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[Fighting Fantasy] Bloodsword v2
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<blockquote data-quote="Jfdlsjfd" data-source="post: 9583109" data-attributes="member: 42856"><p>Forewarned is forearmed and we confidently stroll into the transept of the Cathedral of Doom.</p><p></p><p>The ghastly decoration on the walls, still made of human bone -- I guess the message is that the enemy is evil somehow, Beldon-level evil even -- that we're overwhelmed by a sense of foreboding. Enough that we have the opportunity to cast Prediction and get a glimpse of the future, provided we have an Enchanter with us.</p><p></p><p><em>To be honest, if I had at will precognition, I would be living in a permanent 5-minutes-in-the-future state. Cross the street? Prediction. Choose what to eat at the restaurant? Prediction. Buy a video game? Prediction... But this group of heroes seems to "save" Esmeralda's ability to see the strands of the future only for significant times, despite having NO drawback in the rules. Well, to be honest, there was a point in book 1 where you could lose the ability to see the future for the rest of the book, but it was if you tried to discern a specific thing so forcefully that you get a migraine... </em></p><p>We see through the curtain of time: disease, terror, destruction and forgetfulness.</p><p></p><p><em>OK, given the level of detail of the vision, I can understand why they don't hold their breath... </em></p><p></p><p>We go forth nonetheless, and we're confronted with a howling wind coming from the other side of the transept. It whistles past, carrying all the evil from the end of the Cathedral... The Wind of Decay also carries evil miasma, that can infect us with deadly disease.</p><p></p><p><em>Onward to roling a bucket of dice...</em></p><p>Each character can get malaria, typhoid, soulbite, hemophilia and wasting rot from the wind.</p><p></p><p>We don't carry the Orb of Disease (which we're told that would have sucked the wind and protected us by granting us a +2 bonus on the roll of a die, since we get the disease on 1 or 2. Since we are wearing makeshift masks, we still get to add +1.</p><p></p><p>After 20 rolls, we discover that Trixie got haemophilia -- she'll add 1 HP to any wound until the end of the adventure -- Winny comes out unscathed, and Salvia loses one from PA and can no longer carry (until the end of the adventure) more than 8 items, as she's hit by two wasting diseases while Esmeralda slips through any harm.</p><p></p><p>This is a real problem as we're currently moving at full inventory capacity. We elect to drop two bedroll -- those can probably be bought again in the future, to preserve Named Items and the brazier.</p><p></p><p><strong>We're offered the choice to leave or proceed. Of course we'll go onward.</strong></p><p></p><p>We're now reaching a part of the building where the walls are made of clay, something forming deformed mouth that make terrifying sounds. We're in the Groan of Doom (tm). We're terrified. We hear those chilling howls and we're troubled as they resound deep in our souls.</p><p></p><p>But suddenly, since we're carrying an Iron Bell, it starts ringing loudly of its own accord and drown the frightful noises so we can keep going forward unscathed. <em>If it hadn't, we would have to listen to the macabre sound and lose half of our Fighting Prowess for the rest of the adventure because our arms are shaking with fear, which isn't conclusive to swordplay or archery.</em></p><p><strong>We're offered the choice to leave or proceed. Of course we'll go onward.</strong></p><p></p><p>As we progress in the dark heart of the Cathedral, in a place where the only light comes from the glowing figures ahead, we meet the Handmaiden of Oblivion. Their spectral lips are ready to give us a kiss, that will make us forget our toils... as we disappear from this world, along with any remembrance of us.</p><p></p><p>We can try to resist their enticing faces with Psychic Ability... or just draw a circle of silver dust to protect us from their assault. Which we do.</p><p></p><p><strong>We're offered the choice to leave or proceed. Of course we'll go onward.</strong></p><p></p><p></p><p>We're at the end of the Cathedral of Doom (527). The way is blocked by a giant warrior.</p><p></p><p></p><p>[ATTACH=full]396047[/ATTACH]</p><p></p><p></p><p>A strange armour of violet jewels and ebony metal plaques hangs about his huge frame. He stands with his hands, enclosed in black metal gauntlets, resting on the hilt of his jagged-edged sword. The blade's point rests on the cracked flagstone at his feet, where we can see the dust accumulated through the centuries he has stood guard.