Advanced Dungeons & Dragons(TM)
UNLIMITED ADVENTURES

This document describes how to use the various events in more
detail than the manual does. When the manual refers to the RANDOM
COMBAT event you need to use the PICK ONE COMBAT event. Art that is
to be imported into the game needs to be drawn in one of two
formats, depending on whether you are running in Black and White or
Color.  B&W art must be drawn in MacPrint format, while color art
must be stored in a PICT file.  Almost all Mac painting programs
support these formats.  For instruction in how to use the art
template files, refer to page 112 of the Designer's Journal.  Note
that separate template files are provided for importing B&W art and
color art. There are several pre-drawn dungeon maps included in the
Heirs to Skull Crag adventure.  Look at the end of the module list
for additional maps not used in the adventure.In the monster and
NPC editors there is a column of popup menus to the right of each
item.  These default to REG.  They allow you to specify the number
of item that appears IF it is an item that can be  joined and is
not a scroll.  For example, arrows normally come in bundles of 40.
You can use the popup to change that to some other number.  It also
affects the number of charges held in wands and similar items.  The
setting of the popup has no effect on most items, e.g. armor and
weapons. On the IBM version, display access will not always display
correctly. On the MAC version, to be able to import color art, you
must set the amount of memory for the program to 2000.  Use the get
info command in the finder to set this number. Some sprites and
pictures are permanently associated with a monster, and share that
monster's name.  Such images can only be renamed in the monster
editor, not in the art gallery.  You will not be able to rename the
sprite "BLACK PUDDING" in the second tutorial of the chapter
entitled "Customizing Art".  Simply press LEAVE and select
"PICTURES", then try renaming a picture such as "BIT O' MOANDER".

USING EVENTS VARIABLES.
 There are three kinds of variables:  keys, items, and quests.
Only keys may be used as conditions for opening specially-locked
doors, as defined in wall placement.  Only keys and items appear in
the party's INVentory.  Any type of variable may be used as a
condition for an event (on page 1 of the event) or as a quest.
Variables may have values from 0 to 255; values may be altered with
QUEST, SPECIAL ITEM, and UTILITIES events.  For all variables, a
value of 0 signifies that the party does not possess the variable,
while any other values signifies that the party possesses it.  This
distinction is used both in the party's INVentory, and in the page
1 execution options of all events. Page 1 of all events
provides choices for execution and chaining criteria;  the format
of page 1 is the same for all events.  There are three separate
choices on page 1:  whether the event will only happen once, or
whether it may happen every time the party enters the location of
the event; the conditions which must be met for the event to
happen; and the conditions under which the event will chain to the
next event in sequence (these conditions do not apply to special
chains from events such as QUEST STAGE or QUESTION-YES/NO).  Note
that the "do event only once" and "event happens if" choices only
determine whether  the event itself will happen, and not whether a
chained event will happen.Most of the "event Happens if" options
should be self-explanatory.  In the "facing correct direction"
option,  the compass points are abbreviated to their first letters
if more than one facing is facing desired.  The "quest failed"
states are set by QUEST STAGE events, while a "quest in progress"
state will be valid if the quest variable has a non-zero value but
the quest has neither been completes nor failed.  "Detecting traps"
will be valid if the party has cast the 2nd level clerical spell
Detect Traps, and it has not yet expired; the same conditions hold
for the "see invisible" and the 2nd level mage spell See Invisible.
Race/Class needs a member of the party to be correct race/class and
to have a status of OK. The "chain control" options allow you to
specify whether an event will always chain, or whether it will only
chain if the event control conditions allowed (or did not allow)
the event to happen.  Note that in an event which always goes to a
special chain if event happens, such as an ENCOUNTER event, the
normal chain may only be reached if the event control conditions
prevent the event from happening.  These conditions may also be
superseded in a QUEST STAGE event; such as event will always chain
to the standard chain if the selected quest is not at the indicated
stage.  The chain control options also allow you to select the type
of event you wish to chain to (if any) in the standard chain.

