From f8c015a74298be1a4bbd5974d6d2ca54557e6389 Mon Sep 17 00:00:00 2001 From: Jonathan Blake Date: Thu, 21 Apr 2005 15:52:00 +0000 Subject: [PATCH] Secondary illustrations placed. Replacement illustration for section 264 commented out. Illustration Transcription credit needs placing. Completed primary illustration information. Added commented notes for secondary illustrations. git-svn-id: https://projectaon.org/data/trunk@50 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- xml/01gstw.xml | 195 ++++++++++++++++++++++++++++++++++++++----------- 1 file changed, 154 insertions(+), 41 deletions(-) diff --git a/xml/01gstw.xml b/xml/01gstw.xml index adf2f7d..0f771a2 100755 --- a/xml/01gstw.xml +++ b/xml/01gstw.xml @@ -20,8 +20,10 @@ $Id$ $Log$ -Revision 1.3 2005/04/01 22:31:02 jonathan.blake -Illustration code added by jffdougan - still needs dimensions +Revision 1.4 2005/04/21 15:52:00 jonathan.blake +Secondary illustrations placed. Replacement illustration for section 264 commented out. Illustration Transcription credit needs placing. + +Completed primary illustration information. Added commented notes for secondary illustrations. Revision 1.2 2005/03/10 18:21:51 jonathan.blake Removed link to old staff email address. @@ -144,7 +146,20 @@ Change Log: - Section 350: changed markup on Kundi magic to --> - + Grey Star the Wizard Ian Page and Joe Dever @@ -215,6 +230,8 @@ Change Log:
Transcription
Ryan Cross
Max Silvestri
+
Illustration Transcription
+
Jonathan Blake
Simon Osborne
XML
Jonathan Blake
Jeff Dougan
Thomas Wolmer
Alternate Illustrations
@@ -628,8 +645,8 @@ Change Log: Paul Bonner With quaking heart you enter the sacred temple of Amida - - + +

Grey Star, he says, a warm smile lighting his serene face, the time has come for you to leave. Far will you travel and perilous is your course. Be not afraid, yet do not fear caution. Though you go with the teaching and blessing of the Shianti and carry the might of the Wizard's Staff, stealth and secrecy will be your allies. Let not courage defeat wisdom. Go now and seek the Kundi race that are called the Lost Tribe of Lara. You are the instrument of our will, bearer of our hope. Ever will your quest be in our minds and hearts.

Without a word, you turn and leave the temple, not looking back until you reach the shore, where a sail boat awaits you. With a gentle sigh, you bid farewell to the island of your youth and push the little craft into the cold waters of the Sea of Dreams. You jump into the boat and set sail, making a westward course for the distant mainland of the Shadakine Empire.

@@ -763,6 +780,13 @@ Change Log:

The forest is very near and it is a dark night. Fortunately, you have not been seen. Diving into the undergrowth at the forest's edge, you lie as still as possible as the Shadakine chariot rattles past at breakneck speed. The vicious blades on the wheel hubs flash as the chariot passes dangerously close to your hiding place.

+ + + Paul Bonner + + + +

You wait with bated breath for several minutes after it has passed, but the chariot does not return.

Turn to 75.
@@ -825,8 +849,8 @@ Change Log: Paul Bonner There is a pause while you all consider the problem - - + +

There is a pause while you all consider the problem. Finally you ask if they have any suggestions. Shan's advice is to journey south to the Azanam, which he believes to be the most likely haunt of the lost tribe, and he offers to guide you there.

But if you are wrong, says Tanith, we will have journeyed far and into great danger unnecessarily. We need guidance. Three days' travel to the north of here lives Jnana the Wise, a hermit sage, He Who Serves No Master. I can take you to him.

@@ -954,8 +978,8 @@ Change Log: Paul Bonner Stagnant pools and swamps are overgrown with clumps of rope-like tendrils - - + +

It becomes increasingly hard to remain close to the river's edge without clusters of Yaku tendrils blocking your path.

If you wish to move further away from the Azan River and the difficult ground that borders it, turn to 54. @@ -1012,6 +1036,13 @@ Change Log:

The alley is deserted. Peering into the dark shadows, you step cautiously into the darkness. Suddenly you are grabbed from behind and a knife is held at your throat.

Turn around, a voice whispers, menacingly. Slowly, or I'll cut your throat. Then hand over your money.

Slowly you turn to face the shabby thief.

+ + + Paul Bonner + + + + If you do not have any money, or have money but do not wish to hand it over, turn to 76. If you prefer to hand over your money, turn to 133. @@ -1078,8 +1109,8 @@ Change Log: Paul Bonner The knights are defending a heavily laden wagon - - + +

Six armoured knights, clad in blue and red robes, are battling with twenty Shadakine warriors. The knights are defending a heavily laden wagon that stands in the middle of a wide stone bridge. Perched on the wagon sits an unarmed man, richly clothed, looking fearfully upon the battle. He and his knights are outnumbered. Though skilled swordsmen, as the many Shadakine dead attest, they are hard-pressed, and have little chance of holding the bridge.

They don't stand a chance, you murmur.

