From: Jonathan Blake Date: Fri, 11 May 2007 23:28:05 +0000 (+0000) Subject: Fixed illustration dimensions X-Git-Tag: 20121028~9 X-Git-Url: http://git.projectaon.org/?p=project-aon.git;a=commitdiff_plain;h=76405abe05703427078002cea4e4fbfa6df74df4 Fixed illustration dimensions git-svn-id: https://projectaon.org/data/trunk@224 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- diff --git a/xml/01fftd.xml b/xml/01fftd.xml index 7acf07e..2561ab9 100755 --- a/xml/01fftd.xml +++ b/xml/01fftd.xml @@ -16,6 +16,9 @@ $Id$ $Log$ +Revision 1.12 2007/05/11 23:28:05 jonathan.blake +Fixed illustration dimensions + Revision 1.11 2007/05/11 19:01:54 jonathan.blake Fixed small illustration references and dimensions. @@ -684,8 +687,8 @@ Todo: Gary Chalk From here you can see the magnificent view
of the rooftops and spires of Holmgard
- - + +

The houses and buildings of the capital are built very close to each other, and it is possible to jump from one roof to the next. In fact many of the citizens of Holmgard used to use the Roofways (as they are known) when the heavy autumn rains made the unpaved parts of the streets too muddy for walking. But after many accidents, a royal decree forbade their use.

After careful thought, you decide to use the Roofways, as they are your only chance of reaching the King. You have hopped, skipped and jumped across several streets and you are only one street away from the citadel when you come to the end of a row of rooftops.

@@ -892,8 +895,8 @@ Todo: Gary Chalk An ornate pin appears to lock the door, but
there is also a keyhole in the lockplate
- - + +

Anxious to leave this evil tomb, you examine the door for a latch. An ornate pin appears to lock the door, but there is also a keyhole in the lockplate.

If you have a Golden Key and wish to use it, turn to 326. @@ -1029,8 +1032,8 @@ Todo: Gary Chalk A terrible apparition in red robes swoops down
from the sky on the back of a Kraan
- - + +

Deduct 2 points from your COMBAT SKILL unless you have the Kai Discipline of Mindshield, for the creature is attacking you with the power of its Mindforce as well as with a huge black mace.

Vordak1725 @@ -1121,8 +1124,8 @@ Todo: Gary Chalk The Giak leader orders five of his troops
to open fire at you with their bows
- - + +

The bank is steep and you are spotted by the Giak leader who orders five of his troops to open fire at you with their bows. Their black arrows rain down on you.

If you decide to paddle downstream as fast as you can, turn to 174. @@ -1236,8 +1239,8 @@ Todo: Gary Chalk The log wall has collapsed in several places
where the Darklords are attacking
- - + +

A battle rages about two miles away and the log wall has collapsed in several places where the Darklords are attacking.

Most of the fieldworks ahead are unmanned, the soldiers having left to supply reinforcements for the raging battle.

@@ -1384,8 +1387,8 @@ Todo: Gary Chalk The wild old man is screaming at you - - + + Madman1110 If you win, turn to 269. @@ -1806,8 +1809,8 @@ Todo: Gary Chalk The clash of steel and the cries of men
and beasts echo through the forest
- - + + If you wish to defend the fallen Prince, turn to 255. If you wish to run into the forest, turn to 306. @@ -2107,8 +2110,8 @@ Todo: Gary Chalk Perched on his outstretched arm is the
black raven that you saw earlier
- - + + If you wish to call the stranger, turn to 342. If you wish to approach the stranger cautiously, turn to 309. @@ -2232,8 +2235,8 @@ Todo: Gary Chalk A young theurgist of the Magicians Guild of Toran - - + +

Five Giaks charge forward, their spears raised to stab the apprentice as he hurriedly retreats deeper into the ruins. You see him turn and raise his left hand just before a bolt of blue flame shoots from his fingertips into the snarling Giak soldiers. Close to where you are hidden, you see a Giak scuttle past and climb one of the pillars of the temple. He has a long curved dagger in his mouth and he is about to jump on the young wizard standing below.

If you wish to shout a warning to the wizard, turn to 241. @@ -2505,8 +2508,8 @@ Todo: Gary Chalk The herbalist offers you a selection of special potions - - + + If you wish to lean over the counter and read the strange inscriptions, turn to 49. If you are more interested in the potions, turn to 231. @@ -2738,8 +2741,8 @@ Todo: Gary Chalk It is a Burrowcrawler and it is trying to strangle you - - + + Burrowcrawler177

If you do not have a torch, deduct 3 points from your COMBAT SKILL during this fight. The Burrowcrawler is immune to Mindblast and Animal Kinship.

@@ -3094,8 +3097,8 @@ Todo: Gary Chalk You notice a large merchants caravan
in the centre of the dusty turnpike
- - + + If you wish to use the Kai Discipline of Camouflage to hide in among the packing cases strapped to the roof, turn to 168. If you wish to jump onto the caravan, turn to 78. @@ -3245,8 +3248,8 @@ Todo: Gary Chalk A tall man dressed in white robes stands
before you, a bowl of herbs in his hands
- - + +

You have passed close to death and have seen his face, Kai Lord, but the Grey One has not claimed you for his flock. You are healed in body but I sense that you are wounded in spirit. What is it that troubles you so?

You recognize the man to be one of the Kings senior physicians, for the gold embroidered emblem of a dove upon his sleeve is the sign of his respected vocation. You tell the aged cleric of the events at the monastery and of your perilous journey to the King.

