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This scenario/sourcebook features two open and non-linear adventures and information about the city-state of Miraz and the setting of the Shattered Lands. It is an epic self-contained mini-campaign that is designed to be picked up and played, or be a mine of ideas for a Gamesmaster looking to adapt it to his/her own campaign. Miraz the Golden sees itself as inheritor of the old Lion Empire. It is an oppressive military police state which seeks to dominate its neighbours. Some say the wrath of the gods has been brought down because of its hubris and it is currently stricken by a plague. Its Tyrant looks on from his remote palace, as the victims of the plague shuffle round the streets as newly-risen zombies. While his heirs fight amongst themselves to see who will succeed their father, once he is toppled by the rebellion that is fermenting in the streets.Into this madness step the beginning adventurers, out to make a fortune and a name for themselves. A Travellers Guide to the Shattered Lands: A brief overview of the setting with Cults and example character concepts. Enough for a GM to use the setting without clipping the wings of inspiration. Dead Pot Country: Enter the ancient ruins of the River Valley Civilization in search of a missing Merchant. Life and Death: Journey to the tyrannical city of Miraz and stop the plague of Undeath that afflicts it. Six Pregenerated characters: So you can pick up and play. “One day this city will have to choose between Life and Death” The Prophet, before being taken to his execution one hundred years ago in the city state of Miraz. By Newt Newport. 100 pages. Published by D101 Games November 2010.
A complete and easy to play Fantasy Roleplaying game, with monsters, magic and exotic locales. OpenQuest uses the classic D100 rules mechanic, which uses percentages to express the chance of success or failure.Open Quest is based on the Mongoose RuneQuest SRD (MRQ SRD), with ideas from previous editions of Chaosium’s RuneQuest and Stormbringer 5th, mixed in with some common sense house rulings from the author’s twenty years of experience with the D100 system. Final Edition. Character Generation: • Points buy by default, both for skills and characteristics (although there are optional rules for Random Characteristic generation) • Players come up with a concept for their character and build it the way they want. • Default rules produce jack of all trades characters, which are capable in combat, magic and practical skills. • Optional specialist character rules to produce characters who are more warrior or magician in concept. Character Improvement: • Characters gain improvement points for completing goals and entertaining play. • Players may then spend as they see fit on automatic skills and magic advancement. Skills: • Many skills are more groups of broad skills. For example Sleight, Hide and Stealth are all grouped together as Deception. This results in a streamlined and much shortened skill list. • Gone is the ‘golf bag’ of weapons skills, replaced by Close Combat, Ranged Combat and Unarmed. • Modifiers only added when they bring a big impact into play. Either plus or minus 25% or 50%. No more fiddly adding or subtracting of a +5% or -10% here and there. • Clear guidelines of when to call for a skill test and when not to. Combat: • Combat rounds are 5 sections of time, were combatants act in DEX order (INT if casting spells) • New combat manoeuvres available for all to speed up combat and make it more exciting • Characters with combat skills over 100% may split their attacks and defences to take on mulitple opponents. • No Hit Locations (although easy enough to add back in). • Damage taken directly off a Hit Points total, based on SIZ + CON divided by two. • Major Wounds (as seen in Stormbringer) an optional system. Magic: • Three approaches to magic: Battle, Divine and Magic. • All characters have some Battle Magic as default. • Summoning and Enchantment built into each approaches. • Specialists : Shamans, Priests, Holy Warriors , Adepts and Magus. • Sorcery now completely based upon one ‘Sorcery Casting’ Skill. This is the chance to cast a spell and limits the amount that the spell’s range, magnitude and duration can be manipulated. Creatures: • Twenty five monsters detailed. • Along with common domestic and giant animals. The Empire of Gatan: • A straightforward fantasy setting, with enough detail to pick up and play but enough room for Games masters to make it their own. The Road Less Travelled: • This is an introductory scenario suitable for beginning players and Games Masters • It is designed to give a general introduction to most of the rules systems Everything in the core OpenQuest rule book, except the illustrations by Simon Bray, is open gaming content under the Open Gaming Licence. This means that you can use all or part of the book to produce your own games, rules, adventures even for commercial release as long as you include the Open Gaming Licence included in the back of the book. By Newt Newport, with Tim Bancroft, Simon Bray, Paul Michener, John Ossoway, Graham Spearing and Tom Zunder. 182 pages. Published by D101 Games September 2010.
Contained within is a Saga of Swords and Sorcery action set in cold barbarian lands, where savage warriors stalk evil monsters in mist shrouded forests. New lands and religions to explore and four new adventures for OpenQuest, also compatible with other D100 systems: Guide to the Savage North: A new mini-setting filled with Tundra, Glaciers, Mountains and Barbarians. Although self contained it ties in with the setting in the OpenQuest rule book. Cults of the Savage North: The Barbarian Gods and the terrifying Blood Gods detailed with full cult write ups. Adventures: • Sellswords of the North: Adventurers are working as caravan guards, and arrive at northern trading post to find it ransacked. Hired to track bandits and bring them to justice. • To Frost Hold!: Adventurers meet priestess who is on quest to recover a magical artefact from the Sorceress daughter of a Frost Giant. Their Quest leads them into an ancient fortress half buried in a Glacier where even more ancient horrors awaken. • The Cauldron and the Pig: A priest has been cursed and thinks he's a pig. Has to be taken to the druids in Bogdan to have curse broken. • The Isle of the Sorcerer: An isle of riches untold and death in abundance. Appendix A: Six heroes of the North: Six pregenerated characters to use directly in your games or as inspiration for your own characters. "Know, oh Emperor, that between the years when the Dragon Drakkar froze the evil Serpent Empire and the rise of your own father's domain to the south, there arose barbarian kingdoms in the Savage North..." By John Ossoway and Newt Newport. 122 pages. Published by D101 Games March 2010.