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Andrea Sfiligoi - Andrea Grassi

Quest

A Solo Dice Management Game of


Fantasy Adventures
9d6 Quest
A Solo Dice-Management Game of Fantasy
Adventures
Rules, Cover and Layout by Andrea Sfiligoi
Illustrations by Andrea Grassi

Playtesters: Andrea Sfiligoi, Anna Pashchenko, Colin Craig


Pattinson, Massimo Moscarelli, Joseph Mills
Proofreading: Marty Costello

www.ganeshagames.net
Table of Contents

Introduction 1 Characters 9
Needed to Play 1
Choose a Hero 1 Combat 12
X in 6 Chance 1 Damage from Foes 13
Frequently Used Acronyms 1 Running Away From Combat 13
Overview of the Game 1 Major Foes 14
Play Procedure 1 Minor Foes 17
Movement 2
Dice Status 2 Missions 18
You Always Use Fresh Dice if Special Hex Rules 21
Possible 3 Maps 25
Death 3 Play Sheet 31
Rerolls 3
Free Rerolls 3
Glory 3
Exploration 4
Treasure Points 4
Scrolls 4
Spells 4
Healing 5
Experience 6
Dangers 6
Magic Items 6
Magic Item List 7
9d6 Quest
Introduction Frequently
This is a dice management, pen- Used Acronyms
and-paper solo fantasy game. D= Difficulty, the
You play as a hero trying to com‐ number you
plete a series of quests. must roll on at least 1 die to suc‐
ceed at an action.
Needed to Play TP= Treasure Points, an amount
You need this booklet, a pencil, 9 of gold or other valuables that
six-sided dice, the paper minia‐ you can spend in towns and vil‐
tures and maps. There are 6 lages to buy food or rest.
maps, numbered 1 to 6. HP= Hit points, the number of
times you must hit a monster to
Choose a Hero defeat it.
d6= The roll of a six-sided die.
You begin by choosing a hero FR= Free Rerolls.
from the list on p.9-11. Not all he‐
roes are equal and not all are
suited for all missions, but all Overview of the Game
have a chance to complete the First you choose your character,
game. then you roll d6 to choose a map
(maps are numbered 1 to 6), and
X in 6 Chance then roll d6 to select a Mission. If
If the rules tell you there is a 1 in you roll a Mission that you have
6 chance (or 2 in 6 chance, or 3 in already played, you may play it
6 chance, etc.) of something hap‐ again or select a different Mis‐
pening, it means: roll a die. If the sion, including those with num‐
result is a 1 (or 1-2, 1-3, etc.), that bers higher than 6. When you
thing happens. If not, that thing have completed all the available
does not happen and play pro‐ missions, you win the game.
ceeds as normal. Playing all the Missions is also
called playing a Campaign. Mis‐
Example: You cross a hex that has a sions take anywhere from 10 to
2 in 6 chance of containing a Danger. 30 minutes each, so you could
You roll a die. If the result is 1-2, easily play a full campaign in one
there's a Danger! If the result is 3, 4, or two sessions.
5, or 6, there is no Danger.
Play Procedure
You play in turns. Your character
starts with 9 dice in the Fresh
box and moves 1 hex on the map
every turn.

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9d6 Quest
You roll dice to perform Movement
actions other than mov‐ You move 1 hex per turn, in any
ing. direction desired. The icons in the
hex represent different types of
When you perform an action, terrain, but they do not affect
you may roll any number of movement.
dice desired.

Every die that rolls a 1 is an auto‐


Dice Status
matic failure and is “down‐ Dice represent the abilities of
graded”. For example, a Fresh die your character. A die in the game
will become Tired (move it to the can be Fresh, Tired, Wounded, or
Tired box) and a Tired die will be‐ Dead.
come Wounded (move it to the
Wounded box). Each attempted Dice are kept on your play sheet in
action has a number indicating boxes labeled with their status.
its Difficulty. If at least ONE die
rolls the Difficulty number or In general, a die’s condition worsens
higher, the action is successful. when it rolls a 1.

A Fresh die becomes Tired when it


The more dice you roll, the higher the rolls a 1, a Tired die becomes
chance of succeeding, but also the Wounded when it rolls a 1, and a
higher the chance that some dice will Wounded die becomes Dead
be downgraded. Dice represent your when it rolls a 1.
character’s resources, so use them
wisely. Dead dice may not be rolled but
re-enter the game through heal‐
ing between games.
Dice rolls are NEVER totaled. Just
count the highest result against The process of moving a die to a
the Difficulty of the action at‐ lower condition box is called Down-
tempted. grading.

Rolls of 1 are ALWAYS failures. Rolls If a rule tells to Downgrade a die, you
of 6 are ALWAYS successes. MUST move a Fresh die to the Tired
box, or a Tired die to the Wounded
Downgraded dice can be “healed” box, or a Wounded die to the Dead
through resting and magical box.
healing. “Dead” dice can be
healed only between games.

