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You have agreed to compete in a world of warriors, magic, and monsters.

You and your friends


must work together to conquer the evils in this world! You will leave this modern world and return a legendary hero after your journey in the world of

Quest: Lands of Sword and Sorcery


A game by Colin McGarel Materials: Paper, pencils, this book, a coin (two sided die), different denominations of dice (free online sources for these), a barrier between players and the Referee, and note cards.

The first order of business is figuring out what Race you are in the world. There are humans,
elves, dwarves, gnomes and fobbits. Humans are what you are in the modern world, but unlike the modern world, these humans can become great heroes of the land! Elves are a mysterious and mystical race of creatures. They look similar to humans but are slightly skinnier, pointed eyes, and star lit eyes. Dwarves are great miners and therefore very strong. The adult dwarf is a few feet smaller than the average adult human but is much more bulky due to their muscles. Gnomes are a tricky race. The adult gnome is up to the knee of the average adult human and poses very great power. Fobbits are probably the most intriguing of races. An adult fobbit is half the height of a human adult and are therefore very dexterous.

Every race has six (6) sets of attributes. These attributes are as follows:
Strength: You add your strength bonus to your attack rolls. Agility: You add your agility bonus to your Armor Points and use your bonus to perform certain tasks. Intelligence: You add your intelligence bonus to your magic rolls and magic points if youre a wizard or cast black magic.

Wisdom: You add your wisdom bonus to your magic rolls and magic points if youre a wizard or cast white magic. Charisma: You add your charisma bonus to check for negotiations and for resisting magic spells. Vitality: You add your vitality bonus when you roll to resist poisons.

There are also a few other attributes that will be covered more later on:
Hit points (HP): hit points measure how long you have to live. This varies between classes. Magic points (MP): magic points measure how many spells you cast a day. This varies between classes. Experience (XP): experience points determine when you get to the next level. Level: your level gives a general view of your power. Gold: gold is used to buy certain goods in the world. Food: food is required in order to venture out over miles of road.

To determine how much of each attribute you have, you must roll a six-sided die or 1d6, with certain modifications from your class (covered later). A good place to write all of this down is on a note card. Example:

Now, your strength, agility, intelligence, wisdom, charisma, and vitality should have a value of 1-6. This number will increase as you get experience, and with a certain number of experience you will again a level, and at each level you can increase your attributes.

XP 0 10 20 40 80 160 320 So on

Level 1 2 3 4 5 6 7

Why is increasing your attributes important? Well, as your attributes increase, you get a bonus to certain rolls like attacking or casting spells. The progression of attributes is below: Att. 1-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-100 Bonus 0 +1 +2 +3 +4 +5 +6 +7 +8 +9

For each race, they have a certain maximum or cap to a few of these attributes. It goes as the
following: Race Human Elf Gnome Dwarf Fobbit Str. 75 75 25 100 50 Agl. 75 100 75 75 100 Int. 75 50 99 75 75 Wis. 75 99 99 50 50 Cha. 75 75 99 50 99 Vit. 75 50 50 99 75

The next step to fleshing out your character is determining its class, which goes into more detail on their job in or outside of combat. The list of classes as well as explanations are below:

HP 1d12 1d12+1 1d4 1d10 1d10 1d8 1d6 1d6 1d4 1d6 1d6

MP 1d10 1d10 1d8 1d10 1d10 1d12 1d10 1d12

Name Fighter Barbarian Bard Paladin Ranger Thief Illusionist Alchemist Wizard Druid Cleric

Progress +2 Str.+Agl. Str.+Vit. Int.+Cha.+Vit. Str.+Wis.+Cha. Str.+Agl.+Int. Agl.+Vit. Agl.+Wis.+Cha. Agl.+Int. Int. Wis.+Int. Wis.

Feat +0 +2 +0 +0 +2 +4 +2 +2 +0 +0 +0

Spells Magic Will Both Will Magic Magic Both Will

Armor E B A D E B B A A A C

Weapons E E E D E C B A A B B

Name: This is the type of Class that you can have. Progress +2: When you level up, when rolling 1d6 to upgrade your attributes, you add +2 to the attributes required for that class. Feat: This determines a bonus when performing certain Agility tasks like opening a lock or sneaking around. This is covered later on. Spells: This shows the specific kinds of spells used. There are two kinds: Magic spells and Will spells. The list is covered later on. Armor: This is the rating for wearing certain types of armor. Weapons: This is the rating for using certain types of weapons.

