that worthless bauble of theirs, you have found it? Yes, I see that you have

    As the voice mocks, its power over you lessens. You know that you must resist now before you are enslaved forever.

    If you have 2 WILLPOWER points, and wish to use them to resist the mastery of the being in the portal, turn to 167. If you do not have 2 WILLPOWER points, or do not wish to use them, turn to 176. @@ -2283,8 +2426,8 @@ Initial revision

    Walking up to the huge doors, you lay your hands upon them and probe them with your mind. You have a vision of two brawny men pulling a thick rope attached to a metal weight in a chamber on the right of the archway. This must be how the door was opened. The use of this Magical Power has cost you 1 WILLPOWER point.

    If you have the Magical Power of Sorcery, and wish to use it to trigger the mechanism, turn to 83. - If you have learnt the higher magick of Thaumaturgy, and wish to use it, turn to 122. - If you do not have either of these powers, or do not wish to use them, turn to 115. + If you have learnt the Higher Magick of Thaumaturgy, and wish to use it, turn to 122. + If you do not have either of these Powers, or do not wish to use them, turn to 115.
    @@ -2301,9 +2444,9 @@ Initial revision 161 -

    Owing to the speed at which you are galloping and the creature is diving, you will have enough time for only one round of combat. If you have recently drunk a Potion of Invulnerability or have the protection of invulnerability through the previous casting of the higher magick of Thaumaturgy, ignore all ENDURANCE points lost by yourself for the duration of the combat.

    +

    Owing to the speed at which you are galloping and the creature is diving, you will have enough time for only one round of combat. If you have recently drunk a Potion of Invulnerability or have the protection of invulnerability through the previous casting of the Higher Magick of Thaumaturgy, ignore all ENDURANCE points lost by yourself for the duration of the combat.

    Winged Demon2031 -

    If you kill the creature in one round of combat, turn to l78.

    + If you kill the creature in one round of combat, turn to 178. If you and the winged demon are still alive after one round of combat, turn to 184.
    @@ -2312,7 +2455,7 @@ Initial revision 162 -

    At the cost of 1 WILLPOWER point, your power of Prophecy reveals that you are standing in the middle of intense evil. Danger is close at hand. You tell Tanith what you have learned. She nods as if this confirms what she already feared.

    +

    At the cost of 1 WILLPOWER point, your Power of Prophecy reveals that you are standing in the middle of intense evil. Danger is close at hand. You tell Tanith what you have learned. She nods as if this confirms what she already feared.

    We stand upon the Lissan Plain, she says gloomily. Once a beautiful country, now inhabited by demons in the service of Shasarak. With a shudder, you gaze upon your new surroundings.

    Turn to 239.
    @@ -2342,7 +2485,7 @@ Initial revision 165 -

    You draw out the Gem, filling it with mental energy drawn from the Astral plane. If you have the Magical Power of Sorcery, you use 2 WILLPOWER points; if you are versed in the higher magick of Thaumaturgy, you use 1 WILLPOWER point. The Mind Gem gives off a red glow. You use its power to reach out to the Shadakine rider and will him to you.

    +

    You draw out the Gem, filling it with mental energy drawn from the Astral plane. If you have the Magical Power of Sorcery, you use 2 WILLPOWER points; if you are versed in the Higher Magick of Thaumaturgy, you use 1 WILLPOWER point. The Mind Gem gives off a red glow. You use its power to reach out to the Shadakine rider and will him to you.

    Turn to 186.
    @@ -2362,8 +2505,8 @@ Initial revision

    Using 2 WILLPOWER points, you shake off the power that held you and push it from your mind.

    -

    You cannot resist, Shianti slave, the voice spits. You know not who you defy. Know you that I am Agarash the Damned, Demon lord of Darkness. You cannot stand against me. Come, come to me. Take my place here in the Pit of Eternal Pain and I shall be freed.

    -

    You feel the force of Agarash's will once again. It is a strength mightier than any you have ever known. You fight with a Demon lord, a servant of Naar, King of the Darkness, a force of ultimate evil. Legend tells that Agarash was once a ruler in the world of Magnamund, till he was defeated by a magical race called the Elder Magi and banished to another plane, doomed to remain there for all eternity. Agarash seeks to draw you towards the portal of fire that is the doorway to his prison.

    +

    You cannot resist, Shianti slave, the voice spits. You know not who you defy. Know you that I am Agarash the Damned, Demonlord of Darkness. You cannot stand against me. Come, come to me. Take my place here in the Pit of Eternal Pain and I shall be freed.

    +

    You feel the force of Agarash's will once again. It is a strength mightier than any you have ever known. You fight with a Demonlord, a servant of Naar, King of the Darkness, a force of ultimate evil. Legend tells that Agarash was once a ruler in the world of Magnamund, till he was defeated by a magical race called the Elder Magi and banished to another plane, doomed to remain there for all eternity. Agarash seeks to draw you towards the portal of fire that is the doorway to his prison.

    If you wish to duel with the will of Agarash, and have 5 or more WILLPOWER points, turn to 192. If you wish to try to close the portal of fire using the Moonstone, and have 5 or more WILLPOWER points, turn to 209. If you do not have 5 or more WILLPOWER points, turn to 176. @@ -2393,10 +2536,10 @@ Initial revision 170 -

    Looking up through a gap in the trees, you see a number of Winged Demons circling. They must be searching for you. Reluctantly you move on again, following the trail until you reach the far side of the forest. You hear the snapping of dead branches and the rustling of leaves: the demon horde are somewhere in the forest, searching for you. Your mind races as the growling and howling of the pack draws closer. It is vital that you find some way of drawing the pack on, towards the Shadakine Army that is moving towards Lanzi and the Masbaté who guard the bridge there. You estimate that the army must be half-way there by now, probably following the line of the River Dosar to protect its left flank. If you are seen at the head of the demon horde, you are sure to be attacked by the Shadakine.

    -

    Suddenly you sight a figure on horseback. It is a Shadakine warrior scouting the land. He must be an out-rider from the Shadakine Army. A plan begins to form in your mind.

    - If you have a Mind Gem, and the power of Sorcery or Thaumaturgy, turn to 165. - If you are versed in the higher magick of Telergy, and wish to use it, turn to 133. +

    Looking up through a gap in the trees, you see a number of Winged Demons circling. They must be searching for you. Reluctantly you move on again, following the trail until you reach the far side of the forest. You hear the snapping of dead branches and the rustling of leaves: the demon horde is somewhere in the forest, searching for you. Your mind races as the growling and howling of the pack draws closer. It is vital that you find some way of drawing the pack on, towards the Shadakine Army that is moving towards Lanzi and the Masbaté who guard the bridge there. You estimate that the army must be halfway there by now, probably following the line of the River Dosar to protect its left flank. If you are seen at the head of the demon horde, you are sure to be attacked by the Shadakine.

    +

    Suddenly you sight a figure on horseback. It is a Shadakine warrior scouting the land. He must be an outrider from the Shadakine Army. A plan begins to form in your mind.

    + If you have a Mind Gem, and the Power of Sorcery or Thaumaturgy, turn to 165. + If you are versed in the Higher Magick of Telergy, and wish to use it, turn to 133. If you have the Magical Power of Enchantment, and wish to use it, turn to 108. If you prefer to stand and reveal yourself to the warrior, turn to 311.
    @@ -2415,9 +2558,9 @@ Initial revision 172 -

    The miles pass by slowly. Though the Lissan Plain is monotonously flat and should be retatively easy to cross, the fierce heat of the afternoon sun drains your strength. Tanith looks very tired. You decide to rest and you both stop beneath the shade of a large, solitary tree. As Tanith wipes sweat from her brow she turns and gives you a searching look. Have you noticed? she says.

    +

    The miles pass by slowly. Though the Lissan Plain is monotonously flat and should be relatively easy to cross, the fierce heat of the afternoon sun drains your strength. Tanith looks very tired. You decide to rest and you both stop beneath the shade of a large, solitary tree. As Tanith wipes sweat from her brow she turns and gives you a searching look. Have you noticed? she says.

    You have no idea what she means and tell her so. There are no birds, no beasts, no wild creatures of any kind, she replies.

    -

    Her observation explains the strange stillness of the plain and adds to the sense of evil that pervades it. Suddenly Tanith jumps to her feet. Look! she cries Something is moving out there.

    +

    Her observation explains the strange stillness of the plain and adds to the sense of evil that pervades it. Suddenly Tanith jumps to her feet. Look! she cries. Something is moving out there.

    You look in the same direction. In the distance you can see a small figure moving at speed, though it is too far away for you to be able to distinguish any details. The figure is moving south.

    If you wish to investigate, turn to 222. If you wish to continue on your way, turn to 257. @@ -2446,7 +2589,7 @@ Initial revision 175 -

    You raise your Staff and fire at the bridge. The cost of this attack is 9 WILLPOWER points. If you do not have 9 WILLPOWER points then you must use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point you lack. (ie 2 ENDURANCE points = 1 WILLPOWER point).

    +

    You raise your Staff and fire at the bridge. The cost of this attack is 9 WILLPOWER points. If you do not have 9 WILLPOWER points then you must 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 you are still alive after this attack, turn to 252.
    @@ -2455,7 +2598,7 @@ Initial revision 176 -

    You are weak and tired and lack the mental strength to resist the incalculable might of a Demon lord. Effortlessly Agarash takes hold of your mind, possessing you utterly. He summons you towards the portal and, like a puppet, you obey. While Agarash looks on, laughing maniacally, you pass through the gate of doom, the doorway to damnation, to a realm of nameless and eternal horror.

    +

    You are weak and tired and lack the mental strength to resist the incalculable might of a Demonlord. Effortlessly Agarash takes hold of your mind, possessing you utterly. He summons you towards the portal and, like a puppet, you obey. While Agarash looks on, laughing maniacally, you pass through the gate of doom, the doorway to damnation, to a realm of nameless and eternal horror.

    Your quest has failed; your adventure is over.

    @@ -2493,7 +2636,7 @@ Initial revision 180 -

    You bring down the Staff to deliver a death blow but, as you do, Agarash shouts out. No! This shall not be.

    +

    You bring down the Staff to deliver a death-blow but, as you do, Agarash shouts out. No! This shall not be.

    You feel a wave of power emanate from the wall of fire and your Staff grows warm in your hands. Both your Staff and Shasarak's explode into flame, to fall in ashes on the floor. Shasarak begins to crawl on his hands and knees towards the fiery wall, muttering in choked breaths. You shall not have me. You shall not have me.

    He stands and reaches out his hands. Agarash, our bargain! he screams. Agarash laughs once more. A plume of flame snakes out from the wall and wreathes itself around Shasarak.

    If you wish to allow Shasarak to step through the flaming wall, turn to 350. @@ -2505,7 +2648,7 @@ Initial revision 181 -

    The power of Physiurgy gives you the ability to manipulate most of the prime elements of matter, though you can never create them yourself. After a brief pause while you gather your powers of concentration, you focus on the stone door, twisting the natural shape of the stone and tugging at the atoms and molecules of which it is made. A series of cracks and fractures appears and soon it collapses in pieces at your feet. The use of this higher magick has cost you 2 WILLPOWER points.

    +

    The Power of Physiurgy gives you the ability to manipulate most of the prime elements of matter, though you can never create them yourself. After a brief pause while you gather your powers of concentration, you focus on the stone door, twisting the natural shape of the stone and tugging at the atoms and molecules of which it is made. A series of cracks and fractures appears and soon it collapses in pieces at your feet. The use of this Higher Magick has cost you 2 WILLPOWER points.

    Turn to 156.
    @@ -2533,7 +2676,7 @@ Initial revision 184 -

    The Winged Demon arcs and wheels, spiralling up into the air and preparing for another attack. It has suffered a large, weeping wound from your last attack and its flight path is erratic and slow. It gives a wailing, defiant screech and dives at you once more. If you have recently drunk a Potion of Invulnerability or are protected by the earlier casting of the higher magick of Thaumaturgy, ignore all ENDURANCE points lost by yourself during the combat.

    +

    The Winged Demon arcs and wheels, spiralling up into the air and preparing for another attack. It has suffered a large, weeping wound from your last attack and its flight path is erratic and slow. It gives a wailing, defiant screech and dives at you once more. If you have recently drunk a Potion of Invulnerability or are protected by the earlier casting of the Higher Magick of Thaumaturgy, ignore all ENDURANCE points lost by yourself during the combat.

    Wounded Winged Demon1512 If you kill the creature, turn to 178. If you and the Winged Demon are still alive after one round of combat, turn to 214. @@ -2554,6 +2697,14 @@ Initial revision

    Unsuspecting, the warrior rides towards you. He wears a plumed helmet of black metal and you know that underneath the helm his head is shaven, except for a long, plaited pig-tail. Like all Shadakine, his most notable feature is his eyes, which are completely white, without iris or pupil. He is clad in the furs and steel of the Shadakine and carries a spear. A crossbow is slung over his back.

    + + + Paul Bonner + Unsuspecting the Shadakine warrior rides towards you. + + + + If you still have your Simar stallion, turn to 37. If it has been killed, turn to 45.
    @@ -2603,7 +2754,7 @@ Initial revision

    With a whirl of colour, you find yourself in a long, grey hall. You guess that you are close to Shasarak for at the far end of the hall you see a door engraved with a large Shianti rune representing Shasarak's name. Guarding that door is a grotesque creature, a servant of Shasarak. It is a demon, summoned from some ghastly netherworld that only the dark sorceries of Shasarak could reach. The demon has a high, humped back and a square, flat face that bears two blank, emotionless eyes; colourless and entirely lacking in any warmth or feeling; like pebbles by an unknown sea.

    Hail, enemy of my master, it breathes, I have waited for you. My master told me you would come.

    -

    You step closer. With some concern you see that the demon has affected the shape of a man, with blonde, gilded hair. You tell yourself that this is no man, but a demon in human guise. The demon stands tall; it mocks. Why have you delayed? What are your reasons? I have waited so long &ellips; so long to meet your challenge. I am powerful, I am mighty! Know you, that I am the Ipagé, greatest of all demons under my master's command. My power is that of hate, for, indeed, I hate you, free and unstained as you are, unheeding of the powers that I and my master hold most dear.

    +

    You step closer. With some concern you see that the demon has affected the shape of a man, with blonde, gilded hair. You tell yourself that this is no man, but a demon in human guise. The demon stands tall; it mocks. Why have you delayed? What are your reasons? I have waited so long&ellips; so long to meet your challenge. I am powerful, I am mighty! Know you, that I am the Ipagé, greatest of all demons under my master's command. My power is that of hate, for indeed I hate you, free and unstained as you are, unheeding of the powers that I and my master hold most dear.

    The creature's tirade of scorn is unrelenting and, to you, quite meaningless. It does not hate you, but what you represent; the wild, free, unrestrained wisdom of the Shianti. Shasarak has taught it that this wisdom is meaningless. You know that this is a wisdom, not born of knowledge, but of the freedom of the spirit, of the soul to follow its own way, sure that a mind without hate or resentment can do no harm. The Ipagé hisses like a serpent as you approach. You notice that its body is transparent and shimmers with an eerie light. The door to Shasarak's chamber lies directly behind this evil guardian. So far it has made no attack.

