From 18b9743f7244c105728ceeba7f35b65acab63d9d Mon Sep 17 00:00:00 2001 From: Thomas Wolmer Date: Sat, 1 Oct 2005 21:32:17 +0000 Subject: [PATCH] Fixed some recent errata and added/updated footnote entries having to do with insufficient WILLPOWER. Also made some small illustrations adjustments. git-svn-id: https://projectaon.org/data/trunk@96 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- xml/01gstw.xml | 158 +++++++++++++++++++++++++++++++++++++------------ xml/02tfc.xml | 101 +++++++++++++++++++++---------- xml/03btng.xml | 50 +++++++++------- xml/04wotw.xml | 28 +++++---- 4 files changed, 236 insertions(+), 101 deletions(-) diff --git a/xml/01gstw.xml b/xml/01gstw.xml index 518c452..7d19834 100755 --- a/xml/01gstw.xml +++ b/xml/01gstw.xml @@ -20,6 +20,10 @@ $Id$ $Log$ +Revision 1.12 2005/10/01 21:32:17 angantyr +Fixed some recent errata and added/updated footnote entries having to do +with insufficient WILLPOWER. Also made some small illustrations adjustments. + Revision 1.11 2005/08/21 20:41:53 angantyr Added/modified footnotes and modified small illustrations. @@ -178,7 +182,7 @@ Change Log: &inclusion.paul.bonner.bio.gs; Project Aon - 20050821 + 20051001

In the World of Lone Wolf a new hero has arisen&emdash;Grey Star the Wizard

You are Grey Star. From the core of a raging storm you appeared&emdash;a human child, ship-wrecked and orphaned, a gift of hope to the exiled Shianti sorcerers. Ever since that fateful night they have raised you as one of their own, teaching you the mysteries of their magic in preparation for an epic quest.

@@ -308,6 +312,9 @@ Change Log: +

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

+

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

+

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

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

@@ -315,7 +322,7 @@ Change Log:

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

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

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

-

The second number that you pick from the Random Number Table represents your WILLPOWER. Add 20 to this number and write the total in the WILLPOWER section of your Action Chart (e.g., if your pencil fell on the number 6 in the Random Number Table you would have a WILLPOWER of 26). If you decide to use a spell or utilize the power of your Wizard's Staff, then you will lose WILLPOWER points. If at any time your WILLPOWER falls to zero, you may not use any of your spells or your Wizard's Staff. Lost WILLPOWER points can be regained during the course of the adventure, and it is possible for your WILLPOWER points to rise above the total with which you start your adventure.

+

The second number that you pick from the Random Number Table represents your WILLPOWER. Add 20 to this number and write the total in the WILLPOWER section of your Action Chart (e.g., if your pencil fell on the number 6 in the Random Number Table you would have a WILLPOWER of 26). If you decide to use a spell or utilize the power of your Wizard's Staff, then you will lose WILLPOWER points. If at any time your WILLPOWER falls to zero, you may not use any of your spells or your Wizard's Staff. Lost WILLPOWER points can be regained during the course of the adventure, and it is possible for your WILLPOWER points to rise above the total with which you start your adventure.

The third number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart (e.g., if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points). If you are wounded in combat, you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure but can never rise above the number with which you start your adventure.

@@ -844,8 +851,12 @@ Change Log:
12 + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+
+ -

At the expense of 3 WILLPOWER points, you are able to cut a path through the smoking remains of the Yaku. Soon you are completely free of them, and in the fading light you come within sight of the Great Wall of Azakawa.

+

At the expense of 3 WILLPOWER points, you are able to cut a path through the smoking remains of the Yaku. Soon you are completely free of them, and in the fading light you come within sight of the Great Wall of Azakawa.

Turn to 325.
@@ -1064,9 +1075,13 @@ Change Log:
30 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+ -

It is impossible to see which Yaku stem the tendrils are attached to, so you attack the wriggling cluster with a wide, sweeping stroke of your Staff across them all; you exert 2 WILLPOWER points.

+

It is impossible to see which Yaku stem the tendrils are attached to, so you attack the wriggling cluster with a wide, sweeping stroke of your Staff across them all; you exert 2 WILLPOWER points.

You have made the right decision; you have severed all the tendrils that threatened you. You are safe&ellips; for the moment.

Turn to 128.
@@ -1074,7 +1089,7 @@ Change Log:
31 - +

You are very tired. Wearily, you close your eyes and call on the Elementals for their aid. Your chant ends, and at first, it seems that you have failed. Then you hear the sound of rushing water: a gigantic wave rises up further along the river. The foaming, white crest of the wave towers above the bridge in the shape of an outstretched hand. The watery fingers clench to form an immense fist that smashes on to the bridge, crushing it as though it were made of matchsticks, and drenching the three of you, as it washes the bridge downstream.

Such power! Tanith exclaims, her eyes shining with childish delight and admiration.

@@ -1398,9 +1413,13 @@ Change Log:
57 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+ -

Instinctively Shan has thrown himself to the ground. With your Staff thrust up high into the air you tear a hole in one of the Quoku's wings; it shrieks with pain before crashing to the ground. Your attack has cost you 1 WILLPOWER point.

+

Instinctively Shan has thrown himself to the ground. With your Staff thrust up high into the air you tear a hole in one of the Quoku's wings; it shrieks with pain before crashing to the ground. Your attack has cost you 1 WILLPOWER point.

If you wish to attack the Quoku again, turn to 307. If you wish to escape, turn to 182.
@@ -1742,10 +1761,14 @@ Change Log:
88 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

The bolt of force that arches through the air into the ranks of Shadakine warriors kills one of them at a cost to you of 2 WILLPOWER points. The knights gain ground at their opponents' expense due to the confusion of the Shadakine, who are now being attacked from the front and rear.

