Isle Of Cyclops

Isle Cyclops - D&D / Pathfinder Archive - Posted: 18th Sep, 2008 - 8:29pm

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Posts: 116 - Views: 10455
18th Sep, 2008 - 5:39pm / Post ID: #

Isle Of Cyclops

I shall start this but am working on something else as well to start asap.

QUOTE

Fabled Fantasy Book One
Isle of the
Cyclops
by Andrew Wright
This illustration of a Cyclops is copyright © Martin McKenna, 1995, and comes from the book Curse of the Mummy which is
copyright © Jonathan Green, 1995.

Acknowledgments
It should be obvious from a glance that this work is largely a
composite based on the works of others. In style it owes a
huge debt to the Fabled Lands series of fantasy gamebooks by
Dave Morris and Jamie Thomson. In location, it is based in
the Fighting Fantasy world of Titan, outlined succinctly in the
book of the same name by Marc Gascoigne. More
specifically, it occurs in the Bird Islands, which can be found
on a map of Titan by Steve Luxton (page 13, small edition).
Lastly, in rules, it borrows extensively from the rules system
created by Per Jorner for his own excellent adventure,
Mansion of Maleficence, a version of which can be found here:
Source 9
Aside from some minor augmentations, the rules system is
largely identical to Mansion of Maleficence, and so some
elements of the introduction to that adventure have been
reproduced in the various sections that follow.

Creating your Character
At the end of this adventure you will find an Adventure
Sheet, for recording details of your character, an
Adventurer's Journal, for jotting down notes or maps about
the adventure, and a Ship's Manifest, for recording details of
any ships you acquire. You will also find four sample
characters - you can either use one of them, or create your
own character as described below.
Your character has three ability scores that must be
monitored and tested during your adventure. They are
SKILL, RESOURCE, and VITALITY.
SKILL is a measure of your strength and agility, your speed,
reflexes and overall athletic ability. It will be used when
performing acrobatic feats and when fighting (see below).
RESOURCE is a measure of wit and speed of thought, as well
as the ability to keep your head cool and come up with
solutions to problems.
VITALITY is a measure of how much damage - mental and
physical - you can take and still bounce back into action. It
is the ability score that will change the most during the
adventure and may be lost in combat or by way of accidents.
If your VITALITY score ever reaches zero, then your
character has died and you must turn to the dreaded
paragraph 13.



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Post Date: 18th Sep, 2008 - 5:41pm / Post ID: #

Isle Of Cyclops
A Friend

Cyclops Isle

Ok It sounds like a nice book lets get on with it. I will wait to see what you roll for us on our stats. Remember to roll high.

18th Sep, 2008 - 5:45pm / Post ID: #

Isle Of Cyclops Archive Pathfinder / D&D

QUOTE

Each ability score has a maximum value of 5 and a minimum
value of 1.
Professions
Not all adventurers are good at everything. Everyone has
some strengths and some weaknesses. Your choice of
profession determines your initial scores in the three abilities.
Priest: SKILL 3, RESOURCE 4, VITALITY 4
Rogue: SKILL 4, RESOURCE 4, VITALITY 3
Sorcerer: SKILL 3, RESOURCE 5, VITALITY 3
Warrior: SKILL 4, RESOURCE 3, VITALITY 4
Fill in the Adventure Sheet with your choice of profession
and the ability scores given for that profession.
Possessions
You can carry up to 8 possessions on your person. All
characters begin with 0 Talons in cash and a weapon, of
which you can choose the type. Note it on your Adventure
Sheet.
Possessions are always marked in bold text like this:
magic sword. Anything marked in this way is an item,
which can be picked up and added to your list of possessions.
Remember that your are limited to carrying a total of 8
items, so if you get more than this you"ll have to cross
something off your Adventure Sheet or find somewhere to
store extra items. You can carry unlimited sums of money
however (and the local coinage are known as Talons, owing
the winged claw inscription that figures on one side of the
coin).
Using Abilities
Whenever the outcome of a situation hinges upon one of
your abilities, you"ll be told to Test your SKILL or RESOURCE
or VITALITY, for example. To do this, simply roll one die. If
the result is lower than or equal to the current value of the
ability being tested, then you are successful. If the result is
greater than your current ability score, you are unsuccessful.
In addition to this, a roll of 1 is always a success, whilst a
roll of 6 is always unsuccessful.
Example:
You come across a sleeping Ogre. You are told to Test your SKILL
in order to sneak by him. Your current SKILL ability score is 3, so
you need to roll a 3 or less on one die to succeed. Unfortunately you
roll a 6! This is an automatic failure and you must turn to the
section indicated for making an unsuccessful SKILL roll (gulp!).

