From e1375cb0b40014d694fd1cd6026dc852c71cd9c2 Mon Sep 17 00:00:00 2001 From: Simon Osborne Date: Sat, 1 Sep 2007 10:00:59 +0000 Subject: [PATCH] Grey Star Books 1-4: Fixed many (er) issues with Book 3 Fixed minor (er) issues in Books 1, 2, and 4 git-svn-id: https://projectaon.org/data/en/xml@477 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- 01gstw.xml | 10 ++--- 02tfc.xml | 8 ++-- 03btng.xml | 106 +++++++++++++++++++++++++++++------------------------ 04wotw.xml | 2 +- 4 files changed, 68 insertions(+), 58 deletions(-) diff --git a/01gstw.xml b/01gstw.xml index dde86a3..a452716 100755 --- a/01gstw.xml +++ b/01gstw.xml @@ -206,7 +206,7 @@

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

Before you set off on your adventure, you must discover how well your Shianti masters have prepared you for your quest by determining your fighting 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 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 or below, 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 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.

@@ -215,13 +215,13 @@ - +

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

-

When you start your adventure, your education in the ways of wizardry is incomplete. You have mastered only five of the seven Magical Powers that the Shianti call the Lesser Magicks. The choice of which five Powers these are, is up to you. All of the Lesser Magicks will be of use to you at some point on your quest, so choose them with care. Your survival may depend on the correct use of a Magical Power at the right time.

+

When you start your adventure, your education in the ways of wizardry is incomplete. You have mastered only five of the seven Magical Powers that the Shianti call the Lesser Magicks. The choice of which five Powers these are is up to you. All of the Lesser Magicks will be of use to you at some point on your quest, so choose them with care. Your survival may depend on the correct use of a Magical Power at the right time.

The seven Magical Powers available to you are listed below. When you have chosen your five Powers, enter them in the Magical Powers section of your Action Chart.

@@ -5060,10 +5060,10 @@

(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.. Replaced fall to zero with fall to zero or below.

+

(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. Replaced falls to zero with falls 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.

+

(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. Replaced are, is with are is.

(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.

diff --git a/02tfc.xml b/02tfc.xml index 624df88..84bc132 100755 --- a/02tfc.xml +++ b/02tfc.xml @@ -210,7 +210,7 @@

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

Before you set off on your adventure, you must discover how well your Shianti masters have prepared you for your quest by determining your fighting 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 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 or below, 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 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.

@@ -225,7 +225,7 @@ -

When you start your adventure, your education in the ways of wizardry is incomplete. You have mastered only five of the seven Magical Powers that the Shianti call the Lesser Magicks. The choice of which five Powers these are, is up to you. All of the Lesser Magicks will be of use to you at some point on your quest, so choose them with care. Your survival may depend on the correct use of a Magical Power at the right time.

+

When you start your adventure, your education in the ways of wizardry is incomplete. You have mastered only five of the seven Magical Powers that the Shianti call the Lesser Magicks. The choice of which five Powers these are is up to you. All of the Lesser Magicks will be of use to you at some point on your quest, so choose them with care. Your survival may depend on the correct use of a Magical Power at the right time.

The seven Magical Powers available to you are listed below. When you have chosen your five Powers, enter them in the Magical Powers section of your Action Chart.

@@ -4465,9 +4465,9 @@

(Of the Coming of Grey Star) Replaced wizadry with wizardry. This was fixed in later editions of the book.

(The Story So Far) Added , 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.

+

(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. Replaced falls to zero with falls 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 Wizards Staff.

+

(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 Wizards Staff. Replaced are, is with are is.

(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.

diff --git a/03btng.xml b/03btng.xml index 45586ae..fa01941 100755 --- a/03btng.xml +++ b/03btng.xml @@ -25,7 +25,7 @@ &inclusion.paul.bonner.bio.gs; Project Aon - 2007725 + 200791

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

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

@@ -147,14 +147,14 @@ -

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 Earth and disrupted the balance that the gods had designed.

+

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

@@ -199,7 +199,7 @@

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

-

The second number that you pick from the Random Number Table represents your WILLPOWER. Add 20 to this number if this is your first Grey Star adventure, 25 if you have completed book one successfully, 30 if you have also completed Book Two. Write the total in the WILLPOWER section of your Action Chart (e.g., if your pencil fell on the number 6 in the Random Number Table and this is your first adventure, you would have a WILLPOWER of 26). If you decide to use a spell or utilize the power of your 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 second number that you pick from the Random Number Table represents your WILLPOWER. Add 20 to this number if this is your first Grey Star adventure, 25 if you have completed book one successfully, 30 if you have also completed Book Two. Write the total in the WILLPOWER section of your Action Chart (e.g., if your pencil fell on the number 6 in the Random Number Table and this is your first adventure, you would have a WILLPOWER of 26). If you decide to use a spell or utilize the power of your Wizards Staff, then you will lose WILLPOWER points. If at any time your WILLPOWER falls to zero or below, 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 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.