-

The distance over which you are fighting necessitates the use of a great deal of WILLPOWER, and you realize that you can only increase your effectiveness by moving closer to the Shadakine. An attack from the rear at this time would almost certainly turn the battle in your favour. With this in mind, you burst out of the undergrowth and charge into the battle with a fearsome yell. Shan, puffing and panting behind you, swings his sword feebly. The knights on the bridge give a rousing cheer as you appear, and the Shadakine are pushed back as their resistance begins to falter. And then you are upon them: you rain blows in all directions, throwing them into disorder and wounding a warrior at the cost of 1 WILLPOWER point.

+

The distance over which you are fighting necessitates the use of a great deal of WILLPOWER, and you realize that you can only increase your effectiveness by moving closer to the Shadakine. An attack from the rear at this time would almost certainly turn the battle in your favour. With this in mind, you burst out of the undergrowth and charge into the battle with a fearsome yell. Shan, puffing and panting behind you, swings his sword feebly. The knights on the bridge give a rousing cheer as you appear, and the Shadakine are pushed back as their resistance begins to falter. And then you are upon them: you rain blows in all directions, throwing them into disorder and wounding a warrior at the cost of 1 WILLPOWER point.

Turn to 189.
@@ -1804,10 +1827,14 @@ Change Log:
94 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

Staff held high, spraying magical fire from its tip, you charge the Shadakine with unflinching fury. Shan struggles in your wake.

-

The Shadakine warriors are thrown into disorder as they attempt to meet this new threat from the rear. Due to their confusion, the knights are able to press home their advantage, gaining ground on their opponents and raising your spirits with shouts of encouragement. You rain fearful blows in all directions with your Wizard's Staff. At the cost of 1 WILLPOWER point, you fell the nearest Shadakine warrior. Much to his surprise, Shan claims another.

+

The Shadakine warriors are thrown into disorder as they attempt to meet this new threat from the rear. Due to their confusion, the knights are able to press home their advantage, gaining ground on their opponents and raising your spirits with shouts of encouragement. You rain fearful blows in all directions with your Wizard's Staff. At the cost of 1 WILLPOWER point, you fell the nearest Shadakine warrior. Much to his surprise, Shan claims another.

Tanith now reappears armed with a loaded crossbow. Coolly, she aims it at the Shadakine officer. He falls to the ground dead, a crossbow bolt protruding from his neck.

Turn to 215.
@@ -1970,10 +1997,14 @@ Change Log:
107 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

Shan stands motionless, his body frozen with fear. With one hand he holds his sword shakily aloft, while he covers his eyes with the other, peeping through the gaps between his fingers as the Quoku rushes towards him.

-

At the cost of 2 WILLPOWER points, you punch a flaming hole through one of the Quoku's wings and it shrieks in pain. The injured beast is knocked awry; it veers sharply to the left and crashes to the ground.

+

At the cost of 2 WILLPOWER points, you punch a flaming hole through one of the Quoku's wings and it shrieks in pain. The injured beast is knocked awry; it veers sharply to the left and crashes to the ground.

If you wish to finish off the Quoku, turn to 307. If you would prefer to make another run for it, turn to 182.
@@ -2127,9 +2158,13 @@ Change Log:
120 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+ -

You hurl yourself into the mass of fighting soldiers. At the cost of 1 WILLPOWER point, you throw down two Shadakine warriors. Shan disarms a third with a lucky blow.

+

You hurl yourself into the mass of fighting soldiers. At the cost of 1 WILLPOWER point, you throw down two Shadakine warriors. Shan disarms a third with a lucky blow.

The Shadakine warriors have become disordered by your attack, but you are still surrounded by four of them, who originally were commanded to guard the rear. You must fight them as one enemy and to the death. Shan adds 3 to your COMBAT SKILL for the duration of the combat.

Shadakine Rearguard2530 If you are still alive after three rounds of combat, turn to 189. @@ -2763,9 +2798,13 @@ Change Log:
172 + + +

You are forced to choose to use a Magical Power, even though all the Powers that are available to you may require you to use more WILLPOWER points than you currently possess. If you do not have sufficient WILLPOWER points, you may choose to simply subtract the number of WILLPOWER points required to use the Power you select. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+ -

Calmly you sift through these Powers and the extent of your mastery of them to determine the most effective choice. You make your decision.

+

Calmly you sift through these Powers and the extent of your mastery of them to determine the most effective choice. You make your decision.

If you wish to try to escape with the aid of Sorcery, turn to 95. If you wish to use the Power of Enchantment, turn to 124. If you would rather use Elementalism, turn to 271. @@ -3178,9 +3217,13 @@ Change Log:
204 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+ -

At the cost of 2 WILLPOWER points, you lash out at the tendril that holds Shan. The energy beam slices through the creeper. It withers instantly and releases him.

+

At the cost of 2 WILLPOWER points you lash out at the tendril that holds Shan. The energy beam slices through the creeper. It withers instantly and releases him.

In the time that it has taken you to free Shan, two more creepers have crawled towards you. One is curled around your right leg; the other grips your left ankle. The creepers must belong to different Yaku plants, for you can feel yourself being pulled in two directions. Once more you are dragged to the ground and the pain becomes unbearable as your body is stretched apart.

As you are forcibly dragged to the ground you may fire at the heart of the nearest Yaku plant, which is only a Staff's length away, by turning to 329. If you would prefer to attack the Yaku vine holding your right leg, turn to 279. @@ -3304,12 +3347,13 @@ Change Log:

If you have arrived here from Section 156, there is no description of how the Shadakine officer is killed. This appears to be an oversight by the author.

+

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

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.

