To your relief, the sounds you heard were merely the snoring of a very fat man, asleep in a chair. The room is dedicated to exhibits having to do with good and bad luck. You pause to look around. Then your eye is drawn by a display-case at the far end of the room. It must be important - there were two guards beside it! They are still there, fast asleep.
The case contains a jewelled necklace, rather crudely made. But according to the sign on the case, it is a genuine, scientifically proven good-luck charm. This looks as though it might be worth borrowing! You open the case and take the Luck Amulet. Somewhere, you hear an alarm go off, so you hurry away. But the charm is real. Increase your LUCK score (and your Initial LUCK) by 1. You go on towards Hall Beta.
Handy find!
You continue on your way towards Hall Beta and the military exhibition. When you arrive, it proves to be ancient history. The strange sounds from the building are making you nervous, and you have no desire to read about catapults and other ancient devices. You go back to the main desk.
At least it's not a completely wasted trip, since it got us the Amulet.
So, the only option left at the museum is to ask about the sleeping sickness. Do we want to do that, or are we ready to leave?
Adventure Sheet:
Name: Jason Scott
SKILL: 9/9
STAMINA: 20/20
LUCK: 10/10
POSSESSIONS:
Sword
Five Medikits (Each can restore 1 lost point of STAMINA)
Blue Potion
Luck Amulet (+1 Initial and current LUCK)
Notes: The ancient Karosseans would settle a tribal dispute by choosing champions - one from each tribe - instead of allowing a battle between the whole tribes. The reference number of the book that provides the above information is 111.
CURRENT ROBOT: DIGGER ROBOT ARMOUR 16/16 SPEED Slow COMBAT BONUS 0
SPECIAL ABILITIES: The digger robot can try to strike with the scoop-shovel. This is a clumsy attack (-2 to your roll), but if it succeeds, the foe takes 6 points of damage!
SAVE-POINTS/UNUSED ROBOTS FOUND:
DRAGONFLY MODEL D - section 1