Altus Adventum Demo
Altus Adventum Demo
Demo Release
Larry Elmore
(c) Elmore Productions
Preface
First off, let me express my thanks to you for your interest in this game.
Altus Adventum is a traditional fantasy RPG that takes place on the planet of Azorath, focusing on the continent of Algerian.
For those familiar with RPGs, Altus Adventum will be an easy game to pick up and play right away. For those that are new to the genre,
welcome to role-playing and I’m sure you’ll find this system easy to learn and fun to play.
Altus Adventum uses the InertiaX ™ game system for the meat of the game mechanics. The system is designed to speed up
the mechanics of game play while not sacrificing realism or detail. The game is designed to allow a full range of options to a player,
from a non-linear character occupation generation system, to a spell combination system that is only limited by the imagination of the
player. This demo will cover only the very basics of the rules, and does not do the system justice for the amount of options and flexibility
available to you. To include all of those options would make this demo unrealisically long; the demo will only give you a taste of the
basics.
Possibly the most valuable part of this great system is that during the majority of the combat phase, there is no math involved!
Gone are the days when you wait for someone to add up modifier after modifier just to see the result. With the InertiaX ™ system, you
simply compare the number appearing on one dice with another. It’s that simple!
Roderic Waibel
Table of Contents
Preface.............................................................pg 3
Table of Contents............................................pg 4
Common Terms..............................................pg 5
Rules...................................... ...................pgs 6-9
Rune Magic........................... ... ..............pgs 9-10
Investation, Demo Adventure......... ......pgs 11-16
Ready-to-play character, Helmut..... ............pg 17
Ready-to-play character, Rashanti.... ...........pg 18
Ready-to-play chracter, Darigmar..... ..........pg 19
Ready-to-play chracter, Choi............. ..........pg 20
Ready-to-play chracter, Alexander................pg 21
Player’s map of Brookshire................. .........pg 22
GM’s map of the tomb.................... .............pg 23
4
Common Terms
Species: The humanoid species of the character. Also referred does not need to ever roll for success.
to as ‘race’. Either human, elf, dwarf, or gnome. After skills you will find your character’s equipment.
This includes any weapons and armor that your character
Dice Pool (DP): The allocation of dice in which you will use has, as well as money and other miscellaneous adventuring
when attacking (ADP) and defending (DDP). equipment. After each weapon will be the ratins of the weapon
when it is used. For instance, if you have a sword with an ADP
Damage Rating Level (DRL): The power level of the weapon of 5 and a DRL of 7 listed after it, then those are levels in which
being used. A weapon with a higher DRL has a greater chance you would reference the chart when using the weapon.
of inflicting a more severe wound. After equipment will be any special powers that the
character may have. This includes species abilities or rune
Money: Only a single form of currency is used in Altus spells that the character knows.
Adventum: gold. This is used to purchase everything in the The last thing you will find is a brief history of the
game. character. This includes where they came from, how the know
the other characters, etc. Personalities and likes and dislikes are
Actions: Some creatures get more than one action per their all up to the player using the character.
turn in combat. This is the number they are allowed to use.
Critical Hits
Occasionally in battle, an attack may inflict a wound
that is much more severe than what would normally be rolled.
This often happens when a weapon finds a weak point in armor,
or the attacker is much more skilled then the defender. In this
case, the attack would qualify as a critical hit.
In order for an attack to be considered a critical strike,
the attacker must have beaten the defender’s dice pool by five
or more. I.e., if the highest dice in the attacker’s ADP is a 12,
and the highest dice in the defender’s DDP is a 4 ( a difference
> 5), then the attack would be a critical hit.
If a strike qualifies as a critical strike, then the target
would suffer one additional wound. For instance, if you
succeeded in scoring a critical hit and rolled a deep wound for
damage, the target would instead suffer 2 deep wounds instead
of just one.
