From: Jonathan Blake Date: Sat, 21 Jul 2007 17:23:40 +0000 (+0000) Subject: Fixing pending errata and some validation issues X-Git-Url: http://git.projectaon.org/?a=commitdiff_plain;h=5a2a2b48ff95277099d2f36a4774efda1980b325;p=project-aon.git Fixing pending errata and some validation issues git-svn-id: https://projectaon.org/data/en/xml@311 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- diff --git a/05sots.xml b/05sots.xml index 491a6ab..aa316e7 100755 --- a/05sots.xml +++ b/05sots.xml @@ -23,7 +23,7 @@ &inclusion.gary.chalk.bio.lw; Project Aon - 200313 + 2007721

You are Lone Wolflast of the Kai Lords of Sommerlund, and sole survivor of the massacre that destroyed them during a bitter war with your age-old enemies, the Darklords of Helgedad.

The Zakhan of Vassagonia, the imperial ruler of this desert empire, has sent his most trusted envoy to seek a treaty of peace between your two countries, and the king has asked you to sign the treaty on behalf of your country.

@@ -174,7 +174,7 @@

You keep a record of your adventure on the Action Chart.

-

During your training as a Kai Lord you have developed fighting prowessCOMBAT SKILL and physical staminaENDURANCE. Before you set off on your adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it on to the Random Number Table. If you pick 0 it counts as zero.

+

During your training as a Kai Lord you have developed fighting prowessCOMBAT SKILL and physical staminaENDURANCE. Before you set off on your adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it onto 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. (i.e. if your pencil fell on 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 powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart. (i.e. 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 your number of ENDURANCE points can never go above the number with which you start your adventure.

@@ -454,7 +454,7 @@
  • Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.

  • Repeat the sequence from Stage 3.

  • -

    This process of combat continues until the ENDURANCE points of either the enemy or Lone Wolf are reduced to zero or below, at which point the one with the zero score is declared dead. If Lone Wolf is dead, the adventure is over. If the enemy is dead, Lone Wolf proceeds but with his ENDURANCE points possibly reduced.

    +

    This process of combat continues until the ENDURANCE points of either the enemy or Lone Wolf are reduced to zero or below, at which point that combatant is declared dead. If Lone Wolf is dead, the adventure is over. If the enemy is dead, Lone Wolf proceeds but with his ENDURANCE points possibly reduced.

    A summary of Combat Rules appears in the back of this book.

    @@ -984,7 +984,7 @@

    The great snake shudders and convulses in the throes of death. The smell of its thick brown blood is disgusting, and you have to hold your breath and grit your teeth as you lift the dead Yas away from the chest and peer inside.

    -

    You discover six silver-handled maces, each beautifully carved and encrusted with rubies, emeralds and pearls. In the Northlands these weapons would fetch thousands of Crowns. At the bottom of the chest, you also discover a small Copper Key. If you wish to take either a Jewelled Mace or the Copper Key, or both, mark them on your Action Chart as Special Items. You carry the Copper Key in the pocket of your tunic and the Jewelled Mace tucked into your belt.

    +

    You discover six silver-handled maces, each beautifully carved and encrusted with rubies, emeralds and pearls. In the Northlands these weapons would fetch thousands of Crowns. At the bottom of the chest, you also discover a small Copper Key. If you wish to take either a Jewelled Mace or the Copper Key, or both, mark them on your Action Chart as Special Items. You carry the Copper Key in the pocket of your tunic and the Jewelled Mace tucked into your belt.

    The acidic smell of the snake blood is beginning to make you retch. Quickly, you climb the stone steps and leave the armoury by the north door.

    Turn to 14.
    @@ -1013,7 +1013,7 @@ 38 -

    Halfway round the small tower, a section of the sandstone ledge begins to crumble beneath your feet. Instinctively, you leap sideways and stretch out your hands in time to grasp the firm ledge beyond. The drop below is terrifying, but your terror gives you the impetus and strength you need to claw your way back on to the ledge. Your fingers are bleeding and bruised, but you are still alive. You lose 1 ENDURANCE point.

    +

    Halfway round the small tower, a section of the sandstone ledge begins to crumble beneath your feet. Instinctively, you leap sideways and stretch out your hands in time to grasp the firm ledge beyond. The drop below is terrifying, but your terror gives you the impetus and strength you need to claw your way back onto the ledge. Your fingers are bleeding and bruised, but you are still alive. You lose 1 ENDURANCE point.

