X-Git-Url: https://git.projectaon.org/?a=blobdiff_plain;f=01gstw.xml;h=a4527162bf25eef07445bb41201bd5390ae90c98;hb=ee35ea2fc49adbfcf83b947403b572e2ce069c79;hp=3bccffe0f4ff4d04d8244880d56aab8edb495d79;hpb=ad29f04ac5128eb00179e8bffceb1f2e54d55447;p=project-aon.git diff --git a/01gstw.xml b/01gstw.xml index 3bccffe..a452716 100755 --- a/01gstw.xml +++ b/01gstw.xml @@ -1,9 +1,5 @@ - - %xhtml.characters; - %general.links; @@ -13,175 +9,44 @@ %general.inclusions; ]> - - - + Grey Star the Wizard Ian Page and Joe Dever - Ian Page
Edited by Joe Dever
+ + Ian Page + Illustrated by Paul Bonner + Edited by Joe Dever + &inclusion.ian.page.bio.gs; &inclusion.joe.dever.bio.gs; &inclusion.paul.bonner.bio.gs; Project Aon - 200572 + 2007831 -

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

-

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

+

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.

The time has now come. You must find the legendary Moonstone and with its power crush the evil Wytch-king of Shadaki. For only you can save the land of your birth from the cruel grip of his empire. But be warned! Ahead lies a terrifying journey into the unknown where survival or death confronts you with every turn of the page.

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

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

- Concept copyright © 1985 Joe Dever and Gary Chalk.
Text copyright © 1985 Ian Page.
Illustrations copyright © 1985 Paul Bonner.
+ + Concept copyright 1985 Joe Dever and Gary Chalk. + Text copyright 1985 Ian Page. + Illustrations copyright 1985 Paul Bonner. + -

Concept copyright © 1985 Joe Dever and Gary Chalk
Text copyright © 1985 Ian Page.
Illustrations copyright © 1985 Paul Bonner.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

+

+ Concept copyright 1985 Joe Dever and Gary Chalk + Text copyright 1985 Ian Page. + Illustrations copyright 1985 Paul Bonner. + Distribution of this Internet Edition is restricted under the terms of the Project Aon License. +

@@ -207,7 +72,10 @@ Change Log: -

To Joe Dever,
without whom&ellips;

+

+ To Joe Dever, + without whom +

@@ -229,23 +97,52 @@ Change Log:
Transcription
-
Ryan Cross
Max Silvestri
+
+ Ryan Cross + Max Silvestri +
Illustration Transcription
-
Jonathan Blake
Simon Osborne
+
+ Jonathan Blake + Simon Osborne +
XML
-
Jonathan Blake
Jeff Dougan
Thomas Wolmer
-
Alternate Illustrations
-
JC Alvarez (action charts)
Jonathan Blake (extramatter charts and tables)
Christopher Lundgren (map and small illustrations)
+
+ Jonathan Blake + Jeff Dougan + Thomas Wolmer +
+
Replacement Illustrations
+
+ JC Alvarez (action charts) + Jonathan Blake (extramatter charts and tables) + Christopher Lundgren (map and small illustrations) +
Proofreading
-
Ryan Cross (front matter and sections 1&endash;105)
Simon Osborne (sections 106&endash;350)
+
+ Ryan Cross (frontmatter and sections 1105) + Simon Osborne (sections 106350) +
Editing
-
Ryan Cross
Mike Feldman
Ingo Klöcker
Simon Osborne
+
+ Ryan Cross + Mike Feldman + Ingo Klcker + LeRoy McSwain + Simon Osborne +
+
+ Jonathan Blake + Ingo Klcker +
-->
Coordination
-
Jonathan Blake
Thomas Wolmer
+
+ Jonathan Blake + Thomas Wolmer +
Special Thanks
-
David Davis
+
David Davis and Patrick Kalinauskas
@@ -261,33 +158,33 @@ Change Log: -

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

+

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

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

-

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

+

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

+

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

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

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

-

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

+

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

- The Story So Far&ellips; + The Story So Far<ch.ellips/>

You are Grey Star, trained in the secret arts of a Shianti wizard. Sixteen years have passed since you arrived on the Isle of Lorn, the hidden realm of the Shianti race, when you are called to a meeting of your Shianti masters.

-

Grey Star, says Acarya, High Wizard of the Shianti, you have been summoned to this meeting so that we may lay before you a quest of great importance. Your people, the race of man, are slaves of an evil tyrant, Shasarak the Wytch-king of Shadaki. He has made pacts with demons and has captured the spirits of the dead who do his bidding as undead slaves. He has the power to control the minds of men; none can resist him and the land of your birth cries out in fear of the cruel hand that crushes its heart. No power remains intact to challenge the might of the Wytch-king. Our ancient vow to the Goddess Ishir forbids us from intervening in the fate of man, and the Moonstone now lies hidden on another plane. We have taught you the ways of Shianti magic in the hope that one day you would take up this quest&emdash;to recover the Moonstone and use its power to destroy the Wytch-king. You are human. No vow prohibits you from leaving the Isle of Lorn, nor are you forbidden to aid mankind in any way you choose. No charge is laid upon you to accept the quest, yet if you refuse, your people will be doomed to a choice between slavery and destruction at the hands of the Wytch-king of Shadaki.

+

Grey Star, says Acarya, High Wizard of the Shianti, you have been summoned to this meeting so that we may lay before you a quest of great importance. Your people, the race of man, are slaves of an evil tyrant, Shasarak the Wytch-king of Shadaki. He has made pacts with demons and has captured the spirits of the dead who do his bidding as undead slaves. He has the power to control the minds of men; none can resist him and the land of your birth cries out in fear of the cruel hand that crushes its heart. No power remains intact to challenge the might of the Wytch-king. Our ancient vow to the Goddess Ishir forbids us from intervening in the fate of man, and the Moonstone now lies hidden on another plane. We have taught you the ways of Shianti magic in the hope that one day you would take up this questto recover the Moonstone and use its power to destroy the Wytch-king. You are human. No vow prohibits you from leaving the Isle of Lorn, nor are you forbidden to aid mankind in any way you choose. No charge is laid upon you to accept the quest, yet if you refuse, your people will be doomed to a choice between slavery and destruction at the hands of the Wytch-king of Shadaki.

Bravely and without hesitation, you give Acarya your decision, but your voice trembles as you speak: I accept the quest of the Moonstone. What must I do?

There are sighs of relief all round. You have made us proud this day, son of man, says Acarya, smiling. The Moonstone lies hidden in the Daziarn plane, which can only be entered by locating its portal. We know this can be found in the lands of men: it is called the Shadow Gate. However, it rarely remains in any one location for more than a day and is invisible to human sight. For this reason you must seek out the Lost Tribe of Lara, a race of primitive but magical creatures we call the Kundi. They possess the gift of astral vision, which enables them to see the Shadow Gate. Once, long ago, the Kundi inhabited the forests and mountains of Lara. Before the Shadakine army invaded the free provinces of the south, they passed through the mountains of Lara, using the Morn Pass. There the Shadakine army were frequently ambushed and delayed by the Kundi, who always disappeared into the safety of the forests before the Shadakine could retaliate. Finally, in desperation, the Wytch-king burnt the forests, and the Kundi were forced to flee. To this day, no one is sure where the Kundi went, and consequently men refer to them as the Lost Tribe of Lara. Your first task is to find the lost tribe and persuade them to guide you to the Shadow Gate. Your training is incomplete but you must begin without delay. The Shadakine Empire now stretches to the very shores of the Sea of Dreams, and the power of the Wytch-king grows with each passing day. Our presence is known to him and his attention is often turned towards us, probing our defences and testing the measure of our powers. He is hungry for new conquest, and though he fears us, the day is sure to come when he will cross the Sea of Dreams to challenge the Shianti.

-

Acarya places his hands upon your shoulders and looks deeply into your eyes. The fate of humanity and of the Shianti depends on the success of your quest. Find the Moonstone, Grey Star.&ellips; You are our only hope; if you fail then all is lost.

+

Acarya places his hands upon your shoulders and looks deeply into your eyes. The fate of humanity and of the Shianti depends on the success of your quest. Find the Moonstone, Grey Star. You are our only hope; if you fail then all is lost.

@@ -299,15 +196,18 @@ Change Log: -

It is possible for your WILLPOWER to fall below zero. For example, if you are the victim of an attack that drains your WILLPOWER, your score may be forced below zero. If your WILLPOWER falls to zero or below, you will not be able to cast spells or use your Wizard's Staff until your score is again above zero.

+

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

+

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

+

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

+

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

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

-

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

+

Before you set off on your adventure, you must discover how well your Shianti masters have prepared you for your quest by determining your fighting prowessCOMBAT SKILLyour state of mindWILLPOWERand your physical staminaENDURANCE. To do this take a pencil and, with eyes closed, point with the blunt end of it on to the Random Number Table. If you pick 0 it counts as zero.

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

-

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

-

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

+

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.

@@ -316,9 +216,12 @@ Change Log: - + +

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.

@@ -362,7 +265,7 @@ Change Log: -

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

+

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

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

@@ -483,7 +386,7 @@ Change Log:
- Wizard's Staff + Wizard<ch.apos/>s Staff @@ -500,7 +403,7 @@ Change Log: -

Your Staff is your most valuable possession. It looks and feels like an ordinary quarterstaff, yet it is stronger than any known metal. This is your main combat weapon, for you are untrained in the use of any other form of armed combat. It contains a potent force that is unleashed at will by the power of your mind, and causes a beam of destructive power to hurtle from its tip. Every time you unleash this power you must deduct 1 WILLPOWER point.

+

Your Staff is your most valuable possession. It looks and feels like an ordinary quarterstaff, yet it is stronger than any known metal. This is your main combat weapon, for you are untrained in the use of any other form of armed combat. It contains a potent force that is unleashed at will by the power of your mind, and causes a beam of destructive power to hurtle from its tip. Every time you unleash this power you must deduct 1 WILLPOWER point.

In the event that your enemy survives such an attack or should you fall victim to a surprise attack, you will be forced to engage in close combat and must attempt to strike your enemy with the Staff. If your attack is successful, a bolt of energy will be released from the Staff that is capable of inflicting great physical harm. If you wish to increase the amount of damage that you inflict in this way, you must use more WILLPOWER points and multiply the number of ENDURANCE points lost by the enemy, accordingly. For example, if you chose to expend 3 WILLPOWER points on your attack, all enemy ENDURANCE point losses would be multiplied by three.

If you enter combat without your Staff, deduct 6 points from your COMBAT SKILL If you have no weapon at all, you must deduct 8 points from your COMBAT SKILL.

@@ -518,15 +421,15 @@ Change Log: -

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

-

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

+

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

+

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

-

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

+

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

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

-

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

+

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

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

    @@ -555,12 +458,12 @@ Change Log:

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

      -
    • Wizard's Staff&emdash;Carried in the hand.
    • -
    • Backpack&emdash;slung over the shoulder.
    • -
    • Meals&emdash;carried in the Backpack.
    • -
    • Jewelled Dagger&emdash;tucked into your belt.
    • -
    • Magic Talisman&emdash;worn on a chain around your neck
    • -
    • Vial of Laumspur&emdash;carried in the Backpack.
    • +
    • Wizards Staffcarried in the hand.
    • +
    • Backpackslung over the shoulder.
    • +
    • Mealscarried in the Backpack.
    • +
    • Jewelled Daggertucked into your belt.
    • +
    • Magic Talismanworn on a chain around your neck
    • +
    • Vial of Laumspurcarried in the Backpack.
@@ -571,7 +474,7 @@ Change Log:
Weapons
-
The maximum number of weapons that you may carry is two. Your Wizard's Staff counts as one weapon.
+
The maximum number of weapons that you may carry is two. Your Wizards Staff counts as one weapon.
Backpack Items
These must be stored in your Backpack. Because space is limited, you may only keep a maximum of eight articles, including Meals, in your Backpack at any one time.
@@ -596,7 +499,7 @@ Change Log:
Weapons
-
Your COMBAT SKILL depends on your Wizard's Staff. If you do not possess your Staff when you enter combat you must deduct 6 points from your COMBAT SKILL. If you enter a combat without a weapon, deduct 8 points from your COMBAT SKILL and fight with your bare hands. If you find a weapon during the adventure, you may pick it up and use it. (Remember that you can only carry two weapons at once.)
+
Your COMBAT SKILL depends on your Wizards Staff. If you do not possess your Staff when you enter combat you must deduct 6 points from your COMBAT SKILL. If you enter a combat without a weapon, deduct 8 points from your COMBAT SKILL and fight with your bare hands. If you find a weapon during the adventure, you may pick it up and use it. (Remember that you can only carry two weapons at once.)
Backpack Items
During your travels you will discover various useful items which you may wish to keep. (Remember that you can only carry a maximum of eight items in your Backpack at any one time.) You may exchange or discard them at any point when you are not involved in combat.
@@ -623,8 +526,8 @@ Change Log: -

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

-

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

+

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

+

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

The sequence for combat is as follows:

  1. @@ -632,26 +535,26 @@ Change Log:
  2. Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

  3. -

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

    +

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

    Example

    -

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

  4. +

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

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

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

    Example

    -

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

    +

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

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

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

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

  12. 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.

