From a8ecfb4e059da9e4ea69887e85918fe5f3a08623 Mon Sep 17 00:00:00 2001 From: Simon Osborne Date: Tue, 28 Aug 2007 15:18:22 +0000 Subject: [PATCH] Various Books: Replace ,

with .

(since it will always be at the end of a paragraph). Make sure all numbered options end in a period. git-svn-id: https://projectaon.org/data/en/xml@466 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- 01gstw.xml | 2 +- 02smr.xml | 2 +- 02tfc.xml | 2 +- 03btng.xml | 2 +- 03toz.xml | 2 +- 04cc.xml | 2 +- 04tcod.xml | 2 +- 05sots.xml | 2 +- 07cd.xml | 2 +- 08tjoh.xml | 4 ++-- 09tcof.xml | 18 +++++++++--------- 11tpot.xml | 4 ++-- 13tplor.xml | 2 +- 14tcok.xml | 6 ++++-- 16tlov.xml | 2 +- 17tdoi.xml | 16 ++++++++-------- 19wb.xml | 2 +- 20tcon.xml | 4 ++-- dotd.xml | 2 +- tmc.xml | 18 +----------------- 20 files changed, 41 insertions(+), 55 deletions(-) diff --git a/01gstw.xml b/01gstw.xml index e76a2d5..c5fde0f 100755 --- a/01gstw.xml +++ b/01gstw.xml @@ -1636,7 +1636,7 @@

Quickly, you hiss. Come with me. You run through the door and into the corridor outside. Shadow forms are flowing out of the walls and floor, and everywhere spirit shapes fly in all directions. You turn to your right and see the horribly mutilated corpse of the jailer. Still clenched in his mortifying fist is a small Dagger. You may take this item if you wish. (Remember to mark it on your Action Chart under the Weapons section.)

- If you wish to take the Jailers Keys and free the other prisoners on this level, turn to 125 + If you wish to take the Jailers Keys and free the other prisoners on this level, turn to 125. If you wish to take the left stairway without delay, turn to 137. If you wish to take the right stairway, turn to 212. diff --git a/02smr.xml b/02smr.xml index 67345f0..5825552 100644 --- a/02smr.xml +++ b/02smr.xml @@ -2138,7 +2138,7 @@

You enter an alley that runs alongside the bar, and make your way to the rear door. Through a cracked glass panel you can see the kitchens. They are empty, but remnants of food lie scattered across the tables and, judging by the amount of fresh garbage strewn on the floor, a large group of clansmen must have eaten here not so long ago.

You test the handle and discover that the door is unlocked.

Pick a number from the Random Number Table and add to it your Perception skill score.

- If your total score is 8 or less, turn to 86 + If your total score is 8 or less, turn to 86. If your total score is 9 or more, turn to 2. diff --git a/02tfc.xml b/02tfc.xml index 91b583a..989de57 100755 --- a/02tfc.xml +++ b/02tfc.xml @@ -4075,7 +4075,7 @@

You reach out to the Elemental plane and ask for the help of the Elementals. Representatives of the four Elements appear before you and you must choose which one you wish to help you.

If you wish to be aided by the Element of Air, turn to 285. - If you wish to be aided by the Element of Earth, turn to 187 + If you wish to be aided by the Element of Earth, turn to 187. If you wish to be aided by the Element of Water, turn to 240. If you wish to be aided by the Element of Fire, turn to 43.
diff --git a/03btng.xml b/03btng.xml index 3ef02f7..45586ae 100755 --- a/03btng.xml +++ b/03btng.xml @@ -1844,7 +1844,7 @@

You smile quietly to yourself. Taniths angry bluff has shaken both Spittlethrift and Crabkey. Though Tanith does possess many uncanny powers taught to her while in the service of Mother Magri, a powerful Wytch in the service of the Shadakine Empire, her skills lie chiefly in her mastery of animals and nature and in a bravery that surpasses many warriors of greater stature. Tanith turns to you, the fire dying in her wild, green eyes. Accept their offer, Grey Star, she says. I do not fear this over-fed worm, or that slinking weasel.

