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Adventuring Party!

Basic Premise
Adventuring party is a simple party game of the role-playing genre. It is designed to be set up and run (from scratch) in under an hour (including learning the rules). This makes it a great pick-up game, a great introductory role-playing game and a great game for those who are time sensitive. The games scope takes place in the form of an adventure scene that takes place in a dangerous location to complete a quest. The example first quest is to rescue the princess from the witches tower. The witches tower is the dangerous location, rescuing the princess is the quest, and whole ordeal is the adventure scene. During each adventure scene the players of the game will be split between the referee and the heroes. The referee handles the monsters, minions and revealing the map. The heroes each control one character, and any pets or henchmen of that character. The heroes will start each adventure scene on a map representing a dangerous location. Heroes only see the portion of the map which their character could see. The referee has a map of the entire dangerous location. The heroes then explore the dangerous location as they attempt to complete their quest. On the way they will almost certainly have to fight monsters, minions or villains as well as evade traps and solve puzzles. They will also often find treasure and fabulous gold. After each quest surviving heroes (it is a DANGEROUS location after all) may spend their treasuring buying useful items. They may also keep any useful items they find during the course of their adventures. All the characters can only carry so many items on them, so careful choices have to be made. Each character, minion and monster has four ability scores, these represent the physical and mental make-up. These four ability scores are strong, quick, mind and luck. Each of the characters of the heroes has a class and a level. A class represents the archetype of the character. The four classes are Knight, Hunter (Huntress), Scoundrel and Mystic. Each has a few unique tools to help them overcome challenges, and each can use different equipment (such as weapons, pets, henchmen or armour).

Making a Character
Making a character is simple and fast. Each player who is to be a Hero (Heroine) has 12 points to assign between the four ability scores. Strong is used when attacking monsters, kicking down doors or dealing with traps that involve things falling on you. Quick is used when avoiding an attack, and avoiding traps that involve jumping out of the way. Mind is used for magic, bribing guards and dealing with traps that require quick thinking (or magic). Luck is used for avoiding getting hurt and dealing with traps where you have no way other than dumb luck to avoid getting hurt. A character must have at least 1 point in each ability score and may not have more than 5 points in any single ability score. A player then chooses a class for their character. Each of the classes shall be explained in brief. Knight: A knight character battles monsters up close and personal. They can use the fanciest of weapons (but not bows or crossbows) and the heaviest of armour. Knights can Kick Down Doors and can reroll a set of combat dice (attack or defense) once per adventure scene per level. The actual mechanics of fighting will be discussed later. Hunter(Huntress): A hunter character can battle monsters up close, but can also use bows to shoot them from a distance. A hunter can use powerful, but inelegant weapons and buy the best pets. Hunters can Kick Down Doors and also Detect Traps to re-roll a set of ability dice once per adventure scene per level. The actual mechanics of traps will be discussed later. Scoundrel: A scoundrel character can battle monsters up close, or from a distance, but is very fragile. Scoundrels can Pick Locks, Bribe Guards and also Detect Traps to re-roll a set of ability dice once per adventure scene per level. The actual mechanics of traps will be discussed later. Mystic: A mystic character is the only one who uses magic. Without magic they have few uses and are very weak. Magic is a limited commodity that replenishes each adventure scene. Mystics have very few options for weapons and armour but can get a lot of interesting specialty items.

Each character will also have a level. A level is a representation of how big of a hero the character is. Characters start at level 0 as a wannabe. A characters level can go up to level 4. Level 1 is for local heroes, level 2 is for national heroes, level 3 is for world class heroes and level 4 is for epic heroes. A character rises in level when they complete a quest that is rated for a for a higher level of hero.

