From 9e4b3fc4e6bc4c3dd31e4dc6ce55ec97cd705f61 Mon Sep 17 00:00:00 2001 From: Jonathan Blake Date: Thu, 9 Aug 2007 00:04:33 +0000 Subject: [PATCH] fixing some errata git-svn-id: https://projectaon.org/data/en/xml@446 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- 05sots.xml | 43 ++++++++++++++++++++++++------------------- 1 file changed, 24 insertions(+), 19 deletions(-) diff --git a/05sots.xml b/05sots.xml index e504414..87a60b1 100755 --- a/05sots.xml +++ b/05sots.xml @@ -155,7 +155,7 @@

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

It is midwinter in your northern homeland and a mantle of snow lies knee-deep in the streets of Holmgardthe capitalwhen you are summoned from your monastery in the hills by a messenger bearing a scroll, signed and sealed by the hand of King Ulnar. You are surprised to read the Kings message, for it is a request for your help in solving an urgent problem of what he describes as great diplomatic importance. It seems a strange request to make of a warrior lord, whose skills are better suited to the field of battle than to parleying with foreign envoys. However, you obey the summons and upon your arrival at the capital, all is made clear.

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

-

Less than a year ago, a renegade noble of Vassagonia called Barraka led his army of bandits in an attack upon the Sommlending province of Ruanon. This mining town and much of the surrounding land was overrun and destroyed. Many Sommlending lost their lives, and many more were enslaved and forced to labour in the mines of the Maaken range. When the regular convoy from Ruanon failed to arrive at the capital, the king sent you to investigate. A great battle ensued in which you defeated Barraka in mortal combat. Without your courage and skill, the safety of Sommerlund and all of the Lastlands would have been placed in grave peril.

+

Less than a year ago, a renegade noble of Vassagonia called Barraka led his army of bandits in an attack upon the Sommlending province of Ruanon. This mining town and much of the surrounding land was overrun and destroyed. Many Sommlending lost their lives, and many more were enslaved and forced to labour in the mines of the Maaken Range. When the regular convoy from Ruanon failed to arrive at the capital, the king sent you to investigate. A great battle ensued in which you defeated Barraka in mortal combat. Without your courage and skill, the safety of Sommerlund and all of the Lastlands would have been placed in grave peril.

Your majesty, the Zakhan is gravely embarrassed by Barrakas foul treachery, and is most anxious that our friendship and trust be restored. He begs that you send the Kai warrior, Lone Wolf, to sign a treaty of peace with him at the Grand Palace in Barrakeesh, whimpers the Zakhans emissary, as he kneels at the feet of King Ulnar.

The king rises from his throne, barely able to conceal his distaste for the fawning envoy. He turns his gaze to you and bids you follow him to the privacy of an antechamber.

I have no liking for this desert realm, Lone Wolf, but I like the prospect of war even less. The Zakhan is old and frail, and has no son to claim his throne when he dies. Barraka was but one of many ruthless nobles who wait like jackals for the chance to seize power, and I fear they grow too impatient to allow the Zakhan to die a natural death. The treaty may not guarantee peace with Vassagonia once the Zakhan is dead, but it will at least buy us precious time to strengthen our southern border.

@@ -407,7 +407,7 @@

During your travels you will discover various useful items which you may wish to keep. (Remember you can only carry a maximum of eight items in your Backpack at any time.) You may exchange or discard them at any point when you are not involved in combat.

Special Items
-

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it. If you have successfully completed previous Lone Wolf books, you may already possess Special Items. Before you begin Shadow on the Sand, you may choose to leave any or all of these items in safekeeping at your Kai Monastery in Sommerlund. Special Items in safekeeping cannot be used, but also they cannot be lost during your adventure.

+

Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it. If you have successfully completed previous Lone Wolf books, you may already possess Special Items. Before you begin Shadow on the Sand, you may choose to leave any or all of these items in safekeeping at your Kai Monastery in Sommerlund. Special Items in safekeeping cannot be used, but neither can they be lost during your adventure.

