X-Git-Url: http://git.projectaon.org/?p=project-aon.git;a=blobdiff_plain;f=en%2Fxml%2F12tmod.xml;h=252a9d0c52fcb745840ee4277d0b2c1889ccc3b2;hp=1d27a3fd27a99b9a5534ab03f06ce11a10ef9596;hb=713746e1d1ba6401b9ffe140b8647e4e100a30f4;hpb=1994a394f737e03441d3b7a85631dfa312247ffe diff --git a/en/xml/12tmod.xml b/en/xml/12tmod.xml index 1d27a3f..252a9d0 100644 --- a/en/xml/12tmod.xml +++ b/en/xml/12tmod.xml @@ -25,7 +25,7 @@ &inclusion.brian.williams.bio.lw; Project Aon - 20121028 + 2018215

You are Lone Wolfthe last Kai Master of Sommerlund. Upon your triumphant return from the twilight world of the Daziarn, you discover your mortal enemiesthe Darklords of Helgedadare poised to conquer all of Magnamund.

In The Masters of Darkness, your mission is to journey to the infernal city of Helgedad, to the very heart of the Darklords evil empire. There you must confront Darklord Gnaag, Archlord of the Black City, in a battle that will determine the future of your entire world.

@@ -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 copyright 1988 Joe Dever. - Illustrations copyright 1988 Brian Williams. + Text 1988 Joe Dever. + Illustrations 1988 Brian Williams. -

- Text copyright 1988 Joe Dever. - Illustrations copyright 1988 Brian Williams. - Distribution of this Internet Edition is restricted under the terms of the Project Aon License. -

+

Text 1988 Joe Dever. Illustrations 1988 Brian Williams.

+

Distribution of this Internet Edition is restricted under the terms of the Project Aon License.

@@ -211,7 +208,7 @@

The fact that you are skilled with three Weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire Weapons during your adventure. For every Lone Wolf book that you complete in the Magnakai series, you may add an additional Weapon to your Weaponmastery Checklist.

-

If you choose this skill, write Weaponmastery: +3 COMBAT SKILL points on your Action Chart, and tick your chosen weapons on the Weapons List. You cannot carry more than two Weapons.

+

If you choose this skill, write Weaponmastery: 3 COMBAT SKILL points on your Action Chart, and tick your chosen weapons on the Weapons List. You cannot carry more than two Weapons.

@@ -233,7 +230,7 @@

The possessor of this skill can restore 1 lost ENDURANCE point to his total for every numbered section of the book through which he passes, provided he is not involved in combat. (This can only be done after his ENDURANCE has fallen below its original level.) This Magnakai Discipline also enables a Kai Master to cure disease, blindness, and any combat wounds sustained by others, as well as himself. Using the knowledge that mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots, and potions that may be encountered during the adventure.

-

If you choose this skill, write Curing: +1 ENDURANCE point for each section without combat on your Action Chart.

+

If you choose this skill, write Curing: 1 ENDURANCE point for each section without combat on your Action Chart.

@@ -278,7 +275,7 @@

This psychic skill enables a Kai Master to attack an enemy using the force of his mind. It can be used as well as normal combat weapons and adds 4 extra points to your COMBAT SKILL.

It is a powerful Discipline, but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 ENDURANCE points. A weaker form of Psi-surge called Mindblast can be used against an enemy without losing any ENDURANCE points, but it will add only 2 extra points to your COMBAT SKILL. (Psi-surge and Mindblast cannot be used simultaneously.) Psi-surge cannot be used if your ENDURANCE falls to 6 points or below, and not all of the creatures encountered on your adventure will be affected by it; you will be told if a creature is immune.

-

If you choose this skill, write Psi-surge: +4 COMBAT SKILL points but 2 ENDURANCE points per round and Mindblast: +2 COMBAT SKILL points on your Action Chart.

+

If you choose this skill, write Psi-surge: 4 COMBAT SKILL points but 2 ENDURANCE points per round and Mindblast: 2 COMBAT SKILL points on your Action Chart.

@@ -527,7 +524,7 @@
Food

You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. If you have chosen the Magnakai Discipline of Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat.

Potion of Laumspur
-

This is a healing potion that can restore 4 ENDURANCE points to your total when swallowed after combat. There is enough for one dose only. If you discover any other potion during the adventure, you will be informed of its effect. All potions are Backpack Items.

+

This is a healing potion that can restore 4 ENDURANCE points to your total when swallowed after combat. It cannot be used to increase ENDURANCE points immediately prior to a combat. There is enough for one dose only. If you discover any other potion during the adventure, you will be informed of its effect. All potions are Backpack Items.

