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For the PlayersIf you are going to be playing, rather thanGamesmastering, a game of QUERP, then this
section is for you.
As a player, you will be responsible for cre-ating and maintaining a player character(PC for short). From the irst time you writehis or her name down a piece of paper andthrough all of his or her adventures, you getto decide how he or she reacts and decidehis or her destiny. You will be responsible formaintaining the health, equipment and life ofyour player character.
But do not despair! Although that sounds in-timidating, it really isnt; in fact, it is actuallyquite fun and rewarding to see your charac-ter grow as they go on adventures and gainmore and more experience and more andmore treasure.
characteristicsEvery PC has what are known as character-istics. There are six of these, and they are de-
scribed below.Fighting: This score represents how wellyour character ights in hand-to-hand orranged combat. The higher the score themore likely it is your character will hit an op-ponent in a ight.
Magic: The Magic score represents how wellyour character can use spells or magicalitems. A low score means you will struggle todo anything magical, while a high score will
allow you to cast spells with relative ease.Strength: Your Strength score is a measureof your physical power. The higher yourStrength is, the more physically strong youare. Those with high Strength are able to per-form amazing feats of power.
Charisma: The Charisma score representshow persuasive and likeable you are. Thosewith high Charisma scores are more likely tomake friends and are able to use smooth talk-
ing to get what they want.Stealth:This score is a representation of howsneaky a PC is. It is the ability to move with-out being heard or seen, pick locks, disabletraps and so on. Stealth is also used to mea-sure a characters general agility and relexes,as well as their perception skills.
Knowledge: Your Knowledge score showshow intelligent your character is. The higherthis score, the more your character knows.
Each of these scores is rated with a numeri-cal value between 0 and 10. Beginning char-acters will generally have a score between 1and 6. These can and will change over time asyour character gets injured or gains experi-ence, but they can never go below 0 or above10. How to use your characteristics will beexplained later.
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combatQuite often you will ind yourself ighting foryour life against some enemy or other. When
this occurs you will have to ight in combat.
There are two types of combat: hand-to-hand and ranged. Hand-to-hand combat iswhere you use close quarters weapons suchas swords and axes while you stand toe-to-toe with your opponent. Ranged combat iswhere you use a missile weapon such as abow or crossbow and shoot at your opponentfrom a distance. Either way, it is handled thesame way.
Combat is divided into turns. Each turnequates to roughly 5 seconds of game time.Each participant in the combat gets one ac-tion during each turn. Each combat turn fol-lows a set of steps as detailed below.
roll for initiative
Each participant in the combat rolls 2 dice.The Gamesmaster should note down what
everyone scores, and should also roll for youropponents. During this turn, each participant
in the combat acts in order of highest initia-tive roll to the lowest. If one or more peopleare tied for initiative, then the person withthe highest Fighting score goes irst. If thistoo is a tie, then roll dice again until there is a
clear winner, and that person gets to go irst.
Actions
As each persons turn comes around they willget to perform one action. This will usuallybe one of the following: ight, cast a spell, usean item, move or lee. These are explainedbelow.
fightWhen you choose to ight, choose either ahand-to-hand or ranged attack. If you arealready in hand-to-hand combat they mustchoose to do that (or they lee; see later).
Roll 2 dice and add your Fighting score. If youequal or beat your opponents Defence Rating,you have hit them. Roll 1 dice, add or subtractany modiiers for the weapon you are using
(see below). Your opponent loses that manyHealth points (down to a minimum of 1).
Weapon Damage Modifier Notes
Battle axe 0
Broad sword +1
Bow 0 Ranged
Club -1 Blunt
Crossbow +1 Ranged
Dagger -2 Can be usedas ranged
Halberd +1 Two-handed
Javelin -1 Ranged
Lance +1
Mace 0 Blunt
Weapon Damage Modifier Notes
Morningstar 0
Short sword -1
Sickle -1
Sling -2 Ranged; blunt
Spear 0 Two-handed; can beused as ranged
Sword 0
Staff -1 Blunt; two-handed
Two-handed sword +2 Two-handed
Unarmed -3 Blunt
War hammer 0 Blunt
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for the gamesmasterIf you are going to be the Gamesmaster for agame of QUERP, then this section is for you.