-

As the Shadakine officer dies, the Knights of the White Mountain give a victorious cheer and charge forwards. The Shadakine that remain continue to fight, but eventually falter and retreat into small groups. With their numbers divided into small pockets of resistance, the knights are quickly able to overcome them, demonstrating their superior fighting skills in one to one combat. The Shadakine warriors fight to the last man and you expend another WILLPOWER point before the battle is over.

+

As the Shadakine officer dies, the Knights of the White Mountain give a victorious cheer and charge forwards. The Shadakine that remain continue to fight, but eventually falter and retreat into small groups. With their numbers divided into small pockets of resistance, the knights are quickly able to overcome them, demonstrating their superior fighting skills in one to one combat. The Shadakine warriors fight to the last man and you expend another WILLPOWER point before the battle is over.

As soon as the fighting is over, the unarmed man jumps down from the wagon on to the bridge. My thanks, stranger. A timely arrival indeed, he says, smiling broadly.

His name is Madin Rendalim, a Durenese herbwarden, famous throughout the Lastlands of the fair north for his knowledge and skill in the healing arts. He is journeying through the provinces of the Shadakine Empire seeking the Druse tree, and the clear, sticky resin beneath its bark&emdash;the only known cure for the terrible Red Death plague.

I had found the Druse tree growing some distance from here, in the Forest of Fernmost at the foot of the Kashima Mountains. I was returning to Port Suhn to journey back to my home in Hammerdal when these ill-mannered Shadakine brutes refused to let us pass. They have closed the roads around Suhn it seems, searching for some fugitives or outlaws.

@@ -3475,9 +3519,13 @@ Change Log:
229 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+ -

A bolt of energy slices into the Yaku plant. Its tendrils tense, leaping into the air before falling lifelessly to the ground. Your attack has cost you 2 WILLPOWER points.

+

A bolt of energy slices into the Yaku plant. Its tendrils tense, leaping into the air before falling lifelessly to the ground. Your attack has cost you 2 WILLPOWER points.

To your relief, you see that Shan has managed to free himself from the grip of the other Yaku plant.

If you wish, at long range, to attack another Yaku plant threatening Shan, turn to 5. If you would prefer to attack the cluster of tendrils slithering towards you, turn to 30. @@ -3701,9 +3749,13 @@ Change Log:
248 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+ -

You slash the tip of your Wizard's Staff across the tendril that is wrapped around your ankle. At the cost of 1 WILLPOWER point; you burn through the tough vine and free your foot. You clamber to your feet only to see the tendrils of another Yaku plant snaking towards you.

+

You slash the tip of your Wizard's Staff across the tendril that is wrapped around your ankle. At the cost of 1 WILLPOWER point; you burn through the tough vine and free your foot. You clamber to your feet only to see the tendrils of another Yaku plant snaking towards you.

With a frightened yell Shan falls to the ground; a Yaku tendril is coiled around both his legs. He hacks at it desperately with his sword.

If you wish to free Shan by attacking the tendril that drags him towards the waving spines of the Yaku, turn to 204. If you wish to strike at the heart of the Yaku plant that attacked you, turn to 229. @@ -3813,10 +3865,14 @@ Change Log:
257 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

You drop back down the slope, half running, half sliding on the gravel of the gully. With Shan at your back, you confront the unyielding Quoku once more.

-

Using the advantage of standing on the higher ground, you deal the Quoku a crushing blow, sending it tumbling down the slope in a landslide of loose stones and dust. It finally comes to rest in the scree. Your attack has cost you 1 WILLPOWER point.

+

Using the advantage of standing on the higher ground, you deal the Quoku a crushing blow, sending it tumbling down the slope in a landslide of loose stones and dust. It finally comes to rest in the scree. Your attack has cost you 1 WILLPOWER point.

Turn to 174.
@@ -4089,9 +4145,13 @@ Change Log:
279 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+ -

With some difficulty, you shear through the vine that pulls at your right leg, using up 1 WILLPOWER point.

+

With some difficulty, you shear through the vine that pulls at your right leg, using up 1 WILLPOWER point.

Shan leaps to your rescue, hacking wildly at the tendril that holds your left ankle. With three clumsy blows, he cuts through the wriggling creeper.

Turn to 128.
@@ -4380,9 +4440,13 @@ Change Log:
304 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+ -

At the cost of 1 WILLPOWER point, you burn through the vine that clasps your ankle. The force of the tendril pulling at your leg causes you to spin to the right, whipping you towards the ugly spines of the Yaku.

+

At the cost of 1 WILLPOWER point, you burn through the vine that clasps your ankle. The force of the tendril pulling at your leg causes you to spin to the right, whipping you towards the ugly spines of the Yaku.

Shan leaps to your rescue, slashing at the tendril that threatens to drag you to your doom.

Turn to 128.
@@ -5322,33 +5386,51 @@ Change Log: Footnotes -

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

-

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

+

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

+

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

+

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

+

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

+

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

(Equipment) This Special Item can be used in combat as if it were a normal Weapon. The Jewelled Dagger's bonus to your COMBAT SKILL should only be applied when the Jewelled Dagger is used in combat. You should not use your Wizard's Staff at the same time. This would incur the normal −6 penalty to your COMBAT SKILL for not using your Wizard's Staff.

Alternatively, you may decide that the Jewelled Dagger may be wielded together with your Wizard's Staff, and thus confers its bonus in all close combats. This makes the Jewelled Dagger a much more useful item.

(Equipment) The bonus to your WILLPOWER score provided by the Magic Talisman is added to your WILLPOWER score only once and does not prevent your score from falling to zero.

(Equipment) If you have mastered the Lesser Magick of Alchemy and therefore have a Herb Pouch, you may choose to keep potions, vials, or ingredients in either the Herb Pouch or your Backpack. All other Backpack Items must be kept in your Backpack.

