Showing posts with label adventurers limited. Show all posts
Showing posts with label adventurers limited. Show all posts

Thursday, January 25, 2024

A very poor substitute for the real thing...

STARFIRE (#26/31, #26/365) [TTHA]

Appearance: This strange herb grows near water and has tall stems that are adorned with bright yellow star-shaped flowers. The tallest stems bear the most flowers and when picked, they exude a heady aroma that makes one feel a little woozy!
 
Distribution: Marshes, swamps and river-banks across northern Allansia.
 
Effects: Starfire is a common herb grown in the gardens of witches, wise-women and hedge wizards. It can be used as a like-for-like substitute for a missing ingredient when brewing a potion consisting of two or more herbal components (within reason; the Director is at liberty to decide if Starfire is an acceptable switch or not). However, it is not an especially reliable replacement; if added to a set of ingredients during the brewing stage, Starfire will subtract a -2 penalty from the chance of success when determining if the potion has been created successfully. Note that these abilities only apply to potions with purely herbal components. Interestingly, simply picking Starfire flowers and smelling them restores 1 LUCK point, though this is not cumulative and can happen once a day at best.

Cost: City 1gp, Town 2gp, Village 3gp (per bunch)
 
Availability: Common
 
Notes: Starfire is one of the many herbs cultivated by the Toadmen of the Bu Fon Fen in central Allansia.

Friday, December 8, 2023

An undead scaly mouth-breather...

Lair of the Guardian (#8/31, #342/365)

"This enormous room is more cave than chamber; some walls having been laid with clay bricks and carved, while others are bare dusty rock. There is an awful stench in the air, and scattered across the floor are the dismembered and dessicated remains of several apparent humanoids. The far wall is all clay brick, but in front of it is a mound of bones and scales and skin, at least that is what you think it is, before the whole thing starts to rise up into a worryingly familiar dragon-like form..."

Contents: This is a Kragon called Alazrak-Thuban (the "Azure Serpent"), once a mighty Blue Dragon and flying steed of Djaratian Lich-Kings and Mummy-Lords, but now a decaying undead hulk, guarding the tomb of its master. Alazrak, by sheer dint of will, retains something of its former intelligence and powers; it can, for example, still breathe lightning bolts at adversaries, although somewhat lower-powered than they were when it was truly alive.

Alazrak only speaks Dragon and Djaratian; it will attack all who cannot converse with it in those tongues. If spoken to however, Alazrak will demand treasure from those it perceives as weaker than it, but its evaluation skills are lacking, and any remotely valuable looking curio will probably buy safe passage from this chamber. If confronted with more powerful entities, Alazarak will plead ignorance of this chamber (such as the trap below, and the need for a Silver Key, although it does actually know these things, as well as the secret exit above), and allow Heroes to poke about, but will prefer to keep its limited treasure safe.

The far wall is a locked, trapped slab leading onwards, and requires the Silver Key to open, using a keyhole in the centre of the slab. Any other keys that are used, or attempts to pick the lock, triggers a bronze-axe pendulum blade trap, that will swing down and slice through anyone standing around the far wall (Test for Luck to avoid or lose 5 STAMINA damage less Armour).

If anyone actually bothers to look up, they will notice a very high, rocky ceiling to the chamber. Hidden up here is a large entrance, big enough for a Dragon, that leads to the Chasm of Doom (and from there, outside).

Stats:

Alazrak-Thuban, an undead Blue KRAGON, SKILL 14 STAMINA 28, 4 Attacks, Very Large Claws and Bite, Heavy Armour, Double Damage. For the first Attack Round, and every third Attack Round thereafter, the Kragon can breathe a lightning bolt at one target, who must Test their Luck to avoid; it does 4 STAMINA damage, which is doubled if the target wears metal armour (see also Return to the Pit, pp. 119-120).

