Blood Sword: The Walls of Spyte | And the Story Ends

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THE WALLS OF SPYTE
It is Midwinter's Eve of the year 1000. The Great Fear sweeps across the civilised world. Everyone knows that the Day of Judgement is at hand. It is seven hours to Doomsday.

    An arctic wind freezes your bones, but ahead of you lies a smoking chasm that goes right down to the glimmering fires of hell. You stand at the lip of the abyss which surrounds Spyte, the ruined fortress of the lords of Krarth. In the darkening sky above, five ominous stars have come into conjunction for the first time in two hundred years. Out of the vault of the sky they cast their baleful influence across the frozen landscape - unearthly objects, but far from heavenly ones. They are the disembodied spirits of the last of the Magi, seeking to return to the mortal world at midnight and usher in a new era of terror.
    You wield the sole force in the world capable of destroying the Magi. The Sword of Life is mankind's only hope - but it is no guarantee of victory. The Magi have had two centuries of exile to plan their reincarnation. Their power has grown immeasurably since they last walked upon Middle-Earth. You will need greater courage and strength than ever before, but you are determined to succeed in your sworn quest. You will prevent the Magi from bringing their unholy force back into the world - even at the cost of your own life!




RULES COMPENDIUM
This section holds the rules of the game. They are to be told as listed in the book, with modifications necessary for running the game in this medium. Those modifications shall be found beneath the horizontal lines. In addition, I have added all other information that would be fitting, such as the glossary normally found at the end of the book.

All references to "the DM" in the following texts refer to me.

The usual role-playing abbreviation is used to indicate different Dice rolls. This uses the basic format of
X Dice + Y
meaning that X Dice are rolled and Y is added to the total. As an example, 2 Dice + 3 means 'roll two Dice and add three' – giving a number from five to fifteen. Taking another case, 1 Die - 1 means 'roll one Die and subtract one' – negative numbers count as zero unless otherwise stated, so this would give a score from zero to five.


For all intents and purposes, the DM is to roll all dice, unless otherwise specified. For brevity, I shall also use a more modern "Xd6 + Y" format instead of "X Dice + Y".
Each character is described by four attributes. These are:
* Fighting Prowess: a measure of how powerful a fighter the character is;
* Psychic Ability: an indicator of the character's resistance to attack spells and (in the case of an Enchanter) his or her aptitude for magic;
* Awareness: a difficult concept, as it encompasses quickness of thought, dexterity and general nous;
* Endurance: the attribute measuring the character's state of health; wounds are deducted from Endurance, and if it reaches zero then the character dies.



According to the rules of the book, death is permanent and final. In our run, especially considering the DM will be doing all the maths behind the combat, that would be far from interesting. Therefore, whenever a character's Endurance is reduced to zero, the character will be considered unconsious until the end of the encounter.

If the entire party gets "wiped" in an encounter, no penalties shall be applied, and the best course of action for the specific situation shall be taken -- perhaps treating it as if the party fled from the encounter instead.
Experience points are a measure of a character's skill and power. If you complete The Battlepits of Krarth successfully, you will be awarded a number of experience points to be divided among all surviving characters. At the same time you add up any special bonus awards (or penalties) you were given during the adventure. The total experience points a character accumulates will enable him or her to rise in rank. The overall experience points needed for each rank are set out below.

RankExperience points
firstless than 250
second250-499
third500-749
fourth750-999
fifth1000-1249
sixth1250-1499
seventh1500-1749
eighth1750-1999
ninth2000-2249
tenth2250-2499
eleventh2500-2749
twelfth2750-2999
thirteenth  3000-3249


In short, you start with 250 XP. XP rewards are equally divided amongst the party.

After successfully completing the adventure and totting up your experience points, keep the Character Sheet. Characters who emerge alive from the Battlepits are eligible for Blood Sword 2: The Kingdom of Wyrd.
(Straight from the book:smile:
    Combat takes place in Rounds, each of which represents about ten seconds of action. Each Round, everyone who is taking part in the combat gets the opportunity to perform one action if he or she wishes: to attack, cast a spell, or whatever. Actions are taken in sequence based on each combatant's Awareness score. The combatant with the highest Awareness acts first, then the combatant with the next highest Awareness, and so on. Combatants with equal Awareness scores act simultaneously. A combatant who is killed (reduced to zero Endurance) before his turn does not get to act!
    These are the possible combat options and the circumstances in which they may be used. A character may choose any option for which he or she is eligible as his or her action for the Round:
    * MOVE: This action allows the character to close and fight an enemy, or to move to an exit (if any). If you take the move option while an opponent is fighting you, then (unless your Awareness is higher than the opponent's) you take an automatic wound. Once all surviving characters in the party have moved to an exit, the party may flee at the start of the next Round.
    * FIGHT: The character must have previously chosen the move option in order to be close enough to an opponent to fight. (But there are exceptions to this rule; sometimes the tactical maps in the text will show that your opponents are directly adjacent to you at the start of the combat, in which case an immediate attack is possible.)
    * DEFEND: You cannot attack in the Round in which you choose this option, but it has the advantage of making you harder to hit. This is explained more fully below.
    * SHOOT: This is an option for Sages and Tricksters only. You fire an arrow at any one opponent. Unlike the fight option you do not have to move first because (of course) arrows are long-range weapons. You cannot choose to shoot if an opponent is striking at you in the same Round – that is, you must dispose of any opponents who have closed to attack you before picking off others with your bow.
    * FLEE: Sometimes the text will give your party the option to flee from a fight. All surviving Adventurers must have made a move before the party can flee. When this option is taken, the entire party flees at the start of the Round, so their opponents get no chance to hack at them or cast spells as they run off.
    * CALL A SPELL TO MIND/CAST A SPELL IN MIND: These are options for Enchanters only. They are explained in the special section on Enchanters.