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9d6 Quest
You Always Use Fresh Dice if
Possible
If you have any Fresh dice and
must attempt a roll, you MUST Example: You at‐
first try to use your Fresh dice. If tempt an action with Difficulty 5. You
your Fresh dice fail, you may then roll 3 Fresh dice, but none of them roll
use your Tired or Wounded dice a 5, so you decide to pick up 2 of those
for the same roll. You may use in dice and roll them again. This time,
the roll any dice that were just one rolls a 5, so your action succeeds.
downgraded. However, the 2 dice you rerolled are
You may NEVER use your Dead downgraded and moved into the Tired
dice – they are effectively out of box.
your reach until the next game.
You may NEVER reroll table re‐
Death sults.
If at any moment all your
dice are Dead, your hero Free Rerolls
dies and you lose the game. Certain situations, skills or items
give you FREE Rerolls. A Free
You may start again by selecting Reroll is a reroll you can perform
another hero and another mis‐ at any time during your turn or
sion. during a foe’s turn. Unlike regular
Rerolls, Free Rerolled dice are
Rerolls NOT downgraded when they fail.
If all your dice fail, you may reroll any
number of the dice you rolled. Example: The Knight character has a
Free Reroll on a die used for attack or
You may reroll ANY number of the defense rolls.
dice you rolled – however, any
rerolled die is automatically down-
graded, no matter the number rolled.
Glory
When you accomplish certain
feats, you gain 1 Glory. At any mo‐
ment of the game, you may burn 1
Glory to perform 1 Free Reroll on
ANY die roll. Once used, Glory
points are gone forever, but you
may always gain more. There is no
upper limit to the amount of
Glory you may have.

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9d6 Quest
Town (not a Village).
If you play in a campaign Scrolls
(a series of consecutive When you find a
games with the same Scroll as part of a foe’s
hero), any Glory won in loot, decide whether
previous games remains with it contains magic or
the hero. If a hero dies, all the information.
hero’s Glory is lost forever.
If it contains magic, you can use
Exploration it to cast a spell from the spell
A successful Exploration action list (choose one). You cast the
lets you find what you are look‐ spell ONCE and the scroll is de‐
ing for. stroyed.

Example: If you are monster hunt‐ A Mage character can also use a
ing, a successful Exploration roll Scroll to gain 2 Glory points. An
will let you find a Major Foe. unused Scroll may be sold in a
Town for 2 TP.
Exploration rolls are also per‐
formed to avoid Dangers. Like If a Scroll contains information, it
any other roll in the game, you gives 2 Free Rerolls that you can
may roll any number of dice you use for a single Exploration roll.
want against the Difficulty of Once these are used, the Scroll
the Exploration, and if at least is no longer useful and your
ONE die is successful the Explo‐ character throws it out.
ration is successful.
Barbarians may not use Scrolls.
Treasure Points Witch Hunters automatically
You gain Treasure Points (TP) by destroy any Scrolls they find
defeating monsters and taking and do not use them.
their loot. TP may
be spent in Vil‐ Spells
lages, Towns and Mages learn a single spell from
Temples to pay for this list at the beginning of the
healing. Gaining game and may learn others
a certain number from scrolls. The Mage may cast
of TP may be a the spell she knows as many
goal of a mission. times as desired, but she may
Magic items may not cast more than 1
be sold and con‐ spell per turn. Some
verted into TP spells have other limi‐
when you visit a tations in their de‐
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9d6 Quest
scription, for example Reroll disappears.
Blast, Summon Power Teleportation - Use this spell to
and Sleep may be used move the caster instantly up to
only once per encounter. 4 hexes away. This is very tir‐
Casting a spell downgrades ing: downgrade TWO dice
one of your dice. when you cast Teleportation.
You may also use it to evade a
Blast - Use it once per en‐ combat (the foe does not get a
counter only to add 4 addi‐ chance to attack you).
tional dice on a single Attack
roll. Weakness - Use this spell once
per combat encounter to lower
Charm - Use it to add 2 Dice on a foe’s Difficulty by 1. The effect
a single Persuasion roll. You lasts until the end of the En‐
may use it once per target. No counter. If you move away
effect on demons, skeletons, from that foe and encounter it
and zombies. again later, the effect will ex‐
pire.
Shield - Use this spell once per
encounter to get 3 Free Rerolls Wizard’s Sight - Use this spell to
on a single Defense roll. This get 3 Free Rerolls on a single
spell is cast in the opponent’s Exploration roll.
turn, when you roll dice to de‐
fend. Casting Shield does not Healing
downgrade one of your dice. At the end of a combat, move 1
Tired Die to the Fresh box if
Sleep - Use this spell once per you win. If you run away from
encounter as an Attack roll of 3 a combat, you do not recover
dice against a single foe. It any Tired die. When you en‐
doesn’t work on demons, drag‐ counter multiple foes in a sin‐
ons or undead. On a successful gle event, you will fight them
hit, the foe falls asleep and is one after the other but you
automatically defeated. may NOT use this “resting” op‐
tion between battles, only after
Summon Power - Use this spell the final battle.
once per encounter. You get 1 You may pay healers when you
Free Reroll every turn for the visit a Village, Town or Temple.
whole duration of that en‐ In a village, you may heal 1 or 2
counter. You may use this Free dice. In a Town, you
Reroll as you want. At the end may heal 1 to 3 dice. In
of the encounter, the Free a Temple, you may

