Battle Quest

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Battle Quest

Adventure Game
Manuel Corpas (Order #42476677)
Battle Quest

Crystal Star Games


Author
Shane Garvey

Editor
Bryan Francis

Cover Art
UKG Publishing

Internal Art
Cerberus Illustration, Steve Robertson

Manuel Corpas (Order #42476677)


How to Play
INTRODUCTION Once every player has chosen their adventurer they
Battle Quest is an adventure game for 1-4 people. Each should use the gold coins they have to purchase
player takes the roll of a heroic adventurer, seeking to equipment for them.
make his fortune in the dark and dangerous areas of the
world. It is a world of dragons and ogres, knights and When everyone is happy with this, it is time to play.
wizards, swords and sorcery, where the life of your
adventurer can be snuffed out at any moment.
PLAYING THE GAME
Before you can play you will need some things. Pen and Before playing every player should roll a D6. Whoever
paper (or something else to record things that happen scores highest gets to play first. When that player’s turn is
during the game) are essential, as are some dice. You will complete, the person to that player’s left has the next turn
need at least two dice, numbered 1-6 (what we will refer and so on.
to as a D6 from now on).
During a player’s turn follow these steps.
You will see throughout the rules that we use terms such
as ‘roll a D6’, ‘roll 2D6’ or ‘roll a D3’. This simply means 1. Roll for Encounter.
‘roll a dice’, ‘roll 2 dice’, and ‘roll a dice and halve the 2. Decide if you will stay or flee. If you flee, lose 1 Life
result, rounding up’. Point and end your turn.
3. Resolve Encounter.
You will also occasionally see reference to ‘roll a D66’. 4. If successful, roll for Treasure.
What this means is ‘roll a dice, then roll a second dice, 5. End your turn.
counting the first number as tens and the second number
as ones.’ For example, if you rolled a 3 followed by a 5, The following pages will explain these steps in greater
you would count it as a roll of 35. detail.

PRE-GAME
Before the game can begin you must first choose an
adventurer and outfit him for the dangers ahead.

All players first roll a D6. The highest scoring player gets
to choose his adventurer first (if scores are tied, roll off
again to see who gets first pick).

This is an important step, as the same adventurer cannot


be chosen more than once.

Manuel Corpas (Order #42476677)


Adventurers
Adventurers are the characters the players take through You can print these adventurers out and hand them to the
the missions, hopefully leading them to glory and fortune. player, or just write the details down on a piece of paper.

There are four adventurers to choose from, each with Once you have chosen your adventurer, move on to
their own special rule and description. They are the buying equipment.
Warrior, the Mage, the Thief and the Treasure Hunter.

Warrior

LIFE POINTS GOLD COINS DEFENCE SPECIAL RULE

5 50 4+ Gets +1 on roll to beat


enemy’s Defence.
The warrior is a master of hand-to-hand combat. He is trained in the martial arts and is able to use weapons with skill
and ability.

Mage

LIFE POINTS GOLD COINS DEFENCE SPECIAL RULE

5 50 3+ Gets +1 on roll to use spells.


Starts with 1 fire spell.
The mage is skilled in the arcane arts, able to blast his foes with magic to devastating effect. Only he has studied long
enough and hard enough to control these energies and to bend reality to his will.

Manuel Corpas (Order #42476677)


Thief

LIFE POINTS GOLD COINS DEFENCE SPECIAL RULE

5 60 4+ Ignore locked doors.

The thief is adept at, well, stealing things. He is capable of getting into places where others don’t want him to be and have
specifically designed locks or doors to keep people out of!

Treasure Hunter

LIFE POINTS GOLD COINS DEFENCE SPECIAL RULE

5 50 4+ Add +D3 to any gold coins


found.
The treasure hunter lives for the thrill of exploring dangerous places in search of long lost artifacts, forgotten relics and
forbidden gold. He seems to be able to sniff gold out in the most unlikely of places.

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Equipment
Equipment is a critical part of your adventurer. Having Each adventurer had an amount of gold coins when you
the right piece of gear at the right time could be the chose them. You may now spend that gold to buy
difference between your adventurer remaining alive or equipment for them. You do not have to spend all of your
perishing to whatever danger they are currently facing. It gold if you do not wish to.
goes without saying, therefore, that you should choose
wisely!

Item Cost Special rules

Weapon 12 gold coins -1 to hit enemy if you fight without a weapon.


