From dd0c9b68fa85024f5da7f5ee6b7abef26cc9cd1c Mon Sep 17 00:00:00 2001 From: Jonathan Blake Date: Thu, 9 Aug 2007 20:22:06 +0000 Subject: [PATCH] git-svn-id: https://projectaon.org/data/en/xml@448 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- 05sots.xml | 48 +++++++++++++++++++++++++----------------------- 1 file changed, 25 insertions(+), 23 deletions(-) diff --git a/05sots.xml b/05sots.xml index 4c5092d..d1069f2 100755 --- a/05sots.xml +++ b/05sots.xml @@ -329,8 +329,8 @@ Gary Chalk - - + +
  • Sword (Weapons)

  • @@ -437,7 +437,7 @@
  • Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

    Example

    -

    Lone Wolf (COMBAT SKILL 15) is ambushed by a Winged Devil (COMBAT SKILL 20). He is not given the opportunity to evade combat, but must stand and fight as the creature swoops down on him. Lone Wolf has the Kai Discipline of Mindblast, to which the Winged Devil is not immune, so he adds 2 points to his COMBAT SKILL, giving a total COMBAT SKILL Of 17.

    +

    Lone Wolf (COMBAT SKILL 15) is ambushed by a Winged Devil (COMBAT SKILL 20). He is not given the opportunity to evade combat, but must stand and fight as the creature swoops down on him. Lone Wolf has the Kai Discipline of Mindblast, to which the Winged Devil is not immune, so he adds 2 points to his COMBAT SKILL, giving a total COMBAT SKILL of 17.

    He subtracts the Winged Devils COMBAT SKILL from his own, giving a Combat Ratio of 3. (17 20 = 3). 3 is noted on the Action Chart as the Combat Ratio.

  • When you have your Combat Ratio, pick a number from the Random Number Table.

  • @@ -984,7 +984,7 @@

    The great snake shudders and convulses in the throes of death. The smell of its thick brown blood is disgusting, and you have to hold your breath and grit your teeth as you lift the dead Yas away from the chest and peer inside.

    -

    You discover six silver-handled maces, each beautifully carved and encrusted with rubies, emeralds, and pearls. In the Northlands these weapons would fetch thousands of Crowns. At the bottom of the chest, you also discover a small Copper Key. If you wish to take either a Jewelled Mace or the Copper Key, or both, mark them on your Action Chart as Special Items. You carry the Copper Key in the pocket of your tunic and the Jewelled Mace tucked into your belt.

    +

    You discover six silver-handled maces, each beautifully carved and encrusted with rubies, emeralds, and pearls. In the Northlands these weapons would fetch thousands of Crowns. At the bottom of the chest, you also discover a small Copper Key. If you wish to take either a Jewelled Mace or the Copper Key, or both, mark them on your Action Chart as Special Items. You carry the Copper Key in the pocket of your tunic and the Jewelled Mace tucked into your belt.

    The acidic smell of the snake blood is beginning to make you retch. Quickly, you climb the stone steps and leave the armoury by the north door.

    Turn to 14.
    @@ -1391,7 +1391,7 @@ -

    You hear a faint click followed by a soft whirring sound; the bronze door slides open. As you hurry through, the door clicks shut behind your back, as softly as it had opened.

    +

    You hear a faint click followed by a soft whirring sound; the bronze door slides open. As you hurry through, the door clicks shut behind your back, as softly as it had opened.

    Instinct tells you that you have entered the chambers of the upper palace, the sumptuous private enclave of the Zakhan. You walk upon glistening tiles of opal and platinum, past sculptures and statues of pure gold. The door of solid amethyst ahead seems plain in comparison to the breathtaking splendour of this private world. Beyond the door lies another unique and startlingly beautiful world: the arboretum. A circular, cathedral-like arena spreads out below you, the green velvet canopy alive with the sound of bird song. Trees of every colour, shape and size flourish in the deep, dark soil of the floor. The Zakhans arboretum houses a specimen of every tree that grows in Magnamund, and many species that are now extinct elsewhere. As you walk the wrought iron balcony which encircles the arboretum, you recognize the leaves of a Sommlending oak. You feel a sudden wave of homesickness, but it does not make you despair; rather it renews your determination to escape from this hostile, sun-bleached land.

