From: Thomas Wolmer Date: Sun, 22 May 2005 21:45:14 +0000 (+0000) Subject: This is the Comment Period ready version. X-Git-Url: http://git.projectaon.org/?a=commitdiff_plain;h=ca20d15d923855bbd9213cfd4099b3fda474cf7c;p=project-aon.git This is the Comment Period ready version. git-svn-id: https://projectaon.org/data/trunk/xml@63 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- diff --git a/04wotw.xml b/04wotw.xml index 6258d30..98c7896 100755 --- a/04wotw.xml +++ b/04wotw.xml @@ -20,6 +20,9 @@ $Id$ $Log$ +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. @@ -72,7 +75,7 @@ Initial revision &inclusion.paul.bonner.bio.gs; Project Aon - 20050506 + 20050522

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.

@@ -201,7 +204,7 @@ 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).

+

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.

@@ -746,7 +749,7 @@ 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.
@@ -999,7 +1002,7 @@ 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. @@ -1144,11 +1147,11 @@ Initial revision -

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!

+

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. @@ -1253,7 +1256,7 @@ 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.
@@ -1821,9 +1824,13 @@ Initial revision
104 + +

PLACEHOLDER

+
+

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.

+

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.
@@ -1901,8 +1908,12 @@ Initial revision
112 + +

PLACEHOLDER

+
+ -

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.
@@ -2185,9 +2196,13 @@ Initial revision
139 + +

PLACEHOLDER

+
+

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 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.

+

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 @@ -2252,8 +2267,12 @@ 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.
@@ -2391,7 +2410,7 @@ 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. @@ -2751,8 +2770,12 @@ Initial revision
193 + +

PLACEHOLDER

+
+ -

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.
@@ -3157,7 +3180,7 @@ 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.

@@ -4569,8 +4592,12 @@ Heralding battle, to regain our hearts.

355 + +

PLACEHOLDER

+
+ -

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.
@@ -4635,12 +4662,12 @@ 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.

+

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.

@@ -4807,6 +4834,7 @@ Heralding battle, to regain our hearts.

(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.

(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.

@@ -4817,13 +4845,16 @@ Heralding battle, to regain our hearts.

(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.

(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.

(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.

(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.

@@ -4837,6 +4868,7 @@ Heralding battle, to regain our hearts.

(167) Replaced all occurrences of Demon lord with Demonlord.

(175) Replaced lack. (ie 2 with lack (i.e. 2.

(176) Replaced Demon lord with Demonlord.

+

(230) Replaced Pin-points with Pinpoints.

(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.

@@ -4932,7 +4964,7 @@ Heralding battle, to regain our hearts.

(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).

+

(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.

@@ -4943,7 +4975,14 @@ Heralding battle, to regain our hearts.

(Section 25) If you wish to take the Sheath, record it as a Special Item on your Action Chart.

(Section 25) If you wish to take the Sheath, record it as a Special Item on your Action Chart.

(Section 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.

+

(Section 104) PLACEHOLDER

+

(Section 112) PLACEHOLDER

+

(Section 139) PLACEHOLDER

+

(Section 145) Remember to deduct 1 WILLPOWER point for using the power of the Moonstone against Shasarak.

+

(Section 193) PLACEHOLDER

(Section 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.)

+

(Section 355) PLACEHOLDER

+

(The Passing of the Shianti) This epilogue to the Grey Star series was included in Lone Wolf Club Newsletter 7.