@@ -678,8 +581,8 @@ Change Log:

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 Wizard's 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!

@@ -695,7 +598,7 @@ Change Log: 1 -

It is a grim, chill morning, your last on the Isle of Lorn. With quaking heart, you enter the sacred temple of Amida to receive the silent blessing of your Shianti masters. They stand around you, heads bowed in meditation. At length, the ceremony ends and Maiteya, your old friend and teacher, steps forward, and grasps you firmly by the shoulders. You look into his glittering eyes and see yourself reflected there, for the eyes of the Shianti race are not coloured like man's but have pupils that cast reflections like mirrored glass.

+

It is a grim, chill morning, your last on the Isle of Lorn. With quaking heart, you enter the sacred temple of Amida to receive the silent blessing of your Shianti masters. They stand around you, heads bowed in meditation. At length, the ceremony ends and Maiteya, your old friend and teacher, steps forward, and grasps you firmly by the shoulders. You look into his glittering eyes and see yourself reflected there, for the eyes of the Shianti race are not coloured like mans but have pupils that cast reflections like mirrored glass.

Paul Bonner @@ -704,7 +607,7 @@ Change Log: -

Grey Star, he says, a warm smile lighting his serene face, the time has come for you to leave. Far will you travel and perilous is your course. Be not afraid, yet do not fear caution. Though you go with the teaching and blessing of the Shianti and carry the might of the Wizard's Staff, stealth and secrecy will be your allies. Let not courage defeat wisdom. Go now and seek the Kundi race that are called the Lost Tribe of Lara. You are the instrument of our will, bearer of our hope. Ever will your quest be in our minds and hearts.

+

Grey Star, he says, a warm smile lighting his serene face, the time has come for you to leave. Far will you travel and perilous is your course. Be not afraid, yet do not fear caution. Though you go with the teaching and blessing of the Shianti and carry the might of the Wizards Staff, stealth and secrecy will be your allies. Let not courage defeat wisdom. Go now and seek the Kundi race that are called the Lost Tribe of Lara. You are the instrument of our will, bearer of our hope. Ever will your quest be in our minds and hearts.

Without a word, you turn and leave the temple, not looking back until you reach the shore, where a sail boat awaits you. With a gentle sigh, you bid farewell to the island of your youth and push the little craft into the cold waters of the Sea of Dreams. You jump into the boat and set sail, making a westward course for the distant mainland of the Shadakine Empire.

If you have the Magical Power of Elementalism and wish to use it to aid your voyage, turn to 202. If you do not possess this Power, or do not wish to use it, turn to 168. @@ -749,6 +652,13 @@ Change Log:

You hurl a bolt from your Staff at the plant that threatens Shan. It is quickly destroyed by the searing blue flame, but the effort has cost you 2 WILLPOWER points.

+ + + Paul Bonner + + + +

Suddenly, you are aware that creepers are clutching at your legs. As you crash to the ground, a tendril coils around your throat and pulls you towards the poison barbs of another Yaku plant. You are being slowly strangled to death and must lose 3 ENDURANCE points.

Turn to 42.
@@ -758,7 +668,7 @@ Change Log: 6 -

You push onwards into the heart of the Dragon's Teeth. The sun beats savagely on your heads. You lose 4 ENDURANCE points due to heat exhaustion before you reach the far side of the gorge and sight the Great Wall of Azakawa.

+

You push onwards into the heart of the Dragons Teeth. The sun beats savagely on your heads. You lose 4 ENDURANCE points due to heat exhaustion before you reach the far side of the gorge and sight the Great Wall of Azakawa.

In the evening light you regard with awe the towering cliff-face, stretching like a vast curtain of rock from east to west as far as the eye can see.

You press on, anxious to reach the Azanam by nightfall.

Turn to 325. @@ -769,12 +679,12 @@ Change Log: 7 -

You learn that the girl's name is Tanith. She is a novice in the ways of witchcraft and is in the service of Mother Magri, her protector and guardian. She is very beautiful and has long, dark, unkempt hair and wild green eyes. They say that you are a wizard and that you challenged the truthsay of the Kazim Stone, she says, curiously.

+

You learn that the girls name is Tanith. She is a novice in the ways of witchcraft and is in the service of Mother Magri, her protector and guardian. She is very beautiful and has long, dark, unkempt hair and wild green eyes. They say that you are a wizard and that you challenged the truthsay of the Kazim Stone, she says, curiously.

Of course, you reply, a little boastfully, wishing to impress this ragged but winsome creature.

That is very bad, she says, shaking her head. Mother Magri will have you tortured. The ways of the Shadaki are very cruel. Tonight, you will be taken to the Darkling Room and you will experience great pain and terror.

Then I must escape this place, you say, fearfully. Can you help me?

-

Tanith gazes at you, a frightened expression on her face. No&ellips; No&ellips; The danger&ellips; I cannot&ellips; I dare not! She takes a dried flower from the pocket of her dress, and sprinkles its powdered petals into your food. This will help fortify you before your ordeal, she explains, her voice trembling. I can do no more.

-

She jumps to her feet. I'm sorry&ellips; She falters, a longing note in her voice, and then she disappears.

+

Tanith gazes at you, a frightened expression on her face. No No The danger I cannot I dare not! She takes a dried flower from the pocket of her dress, and sprinkles its powdered petals into your food. This will help fortify you before your ordeal, she explains, her voice trembling. I can do no more.

+

She jumps to her feet. Im sorry She falters, a longing note in her voice, and then she disappears.

Turn to 270.
@@ -804,7 +714,7 @@ Change Log:

You get up and walk over to Tanith, who looks up with a startled expression.

-

Grey Star, she gasps, I&ellips; I could not resist. I am sorry&ellips;

+

Grey Star, she gasps, I I could not resist. I am sorry

If you have the Kazim Stone, turn to 51. If you do not, turn to 90.
@@ -825,8 +735,12 @@ Change Log:
12 + +

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

+
+ -

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

+

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

Turn to 325.
@@ -835,7 +749,7 @@ Change Log: 13 -

The forest is very near and it is a dark night. Fortunately, you have not been seen. Diving into the undergrowth at the forest's edge, you lie as still as possible as the Shadakine chariot rattles past at breakneck speed. The vicious blades on the wheel hubs flash as the chariot passes dangerously close to your hiding place.

+

The forest is very near and it is a dark night. Fortunately, you have not been seen. Diving into the undergrowth at the forests edge, you lie as still as possible as the Shadakine chariot rattles past at breakneck speed. The vicious blades on the wheel hubs flash as the chariot passes dangerously close to your hiding place.

Paul Bonner @@ -861,7 +775,7 @@ Change Log: 15 -

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

+

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

@@ -877,7 +791,7 @@ Change Log:

When you agree to the paltry price of 20 Nobles, the old man brightens visibly. He hands you the 20 jade stones and you place them in the pocket of your robe. Mark these on your Action Chart.

You try to coax some information from him and ask about the legend of the Lost Tribe of Lara. However, he is reluctant to talk, looking away from you and shifting uneasily from one foot to the other, seemingly anxious to be gone.

-

Try the Inn of the Laughing Moon at the end of yonder street, he mutters finally. You'll find plenty of traveller's talk there.

+

Try the Inn of the Laughing Moon at the end of yonder street, he mutters finally. Youll find plenty of travellers talk there.

Following the direction of his finger, you see a dark, narrow street leading from the harbour area. When you turn back to face him, you find that you are alone. The old man has disappeared into the night.

If you want to enter the narrow street, turn to 200. If you would rather explore the harbour front, turn to 100. @@ -897,7 +811,7 @@ Change Log: 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.

@@ -908,10 +822,10 @@ Change Log: -

There is a pause while you all consider the problem. Finally you ask if they have any suggestions. Shan's advice is to journey south to the Azanam, which he believes to be the most likely haunt of the lost tribe, and he offers to guide you there.

-

But if you are wrong, says Tanith, we will have journeyed far and into great danger unnecessarily. We need guidance. Three days' travel to the north of here lives Jnana the Wise, a hermit sage, He Who Serves No Master. I can take you to him.

+

There is a pause while you all consider the problem. Finally you ask if they have any suggestions. Shans advice is to journey south to the Azanam, which he believes to be the most likely haunt of the lost tribe, and he offers to guide you there.

+

But if you are wrong, says Tanith, we will have journeyed far and into great danger unnecessarily. We need guidance. Three days travel to the north of here lives Jnana the Wise, a hermit sage, He Who Serves No Master. I can take you to him.

If you have the Medallion of the Redeemer and the Vial of Pink Liquid, turn to 264. - If you decide to take Shan's advice, turn to 190. + If you decide to take Shans advice, turn to 190. If you wish to seek the counsel of Jnana the Wise, turn to 134.
@@ -923,7 +837,7 @@ Change Log:

The tunnel is very narrow and you have to crawl on your hands and knees. It slopes gently upwards, and as you continue, your body is squeezed tighter and tighter between the smooth stone walls. You feel that you must soon suffocate in the claustrophobic darkness. Then, finally and with great relief, you reach the end of the tunnel and pull yourself through, panting and sweating.

It is still pitch dark, but you are able to stand, and you sense that you are in some kind of cavern.

If you have a Torch and Tinderbox and wish to light the Torch in order to take a look around, turn to 35. - If you would rather exert 1 WILLPOWER point to create a small glow from your Wizard's Staff, turn to 46. + If you would rather exert 1 WILLPOWER point to create a small glow from your Wizards Staff, turn to 46. If you do not have either of these items, or do not wish to use them, turn to 59.
@@ -941,12 +855,12 @@ Change Log: 21 -

You journey along the road and, to Shan's surprise, discover that it is deserted. I can't 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. I'll see if I can get some information out of these merchants about the road that lies ahead.

+

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 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.

-

We'll have to keep to the cover of the forest from now on, you say, worried. You enter the forest and continue your journey cautiously.

+

Well have to keep to the cover of the forest from now on, you say, worried. You enter the forest and continue your journey cautiously.

Turn to 39.
@@ -956,7 +870,7 @@ Change Log:

You run up the curving tunnel but are forced to stop after a little way. The low-ceilinged passage is now in total darkness, and you cannot even see your hand stretched out before your face.

-

If you have a Torch and Tinderbox, you may light the Torch to help you to see your way. If you do not have a Torch, or would prefer not to use it, you may expend 1 WILLPOWER point creating a light from the tip of your Wizard's Staff. This light will last until you extinguish it, and you will not have to use any more WILLPOWER points to keep it alight.

+

If you have a Torch and Tinderbox, you may light the Torch to help you to see your way. If you do not have a Torch, or would prefer not to use it, you may expend 1 WILLPOWER point creating a light from the tip of your Wizards Staff. This light will last until you extinguish it, and you will not have to use any more WILLPOWER points to keep it alight.

If you choose to continue in darkness, turn to 122. If you choose to light your way, turn to 334.
@@ -966,7 +880,7 @@ Change Log: 23 -

Stepping as lightly as you can, you turn right, with Shan following close behind. At the end of the corridor are two stairways&emdash;both leading upwards.

+

Stepping as lightly as you can, you turn right, with Shan following close behind. At the end of the corridor are two stairwaysboth leading upwards.

If you have the Power of Prophecy and wish to use it, turn to 92. (Note this section number first as you will need to return to it later.) If you wish to take the left stairway, turn to 137. If you wish to take the right stairway, turn to 321. @@ -1037,7 +951,7 @@ Change Log: -

It becomes increasingly hard to remain close to the river's edge without clusters of Yaku tendrils blocking your path.

+

It becomes increasingly hard to remain close to the rivers edge without clusters of Yaku tendrils blocking your path.

If you wish to move further away from the Azan River and the difficult ground that borders it, turn to 54. If you would prefer to keep to the river, thus following a direct path to the Wall of Azakawa and the cloud forests of the Azanam that lie beyond, turn to 104.
@@ -1045,17 +959,21 @@ Change Log:
30 + + +

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

+
-

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

-

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

+

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

+

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

Turn to 128.
31 - +

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

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

@@ -1068,7 +986,7 @@ Change Log: 32 -

Skilfully you wield your Staff, shielding yourself from the creature's deadly touch as it passes overhead. You watch as the Quoku climbs in the sky, flying in a wide circle to position itself for its next attack.

+

Skilfully you wield your Staff, shielding yourself from the creatures deadly touch as it passes overhead. You watch as the Quoku climbs in the sky, flying in a wide circle to position itself for its next attack.

Suddenly, the Quoku dives towards Shan.

If you wish to attempt a long-range attack on the Quoku, turn to 107. If you wish to try to defend Shan from the attack, turn to 57. @@ -1079,7 +997,7 @@ Change Log: 33 -

Tanith is talking quietly, addressing her words to the fire. No Mother, I will not&ellips; I cannot&ellips; A diminutive figure shivering by the dwindling fire, she is obviously greatly distressed. Perhaps her conscience troubles her?

