From 4a3b37198a4fd3e4c321bc78168c6c5d9942f320 Mon Sep 17 00:00:00 2001
From: Simon Osborne
The Wytch-king will try to track you down. His slaves will dog your every step
The Wytch-king will try to track you down. His slaves will dog your every step
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.
Ancient days they were when first the Shianti set foot upon the land that men call Magnamund. Long had they journeyed through the void, homeless wanderers in search of a pace to call their own. And so it was that when the Shianti first looked upon the face of the land, their hearts were raised in wonder. They saw a world of nameless mountains, untamed forests and lands both wild and free. Here they chose to cease their wanderings and to devote themselves to the study and appreciation of this new-found land.
+Ancient days they were when first the Shianti set foot upon the land that men call Magnamund. Long had they journeyed through the void, homeless wanderers in search of a pace to call their own. And so it was that when the Shianti first looked upon the face of the land, their hearts were raised in wonder. They saw a world of nameless mountains, untamed forests, and lands both wild and free. Here they chose to cease their wanderings and to devote themselves to the study and appreciation of this newfound land.
To the delight of the Shianti, the race of man first emerged at this time and they watched his early struggle towards civilization with eager concern. Like gods, the Shianti seemed to the minds of primitive men. Tall and proud, shining with a radiance that spoke of magic and arcane mystery, the Shianti moved among them and with their powers of wizardry, aided man in his development.
-As the centuries passed, man fell to worship of the magical Shianti and the power of these wizards grew even stronger. With hungry hearts they sought to unlock the mysteries of knowledge, sending their minds into other planes of existence and strange worlds beyond the sphere of the material plane. Their foresight was now unmatched and the power of their thought was mighty indeed. It was at this time that they created the Moonstone. Woven of the very fabric of the astral plane of Daziarn, this translucent gem was the greatest achievement of Shianti wisdom. It was the binding force of all Shianti magic, containing the combined might of all their wizardry, the sum of all their knowledge. The Golden Age of the Shianti had come and the Moonstone was the instrument of their dominion throughout all Magnamund. Man stood as little more than a shadow, blinded by the shining white light of Shianti glory. But, in creating the Moonstone, the unwritten laws of nature had been transgressed. For the Moonstone, like the Shianti themselves, was something outside of man
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
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
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.
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
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
The first number that you pick from the Random Number Table in this way represents your
The second number that you pick from the Random Number Table represents your
The third number that you pick from the Random Number Table represents your powers of
The third number that you pick from the Random Number Table represents your powers of
If your
Repeat the sequence from Stage 3.
This process of combat continues until the
This process of combat continues until the
A summary of Combat Rules appears in the back of this book.
@@ -565,8 +566,8 @@You are about to embark on a quest of great peril, for your journey will take you to an unknown land that is dominated by evil. Refer to the map and make notes as you progress through the story: they are sure to be of great help to you in future adventures.
-You will discover items that could be of help to you on your quest. Some Special Items may aid you in future Grey Star adventures, others may be red herrings of no real use at all, so be selective in what you decide to keep.
-Be cautious in your use of
You will discover items that could be of help to you on your quest. Some Special Items may aid you in future Grey Star adventures, others may be red herrings of no real use at all; so be selective in what you decide to keep.
+Be cautious in your use of
Follow the path of wisdom, Wizard Grey Star. The way of fools is the road to destruction.
Good luck.
@@ -589,7 +590,7 @@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.
+Of course! The eyes of the Shianti race have pupils like mirrored glass. Anyone looking into the eyes of a Shianti would see himself reflected there.
Shianti man see Kundi man @@ -624,10 +625,10 @@After heated discussion, all are agreed that the black mountains of Urik
s vision must be the infamous Mountains of Morn, and the dead lands beyond, Desolation Valley, a wasted plain that lies on the other side of the mountains the site of an ancient calamity. As Urik saw a full moon shining above the Shadow Gate, the Kundi are sure that it will appear somewhere in Desolation Valley at that time.
Already it is the time of the new moon,says King Okosa.-
Two weeks,you breathe.+
Two weeks, Grey Star,says the king,and two hundred miles of Shadakine country, difficult mountains and unknown wilderness, lie ahead. You have little time.
Two weeks, Grey Star,says the king,and two hundred miles of Shadakine country, difficult mountains, and unknown wilderness, lie ahead. You have little time.
What do you think, Urik?you say.Urik
-s ugly old face breaks into a knowing smile. Little timehe says, jovially.much to do! Urik have plancover many miles in just one day, leave Azanam far behind. +
But how,you ask.When?
But how?you ask.When?
Great wizard must learn much patience,he replies.You will see. Be ready to leave tomorrow at first light.Urik will say no more and quickly leaves. You turn to the Kundi king. He merely shrugs his shoulders.
