From 8c2e05bc6558406336bf1e9762eabe1f7691deca Mon Sep 17 00:00:00 2001 From: Simon Osborne Date: Thu, 15 May 2008 17:06:37 +0000 Subject: [PATCH] Many small fixes to the GM series. (er) 13-18: Added information about starting spells for Magi-magic and Kai-alchemy from Books 19 and 20. (er) 2-20: Action Chart (you...Items). -> Action Chart. (You...Items.) git-svn-id: https://projectaon.org/data/en/xml@669 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- 02fotw.xml | 4 ++-- 03tcok.xml | 4 ++-- 04tcod.xml | 6 +++--- 05sots.xml | 4 ++-- 06tkot.xml | 46 +++++++++++++++++++++++----------------------- 07cd.xml | 4 ++-- 08tjoh.xml | 6 +++--- 09tcof.xml | 4 ++-- 10tdot.xml | 4 ++-- 11tpot.xml | 4 ++-- 12tmod.xml | 4 ++-- 13tplor.xml | 12 ++++++------ 14tcok.xml | 12 ++++++------ 15tdc.xml | 12 ++++++------ 16tlov.xml | 12 ++++++------ 17tdoi.xml | 12 ++++++------ 18dotd.xml | 21 +++++++++++---------- 19wb.xml | 14 +++++++------- 20tcon.xml | 14 +++++++------- 19 files changed, 100 insertions(+), 99 deletions(-) diff --git a/02fotw.xml b/02fotw.xml index ce93a9b..031b37b 100755 --- a/02fotw.xml +++ b/02fotw.xml @@ -165,7 +165,7 @@

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.

-

If you have successfully completed Book 1 of the Lone Wolf series, you will already have your COMBAT SKILL, ENDURANCE points and Kai Disciplines which you can now carry over with you to Book 2. You may also carry over any Weapons and Special Items that you held at the end of Book 1 and these should be entered on your new Action Chart (you are still limited to two weapons and eight Backpack Items).

+

If you have successfully completed Book 1 of the Lone Wolf series, you will already have your COMBAT SKILL, ENDURANCE points and Kai Disciplines which you can now carry over with you to Book 2. You may also carry over any Weapons and Special Items that you held at the end of Book 1 and these should be entered on your new Action Chart. (You are still limited to two weapons and eight Backpack Items.)

Through your experiences in Book 1 you have learned new skills, and you may choose one extra Kai Discipline to add to your Action Chart. Now read the section on equipment for Book 2 carefully.

@@ -5612,7 +5612,7 @@

(Title Page) Replaced seastorms with sea-storms.

-

(The Game Rules) Replaced all occurrences of ie with i.e.. 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. Split the last paragraph into two starting with Through your experiences. Replaced on to with onto. Replaced fall to zero with fall to zero or below.

+

(The Game Rules) Replaced all occurrences of ie with i.e.. 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. Split the last paragraph into two starting with Through your experiences. Replaced on to with onto. Replaced fall to zero with fall to zero or below. Replaced Chart (you with Chart. (You, and Items). with Items.).

(Kai Disciplines) Replaced Kai Discipline section with Kai Disciplines section. Capitalized all occurrences of discipline. Replaced Lone Wolf with Lone Wolf when referring to the series.

diff --git a/03tcok.xml b/03tcok.xml index 3355669..f0f2296 100755 --- a/03tcok.xml +++ b/03tcok.xml @@ -166,7 +166,7 @@

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.

-

If you have successfully completed any of the previous adventures in the Lone Wolf series, you will already have your COMBAT SKILL, ENDURANCE points and Kai Disciplines which you can now carry over with you to Book 3. You may also carry over any Weapons and Special Items that you held at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).

+

If you have successfully completed any of the previous adventures in the Lone Wolf series, you will already have your COMBAT SKILL, ENDURANCE points and Kai Disciplines which you can now carry over with you to Book 3. You may also carry over any Weapons and Special Items that you held at the end of your last adventure, and these should be entered on your new Action Chart. (You are still limited to two Weapons and eight Backpack Items.)

You may choose one bonus Kai Discipline to add to your Action Chart for every Lone Wolf adventure you have successfully completed; then read the section on equipment for Book 3 carefully.

@@ -5330,7 +5330,7 @@

(The Story So Far) Replaced hunch-backed with hunchbacked.

-

(The Game Rules) Replaced all occurrences of the abbreviation ie with i.e.. Replaced Combat Skill, Endurance Points with COMBAT SKILL, ENDURANCE points. 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. Replaced on to with onto. Replaced fall to zero with fall to zero or below.

+

(The Game Rules) Replaced all occurrences of the abbreviation ie with i.e.. Replaced Combat Skill, Endurance Points with COMBAT SKILL, ENDURANCE points. 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. Replaced on to with onto. Replaced fall to zero with fall to zero or below. Replaced Chart (you with Chart. (You, and Items). with Items.).

(Kai Disciplines) Replaced Kai Discipline section with Kai Disciplines section. Capitalized all occurrences of discipline. Replaced all occurrences of Lone Wolf with Lone Wolf when referring to the series.

diff --git a/04tcod.xml b/04tcod.xml index 1bb1846..61c6a0b 100755 --- a/04tcod.xml +++ b/04tcod.xml @@ -165,7 +165,7 @@

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 the number 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 rise above the number you started with.

-

If you have successfully completed any of the previous adventures in the Lone Wolf series, you will already have your COMBAT SKILL, ENDURANCE points and Kai Disciplines which you can now carry over with you to Book 4. You may also carry over any Weapons and Special Items that you held at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).

+

If you have successfully completed any of the previous adventures in the Lone Wolf series, you will already have your COMBAT SKILL, ENDURANCE points and Kai Disciplines which you can now carry over with you to Book 4. You may also carry over any Weapons and Special Items that you held at the end of your last adventure, and these should be entered on your new Action Chart. (You are still limited to two Weapons and eight Backpack Items.)

You may choose one bonus Kai Discipline to add to your Action Chart for every Lone Wolf adventure you have successfully completed; then read the section on equipment for Book 4 carefully.

@@ -5716,7 +5716,7 @@

(The Story So Far) Replaced heavily-guarded with heavily guarded, despatched with dispatched, and border rangers with Border Rangers.

-

(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. Replaced both occurrences of ie, with i.e.. Replaced on to with onto. 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. Replaced both occurrences of ie, with i.e.. Replaced on to with onto. Placed or below after fall to zero. Replaced Chart (you with Chart. (You, and Items). with Items.).

(Kai Disciplines) Replaced Kai Discipline section with Kai Disciplines section. Capitalized all occurrences of 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.

@@ -5844,7 +5844,7 @@

(211) Replaced Durncrag mountains with Durncrag Mountains.

(212) Replaced well for with well, for.

(214) Replaced lights, make with lights make.

-

(215) Replaced chasm of doom with Chasm of Doom.

+

(215) Replaced chasm of doom with Chasm of Doom.

(219) Replaced effort, do with effort do. Replaced shute with chute.

(221) Replaced here and with here, and and stairs, by with stairs by.

(223) Replaced on to with onto. Added a period to the end of the illustrations caption.

diff --git a/05sots.xml b/05sots.xml index 571e887..11eeb1d 100755 --- a/05sots.xml +++ b/05sots.xml @@ -178,7 +178,7 @@

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.

-

If you have successfully completed any of the previous adventures in the Lone Wolf series, you will already have your COMBAT SKILL, ENDURANCE points and Kai Disciplines which you can now carry over with you to Book 5. You may also carry over any Weapons and Special Items that you held at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).

+

If you have successfully completed any of the previous adventures in the Lone Wolf series, you will already have your COMBAT SKILL, ENDURANCE points and Kai Disciplines which you can now carry over with you to Book 5. You may also carry over any Weapons and Special Items that you held at the end of your last adventure, and these should be entered on your new Action Chart. (You are still limited to two Weapons and eight Backpack Items.)

You may choose one bonus Kai Discipline to add to your Action Chart for every Lone Wolf adventure you have successfully completed; now read the section on equipment for Book 5 carefully.

@@ -6104,7 +6104,7 @@

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

-

(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.

+

(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. Replaced Chart (you with Chart. (You, and Items). with Items.).

(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.

diff --git a/06tkot.xml b/06tkot.xml index c8ea9ad..3eed836 100755 --- a/06tkot.xml +++ b/06tkot.xml @@ -163,7 +163,7 @@

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 the number 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 rise above the number you started with.

-

If you have successfully completed any of the previous adventures in the Lone Wolf series, Books 15, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 6. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).

+

If you have successfully completed any of the previous adventures in the Lone Wolf series, Books 15, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 6. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart. (You are still limited to two Weapons and eight Backpack Items.)

@@ -6304,7 +6304,7 @@

(The Story So Far) Replaced Majhan and, for with Majhan, and for, went but with went, but, alone and, in with alone, and in, Magnakai; but with Magnakai, but, Varetta for with Varetta, for, and indefinitely and with indefinitely, and. Replaced both occurrences of disciplines with Discipline.

-

(The Game Rules) Replaced both occurrences of ie, with i.e.. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Placed or below after fall to zero. Replaced on to with onto.

+

(The Game Rules) Replaced both occurrences of ie, with i.e.. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Placed or below after fall to zero. Replaced on to with onto. Replaced Chart (you with Chart. (You, and Items). with Items.).

(Magnakai Disciplines) Replaced scent, and with scent and, points, and with points and, and danger, or with danger or. Removed all extraneous spaces between a number and its sign (e.g. replaced + 3 with +3). Set the list of items in initial capital letters instead of all capitals. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Added (Psi-surge and Mindblast cannot be used simultaneously.) to the description of Psi-surge. Replaced knowledge mastery with knowledge that mastery. Replaced weapons list with Weapons List. Replaced two weapons with two Weapons.

@@ -6323,7 +6323,7 @@

(8) Reworded the sentence (Mark this as a Special Item) to match the wording from section 16. The original wording is misleading. Replaced you but with you, but.

(10) Capitalized each occurrence of the item Ticket. Replaced river boat with riverboat. Replaced on to with onto.

(11) Replaced siege works with siege-works. Added a period to the end of the illustrations caption.

-

(12) Replaced arrow with Arrow.

+

(12) Replaced arrow with Arrow.

(13) Replaced body and, as with body, and as, presence and with presence, and and you and with you, and. Replaced all occurrences of bow with Bow.

(13) Replaced spreadeagled with spread-eagled.

(14) Replaced invocation and with invocation, and, northlander with Northlander, and men but, as with men, but as.

@@ -6333,7 +6333,7 @@

(20) Replaced Cyriluss with Cyrilus. Replaced arrow with Arrow.

(21) Replaced vanished: the with vanished; the.

