I have only thumbed through the first twenty- or thirty- pages of Dwarven Halls, and then flipped through random pages towards the middle and the end, so I really have no idea what precisely to expect. As I start this process, I'll go through a bit "page by page" and work out my characters and come up with some various details. The campaign itself will be played a bit on the fly overall, to try and emulate what I might get as a player, but no doubt there will be some sections where I have to fine-tune things. We shall see.

To see my initial initial thoughts, see: Advanced Fighting Fantasy: Dwarven Halls Campaign. One change I will make from that post is I am going to try and start with a constrained amount of Advanced Fighting Fantasy material (the main rulebook and, since it seems somewhat backed in, Combat Companion) and then specifically stuff mentioned by Dwarven Halls. I am a bit out of practice with the other various Companions. They might show up if we have to replace dead/retired characters and the such.

#campaignoptions

Campaign Tweaks and Options (Dwarven Halls version)

For those wanting to skip my notes and just see the characters, jump ahead to #charactercreation.

It is similar to default AFF character creation, but has a few differences. I'm going to make note of them here so I can refer back. This is exactly the sort of data I'll lose if I don't have a record.

For more casual readers, the two primary differences are that characters start with lower starting STATS than default (Skill of 3, for instance) and the six points to spend have specific caps [max start Skill of 5]. Character ANCESTRY is "locked" to Human, Elf, and Dwarf. Characters also get four starting SPECIAL SKILLS, and one talent. It notes that Elves and Dwarves get darksight (aka, Dark Seeing, which is a "free" talent to those ancestries). Of course, it's an RPG. You can toss any or all of those out of the window but I'll be sticking to RAW as much as possible.

MAGIC: Wizards can only use spells of cost 1. Sorcerers, a bit to the opposite, get the four-stamina spells. Minor Magic seems largely unchanged. A sorcerer, furthermore, gets one new spell at the end of each chapter.

EQUIPMENT is a bit limited (3d6gp, Backpack, Bedroll, Tinderbox) but the choices of Special Skills can grant a few things based on a chart on page DH13. Besides this, there are a set of special items that give the novice heroes a bit of an advantage, sort of similar to a material talent.

The campaign uses LIMITED COMBAT OPTIONS where characters need to pick their combat options. The bulk of these come from Combat Companion. The starting characters will only use the ones from AFF for the moment unless one of the CC ones really, really fits their character.

Then there are optional rules from Combat Companion which I summarize largely for my own benefit:

  • Limited Special Skills: Special Skills can have half (round up) of their Skill.
  • New Skills/Talents: The Special Skills and Talents from Combat Companion.
  • Critical Hits and Fumbles: from Chapter Four of Combat Companion.
  • Leaving Combat: (CC20) Skill or Luck required to leave combat.
  • Revised Armor: (CC20)
  • Powerful Blows: (CC20) +6 = double damage. +12 = instant defeat. Fumbles negate this.
  • Ubiquitous Dodging: (CC21) Everyone can use Dodge in place of armor to reduce damage. Swashbucklers get +1 to the roll.
  • Luck in Combat: (CC21) Luck has a few more uses.
  • Weapon Reach: (CC22) Some weapons can hit opponents that can't hit back.
  • Hero Death - Luck: (CC22) Heroes from -3 to 0 Stamina test Luck to stay alive, basically.
  • Multiple Monster Attacks: (CC22) "Unused" monster attacks equal to flat +2 bonuses that can be applied to the used ones (therefore, a monster with 3 attacks vs 2 opponents can get +2 vs one of the opponents).
  • Fluid Modifiers: (CC23) Rather than a hard-and-fast set of modifiers, combat is more defined on the fly. I'm thinking of using a d10 type system when in doubt {1: -3 | 2: -2| 3-4: -1 | 5-6: 0 | 7-8: +1 | 9: +2 | 10: +3}. I might have to tweak this.
  • New Combat Options (see above)
  • New Equipment

For now, I will not use Martial Arts or Combat Magic. Future characters might.

