Posted: Fri May 24, 2019 7:02 pm
Looking closer, you see a large bear cub in some kind of distress. A cactus is stuck to his paw.
• Attack?
• Attempt to remove it?
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Looking closer, you see a large bear cub in some kind of distress. A cactus is stuck to his paw.
• Attack?
• Attempt to remove it?
Where to next?Carefully, you remove the cactus. The cub licks you gratefully. As you leave you meet a suspicious mother bear, but at a growl from its cub, you pass. Gain 1 Honor.
[d20=14]
A party of brigands surrounds you.
The game actually distinguishes between Gear, Treasures, and Magic Items, and the distinctions are not always clear. I think the only thing we have that counts as a Treasure would be grampa's amber crystal of escape. So we can either hand that over or else fight an indeterminate number of assholes.The leader of the brigands tells you to throw down your treasure. If you don't throw them one treasure, they will attack.
[d6:4] We are not surprised, a wandering monster is always surprised.Six of the bandits will attack you while the others try to catch you in a net. The netters roll 1d20+(number of netters) and if they roll 20 you have been netted. Your attacks must target netters first. If you are netted they will steal all your treasures and one of your snow pearls.
• Are you using this spell outside? √
• Or inside?
Let's check out the enemy.The fiery missile bursts from your hands and explodes before your foe, setting small grass fires and scorching the land. The spell causes 10d6 points of damage, but he may save to take only half damage.
Yeah, these scrubs die even if we roll literal minimum damage and they save. So they all become skeletons that are on fire, and we move on to seeing if any loot survived the conflagration.12 Brigands; Save 16; Evade 13
Talk W70; AC 4; THAC0 17; Atk: d8; Spcl: 1-2 (M42)
Immune: None; TS coin
XP 10; HP 5 each
Trolled, we proceed on our journey.A golden statuette, that you estimated was worth 10,000 gp, until you dropped it and chipped the gold leaf covering a worthless lead figure.
And that carries us safely to 54.You find a wild horse and manage to mount it. You may ride without rolling for random encounters until you reach an encounter space, then the horse runs away.
And nothing more.A mound of newly-dug earth forms a wound in the land, testimony of some carnivore digging its prey out of a hole.
You disturb a bear rooting at a rotten log.
From the brush, a furry brown snarling fury rears on powerful haunches, swiping with deadly claws.
[d6:4] We are not surprised. The bear is surprised.
• Spell
• Talk
• Fight
• Evade
• Item – there is a special option to use rope to lasso the bear.
1 Bear; Save 14; Evade 16
Talk –; AC 5; THAC0 12; Atk: d8/d8/d10
Spcl: 1-2 (M37), 10-11 (M38), 19-20 (M39)
Immune: Hold, Sleep; TS –
XP 5; HP 22
I don't recall if BECMI D&D had any actual rules for lassoing, but this seems overly difficult (unless it cold ends the fight). We need a 14. [d20:12] Nope.Roll to hit AC -2 with a -5 penalty. You may not attack this round.
• If you hit...
• Fight
• Evade
• Item
Darth Rabbitt wrote:Since it doesn't seem like we can cast spells...
Nope.The Rules wrote:• On the first round of an encounter you may cast a spell or try to talk.
• Options available on all rounds are attack, evade, or item.
Well, rolling only maximum damage made that fight very short. Christov gains 5 XP, though the beast has no treasure.Round 1: Christov [d6:3], Bear [d6:3]; we have initiative. Christov uses double attack. [d20:13] Hit for [d8+3] 11 damage. [d20:8] Hit for [d8+3] 11 damage. Bear is dead.
The plains are darkened by a mighty sea of buffalo, blanketing the land.
A large herd mills about the plain. To pass the herd, roll d20. [d20:8]
• If less than 6...
• If between 6 and 15... √
• If greater than 15...
You find yourself surrounded by the herd snuffling and snorting at you in curiosity.
Ach, it's recursive!The plains are darkened by a mighty sea of buffalo, blanketing the land.
A large herd mills about the plain. To pass the herd, roll d20. [d20:2]
• If less than 6... √
• If between 6 and 15...
• If greater than 15...
Where to next?Something spooks the herd and they flee. You spot a pack of wolves harrying them.
[d20:17]
Ahead, you spot several people in need. Roll 1d4 [d4:2]
• If 1...
• If 2, roll rumor 1d8. √ [d8:3]
• If 3...
• If 4...
That doesn't... seem to be several people in need, but perhaps they shared that while we did something mundane like fix a broken cartwheel.You should seek out the mystic; she knows many of the secrets of the land and the bane of all things.
Where to next?Standing alone on a high hill, this warrior statue is so weathered that no face remains. A partial inscription still adorns its base. 'Distrust strangers too courteous and nice; Seek behind the Dragon's Head for advice...'
Six hexes later, canyon walls on either side, we check again. [d20:12] It's another $#!+ bear!You meet a farmer returning home. He shares a rumor with you. (Rumors 1d8) [1d8:2]If it's the seer you seek, she is said to live in a cave far from the light of the sun.
You disturb a bear rooting at a rotten log.
From the brush, a furry brown snarling fury rears on powerful haunches, swiping with deadly claws.
[d6:1] We are surprised. The bear is surprised.
• Spell
• Talk
• Fight
• Evade
• Item – there is a special option to use rope to lasso the bear.
1 Bear; Save 14; Evade 16
Talk –; AC 5; THAC0 12; Atk: d8/d8/d10
Spcl: 1-2 (M37), 10-11 (M38), 19-20 (M39)
Immune: Hold, Sleep; TS –
XP 5; HP 22