You sense that Tanith is far more afraid than she admits but the success of the quest is as important to her as it is to you and without the Ethetron it is unlikely that you will succeed. Very well, you say. Show me how the machine works. What must I do?

Sullenly, Crabkey shows you the machine. Spittlethrift, pale and perspiring, remains silent, his chubby hands fluttering nervously at his side.

- Turn to 116. + Turn to 116.. diff --git a/03toz.xml b/03toz.xml index 4f7dd9a..b8a5f86 100644 --- a/03toz.xml +++ b/03toz.xml @@ -2484,7 +2484,7 @@ If the gun you are using is a Pistol, turn to 132. If it is a Machine Pistol, turn to 61. If it is a Shotgun, turn to 212. - If it is a Rifle, turn to 98 + If it is a Rifle, turn to 98. diff --git a/04cc.xml b/04cc.xml index 8c3b4fc..698dda1 100644 --- a/04cc.xml +++ b/04cc.xml @@ -4403,7 +4403,7 @@ 287 -

The harsh hammering of the clansmans machine pistol is the last sound you will ever hear. Sharp, stinging cores of pain punch you repeatedly in the stomach and fearfully you clasp your hands to your midriff as you tumble backwards to the ground. Warm blood oozes between your fingers but although you are incapable of moving, you no longer feel pain. Aware that you have been shot, and that the shock of your wounds has numbed your senses, you close your eyes and wish yourself out of this nightmare,

+

The harsh hammering of the clansmans machine pistol is the last sound you will ever hear. Sharp, stinging cores of pain punch you repeatedly in the stomach and fearfully you clasp your hands to your midriff as you tumble backwards to the ground. Warm blood oozes between your fingers but although you are incapable of moving, you no longer feel pain. Aware that you have been shot, and that the shock of your wounds has numbed your senses, you close your eyes and wish yourself out of this nightmare.

The urge to sleep overwhelms you. Coupled with the creeping numbness that has spread through your body, you surrender to deaths timeless embrace.

Tragically, your journey and your life end here at Picacho.

diff --git a/04tcod.xml b/04tcod.xml index 7c878ed..b68fde3 100755 --- a/04tcod.xml +++ b/04tcod.xml @@ -1470,7 +1470,7 @@

No sooner has the first warrior collapsed when another is hacking at you from the side. As you turn to face him, a spear thrust gashes your left arm and you lose 2 ENDURANCE points. You recoil in pain and, in the crush of battle, you slip and fall to the floor, which is already strewn with bodies. Then you glimpse an open door and crawl towards it.

Pick a number from the Random Number Table. If you possess the Kai Discipline of Camouflage, add 3 to the number you have picked.

- If your total is now 05, turn to 192 + If your total is now 05, turn to 192. If your total is now 612, turn to 16.
diff --git a/05sots.xml b/05sots.xml index 6a240ee..ba4d1d3 100755 --- a/05sots.xml +++ b/05sots.xml @@ -728,7 +728,7 @@

You rush into the cellar and bolt the door. Pressing your ear to the gnarled timber, you listen intently to the noise of Maouks angry soldiers. They have entered the building and it will only be a matter of time before they notice the cellar door. You cast your eyes around the room. It is empty except for a Coil of Rope and a Tinderbox. Then you notice that there is another way out of the small stone rooman iron grille in the centre of the floor. However, the horrible stench rising from it turns your stomach.

- If you wish to leave the cellar by the grille, turn to 51 + If you wish to leave the cellar by the grille, turn to 51. If you decide to stay in the cellar, prepare for combat and turn to 123.
diff --git a/07cd.xml b/07cd.xml index a487c66..65117d4 100755 --- a/07cd.xml +++ b/07cd.xml @@ -3154,7 +3154,7 @@

You aim and fire a fraction of a second later, hitting the leader in the chest. He tumbles backwards, knocked off his feet by the force of your arrow. His followers growl their anger, unsheathing long knives and axes as they press forward to wreak their revenge.