    Turn to 87.
    @@ -1583,7 +1583,7 @@

    You are about to discard the log when you notice a folded piece of parchment tucked into the spine. It is a list of dates and numbers with a heading in bold print: The Bronze Door. You scan the page and locate todays date. The number listed next to it is 67. Make a note of this number in the margin of your Action Chartit could be of use at a later stage of your adventure.

    -

    You throw the book back on to the cluttered bench and begin to search for your missing equipment.

    +

    You throw the book back onto the cluttered bench and begin to search for your missing equipment.

    Turn to 181.
    @@ -1592,7 +1592,7 @@ 84 -

    You dive into the putrid water, stealing yourself for the ghastly swim you have decided to make. The oily scum fills your nose and mouth and chokes in your throat. You claw your way across the vault to the opposite tunnel and struggle on to a narrow walkway. You are trembling, but it is not the shock of the swim that has made you shiver. Your arm will not function. Your shoulder, wounded when the trapdoor grille fell, stings painfully, and the whole arm below it is numb and useless. Horror engulfs you as you realize what is wrong.

    +

    You dive into the putrid water, stealing yourself for the ghastly swim you have decided to make. The oily scum fills your nose and mouth and chokes in your throat. You claw your way across the vault to the opposite tunnel and struggle onto a narrow walkway. You are trembling, but it is not the shock of the swim that has made you shiver. Your arm will not function. Your shoulder, wounded when the trapdoor grille fell, stings painfully, and the whole arm below it is numb and useless. Horror engulfs you as you realize what is wrong.

    Turn to 81.
    @@ -1723,7 +1723,7 @@

    You descend the stairs and follow the corridor eastwards, taking care to tread lightly. The bars on windows high in the wall to your right cast latticed shadows across the smooth marble floor ahead. Beneath one of these windows stands a table on which rests a pitcher of water. Your throat is parched, and you stop to take a long drink. Restore 1 ENDURANCE point.

    - If you wish to climb on to the table and look through the window, turn to 155. + If you wish to climb onto the table and look through the window, turn to 155. If you wish to press on along the corridor, turn to 182.
    @@ -1732,7 +1732,7 @@ 94 -

    You fall face first into putrid water. The oily slime fills your ears and nose and chokes in your throat. You surface and struggle on to a narrow walkway, only to find that your arm no longer functions. Your wounded shoulder, injured by the falling trapdoor grille, still stings painfully, but now the whole arm below it is numb and useless. Horror overcomes you as you realize what is wrong.

    +

    You fall face first into putrid water. The oily slime fills your ears and nose and chokes in your throat. You surface and struggle onto a narrow walkway, only to find that your arm no longer functions. Your wounded shoulder, injured by the falling trapdoor grille, still stings painfully, but now the whole arm below it is numb and useless. Horror overcomes you as you realize what is wrong.

    Turn to 81.
    @@ -1880,7 +1880,7 @@ 106 -

    You crash on to the rider and pull him from the saddle, but you land badly and lose your grip. The courier is first to stagger to his feet; he unsheathes his sword and attacks before you have a chance to stand up.

    +

    You crash onto the rider and pull him from the saddle, but you land badly and lose your grip. The courier is first to stagger to his feet; he unsheathes his sword and attacks before you have a chance to stand up.

    Courier1623

    Deduct 2 from your COMBAT SKILL for the first 3 rounds of combat, as you are still lying on the ground. You cannot evade combat and must fight the courier to the death.

    @@ -1956,7 +1956,7 @@ 112 -

    You soon reach a section of tunnel where the ceiling is much higher. A stone walkway lines the left wall, with steps at regular intervals. You pull yourself on to the walkway and begin to scrape away the worst of the slime that encrusts your legs.

    +

    You soon reach a section of tunnel where the ceiling is much higher. A stone walkway lines the left wall, with steps at regular intervals. You pull yourself onto the walkway and begin to scrape away the worst of the slime that encrusts your legs.

    If you have the Kai Discipline of Animal Kinship, turn to 133. If you wish to continue along the walkway, turn to 64. If you wish to climb a narrow stair in the left wall, turn to 116. @@ -3112,7 +3112,7 @@

    There is a sickening and acidic smell as a great gout of green blood gushes from the Vordaks red robe. The creature screams and topples from view, its mangled corpse spiralling downwards.

    -

    Sheathing your weapon, you grab the reins and fight to regain control of your injured mount. You have slain the Vordak, but the battle is not yet won. The Itikar is losing a lot of blood and could lapse into unconsciousness at any moment to drop you like a stone on to hard Lake Inrahim. Suddenly you see something in the distancesomething that renews your faith in miracles.