(22) Replaced pikeheads with pike heads. Moved the Divination choice into the first position.

-

(23) Replaced arrow with Arrow.

+

(23) Replaced arrow with Arrow.

(24) Replaced puddles and with puddles, and, large shiny with large, shiny, and rope you with rope, you. Moved the Nexus choice into the first position. Replaced on to with onto.

(25) Replaced both occurrences of guildhouse with guild-house. Replaced hand bells with hand-bells. Added a period to the end of the illustrations caption.

(26) Replaced toa-wood with toa wood. Replaced arrows with Arrows.

@@ -6363,15 +6363,15 @@

(68) Replaced forest of Eula with Forest of Eula.

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

(73) Moved the Curing choice into the first position.

-

(74) Replaced bow with Bow.

-

(75) Replaced arrow with Arrow. Replaced on to with onto.

+

(74) Replaced bow with Bow.

+

(75) Replaced arrow with Arrow. Replaced on to with onto.

(76) Replaced Items with items. Altered list of items to initial capital letters.

(77) Replaced war horn with war-horn and battle frenzy with battle-frenzy. Added a period to the end of the illustrations caption.

(78) Replaced back-handed with backhanded.

(81) Replaced animal and with animal, and.

(82) Replaced merchants, but with merchants but and horses; not with horses: not.

(84) Replaced formula but with formula, but, heavy and with heavy, and, and awake but with awake, but.

-

(85) Replaced you have a bow with you have a Bow. Replaced do not have a bow with do not have a Bow.

+

(85) Replaced you have a bow with you have a Bow. Replaced do not have a bow with do not have a Bow.

(86) Replaced done and with done, and and devotion and with devotion, and.

(87) Replaced battle skill with battle-skill.

(88) Replaced threat, and with threat and.

@@ -6379,7 +6379,7 @@

(90) Replaced huge lumbering with huge, lumbering, thick twisted with thick, twisted, head and with head, and, and vault and with vault, and.

(93) Replaced slumber but with slumber, but.

(94) Replaced annex but with annex, but.

-

(95) Replaced arrow with Arrow. Replaced bow with Bow.

+

(95) Replaced arrow with Arrow. Replaced bow with Bow.

(96) Replaced chainmail, strides with chainmail strides.

(98) Replaced QUARTERSTAFFS with QUARTERSTAVES.

(99) Replaced shock and with shock, and, pikeheads with pike heads, and breath but with breath, but.

@@ -6391,7 +6391,7 @@

(112) Replaced dead and with dead, and.

(113) Replaced lying and with lying, and and Chart, before with Chart before.

(114) Replaced heart and, as with heart, and as.

-

(115) Replaced on to with onto.

+

(115) Replaced on to with onto.

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

(118) Replaced sunset you with sunset, you. Replaced forest of Eula with Forest of Eula.

(119) Replaced Rhem and with Rhem, and and found but with found, but.

@@ -6417,7 +6417,7 @@

(148) Replaced Items, or with Items or.

(150) Replaced head first with head-first.

(151) Moved the choice regarding having been to the temple of Maaken into the first position. Added a period to the end of the illustrations caption.

-

(153) Replaced you have a bow with you have a Bow. Replaced do not have a bow with do not have a Bow.

+

(153) Replaced you have a bow with you have a Bow. Replaced do not have a bow with do not have a Bow.

(155) Replaced you and with you, and. Replaced arrow with Arrow.

(156) Replaced resistance with RESISTANCE.

(158) Replaced wall and with wall, and. Replaced all occurrences of Items with items.

@@ -6429,7 +6429,7 @@

(121) Replaced guild of city criers with Guild of City Criers.

(166) Replaced wagon but with wagon, but and bruised but with bruised, but.

(167) Replaced you and with you, and.

-

(168) Replaced glasses and the crackle with glasses, and the crackle.

+

(168) Replaced glasses and the crackle with glasses, and the crackle.

(169) Replaced unlocked but with unlocked, but.

(170) Replaced with a bow with with Bow. Replaced arrow with Arrow.

(171) Replaced strength and with strength, and.

@@ -6444,25 +6444,25 @@

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

(191) Replaced ride but with ride, but.

(195) Replaced peril and with peril, and and end and with end, and.

-

(196) Replaced bow with Bow.

+

(196) Replaced bow with Bow.

(197) Replaced points), and with points) and.

(199) Deleted a period after He asks in the last sentence. Replaced on to with onto.

(200) Replaced open and, as with open, and as, chill stale with chill, stale, and key but with key, but.

-

(201) Replaced bow with Bow.

+

(201) Replaced bow with Bow.

(202) Replaced much-needed with much needed. Replaced equipment and then collect with equipment, and then collect. Replaced shabby and bare with shabby, and bare.

(204) Replaced company and with company, and.

(206) Replaced copse, and with copse and.

(208) Replaced face but, forewarned with face, but forewarned.

-

(209) Replaced arrow with Arrow. Replaced bow with Bow.

+

(209) Replaced arrow with Arrow. Replaced bow with Bow.

(211) Replaced head and, likewise, with head, and likewise,, company and, as with company, and as, point and with point, and, and fighters and with fighters, and. Replaced Helm with Helin.

(212) Replaced northlander with Northlander.

(214) Replaced Baknar or Kalkoth with baknar or kalkoth.

-

(216) Replaced Brass street with Brass Street.

+

(216) Replaced Brass street with Brass Street.

(217) Replaced stones but with stones, but.

(219) Replaced arena for with arena, for. Added a period to the end of the illustrations caption. Replaced makes ceremonious display with makes a ceremonious display. Replaced seat and hurls with seat, and hurls.

(223) Replaced Chart, before with Chart before.

(224) Replaced aid but with aid, but. Replaced bow with Bow.

-

(227) Replaced bow with Bow.

+

(227) Replaced bow with Bow.

(229) Replaced archers and with archers, and.

(230) Replaced guardedness and with guardedness, and.

(232) Replaced small piggish with small, piggish and Chart), and with Chart) and. Added a period to the end of the illustrations caption.

@@ -6475,16 +6475,16 @@

(249) Replaced ceiling but with ceiling, but.

(250) Replaced any, and with any and.

(251) Replaced rest but with rest, but.

-

(252) Replaced all occurrences of bow with Bow.

-

(253) Replaced Meal of black bread with meal of black bread.

+

(252) Replaced all occurrences of bow with Bow.

+

(253) Replaced Meal of black bread with meal of black bread.

(255) Replaced Psi-shield with Psi-screen.

(257) Replaced hard unyielding with hard, unyielding. Replaced on to with onto.

(258) Replaced drawbolt with bolt. Added a period to the end of the illustrations caption.

(261) Replaced seconds but with seconds, but.

(262) Moved the Divination choice into the first position. Replaced guildhouse with guild-house.

(263) Replaced bodyguards and with bodyguards, and.

-

(264) Replaced arrow with Arrow. Replaced on to with onto.

-

(265) Replaced arrow with Arrow.

+

(264) Replaced arrow with Arrow. Replaced on to with onto.

+

(265) Replaced arrow with Arrow.

(267) Replaced Varettian plain with Varettian Plain.

(268) Replaced with a bow with with Bow.

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

@@ -6511,9 +6511,9 @@

(297) Replaced plunder but with plunder, but and mercenaries but with mercenaries, but. Replaced gleefully, with gleefully..

(299) Replaced you but with you, but. Moved the Huntmastery choice into the first position.

(300) Replaced city you with city, you and hall there with hall, there. Replaced gold and pink with gold, and pink.

-

(301) Replaced arrow with Arrow. Replaced shrieks, with shrieks..

+

(301) Replaced arrow with Arrow. Replaced shrieks, with shrieks..

(302) Replaced Varetta, or with Varetta or.

-

(303) Replaced all occurrences of arrow with Arrow.

+

(303) Replaced all occurrences of arrow with Arrow.

(305) Moved the Divination choice into the first position.

(304) Replaced Chart), and with Chart) and.

(307) Replaced today and with today, and.

@@ -6540,7 +6540,7 @@

(340) Replaced jerkin, enters with jerkin enters and field are with field is. Replaced with a bow with with Bow. Replaced on to with onto.

(341) Replaced riverbank with river bank. Replaced Cener mountains with Cener Mountains. Replaced Huntmastery and Pathsmanship with Huntmastery, and Pathsmanship.

(342) Replaced matron, as with matron as, Alether plant with alether plant, Alether berries with Alether Berries, and another, and with another and. Replaced Welcome brave sir, welcome with Welcome, brave sir. Welcome.

-

(346) Replaced Each wear with Each wears.

+

(346) Replaced Each wear with Each wears.

(347) Replaced Swords and, as with Swords, and as. Moved the Huntmastery choice into the first position.

(348) Replaced manouevre with manoeuvre and secure and with secure, and.

(349) Replaced spongy and with spongy, and.

diff --git a/07cd.xml b/07cd.xml index 8beec9b..f72a359 100755 --- a/07cd.xml +++ b/07cd.xml @@ -171,7 +171,7 @@

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 the number 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 rise above the number you started with.

-

If you have successfully completed any of the previous adventures in the Lone Wolf series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 7. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).

+

If you have successfully completed any of the previous adventures in the Lone Wolf series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 7. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart. (You are still limited to two Weapons and eight Backpack Items.)

You many choose one bonus Magnakai Discipline to add to your Action Chart for every Lone Wolf Magnakai adventure you successfully complete (Books 612).

@@ -5444,7 +5444,7 @@

(The Story So Far) Added a quotation mark to the beginning of the paragraph that starts You see before you Kazan-Oud.. Replaced Xulun mountains with Xulun Mountains.

-

(The Game Rules) Replaced both occurrences of ie, with i.e.. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Placed or below after fall to zero. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Added (Psi-surge and Mindblast cannot be used simultaneously.) to the description of Psi-surge. Replaced knowledge mastery with knowledge that mastery. Replaced on to with onto.

+

(The Game Rules) Replaced both occurrences of ie, with i.e.. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Placed or below after fall to zero. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Added (Psi-surge and Mindblast cannot be used simultaneously.) to the description of Psi-surge. Replaced knowledge mastery with knowledge that mastery. Replaced on to with onto. Replaced Chart (you with Chart. (You, and Items). with Items.).

(Disciplines) Replaced weapons list with Weapons List. Replaced two weapons with two Weapons.

diff --git a/08tjoh.xml b/08tjoh.xml index f67956d..33535c7 100755 --- a/08tjoh.xml +++ b/08tjoh.xml @@ -169,7 +169,7 @@

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 the number 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 rise above the number you started with.

-

If you have successfully completed any of the previous adventures in the Lone Wolf series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 8. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).

