From a2a2d85d274da4b060bb42b2275738d0cff5635c Mon Sep 17 00:00:00 2001 From: Simon Osborne Date: Tue, 24 Jul 2007 22:44:37 +0000 Subject: [PATCH] Book 18: Verified the (ne) fixes git-svn-id: https://projectaon.org/data/en/xml@344 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- 18dotd.xml | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/18dotd.xml b/18dotd.xml index e38eab6..a30e8e8 100644 --- a/18dotd.xml +++ b/18dotd.xml @@ -41,7 +41,7 @@ Validated update - removed inline incorrect signpost elements - should we make t Text copyright 1992 Joe Dever. - Illustrations copyright 1993 Brian Williams. + Illustrations copyright 1992 Brian Williams.

@@ -1101,7 +1101,7 @@ Validated update - removed inline incorrect signpost elements - should we make t

Sir, if I am able to cure this lame mare, you say, stroking the horses velvety nose, then will you allow me to keep her?

Ha, ha, ha, so you think you can work miracles, do you? chuckles the owner, Very well then, stranger. If you can cure heryou can keep her.

Gently you settle the mare and run your hands down her lame foreleg. Using your Magnakai Disciplines of curing and animal control, you slowly ease her worn-out joints and mend her cracked bones. Within minutes she is as agile as a new-born foal.

-

Well I be a storghs uncle! gasps the owner, amazed by the sudden transformation. So, stranger, you can work miracles after all! The horse is yours!

+

Well I be a storghs uncle! gasps the owner, amazed by the sudden transformation. So, stranger, you can work miracles after all! The horse is yours!

You climb upon the mares back and wave farewell to the owner and the stable-boy, who is now crying tears of joy.

If ever youre looking for work, says the owner, as you turn the horse to leave, then therell always be a job for you here!

Turn to 244. @@ -1151,7 +1151,7 @@ Validated update - removed inline incorrect signpost elements - should we make t

The electrical fire that borders the Shadow Gate suddenly flares and gives off hissing sparks which climb like fireworks into the night sky. Moments later, a trio of lavas emerge from its total darkness and soar into the air. Judging by their direction of flight, you determine that they are going to reinforce the enemy line which keeps King Ulnars armies at bay.

You are too far from the Shadow Gate to hurl the Sun-Crystal and so, with caution, you begin to inch your way nearer to your goal.

If you possess Grand Pathsmanship and Telegnosis turn to 291. - If you do not possess both of these skills, turn to 127. + If you do not possess both of these skills, turn to 127. @@ -4233,7 +4233,7 @@ Validated update - removed inline incorrect signpost elements - should we make t

You raise your weapon and brace yourself in the stirrups as the winged horror comes swooping down to rake you with its sword-sharp claws.

Lavas4545 -

The creature is attempting to claw you as it swoops past, therefore fight this combat for one round only.

+

The creature is attempting to claw you as it swoops past, therefore fight this combat for one round only.

If, in this single round of combat, you lose more ENDURANCE points than your enemy, turn to 263. If your enemy loses more ENDURANCE points, or if the loss is identical, turn to 226.
@@ -4354,7 +4354,7 @@ Validated update - removed inline incorrect signpost elements - should we make t

Later in the day you come to a ridge which overlooks a sizeable town positioned at the centre of a wide valley. A glance at your map confirms your suspicion that this town is Oredal, and, when you magnify your vision, you see that it is swarming with Eldenoran troops and horsemen. You decide to give this town a wide berth and you stay in the hills to avoid the risk of being detected. For two days you live off the land as you make your way steadily northwards. Despite the bad weather, and having to go on foot, you make excellent progress. On the morning of the third day you come to a wood overlooking a small village called Nursha, which sits astride the main Rioma road. In the centre of this town there is a junction where another wide road branches off to the east. A large signpost at the junction says: Abisko40 miles.

From the dry shelter of the wood you observe the town for nearly an hour, but you detect no movement there whatsoever: the place appears to be completely deserted.

If you possess the Disciplines of Deliverance and Grand Pathsmanship, turn to 169. - If you do not possess both of these Grand Master Disciplines, turn to 212. + If you do not possess both of these Grand Master Disciplines, turn to 212. -- 2.34.1