From 2fe8483426e32406317eb76fd316b68e8e2b2a31 Mon Sep 17 00:00:00 2001 From: Simon Osborne Date: Wed, 25 Jul 2007 13:12:13 +0000 Subject: [PATCH] 02tfc: Sveral minor adjustments; make it validate 03btng: xml updated somewhat; fixed most reported Errata and Non Errata git-svn-id: https://projectaon.org/data/en/xml@349 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- 02tfc.xml | 20 +- 03btng.xml | 801 +++++++++++++++++++++++------------------------------ 2 files changed, 365 insertions(+), 456 deletions(-) diff --git a/02tfc.xml b/02tfc.xml index b18b432..91b583a 100755 --- a/02tfc.xml +++ b/02tfc.xml @@ -173,10 +173,12 @@

It was with the help of Tanith, a young, beautiful girl, learning the ways of wytchcraft in the service of Mother Magri, that you made your escape from the House of Correction. Her courage and intelligence were invaluable as you escaped the pursuit of the Shadakine. With Shan as your guide you eventually turned south and headed toward the region known as the Azanam, for it seemed likely that the Lost Tribe might be found there. But the vengeance of Mother Magri was not so easily avoided. Using the power of the Kazim Stone, she summoned a Kleas, a demon shadow that feeds upon the soul and will of others, since it has no soul of its own. Neither your Magical Powers, nor the might of your Wizards Staff seemed able to defeat the Kleas and it had almost destroyed you when Tanith cast a spell and called the demon against her. She was totally consumed by the Kleas and both disappeared in flame. Her brave sacrifice saved your life.

With a heavy heart, you and Shan continued south, entering the arid desert of the Azagad Gorge. Here, Shan fell, poisoned and consumed by a Quoku, the flying amphibian indigenous to those parts. After a desperate chase through the tunnels of a Cave Mantiz nest (giant insects that lair within the cliff) you eventually reached the jungles of the Azanam, and there, high in their towering treetop home, you found the Lost Tribe of Lara. But your arrival was met with great suspicion: the Kundi did not believe that you had been sent by the Shianti. In the house of Okosa, the Kundi King, Urik the wise, their strange, eccentric shaman and elder of their tribe, challenged you to prove you were truly sent by the Shianti by answering a strange riddle:

-

Wise Shianti and Kundi man, -
Look eye to eye in tree, -
Shianti man see Kundi man, -
But what does Kundi see?

+

+ Wise Shianti and Kundi man, + Look eye to eye in tree, + Shianti man see Kundi man, + But what does Kundi see? +

To discover the answer to the riddle and to continue your search for the Moonstone and the Shadow Gate that leads there, turn to Section 1.

@@ -582,11 +584,17 @@

The room is silent. Okosa, the Kundi king, his servants, and Urik, the old Shaman of the Kundi tribe, look on intently as you concentrate on the strange riddle. Suddenly, the solution crystallizes in your mind.

-

Wise Shianti and Kundi man,
Look eye to eye

+

+ Wise Shianti and Kundi man, + Look eye to eye +

Of course! The eyes of the Shianti race have pupils like mirrored glass. Anyone looking into the eyes of a Shianti would see themselves reflected there.

-

Shianti man see Kundi man
But what does Kundi see?

+

+ Shianti man see Kundi man + But what does Kundi see? +

The Kundi man would see himself!

You give your answer. At once, the tension in the atmosphere evaporates. The expressions on the faces of the assembled Kundi men change to a mixture of awe and respect, and Urik bows low. Welcome friend, he says, simply.

diff --git a/03btng.xml b/03btng.xml index c4da459..a81b4ad 100755 --- a/03btng.xml +++ b/03btng.xml @@ -1,9 +1,5 @@ - - %xhtml.characters; - %general.links; @@ -13,155 +9,43 @@ %general.inclusions; ]> - - - - + Beyond the Nightmare Gate Joe Dever and Ian Page - Ian Page
Illustrated by Paul Bonner
Edited by Joe Dever
+ + Ian Page + Illustrated by Paul Bonner + Edited by Joe Dever + &inclusion.ian.page.bio.gs; &inclusion.joe.dever.bio.gs; &inclusion.paul.bonner.bio.gs; Project Aon - 20051013 + 2007725 -

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!

+

You are the Wizard Grey Star, chosen hero of an ancient magical racethe 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 Wizards Staff and the magical spells of the Shianti, you must step into a nightmare world where only the bravest will survive!

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

Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata.

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

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

+

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

@@ -198,7 +82,8 @@ small10: the ethetron - &inclusion.joe.dever.endowment; + + &inclusion.joe.dever.endowment;
Credits @@ -208,21 +93,46 @@ small10: the ethetron
Transcription
Mike David
Illustration Transcription
-
Jonathan Blake
Simon Osborne
+
+ Jonathan Blake + Simon Osborne +
XML
-
Jonathan Blake
Jeff Dougan
Thomas Wolmer
+
+ Jonathan Blake + Jeff Dougan + Thomas Wolmer +
Replacement Illustrations
-
JC Alvarez (action charts)
Jonathan Blake (extramatter charts and tables)
Christopher Lundgren (map and small illustrations)
+
+ JC Alvarez (action charts) + Jonathan Blake (extramatter charts and tables) + Christopher Lundgren (map and small illustrations) +
Proofreading
-
Ryan Cross (Sections 36&endash;70)
Simon Osborne (front matter, Sections 1&endash;35, 71&endash;350)
+
+ Ryan Cross (Sections 3670) + Simon Osborne (front matter, Sections 135, 71350) +
Editing
-
Jeff Dougan
Ingo Klöcker
Christopher Lundgren
Simon Osborne
+
+ Jeff Dougan + Ingo Klcker + Christopher Lundgren + Simon Osborne +
+
+ Jonathan Blake + Ingo Klcker +
-->
Coordination
-
Jonathan Blake
Thomas Wolmer
+
+ Jonathan Blake + Thomas Wolmer +
Special Thanks
-
David Davis
Patrick Kalinauskas
+
David Davis and Patrick Kalinauskas
@@ -237,23 +147,23 @@ small10: the ethetron -

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

+

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

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

-

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

+

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

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

And the Shianti said: Forgive us, Great Goddess, for we intended no harm. We love mankind even as you do. We have sought to do good and protect your children from harm.