Gold Crowns

The currency of Sommerlund and Vassagonia is the Crown, which is a small gold coin. Whenever you kill a creature and search the body, you may take any Gold Crowns that you find and put them in your Belt Pouch.

@@ -706,7 +706,7 @@ 14 -

You step into a perfect hemisphere. The walls of the chamber curve smoothly into the ceiling, where a small window casts a splash of light across the floor. There is a large circular dais in the centre of the room laden with incense burners, decanters, quilts, scrolls, cloaks, urns and all kinds of fruit and sweetmeats. A drawer catches your eye, protruding from beneath the lip of the dais; you recognize the contents. You have found your confiscated equipment. Restore to your Action Chart all the Backpack Items, Special Items, Weapons and Gold Crowns you lost when you were imprisoned.

+

You step into a perfect hemisphere. The walls of the chamber curve smoothly into the ceiling, where a small window casts a splash of light across the floor. There is a large circular dais in the centre of the room laden with incense burners, decanters, quilts, scrolls, cloaks, urns, and all kinds of fruit and sweetmeats. A drawer catches your eye, protruding from beneath the lip of the dais; you recognize the contents. You have found your confiscated equipment. Restore to your Action Chart all the Backpack Items, Special Items, Weapons, and Gold Crowns you lost when you were imprisoned.

Elated by your discovery, you resolve to escape from the Grand Palace as quickly as possible. There is only one other door, apart from the one by which you entered the chamber, which is set into the north wall.

If you wish to leave the chamber, turn to 58. If you wish to search the chamber for useful items, turn to 131. @@ -984,7 +984,7 @@

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

-

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

+

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

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

Turn to 14.
@@ -1392,7 +1392,7 @@

You hear a faint click followed by a soft whirring sound; the bronze door slides open. As you hurry through, the door clicks shut behind your back, as softly as it had opened.

-

Instinct tells you that you have entered the chambers of the upper palace, the sumptuous private enclave of the Zakhan. You walk upon glistening tiles of opal and platinum, past sculptures and statues of pure gold. The door of solid amethyst ahead seems plain in comparison to the breathtaking splendour of this private world. Beyond the door lies another unique and startlingly beautiful world: the arboretum. A circular, cathedral-like arena spreads out below you, the green velvet canopy alive with the sound of bird song. Trees of every colour, shape and size flourish in the deep, dark soil of the floor. The Zakhans arboretum houses a specimen of every tree that grows in Magnamund, and many species that are now extinct. As you walk the wrought iron balcony which encircles the arboretum, you recognize the leaves of a Sommlending oak. You feel a sudden wave of homesickness, but it does not make you despair; rather it renews your determination to escape from this hostile, sun-bleached land.

+

Instinct tells you that you have entered the chambers of the upper palace, the sumptuous private enclave of the Zakhan. You walk upon glistening tiles of opal and platinum, past sculptures and statues of pure gold. The door of solid amethyst ahead seems plain in comparison to the breathtaking splendour of this private world. Beyond the door lies another unique and startlingly beautiful world: the arboretum. A circular, cathedral-like arena spreads out below you, the green velvet canopy alive with the sound of bird song. Trees of every colour, shape and size flourish in the deep, dark soil of the floor. The Zakhans arboretum houses a specimen of every tree that grows in Magnamund, and many species that are now extinct elsewhere. As you walk the wrought iron balcony which encircles the arboretum, you recognize the leaves of a Sommlending oak. You feel a sudden wave of homesickness, but it does not make you despair; rather it renews your determination to escape from this hostile, sun-bleached land.

At one of the exits from the arboretum, you discover a Quarterstaff propped against the wall. (If you wish to take this, remember to mark it on your Action Chart.) The desire to escape urges you on as you leave the arboretum and hurry through a network of lavish corridors and empty, deserted vestibules. You reach a landing where a broad staircase descends to a massive room that occupies most of the lower palace.