GM’s Note: This information is secret to only the GM and The goblins have the following statistics: ADP: 2 DRL: 4
the player who has chosen to play Choi. Choi actually has a DDP: 2. Three are armed with short swords and two others are
secret history that he would like to keep from the players. He armed with short bows and stone arrows. They are all wearing
is employed by a tribe of orcs to investigate the defenses of tattered and rotted hard leather armor.
Brookshire and if possible, eliminate the goblin threat with as
many villager casualties as possible. Choi will not be paid until DA of the goblins:
he reports back to the orc tribe located 20 miles to the north of Goblin # Minor Moderate Deep Severe
Brookshire with the required information. His pay for the job 1 2- 1- 0- 0-
is 150 gold. Once he has reported back, the orcs will launch a
2 2- 1- 0- 0-
raid to destroy the village.
The player who is playing Choi has complete freedom 3 2- 2- 0- 0-
of choice. Choi can either follow through with the plan, surely 4 2- 1- 1- 0-
to be seen as a traitor in the eyes of his party members, or he 5 2- 1- 0- 0-
can decide to betray the orcs and warn the party of the plans.
If he does this, he will be hunted by the orc tribe until one side Each goblin carries 1d4 gold on their persons. If the
is dead. How the player decides they want to handle this is party searches them, they will also see that each goblin wears a
completely up to them, and they may even be creative enough to signet ring with the head of a wolf embossed on it. If the party
figure out other alternatives. kills all three swordsmen, the other two archers will flee into the
darkness. The archers themselves are about 50 feet or so away
Background from the road, one on either side. They will attempt to shoot the
It is the late fall in the village of Brookshire. Overcast strongest looking party member.
skies and chill mornings have become commonplace, with When the party reaches the village, they will notice
drizzling, cold rain almost a daily occurrence. Brookshire is that there is almost no one on the streets, but the tavern is fairly
a small farming community located in the northern border of easy to locate. If some of the party members are injured, they
Shorlorn, nestled in the rolling hills near the Horde Lands. will be approached by someone in the tavern and asked what
Being located on the outreaches of the country has brought happened. If the party tells them they were attacked in a goblin
its share of marauding bandits from time to time, but recently ambush, the villagers will express their sympathy, and advise
goblin raids picked up in frequency dramatically. These raids the party of the situation. A local priest skilled in the mental
have also increased from the occasional abduction of livestock, magic arts will also offer to heal the party of any wounds. They
to the outright killing of villagers who have left the protection will then be advised to see the mayor the next morning, and will
of the village to tender to their farms or herds. give directions. If the party mentions the signet ring, they will
11
be advised to bring this up with the mayor as well. ambushed by a goblin patrol. A smart group of players may
If the party decides to rent a room here, it will cost want to capture a goblin and interrogate the location of it’s lair.
them 1 gold coin per night that they stay, but breakfast will be If successful, they may be able to find the tomb within the next
included. 4 or so hours.
If there is a goblin ambush, there will be 1d4+1 goblins
As you enter the village, you are quick to notice that there involved. Each goblin wears tattered hard leather and is armed
doesn’t seem to be anyone in the streets. All of the houses with a pitted short sword. Each goblin also wears a wolf signet
are locked and shuttered tight, but you are able to locate ring and carries 1d4 gold.
the Bucking
. Ram Inn relatively easy
As you enter the inn, you notice the unusual looks Goblin# Minor Moderate Deep Severe
that you get from all of the humans here. It’s not everyday 1 2- 0- 0- 0-
that they see other humanoids, let alone ones in the shape
2 2- 1- 0- 0-
your party is in.
3 3- 2- 0- 0-
The Adventure Begins 4 2- 1- 0- 0-
The next morning when the players meet the mayor, 5 2- 1- 0- 0-
he will explain to them the situation and the lack of help that
they’ve received from Shorlorn City. He will bequeath the The Tomb!
party to aid his small village. He cannot offer more than 25
gold per person as a reward, but will allow the group free room As you crest the hill, you can see a small stone
and board for the rest of their days if they help them exterminate building protruding from the valley floor like a sore on the
this goblin infestation. face of the earth. The colorful autumn colors turn a sickly
Garan cannot provide a map to the goblin’s lair, but gray around the decayed stone building, the rotted wooden
rumors have them somewhere northwest of the village. Garan door hanging precariously on its rusted hinges.
will urge the characters to leave with much haste, as he doesn’t As you near the building, you notice several small
think that the village will last much longer. humanoid tracks at the entrance which you must conclude to
be goblin tracks.
