o===||_____> GAUNTLET O\____^====\ The pen and paper adventure. "It's GAUNTLET for NERDS" PREPARATION This game uses lots of counters, so you'd best stock up. Miniatures can be used for players and monsters if you have any miniatures. You will need the following: - red, blue, green and yellow with a class printed on each - monsters of the various types and levels - monster generators - food (meals and booze) - jewel bags, open chests and closed chests - potions - keys - enchanted items/upgrades - breakable walls - lots of doors* - exit stairs - teleporters You will need to scrounge up a die or two and some paper, blank to record your character on as well as the monsters and gridded to draw the dungeon floorplan on. Make sure that the squares on the grid match the size of the counters. *if you don't have a lot of counters for doors (each door counter takes up one space so for long doors you will need lots of them) you can put down two counters opposite each other and just say that there is a long door between them. You will have to remember not to pass between these unless you have opened them first however. OUTLINE OF THE GAME Game is for one to four players. Players must get to the exit square on the dungeon floor. Have someone draw out the dungeon floor plan and put down the exit, walls, floor tiles that will hurt players and teleporters. The put down counters for any doors, breakable walls, monster generators, treasure and food. Place the player counters together somewhere, this will be the starting point. Make sure it's a fair distance away from the exit, we wouldn't want to make it too easy for players to win. A monster count will have to be decided upon which will limit the amount of monsters that are allowed to roam in the dungeon. To make keeping track of the stats for multiple monsters less of a headache it would be a good idea to number each monster counter. The order of play starts with the red player and then proceeds clockwise. During their turn a player can move and fight (either using their weapon or using a potion). You can move first then fight or fight first then move. You cannot take part of your move, fight, then finish your move. Players that choose not to move in their turn can fight twice. There are actions that a player can take during their move. If a player moves over or beside any treasure, food, corpse or encounters a locked door or chest they may pick up that treasure or food, loot the corpse or open the door or chest if they have a key for it. If there is a player in your way you must stop unless they allow you to pass. After the players have taken their turns the monsters get to have theirs. SETTING UP THE GAME Each player must decide on a class and a representative counter, a colour (red goes first, then blue, then green and finally yellow) and take a piece of paper to record their progress on. The character sheet must have the following information: NAME At the top is where your character's name goes. CLASS Also at the top of the sheet is where the player's colour and class is recorded. BODY POINTS How healthy your character is. This number will raise and lower depending on various actions in the dungeon. ARMOUR The number that a monster will have to roll against to damage a player. Equal and higher numbers are a success. FIGHT The damage a player does when successfully hitting a monster. MAGIC POWER The damage a player does when successfully hitting a monster with magic. RANGE (in spaces) The range that a magic potion will cover. When a player gets an enchantment that allows them to throw their weapon this statistic will come into play here. The Elf and the Wizard can attack from afar from the outset of the game and will not be allowed to carry that enchantment. MOVE (in spaces) The maximum amount of squares a player can move their character in a turn. POTIONS How many potions you are currently carrying. KEYS How many keys you have. A player has 10 slots on their belt for potions and keys. The more you are carrying of one the less you will able to carry of the other. TREASURE A tally of your spoils. ENCHANTMENT Any magical effects you are currently under are listed here. Each player can carry up to 4 enchanted items of different types. You will have to replace your enchantment with the one you are standing on if you wish to possess that particular enchantment. Players can also trade enchantments if their characters are next to each other. EXTRA ARMOUR Add a 1 to your Armour. EXTRA MAGIC Add a 1 to your Magic Power FIGHT POWER Add a 1 to your Fight. THROW WEAPON Allows a player the ability to throw their weapon to attack from afar. Uses Range to determine the distance. Elf and Wizard can attack from afar from the outset of the game and will not be allowed to carry that enchantment. EXTRA SPEED Add a 1 to your Move. Rebound shots Players that throw their weapon at a wall will have it rebound. Rebounding weapons will have their