1.The light filters painfully between the salted slits of
your eyes, your head throbs like a demon’s rage and your tongue is glued to the roof
of your mouth with a sour taste you would gladly rinse away with salt water.
And that’s all you can do. The storm that hit the ship you were crewing on last
night was swift and terrible, a tropical cyclone that tore the twin masts from
the deck with cataclysmic ferocity. You got hit on the head by a falling spar
but that’s about it for your recollections of last night.
It dawns on you, perhaps inspired by the blush spreading up
from the horizon that you are still alive – take that in the eye, you shades of
the night! Surely you can’t be the only survivor? And how come you feel
(largely) dry? You struggle to break through the insistent ache pounding on
your skull and see that you are in a rowing boat and you are far from being
alone. Captain Zkurvay sits bolt upright, holding the tiller and seven other
nautical refugees are packed to the gunnels in the small craft. There is a
dwarf clinging tightly to your right leg and a hobb nestled against your chest
– that explains why your breathing was so laboured. You are not (yet) having a
heart attack.
As you push your fellow travelers aside and sit up, you
suddenly feel ravenously hungry. ‘Skipper!’ you call. ‘Do we have vittles? Do
we have water?’
Zkurvay grins without humour, chews his lip, then spits.
Whether it was flesh or saliva, you cannot tell. ‘We have precious little by
way of sustenance, mate. Not enough for all eight of this cursed crew, by
Trollgod!’ He looks round at his companions. We have perhaps a week’s rations
if we are parsimonious. A week for seven not for eight. One of you must jump
ship and swim. The current may take you somewhere better.’
Terror flits form one mariner’s face to the next. Who will
be cast off. Make a L1 SR on CHR. If you make it go to <2>. If you fail,
the die is cast. You are the unlucky soul who must surrender to the great
unknown. The captain and crew tell you to close your eyes while they offer a
prayer for your everlasting spirit but when you shut your eyes, you are sized
and tossed unceremoniously over board. The end.
2. A sigh of relief goes round the boat. It is the hobb who
is selected for a one way ticket to the seabed. He has one eye and half his
nose was eaten away by a gremlin in a bun fight at a baker’s last time you made
port. His looks have counted against him. Go to 3.
3. Zkurvay breaks out the rations – hard tack biscuits and
salted pork, always a favourite. As he hands you the meager morsels that will
be your diet for heaven knows how long, a goblin grabs the food from your
hands. When you protest, he springs at you, slavering and shrieking. The
captain and the other seafarers crowd back in the stern to see who will win.
There is nothing for it but to fight hand to hand for dear life. It is soon
apparent that the goblin is trying to heave your sorry carcass overboard. You
do the same without pity. Roll 3d6 for the goblin’s strength then both attempt
saving rolls on this attribute. As soon as one of you makes a higher level roll
than the other, he tips his opponent into the foaming sea. If you go into the
briny, you quickly become numb with cold and are visited by a shark. Finis. If
you heave the goblin out into the waves go to 4.
4. The boat seems tiny amidst the great rollers that reign
in your otherwise featureless world. One towering waves picks ‘Little Shippy’,
as the captain calls your haven against the elements, up aloft and drops it
back into a trough between the whitecaps. Someone has been lost overboard! Was
it you? Make a L1 SR on DEX to adjust and balance your weight while you can. If
you fail, your lungs quickly fill with ocean and your heart stops beating. If
you make it go to 5.
5.Your ‘Little Shippy-mates’ are overjoyed when the seas
calm and are ecstatic when they see that there are just five passengers
remaining. No one misses the dwarf troll who went into the deep – you all
thought he would soon demand your share of the food and no one fancied trying
to stop him. It seems strange to be becalmed after an eternity of being tossed
like a Khazanian wimple and a mood of mistrust settles on the survivors. Go to
6.
6. You eye each other warily. There is no pressing reason to
seek to remove another now that food and water concerns have eased but these
dire circumstances do not charity make for. Suddenly, an elf who has been
stonily silent up until now, lets out an ungodly howl and lunges at you with a
knife. Make a L1 SR on SPD – are you able to react in time to seize his wrist
and turn the blade against its wielder? If you fail, the dagger slices into
your throat, severing an artery and sluicing everyone with your life blood. You
cannot long do without this vital fluid. Your corpse is fed in pieces
methodically to fish trailing Little Shippy. If you make the roll, you turn the
tables on the crazed elf and it his blood that flows fast and fatally. Captain
Zkurvay eyes you with grudging respect and you notice you are given more room
in the boat after this show of prowess. Go to 7.
7. A few hours later, the dwarf whom you woke to find
attached to your leg suggests you try catching the fish teeming about Little
Shippy. Everyone is cheered by this prospect of action – it tears away the
curtain of futility that had been drawn across your souls. The task proves easy
and each of you soon holds in their hands a squirming, fresh piece of meat. You
are about to take the sea creature to your lips and tear into it when you
pause. Make a L1 SR on INT. Go to 8.
8. If you failed the roll you eat the sashimi-style feast
greedily. A mistake. Not one that you are destined to learn from though. The
fish is poisonous. Your lips, then your throat and finally your heart swell to
bursting point then burst they do. You explode messily all over your remaining
companions who curse you for a sloppy diner. Not that you know. If you make it
go to 9.
9. You recognise the purple belly spots as a sign of poison
and yell a warning to the others. All heed your admonishment and are (very
slightly an temporarily) grateful bar the dwarf who cannot stop his teeth from
closing. He looks stunned and gulps, taking fish flesh down with that gulp. It
is he, not you, who plumps up outside and in and splatters his mortal remains
over his mates and Little Shippy. Some of you bother to wash; some are past
caring. Go to 10.
10. Mercy be! Your eyes spot a hump on the horizon. It is
not a whale but an island and the currents are taking you that way. Praise be
to Trollgod! But all is not rosy in your garden yet. As you approach the atoll,
Zkurvay fails to navigate safely through the reef – uncharted territory so
let’s not be too harsh here, lads! Little Shippy has its bottom torn off and
you all tumble out into the water. The reef is razor sharp and cuts are lethal
in short order. Make a L1 SR on LK. If you fail, you are crisscrossed with cuts
and pass out instantly due to the micro organisms that gleefully make their way
into your bloodstream and play havoc with your cell structure. Adieu. If you
make the roll go to 11.
11. Zkurvay drags Little Shippy with its gaping hole on to
the beach and stands panting next to you. As you both suck in long breaths,
from the trees hurtle croco-uruks, the result of a strange coupling many moons
ago, which would not be legal even in Khazan. You must fight bare-handed
against one of these snapping, snarling monsters. After surviving so much, you
are not ready to die. Your blood is roused and you stand tall against a foe you
might normally run from. If you fight with your hands, roll the 1d6 you again
and add if you get an even number. You are possessed with an indomitable will
to live!. The croco-uruk has a MR of 10. You may cast a spell if you can. If
you are unable to win this battle, your atoms become united with those of your
killer, deep within its stomach walls. If you triumph, go to 12.
12. As you shake off the grip of battle-lust, you take in
what has happened to the others. The captain stands above two throttled
croco-uruks. But there is another body, limbs askew, intertwined with those of
one of the monsters. The slight man who had seemed most friendly has perished
in the skirmish – but now you can see that ‘he’ was really a ‘she’. Zkurvay
seems distraught at the death of this sixth member of your group of survivors
and begins digging a grave with his bare hands. He won’t answer any of your
questions and becomes taciturn to the point of silence. Go to 13.
13. You find shelter but have to move on regularly over the
next few days to avoid the croco-uruks who are aware of your presence on their
island, you are certain. You find only strange fruits to eat and water supplies
run out. It is unconscionably hot by day and unnaturally cold at night. Your
body is visibly deteriorating and so is Zkurvay’s. He has not spoken to you
since the fight on the beach and seems to look through you. It would be easy to
hope not to wake when you finally find the peace of sleep in the moon-drenched
nights you spend on the atoll. Perhaps you will not wake. Make a L1 SR on your
current CON (perhaps you took spite damage in combat?). If you fail, your
spirit breaks free during the night and you succumb to the temptation of going
to a better place. If you make it go to 14.
14. You wake and rub crusted eyes clean. Blearily, you look
about you and see a peaceful expression on the Captain’s face. You shake him
but to no avail. He has left you to join his unrequited love in another
dimension. You are alone and know not what to do. Days pass in which you
scarcely manage to elude croco-uruk hunters. You struggle to keep a grip on
your sanity. Is it worth the effort, you ask yourself, the question itself
restoring some faith in your destiny. Go to 15.
15. You realise one morning that you have circumnavigated
the island when you sight Little Shippy on the beach not far from the grave Zkurvay
dug. Wistfully, you wander to the boat with the ruptured bottom and climb over
the gunnels and imagine it is sea worthy again and you are its esteemed
captain. As your mid pictures the scene, an eerie chill ripples down your
spine. Go to 16.
16. Make a L1 SR on WIZ. If you make it go to 18. If you
fail go to 17.
17. ‘Little Shippy’ shimmers and vanishes as you stand
bemused yet apprehensive. Instead of the boat you once traveled in, a man with demonic eyes emanating avarice
confronts you, drooling with anticipation. A shape-shifter! He utters a low
moan…”ji – mi-ji –mi-gi-me-gi-me” and
reaches out with both hands and draws you into his being. You retain a vestige
of consciousness, aware that he has completely and utterly subsumed you. Your
very thoughts are his to do with as he will, your memories, your feelings, your
imaginations. You are now immortal but have no control over your own destiny.
The end.
18. ‘Little Shippy’ shimmers and vanishes as you stand
bemused yet apprehensive. Instead of the boat you once traveled in, a man with demonic eyes emanating avarice
confronts you, drooling with anticipation. A shape-shifter! He utters a low
moan…”ji – mi-ji –mi-gi-me-gi-me” and
reaches out with both hands and attempts to draw you into his being. However,
you summon a warding chant of you own…”su-su-su-zhaym-dus-grayz-dus-grayz!” As
you utter these magically-charged syllables you did not know resided within
you, the creature throws its hands up and shrieks pitifully. It writhes in
torments of indescribable self-loathing and flickers and fades, recalled to the
hell pit where it was spawned.
In its place is a fine rowing boat, stocked with weapons,
water, provisions, charts, compass and sextant. The tide rolls in and rolls out
again with you at the tiller, bound for home or adventure. You have done a good
thing here and come though against the odds. Take 300 APs and the thanks of
heaven.
No comments:
Post a Comment