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  • Locked thread
MysticalMachineGun
Apr 5, 2005

Are you sure? Y/N

Hopefully we don't get asked again. Let's meet the natives! :)

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Ghostwoods
May 9, 2013

Say "Cheese!"
Get climbing

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 249 posted:

Reaching the top of the cliffs, you stand atop a spar of rock which gives you a clear view of the interior of the island. Lush jungle clings to the flanks of a sharply peaked mountain in the centre. The summit of the mountain is hidden by a haze of cloud. Nearer at hand you spy succulent fruits. From beyond the curtain of foliage comes the gurgling of a brook.

If you have not already collected provisions and wish to do so now, turn to 306.
If you want to explore the interior of the island, turn to 325.
If you decide to return to the boat and resume your journey, turn to 116.

: Wow, how can I possibly choose between the interior, provisions, and resuming?

Character Sheet posted:

Jay 'Waterlogged' Sherman the Warlock

Skills: CHARMS, MARKSMANSHIP, SPELLS and STREETWISE

Life Points: 9/10

Doubloons: 10

Possessions: Magic amulet, pistol, the distinct absence of a magic wand, monkey, book of charts

Codewords:

Kills: Embracer, a guard, an Infernal Machine and the tiny man inside it

Failures: Root'd to death, despair!'d, swallowed and digested by a Colossus beetle, ate a pig and failed to avert an ecological cataclysm, slave'd and toil'd to death, pulmonary arrownation, stabbed in the eyes and left to "live" off the land, lightly dragon'd, tree'd from a great height x2, Countless Swords of the Westermen'd

chiefnewo
May 21, 2007

We came here to eat, so let's eat.

Ghostwoods
May 9, 2013

Say "Cheese!"

chiefnewo posted:

We came here to eat, so let's eat.

Decoy Badger
May 16, 2009
Eyes on the prize, let's get food.

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 306 posted:

You need to venture only a little way into the jungle to collect armfuls of fruit and nuts. You also drink from a freshwater stream until your bellies are stretched like topgallants in a high wind. 'Phew!' says Oakley, rolling back on the grass. 'That was the sweetest drop I ever tasted, mates. But now I reckon we ought to be getting on our way.'

Note that you have three meals' worth of provisions for yourself; record these among the possessions on your Adventure Sheet, each as a separate item. Whenever you are told you need to consume provisions, cross off one of the meals.

Turn to 344.

Page 344 posted:

You return to the cliffs to find a dozen islanders standing at the top of the vine ladder. They wear grass skirts and each has a red skull-like mask painted across his face. 'That's how the island got its name,' mutters Oakley out of the corner of his mouth.

'Maybe so,' whispers Grimes. 'Or maybe they're headhunters.'

You approach cautiously, uncertain of the islanders' intentions. They watch you in silence and one of them bares his lips in a ferocious grin. Blutz gives a small moan and goes weak at the knees, and you have to catch his arm to support him. To your horror, the islanders' front teeth are filed to sharp points!

If you try to fight your way past them, turn to 363.

Page 363 posted:

If you want to employ SWORDPLAY or BRAWLING, turn to 296.
If you have MARKSMANSHIP and want to use it, turn to 270.
If you have none of those skills, turn to 3.
If you offer them gifts, turn to 382.

Page 382 posted:

They cluster round, eager to see what items you have. You must give them one of the following: a sword, a pistol, an amulet, a wand, a crucifix, a toolkit, or all your money.

Decide which of these (if any) you are prepared to part with and amend your Adventure Sheet accordingly, then turn to 417.
If you ignore them and just start to descend the ladder, turn to 400.

Forecast is dangerous with a chance of racism. But hopefully this will keep us rolling to a more engaging choice.