+

If you have successfully completed any of the previous adventures in the Lone Wolf series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 8. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart. (You are still limited to two Weapons and eight Backpack Items.)

You may choose one bonus Magnakai Discipline to add to your Action Chart for every Lone Wolf Magnakai adventure you successfully complete (books 612).

@@ -5477,11 +5477,11 @@

(The Story So Far) Replaced swamp-jungle with jungle-swamp. Removed the quotation marks from the words from the language of Dessi (i.e. koura-tas-kai, Ikar, Skarn). Replaced gods with Gods.

-

(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 all occurrences of Ie, with i.e. and corrected the surrounding punctuation. Replaced (eg with (e.g.. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced all occurrences of Kai monastery with Kai Monastery. Replaced all occurrences of bow with Bow, arrow with Arrow, and arrows with Arrows. Replaced quiver with Quiver. Replaced Weaponmastery with a bow with Weaponmastery with Bow. Replaced combat, therefore with combat; therefore.

+

(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 all occurrences of Ie, with i.e. and corrected the surrounding punctuation. Replaced (eg with (e.g.. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced all occurrences of Kai monastery with Kai Monastery. Replaced Chart (you with Chart. (You, and Items). with Items.).

(Magnakai Disciplines) Replaced with combat with without combat, as listed overleaf with in the list below, and page 9 with your Action Chart. Replaced weapons list with Weapons List. Removed that appears on your Action Chart. Replaced two weapons with two Weapons.

-

(Equipment) Removed (see the inside front cover of this book). Replaced swamp-jungle with jungle-swamp and both occurrences of safe-keeping with safekeeping. Replaced two weapons with two Weapons.

+

(Equipment) Removed (see the inside front cover of this book). Replaced swamp-jungle with jungle-swamp and both occurrences of safe-keeping with safekeeping. Replaced two weapons with two Weapons. Replaced all occurrences of bow with Bow, arrow with Arrow, and arrows with Arrows. Replaced quiver with Quiver. Replaced Weaponmastery with a bow with Weaponmastery with Bow. Replaced combat, therefore with combat; therefore.

(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. Replaced reduced to zero with reduced to zero or below. Replaced points reduced with points possibly reduced. Deleted on the inside back cover of this book. Replaced at which point the one with the zero score is declared dead. with at which point that combatant is declared dead..

diff --git a/09tcof.xml b/09tcof.xml index a6fd58c..a751e8e 100755 --- a/09tcof.xml +++ b/09tcof.xml @@ -169,7 +169,7 @@

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 the number 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 rise above the number you started with.

-

If you have successfully completed any of the previous adventures in the Lone Wolf series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 9. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).

+

If you have successfully completed any of the previous adventures in the Lone Wolf series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 9. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart. (You are still limited to two Weapons and eight Backpack Items.)

You many choose one bonus Magnakai Discipline to add to your Action Chart for every Lone Wolf Magnakai adventure you successfully complete (Books 612).

@@ -5651,7 +5651,7 @@

(The Story So Far) Replaced freelands of Talestria with Freelands of Talestria. Removed the quotation marks from the words from the language of Dessi (i.e. koura-tas-kai, Ikar, Skarn). Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced Kai monastery with Kai Monastery. Replaced gods with Gods. Replaced armies, others with armies; others. Replaced magicians guild with Magicians Guild.

-

(The Game Rules) Replaced you you with you, and all occurrences of ie, with i.e.. 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. Deleted on the last page of this book. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Placed or below after fall to zero.

+

(The Game Rules) Replaced you you with you, and all occurrences of ie, with i.e.. 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. Deleted on the last page of this book. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Placed or below after fall to zero. Replaced Chart (you with Chart. (You, and Items). with Items.).

(Magnakai Disciplines) Deleted that appears on page 9. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Added (Psi-surge and Mindblast cannot be used simultaneously.) to the description of Psi-surge. Replaced knowledge mastery with knowledge that mastery. Replaced weapons list with Weapons List. Replaced two weapons with two Weapons.

diff --git a/10tdot.xml b/10tdot.xml index 1fbbbda..2db0c87 100755 --- a/10tdot.xml +++ b/10tdot.xml @@ -166,7 +166,7 @@

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 the number 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 rise above the number you started with.

-

If you have successfully completed any of the previous adventures in the Lone Wolf series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 10. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).

+

If you have successfully completed any of the previous adventures in the Lone Wolf series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 10. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart. (You are still limited to two Weapons and eight Backpack Items.)

You many choose one bonus Magnakai Discipline to add to your Action Chart for every Lone Wolf Magnakai adventure you successfully complete (Books 612).

@@ -5363,7 +5363,7 @@

(The Story So Far) Removed the quotation marks from koura-tas-kai. Replaced Kai monastery with Kai Monastery, counter-attack with counterattack and gods with Gods.

-

(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. Placed or below after fall to zero. Replaced both occurrences of ie, with i.e.. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

+

(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. Placed or below after fall to zero. Replaced both occurrences of ie, with i.e.. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced Chart (you with Chart. (You, and Items). with Items.).

(Magnakai Disciplines) Added The fact that you are skilled with three Weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire Weapons during your adventure. For every Lone Wolf book that you complete in the Magnakai series, you may add an additional Weapon to your list. to the description of Weaponmastery. This text is taken directly from the Weaponmastery section found in The Kingdoms of Terror. Added (Psi-surge and Mindblast cannot be used simultaneously.) to the description of Psi-surge. Replaced knowledge mastery with knowledge that mastery. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced weapons list with Weapons List. Replaced two weapons with two Weapons.

diff --git a/11tpot.xml b/11tpot.xml index ac56eab..1d9abea 100755 --- a/11tpot.xml +++ b/11tpot.xml @@ -166,7 +166,7 @@

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 the number 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 rise above the number you started with.

-

If you have successfully completed any of the previous adventures in the Lone Wolf series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 11. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).

+

If you have successfully completed any of the previous adventures in the Lone Wolf series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 11. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart. (You are still limited to two Weapons and eight Backpack Items.)

You many choose one bonus Magnakai Discipline to add to your Action Chart for every Lone Wolf Magnakai adventure you successfully complete (Books 612).

@@ -5347,7 +5347,7 @@ safe do you stop to catch your breath and check your equipment. To your dismay y

(The Story So Far) Removed the quotation marks from koura-tas-kai. Replaced Kai monastery with Kai Monastery, counter-attack with counterattack, and elite with lite.

-

(The Game Rules) Replaced both occurrences of ie, with i.e.. Replaced fall to zero with fall to zero or below. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

+

(The Game Rules) Replaced both occurrences of ie, with i.e.. Replaced fall to zero with fall to zero or below. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced Chart (you with Chart. (You, and Items). with Items.).

(Magnakai Disciplines) Added The fact that you are skilled with three Weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire Weapons during your adventure. For every Lone Wolf book that you complete in the Magnakai series, you may add an additional Weapon to your list. to the description of Weaponmastery. This text is taken directly from the Weaponmastery section found in The Kingdoms of Terror. Added (Psi-surge and Mindblast cannot be used simultaneously.) to the description of Psi-surge. Replaced knowledge mastery with knowledge that mastery. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced weapons list with Weapons List. Replaced two weapons with two Weapons.

diff --git a/12tmod.xml b/12tmod.xml index f2106cc..0fe35e4 100755 --- a/12tmod.xml +++ b/12tmod.xml @@ -163,7 +163,7 @@

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 the number 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 rise above the number you started with.

-

If you have successfully completed any of the previous adventures in the Lone Wolf series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 12. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).

+

If you have successfully completed any of the previous adventures in the Lone Wolf series, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 12. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart. (You are still limited to two Weapons and eight Backpack Items.)

You many choose one bonus Magnakai Discipline to add to your Action Chart for every Lone Wolf Magnakai adventure you successfully complete (Books 612).

@@ -6578,7 +6578,7 @@

(The Story So Far) Replaced both occurrences of nadziranim with Nadziranim. Replaced both occurrences of Koura-tas-Kai with koura-tas-kai. Removed the quotation marks from the words from the language of Dessi (i.e. koura-tas-kai, Ikar, Skarn). Replaced giak legions with Giak Legions. Replaced freelands with Freelands. Replaced Kai monastery with Kai Monastery.

-

(The Game Rules) Replaced both occurrences of ie, with i.e.. Replaced fall to zero with fall to zero or below. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

+

(The Game Rules) Replaced both occurrences of ie, with i.e.. Replaced fall to zero with fall to zero or below. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced Chart (you with Chart. (You, and Items). with Items.).

(Magnakai Disciplines) Added The fact that you are skilled with three Weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire Weapons during your adventure. For every Lone Wolf book that you complete in the Magnakai series, you may add an additional Weapon to your list. to the description of Weaponmastery. This text is taken directly from the Weaponmastery section found in The Kingdoms of Terror. Added (Psi-surge and Mindblast cannot be used simultaneously.) to the description of Psi-surge; also emphasized the first occurrence of Mindblast in this section. Replaced knowledge mastery with knowledge that mastery. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced weapons list with Weapons List. Replaced two weapons with two Weapons.

diff --git a/13tplor.xml b/13tplor.xml index 287f955..46f05fd 100644 --- a/13tplor.xml +++ b/13tplor.xml @@ -190,7 +190,7 @@

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 25 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 the number 6 in the Random Number Table you would write in a COMBAT SKILL of 31). 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 30 to this number and write the total in the ENDURANCE section of your Action Chart (i.e. if your pencil fell on the number 7 on the Random Number Table you would have 37 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 rise above the number you have when you start an adventure.

-

If you have successfully completed any of the previous adventures in the Lone Wolf series (Books 1-12), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 13. These scores may include Lore-circle bonuses. You may also benefit from the Disciplines that youve mastered (e.g. Weaponmastery, Curing, and Psi-surge bonuses). Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the Grand Master series. You may also carry over any Weapons and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Grand Master Action Chart (you are still limited to two Weapons, but you may now carry up to ten Backpack Items).

+

If you have successfully completed any of the previous adventures in the Lone Wolf series (Books 1-12), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 13. These scores may include Lore-circle bonuses. You may also benefit from the Disciplines that youve mastered (e.g. Weaponmastery, Curing, and Psi-surge bonuses). Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the Grand Master series. You may also carry over any Weapons and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Grand Master Action Chart. (You are still limited to two Weapons, but you may now carry up to ten Backpack Items.)

However, only the following Special Items may be carried over to the Lone Wolf Grand Master series (Book 13 onwards):

  • Crystal Star Pendant
  • @@ -214,7 +214,7 @@ -

    The rules of the books in the Magnakai series (6-12) and the fact that the rank of Kai Grand Defender means you are skilled in two weapons imply that for each book that you complete of the Grand Master series (13-20), you will gain mastery of an additional Kai weapon. E.g. if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next book, you can choose an additional Weapon from the list to have Mastery of.