#charactercreation

Character Creation: the First Four

At the core are two inspirations: the classic quartet (fight, mage, cleric, and thief) and Dragon Quest II. I've been playing the latter this past couple of weeks and the former is my old standby.

Four humans. Two are siblings. One is a friend to the sibling. One is a bit of a [pardon the pun] rogue element.

The siblings are distant cousins to the Bakersfields back in Phillia. If they live and are still game to adventure, they might meet up. The time is probably a couple of years before Barston did his thing: 285. I will need to sort through Titan to figure out time keeping but it won't be an immediate priority.

Leonidas Bakersfield (Male Sorcerer, 22)

Art Credit: "Healer" by John Kapsalis from JKM003: Adventurers (Arion Games). NOTE: I have now updated this to have him further back a little in the token, it is an absolutely minor change.

Leonidas Bakersfield is a natural mage, much to his chagrin. Blamed for any number of minor-to-major mishaps in his village of Peakspoint, he has opted to leave to find a name for himself. His physical frame is weakened by his magic but he feels that one day he might make good and show them all.

Leonidas will be a Sorcerer with a heavy focus on his magic side. His trope is a bit of the kind of character that will early on a bit of a drag on the party but if he survives can be a central character. He is Thoughtful but Dour.

His Stats:

  • Skill 3+1 = 4
  • Stamina: 6+2(1) = 8
  • Luck: 7+0+1 (Human) = 8
  • Magic: 0+4 = 4

His Special Skills:

  • Magic-Sorcery: 1
  • Magic Lore: 1
  • Second Sight: 1
  • World Lore: 2 (+1 from Human starting)
  • Forest Lore (spent more time avoiding people): 1
  • Common Language: 4

His Talent:

  • Natural Mage

Note: His talent will be useless until he gets more points in Sorcery or cheaper spells. That's ok. It's a goal.

His possessions will be 9gp, backpack, sleeping roll, tinderbox, and... A Green Magical Bracelet that can glow as bright as a candle. He also has his spellbook. None of his starting spells (ZAP, HOT, FOF, WAL, LAW, and DUM) require components. He has a staff he uses to walk, but it can be be a weapon of sorts in a scrape.

Leonidas has 4 combat options: Defensive, Feint, Cautious Attack, and Assist.

Tabintha Bakersfield (Female Warrior, 19)

Art Credit: "Warrior" by John Kapsalis from JKM003: Adventurers (Arion Games).

Tabintha did not grow up in the shadow of her older brother. Instead, she was the light which often protected Leonidas from harm. She grew strong and tall and would stand up for her brother. When he wished to leave Peakspoint, she took on a leadership role and insisted on going along.

Tabintha is a fighter in spirit and skill. The physical opposite of her older brother, she is good with swords and taking control of the situation. She is Loyal but Impetuous.

Her Stats:

  • Skill 3+2 = 5
  • Stamina: 6+4(2) = 10
  • Luck: 7+2+1 (Human) = 10
  • Magic: 0+0 = 0

Her Special Skills:

  • Swords: 1
  • Armor: 1
  • Dodge: 2 (+1 from Human)
  • Leadership: 1
  • World Lore: 1
  • Peakspoint Lore: 1
  • Religion Lore: 1
  • Language (Common): 4

Her Talent:

  • Armor Training (+1 to Armor checks)

She has 8gp, backpack, tinderbox, sleeping roll, and... pet mutt (Daffodil). Daffodil has Skill 4, Stamina 4 and +4 to Awareness. She has a Leather Cuirass and a Short Sword. She will prioritize getting a shield sooner than later.

6 Combat Options: All out attack, Pushback, Dodging Attack, Defensive, Assist, Bypass Armor.

Jortimer Larkin (Male Priest, 21)

Art Credit: "Halpen Grimava" by John Kapsalis from Heroes of Titan by Andrew Wright (Arion Games).

The Larkins have one motto: money. Jortimer has never fit in with the family's love of gold and jewels. After his family moved away from Peakspoint to spend time with dwarven jewelsmiths, Jortimer turned to religion. Recently moved back to Peakspoint, he reunited with his friends, the Bakersfield siblings, and has decided to go along with them.

