From b8a52e2e1efd93461e34e54b197afaaadffcbd37 Mon Sep 17 00:00:00 2001 From: Simon Osborne Date: Fri, 31 Aug 2007 10:47:30 +0000 Subject: [PATCH] Grey Star Books 1 and 2: Many (ne) and (er) issues fixed git-svn-id: https://projectaon.org/data/en/xml@475 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- 01gstw.xml | 128 +++++++++++++++++++++++++++++------------------------ 02tfc.xml | 68 +++++++++++++++------------- 2 files changed, 106 insertions(+), 90 deletions(-) diff --git a/01gstw.xml b/01gstw.xml index c5fde0f..149b844 100755 --- a/01gstw.xml +++ b/01gstw.xml @@ -25,7 +25,7 @@ &inclusion.paul.bonner.bio.gs; Project Aon - 2007723 + 2007831

In the World of Lone Wolf a new hero has arisenGrey Star the Wizard

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

@@ -157,14 +157,14 @@ -

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.

+

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 mans own world; it defied the natural order laid down by the creators of the Magnamund 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 Magnamund 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 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.

+

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 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.

@@ -206,7 +206,7 @@

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 and write the total in the WILLPOWER section of your Action Chart (e.g., if your pencil fell on the number 6 in the Random Number Table you would have a WILLPOWER of 26). If you decide to use a spell or utilize the power of your 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.

@@ -553,7 +553,7 @@
  • Repeat the sequence from Stage 3.

  • -

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

    +

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

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

    @@ -580,8 +580,8 @@

    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 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.

    +

    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 WILLPOWER points, as your WILLPOWER is the energy source for your Magical Powers and your Wizards Staff. A WILLPOWER score of zero or below 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.

    Good luck!

    @@ -810,7 +810,7 @@ 18 -

    It appears your new companions put great faith in your leadership; a faith that is only slightly shaken when you admit that you have very little idea of where to go. You explain that your quest is to find the Lost Tribe of Lara (though you do not tell them its origin or true purpose), and suggest that Shan guides you. There is no obligation upon you to remain with me, though, you tell Tanith and Shan. You are free to do as you please.

    +

    It appears your new companions put great faith in your leadership: a faith that is only slightly shaken when you admit that you have very little idea of where to go. You explain that your quest is to find the Lost Tribe of Lara (though you do not tell them its origin or true purpose), and suggest that Shan guides you. There is no obligation upon you to remain with me, though, you tell Tanith and Shan. You are free to do as you please.

    I, for one, have no other place to go, says Tanith. Mother Magri was a cruel mistress and I would gladly aid any opponent of the rule of the Wytch-king and his servants.

    And I, too, says Shan. But which way shall we go? We must keep moving, for it is certain that the Shadakine are searching for us.

    @@ -855,7 +855,7 @@

    You journey along the road and, to Shans surprise, discover that it is deserted. I cant understand it, he says, puzzled. This road is usually teeming with traders.

    -

    You have been walking for three hours when you sight a wagon parked by the roadside. A group of men are sitting around a camp fire near a small grove of trees. Wait here, says Shan. Ill see if I can get some information out of these merchants about the road that lies ahead.

    +

    You have been walking for three hours when you sight a wagon parked by the roadside. A group of men are sitting around a campfire near a small grove of trees. Wait here, says Shan. Ill see if I can get some information out of these merchants about the road that lies ahead.

    He returns shortly, carrying a short sword. He smiles broadly. A bargain, he says. Only 5 Nobles. It must be worth at least 20. Always ready to strike a bargain with a fool, he beams.

    What about the road? asks Tanith, impatiently. Why is it empty?

    The Shadakine are searching for us, he replies. The roads and bridges have been closed until they discover us. These merchants were stranded and have made camp.

    @@ -1053,7 +1053,7 @@ 37 -

    A quick search of the body reveals the Jailers Keys (a Special Item which you carry in your hand) and 3 Nobles. You may keep these items and also his Dagger if you wish. Remember to mark them on your Action Chart.

    +

    A quick search of the body reveals the Gaolers Keys (a Special Item which you carry in your hand) and 3 Nobles. You may keep these items and also his Dagger if you wish. Remember to mark them on your Action Chart.

    There is no other exit from this room and you head back towards the other stairway.

    Turn to 137.
    @@ -1120,7 +1120,7 @@ 42 -

    You are now held by an ever-increasing number of creepers that curl around your body. With cries of frustration, Shan slices away the creeper that is wound round your neck and arms. But he fears he is fighting a futile battle; for the poison barbs of the Yaku plant wave inches from your face. You are both enmeshed in a web of tightening vines. To your dismay, you lose hold of your Wizards Staff, and watch helplessly as it rolls out of reach. You must make a life or death decision and only seconds remain.

    +

    You are now held by an ever-increasing number of creepers that curl around your body. With cries of frustration, Shan slices away the creeper that is wound round your neck and arms. But he fears he is fighting a futile battle, for the poison barbs of the Yaku plant wave inches from your face. You are both enmeshed in a web of tightening vines. To your dismay, you lose hold of your Wizards Staff, and watch helplessly as it rolls out of reach. You must make a life or death decision and only seconds remain.

    If you possess the Jewelled Dagger of your Shianti Masters, and wish to strike at the Yaku plant before it impales you upon its poison barbs, turn to 216. If you possess any other Weapon (other than your Staff) and wish to attack the crimson heart of the Yaku, turn to 262. If you wish to tell Shan to plunge his sword into the Yaku plant, turn to 119. @@ -1406,7 +1406,7 @@

    Even before you can lift your Staff, a crossbow bolt flies past your head and plunges into the neck of the Shadakine warrior, who falls with a surprised look on his brutal face. The officer and his men hoot with laughter at the plight of their own comrade.

    While the first crossbowman reloads, the other looses a bolt at you. The arrow burrows painfully into your shoulder and you lose 3 ENDURANCE points. At the expense of 1 WILLPOWER point you fire a blast at the bowman; he falls dead. The first crossbowman has now reloaded and you know that the odds on your surviving another bolt are very slim. Even if you manage to kill the crossbowman, you will have to fight the officer, and already your shoulder is beginning to stiffen. You are unlikely to be able to fight well in your present state.

    -

    You surrender to the Shadakine, throwing yourself at their mercy; a quality they seem rather short of.

    +

    You surrender to the Shadakine, throwing yourself at their mercy: a quality they seem rather short of.

    Turn to 311.
    @@ -1427,7 +1427,7 @@

    The waters of Lake Shenwu give off a foul stench. The heady vapours of this strange, yellow lake are thick and cloying. Your lungs feel tight and your breathing is laboured.

    -

    You came across the remains of a creature you do not recognize. Its bones have been stripped bare, how you cannot guess, for there is no sign of life. Your head feels heavy and your vision is blurring. You lose 1 ENDURANCE point.

    +

    You come across the remains of a creature you do not recognize. Its bones have been stripped bare, how you cannot guess, for there is no sign of life. Your head feels heavy and your vision is blurring. You lose 1 ENDURANCE point.

    If you wish to continue your exploration of Lake Shenwu, turn to 293. If you would prefer to climb the slope of the shallow basin and survey the base of the Wall of Azakawa, turn to 118.
    @@ -1488,8 +1488,8 @@ 74 -

    You call encouragingly across to Shan who stares nervously over the edge of the precipice into the deep crevasse. Come on Shan, its easy. Quick now, theres no time to lose!