    +

    Sheathing your weapon, you grab the reins and fight to regain control of your injured mount. You have slain the Vordak, but the battle is not yet won. The Itikar is losing a lot of blood and could lapse into unconsciousness at any moment to drop you like a stone onto hard Lake Inrahim. Suddenly you see something in the distancesomething that renews your faith in miracles.

    Turn to 221.
    @@ -3188,7 +3188,7 @@

    You reach the landing in time to see three Drakkarim warriors enter the tower. Maniacal laughter echoes from their ghoulish death-mask faces, as they form a line and creep towards you.

    -

    More of their evil kind are flooding on to the bridge, some carrying crossbows. You decide it would be suicide to attack the Drakkarim and sprint quickly up the stairs to escape from them.

    +

    More of their evil kind are flooding onto the bridge, some carrying crossbows. You decide it would be suicide to attack the Drakkarim and sprint quickly up the stairs to escape from them.

    Turn to 322.
    @@ -3481,7 +3481,7 @@

    In a complete daze you tumble and spin, totally unaware of whether you are falling head or feet first. The warm wind tears at your face, forcing your eyelids and mouth open. You can barely breathe. You scream with terror until you hit the upper branches of a toa tree; in the next instant you hit water. You rapidly surface again, and instinctively begin to pump your legs.

    -

    You have no idea in which direction you are swimming, but in three strokes you find yourself at the side of this deep, sculptured pool of clear water. Still shaking from the shock of impact, you crawl your way out on to a mossy bank. Miraculously, you have escaped injury, but your ordeal is far from over. The Drakkarim and the palace guards watched you fall and at this very moment are racing down from the tower and the bridge to the palace gardens.

    +

    You have no idea in which direction you are swimming, but in three strokes you find yourself at the side of this deep, sculptured pool of clear water. Still shaking from the shock of impact, you crawl your way out onto a mossy bank. Miraculously, you have escaped injury, but your ordeal is far from over. The Drakkarim and the palace guards watched you fall and at this very moment are racing down from the tower and the bridge to the palace gardens.

    Ahead of you, beyond a tree-lined colonnade, a flight of steps ascends to a small portal in the wall of the upper palace. To your right, a leafy tunnel winds away into the trees and shrubs.

    If you have the Kai Discipline of Tracking, turn to 220. If you wish to climb the stairs to the small portal, turn to 352. @@ -3754,7 +3754,7 @@

    You have to been caught by a net of sticky strands like a fly in a Web. You rise into the sky towards the flying ship as quickly as you fell. Three bearded dwarves clad in bright, padded battle-jerkins pull you aboard an outrigger that runs the length of the hull. Theres no time to express your gratitude, for the small sky-ship is under attack from the Kraan-riders.

    At the end of the outrigger, a dwarf is in hand-to-hand combat with a snarling Drakkar. He is losing the battle. As you rush to help him, another of the evil warriors lands in the centre of the craft, on top of the fortified platform.

    If you wish to help the dwarf, turn to 280. - If you wish to leap from the outrigger on to the fortified platform, turn to 361. + If you wish to leap from the outrigger onto the fortified platform, turn to 361.
    @@ -3800,7 +3800,7 @@ 259 -

    Two bolts whistle through the air and slam into your back. As the pain tears through your body, you faint and fall on to the poison-tipped spikes. As your lifes blood drains away, the last sound you hear is the hideous gloating laughter of Darklord Haakon rising above the ghoulish howl of his evil Drakkarim warriors.

    +

    Two bolts whistle through the air and slam into your back. As the pain tears through your body, you faint and fall onto the poison-tipped spikes. As your lifes blood drains away, the last sound you hear is the hideous gloating laughter of Darklord Haakon rising above the ghoulish howl of his evil Drakkarim warriors.

    Your life and the hopes of Sommerlund end here.
    @@ -4025,7 +4025,7 @@

    A narrow corridor faces you, which is lit by the orange light of the setting sun filtering down from small open windows set high above in the patterned walls. The air is filled with the sound of running feet, for the Grand Palace is now on full alert. The palace guards and the evil Drakkarim are bent on finding and killing you, for their own lives will be forfeit if they fail.

    -

    You reach a door that opens on to an outside balcony. A stair descends to a bridge that connects a needle-like tower of white marble to the main palace. The stair itself continues past the bridge, disappearing down towards the palace gardens far below. You see no soldiers, either on the bridge or in the gardens.

    +

    You reach a door that opens onto an outside balcony. A stair descends to a bridge that connects a needle-like tower of white marble to the main palace. The stair itself continues past the bridge, disappearing down towards the palace gardens far below. You see no soldiers, either on the bridge or in the gardens.