ADD NPC
This event allows you to add one of the 16 (or fewer) NPC's in an
adventure to the party.  You may display a picture (note that you
cannot display sprites in any events in an overland module) and a
page of text while this is happening, and you may select the
percentage of the NPC's hit points which the NPC begins with.  If
the NPC is already in the party, or if there are already two NPC's
in the party, this event does not happen and the page 1 chaining
behaves as if the condition was not met.

CAMP
This event automatically encamps the party.  You may display a
picture and a page of text in this event, and you may specify
whether the party goes back to the location they came from after
leaving the encampment.  By chaining a WHO PAYS event to a CAMP
event, you can create a simple inn.

CHAIN
This event is used to branch a chain to two different sequences of
events.  If the event control conditions allow the event to happen,
the page 2 chain will be followed; otherwise, the page 1 chain will
be followed.

COMBAT
This is the basic event used to initiate a combat with monsters.
Before the combat, you are allowed to display a picture and a page
of text describing the battle (or anything else).  You may specify
the range at which the battle takes place (which is also the range
at which monster sprites are displayed before the battle begins),
the location of the monsters with  respect to the party, and
whether the monsters or the party are surprised.  You may also make
the monsters automatically approach the party, which will animate
monster sprites as the monster approach before the battle and make
the battle occur at close range, and you can specify that the
battle occurs outdoors, which will use overland terrain instead of
dungeon terrain.  Some combinations of walls and monster placements
may generate combats in which some monsters cannot come into
contact with the party, or some of the monsters may not appear in
the battle because there are not enough valid places to put all of
the monsters in the location you have selected; if one of these
happens, try adjusting the monster locations or the range. You may
select up to six types of monsters to fight in a battle; pages 3
and 4 are used to indicate your choices.  No more than 50 monsters
may appear in battle, including no more than 31 in any one of the
six choices (although you can assign more than one of the choices
to one type of monster).  Some monsters count double in these
calculations because they have extra equipment or special effects;
these monsters are marked with an asterisk('*') in the monster
list.  Each of the monster choices on page 4 may be made friendly
to the party, in which case they will be allied with instead of
opposed to the party (unless charmed by the opposing monsters). Page
5 contains several miscellaneous combat options.  "No treasure from
monsters" denies a victorious party the equipment and wealth of the
defeated monsters, although they will still receive any treasure
assigned in a previous COMBAT TREASURE event.  If "party never
dies" is chosen and the party loses the combat, after the battle
all party members will still be alive and well, but with only one
hit point remaining.  If "magic doesn't work" is selected, then
monsters and party members may not cast spells or use magic items
such as scrolls, potions, or wands during the battle.  You may set
the monsters' morale to any level from 1 to 100 for the battle; the
morale determines the percentage of the monsters' total hit points
that must be inflicted before the surviving monsters attempt to
flee or surrender, although some slow, stupid monsters may do
neither, and many powerful monsters and types of monster such as
undead have their own personal morale, which may keep them fighting
after other monsters have fled or surrendered.  "additional
difficulty turning undead" reduces the levels of all clerics and
paladins in the party by the indicated amount for the purpose of
turning undead.  This reduction is cumulative with any additional
difficulty specified in the module global information.

COMBAT TREASURE
This event must be placed in a chain BEFORE a COMBAT or PICK ONE
COMBAT event, in which case, if the party wins the combat, they
receive the treasure.  The COMBAT TREASURE event need not be placed
immediately before the combat event, if more than one combat
treasure events are placed before a combat event, the party will
receive the complete set of treasure.  The treasure may include
heaps of platinum, gems, and jewelry, and up to 8 items of
equipment, which are selected from the complete list of items which
is broken down into 16 categories of equipment, by type and power.
Combat treasure items are never identified; for example, a Long
Sword +4 will appear in the treasure list or inventory as a Long
Sword until it is identified as a shop.

