A roll & write game by Christian Moe
You have managed to live a half-tolerable life up until this point in time, but now you have grown tired of unreliable odd jobs and fetch quests. You want to retire rich, and preferably before your back breaks. And the fastest way to riches is: Adventure!
But adventuring is dangerous, and the rewards unpredictable. The story of your adventures, however, is highly entertaining, and - with an authors touch - profitable. So you just need to adventure a bit, and you will be set for life.
Choosing the right path will be crucial for the books success, but luckily you have been born with a special sense of foreboding, that lets you know beforehand the challenge of a path, but not its specifics.
You travel out from your Hometown, not to grow rich from the treasures you find on your unknown path, but from the tales of the challenges you will encounter.
You want to experience an epic adventure, so you can write a book that will financially secure your future. At the end of the game, if you do not die, you calculate your Review Score, which represents the success of your book. If your Review Score is sufficiently high, you win the game.
The game can end in three ways:
In the game, you will move from Area to Area, and gradually create a map of your adventures, as you explore out from your Hometown, and face challenging Encounters.
In Encounters you may earn Experience and gold, but at the risk of suffering Wounds and Fear.
In Towns, you may Rest, buy Equipment and Items, get secret knowledge from Oracles, or earn a bit of gold by working a normal boring job.
Each Encounter that you overcome will become a Chapter in your book.
Each square on your paper is an Area. You start the game in a Town Area (your Hometown). Then you roll dice to fill in all the surrounding Areas, which can be of the types: Town, Encounter, or Blocked.
You progress through the game, by moving to Encounter Areas. There are 6 types of Encounters: Obstacle, Personal, Combat, Threat, Puzzle, and Trap. Each type of Encounter have various ways to be dealt with, but usually requires you to roll dice.
Your main enemies will be Fear and Wounds. Fear is unstoppable. If you let your Fear rise too high, you will suddenly find yourself fleeing from Encounters. Wounds can be fatal, but may be healed, if you have the gold to pay for it.
You need the following to play this game:
Your paper should be vertically oriented. At the top of the paper, write the name of your adventurer, and the working title of your book (you may change the name before release).
In the top left corner of your checkered paper write your adventurers Attributes and Stats in the following way:
Attrs | Stats | |
---|---|---|
STR: | (...) Wounds: | |
WIS: | Gold: | |
INT: | XP: | |
DEX: | Level: | |
CHA: | Fear: | |
LUC: | Chapters: | |
Equip: | ||
Items: |
Underneath, draw a horizontal line all the way across your paper. This line and the sides of the paper are the edges of the world.
Info
Attributes are Strength (STR), Wisdom (WIS), Intelligence (INT), Dexterity (DEX), Charisma (CHA), and Luck (LUC).
Your Attributes are the basic traits of your adventurer. You do not choose the traits you are born with, but you do choose how you use them.
To find your Attribute values, do the following:
Example
We rolled [6] [5] [2] [2] [1] [3]. The 6 and 5 are both changed to 4.
We set STR to 4, making our maximum Wounds 15+4 = 19. We create our adventurer as such:
Attrs Stats STR: 4 (19) Wounds: WIS: 2 Gold: INT: 2 XP: DEX: 1 Level: CHA: 3 Fear: LUC: 4 Chapters: Equip: Items:
During the game, you will need to make Attribute Checks to determine various outcomes.
To make an Attribute Check dot the following:
In your past, you may have struggled from being weak, foolish, stupid, clumsy, ugly or just plain unlucky. But while you may have had to work harder to be where you are today, it has also given you valuable life experiences that you can make use of in your adventuring.
Example
From Strength, we would get 0XP (4-4), Wisdom 20XP ((4-2) * 10), and so on, totalling 80XP.
Attrs Stats STR: 4 (19) Wounds: WIS: 2 Gold: INT: 2 XP: 80 DEX: 1 Level: CHA: 3 Fear: LUC: 4 Chapters: Equip: Items:
Your Level is derived from your Experience.
To find your Level, divide your Experience by 100, and round down.
Example
With 80 XP, we get 80/100 = 0.8 = 0 rounded down, so we do not get a Level.
In your past, you may have been wise and put some gold to the side. You may have used your strength doing manual labor, or used your intellect to bookkeep in a small shop, or maybe you dexterously cleaned chimneys . You may have been able to get a better wage in your small jobs using your charms. And maybe you just got lucky…
Whatever the means, you may have a bit of gold when you start your adventure.
Example
For our Attribute Checks we roll [4] [4] [3] [1] [4] [2], which will earn us 3 gold total from STR, DEX, and LUC, and 30XP from WIS, INT, and CHA. The extra XP will also bump us to Level 1.
