Deathmaze PBeM Solitaire Turn 5, rooms 5, 6


Should have brought a can of RAID on this trip

We have already moved up to the room.

«——————–»

More exploring.

«——————–»

This room has an unusual feature: a trap door, per rule 6.0

*** Some Rooms contain unusual features, either
fountains, statues, or trap doors. A Room chit on
which the symbol for a fountain, statue, or trap
door is found contains that unusual feature.
After a party has dealt with any monsters that may
be in a Room, the Player may have the party investigate
any unusual feature there. The Player must
delegate one adventurer, preferably a Thief, to investigate
the feature. If they choose to ignore the
unusual feature, it has no effect. ***

And more detail is given for TRAPDOORS (specifically) in 6.3:

*** [6.3] TRAPDOORS
[6.31] If a Player investigates a trap door, refer to
the Trap Door Table (see 6.35) to determine what
the trap door hides.

[6.32] If the result on the table is Room, the trap
door leads to another Room immediately below
the Room in which the door is situated. This Room
automatically has no doors or unusual features,
and no chit is drawn; roll normally to determine
whether it contains monsters, (if it does, the monsters
may have treasure).

[6.33] If the result on the table is Type J Treasure,
the trap door hides a Type J Treasure. See the
Treasure rules (see 9.0).

[6.34] If the result is Trap, the door hides a trap.
Refer to the trap rules, (see 10.0).

[6.35] Trap Door Table
(see charts and tables) ***

But first, we check to see if the room is itself, trapped. We’re still knocking on the door, as it were. We don’t even know if a monster is in here.

DICE ROLL:
Specification = 1D6
Result = 3
No traps! Reference: *** 5.26: “If the party moved
through a door, roll 1D6. If a 1 is rolled, the door
was Trapped; see the Trap rules, 10.0.” ****

Now for MONSTER CHECK

A new room, and according 5.27: *** “If the
segment is a Room that has not been visited previously,
roll 1D6. On a roll of 1, 2, or 3, there is a
Room monster. See 7.0.” ***

Rolling:
DICE ROLL:
Specification = 1D6
Result = 4
Well, we lucked out there.

So we enter the room!

«——————–»

NOW we check on the TRAP DOOR TABLE 6.35 to see what the trap door in the room is hiding.

[6.35] TRAP DOOR TABLE
DIE RESULT
1-2 Room
3 Type J Treasure
4-5 Trap
6 No Effect

DICE ROLL:
Specification = 1D6
Result = 4
A trap! Our lucky day.

Frankie tries to de-trap it with a skill of 2.

DICE ROLL:
Specification = 1D6
Result = 3
Awww. SO close.

Referencing the appropriate rule:

*** [10.12] If a trap is encountered, one Thief in the
party may be delegated to remove it. Roll 1D6; if
the number rolled is less than or equal to the
Thief’s Detrapping Skill as shown on his Character
Record, the Thief has successfully removed the
trap. The Thief immediately receives 10 Experience
Points for doing so. ***

But he flubbed it, tch tch tch.

What’s next?

*** [10.21] If a trap has effect, roll 1D6 and refer to
the Trap Table (see 10.3). ***

*** [10.3] TRAP TABLE
Die Type
1 Arrow
2 Poison Arrow
3 Poison Gas ***

DICE ROLL:
Specification = 1D6
Result = 6
Oh, great, ROLL TWICE.

Roll 1
DICE ROLL:
Specification = 1D6
Result = 4
Explosion!

and Roll 2:

DICE ROLL:
Specification = 1D6
Result = 3
Poison Gas

Okay, let’s do the explosion first:

*** [10.25] If the result is Explosion, all adventurers
(and charmed monsters) in the party immediately
suffer one Wound. ***

Easy enough.

«——————–»

Now the poison gas:

**** [10.24] If the result is Poison Gas, the affected
adventurer immediately suffers 1D3 Wounds from
poison. ***

I’m assuming this is Frankie, since he was detrapping it at the time.

DICE ROLL:
Specification = 1D3
Result = 3
OUCH!! Frankie, dam.. that looks like it hurt.

«——————–»

So now everybody is down one, except for Frankie Fingers, who is down FOUR!!!

We may have to rest up again. Two points isn’t a lot to go adventuring with.

«——————–»

Wait. Seems to me someobody’s carrying Mustard Spice with them from the last room (probably Fizban but I don’t see it on anybody’s sheet).

According to 9.51, Mustard works like a healing potion (9.42). Essentially, roll 1D6 and add that to your HP total, not to exceed your highest score.

I’ll do it!

DICE ROLL:
Specification = 1D6
Result = 4
Frankie’s in top shape now. I’d delete the spice from Fizban’s inventory but it doesn’t look as if it showed up.

«——————–»

Apparently you don’t get treasure just by searching a new room. You HAVE to kill something in these rules. Tch tch tch.

so we adventure onward.


You can see the room with a trap, and the room to the right has the giant Ants. This shows the map at the end of the game session

«——————–»
Anything in this room that wandered in?
DICE ROLL:
Specification = 1D6
Result = 3
Nope. Right or left. 1-3 left, 4-6 right.
DICE ROLL:
Specification = 1D6
Result = 5
Right it is. I felt capricious enough to let the dice gods figure it out.
«——————–»
Traps?

