Adventuring Party

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    Adventuring Party!

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    Basic Premise

    Adventuring party is a simple partygame of the role-playing genre. It is

    designed to be set up and run (fromscratch) in under an hour (includinglearning the rules). This makes it agreat pick-up game, a greatintroductory role-playing game and agreat game for those who are timesensitive.

    The games scope takes place in theform of an adventure scene that takesplace in a dangerous location to

    complete a quest. The example firstquest is to rescue the princess from thewitches tower. The witches tower isthe dangerous location, rescuing theprincess is the quest, and whole ordealis the adventure scene.

    During each adventure scene theplayers of the game will be splitbetween the referee and the heroes.The referee handles the monsters,

    minions and revealing the map. Theheroes each control one character, andany pets or henchmen of thatcharacter. The heroes will start eachadventure scene on a maprepresenting a dangerous location.Heroes only see the portion of themap which their character could see.The referee has a map of the entiredangerous location. The heroes thenexplore the dangerous location asthey attempt to complete their quest.

    On the way they will almost certainlyhave to fight monsters, minions orvillains as well as evade traps andsolve puzzles. They will also oftenfind treasure and fabulous gold.

    After each quest surviving heroes (itis a DANGEROUS location after all)

    may spend their treasuring buyinguseful items. They may also keep anyuseful items they find during thecourse of their adventures. All thecharacters can only carry so manyitems on them, so careful choices haveto be made.

    Each character, minion and monsterhas four ability scores, these representthe physical and mental make-up.

    These four ability scores are strong,quick, mind and luck. Each of thecharacters of the heroes has a classand a level. A class represents thearchetype of the character. The fourclasses are Knight, Hunter(Huntress), Scoundrel and Mystic.Each has a few unique tools to helpthem overcome challenges, and eachcan use different equipment (such asweapons, pets, henchmen or armour).

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    Game PlayWhen the heroes accept a quest anadventure scene begins. An adventurescene consists of 1 or more dangerouslocations that the heroes must navigate and

    accomplish a goal. Once that goal isaccomplished they dangerous locationportion ends. The heroes thus either finishthe adventure scene of move onto anotherdangerous location. A quest can containmore than one adventure scene, but usuallydoes not. When a new dangerous locationbegins, confiscate any remaining luck chips,then give out one luck chip per point of theluck ability score plus their level to eachplayer.

    When in a dangerous location , the heroesand the referee work in turns. Every turna player can move all of their activatedcharacters and perform an action. A movecan either be walking or running.Characters can normally walk five squares,or run and move up to two dice worth ofsquares. Some monsters may movedifferently (either faster or slower).Characters who are running must re-roll anyability dice from traps and pick the worse

    result. The actual mechanics of traps will bediscussed later.

    Actions a character can perform includeattacking, casting a spell, bribing a guard,kicking down a door, searching for treasure,picking locks and opening a door.

    When a character attacks they choose anytarget who is in front of or beside them androlls a number of dice equal to their strong

    ability score plus any extra dice they havefrom weapons, magic or levels. Looking atthese dice the player chooses a result. Thedefending player then rolls a number of diceequal to their quick ability score plus anyextra dice they have from equipment, magicor levels and compares the results. See thedice section (next page) for how this worksin finer detail. Each success causes a hit,each hit (usually) causes a point of damagethat costs the target a luck chip, if the targethas no more luck chips, they are killed.

    When a character casts a spell they choose atarget for the spell then remove mana beadsequal to the spells cost. The five spells areBolt, Blast, Healing, Stun and Enchanting.

    Magic will be explained in greater detail inthe magic section.

    When a Knight or Hunter kicks down adoor they roll a number of dice equal to theirstrong ability score plus any extra dice theyhave from equipment, magic or levels andchooses a result. The referee (or a hero ifthe door is being kicked down by a refereecontrolled character) then rolls a number ofdice equal to the doors strong score, plus

    any bonus for being barred or propped shutand compares results. If the Knight orHunter wins the door is kicked down andbroken.