@@ -3666,8 +3669,8 @@ Todo: Gary Chalk He laughs menacingly and pulls
back the hood of his cloak. He is
a Drakkar and you must fight him
- - + + Drakkar1523 If you win, turn to 197. @@ -3921,8 +3924,8 @@ Todo: Gary Chalk Opening the bag, you find a message - - + +

Orgadak shada taag okakorgadak oknara ek ash jek eg Helgedad.

@@ -4127,8 +4130,8 @@ Todo: Gary Chalk Your passage through the Graveyard is not
easy, the ground is broken and
covered with thorny graveweed.
- - + +

Carefully, you approach a gap between two ancient pillars, and part the graveweed with your cloaked hand. Suddenly, the ground collapses beneath you and you fall in a tumble of earth and stone.

Turn to 71. @@ -4402,8 +4405,8 @@ Todo: Gary Chalk Pushing open the treehouse door,
you see an old hermit huddled in
the corner of the small cabin
- - + +

He scurries over to a cupboard and returns with a plate of fresh fruit. You thank him and place the fruit in your Backpack. There is enough for one Meal. The hermit also produces a fine Warhammer and lays it upon a table by the door. Your need is greater than mine, Kai Lord, he says. Please take this trusty Warhammer if you so wish.

You may take this Weapon only if you exchange it for another Weapon already in your possession, for it is the only defence that the hermit has against the enemy.

@@ -4740,8 +4743,8 @@ Todo: Gary Chalk You can see on the track above four soldiers and their
officer wearing the uniform of the Kings army
- - + + If you wish to use the Kai Discipline of Sixth Sense, turn to 48. If you wish to use the Kai Discipline of Camouflage and wait for them to pass, turn to 73. @@ -4827,8 +4830,8 @@ Todo: Gary Chalk The guards do not believe your story
and refuse to let you enter
- - + +

Shocked, and then dejected by such a rebuff, you are carried along by the crowds until you find yourself at the entrance to the Guildhall. It stands at one side of the Guild Bridge which crosses the River Eledil near where it joins the Holmgulf.

If you wish to use the Kai Discipline of Tracking, turn to 310. @@ -4950,8 +4953,8 @@ Todo: Gary Chalk The faces of the King and his closest advisers
are lined with worry and concentration
- - + +

Lone Wolf, you have selfless courage: the quality of a true Kai Lord. Your journey here has been one of great peril and although your news comes as a grievous blow, the spirit of your determination is like a beacon of hope to us all in this dark hour. You have brought great honour to the memory of your Masters, and for that we praise you.

You receive the praise and heartfelt thanks of the entire hallan honour that brings a certain redness to your young face. The King raises his hand and all the voices cease.

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.

diff --git a/xml/03tcok.xml b/xml/03tcok.xml index dc605d8..9ea9bcf 100755 --- a/xml/03tcok.xml +++ b/xml/03tcok.xml @@ -15,6 +15,9 @@ $Id$ $Log$ +Revision 1.8 2007/05/11 23:28:05 jonathan.blake +Fixed illustration dimensions + Revision 1.7 2007/05/10 23:24:50 jonathan.blake Final (I mean it this time) changes prior to republication @@ -87,7 +90,7 @@ fix illustration captions &inclusion.gary.chalk.bio.lw; Project Aon - 2007510 + 2007511

You are Lone Wolflast of the Kai Lords. You have defeated the Darklords and saved your land from their devastation. But Vonotar the Traitor has escaped to the frozen wastes of Kalte and now rules over the Ice Barbarians. Your people demand that Vonotar be made to pay for his treachery. So great is the outcry that the King is obliged to promise that the evil traitor will be brought back to Holmgard, and made to stand trial for his crimes. For you, Lone Wolf, the Kings promise is the start of a quest that will pit you against a hated foe, deep within the dangerous Caverns of Kalte.

@@ -590,8 +593,8 @@ fix illustration captions Gary Chalk - - + +

You are soon to discover that the gale has blown the ship nearly thirty miles off course, along the lip of the Ljuk ice shelf. You know that to return to Halle Bluff would waste a precious day, so you decide to land on the ice shelf and start your mission from there.

As the last of the Kanu-dogs are carried ashore, your guides tell you of the two possible routes to Ikaya from here. The first route involves a hundred and thirty mile trek to Cloudmaker Mountain and then, following the difficult terrain of the Viad Glacier, a further hundred miles must be covered before you arrive at the ice fortress. The alternative route involves a longer journey of nearly one hundred and eighty miles into the Hrod Basin, followed by a trek of a hundred miles through Storm Giant Pass to Ikaya. Even if the weather and your luck hold good, either route will involve ten days of hard trekking before you reach your goal. You should consult the map of Kalte before making your decision.

@@ -645,8 +648,8 @@ fix illustration captions Gary Chalk Two men in ragged clothes are huddled together beside a small fire - - + + If you wish to approach them and ask for some of their food, turn to 295. @@ -759,8 +762,8 @@ fix illustration captions Gary Chalk - - + + If you wish to pull the lever and open the door, turn to 128. If you wish to leave him where he is, and continue exploring the main corridor, turn to 254. @@ -840,8 +843,8 @@ fix illustration captions Gary Chalk His grip falters and he plummets backwards into the gaping void - - + +

You strain your eyes, hoping to see something, anything, but the gorge is as black as midnight. You turn to see Irian pointing, not at the gorge, but towards the western horizon. Look over there, he says, indicating a ridge in the distance. Two fur-clad warriors are standing on top of a large platform of ice. They are looking in your direction, alerted, no doubt, by Dyces dying scream.