    You can perform one of these actions in each Round. (Tricksters sometimes get the opportunity for two actions in a Round, though, as explained later in their special rules.)

    The rules for combat are designed for ease of play but require a short explanation. When striking at an opponent (that is, when you take the fight option for a Round), you roll two Dice. A score of equal to or lower than your Fighting Prowess means that your blow has hit. If you hit, you roll a damage Die (or Dice, at higher ranks) to see how much of an Endurance loss you have inflicted. If your opponent has an Armour Rating, you must reduce your Die roll for damage by this amount, and the result (if greater than zero) is deducted from the opponent's Endurance.
    Take an example. You have a Fighting Prowess of seven and a damage roll of one Die. You are attacking a Troll whose Fighting Prowess is six and which also rolls one Die for damage. You have the higher Awareness, so you get first blow. Rolling two Dice, you score a three; this is less than your Fighting Prowess score, so you have succeeded in hitting it. Next you roll one Die for the damage your blow inflicts. You get a six, but the Troll has an Armour Rating of two so only four points are deducted from its Endurance. If still alive (that is, if it hasn't yet been reduced to zero Endurance) the Troll now gets to hack back at you. It rolls six on two Dice - equal to its Fighting Prowess, so good enough to hit you (though only just!). For its damage Die roll it scores a one; because you have an Armour Rating of two this means that you lose no Endurance. The Troll's claws hit you, but scrape harmlessly off your studded leather jerkin. The battle rages on for another Round . . .
    Two other factors need to be considered. If you defend, then your opponent must roll equal to or less than his Fighting Prowess on three Dice in order to hit you. You do not get to strike a blow yourself in the Round you are defending.
    The other point concerns the move option. If you have a high Awareness and can move away from an opponent before that opponent gets his or her action for that Round, all well and good. If you try to move away from an opponent who has already attacked you earlier in the Round, however, then he or she immediately gets a second strike at you - and this is an automatic hit. For this reason it is usually best to dispose of one opponent before you move to engage another.
    At all times players must specify their battle order. The best way is to prepare two, three or four card counters labelled 'first player', 'second player', etc. Each player then holds the counter referring to him or her. Battle order may be changed, that is, the counters exchanged, at any time except when in combat.
    Obviously, battle order makes no difference when only one person is playing (he or she must be the 'first player'), but in parties of two or more it may be crucial. Generally (but not always!) the first player, being at the front, will be the one to get hit by surprise attacks and so on. If players cannot agree on a battle order then they must adopt the following standard arrangement: first Warrior, then Sage, then Enchanter, then Trickster.
    Encounters (fights, that is) are almost always played out on a tactical display of the room, corridor or what-have-you. An example is shown here:
giUtd.png
    The numbers on this tactical map show where the Adventurers are standing when the combat starts. The Ms refer to the monsters' starting locations.
    It is possible to fight a monster only in an adjacent square, not across a diagonal, and it is not possible to move on to a square already occupied by a monster or another player. When a monster or character is slain, remove the counter from the map; in other words, you can step over or even stand on a fallen foe. You cannot move where there are no squares, nor on to a blacked-out square, which represents an obstacle such as (in the map above) a pillar or a large statue. Shaded squares can be moved through by monsters but not by players. In the map above, for instance, the shaded squares indicate a bed of coals which the monsters are immune to.
    Unless otherwise stated, a monster will always move to attack the nearest Adventurer. To find out who the nearest Adventurer is, count the number of squares the monster would have to pass through (using straight-line moves, not diagonals) to reach a position where it could fight. In the diagram below, Adventurer 1 is closer to the monster than Adventurer 2 and the same distance as Adventurer 3. If several Adventurers are equidistant from the monster, roll Dice to see which player the monster will go for - the lowest roll is the unfortunate target of its attention! A similar roll must also be made when a monster is adjacent to more than one Adventurer to see which of them it will fight.
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    Before starting the adventure, prepare a few card counters to represent Adventurers and monsters. You don't need many, as you will rarely encounter more than three or four monsters at a time.
    Always make a note of a monster's remaining Endurance if you flee from it. Monsters sometimes give chase, and if they catch up with you then you'll need to know how many wounds you've already inflicted.


In other words, the combat rules are a little convoluted. I don't see a good way of translating this turn-based combat to forum-play, (un)fortunately, so the best course of action, in my opinion, is to let me handle the dice rolling completely. I'm a fair DM, and you have my word that I have no interest in killing you.

We can make use of the tactical maps though. Here's how combat is going to work. When happening upon an encounter, I give you all the relevant information, as well as all choices that can be made. If the party chooses to fight, then I'd like to be given a "battle order" for the encounter, as well as a general strategy of what every character wants to do ("shoot only 3 arrows at most, then go in melee"), which foe should be targeted first, or whether the party would prefer to flee, etc. I'll handle the combat with those stipulations in mind. This should allow you, as players, to have at least some form of interaction with the combat encounters.
    Magic is the special province of Enchanters and, to a much lesser extent, Sages. The way in which magic functions for these classes is fully set out in their special sections, but there is one thing that every Adventurer must know about magic.
    There are two types of magic. BLASTING spells simply inflict damage when they are cast, and if you happen to be the target there is not much you can do about it! You deduct the damage the spell does (less your Armour Rating) from your Endurance score. The other sort of spells are PSYCHIC spells, and these you can try to resist. To resist a PSYCHIC spell you must roll two Dice and obtain a score equal to or less than your Psychic Ability score. If you make this roll, the spell fails to work against you.
    You will always be told whether a spell is of the Psychic or Blasting variety.


