Not bothering to roll for finding random encounters, just seeing what is found
10
Fish - You see a school of fish swimming by the ship. If you have fishing nets, you may catch a load of fish if you can get your nets reading by making a L2-SR on DEX (25-DEX).
That was lucky. Rolling 5 for the saving throw, not so much.
7
Fish - You see a school of fish swimming by the ship. If you have fishing nets, you may catch a load of fish if you can get your nets reading by making a L2-SR on DEX (25-DEX).
That was lucky (again). Rolling 5 for the saving throw, not so much. Again, but this time a 1 and 4 rather than 2 and 3.
9
Small raft - A small raft with a skeleton and a chest floats by. If you decide to open the chest, you must make a L3-SR on LK that will start a small fire on your ship and require 1/4 of an extinguisher to put out. The ship will now take 10% longer to complete a trip. If you do not have any extinguishers, your ship will receive 50% damage before the zombies smother the fire and get enough water to put it out. If you survive, roll on the table below to determine its contents.
1. A vial of liquid that will cure you of any disease plus all lost CON points (except those lost from poison).
2-3. An emerald worth 350 g.p.s.
4-6. A vial of curare, a vial of spider's venom and a vial of hellfire.
The rules don't actually say what "50% damage means"...maybe twice in a row and you are sunk, or is the next one 50% of current, so 75%in total? Roll for saving throw. Double 6, so roll again, double 3 so roll again, and then 5 and 6 for a total of 29+ Lk of 14 for 43, which is easily more than 30.
And rolled 1, so vial of liquid. Next encounter:
7
Fish - You see a school of fish swimming by the ship. If you have fishing nets, you may catch a load of fish if you can get your nets reading by making a L2-SR on DEX (25-DEX).
Rolled 5 and 6 this time, so fish are caught.
Back to 78
As your zombies row into Kelsa's port, you see the devastating effects of mass starvation. The famine is so bad the hunters don't have the strength to hunt. A small boy crawls over to the ship, tries to say 'food' and then dies. You realise that unless you have some sort of food in large quantities (i.e. fish) to help the people, they won't be able to do, give or say anything to help you.
If you have fish and give it to the people, go to 98. If you have fish, but keep it from the people, go to 40. And if you don't have any, you may either go to another island or leave. You may sail around the island and keep rolling for random encounters. You must face all of them, but hopefully you will catch some fish.
98
The people rejoice as you give them the food (note:this is just one catch). The islanders have enough strength to start farming, fishing and, hunting again. The leader of the islanders, Rowrke, gives you a dead jajuk, which is the highest reward anyone on Kelsa can receive. They also give you a diadem which will allow you to understand any and all languages for three uses only. it will automatically work when it is needed. The main features of the port are a healer, a magic shop, a shipbuilder, and an armoury/weapons shop dealing especially with magic weapons and armour.
You may leave for another island, go to the magic shop, healer, shipbuilder or armoury. If or when you come back, you will not be able to buy things using fish.
Eduard Khil
Str 42 int 16 luck 14 Con 48/48 dex 15 cha 15 speed 14 +35 personal adds
Spear 3d+1, spear 3d+1, dagger 2d+5
complete leather armour
2150ep
grappling snake. 4 eggs (p90). amulet. 2xde-magnet medallions. small unusual key. skull. red liquid in bottle with primitive squirt nozzle, Mortis ointment, dead jajuk
Magical fishing nets, scimitar which gets +30 adds the first time you use it, 10 magic arrows ,Meat preserver, Lickum and stickum dagger, Magic door knocker x 2, Fire extinguisher. A vial of liquid that will cure you of any disease plus all lost CON points (except those lost from poison).