0% found this document useful (0 votes)
156 views12 pages

Quick Start Guide for RPG Players

The document provides an overview of how to play a medieval fantasy wargame campaign where players control characters. It describes how to generate characters and their stats, outlines the referee's role, and gives guidance on exploring dungeons, managing resources, and dividing treasure.

Uploaded by

Sleep Mask
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
156 views12 pages

Quick Start Guide for RPG Players

The document provides an overview of how to play a medieval fantasy wargame campaign where players control characters. It describes how to generate characters and their stats, outlines the referee's role, and gives guidance on exploring dungeons, managing resources, and dividing treasure.

Uploaded by

Sleep Mask
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

A Quick-Starter for Prospective

Players
Delving Deeper V5

1
A Quick Start for Players
As in contemporary role-playing games each player in a fantastic me-
dieval wargames campaign controls a figure in the campaign—also
known as the player’s character. Examples follow:

3d6 Figure
3 Robert the Walsh [Myrmidon, MV 9′′ , AC 2, HD 3, hp 12, FC 3
men, SV F3]. Plate armor, helm, sword, shield, hand axe. Backpack,
iron rations, wine skin, tinderbox & 6 torches, 2 flasks of oil, crowbar,
pouch of knuckle bones, 2 large sacks.
4 Tobias Pilcrow [Hobbet Warrior, MV 6′′ , AC 5, HD 2 + 1, hp
9, FC 2 men, SV F6]. Mail armor, helm, 2 hand axes. Backpack,
rations, wine skin, tinderbox, lantern, 2 flasks of oil, small sack,
grapple & 50ft rope, pouch of marbles.
5 Trumbol Ardwack [Dwarf Warrior, MV 6′′ , AC 3, HD 2 + 1, hp
9, FC 2 men, SV F6]. Plate armor, helm, halberd, dagger. Back-
pack, iron rations, water/wine skin, tinderbox & 12 torches, hammer,
pouch of charcoal, whetstone.
6 Amara Shaye [Warrior, MV 9′′ , AC 2, HD 2 + 1, hp 9, FC 2 men,
SV F2]. Plate armor, helm, spear, shield, dagger. Backpack, rations,
water/wine skin, tinderbox & 6 torches, hooded cloak, small sack,
game snare, wolvesbane.
7 Elan Eladril [Elf Veteran/Medium, MV 9′′ , AC 4, HD 1 + 2,
hp 6, FC man +1, SV F1/M1]. Mail, helm, short bow & arrows,
dagger, scroll of sleep spell. Charm person spell. Backpack, rations,
water/wine skin, lantern, 2 flask of oil, hooded cloak, 50ft of rope,
manacles, seeing lens.
8 Ghilanna Feyre [Elf Veteran, MV 9′′ , AC 3, HD 1 + 2, hp 6, FC
man +1, SV F1]. Plate armor, helm, two-handed sword, hand axe.
Satchel, standard rations, 2 water/wine skins, tinderbox, lamp, 2
flasks of oil, ink & quill case, ledger, balance scale, yardstick, pouch
of 20 GP.
9 Art Nokkr [Dwarf Veteran, MV 6′′ , AC 2, HD 1 + 2, hp 6, FC
man +1, SV F5]. Plate armor, miner’s helmet, spear, shield, dagger.
Backpack, iron rations, water/wine skin, 2 flasks of oil, 50ft rope,
pick, 6 iron spikes, spade.
10 Jessun II of Merp [Veteran, MV 9′′ , AC 2, HD 1 + 2, hp 6,
FC man +1, SV F1]. Plate armor, helm, battle axe, shield, dagger.
Satchel, fine rations, 2 wine skins, ink & quill case, journal, fine
cloak, signet ring, broach, pouch of 50 GP.
11 Gordon Wesswol [Crucifer, MV 9′′ , AC 4, HD 1, hp 4, FC man,
SV C1]. Mail, helm, hammer, shield. Backpack, rations, water/wine
skin, silver Cross, 2 wooden Crosses, Holy water, tinderbox & 12
torches.