    When a Scoundrel bribes a guard, thescoundrel rolls a number of dice equal to hismind ability score, plus his level. TheScoundrel then chooses a result. The guardthen rolls a number of dice equal to his mindability score. If the Scoundrel wins theguard quietly runs off with the money neverto be seen again. If the Scoundrel can beatall of the guards dice with his own dice hecan control the guard for the remainder ofthe dangerous location. In either case, thescoundrel must give up 1 gold coin for eachpoint in the mind ability score the target has,if he does not have enough gold, the bribefails automatically.

    When a Scoundrel picks a lock, they roll anumber of dice equal to their mind ability

    score plus any extra dice they may havefrom equipment, magic or levels and choosea result. The referee (or a hero if the lock isbeing picked by a referee controlledcharacter) then rolls a number of dice equalto the locks difficulty score and comparesresults. If the scoundrel wins they maychoose to lock or unlock the lock.

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    Game Play

    Opening a door is the simplest solution ofcourse. But you can only open a door if it is

    unlocked and unbolted. If one attempts to

    open a door and it is locked or bolted, the

    action is wasted. Much how if one attempts

    to pick a lock but it is bolted. You may lock

    or unlock the door, but it is still bolted or

    barred shut.

    Dice:

    The Dice mechanic works as follows. The instigator rolls their set number of dice.

    They may choose all which show a single number as a result

    They may choose a run of three or more as a result

    Knowing the selection of the instigator, the defender rolls their set number of dice.

    They may choose all which show a single number as a result

    They may choose a run of three or more as a result

    Each die from the instigators result that the defender cannot match or exceed with a die

    from their own result, counts as one success.

    Searching for treasure is one of the most

    important aspects of an adventure, its a good

    way to find extra cash.. While a battle is

    going on a character can only search for

    treasure (or other useful items) on a dead or

    unconscious body. Out of combat, an entire

    room may be carefully scrutinized and the

    content listed the player. If a player believes

    their must be more hidden treasure they may

    declare it. Doing so reveals the hidden

    treasure if it exists. If no hidden treasure

    exists the player loses a dice worth of turns athey frantically ransack the room looking for

    something that doesnt exist.

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    DangersTraps are the insidious devices that

    spring from where they are

    (theoretically) least expected. Eachtrap targets a specific ability score

    and usually deals damage as if it

    were an attack. Each trap has a

    specific danger score that dictates

    how many dice it rolls. Common

    traps include falling rocks (strong

    score), darts and trapdoors (quick

    score), covered pits and snares

    (mind score), and explosives or

    poison gas (luck score).

    Traps are activated when a character

    moves onto a square with a trap. If a

    character expects a specific type of

    trap his player can announce it

    before moving onto the square. If

    that type of trap is there, the

    character completely avoids it. If

    another type of trap is there the

    referee can add two more dice to the

    traps roll. Not all traps causedamage, some are alarms.

    Monsters are activated when the

    heroes enter their line-of-sight.

    Basically when the monster can draw

    an unobstructed line from themselves

    to the heroes. Guards are activated

    in the same way as monsters, but

    they are also all activated if an

    alarm is sounded. Both monstersand guards may or may not have

    equipment.

    Some common monsters, guards and allies are listedbelow:

    Vermin (Monster or Pet)

    Strong: 1 Quick: 2 Mind: 1 Luck: 0

    Wolf (Monster or Pet)

    Strong: 2 Quick: 3 Mind: 1 Luck: 0

    Bear (Monster or Pet)

    Strong: 5 Quick: 2 Mind: 1 Luck: 1

    Tiger (Monster or Pet)

    Strong: 4 Quick: 4 Mind: 1 Luck: 2

    Imp (Monster)

    Strong: 1 Quick: 3 Mind: 3 Luck: 0

    Troll (Monster or Guard)

    Strong: 3 Quick: 2 Mind: 2 Luck: 0

    Ogre (Monster or Guard)

    Strong: 5 Quick: 1 Mind: 2 Luck: 1

    Peasant (Henchman)

    Strong: 2 Quick: 1 Mind: 2 Luck: 0

    Thug (Guard or Henchman)

    Strong: 2 Quick: 2 Mind: 2 Luck: 0

    Soldier (Guard or Henchman)Strong: 3 Quick: 3 Mind: 3 Luck: 0

    Zombie (Monster)

    Strong: 3 Quick: 1 Mind: 1 Luck: 0

    Skeleton (Monster or Guard* cannot be bribed )

    Strong: 2 Quick: 2 Mind: 1 Luck: 0

    Dragon (Monster)

    Strong: 6 Quick: 6 Mind: 6 Luck: 6

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    Bolt:

    A bolt is a powerful beam of energy,

    lightning bolt or the like. This allows the

    mystic to roll a number of dice equal to his

    quick ability score plus any benefits for

    equipment and level, against the targets

    defensive score. Each success causes 1

    damage per mana bead turned in.

