X-Git-Url: https://git.projectaon.org/?a=blobdiff_plain;f=01gstw.xml;h=a4527162bf25eef07445bb41201bd5390ae90c98;hb=ee35ea2fc49adbfcf83b947403b572e2ce069c79;hp=adf2f7dc00b7d668c4d8003326722843fb67f6bf;hpb=cde1aff3e09fe248a2ea11ec39e04e4365894315;p=project-aon.git diff --git a/01gstw.xml b/01gstw.xml index adf2f7d..a452716 100755 --- a/01gstw.xml +++ b/01gstw.xml @@ -1,9 +1,5 @@ - - %xhtml.characters; - %general.links; @@ -13,160 +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 - 2004620 + 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.
+ + 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.
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. +

@@ -192,7 +72,10 @@ Change Log: -

To Joe Dever,
without whom&ellips;

+

+ To Joe Dever, + without whom +

@@ -214,21 +97,52 @@ Change Log:
Transcription
-
Ryan Cross
Max Silvestri
+
+ Ryan Cross + Max Silvestri +
+
Illustration Transcription
+
+ 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
@@ -244,33 +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.

@@ -282,15 +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.

@@ -299,15 +216,25 @@ 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.

Sorcery + + + Paul Bonner + + + + Christopher Lundgren @@ -324,6 +251,13 @@ Change Log: Enchantment + + + Paul Bonner + + + + Christopher Lundgren @@ -331,7 +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.

@@ -340,6 +274,13 @@ Change Log: Elementalism + + + Paul Bonner + + + + Christopher Lundgren @@ -356,6 +297,13 @@ Change Log: Alchemy + + + Paul Bonner + + + + Christopher Lundgren @@ -372,6 +320,13 @@ Change Log: Prophecy + + + Paul Bonner + + + + Christopher Lundgren @@ -388,6 +343,13 @@ Change Log: Psychomancy + + + Paul Bonner + + + + Christopher Lundgren @@ -404,6 +366,13 @@ Change Log: Evocation + + + Paul Bonner + + + + Christopher Lundgren @@ -417,9 +386,16 @@ Change Log:
- Wizard's Staff + Wizard<ch.apos/>s Staff + + + Paul Bonner + + + + Christopher Lundgren @@ -427,7 +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.

@@ -445,15 +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:

    @@ -482,12 +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.
@@ -498,7 +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.
@@ -523,7 +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.
@@ -550,8 +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. @@ -559,26 +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.

@@ -605,8 +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!

@@ -622,16 +598,16 @@ 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 With quaking heart you enter the sacred temple of Amida - - + + -

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. @@ -676,6 +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.
@@ -685,7 +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. @@ -696,12 +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.
@@ -731,7 +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.
@@ -752,8 +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.
@@ -762,7 +749,14 @@ 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 + + + +

You wait with bated breath for several minutes after it has passed, but the chariot does not return.

Turn to 75.
@@ -781,7 +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.

@@ -797,7 +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. @@ -817,7 +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.

@@ -825,13 +819,13 @@ Change Log: Paul Bonner There is a pause while you all consider the problem - - + + -

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.
@@ -843,7 +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.
@@ -861,12 +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.
@@ -876,7 +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.
@@ -886,7 +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. @@ -954,10 +948,10 @@ Change Log: Paul Bonner Stagnant pools and swamps are overgrown with clumps of rope-like tendrils - - + + -

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.
@@ -965,17 +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.

@@ -988,7 +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. @@ -999,7 +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.
@@ -1010,8 +1008,15 @@ 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.

+ + + Paul Bonner + + + + If you do not have any money, or have money but do not wish to hand it over, turn to 76. If you prefer to hand over your money, turn to 133.
@@ -1032,13 +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. @@ -1049,7 +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. @@ -1071,19 +1076,19 @@ 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.

Paul Bonner The knights are defending a heavily laden wagon - - + +

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. @@ -1107,7 +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.
@@ -1116,7 +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. @@ -1127,11 +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: