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Dungeon Questing: Fantasy Roleplaying Game

✍ Scribed by Mikael Hassel


Publisher
MHGames
Year
2016
Tongue
English
Leaves
174
Category
Library

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No coin nor oath required. For personal study only.

✦ Synopsis


Dungeon Questing is a classic fantasy roleplaying game based on Swords & Wizardry White Box but with a completely changed rules mechanicβ€”this game only uses six-sided dice to handle anything in the game, and there is no levels or classes.

Players create their characters in the way they see fit and character advancement is skill based, where the advancement comes in small steps after each gaming session.

For those of you who still wants classes and levels, fear not! The classes and levels are still there as an optional rule for character creation and advancement, which is basically the original White Box using a 2d6 system instead.

So grab you sword and shield and start your adventures in the world of Dungeon Questing!

Features:

β€’ Only six-sided dice are used; a 2d6 mechanic for action checks.

β€’ Custom character creation using a skill-based system.

β€’ All the White Box spells and monsters (plus a few additional ones!).

β€’ Rules for strongholds and mass battles.

β€’ A new treasure generation system.

β€’ Classes and levels as an optional system for characters.

A free character sheet is avaiable on drivethrurpg, just search for the publisher's complete list of products to find it.

✦ Table of Contents


Credits
Contents
Introduction
Chapter 1: Getting Started
Rule Number One
The Dice
Ability Scores
Strength
Intelligence
Wisdom
Constitution
Dexterity
Charisma
Experience Bonus
Starting Gold
Alignment
Chapter 2: Characters
Races
Dwarves
Elves
Halflings
Humans
The Skills
Skill Descriptions
Spellcasting Basics
Assigning your SKills
Cleric
Fighter
Magic-user
Thief
Using Skills
Chapter 3: Equipment
Buying Equipment
Equipment Weight
Calculating Armor Class
Hiring Assistants
Chapter 4: Playing the Game
Gaining Experience
Time
Movement Rate
Saving Throws
Scouting Checks
Combat
Determine Initiative
The Attack Roll
Melee Attack
Missile Attack
Movement within Melee
Specific Situations
Attacking from behind and Flanking
Critical Hits and Fumbles
Healing
Invisible Opponent
Morale
Negotiation and Diplomacy
Retreating
Spacing
Spells
Subdual Damage
Terrain Features
Two-weapon Fighting
Unarmed Combat
Turning the Undead
Loyalty
Heroic Adventuring
Strongholds
Mass Combat
Magical Research
Improving your Character
Spending Experience Points
Remember
Chapter 5: Spells
Divine Spell List
Arcane Spell List
The Spells
Chapter 6: Running the Game
Designing an Adventure
Running a Dungeon Adventure
Wilderness Adventures
Maps
Overland Movement
Fatigue
Getting Lost
Foraging
Creating a Campaign
Experience Points
Scale of Advancement
Chapter 7: Monster
Monster "to-hit" Rolls
Reading Monster Entries
Monsters A to Z
Demons
Dragons
Elementals
Giants
Golems
Humans
Lycanthropes
Better Monsters
Monster Levels
Creating Monsters
Chapter 8: Treasure
Generating Treasure
Gems
Jewellery
Special Items
Magic Items
The Treasure Size
Finding Magic Items
Potions and Spells
Staffs and Wands
Staff & Wand Descriptions
Magic Armor
Magic Weapons
Miscellaneous
Appendix
Epic Level Play
6th Level Arcane Spells
Re-introducing Classes
The Cleric
The Fighter
The Magic-user
The Thief
Optional: New Skills
New Skills
Dice Probabilities
Probablities of 2d6
D20 to 2d6 Conversion Tables
Final Words
Open Game License Version 1.0a


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