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Let's play Bloodsword, book 3/5
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<blockquote data-quote="Jfdlsjfd" data-source="post: 9608973" data-attributes="member: 42856"><p>Honestly, I remember a Cthulhu campaign where opening something slightly ajar gave one a view of the universe and draw the character mad. You mention of spaghettification draws me off the suspicious door. </p><p></p><p>We decide we're ready to leave, with an ample margin of ticks -- even though perusing the shelves took us two more tick (6). We make way to the deck, where we see the ghost ship entering an eerie tunnel full of strange creatures, eldritch geometrical figures and a pitch black horizon: it is leaving the mortal plane... Far behind us, we see the sea and the island we came from, so we decide to jump overboard and swim back to the safety of the island.</p><p></p><p>Once on the beach, we look back at the Devil's Runner disappearing in a magical fog, then... nothing. We're on the small island, surrounuded by the ocean, lying still all around under the canopy of awakening stars.</p><p></p><p>Which is cool and poetic, but we're stranded on an island with a single stream of water and some fruits to eat. Prospects should look bleak, especially since we forgot to negociate the trip back with our dear carpet maker. How WIS-3 of us!</p><p></p><p>We spend a quiet night (restoring half of our rank in Endurance plus an additional one for the organic breakfast), and the dreaded multichoice appear where the books tells us that we can recover our armour (great!) and asks how we got on the island. The other choices look reversible (giving player knowledge that the Roc idea might have worked after all, since we're asked if we have a pet Roc among other choices. We're left with "if you're arrived by a flying carpet and are stranded here..." </p><p></p><p>Fortunately, we land on a non-instant-death section (nor a long-and-agonizing-death section). Our sharp eyes notice a copper bottle on the beach, sealed by glyphs. We unstopper it to see what is inside...</p><p></p><p><em>Which is tremendously dangerous in a gamebook world, we'd be much safer by having expert PCs examine it before....</em></p><p>And when you're in not-Middle East, when you unstopper a strange bottle, you find a jinni. Which is exactly what is happening right now. A giant creature seeming to be able to touch the cloud now stands in front of us. He orders us to tell our tale. </p><p></p><p>We select our first wish... and he interrupts us saying that he will take no commands, but would find plea for mercy to be more appropriate, though useless as he will crush us with his foot for failing to free him sooner. He has spent too much time, and after 700 years of waiting, all thoughts of thanking someone for freeing him left place to a rage against everyone who didn't bother to save him until nearly 1,000 years had passed.</p><p></p><p>He lambasts us for not to saving him at some point in the past, where he'd have given us many gifts but insists that now, it is too late, and he will proceed to crush us under his foot, one by one.</p><p></p><p>We're given the opportunity to use an item, and we elect to use our Ruby Brooch of Iblis, prince of Evil Jinnis. Thanks Psyche for your demon-summoning habit. Using the power of the item, we compel the Jinni into obedience, forcing him to grant us three wishes. </p><p></p><p>We try to game it by asking for a thousand wish but are rebuked -- it's not part of the metaphysical laws binding Jinnis.</p><p>We ask the Jinn to bring us the sword of Life, but are rebuked -- it can't because he'd have to search for it as it is blocked by a mythic barrier. </p><p></p><p>We askk the Jinn if he is totally useless... well not really. But he outlines a few of the gifts he can bestow upon us.</p><p></p><p>Though the idea of gathering riches for us is great, it is not very practical to our quest, and we decline that gift. We need to save one gift to get transport to Hakbad, where we're to meet Prince Susurrien again. Invigoration (perfect health), Restoration of our equipment (we're full alread, though) and Potentiation (improvement of our natural abilities) sound good.</p><p></p><p>We spend one Wish on potentiation, and gain, <em>permanently</em>, 10 HP, 1 FP, 1 Awareness and 1 PA, as well as AR 1. Also, our bare hands deals damage like sledgehammer, so we don't have a penalty from fighting unarmed. The Jinn approves of this change, saying that we have now an aura of power that we lacked so far... </p><p></p><p>Esmeralda proceeds to drop her quarterstaff (she won't need it in the future) and basks in her new stats:</p><p></p><p>Esmeralda rank 4, FP 8, PA 14/17, Awareness 7, damage 1d6+1, HP 25</p><p></p><p>Then we order the Jinn to take us to Hakbad, thinking that we'll have to reuse the same wish on another character next, maybe Winny to have a real meatshield in the party. </p><p></p><p>The Jinn turns into an anthropomorphic storm and carries us quickly across the sea. On our way, we pass by the spire of Sahak'natur, where we're surprised to see a light!</p><p></p><p>The name isn't unknown, it was dropped several time as a huge wizard of the past, in several occasion in the book (Emeritus, the Jinn, Prince Susurrien, Psyche...) He's this world's Phandaal, apparently. We're offered the choice to investigate or continue on our path to Hakbad. To entice us, the book gives us an illustration:</p><p></p><p>[ATTACH=full]399168[/ATTACH]</p><p></p><p>Will we investigate (501) or pass by without stopping (550)?