A Rudimentary Curse
Lock text: We don't really need anything to suppress this curse, given that it's as toothless as a beggar. But we'd do better to bypass it. Heart or Knock should suffice for this job.
Start text: This shouldn’t harm anyone, perhaps give us a little shock. But we’ll still need to get past it. Heart might keep us strong, or Knock might open a way past the curse.
Expeditions
- A Clever Little Treasurehunt
Requirements
- Heart (Invokes the Caladrius)
- Knock (Invokes the Anaconda)
Contents
Heart Invocation
We call upon the Caladrius
- Heart 10: We call upon the Caladrius, who does no harm. It will safeguard our lives, and protect us from pain. We will pass.
- Heart 5: We call upon the Caladrius, who does not permit death. The curse will not kill us. But it may cling, even so.
- Heart 1: We call upon the Caladrius, who aids the injured. Although... its attempts to heal often cause equal harm. This may not succeed.
- Heart Success: The power we carry is stronger than the power which was here. We are preserved.
- Heart Failure: Ouch! That smarts! We will need to rest and recover from this.
Knock Invocation
We call upon the Anaconda
- Knock 10: We call upon the Anaconda, who cannot be barred. The curse may be strong, but we need not force our way in. Everything has a second route, and we shall find it.
- Knock 5: We call upon the Anaconda, who sheds her skins. The curse will cling to our old skins, and leave us unharmed. Probably.
- Knock 1: We call upon the Anaconda, sibling to the Bright-Delver. It is unlikely to assist us against its sister. But maybe it will have mercy.
- Knock Success: The skin of the curse parts before us. Nothing can cling to us, now.
- Knock Failure: Ouch! That smarts! We will need to rest and recover from this.
Impact of the Curse
Nothing. (If possible wrt coding, when the curse activates, it plays a "fwee" sound effect and makes fireworks. That way it's still an annoyance, just in a meta way, bc blocked view.)