DAMAGE
This event is used to inflict damage on the party outside of
combat, from traps, avalanches, or thrown boulders, for example.
A WHO TRIES event chained to a DAMAGE event, under appropriate
conditions, can be used to represent a simple, unavoidable trap,
and a QUESTION-BUTTON event chained to a combination of events,
including WHO TRIES/DAMAGE chains, may be developed for a more
complex trap.As with many other events, you may display a picture
and a page of text.  You may determine how many complete attacks
are made, who in the party is affected by the attack(s) (note that
the percentage chance only applies if you select the last option
for who is affected), the dice of damage for each attack, what
effect a saving throw has against the attack(s), if any, what type
of saving throw is required and what modifier there is to the
saving throw, or, if an attack is affected by a party member's AC,
the THAC0 of the attack.

ENCOUNTER
This is a general-purpose event which is used when an meeting with
monsters may have several possible outcomes.  There are three
possible outcome chains, labeled the combat, talk, and escape
chains; the event gives you great flexibility in determining which
chain is followed. At the beginning of the event, you may display a
picture and a page of text, as usual.  You may also specify the
starting range of the encounter, which will affect the size of any
sprite displayed, and the overall speed of the monsters in combat,
which may determine whether combat occurs, and on what terms.  On
page 2 you also specify what events three outcome chains go to, if
any. An ENCOUNTER event displays up to five buttons at the bottom of
the screen: Approach, Retreat, Fight, Wait, and Talk.  Each of the
buttons will either decrease the range or move to one of the
outcome chains.  If the range decreases to "nearby" or "upclose",
the indicated buttons will be displayed again, and the player will
have another choice to make.  If the range is already "up close"
and the range decreases again, you must choose the outcome of the
encounter.  The outcome of the encounter may depend on whether the
party is fast (the slowest party member is at least as fast as the
monster speed selected), or slow (the slowest party member is
slower than the monster speed).  Unconscious, poisoned, stoned, and
dead party members have a speed of 0; the speed of other party
members depends upon their armor, encumbrance, Haste spells, and
Boots or Potions of Speed.

ENTER PASSWORD
You can use this event to require a player to enter a password
(which is presumably revealed in some other part of your adventure)
in order to proceed.  You start by specifying the art to display at
the beginning of the event and the text  which invites the player
to enter the password.  You must specify the password and the
number of  attempts the player is allowed to make to enter the
password.  You may also specify a teleport destination (if any),
and whether the event(s) at the destination happen as a result of
the teleportation, or not.  Page 3 is used to specify what happens
if the password is entered correctly; you may display a page of
text and chain to another event; teleport the party to the
specified location, move the party backward one step, or do
nothing.  Page 4 provides the same options, for the case in which
the player fails to enter the password correctly.  Note that there
is only one possible teleportation destination, regardless of
whether teleportation is specified on success, failure, both, or
neither.  If teleportation to different locations is desired,
depending upon whether the password is entered correctly or not,
one of the choices must be chained to a TELEPORTER event.

GAIN EXPERIENCE
This event is used to give the party or the selected party member
experience points, presumably for some extraordinary
accomplishment, or just general good behavior.  You may specify a
picture and a page of text to display and a sound effect or musical
theme to play, as how much experience is gained and whether it is
shared by the entire party, or only gained by the selected party
member.

GIVE TREASURE
This event is used to give the party treasure by any means other
than as a result of combat.  The wealth and items are specified in
the same manner as in a COMBAT TREASURE event, but you may also
choose to make the items identified, in which case the player will
be able to discern the potency or function of an item, as well as
its general nature, without getting it identified at a shop.

GUIDED TOUR
This event may be used to move the party  to a specific location,
one step at a time, or to point out some of the salient features of
the current module to the player.  You may move the party up to 24
steps, and you may display 2 pages of text during the tour.  On
page 2, you may specify the number of steps in the guided tour and
whether the tour starts at the party's current location, or at
another location.  If you select "use starting location," the tour
will start at the location you specify; otherwise, it will start at
the part's current location.  Also on page 2, you may indicate
whether any events placed at the location where the tour ends
happen following the end of the tour or not. Pages 3, 4, and 5 are
used to define whether each of the 24 possible steps in the tour is
a forward move, a left or right turn, or a pause.  These are the
only four possible position changes which can happen in a guided
tour; you can't turn the party around or move them sideways or
backwards.On page 6 are the two possible pages of text you may
display during a guided tour.  You place each of them before any
step; if you wish  to display text at the end of a guided tour,
select the step after the last step.

