From: Simon Osborne Date: Wed, 29 Aug 2007 11:13:22 +0000 (+0000) Subject: Book 18: X-Git-Url: http://git.projectaon.org/?a=commitdiff_plain;h=ba38cef5ea0368bf54c147f365166f84de055e66;p=project-aon.git Book 18: Lots more (ne) issues fixed. git-svn-id: https://projectaon.org/data/en/xml@471 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- diff --git a/18dotd.xml b/18dotd.xml index 7203b0e..23b9c0d 100644 --- a/18dotd.xml +++ b/18dotd.xml @@ -23,7 +23,7 @@ &inclusion.brian.williams.bio.lw; Project Aon - 2007828 + 2007829

You are Lone WolfKai Grand Master of Sommerlund. During your long voyage home from a successful quest you discover the Dark God Naar is poised to unleash a horde of fire-breathing dragons upon the Kai Monastery. Will his agents assassinate you en route? Or will you manage to arrive at your monastery in time to take command of the new order of young Kai warriors in what could be their first and final battle against Naars champions of evil?

@@ -787,7 +787,7 @@

You bow to the Kings wishes and resolve, instead, to reach the Kai Monastery by land and destroy the Shadow Gate as soon as you are able. Strengthened by this resolution, you show to the council the Sun-crystal that Gwynian gave you, and you tell them how you intend to use it.

Ulnar and the barons applaud your plan and your steadfast courage. The King places under your command his lite Guard Cavalry regiment, so that you may be able to use them to break through the enemys line at its weakest point and reach the Kai Monastery. Captain DVal, commander of the Guard Cavalry, knows where this weak point is and he will guide you to it.

The King dissolves the council and, as the barons return to their armies in the field, he orders you to rest in his chambers for a few hours.

-

Get some sleep, Grand Master, he says, patting you paternally on the shoulder, you will need it. You ride with the Guard at dawn.

+

Get some sleep, Grand Master, he says, patting you paternally on the shoulder. You will need it. You ride with the Guard at dawn.

Turn to 94. @@ -865,9 +865,9 @@

If you wish to keep any of these items, remember to adjust your Action Chart accordingly.

Shortly before sunset, you emerge from the trees at a place where three trails meet. A wooden signpost propped against a boulder indicates three directions, and distances:

- NorthChod250 miles - WestHolona50 miles - SouthTenzha20 miles + NorthChod250 miles + WestHolona50 miles + SouthTenzha20 miles

You are anxious to leave hostile Eldenoran territory as soon as possible and, after checking your map, you set off to the south, towards the Slovian border town of Tenzha.

-

During your tide, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

+

During your ride, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 343. @@ -1862,7 +1862,7 @@

You ride to Scade, with all the speed your exhausted horse can muster, and return at once to the Lucky Bucket inn where the remaining members of the troop are billeted. The news of your encounter at Castle Tranius comes as a shock, both to the troopers and to the innkeeper who fears for the safety of the real Knight Tranius.

I havent seen him in the town for near-on a week, he says, anxiously rubbing his many chins. We ere had no inkling that somethin bad was happenin up there at the castle. Its right put the shakes up me, I can tell you.

-

In the warm comfort of the inn, you use your Kai Healing skills to mend the Lord Constables injuries. He is carefully testing his weight on his newly mended ankle when suddenly there is a commotion outside in the street. An angry mob of hard-faced men, many clutching torches, staves, and coils of rope, are marching down the cobbled avenue towards the inn.

+

In the warm comfort of the inn, you use your Kai healing skills to mend the Lord Constables injuries. He is carefully testing his weight on his newly mended ankle when suddenly there is a commotion outside in the street. An angry mob of hard-faced men, many clutching torches, staves, and coils of rope, are marching down the cobbled avenue towards the inn.

Hang the Talestrian thieves! they shout. String up the murdering swine!

Whats going on? Who are these men? says Nathor. The innkeepers face turns white and he begins to tremble with fear.

I I dont rightly know, he stammers. I aint never seen em before. Theys not from these parts. Weve never had no quarrel with Talestria. Youve always been our friends.

@@ -1871,7 +1871,7 @@

Nathor calls everyone to the rear of the inn where a passage leads directly to the stables.

I fear this is some kind of crude ploy to murder you, Grand Master, he says. If you are to stand any chance of reaching your homeland, you must continue your journey at once. I and my men will do what we can to hold this mob at bay, but you must leave now and you must go alone.

Another window shatters and a burning brand is hurled into the inn.

-

Very well, you reply, uneasily, I shall leave at once.

+

Very well, you reply, uneasily. I shall leave at once.

Turn to 161.
@@ -1882,7 +1882,7 @@

You are part-way across the lord when alarm bells sound on both sides of the river.

Deserter at the ford! goes the cry from the Eldenoran fort. Enemy spy approaching! shout the Slovian guards.

-

Moments later, a hissing cloud of arrows and bolts descend on you from both sides and several missiles graze your back and thighs: lose 5 ENDURANCE points. But the speed of your surprise crossing and your Kai Camouflage skills enable you to reach the Slovian side intact, and you disappear swiftly into the darkness of the plains beyond.