Goblin Lair
The tomb itself is a small 10’ cube of old stone. The
The goblin lair lies deep within an old tomb complex roof is made up of decayed and rotten pine planks with huge
about 13 miles to the northwest of Brookshire. The entrance to gaps allowing sun and rain alike to enter the small room. When
the underground tomb is only marked by a small stone building, the party opens the door, they will see that in the center of the
with stairs leading down into the depths of the tomb itself. This room is a stairway down into the depths of the underground
building sits at the bottom of a small, but deep valley with hills tomb itself.
on each side. This makes spotting the building from a distance You will notice on the map of the tomb that the
near impossible. rooms are numbered. Each room number will have it’s own
Depending on how long per day the character’s description below. Also on the map are several traps as defined
search for the building, it will take them 1d4+2 days to find the by the map legend. There are three types of trap: pit, pressure
tomb. Each night there is a 45% chance that the party will be plate, and spiked pit. As each character moves over an area
12
where there is a trap, they must roll the percentage dice. If the using a sword or dagger
number is lower or equal to their luck score, they managed to -medium armor: the ability to wear heavier armor such
avoid the trap and the next person in line will have to roll. If the as chain mail and medium shields.
player rolls higher than their luck score, the trap will be sprung.
If the players state that their characters are taking extra time to Choi:
look for traps, then they all will roll the percentage dice again, -adept blades: +1 to his DRL and +2 to his ADP when
this time against their intellect score. A successful roll means using a sword or dagger
they have detected the trap and can avoid it. A failed roll means -adept thrown missile: +1 to his DRL and +2 to ADP
that they were unable to detect the trap and then must make a when using a thrown missile
luck check to avoid triggering it. -sneak attack: if he successfully attacks from behind
without being detected, +3 to his ADP and +5 to his DRL for
Pit Trap: This pit is 10 feet deep. Any character falling into this that attack only.
pit must make another luck check. Those that fail will suffer
a deep wound. Those that are successful will suffer a minor Alexander:
wound. -fortitude: +1 do his DA level.
-adept blades: +1 to his DRL and +2 to his ADP when
Pressure Plate: Once this trap is triggered, several darts will using a sword or dagger
shoot from each side of the wall. Any creature in the line of -medium armor: the ability to wear heavier armor such
fire where the trap was triggered will have to defend against an as chain mail and medium shields.
ADP of 5. If they are unsuccessful, they will suffer 1d4 minor
wounds from the various darts.
Spiked Pit Trap: Similar to the pit trap, this trap is lined with 1: Entrance
sharp spikes on the floor. If the character triggering this trap
fails their luck check, then they will suffer a severe wound. As you descend down the stairs, your torchlight
If they are successful, then they will suffer only a moderate reflects on fairly well cut stone walls, and small plums of
wound. ancient dust raise into the air with each step you take. The
stairs descend approximately 50 feet down into the depths
Advancement at last! of the earth before ending in a large room about 30’x40’
in size. Piles of loose rubble litter the south end of the
At some point midway through the tomb, preferably room, and you can see an exit on the east wall just past the
at a good resting point such as room #2 or #9 where the party rubble.
can rest uninterrupted, feel free to give the player’s their first
taste of advancement. It is highly recommended that this There is nothing of interest in this room, other than
advancement take place after the character’s have had several many goblin tracks in the dust. Keep in mind, however, the pit
opportunities at combat. trap just inside the hallway outside of this room.