But Ishir replied, Of this there can be no doubt, but this world is not your realm. Man must be free to pursue his destiny alone, and you must leave, for you trespass on his domain.

-

The Shianti were filled with sorrow. They feared a return to the void and to their lonely wandering, and pleaded with Ishir that she might allow them to remain. Ishir was filled with pity for them. She spoke again, saying, If you are to remain, you must obey my command. You must take a vow never to interfere with mankind's fate. As a token of good faith you must lay aside the Moonstone, and return it to the plane where it belongs.

+

The Shianti were filled with sorrow. They feared a return to the void and to their lonely wandering, and pleaded with Ishir that she might allow them to remain. Ishir was filled with pity for them. She spoke again, saying, If you are to remain, you must obey my command. You must take a vow never to interfere with mankinds fate. As a token of good faith you must lay aside the Moonstone, and return it to the plane where it belongs.

Solemnly, the Shianti agreed. The vow was sworn before Ishir, and the Moonstone was returned to the Daziarn. The Shianti then moved south to the Isle of Lorn. They encircled their new home with a web of enchantments, magical mists and mage winds to prevent man from ever finding their place of refuge in the Sea of Dreams. Knowledge of the Shianti faded with time, save in southern Magnamund where it became enshrined in legend, and the worship of them endured. Priests of the Shianti religion preserved their teachings and patiently awaited the day when the ancient ones would return, bringing with them lasting peace and the blessing of a new golden age.

Two thousand years strode by and man advanced as Ishir had foretold. He built great cities and cultivated the land; his kingdoms rose and fell; he made war and loved and laughed and became master of his fate. But a new power was emerging in the province of Shadaki. There Shasarak the evil Wytch-king ruled. The black necromancer commanded an army of brutal soldiers and had a devoted following of men who upheld his religion of demonic worship and sacrificial rites. Devotees of the Shianti and other religious cults were persecuted in a merciless purge. Ruthlessly, the Wytch-king destroyed all his opponents and began a terrible war with the peoples of the neighbouring provinces. From the ruins of war Shasarak shaped the Shadakine Empire, subjugating whole nations to his evil rule. As the provinces fell to his might, the Shianti looked on helplessly, bound by their vow to the Goddess Ishir never to interfere in the affairs of man.

On the night of the crowning of Shasarak as Overlord of the Shadakine Empire, a great storm broke upon the Sea of Dreams, a storm that raged with unnatural intensity. Lashed by wind and rain, illuminated by wild lightning, the waters heaved and danced in fury to the thundering music of the storm, unchecked by even the enchantments of the Shianti. When finally the tempest died, the Shianti looked out in amazement on the shattered hull of a ship drifting towards their shore. Never before had this occurred, for the enchantments and mage winds had kept them secure from the curiosity of man by forcing him to sail close to his own land.

-

The Shianti went quickly to the ruined ship where they found only one survivor&emdash;a baby. They perceived the sudden arrival of this human child as a sign of great portent, and they conceived a plan by which they might lawfully aid mankind. They named the orphan child Grey Star, because a star is the symbol of hope in the Shianti faith, and because of the silver streak in the child's jet-black hair. In the shadow of the wrath of the Goddess Ishir, they raised the child as one of their own and taught him their secrets. Diligently they set about their instruction, for their aim was to provide a saviour for mankind. Armed with the might of Shianti wizardry and wisdom, their hope was to create an adversary equal in power to the evil Wytch-king of Shadaki, for they realized that only with the death of Shasarak would man once more be free to determine his destiny.

+

The Shianti went quickly to the ruined ship where they found only one survivora baby. They perceived the sudden arrival of this human child as a sign of great portent, and they conceived a plan by which they might lawfully aid mankind. They named the orphan child Grey Star, because a star is the symbol of hope in the Shianti faith, and because of the silver streak in the childs jet-black hair. In the shadow of the wrath of the Goddess Ishir, they raised the child as one of their own and taught him their secrets. Diligently they set about their instruction, for their aim was to provide a saviour for mankind. Armed with the might of Shianti wizardry and wisdom, their hope was to create an adversary equal in power to the evil Wytch-king of Shadaki, for they realized that only with the death of Shasarak would man once more be free to determine his destiny.

- The Story So Far&ellips; + The Story So Far<ch.ellips/> @@ -261,8 +171,8 @@ small10: the ethetron

You are Grey Star, trained in the ancient lore of a Shianti Wizard. For sixteen years you have dwelt in safety on the Isle of Lorn, the hidden realm of the magical Shianti race, until Acarya, High Wizard of the Shianti, decides to send you upon a dangerous quest: to save your own people, the race of man, from the tyrannical Wytch-king of Shadaki, Shasarak. Held by their ancient vow to the goddess Ishir, the Shianti are unable to leave their island either to come to the direct aid of man or to retrieve the Moonstone, which possesses the combined forces of all Shianti powers and lies hidden on another plane. As a human, no vow prohibits you from leaving the island and you have been sent to recover the Moonstone and commanded to use its power to defeat the Wytch-king. The Moonstone is hidden on the Daziarn plane, which can be entered only by finding one of its portals.

Your quest begins with the search for the Shadow Gate, a doorway to the Daziarn that never remains in one place for longer than a day and is invisible to the human eye. To help you find the Shadow Gate you first seek the Lost Tribe of Lara, a race of magical but primitive creatures called the Kundi, who possess the gift of astral vision, enabling them to see the gateways to other worlds and dimensions.

-

On first arriving at the Port of Suhn, the major trading port of the Shadakine Empire, you are befriended by Shan Li, a merchant who serves as your guide through these strange and foreign lands. A short while after, you are captured and imprisoned in the House of Correction, the prison of Suhn and citadel of Mother Magri, a Wytch in the service of Shasarak. Tanith, a young girl learning the ways of wytchcraft comes to your rescue. She helps you escape from the dungeons of Mother Magri and later sacrifices herself, calling the shadow demon, the Kleasá, against her to save you from its attack.

-

After many more adventures you come, at last, to the Azanam, the treetop home of the Kundi. They give you Urik the Wise, an old Kundi Shaman, to guide you to the Shadow Gate. The two of you cross the dangerous lands of the Shadakine Empire, pursuing Urik's vision which leads you, finally, to the Forbidden City of Gyanima in the Mountains of Morn. Beyond is Desolation Valley and there you find the Shadow Gate. However, it is guarded by one of Shasarak's many slaves, a demon Kleasá; in fact the very Kleasá that captured Tanith, who stands in the Gateway, eternal prisoner of Shasarak unless you can free her. Finally you discover a way of releasing the Kleasá and opening the Gate.

+

On first arriving at the Port of Suhn, the major trading port of the Shadakine Empire, you are befriended by Shan Li, a merchant who serves as your guide through these strange and foreign lands. A short while after, you are captured and imprisoned in the House of Correction, the prison of Suhn and citadel of Mother Magri, a Wytch in the service of Shasarak. Tanith, a young girl learning the ways of wytchcraft comes to your rescue. She helps you escape from the dungeons of Mother Magri and later sacrifices herself, calling the shadow demon, the Kleas, against her to save you from its attack.

+

After many more adventures you come, at last, to the Azanam, the treetop home of the Kundi. They give you Urik the Wise, an old Kundi Shaman, to guide you to the Shadow Gate. The two of you cross the dangerous lands of the Shadakine Empire, pursuing Uriks vision which leads you, finally, to the Forbidden City of Gyanima in the Mountains of Morn. Beyond is Desolation Valley and there you find the Shadow Gate. However, it is guarded by one of Shasaraks many slaves, a demon Kleas; in fact the very Kleas that captured Tanith, who stands in the Gateway, eternal prisoner of Shasarak unless you can free her. Finally you discover a way of releasing the Kleas and opening the Gate.

Bidding farewell to Urik, you prepare to enter the Gate.

@@ -275,23 +185,23 @@ 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.

+

This section of the rules implies that you must re-pick all three scoresCOMBAT SKILL, WILLPOWER, and ENDURANCEeven 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.

+

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 or below, you are dead and the adventure is over.

+

Note that you may never choose to use a Magical Power or your Wizards 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 Wizards Staff until your score is again above zero. You can still use your Wizards Staff in combat as a normal weapon, but you must deduct 6 points from your COMBAT SKILL.

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.

+

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 prowessCOMBAT SKILLyour state of mindWILLPOWERand your physical staminaENDURANCE. 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 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 Wizards 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 Wizards 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.

+

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 or below, 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.

@@ -301,8 +211,8 @@ small10: the ethetron -

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

-

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

+

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

@@ -350,7 +260,7 @@ small10: the ethetron -

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

+

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

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

@@ -471,7 +381,7 @@ small10: the ethetron
- Wizard's Staff + Wizard<ch.apos/>s Staff @@ -510,7 +420,7 @@ small10: the ethetron -

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

+

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

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

    @@ -529,9 +439,9 @@ small10: the ethetron

    Now that you have your equipment, the following list shows you how it is carried. You do not need to make notes, but you should refer back to this list in the course of your adventure.

      -
    • Wizard's Staff&emdash;Carried in the hand.
    • -
    • Backpack&emdash;slung over the shoulder.
    • -
    • Meals&emdash;carried in the Backpack.
    • +
    • Wizards StaffCarried in the hand.
    • +
    • Backpackslung over the shoulder.
    • +
    • Mealscarried in the Backpack.
@@ -542,7 +452,7 @@ small10: the ethetron
Weapons
-

The maximum number of weapons that you may carry is two. Your Wizard's Staff counts as one weapon.

+

The maximum number of weapons that you may carry is two. Your Wizards Staff counts as one weapon.

Backpack Items

These must be stored in your Backpack. Because space is limited, you may only keep a maximum of eight articles, including Meals, in your Backpack at any one time.

@@ -567,7 +477,7 @@ small10: the ethetron
Weapons
-

Your COMBAT SKILL depends on your Wizard's Staff. If you do not possess your Staff when you enter combat you must deduct 6 points from your COMBAT SKILL. If you enter a combat without a weapon, deduct 8 points from your COMBAT SKILL and fight with your bare hands. If you find a weapon during the adventure, you may pick it up and use it. (Remember that you can only carry two weapons at once.)

+

Your COMBAT SKILL depends on your Wizards Staff. If you do not possess your Staff when you enter combat you must deduct 6 points from your COMBAT SKILL. If you enter a combat without a weapon, deduct 8 points from your COMBAT SKILL and fight with your bare hands. If you find a weapon during the adventure, you may pick it up and use it. (Remember that you can only carry two weapons at once.)

Backpack Items

During your travels you will discover various useful items which you may wish to keep. (Remember that you can only carry a maximum of eight items in your Backpack at any one time.) You may exchange or discard them at any point when you are not involved in combat.

@@ -594,28 +504,28 @@ small10: the ethetron -

There will be occasions during your adventure when you have to fight an enemy. The enemy's COMBAT SKILL and ENDURANCE points are given in the text. Grey Star's aim during the combat is to kill the enemy by reducing his ENDURANCE points to zero while at the same time losing as few ENDURANCE points as possible himself.

-

At the start of a combat, enter Grey Star's ENDURANCE and WILLPOWER points and the enemy's ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart.

+

There will be occasions during your adventure when you have to fight an enemy. The enemys COMBAT SKILL and ENDURANCE points are given in the text. Grey Stars aim during the combat is to kill the enemy by reducing his ENDURANCE points to zero while at the same time losing as few ENDURANCE points as possible himself.

+

At the start of a combat, enter Grey Stars ENDURANCE and WILLPOWER points and the enemys ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart.

The sequence for combat is as follows:

  1. Calculate your current COMBAT SKILL total, based on the weapon you are using. (Remember, if you enter combat without your Staff, you must deduct 6 points from your COMBAT SKILL. If you have no weapon at all, you must deduct 8 points.)

  2. Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

  3. -

    If you are using your Wizard's Staff, decide how many WILLPOWER points you wish to use. (Remember, you must expend at least 1 point.) Enter this number on your Combat Record in the box marked WILLPOWER.

    +

    If you are using your Wizards Staff, decide how many WILLPOWER points you wish to use. (Remember, you must expend at least 1 point.) Enter this number on your Combat Record in the box marked WILLPOWER.