However, it should be noted that you shouldat least make yourself familiar with thiswhole document; it is one of the key points inbecoming a great Gamesmaster.
Gamesmastering a game of QUERP is bothrewarding and challenging at the same time.It requires a good imagination, good com-munication and good storytelling skills. Thefollowing sections should provide you withsome advice in dealing with common situa-
tions that arise during a game.
Difficulty rollsAs the Gamesmaster it is your job to assignthe number needed for a Dificulty roll. Thiscan sound like a daunting task, but it is reallyvery easy.
The average score in a characteristic is 3. Theaverage roll on 2 dice is 7. Therefore, an aver-age task that could be completed 50% of thetime by an average person has a Dificulty of10. By using this as a base Dificulty, you canbegin to work out how easy or hard some-thing is to accomplish and assign an appro-priate Dificulty score.
The easiest way to do this is to look at eachsituation in question. Start with a score of 10.If the task should be harder than normal forwhatever reason, add 1 or 2 to the Dificultyfor each circumstance that makes the task
harder. Similarly, if there is some circum-stance that makes the task easier, subtract 1or 2 from the Dificulty for each situation thatmakes it easier.
Lets look at an example. A PC wants to climba cliff face to escape a horde of goblins. It iscurrently raining, making the rock face slip-pery; the Gamesmaster decides to add 1 tothe Dificulty to accommodate this. In addi-tion, the PC is in a hurry, adding a further 1to the Dificulty. Not only that, but the gob-lins have bows and are shooting at him! TheGamesmaster decides to add another 2 pointsto the Dificulty, making the total 14.
Looking at his notes, the Gamesmaster seesthat there are a lot of dead tree roots juttingout from the side of the cliff. This will makeclimbing a lot easier, so the Gamesmaster de-ducts 2 from the Dificulty. This is the onlything making the climb easier, so the inalDificulty the player needs to beat is 12.
By using this method you should be able toquickly and easily work out the Dificultyscore in any given situation.
Impossible Rolls: Occasionally a player willhave to make a roll that is impossible forthem to pass, due to either a high Dificulty ora low characteristic score. To make things abit more interesting, they should always havea chance to succeed. If a player (or you) rollsdouble 6 when making a characteristic roll,then you automatically pass the roll.
On the opposite end if this, if a player or your-self rolls a double 1, then you automaticallyfail.
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treasureThe main reason PCs go adventures is to indtreasure, so you, as the Gamesmaster, need a
way of inding out what monsters have it andhow much they have!
Firstly, to see whether an enemy has treasureor not, roll 1 die. If you roll 1-4, then the crea-ture does have treasure. This assumes thecreature is in its lair or home; if encounteredoutside of these areas, the chance is muchless; only a roll of 1 indicates that the crea-ture has treasure.
If the dice roll indicates there is treasurepresent, you will need to roll on the followingtables.
treasure typeIf the initial dice roll indicates that a creaturehas treasure you now must roll on the trea-
sure type chart below. Roll 2 dice and consultthe following table:
2 - Miscellaneous
3 - Gem
4 - Money
5 - Weapon
6 - Potion
7 - Money
8 - Scroll
9 - Armour
10 - Money
11 - Wand
12 - Miscellaneous
Once you have determined the treasure type,proceed to the corresponding section, be-low.
29
Once you have determined the treasure type,procee to t e correspon ing section, e-ow.
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money
If the treasure found is money, roll 1 dice. Ona 1-3, the money is copper coins. On 4-5, themoney is silver coins. On 6, the money is gold
coins.
To ind out how much money there actuallyis, roll 2 dice. If you are rolling for silver coins,multiply the result by 10; if you are rolling forcopper coins, multiply the result by 50. If youare rolling for gold coins, leave the result asis.
potion
Potions are magical liquids that can be drunkto provide a bonus to the drinker. If the trea-sure found is a potion, roll 2 dice and consult
the following table to determine what kind ofpotion has been found.