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9d6 Quest
heal up to 4 dice. In a roll versus the D (Difficulty) of
Temple, you may heal 1 the Danger. If the roll fails, the
die for free by perform‐ mission will tell you what hap‐
ing a Difficulty 6 Persua‐ pens – normally you will have to
sion roll, or you may pay downgrade 1 or more dice. In
if your Persuasion roll fails. The some cases, the dice must be
cost of healing is 2 TP per each downgraded to Dead.
die healed. Move the healed dice
to the Fresh box. You may decide
to heal only a part of your dice if Roblic the ranger is walking on the
you do not have enough TP. side of a volcano when suddenly a
Between missions, you may heal deadly geyser erupts from under her
all your Dead dice at the cost of 2 feet. The geyser’s D is 5, but her
TP each. Move them all to your Ranger skills reduce it to D4. Roblic
Fresh box. If you do not have performs an Exploration roll, using
enough TP, move any Dead dice 3 Fresh dice from her pool. She needs
you don’t pay for to the to roll a 4 on at least one of her dice.
Wounded dice box. If she fails, one of her dice must be
moved to the Dead dice box.
Experience
You may store Glory to become
more powerful. You may spend Magic Items
10 Glory to gain 1 additional die. You may find Magic Items as
This is permanently added to part of the loot of a foe or as a re‐
your dice pool. So, beginning on ward.
your next Mission, you will play When the text says you find a
with 10 dice, not 9. You may gain Magic Item, choose one from the
a maximum of 3 dice in your following list.
hero’s lifetime. You may not choose a Magic
Item that you already found in
Dangers the current adventure or that
You will often meet dangers, like you are carrying.
traps, poisonous mushroom, All Magic Items may be sold in
aggressive wildlife, avalanches, Towns or in Temples for 3 TP
rivers of lava, or lightning each.
storms. Normally these have a A hero may never carry more than 5
“X in 6” chance of happening, or Magic Items. If you find an Item
are triggered by a monster en‐ and you are already carrying 5,
counter. You avoid a Danger by you may discard one to
making a successful Exploration take the new one as de‐

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9d6 Quest
sired. If a Magic Item Magic Item List
gives you FR, they may
be used cumulatively Potion of Healing
with other FR (for ex‐ Use it to move 1 Wounded or
ample, FR from spells). Tired die to the Fresh box. One
Some Magic Items are single use only.
use: potions, for example, or
vials of Holy Water, are just liq‐ Potion of Strength
uids that are imbibed or Use it to gain 2 FR on your next
splashed upon an opponent Attack roll. One use only.
and they are gone. Once used,
they no longer count as a car‐ Potion of Perception
ried item. Still you may NOT Use it to gain 1 FR on your next
find another one of the same Exploration roll. One use only.
type during the same quest.
Blade of Might
You may at any moment dis‐ Use it to gain 1 extra die
card a Magic Item you no on your Attack rolls. Use
longer want. a die of a different color
to recognize it. When
You are not forced to use this die rolls a 1, the
Magic Items, and those that Blade loses its powers
you do not use in the current and you must discard it.
mission remain with your
character, ready to be used Belt of Protection
in your next mission. Use it to gain 1 extra die
on your Defense rolls.
You may use a Shield only if Use a die of a different
the character is a Knight, color so you can recognize it.
Ranger, Barbarian, Chaos When this die rolls a 1, the Belt
Slayer, Dragonslayer or Vet‐ loses its powers and you must
eran. discard it.
Rods and Scepters may be used
only by a Mage. Fireball Sphere
Use it once to perform an attack
Barbarians may not use Magic with 4 dice on a single foe. This
Items, but they may use the does not work against Dragons
Shield of Last Chance. They or Demons. Using it counts as
may collect them and sell them your attack for that
like any other character. turn. One use only.
Other items may be used by all
characters.

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9d6 Quest
Ring of Warning Lightning Rod (Mage Only)
When you encounter a Use it to automatically inflict 1
Danger, you always get 1 damage to a target. One use
FR on the Exploration only.
roll against that Danger.
Scepter of Dark Power (Mage
Hobgoblin Scourge Only)
Every time you meet a Hob‐ Use it to automatically inflict 1
goblin, you automatically slay damage to a target. Every time
it. you use it, you must down‐
grade 1 die. You may use it
Brooch of Charm once per encounter.
Every time you roll for Persua‐
sion, you get 1 Free Reroll. Holy Water
This is a vial of water that has
Blade of Goblinslaying been blessed in a high temple
Every time you meet a Goblin, to be used as a defensive
you automatically slay him. weapon against the undead.
Use it to automatically destroy
Skeleton Crusher a skeleton or zombie. One use
Every time you meet a Skele‐ only.
ton, you automatically slay it.

Shield of Last Chance (Knight,


Ranger, Barbarian, Chaos Slayer,
Dragonslayer or Veteran only).
If a foe’s attack causes you to
downgrade any die, you may
destroy the shield instead, and
take no damage this turn. This
can be done only once and the
shield is destroyed. A de‐
stroyed shield, obviously, does
not count as a carried item.

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9d6 Quest

Characters

Knight – You get 1 Barbarian – You


FR on a die used have 1 FR on all
for Attack or De‐ Attack rolls. You
fense rolls. may not use Magic Items or
Scrolls, but you may collect
Every time you and sell them. The only Magic
visit a Town or a Item you may use is the Shield
Temple, you may of Last Chance.
heal 1 die for free.
At the end of a combat en‐
counter, you heal 2 (not 1)
Mage – You may Tired Dice.
cast a single spell
chosen from the
spell list. You Cleric – You get 1
may learn any FR on Attack or
other spells you Defense rolls
find in the game. against undead
You get 1 FR on or demons. Once per game,
Persuasion rolls. You may use you may heal 1 die for free.
a scroll to get 2 FR. You may This works like Healing, but
reroll Defense dice ONLY you need not visit a Village,
when using the Shield spell. Town or Temple. When you
visit a Temple, you may always
heal 1 die for free.
Ranger – Reduce by 1 the Diffi‐
culty of any Danger you meet.
Chaos Slayer – You get 1
You get 2 FR on At‐ FR on every Defense
tack or Defense roll. You get 2 FR per
rolls against Ogres turn on Attack rolls
and Giant Spiders. when fighting a Chaos Lord.
You are immune to the Chaos
Lord’s mutant powers.