Ways of the wise are strange,he says,and who dare question the path of wisdom?he finishes, cryptically. Like many Kundi sayings, it is one that begs no answer. It seems you have no choice other than to wait until tomorrows dawn to find out the Shaman s plan. @@ -698,7 +699,7 @@ Turn to 126 .7 -Still within the vision, you point towards the Element of Air. It floats towards you and you feel it entering the domain of the Earth. The use of this Magical Power has cost you 2
+WILLPOWER points.Still within the vision, you point towards the Element of Air. It floats towards you and you feel it entering the domain of Earth. The use of this Magical Power has cost you 2
WILLPOWER points.When you open your eyes, you see that the Shadakine have already reached the edge of the lake. Their leader shouts commands and they move into position, loading their weapons and preparing to fire. There is no sign of the Air Elementals.
The Shadakine leader gives a shout and the Shadakine warriors release a volley of crossbow bolts in your direction. Instinctively, you and Urik dive to the ground. You are dismayed; it seems that the Elementals have failed you. Then suddenly, a burst of astonished cries comes from the Shadakine as a colossal gust of wind tears past you. Looking up, you watch as the volley of quarrels is swept up and away by a whirlwind of dust and debris. The Elemental stands, man-high before you, the faint outline of a pair of eyes shining up from within the depths of its form. It is a Whirlghast, and the bolts of the Shadakine are unable to pass through it.
@@ -754,7 +755,7 @@
Urik,you call,can we do anything about the Eijalfish?Another volley of bolts flies towards you, but they are spun in all directions by the Whirlghast. Urik produces a small boomerang from his tunic. Its edge is lined with a row of razor-sharp teeth.I try,he says.12 -Since the swamp region is an infertile place unlikely to yield food, Urik hands you enough Lianor for three Meals. Each tuber counts as one Meal and you store them in your Backpack. As you descend the hill, the air becomes increasingly humid, impairing your breathing. You step on to the mud flat and begin to make your way across. You have travelled no more that a mile when, suddenly, Urik sinks into a bog. With great effort, you manage to pull him free. Another mile or so and it is you who stumbles into a bog. Fortunately, Urik acts quickly and pulls you to safety. Solemnly Urik informs you that the bogs are likely to become more frequent from now on. If you should both become trapped at the same time, there will be no escape.
+Since the swamp region is an infertile place unlikely to yield food, Urik hands you enough Lianor for three Meals. Each tuber counts as one Meal and you store them in your Backpack. As you descend the hill, the air becomes increasingly humid, impairing your breathing. You step on to the mud flat and begin to make your way across. You have travelled no more than a mile when, suddenly, Urik sinks into a bog. With great effort, you manage to pull him free. Another mile or so and it is you who stumbles into a bog. Fortunately, Urik acts quickly and pulls you to safety. Solemnly Urik informs you that the bogs are likely to become more frequent from now on. If you should both become trapped at the same time, there will be no escape.
If you have the Magical Power of Prophecy and wish to use it to lessen the danger, turn to 67 .If you do not have this Magical Power or do not wish to use it, @@ -1096,7 +1097,7 @@turn to 89 .42 -You almost succeed. But, as the Shadakine step back, looking ready to break and run, and Sado
+s brave army of freedom fighters charge forward, the Shadakine Wytch tightens her grip over the minds of her countrymen and they hold their ground. Shifting emotions of fear, anger and frenzy contort their snarling features. The use of this spell has cost you 2 WILLPOWER points.You almost succeed. But, as the Shadakine step back, looking ready to break and run, and Sado
s brave army of freedom fighters charge forward, the Shadakine Wytch tightens her grip over the minds of her countrymen and they hold their ground. Shifting emotions of fear, anger, and frenzy contort their snarling features. The use of this spell has cost you 2 WILLPOWER points.As the line of freedom fighters collides with that of the Shadakine warriors you give a smile. The Freedom Guild are superb soldiers, and despite the power of the Shadakine Wytch, the strength of their charge punches a great hole in the Shadakine defence.
@@ -1222,7 +1223,7 @@ Turn to 48 .- You look at the faces of your brave companions; Urik
+s wrinkled face, so often creased with laughter, now set in a frown; the hard countenance of brave Samu, the sundered king; and the angular, hawkish features of Hugi, whose eyes gleam greedily. You notice how pale they look, almost sickly, and a vague disquiet stirs in the back of your mind. You look at the faces of your brave companions: Urik
s wrinkled face, so often creased with laughter, now set in a frown; the hard countenance of brave Samu, the sundered king; and the angular, hawkish features of Hugi, whose eyes gleam greedily. You notice how pale they look, almost sickly, and a vague disquiet stirs in the back of your mind. You approach the bridge and Hugi looks at it, his eyes full of doubt.
Is it safe?you ask.
ItHugi answers.s stood here for centuries, The swift-flowing water looks black and uninviting.
@@ -1339,11 +1340,15 @@@@ -1392,7 +1397,7 @@ 61 ++ ++ Turn directly to Section 149 if the Magdi is still alive after 5 rounds. Do not finish the combat.
