QUOTE (Hunter) |
Why do people take so long to put their decision? |
Rather off topic, but... There are constant RPGs that you can participate in, you do not have to focus on one. Try ROK, EOA, etc. |
*hides his paint brush and cut off saw* OK now we have 50/50 of losing 3 to 6 hp but I am thinking that we will go with the caution. If we fight we get one free swing at best, that means we ward off at least four rounds of battle with with trained guards so I think JB changed my decision on this.
We try to sneak by.
UPDATE 7
QUOTE (184) |
You are barely halfway up in your steep climb when a shout rings out from below. You have been spotted. As the two sentries ready their crossbows, you race up towards the summit. You are almost there when they level their bows and shoot. Roll one die: score 1 Turn to 149 score 2 or 3 Both quarrels hit you; lose 6 VIGOUR score 4 or 5 Only one hits you; lose 3 VIGOUR score 6 They both miss you If you are still alive, you stagger up the remaining few steps and on to the flat top of the pyramid out of the sentries' line of sight. Turn to 102. |
QUOTE (102) |
There is a sound from inside the ruined structure atop the pyramid. Wasting no time, you vault over a fallen column and land with catlike grace within the broken ruins. A glance takes in the details - a bored sentry leaning against the wall, a spear in the crook of his arm, his hands folded across his pot belly - his companion, slumped in the shade under the portico, snoring beneath a wide- brimmed hat while flies tread in the dampness of his pasty face. You do not even trouble to unsheathe your sword. Two strides bring you face to face with the first man. He stares at you in slack-jawed astonishment and then doubles up as your fist slams into his sternum. A second blow completes the job. His limp body falls to the masonry-strewn floor like a broken doll. You catch his spear and turn to face the other man. Rhythmic snores still emanate from under the brim of his hat. You heft the spear and advance on him. You would like to spit him like a pig where he lies, but that is not the way of the Knights of Palados. You are about to yell at him to wake up when Minki darts forward and prods him in the eye. Spluttering, the man is roused from his slum- ber. As soon as he sees you he draws his sword and jumps up to fight. SENTRY VIGOUR 9 Roll two dice: score 2 to 3 You are hit and lose 3 VIGOUR score 4 to 12 The Sentry loses 3 VIGOUR If you win, turn to 216. |
QUOTE (216) |
Your final spear-thrust pierces the Sentry's heart and he sinks to the floor as his blood washes over the ancient stones. You may keep the spear if you wish - note it down on your Character Sheet if so. You look around the ruins for ways down into the pyramid. One seems almost too obvious - a heavy flagstone with a metal ring in the middle, set into the stone floor. You can see from the dirt and moss caking the fine cracks around it that the flagstone has not been lifted up for years, perhaps centuries. Damontir found some other route down. You glance up as the sky rumbles. Thunder- clouds are piling up like slate on the distant hori- zon. As they slide in from the north, a mist of rain hides the far-off mountain peaks. The storm advances swiftly, and the first drops of rain are already spattering the basalt steps as you return to the problem of how you are going to enter the pyramid. If you wish to lift the flagstone and descend that way, turn to 36. If you intend to search for another entrance, turn to 180. |
Doesn't that picture look as though the guy sitting is looking at us via the corner of the eye. I think if we begin looking for something else we may get attacked, but just to be different this round let us try to search for another entrance.
Rather off topic, but... GM, can we place a SAVE point here in case we die? No use going through all the stuff we normally do all over again if we end up dieing? |