    -

    Shan returns your gaze with a doubtful expression on his face. He shakes his head. I cant do it, he says, weakly; Ill never make it across.

    +

    You call encouragingly across to Shan who stares nervously over the edge of the precipice into the deep crevasse. Come on Shan; its easy. Quick now, theres no time to lose!

    +

    Shan returns your gaze with a doubtful expression on his face. He shakes his head. I cant do it, he says, weakly. Ill never make it across.

    You persuade him to throw his Backpack across to lighten his load, but he still lacks the nerve.

    If you have a coil of Rope, turn to 194. If not, turn to 219. @@ -1635,8 +1635,8 @@ -

    Quickly, you hiss. Come with me. You run through the door and into the corridor outside. Shadow forms are flowing out of the walls and floor, and everywhere spirit shapes fly in all directions. You turn to your right and see the horribly mutilated corpse of the jailer. Still clenched in his mortifying fist is a small Dagger. You may take this item if you wish. (Remember to mark it on your Action Chart under the Weapons section.)

    - If you wish to take the Jailers Keys and free the other prisoners on this level, turn to 125. +

    Quickly, you hiss. Come with me. You run through the door and into the corridor outside. Shadow forms are flowing out of the walls and floor, and everywhere spirit shapes fly in all directions. You turn to your right and see the horribly mutilated corpse of the gaoler. Still clenched in his mortifying fist is a small Dagger. You may take this item if you wish. (Remember to mark it on your Action Chart under the Weapons section.)

    + If you wish to take the Gaolers Keys and free the other prisoners on this level, turn to 125. If you wish to take the left stairway without delay, turn to 137. If you wish to take the right stairway, turn to 212.
    @@ -1644,13 +1644,13 @@
    88 - +

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

    -

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

    +

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

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

    Turn to 189.
    @@ -1907,7 +1907,7 @@

    You spend a great deal of time preparing yourself, pacing up and down the cell, while Shan looks on, mystified. When you feel you have reached the correct mental state, you focus your attention on the door. Your initial exertion of will has little effect and you gradually increase the strength of the spell. You have already used up 2 WILLPOWER points when the door begins to creak on its hinges, the thick wood warping. With a surge of effort you throw enough power at the door to use up 3 WILLPOWER points. The timbers snap and the joists squeal, but still the lock will not give. A last desperate attempt produces 4 WILLPOWER points of energy that splinters the door. A mighty noise echoes down the corridor as the door crashes to the ground. You have used 4 WILLPOWER points and lost 1 ENDURANCE point due to the prolonged strain!

    -

    You and Shan rush to the top of the steps and out into the corridor. Already, further down the passage to your right, you can hear someone shouting. You recognize the voice of the jailer and the sound of his clanking keys.

    +

    You and Shan rush to the top of the steps and out into the corridor. Already, further down the passage to your right, you can hear someone shouting. You recognize the voice of the gaoler and the sound of his clanking keys.

    Paul Bonner @@ -1915,7 +1915,7 @@ - If you wish to confront the jailer, turn to 243. + If you wish to confront the gaoler, turn to 243. If you wish to go in the opposite direction, turn to 333.
    @@ -1931,7 +1931,7 @@

    Suddenly the rune begins to glow, burning its secret message into your mind. Its meaning gradually becomes clear. You hear the following words in your mind:

    - In Azanam the tribe of Lara dwell, no longer lost. + In Azanam the tribe of Lara dwell, no longer lost, Beyond the gorge of Azagad, when the Dragons Teeth are crossed.

    @@ -2097,8 +2097,8 @@ 124 -

    You decide on Enchantment as your mode of escape: perhaps the jailer could be persuaded to open your cell door? A plan forms and you sink into a deep trance, weaving an elaborate illusion in your mind.

    -

    Fire! Fire! you shout, pounding on the door of your cell. Shan looks at you strangely, for there is no sign of any smoke. Jailer, open up before the whole place burns down!

    +

    You decide on Enchantment as your mode of escape: perhaps the gaoler could be persuaded to open your cell door? A plan forms and you sink into a deep trance, weaving an elaborate illusion in your mind.

    +

    Fire! Fire! you shout, pounding on the door of your cell. Shan looks at you strangely, for there is no sign of any smoke. Gaoler, open up before the whole place burns down!

    After a little encouragement, Shan is soon persuaded to join in the charade and begins rushing around madly, yelling and pounding his fists on the door.

    @@ -2107,9 +2107,9 @@ -

    Soon, the jailer comes limping down the corridor and stops outside your cell. I thought I could smell smoke, he comments. He can see great plumes of fire raging in the middle of the dungeon and billowing smoke escaping under the door. He is completely fooled by your illusion and his rattling keys are soon in the lock. The door is thrown open and you and Shan bound up the steps and out into the corridor. The puzzled jailer is left peering into the cell, wondering why the flames of the fire give off no heat.

    +

    Soon, the gaoler comes limping down the corridor and stops outside your cell. I thought I could smell smoke, he comments. He can see great plumes of fire raging in the middle of the dungeon and billowing smoke escaping under the door. He is completely fooled by your illusion and his rattling keys are soon in the lock. The door is thrown open and you and Shan bound up the steps and out into the corridor. The puzzled gaoler is left peering into the cell, wondering why the flames of the fire give off no heat.

    The use of this Magical Power has cost you 2 WILLPOWER points.

    - If you wish to pounce on the jailer while he has his back to you, turn to 243. + If you wish to pounce on the gaoler while he has his back to you, turn to 243. If you would prefer to run to the right, turn to 23. If you wish to turn left along the corridor, turn to 333.
    @@ -2119,7 +2119,7 @@ 125 -

    You snatch up the dead Jailers Keys and run along the corridor, unlocking each door as fast as you can. One by one, the doors are thrown open, and prisoners pour into the corridor, rushing in all directions. If you decide to keep the Keys, mark them as a Special Item on your Action Chart.

    +

    You snatch up the dead gaolers Keys and run along the corridor, unlocking each door as fast as you can. One by one, the doors are thrown open, and prisoners pour into the corridor, rushing in all directions. If you decide to keep the Gaolers Keys, mark them as a Special Item on your Action Chart.

    If you wish to go back along the corridor to take the left stairway, turn to 137. If you wish to go back along the corridor to take the right stairway, turn to 212. If you wish to enter a narrow passageway at this end of the corridor, turn to 333. @@ -2320,7 +2320,7 @@

    You push the heavy wooden door and give a cry of frustration: the door is locked.

    - If you have the Jailers Keys, turn to 286. + If you have the Gaolers Keys, turn to 286. If you wish to try to open the door through the use of Sorcery, turn to 159. If you wish to try to open the door through the use of Alchemy, turn to 170. If you wish to take the right-hand archway, turn to 163. @@ -2435,7 +2435,7 @@

    There nowI see it, rasps Mother Magri, scrutinizing the vague shapes and shadows of the Stone. Somethings there, some hidden purpose or grand design. Agh! It is protected. Some power hides it. More wizards sorcery no doubt. Will this mist never part?

