Category Archives: Homebrew

TotSP Party: Against The Dark Lord Of Faalryn VI

Wherein your humble scribe presents a party he put together for the recently released Tales of the Space Princess. These folks are by-the-book new characters, which means they are of wildly divergent “levels” (compensated for a bit by the “luck” mechanic) and have minimal starting gear. On my initial readings, I feel like TotSP is a pretty nice little “old school-based” scifi RPG. Consider grabbing a copy if you’re interesting in such things.

Recruited by the young apprentice Jet to free the master of her order, this motley crew has flown directly into the heart of the black hole that conceals the mechanical planet Faalryn VI, home of the Dark Lord Syrtok. Will the combined might of the barbaric Kygar of Old Earth and the gruff bearman called General Bentusz be enough to defeat the dark one’s diabolical drones? Can “Katie” the science unit and Lq-vraal the beetleman smuggler’s collective craftiness lead them past the traps that are sure to confront them on their course? Will young Jet herself – inexperienced and fragile – survive this desperate rescue attempt? And just what does the nefarious Syrtok want with Master Iliryx, anyway? Find out when these five daring misfits array themselves Against The Dark Lord Of Faalryn VI!

Jet / Human Psychic (Apprentice)
STR 4 DEX 4 MEN 6 KNO 4
Hit Dice 3 Hit Points 16 Skill 4 Luck 4
Defense 9 Fight 7 Shoot 7
Skills: Activate Psychic Power, Fast Talk, Leap & Swing, Swim
Specials: Telekinesis (DC 15)
Gear: Laser Sword, Robes

Kygar of Old Earth / Human Star Warrior (Veteran)
STR 7 DEX 6 MEN 4 KNO 3
Hit Dice 6 Hit Points 46 Skill 6 Luck 1
Defense 11 Fight 13 Shoot 12
Skills: Climb, Leap & Swing, Pilot Ship, and Swim
Gear: Ray Gun, Laser Axe

General Bentusz / Ursoid Space Ranger (Ranger)
STR 6 DEX 3 MEN 4 KNO 4
Hit Dice 8 Hit Points 40 Skill 11 Luck 0
Defense 9 Fight 14 Shoot 11
Skills: Avoid Notice, Climb, Leap & Swing, Pilot Ship, Swim, Tracking
Specials: +1 DEF, Claws (d6), +1 STR
Gear: Ray Gun, War Club, Survival Gear

K8-E / Gynoid Scientist (Doctor)
STR 3 DEX 5 MEN 4 KNO 6
Hit Dice 4 Hit Points 22 Skill 8 Luck 1
Defense 10 Fight 7 Shoot 9
Skills: Defeat Security, Identify & Use Device, Invent Device, Navigation, Repair Device, Retrieve Data
Specials: Immune to mental domination, fear and poison
Gear: Scientific Tools, Stun Baton, Force Screen, Invizo-Screen

Lq-vraal / Coleopteran Smuggler (Rogue)
STR 4 DEX 5 MEN 5 KNO 4
Hit Dice 5 Hit Points 32 Skill 8 Luck 1
Defense 16 Fight 9 Shoot 10
Skills: Avoid Notice, Defeat Security, Disguise, Fast Talk, Hide Contraband, Pilot Ship
Specials: Expertise (+2 Defeat Security), Disinterest (-2 Disguise), Mandibles (d6), Multiple Arms
Gear: 2 Cutlasses, Smuggler’s Tools, Freighter (The Squonk’s Tears)

LL/AEC Rogues Gallery: More Thieves

Wherein your humble scribe presents another entry in his Labyrinth Lord/Advanced Edition Companion Rogues Gallery series. This time, it’s more Thieves. These characters are all 1st level, were granted maximum HP (Advanced Style), and have a bare minimum of equipment. They were all created with 3d6 for stats, more often than not in order. And, as is now commonplace, they all have some snappy headgear.