Before you can fire your Staff again, the Magdi lunges at you. You attempt to parry the beast
s charge with your Staff but its weight and the momentum of its attack hurl you to the ground. You thank the gods that there is only one of them to contend with as you grapple with the enraged animal. The Magdi s jaws snap dangerously close to your throat but you twist your body away and leap to your feet. You cannot evade combat, and must fight the creature to the death. Due to the Magdi
s resistance to magic, you must subtract 2 from your COMBAT SKILL for the duration of the combat.- Magdi 20 30 If the combat lasts for more than 5 rounds, +turn to 149 .If the combat lasts for more than 5 rounds, turn to 149 .If you win the combat in 5 rounds or less, turn to 271 .66 -Within the darkness of a dream, you hear a voice whispering; it is calling your name, over and over again. Glowing with a sickly light, the figure of a man stands like a sinister vision. His face obscured by shadow. His grey robe is tattered and torn; his long bony claw-like fingers are covered by charred, black flesh. He points a crooked finger at you.
+You will fail. Your power does not suffice. This fools errand is to no end. Within the darkness of a dream, you hear a voice whispering; it is calling your name, over and over again. Glowing with a sickly light, the figure of a man stands like a sinister vision, his face obscured by shadow. His grey robe is tattered and torn; his long, bony, claw-like fingers are covered by charred, black flesh. He points a crooked finger at you.
You will fail. Your power does not suffice. This fools errand is to no end.
NO!you shout into the emptiness.
Turn aside, Grey Star. Turn aside. You dare not stand against me.The grim figure casts aside his hood and the shadow passes to a blood-red light, revealing a hideous face. Half of the face is missing and, in its place, a metal plate gives shape to the ruined visage of wasted flesh and scarred tissue. One eye is shrunken and sightless, while the other burns with the intensity of the sun. A gaze of unbearable malice focuses on your heart.Desist, Wizardor I will rend the very soul from your body. @@ -1920,7 +1925,7 @@
I will not!you scream into the darkness. A look of rage contorts his twisted features and the single eye burns into you. You are looking upon the face of Shasarak, Wytch-king of Shadaki, who has come to taunt and torment you as you sleep.111 -+
The land beyond the Mountains of Morn, the region that is called Desolation Valley, was once the heart of a great kingdom, a nation called Taklakot. One day, a mighty wizard came amongst them, and he bore a great gift, so they thought. It was a magical stone which harnessed the fire of the sun. The people of Taklakot grew in knowledge but it was a power gained without wisdom and a great calamity befell them. Somehow, the fire of the Sun stone was released and in a single day an entire race was wiped from the face of the Earth. The barren land you see around you is the result of that fateful day; its curse still lingers.
The land beyond the Mountains of Morn, the region that is called Desolation Valley, was once the heart of a great kingdom, a nation called Taklakot. One day, a mighty wizard came amongst them, and he bore a great giftso they thought. It was a magical stone which harnessed the fire of the sun. The people of Taklakot grew in knowledge but it was a power gained without wisdom and a great calamity befell them. Somehow, the fire of the Sun stone was released and in a single day an entire race was wiped from the face of the world. The barren land you see around you is the result of that fateful day; its curse still lingers.
But what of the Forbidden City? Why does it still stand?asks Samu.
The mountains that surround the valley held the blast. The Forbidden City, or Gyanima as it was called, stands beyond those mountains. It was built to guard the pass through the mountains and is the only remnant of a dead civilization.A greedy light gleams in Hugis eyes. The value of its treasures is immeasurable,he breathes.Your Shianti training and lifestyle have taught you to place no value on material wealth and you soon lose interest in Hugi
@@ -1952,7 +1957,7 @@s tales of hidden gold. Once more, you ponder the incredible bleakness of the place. You gaze across the Belzar River, and to the hills beyond, and an involuntary shiver runs down your spine. Drifting down from the hills, you see an eerie, chilling sight. A ghostly, pallid form floats across the river, its hands outstretched towards you; it whispers with a voice like grating stone. 113 -The Kleas
+does not advance, it is reluctant to leave the defence of the Shadow Gate. Tanith looks out to you with hope in her eyes. You lift your Wizard s Staff and aim it at the demon shadow, which radiates a strange black light. The Kleas
does not advance; it is reluctant to leave the defence of the Shadow Gate. Tanith looks out to you with hope in her eyes. You lift your Wizard s Staff and aim it at the demon shadow, which radiates a strange black light. Tanith
s expression changes to one of horror. Grey Star!you hear her cry, her voice muffled by the proximity of the other world.Stay your hand!The wild fire of your Staff tears towards the Kleasand, as the bolt of energy hits the creature, it is Tanith who recoils in pain. Somehow, the Kleas is making Tanith the victim of its pain. The Kleas emits a chilling laugh full of scorn. If you have the Magical Power of Sorcery and with to use it to attack the Kleas , turn to 122 .If you have the Magical Power of Sorcery and possess the Mind Gem, and wish to use them both against the Kleas @@ -2113,7 +2118,7 @@, turn to 143 .126 -It is still dark when you are woken by Urik the following morning.