Game Play
When the heroes accept a quest an adventure scene begins. An adventure scene consists of 1 or more dangerous locations that the heroes must navigate and accomplish a goal. Once that goal is accomplished they dangerous location portion ends. The heroes thus either finish the adventure scene of move onto another dangerous location. A quest can contain more than one adventure scene, but usually does not. When a new dangerous location begins, confiscate any remaining luck chips, then give out one luck chip per point of the luck ability score plus their level to each player. When in a dangerous location , the heroes and the referee work in turns. Every turn a player can move all of their activated characters and perform an action. A move can either be walking or running. Characters can normally walk five squares, or run and move up to two dice worth of squares. Some monsters may move differently (either faster or slower). Characters who are running must re-roll any ability dice from traps and pick the worse result. The actual mechanics of traps will be discussed later. Actions a character can perform include attacking, 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 any target who is in front of or beside them and rolls a number of dice equal to their strong ability score plus any extra dice they have from weapons, magic or levels. Looking at these dice the player chooses a result. The defending player then rolls a number of dice equal to their quick ability score plus any extra dice they have from equipment, magic or levels and compares the results. See the dice section (next page) for how this works in finer detail. Each success causes a hit, each hit (usually) causes a point of damage that costs the target a luck chip, if the target has no more luck chips, they are killed. When a character casts a spell they choose a target for the spell then remove mana beads equal to the spells cost. The five spells are Bolt, Blast, Healing, Stun and Enchanting. Magic will be explained in greater detail in the magic section. When a Knight or Hunter kicks down a door they roll a number of dice equal to their strong ability score plus any extra dice they have from equipment, magic or levels and chooses a result. The referee (or a hero if the door is being kicked down by a referee controlled character) then rolls a number of dice equal to the doors strong score, plus any bonus for being barred or propped shut and compares results. If the Knight or Hunter wins the door is kicked down and broken. When a Scoundrel bribes a guard, the scoundrel rolls a number of dice equal to his mind ability score, plus his level. The Scoundrel then chooses a result. The guard then rolls a number of dice equal to his mind ability score. If the Scoundrel wins the guard quietly runs off with the money never to be seen again. If the Scoundrel can beat all of the guards dice with his own dice he can control the guard for the remainder of the dangerous location. In either case, the scoundrel must give up 1 gold coin for each point in the mind ability score the target has, if he does not have enough gold, the bribe fails automatically. When a Scoundrel picks a lock, they roll a number of dice equal to their mind ability score plus any extra dice they may have from equipment, magic or levels and choose a result. The referee (or a hero if the lock is being picked by a referee controlled character) then rolls a number of dice equal to the locks difficulty score and compares results. If the scoundrel wins they may choose to lock or unlock the lock.

Game Play
Opening a door is the simplest solution of course. 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. 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 as they frantically ransack the room looking for something that doesnt exist.

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.

Dangers
Traps are the insidious devices that spring from where they are (theoretically) least expected. Each trap 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 cause damage, 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 monsters and guards may or may not have equipment. Some common monsters, guards and allies are listed below: 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

Magic
Magic is the sole domain of the mystic (and dragons). At the start of each adventure scene a player is given a number of mana 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 of mana 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. 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 of mana 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 plus any 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.

The Store
Here 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 silver coins. Certain classes cannot use certain items, pets or henchmen. If a class can use an item, pet or henchmen it will have their initial beside it. K for knight, H for hunter, S for Scoundrel and M for mystic. A character can have two hand-held items, one hand held item in storage, and a single item 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 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. 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 +2 dice when attacking K,H,S Hand-held 1 silver coin

Big club or Big Mace Hand-held (2 hands) +2 dice when attacking Each hit from a Big Club or Big Mace does two damage. K,H

2 gold coins

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) 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. Each hit from an axe or hammer does two damage. K,H Big Axe or Big Hammer Hand-Held(2 hands) +1 die when attacking Each hit from a Big Axe or Big Hammer does four damage. K,H 20 gold coins

The Store
Sword +2 dice when attacking +1 die when defending K,S, Hand-held 15 gold coins Big Sword Hand-held (2 hands) +2 dice when attacking +1 die when defending Each hit from a big sword does 2 damage. K 30 gold coins

