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Extra resources for Fighting Fantasy - Seas Of Blood
Bloodied, you clamber out of the pit. Turn to 225. 66-67 66 The Banshee ploughs on towards the Shoals of Trysta. Roll three dice. If the result is less than your CREW STRENGTH, add 4 days to your LOG. If the result is equal to or greater than your CREW STRENGTH, add 5 days to your LOG. As you near the treacherous reefs off the island of Trysta, a vicious squall starts up from the north and looks as if it might turn into a major storm. Will you run with the storm by heading south (turn to 103), or tack north, into the wind, to sit out the foul weather (turn to 142)?
By a stroke of good fortune, however, you find a pirate crew who have recently been deprived of their ship through having to repay a gambling-debt. Many of them are willing to be hired by you. For each point of CREW STRENGTH you wish to recover, you will have to spend 10 Gold Pieces. When you have completed your recruiting, turn to 180. 63 63 The corridor leads you into a small ante-chamber, occupied by a weird-looking cleric. The creature has a roughly humanoid body, but the head and legs of some twisted bird.
If the result is equal to or greater than your CREW STRENGTH, add 6 days to your LOG. You arrive just offshore from Mount Martu-Amurru, a giant forest-covered peak that towers over the small fishing town of Kirkuk. Will you: Take your cut-throats ashore and try to frighten the townspeople into handing over most of their gold? Continue sailing down the coast towards the hostile city of Kish? Sail out into the Inland Sea to raid the shipping-lanes around the Shoals of Trysta? Turn to 102 Turn to 223 Turn to 66 46-47 46 Flailing your arm, you smash the monster in the back of the knees.