From 7f7a53c6f81818c812993cdde6f8483ae90915c5 Mon Sep 17 00:00:00 2001 From: Jonathan Blake Date: Wed, 10 Aug 2005 20:04:22 +0000 Subject: [PATCH] Fixed a number of issues centering on the Black Rod and also Section 103. git-svn-id: https://projectaon.org/data/trunk@80 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- xml/02tfc.xml | 61 ++++++++++++++++++++++++++++++++++++--------------- 1 file changed, 43 insertions(+), 18 deletions(-) diff --git a/xml/02tfc.xml b/xml/02tfc.xml index 20b93eb..511eb0b 100755 --- a/xml/02tfc.xml +++ b/xml/02tfc.xml @@ -20,6 +20,9 @@ $Id$ $Log$ +Revision 1.8 2005/08/10 20:04:22 jonathan.blake +Fixed a number of issues centering on the Black Rod and also Section 103. + Revision 1.7 2005/07/14 17:36:39 jonathan.blake Fixed issues from Editor and Simon's reports about captions. @@ -1876,7 +1879,8 @@ small11: sword, axe, & shield

Disgruntled by the lack of treasure, Hugi ambles to the far side of the cavern and points to an outcrop of rough-hewn granite. Here is a door, he says, but it is magic-locked. A problem for you to solve, eh Wizard?

If you possess the Power of Psychomancy and wish to use it, turn to 170. If you have the Magical Power of Prophecy and wish to use it, turn to 224. - If you have the Power of Sorcery and possess 3 or more WILLPOWER points to use on the door, turn to 279. + If you have the Power of Sorcery and possess 2 or more WILLPOWER points to use on the door, turn to 279. + If you do not have any of these powers or possess insufficient WILLPOWER points to use them, turn to 242. @@ -1999,7 +2003,7 @@ small11: sword, axe, & shield

Tanith's expression changes to one of horror. Grey Star! you hear her cry, her voice muffled by the proximity of the other world. Stay your hand! The wild fire of your Staff tears towards the Kleasá and, as the bolt of energy hits the creature, it is Tanith who recoils in pain. Somehow, the Kleasá is making Tanith the victim of its pain. The Kleasá emits a chilling laugh full of scorn.

If you have the Magical Power of Sorcery and with to use it to attack the Kleasá, turn to 122. If you have the Magical Power of Sorcery and possess the Mind Gem, and wish to use them both against the Kleasá, turn to 143. - If you have the Black Rod of Shasarak and wish to use it, turn to 229. + If you wish to use the Black Rod of Shasarak, turn to 229. @@ -2095,7 +2099,7 @@ small11: sword, axe, & shield

The Kleasá remains within the Shadow Gate, for its purpose is to guard it. Tanith gazes out at you with a tormented expression on her face. Using 2 WILLPOWER points, you throw the Power of your Sorcery at the shadow creature. Tanith staggers with a mute cry. No, Grey Star! she screams. The Kleasá is using me as a shield. The Kleasá laughs maliciously.

If you have the Mind Gem and wish to use it, turn to 143. - If you have the Black Rod of Shasarak and wish to use it, turn to 229. + If you wish to use the Black Rod of Shasarak, turn to 229.
@@ -2381,7 +2385,7 @@ small11: sword, axe, & shield

You take out the red jewel. Drawing on the Power of Sorcery from the Astral plane, you project your will into the Gem and it begins to glow, shining with a blood-red light. You throw this power at the Kleasá and attempt to bend it to your will. Tanith's body becomes rigid and, stiffly, she turns her head towards you. The Kleasá remains unaffected and emits a chill laugh. You have used 2 WILLPOWER points.

If you wish to use your Magical Power of Sorcery against the Kleasá, turn to 122. - If you have the Black Rod of Shasarak and wish to use it, turn to 229. + If you wish to use the Black Rod of Shasarak, turn to 229.
@@ -2440,8 +2444,12 @@ small11: sword, axe, & shield
148 + +

You must take the Black Rod if you have not already done so (mark it as a Special Item on your Action Chart): the author assumes that you have done so later in the book.

+
+ -

You raise the Black Rod and point it towards the door. Willing the door to open, you notice a thin beam of yellow light strike the surface and silently it swings open to reveal another passage sloping upwards into the distance.

+

You raise the Black Rod and point it towards the door. Willing the door to open, you notice a thin beam of yellow light strike the surface and silently it swings open to reveal another passage sloping upwards into the distance.

If you wish to pass through the door, turn to 267. If you prefer to stay where you are, turn to 213.
@@ -2686,10 +2694,10 @@ small11: sword, axe, & shield 170 -

You place your hand upon the door and concentrate hard. The key that opens the door is the Black Rod that lies within the chest.

+

You place your hand upon the door and concentrate hard. The key that opens the door is the Black Rod.

The use of this Magical Power has cost you 1 WILLPOWER point.

