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Homebrew - Wayward Quest.

Posted by ArkrimFor group 0
Arkrim
GM, 368 posts
Thu 6 Jul 2017
at 05:38
  • msg #1

Homebrew - Wayward Quest

Wayward Quest is a board game utilizing miniatures, a game board, and cards.

The game consists of 3-8 players. One of the players takes on the role of the "Quest Master" and controls the environment while the other players each take on the role of one of the adventurers. Alternatively, the game can be played without a Quest Master and monster actions and events can be drawn randomly but this makes the game easier and thus, on this mode all monsters and enemy traps have double normal hit points and damage.

Starting a Game
At the start of play, the Quest Master sets up the map. Only they know where all the enemy traps, treasure and enemies are. Adventurers can see out to 12 spaces (or half as far in darkness) but are blocked by cover. The QM reveals items and spaces at the end of each players turns (including their own) if they come into view. Games without a QM have you roll 2d6 for traps every time you move into uncharted. On a 3 or less, there is a trap. Spaces adjacent to an entrance, doorway, bridge, hallway, treasure, or similar area have a trap on a roll of 6 or less unless charted.

The card deck is shuffled and everyone begins play with 6 cards in their hand (max).

INITIATIVE
Everyone rolls a die with the highest roller going first and going clockwise in a turn order. Ties are rerolled to break ties. However, the quest master rolls twice and takes two turns. Every timer has 20 rounds. Some quests have 40 or even 60 rounds. These rounds are counted using a 1-3d20s. The idea is to explore the dungeon, solve the mystery, defeat the enemies, and escape with the treasure before the timer is up.

The following is a summary of how to play Wayward Quest step-by-step.

Step 1
Get the Wayward Quest Tabletop Game™ and gather approximately 3-8 friends to play (ideally 5-6).

Step 2
Unbox the materials and grab these instructions, reviewing the summary as you are doing right now.

Step 3
Choose whether you’re going to play with a Quest Master or Quest Giver and designate someone to play the role. A Quest Master will make decisions while a Quest Giver draws random quest cards or rolls dice to determine the outcome of decisions instead but otherwise functions as the Quest Master.

Step 4
The Quest Master decides which gaming mode and map to play in:
 Assassination
 Capture
 Escape
 Survival
 Territory

Step 5
The Quest Master sets up the game board and map while the other players shuffle the Action and Treasure Cards and divvy them out. Each player, including the Quest Master, should start with 6 cards in their hand that only they can see, 3 of which are actions and 3 of which are treasures.
The Quest Master should be careful to place Trap and Treasure cards face down so that only they know where each ones are. They can even keep notes to the side privately if they want. If there is a Quest Giver, they place Trap and Treasure cards down blindly, not even knowing which ones are which themselves and rolling 2d12 and 3d12 to determine their placement on the 32x24 inch map randomly, excluding the starting and ending zones.
The remaining Action Cards are stacked together into the Action Deck.

Step 6
Everyone, including the Quest Master, rolls a die to determine initiative. The person with the highest roll goes first and the game continues clockwise from them. Ties should reroll until the tie is broken.

Step 7
Each participant takes turns until the game is resolved. The game is resolved if any of the following occur:
 The primary quest is completed.
 The quest timer runs out.
 All of the adventurers are dead or retired.

Turn Phases
Each player’s turn takes place in phases. The following is a summary of each player’s turn phases.

1: Initiation Phase
At the start of each player's turn, ongoing effects initiate and resolve their round-by-round effects. Unless noted otherwise by a special ability, all tapped cards are untapped, all ongoing damage and healing is dealt to the player, and so forth.

2: Action Phase
During their action phase, a player can take 1 special action and 1 standard action.
The player chooses to play cards in their hand. Playing certain cards requires specific actions or requires cards to be tapped. Each player can take only 1 special action and 1 standard action on their turn. Cards that say “free action” require no action to perform but instead may require a card to be discarded, tapped, or hit points to be lost.

