X-Git-Url: http://git.projectaon.org/?p=project-aon.git;a=blobdiff_plain;f=xml%2F02fotw.xml;h=28b0f4ed63b3242610804df853560ca4eb313099;hp=8335c93a591366435e1da220cbc053eea68b03e1;hb=76405abe05703427078002cea4e4fbfa6df74df4;hpb=632600d27735c417534e789f7424b218063a3569 diff --git a/xml/02fotw.xml b/xml/02fotw.xml index 8335c93..28b0f4e 100755 --- a/xml/02fotw.xml +++ b/xml/02fotw.xml @@ -16,6 +16,9 @@ $Id$ $Log$ +Revision 1.14 2007/05/11 23:28:05 jonathan.blake +Fixed illustration dimensions + Revision 1.13 2007/05/10 23:24:50 jonathan.blake Final (I mean it this time) changes prior to republication @@ -110,9 +113,9 @@ To do: &inclusion.gary.chalk.bio.lw; Project Aon - 2007510 + 2007511 -

You are Lone WolfLast of the Kai Lords. Bitter war rages through your homeland as the evil Darklords of the west lay siege to the capital. The King has sent you on a desperate journey to retrieve the only power in Magnamund that can save your people: the Sommerswerd, the sword of the sun. Ahead of you lie terrible dangersferocious sea-storms, the tunnel of Tarnalin, and the ghostly death-hulks of Vonotar the Traitor. But only you can save your land from the devestation of the Darklords.

+

You are Lone WolfLast of the Kai Lords. Bitter war rages through your homeland as the evil Darklords of the west lay siege to the capital. The King has sent you on a desperate journey to retrieve the only power in Magnamund that can save your people: the Sommerswerd, the sword of the sun. Ahead of you lie terrible dangersferocious sea-storms, the tunnel of Tarnalin, and the ghostly death-hulks of Vonotar the Traitor. But only you can save your land from the devastation of the Darklords.

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.

@@ -615,8 +618,8 @@ To do: Gary Chalk - - + + If you wish to draw your weapon and attack your unknown assailant, turn to 273. If you wish to try and pull free of his grasp, turn to 160. @@ -652,8 +655,8 @@ To do: Gary Chalk - - + + If you wish to confront the fishermen, turn to 104. If you wish to talk to the innkeeper at the bar, turn to 342. @@ -682,8 +685,8 @@ To do: Gary Chalk - - + + Meki MajenorArmourer and Weaponsmith @@ -726,8 +729,8 @@ To do: structure of glass and stone
- - + +

The carriage speeds through the lush farmlands surrounding the city with its many towers and wide streets. On a hill in the very centre of Hammerdal stands the Kings Tower, a magnificent structure of glass and stone. As the carriage halts at the tower gates, you suddenly realize for the first time that as a wielder of the Sommerswerd, your destiny is to become part of the oldest legend of the Lastlands.

Turn to 196. @@ -766,8 +769,8 @@ To do: Gary Chalk - - + +

After somewhat reluctantly agreeing to a wager of 10 Gold Crowns, you begin the game.

Pick a number from the Random Number Table. If you have the Kai Discipline of Sixth Sense, you may add 2 to this number.

@@ -846,8 +849,8 @@ To do: Gary Chalk - - + + Meki MajenorArmourer and Weaponsmith @@ -1014,8 +1017,8 @@ To do: Gary Chalk - - + +

Early next day, you are taken to an enclosed garden at the rear of the consulate where Rhygar and three of his best soldiers await you on horseback. They are to be your bodyguard and guides on the 230 mile ride to Hammerdal. The streets of Port Bax are just beginning to come to life as you ride through the town. Passing under the moss-covered city gate, you now feel confident that your mission will succeed.

Pick a number from the Random Number Table.

@@ -1089,8 +1092,8 @@ To do: Gary Chalk Inside the coach, it is warm and dry - - + +

We should reach Ragadorn in six hours, she says, placing her basket on the floor so that you can sit beside her. You learn that she lives in Ragadorn and she tells you a little about the port.

Since Killean the Overlord died three years ago, Ragadorn has been ruled by Lachlan, his evil son. He and his mercenaries are nothing but pirates. They bleed the people dry with their heavy taxes, and if anyone complains, they are quietly disposed of. Its a sorry state of affairs. If you take my advice youll leave Ragadorn as soon as possible.

@@ -1144,8 +1147,8 @@ To do: Gary Chalk - - + + If you wish to take his advice, restore 1 ENDURANCE point and turn to 194. If you prefer to stay awake and keep watch for any other survivors of the storm, turn to 251. @@ -1296,8 +1299,8 @@ To do: Gary Chalk - - + +

Tis a fine blade, wrought of Durenese steel. It can be yours for only 12 Gold Crowns.

If you wish to purchase this Broadsword, mark it on your Action Chart.

@@ -1383,8 +1386,8 @@ To do: Gary Chalk - - + + If you have collected the necessary documents on your quest, turn to 126. If you do not have the documents he requires, or do not wish to show them to him, you will have to risk showing him the Seal of Hammerdal. Turn to 263. @@ -1467,8 +1470,8 @@ To do: and a blue flame ignites at the twisted iron tip - - + +

Give no quarter, cries the Lord-lieutenant as he attacks the cloaked staff-bearer. His sword slices clean through the robed stranger but he remains unharmed. You suddenly realize why he does not bleed. He and his sinister companions are Helghast, fell captains of the Darklords. They have the ability to adopt human form but are invulnerable to normal weapons. The Helghast lets out a hideous scream that tears at your mind. Blinded by the sudden pain, you trip and fall into the dense undergrowth of the wooded hillside. Unless you have the Kai Discipline of Mindshield, lose 2 ENDURANCE points from this attack by the Helghasts Mindforce.

Turn to 311. @@ -1519,8 +1522,8 @@ To do: Gary Chalk - - + +

A blinding flash of orange flame shoots from his hand towards your face.

Turn to 336. @@ -1615,8 +1618,8 @@ To do: Sommerswerd is revealed to you - - + + Turn to 40. @@ -1655,8 +1658,8 @@ To do: Gary Chalk - - + + Gunios Weaponsmithy @@ -1820,8 +1823,8 @@ To do: Gary Chalk - - + + If you have the Kai Discipline of Healing, a healing potion or some Laumspur, and you want to try to save the mans life, turn to 239. If you wish to attack the Szalls, turn to 28. @@ -1886,8 +1889,8 @@ To do: a huge ram protruding from its black prow - - + +

Abandon ship!

You are now in the thick of the enemy fleet and the Durenor is sinking fast.

@@ -2006,8 +2009,8 @@ To do: Gary Chalk - - + +

Suddenly, you are aware of the beating of wings directly above you. You are shocked to see a Kraan hovering above, trying to grab at you with its sharp claws. Its hooked talons catch your cloak and suddenly you are snatched up into the air. But it is to be a short flight. You draw the Sommerswerd and sink it into the soft belly of the creature. With a shriek of agony, it releases its grip and you fall. You pray that luck will be on your side and that you will land safely.

Turn to 120. @@ -2130,8 +2133,8 @@ To do: what appears to be a spear - - + +

You have been walking for half an hour when you see a strange creature on top of a wagon in the road ahead. It is two feet high and resembles an overgrown marsh rat. You assume it is some sort of tunnel dwelling rodent until you notice that it is wearing a splendid jacket of patched leather and carrying what appears to be a spear. As you get nearer, it suddenly turns to face you. Its whiskered nose is sniffing the air and its bright black eyes are peering into the gloom. It sees you and scampers off into the darkness of a smaller tunnel to your left.

If you have the Kai Discipline of Animal Kinship, turn to 279. @@ -2235,8 +2238,8 @@ To do: Gary Chalk - - + +

It has been six days since you left Holmgard, and you must eat a Meal here or lose 3 ENDURANCE points. You gather your equipment and leave the room. As you descend the rickety stairs, you see the innkeeper cleaning the floor with a mop and bucket.

If you wish to ask the innkeeper how you can get to Durenor, turn to 217. @@ -2322,8 +2325,8 @@ To do: glowing eyes of a Helghast - - + + If you have a Magic Spear, turn to 38. If you do not, turn to 304. @@ -2369,8 +2372,8 @@ To do: Gary Chalk - - + + If you wish to continue on your journey towards the watchtower, turn to 232. If you would rather avoid the guard, make a wide detour and enter the forest further south by turning to 244. @@ -2447,8 +2450,8 @@ To do: cloak of patchwork silks, addresses you - - + +

Yooze notta Dureneeze man-man, eh? Whereza yooze come za from, eh? questions Gashgiss, in his strange Noodnic accent.

You tell him that you are a Sommlending on your way to Hammerdal. He looks at you nervously, then asks, Yooze notta Blackscreamerz, eh? You realize that the Blackscreamerz that Gashgiss refers to are Helghast. You learn that two of them arrived in Tarnalin over two hours ago, and caused quite a panic in the main tunnel. Gashgiss knows where they are lying in ambush, waiting for you to appear.