    The hours of your ordeal pass slowly. Mother Magri chants and intones every charm and spell in every language that she knows, but she cannot penetrate the curtain that enfolds your memory, shrouding that part of your mind that bears your quest. It must be Shianti enchantment bestowed, without your knowing, by the masters of the Isle of Lorn. However, Mother Magri does not relent, and you lose 4 WILLPOWER points and 2 ENDURANCE points. You feel the growing pull of insanity and a raging madness clamouring in your ears.

    If your WILLPOWER points total is above zero or you have the Magic Talisman of the Shianti, turn to 348. - If your WILLPOWER total has now fallen to zero or lower, turn to 237. + If your WILLPOWER total has now fallen to zero or below, turn to 237.
    @@ -2621,7 +2621,7 @@

    The Kleas seems to be growing stronger as it erodes your will. No matter how badly you damage the fabric of the creature, you cannot alter the phantoms ability to feed on your spirit.

    Suddenly the creature grows, wrapping its whole body around you, engulfing you in a terrible darkness. You lose 5 WILLPOWER points and 5 ENDURANCE points.

    - If you are still alive, and your WILLPOWER score has now fallen to zero or less, turn to 177. + If you are still alive, and your WILLPOWER score has now fallen to zero or below, turn to 177. If you are still alive, and your WILLPOWER is above zero, turn to 192.
    @@ -2750,7 +2750,7 @@

    Panting for breath, your heart pounding against your ribs, you step on to the landing.

    - If you have the Jailers Keys and wish to lock the door behind you, turn to 153. + If you have the Gaolers Keys and wish to lock the door behind you, turn to 153. If you would prefer to save time and continue immediately, turn to 60.
    @@ -2895,8 +2895,8 @@ 187 -

    Senseless with exhaustion, you are dragged forcibly from the chamber, down long flights of stairs and into the darkness of the dungeons of the Hall of Correction. Your senses rail against the ominous and overpowering feeling of oppression that seems imbued into the walls of the place. A tortuous scream fills the air, followed by the sound of brutal laughter. What was that? you whisper, hoarsely.

    -

    Youll find out soon enough, one of the Shadakine replies. Jailer! Lock this one up! A tattered cripple lurches towards you, a large bunch of keys rattling at his side.

    +

    Senseless with exhaustion, you are dragged forcibly from the chamber, down long flights of stairs and into the darkness of the dungeons of the Hall of Correction. Your senses rail against the ominous and overpowering feeling of oppression that seems imbued into the walls of the place. A tortured scream fills the air, followed by the sound of brutal laughter. What was that? you whisper, hoarsely.

    +

    Youll find out soon enough, one of the Shadakine replies. Gaoler! Lock this one up! A tattered cripple lurches towards you, a large bunch of keys rattling at his side.

    Paul Bonner @@ -2905,7 +2905,7 @@

    Here, Master Turnkey. Lock him up nice and safe now.

    -

    The jailer limps forwards, a mad and joyous expression on his face. Marvellous, simply marvellous, he giggles. Another guest. How wonderful to meet you.

    +

    The gaoler limps forwards, a mad and joyous expression on his face. Marvellous, simply marvellous, he giggles. Another guest. How wonderful to meet you.

    An iron-shod door is unlocked and you are thrown into a dark and foul-smelling pit. You fall headlong down a flight of steps and lose consciousness before coming to rest on the straw-covered floor.

    If you have been arrested at the Inn of the Laughing Moon, turn to 230. If not, turn to 261. @@ -3227,7 +3227,7 @@

    The lock clicks open. Thank the gods, you breathe.

    -

    Thank the jailer, quips Shan, wiping the sweat from his brow. You throw open the door and discover another landing. There are two stairways, one leading to the left and the other to the right.

    +

    Thank the gaoler, quips Shan, wiping the sweat from his brow. You throw open the door and discover another landing. There are two stairways, one leading to the left and the other to the right.

    If you have the Power of Prophecy and wish to use it, turn to 92. (Note down this section number first as you will need to return to it.) If you wish to take the left stairway, turn to 176. If you would prefer to take the right stairway, turn to 45. @@ -3515,7 +3515,7 @@ 238 -

    You walk ahead, still unsure of the correct direction. You feel as if you are wandering aimlessly around the sheer crags of rock, with their crowns of stony spires that give no clues to your whereabouts. An hour passes before a familiar sound greets your ears. It is the faint murmur of the waters of the Azan River. You spot a Yaku plant, and then another, then Shan gives a snort of disgust. That rock over there, he says, indicating a large overhanging shelf; I recognize it. On the other side of that rock is the river bank. Were back where we started!

    +

    You walk ahead, still unsure of the correct direction. You feel as if you are wandering aimlessly around the sheer crags of rock, with their crowns of stony spires that give no clues to your whereabouts. An hour passes before a familiar sound greets your ears. It is the faint murmur of the waters of the Azan River. You spot a Yaku plant, and then another; then Shan gives a snort of disgust. That rock over there, he says, indicating a large overhanging shelf; I recognize it. On the other side of that rock is the river bank. Were back where we started!

    Dismayed, you realize that he is right. This is the place where you first left the Azan River to avoid the Yaku plants.

    If you wish to leave the bank of the river once more and head east, back towards the Dragons Teeth, before turning south, turn to 303. If you would prefer to give up and take your chances with the thick undergrowth of Yaku plants along the rivers edge, turn to 104. @@ -3579,11 +3579,11 @@ 243 -

    Without warning you attack the jailer who, despite his frail appearance, responds to your attack with savage blows. Owing to Shans assistance and the element of surprise, you may add 4 points to your COMBAT SKILL for the duration of this fight. You cannot evade and must fight to the death.

    - Jailer814 -

    If you win the fight you may keep the jailers Dagger (mark it on your Action Chart as a Weapon).

    - If you wish to take the Jailers Keys and free the other prisoners on this level, turn to 125. - If you wish to head in the direction that the jailer came from, turn to 338. +

    Without warning you attack the gaoler who, despite his frail appearance, responds to your attack with savage blows. Owing to Shans assistance and the element of surprise, you may add 4 points to your COMBAT SKILL for the duration of this fight. You cannot evade and must fight to the death.

    + Gaoler814 +

    If you win the fight you may keep the gaolers Dagger (mark it on your Action Chart as a Weapon).

    + If you wish to take the Gaolers Keys and free the other prisoners on this level, turn to 125. + If you wish to head in the direction that the gaoler came from, turn to 338. If you wish to head in the opposite direction, turn to 333.
    @@ -4525,8 +4525,8 @@ 321 -

    You have entered the jailers private chamber. He turns and sees you, letting out a startled cry. He draws a small Dagger and charges at you.

    - Jailer810 +

    You have entered the gaolers private chamber. He turns and sees you, letting out a startled cry. He draws a small Dagger and charges at you.

    + Gaoler810 You may evade this combat at any time and head for the other flight of stairs, by turning to 137. If you win the combat, turn to 37.
    @@ -5055,18 +5055,18 @@

    (Title Page) Replaced IN THE WORLD OF LONE WOLF A NEW HERO HAS ARISENGREY STAR THE WIZARD with In the World of Lone Wolf a new hero has arisenGrey Star the Wizard, Shadakine with Shadaki and GREY STAR with The World of Lone Wolf.

    -

    (Of the Coming of Grey Star) Replaced gods, the with gods the, Earth with Magnamund, us Great with us, Great, remain you with remain, you, new found with newfound and rule. And as with rule. As.

