It has been eight hundred years since the fall of the mythic Dragon Empire and ten years since mankind returned to the Misty Vale, the remote valley known for the thick haze that often lies over its deep forests, hemmed in by the Kummer Mountains to the south and the Dragonfang Peaks to the north. Adventurers brave the broken imperial road over the high pass to enter the Misty Vale to explore the extent of the valley, search out its secrets, and hopefully come away with the great treasures that might still remain unplundered from the Dragon Empire. They are not the only ones interested in the secrets that the Misty Vale. There rumours of Demon-worshipping cultists moving quietly to work to bring about the revival of their vile masters of Chaos and their priests, Orcs and Goblins are seen patrolling the Misty Vale more regularly, and monks and knights of religious order that reveres the great Dragons of Law have been seen entering the valley. This is the set-up for Dragonbane, and more specifically, the Dragonbane Core Box, a fantasy roleplaying game which promises “Mirth & Mayhem Roleplaying”. Published by Free League Publishing, best known for Vaesen – Nordic Horror Roleplaying, The One Ring: Roleplaying in the World of Lord of the Rings, and Alien: The Roleplaying Game. It is reimagining of Sweden’s first fantasy roleplaying game, Drakar och Demoner, originally published in 1982.
Dragonbane: Mirth & Mayhem Roleplaying, funded by successful Kickstarter campaign, comes as boxed set which contains a ‘Getting Started’ sheet which tells the reader what is in the box, a one-hundred-and-twelve ‘Dragonbane Rules’ book, a one-hundred-and-sixteen page ‘Dragonbane Adventures’ book, the twelve-page ‘Alone in Deepfall Breach’ solo adventure, two maps, including one of the Misty Vale, five pre-generated Player Characters, five blank character sheets, and forty-one full colour standees with plastic stands. Plus, there is a set of polyhedral dice in crystal green, including two twenty-sided dice, and illustrated decks of cards for combat initiative, improvised weapons, adventures, and treasure. The roleplaying game includes rules for creating Player Characters, but whether the players create their own or use the pre-generated ones, with ‘The Secret of the Dragon Emperor’ campaign that lies at the heart of the boxed set, Dragonbane: Mirth & Mayhem Roleplaying offers multiple sessions of play.
A Player Character is defined by six attributes, Kin, and his Profession. The six attributes are Strength, Constitution, Agility, Intelligence, Willpower, and Charisma, which range in value between one and twenty, but the highest they can be at the start of play, is fourteen. The Kin are Human, Halfling, Dwarf, Elf, Mallard, and Wolfkin. The Professions are Artisan, Bard, Fighter, Hunter, Knight, Mage, Mariner, Merchant, Scholar, and Thief. In addition, a Player Characters has Heroic Abilities. These come from the Player Character’s Kin and Profession, although not for the Mage, who starts play with the ability to cast magic. A Player Character has sixteen skills, ranging in value from one to eighteen. Various factors are derived from the attributes, notably different damage bonuses for Strength-based weapons and Agility-based weapons, plus Willpower Points. Willpower Points are expended to use magic and abilities derived from both Kin and Profession.
To create a character, a player can chose the options or roll for them, except for attributes, which are rolled for and trained skills, which are chosen. These include the Kin, Profession, Age, Name, weakness, gear, memento, and appearance. A Player Character will have scores in all of the skills in Dragonbane, but his age will determine the number he is trained in and have greater scores in.
First Name: Tym ‘Halffinger’
Kin: Human
Profession: Thief
Age: Old
Appearance: Balding
ATTRIBUTES
Strength 14 Constitution 11 Agility 15 Intelligence 17 Willpower 14 Charisma 11
Damage Bonus: +1d4
Willpower Points: 3
Hit Points: 11
SKILLS
Acrobatics 12, Awareness 14, Bartering 10, Bluffing 10, Evade 12, Knives 12, Languages 14, Myths & Legends 14, Sleight of Hand 12, Sneaking 12, Spot Hidden 14, Swimming 12
HEROIC ABILITIES
Adaptive (3), Backstabbing (3)
GEAR
Knife, lockpicks (simple), torch, flint & tinder, D6 food rations, D10 silver
MEMENTO
A ragged old journal
Mechanically, to have his player undertake an action, a player rolls a twenty-sided die. The die is marked with a ‘Dragon’ on the one face, and a ‘Demon’ on the ‘twenty’ face. The aim is roll equal to or lower than the skill or attribute. A roll of one is called ‘rolling a Dragon’ and is treated as a critical effect, such as giving an impressive performance, rolling double damage, the action takes less times, and so on. A roll of twenty is called ‘rolling a Demon’ and indicates a critical failure, possible effects including damaging yourself, someone else, or an object, making a lot of noise, and more. Banes and boons are the equivalent of advantage and disadvantage, meaning that the player has to roll more twenty-sided dice, counting the lowest one if there are more Boons than Banes, and the highest one if there are more Banes than Boons. Opposed rolls are won by the player who rolls the lowest.
