Lucky does the smart thing, circling the perimeter instead of barging right into the bank.
Also note how not going solo gives Lucky twice the chance to detect the activity in the bank that he would have had walking along alone.
There are two ways to achieve Lucky's noiselessness. One, he can make a skill check to move silently. The other is that he trust to his surprise roll and, if successful, means he must have been moving silently. Since chance of surprise is normally 2 in 6, it seems like that would be easier for most Heroes (unless Lucky is a mysteryman using a stunt, but I doubt it).
Combat in the dark adds a greater level of challenge, what with the -4 penalties to hit. Just by not flipping the lights on, every unarmored combatant is now effectively at AC 5. Now, from the panel art it appears that there is plenty of light coming in through those front windows, making the scene only dimly lit, but this could just be artistic license so we can see more than five black panels with word balloons in them.
Although the rest of this story is seemingly set in the Old West, the remaining bandit's hat looks suspiciously modern.
The bad coloring job on the lower half of this page might be fooling me, but it appears that the rancher is wearing his bandana up over his mouth. I only mention it because I see so many people wearing their masks wrong like that these days...
There aren't game mechanics on display here, but I like how Lee is a scientist/explorer. Both were classes in Hideouts & Hoodlums 1st edition, and while both classes did get playtested in my campaigns, no one ever thought to combine those two.
My initial reaction was that having the slavers be Arabs was racist, but while there have been many white slavers through history, there was a strong tradition of slavery in the Middle East, with several countries not outlawing it until 1970. Also in the writer's favor, Ali and Hassan are real Arabic names, and not gibberish names meant to sound Arabic (I know, some golden age writers set the bar really low!).
Then, there's no way someone's coat would be big enough to create enough wind drag necessary to cushion his fall, so there's more damage Lee should have taken by now. I think we're looking at the tune of 55d6 damage at this point - and that's assuming the plane was at a near dangerously low altitude for flying.
As unlikely it is that all the spear attacks Lee left himself open to while charging the pygmies missed, it is even more impossible for him, game mechanically, to push the leader onto a spear, unless the Editor was house ruling a fumble mechanic. More likely, this is just a freebie from the Editor.
Neutralizing poison is really easy in Lee's world. All you have to do is stick someone with a knife and the poison leaks right out of you! If I was willing to implement this as a new rule (and I'm not), for every point of damage you do to the wound, you would give the recipient a new saving throw.
Part 3 is here! Huzzah! My read-along post shall come...soon-ish!
ReplyDeleteMax, where are you Max?
ReplyDeleteHa! I am here! Running a bit late, but I assure you, the read-a-long post is coming!
DeleteAnd now Part 4 is out! Yikes! On to Part 3, then!
ReplyDelete1) Lee Granger: White Savior Supreme!
2) Yes, this story was so unhinged in its eagerness to show the supremacy of the "civilized" (i.e. white) Granger's ways to that of the childishly grateful pygmies that I really like your reading that perhaps the pygmies are just humoring Granger...
3) But really, I think that perhaps this whole thing has a been a "dying person's final dream" trope, starting with the moment that Granger survives the explosion of his plane and uses his coat for a parachute!
4) That way, this and every subsequent Lee Granger adventure is a kind of Grant Morrison-ian metaphysical "eternal moment" of delusion, all taking place in the split second before Lee is incinerated by the bomb!
5) And, well, at least the story has a talking Lion in it, which is close enough to Tawky Tanwny to give me something comfy to cling to :)
Onward to Part 4!
I thought of Tawky Tawny too! I like your idea from #4, it tempts me to run a mini-campaign someday that all turns out to be somebody's dream , or "eternal moment of delusion," at the end of the last session.
DeleteFor a mini-campaign, maybe invert the ending premise, tough, unless the goal is to let the player have tons of awesome success in multiple adventures, and then at the end just say, "Nah, just kidding, your character actually died way back at the start, there!" Unless, THEN, the next campaign involves that character making their way through whatever afterlife they find themselves in.....
DeleteThese are all great ideas!
ReplyDeleteThanks! This blog inspires much thought... in many directions! :)
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