You guys know the drill by now (I hope), and no additional rules have been added. I'll just quickly run through the few things we should know to start...
First, the back cover synopsis:
This book also include a "Story So Far" section:Of all your adventures, this is the most desperate - and the most vital. Only two years remain before the year 1000, when the Magi's power will have waxed full and the moment of their reincarnation will be at hand! All is not lost: if you can recover the fragments of the Blood Sword, the Magi can be oppose. But to do so, you must travel to the land of Death...
As you set off on your journey, you know there will be many terrors and wonders to be faced. You must penetrate to the very heart of the Netherworld and plead your case before Death himself.
Can you survive the perils of the Sea of Mists? How will you fare against Typhon the Giant? Can you face the Feasting Dead? Or track down Entasius the Magician?
Can you endure the Doomwalk....?
Our successful completion of the last book means that our characters have all advanced to 5th rank. Here are the resulting "improvements" to their stats:Your life of carefree adventuring was changed forever when you met an old harpist in the hills of Krarth. As he lay dying after a murderous attack, he told you of the five entities known as the True Magi and their plans to return to the world at the end of the millennium. He made you swear to take on his quest to recover the fragments of the Sword of Life - the Blood Sword - as it is only by restoring this ancient weapon that the Magi can be opposed.
Just as the Magi's agents had slain the harpist, now they directed their malice against you. Battling against terrible odds, you finally succeeded in restoring the Blood Sword - only to have it stolen from you at the moment of his descent into Sheol by your arch-enemy Icon of Yamato.
Only two years remain before the year 1000, when the Magi's power will have waxed full and the moment of their reincarnation will be at hand. Fatima, a sorceress whom you befriended, tells you that all is not lost; you can still retrieve the Blood Sword.
But to do so you must travel to the land of Death ...
Warrior:
Damage: +1
Endurance: +6
Trickster:
Damage: raised to 2 Dice
Endurance: +6
Sage:
Damage: raised to 2 Dice
Endurance: +5
Enchanter:
Awareness: +1
Damage: +1
Endurance: +5
Unlike the previous two books, the story of this one continues immediately after the previous....so, no changes to equipment at all (except we lost the Blood Sword, of course), and no increase in money.
As always, the book comes with its own map...
....and that's basically it, really. We're ready to begin, picking up right where we left off at the end of the last book: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 wisdom.
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 Coradian Sea -- The sea around whose shores are located the richest ports and cities of the world. 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.
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.
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 recover 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 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 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.
Outremer -- [pronouned 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 will 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.
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.
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. The present Magi are for the most part the descendants of seneschals or apprentices who seized power in the ensuing confusion.
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.
That's nice. And the Sage and Trickster can refill their empty quivers.Fatima leads you through the garden to a pavilion where silk-clad servants provide you with food and drink. For a short while you are able to relax, listening to the songbirds in the trees. The sun rises higher, scorching the dew from the grass and raising a sultry fragrance from Fatima's exotic flowers.
But even in this idyllic setting, you cannot forget the urgency of your quest. When you speak of this to your hostess, she sends the servants to fetch new equipment for you. Any player who needs new arrows, weapons or armour can re-equip from the selection she provides.
'I have another gift for you,' she says, lifting a jar of scented oil. This is an ointment of healing - a magical preparation that soothes and cures the pains of battle.'
If any player is wounded, Fatima rubs some of the oil into his or her wounds which then miraculously disappear. All players can restore their Endurance scores to maximum.
There is enough oil left in the jar for ten applications, and each application will hear two Dice of Endurance. Note down on your Character Sheet that you have the jar.
'And now,' Fatima says, rising to her feet, 'it is time for you to depart.'
I'll give the ointment to the Warrior unless there are objections. She has the most slots due to not having to lug the pieces of Blood Sword around. Besides, she'll probably be the guy doing the tanking in battles.
That Tobias guy would be the commander of the Capellars (the Warrior's contacts at the beginning of the last book). Since we didn't choose to meet them last book, we have no access to that option here.Fatima takes you to one of the many gates leading from her hidden garden. You have seen enough of her magic by now not to be surprised when she tells you that this gate leads to the city of Crescentium, which you left only a few days ago.
'You must charter a ship to take you north and west to the island of Entasius,' she says. 'He is a wizard of some repute, and he will be able to tell you how to reach the realm of Death.'
'What about the Death Focus?' you ask. 'Surely that leads straight there.'
Fatima shakes her head. 'Of course, but you cannot follow your enemy into Death's heartland by the same route that he took. It is easy enough to die, after all, but you will wish to return to the mortal world once you have retrieved the Sword of Life. Only Entasius can tell you how to accomplish that.'
She swings the gate open and bids you farewell. Thanking her for her help, you step through and emerge on a side street off the main plaza in Crescentium.
If you wish to visit the physician Emeritus, turn to 193. If you have met Tobias de Vantery and wish to call on him, turn to 432. If you decide to see about chartering a ship straight away, turn to 45.
Do we want to go see our physician friend again?
Adventure Sheet:
WARRIOR:
RANK: 5th
Battle Order: 1
Fighting Prowess: 12
Psychic Ability: 7
Awareness: 8
Endurance: 39/39
Damage: 2 Dice +4 (+3 from Enchanted Sword)
*Extra Notes: Takes no FP/damage penalty when fighting unarmed, +1 Armour Rating from Potentiation on top of normal armour bonus
Items:
1 Enchanted Sword (+3 Damage)
2 Enchanted Chainmail armour (Armour Rating five)
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 Dog-faced Creature's Spear
9 Ointment of Healing (10 Applications, +2D6 END each)
10 Empty slot
RANK: 5th
Battle Order: 2
Fighting Prowess: 8 (+1 from Enchanted Sword)
Psychic Ability: 7
Awareness: 8
Endurance: 31/31
Damage: 2 Dice
Items:
1 Enchanted Sword (+1 FP)
2 Studded Leather Armour (Armour Rating two)
3 Golden Snuffbox
4 Dervish's scroll
5 Gloves
6 Bow
7 Harp
8 Quiver (6 arrows)
9 Fur Cloak
10 Gilt-edged scroll
*11 Screebo the Raven
RANK: 5th
Battle Order: 3
Fighting Prowess: 7
Psychic Ability: 8
Awareness: 7
Endurance: 26/26
Damage: 2 Dice
Items:
1 Quarterstaff
2 Ringmail Armour (Armour Rating two)
3 Seafaring Charts from Hunguk's ship
4 Bedroll
5 Magic Bow (Damage 1 Die+1)
6 Quiver (6 arrows)
7 Skull Amulet
8 Blue Crystal Eyes
9 Money pouch (100 gold pieces)
10 Silver key to Fatima's garden
RANK: 5th
Battle Order: 4
Fighting Prowess: 1
Psychic Ability: 15 (+1 from Ring of Sorcery)
Awareness: 8
Endurance: 26/26
Damage: 1 Die +2
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 Iron rations (7 days)
9 Amber Tinderbox
10 Empty slot