+Come, WizardStill groggy with sleep, you rise, take up your Backpack and Staff and make ready to leave.no time for sleep now, time for haste. It is still dark when you are woken by Urik the following morning.
Come, WizardStill groggy with sleep, you rise, take up your Backpack and Staff, and make ready to leave.no time for sleep now; time for haste.
What about food?you ask.
Food?Urik sniffs, derisively.Food grows on the landwater falls from sky down from mountain river only foolish man wish to carry the earth and the sky upon his back in little bag. Come now. Urik disappears through the door of your room and you have no choice but to follow. You follow Urik in the half light as he clambers along the wooden walkways of the Kundi colony. The air is warm and damp with dew and the clouds hang low above the trees of the Azanam. Already, Urik has nearly disappeared from sight in the thick mist and you struggle to match his pace as he steps nimbly from one platform to another. Soon the Kundi village is far behind and you are travelling along the thick branches of the giant Azawood trees.
@@ -2288,10 +2293,10 @@A crossbow bolt slices through the air. You gasp with pain as it penetrates your shoulder (lose 3
ENDURANCE points). Urik looks up in alarm.Grey Star!he shouts.You all right?You grit your teeth against the pain and nod. A dark stain of blood spreads across your robe. The Ooslo bird is losing height rapidly and, before the Shadakine are able to release another bolt, you are flying low enough to jump to the ground. At Uriks instruction you untie the vine, wincing with the pain of your wound, and fall to the ground without further injury. You tumble through a vast swathe of marsh grass that grows chest-high, and stretches in all directions. Urik gets to his feet and comes to inspect your wound. Bravely, you make to withdraw the shaft that protrudes from your shoulder but Urik stays your hand.
-No, not yet. Much bleeding if you pull the spike. We need herbsYou nod in agreement.stop bleeding stop infection, yes? Come follow old Kundi. Find good herbs very near.He moves away, his eyes searching the ground, and you follow. Soon you reach a shallow waterway that cuts through the tall marsh grass like a trail. There, Urik finds what he is looking for and sits you down beside the little stream.Urik cannot find anything to stop pain but make sure wound heal. I must hurt you nowI am sorry. With a hand both swift and sure, he pulls the bolt from your shoulder: you hiss with pain. He tears away the material of your sleeve and presses his steady hand to the wound. Then, cupping his hand, he takes some water from the stream and cleans the wound. Next, to your surprise, he grabs a handful of mud from the bottom of the stream and smears it over the injury. The cool mud eases the fire in your shoulder and, as it dries, quickly staunches the bleeding. He cleans the torn shreds of your sleeve and knots them like a bandage around your shoulder.
+Is good?he asks.With a hand both swift and sure, he pulls the bolt from your shoulder; you hiss with pain. He tears away the material of your sleeve and presses his steady hand to the wound. Then, cupping his hand, he takes some water from the stream and cleans the wound. Next, to your surprise, he grabs a handful of mud from the bottom of the stream and smears it over the injury. The cool mud eases the fire in your shoulder and, as it dries, quickly staunches the bleeding. He cleans the torn shreds of your sleeve and knots them like a bandage around your shoulder.
Is good?he asks.
I thank you, Urik,you reply. He pats your hand, affectionately.-
No need for thanks,he says.Wise old Kundi know healing ways. Pain stop soon.Suddenly, a terrible sound reaches your ears; a moaning howl like that of an animal in pain. Urik
+s face darkens and he helps you to your feet. Crouching, so that you remain hidden, you both peep across the top of the marsh grass in the direction of the sound. In a small clearing, some two hundred yards away, you see a frightened peasant a Shadakine slave. He is struggling to control two snarling hounds who tug at the lengths of thick chain fixed to their harnesses. They are huge and fierce: each has two heads with a single horn growing at the centre of each, and outsized fangs show through their slavering jowls. Master! Master!the slave calls to a tall Shadakine, undoubtedly the officer in charge.The MagdiThe tall Shadakine officer screws up his eyes; a wicked smile plays across his face.they smell something. Suddenly, a terrible sound reaches your ears: a moaning howl like that of an animal in pain. Urik
s face darkens and he helps you to your feet. Crouching, so that you remain hidden, you both peep across the top of the marsh grass in the direction of the sound. In a small clearing, some two hundred yards away, you see a frightened peasant a Shadakine slave. He is struggling to control two snarling hounds who tug at the lengths of thick chain fixed to their harnesses. They are huge and fierce: each has two heads with a single horn growing at the centre of each, and outsized fangs show through their slavering jowls. Master! Master!the slave calls to a tall Shadakine, undoubtedly the officer in charge.The MagdiThe tall Shadakine officer screws up his eyes; a wicked smile plays across his face.they smell something. If you wish to attempt to evade by following the waterway, turn to 25 .If you wish to attempt a long range attack with your Wizard @@ -2401,7 +2406,7 @@s Staff, turn to 105 .Despite the great damage you are inflicting on the Magdi, the enraged beast refuses to die. Try as he might, Urik is of no use
his old limbs and physical weakness make him incapable of hand to hand combat. He can only watch with fear and apprehension. His concern is so great that he fails to notice the band of Shadakine warriors stealing up on you through the dense undergrowth. As a result, you are quickly overpowered by the gloating Shadakine and, at a word from their tall sour-faced captain, the Magdi obediently ceases its attack.
