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Quarrel & Fable: From Sean Smith

This document provides an overview of the rules for Quarrel & Fable, a tabletop roleplaying game that draws inspiration from Fighting Fantasy gamebooks. It describes how characters are generated by rolling for initial scores in Skill, Stamina, and Luck. Combat is resolved through opposed skill checks, with damage reducing an opponent's Stamina. As characters gain experience, they can increase their abilities or acquire special skills and equipment. The rules aim to capture the feel of dangerous adventure from the Fighting Fantasy series.

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Arthur França
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0% found this document useful (0 votes)
178 views12 pages

Quarrel & Fable: From Sean Smith

This document provides an overview of the rules for Quarrel & Fable, a tabletop roleplaying game that draws inspiration from Fighting Fantasy gamebooks. It describes how characters are generated by rolling for initial scores in Skill, Stamina, and Luck. Combat is resolved through opposed skill checks, with damage reducing an opponent's Stamina. As characters gain experience, they can increase their abilities or acquire special skills and equipment. The rules aim to capture the feel of dangerous adventure from the Fighting Fantasy series.

Uploaded by

Arthur França
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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QUARREL 

& FABLE 

from Sean Smith 


 
   
   

 
Version 1.6 
CC BY 4.0
Arthur França (Order #32617850)
 

QUARREL & FABLE 


from Sean Smith — @seanfsmith​
​@seanfsmith​ — version 1.6 

   

 
d6↡ means roll 2d6 and select the lowest / d6↟ means roll 2d6 and select the highest 
 
CC BY 4.0 
Arthur França (Order #32617850)
 

QUARREL & FABLE 


from Sean Smith — @seanfsmith​
​@seanfsmith​ — version 1.6 

Introduction
Introduction  Combat
Combat 
QUARREL & FABLE is a hack of Ben Milton’s  The wilds and dungeons of Pollux are full of many 
MAZE RATS designed to recapture the mood and  fearsome foes! Sometimes avoiding combat is 
feel of the F​ ighting Fantasy​ series of gamebooks.  impossible. 
   
  Whichever side has the fewest combatants, or is the 
Test your Mettle 
Mettle most at home, holds the initiative and can act first. 
You’ll describe how your character interacts with the   
world the GM describes. Often, you will be able to  To attack a foe, ​Test your Mettle​: though instead of 
describe the outcome, though when the action is  aiming for nine, you are aiming to score the SKILL of 
risky​ or ​time-sensitive​ the GM will ask you to ​Test  your adversary or higher. If your own SKILL is 
your Mettle​.  higher than your enemy’s, this grants A ​ dvantage​ on 
  the roll. 
When this is called for, roll and total two dice. If   
you score ​nine (9) or higher​, the action is successful.  ❏ If you were successful, you have hit your 
Testing your Mettle​ usually fails, so do everything  opponent. Roll the appropriate ​Damage 
you can to make risky situations less dangerous.  dice​ for your weapon: this value is deducted 
  from your opponent’s STAMINA. 
Advantage 
Advantage ❏ If you were unsuccessful, you suffer a 
If you are better prepared than average for a risky  counterattack! The GM will roll D ​ amage 
action, you may ask for ​Advantage​ on a roll. When  dice​ for the enemy: deduct this score from 
the GM awards this, you may roll an additional dice  your STAMINA. 
and keep the highest two when T ​ esting your Mettle​.   
  Once everyone on the leading side has acted, their 
If multiple A ​ dvantages​ would apply to a situation, it  adversaries will act. Rules for an enemy’s attack are 
is probably no longer risky.  the same as for players, though some foes may gain 
  Advantage​ in different ways. 
   
  Anyone whose STAMINA is reduced to zero (0) is 
  knocked out. Anyone whose STAMINA is reduced 
  below zero has been killed. 
   
  It might not always be a good idea to attack a 
  particularly strong foe directly; sometimes it is safer 
  to create ​Advantageous s​ ituations for your allies. 
  Enemies with SKILL scores greater than that of the 
  players are especially dangerous; the GM should be 
  using them sparingly, but also you may consider it 
  safer to run away!  
     
 
 
 
 
 
 
 
 
 
 
 

 
d6↡ means roll 2d6 and select the lowest / d6↟ means roll 2d6 and select the highest 
 
CC BY 4.0 
Arthur França (Order #32617850)
 

QUARREL & FABLE 


from Sean Smith — @seanfsmith​
​@seanfsmith​ — version 1.6 

CHARACTER CREATION CREATION  Advancement


Advancement 
At the beginning of a game, you will need to  You can calculate your x​ p threshold​ by totalling the 
determine your character’s abilities and attributes.  values of your I​ nitial ​SKILL, your I​ nitial L
​ UCK, and 
  all of your S​ pecial Skills​. Your GM will tell you how 
❏ SKILL is a measure of competence in battle  many E ​ xperience Points​ (xp) you accumulate: once 
and stressful situations. R​ oll 1d3+7.  you surpass your x​ p threshold​, you may trade them 
❏ STAMINA is a measure of endurance and  in and choose one: 
health. R
​ oll 1d6+14.  ❏ Increase the ​Initial​ value of SKILL, 
❏ LUCK is self-explanatory. ​Roll 1d3+3.  STAMINA or LUCK by one (1) 
  ❏ Gain a prestigious item 
Note these ​Initial ​scores on your character sheet.  ❏ Gain a new ​Special Skill​ at two (2) 
Except in rare situations, these I​ nitial s​ cores will not   
change; keep track of your current scores separately. 
Volgera’s ​Initial​ SKILL of 8, combined ​Special 
  Skills​ total of 8, and her LUCK of 6 give her an 
For each point you have of ​Initial​ SKILL, assign one  xp threshold​ of 22. 
point to ​Special Skills​ of your design. These can give   
you A
​ dvantage​ on ​Testing your Mettle​. Determine  Volgera currently has 20 xp When her group 
these in collaboration with your GM—for example:  bests a brace of ogres, the GM awards them all 4 
disengage, sneak, intimidate, stonecunning.  xp, which takes Volgera over her ​xp threshold​. 
   
Volgera decides to spend her points on a 
Volgera rolls an I​ nitial S​ KILL of 8. She wants her  prestigious item: a pack of arcane cards that give 
character to be a feared sorcerer so assigns 4 points  her A
​ dvantage​ when T ​ esting her Mettle​ to cast 
to ​magic​ and 2 points to ​threaten​. The final 2  spells. This item will not alter her x​ p threshold 
points go to ​linguistics​, which gives her a greater  and she has 2 xp left. 
chance to understand languages. The GM also 
 
informs Volgera’s player that ​linguistics​ could also 
be used when she attempts to speak very precisely.  Experience Points 
Points 
You can gain xp in a number of ways: 
  ❏ Winning gold coins from risky ventures: 
Starting Equipment 
Equipment  whether that’s found from tombs, or 
Your character begins the game with:  payment for quests (1 gp = 1 xp) 
❏ A basic weapon (d6↡): sword / staff / bow  ❏ Besting hostile adversaries in contest or 
❏ d3 simple ​Provisions  combat (typically 1 xp per lesser foe, 2 xp 
❏ DEBT!! (equal to your STAMINA score)  per equal or better) 
  ❏ Completing sundry favours or quests for 
Healing 
Healing folks you owe no favours to (various, from 
A hastily eaten P ​ rovision​ recovers d6↡ STAMINA  5 xp for clearing a basement of vermin to 
points. Taking some time to rest around a fire means  25 xp for recovering a unique religious relic) 
a ​Provision​ restores d6↟ STAMINA—though be   
wary of resting too long in perilous situations!  Your GM will tell you at the beginning of the game 
  if any of these methods will not apply in your 
A good night’s sleep in a good bed will restore your  sessions. Characters might j​ ust​ pay off their debt 
LUCK and your S​ pecial Skills​ to their ​Initial​ value.  before the first time they pass their xp threshold. 
   
