RPGQuest: The Knights Templar
RPGQuest: The Knights Templar Rulebook
Table of Contents
Table of Contents
- Components and Preparation
- Setting Up a Game
- Character Creation
- Attributes
- Sex
- Classes
- Skills (Perícias)
- Starting Money
- Weapons
- Armour and Shields
- Equipment
- Tests and Combat
- Basic round information
- Actions
- Attack facing
- Turn order (Ordem de Jogada)
- Movement and attacks (Movimentação e Ataques)
- Damage (Dano)
- Ranged attacks (Ataque à Distância)
- Surprise (Surpresa)
- Attacks from behind (Ataque pelas Costas)
- Two weapons (Duas Armas)
- Critical hit and critical failure (Acerto Crítico e Falha Crítica)
- Experience (Experiência)
- Magic (Magias)
- Monsters and Non-Player Characters
- Relics (As Relíquias)
- The Castle (O Castelo)
- Recruitment Cost Table (Tabela de Custos de Recrutamento)
- Omitted Pages
- Text-layer gaps (summary)
Components and Preparation
Contents: one colour map measuring 82 x 55 cm, showing a plain on one side and a castle [the text layer is cut off here], plus the character and prop pieces.
Before playing RPGQuest, the pieces must be cut out and assembled. This is very simple, and once the game is finished the pieces can be taken apart for storage. There are basically two types of pieces: Characters and Props. Each has its own particularities, explained below.
Characters. Cut out each character along the outline shown in the figure. At the base of the figure, make a small cut as indicated so the piece can be folded and fitted together to stand upright. The basic figure of a character has three sides: Front, Back and Base.
Props. Props are the equipment used during the adventure to personalise each mission. They are cut out and placed by the Game Master on the areas of the map marked for them. No assembly is needed.
Preparing the miniatures and board. The first thing to do is assemble the miniatures and the game board. All you need is scissors or a craft knife. Cut out all the pieces and assemble them following the instructions (ask an adult for help). [The text layer is cut off here, at the sentence on what else is needed.]
This book is considered a supplement to RPGQuest, not a Basic Module, so some rules are not included in it (such as the magic rules). You will need one of the two initial volumes (either one will do) to have those rules, or you may download them free from our website, www.rpgquest.com.br. We chose this approach to gain more pages for setting, optional rules, and descriptions of adventures and monsters without compromising the quality of the material.
Setting Up a Game
One player must take the role of Game Master (Mestre). The other participants take the roles of the heroes. The minimum number of heroes in an adventure is 4 and the maximum is 6. If there are fewer than 5 players, it is advisable for some of them to control more than one hero, since games with fewer than 4 characters become very difficult.
Important: the role of the Game Master is vital to the game, because he controls the monsters and traps, like an RPG Game Master, describing the situations and doing the voices and sound effects to make the adventure even more exciting. Only he knows where the traps, monsters and treasures of the adventure are.
Suggestion: if you own the game and invited your friends to play, it is better for you to be the Game Master in the first few games.
Character Creation
This book includes six ready-made character sheets, but players may create new heroes for their campaigns, to personalise their adventures. To create a new character, simply follow these simple steps, and in a few minutes a brand-new hero will appear to defend Nova Arcádia from the forces of evil. [The six ready-made sheets are forms and are not transcribed.]
Steps. The first step as printed is: 1) distribute the points (see Attributes below). [The remaining steps of the printed list are not legible in the text layer.]
Attributes
There are 8 attributes in the game that define what your character can or cannot do during the adventure.
STRENGTH (FR): strength indicates the damage bonus your character causes when a blow hits with the weapon being used. It is also used for brute-force tests (breaking down doors, smashing objects, etc.), for carrying weight, and for the maximum distance at which objects can be thrown.
CONSTITUTION (CON): determines the vigour of the character. [The rest of this entry is illegible in the text layer.]
DEXTERITY (DES): [heading and entry not legible in the text layer; the attribute is listed in the character-creation table between Constitution and Agility.]
AGILITY (AGI): [entry not legible in the text layer; AGI is used for the Defence value and for escaping spells treated as surprise attacks.]
INTELLIGENCE (INT): indicates how many more spells a mage or cleric can cast per day. It also indicates how well the character can speak languages beyond their native tongue (most Cathars, Templars and Crusaders speak French, but English, German, Greek or Latin may also be spoken).
WILL (FORÇA DE VONTADE): used for any Resistance test against all spells, rituals or magical effects of objects or artefacts.
PERCEPTION (PER): used for tests to find lost or hidden objects, to detect traps, to notice enemies or secret passages.
CHARISMA (CAR): determines the character's luck. Charisma indicates how many times per game session the player may re-roll the dice of a test performed. [The rest of this entry is illegible in the text layer.]
Attribute scale. Attribute and skill levels run through the following categories, with the bonus shown beneath each:
| Level | Muito Fraco* | Fraco | Normal | Bom | Ótimo | Incrível | Superior | Heróico | Lendário |
|---|---|---|---|---|---|---|---|---|---|
| Bonus | -1 | 0 | +1 | +2 | +3 | +4 | +5 | +6 | +7 |
*The first column is printed as a garbled word in the text layer. "Muito Fraco" is read from the experience cost table (which upgrades "Muito Fraco" to "Fraco"); the nine columns and bonuses match the printed bonus row. Heroic is the maximum category.
Distributing attributes. Each character begins with all attributes at Weak (Fraco) and the player has 10 points to distribute among them as desired. Each point invested raises an attribute by one category (Normal, Bom, Ótimo...), and no attribute can be better than Ótimo at this stage of character creation (beginning characters). [A worked sample character follows in the original; its table is illegible in the text layer and is not reproduced.]
Sex
The character may be male or female. This does not affect attributes in the game. If you prefer, roll 2d6 on the table below to determine the sex of the character.
| Roll | Sex |
|---|---|
| Even | Female |
| Odd | Male |
[Table headings are partly garbled ("Valor par / ímpar", "Sexo"); the even-female, odd-male assignment is the reading of the printed header and should be checked against the page image.]
