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Stronghold

A fantasy adventure.
Rules
• All characters have a race and a class.
• All characters have 3 Statistics:
• Attack – used for fighting.
• Defense – used to resist attacks.
• Charm – used for social encounters.
• Other Bonus’ – a collection of circumstantial skills based on Class and Race.
• Statistics range from +0 to +10
• Characters also have Health.
• Health is equal to 9 + Level.
• Each time a character looses a contest in combat, they suffer 1D3 Wounds.
• When a character rests (4 hours or more), they regain 1D6 Wounds.
• Challenges involve a dice roll.
• Dice rolls are 2D6+Statistic.
• If the result is higher than the difficulty, it is a pass.
• A roll of double 6s always passes.
• A roll of double 1s always fails.
• Difficulties for challenges may be:
• Trivial (4).
• Easy (7).
• Hard (10).
• Daunting (13).
• Impossible (16).
• Contests involve both parties rolling, with the highest succeeding.
• Combat is a contest.
Character Races & Classes
• Races: • Classes
• Dwarf. • Mage.
• +1 bonus at Level 1 to Defense when wielding a Shield. • At level 1 the Mage starts with 2 Spells in the Grimoire.
• +1 Other Bonus to Dungeon Exploration. • Each level, may add: +1 Other Bonus to use Magic, +1
• Each level, may add +1 Health and +1 bonus to Defense Other Bonus to Lore OR gain a new Spell.
when wielding a shield OR +1 Other Bonus to Dungeon • Starting Equipment: Leather Armour (+1 Defense),
Exploration. Grimoire with 2 Spells.
• Starting Equipment: Mining Pick (+1 Damage or +5 • Rogue.
against stone monsters) and Shield (+1 Defense).
• +1 Other Bonus to Dungeon Exploration.
• Elf • +1 Other Bonus to Sneaking and Hiding.
• +1 bonus at Level 1 to Attack when armed with a Sword • +1 Other Bonus to Lockpicking.
or Bow.
• Each level, may add +1 Charm, +1 bonus to Attack when • Each level, may add: +1 Other Bonus to Dungeon
armed with a Sword or Bow OR +1 Bonus on rolls to use Exploration, +1 Other Bonus to Sneaking and Hiding, or
magic. +1 bonus to Attack.
• Starting Equipment: Bow (+1 Attack, +1 Damage) and • Starting Equipment: Leather Armour (+1 defense),
Sword (+1 Attack, +1 Damage). Lockpicks (+5 to Lockpicking).
• Human. • Warrior.
• +1 bonus at Level 1 to one of the following: Attack, • +1 bonus at Level 1 to Attack.
Defense or Charm. • Each level, may add +1 to to one of the following: Attack,
• Each level, may add +1 to to one of the following: Attack, Defense OR Other Bonus for feats of strength.
Defense or Charm. • Starting Equipment: Chain Armour (+2 Defense).
• Starting Equipment: Shield (+1 Defense) and Sword (+1
Attack, +1 Damage).
Magic
• Each Spell may only be cast once between rests.

• Spell list:
• Blast: Shoots a bolt of magical energy at a target. Roll against their Defense. D6
damage.
• Entrance: Target enters a trance for a number of hours equal to the level of caster.
• Extra Eye: Conjures an additional eyeball. Can be left in a location, allowing the
caster to spy.
• Extreme Damage: Increase a character’s damage to D6 for the duration of combat.
• Teleport: Travel magically from one location to another.
• Shield: Target gains +2 Defense for the duration of combat.
Name:
• Race: Dwarf.
• Class: Mage.
• Level: 1.
• Health: 10.

• Attack: 0
• Defense: 0
• Charm: 0
• Other Bonus:
• +1 bonus at Level 1 to Defense when wielding a Shield.
• +1 Other Bonus to Dungeon Exploration.
• Equipment:
• Grimoire.
• Spells:
• Charm
Name:
• Story: • Race:
• Class:
• Level:
• Health:

• Attack:
• Defense:
• Charm:
• Other Bonus:
• Equipment:
Goblins
Goblin Mass

• Health:10
• Attack: +10
• Defense: +0
• Special Rules:
• Each Wound the Goblin Mass
takes grants the following: -1
Attack, +1 Defence.
Vermin
• Dire Rat • Filthy Wizard

• Health: 1 • Health: 6
• Attack: +1 • Attack: +0
• Defense: +0 • Defense: +1
• Special Rules: • Special Rules:
• Vermin Explosion. Rat explodes D3
damage.
• Filth Ray. Stun for 1D3 actions.
Vermin
• Dire Rat • Filthy Wizard

• Health: 1 • Health: 4
• Attack: +1 • Attack: +0
• Defense: +0 • Defense: +1
• Special Rules: • Special Rules:
• Vermin Explosion. Rat explodes D3
damage.
• Filth Ray. Stun for 1D3 actions.
Vermin 2
• Rat Swarm • Ratman

• Health: 3 • Health: 2
• Attack: +1D3 • Attack: +2
• Defense: +3 • Defense: +1
• Special Rules: • Special Rules:
• Each wound = -1 Attack. • +2 Ambush.
Vermin 3
• Rat Dragon

• Health: 6
• Attack: +3
• Defense: +3
• Special Rules:
• Weird-fire Breath: +D3, jumps to
another at -1 until gone.
Water Drake
• Water Serpent • Sobeki

• Health: 5 • Health: 5
• Attack: +1 on land, +3 in water • Attack: +3
• Defense: +1 on land, +3 in water • Defense: +3
• Special Rules: • Special Rules:
• Entangle: Can grapple after attack. • Bite: -2 Attack, D6 damage.
-2 to swimming and attacks while • Scales: -1 damage from foes.
grappled. • Grappler: +1 Grapple.
Drake
General Rules
• Challenges involve a dice roll.
• Dice rolls are 2D6+Statistic.
• If the result is higher than the difficulty, it is a pass.
• A roll of double 6s always passes.
• A roll of double 1s always fails.
• Difficulties for challenges may be:
• Trivial (4).
• Easy (7).
• Hard (10).
• Daunting (13).
• Impossible (16).
• Contests involve both parties rolling, with the highest succeeding.
Character, Part 1
• All characters have 3 Statistics:
• Attack – used for fighting.
• Defense – used to resist attacks.
• Charm – used for social encounters.
• Huntslore – Used to hunt, track and understand monsters.
• Other Bonus’ – a collection of circumstantial skills based on Class.
• Statistics range from +0 to +10
• Characters also have Health & Move.
• Health is equal to 9 + Level.
• Each time a character looses a contest in combat, they suffer 1D3 Wounds.
• When a character rests (4 hours or more), they regain 1D6 Wounds.
• Move is equal to 1.
Combat
• Combat is a contest.
• Combat occurs on a radial map.
• The radial has several positions.
• Centre.
• Near to centre.
• Far from centre.
• Distant from centre.
• The radial has four quarters:
• North.
• East.
• South.
• West.
• The character’s foe stands in the centre.
• Each turn a foe may move in 1 quarter’s direction.
• All players in that quarter move 1 position closer to the foe.
• All characters in the opposite quarter move 1 position further from the foe.
• On their turn in combat, a character may move 1 position.
N

E
W

S
Monster Identification Chart

Weakness exposed.
Yes. Weakness can be
targeted.
Characters make Part of Monster.
Monster.
Huntslore roll. Roll beats Difficulty?
No W00eakness
No.
identified.

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