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Swordsman

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0% found this document useful (0 votes)
31 views10 pages

Swordsman

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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“Once there was a King who rules a bountiful

kingdom in a lone land surrounded by unfertile crescent and toxic bodies of


water. He is a great king who does not want to be worshipped as he values
everyone equally and gratefully. As time passes by, the population of the kingdom
became a problem as there is no more space for the kingdom for more people. This
was concerning for the king as he did not want to hurt his people’s feelings as
well as limit them to what they wanted to do, and so the king asked his
witchdoctor servant whom is a scholar on magic. The king and the servant studied
a kind of magic that would expand the land with the same characteristic as the
original land, they studied day and night calling for more scholars for help. One
night they have a proper breakthrough, they found out the key to a magic that
would copy things, expand it and do it infinitely. The king calls upon the great
gnomes as they knew that they cannot just use it without any proper testing, the
gnomes are tasked to build a dungeon with the characteristic of a granular house
of a royalty with traps, treasure and furniture in an isolated dead mountain with
an unknown peal. After everything were ready, the king together with his servant
and scholars fired the magic into the mountain. It causes an explosion that were
heard all through out the kingdom that last until a couple of minutes. The king
then explored the now magical dungeon they have created, but something is not
right. The dungeon is not filled the way they build it. Before they can even
process what happened, a giant stinger swift all of the guards together with the
servant splattering their flesh to the ground. The king got shocked and did not
know what had happened, while the dungeon begun to rumble and an enormous
scorpion appears. The king sensing he cannot defend himself, runs away in fear
using a teleportation magic to escaped unscraped. Since then, the king abandoned
the plan and works on laws that will make the kingdom a better place with few
costs of his people bad mouthing him.”

- -Captain Ozalia of Ornalia Camp


Create a party of 4 adventurer that will be delving a dungeon that changes every
time you reenter, riches are the primary goal of the group. The group will be
consisted of various individuals with different disciplines, and should not have
more than 2 of the same discipline. Each adventurer has 6 inventory space on
where they can story weapons that are not still used, items and potions. The
group shares the same bank name so the group will track the currency they have on
1 label. See below for the various disciplines available.
Disciplines
Swordsman. A sentinel of steel and resolve, the swordsman stands unyielding. With blade and
shield as their trusted companions, they carve a path through chaos, defending allies with
unshakable valor.

*Starts with 12 Life Points


*D6 Damage
*+1 Attack Roll
*Starts and may only wield either light or heavy weapon
*Starting Item: Shield (+4 Armor)
Archer. The archer, a whisper on the wind, strikes from shadows with unerring aim. Their arrows
are swift messengers of death, felling foes before they dare to draw near.

*Starts with 8 Life Points


*D3 Damage
*Cannot be counter-attacked
*Starts and may only wield ranged weapon
*Starting Item: +21 Arrows
Barbarian. The barbarian roars like the storm, a tempest of fury and might. With heavy blows,
they shatter the ranks of their foes, their unbridled strength a force of nature unleashed.

*Starts with 15 Life Points


*D6 Damage
*Able to distribute damage to >1 enemy(s)
*Starts and may only wield heavy weapon
*Starting Item: another heavy weapon
Hunter. A silent wanderer of untamed lands, the hunter moves with the grace of the wild. Keen
eyes pierce the veil of danger, and every strike is a harmony of precision and purpose.

*Starts with 8 Life Points


*d3+1 Damage
*+1 to Protect and Detect Rolls
*Starts and may only wield ranged or light weapon
*Starts with a rope (Can be use to avoid trap once)
Witchdoctor. The mystic of life and decay, walks the thin line between the realms. With whispered
incantations, they mend the broken and curse the wicked, their power rooted in the earth's
deepest secrets.