-

(Section 15) The exact nature of this restoration of ENDURANCE and WILLPOWER is unclear. There is a general consensus that you should multiply your current ENDURANCE and WILLPOWER scores by 1.5. I.e. you may add one half of your current ENDURANCE points value to your score, remembering that you may not exceed your starting value; and you may add one half of your current WILLPOWER value to your score, irrespective of whether this exceeds your starting value.

-

(Section 43) You cannot keep Shan's Backpack. Any items you decide to keep must be transferred to your own Backpack, or perhaps to your Herb Pouch if you have one and want to keep the Small Vial of Laumspur.

-

(Section 101) It seems odd that Shan would not return your weapon. You may choose to assume that you get it back once the battle is over.

-

(Section 110) This is the correct solution to the riddle in Section 264.

-

(Section 183) 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.

-

(Section 193) The Yabari Ointment can be applied at any time and is effective until it is washed off or until this adventure is over. If you choose to apply the ointment, delete this item from your Action Chart but make a note that you instead are now wearing the ointment.

-

(Section 193) 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.

-

(Section 211) You must have the Power of Evocation in order to attempt to raise the dead priest.

-

(Section 215) If you have arrived here from Section 156, there is no description of how the Shadakine officer is killed. This appears to be an oversight by the author.

-

(Section 215) 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.

-

(Section 245) Make sure to restore your Wizard's Staff, Backpack and Backpack Items to your Action Chart.

-

(Section 259) There are numerous unanswered questions with this combat. The addition of WILLPOWER and ENDURANCE is straightforward, but which attribute do you lower when wounded in this mental combat? A mental combat would suggest that you will lose WILLPOWER as this is the measure of you mental strength. It is possible to have a negative WILLPOWER score which would mean that the combat would only come to an end when the Darkling Room's ENDURANCE was lowered to 0. Using you true ENDURANCE score is the less paradoxical route.

+

(12) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(15) The exact nature of this restoration of ENDURANCE and WILLPOWER is unclear. There is a general consensus that you should multiply your current ENDURANCE and WILLPOWER scores by 1.5. I.e. you may add one half of your current ENDURANCE points value to your score, remembering that you may not exceed your starting value; and you may add one half of your current WILLPOWER value to your score, irrespective of whether this exceeds your starting value.

+

(30) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(43) You cannot keep Shan's Backpack. Any items you decide to keep must be transferred to your own Backpack, or perhaps to your Herb Pouch if you have one and want to keep the Small Vial of Laumspur.

+

(57) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(88) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(94) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(101) It seems odd that Shan would not return your weapon. You may choose to assume that you get it back once the battle is over.

+

(107) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(110) This is the correct solution to the riddle in Section 264.

+

(120) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(172) You are forced to choose to use a Magical Power, even though all the Powers that are available to you may require you to use more WILLPOWER points than you currently possess. If you do not have sufficient WILLPOWER points, you may choose to simply subtract the number of WILLPOWER points required to use the Power you select. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(183) 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.

+

(193) The Yabari Ointment can be applied at any time and is effective until it is washed off or until this adventure is over. If you choose to apply the ointment, delete this item from your Action Chart but make a note that you instead are now wearing the ointment.

+

(193) 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.

+

(204) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(211) You must have the Power of Evocation in order to attempt to raise the dead priest.

+

(215) If you have arrived here from Section 156, there is no description of how the Shadakine officer is killed. This appears to be an oversight by the author.

+

(215) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(215) 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.

+

(229) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(245) Make sure to restore your Wizard's Staff, Backpack and Backpack Items to your Action Chart.

+

(248) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(257) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(259) There are numerous unanswered questions with this combat. The addition of WILLPOWER and ENDURANCE is straightforward, but which attribute do you lower when wounded in this mental combat? A mental combat would suggest that you will lose WILLPOWER as this is the measure of you mental strength. It is possible to have a negative WILLPOWER score which would mean that the combat would only come to an end when the Darkling Room's ENDURANCE was lowered to 0. Using you true ENDURANCE score is the less paradoxical route.

In either case, if your WILLPOWER or ENDURANCE score is lowered during a round of combat, do you then adjust your combined WILLPOWER and ENDURANCE score which is serving as your COMBAT SKILL for this combat.

There are no easy answers to these questions. It is up to the reader to decide which solution is most appropriate.

Also, you cannot use your Wizard's Staff in this combat; since the combat is mental in nature, it would be inappropriate to us it, which means that you should not be able to use WILLPOWER to multiply your opponents loss of ENDURANCE.

-

(Section 264) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

-

(Section 297) These empty Vials may be used later to contain potions. Some Vials are useless once contaminated.

-

(Section 300) Keep note of your Backpack Items in case you should find your Backpack again later.

-

(Section 311) Keep note of your Backpack Items in case you should find your Backpack again later.

-

(Section 320) These losses are in addition to any you may have already sustained in your duel with the Kazim Stone.

-

(Section 342) There is no choice that leads to this section of the book. This appears to be an oversight which is not easily correctable.

+

(264) The section corresponding to the correct answer will have a footnote confirming that it is indeed correct.

+

(279) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(297) These empty Vials may be used later to contain potions. Some Vials are useless once contaminated.

+

(300) Keep note of your Backpack Items in case you should find your Backpack again later.

+

(304) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(311) Keep note of your Backpack Items in case you should find your Backpack again later.

+

(320) These losses are in addition to any you may have already sustained in your duel with the Kazim Stone.

