Making your way to the prow of the ship, you put the horn to your lips and blow. A booming note sounds across the waves. By the time it hits the approaching fog bank, it has become a deafening blast that tears apart the magical bonds providing the Fog Elemental with its sinister sentience. You take the horn from your lips and the note dies, but the Fog Elemental has been dispatched. The Tempest is free to continue on its journey across the sea. Test your Luck. If you are Lucky, turn to 359. If you are Unlucky, turn to 147.
Luck test roll = 3 (Lucky).
After an uneventful night at sea, you rise the following morning to glowering overcast skies. (Move the Day of the Week on 1.) There is no land in sight, but the Tempest is at anchor. “Is this the place?" you ask Katarina, yawning and rubbing the sleep from your eyes. You hadn't realised how much your quest has taken out of you.
"Not quite X marks the spot, I'll grant you," she drawls, "but this is the place. We're anchored at the edge of Blackcoral Reef and rumour has it that down there, at the edge of the Devilfish Rift, lies the Sunken Temple of Hydana, God of the Sea. Some say that there was an island here once, until it was drowned by a tidal wave, others, that the temple's always been underwater. Many have come here looking for it, and few have found it. But even fewer have returned to tell the tale. But if there's anything that can help you gain mastery over a Greater Water Elemental, it'll be down there!"
Undaunted, you step up to the gunwale and make your preparations. You will have to leave your backpack behind. Although it's waterproof it wasn't designed to survive a journey to the bottom of the sea. However, you can still take your sword Wyrmbiter with you, along with two other items, which you carry about your person, but no food.
Your last act, before entering the ocean, is to make whatever preparations are necessary for you to be able to breathe underwater. Will you drink a Potion of Underwater Breathing, if you have one, put on a Breathing Helmet, if you have one, or call on the aid of Prospero Seacharmer, if he is with you?
Well, now we can guess what we could have gotten from the Alchemists.
We could also have gotten it if we'd asked for help with water from Matteus.
I just want to point out that we're now on Seaday again, just when we're preparing to go underwater. This may spell trouble.
We don't really have a choice about what to use here, because we only have the helmet. But we do have a choice to make:
which 2 items do we want to bring with us besides Wyrmbiter?
Note: even though the Dragon Tattoo is somehow counted among our possessions, I'm assume that we'd always have that, as it doesn't make sense to be able to leave a tattoo behind. Green seems to have overlooked this little detail. I'm also assuming that we're not leaving our armour behind, since there're no notes about combat penalties without it. And of course, the Helmet shouldn't count towards the 2 items limit, either.
Adventure Sheet:
[spoiler]Name: Lisbeth Munroe
SKILL 9/9
STAMINA 19/19
LUCK 7/8
Equipment: Backpack, Leather Armour, Lantern and Tinderbox, Wyrmbiter (+2 Attack Strength & +1 damage against dragonkind), Dragon Tattoo, Hunting Horn, Potion of Giant Strength (+2 SKILL and 1 damage when drink before battle), Rope and Grapple, Potion of Levitation, Warhammer (does +1 damage after hitting an opponent if 5-6 is rolled on 1d6), Clay Statuette ('Arkolith'), Sun Talisman, Breathing Helmet
Provisions: 10/10
Gold: 3
Day of the Week:
Stormsday
Moonsday
Fireday
Earthday
Windsday
Seaday
Highday
Codewords: Mortsleam, Enihcam, Noollab
Time Track:
Damage:
Notes:
1) For as long as Brokk is with you in the Fathomdeep Mine, if you find yourself reading a paragraph that has an asterisk (*) next to the number, subtract 50 from that reference and turn to the new paragraph to see what Brokk has to tell you. Brokk will also join in any battles you face underground. When faced with two opponents, you need only fight the first one to win the battle, as the Dwarf will do away with the other with his battle-axe. His attributes are SKILL 10, STAMINA 8. If you face only one opponent you will gain two Attacks, both of which can injure that opponent. In this case, if injuries are sustained they will only affect you on a dice roll of 1-3.
2) To call on the West Wind, intone his name, Zephyrus - may only be done once
Extra Lives remaining: 6/6
[/spoiler]