Classes
There are 11 classes that the player can choose in RPGQuest volume 3 (the text says 11; the class list below names 12 entries, which is reproduced as printed). Each class gives the character specific skills and abilities that will be very useful during group adventures. The first thing to decide is on which side the characters belong: knights or Saracens (the Inquisition is kept only for the role of villain, OK?)
Players may choose the class they want to play, or roll on the tables below using 2d6. The text layer of the group table gives these bands: 2-4, 5-9, 10-12. The band-to-class mapping of the group table is garbled in the text layer and cannot be reliably read, so the groups are listed below in printed order.
Knights group: Cátaro; Cavaleiro Templário; Cavaleiro do Priorado do Sião; Cavaleiro Hospitalário; Protetor do Santo Sepulcro; Cavaleiro Teutônico; Nobre de Foix.
Saracen group: Mago Sarraceno; Sarraceno; Hassassin.
Inquisition group: Inquisidor; Cultista.
The Saracen group table in the text layer reads 2-7 and 8-12 (two bands for three classes); the Knights group table reads 2-4, 5-9, 10-12 (three bands). The printed roll-to-class assignment within each group is not legible.
Class details
Each class entry gives starting Pontos de Vida (PV), class skills (all at the listed level), starting weapons, and special abilities.
Cátaro. PV: 8 + 2 x CON bonus. Class skills: Healing (Cura), Deciphering (Decifrar), Herbalism (Herbalismo), Languages (Idiomas), Religion (Religião), all at Good (Bom). Weapons: staff (bastão) at Normal. Special abilities: Blessing (Abençoar); Turn Undead (Afastar Mortos-Vivos); Holy Water (Água Benta); Healing by the Hands (Cura Pelas Mãos) or Exorcism. Choose three of them at Normal.
Cavaleiro Templário. PV: 12 + 2 x CON bonus. Class skills: Climbing (Escalar), Riding (Montaria), Tracking (Rastreio), Religion (Religião), all at Good. Weapons: choose three weapons at Good. Special abilities: Blessing, Holy Water, Healing by the Hands or Additional Skill (Perícia Adicional). Choose one of them at Normal.
Cavaleiro do Priorado do Sião. PV: 12 + 2 x CON bonus. Class skills: Climbing, Riding, Tracking, Religion, all at Good. Weapons: choose three weapons at Good. Special abilities: Turn Undead, Favoured Enemy (Inimigo Predileto), or Hit Points (Pontos de Vida). Choose one of them at Normal.
Cavaleiro Hospitalário. PV: 12 + 2 x CON bonus. Class skills: Healing, Deciphering, Riding, Religion, all at Good. Weapons: choose three weapons at Good. Special abilities: Blessing; Turn Undead; Holy Water or Healing by the Hands. Choose one of them at Normal.
Protetor do Santo Sepulcro. PV: 12 + 2 x CON bonus. Class skills: Climbing, Riding, Tracking, Religion, all at Good. Weapons: choose three weapons at Good. Special abilities: Exorcism, Favoured Enemy or Hit Points. Choose one of them at Normal.
Cavaleiro Teutônico. PV: 12 + 2 x CON bonus. Class skills: Climbing, Riding, Tracking, Religion, all at Good. Weapons: choose three weapons at Good. Special abilities: Control Undead (Controlar Mortos-Vivos), Favoured Enemy or Hit Points. Choose one of them at Normal.
Nobre de Foix. PV: 10 + 2 x CON bonus. Class skills: Healing, Deciphering, Languages, Profession (Profissão), Religion, all at Good. Weapons: choose one weapon at Good and one weapon at Normal. Special abilities: Sneak Attack (Ataque Furtivo), Healing by the Hands or Supernatural Dodge (Esquiva Sobrenatural). Choose one of them at Normal.
Inquisidor. PV: 10 + 2 x CON bonus. Class skills: Healing, Deciphering, Languages, Religion, all at Good. Weapons: choose two weapons at Good. Special abilities: Blessing; Turn Undead; Holy Water or Exorcism. Choose one of them at Normal. The Inquisitor starts the game with 3 Focus Points (Pontos de Foco) to spend on the Paths (Caminhos) of his choice, and 2 Magic Points (Pontos de Magia) plus his INT bonus.
Cultista. PV: 10 + 2 x CON bonus. Class skills: Alchemy (Alquimia), Deciphering, Languages, Survival (Sobrevivência), all at Good. Weapons: choose one weapon at Normal. Special abilities: Conjure (Conjurar) [the text layer is garbled here: "Conjurar x1" with a dice fragment; the monster section gives the Cultist's demon-conjuring as "2x per day, 1d3+1 imps", and the details are not reliably readable]. The Cultist starts the game with 4 Focus Points to spend on the Paths of his choice, and 3 Magic Points (plus INT bonus).
Mago Sarraceno. PV: 8 + 2 x CON bonus. Class skills: Alchemy, Healing, Deciphering, Stealth (Furtividade), Languages, all at Good. Weapons: choose one weapon at Normal. The Saracen Mage starts the game with 4 Focus Points to spend on the Paths of his choice and 3 Magic Points (plus INT bonus). In addition, he may draw 3 Rituals of the 1st Circle, which must be written in his grimoire. The Saracen Mage can cast up to 2 Rituals of the 1st Circle per day.
Sarraceno. PV: 12 + 2 x CON bonus. Class skills: Climbing and Religion, both at Normal; Riding, Tracking and Survival, all at Good. Weapons: choose three weapons at Good. Special abilities: Supernatural Dodge, Barbarian Fury (Fúria Bárbara), Rapid Movement (Movimento Rápido) or Hit Points. Choose one of them at Normal.
Hassassin. PV: 10 + 2 x CON bonus. Class skills: Acrobatics (Acrobacia), Traps (Armadilhas), Disguise (Disfarces), Climbing, Forgery (Falsificação), Locks (Fechaduras), Pickpocketing (Furtar), Stealth (Furtividade); choose two to be at Good and the rest at Normal. Weapons: choose two weapons at Good. Special abilities: Sneak Attack, Supernatural Dodge or Rapid Movement. Choose one of them at Normal.