+

Tanith is talking quietly, addressing her words to the fire. No Mother, I will not I cannot A diminutive figure shivering by the dwindling fire, she is obviously greatly distressed. Perhaps her conscience troubles her?

If you wish to investigate, turn to 10. If you wish to leave Tanith to the privacy of her own thoughts, turn to 69.
@@ -1090,7 +1008,7 @@ Change Log:

The alley is deserted. Peering into the dark shadows, you step cautiously into the darkness. Suddenly you are grabbed from behind and a knife is held at your throat.

-

Turn around, a voice whispers, menacingly. Slowly, or I'll cut your throat. Then hand over your money.

+

Turn around, a voice whispers, menacingly. Slowly, or Ill cut your throat. Then hand over your money.

Slowly you turn to face the shabby thief.

@@ -1119,13 +1037,13 @@ Change Log: -

My name is Tanith, the girl announces. What's yours? You tell her your name, still stunned at her apparent coldness.

-

I am learning the ways of witchcraft in the service of Mother Magri, she continues. She says you're a wizard; is that true?

-

Of course, you reply, a little boastfully. For some reason, you wish to impress this beautiful, young girl with wild, unkempt hair&emdash;all ragged and black&emdash;and penetrating, green eyes.

+

My name is Tanith, the girl announces. Whats yours? You tell her your name, still stunned at her apparent coldness.

+

I am learning the ways of witchcraft in the service of Mother Magri, she continues. She says youre a wizard; is that true?

+

Of course, you reply, a little boastfully. For some reason, you wish to impress this beautiful, young girl with wild, unkempt hairall ragged and blackand penetrating, green eyes.

That is very bad. Mother Magri will have you tortured as an enemy of the Wytch-king. She will take you to the Darkling Room.

Then I must escape, you blurt out. Can you help me?

-

I've often dreamed of leaving here, she says wistfully. Perhaps you could take me with you?

-

Yes&ellips; yes, you say, willing her to aid you. She pauses, a blank expression on her face. But it would take more than a boy and a fat man to do that, she snaps angrily, suddenly breaking into peals of girlish laughter. And she flounces away wearing a smug expression, and leaving you with your hopes shattered.

+

Ive often dreamed of leaving here, she says wistfully. Perhaps you could take me with you?

+

Yes yes, you say, willing her to aid you. She pauses, a blank expression on her face. But it would take more than a boy and a fat man to do that, she snaps angrily, suddenly breaking into peals of girlish laughter. And she flounces away wearing a smug expression, and leaving you with your hopes shattered.

She must have come to taunt us, says Shan. Such spiteful people these Shadakine! You finish your food and try to conceive a plan that will gain your freedom.

If you wish to try to sleep in order to build up your strength, turn to 201. If you do not wish to sleep, turn to 144. @@ -1136,7 +1054,7 @@ Change Log: 37 -

A quick search of the body reveals the Jailer's 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. @@ -1158,7 +1076,7 @@ Change Log: 39 -

Moving under cover of the forest's edge, Shan leads the way along a worn path. Unexpectedly, he stops, head tilted to one side, listening intently. What is it? you whisper.

+

Moving under cover of the forests edge, Shan leads the way along a worn path. Unexpectedly, he stops, head tilted to one side, listening intently. What is it? you whisper.

I heard a shout, ahead of us. Listen! In the distance, you can hear angry voices and the ring of steel against steel. Cautiously, you creep forward and peer through the dense undergrowth.

@@ -1169,8 +1087,8 @@ Change Log:

Six armoured knights, clad in blue and red robes, are battling with twenty Shadakine warriors. The knights are defending a heavily laden wagon that stands in the middle of a wide stone bridge. Perched on the wagon sits an unarmed man, richly clothed, looking fearfully upon the battle. He and his knights are outnumbered. Though skilled swordsmen, as the many Shadakine dead attest, they are hard-pressed, and have little chance of holding the bridge.

-

They don't stand a chance, you murmur.

-

But these are no ordinary soldiers, replies Shan. Look at the design on their shields&emdash;a mountain crowned with two stars. They bear the Royal Arms of Durenor. These are Knights of the White Mountain, warrior lords of Durenor, a free kingdom in the far north.

+

They dont stand a chance, you murmur.

+

But these are no ordinary soldiers, replies Shan. Look at the design on their shieldsa mountain crowned with two stars. They bear the Royal Arms of Durenor. These are Knights of the White Mountain, warrior lords of Durenor, a free kingdom in the far north.

If you are to continue your journey south along the Azan River, you will have to somehow pass this battle without the Shadakine seeing you.

If you wish to go to the aid of the Knights of the White Mountain, turn to 55. If you wish to try to skirt around the battle and cross the road, turn to 208. @@ -1194,7 +1112,7 @@ Change Log: 41 -

You are running down a long winding passage. There are many doors leading from the corridor but you have no way of knowing which to open. You look ahead and a chill runs down your spine. At the far tend of the passage you see someone approaching, wielding a tall staff.

+

You are running down a long winding passage. There are many doors leading from the corridor but you have no way of knowing which to open. You look ahead and a chill runs down your spine. At the far end of the passage you see someone approaching, wielding a tall staff.

Turn to 349.
@@ -1203,7 +1121,7 @@ Change Log: 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 Wizard's 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. @@ -1214,11 +1132,11 @@ Change Log: 43 -

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

+

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

-

The lake is very wide. The roar from the Shenwu Falls is deafening. The waters fall hundreds of feet before cascading into the swirling currents below. Beyond the area of the waterfall the lake is strangely still. A writhing mist hangs suspended in the air. The mist is strangely luminous and allows you to see the foul yellow water beneath. Around the edge of the lake, the ground is completely bare; you cannot see a single living thing. You empty Shan's Backpack and discover the following items:

+

The lake is very wide. The roar from the Shenwu Falls is deafening. The waters fall hundreds of feet before cascading into the swirling currents below. Beyond the area of the waterfall the lake is strangely still. A writhing mist hangs suspended in the air. The mist is strangely luminous and allows you to see the foul yellow water beneath. Around the edge of the lake, the ground is completely bare; you cannot see a single living thing. You empty Shans Backpack and discover the following items:

You may take any of these items. Carry them in your Herb Pouch unless otherwise indicated. Remember to mark the items you take on your Action Chart.

Turn to 15. @@ -3045,7 +3016,7 @@ Change Log: 196 -

You twist your body in the air and leap to the ground. The frenzied crowd have focused all their attention and hatred on the remaining Shadakine warrior, allowing you to lose yourself in the throng. Pushing and shoving, you battle through the press of bodies and try not to think about the warrior's ghastly fate at the hands of the bloodthirsty mob.

+

You twist your body in the air and leap to the ground. The frenzied crowd have focused all their attention and hatred on the remaining Shadakine warrior, allowing you to lose yourself in the throng. Pushing and shoving, you battle through the press of bodies and try not to think about the warriors ghastly fate at the hands of the bloodthirsty mob.

You are standing at the corner of a dark, narrow street that leads out of the harbour. The only other exit is the crowded main entrance, through which people are still pouring, attracted by the commotion.

If you wish to leave the harbour by the main entrance, turn to 50. If you wish to leave the harbour by the narrow street, turn to 40. @@ -3085,7 +3056,7 @@ Change Log:

You are standing in a small dell. Ahead lies the Suhni River and beyond the river, a forest. Come, says Tanith, there is a bridge nearby. We must cross the bridge to gain the safety of the forest before we can rest.

-

The witch speaks the truth, comments Shan, returning the girl's icy glare contemptuously. Though you have barely rested, you continue onwards, coming at last to a wide road that crosses the Suhni River by means of a large, ornate bridge.

+

The witch speaks the truth, comments Shan, returning the girls icy glare contemptuously. Though you have barely rested, you continue onwards, coming at last to a wide road that crosses the Suhni River by means of a large, ornate bridge.

It will not be long before the Shadakine come searching for us, says Tanith. Have you a spell that would destroy this bridge and hinder their pursuit?

If you wish to destroy the bridge with the Power of Elementalism, turn to 31. If you would prefer to create a barrier with the aid of the Power of Sorcery, turn to 48. @@ -3130,7 +3101,7 @@ Change Log: 203 -

She swiftly retrieves her knife and wipes the blood on the dead man's tunic before pouncing on the two soldiers that threaten Shan.

+

She swiftly retrieves her knife and wipes the blood on the dead mans tunic before pouncing on the two soldiers that threaten Shan.

In seconds, you and Tanith have engaged the two remaining crossbowmen, much to the relief of Shan, whose eyes are now bulging with fear. The Shadakine offer no surrender, and you must fight them to the death. Since you have the aid of Tanith and Shan, you may add 4 points to your COMBAT SKILL for the duration of the fight.

2 Shadakine Crossbowmen1518 If you win, turn to 156. @@ -3139,11 +3110,15 @@ Change Log:
204 + + +

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

+
-

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

+

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

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

- As you are forcibly dragged to the ground you may fire at the heart of the nearest Yaku plant, which is only a Staff's length away, by turning to 329. + As you are forcibly dragged to the ground you may fire at the heart of the nearest Yaku plant, which is only a Staffs length away, by turning to 329. If you would prefer to attack the Yaku vine holding your right leg, turn to 279. If you wish to attack the Yaku vine on your left leg, turn to 304.
@@ -3155,7 +3130,7 @@ Change Log:

You push a key into the lock and turn it: it is the wrong key. Dismayed, you try another.

Suddenly, the door is pulled open from the other side. A Shadakine warrior stands in the doorway. With an astonished cry, he draws his sword and attacks.

-

Add 5 points to your COMBAT SKILL for the duration of this fight owing to the advantage of surprise and Shan's help.

+

Add 5 points to your COMBAT SKILL for the duration of this fight owing to the advantage of surprise and Shans help.

Shadakine Warrior1115 If you wish to evade this combat (which you may do at any time by fleeing down the right-hand exit), turn to 163. If you win the fight, turn to 176. @@ -3186,7 +3161,7 @@ Change Log:

As you emerge from the forest you see a detachment of five Shadakine warriors, carrying crossbows, marching along the road towards you. You are now trapped between them and the battle on the bridge.

- If you wish to attack the crossbowmen at long range with your Wizard's Staff, turn to 81. + If you wish to attack the crossbowmen at long range with your Wizards Staff, turn to 81. If you would prefer to charge the crossbowmen, using the element of surprise to full advantage, turn to 99.
@@ -3221,7 +3196,7 @@ Change Log: -

Focusing your mind, you reach out into the future, expending 1 WILLPOWER point. The way is not clear, but repeatedly you are shown a vision of the dead Shianti priest. You are being urged to raise the old priest's spirit.

+

Focusing your mind, you reach out into the future, expending 1 WILLPOWER point. The way is not clear, but repeatedly you are shown a vision of the dead Shianti priest. You are being urged to raise the old priests spirit.

If you wish to do this,
turn to 250. If you have already attempted the spell of Evocation or wish to ignore the vision, turn to 172 and select another Magical Power.
@@ -3253,7 +3228,7 @@ Change Log:

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. @@ -3265,21 +3240,22 @@ Change Log:

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

+

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

-

Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required WILLPOWER points. Tarama Seeds cannot be used to maintain the effect of a spell or in place of other drains on your WILLPOWER, like mental attacks. It also seems inappropriate to use a Tarama Seed in close combat where you could then decide to expend an infinite amount of WILLPOWER to automatically win a fight.

+

Tarama Seeds may be recorded as Special Items since they dont take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizards Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required WILLPOWER points. Tarama Seeds cannot be used to maintain the effect of a spell or in place of other drains on your WILLPOWER, like mental attacks. It also seems inappropriate to use a Tarama Seed in close combat where you could then decide to expend an infinite amount of WILLPOWER to automatically win a fight.

-

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

+

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

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

-

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

+

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

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

As a sign of his gratitude he offers you the following items:

You may take any of these items. Carry them in your Herb Pouch unless otherwise indicated, or unless you have no Herb Pouch, in which case carry them in your Backpack. Remember to mark the items on your Action Chart.

@@ -3302,10 +3278,10 @@ Change Log: 217 -

Cautiously, you begin to fish for information. The shrewd eyes of the innkeeper narrow, and he leans towards you, speaking in a low voice. If it's information you're after, you'd best remember that these are dangerous times, he says, and dangerous talk costs lives they say, if you take my meaning sir, he adds, stretching his upturned palm towards you.

-

You drop one Noble into his hand, but he only shakes his head saying, And life doesn't come cheap, now, does it sir?

+

Cautiously, you begin to fish for information. The shrewd eyes of the innkeeper narrow, and he leans towards you, speaking in a low voice. If its information youre after, youd best remember that these are dangerous times, he says, and dangerous talk costs lives they say, if you take my meaning sir, he adds, stretching his upturned palm towards you.

+

You drop one Noble into his hand, but he only shakes his head saying, And life doesnt come cheap, now, does it sir?

The innkeeper only closes his hand when you have given him another four Nobles. (Remember to cross these off your Action Chart.) Now then young master, what was it exactly that you wanted to know? Anxiously, you enquire after the legend of the Lost Tribe of Lara.