Runnert of Lomax / Human Thief 1 NG
Headgear: Bare, revealing his long flowing hair (tied back)
STR 10 INT 14 WIS 4 DEX 15 CON 11 CHR 11
HP 6 AC 7 Gold 57
Long Sword, 2 Daggers, Hand Axe, Leather Armor, Thieves’ Tools

Silas Smokesky / Elf Thief 1 CG
Headgear: An extravagant tri-cornered hat
STR 15 INT 12 WIS 9 DEX 16 CON 11 CHR 12
HP 6 AC 6 Gold 57
Short Sword, Silver Dagger, Short Bow & 20 Arrows, Leather Armor, Thieves’ Tools

D’Neeta Sahav / Human Thief 1 CG
Headgear: A reversible hood that is black on one side and brilliant copper on the other
STR 13 INT 12 WIS 13 DEX 18 CON 11 CHR 5
HP 6 AC 5 Gold 111
Bastard Sword, Dagger, Short Bow & 20 Arrows, Leather Armor, Thieves’ Tools

Ghentlex / Halfling Thief 1 CN
Headgear: A fancy top hat
STR 12 INT 13 WIS 13 DEX 16 CON 10 CHR 11
HP 6 AC 6 Gold 104
Mace, Silver Dagger, Sling & 10 Bullets, Leather Armor, Thieves’ Tools

Torbald Keeneye / Half-Orc Thief 1 CN
Headgear: An open-faced helm adorned with spikes
STR 13 INT 11 WIS 12 DEX 14 CON 16 CHR 10
HP 8 AC 7 Gold 127
Long Sword, Light Crossbow & 10 Quarrels, Leather Armor, Thieves’ Tools

Andhal / Human Thief 1 CN
Headgear: Bare, revealing his amazing curly mane
STR 13 INT 12 WIS 10 DEX 14 CON 12 CHR 12
HP 6 AC 7 Gold 77
Scimitar, Sling & 10 Bullets, Leather Armor, Thieves’ Tools

Milius Darkwater / Half-Elf Thief 1 NE
Headgear: A blank-faced masked helmet adorned with bat wings
STR 6 INT 14 WIS 10 DEX 17 CON 10 CHR 7
HP 6 AC 6 Gold 48
Short Sword, 3 Daggers, Leather Armor, Thieves’ Tools

Hyaldi the Rat Catcher / Human Thief 1 CE
Headgear: A heavy fur-lined hood of pea green cloth
STR 13 INT 11 WIS 10 DEX 14 CON 13 CHR 9
HP 7 AC 7 Gold 38
Flail, Short Bow & 20 Arrows, Leather Armor, Thieves’ Tools

Burrus the Toad / Gnome Thief 1 CE
Headgear: A deep green & black headscarf
STR 9 INT 13 WIS 11 DEX 17 CON 11 CHR 10
HP 6 AC 6 Gold 92
2 Hand Axes, Short Bow & 20 Arrows, Leather Armor, Thieves’ Tools

LL/AEC Rogues Gallery: More Clerics

Wherein your humble scribe presents another entry in his Labyrinth Lord/Advanced Edition Companion Rogues Gallery series. This time, it’s more Clerics. These characters are all 1st level, were granted maximum HP (Advanced Style), and have a bare minimum of equipment. They were all created with 3d6 for stats, more often than not in order. And, as is now commonplace, they all have some snappy headgear.

Daunielle / Half-Elf Cleric 1 LG
Headgear: A 3-tasseled indigo hood
STR 13 INT 7 WIS 15 DEX 15 CON 7 CHR 9
HP 7 AC 3 Gold 8
Mace, Sling & 10 Bullets, Chain Mail, Shield, Silver Holy Symbol
Cleric Spells: Detect Magic, Remove Fear, Resist Cold

Dzja Mrbeq / Human Cleric 1 NG
Headgear: A spiralled conical hat
STR 9 INT 14 WIS 16 DEX 14 CON 6 CHR 9
HP 6 AC 3 Gold 30
Flail, Sling & 10 Bullets, Chain Mail, Shield, Silver Holy Symbol
Cleric Spells: Detect Magic, Resist Cold, Sanctuary