Possible special actions include:
 Play a card from your hand on to the field (equipping gear or charging a spell).
 Discard up to 2 cards and then draw 2 to replace them.
 Donate 1 card to another willing player (who must then donate a card of their choice to you).
 Activate a card on the field
 Discard 3 cards you have and retrieve an item from the discard deck

Possible standard actions include:
 Attack a target in range with a normal attack
 Move your character up to a number of spaces equal to 1d6 + their speed
 Go into defense mode until the start of your next turn (+5 all defenses)
 Aid an ally within 2 spaces (granting them +2 to their next standard action if it involves any rolls)
 Investigate a 2×2 area adjacent to your character or 1×1 area anywhere in your character’s line of sight. You make a Perception check to find traps (rolled secretly by the QM). If you succeed, the area becomes charted and traps are revealed to you, if any.

If you are adjacent to unrevealed treasure/trap, you can draw cards until you have a full hand again instead of only drawing 1 card but the last card you draw must be the treasure/trap, triggering it if its a trap or simply gaining the treasure if it's a treasure.

3: Disengaging Phase
Once the player has used all their actions, they draw 1 card from the Action Deck unless their hand is already full, in which case they do nothing and the next player can start their turn. Unless noted otherwise by a special item or trait, a character can only have up to 6 cards in their hand at a time.

4: Intrigue Phase
Only the Quest Master gets an intrigue phase. During this phase, the Quest Master places treasure tokens face down somewhere on the map.
They can place it anywhere they wish unless they are a Quest Giver. If they are a Quest Giver, the treasure is always placed randomly on the board by rolling 2d12s and then 3d12s, one determining longitude and the other latitude on the game board starting at the starting side of the map (ensuring the starting wall never has traps).
Treasure tokens cannot overlap with walls or players or their minions but they can overlap with doors, monsters, NPCs, and with other treasure tokens. If the treasure turns out to be a trap, it cannot be triggered by a monster until after it has been revealed.

Game Modes
At the start of each game, a particular game mode and map is selected:

Assassination
The adventurers must attempt to find and assassinate a particular boss monster or set of elite monsters before the timer runs out. The battle difficulty is set to 3 levels higher than normal, so stealth, tactical positioning, and speed are particularly important to success.

Capture
The adventures must attempt to capture a particular creature, object, or number of creatures or objects before the timer runs out. Speed and positioning are most vital here.

Escape
The adventurers must attempt to escape an ever-changing maze before the timer runs out. They must collect clues, unlock puzzles, fight off foes, and find their way to the exit before time runs out. Puzzle solving is most vital here.

Survival
The adventurers fight off wave after wave of monsters trying to stay alive until the timer runs out. Battle, healing, and tactical positioning is vital here.

Territory
The adventurers must acquire land and hold the position without letting the enemy acquire more territory than they get. An adventure can plant their flag or uproot an enemy flag by staying in the same spot for two consecutive rounds. Laying traps helps to keep territory. Tactical positioning is most vital here.

Warzone
The adventurers fight a war trying to keep their castle alive while destroying the enemy castle. First castle destroyed loses.

Attributes
All creatures and objects in the game have attributes that they use to interact. Attributes are numbers that determine either a bonus to a roll, a number that must be matched, or a limit or threshold in order to overcome some obstacle or threat the creature or object presents.

Hit Points
This number represents how much damage a creature or object can take before they are disabled. An object is broken at 0 hit points while a creature at 0 hit points begins dying.
If your character is dying, you can no longer take any actions except to discard cards and draw back up. In addition, you roll 1d6 each round at the end of your turn. If you get a 6, you stabilize and can stop rolling these checks. If you get a 1, your character dies.

Armor
This number reduces damage you take from BLUDGEONING, PIERCING and SLASHING damage, which are the damage types dealt by most weapons and traps. However, certain damage types can ignore it including: acid, cold, electricity, fatigue, fire, magic, poison, psychic.

Dexterity
This number increases your damage with light weapons and ranged attacks. It also grants you a bonus to rolls made to move through obstacles, difficult terrain, hide from foes, pick lock, pick pockets, tie ropes, swing, jump, etc.

Evasion
This number reduces damage you take from acid, cold, fire, and poison.

Magic
This number increases your damage and healing with spells. It also grants you a bonus to rolls made to solve puzzles, find hidden items, use magic devices, gather information, healing, etc.

Speed
This number determines the number of spaces you can move as a special action each round. You can move half this distance as a standard action (round down). Difficult terrain, obstacles, status effects, and walls can slow you down.