- If you wish to take the Black Rod and use it to open the magic-locked door, turn to 148. - If you would rather use the Magical Power of Sorcery to open the door and possess 3 or more WILLPOWER points, turn to 279. + If you wish to use the Black Rod to open the magic-locked door, turn to 148. + If you would rather use the Magical Power of Sorcery to open the door and possess 2 or more WILLPOWER points, turn to 279.
@@ -3191,8 +3199,9 @@ small11: sword, axe, & shield

Steeling yourself, you launch a massive bolt of mental energy at the magic-locked door. There is a deafening shriek as the bolt glances off the granite surface and explodes into the ceiling of the chamber. A shower of rock and dust rains down and a shock wave throws you to the floor. You realize that the door is held by a power far greater than your own.

- If you have the Magical Power of Psychomancy and wish to use it, turn to 224. - If you do not possess this skill, or do not wish to use it, turn to 242. + If you have the Magical Power of Psychomancy and wish to use it, turn to 170. + If you have the Magical Power of Prophecy and wish to use it, turn to 224. + If you do not possess either of these skills, or do not wish to use them, turn to 242.
@@ -3451,8 +3460,9 @@ small11: sword, axe, & shield

You wield the Power of Sorcery against the door. In a flash of sparks, your energy bolt ricochets off the granite surface and slams into the cavern floor inches from Hugi's feet. You sense that the door is held by a power far greater than your own.

- If you have the Magical Power of Psychomancy and wish to use it, turn to 224. - If you do not possess this skill, or do not wish to use it, turn to 242. + If you have the Magical Power of Psychomancy and wish to use it, turn to 170. + If you have the Magical Power of Prophecy and wish to use it, turn to 224. + If you do not possess either of these skills, or do not wish to use them, turn to 242.
@@ -3879,7 +3889,7 @@ small11: sword, axe, & shield If you wish to fire a blast from your Staff at the creature, turn to 113. If you have the Magical Power of Sorcery and wish to use it, turn to 122. If you have the Magical Power of Sorcery and the Mind Gem and wish to use them both against the Kleasá, turn to 143. - If you have the Black Rod and wish to use it, turn to 229. + If you wish to use the Black Rod, turn to 229. @@ -4054,7 +4064,8 @@ small11: sword, axe, & shield

You hurl the force of your will against the door. The rock trembles and a crackle of energy snakes across its surface, but to no avail. The door is held by a force far greater than your own.

- If you have the Magical Power of Psychomancy and wish to use it, turn to 224. + If you have the Magical Power of Psychomancy and wish to use it, turn to 170. + If you have the Magical Power of Prophecy and wish to use it, turn to 224. If you do not possess this skill, or do not wish to use it, turn to 242.
@@ -4335,6 +4346,14 @@ small11: sword, axe, & shield The Shadakine Empire + + + Paul Bonner + + + + + Christopher Lundgren @@ -4521,10 +4540,12 @@ small11: sword, axe, & shield

(95) Replaced and as with and, as. Replaced under water with underwater.

(96) Replaced robe you with robe, you.

(102) Replaced Sadly you with Sadly, you.

+

(103) Added If you do not have any of these powers or possess insufficient WILLPOWER points to use them, turn to 242.. Replaced possess 3 or more with possess 2 or more.

(108) Replaced king.&lsquot;Either with king. &lsquot;Either.

-

(113) Replaced If you wish to attack the Kleasá with the Magical Power of Sorcery with If you have the Magical Power of Sorcery and with to use it to attack the Kleasá in the first choice. Added and wish to use them both against the Kleasá, in the second choice.

+

(113) Replaced If you wish to attack the Kleasá with the Magical Power of Sorcery with If you have the Magical Power of Sorcery and with to use it to attack the Kleasá in the first choice. Added and wish to use them both against the Kleasá, in the second choice. Replaced If you have the Black Rod of Shasarak and wish to use it with If you wish to use the Black Rod of Shasarak.

(116) Replaced combat turn with combat, turn.

(121) Replaced half light with half-light.

+

(122) Replaced If you have the Black Rod of Shasarak and wish to use it with If you wish to use the Black Rod of Shasarak.

(124) Replaced forward, you with forward. You.

(125) Replaced Urik &lsquot;Very with Urik. &lsquot;Very.

(126) Replaced this power with this Power.

@@ -4535,6 +4556,7 @@ small11: sword, axe, & shield

(135) Replaced exhausted you with exhausted, you.

(140) Replaced asks with asks.. Replaced out-sized with outsized.

(141) Switched the section numbers given for the two choices, to avoid unreasonable consequences of high ENDURANCE and WILLPOWER scores.

+

(143) Replaced If you have the Black Rod of Shasarak and wish to use it with If you wish to use the Black Rod of Shasarak.

(145) Replaced spell whispering with spell, whisperingin the caption for the illustration.

(146) Replaced 7&endash;12 with 6&endash;12.

(149) Replaced Kiro will with Kiro, will. Replaced eyebow with eyebrow.

