Table #1: Warlocks & Warriors (TSR, 1977)
Re: Table #1: Warlocks & Warriors (TSR, 1977)
Samson:
Samson casts fear on SnakeEyes
W&W Round one Duel - [2d6] = 7
Then moves
W&W Turn Two - [2d6] = 8
Samson casts fear on SnakeEyes
W&W Round one Duel - [2d6] = 7
Then moves
W&W Turn Two - [2d6] = 8
- OGRE MAGE
- First Gentleman
- Posts: 39263
- Joined: Tue Mar 04, 2014 3:16 pm
- Location: The Birthplace of RPG's
Re: Table #1: Warlocks & Warriors (TSR, 1977)
Dueling [2d6] = 9
Averting his gaze, SnakeEyes grabs the princess from his adversary and...
WW2 [2d6] = 7
...high tails it up the northern path.
Averting his gaze, SnakeEyes grabs the princess from his adversary and...
WW2 [2d6] = 7
...high tails it up the northern path.
- Grognardsw
- Rider of Rohan
- Posts: 12968
- Joined: Wed Jun 26, 2013 12:30 pm
- Location: ImagiNation
Re: Table #1: Warlocks & Warriors (TSR, 1977)
Turn 1 Duel Results
SnakeEyes (9) slithers into Samson (7) and snatches the princess! Samson goes back one space, SnakeEyes moves forward one space with Penelope.
Turn 2
Here are the Turn 2 rolls:
DadsAngry #1 - 8 Red Warlock Samson
Rex #2 - 6 Green Warrior Rex
Norjax #3 - 5 White Warrior Throll
Grog #4 - 11 Blue Warrior Kothar
Mant #5 - 4 Yellow Warrior Boris the Brave
OgreMage #6 - 7 Black Warlock SnakeEyes
Boris the Brave advances 4 to land on SnakeEyes (who hasn’t moved his 7 yet given he goes last.) Hence a duel occurs!
Mant and OgreMage roll 2d6. As a warrior, Boris adds +1. High wins, takes princess, moves one space ahead. Loser goes back one. Then SnakeEyes moves the 7 he rolled.
Meanwhile, everyone roll 2d6 for Turn 3! My Kothar gallops 7 Kothar W&W T3 [2d6] = 7
The board at Turn 2 (except black piece still to move 7 after duel):

SnakeEyes (9) slithers into Samson (7) and snatches the princess! Samson goes back one space, SnakeEyes moves forward one space with Penelope.
Turn 2
Here are the Turn 2 rolls:
DadsAngry #1 - 8 Red Warlock Samson
Rex #2 - 6 Green Warrior Rex
Norjax #3 - 5 White Warrior Throll
Grog #4 - 11 Blue Warrior Kothar
Mant #5 - 4 Yellow Warrior Boris the Brave
OgreMage #6 - 7 Black Warlock SnakeEyes
Boris the Brave advances 4 to land on SnakeEyes (who hasn’t moved his 7 yet given he goes last.) Hence a duel occurs!
Mant and OgreMage roll 2d6. As a warrior, Boris adds +1. High wins, takes princess, moves one space ahead. Loser goes back one. Then SnakeEyes moves the 7 he rolled.
Meanwhile, everyone roll 2d6 for Turn 3! My Kothar gallops 7 Kothar W&W T3 [2d6] = 7
The board at Turn 2 (except black piece still to move 7 after duel):