    +

    (Of the Coming of Grey Star) Replaced gods, the with gods the, the Earth with Magnamund, us Great with us, Great, remain you with remain, you, new found with newfound and rule. And as with rule. As. Replaced mists and with mists, and. Replaced forests and with forests, and.

    (The Story So Far) Replaced the second occurrence of Shadow Gate with Shadow Gate, day no with day, no, eyes, The with eyes. The and Star with Star..

    -

    (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..

    +

    (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 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., alchemy with Alchemy, both occurrences of prophecy with Prophecy, fortell with foretell, Chart.. with Chart. and quarterstaff yet with quarterstaff, yet. Replaced all occurrences of magical powers with Magical Powers. Replaced magical power with Magical Power. Replaced all occurrences of five powers with five Powers. Replaced all occurrences of power with Power, except in the description of the Wizards Staff. Replaced all occurrences of lesser magicks with Lesser Magicks.

    (Equipment) Replaced six with eight according to a correction made in a Lone Wolf Club Newsletter, sulphur with Sulphur, saltpetre with Saltpetre, vial with Vial within the Herb Pouch contents list, all occurrences of Item). with Item), notes but with notes, but, both occurrences of your Belt Pouch with the pocket of your robe and Shianti and with Shianti, and.

    -

    (Rules for Combat) Replaced of chart with of the chart, to random with to the random, to 0 with 0 or below, and on the page after the Random Number Table with in the back of this book.

    +

    (Rules for Combat) Replaced of chart with of the chart, to random with to the random, to 0 with 0 or below, and 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.

    -

    (Sage Advice) Removed at the front of this book.

    +

    (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.

    (1) Replaced this power with this Power.

    (3) Replaced road and, after with road, and after, clearing, sheltered with clearing sheltered, points. Your remaining 2 Meals must be given to Tanith and Shan. with points, and 2 Meals (if you have any left) must be given to Tanith and Shan. and place but with place, but.

    @@ -5080,10 +5080,10 @@

    (15) Replaced restore ENDURANCE with restore your ENDURANCE.

    (16) Replaced your Belt Pouch with the pocket of your robe.

    (17) Replaced Shenwu and with Shenwu, and, minutes you with minutes, you and victim and with victim, and.

    -

    (18) Replaced I for one have with I, for one, have, I too, with I, too,, moving for with moving, for, Tanith, We with Tanith, we and He Who Serves No Master with He Who Serves No Master. Added and the Vial of Pink Liquid to the first choice, since Section 264 assumes that you possess both Items.

    +

    (18) Replaced I for one have with I, for one, have, I too, with I, too,, moving for with moving, for, Tanith, We with Tanith, we and He Who Serves No Master with He Who Serves No Master. Added and the Vial of Pink Liquid to the first choice, since Section 264 assumes that you possess both Items. Replaced leadership; a with leadership: a.

    (19) Replaced continue your with continue, your and Then finally with Then, finally. Replaced these Items with these items.

    (20) Replaced back and with back, and.

    -

    (21) Replaced shortsword with short sword.

    +

    (21) Replaced shortsword with short sword. Replaced camp fire with campfire.

    (22) Replaced darkness and with darkness, and and it and with it, and.

    (23) Replaced stairways both with stairwaysboth. Replaced power of Prophecy with Power of Prophecy.

    (24) Replaced camp-fire with campfire.

    @@ -5096,7 +5096,7 @@

    (34) Replaced shadows you with shadows, you and menacingly, Slowly with menacingly. Slowly.

    (35) Replaced light you with light, you and wind you with wind, you.

    (36) Replaced beautiful young with beautiful, young and hair, all ragged and black, and with hairall ragged and blackand.

    -

    (37) Replaced jailers with Jailers. Replaced these Items with these items.

    +

    (37) Replaced jailers with Gaolers. Replaced these Items with these items.

    (38) Replaced journey you with journey, you, magic you with magic, you and both occurrences of Alchemy you with Alchemy, you. Replaced power of Alchemy with Power of Alchemy.

    (39) Replaced distance you with distance, you and robes are with robes, are.

    (40) Replaced street and with street, and and both occurrences of alley-way with alleyway.

    @@ -5112,13 +5112,17 @@

    (62) Replaced matter of factly with matter-of-factly and body, is dead. with body, is dead..

    (64) Replaced alley-ways with alleyways.

    (65) Replaced Salve of Yabari ointment with Yabari Ointment.

    +

    (66) Replaced mercy; a with mercy: a.

    +

    (68) Replaced came across with come across.

    (72) Replaced room, finally with room. Finally.

    (73) Replaced acid with Acid and cautiously you with cautiously, you. Replaced power of Prophecy with Power of Prophecy.

    +

    (74) Replaced weakly; I with weakly. I. Replaced Shan, its with Shan; its.

    (77) Replaced ante-chamber with antechamber.

    (81) Replaced crossbowmen emitting with crossbowmen, emitting.

    (84) Replaced desperation you with desperation, you.

    (86) Replaced Shan and, taking with Shan, and taking, out-distance with outdistanceand cliff face with cliff-face.

    -

    (87) Replaced this Item as with this Amulet as, fear throughout with fear, throughout, floor: and with floor, and, and jailers with Jailers. Replaced power of Evocation with Power of Evocation. Replaced this Item with this item.

    +

    (87) Replaced this Item as with this Amulet as, fear throughout with fear, throughout, floor: and with floor, and, and jailers with Gaolers. Replaced power of Evocation with Power of Evocation. Replaced this Item with this item.

    +

    (88) Replaced arches with arcs. Replaced jailer with gaoler.

    (90) Replaced camp-fire with campfire. Replaced power of Sorcery with Power of Sorcery.

    (91) Replaced Tinderbox you with Tinderbox, you.

    (92) Replaced power of Prophecy with Power of Prophecy. Replaced this power with this Power.

    @@ -5131,7 +5135,8 @@

    (103) Replaced Mantiz the with Mantiz, the.

    (105) Replaced power of Prophecy with Power of Prophecy.

    (108) Replaced low and with low, and and straighter you with straighter, you.

    -

    (109) Replaced right you with right, you.

    +

    (109) Replaced right you with right, you. Replaced both occurrences of jailer with gaoler.

    +

    (110) Replaced lost. with lost,.

    (112) Put semicolons between the items in the list of overheard conversation and changed Dreams. Save to Dreams. Save

    (113) Replaced both occurrences of cliff face with cliff-face and hand turn with hand, turn.

    (114) Replaced power of Prophecy with Power of Prophecy.

    @@ -5141,7 +5146,8 @@

    (119) Replaced suddenly, wilt with suddenly wilt.

    (122) Replaced care you with care, you and minutes the with minutes, the.

    (123) Replaced eyeslits with eye-slits.

    -

    (125) Replaced jailers with Jailers and open and with open, and.

    +

    (124) Replaced all occurrences of jailer with gaoler. Replaced Jailer with Gaoler.

    +

    (125) Replaced jailers with gaolers and open and with open, and. Replaced the Keys with the Gaolers Keys.

    (128) Replaced Calacena mushrooms, and with Calacena Mushrooms and. Replaced this power with this Power.

    (129) Replaced Shan, She with Shan. She and ante-chamber with antechamber.

    (132) Replaced on to with onto.

    @@ -5150,12 +5156,13 @@

    (138) Replaced cliff face with cliff-face.