@@ -216,7 +216,7 @@ -

If this is your first Grey Star adventure, your education in the ways of wizardry is incomplete: you have mastered only five of the seven Magical Powers that the Shianti call the Lesser Magicks. The choice of which five Powers these are, is up to you. If you have completed either books one or two or both of the Grey Star adventures, you may choose six of the seven Magical Powers. All of the Lesser Magicks will be of use to you at some point on your quest, so choose them with care. Your survival may depend on the correct use of a Magical Power at the right time.

+

If this is your first Grey Star adventure, your education in the ways of wizardry is incomplete: you have mastered only five of the seven Magical Powers that the Shianti call the Lesser Magicks. The choice of which five Powers these are is up to you. If you have completed either books one or two or both of the Grey Star adventures, you may choose six of the seven Magical Powers. All of the Lesser Magicks will be of use to you at some point on your quest, so choose them with care. Your survival may depend on the correct use of a Magical Power at the right time.

The seven Magical Powers available to you are listed below. When you have chosen your five or six Powers, enter them in the Magical Powers section of your Action Chart.

@@ -283,7 +283,7 @@ -

The Power of elemental magic allows a wizard some control over the natural elements of Air, Fire, Earth and Water. By entering a trance and chanting incantations, you may summon aid from the spirits of the Elemental Plane. Elementals have very little understanding of man, and for this reason a wizard can never be sure of the nature of the aid the Elementals may send.

+

The Power of elemental magic allows a wizard some control over the natural elements of Air, Fire, Earth, and Water. By entering a trance and chanting incantations, you may summon aid from the spirits of the Elemental Plane. Elementals have very little understanding of man, and for this reason a wizard can never be sure of the nature of the aid the Elementals may send.

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

@@ -530,7 +530,7 @@
  • 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.

    @@ -557,7 +557,7 @@

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

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

    -

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

    +

    Be cautious in your use of WILLPOWER points, as your WILLPOWER is the energy source for your Magical Powers and your Wizards Staff. A 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!

    @@ -571,7 +571,7 @@ 1 -

    Tanith takes you by the hand and you step forward into a tunnel of swirling mist. As the outline of the Shadow Gate fades behind you, you gaze at your new surroundings. Horrified, you perceive strange shapes and pale faces writhing within the tunnel wall. The faces stare at you vacantly, mouthing indistinguishable words, and you walk along the tunnel to a barrage of murmuring voices, muffled cries, moaning and sobbing. Tanith looks at you but says nothing, the terror in her eyes mirroring your own. Such a place could drive a man insane, you say, quietly.

    +

    Tanith takes you by the hand and you step forward into a tunnel of swirling mist. As the outline of the Shadow Gate fades behind you, you gaze at your new surroundings. Horrified, you perceive strange shapes and pale faces writhing within the tunnel wall. The faces stare at you vacantly, mouthing indistinguishable words, and you walk along the tunnel to a barrage of murmuring voices, muffled cries, moaning, and sobbing. Tanith looks at you but says nothing, the terror in her eyes mirroring your own. Such a place could drive a man insane, you say, quietly.

    The two of you walk faster into the unknown, your hearts pounding with anticipation. Finally, the tunnel opens on to a vast plain of white cloud suspended beneath a sunless sky. Stepping on to this twilit plain, you notice that the light of the sky casts no shadow and disappears into absolute blackness above your head. Looking down, you can see no solid ground beneath the cloud, which somehow supports you. Like the Shadow Gate before, the tunnel of mists fades away and you find yourself staring out across the bleak silence of the Daziarn. Scanning the distant horizon, you sight the outline of a building. Tanith tugs your arm. Look! she says, pointing away to the left. You follow the direction of her outstretched arm to see the hunched figure of a man, gliding slowly across the plain.

    If you wish to head towards the distant building, turn to 211. If you wish to question the man, turn to 122. @@ -717,7 +717,7 @@

    He has been here; your shadow brother, your dark self. There was a girl with him also.

    I seek the Moonstone of the Shianti, you state. Do you know where it is and how it may be found?

    The sad-eyed man looks at you solemnly. There is a mountain, the Moaning Mountain it is called. In the side of the mountain is a cavern and at the end of the cavern is a Gate from this realm to the next, a place known as the Vale of Peace. The people of the Vale are wise and friendly; they will show you the way to the hidden realm of the Moonstone. Here, take this map of the Moaning Mountain. He gives you a cloth map showing the location of the cavern. Mark this as a Special Item on your Action Chart and carry it in a small pocket inside your robe.

    -

    But first you must leave this realm and save the girl. You nod your head. You will have to bargain with the Master. You look puzzled and the man explains: All who come to the Realm of Paradox may ask for a gift from the god and, if it is within his power, he must give it. But beware his bargains. He has many cruel gifts; gifts such as these. Oz-na-Mun raises his hands and you look at them with horror. They are the hands of a giant and are grossly out of proportion with the rest of his body.

    +

    But first you must leave this realm and save the girl. You nod your head. You will have to bargain with the Master. You look puzzled and the man explains: All who come to the Realm of Paradox may ask for a gift from the god and, if it is within his power, he must give it. But beware his bargains. He has many cruel gifts: gifts such as these. Oz-na-Mun raises his hands and you look at them with horror. They are the hands of a giant and are grossly out of proportion with the rest of his body.

