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Stronghold: A Fantasy Adventure

This document outlines the rules for a fantasy adventure roleplaying game called Stronghold. It describes character creation including available races and classes. It details the combat system including contests, damage, and healing. It provides examples of monsters and NPCs that characters may encounter, each with unique stats and abilities. Magic rules are also covered, describing available spells.
Copyright
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Download as PPTX, PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
485 views18 pages

Stronghold: A Fantasy Adventure

This document outlines the rules for a fantasy adventure roleplaying game called Stronghold. It describes character creation including available races and classes. It details the combat system including contests, damage, and healing. It provides examples of monsters and NPCs that characters may encounter, each with unique stats and abilities. Magic rules are also covered, describing available spells.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Stronghold

A fantasy adventure.
Rules
• All characters have a race and a class.
• All characters have 3 Statistics:
• Attack – used for fighting.
• Defense – used to resist attacks.
• Charm – used for social encounters.
• Other Bonus’ – a collection of circumstantial skills based on Class and Race.
• Statistics range from +0 to +10
• Characters also have Health.
• Health is equal to 9 + Level.
• Each time a character looses a contest in combat, they suffer 1D3 Wounds.
• When a character rests (4 hours or more), they regain 1D6 Wounds.
• Challenges involve a dice roll.
• Dice rolls are 2D6+Statistic.
• If the result is higher than the difficulty, it is a pass.
• A roll of double 6s always passes.
• A roll of double 1s always fails.
• Difficulties for challenges may be:
• Trivial (4).
• Easy (7).
• Hard (10).
• Daunting (13).
• Impossible (16).
• Contests involve both parties rolling, with the highest succeeding.
• Combat is a contest.
Character Races & Classes
• Races: • Classes
• Dwarf. • Mage.
• +1 bonus at Level 1 to Defense when wielding a Shield. • At level 1 the Mage starts with 2 Spells in the Grimoire.
• +1 Other Bonus to Dungeon Exploration. • Each level, may add: +1 Other Bonus to use Magic, +1
• Each level, may add +1 Health and +1 bonus to Defense Other Bonus to Lore OR gain a new Spell.
when wielding a shield OR +1 Other Bonus to Dungeon • Starting Equipment: Leather Armour (+1 Defense),
Exploration. Grimoire with 2 Spells.
• Starting Equipment: Mining Pick (+1 Damage or +5 • Rogue.
against stone monsters) and Shield (+1 Defense).
• +1 Other Bonus to Dungeon Exploration.
• Elf • +1 Other Bonus to Sneaking and Hiding.
• +1 bonus at Level 1 to Attack when armed with a Sword • +1 Other Bonus to Lockpicking.
or Bow.
• Each level, may add +1 Charm, +1 bonus to Attack when • Each level, may add: +1 Other Bonus to Dungeon
armed with a Sword or Bow OR +1 Bonus on rolls to use Exploration, +1 Other Bonus to Sneaking and Hiding, or
magic. +1 bonus to Attack.
• Starting Equipment: Bow (+1 Attack, +1 Damage) and • Starting Equipment: Leather Armour (+1 defense),
Sword (+1 Attack, +1 Damage). Lockpicks (+5 to Lockpicking).
• Human. • Warrior.
• +1 bonus at Level 1 to one of the following: Attack, • +1 bonus at Level 1 to Attack.
Defense or Charm. • Each level, may add +1 to to one of the following: Attack,
• Each level, may add +1 to to one of the following: Attack, Defense OR Other Bonus for feats of strength.
Defense or Charm. • Starting Equipment: Chain Armour (+2 Defense).
• Starting Equipment: Shield (+1 Defense) and Sword (+1
Attack, +1 Damage).
Magic
• Each Spell may only be cast once between rests.

• Spell list:
• Blast: Shoots a bolt of magical energy at a target. Roll against their Defense. D6
damage.
• Entrance: Target enters a trance for a number of hours equal to the level of caster.
• Extra Eye: Conjures an additional eyeball. Can be left in a location, allowing the
caster to spy.
• Extreme Damage: Increase a character’s damage to D6 for the duration of combat.
• Teleport: Travel magically from one location to another.
• Shield: Target gains +2 Defense for the duration of combat.
Name:
• Race: Dwarf.
• Class: Mage.
• Level: 1.
• Health: 10.