    At one of the exits from the arboretum, you discover a Quarterstaff propped against the wall. (If you wish to take this, remember to mark it on your Action Chart.) The desire to escape urges you on as you leave the arboretum and hurry through a network of lavish corridors and empty, deserted vestibules. You reach a landing where a broad staircase descends to a massive room that occupies most of the lower palace.

    From the top of the staircase, hidden by the shadow of a pilaster, you stare down on a sight that freezes your blood with terror.

    @@ -1431,7 +1431,7 @@

    The two guards chuckle greedily and discuss at length the good time they will be able to have in the city, once they have sold your equipment.

    Ill take a peek at our friend, says one of the guards. I wonder if hes enjoying our hospitality?

    A spy-hole slides opened above your head and you hear a gasp of shock. Hes gone! Hes gone! By the Majhan, well lose our heads! You suddenly realize that you cannot be seen so close to the door.

    -

    Let me see, hisses the other guard, eager to see for himself. You hear the click of a key in the lock; this could be your chance to escape.

    +

    Let me see, hisses the other guard, eager to see for himself. You hear the click of a key in the lock; this could be your chance to escape.

    If you wish to attack the guards as soon as the door opens, turn to 138. If you wish to move away from the door and stand in the middle of the cell, turn to 85.
    @@ -3331,7 +3331,7 @@ -

    Emerging from a bank of cloud on the skyline is a flying ship. It is a small craft, no bigger than an Unoram river barge, with two triangular sails swept back either side of its curving prow. In the fading twilight you can make out a long pennant that flutters from its mast. A faint humming reaches your ears. Your first reaction is disbelief; what you are seeing must be a trick of the light or some fiendish illusion created by the Darklords. However as the ship floats nearer, your senses tell you that it is indeed quite real.

    +

    Emerging from a bank of cloud on the skyline is a flying ship. It is a small craft, no bigger than an Unoram river barge, with two triangular sails swept back either side of its curving prow. In the fading twilight you can make out a long pennant that flutters from its mast. A faint humming reaches your ears. Your first reaction is disbelief; what you are seeing must be a trick of the light or some fiendish illusion created by the Darklords. However, as the ship floats nearer, your senses tell you that it is indeed quite real.

    If you possess a Crystal Star Pendant, turn to 336. If you do not have this Special Item, turn to 275.
    @@ -3658,7 +3658,7 @@ -

    Ikaresh, says Banedon pensively. The Eagles Lair. That is where we will find Tipasa the Wanderer. It is the place of his birth and the home of his family. He roams the Dry Main, but he always returns to Ikaresh.

    +

    Ikaresh, says Banedon pensively. The Eagles Lair. That is where we will find Tipasa the Wanderer. It is the place of his birth and the home of his family. He roams the Dry Main, but he always returns to Ikaresh.

    It is late afternoon when you reach the hills beyond the Koos that overlook the town of Ikaresh. Banedon moors the Skyrider to a pinnacle of stone, and a rope ladder is lowered to the ground. It has been decided that you and he will enter Ikaresh on foot and locate Tipasa, while Nolrim and the crew wait in hiding for you to returnthe sight of the Skyrider hovering above the mountain town would be sure to arouse unwanted interest in your arrival.

    You and Banedon prepare yourselves for your mission by staining your skins with brown copalla berries and dressing in the grey and white robes commonly worn by the mountain people of this region. You bid farewell to Nolrim and set off across the barren hills.

    Pick in number from the Random Number Table.

    @@ -3751,7 +3751,7 @@

    The chill air whips past your face as you tumble towards Lake Inrahim. The Kraan-riders, the sky-ship, and the distant horizon all melt into a kaleidoscope of shapes and images. You fear these will be the last things you will ever see.

    You have prepared yourself for death and feel calm and relaxed. Suddenly, you feel your body engulfed by a mass of sticky fibres. There is a terrific jolt, which leaves you breathless and stunned. (Lose 2 ENDURANCE points.) The impossible is happeningyou are no longer falling but rising!

    -

    You have to been caught by a net of sticky strands like a fly in a Web. You rise into the sky towards the flying ship as quickly as you fell. Three bearded dwarves clad in bright, padded battle-jerkins pull you aboard an outrigger that runs the length of the hull. Theres no time to express your gratitude, for the small sky-ship is under attack from the Kraan-riders.