NPC SAYS
This event is useful if you only want the party to obtain a piece
of information when a specific NPC is in the party and their status
is OK.  You may put up to five pages of text in a NPC SAYS event.On
page 2, you must first specify which NPC is required to be in the
party for the text to be displayed.  You may then specify a picture
to display (and the range, if the selected art is a sprite), a
sound effect to play, and the first page of text.  Pages 3 and 4
hold the other four pages of text.  The "must press return" option
for each page forces the player to press return after viewing the
text; if you do not select this option for a given page, the text
of the next page will be displayed immediately following the
current text so it is generally wise to leave a space at the end of
a page of text, if you are not using the "must press return"
option.  Note that the game automatically forces the player to
press return when the window is full of text; you need not worry
about failing to display text because you have filled the window.
The "highlight" option on each page makes the text on that page be
displayed in the highlighted text color instead of the normal text
color.  When possible, we generally use highlighted to designate
text which is being spoken by a character or monster, as opposed to
text which merely describes events or surroundings to the player.

PASS TIME
This event is used simply to make time pass in an adventure, which
will make spells on party members wear off and may  heal damage to
party members.  You may specify a page of text to be displayed
while the time is passing, and the number of days, hours, and
minutes to elapse before the party can take further action.

PICK ONE COMBAT
This event is referred to in the Designer's Journal as a RANDOM
COMBAT event.  It functions in the same manner as a COMBAT event,
except that instead of fighting all of the groups of monsters
specified on pages 4 and 5, one of the groups is selected to random
(if only one group has any monsters in it, that group will always
be selected), and the battle is fought against that group of
monsters.  A PICK ONE COMBAT event may be used to generate a combat
against a randomly selected type of monster, a random number of one
type of monster, or a combination of these choices.

QUEST STAGE
This event may be used as an element of a quest in which the party
is required to accomplish a series of feats in a specific order.
A QUEST STAGE event will only happen if the selected quest
(variable) is currently at the stage BEFORE the stage you select
(has a value 1< the value you select); otherwise, the normal chain
event (if any) will happen.On page 2, you may specify a picture and
a page of text to be displayed.  If the party is free to accept or
reject this quest stage, the text should be in the form of a
question; otherwise, the text should describe the occurrences
associated with the quest stage, if any.  Below the text page, you
may specify the conditions under which the quest stage is accepted
or rejected.  The first four choices require the player to select
Yes or No; the last two choices do not allow the player any input.
The next two options allow you determine whether the quest is
concluded at this stage.  "Quest completed upon acceptance"
indicates that if the party meets the conditions for acceptance,
the party has fulfills the quest.  If this option is not selected,
when the party meets the conditions for acceptance, the quest is
advanced to the next stage.  "Quest fails upon rejection" indicates
that if the party fails to meet the conditions for acceptance, the
quest is over and the party has failed.  If this option is not
selected and the party fails to meet the conditions for acceptance,
the quest remains at the same stage.  Finally, on page 2, you may
specify which quest and which stage of the quest are the concerns
of this event.  On page 3, you may specify what event the quest
stage chains to if it is accepted, and what event it chains to if
it is rejected.A simple heroic quest generally starts with an
"accepted on yes" QUEST STAGE (the queen asks the party to rescue
her son, who has been kidnapped by a dragon), which may have "quest
fails upon rejection" selected (*loud belch* from under volcano);
followed by one or more "accept automatic (no question)" QUEST
STAGEs associated with heroic deeds (locating the shepherd who
knows the secret path to the dragon's lair, slaying the fearsome
beast, and striking the chains from the prince before the volcano
explodes); and finally an "accept automatic (no question)" QUEST
STAGE with "quest completed upon acceptance" selected (reuniting
the tearful, happy royalty and hauling off the loot before lava
covers palace).  For a complex example of this sort of quest,
examine Yemandra's quarters at column 3, row 27 of dungeon 4 in
"The Heirs to Skull Crag."  Note that quests have been completed,
and quest 10 is used to determine whether the party may be offered
another item quest at this time; the actual quest for the Lance of
the Roadwarden is quest 3.

