Not yet....If you have a piece of rod that is red, turn to 114. Otherwise, you open the door and step through. Turn to 51.
Why would we be intimidated by some "vision of hell", when we've already been to the real one and come back from it??You step out onto a thin walkway that spans a vision of hell itself - it is like walking into a solid wall of heat, for blasts of heated air buffet you. The room you are in is a deep pit, across which a thin walkway of stone leads to a door at its other end. Looking down, you can see roaring flames that lick upwards as if reaching for you. Or are they? For as you examine the flames you can make out forms moving below you. Flame-demons gaze up longingly at you, and bright flaming serpents, winged and spouting flame through their nostrils, flap upwards. Then, to your horror, you notice men and women dressed in smouldering rags staggering about in terror, or lying huddled amid the fires of hell. The flames do not consume them, but it seems that nevertheless they feel the heat's searing touch, judging by their screams. The flame-demons and winged serpents seem to take an unholy delight in torturing their poor victims. You shudder in revulsion and hurry on to the other side, desperate to escape this vision of hell, this panorama of purgatory, before you too are claimed by its infernal incandescence.
Wait, we just stood there and watched a hundred guys get slaughtered by 3 guys? Surely, that would have taken some time, enough for us to get involved before they were all killed!You close the door behind you, shutting out the terrible screams, the awful heat and its hellish flames. Breathing a sigh of relief in the cool air, you turn to see where you have arrived. You are in a long hall, seemingly of wood. Shields emblazoned with simple designs hang upon the walls. Facing you are a hundred or more warriors, armed with shield and axe, the ones nearest you also with suits of fine chain. They are mostly blond or brown-haird, with pigtails or hairbuns. Almost all are bearded, and scarred by many battles. They look to be hardened warriors of some skill. Just as you are fearing for your lives, they all utter a cheer - they seem to be praising you! Somehow they believe you to be their leader. Just then, the three large doors at the far end of the hall burst open, and all goes quiet. Through them step three awesome figures, armoured from head to toe in outlandish steel plate that fairly bristles with spikes and barbs. One wields a great halberd, as red as blood, another a huge battleaxe, dark as coal, the last a great barbed sword of shining steel. The warriors wheel and, as one, surge forwards to attack them. However, the three intruders carve a swathe of blood and bone with great sweeps of their weapons, and smashing blows of shattering potency. The carnage is awful as they kill their way towards you. The sight of them slaying all who face them fills you with dread, and you are rooted to the spot as they draw near, ever nearer, their passage marked by a trail of bloody dismembered corpses. Your terror grows as the three harbingers of death howl in triumph as the last warrior falls beneath their inescapable weapons.
You must fight the three Harbingers of Red Death.
Harbingers of Red Death
Fighting Prowess: 8 Psychic Ability: 6
Awareness: 8 Damage per blow: 5 Dice
Armour Rating: 5
Endurance: 35
Note: Every time you wish to act, roll one Die. On a one or a two you are paralysed by fear and can do nothing this Round. You cannot flee for there is nowhere to go.
If you have the codeword SWORD on your Character Sheet, turn to 243. If you kill them, turn to 335.
Strategies?
Adventure Sheets:
WARRIOR:
RANK: 6th
Battle Order: 1
Fighting Prowess: 12
Psychic Ability: 7
Awareness: 8
Endurance: 30/50
Damage: 2 Dice +3
*Extra Notes: Takes no FP/damage penalty when fighting unarmed, +1 Armour Rating from Potentiation on top of normal armour bonus
Items:
1 Sword
2 Sword
3 Plate Armour (Armour Rating four)
4 Money pouch (empty)
5 Potion of Diminution
6 Potion of Diminution
7 Golden Rod ('100')
8 White Rod ('16')
9 Blue Rod ('50')
10 Empty slot
RANK: 6th
Battle Order: 2
Fighting Prowess: 10 (+3 from Blood Sword)
Psychic Ability: 7
Awareness: 9
Endurance: 28/42
Damage: 4 Dice +1 (+2d6 Damage from Blood Sword)
Items:
1 Blood Sword (+3 FP, +2d6 Damage)
2 Studded Leather Armour (Armour Rating 2)
3 Money Pouch (empty)
4 Bow
5 Quiver (4 arrows)
6 Quiver (6 arrows)
7 Potion of Diminution
8 Book (looted from crystalized corpse) - turn to 493 if read
9 Healing herbs (+2d6 END)
10 Empty Slot
RANK: 6th
Battle Order: 3
Fighting Prowess: 8 (+1 from magic gold ring)
Psychic Ability: 8
Awareness: 7
Endurance: 36/36
Damage: 2 Dice +1
Items:
1 Quarterstaff
2 Studded Leather Armour (Armour Rating 2)
3 Money Pouch (empty)
4 Magic Bow (+1 FP when using Archery)
5 Enameled Quiver (5 magic arrows - does 1d6 +3 damage)
6 Quiver (6 arrows)
7 Potion of Diminution
8 Magic Gold Ring (+1 FP)
9-10 Empty Slot
RANK: 6th
Battle Order: 4
Fighting Prowess: 1
Psychic Ability: 15
Awareness: 8
Endurance: 27/36
Damage: 1 Die +3
Items:
1 Sword
2 Studded Leather Armour (Armour Rating 2)
3 Money Pouch (empty)
4 Quiver (6 arrows)
5 Potion of Diminution
6 Potion of Diminution
7-10 Empty Slot