Ardeienne Spirttalker / Elf Cleric 1 CG
Headgear: Bare, showing her shaved & tattooed head
STR 13 INT 11 WIS 14 DEX 7 CON 12 CHR 7
HP 8 AC 8 Gold 1
Heavy Flail, Studded Leather, Wooden Holy Symbol
Cleric Spells: Detect Evil, Purify Food & Drink, Remove Fear

Dalbin the Anvilguard / Dwarf Cleric 1 LN
Headgear: A helm incorporating a snake-faced mask
STR 9 INT 8 WIS 16 DEX 8 CON 14 CHR 7
HP 9 AC 4 Gold 23
War Hammer, Banded Mail, Shield, Silver Holy Symbol
Cleric Spells: Cure Light Wounds, Detect Magic, Light

Kir Artrin / Human Cleric 1 N
Headgear: Bare, revealing his long, braided hair
STR 13 INT 10 WIS 16 DEX 10 CON 10 CHR 12
HP 8 AC 4 Gold 6
Heavy Flail, Banded Mail, Wooden Holy Symbol
Cleric Spells: Cure Light Wounds, Protection From Evil, Sanctuary

Sauldo Wert / Gnome Cleric 1 CN
Headgear: A metal skullcap
STR 8 INT 8 WIS 15 DEX 10 CON 13 CHR 14
HP 9 AC 4 Gold 28
Mace, Sling & 10 Bullets, Chain Mail, Shield, Silver Holy Symbol
Cleric Spells: Cure Light Wounds, Light, Remove Fear

Rewald Weslav / Human Cleric 1 LE
Headgear: Bare, showing his shortish, pony-tailed hair
STR 11 INT 10 WIS 17 DEX 12 CON 8 CHR 11
HP 7 AC 4 Gold 37
Flail, Banded Mail, Silver Holy Symbol
Cleric Spells: Detect Good, Fear, Light

Lurghra / Half-Orc Cleric 1 NE
Headgear: A bedouin-style wrap
STR 12 INT 9 WIS 14 DEX 12 CON 13 CHR 10
HP 8 AC 3 Gold 25
Mace, Banded Mail, Shield, Silver Holy Symbol
Cleric Spells: Cause Light Wounds, Fear, Resist Cold

Aghaan Malthu / Human Cleric 1 CE
Headgear: A classic Mongol-style helm
STR 12 INT 12 WIS 15 DEX 11 CON 7 CHR 13
HP 7 AC 4 Gold 14
Morning Star, Chain Mail, Shield, Wooden Holy Symbol
Cleric Spells: Command, Detect Magic, Putrefy Food & Drink

LL/AEC Rogues Gallery: More Fighters

Wherein your humble scribe presents another entry in his Labyrinth Lord/Advanced Edition Companion Rogues Gallery series. This time, it’s more Fighters. These characters are all 1st level, were granted maximum HP (Advanced Style), and have a bare minimum of equipment. They were all created with 3d6 for stats, more often than not in order. And, as is now commonplace, they all have some snappy headgear.

Gilby / Halfling Fighter 1 LG
Headgear: A tasseled black hood
STR 13 INT 10 WIS 5 DEX 13 CON 13 CHR 12
HP 11 AC 5 Gold 60
Short Sword, Sling & 10 Bullets, Dagger, Studded Leather, Shield

Aethyn Starwillow / Elf Fighter 1 NG
Headgear: A daisy-yellow hood decorated with Norse runes
STR 16 INT 7 WIS 10 DEX 14 CON 9 CHR 6
HP 10 AC 4 Gold 10
Long Sword, Short Sword, Longbow & 20 Arrows, Dagger, Chain Mail

Kir Bralghan / Human Fighter 1 CG
Headgear: An open-faced helm adorned with tusks
STR 14 INT 9 WIS 11 DEX 12 CON 13 CHR 16
HP 10 AC 3 Gold 77
Battle Axe, 2 Hand Axes, Banded Mail, Shield