    Example

    -

    Grey Star (COMBAT SKILL 15, WILLPOWER 23) is ambushed by a Deathgaunt (COMBAT SKILL 20). He is not given the opportunity to evade combat, but he can use his Wizard's Staff against the creature as it swoops down on him. He subtracts the Deathgaunt's COMBAT SKILL from his own, giving a Combat Ratio of −5. (15 − 20 = −5). −5 is noted on the Action Chart as the Combat Ratio. Grey Star decides to use 2 WILLPOWER points, which is noted on the WILLPOWER box of the Combat Record.

    +

    Grey Star (COMBAT SKILL 15, WILLPOWER 23) is ambushed by a Deathgaunt (COMBAT SKILL 20). He is not given the opportunity to evade combat, but he can use his Wizards Staff against the creature as it swoops down on him. He subtracts the Deathgaunts COMBAT SKILL from his own, giving a Combat Ratio of 5. (15 20 = 5). 5 is noted on the Action Chart as the Combat Ratio. Grey Star decides to use 2 WILLPOWER points, which is noted on the WILLPOWER box of the Combat Record.

  4. When you have decided upon the number of WILLPOWER points you wish to use, and have determined your Combat Ratio, pick a number from the Random Number Table.

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

    Example

    -

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

    +

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

    • Grey Star loses 4 ENDURANCE points.
    • Deathgaunt loses 5 ENDURANCE points, multiplied by 2 WILLPOWER points, giving a total of 10 ENDURANCE points lost in all.
  6. -
  7. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat, and Grey Star's amended WILLPOWER points total.

  8. +
  9. On the Action Chart, mark the changes in ENDURANCE points to the participants in the combat, and Grey Stars amended WILLPOWER points total.

  10. Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

  11. Repeat the sequence from Stage 3.

@@ -647,7 +557,7 @@ small10: the ethetron

You are about to begin a quest of utmost importance and terrible danger. Beware, for you enter a world quite different from the one you leave behind. Here, even the natural laws are strange and you will need all your wits and cunning to survive in this alien world.

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

-

Be cautious in your use of WILLPOWER points, as your WILLPOWER is the energy source for your Magical Powers and your Wizard's Staff. A score of zero WILLPOWER points will leave you weak and vulnerable to attack, unable to offer effective resistance.

+

Be cautious in your use of WILLPOWER points, as your WILLPOWER is the energy source for your Magical Powers and your Wizards Staff. A score of zero WILLPOWER points will leave you weak and vulnerable to attack, unable to offer effective resistance.

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

@@ -682,7 +592,7 @@ small10: the ethetron 3 -

Tanith takes a step towards Drear, her mind bewitched by his enchantment. You resist the power of his call, using the strength of your will but you expend 2 WILLPOWER points before Drear's spell is completely banished from your mind.

+

Tanith takes a step towards Drear, her mind bewitched by his enchantment. You resist the power of his call, using the strength of your will but you expend 2 WILLPOWER points before Drears spell is completely banished from your mind.

With an anguished cry, Drear suddenly vanishes and Tanith regains her senses with a start. I was almost his to command, she comments, breathless and frightened.

Come, you reply, to the Crystal Tower. We are sure to learn something of the Moonstone there.

Turn to 50. @@ -693,9 +603,9 @@ small10: the ethetron 4 -

Carefully you set down the heavy statue and a sigh of relief escapes the Elessi's lips. I am the Guardian of the Screaming God, he says in a clear, musical tone. Before you continue this madness, let me tell you of that which you seek to steal.

- If you agree to the Guardian's request, turn to 115. -

If you do not agree to the Guardian's request and wish to take up the statue and continue, pick a number from the Random Number Table and add to it your current ENDURANCE points total.

+

Carefully you set down the heavy statue and a sigh of relief escapes the Elessis lips. I am the Guardian of the Screaming God, he says in a clear, musical tone. Before you continue this madness, let me tell you of that which you seek to steal.

+ If you agree to the Guardians request, turn to 115. +

If you do not agree to the Guardians request and wish to take up the statue and continue, pick a number from the Random Number Table and add to it your current ENDURANCE points total.

If your total is now 20 or more, turn to 59. If your total is now less than 20, turn to 65.
@@ -755,21 +665,23 @@ small10: the ethetron

You study the inscription again, only to find that the words have changed once more. Tanith reads the inscription aloud:

-

Ware the hunters, beasts of prey, -
Five in number, feared by name: -
The widow woman, patient weaver; -
The tireless runner, shadow-seeker; -
Bird of fire, the treasure lover; -
Arrow-swift, his keen-eyed brother; -
But only he who walks without feet -
May pass this door of mystery.

+

+ Ware the hunters, beasts of prey, + Five in number, feared by name: + The widow woman, patient weaver; + The tireless runner, shadow-seeker; + Bird of fire, the treasure lover; + Arrow-swift, his keen-eyed brother; + But only he who walks without feet + May pass this door of mystery. +

If you wish to try the Serpent Key, turn to 240. If you wish to try the Eagle Key, turn to 227. If you wish to try the Wolf Key, turn to 235. If you wish to try the Spider Key, turn to 252. If you wish to try the Dragon Key, turn to 277. - If you wish to strike the door with your Wizard's Staff, turn to 97. + If you wish to strike the door with your Wizards Staff, turn to 97. If you have the Magical Power of Prophecy and wish to use it, turn to 161. If you have the Magical Power of Psychomancy and wish to use it, turn to 193.
@@ -843,9 +755,9 @@ small10: the ethetron 15 -

Drear is working a subtle magic on your mind. Closing your eyes, you concentrate the power of your will, and, at the cost of 1 WILLPOWER point, summon the magical energy of the Astral plane. But your Power of Sorcery appears to have no effect. Perhaps Drear's magic does not obey the same laws as your own and is beyond your control?

- If you wish to attack Drear with your Wizard's Staff, turn to 36. - If you wish to resist Drear's call without the aid of magic, turn to 3. +

Drear is working a subtle magic on your mind. Closing your eyes, you concentrate the power of your will, and, at the cost of 1 WILLPOWER point, summon the magical energy of the Astral plane. But your Power of Sorcery appears to have no effect. Perhaps Drears magic does not obey the same laws as your own and is beyond your control?