    If you wish to attack this creature of hell, turn to 296. If you wish to ignore it and head straight for Shasarak's door turn to 39. @@ -2622,8 +2773,12 @@ Initial revision
    193 + +

    If you do not have sufficient WILLPOWER points, you may choose the method used in Section 175 for resolving this problem: For the WILLPOWER points you lack, you must use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

    + + -

    You rain a torrent of blows on to the heads of your attackers at the cost of 2 WILLPOWER points and a wide space around you is soon filled with the dead bodies of your assailants. Before the survivors are able to close once again, you dig your heels into the stallion's flanks and it starts away like an arrow from a bow. The demons try to pursue but the fleet-footed Simar steed is too fast for them and they soon disappear from view.

    +

    You rain a torrent of blows on to the heads of your attackers at the cost of 2 WILLPOWER points and a wide space around you is soon filled with the dead bodies of your assailants. Before the survivors are able to close once again, you dig your heels into the stallion's flanks and it starts away like an arrow from a bow. The demons try to pursue but the fleet-footed Simar steed is too fast for them and they soon disappear from view.

    Turn to 142.
    @@ -2634,8 +2789,8 @@ Initial revision

    You close your eyes and send the power of your thought into the stone. Eventually you locate a system of weighted pulleys on the left-hand side of the doors. Now that you know where the mechanism is, you will be able to use another of your Magical Powers to open the doors. The use of this Magical Power has cost you 1 WILLPOWER point.

    If you have the Magical Power of Sorcery, and wish to use it to trigger the mechanism, turn to 83. - If you have learnt the higher magick of Thaumaturgy, and wish to use it, turn to 122. - If you do not possess either of these powers, or do not wish to use them, turn to 115. + If you have learnt the Higher Magick of Thaumaturgy, and wish to use it, turn to 122. + If you do not possess either of these Powers, or do not wish to use them, turn to 115.
    @@ -2655,7 +2810,7 @@ Initial revision 196 -

    Using the power of Sorcery, you will be able to create a wall of energy that will act as a barrier or forcefield. However, the shield will only be as strong as the amount of WILLPOWER you put into it and it cannot be moved like a conventional shield. Remember, if you wish to use your Wizard's Staff, you will have to drop the shield.

    +

    Using the Power of Sorcery, you will be able to create a wall of energy that will act as a barrier or forcefield. However, the shield will only be as strong as the amount of WILLPOWER you put into it and it cannot be moved like a conventional shield. Remember, if you wish to use your Wizard's Staff, you will have to drop the shield.

    If you wish to use 1 WILLPOWER point to create the shield, turn to 278. If you wish to use 2 WILLPOWER points, turn to 291. If you decide not to use the Magical Power of Sorcery for protection after all, turn to 102. @@ -2697,8 +2852,8 @@ Initial revision

    The night passes without incident but you are wakened at dawn by the sounds of scratching and scrabbling from below. The sinister murmuring of distant voices echoes ominously throughout the vast hall and the hair on the back of your neck prickles with fear at the sound of a low, bestial moan, alien and chilling. Tanith wakes with a nervous start. Sensibly she says nothing, but her dagger is in her hands in a moment, her eyes flashing dangerously, her body taut. Slowly you edge out of the chamber and peer through the supporting columns of the balcony. In the golden glow of the dawn light that creeps through the shafts of the roof, you are confronted by a nightmarish vision.

    The floor of the ziggurat is a heaving carpet of horror. A swarm of hideous creatures lurks there, gibbering insanely. Each wears a different and equally misshapen guise: toad beasts, their green hides glistening, crawl beside stunted anthropoids with matted fur and scabby flesh; creeping reptiles with human heads vie with many-limbed crustaceans; lurching serpents slither upon the backs of hulking beetles. Never before have you seen such a ghastly horde of evil deformity.

    The demon plague, hisses Tanith, horrified. Such was the evil that defeated the brave Masbaté. Who could stand against such fearful monstrosity?

    -

    The shuffling column reach the foot of the stairs. With every passing moment more are entering the ziggurat through the gateway that you yourself opened but could not close. Now it is you that must attempt to stand against the demon plague. Five floors below, a terrifying doom approaches. The demons advance, slowly, cautiously, unsure of their new environment. Certainly, they are unaware of your presence in the highest gallery of the ancient Masbaté tomb. You have little time in which to plan an escape.

    - If you are versed in the higher magick of Necromancy, and wish to use it to begin an incantation to ward off evil, turn to 113. +

    The shuffling column reaches the foot of the stairs. With every passing moment more are entering the ziggurat through the gateway that you yourself opened but could not close. Now it is you that must attempt to stand against the demon plague. Five floors below, a terrifying doom approaches. The demons advance, slowly, cautiously, unsure of their new environment. Certainly, they are unaware of your presence in the highest gallery of the ancient Masbaté tomb. You have little time in which to plan an escape.

    + If you are versed in the Higher Magick of Necromancy, and wish to use it to begin an incantation to ward off evil, turn to 113. If you wish to attack the demonic horde with your Staff at long range, turn to 137. If you prefer to try to hide, turn to 151.
    @@ -2709,14 +2864,22 @@ Initial revision

    A faint splash startles you into awareness. In the darkness you can make out the dim outline of a boat heading towards you. Hail the shore, a voice whispers out of the darkness.

    + + + Paul Bonner + Hail the Shore! a voice whispers out of the darkness. + + + +

    You stand, Staff held aloft, ready for combat. Who calls? you call into the darkness. There is no answer but soon you are able to discern a tall figure, standing upright in a large, wooden rowing boat. He draws closer and, to your amazement, you find yourself looking upon a giant of a man, perhaps seven or more feet tall with long, flowing hair and skin as black as ebony. You realize that this man is a Masbaté warrior, member of the tribe believed by all to be extinct.

    -

    I witnessed your struggle with the demons from the shore, he says. Come, more are sure to return soon, and in greater numbers. You must come with me. You are not safe on this side of the river.

    -

    You and Tanith clamber aboard the boat and, with strong strokes, the warrior rows you to the other side of the river. There, a great host of Masbaté warriors wait. You can hardly believe your good fortune at this timely rescue or that members of the great Masbaté people still exist. You have only ever known one Masbaté: Samu, a noble and fearless warrior, who accompanied you on your search for the Moonstone. Once he was king of the Masbaté nomads but he thought himself the only survivor of his people. Everyone believed that the Wytch-king, Shasarak, hounded them into extinction, sealing their doom with the unleashing of the demon plague.

    +

    I witnessed your struggle with the demons from the shore, he says. Come, more are sure to return soon, and in greater numbers. You must come with me. You are not safe on this side of the river.

    +

    You and Tanith clamber aboard the boat and, with strong strokes, the warrior rows you to the other side of the river. There, a great host of Masbaté warriors waits. You can hardly believe your good fortune at this timely rescue or that members of the great Masbaté people still exist. You have only ever known one Masbaté: Samu, a noble and fearless warrior, who accompanied you on your search for the Moonstone. Once he was king of the Masbaté nomads but he thought himself the only survivor of his people. Everyone believed that the Wytch-king, Shasarak, hounded them into extinction, sealing their doom with the unleashing of the demon plague.

    I am Dioka, says the man who has rowed you ashore. I am leader of the warrior band that patrols the banks of the river in the defence of the Masbaté. Who are you?

    You regard the Masbaté host with a joyful expression. Greetings, men of the Masbaté, you call, ensuring that all can hear. I am the Wizard, Grey Star, bound upon a quest in the service of the Shianti and sworn to the destruction of the Wytch-king, Shasarak.

    Wide-eyed, the Masbaté regard you with stunned expressions. Can this be? Dioka gasps, shaking his head in disbelief. If this is true, then you must tell the king. Will you accompany us to the Kashima Mountains, where we of the Masbaté now dwell?

    You nod your agreement. Then come.

    -

    Soon you are struggling to keep pace with the fleet-footed wariors, heading through the dark shadows of night towards the mountains: the secret lair of the last of a proud and mighty race.

    +

    Soon you are struggling to keep pace with the fleet-footed warriors, heading through the dark shadows of night towards the mountains: the secret lair of the last of a proud and mighty race.

    Turn to 260.
    @@ -2725,7 +2888,7 @@ Initial revision 202 -

    With a silent prayer, you break into a swift gallop: somehow the Simar stallion senses the need for speed. The flying horrors ahead spread out into a diagonal line. The first of the line, a Flying Snake, begins its dive towards you. You swerve to one side at the latest possible moment, forcing the creature to bank and turn half-way into its dive. Claws and talons outstretched, the Winged Demon swoops towards you once more. You cannot evade combat.

    +

    With a silent prayer, you break into a swift gallop: somehow the Simar stallion senses the need for speed. The flying horrors ahead spread out into a diagonal line. The first of the line, a Flying Snake, begins its dive towards you. You swerve to one side at the latest possible moment, forcing the creature to bank and turn halfway into its dive. Claws and talons outstretched, the Winged Demon swoops towards you once more. You cannot evade combat.

    Flying Snake1918

    Combat lasts for only one round as the creature flashes past. If the Flying Snake loses more ENDURANCE points than you, ignore any ENDURANCE points you lose.

    If you are still alive, turn to 226. @@ -2736,7 +2899,7 @@ Initial revision 203 -

    The Magical Power of Thaumaturgy grants you many powers but many of the magical feats you are able to perform are costly in WILLPOWER. You must decide the best way of using this power.

    +

    The Magical Power of Thaumaturgy grants you many powers but many of the magical feats you are able to perform are costly in WILLPOWER. You must decide the best way of using this Power.

    If you wish to make yourself invulnerable to physical attack, turn to 91. If you wish to levitate, turn to 132. If you wish to cause all the demons to levitate, turn to 164. @@ -2749,7 +2912,7 @@ Initial revision

    At the cost of 2 WILLPOWER points you release a blast of energy at the first few ranks of the demon host. You slay three, but the demons number in their hundreds and a loss of three does not delay or deter them. Together they give vent to a ferocious scream that echoes all around the valley as they charge towards you.

    - If you have recently drunk a Potion of Invulnerability, or have the protection of the higher magick of Thaumaturgy, and you wish to stand and receive the charge of the demons, turn to 104. + If you have recently drunk a Potion of Invulnerability, or have the protection of the Higher Magick of Thaumaturgy, and you wish to stand and receive the charge of the demons, turn to 104. If you do not have this protection, and wish to stand and receive the charge of over four hundred crazed beasts thirsting for your blood, turn to 94. If you wish to escape attack, turn to 233.
    @@ -2787,10 +2950,10 @@ Initial revision

    With a gasp you cease your attack: you are nearly unconscious with the strain. Staggering slightly, you look up to see the doors still standing. Your attempt has failed. A few minutes pass before you feel steady on your feet.

    - If you have the Magical Power of Thaumaturgy, and wish to use it to open the doors, turn to 295. + If you have the Higher Magick of Thaumaturgy, and wish to use it to open the doors, turn to 295. If you have the Magical Power of Elementalism, and wish to summon an elemental to open the doors for you, turn to 289. - If you have learnt the higher magick of Physiurgy, and wish to use it, turn to 181. - If you do not possess these powers, or wish to return to your earlier journey towards Lake Dolani, turn to 234. + If you have learnt the Higher Magick of Physiurgy, and wish to use it, turn to 181. + If you do not possess these Powers, or wish to return to your earlier journey towards Lake Dolani, turn to 234.
    @@ -2837,7 +3000,7 @@ Initial revision 213 -

    You continue on your easterly course, constantly on the look-out for danger. More than an hour of tense silence passes as you and Tanith hurry along. The tension is broken by Tanith's sudden cry. Look! she says, pointing. There's a river up ahead.

    +

    You continue on your easterly course, constantly on the lookout for danger. More than an hour of tense silence passes as you and Tanith hurry along. The tension is broken by Tanith's sudden cry. Look! she says, pointing. There's a river up ahead.

    Less than a mile away, a river gleams and sparkles. You and Tanith break into a trot. When you reach the river bank you both drop to your knees, bending to scoop up great handfuls of cool water. You drink long and deeply before your raging thirst is quenched.

    You have reached the banks of the Dolani River. It leads south and fills Lake Dolani, which lies at least thirty miles away, according to Tanith. To the north east lie the Kashima Mountains, where the river begins; the mountains look to be at least fifty miles away. The river is too wide and too deep to cross at this point; you will have to travel further upstream where it is likely to be narrower and shallower.

    You are just bending to take another drink of the refreshing water when Tanith touches you lightly on the shoulder. Grey Star, she murmurs. Ready yourself. We are about to be attacked.

    @@ -2868,7 +3031,15 @@ Initial revision 216 -

    You run through the shadowy darkness and emerge at the forest's edge, where Shadakine and Freedom Guild swordsmen are locked in bloody combat. The Shadakine have the advantage of greater numbers and are forcing the Guildsmen into the forest in a stumbling, disorderly line. They cannot hold for long. You suddenly realize that the strange, pupiless eyes of the Shadakine allow them to see in the dark. No wonder they have attacked in the middle of the night. Their advantage is considerable. A tall officer stands behind the Shadakine warriors, urging them on. Your sudden appearance at the edge of the forest has startled him but he quickly recovers. He bares his teeth and snarls before attacking.

    +

    You run through the shadowy darkness and emerge at the forest's edge, where Shadakine and Freedom Guild swordsmen are locked in bloody combat. The Shadakine have the advantage of greater numbers and are forcing the Guildsmen into the forest in a stumbling, disorderly line. They cannot hold for long. You suddenly realize that the strange, pupilless eyes of the Shadakine allow them to see in the dark. No wonder they have attacked in the middle of the night. Their advantage is considerable. A tall officer stands behind the Shadakine warriors, urging them on. Your sudden appearance at the edge of the forest has startled him but he quickly recovers. He bares his teeth and snarls before attacking.

    + + + Paul Bonner + The Shadakine and Freedom Guild swordsmen are locked in bloody combat. + + + + Shadakine Officer2024 If you wish to evade, you may do so now by darting back into the undergrowth; turn to 290. If you win the fight, turn to 301. @@ -2879,7 +3050,7 @@ Initial revision 217 -

    Using the power of Telergy, you attempt to dominate the will of the creatures and throw a word of command at them. Although you succeed in halting them, you notice that they are all attempting to resist your command. These creatures must be magical and immune to most forms of enchantment. However, the power of Telergy is a higher magick, unknown to all but the highest masters of the magical arts and suddenly the demons vanish. Unable to prevent the domination of their minds, they have fled, using their own magical powers. You are safe. The spell has cost you 2 WILLPOWER points.

    +

    Using the power of Telergy, you attempt to dominate the will of the creatures and throw a word of command at them. Although you succeed in halting them, you notice that they are all attempting to resist your command. These creatures must be magical and immune to most forms of enchantment. However, the Power of Telergy is a Higher Magick, unknown to all but the highest masters of the magical arts and suddenly the demons vanish. Unable to prevent the domination of their minds, they have fled, using their own magical powers. You are safe. The spell has cost you 2 WILLPOWER points.

    Turn to 99.
    @@ -2889,7 +3060,7 @@ Initial revision

    Fearlessly you spur your horse into a downhill gallop, ploughing into the ranks of the leading beasts and scattering bodies everywhere. The momentum of your charge carries you deep into their midst but, inevitably, the pack's large number absorbs the shock of your attack and you find yourself hemmed in on all sides.