DICE ROLL:
Specification = 1D6
Result = 6
Definitely not.

Monsters?

DICE ROLL:
Specification = 1D6
Result = 6
None of those either!
«——————–»
Continuing onward…

Traps?

DICE ROLL:
Specification = 1D6
Result = 4
No.

Monsters?

DICE ROLL:
Specification = 1D6
Result = 3
Yes!

Okay, what kind?

Room monster table:
Rolling across:

DICE ROLL:
Specification = 1D6
Result = 4
Rolling down:

DICE ROLL:
Specification = 1D6
Result = 6
4,6: 2 Giant Ants.

Get the raid!

«——————–»
Hmmm. Only one giant ant counter. Oh, well, I’ll flip over an OGRE counter, and say it uses the same stats.

Where to place Ant 1
1-2. 3-4. 5-6

DICE ROLL:
Specification = 1D6
Result = 3
3-4

Same deal for Ant 2

DICE ROLL:
Specification = 1D6
Result = 4
How about 1-3 left, 4-6 right?

DICE ROLL:
Specification = 1D6
Result = 1
Left then
«——————–»
Combat rounds!

Party first

Left to right: Bardolf against Ant 2, Fred and Frankie against Ant 1, Fizban standing by

DICE ROLL:
Specification = 1D6
Result = 3
Bardolf, nothing hit.

Frankie on Ant 1

DICE ROLL:
Specification = 1D6
Result = 2
miss

Fred: he has a plus one (so does Bardolf, which means he hit after all!)

DICE ROLL:
Specification = 1D6 + 1
Result = 1 [+ 1] = 2
Nothing!!!!!

Well at least Bardolf (amended) did it.

DICE ROLL:
Specification = 1D6 + 1
Result = 2 [+ 1] = 3
At least we all missed.

MONSTERS TURN
Ant 2 versus Bardolf.

DICE ROLL:
Specification = 1D6
Result = 3
NOpe

Ant2 vers. Fred

DICE ROLL:
Specification = 1D6
Result = 4
NO!

«——————–»
NEXT ROUND

DICE ROLL:
Specification = 1D6 + 1
Result = 1 [+ 1] = 2
nOpe, Bardolf you suck

Frankie:

DICE ROLL:
Specification = 1D6
Result = 4
no

«——————–»
Since we’ll have to rest up anyway, Fizban weighs in with a BLAST spell

DICE ROLL:
Specification = 1D6
Result = 5
That beats their magic resistance, so it nails…
L 1-3, R 4-6
DICE ROLL:
Specification = 1D6
Result = 1
The LEFT ant for two points.

«——————–»
The ants are fighting mad though.

MONSTER ROUND!

Left ant bites at BARDOLF

DICE ROLL:
Specification = 1D6
Result = 3
Nope.

Right Ant bites at:
1-3 Frankie 4-6 Fred
DICE ROLL:
Specification = 1D6
Result = 5
FRED.

DICE ROLL:
Specification = 1D6
Result = 4
Still nope… man, that’s a wimpy combat table for monsters.

PARTY COMBAT ROUND

Bardolf sword to Ant 1
DICE ROLL:
Specification = 1D6
Result = 6
Attaboy.

1 more hit point, and it’s just like the old Pink Panther theme:
“Dead-ant, dead-ant, dead-antdeat-antdead-aaaaaaaaaant…”
«——————–»
No Frankie against Ant 2 (unharmed)
DICE ROLL:
Specification = 1D6
Result = 5
1 HP.. way to go thief dude.

DICE ROLL:
Specification = 1D6 + 1
Result = 4 [+ 1] = 5
1 more, way to go Fred!


I have a no-pest strip, would that help?

Now the MONSTER ROUND

1-2 Bardolf, 3-4 Frankie 5-6 Fred

DICE ROLL:
Specification = 1D6 + 1
Result = 5 [+ 1] = 6
reroll, without the plus one.
DICE ROLL:
Specification = 1D6
Result = 1
Bardolf.

Attacking BARDOLF
DICE ROLL:
Specification = 1D6
Result = 6
Ouch! 1HP
«——————–»
I just tidied up the notes that had HPs in them (click on characters to see)

Bardolf- down to 6
Frankie- 6 HPs (full)
Fred- down to 7
Fizban – down to 1

It’s clobbering time.

PLAYER ROUND

Bardolf, then Frankie, then Fred

SET 1, DICE ROLL:
Specification = 1D6
Result = 2
SET 2, DICE ROLL:
Specification = 1D6
Result = 2
SET 3, DICE ROLL:
Specification = 1D6
Result = 4
1 hit, for 1 HP, by Fred.

The Ants are both dead.

Wheeeeeeeeeeeeeeeeeee

«——————–»
TREASURE!

Type D:

TABLE 9.81: D 1:3D6 1:1D3 0:0

That’s Bez (gold), Jewels, Magic Itesm

Bez:
DICE ROLL:
Specification = 3D6
Result = 4 + 5 + 3 = 12
12 divided by 4 is 3 each.

GEMS:

DICE ROLL:
Specification = 1D3
Result = 2
Nope.
«——————–»
EXPERIENCE:

6 HPs divide by 4 is one each, and I’ll give the extra to fred and Bardolf (kill bonus)


Player Sheets, end of turn

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