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Castle of Chronos Name

arper’s uest Adventure Sheet


roll 2d6 to determine # of rooms

HP Gold Weapon room 1 2 3 4 5 6 7 8 9 10 11 12


entropy
AC encounter
feature
Dex
encounter tracker
Str
AC
Int HP
Dmg Dmg
inventory encounters item shop
AC HP Dmg Cost Effect
for each room 1 Underling 10 4 1 Healing Potion 100 1d10 healing
Action level: Casual, roll 1d10; Intense roll 2d6
2 Warrior 11 8 1D3 Bread 60 1d6 healing
Entropy Add 1 Entropy* 3 Underling 10 5 2 AC +1, Max HP -1, for
Ale 100
If 8 or higher, roll on 1d12 on 4 Warrior 12 10 1D6 2 encounters
Encounter 5 2x Underling 10 4 1D3 +1d6 dmg for
Encounter Table Strength Potion 100
6 Underling 9 6 2 encounter
If 7 or higher, roll 1d6 on 7 Warrior 11 6 1D6 Fire Bomb 150 1d10 dmg
Feature
Feature Table 8 Underling 10 2 1D3 Ice Bomb 150 1d10 dmg
*If quantized roll to change back 9 Warrior 12 5 1D6 One use, dex check,
10 Underling 10 3 1D3 Grappling Hook 200 enemy ½ AC, 1d6
treasure Roll after defeating an enemy 11 Underling 10 3 3 rounds, fail; lose item
spells 1 Looted 0 12 NPC Traveling Item Shop Ladder 300 Skip Room
2 Pitiful 1D6 x10
Faster Than Light 3 Normal 2D6 x10
Underlings; Wizards
Hits deal normal damage, plus entropic damage equal to half physical damage given (min of 1) | Reward,
Black Hole 4 Normal 2D6 x10 Roll Treasure Table
5 Great 3D6 x10 Warriors; Chronomancers
Do not physically strike, they cast, Particle Blast. Deals physical damage and 1d6 entropic damage |
Reverse Time 6 Vast 4D6 x10 Reward, Roll Treasure Table

© 2021, JOYPEDDLER GAMES • ARTWORK Used with Permission from HODAG RPG Booklet folding instructions found at: https://pocketmod.com/howto
Some more details Combat and Encounters
Harper’s Quest is designed to be extremely light on rules. So feel Combat is resolved by rolling a d20. If the roll is greater than
free to modify or add your own. This game should be relatively the monster’s AC, it is a hit. Roll your damage die and subtract
fast and fun so don’t get hung up if something doesn’t make that from the monster’s HP. Under easy and normal difficulty
sense, just decide and keep it going. you always attack first. On hard difficulty roll 1D6 for each side
for initiative with the higher number going first.
Encounter modifiers
Optional rule: Blade Locking
If you are unlucky enough to fail the dexterity check and strength
check on a door you might be subject to +1 or +2 on your next During combat, roll 1d20 for each combatant at the same time.
encounter roll. This effect only lasts one room. Attacks at or above AC hit but if rolls match or are within 1 (ex. 2 &
3) you’re “blade locked.” Roll 1d6 for each combatant, highest wins
the standoff, and rolls for damage; no dodging. Attacks occur at the
Item and spell Use same time. If you kill an opponent in a round, they can attack during
Spells and items are acquired in the dungeon. Using items or that round
spells during battle takes up one turn. Items can be used outside
battle at any time. Casting a spell requires a successful
Intelligence check, rolling higher than your intelligence means the
Optional rule: Equally Matched Encounters
spell failed and your turn ends. If both you and the opposing monster miss you attack 3 times,
you’re considered equally matched. At this point, roll against your
intelligence, if you roll lower than your intelligence, you’ve
Treasure outwitted your opponent and convinced them to take a bribe. Give
When you successfully find treasure, roll 1D6 to determine the size them one item or 50 gold and the battle is over.
then roll the associated number of D6 to determine the quantity.

© 2021, JOYPEDDLER GAMES • ARTWORK Used with Permission from HODAG RPG and Billiam Babble

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