Character Sheet posted:

Jay 'Waterlogged' Sherman the Warlock

Skills: CHARMS, MARKSMANSHIP, SPELLS and STREETWISE

Life Points: 9/10

Doubloons: 10

Possessions: Magic amulet, pistol, the distinct absence of a magic wand, monkey, book of charts, provisions x3

Codewords:

Kills: Embracer, a guard, an Infernal Machine and the tiny man inside it

Failures: Root'd to death, despair!'d, swallowed and digested by a Colossus beetle, ate a pig and failed to avert an ecological cataclysm, slave'd and toil'd to death, pulmonary arrownation, stabbed in the eyes and left to "live" off the land, lightly dragon'd, tree'd from a great height x2, Countless Swords of the Westermen'd

MysticalMachineGun
Apr 5, 2005

User our marksmanship! Those pointy teeth don't sound like good things.

Thuryl
Mar 14, 2007

My postillion has been struck by lightning.
Let's use Marksmanship and hope they're unfamiliar enough with guns that the survivors are scared off.

Decoy Badger
May 16, 2009
Trade all our money!

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 270 posted:

Drawing your pistol, you shoot one of the natives dead just as he is raising his spear to thrust at you. The loud bang startles the other natives. They rush back a few paces, screeching in astonishment. When they see blood spreading from the corpse of the native you shot, they start to make a weird moaning sound and tremble with fright.

'It seems they've never seen firearms before,' grunts Oakley. 'Trouble is, you just used your one shot.'

'They don't know that, do they,' you reply.

'Come on, everyone - let's get down to the beach. Don't rush unduly, but don't dawdle either.'

Note the codeword Fetish on your Adventure Sheet and turn to 400.

: Booyah!

Page 400 posted:

The natives watch in unfathomable silence while you smartly descend the ladder of knotted vines. Apparently they are not ready to launch any assault as yet, since no boulders or spears come hurtling down at you from above. Then you see another group of natives striding along the beach towards you. These are also daubed in blood-red warpaint and carry spears and clubs studded with splinters of volcanic rock. There are far too many of them for you to have any hope of fighting your way past to the boat. As they draw nearer, they begin to utter a low chant which is full of ominous intent.

'Cannibals, or my bones are bleached wood!' mutters Grimes. 'They mean to stuff us in their cookpot.'

If you have the codeword Fetish, delete it and turn to 22.
If you don't have that codeword, decide whether to offer them a gift (117), use CUNNING (79), use SPELLS (60), or just make a dash for the boat (41).

SPELLS would lead to essentially the same conclusion, with a page of us besting their shaman in a brief showdown. However, we lost our wand, so let's get our Fetish on.

Page 22 posted:

Overawed by what they have witnessed of your power, the cannibals are afraid to attack. Instead they come forward and drop to their knees, bowing to you as though in heathen prayer.

'Blow me!' says Oakley. 'They think you're some kind o' demigod, mate.'

'It seems they do.' Milking the situation for all it's worth, you raise your voice to an angry shout and rail at the cannibals, cursing them for daring to try to harm you. Although they cannot understand your words, the meaning is clear enough. Quailing, they scurry off and return with gifts, strewing these before you on the sand in hopes of assuaging your wrath.

You are offered a feather shield, an obsidian necklace, and a wooden sword studded with shark's teeth.

Take whatever you want (remembering to record them among the possessions on your Adventure Sheet) and then turn to 98.

: *leaps gleefully*

: All in good time, George. I just need to be sure that Oakley is clear on the appropriate way to address a demigod.

Page 98 posted:

The chief of the islanders arrives. He is a very big man adorned in feathers and glass trinkets, with a weathered grey face like a carving in driftwood. Dipping his finger in a coconut-shell dish carried by an attendant, he proceeds to draw a design on your face in red dye.

'It's just like the warpaint of these natives,' says Grimes, looking at you. 'I wonder what that means?'

'Maybe he's inviting me to join the tribe,' you say with a wry smile.

Next the tribal shaman comes forward and draws a picture in the sand with his long bony fingers. It shows a woman with a scorpion crown. He spits on the picture, then lifts his ceremonial sceptre and points westwards. The chief says something which sounds like, 'Matya Ejada niyu,' and each of the islanders in turn nods and repeats the words before stamping on the picture. Before long the image is completely lost in the scuffed sand.