    Blast:

    A blast is a powerful explosive force, ball

    of flame or the like. This allows the mystic

    to roll a number of dice equal to the number

    ofmana beads turned in, plus any benefits

    for equipment, against the defensive score

    of everyone (friend or foe) in a three by

    three grid of squares.

    Heal:

    For every two mana beads turned in, the

    mystic may restore one luck chip to a

    character. For four mana beads a mystic

    can bring a dead or unconscious character

    back to his feet with zero luck chips.

    Enchant:

    For every mana bead turned in, the mystic

    may give a character one enchantment

    die they may save, and add to any set of

    dice they roll (deciding before the roll is

    made). Each enchantment die can only be

    used one. No more than one enchantment

    die can be added to any set of dice.

    Stun:

    Stun causes hypnotic visions, psychic

    control or an old galactic mind trick to

    paralyze a target. The mystic rolls a number

    of dice equal to his mind ability score plusany extra dice for his level or equipment,

    against the opponent who rolls a number of

    dice equal to their mind ability score, plus

    any benefits for equipment and level. Each

    success lowers the targets movement by 1

    square, and costs the the target one die in

    any actions they take in the next turn.

    Magic is the sole domain of the mystic (and dragons). At the start of each adventure scene a player

    is given a number ofmana beads equal to their mind ability score plus their level, and any bonus

    for special equipment. Mana beads are turned in at the end of the adventure scene. These mana

    beads are can be traded in to cast spells. Some equipment can be traded in (ie used up) in the

    place ofmana beads. That will be listed in the equipment section. At least one mana bead must

    be turned in to cast any spell. There are five spells the mystic (or dragon) can cast.

    Magic

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    The StoreHere is a listing of some the equipment characters purchase between adventure scenes.

    Characters can sell unused equipment for 1 half of its value (round down). If selling multiple

    items, pool their value. Coins used are gold coins and silver coins. A gold coin is worth ten silvercoins. Certain classes cannot use certain items, pets or henchmen. If a class can use an item, petor henchmen it will have their initial beside it. K for knight, H for hunter, S for Scoundrel and Mfor mystic. A character can have two hand-held items, one hand held item in storage, and a singleitem for each other location.

    Dagger Hand-held 1 gold coin

    +1 die when attacking

    Can be thrown at target who is not adjacent or diagonally adjacent. Remove dagger from yourpossession and make it part of the targets treasure if you score successes. If you score nosuccesses, place it as part of the rooms treasure. A scoundrel can wield a dagger in his off hand (in

    effect wielding two weapons) gaining a benefit from both. All characters start with a dagger.K,H,S,M

    Club or Mace Hand-held 1 silver coin

    +2 dice when attacking

    K,H,S

    Big club or Big Mace Hand-held (2 hands) 2 gold coins

    +2 dice when attacking

    Each hit from a Big Club or Big Mace does two damage.

    K,H

    Axe or Hammer Hand-Held 4 gold coins

    +1 die when attacking

    Can be thrown at target who is not adjacent or diagonally adjacent. Remove axe (hammer) fromyour possession and make it part of the targets treasure if you score successes. If you score nosuccesses, place it as part of the rooms treasure. Each hit from an axe or hammer does two damage.

    K,H

    Big Axe or Big Hammer Hand-Held(2 hands) 20 gold coins

    +1 die when attacking

    Each hit from a Big Axe or Big Hammer does four damage.

    K,H

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    The StoreSword Hand-held 15 gold coins

    +2 dice when attacking

    +1 die when defending

    K,S,

    Big Sword Hand-held (2 hands) 30 gold coins

    +2 dice when attacking

    +1 die when defending

    Each hit from a big sword does 2 damage.