QUESTION-BUTTON
This event is used to ask the player a question which may be
answered by pressing a button at the bottom of the screen.  There
may be up to five buttons, and each button may chain to a different
event.  Standard uses for QUESTION-BUTTON events include complex
traps, atypical monster encounters, and customized towns in
overland.On page 2, you may select a picture and a page of text to
display.  the page of text should generally be the question to
which the buttons are the possible responses.  The first button
definition is also on page 2; the other four button definitions are
on the next two pages.  For each button, you can define the label
of the button (what it says on the screen); what event the button
chains to, if any; whether, after the chained event happens, the
question and the buttons are displayed again; and whether the party
steps back from the location in which the event takes place after
the event is finished.  The buttons must be short enough to fit on
one line on the screen and each button must start with a unique
alphabetic character so that the player may use keyboard shortcuts.

QUESTION-LIST
This event is used for a multiple-choice question in which the
question is shorter but the possible answers are longer than are
allowed in a QUESTION-BUTTON.  The format of the event is almost
the same as that of a QUESTION-BUTTON, but, since the possible
responses may fill up to five of the six lines of the text window,
the question must fit on a single line.  There is also no
restriction on the starting characters of the responses.

QUESTION-YES/NO
You may use this event to ask the player a yes/no question.  The
format is similar to that of the other two question events, but you
are also allowed to display a page of text in response to both
"yes" and "no" replies, before chaining to another event or ending
the event.

REMOVE NPC
This event is used to remove a specified NPC from the party.  Your
only options in this event are to select a picture and define a
page of text to display, and specify which NPC in the party list is
removed from the party.  This event is treated as not happening for
page 1 conditions if the specified NPC is not in the party.

SHOP
This event is used to create a shop at which the party can buy and
sell equipment, and pay to have treasure identified.  At each shop,
you may select a picture to display, a cost factor, which is
multiplied by the standard price of each item bought or sold to
determine the actual price offered or asked (if the cost factor
selected is "free", the shopkeeper will give all items away at no
charge and will not pay for items the party offers for sale), and
whether the party automatically leaves the shop location after
concluding its business.  You may also choose which items are for
sale at the shop; you may select any or all of the items in up to
four of the sixteen categories items available in Unlimited
Adventures.

SMALL TOWN
This event is generally used to create a generic small town on an
overland map.  You may want to chain a QUESTION-YES/NO event to a
SMALL TOWN (via the "yes" chain) to provide some description of the
town and offer the party the choice of whether or not to enter the
town.On page 2, you may select a picture and a page of text to
display, and you may indicate whether the town contains a temple,
a training hall, a shop, an inn, a tavern, and a vault.  On page 3
you may specify the cost factors for the store and for the temple
and training hall (one cost factor covers both).  You may also
specify the highest level of healing spells which the temple
clerics are capable of casting, and which classes can be trained at
the hall of training. On page 4, you may enter the tavern tale which
the party will overhear at the tavern.  If you wish the party to
hear additional tavern tales, you must chain a TAVERN TALES event
before the SMALL TOWN.  You may also select the two categories of
items for sale at the shop in the town, and, on page 5 and 6, you
may select the individual items in those two categories which the
shop offers.

SOUNDS
This event is used to play a sequence of up to ten sound effects or
musical themes.  Only the standard gold box sound effects and
themes from previous gold box games are available; you cannot
substitute your own sound effects.