Special ability descriptions
Blessing (Abençoar). [The text layer names this ability in the class lists but does not contain its description; it is illegible here.]
Holy Water (Água Benta). The character may turn a flask of water into holy water. The flask can be thrown at an undead creature and, if it hits, causes 1d6 points of damage to it. The cleric may bless flasks of holy water to carry with him, but this benefit only works for a maximum of 3 flasks plus 1 flask for each skill level (4 flasks at Normal, 5 at Good, 6 at Excellent, and so on).
Sneak Attack (Ataque Furtivo) (Nobre de Foix, Hassassin). If the character is located in the rear square of an opponent (back), he may make a sneak attack and add +1d3 points of damage for each level of the ability (+1d3 at Normal, +2d3 at Good, +3d3 at Excellent, and so on).
Control Undead (Controlar Mortos-Vivos) (Cavaleiro Teutônico). Up to 1d3 undead within 6 squares of the character are affected by this power. The hero makes a Religion test against the Defence of each undead that he tries to control individually. If it succeeds, the creature fights alongside the hero. The hero may try to control only once per group of undead per level of the ability (1 time at Normal, 2 times at Good, and so on).
Healing by the Hands (Cura Pelas Mãos) (Cátaro, Cavaleiro Templário, Cavaleiro Hospitalário, Nobre de Foix). The hero may activate this power once per day for each level of the ability (1 time at Normal, 2 at Good, 3 at Excellent, and so on). Placing his hands on a fallen companion, he can heal 1d3 Hit Points.
Supernatural Dodge (Esquiva Sobrenatural) (Nobre de Foix, Sarraceno, Hassassin). Once per day for each level of this ability (1 time at Normal, 2 at Good, 3 at Excellent, and so on), the hero may ignore the penalty for an attack from behind or a surprise attack. He is also entitled to an AGI test to escape spells that would normally count as a surprise attack.
Exorcism (Exorcismo) (Cátaro, Protetor do Santo Sepulcro, Inquisidor). Up to 1d6 demons within 6 squares of the character are affected by this power. The hero makes a Religion test against the Defence of each demon that he tries to exorcise individually. If it succeeds, the creature receives 1d3 points of damage for each level of this ability. The hero may attempt Exorcism only once per group of demons.
Barbarian Fury (Fúria Bárbara) (Sarraceno). The hero may activate this power once per day for each level of the ability (1 time at Normal, 2 at Good, and so on). During a combat he receives +1 to all attack rolls and +4 Hit Points, but he may not stop fighting until he defeats his enemies or is defeated, nor use any skill, equipment or magic item that requires concentration.
Favoured Enemy (Inimigo Predileto) (Cavaleiro Teutônico, Cavaleiro do Priorado do Sião, Protetor do Santo Sepulcro). Choose one different type of animal per level of the ability (tritons, harpies, skeletons, etc.; each creature in the Monsters chapter is considered a different race). The hero receives +1 on all attack rolls against the specific type of enemy.
Rapid Movement (Movimento Rápido) (Nobre de Foix, Sarraceno, Hassassin). The hero may move one extra square per round for each level of this ability (+1 at Normal, +2 at Good, and so on), in addition to his basic movement (without receiving a penalty for attacks).
Hit Points (Pontos de Vida) (Cavaleiro Templário, Cavaleiro Teutônico, Cavaleiro do Priorado do Sião, Sarraceno). The hero receives one additional Hit Point for each level of this ability (+1 at Normal, +2 at Good, +3 at Excellent, and so on).
Skills (Perícias)
After choosing a class, the player still has two skill points to add to any skills he wishes, or to buy new skills. A character begins with ALL skills at "No Level" (Sem Nível). If the hero has at least one level in a skill, he may make tests for that skill; without at least one level he may not make any test for that skill. Each point invested in a skill raises its level to the next category (No Level, Normal, Good, Excellent...). A newly created character cannot have any skill better than Excellent, but skills can be raised later with Experience points.
Upgrade costs (Experience). The text layer gives the following categories for the upgrade table: Absent (Ausente) to Normal; Normal to Good; Good to Excellent; Excellent to Incredible; Incredible to Superior; Superior to Heroic (Maximum). [The Experience point cost per upgrade is illegible in the text layer.]
Skill list
Acrobatics (Acrobacias): the character can perform complex acrobatics such as walking on ropes, jumping farther, somersaults, spins and other acrobatic feats.
Alchemy / Herbalism (Alquimia / Herbalismo): the hero can prepare small potions with herbs and secret ingredients. Potions of sleep, poison, healing and others are possible, with the Game Master's permission. He may also prepare elixirs of antidotes against poisons or magical diseases. The character may carry a maximum number of potions equal to 3 + his skill bonus.
Traps (Armadilhas): the skill used to disarm traps. The hero tests his skill against the difficulty of the trap. A failure may mean the trap was set off accidentally.
Bow and Arrow, Crossbow, Sling, Blowgun (Arco e Flecha, Besta, Funda, Zarabatana): the skill required to shoot ranged weapons. The test is made against the target's Defence or 7 + the target's AGI bonus.
Healing (Cura): also known as first aid. With this skill the hero may help a wounded companion and, if he passes the test against difficulty 8, restore 1d2 Hit Points to him. The test may be made only once per person per battle and, if it fails, cannot be tested again against wounds that already exist.
Deciphering (Decifrar): the art of deciphering riddles, puzzles, secret codes and other forms of writing.
Disguise (Disfarces): used when the character intends to disguise himself as someone else. The difficulty starts at 8 and varies according to the difference between the target's and the hero's weight, height, sex and race (apply a difficulty of +1 for each difference).
Climbing (Escalar): used to climb castle walls, cliffs, slopes and cliff faces. If the character is not using suitable equipment he has a penalty of -1. The standard test is made against difficulty 8.
Shield (Escudo): increases the character's Defence by one point for every 2 bonus points of the skill (up to a maximum of +2 to Defence), provided the character is using a shield to defend himself.
Forgery (Falsificação): used to forge documents, works of art, paintings and other objects. It is also used to detect whether a painting, signature or document is genuine.