Now, on to equipping your character. Every class starts with cloth armor and a dagger to start
and eventually you should be able to buy better items. I would suggest writing your characters equipment on the back of the note card with a special spot to label your equipped weapon, armor (along with its armor points), and shield.

Weapons Name Dagger Mace Sling Hand Axe Sword Spear Battle Axe Cross Bow Bow Iron Sword Halberd Silver Bow Sun Sword Price 5 30 60 125 200 250 400 350 1050 800 2700 550 4550 Range Med Short Long Short Short Short Short Long Long Short Short Long Short To Hit 0 0 0 -1 0 +1 -1 0 +1 +1 0 +2 +2 Damage 1d4 2d4 1d4 2d6 1d6 1d6 2d8 1d6 1d6 2d6 2d8 3d6 2d12 Letter A B B C C D D C D D E E E

Name: This is the weapons name. Price: This is how much gold it costs. Range: How far a weapon can go. Short is melee range, Medium is a thrown projectile so maybe 10 or 15 feet, and Long ranged weapons hit any enemy you can see. To Hit: When rolling to hit, add the modifier, if there is one. Damage: This is what you roll to determine loss of hit points. Letter: This is to assign which classes can have a particular weapon. Name Price 75 Cloth 195 Leather 575 Chain 2500 Half Plate 6130 Full Plate 8250 Dragon Name: This is the armors name. Price: This is how much gold it costs. Armor Points: This is what enemies have to hit in order to do damage to you. Letter: This is to assign what classes can have a particular piece of armor. Armor Points 12 14 16 18 20 22 Letter A B C D E E

Shields Name Wood Studded Iron Tower Price 75 375 1255 3850 Armor + +1 +2 +3 +4 Letter D D D D

Name: This is what the shield is called. Price: This is how much gold it costs. Armor +: Add this to your Armor Points. Letter: This is to assign what classes can have a shield.

Items are used to increase your chances of finishing the game by a little bit. Name Torch Key Tent Bottle Brewing Stand Bomb Hammer Shovel Potion of Healing Potion of Manna Elixir Flute Food Medicine Gold Needle Gem of Life Name: What the item is called. Ability: What the item does. Price: What the item costs in gold pieces. Ability Lights up area for 5d4 turns Opens doors Heals 10d10 HP. Restores 5d10 MP Holds water/potion To brew 1d10 damage Breaks boulders Dig for items Heals 2d10 HP Restore 2d8 MP Fully restores HP and MP Used for Bards Used to feed characters while in the over world Heals poison Cures turned to stone Revive Dead Ally Price 10 300 120 50 230 150 50 30 800 1050 1500 100 1 for 1 280 5000 9010

Casting spells is important for most of the classes in the game. Each spell has a Chance rating,
roll 1d20 to see if you can make it. If you make it the first time, you only spend 5 MP. If you make the Chance on your second time, you spend 10 MP; the third time spends 15 MP, and so on. If you havent made the Chance roll and decide to give up, you only lose a turn but do not lose any MP. List of Magic spells Name Glow Descend Ascend Teleport Poison Stop Wipe Missile Repel Fire Lock Lightning Ice Temper Fast Confuse Stun Nuke *Alchemist Spell- Brew *Druid Spell- Control *Bard Spell- Enchant Ability Lights up dungeon, can also blind enemies Go down a dungeon level Go up a dungeon level Teleport to a random spot in the dungeon Poisons enemy Stops time except for you and your allies Does 1d4 damage to all enemies present 1d10 Damage to one enemy Holds off enemies 1d8 Fire damage to one enemy Holds one enemy for 1d4 turns 1d8 Lightning damage to one enemy 1d8 Ice damage to one enemy Raise Str. by +2 Ally gets two attacks Enemy attacks enemy Paralyze enemy 5d10 Damage to one enemy Brew a potion with components present Take control of a natural animal Manipulate enemy or NPC, can reveal secrets. Needs Flute. Chance 10

