X-Git-Url: http://git.projectaon.org/?p=project-aon.git;a=blobdiff_plain;f=en%2Fxml%2F06tkot.xml;h=65ff0912c51dbb2aa43f8b150a7b998535e0e48c;hp=4a1efd01e90e655ed8b61c2a890d816fad6149e9;hb=12539e6432eb241f25494a0e8671a3514f2ceb9d;hpb=6fe0651546c98e63471e510f0fb41fe5f0bb8800 diff --git a/en/xml/06tkot.xml b/en/xml/06tkot.xml index 4a1efd0..65ff091 100644 --- a/en/xml/06tkot.xml +++ b/en/xml/06tkot.xml @@ -34,15 +34,12 @@
Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata.
-
Text
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.
You walk to the bar and arrange a room for the night. There are many rooms, each of a different standard and price. A blackboard suspended from the ceiling shows the tariffs:
-You may choose to stay in any of the above rooms, but remember to erase the relevant number of Gold Crowns from your Action Chart before turning to your chosen number.
The smell of dust and rusty metal wafts in your face as you enter the cluttered weapons shop. All manner of arms are stacked in racks that rise precariously to the ceiling. Their prices are chalked on a circular slate that hangs above the counter.
-You may purchase any of the above weapons if you have enough money to do so. The shop owner will also buy any weapons that you may already have for 1 Gold Crown less than the price shown on the slate.
Night has fallen by the time you reach the river town of Soren, and the sky is clear and full of stars that sparkle with icy splendour. You ride the main street towards the quay where a score of river ships lie docked at the town. Their signal lamps, shimmering red and green from the mast-tops, reflect upon the cold, dark waters of the River Storn.
A board standing beside the gangplank to a large transport caravel catches your eye. On it are chalked the prices of passage to three destinations.
-A fourth destinationCancelled due to war
.
It is nearly dark when you catch sight of a tavern on the road ahead. Two guttering torches set into rusty brackets illuminate the sign nailed above the door:
-You recognize the name of the tavern that Cyrilus spoke of this morning, and it grieves you that he is not here to accompany you. Distant thunder rumbles through the hills as you stable your horse and enter the welcoming warmth of the taproom. The tavern is alive with the chatter of merchants, the clink of glasses, and the crackle of a blazing fire. The centre of the room is dominated by a small stage on which a conjurer is performing his tricks to the delight of the customers.
You enter a wide street where black iron lanterns swing above the doors of shops and houses, their oily black smoke staining the walls and adding a pall of gloom to the darkening sky. The street descends towards the River Quarl, where flatboats lie moored at the rich merchant wharves. Quarlen stands at the most northerly point on the river that can be navigated by boat and barge, and it is here that the river meets the caravan routes to Casiorn and the Lastlands, so ensuring the future of the town.
At the approach to a wide stone bridge, you see an impressive-looking hostelry, with stables and outhouses. A painted shield hangs above the courtyard gate proudly displaying its name:
-The moment you enter the courtyard, a stableboy appears from nowhere and bids you welcome. He takes charge of your horse and shows you the door to the tavern hall. It is crowded, despite the early hour, and a roaring fire blazes in its great stone hearth. The smell of roasting beef makes your mouth water, reminding you that you have not eaten today.
(121) Replaced guild of city criers
with Guild of City Criers
.
(166) Replaced wagon but
with wagon, but
. Replaced bruised but
with bruised, but
.
(167) Replaced you and
with you, and
.
(168) Replaced glasses and the crackle
with glasses, and the crackle
.
(168) Replaced glasses and the crackle
with glasses, and the crackle
. Replaced THE HALFWAY INN
with The Halfway Inn
.
(169) Replaced unlocked but
with unlocked, but
.
(170) Replaced with a bow
with with Bow
. Replaced arrow
with Arrow
. Replaced chest and
with chest, and
.
(171) Replaced strength and
with strength, and
.
(329) Replaced you and
with you, and
. Replaced wounded and
with wounded, and
. Replaced chest and
with chest, and
.
(330) Replaced village and, although
with village, and although
. Replaced bow
with Bow
.
(331) Replaced way, and
with way and
. Replaced horizon you
with horizon, you
. Replaced streets and
with streets, and
.
(332) Replaced barge and
with barge, and
. Replaced wharfs
with wharves
. Moved the choice regarding having no Gold Crowns into the first position. Moved the Pathsmanship/Divination choice into the second position. Replaced If
with Otherwise, if
in that choice.
(332) Replaced barge and
with barge, and
. Replaced wharfs
with wharves
. Replaced THE BARREL BRIDGE TAVERN
with The Barrel Bridge Tavern
. Moved the choice regarding having no Gold Crowns into the first position. Moved the Pathsmanship/Divination choice into the second position. Replaced If
with Otherwise, if
in that choice.
(334) Replaced huge lumbering
with huge, lumbering
. Replaced head and
with head, and
. Moved the bow choice into the first position. Replaced bow
with Bow
.
(338) Replaced surrounded and
with surrounded, and
. Replaced shortlived
with short-lived
. Replaced completely and, as
with completely, and as
.
(339) Replaced If you possess a Kalte Firesphere, a Torch, or a Tinderbox
with If you possess a Kalte Firesphere or a Torch and a Tinderbox
. A Torch is unusable without a Tinderbox; this parallels wording in sections from future Lone Wolf books. Replaced Firesphere, a Torch, or a Tinderbox,
with Firesphere or a Torch and a Tinderbox,
. Replaced Items
with items
.