+

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

diff --git a/xml/02tfc.xml b/xml/02tfc.xml index 0d14612..cf911e9 100755 --- a/xml/02tfc.xml +++ b/xml/02tfc.xml @@ -20,6 +20,10 @@ $Id$ $Log$ +Revision 1.14 2005/10/01 21:32:17 angantyr +Fixed some recent errata and added/updated footnote entries having to do +with insufficient WILLPOWER. Also made some small illustrations adjustments. + Revision 1.13 2005/08/21 20:46:13 angantyr Added/modified footnotes and modified small illustrations. @@ -146,7 +150,7 @@ small11: sword, axe, & shield &inclusion.paul.bonner.bio.gs; Project Aon - 20050821 + 20051001

You are the Wizard Grey Star. Your quest is to retrieve the legendary Moonstone and with its power throw down the evil Wytch-king. You must find the Shadow Gate&emdash;doorway to the magic realm where it lies hidden. When the moon is full, the Shadow Gate appears&emdash;in Desolation Valley beyond the Mountains of Morn, where you must dare The Forbidden City.

The Wytch-king will try to track you down. His slaves will dog your every step&emdash;the cruel warriors of Shadaki, the phantom spirit of the Deathgaunt and the dark horror of the demon Kleasá. Only your Magical Powers and the might of your Wizard's Staff can protect you in a terrifying adventure of madness, magic and menace!

@@ -284,6 +288,9 @@ small11: sword, axe, & shield

Alternatively, you may wish to use your original WILLPOWER score from the beginning of Grey Star the Wizard, and add 10 bonus points to this.

If you choose Alchemy as your new Magical Power, you also receive a Herb Pouch with contents, as detailed in the Equipment section.

+

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

+

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

+

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

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

@@ -293,7 +300,7 @@ small11: sword, axe, & shield

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

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

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

-

The second number that you pick from the Random Number Table represents your WILLPOWER. Add 20 to this number and write the total in the WILLPOWER section of your Action Chart (e.g., if your pencil fell on the number 6 in the Random Number Table you would have a WILLPOWER of 26). If you decide to use a spell or utilize the power of your Wizard's Staff, then you will lose WILLPOWER points. If at any time your WILLPOWER falls to zero, you may not use any of your spells or your Wizard's Staff. Lost WILLPOWER points can be regained during the course of the adventure, and it is possible for your WILLPOWER points to rise above the total with which you start your adventure.

+

The second number that you pick from the Random Number Table represents your WILLPOWER. Add 20 to this number and write the total in the WILLPOWER section of your Action Chart (e.g., if your pencil fell on the number 6 in the Random Number Table you would have a WILLPOWER of 26). If you decide to use a spell or utilize the power of your Wizard's Staff, then you will lose WILLPOWER points. If at any time your WILLPOWER falls to zero, you may not use any of your spells or your Wizard's Staff. Lost WILLPOWER points can be regained during the course of the adventure, and it is possible for your WILLPOWER points to rise above the total with which you start your adventure.

The third number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart (e.g., if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points). If you are wounded in combat, you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure but can never rise above the number with which you start your adventure.

@@ -1112,7 +1119,7 @@ small11: sword, axe, & shield 37 -

You walk along the west passage. It rises steadily and eventually opens into a small cave. Beneath the light of the full moon you see miles and miles of contorted rock. It looks as if it has been melted in a furnace. You find the skeletal remains of several bodies but as you lift a skull to examine it, it crumbles to dust in your hand.

+

You walk along the west passage. It rises steadily and eventually opens into a small cave with an opening that overlooks a large gorge. Beneath the light of the full moon you see miles and miles of contorted rock. It looks as if it has been melted in a furnace. You find the skeletal remains of several bodies but as you lift a skull to examine it, it crumbles to dust in your hand.

You search the cave and find a Silver Knife. You may keep this Special Item, which can be worn on your belt. (Remember to mark it on your Action Chart.) You head back along the passage until you come to the circular cavern once more.

If you wish to take the passage leading east, turn to 46. If you wish to take the passage leading north, turn to 23. @@ -1769,11 +1776,15 @@ small11: sword, axe, & shield
91 + + +

You are forced to choose to use a Magical Power, even though all the Powers that are available to you may require you to use more WILLPOWER points than you currently possess. If you do not have sufficient WILLPOWER points, you may choose to simply subtract the number of WILLPOWER points required to use the Power you select. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

I have great need for haste, Sado, you say, but I will help you this night. What must I do?

A fire lights in Sado's eyes. I thank you, Grey Star, in the name of the people of Karnali.

-

He tells you of his need for a diversion that will lure the bulk of the Shadakine force outside their walled city-fortress. You consider your Magical Powers, trying to decide which would best accomplish this.

+

He tells you of his need for a diversion that will lure the bulk of the Shadakine force outside their walled city-fortress. You consider your Magical Powers, trying to decide which would best accomplish this.

If you have the Magical Power of Enchantment and wish to use it, turn to 139. If you have the Magical Power of Elementalism and wish to use it, turn to 290. If you have the Magical Power of Alchemy and wish to use it, turn to 208. @@ -2241,13 +2252,6 @@ small11: sword, axe, & shield

You release the might of your Wizard's Staff and its flame shoots towards the spectre on the water. To your surprise, however, it passes straight through, inflicting no damage. This creature is a Deathgaunt, an undead being summoned to the world of the living by the Wytch-king himself. Your unsuccessful assault has cost you 2 WILLPOWER points.

- - - Paul Bonner - - - - Turn to 169.
@@ -3091,19 +3095,27 @@ small11: sword, axe, & shield
206 + + +

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+ -

Wielding your Staff high above your head, you wait for your chance to strike. Hugi manages to wriggle free from the coils of the beast and, as he rolls clear, you bring your Staff down with a mighty blow. A crackle of energy rips through the creature as your Staff crushes its head. The Scree Wyrm contracts into a knot and flips over and over in the throes of death to disappear from sight into one of the many pot-holes that dot the plain. You have lost 1 WILLPOWER point effecting this attack.

