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[Fighting Fantasy] Bloodsword v2
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<blockquote data-quote="Jfdlsjfd" data-source="post: 9585151" data-attributes="member: 42856"><p>Yes... first you can totally avoid Port Quanongu by getting lost in the forest after the initial fight with the werewolf, if you flee instead of defending the civilians. You can reach Dourhaven on foot. Then, there are a few ways around but you still meet him and deny his help -- but those are dangerous path, as outlined above.</p><p></p><p></p><p></p><p></p><p>The path of Fear is the easiest one. You just face a huge, winged demon. If you charge it, it dissolves as an illusion. If you try to sneak past, you get stuck into a fight (poisonous scorpions) where it seems easy to flee -- they are not starting the fight next to anyone and incur the risk of insta-kill, except, that fleeing just makes the player lose an action as the door has been locked behind them. If you just go forward, you reach the dining hall, where a party was happening and all the guest are dead, horribly maimed. The blood trail leads to one door, and there is another door. The obvious correct path is of course to follow the bloodied path, since the other one will lead you to the courtyard... but you'll have no opportunity to get any support item that would let you survive the final army fight. If you follow the blood trail, you find a deadly wounded hydra that has limped in the other room to die and offers a pitiful fight (FP 7, 2d6+2 damage, 8 HP) and allows you to collect its teeth, that you'll be able to sow in the final confrontation. It think it's the most well-done path to reflect the quality one needs to overcome the challenge.</p><p></p><p></p><p>The Path of Carnage is one of traps and losing much HP. You get pelted by arrow trap (6 arrows divided randomly between characters), then a pit trap (the first two in the walking order fall), while the last two one get 4 more arrows. The falling ones can try to grab the wall, despite them being covered in razor-sharp metal blades to slow their fall (damage, loss of fingers and fighting prowess...) before falling in a sort of barrack, where a drunk barbarian chieftain is offering a challenge -- easy if you accept, if not the whole clan attacks the coward heroes... Then you're confronted to a series of one on one fight with air spirits as you cross a bridge and reach the courtyard, rejoining the other path.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 9585151, member: 42856"] Yes... first you can totally avoid Port Quanongu by getting lost in the forest after the initial fight with the werewolf, if you flee instead of defending the civilians. You can reach Dourhaven on foot. Then, there are a few ways around but you still meet him and deny his help -- but those are dangerous path, as outlined above. The path of Fear is the easiest one. You just face a huge, winged demon. If you charge it, it dissolves as an illusion. If you try to sneak past, you get stuck into a fight (poisonous scorpions) where it seems easy to flee -- they are not starting the fight next to anyone and incur the risk of insta-kill, except, that fleeing just makes the player lose an action as the door has been locked behind them. If you just go forward, you reach the dining hall, where a party was happening and all the guest are dead, horribly maimed. The blood trail leads to one door, and there is another door. The obvious correct path is of course to follow the bloodied path, since the other one will lead you to the courtyard... but you'll have no opportunity to get any support item that would let you survive the final army fight. If you follow the blood trail, you find a deadly wounded hydra that has limped in the other room to die and offers a pitiful fight (FP 7, 2d6+2 damage, 8 HP) and allows you to collect its teeth, that you'll be able to sow in the final confrontation. It think it's the most well-done path to reflect the quality one needs to overcome the challenge. The Path of Carnage is one of traps and losing much HP. You get pelted by arrow trap (6 arrows divided randomly between characters), then a pit trap (the first two in the walking order fall), while the last two one get 4 more arrows. The falling ones can try to grab the wall, despite them being covered in razor-sharp metal blades to slow their fall (damage, loss of fingers and fighting prowess...) before falling in a sort of barrack, where a drunk barbarian chieftain is offering a challenge -- easy if you accept, if not the whole clan attacks the coward heroes... Then you're confronted to a series of one on one fight with air spirits as you cross a bridge and reach the courtyard, rejoining the other path. [/QUOTE]
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[Fighting Fantasy] Bloodsword v2
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