I shall start this but am working on something else as well to start asap.
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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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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! |
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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"¦ |
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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 |
Rather off topic, but... I will ensure our northern group is aware of this party. |
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! |
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.