Proteus_19.pdf

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choose or be forced to fight. Each will have its own Dexterity
and Strength scores given in the text.
To resolve a battle:
1. Roll two dice and add this to you opponent’s Dexterity
Score. This is its Fighting Power .
2. Roll two dice and add this to your Dexterity Score.
This is your Fighting Power .
3. If your Fighting Power is greater, you have scored a
blow and wounded your opponent. Subtract two points from
its Strength Score. If your opponent’s Fighting Power is
greater, it has wounded you. Subtract two points from your
current Strength Score. If both scores are the same, you have
parried each other’s blows. Neither loses points.
The next round of battle proceeds in exactly the same way.
Repeat steps 1, 2, and 3 until either your score or your
opponent’s is zero. A zero means death.
Battles against more than one opponent:
Sometimes you will have to fight two or more foes at
the same time. To do this you will normally be told to
fight one and hold off another. The procedure then is as
follows: you throw the dice for yourself and the first
opponent as normal, and adjust Strength scores
accordingly. Then you also throw for the creature you
are holding off. If his Fighting Power is greater than
yours in this round of fighting, he has scored additional
damage points to you. If his Fighting Power is the same or
less you have successfully defended against him (though
not wounded him), and sustain no damage.
The battle now continues, with each round of fighting
conducted as above until there is just one creature left.
You then fight him as normal until the battle is over.
Losing and Gaining Points
Sometimes you will be awarded extra points during the
adventure. Add these to your score but remember you can
never exceed the initial value set at the beginning of
the adventure . You may also lose points due to some
difficult activity. Simply deduct these from your current
score.
Replenishing Strength
As you read on you will discover what weapons, additional
equipment, money and rations you may take on your
journey. There will be sufficient food for a set number of
meals. Make a note of each meal you eat, each piece of gold
you spend and each object you find. Use your rations, money,
and equipment wisely. You have a long and difficult road
ahead.
Y
ou are about to enter a strange and fantastic world of
long ago. Weird creatures, mysteries, dangers, and
magic abound. As an adventurer of some experience, you are
strong, wise, courageous and agile. You will need all of these
qualities if you are to succeed in your next quest. You may
also need a little luck!
Make a careful note of all information learnt, however
trivial it may seem at the time , during your quest. Your
success, or even your survival, may depend on a chance
overheard remark or good powers of observation.
Testing your Fate: Your Initial Fate/Fortune score is
decided at the beginning of your adventure by rolling one
dice and adding 6 to the score. During the course of your
quest, you may lose or gain FATE points-you add or
subtract these to whatever your current Fate/Fortune
score is. When you “Test your Fate”, you throw two
dice: if the score is the same as, or less than your current
Fate/Fortune score, you have been lucky. If the numbers
add up to more than your Fate/Fortune score, you have
been unlucky. In the text, you will be told which section
to turn to in either case.
Before you begin the quest take two dice, a pencil and a few
sheets of paper on which to map your progress. As you will
have to fight many battles along the way, you must first
determine your level of dexterity and strength.
Dexterity and Strength
Roll one dice, add six to this number and make a note of it.
This is your Dexterity score and shows your skill in
swordsmanship.
Now roll two dice, add twelve to this number and make a
note of it. This is your Strength score.
These scores will alter as you go along. You may, for
instance, lose strength points in battle. You may restore your
strength by eating a meal. One meal restores five strength
points. You must remember though, that your Strength and
Dexterity Scores must never exceed their initial value
determined by the throw of the dice at the beginning of each
adventure.
Rules for Fighting
On the way you will meet people and creatures you may
The drums! The drums! The devilish jungle drums beat-
ing a tattoo of madness deep into your brain! All about
you the hostile jungle night steams with menace, and
ominous forms, dark and sleek, splash close by your
fragile canoe. It seems an age since you and the loyal
remnants of your adventurous crew left your ship, Drag-
onchaser , and set off upriver in the narrow dugout canoe.
The foetid smells of the river stink in your nostrils. No
one volunteers the thought that you should all land and
make camp for the night; the river holds menace, what
menace the banks hold is another thing entirely. The
paddles make soft splashing noises and the river runs
gurgling past the canoe and the damned drums thump
and thunder through the sticky heat of the night. The
smell of mud and rotting vegetation mingles with the
sweat that clings to everyone’s skin. This expedition to
pursue Corelli the Butcher and take back the treasure he
stole from you is proving a nightmare.
As you round a bend jolly Jim, the Bo’sun, points.
“Look, cap’n. We’ve got company.” A cluster of lights
appears on the right batik and as you draw nearer you see
hundreds of torches streaming orange reflections across
the black water.
In the next instant many canoes surround your dugout
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and hands grasp the gunwales and long barbarically-
barbed spears threaten you. Your dugout is drawn to the
bank and the massed torches show you a mass of clus-
tered people drawing close. The place is muddy, stinking
and filled with a tense feeling of terror. You are dragged
out in front of your crew before a grandiose two-storeyed
hut where an immensely fat man sits on an ebony throne.
You are web aware that a wrong word or grimace, a
misunderstood gesture, could spell your death. He lifts
an ivory wand and glowers at you and demands to know
what you are doing paddling up his river at night like
thieves.
You put on a stern yet lofty countenance and say you
are not a bunch of thieves. You say you are following
Butcher Corelli to bring back what he stole from you.
This brings an astonishing response. Everyone bursts
into howls of anguish.
“Butcher Corelli!” screams the king. Suddenly his fat
face sags and he slumps back in his throne. A chant like a
dirge begins among the crowd and huge tears roll down
the king’s cheeks. Wailing and sobbing counterpoint the
chanted dirge.
“The Mountains of Forever!” shrieks a bone-thin man
dancing about in a frenzy, monkey tails whirling from his
waist, skulls rattling against his shins. “The Mountains
of Forever are Taboo to us and we may not go there!”
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