Zahda Beastmen2835 - If you win the combat in three rounds or less, turn to 17. + If you win the combat in three rounds or less, turn to 17.. If combat lasts longer than three rounds, turn to 160.
diff --git a/08tjoh.xml b/08tjoh.xml index 59dcc9d..5785a82 100755 --- a/08tjoh.xml +++ b/08tjoh.xml @@ -3651,7 +3651,7 @@

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with bow, add 3 to the number you have picked.

If your total is now 04, turn to 184. If it is 57, turn to 4. - If it is 8 or more, turn to 213 + If it is 8 or more, turn to 213. @@ -3947,7 +3947,7 @@

A gangplank is lowered and the crew guide your horses aboard. As you dismount the captain strides along the bleached wood deck and greets you like an old friend, shaking both of you warmly by the hand. Lord Adamas sent word to expect two riders for this trip, though Id almost given up waiting for you to show. Hes paid your fares and he said you may be wantin some privacy, so Ive set aside a cabin at the stern. My lads will see to your horses.

The captain points to the rear of the barge where two sets of stairs descend below the deck. Take the stairs on your left; your cabin is the door at the end of the gangway. If you be wantin some food or ale, theres a tap-room in the holdjust take the stairs on the right.

If you wish to inspect your cabin, turn to 53. - If you wish to investigate the tap-room, turn to 151 + If you wish to investigate the tap-room, turn to 151. diff --git a/09tcof.xml b/09tcof.xml index 36d9008..1261dc2 100755 --- a/09tcof.xml +++ b/09tcof.xml @@ -1682,7 +1682,7 @@

There is only one group of standing stones that offers enough cover for you, Banedon, and your mounts, and they are situated very close to the highway along which the cavalry must pass.

You wait tensely as the thunder of their hooves grows steadily louder. Then, suddenly, your horse rears up, startled by a snake, which has slithered around its foreleg.

If you have the Magnakai Discipline of Animal Control, turn to 167. - If you do not possess this skill, turn to 290 + If you do not possess this skill, turn to 290. @@ -1711,7 +1711,7 @@

This way, gentlemen, beckons the owner, and leads you through the crowd to a table in the corner of the high-ceilinged room. Banedon hands him a clutch of silver Lune and the jolly red-cheeked man waddles away to fetch you food and ale. The soldiers are dressed in a variety of uniforms, many of which you recognize to be the tunics of mercenary regiments from the Stornlands. Two of these soldiers of fortune share your table. They talk in hushed tones and cast nervous glances at another group of men sitting near the fire.

- If you wish to talk to these soldiers, turn to 292 + If you wish to talk to these soldiers, turn to 292. If you decide to say nothing while you wait for your food, turn to 102. @@ -1904,7 +1904,7 @@

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 2 to the number you have picked. If you have completed the Lore-circle of Solaris, add 3.

If your total is now 03, turn to 125. If it is 48, turn to 309. - If it is 9 or more, turn to 238 + If it is 9 or more, turn to 238. @@ -2540,7 +2540,7 @@

Using your improved mastery, you move forward silently, pillar by pillar, until you are within a few feet of the creatures. Their heads resemble those of baby crocodiles, but their bodies and forelimbs are toad-like and covered with hard, shiny scales. They chatter incessantly and, judging by their behaviour and speech patterns, they are sentient beings.

If you possess the Magnakai Discipline of Divination, turn to 77. - If you do not possess this skill, turn to 313 + If you do not possess this skill, turn to 313.
@@ -2668,7 +2668,7 @@

As you kneel by the trapdoor, your basic Kai sense of Hunting reveals to you that someone is hiding in the cellar below. Carefully you raise the trapdoor and demand that the person show himself to you.