-

The Lost Tribe! he exclaims, incredulously. With a frightened expression, the innkeeper stands back. Never been outside Suhn in all my life, he splutters, and that's forbidden talk, against Shadakine law. You'd best try them over there, he says, pointing to a nearby table. They're travellers throughout these lands. The innkeeper pockets your money and dashes away to another part of the bar before you can protest.

+

The Lost Tribe! he exclaims, incredulously. With a frightened expression, the innkeeper stands back. Never been outside Suhn in all my life, he splutters, and thats forbidden talk, against Shadakine law. Youd best try them over there, he says, pointing to a nearby table. Theyre travellers throughout these lands. The innkeeper pockets your money and dashes away to another part of the bar before you can protest.

Turn to 105.
@@ -3325,7 +3301,7 @@ Change Log:

Before you can react, Shan is being enclosed in the deathly embrace of the venomous Quoku, its wings obscuring him from sight and sealing his inevitable doom. You shudder with revulsion and look away as a wave of nausea rises in your throat.

-

Hurriedly you take up Shan's backpack and move on to Lake Shenwu. You dare not look back.

+

Hurriedly you take up Shans backpack and move on to Lake Shenwu. You dare not look back.

Turn to 294.
@@ -3335,7 +3311,7 @@ Change Log:

In denying the dead, your soul is forfeit. Your spirit is wrenched from your body and hurled into the abyss to suffer eternal torment at the hands of the masters of darkness.

-

Your quest is over, but your torment continues&emdash;forever!

+

Your quest is over, but your torment continuesforever!

@@ -3345,8 +3321,8 @@ Change Log:

Very well, you say, lead on.

Tanith gives a sigh of relief and points towards the antechamber of Mother Magri. This way, she says, running into the room. With Shan muttering about death and destruction, betrayal and butchery, you follow her.

-

Casas Indu, she calls, and a hidden door slides open, revealing a dark space behind. It's a secret passage, she explains. Here is your Staff and Backpack. She takes a torch from the wall, and its light reveals a small compartment roughly hewn from stone and a sloping passage heading downwards. You take the Backpack and Staff from their hiding place and turn to Tanith. What now? you ask.

-

Down the passage&emdash;hurry! she replies. You and Shan run down the passage. Tanith follows swiftly. Casas Sendra, she intones, and the secret door slides shut.

+

Casas Indu, she calls, and a hidden door slides open, revealing a dark space behind. Its a secret passage, she explains. Here is your Staff and Backpack. She takes a torch from the wall, and its light reveals a small compartment roughly hewn from stone and a sloping passage heading downwards. You take the Backpack and Staff from their hiding place and turn to Tanith. What now? you ask.

+

Down the passagehurry! she replies. You and Shan run down the passage. Tanith follows swiftly. Casas Sendra, she intones, and the secret door slides shut.

If you have the Kazim Stone and there is room in your Backpack, you may place it there for safekeeping. Remember to mark this Backpack Item on your Action Chart.

Turn to 292.
@@ -3358,7 +3334,7 @@ Change Log:

You turn left, following the broad curve of the tunnel as it veers right. As you turn the bend you see a large soldier Mantiz up ahead. It is larger than the worker Mantiz that you saw earlier. Its forelegs are oversized claws and the upper segment of its body and its head rises vertically above its abdomen.

The soldier Mantiz is guarding an exit off to the right of the curving tunnel in which you stand. Attracted by your light, the Mantiz turns its bulbous eyes towards you and begins to snap its pincers in agitation.

- If you wish to attack the soldier Mantiz at long range with your Wizard's Staff, turn to 239. + If you wish to attack the soldier Mantiz at long range with your Wizards Staff, turn to 239. If you wish to charge the soldier Mantiz, turn to 246. If you would prefer to head back the way you came, turn to 260.
@@ -3378,7 +3354,7 @@ Change Log: 224 -

Death to the Shadakine! you scream, caught up in the berserk fury of the mob. With a triumphant cry, the crowd deposits you on the ground and then withdraws to form a circle around you and the warrior. The Shadakine stands sweating and panting before you; his eyes dart wildly in every direction but he sees no escape. As the jeering crowd hurls insults and taunts at the trapped soldier, you notice that the shaven-headed warrior's eyes are totally white, completely lacking pupils. Resolutely, he steps forward, sword and teeth bared, snarling his defiance. To the death then, boy, he spits.

+

Death to the Shadakine! you scream, caught up in the berserk fury of the mob. With a triumphant cry, the crowd deposits you on the ground and then withdraws to form a circle around you and the warrior. The Shadakine stands sweating and panting before you; his eyes dart wildly in every direction but he sees no escape. As the jeering crowd hurls insults and taunts at the trapped soldier, you notice that the shaven-headed warriors eyes are totally white, completely lacking pupils. Resolutely, he steps forward, sword and teeth bared, snarling his defiance. To the death then, boy, he spits.

Paul Bonner @@ -3398,7 +3374,7 @@ Change Log:

You have run halfway up the flight of stairs when the door at the top is thrown open by a Shadakine guard. The Shadakine behind draw closer, and the guard at the top calls to the warriors from the guard room you were running towards. You are trapped.

-

Your last memory is of Shan's resigned stare as he succumbs to death at the hands of the Shadakine.

+

Your last memory is of Shans resigned stare as he succumbs to death at the hands of the Shadakine.

Your life and your quest end here.

@@ -3427,8 +3403,8 @@ Change Log: 228 -

You choose to go right and find it easier to maintain a constant direction. Gradually the towers of the Dragon's Teeth become less dense. Soon the Dragon's Teeth have disappeared altogether and you realize that the Wall of Azakawa does not lie ahead as it should. Shan stops and looks around the dusty plain. He groans as he sights the Azan River lying way off to the west.

-

We've been heading north&ellips; We're back in the Wilderwastes! he moans, slapping his forehead with his hand.

+

You choose to go right and find it easier to maintain a constant direction. Gradually the towers of the Dragons Teeth become less dense. Soon the Dragons Teeth have disappeared altogether and you realize that the Wall of Azakawa does not lie ahead as it should. Shan stops and looks around the dusty plain. He groans as he sights the Azan River lying way off to the west.

+

Weve been heading north Were back in the Wilderwastes! he moans, slapping his forehead with his hand.

If you wish to head west, pick up the Azan River and head back into the Azagad Gorge, by your original route, turn to 328. If you wish to retrace your steps, turn to 6.
@@ -3436,9 +3412,13 @@ Change Log:
229 + + +

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

+
-

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

+

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

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

If you wish, at long range, to attack another Yaku plant threatening Shan, turn to 5. If you would prefer to attack the cluster of tendrils slithering towards you, turn to 30. @@ -3449,7 +3429,7 @@ Change Log: 230 -

When you waken, your head aches and your vision is blurred. Realization of your terrible plight come flooding back, and you lift your head to look around. In the far corner sits the now sober and miserable figure of Shan Li, the merchant from the Inn of the Laughing Moon.

+

When you waken, your head aches and your vision is blurred. Realization of your terrible plight comes flooding back, and you lift your head to look around. In the far corner sits the now sober and miserable figure of Shan Li, the merchant from the Inn of the Laughing Moon.

So they got you too, friend, says Shan Li, wryly.

Turn to 291.
@@ -3461,7 +3441,7 @@ Change Log:

Owing to the speed of its approach and the steep angle of its attack, you are unable to let off a long range blast at the Quoku. Bringing its back legs forward and using its body and outstretched wings as a wind-break the creature comes to an abrupt halt and lands smoothly. It has barely touched the ground, a few feet away, when it leaps towards you, limbs spread-eagled.

There are strange suckers on the tips of its fingers and toes, and its warty skin oozes with a glistening poison. The creature is trying to engulf you in the folds of its wings in a poisonous and fatal embrace.

-

You must avoid contact with the creature's poisonous skin at all costs. Subtract 2 points from your COMBAT SKILL for the duration of the combat, because of the defensive nature of your tactics.

+

You must avoid contact with the creatures poisonous skin at all costs. Subtract 2 points from your COMBAT SKILL for the duration of the combat, because of the defensive nature of your tactics.

Quoku1230 If you win the combat, turn to 256.
@@ -3516,7 +3496,7 @@ Change Log: 236 -

Pressing your hand to the cell wall, you reach out with the power of your thought and search for guidance. You hear the moaning cries of the dead; the suffering torment of tortured souls that have passed through this place assails your mind. You hear voices chanting. Call the priest&ellips; call the priest&ellips;

+

Pressing your hand to the cell wall, you reach out with the power of your thought and search for guidance. You hear the moaning cries of the dead; the suffering torment of tortured souls that have passed through this place assails your mind. You hear voices chanting. Call the priest call the priest

The cost of this Magical Power is 1 WILLPOWER point.

Now return to 172 and select a power to aid you in your escape.
@@ -3536,10 +3516,10 @@ Change Log: 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. We're 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 Dragon's 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 river's edge, turn to 104. + 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.
@@ -3578,7 +3558,7 @@ Change Log:
-

Halt, or you're dead! shouts the Shadakine officer, savagely.

+

Halt, or youre dead! shouts the Shadakine officer, savagely.

If you wish to obey his order, turn to 300. If you want to attack them, turn to 66. If you would rather turn and try to make a break for it, turn to 20. @@ -3600,18 +3580,11 @@ Change Log: 243 -

Without warning you attack the jailer who, despite his frail appearance, responds to your attack with savage blows. Owing to Shan's 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 - - - Paul Bonner - - - - -

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

- If you wish to take the Jailer's 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.
@@ -3631,7 +3604,7 @@ Change Log: 245 -

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

+

Make sure to restore your Wizards Staff, Backpack and Backpack Items to your Action Chart.

@@ -3639,7 +3612,7 @@ Change Log:

Here, she says, they are both yours if you promise to take me with you. I know the secret ways out of here. I will lead you.

Grey Star, says Shan, be on your guard. This witch is a Shadakine slave. How can we trust her? The Shadakine guards are drawing near.

We have no choice, you reply. We have to trust her.

-

You agree to Tanith's bargain, and she hands over your Staff and Backpack. Follow me, she says, opening a door to her right. You both rush through and she closes it behind you, dropping a bar across it to delay your pursuers. You are in a small, sparsely furnished chamber.

+

You agree to Taniths bargain, and she hands over your Staff and Backpack. Follow me, she says, opening a door to her right. You both rush through and she closes it behind you, dropping a bar across it to delay your pursuers. You are in a small, sparsely furnished chamber.

The citadel is honeycombed with secret passages that wind into the hill it stands upon. We will take one of these routes, she says, confidently. She walks to the centre of the room and takes hold of an iron ring that is attached to a flagstone. She pulls on the ring, lifting the flagstone away to reveal a dark passage below. She takes a torch from the wall and enters the passage. Come now, they will soon be on our heels.

You follow without hesitation.

Turn to 292. @@ -3661,7 +3634,7 @@ Change Log:

A piercing cry wakes you with a start. The sickly, old Shianti priest is sitting bolt upright in bed, silhouetted by the pale rays of the moon that shine through the high window of your cell.

-

A vision, a vision, he cries, sent from my masters. He turns and points a gnarled finger towards you. You&ellips; he shouts, you must be helped&ellips; Come closer, young one. He rises to his feet, stumbles towards you and whispers in your ear. I would repay your kindness, he says, leaning forward. No doubt, you and your friend wish to escape from this terrible place? he asks. Quickly you nod your assent; pressing the old man to continue. In my time here, I have learned the safest route of escape. Other prisoners have told me of it. His strained, bloodshot eyes pierce yours with a mad ferocity. I know no way of passing through the door of this cell, but the way beyond the dungeon door is-

+

A vision, a vision, he cries, sent from my masters. He turns and points a gnarled finger towards you. You he shouts, you must be helped Come closer, young one. He rises to his feet, stumbles towards you and whispers in your ear. I would repay your kindness, he says, leaning forward. No doubt, you and your friend wish to escape from this terrible place? he asks. Quickly you nod your assent; pressing the old man to continue. In my time here, I have learned the safest route of escape. Other prisoners have told me of it. His strained, bloodshot eyes pierce yours with a mad ferocity. I know no way of passing through the door of this cell, but the way beyond the dungeon door is-

Suddenly he gives a great sigh and falls to the floor. With tears in your eyes, you turn to Shan, who looks anxiously at you. He is dead, you say, sorrowfully. The merchant hangs his head. Then we are doomed, he groans.

Turn to 62.
@@ -3669,9 +3642,13 @@ Change Log:
248 + + +

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

+
-

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

+

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

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

If you wish to free Shan by attacking the tendril that drags him towards the waving spines of the Yaku, turn to 204. If you wish to strike at the heart of the Yaku plant that attacked you, turn to 229. @@ -3697,8 +3674,8 @@ Change Log:

Since the corpse of the Shianti priest is still in the dungeon with you, you decide to summon his departed spirit and ask for its aid. With a wedge of rock, you scratch out a ragged pentacle in the dirt of the dungeon floor. Taking a deep breath, you slowly and carefully fall into a trance state. You focus on the body of the dead priest, sending out an echoing call to the spiritual plane. Your mind fills with the groaning cries of disembodied spirits and visions of phantoms with strange, pale faces.

