X-Git-Url: http://git.projectaon.org/?p=project-aon.git;a=blobdiff_plain;f=en%2Fxml%2F18dotd.xml;h=496652641869126972b1676f43bb04a91539dbd9;hp=1da30ef2f23cfd802e6c5963a688d98d377c859a;hb=aaefe3988a2db10cdf1efa079951211a2bb307e3;hpb=e2311867be90f4cf22432218f4b23c319c2bc6c2 diff --git a/en/xml/18dotd.xml b/en/xml/18dotd.xml index 1da30ef..4966526 100644 --- a/en/xml/18dotd.xml +++ b/en/xml/18dotd.xml @@ -25,7 +25,7 @@ &inclusion.brian.williams.bio.lw; Project Aon - 20121028 + 2018215

You are Lone WolfKai Grand Master of Sommerlund. During your long voyage home from a successful quest you discover the Dark God Naar is poised to unleash a horde of fire-breathing dragons upon the Kai Monastery. Will his agents assassinate you en route? Or will you manage to arrive at your monastery in time to take command of the New Order of young Kai warriors in what could be their first and final battle against Naars champions of evil?

@@ -1360,7 +1360,7 @@ 40 -

You leave the monastery under cover of darkness and set off towards the northwest, into the foothills the Durncrag Mountains. Soon you pick up the trail that leads to Ravens Eyrie and you follow it for a mile to where it crosses a mountain stream. Mist oozes from the peaty soil, breathing a damp film on the surrounding rocks.

+

You leave the monastery under cover of darkness and set off towards the northwest, into the foothills of the Durncrag Mountains. Soon you pick up the trail that leads to Ravens Eyrie and you follow it for a mile to where it crosses a mountain stream. Mist oozes from the peaty soil, breathing a damp film on the surrounding rocks.

You continue beyond the mist-enshrouded stream until you reach a rocky spur of granite called Eagles Claw. Here you detect a low humming sound and your pulse quickens; you sense you are getting closer to the Shadow Gate. This resonant hum steadily increases in volume the nearer you get to Ravens Eyrie. Then, as you come to within a few hundred yards of the peak, you catch your first glimpse of the Shadow Gate. It is an awe-inspiring sight.

@@ -1882,7 +1882,7 @@

Using the Brotherhood Spell Mind Charm, you command the prisoner to reveal the identity of the person who sent him here to Garthen to murder you. At first you are unable to penetrate the mans mindhis memory is protected by a magical shield. Then you draw on your psychic Kai skills to boost the Mind Charm spell and suddenly you feel the mans magical shield begin to crack and disintegrate.

-

The man shrieks with fear as his body is racked by convulsions. A mass of images swirls and solidify in your minds eyethey are images of a past meeting in a far-off place which you recognize to be Duadon, the capital city of Eldenora. You see a shadowy figure, sheathed in ornate chainmail, handing a bulging pouch of gold to the prisoner in a dimly lit alleyway. The figure speaks your name before melting away into the shadows.

+

The man shrieks with fear as his body is racked by convulsions. A mass of images swirls and solidifies in your minds eyethey are images of a past meeting in a far-off place which you recognize to be Duadon, the capital city of Eldenora. You see a shadowy figure, sheathed in ornate chainmail, handing a bulging pouch of gold to the prisoner in a dimly lit alleyway. The figure speaks your name before melting away into the shadows.

Who is this person? you say, commanding the trembling prisoner to answer. He parts his bruised lips and tries to utter a name but no sound emerges. You sense that he is fighting to overcome the remnants of the shielding spell placed upon his mind. Moving closer, you try to make out the name he is struggling hard to whisper.

Turn to 326.
@@ -2153,7 +2153,7 @@ 100 -

From a secret drawer beneath the stone table, Gwynian brings forth a golden crystal the size of an apple. Its multi-faceted surface radiates a myriad tiny beams which shimmer and sparkle with the fiery energy that is locked within its core.

+

From a secret drawer beneath the stone table, Gwynian brings forth a golden crystal the size of an apple. Its multi-faceted surface radiates a myriad of tiny beams which shimmer and sparkle with the fiery energy that is locked within its core.

This is a Sun-crystal, Grand Master, he says, placing the object into the palm of your hand. Its surface feels pleasantly warm, inviting your touch. If you are to save your brethren, you must close the Shadow Gate for good. This crystal can achieve this aim. It contains power sufficient to destroy the Shadow Gate and prevent its return.

