Message:We found the pretense early and visited a total of ten Towns. We needed them because we lost HP as a slow drip, event by event.
We were told at a Quirk that we needed to visit the Demon Host before we could reach the endgame. On the way there, through the Underworld Passage, we found we needed to defeat the Invader (Sect of Mysteries) as a second preliminary mission before the climax. We passed the three minor quests by defeating the Powerful Ward (Elemental, Horrible Pain, Decay) three times at Bull sites.
"Strong magic that was unleashed in the Dungeon long ago to eliminate a threat. Since that time, it has continued its function of protecting. Players may suffer curses or weakness as they travel trying to discover a sign, key or word to end the ward. The ward can be germane to the area or put a face on it by describing something hideous. The mob appears as mere goblins or bandit fugitives, but the threat is altered, enhanced by the safeguarding magic."
In the climax victory, we obtained two Magic Items:
* Locket made of something foul smelling granting any and all Acumen vs Wards. Bestows an extra Mana Pip.
* Ax seemingly ordinary offering Spell 1-1: Crushing Knockback.
The damage was steady but no one felt in true Jeopardy. Our rewards are balancing-out the dangers at this point in the character careers. Perhaps, a harder adventure path next week. The DefMod last week was a true handicap. This week was easier.
Wait, when we lost all those HPs -- why didn't we try to reach the Enchanted Pool? Old age forgets.
Continues next week.
Yours,
IronRed
23-Jun-2024