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Frog Errant - A5 (SINGLES)

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Matthew Morris

Strap on your sword and


embrace the croak and ribbit of
a chivalrous amphibian knight
in Frog Errant, the solo fantasy
adventure game for use with
Mausritter.
It’s a deadly and brutal world out
there, and it is not too friendly
for a lone frog. But if you
embrace your quest and heed the
omens, you may just be able to
make a name for yourself. And if
you wander long and far enough,
you may be remembered in the
songs of both frogs and mice.

Frog Errant: Sword-and-ribbits adventure gaming is an independent production by Matthew


Morris of ManaDawn Tabletop Games and is not affiliated with Losing Games. It is published
under the Mausritter Third-party License. Mausritter is copyright Losing Games.
Solo Procedures are taken from Barrow Delver by ManaDawn Tabletop Games.
Harrowing Experiences are inspired by Fallouts from Liminal Horror by GoblinArchives.
Feats are adapted to Mausritter from Crowns by Ward Against Evil.
1.2.1 Knight’s Shop
1.Make a Frog Knight Cost Weapon OR Armor Slots
1.1 Attributes 1 Quiver/Arrows 1
Your Frog Knight has three attribute 1 Short Sword (d6) 1
scores. They will measure basic
1 Bow (d8 ranged) 2
strengths and weaknesses. These are:
Strength, Dexterity, and Willpower. 2 Medium Sword (d6/d8) 1
For each of these attributes, in order, 2 Shield (1 armor) 1
roll 3d8. Drop the lowest result for a 2 Spear (d8/d6 ranged) 2
value between 2-16. 4 Heavy Sword (d8) 2
You may swap any two attributes. 4 Halberd (d10) 2
Roll an additional d4 adding the 5 Breastplate (1 armor) 1
result to any one attribute. 6 Crossbow (d10 ranged) 2
1.2 Hit Protection, Prowess, 6 Full Plate (2 armor) 2
and Backgrounds Add the result of your HP and
Roll d8 for your Hit Protection (HP). Prowess then consult the
This is the damage your Frog Knight Backgrounds table. This is what
can withstand before incurring your frog was before knighthood.
serious harm. 1.3 Species and Bonuses
Roll d4 for your Frog Knights Frogs come in varying species and
Prowess. As a solo adventurer and each species has distinct features
knight-errant, your frog has and bonuses. Consult the species
additional skill and luck. Prowess table and use your HP to determine
can be spent to give specific bonuses your species.
while exploring.
1.3.1 Species Table
Spend Prowess to:
HP Species Bonus
• Deal maximum damage during Advantage on DEX
one combat turn 1 Tree Frog
saves
• Negate all incoming damage in Poison Poison damage is
2
one combat turn Dart Impaired
• Automatically succeed a Save Normal
3-6 d6 Tongue whip
• Force an enemy to automatically Frog
Horned +1 Armor when
fail a Save 7
Frog unarmored
All Prowess points spent must be Advantage on STR
spent prior to rolling (ie before 8 Toad
saves
rolling or receiving damage OR
before seeing the result of a Save).
1.4 Starting Equipment
Depleted Prowess is restored to max Frog Knights start with:
after a Full Rest. • Torches
Prowess is also used to purchase • Rations
weapons and armor before • Background Items
adventuring. Each point of Prowess • Purchased weapons and/or
is equal to two credits. Use credits to armor
purchase weapons and/or armor If your frog’s highest attribute is less
before the start of a campaign. All than 10, receive an additional two
unspent credits disappear after credits to purchase weapons and/or
making your frog. armor. If your highest is less than 7,
receive four credits instead.
1.4 Name 1.5 Background Table
Roll d20 or choose the d84 Background Item A Item B
noble name of your 2 Former Lord Shield Bearer Toad (4hp)
knight. 3 Treasure Hunter Lantern 3’ of rope
1.4.1 Noble Names 4 Jailer Manacles 30 pips
d20 Name 5 Dragoner Pet Dragonfly Whistle
1 Agravaine 6 Friar Cloak Staff
2 Bedivere 7 Bounty Hunter Extra Weapon 60 pips
3 Bors 8 Silversmith Weapon is Silver Hammer
4 Elyan 9 Fishmonger Fishing Rod Worms
10 City Watch Electric Lantern Club (d6)
5 Galahad
11 Inquisitor Holy Symbol Dagger (d6)
6 Geraint
12 Local Hero Chronicler Newt (1hp)
7 Kay
8 Lamorak 1.6 Quests, Dooms, Advancement, Pips,
9 Maleagant XP, and Feats
10 Palamydes Frog Knights set out on heroic quests. Roll d6 to
11 Pellinor determine your starting Quest. When Quests are
completed add d4 to your HP as-well-as roll d20
12 Sagremor for each of your attributes, if the result is higher -