    +

    The rules of the books in the Magnakai series (6-12) and the fact that the rank of Kai Grand Defender means you are skilled in two weapons imply that, for each book that you complete of the Grand Master series (13-20), you will gain mastery of an additional Kai weapon. E.g. if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next book, you can choose an additional Weapon from the list to have Mastery of.

    @@ -352,14 +352,14 @@
    Magi-magic -

    Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle-magic, as taught to the Vakerosthe native warriors of Dessi. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

    +

    Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle-magic, as taught to the Vakerosthe native warriors of Dessi. These skills include the basic use of Old Kingdom Spells such as Shield, Power Word, and Invisible Fist. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

    Kai-alchemy -

    Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of Left-handed magic, as practised by the Brotherhood of the Crystal Star. As you advance in rank, so will your knowledge and mastery of Left-handed magic increase, enabling you to craft new Kai weapons and artefacts.

    +

    Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of Left-handed magic, as practised by the Brotherhood of the Crystal Star. These spells include Lightning Hand, Levitation, and Mind Charm. As you advance in rank, so will your knowledge and mastery of Left-handed magic increase, enabling you to craft new Kai weapons and artefacts.

    @@ -5855,9 +5855,9 @@

    (The Story So Far) Replaced elite with lite, freestate with Freeland, monastery of the Kai with Monastery of the Kai, Kai lord with Kai Lord, new-found with newfound, gold, you with gold you, left-handed with Left-handed, right-handed with Right-handed, north-east with northeast, Gournen and with Gournen, and, Ragador with Ragadorn, and Arch-Druid with Arch Druid. Combined the last two paragraphs into one.

    -

    (The Game Rules) Removed that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages. Replaced To do this take a pencil and, with your eyes closed, point with the blunt end of it on to the Random Number Table on the last page of this book with To do this, pick a number from the Random Number Table. Replaced fall to zero with fall to zero or below. Replaced all occurrences of ie, with i.e.. Replaced These scores may include Weaponmastery, Curing, and Psi-surge bonuses. with These scores may include Lore-circle bonuses. You may also benefit from the Disciplines that youve mastered (e.g. Weaponmastery, Curing, and Psi-surge bonuses).

    +

    (The Game Rules) Removed that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages. Replaced To do this take a pencil and, with your eyes closed, point with the blunt end of it on to the Random Number Table on the last page of this book with To do this, pick a number from the Random Number Table. Replaced fall to zero with fall to zero or below. Replaced all occurrences of ie, with i.e.. Replaced These scores may include Weaponmastery, Curing, and Psi-surge bonuses. with These scores may include Lore-circle bonuses. You may also benefit from the Disciplines that youve mastered (e.g. Weaponmastery, Curing, and Psi-surge bonuses). Replaced Chart (you with Chart. (You, and Items). with Items.).

    -

    (Grand Master Disciplines) Replaced gods with Gods. Replaced venoms and with venoms, and. Replaced Magi-Magic with Magi-magic. Replaced battle magic with battle-magic. Replaced artifacts with artefacts. Replaced THE CAPTIVES OF KAAG with The Captives of Kaag and weapons listed overleaf with weapons listed below. Replaced disciplines with Disciplines. Replaced both occurrences of left-handed magic with Left-handed magic. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Replaced Grand Master weapons with Grand Weaponmastery weapons.

    +

    (Grand Master Disciplines) Replaced gods with Gods. Replaced venoms and with venoms, and. Replaced Magi-Magic with Magi-magic. Replaced battle magic with battle-magic. Replaced artifacts with artefacts. Replaced THE CAPTIVES OF KAAG with The Captives of Kaag and weapons listed overleaf with weapons listed below. Replaced disciplines with Disciplines. Replaced both occurrences of left-handed magic with Left-handed magic. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Replaced Grand Master weapons with Grand Weaponmastery weapons. Added These skills include the basic use of Old Kingdom Spells such as Shield, Power Word, and Invisible Fist. as found in the Magi-magic section in Books 19 and 20. Added These spells include Lightning Hand, Levitation, and Mind Charm. as found in the Kai-alchemy section in Books 19 and 20.

    (Equipment) Removed (see the inside front cover of this book). Replaced all occurrences of arrow or arrows with Arrow. Amended the text to correctly reflect the +5 COMBAT SKILL bonus for Grand Weaponmastery. Replaced both occurrences of safe-keeping with safekeeping. Replaced eg, with e.g.. Replaced all occurrences of bow with Bow. Replaced quiver with Quiver. Replaced combat, therefore with combat; therefore. Replaced arrows with Arrows.

    diff --git a/14tcok.xml b/14tcok.xml index 7b33966..3cde8da 100644 --- a/14tcok.xml +++ b/14tcok.xml @@ -189,7 +189,7 @@

    The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 25 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 the number 6 in the Random Number Table you would write in a COMBAT SKILL of 31). 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 30 to this number and write the total in the ENDURANCE section of your Action Chart (i.e. if your pencil fell on the number 7 on the Random Number Table you would have 37 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 rise above the number you have when you start an adventure.

    -

    If you have successfully completed any of the previous adventures in the Lone Wolf series (Books 113), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 14. These scores may include Lore-circle bonuses. You may also benefit from the Disciplines that youve mastered (e.g. Weaponmastery, Curing, and Psi-surge bonuses). Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the Grand Master series. You may also carry over any Weapons and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Grand Master Action Chart (you are still limited to two Weapons, but you may now carry up to ten Backpack Items).

    +

    If you have successfully completed any of the previous adventures in the Lone Wolf series (Books 113), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 14. These scores may include Lore-circle bonuses. You may also benefit from the Disciplines that youve mastered (e.g. Weaponmastery, Curing, and Psi-surge bonuses). Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the Grand Master series. You may also carry over any Weapons and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Grand Master Action Chart. (You are still limited to two Weapons, but you may now carry up to ten Backpack Items.)

    However, only the following Special Items may be carried over from the Lone Wolf Kai (1-5) and Magnakai (6-12) series to the Lone Wolf Grand Master series (Book 13 onwards):

    • Crystal Star Pendant
    • @@ -211,7 +211,7 @@ -

      The rules of the books in the Magnakai series (6-12) and the fact that the rank of Kai Grand Defender means you are skilled in two weapons imply that for each book that you complete of the Grand Master series (1320), you will gain mastery of an additional Weapon. E.g. if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next book, you can choose an additional Weapon from the list to have mastery of.

      +

      The rules of the books in the Magnakai series (6-12) and the fact that the rank of Kai Grand Defender means you are skilled in two weapons imply that, for each book that you complete of the Grand Master series (1320), you will gain mastery of an additional Weapon. E.g. if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next book, you can choose an additional Weapon from the list to have mastery of.

      @@ -351,14 +351,14 @@
      Magi-magic -

      Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle-magic, as taught to the Vakerosthe native warriors of Dessi. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

      +

      Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle-magic, as taught to the Vakerosthe native warriors of Dessi. These skills include the basic use of Old Kingdom Spells such as Shield, Power Word, and Invisible Fist. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

      Kai-alchemy -

      Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of Left-handed magic, as practised by the Brotherhood of the Crystal Star. As you advance in rank, so will your knowledge and mastery of Left-handed magic increase, enabling you to craft new Kai weapons and artefacts.

      +

      Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of Left-handed magic, as practised by the Brotherhood of the Crystal Star. These spells include Lightning Hand, Levitation, and Mind Charm. As you advance in rank, so will your knowledge and mastery of Left-handed magic increase, enabling you to craft new Kai weapons and artefacts.

      @@ -5525,9 +5525,9 @@

      (The Story So Far) Replaced elite with lite, Kai lord with Kai Lord, freestate with Freeland, and re-birth with rebirth. Replaced monastery of the Kai with Monastery of the Kai. Replaced both occurrences of new-found with newfound. Replaced gold, you with gold you. Replaced north-east with northeast. Replaced Gournen and with Gournen, and.

      -

      (The Game Rules) Replaced 13-onwards with Book 13 onwards. Replaced fall to zero with fall to zero or below. Replaced both occurrences of ie with i.e.. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

      +

      (The Game Rules) Replaced 13-onwards with Book 13 onwards. Replaced fall to zero with fall to zero or below. Replaced both occurrences of ie with i.e.. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced Chart (you with Chart. (You, and Items). with Items.).

      -

      (Grand Master Disciplines) Replaced gods with Gods. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced battle magic with battle-magic. Replaced venoms and with venoms, and. Replaced artifacts with artefacts. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Replaced Grand Master weapons with Grand Weaponmastery weapons.

      +

      (Grand Master Disciplines) Replaced gods with Gods. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced battle magic with battle-magic. Replaced venoms and with venoms, and. Replaced artifacts with artefacts. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Replaced Grand Master weapons with Grand Weaponmastery weapons. Added These skills include the basic use of Old Kingdom Spells such as Shield, Power Word, and Invisible Fist. as found in the Magi-magic section in Books 19 and 20. Added These spells include Lightning Hand, Levitation, and Mind Charm. as found in the Kai-alchemy section in Books 19 and 20.

      (Rules for Combat) Removed on the inside back cover of this book. Replaced reduced to zero with reduced to zero or below. Replaced on the page after the Random Number Table with in the back of this book. In the example combat, changed Lone Wolfs initial COMBAT SKILL to 27 and corrected the Kai-surge bonus to +8 COMBAT SKILL. Replaced points reduced with points possibly reduced. Replaced at which point the one with the zero score is declared dead. with at which point that combatant is declared dead..

      diff --git a/15tdc.xml b/15tdc.xml index 535757c..72c8070 100644 --- a/15tdc.xml +++ b/15tdc.xml @@ -192,7 +192,7 @@

      The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 25 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 the number 6 in the Random Number Table you would write in a COMBAT SKILL of 31). 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 30 to this number and write the total in the ENDURANCE section of your Action Chart (i.e., if your pencil fell on the number 7 on the Random Number Table you would have 37 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 rise above the number you have when you start an adventure.

      -

      If you have successfully completed any of the previous adventures in the Lone Wolf series (Books 114), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 15. These scores may include Weaponmastery, Curing, and Psi-surge bonuses obtained upon completion of Lone Wolf Kai (Books 15) or Magnakai (Books 612) adventures. Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the Grand Master series. You may also carry over any Weapons and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Grand Master Action Chart (you are still limited to two Weapons, but you may now carry up to ten Backpack Items).

