Another fairly effortless and painless success! We on a roll!He is only too glad to be able to assist you in your noble undertaking. He holds out his gauntlet for you to take, but you point out that you need only a small fragment. Swiftly he shaves a sliver from his helmet with the sharp edge of his sword.
Unfortunately, the only wound we took cannot be healed in this manner...You return to the Faze mansion, now with the four of the six items you need for your quest. Only the saint's ashes and the hair of a nun remain to be found - but Jasper suggests that since the town is not an especially holy place, you may have more luck obtaining the last two items on your way to the Castle of Lost Souls.
You spend a couple of days studying maps and travellers' accounts, planning your route to the demon's keep. (If you are wounded, regain 2 VIGOUR points for the rest.) The evening before you are due to set out, you gaze from the library windows towards the setting sun. In that direction lies the Castle - but in this world, or in the next? You yawn and close the compendium of charts you have been studying. Whatever awesome perils await you, there is little to be gained from dwelling upon them now.
As mentioned, "provisions" in this book doesn't heal us in this series, and I don't think it's necessary to keep track of them on the Character Sheet. Fortunately, this book does provide us with a similar healing item, although with only 4 applications instead of the 10 we're used to in FF.You rise early and take breakfast with Jasper. His brothers are still in bed, and the mansion seems eerily quiet. Hardly a word passes between the two of you; Jasper knows he may be sending you to your death, and the coffers of gold he has promised appear a paltry reward now. The door creaks behind you and the butler enters with your weapons and backpack. 'I have had Mortlake pack some provisions for your journey,' says Jasper. 'And you will also find in your rucksack a small pot containing four applications of a magical Salve of Healing.'
The Salve of Healing is a rather foul-smelling preparation made from rancid milk, troll fat and rotting vegetables which actually has miraculous healing properties. Spreading it on your wounds after a fight will restore 4 VIGOUR points; the Salve will not increase your VIGOUR above its normal score, of course. Record the Salve of Healing on your Character Sheet - and remember you have only enough for four applications.
You take up your belongings and Jasper accompanies you to the mansion gates. 'I wish you good luck in your venture,' he tells you as you walk. 'I can offer you no help or advice save these two snippets of information. First, I have heard that the two principal goblin tribes of the Mungo Hills, through which you must pass, are the Drans and the Kabbagoos and that one or the other tribe are inveterate liars. Secondly, it is said that strange phantasms can appear in the mists enveloping the Swamps of Bosh which surround Slank's castle. These phantasms can cause a traveller no hardship so long as one disregards them.' He reaches up and removes a talisman from around his neck which he hands to you. 'Wear this, for if you find my father he will recognize it and know that you come to help him.' He swings the gate open and offers you his hand. 'Now, farewell!'
You make your way through the town towards the west gate. The streets are beginning to come alive with traders laying out their wares, Sunlight slants across the rooftops and there is a cool refreshing breeze. Somewhere on your journey you must find a saint's ashes and the hair of a nun - but for now all that occupies your thoughts is that it is a glorious morning and you are about to embark on another challenging adventure.
We still have our sword, and we only got to use it once thus far...Do you have a sword? If so, turn to 72. If you lost your sword earlier, turn to 148.
We have the gold, but are we willing to part with some of it?You set out at a brisk pace and soon leave the fields and meadows around the town far behind you. After some time you come to a river and, seeing a bridge only a few hundred metres away, you stroll along the bank to it. As you are about to cross, however, a tall slim man in silver-grey robes appears from under the arch of the bridge and calls up to you that you must pay a toll of four Gold Pieces to cross here. Will you pay him the money, or will you ignore him and cross anyway?
(Also, with no other suggestions for character name, JourneymanN00b's sole vote for the name 'Johnny' is now officially winner by default.)
Character Sheet:
[spoiler]Name: Johnny
VIGOUR: 27/27
PSI: 4
AGILITY: 7
Equipment: Sword, Lantern, Tinder-box, Dagger, Bow and seven arrows, Girl's teardrop, Four leaf clover, Luck Charm (can be used up to 32 times to pass any dice roll), Cornelian skull-shaped ring, Crystal ball, Fragment from the armour of a chivalrous knight, Salve of Healing (restores 4 VIGOUR per application, 4/4 applications remaining), Jasper Faze's talisman
Gold: 26 GP
[/spoiler]