From d0df62cc7d8459ce7ed2a5c65b9f92678f94372d Mon Sep 17 00:00:00 2001 From: Simon Osborne Date: Thu, 22 May 2008 22:20:49 +0000 Subject: [PATCH] Fun with missing/incorrect periods--fixed. git-svn-id: https://projectaon.org/data/en/xml@694 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- 05sots.xml | 2 +- 23mh.xml | 2 +- 27v.xml | 12 ++++++------ 3 files changed, 8 insertions(+), 8 deletions(-) diff --git a/05sots.xml b/05sots.xml index 47e42f9..834b353 100755 --- a/05sots.xml +++ b/05sots.xml @@ -3091,7 +3091,7 @@

The Book of the Magnakai is one of the oldest legends of Sommerlund. With the wisdom of the Magnakai, Sun Eagle, the first Kai Grand Master, instilled the disciplines into the warriors of the House of Ulnar, the bloodline of your king, that were to save your land from devastation at the hands of the Darklords. The Book of the Magnakai was lost hundreds of years ago, but its wisdom was kept alive, handed down through generations of Sommlending warriors so that they could share the strength to resist their eternal enemies, the Darklords of Helgedad.

If the Darklords discover and destroy the Book of the Magnakai, the secrets will be lost forever, and when you die, the Kai will become extinct. However, if you discover the Book of the Magnakai first and deny the Darklords their prize, all the wisdom of the Magnakai will be revealed to you. Through its wisdom you will become strong, strong enough to reach the ultimate achievement for a Sommlending warriorto become a Kai Grand Master.

However, the peril and the glory of the quest that lies ahead is distracting you from more immediate danger. To discover this danger and to begin the quest for the Book of the Magnakai, turn to Part Two of Shadow on the Sand.

- Begin your adventure at 201. + Begin your adventure at 201. diff --git a/23mh.xml b/23mh.xml index fe33651..6d846c3 100644 --- a/23mh.xml +++ b/23mh.xml @@ -4244,7 +4244,7 @@

As the herd rush past the hillock, you glimpse more than a dozen horsemen who are galloping close behind them. They are hunters and they are picking off the best fanji at close quarters with bows and spears. Two of these fur-clad plainsmen see you and Karvas recovering among the trees, and instantly they steer their horses away from the herd and urge them towards the hillock. You sense that they suspect you and the prince are after their quarry and, as they ride closer, they mouth curses and fire their bows at you.

Their steel-tipped shafts arc through the air and thud into the trees close by.

If you possess a Bow and wish to return fire at these hunters, turn to 278. - If you wish to attempt to evade them, turn to 133 + If you wish to attempt to evade them, turn to 133. diff --git a/27v.xml b/27v.xml index dd968c3..2d6a7f5 100644 --- a/27v.xml +++ b/27v.xml @@ -981,7 +981,7 @@

Quickly you retrieve the Poghlam from your backpack, flip open the stopper, and down it all in one gulp.

Instantly, the nausea subsides and you feel a wave of strength coursing through your veins: restore 4 ENDURANCE points.

- To continue, turn to 48 + To continue, turn to 48.
@@ -1251,7 +1251,7 @@

You inform Gildas and the others of your discovery, and tell them to rest awhile beneath the wooden bridge while you attempt to lure a distant group of stallions towards the stream. By the use of your Animal Mastery, you are soon able to entice four horses to approach the bridge. At first they are nervous, for they can detect the vile stench of the Doomlands dust which impregnates the rangers tunics. But they are also thirsty and they cannot resist the temptation of the sparkling stream.

You allow them to drink at the stream for several minutes and, as they settle, you use your Kai Mastery to subdue their natural instincts. At your command, Gildas and the others emerge from beneath the bridge and each man chooses a stallion. They are all expert horsemen, and they are able to make bridles and saddlecloths from ropes and blankets that they carry in their packs, Within the hour, all four of you are ready to leave the bridge and ride south in pursuit of the Imperial Guards.

Before you set off, unless you possess the Discipline of Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

- To continue, turn to 130 + To continue, turn to 130. @@ -1576,7 +1576,7 @@

Unfortunately, you neglect to instruct the snake not to attack you instead. As it pulls away from the Captains face, it turns its head and fixes you with its red eyes. Moments later, it launches itself at your throat like a speeding arrow!

Pick a number from the Random Number Table. If you possess Grand Huntmastery, add 1 to the number you have picked. For every level of Kai rank that you have attained above Kai Grand Sentinel, add 1. If your current ENDURANCE score is lower than 16, deduct 2.

If your total score is now 5 or less, turn to 161. - If it is 6 or higher, turn to 210 + If it is 6 or higher, turn to 210. @@ -1622,8 +1622,8 @@

Quickly you pull the bolt and, as you move away from the door, you hear the squad leader calling out in response to the knock: Enter!

The door shudders and the handle turns as an attempt is made to enter the antechamber

- If you possess Kai-alchemy, turn to 247 - If you do not, turn to 28 + If you possess Kai-alchemy, turn to 247. + If you do not, turn to 28.
@@ -4575,7 +4575,7 @@

You examine the strange, fern-like shrub and your Grand Master Discipline enables you to recognize its pale blue berries.

This is Omaldro, you say, confidently. These berries contain a powerful stimulant that can sharpen a mans reflexes, especially in combat.

There are sufficient berries on this small Omaldro shrub for 1 dose. If you wish to pick and keep them, record the Omaldro on your Action Chart as a Backpack Item. When swallowed, Omaldro will boost your COMBAT SKILL by 2 points for the duration of one combat.

- To continue, turn to 240 + To continue, turn to 240. -- 2.34.1