2
3d6 Figure
12 Kitelark [Medium, MV 12′′ , AC 9, HD 1, hp 4, FC man, SV M1].
Scroll of charm person spell, dagger. Sleep spell. Satchel, rations,
water/wine skin, tinderbox, lamp, 2 flasks of oil, lute, juggling balls,
deck of cards.
13 Ingemar Nation Builder [Friar, MV 9′′ , AC 4, HD 1 + 3, hp
7, FC man+1, SV C2]. Mail, helm, mace, shield, silver Cross. Cure
light wounds spell. Backpack, rations, water skin, tinderbox & 12
torches, brace drill, hammer & tin of nails.
14 Spinderella [Elf Medium, MV 12′′ , AC 9, HD 1, hp 4, FC man,
SV M1]. Scroll of sleep spell, dagger. Charm person spell. Backpack,
rations, 2 water/wine skins, tinderbox & 6 candles, ink & quill case,
parchment (18 leaves), pouch of fine sand, leather scroll case, signet
ring, pouch of 20 GP.
15 Hellena Styx [Seer, MV 12′′ , AC 9, HD 1 + 1, hp 5, FC man +1,
SV M2]. Scroll of charm person spell, dagger. Sleep and hold portal
spells. Backpack, rations, water/wine skin, tinderbox & 6 torches,
bedroll, hooded cloak, hiking pole, lodestone.
16 Seighild le Frur [Abbot, MV 9′′ , AC 3, HD 2 + 1, hp 9, FC 2
men, SV C3]. Plate armor, helm, morning star. Protection from evil
and cure light wounds spells. Backpack, rations, water skin, silver
Cross, Holy water, silver mirror, mallet & stakes, garlic.
17 Illithur Yeufold [Elf Warrior/Seer, MV 9′′ , AC 2, HD 2 + 1, hp
9, FC 2 men, SV F2/M2]. Plate armor, helm, sword, shield, dagger,
scroll of sleep spell. Charm person and protection from evil spells.
Backpack, rations, iron rations, water/wine skin, 3 silver arrows,
silver dagger, wolvesbane, belladonna.
18 Elspeth Zib [Conjurer, MV 12′′ , AC 9, HD 2, hp 8, FC 2 men,
SV M3]. Staff, scroll of sleep spell. Charm person, hold portal, and
invisibility spells. Backpack, iron rations, wine skin, lantern, 4 flasks
of oil, lockbox, manacles, ink & quill case, ledger.

Game Statistics The referee will use the game statistics. MV is


for Movement Rate; AC for Armor Class; HD for Hit Dice; hp for hit
points; FC for Fighting Capability; SV for Saving Throws.

Character Sheets Players should note their character details on a


sheet of paper or on a character sheet, such as the example provided
on the rear cover. If desired, the character’s ability scores—strength,
intelligence, wisdom, constitution, dexterity, and charisma—can be
determined by throwing 3d6 for each, in order, and recording the sum.

Elves and Dwarfs In addition to their other characteristics elves


are particularly good at finding secret doors, while dwarfs will notice
slanting passages, traps, or other clever stonework.

3
Role of the Referee
There is no Dungeon Master here. Instead, there is an impartial ref-
eree who facilitates the game. The referee is required to make rulings
to adjudicate the intentionally loose game framework, and these deci-
sions are final. Players will have poor luck occasionally, and should
expect rulings to go against them from time to time. While seemingly
inconvenient, this impartiality empowers players to truly own their
successes and their failures alike.

How to Play
Players should verbally dictate what their figures do and say in the
game world as they explore fantastic underworld and wilderness envi-
ronments. When a player states an action it is immediately happening
in the game—even if the player hesitates or retracts. When players are
talking their characters are talking too, so if the players are debating
what to do next, so are their characters and nearby monsters might
overhear them.

Getting Organised
Players should be organized. Each should maintain a record of their
figure(s) and provide these details to the referee as needed. In larger
groups it is helpful to nominate a caller, a mapper, and a chronicler.