+ If you wish to attack Drear with your Wizards Staff, turn to 36. + If you wish to resist Drears call without the aid of magic, turn to 3.
@@ -890,8 +802,8 @@ small10: the ethetron

You have passed through an invisible barrier or Gate that connects the Neverness with this realm. In the distance you can see a city, gleaming brightly beneath the sun: it is the Singing City of the Elessin.

You sway as the wind buffets the ship. You struggle to regain control as the Ethetron violently bucks and reels. You are disoriented by the sudden change and, clumsily, you try to make a landing.

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

- If your total is now 0&endash;3, turn to 13. - If your total is now 4&endash;11, turn to 77. + If your total is now 03, turn to 13. + If your total is now 411, turn to 77.
@@ -1007,10 +919,11 @@ small10: the ethetron

You bend down and examine the inscription and read:

-A life that's spent at odds with death, -
Can dull the mind&emdash;the broadsword's edge. -
But even-tempered swords and heads, -
Fall easy where the foolish tread.

+ A life thats spent at odds with death, + Can dull the mindthe broadswords edge. + But even-tempered swords and heads, + Fall easy where the foolish tread. +

While crouching, you catch sight of the ceiling. A dense mass of swords are suspended, points downward, in the air above your head. You feel sure that there is a connection between these swords and those inscribed in the flagstones.

@@ -1072,7 +985,7 @@ small10: the ethetron 34 -

At the expense of 1 WILLPOWER point you cause the tip of your Wizard's Staff to glow with a dull light. The feeble light merely confirms that you are in the midst of an impenetrable blackness, devoid of all sound and movement but at least the light holds your terror at bay.

+

At the expense of 1 WILLPOWER point you cause the tip of your Wizards Staff to glow with a dull light. The feeble light merely confirms that you are in the midst of an impenetrable blackness, devoid of all sound and movement but at least the light holds your terror at bay.

Turn to 60.
@@ -1162,9 +1075,9 @@ small10: the ethetron

Taking Tanith by the arm, you make to move away. Drear is working a subtle magic, an enchantment that is hard to resist, and Tanith has already succumbed to his power.

- If you wish to attack Drear with your Wizard's Staff, turn to 36. + If you wish to attack Drear with your Wizards Staff, turn to 36. If you wish to use the Magical Power of Sorcery, turn to 15. - If you wish to resist Drear's call without the aid of magic, turn to 3. + If you wish to resist Drears call without the aid of magic, turn to 3.
@@ -1172,7 +1085,7 @@ small10: the ethetron 44 -

You stagger through the palace entrance. The Elessin follow but keep a respectful distance. You view the long flight of steps leading down from the palace with trepidation. You dare not discard the statue for you are sure that it is only the Elessin's fear of it that keeps them from attacking you.

+

You stagger through the palace entrance. The Elessin follow but keep a respectful distance. You view the long flight of steps leading down from the palace with trepidation. You dare not discard the statue for you are sure that it is only the Elessins fear of it that keeps them from attacking you.

Pick a number from the Random Number Table. Add this number to your current ENDURANCE points total.

If your total is now 20 or more, turn to 59. If your total is now less than 20, turn to 65. @@ -1237,7 +1150,7 @@ small10: the ethetron 49 -

The Elessi raises the jewelled crozier and prepares to carry out his sentence. At the expense of 3 WILLPOWER points, you wrench your Wizard's Staff from his hand and draw it towards you. The Elessi watches amazed.

+

The Elessi raises the jewelled crozier and prepares to carry out his sentence. At the expense of 3 WILLPOWER points, you wrench your Wizards Staff from his hand and draw it towards you. The Elessi watches amazed.

If you wish to fire a long-range attack at the Elessi, turn to 340. If you wish to try to engage the Elessi in close combat, turn to 322.
@@ -1273,7 +1186,7 @@ small10: the ethetron 52 -

You shake your head and the guard looks at you with a puzzled frown. He directs a stream of unintelligible phrases at you and you curse under your breath. Now you're really in trouble!

+

You shake your head and the guard looks at you with a puzzled frown. He directs a stream of unintelligible phrases at you and you curse under your breath. Now youre really in trouble!

If you wish to make a run for it, turn to 184. If you wish to nod your head, turn to 232. If you wish to shake your head and continue, turn to 254. @@ -1284,7 +1197,7 @@ small10: the ethetron 53 -

You have not taken more than a few steps when Tanith's scream causes you to look up. A sword hurtles towards you and slices cleanly through your chest, inflicting a fatal wound.

+

You have not taken more than a few steps when Taniths scream causes you to look up. A sword hurtles towards you and slices cleanly through your chest, inflicting a fatal wound.

Your life and your adventure end here.

@@ -1305,7 +1218,7 @@ small10: the ethetron 55 -

At the cost of 1 WILLPOWER point, you reach out with your mind, seeking guidance from the future. You sense an imminent catastrophe if you take the Threnogem from the statue's mouth. The statue is a source of evil power and it is only the Threnogem that keeps this evil at bay.

+

At the cost of 1 WILLPOWER point, you reach out with your mind, seeking guidance from the future. You sense an imminent catastrophe if you take the Threnogem from the statues mouth. The statue is a source of evil power and it is only the Threnogem that keeps this evil at bay.

Turn to 346.
@@ -1330,7 +1243,7 @@ small10: the ethetron If you wish to use the Spider Key, turn to 252. If you wish to try the Dragon Key, turn to 277. If you wish to read the inscription above the door, turn to 10. - If you wish to strike the door with your Wizard's Staff, turn to 97. + If you wish to strike the door with your Wizards Staff, turn to 97. If you have the Magical Power of Prophecy and wish to use it, turn to 161. If you have the Magical Power of Psychomancy and wish to use it, turn to 193.
@@ -1377,8 +1290,8 @@ small10: the ethetron 60 -

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

-

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

+

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

+

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

Paul Bonner @@ -1429,7 +1342,7 @@ small10: the ethetron

At the cost of 2 WILLPOWER points, you fire at the leading bird. Your aim is good. With a distraught cry, the bird drops from the sky, streaming smoke behind it in a coiling plume.

-

The remaining creatures appear undaunted by their fellow's plight and soon fall upon you. Clinging to the rail of the Ethetron, they strain their long necks to peck at you. The damaged Ethetron can barely support their weight and slowly but surely you are being dragged into the swirling mist below. One of the birds swoops in attack.