+

Wielding your Staff high above your head, you wait for your chance to strike. Hugi manages to wriggle free from the coils of the beast and, as he rolls clear, you bring your Staff down with a mighty blow. A crackle of energy rips through the creature as your Staff crushes its head. The Scree Wyrm contracts into a knot and flips over and over in the throes of death to disappear from sight into one of the many pot-holes that dot the plain. You have lost 1 WILLPOWER point effecting this attack.

Turn to 85.
207 + + +

You are forced to choose to use a Magical Power, even though all the Powers that are available to you may require you to use more WILLPOWER points than you currently possess. If you do not have sufficient WILLPOWER points, you may choose to simply subtract the number of WILLPOWER points required to use the Power you select. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

Sado prepares his men to charge. A familiar yellow light attracts your attention, shining from the highest turret of the fortress. It can only be the light of the Kazim Stone, a powerful instrument of pain in the hands of a Shadakine Wytch.

-

The yellow glow expands and then envelopes the flagging soldiers who stand before the fortress. You see their resolve tighten as the Kazim Stone robs them of their fear. Sorcery! breathes Sado in a desperate voice. You feel the gaze of Sado and his men burning into you like an accusation. Slowly, the Shadakine advance, tightening the ragged line of their defence in preparation for a counterattack; they move like automatons as the Kazim Stone burns into their minds.

+

The yellow glow expands and then envelopes the flagging soldiers who stand before the fortress. You see their resolve tighten as the Kazim Stone robs them of their fear. Sorcery! breathes Sado in a desperate voice. You feel the gaze of Sado and his men burning into you like an accusation. Slowly, the Shadakine advance, tightening the ragged line of their defence in preparation for a counterattack; they move like automatons as the Kazim Stone burns into their minds.

If you have the Magical Power of Sorcery and wish to use it against the Kazim Stone, turn to 6. If you have the Magical Power of Enchantment and wish to use it against the Shadakine, turn to 146. If you wish to challenge the power of the Kazim Stone with your Staff, turn to 234. @@ -3619,10 +3631,6 @@ small11: sword, axe, & shield
250 - -

From this point in the story, this book suffers from a game design problem in that many sections give you options between using different forms of magic, but no option for what to do if your WILLPOWER score has reached zero or below. If you encounter such a situation, you may choose one of the options anyway and continue subtracting WILLPOWER points, or you may conclude that Grey Star has failed his mission and that the adventure is over.

-
-

A patch of brush and foliage is pulled aside to reveal a concealed entrance. Following Sado, you enter a wide tunnel lit with torches. This tunnel leads all the way to our secret headquarters beneath the city of Karnali, he says.

The tunnel twists and turns for many miles before opening into a large cavern. You and Urik are given food and wine, and while you eat, he tells you of his army&emdash;the Freedom Guild, a rebel band resisting the rule of the Shadakine Empire.

@@ -3631,7 +3639,7 @@ small11: sword, axe, & shield

He turns and apologizes to you, explaining that the bulk of his army is recruited from the criminal ranks of the city. You explain your quest and the land that you seek. Sado's eyes widen with astonishment. Then the legends are true? he gapes. The Shianti still exist!

You nod. If my quest should finally succeed and I retrieve the Moonstone, the full might of their wisdom and magic will be turned against Shasarak, you tell him.

How the people would rejoice to know that a Shianti walked among us once more, says Sado, though I understand the need for secrecy. Nevertheless, he continues, his eyes lighting up, I would ask a boon of you. Tonight, we attempt our most daring stratagem against the corrupt rule of the Shadakine. Stand with us in battle tonight, aid us if you will. With the might of a Shianti Wizard in our ranks, who knows what we could achieve! Help the Freedom Guild, Grey Star, in our struggle to free the people of Karnali.

-

He looks, a searching gaze on his face, with an intensity that almost crackles with energy.

+

He looks, a searching gaze on his face, with an intensity that almost crackles with energy.

If you have the Chaksu Pipes, turn to 101. If you do not have the Chaksu Pipes, or do not wish to use them, turn to 53. @@ -3790,7 +3798,7 @@ small11: sword, axe, & shield 262 -

As you are using your Wizard's Staff against the Scree Wyrm, you should deduct 1 WILLPOWER point.

+

As you are using your Wizard's Staff against the Scree Wyrm, you should deduct 1 WILLPOWER point.

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

@@ -4073,11 +4081,15 @@ small11: sword, axe, & shield
287 + + +

You may be forced to choose to use a Magical Power, even though all the Powers that are available to you may require you to use more WILLPOWER points than you currently possess. If you do not have sufficient WILLPOWER points, you may choose to simply subtract the number of WILLPOWER points required to use the Power you select. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

Sado, I am sorry but I must refuse. My quest demands it.

A look of fury passes momentarily over Sado's face. Very well, he answers sadly. Then I will ensure your safe conduct from the city to aid you on your quest.

-

A small escort of soldiers in disguise leads you and Urik through the city streets. Suddenly, you notice that you are passing the stone fortress of the Shadakine&emdash;you have been duped by Sado, he has gone ahead with his plan. A huge mob of Karnalese civilians armed with sticks and stones charges towards the fortress, and you are trapped between the enraged mob and the Shadakine who are leaving the fortress to counterattack. Urik curses as you turn to face the Shadakine.

+

A small escort of soldiers in disguise leads you and Urik through the city streets. Suddenly, you notice that you are passing the stone fortress of the Shadakine&emdash;you have been duped by Sado, he has gone ahead with his plan. A huge mob of Karnalese civilians armed with sticks and stones charges towards the fortress, and you are trapped between the enraged mob and the Shadakine who are leaving the fortress to counterattack. Urik curses as you turn to face the Shadakine.

If you have the Chaksu Pipes and wish to use them, turn to 3. If you have the Power of Enchantment and wish to conceal your appearance, turn to 203. If you have the Magical Power of Elementalism and wish to use it, turn to 21. @@ -4544,6 +4556,7 @@ small11: sword, axe, & shield

(23) Replaced says. &lsquot;but with says, &lsquot;but.

