From e5e4c1c2c5513433d2b0fe1c5a6f205974d1a9b6 Mon Sep 17 00:00:00 2001 From: Jonathan Blake Date: Mon, 28 Jan 2008 19:59:55 +0000 Subject: [PATCH] working through 18dotd issues git-svn-id: https://projectaon.org/data/en/xml@574 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- 13tplor.xml | 4 +- 14tcok.xml | 4 +- 15tdc.xml | 4 +- 16tlov.xml | 4 +- 17tdoi.xml | 4 +- 18dotd.xml | 188 ++++++++++++++++++++++++++++------------------------ 19wb.xml | 4 +- 20tcon.xml | 4 +- 8 files changed, 114 insertions(+), 102 deletions(-) diff --git a/13tplor.xml b/13tplor.xml index 5e771a1..b21ced4 100644 --- a/13tplor.xml +++ b/13tplor.xml @@ -260,7 +260,7 @@
Grand Weaponmastery -

This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Master weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below.

+

This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Weaponmastery weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below.

Brian Williams @@ -5857,7 +5857,7 @@

(The Game Rules) Removed that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages. Replaced To do this take a pencil and, with your eyes closed, point with the blunt end of it on to the Random Number Table on the last page of this book with To do this, pick a number from the Random Number Table. Replaced fall to zero with fall to zero or below. Replaced all occurrences of ie, with i.e.. Replaced These scores may include Weaponmastery, Curing, and Psi-surge bonuses. with These scores may include Lore-circle bonuses. You may also benefit from the Disciplines that youve mastered (e.g. Weaponmastery, Curing, and Psi-surge bonuses).

-

(Grand Master Disciplines) Replaced gods with Gods. Replaced venoms and with venoms, and. Replaced Magi-Magic with Magi-magic. Replaced battle magic with battle-magic. Replaced artifacts with artefacts. Replaced THE CAPTIVES OF KAAG with The Captives of Kaag and weapons listed overleaf with weapons listed below. Replaced disciplines with Disciplines. Replaced both occurrences of left-handed magic with Left-handed magic. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase.

+

(Grand Master Disciplines) Replaced gods with Gods. Replaced venoms and with venoms, and. Replaced Magi-Magic with Magi-magic. Replaced battle magic with battle-magic. Replaced artifacts with artefacts. Replaced THE CAPTIVES OF KAAG with The Captives of Kaag and weapons listed overleaf with weapons listed below. Replaced disciplines with Disciplines. Replaced both occurrences of left-handed magic with Left-handed magic. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Replaced Grand Master weapons with Grand Weaponmastery weapons.

(Equipment) Removed (see the inside front cover of this book). Replaced all occurrences of arrow or arrows with Arrow. Amended the text to correctly reflect the +5 COMBAT SKILL bonus for Grand Weaponmastery. Replaced both occurrences of safe-keeping with safekeeping. Replaced eg, with e.g.. Replaced all occurrences of bow with Bow. Replaced quiver with Quiver. Replaced combat, therefore with combat; therefore. Replaced arrows with Arrows.

diff --git a/14tcok.xml b/14tcok.xml index 54eba27..3ebdb7b 100644 --- a/14tcok.xml +++ b/14tcok.xml @@ -257,7 +257,7 @@
Grand Weaponmastery -

This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Master weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below.

+

This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Weaponmastery weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below.

@@ -5527,7 +5527,7 @@

(The Game Rules) Replaced 13-onwards with Book 13 onwards. Replaced fall to zero with fall to zero or below. Replaced both occurrences of ie with i.e.. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

-

(Grand Master Disciplines) Replaced gods with Gods. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced battle magic with battle-magic. Replaced venoms and with venoms, and. Replaced artifacts with artefacts. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase.

+

(Grand Master Disciplines) Replaced gods with Gods. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced battle magic with battle-magic. Replaced venoms and with venoms, and. Replaced artifacts with artefacts. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Replaced Grand Master weapons with Grand Weaponmastery weapons.