    - If you have recently drunk a Potion of Invulnerability, or have the protection of the higher magick of Thaumaturgy, turn to 104. + If you have recently drunk a Potion of Invulnerability, or have the protection of the Higher Magick of Thaumaturgy, turn to 104. If you do not have this protection, turn to 94.
    @@ -2907,7 +3078,7 @@ Initial revision 220 -

    You loose a bolt of enery at the horseman, using 2 WILLPOWER points. A cloud of fire explodes at his chest and he falls from his horse, dead. You run to the body. By stealing the dead horseman's uniform, you will be able to lead the demon host against the Shadakine Army; the Shadakine will think that you are one of their own.

    +

    You loose a bolt of energy at the horseman, using 2 WILLPOWER points. A cloud of fire explodes at his chest and he falls from his horse, dead. You run to the body. By stealing the dead horseman's uniform, you will be able to lead the demon host against the Shadakine Army; the Shadakine will think that you are one of their own.

    If you still have your Simar stallion, turn to 285. If it has been killed, turn to 292.
    @@ -2918,7 +3089,7 @@ Initial revision

    Taking careful aim at the leading demon, you hurl a bolt of magical fire, killing it instantly. The horde comes to a stumbling halt. This attack has cost you 2 WILLPOWER points.

    -

    The Masbaté reach you. Without stopping to ask who you are, they release a volley of shining javelins that arc over your heads and plunge into the demon ranks. Swords drawn, the Masbaté sprint past. You and Tanith are swept along by the momentum of their charge and into the throes of a bloody battle. You almost collide with a hunched, ape-like creature with four arms and a long tail. You cannot avoid combat and must fight to the death.

    +

    The Masbaté reach you. Without stopping to ask who you are, they release a volley of shining javelins that arc over your heads and plunges into the demon ranks. Swords drawn, the Masbaté sprint past. You and Tanith are swept along by the momentum of their charge and into the throes of a bloody battle. You almost collide with a hunched, ape-like creature with four arms and a long tail. You cannot avoid combat and must fight to the death.

    Ape Demon1817 If you win the combat, turn to 150.
    @@ -2961,8 +3132,8 @@ Initial revision

    You guess that there must be some internal mechanism for opening the doors. They are certainly too heavy to be opened by hand.

    If you have the Magical Power of Prophecy, and wish to use it to find an opening mechanism for the doors, turn to 194. If you have the Magical Power of Psychomancy and wish to use it to find an opening mechanism, turn to 159. - If you are versed in the higher magick of Thaumaturgy, and wish to try to teleport yourself to the other side of the doors, turn to 148. - If you have none of these powers, or do not wish to use them, turn to 18. + If you are versed in the Higher Magick of Thaumaturgy, and wish to try to teleport yourself to the other side of the doors, turn to 148. + If you have none of these Powers, or do not wish to use them, turn to 18.
    @@ -3002,7 +3173,7 @@ Initial revision 229 -

    You hand Tanith your Staff and Backpack and begin to climb into the uncertain darkness of the well. Half-way down one of the rungs comes loose in your hand. You are unable to keep your balance and fall, hitting the sides of the shaft many times and enduring many cuts and abrasions before splashing into the water below: lose 1 ENDURANCE point.

    +

    You hand Tanith your Staff and Backpack and begin to climb into the uncertain darkness of the well. Halfway down one of the rungs comes loose in your hand. You are unable to keep your balance and fall, hitting the sides of the shaft many times and enduring many cuts and abrasions before splashing into the water below: lose 1 ENDURANCE point.

    Gasping for breath, you reach out blindly in the dark until you locate a large, bowl-shaped object. Having made sure that it is full of water, you begin the slow, arduous climb to the top, struggling to hold on to the rungs and the bowl of water. Eventually you reach the top and Tanith takes the bowl from you. Bruised and bedraggled, you haul yourself out.

    Turn to 25.
    @@ -3012,7 +3183,7 @@ Initial revision 230 -

    The Shadakine are wheeling large engines of war to the front of their lines: they are powerful catapults. Pin-points of flame appear. Sado has guessed their intentions and orders his bowmen to fire. The archers of the Freedom Guild send volley after volley singing through the air towards the Shadakine and many of the distant spots of light go out. Suddenly many balls of flame arc through the air above the heads of the men of the Freedom Guild to fall into the trees behind.

    +

    The Shadakine are wheeling large engines of war to the front of their lines: they are powerful catapults. Pinpoints of flame appear. Sado has guessed their intentions and orders his bowmen to fire. The archers of the Freedom Guild send volley after volley singing through the air towards the Shadakine and many of the distant spots of light go out. Suddenly many balls of flame arc through the air above the heads of the men of the Freedom Guild to fall into the trees behind.

    Hah! Sado shouts. The fools are way off target.

    I think not, replies Samu.

    You understand his meaning as you watch the dry brush of the forest begin to burn. They mean to flush us out! you cry with alarm.

    @@ -3044,8 +3215,8 @@ Initial revision 233 -

    You tug the stallion's head to one side and pull away from their shambling advance at a gallop. You skirt the edge of the valley, keeping a large distance between yourself and your enemies. They fall into babbling confusion, splitting into disorganized groups and making their various ways out of the valley. You move at great speed, faster than the confused mass that seeks you out, and you cover the mile in a short time, thundering to a halt at the other end of the valley where the portal burns half-way down the slope.

    -

    As you study the burning arch, a large, winged spider with eight bulbous but distinctly human eyes swoops towards you. It is coming at you too swiftly for you to be able to fire at it from long range and you cannot evade without risking serious injury. It is a fight to the death. If you have swallowed a potion of Invulnerability, or used the higher magick of Thaumaturgy to render yourself invulnerable, ignore all ENDURANCE points lost by yourself for the duration of the combat.

    +

    You tug the stallion's head to one side and pull away from their shambling advance at a gallop. You skirt the edge of the valley, keeping a large distance between yourself and your enemies. They fall into babbling confusion, splitting into disorganized groups and making their various ways out of the valley. You move at great speed, faster than the confused mass that seeks you out, and you cover the mile in a short time, thundering to a halt at the other end of the valley where the portal burns halfway down the slope.

    +

    As you study the burning arch, a large, winged spider with eight bulbous but distinctly human eyes swoops towards you. It is coming at you too swiftly for you to be able to fire at it from long range and you cannot evade without risking serious injury. It is a fight to the death. If you have swallowed a potion of Invulnerability, or used the Higher Magick of Thaumaturgy to render yourself invulnerable, ignore all ENDURANCE points lost by yourself for the duration of the combat.

    Demon Spiderfly2524 If you win the combat, turn to 197.
    @@ -3056,8 +3227,8 @@ Initial revision

    You continue at an even faster pace in your bid to find the lake before nightfall. Your throat is parched and the exertion of walking in such heat causes you to lose 1 ENDURANCE point. You notice that the plain is beginning to slope gently upwards.

    - If you have the Magical Power of Alchemy, or are versed in the higher magick of Theurgy, turn to 241. - If you do not possess either of these powers, turn to 43. + If you have the Magical Power of Alchemy, or are versed in the Higher Magick of Theurgy, turn to 241. + If you do not possess either of these Powers, turn to 43.
    @@ -3087,9 +3258,9 @@ Initial revision

    Judging from the position of the sun in the blue, cloudless sky, you estimate that it is well past noon when the green hills of Tilos come into view. There has been no further sign of the demon plague. The protection of the Moonstone and the aura of light that you have summoned with your necromantic powers must have kept the demons at bay. Where then are they? Samu told you that there are possibly a thousand of the evil creatures. Surely they will seek to prevent you from reaching the portal that is the sole gateway to their world?

    - If you are versed in the higher magick of a Visionary, and wish to expend 2 WILLPOWER points in its use, you must give up the protection from evil granted to you by the use of the higher magick of Necromancy, since both spells require the use of the Moonstone. If you wish to cease your use of the power of Necromancy and use your power as a Visionary, turn to 249. + If you are versed in the Higher Magick of a Visionary, and wish to expend 2 WILLPOWER points in its use, you must give up the protection from evil granted to you by the use of the Higher Magick of Necromancy, since both spells require the use of the Moonstone. If you wish to cease your use of the Power of Necromancy and use your Power as a Visionary, turn to 249. If you have the Magical Power of Prophecy, and wish to use it at the cost of 1 WILLPOWER point, turn to 266. - If you do not possess either of these powers, lack sufficient WILLPOWER points to use them, or do not wish to use these forms of magic at the moment, turn to 271. + If you do not possess either of these Powers, lack sufficient WILLPOWER points to use them, or do not wish to use these forms of magic at the moment, turn to 271.
    @@ -3139,7 +3310,15 @@ Initial revision 242 -

    The moon bursts through a space in the clouds and you see Sado, a bloody sword in one hand, standing upon the brow of a low hill. He and a small number of his personal guard are beset on all sides by Shadakine warriors. You sprint over to him. Looking to the east, you see a sight that makes you gasp, Beyond the edge of the forest is the Shadakine Army. It is larger than you ever imagined, row upon row of bristling spears and swords wink beneath the night sky. Among the ranks you sight the glow of a Kazim Stone; a Shadakine Wytch must accompany the army.

    +

    The moon bursts through a space in the clouds and you see Sado, a bloody sword in one hand, standing upon the brow of a low hill. He and a small number of his personal guard are beset on all sides by Shadakine warriors. You sprint over to him. Looking to the east, you see a sight that makes you gasp. Beyond the edge of the forest is the Shadakine Army. It is larger than you ever imagined, row upon row of bristling spears and swords wink beneath the night sky. Among the ranks you sight the glow of a Kazim Stone; a Shadakine Wytch must accompany the army.

    + + + Paul Bonner + Sado stands upon the brow of a low hill, a bloody sword in his hand. + + + +

    You enter the battle that rages at Sado's feet in an effort to free him so that he can command the rest of the army. More and more men appear out of the darkness, summoned by his rallying call. A Shadakine spearman springs out of the shadows and runs towards you.

    If you have 2 WILLPOWER points and wish to fire at the spearman at long range, turn to 324. If you wish to stand and face the warrior's charge, turn to 330. @@ -3257,12 +3436,20 @@ Initial revision

    With quaking heart, you ascend the hill. You stand at the top in a circle of stone forms with the indistinct features of men. Their voices murmur in a haunting, faraway whisper.

    -

    He comes &ellips; the Grey One comes &ellips;

    -

    Does he bear the key &ellips; the Masterstone &ellips; our salvation?

    +

    He comes&ellips; the Grey One comes&ellips;

    +

    Does he bear the key&ellips; the Masterstone&ellips; our salvation?

    Who are you? you shout into the darkness. The whispering subsides and one voice speaks to you.

    We are the Kazim; the Stone peoples. Old as the earth. We have waited.

    For what?

    For the bearer of the Masterstone to set us free from this hill that we might claim back what was once ours. We seek our hearts that the Dark One stole from us long ago.

    + + + Paul Bonner + We are the Kazim. The Stone peoples. Old as the earth. We have waited. + + + +

    A glimmer of realization dawns in your mind. Who? you ask, urgently. Who stole your hearts?

    He who calls himself Shasarak, sundered and shameful brother of the Shianti.

    The Kazim Stones of the Shadakine Wytches must be the hearts of these poor, forlorn creatures. Trapped and heartless upon this hill they have waited for you to free them. But how? you ask the Kazim.

    @@ -3278,7 +3465,7 @@ Initial revision 255 -

    Taking a deep breath, you plunge a point of concentrated sorcery into the doors. As the beam of energy hits the fabric of the stone, you realize that you will need to use a great deal of WILLPOWER before the doors will break. With a huge surge of energy you throw 5 WILLPOWER points at the door.

    +

    Taking a deep breath, you plunge a point of concentrated Sorcery into the doors. As the beam of energy hits the fabric of the stone, you realize that you will need to use a great deal of WILLPOWER before the doors will break. With a huge surge of energy you throw 5 WILLPOWER points at the door.

    Pick a number from the Random Number Table. If you have the Magic Talisman of the Shianti, add 2 to the number you have picked.

    If the total is 4 or more, turn to 283. If the total is less than 4, turn to 208. @@ -3334,7 +3521,7 @@ Initial revision

    But the sentence is never finished, for the king is none other than Samu himself. Grey Star! he cries, rising to his feet. You live!

    Before you can speak a word, King Samu leaps from the stone dais and bounds towards you, sweeping you up in a bone-crunching embrace. Seven years, Grey Star, he booms. Seven years since last we stood together. We thought that you perished long ago, deep in the caverns of Desolation Valley. What became of your search for the Shadow Gate of the Daziarn&emdash;did you succeed after all? Did you find the Moonstone of the Shianti? What has happened since you stepped upon the wasted lands beyond the Lissan Mountains?

    He hugs you once again, squeezing the air from your lungs. When you have regained sufficient breath to speak, you explain what has happened to you since you were separated, and of how the passage of time runs differently on the Daziarn plain. I have but recently returned, you say. And behold! You draw out the Moonstone. I succeeded. Look you upon Shasarak's bane&emdash;the Moonstone of the Shianti.

    -

    A great noise fills the hall as the Masbaté warriors clash their weapons and call out their battle cries. The Moonstone blazes with a vivid white light that illuminates the whole hall and the faces of the fierce Masbaté. Samu draws his own sword with a great cry. The final battle begins, he bellows. Revenge will be ours. Death to the Shadakine! Death to the Shadakine Wytches &ellips; and death to the Wytchking, Shasarak, foe of the Masbaté and the Shianti, enemy of all life itself!

    +

    A great noise fills the hall as the Masbaté warriors clash their weapons and call out their battle cries. The Moonstone blazes with a vivid white light that illuminates the whole hall and the faces of the fierce Masbaté. Samu draws his own sword with a great cry. The final battle begins, he bellows. Revenge will be ours. Death to the Shadakine! Death to the Shadakine Wytches&ellips; and death to the Wytch-king, Shasarak, foe of the Masbaté and the Shianti, enemy of all life itself!

    The great chamber echoes with the ferocious cries of the Masbaté warriors. When the clamour has died down, you and Tanith are led to chambers within the mountainside, there to eat and rest. The following morning you will meet King Samu to discuss ways in which the Masbaté can aid you in your struggle against Shasarak. You drift off to sleep that night with your spirits lifted. Tomorrow you must ensure the safety of the Army of the Freedom Guild before the Shadakine force, due to move in two days, is able to march against it. You know now that you will not have to face that peril alone.

    Turn to 298.
    @@ -3403,7 +3590,7 @@ Initial revision 267 -

    Tense with anticipation, you wait for the lone figure to arrive. It is humanoid in shape and you notice that it moves with a strange shambling gait. Suddenly it comes to an abrupt halt &ellips; and vanishes! A thrill of fear runs down your spine: There is an unfamiliar magic at work. Tanith gives you a questioning look but says nothing. With a shrug you continue on your way, the mystery unresolved.

    +

    Tense with anticipation, you wait for the lone figure to arrive. It is humanoid in shape and you notice that it moves with a strange shambling gait. Suddenly it comes to an abrupt halt&ellips; and vanishes! A thrill of fear runs down your spine: There is an unfamiliar magic at work. Tanith gives you a questioning look but says nothing. With a shrug you continue on your way, the mystery unresolved.

    Turn to 36.
    @@ -3413,7 +3600,7 @@ Initial revision

    Even as Agarash's words are fading, a tumultuous roar fills the air: the demon host is roused into a frenzy. Instinctively the Simar steed turns and thunders up the slope of the valley, heading east. The howling pack springs forward in pursuit, possessed of a savage fury instilled in them by their master. The terrified stallion flies like the wind out of the Tilos hills and on to the even plain. The countryside rushes past in a blur of green. Now you must head for the pass in the mountains to the east, a patch of forest among the hills.

