By: Sugimoto=Yohane
Editor: Shion Neko
Intermediate Rulebook with +13 jobs and max Lv of 33 (WIP)
Introduction
1. To Start
2. What kind of game is it?
3. Player Count
4. An Expansive World
5. Core Rules Summary
6. About Dice and Tables
7. About Roll Checks
8. Criticals and Fumbles on Roll Checks
9. Sub-attributes and Roll Checks
10. Life Checks
11. Game Master (GM)
Creating a Hero
12. Creating the Adventure Record
13. Hero Ability Scores
14. Determining Sub-Attribute Score
15. Experience Points and Distribution
16. Growth and EXP Level
17. Skills
18. Sorcery and Magic
19. Basic Sorcery
20. About Divinity and Miracles
21. Basic Miracles
22. Stregnth and Power Attack, Power Defend, Protect
23. Dexterity and Find Treasure
24. Dexterity and Power Shot
25. Dexterity and Search
26. About Initial Equipment, Gold and Food
27. Equipment Carry Limit
28. Equipment List
29. About Weapons
30. About Armor
31. About Food / Rations
32. Followers
33. Combat and Non-Combat Followers
Game Flow
34. Game Progression
35. Encounters and Combat
36. Combat
37. Strong Creatures and Weak Creatures
38. Enemy Fleeing
39. Treasure Tables
40. Treasure / Magic Treasure Table
41. Game Over and Retry
42. Escape
43. About Clues
44. Achieving Victory
45. Two Heroes
46. Creating and Adventure Record
47. Game Flow
Example Scenario - Knight of Twilight
48. Roguelike Half 1st Scenario
49. Background
50. Prologue
51. Game Summary
52. Game Characteristics
53. What You Need
54. Game Preparations
55. Game Progression
56. Knight of Twilight 2-player Rules
57. About Map Tiles
58. Linear Mode
59. Map Mode
60. Adventure and Game Victory
61. Dungeons and Formation
62. About Clues in Knight of Twilight
63. FInishing the Adventure - Victory and Failure
64. Playing Again
65. Map Table (d66)
66. Empty Room (hidden)
67. Neutral or Peaceful Weak Creatures
68. Special Events Table
69. Traps Table
70. Weak Creatures Table
71. Strong Creature Table
72. Treasure Table
73. Intermediate Event: Battle with Midnight Rogues
74. FInal Event - Battle with Knight of Twilight
75. Completing the Adventure
This is a game that is difficult to classify, it is like a game book, but also like a TRPG. It is of the adventure genre of exploring dungeons and fields, returning home alive with treasures found.
There is a game genre known as Dungeon Hacks where you conquer underground
labyrinths. This game is similar to that.
There is also the Roguelike genre. Those are games where your goal is to
survive while encountering randomly created lands, enemies and treasures.
What you encounter here is random, so this game can be said to be of the
roguelike genre. However, everything is not random. The details will come,
but some things are set, and others are not. You won't just have fights with
enemies, but also encounters with allies, and negotiations.
Roguelike Half is created with the intention of having a single player at its core. Howver, 2 people can also play. If one additional player takes on the role of a GameMaster (GM), up to 3 can play.
Anyone can create supplements or scenarios for the Roguelike Half series and sell them on their own. More details will be revealed after the official release of the base set, but the method is simply to place a mark representing this series and specific notations indicating the number of players, genre, etc., somewhere visible on the product. When creating for Roguelike Half, you can use Arantza (an original world developed by FT Publishing in gamebooks etc) as the setting. For sessions among friends, you may use characters and text from the gamebooks as they are. However, if you are publicly releasing a scenario, you must not directly reuse the text, though you can use the city setting, monsters, and characters. Please refer to the "Terms of Creation" for details.
From here until 11. Game Master (GM) will explain the basic rules of
Roguelike Half. When playing this game solo, you adventure as the Hero and
his Followers. When playing two players, you play as two Heroes.
When danger approaches, each time the characters attempt something, a "roll
check" is required.
There are 4 ability scores. [Technique], [Life Points],
[Sub-Attribute], and [Followers].
For each Roguelike Half scenario, the player will encounter a variety of
events and creatures each time they move from place to place. Those details
are listed in each scenario, and the rules to play them are written here.
The core rules here are all listed in [47: Complete Game Flow]. When you
are unsure what to do, refer there.
In Roguelike Half, when you roll 1 die with faces numbered 1 through 6, it
is abbreviated 1d6, and when rolling 2, it is 2d6. Before the d (dice) is
the number rolled, and after is the number of faces on the die.
When rolling a 1d3, you halve the result (tossing the remainder). If the face
is 1 ~ 2, the result becomes 1, if 3 ~ 4, then 2, and if 5 ~ 6 its 3.
There is also the d66. Here you roll 1d6 two times, the first becoming the
tens place, and the next the ones place. This is detailed in [34: Game Flow].
When told to "perform a check" or roll, you roll 1d6. Your [Technique] is
added to the result (this is called the "check result"). If the
result is equal or above the (Target Number), it is a success. This number is
called the "power" or "success score".
When nothing is written, the target number is 4.
There are a variety of checks, such as [Attack Rolls], [Sorcery Rolls],
[Divinity Rolls], [Strength Rolls], [Dexterity Rolls], [Life Rolls] etc. For
these, you may replace your Technique with the applicable sub-attribute. For
instance, besides when using ranged weapons, a character who has Dexterity
points can add their Dexterity +1d6 to perform the check. Refer to [9: Sub-
Attribute Score and Roll Checks] and [13: Determining Sub-Attribute Score].
When performing a check, if the die rolls its highest face value, then that
check is an automatic success. This is called a critical. If the die rolls
its lowest face value, then that check automatically fails. This is called a
fumble.
On attack roll criticals, you may immediately perform another attack roll
(whether using a melee weapon or throwing weapon).
Instead of "Perform a check", you will see "perform an xx check" or "perform
an xx roll". The xx will be a sub-attribute.
In these cases, instead of your Technique, you may use your current value
of the given sub-attribute score instead. After performing the check, that
sub-attribute score is reduced by one.
The sub-attribute for the roll uses the "current" value. Accordingly, it
becomes more and more difficult the more you use it.
Heroes do not die when a sub-attribute is 0 or below. However, if a sub-
attribute becomes 0 or less, it may no longer be used.
There are four types: [Sorcery], [Divinity], [Strength], and
[Dexterity], corresponding to each sub-attribute. You will be required
to use each depending on the situation. Note that when not listed, the target
number is 4.
When performing a [Magic Resist Check], you are attempting to resist a spell.
You may perform either a [Sorcery] or [Divinity] check. When not listed, the
target number is 4.
Only these 4 sub-attribute scores exist in the core rules. In expansions,
there may be sorcery or non-standard magical techniques, in which case there
may be 5 or more varities (undecided).
In the Intermediate / Expanded Roguelike Half rules, your sub-attribute
(specialty) has an associated Job name.
| Sub-Attribute | Job name |
|---|---|
| Sorcery | Sorcerer |
| Divinity | Priest |
| Strength | Warrior |
| Dexterity | Thief |
When using Life Points to perform a roll check, it is called a Life Check. Life Points are not a sub-attribute, but they are performed the same way. For these checks, Life is used in place of Technique. Life Points are not consumed when performing a Life Check.
In TRPGs, there is often someone who takes the roll of the Game Master (GM),
Keeper (KP), or Dungeon Master (DM). They exist to keep the progression of
the game, and to be an arbiter of the rules.
Roguelike Half is a mostly single-player TRPG, and is created to suit a
minimum of rules. To that end, there may be times when you encounter situa-
tions you don't know how to resolve. In those situations, the GM determines
how to resolve it. When playing alone, you determine the rules yourself.
Fairness is all objective to you, so feel free to go lighter on yourself and
make it easier to survive. If you like, you can also take a more stoic, hard
approach to the player (yourself).
From here until [33. Combat and Non-Combat Followers] will explain the rules for your player character avatar in the Roguelike Half world, called the Hero, and your followers, if playing alone. You determine what kind of upbringing and origin your Hero has had. You may freely design your character appearance and personality as you see fit.
All heroes have 4 types of ability scores as their fundamental statistics.
Technique: How sharp your nerves and intelligent your Hero is.
Life Points: Your Hero's vitality. When this reaches 0, your hero dies and
you get a game over.
Sub-Attribute: Specific to each Hero, may be used instead of Technique
when performing certain checks. Determined in [14].
Followers: This score is only for solo play. Number of followers
you can have. You may not take along more Followers than this number.
Each Ability score is their maximum; all scores besides Follower Points
start the game at their highest value.
A Hero can choose 1 of the following 4 attributes to add to their Adventure
Record sheet. This can also be called the Hero's specialty or focus.
Sorcery: Power to use magic. A Hero needs at least 2 points in Sorcery
if they want to cast spells. Sorcery is reduced by 1 after each use.
Divinity: Power to cause miracles. A Hero needs at least 2 points in
Divinity if they want to cause Miracles. Divinity is reduced by 1 after each use.
Strength: Physical power. Used instead of Technique when attacking.
Strength is reduced by 1 after each use.
Dexterity: The ability to be agile. Thievery, defense, ranged attacks
may use this instead of Technique. Reduced by 1 after each use. Also
represents ability to detect quiet noises, etc.
Heroes are given 10 experience points when first created. Adventurers may
use these experience points before or after each adventure to grow.
By consuming EXP, you can raise attributes in the following ways. However,
each score has a maximum limit.
Numbers within () are base scores. Without allocating any experience, that
score is of that value. Refer to [14: Determining Sub-Attributes].
| Attribute | Base | Leveling up |
|---|---|---|
| Technique | (0) | 4 EXP per point. Max increase of +2. |
| Life Points. | (4) | 1 EXP per point. Max increase of +4. |
| Sub-Attribute | (2) | 1 EXP per point. Max increase of +4. |
| Followers | (7) | 2 EXP per point. Max increase of +2 (see below) |
These limits change when you reach experience level 16. Refer to the
Intermediate / Expanded Roguelike Half rules.
- Technique: A characters general technical ability. When performing checks,
this value is usually used.