From the top of the staircase, hidden by the shadow of a pilaster, you stare down on a sight that freezes your blood with terror.

Turn to 200. @@ -1493,7 +1493,7 @@ 75 -

You twist the handle but the gate is locked. You are about to turn and run when suddenly the gate flies open: a man stands in the doorway. Quickly Northlander, I will hide you! The man steps back to allow you to enter.

+

You twist the handle but the gate is locked. You are about to turn and run when suddenly the gate flies open: a man stands in the doorway. Quickly, Northlander. I will hide you! The man steps back to allow you to enter.

If you wish to enter, turn to 24. If you wish to refuse in climb the path towards the archway, turn to 169. If you wish to enter the alley, turn to 117. @@ -1858,7 +1858,7 @@ 104 -

Take him! shouts Maouk, but take him alive!

+

Take him! shouts Maouk. But take him alive!

You sprint towards the distant galley. The crew are still unaware of the desperate situation. They have not witnessed the murder of the envoy and are still oblivious to your peril. Before you can shout for help, a horseman cuts across your path, blocking your access to the ship.

If you wish to attack the horseman, turn to 20. If you wish to evade combat by diving into the sea, turn to 142. @@ -2826,7 +2826,7 @@ 179 -

All manner of strange and exotic plants, oils, potions and medicaments fill the shop windows, and the smell of the herb-filled street is intoxicating. There is a sudden bustle of activity at the end of the street. The crowd disperses, melting into the shops as if into thin air. A man stands before you, his face is streaked with sweat, his turquoise robes torn and heavily stained. It is Maoukhe has survived the Baga-darooz.

+

All manner of strange and exotic plants, oils, potions, and medicaments fill the shop windows, and the smell of the herb-filled street is intoxicating. There is a sudden bustle of activity at the end of the street. The crowd disperses, melting into the shops as if into thin air. A man stands before you, his face is streaked with sweat, his turquoise robes torn and heavily stained. It is Maoukhe has survived the Baga-darooz.

Were it not for the Zakhan, I would kill you here and now, hisses Maouk, his face a mask of hate. But I will not lose my head for a cowardly Sommlending.

His insult enrages you, but you control your anger. You sense he is not alone; eyes are watching you at every window.

If you wish to attack Maouk, turn to 197. @@ -3100,7 +3100,7 @@ 202 -

You pass under an arch where two brass-gilded, conical towers gleam like gold and enter a marketplace crowded with squabbling merchants. Exotic carpets, brightly coloured material and all manner of foods are being bought, sold and haggled over. The north side of the marketplace is devoted to the auction of douggas. The sleek but noisy desert beasts are being paraded, for the benefit of the bidders, around a paddock adjoining their stables. Just past the stables, a street vanishes into the Carpet-weavers Quarter of Ikaresh.

+

You pass under an arch where two brass-gilded, conical towers gleam like gold and enter a marketplace crowded with squabbling merchants. Exotic carpets, brightly coloured material, and all manner of foods are being bought, sold, and haggled over. The north side of the marketplace is devoted to the auction of douggas. The sleek but noisy desert beasts are being paraded, for the benefit of the bidders, around a paddock adjoining their stables. Just past the stables, a street vanishes into the Carpet-weavers Quarter of Ikaresh.

If you wish to investigate the stables, turn to 309. If you wish to ask one of the merchants if they know where Tipasa lives, turn to 248. If you wish to leave the marketplace, continue along the adjoining street and turn to 386. @@ -3494,7 +3494,7 @@

Rows of stalactites hang from the roof of the cave, like the fangs of some incredible monster, and the bubbling of a distant geyser echoes eerily through the unknown depths.