    -

    Almost fifty miles lies between you and the pass. You look over your shoulder to see that the enraged beasts are beginning to dwindle in the distance as the Simar's broad, rolling gait eats up the miles. The horse's coat gleams with sweat and there is foam around its mouth but it no longer moves with the madness of a runaway.

    +

    Almost fifty miles lie between you and the pass. You look over your shoulder to see that the enraged beasts are beginning to dwindle in the distance as the Simar's broad, rolling gait eats up the miles. The horse's coat gleams with sweat and there is foam around its mouth but it no longer moves with the madness of a runaway.

    If you wish to stop for a while, turn to 31. If you wish to continue as you are until you reach the pass, turn to 47.
    @@ -3436,6 +3623,14 @@ Initial revision

    The dark, fearsome shape stands before you, towering at least ten feet high. It has the head of a large bull and wisps of smoke curl from its flaming nostrils. Its eyes burn with a terrible intensity that fills your heart with dread as it lifts its horned head and roars. It stretches its broad bat wings, throwing a cloak of shadow over you. The demons that fill the hall are but minions of this fierce master. Before you are able to summon magical forces to combat this awesome foe, the Demon Master lunges forward on its cloven feet. Its grasping, clawed hands reach out, hungry to squeeze the life from your body. You may not evade this combat.

    + + + Paul Bonner + The Demon Master lunges forward on its cloven feet. + + + + Demon Master3040 If you defeat the Demon Master in three rounds or less, turn to 188. If the combat lasts for four rounds, and you are still alive, turn to 276. @@ -3538,12 +3733,12 @@ Initial revision

    Hurriedly you pull off the helmet and stand flinching beneath Samu's poised sword. But he is an expert warrior and he checks its downward sweep in an instant. His eyes bulge in amazement. Grey Star! he gasps. I almost killed you!

    -

    No time &ellips; no time, you reply, quickly, shaking Samu from his stupor. Call your men; we must retreat. See? you say, gesturing across the river. I have brought the demon plague. We must flee while they and the Shadakine fight.

    +

    No time&ellips; no time, you reply, quickly, shaking Samu from his stupor. Call your men; we must retreat. See? you say, gesturing across the river. I have brought the demon plague. We must flee while they and the Shadakine fight.

    It is as you say. Across the river the demons wage a ferocious battle against the Shadakine. Instantly Samu springs into action, calling to his men and ordering a trumpeter to sound a retreat. The Masbaté retire. The Shadakine are too involved in their fight to pursue, at least for the moment, but you know that it is essential to destroy the bridge to prevent any pursuit should the Shadakine, who must number in their thousands, quickly defeat the demon plague.

    If you have the Magical Power of Elementalism, and wish to use it, turn to 314. - If you are versed in the higher magick of Physiurgy, and wish to use it, turn to 7. - If you are versed in the higher magick of Thaumaturgy, and wish to use it, turn to 26. - If you do not possess any of the above powers, you must attack the bridge with your Staff; turn to 59. + If you are versed in the Higher Magick of Physiurgy, and wish to use it, turn to 7. + If you are versed in the Higher Magick of Thaumaturgy, and wish to use it, turn to 26. + If you do not possess any of the above Powers, you must attack the bridge with your Staff; turn to 175.
    @@ -3571,9 +3766,9 @@ Initial revision

    At these words, the horsemen lower their bows and look at you in amazement as you ride towards them. You now wear your grey Shianti robe once more. Their expressions become joyous. You have come. You have returned, they cry. Sado said it would be so but none believed.

    With glad hearts, the horsemen lead you and the Masbaté to the Freedom Guild's camp, which lies a few miles south of the hills. You come upon a sprawling mass of tents and fluttering banners. The camp is alive with activity. As you and the Masbaté pick your way among the tents and the campfires you attract a great deal of attention. Some soldiers offer a rousing cheer at the sight of the size of the Masbaté host: useful reinforcements in a time of desperate need. You and Samu leave the Masbaté to pitch their own camp in an unploughed field nearby and go to Sado's tent together. The tent flap is pulled aside and Sado of the Long Knife steps out. You recognize his lean, haggard and dangerous blue eyes. These eyes soften and a smile breaks across his face when he sees you.

    Grey Star, I knew you would come back, he says. Hail Samu, and welcome. You both exchange greetings with the brave leader of the Freedom Guild. Inside his tent you tell him of the success of your quest for the Moonstone and the warning words of the Shianti, when they spoke to you in the chamber of the Moonstone.

    -

    And so, you say to close your story, it is their wish that we fall back into the Forest of Fernmost to escape the larger Shadakine Army that is sure to come against us once they have crosed the Dosar and Anduis rivers.

    +

    And so, you say to close your story, it is their wish that we fall back into the Forest of Fernmost to escape the larger Shadakine Army that is sure to come against us once they have crossed the Dosar and Anduis rivers.

    Sado's brow furrows. But the forest is a place of evil, he says. Perhaps foul creatures of Shasarak's lurk there&emdash;creatures that would be his slaves if he desired it. Surely it would be better to march on Suhn and take it by siege. Once we occupied it, we would have a stranglehold on the bulk of Shadakine trade. It is the only port foreigners will visit in the Shadakine Empire, and its city walls would offer a better defence.

    -

    The Shadakine host would reach you before the Port of Suhn could be reduced, you tell him patiently. And they outnumber your army three to one. You would be cut off from your base at Karnali and the Shadakine would be able to send reinforcments by sea. You would lose Karnali for sure and the whole seat of the rebellion would be destroyed, and your army too.

    +

    The Shadakine host would reach you before the Port of Suhn could be reduced, you tell him patiently. And they outnumber your army three to one. You would be cut off from your base at Karnali and the Shadakine would be able to send reinforcements by sea. You would lose Karnali for sure and the whole seat of the rebellion would be destroyed, and your army too.

    Sado looks doubtful. My army numbers ten thousand men. All are well trained. Your long absence has not seen us idle. We have engaged Shasarak's slaves wherever we have found them and my soldiers are well tested in combat.

    The argument lasts well into the night, but Sado's faith in you, the Moonstone that you bear, and the wisdom of the Shianti, of whom you have spoken, eventually persuade him. Preparations are made to move the army out the following morning.

    Turn to 354. @@ -3623,7 +3818,7 @@ Initial revision 287 -

    You brace yourself for another attack but, instead of attacking you, the Winged Demon that plunges through the air assails the stallion, gouging bloody weals across its haunches. The stallion cries frantically and you realise the flaw in your strategy. The speed of your horse is an invaluable asset: you cannot risk leaving it unprotected. You mount, ready to fly. The Simar steed canters forward, then races into a full gallop.

    +

    You brace yourself for another attack but, instead of attacking you, the Winged Demon that plunges through the air assails the stallion, gouging bloody weals across its haunches. The stallion cries frantically and you realize the flaw in your strategy. The speed of your horse is an invaluable asset: you cannot risk leaving it unprotected. You mount, ready to fly. The Simar steed canters forward, then races into a full gallop.

    Turn to 265.
    @@ -3643,7 +3838,15 @@ Initial revision

    You close your eyes, sinking into the trance state required for the summoning of the elementals. Chanting in their secret tongue, you send the essence of your need into the elemental plane, reaching out for the brute strength of an earth elemental. A long pause ensues after completion of the chant: Earth spirits are notorious for their slow wits. Then there is a faint tremor in the ground beneath your feet. With an explosion of rocks and soil, a huge figure rears up before you. Its body is shaped like that of a muscular human, but it is angular, sharp and hard like rock. It is a Stoneghast. A thing of granite rather than flesh, it clambers out of the chasm it has made to reach you and stands above you, a towering fifteen feet in height. Taking great pains to make your command as simple as possible, you point at the stone door of the ziggurat. Smash! you shout clearly.

    -

    Wordlessly, the Stoneghast turns and walks towards the door with large, thunderous strides. In accord with the simplicity of its nature, the elemental walks straight into the door, shattering it as if it were glass. The task completed, it dives headlong back into the chasm. The earth moves to cover the Stoneghast's passing and, with a ripple, settles back into place. The use of this power has cost you 1 WILLPOWER point.

    + + + Paul Bonner + With an explosion of rocks and soil, a huge figure rears up before you. + + + + +

    Wordlessly, the Stoneghast turns and walks towards the door with large, thunderous strides. In accord with the simplicity of its nature, the elemental walks straight into the door, shattering it as if it were glass. The task completed, it dives headlong back into the chasm. The earth moves to cover the Stoneghast's passing and, with a ripple, settles back into place. The use of this Power has cost you 1 WILLPOWER point.

    Turn to 156.
    @@ -3661,7 +3864,7 @@ Initial revision 291 -

    At the cost of 2 WILLPOWER points, you raise a shield of sorcery, forged from the energy of your will. The toad-like demon careers into it, forced to a halt with an astonished cry. When it has climbed back to its feet, it stands before the magical shield, tentatively touching the barrier with its hands. Suddenly all four of the demons vanish but almost immediately they reappear behind you, grinning maliciously. The sorcerous shield before you has been rendered useless. With an animal shriek the demons pounce.

    +

    At the cost of 2 WILLPOWER points, you raise a Shield of Sorcery, forged from the energy of your will. The toad-like demon careers into it, forced to a halt with an astonished cry. When it has climbed back to its feet, it stands before the magical shield, tentatively touching the barrier with its hands. Suddenly all four of the demons vanish but almost immediately they reappear behind you, grinning maliciously. The sorcerous shield before you has been rendered useless. With an animal shriek the demons pounce.

    Turn to 264.
    @@ -3679,7 +3882,7 @@ Initial revision 293 -

    With a fearsome battle cry you hurtle down the stairs and the pack scatters in all directions before you are able to inflict a single blow. The light from the Moonstone begins to fade as the power of the incantation wears off but it hardly matters now that you have cowed the hellish beasts into submission. Suddenly the horde begin to gloat unpleasantly and you halt. At the far end of the hall looms a tall shadow.

    +

    With a fearsome battle-cry you hurtle down the stairs and the pack scatters in all directions before you are able to inflict a single blow. The light from the Moonstone begins to fade as the power of the incantation wears off but it hardly matters now that you have cowed the hellish beasts into submission. Suddenly the horde begins to gloat unpleasantly and you halt. At the far end of the hall looms a tall shadow.

    Turn to 270.
    @@ -3688,7 +3891,7 @@ Initial revision 294 -

    You prepare to do battle with the demon host and decide to take advantage of the protection your Theurgic Potion offers. You swallow the dark, bitter liquid and slowly your body begins to glow with a strange blue light. Remember that the effects of the Potion will fade in a few hours. Delete the Potion of Invulnerability from your Action Chart. You may keep the empty vial in your Herb Pouch or your backpack. Mark your Action Chart accordingly.

    +

    You prepare to do battle with the demon host and decide to take advantage of the protection your Theurgic Potion offers. You swallow the dark, bitter liquid and slowly your body begins to glow with a strange blue light. Remember that the effects of the Potion will fade in a few hours. Delete the Potion of Invulnerability from your Action Chart. You may keep the empty Vial in your Herb Pouch or your Backpack. Mark your Action Chart accordingly.

    Turn to 134.
    @@ -3729,7 +3932,7 @@ Initial revision 298 -

    The following morning you talk with Samu in his private chamber. You enquire after the fates of the old Kundi man, Urik the Wise, and Hugi the Thief, who also accompanied you on your quest for the Shadow Gate. You learn that Urik returned south to rejoin his people in the forests of the Azanam. Hugi, much to your surprise, returned to fight alongside Sado of the Long Knife with the Army of the Freedom Guild. Samu journeyed north from Desolation Valley to revisit his old country, the Lissan Plain. By chance he stumbled upon the surviving members of his people, who lived within the small belt of land around Lake Dolani and Lake Iss. It seems that the demons of the Lissan Plain are reluctant to cross water and so the lands beyond the rivers of the plain remained unstained by their presence. Only one pass leads out of the plain to the country that surrounds it beyond the mountains and the Masbaté held this pass against the demons. Under Samu's new-found kingship, the last survivors of the Masbaté were reunited and formed a new, though smaller, realm around the southern lakes of Lissan. They created for themselves a home within the mountains, using it as a place to hide from the malevolent eye of Shasarak. They have fought unceasingly with the demons of the Lissan Plain, which Shasarak left to roam at will after the last of the Masbaté were thought to be slain, for the Masbaté still hope to regain the whole of the plain.

    +

    The following morning you talk with Samu in his private chamber. You enquire after the fates of the old Kundi man, Urik the Wise, and Hugi the Thief, who also accompanied you on your quest for the Shadow Gate. You learn that Urik returned south to rejoin his people in the forests of the Azanam. Hugi, much to your surprise, returned to fight alongside Sado of the Long Knife with the Army of the Freedom Guild. Samu journeyed north from Desolation Valley to revisit his old country, the Lissan Plain. By chance he stumbled upon the surviving members of his people, who lived within the small belt of land around Lake Dolani and Lake Iss. It seems that the demons of the Lissan Plain are reluctant to cross water and so the lands beyond the rivers of the plain remained unstained by their presence. Only one pass leads out of the plain to the country that surrounds it beyond the mountains and the Masbaté held this pass against the demons. Under Samu's newfound kingship, the last survivors of the Masbaté were reunited and formed a new, though smaller, realm around the southern lakes of Lissan. They created for themselves a home within the mountains, using it as a place to hide from the malevolent eye of Shasarak. They have fought unceasingly with the demons of the Lissan Plain, which Shasarak left to roam at will after the last of the Masbaté were thought to be slain, for the Masbaté still hope to regain the whole of the plain.

    Their numbers are much reduced, compared to the great host that defeated us of old, though many hundreds still remain, especially the more powerful and cunning of their kind, explains Samu. And there is a power that eludes us yet, the power that allows them to remain in the world. There is a magical gate within the hills near Lake Tilos, the gate that allowed them into the world. It was Shasarak who opened this portal for them and they are able to travel through it to their demon plane as they wish. Whenever they are attacked by a Masbaté force likely to defeat them, they can transport themselves to this portal instantly. While such an escape route remains open to them, we can never hope to defeat them entirely.

    While Samu speaks, a plan begins to form in your mind, a plan that would rid the Masbaté of the demon plague for ever and provide an answer to the problem of delaying the Shadakine Army long enough for you to warn the Freedom Guild of the overwhelming force that marches against them. You remember how the Moonstone opened a corridor from the Daziarn plane to the real world. Surely it must be able to reverse the process and close the portal in the hills east of Lake Tilos.

    If it were not for the demon plague, Samu continues, and the threat it offers, we of the Masbaté would have joined forces with the Freedom Guild long ago but our wives and children must be protected. We could not leave them to the mercies of the demon plague. It is our belief that when the demons cross water they lose their ability to transport themselves to their portal. But if we warriors were not here to withstand them, they would have no need to use that power.

    @@ -3737,9 +3940,9 @@ Initial revision

    But how can you be sure that the Shadakine Army will not have crossed the bridge at Lanzi before you reach them? Samu asks.

    The Masbaté must hold the bridge against the Shadakine until I can lure the demons against them, you reply.

    Samu nods in understanding. And who will go with you to the portal?

    -

    I will go alone. All of the Masbaté will be needed to hold the bridge. My magical powers and the Moonstone will protect me. They must.