      +

      If you have successfully completed any of the previous adventures in the Lone Wolf series (Books 114), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 15. These scores may include Weaponmastery, Curing, and Psi-surge bonuses obtained upon completion of Lone Wolf Kai (Books 15) or Magnakai (Books 612) adventures. Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the Grand Master series. You may also carry over any Weapons and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Grand Master Action Chart. (You are still limited to two Weapons, but you may now carry up to ten Backpack Items.)

      However, only the following Special Items may be carried over to the Lone Wolf Grand Master series (Book 13 onwards):

      • Crystal Star Pendant
      • @@ -214,7 +214,7 @@ -

        The rules of the books in the Magnakai series (6-12) and the fact that the rank of Kai Grand Defender means you are skilled in two weapons imply that for each book that you complete of the Grand Master series (13-20), you will gain mastery of an additional Weapon. E.g. if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next book, you can choose an additional Weapon from the list to have mastery of.

        +

        The rules of the books in the Magnakai series (6-12) and the fact that the rank of Kai Grand Defender means you are skilled in two weapons imply that, for each book that you complete of the Grand Master series (13-20), you will gain mastery of an additional Weapon. E.g. if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next book, you can choose an additional Weapon from the list to have mastery of.

        @@ -352,14 +352,14 @@
        Magi-magic -

        Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle-magic, as taught to the Vakerosthe native warriors of Dessi. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

        +

        Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle-magic, as taught to the Vakerosthe native warriors of Dessi. These skills include the basic use of Old Kingdom Spells such as Shield, Power Word, and Invisible Fist. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

        Kai-alchemy -

        Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of Left-handed magic, as practised by the Brotherhood of the Crystal Star. As you advance in rank, so will your knowledge and mastery of Left-handed magic increase, enabling you to craft new Kai weapons and artefacts.

        +

        Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of Left-handed magic, as practised by the Brotherhood of the Crystal Star. These spells include Lightning Hand, Levitation, and Mind Charm. As you advance in rank, so will your knowledge and mastery of Left-handed magic increase, enabling you to craft new Kai weapons and artefacts.

        @@ -5736,9 +5736,9 @@

        (The Story So Far) Replaced elite with lite, feted with fted, both occurrences of Left-Handed with Left-handed, Right-Handed with Right-handed, freestate with Freeland, both occurrences of doomstone with Doomstone, and Kai lord with Kai Lord. Replaced monastery of the Kai with Monastery of the Kai. Replaced new-found with newfound. Replaced gold, you with gold you. added a paragraph break after their own extinction in line with this section in other Grand Master books. Replaced north-east with northeast. Replaced Old Kingdom Magic with Old Kingdom magic. Replaced Akagazad and with Akagazad, and.

        -

        (The Game Rules) Removed that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages and on the last page of this book. Replaced both occurrences of (ie with (i.e.. Replaced fall to zero with fall to zero or below. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

        +

        (The Game Rules) Removed that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages and on the last page of this book. Replaced both occurrences of (ie with (i.e.. Replaced fall to zero with fall to zero or below. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced Chart (you with Chart. (You, and Items). with Items.).

        -

        (Grand Master Disciplines) Replaced Magi-Magic with Magi-magic, gods with Gods, and listed overleaf with listed below. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced battle magic with battle-magic. Replaced venoms and with venoms, and. Replaced artifacts with artefacts. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Replaced Grand Master weapons with Grand Weaponmastery weapons.

        +

        (Grand Master Disciplines) Replaced Magi-Magic with Magi-magic, gods with Gods, and listed overleaf with listed below. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced battle magic with battle-magic. Replaced venoms and with venoms, and. Replaced artifacts with artefacts. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Replaced Grand Master weapons with Grand Weaponmastery weapons. Added These skills include the basic use of Old Kingdom Spells such as Shield, Power Word, and Invisible Fist. as found in the Magi-magic section in Books 19 and 20. Added These spells include Lightning Hand, Levitation, and Mind Charm. as found in the Kai-alchemy section in Books 19 and 20.

        (Equipment) Replaced both occurrences of safe-keeping with safekeeping, (eg, with (e.g., five occurrences of arrow with Arrow, two occurrences of arrows with Arrows, and eight occurrences of bow with Bow. Inserted the explanation of how to use Gold Crowns. Removed (see the inside front cover of this book). Amended the text to correctly reflect the +5 COMBAT SKILL bonus for Grand Weaponmastery. Replaced quiver with Quiver. Replaced combat, therefore with combat; therefore. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

        diff --git a/16tlov.xml b/16tlov.xml index 164e011..24735ab 100644 --- a/16tlov.xml +++ b/16tlov.xml @@ -178,7 +178,7 @@

        The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 25 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 the number 6 in the Random Number Table you would write in a COMBAT SKILL of 31). 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 30 to this number and write the total in the ENDURANCE section of your Action Chart (i.e., if your pencil fell on the number 7 on the Random Number Table you would have 37 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 rise above the number you have when you start an adventure.

        -

        If you have successfully completed any of the previous adventures in the Lone Wolf series (Books 115), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 16. These scores may include Weaponmastery, Curing, and Psi-surge bonuses obtained upon completion of Lone Wolf Kai (Books 15) or Magnakai (Books 612) adventures. Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the Grand Master series. You may also carry over any Weapons and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Grand Master Action Chart (you are still limited to two Weapons, but you may now carry up to ten Backpack Items).

        +

        If you have successfully completed any of the previous adventures in the Lone Wolf series (Books 115), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 16. These scores may include Weaponmastery, Curing, and Psi-surge bonuses obtained upon completion of Lone Wolf Kai (Books 15) or Magnakai (Books 612) adventures. Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the Grand Master series. You may also carry over any Weapons and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Grand Master Action Chart. (You are still limited to two Weapons, but you may now carry up to ten Backpack Items.)

        However, only the following Special Items may be carried over from the Lone Wolf Kai (Books 15) and Magnakai (Books 612) series to the Lone Wolf Grand Master series (Books 13-onwards):

        • Crystal Star Pendant
        • @@ -200,7 +200,7 @@ -

          The rules of the books in the Magnakai series (612) and the fact that the rank of Kai Grand Defender means you are skilled in two weapons imply that for each book that you complete of the Grand Master series (1320), you will gain mastery of an additional Weapon. E.g. if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next book, you can choose an additional Weapon from the list to have mastery of.

          +

          The rules of the books in the Magnakai series (612) and the fact that the rank of Kai Grand Defender means you are skilled in two weapons imply that, for each book that you complete of the Grand Master series (1320), you will gain mastery of an additional Weapon. E.g. if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next book, you can choose an additional Weapon from the list to have mastery of.

          @@ -338,14 +338,14 @@
          Magi-magic -

          Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle-magic, as taught to the Vakerosthe native warriors of Dessi. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

          +

          Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle-magic, as taught to the Vakerosthe native warriors of Dessi. These skills include the basic use of Old Kingdom Spells such as Shield, Power Word, and Invisible Fist. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

          Kai-alchemy -

          Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of Left-handed magic, as practised by the Brotherhood of the Crystal Star. As you advance in rank, so will your knowledge and mastery of Left-handed magic increase, enabling you to craft new Kai weapons and artefacts.

          +

          Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of Left-handed magic, as practised by the Brotherhood of the Crystal Star. These spells include Lightning Hand, Levitation, and Mind Charm. As you advance in rank, so will your knowledge and mastery of Left-handed magic increase, enabling you to craft new Kai weapons and artefacts.

          @@ -5748,9 +5748,9 @@

          (The Story So Far) Replaced elite with lite, no Kai lord with no Kai Lord, strongholds fierce with strongholds, fierce, Right-Handed Magic with Right-handed magic, both occurrences of new-found with newfound, Dark God and with Dark God, and, vigilant for with vigilant, for, free-state with Freeland, body, and those with body, along with those, north-east with northeast, and quickly and with quickly, and. Replaced monastery of the Kai with Monastery of the Kai. Replaced both occurrences of the Monastery with the monastery. Replaced gold, you with gold you. Replaced Akagazad and with Akagazad, and.

          -

          (The Game Rules) Removed that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages and on the last page of this book. Replaced fall to zero with fall to zero or below. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

          +

          (The Game Rules) Removed that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages and on the last page of this book. Replaced fall to zero with fall to zero or below. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced Chart (you with Chart. (You, and Items). with Items.).

          -

          (Grand Master Disciplines) Replaced smell and with smell, and and both occurrences of (ie, with (i.e.. Changed COMBAT SKILL to ENDURANCE according to Lone Wolf Club Newsletter 24. Replaced Magi-Magic with Magi-magic and opposite and overleaf with below. Replaced venoms and with venoms, and. Replaced artifacts with artefacts. Replaced battle magic with battle-magic. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Replaced Grand Master weapons with Grand Weaponmastery weapons.

          +

          (Grand Master Disciplines) Replaced smell and with smell, and and both occurrences of (ie, with (i.e.. Changed COMBAT SKILL to ENDURANCE according to Lone Wolf Club Newsletter 24. Replaced Magi-Magic with Magi-magic and opposite and overleaf with below. Replaced venoms and with venoms, and. Replaced artifacts with artefacts. Replaced battle magic with battle-magic. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Replaced Grand Master weapons with Grand Weaponmastery weapons. Added These skills include the basic use of Old Kingdom Spells such as Shield, Power Word, and Invisible Fist. as found in the Magi-magic section in Books 19 and 20. Added These spells include Lightning Hand, Levitation, and Mind Charm. as found in the Kai-alchemy section in Books 19 and 20.

          (Equipment) Replaced Magador you with Magador, you, eg Gold with e.g. Gold, map of the area with map of the the Maakengorge and surrounding territories, safe-keeping with safekeeping, all occurrences of arrow with Arrow, all occurrences of bow with Bow, and adds 3 points with adds 5 points. Removed (see the inside front cover of this book). Added a section about Gold Crowns which reads The currency of Magador is the Gold Crown. These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns. Replaced quiver with Quiver. Replaced combat, therefore with combat; therefore. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

          diff --git a/17tdoi.xml b/17tdoi.xml index 4318bfe..d64c8ef 100644 --- a/17tdoi.xml +++ b/17tdoi.xml @@ -190,7 +190,7 @@

          The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 25 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 the number 6 in the Random Number Table you would write in a COMBAT SKILL of 31). 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 30 to this number and write the total in the ENDURANCE section of your Action Chart (i.e., if your pencil fell on the number 7 on the Random Number Table you would have 37 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 rise above the number you have when you start an adventure.

          -

          If you have successfully completed any of the previous adventures in the Lone Wolf series (Books 116), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 17. These scores may include Weaponmastery, Curing, and Psi-surge bonuses obtained upon completion of Lone Wolf Kai (Books 15) or Magnakai (Books 612) adventures. Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the Grand Master series. You may also carry over any Weapons and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Grand Master Action Chart (you are still limited to two Weapons, but you may now carry up to ten Backpack Items).