Strength
This number increases your damage with melee and thrown attacks. It also grants you a bonus to rolls made to break items, break down doors, lift and move heavy objects.
To move an object, you must have an amount of strength equal to the object. Multiple characters can work together, pooling their Strength together to move an object with a Strength greater than any one of them.

Willpower
This number reduces damage you take from electricity, fatigue, magic, and psychic.

Status Effects
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Blinded: Character cannot see more than 1 space away and cannot make ranged attacks. They also move at half speed.

Charmed: Character cannot attack or move away from the creature or trap that charmed them and allies take a -2 penalty to all checks and damage and healing they deal while adjacent to the charmed character or the creature that charmed them.

Frightened: Character cannot approach the creature or trap that frightened them and they take a -2 penalty to all checks and damage and healing they deal while within line of sight of the creature or trap that frightened them.

Slowed: Character can only take 1 action per round instead of both a special and standard action. They also move at half speed.

Stuck: Character cannot move from their current location. However, they can make a certain type of check or action to break being stuck as described by the effect.

Action Cards
Action cards are cards that can be put into play during the game. There are many types of action cards: class cards, gear cards, race cards, spell cards, and trap cards.

Class Cards
When a class card is put into play, your character gains its attributes. You can have only one class card active at a time.

Mage
+3 HP, +1 Magic, +1 Willpower, double area of AOE spells, take half damage from spells, you can pull a spell card from your field back into your hands as part of the same action used to place a spell card from your hand onto the field
Level 2: +3 HP, other bonuses now +2
Level 3: +3 HP, other bonuses now +3

Rogue: +4 HP, +1 Dexterity, +1 Evasion, double damage vs. foes with a condition (prone, frightened, blinded, surprised, etc.), you can pull a light weapon, ranged weapon, or light armor card from your field back into your hands as part of the same action used to place a gear card from your hand onto the field
Level 2: +4 HP, other bonuses now +2
Level 3: +4 HP, other bonuses now +3

Seer: +4 HP, +1 Magic, +1 Willpower, double healing with all healing effects you create, you can pull a bludgeoning weapon, magical foci, or light armor card from your field back into your hands as part of the same action used to place a gear card from your hand onto the field
Level 2: +4 HP, other bonuses now +2
Level 3: +4 HP, other bonuses now +3

Warrior: +5 HP, +1 Armor, +1 Strength, you can pull a weapon, shield, or armor card from your field back into your hands as part of the same action used to place a weapon, shield, or armor card from your hand onto the field
Level 2: +5 HP, other bonuses now +2
Level 3: +5 HP, other bonuses now +3

Race Cards
When a race card is put into play, your character gains its attributes. You can have only one race card active at a time.

Dwarf:
+1 Armor, -1 Speed, +1 Strength, +1 Willpower,
Poison Resistance: You take half damage from poison (rounded down, minimum 0).
Stability: You move half as far as normal when forcibly and unwillingly moved (round down, minimum 0).
Night vision: Your vision and attack range are not reduced by darkness.

Elf:
-1 Armor, +1 Dexterity, +1 Evasion, +1 Magic, +1 Speed, -1 Strength,
Magic Resistance: You take half damage from raw magic (rounded down, minimum 0).
Alertness: You automatically recover from blindness after 1 round. If a blindness effect normally only lasts 1 round, you are unaffected by it.
Night vision: Your vision and attack range are not reduced by darkness.

Gnome:
+1 Dexterity, +1 Evasion, +1 Magic, -1 Speed, -1 Strength, +1 Willpower
Psychic Resistance: You take half damage from psychic (rounded down, minimum 0).
Illusionist: When you roll to see through an illusion you roll twice and take the better. When foes roll to see through your illusions, they roll twice and take the worse roll. This effect cancels itself out when opposed.
Night vision: Your vision and ranged attack range are not reduced by darkness.

Human:
Ingenuity: You can discard up to 3 cards at a time when you do so on your turn.
Spirit: You can place cards on the field as a standard action instead of special action.
Versatility: You can tap any card you have on the field without expending an action and get +1 to your next roll instead of its normal effects.

