[Let's Play] Sorcery Warrior 3 - The Seven Serpents

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Beroli
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[Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by Beroli »

This is the third part of the game started here and continued here.
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The dark storm clouds roll across the sky as you start your journey across the Baklands. This stage of your trip will be the most testing yet.

The Plains of Baddu-Bak are unknown to the map-makers of Analand. Although certainly uncivilized, the Baklands are inhabited by nomadic tribes and solitary creatures. You will find few friends here.

But you must march on regardless. The crunch of your footsteps on the rough trail rudely interrupts the eerie silence hanging in the air. Apart from the great wall of the cityport behind you, the landscape is featureless, devoid of vegetation, creatures or any structural punctuation to the horizon. An hour later, the barren waste has changed not at all. But in the distance behind you, the faint callings of birds can be heard. The noise gets louder and you stop. They are gaining quickly on you.

A sudden thought makes you freeze. Xamen Birdmen? Surely not this far from their homelands. Crows? No: crows' calls are not as piercing as these shrieks. Then what? You turn to face your pursuers.

From nowhere, a black shape drops from the sky! You duck just in time to avoid the sharp, outstretched talons of the attacking bird as it dives at your neck! You steady yourself and clutch your weapon. The bird has soared past you and up into the air to rejoin its group. Four dark NIGHTHAWKS now circle above you, ready to attack.

You draw your sword and wait for the creatures to attack. They circle quickly, picking up pace, until finally they dart down toward you in an attacking line. Their speed makes them difficult targets. You fight all four of them at once. Each will roll Attack Strength, and all the ones whose Attack Strength is higher than yours will wound you.

First NIGHTHAWK Skill 7 Stamina 5
Second NIGHTHAWK Skill 6 Stamina 5
Third NIGHTHAWK Skill 7 Stamina 5
Fourth NIGHTHAWK Skill 7 Stamina 4

After three Attack Rounds, something will happen. Vote on which Nighthawk to attack first and second.

Name: Jason Beckett Mordred
Sex: Male
Skill: 11/11
Stamina: 18/19
Luck: 11/11
Weapon: Sword
Inventory: Large Backpack (need not leave behind an item to take another item), Blimberry Juice (+3 Stamina), silver key, Borrinskin boots, Ragnar's Armband of Swordmastery (+2 Attack Strength when using a sword), backup sword, torch, tinderbox, green-haired wig, Lucky Talisman (+1 bonus to all Luck tests), Lucky Talisman (do not deduct a Luck point after Testing Luck), bow and quiver of 6 silver arrows, tinderbox, Serpent Ring, 3 Meals
Gold Pieces: 0
Libra's Favor: Not yet used in this adventure
Deaths: Unable to reach the North Gate of Kharé
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JourneymanN00b
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by JourneymanN00b »

I vote to go after the fourth nighthawk, then the first.

Oh, and I thought our hero got restored to full Stamina before the third part began. If this is not the case, is it possible to trade in Libra’s unused favor to do this, since our hero cannot have multiple favors?
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Beroli
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by Beroli »

You could logically have done so before going through the gate and had little reason to keep in then, so okay.

You do not get healed between books unless something heals you. (In the first book, it was the Svinns.)

Round One: Jason Beckett Mordred 19, First Nighthawk 11, Second Nighthawk 16, Third Nighthawk 17, Fourth Nighthawk 13, Luck Test Succeeds. Fourth Nighthawk is dead.
Round Two: Jason Beckett Mordred 15, First Nighthawk 14, Second Nighthawk 17, Third Nighthawk 9, Luck Test Succeeds, Luck Test Succeeds. Jason Beckett Mordred is at 18 Stamina, First Nighthawk is at 1 Stamina.
Round Three: Jason Beckett Mordred 20, First Nighthawk 15, Second Nighthawk 15, Third Nighthawk 12. First Nighthawk is dead.

The Nighthawks circle and prepare for another attack. Suddenly the formation breaks and their cries take on a different tone. Something has disturbed them and they seem to be in a state of confusion. But you can see nothing.

A moment later, a shape forms in the air in their midst. The Nighthawks shriek as a GOLDCREST EAGLE materializes and lashes out at them with its deadly beak. Your spirits rise at your good fortune. Goldcrest Eagles are raised and trained in Analand as birds of war. But what is this great Eagle doing so far from its home?