Re: Table #1: Warlocks & Warriors (TSR, 1977)
Boris the Brave rides in beside SnakeEyes and attempts to wrest the fair Penelope from his serpentine clutches!
Duel Dice: [2d6+1] = 11+1 = 12
W&W Turn 3: [2d6] = 6
Duel Dice: [2d6+1] = 11+1 = 12
W&W Turn 3: [2d6] = 6
- Grognardsw
- Rider of Rohan
- Posts: 12968
- Joined: Wed Jun 26, 2013 12:30 pm
- Location: ImagiNation
Re: Table #1: Warlocks & Warriors (TSR, 1977)
Turn Two Continued...
No sooner does SnakeEyes tear the princess from Samson, than Boris the Brave catches up with the mid-westerland warlock. Boris boldly bowls over SnakeEyes and gains possession of Penelope. The poor princess has been manhandled three times in two turns, and wonders how many men she can endure by the time she reaches the castle.
Now some trickiness here you can follow on the Turn 2 board picture... So SnakeEyes lost the duel, moving back 1 space. Then it’s his turn 2 turn (he goes last), advancing the 7 he rolled. Which lands SnakeEyes (black) on Samson’s (red) current position. So a rematch duel, minus the princess! OM and DA you know the drill.
Board at end of Turn 2:
Turn 3
Rex, as you can see in the most recent board picture, your 12 roll can move you along multiple paths - to the Lost Dungeon, a lower east path, or an upper east path. Which way will you go?
Everyone, when you see you have a path choice on the board please state your direction, which will speed things up.
There is a bit of strategy in the game, as to win one must ultimately have the princess in hand when you reach the castle. Does one duel to get her early, or late and make the final dash to the castle?
After we resolve the final Turn 2 duel, and Rex’s Turn 3 direction, I’ll make the Turn 3 movements with picture.
No sooner does SnakeEyes tear the princess from Samson, than Boris the Brave catches up with the mid-westerland warlock. Boris boldly bowls over SnakeEyes and gains possession of Penelope. The poor princess has been manhandled three times in two turns, and wonders how many men she can endure by the time she reaches the castle.
Now some trickiness here you can follow on the Turn 2 board picture... So SnakeEyes lost the duel, moving back 1 space. Then it’s his turn 2 turn (he goes last), advancing the 7 he rolled. Which lands SnakeEyes (black) on Samson’s (red) current position. So a rematch duel, minus the princess! OM and DA you know the drill.
Board at end of Turn 2:
Turn 3
Rex, as you can see in the most recent board picture, your 12 roll can move you along multiple paths - to the Lost Dungeon, a lower east path, or an upper east path. Which way will you go?
Everyone, when you see you have a path choice on the board please state your direction, which will speed things up.
There is a bit of strategy in the game, as to win one must ultimately have the princess in hand when you reach the castle. Does one duel to get her early, or late and make the final dash to the castle?
After we resolve the final Turn 2 duel, and Rex’s Turn 3 direction, I’ll make the Turn 3 movements with picture.
Re: Table #1: Warlocks & Warriors (TSR, 1977)
Rex
Sorry about that. I will go lower east.
Sorry about that. I will go lower east.
Re: Table #1: Warlocks & Warriors (TSR, 1977)
Samson:
"What? You again. Where the princess? Did someone steal her away from you? Defend yourself!"
Duel [2d6] = 4
"Wait! Wait! Wait! My shoelace is untied."
W&W Turn 3 - [2d6] = 6
"What? You again. Where the princess? Did someone steal her away from you? Defend yourself!"
Duel [2d6] = 4
"Wait! Wait! Wait! My shoelace is untied."
W&W Turn 3 - [2d6] = 6
- OGRE MAGE
- First Gentleman
- Posts: 39263
- Joined: Tue Mar 04, 2014 3:16 pm
- Location: The Birthplace of RPG's
Re: Table #1: Warlocks & Warriors (TSR, 1977)
SnakeEyes seems slightly hurt by the comment about the princess.
"I care not about your shoes, mister!"
Dueling [2d6] = 7
That puts us back on the same space again, doesn't it.
"I care not about your shoes, mister!"
Dueling [2d6] = 7
That puts us back on the same space again, doesn't it.

Re: Table #1: Warlocks & Warriors (TSR, 1977)
No, but close. I move back one space and you move ahead one space before we move again. That would put me right behind you after our rolls.OGRE MAGE wrote: ↑Fri Jan 08, 2021 6:59 pm SnakeEyes seems slightly hurt by the comment about the princess.
"I care not about your shoes, mister!"
Dueling [2d6] = 7
That puts us back on the same space again, doesn't it.![]()
Re: Table #1: Warlocks & Warriors (TSR, 1977)
Wait, you're correct. I didn't notice when you move up after our duel you land on an arrow space forcing you back two spaces into mine. Looks like the battle continues.DadsAngry wrote: ↑Fri Jan 08, 2021 7:20 pmNo, but close. I move back one space and you move ahead one space before we move again. That would put me right behind you after our rolls.OGRE MAGE wrote: ↑Fri Jan 08, 2021 6:59 pm SnakeEyes seems slightly hurt by the comment about the princess.
"I care not about your shoes, mister!"
Dueling [2d6] = 7
That puts us back on the same space again, doesn't it.![]()
W&W Duel (again) - [2d6] = 8
- OGRE MAGE
- First Gentleman
- Posts: 39263
- Joined: Tue Mar 04, 2014 3:16 pm
- Location: The Birthplace of RPG's
Re: Table #1: Warlocks & Warriors (TSR, 1977)
Dueling [2d6] = 4
This almost feels like going in circles.
If that puts me on the star space, I will send green back one space. Sorry Rex.
This almost feels like going in circles.

If that puts me on the star space, I will send green back one space. Sorry Rex.