If you decided to keep any of the items you discovered in the hut, turn to 232. - If you did not keep any of the items, turn to 206 + If you did not keep any of the items, turn to 206.
@@ -3397,7 +3397,7 @@

A surge of scarlet energy leaps from the orb and rips into your arm, hurling you backwards on to the ground (lose 5 ENDURANCE points). The Zakhan laughs mockingly as he raises the orb once more, this time to finish you for good. You are aware of the Zakhans troops fighting a desperate battle at the West Gate, and you know you must defeat him or else the city will be lost.

- If you possess a Psychic Ring, turn to 188 + If you possess a Psychic Ring, turn to 188. If you possess the Dagger of Vashna, turn to 79. If you have neither of these Special Items, turn to 20.
@@ -3469,7 +3469,7 @@

In the space of a few fleeting seconds you have loaded your bow and aimed it at the giant snakes head. With an angry hiss it darts its ugly head out of view. Almost immediately there is a tremendous noise as the snake rises into the air, propelled by a pair of powerful feathered wings. Two vulture-like forelimbs, tipped with sharp, rending claws, scrabble at the air as it streaks towards your chest.

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with Bow, add 3 to the number you have picked. If you have the Magnakai Discipline of Huntmastery, add 1.

- If your total is now 07, turn to 9 + If your total is now 07, turn to 9. If it is 8 or more, turn to 310.
@@ -3644,7 +3644,7 @@

Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery or Nexus, add 3 to the number you have picked.

If your total is now 01, turn to 195. If it is 26, turn to 332. - If it is 7 or more, turn to 81 + If it is 7 or more, turn to 81. @@ -4801,7 +4801,7 @@

Pressing your shoulder to the door you force it open and advance into the corridor beyond. But a shock awaits you: two reptilians kneel at the end of the passage, supporting on their scaly shoulders a huge rod of crystal encircled with tubes and glowing with metallic buttons. Terror grips your heart as you see the rod become charged with a bolt of power that is aimed at your chest.

If you possess the Sommerswerd, turn to 295. - If you do not possess this Special Item, turn to 152 + If you do not possess this Special Item, turn to 152.
diff --git a/11tpot.xml b/11tpot.xml index bb3c27e..fcafb79 100755 --- a/11tpot.xml +++ b/11tpot.xml @@ -2191,7 +2191,7 @@

Your arrow opens a shallow wound in the creatures belly, but it does not deter it from attacking you with its sword-sharp fangs.

Tazgar Worm2228

This creature is immune to Mindblast (but not Psi-surge).

- If you win the combat, turn to 162 + If you win the combat, turn to 162. @@ -2202,7 +2202,7 @@

You manage to unsheathe your weapon and strike a blow that carves a crimson wedge from the ugly creatures snout. It gives an angry, gurgling cry and recoils in pain, freeing you from its grip and allowing you time to climb through the hole. However, although the beast is wounded, it is not defeated. Driven by pain and a blind lust for revenge, it tears its way through the planking and hurls itself at you recklessly.

Agtah2127

This creature is immune to Mindblast (but not Psi-surge).

- If you win the combat, turn to 289 + If you win the combat, turn to 289. diff --git a/13tplor.xml b/13tplor.xml index 5dbeb34..ea71f01 100644 --- a/13tplor.xml +++ b/13tplor.xml @@ -1724,7 +1724,7 @@

Beyond the dead tree you find a muddy track which is bordered on both sides by the tall trunks and thorny briars of the forest. So dense is this tangle of trees and brush that it is impossible to leave the track. You feel as if you are walking along an endless passage, one so unnatural that its construction could only be the result of evil herbcraft.

At length the track widens and the trees begin to thin out. Ahead you see a clearing and at once your senses tingle: it is a warning that you are not alone. Instinctively you reach for your weapon and, as your hand closes upon it, you see that the floor of the clearing is alive with a carpet of loathsome scuttling creatures. At once you attempt to use your Magnakai powers of Animal Control, to determine if these creature are hostile, but your efforts go unrewarded.