Armour 20 gold coins Ignore a hit on a roll of 5+
Shield 12 gold coins Ignore a hit on a roll of 6+
Bandages 8 gold coins Restore 1 Life Point. One use only.
Healing Potion 15 gold coins Restore D3 Life Points. One use only.
Curative Potion 25 gold coins Restore all Life Points. One use only.
Rope 5 gold coins Use to automatically escape pits. One use only.
Lantern 10 gold coins Ignore the effects of getting lost. One use only.
Lock Picks 7 gold coins Ignore the effects of locked doors. One use only.
Treasure Map 20 gold coins Double any gold you find. One use only.
Potion of Strength 8 gold coins Add +1 on roll to beat enemy’s Defence. One use only.
Potion of Toughness 8 gold coins Increase your Defence by +1. One use only.
Potion of Skill 15 gold coins Re-roll a dice. One use only.
Fire Spell 15 gold coins Roll 2+ on D6 to use, then discard. Enemy loses 1 Life Point.
Lightning Spell 20 gold coins Roll 4+ on D6 to use, then discard. Enemy loses D3 Life Points.
Healing Spell 15 gold coins Roll 3+ on D6 to use, then discard. Restore D6 Life Points.
Invisibility Spell 10 gold coins Roll 3+ on D6 to use, then discard. Flee Encounter without losing
Life Points.
Death Spell 25 gold coins Roll 6+ on D6 to use, then discard. Enemy loses all Life Points.

Manuel Corpas (Order #42476677)


Playing the Game
In Battle Quest, the adventurers are exploring a hidden
dungeon deep beneath the earth. Within the dungeon lairs ROLL FOR ENCOUNTERS
an ancient dragon who has, over the years, amassed a To determine what Encounter you face, roll a D6, followed
hoard of treasure. The adventurers risk life and limb in by another D6. Consult the Encounter table on the
search of this treasure, hoping to escape not only with it, following pages and find the Encounter listed, then check
but also with their lives! The first person to beat the the entry for that Encounter further on. Follow all of the
dragon wins! instructions listed there.

Each player rolls a D6. The highest rolling player goes


first. If the highest roll is tied, these players roll off until STAY OR FLEE
there is a clear winner. Once that players has had their Unless the Encounter states otherwise, you have the
turn, play continues with the person to the left. choice to either stay and face it or flee and ignore it.

During a player’s turn follow these steps. If you choose to stay, move on to the next step to resolve
the Encounter.
1. Roll for Encounter.
2. Decide if you will stay or flee. If you flee, lose 1 Life If you choose to flee, you lose 1 Life Point and your turn
Point and end your turn. ends.
3. Resolve Encounter.
4. If successful, roll for Treasure. RESOLVE THE ENCOUNTER
5. End your turn.
If you choose to stay instead of flee it is time to now
resolve the Encounter.

Generally, all you have to do is follow the instructions


within the Encounter and play it out until the end.

Often the Encounter will instruct you to fight someone


(or something!). If this is the case follow these steps.

1. Roll a D6 for your adventurer and a D6 for the


enemy. Highest score is the attacker, lowest score is
the defender. (If the rolls are tied, roll again).
2. The attacker rolls a D6. If he equals or beats the
defender’s Defence value he scores a hit. The defender
loses 1 Life Point. Otherwise he misses and the
defender loses 0 Life Points.
3. The attacker now becomes the defender and vice
versa. This continues until one or the other reaches 0
Life Points. If this is the adventurer they have died; if
it is the enemy you have beaten the Encounter.
Manuel Corpas (Order #42476677)
TREASURE DEALING WITH DEATH
Assuming you resolve the Encounter successfully, you now If your adventurer happens to fall to 0 Life Points, he is
get to roll to see what treasure your adventurer manages dead, dead, dead! This is the end for your adventurer but,
to find. Most of the time this will be gold coins, but you thankfully, not the end for you.
might also find powerful magical items!
If you find yourself with a dead adventurer you must start
The full rules for generating treasure are found in the again. Choose a new adventurer (remember there cannot
Treasure pages. be two of the same adventurer in the game), buy
equipment and head back to the mission. Any equipment
and gold coins your previous adventurer had are lost,
END YOUR TURN though, so you will be starting out from scratch again!
Make any changes to your character, recording new
treasures and any Life Points you may have lost. The next
player now takes their turn. COMPLETING THE QUEST
When you think you are ready, you can attempt to finish
the quest by taking on the mighty dragon.
OTHER THINGS TO DO You can attempt to defeat the dragon at any time when it
Having Encounters is not the only thing you can do on
is your turn. You cannot flee from this Encounter and
your turn. There are two other things you can do instead
must fight it to the death.
of having an Encounter: rest, and return to town.
If you manage to beat it, you win the game!