-

You begin to explore and eventually reach a place were a natural bridge of rock arches over a steaming course of water, red with ore. Huddled beneath the bridge is a pathetic figure, its body bent and emaciated. A tattered blanket covers his face, and in his withered hands he clutches a crude fishing rod. A small catch of lavacrabs lie on the bank, their claws twitching as they slowly die. As you move nearer, the figure raises his face to stare at you. It is a man, but the sight of his face shocks you to the core.

+

You begin to explore and eventually reach a place were a natural bridge of rock arches over a steaming course of water, red with ore. Huddled beneath the bridge is a pathetic figure, its body bent and emaciated. A tattered blanket covers his face, and in his withered hands he clutches a crude fishing rod. A small catch of lavacrabs lies on the bank, their claws twitching as they slowly die. As you move nearer, the figure raises his face to stare at you. It is a man, but the sight of his face shocks you to the core.

If you have the Kai Discipline of Healing, turn to 344. If you do not possess this Kai Discipline, turn to 208.
@@ -3749,7 +3749,7 @@ 254 -

The chill air whips past your face as you tumble towards Lake Inrahim. The Kraan-riders, the sky-ship and the distant horizon all melt into a kaleidoscope of shapes and images. You fear these will be the last things you will ever see.

+

The chill air whips past your face as you tumble towards Lake Inrahim. The Kraan-riders, the sky-ship, and the distant horizon all melt into a kaleidoscope of shapes and images. You fear these will be the last things you will ever see.

You have prepared yourself for death and feel calm and relaxed. Suddenly, you feel your body engulfed by a mass of sticky fibres. There is a terrific jolt, which leaves you breathless and stunned. (Lose 2 ENDURANCE points.) The impossible is happeningyou are no longer falling but rising!

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

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

@@ -4185,7 +4185,7 @@ 291 -

You learn that the dwarves were once the crew of a more conventional vessel, a merchantman that sailed the Tentarias of southern Magnamund. The Tentarias are a vast expanse of lakes and land-locked seas, which connect to form a continuous canal stretching over a thousand miles. They were created, as was the Rymerift of Durenor, by a massive landslide. Three years ago, the dwarves former captain, a dwarf named Quan, lost his ship, cargo and crew whilst gambling at cards; it seems the unfortunate captain was unaware of Banedons true profession until it was far too late. As a result Banedon became the dwarves captain, and ever since they have adventured with him across the lands and skies of Southern Magnamund. The Skyrider itself was given to Banedon by the Magicians of Dessi, in return for his help in defeating the Gagadotha monstrous creature that terrorized their land, over which their own sorcery could not prevail.

+

You learn that the dwarves were once the crew of a more conventional vessel, a merchantman that sailed the Tentarias of southern Magnamund. The Tentarias is a vast expanse of lakes and land-locked seas, which connect to form a continuous canal stretching over a thousand miles. They were created, as was the Rymerift of Durenor, by a massive landslide. Three years ago, the dwarves former captain, a dwarf named Quan, lost his ship, cargo and crew whilst gambling at cards; it seems the unfortunate captain was unaware of Banedons true profession until it was far too late. As a result Banedon became the dwarves captain, and ever since they have adventured with him across the lands and skies of Southern Magnamund. The Skyrider itself was given to Banedon by the Magicians of Dessi, in return for his help in defeating the Gagadotha monstrous creature that terrorized their land, over which their own sorcery could not prevail.

The Skyrider was travelling from Dessi on its way to Barrakeesh when you appeared. The dwarves have overheard your talk with Banedon and are excited by the prospects of a new adventure. They seem undaunted by the deadly dangers that it will certainly involve.

Turn to 359.
@@ -6081,13 +6081,13 @@ Errata List -

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

+

(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.

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

-

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

+

(Equipment) Removed (see the front of this book). Capitalized the items in the list rather than setting them in all capitals. Replaced both occurrences of Safe Keeping with safekeeping. Replaced Kai monastery with Kai Monastery. Replaced Lone Wolf with Lone Wolf when referring to the series. Replaced also they cannot with neither can they.

