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 at 2nd 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 2, COMBAT 5, MAGIC 2, SANCTITY 3, SCOUTING 6, THIEVERY 4 Fill in the Adventure Sheet included in the Adventure Pack 2 with your choice of profession and the ability scores given for that profession. Priest: CHARISMA 4, COMBAT 2, MAGIC 3, SANCTITY 6, SCOUTING 4, THIEVERY 2 Mage: CHARISMA 2, COMBAT 2, MAGIC 6, SANCTITY 1, SCOUTING 5, THIEVERY 3 Rogue: CHARISMA 5, COMBAT 4, MAGIC 4, SANCTITY 1, SCOUTING 2, THIEVERY 6 Troubadour: CHARISMA 6, COMBAT 3, MAGIC 4, SANCTITY 3, SCOUTING 2, THIEVERY 4 Warrior: CHARISMA 3, COMBAT 6, MAGIC 2, SANCTITY 4, SCOUTING 3, THIEVERY 2 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 The lowest possible score for an ability is 1 – you can never have a lower score than that. Your initial score in each ability ranges from 1 (low ability) to 6 (a high level of ability). You will keep the same adventuring persona throughout the books – starting out as just a 2nd Rank wanderer in Cities of Gold and Glory, 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 Cities of Gold and Glory. 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.
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 2 document.Īdventurer’s Journal For the keeping of notesįabled Lands is unlike any other gamebook series.
(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.
The first six books are available to play through freely downloadable software available here.Baluster Barnacle Bashful Bastion Beltane Bisect Blemish Bobbin Bones Bookworm Boskyīounty Boysen Bridoon Brisket Brush Bullion Bullseye Bumble Bunting Buzz The authors have indicated that if these sell well, they will be able to complete the entire twelve-book series.
In the United States, the books were released under the name Quest.Īll six books are being re-released starting in December 2010. Unfortunately, only 7 books are published out of the 12 planned for the series, leaving the world of the Fabled Lands incomplete. The overall effect made for a rich and detailed experience compared to the typical fantasy solo gamebook. Fabled Lands also provided for special events, encounters, and other opportunities to be tracked or initiated through the use of checkmark boxes and codewords.
The unique system used by the Fabled Lands books allowed for more freedom of movement between locations as compared to the more linear style common to other gamebooks. Fabled Lands is a series of interconnecting fantasy gamebooks designed for solo play.