Jortimer will be healer of the party. Friendly but Lazy. His stats are the most balanced of the group.

His Stats:

  • Skill 3+2 = 5
  • Stamina: 6+2(1) = 8
  • Luck: 7+1+1 (Human) = 9
  • Magic: 0+2 = 2

His Special Skills:

  • Magic-Priest: 1
  • Healing: 1
  • Club: 1
  • Underground Lore: 2 (He spent more time growing up underground that on the surface)
  • Religion Lore: 1
  • World Lore: 1
  • Language (Common): 4
  • Awareness: 1

His Talent:

  • Natural Physician (heals 3 points, Crit = 6, Fumble = -1)

He has a mace, 14gp, a holy symbol (Throff), backpack, tinderbox, sleeping bag, and... a mule (Fool's Gold, can carry 20 standard items).

His powers from Throff include Earthquake, Heal, Sanctuary, and Create Food/Water.

6 Combat Options: Defensive, Stand Firm, Assist, Cautious Attack, Pushback, Feint.

Marryck Yunger (Non-Binary Thief, 20)

Art Credit: "Thief" by John Kapsalis from JKM003: Adventurers (Arion Games).

Marryck grew up being trained to be proper and dainty. Tired of such ideals, they ran away and learned the rougher trades. However, as their group of bandits decided to attack the Bakersfields and Jortimer, they turned on the group to help the siblings and friends. Now they travel with their new companions. Not even they know their end goal.

Marryck is a rogue. However, and though they will deny it, they feel a special kinship with the trio. Capable of some minor magic [literally, in game terms] the overall focus is on long distance attacks and being stealthy. They are playful but untrusting [excepting their newfound family].

Their Stats:

  • Skill 3+2 = 5
  • Stamina: 6+2(1) = 8
  • Luck: 7+2+1 (Human) = 10
  • Magic: 0+1 = 1

Their Special Skills:

  • Awareness: 1
  • Sneaking: 1
  • Bows: 1
  • Magic-Minor: 1
  • HOMETOWN LORE (don't know where this is yet): 1
  • World Lore: 1
  • Religion Lore: 1
  • Language (Common): 4
  • Locks: 1

Their Talent:

  • Crackshot (+1 to damage while using missiles)

They get 16gp (half stolen), backpack, tinderbox, sleeping bag, and... Lock Picks. For the Minor Magic, it's little cantrips to help them through: Hear, Honesty, and Slip. they will also get a Short Bow and 20 Arrows, and a Leather Jack.

6 Combat Options: Rapid Shot, Double Shot, Sniper Shot, Bypass Armor, Disarm, Tumbling Attack.

Note on Background Details

I'm keeping most facts pretty simple: three are from somewhere called Peakspoint and none exactly fit into their hometown. Jortimer spent more time in dwarven caves than above ground. Tired of being blamed for disasters, Leonidas spent more time in the woods. Jortimer and Tabintha have more faith in Leonidas than he has in himself.

The fourth is from somewhere else and also failed to fit in (to their home or to their gang of bandits). I don't even know which CITY LORE that Marryck might have, and possibly never will [I'm sure I'll figure it out].

Specifically, I am skipping reading the "Background" section of Dwarven Halls because it probably will spoil some things. If it starts to sound like I need to know, I will retroactively go back on that.

The rest we might explore a bit at a time during downtimes and such.

Campaign Toolkit

The campaign toolkit, for now, will include Dwarven Halls [DH], Advanced Fighting Fantasy [AFF], Combat Companion [CC], and Gamemaster's Apprentice Deck: Fantasy [GMAF]. Other things might be added but I will go slowly. In all cases, elements from DH will outweigh any other consideration.

Character Death will be treated as per normal. If characters die, I will figure out about how to best replace them.

Will Revisit at the End of Chapter One

The campaign is broken down into chapters. At the end of Chapter One, I will revisit all of these details. At that time I will decide if I need to retcon anything. If I do, I'll just change it out as best I can without breaking the game. At that time, I might also blend in one of the other Companions to better explore the world.