Using LUCK & ​Special
Special Skills  xp is awarded to the group as a whole. You each 
Whenever you ​Test your Mettle​ (either in or out of  receive the same total points, which is not divided 
combat), you may ​spend a point of LUCK to grant  between yourselves. 
Advantage​ to the roll. ​Special Skills​ may be used in   
the same way, if the action is suited to that specialty.     
 
 
 

 
d6↡ means roll 2d6 and select the lowest / d6↟ means roll 2d6 and select the highest 
 
CC BY 4.0 
Arthur França (Order #32617850)
 

QUARREL & FABLE 


from Sean Smith — @seanfsmith​
​@seanfsmith​ — version 1.6 

MAGIC  
MAGIC  FEN 
In order to cast spells, you need to take at least one  Cost​: d6↟ STAMINA 
point to a S​ pecial Skill​ for magic. Out of game time,  Focus​: an arrowhead that has been buried in a 
you may study these spell lists. While you’re playing  swamp for a week 
your character, you must rely on your memory.  Effect​: For five minutes, any mundane projectile that 
  passes within ten feet of the arrowhead focus of this 
Casting a spell 
spell  spell will fall to the ground, wet. 
If you wish to cast a spell and have no time pressure,   
there is negligible risk to cast it. Tell the GM which  FIP 
spell you are casting (and make sure you spell its  Cost​: 1 STAMINA 
name correctly, have prepared the appropriate  Effect​: For every lie you tell in the next minute, a 
components, and possess the appropriate focus!); you  full-grown frog appears in your mouth. 
are drained of a number of STAMINA points   
determined by the spell’s cost & the GM will explain  FOL 
the outcome of the spell.  Cost​: 1 STAMINA 
  Components​: one (1) flagon of ale 
If you wish to cast a spell in a more fraught  Effect​: The ale transmutes into liquid fire. This can 
environment (such as during combat), you will need  be hurled for d6↟ damage or poured out more 
to T
​ est your Mettle​. If you succeed, the spell is cast  carefully. 
immediately, as described above.   
  FUM 
If you fail, instead the spell takes more time and  Cost​: d6↡ STAMINA 
concentration than you’d hope for. You pay the  Components​: one (1) citrus fruit 
STAMINA cost for the spell immediately, but the  Effect​: For ten minutes, this fruit gives forth a horrid, 
spell will activate after every other player and every  acrid smoke. Creatures breathing in the smoke are 
enemy has acted. If you are interrupted during this  unable to lie until the smoke is cleared. 
time (such as by being struck), instead the spell   
backfires & you should roll on the O ​ ops!​ table.  NAD 
  Cost​: 1 STAMINA 
  Effect​: Thirty seconds after this spell is cast, any one 
Spell listings 
listings  (1) ignited source expends all of its potential energy 
  in a single burst. 
FAD   
Cost​: d6↡ STAMINA  NAE 
Components​: one (1) spent torch  Cost​: d6↡ STAMINA 
Effect​: This spell causes a spent torch to emit an area  Effect​: For a minute, so long as you do not interact 
of magical darkness, 30 foot wide. Mundane light  with any intelligent creature it will not pay you any 
sources are extinguished & magical sources are dulled  attention. It is likely to notice if things in its 
for the duration. The person holding the torch can  environment change but it won’t notice you. 
see as normal. After five minutes, the torch shatters.   
  NEN 
FAE  Cost​: d6↟ STAMINA 
Cost​: d6↡ STAMINA  Effect​: Cast upon a still-warm corpse, their 
Effect​: This spell clouds a reflective surface and  STAMINA is increased to 0. However, the spell 
invites a terrifying and beautiful figure to appear on  permanently drains one (1) point of I​ nitial​ SKILL, 
the other side. The connection lasts until it is ended  one (1) point of ​Initial​ STAMINA, and one (1) 
by the figure. You are not in control.  point of I​ nitial​ LUCK from either the caster of the 
  target. These need not all come from the same 
  person. 
   