The Caller If one of the player figures assumes a leadership role in


the game world, that player would logically be the caller. Otherwise,
the group may elect a caller or be leaderless and debate every choice.
The caller can address the referee outside the game (without being
overheard in game) to establish a marching order, state where the
party is going and what it is doing (or is supposed to be doing) during
exploration. Another player can disobey the caller’s orders—and this
might be perfectly in character. In combat the caller can continue to
issue orders, but the other players are free to act independently if they
choose (a melee is often every figure for themselves).

The Mapper A player can be nominated to map the game world as


the referee describes it, requiring time, writing tools, and useful light
in the game. Mapping is slow going but can reveal unexplored areas
and practical routes and should reduce the chance of getting lost.

The Chronicler Another player can reduce the referee’s workload


by keeping a record of monsters slain, treasure carried, and resources
consumed. This accounting occurs outside the game world.

4
Into the Underworld
Expectations The first thing to know is that treasure hunting in
the mazy dungeons can be deadly and survival is by no means guar-
anteed. Challenges are what they are, for better or worse. They are
not always “balanced” or beatable but they are usually appropriate
for the dungeon level they’re found on.

Preparation The expedition should comprise a pragmatic mix of


adventuring types including a good number of armored fighters.
Players should be equipped with more than just arms and armor. They
will need lanterns or torches to explore the dark places where treasures
are hidden, and rope, spades, crowbars, iron spikes, mirrors, and poles
can all be useful. Provisions may also be required. No figure should
be over-burdened or under-equipped—cooperative players may even
wish to organize their gear as a group.
Plans should be prepared for managing resources and for avoiding
combat. Food and burning oil can waylay unintelligent monsters,
while treasure can be bargained with more intelligent sorts. When
it comes to blows the additional weight of hired mercenaries (or mon-
sters pressed into service) can be invaluable. These will, of course,
desire a share in any treasure found and might intrigue to get it!
Finally, a player can name an heir so their next figure can inherit what
wealth the present one leaves behind, or is returned with the body.

Treasure The division of any treasure recovered is decided by the


surviving players. Their figures should each get a share of the loot
(and hence the experience awards) with magical items usually given
to those that can use them. Whether the heir of a slain player figure
or followers are rewarded is up to the players, the latter becoming less
loyal if denied a share.

Adventuring Time in the dungeons will be spent exploring and (if


the players are smart) avoiding unprofitable combat. Danger should
be expected at any moment from any direction, even from within the
expedition—lying and trickery are not unknown. Careful play can
avoid many (but not all) perilous situations that might otherwise cost
a life. However, too much caution can be as dangerous as too little;
some circumstances require decisive action before all is lost.
Players should ideally cooperate (e.g., rotating the guard duty when
rest is required) and exploit the collective abilities of their figures to
improve their shared chances of success. Arguments between players
will typically cause delay and could alert or attract monsters.
Above all players should think! Tackling challenges with wits and
imagination will succeed more often than relying on lucky dice.

5
Advice for Fighters
Your main job is to deal with the fighting, whether leading the charge
or managing the battle line. Either way, you should always have a
plan. Surprise the enemy wherever possible. Take the high ground.
Employ missiles and spears (three across a 10ft wide passage). If
you’re outnumbered, fight them at choke points. If you outnumber
them, make a flanking move to surround them. Form a battle line to
protect the vulnerable. Have a reserve ready to replace the injured or
fallen. Prepare a defensible position to fall back to. Even a basic plan
is better than no plan at all.
You should have plate armor and shield, missiles, spears, and hand
axes, and should bring as many troops as you can. Only give battle
when you have the upper hand—losing will get you killed. Enemy
morale failure is the quickest route to victory so aim to force morale
checks as early and as frequently as possible. Don’t forget that in-
telligent enemies can be subdued—this can shorten combat (reducing
risk) and swell your ranks.
At 6 or fewer hp you’re risking hits that could kill you. Survival is then
a matter of luck rather than strategy. If you do die, take a moment
to reflect on what got you killed. Was it really just an “unlucky” roll?
Or could you have avoided that roll all together?