    Sometimes there will be the option for a character of a given class to act - for example, 'If there is a Trickster in the party, turn to ...'. If such an option is taken, only the player concerned looks at the appropriate section. He or she will usually read out the section to the other players, but sometimes part 11 of a section will be 'restricted' and printed in [bracketed italics]. This means that the player can, if he or she wishes, keep that part of the information withheld from the other players. For instance, there might be the option for a Sage to read an ancient piece of parchment. The book passes to the Sage player, who reads in his 'restricted' section:
    '(SAGE) You decipher the faded runes on the parchment. [It tells you that the safe route to the Emblem of Victory lies beyond the gold door.] Turn to 559 .'

    The player must tell his or her companions that he or she is reading the parchment, but he or she is not obliged to tell them what it says.
    In a situation where two or more players are both given the chance for individual action (say, the Sage could speak to a demon or the Trickster could shoot it with an arrow), the players roll Dice and the highest score decides who acts.


NOTE that class-based interactions will work a little differently. All players who can do something may participate, not just one; all "public" information will be revealed to the party, but all "private" information will be sent in a PM. The player may choose to withhold it if they will.
    You will start your adventure with a suit of armour. This gives an Armour Rating of three if you are a Warrior or of two if you belong to one of the other adventuring types.
    Your armour protects you in combat by absorbing its Armour Rating from any damage you would otherwise take. For instance, if a monster rolls 2 Dice+1 for damage and gets a total of thirteen, 10 that is the number of Endurance points you would lose if you were not armoured. If you are wearing armour with an Armour Rating of two, you would take only eleven (that is, thirteen minus two) points of damage.
    You cannot wear two suits of armour in combination. Thus, if you were to lose your armour and later come across two breastplates of Armour Rating one, say, then you could put on one breastplate - but you could not put on both and claim a total Armour Rating of two.

    WEAPONS: If you lose your weapon, you must reduce your Fighting Prowess and damage Dice rolls by two until you find a replacement. An eighth-rank Warrior normally has a Fighting Prowess of nine and rolls 3 Dice+1 for damage when he or she hits an opponent. If he or she were to lose his or her sword and be forced to fight bare handed, he or she would have a Fighting Prowess of seven, and 3 Dice-1 for damage rolls.