   

 
d6↡ means roll 2d6 and select the lowest / d6↟ means roll 2d6 and select the highest 
 
CC BY 4.0 
Arthur França (Order #32617850)
 

QUARREL & FABLE 


from Sean Smith — @seanfsmith​
​@seanfsmith​ — version 1.6 

   
NIP  PIP 
Cost​: d6↡ STAMINA  Cost​: d6↟ STAMINA 
Effect​: A patch the size of a large puddle on any  Focus​: one (1) broken spyglass 
surface you can see erupts in tiny, biting, lipless  Effect​: The target of this spell, including anything 
mouths. Creatures touching the surface take 1  they are wearing or carrying, shrinks down to a 
damage for every turn they remain in contact. The  quarter (¼) of its size for ninety (90) minutes. 
mouths last until they’ve eaten a total of 20   
STAMINA.  POL 
  Cost​: d6↡ STAMINA 
NOL  Effect​: You can know the general mood and 
Cost​: d6↟ STAMINA  disposition of any one creature within earshot. You 
Components​: one (1) gnoll’s tooth  could work out how they would react to a specific 
Focus​: one (1) painted shield  event, but then they would get the sensation of being 
Effect​: Summons a gnoll made of paint and  watched. 
match-smoke to fight for you or complete an act of   
might. This service lasts for one combat or five  PUM 
minutes, after which the gnoll drops the shield and  Cost​: d6↟ STAMINA 
runs away in silent laughter.  Components​: one (1) clump of fur 
  Effect​: Your hands become terrible monstrous claws 
NUM  for as long as you can hold your breath. These claws 
Cost​: 1 STAMINA  deal d6↟ damage. 
Effect​: This spell produces an illusory duplicate of   
yourself. It cannot act independently but instead  RAD 
echoes your movement. It vanishes once you cross a  Cost​: d6↡ STAMINA 
threshold.  Components​: one (1) piece of chalk 
  Effect​: Inscribe a circle on a flat surface in chalk. For 
PAD  as many hours as the STAMINA cost for this 
Cost​: 1 STAMINA  casting, nothing unliving can pass across this sphere. 
Effect​: You press a finger down on someone’s tongue.  That includes air, water, skellingtons. 
After a full minute of doing this, they cough up a   
knot of smoke and gain 2d6 STAMINA.  RAE 
  Cost​: 1 STAMINA per target 
PAE  Component​: one (1) handful of dust 
Cost​: 1 STAMINA  Effect​: The dust in your palm glows white hot and 
Components​: one (1) handful of shells  streaks through the air at as many targets as you can 
Effect​: This spell makes a handful of shells appear to  see, dealing d6↟ damage split between them as you 
be high denomination coins to a single individual.  choose. 
Your casting of this spell can only affect one   
individual at a time, so this lasts until you cast it  REN 
again on someone else.  Cost​: d6↡ STAMINA 
  Effect​: A creature targeted by this spell feels a great 
PEN  sense of pride if they do something helpful for you or 
Cost​: 1 STAMINA  one of your allies. 
Components​: one (1) unsullied key   
Effect​: For as long as you hold a key to your forehead  RIP 
and stare at a creature, it cannot move. The key you  Cost​: 1 STAMINA 
use becomes bent by this magic.  Effect​: The seams of target creature’s clothes all come 
  undone. Creatures acting against this one will gain 
  Advantage​. 
   

 
d6↡ means roll 2d6 and select the lowest / d6↟ means roll 2d6 and select the highest 
 
CC BY 4.0 
Arthur França (Order #32617850)
 

QUARREL & FABLE 


from Sean Smith — @seanfsmith​
​@seanfsmith​ — version 1.6 

   
ROL  YUM 
Cost​: 1 STAMINA per target  Cost​: d6↟ STAMINA 
Effect​: For ninety (90) seconds, or until someone  Effect​: Cast over some food, this spell imbues the 
affected by this spell speaks, any number of targets  meal with a deadly toxin. Anyone who ingests the 
take on the appearance of a different creature of  food suffers d3 days of extraordinary pain, after 
similar size. These could be named individuals or just  which they must ​Test their Mettle​ or die! 
high quality extras.   
   