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9d6 Quest

Witch Hunter - You get 2 Thief - You get 1


FR per turn when FR on all Defense
fighting witches. You rolls. Every time
may use these FR on you enter a town
any die roll, including hex, you may roll up to 3 dice
on the Exploration roll to steal something. On each
to avoid the Witch’s curses die, on a result of 2-6, you
and traps. You may not use or gain 1 Treasure Point. On a 1,
sell Scrolls or Magic Items: you have an unfortunate en‐
you destroy any you find. You counter with the law and 1
gain 1 Glory every time you die of your choice is down‐
slay a Witch, in addition to graded to Dead.
her loot.

Scout - You get


2 FR on any Ex‐
Veteran – You get 1 ploration roll
FR on every Attack and reduce the
or Defense roll. Difficulty of
You begin the Dangers by 1. If you are fight‐
game with 2 Glory ing in any forest, swamp,
points. hills, mountains hex, you get
2 FR every turn.

Rogue – You get 2 FR Dragonslayer - Every turn, you


on any Exploration get 2 FR on Attack or De‐
rolls against Dan‐ fense when fighting Drag‐
gers. ons. Your successful attacks
against Dragons inflict 2 HP
Once per mission, you may of damage, not 1. You start
avoid 1 encounter - automat‐ the game with 1 Glory. When
ically move to any neighbor‐ you are in a mountain hex,
ing hex. You may use this you get 2 FR on any Explo‐
ability to move out of com‐ ration roll. You
bat, instead of performing a may not bribe
Defense roll – you automati‐ or persuade a
cally avoid your foe’s attack. dragon.

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9d6 Quest

Bard- You get 3 FR on any


Persuasion roll.

In Villages and Towns,


you may roll a Persuasion
roll against D4, using
up to 3 dice. If you suc‐
ceed, you can get
healed for free or gain 1 TP.
If any of your dice rolls a 1, ei‐
ther you lose 1 TP for every die
that rolled a 1, or one die of your
choice is downgraded.

Once per mission, you may per‐


form a Persuasion roll against a
creature you have to fight. This
can be a Major or Minor Foe,
except a zombie or a skeleton
(they do not have enough brain
functions to be persuaded by
your artistic skills). If success‐
ful, you persuade the creature
not to fight. You can just move
away from the creature’s hex,
but you can’t take its loot. If it
fails, the creature attacks you,
striking first.

When you persuade a creature,


place a counter or a paper mini
on the hex to remember where
it happened. If you visit that
hex again, the creature will still
be there and let you pass. You
may choose to attack it, but if
you do so, the effect of Persua‐
sion ends.

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9d6 Quest
Combat Example: You attack a Witch (D5, 3
When you meet a foe, you will HP). You roll 3 dice. You roll a 2, a 5
fight. Normally you go first un‐ and a 3. The 5 is a hit so the Witch
less the encounter tells you oth‐ loses 1 hit point. She has 2HP, so
erwise. If the foe survives, then you wound her but don't kill her.
it will attack you and you will
have to defend. If your Attack As for any other roll, dice that
succeeds, you inflict 1 Damage roll a 1 are downgraded. You
on the foe, thus depleting 1 of may roll Fresh, Tired or
the foe’s HP. When the foe’s HP Wounded dice, as you see fit.
are reduced to zero, the foe is You must roll your Fresh dice
dead. first if you have any, then de‐
cide to roll your Tired dice, then
decide to roll your Wounded
dice, as you see fit. You may in‐
clude in the roll any die that was
degraded in the current turn. If
you have FR that apply to com‐
bat, you may use them as de‐
sired.

Even if more than 1 die hits, you


will always inflict a single HP of
The foe never rolls dice: you al‐ damage (exception: the Drag‐
ways roll, either to attack (on onslayer inflicts 2 HP when he
your turn) or to defend (on the hits dragons).
foe’s turn).
After your attack, the foe will
To attack a foe, roll the number hit back. Roll your dice for de‐
of dice desired. If at least 1 die fense. If no roll is equal to or
equals the foe's Difficulty, the better than the foe’s Difficulty,
foe is hit and takes 1 hit. the foe hits you and one of your
dice is downgraded or placed in the
Minor foes, like orcs and skele‐ Dead dice box according to the
tons, are killed by a single hit. foe’s description.
Major foes have multiple HP.
You must hit them multiple If at any moment all your dice are
times to kill them. Dead, your adventure ends and you
lose the game.

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9d6 Quest
Damage from Foes Running Away From
Different foes cause Combat
different effects when If a combat goes badly or you
they hit your hero. changed your mind, you can
These effects are called move your hero away from that
the foe’s “damage”. combat. Mark the presence of
If a foe’s description that foe in the hex where the
says that 1 die is down‐ combat took place by placing
graded, you must downgrade an appropriate paper figure in
one die of your choice, so move the hex. You will meet that
1 Fresh die to Tired, or 1 Tired monster again if you enter that
to Wounded, or 1 Wounded to hex again, and any wounds you
Dead, as you see fit. have inflicted on the foe will be
If the description says the foe healed at that point.
“kills” 1 die, you must take one
of your dice from any box and When you move away, the op‐
place it in the Dead dice box. ponent hits you automatically.
In addition, foes may have You cannot defend. Apply all
other abilities that kick in if the effects normally caused by
they hit you. the creature’s attacks, without
rolling any defense dice.
Example: Ogres break bones, and
giant spiders inject venom. Example: If you run away from
a Chaos Lord, you will have to
kill one of your dice. If you run
away from a Witch, you will
have to downgrade one of your
dice.

