If you aren’t already in the know, BareBones Fantasy is a rules light percentile based fantasy RPG. It offers an elegant set of core rules coupled with a simple and yet surprisingly robust skill system as well as a broad stroke fantasy setting in which to adventure. There are already several very excellent reviews of the game, a few of which can be found Here, Here and Here. Rather than write another review to tell you the game is good (it’s good!), I thought I’d post a primer of sorts to catalog the available products for the system. Without further delay:
The Core Books

This book is the crown jewel, the BareBones Fantasy RPG. Within its pages you will find everything you need to play the game. With this book, a couple of D10′s and a pencil and paper, you will be off and running in no time.

The Keranak Kingdoms setting book takes a unique approach in that it offers a complete fantasy setting, but presents it in very broad strokes. The idea here is that you’ll have just enough material to use as foundation and inspiration for your games without having to learn a ton of pre-established lore. This book is built from the ground up as a launchpad for your own stories. The book includes maps and brief write ups of the various regions but the focus here is really on getting players and GM’s to customize the world to their particular tastes.

In Flesh and Blood, an official supplement to the BareBones Fantasy role-playing game, you’ll find 20 playable character races fully defined. Beautifully illustrated and ready to drop into an existing campaign setting. If you’re playing in the Keranak Kingdoms you’re in luck; each race is given cultural information on how and where it fits into the kingdoms. If you’re a GM running kingdoms of your own, you’ll still find this a useful supplement full of ideas. From the dragon-kin of Caer Urdak to the enigmatic tigerfolk of Ravenreach, you’re sure to find a place for all you find within these pages.
Included for the sake of completeness, the four core races of the BareBones Fantasy role-playing game are also repeated here, with expanded information from the Keranak Kingdoms setting book. This truly becomes a one-stop-shopping place for players to choose character’s races while making their heroes.
You’ve played with the bare bones… now add some flesh & blood to the mix!
- Bugbear
- Changeling
- Dragon-kin
- Dwarf
- Elf (Dark)
- Elf (High)
- Elf (Wood)
- Giant/Half-Giant
- Gnoll
- Gnome
- Goblin
- Halfling
- Half-Ogre/Ogre
- Half-Orc/Orc
- Human
- Kobold
- Lilithii
- Lizard kin
- Living Construct
- Mantis men
- Sprite
- Tigerfolk
- Werefolk
And as if that wasn’t enough, you’ll also find the Artificer, a new character skill that gives you the ability to construct contraptions!
Adventures

Soul’s Reach is the first in a three part series of adventures penned by Larry Moore. From the description:
When a tunnel collapses in the Dul’Urich Underkingdom, Prince Dwalin is sent to find a fabled pass in the north. Several days later his bloodguard returns beaten and malnourished claiming the prince and his band became dull of wit and disappeared sometime in the night. The news bodes heavily on the underking’s heart and he entrusts his herald the task of finding his son.
Enter the characters. Herald Gal’kut hires you to find the prince. This is no easy task, as the prince’s path lies over the Laridian Wastes – an area teeming with harpies and hell hounds. Even if you think you’re ready to find them, think again. Someone powerful has found them first, and if he succeeds in his foul plans the world will never be the same again.

Trouble Brewing is a 12 page module for first rank characters that is the first in a series of adventures penned by Michael Wall. From the description:
Relaxing at a tavern in Tenkar, shedding the dust of the trail from your boots and clothes, you stumble upon a danger that threatens the peace of this town. The local constable and his deputies are too busy dealing with its symptoms to address the cause. Are you and your friends ready to deal with the sinister secret beneath Tenkar?
This is a rank 1 adventure for the BareBones Fantasy™ role-playing game. It is set in the Keranak Kingdoms™, but could be placed anywhere in any setting. Written by Michael Wall, this is the first in a multiple part story arc which is continued in Slimy Trail of the God-Snail.

A Bigger Problem is the first in a series of adventures penned by Quinn Conklin. From the description:
When you and your friends agreed to help protect a merchant’s wagon on its way to Shield Home in the Keranak Province, none of you expected what lies ahead! This is a rank 1-2 adventure for the BareBones Fantasy role-playing game. Although it is set in the Keranak Kingdoms, it could easily be placed anywhere in any setting. Written by Quinn Conklin, this is the first in a multi-part story arc which will be continued in Children of the Giant’s Fist (coming soon!).

Children of the Giant’s Fist is the second installment of Quinn Conklin’s series of adventures. It will be followed by Striking through the Shield which should be available very soon! From the description:
Your mission complete, you await payment in the town of Shield Home and enjoy some well-deserved rest. But adventure waits for no man, and soon you and your companions find yourselves on a mission to save a child who has gone missing. The truth of his disappearance reveals a sinister plot that threatens all children of Shield Home. So much for an earned respite…
This is a rank 1-2 adventure for the BareBones FantasyTM role-playing game. It is set in the Keranak Kingdoms™, but could be placed anywhere in any setting. Written by Quinn Conklin, this is the second in a multi-part part story arc which is concluded in Striking through the Shield (coming soon!)

Maidens of Moordoth is a one sheet that comes with the core book as a freebie. It’s also available as a stand alone product. From the description:
Maidens of Moordoth is a low-level 1-sheet adventure designed for Labyrinth LordTM but easily usable in any old school fantasy role-playing game. It provides all you’ll need for a full night or two of play.
The elders of the village of Moordoth are the keepers of a grim secret. They vowed to take it to their graves, but a pack of ghouls and the wailing haunts of six lost maidens seem to command otherwise. The characters are hired by the town elders to put a stop to this madness. The characters will soon learn that all is not what it seems as they unravel the secret of the Maidens of Moordoth.