RUM  If you need a random spell, for some sundry purpose, 
Cost​: d6↟ STAMINA  roll 2d6 & consult the table below​: 
Focus​: one (1) empty bottle of spirits   
Effect​: Permanently alter a mundane object to grant 
roll  first letter  last letters 
it a strange effect. For example, you might make a 
spyglass that can blink away illusions.  1  F  A D 
 
YAD  2  N  A E 
Cost​: d6↡ STAMINA 
3  P  E N 
Effect​: Push any one (1) creature three (3) feet in any 
direction.  4  R  I P 
 
YAE  5  Y  O L 
Cost​: 1 STAMINA 
Component​: one (1) living mushroom  6    U M 
Effect​: You may ask a mushroom a yes or no   
question. It answers truthfully, then dies.  Oops!  
Oops!
  If you are interrupted when casting a spell, 
YEN  something goes wrong & you should roll on this 
Cost​: d6↟ STAMINA  table. Similarly, if you try to cast a spell that does 
Effect​: Cast this spell on an object which could be  not exist, you suffer the lost of d6↟ STAMINA and 
easily listed in one hand. For 24 hours, any creature  must roll on this table to determine the effect. 
that sees the object has an intense longing to possess   
it and will act accordingly.  Roll d6​: 
  1. You teleport to the nearest enclosed space 
YIP  where you can be totally alone 
Cost​: d6↡ STAMINA  2. The spell backfires by casting twice (and 
Effect​: Summons the shadow of a very small dog that  costing twice) on random targets 
stays with you until the next dawn. It loudly barks  3. You break out in uncontrollable maniacal 
at interesting smells or if someone unfamiliar  laughter for three (3) minutes 
approaches.  4. A very confused, very naked humanoid 
  carrying a spear appears beside you 
YOL  5. An object you are carrying transforms 
Cost​: 1 STAMINA  permanently into a venomous snake 
Components​: one (1) egg  6. An entirely different spell goes off 
Effect​: Wash the hinges of a portal with egg, then     
cast this spell upon them. That portal cannot be 
opened by mundane means until the next sunset. 
 
 
 
 

 
d6↡ means roll 2d6 and select the lowest / d6↟ means roll 2d6 and select the highest 
 
CC BY 4.0 
Arthur França (Order #32617850)
 