2 - Poison (drinker loses 2-12 Health)
3 - Sleep (drinker falls into a deep sleepfor an hour; only attacking them willwake them)
4 - Skill (drinker gains a +1 bonus to allcharacteristic scores for 5 minutes of
game time)
5 - Cure All (restores all Health)
6 - Curing (restores 2-12 Health)
7 - Healing (restores 1-6 Health)
8 - Enhancement (roll a dice to find outwhat it enhances 1 = Fighting; 2 =Magic; 3 = Strength; 4 = Charisma; 5 =Stealth; 6 = Knowledge. The appropri-ate characteristic gets a +2 bonus for
the next 5 minutes of game time)
9 - Luck (adds +2 to the next characteris-tic check)
10 - Invisibility (turns the drinker invisiblefor 5 minutes of game time)
11 - Resistance (drinker takes 1 less dam-age for any source for the next 5 min-utes of game time)
12 - Dragons Breath (drinker can breathefire like a dragon for 1 minute of gametime)
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group adventure:TOMB OF THEWARLORDTomb of the Warlord is a short adventure forthree to six characters and one Gamesmas-ter. If you are playing in the adventure, youshould stop reading now! It will lessenyour enjoyment of the adventure if youknow what is going to happen.
If you are the Gamesmaster, make sure you
have your players, some dice, some paperand pens handy and of course a copy of thisbook.
Boxed text (which is also written in italicslike this)is designed for you to read aloud toyour players; all other text is for your eyesonly.
When all is in readiness, read the followingto your players:
For months you had been hearing rumoursof long-lost treasure. Apparently the trea-
sure is located in the forgotten tomb of awarlord from ages past. Being new andkeen adventurers, you had investigatedthese tales but had turned up very littleevidence until one day in the city of PortBannon.
You had agreed to meet a merchant whoclaimed to have a map leading to the trea-
sure. The map looked genuine even ifthe merchant didnt so you agreed to
purchase it from him in the hope that youwouldfinallyfind something.
To your great relief, the map turned out tobe real. It led you into the forests north ofthe village of Pinebridge, where you have
found the entrance to the tomb. Peering in,you can see it is awfully dark
This should be a hint to the players that theyneed a light source of some kind. If theydont have any torches or lanterns, encour-age them to return to Pinebridge and buysome. You should note if they light a lanternor torch; if they dont they will not be able tosee inside the tomb.
You should also ask for a marching order; ineffect, the order that the party will travel inwhile in the tomb.
Some monsters have found the tomb be-fore the characters and are, at this moment,
searching around inside for treasure. Theyhave left some tracks in the ground outsidethe entrance, which may be noticed by theparty. Have everyone make a Stealth roll(Dificulty 10); if they succeed, tell them theynotice some tracks leading into the tomb.
When you are ready, proceed to area 1.
Notes on doors, secret doors,
and wandering monsters.All doors in the tomb are unlocked, unlessotherwise noted in the individual room de-scriptions. However, due to the age of thetomb, many of them have rusted hinges andare hard to open; when the adventurers tryto open a door, roll 1 dice. On a roll of 1-4,the door is stuck and requires a Strength rollto open (Dificulty 10).
All of the secret doors are well hidden, andrequire a Stealth roll to ind (Dificulty 13).
Some monsters have found their way into thetomb and have begun looting it and, in somecases, settling in to live here. Wheneverthe characters enter a new section of corri-dor (with the exception of the corridor thatleads to area 16 and beyond, as the monsters
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havent found this yet) roll 1 dice. On a 1, agroup of monsters are encountered.
Roll 1D6 and consult the following table todetermine the group of wandering monstersencountered:
1-6 Goblins1.
1-3 Orcs2.
1 Giant Spider3.
1-3 Dwarfs4.
1 Ogre5.
1 Troll6.
Only have each group on the table encoun-tered once; if you roll a result you have al-ready used, simply ignore it or roll on thetable again.
Area 1 Entrance Chamber
When the group enters this chamber, readthem the following:
You enter a large chamber, with doorsin each of the four walls. In the centre ofthe chamber is a stone statue of a man inancient armour, with a great sword heldhigh above his head. A plaque at the baseof the statue is engraved with writing in a
strange script.