+

Moments later, a hissing cloud of arrows and bolts descend on you from both sides and several missiles graze your back and thighs: lose 5 ENDURANCE points. But the speed of your surprise crossing and your Kai camouflage skills enable you to reach the Slovian side intact, and you disappear swiftly into the darkness of the plains beyond.

Turn to 92.
@@ -1901,7 +1901,7 @@

The moment you strike your killing blow, the evil power of Luthas ring implodes and consumes the Princes body in a whirlwind of supernatural fire. You turn your back on the intense heat and, when the heat subsides, you turn around to see that he has been incinerated beyond all recognition. No sign of the ring remains, and only a glowing heap of bones mark the place where he fell.

-

From beyond a closed door you hear a horde of guards come running along an echoing corridor towards the chamber in which you stand. Beside your feet is the dagger which Prince Lutha used against you, and you stoop to pick it up (record this in the Weapons List section of your Action Chart).

+

From beyond a closed door you hear a horde of guards come running along an echoing corridor towards the chamber in which you stand. Beside your feet is the Dagger which Prince Lutha used against you, and you stoop to pick it up (record this in the Weapons List section of your Action Chart).

Then you lower yourself back into the shaft and descend to the bottom of the pit. There you use the dagger to prise open the circular panel in the wall and, as it falls away, you discover a chute which leads to an underground river. Quickly you crawl along the slime-smeared chute and slip into the river, where you are carried swiftly away by the strong undercurrent.

Turn to 150.
@@ -1911,7 +1911,7 @@ 90 -

You enter Quill Street and ride along this narrow avenue, which is flanked by aromatic jala houses and perfumeries, until it turns abruptly right into a wider thoroughfare called Brass Street. Here you see the courtyard enhance to a grand building whose brick and marble faade is adorned with the words: HALLS OF LEARNING. Suddenly you feel inexplicably drawn towards this building; it is as if it possesses the solution to all your problems.

+

You enter Quill Street and ride along this narrow avenue, which is flanked by aromatic jala houses and perfumeries, until it turns abruptly right into a wider thoroughfare called Brass Street. Here you see the courtyard entrance to a grand building whose brick and marble faade is adorned with the words: HALLS OF LEARNING. Suddenly you feel inexplicably drawn towards this building; it is as if it possesses the solution to all your problems.

You enter and ride along a gravelled path which leads to a building where a sign, hanging over its richly-carved oak door, simply says: LIBRARY. You feel compelled to stop here and, without quite knowing why, you dismount from your horse and tie his reins to a ring which is set into the wall. Then you push open the door and enter the librarys cool interior.

Countless thousands of books and parchments crowd the stone shelves of this magnificent library. Your eyes travel along them until they reach another door at the far end of the hall. There, standing framed in its archway, is an old man clad in plain brown robes. He looks at you and smiles knowingly.

Welcome, Grand Master, he says. I have been expecting you.

@@ -1971,7 +1971,7 @@

You focus your Magnakai powers of Psi-surge and launch a pulse of energy at the prisoners mind in an attempt to weaken his resolve. Unexpectedly, you discover that his memory is protected by a magical shield and it takes a great effort for you to break through this defence (reduce your ENDURANCE score by 4 points).

Suddenly the mans mind shield crumbles. He shrieks with fear and his body is racked by uncontrollable tremors. You command the prisoner to reveal the identity of the person who sent him here to Garthen to murder you, and a mass of images begin to swirl and solidify in your minds eye. They are the images of a past meeting in a far-off place which you recognize to be Duadon, the capital city of Eldenora. You see a shadowy figure, sheathed in ornate chainmail, handing a bulging pouch of gold to the prisoner in a dimly-lit alleyway. The figure speaks your name before melting away into the shadows.

-

Who is this person? you say, commanding the trembling prisoner to answer. He parts his bruised lips and tries to utter a name but no sound emerges. You sense that he is fighting to overcome the remnants of the shielding spell placed upon his mind. Moving closer, you try to make out the name be is struggling hard to whisper.

+

Who is this person? you say, commanding the trembling prisoner to answer. He parts his bruised lips and tries to utter a name but no sound emerges. You sense that he is fighting to overcome the remnants of the shielding spell placed upon his mind. Moving closer, you try to make out the name he is struggling hard to whisper.

Turn to 326.
@@ -2080,7 +2080,7 @@ 102 -

Your arrow penetrates deeply into the dragons eye, its entire length disappears into the black cornea and he reacts to the sudden, agonizing pain by emitting a ground-shuddering roar. He rears up on his hind legs and, for a few terrifying moments, he claws wildly at the sulphurous sky before keeling over on his side. You have slain the dragon!

+

Your arrow penetrates deeply into the dragons eye. Its entire length disappears into the black cornea and he reacts to the sudden, agonizing pain by emitting a ground-shuddering roar. He rears up on his hind legs and, for a few terrifying moments, he claws wildly at the sulphurous sky before keeling over on his side. You have slain the dragon!

Turn to 24.
@@ -2199,9 +2199,9 @@

If you decide to keep any of these items, remember to adjust your Action Chart accordingly.

Shortly before sunset, you emerge from the trees at a place where three trails meet. A wooden signpost propped against a boulder indicates three directions, destinations, and distances:

- NorthChod250 miles - WestHolona50 miles - SouthTenzha20 miles + NorthChod250 miles + WestHolona50 miles + SouthTenzha20 miles