- Life Points: Power to keep living. Shows vitality and endurance. Life points
are reduced when damage is taken. When 0, the Hero is dead. Please refer to
[10. Life Checks].
- Sub-Attribute: The attribute in which this character has a specialty, such as
Sorcery, Divinity, Strength, or Dexterity. Refer to [14. Determining
Sub-Attribute Score].
- Followers: Number of followers the Hero has. You may take a number with you up to this number. Refer to [32. Followers].
Heroes begin at EXP Level 10. They gain 1 experience point for every dungeon
they conquer, and experience level raises by 1. You use EXP in this way to
grow as you did during creation. You may spend these points before or after
any adventure.
For this game, EXP Level is intended to be "sum total of EXP received".
Heroes gain the following skills depending on their chosen sub-attribute:
- Sorcery: [Magic / Sorcery]
- Divinity: [Magic / Miracles]
- Strength: [Power Attack] [Power Defend] [Protect]
- Dexterity: [Power Shot] [Find Treasure] [Search]
Only Heroes with the designated specialty (selected sub-attribute) may use
the above skills.
Heroes with 2 or more in their Sorcery stat can learn 1 type of sorcery magic.
By consuing 1 point of Sorcery, they may use a magic spell they know one
time. In Roguelike Half, chanting spells is always successful (however,
failures where the enemy can evade the spell exist).
When a Hero increases their maxium Sorcery through growth etc, they may learn
an additional type of magic. Known magic types is equal to the Hero's
Sorcery stat halved.
Some spells require a Sorcery check. In these cases, the spell does not
consume a second point of Sorcery for the check (act as though the point used
to cast the spell is the same to perform the check).
- [Knockout]
- [Fireball]
- [Ice Lance]
- [Blitz]
- [Craft Arms]
- [Friendship]
This spell is only effective against "Weak Creatures". This spell requires a
Sorcery check. If the power (result) is equal or greater to the enemies'
level, they are put to sleep. When there are multiple targets, for every 2
points the result is above the targets' level, an additional enemy is put to
sleep. Slept enemies are treated as if they were defeated (if you have a rope
you may capture them).
When [Knockout] is a critical, you may roll an additional die and add the
result to the spell power. This effect can repeat.
When the target is a mixed team of various creatures, you must select one
group as the target.
This spell has no effect on [Undead], [Plant], [Golem], [Mobile Weapon],
or [Construct] monsters as well as explicitly stated others.
This spell targets enemies. This spell's purpose is to deal damage to
multiple targets, so in narrow spaces its damage increases, and in wide
spaces it decreases. If the scenario does not describe if the current
location is wide or narrow, roll 1d6. On 1-3 treat the space as narrow, and
on 4-6 treat it as a wide space.
This spell requires a Sorcery check.
When casting in a narrow space, if the power (result) of your Sorcery check
is equal or above the enemy's level, you deal 1 point of damage to the target.
You deal 1 point of damage to an additional enemy for each point the Sorcery
check result is over the target's level.
In wide spaces, you deal 1 damage to an enemy for each multiple your Sorcery
check result exceeds the target level (e.g. if the result is 5, and the target
level is 2, you hit 2 enemies).
You cannot deal damage multiple times to the same enemy with Fireball. When
the target is a mixed team of various creatures, you must select one group
as the target.
When Fireball is a critical, roll an additional die and add it to the spell's
power. This effect can repeat.
This spell has no effect on certain creatures that resist Heat.
This spell targets enemies. This spell requires a Sorcery check. If the result
(power) is equal or greater to the target's level, you deal 2 damage to the
target.
This spell has no effect on certain monsters resistant to Cold.
Creates a weapon or armor equippable by a Hero. Select a weapon or armor from
[28: Equipment] to craft. You may not craft magical equipment in this way,
only standard.
This spell can be cast at any time and does not take an action (an Attack roll
or other action may be performed after this spell).
This equipment is destroyed at the end of the adventure.
Note: If the effect of this equipment being destroyed reduces your Life Points to
0 or below, you do not die.
When used on a target susceptible to Bribes with gold, this spell can reduce
the amount of the bribe to one-tenth of its original value (rounded down).
Also, when rolling on the Reactions table, you may raise or lower the result
of the die by 1 point.
This spell can be used after rolling on the Reactions table.
Heroes that have 2 or more points in Divinity may learn 1 Miracle.
By consuming 1 point of Divinity, you may perform a Miracle you know 1 time. In
Roguelike Half, casting spells are always a success (though some enemies may be
able to dodge the effect).
When Heroes gain Divinity from growth via experience, they may learn additional
Miracles. The number of Miracles you know is equal to your Divinity divided by 2
(rounded down).
Some Miracles require a Divinity check. In these cases, the Miracle does not
consume a second point of Divinity for the check (act as though the point used
to cast the Miracle is the same to perform the check).
Miracles count as magic, and may require resist magic checks.
- [Fortify]
- [Bless]
- [Deflect]
- [Indoctrinate]
- [Invoke]
- [Communion]
Adds +1 to the Defense checks of 1 Hero, or, all Followers.
Immediately dispels one of "Curse", "Petrify" or "Paralyze" on 1 character.
This miracle does not revive dead characters.
Turns away a ranged weapon, avoiding damage. May be used as an interrupt
immediately after failing a Defense check against a ranged weapon.
This miracle may only be used against physical objects (bow arrows, sling
stones, or other thrown instruments); it is ineffective against breath
weapons or magic.
When a "Weak Creature" group is reduced to 1 enemy this spell may be used.
This spell requires a Divinity check. If the result (power) is equal or above
the enemy's level, it succeeds, and the target is "Captured". You do not
require a Rope as normally needed for Capturing.
This spell may only be attempted once, even after an enemy flees.
This spell has no effect on Undead and certain other monsters.
This spell is ONLY effective against undead.
Invoke is a spell that shoots out 2 arrows of light. The effects listed below
for each enemy type occur twice.
When targeting Weak Creatures, perform a Divinity check. If the power
(result) of the check is equal or higher than the target's level, it is
immediately defeated.
When targeting Strong Creatures, perform a Divinity check. If the
power (result) of the check is equal or higher than the level of the target,
you deal 1 damage to the enemy.
When Invoke is a critical, the number of arrows (num. of attacks) is increased
by one. This effect can repeat.
Life Point recovery from eating food is increased by 1 point. This spell may only be cast once per food item.
Heroes with the Strength Sub-Attribute (specialty) may use their Strength
in place of Technique when performing Attack and Defense checks (this is
called Power Attack and Power Defend). 1 point of Strength is consumed after
performing this check.
When using Protect, select 1 ally other than yourself who failed a Defense
check that round. The target (nor yourself) does not take damage. If the
Protect check fails, you fail to stop the target from taking damage. Protect
checks may be performed with either Technique or Strength, but Strength is
decreased by 1 afterwards either way.
You may not perform these abilities without sufficient Strength score.
Protect may only be used once per round.
When a Hero who has the Dexterity sub-attribute rolls on the Treasure table, they may add 1 to the result (only once). 1 point of Dexterity is consumed each time this ability is used. This ability may be used before or after the die is rolled.
You may perform an attack using Dexterity instead of Technique with a ranged
weapon. While the name says "shot", this can be used with thrown weapons too.
1 point of Dexterity is consumed per use.
Heroes with the Dexterity sub-attribute may, when rolling d66 (see [34: Game
Flow]), choose to attempt a Search if they are unhappy with the result. A
Search check is a Dexterity roll (target 4). If successful, the next room or
area will remain unexplored. Act as if the previous result did not occur, and
reroll the d66.
1 point of Dexterity is consumed after use.
Once your attributes are determined, let's pick equipment!
Aligning with your chosen sub-attribute, you start with the following items.
Refer to [28: Equipment List] for details on weapons and armor.
In additional to the ascribed equipment, a Hero has a rucksack to carry their
belongings, clothing, shoes, and other ordinary belongings. However, these
have no affect on gameplay.
- All Characters: Lantern, 10 gold, 2 rations.
- Sorcery: Light Weapon, Cloth Armor.
- Divinity: 1H Weapon, Chain Armor, Wood Shield.
- Strength: Plate Armor, 2H Weapon, or 1H Weapon and Round Shield.
- Dexterity: Bow & Arrow or Sling, Light Weapon, Leather Armor.
Refer to [28: Equipment List] for descriptions.
Heroes can generally carry 1 item in each hand, or a two-handed item. They
may also carry a shield instead of an item in one hand. In addition, they may
wear 1 piece of armor.
Other than worn equipment, items up to a maximum of your max Life Points can
be carried by each hero (your carry limit includes the bonus of equipment
worn). Heroes may place equipment
in their rucksack, but items carried in this way may not counted as usable
items, even if there are free equipment spots.
Armors are treated as particularly large items. You may not carry armor that
you are not equipped with.
Gold and rations are generally not counted as items, unless large quantities
are carried. Every 100 gold takes 1 item slot, and every 10 rations (below
this number they take 0 item slots).
Each Hero starts their adventure with 10 gold. You can also use it to Bribe
enemies, so there is merit to choosing to not spend it. However, it's good to
challenge adventures with proper weapons, right?
The list of available equipment to purchase upon creation or in-between
adventures is listed below. Beneath are the explanations one-by-one.
| Melee Weapons | Price |
|---|---|
| Light Weapon | 2 gold |
| One-handed Weapon | 5 gold |
| Two-handed Weapon | 15 gold |
| Magic Weapon | (other) |
| Ranged Weapons | Price |
|---|---|
| Sling | 3 gold |
| Bow & Arrows | 18 gold |
| Armors | Price |
|---|---|
| Cloth Armor | 4 gold |
| Leather Armor | 10 gold |
| Chain Armor | 30 gold |
| Plate Armor | 50 gold |
| Magic Armor | (other) |
| Shields | Price |
|---|---|
| Wood Shield | 5 gold |
| Round Shield | 15 gold |
| Magic Shield | (other) |
| Items (Standard) | Price |
|---|---|
| Lantern | 2 gold |
| Rope | 3 gold |
| Items (Consumable) | Price |
|---|---|
| Holy Water | 10 gold |
| Healing Potion | 50 gold |
| Followers (Weak Creatures) | Price / 1 |
|---|---|
| Soldier (Tech 0) | free |
| Swordsman (Tech 1) | 7 gold |
| Bowman (Tech 0) | 5 gold |
| Magician (Tech 0, Mage 1) | 5 gold |
| Lamplighter | free |
| Squire | free |
| Porter | free |
| Scout | 5 gold |
| [Bless] spell | 50 gold |
Followers with Tech or Mage after their designation are combatants, and use that number as their Technique score when in combat or performing Sorcery checks.