Maarlyne of the River People / Human Fighter 1 LN
Headgear: Bare, showing his amazing curly mane
STR 14 INT 12 WIS 7 DEX 13 CON 10 CHR 10
HP 10 AC 3 Gold 7
Spear, Silver Dagger, Short Bow & 20 Arrows, Chain Mail, Shield

Parl Joost / Human Fighter 1 N
Headgear: Bare, showing his impressive dreadlocks
STR 15 INT 10 WIS 8 DEX 12 CON 13 CHR 11
HP 11 AC 5 Gold 29
Mace, Light Crossbow & 10 Quarrels, Scale Mail, Shield

Dek The Bonecrusher / Half-Orc Fighter 1 CN
Headgear: A metal skullcap
STR 15 INT 7 WIS 11 DEX 13 CON 13 CHR 10
HP 11 AC 4 Gold 24
Heavy Flail, Scimitar, Dagger, Short Bow & 20 Arrows, Chain Mail

Stylix Freyn, Future Warlord / Human Fighter 1 LE
Headgear: A full-visor style great helm adorned with multicolored feathers
STR 18 INT 11 WIS 7 DEX 15 CON 15 CHR 7
HP 11 AC 2 Gold 7
Morning Star, Dagger, Banded Mail, Shield

Hourrun the Selfish / Gnome Fighter 1 NE
Headgear: A pure white turban
STR 16 INT 11 WIS 5 DEX 10 CON 11 CHR 11
HP 10 AC 9 Gold 17
Short Sword, Silver Dagger, Chain Mail, Shield

Kine / Half-Elf Fighter 1 CE
Headgear: A fancy top hat
STR 17 INT 12 WIS 12 DEX 12 CON 10 CHR 6
HP 10 AC 9 Gold 30
Pole Arm, Longsword, Dagger, Long Bow & 20 Arrows, Banded Mail, Shield

LL/AEC Rogues Gallery: More Magic-Users

Wherein your humble scribe presents another entry in his Labyrinth Lord/Advanced Edition Companion Rogues Gallery series. This time, it’s more Magic-Users. These characters are all 1st level, were granted maximum HP, and have a bare minimum of equipment. They were all created with 3d6 for stats, more often than not in order. And, as is now commonplace, they all have some snappy headgear.

Stavros / Human Magic-User 1 LG
Headgear: A pea green hood w/ long tassel that has a figurine of a ship
STR 6 INT 17 WIS 10 DEX 15 CON 9 CHR 11
HP 5 AC 8 Gold 111
Staff, Silver Dagger, 4 Darts, Spell Book
Magic-User Spells: Enlarge, Jarring Hand, Sleep

Sylania Sunsong / Elf Magic-User 1 NG
Headgear: A hat, the brim of which comes to points at the front and back
STR 8 INT 15 WIS 5 DEX 8 CON 13 CHR 13
HP 5 AC 9 Gold 110
Staff, Dagger, Spell Book, Owl Familiar
Magic-User Spells: Feather Fall, Read Langauges, Summon Familiar

Kir Dannos / Human Magic-User 1 CG
Headgear: None, showing his balding head
STR 10 INT 15 WIS 12 DEX 12 CON 13 CHR 15
HP 5 AC 9 Gold 147
2 Daggers, 4 Darts, Spell Book
Magic-User Spells: Jump, Manipulate Fire, Shocking Grasp

Loric / Half-Elf Magic-User 1 LN
Headgear: A short, conical hat
STR 13 INT 14 WIS 11 DEX 14 CON 10 CHR 13
HP 4 AC 8 Gold 113
Staff, Spell Book
Magic-User Spells: Light, Mending, Shield

Gedrald The Fisher / Human Magic-User 1 N
Headgear: A large beret
STR 11 INT 17 WIS 9 DEX 6 CON 12 CHR 14
HP 4 AC 9 Gold 93
Staff, Silver Dagger, Spell Book
Magic-User Spells: Allure, Floating Disc, Shield