SPECIAL ITEM
This event is used to give a special item to the party, or to take
it away.  The arithmetic effect is to assign a value of 1 to the
item variable if it is given to the party, or 0 if it is taken
away.  You may specify a picture and a page of text to display,
which item is affected, and whether the item is given to the party
or taken away.  This event only counts as happening for page 1
chaining if the party doesn't already have the item (for give) or
already has the item (for take).

STAIRS
This event is used to create a stairway from one location in an
adventure module to another location in the same module.  A STAIRS
event happens as the party tries to enter the location containing
the event, so the party never actually enters the location.  This
allows you to put a STAIRS event behind a wall-set image of a
stairway and have the STAIRS event happen when the party attempts
to move across the "stairway" wall, without letting the party see
what's on the other side of the wall. On page 2, you may specify
which picture (if any) is displayed when the event happens, and
whether the party is asked whether they want to use the stairs.  If
"ask 'yes/no' question?" is selected, then you may specify whether
a yes or no response transfers the party to the destination, and
the text of the question to be asked.  On page 3, you may indicate
whether the party goes to a specified location or to an entry point
(entry point destinations don't work in IBM v. 1.0), and you may
specify which location and facing or entry point is the
destination.  You may also enter a page of text to display upon
arrive and indicate whether or not an event at the destination
location happens when the party arrives.

TAVERN
This event is used to create a public house where the party may
socialize with the inhabitants of the local demesne (start a
fight), share tales of wonderous events (eavesdrop), and sample
local concoctions (use your imagination). The party's options in
a tavern are indicated by buttons at the bottom of the screen.On
page 2, you may specify a picture and a page of text which are
displayed when the party enters the tavern. You may indicate
whether there will be a "Fight" button, and, if so, what event is
chained to when the "Fight" button is selected. You may also
determine whether the party steps back into the location from which
they entered tavern when they are through with the tavern, or
whether they remain in the tavern's location. On page 3 and 4, you
may enter up to four tavern tales, and, on page 3, you may indicate
whether the tales are told in sequence, or in a random order. If
you wish to have more than four tavern tales, you must place a
TAVERN TALES event in a chain BEFORE the TAVERN event. On page 5,
you may indicate whether drinking is allowed at the tavern. If
drinking is allowed, you may specify the names of up to five drinks
(which must fit on one line and have unique first letters). Each
drink has a strength, as shown on page 5; you may select an event
to chain to when drinks with strengths totaling 60 or more have
been consumed.

TAVERN TALES
This event may be used to provide additional tavern tales for a
TAVERN or SMALL TOWN event. You may enter up to six tavern tales
in a TAVERN TALES event.

TELEPORTER
This event functions in exactly the same fashion as a STAIRS event,
except that it takes place as the party moves into or LOOKs at the
location of the event, whereas a STAIRS event happens when the
party attempts to leave an adjoining location to enter the event's
location; thus, in a TELEPORTER, the party will be able see the
walls of the location containing the event from the location
itself, which is not possible in a STAIRS event.  Note that entry
point destination selection does not work in IBM v 1.0.

TEMPLE
This event is a temple where the party may pay for healing spells.
The party may also be able to donate platinum pieces to a temple,
and may be rewarded for their generosity. On page 2, you may select
a picture and enter a page of text to display when the party first
enters a temple. You may also specify the highest level of healing
spell available at the temple and the cost factor of the healing
spells, in comparison to standard temple rates. Note that for the
"Fix" button (which automatically heals all possible damage to
party members) to be available to the party, the highest spell
level must be set to '7' and the cost factor must be set to
'free'. On page 2, you may also indicate whether the temple accepts
donations, the number of platinum pieces which must be donated
before the temple offers a reward (or punishment), and the event
which will happen after the indicated number of platinum pieces has
been donated. The temple will keep track of the total amount of
platinum pieces has been donated, not just the amount donated at
any single visit to the temple, but the chained event will not
happen until the party starts to leave the temple after donating
the requisite amount of platinum. On page three you may enter the
message which will be displayed whenever the temple menu is on the
screen, such as, "How may we help you?". You may also indicate
whether the party returns to the location from which they entered
the temple after departing, or whether they remain in the temple
location.