    +

    You have to been caught by a net of sticky strands like a fly in a web. You rise into the sky towards the flying ship as quickly as you fell. Three bearded dwarves clad in bright, padded battle-jerkins pull you aboard an outrigger that runs the length of the hull. Theres no time to express your gratitude, for the small sky-ship is under attack from the Kraan-riders.

    At the end of the outrigger, a dwarf is in hand-to-hand combat with a snarling Drakkar. He is losing the battle. As you rush to help him, another of the evil warriors lands in the centre of the craft, on top of the fortified platform.

    If you wish to help the dwarf, turn to 280. If you wish to leap from the outrigger onto the fortified platform, turn to 361. @@ -4440,11 +4440,11 @@ 313 -

    Below the bell-tower you see a line of Itikar pens, each with its own circular landing platform. Itikar are a breed of huge black birds that nest in eyries high in the peaks of the Dahir and Vakar Mountains. The Vassagonians have long since tamed these giants of the skies, using them as winged mounts for their army leaders, their scouts, couriers and envoys.

    +

    Below the bell-tower you see a line of Itikar pens, each with its own circular landing platform. Itikar are a breed of huge black birds that nest in eyries high in the peaks of the Dahir and Vakar Mountains. The Vassagonians have long since tamed these giants of the skies, using them as winged mounts for their army leaders, their scouts, couriers, and envoys.

    An Itikar and rider swoop down out of the reddening sky and alight upon the platform nearest to the bell-tower. Slaves hurl a rope to the rider, who in turn fixes it to a saddle ring before he jumps to the ground. The Itikar caws and beats its huge wings as it is slowly winched into the pen by a hidden capstan.

    The rider and the slaves leave the platform; there is now only one sentry on guard at the pen. If you can overpower him, you can make your escape on the back of the giant bird.

    If you possess a Blowpipe and Sleep Dart, turn to 325. - If you do not have these Items, turn to 282. + If you do not have these items, turn to 282.
    @@ -4676,7 +4676,7 @@

    You have little sleep that night as you lie thinking about the quest that lies before you, haunted by the fear that the Darklords may already have found the Book of the Magnakai.

    You rise before dawn and breakfast on a meal of sheeps butter and dried milk cake, before bidding farewell to Tipasas wife. The trek back to the Skyrider passes uneventfully, and by noon you have reached the rocky crag where the craft is moored. Nolrim is the first to greet you, but he cannot hide his disappointment that you have returned unaccompanied.

    Do not worrythe answer lies here, says Banedon, holding up Tipasas diary. Prepare to set sail.

    -

    As the Skyrider rises into the clear blue sky, Banedon hands over the helm to Nolrim and bids you follow him to his quarters at the prow. For three hours he pores over his charts, making calculations, checking instrument readings and racking his brain for the solution that will pinpoint the Tomb of the Majhan.

    +

    As the Skyrider rises into the clear blue sky, Banedon hands over the helm to Nolrim and bids you follow him to his quarters at the prow. For three hours he pores over his charts, making calculations, checking instrument readings, and racking his brain for the solution that will pinpoint the Tomb of the Majhan.

    Its no use, he says, tired and exasperated. I cannot fathom these numbers.

    As you peer at the pages of Tipasas diary, suddenly you realize that they are written in code. What Banedon had assumed to be positions of stars is a code to three numbers that give the precise location of the Tomb.

    Consult the map to help you discover the location of the Tomb of the Majhan.

    @@ -4836,8 +4836,8 @@

    The golden domes of the Grand Palace grow smaller as the Itikar gathers speed. Soon, you have passed over the city wall and are heading out towards the shimmering salt-flats of Lake Inrahim. The land below is bathed in beautiful orange twilight, as the sun slowly sinks behind the Dahir Mountains to the west. Elated by your escape, you throw back your head and give voice to a triumphant yell that is carried away on the chill evening wind.

    As if in answer to your cry, an echoing chorus of shrieks pierce the sky. Fear returns to your heart as you catch sight of a flock of Kraan, hideous leathery-winged fliers. Each carries a Drakkar warrior on its back. They are over a mile behind you, but they are quickly closing the gap. Less than an hour of light remains; if you can evade them a little longer, you may be able to lose them when night falls.