Not much of a catch,sneers the captain,but good sport, eh?Your Staff and Backpack are taken from you and your wrists and ankles are tightly bound with leather thongs.And this is a pretty toy,he says, weighing your Staff in his hands.But tell me, who are you, boy? Speak!You remain silent.Lost your tongue, have you? Well that can be arranged, permanently!He gives you a stinging blow across the face, smiling grimly. Urik struggles angrily against the restraining hands that hold him.Be stillhe scowls,monkey-man,or youHe returns his hateful gaze to you.ll be tasting some of the same. What are you then, boy? What do you know of the Freedom Guild? You are their spy perhaps? You serve the rebel army, do you not?Still, you remain silent. You have no knowledge of the Freedom Guild he has mentioned but the thought that there exists a form of organized resistance to the evil of the Shadakine Empire is a comfort. With a look of disgust, the captain turns away.
-The Warward, Kiro, will find out all he needs to know on our return to Karnali,he says threateningly,and Mother Niyas truthsay is hard to refuse. You are unable to repress a shudder as you are reminded of the truthsay of Mother Magri and her awful Kazim Stone when first you came to the trader
+s city of Suhn. The Wytches of Shadaki are among the most powerful of Shasarak s servants, upholders of his corrupt law in all the major cities of the Empire. You are unable to repress a shudder as you are reminded of the truthsay of Mother Magri and her awful Kazim Stone when first you came to the traders
city of Suhn. The Wytches of Shadaki are among the most powerful of Shasarak s servants, upholders of his corrupt law in all the major cities of the Empire.
Move, you scum!the captain shouts at his men.We must reach Karnali as soon as possible.He glances sideways at you, one eyebrow raised.Therehe says under his breath.s more to this strange pair than meets the eye, You and Urik are carried by slave bearers, slung to long wooden poles like hunting trophies. Your ankles and wrists are constantly bound and you are offered the barest of scraps of food and a minimum of water. By the second day of travelling, you have lost 3
ENDURANCE points and you begin to wonder if you will survive the journey as you linger in a weak, semi-conscious haze that makes the casting of any spell impossible.@@ -2486,9 +2491,9 @@ Turn to 200 .157 -You call over to Samu.
+Guard this entrance,you say, tying the Rope around you and indicating the hole you intend to descend into. He gives a grim nod.Hugi!you say,feed the Rope down gently.You call over to Samu.
Guard this entrance,you say, tying the Rope around you and indicating the hole you intend to descend into. He gives a grim nod.Hugi!you say.Feed the Rope down gently.With these words, you leap to the edge of the hole and begin to lower yourself down slowly. You land safely at the bottom and wait for Urik to clamber down. A lifetime of tree-life has made him more than capable of climbing safely to the ground beside you.
-You are standing in the middle of a honeycomb made of stone. The light of the full moon streams through the holes in the surface of the plain and the maze is bright with translucent light. Urik sniffs the air,
+Follow me,he says. With tension mounting in your heart, you prepare to meet your enemy.You are standing in the middle of a honeycomb made of stone. The light of the full moon streams through the holes in the surface of the plain and the maze is bright with translucent light. Urik sniffs the air.
Follow me,he says. With tension mounting in your heart, you prepare to meet your enemy.Turn to 272 .
That evening, Samu and Urik return with an abundance of game, wild berries and Lianor. After the meat has been cooked and the food shared out, you find that you have far more food than you can carry. You may carry as much food as you wish but remember that one Meal counts as one item in your Backpack.
+That evening, Samu and Urik return with an abundance of game, wild berries, and Lianor. After the meat has been cooked and the food shared out, you find that you have far more food than you can carry. You may carry as much food as you wish but remember that one Meal counts as one item in your Backpack.
The following morning you pass into the region known as the dead lands.
The following morning, Urik scouts the ground. You both decide to head for the city of Karnali which stands on the northernmost edge of the Gurlu Marsh, on the far side of the Suhni River. Urik explains that you are about to enter the heart of the swamp and the danger is sure to increase. He takes you to the top of a low hill and you survey the land ahead. You have the choice of two routes. To the north-west, the land comprises a mixture of low, twisted bushes and shrubs, further on, a jungle of gnarled, lichenous trees. The more direct route lies to the north but the land there is more perilous. Tall marsh grass abruptly gives way to a broad expanse of quagmire and bog, interspersed with squat, black trees and stagnant pools. Urik tells you that the ground is highly treacherous, containing concealed quicksand and soft mud.