'A curious little ritual,' remarks Oakley. 'Now, why don't we shove off, mates, before we outstay our welcome?'

You have to agree. Clambering into the boat, you row off watched by the horde of silent islanders.

'You're not going to leave that warpaint on your face, are you?' Oakley asks when you are well clear of the shore. 'It makes you look like a ruddy heathen.'

You could wash off the dye before it dries. If you decide to leave it, note the codeword Scrip on your Adventure Sheet.

Having done that, turn to 116.

: Well...dignity was never part of the job description.

Page 116 posted:

Another day passes, and your voyage becomes an increasing ordeal as heat and fatigue take their toll. The sea sits all about you like a gleaming leaden plate; the sun turns the sky into a furnace of white haze. By night you shiver under the uncaring gaze of a million stars.

If you have any provisions, cross one off your Adventure Sheet and turn to 136.
If you have none, turn to 155.

Lose 2 Life Points without provisions, only 1 with SEAFARING because "you are more accustomed to such deprivations".

Page 136 posted:

The second of the four islands comes in sight: a vivid jungle-clad shoreline dominated by the immense hump of a smouldering volcano. High up on the volcano's slopes you can see the dull red gleam of lava. Grey sulphurous smoke sits in a wreath around the cone.

'We'd be foolhardly to put ashore here,' maintains Blutz. 'That volcano could erupt and bury us all!'

If you have WILDERNESS LORE, turn to 193.
If not, decide if you will land (turn to 174) or continue going west (turn to 135).

: It's probably a good time to decide whether or not to wash my face, on top of whether or not to land here.

Character Sheet posted:

Jay 'Waterlogged' Sherman the Warlock

Skills: CHARMS, MARKSMANSHIP, SPELLS and STREETWISE

Life Points: 9/10

Doubloons: 10

Possessions: Magic amulet, pistol, the distinct absence of a magic wand, monkey, book of charts, provisions x2, feather shield, obsidian necklace, wooden sword studded with shark's teeth

Codewords: Fetish, Scrip

Kills: Embracer, a guard, an Infernal Machine and the tiny man inside it, a pointy-toothed native

Failures: Root'd to death, despair!'d, swallowed and digested by a Colossus beetle, ate a pig and failed to avert an ecological cataclysm, slave'd and toil'd to death, pulmonary arrownation, stabbed in the eyes and left to "live" off the land, lightly dragon'd, tree'd from a great height x2, Countless Swords of the Westermen'd

MysticalMachineGun
Apr 5, 2005

Glad to see you took everything without any prompting :)

I say we carry on past this island, and keep our war paint :black101:

CirclMastr
Jul 4, 2010

Pass this island by and wash off the paint because I doubt the cannibal tribe sent out colonists to other islands.

chiefnewo
May 21, 2007

Explore every island, and leave our warpaint on. With any luck we'll find a tribe that would be friendly that will kill us for having the cannibal warpaint on.

Decoy Badger
May 16, 2009
Land with the warpaint!

And take everything offered, of course.

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 174 posted:

Putting in to a small cove, you moor the boat beside a large rock and then scramble ashore up a rocky moss-coated slope. Immediately you are confronted by lush jungle teeming with colour and life. Bright bulbous fruits dangle enticingly from the tree branches, yours for the taking. High up amid the emerald foliage, parrots in stained-glass hues peer down at you curiously, heads cocked to one side giving them a comical expression.



You and your friends have no difficulty in gathering food and fresh water. Note that you have two meals' worth of provisions for yourself; record these among the possessions on your Adventure Sheet, each as a separate item. Whenever you are told you need to consume provisions, cross off one of the meals.

If you have SPELLS and conjured up a storm earlier to prevent pursuit, turn to 250.
Otherwise turn to 269.

: That I did...

