Player`s Guide - Scare for a Cure

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How The Game Works
You arrive at the quest site
with your party of four to six players.
You each select a character class.
Our quartermasters outfit you
with the gear you need for your class.
You go through combat training
to fight monsters with dice and skill!
You buy more gear as you see fit.
You have all evening to complete
as many quests as you can!
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Quest Night
Follow These Rules!
Quest Night actors may touch you;
you may NOT touch them!
DO NOT bring electronics.
NO videos, photos, or phone calls!
You may bring costumes, garb, or armor;
you may NOT bring weapons!
Weapons issued by us are for show and
NOT for hitting anyone or anything!
You MAY be crawling and climbing;
you MAY get dirty (but no blood)!
You may be given items in the quest;
DO NOT take other items you see!
Actors will not break character
unless your safety is at risk!
Obey all directives from staff;
NO exceptions!
Real money may buy game coins;
game coins do not buy money!
If your character dies,
your party can try Resurrection.
If that fails, ACCEPT death gracefully.
You might enjoy it...
You break the RULES?
You may be EJECTED with no refund!
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The Costumes
Players are encouraged to come out in costume. There will
be some crawling and climbing, but we avoid mud and
blood for this event. Our quartermasters supply tools for
character classes to help bring your character to life.
Warrior/Warlord: Sword
Mage/Battlemage: Spellbook and Staff
Cleric/Crusader: Holy Symbol and Mace
Rogue/Shadow: Cloak and Dagger
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The 2017 Campaign
The Kingdom of Scaria
It has been 20 years since the Lich King
War ended. A young queen now sits on the
throne of Scaria. She inherited a country in
pieces, and though she has ruled wisely and
improved the land, the evil let loose by the
Lich King is still strong. Most people huddle
within the walls of the few cities, especially
Haven.
Something is coming. Everyone feels it.
Heroes ride out on strange quests at the
behest of the queen and her advisors,
collecting artifacts for some Great Purpose.
Rumors abound that soon all the heroes of
the realm will be needed, united, to defend
all the people of Scaria...
Game Overview
Players will begin in Haven and then be hired by townsfolk
to pursue quests: some short, some long. It is doubtful that
any group will find time to run through all the quests in an
evening. At midnight, join us for a special all-heroes quest.
All players will begin 2017 Quest Night at Level 1, with
chances to level up during the evening.
If you have a character from previous Quest Nights, you
will play one of your own descendants: your past character
retired and gave his or her equipment to your new
character.
If you are a new player, you will begin with a standard
equipment list, plus any additional gear you buy.
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Basic Character Classes
Cleric
Mage
Orders of Dawn, Day, Dusk, and Dark
train their members to serve and
defend the community — or to heal
the wounds if that defense fails.
Decades of study have finally paid
off. You are as physically imposing as
a dandelion, but hands of flame get
respect in any social circle!
Level 1 Hit Points: 11 (+2 each level)
Level 1 Hit Ponts: 8 (+2 each level)
Level 1: Begin with 3 Rank 1 spells.
Level 2: +1 Rank 1 spell
Level 3: +1 Rank 2 spell
Level 4: +1 Rank 2 spell
Level 5: +1 Rank 3 spell
On Your Turn (choose one):
Every Round:
♦ WIELD MACE (damage d6).
Once Per Combat:
♦ HEAL yourself or ally for 4 hit
points. Use in combat or directly
after.
(Level 5) Increase to 6 hit points.
♦ (Level 3) TURN UNDEAD makes
one non-boss undead lose its next
action.
♦ (Level 4) SHARE LIFE allows you
to take hit points from your bowl
and redistribute them among one
or more allies. You must leave
yourself at least 1 hit point.
On Your Turn (choose one):
Every Round:
♦ WIELD STAFF (damage d6).
♦ CAST one spell. See spell text for
details. You may cast each spell in
your book once per combat per
spell copy.
Level 1, 2: Cast Rank 1 spells
Level 3, 4: Cast Rank 1, 2 spells
Level 5: Cast Rank 1, 2, 3 spells
Non-Combat:
Any Time Without Losing Your Turn:
Some spells may be Cast outside of
combat. Consult spells for details.
Once Per Combat:
♦ GRACE allows your ally (not
yourself!) to re-roll any roll.
Both dice must be re-rolled.