+

The remaining creatures appear undaunted by their fellows plight and soon fall upon you. Clinging to the rail of the Ethetron, they strain their long necks to peck at you. The damaged Ethetron can barely support their weight and slowly but surely you are being dragged into the swirling mist below. One of the birds swoops in attack.

Chaos-bird2024 If you win the combat, turn to 133.
@@ -1452,7 +1365,7 @@ small10: the ethetron

Shaking your head, you convey to them that you do not wish to accompany them. They become gently insistent and one takes hold of your arm and gestures towards the city. The laughter subsides. The Elessin are unarmed but you are unsure of their intentions.

If you wish to go with the Elessin, turn to 45. If you wish to continue to refuse them, turn to 72. - If you prefer to attack the Elessin with your Wizard's Staff and possess 4 WILLPOWER points or more, turn to 21. + If you prefer to attack the Elessin with your Wizards Staff and possess 4 WILLPOWER points or more, turn to 21.
@@ -1489,7 +1402,7 @@ small10: the ethetron 69 -

You take out the Pipe, place it to your lips, and blow. The Elessi laughs&emdash;he is protected against the effects of the weapon. Unaffected, he carries out his sentence.

+

You take out the Pipe, place it to your lips, and blow. The Elessi laughshe is protected against the effects of the weapon. Unaffected, he carries out his sentence.

Turn to 28.
@@ -1501,8 +1414,9 @@ small10: the ethetron

You approach the wall of the tower and lay your hands upon its smooth surface. You concentrate and, eventually, a verse appears in your mind:

-There is no door. You must climb the tower, -
Or smite the wall with a Wizard's power.

+ There is no door. You must climb the tower, + Or smite the wall with a Wizards power. +

If you wish to try to climb the tower, turn to 264. If you wish to search for a door on the right side of the tower, turn to 206. @@ -1517,7 +1431,7 @@ small10: the ethetron 71 -

You reach out and pluck the jewel from the statue's mouth. Swiftly, you turn, ready to run but before you can escape, a distant sound reaches your ears. Quiet at first, it develops into a scream and begins to fill the palace. The awful sound is coming from the mouth of the statue and freezes you where you stand.

+

You reach out and pluck the jewel from the statues mouth. Swiftly, you turn, ready to run but before you can escape, a distant sound reaches your ears. Quiet at first, it develops into a scream and begins to fill the palace. The awful sound is coming from the mouth of the statue and freezes you where you stand.

The ground begins to tremble and cracks appear in the glass walls. You can hear the tinkling of shattering crystal. The hideous wail grows in volume and soon you cannot block out the sound even when you cover your ears.

Within seconds you are crushed beneath shards of broken glass and debris. You have released the Screaming God and the Singing City is doomed.

Your quest and your life end here.

@@ -1568,7 +1482,7 @@ small10: the ethetron - If you wish to attack one of the Chaos-birds at long range with your Wizard's Staff, turn to 64. + If you wish to attack one of the Chaos-birds at long range with your Wizards Staff, turn to 64. If you wish to wait for the Chaos-birds to draw nearer, turn to 108. If you have the Magical Power of Elementalism and wish to use it, turn to 78.
@@ -1620,7 +1534,7 @@ small10: the ethetron

The music of the Singing City has changed, and is now a rhythmic accompaniment to the sound of many voices, singing and chanting. You follow the sound and come to a long avenue, paved with crystal stones. At the end of the avenue stands a gigantic palace, and at the foot of its grand staircase, are amassed a large crowd of Elessin, all singing in perfect unison. Standing before them is a man, robed in white and gold, with golden hair and blue eyes. In his left hand he holds a jewelled crozier. He seems to be conducting a religious ceremony or ritual. You guess that the Threnogem lies within the palace.

-

Transfixed by the beauty of the Elessin's music, you wait for the ceremony to end, and at length, the crowd disperses and the man with the golden hair returns into the palace.

+

Transfixed by the beauty of the Elessins music, you wait for the ceremony to end, and at length, the crowd disperses and the man with the golden hair returns into the palace.

If you wish to mount the steps and enter the palace, turn to 208. If you wish to wait for nightfall, that you might investigate the palace in secret, turn to 121.
@@ -1630,7 +1544,7 @@ small10: the ethetron 80 -

The Elessin guards do not attack you immediately. Several fall dead under fire of your Wizard's Staff as you move like a whirlwind among their ranks. Soon, however, they overcome their awe and many place silver pipes to their lips and blow. Suddenly, a terrible pain fills your head as the sound of the Elessin pipes tears at your mind. With an anguished cry you fall to the ground and slip into unconsciousness.

+

The Elessin guards do not attack you immediately. Several fall dead under fire of your Wizards Staff as you move like a whirlwind among their ranks. Soon, however, they overcome their awe and many place silver pipes to their lips and blow. Suddenly, a terrible pain fills your head as the sound of the Elessin pipes tears at your mind. With an anguished cry you fall to the ground and slip into unconsciousness.

Your life and your quest end here.

@@ -1648,7 +1562,7 @@ small10: the ethetron 82 -

Tanith takes the Eagle Key and begins to chant. The Jahksa makes to attack but once more you successfully fend off his blows, for though he possesses a supernatural strength, you possess far greater fighting skill, aided by your Wizard's Staff. Before the Jahksa can attack again, an eagle's cry fills the air. It screams towards him and a look of panic contorts his face. The eagle is an awesome enemy and the Jahksa chooses not to fight it. Rapidly, his body grows transparent.

+

Tanith takes the Eagle Key and begins to chant. The Jahksa makes to attack but once more you successfully fend off his blows, for though he possesses a supernatural strength, you possess far greater fighting skill, aided by your Wizards Staff. Before the Jahksa can attack again, an eagles cry fills the air. It screams towards him and a look of panic contorts his face. The eagle is an awesome enemy and the Jahksa chooses not to fight it. Rapidly, his body grows transparent.

Turn to 273.
@@ -1679,7 +1593,7 @@ small10: the ethetron

You spot a grove of trees nearby and drag the Ethetron into it, covering the craft with twisted deadwood and branches. Then you crouch within the grove and wait. Peering out, you watch as four people approach. Each is dressed in a short, white toga; their hair is blonde and they have strange, circular ears. They are laughing and talking in a language you cannot understand but you cannot help but notice the soft, flute-like quality of their light, musical voices.