QUARREL & FABLE 


from Sean Smith — @seanfsmith​
​@seanfsmith​ — version 1.6 

UNWANTED ATTENTION  ATTENTION  For each Boon, roll 3d6 and discard the lowest. If 
As much as you might want to live a quiet life, the  there are Strings Attached, use the value of the 
choices you make (and have made) will bring  discarded dice. 
attention your way.   
  Boons 
Boons
Debt  
Debt 2. You are gifted a new prestigious item (& 
All characters begin the game with a moderate debt.  immediately roll 1d3 to determine if it brings 
The GM will ask you to explain why you are in this  attention today) 
debt and who your creditor is. That you’re in this  3. You are gifted a spell focus 
position is half of the reason why you are willing to  4. You are given loan of a prestigious item (& 
risk life and limb.  immediately roll 1d3 to determine if it brings 
  attention today) 
Prestigious Items 
Items  5. You are given loan of a spell focus, or gifted 
These are items you gain through play or inherit  a spell component 
through Advancement. They may be rare or  6. You are gifted a tincture containing a 
particularly efficient; they are always coveted.  random spell, or a gifted a rare consumable 
  7. You are informed of a convenient sidequest 
You might use these examples directly in your game  that will not take you far off your path 
or use them to help you create your own:  8. Luxury bed & board is paid for you & your 
1. Foetid dagger ​(d6↟); if this weapon inflicts  friends 
6 damage, it infects the wound — the  9. You are informed of a sidequest, though it 
target cannot heal naturally for a week  will take you some ways off your path 
scimitar​ (d6↟); grants A
2. Vorpal scimitar​ ​ dvantage  10. You are gifted a common but useful 
when attacking humanoid foes  consumable (such as pest repellant or 
3. Flamestrung longbow​
longbow​ (d6↟); arrows shot  provisions) 
from this bow catch fire  11. Bed & board is paid for you & your friends 
4. Gnomad pick​pick​ (d6↟); the owner of this pick  12. You are given beneficial information that 
cannot become lost underground  will help in your quest 
5. Tongue of Vaeccan​
Vaeccan​; this replaces your   
severed tongue and grants A ​ dvantage​ on  Strings Attached? 
Attached? 
Tests of Mettle​ to seduce or intimidate  1. Your benefactor was being followed, and 
war-wight​; grants ​Advantage 
6. Buckle of the war-wight​ now you are too 
on all ​Tests of Mettle​ relating to birds  2. In order to get the Boon, you need to go 
  slightly out of your way 
Attention 
Attention 3. I wouldn’t quite describe it as stolen, but 
Other people in this world have interests that  maybe don’t ask where we got it 
sometimes align with yours. Sometimes they are  4. You owe us a favour now (which comes in 
keen to see your creditors struggle; sometimes they  the form of a new creditor that lasts until it 
want to keep your prestigious items out of the hands  offers a Boon) 
of others. Sometimes you will profit from this.  5. Turns out it’s been coated in a slow-acting 
  poison, so make good on your promises or 
At the beginning of each session, you should roll 1d3  start worrying in 2d3 week’s time 
for each creditor and prestigious item you have:  6. I don’t want my charity misused so I’m 
1. Today, you are left alone.  coming with you. (Oh and my SKILL is 5, 
2. You are offered a Boon, though it comes  my STAMINA is 20, & I’ve got this posh 
with Strings Attached.  dagger {d6↟}) 
3. You are offered a Boon.   
     
These Boons are difficult to refuse (and you’d need 
to ​Test your Mettle ​to do so). 
 

 
d6↡ means roll 2d6 and select the lowest / d6↟ means roll 2d6 and select the highest 
 
CC BY 4.0 
Arthur França (Order #32617850)
 

QUARREL & FABLE 


from Sean Smith — @seanfsmith​
​@seanfsmith​ — version 1.6 

SOME OF THE CREATURES OF POLLUX  POLLUX  


   
Goblings  
Goblings Heath Dragon 
Dragon 
No two GOBLINGS look completely alike, but each  HEATH DRAGONS are squat things, long as three 
seems somewhere between a potato and a knife, with  large horses and nearly as wide. Their wings bend 
long spindly arms and too-wide mouths. Base,  back like a beetle’s and rarely bring the beast across 
opportunistic, and filthy, you are as likely to find  great distances or to great heights. Their bites are 
them taking your nan’s teeth as at the bottom of a  vicious, but most feared in the jet of corrosive bile 
well.  they can spit. 
   
GOBLING SKILL 5  HEATH DRAGON 
STAMINA 5  SKILL 11 
sharp things ​(d6↡)  STAMINA 25 
  bite ​(d6↟) 
  Breath weapon​
weapon​: if a heath dragon spends 
Gnolls  
Gnolls its turn drawing up bile, it spits a 
Broad-shouldered and bullying, GNOLLS are  line twice as long as itself on its 
hyena-headed humanoids with a cruel temperament  next turn. Anyone targeted ​Tests 
and a worrying knack with biology. Their elaborate  their Mettle​ or takes 3d6 damage. 
shields are lightweight and mobile, but the edges are   
razor sharp and hell to defend against.   
  Blood Wraith 
Wraith
GNOLL SKILL 7  That might be merely a bloodstain on the dungeon 
STAMINA 8  floor or it could be a hunting BLOOD WRAITH. 
sharpened buckler ​(d6↡)  At full height, these nigh-humanoid clouds of red 
Frenzy​​:  if a gnoll is wounded, it gains 
Frenzy mist stand taller than an ogre but move more slowly. 
Advantage ​on all attacks.  Blood wraiths collect the teeth of people they kill. 
   