If you possess Animal Mastery, turn to 7. - If you do not possess this Discipline, turn to 171 + If you do not possess this Discipline, turn to 171. diff --git a/14tcok.xml b/14tcok.xml index 69e221a..e4e5290 100644 --- a/14tcok.xml +++ b/14tcok.xml @@ -1813,7 +1813,7 @@

The handlers jump to their feet and fumble for their weapons as they scramble to attack you.

For Sommerlund! you cry as they approach, then launch yourself at them in a determined counterattack.

Drakkarim handlers3539 - If you win this combat, turn to 40 + If you win this combat, turn to 40. @@ -4551,7 +4551,7 @@

You try the handle and discover the door is unlocked. Inside, you find a room lit by four wall sconces. A single bed, a trestle table, a stool and a wooden trunk are the only furnishings in this spartan abode. A filthy curtain partitions this room from the next and, as you approach it, you hear a menacing growl that makes you reach for your weapon. It is the growl of an Akataz: a Drakkarim war-dog.

If you possess the Discipline of Animal Mastery, turn to 180. - If you do not possess this skill, turn to 215 + If you do not possess this skill, turn to 215.
@@ -5578,6 +5578,7 @@

(87) Replaced far-stronger with far stronger.

(90) Replaced Kai mastery with Kai Mastery.

(91) Replaced arrow with Arrow and bow with Bow.

+

(92) Replaced 40 with 40..

(94) Replaced arrow in your quiver with Arrow in your Quiver.

(99) Replaced arrow with Arrow.

(100) Italicized the speech of the disembodied voice and removed the quotation marks. Replaced Zargarna with Zagarna.

@@ -5669,6 +5670,7 @@

(305) Replaced both occurrences of arrow with Arrow. Replaced bow with Bow

(308) Deleted which you keep in your Backpack to avoid confusion.

(310) Replaced avoid him with avoid it.

+

(315) Replaced 215 with 215..

(314) Replaced Brotherhood spell with Brotherhood Spell.

(318) Replaced discipline with Discipline and egorgh with Egorgh. Replaced their haunches, then with their haunches; then.

(324) Replaced new-found with newfound. Replaced Kai mastery with Kai Mastery.

diff --git a/16tlov.xml b/16tlov.xml index 1219101..acfddc0 100644 --- a/16tlov.xml +++ b/16tlov.xml @@ -4164,7 +4164,7 @@

Using the Brotherhood Spell of Mind Charm you try to convince the Elder that you are what you outwardly appear to be: a lowly Acolyte of Vashna. A wave of calm washes over him. He ceases to panic and his eyes flicker as if he is about to fall asleep, but you sense that he is fighting hard to resist your spell.

Pick a number from the Random Number Table.

For every level of Kai rank you have attained above the rank of Kai Grand Guardian, add 1 to the number you have picked.

- If your total score is now 5 or less, turn to 177 + If your total score is now 5 or less, turn to 177. If it is 6 or more, turn to 129. diff --git a/17tdoi.xml b/17tdoi.xml index 87062f8..a521f74 100644 --- a/17tdoi.xml +++ b/17tdoi.xml @@ -748,7 +748,7 @@

You circle around the hall, keeping a wary eye on the frozen humanoids that line the walls in case your presence here should cause them to animate. Fortunately your caution proves unnecessarythey remain completely immobile.

As you pass by the shimmering archway, you feel nausea rising from the pit of your stomach and a wave of dizziness makes you falter for a few moments: lose 2 ENDURANCE points. However, your dogged persistence pays off when you discover a partially-concealed panel in the wall. As you step nearer, it slides open to reveal a flight of steps which ascend to an empty chamber. Here you discover a door of opaque green crystal set flush into the north wall. Closer investigation reveals a curious lockplate positioned at its centre.

If you wish to examine this lock, turn to 322. - If you choose to ignore the crystal door and return by the stairs to the entrance hall below, turn to 299 + If you choose to ignore the crystal door and return by the stairs to the entrance hall below, turn to 299. @@ -897,8 +897,8 @@

Using your advanced mastery, you lighten your body weight to prevent yourself from sinking any deeper into the mire. Moments later, you feel something brush past your leg for a second time and the chilling sensation galvanizes you into action.