@@ -2227,7 +2227,7 @@ 104 -

The sun is now above the horizon and this hamlet is slowly stirring to life. You decide to wile away the next hour or so by looking around its simple shops and riverside stores. One building in particular catches your eye: it is a hall perched precariously on the end of a wide wooden jetty. You can hear an old mans voice trailing from its open doors, answered by the occasional murmur of a crowd. Inside you discover a wizened old cleric administering to a sick woman whose head is swathed with bandages. The cleric is attempting to cure the woman of her ills by laying-on his hands, but the pressure is simply making the pain in her head feel worse.

+

The sun is now above the horizon and this hamlet is slowly stirring to life. You decide to wile away the next hour or so by looking around its simple shops and riverside stores. One building in particular catches your eye: it is a hall perched precariously on the end of a wide wooden jetty. You can hear an old mans voice trailing from its open doors, answered by the occasional murmur of a crowd. Inside you discover a wizened old cleric administering to a sick woman whose head is swathed with bandages. The cleric is attempting to cure the woman of her ills by laying on his hands, but the pressure is simply making the pain in her head feel worse.

Charlatan, mumbles one onlooker. Old fake, whispers another. The aged cleric hears these dissenting voices and he becomes flustered. Although he may be incompetent as a healer, you sense that he is a good man at heart and so you decide to save him from the disgruntled crowd, who look as if they are on the brink of throwing him in the river at any moment.

Hold, good brother! you say, moving swiftly through the crowd to the small stage on which he and the bandaged woman are standing. You should not be placing your hands upon this good womans head. Surely the source of her pain stems from her aching heart!

And with this you take hold of the mans hands and place them on the womans chest. Her first reaction is one of shock and she starts to pull away, but when you transmit your own healing powers through the clerics hands and into her body, the pain in her head suddenly vanishes. A smile of pure joy lights up her face and hurriedly she strips off her bandages.

@@ -3049,7 +3049,7 @@

You ask a street trader the way to the Halls of Learning and he points impatiently to an avenue on the west side of the square. A rusty plate fixed to the corner building says Quill Street.

You ride along this narrow avenue, which is flanked by aromatic jala houses and perfumeries, until it turns abruptly right into a wider thoroughfare called Brass Street. A smile cracks your travel-grimy face when you see the courtyard entrance to a grand building. It has changed much since you were last here, but despite its new brick and marble faade you recognize Varettas Halls of Learning.

-

You ride along a gravelled path to a fountain where you stop to ask a brown-robed scholar if he knows where Gwynian can be found. Without speaking, he points to a nearby hall. A sign hanging over its richly-carved oak door says Library. You thank the robed man and dismount from your horse, leaving him tied to a ring which is set into the wall. Then you push open the door and enter the librarys cool interior.

+

You ride along a gravelled path to a fountain where you stop to ask a brown-robed scholar if he knows where Gwynian can be found. Without speaking, he points to a nearby hall. A sign hanging over its richly-carved oak door says Library. You thank the robed man and dismount, leaving your horse tied to a ring which is set into the wall. Then you push open the door and enter the librarys cool interior.

Countless thousands of books and parchments crowd the stone shelves of this magnificent library. Your eyes travel along them until they reach another door at the far end of the hall. There, standing framed in the arch, is the man whose help you seek.

Welcome, Grand Master, says Gwynian the Sage. I have been expecting you.

Turn to 268. @@ -3616,7 +3616,7 @@

While you are observing the town, your thoughts wander to your homeland and the threat that is confronting the New Order acolytes at the Kai Monastery. Your fervent desire to be with them is rekindled, making you wish that you possessed a horse to help speed your journey to Casiorn.

-

Near the junction at the centre of the town, you see a large timbered building. Painted on its facia and roof are two words Nursha Stables.

+

Near the junction at the centre of the town, you see a large timbered building. Painted on its facia and roof are two words: Nursha Stables.

If you wish to enter the deserted-looking town and go in search of a horse, turn to 349. If you would rather avoid this town, you can skirt around its perimeter and take the road which heads east towards Abisko, by turning to 3.
@@ -3800,7 +3800,7 @@

As the riders approach, your initial suspicions are confirmed: these are unquestionably Eldenoran brigands. Their saddle-cloths bear the emblem of their realm, and their steeds are laden with sacks and pouches that bulge with ill-gotten gains. You remain hidden until they have passed by, and then, to be doubly sure you wait until the dust of their horses hooves disappears beyond the horizon.