    ENCUMBRANCE: There is a limit to how much you can carry. As shown on the Character Sheets, you can usually have ten items at a time. If you are fully encumbered and find another item you want, you must discard one of the items you're already carrying (or give it to another player) in order to make space for it in your backpack.
    Two special points need to be made. A quiver (available to Sages and Tricksters) will hold up to six arrows. The quiver counts as one item for encumbrance purposes regardless of the number of arrows it contains. That is, if you have a quiver containing six arrows then it still counts as only one item and not as seven items.
    Your money-pouch counts as one item, too. As with the quiver, the contents are not relevant. The money-pouch will hold a maximum of a hundred coins (of any type), but whether it is full or empty it counts as only one item.
Akaabah    ' The Illuminate'. In the Ta'ashim faith, Akaabah was chosen by God to preach His message to the world. (Gatanades, the Saviour of the True Faith, is recognised in Ta'ashim as one of Akaabah's forerunners - making the two religions closer than most people will admit.)
Azrael    An archangel who is the personification of Death. He rules the country of Sheol. Other times and other cultures have called him by various names, including Pluto, Hades, Arawn and Osiris
Blue Moon    One of the spirits of the magi, the others being White Light, Red Death, Gift Star and Plague Star. In astrology, Blue Moon stands for mystery, paradox, illusion; also the boundary between life and death, and hence it can represent mystical wisdom.
Coradian Sea    The sea around whose shores are located the richest ports and cities of the world. Coradian is also used as a collective adjective for the countries of the True Faith - Algandy, Chaubrette, Kurland, the New Selentine Empire, Asmuly and Emphidor - which surround this sea.
Coradians    In Outremer, a blanket term used for anyone of northern blood to distinguish them from the native Ta'ashim.
Ferromaine    The richest port on the Coradian coast.
Gift Star    One of the spirits of the magi, the others being White Light, Red Death, Plague Star and Blue Moon. The significance of Gift Star in astrology is as a symbol of luck (both good and bad) and the oracle.
Icon    Lord Aiken of the Sugensiki family of Utayama Province, in Yamato. He was a warlock with a fearsome reputation, but was cast down into Sheol via the Death Focus shortly after the recovery of the Blood Sword. The name 'Icon' is merely a result of catachresis; his real name, Aiken, has a meaning roughly equivalent to 'Sharp of Spirit'.
Krarth    A large country in the far north of Legend, divided into several dozen separate states each of which is ruled over by a Magus. It is divided from the civilised lands around the Coradian Sea by a deep rift valley which cuts through the Coradian continent from eastern to western shore. A cold, inhospitable country full of ancient and xenophobic traditions, Krarth is avoided by most merchants from the southern lands.
Legend    The mortal world; Midgard, or Middle-Earth.
Outremer    [pronounced oo-tre mair] The Principalities of the Crusade, being those areas of Ta'ashim territory which have been captured by the armies of the True Faith.
Plague Star    One of the spirits of the magi, the others being White Light, Red Death, Gift Star and Blue Moon. Seen in astrology as indicative of illness, Plague Star is interpreted in another sense as the decay and corruption that must inevitably follow any act of creation.
Red Death    One of the spirits of the magi, the others being White Light, Gift Star, Plague Star and Blue Moon. In astrology, Red Death is generally taken as the symbol of wanton carnage and terror. Others see it as conflict in a general sense - perhaps within an individual's psyche - which, if resolved, leads to enlightenment.
Selentium    The capital of the Old Selentine Empire which once took in most of the western world. After the fall of the Old Empire seven hundred years ago, Selentium has risen to a new importance as the centre of the True Faith.
Sheol    The Afterworld, where souls go when they die. It is overseen by Death.
Spyte    The "holy city" of the True Magi, who convened there every seven years in order to commune with the gods of Krarth. Today it stands in ruin, atop a pinnacle of rock in the middle of a vast rift in the earth ("the Cauldron").
Ta'ashim    The name given to the religion and peoples of the southern lands, in the area that was once the empire of Kaikuhuru. The countries of Ta'ashim are Marazid, Zhenir, Harogarn and Opalar.
White Light    One of the spirits of the magi, the others being Red Death, Gift Star, Plague Star and Blue Moon. The meaning of White Light in astrological terms is as knowledge and consciousness - absolute and positive action which brings about permanent change.
Wyrd    An island kingdom situated in the Mistral Sea, east of Krarth. It is ruled by the Warlock-King, who was a vassal of the True Magi until the Blasting.
the Battlepits    The name of a large underground complex of tunnels and chambers, located beneath the plains of Krarth. Also used as the name of the contest staged by the Magi of Krarth every thirteen lunar months, wherein a group of champions are sent down into the Battlepits to vie with each other. The aim of the contest is to get through a succession of magical opponents and problems to the Emblem of Victory. The magi bet among themselves on the outcome, of course, and sometimes a Magus will intervene covertly to assist his champions or hinder the progress of those sponsored by a rival.
the Blasting    The demon-spawned disaster in which Spyte was laid to ruin and the True Magi were killed. After this holocaust, which lasted for three days and nights, Spyte was left isolated by a deep chasm which many believe goes right down to the fires of Hell.
the Blood Sword    The Sword of Life. One of a pair of ancient swords created by the Archangel Abdiel as icons of the parting of Life and Death. It was broken into several parts but has now been restored. The only artefact capable of conquering the power of the True Magi, it was stolen by Icon and is now somewhere in Sheol.
the Cauldron    The name by which peasants and travellers know the deep gorge surrounding the ruins of Spyte. Steam rises in sulphurous clouds from this, thickening in the chill air so that the ruins are rarely visible. The only way across is by flying, as the Cauldron is too wide even for spells such as Immediate Deliverance.
the Crusade    The war against the Ta'ashim, waged by the Coradians ostensibly for religious reasons. Certain parties (the merchants of Ferromaine, the Selentine Church, etc) have found the Crusade very profitable, however, and are active in trying to whip up religious fervour in the north in order to further their own ends.
the Death Focus    A shaft leading directly from Legend to the hinterlands of Sheol. Icon of Yamato fell into this shaft, but used magic to snatch the Blood Sword so that he could carry it down with him.
the Magi    The lords of Krarth. There are some thirty magi, each essentially a local despot with absolute dominion over his territories. Since the country cannot support a standing army of any size, disputes are settled by means of the Battlepits contest - and sometimes by assassination.
the Marijah Sect    A society of assassins who follow an unorthodox branch of Ta'ashim. The Marijahs have a secret fortress in the wilderness east of the Harogam Mountains and are thought to use 'astral gates' to come and go as they please.
the Old Man of the Mountains    The leader of the Marijah Sect. He is mentioned in documents dating back at least a hundred years. If these accounts all refer to the same individual then he must be one of the long-lived Adepts of Ta'ashim mysticism.
the Spirits of the Magi    Five small luminous objects which are sometimes visible in the northern skies at night. Each appears about a fifth the size of the moon's face. According to the popular superstition of Krarth, these objects are the apotheosised spirits of the five greatest wizards among the True Magi. They appear frequently in folk tales (usually as malevolent entities constantly plotting and dreaming of their return to the land of men). Less sinisterly, they are potent symbols in astrology.
the True Faith    The principal religion of modern Legend.
the True Magi    The original rulers of Krarth, wizards of unimaginable power, who were all slain in the Blasting of Spyte centuries ago. The present magi are for the most part the descendants of seneschals or apprentices who seized power in the ensuing confusion.
the Warlock-King    The centuries-old ruler of Wyrd. He has the power to shape reality within the boundaries of his kingdom, and can enter the dreams of his subjects to question or to punish them.


FORUM-BASED GAMEPLAY
You're free to roleplay or not to roleplay as much as you like. This includes character names.

The game will be played as follows: I shall post all relevant episodes, and highlight choices to be made. They will be posted in BOLD ALL-CAPS. The players are then free to discuss whatever they want to do next; once the majority of the party reaches a consensus, this action will be executed.
Since this is a gamebook, taking one of these options is likely to irrevocably lock you out of the previous choices.

Options that may provide extra information, or allow you to otherwise engage in a situation, but which will NOT lock you out of the current Episode, will be posted in Bold without all-caps. All options like these, as well as all individual options, will be processed before a regular option, so as to allow the party to gather as much information as possible (or have the broadest array of options at their disposal).

Please submit commands using the Werewolf-style Bold lime-green format, at least sufficiently so to attract my attention.
(Or maybe don't: it works without them some of the time, but it's nice to see a command once the party has reached a consensus for a course of action.)

Whenever a character would like to use an ability not covered by one of the OPTIONS that the episode presents, such as the Sage's Healing out of combat, submit that as a command, and it shall be processed accordingly.

In combat, I shall post the description the episode provides, as well as the tactical map. The players are to establish a "battle order" (i.e. placement order; if not, the default one will be used), outline any particular strategy they want me to use in combat (as well as what they'd like to do next, if e.g. they have to choose between exiting through one of two doors), and submit the Ready! command. (No "ready" needed, the description or orders has proven to be sufficient.) After the fight has been processed, I shall update character sheets and print the aftermath.

Since this is a gamebook, it may not allow for room backtracking and the likes. I won't allow that either, but I will make some changes -- for an example, allowing all "special" interactions in a given episode instead of just one.