(Rules for Combat) Removed on the inside back cover of this book. Replaced reduced to zero with reduced to zero or below. Replaced on the page after the Random Number Table with in the back of this book. In the example combat, changed Lone Wolfs initial COMBAT SKILL to 27 and corrected the Kai-surge bonus to +8 COMBAT SKILL. Replaced points reduced with points possibly reduced. Replaced at which point the one with the zero score is declared dead. with at which point that combatant is declared dead..

diff --git a/15tdc.xml b/15tdc.xml index 1712ab7..d3dfa0e 100644 --- a/15tdc.xml +++ b/15tdc.xml @@ -260,7 +260,7 @@
Grand Weaponmastery -

This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Master weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below.

+

This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Weaponmastery weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below.

Brian Williams @@ -5738,7 +5738,7 @@

(The Game Rules) Removed that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages and on the last page of this book. Replaced both occurrences of (ie with (i.e.. Replaced fall to zero with fall to zero or below. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

-

(Grand Master Disciplines) Replaced Magi-Magic with Magi-magic, gods with Gods, and listed overleaf with listed below. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced battle magic with battle-magic. Replaced venoms and with venoms, and. Replaced artifacts with artefacts. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase.

+

(Grand Master Disciplines) Replaced Magi-Magic with Magi-magic, gods with Gods, and listed overleaf with listed below. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced battle magic with battle-magic. Replaced venoms and with venoms, and. Replaced artifacts with artefacts. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Replaced Grand Master weapons with Grand Weaponmastery weapons.

(Equipment) Replaced both occurrences of safe-keeping with safekeeping, (eg, with (e.g., five occurrences of arrow with Arrow, two occurrences of arrows with Arrows, and eight occurrences of bow with Bow. Inserted the explanation of how to use Gold Crowns. Removed (see the inside front cover of this book). Amended the text to correctly reflect the +5 COMBAT SKILL bonus for Grand Weaponmastery. Replaced quiver with Quiver. Replaced combat, therefore with combat; therefore. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

diff --git a/16tlov.xml b/16tlov.xml index f1ae6e8..16bc64f 100644 --- a/16tlov.xml +++ b/16tlov.xml @@ -246,7 +246,7 @@
Grand Weaponmastery -

This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Master weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below.

+

This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Weaponmastery weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below.

Brian Williams @@ -5750,7 +5750,7 @@

(The Game Rules) Removed that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages and on the last page of this book. Replaced fall to zero with fall to zero or below. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

-

(Grand Master Disciplines) Replaced smell and with smell, and and both occurrences of (ie, with (i.e.. Changed COMBAT SKILL to ENDURANCE according to Lone Wolf Club Newsletter 24. Replaced Magi-Magic with Magi-magic and opposite and overleaf with below. Replaced venoms and with venoms, and. Replaced artifacts with artefacts. Replaced battle magic with battle-magic. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase.

+

(Grand Master Disciplines) Replaced smell and with smell, and and both occurrences of (ie, with (i.e.. Changed COMBAT SKILL to ENDURANCE according to Lone Wolf Club Newsletter 24. Replaced Magi-Magic with Magi-magic and opposite and overleaf with below. Replaced venoms and with venoms, and. Replaced artifacts with artefacts. Replaced battle magic with battle-magic. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Replaced Grand Master weapons with Grand Weaponmastery weapons.

(Equipment) Replaced Magador you with Magador, you, eg Gold with e.g. Gold, map of the area with map of the the Maakengorge and surrounding territories, safe-keeping with safekeeping, all occurrences of arrow with Arrow, all occurrences of bow with Bow, and adds 3 points with adds 5 points. Removed (see the inside front cover of this book). Added a section about Gold Crowns which reads The currency of Magador is the Gold Crown. These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns. Replaced quiver with Quiver. Replaced combat, therefore with combat; therefore. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

diff --git a/17tdoi.xml b/17tdoi.xml index d457d6a..872cc85 100644 --- a/17tdoi.xml +++ b/17tdoi.xml @@ -257,7 +257,7 @@
Grand Weaponmastery -

This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Master weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below.

+

This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Weaponmastery weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below.

