Adventures in the Lost Lands Part 2

Turn One-I used red and green dice for the initiative dice-the red die is Stygi and Pachy, while the green die is the dreaded
‘dino die’. For turn one the scores were Red 2 and Green 1 so Stygi and Pachy go first. In “Lost Lands”  each character and creature has a quality score known as REP. The score on the initiative dice also determines which REP or above may activate that turn. In the case of the Pachycephalosaurs they are REP 3 so a Red die score of 2 allows them to activate. The PEFs are REP 4 so they may also activate.  The first thing for the characters to do  is
make their ‘browsing roll’ in section 9. Stygi passes 1d6 and Pachy passes 2d6 eating plants along the riverbank.  After the main character’s turn  , I roll for the PEFs to see what they do, if anything.  The PEFs need to roll under their REP of 4 to activate. PEF 1 passes 2d6 and begins to move stealthily toward
the little feeders using cover. This is not good for the feeders since they will remain unaware of the movement, but luckily the
fist PEF does not have enough movement to get within 6″ of our heroes. To remain under cover the PEF has to move from section 6 to the jungle in section 8.  The second PEF rolls too high and doesn’t move. The third
PEF also passed 2d6 and begins to move stealthily from section 3 but again does not have enough movement to reach Stygi and Pachy in section 9. The PEFs move 12″ each turn without regard to terrain.
The last PEF from section 2 passes 1d6 and moves directly toward the Pachycephalosaurs, but again not close enough to trigger
the encounter resolution this turn.

Turn 2- Initiative Green 5 and Red 4. The PEFs win initiative, but the roll is higher than the encounter rating so they don’t
move, while the character’s roll of 4 is higher than their REP  3 so they don’t move. In the case of Stygi and Pachy this
turn represents them stopping to smell the air and look around. Something is up.

Turn 3- initiative Green 4 and Red 3-a combined roll of 7 automatically generates a fifth PEF and this ends up in section
4. The PEFs win initiative again, but this time can roll for movement. PEF 1 succeeds on 1 d6 so makes a direct move toward
Stygi and Pachy! Once the PEF reaches 12″ away from our hapless herbivores we roll to resolve the encounter. In open terrain the characters would have seen the PEF as soon as it was in line of sight, but the jungle terrain limits visibility to 12″. This time the PEF is not moving so stealthily so I roll on the encounter table scoring ‘7’, giving me another feeder (the Pachycephalosaurs breathe a sigh of relief!) and on the feeder type I again roll ‘7’
so it is a ‘medium’ feeder. Unfortunately I do not have any Creataceous dinosaurs that are medium-sized, so I improvise with a
pair of QRF Plateosaur prosauropods. These would have been extinct long before the time of Pachycephalosaurus, but
 maybe these prosauropods are really juvenile titanosaurs? The sauropod pair are stopped by the north river bank, but by
entering section 9 will  automatically displace Stygi and Pachy to section 8 since they are larger. Just as Styqi and Pachy
finish their involuntary move to section 8, PEF 2  passes both its 2d6 rolls and moves stealthily from the cypress grove in section 6 toward
the two prosauropods on the riverbank in section 9. As per game rules, the PEF should move using cover toward Stygi and Pachy,
but the pair of sauropods and the river are between the characters and the next PEF. Once the PEF is within 6″ of the Plateosaurs,
I make the encounter roll and amazingly roll a ’12’ for a ferocious dinosaur, followed by a ‘2’ for the ferocious type. This results in a ‘gigantic’
theropod appearing behind the Plateosaurs!  Normally the Plateosaurs would resolve an ‘in sight’ and ‘herd test’ when confronted
with a giant theropod, but the PEFs passing of 2d6 allowed it to move from cover to cover. The gigantic ‘ferocious’ dinosaurs in
the ‘Lost Lands’ rules are given as Giganotosaurus or Spinosaurus, but I have neither of these. Instead I used Khurasan Miniatures
enormous “He-Who-Kills” Tyrannosaur. The Tyrannosaur and the Plateosaurs both roll ‘Entering Combat’ tests using their Combat Dice (I let the T-Rex have the 14 dice since it is “Gigantic”, but the Plateosaurs have  meager 4 dice each!), the Plateosaurs
lose by more than 3 so will attempt to flee. Sadly for them there is nowhere to go except to jump in the river and try to swim
across.  Both Plateosaurs are placed in the river where it will take another turn for them to reach the opposite bank. He-Who-Kills
must pursue as per the entering combat table, but also must stop at the riverbank as per terrain rules. As the Plateosaurs desperately
 struggle toward the opposite bank, the Tyrannosaur roars in frustration. As the action on the riverbank heats up, I roll for the remaining
PEFs: PEF 3 fails both rolls and remains stationary, PEF 4 passes 1 d6 and gets to within 12″ of Stygi and Pachy but turns out
to be nothing-the Pachycephalosaurs must have heard the wind through the trees or something, and PEF 5 also fails both rolls
and stays still.   Stygi and Pachy take their turn by placidly browsing in section 8 each  passing 1 d6. Next turn they will move to a new browsing patch since this one is exhausted.