And finally, please don't look up the adventure ahead of time. It's certainly possible, but even I haven't completed it yet. Let's keep it intriguing for everyone.

 
CHARACTER INFO
This section holds the relevant information per character, as well as your individual character sheets.

Codewords:
Code:
WONDERLAND, DELIVERANCE

Rewinds used: 11 ("Battlepits": №1; "Wyrd": №2, "Doomwalk": №3-8, "Spyte": №9, №10, №11)

You are the master of the fighting arts. You have better Fighting Prowess than any other adventuring type at the same rank, and when you strike a blow you inflict more damage. You also have chainmail armour which provides an Armour Rating of three – better than the armour available to other characters.
    These advantages give you a real edge in any fight, but you do not get things all your own way. You have none of the other characters' special skills – the Sage's ESP, for instance, or the Trickster's low, devious cunning. Also, because you are of noble birth and follow the honourable traditions of your ancestors, you must be careful to stay true to the code of chivalry. You may take an experience point penalty if you behave in a dishonourable, cowardly or uncouth manner.


    Two special rules apply to you:
    * Extra attack: You can make two strikes each Round, whether with two separate weapons or with the same one. This applies to unarmed strikes.
    * Unarmed martial arts: When fighting without a weapon, you do not reduce your Fighting Prowess or damage rolls.

    * Invulnerability: You have resisted the deathly grasp of the Styx. Before taking damage from an attack that is not a spell, roll 1d6. On a roll of 6, the damage is negated.
    * Unyielding fortitude: Once per combat, if you take damage greater than your current Endurance, you are reduced to 1 Endurance instead.

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Warrior: Grimmend

Name: Sir Richard

XP: 1600 (Rank VII)

Current attributes
Fighting Prowess: 9 (8 + 1)
Damage: 3d6+1 (3d6 + 1)
Psychic Ability: 6
Awareness: 7
Endurance: 43/43 (42 + 1)
Armour Rating: 4 (Plate)

Inventory:
The Blood Sword (+3 FP, +2d6 damage, hit undead must resist Psychic or die immediately)
Plate armour (rating 4)
Healing potion (restores 3d6)
Healing potion (restores 3d6)
Healing potion (restores 3d6)
Crossbow (1d6 damage)
Bolt quiver (4/10 bolts)
Healing salve (restores 2d6)
Heimdall's Horn of Heroes

Notes:
    Additional equipment:
        None
    Hag's potion: +1 Endurance.
    Triumph over death: +1 Fighting Prowess.
    Myorg's blessing: +5 Endurance, +1 damage.
    The Oracle's price: -5 Endurance.
Some Adventurers are honest, chivalrous and honourable. Not you. You are basically a rogue – a likeable rogue, perhaps, but a rogue nonetheless. You live by your wits. If you can win a fight by trickery or by shooting someone in the back, you will. Cunning is your main weapon.
    But when you
have to face someone in a straight fight, you are no pushover. After the Warrior, you are perhaps the best fighter in any party.

    Three special rules apply to you:
    * Improved dodging technique: You are very adept at evading attacks. When an opponent makes a fight roll against you, he or she (or it) must roll 3d6 instead of the usual 2d6.
    * Archery: As long as you have your bow and arrows, you can use the shoot option in combat. You do not have to be in an adjacent square to your opponent in order to shoot. A shoot roll is just like a fight roll - that is, to hit you must roll equal to or under your Fighting Prowess on two Dice. Regardless of your rank, arrows inflict only one Die Endurance damage (less Armour Rating) on the target. After a fight, roll 1d6. On a roll of 6, all lost arrows are recovered; on a roll of 3-5, half of the lost arrows, rounded down, are recovered.
    * Quick thinking: Once in each combat you can use this ability to take two actions in the same Round. The first action happens at the point in the Round when you would normally get to act, that is, as governed by your Awareness. The second action comes at the end of the Round when everyone else has had a chance to do something.

    * Danger sense: You know whenever an enemy intends to attack you with his next action. In addition, you gain 1 Fighting Prowess.

1R63k.png

Trickster: Shatari

Name: ?

XP: 1600 (Rank VII)

Current attributes:
Fighting Prowess: 8 (7 + 1)
Damage: 2d6+2
Psychic Ability: 7
Awareness: 9 (8 + 1)
Endurance: 43/43 (42 + 1)
Armour Rating: 3 (Chainmail)

Inventory:
Sword
Chainmail armour (rating 3)
Magic yew longbow (+1 Fighting Prowess)
Quiver (3/6 arrows)
Quiver (6/6 arrows)
Quiver (6/6 arrows)
Healing salve (restores 2d6)
Enchanted arrows (0/5 arrows, +3 damage)
.
.

Notes:
    Additional equipment:
        None
    Hag's potion: +1 Endurance.
    Myorg's blessing: +5 Endurance, +1 Awareness.
    The Oracle's price: -5 Endurance.
Your upbringing has been in the spartan Monastery of Illumination on the barren island of Kaxos. There you studied the Mystic Way – a series of demanding psionic disciplines and rigorous physical training.

    Several special rules apply to you:
    * Archery: As long as you have your bow and arrows, you can use the shoot option in combat. You do not have to be in an adjacent square to your opponent in order to shoot. A shoot roll is just like a fight roll - that is, to hit you must roll equal to or under your Fighting Prowess on two Dice. Regardless of your rank, arrows inflict only one Die Endurance damage (less Armour Rating) on the target. After a fight, roll 1d6. On a roll of 6, all lost arrows are recovered; on a roll of 3-5, half of the lost arrows, rounded down, are recovered.
    * Quarterstaff technique: Your expertise in quarterstaff fighting includes a knowledge of critical nerve points. When attacking with the staff, you can elect to make your fight roll on three Dice instead of two on 2d8 instead of 2d6. This is obviously more difficult, but it means that if you do hit you inflict an extra one Die damage and knock your foe off-balance, causing him to take his action at the end of the following current Round (that is, as if he had an Awareness score of one).
    * Improved Healing: You can use this psionic ability at any time except during a combat. When you attempt to Heal, you decide how many points of Endurance you are going to use. You deduct these from your Endurance, then roll 1 Die-1 and multiply this by the number of points you expended. The result is the Healing energy (in the form of Endurance points) that you are able to draw from the Cosmic Flux. These points may be distributed as you wish among the players (including yourself). No player can increase his or her Endurance above its initial score, of course.
    Negative results on the 1 Die-1 roll are counted as zero, as mentioned earlier. Your power of Healing is always a gamble, though, because you might roll one or two on the Die and thus get back no points from the Cosmic Flux.
    * Other psionic powers: Your other psionic powers will be explained in situations where you might need them. They include:
        - ESP: the ability to detect thoughts;
        - Paranormal Sight: the ability to see through soft materials such as curtains, fog or water (not stone or metal);
        - Levitation: the ability to negate the force of gravity on your body, allowing you to rise vertically into the air;
        - Exorcism: the ability to dispel ghosts and other wraiths by stifling the paranormal energies that sustain them.

    * Iron Fists: By virtue of the jinni's gift your naked fists can hit with the force of sledgehammers. When fighting without a weapon, you do not reduce your Fighting Prowess or damage rolls.

    * Invulnerability: You have resisted the deathly grasp of the Styx. Before taking damage from an attack that is not a spell, roll 1d6. On a roll of 6 the damage is negated.


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Sage: Moose!

Name: Mentok

XP: 1600 (Rank VII)

Current attributes:
Fighting Prowess: 9 (7 + 2)
Damage: 2d6+2
Psychic Ability: 9 (8 + 1)
Awareness: 8 (7 + 1)
Endurance: 46/46 (35 + 10 + 1)
Armour Rating: 5 (Plate (4) + Jinni's Gift (1))

Inventory:
Staff of Might (45:cool:
Plate armour (rating 4)
Bow
Quiver (1/6 arrows)
Quiver (6/6 arrows)
Quiver (6/6 arrows)
Healing potion (restores 3d6)
Phantasm gem (stats)
Black Rider Axe
Healing salve (restores 2d6)

Notes:
    Additional equipment:
        Golden Ring (+1 Fighting Prowess)
    Hag's potion: +1 Endurance.
    Jinni's Gift: +1 Armour, Fighting Prowess, Awareness, Psychic Ability, +10 Endurance. Ability: "Iron Fists"
    Myorg's blessing: +5 Endurance, +1 to healing rolls.
    The Oracle's price: -5 Endurance.
Forget the mundane arts of swordplay. You can use a sword if you have to, but your true forte is in the manipulation of occult powers of Sorcery.

    Your special skills are more involved than those available to any other character because you have a host of useful and deadly spells at your command. The procedure for spellcasting is quite involved, so read the following stages carefully.
    1. Before you can cast a spell, you must call it to mind. If done during a combat, this takes one Round. You can call spells to mind at any time - and keep them in mind without effort - so you may wish to have a few ready before encountering an enemy - rather like having a cocked and loaded crossbow.
    However, each spell that you have in mind temporarily reduces your Psychic Ability by one until it is cast. If you keep several spells in mind at all times, you will therefore be adventuring with quite a low current Psychic Ability, and this makes you vulnerable to psychic attacks.
    2. The attempt to cast a spell takes one Round. It does not happen automatically. In order to cast a spell successfully, you must roll equal to or less than your Psychic Ability on two Dice. You must add the Complexity Level of the spell to the Dice roll. If you fail to cast it, you can try again the next Round; this time the roll is easier, as you subtract one from the two-Dice-plus-Complexity roll. If you fail again, you subtract two from your roll on the next Round. If the spellcasting process is interrupted (for example, you take a Round out to dodge or fight) then you have to go back to stage one.
    An example will show how this works. Ragnarok is an Enchanter with a Psychic Ability of nine. He has called two spells into mind in case of trouble, so he currently has a reduced Psychic Ability score of seven. In an encounter with three hobgoblins he decides to use his Sheet Lightning spell. This is a Complexity Level four spell, so the first Round he tries to cast it he must roll seven or less on 2 Dice+4. He fails this difficult roll but continues trying on the next Round, this time making 2 Dice+3. He fails again, so on the third Round he needs to make his roll of seven or less on 2 Dice+2. This time he succeeds, and a crackling bolt scatters the hobgoblins. If Ragnarok had stopped trying to cast the spell in order to fight, and then started trying again the Round after that, he would have had to start with a 2 Dice+4 roll again. For the time being, this doesn't apply.
    The combat spells available to you are as follows:

    Volcano Spray Complexity Level one
    Causes all enemies in the vicinity to lose one Die Endurance. This is a Blasting spell, so it cannot be resisted. The enemies' Armour Rating, if any, is deducted from the damage Die roll.
   
    Nighthowl Complexity Level one
    A Psychic spell that affects a single opponent. If the opponent fails to resist, he/she/it must make fight or shoot rolls using one Die more than usual (that is, on three Dice rather than two Dice) for the next four Rounds.
   
    White Fire Complexity Level one
    This Blasting spell strikes one opponent, causing the loss of 2 Dice+2 Endurance (less Armour Rating).
   
    Swordthrust Complexity Level two
    A Blasting spell affecting one enemy, who loses 3 Dice+3 Endurance; armour reduces the damage in the usual way.
   
