X-Git-Url: http://git.projectaon.org/?a=blobdiff_plain;f=en%2Fxml%2F02fotw.xml;h=87eaacfc0aa851cb780adf52e003cd91a4326f8a;hb=e62d7c30d12228cbc165471442ce07b9558da894;hp=21f5fc8177e17a9eb15b625083dfb5a526360fa2;hpb=e2f6f6a8ed0fbf76c96c6fe033784734ae3fb760;p=project-aon.git
diff --git a/en/xml/02fotw.xml b/en/xml/02fotw.xml
index 21f5fc8..87eaacf 100644
--- a/en/xml/02fotw.xml
+++ b/en/xml/02fotw.xml
@@ -126,6 +126,7 @@
This Discipline can be used to restore
If you choose this skill write Healing: +1
on your Action Chart.
If you choose this skill write Healing:
on your Action Chart.
The fact that you are skilled with a weapon does not mean you set out on the adventure carrying that particular weapon. However, you will have opportunities to acquire weapons in the course of your adventures. You cannot carry more than 2 weapons.
-If you choose this skill, write Weaponskill in
on your Action Chart.
If you choose this skill, write Weaponskill in
on your Action Chart.
This enables a Kai Lord to attack an enemy using the force of his mind. It can be used at the same time as normal combat weapons and adds two extra points to your
If you choose this skill, write Mindblast: +2
on your Action Chart.
If you choose this skill, write Mindblast:
on your Action Chart.
Dorier jumps away from the table and draws his sword. In an instant, his brother Ganon is by his side. You must fight them both as one enemy.
-Due to the surprise of your attack, add 2 points to your
The Sommerswerd is a weapon-like Special Item. The +10
The Sommerswerd is a weapon-like Special Item. The
It is probably best to consider each Meal as one item of the merchant
The boy is thrown out of the trading post by two black-clad guards. The merchant thanks you and offers you the choice of any two items of his cargo. (Remember that you must take the Backpack in order to carry any of the Backpack Items.)
Neither Discipline literally gives you the ability to see through clay. Rather, Sixth Sense intuitively clues you into the marble
Neither Discipline literally gives you the ability to see through clay.
Due to the loss of
You are becoming weaker and weaker. After what seems an eternity of painful struggle you find the Laumspur and force yourself to swallow the dry leaves. Within seconds you are violently sick, after which you drift off into a restless sleep.
-It is nearly an hour before you awake and you still feel dreadfully ill. Deduct 5
It is nearly an hour before you awake and you still feel dreadfully ill. Deduct 5
As you slowly regain your strength, the shock of what has happened soon turns to anger. You grab your equipment and stagger out of the room, intent on confronting your would-be assassin.
In the Collector
In the Collector
The restriction on Weapons inside the gaming-house is merely flavourful text and has no effect on your Action Chart.
-In the game of Cartwheel
, the number 0 is adjacent to the number 9. For example, if you bet on 9, and the silver ball falls on 0, you win 5 Gold Crowns for every 1 that you staked.
Opposite the coach station is a narrow street leading to a gaming-house with a sign outside.
You are excited by the chance of being able to win some gold and you quickly enter. Any Weapons you may have must be left with a guard at the door. You can recover your Weapons when you decide to leave.
You are excited by the chance of being able to win some gold and you quickly enter. Any Weapons you may have must be left with a guard at the door. You can recover your Weapons when you decide to leave (do not erase them from your Action Chart). You are given a silver token worth 1 Gold Crown, that can only be used in this gaming-house. (You only receive the free silver token once, regardless of how many times you may enter the gaming-house.)
The entrance hall opens out into a huge room where many gambling games are in progress. One that catches your eye is called Cartwheel
. At one end of a long table, an attractive young woman spins a black dish divided into ten sections marked 0
To play Cartwheel
, you must first decide the number you would like to bet on and just how many Gold Crowns you would like to stake. Make a note of these numbers and then pick a number from the Random Number Table. If you pick exactly the same number, you win 8 Gold Crowns for every 1 Gold Crown that you gamble. If the number you pick is immediately before or after the correct choice,
To play Cartwheel
, you must first decide the number you would like to bet on and just how many Gold Crowns you would like to stake. Make a note of these numbers and then pick a number from the Random Number Table. If you pick exactly the same number, you win 8 Gold Crowns for every 1 Gold Crown that you gamble. If the number you pick is immediately before or after the correct choice, you win 5 Gold Crowns for every 1 Gold Crown that you stake. (Note that 0 sits between 9 and 1 in Cartwheel.) There is a limit to how much you can win on this table: 40 Gold Crowns.
You may play as many rounds of Cartwheel
as you wish until either you lose all your Gold Crowns, or you decide to pick up your winnings (maximum of 40 Gold Crowns).
The Sommerswerd is a weapon-like Special Item. The +10
The Sommerswerd is a weapon-like Special Item. The
Ganon rolls away from his chair and draws his sword. An instant later his brother Dorier is by his side. You must fight them both as one enemy.