    Once, I was a great sculptor and in my home realm of Meledor I was respected by all. But I hungered for greater success. I took up the company of a mage and one night we summoned the Chaos-master together. His spirit came easily, for the realm of Meledor and the Realm of Paradox are joined. I told him that I desired the greatest hands in the world that I might make the greatest sculptures in the world. He said he could grant me my wish on condition that I remain in his realm until completion of my first work. I agreed and as soon as I was brought here, I discovered that my hands had been transformed. However, they were not as I had wished: they were clumsy, rough, fit only for digging clay not shaping it. I have never made another piece. He curls a huge hand into a fist and punches the shapeless mass before him. Beware the bargains of the Chaos-master. He is a malevolent god.

    What does he want with the girl, Tanith? you ask.

    He will bargain with her, also. He tells you that you can summon the Chaos-master by calling to him for audience. But beware! The bargains of the Chaos-master are in keeping with the law of Paradox: opposites and contradictions.

    @@ -876,7 +876,7 @@ 26 -

    You have landed in a large field. In the distance you see the hazy outline of a city, gleaming in the sunlight. You take out the Gyronome and its tone confirms that you are in the Realm of the Singing City. Several people are running towards you from the city; they are fair haired, have strange, circular ears and are dressed in short, white togas. They are calling to you in a language you do not understand.

    +

    You have landed in a large field. In the distance you see the hazy outline of a city, gleaming in the sunlight. You take out the Gyronome and its tone confirms that you are in the Realm of the Singing City. Several people are running towards you from the city; they are fair haired, have strange, circular ears, and are dressed in short, white togas. They are calling to you in a language you do not understand.

    Paul Bonner @@ -948,7 +948,7 @@

    At the cost of 2 WILLPOWER points, you hurl a flaming bolt at the screeching eagle that is rushing towards you. Your attack devastates the bird in an explosion of golden feathers and magical flame but somehow the eagle manages to stay airborne. You raise your Staff and prepare to engage the eagle in close combat.

    -

    Wait, Grey Star, says Tanith, her voice hard and forceful; I can handle this.

    +

    Wait, Grey Star, says Tanith, her voice hard and forceful. I can handle this.

    If you wish to allow Tanith to deal with the eagle, turn to 150. If you decide to ignore her command, turn to 137.
    @@ -1464,7 +1464,7 @@ 74 -

    You lift your foot, decreasing the pressure on the bar and, hopefully, slowing the Ethetron. The white light is blinding: your head is swimming, your brain reeling, and your body trembling; lose a further 2 ENDURANCE points.

    +

    You lift your foot, decreasing the pressure on the bar and, hopefully, slowing the Ethetron. The white light is blinding; your head is swimming, your brain reeling, and your body trembling; lose a further 2 ENDURANCE points.

    Turn to 310.
    @@ -1612,7 +1612,7 @@ 87 -

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

    +

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

    Giant Eagle3030 If you are still alive after three rounds of combat, turn to 150.
    @@ -1965,7 +1965,7 @@ 116 -

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

    +

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

    Paul Bonner @@ -2245,7 +2245,7 @@ 137 -

    The eagle is severely injured by the flame of your Wizards Staff but it remains determined to fight you. Making an abrupt turn in mid-air, the gigantic bird falls upon you in a flurry of clawing talons, flapping wings and wildly incessant pecking. Desperately, you try to fend off the attack with your Staff.

    +

    The eagle is severely injured by the flame of your Wizards Staff but it remains determined to fight you. Making an abrupt turn in mid-air, the gigantic bird falls upon you in a flurry of clawing talons, flapping wings, and wildly incessant pecking. Desperately, you try to fend off the attack with your Staff.

    Wounded Eagle3025 If you win the combat, turn to 186.
    @@ -2435,7 +2435,7 @@

    The beast roars and speeds towards you at an alarming pace. It rears its large horned head and bares its yellow fangs, preparing to blast dragon-fire at you. The penetrating stare of its old, veined eyes fills you with dread.

    -

    Suddenly, Tanith steps forward. Katta sai, juno keese, she shouts, speaking the words of command that give mastery over all beasts to the Wytches of Shadaki. The dragon slows in mid-flight, hovers and finally settles its great bulk on the ground. It bows its huge head meekly to Tanith and makes to leave.

    +

    Suddenly, Tanith steps forward. Katta sai, juno keese, she shouts, speaking the words of command that give mastery over all beasts to the Wytches of Shadaki. The dragon slows in mid-flight, hovers, and finally settles its great bulk on the ground. It bows its huge head meekly to Tanith and makes to leave.

    If you wish to speak with the dragon, turn to 242. If you do not, turn to 197.
    @@ -2620,8 +2620,8 @@

    You close your eyes and begin to chant. The Vale villagers flinch visibly, convinced that you mean to hurt them. You carry on regardless. At the cost of 1 WILLPOWER point you cause it to rain. The fire is raging quite heavily and you are doubtful that the shower you have raised is of sufficient intensity to quench the fire. You prepare to throw another WILLPOWER point into the spell but stop suddenly as the villagers give a great gasp. A cold evil throbs at your back.

