Guild Adventures- the Dragonslayer Gamebook

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Guild Adventures- the Dragonslayer Gamebook 1 Guild Adventures! The Dragonslayer (1st Edition) is written by John Buchhalter. Cover Art: Rafael Vaz Art Credits: William McAusland, The Forge Studio (Maciej Zagorski, Pawel Dobosz, Sylwia Siwiec), Martin Gyula Kiss, Erisian Entertainment (Dave Peterson, Ben Shultz), Forgotten Foes Clipart (Gary Dupuis), Reality Deviant Publications (Joseph Wigfield), Raging Swan (Lori Krell and Jae Young). Please go to the end of the book to see further detailed credits. This product is protected by the copyright laws of the United States of America. Any reproduction or unauthorized use of the written material contained herein is prohibited without the express written permission by the Play by Action Gaming Company. Artwork is used with permission from the individual artwork companies listed at the end of the book. Please contact them for permission to use their artwork for your projects. Thank you. Copyright © 2019 PbA (Play by Action) Gaming. All Rights Reserved. 2 Introduction Our story begins with a clever halfling named Billibon Strudeln who is the owner of the Adventurer’s Guild only a few leagues away from the free city of Rondor. Because of his reputation, many nobles come to provide rewards for contracts they offer in eliminating problems that occur for the inhabitants of the Lands of Bavidirian. On this fine day, a mysterious man enters the front doors to the guild tavern and hands over a scroll as of a bag of gold to the 3-foot halfling owner. Without a word or a moment to waste, the stranger leaves the same way he came in to never be seen again. Unraveling the scroll, the halfling reads of a problem rich merchants are having while taking the road between two towns. Each town has been experiencing the loss of valuable goods as of merchants that travel frequently to the markets. It was later discovered from a scout that a red dragon has been terrorizing the regions. On the next day Billibon announces a quest to any able adventurer to find the red dragon and bring back its head. Will it be you? 3 Quest Only one can bring the head back of the red dragon that terrorizes the people of the lands. Billibon Strudeln the guild tavern owner rewards a large sum of gold pieces for the quest. On this day you will travel across the lands to eventually reach dragon’s territory to find the feared dragon’s lair in Mount Doom. Many challenges will occur that will complicate the travel, yet with perseverance and determination one can achieve this feat and reach the summit. Game Setup and Game Play Choose from 18 different adventurers (located from pages 7 to 24) that are available to start the game. You will need a pencil and eraser for this game. You will also need a 6-sided die for certain events. Your adventurer starts on day 1 of the quest on page 26. Roll a 1d6 die to determine the event. Proceed by reading what the event card asks you to do. Combat Rules When an opponent is encountered then you must fight it with the attributes it offers. If the opponent fights with magic then your adventurer must fight with magic. If the opponent fights with the strength attribute then your adventurer must fight with the strength attribute also. One must roll a 1d6 die and add the sum to the total of the attribute you have. One has to do this again for the opponent. Whoever has the highest total amount is the winner. If your adventurer has lost then you must subtract 1 life point from the character sheet. You have the option to evade an opponent. To evade an opponent successfully, you must roll a 5 or 6 with a 1d6 die. If such a number is not attained then you have no other choice but to fight the opponent. If the battle results are a tie then the battle ends as a standoff and the day’s event is over. After each won battle the roleplayer has earned in the "Treasure List" by rolling a 1d6 die. 4 Items Rules Your adventurer can carry up to 4 items unless asked otherwise. Followers Your adventurer can have as many followers as desired. Gold There is no limit on how much gold an adventurer can carry in this game. Luck Luck is used when the roll to a battle or an event is not to your liking. For example, if the adventurer needed a roll of a 3 to win the battle against an opponent, yet rolled a 2, then you can use 1 luck point and try again. The opponent can only use one luck point per event. Luck can also be used for other events. A luck point can be used when visiting a village, town, or fort. One can use a luck point for a different roll result when on a quest. Make sure to use your luck points wisely. Skills The adventurer starts with a level 1 skill. One can collect points to achieve the next level skill while on the quest to slay the red dragon. Point Collection When defeating an opponent one collects points. If the opponent had 5 magic or 5 strength and was defeated then the roleplayer collects 5 points. You can turn in the points to earn rewards. The list below shows what one can earn for collected points. 