Ice Barbarians, says Fenor, his voice shaking with fear. If they reach Ikaya before us, were as good as dead!

@@ -925,8 +928,8 @@ fix illustration captions Gary Chalk - - + + If you have the Kai Discipline of Sixth Sense, turn to 231. If you wish to take one of the Bracelets, put it on your wrist and mark it on your Action Chart as a Special Item, and turn to 187. @@ -989,8 +992,8 @@ fix illustration captions The statue rises slowly from the altar and advances towards you - - + + If you wish to attack this strange statue, turn to 150. If you wish to dodge past it and run towards the archway beyond, turn to 306. @@ -1063,8 +1066,8 @@ towards you Gary Chalk - - + + If you have the Kai Discipline of Sixth Sense and if you have reached the Kai rank of Guardian and therefore possess 7 Kai Disciplines, turn to 341. If you have the Kai Discipline of Sixth Sense, but have not yet reached the Kai rank of Guardian, turn to 124. @@ -1178,8 +1181,8 @@ towards you Gary Chalk - - + + If you possess a Silver Key, turn to 303. If you do not possess this Special Item, turn to 15. @@ -1306,8 +1309,8 @@ towards you Gary Chalk My name is Loi-Kymar. I am an elder of the Magicians Guild of Toran, - - + +

Vonotar, that unspeakable wretch, is responsible for my plight. Days before the Darklord invasion of Sommerlund, he betrayed your Kai masters to win powerthe black power of death and darkness. However, he failed to play his part in the war plans his evil masters had laid. The Darklords do not tolerate such weaknessmercy has no place in their brutal minds. In the bitterness of defeat, they sought to destroy Vonotar for his crime of failure. Vonotar knew that I possessed the only means to effect an escape from their vengeance, for my Guildstaff has the power of teleportation. He tried to steal it and flee to the safety of Ikaya by himself, but he learnt that its power is not for all men to share; only I am blessed with its secret. He was angry and would have murdered my kinspeople had I not agreed to bring him here, so I had no choice but to do so.

Ever since, I have been a prisoner in this cell. Vonotar has tortured my body and my mind, but I have not divulged the secret of my Guildstaff, which he now keeps in the Hall of the Brumalmarc. For if I were to tell him, my life would no longer be of any value.

@@ -1375,8 +1378,8 @@ towards you Gary Chalk - - + + Ten days from now, you will reach your ship the Cardonal and regretfully report that you have failed your mission. @@ -1489,8 +1492,8 @@ towards you Gary Chalk - - + +

You notice that where the statue once lay, two stone buttons have risen from the surface.

Turn to 227. @@ -1560,8 +1563,8 @@ towards you A shadow to your right betrays the Baknar as it lopes towards you - - + + Baknar1930 If you win the combat, turn to 245. @@ -1577,8 +1580,8 @@ towards you Gary Chalk - - + +

The kitchen is small and surprisingly well stocked with herbs. These must have come from the trading post at Ljuk, says Loi-Kymar, peering at the many jars and bottles. He takes several of the herb jars and crams them into the pockets of his robes. You are anxious to leave in case other guards should enter, but the old magician seems completely engrossed in his new discoveries. He opens two small jars, and mixes the contents together, urging you to eat with him. It will give you strength, Lone Wolf, he says. As you eat the dry leaves, you feel a warm glow radiating throughout your body. Restore 6 ENDURANCE points to your current total.

Turn to 301. @@ -1627,8 +1630,8 @@ towards you Gary Chalk - - + +

The Ice Barbarian mutants attack simultaneously, and you must fight them as one creature. They are immune to Mindblast. At the same time their strange controller is attacking you with its Mindforce. Unless you possess the Kai Discipline of Mindshield, you lose 2 ENDURANCE points due to this attack.

Ice Barbarian Mutants1824 @@ -1702,8 +1705,8 @@ towards you Gary Chalk The two-headed serpent slithers along the ledge - - + + Javek1515

If you lose any ENDURANCE points during this combat, do not subtract them from your ENDURANCE point total. Instead, pick a number from the Random Number Table. If the number you pick is 08, the Javek has sunk its fangs harmlessly into your padded arm, and you may continue the combat without losing any ENDURANCE points.

@@ -1750,8 +1753,8 @@ towards you Gary Chalk - - + + Turn to 134. @@ -1870,8 +1873,8 @@ towards you Gary Chalk - - + +

If you wish to keep this Effigy, slip it into your pocket and mark it on your Action Chart as a Special Item.

If you wish to activate the buttons again, turn to 65. @@ -1891,8 +1894,8 @@ towards you The three Baknar jump from the ice wall and land with a crash on the sledges - - + +

Suddenly, shrieks from above warn you that you are not the only creatures seeking shelter here. Within seconds, three large Baknar jump from the ice wall and land with a crash on the sledges. Your fellow driver, Irian, is thrown against the ice and collapses unconscious. You are prevented from going to his aid by a hungry carnivorous Baknar. There is no hope of evading it; you must fight it to the death.

Baknar1930 @@ -1977,8 +1980,8 @@ crash on the sledges Gary Chalk - - + + If you wish to take a dive through the shrinking gap, turn to 283. If you prefer to stay where you are, turn to 256. @@ -2054,8 +2057,8 @@ crash on the sledges Gary Chalk - - + +

You can now see the real Ikaya upon the horizon.