If a roll is failed, a player can choose to push the roll and reroll. The result supersedes the original. In pushing a roll, the Player Character acquires a Condition, for example, ‘Dazed’ for Strength or ‘Scared’ for Willpower. The player has to explain how his character acquires the Condition and his character can acquire a total of six—one for each attribute—and the player is expected to roleplay them. Mechanically, a Condition acts as a Bane in play. A Player Character can recover from one or more Conditions by resting.
Initiative is determined randomly by drawing cards numbered between one and ten, with one going first. A Player Character has two actions per round—a move and an actual action such as a melee attack, doing first aid, or casting a spell. Alternatively, a Player Character can undertake a Reaction, which takes place on an opponent’s turn in response to the opponent’s action. Typically, this is a parry or dodge, and means that the Player Character cannot take another action. If a Dragon is rolled on the parry, the Player Character gets a free counterattack! If the damage inflicted would exceed the durability of the weapon, it is damaged and requires repairing.
Combat takes into account weapon length, grip, length, and so on. The effects of a Dragon roll, or a critical hit, can include damage being doubled and a Dragon roll being needed to parry or dodge this attack, making a second attack, or piercing armour. Damage can be slashing, piercing, or bludgeoning, which determines the effectiveness of armour. Armour has a rating, which reduces damage taken. Helmets increase Armour Rating, but work as a Bane for certain skills. If a Player Character’s Hit Points are reduced to zero, a death roll is required for him to survive, which can be pushed. Three successful rolls and the Player Character survives, whilst three failures indicate he has died. A Player Character on zero Hit Points can be rallied by another to keep fighting. Fear is covered by a Willpower check, and there is a Fear Table for the results.
Mages power their magic through the expenditure of Willpower Points (similarly, Heroic Abilities cost Willpower to activate). Typical spells cost two Willpower Points per Power Level of a spell, but just one Willpower Point for lesser spells or magic tricks. Willpower Points are lost even if the roll is failed, but rolling a Dragon can double the range or damage of the spell, negate the Willpower Point cost, or allow another spell to be cast, but with a Bane. Rolling a Demon simply means that the spell fails and cannot be pushed, although there is an optional ‘Magical Mishap’ Table to roll on if that happens. A spell cannot be cast if the Wizard is in direct contact with either iron or steel. There are three schools of magic, each with an associated skill, plus General Magic. These are Animism, Elementalism, and Mentalism. A beginning Mage has only been able to study the one school, but the General Magic spells are available to him as well.
The ‘Dragonbane Rules’ book includes a short bestiary of sixteen creatures. Each is given a page that includes an illustration, a short description, its stats, and its attacks. There are always six attacks per monster, such as “Threatening Cackle! The harpies shower the adventurers with terrible descriptions of what they will do to them. Everyone within 10 meters must make a WIL roll to resist fear (page 52).” Or “Excrement Attack! The Harpies open their cloacae and mouths and release a rain of vomit and excrement on the player characters. Everyone within 10 meters must choose a condition. The attack can be parried with a shield.” for the Harpy. The Game Master can chose or roll which attack the creature uses, but they are never repeated twice in a row. Plus, they always hit, so it up to the players to decide to have their characters dodge an attack (or parry when an attack allows it). This feels very similar to the monsters in Forbidden Lands – Raiders & Rogues in a Cursed World, also published by Free League Publishing. The result is that monsters are tough and brutal and a player needs to take more care in how he decides his character will engage with them. The only entries in the bestiary which differ from this are for Orcs and Goblins, which are treated like normal NPCs, complete with their own aims and the capacity to be interacted with. The latter is an important aspect of the campaign in the ‘Dragonbane Adventures’ book.
The ‘Dragonbane Rules’ book is rounded out with rules for travel, basic advice for the Game Master, creating NPCs, and a quick guide, including tables, for creating adventures. These are built around ‘adventure sites’ and travelling to them, much like the play of Forbidden Lands – Raiders & Rogues in a Cursed World. The advice and the guide to creating adventures are basic, but sufficient to serve as starting points.
The ‘Alone in Deepfall Breach’ booklet provides the means to play Dragonbane in solo mode, enabling a player or prospective Game Master get an idea of how the game plays before the full campaign. This is not the traditional ‘choose your own adventure’ style adventure, but instead a set of tables for generating delves into a scar in the land—Deepfall Breach, and for generating the randomness needed for solo play. This includes a ‘Fortune Table’ for determining the answers that a Game Master would normally give, random effects for rolling a ‘Dragon’ or a ‘Demon’, and how an NPC attacks the Player Character. Categorised as either a melee, ranged, sneaky, or magic attacker, this is similar to the monster attacks in the bestiary section of the ‘Dragonbane Rules’ book. Given the often-brutal nature of play in Dragonbane, the solo adventurer is also given some help. Primarily, this consists of being allowed an extra Heroic Ability with two being given for this purpose. ‘Army of One’ lets a player draw two Initiative cards instead of one, whilst ‘Sole Survivor’ lets him push a roll without suffering a condition.