Gear Cards
When a gear card is put into play, your character attaches it to the appropriate gear slot. You can have only 1 card in each gear slot at a time. A card is automatically tapped when placed on the field. Once untapped, you can tap it in the future to activate its special effects. You can have only one gear card of the same kind in play at a time except weapon/shield cards which you can have 1 shield and 1 weapon or 2 weapons (except 2-handed weapons): Head Gear, Armor, Weapon/Shield, Magic Item, Accessory. Some items have multiple types and can be treated as either of them. For example, a magical ring can take up your Accessory or one of your hands (your choice).

You have 6 gear slots you can fill:
Accessory: Amulets, orbs, and other miscellaneous gear fill this slot.
Armor: Armor, robes, and other vestments fill this slot.
Headgear: Helmets, hats, masks, goggles, crowns, and other headgear fill this slot.
Footgear: Boots, slippers, sandals, and other footwear fill this slot.
Left/Right Hands (2): You can fill a hand slot with a weapon, shield, or spell. Magcial foci such as wands, staffs, and scepters allow you to store 3 spells in them but they are treated as two-handed and provide no other benefit. You cannot wield more than 1 shield or 1 magical foci.

ACCESSORIES
Amulet: +1 Magic
Backpack: Allows you to discard or donate cards as a standard action instead of special.
Bag of Holding: Sustainable. While active on the field, this item allows your maximum hand to increase to 7.

ARMOR
A character's ARMOR stat reduces the damage they take from each hit. Certain damage types ignore armor such as ACID, COLD, FATIGUE, FIRE, ELECTRICITY, MAGIC, POISON, PSYCHIC.
Robes: +1 (skill)
Leather Armor: +1 ARMOR
Chain Shirt: +2 ARMOR, -1 acrobatics, climbing, swimming, speed, stealth, and spells.
Breastplate: +2 ARMOR, +1 EVASION, -1 acrobatics, climbing, swimming, speed, stealth, and spells.
Chainmail: +3 ARMOR, +1 EVASION, -2 acrobatics, climbing, swimming, speed, stealth, and spells.
Scalemail: +3 ARMOR, +2 EVASION, -2 acrobatics, climbing, swimming, speed, stealth, and spells.
Fullplate: +4 ARMOR, +2 EVASION, -3 acrobatics, climbing, swimming, speed, stealth, and spells.

HEADGEAR
Goggles of Nightvision: Your sight and firing range is not reduced by darkness.
Mask of Masquerade: When activated, enemies perceive you as one of your own so long as no other player is not within sight and you do not attack and you are treated as any race you want to be treated as when interacting with creature, items, or traps that interact differently dependent on race. If another player comes within sight of a foe or if you attack or steal their items, they immediately see through your disguise.
Crown: +1 Willpower

FOOTGEAR
Boots of Speed: Special Activation ◊ Footgear ◊ You move a distance up to your speed + 6 more spaces. You gain resistance to all damage during this movement.
Mask of Masquerade: When activated, enemies perceive you as one of your own so long as no other.
Sandals of Swiftness: +1 Speed

Spell Cards
When a gear car

Acid Rain
Special Attack ◊ Acid
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Acid Slash
Special Sustained Buff ◊ Acid
While this card is sustained, your standard attacks change to [acid] damage.