*Starts with 10 Life Points


*d6-2 Damage
*Starts and may only wield light weapon
*Starting Item: 3 Herbs
*2 Magic Slot
Magician. Keeper of ancient mysteries, the magician wields the unseen forces of creation and
destruction. Each spell is a thread of destiny, woven into the tapestry of battle with arcane
precision.

*Starts with 6 Life Points


*d3-1 Damage
*Starts and may only wield light weapon
*Starting Item:2 Potion
*5 Magic Slot
Rules?

During Combat, adventurers will take turns on swaying their blades and magicds as each adventurer
may only attack once unless any modifiers are given. Adventurers always attacks first unless of
any modifiers. Choose which adventurer would attack first, choose the target enemy and roll for
its attack roll. Hitting means dealing damage, missed means you have just tried to hit nothing
but the air.

Attack Roll
1) Missed, Counter Attacked, 1 Damage to Weapon
2.) Missed, 1 Damage to Weapon
3.) Missed
4.) Hit and deal dmg
5.) Hit and deal dmg
6.) Hit 2x dmg

Counter Attacked = take ½ damage from the targeted enemy immediately.

After each adventurers have taken their turn, choose which adventurer will get hit by the
enemy(s). Equal to the remaining number of enemy(s) is the total number of protect roll your
party will be doing. After selecting which adventurer will be taking the hit from the enemy(s),
roll as much Protect Roll as the number of enemy(s) hitting that adventurer and at each fail take
the damage from the enemy(s) stats.

Protect Roll
1.) Failed to protect, Take 2x Damage
2. Failed to protect, 1 Weapon Damage
3.) Failed to protect
4.) Failed to protect, take halves damage
5.) Successfully protected
6.) Successfully protected

There is time when the party encounters a trap from the dungeon. Each adventurer have to do a
Detect Roll as to whoever in the party was able to detect and avoid the trap in time.

Detect Roll
1.) Trap entanglement
2.) Trap entanglement
3.) Trap entanglement
4.) Near Awareness (+2 to Protect roll still Trap entanglement)
5.) Trap Detected
6.) Trap Detected

Trap Entanglement = Players need to do a protect roll or take damage from the trap and its
effect.
Light Weapon. Weapons that can be held in one arm meaning that adventurer may be able to held
other things such as torch, shield or another light weapon. Adds +1 Damage to that adventurers
and usually have d3 + 2 maximum weapon conditions (0 means that weapon got destroyed).

Heavy Weapon. Weapons that needs to be held in both hands which meant they cannot use any of
there hands for other things. Adds +3 Damage to that adventurer and usually have a weapon
condition of d6 + 1 maximum weapon conditions (0 means that weapon got destroyed.)

Range Weapon. Weapons that needs to be held both side and needs ammunition to be use. Adds +2
Damage and adventurers may choose to fire second shot. Second shot still needs another attack
roll, and uses ammunition. Usually have a maximum weapon condition of d6.

Magic Slot. Adventurers who have magic slot may be able to use magic just like attacking but with
no particular roll as you may just do it immediately. Adventurers who have magic slot from the
start of the game will need to choose magic that will fill in these magic slots, you may choose
to have more than 1 of the same magic so that you can make a use of it more than 1 times, and
those chosen magic cannot be changed in the future. Adventurers who have gained a magic slot will
need to roll for a random magic instead of choosing it. Magic becomes exhausted after using it,
can be recharge through the potion of the magicians or go back to the camp.

Armour. A body protection adds temporary Life Points to the user. Armour has different types
corresponding as to which part of the body it was equipped to, and Armour cannot be equipped if
there is the same type equipped to that body part. You may just distribute the damage that player
taken to the armour as you may like.

Armour Type:

1. Head (d6 + 3 Maximum Conditions)


2. Arms (d6 + 2 Maximum Conditions)
3. Hands (d6 Maximum Conditions)
4. Chest (d6 x 2 Maximum Conditions)
5. Leggings (d6 +4 Maximum Conditions)
6. Boots (d6 +2 Maximum Conditions)

Potion. Are the support tools that can be used one time to enhance an adventurer's capability, it
can be use and still be able to do an action like attack or use a magic.

