Well, let's follow the proper procedures to find out: random dice rolls!
The Zombie Swan Invasion GM's guide says this:
Rolling for percentages using your trusty 2d10's (the d100 is showy but ridiculously inaccurate):
00-29: You summon the Great Zombie Wereswan and must fight him. 30-65: The zombie swans are provoked to greater wrath. 66-79: The zombie swans do not notice and thus do nothing. 80-95: The zombie swans are intimidated and will let you pass unmolested through their territory for 1d6 hours. 95-99: The zombie swans hail you as their new leader.
Comments 3
And there were four layers of interfacing on that seam specifically because this hat needs to be able to survive a nuclear holocaust.
Or at least a zombie swan invasion.
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The Zombie Swan Invasion GM's guide says this:
Rolling for percentages using your trusty 2d10's (the d100 is showy but ridiculously inaccurate):
00-29: You summon the Great Zombie Wereswan and must fight him.
30-65: The zombie swans are provoked to greater wrath.
66-79: The zombie swans do not notice and thus do nothing.
80-95: The zombie swans are intimidated and will let you pass unmolested through their territory for 1d6 hours.
95-99: The zombie swans hail you as their new leader.
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