Shan the merchant backs away in terror as the translucent Shade of the old priest materializes above its discarded, earthly body, shimmering with a silvery light that illuminates the darkness of the cell. I have come, Grey Star, the Shade says in a hollow voice. My aid I give thee, but you must pay the price of the dead if I am to free you. Wilt thou pay this price?

-

Your heart is full of fear as you realize that you must agree to the dead man's price without knowing what it will be.

- If you wish to accept the dead priest's bargain, turn to 326. +

Your heart is full of fear as you realize that you must agree to the dead mans price without knowing what it will be.

+ If you wish to accept the dead priests bargain, turn to 326. If you feel that you must refuse, turn to 305.
@@ -3721,7 +3698,7 @@ Change Log:

You enter the shack and see dust-laden furniture and a clutter of spades, picks and sieves stacked in one corner. Suddenly a yellow-spotted lizard scuttles out from under the table and dashes towards you.

-

It's all right, says Shan. It's a Jerbokan&emdash;they're harmless. The frightened lizard scampers past you and out through the door.

+

Its all right, says Shan. Its a Jerbokantheyre harmless. The frightened lizard scampers past you and out through the door.

Shan begins to rummage around while telling you that the former occupants were probably jade prospectors, since the Azan River is said to carry deposits of jade, the precious stone used to make Noble pieces. He finds some appetising smoked meat and shares it equally, offering you enough food for 5 Meals. (Remember to mark these on your Action Chart.) A further search reveals nothing else of value, and you leave the shack.

Turn to 327.
@@ -3742,6 +3719,13 @@ Change Log:

With your eye, you trace the tendril that holds Shan back to the main stem. Taking careful aim, you fire at the heart of the plant, destroying it easily at the cost of 2 WILLPOWER points. Immediately Shan is released and he scrambles over to your side as two more creepers wind themselves around your legs. The creepers belong to different Yaku plants, and you feel yourself being pulled in two directions at once. Again you drop to the ground and howl in agony as the two Yaku plants attempt to wrench your body apart.

+ + + Paul Bonner + + + + Turn to 279.
@@ -3760,12 +3744,12 @@ Change Log: 256 -

The Quoku keep their distance, circling above your heads in lazy spirals. You crouch behind the cover of the large, overhanging rock, trying to guess their next move. Why don't they attack? asks Shan. You must have given them a scare. Perhaps they've given up?

-

They're surprised, not scared, you reply. They're planning their next move. While we're holed up in these rocks they lose the advantage of attacking from the air; we're too enclosed for them.

+

The Quoku keep their distance, circling above your heads in lazy spirals. You crouch behind the cover of the large, overhanging rock, trying to guess their next move. Why dont they attack? asks Shan. You must have given them a scare. Perhaps theyve given up?

+

Theyre surprised, not scared, you reply. Theyre planning their next move. While were holed up in these rocks they lose the advantage of attacking from the air; were too enclosed for them.

Daylight has almost faded when the Quoku fly in a line towards you, each one coming as close as it dares before turning away. Soon they are swooping so close that you find it hard to resist the urge to duck.

-

A large rock crashes to the ground by your feet, followed by another. They've been ranging-in on us, you say, judging the distance before hurling rocks at us. Another rock thuds to the ground, dangerously close.

+

A large rock crashes to the ground by your feet, followed by another. Theyve been ranging-in on us, you say, judging the distance before hurling rocks at us. Another rock thuds to the ground, dangerously close.

Their aim is improving, Shan remarks.

-

You cannot remain where you are any longer: you are sitting targets. You resolve to make a break for it, and begin to judge the frequency of the stone-throwing Quoku. Now&emdash;run! you shout to Shan.

+

You cannot remain where you are any longer: you are sitting targets. You resolve to make a break for it, and begin to judge the frequency of the stone-throwing Quoku. Nowrun! you shout to Shan.

You burst out into the open to a cacophony of Quoku cries. In seconds, you realize your mistake: you have played into their hands. Poised on top of the overhanging rock is the largest Quoku you have ever seen. The huge monster rears up, its yellow eyes glaring with hatred, the poison glistening upon the warts of its slime-encrusted flesh. It leaps and swoops down on you.

If you wish to stand and fight the Quoku, as it hurtles upon you, turn to 281. If you prefer to keep running, turn to 107. @@ -3774,10 +3758,14 @@ Change Log:
257 + + +

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

+

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

-

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

+

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

Turn to 174.
@@ -3796,15 +3784,15 @@ Change Log: -

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

-

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

+

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

+

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

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

-

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

+

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

-

Inexplicably, the brooding fear that lurks within you is rising uncontrollably. Shan is shaking, his face panic-stricken. Gingerly, you step through the soft mud of the quagmire. The air smells pungently sweet&emdash;a cloying odour that is hard to identify. You cannot escape the feeling that there is someone or something else in the cavern, but it is difficult to see in the eerie darkness. The sucking ooze pulls at your feet, and in the distance you see a faint light from another passage on the far side of the cavern.

+

Inexplicably, the brooding fear that lurks within you is rising uncontrollably. Shan is shaking, his face panic-stricken. Gingerly, you step through the soft mud of the quagmire. The air smells pungently sweeta cloying odour that is hard to identify. You cannot escape the feeling that there is someone or something else in the cavern, but it is difficult to see in the eerie darkness. The sucking ooze pulls at your feet, and in the distance you see a faint light from another passage on the far side of the cavern.

Grey Star! shrieks Shan, looking down, his eyes wide with terror. For the muddy cavern floor is comprised of hundreds upon hundreds of corpses, piled high upon each other to form a ghastly mire. Shan is screaming hysterically, but before you can calm him the aura and spirit of this awful place overwhelms your mind, filling it with nightmarish visions.

You are in the Darkling Room of Mother Magri, and you must combat its fear if you are ever to leave. Add together your WILLPOWER and ENDURANCE points and use this total as your mental COMBAT SKILL, to be pitted against the COMBAT SKILL of the Darkling Room.

Darkling Room2830 @@ -3845,7 +3833,7 @@ Change Log: 263 -

Your leg is numb and hinders your climb, but somehow you reach the top of the shaft without falling. You feel the brush of an insect's feeler across your leg, and you shudder. A surge of adrenalin rushes through your veins, and you clear the last few feet of the shaft with a tremendous physical effort.

+

Your leg is numb and hinders your climb, but somehow you reach the top of the shaft without falling. You feel the brush of an insects feeler across your leg, and you shudder. A surge of adrenalin rushes through your veins, and you clear the last few feet of the shaft with a tremendous physical effort.

You have made it to the surface at last, and blinking in the sunlight, you view a large clearing surrounded by towering trees and dense, green foliage.

Turn to 146.
@@ -3866,8 +3854,8 @@ Change Log: Paul Bonner - - + + @@ -3878,7 +3866,7 @@ Change Log:

A close examination of the rune inscribed upon the Medallion will tell you which section number to turn to next.

- If you cannot solve the riddle of the rune and wish to take Shan's advice, turn to 190. + If you cannot solve the riddle of the rune and wish to take Shans advice, turn to 190. If you cannot solve the riddle of the rune and wish to seek the counsel of Jnana the Wise, turn to 134.
@@ -3897,8 +3885,8 @@ Change Log: 266 -

The evening is full of the sound of the throaty Quoku call. You both put on a burst of speed, glancing over your shoulders at your pursuers. To your horror, you see that they are no longer on the ground! Instead, they are gliding up into the air, limbs thrust out to reveal large flaps of membrane that stretch from their forelegs to their back legs to form gigantic wings. You didn't tell me they could fly! you shout to Shan.

-

I didn't know they even existed until an hour ago, he apologizes, wheezing, already short of breath. We'll never outrun them now.

+

The evening is full of the sound of the throaty Quoku call. You both put on a burst of speed, glancing over your shoulders at your pursuers. To your horror, you see that they are no longer on the ground! Instead, they are gliding up into the air, limbs thrust out to reveal large flaps of membrane that stretch from their forelegs to their back legs to form gigantic wings. You didnt tell me they could fly! you shout to Shan.

+

I didnt know they even existed until an hour ago, he apologizes, wheezing, already short of breath. Well never outrun them now.

Paul Bonner @@ -3917,7 +3905,7 @@ Change Log: 267 -

Panting heavily you sprint up the steep slope of the tunnel. You glance over your shoulder to see many soldier Mantiz scurrying towards you. The tunnel opens into a circular chamber. Leading from the chamber are three exits: two stone corridors, one leading east and one other west, and a narrow tunnel made of earth leading south. You can hear the clack of the insect horde's pincers echoing along the tunnel. You dare not hesitate now.

+

Panting heavily you sprint up the steep slope of the tunnel. You glance over your shoulder to see many soldier Mantiz scurrying towards you. The tunnel opens into a circular chamber. Leading from the chamber are three exits: two stone corridors, one leading east and one other west, and a narrow tunnel made of earth leading south. You can hear the clack of the insect hordes pincers echoing along the tunnel. You dare not hesitate now.

If you wish to leave the circular chamber by the east corridor, turn to 332. If you wish to take the western exit, turn to 340. If you would prefer to take the southern exit, turn to 347. @@ -3941,7 +3929,7 @@ Change Log:

Sudden as a whiplash, the Quoku opens its mouth to reveal a long, hollow tongue curled like a proboscis, which lashes at Shan, coiling around his waist and dragging him towards the amphibian monster.

Shan clings to the end of the Rope for all he is worth.

-

You pull as Shan's ghastly shrieks echo throughout the gorge, but the Quoku is stronger than you, and the Rope is dragged from your friction-burnt hands. (Delete this item from your Action Chart).

+

You pull as Shans ghastly shrieks echo throughout the gorge, but the Quoku is stronger than you, and the Rope is dragged from your friction-burnt hands. (Delete this item from your Action Chart).

Turn to 294.
@@ -3950,7 +3938,7 @@ Change Log: 270 -

You know that there is no time to lose. Though you do not have your Wizard's Staff, you must make your escape. Hastily, you finish your bowl of rice containing the powdered petals (restore 1 WILLPOWER point and 3 ENDURANCE points) and try to conceive a plan that will secure your freedom.

+

You know that there is no time to lose. Though you do not have your Wizards Staff, you must make your escape. Hastily, you finish your bowl of rice containing the powdered petals (restore 1 WILLPOWER point and 3 ENDURANCE points) and try to conceive a plan that will secure your freedom.

If you wish to try to sleep now in order to build up your strength, turn to 201. If not, turn to 144.
@@ -3970,8 +3958,8 @@ Change Log:

Escape? says the Earth Giant, in a stony voice.

-

Yes&ellips; escape, you say eagerly.

-

Tunnel. Wizard follow&ellips; earth is safe&ellips; no danger&ellips; come. The vast head disappears, leaving a great chasm in the ground.

+

Yes escape, you say eagerly.

+

Tunnel. Wizard follow earth is safe no danger come. The vast head disappears, leaving a great chasm in the ground.

Quickly Shan, follow me, you say, jumping into the open ground. Shan jumps into the darkness behind you, and you follow the Earth Giant as it burrows a tunnel, pushing with its great shoulders and clawing at the dirt.

Turn to 273.
@@ -3994,7 +3982,7 @@ Change Log: 273 -

Suddenly the Giant bursts into a vast cavern, dark with filthy, black mud. Man make tunnel here&ellips; you go up&ellips; me go down now&ellips; goodbye.

+

Suddenly the Giant bursts into a vast cavern, dark with filthy, black mud. Man make tunnel here you go up me go down now goodbye.

With these words, the Earth Giant descends into the ground, the floor rippling to cover his descent as he burrows out of sight. The use of this Magical Power has cost you 1 WILLPOWER point.

You and Shan stand alone in the gloomy cavern, a vague feeling of disquiet stirring in your heart.

Turn to 259. @@ -4023,9 +4011,9 @@ Change Log: 276 -

Kleasá Tanith, Mundi Gudro, chants Tanith, repeating the words over and over.

-

Suddenly, the darkness is lifted, and you see Tanith throw herself on to the raging fire. The black shadow of the Kleasá flies towards her. As the Kleasá engulfs her burning body, she gives one last, agonized cry, Grey Star, do not fail!

-

The fire erupts, and in a blinding flash, both Tanith and the Kleasá disappear. All that remains is a splash of smoking embers. You swoon and lapse into unconsciousness where you lie.

+

Kleas Tanith, Mundi Gudro, chants Tanith, repeating the words over and over.

+

Suddenly, the darkness is lifted, and you see Tanith throw herself on to the raging fire. The black shadow of the Kleas flies towards her. As the Kleas engulfs her burning body, she gives one last, agonized cry, Grey Star, do not fail!

+

The fire erupts, and in a blinding flash, both Tanith and the Kleas disappear. All that remains is a splash of smoking embers. You swoon and lapse into unconsciousness where you lie.

Turn to 52.
@@ -4050,9 +4038,13 @@ Change Log:
279 + + +

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

+
-

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

+

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

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

Turn to 128.
@@ -4063,7 +4055,7 @@ Change Log:

The harbour is full with ships of varying kinds, though there is little sign of life. Mooring the small boat, you step on to the stone quayside and survey the harbour area.

