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4. Commit Action
After you have created and equipped your Player 5,000 xp's for killing King of Overland Terrain Percent Chance of Encounter
Character (See: Determining Starting
Characteristics), separate the Event, Weather, 8,000 xp's for killing Dragon Valron
Encounter and (if in play) Quest cards. Shuffle each Mountain 45%
Card Deck and set each deck out on the table. Play 10,000 xp's for killing Wizard Morcai
begins by performing the steps above. Desert 30%
This table only lists XPs gained for combat related
actions. See the Non Combat Experience Point Table Hills 55%
for XPs earned for non- combat related actions.
Openland/Plains 75%
Iceland/Tundra 30%
15 850,001 - up 100,000 Wood/Forest 45%
Daily Actions
Once a Character acquires a certain amount of
A.Experience Points
Rest to Heal Woundhe will receive a set number of Swamps 25%
Experience Points to Spend. These Experience
B.Points
Travel
can then be used to purchase skills or Darkmen's 20%
advanced skills or other abilities where indicated in Domain
C.the
Engage Experience Points To Spend Table
rules. in a Battle
Level Total Experience XPs to Spend Check on the above table for having an Encounter
D. Town Activities
1 0 - 30,000 5,000 in the terrain you are ‘entering’. Roll d100
E. Go To Work (percentile dice). If the roll is equal to or less than
2 30,001 - 75,000 10,00 the “Percent Chance” listed for that terrain pull an
F. Build or Repair Something “Encounter Card” before you move for the day. If
3 75,001 - 125,000 13,000 entering a town or castle check for an encounter
G. Practice or Train using the terrain the town or castle is located on
4 125,001 - 175,000 15,000 unless you have already had an encounter.
Each “game session” consists of fourteen days or two
weeks. Players may choose from several actions in a 5 175,001 - 225,000 18,000
day but they can only commit one per day (unless
otherwise stated.) 6 225,001 - 300,000 23,000
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Roll Direction
01-02 North
03 Northeast
04 Northwest
05 East
06 West
07 Southeast
08 Southwest
09-10 South
Modifiers:
Catapult -25% modifier to attack roll; capable of
firing over obstacles in its line of sight; Battering
Rams -20% modifier to rammed ships Endurance
roll; +10 to its Endurance roll
when ramming another ship; can perform a ram
action from one hex away; Fixed Crossbows - 15
from attack roll; may fire ‘twice’ with each attack;
roll separately for each shot;; Small Cannons -10
from attack roll/ 5% chance after any successful
strike that the ship hit will sink automatically;
Short +8 4/3 50
Bow
Longbow +5 5/4 70
Short Sword +7 -8 20
Shields
Weapon Modifier Break Cost
(gold)
Ocean Ship Table
Buckler +20 01-10 30
Ship Price Time Modifier/Remark s
(gold) To Small Round +10 01-20 20
Build Shield
Hunting Table
Roll Result Roll Animal Agilit Muscle Roll Result
(d100) Hunted y Score
Score 01- You have been allowed to study.
01 - NPC is hostile; they will attack and fight 01- Badger 65% 35% 20
for four rounds of combat.
18 10 If you have studied in another town prior to
21-
this one your request is denied.
(lower) 11- Rabbit 70% 30% 40
Otherwise you are allowed to study here.
19 - NPC is violent; will attack and fight to the 20
death.
30 21- Wild Pig 45% 50% 41- You will only be allowed to study if you
Experience Points Table - Non-Combat NPC Reaction Table (cont) Hunting Tableskill
possess (cont)
as an Alchemist.
31 - NPC is undecided; make Presence 30 60
(cont) check. If successful they will cooperate,
62 but will not follow you. If not 31- Deer 60% 60% 61- The town council bans you if you are a
successful, they will attack and fight ‘wizard’ and you are not allowed to study
until one of you are unconscious. 50 80 here. Additionally, if you use any magic or
spells while you are in this town you
51- Elk 55% 65%
encounter the Constable (see: NPC
70 characters) will and be jailed, and tried. If
you are not a ‘wizard’ you must roll again.
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Permission To Study Table (cont) Pole Weapons Table Illustration of Capturing A Town or Castle
81- The local magicians fear your power. You 00 Weapon Modifier/Range Damage Cost
are attacked by a level 2 magician (Ab-
75, Ag-63, En-60, Lu-50, 40% score with this Javelin +10/4 -3 40
towns magic) He will only use magic in the Armor Chart
combat and he has a +2 Staff, -3 damage. He Spear +10/3 -5 25
will only fight for four rounds. If you knock Armor Absorb Max Absorb Cost
him unconscious and do not kill him when he Giant +13/2 -6 30
recovers he will teach you what he knows Spear fur
Cloth, 3 12 20
about this town’s magic. It will take three
weeks for him to teach you (You can do no Leather 5 25 40
Pole Axe +15/1 -8 45
other daily actions) and you will only have a
20% score with all the town’s magic and Scale 7 28 50
Trident +20/1 -9 45
cannot seek to study here in the future. If you
kill him you must leave the town or encounter Chainmail 10 40 100
Modifiers are added to the ‘percent chance’ roll for In order to capture a town or castle a character’s
the Constables tomorrow. the weapon
Partial Plate(See: Missile
15 Weapon 75 Table). The range
200 troops must completely surround the town or castle
However you can Seek Permission To is the number of hexes the pole weapon can be and at least one unit must be inside of it. If this
Study the next time you return as long as you thrown not the distance
Full Plate 20 for a melee
120 attack. 275 occurs then the town is considered captured and any
wait at least a week before returning. Characters or NPCs using pole weapons must still of its remaining troops will surrender.
be adjacent
Improved Plateto their opponent
25 unless
175 stated 350
otherwise.