○ Light Weapon
Light weapons have a -1 penalty to attack checks (ATP -1).
When purchased, choose whether the weapon is of type Blunt or Slashing.
○ 1H (One-handed) Weapon
One-handed weapons such as swords, axes and maces.
When purchased, choose whether the weapon is of type Blunt or Slashing.
○ 2H (Two-handed) Weapon
Two-handed weapons gain a +1 bonus to attack rolls (ATP +1).
However, Shields or Lanterns cannot be wielded at the same time as these weapons.
When purchased, choose whether it is of type Blunt or Slashing.
○ Magic Weapons
Magical weapons can be purchased of any of the above types for 5 times their normal cost.
Only Light, 1H, and 2H Weapons can be Magical (no ranged weapons).
Heroes that use these weapons gain an additional +1 to the first attack check they make in every battle. This ability only occurs once per battle.
When purchased, choose whether it is of type Blunt or Slashing.
○ Bow & Arrow
This ranged weapon attacks the enemy once before they've had a chance to act. On a successfull attack check, you deal 1 LFP of damage to the target.
Afterwards, the party enters into melee combat with the enemy, and you may no longer use Bow & Arrow until the end of combat.
At such time you may put away your bow and equip your melee weapon, but doing so takes 1 round.
Having a Squire Follower is effective here, as having one will remove the round cost of swapping from the bow, allowing you to melee attack immediately.
Attacks from arrows are treated as Slashing attacks.
Treat all characters with this weapon always having prepared enough arrows to last the adventure.
○ Sling
Treat this weapon the same as Bow & Arrow, but attacks with the Sling take a -1 penalty to their check, and the damage type is treated as Blunt.
○ Cloth Armor
Cloth armor gives +1 to the wearer's max Life Points (LFP).
Being light, it also gives +1 to Dexterity checks.
○ Leather Armor
Leather armor gives +2 to the wearer's max Life Points (LFP).
Being light, it also gives +1 to Dexterity checks.
○ Chain Armor
Chain armor gives +1 to the wearer's max Life Points (LFP).
It also gives a +1 bonus to defense checks (DFP +1)
○ Plate Armor
Plate armor gives +2 to the wearer's max Life Points (LFP).
It also gives a +1 bonus to defense checks (DFP +1)
○ Magic Armor
Magical armors can be purchased for 5x the normal armor price.
All magical armors give an additional +1 to the wearer's max LFP.
○ Wood Shield
Wood shields give the wearer +1 maximum LFP.
○ Round Shield
Round shields give the wearer +2 maximum LFP.
○ Magic Shield
Magical shields can be purchased for 10 times their normal price.
Magical shields grant an additional +1 to defense checks gainst ranged weapons (DFP +1).
○ Rope
Ropes are required for Capturing Weak Creatures. One rope allows you to capture 1 enemy.
○ Lantern
Characters holding lanterns have 1 hand occupied, so Bows & Arrows, 2H Weapons, and Shields (if already holding a weapon) cannot be used.
If nobody is holding a lantern, everyone in the party takes -2 to all checks.
○ Holy Water
Used as a ranged weapon, on a successful Dexterity check, it hits the target. If the target is an Undead-type Strong Creature, it deals 2 points of damage. If it is an Undead-type Weak Creature group, 2 are defeated.
○ Healing Potion
Characters that drink the liquid in these bottles restore their Life Points to their maximum value. In combat this can be done by consuming 1 round's action.
However, each Hero may only use 1 Healing Potion per adventure.
◇ Soldier (Tech: 0, Life: 1)
Fighters that participate in combat.
They can only use Melee attacks, with a Technique of 0.
When purchased, choose whether their weapon is of type Blunt or Slashing.
◇ Bowman (Tech: 0, Life: 1)
Fighters that participate in combat.
Their Technique score is 0.
They use bows and arrows, and utilize ranged attacks. They gain +1 to attack checks when doing so (of damage type Slashing).
After using a bow attack, they may not perform an attack check the first round of combat due to changing weapons.
Bowmens' melee attacks take a -1 penalty to their attack checks.
When purchased, choose whether their melee weapon is of type Blunt or Slashing.
◇ Swordsman (Tech: 1, Life: 1)
Fighters that participate in combat.
They can only use Melee attacks, with a Technique of 1.
When purchased, choose whether their weapon is of type Blunt or Slashing.
◇ Magician (Tech: 0, Life: 1, Sorcery: 1)
Fighters that participate in combat.
They use magic with a Technique of 0 and a Sorcery of 1.
They take a -1 penalty to attack checks in combat due to using Light Weapons.
When purchased, choose whether their weapon is of type Blunt or Slashing.
When a Follower, Magicians can use basic magic.
They know only 1 type from the basic spell list.
Magicians each have 1 point of Sorcery, meaning their maximum is equal to the number of this Follower type you have.
For instance, if you have 5 Magicians, their max Sorcery is 5.
As you lose Magicians, their maximum Sorcery falls as well.
Whenever the number of Magicians change, so should the Sorcery score.
For instance, for a group of 5 Magicians who have a current Sorcery of 4, if 2 of them die, their Sorcery will fall to 3.
◇ Lamplighter (Tech: 0, Life: 1)
Lamplighters illuminate the surroundings, as if a Hero was holding a Lantern in one hand.
(This allows you to have a Lantern without it taking up a hand slot).
Lamplighters do not participate in combat.
◇ Porter (Tech: 0, Life: 1)
Porters can carry up to 3 pieces of equipment.
Porters do not participate in combat.
◇ Squire (Tech: 0, Life: 1)
Without consuming a round's action, you may immediately exchange the Hero's weapon, shield, lantern or other hand-held items all at once.
Squires do not participate in combat.
◇ Scout (Tech: 0, Life: 1)
Scouts may perform a Dexterity Search check using Technique of 0 in addition to the Hero's.
Scouts do not participate in combat (and cannot use ranged weapons).
◇ Captured (Life: 1)
Weak Creatures that have been Captured by either putting them to sleep via the Knockout spell or by using a Rope. Captured are Non-Combat Followers who automatically fail all checks.
Particularly useful as fodder for traps.
Do not participate in combat.
● Bless Spell
Cures 1 character of a status ailment such as Curse, Petrify, or Paralyze (but not Death).
This may be used before or after any adventure.
Equipment listed here does not have worth when sold.
There are three types of weapons - light, one-handed, and two-handed. Light
weapons take a -1 penalty to attack checks, and 2H weapons gain a +1 bonus.
(1H weapons have no modifier).
All weapons are either of type Blunt or of type Slashing. When purchased each
weapon's type must be decided.
With no weapon, you take a -2 penalty to attack checks (damage type Blunt).
In Roguelike Half, there is Armor and Shields. Their basic purpose is to
raise maximum Life Points, but certain armors can have other bonuses. For
instance, metal armor may have a "+1 bonus to defense checks" effect. Each of
these effects is listed in the armor description.
When armor is lost, its effect is lost as well. Current maximum LFP will be
reduced by this effect.
Food can be eaten at any time outside of combat. The character who eats recovers 2 points of life. Unless otherwise written, all heroes start each scenario with 2 rations (but consult the scenario text). Rations purchased will always expire before the next adventure.
Roguelike Half can also be played with 2 players. When there is only 1 Hero
character, you may take along Followers.
When there are two Heroes, reduce each Hero's Follower score by 7 to the base
value of 0. By allocating EXP, two players may still bring along Followers in
this way.
The Follower score represents the maximum number of followers you can have.
You may take this number along with you on adventures. They are Weak Creatures,
and all have 1 Life Point. There are Combat and Non-Combat Followers. You may
purchase them according to their listings in [28: Equipment List]. At first it
is beneficial to take along as many free followers as you can.
You may release any follower from employ at any time. When doing so, it frees
up a Follower point to allocate to a different follower.
You may have combat followers accompany you on your adventures. For instance,
you may choose to spend 5 points on 5 Soldiers (T0). They are treated as Weak
Creatures and die when they take 1 point of damage.
Non-Combat followers, unless other specified, do not participate in combat and
are not targeted by any attacks. Exceptions to this will be noted in the
scenario text.
You may select any combination of Follower types that you wish, so long as
the total number of followers you take does not exceed your Follower score.
The Roguelike Half series proceeds in accordance to the given game scenario.
When the scenario text differs from the basic rules which are laid out here,
give priority to the scenario text.
To begin the adventure, the player rolls 1 die two times. The first roll will
become the tens place, and the second becomes the ones. This produces a result
of 11 through 66, 36 different values. This is called d66. The result
determines the map tile you enter and the section you reference. Many different
things can happen, encountering a creature is just an example.
The word "Creature" is used to describe the various beings that adventurers
encounter on their quests. They are mostly living, but there are also Undead,
clockwork Golems, and other beings without "life". Enemy or foe, they are
referred to as Creatures.
When encountering a Creature, you first make a check on the Reactions table.
Please refer to [35: Encounters and Combat].
When combat begins, follow along with [36: Combat]. Combat is victorious if
the enemy are defeated or routed. Roll on the Treasure table when this happens
and obtain a reward.
When encountering Creatures, if they are Weak Creatures, then you roll the
requisite number of die to determine how many appear. After that the player
must decide whether or not to attack. If they choose to do so, their attack
occurs before the enemies' (ranged and melee both). If they wait to see the
Creature's reaction, roll on the Reaction table. This uses 1d6. They result
may specify the targets will flee or another non-combat event will occur. You
can avoid combat in this manner, but in the event enemies attack, you will
have lost the initiative.
If there is no Reactions table, then when waiting to see that Creature's
response, it will always attack. In these cases its best to attack first.