range reset instead of continuing for how many spaces they have left. For example, the Wizard attacks the wall that is 3 spaces away. When the shot hits the wall it may travel the 5 spaces that it could initially travel. Thrown weapons can only rebound a total of 3 times. INVISIBILITY All monsters except Death will not be able to see the player for 5 turns even if they are touching or are attacked. Invisibility is highly prized by all players. CLASSES Warrior - Warriors rely on their strength to survive. They have the weakest magic. THOR is a good name for Warriors. Body points | 100 Armour | 3 Fight | 2 Magic Power | 1 Range | 3 spaces Move | 10 spaces Valkyrie - Valkyries are as strong as the Warrior and have better armour. DORO is an excellent name for Valkyries. Body points | 100 Armour | 4 Fight | 2 Magic Power | 1 Range | 4 spaces Move | 12 spaces Elf - the Elf is the fastest of the classes and has the best range on their attacks. They have more powerful magic than the Warrior and the Valkyrie. The Elf can attack from afar from the outset of the game. DIO is about the best name an ELF could ever hope to have. Body points | 100 Armour | 2 Fight | 1 Magic Power | 2 Range | 7 spaces Move | 15 spaces Wizard - the Wizard can't fight as well as the other classes but they have the most powerful magic. The Wizard can attack from afar from the outset of the game. LORD BYRON is a name and title worthy of the arcane. Body points | 100 Armour | 2 Fight | 1 Magic Power | 3 Range | 5 spaces Move | 10 spaces COMBAT! Players can attack any monster that is in their range. A player must roll against a monster's Armour with a result that equals or is higher successfully wounding. Any monster that attacks a player will have to do the same. Using a potion will cause magic to explode out of your body in all directions. You class will have an effect on the radius the magic will travel. Players that have been killed will leave their corpse. Turn your counter over to show that you are dead. Any player that crosses your body will be able to take whatever spoils you have accumulated. MONSTER TURN After the players have had their turns the monsters will be able to have theirs. Once a turn one monster will be spawned from each generator if there is a space for them up until the maximum monster count is reached. The level of the generator determines the levels of the monsters that are spawned from it. The max level is 3 which will give the monsters a rating of 3 body points. All monsters will move towards players once spawned. MONSTER GENERATOR Generators are what spawns monsters into the dungeon. Each monster spawned will have a level equal to the Generator that they were spawned from. As generators have no Armour players will not have to roll for damage. Each time a generator is damaged its Body Points will be reduced by one affecting the level of any monsters spawned afterwards. These special property makes generators a primary target for all players. Body points | 3 Ghost Ghosts will try to run into players and will disappear when they do. Ghosts will do 10, 20 and 30 damage depending on their level. Ghosts will move directly towards the players but will be stopped by walls. Level 1 | Level 2 | Level 3 | Body points | 1 | 2 | 3 | Armour | 2 | 2 | 2 | Fight | 10 | 20 | 30 | Move | 7 | 7 | 7 | Grunt Gunts will run towards players and attack with their clubs. 5, 8 and 10 damage depending on their level. Grunts will take the shortest path around walls in order to get to the player. Level 1 | Level 2 | Level 3 | Body points | 1 | 2 | 3 | Armour | 2 | 3 | 3 | Fight | 5 | 8 | 10 | Move | 9 | 9 | 9 | Demon Demons are slow to move but can attack players from afar. Once a player gets in their range and there is no walls in the way they will stop and fire at them even if there are other monsters and objects in the way. When close they will bite players. Demons can be stopped by walls as with ghosts. Fireball does 10 damage regardless of level, bites do 5, 8 and 10 damage. Level 1 | Level 2 | Level 3 | Body points | 1 | 2 | 3 | Armour | 3 | 4 | 4 | Fight | 5 | 8 | 10 | Move | 5 | 5 | 5 | Sorcerer Not in the game yet sorry. Lobber Lobbers can throw bombs over walls to attack players. When players get within 4 spaces of a Lobber they will get attacked. A lobber's bomb willl take a whole turn to hit a player, meaning if the lobber has not moved in their current turn they will assuredly hit the player but if they have moved into position before throwing their bomb the player will have the chance to move out of the way once their turn comes up. Lobbers will have to move once a player gets within 3 spaces of them if there is no wall or pick ups in the way as they have no melee attack. Lobbers will do 3 damage regardless of their level. Level 1 | Level 2 | Level 3 | Body points | 1 | 2 | 3 | Armour | 2 | 2 | 3 | Fight | 3 | 3 | 3 | Move | 5 | 5 | 5 | Death Death is a special case. It is not