    You spin round to face the Jahksa. Why do you waste your energies so? the Jahksa enquires. On these simpletons and peasants.

    -

    And why have you shown yourself? you ask. These people now know that I did not burn their villages. Surely you hoped that they would cast me out without telling me where the Gate to the next realm can be found?

    -

    Your unimpressive display of weather-working has sufficed, he snorts, derisively. You have saved the people and all live happily ever after, he sneers, sarcastically. But other dangers await you. So saying, the Jahksa disappears.

    +

    And why have you shown yourself? you ask. These people now know that I did not burn their village. Surely you hoped that they would cast me out without telling me where the Gate to the next realm can be found?

    +

    Your unimpressive display of weather-working has sufficed, he snorts, derisively. You have saved the people and all live happily ever after, he sneers, sarcastically. But other dangers await you. So saying, the Jahksa disappears.

    Turn to 330.
    @@ -3027,7 +3027,7 @@ 202 -

    You fabricate a reason for your presence in the Realm of the Elessin, claiming ignorance of any deaths by your hand. The golden-haired man is furious. Once more his voice echoes inside your head; and the words give you cause to fear. You lie! he says. Prepare to meet sentence.

    +

    You fabricate a reason for your presence in the Realm of the Elessin, claiming ignorance of any deaths by your hand. The golden-haired man is furious. Once more his voice echoes inside your head, and the words give you cause to fear. You lie! he says. Prepare to meet sentence.

    If your current WILLPOWER score is 12 or more, turn to 16. If your current WILLPOWER score is less than 12, turn to 28.
    @@ -3453,7 +3453,7 @@

    You lose 1 more WILLPOWER point as you deepen your trance in the hope of locating the Black Wizard. The vision is a disturbing one, for all you can see is yourself, standing where you stand now in a trance state, searching for yourself. Is the Realm of Paradox able to affect your Power this way?

    -

    Your trance is suddenly broken by the sound of your own laughter; but you are not laughing. With dread in your heart, you open your eyes; what you see before you causes your skin to crawl with fear.

    +

    Your trance is suddenly broken by the sound of your own laughterbut you are not laughing. With dread in your heart, you open your eyes; what you see before you causes your skin to crawl with fear.

    Turn to 255.
    @@ -3649,12 +3649,12 @@

    Who are you? you ask, still breathless.

    -

    I am Spittlethrift, scholar, professor and master of the Crystal Tower. Yes, yes a tower of learning, a veritable pillar of wisdom and knowledge, ha, ha, indeed! He takes a pair of wire-framed spectacles and places them on the end of his smudge of a nose. You are not alone, I see. He squints at Tanith. Most pleasing, enchanting yes, yes, well done! You have passed the test; you will suffice. He turns towards the door and flutters his hands in an agitated manner. Come now, you must meet the rest of us. Oh yes, delightful, engaging, so wonderfully entertaining!

    +

    I am Spittlethrift, scholar, professor, and master of the Crystal Tower. Yes, yes a tower of learning, a veritable pillar of wisdom and knowledge, ha, ha, indeed! He takes a pair of wire-framed spectacles and places them on the end of his smudge of a nose. You are not alone, I see. He squints at Tanith. Most pleasing, enchanting yes, yes, well done! You have passed the test; you will suffice. He turns towards the door and flutters his hands in an agitated manner. Come now, you must meet the rest of us. Oh yes, delightful, engaging, so wonderfully entertaining!

    The excitable little man leaves the room, still chuckling to himself, and you follow close behind. Soon, he ushers you into a dim room, which is dusty and full of cobwebs. The air is stale and thick with tobacco smoke and seated opposite in a large armchair is a thin, straggling man, roughly Spittlethrifts height, with bulging, shadowy eyes. Reclining in various positions around the room are several others, all approximately Spittlethrifts height, and all similarly dressed.

    Gentlemen, gentlemen, we have guests, brave adventurers who have solved the complications of our dark abode. May I introduce

    He casts a questioning glance in your direction and, hesitantly, you say, The Wizard, Grey Star, and the lady, Tanith.

    Yes, yes, Grey Star and Tanith, Spittlethrift repeats, unnecessarily. He turns to face you. And we are the Academicians. Welcome. He bows politely, as do the remaining scholars in the dingy room. After shaking hands with more than twenty Academicians, all with very curious names, you are led from the room to Spittlethrifts study. There he explains to you the cryptic nature of the Crystal Tower and the Academicians purpose on the Daziarn plane.

    -

    We are scholars, my dear boy, says Spittlethrift. Inventors, scientists, inquisitors of the unknown. Here, on the Daziarn plane, we have been able to turn our dreams, our ideas, our very thoughts into reality. It is the nature of this place. Time, space, the fundamental laws that govern existence in the material worldall can be adjusted, altered, ignored even! That is why we choose to live here. Others have changed their world within the Daziarn to suit their purpose. The demons and devils of good and evil reside here, creating their surroundings as best it suits them. There are gods and their ilk, and stranger forces beyond all imagining. Their thoughts, hopes, fears and intentions weave the fabric of their realms. We do not seek to dominate or master the realm we inhabitwe live only within our tower. The Nevernessthe unformed cloud that surrounds usis the fabric of the Daziarn, unclaimed and untainted. It is this that we use for our experiments.