</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 9608973, member: 42856"] Honestly, I remember a Cthulhu campaign where opening something slightly ajar gave one a view of the universe and draw the character mad. You mention of spaghettification draws me off the suspicious door. We decide we're ready to leave, with an ample margin of ticks -- even though perusing the shelves took us two more tick (6). We make way to the deck, where we see the ghost ship entering an eerie tunnel full of strange creatures, eldritch geometrical figures and a pitch black horizon: it is leaving the mortal plane... Far behind us, we see the sea and the island we came from, so we decide to jump overboard and swim back to the safety of the island. Once on the beach, we look back at the Devil's Runner disappearing in a magical fog, then... nothing. We're on the small island, surrounuded by the ocean, lying still all around under the canopy of awakening stars. Which is cool and poetic, but we're stranded on an island with a single stream of water and some fruits to eat. Prospects should look bleak, especially since we forgot to negociate the trip back with our dear carpet maker. How WIS-3 of us! We spend a quiet night (restoring half of our rank in Endurance plus an additional one for the organic breakfast), and the dreaded multichoice appear where the books tells us that we can recover our armour (great!) and asks how we got on the island. The other choices look reversible (giving player knowledge that the Roc idea might have worked after all, since we're asked if we have a pet Roc among other choices. We're left with "if you're arrived by a flying carpet and are stranded here..." Fortunately, we land on a non-instant-death section (nor a long-and-agonizing-death section). Our sharp eyes notice a copper bottle on the beach, sealed by glyphs. We unstopper it to see what is inside... [I]Which is tremendously dangerous in a gamebook world, we'd be much safer by having expert PCs examine it before....[/I] And when you're in not-Middle East, when you unstopper a strange bottle, you find a jinni. Which is exactly what is happening right now. A giant creature seeming to be able to touch the cloud now stands in front of us. He orders us to tell our tale. We select our first wish... and he interrupts us saying that he will take no commands, but would find plea for mercy to be more appropriate, though useless as he will crush us with his foot for failing to free him sooner. He has spent too much time, and after 700 years of waiting, all thoughts of thanking someone for freeing him left place to a rage against everyone who didn't bother to save him until nearly 1,000 years had passed. He lambasts us for not to saving him at some point in the past, where he'd have given us many gifts but insists that now, it is too late, and he will proceed to crush us under his foot, one by one. We're given the opportunity to use an item, and we elect to use our Ruby Brooch of Iblis, prince of Evil Jinnis. Thanks Psyche for your demon-summoning habit. Using the power of the item, we compel the Jinni into obedience, forcing him to grant us three wishes. We try to game it by asking for a thousand wish but are rebuked -- it's not part of the metaphysical laws binding Jinnis. We ask the Jinn to bring us the sword of Life, but are rebuked -- it can't because he'd have to search for it as it is blocked by a mythic barrier. We askk the Jinn if he is totally useless... well not really. But he outlines a few of the gifts he can bestow upon us. Though the idea of gathering riches for us is great, it is not very practical to our quest, and we decline that gift. We need to save one gift to get transport to Hakbad, where we're to meet Prince Susurrien again. Invigoration (perfect health), Restoration of our equipment (we're full alread, though) and Potentiation (improvement of our natural abilities) sound good. We spend one Wish on potentiation, and gain, [I]permanently[/I], 10 HP, 1 FP, 1 Awareness and 1 PA, as well as AR 1. Also, our bare hands deals damage like sledgehammer, so we don't have a penalty from fighting unarmed. The Jinn approves of this change, saying that we have now an aura of power that we lacked so far... Esmeralda proceeds to drop her quarterstaff (she won't need it in the future) and basks in her new stats: Esmeralda rank 4, FP 8, PA 14/17, Awareness 7, damage 1d6+1, HP 25 Then we order the Jinn to take us to Hakbad, thinking that we'll have to reuse the same wish on another character next, maybe Winny to have a real meatshield in the party. The Jinn turns into an anthropomorphic storm and carries us quickly across the sea. On our way, we pass by the spire of Sahak'natur, where we're surprised to see a light! The name isn't unknown, it was dropped several time as a huge wizard of the past, in several occasion in the book (Emeritus, the Jinn, Prince Susurrien, Psyche...) He's this world's Phandaal, apparently. We're offered the choice to investigate or continue on our path to Hakbad. To entice us, the book gives us an illustration: [ATTACH type="full" size="336x590"]399168[/ATTACH] Will we investigate (501) or pass by without stopping (550)? [/QUOTE]
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