-

Psst! a voice hisses at you from out of the darkness. Startled, you spot the crouching form of a one-eyed Suhnese fisherman. Come far have we? he asks, patronizingly. And in such secrecy too! Got something to hide have we? Lurking out there at the edge of the bay till nightfall&ellips; tsk, tsk, very suspicious.

+

Psst! a voice hisses at you from out of the darkness. Startled, you spot the crouching form of a one-eyed Suhnese fisherman. Come far have we? he asks, patronizingly. And in such secrecy too! Got something to hide have we? Lurking out there at the edge of the bay till nightfall tsk, tsk, very suspicious.

Paul Bonner @@ -4071,7 +4063,7 @@ Change Log: -

In vain, you try to convince the one-eyed Suhnaman that you have nothing to hide. Saw your sail a long way off, he sneers. Perhaps you're a smuggler, or on the run, I'll be bound. Come now, young master. You can't fool me. What'll you offer to buy my silence?

+

In vain, you try to convince the one-eyed Suhnaman that you have nothing to hide. Saw your sail a long way off, he sneers. Perhaps youre a smuggler, or on the run, Ill be bound. Come now, young master. You cant fool me. Whatll you offer to buy my silence?

With a helpless shrug, you tell him that you have no money. At first, the fisherman seems very angry, but eventually he offers to buy your boat for 20 Nobles, though you cannot be sure that this will keep him quiet.

If you have the Magical Power of Prophecy and wish to use it, turn to 53. If you agree to sell your boat, turn to 16. @@ -4084,7 +4076,7 @@ Change Log:

The Quoku hovers in the air and then sweeps down in an attempt to poison you with its venomous touch.

-

The slightest contact with this monster's flesh could spell death for you. You must fight defensively. Deduct 1 point from your COMBAT SKILL for the duration of this combat.

+

The slightest contact with this monsters flesh could spell death for you. You must fight defensively. Deduct 1 point from your COMBAT SKILL for the duration of this combat.

Large Quoku1530

You may only fight one round of combat as the Quoku flies past.

If your WILLPOWER score is still more than 10, turn to 331. @@ -4178,7 +4170,7 @@ Change Log: 290 -

The soldier Mantiz lies dead at your feet. Stepping lightly over the insect's carcass, you enter the passage that it was guarding. After a few minutes the passage splits into two, one tunnel sloping up, the other sloping down.

+

The soldier Mantiz lies dead at your feet. Stepping lightly over the insects carcass, you enter the passage that it was guarding. After a few minutes the passage splits into two, one tunnel sloping up, the other sloping down.

If you wish to enter the passage sloping up, turn to 267. If you wish to enter the passage sloping down, turn to 272. If you wish to go back the way you came, turn to 284. @@ -4189,10 +4181,10 @@ Change Log: 291 -

The only other occupant of the cell is a sick old man who lies, barely moving, upon a wooden pallet. Your Wizard's Staff and Backpack have been taken from you, but you still possess any items not carried in the Backpack (for example, your Herb Pouch).

+

The only other occupant of the cell is a sick old man who lies, barely moving, upon a wooden pallet. Your Wizards Staff and Backpack have been taken from you, but you still possess any items not carried in the Backpack (for example, your Herb Pouch).

Shan turns towards you. Innocent. I am innocent of any crime, save the possession of a loud voice and the consumption of too much ale. It is said that those who enter the Hall of Correction are never seen again. Surely, they will not leave us to rot in this hell-hole. What ever am I to do?

You talk with the merchant for some time, discovering many stories about the Lost Tribe of Lara: of their flight into the Shuri Mountains, and the legend of their pilgrimage beyond the Kashima Mountains into the Unknown Valley and the Forest of Fernmost. You find yourself growing to like this little man with his dry humour and ironic quips.

-

I'll guide you anywhere you want to go, if you can get us out of here, he says, half joking; but he can see by the look in your eyes that you take his offer seriously, and that to you escape is not an impossible dream.

+

Ill guide you anywhere you want to go, if you can get us out of here, he says, half joking; but he can see by the look in your eyes that you take his offer seriously, and that to you escape is not an impossible dream.

Turn to 178.
@@ -4202,7 +4194,7 @@ Change Log:

The dark passage seems interminably long, and the three of you are panting for breath before you reach its end. The winding tunnel opens into a large, natural cavern. You rush through the cave mouth and down the steep slope of a hill, stopping only when you reach the bottom. You gasp for breath, your chest heaving and your limbs aching.

- + Paul Bonner The dark passage seems interminably long @@ -4229,7 +4221,7 @@ Change Log: 294 -

Burdened with grief, you stumble like a blind man, trailing Shan's backpack on the ground behind you like a dog on a leash. You stagger into the deepening shadows and welcome the inky darkness of nightfall. You are now friendless and alone in a barren wasteland.

+

Burdened with grief, you stumble like a blind man, trailing Shans backpack on the ground behind you like a dog on a leash. You stagger into the deepening shadows and welcome the inky darkness of nightfall. You are now friendless and alone in a barren wasteland.

If your current ENDURANCE total is less than 10, turn to 319. If it is greater than 10, turn to 344.
@@ -4302,7 +4294,7 @@ Change Log: -

You raise your arms in a gesture of surrender and are immediately seized and led away. Your Wizard's Staff and Backpack are taken from you, and your hands are tied behind your back.

+

You raise your arms in a gesture of surrender and are immediately seized and led away. Your Wizards Staff and Backpack are taken from you, and your hands are tied behind your back.

You are frog-marched through the city and taken to a large, black stone citadel, called the Hall of Correction where, despite your pleas of innocence, you are unceremoniously dumped. You can tell your story to Mother Magri now, stranger, growls one of the Shadakine. The Test of Truth will sort you out soon enough.

Roughly, you are pushed up a long flight of stone stairs and into a small, bare antechamber. An old woman sits at a wooden table. In front of her is a crystal ball, glowing with a dim, yellow light.

Turn to 289. @@ -4323,7 +4315,7 @@ Change Log: 302 -

Shan casts a sheepish glance at you and nervously enters the shack. After a brief pause, he returns with a relieved look on his face. It's all right, he says, the place is deserted.

+

Shan casts a sheepish glance at you and nervously enters the shack. After a brief pause, he returns with a relieved look on his face. Its all right, he says, the place is deserted.

Turn to 252.
@@ -4332,7 +4324,7 @@ Change Log: 303 -

You return to the Dragon's Teeth. Trudging through the hot sun, you lose 2 ENDURANCE points due to dehydration and heat exhaustion.

+

You return to the Dragons Teeth. Trudging through the hot sun, you lose 2 ENDURANCE points due to dehydration and heat exhaustion.

More by luck than judgement, you come, eventually, to the Great Wall of Azakawa. Evening has begun to fall, and in the dwindling light you survey the great cliffs, stretching from east to west as far as the eye can see.

You increase your pace, wishing to reach the Azanam before nightfall.

Turn to 325. @@ -4341,9 +4333,13 @@ Change Log:
304 + + +

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

+
-

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

+

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

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

Turn to 128. @@ -4353,9 +4349,9 @@ Change Log: 305 -

You refuse the Shade's price, for you have heard that the dead are seldom fair.

-

Very well, says the old priest's spirit, I cannot free you. I will, however, freely give advice, since I now perceive that you are a servant of the Shianti race, as I was. If you can find a way past the door of your cell, turn right into the corridor beyond. When you reach the end of the corridor, take the left stairway, and thereafter always turn left and always ascend until you reach the surface. In this way you will reach the gate to freedom. Take no other route, for there only death awaits. Goodbye, Grey Star, and accept my blessing.

-

The old priest's Shade disappears. The cost of this Magical Power is 2 WILLPOWER points.

+

You refuse the Shades price, for you have heard that the dead are seldom fair.

+

Very well, says the old priests spirit, I cannot free you. I will, however, freely give advice, since I now perceive that you are a servant of the Shianti race, as I was. If you can find a way past the door of your cell, turn right into the corridor beyond. When you reach the end of the corridor, take the left stairway, and thereafter always turn left and always ascend until you reach the surface. In this way you will reach the gate to freedom. Take no other route, for there only death awaits. Goodbye, Grey Star, and accept my blessing.

+

The old priests Shade disappears. The cost of this Magical Power is 2 WILLPOWER points.

Now return to 172 and select another Power to aid your escape (you may not choose Evocation a second time).
@@ -4374,7 +4370,7 @@ Change Log:

You charge at the wounded Quoku, raising your Staff and readying yourself to deliver a great scything blow.

-

The enraged Quoku leaps at you, and hurriedly you jump to one side, smashing your Staff down on the creature's back. It drops to the ground, knocked senseless by your mighty blow.

+

The enraged Quoku leaps at you, and hurriedly you jump to one side, smashing your Staff down on the creatures back. It drops to the ground, knocked senseless by your mighty blow.

Seizing your chance, you sprint away with Shan in tow.

Turn to 249.
@@ -4423,10 +4419,10 @@ Change Log:

You are seized roughly by the triumphant Shadakine who lead you away, grinning maliciously. Your Backpack and Staff are taken from you, and your hands are tied. For more than an hour you are marched through the streets of Suhn, coming at last to a large, black stone citadel built on a broad hill overlooking Suhn. This is the Hall of Correction, an instrument of Shadakine law more concerned with punishment than order.

-

A burly Shadakine guard grabs you by the shoulders, pressing on your wound where the crossbow bolt's shaft still protrudes; pain shoots through your body. He drags you through the heavy iron doors and throws you to the floor of a sparse, stony entrance hall. The wound has opened again, and warm blood runs down your arm. I'm bleeding, you say to the brutish Shadakine guard. I need a Healer. This quarrel must be removed and the wound dressed.

-

The Shadakine guard looks at you contemptuously. Wound?&ellips; Dressed?&ellips; He snorts with disgust. That's just a scratch. I've had far worse fighting in the Old Wars of the Empire. No Healers on the field then. Where's your grit, boy? He steps towards you and grabs at the bolt shaft.

+

A burly Shadakine guard grabs you by the shoulders, pressing on your wound where the crossbow bolts shaft still protrudes; pain shoots through your body. He drags you through the heavy iron doors and throws you to the floor of a sparse, stony entrance hall. The wound has opened again, and warm blood runs down your arm. Im bleeding, you say to the brutish Shadakine guard. I need a Healer. This quarrel must be removed and the wound dressed.

+

The Shadakine guard looks at you contemptuously. Wound? Dressed? He snorts with disgust. Thats just a scratch. Ive had far worse fighting in the Old Wars of the Empire. No Healers on the field then. Wheres your grit, boy? He steps towards you and grabs at the bolt shaft.

NO! you shout, horrified. But before you can stop him, he has torn the bolt from your shoulder, complete with barbed head. You feel that you must faint with pain.

-

Healers&ellips; dress the wound&ellips; hmph! the Shadakine mutters to himself. He produces a flask and pulls out the stopper. This'll stop the greenrot, he says, pouring a clear liquid over the wound in liberal quantities, washing away the blood. The liquid burns like acid, but it quickly staunches the bleeding. The Shadakine laughs and thumps you on the back, making you flinch.

+

Healers dress the wound hmph! the Shadakine mutters to himself. He produces a flask and pulls out the stopper. Thisll stop the greenrot, he says, pouring a clear liquid over the wound in liberal quantities, washing away the blood. The liquid burns like acid, but it quickly staunches the bleeding. The Shadakine laughs and thumps you on the back, making you flinch.

The crude battlefield remedy has cost you 1 ENDURANCE point, but the treatment is effective, and the injury heals without complications, although you will have a livid scar on your shoulder for the rest of your life.

You are pushed up a long flight of stone stairs and into a small antechamber. An old woman sits at a wooden table, her shrunken flesh lit up by the dim yellow light of the crystal ball before her.

Turn to 289. @@ -4485,7 +4481,7 @@ Change Log: 317 -

You expend a great amount of energy in attempting to move the heavy body of the dead Quoku. Within seconds, you fall paralysed to the ground: the poison that covers the Quoku's warty skin is lethal. You will never know if Shan survived or not.

+

You expend a great amount of energy in attempting to move the heavy body of the dead Quoku. Within seconds, you fall paralysed to the ground: the poison that covers the Quokus warty skin is lethal. You will never know if Shan survived or not.

Your life and your quest end here.

@@ -4530,8 +4526,8 @@ Change Log: 321 -

You have entered the jailer's 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.
@@ -4552,7 +4548,7 @@ Change Log:

You throw the ball of energy at the Kazim Stone at the cost of another WILLPOWER point. The Stone flares, turning an angry red as the attack hits home. The energy field of your attack lingers and then, to your surprise, is absorbed by the Stone which glows even brighter.

-

So it's a fight you want, is it? Mother Magri snarls. She flings the ball of power back at you, now doubled in strength, and as it envelopes you, you lose half your current ENDURANCE points.

+

So its a fight you want, is it? Mother Magri snarls. She flings the ball of power back at you, now doubled in strength, and as it envelopes you, you lose half your current ENDURANCE points.