Brian Williams @@ -5701,7 +5701,7 @@

(The Game Rules) Removed that you will find in the front of this book. For ease of use, and for further adventuring, it is recommended that you photocopy these pages and on the last page of this book. Replaced both occurrences of ie with i.e.. Replaced fall to zero with fall to zero or below. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

-

(Grand Master Disciplines) Replaced smell and with smell, and and both occurrences of (ie, with (i.e.. Replaced gods Kai and Ishir with Gods Kai and Ishir. Replaced Magi-Magic with Magi-magic. Replaced artifacts with artefacts. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced Magi-Magic with Magi-magic and opposite and overleaf with below. Replaced battle magic with battle-magic. Replaced venoms and with venoms, and. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase.

+

(Grand Master Disciplines) Replaced smell and with smell, and and both occurrences of (ie, with (i.e.. Replaced gods Kai and Ishir with Gods Kai and Ishir. Replaced Magi-Magic with Magi-magic. Replaced artifacts with artefacts. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced Magi-Magic with Magi-magic and opposite and overleaf with below. Replaced battle magic with battle-magic. Replaced venoms and with venoms, and. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Replaced Grand Master weapons with Grand Weaponmastery weapons.

(Equipment) Replaced your Monastery with your monastery. Replaced Magador you with Magador, you, eg Gold with e.g. Gold, map of the area with map of the the Maakengorge and surrounding territories, all occurrences of arrow with Arrow, all occurrences of bow with Bow, and adds 3 points with adds 5 points. Added a section about Gold Crowns which reads The currency of Magador is the Gold Crown. These are always carried in the Belt Pouch. It will hold a maximum of fifty Crowns. Replaced safe-keeping with safekeeping. Deleted (see the inside front cover of this book). Replaced (eg Gold Dagger with (e.g. Gold Dagger. Replaced arrows with Arrows. Replaced all occurrences of quiver with Quiver. Replaced BROADSWORD with Broadsword. Replaced BOW with Bow. Replaced QUIVER with Quiver. Replaced DAGGER with Dagger. Replaced SWORD with Sword. Replaced MEALS with Meals. Replaced ROPE with Rope. Replaced POTION OF LAUMSPUR with Potion of Laumspur. Replaced AXE with Axe.Replaced combat, therefore with combat; therefore. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series.

diff --git a/18dotd.xml b/18dotd.xml index 1a377db..f6a55dd 100644 --- a/18dotd.xml +++ b/18dotd.xml @@ -25,7 +25,7 @@ Project Aon 2007917 -

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

+

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

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.

@@ -64,7 +64,7 @@ -

To Rick, Nancy Amy (Ca.)

+

To Rick, Nancy, and Amy (Ca.)

@@ -168,7 +168,7 @@

You keep a record of your adventure on the Action Chart.

-

For more than six years, ever since the demise of the Darklords of Helgedad, you have devoted yourself to developing further your fighting prowessCOMBAT SKILLand physical staminaENDURANCE. Before you begin your first Grand Master adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it on to the Random Number Table. If you pick a 0 it counts as zero.

+

For more than six years, ever since the demise of the Darklords of Helgedad, you have devoted yourself to developing further your fighting prowessCOMBAT SKILLand physical staminaENDURANCE. Before you begin your first Grand Master adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it onto the Random Number Table. If you pick a 0 it counts as zero.

The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 25 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart (i.e., if your pencil fell on the number 6 in the Random Number Table you would write in a COMBAT SKILL of 31). When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.

The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 30 to this number and write the total in the ENDURANCE section of your Action Chart (i.e., if your pencil fell on the number 7 on the Random Number Table you would have 37 ENDURANCE points).

If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero or below, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points can never rise above the number you have when you start an adventure.

@@ -239,7 +239,7 @@
Grand Weaponmastery -

This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Master weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below.

+

This Discipline enables a Grand Master to become supremely efficient in the use of all weapons. When you enter combat with one of your Grand Weaponmastery weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below.