After an exciting Turn 3, I roll initiative for turn 4: Red 6, Green 4. Red wins, but a roll of 6 is higher than Stygi and Pachy’s
Rep of 3 so they do nothing this turn. Green 4 is lower than He-Who-Kills Rep of 5, but higher than Plateosaur’s Rep of 3, so
only the Tyrannosaur can move this turn!! Once the PEFs are placed on the table their encounter rating of ‘4’ is adjusted to whatever the animals actual REP is on the Ferocious or Feeder lists.  In this case REP 5 for a gigantic theropod and REP 3 for a medium prosauropod.

 He-Who-Kills promptly wades into the river and attacks one of the fleeing Plateosaurs.
 Here I fudged a little since typically both animals would roll for ‘Entering Combat’, but I assumed the Plateosaur would be helpless
and unable to react this turn. The Tyrannosaur gets a free roll of his 14 combat dice and passes 7.  Plateosaur has only 4 combat dice
on a good day so I don’t bother to roll for it since even if all dice were passed, T-Rex would still beat Plateosaur by 3 and locking
onto the prosauropod and scoring a hit. I also assumed that He-Who-Kills would be attacking from the rear since I strongly doubt a 20′ herbivore would turn to face a 40’+ rampaging Tyrannosaur.

  T-Rex rolls high on the dinosaur damage table and tears a huge u-shaped chunk out of Plateosaur’s back,
severing the spine. Plateosaur dies instantly and He-Who-Kills begins to feed in the middle of the shallow river. The second
Plateosaur takes the “Herd Member Down” test and passes 1 d6. If the dead Plateosaur had somehow survived the T-Rex’s massive
bite, the second Plateosaur would have been allowed to try an Entering Combat test to possibly rescue its fallen herd-mate, but
with its friend dead it continues to flee and reaches the opposite bank.
After the dinosaur carnage is taken care of, I roll to see what the remaining PEF does. The stationary PEF in section 6 now
moves and comes to within 12″ of the scene of the death of Plateosaurus. Again the encounter resolution is rolled and the
results bring up another small feeder. This time I use a herd of six Primaeval Designs Protoceratops. I believe there is a snowball’s
chance in hell that a herd of Protoceratops would suddenly attack a giant Tyrannosaur, so I have the tiny ceratopians move away  north to
the river bank in section 5 and begin to browse on the river plants. The last PEF in section 4 also passes 1 d6 and advances directly
at Stygi and Pachy in section 8, but when it arrives at the 12″ mark it proves to be nothing. Stygi and Pachy have had a lucky break so far.

Turn 5
Initiative roll: Green 2, Red 1-Scent of a Kill Rule in effect

He-Who-Kills spends the entire turn eating half of the Plateosaurus. It will take two turns for a gigantic predator to eat a medium feeder.
The surviving Plateosaur now moves away from the riverbank through the jungle to section 8. The jungle slows the already slow prosauropod to half speed, but it manages to reach section 8 and this again displaces Stygi and Pachy into section 7. Larger herbivores will  ignore the smaller herbivores, but as per the rules the smaller plant-eaters will shift to an adjacent section. If the animals are the same size they will remain in the same section, still indifferent to each other.   The Protoceratops browse along the riverbank in section 5. The “Cretaceous sheep” are REP 3 with only two combat dice so no heroics on their part.  This turn is very short so I roll for the Protoceratops’ browsing and two protos pass 2 d6 so will remain at the riverbank
next turn, one fails to find anything, and the other three pass 1d6 and so will move along next turn. Sygi and Pachy browse
in section 7 and Pachy passes 1d6 while poor Stygi fails to find anything. The failure to find anything to eat in wooded terrain I considered to represent a dinosaur ‘keeping watch’ while its herd mates feed.