If you wish to use 2 WILLPOWER points to turn the attack against her, turn to 299. If you do not wish to do this, you must use 1 WILLPOWER point to extinguish the energy field that surrounds you (or you will lose further ENDURANCE points). Turn to 226.
@@ -4571,7 +4567,7 @@ Change Log: 325 -

The limestone towers&emdash;with their tall, ragged peaks&emdash;cast lengthening shadows across the broken floor of the gorge. Silhouetted in the orange glow of the evening sun, they unnerve you with their brooding silence.

+

The limestone towerswith their tall, ragged peakscast lengthening shadows across the broken floor of the gorge. Silhouetted in the orange glow of the evening sun, they unnerve you with their brooding silence.

A strange creaking sound echoes above the muted rush of the Shenwu Falls. It sounds like an old, rusty door being opened very slowly. It must be the noise of an animal, although it is quite unlike the cry of any beast that you have ever known. You hear the sound again over to your right, and then again, ahead of you, as if in answer.

A sense of grave danger washes over you, and Shan, infected by your disquiet, has paled with fear. With slow, careful steps, you move forwards. The hairs on the back of your neck prickle, and you have the distinct feeling that many eyes are watching you.

Turn to 136. @@ -4582,7 +4578,7 @@ Change Log: 326 -

Warily, you agree to accept the dead priest's offer.

+

Warily, you agree to accept the dead priests offer.

So be it, drones the Shade. For my part, I will give you the help you seek, since I now perceive that you are a servant of the great Shianti race, as once was I. You must turn right beyond the door of this cell and, when you reach the end of the corridor, take the left stairway. Thereafter always turn left and always ascend, until you reach the surface. In this way you will come to the inner courtyard where the gate to freedom stands. Take no other route, for death awaits you any other way.

What then is the price I must pay? you ask.

You must free the dead of this place. Step outside the pentacle and speak the forbidden tome that will release the wronged souls that have died here. The dead desire their revenge on those who cruelly murdered them. Deny them not, for your soul will be forfeit if you do.

@@ -4646,8 +4642,8 @@ Change Log: 332 -

With fear surging through every nerve, you dart into the east tunnel. The insect horde sweeps towards you, and a soldier Mantiz, faster than the others, reaches out and claws at your leg, raking a crimson weal of pain along your calf. With a howl of agony, you stumble and&emdash;half diving, half falling&emdash;roll along the ground, twisting to face the creature as it rears up before its prey.

- If you have 2 or more WILLPOWER points with which to use your Wizard's Staff, turn to 96. +

With fear surging through every nerve, you dart into the east tunnel. The insect horde sweeps towards you, and a soldier Mantiz, faster than the others, reaches out and claws at your leg, raking a crimson weal of pain along your calf. With a howl of agony, you stumble andhalf diving, half fallingroll along the ground, twisting to face the creature as it rears up before its prey.

+ If you have 2 or more WILLPOWER points with which to use your Wizards Staff, turn to 96. If you do not, turn to 9.
@@ -4676,7 +4672,7 @@ Change Log: 335 -

You realize that there is no hope of Shan's survival. You have lost a valued friend, and now you must continue your journey alone. You pick your weary way around the ravine and press on towards the Shenwu Falls.

+

You realize that there is no hope of Shans survival. You have lost a valued friend, and now you must continue your journey alone. You pick your weary way around the ravine and press on towards the Shenwu Falls.

Turn to 294.
@@ -4729,7 +4725,7 @@ Change Log:

Running west along the empty corridor, you notice that the tunnel begins to slope upwards. As it narrows, you see a group of worker Mantiz ahead, intent on some task. Sunlight streams down through a shaft above their heads. You see that they are boring into the rock in front of them, and suddenly you realize that this passage is unfinished.

A swarm of crawling soldier Mantiz lies behind you, their pace and numbers increasing; you are trapped between them and the wall of the unfinished tunnel. Your only hope is the vertical shaft above the burrowing workers, for you are sure that the surface lies beyond; but first, you must pass the workers.

- If you wish to attack them with your Wizard's Staff before they have had a chance to see you, turn to 298. + If you wish to attack them with your Wizards Staff before they have had a chance to see you, turn to 298. If you wish to try to jump on to the back of a Cave Mantiz standing directly below the opening of the shaft, turn to 287.
@@ -4836,7 +4832,7 @@ Change Log: 349 -

It is Tanith, the girl in the service of Mother Magri. She is carrying your Wizard's Staff and Backpack. Grey Star! she calls. I've found you at last.

+

It is Tanith, the girl in the service of Mother Magri. She is carrying your Wizards Staff and Backpack. Grey Star! she calls. Ive found you at last.

We are trapped! shouts Shan. At the other end of the passage you can hear the echo of running feet and the rasping voice of Mother Magri ordering her Shadakine warriors to find you.

If you wish to attack the young girl, turn to 173. If you wish to try to persuade her to relinquish your Staff and Backpack and let you pass, turn to 245. @@ -4849,7 +4845,7 @@ Change Log:

A great hooting yell signifies the presence of others in the leaf-green light of the tree tops. Some forty ape­like men with long tails swing bundles of smoking leaves at the end of lengths of vine. The smoke gives off a choking stench that throws the huge insects into confusion. Within a few moments, they have dropped from the branches of the tree or are scurrying back along the trunk, fleeing from the swirling fumes.

- + Paul Bonner The strange stunted men use their tails to swing from tree limb to branch with astonishing ability, and flush out the insect invaders with practised ease @@ -4859,14 +4855,14 @@ Change Log:

Through watering eyes, you watch the strange, stunted men using their tails to swing from tree limb to branch with astonishing agility, flushing out the insect invaders with practised ease. These are the Kundi. You have found the Lost Tribe of Lara.

As you watch the one-sided battle draw to a close, two sets of hairy arms grab you and lift you bodily into the air. Your ape-like abductors carry you through the giddy heights, leaping and swinging from tree to tree, tossing you like a bale of hay. You are being carried through a fine mist of cloud, from which the Azawood tree draws much of its moisture. Up here, in the highest levels of the forest, is a complex of wooden houses and platforms. You are dumped unceremoniously outside the largest of these tree houses: the house of the Kundi king.

-

The old king regards you with undisguised displeasure. I am Okosa, Kundi king&emdash;why you come and who are you?

+

The old king regards you with undisguised displeasure. I am Okosa, Kundi kingwhy you come and who are you?

Quietly you tell the king of your quest for the Moonstone of the Shianti, your search for the Shadow Gate and your need of the magical Kundi vision to guide you there.

-

You no Shianti&ellips; You bring creeping death from below&ellips; Kundi guide you nowhere, he says, eyeing you suspiciously. No matter how you try, you cannot convince him that you are a Shianti wizard and that you were trying to escape from the terrible Mantiz attack, not leading it. He turns his back on you with a derisive snort.

+

You no Shianti You bring creeping death from below Kundi guide you nowhere, he says, eyeing you suspiciously. No matter how you try, you cannot convince him that you are a Shianti wizard and that you were trying to escape from the terrible Mantiz attack, not leading it. He turns his back on you with a derisive snort.

I can make great magic, you say hopefully, ancient magic, The Way of the Shianti.

Wytch-king make magic, Shadakine make magic. This prove nothing, the king replies with a dismissive wave of the hand.

How then, can I prove the truth of my words to you? you ask, helplessly.

The Kundi King gives you a sly look over his shoulder, eyebrows raised. Prove? he says. Yes, you prove many things, I think, when Urik, wise elder of the Kundi Tribe, has words with you. Then you see some Kundi magic! Not Shadakine spells and whispers.

-

Patiently, you wait. Faintly, you can hear the jingling of tiny bells and a hoarse voice chanting a monotonous rhythm, tunelessly. At length, a wizened old Kundi is led into the room. He is covered in bird feathers and numerous small bells, and his mad, bulging eyes roll around their sockets. The Kundi king and the old Kundi's escorts look to him with reverence, for he is their Shaman and a respected figure in their society. To your eyes, however, he looks faintly ridiculous, shambling around you in a comic, bow­legged dance, waving and rattling a strange, fur-covered talisman in your face and repeating his dissonant litany in an endless monotone. Your own instinctive powers tell you that no magic is being performed here, and you look with interest, curious to see what happens next. Suddenly the mad old Kundi falls silent. He is short of breath, his bony chest wheezing. He bares the blackened stumps of his rotten teeth, and pressing his face close to yours, so close that you can smell the stink of his fetid breath, he speaks to you.

+

Patiently, you wait. Faintly, you can hear the jingling of tiny bells and a hoarse voice chanting a monotonous rhythm, tunelessly. At length, a wizened old Kundi is led into the room. He is covered in bird feathers and numerous small bells, and his mad, bulging eyes roll around their sockets. The Kundi king and the old Kundis escorts look to him with reverence, for he is their Shaman and a respected figure in their society. To your eyes, however, he looks faintly ridiculous, shambling around you in a comic, bow­legged dance, waving and rattling a strange, fur-covered talisman in your face and repeating his dissonant litany in an endless monotone. Your own instinctive powers tell you that no magic is being performed here, and you look with interest, curious to see what happens next. Suddenly the mad old Kundi falls silent. He is short of breath, his bony chest wheezing. He bares the blackened stumps of his rotten teeth, and pressing his face close to yours, so close that you can smell the stink of his fetid breath, he speaks to you.

Paul Bonner @@ -4877,20 +4873,22 @@ Change Log:

You no look like Shianti, he says, looking you up and down with a theatrical gesture.

Shianti wizard, you correct, drawing no response.

-

You no feel like Shianti, Urik continues, running his leathery fingertips along the filthy, tattered remains of your robe. He wrinkles his nose. You no smell like Shianti&ellips; smell more like swamp! he says, exploding into a great fit of hoarse laughter, clapping his hands with glee.

+

You no feel like Shianti, Urik continues, running his leathery fingertips along the filthy, tattered remains of your robe. He wrinkles his nose. You no smell like Shianti smell more like swamp! he says, exploding into a great fit of hoarse laughter, clapping his hands with glee.

You see Shianti, you say? he then asks, his eyes narrowing.

You nod your assent.

The youngest Kundi child knows the riddle of the Shianti. If you have truly looked upon them, then you will know the answer.

-

The fate of your quest hangs upon the words of a child's nursery rhyme, it seems. Okosa, the Kundi king, agrees to grant you a guide to the Shadow Gate, only if you can answer the old Shaman's rhyme. Anxiously, you listen to his words, burning them into your mind.

-

Answer me this, wizard&ellips;

+

The fate of your quest hangs upon the words of a childs nursery rhyme, it seems. Okosa, the Kundi king, agrees to grant you a guide to the Shadow Gate, only if you can answer the old Shamans rhyme. Anxiously, you listen to his words, burning them into your mind.

+

Answer me this, wizard

-

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

+

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

The solution to the rhyme can be found in part two of the Grey Star series:

-

The Forbidden City

+

The Forbidden City

@@ -4925,42 +4923,42 @@ Change Log: - JC Alvarez & Jonathan Blake + JC Alvarez / Jonathan Blake - JC Alvarez & Jonathan Blake + JC Alvarez / Jonathan Blake - JC Alvarez & Jonathan Blake + JC Alvarez / Jonathan Blake - JC Alvarez & Jonathan Blake + JC Alvarez / Jonathan Blake - JC Alvarez & Jonathan Blake + JC Alvarez / Jonathan Blake - JC Alvarez & Jonathan Blake + JC Alvarez / Jonathan Blake @@ -4975,11 +4973,11 @@ Change Log:
  1. Calculate your COMBAT SKILL based on the weapon that you are using.
  2. Subtract the COMBAT SKILL of your enemy from this total. This number = Combat Ratio.
  3. -
  4. If using your Wizard's Staff, note the number of WILLPOWER points you wish to expend.
  5. +
  6. If using your Wizards Staff, note the number of WILLPOWER points you wish to expend.
  7. Pick a number from the Random Number Table.
  8. Turn to the Combat Results Table.
  9. Find your Combat Ratio on the top of the chart and cross-reference to the random number you have picked. (E indicates loss of ENDURANCE points to Enemy. GS indicates loss of ENDURANCE points to Grey Star.)
  10. -
  11. Multiply the enemy's lost ENDURANCE points by the number of WILLPOWER points used.
  12. +
  13. Multiply the enemys lost ENDURANCE points by the number of WILLPOWER points used.
  14. Continue the combat from Stage 3 until one character is dead. This is when ENDURANCE points of either character fall to 0 or below.
@@ -5056,15 +5054,22 @@ Change Log: Errata List -

(Title Page) Replaced IN THE WORLD OF LONE WOLF A NEW HERO HAS ARISEN&emdash;GREY STAR THE WIZARD with In the World of Lone Wolf a new hero has arisen&emdash;Grey 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 new-found and rule. And as with rule. As.

-

(The Story So Far) Replaced the second occurrence of &ldquot;Shadow Gate&rdquot; with Shadow Gate, day no with day, no, eyes, &lsquot;The with eyes. &lsquot;The and Star&ellips; with Star.&ellips;.

-

(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..