If you wish to risk taking the sledge across the ice bridge, turn to 73. @@ -2089,8 +2092,8 @@ crash on the sledges Gary Chalk - - + +

Help me, help me! he cries, slowly losing his grip.

If you want to try to rescue Dyce, turn to 19. @@ -2159,8 +2162,8 @@ crash on the sledges Suddenly you see a large black shape pass close to the surface of the ice - - + + If you have the Kai Discipline of Camouflage, turn to 96. If you wish to run across the surface of the lake, turn to 322. @@ -2259,8 +2262,8 @@ surface of the ice Gary Chalk - - + + If you wish to try to attach your rope to the bowl and swing across, turn to 201. If you do not wish to risk falling into the fissure, return along the passage and take the other route by turning to 297. @@ -2403,8 +2406,8 @@ surface of the ice At the foot of the stairs, still upright and in armour, are the skeletal remains of an ancient tomb keeper - - + + If you wish to ignore the skeleton and climb the stairs, turn to 36. If you wish to attack the skeleton, turn to 278. @@ -2435,8 +2438,8 @@ are the skeletal remains of an ancient tomb keeper Gary Chalk - - + + Kalkoth1028 If you lose any ENDURANCE points during the course of the combat, turn immediately to 66. @@ -2476,8 +2479,8 @@ are the skeletal remains of an ancient tomb keeper You have released an Ice Demon and it is intent on your destruction - - + + If you possess the Sommerswerd, turn immediately to 120. If you possess a Firesphere, turn to 310. @@ -2566,8 +2569,8 @@ destruction Gary Chalk - - + +

The kitchen is small and surprisingly well stocked with herbs. These are from the Trading Post at Ljuk, says Loi-Kymar, peering closely at the labelled jars, several of which he crams into his pockets. Opening two herb jars, he mixes the contents, and offers them to you. It will give you strength, Lone Wolf, he says. You eat the dry leaves and feel a warm glow radiating throughout your body.

Restore 6 ENDURANCE points to your current total, and turn to 301. @@ -2636,8 +2639,8 @@ destruction Gary Chalk - - + + If you wish to attempt to save Dyce, turn to 19. If you feel there is no way you can save him, turn to 257. @@ -2767,8 +2770,8 @@ destruction From out of the dark slithers a huge ghoulish green monster over which Vonotar has control - - + + If you possess an Effigy, turn immediately to 34. If you do not possess an Effigy but do possess the Sommerswerd, turn to 164. @@ -2894,8 +2897,8 @@ monster over which Vonotar has control Gary Chalk - - + + If you wish to search the corpses, turn to 298. If you wish to continue, you may leave this cavern by the tunnel in the far wall. Turn to 315. @@ -2981,8 +2984,8 @@ monster over which Vonotar has control Gary Chalk - - + +

You cautiously approach the strange glow, but fail to see a snow covered crevasse and fall in a tumble of snow and ice.

Turn to 40. @@ -3091,8 +3094,8 @@ monster over which Vonotar has control Gary Chalk - - + + If you wish to pull the lever and open the door, turn to 110. If you wish to continue along the passage, turn to 63. @@ -3252,8 +3255,8 @@ monster over which Vonotar has control Each Ice Barbarian scout is carrying a backpack containing a child armed with a bone bow - - + +

Suddenly Irian falls, an arrow buried in his back. Dyce runs to his aid but is shot down before he has taken a dozen steps. Fenor is hit. An arrow passes straight through his throat. He bravely staggers on for nearly a minute before collapsing in the snow. You are on your own. An Ice Barbarian scout skis past to your left and returns towards you head on. He has a spear under one arm, which is levelled at your chest.

If you wish to fight the Ice Barbarian scout, turn to 158. @@ -3311,8 +3314,8 @@ containing a child armed with a bone bow Gary Chalk - - + + If you wish to enter the room and investigate the contents, turn to 38. If you wish to pull the lever, turn to 163. @@ -3361,8 +3364,8 @@ containing a child armed with a bone bow Gary Chalk - - + + If you wish to call to the man, turn to 67. If you decide to remain silent, leave the portal and continue on your way along the passage towards the stairs by turning to 166. @@ -3378,8 +3381,8 @@ containing a child armed with a bone bow Gary Chalk - - + + If you wish to attempt to break the seal, turn to 54. If you are suspicious of the contents and do not wish to risk breaking the Vial, leave it and return to 10 to choose your next course of action. @@ -3491,8 +3494,8 @@ containing a child armed with a bone bow You arrive at a massive ice hall full of crystal stalagmites and stalactites - - + +

Partially obscured by a large mound of crystals, you can just make out a ramp leading up to a massive stone door in the fortress wall. Your discovery brings renewed hope. If you can gain entry to Ikaya and quickly capture Vonotar, there is still time to reach your ship, the Cardonal, before the pack-ice starts to freeze.

If you wish to cross the icy hall and examine the stone door, turn to 52. @@ -3601,8 +3604,8 @@ stalagmites and stalactites Gary Chalk - - + + If you wish to accept his offer, turn to 91. If the thought of smelling like a vat of rancid cheese does not appeal to you, turn to 172. @@ -3682,8 +3685,8 @@ stalagmites and stalactites In an instant, the hunchback wizard is engulfed in a tangle of vines - - + +

Be sure to remove his rings and amulets, he says, as he busily searches for his Guildstaff. He is a master of trickery. We would not want him to miss the special homecoming that awaits him in Sommerlund.