Acid Splash: Special Activation ◊ Your standard attacks change to ACID damage.
Bludgeoner: Special Sustained ◊ Dismissible ◊ Your standard attacks change to BLUDGEONING damage.
Burning Hands: Special Sustained ◊ Dismissible ◊ Your standard attacks change to FIRE damage.
Charm: Special Sustained ◊ Dismissible ◊ Upon activation, target 1 minion or elite. Minion becomes your ally for the duration. Elite simply won’t attack you but snaps out of it if you attack them.
Chill Touch: Special Sustained ◊ Dismissible ◊ Your standard attacks change to COLD damage.
Cure: Special Activation ◊ An adjacent ally of your choice ends all ongoing status effects currently afflicting them except for Frightened, Charmed, and/or Stunned.
Enchantment: Sustained ◊ Dismissible ◊ While this spell is in effect, you can attach sustained spell cards to gear you have on the field without consuming any additional slots (limit 1 spell per item card). The gear becomes magical. You can tap the spell and gear separately, they are tied together. Anything that removes, steals, or destroys the gear also does so to the spell and vice versa. You can even attach this spell to one of you gear cards on the field. If this spell card is removed, your gear remains enchanted but you can no longer enchant any more gear until you get this card in play and activated again.
Fireball: Upon activation, the character can attack all targets in a 3x3 space dealing FIRE damage.
Foresight: So long as you have it equipped, you can activate this spell at any time without using an action. When you do so, you discard it and can take a special action interrupting whatever action or turn was taking place when you declared doing so.
Heal: Upon activation, an adjacent ally heals a number of hit points equal to one-fourth their maximum.
Heroism: Sustained ◊ Dismissible ◊ Pick either yourself or an ally within 5 spaces. The target gains a +1 to all their rolls while this is in effect.
Lightning Bolt: Upon activation, the character can attack all targets in a 1x10 space line extending out from them dealing ELECTRICITY damage.
Luck: Single Use ◊ Free Activation ◊ From-Hand ◊ Activate any time you or someone else makes a roll such as an attack roll or skill check. You can force them to reroll and take the second roll regardless whether it is better or worse.
Magic Missile: Sustained ◊ Dismissible ◊ Your standard attacks change to MAGIC damage.
Mind Blast: Upon activation, the character can attack all targets in a 3x3 space dealing PSYCHIC damage.
Necrotic Burst: Upon activation, all adjacent creatures take POISON damage.
Poisoner: Sustained ◊ Dismissible ◊ Your standard attacks change to POISON damage.
Psi Strike: Sustained ◊ Dismissible ◊ Your standard attacks change to PSYCHIC damage.
Relief: Upon activation, an adjacent ally ends all ongoing Frightened, Charmed, and Stunned conditions.
Runecraft: Sustained ◊ Dismissible ◊ You can treat any magical item you have on the field as a spell instead of gear or vice versa for effects that target gear or spells. You choose how to treat the item each time it is affected so long as this spell remains in effect. This effect cannot affect the Runecraft spell, single-use spells such as Timestop or Wish, nor can it nonmagical gear such as an unenchanted Longsword.
Slicer: Sustained ◊ Dismissible ◊ Your standard attacks change to SLASHING damage.
Scrying: Upon activation, pick any 3x3 area on the map. You know if there are any creatures, treasures, or traps in that area, though you don’t know the exact location of each you can distinguish them. For example, if there were 3 creatures and 1 trap, you’d know there were 3 creatures and 1 trap, but not where they are positioned within that 3x3 area.
Shocking Grasp: Sustained ◊ Dismissible ◊ Your standard attacks change to ELECTRICITY damage.
Stabber: Sustained ◊ Dismissible ◊ Your standard attacks change to PIERCING damage.
Telekinesis: Upon activation, the character can move a creature or object in their line of sight up to 5 spaces. If this moves the target into a trap or off the map or up into the air, the target makes a STR or WIL check against you to stop the movement immediately before it does so. This movement can be split among multiple creatures and targets (for example, moving 2 targets only 3 spaces). If targeting a large creature or object, it counts as 4 creatures for these purposes.
Teleport: Special Activation ◊ You can teleport a distance equal to your speed or magic (whichever is better). This allows you to ignore difficult terrain, enemies, walls, traps, and other obstacles. However, if you teleport through cover, you move only half the normal possible distance.
Thievery: Active ◊ Special Action ◊ Hand Slot ◊ Upon activation, you can steal one card on the field from another player. If the card is tapped or sustained at the time, you must roll a THIEVERY vs. the target’s PERCEPTION or fail to do so.
Time Stop: Single Use ◊ Free Activation ◊ From-Hand ◊ If activated during your turn, you can take an extra special action that round. If activated outside your turn, you can take a standard action that interrupts the action of another combatant.
Touch of Fatigue: Sustained ◊ Dismissible ◊ Your standard attacks change to FATIGUE damage.
Trickery: Upon activation, this can be sustained. While in effect, you can perform combat maneuvers, pickpocketing, picking locks, opening and closing doors and manipulating objects in similar fashions at a range of 5 spaces.
Truesight: While sustained, you can see through darkness, fog, illusions, and glamers within 5 spaces of you.
Wall: Upon activation, a 1x3 area becomes a wall each block with a number of hit points equal to your own and an amount of ARMOR equal to your MAGIC.
Web: Upon activation, a 3x3 area becomes difficult terrain. Characters failing an athletic or acrobatics check to get past fall prone when entering or leaving it. This effect can be sustained.
Wild Empathy: Sustained ◊ Dismissible ◊ While active, beasts that do not have a humanoid rider, trainer, or leader will not attack you unless you attack them first. You can choose to extend this effect to adjacent allies but they break the effect if they cast a spell, attack, or get attacked.
Wish: Single Use ◊ Special Activation ◊ Hand Slot ◊ When you draw cards at the end of this round, you may search the deck and draw any cards you like. You must reshuffle the deck after you are finished making your selection.

