I wanted to play this series because in my memory it was interesting with several elements well thought out (as part of the story or as a nod to the world of Legend in the RPG).
As we reach the Hags, we're provided the option to have an Enchanter Enthrall one of the hags or randomly sample potions and equally silly choices. Of course Esmeralda will go for it, while Salvia brings Trixie's HP back to 12.
As soon as Esmeralda tries to chant an incantation of servitude -- we learn now that Enthralling spells are flashy and obvious to the person we're enthralling... they might end up unhappy after we made them allies -- the hags recognize the spell. Well, what a surprise. They try to resist the spell with their PA of 7, and on each miss, they toss a ladle full of acid at fair's Esmeralda's face -- causing the loss of one HP. Fortunately, on a 10, she misses quickly and Esmeralda is reduced to only 3 HP.
Time to spill the beans on the potions! We learn that the green brew is poison to hags, but a healing potion for humans. The black one is a poison called chimera's spittle. The fizzling potion is an antidote to said poison. The purulent green slime is deadly. The last one is an Elixir of Chaos, producing random benefits. As we listen intently, the spells wears off and we lose another HP to the ladle of acid. The hags then retreat, fearing magical retaliation.
And well, they should. But Salvia restores her lost HP at the same time, so there is little lasting effect!
We can now taste the potions and... an inconsistency. We're reminded that we must pay 2 gp for each dose of the potion we try, because we're sent to the same section as if we had gone through another path where we can pay for the priviledge of blind-testing the potions (two of which are poisonous). We start by tasting the healing potion. The liquid is delicious, and we gain one HP above our maximum to a new maximum. That's HP 13 for Trixie and Winny, 11 for Salvia and 5 for Esmeralda.
The non-present Hags tells us that we can't drink several time from this potion because it would poisonous. They are certianly providing good advice so we decide to listen to her absent counsel. We're allowed to take a bottle of antidote to the chimera's spittle for later use (that's two times in a row we're encountering this poison. I guess it will prove useful). Then there is the Elixir of Chaos. The effects depends on a dice being rolled:
If we drink again, we can't get the same effect twice.
I am inclined to have Winny drink, in the worst case she'll have all the effect before getting a boost to her main characteristics, effectively trading 1 Awareness for one FP. The deal wouldn't be interesting for Trixie and the other characters don't use FP as much.
As we reach the Hags, we're provided the option to have an Enchanter Enthrall one of the hags or randomly sample potions and equally silly choices. Of course Esmeralda will go for it, while Salvia brings Trixie's HP back to 12.
As soon as Esmeralda tries to chant an incantation of servitude -- we learn now that Enthralling spells are flashy and obvious to the person we're enthralling... they might end up unhappy after we made them allies -- the hags recognize the spell. Well, what a surprise. They try to resist the spell with their PA of 7, and on each miss, they toss a ladle full of acid at fair's Esmeralda's face -- causing the loss of one HP. Fortunately, on a 10, she misses quickly and Esmeralda is reduced to only 3 HP.
Time to spill the beans on the potions! We learn that the green brew is poison to hags, but a healing potion for humans. The black one is a poison called chimera's spittle. The fizzling potion is an antidote to said poison. The purulent green slime is deadly. The last one is an Elixir of Chaos, producing random benefits. As we listen intently, the spells wears off and we lose another HP to the ladle of acid. The hags then retreat, fearing magical retaliation.
And well, they should. But Salvia restores her lost HP at the same time, so there is little lasting effect!
We can now taste the potions and... an inconsistency. We're reminded that we must pay 2 gp for each dose of the potion we try, because we're sent to the same section as if we had gone through another path where we can pay for the priviledge of blind-testing the potions (two of which are poisonous). We start by tasting the healing potion. The liquid is delicious, and we gain one HP above our maximum to a new maximum. That's HP 13 for Trixie and Winny, 11 for Salvia and 5 for Esmeralda.
The non-present Hags tells us that we can't drink several time from this potion because it would poisonous. They are certianly providing good advice so we decide to listen to her absent counsel. We're allowed to take a bottle of antidote to the chimera's spittle for later use (that's two times in a row we're encountering this poison. I guess it will prove useful). Then there is the Elixir of Chaos. The effects depends on a dice being rolled:
- Nothing
- You gain one point of FP permanently
- You become immune to the next blow you'll suffer
- You become weakened, adding one damage to any blow you suffer until the end of the adventure
- You lose one point of Awareness permanently
- You become stronger (+1 damage in the next fight).
If we drink again, we can't get the same effect twice.
I am inclined to have Winny drink, in the worst case she'll have all the effect before getting a boost to her main characteristics, effectively trading 1 Awareness for one FP. The deal wouldn't be interesting for Trixie and the other characters don't use FP as much.