You marvel at the old mans composure. After such a desperate fight, he seems completely unruffled. Ah! Here she is, he announces triumphantly as he withdraws his Guildstaff from beneath the Brumalmarc throne.

@@ -3841,8 +3844,8 @@ tangle of vines This strange creature is a Crystal Frostwyrm and you must fight it to the death - - + + Crystal Frostwyrm1530 If you win the combat, turn to 3. @@ -3919,8 +3922,8 @@ fight it to the death Gary Chalk - - + + If you possess the Sommerswerd, turn to 213.

If you do not possess it, pick a number from the Random Number Table.

@@ -4064,8 +4067,8 @@ fight it to the death Gary Chalk - - + + If you wish to escape, you must turn and run back down the stairs. Turn to 261. If you wish to stand and fight, turn to 343. @@ -4118,8 +4121,8 @@ fight it to the death Gary Chalk - - + + If you have the Kai Discipline of Sixth Sense and if you have reached the Kai rank of Guardian (you are skilled in seven Kai Disciplines), turn to 341. If you have the Kai Discipline of Sixth Sense but have not yet reached the rank of Guardian, turn to 124. @@ -4152,8 +4155,8 @@ fight it to the death This hall is a place of great evil, a nightmare laboratory - - + +

Across the causeway, another doorway suddenly slides back to reveal four Ice Barbarian mutants. As they shuffle towards you, a mixture of horror and pity overwhelms your senses.

If you wish to fight these creatures, turn to 83. @@ -4223,8 +4226,8 @@ laboratory Gary Chalk - - + + You may leave the chamber by a tunnel in the far wall, by turning to 315. Or you can retrace your route and take the other tunnel by turning to 125. @@ -4293,8 +4296,8 @@ laboratory Gary Chalk - - + + If you have the Kai Discipline of Sixth Sense, turn to 127. If you wish to put this splendid Helmet on your head, turn to 308. @@ -4322,8 +4325,8 @@ laboratory Gary Chalk They have already started to skin the dead Baknar - - + +

Baknar oil, shouts Fenor enthusiastically. Nothing like it for keeping warm and dry. He pulls his hand from the dead beast and offers you a fistful of the putrid jelly.

If you wish to accept his offer, turn to 8. @@ -4350,8 +4353,8 @@ laboratory Gary Chalk - - + + If you wish to press on to Ikaya and try to outrun the Ice Barbarians before they return with reinforcements, turn to 327. If you wish to follow the scouts westwards and find out more about their convoy, turn to 178. @@ -4460,8 +4463,8 @@ laboratory Gary Chalk - - + + If you wish to examine these ancient potions, turn to 10. If you wish to leave the chamber and continue northwards, turn to 126. @@ -4499,8 +4502,8 @@ laboratory The Ice Barbarians circle around you but they dare not attack while you hold one of their children as hostage - - + + If you wish to cut the equipment loose, free the Ice Barbarian child, and escape on the unloaded sledge, turn to 190. If you wish to cut loose the equipment but keep the boy with you as a hostage during your escape, turn to 33. @@ -4616,8 +4619,8 @@ attack while you hold one of their children as hostage Gary Chalk - - + + If you have a Rope, you can climb down and attempt to capture him by turning to 100. If you do not have a Rope, you can descend the spiral staircase by turning to 148. @@ -4668,8 +4671,8 @@ attack while you hold one of their children as hostage A hidden panel opens near the right stave and inside is a beautiful glowing crystal - - + + If you wish to activate the buttons again, turn to 65. If you wish to leave the temple, turn to 306. @@ -4734,8 +4737,8 @@ beautiful glowing crystal Gary Chalk - - + + Turn to 301. @@ -4855,8 +4858,8 @@ beautiful glowing crystal Gary Chalk Vonotar is led away to the deepest chamber of the Guildhall wherein lies the Daziarn: the door of an eternal prison from which there can be no escape - - + +

You are the avenger of his crimes, and it is you who cast the wretched traitor into the limbo of Daziarn. Your mission is now completed. You have survived the caverns of Kalte and freed Sommerlund from the menace of Vonotar.

But the heat of battle and the challenge of a new and desperate quest awaits you in Book Four of the Lone Wolf series entitled:

@@ -5547,16 +5550,16 @@ beautiful glowing crystal
  • Section 36
  • Section 45
  • Section 61
  • +
  • Section 79
  • Section 72
  • Section 83
  • Section 91
  • Section 102
  • Section 110
  • Section 117
  • +
  • Section 119
  • Section 133
  • Section 147
  • -
  • Section 157
  • -
  • Section 162
  • Section 184
  • Section 191
  • Section 201
  • diff --git a/xml/04tcod.xml b/xml/04tcod.xml index ae76d2c..d3b8792 100755 --- a/xml/04tcod.xml +++ b/xml/04tcod.xml @@ -15,6 +15,9 @@ $Id$ $Log$ +Revision 1.10 2007/05/11 23:28:05 jonathan.blake +Fixed illustration dimensions + Revision 1.9 2007/05/10 23:24:50 jonathan.blake Final (I mean it this time) changes prior to republication @@ -79,7 +82,7 @@ Initial Revision. &inclusion.gary.chalk.bio.lw; Project Aon - 2007510 + 2007511

    The King has summoned you, Lone Wolf, last of the Kai Lords, to his citadel at Holmgard. Your quest is to recover a missing shipment of gold and locate the patrol which has disappeared while investigating the suspected theft. As you and your men equip yourselves for the long ride ahead, you glimpse a crow perched on a window ledge high above. As it flies away a shiver runs down your spinein Holmgard the crow is a symbol of impending danger.