  BLOOD WRAITH 
Johnson swifts 
swifts  SKILL 9 
A flash of colour zipping through ash-grey skies,  STAMINA — 
JOHNSON SWIFTS are ostensibly birds, just with  keening gore​
gore​ (d6↟) 
glistening acid-pink tongues in place of a head. They  Spectral​​: blood wraiths are immune to 
Spectral
are attracted to shiny surfaces, like eyes, to try to  damage from mundane sources and 
dissolve them.  need to be dealt six (6) damage in  
  a single blow to be destroyed. 
JOHNSON SWIFT   
SKILL 10     
STAMINA 3 
corrosive tongue​
tongue​ (d6) 
Nimble​​: johnson swifts are fast enough to 
Nimble
stay out of the reach of melee 
attacks (though can be harmed by 
melee counterattacks) 
 
 
 
 
 
 
 

 
d6↡ means roll 2d6 and select the lowest / d6↟ means roll 2d6 and select the highest 
 
CC BY 4.0 
Arthur França (Order #32617850)
 

QUARREL & FABLE 


from Sean Smith — @seanfsmith​
​@seanfsmith​ — version 1.6 

AND NOW, A SAMPLE DUNGEON  DUNGEON  oust Bilge and Bend and they will need to kill the 
  cuttlefish. 
Hook​: The town of Cablanca is suffering from a foul   
ichor ruining the water of its well. The mayor has  After descending the first set of stairs, the light levels 
offered to rid you each of your debt if you are able to  in the dungeon become very low. The denizens of 
determine the cause of the befoulment and remedy it.   the dungeon (except Glaark in area 5) can see in the 
  dark (Glaark has a lantern). 
Truth​: Beside the wellspring in the foothills outside   
of Cablanca is an old cloister. The upper rooms have  1​ - ​staircase​ (5xp) 
become the home to a pair of ogre twins who are  The corridor is 20ft wide and the stairs are moist 
raising a giant cuttlefish in the wellspring itself.  with condensation but not slippery. Split across the 
  three alcoves are five (5) GOBLINGS (SKILL 5, 
Room descriptions 
descriptions  STAMINA 5, armed with d6 daggers and loose-knit 
The listings below will explain the general  bags of marbles). The goblings intend to throw the 
atmosphere of each location, give statistics for any  marbles down the stairs at players who pass them, 
inhabitants, and detail the number of experience  causing players to T ​ est their Mettle​ or tumble. The 
points you should give players who survive that  goblings have ​Advantage​ when stabbing people 
location. It is not necessary for players to kill all of  who’ve fallen over.  
the creatures within the wellspring; they will need to   

 
d6↡ means roll 2d6 and select the lowest / d6↟ means roll 2d6 and select the highest 
 
CC BY 4.0 
Arthur França (Order #32617850)
 

QUARREL & FABLE 


from Sean Smith — @seanfsmith​
​@seanfsmith​ — version 1.6 

2​ - ​cavern​ (2xp)  6​ - ​switchback​ (3xp) 


