![]() You must guard against your Stamina score dropping to zero, because if it does you are dead. Keep track of your Stamina score throughout your travels and adventures. CHARISMA COMBAT MAGIC SANCTITY SCOUTING THIEVERY Priest: CHARISMA 7, COMBAT 5, MAGIC 6, SANCTITY 9, SCOUTING 7, THIEVERY 2 Mage: CHARISMA 5, COMBAT 5, MAGIC 9, SANCTITY 1, SCOUTING 8, THIEVERY 6 Rogue: CHARISMA 8, COMBAT 7, MAGIC 7, SANCTITY 2, SCOUTING 5, THIEVERY 9 Troubadour: CHARISMA 9, COMBAT 6, MAGIC 6, SANCTITY 5, SCOUTING 5, THIEVERY 7 Warrior: CHARISMA 6, COMBAT 9, MAGIC 3, SANCTITY 7, SCOUTING 6, THIEVERY 3 Wayfarer: CHARISMA 5, COMBAT 8, MAGIC 4, SANCTITY 5, SCOUTING 9, THIEVERY 7 the knack of befriending people the skill of fighting the art of casting spells the gift of divine power and wisdom the techniques of tracking and wilderness lore the talent for stealth and lock picking STAMINA Stamina is lost when you get hurt. Ability scores will change during your adventure but can never be lower than 1 or higher than 12. Your initial score in each ability ranges from 1 (low ability) to 9 (a high level of ability). Fill in the Adventure Sheet at the back of the book with your choice of profession and the corresponding ability scores. You will keep the same adventuring persona throughout the books – starting out as a 7th Rank count (or countess) in this adventure and gradually gaining in power, wealth and experience throughout the series. If this is your first Fabled Lands book, read the rest of the rules before starting at section 1. Turn to that section now – though note that it would be a good idea to read the 'Special notes for Dunpala' section first, in order to clarify some rules for this particular adventure. ![]() ![]() If you have already adventured using other books in the series, 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 Fabled Lands. You need only one book to start, but by collecting other books in the series you can explore more of this rich fantasy world. The reason is that you can play the books in any order, coming back to earlier books whenever you wish. We hope you enjoy these fresh new steps into the world of Harkuna! Fabled Lands is copyright © 1996, 2015 Dave Morris and Jamie Thomson This demo is copyright © 2015 Paul W Gresty Adventuring in the Fabled Lands Fabled Lands is unlike any other solo role-playing game. If you enjoy this adventure, click on over for the complete book: Thank you for your support. Hetley FABLED LANDS: THE SERPENT KING'S DOMAIN IS ON KICKSTARTER! This adventure is only a small part of the gamebook The Serpent King's Domain, prepared for the Kickstarter campaign. THE SERPENT KING'S DOMAIN KICKSTARTER DEMO (PDF ONLY) - 127 sections by Paul Gresty, Dave Morris & Jamie Thomson Edited by Richard S.
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