@@ -634,13 +631,13 @@
Circle of Fire
-
+1 CS +2 EP
+
1 CS 2 EP
Circle of Light
-
0 CS +3 EP
+
0 CS 3 EP
Circle of Solaris
-
+1 CS +3 EP
+
1 CS 3 EP
Circle of the Spirit
-
+3 CS +3 EP
+
3 CS 3 EP

All bonus points that you acquire by completing a Lore-circle are additions to your basic COMBAT SKILL and ENDURANCE scores.

@@ -1279,7 +1276,7 @@

Drawing on your advanced Magnakai skills, you cause your facial characteristics to become harder and more brutal in appearance.

Loga ok okak sheg! (Free me you dog!) you growl in Giak, mimicking the Drakkarim accent to perfection. In the confines of the corridor, your assailant is easily deceived into thinking that he has assaulted one of his fellow marines by mistake. The moment he releases his grip, you spin around and attack with your bare but deadly hands.

- Drakkar (surprise attack) + Drakkar (surprise attack) 12 26 @@ -1925,7 +1922,7 @@

The sun-sword spins through the air, its heavy blade pulling it slightly awry. You fear that it will miss the Darklord, yet it catches his outstretched hand and shears it off at the wrist before embedding itself in the chamber wall beyond. The evil lord screams in agony, cradling the severed stump in an attempt to staunch the flow of foul-smelling ichor. Then he shrieks maniacally and raises his sword with his remaining hand. He is badly wounded, but as he staggers forwards you sense that, so long as he wields his black sword, he is a formidable enemy.

- Darklord Kraagenskl (wounded) + Darklord Kraagenskl (wounded) 30 29 @@ -2805,7 +2802,7 @@

Your hand closes around the hilt of the black sword moments before Kraagenskls claw-tipped fingers rake the floor where it lay. You raise the blade and feel a surge of cold power run the length of your arm. It courses through your brain, willing you to attack the cowering Darklord and slaughter him unmercifully. This new-felt need to wallow in the killing of an enemy stirs you to a fearful rage. Desperately you draw on your inner strength to overcome this barbaric urge, and control it, as you prepare to fight with Darklord Kraagenskl.

- Darklord Kraagenskl (without Helshezag) + Darklord Kraagenskl (without Helshezag) 35 38 @@ -4280,7 +4277,7 @@

Wielding a weapon of the Darklords, you strike Taktaal a grievous blow that wounds him deeply. Shrieking an unearthly cry of pain, he retreats from the Transfusor and unhooks a mace, carved from a solid chunk of black crystal, from a chain around his putrescent neck. As he raises it, you move forward to strike again.

- Darklord Taktaal (wounded) + Darklord Taktaal (wounded) 36 40 @@ -4409,9 +4406,15 @@ 240 + + +

It is possible that your permanent ENDURANCE score might fall to zero or below due to the evil power of Helshezag, but you may be wearing a piece of armour that gives you an ENDURANCE point bonus. This would leave you with a permanent ENDURANCE score of 0 with a current ENDURANCE score still above zero. If your basic ENDURANCE score is reduced to zero or below, you are dead and your adventure is over.

+
+
+

Your killing blow draws a howl from Darklord Kraagenskl, so loud that it shakes the very foundations of the building. He falls, yet as he does so, his withered frame vanishes before your eyes, leaving only a tattered grey robe and a black sword to mark his passing.

-

If you wish to keep Helshezag, the sword of Darklord Kraagenskl, mark it on your Action Chart as a Special Item. (You wrap this sword in the remains of the Darklords grey robe and carry it vertically, tied behind your Backpack.) When used in combat, it will add 5 points to your COMBAT SKILL, and 7 points when used against a Darklord of Helgedad. However, prolonged use of this evil blade will weaken your ENDURANCE score. In the second and subsequent rounds of every combat in which you use the sword, you must reduce your ENDURANCE level by 1 point. This reduction is permanent.

+

If you wish to keep Helshezag, the sword of Darklord Kraagenskl, mark it on your Action Chart as a Special Item. (You wrap this sword in the remains of the Darklords grey robe and carry it vertically, tied behind your Backpack.) When used in combat, it will add 5 points to your COMBAT SKILL, and 7 points when used against a Darklord of Helgedad. However, prolonged use of this evil blade will weaken your ENDURANCE score. In the second and subsequent rounds of every combat in which you use the sword, you must reduce your ENDURANCE level by 1 point. This reduction is permanent.

Having recovered from your combat, you quickly leave the chamber by a stair that leads to the roof. There you discover the Zlanbeast, Kraagenskls personal winged mount, perched on a raised log. Standing nearby is a Death Knight armed with a spear, staring absent-mindedly over the parapet at the harbour lights below. The Zlanbeast sniffs the air and shuffles along its perch with a nervous, rolling gait. It senses that you are its natural enemy and it is becoming agitated in your presence. You must act quickly and with skill if you are to use this beast to escape from Argazad.