The cavern is wide and airy and the cool water pulls  A narrow staircase snakes up the side of the cavern. 
a breeze through the air. The door to the south (to  The lower walls are covered in ancient symbols of 
area 3) is firmly locked. The stream runs wide and  pilgrimage and piety. Once the players pass halfway 
slow in this chamber and it has been forded by some  along the staircase, they are liable to be best by a 
stable but slippery rocks—players will need to T ​ est  number of WINGED SNAILS (SKILL 10, 
their Mettle ​to avoid falling into the stream. A lazy  STAMINA 1, 1-damage acidic nudges). Reckless 
CROCODILE (SKILL 7, STAMINA 7, d6↟ bite)  combatants need be careful not to fall into the 
waits on the north bank.  myconid forest below (area 4)—any character who 
  presses for ​Advantage​ in this fight must ​Test their 
3​ - ​anteroom​ (1xp)  Mettle​ or be forced to spend their next turn stopping 
This room served as a storehouse for the ancient  themselves from falling! 
cloisters. All that remains is a mountain of salt, and   
partially buried beneath this is a MONK  7​ - ​left chamber​ (2xp) 
SKELLINGTON (SKILL 6, STAMINA 6, d6↡  This chamber is the home of BILGE (SKILL 9, 
censer).  STAMINA 10, d6↟ oaken mace). Bilge has a 
  number of illustrations of their cuttlefish tearing 
4​ - ​myconid forest​ (2xp)  apart smaller humanoids. 
All manner of mushrooms grow here (and most of   
them have poisonous flesh). Perhaps more dangerous  8​ - ​right chamber​ (2xp) 
are the lurid pinpricks of the POISONOUS FROGS.  This is the home of BEND (SKILL 8, STAMINA 
They are not aggressive, but anyone whose skin  14, d6↟ meditation balls). This room is very clean 
touches the frogs’ skin must T ​ est their Mettle​ or  and spartan. Bend is excellent at throwing things 
drop to 0 STAMINA.  away (in fact, he will often throw foes off the 
  switchback if he wins an attack round and they fail 
5​ - ​hermit cave​ (1xp)  to ​Test their Mettle​). 
This cave is quite nicely appointed with a seemingly   
comfortable bed and some wicker furniture. The  9​ - ​wellspring​ (3xp) 
walls are festooned with framed keys. It is the home  The roof is close and the pool swirls with a milky 
of Glaark, a CALACORM (SKILL 8, STAMINA  ichor. Beneath the surface lives a GIANT 
7, d6↡ halberd), a talkative grey-scaled lizard with  CUTTLEFISH (SKILL 9, STAMINA 12, 2d6 
two heads. Glaark hides behind the mushrooms so as  rending tentacles and beak; tentacles will grab foes 
not to be bothered by Bilge or Bend.  and try to pull them underwater). The cuttlefish 
  recognises Bilge and Bend by scent and will not 
  attack them. 
   
   
     
 
 
 
 
 
 
 
 
 
 
 
 
 

 
d6↡ means roll 2d6 and select the lowest / d6↟ means roll 2d6 and select the highest 
 
CC BY 4.0 
Arthur França (Order #32617850)
 

QUARREL & FABLE 


from Sean Smith — @seanfsmith​
​@seanfsmith​ — version 1.6 

   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PROVENANCE & INFLUENCE  INFLUENCE
  This games owes a debt to a number of sources. I 
  wholeheartedly recommend you follow each up. 
  Cover image by Louis Le Breton. 
  The cartography is by Dyson Logos. 
  QUARREL & FABLE would not exist 
  without Ben Milton’s MAZE RATS. Fans of that 
  system will see significant similarity with its Danger 
  Roll. The reason for a lower target is the loss of 
  modifiers to the roll. 
  Spending points for benefit for me comes 
  from the GUMSHOE series of games, and later from 
  Monte Cook’s CYPHER SYSTEM. 
  The excellent idea of debt at character 
  generation comes from Chris McDowall’s upcoming 
  ELECTRIC BASTIONLAND (and even MAZE 
  RATS owes a lot to its precursor, INTO THE 
  ODD). 
  The unwanted attention mechanic is pulled 
  from 13th AGE. 
  The Guerilla Initiative system comes from 
  Homebrew Homunculus’ blog. 
  Having variable xp targets extrapolated 
  from character stats is something I created for my 
  science-fantasy game IMMINENT FUTURES. It is 
  likely this has been developed elsewhere: I’d be keen 
  to find examples. 
  None of this would be anything were it not 
  for Steve Jackson and Ian Livingstone and their 
  Fighting Fantasy​ gamebooks. My own influences are 
  heavily tied to their vision. For QUARREL & 
  FABLE, I’ve co-opted Steve’s magic system from the 
  Sorcery!​ Books. Let it be a nice counterpoint to 
  Vancian magic. 
  This work is licensed under a Creative 
  Commons Attribution 4.0 licence. 

 
d6↡ means roll 2d6 and select the lowest / d6↟ means roll 2d6 and select the highest 
 
CC BY 4.0 
Arthur França (Order #32617850)

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