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#9 Singing the Boat Stealing Blues The most time-honored way to obtain a vessel in the port city is to steal it – with the help of a qualified werewolf Captain and crew. Only rarely do those who contract for a voyage in the pubs of the city actually own a ship. There are many obstacles that might stand in your way, up to and including odd and unforeseen changes in the weather. Good luck. You’ll need it.Roll: and 01 - You encounter a think fog hanging over the harbor… visibility, 40 yards. 02 - You encounter an alert police patrol… they go over you with fine detail. 03 - You encounter a group of street thugs, who demand payment in exchange for silence. 04 - You encounter a kraken… it has invaded the harbor at the exact moment of your departure. 05 - You encounter a Werewolf Senior Captain, who demands to accompany you. 06 - You encounter a tall, sinister looking, cloaked, deep-voiced human fighter, blocking your way. 07 - You encounter a tine (3" tall) Faerie, who begs to be taken on your journey. 08 - You encounter a young teen-age werewolf sailor who tells you that you forgot the (magic) rope. 09 - You encounter the Shore Patrol, two burly werewolves wearing "SP" armbands. 10 - You encounter an entrancing human female who tries to lure you away from your mission. 11 - You encounter a strange looking half-man half-fish, recently emerged from the water. 12 - You encounter a boisterous and loud gaggle of lunatic human males and females. 13 - You encounter a mysterious looking one-eyed one-armed one-legged werewolf. 14 - You encounter a seedy looking human male in rags who reeks of gin and who tells a tale. 15 - You encounter an intelligent and highly motivated, but non-verbal, sea lion. 16 - You encounter a stubborn sea breeze that is stronger than the outgoing tide. You are delayed. 17 - You encounter a sea-witch, half human mer-hag with magical powers who is from the deep. 18 - You encounter a tall black man who requests passage with you and who is well mannered. 19 - You encounter a quantity of magical rope that attacks and attempts to detain you. 20 - You encounter a dwarf, very unusual for Oceania, who says he knows of an underwater cave. 21 - You encounter a mapmaker/navigator who tells of a frozen wasteland to the south. 22 - You encounter a one-eyed one-horned flying purple people eater (possibly an illusion). 23 - You encounter an unattended sea locker (a large chest with several hidden drawers). 24 - You encounter extremely bright moonlight, bad luck both (?) moons are out tonight. 25 - You encounter a small sea dragon that has wandered up from the harbor (looks like a baby). 26 - You encounter a barbell, a ball, a bartender, with a belle on his arm, a were-lion and a snake. 27 - You encounter one gold round, every 50 feet for a hundred yards leading into a dark alley. 28 - You encounter a sorceress who offers you a reward in return for performing a task. 29 - You encounter a three dimensional image of a wizard asking for help in escaping his prison. 30 - You encounter a deepening foreboding about your going to sea that worsens as time goes by. ------------------HINT-------------------- The "sweetest ship on the high seas" is the one you just "borrowed" from the Commodore of Nauticals. By leaving a note on the dock where she was berthed, you are assured by the Captain who helped you pirate her that you will be forgiven. Conveniently, all the rum you will need is already aboard.
Page 54 The 30-Sided Fantasy and Other Tales |