Zadlo of Ghen / Human Magic-User 1 CN
Headgear: A long, heavy, dark brown scarf
STR 13 INT 18 WIS 5 DEX 14 CON 13 CHR 7
HP 5 AC 8 Gold 35
Silver Dagger, Spell Book
Magic-User Spells: Burning Hands, Erase, Unseen Servant

Maeryn Dawnwind / Elf Magic-User 1 LE
Headgear: A multi-colored (black, brilliant copper, ivory white) hood with a single tassel ending in a figurine of a skull
STR 10 INT 13 WIS 12 DEX 12 CON 10 CHR 10
HP 4 AC 9 Gold 128
Staff, Dagger, 4 Darts, Spell Book
Magic-User Spells: Feather Fall, Identify, Manipulate Fire

Occarlon, Seeker of Damned Words / Human Magic-User 1 NE
Headgear: An open-faced classic samurai helmet
STR 12 INT 15 WIS 8 DEX 13 CON 11 CHR 12
HP 4 AC 8 Gold 69
Silver Dagger, 2 Daggers, Spell Book
Magic-User Spells: Floating Disc, Message, Magic Missile

Faar Draal / Elf Magic-User 1 CE
Headgear: Bare, showing his shaved & tattooed head
STR 12 INT 16 WIS 8 DEX 15 CON 14 CHR 8
HP 5 AC 8 Gold 80
Staff, Dagger, Spell Book, Quasit Familiar
Magic-User Spells: Hold Portal, Jarring Hand, Summon Familiar

Nogoloth: The Decanter Of Black Rain

Wherein your humble scribe presents an artifact that he whipped up for his sadly dormant Lovecraftian Fantasy setting, Nogoloth. Though written with Barbarians of Lemuria in mind, it shouldn’t be too hard to convert this blasphemous creation for use in your game system of choice. Let me know if you do. I’d love to see how you implement it.

Deep within the disused storage area of the Library of Forbidden Wisdom at Great University in Khaarm one might find a small chest – made of well-oiled, darkly-stained wood and appointed with silver and unknown, faintly luminescent gemstones – the lock of which has been sealed with the blood-red wax emblem of the High Academic himself, inscribed in which is a sigil of dire warning. Within this ominous casket one will find a simple copper decanter, unadorned save for the indecipherable mark of its original creator. If any in Khaarm know of this relic’s existence, they steadfastly deny all such knowledge if interviewed. I know, for I spoke to them all. Only the half-mad caretaker of the 3rd basement would even admit to the possibility of such an item’s presence within the archives. Yet I know it to be there, for I have seen it in my dreams.

In my dreams I have caressed the sturdy wood of this container, and I have thrilled at the impossible to describe feel of it. Somehow it is both soothingly warm and tantalizingly cool to the touch, as though it were recently unearthed from both desert and tundra simultaneously.

The first night I dreamt of the box I woke with a start just after my fingers traced its lines, aware of a powerful yet instantly forgotten phrase that had just fled my consciousness.

On subsequent nights my dream lasted longer, and growing ever bolder in the dream I reached a point where I sliced the seal and opened the container, revealing the decanter within. Last night, as I slept, my dreamform sipped directly from the copper vessel, which was full despite not having been filled by human hands. When I awoke this morning, I felt a thirst I have never felt before. I had a taste for a draught that does not exist in the world of men. So powerful is this longing, this desire, this lust, that tonight I will abandon my dreams and make my way to the Library to rescue that which is rightfully mine from the depths of its imprisonment by the fools who call themselves seekers of wisdom.

It shall be mine again.

The Decanter Of Black Rain

The Decanter Of Black Rain pours forth pure void essence, which when consumed by sentient creatures grants them 2 Arcane Power (as the Power of the Void boon) but also reduces their Lifeblood by 1 point. After the bonus AP are used, the drinker’s maximum AP is reduced permanently by 1 point. Only by drinking from the Decanter again can the user of the Decanter elevate his AP back to its original (+2) value. This process continues, with Lifeblood and Arcane Powers continuing to diminish as outlined above as the Decanter continues to be used. Once an individual’s LB or AP have been reduced to zero by use of the Decanter he will be drawn into the Decanter itself, where his consciousness will merge with the void.