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9d6 Quest
Major Foes
If a mission asks you to determine a random Major Foe, roll
d6. 1= Chaos Lord; 2= Witch; 3= Dragon; 4= Ogre; 5= Medusa;
6= Giant Spider. Major Foes have special rules detailed below.
If these conflict with other rules in the game, they override
them. They also have a description of their Loot (what you gain
when you defeat them) and a Difficulty for Persuasion rolls (as
in some missions you have to interact with them instead of
just fighting them, and this is important for the Bard who can
always try to Persuade a Foe).

Chaos Lord (Difficulty 5, 3 HP)


Because of the Chaos Lord’s mutant
powers, you downgrade dice that roll
1 or 2 (not just dice that roll a 1) when
fighting him. The Chaos Slayer char‐
acter is immune to this effect and
downgrades only dice that roll a 1.
A blow from a Chaos Lord kills 1 of
your dice. The Chaos Lord is Diffi‐
culty 6 for Persuasion rolls.
Loot: 1 Glory, 2 TP or 1 Magic Item (choose).

Witch (Difficulty 4, 3 HP)


Witches protect their territory with curses and
traps. When you enter a Witch’s hex, you must
perform an Exploration roll against a Difficulty 3
Danger. If you fail, the Witch will count as Diffi‐
culty 6 in the ensuing combat and will strike first.
If you are a Mage, you get 1 FR against the Witch
per every magic item you possess. These FR are for the whole
encounter, not every turn. If you roll two 1s on any roll (Attack
or Defense), however, you must downgrade 3 dice, not 2. If
you roll four 1s, downgrade 5 dice.
A successful attack from a Witch downgrades 1 of your dice.
A Witch is Difficulty 4 for Persuasion rolls.
Loot: 1 Magic Item or 1 Scroll (choose).

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9d6 Quest

Dragon (Difficulty 6, 5 HP)


When you fight a dragon, if you roll a 1, downgrade 2 dice instead
of 1 for each result of 1 rolled. During its first turn, the dragon will
breathe fire. If you fail to defend against its first attack, kill 2 dice,
not 1. On following turns, the dragon’s at‐
tack just kills 1 of your dice.
Dragons are greedy. At any point during
the encounter, you may spend 2 TP to bribe
it and move away from its hex (move into
any neighboring hex). If you defeat that
Dragon later, you recover the TP you used
to bribe the Dragon. Dragonslayers may
not do bribe dragons.
A Dragon is Difficulty 6 for Persuasion
rolls, but you may offer it 2 TP to lower the
Difficulty to 5. The Dragon keeps the 2 TP
even if the Persuasion roll fails.

Loot: 2 TP or 1 Scroll or 1 Magic Item (choose), 2 Glory.

Ogre (Difficulty 4, 5 HP)


Ogres deal terrible blows capable of breaking
bones and armor alike. If an Ogre hits you,
you may not use any Rerolls on Defense rolls
until you visit a Town and spend 1 TP to get
the bones or armor fixed. The effect is not
cumulative: if an Ogre hits you multiple
times or just once, the effect is the same.
Further hits from the Ogre downgrade one
of your dice.
Ogres are vulnerable to magic. They are Difficulty 3 if attacked
with a Spell or Magic Item.
Ogres are Difficulty 6 for Persuasion rolls. They are dumb and in‐
terested only in eating people.

Loot: 2 TP, 1 Glory.

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9d6 Quest

Medusa (Difficulty 4, 3 HP)


When you fight a Medusa, you have to decide
whether you will look at her or not. If you fight
without looking, you may use only Rerolls gener‐
ated with the expenditure of Glory. If you choose
to look at her, you will be able to use all your attack
and reroll resources, but ANY die rolling 1 is killed.
A Medusa is Difficulty 5 for Persuasion rolls. She
will listen to you, but you can’t look her in the eyes.
Loot: 1 TP, 1 Glory. Alternatively, you may take the Medusa’s head
instead, and use it to turn to stone a foe. This gives you the equiv‐
alent of the Sleep spell, usable only once by any character. Instead
of falling asleep, if your attack is successful the foe turns to stone
and you automatically destroy it.

Giant Spider (Difficulty 3, 3 HP)


When you enter a Giant Spider’s hex, you must
make an Exploration roll against a Difficulty 5 Dan‐
ger. If you fail, you are trapped in its web. If
trapped, the spider becomes D4 and attacks first,
you may not use any Reroll on defense rolls (not
even those from Glory), and you may not flee from
this combat.
Every time you are hit by a Giant Spider, kill 1 die of your choice
and roll dice against a D4 venom. If you fail to resist the venom,
you must kill 1 die of your choice. For a Barbarian, the venom is
Difficulty 3.
Giant Spiders may not be Persuaded.

Loot: 2 TP or 1 Scroll or 1 dose of Venom (choose). If you take the


venom, you may use it to envenom your weapon. You gain 2 FR
for your next attack you perform in the game. Venom does not
work against undead, so if you use it against skeletons or zombies
you just waste it and do not get the FR. You may keep the venom
for later, but you must decide to apply the venom to your weapons
before moving into a different hex. You may not decide to apply
the venom during combat. A Rogue, Thief, Scout or Mage may sell
the venom for 1 TP in any Town.