    @@ -4473,7 +4473,7 @@ 316 -

    You stagger to your feet to see the Skyrider being engulfed by Drakkarim; they leap from their shrieking Kraan and crash on to the decks and outriggers, their black swords already drawn from their scabbards. The dwarves are caught by surprise; their weapons have been unloaded and stored below deck. Even so, they are quick to rally and fight with skill and fury. Above the din you hear Nolrims joyous battle-cry, Blood for blood!

    +

    You stagger to your feet to see the Skyrider being engulfed by Drakkarim; they leap from their shrieking Kraan and crash onto the decks and outriggers, their black swords already drawn from their scabbards. The dwarves are caught by surprise; their weapons have been unloaded and stored below deck. Even so, they are quick to rally and fight with skill and fury. Above the din you hear Nolrims joyous battle-cry, Blood for blood!

    An unexpected blow catches you squarely on the back, knocking you from the platform to the deck below. You have risen to one knee when your assailant attacks again. You cannot evade him.

    Drakkar1826

    Due to the surprise of the attack, reduce your COMBAT SKILL by 2 for the first 3 rounds of combat.

    @@ -4534,7 +4534,7 @@

    You and Banedon set off before the dawn, anxious not to waste either time or the protective cover of darkness. Now, as the great golden disc of the sun rises in the sky, for the first time you can see your goal. A massive excavation has exposed the heart of this scorched land, delving deep around the tombs of its forgotten ancestors. Thousands of Giaks, spiteful and malicious servants of the Darklords, labour unceasingly to remove rock and sand from this quarry, forced by Drakkarim to drag their backbreaking loads up ramps to the rim of the crater.

    Close to the edge of the crater, an encampment of black tents surrounds a large domed canopy. Lying in the shade of this construction is a huge flying creaturean Imperial Zlanbeast. Its presence here can only mean one thing: Darklord Haakon has arrived. The thought chills your blood, but you draw comfort from the labour of his slaves. That they continue to labour is a sign that their mission has yet to be completed: the Book of the Magnakai has yet to be found.

    It is impossible to approach the crater unseen; you will have to wait for darkness before you attempt to enter the Tomb. During the long wait, it is agreed that Banedon should attempt to find Tipasa. It is likely that he is being held captive inside the encampmentthe Darklords would be unlikely to kill him before discovering the treasure they seek.

    -

    During the day, you must eat a Meal or lose 3 ENDURANCE points. Make the necessary adjustments to your Action Chart.

    +

    During the day, you must eat a Meal or lose 3 ENDURANCE points. Make the necessary adjustments to your Action Chart.

    Turn to 286.
    @@ -4554,9 +4554,9 @@ 322 -

    The stairs are high and steep. You gasp for breath and force your aching legs to climb, for the Drakkarim are less than a dozen steps behind you. At the top of the tower, an open arch leads out on to a platform where a huge kettledrum stands. This is used by the tower guard to send messages to the other palace towers. A bleached hide is stretched across its surface and a black wooden beater hangs from the side.

    +

    The stairs are high and steep. You gasp for breath and force your aching legs to climb, for the Drakkarim are less than a dozen steps behind you. At the top of the tower, an open arch leads out onto a platform where a huge kettledrum stands. This is used by the tower guard to send messages to the other palace towers. A bleached hide is stretched across its surface and a black wooden beater hangs from the side.

    If you wish to push the drum down the tower stairs, turn to 329. - If you prefer to ignore the drum and escape out on to the platform, turn to 387. + If you prefer to ignore the drum and escape out onto the platform, turn to 387.
    @@ -4624,7 +4624,7 @@

    Your blow has opened a wide gash in both the Drakkar and his mount. The Kraan spins uncontrollably, discarding its black-clad rider as it spirals earthwards. With the terrible cries of the doomed Drakkar fading below, you wheel to the south to avoid being caught between the two converging squadrons of Kraan-riders.

    -

    The quick change of direction increases the distance between you and your pursuers, but the Itikar is badly wounded and you are close to despair; your mount is losing so much blood that it could lapse into unconsciousness at any moment, dropping you like a stone on to Lake Inrahim.

    +

    The quick change of direction increases the distance between you and your pursuers, but the Itikar is badly wounded and you are close to despair; your mount is losing so much blood that it could lapse into unconsciousness at any moment, dropping you like a stone onto Lake Inrahim.

    Suddenly, you spot something in the distance. It is a sight that renews your faith in miracles.

