Sunday, March 25, 2018

Jungle Comics #1 - pt. 3

This is what happens when you make your subjects wax their chests and go around shirtless all day instead of explaining to them how electrodes work.



After running Hideouts & Hoodlums for a long time now, I've noticed that using a d6 for mobster hit points, instead of the d8 I used to be accustomed to using when running AD&D, really makes a difference in finishing fights faster. And, while I sometimes regret when a fight ends faster when my sense of drama tells me it should have ran longer, pages like this with their "killed in one shot" fights remind me that stretched-out battles have little place in H&H.

I'm guessing the secret formula in the ring is for the longevity potions. But if they were such a bad idea, why is she sharing it...?

What? Okay, Dale, we get that you're not getting along with the locals, but maybe you can sit down and discuss your differences with them, look for common ground. Wait, what are you doing with that torch, Dale? Why are you -- FOR THE LOVE OF GOD, DALE, YOU DIDN'T HAVE TO KILL ALL OF THEM!!

I think Jon Dale's player just saw this whole scenario as a quick XP grab.


That fortress looks real tiny, but I like the 3-D layout, with its multiple levels. Make those skeletons undead and you've got a cool adventure locale from that one picture!



If H&H had more outdoor survival rules, there would probably be something about a 1 in 6 chance of mishap while fording rivers.

It would be highly unusual for that to happen in H&H, where the slavers get a surprise attack, but then are still unseen afterwards. For the sake of fairness, anyone who attacks is visible to retaliatory attacks in combat.

Slavers, incidentally, are going to be a mobster type in the AH&H Mobster Manual.

It's worth noting that Terry never actually finds the secret entrance. Instead he just stumbles on a pit trap that happens to lead into the secret underground tunnel.

The snake might be a set or a wandering encounter in the tunnel. Wrapping it in a shirt might be a bit of a stretch for the grappling rules and is more of an entangling attack, like dropping a net on someone. I think the real stretch, though, is that he held it in his shirt all that time until the slavers showed up, hours later?

Lots of things to cover on this page. First, the slavers are working with thugs, apparently.

It might make sense to give a morale bonus if the bad guys outnumber the good guys (say, +2 for 3 to 1 odds?). I don't like to include a lot of formulas for modifiers in the rules, leaving it to the Editor to decide on what the situation warrants.

Cover sure comes in handy.

We solved the mystery of how all those soldiers kept dying -- they died of boredom, having to play Solitaire with only five cards.

I guess the trap door was a secret door from the top side, since you can't find a secret door without looking for it. Even a concealed door you would figure a guard would have stumbled across eventually.

I call shenanigans on that rock attack, and not on a rock rolling down a slope being an effective weapon. I question why the three thugs would be running up the slope in such tight formation that the rock could hit all three of them. It would have made more sense to spread out and try to flank him, even before figuring out what he planned to do with that rock.

This is Sabu -- I mean, Wambi the Jungle Boy, who is an Indian boy, in Africa? It's a confusing mash-up (on the previous page we had gold miners panning for gold in a stream in Africa -- was that ever a thing in Africa?).

The clearest thing is that I'd never allow a low-level hero to have an elephant as supporting cast. Because they can trample all over an entire village.

(Scans courtesy of Digital Comic Museum.)

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