    (139) Replaced far sinister with far more sinister and eyeslits with eye-slits.

    (140) Replaced sail-ships with sail ships.

    +

    (142) Replaced jailers with Gaolers.

    (143) Replaced this power with this Power.

    (144) Replaced escape and, as with escape, and as.

    (145) Replaced long range attack with long-range attack.

    (146) Replaced floor, entrances with floorentrances and undergrowth turn with undergrowth, turn.

    (149) Replaced screams, a with screams. A and added to the choice text or have defeated the Kleas within three rounds.

    -

    (150) Replaced prys with pries, zero, or with zero or and reversed the order of the choices.

    +

    (150) Replaced prys with pries, zero, or lower with zero or below and reversed the order of the choices.

    (151) Replaced sulphur with Sulphur, saltpetre with Saltpetre and crystals with Crystals. Replaced different power with different Power.

    (152) Replaced open and with open, and.

    (153) Replaced power of Sorcery with Power of Sorcery. Replaced this power with this Power.

    @@ -5164,7 +5171,7 @@

    (159) Replaced power of Sorcery with Power of Sorcery. Replaced power of Alchemy with Power of Alchemy.

    (161) Replaced A Silver Ring with Silver Charm, A Broadsword with Broadsword (Weapon), 2 potions of Laumspur with 2 Potions of Laumspur, and A coil of Rope with Coil of Rope. Replaced power of Alchemy with Power of Alchemy.

    (164) Removed the parentheses.

    -

    (165) Replaced creature you with creature, you and both occurrences of alive and with alive, and.

    +

    (165) Replaced creature you with creature, you and both occurrences of alive and with alive, and. Replaced zero or less with zero or below.

    (167) Replaced you, with you! and long-range with long range.

    (168) Replaced west and with west, and.

    (169) Replaced crossbowman, who with crossbowman who.

    @@ -5172,10 +5179,11 @@

    (171) Replaced these Items with these items.

    (172) Replaced these powers with these Powers. Replaced all occurrences of power with Power.

    (175) Replaced power young with power, young, and willpower with WILLPOWER. Replaced all occurrences of power of Sorcery with Power of Sorcery.

    +

    (176) Replaced jailers with Gaolers.

    (183) Removed the line of periods from the first item and replaced 1 jar of Ezeran crystals with 1 Jar of Ezeran Crystals, with sulphur) with with sulphur)., A Pestle and Mortar with Pestle and Mortar, 1 bottle of Naptha with 1 Bottle of Naphtha, 1 vial of Graveweed essence with 1 Vial of Graveweed Essence, 1 vial of Alether with 1 Vial of Alether, 1 bundle of dried Azawood leaves with 1 Bundle of dried Azawood Leaves, and seeds with Seeds. Replaced these Items with these items.

    (184) Replaced cliff face with cliff-face.

    (186) Replaced away hoping with away, hoping.

    -

    (187) Replaced visited with been arrested at.

    +

    (187) Replaced tortuous with tortured. Replaced visited with been arrested at. Replaced Jailer with Gaoler.

    (190) Replaced way Grey with way, Grey, north, and with north and, and south, and with south and. Removed at the front of the book.

    (191) Replaced plane, and with plane and. Changed the second choice to lead to Section 314 instead of Section 150 and the third choice to lead to Section 288 instead of Section 320. These sections were unreachable in the original and make much more sense in the context of the story. Replaced astral plane with Astral plane.

    (193) Replaced A Pestle and Mortar with Pestle and Mortar (Backpack Item), A packet of Ezeran crystals with Packet of Ezeran Crystals, 1 jar of Yabari ointment with Jar of Yabari Ointment, and seeds with Seeds. Replaced the Items with the items.

    @@ -5191,7 +5199,7 @@

    (208) Replaced crossbowmen with your Wizards Staff, at long range, with crossbowmen at long range with your Wizards Staff,.

    (209) Replaced vial of Pink Liquid with Vial of Pink Liquid. Replaced all occurrences of Items with items.

    (213) Replaced length you with length, you.

    -

    (214) Replaced breath with breathe. Replaced power of Prophecy with Power of Prophecy.

    +

    (214) Replaced breath with breathe. Replaced power of Prophecy with Power of Prophecy. Replacedjailer with gaoler.

    (215) Replaced fight but with fight, but, 1 potion of Randalims Elixir with Potion of Rendalims Elixir, both occurrences of herb warden with herbwarden, A Pestle with Pestle, 3 Tarama flower seeds with 3 Tarama Seeds, and Sealed pouch of Calacena mushrooms with Sealed pouch of Calacena Mushrooms. Replaced power of Enchantment with Power of Enchantment. Replaced the Items with the items.

    (216) Replaced barbs, plunging with barbs plunging.

    (217) Replaced It its with If its, table. theyre with table. Theyre, and narrow and with narrow, and.

    @@ -5203,8 +5211,9 @@

    (231) Replaced toes and with toes, and and long-range with long range.

    (232) Replaced bloody you with bloody, you, you and with you, and, and defer with deter.

    (236) In the last sentence of the first paragraph, replaced the comma with ellipsis and followed the sentence with ellipsis.

    +

    (238) Replaced another, then with another; then.

    (239) Replaced staff with Staff and true and with true, and.

    -

    (243) Replaced Jailor with Jailer.

    +

    (243) Replaced Jailor with Gaoler. Replaced both occurrences of jailer with gaoler. Replaced jailers with gaolers. Replaced jailers Keys with Gaolers Keys.

    (245) Replaced reply; we with reply. We, bargain and with bargain, and, and says confidently with says, confidently.

    (247) Replaced continue In with continue. In.

    (249) Replaced amazement you with amazement, you, gulleys with gullies, top, and with top and, steep, and with steep and, and Shan, who with Shan who.

    @@ -5258,6 +5267,7 @@

    (316) Replaced scream for with scream, for, water you with water, you and escape, you with escape. You.

    (318) Replaced seconds you with seconds, you, and weakens and with weakens, and.

    (320) Replaced exhaused with exhausted.

    +

    (321) Replaced jailers with gaolers. Replaced Jailer with Gaoler.

    (322) Replaced heels and with heels, and.

    (323) Replaced surprise is with surprise, is, want is with want, is, this you with this, you, Stone, at with Stone at, and Stone, which with Stone which.

    (325) Replaced lime stone with limestone, towers with their tall, ragged peaks, cast with towerswith their tall, ragged peakscast, old rusty with old, rusty, again, over with again over and right and with right, and.

    diff --git a/02tfc.xml b/02tfc.xml index 989de57..22bf65e 100755 --- a/02tfc.xml +++ b/02tfc.xml @@ -913,7 +913,7 @@

    Samu throws the door shut and Hugi, with his vast knowledge of locks, triggers the door lock with one of the many strange tools he carries for that purpose. The passage winds on for many miles and soon you have lost all sense of direction, and can no longer tell whether you are travelling towards the Mountains of Morn or away from them. Finally, the passage ends and a secret hatch opens on to the balcony of an ornate building. The balcony overlooks a vast hall where you witness a strange sight.

    -

    An old man in tattered ermine robes sits upon a broken throne, surrounded by a bizarre gathering of people. Two guards in rusty armour stand either side of him as the ragged assembly of mad courtiers dances a stately pavane without music. Two stairways lead from either side of the balcony into the hail and these are the only exits; it is impossible to walk down these stairs without being seen.

