Down in the dark, twisting labyrinth of Fang, unknown horrors await you. Devised by the devilish mind of Baron Sukumvit, the labyrinth is riddled with fiendish traps and bloodthirsty monsters, which will test your skills almost beyond the limit of endurance. Countless adventurers before you have taken up the challenge of the Trial of Champions and walked through the carved mouth of the labyrinth, never to be seen again. DO YOU dare enter?
This game is the adaptation of the world famous Fighting Fantasy gamebook and the ruleset is Advanced Fighting Fantasy (if you don't have the full ruleset, you can freely download the Quickstart Rules here:
http://www.drivethrurpg.com/pr...src=hottest_filtered these rules are more than sufficient to play)
Note: if you speak French, you may want to join the French version of this game instead:
link to another game
This is a solo game, so you can play it at whatever pace you want! On my side, I commit to at least one post per day.
I can accept several players, and each of them will play in a separate "group", so they'll be all solo.
This is a hard game and accomplishing it is no minor feat, so don't get too upset if you die: simply, start over and choose another way.
THERE IS a way to success: you just need to find it! Will you be the first?
* * *
If you want to join the game, just let me know what name you want and then you can start creating your character. You are a powerful melee fighter and you can follow the following character creation guidelines.
Characteristics
Every novice adventurer starts with the following values in their Characteristics:
SKILL 4
STAMINA 8
LUCK 8
those starting Characteristics are then increased from a pool of 10 characteristics points, with the following caveats:
SKILL: maximum 5 points can be added
STAMINA: maximum 8 points can be added and each point added increases STAMINA by 2
LUCK: maximum 3 points can be added
Talents
You can choose ONE Talent amongst the following:
Ambidextrous: fight with two one-handed weapons (at least one must be a dagger or short sword). When hitting a single opponent, you can do two damage rolls (one for each weapon and each of them will have an armour roll) while fighting with two opponents you can do an attack roll for each of them. NOTE: even if you choose this Talent you start your adventure with a single weapon. You have to find another one in the Deathtrap Dungeon.
Animalfriend: no natural animal will attack you unless magically controlled.
Arcane: you can choose this Talent only if you have at least one point in a
Armour Training: +1 to all armour and shield rolls.
Combat reactions: you can't be ambushed successfully and you don't suffer usual penalty when outnumbered up to 3 to 1. If outnumbered 4 to 1, the enemies gain a +1, if 5 to 1 they get +2, if 6 to 1 (maximum outnumbering for similar sized creatures) they get +3
Fast Healer: recovers 2 extra STAMINA every day
Fleet Footed: hero moves 3m in battle round instead of usual 2m, +4 on escaping rolls if on foot and moves up to 50% faster than normal for his race
Hawkeye: +3 in all awareness checks that involve vision
Light Sleeper: never surprised when asleep
Lucky: can repeat one failed LUCK roll every day, spending a single LUCK point for both. Second roll must be accepted
Natural Physician: you need Healing special skill. A normal Healing roll cures 3 STAMINA, a double 1 restores 6 STAMINA and a double 6 only inflicts 1 damage.
Robust: eating a meal or sleeping restores 6 STAMINA instead of 4. Two meals and one sleep a day.
Silvertongued: all Con, Bargain, Etiquette or Leadership rolls have a +3 bonus
Solid Defence: if defensive or dodge options are chosen in combat, the hero receives an additional +2 bonus
Strongarm: +1 damage roll when brawling or using hand weapons
Trapmaster: +2 bonus to all rolls when traps are involved. It is usually used in conjunction with Trap Knowledge Special Skill
Weaponmaster: can use every melee weapon without specific training. For every 3 points of the hero's best melee weapon special skill (rounded up), he can have one point in every other melee weapon special skill if he has no special skill in that
Packhorse: Hero can carry 20 normal items instead of 10, with +2 more for each point of Strength
Lighting Strike: in any combat where the hero is not surprised, his opponent does not cause damage if he wins the first round (normal rolls, but no damage is done by the opponent on the first round). This applies to the very first round of a combat, not the first round against an individual opponent, and only one opponent is affected
Special Skills
You can choose one Special Skill at (3), two Special Skills at (2) and three Special Skills at (1).
A Special Skill at (1) indicates a basic training, at (2) is full training, at (3) you are an expert and higher scores indicate higher mastership levels.
You can pick amongst the following (they are mostly self explanatory):
Combat Special Skills:
Armour: allows you to wear heavier armour without penalites (see armour section below) but it does
not improve your armour roll
Axes
Bows
Brawling
Clubs
Polearms
Staves
Strength: helps in strength feats like knocking down doors, bending metal bars, etc.
Swords
Movement Special Skills
Acrobatics
Climb
Jump
Swim
Dodge: out of combat you can dodge failing rocks, traps or runaway horses. In battle you can use it defensively to avoid being hit. It can have a synergistic effect with armour.
Armour roll: | 1 | 2 | 3 | 4 | 5 | 6 | 7+ |
---|
Dodge Special Skill roll: 1 | - | - | - | - | - | 1 | 2 |
2 | - | - | - | - | 1 | 1 | 2 |
3 | - | - | - | 1 | 1 | 2 | 3 |
4 | - | - | 1 | 1 | 2 | 2 | 3 |
5 | - | 1 | 1 | 2 | 2 | 3 | 4 |
6 | - | 1 | 2 | 2 | 3 | 4 | 5 |
Stealth Special Skills
Awareness: helps spotting enemies, traps, secret doors etc. it does not only apply to sight, but also hearing, tasting, touching and smelling
Locks
Sneaking: used to avoid being seen and heard
Trap Knowledge: identification and disactivation of traps
Knowledge Special Skills
Con: persuading people
Healing: patch up wounds, treat diseases and poisons. A successful healing roll cures 2 STAMINA, a double 1 restores 4 STAMINA and a double 6 inflicts 2 damages (due to a medical mistake...)