Advice for Magic-Users


You are the brains of the operation. Your role is to observe and deduce,
to scheme contingencies, and to decide when to influence outcomes for
the expedition with your magic. Your offensive spells can be decisive
but be aware area effect spells can cause as much harm to allies as to
enemies if you’re not careful.
You should carry a dagger and as many spell scrolls as your purse
(and the referee) will allow. The sleep and charm person spells are
asymmetrically powerful; the other starting spells are situationally
useful. However, you can manipulate outcomes without resorting to
fire ball. The mere threat of magic can intimidate normal types, while
your mastery of languages and parley is a powerful option—as is your
ability to decipher runic symbols, treasure maps, and spell books.
You should always be protected by other figures ahead and behind—
possibly employing body guards for this purpose—and should avoid
combat wherever possible. Your armor class is terrible and you don’t
have a fighter’s hit points and moreover, you won’t be able throw spells
when toe-to-toe with the enemy!
Your best position is to stay out of any immediate danger. Your magic
may well be remarkable, but you’re almost always better off running,
hiding, or bargaining than you are fighting.

6
Advice for Clerics
You are a weapon against the undead. Your mission is to vanquish
these and other aberrations. Anyone can fight but only a cleric can
turn the undead and you should always attempt to do so. You should
carry at least one Cross and other tools of the monster slaying trade;
garlic, a mirror, stakes, Holy water, and burning oil.
Don’t overlook your clerical Order. You may be able to beg, borrow,
or become indebted for otherwise unaffordable spell scrolls. Obtain as
many as the referee will allow—even a single scroll will be a sound in-
vestment. Protection from evil and cure light wounds are good choices
(the temptation to reverse either notwithstanding). Hold person is a
more assertive option. Likewise, look to employ religious fanatics over
regular hirelings as these will serve for less and be more loyal—so long
as their fervor is fuelled.
You should use the best armor available—with good protection you
are a respectable fighter, but without, leave the front rank positions
to fighters with better armor and weaponry. Once missiles have been
loosed and melee contact made, you can step up to relieve injured or
fallen fellows on a near-equal basis.
Both before and after combat your spells can be consequential; re-
member that an ounce of prevention is worth a pound of cure.

Additional Player Figures


Additional player figures can be made by throwing 3d6 three times;
firstly to select a figure, secondly to select arms and armor, and finally
to select equipment. Alternatively just choose your favourites:

Figure Selection (3d6)

3d6 Figure 3d6 Figure


3 Myrmidon 11 Crucifer
4 Hobbet warrior 12 Medium
5 Dwarf warrior 13 Friar
6 Warrior 14 Elf medium
7 Elf veteran/medium 15 Seer
8 Elf veteran 16 Abbot
9 Dwarf veteran 17 Elf warrior/seer
10 Veteran 18 Conjurer

Veterans, warriors, and myrmidons are fighters. Mediums, seers, and


conjurers are magic-users. Crucifers, friars, and abbots are clerics.

7
Arms and Armor Selection (3d6)

3d6 Fighters1
3 Mail, pair of hand axes
4 Mail, mace and hand axe
5 Mail, composite bow2& arrows, dagger
6 Mail, light crossbow & quarrels, dagger
7 Mail, longbow2& arrows, dagger
8 Mail, short bow & arrows, dagger
9 Plate armor, sword and shield, dagger
10 Plate armor, sword and shield, hand axe
11 Plate armor, battle axe and shield, dagger
12 Plate armor, spear and shield, dagger
13 Plate armor, spear and shield, hand axe
14 Plate armor, two-handed sword, dagger
15 Plate armor, two-handed sword, hand axe
16 Plate armor, halberd, dagger
17 Plate armor, morning star, dagger
18 Plate armor, flail, dagger
3d6 Clerics3
3 Padded armor, staff, wooden Cross
4 Padded armor, staff, wooden Cross
5 Padded armor, cudgel and shield, wooden Cross
6 Padded armor, cudgel and shield, silver Cross
7 Mail, hammer and shield, silver Cross
8 Plate armor, hammer and shield, silver Cross
9 Mail, hammer and shield, silver Cross
10 Plate armor, hammer and shield, silver Cross
11 Mail, mace and hammer, silver Cross
12 Plate armor, mace and shield, silver Cross
13 Mail, mace and shield, silver Cross
14 Plate armor, mace star, silver Cross
15 Mail, morning star, silver Cross
16 Plate armor, morning star, silver Cross
17 Mail, flail, silver Cross
18 Plate armor, flail, silver Cross
1
All fighters wear a helm.
2
Dwarfs replace with light crossbow; elves and hobbets with short bow.
3
Clerics wear a helm on a 6+ and carry Holy water on a 3, 6, 9, 12, or 18.

