Beggars of Blacksand.pdf

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Beggars of Blacksand
Beggars of
Blacksand
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Beggars of Blacksand
by Al Sander
illustration by Zeffin
(Beggars of Blacksand was originally a 50 paragraph FightingFantasyGamebooks.com
Competition entry. It has been re-edited (which it sorely needed) and expanded out
to 64 paragraphs without really adding anything new. Thanks to Ulysses Ai for his
insightful comments. Enjoy!)
Two dice, a pencil and an eraser are all you need to embark on this competition
adventure, which comes complete with its own elaborate combat system and a score sheet
to record your progress. It is up to YOU to decide which routes to follow, which dangers
to risk and which foes to fight.
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CONTENTS
INTRODUCTION
3
ADVENTURE SHEET
8
BACKGROUND
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3
INTRODUCTION
You are about to take the lead roll in an adventure that will make you into a living legend,
renowned and respected throughout the world. Before you take part in this quest, you
must first determine your own strengths and weaknesses. You use dice to work out your
initial scores. On pages 9-10 is an Adventure Sheet , which you may use to record details
of your adventure. On it, you will find boxes for recording your SKILL, STAMINA and
LUCK scores. You are advised either to record your scores on the Adventure Sheet in
pencil or to make photocopies of the sheet for use in future adventures.
Skill, Stamina and Luck
Roll one die. Add 6 to the number rolled and enter this total in the SKILL box on the
Adventure Sheet .
Roll two dice. Add 12 to the number rolled and enter this total in the STAMINA box.
Roll one die. Add 6 to the number and enter this total in the LUCK box.
For reasons that will be explained below, all your scores will change constantly during
the adventure. You must keep an accurate record of these scores, and for this reason, you
are advised to write small in the boxes or to keep an eraser handy. However, never rub
out your Initial scores, except on those very rare occasions when the text specifically tells
you so.
Although you may be rewarded additional SKILL, STAMINA and LUCK points, these
totals may never exceed your initial Scores, except on very rare occasions, when you will
instructed on a particular page.
Your SKILL reflects your general expertise in fighting and combat; the higher the better.
Your STAMINA score reflects your general constitution, your overall will to survive,
your determination and overall fitness; the higher your STAMINA score, the longer you
will be able to survive. Your LUCK score indicates how naturally lucky a person you are.
Luck – and Magic – are facts of life in the fantasy kingdoms you are about to explore.
Battles
During your adventure, you will often come across pages in the book, which instruct you
to fight a creature of some sort. An option to flee may be given, but if not – or if choose
to attack the creature anyway – you must resolve the battle as described below.
First, record the opponent’s SKILL and STAMINA scores in the first empty Encounter
box on your Adventure Sheet . The scores for each opponent or creature are given in the
book each time you have an encounter. You should also make a note of any special
abilities or instructions, which are unique to that particular opponent.
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The sequence of combat is then:
1 . Roll two dice for your opponent. Add its SKILL score. This total is the opponents
Attack Strength.
2 . Roll two dice for yourself. Add the number rolled to your current SKILL score. This
total is your Attack Strength.
3 . If your Attack Strength is higher than your opponent’s is, you have wounded it.
Proceed to step 4 . If your opponent’s Attack Strength is higher than yours is, it has
wounded you. Proceed to step 5 . If both Attack Strength totals are the same, you have
avoided each other’s blows – start the next Attack Round from steps 1 above.
4 . You have wounded your opponent; so subtract 2 points from its STAMINA score. You
may use LUCK here to do additional damage (see below). Proceed to step 7 .
*AFF players may use the Damage Tables at the back of the book.
5 . Your opponent has wounded you; so subtract 2 points from your STAMINA score.
You may use LUCK to reduce the loss of STAMINA (see below). Proceed to step 7 .
6 . Make the appropriate adjustments to either your opponents or your own STAMINA
scores (and your LUCK score if you used LUCK – see over).
7 . Begin the next Attack Round, starting again at step 1 with your current SKILL score.
This sequence continues until the STAMINA score of either you or your opponent
reaches zero (death). If your opponent dies, you are free to continue with your adventure.
If you die, your adventure ends and you must start all over again by creating a new
character.
Escaping
On some pages you may be given the option of running away from a battle should things
be going badly for you. However, if you do run away, your opponent automatically gets
in one wound on you (subtract 2 STAMINA points) as you flee. Such is the price of
cowardice! Note that you may use LUCK on this wound in the normal way (see below).
You may only escape if that option is specifically given to you on the page.
Fighting More Than One Opponent
In some situations, you may find yourself facing more than one person or creature in
combat and will have to fight them all at the same time! When you find yourself fighting
multiple opponents, each adversary will make a separate attack on you in the course of
each Attack Round, but you can choose which one to fight. Attack your chosen target as
in a normal battle. Against any additional opponents you roll the dice for your Attack
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