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[Fighting Fantasy] Bloodsword v1
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<blockquote data-quote="Jfdlsjfd" data-source="post: 9545687" data-attributes="member: 42856"><p>OK, I'll bite, because the option is to investigate, or investigate with the Trickster. These options are generally safe, as the book will generally ask for confirmation before doing something dangerous in the specialized sections, as far as I can remember, unless you're acting in an obvious emergency situation.</p><p></p><p>Trixie confirms that the statues are previous, petrified adventurers. But she notices they were lured into the alcove, so there must be a reason. She notices a secret door that could maybe be reached by sommersaulting over the floor. The book then offer the opportunity to try, warning that the penalty for failure is death.</p><p></p><p>Since Trixie majored in Statistics, she nows that taking every 50% chance of dying the book offers will end up badly... I think we got enough warning that trying this stunt will prove too dangerous.</p><p></p><p>We move back to the black corridor. We continue walking, until we pass by a door marcked with ancient script that Salvia can read: it's a room of Knowledge and Power. Of course we'll enter it. It's too good an opportunity for Esmeralda to pass. (OK, it sounds as much as a trap as the statue...)</p><p></p><p>We enter a room with nothing outstanding except a dais with a black skull on it. We're offered the opportunity to take it, without the opportunity to have the Trickster check for traps: I guess there is no hidden trap. Speaking with dead for knowledge, what could possibly go wrong?</p><p></p><p>Esmeralda is teleported, as soon as she touches the skull. We're teleported... to an ancient library!</p><p></p><p>We can take as many spells as we wish. We can't cast them inside the room. We are limited by normal encumberance rule and we must keep one slot free to pick up the transportation skull again. The spells available, in multiple copies, are:</p><p></p><p><strong>Invisibility</strong>: allows the party to flee without risking AoO.</p><p><strong>Healing</strong>: restores 2d6 HP.</p><p><strong>Adjust</strong>: take one point from one the attributes (HP, FP, Awareness or PA) and redistribute to one of the others. The effect is permanent.</p><p><strong>Time Blink</strong>: can rewind time to the beginning of a fight.</p><p><strong>Precognition</strong>: allows one to read a random section of the gamebook</p><p></p><p>Esmeralda immediately dumps all of her food on the floor to make room for scrolls. She remembers that Winny carries her Obsolete Sword of Uselessness, so she dumps her sword, too.</p><p></p><p>Should she dump her silver armour? Armours that allows spellcasting like this are rare, so it's a really tough choice.</p><p>But she can take 8 or 9 scrolls.</p><p></p><p>Time blink can save us in case a boss fight turns badly due to dice rollls. Adjust is beyond powerful. Trading your own life force for power? What could possibly go wrong? Precog is useless, and Invisibilty and Healing are situational, especially since we have Salvia with us.</p><p></p><p>My default choice would be to keep the armour, take 6 adjust scrolls and 2 Time Blink scrolls. While I admit that a 4 HP wizard is really a glass cannon, think of the possibilities of having +6 to Psychic ability. That's a 14. It means auto-success a difficulty 1 spell memorized. Or a good chance of success for a difficulty 5 spell. Like Sheet Lightning, difficulty 4 spell, that deals 2d6+2 to every enemy in sight. We've the opportunity to BECOME PALPATINE. Or we could share with the other players. Like our damage dealer, Winny. Because we love to share absolute power, don't we?</p><p></p><p>With which scrolls will we leave section 38?</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 9545687, member: 42856"] OK, I'll bite, because the option is to investigate, or investigate with the Trickster. These options are generally safe, as the book will generally ask for confirmation before doing something dangerous in the specialized sections, as far as I can remember, unless you're acting in an obvious emergency situation. Trixie confirms that the statues are previous, petrified adventurers. But she notices they were lured into the alcove, so there must be a reason. She notices a secret door that could maybe be reached by sommersaulting over the floor. The book then offer the opportunity to try, warning that the penalty for failure is death. Since Trixie majored in Statistics, she nows that taking every 50% chance of dying the book offers will end up badly... I think we got enough warning that trying this stunt will prove too dangerous. We move back to the black corridor. We continue walking, until we pass by a door marcked with ancient script that Salvia can read: it's a room of Knowledge and Power. Of course we'll enter it. It's too good an opportunity for Esmeralda to pass. (OK, it sounds as much as a trap as the statue...) We enter a room with nothing outstanding except a dais with a black skull on it. We're offered the opportunity to take it, without the opportunity to have the Trickster check for traps: I guess there is no hidden trap. Speaking with dead for knowledge, what could possibly go wrong? Esmeralda is teleported, as soon as she touches the skull. We're teleported... to an ancient library! We can take as many spells as we wish. We can't cast them inside the room. We are limited by normal encumberance rule and we must keep one slot free to pick up the transportation skull again. The spells available, in multiple copies, are: [B]Invisibility[/B]: allows the party to flee without risking AoO. [B]Healing[/B]: restores 2d6 HP. [B]Adjust[/B]: take one point from one the attributes (HP, FP, Awareness or PA) and redistribute to one of the others. The effect is permanent. [B]Time Blink[/B]: can rewind time to the beginning of a fight. [B]Precognition[/B]: allows one to read a random section of the gamebook Esmeralda immediately dumps all of her food on the floor to make room for scrolls. She remembers that Winny carries her Obsolete Sword of Uselessness, so she dumps her sword, too. Should she dump her silver armour? Armours that allows spellcasting like this are rare, so it's a really tough choice. But she can take 8 or 9 scrolls. Time blink can save us in case a boss fight turns badly due to dice rollls. Adjust is beyond powerful. Trading your own life force for power? What could possibly go wrong? Precog is useless, and Invisibilty and Healing are situational, especially since we have Salvia with us. My default choice would be to keep the armour, take 6 adjust scrolls and 2 Time Blink scrolls. While I admit that a 4 HP wizard is really a glass cannon, think of the possibilities of having +6 to Psychic ability. That's a 14. It means auto-success a difficulty 1 spell memorized. Or a good chance of success for a difficulty 5 spell. Like Sheet Lightning, difficulty 4 spell, that deals 2d6+2 to every enemy in sight. We've the opportunity to BECOME PALPATINE. Or we could share with the other players. Like our damage dealer, Winny. Because we love to share absolute power, don't we? With which scrolls will we leave section 38? [/QUOTE]
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