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[Fighting Fantasy] Bloodsword v2
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<blockquote data-quote="Jfdlsjfd" data-source="post: 9566190" data-attributes="member: 42856"><p>That's basically it. The scabbard protects us, and apparently, owning it means we are on our way to get the sword that is supposed to rest in it, therefore once we've owned it, the star wizards will want to kill us, even if we didn't do anything to actively search for the sword. Also, it protects us from their magic, somehow.</p><p></p><p></p><p></p><p>Also, despite the book not reminding us of this fact, we'd set camp atop a pile of corpses and severed limbs, surrounded by grieving and wailing families. Let's get away. <em>Before the killer fog takes care of said families.</em></p><p>The book will try to go for a bleak adventure tone, but sometimes, fail. Also, magic is very very Vancian, and the Faltyn is totally a Sandestin, including their stubborn behaviour. To showcase it, I'll never pass on the opportunity to summon a Faltyn going forward.</p><p></p><p>Fearing that the evening might be a bad omen, we decide to pack up and go on our way outside of the clearing. As we stroll through the forest (<em>at this point, we don't know where we're headed for, nor what we were supposed to do before the quest was dumped on us, so I guess we decided to walk in a random direction hoping to reach the Kingdom of Wyrd</em>) we notice that the Blue Moon is high in the Krarthian sky. After a few hours, we reach another clearing and take a little rest. We stare at the Blue Moon and we think... it stares back at us. <em>Which is an optical illusion when speaking of the true Moon, but in this case, the Blue Moon is a star wizard that is actually looking at us. </em>It produces a blue fleckle of light that is falling earthward. Or, more exactly, us-ward. </p><p></p><p>It grows in size and as it approaches, a whistling sound becomes audible. <em>I guess the scabbard protects us from the Magi's spells, but not their meteors. </em></p><p></p><p></p><p>Applying our new resolution, we summon a Faltyn for help. It appears... and tells us, his voice filled with terror, that he won't take the risk to act in our defence against the True Magi and recommands fleeing. Then he disappears instead of bargaining for the price of his help.</p><p></p><p></p><p>We're left with the option of calling it back for further explanation (remember, we're targetted by an asteroid?) or flee. This we do, neatly avoiding the asteroid. Since convection doesn't exist, except when it does, we can safely bet that no energy will be released by the impact of an asteroid travelling at tremendous speed from the sky and crashing 30 meters away from us, so we safely witness the Tungunska event from the safety of the bushes coverage.</p><p></p><p>The blue flare explodes with tremendous violence and vaporizes everything in a few centimeters radius. The thing from space is a black egg, from which emerges a hunching, evil, dark silhouette, with two glowing blue eyes starring at us. It seems to be searching from us.</p><p></p><p>We're offered to fire arrows at it, exorcises it or destroy it with a spell. Since we've in our party a magic user whose power can rival the gods themselves (as we'll see in a later book), this seems to be the most reasonable course of action. </p><p></p><p>On the minus side, using our magical powers attracts the attention of the creature, who strides toward us. On the plus side, we get 3 rounds to do some spellcasting. It has a psychic ability of 6, an AR of 1 and 30 HP. We could reasonably blast it with Nemesis Bolt (average damage 31.5) but we're told to go to another section if we Enthrall the creature. It could prove useful to interrogate it... Let's try it... We call Servile Enthrallment to memory... then we try to cast it on the second round and fail (11+5=16), then retry on the third round and succeed (9+3=12), while the creature fails its saving throw (7). </p><p></p><p>We stop the creature in its track, and we know that we won't be able to control it for a long time as there is another power trying to take back control over it. Let me guess, the Blue Magus? It proclaims to be a faithful servant of the True Magus (his name being Tor, the great-(...)-great-grandfather of the current Magus Tor), a trusted servant at the time of the Blasting... He asks us for the scabbard so he can peacefully depart. We don't trust him and orders him to off itself.</p><p></p><p>Since there is no little benefit, we notice as his body decomposes that his eyes are two glowing blue jewels. They might have value, so we pocket them and continue on our way. </p><p></p><p>After a long time of walking, possibly the whole night, we reach a settlement, with an inn. Since we've been walking without sleep for a day and a night, and possibly part of day, there is nothing wrong with making a stop. We're told that a room is 1 gp and meal is 1 gp. We can afford 2 gp (as instructed by the text... I'd say we should deduct 8 gp since there are four of us, but maybe prices are very low in this dislapidated inn in the middle of a bleak village?). </p><p></p><p>We spend an excellent night in fresh laundered sheets and feast on a roast of lamb, regaining half our lost HP plus 1. Unfortunately, we weren't missing any HP at this point, but the comfort is appreciated by our travelling ladies. Chitchatting on the next day with the "landlord" (is that a correct term for an innkeeper?), we learn that we're in a place called Misdraex and that the nearest town is Port Quanongu toward the east, where boats passage can be hired. Looking at the map provided at the beginning of the book, we can see that we're far at the south of Wyrd. </p><p></p><p>Taking breakfast, we notice an old knight eating soup in the inn. Old people in inns are, by international convention, always to be spoken to in order to get a sidequest. </p><p></p><p>We listen to the sad tale of his diminished vigour as he laments that he won't