13 15 16 17 18 18 14 14 12 17 12 12 16 18 15 15 24 17 -

List of Will Spells Name Undead Open Heal Cure Surface Large Heal Ruse Sleep Seize Fog Sight Anti-Light Anti-Fire Fear Anti-Ice Anti-Seize Soft Wall Reduce *Illusionist- Charm *Paladin- Divine Strike *Druid- Nature Ability Kills undead creature Opens chest/door Heals 1d6 HP Cures poison Leave to outdoors Heals 2d10 HP Life to dead ally Puts enemy to sleep Stops spell +1d4 to Armor Points Cure Blindness Reduces Lightning damage by 1d8 Reduces Fire damage by 1d8 Enemy runs away Reduces Ice damage by 1d8 +2 against Seize spell Cures stone Reduces all magic damage by 1d4 Destroys Wall +2 Cha. or distract enemy +3 Str. for one turn Animate plants at your will Chance 12 13 10 15 16 17 22 14 15 14 14 12 12 14 12 18 17 18 20 14 14 14

Name: Spells name. Ability: What a spell does. Chance: Required 1d20 roll to cast the spell.

*Stop here unless you want to be a Referee*

Referees Section Ah, I see you have been chosen the power to manipulate the world and control the adventure for
the players. Well, being a Referee is no easy task but one that anyone can assume. It takes time, yes, but youll get there eventually. You have the knowledge that players are not allowed to have, such as monster statuses, trap placement, dungeon maps, treasures, and magic item abilities.

Towns are a great place to start. Each one should have a weaponry, armory, item shop, and
bar. The weaponry, armory, and item shop are for purchasing their respected equipment. The bar is used to gather information from NPCs. Some adventures would include a special building regarding the story.

Breweries are a special section of the world where one might stumble upon a witch that will
make certain potions from certain components. They supposed to be secluded as nobodys fond of witches being nearby.

Traveling the over world is the linking points between locations. You are responsible for the
encounters with monsters during this time. Make sure they are balanced to the players level. It would be wise to have a map to give the world more breathe, especially if its an ongoing campaign. While in the over world, every mile or so the players must eat food. If they run out of food they die instantly.

Dungeons are the high point of the adventure because thats where most combat takes place
and where treasure is found. It is very important to have a map of the dungeon, theres no way around it. There are encounters to be labeled, treasure to be hoarded, traps to be laid, puzzles to be set, and secrets to be noted.

Brewing is a skill given to the Alchemist class and is something the Referee will have to
know when a player finds a Brewery. Here is the list of ingredients to making potions:

Name Gold Leaf Green Mushroom Red Mushroom Blue Mushroom Gold Acorn Purple Mushroom Thorn Leaf

Rarity Common Rare Uncommon Very Rare Common Uncommon Uncommon

To make Alchemist Fire Magic Potion Healing Potion Magic and Healing Magic Powder Sleeping Potion Poison

Alchemist Fire: Thrown projectile, causes 1d8 damage for two turns. Magic Powder: Causes 1d4 damage, undoes charms, lights torches. Sleeping Potion: Works like Sleep. Poison: Causes 1d4 damage initially, if the poisoned person does not roll a 15 they will continue to be damaged.

There will be some actions that players will want to want to perform that arent specifically
related to an attribute or spell. So, here is a list of tasks that can be performed when added with the Agility bonus. Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15+ Steal Unlock Jump Sneak Backstab (Thief Only) 20 20 20 20 20 20 18 18 16 16 16 16 14 14 12

20 20 18 18 16 16 16 16 14 14 12 12 10 10 10

20 20 20 18 18 16 16 16 16 14 14 12 12 10 10

20 20 20 20 18 18 16 16 16 16 14 14 12 12 10

20 20 20 20 20 18 18 16 16 16 16 14 14 12 12

Steal: When a character wants to take something without being noticed, they roll for this. Unlock: When there is a locked door or chest, they roll for this. Mind that they cannot dodge any trap that lies inside. Jump: When performing a jump for something over 5 feet they roll for this. Sneak: When a character wants to be stealthy, or perform an acrobatic feat (tightrope walk), they have to roll for this. Backstab: This is for thieves only! When a thief sneaks up behind something with 10 or less, it is automatically dead.

