

Possessions are always marked in bold text, like this: gold compass.

All characters begin with 65 Shards in cash and the following possessions, which you can record on the Adventure Sheet: sword, chain mail (Defence +3), map. POSSESSIONS You can carry up to 12 possessions on your person. Title Outcast Commoner Guildmember Master/Mistress Gentleman/Lady Baron/Baroness Count/Countess Earl/Viscountess Marquis/Marchioness Duke/Duchess Hero/Heroine Rank 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th+

Characters of higher Rank are tougher, luckier and generally better able to deal with trouble. You will be told during the course of your adventures when you are entitled to advance in Rank. By completing quests and overcoming enemies, you have the chance to go up in Rank. RANK You start in this book at 4th Rank, so note this on the Adventure Sheet now. Record your Stamina in pencil on the Adventure Sheet. Lost Stamina can be recovered by various means, but your Stamina cannot go above its initial score until you advance in Rank. 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. STAMINA Stamina is lost when you get hurt. Wayfarer: CHARISMA 3, COMBAT 6, MAGIC 3, SANCTITY 4, SCOUTING 7, THIEVERY 5 Fill in the Adventure Sheet included in the Adventure Pack 4 with your choice of profession and the ability scores given for that profession. Priest: CHARISMA 5, COMBAT 3, MAGIC 4, SANCTITY 7, SCOUTING 5, THIEVERY 2 Mage: CHARISMA 3, COMBAT 3, MAGIC 7, SANCTITY 1, SCOUTING 6, THIEVERY 4 Rogue: CHARISMA 6, COMBAT 5, MAGIC 5, SANCTITY 2, SCOUTING 3, THIEVERY 7 Troubadour: CHARISMA 7, COMBAT 4, MAGIC 5, SANCTITY 4, SCOUTING 3, THIEVERY 5 Warrior: CHARISMA 4, COMBAT 7, MAGIC 2, SANCTITY 5, SCOUTING 4, THIEVERY 3 Your choice of profession determines your initial scores in the six abilities. Everyone has some strengths and some weaknesses. PROFESSIONS Not all adventurers are good at everything. 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 lockpicking CHARISMA COMBAT MAGIC SANCTITY SCOUTING THIEVERY Ability scores will change during your adventure, but you can never have an ability score lower than 1 or higher than 12. Your initial score in each ability ranges from 1 (low ability) to 7 (a high level of ability). You will keep the same adventuring persona throughout the books – starting out as a 4th Rank wanderer in The Plains of Howling Darkness, but 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 of The Plains of Howling Darkness. 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.

#FABLED LANDS BOOK 1 PDF SERIES#
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. If you have any detailed queries, consult the Adventuring in the Fabled Lands 4 document.Īdventurer’s Journal For the keeping of notesįabled Lands is unlike any other gamebook series.
#FABLED LANDS BOOK 1 PDF PLUS#
(Your Defence score is equal to your Rank PLUS your armour bonus PLUS your COMBAT score.) The amount you beat the Difficulty by is the number of Stamina points that your opponent loses. The Difficulty of the roll is equal to the opponent’s Defence score. Fighting involves a series of COMBAT rolls. This means that you would have to roll 5 or more on two dice to succeed. This requires a CHARISMA roll at a Difficulty of 10. Example: You want to calm down an angry innkeeper. To succeed you must roll higher than the Difficulty of the task. To use an ability (COMBAT, T HIEVERY, and so on), roll two dice and add your score in the ability. Dangle Dare Dawn Dead Deathless Deep Defend Deliver Diamond Dim Dirk Dirty Discover Dismal Dispel Divestĭog Dotage Double Dove Dragon Drake Drape Draw Dread Dregs Drifter Drink Drizzle Drop Duress Dwarf