Page 250 posted:

'This seems a bountiful place — indeed, a very Eden!' says Grimes. 'Why don't we tarry here a while, and get our strength back for the long haul to Port Leshand?'



Blutz casts another nervous glance towards the centre of the island. Rearing above the treetops is the high cone of the volcano, ashen smoke lying above it like a thunderhead. 'I'm not so sure,' he says.

If you vote for spending a few days here, turn to 288.
If you think you should be on your way, turn to 135.

Since the outcomes differ only minutely, let's tarry.

Page 288 posted:

You spend nearly a week on the island, sustained by nature's bounty and an ample supply of fresh rainwater draining down off the slopes of the volcano. If you have MARKSMANSHIP (and a pistol) or WILDERNESS LORE then you can supplement your diet with game, allowing you to restore all lost Life Points. Without either of those two skills you cannot regain any Life Points, but you still subsist comfortably enough as you are by gathering nuts and berries.

At last, by common consent, you decide it is time to move on. The volcano is producing occasional ominous growls from deep in the earth, and you have no desire to still be here when it finally erupts. Climbing aboard your boat, the four of you resume your arduous voyage towards Port Leshand.



Turn to 135.

: It cost me a wand, but I finally had the chance to hunt a wild volcanic yak!

Page 135 posted:

Your tiny boat heads onward. By day you are seared by the sun; by night you are racked with chill. Salt spray chafes the sores on your skin, and the constant need to bail water gives you no rest. Another two days crawl by, and you gradually give way to fever and exhaustion. Lose 1 Life Point.

If you have any provisions, cross one of them off and turn to 212. (If you have a monkey and are heartless or desperate enough, you can count it as provisions.)
If you have nothing to eat, turn to 231.

: *furiously swabs the deck and buffs that charm we have lying around*

Page 212 posted:

Grimoire Island is a strangely idyllic looking place, with wide white beaches fringed by gently swaying palm trees. A balmy breeze blows refreshingly from the east. Birds the colour of precious gems watch your approach without fear.

'It's eerie,' decides Grimes. 'Almost too perfect.'

'Like it's been tended,' says Blutz. 'You know, like somebody's garden back home.'

'A demon's garden, if the native stories are to be believed,' chips in Oakley. All three, like you, are in a strange mood: both allured and uneasy.

If you go ashore, turn to 118.
If you row on towards the next island, turn to 137.

In the interest of avoiding as many "Would you like some adventure?" choices as possible, let's disembark.

Page 137 posted:

You drag your boat up the beach under the blandly
incurious gaze of the paradise-birds. Blutz gives an excited cry and points, saying, 'Look, above the treetops! It's a tower. A ruddy marble tower, mates!'

He's right. In the golden light of the afternoon, you see a gleaming tower of polished stone. Since there are no creepers growing over it, the place is inhabited. But do you want to meet the inhabitant?

If you have WILDERNESS LORE, turn to 213.
Otherwise you can head for the tower (194), gather food and water (232), or put to sea immediately (137).

: Did that chatty mirror from Elven Jerkwood have a cousin?

Character Sheet posted:

Jay 'Waterlogged' Sherman the Warlock

Skills: CHARMS, MARKSMANSHIP, SPELLS and STREETWISE

Life Points: 10/10

Doubloons: 10

Possessions: Magic amulet, pistol, the distinct absence of a magic wand, monkey, book of charts, provisions x3, feather shield, obsidian necklace, wooden sword studded with shark's teeth

Codewords: Fetish, Scrip

Kills: Embracer, a guard, an Infernal Machine and the tiny man inside it, a pointy-toothed native

Failures: Root'd to death, despair!'d, swallowed and digested by a Colossus beetle, ate a pig and failed to avert an ecological cataclysm, slave'd and toil'd to death, pulmonary arrownation, stabbed in the eyes and left to "live" off the land, lightly dragon'd, tree'd from a great height x2, Countless Swords of the Westermen'd

Ghostwoods
May 9, 2013

Say "Cheese!"
Everyone knows wizards live in towers. Hopefully we can replenish our wand!