    +

    An old man in tattered ermine robes sits upon a broken throne, surrounded by a bizarre gathering of people. Two guards in rusty armour stand either side of him as the ragged assembly of mad courtiers dances a stately pavane without music. Two stairways lead from either side of the balcony into the hall and these are the only exits; it is impossible to walk down these stairs without being seen.

    If you wish to walk down the stairs, turn to 284. If you wish to charge through the strange court and try to fight your way out, turn to 87.
    @@ -2497,7 +2497,7 @@ 158 -

    As you strike a final blow, the Gatekeeper falls dead. Suddenly a host of half-naked, wild-eyed people round a street corner and surge towards you. There are over a score of men, women and children, all howling with murderous intent. Horrified, you turn and run.

    +

    As you strike a final blow, the Gatekeeper falls dead. Suddenly a host of half-naked, wild-eyed people round a street corner and surge towards you. There are over a score of men, women, and children, all howling with murderous intent. Horrified, you turn and run.

    Turn to 130.
    @@ -3000,7 +3000,7 @@ 204 -

    A wide road, the great Suhn Road, runs parallel to the river. You see a long line of men, women and children marching slowly along the road away from the city like forsaken souls journeying towards their doom. Shadakine warriors walk up and down the line, brandishing their flails brutally.

    +

    A wide road, the great Suhn Road, runs parallel to the river. You see a long line of men, women, and children marching slowly along the road away from the city like forsaken souls journeying towards their doom. Shadakine warriors walk up and down the line, brandishing their flails brutally.

    Grey Star, says Urik, I thought There are others here in marsh. They Before he can finish, a wave of men pour out of the brush that lines the marsh and run towards the column of slaves with a roar, waving their swords above their heads. They wear veils over their faces, but otherwise share no common uniform.

    The few Shadakine guards fall into defensive positions along the road, but the swiftness of the ambush prevents them from deploying effectively. Only a few of the veiled soldiers are felled by a volley of crossbow bolts before the Shadakine are beset by their attackers. Shall we? you ask Urik. A broad smile creases his old face and he gives vent to a bellowing yell as he shambles out of the brush towards the fray as fast as his old bones will permit. You follow close behind.

    Turn to 144. @@ -3075,7 +3075,7 @@

    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 WILLPOWER points. The smoke and heat are beginning to choke you and still no answer comes from the Elemental plane. Urik suddenly slumps to your feet, barely conscious.

    -

    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, aims outstretched in a humble gesture. You must choose the Element you wish to help you.

    If you require the aid of the Element of Air, turn to 90. If you choose the Element of Water, turn to 228. If you choose the Element of Fire, turn to 261. @@ -3214,7 +3214,7 @@ 221 -

    You begin to climb the stairway but you have only taken a dozen steps when suddenly they collapse, dropping you, Urik and Hugi to the ground in a cloud of dust and rotten wood. You have lost 1 ENDURANCE point due to the fall.

    +

    You begin to climb the stairway but you have only taken a dozen steps when suddenly they collapse, dropping you, Urik, and Hugi to the ground in a cloud of dust and rotten wood. You have lost 1 ENDURANCE point due to the fall.

    As you are picking yourselves up, a crowd of wretches pours into the side street. A large, hairy man carrying a wooden club, gives you a malicious grin. Big trouble, comments Urik, as you are led away by the mob.

    Turn to 41.
    @@ -3232,7 +3232,7 @@ -

    Disguised as ordinary citizens, you, Urik and Sado lie in wait on a street that borders the granite fortress of the Shadakine. As the first of the Chaksu smashes down the east gate of the city, the alarm is raised and a host of Shadakine warriors pours out of the fortress to meet the peril.

    +

    Disguised as ordinary citizens, you, Urik, and Sado lie in wait on a street that borders the granite fortress of the Shadakine. As the first of the Chaksu smashes down the east gate of the city, the alarm is raised and a host of Shadakine warriors pours out of the fortress to meet the peril.

    Turn to 207.
    @@ -3331,7 +3331,7 @@ 230 -

    With eyes closed, you send the power of your thought racing out to the Elemental plane, the realm of the powers of Earth, Air, Fire and Water. At the expense of 2 WILLPOWER points, you make contact but a strange phenomenon occurs that you have never encountered before. Instead of the silent aid of the Elementals, you are confronted by four humanoid beings of normal stature but each composed of the element that it represents. You give a grim smile; surely this is evidence of the growing mastery of your Power? Each of the beings gives a bow, their arms opened wide in a gesture of humble service.

    +

    With eyes closed, you send the power of your thought racing out to the Elemental plane, the realm of the powers of Earth, Air, Fire, and Water. At the expense of 2 WILLPOWER points, you make contact but a strange phenomenon occurs that you have never encountered before. Instead of the silent aid of the Elementals, you are confronted by four humanoid beings of normal stature but each composed of the element that it represents. You give a grim smile; surely this is evidence of the growing mastery of your Power? Each of the beings gives a bow, their arms opened wide in a gesture of humble service.

    You must choose which Element you wish to aid you.

    If you choose the Element of Air, turn to 7. If you choose the Element of Fire, turn to 34. @@ -3344,7 +3344,7 @@ 231 -

    With closed eyes and at the cost of 1 WILLPOWER point you concentrate on the future. You try to uncover the nature of your peril and your vision warns you of an imminent attack. A wild, filth-encrusted man, dressed in rags jumps from the roof of a small building to your left. With a sure-footed sidestep you dodge aside and then turn to face him.

    +

    With closed eyes and at the cost of 1 WILLPOWER point you concentrate on the future. You try to uncover the nature of your peril and your vision warns you of an imminent attack. A wild, filth-encrusted man, dressed in rags, jumps from the roof of a small building to your left. With a sure-footed sidestep you dodge aside and then turn to face him.

    If you wish to fire a long-range attack at the man who claws the ground where you once stood, turn to 241. If you wish to close in and fight him hand-to-hand, turn to 83. If you wish to evade combat by running into a side street, turn to 84. @@ -3455,7 +3455,7 @@ 242 -

    Gradually you become aware that the temperature is dropping. A chill wind rises from nowhere and a shiver runs down your spine. But it is not the cold air that causes you to shake, 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, its icy talons clutching at your life and soul. You fight to hold on to your life but it is a fight you cannot win. Here, in the chamber of Shasarak the Wytch-king, the Deathgaunt draws on a power that you cannot resist and swiftly you are borne away from the realm of the living.

    +

    Gradually you become aware that the temperature is dropping. A chill wind rises from nowhere and a shiver runs down your spine. But it is not the cold air that causes you to shake; 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, its icy talons clutching at your life and soul. You fight to hold on to your life but it is a fight you cannot win. Here, in the chamber of Shasarak the Wytch-king, the Deathgaunt draws on a power that you cannot resist and swiftly you are borne away from the realm of the living.

    Your life and your quest end here.

    @@ -3557,11 +3557,11 @@

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

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

    -

    Karnali was the last city to fall to Shasarak, Sado explains. The spirit of unrest was never truly crushed, and so we fight on in our small way, striking blows against the Wytch-king whenever we may. Our attacks are based in the marshes, for we hope to avoid the retribution of the Warward, Kiro against our people by making him believe that we come from outside the city. The Shadakine waste much effort patrolling the marsh, seeking to flush us out, and attention is drawn away from the city. Only our fear that the citizens of Karnali would be punished for our actions prevents us from rising up within the city walls. And, he shrugs, our numbers are small while the Shadakine maintain a heavy garrison. But what of you?

