chaotikal 2392 Share Posted March 2, 2012 I say attack, at least, we have the sommerswerd, perhaps seeing the linter of the epic sword will scare the enemies off...and swimming... well... We dont know what evil monsters are in the sea, do we? I say, no helghasts...chance of survival, To attack, my ship mates! Link to post Share on other sites More sharing options...
Hiebe 2493 Share Posted March 2, 2012 Attack! HUAARRA! Link to post Share on other sites More sharing options...
CowsGoMoo 267 Share Posted March 3, 2012 Jump in like an idiot! Chances of surviving on the deck - 1% Chance of surviving in the sea-0.01% I'll take the deck. ^u^ Link to post Share on other sites More sharing options...
pi4t 6 Author Share Posted March 5, 2012 30 You land on the rotting timbers and crash straight through to the deck below. You are unharmed by the fall, but the stench of decay that fills your nostrils is overwhelming. You clamber up and unsheathe the Sommerswerd. Four ghastly zombies stagger out of the gloom, their twisted hands extended towards your throat. You must fight them as one enemy. Zombie Crew: COMBAT SKILL 13 ENDURANCE 16 They are undead creatures, so remember to double all ENDURANCE points that they lose due to the power of the Sommerswerd. They are immune to Mindblast. If you win the fight, turn to 258. Yay, double damage dealt. This shouldn't be too hard, even if they are immune to Mindblast. CR = 24 - 13 = 11 Our E total = 21/21 Zombie Crew's E total = 16/16 Yes, we've hit the rightmost column on the combat results table. In other words, we've hit the cap for CR for this fight at least. Round 1 Random number = 8 We take no damage = 21/21 Zombie Crew dies instantly = DEAD! Our E total = 21/21 Well, that was easy. I have a feeling that was more of a 'hey, you have a powerful enchanted sword, see how powerful you are' fight, though. 258 The stench of the ship is making you choke. You lose 1 ENDURANCE point. You must get out of this vile hold or you will suffocate. If you have the Kai Discipline of Sixth Sense, turn to 272. If you wish to climb through the shattered deck, turn to 17. If you wish to leave the hold through a door in the far wall, turn to 5. We lose 1E = 20/21 We have Sixth Sense. H+1 21/21 272 Someone or something is approaching the door of the hold from the other side. If you climb out through the shattered deck, you will leave your legs vulnerable to attack from below and there is no other way out. You sense that it is an evil creature of some considerable power. Raise the Sommerswerd and prepare for combat. Turn to 5. Erm. I can't help but remember what happened last time we were forced to fight an evil creature of some considerable power. We do have the Sommerswerd now, hough 5 The door bursts open and in rushes a Helghast, its black sword raised. You strike the creature as it enters the hold and open a terrible gash in its chest. It lets out a hideous cry but although badly wounded, it leaps forward to attack you. You must fight this creature to the death. Wounded Helghast: COMBAT SKILL 22 ENDURANCE 20 It is an undead creature. Double all ENDURANCE points that it loses, due to the power of the Sommerswerd. It is immune to Mindblast. If you kill the creature, you may leave via the open hold door. Turn to 166. What was that about no helghasts? CR = 24 - 22 = 2 Our E total = 21/21 Wounded Helghast's E total = 20/20 Round 1 Random number = 0 We take no damage = 21/21 Wounded Helghast takes 12*2 = 24 damage = DEAD! I assure you, those last few rolls were 100% legit. By the way, we'd have had to fight a helghast whatever happened, and this was the weakest. 166 You make your way up a flight of stairs and onto the crowded deck. Fierce battle rages all around you as the Durenese fleet is engulfed by the rush of ghostly death-hulks. Suddenly a flash of searing flame shoots from a tower at the rear of the death-hulk you are on, and explodes into the side of a Durenese warship less than fifty yards away. You watch with horror as soldiers leap from the deck, their clothes and hair in flames. If you wish to investigate the tower, turn to 328. If you wish to escape from this ship, jump overboard by turning to 267. Nasty. Anyway, are we investigating the mysterious tower on the flagship of the evil fleet, or swimming away after all? Link to post Share on other sites More sharing options...
Hiebe 2493 Share Posted March 5, 2012 Explore. Link to post Share on other sites More sharing options...
chaotikal 2392 Share Posted March 6, 2012 Explore Indeed. Link to post Share on other sites More sharing options...
James Undercroft 129 Share Posted March 7, 2012 I don't like the way the water is constantly taunting us through this part of the chapter. I dun trust it ^_^ Lets go exploring! (I am really sorry for not responding before, I read about half and then got a bit too busy with homework that I forgot I had not yet responded :/ I shall try to keep more up-to-date :) ) Link to post Share on other sites More sharing options...
CowsGoMoo 267 Share Posted March 7, 2012 Exploooore! It'll be like Dora the Explorer, but instead with death, zombies and lots of dead people. ^u^ And how would we even escape via the water? If we jump into the sea and try to swim away, we'll probably end up drowning or something... Link to post Share on other sites More sharing options...
pi4t 6 Author Share Posted March 7, 2012 328 Two zombies try to block your passage but you cleave them in half with one sweep of the Sommerswerd. You are at the foot of the tower and you can now see a hunchbacked man in crimson robes above you. He wears a tall, curved tokmor, a magician's head-dress. It bears the emblem of a serpent. In his right hand is a black staff. If you possess a Crystal Star Pendant, turn to 113. If you have the Kai Discipline of Tracking, turn to 204. If you wish to climb the tower and attack the hunchback, turn to 73. If you wish to escape from this ship by jumping overboard, turn to 267. Yay, more rampant destruction from the Sommerswerd! We also have a Crystal Star Pendant. 113 He is Vonotar the Traitor, renegade wizard from the Magicians' Guild of Toran. He is a master of the black arts and now possesses great power which the Darklords themselves have given him. It was his agents who tried to assassinate you during your quest, and it is he who commands the death-hulk fleet. Destroy Vonotar and you will destroy the evil force that gives power to the death-hulks and their crews. You may climb the tower and attack Vonotar by turning to 73. If you do not wish to risk your life against this powerful magician, escape from this ship by jumping overboard, and turning to 267. A footnote explains that we got that information from a combination of Sixth Sense and meeting Banedon. Do we attack Vonotar, or swim? I also see a peculiar similarity between these choices and the last few. Link to post Share on other sites More sharing options...
chaotikal 2392 Share Posted March 7, 2012 Is this seriously? JUMPING OVERBOARD SPAM OPTIONS! Wait...I saw this...simple phsychology...Jump overboard. Link to post Share on other sites More sharing options...
pi4t 6 Author Share Posted March 7, 2012 Sorry, what was that a vote for? I couldn't quite figure it out. Link to post Share on other sites More sharing options...
chaotikal 2392 Share Posted March 7, 2012 Jump. Link to post Share on other sites More sharing options...
James Undercroft 129 Share Posted March 7, 2012 They all point at "267", what ever that is I think we'd be safer killing the wizard. ATTAACK! Link to post Share on other sites More sharing options...
chaotikal 2392 Share Posted March 7, 2012 Oh...Just noticed that...ATTACK ATTACK ATTACK! Link to post Share on other sites More sharing options...
Hiebe 2493 Share Posted March 8, 2012 Atacks da basterd. Link to post Share on other sites More sharing options...
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