be able to put the Lady in Grey to justice. His name is Varadaxor, he adds, as if it add any relevance to our choice. OF COURSE we're interested in his tale and want to know more about this villainous person. The Lady in Grey is a seductress, and she lured his three brothers to her tower, never to be seen again. He asks us for help with his quest to avenge them. We're asked if there is a Warrior in the party, not if a Warrior wants to speak up, so we turn to 125 where Winny takes an oath to bring the demoness to justice with the help of her companions, as his her duty as a knight. <em>TBH, there is a one in two chance that this old man is just sending people to be eaten by her demonic friend, but I guess he'd have emphasized the beautiful aspect of her personnality rather than the man-eater aspect if it was the case. </em></p><p></p><p>So, in we are for this side quest. The knight thanks us, since he had been waiting for 10 years to find someone so cooperative. We all ride toward the tower, passing by peasants and delighting in the knight's stories of his past epic. After a short prayer, we enter the tower and we see a woman in what appears to be a marble throne room...</p><p></p><p>The woman is totally grey. As in stone grey. And immobile. Which any sane person would describe as "she is a statue, not a person". Yet our knight friends proclaim that the sunlight paralyzes her, and that it's an opportunity to kill her. He runs to her (as we wonder why exactly he needed us since he had all the information needed to remove the threat) but, as he closes in for the coup de grâce, he is also turned to stone (or should we say in a Knight in Grey?). </p><p></p><p>The Lady telepathically tells us to leave at once, or she'll unleash hell on us. <em>Arguably, we are trespassing, and we entered here with a murderous old pervert... I would also have severe words in this situation. </em>But we can't abandon Varaxador, as Winny would certainly yell at us for three days after that.</p><p></p><p>So we tell her that we will actually keep wandering around her tower, and she summons the<s> security droids</s> animated pieces of armour to fight us. </p><p></p><p>[ATTACH=full]394291[/ATTACH]</p><p></p><p></p><p>Given the situation, it's quite evident that removing the witch will remove the animated armour if she can't concentrate on the animating spell. Since everyone of us acts before the statues...</p><p></p><p>Trixie moves behind the Lady. Salvia moves at the left of the statue. Winny moves at the south of the statue. Esmeralda casts her Enthralling spell on the statue (AR 4 is strong, so just ordering her to slit her throat will be easier, plus it's the only spell she has in mind since fighting the Black Egg.... I should really take more care of this memorized list.</p><p></p><p>As a special rule wer'e told that casting any spell at The Lady, we should turn to another section.</p><p></p><p>Trying to resist the spell, she loses her control over her paralyzing spell and Varaxador cuts her head off. He is overjoyed by his ability to avenge his three brothers and is now ready to leave.</p><p></p><p>He apparently has reached an age so old he doesn't remember what makes an adventurer.</p><p></p><p></p><p>We proceed to 311 to loot the tower.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 9566190, member: 42856"] That's basically it. The scabbard protects us, and apparently, owning it means we are on our way to get the sword that is supposed to rest in it, therefore once we've owned it, the star wizards will want to kill us, even if we didn't do anything to actively search for the sword. Also, it protects us from their magic, somehow. Also, despite the book not reminding us of this fact, we'd set camp atop a pile of corpses and severed limbs, surrounded by grieving and wailing families. Let's get away. [I]Before the killer fog takes care of said families.[/I] The book will try to go for a bleak adventure tone, but sometimes, fail. Also, magic is very very Vancian, and the Faltyn is totally a Sandestin, including their stubborn behaviour. To showcase it, I'll never pass on the opportunity to summon a Faltyn going forward. Fearing that the evening might be a bad omen, we decide to pack up and go on our way outside of the clearing. As we stroll through the forest ([I]at this point, we don't know where we're headed for, nor what we were supposed to do before the quest was dumped on us, so I guess we decided to walk in a random direction hoping to reach the Kingdom of Wyrd[/I]) we notice that the Blue Moon is high in the Krarthian sky. After a few hours, we reach another clearing and take a little rest. We stare at the Blue Moon and we think... it stares back at us. [I]Which is an optical illusion when speaking of the true Moon, but in this case, the Blue Moon is a star wizard that is actually looking at us. [/I]It produces a blue fleckle of light that is falling earthward. Or, more exactly, us-ward. It grows in size and as it approaches, a whistling sound becomes audible. [I]I guess the scabbard protects us from the Magi's spells, but not their meteors. [/I] Applying our new resolution, we summon a Faltyn for help. It appears... and tells us, his voice filled with terror, that he won't take the risk to act in our defence against the True Magi and recommands fleeing. Then he disappears instead of bargaining for the price of his help. We're left with the option of calling it back for further explanation (remember, we're targetted by an asteroid?) or flee. This we do, neatly avoiding the asteroid. Since convection doesn't exist, except when it does, we can safely bet that no energy will be released by the impact of an asteroid travelling at tremendous speed from the sky and crashing 30 meters away from us, so we safely witness the Tungunska event from the safety of the bushes coverage. The blue flare explodes with tremendous violence and vaporizes everything in a few centimeters radius. The thing from space is a black egg, from which emerges a hunching, evil, dark silhouette, with