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Minor Foes
In some missions, you will encounter Minor Foes. These are more
annoying than dangerous, but they can still erode your resources
and have no treasure. Minor Foes are not represented by paper
figures. There is no need to mark their position on the map: if you
run away from a Minor Foe, it will attack you once as you run away
and then disappear. All minor foes have 1 HP (result 12 on the table
below is an exception). If you encounter multiple Minor Foes, you
must fight them one at a time, one after the other without time to
rest between battles (you cannot recover any Tired die).
When you encounter a random Minor Foe, roll 2d6 (roll two dice
and add the results, generating a number from 2 to 12) on the fol‐
lowing table to determine which foe you encounter.

2 Demonic Cultist (D3). If you fail to destroy the cultist in your first turn, there is a
2 in 6 chance that a demon will appear and attack you. Use the Ogre statistics to
represent the demon. Damage: kills 1 die.
3 Hobgoblin (D4). If the hobgoblin kills any of your dice, you may not use FR on De‐
fense rolls until you stop at a Town, Village or Temple and spend 2TP for heal‐
ing.
4 Goblin (D3). Goblins set up traps. Before fighting a goblin, perform an Explo‐
ration roll against a D3 Danger. If you fail, the trap hinders you and you must
count the goblin as D4. Damage: kills 1 die.
5 Zombie (D3). Zombies are Undead. You may automatically destroy a zombie by
using a vial of holy water. Zombies travel in groups. Every time you destroy a
zombie, you must roll a 2 in 6 chance that another zombie appears and attacks
you. Damage: kills 1 die.
6 Skeleton (D3). Skeletons are Undead. You may automatically destroy a skeleton
by using a vial of holy water. Damage: kills 1 die.
7 Orc (D3). D2 if you attack him with spells. Damage: kills 1 die.
8 Brigand (D3). Roll 1 in 6 chance it has 1 TP as loot, and 2 in 6 chance of ambushing
you (the brigand goes first if this happens, but this ability doesn’t work against
a Scout or Ranger). Damage: kills 1 die.
9 Bugbear (D4). Damage: Downgrade 2 dice if he hits.

10 Lizardman (D5 when you attack, D4 when you defend). Damage: kills 1 die.
11 Troll (D5). You must roll at least 3 dice when attacking a troll. This simulates the
difficulty of killing this regenerating creature.
12 Heroic Minor Foe: Reroll on this table, but give the creature +1 to the creature’s
Difficulty and HP. If you roll a 12 again, add another HP and roll again.

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9d6 Quest
Missions
Roll a die on the table below to determine your Mis‐
sion after choosing your hero and selecting a random
map. If you roll a mission that you already played
with your current hero, you may play it again or roll again or select
something different, including missions 7, 8, and 9.

1 Free the Temple


2 Monster Slaying
3 Monster Persuasion
4 Trade Route
5 Quest for the Magic Item
6 The Blessing

1) Free The Temple


Start from a random Star hex. A Temple on the map is attacked by
undead monsters and you must rush to save them. After you have
traveled 3 hexes, a terrible lightning storm will pour on you (perform
an Exploration roll against a D5 Danger or downgrade 1 die; if your
character is a Knight, Cleric, Chaos Slayer or Veteran, as metallic ar‐
mor and large weapons attract lightning, a failure means you must
kill 1 die). Every time you cross a hex, roll a 1 in 6 chance of encounter‐
ing a random Major Foe. In Forest and Swamp hexes, the chance of
encounter is 2 in 6, and any encountered foe that is not an Ogre at‐
tacks first. When you reach the Temple, you will automatically en‐
counter 5 skeletons or zombies (roll d6, 1-3= Skeletons, 4-6= Zom‐
bies). Fight each of them one at a time, with no resting (you can’t re‐
cover Tired dice between encounters). In the Temple, you will have to
fight a Chaos Lord or a Witch (roll d6, 1-3= Chaos Lord, 4-6= Witch).
If you defeat this foe, in addition to its loot you gain 1 Glory and the
Temple will give you 1 vial of Holy Water. You may keep this vial of
Holy Water even if you already have one.
If you play on Map 1, which has no Temple, use the Dungeon hex in‐
stead.

2) Monster Slaying
You are hunting down the monsters that plague the land.
Start from a random Star hex. Every hex that you cross, make
an Exploration roll against D5. On a success, you encounter a
random Major Foe. On a failure, you encounter a random Mi‐

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9d6 Quest
nor Foe. In Forest and Swamp hexes, the Exploration roll is
against D4, but if you fail, you must perform an Exploration
roll to avoid a D4 Danger (a trap set up by other monster
hunters, or by the monsters themselves!) If you fail to avoid the
trap, kill 1 die. You may decide that the Mission is over at any
moment you have killed at least 3 Major Foes. In addition to the foes’
loot, you will be paid 1TP for each Major Foe’s head you bring to a
town. If you slay at least 7 Major Foes, the Town will also give you 1
Magic Item of your choice. If you cut a medusa’s head in this mission,
you may use it before bringing it to a Town for TP.