    +

    We are scholars, my dear boy, says Spittlethrift. Inventors, scientists, inquisitors of the unknown. Here, on the Daziarn plane, we have been able to turn our dreams, our ideas, our very thoughts into reality. It is the nature of this place. Time, space, the fundamental laws that govern existence in the material worldall can be adjusted, altered, ignored even! That is why we choose to live here. Others have changed their world within the Daziarn to suit their purpose. The demons and devils of good and evil reside here, creating their surroundings as best it suits them. There are gods and their ilk, and stranger forces beyond all imagining. Their thoughts, hopes, fears, and intentions weave the fabric of their realms. We do not seek to dominate or master the realm we inhabitwe live only within our tower. The Nevernessthe unformed cloud that surrounds usis the fabric of the Daziarn, unclaimed and untainted. It is this that we use for our experiments.

    You mean the black holes that surround the tower? you enquire.

    Yes, yes, Spittlethrift replies.

    But why is the tower so dangerous?

    @@ -3688,7 +3688,7 @@ -

    You remove the Spider Key from its hook and grasp it tightly. A strange tingling sensation travels from your fingertips all the way up your arm. The Key shimmers and then transforms into a real spider the size of your palm. Tanith screams with fright and, before you have time to react, you feel a sharp, stinging pain. In seconds, the poison injected by the spider is coursing through your veins; lose 8 ENDURANCE points.

    +

    You remove the Spider Key from its hook and grasp it tightly. A strange tingling sensation travels from your fingertips all the way up your arm. The Key shimmers and then transforms into a real spider the size of your palm. Tanith screams with fright and, before you have time to react, you feel a sharp, stinging pain. In seconds, the poison injected by the spider is coursing through your veins: lose 8 ENDURANCE points.

    If you are still alive, you must choose from the remaining Keys.

    If you choose the Eagle Key, turn to 227. If you choose the Wolf Key, turn to 235. @@ -3913,9 +3913,9 @@ 273 -

    The Jahksa has chosen to leave this realm and his body is dematerializing before your eyes. Thanks for the entertainment, Wizardling he sneers as he disappears, and you hear his fading voice, we shall meet again.

    +

    The Jahksa has chosen to leave this realm and his body is dematerializing before your eyes. Thanks for the entertainment, Wizardling he sneers as he disappears, and you hear his fading voice. We shall meet again.

    I shall look forward to that, you say, through gritted teeth.

    -

    Come, Grey Star, says Tanith, we must speak with Oz-na-Mun if we are to find our way out of this place.

    +

    Come, Grey Star, says Tanith. We must speak with Oz-na-Mun if we are to find our way out of this place.

    You find Oz-na-Mun in his shack. The gaunt-faced man looks up at you with solemn eyes. The evil onehas he gone?

    Yes, says Tanith. He will not return.

    Good. You have my sympathy, Grey Star. It must be a terrible trial to have a foe such as he.

    @@ -4135,7 +4135,7 @@ 291 -

    The creature facing you is called a Jahksa. It is a creation of Shasarak; an apparition in the likeness of a living spirit, in this case, yours. Are you afraid, Grey Star? taunts the Jahksa. There is nothing to fear but yourself, he sniggers.

    +

    The creature facing you is called a Jahksa. It is a creation of Shasarak: an apparition in the likeness of a living spirit, in this case, yours. Are you afraid, Grey Star? taunts the Jahksa. There is nothing to fear but yourself, he sniggers.

    Paul Bonner @@ -4327,7 +4327,7 @@ -

    You do exactly as they say and when you reach the surface you discover no water at all; merely the passing touch of something as light as gossamer.

    +

    You do exactly as they say and when you reach the surface you discover no water at all: merely the passing touch of something as light as gossamer.

    Turn to 247.
    @@ -4359,7 +4359,7 @@

    The Chaos-masters braying laughter fills the hall as he watches the stunned expression on your face. Are you not amused? he roars.

    -

    You study your identical twin opposite and sense an aura of evil. It is a creation of Shasarak, sent to thwart your final bid to claim the Moonstone. In the Shianti language such a creature is known as a Jahksa, the spiritual apparition of one already living, a perversion of nature and a being of great evil. Without the human emotions of guilt, remorse and sorrow, a Jahksa has no conscience or morals, and is a passionless killer.

    +

    You study your identical twin opposite and sense an aura of evil. It is a creation of Shasarak, sent to thwart your final bid to claim the Moonstone. In the Shianti language such a creature is known as a Jahksa, the spiritual apparition of one already living, a perversion of nature and a being of great evil. Without the human emotions of guilt, remorse, and sorrow, a Jahksa has no conscience or morals, and is a passionless killer.

    And now, intones the Chaos-master, when the echo of his laughter has finally subsided, tell me what it is you seek? Carefully, you weigh in your mind what you should ask.

