Opponent |
LIFE POINTS |
Strikes on |
Damage bonus |
Armour |
Notes |
Treasure Room Guards (6) |
20 |
5 |
+2 |
-3 |
None |
Chef |
30 |
5 |
+3 |
None |
Entirely optional; you only have to fight him if you want to search the kitchen |
Giant Sea Serpent |
80 |
6 |
+4 |
None |
Cannot give a Friendly Reaction, and since you’re on a boat during this combat, even if you win you lose all weapons and equipment |
Poisonous Spider |
6 |
5 |
None, but kills you outright on its first successful hit |
None |
You automatically get first strike owing to the speed with which you noticed it |
Guards (12)** |
15 |
5 |
+2 |
-2 |
You can take a penalty of 10 LIFE POINTS and being thrown out of the guardroom as an alternative to fighting |
Ram |
30 |
5 |
+4 |
None |
Fought with Jason (see end of this section); taking more than three combat rounds to defeat it will impact how easy it is to catch the Golden Sheep in the next section |
Boar |
35 |
5 |
+3 |
None |
None |
Guards (3)** |
25 |
+2 |
-2 |
None |
Elect to fight you one at a time, as “they’re a bit arrogant”. Cannot give a Friendly Reaction. |
Sea Dog |
25 |
+1 |
6 |
None |
Automatically gets first strike if you elect to fight him due to surprise (as you were messing around with the ship’s casks and barrels), but you can take a single hit of 4 LIFE POINTS instead. If you were investigating the barrels filled with wine rather than water, you automatically miss every second strike due to drunkenness |
Amazons (2)*** |
25 |
5 |
+4 |
None |
Should you return to this section, you will find the guards have been replaced |
Phantom Archer |
35 (specified as “LIFE (?) POINTS”) |
8 |
Removes half your current LIFE POINTS on a successful hit |
None |
As the book points out, he can’t actually kill you since he can never reduce your LIFE POINTS to 0, but if he knocks you unconscious you will awaken back at the start of the island and are forbidden to return to the ruined castle |
Harpies (3) |
25 |
5 |
+3 |
None |
Are hard to hit because they move in three dimensions; you must roll 8 or better for a successful strike |
Tyrannosaurus Rex* (Special) |
80 |
4 |
+7 |
-5 |
Special rate of bribery: you can offer it everything you have except for any tiny little golden keys. Cannot give a Friendly Reaction, but it is sleeping when you first encounter it and you can successfully tiptoe past it on a roll of 9 or better every time you pass through its section. |
Baby Tyrannosaurus Rex |
50 |
5 |
+4 |
None |
None |
Shadows (1-6) |
Each Shadow (how many there are depends on the roll of a die) will grip you tightly on a roll of 6 or better on two dice, absorbing 6 LIFE POINTS per round. They can only be defeated by a light source, such as a lamp or a torch, which will destroy one completely on a roll of 4 or better on two dice. |
||||
Pirates (10) |
25 |
6 |
+3 |
None |
See the end of this section for details on how this combat is conducted. |
Long John Silver |
35 |
5 |
+3 |
None |
On the first attack round, he will attempt to shoot you with his flintlock pistol, at which he will succeed on a roll of 6 or better and cause 25 LIFE POINTS of damage; thereafter he will fight you with his sword |
Parrot |
50 |
4 |
+4 |
None |
Fought simultaneously with Long John Silver; they will take it in turns to strike at you |
Librarian |
15 |
8 |
None, and will automatically miss every second hit |
None |
Stats are given but he can’t actually be fought; if you try to do so he will teleport you back to your ship |
Giant Ferrets Masquerading as Chickens (12) |
4 |
6 |
+1 |
None |
You and Jason have to fight six each (see note at end of this section) |
Witch |
20 |
6 |
None, but will kill you outright on a roll of 12 |
None |
Fought immediately after the G.F.M.A.C. |
Vulcan |
100,000 |
9 |
+50 |
None |
After telling you he has 100,000 LIFE POINTS, he tells you you only need to knock 18 of them off to win the breastplate he’s been making off him, which he'll also let you wear for the fight. The breastplate will completely absorb the first two blows in any combat and act as -4 armour for the rest of the fight |