3) Monster Persuasion
A monster is terrorizing the area. Roll on the Major Foes list BEFORE
the mission to determine which monster it is, rerolling results of “Gi‐
ant Spider”. You are tasked with sending the monster away in a non-
violent way. Start in a random Star hex. During your travels, you have
a 2 in 6 chance of encountering a random Minor Foe in every hex you
enter, and a 3 in 6 chance of encountering a Major Foe whenever you
enter a Village, Town or Temple. Roll first for the Minor Foe, resolve
the encounter if any, then roll for the Major Foe. You may exit a Town
hex and enter it again multiple times until you find the Major Foe if
you want. You will encounter the Major Foe that you must Persuade
when you roll that type of monster. For example, if the Mission deter‐
mined you must persuade a Dragon, as soon as you meet a Dragon
you meet the one you must persuade.
When you encounter the monster, you must first survive the traps
and defenses of its lair. Avoid 3 Difficulty 4 Dangers with 3 Explo‐
ration rolls, downgrading 1 die per every failure. Finally, when you
reach the foe, you must succeed in a Persuasion roll to convince the
creature to leave the area. If you are successful and then you reach
the nearest Town, you will receive 1 Glory and 3 TP for your effort. If
your Persuasion attempt fails, the foe will attack you, going first, and
you will have to defeat it. Upon returning to a Town, you will receive
1 TP as compensation for your effort, but as you do so, another ran‐
dom foe will attack you, striking first, and you will have to defeat it.
If you play a Bard, you may use your Persuasion ability to get a FR on
your roll to persuade the monster.
4) Trade Route
Start in a random Star hex. You must escort a merchant
from a village or town of your choice to other towns or vil‐
lages, and then back to the original town or village. Every

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9d6 Quest
time you cross a hex, there is a 2 in 6 chance that you
will have to fight a random Major Foe. Any time you
enter a Village or Town, you must fight a random Mi‐
nor Foe. At the end of the Mission, you will be paid
1TP for every Village visited and 2 TP for every Town visited. If you
visit a Temple, you may buy a vial of Holy Water for 3TP. The mis‐
sion ends when you return to the original town. The merchant has
no game stats and he is assumed to survive the adventure as long as
your character survives.

5) Quest for the Magic Item


Start in a random Star hex. Choose a Magic Item from the Magic
Item list. You must find it and bring it back to your initial Star hex.
You must explore hexes in search of Clues to find the stolen item.
Exploring a hex requires a roll against D5, or D6 for hexes of forest,
swamp, or Towns. When you explore hexes, any Exploration dice
that rolls a 1 means that you must perform an Exploration roll to
avoid a D5 Danger or kill 1 die. As soon as you collect 6 Clues, you
find the item in any hex adjacent to the hex you currently occupy.
The item will be guarded by 5 random Minor Foes and 1 random
Major Foe. You will have to defeat these foes, one after the other,
with no rest between battles. If you reach a Temple, you may per‐
form a D6 roll to Persuade a wise man to give you 2 Clues. At the
end of this scenario, you get to keep the Magic Item.

6) The Blessing
Start in a random Star hex. You must reach the closest Town or Vil‐
lage (choose if there are multiple options available) and then from
there escort a noblewoman to a Temple hex, to be blessed by the
high priests there. The forces of evil will try to stop you. Every time
you enter a hex, roll a 1 in 6 chance of encountering a random Minor
Foe and, if that doesn’t happen, immediately roll a 3 in 6 chance of
encountering a random Major Foe. When you reach the Temple, 5
Minor Foes of the same type (roll on the Minor Foes Table) and then
1 random Major Foe will attack you. You will have no time to rest so
you cannot recover any Tired dice between battles. After the woman
is blessed, you will have to take her back to her Town or Village, with
the same chances of encounters as before. You may also pay
for your own healing while at the Temple. Upon bringing
her home, you receive 2 Glory and 1 TP, or 3 TP (your
choice). The noblewoman has no game stats. She is as‐

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9d6 Quest
sumed to survive the adventure as long as your charac‐
ter survives.

7) Money Trouble
You must start from a Village of your choice (choose
one among those on the map). You must collect 6 TP for the villagers
that will be used to repair a broken bridge or windmill. You may not
use your own funds (TPs you have from any previous missions) to pay
for this. You gain 1 Glory when you collect the TPs. While traveling
around the map, you must roll a 3 in 6 chance of a Minor Foe en‐
counter in every hex, and a 4 in 6 chance of a Major Foe encounter in
any Village, Town or Temple hex. The FIRST Minor Foe encounter
you will have after you have gathered at least 1 TP will be with a Brig‐
and (result 8 on the Minor Foes Table). You may avoid fighting with
the Brigand, and with any other Brigand encountered during this
Mission, by giving the Brigand 1 TP.

8) Exploration
Start from a Village of your choice among those present on your
map. You must explore at least 15 hexes around the Village. The Ex‐
ploration rolls are against D4. On a failure, that hex does not count
as explored, but you may try again. Every time you roll a 1 or 2 on any
Exploration die, you meet 2 Minor Foes per every 2 rolled, and 1 Ma‐
jor Foe per every 1 rolled. You must fight all the monsters one after
the other, with no time to rest between battles. As for Major Foes, you
may also Persuade them not to fight, but if your Persuasion attempt
fails, the monsters will go first and attack you. Once you have ex‐
plored 15 hexes and defeated or persuaded all creatures encountered,
you must return to your village and collect 2 TP and 1 Glory.