Locks (Fechaduras): used when the character wants to open doors, padlocks and bolts that are closed. The character needs a set of lock-picking tools, or he has a penalty of -1 on the test.
Pickpocketing (Furtar): also known as "bater carteira". Used when the hero needs to take something without drawing attention, or to put something in someone's pocket (or poison in a drink, for example). The test is made against 7 + the victim's PER bonus.
Stealth (Furtividade): the art of walking in silence. A hero who is stealthy and approaches an opponent from behind receives a +1 bonus on his first attack roll if the opponent does not notice the character.
Heraldry (Heráldica): knowledge of the coats of arms and seals of the nobility is studied with this skill.
Languages (Idiomas): as the name says, it allows the hero to speak more than one language. Each level of this skill gives the character knowledge of a new language. The possible languages are: French, English, German, Italian, Spanish and Portuguese.
Meditation (Meditação): increases the character's capacity to recover Magic Points by one point for every two grades (+1 at Normal and Good, +2 at Excellent and Incredible, +3 at Superior), up to a maximum of +3.
Riding (Montaria): used to ride any type of creature, from horses, camels or donkeys to griffons and dragons.
Music (Música): the character is skilled with musical instruments.
Swimming (Natação): as the name says, used to swim. Each point of armour bonus the character is wearing increases the difficulty of the swimming test by +2.
Navigation (Navegação): used to pilot any type of large boat or ship.
Profession (Profissão): choose a profession for the character, what he does when he is not adventuring. Examples of professions include craftsman, mason, carpenter, peasant, cattle breeder, guide, librarian or any other. The character receives 1 gp per week for his profession per level above No Level while working (without adventuring). The profession may also be useful during the adventure.
Tracking (Rastreio): involves techniques of observation and methods of following trails left by enemies, animals or monsters.
Religion (Religião): used to know the doctrines, dogmas, sacred objects and rituals of churches and temples. It is also used to identify spells cast by clerics, to create holy water, and in tests to expel or exorcise undead.
Survival (Sobrevivência): the skill that allows the hero to survive in inhospitable lands such as deserts, glaciers, forests, swamps and others. If the character passes the test, he will be able to hunt animals and find water and plants to feed 1 + the skill bonus persons per day.
Starting Money
Each character begins the game with 2d6 x 10 gold coins (gp) and 2d6 x 10 silver coins (sp). Each gold coin is worth 10 silver coins.
Weapons
Weapons are used by the characters to face the monsters and dangers of the dungeons. They can range from a simple dagger to powerful cavalry lances.
The weapons table in the text layer is column-garbled. The names, prices and damage columns are reproduced as they appear, in order; the one-to-one pairing of prices and damage with names could not be confirmed and should be checked against the page image.
Weapon names (in order): Unarmed Combat (Combate Desarmado); Dagger/Knife/Sickle (Adaga/Faca/Foice); Staff/Cane (Bastão/Cajado); Whip (Chicote); Club/Tacape (Clava/Tacape); Chain (Corrente); Short Sword/Gladius (Espada Curta/Gládio); Longsword (Espada Longa); Bastard Sword (Espada Bastarda); Greatsword (Espada Montante); Long Scythe (Foice Longa); Light Lance/Trident (Lança Leve/Tridente); Long Lance (Lança Longa); Heavy Lance (Lança Pesada); Light Mace/Cudgel (Maça Leve/Porrete); Hatchet (Machadinha); Throwing Axe (Machado de Arremesso); War Axe (Machado de Guerra); Light Flail (Mangual Leve); Heavy Flail (Mangual Pesado); Spiked Gauntlet (Manopla com Cravos); Light Hammer (Martelo Leve); Heavy Hammer (Martelo Pesado); War Hammer (Martelo de Guerra); Net (Rede)***.
Prices (text layer, in order, literal): 2gp, 5gp, 4gp, 5gp, 12gp, 10gp, 15gp, 25gp, "SOgp" (read as 50gp), 20gp, "91:,>p" (illegible), 15gp, 20gp, 5gp, 3gp, 8gp, 20gp, 15gp, 20gp, 2gp, 5gp, 15gp, "25t,>p" (read as 25gp), 20gp. There are 24 prices for 25 names, so the unpriced row is not identifiable from the text layer.
Damage / two-hand / throwable columns (text layer, in order, literal): 1d2; 1d3; yes; 1d3+1; yes; 1d3; 1d3+1; 1d3+2; 1d3+1; yes; 1d6; 2d3; yes; 1d6+1; yes; 1d6; yes; 1d3+1; yes; 1d6; yes; 2d3; yes; 1d3+1; 1d3; yes; 1d3+1; yes; 1d6; yes; 1d6; 2d3; 1d3; 1d3+1; 1d6; 2d3; yes; yes. The "yes" entries are the two-hand and throwable marks; they cannot be matched to names with confidence.
Footnotes (as printed): * weapons can be thrown up to 3 + 2 x STR squares (the text layer reads "3 + 2x fR casas"). ** the marked weapons (Whip and Chain) can attack a target 1 square away. *** the net gives a -2 penalty to the target (to free oneself from the net, make a DEX test against difficulty 8). If it is thrown against a flying target, it brings that target to the ground.
Ranged weapons
Names and prices as printed: Short Bow (Arco Curto) 30gp; Composite Bow (Arco Composto) 75gp; Longbow (Arco Longo) 75gp; Composite Longbow (Arco Longo Composto) 100gp; Crossbow (Besta) 50gp; Hand Crossbow (Besta de mão) 100gp; Common Arrow (Flecha comum, 20) 1gp; Metal Arrow (Flecha de metal, 20) 2gp; Crossbow Bolt (Virote de Besta, 10) 5gp; Blowgun/Sling (Zarabatana / Funda) 2gp.
Damage as printed: 1d3; 1d3+1; 1d6; 1d2. Range as printed: 18m (12 squares); 21m (14 squares); 30m (20 squares); 33m (22 squares); 36m (24 squares); 9m (6 squares). The pairing of ranged weapons with damage and range is not legible in the text layer.