-The following morning, Urik scouts the ground. You both decide to head for the city of Karnali which stands on the northernmost edge of the Gurlu Marsh, on the far side of the Suhni River. Urik explains that you are about to enter the heart of the swamp and the danger is sure to increase. He takes you to the top of a low hill and you survey the land ahead. You have the choice of two routes. To the northwest, the land comprises a mixture of low, twisted bushes and shrubs, further on, a jungle of gnarled, lichenous trees. The more direct route lies to the north but the land there is more perilous. Tall marsh grass abruptly gives way to a broad expanse of quagmire and bog, interspersed with squat, black trees and stagnant pools. Urik tells you that the ground is highly treacherous, containing concealed quicksand and soft mud.
+At the cost of 2
At the cost of 2
Casting your mind back, you recall seeing a proliferation of Mustow pods growing in the Gurlu Marshes. These strange, fungal growths are renowned for their pungent odour when broken open. At your command, a large number of these are brought to you by some of Sado
Casting your mind back, you recall seeing a proliferation of Mustow pods growing in the Gurlu Marshes. These strange, fungal growths are renowned for their pungent odour when broken open. At your command, a large number of these are brought to you by some of Sado
As the fire rages all around, you fall into the trance state necessary to transport your mind to the Elemental plane. A silent scream of fear howls amidst images of fire and such is the urgency of your need, you expend 3
Your mind is then offered a strange vision, further evidence of the growth of your powers and the strength of your mastery over the Lesser Magicks. Four humanoid figures appear, representatives of the four Elements of Earth, Wind, Fire, and Water, their bodies formed of the Element they represent. Each bows in turn, aims outstretched in a humble gesture. You must choose the Element you wish to help you.
+Your mind is then offered a strange vision, further evidence of the growth of your powers and the strength of your mastery over the Lesser Magicks. Four humanoid figures appear, representatives of the four Elements of Earth, Wind, Fire, and Water, their bodies formed of the Element they represent. Each bows in turn, arms outstretched in a humble gesture. You must choose the Element you wish to help you.
I must,
you say, solemnly. I must reach Desolation Valley beyond the Mountains of Morn before the turning of the next full moon.
Samu raises his eyebrows in surprise. You are going into the dead lands?
he asks. None has ever returned from there: you will perish for sure.
I have to try, or die in the attempt. There
You briefly describe the nature of your quest and its ultimate goal: to throw down the Wytch-king and all his works.
Samu is silent for a while, deep in thought. Once, he was a proud king, the ruler of a nomadic people called the MasbatI will come with you, I think,
he says. You will have need of my strength to partner your bravery.
Samu is silent for a while, deep in thought. Once, he was a proud king, the ruler of a nomadic people called the MasbatI will come with you, I think,
he says. You will have need of my strength to partner your bravery.
You thread your way among the dark, deserted streets of Karnali and leave by the west gate. With a man such as this by your side, how can you fail?
A minute passes and the door slides shut as silently as it opened. Gradually, you sense that the room is becoming colder. A chill wind rises from nowhere, sending a shiver down your spine. It is not ordinary cold air causing you to tremble, it is the familiar presence of a Deathgaunt. It materializes in the centre of the cavern, close to where you stand. Welcome,
it hisses menacingly, as it stretches out its wispy fingers to claw at your soul. You fight to hang on to life, but it is a fight that you cannot win. Here, in the chamber of Shasarak the Wytch-king, the Deathgaunt draws on a power that you cannot resist, and you are borne swiftly from the realm of the living.
A minute passes and the door slides shut as silently as it opened. Gradually, you sense that the room is becoming colder. A chill wind rises from nowhere, sending a shiver down your spine. It is not ordinary cold air causing you to trembleWelcome,
it hisses menacingly, as it stretches out its wispy fingers to claw at your soul. You fight to hang on to life, but it is a fight that you cannot win. Here, in the chamber of Shasarak the Wytch-king, the Deathgaunt draws on a power that you cannot resist, and you are borne swiftly from the realm of the living.
(Title Page) Replaced THE FORBIDDEN CITY
with The Forbidden City
. Replaced Kleasa
with Kleas
. Replaced magical powers
with Magical Powers
. Replaced THE WORLD OF LONE WOLF
with The World of Lone Wolf
.
(Title Page) Replaced THE FORBIDDEN CITY
with The Forbidden City
. Replaced Kleasa
with Kleas
. Replaced magical powers
with Magical Powers
. Replaced THE WORLD OF LONE WOLF
with The World of Lone Wolf
. Replaced magic and
with magic, and
.
(Of the Coming of Grey Star) Replaced wizadry
with wizardry
. This was fixed in later editions of the book.