spawned from a generator and wanders the dungeon looking for players. It will move towards the player closest to it even if its way is blocked so it moves much like a ghost. If death touches a player it will leach 10 body points per turn. Once death has leached 200 body points he will disappear. Players can only "kill" death if they use a potion against it. Death can also see invisible players. Move | 9 Thief After a certain amount of monsters have been slain a thief will appear in the dungeon at the exit stairs. The thief will hunt down the most wealthy player and steal an item from them before retreating. The thief works on a sliding scale; any enchanted items take precedence over others, then potions, keys and treasure. If any players kills a thief then he will drop whatever he stole. If a thief manages to escape the dungeon through the exit (he will pass through doors to get there) that item will appear on the next dungeon level. If a player kills a thief before they are able to steal anything the thief will drop a gem bag which is worth 500 points. Body points | 1 Armour | 3 Move | 10 INTERACTIVE WITH OBJECTS A player only has to walk over an object on the floor to pick it up. You will have to pick up whatever you move across but if you are walking beside an item you can elect to snatch it if you want it. Objects that can be picked up include all treasure, potions, keys, food and enchantments. Shooting an object will destroy it with no benefit going towards the player or monster that attacked it. The only exception is potions. if a player shoots a potion then the effect will cover half the player's range from where the potion was located. However, Demons and Lobbers that have hit a potion with their attacks will not trigger its effect. All food will give the player that eats it 10 body points. This number can go over the original 100 body points that each player starts with. The booze food item, when shot, will slow any players that are within a 5 square radius of it for a duration of 5 turns. Be careful not to shoot any booze but also be careful that no Demons or Lobbers shoot the booze as it will have the same effect on players as if one of them had shot it. Locked chests and doors require keys to open. If you open a chest you will have to roll a die to determine what will be revealed when opening a chest. 1 | Ghost 2 | treasure 3 | treasure 4 | food (no booze) 5 | potion 6 | enchanted item (player choice. Not Invisibilty though) When opening a door any other doors touching it on its axis will also open. Opening a horizontal door will not open any vertical doors touching it. If a door going along one axis goes through another door on the other axis then only the doors on the side that you touch will open. In some dungeons you may encounter floor tiles that will hurt you. Step on one and you will have to roll your Armour to see if you get hurt. Each tile will do 10 body points worth of damage. Teleporters may also be present. Stepping into a teleporter will send a player to another teleporter tile and if the player still has spaces left to move they may continue doing so. If there are more than two teleporters then a player will be sent to a random destination that is decided... somehow. Monsters cannot be teleported and must stop before they step onto a teleporter. Any breakable walls can be destroyed with one attack. TABLES WARRIOR VALKYRIE Body points | 100 Body points | 100 Armour | 3 Armour | 4 Fight | 2 Fight | 2 Magic Power | 1 Magic Power | 1 Range | 3 spaces Range | 4 spaces Move | 10 spaces Move | 12 spaces ELF WIZARD Body points | 100 Body points | 100 Armour | 2 Armour | 2 Fight | 1 Fight | 1 Magic Power | 2 Magic Power | 3 Range | 7 spaces Range | 5 spaces Move | 15 spaces Move | 10 spaces MONSTER GENERATOR Body points | 3 GHOST Level 1 | Level 2 | Level 3 | Body points | 1 | 2 | 3 | Armour | 2 | 2 | 2 | Fight | 10 | 20 | 30 | Move | 7 | 7 | 7 | GRUNT Level 1 | Level 2 | Level 3 | Body points | 1 | 2 | 3 | Armour | 2 | 3 | 3 | Fight | 5 | 8 | 10 | Move | 9 | 9 | 9 | DEMON Level 1 | Level 2 | Level 3 | Body points | 1 | 2 | 3 | Armour | 3 | 4 | 4 | Fight | 5 | 8 | 10 | Move | 5 | 5 | 5 | LOBBER Level 1 | Level 2 | Level 3 | Body points | 1 | 2 | 3 | Armour | 2 | 2 | 3 | Fight | 3 | 3 | 3 | Move | 5 | 5 | 5 | DEATH THIEF Move | 9 Body points | 1 Armour | 3 Move | 10 LOCKED CHEST (roll die) 1 | monster 2 | treasure 3 | treasure 4 | food (no booze) 5 | potion 6 | enchanted item (player choice) ENCHANTMENTS EXTRA ARMOUR | 1 to Armour EXTRA MAGIC | 1 to magic Power FIGHT POWER | 1 to Fight THROW WEAPON | Can throw weapon (Range) EXTRA SPEED | 1 to Move REBOUND SHOTS | Shots can rebound INVISIBILITY | 5 turns of Invisibility o===||_____> GAUNTLET O\____^====\ The pen and paper adventure. By PizzaTime! 2009 Thanks to Atari for stealing several months from my twelfth year. Thanks also to my Trainwrecking homepeople for not laughing at my crazy ideas.