REST
Your adventurer can have a bit of a rest if you wish. This
involves him sitting down, eating a bit of food and maybe
even getting in a bit of a nap (adventurers are used to
sleeping in cold, damp, dangerous conditions!).
DRAGON
If you decide to do this, you must skip your turn.
However, your adventurer regains 1 Life Point. LIFE POINTS DEFENCE
6 6+
RETURN TO TOWN
Returning to town is a time-consuming yet sometimes Every time the dragon attacks you, you lose 1 Life
necessary thing to do. Point automatically from it’s fiery breath.

When you return to town you must spend one of your The dragon will ignore the effects of a spell on a D6
turns getting to the town, one turn in town, and one turn roll of 5+.
returning to the adventure before you can roll for any
more Encounters.

When you are in town, you may purchase new equipment


from the list on the previous pages.

Manuel Corpas (Order #42476677)


Encounters
The core of any adventure is the Encounters. Each When it is your turn, roll a D6, followed by another D6.
Encounter is an event or series of events that your Consult the chart below to see what Encounter you
adventurer must conquer and resolve in order to move generate, then find that Encounter entry over the
on. following pages to find out what happens.

2 1ST ROLL

N 1-2 3-4 5-6

D 1 Orc Treasure Kobold

2 Goblin Giant Bat Locked Door

R 3 Locked Door Giant Rat Ogre

O 4 Trap Giant Spider Lost

L 5 Skeleton Pit Treasure

L 6 Zombie Lost Minotaur

1-2, 1: ORC 1-2, 2: GOBLIN


You encounter a vicious orc, a humanoid creature with Small and sneaky, goblins are green-skinned humanoids
grey-green skin. It stands a little over six feet in height standing about four feet tall. It jumps out of the shadows
and is well muscled. It is also carrying a big axe... and attacks you.

ORC GOBLIN

LIFE POINTS DEFENCE LIFE POINTS DEFENCE


1 4+ 1 3+

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1-2, 3: LOCKED DOOR 3-4, 1: TREASURE
Your path is blocked by a thick iron door. Trying the You come across an empty room with an unguarded
handle, you find that it is locked... treasure chest. At first you are suspicious but, after
checking carefully for traps and finding none, you open
Unless you can ignore locked doors, you must miss your the chest to discover what loot lies within.
next turn.
Make a roll on the Treasure table!

1-2, 4: TRAP
You trip a hidden wire, which in turn triggers a hidden 3-4, 2: GIANT BAT
crossbow to fire an arrow at you! A high-pitched screech from above you causes you to look
up. From out of the darkness a large bat, it’s red eyes
Roll a D6. If the roll equals or beats your Defence, lose 1 glinting, attacks you.
Life Point.

GIANT BAT
1-2, 5: SKELETON
LIFE POINTS DEFENCE
The bony, skeletal remains of a humanoid creature,
probably a human, moves towards you. It is armed with a 1 4+
rusty sword and wears a rusty helm.

SKELETON

LIFE POINTS DEFENCE


1 4+
A skeleton is an undead creature and is affected by
items and abilities that affect undead.

1-2, 6: ZOMBIE
A low moaning noise alerts you to the presence of a
zombie, an animated, rotting body. It lurches towards you,
swiping at the air with its claw-like fingernails.

ZOMBIE

LIFE POINTS DEFENCE


1 4+
A skeleton is an undead creature and is affected by
items and abilities that affect undead.

You always strike first against it.


Manuel Corpas (Order #42476677)
3-4, 3: GIANT RAT 3-4, 5: PIT
The floor opens up beneath you and you plummet down,
You are horrified to see a disease-ridden rat in front of
hitting the hard stone floor twenty feet down.
you, fangs bared. It is the size of the thing that shocks
you, for it is the size of a large dog!
Lose 1 Life Point. At the start of your next turn, roll a D6.
On a 5+ you escape from the pit and may continue as
GIANT RAT normal. On any other result you miss your turn while you
are stuck in the pit.
LIFE POINTS DEFENCE
1 4+ 3-4, 6: LOST
You must have taken a right turn when you should have
gone left, or missed a secret door somewhere because you
The giant rat is diseased. If it hits you, you may not
are now thoroughly lost.
regain any Life Points until you return to town.

Unless you have a way of ignoring Lost Encounters, you


must miss your next two turns. You do not earn any
treasure from this Encounter.

5-6, 1: KOBOLD
A hunched back humanoid, the size of a small child,
appears suddenly in front of you. It is hideously ugly with
scale-like skin. It produces a small dagger and attacks
without warning.