(The Story So Far,
at the end of the first line of the riddle. Replaced section 1
with Section 1
.
(The Game Rules) Removed at the front of this book. If you run out of space, you can copy out the chart or have it photocopied
and on the last page of this book
. Replaced adventure and
with adventure, and
and all occurrences of eg
with e.g.
. Replaced GREY STAR THE WIZARD
with Grey Star the Wizard
. Replaced all occurrences of magical power
with Magical Power
.
(The Story So Far,
at the end of the first line of the riddle. Replaced section 1
with Section 1
. Replaced the Earth
with Magnamund
. Replaced new found
with newfound
. Replaced mists and
with mists, and
. Replaced forests and
with forests, and
.
(The Game Rules) Removed at the front of this book. If you run out of space, you can copy out the chart or have it photocopied
and on the last page of this book
. Replaced adventure and
with adventure, and
and all occurrences of eg
with e.g.
. Replaced GREY STAR THE WIZARD
with Grey Star the Wizard
. Replaced all occurrences of magical power
with Magical Power
. Replaced fall to zero
with fall to zero or below
.
(Magical Powers) Replaced all occurrences of ie
with i.e.
, all occurrences of eg
with e.g.
and quarterstaff yet
with quarterstaff, yet
. Replaced alchemy
with Alchemy
. Replaced all occurrences of prophecy
with Prophecy
. Replaced all occurrences of lesser magicks
with Lesser Magicks
. Replaced all occurrences of five powers
with five Powers
. Replaced all occurrences of power
with Power
, except in the description of the Wizard
(Equipment) Replaced sulphur
with Sulphur
, saltpetre
with Saltpetre
, vial
with Vial
within the Herb Pouch contents list, notes but
with notes, but
, Shakadine
with Shadakine
and Shianti and
with Shianti, and
.
(Rules for Combat) Removed on the inside back cover of the book
. Replaced on the page after the Random Number Table
with in the back of this book
.
(Sage Advice) Removed at the front of this book
.
(1) Replaced
with
. Replaced rain-water
with rainwater
. Replaced ahead, You
with ahead. You
.
(Rules for Combat) Removed on the inside back cover of the book
. Replaced on the page after the Random Number Table
with in the back of this book
. Replaced the one with the zero score
with that combatant
. Replaced reduced to zero
with reduced to zero or below
. Replaced points reduced
with points possibly reduced
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(Sage Advice) Removed at the front of this book
. Replaced score of zero WILLPOWER points
with WILLPOWER score of zero or below
. Replaced all, so
with all; so
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(1) Replaced
with
. Replaced rain-water
with rainwater
. Replaced ahead, You
with ahead. You
. Replaced see themselves
with see himself
. Replaced mountains and
with mountains, and
. Replaced But how,
with But how?
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(4) Replaced quagmire, it
with quagmire; it
in the caption of the illustration.
(6) Replaced special Item
with Special Item
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(7) Replaced elementals
with Elementals
. Replaced elemental
with Elemental
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(7) Replaced elementals
with Elementals
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with Elemental
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with of Earth
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(11) Replaced battle cry
with battle-cry
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(12) Replaced more that
with more than
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(14) Replaced presence. hovering
with presence, hovering
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(20) Replaced less than 4 rounds
with 4 rounds or less
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(23) Replaced says.
with says,
.
(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
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(42) Replaced hole on
with hole in
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(42) Replaced hole on
with hole in
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with anger, and
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(43) Replaced this power
with this Power
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(45) Replaced all occurrences of vial
with Vial
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(48) Replaced Guild it
with Guild, it
.
(49) Replaced fortress but
with fortress, but
. Switched the section numbers given for the two choices, to avoid unreasonable consequences of high
(52) Replaced companions;
with companions:
.
(55) Replaced 8
with 8
. Since there is a question of whether you have survived this section or not, and points but
with points, but
. Replaced warriors the
with warriors, the
.
(58) Replaced tremble.Great
with tremble. Great
.
(59) Added and wish to use it
to the last choice, as there is no reason why it should be mandatory to use an Azawood leaf.
(60) Replaced purpose?
with purpose!
.
(62) Replaced cry
with cry:
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(66) Replaced vision. His
with vision, his
. Replaced long bony claw-like
with long, bony, claw-like
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(67) Replaced continue you
with continue, you
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(72) Replaced Wizard
with Wizard
. Replaced Black Mountains of Morn
with black Mountains of Morn
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(76) Replaced of table
with of the table
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(102) Replaced Sadly you
with Sadly, you
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(103) Added If you possess insufficient
.
(108) Replaced king.
with king.
.
(113) Replaced If you wish to attack the Kleas
with If you have the Magical Power of Sorcery and with to use it to attack the Kleas
in the first choice. Added and wish to use them both against the Kleas
in the second choice. Replaced If you have the Black Rod of Shasarak and wish to use it
with If you wish to use the Black Rod of Shasarak
.
