*Sorry I posted an update earlier, but deleted it and reposted because I saw a stupid error.
Rewinding back to the rift, where we bypass it this time and head for the cave:
As you enter the narrow pass, you enter the domain of the creatures that make the reef their home - creatures that are always on the lookout for food. Large-clawed crustaceans and needle-fanged eels strike at you from holes in the rock, while grotesquely large starfish and anemones sting you, intent on feasting on what the other Reef Dwellers leave behind. Fight the Reef Dwellers as if they were all one creature.
REEF DWELLERS SKILL 7 STAMINA 10
You may escape from the Reef Dwellers after 3 Attack Rounds, if you wish, by backing out of the narrow pass and entering the fissure. If you persist in fighting your way through and win, turn to 76.
COMBAT LOG:
Reef Dwellers 13, Lisbeth Munroe 18. RD are at 8.
RD 14, LM 19. RD are at 6.
RD 16, LM 14. LM is at 17.
RD 10, LM 10. Tie.
RD 14, LM 14. Tie.
RD 14, LM 19. RD are at 4.
RD 13, LM 13. Tie.
RD 14, LM 16. RD are at 2.
RD 14, LM 14. Tie.
RD 14, LM 16. RD are defeated.
Very closely-matched in terms of rolls, but Lisbeth wins out most rounds with her slight advantage in SKILL.
Cautiously you enter the gaping cave mouth, glancing up at the long, curving stalactites above you - trailing weed and alive with albino bottom feeders - as you do so. The floor of the cave has a curious, springy quality to it, as if you are treading on a bed of sponges. Suddenly the ground lurches beneath you, concussive waves within the water sending you whirling. And then the cave opening starts to close - only it's not a cave. It is really a mouth! Turning, you pull at the water with your arms, desperately kicking with your legs, as you try to stop yourself becoming a meal for some monstrous leviathan of the oceans. Roll three dice. If the total rolled is less than or equal to your STAMINA score, turn to 116. If the total is greater, turn to 96.
Good thing this is not a SKILL or LUCK test (I actually tested the wrong stat initially). STAMINA is our best stat, even if it's not quite at max.
Dice roll = 5+4+2 = 11 (Pass)
Forcing yourself through the water, fighting the great sucking draw of the current, you kick free of the monster's mouth just before its jaws close completely. You are lucky to have escaped with your life. Hoping that the leviathan hasn't actually realised that you've escaped, you swim towards the relative safety of the rift. Add the codeword Retsnom to your Adventure Sheet and turn to 146.
Back to a familiar section...
As you descend into the rift the surrounding light levels lower still further until you see everything through a twilit gloom. It is hard to make out much that isn't quite close already and everything else just appears as formless stygian shapes. You have not gone far when you find yourself approaching one of these silhouettes and see that it is in fact the carcass of a huge Bullwhale. Half of it has already been consumed by whatever killed it and the submarine carrion-feeders that have been picking at it since. Curved white ribs, the size of roof-beams, protrude from the rotting grey flesh of the whale's side. You have heard legends told of monsters such as this swallowing ships whole, and so having vast hoards of treasure hidden inside their bellies. It is just possible that there might be something worth having still lying in the guys of this decomposing brute. If you want to brave the innards of the Bullwhate, turn to 31. If you would rather push on with your quest to find the Sunken Temple of Hydana, turn to 179.
Do we check the Bullwhale's innards this time?
Adventure Sheet:
[spoiler]Name: Lisbeth Munroe
SKILL 9/9 (8 while underwater)
STAMINA 17/19
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 (* = items available to us while exploring under the Eelsea)
Provisions: 10/10
Gold: 3
Day of the Week:
Stormsday
Moonsday
Fireday
Earthday
Windsday
Seaday
Highday
Codewords: Mortsleam, Enihcam, Noollab,
Time Track:
Damage:
No. of sections spent while exploring seabed: 6/16 (turn to 318 when exceeds 16)
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: 4/6
[/spoiler]