These people are Elessin, citizens of the Singing City. They are searching methodically and thoroughly, without hurrying, and, as they draw closer to the grove, you realize that they will soon discover your hiding place.

If you have the Magical Power of Enchantment and wish to use it, turn to 103. - If you have 4 or more WILLPOWER points remaining and wish to ambush the Elessin and attack them with your Wizard's Staff, turn to 220. + If you have 4 or more WILLPOWER points remaining and wish to ambush the Elessin and attack them with your Wizards Staff, turn to 220. If you wish to wait and do nothing, turn to 260.
@@ -1698,7 +1612,7 @@ small10: the ethetron 87 -

With your Staff held in both hands, you brace yourself for the eagle's first strike as it swoops down at an incredible speed. The golden bird crashes into you with a force that knocks you off your feet. In a terrifying confusion of slashing talons, flapping wings and the crazed pecking of its hooked beak, you struggle desperately to fend off the giant bird.

+

With your Staff held in both hands, you brace yourself for the eagles first strike as it swoops down at an incredible speed. The golden bird crashes into you with a force that knocks you off your feet. In a terrifying confusion of slashing talons, flapping wings and the crazed pecking of its hooked beak, you struggle desperately to fend off the giant bird.

Giant Eagle3030 If you are still alive after three rounds of combat, turn to 150.
@@ -1767,7 +1681,7 @@ small10: the ethetron 94 -

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

+

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

Paul Bonner @@ -1776,7 +1690,7 @@ small10: the ethetron -

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

+

Welcome to the Masters court! he bellows. Allow me to introduce my guests.

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

May I present the Wizard, Grey Star.

A deep dread stirs in your heart. Suddenly, the robed figure pulls back his hood to reveal your own face staring at you. Welcome, brother, says your twin. I have long looked forward to this meeting.

@@ -1812,7 +1726,7 @@ small10: the ethetron 97 -

To break down the door with the might of your Wizard's Staff, follow the usual rules of combat, consulting the Combat Results Table as if the door were an opponent. Disregard any ENDURANCE points lost by yourself.

+

To break down the door with the might of your Wizards Staff, follow the usual rules of combat, consulting the Combat Results Table as if the door were an opponent. Disregard any ENDURANCE points lost by yourself.

Tower Door3045 You may cease attacking the door at any time; turn to 61. If you continue and break down the door, turn to 124. @@ -1832,8 +1746,8 @@ small10: the ethetron 99 -

You take up your Wizard's Staff and hold it poised above the Elessi leader's head. You have beaten him into submission. The palace is full of Elessin guards, but they stay back fearful to act while their leader is threatened.

- If you wish to take the Threnogem from the statue's mouth, turn to 71. +

You take up your Wizards Staff and hold it poised above the Elessi leaders head. You have beaten him into submission. The palace is full of Elessin guards, but they stay back fearful to act while their leader is threatened.

+ If you wish to take the Threnogem from the statues mouth, turn to 71. If you wish to slay the Elessi leader, turn to 107. If you wish to attack the Elessin guards, turn to 80. If you wish to make a grab for the statue, turn to 209. @@ -1849,12 +1763,13 @@ small10: the ethetron

No, you reply. Yet, as you speak, the lettering is slowly transforming and soon you find that you can read the inscription:

-From south of here, to west and north, -
Then east and south once more, -
A circle's motion rings the charm -
That finds the Vanishing Door.

+ From south of here, to west and north, + Then east and south once more, + A circles motion rings the charm + That finds the Vanishing Door. +

-

You ponder the strange words and try to unravel their meaning. 'A riddle?' queries Tanith.

+

You ponder the strange words and try to unravel their meaning. A riddle? queries Tanith.

If you wish to search for a door on the left side of the tower, turn to 56. If you wish to search for a door on the right side of the tower, turn to 23. If you have the Magical Power of Psychomancy and wish to use it, turn to 70. @@ -1876,7 +1791,7 @@ small10: the ethetron 102 -

You draw out the red jewel and focus your power upon it. The Gem begins to glow and, at the cost of 1 WILLPOWER point, you reach out and close the Elessi guard's senses. As he stares blankly ahead, you steal past him and into the palace unseen.

+

You draw out the red jewel and focus your power upon it. The Gem begins to glow and, at the cost of 1 WILLPOWER point, you reach out and close the Elessi guards senses. As he stares blankly ahead, you steal past him and into the palace unseen.

Turn to 230.
@@ -1904,7 +1819,7 @@ small10: the ethetron

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

-

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

+

Grey Star, Tanithallow me to introduce you to Crabkey, one of our greatest and most ingenious inventors.

Paul Bonner @@ -1914,19 +1829,19 @@ small10: the ethetron

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

-

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

+

Crabkey stares at you without speaking. Spittlethrift breaks the silence: Mr Crabkey is the inventor of the machine that will enable you to journey to the Realm of the Singing City, arent you, Crabkey, old chap? Crabkey continues to stare at you insolently. With a slow blink of his huge eyes, he makes an unintelligible sound in the back of his throat and nods.

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

Grey Star, says Tanith suddenly, and what of me?

-

Spittlethrift falters and emits an embarrassed cough, Ah, yes&ellips; well&ellips;

+

Spittlethrift falters and emits an embarrassed cough, Ah, yes well

Yes, what of Tanith? you demand angrily.

The girl stays here, says Crabkey, speaking for the first time in a harsh, rasping voice, to make sure you keep your part of the bargain and do not fail to return.

She will be perfectly safe, I assure you, says Spittlethrift, apologetically. But surely you understand our position. What is to stop you flying away and never returning?

And if I refuse? you snap at Spittlethrift.

-

We will not allow you to use the Ethetron or show you how to fly it, retorts Crabkey. You will be doomed to remain within the Neverness for all eternity. You will&emdash;

-

You will, on the other hand, Spittlethrift interjects hastily, receive the Ethetron as a gift from us when you return&emdash;

-

With the Threnogem, Crabkey interrupts once more, ignoring a glare of warning from Spittlethrift, who has now begun to sweat profusely. And we will return Mistress Tanith to you, of course, he finishes. Tanith clenches her fists and glares furiously at the two little men. Both step back a little from her fiery gaze. Know this, little man, she hisses, prodding Spittlethrift in the chest with one, long-nailed finger. I am not without power. If you seek to deceive us&ellips; I'll crush you like the toad that you are! I am a Shadakine Wytch, not a mere girl to be hoarded or bartered like a piece of spare luggage!