    If you possess a Cloth Map of the Moaning Mountain and wish to ask for Tanith to be returned to you, turn to 20. If you do not possess this Special Item but still wish to ask for Taniths return and enquire how you may reach the Realm of the Moonstone, turn to 62. @@ -4473,7 +4473,7 @@ 319 -

    These chemicals, when mixed together with crystals, ground into a powder and then heated, produce a metal-destroying acid. If you do not have a Tinderbox, you must exert 1 WILLPOWER point in heating the mixture. If you have an empty Vial, you may keep the Ezeran Acid in it (mark it as a Special Item on your Action Chart). If you do not have an empty Vial, you must use up all the acid on the lock.

    +

    These chemicals, when mixed together with crystals, ground into a powder, and then heated, produce a metal-destroying acid. If you do not have a Tinderbox, you must exert 1 WILLPOWER point in heating the mixture. If you have an empty Vial, you may keep the Ezeran Acid in it (mark it as a Special Item on your Action Chart). If you do not have an empty Vial, you must use up all the acid on the lock.

    Turn to 312. @@ -4994,24 +4994,28 @@

    (Title Page) Replaced BEYOND THE NIGHTMARE GATE with Beyond The Nightmare Gate. Replaced THE WORLD OF LONE WOLF with The World of Lone Wolf.

    -

    (Of the Coming of Grey Star) Replaced magicial with magical. Replaced new-found with newfound.

    +

    (Of the Coming of Grey Star) Replaced magicial with magical. Replaced the Earth with Magnamund. Replaced new found with newfound. Replaced mists and with mists, and. Replaced forests and with forests, and.

    (The Story So Far) Deleted To step through, turn to 1., as the reader is not meant to pass by the rules sections..

    -

    (The Game Rules) Replaced all occurrences of eg with e.g.. Deleted at the front of this book. Deleted If you run out of space, you can copy out the chart or have it photocopied.. Deleted on the last page of this book. Replaced adventure and with adventure, and. Replaced falls to zero with falls to zero or below. Replaced book two with Book Two.

    +

    (The Game Rules) Replaced all occurrences of eg with e.g.. Deleted at the front of this book. Deleted If you run out of space, you can copy out the chart or have it photocopied.. Deleted on the last page of this book. Replaced adventure and with adventure, and. Replaced falls to zero with falls to zero or below. Replaced book two with Book Two. Replaced falls to zero with falls to zero or below.

    -

    (Magical Powers) Replaced ie with i.e., all occurrences of eg with e.g. and quarterstaff yet with quarterstaff, yet. Replaced all occurrences of lesser magicks with Lesser Magicks. Replaced all occurrences of magical powers with Magical Powers. Replaced magical power with Magical Power. Replaced five powers with five Powers. Replaced five or six powers with five or six Powers. Replaced all occurrences of power with Power. Replaced alchemy with Alchemy. Replaced prophecy with Prophecy. Replaced divination with Prophecy as in Grey Star the Wizard, to avoid confusion.

    +

    (Magical Powers) Replaced ie with i.e., all occurrences of eg with e.g. and quarterstaff yet with quarterstaff, yet. Replaced all occurrences of lesser magicks with Lesser Magicks. Replaced all occurrences of magical powers with Magical Powers. Replaced magical power with Magical Power. Replaced five powers with five Powers. Replaced five or six powers with five or six Powers. Replaced all occurrences of power with Power. Replaced alchemy with Alchemy. Replaced prophecy with Prophecy. Replaced divination with Prophecy as in Grey Star the Wizard, to avoid confusion. Replaced are, is with are is. Replaced Earth and with Earth, and.

    (Equipment) Replaced sulphur with Sulphur, saltpetre with Saltpetre, vial with Vial within the Herb Pouch contents list, notes but with notes, but and Shianti and with Shianti, and.

    -

    (Rules for Combat) Deleted on the inside back cover of the book. Replaced on the page after the with in the back of this book.

    +

    (Rules for Combat) Deleted on the inside back cover of the book. Replaced on the page after the 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) Replaced score of zero WILLPOWER points with WILLPOWER score of zero or below.

    + +

    (1) Replaced moaning and with moaning, and.

    (10) Replaced Spider key with Spider Key. Replaced feared by name; with feared by name:.

    -

    (12) Replaced that desired with that I desired. Replaced all occurrences of Chaos-Master with Chaos-master.

    +

    (12) Replaced that desired with that I desired. Replaced all occurrences of Chaos-Master with Chaos-master. Replaced cruel gifts; gifts such with cruel gifts: gifts such.

    (18) Replaced Pipe with pipe. Replaced Pipes with pipes.

    (20) Replaced Chaos-Master with Chaos-master.

    (21) Replaced despatch with dispatch. Replaced all occurrences of Pipe with pipe.

    -

    (31) Replaced airborn with airborne. Replaced combat with combat..

    +

    (26) Replaced ears and with ears, and.

    +

    (31) Replaced airborn with airborne. Replaced combat with combat.. Replaced forceful; I with forceful. I.

    (33) Replaced recognise with recognize.

    (36) Replaced himself and with himself, and.

