Quest Night. How The Game Works. You have all evening to complete as many quests as you can!

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Quest Night! s e o r He ted n a W r ry o of o l g ks ds o see, the Go ght! h w i e d e on eeks gol u this n ds y e s B n yo who l to grou d one uest cal ouded r e an ngs. h Q r s u e t r th vi en ou hin ind adv our cra abe, t i W y b f isfy l ye d ling shal g to sat r mew men an o n o i rt k dar be wea ly w ve hea n o a r : If ye ome, fo arm, br urvive s h g l stay f stron nd shal! o i n m ight y N me t f t cra ues and to Q me co Wel How The Game Works You arrive at the quest site with your party of four to six players. You each select a character class. Our quartermasters outfit you with the gear you need for your class. You go through combat training to fight monsters with dice and skill! You buy more gear as you see fit. You have all evening to complete as many quests as you can! 2

Follow These Rules! Quest Night actors may touch you; you may NOT touch them! DO NOT bring electronics. NO videos, photos, or phone calls! You may bring costumes, garb, or armor; you may NOT bring weapons! Weapons issued by us are for show and NOT for hitting anyone or anything! You MAY be crawling and climbing; you MAY get dirty (but no blood)! You may be given items in the quest; DO NOT take other items you see! Actors will not break character unless your safety is at risk! Obey all directives from staff; NO exceptions! Real money may buy game coins; game coins do not buy money! If your character dies, your party can try Resurrection. If that fails, ACCEPT death gracefully. You might enjoy it... You break the RULES? You may be EJECTED with no refund! Quest Night 3

The Costumes Players are encouraged to come out in costume. There will be some crawling and climbing, but we avoid mud and blood for this event. Our quartermasters supply tools for character classes to help bring your character to life. Warrior/Warlord: Sword Mage/Battlemage: Spellbook and Staff Cleric/Crusader: Holy Symbol and Mace Rogue/Shadow: Cloak and Dagger 4

The Kingdom of Scaria The 2017 Campaign It has been 20 years since the Lich King War ended. A young queen now sits on the throne of Scaria. She inherited a country in pieces, and though she has ruled wisely and improved the land, the evil let loose by the Lich King is still strong. Most people huddle within the walls of the few cities, especially Haven. Something is coming. Everyone feels it. Heroes ride out on strange quests at the behest of the queen and her advisors, collecting artifacts for some Great Purpose. Rumors abound that soon all the heroes of the realm will be needed, united, to defend all the people of Scaria... Game Overview Players will begin in Haven and then be hired by townsfolk to pursue quests: some short, some long. It is doubtful that any group will find time to run through all the quests in an evening. At midnight, join us for a special all-heroes quest. All players will begin 2017 Quest Night at Level 1, with chances to level up during the evening. If you have a character from previous Quest Nights, you will play one of your own descendants: your past character retired and gave his or her equipment to your new character. If you are a new player, you will begin with a standard equipment list, plus any additional gear you buy. 5

Basic Character Classes Cleric Mage Orders of Dawn, Day, Dusk, and Dark train their members to serve and defend the community or to heal the wounds if that defense fails. Decades of study have finally paid off. You are as physically imposing as a dandelion, but hands of flame get respect in any social circle! Level 1 Hit Points: 11 (+2 each level) Level 1 Hit Ponts: 8 (+2 each level) Level 1: Begin with 3 Rank 1 spells. Level 2: +1 Rank 1 spell Level 3: +1 Rank 2 spell Level 4: +1 Rank 2 spell Level 5: +1 Rank 3 spell WIELD MACE (damage d6). HEAL yourself or ally for 4 hit points. Use in combat or directly after. (Level 5) Increase to 6 hit points. (Level 3) TURN UNDEAD makes one non-boss undead lose its next action. (Level 4) SHARE LIFE allows you to take hit points from your bowl and redistribute them among one or more allies. You must leave yourself at least 1 hit point. WIELD STAFF (damage d6). CAST one spell. See spell text for details. You may cast each spell in your book once per combat per spell copy. Level 1, 2: Cast Rank 1 spells Level 3, 4: Cast Rank 1, 2 spells Level 5: Cast Rank 1, 2, 3 spells Non-Combat: Some spells may be Cast outside of combat. Consult spells for details. GRACE allows your ally (not yourself!) to re-roll any roll. Both dice must be re-rolled. 6

Basic Character Classes Rogue The mystery party member. Artful dodger, sneaky thief, assassin, and jack-of-all-trades. Many parties are saved by one member going rogue! Level 1 Hit Ponts: 10 (+2 each level) WIELD DAGGER (damage d6/2) HIDE from non-area attacks this round; next round, your Dagger auto-hits with d6 (no 1/2 penalty). While Hiding, you cannot do anything; no one can Heal you. (Level 3) DEFLECT physical damage that would hit you onto left or right ally (usually Warrior). (Level 5) EYE-FOR-EYE: if you take non-magical damage, deal that same damage back to attacker. Warrior The party s combat heavyweight. Will you be the me hit things hard barbarian or the I see their left flank looks weak tactician? Level 1 Hit Points: 13 (+2 each level) WIELD SWORD (damage d6). (Level 5) +1 to both hit and damage dice every time. BLOCK with sword to stop next physical attack against yourself. Skilled verbal taunts may draw enemy attacks to yourself. (Level 3) INTERCEDE to take physical damage directed at another player onto yourself. Non-Combat: LOCKPICK chests, not doors. Un-traps chest at the same time. 7