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 score successes. 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 +1 die when attacking +1 die when defending Can attack diagonally K,H,S,M Hand-Held(2 hands) 2 gold coins

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 quick ability score instead of strong ability score in this case. Assume it has ample arrows. H,S

The Store
Sling Hand-Held 2 gold coins +1 die when attacking* Slings can attack any non adjacent and non diagonally adjacent target. Use your characters quick ability score instead of strong ability score in this case. Assume it has ample stones. H,S,M Crossbow Hand-Held(2 hands) 25 gold coins +2 dice when attacking* Crossbows can attack any non adjacent and non diagonally adjacent target. Use your characters quick ability score instead of strong ability score in this case. Assume it has ample bolts. Each hit from a crossbow does two damage. H,S Shield +2 dice when defending K, H Hand-held 10 gold coins

Cloak Back 6 silver coins +1 die when defending* Cloak 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. H,S,M Awesome Cape Back 1 free enchantment die per dangerous location K,M 10 gold coins

Backpack Back 8 silver coins Allows you to store two extra items (of any sort) in the backpack. You cannot nest backpacks. K,H,S,M

The Store
Helmet Head may re-roll lowest die when defending +1 die against falling stone traps. K,H Cool Hat Head 1 free enchantment die per dangerous location H,S,M Heavy Boots +1 die when kicking down doors K, H Fine Leather Boots +1 movement per turn H,S,M Feet 5 gold coins

6 silver coins

1 gold coin

Feet

10 gold coins

Soft Armour Torso Destroy soft armour to ignore one damage. K,H,S Chain mail Torso Allows the bearer to ignore 1 damage per turn. K

1 gold coin

20 gold coins

Breastplate Torso 50 gold coins Allows the bearer to ignore 2 damage per turn. Discard breastplate to ignore all damage from one attack. K

The Store
Magical Text Hand-Held +1 mana bead per adventure scene. M Ancient Scroll Hand-Held Discard to count as two mana beads. M Herbs Hand-Held Revive an unconscious or downed character to zero luck chips. H,M 20 gold coins 2 gold coins

6 silver coins

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) Limit 1 pet. H,S,M War Dog (Wolf) Limit 1 pet. K,H Bear Limit 1 pet. H Tiger Limit 1 pet. H,M Pet 5 silver coins

Pet

3 gold coins

Pet

20 gold coins

Pet

70 gold coins

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 for you. 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 Limit 2 henchmen. Each bully comes with a club. S 1 gold coin per adventure session

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 (allowing movement, 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 (allowing movement, searching and combat.). This only works for one dangerous location and is discarded afterwards. K,H,S,M

Special Treasure
Not 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 nor a 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 Any bolt spell cast by the Mystic causes two damage per success. M 50 gold

Special Treasure
Sacrificial 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 +1 die when defending The wearer of these boots will not set off traps. K,H,S,M Healing Potion Hand-held Discard this item to restore all lost luck chips. K,H,S,M Magic Shield +3 dice when defending* Counts as a shield. K,H Hand-held 30 gold

30 gold

25 gold

Starry Robe Torso +1 die when defending The wearer may ignore 1 damage per turn. M

70 gold

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.

Escape from the Witches Tower


The brave group of heroes first meet on a caravan through the wilderness, escorting the fair princess. 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

Pre-made Characters
Reginald Knight
Level 0 Squire Strong: 4 Quick: 2 Mind: 2 Luck: 4 - Dagger

Jane Huntress
Level 0 Scout Strong: 3 Quick: 4 Mind: 2 Luck: 3 -Dagger

Ali Scoundrel
Level 0 Beggar Strong: 2 Quick: 4 Mind: 4 Luck: 2 -Dagger

Fritz Mystic
Level 0 Apprentice Strong: 1 Quick: 3 Mind: 5 Luck: 3 -Dagger

Thanks for Reading!


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