* * *
See below what equipment is allowed into the labyrinth.
Weapons
You start the game with ONE weapon of your choice (even if you have the Ambidextrous Talent), appropriate for your character and related Special Skills.
You can choose among the following:
Weapon: | 1 | 2 | 3 | 4 | 5 | 6 | 7+ |
---|
Battleaxe : | 3 | 3 | 3 | 3 | 4 | 4 | 5 |
Dagger : | 1 | 1 | 2 | 2 | 2 | 2 | 3 |
Club : | 1 | 2 | 2 | 2 | 3 | 3 | 4 |
Greatsword : | 2 | 3 | 3 | 4 | 4 | 5 | 6 |
Handaxe : | 2 | 2 | 2 | 3 | 3 | 3 | 4 |
Mace : | 2 | 3 | 3 | 3 | 3 | 3 | 4 |
Morning Star : | 1 | 2 | 2 | 3 | 4 | 4 | 5 |
Polearm : | 2 | 3 | 3 | 3 | 4 | 4 | 5 |
Quarterstaff : | 1 | 2 | 3 | 3 | 3 | 3 | 4 |
Short Sword : | 1 | 2 | 2 | 3 | 3 | 3 | 4 |
Spear : | 2 | 2 | 3 | 3 | 3 | 4 | 5 |
Sword : | 2 | 3 | 3 | 3 | 3 | 4 | 5 |
Warhammer : | 2 | 3 | 3 | 3 | 3 | 3 | 4 |
| | | | | | | |
Improvised Weapon : | 1 | 1 | 1 | 2 | 2 | 2 | 3 |
Unarmed (human sized) : | 1 | 1 | 1 | 1 | 1 | 2 | 3 |
Unarmed (large sized) : | 2 | 2 | 2 | 2 | 3 | 4 | 5 |
| | | | | | | |
Bite/claw - Small : | 2 | 2 | 3 | 3 | 3 | 3 | 4 |
Bite/claw - Medium : | 2 | 3 | 3 | 3 | 4 | 4 | 5 |
Bite/claw - Large : | 3 | 3 | 4 | 4 | 5 | 6 | 7 |
Armour
Armour is essential for many adventurers, protecting against arrows, swords, claws and other hazards. Armour is heavy and cumbersome, can be difficult to use but anyway most heroes will wear the best armour they can use and afford.
The table below identifies the level of protection provided by each type of armour, however the hero must be trained in wearing the armour, or will suffer penalties. The hero should compare his Armour Special Skill total (Armour Special Skill + SKILL characteristic) to the listed values:
Total | Armour that can be effectively worn |
---|
6 or less | Small Shield |
7 | Leather Cuirass / Large Shield |
8 | Leather Hauberk |
9 | Chainmail Cuirass or Breastplate |
10 | Chainmail Hauberk |
11 | Plate Armour |
If a shield is used, then the protection provided for that particular result should be added to that provided to the armour worn. Only one armour roll is done whether a shield is used or not.
Armour: | 1 | 2 | 3 | 4 | 5 | 6 | 7+ |
---|
Leather Cuirass : | - | - | - | - | 1 | 1 | 2 |
Leather Hauberk : | - | 1 | 1 | 1 | 1 | 1 | 2 |
Chainmail Cuirass : | - | - | - | 1 | 2 | 2 | 3 |
Chainmail Hauberk : | - | 1 | 2 | 2 | 2 | 2 | 3 |
Breastplate : | - | - | - | 1 | 2 | 3 | 4 |
Plate Armour : | 1 | 1 | 2 | 2 | 3 | 3 | 4 |
Small Shield: | - | - | - | - | 1 | 1 | 2 |
Large Shield: | - | - | - | 1 | 1 | 1 | 2 |
| | | | | | | |
Monster Light Armour: | 0 | 0 | 0 | 1 | 1 | 1 | 2 |
Monster Medium Armour: | 0 | 0 | 1 | 1 | 2 | 2 | 3 |
Monster Heavy Armour: | 0 | 1 | 2 | 2 | 3 | 3 | 4 |
You start the game with the best armour that you can wear with no penalties and, you you choose a one-handed weapon, you can also chose a shield.
Pocket money and other equipment
You carry a backpack, that can contain up to ten "bulky" objects (for example, scrolls, rings and similar small objects do not count towards the ten objects. You can carry over ten "bulky" objects only if you have the Packhorse Special Skill (described above).
In your backpack there is one waterskin and two meals (each of them will allow you to recover four points of STAMINA).
You can also carry one potion of your choice, between the following:
* Potion of Skill: restores SKILL points
* Potion of Strength: restores STAMINA points
* Potion of Fortune: restores LUCK points and adds 1 to
initial LUCK
You carry also a money pouch, just in case, but it is empty, as money is not allowed in the labyrinth. Anyway, it can carry up to 50 coins and do count towards the ten objects (for this reason it is considered that an adventurer can carry up to 500 coins).
You are not allowed to carry with you any other equipment.
This message was last edited by the GM at 21:55, Wed 04 May 2022.