9) The Coming of Sharnog


Start in a random Star hex. The Mother of All Spiders, Sharnog, has
established a cult in the closest settlement (it’s the Temple, Village or
Town hex closest to your current location; if multiple hexes are at the
same distance, you choose). You must reach that settlement and de‐
feat Sharnog (use the stats for the Giant Spider, but increase her HP
by 2). In every hex you cross, roll a 1 in 6 chance of an encounter with
one of her worshipers (a D3 Minor Foe) that you may fight,
or persuade with a D4 Persuasion roll (you convince the fa‐
natic that you want to join the cult). Upon defeating
Sharnog, you find 1 Scroll of your choice, 2 TP and 1 Glory.

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Special Hex Rules
Some hexes have their own special rules. Apply them every time you
enter those hexes. Each special hex is identified by an icon, shown
here next to each description.

Volcano: Make an Exploration roll vs. D5. Dice rolling


a 1 are Killed.

Town: You can Heal up to 3 dice for a cost of 2 TP


each.

Village: You can Heal up to 2 dice for a cost of 2 TP each.

Swamp: When you enter a Swamp hex, make an


Exploration roll vs. D5. On a failure, reduce 1 Fresh die
to Tired. If you have no Fresh dice, ignore this result.

Hill: Make an Exploration roll vs. D4. On a failure,


reduce 1 Fresh die to Tired. If you have no Fresh
dice, ignore this result.

Lake: You may not enter this hex.

Desert: When you enter a Desert hex, make an


Exploration roll vs D5. On a failure, reduce 2 Fresh
dice to Tired or 1 Tired die to Wounded, your choice.

Temple: You can Heal up to 4 dice for a cost of 2 TP


each.

Magic Academy: The first time you enter


this hex you may buy a single scroll with a spell of your choice
for 6 TP. You may buy 1 scroll per adventure, maximum. Note
that this Scroll MUST contain magic, not information.

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9d6 Quest

Necromancer’s Tower: The first time you enter


this hex you must fight with 5 Skeletons and 5
Zombies, one after the other, with no resting
between fights. Once you have defeated them all,
you may fight the Necromancer (use the Witch
statistics and rules). At the end of the combat, you
gain 1 Glory, 3 TP, 1 Scroll of your choice, 1 Magic
Item of your choice, and you may heal 1 dead die.
Once you have defeated the Necromancer in a
campaign, its tower will remain unoccupied, but
the place will still be haunted by the undead. You will still encounter
5 Skeletons and 5 Zombies every time you enter this hex. At the end
of the combat with the undead, you may find 1 Scroll containing
information.

Forest: Rules for Forests depend on the mission being


played. If the text of the mission has no special rule for
Forests, treat these hexes as normal terrain. Characters
that get a bonus in Forest hexes still enjoy that bonus,
even if the mission has no special rules for Forests.

Ruins: A D5 Exploration roll allows you to


find 1 TP. However, if the roll is a 1 or 2, you
meet 1 random Minor foe for every 1 or 2
rolled.

Burial Site: Increase by 1 the HP of any Skeleton,


Zombie or Witch encountered in this hex.

Dungeon Entrance: If you enter this


dungeon, you must fight 3 random Minor Foes
and 1 random Major Foe. You can rest between
encounters (they happen in different rooms or areas of the
dungeon). At the end of the process, in addition to any loot from
the encounters, you find 1 TP. Once you have “cleared” a dungeon,
you will no longer find additional TP, but if you enter it later, you
will still find 3 Minor Foes.

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9d6 Quest

Druid’s Hut: If you enter this hex, you may


perform a D5 Persuasion roll to have the druid give
you 1 Scroll with information. If you roll a 1, the
druid is angry and attacks you (use the Witch stats,
but you gain no loot).

Witch’s Hut: A successful D4 Exploration roll


allows you to find either 1 TP or 1 Scroll with a spell
of your choice. On a 1 or 2, you must fight a Witch.
On a failure, nothing special happens.

Enchanted Forest: Increase by 1 the HP of


any Major Foes encountered here. If you enter
an enchanted forest hex, you may perform a
D5 Exploration roll to find 1 magic item of your
choice from the following list: Potion of
Healing, Potion of Strength, Potion of Perception, Scepter of Dark
Power.

Numbered Star: This is your starting position on


the map. Roll d6 and place your character in the
corresponding hex.

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9d6 Quest

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30
9d6 Quest Play Sheet
Name: Class:
Glory: TP:
Spells Known: Extra Dice:
Clues:

Fresh Dice
Every Fresh die that rolls a 1 becomes Tired. Move it to the Tired box below.
If you have ANY Fresh dice, you must roll these before you can use any other
dice.

Tired Dice
Every Tired die that rolls a 1 becomes Wounded. Move it to the Wounded box below.
At the end of a combat, move 1 Tired die to the Fresh box if you win. If you run away
from a combat, you do not recover any Tired die. When you encounter multiple foes
in a single event, you will fight them one after the other but you may NOT use this
“resting” option between battles, only after the final battle.

Wounded Dice
Every Wounded die that rolls a 1 is Dead. Use Healing to move 1 Wounded die to the
Fresh box. Each healing of 1 die costs 2 TP and may be performed only in Villages
(max Healing 2 Dice), Towns (Max Healing 3 dice) and Temples (max Healing 4
Dice).

Dead Dice
Dead Dice are out of the game. Between adventures, you may spend 2 TP to bring a
Dead die to the Fresh box (spending your treasure for healing and recuperation). If
you do not spend TP, move the Dead dice to the Wounded box. If at any moment all
your dice are dead, your hero dies and you lose the game.

Class Abilities:

Magic Items (maximum 5 items, no multiple copies of the same item, you may not
find the same item twice during a single mission):

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