    Eye of the Tiger Complexity Level two
    When this spell is cast, you can either add two to your Fighting Prowess and damage rolls or add one to the Fighting Prowess and damage rolls of everyone in the party including yourself. This lasts for four Rounds of combat.
   
    Immediate Deliverance Complexity Level two
    Used during a combat from which you wish to flee, this spell Teleports everyone in the party to the exit (if there is one). You are then ready to beat a retreat in the next Round.
   
    Mists of Death Complexity Level three
    All enemies in the vicinity lose two Dice Endurance if they fail to resist this Psychic spell. Armour gives no protection.
   
    The Vampire Spell Complexity Level three
    This Psychic spell can be directed against a single foe, who loses four Dice Endurance if he fails to resist it. Some of the vital energy he loses is channelled into you: your own Endurance is increased by half the amount he loses (rounded down). Of course, your Endurance still cannot exceed its initial score.
   
    Sheet Lightning Complexity Level four
    A powerful Blasting spell that inflicts 2 Dice+2 damage to all opponents in the vicinity. Armour protects from this as usual.
   
    Ghastly Touch Complexity Level four
    This is the only spell that requires you to be in an adjacent square to your intended victim. It is a Psychic spell that affects one opponent, who loses seven Dice Endurance if he fails to resist it - and two Dice even if he does resist it. Armour gives no protection.
   
    Nemesis Bolt Complexity Level five
    This highly focused bolt of energy strikes one foe, who loses 7 Dice+7 Endurance. It is a Blasting spell, so armour will reduce the damage.

    Servile Enthralment Complexity Level five
    This Psychic spell affects one enemy. If not resisted, it brings the enemy under your control. He/she/it simply stops moving and in non-combat situations may respond to your questions. If you order an Enthralled foe to fight for you (that is, against his own former companions), you must roll one Die: on a six he recovers his wits and attacks you. Enthralment lasts long enough for you to leave the vicinity, so you proceed as though you had slain the opponent in question.
You also have a number of non-combat spells. These include Summon Faltyn, which calls a sly, faerie creature to serve you for a time; Prediction, which grants a glimpse into possible futures; and Detect Spells, which informs you when magic is operating nearby. There is no need to make Dice rolls to cast such spells because it will not usually matter whether it takes several attempts to get them to work.

    * Improved spellcasting: When attempting to cast a spell, you roll 1d6 + spell level instead of 2d6 + spell level.

rRU2F.png

Enchanter: Xardob

Name: ?

XP: 1600 (Rank VII)

Current attributes:
Fighting Prowess: 4 (7 - 3)
Damage: 2d6+1
Psychic Ability: 12 (8 + 3 + 1)
Awareness: 7 (6 + 1)
Endurance: 35/35
Armour Rating: 2

Inventory:
Sword
Studded leather armour (rating 2)
Healing potion (restores 3d6)
Healing potion (restores 3d6)
Healing potion (restores 3d6)
Potions of Diminution (6 uses)
A History of Spyte since the Blasting, by Hordred, Abbot of Leire Monastery
Healing salve (restores 2d6)
Elixir of Health (4 uses; cures diseases, restores permanent HP lost; does not heal HP)
.

Notes:
    Additional equipment:
        * Torque of Reanimation (Amulet): When reduced to 0 HP, you're immediately healed for half your max HP, rounded down, and this breaks.
    Scroll attribute modifications: -3 Fighting Prowess, +3 Psychic Ability, -1 Endurance, +1 Awareness.
    Hag's potion: +1 Endurance.
    Myorg's blessing: +5 Endurance, +1 Psychic Ability.
    The Oracle's price: -5 Endurance.


Sword of Death: secret number 40.

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And so, without further ado, let us begin.


For the whole day now you have been approaching the smoke columns rising up vertically hundreds of metres from the flat plains of Krarth. The sky above is blue, cloudless and cold. A bitter wind blows across the dry, sere grass of the marshes and sends sluggish ripples through the puddles of mire which occupy the low ground. The monotony of the landscape is broken only by the occasional stunted willow growing by black, muddy pools and meres.
    Kalugen's Keep is a monolithic black citadel looming ahead of you. Hoping to reach its gates before nightfall, you curse the throng of peasants and merchants milling towards it. You jostle through them towards the citadel - this morning just an imperceptible speck across the bleak wastes, but now a monstrous edifice that seems to fill the horizon.
    You know you have only until tomorrow to find a sponsor among the magi of Krarth, for tomorrow battle will be unleashed in the pits beneath the citadel. Fame and fortune will go to the Adventurers - and their sponsor - who return from the labyrinthine Battlepits with the Emblem of Victory. If you find no magus who is prepared to sponsor you this time, you will have to wait another long year for the next contest. A year through which the marsh waters will rise, drowning the land and the causeways leading to the citadel, rendering Kalugen's Keep impregnable. No one enters or leaves in that time except the magi on their flying carpets, and only in mid-year can the citizens emerge to sow their fields with corn and rice before the harsh winter months begin again.
    At last you manage to break through the gabbling crowds of the baggage train and ride under the grey blocks of the massive gate, its portcullis open like the maw of a hungry god. The dour streets are festooned with the flags of the magi - the one week of the year when this grim place is ablaze with colour, you reflect wryly - and street criers call out the glories of their lords. In the central square you see a booth where the magi's stewards are registering the combatants whom their masters have employed for tomorrow's contest. Each hero, or group of heroes, must take their sponsor's pennant with them into the Battlepits, but as you scan the racks outside the booth you see that only three pennants remain. Three stewards stand by the pennants. Three magi seek champions.
    The stewards grin sourly as they see you eyeing the pennants. Over the years they must have engaged dozens of brave Adventurers on their respective masters' behalf - and how many of those Adventurers went down into the Battlepits never to emerge? You scowl back at them grimly, but they only smile the broader. They know you must choose one of the pennants. As you debate the choice, an old merchant wrapped in greasy furs and obviously the worse for drink sees you contemplating the booth.