Superlizard |
18 |
9 |
Scores six times the damage shown by the dice |
None |
None |
Harpy |
30 |
5 |
+3 |
Any roll you make has a -2 modifier |
None |
Rock Thern |
15 |
5 |
+5 |
-6 |
Is extremely slow, allowing you to get in two hits for every one it makes. However, as this fight takes place in a mine, you need to roll two dice for every strike (by either party): a roll of 2 or 3 indicates a roof prop is knocked out and the mine collapses |
Hecate |
25 |
4 |
+2 |
None |
Before combat, you have to roll to avoid Hecate’s magic. Failure to do so will turn you into a pig with 15 LIFE POINTS, which will remain the case until the next time you die |
Hydra (7 heads) |
10 |
6 |
+1 |
None |
None |
Cyclops |
50 |
5 |
+8 |
None |
Cannot give a Friendly Reaction |
Mummy |
33 |
4 |
None |
All dice rolls you make against the Mummy are at -5; even magic which would usually work automatically requires a roll of 5 or better |
None |
Argonaut |
LIFE POINTS |
Strikes on |
Damage bonus |
Armour |
Notes |
Jason |
25 |
5 |
None, but can be given weapons/armour from the ship’s armoury |
Accompanies you on several other combats noted above |
|
Hercules |
48 |
6 |
Scores a natural +4 on top of any weapons you might give him |
See above |
None |
Achilles |
30 |
2 |
Scores a natural +1 on top of any weapons you might give him |
See above |
Can only get in one hit for every two his opponent makes owing to weak ankles |
Argonauts (10) |
20 |
6 |
None but can be given blah blah blah |
None |
Opponent |
LIFE POINTS |
Strikes on |
Damage bonus |
Armour |
Notes |
Greater Spotted Pondoozlewazzle Bird |
100 |
12 |
Any successful strike and it will kill you outright by sitting on you |
None |
You get automatic first strike |
Cannibal Chief’s Daughter |
35 |
5 |
+3 |
None |
Even if you beat her you have to escape the rest of the tribe by rolling 4 or better on two dice |
Zebra-Striped Kimono Dragon |
30 |
4 |
+4 |
None |
You get automatic first strike |
Opponent |
LIFE POINTS |
Strikes on |
Damage bonus |
Armour |
Notes |
Druids (3)** |
20 |
5 |
+3 |
None |
None |
Sand Dragon |
55 |
7 |
+5 |
-4 |
None |
Barbarians (3)* (Special) |
12 |
5 |
+3 |
None |
Special bribery rate of 300 Gold Pieces each plus any food rations you have |
Wolf |
25 |
5 |
+2 |
None |
So fast it can get in two strikes for every one of yours |
Borfax |
70 |
5 |
+4 with claws on first strike, and thereafter +5 with fangs |
None |
You are aiming to subdue the Borfax, not kill it, so need to reduce its LIFE POINTS to 5. If you accidentally kill it, then you have to fight… |
Ben the Warrior Dwarf |
30 |
5 |
+3 |
None |
None |
Brigands (3) |
15 |
5 |
+2 |
None |
Cannot give a Friendly Reaction, and any spell that relies on fooling them (such as by creating an illusion) will not work |
Peasant |
15 |
6 |
+3 |
None |
Attacks you right at the start of the adventure whilst you’re getting your bearings, so you are unarmed (so have to roll 6 or better to strike and score only dice damage). Neither party is armed, so death cannot result from this combat. |
Vron (3 + 1d6) |
20 |
5 |
+3 |
None |
Can be encountered randomly at several points in the adventure. If you have a Vron tooth, they will not attack. |
Men at Arms (2) |
25 |
5 |
+3 |
-2 |
Only need to be fought if you can’t or won’t pay the toll across the bridge |
Giant |
499 |
3 |
+15 |
None |
Can only be fought if you insist on trying to fight your way into the Fairy Kingdom without the correct items; the book does make provision for if you actually manage to beat him, surprisingly! |
Peasant |
26 |
6 |
+4 |
None |
Gets automatic first strike because of surprise, and cannot give a Friendly Reaction. |
Peasants (25) |
30 |
6 |
+2 |
None |
None, unless you count the book pointing out what a daft idea it is to take on 25 enemies at once. |
Scorpion |
8 |
6 |
Does 3 LIFE POINTS of damage per hit regardless of what the dice say |
None |
Will poison you on its first successful strike, meaning you will lose 2 LIFE POINTS per new section visited until you cure yourself |
