Posted: Wed Aug 05, 2020 3:10 am
If an area is fenced off, that means that there is something valuable inside right? My vote is to go into the fenced-off area and check it out.
Welcome to the Gaming Den.
http://www.tgdmb.com/phpBB3/
Forgive us our trespasses.SGamerz wrote:Are we a trespasser?
This.JourneymanN00b wrote:If an area is fenced off, that means that there is something valuable inside right? My vote is to go into the fenced-off area and check it out.
Lots of "are you sure" for this particular encounter....The holly bushes are very prickly and may well be poisonous, but you find that there is enough space between the lowest branches and the ground for you to hope to crawl through. You would have to be lucky to make it unscathed, however. If you want to make the attempt, turn to 277; if you change your mind and avoid this fenced-off area, turn to 321.
Considering how puny that damage is, it's unfortunate that the PC isn't given the choice to forego LUCK test and just eat the 2-point damage, saving the LUCK for a possibly more important test that might come up later.....You start to wriggle through, pressing yourself into the ground. Your backpack tends to snag on the branches, but you leave it on your back as protection. Test your Luck. If you are Lucky, you receive no scratches; if you are Unlucky, the slight poison of the holly reduces your STAMINA by 2 points.
Approach or wait and watch?The holly bushes, you find, form a protective perimeter and come to an end before long. To your astonishment, you see within the circle of bushes a ramshackle hut. There is no sign of life. Will you go up to the hut or lie for a while where you are, under the hollies, and watch?
Hmm. Good point. Also we've been warned so many times that there has to be something good there. Changing my vote to approach.Queen of Swords wrote:I wonder if there's someone clinging to life in that hut, and if we wait to approach it, the person will have died.
So I'll go with approach.
COMBAT LOG:You are wiping the grime off a window when the cracking of a twig behind you alerts you to danger. You whirl round to see a strange sight. Before you stands a stocky human, hefting a brilliantly polished two-handed axe. What is strange is the contrast between the care with which the axe has been maintained and the man's wild and unkempt appearance. His clothes are little more than rags; his long hair and beard are matted; his bare arms are ingrained with years of dirt. Suddenly, he bursts into a cracked cackle of glee, and you realize that he is completely insane. At the same time, he launches himself towards you.
WILD MAN SKILL 8 STAMINA 12
If you win, you may take his magnificent axe, but if you do, you will have to leave your sword behind, since the two weapons would weigh you down. The man evidently has nothing concealed about his person: his tattered clothes hardly cover his body. You decide to search the hut.
Die roll = 3.Roll one die. If you roll 1-4, turn to 220; if you roll 5-6 turn to 316.
You find nothing worth keeping among the dust and debris of the Wild Man's hut. Since it is now evening, you decide to use the hut as a refuge for the night.
Yes, that's our first "dream combat". They all pretty much follow the simple structure above, and as you can see it's not a very well-implemented system for the player, because chances are always slightly slanted more towards of the player losing (6/5), so we don't stand a very good chance even if we have higher POWER. There's nothing we can do to change that ratio.You feel perfectly safe in the hut now. You lie down on the floor, cover yourself with some sack-cloth, and fall asleep. But even though you are in an oasis within the blighted forest, your dreams are troubled. You seem to see a vast serpent, coiled around the forest and squeezing. As the forest contracts, it turns into a mocking face, whose mouth is Ishtra's pit and whose laughter becomes the chilling shriek you heard from the hillside.
You wake up to find that the scream was your own, but you soon return to your dreams. You are walking through the forest and a tree blocks your path. You step aside, but it is still in front of you, though you did not see it move. Wherever you go, the same thing happens, until you realize that you will have to fight it. Immediately, its branches try to throttle you, and you can feel yourself suffocating. The tree has a POWER score of 16. Roll two dice. On a roll of 2-7, it has reduced your POWER score by 2; on a roll of 8-12, you have r4educed its POWER score by 2. Continue until either its or your POWER score reaches zero. If you defeat the tree, turn to 23; if it defeats you, turn to 287.
The result of winning or losing dream combats in this book is generally pretty standard as well (with the occasional rare exception): we gain a POWER bonus for winning and lose a point for losing the combat. So every dream combat ends with our POWER being restored to either 1 point above or below our score before the combat.It is now morning, and you wake in the Wild Man's hut. Restore your POWER score to what it was before the dream fight, and add 1 for your victory. If the Wild Man is still alive, turn to 215; otherwise, you crawl back through the holly bushes and continue on your way.
Ishtra's mouth? So apparently the Demon Prince has the power of killing entire forests with his bad breath?The closer you get to Ishtra's pit - or Ishtra's mouth, as you are beginning to call it - the worse the pestilence becomes which has ravaged the forest. even the brown and swollen leaves, which had given the trees some sort of covering, die out, and you walk silently among the dead shells of once magnificent oaks and beeches.
Do we investigate this remarkable deer which appears to have developed immunity to bad demon breath?You pass another of clearings which afflict the forest like open sores. To your astonishment, there is a perfectly ordinary, peaceful deer grazing in the middle of the clearing. The sight is like a breath of fresh air in a sewer. Will you investigate this remarkable phenomenon or not?