Opponent |
LIFE POINTS |
Strikes on |
Damage bonus |
Armour |
Notes |
Zombies (2) |
25 |
6 |
+2 |
None |
If either Zombie rolls a 12, they will infect you with rot which will cause you to lose 3 LIFE POINTS per round of combat or new section entered until you take a swig of healing potion |
Lizard Man (1 + 1d6; i.e. there’s one to start with, then one die roll’s worth turns up at the start of combat) |
15 |
6 |
+3 |
None |
If any Lizard Man rolls a 12, you will be poisoned, causing you to lose 3 LIFE POINTS per round of combat for the rest of the fight |
Vampires (2) |
22 |
5 |
+3 |
None |
If either Vampire rolls a 12, you will temporarily become a Vampire yourself and spend the next combat round trying to fang yourself in the throat at the cost of 5 LIFE POINTS instead of striking back |
Screaming Green Mummies (2) |
25 |
5 |
None |
None |
Any roll of 12 (are we sensing a pattern developing here?) by either Mummy will kill you outright by screaming |
Dragon on Budgie Perch |
45 |
4 |
+3 |
None |
Will breathe fire if it rolls 10 or better, for +10 damage |
Giant Lizards (4) |
35 |
6 |
+2 |
None |
Any roll of 3, 6, 9 or 12 and their tongues flick out and hold you immobile for the next combat round |
Demon Statue |
35 |
4 |
+4 |
-3 |
None |
Giant Spider |
55 |
5 |
+3 |
None |
You are trapped in its web throughout this combat, and this combined with E.J.’s fear of spiders means you need to roll 6 or better to hit and do only +1 damage. Furthermore, if the Spider ever rolls a 12 it will kill you outright by poisoning |
Crab |
33 |
5 |
+1 |
-4 |
If the Crab rolls a 10 or better it will poison you, causing you to lose 3 LIFE POINTS per combat round or new section entered until you take three doses of healing potion |
Fishface (a creature with the head of a fish and body of a man, if you were wondering) |
50 |
5 |
None |
None |
Any roll of 9 or better and he will use his magic wand to kill you outright by drowning |
Werewolf |
25 |
6 |
+3 |
-2 (does not apply if you have a silver sword) |
When killed, immediately revives in human form who must be fought again (has identical statistics to the Werewolf) |
Vampires (1d6) |
20 |
5 |
+2 |
None |
If any Vampire rolls a 12, they will paralyse you for the next three combat rounds |
Draculina |
40 |
4 |
None, but after the first time she hits you successfully you will lose 3 LIFE POINTS per combat round |
None |
None |
Vampire Bats (2d6) |
5 |
4 |
Causes 3 LIFE POINTS of damage per hit regardless of what the dice say |
None |
None |
Demon |
30 |
5 |
+3 |
-2 |
None |
Fido (“a nightmare creature somewhat resembling a hairy octopus with poison fangs and horn-rimmed spectacles”) |
30 |
4 |
+1 |
None |
Has two attacks to your one on account of all the extra arms |
Troll |
12 |
6 |
Has a magic crystal dagger which will kill you outright with a single blow |
None |
None apart from the whole instant death thing |
Lizard |
40 |
4 |
+3 |
None |
None |
Flying Wyrms (2) |
15 |
6 |
+2 |
None |
Are so difficult to hit you need to roll a 7 or better to do so regardless of your weapon |
Golden Vampire |
50 LIFE/DEATH POINTS |
4 |
+3 |
None |
Will kill you outright on any roll of 12, but can be brought under your control and fight on your behalf in future combats with a clove of golden garlic |
Skull |
18 |
Has an infinite supply of Firefinger lightning bolts (which always hit and do 10 direct LIFE POINTS’ worth of damage) |
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Grott the Hoddle |
25 |
5 |
+3 |
None |
Knows every spell in your own spellbook “and will certainly use any or all of them to make the fight interesting”. (See here for this and other flaws with this combat.) Comes back to life twice after being killed, but on the second resurrection he loses all spellcasting abilities. |
Opponent |
LIFE POINTS |
Strikes on |
Damage bonus |
Armour |
Notes |
Thing |
20 |
6 |
+3 |
None |
Fought in the very first section of the adventure proper |
Creature (formerly disguised as Beautiful Young Woman) |
25 |
6 |
None, but has a poisonous bite which will double the damage it scores if it rolls an 11 o 12 |
None |
None |
Giant Rock Dwarf (or Dwarven Rock Giant) |
30 |
5 usually, 8 every third combat round |
+2 |
-2 |
None |
Chasm Kraken (“a sort of giant land octopus”) |
25 |
6 |
None, but will drag you over the edge to your death on a roll of 11 or 12 |
None |
None |
Shapes (2d6, minus 2, divide by 2 then round up to the nearest whole number – i.e. between 0 and 5) |
10 |
6 |
None, but will kill you outright on a roll of 11 or 12 |
None |
None |
Drawing of a Dragon |
25 |
6 |
+3 |
None |
None |
Wolves (2d6) |
20 |
6 |
+2 |
None |
None |
Wildcat |
20 |
6 |
+1 |
None |
Fought in a confined space, so you have to use your bare hands |
MacHoot |
35 |
5 |
None |
None |
This “combat” is actually a way of playing out a wrestling match; you fight with your bare hands, but “combat” ends when one side is reduced to 10 or fewer LIFE POINTS |
Skeletal Guards (2) |
30 |
6 |
+2 |
None |
None |
Knar the Giant |
50 |
5 |
+4 |
None |
E.J. chickens out of this fight (or has a little rest, as he puts it), leaving you to fight the giant with your bare hands |