Brian Williams @@ -665,7 +665,7 @@

Grand Masters who have reached the rank of Grand Thane are able to use the following Old Kingdom Battle-spells:

  • Power GlyphBy inscribing this ancient glyph (a secret magical symbol) upon a door, an archway, or even upon the lid of a closed box, a Kai Grand Thane is able to protect items or portals from being opened. Any creature attempting to open a portal protected in such a way will release the power of the glyph and suffer its deadly effects.
  • -
  • Hold EnemyUsing this spell, a Kai Grand Thane is able to immobilize a single hostile creature anywhere within twenty feet of themselves. The duration of the spell is dependent upon the size and strength of the targeted creature. The range and duration of effect of this spell increases as a Grand Master rises in rank.
  • +
  • Hold EnemyUsing this spell, a Kai Grand Thane is able to immobilize a single hostile creature anywhere within twenty feet of themselves. The duration of the spell is dependent upon the size and strength of the targeted creature. The range and duration of effect of this spell increase as a Grand Master rises in rank.
@@ -706,7 +706,7 @@

You set sail from Vadera harbour on a bitterly cold, grey, late winters day. The masts of your host ship, the Lencian clipper Saxin, have been rigged with every available square inch of canvas to catch the prevailing winds that will, with luck, propel you quickly to Talestriathe first stage of your long journey home. The clipper is a sleek and impressive craft and its departure does not go unnoticed, yet of all the many Lencians who have turned out to watch and wave it farewell, only King Sarnac and his closest advisors know the true purpose of its voyage.

-

Once the Saxin is beyond the sheltering walls of Vadera harbour, its Captain charts an easterly course along the Tentariasthe chain of seas and landlocked lakes which separate the two continents of Magnamund. You and your companion, Lord Ardan, settle into the ships easy routine and, with few on-board duties to perform, you endeavour to pass the long hours constructively. With the aid of a map which he gives to you, Ardan briefs you on the route you should travel if you are to reach Sommerlund as swiftly as possible. You spend your time discussing the details of the route and pondering the new Evil which now threatens your homeland and the Kai.

+

Once the Saxin is beyond the sheltering walls of Vadera harbour, its captain charts an easterly course along the Tentariasthe chain of seas and landlocked lakes which separate the two continents of Magnamund. You and your companion, Lord Ardan, settle into the ships easy routine and, with few on-board duties to perform, you endeavour to pass the long hours constructively. With the aid of a map which he gives to you, Ardan briefs you on the route you should travel if you are to reach Sommerlund as swiftly as possible. You spend your time discussing the details of the route and pondering the new Evil which now threatens your homeland and the Kai.

@@ -736,7 +736,7 @@

It is early in the afternoon when you catch sight of a grand, half-timbered bridge in the far distance. It spans a river, swollen by the recent rains, which you recognize at once to be the River Reloni. There is a small circular tent near the approach to the bridge, and three Eldenoran soldiers are seated on stools beside it, each smoking a long-stemmed pipe.

-

At first you consider avoiding the bridge and finding somewhere else to make a crossing, but the river is wide and fast-flowing, and the three guards look particularly weak and stupid. After some deliberation, you decide to try and bluff your way past them.

+

At first you consider avoiding the bridge and finding somewhere else to make a crossing, but the river is wide and fast-flowing, and the three guards look particularly weak and stupid. After some deliberation, you decide to try to bluff your way past them.

As you approach, one of the guards gets up off his stool and moves to stand in your way. Casually, he asks to see some sort of identification.

If you possess a Silver Seal, turn to 283. If you do not possess this Special Item, turn to 317. @@ -747,8 +747,8 @@ 4 -

You shout the order to fire and the Kai let loose their straining bowstrings. A cloud of arrows with armour-piercing tips, hardened in the fires of the monastery forge, whistle towards the swooping Lavas with impressive accuracy. All find their target, but only one of the winged creatures falls from the sky. You see that the beast has been struck in the eye. Hurriedly the acolytes reload as the Lavas prepare to land on the Tower of the Sun.

-

Fire at their eyes! you shout, and a cloud of Kai arrows are sent screaming through the sky to seek their elusive mark. This time more than half find their target, decimating the onrushing Lavas at a single stroke, yet those winged creatures who do survive this deadly volley are quickly among the defenders on the tower.

+

You shout the order to fire and the Kai let loose their straining bowstrings. A cloud of arrows with armour-piercing tips, hardened in the fires of the monastery forge, whistles towards the swooping Lavas with impressive accuracy. All find their target, but only one of the winged creatures falls from the sky. You see that the beast has been struck in the eye. Hurriedly the acolytes reload as the Lavas prepare to land on the Tower of the Sun.