Attrs Stats STR: 4 (19) Wounds: WIS: 2 Gold: 3 INT: 2 XP: 110 DEX: 1 Level: 1 CHA: 3 Fear: LUC: 4 Chapters: Equip: Items:
Pick a square on your paper, where you would like your Hometown to be, as long as it is below the horizontal line.
Then to create the Town do the following:
Example
If we roll a [2], we write.
[HT2]
The number represents the Town's Wealth, which determines the general cost of Inventory and services in the Town.
In each empty Area around your Hometown (including diagonally), do the following:
Example
We roll [2] [1] [1] [6] for the top-left square, [3] [3] [1] [6] for the next, [1] [1] [1] [3] for the third, and so on, and add 2 for our Level (as 1 * 2 = 2).
[ B ][ 15][ T3] [ 14][HT2][ 18] [ 16][ 17][ 11]
You are now ready, to begin the game.
You switch between being in and out of Encounters.
When you are not in an Encounter, you must pick your next destination Area, and draw a Route to it.
A Route is a straight red line connecting a red dot in your current Area to a red dot in your next Area.
When you draw a Route, you must do the following:
To start an Encounter, pick an available square with an Encounter Challenge Level (ECL), draw a Route to it, and determine its type.
You roll 1d6 to determine the Encounter type:
In the Area, write the letter of the Encounter type before its ECL.
Example
We will attempt the bottom right Encounter. We roll a [5] which is a Puzzle Encounter, and write Z in front of the 11.
[ B ][ 15][ T3] [ 14][HT2][ 18] [ 16][ 17][Z11]
After learning the Encounter type you have two options:
To overcome an Encounter, you must add dice to your dice pool. You will get dice from your Attributes, your Level, as well as any relevatnt Equipment you have, or Items you spend.
In some Encounters you may also Strain, where you suffer a Wound to add a die.
The specific rules for each Encounter is described in the Encounter Types section.
If you overcome an Encounter you cross out its Area, and cannot attempt it again.
After crossing it out, you must create surrounding Areas, as you did with your Hometown (see Create Surrounding Areas).
If an Encounter seems unsurmountable, you may have the option to Flee from it.
When you Flee, suffer +1 Fear.
Some Encounter types also have additional penalties for fleeing (see the Encounter Types section).
When you Flee, cross out the red dot, move back to the last red dot on your Route, and move forward from there.
When facing certain Encounters, you may be overwhelmed by Fear. You must make a Fear Check, to regain control.
To make a Fear Check:
In Towns you can spend gold to Rest, see an Oracle or purchase Inventory.
You can also earn gold by Working.
Each time you visit a Town, that is not your Hometown, you may also attempt to Haggle for a discount.
You may spend and earn as much in a Town as you wish, but when you move on to the next Encounter, you cannot return to the Town again.
To mark it as visited, cross out its Area (the only exception is your Hometown).
Note
Towns are rare. Everytime you create an Area, there is only a 3.5% chance for it to be a Town. So plan your time in a Town wisely.
You may visit your Hometown as many times as you wish between Encounters.
Every time you return to your Hometown add 1 Fear as the familiar setting invites you to stay.
If you use your Hometown before your first Encounter, do not add Fear.
When you enter a Town (not your Hometown), roll a Charisma Check.
If successful, all prices in the Town are reduced by 1 gold.
Inventory is split into two categories: Equipment and Items.
You can only purchase 1 of each kind of Equipment, but may use them as many times as you wish.
You may purchase as many of each Item as you wish, but must cross them out after use.
If you purchase an Item or an Equipment, write its name in your Stats, and remove the gold you spent.
Example
After some adventuring, we go to a Town with 1 Wealth.
We spend 4 gold to buy a Flute, and 8 gold to buy 2 Snacks.
Attrs Stats STR: 4 (19) Wounds: 6 WIS: 2 Gold: 2 INT: 2 XP: 231 DEX: 1 Level: 2 CHA: 3 Fear: 4 LUC: 4 Chapters: 5 Equip: Flute Items: Snack, Snack
The purchase price of each Equipment and Item are their base price plus the Town's Wealth.
Name | Type | Effect | Base Price |
---|---|---|---|
Flute | Equipment | +1 dice in mental Personal Encounters | 3 |
Rope | Equipment | +1 dice in Obstacle Encounters | 6 |
Bow | Equipment | +1 dice in Threat and Combat Encounters | 9 |
Armor | Equipment | Reduces Wounds by 1 when taking damage. | 9 |
Shield | Equipment | Gives a STR or DEX Check to avoid Wounds in Combat Encounters | 12 |
Sword | Equipment | +3 dice in Combat Encounters | 15 |
Dog | Equipment | +1 dice in Threat, Combat & mental Personal Encounters. Ignore Trap triggers. | 20 |
Snack | Item | +2 dice in a physical Personal Encounter | 3 |
Rare Figurine | Item | +2 dice in a Threat Encounter | 6 |
Liquid Focus | Item | +2 dice in a Puzzle Encounter | 6 |
Trap Disarming Kit | Item | Overcome a Trap Encounter challenge | 9 |
Bomb | Item | +3 dice in a Combat Encounter or Obstacle Encounter | 12 |
Luck Potion | Item | Reroll any roll. | 12 |
health Potion | Item | heal 4 Wounds. | 12 |
You can sell your Inventory in Towns.