Item. Are another set of support tools that can be used one time to aid the adventurers, where
the user may still be able to attack or do some actions.

Torch Bearer. The party should task one member to become the torch bearer. Without any presence
of the torch, the party will take -1 to Attack Roll, Protect Roll and Detect Roll.

Unlocking Door. Locked Doors can be opened peacefully by smashing it open through the use of
shear force. Do an Attack Roll and try to destroy the door. Failing to destroy the door at the
first turn of the party, roll for an encounter (different between room and hallway) with a
modifier of -1 onto it, traps are considered as d6 +1 Rats.

Door Life Points/Hit Points 4 x d6

Magic Effect Potion Effect Common Item Effect


1. Fiery Deal 3 x d6 1. Potion of +1 to Attack 1. Rope Escape a Trap
Strike Damage to 1 Attacking Roll until immediately. 1 use.
enemy. the end of
Combat.
2. Electric Deal d6 + 2 2. Potion of +3 Damage 2. Escape Bomb Escape any encounter.
Shock Damage to Damaging until the 1 use.
all enemy, end of
deducted by Combat.
1 and so on
as it passes
by another
enemies.
3. Explosion Deal d6 3. Potion of + 2d6 Life 3. Explosives Deal d6 Damage
Damage to 1- Breathing or heal any instantly. 1 use.
4 Enemy status
equally. effect.
4. Liquid Roll a 4. Potion of +1 to 4. Pack of Herbs Heal d6 + 2 Life
Words random Hardening Protect Roll Points.
Potion, use until the
it end of
immediately Combat.
to any 2
adventurers
beside the
user.
5. Warmth Provide 3 x 5. Potion of You may 5. Iron Scrap Use to repair Armour,
d6 Life Wide Reach distribute Weapons or Items
Points which your damage. conditions to its
can be maximum limit.
distributed
to any
adventurers.
6. Aegis Protect all 6. Potion of Can be use 6. Shield +1 to Protect Roll. d6
of the group the Magician to exchange +1 use.
from any for
attack, additional
incoming magic slot
damages and in the camp
accidents. or if not,
you may just
recharge 2
magic slots.

Dungeon Creation. This dungeon is said to be infinitely changeable, as adventurers of different camp
and parties tries to map it but no connections are made all through out the various records. Though
very mysterious, the sure thing is are the riches stored within it.

From From a Number of Encounter in What Trap... From a Room...


Entrance... Hallway... Doors(s) in a Hallway...
a Hallway...
1. 2 x d6 1. 1 x d6 1. No Door 1. Nothing 1. Pit Trap 1. 1 x d6 Hallway
Room Hallway
2. 3 x d6 2. 1 x d3 2. No Door 2. Nothing 2. Dart Trap 2. 4 x d6 Hallway
Room Hallway
3. 1 x d3 3. 3 x d6 3. 2 Doors 3. Trap 3. Magic 3. 4 x 4 Room
Hallway Room (1-2 Both Trap
Locked, 3-5
one is
unlocked, 6
both are
unlocked.)
4. 1 x d6 4. 4 x d6 4. Three 4. Trap 4. Poison 4. 6 x 6 Room
Hallway Room Doors Trap
5. 2 x d6 5. 5 x d6 5. Three 5. d6 5. Rusty 5. d3 x d6 Room
Hallway Room Doors Spiders Trap
(All locked)
6. 3 x d6 6. 6 x d6 6. 4 Doors 6. Uncommon 6. Rusty 6. d6 x d6 Room
Hallway Room (Roll for Monster Trap
each door,
at 1-2 its
locked)
Room Number of What are/is Looks like Encounter in What Uncommon
State... door(s) in a inside the a... a room... Monsters...
(Optional) room... room... (Furniture)
(Content)
1. Muddy (-1 1. No door 1. Add 1 1. Table 1. Trap 1. d6 Slimes
on Protect Another
Roll) Encounter
(not +1 to
encounter
roll)
2. Collapsed 2. one door 2. Nothing 2. Cabinet 2. Nothing 2. Giant Blob
(-1 on
Content
Roll)
3. Ominous 3. one door 3. 1 3. Casket 3. Nothing 3. d6 Giant Rats
(+1 on (Locked) Furniture
Encounter
Roll and
Uncommon
Monsters)
4. Foggy 4. two doors 4. 2 4. Crates 4. d3 +1 4. Spider Queen
(-1 on Furniture Spiders
Attack Roll)
5. Magical 5. two doors 5. 2 5. Shelves 5. d6 Rats 5. Rat King
(Each Magic (Locked) Furnitures
Slot can be
used once
without
exhausting
it)
6. Tidy (Had 6. three 6. 3 6. Weapon 6. Uncommon 6. Giant Scorpion
already 2 doors (Roll Furnitures Box Monsters
Furniture) d3 for how
many doors
are locked)