two glowing blue eyes starring at us. It seems to be searching from us. We're offered to fire arrows at it, exorcises it or destroy it with a spell. Since we've in our party a magic user whose power can rival the gods themselves (as we'll see in a later book), this seems to be the most reasonable course of action. On the minus side, using our magical powers attracts the attention of the creature, who strides toward us. On the plus side, we get 3 rounds to do some spellcasting. It has a psychic ability of 6, an AR of 1 and 30 HP. We could reasonably blast it with Nemesis Bolt (average damage 31.5) but we're told to go to another section if we Enthrall the creature. It could prove useful to interrogate it... Let's try it... We call Servile Enthrallment to memory... then we try to cast it on the second round and fail (11+5=16), then retry on the third round and succeed (9+3=12), while the creature fails its saving throw (7). We stop the creature in its track, and we know that we won't be able to control it for a long time as there is another power trying to take back control over it. Let me guess, the Blue Magus? It proclaims to be a faithful servant of the True Magus (his name being Tor, the great-(...)-great-grandfather of the current Magus Tor), a trusted servant at the time of the Blasting... He asks us for the scabbard so he can peacefully depart. We don't trust him and orders him to off itself. Since there is no little benefit, we notice as his body decomposes that his eyes are two glowing blue jewels. They might have value, so we pocket them and continue on our way. After a long time of walking, possibly the whole night, we reach a settlement, with an inn. Since we've been walking without sleep for a day and a night, and possibly part of day, there is nothing wrong with making a stop. We're told that a room is 1 gp and meal is 1 gp. We can afford 2 gp (as instructed by the text... I'd say we should deduct 8 gp since there are four of us, but maybe prices are very low in this dislapidated inn in the middle of a bleak village?). We spend an excellent night in fresh laundered sheets and feast on a roast of lamb, regaining half our lost HP plus 1. Unfortunately, we weren't missing any HP at this point, but the comfort is appreciated by our travelling ladies. Chitchatting on the next day with the "landlord" (is that a correct term for an innkeeper?), we learn that we're in a place called Misdraex and that the nearest town is Port Quanongu toward the east, where boats passage can be hired. Looking at the map provided at the beginning of the book, we can see that we're far at the south of Wyrd. Taking breakfast, we notice an old knight eating soup in the inn. Old people in inns are, by international convention, always to be spoken to in order to get a sidequest. We listen to the sad tale of his diminished vigour as he laments that he won't be able to put the Lady in Grey to justice. His name is Varadaxor, he adds, as if it add any relevance to our choice. OF COURSE we're interested in his tale and want to know more about this villainous person. The Lady in Grey is a seductress, and she lured his three brothers to her tower, never to be seen again. He asks us for help with his quest to avenge them. We're asked if there is a Warrior in the party, not if a Warrior wants to speak up, so we turn to 125 where Winny takes an oath to bring the demoness to justice with the help of her companions, as his her duty as a knight. [I]TBH, there is a one in two chance that this old man is just sending people to be eaten by her demonic friend, but I guess he'd have emphasized the beautiful aspect of her personnality rather than the man-eater aspect if it was the case. [/I] So, in we are for this side quest. The knight thanks us, since he had been waiting for 10 years to find someone so cooperative. We all ride toward the tower, passing by peasants and delighting in the knight's stories of his past epic. After a short prayer, we enter the tower and we see a woman in what appears to be a marble throne room... The woman is totally grey. As in stone grey. And immobile. Which any sane person would describe as "she is a statue, not a person". Yet our knight friends proclaim that the sunlight paralyzes her, and that it's an opportunity to kill her. He runs to her (as we wonder why exactly he needed us since he had all the information needed to remove the threat) but, as he closes in for the coup de grâce, he is also turned to stone (or should we say in a Knight in Grey?). The Lady telepathically tells us to leave at once, or she'll unleash hell on us. [I]Arguably, we are trespassing, and we entered here with a murderous old pervert... I would also have severe words in this situation. [/I]But we can't abandon Varaxador, as Winny would certainly yell at us for three days after that. So we tell her that we will actually keep wandering around her tower, and she summons the[S] security droids[/S] animated pieces of armour to fight us. [ATTACH type="full"]394291[/ATTACH] Given the situation, it's quite evident that removing the witch will remove the animated armour if she can't concentrate on the animating spell. Since everyone of us acts before the statues... Trixie moves behind the Lady. Salvia moves at the left of the statue. Winny moves at the south of the statue. Esmeralda casts her Enthralling spell on the statue (AR 4 is strong, so just ordering her to slit her throat will be easier, plus it's the only spell she has in mind since fighting the Black Egg.... I should really take more care of this memorized list. As a special rule wer'e told that casting any spell at The Lady, we should turn to another section. Trying to resist the spell, she loses her control over her paralyzing spell and Varaxador cuts her head off. He is overjoyed by his ability to avenge his three brothers and is now ready to leave. He apparently has reached an age so old he doesn't remember what makes an adventurer. We proceed to 311 to loot the tower. [/QUOTE]
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