Showing posts with label Greywood Publishing. Show all posts
Showing posts with label Greywood Publishing. Show all posts

Saturday, September 17, 2011

Fabled Lands Role-Playing Game (Part 3)

Returning to our heroes Shagar and Jarna, we find them on a mission to slay the ratmen of the sewers of Yellowport. They stand before an abandoned well in West Port, the poor quarter of the city. Apparently, the well is a gateway to the sewers below, but there is no ladder or other means of descent. Shagar ties his rope to a crossbeam and tests it for strength and secureness. It seems sound, so, with him leading the way, they clamber down the rope and into the depths...

[Climbing down into the sewers requires a Thievery roll at Difficulty 9, plus 2 for using rope. Shagar rolls 7 plus 1 for Thievery and 2 for the rope equals 10, which beats the Difficulty of 9. He makes it to the bottom of the well unscathed. Jarna rolls 7, plus 7 for Thievery and 2 for the rope for a total of 16. She clambers down the rope a good deal quicker and more dextrously than her comrade]

'Show off!' says Shagar, on seeing her rapid descent. They find themselves in a square chamber almost knee-deep in indescribable refuse that gives off an appalling stench. There are four exits, though only the northern one looks big enough for them to venture into. Jarna lights her lantern, and also pulls out a parchment and a stick of charcoal. Shagar readies his sword and shield, and they head north, into a maze of passageways, stopping often to map the various corridors that peel off and away into the darkness. There is the steady drip of water from above and the occasional skittering of rats, but little else in the way of noise...

Sometime later they are advancing cautiously down a damp tunnel festooned with cobwebs. Jarna has stashed her map in her belt and carries her wand in her other hand. The cobwebs begin to get thicker and thicker, and they bump into the husk-like corpse of a ratman, shrouded in webs and hanging suspended from the ceiling. 'I don't like this one bit,' mutters Shagar as they both hear the sound of something moving towards them through the webs. 'Get ready!' Suddenly the biggest spider either of them had ever seen skitters towards them, envenomed fans gleaming in the lanternlight!

By Russ Nicholson (from Cities of Gold and Glory)
 [Combat begins! Strike orders are rolled: Shagar 8, Jarna 10, and the Giant Spider 7. Jarna goes first. She has 2 Action Points and uses 1 to Cast Pacify. This has a Difficulty of 11. Jarna rolls 9 plus Magic 7 and 1 for her wand, for a total of 17. The spider immediately stops attacking and remains quiet. Shagar decides to squeeze past it and check its lair. He spends 1 Action Point moving into the spider's lair and another searching through the remains of its victims. The spider does nothing for its turn, and will continue to do nothing for five more turns or unless attacked. The first Combat Round has ended.

Jarna continues watching over the spider while Shagar searches. The Difficulty of the search is set to 10. Shagar rolls 7 plus 4 for his Scouting, and succeeds! He finds a bag with eighty Shards, and a shortsword and shield of excellent manufacture and untarnished by being in the sewers. For the third Combat Round he gathers up the loot, and goes back to Jarna. There is a brief debate about whether they should kill the spider, but in the end they decide to leave this part of the sewers. The Giant Spider, still Pacified, watches them go with glittering eyes...]

From this brief example of play we can see that the Fabled Lands Roleplaying Game is a fast and action-packed experience. Things happen quickly, thanks largely to the simplicity of the core Difficulty test mechanic, as taken from the gamebooks themselves. At the same time, there are plenty of customizable options for character generations, as with Jarna above, who can get immediately involved in the action. I may be biased, but I think it's a great game in its own right, as well as a much-needed addition to the Fabled Lands world!

This finishes this short series of reviews, though I'll likely be returning to talk about the Fabled Lands RPG from time to time, and possibly continuing the further adventures of Shagar and Jarna...

You can purchase the Fabled Lands RPG here, and find out more here.

Wednesday, August 10, 2011

Fabled Lands Role-Playing Game (Part 2)


Returning to the Fabled Lands Role-playing Game, and a summary of our newly-created character:

Shagar of Sokara (30yo Male 1st Rank Warrior)

Charisma: 4 
Combat: 5
Intelligence: 3
Magic: 1
Muscle: 4
Sanctity: 2
Scouting: 4
Thievery: 1

Stamina: 11

Armour and Weapons: Sword (Combat +2), Shield (Defence +1) and Chain mail armour (Defence +3)

Other Gear: Dagger (Combat +0) in boot, Lantern, Rope, Water flask

Money: 165 Shards

Powers: Blademaster, Lore (Warfare)

Additional Notes: Shagar is a pox-scarred lesser noble of Sokara whose family has fallen upon hard times following the overthrow of King Corin VII by General Grieve Marlock. He has become a hiresword and mercenary as a result, and his large frame and mop of unruly ginger hair are a common sight in dingy taverns and on corpse-strewn battlefields across eastern Harkuna. A helpful companion to his friends in need, Shagar is also prone to keeping secrets and not entirely trustworthy. But then again, who can you trust in these perilous times?

Shagar's updated profile above includes new errata allowing him to start with 1000 Shards to spend, plus his 100 Shards for being a Noble. This manifests as an upgrade from Leather to Chain mail armour, plus an extra Dagger in his boot.