Witches (3) |
20 |
6 |
The first witch has a thunderbolt which she will try to cast on her first hit, and will remove half your LIFE POINTS if successful, but it can only be cast once. The second witch’s special attack is to encase you in a cube of gelatinous substance which will cause you to lose 10 LIFE POINTS per combat round. The third one has 6 Dragonfire pills which allow her to breathe fire, costing you 35 LIFE POINTS each time she does so. A Friendly Reaction is possible from only one of the three (your choice). |
||
Invisible Bear |
45 |
5 |
+6 |
None, but since it’s invisible you will automatically miss every second strike |
It takes you by surprise, since it’s invisible, and gets you in a bear-hug; you need to roll 7 or better on two dice before you can even get free to start combat, and will lose 6 LIFE POINTS each time you fail to do so |
Peasants (3) |
20 |
6 |
+3 |
None |
The reason why you keep fighting peasants is because of the riots in Camelot following the theft of Excalibur, if you were wondering. |
Demonspawn* (Special) |
80 |
3 |
+2 |
None |
Cannot give a Friendly Reaction, and has a special Bribery rate of 20,000,000 Gold Pieces, “which probably makes it a bit too expensive to try” |
Guards (2d6) |
15 |
5 |
+3 |
None |
None |
Priests (2) |
25 |
4 |
+3 |
None |
None |
Slippery Sam |
25 |
5 |
+2 |
None |
None |
Alf |
N/A |
6 |
+10 |
None |
Alf is testing you for your application working in a shipyard (or to join the revolution, depending on which version of this encounter you’re in), so it’s not a fight to a death. Your damage score against him should be deducted from the damage he scores against you in the same round; if you still have 10 or more LIFE POINTS left after four rounds of combat, you get the job. |
Ghoul |
Exactly the same LIFE POINTS as your current total |
4 |
+5 |
None |
Cannot give a Friendly Reaction, and its first successful strike against you poisons you so you lose 3 LIFE POINTS per combat round for the rest of the fight |
Constable |
15 |
5 |
+2 |
None |
Will use his first successful strike to blow his whistle, alerting 1d6 number’s worth of reinforcements |
Giant Berkwaddle |
100 |
4 |
+5 |
-4 |
Has high natural immunity to magic, which means any magic that would usually work automatically requires a roll of 7 or better. If you have found and activated the Ebony Rod of Kraal, it can be used to remove 50 of the Berkwaddle’s LIFE POINTS immediately. Furthermore, if you got the Riddle of the Buck wrong, you have to fight it with one hand tied behind your back, which will cause you to automatically miss every third strike |
Opponent |
LIFE POINTS |
Strikes on |
Damage bonus |
Armour |
Notes |
Alchemical Green Dragon |
40 |
6 |
Will cause 10 LIFE POINTS of damage on a successful hit regardless of what the dice say, and will transmute its opponent into solid gold on any roll of 12, “which is quite a spectacular way to get killed” |
None |
Can be summoned by a magic stone you find three times per adventure, but every time you use it you must roll one die twice. If the second roll is higher than the first, then you can set the Dragon on your current opponent; if it isn’t, the Dragon will attack you. |
Honest Albert |
19 |
6 |
None |
None |
Honest Albert’s combat stats are not given in the English edition, but his LIFE POINTS were added – most likely by a translator who noticed the issue – in the French printing. (See here for more.) Combat ends when you bring his LIFE POINTS below 15 |
Rat |
33 |
6 |
None, but its bite is poisonous and any successful hit means you will lose 5 LIFE POINTS per combat round until the battle is over |
Non |
None |
Monks (2) |
20 |
5 |
+3 |
None |
You are aiming to subdue the Monks, not kill them; if you accidentally kill either of them you will be instantly struck down by a bolt of lightning |
Guardian Wyrm (A) |
1,000 |
1 |
+50 |
None |
This is the version of the Wyrm you have to fight if you don’t have Uther’s Mirrored Shield with you. To add insult to certain death, it grabs Excalibur Junior from you and you have to fight it weaponless |