@@ -1624,8 +1655,8 @@ Change Log: Paul Bonner Shadow forms are flowing out of the walls and floor - - + +

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 Jailer's Keys and free the other prisoners on this level, turn to 125 @@ -1785,8 +1816,8 @@ Change Log: Paul Bonner You unleash the power of the Wizard's Staff, killing one of the shrieking creatures in mid-air - - + +

No! screams Tanith, running off into the barren hills. The Najin rally and gather around you, hovering. Yammering wildly, the first of the little creatures attacks you.

There are nine Najin and they attack one at a time, attempting to claw and bite you. If you have another weapon, you pass it to Shan who then adds 2 to your COMBAT SKILL. (Remember to delete this weapon from your Action Chart.)

@@ -1843,8 +1874,8 @@ Change Log: Paul Bonner lso seated at the table are a tattooed sailor, a drunken merchant and a hooded character - - + + If you have the Power of Prophecy, and wish to use it, turn to 313. If you wish to speak to the tattooed sailor who sits snoring beside you, turn to 79. @@ -2099,6 +2130,13 @@ Change Log:

As the Shadakine warrior crumples and falls, the excited mob roar their approval. They hail you as a hero and crowd around you cheering. A new sound floats on the harbour wind and the uproar subsides. You can hear the clatter of pounding hooves and the rumble of thundering wheels. A wave of panic ripples through the crowd. The Wheels of Death! someone shouts.

+ + + Paul Bonner + + + +

Three war chariots, driven by whip-wielding Shadakine, hurtle into the harbour. The chariot wheels have blades protruding from their hubs, and as the Shadakine plough into the crowd, the blades scythe down anyone in their path.

In the confused panic, you see a chance to escape into a dark, narrow street.

If you wish to run towards the main entrance, turn to 50. @@ -2247,8 +2285,8 @@ Change Log: Paul Bonner This is the Port of Suhn - - + + If you wish to enter the port before nightfall, turn to 112. If you wish to wait for darkness to descend, turn to 280. @@ -2314,6 +2352,13 @@ Change Log:

Standing in the centre of the large clearing, hemmed in on all sides by giant Azawood trees and clumps of sprawling undergrowth, you stand and catch your breath. A look around the glade reveals a number of holes in the floor&emdash;entrances, no doubt, to similar shafts to the one you have left.

+ + + Paul Bonner + + + +

In a relentless tide, hundreds of Cave Mantiz pour out of these holes and stream towards you. Suddenly a pair of waving antennae appears in the entrance of a shaft close to where you stand.

If you wish to fire a bolt from your Wizard's Staff into the shaft by your feet, turn to 158. If you wish to dash straight into the undergrowth, turn to 232. @@ -2353,8 +2398,8 @@ Change Log: Paul Bonner A Kleasá! Tanith screams. A Soul-eater! - - + +

You must fight the Kleasá to the death. For every round of combat, subtract 1 WILLPOWER point and 2 ENDURANCE points from your total. If you have erected a magical shield of Sorcery, subtract 1 WILLPOWER point and 1 ENDURANCE point for every round of combat as the Kleasá tries to claw at your soul.

Kleasá2530 @@ -2494,6 +2539,13 @@ Change Log:

The hopping, fluttering Najin lead you into the stark, featureless hills. Eventually you come to a small cave entrance perched on a narrow ridge, overlooking a steep fall to the outlying hills below.

An old man sits cross-legged before the cave entrance, staring out across the heights with sightless eyes. Without lifting his head or looking in your direction, he speaks. Who comes? Who disturbs the solitude of Jnana?

+ + + Paul Bonner + + + +

It is I, Tanith, she says. I bring Grey Star, a great wizard who dares to oppose the evil Wytch-king. He is in need of counsel.

I seek the Lost Tribe of Lara, you say, for I have a quest and need their aid.

The old man is silent for a while. You must go south to the great jungle of the Azanam. The way is fraught with danger, for you must pass through the great Azagad Gorge and the towers of stone known as the Dragon's Teeth.

@@ -2660,8 +2712,8 @@ Change Log: Paul Bonner I sense some wizardry in you, murmurs Mother Magri - - + +

If you do not resist the power of the Kazim Stone, your quest and its origin will be revealed to this servant of the Wytch-king.

If you have the Power of Sorcery and wish to use it to destroy the Kazim Stone, turn to 191. @@ -2706,6 +2758,13 @@ Change Log:

Raising your Staff, you attack the Yaku. A fiery bolt burns into the heart of the plant and it releases its grip immediately. The attack has cost you 1 WILLPOWER point.

Suddenly Shan falls to the ground, emitting a startled cry; a snaking creeper is wrapped tightly around his legs.

+ + + Paul Bonner + + + + If you wish to loose a bolt at the Yaku as it drags Shan towards its centre, turn to 285. If you wish to rush to Shan's side, turn to 240.
@@ -2752,6 +2811,13 @@ Change Log:

One stall in particular catches your eye. A sign reads:

MADAM TARLAS&emdash;HERBAL CURES & REMEDIES
APOTHECARY TO NOBLEMEN & KINGS
+ + + Paul Bonner + + + +

The stall is full of potions and salves and the dried leaves and roots of many different plants, some of great power and others of no use at all. Your trained eye notices several items for sale that could be of great use to you as an alchemist. They are: