I'll combine those choices. We do retroactively buy food, we cut the rope, but don't eat whilst being chased.
Roll one die: the number you roll tells you the nurnber of attempts you may make to cut the ropes before the Dark Elves will reach you. You must roll 9 or above with two dice, in order to succeed. If you don't have a weapon, you must subtract 1 from your rolls- If you succeed in cutting the ropes inside the allotted number of tries.... If you don't manage it...√
4 tries
8 6 5 4
Your efforts come to nothing, for, though the rope is damaged, it is strong enough lo hold up the bridge One of the cultists attacks you with a sacrificial dagger, while others ready their bows. You must defeat your foe before it is too late.
DARK ELF CULTIST SKTLL 7 STAMINA 8
Spoopy 21 Dark Elf 10 Dark Elf at 6
Spoopy 16 Dark Elf 16 no change
Spoopy 18 Dark Elf 10 Dark Elf at 4
Spoopy 18 Dark Elf 16 Dark Elf at 2
Spoopy 16 Dark Elf 18 Spoopy at 7
Spoopy 14 Dark Elf 13 Dark Elf dead
If you win, you may either return to cutting the ropes...√ or leave them alone and flee...
We know what happens if we flee, the reference for carrying on is the same as for success.
There is a loud twanging sound as the ropes snap. The bridge swings down into the chasm, and the Dark Elves fall, screaming, to their doom. Your joy fades, however, when you hear more cultists arriving, on your side of the chasm! quickly, will you go to the left or to the right...√
We know right is right here.
Entering a dark passageway you run round a corner. then along a seemingly interminable corridor At first you think that your eyes are playing tricks on vou, but no. There is daylight at lhe end of the tunnel, however a Dark Elf cultist stands guard
DARK ELF CULTIST SKILL 7 STAMINA 10
If you win...
Spoopy 14 Dark Elf 14 no change
Spoopy 15 Dark Elf 14 Dark Elf at 8
Spoopy 18 Dark Elf 14 Dark Elf at 6
Spoopy 17 Dark Elf 17 no change
Spoopy 20 Dark Elf 16 Dark Elf at 4
Spoopy 19 Dark Elf 14 Dark Elf at 2
Spoopy 21 Dark Elf 15 Dark Elf dead
Glad to be free of the cultists, you make for the bright light of the open arch. Because you have spent almost a day skulking around in dark corridors, the sun blinds your eyes, but you race on. The Dark Elves, however, stop dead in their tracks- After countless years of living in the catacombs, they have come to fear the sun. They heap curses on you as you make good your escape. And when you open your eyes properly, you are amazed to find yourself on a low hilltop, overlooking Karnstein! You have come through the Witchtooth Line and lived to tell the tale.
At last - Karnstein! Nestling beneath the mountains of the Witchtooth Line, the once pleasant village has been razed to the ground Tears fill your eyes as you walk through streets that are littered with corpses. you must avenge the villagers, you must stop Voivod! Have lhe Shadow Warriors already found the ancient War lord? Despairing, you fall to your knees and beg the people of Karnstein for forgiveness. 'Not too late,' gasps a voice. A man, close to death, lies nearby. “Voivod . . . gone . . - to raise army . from fhe dead . . take thisssss . .” then he is dead A piece of paper flaps in his hand. You take it and see that it is a map of the local area. You must use it in some way to find Voivod. Now think ba& over your adventure. If you have either visited the Burning Balrog Tavern or searched for the Hermit... √ If you have visited both these places... If you have been to neither, or have been to either or both of them but have also travelled with the Circus of Dreams, or have been a captive of The Orcs of the Black Scorpion...
Looking at the map, you need to know two things: the first is where you think Voivod will be right now -you will need a degree of common sense to work this out. Once you have decided where, on the map, Voivod is, you will have to tum that place-name into numbers. If you have this knowledge, set to work immediately. When you think you have found the right number turn to it. If the entry you tum to does not make sense, you have chosen wrongly If the entry does make sense, carry on with the adventure. Because you have taken so long to reach the village, you get only one shot at this. If you choose wrongly, or if you just don't know how to find Voivod in the first place...
We pass through 3 non combat paragraphs, so I scoffed back up to full.
Spoopy Cojones, Agent of the Horned God
SK 10/10 ST 19/19 LU 11/12
Loaded Die
Chameleon Cloak
9 Provisions
2 gold pieces
Spear of Doom (4)
Long Dagger
Ring of Rabbam
Non optimal game overs:
1. Trapped in an endless nightmare by the Nightmare Master
2. Ganked by the final Dark Elf guard on the way out of their lair.