Advanced Fighting Fantasy: Gallows End to Hellwinter

For the past 12 months or so Monday evenings have been split between Flashing Blades and more recently a monthly session of Pulp Cthulhu. This week the regular Monday group was scheduled to start a modern day Call of Cthulhu adventure, however with one of our players out of action that was postponed. We were looking for something else to play and I had been looking for an opportunity to try out Arion Games’ Advanced Fighting Fantasy (AFF) – a game under consideration for Grogfight!

wpbb2109b7_06AFF is the most recent incarnation of the RPG based on the Fighting Fantasy series of game books; I’d eat my hat if you haven’t at least heard of The Warlock of Firetop Mountain; most likely you played it in your youth. The system has no classes or levels and is very simple with three core stats – Skill, Stamina and Luck, and the additional Magic and Magic Points for wizardly types, then special skills which allow characters to do cool stuff, and a few different types of magic. The system uses 2d6 for all actions; roll under stat+skill for unopposed skill tests and add 2d6+stat+skill for combat and opposed skill tests. These two different skill tests caused some confusion and in future I’ll use the optional rule of 2d6+stat+skill vs target number for unopposed skills – then all rolls will use the same mechanism.

The adventure started in Gallows End, a small frontier village on the edge of the Bron forest. Our heroes are tasked by the Baron of Tytern with discovering the fate of Sir Gallaharn Kairn, a knight sent to the frontier fortress of Hellwinter. After a few questions to the local peasants they pick up a couple of rumours: undead are gathering to the north and there are druids in the forest. Winter furs are purchased for the journey ahead the group set off through the forest.

The Gates of Hellwinter Cover

Torrential rain, grey skies and a biting wind make their journey through the forest a thoroughly unpleasant one, made all the worse by a goblin ambush (is there a starter adventure for any fantasy game that doesn’t feature goblins or kobolds?) Daggers flying out from the shadows of the trees injure the wizard and priest and before too long the party are toe to toe scrapping with their scrawny assailants.

This gave me a great opportunity to get a feel for combat, and I liked how it played. Each combatant rolls 2d6+stat+weapon skill and whoever gets the highest damages their opponent – armour can further reduce the damage. We had some spells firing off as well; a starting wizard feels much more powerful than a level 1 D&D/OSR Magic-User and the spells were used to fry some of the goblins.

The fight over and wounds healed the party continued to the foothills of the mountains on which the Tower of Hellwinter was perched, cold, wet and miserable. It seems it’s not going to be a peaceful night as roars from two directions bring them to attention…

The session was fairly short – no more than an hour and half, but the PC’s made decent progress. We may get to complete the adventure at some point, but I’m looking forward to starting Call of Cthulhu and the sessions served it’s purpose of giving me some insights into how the system plays at the table. While I’m still undecided on which system to use for Grogfight, AFF is starting to edge ahead of DCC…

 

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