Armour and Shields
These items are divided into 4 types: shields, light, medium and heavy armour. Each armour gives a Protection Index (Índice de Proteção, IP) of +1 to +3. This value is subtracted from any attack the character receives (but even so the hero takes at least 1 point of damage from each successful attack by monsters or PCs).
Shields. Shields increase Defence (+1 for every two levels of the Shield skill, up to a maximum of +2 to Defence) with no penalty to AGI, but in compensation they fully occupy one of the character's arms (so he cannot carry weapons that require two hands to fight). They can be combined with armour.
Light armour (leather clothing, boiled leather or a chain-mail shirt) gives an IP of +1 and an AGI penalty of -1.
Medium armour (chain mail, steel breastplate, fur doublet) gives an IP of +2 and an AGI penalty of -2.
Heavy armour (full mail and battle armour) gives an IP of +3 and an AGI penalty of -3.
Armour also reduces basic movement by 1 square per round.
| Quality | Shield | Light armour | Medium armour | Heavy armour |
|---|---|---|---|---|
| Common (Comum) | 25gp | 50gp | 150gp | 1,000gp |
| Ornate (Ornamentado) | 50-100gp | 75-150gp | 200-400gp | 1,500-2,000gp |
Equipment
Besides weapons and armour, characters need some equipment that will be useful. The list (in order, with the prices read in the same order) is: silver whistle (Apito de prata); handcuffs (Algemas); canteen (Cantil); rope, per 6 squares (Corda); magical herbs and materials, for 3 rituals (Ervas e materiais mágicos); small mirror (Espelho); grimoire, with 20 pages (Grimório); climbing kit (Kit de escalada); thieves' kit, for Disguises and Locks (Kit de ladrão); first-aid kit, for Healing (Kit de primeiros socorros); survival kit, for Survival (Kit de sobrevivência); backpack (Mochila); potion of healing, 1d3+1 points (Poção de cura); travel rations, per day (Ração de viagem); sleeping bag (Saco de dormir); holy symbol, for Turn Undead and Exorcism (Símbolo religioso); holy symbol, for Control Undead (Símbolo religioso); tent (Tenda); torch (Tocha).
The text layer lists these prices in the same order: 1gp; 25gp; 4sp; 1gp; 3gp; 10gp; 15gp; 80gp; 100gp; 50gp; 100gp; 15sp; 10gp; 5sp; 5sp; 50gp; 60gp; 10gp; 1gp. The equipment item and price columns are not legibly aligned, so this pairing should be checked against the page image.
Footnote (as printed): * marks the items necessary for the proper performance of certain skills. A stray entry "12 m (8 squares)" also appears at the foot of this table in the text layer; the item it belongs to is not legible.
Tests and Combat
During an RPGQuest game the heroes will enter physical combat with their opponents many times, since most treasures and dungeons are protected by the forces of evil and chaos. Monsters and creatures will not hesitate to attack our heroes, and it is necessary to know how to defend yourself!
Basic round information
A round consists of approximately ten seconds (during combat) to one minute (during exploration) of game time. It is the time each character needs to perform one action.
Hit Points (Pontos de Vida, PV). This is the character's "energy bar". It shows how much damage the character can take before dying.
Movement (Deslocamento). This is the number of squares the character can move in one round. Each square corresponds to a square 2.5 cm by 2.5 cm.
A character with a basic movement of 9m can walk up to 6 squares each round. Characters with a basic movement of 6m can walk 4 squares, and so on.
A character (or monster) may walk up to 2 squares and attack in the same round. In addition, he receives a -1 penalty on his attack roll for each square he advances. Diagonal movement may be made normally, provided there are no objects blocking the way (for example a wall).
[Source inconsistency, as printed: the text above gives a -1 attack penalty for each square advanced when moving 2 squares and attacking; the Movement and Attacks section below says a character may move up to 2 squares and still attack "without suffering penalties". Both are transcribed as printed.]
A character who is at a distance of 1 square from a skeleton may choose to move 4 squares and attack it in the same round, but in doing so he suffers a -2 penalty on his attack roll.
Two characters, heroes, monsters or NPCs may never occupy the same square at the same time. However, you may sometimes pass through an occupied square in certain situations:
- Allies: you may pass through a square occupied by an ally, but you may not end your movement there.
- Insignificant enemy: you may cross a square where there is an enemy that is dead, immobilised, frozen, bound or incapacitated. You may even end your movement there.
- Enemies: you may not cross a square where there is an enemy. There are only two ways to do this: pass an Acrobatics test with difficulty 8, or Charge the opponent. To charge, you need at least 2 free squares before them to run, and make a STR test versus difficulty 10. If you pass the test, the hero has forced his way through the monsters' block.
Actions
Each character may perform one action per round. An action may be:
- Moving up to his basic movement, keeping his defensive position.
- Opening a door, trapdoor or window, revealing to everyone what lies in the next room.
- Making an attack (or more, according to the skills and magical powers the character or monster has).
- Drinking a potion or elixir.
- Casting a spell or ritual.
- Performing part of a special ritual (some rituals created by the Game Master may take several rounds to complete).
- Meditating (and recovering 1 magic point).
- Waking someone who is sleeping.
- Giving first aid to someone or to oneself.
- Making a skill test.
- Picking up a fallen object and putting it in position for use (a weapon or shield, for example).
- Using an object that is in hand.
- Mounting or dismounting a horse.
- Running at double his basic movement, giving up his dodge and defence entirely (his Defence becomes 7 for that round).
- Reading a map, scroll, or a few pages of a book, grimoire or tome.
- Examining a treasure chest.
- Searching for a secret passage (cannot be done during combat!).
- Searching a fallen monster (cannot be done in combat!).
Attack facing
The attacking character must be in a square adjacent to the enemy, facing in its direction. There are therefore 3 squares a character can attack in each round.
Turn order (Ordem de Jogada)
The heroes act first. The player seated to the left of the Game Master plays first, going clockwise until reaching the Game Master, who plays last and, on his turn, performs the actions of ALL monsters and NPCs, in whatever order he wishes.