Fighting
At times you may have to battle enemies in close combat.
You will be presented with your enemy's SKILL and
VITALITY ability scores. To resolve a battle, Test your SKILL,
as well as Test the SKILL of that of your opponent. If you
succeed but your enemy does not, deduct 1 from its
VITALITY score. If your enemy succeeds but you do not,
deduct 1 from your own VITALITY score. If you both
succeed, your blows block each other and neither loses any
VITALITY. Likewise, if you both fail, you both miss, and
neither loses any VITALITY. Remember also that a roll of 1 is
always a success and a roll of 6 is always a failure. Repeat this
procedure until one of you has a VITALITY score of zero, and
is thus dead.
In addition, if you are fighting without a weapon, such
as the one you start this adventure with, you must
temporarily deduct 1 from your SKILL whilst fighting, until
you acquire one.
Lastly, you may acquire armour, which is presented in
the following fashion:
Leather jerkin (1 Hit)
Chain mail hauberk (2 Hits)
Plate mail (3 Hits)
Shield (+1 Hit)
The Hit score given for a piece of armour refers to the
number of hits you may ignore during a combat. A hit is
when your VITALITY is about to be reduced by 1. If you
acquire a shield (+1 Hit) (which takes up a separate
possession slot to your other armour), it adds 1 to the total
number of hits you can ignore due to any armour you are
already wearing. Thus, if you had a chain mail hauberk (2
Hits) and a shield (+1 Hit), you could ignore 3 hits during
any combat.
Example:
You have a SKILL score of 4 and a VITALITY score of 4, a sword,
and a leather jerkin (1 Hit). You are facing an enraged Ogre that
has a SKILL score of 4, and a VITALITY score of 4.
Suppose you start by rolling a 2, and the Ogre rolls a 5. You
are successful, the Ogre is not, so he loses 1 VITALITY point (his
score is now 3). Next, you roll a 1 (automatic success!), whilst the
Ogre rolls a 6 (automatic failure!). Again, the Ogre loses another
VITALITY point (his score is now 2).
For the next round, both of you roll 5, which means you both
miss, and nobody loses any VITALITY. You then roll a 2, whilst
the Ogre rolls a 1 (automatic success!). As you are both successful,
your blows cancel each other out, and again, nobody loses any
VITALITY.
You then roll 6 (automatic failure!), whilst the Ogre rolls a 2.
This means you would have to deduct 1 VITALITY point, but you
are wearing a leather jerkin (1 Hit), so you elect that the jerkin
allows you to ignore this hit. You may not use this ability for the
rest of the fight.
For the next two rolls, you roll a 2 and a 3, whilst the Ogre
rolls two 5's meaning that you hit him both times and his
VITALITY score is now zero. The Ogre dies, slumping to the
ground, and you search his lair, looking for treasure"¦
Codewords, Tick-Boxes, Blessings, and Sundry Other
Mayhem
During the course of the adventure you may be required to
note down codewords and tick boxes by section numbers.
These "remember" things that you have done and should not
be erased, unless specifically told to, or unless you die and are
starting again with a brand new character.
In addition, during your adventures you may also acquire
blessings, resurrection arrangements, titles, a ship and crew,
or become an initiate of a god. Space is given on your
Adventure Sheet to record all of these things, and further
information will be given in the text at the time instructing
you on what to do.
For now, onwards, to adventure!