(111) Replaced gift, so
with gift
. Replaced the Earth
with the world
.
(113) Replaced If you wish to attack the Kleas
with If you have the Magical Power of Sorcery and with to use it to attack the Kleas
in the first choice. Added and wish to use them both against the Kleas
in the second choice. Replaced If you have the Black Rod of Shasarak and wish to use it
with If you wish to use the Black Rod of Shasarak
. Replaced advance, it
with advance; it
.
(116) Replaced combat turn
with combat, turn
.
(121) Replaced half light
with half-light
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(122) Replaced If you have the Black Rod of Shasarak and wish to use it
with If you wish to use the Black Rod of Shasarak
.
(124) Replaced forward, you
with forward. You
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(125) Replaced Urik
with Urik.
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(126) Replaced this power
with this Power
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(126) Replaced this power
with this Power
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with now; time
. Replaced Staff and
with Staff, and
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(129) Replaced sleep but
with sleep, but
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(131) Replaced this power
with this Power
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(132) Replaced however it
with however, it
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(133) Replaced farewill
with farewell
. Replaced BIG
with Big
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with
. Replaced all and
with all, and
. Replaced A Short Sword
with Short Sword
. Replaced A Backpack
with Backpack
. Replaced 2 potions of Laumspur
with 2 Potions of Laumspur
. Replaced swallowing 1 potion
with swallowing one potion
. Replaced A coil of Rope
with Coil of Rope
. Replaced all occurrences of Items
with items
.
(135) Replaced exhausted you
with exhausted, you
.
(140) Replaced asks
with asks.
. Replaced out-sized
with outsized
.
(140) Replaced asks
with asks.
. Replaced out-sized
with outsized
. Replaced shoulder:
with shoulder;
. Replaced ears;
with ears:
.
(141) Switched the section numbers given for the two choices, to avoid unreasonable consequences of high
(143) Replaced If you have the Black Rod of Shasarak and wish to use it
with If you wish to use the Black Rod of Shasarak
.
(145) Replaced spell whispering
with spell, whispering
in the caption for the illustration.
(146) Replaced 7
with 6
.
(149) Replaced Kiro will
with Kiro, will
. Replaced eyebow
with eyebrow
.
(149) Replaced Kiro will
with Kiro, will
. Replaced eyebow
with eyebrow
. Replaced trader
with traders
.
(151) Replaced and as
with and, as
.
(153) Made the choice leading to Section 27 its own paragraph to better fit our format for the choices.
+(157) Replaced the air,
with the air.
. Replaced say,
with say.
.
(158) Replaced women and
with women, and
.
(163) Replaced swordman
with swordsman
.
(165) Replaced this power
with this Power
.
(168) Replaced magical Power
with Magical Power
.
(170) Deleted that lies within the chest
. Replaced If you wish to take the Black Rod and use it to open the magic-locked door
with If you wish to use the Black Rod to open the magic-locked door
.
(171) Replaced your Current
with your current
.
(173) Replaced backpack
with Backpack
. Replaced one Item
with one item
.
(173) Replaced backpack
with Backpack
. Replaced one Item
with one item
. Replaced berries and
with berries, and
.
(174) Replaced Magical power
with Magical Power
.
(180) Added possess the Magical Power of Sorcery, and
in the second choice.
(184) Changed the choice which led to Section 300 to lead to Section 302 instead. This section was unreachable in the original and fits well in the context of the story here.
@@ -4532,16 +4549,18 @@(186) Replaced closely, After
with closely. After
.
(189) Replaced right? he
with right?
.
(192) Replaced Shield of sorcery
with Shield of Sorcery
.
(194) Replaced guagmire
with quagmire
.
(194) Replaced guagmire
with quagmire
. Replaced both occurrences of north-west
with northwest
.
(196) Replaced giant. turn
with giant, turn
.
(198) Replaced magical Item
with magical item
.
(201) Replaced power of Prophecy
with Power of Prophecy
.
(203) Replaced escort look
with escort looks
.
(204) Replaced women and
with women, and
.
(207) Replaced counter-attack
with counterattack
.
(208) Replaced lie in
with lies in
.
(210) Replaced Fire and
with Fire, and
.
(211) Replaced Masbal
with Masbat
. Replaced Lisson
with Lissan
.
(211) Replaced Masbal
with Masbat
. Replaced Lisson
with Lissan
. Replaced Shadaki; riven
with Shadaki, riven
. Replaced nation and
with nation, and
.
(212) Replaced all occurrences of luneday
with Luneday
.
(213) Replaced menacingly as
with menacingly, as
.
(213) Replaced menacingly as
with menacingly, as
. Replaced tremble, it
with tremble
.
(214) Replaced mountains of Morn
with Mountains of Morn
.
(215) 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
.
(216) Replaced six
with eight
. Replaced 257
with 257.
. Replaced all occurrences of Items
with items
.