    K

    Spear Hand-held 4 gold coins

    +2 dice when attacking

    Can attack diagonally. Can be thrown at target who is not adjacent or diagonally adjacent.Remove spear from your possession and make it part of the targets treasure if you scoresuccesses. If you score no successes, place it as part of the rooms treasure.

    K,H

    Pole-Arm Hand-Held (2 hands) 20 gold coins

    +2 dice when attacking

    Can attack diagonally. Each hit from a Pole-Arm does two damage.

    K,H

    Staff Hand-Held(2 hands) 2 gold coins

    +1 die when attacking

    +1 die when defending

    Can attack diagonally

    K,H,S,M

    Bow Hand-Held(2 hands) 10 gold coins

    +2 dice when attacking*

    Bows can attack any non adjacent and non diagonally adjacent target. Use your characters quickability score instead ofstrong ability score in this case. Assume it has ample arrows.

    H,S

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    The StoreHelmet Head 5 gold coins

    may re-roll lowest die when defending

    +1 die against falling stone traps.

    K,H

    Cool Hat Head 6 silver coins

    1 free enchantment die per dangerous location

    H,S,M

    Heavy Boots Feet 1 gold coin

    +1 die when kicking down doors

    K, H

    Fine Leather Boots Feet 10 gold coins

    +1 movement per turn

    H,S,M

    Soft Armour Torso 1 gold coin

    Destroy soft armour to ignore one damage.

    K,H,S

    Chain mail Torso 20 gold coins

    Allows the bearer to ignore 1 damage per turn.

    K

    Breastplate Torso 50 gold coins

    Allows the bearer to ignore 2 damage per turn. Discard breastplate to ignore all damage from one

    attack.

    K

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    The StoreMagical Text Hand-Held 20 gold coins

    +1 mana bead per adventure scene.

    M

    Ancient Scroll Hand-Held 2 gold coins

    Discard to count as two mana beads.

    M

    Herbs Hand-Held 6 silver coins

    Revive an unconscious or downed character to zero luck chips.

    H,M

    Room at the Inn - 5 silver coins per adventure scene

    You may store any number of items that you are not using at the inn. You also start the first

    dangerous location with one extra luck chip.

    K,H,S,M

    Small Animal (vermin) Pet 5 silver coins

    Limit 1 pet.

    H,S,M

    War Dog (Wolf) Pet 3 gold coins

    Limit 1 pet.

    K,H

    Bear Pet 20 gold coins

    Limit 1 pet.

    H

    Tiger Pet 70 gold coins

    Limit 1 pet.

    H,M

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    The Store

    Torch Bearer (Peasant) Henchman 5 silver per adventure session

    Limit 2 henchmen. Each Torch bearer is equipped with a torch.

    Porter (Peasant) Henchman 1 gold per adventure session

    Limit 2 henchmen. Each Porter is equipped with a staff and a backpack. They will carry gear foryou.

    Rogue(Thug) Henchman 1 gold coin per adventure session

    Limit 2 henchmen. Each Rogue is armed with a cloak and dagger.

    S

    Bully(Thug) Henchman 1 gold coin per adventure session

    Limit 2 henchmen. Each bully comes with a club.

    S

    Rogue(Thug) Henchman 1 gold coin per adventure session

    Limit 2 henchmen. Each Rogue is armed with a cloak and dagger.

    S

    Man-at-Arms (Soldier) Henchman 25 gold coins

    Limit 2 henchmen.. Each Man-at-Arms is armed with a shield, spear and helmet.K,M

    Archer (Soldier) Henchman 15 gold coins

    Limit 2 henchmen.. Each Man-at-Arms is armed with a bow and dagger.

    K,M

    Lantern Hand-held 1 gold coin

    Allows the holder to be a source of light, turning a dark room, into a light room (allowingmovement, searching and combat.) Can be discarded (thrown and broken) to act as the spell Blast

    cast with 1 mana bead.K,H,S,M

    Torch (or Candelabra) Hand-held 1 silver coin

    Allows the holder to be a source of light, turning a dark room, into a light room (allowingmovement, searching and combat.). This only works for one dangerous location and is discardedafterwards.