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Blood_Sword_I-10.jpg

>>>>>
    If you ignore the drunken merchant and go over to the booth, submit IGNORE. If you talk to the merchant, submit Talk.
   
    (TRICKSTER) Under the merchant's beer-stained fur jacket you notice a bulging money-pouch. Being a Trickster, your thoughts naturally turn to theft. If you wish to try to rob the merchant, submit Steal.
   
    (SAGE) If you wish to attempt to recall information about this situation, submit Meditate.
   
    (ENCHANTER) You consider your various spells. Two non-combat spells might be of use to you now. But which? Make your choice (you will not need to roll Dice to cast the spell, because you are not in a combat situation). If you cast the Prediction spell, submit Prediction. If you opt for the Summon Faltyn spell, submit Faltyn. As usual, you are also free to do nothing.

   
   
 
Vote Moose

Wait, wrong game.

Well, friends let's get this Emblem of Victory. I have a world to conquer.

Lumos, what exactly does a Faltyn do? Or is that something I'll have to discover?
 
Are we even allowed to split like that? I was under the impression we had to make decisions as a group, unless specifically stated otherwise in the individual actions.
 
Worry not folks, I don't know what I'm doing, but we'll figure it out as we go. Please examine the revised "gameplay" section in the first post, as well as the "new" options listed in the current episode. Doing the game like this will be a bit more work than I thought, but ought to massively improve the gameplay -- for some reason, the book will require you to only ever pick one of these, which doesn't really make much sense. :razz:

Xardob said:
Lumos, what exactly does a Faltyn do? Or is that something I'll have to discover?
It's kind of like a familiar that isn't necessary loyal to you, and whilst it may help you, it may also require something in return.

Xardob said:
Are we even allowed to split like that? I was under the impression we had to make decisions as a group, unless specifically stated otherwise in the individual actions.
In general, outside of combat the book treats the party a little like a "blobber" game, where you all are a monolithic group. I think it'll be best to stick to that format. Essentially, I'll do my best to keep the ALL CAPS options as a group decision you have to take, with the other options being individual or "non-destructive", sort of allowing for "limited party splitting"... if that makes sense.

Shatari said:
Also, side quests.
The book isn't particularly long, so I wouldn't get my hopes up for side quests. :razz: Then again, I'm pretty sure you can skip sections, and there ought to be multiple routes to the end.
 
*Mentok opens his pale eyes and speaks softly*

Our sly friend has the right approach. A man in his cups may turn out to be a fool, but there’s no harm in hearing what he has to offer.

*Closes eyes, and begins softly humming a seemingly random collection of notes*
 
(SAGE) You have spent years studying a hundred tomes and crumbling parchments full of ancient knowledge. Surely somewhere you must have read something concerning the magi of Krarth? You clear your mind of all distractions, and gradually the din of the crowds fades away. You see countless old documents with your inner eye, and mentally sift them until you have found what you seek...

>>>>>
    If you ignore the drunken merchant and go over to the booth, submit IGNORE. If you talk to the merchant, submit Talk.
   
    (TRICKSTER) Under the merchant's beer-stained fur jacket you notice a bulging money-pouch. Being a Trickster, your thoughts naturally turn to theft. If you wish to try to rob the merchant, submit Steal.
   
    (ENCHANTER) You consider your various spells. Two non-combat spells might be of use to you now. But which? Make your choice (you will not need to roll Dice to cast the spell, because you are not in a combat situation). If you cast the Prediction spell, submit Prediction. If you opt for the Summon Faltyn spell, submit Faltyn. As usual, you are also free to do nothing.
 
Lumos said:
(I feel like I ought to state again that all of you with individual options may use them; they will not be mutually exclusive.)
I take it that means I can steal without a risk of knocking us out of a chance for conversation?

Steal
 
Lumos said:
Three stewards stand by the pennants. Three magi seek champions.

*Mentok opens his eyes, and smiles at the Enchanter*

Do we want to play for a cruel man? Or a desperate man? Or something that is no longer a man? Does our path really matter when the destination is the same?

*Mentok closes his eyes and quietly hums*
 
(TRICKSTER) Under the merchant's beer-stained fur jacket you notice a bulging money-pouch. Being a Trickster, your thoughts naturally turn to theft.
    If you wish to try to rob the merchant, roll two Dice. Your attempt at robbery succeeds if you roll less than or equal to your Awareness. If you roll more than your Awareness, then your attempt fails.


Code:
YOU ROLLED [b]2 + 4[/b]!

(TRICKSTER) You saunter casually past the merchant and, reaching deftly inside his jacket, remove his doubtless ill-gotten gains. He is so drunk that he does not notice a thing.

>>>>>
    If you ignore the drunken merchant and go over to the booth, submit IGNORE. If you talk to the merchant, submit Talk.
   
    (ENCHANTER) You consider your various spells. Two non-combat spells might be of use to you now. But which? Make your choice (you will not need to roll Dice to cast the spell, because you are not in a combat situation). If you cast the Prediction spell, submit Prediction. If you opt for the Summon Faltyn spell, submit Faltyn. As usual, you are also free to do nothing.





Yeah, the interaction here is a little odd. The Trickster is actually automatically forced to go to the booth after a successful theft for another special interaction, but I'm not doing that; that option will be moved to the actual booth when you get there... Jesus Christ, I can't even run a gamebook without modding it, huh. :lol: But it's for the Greater Good.

Shatari said:
I take it that means I can steal without a risk of knocking us out of a chance for conversation?
Yes!
 
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