Kragons do not normally collect treasure, however, Alazrak has slain several tomb-robbers and adventurers over the years, and some valuables can be found among their bones, namely 127GP in mixed coins, a slightly rusty but useable grappling hook, an large iron shield, a dusty bag with 4 Sapphires (worth 10GP each), a Throwing Dagger of Caarth-Slaying (carved from a Giant Sandworm tooth), and a Bronze Scorpion Brooch, charged with two more uses.

Saturday, September 9, 2023

Among Fungal Gardens...

The Forbidden Garden of Thay (#9/30; #252/365)

"A horticultural oasis where various kinds of edible fungi are grown by green-fingered workers, overseen by demonic master-gardeners; the harvested fungal delicacies are distributed under armed guard, far and wide to palaces across the Demonic Planes."

Vade Mecum Infernum by Aughm Lightchaser (p. 33)

The Forbidden Garden of Thay is one of the foremost fungi cultivation centres on the Plane of Rust. Run for centuries by the resolute Rust Demon Arg-Rth-V-Gl ('Latent roots of mycosis stretching deep across the underworld'), and a devout cadre of sapient Wood Demons, the Garden is a true site of pilgrimage for anyone remotely interested in all matters of fungal lore.Taking the appearance of an immense fortress enclosing a bewitching jungle of rare and gigantic fungi, its black stone walls are patrolled by Mantis Demon sentries and Vorpit conscripts, while Qagdin and Clones toil in the luxuriant gardens below.

The attached library and research facilities house a bewildering array of tomes and grimoires, and laboratories staffed with Fiend truthseekers, watching over heated bubbling glassware. Currently a visiting scholar is Krawdora of Weirtown, a Gallantarian sage and specialist in moulds and fungi. Krawdora thinks she is helping with matters of great importance as part of a positive Demon attitude adjustment exchange program, but in reality Arg is testing new types of spore cloud technology. The Rust Demon is attempting to control Krawdora with these spores, and through her access the libraries of the Royal Lendle Halls of Learning. Arg is obsessed with acquiring lore and knowledge and wishes to compare archives to see if they are missing anything. Thus does the law of Fungi, for Arg is secretly a cultist of Myknosis the Fungus God, expand across the universe!

For generating random fungi contents of the Forbidden Garden, we recommend the Random Fungi Generator, or the Chaos Plant entry in the Titan Herbal (pp. 26-27).

Monday, August 7, 2023

HEROES OF TITAN: A new Advanced Fighting Fantasy sourcebook

Arriving very soon, HEROES OF TITAN, a new sourcebook for Advanced Fighting Fantasy, with full colour cover and internal artwork by John Kapsalis and brand new Adventure Sheets by Dyson Logos. Heroes of Titan features 80 pre-generated Heroes or NPCs for your AFF game complete with full stats and lore background. Whether you need a brave fighter, a holy priest, a trickster rogue or an arcane spellcaster, you will find them in HEROES OF TITAN! 🙂


 

Friday, April 7, 2023

Old Giblin the Sage

Old Giblin the Sage (#8/30, #98/365)

This mad old coot is (or was) a sage, who was turfed out of the Pellod Spellcasters' Guild by Aldrag the Potent for pilfering books from the library. Exiled to Dust Town, old Giblin lives in a cluttered palm-frond hut, perched atop several still-standing Carsepolitan pillars on the eastern edge of town (and accessible only by flight, or a rope-ladder, if Giblin feels like letting it down).

Giblin spends most of his days and nights sitting in his hut, puffing on smoking weed, and peering out at the world with an ornate brass telescope; he is thus an accomplished astronomer and also knows much of the goings on around Dust Town. Such knowledge comes at a price, for Giblin always needs more funds to purchase smoking weed. Occasionally he even sits at the foot of the rope ladder, hawking a few trinkets on a rush mat to passersby:

Giblin's real passion however, is secretly studying the evil serpent people known as  the Caarth (his brass telescope is actually of Caarth manufacture). In fact, his whole disgraceful exit from Pellod was orchestrated by the renegade Caarth Vessistra (see #58), who did not want anyone as knowledgeable as Giblin anywhere near Pellod while she was setting up her criminal empire. Giblin's notes on the Caarth are kept in a coded notebook hidden under a loose plank in the hut's floor, alongside a battered copy of Voloidon Carsak's legendary journal (see Titan, pp. 86-89), and several minor Caarth astronomical texts written on sheets of copper. He is secretive about his obsession with the Caarth but will gladly purchase more Caarth 'books' and curios if possible.