+

We will not allow you to use the Ethetron or show you how to fly it, retorts Crabkey. You will be doomed to remain within the Neverness for all eternity. You will

+

You will, on the other hand, Spittlethrift interjects hastily, receive the Ethetron as a gift from us when you return

+

With the Threnogem, Crabkey interrupts once more, ignoring a glare of warning from Spittlethrift, who has now begun to sweat profusely. And we will return Mistress Tanith to you, of course, he finishes. Tanith clenches her fists and glares furiously at the two little men. Both step back a little from her fiery gaze. Know this, little man, she hisses, prodding Spittlethrift in the chest with one, long-nailed finger. I am not without power. If you seek to deceive us Ill crush you like the toad that you are! I am a Shadakine Wytch, not a mere girl to be hoarded or bartered like a piece of spare luggage!

Yes, yes, of course, says Spittlethrift, wiping his brow with the back of his shaking hand. I understand.

-

You smile quietly to yourself. Tanith's angry bluff has shaken both Spittlethrift and Crabkey. Though Tanith does possess many uncanny powers taught to her while in the service of Mother Magri, a powerful Wytch in the service of the Shadakine Empire, her skills lie chiefly in her mastery of animals and nature and in a bravery that surpasses many warriors of greater stature. Tanith turns to you, the fire dying in her wild, green eyes. Accept their offer, Grey Star, she says. I do not fear this over-fed worm, or that slinking weasel.

+

You smile quietly to yourself. Taniths angry bluff has shaken both Spittlethrift and Crabkey. Though Tanith does possess many uncanny powers taught to her while in the service of Mother Magri, a powerful Wytch in the service of the Shadakine Empire, her skills lie chiefly in her mastery of animals and nature and in a bravery that surpasses many warriors of greater stature. Tanith turns to you, the fire dying in her wild, green eyes. Accept their offer, Grey Star, she says. I do not fear this over-fed worm, or that slinking weasel.

You sense that Tanith is far more afraid than she admits but the success of the quest is as important to her as it is to you and without the Ethetron it is unlikely that you will succeed. Very well, you say. Show me how the machine works. What must I do?

Sullenly, Crabkey shows you the machine. Spittlethrift, pale and perspiring, remains silent, his chubby hands fluttering nervously at his side.

Turn to 116. @@ -1954,13 +1869,13 @@ small10: the ethetron 107 -

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

+

If the Elessi leader has been holding your Wizards Staff until now, you can now take it back.

The Elessi leader lies dead at your feet. Stunned by the unexpected loss of their leader, the guards look on in horror. You must act quickly.

If you wish to attack the Elessin guards, turn to 80. - If you wish to take the Threnogem from the statue's mouth, turn to 71. + If you wish to take the Threnogem from the statues mouth, turn to 71. If you wish to pick up the statue, turn to 92.
@@ -1997,7 +1912,7 @@ small10: the ethetron 111 -

You close your eyes and concentrate and, at the cost of 1 WILLPOWER point, you create your illusion. A shout attracts the guard's attention and quickly he descends the palace stairway to investigate. Silently, you ascend the stairs and enter the palace before the guard returns to his post.

+

You close your eyes and concentrate and, at the cost of 1 WILLPOWER point, you create your illusion. A shout attracts the guards attention and quickly he descends the palace stairway to investigate. Silently, you ascend the stairs and enter the palace before the guard returns to his post.

Turn to 230.
@@ -2006,7 +1921,7 @@ small10: the ethetron 112 -

Summoning all your strength, and, at the cost of 2 WILLPOWER points, you hurl a powerful blast at the Crystal Tower. The white light of your Staff hits the wall squarely but its magical fire is scattered by the wall's resistance.

+

Summoning all your strength, and, at the cost of 2 WILLPOWER points, you hurl a powerful blast at the Crystal Tower. The white light of your Staff hits the wall squarely but its magical fire is scattered by the walls resistance.

This is hopeless, says Tanith. There must be some other way into the tower.

If you wish to try to climb the tower, turn to 264. If you prefer to examine one of the many black holes in the cloud plane, turn to 285. @@ -2018,7 +1933,7 @@ small10: the ethetron 113 -

You walk to the end of the corridor and through an archway of incandescent light. You are momentarily blinded and when you can see again you find yourself facing the door once more. The Jahksa roars with laughter. The great Shianti Wizard&ellips; fooled by a Shianti illusion, hah!

+

You walk to the end of the corridor and through an archway of incandescent light. You are momentarily blinded and when you can see again you find yourself facing the door once more. The Jahksa roars with laughter. The great Shianti Wizard fooled by a Shianti illusion, hah!

Again you try to enter but again you find yourself outside the door.

If you wish to attack the Jahksa, turn to 192. If you wish to enter one of the doors along the corridor, turn to 47. @@ -2041,7 +1956,7 @@ small10: the ethetron

This was once the realm of the Demon, Steth-Amon, a master of sound, the Guardian recounts. We, the Elessin, were created his slave singers, a choir of the damned. His was the music of dissonance; it could drive men insane or lure them and possess their minds. Long we laboured in his service. However, we sought the beauty of harmonious music, the melody of accord and we conceived of a plan to overthrow our lord. We created the Threnogem, a tool of silence, for without silence music has no meaning. Then, while he slumbered, we dropped the Threnogem into his open mouth and silenced him, robbing him of his power over us. He froze in the position you see him now, for the statue is Steth-Amon, mastered by the silence of the Threnogem. That you seek to take the statue from our realm is pleasing to us, for all our power has been devoted to giving life to the Threnogem and keeping Steth-Amon silent. If the Threnogem is removed from his mouth the demon will be released. All we ask is that you do not remove the Threnogem while you are in our domain. If you wish, we will help you carry the statue to your flying machine.

-

You agree to the Guardian's offer.

+

You agree to the Guardians offer.

Turn to 182.
@@ -2050,16 +1965,16 @@ small10: the ethetron 116 -

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

+

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

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

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

+

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

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

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