    +

    Karnali was the last city to fall to Shasarak, Sado explains. The spirit of unrest was never truly crushed, and so we fight on in our small way, striking blows against the Wytch-king whenever we may. Our attacks are based in the marshes, for we hope to avoid the retribution of the Warward, Kiro, against our people by making him believe that we come from outside the city. The Shadakine waste much effort patrolling the marsh, seeking to flush us out, and attention is drawn away from the city. Only our fear that the citizens of Karnali would be punished for our actions prevents us from rising up within the city walls. And, he shrugs, our numbers are small while the Shadakine maintain a heavy garrison. But what of you?

    A thin man comes and begins to clear away your plates and empty wine goblets. He brushes past you and, to your amazement, attempts to pick your pocket. You, man! shouts Sado, What do you think youre doing? Guards, arrest this man.

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

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

    -

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

    +

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

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

    If you have the Chaksu Pipes, turn to 101. If you do not have the Chaksu Pipes, or do not wish to use them, turn to 53. @@ -3593,7 +3593,7 @@ 253 -

    Jaws clamped together with grim determination, you increase the power of your attack. Your nerves scream and your body protests at the concentration of life-force that your are transmitting through the incandescence of your Staff.

    +

    Jaws clamped together with grim determination, you increase the power of your attack. Your nerves scream and your body protests at the concentration of life-force that you are transmitting through the incandescence of your Staff.

    The Kazim light is faltering to a jaundiced glow in the sky. The Shadakine Wytch is weakening.

    Now Ive got you! you whisper, hoarsely, clinging to your power with every fibre of your being.

    Turn to 286. @@ -3642,8 +3642,8 @@ 257 -

    You soon realize that Uriks eccentric, shambling gait is not due to senility, but is one that he has adapted to suit his environment: his bow legs, the rolling rhythm of his stride, and his long tail, enable him to trot along the narrowest of branches with ease. Meanwhile, you are left tottering along, your back bent in a curious balancing act, and your eyes averted from the ground, far below.

    -

    By mid-morning, you have reached the edge of the rain forest of the Azanam and are overlooking the Azagad Gorge. Far below, you can make out the sharp pinnacles of rock known as the Dragons Teeth which cover the canyon floor. It was through this gorge that you came in search of the Azanam, and the lost Kundi tribe. There it was that your friend and guide, Shan Li the merchant, died so terribly, devoured by a poisonous Quoku, the flying amphibians that inhabit the desolate land. Your silent reverie is interrupted by the sound of Urik calling to you from above. Azagad hold sad memories for Grey Star? he enquires sympathetically. You nod your head, not thinking to ask how he knew what was on your mind. No time for sorrow now time fly! Catch. He throws you a length of vine cut from the tree on which he stands. You take up the creeper and look at it in puzzlement. Make yourself a harness and tie it ongood and tight, he orders. You do as he suggests and before you can question his purpose, he produces a carved flute. He places it to his lips and begins to play a strange melody quite unlike any music you have ever heard before.

    +

    You soon realize that Uriks eccentric, shambling gait is not due to senility, but is one that he has adapted to suit his environment: his bow legs, the rolling rhythm of his stride, and his long tail enable him to trot along the narrowest of branches with ease. Meanwhile, you are left tottering along, your back bent in a curious balancing act, and your eyes averted from the ground, far below.

    +

    By mid-morning, you have reached the edge of the rain forest of the Azanam and are overlooking the Azagad Gorge. Far below, you can make out the sharp pinnacles of rock known as the Dragons Teeth which cover the canyon floor. It was through this gorge that you came in search of the Azanam, and the lost Kundi tribe. There it was that your friend and guide, Shan Li the merchant, died so terribly, devoured by poisonous Quoku, the flying amphibians that inhabit the desolate land. Your silent reverie is interrupted by the sound of Urik calling to you from above. Azagad hold sad memories for Grey Star? he enquires sympathetically. You nod your head, not thinking to ask how he knew what was on your mind. No time for sorrow now time fly! Catch. He throws you a length of vine cut from the tree on which he stands. You take up the creeper and look at it in puzzlement. Make yourself a harness and tie it ongood and tight, he orders. You do as he suggests and before you can question his purpose, he produces a carved flute. He places it to his lips and begins to play a strange melody quite unlike any music you have ever heard before.

    The music lasts for some time. Eventually, Urik puts down his pipe and looks expectantly at the sky. What now? you ask, a hint of cynicism in your voice.

    Look see! he replies. Far away you can see a tiny speck on the skyline. Ooslo bird love Kundi music. The dark speck grows larger and soon you are able to make out the awkward, disproportionate shape of an Ooslo bird. Long-necked and small bodied, the birds great wings flap without rhythm or grace. It is a strange creature.

    @@ -3774,7 +3774,7 @@ 267 -

    You climb the steeply sloping passage. An hour passes and Urik begins to sniff the air. Shadow Gate drawing near, he says. You increase your pace to match the quickening beat of your heart. At last, the passage opens on to a small, circular cavern: exits lead north, east and west.

    +

    You climb the steeply sloping passage. An hour passes and Urik begins to sniff the air. Shadow Gate drawing near, he says. You increase your pace to match the quickening beat of your heart. At last, the passage opens on to a small, circular cavern: exits lead north, east, and west.

    If you wish to take the passage leading north, turn to 23. If you wish to take the passage leading west, turn to 37. If you wish to take the passage leading east, turn to 46. @@ -3835,7 +3835,7 @@

    There! says Urik, pointing. Beneath the opalescent light you see a great pool of darkness.

    -

    Where? you say. I see only a dark You stop abruptly in the middle of your sentence as a vast, looming shadow ripples and takes shape. Standing guard over the site of the Shadow Gate is a creature of shadow. A Kleas, sent by Shasarak to thwart your final attempt to step through the door and into the Daziarn plane. These servants of evil feed on the energy of human souls, draining their being like a vampire drinking of lifes blood.

    +

    Where? you say. I see only a dark You stop abruptly in the middle of your sentence as a vast, looming shadow ripples and takes shape. Standing guard over the site of the Shadow Gate is a creature of shadowsa Kleas, sent by Shasarak to thwart your final attempt to step through the door and into the Daziarn plane. These servants of evil feed on the energy of human souls, draining their being like a vampire drinking of lifes blood.

    Cowering within the black light of the Kleas, you see Tanithtormented prisoner of Shasarak and victim of the Kleas.

    If you wish to fire a blast from your Staff at the creature, turn to 113. If you have the Magical Power of Sorcery and wish to use it, turn to 122. @@ -3869,7 +3869,7 @@ 275 -

    The following day, you, Urik and the fighters of the Freedom Guild are ensconced in the tall grass at the edge of the marsh. In the distance gleams the city of Karnali overlooking the Suhni and Belzar Rivers. Along the Great Suhn Road that leads east away from Karnali, you see a long line of men, women and children: slaves of the Shadakine. Warriors walk up and down the line, brandishing flails with needless ferocity. Suddenly, the charge is sounded and a wave of men pours out of the brush and runs towards the column of slaves.