    Turn to 221.
    @@ -4775,7 +4775,7 @@ 339 -

    Two dwarves clamber on to the platform and hurry to their young captains side. One flicks open a red velvet satchel strapped to his barrel-like chest, and removes a glass vial and a clean linen bandage. They attend to the wound, and, as his strength returns, Banedon listens intently to your account of the terrifying events that have led up to this meeting. As you conclude your woeful tale, Banedon speaks, his voice full of grim determination.

    +

    Two dwarves clamber onto the platform and hurry to their young captains side. One flicks open a red velvet satchel strapped to his barrel-like chest, and removes a glass vial and a clean linen bandage. They attend to the wound, and, as his strength returns, Banedon listens intently to your account of the terrifying events that have led up to this meeting. As you conclude your woeful tale, Banedon speaks, his voice full of grim determination.

    The future of Sommerlund rests in our hands, Lone Wolf. We must stop Darklord Haakon from destroying the Book of the Magnakai. I have heard tell of the Tomb of the Majhan from the nomads of the Dry Main. They say it is a terrible place, a place of horror and deathfor what little there is left to die there. It lies beyond the Dahir, near the oasis of Bal-loftan. That is all I know, for the Majhan hid their tombs well and what few traces remained have long since disappeared beneath the shifting sands of the Dry Main.

    Your face conveys the disappointment you feel upon hearing these words.

    However, all is not lost, says Banedon, undaunted. There is a man who can guide us there. His name is Tipasa EdaroukTipasa the Wanderer. It is he who we must seek, for he is the only man who has ever entered the Tomb of the Majhan and lived to tell the tale.

    @@ -4881,7 +4881,7 @@

    Wincing from the pain of your wound, you snatch the reins back and urge the Itikar to climb higher. The Drakkar is now over a hundred feet below, but he is bringing the shrieking Kraan around for another attack.

    -

    You wheel to the south to avoid being caught between the two converging squadrons of Kraan-riders. Your sudden change of direction increases the distance between you and your pursuers, but your feathered mount is badly wounded and you are close to despair; the Itikar is losing so much blood that it could become unconscious at any moment, and drop you like a stone on to the distant surface of Lake Inrahim below.

    +

    You wheel to the south to avoid being caught between the two converging squadrons of Kraan-riders. Your sudden change of direction increases the distance between you and your pursuers, but your feathered mount is badly wounded and you are close to despair; the Itikar is losing so much blood that it could become unconscious at any moment, and drop you like a stone onto the distant surface of Lake Inrahim below.

    Suddenly you spot something in the distance. It is a sight that renews your faith in miracles.

    Turn to 221.
    @@ -5053,7 +5053,7 @@ 361 -

    Ducking beneath the boom-sail, you clamber on to the platform in time to witness a desperate struggle. The blond-haired magician is pinned to the deck, his left arm skewered by a spear. With a staff in his right hand, he is trying to fend off the dismounted Kraan-rider. The Drakkar senses your presence; he whirls round and draws a twisted black scimitar from its scabbard.

    +

    Ducking beneath the boom-sail, you clamber onto the platform in time to witness a desperate struggle. The blond-haired magician is pinned to the deck, his left arm skewered by a spear. With a staff in his right hand, he is trying to fend off the dismounted Kraan-rider. The Drakkar senses your presence; he whirls round and draws a twisted black scimitar from its scabbard.

    Drakkar1825 If you win and the fight lasts 3 rounds of combat or less, turn to 288. If the fight continues to a fourth round of combat, do not resolve it. Instead, turn immediately to 382. @@ -5210,7 +5210,7 @@

    A net of clinging strands has caught you like a fly in a web. You rise up into the sky towards the flying ship as quickly as you fell. Three bearded dwarves clad in bright, padded battle-jerkins pull you aboard an outrigger that runs the length of the hull. However, there is no time to express your gratitude, for the small sky-ship is under attack from the Kraan-riders.

    At the end of the outrigger, a dwarf is engaged in hand-to-hand combat with a snarling Drakkar. He is obviously losing. As you rush to his aid, another of the evil warriors lands in the centre of the craft, on top of the fortified platform.

    If you wish to help the dwarf, turn to 280. - If you wish to leap from the outrigger on to the platform, turn to 361. + If you wish to leap from the outrigger onto the platform, turn to 361.
    @@ -5347,7 +5347,7 @@ 384 -

    Unfortunately, you misjudged how hard you need to blow to make the dart reach its intended target. The sleep dart falls short, accidentally hitting a seagull that has alighted on the edge of the landing platform. The unfortunate bird takes a few shaky steps before keeling over on to its back, its splayed legs pointing stiffly at the sky.