As well as the means to create custom missions, ‘Alone in Deepfall Breach’ includes a complete solo mini-campaign of five missions. Each of the missions in ‘The Reforged Shard’ consists of a series of way points which the adventurer must pass and then return to the surface. Not only that, but each mission has its own looming threat that the player keeps track off and will happen if triggered, whether through delay, inaction, or failure. Both the means to generate missions and ‘The Reforged Shard’ are intended to be played solo, but ‘Alone in Deepfall Breach’ also suggests that a small group of players could use or play both as an alternative. In addition, there is nothing to stop the Game Master from using the tables to generate her own adventures for normal play or add Deepfall Breach as a specific location to the Misty Vale.
The ‘Dragonbane Adventures’ book contains a total of eleven adventures, which together form the ‘The Secret of the Dragon Emperor’. Apart from ‘Isle of Mist’, which is the campaign finale, these can be tackled in any order, although the Game Master can give nudges via rumours, represented in play by cards from the roleplaying game’s Adventure Deck. These are great handouts, reminding the players of what their characters might have heard so far. The Player characters will be based in the village of Outskirt, interacting with the various NPCs and picking up rumours before journeying to one of the adventure sites that they have heard off. Threading through this is the hunt for four items, which together unlock the resting place of an ancient magical sword. From the start, the Player Characters learn that someone is looking for “four pieces” which will reveal the “secret of the dragon emperor!” and soon after arriving in Outskirt, will be asked to look for the missing items. So initially, the campaign will be player driven as they decide which locations to visit and explore, but as they learn more, they will be drawn into the search and come into contact with the various factions that are part of that search. Of course, not all of them can be trusted, but surprisingly, there are some that can be in a way that runs counter to their traditional depiction in this roleplaying game’s style of fantasy.
The ‘Dragonbane Adventures’ book also includes a detailed description of Outskirt and its inhabitants, tables of random encounters to use in conjunction with the journeying rules in the ‘Dragonbane Rules’ book, and a table of ‘Demonic Omens’ which the Game Master can use to building the impending sense of doom that pervades the Misty Vale as the campaign continues apace. It also includes the general background to the campaign. It describes how a vile demon, Sathmog, entered the world and established a demonic realm, before a hero arose and summoned the ancient dragons that protect the world from demonic presence, before leading his dragon-riding knights to defeat Sathmog and imprison his high priest. The hero established the Dragon Empire, but in old age spurned the dragons and, on his death, the empire collapsed as his sons squabbled. It is very broad and although it obviously applies to the wider world, it is very specific to the Misty Vale and ‘The Secret of the Dragon Emperor’ campaign, which leaves the wider world unmentioned, let alone developed. Some information would certainly have been useful, at least to help the players get a feel of the wider world and the place of their characters in that world, rather than simply dropping them into start of the campaign at the entrance to the Misty Vale as ‘The Secret of the Dragon Emperor’ does.
Lastly, the Dragonbane: Mirth & Mayhem Roleplaying core box includes a set of standees and several decks of cards. The standees are done in full colour and depict the pre-generated Player Characters and the monsters they will face over the course of the campaign, and are, of course, designed to be used with the maps in the box. The various decks include the ‘Initiative Deck’, an ‘Adventure Deck’, a ‘Treasure Deck’, and an ‘Improvised Weapons Deck’. The ‘Initiative Deck’ is used in combat, whilst the others are used throughout the game and play. In particular, the ‘Improvised Weapons Deck’ is a lot of fun to use, the items being depicted potentially doing a lot more than being smashed over the head of another brawler before breaking. They will make the Game Master want to run a classic barroom brawl!
The Dragonbane: Mirth & Mayhem Roleplaying core box is undeniably a great package, but there are perhaps two areas where it might have been improved. One is the aforementioned inclusion of a wider background to help give a bit more context to the Misty Vale location and the accompanying campaign. The other perhaps is its possible use as an introductory roleplaying game. It is not an introductory roleplaying game in the sense that it designed to be played by those new to the hobby, but it has a simplicity in its mechanics which suggest that it could have been. Certainly, that simplicity is why Dragonbane is so very easy to learn to play for anyone with roleplaying experience. So, it is a pity that this opportunity was missed. That said, the simplicity of the rules do make Dragonbane easy to teach, so it can be used to introduce new players that way.
Physically, Dragonbane: Mirth & Mayhem Roleplaying is incredibly well presented. All of the books are clean and tidy, and really easy to read. The cartography is excellent, but the artwork and illustrations are superb. They are done by Johan Egerkrans, who also illustrated Vaesen and possess a grim, if comic book sensibility.
Dragonbane: Mirth & Mayhem Roleplaying is comprehensive, but not complex. In fact, the core box not only gives you everything you need to play a complete campaign, but also makes everything easy to play as well. The rules are so straightforward and so easy to pick up, and thus so easy to teach, that when combined with the familiarity of its classic fantasy, Dragonbane is all but begging itself to brought to the table. Dragonbane: Mirth & Mayhem Roleplaying combines the ‘Old School’ style of play with challenging monsters and adventures with slick, fast-playing rules for exciting game play that absolutely makes classic fantasy roleplaying fun again.
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