When you decide to grant character advancement,
give each player the choice of what they want to advance in. 2: Storage Room
Listed below, each character will have a few areas where they
can choose to advance in. Give the players each option for As you enter this small 20’x20’ room, a foul stench
their character, and let them choose one item from the list. In overwhelms your senses. Stacked along the east wall are
addition to the player’s choice, each character will increase in several barrels containing some sort of rancid liquid.
all of their skills by 10%. In the official rules, there are many,
many more options to choose from. This is the storeroom for the goblins, and is where they
keep their ale. It is technically drinkable by the party, but tastes
Helmut: horrid and very well may make them sick. Each party member
-fortitude: +1 do his DA level. who decides to take a drink must make an endurance check.
-adept axe: +1 to his DRL and +2 to his ADP when Those that fail cannot keep the foul liquid down and will vomit.
using an axe/club Those that succeed will enjoy a permanent +1 bonus to their
-medium armor: the ability to wear heavier armor such DA level. This bonus is one time only; multiple bonuses cannot
as chain mail and medium shields. be achieved by continued drinking.
Rashanti: 3: Caskets
-adept rune: now able to cast rune spells up to level 10
-adept thrown missile: +1 to her DRL and +2 to her The doorway opens into a large 70’x50’ room filled
ADP with thrown missiles with stone caskets. Your attention is immediately drawn to
group of goblins in this room, who are not pleased to see you
Darigmar: in their lair. They draw daggers and spring to the attack!
-fortitude: +1 do his DA level.
-adept blades: +1 to his DRL and +2 to his ADP when There are four goblins here, armed with daggers and
13
wearing tattered remnants of various clothing items (ADP: 2 As you enter this room, you attention is immediately
DDP: 1 DRL: 4). Each goblin wears the wolf signet ring, and drawn to the four goblins here and the large rabid dog they
carries 1d4 gold. keep. As they see you, they instantly draw their weapons
and attack!
Goblins:
Goblin # Minor Moderate Deep Severe Each of the four goblins here are guards for the rooms
beyond, and are better equipped. They each wear studded
1 2- 1- 0- 0-
leather and attack with relatively well made short swords (ADP:
2 1- 1- 0- 0-
3 DDP: 4 DRL: 5) The mangy dog appears to be some sort
3 2- 2- 0- 0- of wild beast as white froth foams from it’s mouth. It will
4 2- 2- 0- 0- instantly leap at the lead character (ADP: 3 DDP: 2 DRL: 5)
This room is the converted sleeping quarters of the goblins, and Goblins
each casket will contain bedding material. If the party searches Goblin # Minor Moderate Deep Severe
each coffin thoroughly, they will find 22 gold in one of them 1 2- 1- 0- 0-
underneath the bedding.
2 1- 1- 0- 0-
4: “Bad Place” 3 2- 2- 0- 0-
4 2- 2- 0- 0-
As you open the door to this room, the door pushes
a swath of dust in it’s wake. It doesn’t appear that anyone, Wild Dog
or anything, has been in this room in quite some time. Mnr: 3- Mod:2- Deep: 1- Svr: 0-
Several coffins are in this room; all seem untouched
and are covered with thick dust. Each goblin carries 2d4 gold as well as the signet ring.
The studded leather is wearable by gnomes and has a base DDP
This room has been avoided by the goblins, as they of 4.
think it’s haunted. They have every right to believe that too. After the battle, the party will notice the corpse of
If the any member of the party disturbs a coffin, several of what appears to be a human that had died from several bite
the coffins will immediately have the lids flung off as ancient wounds lying on the floor.
skeletal warriors will rise to defend their resting place.
There are five skeletons, who are armed with nothing 6: Prison
but skeletal fingers that act as claws (ADP: 3 DDP: 2 DRL:
4). These are mindless creatures that will attack until destroyed. The door opens up into a fairly large room with a
Luckily for the party, any attack that is successful from an axe horrendous stench. Various torture devices and chains hang
or club will inflict a wound one category above what was rolled. from the walls of this room, and a few remains of humans in
Thus, a moderate hit would instead be a deep hit to a skeleton. various stages of decay lay on the floor.
