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Quest: Lands of Sword and Sorcery

Quest: Lands of Sword and Sorcery

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Published by Colin McGarel
Welcome to a world of magic and wonder, heroes and villains, and masses of treasure to behold! Discover worlds that can only be viewed in your imagination, as the players are lead by a guide through fantasy lands! For 2 or more players. (This is a very rough version of the game, mind you).
Welcome to a world of magic and wonder, heroes and villains, and masses of treasure to behold! Discover worlds that can only be viewed in your imagination, as the players are lead by a guide through fantasy lands! For 2 or more players. (This is a very rough version of the game, mind you).

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Published by: Colin McGarel on May 26, 2013
Copyright:Attribution Non-commercial

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11/11/2013

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 Y 
ou
have agreed to compete in a world of warriors, magic, and monsters. You and your friendsmust work together to conquer the evils in this world! You will leave this modern world andreturn 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.
 T 
he 
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 areslightly skinnier, pointed eyes, and star lit eyes.
 Dwarves
are great miners and therefore very strong. The adult dwarf is a few feet smaller thanthe 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 humanadult and are therefore very dexterous.
 E
 very
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 certaintasks.
Intelligence:
 
You add your intelligence bonus to your magic rolls and magic points if you’re a
wizard or cast black magic.
 
 Wisdom:
 
You add your wisdom bonus to your magic rolls and magic points if you’re a wizard
or cast white magic.
Charisma:
You add your charisma bonus to check for negotiations and for resisting magicspells.
 Vitality:
You add your vitality bonus when you roll to resist poisons.
 T 
here 
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, withcertain modifications from your class (covered later). A good place to write all of this down is ona
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 experienceyou will again a level, and at each level you can increase your attributes.
XP Level0
1
10
2
20
3
40
4
80
5
160
6
320
7
So on
 
 Why
is increasing your attributes important? Well, as your attributes increase, you get a bonusto certain rolls like attacking or casting spells. The progression of attributes is below:
Att. Bonus1-10
0
11-20
+1
21-30
+2
31-40
+3
41-50
+4
51-60
+5
61-70
+6
71-80
+7
81-90
+8
91-100
+9
 F 
or 
each race, they have a certain maximum or “cap” to a few of these attributes. It goes as the
following:
Race
 Str. Agl. Int. Wis. Cha. Vit.
Human
75 75 75 75 75 75
Elf
75 100 50 99 75 50
Gnome
25 75 99 99 99 50
Dwarf
100 75 75 50 50 99
Fobbit
50 100 75 50 99 75

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