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Heartseeker v3

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Heartseeker

Being a traditional fantasy adventure game

by Scott Malthouse
Heartseeker Being a traditional fantasy adventure game
TIME
• 1 round - time taken for all turns
• Combat round = 10 seconds
• Dungeon exploration round = 10 minutes
• Wilderness exploration round = 1 day
and gaining treasure (1 gold piece value = 1xp).
Once you reach 2000xp x current level,
advance a level. When you do:
• Roll d20 for each ability. If you roll over,
+1 to that ability
• Add class HD die to your total hp. After
SPELLS MORALE level 9 gain 2hp per level.
Heartseeker is an adventure game inspired by the Wizards know the following spells. Prepare a
original from the 70s. One player is the referee When monsters are outnumbered and on half
number of spells per morning equal to half class hp, roll a d10. Monsters with HD less than MONSTERS
while the others are player characters (PC’s) in a level+1 (round up). Each can be used once per
land of intrigue and danger. the roll flee or concede. Monsters refer to any enemy the referee
day and forgotten if not used. Wizards may controls. Abbreviations:
cast light and parlour tricks indefinitely. AMMO • HD: Hit Die - the number of d8s rolled to
CHARACTER CREATION
• Arcane Shot: Deal d6+1 damage to a Run out of ammo if you roll a 1 on attack. work out hp. The higher, the tougher.
Roll 3d6 for each ability:
creature within 80’. • AC: Armour class
• Physical: strength, dexterity, combat. +1 to
• Fireworks: A creature within 30’ takes a - MOVEMENT RATE • Atk: To hit bonus (slashes denote multiple
hit and damage if 14+
2 to attacks on their turn. PC’s move 40’ per turn during combat and 120’ attacks). Damage in brackets.
• Mental: intelligence, common sense. Gain a
• Unlock: Unlocks mundane and magic doors per turn during dungeon exploration (denoted as • SV: Saves
language for every point over 13.
or chests. 40/120). • MV: Movement rate
• Aura: presence, charm, looks. +1 to monster
• Enchant Weapon: A creature’s weapon • XP: Experience points
reaction rolls if 14+.
within 30’ gains +1 to hit and damage for RECOVERY
on their turn. Heal naturally 3hp per day. Potions heal 1d8hp. MONSTER REACTION (1D6)
SAVES
• Illusion: Create an illusion of your choice, 1. Immediate attack
A save prevents certain ill effects. Saves correspond MONEY
no bigger than 7’. Lasts for 1d6 rounds. 2-3. Hostile
to abilities. PC’s start with 3d6x10 gp.
• Sleep: Puts 1d4 creatures within 100’ to 4. Uncertain
• Physical: save against physical damage & • 10 copper pieces (cp)= 1 silver piece (sp)
sleep. They must save vs Mental to stay 5. Friendly
effects such as diseases and poisons. • 10 silver pieces (sp) = 1 gold piece (gp)
awake. Awoken if harmed. 6. Volunteers to help
• Mental: save against mental spell effects,
illusions & paralysis. ARMOUR
PRAYERS Ant, Giant: HD2, AC13, Atk Bite +1 (d6),
• Aura: save against charm effects. Each type of armour has an Armour Class
Clerics can use the following prayers. Prepare a SV P12 M6 A9, MV 40/120, XP20
number of prayers per morning equal to half (AC). An unarmoured PC has AC 10
Roll under the relevant ability score on a d20 to • Cloth AC 11 (10gp) Basilisk: HD6, AC14, Atk Bite +3 (d6), SV
class level (round down). Each can be used once P16 M10 A13, MV 30/90. XP275 Special:
succeed a save. • Leather AC 12 (20gp)
per day and forgotten if not used. Turns any creature looking into its eyes to