194.

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 194 posted:

Despite the thick jungle, you reach the tower quickly by following a stone pathway that leads through the undergrowth. You emerge into a wide grass-covered plaza. Facing you is a white marble palace with a high tower. You move cautiously closer and Oakley runs his hand over the monumental carvings beside the entrance. They show a queen or priestess dispatching her enemies into luridly depicted hells.



'How was this stone brought here?' Grimes wonders aloud. 'I don't think it's local to the island.'

'You're right,' says a woman's voice. 'I brought it here by magic'

Turn to 251.

: Whoah, magic? You wouldn't happen to have a spare wand lying around, now, would you?

Page 251 posted:

She emerges from the shadows of the entrance: a stately figure with skin the colour of burnished oak and hair like a shower of green stars. Her clothing and accent are not those of a Carab native, but seem to evoke the mysteries of an ancient civilization. 'I am Ejada, witch-queen of this isle,' she tells you. 'I demand tribute from all who come to my shores, but my demands are not excessive. All I'll take is the soul of one of you, to be sacrificed at dawn to my mother the Earth Goddess.'

'Send your own soul to hell!' yells Oakley, snatching up a rock and dashing forward. Ejada calmly sweeps her arm, knocking Oakley to the ground as though he'd run into a tree-branch.

'Return here in the hour before dawn,' Ejada goes on. 'By then you must have decided which of you will give up his soul.'

Helping Oakley to his feet, you return to find the jollyboat sunk deep into the sand of the beach. You try digging it up, but it only sinks deeper. 'That's that, then,' sobs Blutz. 'The witch's magic has trapped us here. We'll have to choose who's to die!'

If you have SEAFARING and want to make a raft, turn to 308.
Alternatively, you can go to her at dawn as she told you to (327) or try hiding from her (346).

Too bad this book didn't crib more heavily from the Odyssey, as this stop-off would probably be quite a bit more enjoyable.

Character Sheet posted:

Jay 'Waterlogged' Sherman the Warlock

Skills: CHARMS, MARKSMANSHIP, SPELLS and STREETWISE

Life Points: 10/10

Doubloons: 10

Possessions: Magic amulet, pistol, the distinct absence of a magic wand, monkey, book of charts, provisions x3, feather shield, obsidian necklace, wooden sword studded with shark's teeth

Codewords: Fetish, Scrip

Kills: Embracer, a guard, an Infernal Machine and the tiny man inside it, a pointy-toothed native

Failures: Root'd to death, despair!'d, swallowed and digested by a Colossus beetle, ate a pig and failed to avert an ecological cataclysm, slave'd and toil'd to death, pulmonary arrownation, stabbed in the eyes and left to "live" off the land, lightly dragon'd, tree'd from a great height x2, Countless Swords of the Westermen'd

CirclMastr
Jul 4, 2010

Show up at dawn and offer the monkey soul.

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
Hello, Circe.

Show up at dawn and offer our own soul. With any luck it will turn out to be a test of courage to see if we're willing to sacrifice ourselves for our friends.

CzarChasm
Mar 14, 2009

I don't like it when you're watching me eat.
Show up at dawn, go for the monkey first

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 327 posted:

Ejada stands before her palace and surveys you with a haughty eye. In her gilded finery and bejewelled head-dress, with her limbs like a statue's and a star sapphire gaze, she looks every inch a goddess.

She raises a flint knife. 'My mother the Earth is thirsty for a mortal soul. Which of you shall I send to her?'

This is the moment of truth. Will you make a run for it (5), fight her (365)

Page 365 posted:

Suffice it for now to say that this page includes an option to use MARKSMANSHIP and other options that are not open to us.
each offer a portion of your soul (119), or use SPELLS against her if you also have a wand (384)?

: But I've got a monkey! Why isn't there a monkey option?

