## Footnotes

(The Game Rules) It is implied that you must pick a new COMBAT SKILL from the Random Number Table even if have already completed previous one or more Grey Star adventures. This conflicts with the rules for the Lone Wolf books where you carry over your score from a previous successfully completed adventure. For the sake of consistency, players may wish to carry over their existing score from the last Grey Star book they completed.

(The Game Rules) The original intent of the author was most likely that the player should add 50 to their final WILLPOWER score from the end of their last successfully completed Grey Star adventure.

(The Game Rules) 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. Section 175 contains one such case of mandated use of magic, but it also provides a method for resolving this problem: If you do not have enough WILLPOWER points then you must 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).

You may wish to use this method to resolve this problem in similar situations. If your ENDURANCE score falls to zero, you are dead and the adventure is over.

Note that you may not choose to use a Magical Power or your Wizard's 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.

(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 the magical properties of your Wizard's Staff until your score is again above zero. You can still use your Wizard's Staff in combat as a normal weapon, but you must deduct 6 points from your COMBAT SKILL.

(The Game Rules) The original intent of the author was most likely that the player should add 30 to their final ENDURANCE score from the end of their last successfully completed Grey Star adventure. In the Lone Wolf series, it is standard practice to restore one's ENDURANCE points to their original total when carrying them over from one adventure to the next, but the power of the Moonstone seems to change those rules in this case.

(Magical Powers) The wording of this section of the rules seems to indicate--if read literally--that you may choose your set of Lesser Magicks again if you have completed a previous adventure. This is without precedent in other books. In order to preserve consistency with other books, you should not choose your Lesser Magicks again. If you have currently mastered five Lesser Magicks, you may choose one additional Lesser Magick from the list. If you have already mastered six Lesser Magicks, you keep these. If you choose Alchemy as a new Lesser Magick, or you have not mastered the Lesser Magick of Alchemy but you have selected the Higher Magick of Theurgy, you also receive a Herb Pouch with contents, as detailed in the Equipment section.

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

(Equipment) If you have completed a previous adventure, you keep all equipment you had at the end of that adventure. You do not receive any new equipment, unless you have just selected Alchemy as your sixth Lesser Magick, or if you have not mastered the Lesser Magick of Alchemy but you have selected the Higher Magick of Theurgy, in which case you receive a Herb Pouch with contents as indicated in this section.

(Equipment) If you have mastered the Lesser Magick of Alchemy or the Higher Magick of Theurgy 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.

(25) If you wish to take the Sheath, record it as a Special Item on your Action Chart.

(25) If you wish to take the Sheath, record it as a Special Item on your Action Chart.

(47) Although the term 'Agarashi' is not used anywhere else in the Grey Star books, it is used in other books as the collective term for the monstrous servants of Agarash the Damned.

(104) If you do not have sufficient WILLPOWER points, you may choose the method used in Section 175 for resolving this problem: For the WILLPOWER points you lack, you must use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

(112) If you do not have sufficient WILLPOWER points, you may choose the method used in Section 175 for resolving this problem: For the WILLPOWER points you lack, you must use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

(139) If you do not have sufficient WILLPOWER points, you may choose the method used in Section 175 for resolving this problem: For the WILLPOWER points you lack, you must use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

(145) Remember to deduct 1 WILLPOWER point for using the power of the Moonstone against Shasarak.

(193) If you do not have sufficient WILLPOWER points, you may choose the method used in Section 175 for resolving this problem: For the WILLPOWER points you lack, you must use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

(328) If you possess a Temeris Potion you can teleport without using any WILLPOWER points. If you are versed in the Higher Magick of Thaumaturgy you can teleport by deducting 2 WILLPOWER points from your total. To use the Dimension Door of the Moonstone to teleport, deduct 4 WILLPOWER points. (Cf. Section 12.)

(331) 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.

(336) 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.

(355) It appears that for every Phinomel Pod that you possess and wish to throw into the Leafwater pool, you may permanently raise your COMBAT SKILL by 1 when using your Wizard's Staff. Remember to delete these Phinomel Pods from your Action Chart.

(The Passing of the Shianti) This epilogue to the Grey Star series was included in Lone Wolf Club Newsletter 7.

Concept copyright © 1986 Joe Dever and Gary Chalk.
Text copyright © 1986 Ian Page.
Illustrations copyright © 1986 Paul Bonner.