Turn 6  Initiative Roll: Red 5, Green 2. A roll of 7 brings another PEF in section 1 due to the ‘Scent of a Kill’ rule. The Pachycephalosaurs win initiative again, but do nothing due to their lower REP.
T-Rex eats the other half of the Plateosaur,leaving its remains in the river to be covered in silt and uncovered as a fossil  70 million years later. The Plateosaur survivor continues to move into section 7, displacing Stygi and Pachy into section 4.  The new PEF in section 1 passes 1 d6 so  heads toward Stygi and Pachy but turns out to be nothing again! The two bone-heads live a charmed life since any roll of a dinosaur encounter would have resulted in ‘ferocious’ due to the ‘Scent of a Kill’ rule.   Another short turn.  The Protoceratops herd makes its way to the pine trees in section 2.

Turn 7 Initiative Roll: Red 4, Green 2

Again Red roll is over the Pachycephalosaur’s  Rep 3 so they remain stationary in section 4. He-Who-Kills now continues to hunt so moves up onto the bank, and this is all he can do this turn.
I consider that  Tyrannosaur has a number of options. He can turn north and hunt the Protoceratops herd moving into section 2, or stalk
Stygi and Pachy in section 4, or pursue the surviving Plateosaur in section 7. I feel for the sake of realism that the T-Rex
would chase after the fleeing Plateosaur. The Protoceratops herd entered the table behind the T-Rex and headed away from him  so
they would be unknown to the Tyrannosaur, the same factor would apply to the Pachycephalosaurs since they remained in wooded
terrain the entire time He-Who-Kills was  hunting the Plateosaurs. So the Tyrannosaur pauses before following the tracks of the surviving
Plateosaur into the jungle.

The   Protoceratops herd is still in the  pine woods in section 2 and begins to graze there. The pair of Protoceratops that had
remained at the riverbank during turn 5 roll for their browsing and one gets a single success again, while the second fails both rolls.
They will move to the pines with the rest of the herd. Of the remaining 4, 1 fails both rolls and must move on, while the other
three pass 1 d6 each. Plateosaur, now out of sight of the T-Rex  in section 7 grazes and passes 1d6.

Turn 8, initiative green 6, red 4. The non-player dinos win the initiative but with no dinosaurs over REP 5 no one moves this turn.  The roll of 4 again is over the Pachycephalosaurs REP of 3 so they also do nothing. A short turn!.  In out movie it might mean that all the herbivores have heard He-Who-Kills let out a roar after leaving the river-bed. They all stop to listen and sniff the air. The giant T-Rex pauses for a moment before setting off for his next meal.


Initiative roll  Green 5, Red 3

Tyrannosaur wins, but other non-player saurians  on the green dice can’t move due to lower REP.
T-Rex moves 6″ through the jungles of section 8.  The turn now passes to the  Bone-Heads who can now   graze in section 4. The male passes 2d6 and remains browsing  in section 4, while the female passes 1d6 and moves to section 1 in search of more food.  The Protoceratops must be asleep while  Plateosaurus in section 7 is remaining still and listening to the heavy movement passing through the jungle in section 8. 

Turn 10- Initiative Red 6, Green 2.

Red 6 again means Pachy and Stygi won’t activate this turn.  T-Rex moves first and rolls for a  fast move, passing 1 d6, and double-timing  toward Plateosaurus. This time Plateosaurus can’t miss seeing the charging Tyrannosaur, but there is no need for an insight or pack/ herd test since both dinosaurs are alone. Once He-Who-Kills is within 6″ and with still enough movement to overtake the Plateosaurus, both dinosaurs now roll on the entering combat test with
T-Rex passing 6 of its 14 combat dice and Plateosaurus passing 2 out of its 4 combat dice. Plateosaurus flees 1/2 move, but at a speed of  4″
is overtaken by T-Rex. T-Rex passes 8 of 14 combat dice with the fleeing  Platesaur again being unable to fight back due to the attack to its rear. In any case T-Rex 8 successes easily beats 4 combat dice by more than three even if all successes were rolled. T-Rex is now locked onto the Plateosaur and rolls for damage with the result that another Plateosaur is obviously dead. At this point
I end the game, even though such a situation could go on and on with new PEFs generated due to the Scent of a Kill rule.

The entire game took longer to write-up than it did to play.  Ten turns took about an hour and 45 minutes. Our heros, Stygi and Pachy did not see any combat, but managed to browse 4 of the 9 sections on the table. The second PEF revealed as a rare gigantic theropod determined the game since the feeders all turned out to be small or medium so there was no hope of  the herbivores doing anything other than avoiding the monster. It is much more likely to encounter a small or medium ferocious dinos.


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