Standing along one of the walls, apparently
Skeletons: adjusting a torture device, is one of the largest goblins you
Skel # Minor Moderate Deep Severe have seen. This misshapen creature wears a chain mail
1 2- 2- 1- 0- tunic, and as he sees you enter, he grabs a red-hot iron
2 2- 2- 0- 0-
crowbar and prepares himself for combat.
3 1- 1- 1- 0-
This prison guard is actually a goblin marauder (ADP:
4 2- 1- 1- 0- 4 DDP: 5 DRL: 6), a larger species of goblin normally found
5 3- 2- 0- 0- deep in the Dragonspire Mountains. The chain mail he wears
is large enough for a human, and has a base DDP of 5. He also
wears the wolf signet ring and carries 2d8 gold.
If the party searches the caskets and the skeletons, they
will find the following: Prison Guard:
-A ring that grants its wearer a +1 DRL to all weapons Mnr: 3- Mod:2- Deep: 1- Svr: 0-
used.
-4 applications of salve of healing. Each application If the party searches the room, they will find nothing
will instantly heal any one wound. else of value except instruments of torture and death. The
-An ancient scroll with the following rune spells: open stench and reek of decay will normally force the character’s out
(lvl 3. will open any non-magically locked door or lock) and of this room.
icicle (lvl 4. creates a shard of ice with an DRL of 8. It will
shatter on the first successful hit). 7: Common Room
5: Guard Room This door opens into a fairly large room, with a small group
of goblins here playing various games of bones and dice.
14
As soon as they see you, they rush to the attack! If the party spends more than just a few moments in
this room rummaging through the crates, several large rats will
There are five goblins here, all armed with short scamper forth from under the crates and rubble and attack.
swords and tattered leather armor (ADP: 2 DDP: 2 DRL: 5).
They each wear the wolf signet ring and carry 1d4 gold. Rats
Rat # Minor Moderate Deep Severe
Goblin# Minor Moderate Deep Severe 1 1- 0- 0- 0-
1 2- 0- 0- 0- 2 2- 0- 0- 0-
2 2- 1- 0- 0- 3 1- 1- 0- 0-
3 3- 2- 0- 0- 4 2- 0- 0- 0-
4 2- 1- 0- 0- 5 1- 1- 0- 0-
5 2- 1- 0- 0-
If the party searches the room, they will find two small
wooden chests that hold 75 and 128 gold respectively. One of If the party searches the room after defeating Qurtzog
the chests also has 2 small opals worth 50 gold each. The other and his dog, they will find 532 gold in a coffin at the north end
chest has a necklace that will grant its wearer an additional +1 of the room. Qurtzog also wears a jeweled ring worth 75 gold
to their DDP level. There is also 193 gold littering the floor of and a solid gold wolf’s head signet ring worth 55 gold. His
this room, as well as a glimmering small shield hanging on one chain mail is wearable by anyone between 4 feet and 6 feet tall,
wall. This shield is slightly magical, and has a base DDP of 3. but is not magical. His large axe Elfsplitter is magical, however.
It has a base DRL of 10 and the wielder will gain a bonus +1 to
their ADP when attacking elves with the weapon.
9: Storage Area:
11: Spider’s Lair
The door opens into a good sized room filled with
crates and various barrels. The far wall across the room As you enter this room, you immediately notice the
seems to have collapsed into a heap of rubble. thick cobwebs covering the far end of the room where the
wall seems to have collapsed into a heap of rubble. Laying
The crates and barrels in this room contain moldy hard atop the rubble is the corpse of a man-sized humanoid
cheese and dried meat. The cheese is safe to eat, but eating the wearing tattered studded leather armor and disintegrating
meat will cause nausea and sickness to anyone who eats it. clothing. The corpse itself is decomposed almost to the
skeletal state, and the right hand still grasps a sword. The
sword draws your interest as it seems to be in immaculate
15
condition whereas the rest of this poor souls belongings as the power attack and charge attack, as well rules for siege
have fallen apart. In fact, you can almost make out a ruby weaponry.
shining from the hilt of the sword. Also included in the core rules are over 100 creatures
in the beastiary, from the weaker goblin to the all-powerful
As soon as one of the party members enters the room, arch-demon to the facinating dragon.
a giant spider will fall from the ceiling and attack them.