    (37) Replaced Elessi but with Elessi, but.

    @@ -5026,10 +5030,12 @@

    (67) Replaced payment you with payment, you. Replaced all occurrences of Chaos-Master with Chaos-master.

    (68) Replaced attack but with attack, but.

    (73) Changed the last choice to lead to Section 165 instead of Section 33, as Section 33 does not fit into the context of the story here.

    +

    (74) Replaced blinding: your with blinding; your.

    (75) Replaced sluggisly with sluggishly.

    (80) Replaced all occurrences of Pipes with pipes.

    (81) Replaced for ever with forever.

    (86) Replaced this power with this Power.

    +

    (87) Replaced wings and with wings, and.

    (90) Replaced sucessfully with successfully.

    (93) Replaced Pipes with pipes.

    (94) Replaced all occurrences of Chaos-Master with Chaos-master.

    @@ -5037,24 +5043,25 @@

    (105) Replaced Crabkey, is with Crabkey is. Replaced embarassed with embarrassed. Replaced arent you Crabkey with arent you, Crabkey. Replaced well . with well.

    (112) Replaced strength and with strength, and.

    (115) Replaced statue with Guardian.

    -

    (116) Replaced A Short Sword with Short Sword. Replaced A length of strong Rope with Length of strong Rope. Replaced A potion of Healing with Potion of Healing. Replaced A Backpack with Backpack. Replaced A Spear with Spear. Replaced all occurrences of Items with items. Replaced two weapons with two Weapons.

    +

    (116) Replaced A Short Sword with Short Sword. Replaced A length of strong Rope with Length of strong Rope. Replaced A potion of Healing with Potion of Healing. Replaced A Backpack with Backpack. Replaced A Spear with Spear. Replaced all occurrences of Items with items. Replaced two weapons with two Weapons. Replaced bats wing with bats wings.

    (118) Replaced Staff turn with Staff, turn. Replaced vial of Ezeran acid with Vial of Ezeran Acid. Replaced Ezeran salts with Ezeran Salts. Replaced sulphur with Sulphur. Replaced saltpetre with Saltpetre. Replaced pestle and mortar with Pestle and Mortar.

    (119) Changed the second choice to lead to Section 100 instead of Section 302, as Section 100 was previously not reachable and it fits well into the context of the story here.

    (121) Replaced Magical power with Magical Power. Moved the random number option last and replaced If you wish to with Otherwise, you will have to.

    (125) Replaced bunch of Keys with Bunch of Keys. Replaced Keys, mark them with Bunch of Keys, mark it. Deleted and carry them in your Backpack to avoid rules ambiguities.

    (127) Replaced Chaos-Master with Chaos-master.

    -

    (131) Replaced turn to 83 with you are forced to fight the Jahksa. Turn to 123 in the last choice, as Section 83 does not fit into the context of the story.

    -

    (134) Replaced Chaos-Master with Chaos-master.

    +

    (131) Replaced turn to 83 with you are forced to fight the Jahksa. Turn to 123 in the last choice, as Section 83 does not fit into the context of the story.

    +

    (134) Replaced Chaos-Master with Chaos-master.

    +

    (137) Replaced wings and with wings, and.

    (138) Replaced counter-spell with counterspell. Replaced foorce with force.

    (145) Replaced Pipe with pipe.

    (147) Replaced forseen with foreseen.

    (150) Deleted It must be carried in your Backpack or you may give it to Tanith to carry, in which case note this on your Action Chart..

    (152) Replaced point you with point, you.

    -

    (153) Replaced dragon fire with dragon-fire.

    +

    (153) Replaced dragon fire with dragon-fire. Replaced hovers and with hovers, and.

    (159) Replaced roof-top with rooftop. Replaced bloodcurdling with blood-curdling.

    (160) Replaced rooves with roofs. Replaced to154 with to 154.

    (163) Replaced all occurrences of Chaos-Master with Chaos-master.

    -

    (169) Replaced weatherworking with weather-working.

    +

    (169) Replaced weatherworking with weather-working. Replaced their villages with their village.

    (172) Replaced Wise you with Wise, you. Replaced Shianti you with Shianti, you. Switched the order of the choices.

    (174) Split the last two choices into separate paragraphs for formatting reasons. Replaced to104 with to 104.

    (176) Replaced it I with it, I.

    @@ -5066,6 +5073,7 @@

    (190) Replaced Cautiously you with Cautiously, you.

    (197) Deleted If you wish to carry it, it must be kept as a Backpack Item or you may give it to Tanith to carry, in which case remember to note this on your Action Chart..

    (199) Replaced Chaos-Master with Chaos-master.

    +

    (202) Replaced head; and with head, and.

    (203) Replaced death and with death, and.

    (205) Replaced If you possess the Magical Power of Sorcery, have more than 6 WILLPOWER points remaining, and wish to use your power to move the Ethetron with If you possess the Magical Power of Elementalism and wish to use it.

    (207) Replaced point you with point, you. Replaced all occurrences of Chaos-Master with Chaos-master.

    @@ -5076,6 +5084,7 @@

    (218) Replaced it.! with it!.