Sunday, February 27, 2011

Advanced Fighting Fantasy: My Default Blog System


Figure 1. Dungeoneer cover
by John Sibbick
(from Gascoigne & Tamlyn, 1989).

I alluded to a bit of writer’s block recently, and in my case it usually comes about because there’s something niggling me with what I’m trying to write (I’m struggling even as I type this out). Often it’s due to the fact the overall concept isn’t fully realized, or just needs a bit of tweaking, or may even be plain wrong. Having been trying to put together an interesting post for a few weeks now, it finally hit me that I needed to include some sort of generic RPG stats to better elaborate a point and make the post more useful. However, I haven’t really designated a default RPG system for this blog. As much as I enjoy reading Old School Renaissance blogs, I left D&D behind years ago (in favour of the original Warhammer FRP), and don’t feel confident enough posting up OGL stats that represent something I haven’t actively thought about for twenty years.

Conversely, though I’ve done some enjoyable recent work with the re-released Dragon Warriors system (Wallis et al., 2009), I feel it’s too tied up with the world of Legend for me to use on a more generic level. The solution I've come up with therefore is that old gem Advanced Fighting Fantasy (Gascoigne & Tamlyn, 1989, see Figure 1), for the following reasons:

  • It's extremely simple to use and post stat blocks for.
  • Despite the simplicity, both the Special Skills and Magic Spells systems capture a lot of colour and flavour.
  • I've been raving and ranting about Fighting Fantasy and Titan on my Titan_Rebuilding group for years now.
  • Likewise, it's the default system for posting stat blocks on the Titannica wiki.
Figure 2: Advanced Fighting Fantasy reissues from Arion Games (from Bottley, 2010a).

Perhaps the best reason though, is that it is being re-released by Arion Games very soon (Bottley, 2010a, see Figure 2)! While both Out of the Pit and Titan will be straight reprints of Gascoigne's (1985, 1986) earlier work, the entire Advanced Fighting Fantasy system itself will be revised, cleaned up, and repackaged as one book (Bottley, 2010b, see Figure 3).


Figure 3. Modified Advanced Fighting Fantasy Adventure Sheet,
for use with Arion Game reissue (from Bottley, 2010b).

This is because, as anyone who has played AFF will tell you, there were some fundamental problems with the original rules. The two big issues from my point of view were:
  • The random nature of character generation meant that Heroes who rolled high SKILL scores would be more powerful with far more Special Skill choices (and higher Special Skill values) than those who rolled a low number for their Initial SKILL.
  • The method of adding your SKILL score to your Special Skills to determine their value made Heroes even more powerful than the original nameless adventurers of the Fighting Fantasy solo gamebooks, who, for reasons of gameplay, were themselves vastly superior to most of the inhabitants of Titan (Wright, 2006a). 
These problems look to be solved by the new Advanced Fighting Fantasy reissue. However, as publication of these rules lies a few months away, I can't use them immediately as a default system for my blog. Instead, I plan on revisiting a few modifications I made to the AFF rules for an unfinished retro-hack system called Adventurers Limited.

Adventurers Limited was designed to be a gritty, low fantasy version of AFF, showing what the Heroes were like before they were Heroes. I couldn't be bothered to initiate a points system (probably a bad idea in retrospect), so the character generation rules for 'limited' starting Adventurers were still determined via dice, and ran as follows:

SKILL: An adventurer's SKILL score is found by rolling one die, dividing the result by 2, rounding all fractions up, and then adding 5 to the result. This will give an Initial SKILL score of 6, 7, or 8.