The Eagle snaps its razor-sharp beak through one of the Nighthawks and plucks at another with its talons. The two remaining birds turn to the west and dart away to safetywere already dead. With the threat dispersed, the Eagle drops down to land by you. Around its neck is a small tube containing a message, sealed with the Royal Seal of the King of Analand, which you unroll and read.
Image
You look back at the great bird which has brought this welcome warning, but it is no longer with you. Having delivered its message, it will no doubt be winging its way back to Analand, flying safely under a shroud of invisibility.

Studying the message again, you stuff it into your tunic. The instructions are wise. If your mission is to succeed, you must undoubtedly find and destroy the Archmage's messengers before word of your arrival reaches Mampang.

Since you now know why this book has that name, a pause to talk about your Serpent Ring. Despite what the beggar thought, it will not protect you from snakes of any sort. What it will do, is compel each of the Seven Serpents to tell you something that may be of use to you in the fourth and final book--if, of course, you get a chance to speak to them at all.
Image
For several hours you continue your trek across the barren Baklands. On the horizon, a solitary leafless tree appears and you head towards it. You may rest and eat here (if you do, restore only 1 Stamina, as you have eaten today in Kharé).

A noise in the branches disturbs you. You look up and hear a voice calling your name! High up in the branches, the bare twigs have formed themselves into a human face-–an old man's face. And it's mouthing a message. The message drifts towards you: 'You seek the whereabouts of Shadrack of Baddu-Bak, that I know. To find him you must detour eastwards from your trail towards the Fishtail Rock. He is expecting you.' A breeze catches and disturbs the branches. When they settle, the face has disappeared!

Head east as the face advised?
Continue on the northern trail?

Also vote on whether to eat.

Name: Jason Beckett Mordred
Sex: Male
Skill: 11/11
Stamina: 18/19
Luck: 11/11
Weapon: Sword
Inventory: Large Backpack (need not leave behind an item to take another item), Blimberry Juice (+3 Stamina), silver key, Borrinskin boots, Ragnar's Armband of Swordmastery (+2 Attack Strength when using a sword), backup sword, torch, tinderbox, green-haired wig, Lucky Talisman (+1 bonus to all Luck tests), Lucky Talisman (do not deduct a Luck point after Testing Luck), bow and quiver of 6 silver arrows, tinderbox, Serpent Ring, 3 Meals
Gold Pieces: 0
Libra's Favor: Not yet used in this adventure
Deaths: Unable to reach the North Gate of Kharé
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by Thaluikhain »

Go east as advised.
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by JourneymanN00b »

I also vote to go east to take the advice (as advice from tree beings should take preference over resisting fascism), and vote not to eat yet.
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by Queen of Swords »

Agreed, go east.
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by Beroli »

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The Fishtail Rock comes into view a little further on. It is well named, with two peaks, as if a huge fish were half buried on the plain. A fire burns outside the entrance to a small cave. You call out to attract the occupant of this dwelling-place and an old man shuffles out. You recognize the face of the tree-spirit! This must be Shadrack himself.

'I have been expecting you,' he says in greeting. 'I know of your journey from Kharé. Be it folly or bravery which takes you across the Baklands, I must warn you that none of Analand have crossed Kakhabad alone and survived. Come, let us chat by the warmth of the fire. I may be of some help to you. And for my part I wish to know what is happening in the Cityport.'

For some time you talk, telling him news of the outside world. He offers you a meal, which you may take, restoring 1 Stamina point. You are anxious to know of the messengers of Mampang.

'Ah, the Seven Serpents,' he starts. 'Indeed, they are in the Baklands, but I knew not that it was news of your journey that they carried back to Mampang. Let me tell you what I know of them, for they are no friends of mine.

'Legend has it that some twelve years ago, the Archmage of Mampang fought and slew a mighty Hydra which dwelt in the caves of High Xamen. So formidable a foe was this creature that the Archmage took its seven heads to Mampang where he used his black arts to resurrect them as seven winged serpents. They became his personal messengers and, as an act of faith, he assigned each to one of his own gods. In return, the gods bestowed their own powers on these foul creatures to aid the Archmage. The power of the sun was bestowed on the Sun Serpent, as was the moon on the Moon Serpent. Earth, water, fire, and air became powers of four more Serpents and the last, the Serpent of Time, was given perhaps the greatest power. But each has its own weakness. Discover these weaknesses and you may defeat the creatures, but otherwise no mortal stands a chance against their powers. The Serpents keep knowledge of their own vulnerabilities as their closest secrets. I myself know only one: the Air Serpent may leave its body and become a puff of gas. But while in this state it will die unless it is able to re-enter its body within minutes. Destroy its unprotected body and you destroy the creature.'

It is now late. You may spend the night in Shadrack's cave and restore 3 STAMINA points. Next morning you can set off again. Before you go, Shadrack offers you an ornate Galehorn to aid you on your journey.

Set off northwards?
Rejoin the main trail?

Name: Jason Beckett Mordred
Sex: Male
Skill: 11/11
Stamina: 19/19
Luck: 11/11
Weapon: Sword
Inventory: Large Backpack (need not leave behind an item to take another item), Blimberry Juice (+3 Stamina), silver key, Borrinskin boots, Ragnar's Armband of Swordmastery (+2 Attack Strength when using a sword), backup sword, torch, tinderbox, green-haired wig, Lucky Talisman (+1 bonus to all Luck tests), Lucky Talisman (do not deduct a Luck point after Testing Luck), bow and quiver of 6 silver arrows, tinderbox, Serpent Ring, Galehorn, 3 Meals
Gold Pieces: 0
Libra's Favor: Not yet used in this adventure
Deaths: Unable to reach the North Gate of Kharé
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JourneymanN00b
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by JourneymanN00b »

I vote to go northwards.
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by Thaluikhain »

May as well

(Legend has it that some twelve years ago...fairly recent legend, then)
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by Beroli »

Baddu-Beetle.JPG
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You head on across the plain, keeping your eyes and ears open for warnings of danger. Suddenly the ground beneath you rumbles! You lose your footing and fall over onto your back. You Test your Luck and succeed, so nothing is broken. As you pick yourself up, you see the ground in front of you breaking up and two long claws emerge. The hole becomes larger and out of it crawls a giant BADDU-BEETLE. It turns toward you and advances.

The two of you close in for battle:

BADDU-BEETLE: Skill 7, Stamina 9

Something will happen after the first time you hit it.

Jason Beckett Mordred Attack Strength: 15, BADDU-BEETLE Attack Strength: 17. Luck Test Succeeded with a 2.Jason Beckett Mordred's Stamina is 18
Jason Beckett Mordred Attack Strength: 21, BADDU-BEETLE Attack Strength: 9. Luck Test Succeeded with a 4. BADDU-BEETLE's Stamina is 5

As your blow strikes the creature, a short jet of liquid spits from its mouth and lands on your leg. A burning sensation warns you: the Beetle's spit is an acidic liquid which will certainly eat flesh. Take 1 damage. Each time you hit the Beetle, roll one die.

1: Hits you in the face. Take 3 damage.
2: Hits your sword arm. Take 2 damage and lose 1 Skill.
3: Hits your other arm. Take 2 damage.
4: Hits your leg. Take 1 damage.
5-6: Misses.

Jason Beckett Mordred Attack Strength: 25, BADDU-BEETLE Attack Strength: 11. Luck Test Succeeded with a 9. Spittle roll is a 6. BADDU-BEETLE's Stamina is 1
Jason Beckett Mordred Attack Strength: 21, BADDU-BEETLE Attack Strength: 19. Spittle roll is a 6. BADDU-BEETLE is dead.

From the Beetle's hole in the ground, you may collect some stone dust. Then you must decide which way to continue. A long trek lies ahead of you.

Head northwest?
Head northeast?

Name: Jason Beckett Mordred
Sex: Male
Skill: 11/11
Stamina: 17/19
Luck: 11/11
Weapon: Sword
Inventory: Large Backpack (need not leave behind an item to take another item), Blimberry Juice (+3 Stamina), silver key, Borrinskin boots, Ragnar's Armband of Swordmastery (+2 Attack Strength when using a sword), backup sword, torch, tinderbox, green-haired wig, Lucky Talisman (+1 bonus to all Luck tests), Lucky Talisman (do not deduct a Luck point after Testing Luck), bow and quiver of 6 silver arrows, tinderbox, Serpent Ring, Galehorn, stone dust, 3 Meals
Gold Pieces: 0
Libra's Favor: Not yet used in this adventure
Deaths: Unable to reach the North Gate of Kharé
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JourneymanN00b
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by JourneymanN00b »

I vote to go northeast.
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by Thaluikhain »

Collect dust (cause why not?) and may as well go northeast.

And damaging us when we hit it, possible skill penalties? Nasty bug.
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by Beroli »

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You carry on tramping across the plains, watching for signs of life. There are none. But a curious sound in the distance reaches your ears. It gets louder as you continue--a sort of distant screeching. But nowhere is there any likely source of the noise. You look about quizzically and gasp in horror as you see ahead a pair of disembodied eyes glaring at you! Their gaze is hypnotic, but you shake your head to break the spell. The screeching noise is now very close and as you blink your eyes, you can see its source. Ten yards ahead of you there is a disturbance in the air. A shimmering heat-haze is rising from a craggy boulder. As it rises, so does the pitch of the sound. Whatever it is has been distorting your view of the landscape ahead! Some way from the rock, the shimmering merges with the eyes and the shrill sound turns into a high-pitched mocking laugh, as if a coven of witches were jeering at you. You stare in fear.

As you watch, the shimmering rises above the eyes and a fearful shape forms. A dark-cowled creature with a skull-like head beckons you over with a single bony finger.

Approach it as it wishes?
Run for cover in the rocks?
Turn and run back the way you came?

Name: Jason Beckett Mordred
Sex: Male
Skill: 11/11
Stamina: 17/19
Luck: 11/11
Weapon: Sword
Inventory: Large Backpack (need not leave behind an item to take another item), Blimberry Juice (+3 Stamina), silver key, Borrinskin boots, Ragnar's Armband of Swordmastery (+2 Attack Strength when using a sword), backup sword, torch, tinderbox, green-haired wig, Lucky Talisman (+1 bonus to all Luck tests), Lucky Talisman (do not deduct a Luck point after Testing Luck), bow and quiver of 6 silver arrows, tinderbox, Serpent Ring, Galehorn, stone dust, 3 Meals
Gold Pieces: 0
Libra's Favor: Not yet used in this adventure
Deaths: Unable to reach the North Gate of Kharé
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by JourneymanN00b »

I vote to approach it, as I doubt running will do any good here.
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by Thaluikhain »

Might as well.
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by Beroli »

The sight in front of you appears to be a Deathwraith and you step forward cautiously. Deathwraiths are powerful, undead creatures (which you fought one of in Khare). It is still beckoning you with its finger, but as you approach, it spreads its arms wide to clasp you. You must act quickly.

Use your bow?
Use your sword?

Name: Jason Beckett Mordred
Sex: Male
Skill: 11/11
Stamina: 17/19
Luck: 11/11
Weapon: Sword
Inventory: Large Backpack (need not leave behind an item to take another item), Blimberry Juice (+3 Stamina), silver key, Borrinskin boots, Ragnar's Armband of Swordmastery (+2 Attack Strength when using a sword), backup sword, torch, tinderbox, green-haired wig, Lucky Talisman (+1 bonus to all Luck tests), Lucky Talisman (do not deduct a Luck point after Testing Luck), bow and quiver of 6 silver arrows, tinderbox, Serpent Ring, Galehorn, stone dust, 3 Meals
Gold Pieces: 0
Libra's Favor: Not yet used in this adventure
Deaths: Unable to reach the North Gate of Kharé
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JourneymanN00b
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by JourneymanN00b »

Sure, I also vote to use the bow.
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by Thaluikhain »

Bow comes with silver arrows, so use that.
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by Beroli »

Seeing you go for your weapon, the Deathwraith lets out a fearsome shriek and lunges at you. Resolve your battle with this creature:

DEATHWRAITH Skill 9 Stamina 9

As in Khare, each time you win an Attack Round, you must Test your Skill to hit it and deduct an arrow, and each arrow will do a flat 2 damage if it hits. Something will happen if the Deathwraith reaches 3 Stamina or below.

