CAPTAIN SHAGROT SKILL 9 STAMINA 11
Combat Log
Huge 18, Shagrot 18. Huge at 16, Shagrot at 9.
Huge 22, Shagrot 17. Huge at 16, Shagrot at 7.
Huge 15, Shagrot 18. Huge at 14, Shagrot at 7.
Huge 16, Shagrot 19. Huge at 12, Shagrot at 7.
Huge 21, Shagrot 16. Huge at 12, Shagrot at 5.
Huge 18, Shagrot 20. Huge at 10, Shagrot at 5.
Huge 14, Shagrot 15. Huge at 8, Shagrot at 5.
Huge 18, Shagrot 14. Huge at 8, Shagrot at 3.
Huge 19, Shagrot 15. Huge at 8, Shagrot at 1.
Huge 17, Shagrot 14. Huge at 8, Shagrot is dead.
Alas, with this final act of stabbing a dude to death in the middle of the street in broad daylight, we cannot turn to 229 and must instead make a hasty exit from the city. The scimitar won't boost our skill and we already have a lantern, but perhaps it'll be useful anyway.The Captain falls to the ground, gasping his last. His scurvy crew - even the Orcs - cheer! You grab the Captain's scimitar and try to stroll away nonchalantly. But people are pointing you out, and you guess that the militia will get to hear about this - add 2 points to your NOTORIETY.
When you are away from the hubbub you realize that the scimitar is a magical weapon! You may add a bonus of 1 to your SKILL when using it -this will allow you to go above your Initial SKILL, provided that Initial score was below 11 (the sword is not that powerfully magical). The sword also casts a bright light in a small radius when you command it to, so in future you will not need a lantern for light. Gain 1 LUCK point for this excellent find, and try somewhere safer in town: tum to 229.
It is time to leave the city of Ashkyos behind and face the perils ahead. If you have a Silver Whistle, tum to 40. If you do not, turn to 73. (We do.)
You blow the Silver Whistle, and soon your small friend comes scampering towards you. Do you have a mark on your forehead? lf you do, turn to 226. If you do not, turn to 366. (We do not.)
Jesper the mongoose trots up behind you, bright-eyed and frisky. 'Time to go! Wheeee!' he says, dancing a little pirouette in his excitement. You are unsure how useful he is going to be... tum to 73.
If you must leave (because your NOTORIETY is 8 or more), turn to 31. Otherwise, turn to 66. (We must leave.)
There's a few paragraphs of travel sequence of our trek to Mount Doom Kabesh before we get an actual choice again, so before I launch into that; are we taking the opportunity to eat provisions up to full STAMINA (or perhaps 16 STAMINA, with one gold's worth of provisions) and buying replacements before we leave, or will we save our gold?You have to leave the city immediately. You cannot purchase any more items or visit any more locations, but you can buy Provisions (1 Gold Piece buys enough for 2 meals) on the way out of Ashkyos.
Adventure Sheet
SKILL 11/11
STAMINA 8/17
LUCK 11/12
Notoriety: 9/8
Skills: Blindsight, Acute Hearing, Tracking, Move Silently
Equipment: 12/12 Provisions
Boots with hidden coin compartments
8gp (including 2 hidden)
Silver Whistle
Backpack
Waterskin
Leather armour and shield
Lantern
Ring of Endurance
Boots of Stealth
Medicinal herbs, 2 bags
Preservative spices, 2 bags
2x Potion of Healing
Bronze Bracelet
Iron Key
Sword
Crossbow, 5 bolts
Magic Scimitar (+1 SKILL when below 11, sheds light as a lantern)