KOBOLD

LIFE POINTS DEFENCE


1 3+
3-4, 4: GIANT SPIDER
You enter a room filled with cobwebs. Before you have a
chance to think a massive spider, as big as a horse, The kobold gets to strike first.
scurries towards you, it’s pincers dripping with venom.

5-6, 2: LOCKED DOOR


GIANT SPIDER
Your path is blocked by a thick iron door. Trying the
LIFE POINTS DEFENCE handle, you find that it is locked...

2 4+ Unless you can ignore locked doors, you must miss your
next turn.

Due to its venom you lose D3 Life Points if it hits


you instead of 1.

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5-6, 3: OGRE 5-6, 5: TREASURE
Standing nine feet tall, an ogre wielding a massive spiked You come across an empty room with an unguarded
club lumbers towards you. It’s ugly features contort into treasure chest. At first you are suspicious but, after
an evil grin and drool drips from its mouth as it sees its checking carefully for traps and finding none, you open
next meal: you! the chest to discover what loot lies within.

Make a roll on the Treasure table!


OGRE

LIFE POINTS DEFENCE


5-6, 6: MINOTAUR
3 4+ Bellowing a loud and guttural war cry, a large minotaur
charges towards you. It has the body, arms and legs of a
man but the head of a raging bull.

5-6, 4: LOST
You must have taken a right turn when you should have MINOTAUR
gone left, or missed a secret door somewhere because you
are now thoroughly lost. LIFE POINTS DEFENCE

Unless you have a way of ignoring Lost Encounters, you 3 4+


must miss your next two turns. You do not earn any
treasure from this Encounter.
The minotaur deals D3 damage if it hits with its first
attack.

Manuel Corpas (Order #42476677)


Treasure
Upon completing an Encounter, you get to see what
treasure, if any, you find! TREASURE CHART

Unless specified, as soon as you successfully complete the 2-3 No treasure!


Encounter you may search for treasure. (Fleeing from the 4-9 D6 gold coins
Encounter does not count as successfully completing it). 10 2 D6 gold coins
11 Minor artifact
Roll 2D6 and consult the following chart to see what, if
anything, you find. If you discover a minor or major 12 Major artifact
artifact, roll again using a D6 on the appropriate table.

MINOR ARTIFACTS

1 Enchanted Sword Weapon; +1 to beat enemy’s Defence


2 Ensorcelled Armour Ignore a hit on a D6 roll of 4+
3 Healing Potion Restores D3 Life Points. One use only.
4 Spell Roll D6: 1-2= Fire Spell, 3= Lightning Spell; 4= Healing Spell; 5=
Invisibility Spell; 6= Death Spell
5 Staff of Power Weapon; +1 to use spells
6 Curative Potion Restores all Life Points. One use only.

MAJOR ARTIFACTS

1 Sword of Arcane Might Weapon; +1 to beat enemy’s Defence, enemy loses D3 Life Points
2 Armour of Fate Ignore a hit on a D6 roll of 5+; increase Defence by +1
3 Talisman of Warding Ignore one hit. One use only.
4 Tome of Magic Contains 3 spells. Roll D6: 1-2= Fire Spell, 3= Lightning Spell; 4= Healing
Spell; 5= Invisibility Spell; 6= Death Spell
5 Power Ring +2 to use spells
6 Divining Rod Double all gold coins found.

Manuel Corpas (Order #42476677)


Appendix
Hopefully you have enjoyed Battle Quest. The good news is this is just the beginning! In the future we will be releasing new
expansions that will further your enjoyment of the game. In the coming months you will see the following:

BATTLE QUEST: THE DUNGEON (coming soon)


Further expanding upon the material found within Battle Quest, The Dungeon expansion will offer new adventurers, new
encounters and new treasures. It also introduces the concept of random missions that change the way you play the dungeon,
meaning no two adventures need never be the same!

BATTLE QUEST: THE DARK WOODS (coming soon)


Dungeons are not the only dangerous area of the world. The deepest and darkest forests also harbour many deadly threats, as
well as hidden ruins that are sure to hold untold treasures!

Battle Quest: The Dark Woods expands the game by taking it out of the dungeons and into the wilderness. It expands the
number of adventurers available by including the Elf and others, and provides new encounters and treasure for you to
experience!

BATTLE QUEST: THE CAMPAIGN (coming soon)


So far your adventures have been self-contained, not linked to each other. But what if you could take one adventurer on many
linked adventures? With this expansion you can! Your adventurers can gain power over time, slowly rising in strength and taking
on bigger and badder monsters.

WANT MORE?
Keep up to date with all the Battle Quest news.

Click to follow us on Twitter

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Click to email us

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