I'm not entirely convinced of Shagar's ability to brave the dangers of the Fabled Lands alone, so I create a partner in crime for him, as below:

Jarna Jewelspider (24yo Female 1st Rank Mage)

Charisma: 5
Combat: 2
Intelligence: 4
Magic: 7
Muscle: 2
Sanctity: 1
Scouting: 3
Thievery: 7

Stamina: 10

Armour and Weapons: Staff (Combat +1), Dagger (Combat +0)

Other Gear: Potion of Healing, Amber Wand (Magic +1), Lantern, Water Flask, Parchment 

Money: 24 Shards, 2 Pares

Powers: Sorcery (Enchantment), Craft (Magic)

Additional Notes: Jarna was discovered as a baby, bobbing up and down in a crib floating on the waters of the Grimm River estuary. Her elfin frame, silver hair and sparkling green eyes have led some to suspect she may be a changeling from the faerie shee of the Curstmoor. However, Jarna prefers cities to rustic sylvan settings, and has arrived in Yellowport intent on seeing if the rumours of ancient Uttakin ruins beneath the city are true. Her second chosen name refers to the intricate inscriptions carved into her amber wand. Jarna is a brave companion, but an impulsive one...

In the final part of this series we'll catch up with our heroes as they explore the Lair of the Ratmen! Stay tuned for mayhem!

"Guildmaster Vernon is surprisingly eager to see you. He is a hugely fat and bejewelled merchant, and he tells you that a group of ratmen have made a base in the sewers beneath the city. They come out at night to raid the warehouses and homes of the merchants of Yellowport..."

Wednesday, July 27, 2011

Fabled Lands Role-Playing Game (Part 1)



I've been meaning to post about Greywood Publishing's Fabled Lands Role-Playing Game, by Shane Garvey and Jamie Wallis, for some time. Stuart Lloyd has beaten me to it though, and his excellent review can be found here. Instead then, I thought I'd post an example of character creation and a sample combat to give you some flavour as to how the game actually works.

Character Generation

1. Background. There are 7 choices: Academic, Commoner, Criminal, Fey-Blooded, Military, Noble and Primitive. Each has their own special rules.

Rather than choose, I roll a d8 (with an 8 being a re-roll). I rolled a 6. My character is a Noble. This means my character starts with an additional 100 Shards in currency!

2. Description. While you could presumably develop your character's own description, there are also a series of tables helping you decide things such as Height, Build, Age, Personality (both Good and Bad Traits), Eye Colour, Hair Colour, Distinguishing Features, Birthplace, and Name.

I break out more dice and begin rolling:

Height: I roll a 6. My Noble is very tall (6'7" to 7"), and gets a +1 on jumping tests, and a -1 on hiding tests.

Weight: I roll a 5. My Noble has a Large Frame, and gets +1 Stamina and -1 Thievery.

Age: I roll a 4. My Noble is Mature (30-35 years old), and gains 1 level in a Lore skill.

Good Traits (Personality): My Noble is Helpful.

Bad Traits (Personality): My Noble is a Liar!

Eye Colour: Black

Hair Colour: Red

Distinguishing Features: Disfigured by Pox-marks!

Birthplace: Sokara

Name: Shagar

3. Ability Values. You need to roll 8 dice and distribute the results among the following Abilities: Charisma, Combat, Intelligence, Magic, Muscle, Sanctity, Scouting and Thievery. If the total of all the dice rolled is 20 or less, you may roll again.

I roll the following scores: 1, 1, 2, 3, 4, 4, 4 and 5. Given my character's large size, I figure I'm heading towards a warrior type, so I assign the values as follows:

Charisma: 4
Combat: 5
Intelligence: 3
Magic: 1
Muscle: 4
Sanctity: 2
Scouting: 4
Thievery: 1

(The Large Frame penalty for Thievery cannot reduce it below 1, so I'm okay there as long as I never have to do any thieving!)

4. Stamina Value. Stamina is an indication of how much damage your character can take before dying. To generate it, you roll a d6 and add 6.

I roll 4, and add 6, plus a further 1 for my Noble's Large Frame. My Noble has a Stamina of 11.

5. Profession. There are eight professions in the Fabled Lands RPG: Barbarian, Druid, Mage, Priest, Rogue, Troubadour, Warrior and Wayfarer. To choose one of the professions you need to have a score of 5 or more in the profession's Primary Ability, and 2 or more in their Secondary Abilities. Each profession also has rules on what Weapons, Armour and Skills they can choose as well as a choice of one special Power.

Given their ability scores, my Noble has to be a Warrior. They start with one skill level in Lore (warfare), and for their Power, I choose Blademaster which allows one 'super-strike' per quest.

Here's where it gets tricky. There's no mention of whether my character gets any other starting Skills, or how many Shards they start with, or even what starting equipment they have. Going through the equipment lists, I decide to award my Noble the following:
  • A Sword (Combat +2)
  • Leather armour (Defence +1)
  • A Shield (Defence +1)
  • A Lantern
  • A Rope
  • A Water flask
All this adds up to 735 Shards, which seems a trifle excessive. I decide to reduce my Noble's starting cash to 0.

That was fun! In the next post I'll summarise my character and run them through some combat from the sample quest Lair of the Ratmen and see how they fare!