LL/AEC Rogues Gallery: The Iron Triumvirate

Wherein your humble scribe presents a trio of heroes from the City of Iron: an Elementalist, a Necromancer, and their otherwordly Fey companion.  The writeups for these delightful Labyrinth Lord classes – and in some cases many of the spells they have access to – can be found at the aforementioned City of Iron. These characters are all 1st level, were granted maximum HP (Advanced Style), and have a bare minimum of equipment. They were all created with 3d6 for stats, more often than not in order. And, as is now commonplace, they all have some snappy headgear.

It’s well known that the City of Iron produces some odd adventurers. Perhaps it’s something in the rust-red water that flows in the River Vaign. Perhaps it’s got something to do with the odd gods who are worshipped there, like Assedh and Hegg. Or maybe it’s due to all of the magical research that goes on there. Whatever the cause, this small group of treasure-seekers has embarked on a great journey that could bring them fame & fortune or ignominious defeat. Their fate is in your hands now, gentle reader.

Mariax Terrlinium / Human Elementalist 1 CN
Headgear: Metal Skullcap
STR 6 INT 17 WIS 9 DEX 9 CON 14 CHR 13
HP 5 AC 9 Gold 133

Quarterstaff, Silver Dagger, Spell Book
Elementalist Spells:
1st level: Summon Lesser Elementine, Seasong/Windsong/Firesong

Drakoth the Black / Human Necromancer 1 LN
Headgear: Three-Tasseled hat
STR 11 INT 15 WIS 13 DEX 12 CON 12 CHR 8
HP 4 AC 9 Gold 113

Quarterstaff, Silver Dagger, Spell Book
Necromancer Spells:
1st level: Skeletal Servitor, Command Undead

Çurael / Fey 1 N
Headgear: Conical, plumed helmet
STR 14 INT 17 WIS 9 DEX 10 CON 10 CHR 7
HP 8 AC 9 Gold 35

Long Sword, Short Bow & 20 Arrows, Chain Mail, Shield
Fey Spells:
1st level: Auditory Illusion, Doppleganger

AFF Rogues Gallery 2: Magic Users!

Wherein your humble scribe, upon returning to topics that actually interest him, presents four characters for Advanced Fighting Fantasy 2 – one for each of the available magic systems in the game. These folks were all rolled up randomly (per the optional rules in Chapter 11), and have a bare minimum of equipment.

Tharin Ringmaker / Human / A Craftsman With A Certain Knack
Skill 8 Stamina 9 Luck 11 Magic 4
Talent: Familiar (Udo the Grey Parrot)
Special Skills: Magic – Minor 2, Crafting – Metalwork 2, Swords 1, Strength 1, Law 1, Evaluate 1, World Lore 1, City Lore 1, Religion Lore 1, Dodge 1, Common Speech 4
Magic Points: 8
Cantrips: Burn, Extinguish, Glimmer, Hear, Mend, Noise
4 gp
Short Sword (1/2/2/3/3/3/4), Leather Hauberk (0/1/1/1/1/1/2)

Kentrick / Human / A Wizard From The Sticks
Skill 7 Stamina 6 Luck 8 Magic 5
Talent: Focus (Oaken Staff)
Special Skills: Magic – Minor 2, Magic – Wizardry 2, Magic Lore 2, Staves 1, Thrown 1, Animal Lore 1, Healing 1, Fishing 1, Hunting 1, Awareness 1, Trap Knowledge 1, Bargain 1, World Lore 1, Forest Lore 2, Religion Lore 1, Common Speech 4
Magic Points: 14
Cantrips: Enhance, Entertain, Mend, Mistake, Noise, Push
Spells: Wall, Counterspell, Force Bolt, Sleep, Ward, Open, Light, Illusion
8 gp
Staff (1/2/3/3/3/3/4)

