Gonna start this tomorrow afternoon i reckon

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As long as we’re done by the dungeons & disers session then that’s great

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When is that? Last one of these lasted nearly a week…

Before embarking on your adventure, you must first determine you own strengths and weaknesses.#

You have in your possession a sword and a bag containing provisions (food and drink) for the adventures.

SKILL
Roll one die. Add 6 to this number.

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@DISCOBOT roll 1d6

:game_die: 3

hmmm. I’ll allow it.

SKILL = 9

STAMINA
Roll both dice. Add 12.

@discobot roll 2d6

:game_die: 6, 4

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Better.

STAMINA = 22

LUCK
Roll one die. Add 6

@discobot roll 1d6

:game_die: 6

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SKILL - 9
STAMINA - 22
LUCK - 12

Hi! To find out what I can do, say @discobot display help.

let the shopping commence!

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BATTLES

You will often come across pages in the book which instruct you to fight a creature of some sort. An option to flee may be given, but if not - or if you choose to attack the creature anyway - you must resolve the battle as described below.

First, record the creature’s skill and stamina scores.

The sequence of combat is as follows:

  1. Roll both dice once for the creature. add its SKILL score. This total is the creature’s Attack Strength.
  2. Roll both dice once for yourself. Add the number rolled to your current SKILL score. This total is your Attack Strength.
  3. If your Attack Strength is higher tan that of the creature you have wounded it. Proceed to step 4. If the creature’s Attack Strength is higher than yours, it has wounded you. Proceed to step 5. If both Attack Strength totals are the same, you have avoided each other’s blows - start the next Attack Round from step 1 above.
  4. You have wounded the creature, so subtract 2 points from its STAMINA score. You may use your LUCK here to do additional damage (see below).
  5. The creature has wounded you, so subtract 2 points from your own STAMINA score. Again, you may use LUCK at this stage.
  6. Make the appropriate adjustments to either the creatures’s or your own STAMINA scores (and luck if relevant).
  7. Begin the next ATTACK Round by returning to your current SKILL score and repeating steps 1-6. The sequence continues until the STAMINA score of either you or the creature you are fighting has been reduced to zero (death).

ESCAPING

On some pages you may be given the option of running away from a battle should things be going badly. However, if you do run away, the creature automatically gets in one wound on you (subtract 2 STAMINA points) as you flee. Such is the price of cowardice.

LUCK

At various times during your adventure, you may call on your luck to make the outcome more favourable. But beware! Using luck is a risky business and if your are unlucky, the results could be disastrous.

The procedure for using your luck is as follows: roll two dice. If the number rolled is equal to or less than you current LUCK score, you have been Lucky and the result will go in your favour. If the number rolled is higher than your current LUCK score, you have been Unlucky and you will be penalised.

This procedure is known as testing your luck. Each time you test your luck, you must subtact one point from your current LUCK score.

USING LUCK IN BATTLES
In battles, you always have the option of using your luck either to inflict a more serious wound on a creature you have just wounded, or to minimise the effects of a wound the creature has just inflicted on you.

If you have just wounded the creature, you may test your luck as described above. If you are lucky, you have inflicted a severe wound and may subtract an extra 2 points from the creature’s STAMINA score. However, if you are Unlucky, the wound was a mere graze and you must restore 1 point to the creature’s STAMINA (ie deduct 1 instead of 2)

If the creature has just wounded you, you may test your luck to try to minimise the wound. If you are lucky, you have managed to avoid the full damage of the blow (take 1 point of damage instead of 2). If you are unlucky, instead you must take 3 points of damage rather than 2.

EQUIPMENT

You will start your adventure with a bare minimum of equipment, but you may find or buy other items during your travels. You are armed with a sword and are dressed in leather armour. You have a bag to hold your provisions and any treasures you may come across.

Couple bulbs of garlic and an iron spike?

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Only reason I’m on this trip

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i forget, did we use the iron spike for anything in the end? i remember we turned down the chance to buy some magic flowers, not that I’m still bitter about it or anything

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