3 points = 1 gold 5 points = A choice of 1 attribute 6 points = Advance in a skill 5 Character Selections 6 Orc Warrior Skills Level 1: Champion’s Stance - Adds 1 Strength permanently to the warrior's attributes. Level 2: Great Critical Charge - Adds an additional 2 strength permanently to the warrior's attributes. Level 3: Devastating Blow - Adds an additional 1 to luck, strength, magic, and life point. Level 4: Chieftain Rage - Forces the opponent to not be able to roll their attack roll for they are paralyzed for a brief moment from the Orc Warrior's rage. Start - Strength 7, Magic 2, Luck 2, Life 4, Gold 1 Attributes Notes Strength Magic Luck Life Gold Points 7 Human Cleric Skills Level 1: Master Healing - At the end of each turn the Cleric can heal a life. The skill must be announced and a 1d6 die must be rolled. In order to heal one must roll a 3, 4, 5, or a 6 to gain 1 life. If a 1 or 2 is rolled then the spell fails. Level 2: Recovery - The cleric can revive after losing all of his life points for one time during his adventures. If the cleric has lost all of his life points, he can start over at the adventurer's guild without all of the objects he had once held. These items will be left at the location he had died on. Level 3: Undead & Demon Smite - Add 3 to the attack roll when fighting a zombie, undead, vampire, ghost, wraith, or demon. Level 4: Save Followers - If a follower is discarded the cleric can cast a spell to revive it. A roll of a 4, 5, or a 6 with a 1d6 die must be attained to succeed. Start - Strength 2, Magic 6, Luck 3, Life 4, Gold 1 Attributes Notes Strength Magic Luck Life Gold Points 8 High Elf Archer Skill Level 1: Evasiveness - When a battle is lost roll a 5 or 6 with a 1d6 die to avoid losing a Life point. If one has a helmet, shield, or armor one can roll again for one of these items during a lost battle. Level 2: Steady Hand - Can roll two dice for the strength attack roll and select the best result when in battle. Level 3: Critical Shot - During a strength battle add 2 to the entire dice results. Level 4: Paralysis Arrows - If the opponent is too powerful one can shoot a paralysis arrow to avoid battle. If a 4, 5, or 6 is rolled the battle is avoided. The opponent must have more strength or magic then the high elf to use this ability. If a 1, 2, or 3 is rolled then the battle must be conducted. Start - Strength 4, Magic 4, Luck 3, Life 4, Gold 1 Attributes Notes Strength Magic Luck Life Gold Points 9 Minotaur Fighter Skills Level 1: Gore Attack - Adds an additional 1 to the strength attack roll when battling an opponent. Level 2: Fists of Steel - Adds 2 strength permanently to the adventurer’s attributes. Level 3: Tower of Strength - Adds an additional 2 strength permanently to the adventurer’s attributes. Level 4: Minotaur’s Gaze - Adds an additional 1 to luck, strength, magic, and a life point. Level 5: War Master - Forces the opponent to not be able to roll their attack roll. Start - Strength 8, Magic 1, Luck 2, Life 4, Gold 1 Attributes Notes Strength Magic Luck Life Gold Points 10 Dark Elf Assassin Skill Level 1: Assassin’s Blade - Forces the opponent to deduct 1 on their roll during battle. Level 2: Expert Backstab - Forces the opponent to deduct an additional 2 on their roll during battle. Level 3: Surprise Attack - The opponent cannot use the attack roll if its strongest attribute is equal or less than the assassin’s Strength points. Level 4: Makeesha’s Blessings - The goddess of darkness blesses the adventurer by giving a magical scimitar. The scimitar adds 2 to luck, strength, magic, and life points. Start - Strength 5, Magic 3, Luck 3, Life 4, Gold 1 Attributes Notes Strength Magic Luck Life Gold Points 11 Dwarven Guardian Skills Level 1: Smith Mastery - At the start of the quest the dwarf owns a wonderfully forged armor.
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