• Attack: 0
• Defense: 0
• Charm: 0
• Other Bonus:
• +1 bonus at Level 1 to Defense when wielding a Shield.
• +1 Other Bonus to Dungeon Exploration.
• Equipment:
• Grimoire.
• Spells:
• Charm
Name:
• Story: • Race:
• Class:
• Level:
• Health:

• Attack:
• Defense:
• Charm:
• Other Bonus:
• Equipment:
Goblins
Goblin Mass

• Health:10
• Attack: +10
• Defense: +0
• Special Rules:
• Each Wound the Goblin Mass
takes grants the following: -1
Attack, +1 Defence.
Vermin
• Dire Rat • Filthy Wizard

• Health: 1 • Health: 6
• Attack: +1 • Attack: +0
• Defense: +0 • Defense: +1
• Special Rules: • Special Rules:
• Vermin Explosion. Rat explodes D3
damage.
• Filth Ray. Stun for 1D3 actions.
Vermin
• Dire Rat • Filthy Wizard

• Health: 1 • Health: 4
• Attack: +1 • Attack: +0
• Defense: +0 • Defense: +1
• Special Rules: • Special Rules:
• Vermin Explosion. Rat explodes D3
damage.
• Filth Ray. Stun for 1D3 actions.
Vermin 2
• Rat Swarm • Ratman

• Health: 3 • Health: 2
• Attack: +1D3 • Attack: +2
• Defense: +3 • Defense: +1
• Special Rules: • Special Rules:
• Each wound = -1 Attack. • +2 Ambush.
Vermin 3
• Rat Dragon

• Health: 6
• Attack: +3
• Defense: +3
• Special Rules:
• Weird-fire Breath: +D3, jumps to
another at -1 until gone.
Water Drake
• Water Serpent • Sobeki

• Health: 5 • Health: 5
• Attack: +1 on land, +3 in water • Attack: +3
• Defense: +1 on land, +3 in water • Defense: +3
• Special Rules: • Special Rules:
• Entangle: Can grapple after attack. • Bite: -2 Attack, D6 damage.
-2 to swimming and attacks while • Scales: -1 damage from foes.
grappled. • Grappler: +1 Grapple.
Drake
General Rules
• Challenges involve a dice roll.
• Dice rolls are 2D6+Statistic.
• If the result is higher than the difficulty, it is a pass.
• A roll of double 6s always passes.
• A roll of double 1s always fails.
• Difficulties for challenges may be:
• Trivial (4).
• Easy (7).
• Hard (10).
• Daunting (13).
• Impossible (16).
• Contests involve both parties rolling, with the highest succeeding.
Character, Part 1
• All characters have 3 Statistics:
• Attack – used for fighting.
• Defense – used to resist attacks.
• Charm – used for social encounters.
• Huntslore – Used to hunt, track and understand monsters.
• Other Bonus’ – a collection of circumstantial skills based on Class.
• Statistics range from +0 to +10
• Characters also have Health & Move.
• Health is equal to 9 + Level.
• Each time a character looses a contest in combat, they suffer 1D3 Wounds.
• When a character rests (4 hours or more), they regain 1D6 Wounds.
• Move is equal to 1.
Combat
• Combat is a contest.
• Combat occurs on a radial map.
• The radial has several positions.
• Centre.
• Near to centre.
• Far from centre.
• Distant from centre.
• The radial has four quarters:
• North.
• East.
• South.
• West.
• The character’s foe stands in the centre.
• Each turn a foe may move in 1 quarter’s direction.
• All players in that quarter move 1 position closer to the foe.
• All characters in the opposite quarter move 1 position further from the foe.
• On their turn in combat, a character may move 1 position.
N

E
W

S
Monster Identification Chart

Weakness exposed.
Yes. Weakness can be
targeted.
Characters make Part of Monster.
Monster.
Huntslore roll. Roll beats Difficulty?
No W00eakness
No.
identified.

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