-

During your wait, unless your possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

+

During your wait, unless you possess Grand Huntmastery, you must eat a Meal or lose 3 ENDURANCE points.

To continue, turn to 340.
@@ -4543,7 +4543,7 @@

As the last of your attackers collapses at your feet, you turn and run headlong down the steep hill track. Arrows and spears whistle past on all sides as you endeavour to outrun the remaining ambushers. By dint of luck and speed, Nathor and his troop of Court Cavalry have survived the Eldenoran ambush with little injury and no loss of life. You see them in the distance, gathered in a group on the valley floor, and you wave to them to show that you are still alive. Immediately Nathor gallops away from the troop and comes speeding up the track to your rescue. As he gets nearer he slows his horse to allow you to leap astride its rump. Once aboard, he pulls his steed about and descends once more towards the valley floor, cheered on by his anxious men.

Follow me! commands the Lord Constable as he gallops past his troop without slowing. You glance over your shoulder and see them spur their steeds forward, their faces set in expressions of grim determination. Upon entering the village, you note a number of frightened women and children who are huddled beside stone walls or lying beneath hay carts. Some are cradling the bodies of their dead menfolk who lie scattered in the fields nearby. Then you catch sight of a group of Eldenorans in the grounds of the abbey. All are laden with loot, yet even so there are some who are squabbling amongst themselves in an effort to grab an even bigger share of the booty.

-

Nathor brings his steed to a halt and you both quickly dismount. As your feet touch the ground, you notice a drunken Eldenoran come lurching out of the doorway of a nearby cottage. He has a flagon of ale in one hand and a young woman, with a crying baby in the other. He sees you and, in a moment of drunken panic, he drops the flagon and unsheathes a dagger from his belt. It is clear from his actions that he intends to stab the screaming child.

+

Nathor brings his steed to a halt and you both quickly dismount. As your feet touch the ground, you notice a drunken Eldenoran come lurching out of the doorway of a nearby cottage. He has a flagon of ale in one hand, and a young woman with a crying baby in the other. He sees you and, in a moment of drunken panic, he drops the flagon and unsheathes a dagger from his belt. It is clear from his actions that he intends to stab the screaming child.

If you possess Magi-magic and have reached the Kai rank of Grand Thane, turn to 82. If you possess the Grand Master Discipline of Kai-surge, turn to 225. If you possess a Bow and wish to use it, turn to 243. @@ -4721,7 +4721,7 @@

Using your Magnakai skill of Nexus, you are able to free your hands from the cords that bind them. Escape from this pit is now foremost in your mind. Beyond the wall you can hear the sound of rushing water and, when you move to where the sound is loudest, you discover a panel partially concealed by slime. A closer inspection reveals it to be an opening to a circular chute. You are working on a way to prise open this panel, hoping it will lead to a way out of the pit, when suddenly there is a grating rumble high above. A column of bright light invades the gloom and, squealing with fright, the rats burrow frantically into the slime to avoid it.

Well well, if it isnt Grand Master Lone Wolf himself! booms a mans voice from the top of the shaft. How good of you to come to Duadon in person. You have saved me the further expense of having you hunted down and brought here in chains.

Quickly your eyes grow accustomed to the light and you see, peering over the lip of an open trapdoor at the top of the shaft, the sneering face of a young man. His pointed beard and moustache are trimmed to perfection, and his dark eyes twinkle with a cold malevolence that places a chill in your very soul. His skin is unusually pale and, judging from the wealth of gold embellishment that bedecks the neck of his velvet tunic, you feel sure that he is Prince Lutha, the self-appointed ruler of this city.

-

What do you intend for me? you ask aloud, but silently you are dreading his answer. The Prince does not reply directly, he simply utters a soft, chilling laugh as he extends his right hand. On his index finger you see a glowing ring of green crystal and, in a moment of terror, you realize that it is an artefact of pure evil, fashioned by, and imbued with, the power of the Dark God Naar himself.

+

What do you intend for me? you ask aloud, but silently you are dreading his answer. The Prince does not reply directly; he simply utters a soft, chilling laugh as he extends his right hand. On his index finger you see a glowing ring of green crystal and, in a moment of terror, you realize that it is an artefact of pure evil, fashioned by, and imbued with, the power of the Dark God Naar himself.

If you possess the Sommerswerd and wish to unsheathe it, turn to 267. If you possess Magi-magic and have attained the Kai rank of Grand Thane, turn to 9. If you possess Assimilance and have attained the rank of Kai Grand Guardian or higher, turn to 172. @@ -5323,9 +5323,15 @@
344 + + +

If you possess the Sommerswerd, Section 98 suggests that you may be able to add 4 to your COMBAT SKILL when using it in the Plane of Darkness (in addition to all other combat bonuses for this Special Item).

+
+
+

Gradually the wounded dragon yields his ground. He twists his head violently back and forth, as if he is trying to cast away the pain; then slowly he turns his back on you and lumbers towards his herd.

-

You seize this opportunity to make a dash for the Shadow Gate. However, the wraith-like manifestation of Naar senses your intention and sends his Lavas swooping down to block your path. Hurriedly they form up in a line at the entrance to the Shadow Gate, forcing you to fight or retreat. Knowing that they block your only means of escaping from this nightmare realm, you draw your weapon and hurl yourself against them in a frenzied attempt to break through their line.

+

You seize this opportunity to make a dash for the Shadow Gate. However, the wraith-like manifestation of Naar senses your intention and sends his Lavas swooping down to block your path. Hurriedly they form up in a line at the entrance to the Shadow Gate, forcing you to fight or retreat. Knowing that they block your only means of escaping from this nightmare realm, you draw your weapon and hurl yourself against them in a frenzied attempt to break through their line.

Lavas5045 If you win the combat, turn to 145.
@@ -5399,7 +5405,7 @@ 349 -

You leave the wood and make your way across open fields to a farm at the edge of the town. Here, among the outbuildings of this deserted property, you make a shocking discovery. The burnt remains of men, women, and children are heaped in small mounds all over the farmyard. Open trenches, containing fire-blackened bones and skulls, have been dug in lines behind the farmhouse, and cattle carcasses fill the ditches which border the muddy road into the town. You detect no life at all, not even a bird or lowly farm animal wanders freely here.

+

You leave the wood and make your way across open fields to a farm at the edge of the town. Here, among the outbuildings of this deserted property, you make a shocking discovery. The burnt remains of men, women, and children are heaped in small mounds all over the farmyard. Open trenches, containing fire-blackened bones and skulls, have been dug in lines behind the farmhouse, and cattle carcasses fill the ditches which border the muddy road into the town. You detect no life at all; not even a bird or lowly farm animal wanders freely here.

If you possess the Discipline of Grand Nexus, turn to 325. If you do not possess this skill, turn to 23.
@@ -6021,7 +6027,7 @@

(36) Replaced had been with has been. Replaced owner, Very with owner. Very. Replaced curing and animal control with Curing and Animal Control. Replaced new-born with newborn. Replaced head, shes with head. Shes.

(37) Replaced Old Kingdom spell with Old Kingdom Spell.

(39) Replaced glass and with glass, and. Added If you possess a Jewelled Mace, you may add 3 to your COMBAT SKILL for the duration of this fight. in harmony with the Collectors Edition.

-

(40) Replaced both occurrences of Sun-Crystal with Sun-crystal. Replaced north-west with northwest. Replaced Durncrag mountains with Durncrag Mountains. Replaced semi-circular with semicircular. Replaced Telegnosis turn to 291 with Telegnosis, turn to 291. Replaced cavemouth with cave mouth. Replaced lavas with Lavas. Replaced all occurrences of Ravens Eerie with Ravens Eyrie. Replaced reach to with reach into.

+

(40) Replaced both occurrences of Sun-Crystal with Sun-crystal. Replaced north-west with northwest. Replaced Durncrag mountains with Durncrag Mountains. Replaced semi-circular with semicircular. Replaced Telegnosis turn to 291 with Telegnosis, turn to 291. Replaced cavemouth with cave mouth. Replaced lavas with Lavas. Replaced all occurrences of Ravens Eerie with Ravens Eyrie. Replaced reach to with reach into. Replaced foothills the with foothills of the.

(41) Replaced Telegnosis, and have with Telegnosis and have.

(42) Replaced run down with run-down.

(43) Replaced to barren plateau with to a barren plateau.

@@ -6051,7 +6057,7 @@

(75) Replaced say, can with say. Can.

(76) Replaced discard with shoulder. Replaced bow with Bow. Replaced arrow with Arrow.

(78) Replaced all occurrences of lavas with Lavas.

-

(79) Replaced Brotherhood spell with Brotherhood Spell. Replaced dimly-lit with dimly lit. Replaced A mass of images swirl with A mass of images swirls.

+

(79) Replaced Brotherhood spell with Brotherhood Spell. Replaced dimly-lit with dimly lit. Replaced A mass of images swirl and solidify with A mass of images swirls and solidifies.

(80) Replaced doormouse with dormouse. Replaced lavas with Lavas. Replaced lavas with Lavas. Replaced herd of coppery-red dragons continue their with herd of coppery-red dragons continues its.

(81) Replaced legs, With with legs. With. Replaced grasssnake with grass snake.

(82) Replaced Old Kingdom battle-spell with Old Kingdom Battle-spell.

@@ -6070,10 +6076,10 @@

(96) Replaced lavas with Lavas. Replaced psychic abilityMindblendas with psychic Mindblend ability as.

(97) Replaced another, cough with another. Cough.

(99) Replaced brings with bring. Replaced saddlebags, then with saddlebags, and then.

-

(100) Replaced all occurrences of Sun-Crystal with Sun-crystal. Replaced Gwynian, Just with Gwynian. Just. Replaced longer, I with longer; I. Replaced maximum permissible with maximum number permissible.

+

(100) Replaced all occurrences of Sun-Crystal with Sun-crystal. Replaced Gwynian, Just with Gwynian. Just. Replaced longer, I with longer; I. Replaced maximum permissible with maximum number permissible. Replaced myriad tiny with myriad of tiny.

(101) Replaced cry, we with cry. We. Replaced feet first with feet-first.

(102) Replaced agonising with agonizing. Replaced arrow with Arrow.

-

(104) Replaced cried, Im with cries. Im. Replaced while away with wile away.

+

(104) Replaced cried, Im with cries. Im. Replaced while away with wile away. Replaced laying-on his hands with laying on his hands.

(105) Replaced DVal with DVal. Changed incorrect link to Section 253 to lead to Section 235. Replaced Captain with captain.

(106) Replaced points), then with points); then.

(107) Replaced ambushers with Ambushers.

@@ -6122,7 +6128,7 @@

(161) Replaced infra-vision with infravision.

(163) Replaced mastery of Kai-alchemy with Kai-alchemy. Added If you possess both, add 6. in harmony with the recent Collectors Edition.

(167) Replaced thug with Thug.

-

(168) Replaced Sage, I with Sage. I. Replaced recognise with recognize. Replaced says: LIBRARY with says Library. Replaced says: Quill Street with says Quill Street.

+

(168) Replaced Sage, I with Sage. I. Replaced recognise with recognize. Replaced says: LIBRARY with says Library. Replaced says: Quill Street with says Quill Street. Replaced dismount from your horse, leaving him tied to a ring with dismount, leaving your horse tied to a ring to avoid ambiguity and possible gender confusion (cf. Section 36).

(170) Replaced Silversmiths Guild with Silversmiths Guild.

(172) Replaced Kai mastery with Kai Mastery.

(173) Replaced arrow with Arrow.

@@ -6160,7 +6166,7 @@

(209) Replaced town as well with town because the reader may not have already encountered signs of the plague. Replaced message: Abisko25 miles with message Abisko25 miles.

(210) Replaced Vaderish monastery with Vaderish Monastery. Replaced wharfs with wharves. Replaced monks with monks. Replaced son, then with son, and then. Replaced River Phoen with river because the River Phoen is actually many miles to the northeast of Garthen near the city of Phoena (cf. The Jungle of Horrors Section 271).

(211) Replaced Kai mastery with Kai Mastery. Replaced Telegnosis, and with Telegnosis and.

-

(212) Replaced new order with New Order. Replaced Abisko, turning to 3 with Abisko, by turning to 3. Replaced Narsha with Nursha. Replaced words: Nursha Stables with words Nursha Stables.

+

(212) Replaced new order with New Order. Replaced Abisko, turning to 3 with Abisko, by turning to 3. Replaced Narsha with Nursha. Replaced words: Nursha Stables with words: Nursha Stables.

(213) Replaced on to with onto.

(214) Replaced animal control with Animal Control.

(215) Replaced shouts, Ride with shouts. Ride. Replaced Captain with captain. Replaced Captains with captains.

@@ -6175,6 +6181,7 @@

(226) Replaced shouts, Ride with shouts. Ride. Replaced wound it with wound, it. Replaced Captain with captain. Replaced Captains with captains. Replaced elation, then with elation, and then.

(227) Replaced Brotherhood spell with Brotherhood Spell. Replaced fatique with fatigue.

(228) Replaced Kai mastery with Kai Mastery.

+

(229) Replaced unless your possess with unless you possess.

(230) Replaced Kai mastery with Kai Mastery. Replaced Magi-magic, and with Magi-magic and. Replaced Kai-surge, and with Kai-surge and.

(231) Replaced inkeeper with innkeeper. Replaced kind Sir with kind sir.

(232) Replaced Kai mastery with Kai Mastery. Replaced Sun Lord, or higher with Sun Lord or higher. Replaced Sun Thane, or higher with Sun Thane or higher. Replaced each occurrence of Kai-alchemy, and with Kai-alchemy and. Replaced Telegnosis, and with Telegnosis and.

@@ -6221,7 +6228,7 @@

(279) Replaced lording with lordling.

(280) Replaced Alema trail with Alema Trail. Replaced treeline with tree-line. Replaced Lone Wolf with Lone Wolf. Replaced Ixia, or with Ixia or. Replaced Vorndarol, in with Vorndarol in.

(282) Replaced Sun-Crystal with Sun-crystal. Replaced lavas with Lavas. Replaced Ravens Eerie with Ravens Eyrie.

-

(285) Replaced skills, (or with skills (or. Replaced bow, and with Bow and. Replaced bow, nor with Bow nor. Replaced Grand Thane, or higher with Grand Thane because that is the highest rank possible in this book. Replaced court cavalry with Court Cavalry.

+

(285) Replaced skills, (or with skills (or. Replaced bow, and with Bow and. Replaced bow, nor with Bow nor. Replaced Grand Thane, or higher with Grand Thane because that is the highest rank possible in this book. Replaced court cavalry with Court Cavalry. Replaced one hand and a young woman, with with one hand, and a young woman with.

(286) Replaced mindforce with Mindforce. Replaced if he was to do so with if he were to do so.

(288) Replaced lavas with Lavas. Replaced the Gate with the Shadow Gate.

(289) Replaced Captain with captain. Replaced Deliverance, and with Deliverance and.

@@ -6233,7 +6240,7 @@

(297) Replaced Old Kingdom spell with Old Kingdom Spell. Replaced Grand Huntmastery with Grand Weaponmastery. Replaced all occurrences of arrow with Arrow.

(298) Replaced treeline with tree-line.

(299) Replaced my Lady with my lady.

-

(300) Switched the third and fourth choices. Replaced Grand Thane, or higher with Grand Thane, since that is the highest rank possible when attempting this adventure. Replaced Sommerswerd, and with Sommerswerd and. Replaced Magi-magic, and with Magi-magic and. Replaced Kai-alchemy, and with Kai-alchemy and. Replaced Assimilance, and with Assimilance and. Replaced Items, Grand with Items or Grand.

+

(300) Switched the third and fourth choices. Replaced Grand Thane, or higher with Grand Thane, since that is the highest rank possible when attempting this adventure. Replaced Sommerswerd, and with Sommerswerd and. Replaced Magi-magic, and with Magi-magic and. Replaced Kai-alchemy, and with Kai-alchemy and. Replaced Assimilance, and with Assimilance and. Replaced Items, Grand with Items or Grand. Replaced reply directly, he simply with reply directly; he simply.

(301) Replaced Kai-alchemy, and with Kai-alchemy and.

(302) Replaced rain which with rain, which.

(303) Replaced past, therefore with past; therefore. Replaced If, in with If in. Replaced combat, you with combat you.

@@ -6272,7 +6279,7 @@

(346) Replaced eyes, you with eyes. You. Replaced GodsOur with gods! Our. Replaced lavas with Lavas. Replaced warmly golden light with warm golden light.

(347) Replaced Lucky Bucket inn with Lucky Bucket Inn.

(348) Replaced Durncrag mountains with Durncrag Mountains.

-

(349) Replaced farm house with farmhouse.

+

(349) Replaced farm house with farmhouse. Replaced all, not with all; not.

(350) Replaced Crack!, with Crack!. Replaced Sun-Crystal with Sun-crystal. Replaced WOLFS BANE with Wolfs Bane.

(The Lands and Territories of Central Northern Magnamund) Doubled the number of miles on the scale to reconcile it to the scales on other published maps. The original scale went from 0 to 150 miles. Now it goes from 0 to 300 miles.

(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 Grand Master 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.