Re: Table #1: Warlocks & Warriors (TSR, 1977)
If I counted correctly I think we face off again in the next turn as well.OGRE MAGE wrote: ↑Fri Jan 08, 2021 8:47 pm Dueling [2d6] = 4
This almost feels like going in circles.![]()
If that puts me on the star space, I will send green back one space. Sorry Rex.![]()

- Grognardsw
- Rider of Rohan
- Posts: 12968
- Joined: Wed Jun 26, 2013 12:30 pm
- Location: ImagiNation
Re: Table #1: Warlocks & Warriors (TSR, 1977)
Turn Two Concluded...
As foretold by the oracles...Samson/red, tripping on his shoelaces, loses the duel to SnakeEyes/black. Samson retreats one space, SnakeEyes advances one which places him on an arrow space requiring him to move back two spaces to again land upon his nemesis Samson.
In the warlocks’ third rematch, Samson/red hexes SnakeEyes/black for the win. +1 and -1 space respectively.
Thus concludes Turn 2! The board at end of Turn 2:
Turn 3
Turn 3 rolls:
DadsAngry #1 - 7 Red Warlock Samson
Rex #2 - 12. Green Warrior Rex
Norjax #3 - 7 White Warrior Throll
Grog #4 - 7 Blue Warrior Kothar
Mant #5 - 6 Yellow Warrior Boris the Brave
OgreMage #6 - 6 Black Warlock SnakeEyes
Nice horse gif Mant. Dads, I went with your first Turn 3 roll in post #27.
Norjax, Throll the warrior advanced 7 to land on the arrow space above the star, sending him back two to another arrow which sent him back two to the Parched Desert where he loses one turn. What happened in the desert to slow the warrior?
My Kothar/blue advances to The Lost Dungeon! These square spaces must be passed through on way to castle. One rolls 2d6 on chart for result. Here is the chart:

Kothar, sword in hand, wanders aimlessly about losing a turn. W&W T3 Lost Dungeon [2d6] = 3
SnakeEyes advances 6 to a starred space, allowing the warlock to cast a spell. He ju-ju’s Rex/green, sending him back one space. Back being defined as the way one came, Rex would go back one space onto SnakeEyes (and a duel.) If this were in-person, Ogre Mage would see that on the board and I assume send him one space in the other direction which is what I did.
The board at end of Turn 3:
Turn 4
The quest continues with a 2d6 roll for Turn 4!
Kothar is lost in the dungeon and Throll in the desert, their Turn 4 lost.
As foretold by the oracles...Samson/red, tripping on his shoelaces, loses the duel to SnakeEyes/black. Samson retreats one space, SnakeEyes advances one which places him on an arrow space requiring him to move back two spaces to again land upon his nemesis Samson.
In the warlocks’ third rematch, Samson/red hexes SnakeEyes/black for the win. +1 and -1 space respectively.
Thus concludes Turn 2! The board at end of Turn 2:
Turn 3
Turn 3 rolls:
DadsAngry #1 - 7 Red Warlock Samson
Rex #2 - 12. Green Warrior Rex
Norjax #3 - 7 White Warrior Throll
Grog #4 - 7 Blue Warrior Kothar
Mant #5 - 6 Yellow Warrior Boris the Brave
OgreMage #6 - 6 Black Warlock SnakeEyes
Nice horse gif Mant. Dads, I went with your first Turn 3 roll in post #27.
Norjax, Throll the warrior advanced 7 to land on the arrow space above the star, sending him back two to another arrow which sent him back two to the Parched Desert where he loses one turn. What happened in the desert to slow the warrior?
My Kothar/blue advances to The Lost Dungeon! These square spaces must be passed through on way to castle. One rolls 2d6 on chart for result. Here is the chart:

Kothar, sword in hand, wanders aimlessly about losing a turn. W&W T3 Lost Dungeon [2d6] = 3
SnakeEyes advances 6 to a starred space, allowing the warlock to cast a spell. He ju-ju’s Rex/green, sending him back one space. Back being defined as the way one came, Rex would go back one space onto SnakeEyes (and a duel.) If this were in-person, Ogre Mage would see that on the board and I assume send him one space in the other direction which is what I did.
The board at end of Turn 3:
Turn 4
The quest continues with a 2d6 roll for Turn 4!
Kothar is lost in the dungeon and Throll in the desert, their Turn 4 lost.
Re: Table #1: Warlocks & Warriors (TSR, 1977)
What is Boris and Princess Penelope doing in the desert? Only he, the princess, and the sands of time will ever know.
The valiant warrior thrusts onward with renewed vigor!
W&W Turn 4: [2d6] = 6

The valiant warrior thrusts onward with renewed vigor!

W&W Turn 4: [2d6] = 6