    -

    You must decide in which direction to fly, for you are now above the centre of Lake Inrahimconsult the map at the front of this book before making your decision.

    - If you wish to steer the Itikar south towards the Dahir pass, turn to 264. +

    You must decide in which direction to fly, for you are now above the centre of Lake Inrahimconsult the map before making your decision.

    + If you wish to steer the Itikar south towards the Dahir Pass, turn to 264. If you wish to head east towards the town of Chula, turn to 244.
    @@ -5439,7 +5439,7 @@

    The ale is thick and creamy, with a taste like malted apples. You lower the half-empty tankard and wipe away the froth from your lips with your sleeve.

    -

    Pick a number from the Random Number Table. If your current ENDURANCE point total is less than 15, deduct 2 from this number. If your ENDURANCE point total is above 25, add 2 to this number. If you have reached the Kai rank of Savant add 3 to this number.

    +

    Pick a number from the Random Number Table. If your current ENDURANCE point total is less than 15, deduct 2 from this number. If your ENDURANCE point total is above 25, add 2 to this number. If you have reached the Kai rank of Savant, add 3 to this number.

    If your total score is now below 7, turn to 364. If your total score is now 7 or above, turn to 218.
    @@ -5471,7 +5471,7 @@

    As far as the eye can see, a long, straight, sandstone corridor slopes away into the distance. Torches crackle and splutter on the walls, illuminating the pictograms engraved in the yellow stone.

    -

    At regular intervals, rough-edged slabs protrude into the main corridor. You stop to take a close look at one of these slabs and the floor beneath it and come to a frightening conclusion. They are obviously traps, no doubt set off by the Giaks when they cleared this corridor of sand. Rather than instructing the Giaks to avoid them, the Darklords must have deliberately used their slaves to set them off. Once the traps had been sprung, the squashed bodies were cleared away and the slabs chiselled through to the next section. Pit traps in the floors seem to have been neutralized in the same way. Set off by luckless Giaks, they would have been filled in with the dead bodies and levelled off with sand. The thought of this heartless barbarity fills you with revulsion.

    +

    At regular intervals, rough-edged slabs protrude into the main corridor. You stop to take a close look at one of these slabs and the floor beneath it and come to a frightening conclusion. They are obviously traps, no doubt set off by the Giaks when they cleared this corridor of sand. Rather than instructing the Giaks to avoid them, the Darklords must have deliberately used their slaves to set them off. Once the traps had been sprung, the squashed bodies were cleared away and the slabs chiselled through to the next section. Pit traps in the floors seem to have been neutralized in the same way. Set off by luckless Giaks, they would have been filled in with the dead bodies and levelled off with sand. The thought of this heartless barbarity fills you with revulsion.

    Just over a mile along the corridor, you eventually arrive at a large stone door. The stone surround bears evidence of chisel-work, but the door itself is rock solid.

    You notice a faint beam of light descending from a hole in the ceiling. It creates a small circular pool of light, a little to one side of a similar hole in the floor. In the wall near to the door there is a triangular indentation, no larger than a Gold Crown.

    If you possess a Prism, turn to 233. @@ -5516,7 +5516,7 @@ 399 -

    Banedon lowers his staff, the trace of a wry smile on his pain-racked face. Alas I was too slow to protect myself, Lone Wolf, he says, glancing at his arm. You kneel at his side and free the spear that pins him to the floor. The wound is serious; hastily you staunch the bleeding with strips of cloth torn from his dark blue robes. You recognize the robes, for they are the attire of a Journeymaster. It seems that young Banedon has achieved distinction among his brother magicians since last you met.

    +

    Banedon lowers his staff, the trace of a wry smile on his pain-racked face. Alas, I was too slow to protect myself, Lone Wolf, he says, glancing at his arm. You kneel at his side and free the spear that pins him to the floor. The wound is serious; hastily you staunch the bleeding with strips of cloth torn from his dark blue robes. You recognize the robes, for they are the attire of a Journeymaster. It seems that young Banedon has achieved distinction among his brother magicians since last you met.

    It appears that we are fated to meet in their company, he says, still watching the Kraan-riders anxiously. Help me to my feet, we must escape before they drag us from the sky.

    You support the magician as he grasps the ships helma radiant crystal sphere with hundreds of glowing facets set on a slim silver rod. No sooner has his hand closed around the crystal than there is a tremendous explosion.