The walls of the shaft are mirror smooth for the first ten feet above the surface of the mire. But beyond this point you notice that they are rough-hewn and studded with sharp spurs of rock. One such spur offers a tempting handhold if only you could get to it. If you could reach it, it would be an easy task for a warrior of your agility to climb to the opening above.

- If you possess a Rope (oiled or otherwise), turn to 323 - If you do not possess this Backpack Item, turn to 210 + If you possess a Rope (oiled or otherwise), turn to 323. + If you do not possess this Backpack Item, turn to 210.
@@ -1064,7 +1064,7 @@

You crouch down amongst the foul-smelling debris which litters the floor of the hold, watching with bated breath as a dozen undead warriors enter by the stairs and begin a systematic search. Your Kai camouflage skills make you virtually invisible to the eye, but these undead Drakkarim no longer have eyesthey are using powerful psychic probes in an effort to locate you.

- If you possess Kai-screen and have reached the rank of Kai Grand Guardian or higher, turn to 267 + If you possess Kai-screen and have reached the rank of Kai Grand Guardian or higher, turn to 267. If you do not possess this skill, or have yet to reach this level of Kai Mastery, turn to 2.
@@ -1974,7 +1974,7 @@

You spin on your heel and sprint towards the arched opening by which you entered this chamber, but the insectoids anticipate your action and they move with frightening speed to block your escape. Snickering evilly, they fall upon you from the sides and rear, using their barbed limbs to drag you to the floor.

If you possess a Green Gem, turn to 349. - If you do not possess this Special Item, turn to 237 + If you do not possess this Special Item, turn to 237.
@@ -4367,7 +4367,7 @@

Your advanced Kai skill detects a secret door concealed in the far wall of this chamber. It is finely constructed, virtually undetectable to the human eye, but a closer examination reveals a raised pimple of rock positioned at its centre. As you reach out to touch it, the heat from your hand activates a concealed catch and the secret door slides silently open, revealing a dark passageway beyond.

If you wish to enter this secret passage, turn to 94. - If you choose to ignore the passage and leave this chamber by the same way you entered, turn to 334 + If you choose to ignore the passage and leave this chamber by the same way you entered, turn to 334.
@@ -4385,8 +4385,8 @@

You drop your Bow and unsheathe a hand weapon only just in time to defend yourself from these deathly creatures as they launch a lightning-swift attack.

3 Kajarda4842

These beings are immune to all forms of psychic attack, except Kai-surge and Kai-blast.

- If you win this combat in six rounds or less, turn to 32 - If you win the fight in seven rounds or more, turn to 213 + If you win this combat in six rounds or less, turn to 32. + If you win the fight in seven rounds or more, turn to 213. diff --git a/19wb.xml b/19wb.xml index cf663dd..7a41bc9 100644 --- a/19wb.xml +++ b/19wb.xml @@ -3921,7 +3921,7 @@

You warn the others of what you have found and tell them to retreat with you to a safe distance. From the cover of a gravestone, several yards from the tomb, you instruct Star Lynx to pick up a rock and hurl it through the open doorway. He selects an apple-sized chunk of granite and lobs it accurately into the tomb.

Pick a number from the Random Number Table.

If the number you have chosen is 04, turn to 211. - If it is 59, turn to 53 + If it is 59, turn to 53. diff --git a/20tcon.xml b/20tcon.xml index 66e5ac6..99e5c5e 100644 --- a/20tcon.xml +++ b/20tcon.xml @@ -2178,7 +2178,7 @@

The moment you reach firm ground, you sprint headlong across the clearing towards a distant jungle perimeter. At first the giant arachnids give chase, but they prove themselves not to be so agile on dry land and you are soon able to outdistance them and escape.