Red text indicates improvements over the equivalent Basic Character Class! Elite Character Classes Crusader Battlemage You are the combat arm of the churches of Dawn, Day, Dusk, and Dark. You are a soldier and priest that the gods trust with extra powers. Like any Mage, you can summon light in darkness, but you have honed your studies and specialized in war. Enemies fear your fireballs. Level 1 Hit Points: 13 (+2 each level) Level 1 Hit Ponts: 10 (+2 each level) Level 1: Begin with 3 Rank 1 spells Level 2: +1 Rank 1 spell Level 3: +1 Rank 2 spell and Fireball Level 4: +1 Rank 2 spell Level 5: +1 Rank 3 spell WIELD MACE (damage d6). HEAL yourself or ally for 4 hit points. Use in combat or directly after. (Level 5) Increase to 6 hit points. SMITE an enemy w/mace. This attack auto-hits with d6 damage. (Level 5) Smite twice per combat. (Level 3) TURN UNDEAD makes one non-boss undead lose its next action. (Level 4) SHARE LIFE allows you to take hit points from your bowl and redistribute them among one or more allies. You must leave yourself at least 1 hit point. WIELD STAFF (damage d6). CAST one spell. See spell text for details. You may cast each spell in your book once per combat per spell copy. Level 1, 2: Cast Rank 1 spells Level 3, 4: Cast Rank 1, 2 spells Level 5: Cast Rank 1, 2, 3 spells SHIELD AMULET allows you to prevent all damage to yourself from any one magical or physical attack after it is already rolled. (Level 5) May shield ally instead. GRACE allows your ally (not yourself!) to re-roll any roll. Both dice must be re-rolled. Non-Combat: Some spells may be Cast outside of combat. Consult spells for details. 8

Elite Character Classes Shadow Other hunters are sneaky. You are stealthy. Your silence makes an owl s flight seem noisy. When you step out of hiding, even elves are startled. Level 1 Hit Ponts: 12 (+2 each level) WIELD DAGGER (damage d6) HIDE from non-area attacks this round; next round, your Dagger auto-hits with d6x2 damage. While Hiding, you cannot do anything; no one can Heal you. (Level 3) DEFLECT physical damage that would hit you onto left or right ally (usually Warrior). (Level 5) EYE-FOR-EYE: if you take non-magical damage, deal twice that damage back to attacker. Non-Combat: LOCKPICK chests, not doors. Un-traps chest at the same time. SEARCH ROOM to find more loot. Roll d6 after combat. On 1, you find nothing. On a 2 or 3, you find one or two gold. On a 4, 5, or 6, you find gold and maybe something extra! Warlord The wise hero realizes that a fight is not won just by damaging the enemy. You are skilled in healing arts to help you stay in the fight! Level 1 Hit Points: 15 (+2 each level) WIELD SWORD (damage d6). (Level 5) +1 to both hit and damage dice every time. BLOCK with sword to stop next physical attack against yourself. Skilled verbal taunts may draw enemy attacks to yourself. HEAL SELF for 4 hit points. Use in combat or directly after. (Level 5) Heal 6 hit points instead and may heal self or an ally. (Level 3) INTERCEDE to take physical damage directed at another player onto yourself. Red text indicates improvements over the equivalent Basic Character Class! 9

Combat Combat Timing The adventuring party will come into contact with a variety of people and monsters, perhaps even other players. Not all people or monsters are necessarily ENEMIES. But sometimes, conflict is inevitable. At some point, a Game Master (GM) will declare that COMBAT has begun. Combat takes place on a special table, using oversized d20 and d6 dice. Empty your pouch into the bowl on the table when combat begins. Combat is divided into ACTIONS by each player and each enemy. Each player gets one action per round. Enemies usually only get one action per round, but some enemies are slow... others are really fast. The order of combat is called INITIATIVE. In most cases, the enemy will get the initiative and attack first. Melee Combat Announce your target before you roll. Any attack must roll the dice. Both dice must be rolled at the same time, for each attack, even for attacks that auto-hit or do auto-damage. If the dice leave the table, you lose your action! (GM may warn once.) If either of the dice hits a wall and then lands touching the golden area, add +1 to that die. GM ruling is final! The d20 indicates hit or miss. The roll needed to hit a monster will be printed on the combat table. The d6 indicates the damage dealt. The Combat Table +1 to any die on gold if it bounces off an edge first. Player initiative by default is: Rogue >> Warrior >> Mage >> Cleric (or the related elite classes) Players may opt to change order, but we don t recommend it. Players stand at the table left to right in initiative order. What action a player takes is based on his or her class. Some actions are automatic, like the Cleric s Heal ability. All ATTACK actions require rolling. Attacks with spells or tokens are magical. Attacks with weapons (including Mage s staff) are physical (non-magical). +0 +1 A natural 20 also adds +1 to damage! 10

Combat Additional Combat Info Only Mages and Battlemages can Cast spells from their books. Each spell may be Cast only once per combat per copy of the spell. Any player can use any TOKEN. BUFF tokens do not use up a player s action for that aound. Ex: a Warrior can use a +1 To Hit token and still attack that round. SPELL tokens use up a player s action for that round. Example: a Warrior cannot Block and use a Heal token in the same turn. Buff tokens are yellow! Spell tokens are red or blue! Tokens can be used only once; they are taken by the GM when used. Buff token bonuses stack together. All spells and tokens are auto-hit, meaning they cannot miss their target (but you still need to roll both dice). After combat, any live player can use a RESURRECTION SCROLL to revive a dead player to full health (GM will take the scroll). Without a scroll, Death comes... Red damages or heals. Blue helps in other ways. Resurrection Above all else... Once you were dead, But now you are not. Thanks to this scroll You avoid rot! Cast at end of a combat encounter to bring one dead player back to full health. Always listen to your Game Masters! 11