+

Fire at their eyes! you shout, and a cloud of Kai arrows is sent screaming through the sky to seek their elusive mark. This time more than half find their target, decimating the onrushing Lavas at a single stroke, yet those winged creatures who do survive this deadly volley are quickly among the defenders on the tower.

Turn to 58.
@@ -864,12 +864,13 @@

If you wish to keep any of these items, remember to adjust your Action Chart accordingly.

Shortly before sunset, you emerge from the trees at a place where three trails meet. A wooden signpost propped against a boulder indicates three directions, and distances:

- + + + @@ -885,7 +886,8 @@ -
North ChodTenzha 20 miles
--> + +
is rushing to his aid, although you sense that it is too late to save him now. Rather than stay to face their wrath when they discover their leader has been incinerated, you use the Sommerswerd to open the circular panel in the wall of the pit. As it falls away, you discover a chute which leads to an underground river. Quickly you crawl along this slime-smeared chute and slip into the cold waters, where you are carried swiftly away by the strong undercurrent.

Turn to 150.
@@ -962,7 +964,7 @@

The unexpected sound of the voice jolts you to full consciousness. You look around for who it was who uttered these words and, to your surprise, you see an old man dressed in brown robes standing before you, stroking your horses nose. Immediately you recognize the kindly face of Gwynian the Sage.

Fate calls us together once more, Lone Wolf, he says. Come, we have much to discuss.

And with that he takes hold of your horses bridle and leads him across the park to a grand building. It has changed much since you were last here, but despite the new brick and marble faade you recognize Varettas Halls of Learning.

-

You are taken along a gravelled path to a hall, where a sign hanging over its richly-carved oak door says: LIBRARY. You dismount, and Gwynian ties the reins to a ring set into the wall. Then he pushes open the door and together you enter the librarys cool interior. Countless thousands of books and parchments crowd the stone shelves of this magnificent library, marching past on either side as you walk towards another door at the far end of the hall.

+

You are taken along a gravelled path to a hall, where a sign hanging over its richly-carved oak door says LIBRARY. You dismount, and Gwynian ties the reins to a ring set into the wall. Then he pushes open the door and together you enter the librarys cool interior. Countless thousands of books and parchments crowd the stone shelves of this magnificent library, marching past on either side as you walk towards another door at the far end of the hall.

Turn to 268.
@@ -1048,7 +1050,7 @@

You take a gasp of air and dive below the surface, but as you submerge, you feel the stinging kiss of a crossbow bolts tip graze your shoulder: lose 2 ENDURANCE points.

-

Having lost the element of surprise, you allow the current to carry you a few hundred yards downstream before you come to the surface. You find yourself opposite a shallow bay in the river bank which affords you better cover from the nearest enemy trench than your previous position upstream. Quickly you crawl out of the water and slither like a snake up the muddy bank to drop silently into this trench. A dull-witted Eldenoran is swiftly dispatched with a blow from the edge of your hand, enabling you to move further along this log-walled ditch. Just as you are passing the opening to a makeshift dugout, you sense danger ahead. A single file of Eldenoran swordsmen are marching along the trench in your direction; it will be only a matter of seconds before they are close enough to see you.

+

Having lost the element of surprise, you allow the current to carry you a few hundred yards downstream before you come to the surface. You find yourself opposite a shallow bay in the river bank which affords you better cover from the nearest enemy trench than your previous position upstream. Quickly you crawl out of the water and slither like a snake up the muddy bank to drop silently into this trench. A dull-witted Eldenoran is swiftly dispatched with a blow from the edge of your hand, enabling you to move further along this log-walled ditch. Just as you are passing the opening to a makeshift dugout, you sense danger ahead. A single file of Eldenoran swordsmen is marching along the trench in your direction; it will be only a matter of seconds before they are close enough to see you.

If you wish to dive into the dugout to avoid being seen by these men, turn to 185. If you choose to unsheathe your weapon and prepare for combat with this advancing file of troops, turn to 57.
@@ -1059,7 +1061,7 @@

Your decision to stop and speak with the pilgrims clearly irritates the Lord Constable, but he bows to your authority and waits patiently for you to finish talking with them.