Jason Beckett Mordred Attack Strength: 17, DEATHWRAITH Attack Strength: 14. Skill Test succeeds with an 11. DEATHWRAITH's Stamina is 7
Jason Beckett Mordred Attack Strength: 21, DEATHWRAITH Attack Strength: 14. Skill Test succeeds with a 2. DEATHWRAITH's Stamina is 5
Jason Beckett Mordred Attack Strength: 23, DEATHWRAITH Attack Strength: 15. Skill Test succeeds with a 8. DEATHWRAITH's Stamina is 3

The wounded creature steps back, clutching its arm. The shimmering haze rises once more to engulf the Deathwraith. It rises into the air and, as it does so, the apparition has disappeared. In its place stands a balding man who whimpers and nurses his wounds. 'Enough!' he cries. 'Let me be! I did you no harm. Why do you attack me?' Your jaw drops at the sight. 'Leave Renfren alone. He never does any harm. Just a little merriment, that's all.' Your assessment of his recent behavior differs wildly from his.

Step forward and finish him off?
Threaten him unless he gives you information?

Name: Jason Beckett Mordred
Sex: Male
Skill: 11/11
Stamina: 17/19
Luck: 11/11
Weapon: Sword
Inventory: Large Backpack (need not leave behind an item to take another item), Blimberry Juice (+3 Stamina), silver key, Borrinskin boots, Ragnar's Armband of Swordmastery (+2 Attack Strength when using a sword), backup sword, torch, tinderbox, green-haired wig, Lucky Talisman (+1 bonus to all Luck tests), Lucky Talisman (do not deduct a Luck point after Testing Luck), bow and quiver of 3 silver arrows, tinderbox, Serpent Ring, Galehorn, stone dust, 3 Meals
Gold Pieces: 0
Libra's Favor: Not yet used in this adventure
Deaths: Unable to reach the North Gate of Kharé
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by JourneymanN00b »

I vote to threaten him unless he gives Jason information, as something is not right and finishing him off does not seem to be the right choice here.
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by Thaluikhain »

Threaten, yeah.
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by Queen of Swords »

Yes, threaten him.
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Re: [Let's Play] Sorcery Warrior 3 - The Seven Serpents

Post by Beroli »

He pleads with you: 'Have mercy, stranger! I will not harm you. Perhaps I can help you if you spare my life. What are you? A bandit? Here, have my gold! Or a warrior? Here, take this Chakram--its blade is deadly and its aim is true. Perhaps a wizard? I'll give you this magical powder for your spells. But leave me in peace!' You bend down to pick up his offerings. A money pouch contains 9 Gold Pieces. The Chakram is a sharp throwing disc. Before a fight starts, you may throw this at an enemy. When you do so, Test your Skill with a -1 penalty; if you succeed, you will hit it for 2 points of damage. (There is no indication that you can recover this, so choose carefully when to use it.) His magical powder is yellow in colour and is contained in a small glass vial.

You lower your weapon and speak to the man. You ask whether the Seven Serpents have been sighted in this area. 'Oh my, yes, yes. They flew over yeasterday. In fact, one of them... er, one of them...' His voice trails off and his eyes widen. 'Oh no, no! Aaaiieeeeeee!' You watch in amazement as he keels over backwards. Something has frightened him to death.

In an instant, your world goes black, as if the sun had been snuffed out like a candle. A hissing sound gets louder and louder and a glowing moon appears above you. The round shape suddenly uncoils itself and a great shimmering Moon Serpent hovers in the air above you on glistening wings. It is poised and ready to strike!

You hold up the Serpent Ring.

As you hold up the ring, the Serpent hisses loudly, 'Foolish adventurer, your ring will not protect you from my wrath. Your death is certain. But by its power I must reveal to you my secret. Four guards protect the entrance to the Fortress of Mampang. But this information will do you no good, for you will never reach the High Fortress.'

Draw your weapon?
Use your tinderbox to make a fire?

Name: Jason Beckett Mordred
Sex: Male
Skill: 11/11
Stamina: 17/19
Luck: 11/11
Weapon: Sword
Inventory: Large Backpack (need not leave behind an item to take another item), Blimberry Juice (+3 Stamina), silver key, Borrinskin boots, Ragnar's Armband of Swordmastery (+2 Attack Strength when using a sword), backup sword, torch, tinderbox, green-haired wig, Lucky Talisman (+1 bonus to all Luck tests), Lucky Talisman (do not deduct a Luck point after Testing Luck), bow and quiver of 3 silver arrows, tinderbox, Serpent Ring, Galehorn, stone dust, Chakram (Test Skill with -1 penalty at the start of a fight to do 2 damage, once), Yellow Powder, 3 Meals
Gold Pieces: 9
Libra's Favor: Not yet used in this adventure
Deaths: Unable to reach the North Gate of Kharé
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