Votes registered; running towards the stained glass window at the end of the grand hallway.
533
The four of you charge towards the window realising that there is only one way out of the palace for you now. Putting your arms up in front of your face to protect yourself, you throw yourself at the window, smashing through the glass in an explosion of glittering emerald shards.
You drop only a few feet or so before landing on a stone parapet that surrounds the exterior wall of the palace, but only just manage to stop yourself from going over the edge.
A dome of green-copper rises above you while beyond the crumbling lip of the stone ledge the city wall drops down below you like a sheer cliff-face, to the ground, some two hundred or more feet below.
The shouts of the elite guard come to you from the broken window above, even over the howl of the high winds whipping about you now. Huddled in your rather precarious position, you are not safe yet – not by a long way.
So what will you do now? Will you:
Use the
Crow Master special ability (if you can)? Turn to
598.
Use the
Summon Winds special ability (if you can)? Turn to
629.
Use a Grappling Gun (if you have one)? Turn to
613.
Jump for it and hope for the best? Turn to
551.
The Tin Woodman cannot use the
Crow Master or the
Summon Winds special abilities, and he does not have a Grappling Gun. He is thus forced to jump for it and hope for the best.
551
Hoping against hope that this isn’t the maddest thing you’ve ever done, you throw yourself off the parapet and into the buffeting wind. Spreading your arms and legs wide, spread-eagled in this way, you ride the gale as you drop parallel to the face of the city wall, as your friends copy your example. You don’t know who’s the more stupid – you, for jumping off the roof in the first place, or them for following you!
And then the ground is rushing up all too quickly to meet you and you attempt a somersault in mid-air, in the hope of turning your death-dive into, if not a perfect landing, then at least a landing you can walk away from.
Take an
Agility test, and if you pass the test, turn to
568, but if you fail it, turn to
584.
Rolling the dice yielded a 7, so the Tin Woodman passes the test.
568
You land on the ground in a controlled fashion, but you land hard.
Roll one die and add 1. Deduct this many
Endurance points. (Alternatively, pick a card and deduct its face value from your
Endurance score, unless it is 8 or above or a picture card, in which case deduct 7 points from your
Endurance score.)
If you have lost 5 points of
Endurance or more, also deduct 1 point from
Agility score. If you have lost 6 points of
Endurance or more, also deduct 1 point from your
Combat score.
If you have survived the fall, turn to
643.
Rolling the die and adding 1 yielded a total of 7, so the Tin Woodman loses 7 Endurance, 1 Agility, and 1 Combat, but he survives the fall.
643
You might be safe outside the Emerald City, but as long as the AI of Oz is still operational the rest of the world is in danger from its megalomaniacal logic. The AI of Oz must be stopped!
Turn to
608.
608
The four of you consider where you could go to find help, beyond the Emerald City and its environs.
To the north lies Gillikin Country, a mysterious place, its ancient woodlands and mountain ranges, home to mist maidens, giant spiders and even, some say, ancient worms.
To the east lies Munchkin Country, a region of undulating hills and fertile farmland, but also a wild place in parts, home to dangerous beasts and even more deadly man-eating plants.
South of the Emerald City can be found Quadling Country, with its forests of fighting trees and bandit-plagued Hammerhead Hills, watched over by Glinda the Good.
Lastly, to the west, are the rolling prairies of Winkie Country, and the ghost-haunted castle that was once home to the Wicked Witch of the West – an enemy you had thought long dead, only, following recent developments, you’re now not so sure.
One of your friends suggests that if you were to split up you would be able to cover more ground between the four of you, and more quickly.
If you think this is a good idea, turn to
627. If not, turn to
646.
Please make your votes by 9:00 AM 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: 7
Combat: 9
Endurance: 6
Special Abilities:
Brains: 1 use
Lightning Bolts: 1 use
Strength: 2 uses
Code Words:
Downtime
Intelligence
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.