(29) Replaced staff's with Staff's.

(34) Replaced lake and immediately, the with lake, and immediately the.

+

(37) Added with an opening that overlooks a large gorge and added an extra paragraph break before the last sentence of the first paragraph, in order to make text make sense.

(39) Replaced consumate with consummate. Replaced appearance, Suddenly with appearance. Suddenly.

(42) Replaced hole on with hole in.

(43) Replaced this power with this Power.

@@ -4624,7 +4637,6 @@ small11: sword, axe, & shield

(237) Changed the choice to use Psychomancy to lead to Section 170 rather than Section 224. Added If you have the Magical Power of Prophecy and wish to use it, turn to 224.. Replaced If you do not possess this skill with If you do not possess either of these skills, or do not wish to use them.

(247) Replaced purple, he with purple; he. Made Urik's quote from The Way of the Shianti a separate paragraph.

(249) Replaced Toa tree with toa tree.

-

(250) Replaced actions, prevents with actions prevents. Replaced &lsquot;You man!&rsquot; with &lsquot;You, man!&rsquot; . Replaced Sado, &lsquot;what with Sado, &lsquot;What.

(253) Replaced life force with life-force. Replaced staff with Staff.

(254) Replaced fight you with fight, you. Replaced completely turn with completely, turn.

(255) Replaced Scree Wrym with Scree Wyrm. Replaced death throes with death-throes.

@@ -4668,19 +4680,27 @@ small11: sword, axe, & shield

(The Game Rules) If you have completed Grey Star the Wizard, your WILLPOWER score will be zero before you begin this book. It doesn't seem fair to start this book with only 10 WILLPOWER points, so you may choose to create a new WILLPOWER score by choosing a number from the Random Number Table and adding 20. You may also choose to add the 10 WILLPOWER point bonus to this new score.

Alternatively, you may wish to use your original WILLPOWER score from the beginning of Grey Star the Wizard, and add 10 bonus points to this.

(The Game Rules) If you choose Alchemy as your new Magical Power, you also receive a Herb Pouch with contents, as detailed in the Equipment section.

+

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

+

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

+

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

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

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

(Equipment) If you have mastered the Lesser Magick of Alchemy and therefore have a Herb Pouch, you may choose to keep potions, vials, or ingredients in either the Herb Pouch or your Backpack. All other Backpack Items must be kept in your Backpack.

-

(Section 20) Turn directly to Section 149 if the Magdi is still alive after 4 rounds. Do not finish the combat.

-

(Section 45) After taking the Karmo potion and fighting your opponent, halve your ENDURANCE and WILLPOWER scores. It is at your discretion whether you should apply the penalty to your ENDURANCE from the Random Number Table before or after halving your score. The former option is the most beneficial.

-

(Section 112) Remember to deduct the total from your WILLPOWER score before turning.

-

(Section 133) If you wish to take the Sheath, record it as a Special Item on your Action Chart.

-

(Section 136) Remember to deduct the total from your WILLPOWER score before turning.

-

(Section 148) If you have not already done so, mark the Black Rod as a Special Item on your Action Chart.

-

(Section 162) As you have used your Power of Evocation against the Deathgaunts, you should deduct 3 WILLPOWER points. (cf. Section 120)

-

(Section 250) From this point in the story, this book suffers from a game design problem in that many sections give you options between using different forms of magic, but no option for what to do if your WILLPOWER score has reached zero or below. If you encounter such a situation, you may choose one of the options anyway and continue subtracting WILLPOWER points, or you may conclude that Grey Star has failed his mission and that the adventure is over.

-

(Section 262) As you are using your Wizard's Staff against the Scree Wyrm, you should deduct 1 WILLPOWER point.

-

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

+

(20) Turn directly to Section 149 if the Magdi is still alive after 4 rounds. Do not finish the combat.

+

(45) After taking the Karmo potion and fighting your opponent, halve your ENDURANCE and WILLPOWER scores. It is at your discretion whether you should apply the penalty to your ENDURANCE from the Random Number Table before or after halving your score. The former option is the most beneficial.

+

(91) You are forced to choose to use a Magical Power, even though all the Powers that are available to you may require you to use more WILLPOWER points than you currently possess. If you do not have sufficient WILLPOWER points, you may choose to simply subtract the number of WILLPOWER points required to use the Power you select. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(112) Remember to deduct the total from your WILLPOWER score before turning.

+

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

+

(136) Remember to deduct the total from your WILLPOWER score before turning.

+

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

+

(162) As you have used your Power of Evocation against the Deathgaunts, you should deduct 3 WILLPOWER points. (cf. Section 120)

+

(206) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(207) You are forced to choose to use a Magical Power, even though all the Powers that are available to you may require you to use more WILLPOWER points than you currently possess. If you do not have sufficient WILLPOWER points, you may choose to simply subtract the number of WILLPOWER points required to use the Power you select. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(250) From this point in the story, this book suffers from a game design problem in that many sections give you options between using different forms of magic, but no option for what to do if your WILLPOWER score has reached zero or below. If you encounter such a situation, you may choose one of the options anyway and continue subtracting WILLPOWER points, or you may conclude that Grey Star has failed his mission and that the adventure is over.

+

(262) As you are using your Wizard's Staff against the Scree Wyrm, you should deduct 1 WILLPOWER point.