-

You learn that this ragged group are on their way to Garthen. Their leader, a bearded wretch called Pospora, also tells you of a strange camp that he and his pilgrims discovered last night, near a place on the road which he calls red rock. However, this information does not come cheaplyyou are pressed by the pilgrims into making a donation to their dubious cause. (Deduct 5 Gold Crowns from you Action Chart. If you possess less than 5 Crowns, erase instead one Backpack Item of your choice.)

+

You learn that this ragged group are on their way to Garthen. Their leader, a bearded wretch called Pospora, also tells you of a strange camp that he and his pilgrims discovered last night, near a place on the road which he calls red rock. However, this information does not come cheaplyyou are pressed by the pilgrims into making a donation to their dubious cause. (Deduct 5 Gold Crowns from you Action Chart. If you possess fewer than 5 Crowns, erase instead one Backpack Item of your choice.)

Having satisfied your curiosity, you return to the troop and continue the ride east.

Turn to 319.
@@ -1089,9 +1091,9 @@ 31 -

A signpost on the road out of Quarlen says: Casiorn 260 miles. On a normal horse you would expect the journey to take four days, but on Wildwind you are confident of reaching the City of Merchants before midnight.

+

A signpost on the road out of Quarlen says Casiorn 260 miles. On a normal horse you would expect the journey to take four days, but on Wildwind you are confident of reaching the City of Merchants before midnight.

Aided by a full moon and your sharp Kai skills, you keep Wildwind on a safe course throughout your long nights ride. Rapidly the miles melt away beneath his hooves and, as midnight approaches, you see the welcoming lights of Casiorn twinkling on the horizon. Using magical spyglasses, the watchful guards above the citys west gate see you coming and set their torches to fire-beacons to help guide you. The gates of the city are thrown open and, as you ride through, you meet with a thunderous welcome from its citizens, rich and poor, many of whom have left their beds to cheer your arrival.

-

Not until you see the bulbous golden towers of the High-Mayors Palace do you allow Wildwind to slow his pace. You pass through the palaces grand arch, crafted from marble and gold, and as you bring Wildwind to a halt you see a wondrous skyship hovering over the roof of the High-Mayors chambers. It reminds you of Skyrideryour friend Guildmaster Banedons flying ship, although the craft above is sleeker and appears to be fashioned not from wood, but from burnished metal.

+

Not until you see the bulbous golden towers of the High-Mayors Palace do you allow Wildwind to slow his pace. You pass through the palaces grand arch, crafted from marble and gold, and as you bring Wildwind to a halt you see a wondrous skyship hovering over the roof of the High-Mayors chambers. It reminds you of Skyrideryour friend Guildmaster Banedons flying shipalthough the craft above is sleeker and appears to be fashioned not from wood, but from burnished metal.

She awaits your command, says High-Mayor Cordas, as he strides down the steps of his palace chambers with an entourage of guards and advisors scurrying in his wake. What do you think? He beams, pointing to the ship. Is she not magnificent?

@@ -1127,7 +1129,7 @@

The trooper fumbles for the haft of an axe which is tucked into his belt. Before he can free it, you stride forward and strike a blow with your fist that sends him crashing backwards through the open hut door. Moments later, there is a loud commotion and half a dozen angry Eldenorans come pouring out of the doorway with weapons drawn. You will have to fight them:

- Eldenoran horse-scouts3438 + Eldenoran Horse-scouts3438 If you win and the combat lasts three rounds or less, turn to 85. If you win and the combat lasts four rounds or more, turn to 160.
@@ -1137,7 +1139,7 @@ 34 -

Your calves and feet are badly scorched by the heat of the dragons breath: lose 4 ENDURANCE points. Gritting your teeth against the pain, you force yourself to stand and then use your Magnakai skill of Nexus to extinguish your burning breeches. Your quick thinking has saved you from more serious injury, but it does not impress the dragon. Your escape from his incinerating breath serves to make him even angrier. In a fit of pique, he stomps his massive forefoot down on to the black soil and sends a splash of molten mud and flame soaring into the sulphurous sky.