@@ -2485,8 +2488,8 @@ To do: Gary Chalk - - + + Giaks1515 If you win this combat, turn to 345. @@ -2543,8 +2546,8 @@ To do: Gary Chalk - - + + Port Bax50 Mls @@ -2665,8 +2668,8 @@ To do: Gary Chalk - - + +

Captain Kelman has instructed me to take you to the Green Sceptre, but only if I am sure that you are the Kai Lord they call Lone Wolf. Can you prove your identity? You decide you must show your mastery of one of your Kai Disciplines.

If you wish to demonstrate your Kai Discipline of Healing, turn to 16. @@ -2742,8 +2745,8 @@ To do: clothes and hair in flames - - + + If you wish to investigate the tower, turn to 328. If you wish to escape from this ship, jump overboard by turning to 267. @@ -2830,8 +2833,8 @@ To do: Gary Chalk - - + +

Then, by chance, you notice a small boy steal a money pouch from the belt of a merchant, and slip it into his boot.

If you decide to grab the boy and make him hand back the pouch, turn to 91. @@ -2877,8 +2880,8 @@ To do: let you pass as you bear a royal dispatch - - + +

If you do not care for reason, perhaps our swords will turn your tails, says Rhygar. He draws his sword, and orders his men to attack.

If you have the Kai Discipline of Sixth Sense, turn to 322. @@ -2948,8 +2951,8 @@ To do: Gary Chalk - - + + Turn to 186. @@ -3066,8 +3069,8 @@ To do: Gary Chalk - - + + Port WatchtowerHarbour Authority @@ -3197,8 +3200,8 @@ To do: awaiting your appearance - - + +

[The following descriptions are of the illustration that originally appeared in the print editions:

@@ -3238,8 +3241,8 @@ To do: Gary Chalk - - + +

As you climb the stone steps, you are recognized by the Sommlending guards on duty at the main door. They disappear inside and quickly return in the company of a tall grey-haired official. His anguished expression suddenly changes to a smile of joy as he beholds your ragged Kai cloak and tunic.

Hope beyond hope! Thank the gods that you live, Kai Lord. The scant news that has reached us from the west has caused us great alarm.

@@ -3379,8 +3382,8 @@ To do: Gary Chalk - - + + The North Star Tavern @@ -3463,8 +3466,8 @@ To do: a large charred earthenware jug drops out - - + +

This was no accidental fire, he says solemnly. This was an act of sabotage. The forward hold is a food store yet I find this oil jug and these soaked rags upon the floor. Someone on this ship is prepared to risk his life to stop us reaching Durenor.

You both stare at the burnt rags as if they hold the answer to your questions. Suddenly a cry from up on deck breaks the silence.

@@ -3571,8 +3574,8 @@ To do: Gary Chalk - - + +

As you walk towards the junction at the end of the street, you are assailed from all sides with pleas for gold.

If you wish to give any of your gold to these beggars, turn to 93. @@ -3685,8 +3688,8 @@ To do: divided into ten sections marked 09 - - + +

To play Cartwheel, you must first decide the number you would like to bet on and just how many Gold Crowns you would like to stake. Make a note of these numbers and then pick a number from the Random Number Table. If you pick exactly the same number, you win 8 Gold Crowns for every 1 Gold Crown that you gamble. If the number you pick is immediately before or after the correct choice, you win 5 Gold Crowns for every 1 Gold Crown that you stake. There is a limit to how much you can win on this table: 40 Gold Crowns.

You may play as many rounds of Cartwheel as you wish until either you lose all your Gold Crowns or you decide to pick up your winnings (maximum of 40 Gold Crowns).

@@ -3714,8 +3717,8 @@ To do: Gary Chalk - - + +

On the afternoon of the fourth day, you are talking with an injured sailor up on deck when you smell smoke seeping from the hold.

If you wish to enter the hold, turn to 29. @@ -3785,8 +3788,8 @@ To do: Gary Chalk - - + + Meki MajenorArmourer and Weaponsmith @@ -3838,8 +3841,8 @@ To do: and learn about their backgrounds - - + +

Sitting opposite are two brothers named Ganon and Dorier. They are knights in the Order of the White Mountain, warrior lords of Durenor who have pledged allegiance to protect the country from raids by the bandits of the Wildlands. They own a castle and land near Port Bax. Next to them sits Halvorc the merchant. His nose is swollen and his face is badly bruised thanks to Lachlan, the Overlord of Ragadorn. A little misunderstanding about port taxes lost him his cargo and most of his gold. Seated by the far door is a priest called Parsion. Like you, he is a Sommlending who has journeyed across the Wildlands by coach on his way to Port Bax. Beside you sits a young woman called Viveka. She is a mercenary adventuress who earns her gold by fighting for it, and sells her services to the highest bidder. She is returning to Port Bax having collected payment for a successful adventure in Ragadorn.

Not wishing to reveal your true identity, you have pretended to be a simple peasant. The travellers seem unaware of the war that now rages in Sommerlund.