▼ Welcoming (Offer food and rest)
The creature offers foot and rest, and heals wounds. All living characters
recover 1 LFP. This reaction is changed to Peaceful when encountered again.
▼ Peaceful
The creature does not attack. When playing on a Map, you may move freely
through this area. You can get this same reaction when encountering again.
▼ Neutral
This is treated the same as Peaceful, though Peaceful generally awards some
merit as described in the scenario.
▼ Flee
The creature flees. You can acquire treasure as if you defeated them in combat.
▼ Flee if outnumbered
The creatures flee if their number are below the Hero(es) and followers.
Otherwise their reaction becomes Fight.
▼ Bribe
The creature is looking for a bribe.
What it specifically wants (gold, item) should be listed.
When bribed, a creature will disappear, but unlike when Fleeing, you cannot
acquire its treasure.
If you do not bribe them, their reaction becomes Fight.
▼ Fight
The creature attacks the party.
The enemy side performs an attack. Ranged attacks come first, but if the enemy
can use ranged attacks too, theirs takes precedence.
When the enemy count or their LFP is reduced to below half, they flee.
▼ Fight to the death
The creature will fight the adventurers until one side is dead.
When the Heroes discover the enemy and choose to attack, they may perform
an attack first. When waiting for reaction and rolling on the Reaction table,
if Fight, then the enemy will attack first (see [35: Encounters and Combat]).
In either case, before beginning combat (round 0), each Hero or Creature has
the opportunity to launch a ranged attack (attack roll with a ranged weapon).
Magic and Miracles can also be performed at this time, but not melee attacks.
After this first exchange, the party and the enemy begin melee. Ranged weapons
can no longer be used until the end of combat. At this time ranged weapons can
be put away and melee weapons taken out, but this takes 1 round. Whether or not
a ranged attack or defense check takes place, melee will occur. Especially if
not otherwise written, the order written here takes place.
Battles in Roguelike Half occur with the Hero side rolling dice, comparing to
the enemy level, and exchanging attack and defense in this way.
When attacking, the hero selects the target, rolls 1d6, and adds their
Technique score. This is a standard check, but is called an attack roll. Also,
the result of an attack check is called its Attack Power (ATP). If this result
is equal or higher to the enemy's level, then the attack is a success and 1
point of life is taken from the target.
Defense works the same way. The hero rolls 1 die, and adds Technique. This is
called a defense roll, and the result is called your Defense Power (DFP). If
this is equal or higher to the enemy's level, it is a success. On a failure,
you lose 1 life point.
When all creatures are reduced to 0 LFP, the battle is victorious. The heroes
have defeated the enemy and may move forward.
Attack count for Weak Creatures is fixed. The defending character then decides
when the hero or their followers is attacked. This is split as evently as
possible between the hero and their followers, with the player determining the
target of the remainder.
For instance, a party with 1 Hero and 6 followers takes 5 attacks. The Hero
will take 2 attacks and the followers will take 2 attacks. Whether the
remaining attack targets the Hero or a Follower is up to the player. Each
attack gets a seperate defense check.
Heroes count as Strong Creatures, but only have 1 attack count.
Sorcery spells and Miracle magic may be performed both during the ranged
combat round and during melee combat rounds. Attack spells like Knockout,
Fireball and Ice Lance can be used to hit creatures that are far away, and
its possible to e.g. cast Fortify while they are still out of range.
There are Strong Creatures and Weak Creatures in Roguelike Half. Weak Creatures
are weak, numerous enemies who all only have 1 LFP. They mostly appear in
groups and attack the same number of times as the number in the group. For
instance, 5 Weak Creatures when launching an attack will attack the hero (and
their followers) five times. These attacks are divided evenly among the hero
and their followers (with the player determining the remainder).
Strong Creatures are boss-like enemies who generally have 2 or more LFP.
When Weak Creature count, or Strong Creature LFP is reduced to below half,
the enemy flees and combat ends.
When escaping in this way, you obtain all items you ordinarily would from the
enemy.
This includes treasure from the tables or scenario-specific items.
If the enemy's reaction is "Fight to the death", the enemy will not flee and
will fight until one side is destroyed.
When the text says to "roll on the treasure table", roll 1d6. You obtain the
treasure listed on the treasure table, below. Certain creatures have pluses or
minuses to their treasure table rolls.
Treasure tables may change depending on the scenario. Use the following if one
is not provided.
Accessories and jewels are counted in the Equipment box. They are used to
exchange for gold in between adventures.
Magical treasures, if not stated otherwise, can be sold for 60 gold in between
adventures. However, if the item has charges, then this value is divided by
the number of expended charges (e.g. a Flute of Peace with 1 charge of 3 is
only worth 20 gold).
| Result | Description |
|---|---|
| 1 - | 1 gold |
| 2 | 1d6 gold |
| 3 | 2d6 gold (5 gold minimum) |
| 4 | 1 accessory (worth 1d6 x1d6 gold) |
| 5 | 1 jewel, small (worth 1d6 x5 gold, min of 15) |
| 6 | 1 jewel, large (worth 2d6 x5 gold, min of 30) |
| 7 + | Roll on the Magic Treasure table. |
| Result | Description |
|---|---|
| 1 | Bullet of Piercing (x5) |
| 2 | Flute of Peace |
| 3 | Staff of Wall |
| 4 | Searching Monacle |
| 5 | Magical Targe |
| 6 | War Doll |
● Bullet of Piercing
These are used as ammunition for the Sling, and add an additional +2 modifier
to its attack rolls (combined with the base -1, this equals +1).
Piercing bullets are magical, so they can damage creatures that are only hurt
by magical weapons.
● Flute of Peace
This flute has the same effect as the [Knockout] spell when played.
Flute of Peace does not consume Sorcery when used.
Characters with 0 in Sorcery can use Technique for the check.
However, only characters who have the Sorcery sub-attribute may use the Flute
of Peace.
The Flute has 3 charges. When used 3 times, it becomes a normal staff (Light
Weapon / Blunt).
● Staff of Wall
This staff may only be used in battle indoors.
Using the staff creates walls within line of sight, temporarily turning Wide
spaces into Narrow spaces. This effect lasts until the end of combat.
Staves of Wall do not consume Sorcery. When used 3 times, the magic will expire
and it becomes a normal staff (Light Weapon / Blunt).
● Searching Monacle
Wearing this monacle grants a +1 to all search checks the party makes within
the present room.
The Searching Monacle does not consume Sorcery.
The monacle has 1d6 charges when found, and when used this number of times it
becomes a normal monacle.
● Magical Targe
This is exclusively Follower equipment, though Heroes may carry it as an item.
When equipped, this shield grants the follower +1 to defense checks against
creatures' ranged attacks (not including breath or magic). Only 1 combat
follower may use 1 targe at a time.
This bonus stacks with the Fortify miracle.
● War Doll
War Dolls are magical artifacts created to obey their master's orders, and are
treated as Followers.
By consuming 1 experience point, an inactive doll can be activated (and the
hero's Follower score is increased by 1).
War Dolls are equipped with twin claws. They are treated as combat followers
of (Tech 1, LFP 1). They also have the Golem tag.
They can attack twice per combat round, using Slashing damage type.
Also, once per adventure, they can ignore 1 point of taken LFP damage.
You can also determine whether or not a doll participates in a round of combat
every round.
War Dolls may be destroyed through combat, but cannot be targeted by traps.
A war doll, once destroyed, cannot be re-activated.
Due to small mistakes or bad luck, the hero may perish. When this happens, you
can attempt a retry. Retries give you an opportunity to attempt the adventure
again with a slightly stronger starting character.
Players retrying adventures can recreate their character at a level lower than
their previous experience level. The provided EXP is not 10 in this case, but
equal to the hero's experience level.
Heroes who retry are also given 50 gold per experience level above 10, in
addition to the 10 base gold. For instance, an EXP level 14 character would
start a retry with 210 gold.
If the heroes wish to escape, then the enemies get to attack the hero side
one-by-one.
When escaping, the heroes return to the room previous to the current. They
cannot move forward.
When using "Linear Mode" from the accompanying Knight of Twilight scenario, the
"action" is only counted once (this will not advance the adventure).
When using map tile scenarios or a fixed map, you are returned to the nearest
previous room. Rethink how you would like to proceed.
While adventuring, the heroes may find "clues". These are non-tangible (they do not count in the carry limit) items and generally allow going to specific areas. How these appear in scenarios and what they do are written in the scenario text.
If the adventurers successfully achieve the scenario objective, unless stated otherwise (such as being trapped in an underground labyrinth) the scenario ends there. The dungeon scene is cut and it immediately moves to the in-between adventure scene, where experience is awarded to the heroes. Technique, LFP, and sub-attributes are recovered to their max.
Roguelike Half is played single player by having 1 Hero and Followers accompany them, but if the player wishes, they may play 2 heroes as in dual play instead.
Here we will describe the flow of filling out the Adventure Record sheet. Refer
to each section below.
- 1 | Determine sub-attribute (see 14: Determining Sub-Attribute Score).
- 2 | Allocate experience points (see 15: Experience Points and Distribution)
- 3 | If you chose Sorcery, select a Sorcery spell. (18: Sorcery and Magic, 19: Basic Sorcery (6 types))
- 4 | If you chose Divinity, select a Miracle. (20: Divinity and Miracles, 21: Basic Miracles (6 types))
- 5 | If you chose Strength, acquire Power Attack and Power Defend. (22: About Power Attack and Power Defend)
- 6 | If you chose Dexterity, gain Find Treasure and Search. (23: Agility and Find Treasure, 24: Agility and Power Shot, 25: Dexterity and Search)
- 7 | Acquire starting equipment for your selected sub-attribute. (26: About Starting Equipment)
- 8 | Purchase equipment (start with 10 gold). (28: Equipment List)
- 9 | Note your total bonus to Attack checks.
- 10 | Note your total bonuses to Defense, Dexterity, Life etc.
- 11 | Note your acquired followers.
Here the game flow, and combat flow, are summarized.
- 1 | Roll d66, determine the event. (34: Game Progression)
- 2 | If encountering a creature, determine whether to wait & see or attack. (35: Encounters and Combat)
- 3 | If attack, heroes attack first.