          +

          If you have successfully completed any of the previous adventures in the Lone Wolf series (Books 116), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 17. These scores may include Weaponmastery, Curing, and Psi-surge bonuses obtained upon completion of Lone Wolf Kai (Books 15) or Magnakai (Books 612) adventures. Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the Grand Master series. You may also carry over any Weapons and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Grand Master Action Chart. (You are still limited to two Weapons, but you may now carry up to ten Backpack Items.)

          However, only the following Special Items may be carried over from the Lone Wolf Kai (Books 15) and Magnakai (Books 612) series to the Lone Wolf Grand Master series (Books 13onwards):

          • Crystal Star Pendant
          • @@ -212,7 +212,7 @@ -

            The rules of the books in the Magnakai series (612) and the fact that the rank of Kai Grand Defender means you are skilled in two weapons imply that for each book that you complete of the Grand Master series (1320), you will gain mastery of an additional Weapon. For example, if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next book, you can choose an additional Weapon from the list to have mastery of.

            +

            The rules of the books in the Magnakai series (612) and the fact that the rank of Kai Grand Defender means you are skilled in two weapons imply that, for each book that you complete of the Grand Master series (1320), you will gain mastery of an additional Weapon. For example, if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next book, you can choose an additional Weapon from the list to have mastery of.

            @@ -349,14 +349,14 @@
            <!--ERRTAG-RE-33045-->Magi-magic<!--/ERRTAG-RE-33045--> -

            Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle-magic, as taught to the Vakerosthe native warriors of Dessi. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

            +

            Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle-magic, as taught to the Vakerosthe native warriors of Dessi. These skills include the basic use of Old Kingdom Spells such as Shield, Power Word, and Invisible Fist. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

            Kai-alchemy -

            Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of Left-handed magic, as practised by the Brotherhood of the Crystal Star. As you advance in rank, so will your knowledge and mastery of Left-handed magic increase, enabling you to craft new Kai weapons and artefacts.

            +

            Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of Left-handed magic, as practised by the Brotherhood of the Crystal Star. These spells include Lightning Hand, Levitation, and Mind Charm. As you advance in rank, so will your knowledge and mastery of Left-handed magic increase, enabling you to craft new Kai weapons and artefacts.

            @@ -5699,9 +5699,9 @@

            (The Story So Far) Replaced no Kai lord with no Kai Lord, both occurrences of new-found with newfound, and north-east with northeast. Replaced all occurrences of shadow gate with Shadow Gate. Replaced all occurrences of freestate with Freeland. Replaced elite with lite. Replaced Naarthe King with Naar, the King. Replaced Age of the Old Kingdoms with Age of War. Replaced Grand Master Disciplines, and grasp with Grand Master Disciplines and grasp. Replaced monastery of the Kai with Monastery of the Kai. Replaced both occurrences of the Monastery with the monastery. Replaced gold, you with gold you. Replaced chasm of doom with Chasm of Doom.

            -

            (The Game Rules) Removed that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages and on the last page of this book. Replaced both occurrences of ie with i.e.. Replaced fall to zero with fall to zero or below. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

            +

            (The Game Rules) Removed that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages and on the last page of this book. Replaced both occurrences of ie with i.e.. Replaced fall to zero with fall to zero or below. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced Chart (you with Chart. (You, and Items). with Items.).

            -

            (Grand Master Disciplines) Replaced smell and with smell, and and both occurrences of (ie, with (i.e.. Replaced gods Kai and Ishir with Gods Kai and Ishir. Replaced Magi-Magic with Magi-magic. Replaced artifacts with artefacts. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced Magi-Magic with Magi-magic and opposite and overleaf with below. Replaced battle magic with battle-magic. Replaced venoms and with venoms, and. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Replaced Grand Master weapons with Grand Weaponmastery weapons.

            +

            (Grand Master Disciplines) Replaced smell and with smell, and and both occurrences of (ie, with (i.e.. Replaced gods Kai and Ishir with Gods Kai and Ishir. Replaced Magi-Magic with Magi-magic. Replaced artifacts with artefacts. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced Magi-Magic with Magi-magic and opposite and overleaf with below. Replaced battle magic with battle-magic. Replaced venoms and with venoms, and. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Replaced Grand Master weapons with Grand Weaponmastery weapons. Added These skills include the basic use of Old Kingdom Spells such as Shield, Power Word, and Invisible Fist. as found in the Magi-magic section in Books 19 and 20. Added These spells include Lightning Hand, Levitation, and Mind Charm. as found in the Kai-alchemy section in Books 19 and 20.

            (Equipment) Replaced your Monastery with your monastery. Replaced Magador you with Magador, you, eg Gold with e.g. Gold, map of the area with map of the the Maakengorge and surrounding territories, all occurrences of arrow with Arrow, all occurrences of bow with Bow, and adds 3 points with adds 5 points. Added a section about Gold Crowns which reads The currency of Magador is the Gold Crown. These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns. Replaced safe-keeping with safekeeping. Deleted (see the inside front cover of this book). Replaced (eg Gold Dagger with (e.g. Gold Dagger. Replaced arrows with Arrows. Replaced all occurrences of quiver with Quiver. Replaced BROADSWORD with Broadsword. Replaced BOW with Bow. Replaced QUIVER with Quiver. Replaced DAGGER with Dagger. Replaced SWORD with Sword. Replaced MEALS with Meals. Replaced ROPE with Rope. Replaced POTION OF LAUMSPUR with Potion of Laumspur. Replaced AXE with Axe.Replaced combat, therefore with combat; therefore. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

            diff --git a/18dotd.xml b/18dotd.xml index 84785f8..fbf119b 100644 --- a/18dotd.xml +++ b/18dotd.xml @@ -172,7 +172,7 @@

            The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 25 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 the number 6 in the Random Number Table you would write in a COMBAT SKILL of 31). 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 30 to this number and write the total in the ENDURANCE section of your Action Chart (i.e., if your pencil fell on the number 7 on the Random Number Table you would have 37 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 rise above the number you have when you start an adventure.

            -

            If you have successfully completed any of the previous adventures in the Lone Wolf series (Books 117), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 18. These scores may include Weaponmastery, Curing, and Psi-surge bonuses obtained upon completion of Lone Wolf Kai (Books 15) or Magnakai (Books 612) adventures. Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the Grand Master series. You may also carry over any Weapons and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Grand Master Action Chart (you are still limited to two Weapons, but you may now carry up to ten Backpack Items).

            +

            If you have successfully completed any of the previous adventures in the Lone Wolf series (Books 117), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 18. These scores may include Weaponmastery, Curing, and Psi-surge bonuses obtained upon completion of Lone Wolf Kai (Books 15) or Magnakai (Books 612) adventures. Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the Grand Master series. You may also carry over any Weapons and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Grand Master Action Chart. (You are still limited to two Weapons, but you may now carry up to ten Backpack Items.)

            However, only the following Special Items may be carried over from the Lone Wolf Kai (Books 15) and Magnakai (Books 612) series to the Lone Wolf Grand Master series (Books 13onwards):

            • Crystal Star Pendant
            • @@ -194,7 +194,7 @@ -

              The rules of the books in the Magnakai series (612) and the fact that the rank of Kai Grand Defender means you are skilled in two weapons imply that for each book that you complete of the Grand Master series (1320), you will gain mastery of an additional Kai weapon. For example, if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next book, you can choose an additional Weapon from the list to have Mastery of.

              +

              The rules of the books in the Magnakai series (612) and the fact that the rank of Kai Grand Defender means you are skilled in two weapons imply that, for each book that you complete of the Grand Master series (1320), you will gain mastery of an additional Kai weapon. For example, if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next book, you can choose an additional Weapon from the list to have Mastery of.

              @@ -331,14 +331,14 @@
              <!--ERRTAG-RE-33045-->Magi-magic<!--/ERRTAG-RE-33045--> -

              Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle-magic, as taught to the Vakerosthe native warriors of Dessi. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

              +

              Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle-magic, as taught to the Vakerosthe native warriors of Dessi. These skills include the basic use of Old Kingdom Spells such as Shield, Power Word, and Invisible Fist. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

              Kai-alchemy -

              Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of Left-handed magic, as practised by the Brotherhood of the Crystal Star. As you advance in rank, so will your knowledge and mastery of Left-handed magic increase, enabling you to craft new Kai weapons and artefacts.

              +

              Under the tutelage of Guildmaster Banedon, you have mastered the elementary spells of Left-handed magic, as practised by the Brotherhood of the Crystal Star. These spells include Lightning Hand, Levitation, and Mind Charm. As you advance in rank, so will your knowledge and mastery of Left-handed magic increase, enabling you to craft new Kai weapons and artefacts.

              @@ -657,7 +657,7 @@
              Kai-surge

              Grand Thanes with this skill are able to focus their mind-power upon inanimate breakable objects, e.g. bottles, windows, all ceramics, urns, jugs, etc., and cause them to explode violently. Any person or creature in close proximity to such an explosion risks injury from flying shrapnel.

              Grand Nexus
              -

              Grand Thanes who possess mastery of this Discipline can pass freely through Shadow Gates. These phenomena are special portals which enable one to access other dimensions and planes of existence outside of Magnamund. Kai Grand Thanes are able to detect the location of Shadow Gates and pass through them without suffering any physical ill effects. The range of their detection increases as a Kai Grand Master rises in rank.

              +

              Grand Thanes who possess mastery of this Discipline can pass freely through Shadow Gates. These phenomena are special portals which enable one to access other dimensions and planes of existence outside of Magnamund. Kai Grand Thanes are able to detect the location of Shadow Gates and pass through them without suffering any physical ill effects. The range of detection increases as a Kai Grand Master rises in rank.

              Telegnosis

              Grand Thanes who possess this Discipline are able to detect the exact location of precious gems, and valuable metals such as gold, platinum, and silver. These minerals and metals may occur naturally in the ground or they could be part of a hidden treasure hoard. The range of this ability is limited at first, but increases steadily as a Kai Grand Master rises in rank.

              Magi-magic
              @@ -665,7 +665,7 @@

              Grand Masters who have reached the rank of Grand Thane are able to use the following Old Kingdom Battle-spells:

              • Power GlyphBy inscribing this ancient glyph (a secret magical symbol) upon a door, an archway, or even upon the lid of a closed box, a Kai Grand Thane is able to protect items or portals from being opened. Any creature attempting to open a portal protected in such a way will release the power of the glyph and suffer its deadly effects.
              • -
              • Hold EnemyUsing this spell, a Kai Grand Thane is able to immobilize a single hostile creature anywhere within twenty feet of themselves. The duration of the spell is dependent upon the size and strength of the targeted creature. The range and duration of effect of this spell increase as a Grand Master rises in rank.
              • +
              • Hold EnemyUsing this spell, Kai Grand Thanes are able to immobilize a single hostile creature anywhere within twenty feet of themselves. The duration of the spell is dependent upon the size and strength of the targeted creature. The range and duration of effect of this spell increase as a Grand Master rises in rank.
              @@ -5855,13 +5855,14 @@

              (Blurb) Replaced fire-eating with fire-breathing. Replaced en route with en route. Replaced new order with New Order.