-Due to the surprise of your attack, add 2 points to your
You must eat another Meal in place of this poisoned food or lose 3
The food smells delicious, but you notice that there are two or three drops of clear liquid on the side of the plate and another on the tray. At first you suspect that it is only water, until you touch the fluid and notice that it is sticky. You recognize it as sap from the gnadurn tree, a deadly poison used by assassins because of its lack of flavour or scent. The shock of your discovery soon turns to anger and you race out of the room, intent on discovering the identity of your enemy.
+The food smells delicious, but you notice that there are two or three drops of clear liquid on the side of the plate and another on the tray. At first you suspect that it is only water, until you touch the fluid and notice that it is sticky. You recognize it as sap from the gnadurn tree, a deadly poison used by assassins because of its lack of flavour or scent. The shock of your discovery soon turns to anger and you race out of the room, intent on discovering the identity of your enemy.
Remember to deduct 3
The innkeeper is a thin old man with only one eye. He hands you a key and points to a balcony opposite. Number two, the red door,
he says.
The other travellers each pay their one Crown, collect a key, and make their way across the crowded tavern floor towards the stairs.
@@ -4621,10 +4601,10 @@With the compliments of one of your friends,
he says, and leaves before you can ask which one. The food smells most appetizing. You have not eaten today and now you must eat a Meal or lose 3
With the compliments of one of your friends,
he says, and leaves before you can ask which one. You have not eaten today and the food smells most appetizing.
(84) Replaced leatherbound
with leather-bound
.
(86) Replaced Westbank Wharf
with Eastbank Wharf
since the geography clearly indicates that you are on the east bank of the River Dorn at this stage, since walking west from Section 86 to Section 194 leads to the jetty (cf. erratum for Section 37 regarding East Bank Walk
).
(88) Moved the Camouflage choice into the first position.
-(91) Replaced cargo:
with cargo. (Remember that you must take the Backpack in order to carry any of the Backpack Items.)
. Replaced two Items
with two items
. Replaced above Items
with above items
. Replaced Food
with food
.
(91) Replaced cargo:
with cargo. (Remember that you must take the Backpack in order to carry any of the Backpack Items.)
. Replaced two Items
with two items
. Replaced above Items
with above items
. Replaced Food
with food
. Added (each Meal counts as one item of the merchant
.
(95) Moved the choice to heal the wounded man into the first position. Replaced potion or some Laumspur, and
with potion, or some Laumspur and
.
(98) Replaced Durenor forest
with Durenor Forest
.
(100) Replaced on to
with onto
. Added a period to the end of the illustration
(141) Replaced on to
with onto
.
(142) Added (Mark the White Pass on your Action Chart as a Special Item.)
.
(144) Added a period to the end of the illustrationnervously, then
with nervously, and then
.
(145) Added (As the dry leaves merely helped purge the poison from your stomach, you do not regain any
in harmony with the Collector
(146) Replaced on to
with onto
.
(148) Replaced East Bank Walk
with West Bank Walk
since you are west of the River Dorn at this stage, though not on its banks; nor does the street go to the river bank, as Section 323 strongly implies that it ends and becomes Lookout Street (cf. erratum for Section 86 regarding Westbank Wharf
).
(150) Replaced marshbird
with marsh-bird
. Replaced Durenor forest
with Durenor Forest
. Added (You are leaving the Wildlands and heading into the Durenor Forest and may once again use Hunting to hunt for food.)
.
(232) Moved the Sixth Sense choice into the first position.
(234) Replaced on to
with onto
.
(237) Replaced on to
with onto
.
(238) Added a period to the end of the illustrationCrowns or
with Crowns, or
. Added (You only receive the free silver token once, regardless of how many times you may enter the gaming-house.)
to the end of the second paragraph.
(238) Added a period to the end of the illustrationCrowns or
with Crowns, or
. Added (You only receive the free silver token once, regardless of how many times you may enter the gaming-house.)
to the end of the second paragraph. Added (do not erase them from your Action Chart)
in harmony with the Collector(Note that 0 sits between 9 and 1 in Cartwheel.)
in harmony with the Collector
(241) he
has now been capitalized.
(242) Replaced (eg
with (e.g.
. Replaced they are determined to destroy you before you reach Durenor
with the Darklords are bent on thwarting your quest
, copied from Section 79.
(243) Replaced Kai lord
with Kai Lord
. Replaced sails and
with sails, and
.
(308) Replaced Each dice
with Each die
.
(312) Replaced rainswept
with rain-swept
. Replaced on to
with onto
.
(313) Added (Erase the Magic Spear from your Action Chart.)
.
(314) Replaced at work when
with at work and
as this is a direct quote of Captain Kelmantomorrow.
with tomorrow,
. Added a period to the end of the illustrationkey and make
with key, and make
.
(314) Replaced at work when
with at work and
as this is a direct quote of Captain Kelmantomorrow.
with tomorrow,
. Added a period to the end of the illustrationkey and make
with key, and make
. Replaced If you do not want to eat this food,
with If you do not want to eat this food, you must eat a Meal or lose 3
in harmony with the CollectorThe food smells most appetizing. You have not eaten today and now you must eat a Meal or lose 3
with You have not eaten today and the food smells most appetizing.
in harmony with the Collector
(315) Moved the Mind Over Matter choice into the first position. Replaced maps and
with maps, and
.
(321) Replaced Kai lord
with Kai Lord
.
(323) Replaced to start to
with and start to
.