Quoted By:
>Don’t Rise
You felt revitalised, you drank in the dim light of the boneyard with a relish you’d never had before, if it was wine you would be drunk on it and you certainly felt dizzy. Your torch fish friend bid you farewell strangely, nibbling at your face like a cat or a dog would before it darted towards the abyss again, you might have missed it but you felt awful relief that you were well rid of the abyss and the reliance of it.
You passed rusted armoured skeletons in colourless rags, discarded half ruined weapons and the ruins of galleys, cogs and Carracks of some long past battle, it might have been morbid if you didn't think yourself so close to your goal.
A Hulking Carrack emerged from the ruins, sevens above it was massive, no ship you’d ever seen even approached it even the hulk that had risked trade after a bitter winter which had been a castle unto itself wasn’t as big, it must have at least four levels of lower decks including the hull.
You recalled vaguely that your Grandsire had built a monstrous flagship, vanity your father had called it but Maester Symon had recalled it as <span class="mu-i">Tyrant</span>.
That must be it, you resolve in your stomach and anxiety and dread in your gut.
<span class="mu-s">Extended Tracking check - Ominous site/dim light</span>
>unknown destination UNKNOWN DC
>Progress ??/49
>Unencumbered +1 re-roll
>Boneyards: Critfail will result in a combat encounter that can be either fled or fought [Pathfinding/Combat].
>Desperation: Gain x2 saves [each use reduces health by one step] [May be used on TRACKING OR PATHFINDING]
STRESS: +1 re-roll [refreshes each round] [each use will incur -5dc to a future check if Alyn survives]
>Extended period underwater -15DC
>Pass? [2]
>Pass? [36]
>Pass? [61]
>Pass? [38]
>Pass? [61]
>Pass? [28]
>Pass? [23]
>DC=??
Critpass (1) = Carrions reward
Double Pass (<23) = Gentle Currents. As below, negates any loss this round from Treacherous depths.
Double Pass (>23) = Pleasant waters. Gain 1d6 Progress. Carrions reward becomes more likely.
Pass = Swift swimming. +1 progress. DC increases by 5DC.
Fail = Slow progress. +1 progress. DC decreases by 5DC.
Double Fail (<87) = Treacherous depths. Lose -1d6 progress. Carrion prey becomes more likely.
Double Fail (>87) = Rough currents. As above, reduce to Injured condition.
Crit Fail (100) =Carrion prey
Seven rolls of 1d100 please! you have two re-rolls, there are NO adverse re-rolls, you have two SAVES of consequence.
ADDENDUM: The last save will result in a 50DC AV check to not be reduced to <span class="mu-s"><span class="mu-r">Slain!</span></span>
2. TO RISE
>Rise
>Don’t Rise
<span class="mu-s">Success so clearly in view... Or is it merely a trick of the light?</span>