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

@@ -6104,6 +6104,7 @@

(10) Replaced wire and with wire, and and head first with head-first.

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

(13) Replaced appalling, and with appalling; and.

+

(14) Replaced urns and all kinds of fruit with urns, and all kinds of fruit. Replaced Weapons and Gold Crowns with Weapons, and Gold Crowns.

(17) Replaced subside but with subside, but. Moved the Sixth Sense choice into the first position.

(18) Replaced Dahir mountains with Dahir Mountains.

(19) Replaced suspiciously, but with suspiciously but.

@@ -6115,7 +6116,7 @@

(30) Replaced wall, and with wall and, action, when with action when (awkward), and narrow and with narrow, and. Moved the Guardian choice into the first position.

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

(33) Replaced corroded but with corroded, but.

-

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

+

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

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

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

(44) Replaced leatherbound with leather-bound.

@@ -6128,9 +6129,10 @@

(61) Replaced open and with open, and.

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

(66) Replaced guard, and with guard and.

-

(67) Replaced deep dark with deep, dark.

+

(67) Replaced deep dark with deep, dark. Replaced now extinct with now extinct elsewhere.

(69) Replaced crisscrossed with criss-crossed, free, and with free and, and greedily, and with greedily and.

(73) Replaced something and with something, and.

+

(75) Replaced Quickly Northlander, I with Quickly, Northlander. I.

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

(80) Replaced click with click.

(82) Replaced courage but with courage, but.

@@ -6150,6 +6152,7 @@

(101) Replaced Potion Alether with Potion of Alether.

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

(103) Replaced body, and with body and.

+

(104) Replaced Maouk, &lsquot;but take him alive!&rsquot; with Maouk. &lsquot;But take him alive!&rsquot;.

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

(107) Replaced guards with guards.

(109) Replaced market-place with marketplace.

@@ -6195,6 +6198,7 @@

(176) Replaced head first with head-first.

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

(178) Replaced half-way with halfway.

+

(179) Replaced potions and with potions, and.

(183) Replaced legs tearing with legs, tearing.

(187) Replaced long curved with long, curved and claws, its with clawsits.

(189) Replaced falls, but with falls but and indifference, and with indifference and.

@@ -6203,7 +6207,7 @@

(198) Replaced 79 with 712.

(198) Replaced jailer with gaoler.

(200) Replaced gold, but with gold but.

-

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

+

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

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

(204) Replaced strength, and with strength and.

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

@@ -6222,7 +6226,7 @@

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

(233) Replaced lit but with lit, but.

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

-

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

+

(235) Replaced explore, and with explore and and face and with face, and. Replaced catch of lavacrabs lie with catch of lavacrabs lies.

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

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

(238) Replaced crack and with crack, and and hand, and with hand and.

@@ -6234,7 +6238,7 @@

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

(250) Replaced blood and with blood, and.

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

-

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

+

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

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

(259) Replaced on to with onto.

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

@@ -6248,6 +6252,7 @@

(282) Replaced However for with However, for.

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

(289) Replaced surface and with surface, and and gutteral with guttural. Italicised crack.

+

(291) Replaced Tentarias are with Tentarias is.

(295) Added the sentences, When you strike, the guard is still on his knees, picking up his scattered gold. Your attack is silent and deadly. These are copied from 236. Turn to 236 is now replaced with If you wish to search the guards body, turn to 207. If you decide to ignore the body, hurry into the Itikars pen and turn to 224. This retains the text for the Mind Over Matter option, while fixing the out-of-place wording if you never untied the guards money pouch. (See also the errata for sections 236, 357, and 389.) Perhaps Joe Dever originally intended for there to be a Random Number pick even when you used Mind Over Matter and then made Mind Over Matter an automatic victory against the sentry but he seems to have forgotten to change the wording for the Random Number pick.

(296) Replaced Zakhan, others with Zakhan. Others.

(297) Replaced alive, and with alive and.

-- 2.34.1