-

(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 Wizard's 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.

-

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

-

(1) Replaced this power with this Power.

+

(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, 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.. 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. 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.

+ +

(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.

(4) Replaced desperation you with desperation, you.

(6) Replaced cliff face with cliff-face.

@@ -5076,12 +5081,12 @@ Change Log:

(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, &lsquot;We with Tanith, &lsquot;we and &lsquot;He Who Serves No Master&rsquot; with &ldquot;He Who Serves No Master&rdquot;. 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 stairways&emdash;both. Replaced power of Prophecy with Power of Prophecy.

+

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

(24) Replaced camp-fire with campfire.

(25) Replaced both occurrences of ante-chamber with antechamber and terrible glowing with terrible, glowing.

(27) Replaced alley-way with alleyway.

@@ -5089,10 +5094,10 @@ Change Log:

(31) Replaced ends and at first it with ends, and at first, it and foaming white with foaming, white.

(32) Replaced long range with long-range.

(33) Removed the first choice which read If you have the Kazim Stone, turn to 51. since it does not fit into the context of the story, and it is partially redundant as Section 10 contains the same choice.

-

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

+

(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 hair&emdash;all ragged and black&emdash;and.

-

(37) Replaced jailer's with Jailer's. Replaced these Items with these items.

+

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

+

(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.

@@ -5102,95 +5107,103 @@ Change Log:

(50) Replaced driver and as he draws closer you with driver, and as he draws closer, you.

(51) Replaced Special Item with Backpack Item.

(52) Replaced Azan river with Azan River.

-

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

-

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

+

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

+

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

(58) Replaced Then after with Then, after, Alchemy you with Alchemy, you and points you with points, you. Replaced power of Alchemy with Power of Alchemy.

-

(62) Replaced matter of factly with matter-of-factly and body, is dead.&rsquot; with body, &lsquot;is dead.&rsquot;.

+

(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 jailer's with Jailer's. 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.

-

(95) Replaced this power with this Power.

+

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

+

(95) Replaced this power with this Power.

(96) Replaced instant you with instant, your and points and with points, and.

-

(98) Replaced creature but with creature, but and upwards and with upwards, and. In the second choice, replaced If you have your Wizard's Staff and wish to use it to cast a light with If you would rather exert 1 WILLPOWER point to create a small glow from your Wizard's Staff as in Section 19 since you will always have your Staff, but not necessarily the WILLPOWER to use it. Replaced these Items with these items.

+

(98) Replaced creature but with creature, but and upwards and with upwards, and. In the second choice, replaced If you have your Wizards Staff and wish to use it to cast a light with If you would rather exert 1 WILLPOWER point to create a small glow from your Wizards Staff as in Section 19 since you will always have your Staff, but not necessarily the WILLPOWER to use it. Replaced these Items with these items.

(99) Replaced 5 Shadakine with Shadakine and combat, and with combat and.

(100) Replaced warriors and with warriors, and.

(102) Replaced fades, and with fades and and eyeslits with eye-slits.

(103) Replaced Mantiz the with Mantiz, the.

-

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

+

(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.

-

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

+

(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.

+

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

(116) Replaced Sorcery,turn with Sorcery, turn.

(117) Replaced war cries with war-cries, fury the with fury, the, staff and with staff, and and despatch with dispatch.

(118) Replaced below and with below, and.

(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 jailer's with Jailer's 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, &lsquot;She with Shan. &lsquot;She and ante-chamber with antechamber.

+

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

(132) Replaced on to with onto.

(136) Replaced lightly, and with lightly and and danger,turn with danger, turn. Replaced this power with this Power.

(137) Replaced stairs, which with stairs which.

(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.

-

(143) Replaced this power with this Power.

+

(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 floor&emdash;entrances and undergrowth turn with undergrowth, turn.

-

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

-

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

+

(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 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.

-

(157) Replaced this power with this Power.

+

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

+

(157) Replaced this power with this Power.

(158) Replaced pain, due with pain due and pounds and with pounds, and.

-

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

+

(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.

-

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

+

(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.

(170) Replaced acid with Acid.

-

(171) Replaced these Items with these items.

-

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

+

(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.

(194) Replaced waist, with with waist with,closer and with closer, and, and Shan but, overwhelmed with Shan, but overwhelmed.

(195) Replaced street, which with street which and sign, which reads.: with sign which reads:.

-

(199) Replaced all occurrences of power with Power.

+

(199) Replaced all occurrences of power with Power.

(200) Replaced all instances of alley-ways with alleyways. Added the following choice: If you have the Magical Power of Prophecy and wish to use it, turn to 64. This is to parallel Section 40.

-

(201) Replaced your powers with your Powers.

+

(201) Replaced your powers with your Powers.

(202) Replaced eyes and with your hands raised you with eyes, and with your hands raised, you.

(204) Replaced leg, the with leg; the.

(206) Replaced fungi enables with fungi enable.

(207) Replaced light and with light, and and enemies, who with enemies who.

-

(208) Replaced crossbowmen with your Wizard's Staff, at long range, with crossbowmen at long range with your Wizard's Staff,.

+

(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.

-

(215) Replaced fight but with fight, but, 1 potion of Randalim's Elixir with Potion of Rendalim's 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.

+

(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 it's with If it's, table. &lsquot;they're with table. &lsquot;They're, and narrow and with narrow, and.

+

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

(218) Replaced well and with well, and and Village with village.

(221) Replaced ante-chamber with antechamber, intones and with intones, and, Replaced mark it as a Special Item with mark this Backpack Item, wall and with wall, and, compartment, roughly with compartment roughly, and stone, and with stone and.

(223) Replaced alley-way with alleyway and gutters and with gutters, and.

@@ -5199,10 +5212,11 @@ Change Log:

(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.

-

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

-

(247) Replaced continue &lsquot;In with continue. &lsquot;In.

+

(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.

(250) Replaced strange pale with strange, pale.

(251) Replaced least, that with least that.

@@ -5210,8 +5224,8 @@ Change Log:

(253) Replaced half-way with halfway.

(254) Replaced eye you with eye, you and plants and with plants, and.

(255) Replaced unharmed and with unharmed, and and skid, and with skid and.

-

(256) Replaced air, we're with air; we're, close, that with close that, say; &lsquot;judging with say, &lsquot;judging and seconds you with seconds, you. Changed the choice which led to Section 306 to lead to Section 107 instead. The original book led the reader to an inappropriate instant death section. This may not be the most elegant way to correct this problem, but it seems to be the best compromise.

-

(259) Replaced feet and with feet, and, Magri and with Magri, and, and sweet, a with sweet&emdash;a.

+

(256) Replaced air, were with air; were, close, that with close that, say; judging with say, judging and seconds you with seconds, you. Changed the choice which led to Section 306 to lead to Section 107 instead. The original book led the reader to an inappropriate instant death section. This may not be the most elegant way to correct this problem, but it seems to be the best compromise.

+

(259) Replaced feet and with feet, and, Magri and with Magri, and, and sweet, a with sweeta.

(260) Replaced chase and with chase, and.

(261) Replaced pounding and with pounding, and and back and with back, and.

(263) Replaced veins and with veins, and, leg and with leg, and, and clearing, surrounded with clearing surrounded.

@@ -5222,7 +5236,7 @@ Change Log:

(271) Replaced you and with you, and.

(272) Replaced legs and with legs, and and you intrusion with your intrusion.

(276) Replaced lifted and with lifted, and, last agonized with last, agonized and erupts and in a blinding flash both with erupts, and in a blinding flash, both.

-

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

+

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

(281) Replaced air, and with air and.

(282) Replaced hand and with hand, and.

(283) Replaced breath with breathe and subsides and with subsides, and.

@@ -5232,7 +5246,7 @@ Change Log:

(291) Replaced time discovering with time, discovering and Mountains and with Mountains, and, man, who with man who, Belt Pouch with Herb Pouch, Lara, of with Lara: of, joking. But with joking; but, and eyes, that with eyes that. Replaced any Items with any items.

(293) Replaced waterfall to with waterfall, to.

(294) Replaced man trailing with man, trailing.

-

(295) Replaced struggle and with struggle, and, mind, &lsquot;There with mind. &lsquot;There, tensed and with tensed, and, and on and with on, and.

+

(295) Replaced struggle and with struggle, and, mind, There with mind. There, tensed and with tensed, and, and on and with on, and.

(296) Replaced long winding with long, winding and atttack with attack.

(297) Replaced acid with Acid, However you with However, you and sulphur and saltpetre with Sulphur and Saltpetre, fire, which with fire which, and potion and with potion, and. Replaced as Items with as items.

(298) Replaced chance you with chance, you and run you with run, you.

@@ -5249,19 +5263,20 @@ Change Log:

(310) Replaced time and with time, and and single handed with single-handed.

(311) Replaced shoulders pressing with shoulders, pressing, acid but, it with acid, but it, ante-chamber with antechamber, Shadakine, who with Shadakine who, and from you and with from you, and.

(312) Replaced Correction and with Correction, and.

-

(313) Replaced Your power with Your Power.

+

(313) Replaced Your power with Your Power.

(315) Replaced Staff. But with Staff, but and ground and, screaming with ground, and screaming.

(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 towers&emdash;with their tall, ragged peaks&emdash;cast, old rusty with old, rusty, again, over with again over and right and with right, and.

+

(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.

(327) Replaced plain but with plain, but.

(328) Replaced sun you with sun, you.

(330) Replaced rock face with rock-face.

(331) Replaced ground. But with ground, but and underbelly, which with underbelly which.

-

(332) Replaced you and with you, and and stumble, and half diving, half falling, roll with stumble and&emdash;half diving, half falling&emdash;roll. Added 2 or more WILLPOWER points with which to use to the first choice. You will always have your Staff, but not necessarily the WILLPOWER to use it.

+

(332) Replaced you and with you, and and stumble, and half diving, half falling, roll with stumble andhalf diving, half fallingroll. Added 2 or more WILLPOWER points with which to use to the first choice. You will always have your Staff, but not necessarily the WILLPOWER to use it.

(335) Replaced friend and with friend, and.

(338) Replaced corridor and with corridor, and. Replaced power of Prophecy with Power of Prophecy.

(339) Replaced voice. with voice,.

@@ -5271,7 +5286,7 @@ Change Log:

(345) Replaced happens. But with happens, but.

(346) Replaced mist and with mist, and and Shazarak with Shasarak.

(347) Replaced light, which with light which, light, and with light and, and grow with draw.

-

(350) Replaced agility, and flushing with agility, flushing, unceremoniously, outside with unceremoniously outside, things I think, with things, I think,, Tribe has with Tribe, has, bells and his with bells, and his, here and you with here, and you, teeth and with teeth, and, &lsquot;riddle of the Shianti&lsquot; with &ldquot;riddle of the Shianti&rdquot;, rhyme it with rhyme, it, king agrees with king, agrees, nursey with nursery, and series. with series: and added the name of the next book. Replaced the Way of the Shianti with The Way of the Shianti.

+

(350) Replaced agility, and flushing with agility, flushing, unceremoniously, outside with unceremoniously outside, things I think, with things, I think,, Tribe has with Tribe, has, bells and his with bells, and his, here and you with here, and you, teeth and with teeth, and, riddle of the Shianti with riddle of the Shianti, rhyme it with rhyme, it, king agrees with king, agrees, nursey with nursery, and series. with series: and added the name of the next book. Replaced the Way of the Shianti with The Way of the Shianti.

(Combat Rules Summary) Added a fourth step Pick a number from the Random Number Table. in the first step list. Replaced cross reference with cross-reference. Replaced Turn to Combat with Turn to the Combat.

@@ -5282,34 +5297,8 @@ Change Log:
Footnotes - -

(The Game Rules) It is possible for your WILLPOWER to fall below zero. For example, if you are the victim of an attack that drains your WILLPOWER, your score may be forced below zero. If your WILLPOWER falls to zero or below, you will not be able to cast spells or use your Wizard's Staff until your score is again above zero.

-

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

-

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

-

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

-

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

-

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

-

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

-

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

-

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

-

(Section 183) Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required WILLPOWER points. Tarama Seeds cannot be used to maintain the effect of a spell or in place of other drains on your WILLPOWER, like mental attacks. It also seems inappropriate to use a Tarama Seed in close combat where you could then decide to expend an infinite amount of WILLPOWER to automatically win a fight.

-

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

-

(Section 193) Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required WILLPOWER points. Tarama Seeds cannot be used to maintain the effect of a spell or in place of other drains on your WILLPOWER, like mental attacks. It also seems inappropriate to use a Tarama Seed in close combat where you could then decide to expend an infinite amount of WILLPOWER to automatically win a fight.

-

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

-

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

-

(Section 215) Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required WILLPOWER points. Tarama Seeds cannot be used to maintain the effect of a spell or in place of other drains on your WILLPOWER, like mental attacks. It also seems inappropriate to use a Tarama Seed in close combat where you could then decide to expend an infinite amount of WILLPOWER to automatically win a fight.

-

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

-

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

-

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

-

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

-

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

-

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

-

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

-

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

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

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

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

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@@ -5354,14 +5343,14 @@ Change Log: