This is the first officially created d33 Roguelike Half scenario. It is appropriate for a beginner level hero and followers, or 2 heroes.
- Game Master: Unneeded
- Player Ct: 1 - 2
- Play Time: 10 - 15 min
- For levels: 10 - 15
- For all ages
1. Prologue
2. Game Summary
- i. Game Characteristics
- ii. Needed for Play
- iii. Game Preparation
3. Game Progression
- i. Linear Mode
- ii. Adventure and Game Victory
- iii. Dungeon and Formation
- iv. Ending the Game (Victory and Failure)
- v. Rations and Food (in Snowblade's Peak)
- vi. Lamplighters (in Snowblade's Peak)
4. d33 Event Table
- i. Result 11: Hanging Corpse
- ii. Result 12: Clear Ice Wall
- iii. Result 13: Snowblade Bird's Nest
- iv. Result 21: Yeti
- v. Result 22: Avalanche
- vi. Result 23: Forgotten Shrine
- vii. Result 31: Past Challengers
- viii. Result 32: Snow Sharks
- ix. Result 33: Killer Bird
5. Treasure Table (1d6)
6. Magic Treasure Table (1d3)
7. Equipment Table (1d3)
8. Intermediate Event: Snowblade's White Rampart
9. Final Event: The Final Trial
10. Ending
You can see a mountain that stabs through the earth like a sword. Around here the mountain is called "Snowblade". It's the steepest and most dangerous mountain in the Sword Hail Range. The mountain has two official names thanks to a long-standing territorial dispute.
The northern city of San Salen and the barbariant city of Fu Wei. Both cities claim that the mountain is theirs, due to being located on the territory border. The conflict has gone on too long, so a solution has been proposed.
"We shall send representatives to Snowblade's summit! The city whose representative reaches the summit first will gain control of the entire Snowblade region!"
Snowblade has gentle slopes and abundant nature at its base, but closer to the summit becomes a harsh world of snow and ice, and inhuman creatures. Nobody has ever reached the peak. The first to do so will receive a huge reward and the honor of giving Mt Snowblade an official name.
Having passed the rigorous selection process, you and your followers have been selected to ascend Snowblade as a reprsentative of San Salen. Nobody has yet to drop out. But the problems lie ahead. The mountain itself will reject those who are not up to the task.
During a break, while pondering what might lie ahead, you recall the existance of your rival on this quest. The representative of Fu Wei, one of the more ifluential tribes living in the deep snow of the mountains. Their chief, Go Berwan.
A mountaineering specialist they call the Snow Leopard. You have only heard rumors, so you had prepared yourself for a formidible man.
But the man you saw at the mediation and departure meeting was a bit different. He was given gloves and amulets from his not-yet of age son and wife holding their baby, blessed with the hope of his safe return. Rather than a warrior, you got the impression he was a kind father who cherished his family.
Though that has nothing to do with challenging Snowblade's Peak. All heroes must carry a great burden, but continue moving forward. Wealth, honor, family, or a happy future... Treasures will vary from person to person, but it is absolutely waiting ahead.
You tell your followers the rest is over, and make your path through the snow. You have faith that yours is the path of the brave...
Welcome to Roguelike Half. This game is a TRPG meant to be played solo (or with 2 people), and is also a game book, yet is also like a dungeon-hack video game converted to analog...
You can play with or without a game master (GM). In other words, its for 1 to 3 players.
When participating as a player, you create for yourself a Hero. This is your "adventurer", not all-powerful, but a plenty strong character. When there is 1 player (ie hero), you begin the adventurer around 7 followers. When there are 2 players, you begin with none.
This adventure uses a d33, which determies the next Event you encounter. At certain points you encounter the Intermediate and Final events, proceeding the story.
Roguelike Half scenarios are meant to give a fulfilling sense of adventure in a short time. You search rooms, dodge traps, wipe out enemies, and attempt the final objective.
But be careful!
Part of the adventure is random, and victory is not absolutely guarunteed.
If you make mistakes or luck is not on your side, your precious character will be frozen forever beneath an icy grave.
If you have a writing instrument and 1 six-sided die you can being playing immediately. If you print out the Adventurer Record sheet then it may be easier for you to record your information.
Before beginning Snowblade's Peak - Path of Braves, a d33 scenario for Roguelike Half, you should prepare your Hero (and their Followers). You can read the rules before beginning play, or keep them close at hand for reference while playing.
Snowblade's Peak - Path of Braves is played in Linear Mode. When
italic text
is shown in the descriptions, these paragraphs describe the situation of the hero's current location. You may continue play without reading these, but reading them will likely be more enjoyable.
In linear mode, you use a d33 to determine the map without regards to route. In this mode, after a specified number of Events (map tiles) have occurred, you arrive at the Intermediate Event.
After revealing the 1st through 3rd tiles and experiencing their associated Events, the 4th tile is fixed to the Intermediate Event.
After the 5th through 7th tile events, you proceed to the Final Event.
- Tiles 1 - 3: Event from the Event Table
- Tile 4: Intermediate Event
- Tiles 5 - 7: Event from the Event Table
- Tile 8: Final Event
When playing in Linear Mode, when performing an Escape, the map tile revealed does not count to the total.
The heroes do not proceed to that room but instead return to one room previous, and attempt a different door.
The player should flip another tile and move to a different room.
You may not Escape from the Intermediate or Final Events.
Victory in this game requires completing the objective. In Snowblade's Peak - Path of Braves, the objective is to plant a flag at Snowblade's summit to guarunteed the land for San Salen.
This quest is intended for one adventure. An "adventure" means returning once from a dungeon delve (or getting a game over).
Formation has no effect on battle in this scenario.
The hero and combat followers may attack the enemy as you wish.
Enemy attacks are divided fairly among the heroes when there are two players. If there is one player, half attacks go to the hero, and half go to the followers.
In either case, the player determines who takes the remainder attack (if any).
Ex) 7 Imps attack the hero and her 3 Soldier followers. The Imps attack 7 times total. The player decides the hero will take 3 attacks, and her followers will take the remaining 4. A soldier will die for each failed defense check (if all soldiers perish and there are remaining attacks, the hero takes the rest).
If 1 of the heroes dies, the adventure ends in failure.
If this occurs, or after completing the final event, the game ends.
If the victory conditions have been met, the adventure was a success.
On a successful adventure, each hero gains 1 experience point.
On a failure, no experience is gained.
Heroes that have not died can prepare to adventure again.
In this adventure, each hero does not start with 2, but with 0 rations. However, this only applies to level 13+ adventurers (if 12 or below you start with 2).
Since this is an outdoor adventure, even without a Lamplighter or similar light you do not take the -2 penalty.
The event table in this adventure is rolled by d33 (1d3 as the tens place and 1d3 as the ones place).
Level 5
You see an adventurer hanging by a rope from a sheer cliff face.
He's no longer moving.
Must have been a member of a previous party.
If you attempt to gather belongings from the corpse, have a character make a Dexterity check (target: 5).
On a failure, you slip down a crevice and take 1 point of LFP damage. On a success, you may roll once on the Treasure table and once on the Equipment table.
Level 5
Through a thick but transparent wall you can see two pieces of equipment stuck in the ice. Roll 1d3 on the Magic Treasure and Equipment tables to determine what the items are.
There are two ways to obtain them.
The first is a Magic Pickaxe. By using one of these you can obtain both pieces of equipment from the ice.
The other is by digging by hand. By consuming 2 LFP, you may acquire both pieces of quipment.
| Snowblade Bird | ||
|---|---|---|
| Number: 1d6 | Level: 4 | Treasure: Egg (1d3) |
| Reaction Table | ||
| 1 - 5 | [Neutral] | |
| 6 | [Fight to the death] |
Snowblade Bird is a Bird type creature. Snowblade Bird will fight to the death.
It spreads its massive wings to fly, making it an easy target for ranged weapons. Add +1 to attack checks using ranged weapons against this creature.
Snowblade birds makes their nests in flocks on snowy mountains. They are normally passive, but they will risk their lives to protect their eggs from being stolen.
These eggs have nourishing and invigorating effects. 1d3 eggs are here. 1 egg can be used as 1 ration, but they expire at the end of the adventure. You can also sell them for 5 gold each.
| Yeti | |||
|---|---|---|---|
| LFP: 5 | Level: 5 | Attacks: 3 | Treasure: +1 modifier |
| Reaction Table | |||
| 1 - 2 | Peaceful | ||
| 3 - 4 | Bribe (1 ration) | ||
| 5 - 6 | Bribe (2 rations) |
This creature is Humanoid and has Slashing type attacks.
The Yeti is weak to Fire, so attack checks using Fire gain a +1 modifier.
The Yeti is strong to Ice, so attack checks using Ice gain a -1 modifier.
The Yeti are a peaceful race so long as their bellies are full, but they hunger often.
A tsunami of snow and ice crashes toward you with a terrifying sound.
All characters must make either a Strength, Dexterity, or Life check of your choice (target: 3).
Characters that fail are buried beneath the snow.
In this case, make a Divinity check (target: 4). On a success, you free yourself from the snow. On a failure, you take 1 point of LFP damage.
On a bright, sunny afternoon in the snow-covered mountains, under the moderately high sun,
the snow at your feet begins to tremble with a slight, rapid vibration.
Unable to immediately understand what's happening, you and your companions exchange glances.
"Run!"
Was it you who shouted, or someone next to you?
As if to drown out any further cries, a wave of snow rushes down the mountain slope,
raising a cloud of snow and a deafening roar, gaining speed as it descends...
It was likely built in a forgotten age, but it still stands proud here, even covered in snow. This Forgotten Shrine is granted the protection of one of the prime gods of Arantza, Kataku of the Flame. Whether you are a believer or not, this area feels warm, and can heal your heart and soul.
All heroes recover 1 point of Life and sub-attribute scores.
Also, you may acquire 1 Holy Water from this shrine.
| Past Challengers | ||
|---|---|---|
| Number: 1d3+3 | Level: 3 | Treasure: None |
| Reaction Table | ||
| Always | [Fight to the death] |
These lost souls wander the Sword Hail mountains even now...
These are Undead creatures who will Fight to the death. They use Blunt type attacks.
These creatures are weak to Fire, so attack or spell checks with Fire gain a +1 modifier.
This event, unlike other events may occur many times.
Take note of how many of your allied creatures die during this Event. If you return to this Event, you add that number to the number of creatures that appear.
Skills such as Summon Undead that do not leave behind a corpse are not added to this total.
| Snow Sharks | ||
|---|---|---|
| Number: 1d3+3 | Level: 4 | Treasure: None |
| Reaction Table | ||
| 1 | [Ignore] *same as Flee | |
| 2 - 5 | [Bribe] (1 ration/ea) | |
| 6 | [Fight to the death] |
Snow shark are a special breed of shark that have the ability to move through the snow.
These creatures have Slashing type attacks.
At the end of each round, if a Snow Shark or any other character has died, roll 1d6. On a 1, the smell of blood draws 2 more snow sharks who immediately join combat.
However, the total number of snow sharks that will ever appear is 6 including the initial number. Beyond this no more appear.
The fin burst suddenly out of the snowbank.
It was behind us in seconds.
"Watch out! Run!"
The voice was cut-off before they could finish.
Turning to the ally who cried out, we saw only sharp fangs drawing near.
Those jaws lined with sharp began attacking the screaming followers one by one...
| Killer Bird | |||
|---|---|---|---|
| LFP: 3 | Level: 4 | Attacks: 3 | Treasure: +1 modifier |
| Reaction Table | |||
| 1 - 2 | [Neutral] | ||
| 3 - 6 | [Fight to the death] |
The Killer Bird is a Bird type creature. Its attacks are of type Slashing and it will Fight to the death.
The Killer Bird spreads its massive wings to fly, so its easy to hit with ranged weapons. Ranged attacks gain a +1 modifier to their attack check.
Also, the Killer Bird's claws are particularly sharp, so defense checks against them take a -1 penalty.
If 1 or more followers is defeated by the Killer Bird, on the next round it grabs a corpse in its claws and attempts to escape.
This effect does not happen if the follower killed is of type Golem, Plant, Undead, Mobile Weapon, or Construct.
It was a calm, sunny day after the snow had settled.
I thought I saw a bird the size of a human out of the corner of my eye.
It was faster than my eyes could follow, flying with startling speed, and was on me in an instant.
It's beak and claws were astonishingly sharp.
I had been found by the terrifying Arantza Killer Bird!
Determined with a 1d6 roll.
| Result | Treasure |
|---|---|
| 1 - | 1 gold |
| 2 | 1d6 gold |
| 3 | 2d6 gold (min. 5) |
| 4 | 1 accessory (worth 1d6 x 1d6 gold) |
| 5 | 1 jewel, small (1d6 x 5 gold, min. 15) |
| 6 | 1 jewel, large (2d6 x 5 gold, min. 30) |
| 7+ | Roll on the Magic Treasure table. |
Determined with a 1d3 roll.
| Result | Treasure |
|---|---|
| 1 | Magical Pickaxe |
| 2 | Red Hot Bagh Nakh |
| 3 | Leather Armor of the Snow Leopard |
An enchanted digging tool.
The magical pickaxe is used whenever attempting to excavate or dig through walls. It may be used 3 times.
Heroes can also use it as a weapon to save time. The Magical Pickaxe is a Slashing type weapon held in both hands. It does not have a bonus to attack checks due to its poor balance.
When using it as a weapon it does not consume one of its uses.
This is a magical one-handed weapon. The Red Hot Bagh Nakh attacks with Fire elemental attacks. Also, the first attack in any combat with this weaponp gains a +1 modifier to its attack check. This weapon has 3 charges, with 1 charge being consumed each battle.
This is magical leather armor.
When equipped with Leather Armor of the Snow Leopard, you gain a +1 modifier when making checks against Ice element attacks or spells (both defense and resist magic checks).
On the other hand, this armor is weak vs Fire, so you take a -1 modifier to checks against attacks of the Fire element.
Determined with a 1d3 roll.
| Result | Treasure |
|---|---|
| 1 | Rope |
| 2 | 2 rations |
| 3 | Frigid Region Oil Flask |
Oil flask made to ignite fires even in blizzards. If you have a Squire, they may apply a Fire effect to the hero's attacks. This effect is removed after damaging an opponent once.
This item has 3 charges.
There is a massive ice wall, resembling a dragon, on the slopes of Snowblade – known as Snowblade's White Rampart.
Regardless of the route taken to reach the summit, one must inevitably climb this ice wall.
The hero and all followers must make a Life or Strength check (target: 5). If you have a Rope item, all characters gain a +1 bonus to this check. If you have a Porter follower, you may add +1 to 2 other characters checks.
Characters that fail the check take 1d3 points of LFP damage due to the snow, falling rock and cold. After the check, any who have 1 more more LFP remaining have successfully climbed the Rampart.
The eternal ice on the slopes of Snowblade is akin to challenging a real dragon for those that attempt the summit. Attempting to climb this wall of ice subjects you to relentless freezing winds. The White Rampart bares its fangs to any who dare its ascent.
After making it to the top and taking a breath, you look across to the other side of the Rampart.
You can see a group of people at the same height. They are the Fu Wei representatives - the unit led by Go Berwan. They have conquered the White Rampart just before you!
They are special, as expected. But you can't afford to lose the challenge. You redouble your ascent...
Just before the Snowblade summit, a group of Those That Lost and the Undead Snow Leopard: Go Berwan appear. They attack you right before reaching the peak, blocking your path.
| Those That Lost | ||
|---|---|---|
| Number: 1d3+1 | Level: 3 | Treasure: +1 modifier |
| Reaction Table | ||
| 1 - 6 | [Fight to the death] |
Those That Lost are Undead and Humanoid creatures that fight to the death. They use Blunt attacks.
This is what happens to those who challenge the mountain and fall to the snows. Their skin, dried and hardened by the freeze, is as hard as plate armor. All characters take a -1 to their attack checks against these creatures.
Those That Lost are weak to Fire, so attack checks using Fire gain a +1 modifier (this ordinarily nullifies their -1 penalty above).
| Undead Snow Leopard: Go Berwan | |||
|---|---|---|---|
| LFP: 4 | Level: 5 | Attacks: 2 | Treasure: +1 modifier |
| Reaction Table | |||
| 1 - 6 | [Fight to the death] |
The representative of Fu Wei, Go Berwan. But his is not the appearance of the warrior you know, but an impure monster. His right forearm and both legs are gone, replaced by the hind legs of a four-legged ice beast, and he wields claws made of frozen snow.
Go Berwan is an Undead and Humanoid type creature. He uses Slashing attacks.
On round 0, Go Berwan uses the Ice Lance spell (only once). He targets 1 hero, or chosen by the players when 2 heroes. The target must make a Resist Magic check (target: 6). After that it attacks with its claws.
Go Berwan is strong against Ice, so attack and spell checks against it using Ice take a -1 penalty.
Move to 10: Ending when they are defeated.
"Vvvah... I must... the summit... but... why...?"
It was like he was an actor in a cruel play. Perhaps our struggles were being watched from high above...
"This is not a place for man."
Maybe you heard it, or maybe it was the wind.
The snowy wind blowing between the writing undead bodies brought with it an echo of laughter...
Each hero gains 1 experience point.
With the sound of cracking ice, Go-Berwan's body split apart and slides down the crevasse.
The charm, the token of hope for his return, falls into the snow at your feet.The wind dies down, and a clear blue sky silently spreads before you.
The flag of Fu Wei comes into view - planted slightly below the summit. You make your way past several frozen corpses as you climb closer. The right flag was held by a severed forearm, frozen in the snow. You recognize the glove it was wearing.
Looking down the mountain, you see more bodies and their belongings. They were right there - but they didn't make it.
You reach the summit with a notable lack of fanfare. You plant the flag of San Salen solemnly. A magical light begins to emit from the top of the flag - the yellow signal light of San Salen. To the west, you can see the barbarian city of Fu Wei, and San Salen to the north.
By now they would know of your success. All that's left is to safely descend the mountain. You return, treading in the foosteps of the brave who arrived before you...
Upon arriving in the city, you are hailed as a hero. A few days later, you attend the mediation ceremony.
Then you meet Go Berwan's family and hand over the charm you found. You tell them that he had gone ahead of you, but had run out of strength just one step from the summit.
His wife thanks you for bringing back the charm, but their young son seems unsure.
He glares at you, saying that his father couldn't possibly have lost. You reply:
"Go the summit of Snowblade. Go Berwan left tracks. If you can go further than he made it, return to me."
He won't understand coming from you. What happens on Snowblade can only be understood by those who experience it.
The ceremony concluded, Snowblade is now a part of San Salen's territory.
You're given 20 gold as a reward, along with sufficient fame. You're also given the right to officially name the mountain, which will appear on all maps from now on.
You can choose any name you want - but suddenly, a name comes to mind. You clutch the amulet, looking over to the boy gazing up at the mountain. You speak the name.
"Mount Berwan".