Guardian Wyrm (B) |
40 |
6 |
+2 |
None |
This is the version of the Wyrm you fight if you do have the Mirrored Shield, needless to say, although it does manage to bite you for 5 LIFE POINTS of damage before the combat starts. |
The Glastonbury Duck Pond Monster |
30 |
6 |
+5 |
None |
None |
Fungoid Zombies (3) |
22 |
6 |
+3 |
None |
Will kill you outright on a throw of 12 |
Boris the Torturer |
23 (initially 30, but you manage to strike him for 7 LIFE POINTS of damage before the combat begins) |
5 |
+5 |
None |
None |
Fungoid Guards (3)*** |
25 |
5 |
+3 |
None |
Bribery will allow you to avoid combat, but not enter the room they’re guarding. |
Crawman |
40 |
6 |
None |
-4 |
A Crawman is described as “a four-legged giant spider with the face of a cat, with each leg ending in a giant claw”, if you were wondering. So slow it only has one strike for every two of yours. |
Squand |
80 |
6 |
Has no teeth or other armament, so will only do 2 LIFE POINTS of damage regardless of what the dice say |
None |
Only has one strike for every two of yours, but will swallow you whole if it manages a roll of 12 |
Hoopberk |
35 |
5 |
+3 |
None |
If you miss the Hoopberk for three combat rounds in a row, it will lay an egg which will instantly hatch into another, fully grown Hoopberk with identical statistics which will join the fight |
Ratchbacked Mervillion |
40 |
5 |
+3 |
None |
Its extreme bad breath will do you 10 LIFE POINTS of damage every third attack round whether or not the Mervillion actually hits you |
Guardian Spooks (3) |
30 |
4 |
+3 |
None |
If you have a Spook Basher with you (which the book actually provides instructions for you to make in real life), three quick cracks and a roll of 6 or better on two dice will dispatch them all. A throw of 12 by any of the Spooks will paralyse you and cause you to miss your next strike. |
Karate Cat |
50 |
4 |
+3 |
None |
Automatically gets first strike, causing 5 LIFE POINTS of damage |
Ghast |
33 |
5 |
+5 |
None |
Ghasts are resistant to weapons of all types, requiring you to fight it with your bare hands |
Great Hairy Thing*** |
30 |
5 |
+3 |
None |
None |
Giant Squackdiddle |
55 |
8 |
+10 |
None |
None |
Vampire |
38 |
3 |
Unknown – due to a typo the book says “+ damage” |
None |
If you have a stake, you can kill him instantly on your first successful strike. If he rolls a 12, he fangs you in the throat, which not only kills you instantly but requires you to deduct 15 LIFE POINTS from the maximum of your next incarnation. “Vampires are not to be trifled with.” |
Two-Headed Dog (treated as 2 different enemies with identical statistics) |
25 |
3 |
+5 |
None |
None |
Little Old Lady with Trombone |
30 |
6 |
+7 (that is one dangerous trombone) |
None |
This fight takes place on a tiny (7’ x 7’) cliff with sheer drops on all sides; if you ever roll a 5 or 7 during combat, you lose your footing and plunge to your death |
Vorpal Bunny |
55 |
5 |
+2 |
None |
Any roll of 6 or 12 and it rips your brain out, killing you instantly |
Pondifilous Maximus |
12 (but see notes) |
5 |
+4 |
None (but see notes) |
Is immune to all attacks: any damage you do is added to his LIFE POINTS, but if you drive his total up to 30 or more he will call off the fight |
The Seven Sisters (6, since the last of them has different statistics to all the others and is one row down) |
10 |
5 |
+3 |
None |
None |
The Seventh Sister (fought simultaneously with the above) |
20 |
4 |
+5 |
None |
Will kill you outright on any roll of 12 |
The Phantom Grunweazel (Dum da dum dum!) |
55 |
6 |
Causes 12 LIFE POINTS of damage per hit regardless of what the dice say. If you have the Bonkers Helm, it will absorb half this damage every time |
-3 |
If you don’t have the Bonkers Helm, you not only take full damage but the Grunweazel is nearly invisible, requiring you to roll 6 or better to hit it even when using Excalibur Junior |
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