Movement and attacks (Movimentação e Ataques)
Each character may move up to 2 squares and still make one attack in a round without suffering penalties. For this, the opponent must be located in one of his front squares. The player whose character will make the attack rolls 2d6 + the skill bonus with the weapon against the enemy's Defence.
The Defence of characters equals 7 + the AGI bonus. For NPCs and monsters, the Defence value is given on the entry of each creature type. If the value rolled on the dice plus the bonuses equals or exceeds the monster's Defence, the attack is a success and causes damage.
Damage (Dano)
The damage caused depends on the type of weapon used. If the target has some kind of armour, subtract the armour's Protection Index (IP) from the damage caused, but every attack causes at least 1 point of damage, no matter the reductions of the armour.
Ranged attacks (Ataque à Distância)
The archer rolls 2d6 + the Archery skill bonus against 7 + the target's AGI bonus (or Defence). This applies to arrows and bolts shot by crossbows. For stones, flasks, weapons and objects thrown at shorter distances, use the DEX attribute.
Surprise (Surpresa)
Sometimes heroes are ambushed by monsters and can be attacked by surprise. In that case, the attackers receive a +1 bonus on their FIRST attack (and the monsters attack first). The same applies to heroes who managed to sneak up using the Stealth skill.
Attacks from behind (Ataque pelas Costas)
Each miniature has 8 "squares" around it: the three squares directly in front of the miniature are called Front Squares. The side and side/rear squares on each side are called Sides, and the remaining square (directly behind the miniature, facing the side painted black) is considered the Back of the miniature. Attacks from behind (with the attacker positioned in the back square) receive a +1 bonus.
Two weapons (Duas Armas)
The character may buy an attack with a second weapon with experience points. To do this, he must buy again a skill with the intended weapon (short sword, longsword, dagger, axe, etc.). The weapon must be balanced and made to measure in order to be trained correctly, and normally costs twice the price of a normal weapon. The character spends 30 experience points and begins the second attack at No Level (zero adjustment to attacks). Afterwards, with more experience points, he may keep buying new levels in this second attack as if it were a normal skill.
A character who uses two weapons may not use shields or carry torches, other objects, or magic items that require a free hand. Two-handed weapons (staves, lances, cajados, tridents, etc.) cannot be used in this way.
Critical hit and critical failure (Acerto Crítico e Falha Crítica)
When the player rolls a natural "12" it is a Critical Hit. In this case he causes 1d3 extra points of damage in his attack, and the attack counts as a hit, regardless of the difficulty of the test or the Defence.
When the player rolls a natural "2" on the dice it is a Critical Failure. In this case he not only misses the attack or fails the skill, but something more serious happens. [The text layer breaks off here; the description of the consequence of a critical failure is illegible.]
Elements (text layer fragment)
The text layer has a heading "Existem dez tipos diferentes d[e ...]" ("There are ten different types of ...") followed by one entry: a protection of +1 against fire that gives a +1 bonus to all tests against fire. [The rest of the list is not in the text layer; the item heading is illegible and is not transcribed beyond this fragment.]
Opposed tests (Testes Resistidos)
When two characters have to make an opposed test, both players (or the Game Master for NPCs) roll 2d6 + the relevant bonuses. Whoever rolls the higher value wins the contest. If it is a tie, the Game Master may call a draw, or ask the players to roll the dice again to break it.
Jumping (Saltos)
To make a jump, the character makes an AGI test according to this rule: to jump 1 square, make the test at difficulty 6; to jump 2 squares, make a test at difficulty 8; for 3 squares, difficulty 10, and so on. If he fails, he falls into the area he wanted to jump over (into the pit, or into a bonfire...).
Death and unconsciousness (Morte)
If a character reaches zero Hit Points (or fewer), the player rolls 2d6 minus the number of Hit Points he lost (for example, someone who fell at -5 PV rolls 2d6-5) and consults the table below:
| Result | Description |
|---|---|
| 2-3 (band boundary garbled) | Dead (Morto) |
| 4-5 (text layer reads "3-5"; boundary garbled) | Gravely wounded (Gravemente Ferido), unconscious for 1d6 days |
| 6-9 | Very injured (Muito Machucado), wakes in 1d6 hours |
| 10+ | Injured (Machucado), wakes in 1d6 rounds |
The character will have 1 Hit Point when he wakes.
[The result bands in the text layer are partly garbled: the first two bands read "2-" and "3-5", and the printed descriptions are in the order Dead, Gravely Wounded, Very Injured, Injured. The exact band boundaries should be checked against the page image.]
Tests (Testes)
Tests are made when a character wants to perform a somewhat more complicated action, to check whether he succeeds in the manoeuvre he is planning. To make a test, the player rolls 2d6 and adds the relevant skill or attribute bonus, against the difficulty of the test. The difficulty varies according to how hard the action is:
| Difficulty | Very Easy | Easy | Normal | Hard | Very Hard |
|---|---|---|---|---|---|
| Value | 4 | 6 | 8 | 10 | 12 |
Experience (Experiência)
As the adventures go on, the heroes become more and more experienced, aware of the dangers around them and prepared for even more dangerous missions. In game terms, this is called Experience (XP). After each successful adventure, each monster defeated or puzzle solved, each hero receives an amount of experience points that the player may use to improve his attributes, skills or special abilities. The player may only make investments [the text layer breaks off here].
Spending experience
The following shows how you can spend your precious experience points to improve your character. The investments are divided into 3 groups: Attributes, Skills and Abilities. You may spend the points [the text layer breaks off here].
Worked example (Jonas). Jonas returns from a mission and receives 200 XP for it. [The rest of the opening of the example is garbled; the readable part continues:] He decides to spend 150 XP to raise this attribute to +2. Later, after another adventure, he receives 400 XP (which, added to the points he had not used, makes 450 XP). He must choose another group to invest in, and decides to raise his Tracking skill from +2 to +3 (at a cost of 120 XP). Now Jonas may raise one ability or one attribute (other than CAR). He chooses to raise his CAR from +1 to +2 (at a cost of 150 XP) and has 180 XP left.