    K,H,S,M

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    Special TreasureNot all items can be easily bought and sold. Listed below are some example treasures and magical

    items that could be found in the course of an adventure. Its sell price (should one foolishly sell it)

    is listed, it has no buy price.

    Flaming Sword Hand-held 50 gold

    +2 dice when attacking

    +1 dice when defending

    Each hit by a flaming sword does two damage. Counts as a lantern.

    K,S

    Thors Hammer Hand-held 70 gold

    +3 dice when attacking

    Each hit by Thors Hammer does two damage. Thors hammer can be thrown at a target who

    neither adjacent nor diagonally adjacent. It instantly returns to the bearers hand after each throw.

    K

    Lightning Spear Hand-held 30 gold

    +2 dice when attacking

    Can attack diagonally. Can be thrown at target who is not adjacent or diagonally adjacent.

    Remove spear from your possession and make it part of the targets treasure if you score

    successes. If you score no successes, place it as part of the rooms treasure. Neither Chain mail nora breastplate can ignore damage from a lightning spear. Any hits from a run of three or more do

    two damage.

    K,H

    Cloak of the Fairy Folk Neck 50 gold

    +2 dice when defending*

    Cloak of the Fairy Folk only gives a benefit if you have an empty hand-held slot (not counting in

    storage), thus it cannot be used with a 2 hands weapon, a shield or a scoundrel fighting with a

    dagger in his off hand. Cloak of the Fairy Folk gives a mystic one additional mana bead at the

    start of each adventure scene.

    H,S,M

    Wand of Lightning Hand-held 50 gold

    Any bolt spell cast by the Mystic causes two damage per success.

    M

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    Special TreasureSacrificial Knife Hand-held 25 gold

    +2 dice when attacking

    Counts as a dagger in all ways. If a scoundrel wields the sacrificial knife in their off hand, they

    gain two additional dice.

    K,H,S, M

    Winged Boots Feet 30 gold

    +1 die when defending

    The wearer of these boots will not set off traps.

    K,H,S,M

    Healing Potion Hand-held 30 gold

    Discard this item to restore all lost luck chips.

    K,H,S,M

    Magic Shield Hand-held 25 gold

    +3 dice when defending*

    Counts as a shield.

    K,H

    Starry Robe Torso 70 gold

    +1 die when defending

    The wearer may ignore 1 damage per turn.

    M

    Fiery Staff Hand-held (2 hands) 100 gold

    +2 dice when attacking

    +2 dice when defending.

    May attack diagonally. Each hit by a fiery staff does two damage. Any successes by a blast spell,cast by a mystic wielding Fiery Staff cause two damage. Counts as a lantern.

    K,H,S,M

    Of course, there is no limit to the number or types of items you may create and place as treasure,

    including special henchmen or pets.

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    Escape from the Witches

    Tower

    The brave group of heroes first meet on a caravan through the wilderness, escorting the fairprincess. Alas the evil forces of a witch assailed the caravan and captured the heroes and the

    princess. The princess is locked in a tower with the witch while the heroes are sent to the

    dungeon to await their own fate. But fortune shines! An earthquake has struck and shaken the

    crumbling tower, knocking stone onto their guards heads and allowing the heroes to take daggers

    and kitchen knives from the dead guards. The heroes know if they can rescue the princess and

    escape with her, they will be richly rewarded with well over a hundred pieces of silver (120).

    A level 0 (Wannabe) adventure

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    Pre-made Characters

    Reginald KnightLevel 0 Squire

    Strong: 4 Quick: 2 Mind: 2 Luck: 4- Dagger

    Jane HuntressLevel 0 Scout

    Strong: 3 Quick: 4 Mind: 2 Luck: 3

    -Dagger

    Ali ScoundrelLevel 0 Beggar

    Strong: 2 Quick: 4 Mind: 4 Luck: 2

    -Dagger

    Fritz MysticLevel 0 Apprentice

    Strong: 1 Quick: 3 Mind: 5 Luck: 3

    -Dagger

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    Thanks for Reading!

    Created by

    [email protected]

    V1.15