: *eyes the motley crew suspiciously*

Character Sheet posted:

Jay 'Waterlogged' Sherman the Warlock

Skills: CHARMS, MARKSMANSHIP, SPELLS and STREETWISE

Life Points: 10/10

Doubloons: 10

Possessions: Magic amulet, pistol, the distinct absence of a magic wand, monkey, book of charts, provisions x3, feather shield, obsidian necklace, wooden sword studded with shark's teeth

Codewords: Fetish, Scrip

Kills: Embracer, a guard, an Infernal Machine and the tiny man inside it, a pointy-toothed native

Failures: Root'd to death, despair!'d, swallowed and digested by a Colossus beetle, ate a pig and failed to avert an ecological cataclysm, slave'd and toil'd to death, pulmonary arrownation, stabbed in the eyes and left to "live" off the land, lightly dragon'd, tree'd from a great height x2, Countless Swords of the Westermen'd

CirclMastr
Jul 4, 2010

Portion it out for the hilarity of dismemberment.

Thuryl
Mar 14, 2007

My postillion has been struck by lightning.
Something tells me this book is going to turn into We Have A Gun And We Wish To Use It. Hopefully that war paint stuff does something to protect us from her magic.

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
Each shall contribute his share.

chiefnewo
May 21, 2007

Share and share alike.

We can't use MARKSMANSHIP because we used our only shot on the native on a previous island. Apparently we were too stupid to pack extra shot and powder?

MysticalMachineGun
Apr 5, 2005

CirclMastr posted:

Portion it out for the hilarity of dismemberment.

What could possibly go wrong?

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 119 posted:

You suggest that, instead of draining one person's entire soul so that he dies, she contents herself with a quarter of the life force taken from each of you. She considers this, then gives a short regal nod. 'I accept. Step forward, mortals.'

She lays her knife against the chest of each of you in turn. A cold chill spreads through you as her magic leeches a part of your very soul. You must permanently lose 1 Life Point (ie, reduce your initial Life Point score by 1) and one skill of your choice. After that, Ejada is done with you and you are free to return to the boat and sail away from here.

Turn to 137.

: THIS IS BULLSHIT! ALL BLUTZ HAS IS 4 LEVELS OF SWABBING! HOW IN THE HELL IS THAT EQUITABLE?

Not to baby-step things, but we need a skill selected to continue this update. That, or vote to bend the rules and redo the encounter with Ejada for a more "equitable" outcome.

Character Sheet posted:

Jay 'Waterlogged' Sherman the Warlock

Skills: CHARMS, MARKSMANSHIP, SPELLS and STREETWISE

Life Points: 9/9

Doubloons: 10

Possessions: Magic amulet, pistol, the distinct absence of a magic wand, monkey, book of charts, provisions x3, feather shield, obsidian necklace, wooden sword studded with shark's teeth

Codewords: Fetish, Scrip

Kills: Embracer, a guard, an Infernal Machine and the tiny man inside it, a pointy-toothed native

Failures: Root'd to death, despair!'d, swallowed and digested by a Colossus beetle, ate a pig and failed to avert an ecological cataclysm, slave'd and toil'd to death, pulmonary arrownation, stabbed in the eyes and left to "live" off the land, lightly dragon'd, tree'd from a great height x2, Countless Swords of the Westermen'd

CirclMastr
Jul 4, 2010

Without a wand, we have no more use for Spells.

MysticalMachineGun
Apr 5, 2005

CirclMastr posted:

Without a wand, we have no more use for Spells.

Exactly what I was thinking. If we take a wrong turn we may never even find another wand. Ditch spells.

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...
I believe that defeating Ejada is the only place in the book where one can actually pick up a second wand, so it's quite appropriate to ditch SPELLS. There are several ways to defeat her, but unfortunately our current skillset does not allow us to access any of them, which may lock us out of some later inventory-based options. Such is life on the high seas!

Page 137 posted:

Swept onwards, your little craft starts to spring leaks. If you earlier used CHARMS to keep it afloat then there is no cause for alarm. Otherwise, note the codeword Detrude.