    +

    Unfortunately, you misjudged how hard you need to blow to make the dart reach its intended target. The sleep dart falls short, accidentally hitting a seagull that has alighted on the edge of the landing platform. The unfortunate bird takes a few shaky steps before keeling over onto its back, its splayed legs pointing stiffly at the sky.

    The guard walks over to the bird and with the toe of his boot, casually flicks it over the edge of the platform. He watches as it spirals down towards the palace gardens far below, unaware that he has only just escaped a similar fate.

    Turn to 282.
    @@ -5406,7 +5406,7 @@ 389 -

    As you leap from the gangplank on to landing platform, the sentry wheels round to confront you. He snatches up his spear in preparation for attack. He now stands between you and the Itikars pen; combat is unavoidable.

    +

    As you leap from the gangplank onto landing platform, the sentry wheels round to confront you. He snatches up his spear in preparation for attack. He now stands between you and the Itikars pen; combat is unavoidable.

    Sentry1523 If you win the combat and wish to search the sentrys body, turn to 207. If you wish to ignore the body and hurry into the Itikars pen, turn to 224. @@ -5461,7 +5461,7 @@ 394 -

    The Drakkar shrieks a cry of horror and lets the broadsword slip from his fingers. He claws at his death-mask, fumbling for the latch which opens the black steel visor. As it clicks open, a mass of writhing insects tumble from the helmet. The Drakkar screams like a madman as the creatures slither and crawl around inside his armour, stinging and biting his skin. In his crazed panic, he topples over the parapet and falls to his doom thousands of feet below.

    +

    The Drakkar shrieks a cry of horror and lets the broadsword slip from his fingers. He claws at his death-mask, fumbling for the latch which opens the black steel visor. As it clicks open, a mass of writhing insects tumbles from the helmet. The Drakkar screams like a madman as the creatures slither and crawl around inside his armour, stinging and biting his skin. In his crazed panic, he topples over the parapet and falls to his doom thousands of feet below.

    Turn to 306.
    @@ -6286,13 +6286,13 @@

    (The Story So Far) Replaced mid-winter with midwinter, kings with Kings, and all occurrences of king with King.

    -

    (The Game Rules) Removed that you will find in the front of this book. For further adventuring you can copy out the chart yourself or get it photocopied and on the last page of this book. Replaced Combat Skill, Endurance Points with COMBAT SKILL, ENDURANCE points. Placed or below after fall to zero.

    +

    (The Game Rules) Removed that you will find in the front of this book. For further adventuring you can copy out the chart yourself or get it photocopied and on the last page of this book. Replaced Combat Skill, Endurance Points with COMBAT SKILL, ENDURANCE points. Placed or below after fall to zero. Replaced on to with onto.

    (Kai Disciplines) Replaced Kai Discipline section with Kai Disciplines section. Replaced all occurrences of discipline(s) with Discipline(s). Set the Weapons list in initial capital letters instead of all capitals. Replaced Kai monastery with Kai Monastery. Replaced all occurrences of Lone Wolf with Lone Wolf when referring to the series.

    (Equipment) Removed (see the front of this book). Capitalized the items in the list rather than setting them in all capitals. Replaced both occurrences of Safe Keeping with safekeeping. Replaced Kai monastery with Kai Monastery. Replaced Lone Wolf with Lone Wolf when referring to the series.

    -

    (Rules for Combat) Removed on the inside back cover of the book. Replaced on the page after the Random Number Table with in the back of this book. Placed or below after reduced to zero. Replaced reduced with possibly reduced.

    +

    (Rules for Combat) Removed on the inside back cover of the book. Replaced on the page after the Random Number Table with in the back of this book. Placed or below after reduced to zero. Replaced reduced with possibly reduced. Replaced at which point the one with the zero score is declared dead. with at which point that combatant is declared dead..

    (Levels of Kai Training) Replaced LONE WOLF with Lone Wolf. Replaced all occurrences of Lone Wolf with Lone Wolf when referring to the series.

    @@ -6319,7 +6319,7 @@

    (32) Replaced prayer and with prayer, and and end and with end, and.

    (33) Replaced corroded but with corroded, but.

    (35) Replaced disgusting and with disgusting, and, six, silver-handled with six silver-handled, and tunic, and with tunic and.

    -

    (38) Replaced Half-way with Halfway.

    +

    (38) Replaced Half-way with Halfway. Replaced on to with onto.

    (40) Replaced retch, and with retch and and tunnel and with tunnel, and.

    (44) Replaced leatherbound with leather-bound.