WEAPONS/SHIELDS
When a weapon or shield is in play, it grants its effects. Making an attack taps the weapon, disabling its benefits until untapping. You can tap a weapon or shield at any time to block an oncoming attack. This gives you +2 DEF and doubles the ARMOR and DEF bonuses of the item being tapped against that single attack. However, after the attack is resolved you lose all the benefits of the weapon/shield until it is untapped (typically during the untapping phase).
Unarmed: Light Melee ◊ 1d6 bludgeoning.
Light (Daggers): Light Melee ◊ 1d6 slashing ◊ Dual Wield ◊ Throwing
Light (Martial Arts): Light Bludgeoning Weapon ◊ Dual Wield ◊ Throwing ◊ When dual wielding this weapon and making an attack with it◊ you can make 2 attacks instead of 1.
Medium (Longsword): 1 handed◊ 2d6 damage
Heavy (Greatsword): 2 handed◊ 3d6 damage◊ autokill minions◊ +1d6 damage vs. bosses
 Heavy (Greataxe): 2 handed◊ 3d6 damage◊ cleaving (2 attacks but only against adjacent targets)
 Heavy (Greathammer): 2 handed◊ 3d6 damage◊ automax damage vs. objects (walls◊ traps◊ gear◊ etc.)
 Heavy (Greatspear): 2 handed◊ 3d6 damage◊ reach◊ trip◊ grapple
Shield (Buckler): +1 ARMOR
Shield (Kite): +1 ARMOR, +1 EVASION, -1 acrobatics, climbing, swimming, speed, stealth, and spells.
Shield (Tower): +2 ARMOR, +1 EVASION, -2 acrobatics, climbing, swimming, speed, stealth, and spells.

Dual Wield: Allows you to wield the weapon in two hands. When you do so, you can make 2 attacks when you tap the weapon instead of 1.
Throwing: Allows you to make ranged attacks with a melee weapon at a base range of 2 spaces. You can attempt to throw at greater ranges but take a penalty.

CONSUMABLES
Consumables don’t take up any of your gear slots. Playing them onto the field activates their effect and discards the card all as one play. You can provide the benefits to yourself or a target adjacent to you.
Healing Potion: Target heals a number of hit points equal to half their maximum.
Mana Potion: You immediately untap a tapped spell.
Magic Scroll: Single Use ◊ Standard Activation ◊ Upon playing this card, you can also cast any spell you have on the field or in your hand. If the spell is on the field and untapped, it becomes tapped. If the spell is on the field and tapped, it goes back into your hand. If the spell is in your hand when this is played, it is discarded along with the magic scroll card (since it is single use).
Resurrection Stone: Single Use ◊ Special Activation ◊ Target creature comes back to life at half their maximum hit points. You can target a discarded card instead and instead move it from the discard pile to the top of the draw deck.


DOOR CARDS
-Door cards allow you to find a door. Some are magic, others are mundane. When you reveal a mundane door card, the nearest wall to you becomes a door, with you discovering the door as a result of activating the treasure. If you find a magical door, it will either be random or chosen. If chosen, you can conjure a door in any standard wall by using the one-use treasure. If you use it on a magical wall, you merely change the wall to standard in that spot but don't make a door.


=========

TIMERS
Most timers will be on a 20 round cycle. If you cannot complete the quest by 20 rounds, you fail. Usually, players will be given 1 minute of real time to complete their turn. If they don't finish within this time, they are denied any further action. If the timer runs out while they are placing cards or declaring, they may finish what they are doing but have only 15 more seconds to do so. Particularly nice players may up this to 2 or 3 minutes or may not even abide by the turn timer if they just don't care about the game taking more than 20-30 minutes.


=======

QUEST MASTER ACTIONS
When it is the quest master's turn they may either choose to manipulate creatures or manipulate environment for their turn. If they manipulate creatures, they can move all creatures on the map up to each creature's base speed and they can make a standard attack if a target is within range. In addition, the QM can make a single special action as they can have only one card in play per type, just like a player (despite controlling multiple creatures the benefits apply only to their highest level creature).