The engraving is written in an ancient andlost language. A Knowledge roll (Dificulty13) can be used to read it; the engravingreads Warlord Almeka, Conqueror of Men.
If anyone touches the statue, a huge boomreverberates around the chamber, soundinglike the place is about to cave in. This is justan illusion, however, and poses no real threatto the players or their characters.
Area 2 Trapped Chamber
If the characters open the secret door, theywill set off an arrow trap. This will do 1-6damage to the character opening the door.
If they survive the trap, read the following:
The room you have entered is very smalland cramped. It appears no one has beenin here for quite some time judging by thedust on the floor. The only object in theroom is a battered chest sitting in the cor-ner.
The chest is locked and requires a Stealthroll (Dificulty 11) to open. Alternatively, the
characters can attempt to break the chestopen, in which case it requires a Strengthroll (Dificulty 12). Inside the chest is a smallblue key, which is needed to open the doorsin area 18. There is nothing else of interestin the room.
Area 3 Orcs!
When the characters enter the room, read thefollowing to them:
This room contains various urns and vas-es, most of them smashed into bits and ly-ing scattered on the floor. However, someare still intact, standing on low woodenbenches.
If this is the irst time the characters havebeen in this room, read the following as well:
Three, brown-skinned creatures are stand-ing over the remains of the urns and vases,laughing as they smash them with their
swords.
The three creatures are Orcs. If they spot thecharacters, they will raise their swords andadvance.
Orcs (x3): Fighting 3, Defence 11, Health 7,
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DragonPowerful, mighty and terrifying;
these three words and more can beused to describe the ancient race ofdragons. They have four legs thatend in powerful talons, and hugefang-filled mouths. Their scales aretougher than magical armour andmost species can employ their hugewings in flight. These creatures arehighly intelligent and most spe-cies are able to converse in manylanguages.There arefive distinctspecies ofdragon:
Dark Dragon: Dungeonadventurers beware, forthe dark dragon could
be lurking in any cavern.Their jet black scales and su-perb night vision make themthe deadliest undergroundpredator. Dark dragons arethe smallest of the dragonkin growing to only 8 me-tres in length. They usetheir powerful claws toclimb around dungeons
and cavern ceilings waitingto atack.
Fire Dragon: The most com-mon, and by far the largest, ofthe dragons is the fire dragon.
This beast is easily recognised by itsember red scales. Its primary weap-on is its ability to breathe a mightygout of flame from its mouth. They
live in mountainous areas or nearvolcanoes, in immense caves oftendug by the dragon itself. These cavesoften contain a massive treasurehorde gathered by the dragon overits thousand year life. Of course thisleads many adventurers to atemptto slay the dragon in order to claimthe treasure for themselves; sadly,
but not surprisingly, most of thesesouls do not return.
2
ungeonare, for
couldy cavern.cales and su-n make themdergroundragons are
he dragonnly 8 me-
hey uselaws tongeons
ngs waiting
e most com-the largest, ofe fire dragon.
.
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Forest Dragon: The forest dragon isone of the smaller dragon types. Anadult will normally grow to about15 metres in length, just half the
size of its fire breathing kin. Theserelatively good natured beasts dwelldeep within the heart of large for-ests and woods. Their scales rangein colour from dark green to rustic
brown depending on the climate oftheir surroundings. As you expectfrom a creature like this, the forestdragon is equipped with huge talons
and teeth. These instruments, how-ever, are mainly used for scaling talltrees. These dragons live in cavesthat have been dug into the roots ofthe largest trees in the forest.
Ice Dragon: Far in the distant northwhere glaciers and rag-ing snow storms arecommon place
you will findthe dreaded icedragon. Thesedragons do nothave wingslike theirother kin,
but theydo havehugeoversizedfront talonsto help themtraverse theice and snow.Despite their
large bodies (adults grow to 20m inlength) these creatures are cunningpredators. They hide amongst snowdunes waiting for a tasty meal (nor-
mally polar bears or large walrus).They strike with lightning speedand accuracy using their talons torend their prey. Ice Dragons canonly communicate in their own lan-guage and cannot cast spells.