Cylise Witchborn / Human / A Peasant Sorcerer
Skill 8 Stamina 13 Luck 5 Magic 6
Talent: Natural Mage
Special Skills: Magic – Sorcery 2, Polearms 2, Bows 1, Animal Lore 1, Dodge 2, Healing 1, Sneaking 1, Con 1, World Lore 1, City Lore 1, Religion Lore 1, Common Speech 4
3 gp
Spear (2/2/3/3/3/4/5), Leather Hauberk (0/1/1/1/1/1/2), Small Shield (0/0/0/0/+1/+1+2)

Kaenin Farool / Human / A Senior Priest of Telak
Skill 9 Stamina 8 Luck 5 Magic 6
Talent: Holy
Special Skills: Magic – Priestly 2, Clubs 2, Law 1, Leadership 1, Etiquette 1, Religion Lore 2, City Lore 2, Awareness 2, World Lore 1, Common Speech 4
Priestly Abilities: Bravery, Smite vs. Evil Humanoids, Heal, “For The Glory Of Telak!”
11 gp
Mace (2/3/3/3/3/3/4), Breastplate (0/0/0/1/2/3/4)

This group doesn’t really make much of an adventuring party, I’m afraid. But any one of them would be a useful addition to a party that contained some non-magical folks, I believe.

In other news, my copy of Out Of The Pit arrived in the mail today. So with the AFF “monster manual” on hand I’m that much closer to feeling like I might be ready to give the game a run. Still no definitive thoughts on whether or not I’m prepared to brave the wilds of online play. I’ll keep you all posted on that as things continue to develop.

AFF: Testing Out Monster Creation

Continuing my excursion into Advanced Fighting Fantasy (the “new” one), I thought I’d try putting together a monster for the system. My copy of Out Of The Pit hasn’t arrived just yet, but the excellent online compilation Beyond The Pit has served as a solid resource to begin my expedition.

You might recognize the following baddie as one of my favorites from a different game.

Throlgh
Skill 8 Stamina 8 Wits 7
Attacks 2 claws or 1 weapon
Damage: Claws (1/1/1/2/2/2/3) or by weapon type
Armor: Varies, usually Studded Leather (0/1/1/1/2/3)
Special Skills/Abilities: Regeneration, Paralyzing Touch (see description)
Habitat: Ruins, Subterranean, Wetlands
Number Encountered: 1d6/2
Type: Humanoid, Monster
Reaction: Hostile
Size: Medium

Throlgh are an unholy combination of Ghoul, Troll, and Hobgoblin (which they superficially resemble). They are fearless fighters who hunger for the flesh of sentient beings. Like Ghouls, their touch can paralyze those wounded by their vicious claws. Those damaged by a Throlgh’s claws must make a Luck check or be rendered completely immobile for 1d6 rounds. Like Trolls, these terrible fiends regenerate, healing 1 Stamina per round (except for damage done by fire or acid). Like Hobgoblins, they are canny warriors who receive a +1 to damage rolls when using weapons. Throlgh are often found in the company of regular Hobgoblins, acting as sergeants or overseers of slaves.

Advanced Fighting Fantasy Rogues Gallery

Advanced Fighting FantasySo I dropped some Winter Solstice Holiday money on the new edition of Advanced Fighting Fantasy. You know, the improved & expanded version of the Fighting Fantasy rules that powered the old “choose your own adventure meets d&d” type books from way back in the day, like The Warlock of Firetop Mountain and Deathtrap Dungeon.

I actually think I only ever owned Warlock, and I’m not entirely sure I even finished reading/playing it. I was already pretty deep into RPGs by the time these books started hitting the shelves in the States and I was fortunate enough at the time to have plenty of actual people to game with, so the solitaire aspect of the books wasn’t a draw for me. Still, I’ve heard a heck of a lot of stories over the years of the FF books being someone’s gateway into RPGs, so I have a certain sense of collective nostalgia for ’em.