              -

              (Dedication) Replaced Nancy Amy with Nancy, and Amy.

              + +

              (Dedication) Replaced Nancy Amy with Nancy, and Amy.

              (The Story So Far) Replaced Lone Wolf, of with Lone Wolf of. Replaced elite with lite. Replaced Naarthe King with Naar, the King. Replaced freestate with Freeland. Replaced monastery of the Kai with Monastery of the Kai. Replaced both occurrences of the Monastery with the monastery. Replaced Kai lord with Kai Lord. Replaced both occurrences of new-found with newfound.

              -

              (The Game Rules) Removed that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages and on the last page of this book. Replaced both occurrences of ie with i.e.. Replaced fall to zero with fall to zero or below. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fall to zero with fall to zero or below. Replaced chamber, wrought with chamber wrought. Replaced gold, you with gold you. Replaced on to with onto.

              +

              (The Game Rules) Removed that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages and on the last page of this book. Replaced both occurrences of ie with i.e.. Replaced fall to zero with fall to zero or below. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fall to zero with fall to zero or below. Replaced chamber, wrought with chamber wrought. Replaced gold, you with gold you. Replaced on to with onto. Replaced Chart (you with Chart. (You, and Items). with Items.).

              -

              (Grand Master Disciplines) Replaced Lone Wolf with Lone Wolf when referring to the series. Replaced againsthypnosis with against hypnosis. Replaced smell and with smell, and. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced Magi-Magic with Magi-magic. Replaced battle magic with battle-magic. Replaced opposite and overleaf with below. Replaced venoms and toxins with venoms, and toxins. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Replaced Grand Master with Grand Weaponmastery.

              +

              (Grand Master Disciplines) Replaced Lone Wolf with Lone Wolf when referring to the series. Replaced againsthypnosis with against hypnosis. Replaced smell and with smell, and. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced Magi-Magic with Magi-magic. Replaced battle magic with battle-magic. Replaced opposite and overleaf with below. Replaced venoms and toxins with venoms, and toxins. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Replaced Grand Master with Grand Weaponmastery. Added These skills include the basic use of Old Kingdom Spells such as Shield, Power Word, and Invisible Fist. as found in the Magi-magic section in Books 19 and 20. Added These spells include Lightning Hand, Levitation, and Mind Charm. as found in the Kai-alchemy section in Books 19 and 20.

              (Equipment) Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced eg, with e.g.. Replaced combat, therefore with combat; therefore. Replaced all occurrences of arrow with Arrow, all occurrences of bow with Bow, quiver with Quiver, and arrows with Arrows. Replaced QUARTERSTAFF with Quarterstaff. Replaced BOW with Bow. Replaced QUIVER with Quiver. Replaced DAGGER with Dagger. Replaced SWORD with Sword. Replaced 2 MEALS with 2 Meals (Meals). Replaced ROPE with Rope. Replaced POTION OF LAUMSPUR with Potion of Laumspur. Replaced AXE with Axe. Replaced safe-keeping with safekeeping. Deleted (see the inside front cover of this book). Replaced effect that with effect they. Added a paragraph about Gold Crowns to the section EquipmentHow to use it.

              @@ -5870,7 +5871,7 @@

              (Levels of Kai Grand Mastership) Moved this section of the book to its normal position after Rules for Combat. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

              (Improved Grand Master Disciplines) Replaced Lone Wolf with Lone Wolf when referring to the series. Replaced ultra-vision with ultravision. Replaced ultra-violet with ultraviolet. Replaced Grand Kai-surge with Kai-surge. Replaced eg, with e.g.. Replaced jugs etc with jugs, etc.. Replaced through the Shadow gates with through Shadow Gates. Replaced platinum and with platinum, and. Replaced targetted with targeted. Replaced Old Kingdom battle-spells with Old Kingdom Battle-spells. Replaced Improved Grand Master Disciplines with Improved Grand Master Disciplines.

              -

              (Grand Thane) Replaced range and duration of effect of this spell increases with range and duration of effect of this spell increase. Replaced Grand Thane chose the best with Grand Thane choose the best.

              +

              (Grand Thane) Replaced range and duration of effect of this spell increases with range and duration of effect of this spell increase. Replaced Grand Thane chose the best with Grand Thane choose the best. Replaced spell, a Kai Grand Thane is able with spell, Kai Grand Thanes are able. Replaced of their detection with of detection.

              (Grand Masters Wisdom) Moved this section of the book to its normal position after Improved Grand Master Disciplines. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced at all,. with at all..

              (1) Replaced Tentarlas with Tentarias. Deleted (see the inside front cover of this book). Replaced its Captain with its captain.

              diff --git a/19wb.xml b/19wb.xml index 4e470a4..2a4a038 100644 --- a/19wb.xml +++ b/19wb.xml @@ -184,7 +184,7 @@

              The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 25 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 the number 6 in the Random Number Table you would write in a COMBAT SKILL of 31). 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 30 to this number and write the total in the ENDURANCE section of your Action Chart (i.e., if your pencil fell on the number 7 on the Random Number Table you would have 37 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 rise above the number you have when you start an adventure.

              -

              If you have successfully completed any of the previous adventures in the Lone Wolf series (Books 118), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 19. These scores may include Weaponmastery, Curing, and Psi-surge bonuses obtained upon completion of Lone Wolf Kai (Books 15) or Magnakai (Books 612) adventures. Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the Grand Master series. You may also carry over any Weapons and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Grand Master Action Chart (you are still limited to two Weapons, but you may now carry up to ten Backpack Items).

              +

              If you have successfully completed any of the previous adventures in the Lone Wolf series (Books 118), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 19. These scores may include Weaponmastery, Curing, and Psi-surge bonuses obtained upon completion of Lone Wolf Kai (Books 15) or Magnakai (Books 612) adventures. Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the Grand Master series. You may also carry over any Weapons and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Grand Master Action Chart. (You are still limited to two Weapons, but you may now carry up to ten Backpack Items.)

              However, only the following Special Items may be carried over from the Lone Wolf Kai (Books 15) and Magnakai (Books 612) series to the Lone Wolf Grand Master series (Books 13onwards):

              • Crystal Star Pendant
              • @@ -206,7 +206,7 @@ -

                The rules of the books in the Magnakai series (612) and the fact that the rank of Kai Grand Defender means you are skilled in two weapons imply that for each book that you complete of the Grand Master series (1320), you will gain mastery of an additional Kai weapon. For example, if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next book, you can choose an additional Weapon from the list to have Mastery of.

                +

                The rules of the books in the Magnakai series (612) and the fact that the rank of Kai Grand Defender means you are skilled in two weapons imply that, for each book that you complete of the Grand Master series (1320), you will gain mastery of an additional Kai weapon. For example, if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next book, you can choose an additional Weapon from the list to have Mastery of.

                @@ -343,7 +343,7 @@
                <!--ERRTAG-RE-33045-->Magi-magic<!--/ERRTAG-RE-33045--> -

                Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle-magic, as taught to the Vakerosthe native warriors of Dessi. These skills include the basic use of Old Kingdom spells such as Shield, Power Word, and Invisible Fist. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

                +

                Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle-magic, as taught to the Vakerosthe native warriors of Dessi. These skills include the basic use of Old Kingdom Spells such as Shield, Power Word, and Invisible Fist. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

                @@ -667,7 +667,7 @@
                Grand Kai-surge

                Grand Thanes with this skill are able to focus their mind-power upon inanimate breakable objects, e.g. bottles, windows, all ceramics, urns, jugs, etc., and cause them to explode violently. Any person or creature in close proximity to such an explosion risks injury from flying shrapnel.

                Grand Nexus
                -

                Grand Thanes who possess mastery of this Discipline can pass freely through the Shadow Gates. These phenomena are special portals which enable one to access other dimensions and planes of existence outside of Magnamund. Kai Grand Thanes are able to detect the location of Shadow Gates and pass through them without suffering any physical ill effects. The range of their detection increases as a Kai Grand Master rises in rank.

                +

                Grand Thanes who possess mastery of this Discipline can pass freely through the Shadow Gates. These phenomena are special portals which enable one to access other dimensions and planes of existence outside of Magnamund. Kai Grand Thanes are able to detect the location of Shadow Gates and pass through them without suffering any physical ill effects. The range of detection increases as a Kai Grand Master rises in rank.

                Telegnosis

                Grand Thanes who possess this Discipline are able to detect the exact location of precious gems, and valuable metals such as gold, platinum, and silver. These minerals and metals may occur naturally in the ground or they could be part of a hidden treasure hoard. The range of this ability is limited at first, but increases steadily as a Kai Grand Master rises in rank.

                Magi-magic
                @@ -675,7 +675,7 @@

                Grand Masters who have reached the rank of Grand Thane are able to use the following Old Kingdom battle-spells:

                • Power GlyphBy inscribing this ancient glyph (a secret magical symbol) upon a door, an archway, or even upon the lid of a closed box, a Kai Grand Thane is able to protect items or portals from being opened. Any creature attempting to open a portal protected in such a way will release the power of the glyph and suffer its deadly effects.
                • -
                • Hold EnemyUsing this spell, a Kai Grand Thane is able to immobilize a single hostile creature anywhere within twenty feet of themselves. The duration of the spell is dependent upon the size and strength of the targeted creature. The range and duration of effect of this spell increase as a Grand Master rises in rank.
                • +
                • Hold EnemyUsing this spell, Kai Grand Thanes are able to immobilize a single hostile creature anywhere within twenty feet of themselves. The duration of the spell is dependent upon the size and strength of the targeted creature. The range and duration of effect of this spell increase as a Grand Master rises in rank.
                @@ -5675,9 +5675,9 @@

                (The Story So Far) Replaced elite with lite. Replaced freestate with Freeland. Replaced Naarthe King of the Darkness with Naar, the King of the Darkness,. Replaced monastery of the Kai with Monastery of the Kai. Replaced Kai lord with Kai Lord. Replaced both occurrences of new-found with newfound. Replaced gold, you with gold you. Replaced Three years earlier with Three years ago. Replaced body; you with body: you.