If they choose to manipulate the environment they can place, move, upgrade, or disable up to two traps or treasures on the field to a maximum of 3 traps and 3 treasures per player to a maximum trap/treasure level of 3. When placing on the field, they can do so secretly recording its location or they can place it publicly on the board letting the players know where it is (discouraging or encouraging the players to move in certain directions).


More coming soon...

Expansion Stuff

New Game Modes

Mole
In addition to another mode, this add-on mode causes one of the adventurers to become a spy, secretly working for the enemy. In addition to everything else, the adventurers must be wary not knowing which of them is the spy working against them. A spy must be careful not to reveal themselves too soon and must ensure that they survive to the end of the timer while keeping the adventurers from actually achieving victory. The spy takes double damage from fellow adventurers, so it's best to use subterfuge instead of direct attack.

Expanded Races
Catfolk: +1 speed, +2 Acrobatics, +2 Climbing, +2 Stealth, +1 slashing, +2 vs. area effects and falling/telekinesis.
Changeling: You are treated as any race you want when interacting with NPCs, traps, objects, and gear. Thus, you can use both the elven chainmail and the belt of dwarven kind and can be treated as a human instead of a lizardfolk when affected by a Lizard-bait Trap and similar scenarios. You also gain +2 Deception and Stealth.
Goblin:
+1 Dexterity, +2 Evasion, -1 Strength
Trap Resistance: You take half damage from traps, regardless of damage type dealt (rounded down, minimum 0).
Thievery: You can draw cards until your hand is full while within 10 spaces of a known LOOT space.
Night vision: Your vision and ranged attack range are not reduced by darkness.
Lizardfolk: +1 Armor, +2 resist poison, +2 Swim, +2 Perception, -2 Mechanics
Lupinefolk: +1 speed, +2 Initiative, +1 slashing, Scent
Orc:
+1 Armor, +2 Strength, -1 Magic
Fatigue Resistance: You take half damage from fatigue (rounded down, minimum 0).
Bloodrage: You deal +1 damage to targets that have damaged you in the last round.
Night vision: Your vision and ranged attack range are not reduced by darkness.

Skills: Alchemy, Arcana, Acrobatics, Climbing, Deception, Diplomacy, Endurance, Initiative, Insight, Intimidate, Mechanics, Medicine, Nature, Perception, Stealth, Swimming, Thievery.


Normal Damage: 1d6 (light), 2d6 (medium), 3d6 (heavy)



===========
ITEMS IN THE BOX

50 loot tokens
50 treasure/trap cards
50 action cards
6 adventurer miniatures (barbarian, ranger, druid, fighter, rogue, mage)
12 minion monster miniatures (6 goblins, 6 zombies)
3 boss monster miniatures (1 dragon, 1 warlord, 1 necromancer)
This message was last edited by the GM at 08:16, Thu 28 Dec 2023.
chupabob
player, 57 posts
ChupaBob drank many goats
Thu 6 Jul 2017
at 06:50
  • msg #2

Homebrew - Wayward Quest

This looks like fun. The mechanics seem basic enough like Munchkin or Knights of the Dinner Table: Dungeon Crawl. The fascinating part to me is the differing game modes. I don't know the tabletop game, Descent, so I cannot comment on any comparisons.

This also reminds me of the video game, Dwarven Fortress. The part about laying traps is particularly similar. If you aren't familiar with the game, it's an open ended low-graphics game of exploration and construction. There are no goals except those you make up and there is no way to win the game. I've been listening to a group play of DF, and I was in tears laughing at this: https://www.youtube.com/watch?...kFwQsC_5zyIHLaMFsaOM

Maybe the gnomes could burrow past obstacles. Maybe the gnome is a cleric by default who can heal injuries for others. Playing the gnome as an illusionist could get sort of complicated, right?
Arkrim
GM, 369 posts
Thu 6 Jul 2017
at 12:49
  • msg #3

Homebrew - Wayward Quest

Yeah, so far I like it. I bought a blank game board, cards with item images and blank backs, card sleeves, and a few miniatures and I'm actually building a prototype as well as the game itself.
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