In combat, they have to fight a certain monster. So, here are the monsters they have to fights. Make sure they can actually be defeated by the players. Name Bat Specter Golem Stone Man Werewolf Warlock Save XP 20 1 15 8 HP 1 1 Dmg. 1d4 1d6 Armor Resist 10 Normal Attacks 16 20 15 16 Light Ice Normal Attacks Weak Only killed by Magic Ice Light Silver Special Fear, Invisible, Fog

14 13 10 9

5 13 8 12

18 32 20 8

1d8 2d8 2d6 1d6

Poison, Stop, Wipe, Repel, Teleport Ice All Magic except 1 Fire Missile Fire, Light, Heal, Fog, Wipe Poison Fire

Slob Dread

10 9

10 14

44 31

3d4 3d6

18 17

Scorpion Knight Dragon Skeleton Wraith Knight

16 14 7 19 10

6 10 17 3 12

19 22 60 5 33

2d8 2d10 1d20 1d10 1d12

12 18 22 13 19

Fire Fire Fear Fear Ice

Shadow Knight Goblin Orc Ghoul Bandit Giant Mane Gargoyle Imp Spider Griffin Boran Pirate Serpent Dragon Turtle Kraken Snake Rank Blob

9 20 20 20 16 10 7 9 10 20 10 6 14 9 8 9 20 7 10

14 3 4 4 3 12 8 8 8 3 15 30 8 15 20 25 4 18 1

42 2 3 4 5 20 25 25 15 6 36 68 10 50 52 58 6 15 10

2d8 1d6 1d8 1d4 1d6 2d12 3d10 2d10 2d8 1d4 4d6 4d10 1d10 3d12 4d12 1d20 1d4 2d8 1d4

20 11 13 11 13 14 19 20 17 13 20 25 15 19 22 20 11 20 20

Fear

Fog

Wipe

Paralyze Steal

Fire

Ice

Fire

Ice

Light Nuke Light Light Fire, Light Ice, Light Ice

Poison Poison Fly Fire, Glow Found on Water Found on Water Found on Water Poison Paralyze, Fire Absorb, Splits into 3 Bubbles Repel

Bubble Roc Wolf Winter Wolf Zombie

20 16 18 16 20

1 17 4 6 2

1 29 5 12 6

1d4 3d6 3d4 3d4 1d4

10 13 13 14 11

Ice Glow

Light Fire Fire

Ice Paralyze

Name: What the monster is called. Save: When a monster needs to defend against a potion or magic, it must hit this. XP: If the monster is killed, this is the experience the character gets. HP: This is how many Hit Points the monster has. Attack: If a monster hits a characters armor points, then this is the damage the player takes. Resist: If a player uses the spell/attack here, the damage is halved.

Weak: If a player uses the spell/attack here, the damage is doubled. Special: Either some kind of power or specific trait.

Combat is what players look forward in any kind of RPG.


1. Players always attack first. 2. When attacking, add your Strength bonus to your 1d20, youre trying to hit their armor points. 3. If the attack is successful, then distribute damage from your weapon to their Hit Points. If the player is unarmed, then they only do 1d2 damage. 4. When deciding treasure, you should double their XP, add two, and thats how much gold they have.

Sometimes, if you feel like it or the story requires it, there are magic items to be distributed amongst players. Here is a list of some of them: Name Wand of Ice/Light/Fire/Missile/Curing Book of Magic Red Ring Green Ring Blue Ring Gauntlet of Power Sleipnir Boots Poseidon Boots Ares Boots Ziz Feather Necklace of Lelantos Ability Cast one of those spells 50 times Increase casting chance by +2 Increase attacks by +1 Increase armor points by 1 Increase magic defense by +1 Lift heavy objects (unless your name is Josh) Run/Charge Walk on water Walk on lava/fire Jump high/float down Breath underwater

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