- 4 | If wait & see, roll 1d6 on the Reaction table. (35: Encounters and Combat)
- 5 | If the reaction is Fight or Fight til death, begin combat starting with the enemy side.
- 6 | Before the start of combat (round 0), perform the ranged attack round. Ranged weapons and spells may both be used. Which side attacks first is determined by the Reaction table.
- 7 | The hero side performs their Attack checks. Enemy Lv or greater is a hit.
- 8 | The enemies perform their attacks, the heroes roll Defense checks. Equal or greater to enemy lv is a dodge.
- 9 | Enemies will flee if their Reaction is not Fight to death, if their total number (if Weak Creatures) or their LFP (if Strong Creatures) is reduced to below half. If Fight to death or otherwise noted, they will continue to fight until one side is destroyed. Whether enemies flee or are defeated in this way, you may obtain treasure and roll on the Treasure table (39: Treasure Tables)
- 10 | If the heroes wish to flee, each enemy gets 1 attack. Choose the prior room to return to (42: Escaping)
- 11 | If the enemy are defeated, continue through the next corridor or door (roll the next d66).
- 12 | If you have cleared the final event, adventure successful! (44: Achieving Victory)
- Arantza: A fictional world created by FT Publishing. It serves as a common
background setting for multiple genres, including gamebooks and roguelike
games. It is known as a harsh fantasy world characterized by a dry and
unforgiving atmosphere.
- Character: Hero, follower, enemy, etc. Technically Roguelike Half counts
creatures as characters, but this term generally indicates friendlies.
- Creature: Being with ability scores, obstacle. Mostly enemies, but neutral
and friendly types exist. Creatures refer to any of these that appear in a
scenario.
Weak Creature: Appears in groups. Usually has 1 LFP.
Strong Creature: Boss-types that have 2 or more LFP. - Narrow or Wide space: In Roguelike Half, if not otherwise written, locations
are determined to be Narrow or Wide by rolling a 1d6 (1-3 narrow, 4-6 wide).
- Equipment restrictions: In Roguelike Half there are no equipment restrictions. For
instance, even if you chose Sorcery as your sub-attribute, you may equip and
use Plate Armor and a 2H Weapon if you wish.
- Magic: Mysterious powers granted by contracts with dieties. Sorcery, Miracles,
Curses, secret technies, and foreign magicks are all called "magic" (though
in the core rules, only Sorcery and Miracles exist). In Arantza, Sorcery is
granted through contract with a netural god.
- Round: A set of attack and defense rolls towards and from the enemies. Who attacks first determines whether defense checks or attack checks come first.
- Q. Can I give my fallen Lamplighter's lantern to one of my Soldier followers?
- A. In the official rules followers cannot exchange equipment even on death, meaning this is not possible.
Translated by bent
飛び道具 - ranged weapon
幸運点 - divinity
器用点 - dexterity
ランタン持ち - lamplighter
太刀持ち - squire
荷物持ち - porter
友好的 - peaceful (as given by the author)
Sections 48 to 75 are for the example scenario.
This scenario has the very basic structure of a Roguelike Half game. It is
appropriate for a freshly-made (EXP LVL 10) hero and followers, or 2 heroes.
- Game Master: Not needed
- Player Count: 1 ~ 2
- Play time: 20-40 min
- For ages: 10-99
The village of High Hollow, located on the outskirts of St. Francis, is on
the brink of destruction. An underground labyrinth, meant to be deserted,
built by the sorcerer Segras who once ruled this land, become the source of
a terrifying threat. Vicious creatures began to emerge from the labyrinth.
Under the cover of night, the monsters approach the village
abducting those who lived on the outskirts one by one. The weak villagers are
powerless to resist, and the monsters grow more daring each day.
After a month had passed since the monster's first assault, a strange traveler
appeared one evening at the village. Accompanyied by his monster legion, the
master of the labyrinth had shown himself. Clad in full plate, he called
himself the Knight of Twilight. He demanded that the villagers pledge their
allegiance to him. He declared that if they refused, his monsters would abduct
the villagers one by one, taking them to the bottom of the dungeon until
none remain. He warned them that only days of regret awaited them if they
defied him.
The chief of High Hollow Village requested assistance from the city of Saint
Francis. In response, the city decided to recruit a group of adventurers who
were experts in dungeon delving. Although there would be no reward from
the government, the adventurers would be allowed to keep all the treasures
they found within the labyrinth; which should prove to be of plenty worth.
The warm weather signals the end of winter. In this season, when the
cherry blossoms of Sakura Forest are in full bloom, you have arrived in the
city of Saint Francesco, a city renowned for its tourism. You are being
gently rocked in a gondola in this city known for its waterways, listening
to the sounds of children laughing and running. The sky is visible between
the buildings. It's a moment of stillness, a pause in the flow of time during
your adventure. A precious time, irreplaceable by anything.
After disembarking from the gondola, you walk down Grain Spade Avenue and
head to the cheerful Bread and Red Wine Inn. The tavern is bustling with
activity from early afternoon, creating a warm and inviting atmosphere.
The town crier enters the tavern, and the chatter subsides. He unfolds the
parchment in his hand and announces its contents in a loud voice. Stripped of
its pompous language, the message is a proclamation from the town: they are
seeking someone to go to the village of High Hollow, descend into the nearby
underground labyrinth, and defeat the "Knight of Twilight."
Most turned their attention back to their drinks without interest, but you
immediately stand up and speak to the official. The official nods and tells
you how to get to the dungeon.
Welcome to Roguelike Half! This game is a sort of tabletop role-playing game
(TRPG) that can be played alone (or with two players), and also like a
gamebook, or perhaps an analog version of a dungeon-crawling video game...
You can play with or without a Game Master (GM). In short, it's a game for
one to three players.
When you participate in the game as a player, you create your avatar, a
Hero. This character, also known as an "adventurer", are not all-powerful
(but are sufficiently strong). If there is only one player (e.g. 1 Hero)
then they begin the adventure with 7 Followers. If there are two players,
they embark on the adventure without any followers.
The adventure unfolds by flipping tiles called "map tiles" and
discovering the corresponding events. Reaching certain locations triggers
events that advance the story. Reaching other locations leads to the
story's climax.
The scenarios in Roguelike Half provide the satisfaction of playing a tabletop RPG in a short amount of time. You explore rooms, navigate traps, defeat enemies, and strive towards your ultimate goal. However, be warned -- parts of the adventure are randomly generated, so success is not guaranteed. If you make a wrong decision or are abandoned by luck, your beloved character will end up in an eternal sleep beneath a cold tombstone.
You can start the game immediately with just a writing instrument and one six-sided die. If you plan to use the "mapping mode" described later, prepare some graph paper.
Before beginning the first Roguelike Half scenario, Knight of Twilight, prepare your hero (and their followers). Read the rules for advancing through the adventure, or keep them handy so you can refer to them at any time before starting the game.
Knight of Twilight offers two ways to play: "Linear Mode," which doesn't
involve creating a map, and "Map Mode," where you create and use a map.
Neither mode is superior to the other.
If you encounter text written in italics in
the main text, it describes the situation of the characters' current
location. Reading these sections is not necessary for the story to progress,
but doing so will enhance your immersion in the game.
Knight of Twilight has a special rule that differs from the Roguelike Half base. Normally, you cannot take followers when playing 2 heroes. However, in Knight of Twilight, you can take 1 Captured along with you (this 1 additional Captured does not count against your Follower score).
Knight of Twilight is progressed by flipping map tiles. The tile is determined by a d66 roll. If the same result is rolled twice, then go up the table until a result not acquired is obtained. For instance, if you have already flipped tiles 25 and 26, and you roll a 25, then you would then flip tile 31.
In Linear mode, you do not influence the route progression and the map is
decided in accordance to d66 rolls. In this mode, you head to the next event
after flipping a certain number of tiles.
In Knight of Twilight, you will flip over the first three tiles and experience
the events associated with those tiles, before proceeding to the fourth,
intermediate event tile (which is fixed). From that point onward, the
probability of encountering the final event increases with each subsequent
map tile. The final event will appear instead of a regular map tile depending
on the result of a d66 roll. Please refer to the following table.
| Tile No. | Type of event |
|---|---|
| 5th | As normal (no ending event) |
| 6th | Move to final event if 11 ~ 16 |
| 7th | Move to final event if 11 ~ 26 |
| 8th | Move to final event if 11 ~ 36 |
| 9th | Move to final event if 11 ~ 46 |
| 10th | Move to final event if 11 ~ 56 |
| 11th | Always go to final event |
When playing in linear mode, if you perform the Escape action according to the
basic rules, the map tile you flipped over will not be counted towards the
total number of tiles. The Heroes do not proceed to that room and instead
they return to the previous room and open a different door. The player must
then flip over another map tile and proceed to a different room.
*Escape is not possible during intermediate or final events.
If playing in Map Mode, each time you flip a tile, you connect the empty
spaces. In Knight of Twilight, empty spaces can be connect to doors, and doors
can be connected to doors. Fip the map, perform the action associated with
that map tile, and then flip another tile.
If map tiles overlap, then that map becomes a "dead-end corridor". There is
nothing on this tile, nobody, and no event. However, if the map stacks a Ally
Event tile or Final Event tile, then it becomes a "corridor connecting to the
event". Connecting routes can vary, but usually nothing happens.
When map tiles change, treat the last roll as if it didn't happen.
☆The Map Mode is planned to be implemented in the full version of
Knight of Twilight. Map tiles will be implemented at that time.
Victory in this game means completing the scenario objective. In "Knight of
Twilight", the objective is to defeat the titular Knight of Twilight and bring
peace to the village of High Hollow.
Knight of Twilight is designed to allow for up to 3 adventures. One
"adventure" refers to entering and returning from the dungeon (or getting a
game over.)
Battle in the Knight of Twilight does not use formations. The hero and their
followers may all attack freely.
The enemy, when there are two heroes, split their attacks as evenly as they
can.
When there is one hero, the hero takes half of the attacks, and their followers
take the other half.
In either case, the player decides who will take the remainder attack.