If you have a Bow and wish to use it, turn to 310. If you wish to approach the Death Knight and tell him that he is wanted at the barracks, turn to 92. @@ -4827,7 +4830,7 @@ 22 10 -

The creature is immune to Mindblast (but not Psi-surge). If the number of ENDURANCE points you lose in the first round of combat is greater than the number lost by your enemy, then the creatures attack has caused lasting injury to your eyesight, and any subsequent ENDURANCE points that you may lose during the combat are permanent (they reduce your basic ENDURANCE score and cannot be restored through the use of healing, potions, etc).

+

The creature is immune to Mindblast (but not Psi-surge). If the number of ENDURANCE points you lose in the first round of combat is greater than the number lost by your enemy, then the creatures attack has caused lasting injury to your eyesight, and any subsequent ENDURANCE points that you may lose during the combat are permanent (they reduce your basic ENDURANCE score and cannot be restored through the use of healing, potions, etc.).

If you win the combat, turn to 14.
@@ -4938,7 +4941,7 @@

Aki-amaz narg kog Argazad! shrieks Kraagenskl, before you kick the bowl from its plinth, destroying the communicator. The Darklord lashes out with his sword, but you sidestep the wild blow with little difficulty, and then stoop to retrieve the Sommerswerd before he strikes a second time.

- Darklord Kraagenskl (wounded) + Darklord Kraagenskl (wounded) 36 38 @@ -4955,7 +4958,7 @@

Your Arrow passes clean through the tendril and shatters against the far wall, drawing a flash of sparks where it punctures it. The harsh, metallic stench of ozone colours the foul air, and the creature withdraws its injured limb. Suddenly, a huge shape explodes from the crevasse, rising at such speed that its features are a blur. It emits a deafening screech and dives towards your chest, lashing you with its injured tendril before you have a chance to draw a hand weapon in your defence. There is another flash and a juddering pain runs the length of your arm, leaving it numb and nerveless: lose 3 ENDURANCE points. Gritting your teeth against the pain, you fumble for a weapon as the creature begins its second swooping attack.

- Ictakko (wounded) + Ictakko (wounded) 24 31 @@ -5136,7 +5139,7 @@

You are in combat with a wounded Vladokaan lite Nadziranim temple guard. Despite his injury, you cannot evade his attacks and must fight him to the death.

- Vladoka (wounded) + Vladoka (wounded) 22 25 @@ -6039,7 +6042,7 @@ - + Brian Williams @@ -6076,7 +6079,7 @@ JC Alvarez / Jonathan Blake - + @@ -6592,7 +6595,7 @@

(Magnakai Disciplines) Added The fact that you are skilled with three Weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire Weapons during your adventure. For every Lone Wolf book that you complete in the Magnakai series, you may add an additional Weapon to your list. to the description of Weaponmastery. This text is taken directly from the Weaponmastery section found in The Kingdoms of Terror. Added (Psi-surge and Mindblast cannot be used simultaneously.) to the description of Psi-surge; also emphasized the first occurrence of Mindblast in this section. Replaced knowledge mastery with knowledge that mastery. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced weapons list with Weapons List. Replaced two weapons with two Weapons. Replaced blindness and with blindness, and. Replaced roots and with roots, and. Replaced will be of use with may be of use. Added If you have the Magnakai Discipline of Weaponmastery with Bow, you may add 3 to any number that you choose from the Random Number Table, when using the Bow. from the Equipment section.

-

(Equipment) Replaced both occurrences of safe-keeping with safekeeping. Replaced all occurrences of bow with Bow. Replaced all occurrences of arrow with Arrow. Replaced all occurrences of arrows with Arrows. Replaced quiver with Quiver. Replaced Weaponmastery with a bow with Weaponmastery with Bow. Replaced combat, therefore with combat; therefore. Replaced both occurrences of Kai monastery with Kai Monastery. Replaced two weapons with two Weapons. Replaced your list with your Weaponmastery Checklist. Deleted If you have the Magnakai Discipline of Weaponmastery with Bow, you may add 3 to any number that you choose from the Random Number Table, when using the Bow.. Replaced Kaltesee with Kaltersee. Added You may only use one Weapon at a time in combat. in harmony with the Collectors Edition.

+

(Equipment) Replaced both occurrences of safe-keeping with safekeeping. Replaced all occurrences of bow with Bow. Replaced all occurrences of arrow with Arrow. Replaced all occurrences of arrows with Arrows. Replaced quiver with Quiver. Replaced Weaponmastery with a bow with Weaponmastery with Bow. Replaced combat, therefore with combat; therefore. Replaced both occurrences of Kai monastery with Kai Monastery. Replaced two weapons with two Weapons. Replaced your list with your Weaponmastery Checklist. Removed If you have the Magnakai Discipline of Weaponmastery with Bow, you may add 3 to any number that you choose from the Random Number Table, when using the Bow.. Replaced Kaltesee with Kaltersee. Added You may only use one Weapon at a time in combat. in harmony with the Collectors Edition. Added It cannot be used to increase ENDURANCE points immediately prior to a combat. in harmony with the Collectors Edition.