    +

    I will go alone. All of the Masbaté will be needed to hold the bridge. My Magical Powers and the Moonstone will protect me. They must.

    Suddenly the door of the king's chamber is thrown open. Tanith stands there, white-faced and trembling. She has found me, Grey Star, she says in a quavering voice. She has searched and she has found me! Tanith looks weak; she can barely stand. Her eyes have a terrible haunted look.

    -

    Who &ellips; who has found you? you ask, fearing the answer.

    +

    Who&ellips; who has found you? you ask, fearing the answer.

    Mother Magri, my old mistress, the Shadakine Wytch of Suhn. She has searched for me with the Kazim Stone and she has found me. Long I resisted her as she tried to probe my mind. She beckons, Grey Star, she calls, I cannot resist her much longer.

    While Tanith remains, she is of great danger to you, for in seeking Tanith Mother Magri will discover that you have returned to the world. As a servant of the Wytch-king, Shasarak, Mother Magri and her power over Tanith imperils your life and your entire quest. Tanith, it seems, has realized this already.

    Turn to 10. @@ -3750,7 +3953,7 @@ Initial revision 299 -

    Only one hundred feet lies between you and the Masbaté, who are spreading out into battle formation, preparing to charge the demon horde. You will never know the outcome of the battle. Only one hundred feet from salvation the pack of evil beasts falls upon you, dragging you to the ground.

    +

    Only one hundred feet lie between you and the Masbaté, who are spreading out into battle formation, preparing to charge the demon horde. You will never know the outcome of the battle. Only one hundred feet from salvation the pack of evil beasts falls upon you, dragging you to the ground.

    Your life and your quest end here.

    @@ -3787,7 +3990,7 @@ Heralding battle, to regain our hearts.

    302 -

    You come to an abrupt halt, wheeling your Staff around like a scythe. The crazed beasts are taken completely by surprise and you press home your advantage, hacking and slashing at them ferociously. You must fight them as one ememy.

    +

    You come to an abrupt halt, wheeling your Staff around like a scythe. The crazed beasts are taken completely by surprise and you press home your advantage, hacking and slashing at them ferociously. You must fight them as one enemy.

    Three Reptile Demons2425 If you win the combat in three rounds or less, turn to 56. If the combat lasts for four rounds or more, turn to 319. @@ -3808,7 +4011,7 @@ Heralding battle, to regain our hearts.

    At the cost of 2 WILLPOWER points you hurl a ball of flame into the sky. But the nervous prancing of the stallion spoils your aim and the attack is wasted.

    - Turn 235. + Turn to 235.
    @@ -3854,7 +4057,7 @@ Heralding battle, to regain our hearts.

    309 -

    As the winged forms circle overhead, you trace a zig-zag pattern on the ground as you run. They swoop and dive and circle once again, but your mind is quicker. A huge, winged ape plummets towards you. Its claws find your flesh and inflict a livid wound in your shoulder. You lose 3 ENDURANCE points.

    +

    As the winged forms circle overhead, you trace a zigzag pattern on the ground as you run. They swoop and dive and circle once again, but your mind is quicker. A huge, winged ape plummets towards you. Its claws find your flesh and inflict a livid wound in your shoulder. You lose 3 ENDURANCE points.

    If you are still alive, turn to 62.
    @@ -3884,7 +4087,7 @@ Heralding battle, to regain our hearts.

    312 -

    Will no one follow? you implore with searching eyes. There is a long, brooding silence, broken only by the occasional ring of armour as the guildsmen shuffle uneasily.

    +

    Will no one follow? you implore with searching eyes. There is a long, brooding silence, broken only by the occasional ring of armour as the Guildsmen shuffle uneasily.

    Will none listen to the wisdom of the Shianti? you shout into the silence. There is the sound of movement to your left. With relief you see King Samu striding towards you, leading a long line of his own warriors.

    We of the Masbaté will heed the words of the Shianti, he booms. We at least do not fear to tread beneath the trees of Fernmost, not while a wizard of the Shianti leads us.

    You hope that Samu's words will shame the Guildsmen into entering the forest. You are well aware of the legends that scare them. The Forest of Fernmost was once part of the ancient nation of Taklakot. Beyond the western edge of Fernmost lie the Mountains of Morn, which overlook the infamous deadlands. There stands the forbidden city of Gyanima and the blasted wasteland of Desolation Valley, which was the heart of the kingdom. Centuries ago, Shasarak came to the people of Taklakot as a wise Shianti, though he had turned from the path of goodness long before, refusing the exile that the goddess Ishir had demanded of his people. Because of the forbidden secrets that he unlocked for the race of Taklakot, a great calamity befell them. Great fires rushed through the kingdom and destroyed an entire civilization in a day. Only Shasarak survived, though he was horribly crippled and burnt. Many say that the dead spirits of Taklakot roam the forest of Fernmost to this day, seeking vengeance and taking it upon any who enter the forest.

    @@ -3928,7 +4131,15 @@ Heralding battle, to regain our hearts.

    You look upon Shasarak's broken features for the last time. The wall of fire is a portal to Agarash's realm. His bargain is to take Agarash's place, to be named ever after as Shasarak the Damned, and to set the demon free. The Wytch-king prefers eternal torment to the peace of death at your hands. Shasarak disappears through the wall and you hurl the shining luminescence of the Moonstone at the portal. A huge shoulder and a splayed, clawed foot emerge as you assault the wall.

    -

    No, you cannot . . the demon lord splutters in fury.

    + + + Paul Bonner + Shasarak steps through the flaming portal to a realm of eternal torment. + + + + +

    No, you cannot&ellips; the Demonlord splutters in fury.

    You battle with the power of the demon as it struggles to escape, and throw the last of your WILLPOWER and ENDURANCE at the flames. You must close the portal! Flames rage around the hall, struggling against the purity of the Moonstone's light. A great, yawning blackness threatens to engulf you as a hurricane of might whirls from the Moonstone and assaults the portal. You drop to your knees. You look up once more into the raging war of incandescence before slipping into unconscious oblivion.

    Turn to 360.
    @@ -3938,9 +4149,9 @@ Heralding battle, to regain our hearts.

    317 -

    Taking careful aim, you release a searing ball of flame into the heavens and the leader of the fomation falls to the earth, screaming. This attack has cost you 2 WILLPOWER points. The formation becomes disrupted and confused. An ape-like creature swoops towards you. You cannot evade combat.

    +

    Taking careful aim, you release a searing ball of flame into the heavens and the leader of the formation falls to the earth, screaming. This attack has cost you 2 WILLPOWER points. The formation becomes disrupted and confused. An ape-like creature swoops towards you. You cannot evade combat.

    Winged Demon2019 -

    Combat last for one round only as the creature hurtles past. If the Winged Demon loses more ENDURANCE points than you, ignore any ENDURANCE points you lose.

    +

    Combat lasts for one round only as the creature hurtles past. If the Winged Demon loses more ENDURANCE points than you, ignore any ENDURANCE points you lose.

    If you are still alive, turn to 287.
    @@ -3970,7 +4181,7 @@ Heralding battle, to regain our hearts.

    Shasarak screeches as the light of the blazing Moonstone shines on him. His body writhes and he clutches himself in pain as he topples to the floor. He is still. The light of the Moonstone fades and you stoop over the body. As you do so, Shasarak suddenly twists around and sends a bolt of black fire shooting towards you from one crooked fingertip.

    - If you wish to try to kock aside the blast with the Moonstone, turn to 334. + If you wish to try to knock aside the blast with the Moonstone, turn to 334. If you wish to strike Shasarak with your Staff, turn to 125.
    @@ -3982,7 +4193,7 @@ Heralding battle, to regain our hearts.

    The night passes without incident and the following morning you and the Masbaté break camp and continue south. You cross a flat land of farms and small villages, the inhabitants of which come out of their homes and look upon you with wonder.

    You warn the people of the vast Shadakine Army that follows and that may have already crossed the River Dosar. Though you are glad to see that your presence has heartened so many, you realize with regret that word of your passing is sure to reach the city of Andui to the north east, where there is sure to be a Shadakine garrison. Perhaps it will be sent against you, ahead of the large army trapped north of the River Dosar or perhaps the Shadakine Wytch of that city, Mother Chowloon, sister of Mother Magri of Suhn, will come against you.

    Thoughts of Shadakine Wytches remind you of Tanith's plight. You wonder how she fares and whether Mother Magri has successfully drawn Tanith back to the Port of Suhn in the east.

    - If you are versed in the higher magick of a Visionary, and wish to exert 2 WILLPOWER points to discover how Tanith is, turn to 305. + If you are versed in the Higher Magick of a Visionary, and wish to exert 2 WILLPOWER points to discover how Tanith is, turn to 305. If not, turn to 282.
    @@ -3991,7 +4202,7 @@ Heralding battle, to regain our hearts.

    322 -

    You hurl every last drop of your power at the demon but it is not enough. He is a demon lord, possessing power beyond your wildest imaginings. At first he hesitates, but, seeing that you have used the last of your power, he reaches out and takes you by the neck and hurls you into the wall of fire, through the fiery portal and into the realm of damnation to join Shasarak in an eternity of flame and torment.

    +

    You hurl every last drop of your power at the demon but it is not enough. He is a Demonlord, possessing power beyond your wildest imaginings. At first he hesitates, but, seeing that you have used the last of your power, he reaches out and takes you by the neck and hurls you into the wall of fire, through the fiery portal and into the realm of damnation to join Shasarak in an eternity of flame and torment.

    Your quest ends here.

    @@ -4009,7 +4220,7 @@ Heralding battle, to regain our hearts.

    324 -

    At the cost of 2 WILLPOWER points you unleash a bolt of energy at the spearman. He falls, wide-eyed, to the ground in a plume of smoke. Suddenly Samu is at your side. Your aim is true, he comments before lifting his war horn and trumpeting a loud call to arms.

    +

    At the cost of 2 WILLPOWER points you unleash a bolt of energy at the spearman. He falls, wide-eyed, to the ground in a plume of smoke. Suddenly Samu is at your side. Your aim is true, he comments before lifting his war-horn and trumpeting a loud call to arms.

    Turn to 347.
    @@ -4030,7 +4241,7 @@ Heralding battle, to regain our hearts.

    326 -

    Alas, Grey Star, there is not time for more. The bridge we have created weakens now. Step warily, for the land is beset with dangers, though there are friends there also, friends you would not expect to see &ellips;

    +

    Alas, Grey Star, there is not time for more. The bridge we have created weakens now. Step warily, for the land is beset with dangers, though there are friends there also, friends you would not expect to see&ellips;

    With these words, his voice fades completely. You pray that the Shianti have conserved enough energy to transport you back to the real world.

    Turn to 50.
    @@ -4049,12 +4260,24 @@ Heralding battle, to regain our hearts.

    328 + +

    If you possess a Temeris Potion you can teleport without using any WILLPOWER points. If you are versed in the Higher Magick of Thaumaturgy you can teleport by deducting 2 WILLPOWER points from your total. To use the Dimension Door of the Moonstone to teleport, deduct 4 WILLPOWER points. (Cf. Section 12.)

    +
    +

    You speak your mind to Sado and for once he does not argue. You mount and you and Samu ride either side of the grim-faced leader of the Freedom Guild. Sado gives the command and the entire army surges forward in pursuit of the ghostly figure of the Kazim as it heads purposefully into the night.

    -

    The battle that follows is long and terrible. The Freedom Guild almost fail but with Sado's iron leadership and your brave resolve they endure, although the number of casualties is high. The Kazim reclaims its heart of stone, slaying Mother Chowloon, the Shadakine Wytch who bore it. As she dies, much of the fighting fury and ferocity that filled the Shadakine, fades. The Army of the Freedom Guild senses the Shadakine's loss of morale and press home their advantage. Soon, they have beaten the much larger force into a full-scale retreat. The entire Shadkine Army heads north. Sado leads his army in pursuit, turning the retreat into a rout. It is vital that the Shadakine Army does not reach Shadaki, for there they would find new leadership under Shasarak's hand. They are still a large army and with Shasarak to lead them they could turn the tables once again.

    + + + Paul Bonner + The Freedom Guild surges forward, the ghostly figure of Kazim leading the way. + + + + +

    The battle that follows is long and terrible. The Freedom Guild almost fail but with Sado's iron leadership and your brave resolve they endure, although the number of casualties is high. The Kazim reclaims its heart of stone, slaying Mother Chowloon, the Shadakine Wytch who bore it. As she dies, much of the fighting fury and ferocity that filled the Shadakine, fades. The Army of the Freedom Guild senses the Shadakine's loss of morale and press home their advantage. Soon, they have beaten the much larger force into a full-scale retreat. The entire Shadakine Army heads north. Sado leads his army in pursuit, turning the retreat into a rout. It is vital that the Shadakine Army does not reach Shadaki, for there they would find new leadership under Shasarak's hand. They are still a large army and with Shasarak to lead them they could turn the tables once again.

    The Army of the Freedom Guild pursues the fleeing Shadakine Army across much of the Shadakine Empire. The Shadakine find no place to hide, for all the cities of the Empire are in open revolt. Each Kazim has reclaimed its heart and slain the Shadakine Wytch that ruled each city. During the four days of the pursuit you are not required to exert any energy or use any of your Magical Powers and you regain 8 ENDURANCE points and 9 WILLPOWER points. Constantly harrying the ever-dwindling Shadakine force, the Army of the Freedom Guild crosses the great Kalamar River and approaches the Mountains of Lara.

    The Mountains of Lara contain the infamous Morn Pass. It was through this pass that the Shadakine first invaded the provinces of the south. It is the last barrier between you and the fortress city of Shadaki. With growing dread you realize that the time of your final battle with Shasarak is fast approaching. With his armies scattered or destroyed, it only remains for you to challenge him yourself and ensure that the land remains free. Your trepidation is coupled with suspicion. Shasarak has many powers at his disposal. Why then has he not used them to challenge Sado's tiny army, much reduced in numbers? Perhaps there is some other reason why he does not bring his full might to bear?

    - If you are versed in the higher magick of Thaumaturgy, possess a Temeris Potion, or wish to use the Dimension Door of the Moonstone to teleport into the city of Shadaki and challenge Shasarak now, turn to 191. + If you are versed in the Higher Magick of Thaumaturgy, possess a Temeris Potion, or wish to use the Dimension Door of the Moonstone to teleport into the city of Shadaki and challenge Shasarak now, turn to 191. If you wish to continue with the Army of the Freedom Guild through the Morn Pass, turn to 342.
    @@ -4079,19 +4302,23 @@ Heralding battle, to regain our hearts.

    331 + + +

    Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required WILLPOWER points. Tarama Seeds cannot be used to maintain the effect of a spell or in place of other drains on your WILLPOWER, like mental attacks. It also seems inappropriate to use a Tarama Seed in close combat where you could then decide to expend an infinite amount of WILLPOWER to automatically win a fight.

    +
    -

    Your trained eye quickly perceives that many unusual plants grow in the forest, some of which are of immense use to your Theurgical powers. The army is well equipped and you are able to borrow many vials from a healer. While Sado and his men watch for the approach of the Shadakine Army, you pass the day searching for various herbs and preparing potions. It is evening by the time you have finished. You have the choice of making and keeping any of the following items for future use. Remember that your Herb Pouch can hold up to six items, and any other potions may be stored in your Backpack.

    +

    Your trained eye quickly perceives that many unusual plants grow in the forest, some of which are of immense use to your Theurgical powers. The army is well equipped and you are able to borrow many vials from a healer. While Sado and his men watch for the approach of the Shadakine Army, you pass the day searching for various herbs and preparing potions. It is evening by the time you have finished. You have the choice of making and keeping any of the following items for future use. Remember that your Herb Pouch can hold up to eight items, and any other potions may be stored in your Backpack.

    - If you have some Phinomel pods, turn to 355. + If you have some Phinomel Pods, turn to 355. If not, turn to 359.
    @@ -4100,7 +4327,7 @@ Heralding battle, to regain our hearts.

    332 -

    At the cost of 1 WILLPOWER point you summon a wind of your own design. It blows through the tree-tops of the Forest of Fernmost and sends the dense cloud above swirling across the sky. The cloud disperses to reveal the moon once more.

    +

    At the cost of 1 WILLPOWER point you summon a wind of your own design. It blows through the treetops of the Forest of Fernmost and sends the dense cloud above swirling across the sky. The cloud disperses to reveal the moon once more.

    My thanks, Sado says with a grin. You turn your attention to the Shadakine Army once more.

    Turn to 230.
    @@ -4137,18 +4364,22 @@ Heralding battle, to regain our hearts.

    336 + + +

    Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required WILLPOWER points. Tarama Seeds cannot be used to maintain the effect of a spell or in place of other drains on your WILLPOWER, like mental attacks. It also seems inappropriate to use a Tarama Seed in close combat where you could then decide to expend an infinite amount of WILLPOWER to automatically win a fight.

    +
    -

    Your Alchemist's eye tells you that many unusual plants grow in the forest, some of which are of great use. You borrow some empty vials from a healer in the army's employ. While Sado and his men watch for the approach of the Shadakine Army, you pass the day searching for various herbs and plants and preparing potions. It is evening by the time you have finished. You have the choice of making and keeping any of the following items for future use. Remember that your Herb Pouch will hold up to six items may be stored in your Backpack.

    +

    Your Alchemist's eye tells you that many unusual plants grow in the forest, some of which are of great use. You borrow some empty vials from a healer in the army's employ. While Sado and his men watch for the approach of the Shadakine Army, you pass the day searching for various herbs and plants and preparing potions. It is evening by the time you have finished. You have the choice of making and keeping any of the following items for future use. Remember that your Herb Pouch can hold up to eight items, and any other potions may be stored in your Backpack.

    - If you have some Phinomel pods, turn to 355. + If you have some Phinomel Pods, turn to 355. If not, turn to 359.
    @@ -4159,13 +4390,13 @@ Heralding battle, to regain our hearts.

    You mount and ride with all speed to the site of the battle at the northern edge of the camp. You arrive to see Sado with a hundred cavalry upon a low rise overlooking the battle. As many as a thousand Shadakine foot soldiers are charging towards you.

    Good morning to you Grey Star, Sado calls. The morning begins with battle. Have a care to stay by me, for you know not the strategy I have in mind and you must be sure to move when I do.

    -

    You glance behind the line of Sado's cavalrymen and see a line of soldiers armed with crossbows, busily loading their weapons. The warriors are kneeling to conceal their presence. When the Shadakine have drawn but two hundred paces away, Sado barks a command. At his word, the line of horsemen parts to allow those bearing crossbows to step forward. Sado shouts again and the crossbowmen release a deadly hail of arrows that fly towards the Shadakine host. Many fall dead in the face of this lethal volley. But incredibly the survivors continue.

    +

    You glance behind the line of Sado's cavalrymen and see a line of soldiers armed with crossbows, busily loading their weapons. The warriors are kneeling to conceal their presence. When the Shadakine have drawn but two hundred paces away, Sado barks a command. At his word, the line of horsemen parts to allow those bearing crossbows to step forward. Sado shouts again and the crossbowmen release a deadly hail of arrows that flies towards the Shadakine host. Many fall dead in the face of this lethal volley. But incredibly the survivors continue.

    These Shadakine are strong of heart. Brave but foolish, Sado murmurs.

    The crossbowmen reload and release another shower of arrows. As the bolts find their targets, many more Shadakine fall dead. More than half their number have now fallen. You look back to the camp: it is still a chaotic mass of rushing men, trying to order themselves and leave. Samu and his Masbaté have already left in good order but they have the advantage of smaller numbers and a strong leader to command them.

    -

    The Shadakine continue to advance, their faces set with grim determination. There is no time for the crossbowmen to reload their weapons before the remainder of the Shadakine, almost five hundred men, fall upon the Guild's ranks. At Sado's command, the cavalry charges down the rise at the Shadakine. A furious melée ensues but the Shadakine maintain the upper hand and the cavalry are forced to retreat in disorder. It will not be long before the Shadakine are fighting against the bulk of the army of the Freedom Guild, who are still attempting to flee into the forest. Looking to the distant hills, you see the reason for this early raid by the Shadakine. A line of Shadakine chariots has appeared. From earlier encounters with the Shadakine, you know that sharpened blades adorn the wheels of the chariots. You shudder to think of the harm they could inflict on the disordered lines of the retiring Freedom Guild.

    +

    The Shadakine continue to advance, their faces set with grim determination. There is no time for the crossbowmen to reload their weapons before the remainder of the Shadakine, almost five hundred men, fall upon the Guild's ranks. At Sado's command, the cavalry charges down the rise at the Shadakine. A furious mêlée ensues but the Shadakine maintain the upper hand and the cavalry are forced to retreat in disorder. It will not be long before the Shadakine are fighting against the bulk of the army of the Freedom Guild, who are still attempting to flee into the forest. Looking to the distant hills, you see the reason for this early raid by the Shadakine. A line of Shadakine chariots has appeared. From earlier encounters with the Shadakine, you know that sharpened blades adorn the wheels of the chariots. You shudder to think of the harm they could inflict on the disordered lines of the retiring Freedom Guild.

    + If you are versed in the Higher Magick of Physiurgy, and wish to expend 2 WILLPOWER points using it against the chariots of the Shadakine, turn to 333. + If you are versed on the Higher Magick of Telergy and wish to expend 2 WILLPOWER points using it against the Shadakine, turn to 327. If you wish to lead the main army group of the Freedom Guild into the forest of Fernmost, turn to 343. - If you are versed in the higher magick of Physiurgy, and wish to expend 2 WILLPOWER points using it against the chariots of the Shadakine, turn to 333. - If you are versed on the higher magick of Telergy and wish to expend 2 WILLPOWER points using it against the Shadakine, turn to 327.
    @@ -4195,7 +4426,7 @@ Heralding battle, to regain our hearts.

    This shall be done, comes the reply. Look into the Moonstone and your wish shall be granted.

    -

    You obey and gaze into the stone. Gradually the colour of the stone begins to change. It darkens until it contains a grey mist. The heart of the mist clears and a hazy image appears. You are looking upon a huge, grim city that overlooks the sea. Its looming walls are built of black stone and granite from the mountains of Jazer. The image shifts and you feel as if you are being drawn into the city with its tall, crenellated walls and towers. You guess that this is the fortress city of Shadaki, Shasarak's home, and the heart of the Shadakine Empire. The scene shifts to a high tower, and suddenly you are looking down into a wide, round hall, full of darkness and forboding. At one end of the hall is a throne, rudely carved from stone; at the other end is a wall of fire. Kneeling before the wall of fire is the crippled figure of Shasarak, who looks as if he is pleading with someone. A pair of eyes stares out from the wall of fire. Suddenly the picture fades.

    +

    You obey and gaze into the stone. Gradually the colour of the stone begins to change. It darkens until it contains a grey mist. The heart of the mist clears and a hazy image appears. You are looking upon a huge, grim city that overlooks the sea. Its looming walls are built of black stone and granite from the mountains of Jazer. The image shifts and you feel as if you are being drawn into the city with its tall, crenellated walls and towers. You guess that this is the fortress city of Shadaki, Shasarak's home, and the heart of the Shadakine Empire. The scene shifts to a high tower, and suddenly you are looking down into a wide, round hall, full of darkness and foreboding. At one end of the hall is a throne, rudely carved from stone; at the other end is a wall of fire. Kneeling before the wall of fire is the crippled figure of Shasarak, who looks as if he is pleading with someone. A pair of eyes stares out from the wall of fire. Suddenly the picture fades.

    Turn to 326.
    @@ -4217,6 +4448,14 @@ Heralding battle, to regain our hearts.

    You come to the Morn Pass and cautiously enter the long, barren trail that runs between the mountains. Your senses scream a warning at you; every nerve is taut. Looking down, you see that the Moonstone has turned black and you sense a terrible evil, sorcerous in nature. The hairs on the back of your neck rise and your blood runs like ice in your veins. Ignorant of the torment you suffer, Sado looks over to you, a broad smile splitting his face. His eyes shine with the joy of his victory over the Shadakine. If only he knew what it is you must yet face. You hope his confidence in you is not misplaced.

    A faint tremor shakes the ground. Horses rear and whinny their distress as the land cracks and splits. All eyes look in horror at the shapes now heaving out of the ground, twisting blindly with skeletal claws outstretched. Humans, horses, all manner of beasts, crawl out into the light from their graves beneath the pass. Shasarak, the master Necromancer, has summoned the legions of the dead that lie beneath this old battlefield. Hundreds of gnarled shapes rise up, blocking each end of the pass. The army is trapped and you with it. A skeleton shape stands before you, its frozen smile leering savagely. It has a rusty sword in its hand and leans forward to strike.

    + + + Paul Bonner + The twisted shapes of the undead heave up from the cracked earth. + + + + Skeleton Warrior2025 If you win the combat, turn to 12.
    @@ -4227,7 +4466,7 @@ Heralding battle, to regain our hearts.

    You ride among the army camp, calling to all. Follow, follow. We go to the Fernmost. I will lead you there. There is nothing to fear.

    -

    Many of the Guildsmen nearby shake their heads. The legends of the forest are steeped in legend and dark mystery and the soldiers are filled with a superstitous fear of it. You look around in desperation, willing someone to follow you.

    +

    Many of the Guildsmen nearby shake their heads. The legends of the forest are steeped in legend and dark mystery and the soldiers are filled with a superstitious fear of it. You look around in desperation, willing someone to follow you.

    Turn to 312.
    @@ -4246,7 +4485,7 @@ Heralding battle, to regain our hearts.

    345 -

    Staff clashes against Staff and the hall is filled with flame as you fight. Agarash's unholy joy ripples through the room in peals of mocking laughter, the black, fathomless eyes following every move. You are locked in a duel with your arch enemy.

    +

    Staff clashes against Staff and the hall is filled with flame as you fight. Agarash's unholy joy ripples through the room in peals of mocking laughter, the black, fathomless eyes following every move. You are locked in a duel with your arch-enemy.

    Wytch-king Shasarak3025 If you win the combat, turn to 180.
    @@ -4265,11 +4504,11 @@ Heralding battle, to regain our hearts.

    347 -

    With valiant cries, the entire force of the Masbaté tribesmen charges from the forest, running to the aid of Sado, who is beleagured upon the hill. The Masbaté have managed to stay ordered and controlled under Samu's command, despite the surprise of the Shadakine night attack, and their charge is ferocious and deadly. The Shadakine are swept back and away from the hill. Soon they have fallen into a full retreat and the men of the Freedom Guild give a loud cheer.

    +

    With valiant cries, the entire force of the Masbaté tribesmen charges from the forest, running to the aid of Sado, who is beleaguered upon the hill. The Masbaté have managed to stay ordered and controlled under Samu's command, despite the surprise of the Shadakine night attack, and their charge is ferocious and deadly. The Shadakine are swept back and away from the hill. Soon they have fallen into a full retreat and the men of the Freedom Guild give a loud cheer.

    While Sado organizes his men into battle formations, and sends couriers dashing through the forest with messages for the rest of the army, you stare out at the Shadakine host, trying to guess their next move. A cloud drifts across the moon's face, blotting out its silver light and plunging you into darkness once more. Sado curses. Grey Star, is there nothing you can do to bring us light? he asks.

    I cannot command the sun to rise before dawn, you reply bitterly. If only there were some way of fulfilling Sado's request. You are also anxious to see the movements of the Shadakine.

    If you possess the Magical Power of Elementalism, and wish to use it, expending 2 WILLPOWER points, turn to 338. - If you are versed in the higher magick of Physiurgy, and wish to expend 1 WILLPOWER point using it, turn to 332. + If you are versed in the Higher Magick of Physiurgy, and wish to expend 1 WILLPOWER point using it, turn to 332. If you do not have either of these Magical Powers, or do not wish to use them, turn to 275.
    @@ -4299,7 +4538,7 @@ Heralding battle, to regain our hearts.

    Shasarak's torment is written in deep lines upon his ruined face. The wall of fire is a portal to Agarash's realm. Shasarak's bargain is to change places with Agarash, setting the demon free and enduring Agarash's banishment for all time. He chooses eternal torment before eternal death.

    As Shasarak disappears through the wall, Agarash calls out with glee, Free, free at last! The eyes disappear and a vast, flaming shoulder moves out from the wall. You glimpse a wing and a clawed foot.

    - If you wish to use the last of your WILLPOWER and ENDURANCE points to attack the demon lord as he steps through the portal, turn to 322. + If you wish to use the last of your WILLPOWER and ENDURANCE points to attack the Demonlord as he steps through the portal, turn to 322. If you wish to use the last of your WILLPOWER and ENDURANCE points to attempt to close the portal, turn to 356.
    @@ -4321,9 +4560,17 @@ Heralding battle, to regain our hearts.

    Your horse quickly covers the miles of your long, desperate ride. The demon host has not caught you, although it is not far away. Looking to the east you see great clouds of dust hanging in the air. These are the tell-tale signs of an army on the move. It must be the rear of the Shadakine column approaching the bridge at Lanzi. You double your speed. Now you can hear the cries of battle and the ringing of steel. You gallop around the edge of the town of Lanzi on its western side and emerge close to the River Dosar. Reining in the horse for a moment, you stop and look along the line of the river. A mile away you can see the bridge. The Masbaté still hold it but they fight a desperate battle against a huge force of Shadakine warriors.

    + + + Paul Bonner + The Masbaté fight a desperate battle against a huge force of Shadakine. + + + +

    With a wild yell, you head towards the battle, the demon pack baying at your heels. You reach the Shadakine force that fights at the bridge and, rushing up to an officer, you indicate the demon horde behind you. He curses and orders some of his men to turn and face this new threat. He orders you to the rear of the army group. Alert Warward Gatakhan, he shouts after you. He must bring forward more men.

    You nod your head, although, of course, you have no intention of obeying the order. Your sole objective is to cross the river and tell the Masbaté that they may join the Army of the Freedom Guild in the south.

    - If you are versed in the higher magick of Thaumaturgy, and wish to use it to teleport across the river and have 2 WILLPOWER points, turn to 195. + If you are versed in the Higher Magick of Thaumaturgy, and wish to use it to teleport across the river and have 2 WILLPOWER points, turn to 195. If you wish to try to swim across the river, turn to 238. If you wish to try to fight your way across the bridge, turn to 256.
    @@ -4333,12 +4580,13 @@ Heralding battle, to regain our hearts.

    353 -

    In a stunning display of battle skills, you hack a path of blazing, magical fire through the Shadakine ranks. On the bridge you can hear the cheering of the Masbaté as you wreak terrible havoc among your foes. They urge you on, their cries growing louder as you draw nearer. Suddenly your horse is cut from under you and you throw yourself clear and on to the stone bridge to run the last steps towards the Masbaté. They rush forward to protect your flanks. You are safe. Samu rushes to meet you. Grey Star, that was magnificent &ellips; he begins.

    -

    No time &ellips; no time, you pant. Sound the retreat. We must flee. See? I have brought the demon plague.

    +

    In a stunning display of battle skills, you hack a path of blazing, magical fire through the Shadakine ranks. On the bridge you can hear the cheering of the Masbaté as you wreak terrible havoc among your foes. They urge you on, their cries growing louder as you draw nearer. Suddenly your horse is cut from under you and you throw yourself clear and on to the stone bridge to run the last steps towards the Masbaté. They rush forward to protect your flanks. You are safe. Samu rushes to meet you. Grey Star, that was magnificent&ellips; he begins.

    +

    No time&ellips; no time, you pant. Sound the retreat. We must flee. See? I have brought the demon plague.

    It is as you say. Even now, across the river, you can see a wild, screaming mass as the demon horde battles with the Shadakine. Samu nods and springs into action. He sounds a battle horn and the Masbaté retire. The Shadakine cannot pursue while the demon host fights at their back. However, you must destroy the bridge to prevent pursuit should the Shadakine, whose entire army numbers in thousands defeat the demon plague too soon.

    If you have the Magical Power of Elementalism, and wish to use it, turn to 314. - If you are versed in the higher magick of Physiurgy, and wish to use it, turn to 7. - If you are versed in the higher magick of Thaumaturgy, and wish to use it, turn to 26. + If you are versed in the Higher Magick of Physiurgy, and wish to use it, turn to 7. + If you are versed in the Higher Magick of Thaumaturgy, and wish to use it, turn to 26. + If you do not possess any of the above Powers, you must attack the bridge with your Staff; turn to 175.
    @@ -4355,8 +4603,12 @@ Heralding battle, to regain our hearts.

    355 + +

    It appears that for every Phinomel Pod that you possess and wish to throw into the Leafwater pool, you may permanently raise your COMBAT SKILL by 1 when using your Wizard's Staff. Remember to delete these Phinomel Pods from your Action Chart.

    + + -

    You see a deep pool of greenish liquid called Leafwater, a strange and unique plant. When Phinomel pods are cast into the pool the watery substance is transformed. For every pod you cast into it, add 1 to your COMBAT SKILL when you dip a weapon into it. You may affect your Wizard's Staff in this way.

    +

    You see a deep pool of greenish liquid called Leafwater, a strange and unique plant. When Phinomel Pods are cast into the pool the watery substance is transformed. For every pod you cast into it, add 1 to your COMBAT SKILL when you dip a weapon into it. You may affect your Wizard's Staff in this way.

    Turn to 359.
    @@ -4366,7 +4618,7 @@ Heralding battle, to regain our hearts.

    You hurl the fury of your last desperate attack at the portal, attempting to close it.

    -

    NO! the demon thunders. Do not &ellips;

    +

    NO! the demon thunders. Do not&ellips;

    You battle on as the demon struggles to escape with all its power. You must close the portal and tear down the wall. Flame rages around the hall, striving against the purity of the Moonstone's light. A yawning blackness threatens to engulf you as a hurricane of might swirls out from the Moonstone and assaults the portal, a doorway to damnation. You fall to your knees and look up into the raging wall of incandescence before slipping into unconsciousness.

    Turn to 360.
    @@ -4405,11 +4657,12 @@ Heralding battle, to regain our hearts.

    360 -

    You wake to see the face of Tanith looking into yours. You sit up with a jolt. You are lying in a bed in a tall tower. The portal &ellips; Agarash &ellips; is he &ellips;? you stammer.

    -

    Tanith smiles. All vanquished, she replies. The demon lord, Agarash and his portal of fire have gone and Shasarak with them. You have triumphed, Grey Star. We are saved.

    +

    You wake to see the face of Tanith looking into yours. You sit up with a jolt. You are lying in a bed in a tall tower. The portal&ellips; Agarash&ellips; is he&ellips;? you stammer.

    +

    Tanith smiles. All vanquished, she replies. The Demonlord Agarash and his portal of fire have gone and Shasarak with them. You have triumphed, Grey Star. We are saved.

    With a wild laugh you leap from the bed and hug Tanith with joy. You have saved your people. Come, she says, leading you to a doorway. It opens on to a balcony that overlooks a large square in the centre of the city of Shadaki. There you look upon a huge crowd. They let out a thunderous cheer as they see you.

    Later you retire to the chamber. Standing there are Sado of the Long Knife and Samu, the Masbaté King. You clasp their outstretched hands, eyes brimming with tears of happiness. You grin furiously, glad to see that they are alive. A wave of exultant relief runs through you as you receive their grateful thanks and congratulations. They tell you that the Shadakine have fled back to the Sadi Desert. All the cities of the land are free capitals as before. The long task of rebuilding has already begun and all sing your praise to the furthest comers of what was once the Shadakine Empire. They have proclaimed you their ruler, the Wizard Regent of the Free Peoples, for their faith and trust in your wisdom and courage is unshakable.

    Hail! Wizard Grey Star, Shianti Hero and Saviour.

    +

    The Passing of the Shianti

    @@ -4420,10 +4673,14 @@ Heralding battle, to regain our hearts.

    The Passing of the Shianti + +

    This epilogue to the Grey Star series was included in Lone Wolf Club Newsletter 7.

    +
    + -

    And so it was that the shame of the Shianti was absolved. With the defeat of the Wytch-king, Shasarak, the renegade Shianti Master, the Shadakine Empire he had built fell. The Shadakine people fled back to their former home in the Sadi Desert, and Grey Star&emdash;the champion of the Shianti cause&emdash;was proclaimed Wizard Regent of the free peoples of the old empire, to oversee a time of rebirth and liberty. The only Shadakine who did not return to the Sadi Desert was the Lady Tanith. She and Grey Star were soon married, as many foretold they would, to form the founding line of a magiocracy destined to rule the new confederation of free states formed from the ashes of the old empire. For the Shianti themselves a higher destiny dawned. The Goddess Ishir came to them on the Isle of Lorn and took them up to the Plane of Light. Their reward was to dwell as immortals by her side and in her service in peace and serenity.

    -

    The Wizard Grey Star saw them once before they departed and many fond and sad farewells were exchanged. To Grey Star was bequeathed the nature of true Shianti wisdom, the last of their ancient magical secrets which only a lifetime's study would unlock from the hundreds of dusty volumes, scrolls, and magical artifacts. The Moonstone was given into the care of the Shianti and taken with them into the Plane of Light, for still its power was too great to remain on Magnamund.

    -

    Grey Star then returned to his people. Sado of the Long Knife was made general of the army, King Samu had his lands in the Lissan Plain restored to him, and Urik the Wise of the Kundi peoples was summoned to act as advisor to the Wizard Regent and Lady Tanith the Wytch-Queen. Despite his newfound responsibilities and duties, Grey Star looked forward to a time of hope and happiness. In this far corner of Magnamund, at least for now, peace reigned.

    +

    And so it was that the shame of the Shianti was absolved. With the defeat of the Wytch-king, Shasarak, the renegade Shianti Master, the Shadakine Empire he had built fell. The Shadakine people fled back to their former home in the Sadi Desert, and Grey Star&emdash;the champion of the Shianti cause&emdash;was proclaimed Wizard Regent of the free peoples of the old empire, to oversee a time of rebirth and liberty. The only Shadakine who did not return to the Sadi Desert was the Lady Tanith. She and Grey Star were soon married, as many foretold they would, to form the founding line of a magiocracy destined to rule the new confederation of free states formed from the ashes of the old empire. For the Shianti themselves a higher destiny dawned. The Goddess Ishir came to them on the Isle of Lorn and took them up to the Plane of Light. Their reward was to dwell as immortals by her side and in her service in peace and serenity.

    +

    The Wizard Grey Star saw them once before they departed and many fond and sad farewells were exchanged. To Grey Star was bequeathed the nature of true Shianti wisdom, the last of their ancient magical secrets which only a lifetime's study would unlock from the hundreds of dusty volumes, scrolls, and magical artefacts. The Moonstone was given into the care of the Shianti and taken with them into the Plane of Light, for still its power was too great to remain on Magnamund.

    +

    Grey Star then returned to his people. Sado of the Long Knife was made general of the army, King Samu had his lands in the Lissan Plain restored to him, and Urik the Wise of the Kundi peoples was summoned to act as advisor to the Wizard Regent and Lady Tanith the Wytch-queen. Despite his newfound responsibilities and duties, Grey Star looked forward to a time of hope and happiness. In this far corner of Magnamund, at least for now, peace reigned.

    And so ends the chronicle of the first quest of the Wizard Grey Star.

    @@ -4434,10 +4691,10 @@ Heralding battle, to regain our hearts.

    - Christopher Lundgren + Paul Bonner - - + + @@ -4498,8 +4755,9 @@ Heralding battle, to regain our hearts.

  • Calculate your COMBAT SKILL based on the weapon that you are using.
  • Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.
  • If using your Wizard's Staff, note the number of WILLPOWER points you wish to expend.
  • -
  • Turn to Combat Results Table.
  • -
  • Find your Combat Ratio on the top of the chart and cross reference to the random number you have picked. (E indicates loss of ENDURANCE points to Enemy. GS indicates loss of ENDURANCE points to Grey Star.)
  • +
  • Pick a number from the Random Number Table.
  • +
  • Turn to the Combat Results Table.
  • +
  • Find your Combat Ratio on the top of the chart and cross-reference to the random number you have picked. (E indicates loss of ENDURANCE points to Enemy. GS indicates loss of ENDURANCE points to Grey Star.)
  • Multiply the enemy's lost ENDURANCE points by the number of WILLPOWER points used.
  • Continue the combat from Stage 3 until one character is dead. This is when ENDURANCE points of either character fall to 0 or below.
  • @@ -4569,20 +4827,147 @@ Heralding battle, to regain our hearts.

    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.

    Errata List - -

    (The Game Rules) Replaced all occurrences of eg with e.g..

    -

    (Magical Powers) Replaced ie with i.e., all occurrences of eg with e.g. and quarterstaff yet with quarterstaff, yet.

    -

    (Equipment) Replaced sulphur with Sulphur, saltpetre with Saltpetre, vial with Vial within the Herb Pouch contents list, notes but with notes, but and Shianti and with Shianti, and. Added Mark these 4 items in your Action Chart. after the Alchemy equipment list, as in the other books.

    -

    (1) Added closing quote characters after the second and third paragraphs.

    -

    (38) Replaced feet away. The home with feet away. &lsquot;The home.

    -

    (201) Replaced you ashore. I am with you ashore. &lsquot;I am.

    +

    (Title Page) Replaced THE WORLD OF LONE WOLF with The World of Lone Wolf. Replaced climax to your epic struggle with climax of your epic struggle.

    +

    (Of the Coming of Grey Star) Replaced new found with newfound.

    +

    (The Game Rules) Replaced all occurrences of eg with e.g.. Deleted at the front of this book. Deleted If you run out of space, you can copy out the chart or have it photocopied.. Deleted on the last page of this book.

    +

    (Magical Powers) Replaced ie with i.e., all occurrences of eg with e.g. and quarterstaff yet with quarterstaff, yet. Replaced all occurrences of lesser magicks with Lesser Magicks. Replaced magical powers with Magical Powers. Replaced all occurrences of higher magicks with Higher Magicks. Replaced all occurrences of higher magick with Higher Magick. Replaced physiurgy with Physiurgy. Replaced This power allows with This Power allows. Replaced all occurrences of choose this power with choose this Power. Replaced power of Enchantment with Power of Enchantment. Replaced power of elemental magic with Power of elemental magic. Replaced power of Alchemy with Power of Alchemy. Replaced use of alchemy with use of Alchemy. Replaced power of Alchemy with Power of Alchemy. Replaced power of prophecy with Power of Prophecy. Replaced all occurrences of power of divination with Power of Prophecy. Replaced This power bestows with This Power bestows. Replaced this power permits with this Power permits. Replaced power of Thaumaturgy with Power of Thaumaturgy. Replaced Telergy is the power with Telergy is the Power. Replaced resist this power with resist this Power. Replaced power of Theurgy with Power of Theurgy. Replaced power of a visionary with Power of a Visionary.

    +

    (Equipment) Replaced sulphur with Sulphur, saltpetre with Saltpetre, vial with Vial within the Herb Pouch contents list, notes but with notes, but and Shianti and with Shianti, and. Added Mark these 4 items in your Action Chart. after the Alchemy equipment list, as in the other books. Deleted at the beginning of this book. Replaced Alchemy with Alchemy or Theurgy. Replaced It counts as 1 item with It counts as one item.

    +

    (Rules for Combat) Deleted on the inside back cover of the book. Replaced on the page after the Random Number Table with in the back of this book.

    +

    (Sage Advice) Replaced higher and lesser magicks with Higher and Lesser magicks. Replaced choose the powers with choose the Powers. Replaced confrton with confront.

    +

    (1) Added closing quote characters after the second and third paragraphs. Replaced excitement. the with excitement. The.

    +

    (2) Replaced life force with life-force.

    +

    (6) Replaced satety with safety.

    +

    (8) Replaced empty vial with empty Vial.

    +

    (9) Replaced all occurrences of higher magick with Higher Magick. Replaced have versed with are versed. Moved the two first choices to the two last positions.

    +

    (10) Replaced all occurrences of higher magick with Higher Magick. Replaced Theurgey with Theurgy. Replaced these powers with these Powers.

    +

    (11) Replaced all occurrences of Phinomel pods with Phinomel Pods.

    +

    (12) Replaced higher magick with Higher Magick. Replaced Dimension door with Dimension Door. Replaced Thaumaturgy, deduct with Thaumaturgy, you may deduct. Replaced Moonstone, deduct with Moonstone, you may deduct. Replaced Freedom guild with Freedom Guild.

    +

    (15) Replaced mid-day with midday. Replaced birdge with bridge. Replaced all occurrences of higher magick with Higher Magick. Replaced wish to ask with wish to use the Power of Theurgy and ask.

    +

    (16) Replaced all occurrences of Phinomel pods with Phinomel Pods.

    +

    (18) Replaced higher magick with Higher Magick. Replaced these powers with these Powers.

    +

    (19) Replaced higher magick with Higher Magick. Replaced these powers with these Powers. Replaced delete 4 WILLPOWER points with deduct 4 WILLPOWER points.

    +

    (20) Replaced life-less with lifeless.

    +

    (21) Replaced life force with life-force.

    +

    (24) Replaced higher magick with Higher Magick. Replaced this power with this Power. Replaced these powers with these Powers.

    +

    (25) Replaced 1 coil of Rope with Coil of Rope. Replaced 1 Sword and Sheath with Sword and Sheath. Replaced 1 Spear with Spear. Replaced 1 Dagger and Sheath with Dagger and Sheath. Replaced 1 Water Bottle with Water Bottle. Replaced 1 Tinder box with Tinderbox. Replaced 1 Torch counts as 1 Backpack Item with each Torch counts as one Backpack Item.

    +

    (28) Replaced evade combat turn with evade combat, turn.