Thirst, hunger and the heat become your bitter foes. Petty quarrels break out as conditions worsen. Each man is nearing the end of his tether. Lose 1 Life Point.

If you have any provisions, cross one off and turn to 156; if you have none, turn to 175.

Page 156 posted:

The most westerly of the islands comes in sight. It is a large golden-shored jungle island with many welcoming coves. 'Others have put in here, when blown north off the main shipping route,' Grimes recalls. 'The natives are said to be hospitable.'

You stare into the west. Leshand is still two hundred leagues off, and it might be wise to reprovision before you undertake that long haul. And yet worry gnaws at your mind: 'Hospitable when faced with gifts and muskets and a sea-going vessel of ten cannon, perhaps. But how will they greet a handful of starving wretches in a ramshackle craft?'

It's up to you. You can put in here (turn to 154) or sail on without stopping (turn to 177).

The subsequent page presents us again with the option to sail on without stopping, so let's go there.

Page 177 posted:

You row in towards the island, beaching your vessel on the deserted shore. Oakley gives a cry of delight as he spots a pineapple that has fallen from a tree at the top of the beach. Its juice stings his sun-cracked lips, but he chews ravenously at it all the same.

'Heads up,' Grimes says tersely. 'We got company, shipmates.'

You turn your head. A large group of Carab natives has emerged from the woods and is coming across the sand towards you. 'Welcoming party,' you mutter under your breath, noticing the spears.

If you have the codeword Scrip, turn at once to 253.
Otherwise you can attack - either with a pistol and MARKSMANSHIP (196), or in hand-to-hand fighting (215).
Or you might prefer to parley (272), or to put to sea before they reach you (177).


: Hey guys, what's going in he-

Page 253 posted:

The islanders stare in horror at the red death's-head daubed across your face. Several of them step forward with raised spears, angry defiance slowly replacing their initial shock. It is Grimes who realizes the cause: 'Those other natives must be their enemies. And they think you're one of 'em...'

If you have MARKSMANSHIP and a pistol and want to shoot your way out of this, turn to 196.
If you try fighting your way through them back to the water, turn to 215.
If you want to resort to CUNNING, turn to 234.
If you try wiping the red dye off and offering gifts to mollify them, turn to 291.

: Aw, buckets!

Character Sheet posted:

Jay 'Waterlogged' Sherman the Warlock

Skills: CHARMS, MARKSMANSHIP, and STREETWISE

Life Points: 8/9

Doubloons: 10

Possessions: Magic amulet, pistol, monkey, book of charts, provisions x2, feather shield, obsidian necklace, wooden sword studded with shark's teeth

Codewords: Fetish, Scrip

Kills: Embracer, a guard, an Infernal Machine and the tiny man inside it, a pointy-toothed native

Failures: Root'd to death, despair!'d, swallowed and digested by a Colossus beetle, ate a pig and failed to avert an ecological cataclysm, slave'd and toil'd to death, pulmonary arrownation, stabbed in the eyes and left to "live" off the land, lightly dragon'd, tree'd from a great height x2, Countless Swords of the Westermen'd

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
What, this facepaint? Don't worry, it comes right off.

CirclMastr
Jul 4, 2010

I tried to warn you guys, but nooo. Only fitting that we now prove ourselves worthy of fear and hatred. Shoot 'em up!

chiefnewo
May 21, 2007

I guess we've reloaded now, so time to shoooot!

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 196 posted:

A shot rings out. A man falls dead. It is a sad, grim, brutally sudden scene that has been played out many times on the stage of life. As always, the onlookers stand for a moment, stunned, waiting for Death to withdraw into the wings so the action can resume.

The moment passes. The natives are not awed by your ability to kill at a distance - they have seen firearms before, and know it is no miracle. There is an angry shout, and a thrown rock grazes your hand. The pistol is knocked to the ground. The natives stand watching you, ominously tense, torn between shock, grief and rage.

If you get out while you can, turn to 177 (it will mean abandoning your pistol, so cross it off your Adventure Sheet).
If you stand and fight, turn to 215.