    (49) Replaced climb; and with climb, and, and troops you with troops, you (awkward).

    @@ -6337,13 +6337,15 @@

    (79) Moved the Camouflage/Hunting choice into the first position.

    (80) Replaced click with click.

    (82) Replaced courage but with courage, but.

    -

    (83) Replaced Vakar mountains with Vakar Mountains.

    +

    (83) Replaced Vakar mountains with Vakar Mountains. Replaced on to with onto.

    +

    (84) Replaced on to with onto.

    (86) Replaced settling; and with settling, and.

    (87) Replaced Zakhans, and with Zakhans and.

    (88) Replaced overturned and with overturned, and.

    (89) Replaced equipment, and with equipment and.

    (90) Replaced advice, and with advice and. Replaced water keeping with water, keeping. Added a period to the end of the illustrations caption.

    -

    (93) Replaced parched and with parched, and.

    +

    (93) Replaced parched and with parched, and. Replaced on to with onto.

    +

    (94) Replaced on to with onto.

    (95) Replaced swim but with swim, but.

    (96) Replaced rib-cage with rib cage.

    (97) Replaced booby-trapped but with booby-trapped, but.

    @@ -6351,12 +6353,12 @@

    (101) Replaced Potion Alether with Potion of Alether.

    (102) Replaced both occurrences of Jailer Keys with Gaolers Keys.

    (103) Replaced body, and with body and.

    -

    (106) Replaced combat, and with combat and. Added a period to the end of the illustrations caption.

    +

    (106) Replaced combat, and with combat and. Added a period to the end of the illustrations caption. Replaced on to with onto.

    (107) Replaced guards with guards.

    (109) Replaced market-place with marketplace.

    (110) Replaced strike and with strike, and.

    (111) Moved the Tracking choice into the first position.

    -

    (112) Moved the Animal Kinship choice into the first position.

    +

    (112) Moved the Animal Kinship choice into the first position. Replaced on to with onto.

    (113) Moved the Healing choice into the first position. Replaced posses with possess.

    (114) Replaced sensitive and with sensitive, and and corroded and with corroded, and.

    (117) Replaced houses all with houses, all and first floor with first-floor.

    @@ -6404,12 +6406,12 @@

    (198) Replaced jailer with gaoler.

    (200) Replaced gold, but with gold but.

    (202) Replaced gold, and with gold and and street, and with street and. Replaced all occurrences of market-place with marketplace

    -

    (203) Replaced Vordak but with Vordak, but and blood, and with blood and.

    +

    (203) Replaced Vordak but with Vordak, but and blood, and with blood and. Replaced on to with onto.

    (204) Replaced strength, and with strength and.

    (206) Replaced furnished and with furnished, and, little there is either with little is there is either and leatherbound with leather-bound.

    (207) Replaced Crowns, and with Crowns and.

    (208) Replaced yellow and with yellow, and.

    -

    (209) Replaced Drakkarim, and with Drakkarim and.

    +

    (209) Replaced Drakkarim, and with Drakkarim and. Replaced on to with onto.

    (211) Replaced wine, and with wine and.

    (213) Replaced Vakar mountains with Vakar Mountains.

    (216) Replaced town, and with town and. Added a period to the end of the illustrations caption.

    @@ -6421,7 +6423,7 @@

    (229) Replaced Dahir mountains with Dahir Mountains.

    (232) Replaced eyes and with eyes, and, knees and with knees, and and move but with move, but.

    (233) Replaced lit but with lit, but.

    -

    (234) Moved the Tracking choice into the first position.

    +

    (234) Moved the Tracking choice into the first position. Replaced on to with onto.

    (235) Replaced explore, and with explore and and face and with face, and.

    (236) Deleted the second sentence When you strike, the guard is still on his knees, picking up his scattered gold. (See the erratum for section 295.)

    (237) Replaced smells, and after with smells and, after. Replaced Jala with jala.

    @@ -6434,14 +6436,16 @@

    (248) Replaced small beady with small, beady. Replaced belt pouch with Belt Pouch.

    (250) Replaced blood and with blood, and.

    (253) Replaced subsides; but with subsides, but. Added a period to the end of the illustrations caption.

    -

    (254) Replaced battle-jerkins, pull with battle-jerkins pull and gratitude for with gratitude, for.

    +

    (254) Replaced battle-jerkins, pull with battle-jerkins pull and gratitude for with gratitude, for. Replaced on to with onto.

    (258) Replaced noise, and with noise and, death blow with death-blow, and terror but with terror, but.

    +

    (259) Replaced on to with onto.