    Turn to 323. @@ -5527,7 +5527,7 @@ 400 -

    You examine the floor where Darklord Haakon fell, but there are no signs of his body. The atmosphere is strangely calm and peaceful as if a great and evil shadow has been lifted.

    +

    You examine the floor where Darklord Haakon fell, but there are no signs of his body. The atmosphere is strangely calm and peaceful, as if a great and evil shadow has been lifted.

    You turn and walk to the throne where Haakon sat, waiting for you to appear. Beyond it lies a portal, an ancient inscription carved deep into the blood-red stone. Below the carving is set the impression of a human hand. Instinct and intuition guide your hand to the door; the carving fits around it like a glove.

    @@ -6264,6 +6264,7 @@

    (305) Replaced half-way with halfway.

    (306) Replaced obey, and with obey and. Added a period to the end of the illustrations caption.

    (312) Replaced boomsail with boom-sail.

    +

    (313) Replaced couriers and with couriers, and. Replaced these Items with these items.

    (315) Replaced collar bone with collarbone.

    (316) Replaced surprise, their weapons with surprise; their weapons. Replaced on to with onto.

    (320) Replaced blood but with blood, but and back-breaking with backbreaking. Replaced Koneshi mountains with Koneshi Mountains.

    @@ -6274,7 +6275,7 @@

    (329) Replaced Drakkarim but with Drakkarim, but.

    (328) Replaced market-place with marketplace.

    (330) Replaced combat and with combat, and.

    -

    (331) Removed at the front of this book. Replaced pours over with pores over. Replaced What Banedon had assumed to be positions of stars are a code with What Banedon had assumed to be positions of stars is a code.

    +

    (331) Removed at the front of this book. Replaced pours over with pores over. Replaced What Banedon had assumed to be positions of stars are a code with What Banedon had assumed to be positions of stars is a code. Replaced readings and with readings, and.

    (332) Replaced half-way with halfway.

    (333) Replaced flash and with flash, and and blood-stained with bloodstained.

    (335) Replaced death blow with death-blow. Moved the Sixth Sense choice into the first position.

    @@ -6282,7 +6283,7 @@

    (337) Moved the Sixth Sense choice into the first position.

    (339) Replaced on to with onto.

    (342) Replaced half-way with halfway and Jala with jala.

    -

    (343) Replaced behind you but with behind you, but. Added a period to the end of the illustrations caption. Replaced Dahir mountains with Dahir Mountains.

    +

    (343) Replaced behind you but with behind you, but. Added a period to the end of the illustrations caption. Replaced Dahir mountains with Dahir Mountains. Deleted at the front of this book . Replaced Dahir pass with Dahir Pass.

    (344) Replaced yellow and with yellow, and and herb, and with herb and.

    (345) Replaced hand, and with hand and.

    (347) Replaced below but with below, but. Replaced on to with onto.

    @@ -6307,11 +6308,12 @@

    (386) Moved the Tracking choice into the first position.

    (389) Replaced on to with onto.

    (390) Replaced flame, is with flame is.

    -

    (392) Replaced the last choice to read 7 or above instead of above 7 in order to avoid the ambiguous situation of having picked 7.

    +

    (392) Replaced the last choice to read 7 or above instead of above 7 in order to avoid the ambiguous situation of having picked 7. Replaced Savant add with Savant, add.

    (394) Replaced madman, as with madman as. Replaced mass of writhing insects tumble with mass of writhing insects tumbles.

    -

    (395) Replaced it, and with it and.

    +

    (395) Replaced it, and with it and. Replaced beneath it, and come with beneath it and come.

    (396) Moved the Sixth Sense choice into the first position. Replaced spirals stairs with spiral stairs.

    -

    (400) Added a period to the end of the illustrations caption. Replaced Lone Wolf series with Lone Wolf series.

    +

    (399) Replaced Alas I with Alas, I.

    +

    (400) Added a period to the end of the illustrations caption. Replaced Lone Wolf series with Lone Wolf series. Replaced peaceful as with peaceful, as.

    (Combat Rules Summary) Replaced cross reference with cross-reference, top of chart with top of the chart and fall to 0 with falls to 0 or below.

    -- 2.34.1