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Basic Character Classes
Rogue
Warrior
The mystery party member. Artful
dodger, sneaky thief, assassin, and
jack-of-all-trades. Many parties are
saved by one member going rogue!
The party’s combat heavyweight.
Will you be the “me hit things hard”
barbarian or the “I see their left flank
looks weak” tactician?
Level 1 Hit Ponts: 10 (+2 each level)
Level 1 Hit Points: 13 (+2 each level)
On Your Turn (choose one):
On Your Turn (choose one):
Every Round:
♦ WIELD DAGGER (damage d6/2)
♦ HIDE from non-area attacks this
round; next round, your Dagger
auto-hits with d6 (no 1/2 penalty).
While Hiding, you cannot do
anything; no one can Heal you.
Every Round:
♦ WIELD SWORD (damage d6).
(Level 5) +1 to both hit and
damage dice every time.
♦ BLOCK with sword to stop next
physical attack against yourself.
Skilled verbal taunts may draw
enemy attacks to yourself.
Any Time Without Losing Your Turn:
Any Time Without Losing Your Turn:
Every Round:
♦ (Level 3) DEFLECT physical
damage that would hit you onto
left or right ally (usually Warrior).
Once Per Combat:
♦ (Level 3) INTERCEDE to take
physical damage directed at
another player onto yourself.
Once Per Combat:
♦ (Level 5) EYE-FOR-EYE: if you take
non-magical damage, deal that
same damage back to attacker.
Non-Combat:
LOCKPICK chests, not doors.
Un-traps chest at the same time.
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Red text indicates improvements over the equivalent Basic Character Class!
Elite Character Classes
Crusader
Battlemage
You are the combat arm of the
churches of Dawn, Day, Dusk, and
Dark. You are a soldier and priest that
the gods trust with extra powers.
Like any Mage, you can summon
light in darkness, but you have honed
your studies and specialized in war.
Enemies fear your fireballs.
Level 1 Hit Points: 13 (+2 each level)
Level 1 Hit Ponts: 10 (+2 each level)
Level 1: Begin with 3 Rank 1 spells
Level 2: +1 Rank 1 spell
Level 3: +1 Rank 2 spell and Fireball
Level 4: +1 Rank 2 spell
Level 5: +1 Rank 3 spell
On Your Turn (choose one):
Every Round:
♦ WIELD MACE (damage d6).
Once Per Combat:
♦ HEAL yourself or ally for 4 hit
points. Use in combat or directly
after.
(Level 5) Increase to 6 hit points.
♦ SMITE an enemy w/mace. This
attack auto-hits with d6 damage.
(Level 5) Smite twice per combat.
♦ (Level 3) TURN UNDEAD makes
one non-boss undead lose its next
action.
♦ (Level 4) SHARE LIFE allows you
to take hit points from your bowl
and redistribute them among one
or more allies. You must leave
yourself at least 1 hit point.
On Your Turn (choose one):
Every Round:
♦ WIELD STAFF (damage d6).
♦ CAST one spell. See spell text for
details. You may cast each spell in
your book once per combat per
spell copy.
Level 1, 2: Cast Rank 1 spells
Level 3, 4: Cast Rank 1, 2 spells
Level 5: Cast Rank 1, 2, 3 spells
Any Time Without Losing Your Turn:
Once Per Combat:
♦ SHIELD AMULET allows you to
prevent all damage to yourself
from any one magical or physical
attack after it is already rolled.
(Level 5) May shield ally instead.
Any Time Without Losing Your Turn:
Once Per Combat:
♦ GRACE allows your ally (not
yourself!) to re-roll any roll.
Both dice must be re-rolled.
Non-Combat:
Some spells
may be Cast
outside of
combat.
Consult spells
for details.
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Elite Character Classes
Warlord
Other hunters are sneaky. You are
stealthy. Your silence makes an owl’s
flight seem noisy. When you step out
of hiding, even elves are startled.
The wise hero realizes that a fight is
not won just by damaging the enemy.
You are skilled in healing arts to help
you stay in the fight!
Level 1 Hit Ponts: 12 (+2 each level)
Level 1 Hit Points: 15 (+2 each level)
On Your Turn (choose one):
On Your Turn (choose one):
Every Round:
♦ WIELD DAGGER (damage d6)
♦ HIDE from non-area attacks this
round; next round, your Dagger
auto-hits with d6x2 damage.