So first of of I like to thank the auther for sharing this work with us.

So now what shall we chose for an occupation and a name.

Here is the scene we open to.

QUOTE


Background
You knew that last tankard of ale was a mistake. One
minute, there you were, drinking in the dockside taverns of
the bustling city of Gummport. The next moment, you were
awakened by a bucket of sea-water hurled at your face, to
find yourself chained as a galley-slave on a black-sailed ship,
watching the coastline of Far Analand drop away to the stern
of the vessel.
"Row, wretch!" howled an obese Man-Orc taskmaster,
lashing your back with a blow from his spiked whip.
Days passed and the welts on your back grew longer, as
your slave-ship, the Blood Auk, headed southwards.
Captained by a furious red-faced man called Kullion the
Crab, the ship was sailing for the Blood Islands, for it was
part of the fleet of the Chaos Pirates, who flock to those
shores like seabirds to the carcass of a whale.
Fate intervened however in the form of a colossal storm
that toppled the main mast and flattened the ship. Pirate and
slave alike were swept overboard as towering waves and
howling winds tore at the timbers of the Blood Auk. Your
own chains were snapped, and you struck out through the
seething waters, grabbing onto a tangled mass of floating
debris, even as torrential monsoon rains hammered down
relentlessly from above. Before you blacked out completely,
you prayed feverishly to Hydana, God of the Sea, hoping to
escape the notice of his hungry shark-toothed attendants"¦



Post Date: 18th Sep, 2008 - 6:07pm / Post ID: #

Isle Of Cyclops
A Friend

Cyclops Isle

Nice opening. We are out in the sea floating on pieces of debris hoping nt to get eaten.

18th Sep, 2008 - 6:19pm / Post ID: #

Cyclops Isle

QUOTE

Priest: SKILL 3, RESOURCE 4, VITALITY 4
Rogue: SKILL 4, RESOURCE 4, VITALITY 3
Sorcerer: SKILL 3, RESOURCE 5, VITALITY 3
Warrior: SKILL 4, RESOURCE 3, VITALITY 4


Profession determines ability it must be chosen and a name if every one prefers.


So please state name and profession of desire majority wins in a tie I will roll.

Rather off topic, but...

I will ensure our northern group is aware of this party.



Post Date: 18th Sep, 2008 - 6:45pm / Post ID: #

Isle Of Cyclops
A Friend

Isle Of Cyclops

I would vote for warrior but I am of the hack 'em slash 'em kind of mind. smile.gif

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18th Sep, 2008 - 7:45pm / Post ID: #

Isle Cyclops

Okay! Okay! Here I am! I am willing to start with this one because it seems a bit easier to understand at the minute. It reminds me of those "Choose Your Own Adventure" books when we were kids.

Rather off topic, but...
I promise to go look at the warrior building sources you left! TODAY!


For the most part I think I have the basic "gist" of what is going on. Is it going to hurt anyone's feelings if I give up my choice to whatever the majority is until I get through one of these and get a feel for it? I would have probably said priest because I would choose having God on my side in any situation but you know, if he is drunk on ale and praying to the God of the Sea, I wonder if I should try and find out a little more about what "priests" did in this time and place? laugh.gif!

So, I am diving in--no pun intended! (smile)



18th Sep, 2008 - 8:29pm / Post ID: #

Isle Cyclops D&D / Pathfinder Archive

Well I bet they caste healing and protection type stuff. You actually know as much as us. It is the chose your adventure type book but usually a specific set of choice gets you to a happy ending.

So I shall not you for a priest then remember no answer is wrong just a choice.

THANK YOU! for joining. smile.gif



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