POSSESSIONSYou can carry up to 12 possessions on your person. Rank Title1st Outcast2nd Commoner3rd Guildmember4th Master/Mistress5th Gentleman/Lady6th Baron/Baroness7th Count/Countess8th Earl/Viscountess9th Marquis/Marchioness10th Duke/Duchess11th+ Hero/Heroine Characters of higher Rankare tougher, luckier and generally better able to deal withtrouble. You will be told during the course of your adventures whenyou are entitled to advance in Rank. By completing quests and overcomingenemies, you have the chance to go up in Rank. RANKYou start in this book at 4th Rank, so note this on theAdventure Sheet now. Record your Stamina inpencil on the Adventure Sheet. Lost Stamina can be recovered by various means, but yourStamina cannot go above its initial score until you advance inRank. You must guardagainst your Stamina score dropping to zero, because if it doesyou are dead. Keep track of your Staminascore throughout your travels and adventures. STAMINAStamina is lost when you get hurt. Wayfarer: CHARISMA 3, COMBAT 6, MAGIC 3, SANCTITY 4,SCOUTING 7, THIEVERY 5įill in the Adventure Sheet included in the Adventure Pack 4with your choice of profession and the ability scores given forthat profession. Warrior: CHARISMA 4, COMBAT 7, MAGIC 2, SANCTITY 5,SCOUTING 4, THIEVERY 3 Troubadour: CHARISMA 7, COMBAT 4, MAGIC 5, SANCTITY 4,SCOUTING 3, THIEVERY 5 Rogue: CHARISMA 6, COMBAT 5, MAGIC 5, SANCTITY 2,SCOUTING 3, THIEVERY 7 Mage: CHARISMA 3, COMBAT 3, MAGIC 7, SANCTITY 1,SCOUTING 6, THIEVERY 4 Priest: CHARISMA 5, COMBAT 3, MAGIC 4, SANCTITY 7,SCOUTING 5, THIEVERY 2 ![]() ![]() Your choice of professiondetermines your initial scores in the six abilities. Everyone has somestrengths and some weaknesses. PROFESSIONSNot all adventurers are good at everything. Ability scoreswill change during your adventure, but you can never have anability score lower than 1 or higher than 12.ĬHARISMA the knack of befriending peopleCOMBAT the skill of fightingMAGIC the art of casting spellsSANCTITY the gift of divine power and wisdomSCOUTING the techniques of tracking and wilderness loreTHIEVERY the talent for stealth and lockpicking Your initial score in each ability rangesfrom 1 (low ability) to 7 (a high level of ability). You will keep the same adventuring personathroughout the books – starting out as a 4th Rank wanderer inThe Plains of Howling Darkness, but gradually gaining in power,wealth and experience throughout the series.ĪBILITIESYou have six abilities. If this is your first Fabled Lands book, read the rest of therules before starting at section 1 of The Plains of HowlingDarkness. If you have already adventured using other books in theseries, you will know your entry point into this book. All you need is two dice, an eraser and a pencil. Instead of just one single storyline,there are virtually unlimited adventures to be had in the FabledLands. You need only one book to start,but by collecting other books in the series you can explore moreof this rich fantasy world. ![]() The reason isthat you can play the books in any order, coming back to earlierbooks whenever you wish. ![]() If you haveany detailed queries, consult the Adventuring in theFabled Lands 4 document.įabled Lands is unlike any other gamebook series. (Your Defence score is equal to yourRank PLUS your armour bonus PLUS yourCOMBAT score.) The amount you beat the Difficultyby is the number of Stamina points that youropponent loses. TheDifficulty of the roll is equal to the opponent’sDefence score. This means that you would have toroll 5 or more on two dice to succeed.įighting involves a series of COMBAT rolls. This requires aCHARISMA roll at a Difficulty of 10. Tosucceed you must roll higher than the Difficulty ofthe task.Įxample:You want to calm down an angry innkeeper. To use an ability (COMBAT, THIEVERY, and so on),roll two dice and add your score in the ability. Q Dangle q Dogq Dare q Dotageq Dawn q Doubleq Dead q Doveq Deathless q Dragonq Deep q Drakeq Defend q Drapeq Deliver q Drawq Diamond q Dreadq Dim q Dregsq Dirk q Drifterq Dirty q Drinkq Discover q Drizzleq Dismal q Dropq Dispel q Duressq Divest q Dwarf
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