    (264) Added a period to the end of the illustrations caption.

    (269) Replaced both occurrences of drawbolt with bolt.

    (271) Replaced below, but with below but, blood, and with blood and and stiffen and with stiffen, and.

    (274) Replaced market place with marketplace.

    (275) Replaced forward and with forward, and. Replaced Magicians Guild with Magicians Guild.

    (277) Replaced drawbolt with bolt.

    +

    (279) Replaced on to with onto.

    (280) Replaced face sending with face, sending.

    (282) Replaced However for with However, for.

    (285) Replaced hand, and with hand and and muzzle-first with muzzle first. Added a period to the end of the illustrations caption.

    @@ -6458,10 +6462,12 @@

    (306) Replaced obey, and with obey and. Added a period to the end of the illustrations caption.

    (312) Replaced boomsail with boom-sail.

    (315) Replaced collar bone with collarbone.

    -

    (316) Replaced surprise, their weapons with surprise; their weapons.

    +

    (316) Replaced surprise, their weapons with surprise; their weapons. Replaced on to with onto.

    (320) Replaced blood but with blood, but and back-breaking with backbreaking. Replaced Koneshi mountains with Koneshi Mountains.

    +

    (322) Replaced on to with onto. Replaced on to with onto.

    (323) Added a period to the end of the illustrations caption.

    (326) Replaced belt pouch with Belt Pouch.

    +

    (327) Replaced on to with onto.

    (329) Replaced Drakkarim but with Drakkarim, but.

    (328) Replaced market-place with marketplace.

    (330) Replaced combat and with combat, and.

    @@ -6471,32 +6477,35 @@

    (335) Replaced death blow with death-blow. Moved the Sixth Sense choice into the first position.

    (336) Replaced craft, is with craft is and forward and with forward, and.

    (337) Moved the Sixth Sense choice into the first position.

    +

    (339) Replaced on to with onto.

    (342) Replaced half-way with halfway and Jala with jala.

    (343) Replaced behind you but with behind you, but. Added a period to the end of the illustrations caption. Replaced Dahir mountains with Dahir Mountains.

    (344) Replaced yellow and with yellow, and and herb, and with herb and.

    (345) Replaced hand, and with hand and.

    -

    (347) Replaced below but with below, but.

    +

    (347) Replaced below but with below, but. Replaced on to with onto.

    (351) Replaced semi-circle with semicircle.

    (352) Replaced place, and with place and.

    (353) Replaced Cryptspawn with Crypt Spawn and fire but with fire, but. Added a period to the end of the illustrations caption.

    (354) Replaced deck but with deck, but.

    (357) Deleted the words forgets about his scattered gold and from the third sentence. (See the erratum for section 295.) Replaced combat, and with combat and.

    -

    (361) Replaced boomsail with boom-sail.

    +

    (361) Replaced boomsail with boom-sail. Replaced on to with onto.

    (362) Replaced both occurrences of Jala with jala.

    (366) Replaced drawbolt with bolt and death blow with death-blow.

    (370) Replaced stranger, and with stranger and. Replaced falls to zero with falls to zero or below. Replaced points to zero with points to zero or below.

    (372) Replaced drawbolt with bolt.

    -

    (374) Replaced happening, you with happening; you.

    +

    (374) Replaced happening, you with happening; you. Replaced on to with onto.

    (375) Replaced blow, and with blow and. Added a period to the end of the illustrations caption.

    (376) Replaced white-washed with whitewashed.

    (380) Replaced helm but with helm, but and bosun with Bosun. Added a period to the end of the illustrations caption.

    (382) Replaced the choice at the end of this section to match those in Section 288.

    +

    (384) Replaced on to with onto.

    (385) Replaced seering with searing.

    (389) Deleted the words forgets about his gold and from the second sentence. (See the erratum for section 295.) Replaced pen, combat with pen; combat and combat, and with combat and.

    (386) Moved the Tracking choice into the first position.

    +

    (389) Replaced on to with onto.

    (390) Replaced flame, is with flame is.

    (392) Replaced the last choice to read 7 or above instead of above 7 in order to avoid the ambiguous situation of having picked 7.

    -

    (394) Replaced madman, as with madman as.

    +

    (394) Replaced madman, as with madman as. Replaced mass of writhing insects tumble with mass of writhing insects tumbles.

    (395) Replaced it, and with it and.

    (396) Moved the Sixth Sense choice into the first position. Replaced spirals stairs with spiral stairs.

    (400) Added a period to the end of the illustrations caption. Replaced Lone Wolf series with Lone Wolf series.