Furniture Searching the furniture…


Table
1. d3 Spiders
2. Nothing
3. Nothing
4. d6 Currency
5. A random Royal item!
6. d6 + 3 Currency

Cabinet
1. d6 + 2 Rats
2. Nothing
3. Nothing
4. Royal Garments (15 + d6 Currency)
5. d3 Armour
6. A scroll (roll for its magic, may be use once)

Casket
1. Nothing
2. Nothing
3. Giant Blob
4. d2 Giant Blob
5. d6 x 3 Currency
6. 2 Random Royal items!

Crates
1. d6 x 2 Rats
2. Nothing
3. A Random Royal item
4. d6 + 4 Currency
5. A scroll (roll for its magic, may be use once)
6. A weapon (1-2 Light, 3-4 Range, 5-6 Heavy)

Shelves
1. Nothing
2. d6 Spiders
3. d3 Spiders
4. Scroll of Aiding (Heal 1 to Full Life Points)
5. 2 Scrolls (roll for their magic, may be use once)
6. Book of Magician (Potion of the Magician but its effect doubles)

Weapon Box
1. Nothing
2. Light Weapon
3. Range Weapon
4. Heavy Weapon
5. Better Weapon
(1-2 Light Weapon, 3-4 Range Weapon, 5-6 Heavy Weapon)
(+1 Additional Damage, +d6 Additional Condition)
6.Much Better Weapon
(1-2 Light Weapon, 3-4 Range Weapon, 5-6 Heavy Weapon)
(+2 Additional Damage, +2d6 Additional Condition)

Trap Failure Effect


1. Pit Trap Damage: 2 (1 Item/Weapon/Potion got lost)
2. Dart Trap Damage: d6 + 1
3. Poison Trap Damage: 3 (Poison Status)
4. Magic Trap Damage: 3 (If that adventurer does not have any
magic, take 2x damage. If that adventurer does
have magic, they exhaust 1 Magic Slot and take
normal damage. Is not affect by any changes due
protect roll and detect roll description.)
5. Rusty Trap Damage: d6 (+1 to Protect roll and Detect Roll)

Royal Items (Must be sell first at the camp before gaining their corresponding currency.)
1. Golden Chalace (7 x d6 Currency)
2. Silver Utensils (d6 x d6 Currency)
3. Royal Garments (15 + d6 Currency)
4. Pile of Gold (d6 x 5 Currency)
5. Magic Cloak (6 x d3 Currency, can be equipped as body armour which grants the user another
extra attack every combat turn.)
6. Fine Wine (3 x d6 Currency, can be drink to restore full Life Points.)