Lightning Dragon: Lightning drag-ons live up to their name in everysense of the word: their brilliant
blue scales shine like an electricstorm; they can fly faster than anyother dragon and they can launch adevastating lightning bolt from their
ragon: ar in the distant northe glaciers and rag-ow storms areon place
ill findreaded icen. Thesens do notwingsheirkin,eyve
izedtalonsp t emrse thed snow.
ite their
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mouth. Unlike their fellow dragonkin the lightning dragon prefers tomove about and fight on its hindlegs. The lightning dragon will grow
to over 20m in length and can com-municate in a variety of languagesincluding the human tongue.
Stats: Fighting 16, Defence 20,Health 100, Damage 3-18 (3 dice)
Special Rules: All dragons have abreath weapon that they may use incombat. The effects of this weapon
vary depending on the dragon spe-cies, as listed below. Each dragon
may have additional special rules,which are also listed below.
Dark Dragon: Once every three
turns a dark Dragon can breathe acloud of paralysing gas; they can dothis even if they atack. The dragonmakes a Fighting roll and, if it hits,the victim must make a Strength roll(Difficulty 11). If he fails the roll hecannot move for 5 game minutes.
Fire Dragon: Once every three turnsa fire dragon can breathe fire at an
opponent; they can do this even ifthey atack. The dragon makes a
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Fighting roll and, if it hits, inflicts2-12 damage upon the victim (roll 2dice).
Fire dragons are immune to anydamage inflicted by fire.
Fire dragons are also accomplishedspell casters and may cast any spellavailable to characters. They have aneffective Magic score of 9.
Forest Dragon: Once every threeturns a forest dragon can breathe
a toxic gas at an opponent; theycan do this even if they atack. Thedragon makes a Fighting roll and, ifit hits, inflicts 1-6 damage upon thevictim.
Forest dragons hate fire and willavoid it wherever possible.
Forest dragons have limited magicability (effective Magic score of 4)
and can cast the following spellonly.
Tangle roots (Difficulty 11): Weeds,roots and branches wrap themselvesaround a single target. The targetmust make a Strength roll (Difficulty10) or suffer a -2 penalty to Defencefor 5 minutes of game time.
Ice Dragon: Once every three turnsan ice dragon can breathe a blast ofcold air at an opponent; they can dothis even if they atack. The dragonmakes a Fighting roll and, if it hits,inflicts 1-6 damage upon the victim.
Ice dragons are immune to any dam-age inflicted by cold/ice.
Lightning Dragon:Once every three
turns a lightning dragon can omit adevastating lightning bolt at an op-ponent; they can do this even if theyatack. The dragon makes a Fightingroll and, if it hits, inflicts 2-12 dam-age upon the victim.
Lightning dragons are immune toany damage inflicted by electricity.
Lightning dragons, like thefi
redragon, are also accomplished spellcasters and may cast any spell avail-able to characters. They have an ef-fective Magic score of 8.
Typical Native Climate: Dungeons(dark dragons); mountains or volca-noes (fire dragon); forest or jungle(forest dragon); tundra (ice dragon);
or any (lightning dragon).Encounter Numbers: 1
Treasure: Lair 1-3
Creature Type: Monster
Threat Level: Extreme
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Character Sheet
Characters Name
Characters Class
Fighting
Magic
Strength Charisma
Stealth
Knowledge
Health
Defence
Mana
Equipment
Notes
ATOR BATTLEBLADE
WARRIOR
6
2
5
4
3
1
19 4
13
Broad sword
light armour
shieldbackpack
2 days worth of rations
waterskin
bedroll
int and steel
17 silver coins
Ator Baleblade had been a soldier in the kings army
all his life until recently. After a night of drinking in thetaverns and inns of Port Bannon, he got into a ght andaccidently killed another man. He was thrown out ofthe army in disgrace and now wanders the world as ahired mercenary.
Ator is 25 years old and is as tough as nails. He sportsscars on his face from the many bales he has fought in,and these give him a rough and unfriendly appearance.He is in excellent physical condition and is ready to takeon whatever adventures might come his way.