X-Git-Url: http://git.projectaon.org/?p=project-aon.git;a=blobdiff_plain;f=en%2Fxml%2F15tdc.xml;h=00ebf6802123710b3cec552a6de1e114ede371d9;hp=4fa62a84456836f86ba2049be87607c2bee665eb;hb=33f149fe2601a0c5add0a4925ac4610e8e473943;hpb=393e28f5f203a97b981bd8128a4493fd57532572 diff --git a/en/xml/15tdc.xml b/en/xml/15tdc.xml index 4fa62a8..00ebf68 100644 --- a/en/xml/15tdc.xml +++ b/en/xml/15tdc.xml @@ -25,7 +25,7 @@ &inclusion.brian.williams.bio.lw; Project Aon - 20121028 + 2018215

You are the warrior Lone WolfKai Grand Master of Sommerlund. In the distant realm of Nyras a bitter war is waging between the brave knights of Lencia and the evil Drakkarim. The Lencians have won many battles, but now the Drakkarim leaderWarlord Magnaarnis near to finding the Doomstone of Darke. If he should succeed he will be capable of destroying the Lencians once and for all.

In The Darke Crusade, you must journey through the infernal Hellswamp, trek deep into the forests of northern Nyras and brave the heat of battle. Will you succeed and save your allies? Or will you fall victim to Warlord Magnaarn?

@@ -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 1991 Joe Dever. - Illustrations copyright 1991 Brian Williams. + Text 1991 Joe Dever. + Illustrations 1991 Brian Williams. -

- Text copyright 1991 Joe Dever. - Illustrations copyright 1991 Brian Williams. - Distribution of this Internet Edition is restricted under the terms of the Project Aon License. -

+

Text 1991 Joe Dever. Illustrations 1991 Brian Williams.

+

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

@@ -117,8 +114,6 @@ Thomas Wolmer Jody Williams -
Coordination
Jonathan Blake
Special Thanks
@@ -1871,7 +1866,7 @@

Here you find Magnaarn, cowering with his crooked back pressed hard against the frost-covered wall. You sense that he has very nearly succumbed to the evil power of the Doomstone; he is treading a fine line between life and undeath. Yet, even though he is but a whisker away from eternal damnation, he musters enough spite to challenge you to a fight to the death.

Very well, Drakkar, you reply. Let battle commence.

- Warlord Magnaarn (with Nyras Sceptre)5036 + Warlord Magnaarn (with Nyras Sceptre)5036 If you win this combat, turn to 350. @@ -3244,7 +3239,7 @@

You clear the gap with one bound, and even manage to stay on your feet when you land on the far side of the fissure. Hungry for victory and vengeance, you tear aside the curtain through which Magnaarn disappeared and discover a short flight of steps which emerge at a turret at the very top of the Palace Tower, the highest point in the city of Darke.

Here you find Magnaarn, cowering with his crooked back pressed hard against the frost-covered wall. You sense that he has very nearly succumbed to the evil power of the Doomstone; he is treading a fine line between life and undeath. Yet, even though he is but a whisker away from eternal damnation, he musters enough spite to challenge you to a fight to the death.

Very well, Drakkar, you reply. Let battle commence.

- Warlord Magnaarn (with Nyras Sceptre)5036 + Warlord Magnaarn (with Nyras Sceptre)5036 If you win this combat, turn to 350. @@ -4393,7 +4388,7 @@

For Sommerlund! you cry, as you steel yourself to meet their attack.

- 3 Tukodak Guardians (in battle-frenzy)4444 + 3 Tukodak Guardians (in battle-frenzy)4444 If you win this combat, turn to 125. @@ -4528,7 +4523,7 @@

Desperately you roll across the black stone floor to avoid the creatures initial attack. Your swift reactions save you from its razor claws, but it, too, possesses lightning reflexes. It leaps once more and you barely have enough time to unsheathe your weapon before it lands upon you and slams you to the ground.

- Tarhdemon (polymorphed Nadziran)4242 + Tarhdemon (polymorphed Nadziran)4242 If you win this combat, turn to 66.
@@ -5019,7 +5014,7 @@

You uncover the sack and sift through its contents. Gleaming in the dim light you see a mass of coins, silver plates and candlesticks, jewellery, and all manner of precious and semi-precious stones. There are countless gold teeth, pulled no doubt from the mouths of fallen Lencian knights, and scores of trinkets and other mementoes taken from less noble corpses. One item you sense possesses magical properties. You pull it out and, on closer inspection, you discover it to be a polished Jadin Amulet which is fixed to a gold neck-chain.

-

If you decide to keep this Jadin Amulet, record it on your Action Chart as a Special Item which you wear around your neck. It adds 1 to your score should you be instructed to pick a number from the Random Number Table when trying to avoid normal missiles (e.g. arrows, bolts, darts, etc.) aimed at you.

+

If you decide to keep this Jadin Amulet, record it on your Action Chart as a Special Item which you wear around your neck. It adds 1 to your score should you be instructed to pick a number from the Random Number Table when trying to avoid normal missiles (e.g. arrows, bolts, darts, etc.) aimed at you.

Having replaced the sack in its hole, you draw your cloak about you and approach the main gates. The guards are busy admitting the latest batch of prisoners and, helped by your camouflage skills, they do not give you a second glance as you stride confidently into the town.

Once inside, you head towards a dark, deserted alleyway which is sandwiched between a stables and an armoury. From here you observe the compound with a growing anger and pity for those trapped inside. Stirred by their plight, you vow to help these starving men. Patiently you watch and wait for the patrols to pass; then you scurry towards the compound fence to make contact with the Lencians.

Turn to 150.