Votes registered; using the
Brains special ability.
418
You hesitate as the difference engine at the core of your being begins to calculate all the different possible outcomes, searching for any strategy that might get you out of your current predicament.
Cross off one use of your
Brains special ability on your Adventure Sheet.
However, while your positronic processor is still deciding upon the best course of action, the Guardian of the Gates has already successfully computed its next action. It thumps you with a fist that is little more than a jagged boulder with a powerful piston behind it.
Lose 4 Endurance points and for the duration of the next battle, reduce your
Combat score temporarily by 1 point as well.
Turn to
433.
433
The Guardian of the Gates is ready for you. The megalithic mechanical monster is a formidable foe and to defeat it will take all your strength and access to your combat databases. (The Guardian of the Gates has the initiative in this battle.)
GUARDIAN OF THE GATES
COMBAT 10
ENDURANCE 10
The Guardian of the Gates is a formidable foe indeed. For every successful blow it lands against you, roll a die (or pick a card); if the number rolled is odd (or the card is black), you suffer 2
Endurance points of damage, but if the number rolled is even (or the card picked is red), you must deduct 3
Endurance points of damage.
Keep a note of how many Combat Rounds the battle lasts, and if you somehow manage to prevail against the hulking brute, turn to
487.
The fight:
Round 1: Tin Woodman’s Combat Rating: 9+9 = 18, Guardian of the Gates’ Combat Rating: 10+10+1 = 21;
Guardian Damage Roll: 2, Tin Woodman’s Endurance: 20, Guardian of the Gates’ Endurance: 10
Round 2: Tin Woodman’s Combat Rating: 5+9 = 14, Guardian of the Gates’ Combat Rating: 6+10+1 = 17;
Guardian Damage Roll: 2, Tin Woodman’s Endurance: 18, Guardian of the Gates’ Endurance: 10
Round 3: Tin Woodman’s Combat Rating: 3+9 = 12, Guardian of the Gates’ Combat Rating: 7+10+1 = 18;
Guardian Damage Roll: 1, Tin Woodman’s Endurance: 17, Guardian of the Gates’ Endurance: 10
Round 4: Tin Woodman’s Combat Rating: 11+9 = 20, Guardian of the Gates’ Combat Rating: 3+10+1 = 14;
Tin Woodman’s Endurance: 17, Guardian of the Gates’ Endurance: 6
Round 5: Tin Woodman’s Combat Rating: 7+9+1 = 17, Guardian of the Gates’ Combat Rating: 4+10 = 14;
Tin Woodman’s Endurance: 17, Guardian of the Gates’ Endurance: 2
Round 6: Tin Woodman’s Combat Rating: 7+9+1 = 17, Guardian of the Gates’ Combat Rating: 6+10 = 16;
Tin Woodman’s Endurance: 17, Guardian of the Gates’ Endurance: -2
As expected, the Tin Woodman endures heavy amounts of damage at first by the Guardian of the Gates. Starting from Round 4, the Tin Woodman lands a blow and manages to take out the Guardian of the Gates at the end of Round 6 after seizing the initiative.
487
How long did your battle with the Guardian of the Gates last? If it was eight Combat Rounds or fewer, turn to
524. If it lasted nine Combat Rounds or more, turn to
507.
The battle lasted six Combat Rounds.
524
Alarms carry to your audio sensors from all quarters of the city. But with the shrill, steam-whistle blasts of the authorities still some distance away, you make for the gates before anyone can stop you. No one stands in your way as you turn the great wheels that draw back the bolts. As the gates ratchet open, you push through them and out of the city. Without looking back once, you charge away down the Yellow Brick Road that lies beyond.
Turn to
540.
540
As you make your way away from the city, your sensors pick up a group of people walking towards you along the Yellow Brick Road that circles the verdigris-stained city walls. Only, as your sensors carry out a more detailed sweep, your positronic processor only categorises one of them as a person – a girl. The other two are an animated straw man and a lion-human hybrid.
If you have the code word
Download written down on your Adventure Sheet, turn to
556. If not, turn to
571.
Download is not written down on the Tin Woodman’s Adventure Sheet.
571
“Tin Man!” exclaims the girl running up to you and catching your armoured body shell in a bear hug.
And at her touch something strange happens. It’s as if a back-up memory restore has been triggered somehow, and for a moment your positronic processor is overwhelmed by the flood of data being uploaded into it. (Cross off one use of your
Brains special ability, if you have any left.)
Your name is Nick Chopper, the Tin Woodman who used to make a living chopping down trees in the forests of Oz – that is until you met Dorothy Gale, the Scarecrow, and the Lion. Then the four of you travelled to the Emerald City, seeking an audience with the Wizard – Oz the Great and Terrible – who sent you on a mission to defeat his enemy, the Wicked Witch of the West. After Dorothy’s departure from Oz you became ruler of the Witch’s former territory… but how you came to be in a laboratory in the bowels of the Emerald City, disassembled into your component parts, you still do not know. Someone certainly tried hard to make sure you didn’t remember. But who? And why?
“Oh, Tin Man, it’s wonderful to see you again!” Dorothy says, squeezing your unyielding metallic form.
“Dorothy!” you reply, equally startled, as you get used to having your own personality again. “And Scarecrow! And Lion!”
Reunited with your friends, your positronic processor attempts to deduce what has led the four of you to be reunited at this particular place and at this particular time. But the simplest way to find out is simply to ask: “What are you doing here?”
“We have come to the Emerald City to seek audience with the ruler of Oz,” Dorothy says.
“Why?”
“To find out why I have been brought back to Oz, and to find a way to rescue my poor dear Toto. The Winged Monkeys took him and I need to find a way to get him back. You must come with us!”
Will you agree and accompany your friends to seek an audience within the Emerald City (turn to
25), or will you advise them to stay well away (turn to
587)?
Please make your votes by 7:00 PM PDT or a choice receives 2 votes to ensure that they will be counted.
The Wicked Wizard of Oz Adventure Sheet
Character: Tin Woodman
Agility: 8
Combat: 10
Endurance: 17
Special Abilities:
Brains: 1 use
Lightning Bolts: 3 uses
Strength: 2 uses
Code Words:
Downtime
Equipment:
Axe (deals 3 Damage)
In combat: +1 Damage dealt, -1 Damage taken
Say No To Fascism. The left is the one true way to go.