Demo Complete!
16
Ready-To-Play Characters
Helmut Grumsfeir
Dwarf
Strength: 76 +1 DRL
Agility: 43 -1 DP
Endurance: 88 8 DA
Intellect: 47 6 skills
Luck: 43
DA chart:
Minor: 3 Mod: 3 Deep: 3 Severe: 1
17
Ready-To-Play Characters
Rashanti the Mystic attacked by a band of orc and ogre bandits. She was hit from
behind and pretended to be unconscious while the rest of her
Elf
village was killed and plundered.
She stayed in her feign death state for hours well into
Strength: 41 no modifier
the night, fearful of moving. Eventually she passed out and was
Agility: 87 +2 DP
found by Darigmar, who was drawn to the slaughter site by the
Endurance: 38 4 DA
trails of smoke wafting into the air the next morning.
Intellect: 67 6 skills
Darigmar was able to revive her out of her state of
Luck: 46
shock, and vowed to protect her as a companion.
DA Chart:
Minor: 3 Mod: 2 Deep: 1 Severe: 0
Background:
Rashanti originally comes from one of the nomadic
elven tribes from the Wild Plains. Her village was a relatively
small village numbering no more than 30 or so tribesmen.
From the time she was a little girl, the chieftain knew
she had a special aptitude for learning, and placed her under
the tutelage of the village shaman. She was often teased by the
other village children, but her quick wit and quicker reflexes
often kept her out of trouble.
It was these attributes that ended up saving her life.
Several weeks ago, just after her 17th birthday, her village was
18
Ready-To-Play Characters
Darigmar
Human
Strength: 76 +1 DRL
Agility: 55 +0 DP
Endurance: 78 7 DA
Intellect: 56 6 skills
Luck: 39
DA Chart:
Minor: 3 Mod: 3 Deep: 2 Severe: 1
19
Ready-To-Play Characters
Choi Li Kim
Dwarf
Strength: 51 no modifier
Agility: 61 +1 DP
Endurance: 52 DA: 5
Intellect: 77 7 skills
Luck: 69
DA chart:
Minor: 3 Mod: 3 Deep: 1 Severe: 0
Background:
Choi’s background remains a mysterious one that he
hasn’t even offered up to his companions. What is known is
that he hails from the foothills near Spire Mountain, possibly
from a large dwarven city there. He met Darigmar and Rashanti
in a crowded tavern near one of the border towns, and after
overhearing how Darigmar is in search of glory, he approached
them with a proposition of great treasure and glory to be found
near the northern lands.
20
Ready-To-Play Characters
Alexander Krozny
species can also be great warriors.
Gnome He met the others in the same tavern that Choi offered
his proposition. Seeing this as an opportunity to further his oath,
Strength: 36 -1 DRL Alexander jumped at the opportunity.
Agility: 71 +1 DP
Endurance: 56 DA: 5
Intellect: 81 9 skills
Luck: 88
DA Chart:
Minor: 3 Mod: 3 Deep: 1 Severe: 0
Money: 10 gold
Equipment:
Pack
2 small pouches
7 days rations
2 flasks/water
bedroll
blanket
hooded cloak
tunic, trousers, belt, and boots
5 bandages
journal
inkwell and pen
3 candles
flint and steel box
2 torches
Background:
Alexander is originally from one of the larger gnomish
cities in The Moors. He has always been fascinated by the art
of warfare, much to the chagrin of his family, who is almost
entirely employed in the magical career field. Like most
gnomes, Alexander has the potential to learn the magical arts,
but he has taken an oath to prove that the smaller humanoid
21
Player’s Map
22
GM’s Map
23