Ex: 7 Imps attack the Hero and his 3 Soldiers. The Imps attack 7 times. The
player hero takes 3 attacks, and decides the remaining 4 will go to his
followers. Each time the Soldier group loses a Defense roll one of them dies.
If they all die and there is still a remaining attack, it goes back to the
hero.
In Knight of Twilight, clues are consumed as map tiles are flipped. THe tens place of the die roll is fixed to 1 when this occurs.
If 1 Hero dies, the adventure is a failure, and ends. Completing the final
event also ends the game. If the objectives are completed at this time, the
adventure ends in success.
On a successful adventure, each hero gains 1 experience point. On the event
of a failure, this EXP is not gained. Heroes that have not perished can attempt
a Retry of the adventure.
Knight of Twilight is designed to allow a single character to play it multiple
times. However, there is a limit to the times 1 hero can challenge this
adventure. One character can only attempt the d66 map 3 times. When playing
as a different hero, this counter resets.
Though rare, a 3rd time play may cause the player to run out of map tiles. In
this event, you may reset all the map tiles.
Roguelike Half has a story part and a random part. It is an endlessly playable solo TRPG. One player rolls 1 die 2 times, using the first roll as the tens, and the second as the ones place (this is called a d66). The event which occurs is defined on the map table below.
| Value | Sub-table used |
|---|---|
| 1 (10) | Empty room (hidden) |
| 2 (20) | Neutral or Peaceful Weak Creature(s) |
| 3 (30) | Event |
| 4 (40) | Trap |
| 5 (50) | Weak Creature(s) |
| 6 (60) | Strong Creature |
| Result | Room Listing |
|---|---|
| Empty Room (hidden) | |
| 11 | Dried Cheese |
| 12 | Identification Tag |
| 13 | Dummy Balloon |
| 14 | Large Ale Bottle |
| 15 | Dungeon Map |
| 16 | Healing Potion |
| Weak Creatures: Neutral or Peaceful | |
| 21 | Villagers of Relavila |
| 22 | Descendant of Fish God |
| 23 | Group of Adventurers |
| 24 | Swampy Elven Trader |
| 25 | Hob-Goblin |
| 26 | Cobbit Adventurer |
| Event | |
| 31 | Treasure Chest with Trap |
| 32 | Wandering Hunter |
| 33 | Modest Altar |
| 34 | Dungeon Encampment |
| 35 | Cool Statue |
| 36 | Cemetary of the Fallen |
| Traps | |
| 41 | Spear Thrower |
| 42 | Oil Bottle |
| 43 | Arrow Slit |
| 44 | Selection Blade |
| 45 | Alarm |
| 46 | Poison Gas |
| Weak Creatures | |
| 51 | Assault Goblin |
| 52 | Giant Rats |
| 53 | Goatman |
| 54 | Apprentice Reaper |
| 55 | Cat of Carne |
| 56 | Tentacle Beast |
| Strong Creatures | |
| 61 | Lamian Slicer Thrower |
| 62 | Bandersnatch |
| 63 | Dark Elf Archer |
| 64 | Hob-Goblin Captain |
| 65 | War Jester |
| 66 | Abyssal Torture |
| Intermediate Event | |
| ◇ | Fight with the "Midnight Rogues" |
| Final Event | |
| ◆ | Fight with the Knight of Twilight |
Refer to [40: Treasure Table] for the treasure tables for this scenario.
Now the room listings shall begin until 72.
66. Empty Room (hidden)
Empty corridors or rooms are nothing but vast, empty spaces. If you succeed
in a Dexterity check here, you will discover the hidden object (target of 4).
Each hero can attempt this once. If this fails, nothing is found.
○ Hidden Item Table
○ Result: 11
[ Dried Cheese ]
This is a large block of cheese, but it's so hard that it's completely inedible
for humans. Therefore, it's not counted as rations, but it's completely okay
for the creatures in the dungeon. You can use Dried Cheese as a Bribe. The cheese
has 3 points, and you may consume 1 point to add 1 gold value to a bribe action.
It's a stone brick, unless you have teeth that can chew walls.
○ Result: 12
[ Identification Tag ]
This is used as identification of various Creatures between themselves in the dungeon.
When your party encounters humanoid creatures, such as the Relavila Villagers, Descendant of Fish God, Group of Adventurers, Swampy Elven Trader, Hobgoblin, Cobbit Adventurer, Assault Goblin, Goatman, Dark Elf Archer, Hob-Goblin Captain, or War Jester, or the Lamian Slicer Thrower, then showing them this item automatically changes their reaction to Peaceful.
However, Identification Tags can only be used once per scenario.
After that, it becomes known the party is pretending to be creatures, and the effect no longer works.
○ Result: 13
[ Dummy Balloon ]
This is a balloon that inflates into the shape of a life-size human. A Decoy Balloon will take the damage when a non-combat Follower loses a LFP. However, it bursts when damaged, so this item may only be used once.
○ Result: 14
[ Large Ale Bottle ]
This large bottle contains ale and can be used against humanoid creatures (such as Relavila Villagers, Descendant of the Fish God, Group of Adventurers, Swampy Elven Tradr, Hobgoblin, Cobbit Adventurer, Assault Goblin, Goatman, Dark Elf Archer, Hob-Goblin Captain, and War Jester). The amount is enough for 1d6 uses (with a minimum of 2).
Each use will reduce the number of creatures you must bribe this action by 1 (to a minimum of 1).
○ Result: 15
[ Dungeon Map ]
This is a map of a portion of the dungeon.
When determining which map tile to visit next by rolling d66, you may roll an additional d66 and choose the result you like.
This Dungeon Map may only be used once, and may not be used in scenarios other than Knight of Twilight.
The map is incomplete, and probably contains some inaccuracies. Nevertheless... it's an important clue to understanding what lies ahead.
○ Result: 16
[ Healing Potion ]
Characters that drink the liquid in this bottle recover LFP to maximum.
When used in combat, this requires 1 round's action.
However, each hero may only use 1 Healing Potion per adventure.
If this is rolled and a Potion has already been obtained, reroll until a different result appears.
◇ Result: 21
[ Villagers of Relavila ]
Number: 1d6+1 /
Level: 4 /
Treasure: -1 modifier
Reaction Table: 1-3 [Welcoming], 4-5 [Bribe] (2 gold each), 6 [Neutral]
The Villagers of Relavila are former inhabitants of the Kingdom of Relavila,
which once existed near Sakura Forest.
Now that their kingdom has been destroyed, they live in small groups,
spending their days hunting and gathering.
Although they have no country, they are warm-hearted people. If you give
them a bribe when a 4 or 5 is rolled, their reaction changes from
Peaceful to Welcoming. Also, if you don't give them a bribe, their reaction
is Neutral rather than Fight.
This is the waterway. If you need to wash yourself for any reason you may do so.
Despite not having a country, they are incredibly cheerful.
Or perhaps... it's precisely because they don't have a country that they
are so incredibly kind.
◇ Result: 22
[ Descendants of the Fish God ]
Number: 1d3 / Level: 5 / Treasure: Normal
Reaction Table: 1 [Peaceful], 2-5 [Bribe] (1x Weak Creature), 6 [Neutral]
Fish God Descendants are a race of mermen that live at the bottom of the sea and have the divine blood.
Generally, by offering them one Weak Creature, their Reaction will change to Peaceful.
If this Weak Creature offered is one of your own followers, then your remaining followers will be shocked at your inhumane decision and leave.
If this Weak Creature is a Captured, nobody leaves.
If their reaction is Peaceful, then they teach you about a waterway that leads from one room to another.
In this event, your next d66 roll's 10s place is fixed to 2.
This is the waterway. If you need to wash yourself for any reason you may do so.
They worshipped a god resembling a fish that supposedly lived in the ocean depths. "Pesombre!" one of them cries. No one knows what it means, but it eventually became the name of their god.
They demanded a sacrifice. "Grrrrrrrrrraaaaaaaah!" Their guttural, loud cries echo through the room. Seeing their excited state, it was easy to imagine what they would do if their demands were refused.
◇ Result: 23
[ Group of Adventurers ]
Number: 6 (see below) / Level: 5 / Treasure: 2 normal treasures
Reaction Table: 1 ~ 2 [Peaceful], 3 ~ 4 [Bribe] (2 gold each), 5-6 [Neutral]
The adventuring party is made up of 3 Swordsmen, 2 Magicians, and 1 Scout.
They are fresh visitors to the dungeon, and aware of their own limitations they have just decided to turn back.
If a hero needs Followers, they can hire them at the following costs:
- Swordsman ...... 9 gold each (max 3)
- Magician ....... 12 gold each (max 2)
- Scout .......... 7 gold each (max 1)
This is the waterway. If you need to wash yourself for any reason you may do so.
The adventurers were exhausted and their efforts had been in vain. Although the thought of doing more work was unpleasant, they figured it was better than returning empty-handed.
◇ Result: 24
[ Swampy Elven Trader ]
Number: 1d3 / Level: 5 / Treasure: 2 normal treasures
Reaction Table: 1 ~ 4 [Trade], 5-6 [Neutral]
The swamp elf merchant prefers to do business with the creatures living in the underground labyrinth rather than the inhabitants of the bleak village of High Hollow.
Without a supply of provisions, even the most wicked villains cannot remain in their stronghold for long. Swamp elves are welcome here.
However, they do not pledge fealty to the Knight of Twilight.
They are only here beneath the groundfor the sake of their "valued customers."
If there's a prospect of making a profit, they will initiate business
negotiations even with adventurers.
If the result of the reaction table is [Trade], you can purchase one of the
items listed below.
- Identification Tag - 10 gold (see description above)
- Holy Water - 7 gold (expires at the end of this adventure)
- Large Ale Bottle - 5 gold (2 uses remaining, see description above)
If the hero decides to fight, then roll 1d6. On a 4 or below, the merchant
flees with his tail between his legs.
This is the waterway. If you need to wash yourself for any reason you may do so.
"Who are we loyal to, you ask? If I had to say, it would be gold," the swamp elf said, a
sly smile playing on their lips. "You can trust us. We would never betray the
great equalizer."