</p><p></p><p></p><p>"I am Thanatos", he bellows.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 9583109, member: 42856"] Forewarned is forearmed and we confidently stroll into the transept of the Cathedral of Doom. The ghastly decoration on the walls, still made of human bone -- I guess the message is that the enemy is evil somehow, Beldon-level evil even -- that we're overwhelmed by a sense of foreboding. Enough that we have the opportunity to cast Prediction and get a glimpse of the future, provided we have an Enchanter with us. [I]To be honest, if I had at will precognition, I would be living in a permanent 5-minutes-in-the-future state. Cross the street? Prediction. Choose what to eat at the restaurant? Prediction. Buy a video game? Prediction... But this group of heroes seems to "save" Esmeralda's ability to see the strands of the future only for significant times, despite having NO drawback in the rules. Well, to be honest, there was a point in book 1 where you could lose the ability to see the future for the rest of the book, but it was if you tried to discern a specific thing so forcefully that you get a migraine... [/I] We see through the curtain of time: disease, terror, destruction and forgetfulness. [I]OK, given the level of detail of the vision, I can understand why they don't hold their breath... [/I] We go forth nonetheless, and we're confronted with a howling wind coming from the other side of the transept. It whistles past, carrying all the evil from the end of the Cathedral... The Wind of Decay also carries evil miasma, that can infect us with deadly disease. [I]Onward to roling a bucket of dice...[/I] Each character can get malaria, typhoid, soulbite, hemophilia and wasting rot from the wind. We don't carry the Orb of Disease (which we're told that would have sucked the wind and protected us by granting us a +2 bonus on the roll of a die, since we get the disease on 1 or 2. Since we are wearing makeshift masks, we still get to add +1. After 20 rolls, we discover that Trixie got haemophilia -- she'll add 1 HP to any wound until the end of the adventure -- Winny comes out unscathed, and Salvia loses one from PA and can no longer carry (until the end of the adventure) more than 8 items, as she's hit by two wasting diseases while Esmeralda slips through any harm. This is a real problem as we're currently moving at full inventory capacity. We elect to drop two bedroll -- those can probably be bought again in the future, to preserve Named Items and the brazier. [B]We're offered the choice to leave or proceed. Of course we'll go onward.[/B] We're now reaching a part of the building where the walls are made of clay, something forming deformed mouth that make terrifying sounds. We're in the Groan of Doom (tm). We're terrified. We hear those chilling howls and we're troubled as they resound deep in our souls. But suddenly, since we're carrying an Iron Bell, it starts ringing loudly of its own accord and drown the frightful noises so we can keep going forward unscathed. [I]If it hadn't, we would have to listen to the macabre sound and lose half of our Fighting Prowess for the rest of the adventure because our arms are shaking with fear, which isn't conclusive to swordplay or archery.[/I] [B]We're offered the choice to leave or proceed. Of course we'll go onward.[/B] As we progress in the dark heart of the Cathedral, in a place where the only light comes from the glowing figures ahead, we meet the Handmaiden of Oblivion. Their spectral lips are ready to give us a kiss, that will make us forget our toils... as we disappear from this world, along with any remembrance of us. We can try to resist their enticing faces with Psychic Ability... or just draw a circle of silver dust to protect us from their assault. Which we do. [B]We're offered the choice to leave or proceed. Of course we'll go onward.[/B] We're at the end of the Cathedral of Doom (527). The way is blocked by a giant warrior. [ATTACH type="full" alt="1739208685400.png"]396047[/ATTACH] A strange armour of violet jewels and ebony metal plaques hangs about his huge frame. He stands with his hands, enclosed in black metal gauntlets, resting on the hilt of his jagged-edged sword. The blade's point rests on the cracked flagstone at his feet, where we can see the dust accumulated through the centuries he has stood guard. "I am Thanatos", he bellows. [/QUOTE]
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