
I can't post the back-cover blurb for this book, because I don't have the back cover. This is the only book in the series that I don't actually own the hardcopy., but I do have the pdf version, which allows me to continue running this LP. As you cab probably guess, this book mainly involves the heroes travelling to look for the final piece of the Blood Sword - the blade. The adventure starts in a city called Crescentium, but there's a lot of travelling, and interesting locale. There also seems to a pretty strong "Arabian Nights" flavor in the settings of this book.
The rules are pretty much still the same as the previous two books. Here are the little things that have changed about our heroes, starting with, of course, the fact that they've all gained another rank! So what have they gained?
Warrior:
Awareness: +1
Damage: raised to 2 Dice
Endurance: +6
Trickster:
Psychic Ability: +1
Damage: Damage raised by +1
Endurance: +6
Sage:
Psychic Ability: +1
Awareness: +1
Damage: Damage raised by +1
Endurance: +5
Enchanter:
Fighting Prowess: +1
Damage: Damage raised by +1
Endurance: +5
Yeah, the Enchanter actually gained back an FP point. Not that it's going to do him any good in combats, he still not going to hit anything with a sword....but at least he won't be cutting off his own foot by accident now.
Now let's take a look at their stating equipment:
I blanked out the number of gold because it's different for every character.If you are playing with a character from Book Two, you already know what equipment you have. You can also add ___ gold pieces to the money you already have.
Warrior and Enchanter gets an extra 25 gold.
Trickster understandably gets more: 35!
Sage unfortunately gets less: 15.
Which adds up to a total of 100.
Since the Warrior and the Enchanter are already carrying almost-full purses, and the Trickster has no free slots at the moment, I'll give the 100 gold to the Sage for now. I know you'd probably prefer to have just one person carrying it to save equipment space anyway, but so let me know if you wants to change this.
So the Sage starts with a full quiver of 6 arrows once more.If you used up your arrows in Book Two, you may assume you have replaced them in the interval before this adventure begins.
Here's a map of the areas our heroes may be traversing:

And as usual, a new glossary to provide some information on the books backgrounds and settings:
GLOSSARY:
Now we proceed straight to Section 1, where there are a few more instructions about our equipment: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.)
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. Many believe that this goes right down to the fires of Hell.
the 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 - surrounding this sea.
Coradians -- In Outremer, a blanket term used for anyone of northern blood to distinguish them from the native Ta'ashim.
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.
Ferromaine -- The richest port of the Coradian coast.
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 and inhospitable country, full of ancient and xenophobic traditions, Krarth is avoided by most merchants from other lands.
Legend -- The mortal world; Midgard, or Middle-Earth.
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 Harogarn Mountains and are thought to use 'astral gates' to come and go as they please.
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.
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.
Selentium -- The capital of the Old Selentine Empire which once comprised 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.
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.
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. Five of the True Magi sent their spirits out of Spyte as the cataclysm began. These five, now identified with shooting stars in the night sky over Krarth, are Red Death, Gift Star, Plague Star, Blue Moon and White Light.
So, good news, the Trickster regains the sword that he dropped in the last book. He can also regain the bow and arrows if he wishes. I know he prefers to leave the archery work to the Sage, so I haven't added them to his equipment (and also because there's no space left) but if he wants to get either of them he'd need to drop some things to make space.More than two years have passed since your adventures in the Kingdom of Wyrd. All players who were suffering from wounds at the end of Book Two can now restore their Endurance scores to normal. Any player who had lost his or her armour or weaponry has managed to replace it in the interim. This includes arrows in the case of a Sage or a Trickster.
You have two special items: the hilt and scabbard of the fragmented Sword of Life - the weapon known in popular folklore as the Blood Sword. You can pass these from one player to another (in a multi-player party) but you must never discard either of them. If at any point in this adventure you lose either the hilt or the scabbard - in other words, if they are lost to the whole party - turn to 475. Their enchantment is all that now protects you from the last of the True Magi, who constantly seek to prevent you from finding the third and final fragment: the blade. If you can locate the blade then you will be able to make the Blood Sword whole again. Its power is the only thing the True Magi fear.
It is to find the blade that you have roamed the world these wearying years. In the north you met a wise woman who told you the blade was somewhere in Outremer, the Crusader lands. Now your quest has brought you to the southern outpost of Coradian civilisation: the city of Crescentium...
He also finally regains his +2 leather armour, so that he can finally return that worn ringmail to the Sage (who can drop that crappy breastplate).
The Enchanter can also regain a sword, but I can think of no reason why he'd want it. I'd have added it to the list, but his equipment list is already over-loaded as it is, so I won't unless he says wants to drop something for it.
Presumably, the Sage and Enchanter also got cured of Soulbite and Malaria respectively within he past 2 years.
We also need to appoint someone to carry the Blood Sword Hilt. Will it be the Warrior again, or someone else? (I've put it in the Warrior's possession for now, let me know if you wish to change this.)
Take some time to see if you wish to make adjustments to your equipment before I move on:
Adventure Sheets:
WARRIOR:
RANK: 4th
Battle Order: 1
Fighting Prowess: 12 (+1 from Enchanted Sword)
Psychic Ability: 6
Awareness: 7
Endurance: 23/23
Damage: 2 Dice
Items:
1 Enchanted Sword (+1 FP)
2 Chainmail armour (Armour Rating three)
3 Money pouch (98 gold pieces)
4 Silver crucifix (with finger-bone of St Ashanax)
5 Iron Bell
6 Bedroll
7 Shielding Charm (+1 AR)
8 Blood Sword Scabbard
9 Blood Sword Hilt
10 Empty slots
RANK: 4th
Battle Order: 2
Fighting Prowess: 7
Psychic Ability: 7
Awareness: 8
Endurance: 25/25
Damage: 1 Die+2
Items:
1 Sword
2 Studded Leather Armour (Armour Rating two)
3 Golden Snuffbox
4 Jug of Milk
5 Gloves
6 Bedroll
7 Harp
8 Silver Wolf's head clasp
9 Fur Cloak
10 Gilt-edged scroll
*11 Screebo the Raven
RANK: 4th
Battle Order: 3
Fighting Prowess: 7
Psychic Ability: 8
Awareness: 7
Endurance: 21/21
Damage: 1 Die+1
Items:
1 Quarterstaff
2 Ringmail Armour (Armour Rating two)
3 Fur Cloak
4 Bedroll
5 Magic Bow (Damage 1 Die+1)
6 Quiver (6 arrow)
7 Skull Amulet
8 Blue Crystal Eyes
9 Money pouch (100 gold pieces)
10 Empty slot
RANK: 4th
Battle Order: 4
Fighting Prowess: 1
Psychic Ability: 15 (+1 from Ring of Sorcery)
Awareness: 7
Endurance: 21/21
Damage: 1 Die +1
Items:
1 Brazier
2 Silver armour (Armour Rating two)
3 Bedroll
4 Magical Bread Crust of Infinity
5 Fur Cloak
6 Money pouch (88 gold pieces)
7 Ring of Sorcery (+1 PA)
8 Gloves
9 Amber Tinderbox
10 Iron rations (7 days)