You receive its base price / 2 (rounded down) in gold.
After selling an Item or Equipment, cross it out in your Stats.
You can rest at an inn in the Town, and get medical aid to heal 3 Wounds.
The cost is 1 + the Town's Wealth.
Coming across gold in your adventures can be a rarity. If you find yourself in need of gold, you may spend time earning an honest wage in the nearest Town. However, the more time you spend getting a calm, predictable income, the less appealing adventuring becomes.
To earn 1d6 + W gold, where W is the Town's Wealth, you suffer 2 Fear.
You may visit an Oracle. An Oracle will reveal the Encounter type of an Area with an untyped ECL.
The cost is 1 + W gold, where W is the Town's Wealth.
Once purchased, roll and write for an Encounter type in an Area with an untyped ECL, without starting the Encounter.
A physical barrier is blocking your path.
First, find the amount of dice you will roll:
Then, roll all your dice. If the sum is higher or equal to the ECL, you succeed, else you fail.
You are affected by a physical or mental issue.
First, find the amount of dice you will roll:
Then, roll all your dice. If the sum is higher or equal to the ECL, you succeed, else you fail.
You are attacked by a hostile creature. The creature has a Life value equal to the ECL. You overcome a Combat Encounter by bringing the creatures Life down to or below 0.
First, you may Flee the Encounter (see Flee Combat Encounter).
Then, find the amount of dice you will roll:
Then, roll all your dice. If the sum is higher or equal to the creatures' current Life, you succeed, else you fail.
You damage the creature.
The creature damages you.
You attempt to run away from the Encounter, but the creature gets a free attack at you.
You have defeated the creature.
You are threatened by a hostile creature.
First, find the amount of dice you will roll:
Then, roll all your dice. If the sum is higher or equal to the ECL, you succeed, else you fail.
You attempt to run away from the Encounter, but the creature gets a free attack at you.
A strange mechanical contraption blocks your path, and may hide something precious.
First, find the amount of dice you will roll:
Then, roll all your dice. If the sum is higher or equal to the ECL, you succeed, else you fail.
You may try again, or Flee. If you Flee, suffer 1 Fear.
A hidden mechanism, aimed to harm you, or protect something.
If the Trap did not trigger, you may use a Trap Disarm Kit to overcome the Encounter.
Find the amount of dice you will roll:
Then, roll all your dice. If the sum is higher or equal to the ECL, you succeed, else you fail.
Once you have finished with your adventure, it's time to write your book, and determine your Score. Your skill at writing is determined by your Intelligence.
First, add the following:
Then, subtract the following:
If your score is the amount of years, you can live off your book.
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During your adventuring you will grow more knowledgeable. This is represented by your Experience (XP). Experience is also an indicator of the quality of your book - the higher risks, the more XP, the better the Chapter.
Whenever you earn XP, write down each XP earned as a tally mark.
Your Level represents the basic skills you learn while adventuring. When your Level increases, you become better equipped to overcome the challenges you face.
Your Level follows your XP. Whenever you reach a multiple of 20XP (20, 40, 60, 90...etc.) you gain 1 Level. Write down 1 tally mark.
You can always calculate your current Level, by dividing your XP by 20, and round down.
As an adventurer you constantly find yourself in dangerous or even life threatening situations. Some will leave scars on your soul that cannot heal. Over time these scars may surface as uncontrollable panic.
This dread is represented by Fear. It is the cold shiver that runs through you, when you take your first step on a dangerous path.
If you ever reach 20 Fear you are mortally afraid of adventuring. You must finish your book with the material you have.
During the game, you may suffer Wounds. Each time you suffer a Wound, draw a circle in your Wounds stat.
If you ever have 15 + STR Wounds you immediately die, and lose the game.
Your Chapters track your book's progress. Each Chapter covers a single Encounter.
When you have 20 Chapters, you can finish your book, and the game ends.
Your Inventory is a list of the Equipment and Items you carry around.
You use list tracking to track your Inventory.
During your adventure, you can purchase Equipment in Towns.
You can only carry 1 of each piece of Equipment.
During your adventure, you can purchase Items in Towns. Items can be used once, and must after use be crossed out.