[Source inconsistency, as printed: the example says the attribute raised to +2 is "other than CAR" and then raises CAR from +1 to +2. The attribute named in the first step is garbled in the text layer. Both steps are transcribed as printed.]
Experience cost tables
Attributes:
| Upgrade | Cost |
|---|---|
| Very Weak (Muito Fraco) to Weak (Fraco) | 50 XP |
| Weak to Normal | 100 XP |
| Normal to Good (Bom) | 150 XP |
| Good to Excellent (Ótimo) | 200 XP |
| Excellent to Incredible (Incrível) | 250 XP |
| Incredible to Superior | 300 XP |
| Superior to Heroic (Heróico, maximum) | 350 XP |
Skills:
| Upgrade | Cost |
|---|---|
| No Level (Sem Nível) to Normal | 60 XP |
| Normal to Good | 90 XP |
| Good to Excellent | 120 XP |
| Excellent to Incredible | 150 XP |
| Incredible to Superior | 180 XP |
| Superior to Heroic (maximum) | 210 XP |
Class or race abilities:
| Upgrade | Cost |
|---|---|
| Absent (Ausente) to Normal | 40 XP |
| Normal to Good | 80 XP |
| Good to Excellent | 120 XP |
| Excellent to Incredible | 160 XP |
| Incredible to Superior | 200 XP |
| Superior to Heroic (maximum) | 240 XP |
Adding a Hit Point: 100 XP.
[The text layer's ability-tier and attribute-tier labels are partly garbled. The lowest attribute tier is printed as "Muito Fraco" in the cost table, and the attribute scale's first entry is therefore read as "Muito Fraco" (see the Attributes section).]
Magic (Magias)
For the magic rules you will need RPGQuest volume 1 or RPGQuest volume 2, which contain them (see Components and Preparation above). The spells and rituals that appear in the monster and character entries below are reproduced as printed in this book.
Additional rituals (as printed in this volume)
- Purification (2nd Circle) (Purificação): removes all damage caused by poison on one person.
- Summon Imp (2nd Circle) (Conjurar Imp): the cultist conjures 1d3+1 imps to fight at his side in a battle. At the end of the combat they disappear.
- Summon Bergahazza (3rd Circle) (Conjurar Bergahazza): the cultist conjures 1d2+1 bergahazzas to fight at his side in a battle. At the end of the combat they disappear.
- Summon Succubus (4th Circle) (Conjurar Succubus): the cultist conjures 1d2+1 succubi to fight at his side in a battle. At the end of the combat they disappear.
- Anti-Corrosive Shield (2nd Circle) (Escudo Anti-Corrosivo): the mage conjures a mystical shield able to protect a 3 x 3 square area centred on himself. [The text layer breaks off here.]
- Barrier of Scimitars (3rd Circle) (Barreira de Cimitarras): the mage creates a circle of scimitars that forms a 3 x 3 square area (the mage stays at the centre). Any miniature in the area of the scimitars receives 1d6 points of damage per round. The barrier lasts one combat and moves 4 squares per round.
- Fire Arrows (3rd Circle) (Flechas de Fogo): the mage enchants 3+1d3 arrows that are ready to be shot from his allies' bows. The arrows catch fire, causing +1d3 points of fire damage to the target.
- Gale (3rd Circle) (Vendaval): the mage conjures a violent gust of wind on a flying creature within 12 squares. The creature must pass a Resistance test against difficulty 11 or be thrown to the ground until the end of the round.
- Sandstorm (4th Circle) (Tempestade de Areia): the mage creates a sandstorm area of 7 x 7 squares, centred on himself. All miniatures within this area of effect receive 2d6+2 points of damage. The victims may make a Resistance test against difficulty 10 to halve the damage.
Monsters and Non-Player Characters
Stat-block format, as printed: EXP (experience value for defeating the creature), Pontos de Vida (Hit Points), Movimentação (movement in squares), Ataque (attack, with the skill level in brackets), Dano (damage), Defesa/Resistência (Defence / Resistance level), and Especial (special abilities). Names are shown as the block itself gives them. The text layer displaces some names from their blocks, so where a name had to be inferred from the description, it is marked. The EXP values for the three Cathar monks and the Protected child read as negative numbers in the text layer; this is most likely an OCR artefact and is transcribed as printed.
Cathar and Cultist creatures
Cátaro - Protegido (Cathar - Protected). EXP: -1000 (as printed). Hit Points: 6. Movement: 6 squares. Attack: Bite x1 (Normal [+1]). Damage: 1. Defence/Resistance: 10 / Normal. Special: Divine Protection (Sorte Divina): the Protected always passes every Resistance or Skill test without rolling dice. While the Protected is in play, any allied miniature within 2 squares of him receives a temporary +1 to Defence and +1 to Resistance tests. Description: a descendant of the sacred lineage, this child must be protected by the heroes at all costs.
Cockatrice. EXP: 25. Hit Points: 7. Movement: 5 squares. Attack: Peck x1 (Normal [+1]). Damage: 1d3. Defence/Resistance: 9 / Weak. Special: Petrification: each successful attack by the cockatrice may petrify its opponent (in addition to the damage of the peck). The victim makes a Resistance test against difficulty 10 and, if he fails, is petrified. Although it is a bird, cockatrices cannot fly. Cockatrices are also immune to their own petrification (but not to other kinds of petrification).
Cátaro - Monges (Cathar - Monks). EXP: -100 (as printed). Hit Points: 8. Movement: 6 squares. Attack: Staff x1 (Normal [+1]). Damage: 1d3+1. Defence/Resistance: 8 / Normal. Special: Blessing (Abençoar), Turn Undead (Afastar Mortos-Vivos), Holy Water (Água Benta), Healing by the Hands (Cura Pelas Mãos) or Exorcism. Choose three of them at Normal level. Note: men and women had the same powers within the Cathar community. (The header of this block in the text layer also carries a garbled fragment.)