Name Description Stats Ability Drop


Spider "A common pest among Damage: 2 Those got hit Venom Ooz for every
the tight passages and Life Points: 7 will be affected 1 spider, empty
spaces anywhere in the of the poisoned potion bottle is
dungeon, as they crawl status. necessary. (Can be
their way among the splash into a
unaware victim drawing weapon's slashing
their blood in venom." point or bullet's
stabbing point,
- Witchdoctor Arulo dealing +1 damage.)

Normal & Giant "The dungeon has made Normal They always Evil Rat Meat for
Rat them violent and Damage: 1 attack first. every 3 Normal rats
aggressive, being a Life Points: 5 or 1 Giant rat.
common obstacle towards (When consumed,
the riches for lots of Giant roll a die and at
adventurers." Damage: 4 5-6 that adventurer
Life Points: 15 got poisoned while
- Sellsword Riven also taking 2
damage directly.
With no
complication it
heals 5 Life
Points. (3
Currency)
Slime "A very nimble and Damage: 3 -1 on attack roll Slime Cell for each
evasive creature due to Life Points: 10 of each slime killed. (A
them being made out of adventurer guy would like to
halfly liquidize hitting the buy this in the
cells." slime. camp for 10
Currency)
- Witchdoctor Arullo

Giant Blob "A natural phenomenon Damage: 6 After defeating Nothing


called Panzeuscism on Life Points: 30 this creature,
which Slimes Connects + d6 roll a d6 -1 for
and fused with each the number of
other to share slimes that will
nutrients but at some crawl out of its
points in time failure dead body.
cannot be avoided as
their cells fuses into
1 single gigantic
organism."

- Witchdoctor Bron

Rat King "Only few individuals Damage: 9 -1 on each Deadly Royal Meat?.
have ever escaped an Life Points: 40 adventurers (Cannot be eaten,
encounter with the protect roll. but for sure
spawn of danger that is someone would like
the Rat King as its to buy this for a
senses, mind and body higher price. D3 x
are far more superior 15 Currency)
than those wretched
small and large rats."

- Unknown Archer

Spider Queen "Embodiment of pure Damage: 12 Those got hit Terrible Ooz, empty
terror, adventurers Life Points: 30 will have the potion bottle is
have able to escape the poisoned status. necessary. (Can be
grasp of this terror Roll a d6 after thrown into an
yet succumb to wounds it attack, enemy as an action,
and venom caused by its deducting 3 on it dealing d6x3
gigantic fangs." and what left is damage.)
how many
- Hunter Wu Shang adventurer cannot
attack next turn
due to web shoot.
Giant Scorpion "There is a legend told Damage: 15 Those got hit Stinger Blade. (Can
among the adventurers Life Points: 45 will have the be reinforced to a
of Sithing Camp that poisoned status. weapon which grant
there is an elusive the weapon +d6
creature hiding beneath maximum conditions,
the creaking floor of +d3 maximum
this Infinite dungeon." damage.) (30
Currency)
- Merchant Guzvan

Returning to the camp! Actions available.

Resting and Medical Care! “You guys look like you have just got battered
up by a ravenous creature? Come in here, I’ll
treat for a cheap price.”
- Med Yna

Heal back to Full Life Points


Spend Cost: 7 Currency for 1 Adventurer
Spend Cost: 20 Currency for 4 Adventurer

Cure all Poison Status


Spend Cost: 10 Currency for 1 Adventurer
Spend Cost: 25 Currency for 4 Adventurer

Sell items and materials! “Howdy how young adventurers! Selling


something? That’s great! Let’s talk about it
inside the tent.”
- Merchant Dian
Common Items: Worth 4 Currency
Royal Items: May vary!
Weapons: Light Weapon Worth 6 Currency
Range Weapon Worth 8 Currency
Heavy Weapon Worth 12 Currency
Potion: Worth 15 Currency
Special Materials (Monster Drop): May vary!

Buy necessary items and gears! “Get your gears here brave adventurers! You’ll
need it on your journey, I swear to Aria.”
- Merchant Milo
Pack of Herbs
Shield

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