@@ -3931,8 +3934,8 @@ To do: Gary Chalk - - + + If you wish to continue north and enter Black Knight Street, turn to 335. If you wish to head east, enter Sage Street by turning to 181. @@ -4090,8 +4093,8 @@ To do: advancing towards you - - + +

As he speaks, a door crashes open behind you and you turn to see three harbour thugs advancing towards you. Each is armed with a scimitar and you have no choice but to fight all three as one enemy.

Harbour Thugs1625 @@ -4180,8 +4183,8 @@ To do: Gary Chalk - - + +

As you face the sailor across the table, bets are made throughout the tavern.

If you have the Kai Discipline of Mindblast, turn to 14. @@ -4298,8 +4301,8 @@ To do: of King Alins personal bodyguard - - + +

You tell him that you are a Kai Lord from Sommerlund on an urgent mission to King Alin. He seems unconvinced by your words until you show him the Seal of Hammerdal. Then, without hesitation, he orders his men to return your belongings and ushers you through the wall of wagons. Beyond, you can see a horse-drawn carriage waiting in the centre of the crowded tunnel.

Back to Hammerdal without delay, he orders the driver, and you are thrown back in your seat as the coach moves off at breakneck speed.

@@ -4484,8 +4487,8 @@ To do: Gary Chalk - - + +

You leave him to go up on deck just in time to see the outline of Holmgard on the horizon. With mixed feelings of pride and apprehension, you descend the stairway to your cabin as the last spire of the capital disappears from view.

Pick a number from the Random Number Table.

@@ -4541,8 +4544,8 @@ To do: Gary Chalk - - + + Ragadorn Trading PostMerchandise Bought and Sold @@ -4576,9 +4579,9 @@ To do:

The soldier stabs at your chest with his spear, but you quickly sidestep and it merely grazes your arm. The guard is determined to fight but you do not want to have to kill him in combat, so you decide to try and knock him unconscious.

-

Fight the following combat as normal, but double all ENDURANCE points lost by the enemy. When his score reaches zero, you will have succeeded in knocking him out. All ENDURANCE points that you lose still count as wounds and are deducted from your current ENDURANCE points total.

+

Fight the following combat as normal, but double all ENDURANCE points lost by the enemy. When his score reaches zero or below, you will have succeeded in knocking him out. All ENDURANCE points that you lose still count as wounds and are deducted from your current ENDURANCE points total.

Border Guard1624 - If you successfully reduce his points to zero, turn to 35. + If you successfully reduce his points to zero or below, turn to 35.
@@ -4690,8 +4693,8 @@ To do: one eye, is carrying a tray of hot food - - + +

With the compliments of one of your friends, he says, and leaves before you can ask which one. The food smells most appetizing. You have not eaten today and now you must eat a Meal or lose 3 ENDURANCE points.

If you have the Kai Discipline of Hunting, turn to 290. @@ -4833,8 +4836,8 @@ To do: broadsword raised - - + +

As the pirates clamber aboard, you are horrified to see the black-clad shape of a Drakkarim warrior in their midst. He has spotted you and he is advancing towards you, a large broadsword raised above his head. You must fight him to the death.

Drakkar1525 @@ -4951,8 +4954,8 @@ To do: Gary Chalk - - + + KlasparAstronomer and Sage @@ -5044,8 +5047,8 @@ To do: Gary Chalk - - + + If you wish to buy some ale, pay the innkeeper 1 Gold Crown and turn to 72. If you wish to stay here for the night, pay the man 2 Gold Crowns and turn to 56. @@ -5147,8 +5150,8 @@ To do: is unleashed in a searing white beam - - + +

Gripped with fear and panic, the vast black army rise up and run in chaos from the city wall. The impossible has happened, their invincible master is slain. Again the Sommerswerd has returned to defeat them. The army and the allies of Durenor ride out of the city gates in pursuit of the panic-stricken enemy as they run blindly towards the Durncrag Mountains. The victory is yours. Holmgard is saved and the murder of the Kai has finally been avenged.

But for you, Lone Wolf, a life of high adventure has only just begun. A new challenge awaits you and the Sommerswerd in Book Three of the Lone Wolf series:

@@ -5781,6 +5784,7 @@ To do:

Replaced Hammerdal mountains with Hammerdal Mountains.

(300) Replaced Wanlo with wanlo.

(305) Replaced on to with onto.

+

(306) Replaced score reaches zero with score reaches zero or below. Replaced points to zero with points to zero or below.

(308) Replaced Each dice with Each die.

(312) Replaced rainswept with rain-swept. Replaced on to with onto.

(314) Moved the Hunting choice into the first position.