    +

    (29) Replaced 1 Backpack with Backpack. Replaced 1 Coil of Rope with Coil of Rope. Replaced 1 Water Bottle with Water Bottle. Replaced 1 Tinderbox with Tinderbox. Replaced 1 Sword with Sword. Replaced 1 Masbaté Battle Horn with Masbaté Battle Horn. Replaced high magick of Necromancy with Higher Magick of Necromancy.

    +

    (32) Replaced half-way with halfway.

    +

    (34) Replaced you. they with you. They. Replaced a pestle and mortar with a Pestle and Mortar. Replaced empty vial with empty Vial. Replaced all occurrences of saltpetre with Saltpetre. Replaced all occurrences of sulphur with Sulphur. Replaced The empty vials with The empty Vials. Replaced Zakutsk flower with Zakutsk Flower. Replaced Demeril root with Demeril Root. Replaced Pestle and Mortar are Backpack Items with Pestle and Mortar and the Tinderbox are Backpack Items,. Replaced the vials with the Vials. Replaced wil with will. Replaced 1 Pestle and Mortar with Pestle and Mortar. Replaced 1 Tinderbox with Tinderbox.

    +

    (36) Replaced neither you nor Tanith have with neither you nor Tanith has.

    +

    (38) Replaced feet away. The home with feet away. &lsquot;The home. Replaced persectuion with persecution. Replaced dematerilize with dematerialize. Replaced warior with warrior. Replaced mightly with mighty.

    +

    (39) Replaced Demon Lord, Agarash with Demonlord Agarash. Replaced If you wish with If you have 1 WILLPOWER point and wish.

    +

    (40) Replaced Phinomel pods with Phinomel Pods.

    +

    (42) Replaced ceatures with creatures. Replaced despatching with dispatching.

    +

    (43) Replaced surrrounds with surrounds. Replaced higher magick with Higher Magick. Replaced this power with this Power. Replaced these powers with these Powers.

    +

    (47) Replaced half-way with halfway. Replaced Agarash's with Agarashi's.

    +

    (49) Replaced a Special Item, which may with an item on your Action Chart. It may. Replaced or your Herb Pouch with or in your Herb Pouch. Replaced all occurrences of empty vials with empty Vials.

    +

    (50) Replaced Intinctively with Instinctively. Replaced this power with this Power.

    +

    (57) Made the last sentence a paragraph of its own.

    +

    (58) Replaced your power with your Power. Replaced higher magick with Higher Magick. Moved the third choice up to the first position.

    +

    (60) Replaced Neither you nor Tanith have with Neither you nor Tanith has.

    +

    (67) Replaced stone. and with stone, and. Replaced wierd with weird. Replaced toadbeasts with toad beasts. Replaced this power with this Power.

    +

    (68) Replaced jubliant with jubilant.

    +

    (69) Replaced incandesence with incandescence.

    +

    (79) Replaced higher magick with Higher Magick.

    +

    (82) Replaced reptillian with reptilian.

    +

    (84) Replaced empty vial with empty Vial.

    +

    (86) Replaced all occurrences of higher magick with Higher Magick. Added a fourth choice If you do not possess any of the above Powers, you must attack the bridge with your Staff; turn to 175. (cf. Section 280).

    +

    (91) Replaced strenghtening with strenghening. Replaced waves of sorcery with waves of Sorcery. Replaced it's clawed hand with its clawed hand.

    +

    (93) Replaced materialzed with materialized.

    +

    (97) Replaced semi-circle with semicircle.

    +

    (99) Replaced fast flowing with fast-flowing.

    +

    (104) Replaced crowd of demons are with crowd of demons is.

    +

    (108) Replaced enchantment with Enchantment.

    +

    (113) Replaced magical Power with Magical Power.

    +

    (115) Replaced all occurrences of powers with Powers. Replaced higher magick with Higher Magick.

    +

    (125) Replaced life forces with life-forces.

    +

    (129) Replaced life force with life-force. Replaced arch enemy with arch-enemy.

    +

    (135) Replaced balustraded gallerys with balustraded galleries.

    +

    (137) Replaced group of demons are with group of demons is. Moved the illustration that was located in this Section to Section 139, as the event it depicts is described there.

    +

    (139) Replaced The horde stop with The horde stops. Moved the illustration that was located in Section 137 here, as the event it depicts is described here. Replaced the illustration caption You hurl a cascading rain of magical fire on to the head of the demonic horde below. with Your heart misses a beat as a huge pair of monstrous eyes appears within the flames of the portal.

    +

    (141) Replaced large, reptilian with large reptilian.

    +

    (142) Replaced higher magick with Higher Magick. Replaced these powers with these Powers.

    +

    (147) Replaced half-way with halfway. Replaced small, black with small black.

    +

    (154) Replaced battle cry with battle-cry. Replaced death blow with death-blow.

    +

    (159) Replaced higher magick with Higher Magick. Replaced these powers with these Powers.

    +

    (161) Replaced higher magick with Higher Magick.

    +

    (162) Replaced power of Prophecy with Power of Prophecy.

    +

    (165) Replaced higher magick with Higher Magick.

    +

    (167) Replaced all occurrences of Demon lord with Demonlord.

    +

    (170) Replaced the demon horde are with the demon horde is. Replaced half-way with halfway. Replaced out-rider with outrider. Replaced power of Sorcery with Power of Sorcery. Replaced higher magick with Higher Magick.

    +

    (172) Replaced retatively with relatively. Replaced she cries &lsquot;Something with she cries. &lsquot;Something.

    +

    (175) Replaced lack. (ie 2 with lack (i.e. 2.

    +

    (176) Replaced Demon lord with Demonlord.

    +

    (180) Replaced death blow with death-blow.

    +

    (181) Replaced power of Physiurgy with Power of Physiurgy. Replaced higher magick with Higher Magick.

    +

    (184) Replaced higher magick with Higher Magick.

    +

    (191) Replaced for, indeed, I hate you with for indeed I hate you.

    +

    (194) Replaced higher magick with Higher Magick. Replaced these powers with these Powers.

    +

    (196) Replaced power of Sorcery with Power of Sorcery.

    +

    (200) Replaced column reach with column reaches. Replaced higher magick with Higher Magick.

    +

    (201) Replaced you ashore. I am with you ashore. &lsquot;I am. Replaced host of Masbaté warriors wait with host of Masbaté warriors waits. Replaced fleet-footed wariors with fleet-footed warriors. Replaced shore&rsquot;, he with shore,&rsquot; he.

    +

    (202) Replaced half-way with halfway.

    +

    (203) Replaced this power with this Power.

    +

    (204) Replaced higher magick with Higher Magick.

    +

    (208) Replaced higher magick with Higher Magick. Replaced these powers with these Powers. Replaced Magical Power of Thaumaturgy with Higher Magick of Thaumaturgy.

    +

    (213) Replaced look-out with lookout.

    +

    (216) Replaced pupiless with pupilless.

    +

    (217) Replaced power of Telergy with Power of Telergy. Replaced higher magick with Higher Magick.

    +

    (218) Replaced higher magick with Higher Magick.

    +

    (220) Replaced enery with energy.

    +

    (221) Replaced plunge into with plunges into.

    +

    (225) Replaced higher magick with Higher Magick. Replaced these powers with these Powers.

    +

    (229) Replaced Half-way with Halfway.

    +

    (230) Replaced Pin-points with Pinpoints.

    +

    (233) Replaced half-way with halfway. Replaced higher magick with Higher Magick.

    +

    (234) Replaced higher magick with Higher Magick. Replaced these powers with these Powers.

    +

    (237) Replaced all occurrences of higher magick with Higher Magick. Replaced power of Necromancy with Power of Necromancy. Replaced power as a Visionary with Power as a Visionary. Replaced these powers with these Powers.

    +

    (242) Replaced gasp, Beyond with gasp. Beyond.

    +

    (255) Replaced sorcery with Sorcery.

    +

    (268) Replaced miles lies with miles lie.

    +

    (280) Replaced all occurrences of higher magick with Higher Magick. Replaced the above powers with the above Powers. Changed the last choice to lead to Section 175 instead of Section 59, as Section 59 does not fit into the context of the story here, and there are no other ways to reach Section 175.

    +

    (282) Replaced crosed with crossed. Replaced reinforcments with reinforcements.

    +

    (287) Replaced realise with realize.

    +

    (289) Replaced this power with this Power.

    +

    (291) Replaced shield of sorcery with Shield of Sorcery.

    +

    (293) Replaced battle cry with battle-cry. Replaced the horde begin with the horde begins.

    +

    (294) Replaced backpack with Backpack. Replaced empty vial with empty Vial.

    +

    (298) Replaced magical powers with Magical Powers. Replaced new-found with newfound.

    +

    (299) Replaced feet lies with feet lie.

    +

    (302) Replaced ememy with enemy.

    +

    (304) Replaced Turn 235 with Turn to 235.

    +

    (309) Replaced zig-zag with zigzag.

    +

    (312) Replaced guildsmen with Guildsmen.

    +

    (316) Replaced cannot . . with cannot&ellips;. Replaced demon lord with Demonlord.

    +

    (317) Replaced fomation with formation. Replaced Combat last with Combat lasts.

    +

    (320) Replaced kock with knock.

    +

    (321) Replaced higher magick with Higher Magick.

    +

    (322) Replaced demon lord with Demonlord.

    +

    (324) Replaced war horn with war-horn.

    +

    (328) Replaced Shadkine Army with Shadakine Army. Replaced higher magick with Higher Magick.

    +

    (331) Replaced six items with eight items. Replaced Tamara Seeds with Tarama Seeds, as in Grey Star the Wizard. Replaced Phinomel pods with Phinomel Pods.

    +

    (332) Replaced tree-tops with treetops.

    +

    (336) Replaced will hold up to six items may be stored with can hold up to eight items, and any other potions may be stored. Replaced Tamara Seeds with Tarama Seeds, as in Grey Star the Wizard. Replaced Phinomel pods with Phinomel Pods.

    +

    (337) Replaced hail of arrows that fly with hail of arrows that flies. Replaced melée with mêlée. Replaced all occurrences of higher magick with Higher Magick. Moved the first choice into the last position.

    +

    (340) Replaced forboding with foreboding.

    +

    (343) Replaced superstitous with superstitious.

    +

    (345) Replaced arch enemy with arch-enemy.

    +

    (347) Replaced beleagured with beleaguered. Replaced higher magick with Higher Magick.

    +

    (350) Replaced demon lord with Demonlord.

    +

    (352) Replaced higher magick with Higher Magick.

    +

    (353) Replaced all occurrences of higher magick with Higher Magick. Added a fourth choice If you do not possess any of the above Powers, you must attack the bridge with your Staff; turn to 175. (cf. Section 280).

    +

    (355) Replaced Phinomel pods with Phinomel Pods.

    +

    (360) Added a link to the Passing of the Shianti epilogue. Replaced The demon lord, Agarash with The Demonlord Agarash.

    +

    (The Passing of the Shianti) Replaced artifacts with artefacts.

    +

    (Combat Rules Summary) Added a fourth step Pick a number from the Random Number Table. in the first step list. Replaced Turn to Combat Results Table with Turn to the Combat Results Table. Replaced cross reference with cross-reference.

    @@ -4591,8 +4976,30 @@ Heralding battle, to regain our hearts.

    Footnotes - +

    (The Game Rules) It is implied that you must pick a new COMBAT SKILL from the Random Number Table even if have already completed previous one or more Grey Star adventures. This conflicts with the rules for the Lone Wolf books where you carry over your score from a previous successfully completed adventure. For the sake of consistency, players may wish to carry over their existing score from the last Grey Star book they completed.

    +

    (The Game Rules) The original intent of the author was most likely that the player should add 50 to their final WILLPOWER score from the end of their last successfully completed Grey Star adventure.

    +

    (The Game Rules) There are sections of this book that describe how you use a Magical Power and how many WILLPOWER points you spend, without giving you a choice and without taking into account that you may not have the required number of WILLPOWER points left. Section 175 contains one such case of mandated use of magic, but it also provides a method for resolving this problem: If you do not have enough WILLPOWER points then you must 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).

    +

    You may wish to use this method to resolve this problem in similar situations. If your ENDURANCE score falls to zero, you are dead and the adventure is over.

    Note that you may not 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.

    +

    (The Game Rules) The original intent of the author was most likely that the player should add 30 to their final ENDURANCE score from the end of their last successfully completed Grey Star adventure. In the Lone Wolf series, it is standard practice to restore one's ENDURANCE points to their original total when carrying them over from one adventure to the next, but the power of the Moonstone seems to change those rules in this case.

    +

    (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 Lesser Magicks 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 Lesser Magicks again. If you have currently mastered five Lesser Magicks, you may choose one additional Lesser Magick from the list. If you have already mastered six Lesser Magicks, you keep these. If you choose Alchemy as a new Lesser Magick, or you have not mastered the Lesser Magick of Alchemy but you have selected the Higher Magick of Theurgy, 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 Lesser Magick, or if you have not mastered the Lesser Magick of Alchemy but you have selected the Higher Magick of Theurgy, 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 or the Higher Magick of Theurgy 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.

    +

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

    +

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

    +

    (47) Although the term Agarashi is not used anywhere else in the Grey Star books, it is used in other books as the collective term for the monstrous servants of Agarash the Damned.

    +

    (104) If you do not have sufficient WILLPOWER points, you may choose the method used in Section 175 for resolving this problem: For the WILLPOWER points you lack, you must use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

    +

    (112) If you do not have sufficient WILLPOWER points, you may choose the method used in Section 175 for resolving this problem: For the WILLPOWER points you lack, you must use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

    +

    (139) If you do not have sufficient WILLPOWER points, you may choose the method used in Section 175 for resolving this problem: For the WILLPOWER points you lack, you must use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

    +

    (145) Remember to deduct 1 WILLPOWER point for using the power of the Moonstone against Shasarak.

    +

    (193) If you do not have sufficient WILLPOWER points, you may choose the method used in Section 175 for resolving this problem: For the WILLPOWER points you lack, you must use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

    +

    (328) If you possess a Temeris Potion you can teleport without using any WILLPOWER points. If you are versed in the Higher Magick of Thaumaturgy you can teleport by deducting 2 WILLPOWER points from your total. To use the Dimension Door of the Moonstone to teleport, deduct 4 WILLPOWER points. (Cf. Section 12.)

    +

    (331) Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required WILLPOWER points. Tarama Seeds cannot be used to maintain the effect of a spell or in place of other drains on your WILLPOWER, like mental attacks. It also seems inappropriate to use a Tarama Seed in close combat where you could then decide to expend an infinite amount of WILLPOWER to automatically win a fight.

    +

    (336) Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required WILLPOWER points. Tarama Seeds cannot be used to maintain the effect of a spell or in place of other drains on your WILLPOWER, like mental attacks. It also seems inappropriate to use a Tarama Seed in close combat where you could then decide to expend an infinite amount of WILLPOWER to automatically win a fight.

    +

    (355) It appears that for every Phinomel Pod that you possess and wish to throw into the Leafwater pool, you may permanently raise your COMBAT SKILL by 1 when using your Wizard's Staff. Remember to delete these Phinomel Pods from your Action Chart.

    +

    (The Passing of the Shianti) This epilogue to the Grey Star series was included in Lone Wolf Club Newsletter 7.

    @@ -4607,8 +5014,28 @@ Heralding battle, to regain our hearts.

    @@ -4632,3 +5059,20 @@ Heralding battle, to regain our hearts.

    +