    @@ -544,8 +547,8 @@ Initial Revision. Gary Chalk - - + + If you wish to investigate the hut, turn to 160. If you wish to ignore the hut and continue on your ride along the Ruanon Pike, turn to 273. @@ -631,8 +634,8 @@ Initial Revision. Gary Chalk - - + +

    You wheel your steed towards the south and spur the blood-spattered animal to the gallop. The remnants of your company are close at your heels, the victory cries of your foe resounding in their ears.

    Turn to 154. @@ -669,8 +672,8 @@ Initial Revision. Gary Chalk - - + + Leave the watchtower by turning to 59. @@ -727,8 +730,8 @@ Initial Revision. Gary Chalk Your target is a formidable Bandit Warrior - - + + Bandit Warrior1728 If you wish to evade combat at any time, you can dive into the River Xane by turning to 31. @@ -796,8 +799,8 @@ Initial Revision. Gary Chalk - - + +

    The captain grabs you by the arm and, swinging you over his shoulder in one swift motion, carries you back towards the barricade. Others run forward to help you, but the bandit archers are now in range and your men are forced back by a hail of arrows. The red shafts of the enemy whistle past on all sides. You reach the barricade, a wagon is pulled aside, and you are carried in through the gap. Captain DVal is close to exhaustion; he staggers, and his men rush to catch him before he drops to the ground.

    Turn to 341. @@ -880,8 +883,8 @@ Initial Revision. Gary Chalk The Stoneworm slithers towards youat a terrifying pace - - + + Stoneworm1538 @@ -945,8 +948,8 @@ Initial Revision. Gary Chalk - - + +

    Pick a number from the Random Number Table.

    If the number you have picked is 04, turn to 272. @@ -1023,8 +1026,8 @@ Initial Revision. Gary Chalk The little fat man spins around and tumbles to the ground - - + +

    You must forgive Yesu, says the old woman. He means you no harm. Raiders Road has made him a nervous wreck.

    You question the old woman, asking her where they have come from and their destination. You learn that they are a troupe of players and have journeyed many miles from their native land of Cloeasia in the east. They last played for the people of Eshnar, but it was a disappointing show. It seems that the town was as quiet as the grave; those who did come to see them were a sad and sorry crowd. They are now bound for Holmgard, and hopefully a more appreciative audience.

    @@ -1106,8 +1109,8 @@ Initial Revision. Gary Chalk - - + + If you have the Kai Discipline of Healing, turn to 149. If you do not possess this skill, turn to 188. @@ -1230,8 +1233,8 @@ Initial Revision. Gary Chalk - - + + If you wish to dive into one of the empty ore wagons, turn to 161. If you wish to hide in the shadows of the rough tunnel wall, turn to 286. @@ -1383,8 +1386,8 @@ Initial Revision. Gary Chalk Razor-sharp discs of steel whistle down to claim their victims - - + +

    Staggering to your feet, you run, half-crouched, to the shelter of a wagon. Two of your men lie dead upon the road, but the others have escaped the ambush and are galloping away from the town, hidden by the rising clouds of dust.

    You turn to see a bandit warrior standing at a nearby balcony. He is dark-skinned, with oily black hair and beard. He flicks his hand and a deadly disc whistles towards your face.

    @@ -1443,8 +1446,8 @@ Initial Revision. Gary Chalk - - + +

    No sooner have his words echoed through the hall than a sword blade pierces his heart. You turn and run towards a distant door where a tunnel disappears towards the north. Slamming the door you draw its bolt. As you race along the dusty tunnel you pray that the door will hold and keep your pursuers at bay.

    Turn to 348. @@ -1532,8 +1535,8 @@ Initial Revision. Gary Chalk - - + +

    One of the pilgrims hands you a small earthenware Flask that contains a potion of Holy Water. If you wish to keep this Flask, mark it on your Action Chart as a Backpack Item.

    Your men pitch camp beneath the marble canopy and preparations are made to get some sleep. You are hungry and must now eat a Meal or lose 3 ENDURANCE points.

    @@ -1561,8 +1564,8 @@ Initial Revision. Gary Chalk - - + + Turn to 175. @@ -1621,8 +1624,8 @@ Initial Revision. Gary Chalk The stars foretold our meeting long ago, Lone Wolf - - + +

    You ask the meaning of the strange verse, but the old man does not answer you. He seems to have fallen into a deep trance. You lean across the cluttered table to awaken him and are shocked to see your hand pass straight through his body. Gradually his image begins to fade. Within seconds he has disappeared completely.

    You place the Scroll in your pocket. (Mark this as a Special Item on your Action Chart.) You quickly leave the hut, pausing only to wipe the cold sweat from your brow.

    @@ -1722,8 +1725,8 @@ Initial Revision. Gary Chalk - - + + Bandit Warrior1526 If you win the combat, turn to 2. @@ -1803,8 +1806,8 @@ Initial Revision. Gary Chalk A procession of red-cloaked priestsenter the temple - - + + Turn to 215. @@ -1829,8 +1832,8 @@ Initial Revision. Gary Chalk - - + + If you possess the Kai Discipline of Healing, turn to 19. If you do not have this skill, turn to 339. @@ -1887,8 +1890,8 @@ Initial Revision. Gary Chalk - - + + If you wish to follow him, turn to 59. If you wish to continue towards the watchtower, turn to 310. @@ -1979,8 +1982,8 @@ Initial Revision. Gary Chalk - - + +

    A tall warrior in bright scarlet armour suddenly breaks clear of the shield-wall and runs at you. His sword is raised to stab.