(Rules for Combat) Replaced on the page after the Random Number Table with in the back of this book. Replaced points reduced with points possibly reduced. Replaced reduced to zero with reduced to zero or below. Replaced at which point the one with the zero score is declared dead. with at which point that combatant is declared dead..

@@ -6750,9 +6753,9 @@

Suddenly the black tendril retreats, copied and adapted from Section 103. Without this extensive revision, mention of the black tendril appears from nowhere, creating a large continuity issue.

(227) Replaced over, then with over, and then. Replaced guards in the watchtower, or the with guards in the watchtower or the.

(229) Replaced gods with Gods. Replaced handshake, then with handshake, and then. Replaced Kaltesee with Kaltersee.

-

(230) Addressing the issue of what COMBAT SKILL bonus the Dagger of Vashna or Helshezag should confer for this fight is rather problematic. On the one hand, use of the Dagger of Vashna in combat against Darklord Kraagenskl adds 7 points to your COMBAT SKILL for the duration of the fight, owing to the power of the Dagger of Vashna when used against a Darklord of Helgedad (cf. Section 171). Similarly, Helshezag will also add 7 points [to your COMBAT SKILL] when used against a Darklord of Helgedad (cf. Section 240).

+

(230) Addressing the issue of what COMBAT SKILL bonus the Dagger of Vashna or Helshezag should confer for this fight is rather problematic. On the one hand, use of the Dagger of Vashna in combat against Darklord Kraagenskl adds 7 points to your COMBAT SKILL for the duration of the fight, owing to the power of the Dagger of Vashna when used against a Darklord of Helgedad (cf. Section 171). Similarly, Helshezag will also add 7 points to your COMBAT SKILL when used against a Darklord of Helgedad (cf. Section 240).

However, things are complicated by the battle with Darklord Gnaag in a few sections where the text clearly states: The power of the weapon you wield is greatly intensified when used within the walls of Helgedad. Owing to its increased power, add 12 to your COMBAT SKILL for the duration of the fight (cf. Section 88).

-

It seems that the author intended to keep the +12 COMBAT SKILL bonus a surprise for the final, climactic battle, but this leads to inconsistency with the battle against Darklord Taktaal presented here. We suggest that you use the +12 COMBAT SKILL bonus against Darklord Taktaal due to the power of the weapon you are wielding.

+

It seems that the author intended to keep the 12 COMBAT SKILL bonus a surprise for the final, climactic battle, but this leads to inconsistency with the battle against Darklord Taktaal presented here. We suggest that you use the 12 COMBAT SKILL bonus against Darklord Taktaal due to the power of the weapon you are wielding.

(231) Replaced three Drakkar with three Drakkarim.

(232) Replaced death cry with death-cry. Replaced Shez dot got! with Shez dok tot! as the original does not seem to make any sense.

(233) Replaced Mentora or more with Mentora or higher. Replaced Curing, and with Curing and. Replaced skill, or with skill or. Replaced Kai training with Magnakai training.

@@ -6778,6 +6781,7 @@

(262) Replaced main mast with mainmast.

(263) Replaced semi-circular with semicircular. Replaced shadows, then with shadows, and then.

(264) Added a period to the end of the illustrations caption. Replaced bow with Bow.

+

(268) Replaced etc with etc..

(269) Replaced head, then with head, and then.

(273) Replaced Pathmanship with Pathsmanship.

(275) Replaced difficulty, then with difficulty, and then.

@@ -6828,7 +6832,7 @@

(349) Replaced clang with clang.

(350) Replaced backpack with Backpack. Added The next book in the Lone Wolf series is entitled The Plague Lords of Ruel. in harmony with the Collectors Edition.

-

(Map) Replaced Kaltesee with Kaltersee.

+

(Map) Replaced Kaltesee with Kaltersee. Replaced Dajdokritzaga with Dajdokriitzaga.

(Combat Rules Summary) Replaced cross reference with cross-reference. Replaced top of chart with top of the chart. Replaced fall to 0 with falls to 0 or below. Replaced Kai Disciplines with Magnakai Disciplines. Replaced Pick number from with Pick a number from the. Replaced Turn to Combat with Turn to the Combat. Replaced to random number with to the random number. Replaced when ENDURANCE with when the ENDURANCE. Replaced ignored, only with ignored; only. Replaced skill and with skill, and.