Trouble at Karam’s Claim was actually originally released before BBFRPG as a one sheet adventure for Labyrinth Lord. It’s easy to convert and works great as a drop in the pan adventure for BareBones. From the description:
When the miners at Karam’s Claim depleted the hills, they set their sights on deeper wares. They dug too deep, and uncovered an unusual orc clan lead by an exiled ogre lord. The characters are in the right place at the right time, and must rescue the miners from the clutches of evil.
Trouble at Karam’s Claim is a 1-sheet adventure designed for a party of four to six low-level Labyrinth LordTMcharacters, though it can be easily adapted to any old-school fantasy role-playing game. This adventure is combat-heavy. If the players lack sufficient front-line fighters, consider having miners they rescue take up swords from fallen orcs and fall in line with them.
Periodicals

Decahedron Magazine is DWD’s free magazine that will support their d00 lite releases. Each issue will contain supplemental material for their games and fan and community submissions are highly encouraged. So far issue one has been released. From the description:
Decahedron is a magazine designed to support the BareBones Fantasy RPG. It contains articles written by gamers like you. Originally, this was intended to be a paid-for publication containing material DwD Studios produced, along with some fan-generated content in a profit-sharing model. However, due to the popularity of the game and the ever-growing community, we wanted to continue our roots of community development like we have done with our other fan-based products and sites.
This magazine is something we can all develop together and be proud of. Designed to be small, lite, but full of fun content, we hope you enjoy this issue, as we plan on many more to come. As long as gamers are contributing content they’ll have a place within the pages of Decahedron.
Within issue you’ll find:
- a great cover by Joe Calkins.
- A spotlight on Jim Alcala Sales, an active member of the forums at dwdstudios.com.
- The Gaming Table: we all love d100 tables, and this issue gives you 100 imaginative descriptors for when you’re stumped during character creation. Assembled by various authors in the forums at dwdstudios.com.
- Grimoire: a regular article series containing more magical goodness for your game. In this issue you’ll read about the Commune spell, by Bill Logan.
- Game Options: N. Harrison Ripps walks us step-by-step through the process he took to come up with a balanced approach at two-weapon fighting. It’s a great article to give YOU the tools to create more balanced game options.
- Cavern of Kul’Thoru: Matt Jackson takes us on a tour of the lair of a hydra and his lizardman minions. Complete with three different story hooks in case you’re stumped how to drop it into your campaign.
- Creature Corner: our own Larry Moore gives us the Drop Horror, a low-rank creature ready for you to… ahem… drop on your unsuspecting players.
- Character Races: not all campaigns are based on Tolkein’s works. Mike Wikan gives us the Hriffani Nomads, a cat-like constructed race unloved by the gods but surviving despite all odds.
- The Undertemple of Eleroth: one of our goals is to give you a new map on the back cover of every issue of the webzine, a ready tool for able GMs to stock and build a story around. This issue’s map by Bill Logan.
Please join the site over at http://www.dwdstudios.com/barebones and get involved. This magazine was written under a creative commons license, meaning YOU can write stuff too. We already have several great promising submissions, and we’re excited to see what you add to the mix.
See you there!
Accessories

The Flesh and Blood Reference Cards support the rulebook of the same name. Although these could be used alone, a great deal more descriptive text, campaign notes, and setting information can be found in the actual rulebook. To see a sample of the print & play version of these cards, download the PDF associated with this file. If you want the full set of print & play cards, they come in a black & white form with the Flesh & Blood rulebook.

The Bag o’ Bones
Components: Large black bag and 20 black token chips (bones).
Designed as a supplement to the BareBones Fantasy RPG.
Suggested rules for use:
Each player gets 2 bones at the start of a game session. Halflings receive an additional bone (representing their Luck ability). During game play, a player may cash in a bone for any of the following effects:
- Bone-up: Reroll a crappy roll you just made, to pretend you don’t suck.
- Bone of Contention: Force the GM to reroll something you don’t like.
- Sticks & Stones: Assumes you roll a successful resistance check without having to actually roll or take an action
- Cuts to the Bone: Add 1D to damage you roll against a foe you just successfully hit.
- Bad to the Bone: your moves are so freakishly cool anyone who witnesses them (friend and foe) tell the tale far and wide. That is, if you let them live… Even if you get a beating, you look cool taking it.
- Bone Crazy: Guarantee that for one round, no action you take or that is taken against you will result in your death so you can try something TRULY stupid and be sure to live long enough to hear the cheers or jeers.
During game play, the GM can “throw you a bone” if you do something particularly cool that he didn’t expect (or that he thought would never work).
To balance stuff out a bit, the GM should also be given bones to use, one bone per player. He won’t get extra bones to spend (nobody is going to “throw him a bone”) but the ones he has could be used in the same ways as above. Of course, a spending war could ensue… where the GM and player(s) keep spending bones to do/undo each other for something important.
Final Thoughts
I plan on keeping this list updated as new products are available. The DWD release schedule was operating at a break neck pace for awhile there and things have slowed a bit recently which I think is probably a good move. This is a fantastic game and I’m excited to see what comes out in the coming months!
Like this:
Like Loading...