◇ Result: 25
[ Hob-Goblin ]
Number: 1d3+3 / Level: 4 / Treasure: Normal
Reaction Table: 1 [Peaceful], 2-4 [Fight], 5-6 [Information]
This group of hobgoblins have lost their home and now wander the dungeon as
underlings of the Knight of Twilight.
Due to poor treatment, they grow more and more angry each day, but they lack the power to stage a rebellion so they reluctantly help with his evil deeds.
If the reaction table result is [Information], the hobgoblin decides to betray the Knight of Twilight and shows you the shortest path to the boss room.
This allows you to increase the number of revealed map tiles by one.
However, if the next tile is the 4th revealed, the intermediate event must still occur.
Also, the hobgoblins will tell their kind of your deeds. If you encounter a
Hob-Goblin Captain, their reaction will automatically be [Peaceful].
This is the waterway. If you need to wash yourself for any reason you may do so.
◇ Result: 26
[ Cobbit Adventurer ]
Number: 1d6 / Level: 3 / Treasure: -1 modifier
Reaction Table: 1 ~ 3 [Welcoming], 4 ~ 5 [Peaceufl], 6 [Information]
Cobbit adventurers lack the strength to tackle the creatures of the dungeons
head-on, but they strive to punish evil by stealing their held treasures.
It also allows them to satisfy their own sense of adventure, making it the perfect job for curious and adventurous Cobbits!
If the result of the Reaction table is Information, then the Cobbit will give
the party a Dungeon Map (see Result: 15) and pray for their good luck.
This is the waterway. If you need to wash yourself for any reason you may do so.
□ Result: 31
[ Treasure Chest with Trap ]
You discover a treasure chest with ornate, visibly ominous carvings.
If you choose to try to open it, determine who will attempt it first, and then
make a Dexterity check (target 4).
On a failure, the trap set on the chest will activate, and the designated
character takes 1 point of life damage. The chest is not opened, but you may
try again.
If the result is 4 or above, the trap is deactivated and the chest can be
opened.
Whether or not the trap was acivated, if the chest is opened then you may
roll on the Treasure table and obtain the contents.
□ Result: 32
[ Wandering Hunter ]
A wandering hunter appears and asks for your help in obtaining parts from Weak Creatures which they use as ingredients for rare medicinal herbs.
If you accept their request, the tens place of the next d66 roll is fixed to 5, and the ones place gains a +2 modifier (max of 56).
If the relevant map tile has already been flipped, the event is completed immediately. In this case, roll the next d66 as normal.
The hunter is injured, so he will not participate in combat.
If you complete the objective he gives you 10 gold as a reward.
"He's right there, but I can't defeat him," the wandering hunter said regretfully. "He's in the next room."
□ Result: 33
[ Modest Altar ]
A small shrine is tucked away here. It is an offering to a good-aligned god you know well, the Sword God Espada.
If you offer up prayers, select 1 party member.
The selected character can, only once, gain a +1 bonus to any check roll (this effect expires when the adventure ends).
□ Result: 34
[ Dungeon Encampment ]
This location appears to have been used as someone's campsite.
If you wish to take a short rest, roll 1d6. If 2 or higher, you alleviate some stress of your journey and all heroes recover 1 LFP and 1 sub-attribute point.
If a 1, then (as long as not the intermediate or final event), when revealing the next map tile, the 10s place of the d66 roll is fixed to 5.
If you encounter a Weak Creature because of this, you not only take an advance attack from the Creatures, but for the first round you take a -1 to all defense checks.
□ Result: 35
[ Cool Statue ]
The location features a statue with an avant-garde design.
It is not fixed to its pedestal, so it can be carried off, but it weighs as much as 6 pieces of equipment (it can and should be carried by multiple people).
Also, if the character/s carrying the statue wishes to prepare a weapon for combat, it takes 1 round.
If you wish to carry the statue aboveground and sell it at the shop, roll 1d6.
If the result is 3 or less, it is a worthless piece of art by an imitation crafstman.
If the result is 4 or higher, it is a work by a famous artist and is worth 1d3 x10 gold if sold (10-30 gold).
Because you hold the preconceived notion that something is "incomprehensible," you become blind to the truth. You must discover the hidden charm within the mystery. Only then will you see its true value.
□ Result: 36
[ Cemetary of the Fallen ]
This place is filled with the lingering regrets of fallen adventurers, and staying for too long will injure your spirit.
The hero (randomly chosen if 2 heroes) is cursed, and that character takes a -1 penalty to all attack checks in combat.
This Cursed status can be recovered by visiting map tile 33 or by having the Bless spell cast. If map tile 33 has already been visited, it can be returned to immediately without causing another event.
■ Result: 41
[ Spear Thrower ]
Difficulty: 5 /
Target: Random 1
Steel spears are fired from slits in the wall.
The target character is chosen at random.
That character must immediately make a Dexterity check (target 5).
On a failure, they take 1 LFP of damage. This trap does not further penetrate
and cause damage to other characters.
■ Result: 42
[ Oil Bottle ]
Difficulty: 3 / Target: Random 1
A jar suspended from the ceiling tilts, threatening to drench anyone passing beneath it with oil.
The target character must make a Dexterity check (target 3).
On a failure, the target is covered and oil, making it difficult to properly grip their weapon. In combat, fumbles will occur on die results of 2 as well as 1.
This penalty lasts until the end of the adventure, or until the character is washed in a waterway.
Additionally, if the target character is holding a lantern, then the lantern catches ablaze, dealing 1d3 points of damage to its holder.
■ Result: 43
[ Arrow Slit ]
Difficulty: 3 / Target: 1d3 (player chooses)
Arrows shoot out from slits from the dungeon walls.
The target character must make a Dexterity check (target 3).
On a failure, the target is struck with arrow for 1 LFP of damage.
■ Result: 44
[ Selection Blade ]
Difficulty: 4 / Target: 1 non-combat follower (or random if none present)
Sharp blades suddenly emerge from gaps in the stonework, attacking the party.
The target character must make a Dexterity check (target 4).
On a failure, the blade slices through the target for 2 LFP of damage.
■ Result: 45
[ Alarm ]
Difficulty: 4 / Target: Random 1
Just where you were about to step, a pressure-sensitive switch (or wire) is set, acting as an alarm.
The target character makes a Dexterity check (target 4). On a failure, roll 1d6. On a 5 or below, a Weak Creature (probably) appears (The tens place of the next d66 roll is fixed to 5).
■ Result: 46
[ Poison Gas ]
Difficulty: 3 / Target: Entire party
Toxic gas is released from beneath the floor.
All characters make a Dexterity check (target 3).
Any characters who fail take 2 points of life damage.
◇ Result: 51
[ Assault Goblin ]
Number: 1 /
Level: 6 /
Treasure: None
Reaction Table: Always [Fight to the death]
The Assault Goblin is holding a bomb with a lit fuse and is launching a
desperate charge towards the party!
This monster may only be targeted by Ranged attacks or magic.
If you fail to defeat the Assault Goblin in 1 round, it explodes, dealing 2
points of LFP damage to the target of your choice. This kills the goblin.
If a character used Fireball, the flame ignites the explosion, immediately
killing the goblin.
When Assault Goblin is defeated, make a Divinity check.
On a failure, the sound of the explosion draws attention of nearby creatures.
The tens place of the next d66 roll is fixed to 5.
"Long live the king!" the goblin shouted before it was blown to smithereens.
The king was nowhere to be found.
◇ Result: 52
[ Giant Rats ]
Number: 2d6+2 / Level: 2 / Treasure: None
Reaction Table: 1-3 [Flee], 4-6 [Fight]
When more than 10 giant rants are present, the creature's level is treated
as +2 higher. When reduced to below 10, this bonus is lost.
If you use a Dried Cheese, the giant rats will fill up on the cheese and
their reaction changes to [Peaceful].
◇ Result: 53
[ Goatman ]
Number: 1d3+3 / Level: 4 / Treasure: +1 modifier
Reaction Table: 1 [Bribe] (10 gold each), 2-5 [Fight], 6 [Fight to the death]
Goatmen are a humanoid species with the heads of goats. They tend to form groups and enjoy man-hunting as sport.
When the party encounters Goatmen, roll 1d6.
On a 1-2, the Goatmen have chain armor, so characters take a -1 penalty to their attack rolls.
On a 3-4, the Goatmen are using flail weapons. These are difficult to defend against, so each character takes a -1 to their defense checks.
On a 5-6, they are carrying finely crafted long blades. Characters hit with these weapons lose 2 LFP instead of 1. (In the case of Followers, this still will only kill 1 unit, not multiple).
◇ Result: 54
[ Apprentice Reaper ]
Number: 1d3+1 / Level: 5 / Treasure: Normal
Reaction Table: 1 [Peaceful], 2-3 [Bribe] (1 LFP each, either from the hero or a follower), 4-6 [Fight]
Apprentice Reaper are Undead Creatures that appear as small children wearing
robes and carrying large scythes.
When encountering Apprentice Reaper, due to the horrific scream they make,
each character must make a Divinity check (target 3). All followers make a
single check together.
Those that fail the check are Cursed, and until Blessed will take a -1 penalty
to all defense checks. When Followers fail this check, all Followers are
cursed. A Bless spell targets all Followers, which will remove this effect.
If a character is already Cursed, this penalty does not stack, and the
character instead takes 1 LFP of damage.
◇ Result: 55
[ Cat of Carne ]
Number: 1d3+1 / Level: 5 / Treasure: None
Reaction Table: 1 [Peaceful], 2-6 [Fight]
Cat of Carne resembles a creature made of writhing organs and chunks of flesh.
An extremely ferocious beast, it uses its sharp claws and fangs as natural
weapons.
This monster is immune to the Knockout effect.
When encountering Cat of Carne, each character must make a Divinity check
(target 4).
Followers make this check all as one.
On a failure, the target takes a -1 penalty to all attack checks until the
end of combat.
"Wild beasts are actually quite cute," the attendant said, holding the writhing mass of flesh in his arms.
"I'm stroking this one because I think it might attack me if I don't."