The Loch Ness Monster |
50 |
4 |
+3 |
None |
You automatically get first strike |
Fat Animated Jade Cannibal Statue of a Vampire |
30 |
5 |
+1 |
None |
If the FAJCSOFAV hits you three times in a row, you will lose 2 LIFE POINTS for every new section visited after the combat until you die |
Ghosts (2d6) |
10 |
11 |
They can’t actually harm you normally; as the text puts it, they will “frighten you badly, but do no actual damage, on a roll of 6 or better”. If they roll an 11 or 12 they pluck out your heart. |
||
Strangler Vine |
25 |
6 |
Deal 5 LIFE POINTS of damage on a successful hit regardless of what the dice say, and kill you outright on a roll of 12 |
None |
None apart from all that stuff two columns to the left |
Crawling Creeper |
20 |
6 |
None |
None |
The text says the Creeper cannot actually kill you but doesn’t specify what to do if the combat ends in your death. The Creeper can, however, weaken you so you only score half damage for x number of fights afterwards where x = the number of combat rounds it took you to kill the Creeper |
Smith the Smith |
45 |
6 |
None |
None |
This is a test of strength, not an actual combat, so PSEUDO LIFE POINTS are used and you don’t lose any real LIFE POINTS; however, you can’t use weapons |
Guards (2) |
20 |
5 |
+3 |
-2 |
Combat ends when the guards reduce your LIFE POINTS to half of what they were when this fight started, or you halve both the guards’ LIFE POINTS |
Nerd |
25 |
5 |
None |
None |
His spats will temporarily blind you on a roll of 7, causing you to miss with your next three strikes |
Orangutiger |
30 |
4 |
+3 |
None, but is so hard to hit because of its massive speed that any opponent needs to roll 1 more than they normally would to hit it |
Can be tamed if you choose not to attack it immediately; it will not fight to your orders, but you should roll 2d6 at the start of every combat. A roll of 10 or better indicates the Orangutiger will join in the fight |
Widow Wobbly |
25 |
4 |
+2 |
None |
Only fought if you provoke her; she automatically gets first strike for 8 LIFE POINTS of damage |
Vampire Vicar |
20 |
6 |
None |
None |
Has first strike by way of surprise. Will kill you outright if he hits you three times in succession, not counting the first strike |
Vampires (1d6 divided by 2, and rounded up to the nearest whole number) |
25 |
6 |
None |
None |
Any Vampire rolling a 12 will kill you outright instantly |
Haggis |
40 |
5 |
+6 |
None |
You get two attacks to its one, but it will kill you outright (by rolling over you) on a throw of 12 |
Miner |
Inadvertently not given |
9 |
Scores triple the damage shown by the dice |
None |
On any successful hit with his giant leek, you will be unable to cast spells for the next two combat rounds |
Watchman |
25 |
6 |
+2 |
None |
None |
Opponent |
LIFE POINTS |
Strikes on |
Damage bonus |
Armour |
Notes |
Brain Teaser (CoD) |
15 |
6 |
Causes 5 LIFE POINTS of damage per round regardless of what the dice say |
None |
None |
The Black Knight (CoD) |
25 |
6 |
+10 |
-6 |
You are wearing -5 armour but have a +12 lance; King Arthur rolls two dice to decide who gets the first blow (lower than 7 and the Knight goes first) |
Ogre (CoD) |
40 |
6 |
+15 |
None |
You are armed with a bow and seven arrows, each of which causes 10 LIFE POINTS of damage and requires a roll of 6 or better to hit; you have time to fire all seven arrows and make one last attack with your bare hands before the Ogre reaches you |
Ragged Rogue (GoD) |
12 |
6 |
+1 |
None |
You must dispatch the Rogue (with your bare hands) in three strikes or the Ferryman will have departed the island; in your desperation, you get first strike |
Very Large Man (GoD) |
25 |
6 |
+3 |
None |
This combat comes about because you get very drunk and pick a fight with the man; you are armed with E.J., but can only get in one strike for every two of your opponent’s and he gets first strike to boot |
Gnurlbash Monster (GoD) |
30 |
6 |
+2 |
None |
Roll two dice: score 2-6 and the Gnurlbash Monster will attack you. Score 7-10 and it will wander off, leaving you unharmed. Score 11-12 and the monster will accompany out of the Dreamtime and fight on your behalf in any one combat of your choosing |
Shark (GoD) |
20 |
6 |
+4 |
None |
This dream takes place in a giant bowl of sago, requiring you to roll one die. Score 4 or below and the fin you see is only a floating cornflake; score 5 or 6 and it’s a floating cornflake with the Shark underneath |
Lizard Men (1d6) (RoC) |
10 |
6 |
+2 |
None |
Any Lizard Men you kill can be taken out of the Dreamtime to fight on your behalf |
Warthog (RoC) |
22 |
5 |
+3 |
None |
Chewing the Warthog’s ear is the only cure to a poison that slowly drains your LIFE POINTS picked up in another Dreamtime encounter |
Rubic Cube (ToN) |
25 |
5 |
+2 |
None |
None |
Ninjas (1d6) (LoTD) |
15 |
4 |
+3 |
None |
A roll of 4 or better on one die means the Ninjas break their necks and you never have to fight them; you may restore 5 LIFE POINTS for every Ninja killed |
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