Magic-Users Magic-users are always unarmored but on a 3d6 throw


of 6–10 they carry a scroll of charm person; on a 11+ a scroll of sleep.
On an odd throw they are armed with staff; otherwise with dagger.

8
Determining Game Statistics Movement Rate (MV ) is 12′′ for
men and elves; 9′′ for dwarfs and hobbets. Subtract 3′′ if mail or
plate armor is worn. Armor Class (AC) is 3, 5, or 7 for plate, mail, or
padded armor, respectively, or 9 if unarmored. Subtract 1 if a shield
is used. Hit Dice (HD) are 1 for crucifers, mediums; 1+1 for seers;
1 + 2 for veterans, veteran/seers; 1 + 3 for friars; 2 for conjurers; 2 + 1
for warriors, abbots, warrior/seers; 3 for myrmidons. Hit points (hp)
are 1–6 hp per HD plus 1 hit point per add. Fighting Capability (FC)
is 1 Man for crucifers, mediums; Man+1 for friars, seers, veterans, vet-
eran/mediums; 2 Men for conjurers, abbots, warriors, warrior/seers; 3
Men for myrmidons. Saving Throws (SV ) are F1, F2, F3 for veterans,
warriors, and myrmidons—dwarfs and hobbets add 4. M1, M2, M3
for mediums, seers, and conjurers. C1, C2, C3 for crucifers, friars, and
abbots. F1/M1 for veteran/mediums and F2/M2 for warrior/seers.

Magic User Spells A medium will know the charm person or the
sleep spell. A seer knows a protection from evil or hold portal spell in
addition to what a medium knows. A conjurer knows a phantasmal
host or an invisibility spell in addition to what a seer knows.

Clerical Spells A crucifer knows no spells. A friar knows a pro-


tection from evil or a cure light wounds spell. An abbot will know
both these spells. Note that clerical spells can be reversed at risk of
becoming an anti-cleric.

Spell Effect
Charm person Brings one man-like figure under the magic-user’s
influence.
Sleep Puts a group of man-like figures, or a single heroic
figure, to sleep.
Protection from evil Keeps enchanted monsters away.
Hold portal Holds a door or other portal magically locked.
Phantasmal host Creates an illusionary monster or body of troops.
Invisibility Makes someone vanish from sight!
Cure light wounds Restores lost hit points after combat.

Turning Away the Undead Clerics (but not anti-clerics) can at-
tempt to turn away undead monsters.

Saving Throws The referee may offer a saving throw as a last


chance for a player to avoid some in-game calamity. A successful
saving throw will usually avoid rays issuing from wands, paralysis,
and some magic spells entirely, or else reduce the damage from breath
weapons or other area effects by one-half. A failed saving throw allows
the weapon or attack to have its full effect.

