However, not letting the Trickster act first is another missed opportunity, because the Trickster would have successfully charmed Larisha into giving us a 2nd item!
We got the Snuffbox:If you have the Dagger of Vislet, turn to 214. If you have the Golden Snuff Box, turn to 323. If you have neither of these items, turn to 93.
You can open the Snuff Box at the end of any combat that you won. You cannot open it after fleeing from a combat, nor at any other time. When you open it, each player rolls one Die. On a roll of 1 or 2, the player loses one Die Endurance. On a roll of 3 to 6, the player gains one Die Endurance. The Snuff Box then shuts itself and cannot be used again until you win another battle.
If you also have the Dagger of Vislet, turn to 214. If you do not have the Dagger (or if you already know what it does), turn to 93.
Nope, we didn't manage to get a second item from Larisha.
For those of you wondering about the remaining 2 items:Larisha stands up, trailing her silk toga like a shadow. 'Return now to the magi's labyrinth,' she says, lifting her hands to display dozens of jewelled rings. 'If I possessed a soul, perhaps I would wish you well ...'
Colours and sounds jangle and swirl about you. For a moment you are jerked off your feet, then you settle down on to a carpeted floor. The confusion of lights fades to reveal that you are now in a corridor lined with mirrors.
The Dagger is probably the most generally useful item. It's a missile wapon that flies back into the user's hand every time it hits, so essentially it's equivalent to an unlimited supply of arrows (without need for a bow). The only catch that if the thrower misses its target the Dagger doesn't come back, but can still be retrieved after the fight.
At least it specifically tells us what the characters can do this time!You are walking in what you judge to be a northerly direction along a red-carpeted corridor lined with gilt-edged mirrors that cast dim reflections from your torchlight. The carpet muffles the sound of your feet as you move along, sending up small puffs of the centuries-old dust that covers everything.
If the party includes an Enchanter, he or she may wish to use a Prediction spell; if so, turn to 287. If the party includes a Sage and he or she wishes to try ESP here, turn to 362. Otherwise you continue along the corridor, a vague sense of unease growing with every footstep.
Do the Sage or Enchanter want to try their spells?
Also, who should carry the Snuffbox?
Since the Snuffbox can only be used after winning a combat, do you guys want to make it a standard rule to try it automatically after each won battle? Or should I only use at the player's request?