Armor can be worn by characters to protect them
from receiving any or all of the damage delivered
in a successful strike. Unlike shields armor absorbs
damage that the character would normally receive.
All armor has Absorb and Maximum Absorb Dragon Flight Table
values. Absorb is the amount of damage the armor
can absorb at one time and maximum absorb is the Roll (1d10) Town Attacked
total amount of damage that the armor can take
before being destroyed. 1 Kings Castle
Characters may sometimes enter a town or castle in
order to Study that town or castle’s magic. However 2 Igloo
before doing so a character must first meet certain
requirements (see: Magic, Spells and Enchantment) 3 Zafton
and be given permission to study at that town.
Arena Push Back Table
4 Fire Castle
Roll (1d10) Result
5 Milestill
01 Move back one space
6 Wooddam
02 Move back two spaces
7 Dwarftown
03 Move to the left one space
8 Dwarfhaven
9 Futuretown
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10 Elf Mountain
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Once a month the Dragon Valron leaves his cave
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and flies across the Overland skies. Players should
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roll 1d10 die and determine what town or castle he
is flying over:
Seek An Audience Table (cont)
10 Thrown back; move back three spaces; fall 31- The Mayor is more than happy to see
down; spend one turn getting up and your
weapon is broken; receive -10 wounds; 40 you. Audience per¬mitted.
Overland add +10 to their initial Presence ers
41- Make a Presence check; if successful the
and Wisdom scores; can never get
lost unless their Presence score drops
50 Mayor will see you.
below 50%; -10 from their Endurance
After contestants have struck at each other the and Ability scores, may use “Mind 51- If you are a thief/spy you learn of 300
combatant that received the most wounds, or if Marker”; 60 silver coins hidden in a hex (random
neither was wounded, the combatant whose strike direction) five hexes from this town. You
was the furthest off from his percent score must roll may leave town now and try to dig it up
1d10 die and determine where he must move to in (must have a shovel) but you must spend at
the arena as a result of being forced back. He or she least one day digging. If you are not a
should check his result against the table above. There are four character races that exist in thief/spy, no visit. When you are done
Racial Modifiers Overland. Players must announce which race they digging there is a 65% chance the silver will
will be before rolling for their characteristics. be there. Otherwise it was just a lie to get
Humans Follow normal game rules; Seek An Audience Table you to leave.
Elves -10 from initial Muscle score; add Roll Result
+10 to initial Agility score; Can only
wear armor of 8lbs or less; carry 50 less 01- The Mayor has been angered by your
pounds than normal; cannot wield 10 rudeness. No visit is allowed and you must
weapons over 10 lbs; +10 modifier pay 100 gold pieces or spend 3 days in
when using any bow or magic; 60% jail.
converse with animals spell;
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61- If you have 10,000 or more
experience
70 points you are given an audience.
Otherwise no visit.
71- The Mayor has heard of your adventures
80 and provides you with 110 silver coins to aid
you. However he cannot allow you a visit
unless you have one of the Weapons of
Power.
Forest No modifiers;
60
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Battle Procedure
I. Determine Attack Initiative
Combat Modifiers (cont) Troop Results Table When Attacking (cont) Arena Fight Sequence
II. Units with movement may either withdraw or
+5 To damage done if you have troops with you engage. Step 1.) fistfight;
51- The attack was successful; defending
80 unit is destroyed! Step 2.) weapon combat;
III. Attacking units may now attack. (Roll on
The above modifiers are either added or subtracted Attack Troop Results Table. Defending units make Step 3.) fighters choice;
81- Defending unit is overwhelmed; its
from a character’s Ability score during combat. defensive checks. Roll on Defense Troops Results
They should be applied each round of combat - as Table)
90 surrenders and is now under your Step 4.) repeat starting with step one until one of
many as apply. control; the fighters is dead!
91- Defending
IV. A slaughter! Defending
unit may unit is
now attack destroyedunit
(attacking
must make defense check). All fights in the arena follow a specific sequence of
00 along with one opposing unit adjacent to actions. This sequence is outlined above.
NPC Random Facing Diagram it;
V. Defending player may now deploy reserves from
available troops.
Attack Table (used for attacks only!!)
This Facing Diagram only applies to the Optional VIII. Repeat process until one side surrenders; is
Random Facing Combat Rules. destroyed or withdraws from the field of battle
completely (thereby forfeiting any lands once held).
Troop Results Table When Attacking
Roll Result
Facing Modifiers Table
10 The attack was repelled; heavy casualties. The above sequence is the procedure a normal battle
Attacking unit Modifier
Condition is destroyed! between troop units will follow.
or
less
If Facing your -5 additional damage; and - 5
opponent from opponent's strike
Frontward
11- Unsuccessful attack; no result;
30
If Facing Your -10 additional damage; and
31- Your units penetrate enemy lines; move
Opponent's Rear
defending unit -10
backfrom
oneopponent's
space; if it strike
cannot
50 be moved back it is destroyed!
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