How many talons do we have left? Are we totally healed? I don't remember and since I am not home I don't have where I wrote it all down.
If we are healed and have money I say let's book passage. I am assuming there will be beasts to fight there also for pelts. And better armor. I am intrigued by our own ship and so am prepensed to save our talons should the opportunity arise. Of course I suppose we could always win a boat in battle, you never know.
Edited: alskann on 7th Oct, 2008 - 2:05am
I agree, if we have enough I think we should purchase the fare and go to Sempura. I think FarSeer is right, 25 is a lot for a re-do.
we have 94 talons.
QUOTE |
47 Passage to the dusty and ravaged western island of Sempura costs 10 Talons. The ferry is a rickety-looking wooden skiff, and upon seeing you eyeing it dubiously, the ferrymaster pats its side and proclaims: "Safest ship in the archipelago! Survived five storms, four pirate attacks and just one mauling by a deranged Kraken!" Sail to Sempura The Valley of Bones 50 Stay in Han turn to 15 |
QUOTE |
50 You trip on a wire that sends a huge stone mallet lazily arcing towards you. Although you evade it easily enough, it hits a ceramic jar on its return swing. The jar shatters, flooding the floor of the chamber with a mixture of acidic venom taken from a reptilian beast called the Ora-Ora, and a sulphurous-smelling liquid. Again you dodge the mallet on the next swing, whilst struggling to find patches of floor that are still dry and not yet covered in toxic sludge. As a result you fail to see the mallet swing to where the jar once was, and hit a tinder-flint that had been jammed behind the jar. Sparks shower onto the floor, causing the liquid from the jar to instantly alight in a firestorm of flame and turn you, hapless adventurer, into a charred and blackened corpse. Turn to 13. |
*Okay, I must be one of the "too stupid to match her wits" because I am confused! We died right? Are we starting with a new character? Sorry, I am just learning*
Yes we died but I am just backing up to where we got on the boat. This way we do not repeat all we have done so far. After all not much we could do different.
I just found the characters description at the back of the book so thought it might be nice to post it.
So we have 94 talons Armour a shield and the word aware. We are heading back to the bar to buy some rounds since seems little we have not done and sailing on that rent a boat seemed unhealthy.
I will try to post like this more to ensure you are with us sorry.
So we have explored this Island best we can with no more passwords found. We now seek to find more words or new areas.
We had hoped the boat was the answer but it was a trap. So on to the bar to see if we can discover something new.
QUOTE |
30 The Rope and Anchor Tavern is a smoke-blackened hall that reeks of strong ale and charcoal. At the back of the taproom are several dingy stalls where you can rest and recuperate. Each night you spend here costs 1 Talon and you may restore 1 point to your VITALITY score if injured. Leave the Rope and Anchor Tavern turn to 25 Pay 3 Talons and buy a round of drinks turn to 16 16 Don't forget to cross the 3 Talons off your Adventure Sheet. If you have the codeword Avenge, turn to 48 immediately. If not, read on The locals are a gloomy bunch as their island is inhabited by an enormous Cyclops of bloodthirsty aspect whom they call Dhurz Deathsnare. When hungry, Dhurz Deathsnare stalks down from his lair in the hills to carry off both livestock and people, and there appears little that the terrified villagers can do about it. "What we need is a hero," says one grey-bearded oldtimer. "Some brave soul who can track Dhurz Deathsnare down and given him a right hiding!" The locals, deep in their cups, look at you hopefully. If you want to take up the quest to slay Dhurz Deathsnare, note the codeword Ascent in the Codewords box of your Adventure Sheet. You leave the Rope and Anchor Tavern. Turn to 25. 25 If you have the codeword Avenge, turn to 48 immediately. If not, read on. The hamlet of Han is a small village of houses constructed from moss-covered boulders, roofed with pale timber. It faces a crescent-shaped bay of white sand, from which protrudes a rotting wooden wharf. You stand in the village square - a bare stretch of packed ochre clay. The villagers - clad in flowing robes of blue, red, and yellow, with leathery brown skin, and braided black hair adorned with bone pins - eye you warily as they go about their duties. You can: Visit the market turn to 10 Visit the Rope and Anchor Tavern turn to 30 Visit the shrine of Bakalgu turn to 43 Visit the wharf turn to 15 Leave Han and go north into the hills turn to 33 |