We eat a meal and bring our STAMINA up to 14, and cast Fast Hands (Magic down to 7).
The Air Elemental that forms here is not as strong as many of its type, but it is still a formidable enemy. You must Test your Luck. If you are Unlucky, the whirling Elemental knocks you off your feet, and you must subtract from your Attack Strength for the first Attack Round, as well as losing 1 point from your STAMINA.
AIR ELEMENTAL SKILL 12 STAMINA 15
When you first win an Attack Round, do you have a magic weapon? Elementals cannot be harmed by non-magical weapons. If you have no magic weapon, you must flee; turn to 97 to search elsewhere. If you have a magic weapon, you can fight normally and your blow has caused the Elemental to lose STAMINA Points as normal. If your weapon is not magical, but you do have a way of making it magical for this one combat you must take one Attack Round to do this (during which time the Elemental strikes you; lose2 STAMINA points). Continue fighting the Elemental, but every third Attack Round you must again Test your Luck! If you are Lucky, you can continue fighting; if you are Unlucky, you are knocked down by the Elemental, losing 1 STAMINA point and you must also subtract 1 from your Attack Strength for the following Attack Round. If you win, tum to 217.
Crap, look at those stats. I think we may be screwed here....
At least, I don't think the rule about spending one round to enchant our weapon applies to the wizard. After all, we were forewarned, so there's no reason we wouldn't enchant our weapon
before entering the room. I'm pretty sure it's meant for non-wizard characters using the enchanting oil (which we do have but no longer need).
Considering how strong the opponent is, I'm going with Sirocco's idea of using the Fireball spell.
Luck Test roll = 3 (Lucky)
Combat proceeds as normal.
COMBAT LOG:
Air Elemental 19, Jallarial 19 & 13. Tie. (Damn, wasted 2 Magic)
AE 17, Jallarial 21 & 13. (Score!) AE is at 10.
AE 20, Jallarial 18 & 21. AE is at 5.
Luck Test roll = 3 (Lucky) Combat resumes as normal.
AE 17, Jallarial 21. AE is at 3.
AE 21, Jallarial 22. AE is at 1.
AE 23, Jallarial 17. Jallarial is at 12.
Luck Test roll = 9 (Unlucky) Jallarial is at 11.
AE 19, Jallarial 17. Jallarial is at 9.
AE 22, Jallarial 14. Jallarial is at 7.
AE 21, Jallarial 17. Jallarial is at 5.
Luck Test roll = 8 (Unlucky) Jallarial is at 4.
AE 17, Jallarial 20. AE is defeated.
We come out of this fight with 6 STAMINA, 3 MAGIC, and 7 LUCK remaining! Looking at how the later rounds went, I don't think Fireball was a bad call, since we might not have survived without to successful blasts at it.
The ornate circles on the floor dim, the light of magic sparking out of them. Since this chamber is nearly bare, you try the north door, wondering what may lie behind it, since the Elemental was a powerful guardian.
Behind the door you find a small cubicle with a Tower Chest! You also find an ornate onyx staff, it has four symbols etched along its length: a lion, a goblet, a star and a chevron. Gain 1 LUCK point for these finds. You do not know as yet exactly what the staff does but, if you use it at some future time, you will have to spend 1 Magic Point to be able to do so. Now turn to 97 to search elsewhere.
Were kind of running low on both LUCK and Magic, but at least we can regain the LUCK, so I'm going to open the Tower Chest manually.
Dice roll = 10 (Unlucky)! Jallairial is down to 3 STAMINA.
We then roll a 4 and get another Silver Dagger.
We then head back to 97. The only door left is the one with the shield inlay. Do we want to open that before we move on to 92?
Adventure Sheet:
Name: Jallarial
SKILL 11/11 (+1 from Ebony Wand)
STAMINA 3/23
LUCK 7/9
MAGIC: 3/9 (+2 from Ebony Wand)
Equipment: Staff, Leather Armor, Shield, Lantern, knife, Potion of Stamina x2 (restores half your Initial STAMINA), rope, Iron rod (-1 to Die roll when opening doors via Skill Test), Flask of Herbal Restorative (+4 STAMINA), Golden Talisman (x2), Silver Dagger (x4), Magical Oil of Enchantment (enchants non-magical weapons for one combat), Jailor Keys (70), Wand of the Hawk, Vials of Acid (x2, does 4 STAMINA damage if used during combat), Lava Sphere (does 1D6 damage to all opponents in a room when used in combat), Onyx Staff
Provisions: 5 Meals
Treasure: 30 GP, Fine Silk Tapestry (worth 4 GP)
No. of Deaths: 1
Additional bonus from Wand of the Hawk: 1) +2 Attack Strength once Jallarial's entered Great Tower, 2) enchants weapons, 3) restore Magic OR STAMINA to full once