@@ -4543,6 +4565,7 @@ small11: sword, axe, & shield

(163) Replaced swordman with swordsman.

(165) Replaced this power with this Power.

(168) Replaced magical Power with Magical Power.

+

(170) Deleted that lies within the chest. Replaced If you wish to take the Black Rod and use it to open the magic-locked door with If you wish to use the Black Rod to open the magic-locked door. Replaced possess 3 or more with possess 2 or more.

(171) Replaced your Current with your current.

(173) Replaced backpack with Backpack. Replaced one Item with one item.

(174) Replaced Magical power with Magical Power.

@@ -4561,7 +4584,7 @@ small11: sword, axe, & shield

(212) Replaced all occurrences of luneday with Luneday.

(213) Replaced menacingly as with menacingly, as.

(214) Replaced mountains of Morn with Mountains of Morn.

-

(215) Added or do not wish to use it, in the second choice.

+

(215) Changed the choice to use Psychomancy to lead to Section 170 rather than Section 224. Added If you have the Magical Power of Prophecy and wish to use it, turn to 224.. Replaced If you do not possess this skill with If you do not possess either of these skills, or do not wish to use them.

(216) Replaced six with eight. Replaced 257 with 257.. Replaced all occurrences of Items with items.

(217) Replaced the dead lands with &lsquot;the dead lands&rsquot;.

(219) Replaced 12 to 14 with 12&endash;14.

@@ -4572,7 +4595,7 @@ small11: sword, axe, & shield

(231) Replaced side step with sidestep.

(234) Changed the third choice which led to Section 289 to lead to Section 146 instead. This section fits better in the context of the story as it goes into particulars about how Enchantment is actually used.

(235) Replaced Waist deep with Waist-deep. Replaced out-sized with outsized. Replaced wizard's Staff with Wizard's Staff.

-

(237) Added or do not wish to use it, in the second choice.

+

(237) Changed the choice to use Psychomancy to lead to Section 170 rather than Section 224. Added If you have the Magical Power of Prophecy and wish to use it, turn to 224.. Replaced If you do not possess this skill with If you do not possess either of these skills, or do not wish to use them.

(247) Replaced purple, he with purple; he. Made Urik's quote from The Way of the Shianti a separate paragraph.

(249) Replaced Toa tree with toa tree.

(250) Replaced actions, prevents with actions prevents. Replaced &lsquot;You man!&rsquot; with &lsquot;You, man!&rsquot; . Replaced Sado, &lsquot;what with Sado, &lsquot;What.

@@ -4587,13 +4610,14 @@ small11: sword, axe, & shield

(267) Replaced near.&rsquot; he with near,&rsquot; he.

(268) Replaced Table with Table..

(269) Replaced eyeless tormented with eyeless, tormented. Replaced magical Power with Magical Power.

-

(272) Replaced say &lsquot;I with say. &lsquot;I.

+

(272) Replaced say &lsquot;I with say. &lsquot;I. Replaced If you have the Black Rod and wish to use it with If you wish to use the Black Rod.

(275) Replaced guards falls with guards fall.

(276) Replaced &lsquot;Stranger&rsquot; he with &lsquot;Stranger,&rsquot; he.

(280) Replaced Kazim stone with Kazim Stone.

(248) Changed the choice which led to Section 300 to lead to Section 302 instead. This section was unreachable in the original and fits well in the context of the story here.

(286) Replaced Sado, &lsquot;Charge with Sado. &lsquot;Charge.

(287) Replaced counter-attack with counterattack.

+

(288) Changed the choice to use Psychomancy to lead to Section 170 rather than Section 224. Added If you have the Magical Power of Prophecy and wish to use it, turn to 224..

(289) Replaced power of Enchantment with Power of Enchantment.

(290) Replaced Huminoid with Humanoid.

(291) Replaced Magical power with Magical Power.

@@ -4625,6 +4649,7 @@ small11: sword, axe, & shield

(Section 112) Remember to deduct the total from your WILLPOWER score before turning.

(Section 133) If you wish to take the Sheath, record it as a Special Item on your Action Chart.

(Section 136) Remember to deduct the total from your WILLPOWER score before turning.

+

(Section 148) You must take the Black Rod if you have not already done so (mark it as a Special Item on your Action Chart): the author assumes that you have done so later in the book.

(Section 162) As you have used your Power of Evocation against the Deathgaunts, you should deduct 3 WILLPOWER points. (cf. Section 120)

(Section 250) From this point in the story, this book suffers from a game design problem in that many sections give you options between using different forms of magic, but no option for what to do if your WILLPOWER score has reached zero or below. If you encounter such a situation, you may choose one of the options anyway and continue subtracting WILLPOWER points, or you may conclude that Grey Star has failed his mission and that the adventure is over.

(Section 262) As you are using your Wizard's Staff against the Scree Wyrm, you should deduct 1 WILLPOWER point.

-- 2.34.1