    Bandit Warrior1625 @@ -2113,8 +2116,8 @@ Initial Revision. Gary Chalk A mantlet is being pushed across the battleground towards the barricade - - + +

    Suddenly a robed figure darts from behind the mantlet and levels a black staff at the barricade. He is cut down by an arrow, but not before he has let loose from his staff a guttering ball of flame. It cartwheels across the plain and explodes with a tremendous roar, hurling the bodies of defenders and shattered barricade high into the air. Through the cloud of dust and debris, you can see a line of enemy cavalry charging across the plain. They wear tall plumed helmets of polished steel and breastplates of deepest crimson. In the wake of the fireball they pour through the remains of the barricade and attackthey give no quarter. A horseman spurs his horse towards you, his lance levelled at your chest.

    If you wish to stand and fight the horseman, turn to 333. @@ -2221,8 +2224,8 @@ Initial Revision. Gary Chalk - - + + If you feel uneasy about the tavern, turn to 67. If you wish to question the old woman, turn to 287. @@ -2352,8 +2355,8 @@ Initial Revision. Gary Chalk The crypt door is guarded by two Vassagonian warriors - - + + If you wish to try to enter the temple through the guarded crypt door, turn to 183. @@ -2393,8 +2396,8 @@ Initial Revision. Gary Chalk - - + +

    You eventually reach a chamber where a small wooden hut has been built against the wall. You are now desperately tired and in need of sleep.

    If you wish to rest in the hut, turn to 322. @@ -2434,8 +2437,8 @@ Initial Revision. Gary Chalk A Vassagonian herald breaks free from the battle and sounds the retreat - - + +

    Captain DVal leads his men to the barricade and directs a lethal volley of arrows into the shattered infantry. It is the last straw. They throw down their weapons and flee from the clouds of arrows raining down on them from out of the smoke-filled sky.

    A battle-cry, proud and strident pursues them across the plain: For Sommerlund, for Sommerlund!

    @@ -2573,8 +2576,8 @@ Initial Revision. Gary Chalk - - + +

    The bandits amble past barely inches from where you hide, totally oblivious to your presence. When you are sure they are no longer on the track, you jump up and frantically scratch at your itching skin. To your horror, you discover that your legs are covered with crawling insects feasting on your blood. Ripping your clothes off, you empty them from your boots and scrape them from your skin before hurrying off along the track. The blood-sucking insects have robbed you of 2 ENDURANCE points.

    Turn to 204. @@ -2681,8 +2684,8 @@ Initial Revision. Gary Chalk Dull, satanic eyes follow your every move - - + + If you possess the Sommerswerd, turn to 34. If you do not possess this Special Item, turn to 85. @@ -2725,8 +2728,8 @@ Initial Revision. Gary Chalk - - + +

    It is late afternoon when your scouts sight a coaching tavern on the highway ahead. It is a large stone building that has been fortified.

    If you wish to stop at the tavern for the night, turn to 63. @@ -2766,8 +2769,8 @@ Initial Revision. Gary Chalk - - + +

    Shoot the leader! you command, pointing towards the enemy officer. The sergeant aims and fires his bow with one swift and fluid movement. The arrow arcs through the smoke-blackened sky and pierces the officers shiny breastplate. Slowly his cruel eyes flicker and close, and he slips from his saddle with the arrow lodged deep in his heart.

    Turn to 148. @@ -2867,8 +2870,8 @@ Initial Revision. Gary Chalk - - + +

    Password! shout the crypt guards.

    Lohn, reply the soldiers. The door opens and they are allowed to enter.

    @@ -2889,8 +2892,8 @@ Initial Revision. Gary Chalk - - + + If you wish to fight them, turn to 202. If you wish to dive over the parapet of the bridge to avoid them, turn to 342. @@ -2992,8 +2995,8 @@ Initial Revision. Gary Chalk The snarling Warhounds bound towards the barricade - - + + Vassagonian Warhounds1730 @@ -3022,8 +3025,8 @@ Initial Revision. Gary Chalk - - + +

    You signal to your men to stable their horses, and you follow the innkeeper into his tavern. The bar looks more like an armoury than a drinking hall. Quivers of arrows stand beside each of the iron-studded window shutters, and racks of spears line the far wall. The place is deserted except for three young men who all bear a strong resemblance to the tavern-keeper. One of them has his head swathed in bandages.

    You ask the tavern-keeper how much he will charge for your men to billet here tonight and are quite surprised to hear his reply. Nothing, he says, moving tables aside so that your rangers can sleep upon the tavern floor. Your presence here tonight will be worth more than gold to us. Weve been attacked by bandits every night since the last full moon.

    @@ -3089,8 +3092,8 @@ Initial Revision. Gary Chalk - - + +

    The sudden crack of a twig makes you freeze. You glance behind to see three bandits creeping through the trees towards you. The wide steel tips of their spears glint. They seem to be coated with a clear, sticky fluid.