◇ Result: 56
[ Tentacle Beast ]
Number: 1d3+2 / Level: 5 / Treasure: Normal
Reaction Table: 1 [Ignore] (* as flee), 2 [Bribe] (1 ration each), 3-6 [Fight]
The tentacled beast has an appearance similar to a giant sea slug with a skeleton, and is a predatory animal equipped with several strong tentacles.
It also possesses magical abilities.
This beast, instead of having long claws, uses its thick tentacles like chain whips to subdue its prey. When attacking with a melee weapon that has the [Slashing] property, you can sever the tentacles, granting a +1 bonus to your attack roll.
◆ Result: 61
[ Lamian Slicer Thrower ]
LFP: 5 /
Level: 5 /
Attacks: 2 /
Treasure: Normal
Reaction Table: 1 [Peaceful], 2 [Bribe] (4 LFP total from party), 3-6 [Fight]
Lamia are a race of half-human, half-beast creatures with the upper body of a human woman and the lower body of a large snake.
Lamian Slicer Thrower possess a large, ring-shaped blade called a slicer, a versatile weapon that can be used effectively regardless of the distance between the user and the opponent.
When the battle begins, the Lamia throws her slicer. It randomly targets two characters.
To avoid this you must succeed at a Dexterity check (target 5). Characters that
fail take 1 point of damage.
When moving into melee combat in the first round, Lamia's attack count is
reduced by 1 to account for changing weapons.
Lamia attack with their slicers in close combat.
If a character fails on their defense throw, the Lamia will instead use a
vampiric biting attack.
When this happens, the target character not only takes 1 damage, but the Lamia
restores 1 point of LFP.
◆ Result: 62
[ Bandersnatch ]
LFP: 6 / Level: 3 / Attacks: 3 / Treasure: Normal
Reaction Table: 1 ~ 2 [Bribe] (1d3+2 rations), 3-5 [Fight], 6 [Fight to the death]
The Bandersnatch is a voracious predator resembling a large dog, and it hunts every three hours throughout the day, starting with a late breakfast at 12 PM, followed by tea at 3 PM, dinner at 6 PM, and dessert at 9 PM.
The Bandersnatch, due to an obsession with the number three, always prioritizes attacking characters whose current LFP are multiples of three.
Characters whose current LFP is a multiple of 3 treat the Bandersnatch as being +3 levels higher, and they take 2 LFP of damage instead of 1.
The Bandersnatch was frustrated. It wanted to do 3 damage. If it did, it would be able to do 3 damage over and over...
◆ Result: 63
[ Dark Elf Archer ]
LFP: 4 / Level: 5 / Attacks: 2 / Treasure: Normal
Reaction Table: 1 [Bribe] (1 clue), 2-6 [Fight]
The dark elf archer is a cunning warrior who prioritizes weakening the adventurers' forces rather than completely annihilating them.
When encountering the dark elf archer, roll 1d6.
If the result is 5 or below, the dark elf will perform a surprise attack with its bow & arrow. In this case you do not roll on the Reaction table.
This pre-emptive attack prioritizes Lamplighters or Squires.
This creature does not attack in the first round due to swapping weapons.
◆ Result: 64
[ Hob-Goblin Captain ]
LFP: 4 / Level: 4 / Attacks: 1 / Treasure: Normal
Reaction Table: 1 [Bribe] (all treasure obtained til now), 2-4 [Fight], 5-6 [Fight to the death]
The Hob-Goblin Captain is respected among Weak Creatures and possesses excellent leadership abilities.
When encountering a Hob-Goblin Captain, roll 1d6+3. The Hob-Goblin Captain has
this number of Goblins as followers.
As long as the Hob-Goblin Captain is alive, these Goblins are treated as +1
level higher, their attack count is (total Goblins remaining +1), and they do
not Flee.
However, until all Goblins are defeated, the Hob-Goblin Captain does not
attack and cannot be targeted by any attacks.
The exception to this is the first round of combat, when the Hob-Goblin
Captain may be targeted by ranged attacks or magic spells.
◆ Result: 65
[ War Jester ]
LFP: 3 / Level: 5 / Attacks: 2 / Treasure: Normal
Reaction Table: 1 [Bribe] (30 gold or 1 magic equip), 2-6 [Fight]
War Jester is a battle-hardened mercenary, hired by the dungeon boss to eliminate troublesome intruders.
Well-known for their superhuman reflexes, extraordinary physical abilities, and exceptional swordsmanship.
When attempting to damage War Jester (unless by magic), you must first roll 1d6.
On a 4 or below, the Jester turns away the blade, negating any damage. Melee
attacks are predictable, and have a -1 penalty against War Jester.
Upon defeating War Jester, one character of your choices acquires 1 Clue (see
62: About Clues (in Knight of Twilight)).
"It's an armed jester!" shouted a follower.
"No mistake. He was wearing metal armor... but he was incredibly fast."
The servant was spitting his words. In the darkness behind him, a jester's mask appeared...
◆ Result: 66
[ Abyssal Torturer ]
LFP: 7 / Level: Special / Attacks: Special / Treasure: +1 modifier
Reaction Table: 1 [Ignore] (*same as Flee), 2-4 [Fight], 5-6 [Fight to the death]
This creature is a Demon type monster.
The Abyssal Torturer's level is treated as its current LFP, and its number of
attacks equals its current LFP halved (rounded down).
If Holy Water is used on the Abyssal Torturer, it automatically deals 2 points
of damage (this may only be done once per combat).
The Abyssal Torturer is a demon who wields two whips with barbed hooks, and takes great pleasure in inflicting painful deaths upon adventurers.
Please refer to 40: Treasure / Magic Treasure Tables for this scenario.
[ Midnight Rogues ]
Number: 1d6 /
Level: 4 /
Treasure: +1 modifier
Reaction Table: 1-6 [Fight to the death]
The Midnight Rogues are Weak Creatures who obey the Knight of Twilight's orders
and stand guard. Unlike usual, the heroes don't always attack first. Make a
Dexterity check (target 5).
On a success, the heroes attack first (as normal).
On a failure, the Midnight Rogues gain the initiative. However, their pre-
emptive attack is not a normal attack, but they attempt to steal the heroes'
weapon.
The hero must make Dexterity checks equal to the number of Midnight Rogues at
a target of 4 (if 2 heroes, these are evenly divided). On a failure, the weapon
in hand is stolen. You may retrieve it when combat is victorious. When attacking
without a weapon, you take a -2 penalty to attack checks. When victorious, make
a Divinity (target 4) check. On a success, the stolen weapon is retrieved.
The number of Midnight Rogues increases by 1 for each subsequent time this
adventure has been cleared by the heroes (max of +2).
The Midnight Rogues were originally villagers from High Hollow. They were
captured by the Knight of Twilight and forced to follow him. They don't like
fighting, but they have nowhere else to go.
[ Knight of Twilight ]
LFP: 4 /
Level: 4 /
Attacks: 2 /
Treasure: +2 modifier
Reaction Table: 1-6 [Fight to the death]
The Knight of Twilight is wearing plate armor, so all characters have a -1
to all attack checks against him.
If you have not yet cleared this adventure:
If you have not defeated the Midnight Rogues, they join this battle.
If you have already cleared this adventure:
- In addition to the above, the Knight of Twilight has the below effects
- The Knight of Twilight is Undead
- The Knight of Twilight gains +1 level and +2 LFP
- Before combat, the Knight of Twilight attempts to Seduce your Followers. You decide the target, but you must prioritize combat followers over non-combat. The target makes a Magic check (target 4), and on a failure that Follower is lost to the enemy side.
If you have cleared this adventure twice:
Before you is not the Knight of Twilight, but the great sorcerer Segras.
He was a sorcerer who ruled this region in ancient times. He was manipulating the Knight of Twilight and plotting to rule this land once again.
After burying the Knight of Twilight twice, his anger has reached its peak. He must finish this!
[ Mage of Dusk Segras ]
LFP: 3 /
Level: 6 /
Attacks: 3 /
Treasure: +3 modifier
Reaction Table: 1-6 [Fight to the death]
Segras has 4 Sorcery points and prioritizes using magic. If the adventurers
have combat followers, he casts [Knockout] spell on one of
those groups (target determined by the player). In such case, the
targeted combat follower makes a Magic check using their Technique score;
if the result is not equal to or greater than Segras' level (6),
they collapse on the spot and remain unconscious until the end of the battle.
If the result is 4 or 5, one follower is KOed, if it's 2 or 3, up to two
followers are KOed, and if 1 or less up to three followers are
KOed.
If the hero does not have any combat followers, or if all of
them have been incapacitated, he casts the [Ice Spear] spell.
The hero then makes a Magic check, and if not
equal to or greater than Segras's level (6), they take 2 LFP of damage.
When Segras runs out of Sorcery points, he fights with his staff.
Since this is a light weapon, you gain a +1 bonus to your Defense checks
when he attacks in this way.
"I'll let you choose your fate. You can live and become my servant, or die and become my servant," Segras shouts, glaring at you.
"You'll take the place of the Knight of Twilight!"
Upon clearing the final event, the heroes gain 1 experience each.
On the first clear, the villagers rejoice with great thanks. However, a few
days later, the Knight of Twilight newly undead appears in town!
Upon clearing twice, the Knight of Twilight has finally been buried for good.
But who necrotized him? As if to answer that query, a black-robed wizard
appears and declares the town under his rule. The Mage of Dusk Segras has been
revived, once the ruler of these lands, now empowered by Nord of the Dark.
After clearing the final event a third time, you have completed your task of
protecting these lands. The villagers relax and praise your name. The quest
is a quccess.
When you inform the town crier of your mission's completion, he announces
it in a voice loud enough for everyone in the area to hear. The cheerful
Bread and Red Wine Inn, moreover the entire town of Saint Francis erupts in joy.
A feast begins. The hero, of course, is you.
To cool your body, flushed with adventure and wine, you sit down by the canal
where gondolas float. A girl in a red dress approaches you.
You speak to her, but perhaps out of shyness, she simply fidgets quietly.
Eventually, instead of words, she offers you a bouquet of wildflowers.
"Thank you," the girl says in a faint, small voice, before running away and disappears.
The adventure is over. Let's enjoy a brief respite. The next adventure awaits.
Well done. Congratulations!