                -

                (The Game Rules) Deleted that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages.. Replaced both occurrences of ie with i.e.. Replaced fall to zero with fall to zero or below. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

                +

                (The Game Rules) Deleted that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages.. Replaced both occurrences of ie with i.e.. Replaced fall to zero with fall to zero or below. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced Chart (you with Chart. (You, and Items). with Items.).

                -

                (Grand Master Disciplines) Replaced gods Kai and Ishir with Gods Kai and Ishir. Replaced smell and with smell, and. Replaced footprints tracks with footprints and tracks. Replaced 500 yds with 500 yards.Replaced against - hypnosis with against hypnosis. Replaced venoms toxins with venoms, and toxins. Replaced COMBAT SKILL with ENDURANCE. Replaced Magi-Magic with Magi-magic. Replaced battle magic with battle-magic. Replaced opposite and overleaf with below. Added the missing illustration to the Weaponmastery subheading. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Replaced Grand Master weapons with Grand Weaponmastery weapons. Replaced magi-magic with Old Kingdom.

                +

                (Grand Master Disciplines) Replaced gods Kai and Ishir with Gods Kai and Ishir. Replaced smell and with smell, and. Replaced footprints tracks with footprints and tracks. Replaced 500 yds with 500 yards.Replaced against - hypnosis with against hypnosis. Replaced venoms toxins with venoms, and toxins. Replaced COMBAT SKILL with ENDURANCE. Replaced Magi-Magic with Magi-magic. Replaced battle magic with battle-magic. Replaced opposite and overleaf with below. Added the missing illustration to the Weaponmastery subheading. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Replaced Grand Master weapons with Grand Weaponmastery weapons. Replaced magi-magic with Old Kingdom. Replaced Old Kingdom spells with Old Kingdom Spells.

                (Equipment) Deleted (see the inside front cover of this book). Replaced safe-keeping with safekeeping. Replaced BROADSWORD with Broadsword. Replaced BOW with Bow. Replaced QUIVER with Quiver. Replaced six arrows with six Arrows. Replaced DAGGER with Dagger. Replaced SWORD with Sword. Replaced 2 MEALS with 2 Meals (Meals). Replaced ROPE with Rope. Replaced POTION OF LAUMSPUR with Potion of Laumspur. Replaced AXE with Axe. Replaced all occurrences of arrow with Arrow, all occurrences of bow with Bow, and adds 3 points with adds 5 points. Replaced quiver with Quiver. Replaced that may have with they may have. Replaced (eg Gold Dagger with (e.g. Gold Dagger. Added section for How to Use Gold Crowns that reads: These are always carried in the Belt Pouch. It will hold a maximum of fifty crowns.. Replaced combat, therefore with combat; therefore. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

                diff --git a/20tcon.xml b/20tcon.xml index 7e51d7d..5258eec 100644 --- a/20tcon.xml +++ b/20tcon.xml @@ -175,7 +175,7 @@

                The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 25 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 the number 6 in the Random Number Table you would write in a COMBAT SKILL of 31). 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 30 to this number and write the total in the ENDURANCE section of your Action Chart (i.e., if your pencil fell on the number 7 on the Random Number Table you would have 37 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 rise above the number you have when you start an adventure.

                -

                If you have successfully completed any of the previous adventures in the Lone Wolf series (Books 119), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 20. These scores may include Weaponmastery, Curing, and Psi-surge bonuses obtained upon completion of Lone Wolf Kai (Books 15) or Magnakai (Books 612) adventures. Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the Grand Master series. You may also carry over any Weapons and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Grand Master Action Chart (you are still limited to two Weapons, but you may now carry up to ten Backpack Items).

                +

                If you have successfully completed any of the previous adventures in the Lone Wolf series (Books 119), you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 20. These scores may include Weaponmastery, Curing, and Psi-surge bonuses obtained upon completion of Lone Wolf Kai (Books 15) or Magnakai (Books 612) adventures. Only if you have completed these previous adventures will you benefit from the appropriate bonuses in the course of the Grand Master series. You may also carry over any Weapons and Backpack Items you had in your possession at the end of your last adventure, and these should be entered on your new Grand Master Action Chart. (You are still limited to two Weapons, but you may now carry up to ten Backpack Items.)

                However, only the following Special Items may be carried over from the Lone Wolf Kai (Books 15) and Magnakai (Books 612) series to the Lone Wolf Grand Master series (Books 13onwards):

                • Crystal Star Pendant
                • @@ -197,7 +197,7 @@ -

                  The rules of the books in the Magnakai series (612) and the fact that the rank of Kai Grand Defender means you are skilled in two weapons imply that for each book that you complete of the Grand Master series (1320), you will gain mastery of an additional Weapon. For example, if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next book, you can choose an additional Weapon from the list to have mastery of.

                  +

                  The rules of the books in the Magnakai series (612) and the fact that the rank of Kai Grand Defender means you are skilled in two weapons imply that, for each book that you complete of the Grand Master series (1320), you will gain mastery of an additional Weapon. For example, if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next book, you can choose an additional Weapon from the list to have mastery of.

                  @@ -333,7 +333,7 @@
                  Magi-magic -

                  Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle-magic, as taught to the Vakerosthe native warriors of Dessi. These skills include the basic use of Old Kingdom spells such as Shield, Power Word, and Invisible Fist. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

                  +

                  Under the tutelage of Lord Rimoah, you have been able to master the rudimentary skills of battle-magic, as taught to the Vakerosthe native warriors of Dessi. These skills include the basic use of Old Kingdom Spells such as Shield, Power Word, and Invisible Fist. As you advance in rank, so will your knowledge and mastery of Old Kingdom magic increase.

                  @@ -670,7 +670,7 @@
                  Kai-surge

                  Grand Thanes with this skill are able to focus their mind-power upon inanimate breakable objects, e.g. bottles, windows, all ceramics, urns, jugs, etc., and cause them to explode violently. Any person or creature in close proximity to such an explosion risks injury from flying shrapnel.

                  Grand Nexus
                  -

                  Grand Thanes who possess mastery of this Discipline can pass freely through Shadow Gates. These phenomena are special portals which enable one to access other dimensions and planes of existence outside of Magnamund. Kai Grand Thanes are able to detect the location of Shadow Gates and pass through them without suffering any physical ill effects. The range of their detection increases as a Kai Grand Master rises in rank.

                  +

                  Grand Thanes who possess mastery of this Discipline can pass freely through Shadow Gates. These phenomena are special portals which enable one to access other dimensions and planes of existence outside of Magnamund. Kai Grand Thanes are able to detect the location of Shadow Gates and pass through them without suffering any physical ill effects. The range of detection increases as a Kai Grand Master rises in rank.

                  Telegnosis

                  Grand Thanes who possess this Discipline are able to detect the exact location of precious gems, and valuable metals such as gold, platinum, and silver. These minerals and metals may occur naturally in the ground or they could be part of a hidden treasure hoard. The range of this ability is limited at first, but increases steadily as a Kai Grand Master rises in rank.

                  Magi-magic
                  @@ -678,7 +678,7 @@

                  Grand Masters who have reached the rank of Grand Thane are able to use the following Old Kingdom Battle-spells:

                  • Power GlyphBy inscribing this ancient glyph (a secret magical symbol) upon a door, an archway, or even upon the lid of a closed box, a Kai Grand Thane is able to protect items or portals from being opened. Any creature attempting to open a portal protected in such a way will release the power of the glyph and suffer its deadly effects.
                  • -
                  • Hold EnemyUsing this spell, a Kai Grand Thane is able to immobilize a single hostile creature anywhere within twenty feet of themselves. The duration of the spell is dependent upon the size and strength of the targeted creature. The range and duration of effect of this spell increase as a Grand Master rises in rank.
                  • +
                  • Hold EnemyUsing this spell, Kai Grand Thanes are able to immobilize a single hostile creature anywhere within twenty feet of themselves. The duration of the spell is dependent upon the size and strength of the targeted creature. The range and duration of effect of this spell increase as a Grand Master rises in rank.
                  @@ -5413,9 +5413,9 @@

                  (The Story So Far) Replaced elite with lite, monastery of the Kai with Monastery of the Kai, Kai lord with Kai Lord, both occurrences of new-found with newfound, Grand Master Disciplines, and grasp with Grand Master Disciplines and grasp, and both occurrences of artifact with artefact.

                  -

                  (The Game Rules) Replaced fall to zero with fall to zero or below. Removed that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages and on the last page of this book. Replaced both occurrences of ie with i.e.. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

                  +

                  (The Game Rules) Replaced fall to zero with fall to zero or below. Removed that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages and on the last page of this book. Replaced both occurrences of ie with i.e.. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced Chart (you with Chart. (You, and Items). with Items.).

                  -

                  (Grand Master Disciplines) Replaced venoms toxins with venoms, and toxins, smell night vision with smell, and night vision, footprints tracks with footprints and tracks, 500 yds with 500 yards, Defence against: hypnosis with Defence against hypnosis, hostile telepathy, evil spirits with hostile telepathy, and evil spirits, gods Kai and Ishir with Gods Kai and Ishir, and weapons listed opposite and overleaf with weapons listed below. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced Magi-Magic with Magi-magic, battle magic with battle-magic, artifacts with artefacts, and each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Replaced Grand Master weapons with Grand Weaponmastery weapons.

                  +

                  (Grand Master Disciplines) Replaced venoms toxins with venoms, and toxins, smell night vision with smell, and night vision, footprints tracks with footprints and tracks, 500 yds with 500 yards, Defence against: hypnosis with Defence against hypnosis, hostile telepathy, evil spirits with hostile telepathy, and evil spirits, gods Kai and Ishir with Gods Kai and Ishir, and weapons listed opposite and overleaf with weapons listed below. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced Magi-Magic with Magi-magic, battle magic with battle-magic, artifacts with artefacts, and each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Replaced Grand Master weapons with Grand Weaponmastery weapons. Replaced Old Kingdom spells with Old Kingdom Spells.

                  (Equipment) Replaced map of Magnamund with map of the Planes of Existence. Removed (see the inside front cover of this book). Replaced safe-keeping with safekeeping, QUARTERSTAFF with Quarterstaff, BROADSWORD with Broadsword, BOW with Bow, QUIVER with Quiver, DAGGER with Dagger, SWORD with Sword, MEALS with Meals, ROPE with Rope, POTION OF LAUMSPUR with Potion of Laumspur, AXE with Axe, all occurrences of arrow with Arrow, all occurrences of arrows with Arrows, all occurrences of bow with Bow, all occurrences of quiver with Quiver, combat, therefore with combat; therefore, and (eg Gold Dagger with (e.g. Gold Dagger. Added a section about Gold Crowns which reads These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns.. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced effect that mayhave with effect they may have.

                  -- 2.34.1