Regarding the earlier comment that we spent our only shot earlier, the book is only interested in limiting us to one use in rapid succession as we're using ye olde flintlock (or whatever) and not a revolver/magazine-utilizing device. Either way, though, we have no more shots to dispense at the moment.

Character Sheet posted:

Jay 'Waterlogged' Sherman the Warlock

Skills: CHARMS, MARKSMANSHIP, and STREETWISE

Life Points: 8/9

Doubloons: 10

Possessions: Magic amulet, pistol, monkey, book of charts, provisions x2, feather shield, obsidian necklace, wooden sword studded with shark's teeth

Codewords: Fetish, Scrip

Kills: Embracer, a guard, an Infernal Machine and the tiny man inside it, a pointy-toothed native

Failures: Root'd to death, despair!'d, swallowed and digested by a Colossus beetle, ate a pig and failed to avert an ecological cataclysm, slave'd and toil'd to death, pulmonary arrownation, stabbed in the eyes and left to "live" off the land, lightly dragon'd, tree'd from a great height x2, Countless Swords of the Westermen'd

MysticalMachineGun
Apr 5, 2005

Oh man, I wish we'd wiped off the paint now :smith:

If we put out to sea we'll die, so let's stand and fight!

Decoy Badger
May 16, 2009
One down, twenty to go! Fight with the sword!

Ratatozsk
Mar 6, 2007

Had we turned left instead, we may have encountered something like this...

Page 215 posted:

You are outnumbered, but you have an advantage they do not share. Warfare in their society is rarely fatal, intended only as a ritual show of strength. They lack the murderous instincts of you 'civilized' men.

Lose 6 Life Points in the struggle, unless you have BRAWLING (in which case lose only 3 Life Points) or SWORDPLAY and a sword (in which case lose only 2 Life Points). If you survive, you fight your way down the beach and hastily put to sea under a hail of thrown pebbles.

Turn to 177.

: Oh dear. Oh dear oh dear oh dear.

Page 177 posted:

Taking stock of your situation leaves you in a grim mood. 'We're still more than two hundred leagues out from Port Leshand, and there are no islands along the route for us to restock our supplies. What we've got left now is going to have to keep us going for at least ten days.'

Oakley has another thought, equally sobering. Pointing at the timbers of your vessel — now warped by the constant sun and the battering of high waves - he mutters: 'Ten days? We might not stay afloat that long.'

'Maybe we shouldn't try to make it all the way to Leshand,' suggests Blutz. 'We could head south from here towards the main shipping lanes. There's a good chance we'd be rescued by a friendly vessel.'

If you go south, turn to 367.
If you keep on heading west, turn to 404 (unless you have the codeword Peccant, in which case turn to 386).

: At least those filthy savages didn't get my pistol. They'll have to pry it from my parched, withered hand!

Character Sheet posted:

Jay 'Waterlogged' Sherman the Warlock

Skills: CHARMS, MARKSMANSHIP, and STREETWISE

Life Points: 2/9

Doubloons: 10

Possessions: Magic amulet, pistol, monkey, book of charts, provisions x2, feather shield, obsidian necklace, wooden sword studded with shark's teeth

Codewords: Fetish, Scrip

Kills: Embracer, a guard, an Infernal Machine and the tiny man inside it, a pointy-toothed native

Failures: Root'd to death, despair!'d, swallowed and digested by a Colossus beetle, ate a pig and failed to avert an ecological cataclysm, slave'd and toil'd to death, pulmonary arrownation, stabbed in the eyes and left to "live" off the land, lightly dragon'd, tree'd from a great height x2, Countless Swords of the Westermen'd

Mikl
Nov 8, 2009

Vote shit sandwich or the shit sandwich gets it!
Let's go south and hope we meet someone friendly.

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Ghostwoods
May 9, 2013

Say "Cheese!"
I'm betting that "friendly" means "the pirate we're running from". West!

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