Tuesday, October 20, 2020

An adventure for FF Freeform

Orzan's Twist


A scenario for SKILL 7 adventurers. For basic rules, see Fighting Fantasy for your freeform game.

1.

Orzan's Twist in a long cave that provides a winding link between two valleys in the Clattering Hills. The Twist allows passage between two villages that would otherwise be four days weary climb apart. Perhaps the characters are soldiers with an important message, carrying magical ingredients to a sorcerer, or charged by townsfolk to open the quickest path through the hills.

In addition to normal equipment, characters begin with at least one light-source each: lantern, candle, or torches.

2.

As they approach the cave mouth deep in a ravine, they encounter two HALF-WOLVES. If the adventurers are not cautious, the wolves attack with the advantage of surprise (a free attack). Although the players won't be able to see from a distance, the wolves are chained here to guard the cave entrance on behalf of the goblins lurking further within.

HALF-WOLVES, Reaction: Hostile
SKILL 6 -- STAMINA 5
SKILL 5 -- STAMINA 4

The wolves are likely to be defeated, especially if they are caught at the end of their chains. Their barking and howling will surely alert any other creatures inside the cave!

3.

After various twists and turns, the adventurers reach a clear parting of ways. One side (go to 4) seems to lead upwards, and the sandy floor is less scuffed. The other is darker and deeper, and characters who test for Skill may notice the path is well-trodden by a variety of creatures (go to 5).

4.

Eventually, the passageway leads to a pit. A narrow crack far overhead admits some light, but it is unreachable. Test Skill to climb down; 1 STAMINA damage if any adventurer slips and falls. At the bottom of the pit among the remains of small animals and other vermin are the bones of a warrior in rusted armour.

Underneath the corpse is a fine-looking wooden hunter's bow. Any adventurer may take and use the bow, but unknown and unseeable, the bow has a crack in the core and after ten uses it will break the next time it is drawn (a character who tests for LUCK on the last draw will finally notice this). Nearby is a small flask of useable lantern oil (the lantern, though, is broken).

5.

The passage opens into a large chamber with many ledges and alcoves. A goblin gang (12 GOBLINS) camps here. The goblins are unfriendly but not necessarily hostile. They are more afraid of the two dry-ghouls skulking in the heart of the caves.

GOBLINS (10)
SKILL 6 -- STAMINA 6

GOBLIN LEADER
SKILL 7 -- STAMINA 8
Tougher and brighter than the average goblin. Mainly concerned with guarding his loot and planning next raid outside.

GOBLIN WITCH
SKILL 5 -- STAMINA 4
A minor magician at best, the witch has a collection of petty spells and curses that can trip and irritate targets, but she has nothing that will seriously harm stronger monsters like the ghouls. Her main skill is fortune-telling, mainly telling the goblin leader what he wants to hear.

Clever adventurers may even find a way to persuade the goblins to gang up on their mutual foes. See 6 next.

6.

Here, the passageway simultaneously dips sharply and turns, creating a disorienting corkscrew like formation, the cave's famous "twist".

In the center of the twist lurk two noxious DRY-GHOULS, semi-mummified horrors, who have found the caverns a convenient lair and trap for wandering prey. The ghouls are nasty, intelligent, slow moving, vulnerable to fire, and any character hit three times by their claws will be paralyzed!

DRY-GHOULS, Reaction: Hostile (hungry)

Mikence
SKILL 9 -- STAMINA 10

Tromp
SKILL 9 -- STAMINA 11

These ghouls are stronger than the adventurers. Remember that the simplicity of the rules means that characters can try anything to gain an advantage, from rope traps to spear walls to throwing burning oil.

Add 2 LUCK each for defeating these vile creatures. At the bottom of the Twist, the ghouls have stashed a well-made dagger with a silver-bound handle, two fine hunting spears, and copper and silver coinage from various realms amounting 3-18 silver pieces. Feel free to add other treasures of your own devising.

Friday, October 16, 2020

Fighting Fantasy for your freeform game

Fighting Fantasy (the minimal gamebook rules) could be enough of a framework for rule-light, freeform gaming, with a little judgement and tweaking.

Core Rules

Choose your character type, such as WARRIOR, SORCERER, or ROGUE.
Your initial SKILL is 7.
Your initial STAMINA is 1d6+6
Your initial LUCK is 1d6+6

Choose three Special Skills to complete your character, and note any equipment your GM allocates (usually a weapon, a backpack, some coin and rations, and optional potions).

Now, since most of the FF rules are easy to remember, you can start playing.

Test for Skill when character abilities and Special Skills are on the line.
Test for Luck when chance and happenstance are the deciding factor.
Roll probability (x in 6) when the chance of success depends on a variety of factors, including the external circumstances and the soundness of the player's plan.

In combat, the highest roll plus SKILL hits, and the standard wound is 2 STAMINA. Bigger creatures can ATTACK more than one target per round, but never roll more than once.

Apply modifiers freely as the conditions and tactics on the battlefield change.

Playing FF as a Freeform Game

From then on, the GM is free to work like the author of an adventure gamebook to develop and extend the rules according to the direction the game takes.

Experience

At certain key points in the campaign, characters advance 1 SKILL and 2 STAMINA. Advances in LUCK are rare and memorable.

At first, SKILL 7 characters will be able to defeat only weaker creatures (goblins, orcs, rat men, wolves); choose their foes carefully, and encourage "inventive" tactics. Common Trolls have SKILL 8. In this world, many stronger creatures become deadly terrors, dreadful, lurking threats to be avoided or outwitted, at least until the adventurers gain a few SKILL points.

Humans have a maximum of 12/24 in SKILL, LUCK, and STAMINA. Dragons are always terrifying.

Combat

STAMINA damage is weariness as well as wounds and shock. Player characters are truly injured at zero STAMINA.

Most weapons begin at 2 damage, but over time the characters may discover finer weapons, or come across armour with a x in 6 chance of stopping a point or two of damage.

Arrows (test of Skill to hit) become an important strategy to wear down a foe before closing for battle.

Magic

Add a MAGIC score (or another custom score, like RESOLVE, if your campaign requires it). Design a list of spells, set the cost in MAGIC, and continue. Perhaps learning spells leaves little time for sword-play (-2 SKILL in battle).