13 Tristan increase the attribute by one. Roll d6 for a new
14 Urien Quest. It is important to keep track of the number
15 Owain of Quests your frog has completed.
16 Caradoc Frog Knights also set out to the tune of a prophetic
17 Ector utterance called a Doom. Roll d6 to determine the
Doom prophesied over your frog. Each time a new
18 Taliesen
Quest is taken, roll an additional Doom. When a
19 Uther Doom is fulfilled, roll d6 on the Harrowing
20 Frollo Experience table and apply the outcome. Then
remove the fulfilled Doom and roll another. There
is no limit to the amount of Dooms a Frog Knight
may have, the minimum is one.
Pips are the currency of the world. 1 pip is equal to
1 XP. Track XP for all pips found while adventuring
and brought back to safety.
XP can be spent on Feats.
Feats are additional skills your Frog Knight can
pick up along the way. Frogs can have a number of
Feat equal to their completed number of Quests.
1.6.1 Quest & Doom Tables 2. Solo Procedures
d6 Quest Solo, or GMless, roleplaying centers
1 Save a village from large snake. on creating a story. These
2 Meet a ghost and free its spirit. procedures attempt to replicate the
3 Discover and expose a lost cult. role of the Game Master (GM) using
simple d20 rolls and some tables.
4 Find an ancient relic of power.
Tables are abstract and could never
5 Rescue a child from sure doom. be 100% able to predict every
6 Defeat a Warband scale enemy. question a GM could be asked.
However, these prompts serve as
d6 Doom inspirations and sparks for
1 A large mammal will hunt you. progressing the story in the same
2 Human traps will wound you. manner you would with a group of
3 Mice will shun your presence. players and a GM.
4 Spiders, it will be the spiders. When you would consult your GM
for more information, use these
5 It will happen underground…
procedures to give direction. Many
6 Beware of the rat’s intentions. questions are Yes/No in orientation,
1.6.2 Harrowing Experiences to get these answers, a “Save” like
mechanic will randomize the answer
d6 Harrowing Experience result. Not all questions are simply
Paranoia sets in, it is your new Yes/No, some questions are more
companion. Roll d8, if it is Open-Ended. For these questions
1
higher than your max HP, take consult Spark Tables. These tables
the new number. produce two random words, that
You a haunted by the shadows together can be interpreted to
of your doom for a week. Roll progress the story thematically.
2 3d6, if the result is higher than Examples Question Types:
your Willpower, take the new
result. Yes/No Question: “Do bandits stalk the
Your amphibious nature kicks forest road?” Open-Ended Question:
3 in, you need to live by the “What is the Duke’s true motive?”
water for d12 weeks. 2.1 Pressure Point
The faeries have noticed you, Pressure Point is a number, X, and
they bless you. All your attacks represents the amount of chaos or
are Enhanced. But the fey want stress at any given moment. An
4
more, attack versus Faeries are adventure begins at 10.
Impaired while their’s are The Pressure Point will get lower as
Enhanced. the chaotic and dire nature of the
Are you a human, curse to a plot thickens. As the story
frog’s life? For d6 weeks you progresses, if things are getting
5
desire to encounter a giant - at intense, lower the Pressure Point to
any cost. 9. If it keeps getting more intense, at
You are doomed. The frog gods the beginning of each session, the
have marked you as anathema. Pressure Point should drop again.
If your next Save for critical
damage is failed, you die Pressure Points shouldn’t be
6 violently. If you succeed, roll adjusted more than twice a session.
3d8+the number of times If things are less intense for the
you’ve been doomed. If the Adventurer, consider raising the
result is higher than you max number to 11 or even 12. X will
HP, take the new total. always equal 8,9,10,11 or 12.
2.2 Yes/No Questions 2.3 Open-Ended Questions
When faced with an opportunity to Open-Ended questions cannot be
ask a question, phrase it in such a answered with a simple Yes/No. This
way that it makes sense as a Yes/No sort of question will explore wants,
answer. Questions should be asked in meanings, descriptions and the like.
the interests of the whole adventure For Open-Ended Questions roll 2d20
not just what is best for the PC. and consult the Spark Tables for the
Consider the outcome of a Yes or a results. One d20 is for Actions and the
