The Horse
>>5685431>>5692973Here the horse still lives. It does not move, but the tendons of its limbs are pulled taut in anticipation.
(QM: You check the Galand Revolver. 2/6 bullets remain)
>er... walk up to the nice Horse, and... maybe stroke it?>desperately scavenge around this area. There must be something that you can use?>roll 1d6QM: This table (probability also gets a bonus from the Hollow Tree)
1 It is The Dead Land. There is nothing
2-3 You find 1 item
4-5 You find 2 items
6 You find 2 items, and a very exceptional artefact
>well, it looks like you have to crawl through some barbed wire again. At least if you get past it, the Horse will not be able to chase after you, right??>roll 1d61 Wounded and Bleeding and Ensnared (caught in Iron Thorns). The nostrils of the Horse twitch at the scent of blood
2-3 Grazed (lightly wounded) and Bleeding
4-5 The hedge of Iron Thorns rasps and hisses at your passage, but the barbs do not bite
6 (as above, and special item) there is something shiny tangled there...
>er... there was a minefield last time with the barbed wire. Maybe check for traps? (QM: no roll for this, it just involves looking. But it takes some time...)>Shoot at this horrifying abomination, whilst it remains stationary and unmoving, and makes for an easier target.Remember to roll 2d6 EACH time you pull the trigger, ie to fire twice roll 4d6. (Hollow Tree divination) QM: you think the Horse dies if you hit it once, so long as you aim whilst it remains still. Hit success on the 2nd d6 being strictly greater than the first.
>roll 2d6 for EACH trigger pull>Something else? (write-in)