9
Equipment Selection (3d6)

3d6 Pack
3 Trader satchel, rations, 2 wine skins, tinderbox, lamp, 2 flasks
of oil, ink & quill case, ledger, balance scale, yardstick, pouch
of 20 GP.
4 Minstrel satchel, rations, water skin, tinderbox, lamp, 2
flasks of oil, lute, juggling balls, deck of cards.
5 Vampire slayer backpack, iron rations, water skin, silver
Cross, Holy water, silver mirror, mallet & stakes, garlic.
6 Quartermaster backpack, iron rations, waterskin, lantern, 4
flasks of oil, lockbox, manacles, ink & quill case, ledger.
7 Smith backpack, iron rations, waterskin, tinderbox & 12
torches, hammer, pouch of charcoal, whetstone.
8 Monster hunter backpack, rations, iron rations, water skin,
3 silver arrows, silver dagger, wolvesbane, belladonna.
9 Carpenter backpack, iron rations, water skin, tinderbox &
12 torches, brace drill, hammer & tin of nails.
10 Burglar backpack, rations, water skin, small sack, tinderbox,
lantern, 2 flasks of oil, grapple & 50ft rope, pouch of marbles.
11 Freebooter backpack, iron rations, water skin, tinderbox &
6 torches, 2 flasks of oil, crowbar, pouch of knuckle bones, 2
large sacks.
12 Crusader backpack, rations, water skin, silver Cross, 2
wooden Crosses, Holy water, tinderbox & 12 torches.
13 Trapper backpack, rations, water skin, tinderbox & 6 torches,
hooded cloak, small sack, game snare, wolvesbane.
14 Tracker backpack, rations, water skin, lantern, 2 flask of oil,
hooded cloak, 50ft of rope, manacles, seeing lens.
15 Tunneller backpack, iron rations, water skin, miner’s helmet,
2 flasks of oil, 50ft rope, pick, 6 iron spikes, spade.
16 Rover backpack, rations, water skin, tinderbox & 6 torches,
bedroll, hooded cloak, hiking pole, lodestone.
17 Negotiator backpack, rations, 2 wine skins, tinderbox &
6 candles, ink & quill case, parchment, pouch of fine sand,
leather scroll case, signet ring, pouch of 20 GP.
18 Lordling satchel, fine rations, 2 wine skins, ink & quill case,
journal, fine cloak, signet ring, broach, pouch of 50 GP.

Even More!
All this is just a beginning. The original rules for fantastic medieval
wargames campaigns include nearly limitless possibilities for player
figures. Discover anew in your free copy of Delving Deeper—a near
emulation of the original game.

10
(Optional) Thieves
If the referee chooses to include thieves adjust the preceding as follows:

Figure Selection (p7) On any throw with a double the player may opt
for an eriff over a crucifer, medium, or veteran; a footpad over a friar, seer, or
warrior; or a varlet over an abbot, conjurer, or myrmidon.

Arms and Armor (p8) On a throw of 5+ a thief wears padded armor. On


an odd throw they are armed with a dagger; otherwise with cudgel. On an 11+
a thief has a crowbar; otherwise 6 iron spikes. Thieves have no spells.

Equipment Selection (p10) Every thief carries a satchel, rations, water


skin, tinderbox, lamp, and a small sack. Additionally, throw 3d6 twice on the
equipment selection table but take only the last two items listed for each throw.

Game Statistics Hit Dice (HD) are 1 for eriffs; 1+1 for footpads; 2 for
varlets. Fighting Capability (FC) is 1 Man for eriffs; Man+1 for footpads; 2
Men for varlets. Saving Throws (SV ) are T1, T2, T3 for eriffs, footpads, and
varlets—dwarfs and hobbets add 4. Thieves adjust saving throws vs rays and
wands by +2.

Advice for Thieves


Thieves are not meant to fight. Your role is to reach places the others cannot go;
to sneak and hide, eavesdrop, lure and ambush; to poison the wine, sabotage the
equipment, and provide diversions. You are there to get your hands on the loot,
not to die in the fighting.
While anyone could buy off the local barkeeps and snitches, you should do so as
a priority. 10–60 GP to get tongues wagging at the taproom is a fair price indeed
for a few treasure hunting leads. You might hold back a few of the choicest details
for yourself and this would be exactly in character for a thief.
You should carry a bag of tricks to facilitate your role. Rope, grapple, marbles,
string, a mirror, chalk, and iron spikes might all be useful. Burning oil and food
are good for distracting pursuers, and pre-prepared bribes can be handy. You
must not overburden yourself, however, as mobility is an essential part of your
survival strategy.
On that count, you can be satisfactorily armed with just a dagger or cudgel, and
even the allowable padded armor is optional. You will do well to avoid fighting
altogether unless success is virtually assured, and even then you should have a
contingency for when it all goes wrong. Always remember that deception is your
A-game, and always have an exit plan.

Writing: Simon Bull


Review: Derv, Daniel Collins, Zach Howard,
Andrew Codispo, Ethan Sincox
Art: Timothy Ide
Production: Simon Bull
Players Quick-Starter beta 20221014
[Link]
Copyright © 2022 Simon J. Bull

11
2204

You might also like