    (220) Replaced the Elessi with only one Elessi. Replaced all occurrences of Pipe with pipe.

    (235) Replaced throat its with throat, its.

    +

    (237) Replaced laughter; but with laughterbut.

    (241) Replaced many coloured with many-coloured. Replaced grotesque, but life-like, statue with grotesque but life-like statue. Replaced telepath and, since with telepath, and since.

    (242) Replaced nothing and with nothing, and. Deleted It must be kept as a Backpack Item or you may give it to Tanith to carry, in which case note this on your Action Chart..

    (244) Replaced this Item with this item.

    @@ -5083,15 +5092,16 @@

    (247) Replaced pin-points with pinpoints.

    (248) Replaced lips and with lips, and. Replaced all occurrences of Pipe with pipe.

    (249) Replaced time or with time, or. Replaced Chaos-Master with Chaos-master.

    -

    (250) Replaced alone I with alone, I. Replaced introduce . with introduce. Replaced Star and the with Star, and the. Replaced Academicians all with Academicians, all. Replaced names you with names, you. Replaced Academicians with Academicians. Replaced think mboy with think, mboy. Replaced nothing and with nothing, and. Replaced us Grey with us, Grey.

    +

    (250) Replaced alone I with alone, I. Replaced introduce . with introduce. Replaced Star and the with Star, and the. Replaced Academicians all with Academicians, all. Replaced names you with names, you. Replaced Academicians with Academicians. Replaced think mboy with think, mboy. Replaced nothing and with nothing, and. Replaced us Grey with us, Grey. Replaced professor and with professor, and. Replaced fears and with fears, and.

    (251) Replaced them but with them, but.

    +

    (252) Replaced veins; lose with veins: lose.

    (262) Replaced surprise the with surprise, the.

    (264) Replaced apprehensive you with apprehensive, you.

    (267) Replaced and within seconds a with and, within seconds, a.

    (268) Replaced point you with point, you.

    (271) Replaced Pipe with pipe.

    (272) Replaced flame you with flame, you.

    -

    (273) Replaced disappears and with disappears, and.

    +

    (273) Replaced disappears and with disappears, and. Replaced voice, we with voice. We. Replaced Tanith, we with Tanith. We.

    (274) Replaced threat but with threat, but.

    (276) Replaced I . with I. Replaced all occurrences of Chaos-Master with Chaos-master.

    (283) Replaced you but with you, but.

    @@ -5100,7 +5110,7 @@

    (287) Deleted It must be kept as a Backpack Item or you may give it to Tanith to carry, in which case note this on your Action Chart..

    (289) Replaced seconds a with seconds, a.

    (290) Replaced Chaos bird with Chaos-bird.

    -

    (291) Replaced well Jahksa with well, Jahksa.

    +

    (291) Replaced well Jahksa with well, Jahksa. Replaced Shasark; an with Shasarak: an.

    (292) Replaced sheer and with sheer, and.

    (293) Replaced settlement but with settlement, but.

    (294) Replaced points you with points, you.

    @@ -5112,13 +5122,13 @@

    (302) Replaced change and with change, and.

    (303) Replaced reboard with re-board. Replaced Screaming Statue with Screaming God.

    (305) Replaced all occurrences of Items with items.

    -

    (306) Replaced Moonstone and with Moonstone, and.

    -

    (309) Replaced all occurrences of Chaos-Master with Chaos-master.

    +

    (306) Replaced Moonstone and with Moonstone, and. Replaced all; merely with all: merely.

    +

    (309) Replaced all occurrences of Chaos-Master with Chaos-master. Replaced remorse and with remorse, and.

    (312) Replaced moments the with moments, the.

    (313) Replaced Pipe with pipe.

    (315) Replaced people but with people, but.

    (317) Replaced help and with help, and.

    -

    (319) Replaced all occurrences of vial with Vial. Replaced Ezeran acid with Ezeran Acid.

    +

    (319) Replaced all occurrences of vial with Vial. Replaced Ezeran acid with Ezeran Acid. Replaced poweder and with powder, and.

    (320) Replaced creatures but with creatures, but. Replaced weapons but with weapons, but.

    (322) Replaced combat but with combat, but. Replaced greatest with greater. Added and wish to cease fighting,.

    (326) Replaced cry another with cry, another. Replaced lips and, suddenly, your with lips, and suddenly your. Replaced all occurrences of Pipe with pipe.

    diff --git a/04wotw.xml b/04wotw.xml index c0216e2..7c40a56 100755 --- a/04wotw.xml +++ b/04wotw.xml @@ -214,7 +214,7 @@

    There are thirteen Magical Powers, the first seven of which are called the Lesser Magicks. Possession of the Moonstone reveals to you the secret of the Magical Powers known as the Higher Magicks, of which there are six. If this is your first Grey Star adventure, you may choose five Lesser Magicks and four Higher Magicks. If you have successfully completed any of the previous Grey Star adventures, you may choose six Lesser Magicks and five Higher Magicks.

    - +

    The Magical Powers available to you are listed below. When you have chosen your powers enter them in the Magical Powers section of your Action Chart.

    -- 2.34.1