Example:
Our sample adventurer rolls one die. The result is 3. Dividing this by 2 gives 1.5. We round this up to 2 and add 5 to give our adventurer an Initial SKILL score of 7.

STAMINA: An adventurer's STAMINA score is found by rolling one die, dividing the result by 2, rounding all fractions up, and then adding 5 to the result. This will give an Initial STAMINA score of 6, 7, or 8.

Example: Our sample adventurer rolls one die. The result is 5. Dividing this by 2 gives 2.5. We round this up to 3 and add 5 to give our adventurer an Initial STAMINA score of 8.
 
(Wright, 2006b)

Bear in mind though, that these were just ideas and not based on rigorous play-testing. The second major modification was to introduce large number of Professions, all modeled on characters and people from previously published Fighting Fantasy books. These Professions would dictate what Special Skills your character could choose, as follows:

Common Skills: These are the Special Skills that a starting character of this Profession must invest at least 1 point in per Special Skill.

Uncommon Skills: These are Special Skills that a starting character may possess (but see also Rare Skills below). Each Profession will tell you how many Uncommon Skills you may choose. You must invest at least 1 point in each Uncommon Skill that you choose.

Rare Skills: These are more obscure Special Skills that a starting character may possess. You may ONLY choose a Rare Skill if you have already chosen the maximum number of Uncommon Skills you are allowed.
(Wright, 2006c)

Note that if you wanted to pick Uncommon or Rare Special Skills, you had to pick your full complement of Common skills first. This was designed so that players could create characters that either had an initial broad base of skills they were reasonable at, or specialists who excelled at only a couple of chosen skills. So, for an example, if you wanted to be a mercenary, you would have the following choices:
Mercenary by Gary Chalk
(from Harris, 1985)


Mercenary

Common Skills: Weapon, Dodge, World Lore (Must have 3).
Uncommon Skills: Weapon, Unarmed Combat, Disarm, Second Weapon, Ride Horse, Heavy Armoured Combat (Choose 2).
Rare Skills: Battle Tactics, Battle Combat, Siege Lore, Siege Combat, Mounted Combat, Languages, Crossbow (Choose 1).
(Wright, 2006b)
                                                             
This idea is now approaching obsolescence with Arion Games' impending release of the new version of AFF, but I may use it intermittently until then to provide a RPG stat angle on certain posts. Also, once the new AFF is published, I may start seeing if I can retrofit my Adventurers Limited Professions to the new rules framework, because I certainly had a lot of fun developing literally hundreds of them!

Note: You can pre-order the new version of AFF here! 

References

Bottley, G. (2010a). Arion Games: Advanced Fighting Fantasy. Accessed from http://www.arion-games.com/AFF.html

Bottley, G. (2010b). Modified AFF character sheet. Message posted to http://forum.rpg.net/showpost.php?p=13284043&postcount=101 and taken from http://www.arion-games.com/AFF-CharSheet.jpg

Gascoigne, M. (1985). Out of the Pit: Fighting Fantasy Monsters. London: Puffin Books.

Gascoigne, M. (1986). Titan: The Fighting Fantasy World. London: Puffin Books.

Gascoigne, M. & Tamlyn, P. (1989). Dungeoneer: Advanced Fighting Fantasy. London: Puffin Books.

Harris, R. (1985). Talisman: The Magical Quest Game [2nd Edition]. Nottingham: Games Workshop.

Wallis, J., Hately, S., Kemp, J., Klein, M., Low, R., May, D., Monroe, B., Reed, J., Sturrock, I., Turley, K., & Wright, A. (2009). Dragon Warriors: Friends or Foes. London: Magnum Opus Press.

Wright, A. (2006a). Adventurers Limited (Part Two). Message posted to http://games.groups.yahoo.com/group/titan_rebuilding/message/465

Wright, A. (2006b). Adventurers Limited (Part Five). Message posted to http://games.groups.yahoo.com/group/titan_rebuilding/message/503

Wright, A. (2006c) Adventurers Limited (Part Six). Message posted to http://games.groups.yahoo.com/group/titan_rebuilding/message/509