    +

    The following day, you, Urik, and the fighters of the Freedom Guild are ensconced in the tall grass at the edge of the marsh. In the distance gleams the city of Karnali overlooking the Suhni and Belzar Rivers. Along the Great Suhn Road that leads east away from Karnali, you see a long line of men, women, and children: slaves of the Shadakine. Warriors walk up and down the line, brandishing flails with needless ferocity. Suddenly, the charge is sounded and a wave of men pours out of the brush and runs towards the column of slaves.

    Paul Bonner @@ -4021,7 +4021,7 @@

    You hurl the force of your will against the door. The rock trembles and a crackle of energy snakes across its surface, but to no avail. The door is held by a force far greater than your own.

    If you have the Magical Power of Psychomancy and wish to use it, turn to 170. If you have the Magical Power of Prophecy and wish to use it, turn to 224. - If you do not possess this skill, or do not wish to use it, turn to 242. + If you do not possess either of these skills, or do not wish to use them, turn to 242.
    @@ -4038,7 +4038,7 @@ 290 -

    You concentrate hard, sending your thought to the Elemental plane of existence. Humanoid representatives of the four Elements of Earth, Air, Wind and Water appear before you and you must choose which one you wish to aid you.

    +

    You concentrate hard, sending your thought to the Elemental plane of existence. Humanoid representatives of the four Elements of Earth, Air, Wind, and Water appear before you and you must choose which one you wish to aid you.

    If you choose Air, turn to 47. If you choose Fire, turn to 36. If you choose Earth, turn to 58. @@ -4062,7 +4062,7 @@ 292 -

    You draw the power of the Astral plane to the Jewel and it begins to glow. However, as you try to impose your will upon the Shadakine, you realize that the Mind Gems power can only be brought to bear on one mind at a time. You have used 1 WILLPOWER point in your attempt.

    +

    You draw the power of the Astral plane to the jewel and it begins to glow. However, as you try to impose your will upon the Shadakine, you realize that the Mind Gems power can only be brought to bear on one mind at a time. You have used 1 WILLPOWER point in your attempt.

    If you wish to attempt to control the mind of the user of the Kazim Stone, turn to 174. If you have the Magical Power of Enchantment and wish to use it against the Shadakine, turn to 146. If you wish to challenge the power of the Kazim Stone with your Staff, turn to 234. @@ -4518,6 +4518,7 @@

    (149) Replaced Kiro will with Kiro, will. Replaced eyebow with eyebrow.

    (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.

    +

    (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.

    @@ -4535,7 +4536,9 @@

    (196) Replaced giant. turn with giant, turn.

    (198) Replaced magical Item with magical item.

    (201) Replaced power of Prophecy with Power of Prophecy.

    +

    (204) Replaced women and with women, and.

    (207) Replaced counter-attack with counterattack.

    +

    (210) Replaced Fire and with Fire, and.

    (211) Replaced Masbal with Masbat. Replaced Lisson with Lissan.

    (212) Replaced all occurrences of luneday with Luneday.

    (213) Replaced menacingly as with menacingly, as.

    @@ -4544,39 +4547,42 @@

    (216) Replaced six with eight. Replaced 257 with 257.. Replaced all occurrences of Items with items.

    (217) Replaced the dead lands with the dead lands.

    (219) Replaced 12 to 14 with 1214.

    -

    (222) Replaced high pitched with high-pitched.

    +

    (221) Replaced Urik and with Urik, and.

    +

    (222) Replaced high pitched with high-pitched. Replaced Urik and with Urik, and.

    (225) Replaced Toa-tree with toa tree.

    (226) Replaced Then suddenly a with Then, suddenly, a. Replaced you broad with you a broad.

    -

    (230) Replaced all occurrences of your power with your Power.

    -

    (231) Replaced side step with sidestep.

    +

    (230) Replaced all occurrences of your power with your Power. Replaced Fire and with Fire, and.

    +

    (231) Replaced side step with sidestep. Replaced rags jumps with rags, jumps.

    (234) Changed the third choice which led to Section 289 to lead to Section 146 instead. This section fits better in the context of the story as it goes into particulars about how Enchantment is actually used.

    (235) Replaced Waist deep with Waist-deep. Replaced out-sized with outsized. Replaced wizards Staff with Wizards Staff.

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

    +

    (242) Replaced shake, it with shake; it.

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

    (249) Replaced Toa tree with toa tree.

    -

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

    +

    (250) Replaced Kiro against with Kiro, against. Replaced battle, aid with battle; aid.

    +

    (253) Replaced life force with life-force. Replaced staff with Staff. Replaced that your are with that you are.

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

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

    (256) Replaced Shazarak with Shasarak.

    -

    (257) Replaced day, dawn with day dawn.

    +

    (257) Replaced day, dawn with day dawn. Replaced tail, enable with tail enable. Replaced by a poisonous with by poisonous.

    (258) Replaced Wizards staff with Wizards Staff. Made the last sentence a separate paragraph.

    (260) Replaced you, however with you; however.

    (266) Replaced The Mind Gem may be placed in your Backpack where it will count as a Backpack Item, or it can be worn around your neck. with The Mind Gem is worn around your neck., in order to avoid rules ambiguities.

    -

    (267) Replaced near. he with near, he.

    +

    (267) Replaced near. he with near, he. Replaced east and with east, and.

    (268) Replaced Table with Table..

    (269) Replaced eyeless tormented with eyeless, tormented. Replaced magical Power with Magical Power.

    -

    (272) Replaced say I with say. I. Replaced If you have the Black Rod and wish to use it with If you wish to use the Black Rod.

    -

    (275) Replaced guards falls with guards fall.

    +

    (272) Replaced say I with say. I. Replaced If you have the Black Rod and wish to use it with If you wish to use the Black Rod. Replaced shadow. A with shadowa.

    +

    (275) Replaced guards falls with guards fall. Replaced Urik and with Urik, and. Replaced women and with women, and.

    (276) Replaced Stranger he with Stranger, he.

    (280) Replaced Kazim stone with Kazim Stone.

    (284) 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.

    (286) Replaced Sado, Charge with Sado. Charge.

    (287) Replaced counter-attack with counterattack.

    -

    (288) 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..

    +

    (288) 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, or do not wish to use it with If you do not possess either of these skills, or do not wish to use them.

    (289) Replaced power of Enchantment with Power of Enchantment.

    -

    (290) Replaced Huminoid with Humanoid.

    +

    (290) Replaced Huminoid with Humanoid. Replaced Wind and with Wind, and.

    (291) Replaced Magical power with Magical Power.

    -

    (292) Changed the third choice which led to Section 208 to lead to Section 234 instead. Section 208 is clearly inappropriate, and this change was made in some editions of the book.

    +

    (292) Replaced the Jewel with the jewel. Changed the third choice which led to Section 208 to lead to Section 234 instead. Section 208 is clearly inappropriate, and this change was made in some editions of the book.

    (299) Replaced Azawood leaves with Azawood leaf. Replaced You have two Azawood leaves remaining. with You have used one Azawood leaf., as you did not necessarily have three leaves to begin with.

    (303) Replaced staff with Staff.

    (305) Deleted or keep it in your Backpack where it will count as a Backpack Item, in order to avoid rules ambiguities.

    -- 2.34.1