Anyway, why this caused me to burn the cash on the new core rulebook I simply cannot say. Something about simple systems (that still feel like games and not just storytime) and maybe some online play eventually or something. Or maybe it was just a juvenile urge to do some senseless dungeon crawling? Of course, there’s other, easier ways to get that buzz nowadays…

But enough of that. Let’s look at some characters for AFF. These folks were all rolled up randomly (per the optional rules in Chapter 11), and have a bare minimum of equipment. For this initial attempt I shied away from any magic-using characters quite intentionally. Maybe I’ll do up another batch of characters using the four(!) different(ish) magic systems included in the book’s mere 176 pages. Yeah, I bet I will. Meanwhile, let’s get on with the show…

Langsbert Glassjaw / Human / Peasant Warrior
Skill 9 Stamina 5 Luck 11 Magic 0
Talent: Strongarm
Special Skills: Bargain 1, City Lore 1, Climb 1, Common Speech 4, Dodge 2, Fishing 2, Hunting 1, Polearms 2, Religion Lore 1, Ride 1, Sneaking 1, Thrown 2, Traps 1, World Lore 1
Gold 6
Spear (2/2/3/3/3/4/5), Sling (1/1/2/2/2/3/4), Leather Hauberk (0/1/1/1/1/1/2), Small Shield (0/0/0/+1/+1/+1/+2)

Green Droghan / Human / Grizzled Woodsman
Skill 9 Stamina 8 Luck 7 Magic 0
Talent: Crack Shot
Special Skills: Armor 1, Bows 2, Common Speech 4, Forest Lore 2, Healing 1, Hunting 2, Mounted Combat 1, Religion Lore 1, Ride 2, Strength 1, Swords 1, World Lore 1
Gold 9
Short Bow (1/2/2/3/3/3/4), Sword (2/3/3/3/3/4/5), Chainmail Cuirass (0/0/0/1/2/2/3), Small Shield (0/0/0//0/+1/+1/+2)

Weed / Human / Whining Con Artist
Skill 8 Stamina 7 Luck 8 Magic 0
Talent: Swashbuckler
Special Skills: Acrobatics 1, Awareness 2, Brawling 2, City Lore 2, Climb 1, Common Speech 4, Con 2, Dodge 1, Evaluate 1, Locks 2, Religion Lore 1, Secret Signs 1, Sleight of Hand 2, Thrown 1, World Lore 1
Gold 5
Dagger (1/1/2/2/2/2/3), Throwing Dagger (1/1/1/2/2/2/3), Dodge (0/0/0/0/0/1/2)

Joby (Jaliese du Teranquelle) / Human / Noble Runaway
Skill 7 Stamina 8 Luck 12 Magic 0
Talent: Swashbuckler
Special Skills: Bargain 1, City Lore 1, Common Speech 4, Con 1, Disguise 1, Dodge 2, Etiquette 1, Law 1, Religion Lore 1, Swords 2, World Lore 1
Gold 8
Short Sword (1/2/2/3/3/3/4), Dodge (0/0/0/0/1/1/2)

A quick note in case you’re not familiar with the FF/AFF system at all. Those numbers in the parentheses after the weapons and armor are, essentially, a chart on which you roll to determine how much damage is done or stopped by the weapon or armor. You hit? Roll a d6 and find out how much damage you did by looking at the chart. You were hit? Roll a d6 to determine how much damage (if any) your armor stopped. And yes, the charts go to 7, not 6. There are Talents and other ways to wind up adding to your roll (the first character in the list, for example, has “Strongarm” as a talent, which lets him add 1 to his melee weapon damage rolls, while the second character’s “Crackshot” talent does the same for missile weapons).

Oh, and the last two characters who have a Dodge value listed get to make rolls using Dodge as (effectively) armor because of the Swashbuckler talent (adjusted by their skill level in Dodge). This effect goes away if they wear any armor at all. Interesting stuff.