+

If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

(287) You may be forced to choose to use a Magical Power, even though all the Powers that are available to you may require you to use more WILLPOWER points than you currently possess. If you do not have sufficient WILLPOWER points, you may choose to simply subtract the number of WILLPOWER points required to use the Power you select. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 of War of the Wizards for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

+

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

@@ -4732,7 +4752,7 @@ small11: sword, axe, & shield
  • 71, 249
  • 72, 209, 213, 256, 269
  • 103
  • -
  • 117, 132, 163, 188, 223, 258, 261
  • +
  • 117, 163, 188, 223, 258, 261
  • 133
  • 200
  • 222
  • @@ -4749,3 +4769,20 @@ small11: sword, axe, & shield
    + diff --git a/xml/03btng.xml b/xml/03btng.xml index 39f03c1..210d353 100755 --- a/xml/03btng.xml +++ b/xml/03btng.xml @@ -20,6 +20,10 @@ $Id$ $Log$ +Revision 1.10 2005/10/01 21:32:17 angantyr +Fixed some recent errata and added/updated footnote entries having to do +with insufficient WILLPOWER. Also made some small illustrations adjustments. + Revision 1.9 2005/08/21 20:53:15 angantyr Added/modified footnotes. @@ -137,7 +141,7 @@ small10: the ethetron &inclusion.paul.bonner.bio.gs; Project Aon - 20050821 + 20051001

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

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

    @@ -264,6 +268,9 @@ small10: the ethetron

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

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

    +

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

    +

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

    +

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

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

    @@ -273,7 +280,7 @@ small10: the ethetron

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

    -

    The second number that you pick from the Random Number Table represents your WILLPOWER. Add 20 to this number if this is your first Grey Star adventure, 25 if you have completed book one successfully, 30 if you have also completed book two. Write the total in the WILLPOWER section of your Action Chart (e.g., if your pencil fell on the number 6 in the Random Number Table and this is your first adventure, you would have a WILLPOWER of 26). If you decide to use a spell or utilize the power of your Wizard's Staff, then you will lose WILLPOWER points. If at any time your WILLPOWER falls to zero, you may not use any of your spells or your Wizard's Staff. Lost WILLPOWER points can be regained during the course of the adventure, and it is possible for your WILLPOWER points to rise above the total with which you start your adventure.

    +

    The second number that you pick from the Random Number Table represents your WILLPOWER. Add 20 to this number if this is your first Grey Star adventure, 25 if you have completed book one successfully, 30 if you have also completed book two. Write the total in the WILLPOWER section of your Action Chart (e.g., if your pencil fell on the number 6 in the Random Number Table and this is your first adventure, you would have a WILLPOWER of 26). If you decide to use a spell or utilize the power of your Wizard's Staff, then you will lose WILLPOWER points. If at any time your WILLPOWER falls to zero, you may not use any of your spells or your Wizard's Staff. Lost WILLPOWER points can be regained during the course of the adventure, and it is possible for your WILLPOWER points to rise above the total with which you start your adventure.

    The third number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart (e.g., if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points). If you are wounded in combat, you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure but can never rise above the number with which you start your adventure.

    @@ -953,8 +960,8 @@ small10: the ethetron Paul Bonner - - + +

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

    If you wish to go with the Elessin, turn to 45. @@ -5199,30 +5206,33 @@ small10: the ethetron

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

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

    +

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

    +

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

    +

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

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

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

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

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

    (Equipment) If you have mastered the Lesser Magick of Alchemy and therefore have a Herb Pouch, you may choose to keep potions, vials, or ingredients in either the Herb Pouch or your Backpack. All other Backpack Items must be kept in your Backpack.

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

    -

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

    -

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

    -

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

    -

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

    +

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

    +

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

    +

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

    +

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

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

    -

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

    -

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

    -

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

    -

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

    -

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

    +

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

    +

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

    +

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

    +

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

    +

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

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

    -

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

    -

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

    -

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

    -

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

    -

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

    -

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

    -

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

    +

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

    +

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

    +

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

    +

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

    +

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

    +

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

    +

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

    diff --git a/xml/04wotw.xml b/xml/04wotw.xml index 0450de1..a08cc4d 100755 --- a/xml/04wotw.xml +++ b/xml/04wotw.xml @@ -20,6 +20,10 @@ $Id$ $Log$ +Revision 1.13 2005/10/01 21:32:17 angantyr +Fixed some recent errata and added/updated footnote entries having to do +with insufficient WILLPOWER. Also made some small illustrations adjustments. + Revision 1.12 2005/08/21 21:01:13 angantyr Corrected small *ne and XML issues. @@ -90,7 +94,7 @@ Initial revision &inclusion.paul.bonner.bio.gs; Project Aon - 20050821 + 20051001

    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.

    @@ -219,8 +223,9 @@ 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.

    +

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

    +

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

    +

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

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

    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.

    @@ -1077,7 +1082,7 @@ Initial revision 33 -

    The horseman's blow shears his pear in half as he gallops past. He wheels, sword drawn, and dashes towards you again. Now you must fight to the death.

    +

    The horseman's blow shears his spear in half as he gallops past. He wheels, sword drawn, and dashes towards you again. Now you must fight to the death.

    Shadakine1916 If you win the combat, turn to 17.
    @@ -1840,7 +1845,7 @@ 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).

    +

    If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

    @@ -2212,7 +2217,7 @@ 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).

    +

    If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

    @@ -2786,7 +2791,7 @@ 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).

    +

    If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

    @@ -4881,6 +4886,7 @@ Heralding battle, to regain our hearts.

    (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.

    +

    (33) Replaced pear with spear.

    (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.

    @@ -5013,11 +5019,11 @@ Heralding battle, to regain our hearts.

    (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).

    +

    (104) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

    +

    (112) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

    +

    (139) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

    (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).

    +

    (193) If you do not have sufficient WILLPOWER points, you may choose to simply subtract the specified number of WILLPOWER points. This may leave you with a negative WILLPOWER score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in Section 175 for resolving this problem: For the WILLPOWER points you lack, you use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

    (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.

    -- 2.34.1