No answer. Always present questions other is for Subjects. Combined the
where Yes is the positive affirmation. two words and use your imagination to
(Example: “Did the guard see me sneaking interpret the meaning and answer to
by?” this question places “Yes” in a your question.
negative position. Try instead, “Is my
hiding place keeping me out of the guard’s 2.3.1 Spark Tables
sight?” thus making “Yes” positive). d20 Action Subject
When you have your question, roll 1 compel worship
d20 hoping to roll under X (this 2 enchant adventure
would be the positive “Yes” outcome).
3 disguise truth
Consult the Outcome Table and
interpret the result. If the answer is 4 vanquish target
likely, roll 2d20 and take the lower 5 commend chivalry
number. Inversely, if it is unlikely to 6 possess word
be a positive result, roll 2d20 and 7 strip history
take the higher number.
8 dismount misfortune
2.2.1 Outcome Table 9 befall protection
Relation to X Answer 10 prey on honor
6+ less than X Yes, and…
11 favor unity
3-5 less than X Yes
12 avenge fervor
1-2 less than X Yes, but...
13 persecute instance
Exactly X Complication
14 exalt virtue
1-2 more than X No, but…
15 whip enchantment
3-5 more than X No
16 strive will
6+ more than X No, and…
17 foresee madness
• Yes, and… Yes is the answer and
it comes with a boon for the plot. 18 implore doubt
• Yes. A clear Yes 19 pluck promise
• Yes, but… Yes, however, toned- 20 entreat reason
down outcome, something else
occurs. 3. Feats
• Complication. A plot twist or Feats are passive abilities purchasable
deviation from your intended with XP. This can be done during a Full
outcome. Roll on the Spark Rest.
Tables to interpret what the Spent XP is removed from total XP.
meaning is.
• No, but… Same as the Yes Some feats require a minimum
version, it may not all be bad Attribute score and are only
news. purchasable if your Frog Knight meets
• No. Basically a simple No. the requirements. Others feats may be
• No, and… This is an extreme No, bought multiple times for greater uses.
there are consequences. The cost will vary each purchase.
3.1 Feats List
Ironskin Armorer
Requires Strength 10 Costs 500xp (500xp) (750xp)
Costs 1000xp May be bought 3x
When unarmored you still have 1 During a long rest, repair a weapon or
Armor. If breastplates or full plate are piece of armor one usage dot.
worn, negate this bonus. Not affected If bought twice:
by shields.
Remove two usage dots from one item
Inspiring OR one usage dot from two items.
Requires Willpower 10 If bought thrice:
Costs 500xp (750xp) Remove all usage dots from two items.
Hireling Morale and ally Willpower
Save are all rolled with Advantage. Battle Medic
If bought twice: Costs 750xp (1000xp)
Negate the need of the first Morale May be bought 2x
roll in an Encounter. Allies cannot Heal an ally by d6 hp as an action.
take the Frightened condition. The healed ally does not need to Save
to be back in action.
Skilled Smith
If bought twice:
Costs 500xp (750xp)
Only mark usage on rolls of 5/6. Heal an ally by d3 Strength as well.
No Save required to be up.
If bought twice:
Only mark usage on a 6. Big Game Hunter
Cost 750xp
Parry and Riposte
Requires Dexterity 12
You are able to land attacks against
Warband scale creatures as though
Costs 750xp they were normal scale.
When dual wielding, gain 1 Armor.
Detective
Quick Draw Requires Willpower 10
Requires Dexterity 10
Cost 500xp
Costs 350xp
When searching for clues, traps, or
Always go first in combat. Cannot be treasure. Find more than expected - in
ambushed. a good way.
Weaponmaster Dual Wielder
Costs 750xp (1000xp) Requires Dexterity 10
Increase weapon damage by one dice Costs 750xp (1000xp)
type (d6 becomes d8, d8 becomes d10)
When making an attack with two
If bought twice:
weapons, take both damage roll
d10 weapons deal Enhanced damage. results instead of just the highest.
Spirit Touched If bought twice:
Requires Willpower 13 You can dual wield medium melee
Costs 1000xp weapons.
Cast spells at maximum power only
marking usage on 6s. Receive a Remember to track Quests
maximum of d6 Willpower damage and Dooms. Also track
for any number of miscasts. Pressure Points.
Name

Background: Species:

Inventory Strength
Wielded Worn

Left Body Dexterity

Willpower
Right Body

Backpack
HitProtection

1 2 Prowess

Max Current
Feats
3 4

Completed
Quests
5 6

Dooms

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