On entering the jungle perimeter, you force your way through dense foliage and soon discover the remnants of a trail which you follow for nearly a mile until you arrive at the edge of a second clearing. This area of levelled ground is devoid of foliage yet it is littered with strange fruits that resemble gigantic grey pineapples. Beyond these curious fruits you can see the ruins of a settlement partially overgrown with moss. Warily you leave the jungle, make your way around the fruits, and hurry across the clearing towards a statue which is crouching among the ruins. It is constructed of a smooth, lustrous black mineral and is fashioned in the likeness of some evil beast of prey. It reminds you of a hyena, but one with a massive lower jaw set with a pair of sabre-toothed fangs. Between its forelegs is a flight of rubble-strewn steps leading down to an open door. You detect waves of power emanating from somewhere beyond this darkened doorway, but you are unable to determine just how deep below the ground the source of this energy is located.

If you possess Telegnosis, and wish to use this skill to spirit-walk through the doorway to investigate what lies beyond, turn to 76. - If you do not possess this skill, or choose not to use it, turn to 177 + If you do not possess this skill, or choose not to use it, turn to 177. @@ -4480,7 +4480,7 @@

As you strike the killing blow that finishes the last of these hideous arachnids, you drag yourself out of the thick mud and collapse on the crest of the river bank. But you allow yourself just a few moments to recover from the fatigue of combat before you are once again back on your feet and on the move.

You cross the clearing to a perimeter of jungle on its far side. Here you force your way through thick foliage until you discover the remnants of a trail which leads you to the edge of a second clearing. This expanse of open ground is devoid of foliage yet it is littered with strange fruits that resemble gigantic grey pineapples. Beyond these curious fruits you can see the ruins of a settlement partially overgrown with moss. Warily you leave the jungle, make your way around the fruits, and hurry towards a gigantic statue which sits crouched among the ruins. It is constructed of a smooth, lustrous black mineral and is fashioned in the likeness of some evil beast of prey. It reminds you of a hyena, but one with a massive lower jaw set with sabre-toothed fangs. Between its forelegs is a flight of rubble-strewn steps leading down to an open door. You detect waves of power emanating from somewhere beyond this darkened doorway, but you are unable to determine just how deep below the ground the source of this energy is located.

If you possess Telegnosis, and wish to use this skill to spirit-walk through the doorway to investigate what lies beyond, turn to 76. - If you do not possess this skill, or choose not to use it, turn to 177 + If you do not possess this skill, or choose not to use it, turn to 177. diff --git a/dotd.xml b/dotd.xml index bef3174..6ae693c 100644 --- a/dotd.xml +++ b/dotd.xml @@ -916,7 +916,7 @@

You leave all you carry (except for your Crystal Star Pendant and Guildmasters Envelope) on this side of the lake, for fear of drowning.

-

After fifteen minutes you reach the far side and stumble ashore, cold and bedraggled. However, if you possess the spell of Mend, you may restore 5 ENDURANCE points to your current total, for you were able to cast the spell whilst swimming across the lake,

+

After fifteen minutes you reach the far side and stumble ashore, cold and bedraggled. However, if you possess the spell of Mend, you may restore 5 ENDURANCE points to your current total, for you were able to cast the spell whilst swimming across the lake.

Turn to 11.
diff --git a/tmc.xml b/tmc.xml index afd007c..87736ae 100644 --- a/tmc.xml +++ b/tmc.xml @@ -12,22 +12,6 @@ - [Insert Title] @@ -2787,7 +2771,7 @@ Initial revision

You leave all you carry (except for your Crystal Star Pendant and Guildmaster's Envelope) on this side of the lake, for fear of drowning.

-

After fifteen minutes you reach the far side and stumble ashore, cold and bedraggled. However, if you possess the spell of Mend, you may restore 5 ENDURANCE points to your current total, for you were able to cast the spell whilst swimming across the lake,

+

After fifteen minutes you reach the far side and stumble ashore, cold and bedraggled. However, if you possess the spell of Mend, you may restore 5 ENDURANCE points to your current total, for you were able to cast the spell whilst swimming across the lake.

Turn to 11.
-- 2.34.1