While Hiding, you cannot do
anything; no one can Heal you.
Every Round:
♦ WIELD SWORD (damage d6).
(Level 5) +1 to both hit and
damage dice every time.
♦ BLOCK with sword to stop next
physical attack against yourself.
Skilled verbal taunts may draw
enemy attacks to yourself.
Any Time Without Losing Your Turn:
Once Per Combat:
♦ HEAL SELF for 4 hit points.
Use in combat or directly after.
(Level 5) Heal 6 hit points instead
and may heal self or an ally.
Every Round:
♦ (Level 3) DEFLECT physical
damage that would hit you onto
left or right ally (usually Warrior).
Once Per Combat:
♦ (Level 5) EYE-FOR-EYE: if you take
non-magical damage, deal twice
that damage back to attacker.
Any Time Without Losing Your Turn:
Once Per Combat:
♦ (Level 3) INTERCEDE to take
physical damage directed at
another player onto yourself.
Non-Combat:
LOCKPICK chests, not doors.
Un-traps chest at the same time.
SEARCH ROOM to find more loot.
Roll d6 after combat. On 1, you find
nothing. On a 2 or 3, you find one
or two gold.
On a 4, 5,
or 6, you
find gold
and maybe
something
extra!
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Red text indicates improvements over the equivalent Basic Character Class!
Shadow
Combat
Combat Timing
Melee Combat
The adventuring party will come into
contact with a variety of people and
monsters, perhaps even other players.
Not all people or monsters are
necessarily ENEMIES. But sometimes,
conflict is inevitable. At some point,
a Game Master (GM) will declare that
COMBAT has begun.
Announce your target before you roll.
Combat takes place on a special table,
using oversized d20 and d6 dice.
Empty your pouch into the bowl on
the table when combat begins.
If either of the dice hits a wall and
then lands touching the golden area,
add +1 to that die. GM ruling is final!
The d20 indicates hit or miss. The
roll needed to hit a monster will be
printed on the combat table.
The d6 indicates the damage dealt.
The Combat Table
+1 to any die on
gold if it bounces
off an edge first.
The order of combat is called
INITIATIVE. In most cases, the enemy
will get the initiative and attack first.
Player initiative by default is:
Rogue >> Warrior >> Mage >> Cleric
(or the related elite classes)
Players may opt to change order, but
we don’t recommend it. Players stand
at the table left to right in initiative
order.
+1
What action a player takes is based
on his or her class. Some actions
are automatic, like the Cleric’s Heal
ability. All ATTACK actions require
rolling. Attacks with spells or tokens
are magical. Attacks with weapons
(including Mage’s staff) are physical
(non-magical).
+0
10
A natural 20 also adds +1 to damage!
Combat is divided into ACTIONS by
each player and each enemy. Each
player gets one action per round.
Enemies usually only get one action
per round, but some enemies are
slow... others are really fast.
Any attack must roll the dice. Both
dice must be rolled at the same time,
for each attack, even for attacks that
auto-hit or do auto-damage.
If the dice leave the table, you lose
your action! (GM may warn once.)
Combat
Additional Combat Info
Only Mages and Battlemages can Cast
spells from their books. Each spell
may be Cast only once per combat per
copy of the spell.
Any player can use any TOKEN.
♦ BUFF tokens do not use up a
player’s action for that aound.
Ex: a Warrior can use a +1 To Hit
token and still attack that round.
♦ SPELL tokens use up a player’s
action for that round. Example: a
Warrior cannot Block and use a
Heal token in the same turn.
Buff tokens are yellow!
Spell tokens are red or blue!
Tokens can be used only once; they
are taken by the GM when used. Buff
token bonuses stack together.
All spells and tokens are auto-hit,
meaning they cannot miss their target
(but you still need to roll both dice).
Red damages or heals.
Blue helps in other ways.
After combat, any live player can use
a RESURRECTION SCROLL to revive
a dead player to full health (GM will
take the scroll). Without a scroll,
Death comes...
Resurrection
Above all else...
Always listen
to your
Game Masters!
Once you were dead,
But now you are not.
Thanks to this scroll
You avoid rot!
Cast at end of a combat encounter
to bring one dead player back to full health.
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