+

Your calves and feet are badly scorched by the heat of the dragons breath: lose 4 ENDURANCE points. Gritting your teeth against the pain, you force yourself to stand and then use your Magnakai skill of Nexus to extinguish your burning breeches. Your quick thinking has saved you from more serious injury, but it does not impress the dragon. Your escape from his incinerating breath serves to make him even angrier. In a fit of pique, he stomps his massive forefoot down onto the black soil and sends a splash of molten mud and flame soaring into the sulphurous sky.

You use this opportunity to retreat towards the Shadow Gate, but you do not get very far before the great beast sees you and comes lumbering forwards with his jaw agape.

Unless you possess a Platinum Amulet, a Talisman of Ishir, or the Discipline of Grand Nexus, you must now deduct 3 ENDURANCE points due to the debilitating effects of the heat and atmosphere.

Turn to 316. @@ -1289,7 +1291,7 @@

Hurriedly you utter the words of the Brotherhood Spell Levitation and, simultaneously, you leap into the air. The spell takes effect almost immediately, and it pushes you high enough to avoid the dragons searing blast of flame.

-

Your quick thinking has saved your skin, but it does not impress the dragon. Your escape from his incinerating breath serves to make him even angrier. He stomps his massive forefoot down on to the black soil and sends a splash of molten mud and flame soaring into the sulphurous sky.

+

Your quick thinking has saved your skin, but it does not impress the dragon. Your escape from his incinerating breath serves to make him even angrier. He stomps his massive forefoot down onto the black soil and sends a splash of molten mud and flame soaring into the sulphurous sky.

You ease the levitation spell and return to the uncertain black soil. Then you retreat towards the Shadow Gate, but, as you run, you are forced to reach for your weapon as the great beast comes lumbering forwards with his jaw agape.

Unless you possess a Platinum Amulet, a Talisman of Ishir, or the Discipline of Grand Nexus, you must now deduct 3 ENDURANCE points due to the debilitating effects of the heat and atmosphere.

Turn to 316. @@ -1572,7 +1574,7 @@

You raise your hand and bring the regiment to a silent halt. Captain DVal leans towards you from his saddle and whispers: Here is the enemy who have your monastery surrounded, Grand Master, and this is the weakest point in their line.

I know this place, you reply, quietly. The monastery lies beyond the next ridge of trees. If we are to break through here, we must be quick about it. These creatures can take to the skiesit would not take them long to summon reinforcements.

You are right, Grand Master. The risks are indeed great, but I and my men are willing to take them to ensure your return to the Monastery of the Kai. You must get through. You are the only one who can destroy the Shadow Gate and remove this curse from our land.

-

Very well, then, Captain, you reply, unsheathing your weapon. Pass the order to prepare to charge.

+

Very well, then, captain, you reply, unsheathing your weapon. Pass the order to prepare to charge.

Turn to 200.
@@ -1613,7 +1615,7 @@

You tell Captain DVal to take the regiment fifty yards back along the trail. When he has complied with your order, you move upstream until you can see, at an angle, the source of the ultraviolet beam: it is a shiny metallic polyhedron, studded with rivets.

Using your Kai Mastery of Nexus, you cause the device to rise. You have lifted it no more than a few inches when suddenly it is torn apart by a violent explosion that peppers the area around the ford with sharp splinters of rock. As the dust of the explosion clears, you signal to DVal to bring the regiment forward.

-

Thank Ishir youre with us, says the Captain, as he leads the men across the ford. Without you, this wicked sorcery would have cost us dear.

+

Thank Ishir youre with us, says the captain, as he leads the men across the ford. Without you, this wicked sorcery would have cost us dear.

Turn to 235.
@@ -1811,7 +1813,7 @@ 85 -

As the last of the Eldenorans falls to the ground, you turn and vault on to the freed horses back. With a flick of your heels, you urge him to gallop and steer him into the woods. You keep to the trees and head south in a wide arc around the Eldenoran settlement at Fabri. During your ride through the timberland, you discover the following items in the bags and blanket roll which are attached to the horses saddle:

+

As the last of the Eldenorans falls to the ground, you turn and vault onto the freed horses back. With a flick of your heels, you urge him to gallop and steer him into the woods. You keep to the trees and head south in a wide arc around the Eldenoran settlement at Fabri. During your ride through the timberland, you discover the following items in the bags and blanket roll which are attached to the horses saddle: