angelfromanotherpin wrote:Even if they do give you stats like you're blowing the author.
If you're referring to Karunaz's stats.....they may look overpowered compared to the 4 of you, but remember, this book can be played with a solo character, and by this last book, the solo PC will be at Rank 20. I think he's meant to be seen as some who's close to being an equal of the solo PC. If you take away the bonus from the Sword of Death (leaving him at FP 10 and 7d6 damage), he's actually the equal of a default solo Trickster with 20
less END. That's not taking into account of the other upgrades the hero could have already picked up in previous books.
You mount the steps to the flat roof of the tower, where a large area has been marked out for some sort of summoning. In the centre of an inscribed pentacle you can see a group of terrified captives cowering inside a circle of many-coloured flame. At each point of the pentacle stands a robed wizard - these five are the supreme disciples of the Magi, and you can be sure that their occult powers are great. They glance at you with hatred in their eyes, but make no move to attack. 'You are too late to stop us,' screams one. 'It is the end of the world; the era of the Magi is at hand!'
They begin a low chanting. Instantly the shrieking wind drops, enveloping the roof in dead silence. Then you hear an eldritch melody joining the chant. It sounds to be coming from far off, but it is getting nearer. A flicker of rainbow light shines down on the area of summoning. You look up into the sky. The Five Stars hang right above the tower, each aligned with one of the points of the pentacle. They seem so close you could almost reach up and touch them. The unearthly music comes from them - the music of the spheres, the celestial harmony, knowledge of which has turned the Magi into gods!
'We must hurry!' says Karunaz, seizing your sleeve. 'The summoning is not yet complete. However, we must take care not to kill the disciples after thay have stopped chanting, as their deaths then would only serve to add power to the sacrifice.'
And here once again the authors display great economical use of the numbered sections by dedicating one entire section to these options below:
If you wish to use an item, turn to 411. If your first thought is to free the captives intended for sacrific, turn to 329. If you leap forward to attack the disciples, turn to 96.
Btw, regarding the Battle Order, I'm not sure whether Starmaker's suggestion to put Karunaz at the front to deliberately get him killed was serious, and no one else had said anything. Do the rest of you agree? And does that mean the rest of you wish to be shuffled back one step, or is there some other new formation you have in mind?
Adventure Sheets:
WARRIOR:
NAME: Dame Caecilia Wither-Stoat
RANK: 6th
Battle Order: 1
Fighting Prowess: 12
Psychic Ability: 7
Awareness: 8
Endurance: 39/50
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 Horn of Heroes
8 Kraken's Elixir
9-10 Empty slots
TRICKSTER:
NAME: Benedict of the Crimson Spires, Honourable Duelist
RANK: 6th
Battle Order: 2
Fighting Prowess: 10 (+3 from Blood Sword)
Psychic Ability: 7
Awareness: 9
Endurance: 38/42
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 (2 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 Torque of Reanimation
SAGE:
NAME: "Pepito" Cascadero, Master of the Mystic Way
RANK: 6th
Battle Order: 3
Fighting Prowess: 9 (+1 from magic gold ring, +1 from Staff of Might)
Psychic Ability: 8
Awareness: 7
Endurance: 11/36
Damage: 2 Dice +2
Items:
1 Staff of Might (+1 FP, +1 Damage, can cast Volcano Spray once per combat at 10 PA)
2 Studded Leather Armour (Armour Rating 2)
3 Money Pouch (empty)
4 Magic Bow (+1 FP when using Archery)
5 Enameled Quiver (1 magic arrow - does 1d6 +3 damage)
6 Quiver (5 arrows)
7 Potion of Diminution
8 Magic Gold Ring (+1 FP)
9 Dead Hermit's Amulet
10 Empty Slot
ENCHANTER:
NAME: Enchanter Reed, Ninth of the Inverted Tower
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