• Mending Hands: An adjacent creature is • Studded Leather AC 13 (30gp)
CLASSES • Chain AC 14 (40gp) stone until cured (save vs mental).
healed d8 hp (or damages undead d8) Bugbear: HD3, AC15, Atk weapon +1 (d8),
Choose a class. HD = Hit Die. Roll this for your • Banded Mail AC 15 (50gp)
• God Shield: A creature within 50’ gets +1 SV P13 M11 A9, MV 40/120. XP35
starting hit points (hp). • Plate AC 16 (60gp)
AC for a round. Special: Gains a surprise on a 1-3 on a d6.
• Warrior: HD d10, gain an extra attack if • Shield +1 AC (needs spare hand) (10gp)
• Remove Condition: Removes paralysis, Chimera: HD9, AC16, Atk claw +4/claw
your level is at least 2 higher than the enemy
disease or poison from an adjacent creature. +4/bite +4 (d6/d6/d8), SV P18 M14 A14,
HD. Can wear all armour. WEAPONS
• Thief: HD d6, advantage when stealing, Weapons never differ in damage, but they are MV 60/180 (flying). XP900 Special: 1 in 3
ABILITY CHECKS chance on a d6 will breathe fire +4 (d10).
moving silently or climbing. Do +d6 damage physically different. Unarmed damage is -1.
When an action’s outcome is uncertain, make an Dragon: HD8, AC17, Atk claw +4/claw
when surprising. Cannot wear plate, banded • Dagger (thrown 20’) (3gp)
ability check. Roll under the relevant ability +4/bite +4 (d6/d6/d8), SV P16 M15 A13.
mail or chain armour. • Sword (7gp)
with a d20 to succeed. Advantage = roll twice MV 60/180 (flying). XP650 Special: Uses
• Wizard: HD d4, can cast spells. Advantage • Mace (5gp)
and take lowest. Disadvantage = roll twice and breath weapon 3 times per day. 80x30’ cone.
on mental saves. Can only wear cloth armour. • Axe (7gp)
take highest. Enemy save vs physical or takes 2d8 damage.
• Cleric: HD d8, can use prayers, advantage on • Spear (can hit from 10’ away) (8gp)
aura saves. Can wear all armour. Can only use • Staff (wizard favourite) (2gp) Goblin: HD1, AC14, Atk weapon +0 (d6),
COMBAT SV P11 M8 A10, MV 40/120. XP10
blunt weapons. • Sling (30’ range) (2gp)
• Referee determines surprise. Surprised side Special: Fight with -1 to hit during daylight.
• Pathfinder. HD d8, advantage when hunting, • Bow (80’ range) (25gp)
acts second. Lizardkin: HD2, AC14, Atk weapon +1
hiding a camp or tracking. +1 to hit with • Longbow (160’ range) (40gp)
• Each side rolls d10. The highest goes first (d6), SV P12 M8 A9, MV 40/120. XP20
ranged attacks. Cannot wear plate armour. • Quiver of arrows (5gp)
(reroll ties) Ogre: HD4, AC13, Atk weapon +2 (d10),
• Take one action per turn (move, attack, SV P16 M10 A14, MV 50/150. XP75
BLOODLINE ENCUMBRANCE
cast spell/prayer etc) Skeleton: HD1, AC12, Atk claw +0 (d6), SV
Choose a bloodline. Gain the language of that • Carry a number of items equal to physical
• Can move 1/4 speed and attack. P12 M4 A10, MV 40/120. XP10. Special:
bloodline Everyone speaks common (human + 10. Coins are 100:1.
• Attacking: roll d20 + half level (round Takes half damage from slashing or piercing
language). • Overencumbered = half movement.
down) vs enemy AC. If equal or higher weapons. Unaffected by sleep spells.
• Human • Goblin • Gnome score a hit. Roll class HD in damage. This Troll: HD6, AC13, Atk claw +3/claw +3
• Elf • Orc • Kobold ADVANCEMENT
comes off hp. Monsters die at 0hp, but (d6/d6), SV P16 M10 A18, MV 60/180.
• Dwarf • Ratkin • Catfolk Gain xp (experience points) for slaying creatures
PC’s more likely to be unconscious or XP 275, Special: Regenerates 3hp per turn
captured. License: Creative commons 4.0 with attribution after reaching half hp.
Cover: © Dean Spencer

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