TEXT STATEMENT
This event is used to display up to five pages of text. It has the
same format as a NPC SAYS event, except that it is not conditional
upon the presence of a specific NPC.

TRAINING HALL
This event is a training hall where the party may go up experience
levels, replace dead party members, etc. You may specify which
classes may be trained at the training hall and how much it costs
(per level) to train. You may also select a picture and enter a
page of text to display when the party enters the training hall,
and you may indicate whether the party returns to the location it
came from or remains in the training location when training is
completed.

TRANSFER MODULE
This event is used to move the party from one module to another.
In form, it is similar to a STAIRS or TELEPORTER event, but there
are significant differences.On page 2, your first choice is whether
the event happens when the party is in the event's location, in the
manner of a teleporter, or as the party enters the location, in the
manner of stairs.  The options related to asking the party whether
they wish to transfer modules work in the same fashion as in a
STAIRS event. You also have the option of destroying all drow
equipment with sunlight as the party transfers to a new module.The
page 3 options are the same as for a STAIRS event, except that you
may also specify which module the party is transferring to
(selecting an entry point WILL work in IBM v 1.0).

UTILITIES
This event is used for arithmetic and logical operations on
variables, and for ending an adventure. You may perform each of
the three types of operation in a single UTILITIES event, although
it is rather pointless to perform any other operations if you are
ending the adventure. The first type of operation is arithmetic. An
arithmetic operation allows you it add, subtract, or specific value
in the variable you select. Values must be positive integers
between 0 and 255. Remember that a value of zero indicates that
the party does not possess a given item, while any other value
indicated that the party does possess the item. The second operation
is ending the adventure, which exits play. It is recommended that
you warn the player before ending the adventure, and provide an
opportunity to save the characters in the party, if they are to be
allowed further adventures. The third operation is a multi-item
check. This allows you to check whether the party has any or all
of any six items and, if they do, give them a seventh item. If you
are checking fewer than six items, simply check one of the items
several times. This operation may be useful for determining
whether the party has completed any of several tasks required to
proceed, or whether the party has completed all the tasks requires
to proceed, as the case may be.

VAULT
This event is used to create a vault in which the party can store
surplus wealth and equipment. Note that all vaults in a given
adventure are connected by a hyperspace shunt to the same
repository of money and items. In a vault event, you may select a
picture and enter a page of text to display, and you may specify
whether the party returns to the location they came from of remains
in the vault location upon leaving the vault.

WHO PAYS
This event is used to allow the player to select a party member to
pay a specified price. If a selected party member has sufficient
wealth to pay the price, the price is deducted from the party
member's wealth, and the party has succeeded. If the party exits
without paying, they have failed. On page 2, you may select a
picture and enter a page of text to display. You may also specify
the price which must be paid in platinum pieces, gems, or jewerly
(or specify an impossible price) and select a destination for
teleportation resulting from success or failure. Futhermore, you
may indicate whether any event at the destination happens when the
party arrives. On page 3, you may enter a page of text, which will
be displayed if the party pays the price. You may also specify
whether another event happens or the party steps back or teleports
after paying. On page 4, you have the same options for the case in
which the party gives up without paying.

WHO TRIES
This event is used to judge whether the party can succeed at a task
by checking the selected party member's stats or thief skills. You
may specify the number of times the party may attempt the task and
the consequences of success or repeated failure.On page 2, you may
first select a picture and enter a page of text to display. You
may specify the stat or thief skill to check (or specify that the
attempt automatically succeeds or fails), indicate whether the stat
or skill must equal or exceed a specified value or a die roll (d20
for stats; d100 for thief skills), and specify the number of
attempts the party is allowed. You may also select a destination
for teleportation resulting from success or failure. Futhermore,
you may indicate whether any event at the destination happens when
the party arrives. Pages 3 and 4 are used to specify the
consequences of success and failure. They have the same format as
in WHO PAYS event.