    If you possess the Kai Discipline of Hunting or if you have ever visited Gorn Cove, turn to 45. @@ -3201,8 +3204,8 @@ Initial Revision. Gary Chalk He spits out his battle-cry and spurs his horse towards you once more - - + + If you have reached the Kai rank of Aspirant or higher, turn to 111. If you have yet to reach this level of Kai training, turn to 43. @@ -3284,8 +3287,8 @@ Initial Revision. Gary Chalk - - + + If you wish to draw your weapon and attack Barraka, turn to 296. @@ -3386,8 +3389,8 @@ Initial Revision. Gary Chalk Astride the creature sits a warrior wreathed in iron and steel - - + + If you wish to fight the warrior, turn to 77. If you wish to evade combat, turn to 128. @@ -3505,8 +3508,8 @@ Initial Revision. Gary Chalk - - + + If you wish to investigate the boathouse, turn to 68. If you wish to continue downstream and look for some other way to cross the river, turn to 130. @@ -3706,8 +3709,8 @@ Initial Revision. Gary Chalk You have spotted the leader of the bandit cavalry - - + +

    You notch an arrow and draw back the bowstring. The straining cord bites into your fingers as you take aim.

    Pick a number from the Random Number Table.

    @@ -3748,8 +3751,8 @@ Initial Revision. Gary Chalk - - + + If you wish to investigate the boathouse, turn to 68. If you wish to continue downstream and look for some other way of crossing the river, turn to 130. @@ -3807,8 +3810,8 @@ Initial Revision. Gary Chalk - - + + If you wish to examine the chest, turn to 302. If you wish to ignore it and investigate the door, turn to 131. @@ -3827,8 +3830,8 @@ Initial Revision. Gary Chalk The bandits are wandering idly up the track towards you - - + + If you possess an Onyx Medallion, turn to 305. If you have the Kai Discipline of Camouflage and you have reached the Kai Rank of Guardian or higher, turn to 49. @@ -3917,8 +3920,8 @@ Initial Revision. Gary Chalk - - + +

    The tavern-keepers sons each take it in turn to sit watch at the arrow slits, so that you and your men can get some sleep.

    Turn to 324. @@ -4025,8 +4028,8 @@ Initial Revision. Gary Chalk You see a group of wagons on the highway ahead - - + + If you wish to stop to question these travelling minstrels, turn to 37. If you wish to ignore them and let them pass, turn to 126. @@ -4155,8 +4158,8 @@ Initial Revision. Gary Chalk - - + + Turn to 350. @@ -4230,8 +4233,8 @@ Initial Revision. Gary Chalk You stare in horror as a deluge of blazing oil rains down - - + +

    The blazing oil has scattered DVals men, and the barricade is poorly defended. You hear DVal shout your name. His cloak and tunic are ablaze, and he is screaming for your help.

    If you have reached the Kai rank of Warmarn (you possess 8 Kai Disciplines), turn to 255. @@ -4250,8 +4253,8 @@ Initial Revision. Gary Chalk - - + + If you wish to signal your men to attack the robed strangers, turn to 44. If you wish to try to capture them alive, turn to 102. @@ -4356,8 +4359,8 @@ Initial Revision. Gary Chalk - - + + Bandit Leader1929 If you win the fight, turn to 121. @@ -4373,8 +4376,8 @@ Initial Revision. Gary Chalk - - + +

    He reaches you, breathless from his run, and draws an arrow from his quiver. The Warhounds, tired of their victim, are in search of fresh sport and are turning their attentions on you. DVal aims and fires, drawing another arrow as soon as his bow is empty. Warhounds tumble and crash to the ground around you, felled by DVals deadly shafts. The captain grabs you by the arm and swings you over his shoulder in one swift movement, before carrying you back to the barricade. Others run forward to help him, but the bandit archers are now in range and the men are forced back by a hail of arrows. The red shafts whistle past on all sides. Finally you reach the barricade; a wagon is pulled aside and you are carried through the open gap. Captain DVal is close to exhaustion; he staggers and his men rush to catch him before he drops you to the ground.

    Turn to 341. @@ -4468,8 +4471,8 @@ Initial Revision. Gary Chalk A loud hissing fills your ears,like steam escaping from a geyser - - + + Elix1730 If you win the combat, turn to 127. @@ -4546,8 +4549,8 @@ Initial Revision. Gary Chalk - - + + If you wish to enter the hut, turn to 53. If you do not wish to enter the hut, continue your mission by turning to 258. @@ -4595,8 +4598,8 @@ Initial Revision. Gary Chalk He has lost everythinghis castle, his land, his town and his family... - - + +

    The pathetic man raises his tear-stained face, and with feeble voice mutters a curious rhyme, over and over again.

    @@ -4666,8 +4669,8 @@ Initial Revision. Gary Chalk - - + +

    Shoot the leader! you command, pointing towards the enemy officer. The sergeant aims and fires his bow with one swift and fluid movement. The arrow arcs through the battle-smoke and pierces the officers shiny breastplate. Slowly his cruel eyes flicker and close as he slips from the saddle, the shaft lodged deep in his heart.

    Turn to 148. @@ -4732,8 +4735,8 @@ Initial Revision. Gary Chalk - - + + Turn to 120. @@ -4814,8 +4817,8 @@ Initial Revision. Gary Chalk - - + + If you possess the Kai Discipline of Camouflage, turn to 35. If you have the Kai Discipline of Mind Over Matter, turn to 317. @@ -4900,8 +4903,8 @@ Initial Revision. Gary Chalk The rangers are dragged down into the bubbling depths - - + +

    Pick a number from the Random Number Table. If your current ENDURANCE point total is 20 or more, add 3 to the number that you have picked. If your current ENDURANCE point total is 12 or less, deduct 2 from the number you have picked.

    If your total is now -26, turn to 194. @@ -4982,8 +4985,8 @@ Initial Revision. Gary Chalk Barrakas men flee from King Ulnar and the army of Sommerlund - - + +