You may carry as many of each Items as you wish. -->
D6 Roll | Obstacle Story |
---|---|
1 | A broken bridge across a rocky chasm. |
2 | A fallen rock in a narrow mountain gap. |
3 | A raging river |
4 | A thick grove of thorny bushes |
5 | A broken moat bridge in an ancient destroyed castle |
6 | A thick moogish swamp |
D6 Roll | Personal Physical Story |
---|---|
1 | A bout of exploding diahrrea. |
2 | Hunger. |
3 | Food poisoning. |
4 | An injured ankle. |
5 | Blinded by a sandstorm. |
6 | Bitten by a spider |
D6 Roll | Personal Mental Story |
---|---|
1 | Depression. |
2 | Hallucination. |
3 | Fainting. |
4 | . |
5 | . |
6 | . |
Attrs | Stats | |
---|---|---|
STR: | ( ) Wounds: | |
WIS: | Gold: | |
INT: | XP: | |
DEX: | Level: | |
CHA: | Fear: | |
LUC: | Chapters: | |
Equip: | ||
Items: |
1: Obstacle
- First: You may Flee & suffer 1 Fear
- Dice: STR/DEX + Level + Strain + Rope + Bomb
- Success: +1 Chapter & ECL XP
- Failure: DEX Check: 1 Wound/3 Wounds, Armor reduces 1, you may Flee.
2: Personal
- First: Roll 1d6: 1-3 Mental/4-6 Physical
- Dice:
- Mental: INT/CHA + Level + Flute + Pet
- Physical: STR/DEX/WIS + Level + Snack
- Success: +1 Chapter & ECL XP
- Failure:
- Mental: 3 Fear
- Physical: 3 Wounds & 1 Fear
- +1 Chapter & cross out Area.
3: Combat
- First: Make a Fear Check. You may Flee & suffer 1 Fear. Life = ECL.
- On Flee: DEX Check: 1 Wound/1d6 Wounds. Armor reduces 1.
- Dice: STR/DEX + Level + Strain + Sword/Bow + Bomb + Pet
- Success:
- Damage = Roll - Life
- Life = Life - Damage
- If Life > 0, roll again, else Victory.
- Failure:
- DEX Check: 1 Wound/1d6 Wounds
- Armor reduces 1
- Shield: DEX/STR Check: No Wounds
- You may Flee.
- Victory: +1 Chapter & ECL XP & LUC Check: 1d6 gold/1 gold
4: Threat
- First:
- Make a Fear Check.
- You may Flee & suffer 1 Fear.
- You may convert to Combat Encounter.
- On Flee:
- DEX Check: 1 Wound/1d6 Wounds.
- Armor reduces 1
- Convert to Combat Encounter, and + 5 ECL.
- Dice: WIS/INT/CHA + Level + Bribe + Bow + Rare Figurine + Pet + removed Equipment
- Success: +1 Chapter & ECL XP
- Failure: Convert to Combat Encounter with +5 ECL. Start Combat Encounter.
5: Puzzle
- First: You may Flee & suffer 1 Fear
- Dice: WIS/INT + Level + Liquid Focus
- Success: +1 Chapter & ECL XP, LUC Check: 2d6 gold/2 gold.
- Failure: +1 Fear. You may Flee.
6: Trap
- First:
- Trigger: INT/WIS Check: No damage/1d6+1 Wounds and mark as triggered.
- You may use a Trap Disarming Kit to auto-succed.
- You may Flee & suffer 1 Fear.
- Dice: WIS/INT/DEX + Level
- Success: +1 Chapter & ECL XP, LUC Check: 1d6 gold/nothing.
- Failure:
- +1 Fear.
- If not triggered: Suffer 1d6+1 Wounds.
- Make a Fear Check.
- You may Flee & suffer 1 Fear.
Name | Type | Effect | Base Price |
---|---|---|---|
Flute | Equipment | +1 dice in mental Personal Encounters | 3 |
Rope | Equipment | +1 dice in Obstacle Encounters | 6 |
Bow | Equipment | +1 dice in Threat and Combat Encounters | 9 |
Armor | Equipment | Reduces Wounds by 1 when taking damage. | 9 |
Shield | Equipment | Gives a STR or DEX Check to avoid Wounds in Combat Encounters | 12 |
Sword | Equipment | +3 dice in Combat Encounters | 15 |
Dog | Equipment | +1 dice in Threat, Combat & mental Personal Encounters. Ignore Trap triggers. | 20 |
Snack | Item | +2 dice in a physical Personal Encounter | 3 |
Rare Figurine | Item | +2 dice in a Threat Encounter | 6 |
Liquid Focus | Item | +2 dice in a Puzzle Encounter | 6 |
Trap Disarming Kit | Item | Overcome a Trap Encounter challenge | 9 |
Bomb | Item | +3 dice in a Combat Encounter or Obstacle Encounter | 12 |
Luck Potion | Item | Reroll any roll. | 12 |
Health Potion | Item | Heal 4 Wounds. | 12 |