Cátaro - Perfeito (Cathar - Perfect). EXP: -100 (as printed). Hit Points: 16. Movement: 6 squares. Attack: Staff x1 (Good [+2]). Damage: 1d3+1. Defence/Resistance: 9 / Excellent. Special: Blessing, Turn Undead, Holy Water, Healing by the Hands or Exorcism [the last ability's name is cut off in the text layer]. The block continues with the new ritual Purification, listed above.
Cultista (Cultist). EXP: 250. Hit Points: 20. Movement: 6 squares. Attack: Staff x1 (Good [+2]) or Magic. Damage: 1d3+3. Defence/Resistance: 10 / Good. Special: Magic: the cultist may cast the following spells once per day: Magic Missile x2 (conjures 3 missiles at once), Ray of Frost, Darkness, Acid Arrow, Webs, Vampiric Touch and Summon Skeletons (Conjurar Esqueletos). Summon Demons: twice per day the cultist may conjure 1d3+1 imps to aid him during a battle. Once per day he may conjure 1d2+1 bergahazzas to aid him in a battle.
Demônio - Imp (Demon - Imp). EXP: 10. Hit Points: 5. Movement: 6 squares. Attack: Trident x1 (Weak [0]). Damage: 1d3+1. Defence/Resistance: 7 / Weak. Special: Fire Immunity (Imunidade a Fogo): imps suffer no damage from attacks or spells based on fire.
Demônio - Bergahazza (Demon - Bergahazza). EXP: 20. Hit Points: 10. Movement: 6 squares. Attack: Claws x1 (Normal [+1]). Damage: 1d6. Defence/Resistance: 8 / Weak. Special: Fire Immunity: bergahazzas suffer no damage from attacks or spells based on fire.
Demônio - Súcubus (Demon - Succubus). EXP: 150. Hit Points: 28. Movement: 6 squares on foot / 8 squares flying. Attack: Claws x1 (Good [+2]). Damage: 1d6+2. Defence/Resistance: 10 / Superior. Special: Enchant Persons (Enfeitiçar Pessoas): once per round, the succubus may enchant any man within 10 squares. The victim makes a Resistance test against difficulty 9 or stays under the succubus's power for 1 hour. She does not need to keep concentrating to keep the victim enchanted.
Demônio - Comandante Bergahazza (Demon - Bergahazza Commander). EXP: 300. Hit Points: 30. Movement: 6 squares on foot / 8 squares flying. Attack: Whip x1 (Incredible [+4]). Damage: 1d6+5. Defence/Resistance: 11 / Superior. Special: Leadership (Liderança): while a bergahazza commander is on the board, all bergahazzas receive +1 to Attack and +1 to Defence. This ability is not cumulative. Extended Frontal Area (Área Frontal Estendida): the commander's magic demonic whip can attack any target within 2 squares, even if a humanoid miniature stands between them.
Dragão Íntegro Jovem (Young Dragon). EXP: 1,000. Hit Points: 56. Movement: 9 squares on foot, 9 swimming, 27 squares flying. Attack: Claws x2 (Good [+3]), Horn x1 (Good [+3]) and Tail (Good [+3]). Damage: 2d6+2, 2d3+2, 2d3+2. Defence/Resistance: 7 / Superior. Special: Armour (Armadura): the dragon's black scales give it IP 1 (it ignores 1 point of damage from every attack it receives). Acid Breath (Sopro de Ácido): [the text layer breaks off here; the rest of this ability, including its frequency, is not legible].
Demônio - Daemon (Demon - Daemon). EXP: 600. Hit Points: 75. Movement: 6 squares on foot / 12 squares flying. Attack: Claws x2 (Incredible [+4]), Horn x1 (Good [+3]). Damage: 1d6+5, 1d6+3. Defence/Resistance: 11 / Superior. Special: Fire Immunity: daemons suffer no damage from attacks or magic based on fire (including Dragon's Breath, Magic Fire and similar effects). Rasante (Swooping): [the text layer breaks off here; the rest of this ability is not legible; it applies if the daemon is flying].
Skeletons and undead
Skeletons are undead and so immune to Enchantment, Sleep and Mental Control spells. Damage absorption (for all skeletons): they receive half damage from cutting weapons (swords, axes...) or arrows, rounded up.
Esqueleto de Camponês (Peasant Skeleton). EXP: 5. Hit Points: 7. Movement: 4 squares. Attack: Dagger x1 (Weak). Damage: 1d3. Defence/Resistance: 8 / Weak. Special: Turn Undead: the skeleton is turned at difficulty 8 on the Turn Undead test. Description: skeletons are the animated remains of peasants. (The text layer is partly garbled in the description.)
Esqueleto Mouro (Moorish Skeleton). EXP: 25. Hit Points: 16. Movement: 5 squares. Attack: Sword x1 (Good [+2]). Damage: 1d6. Defence/Resistance: 9 / Normal. Special: Influence of March (Influência de Marcha): for each Moorish skeleton in play, all other skeletons move 1 extra square in their movement, up to a maximum of +3 cumulative (with more than one Moorish skeleton on the board). Turn Undead: difficulty 9.
Esqueleto Cavaleiro (Knight Skeleton). EXP: 200. Hit Points: 30. Movement: 6 squares. Attack: Sword x1 (Incredible [+4]). Damage: 1d6+3. Defence/Resistance: 10 / Good. Special: Turn Undead: difficulty 12. Description: these undead are said to be the result of ancient alchemy experiments by the Teutonic Knights. Their ability to command armies of skeletons in combat has been used much by necromancer mages in the wars against the Templar Knights.
Fantasma (Ghost). EXP: 75. Hit Points: 16. Movement: 6 squares on foot / 6 squares flying. Attack: Fear x1 (Good [+2]). Damage: 1d3+3 (Mental, ignores IP). Defence/Resistance: 10 / Good. Special: Incorporeal (Incorpóreo): the ghost can pass through any kind of movement barrier. It is considered intangible and can only be hit by magic or blessed weapons, magic, or other incorporeal beings. Despite this, it can attack solid beings without problem. Turn Undead: difficulty 10. Levitation (Levitação): the ghost may fly at the same speed it walks, and may remain still or float in the air; it may move up to 2 squares high. Limitation (Limitação): Chained. The chained ghost is bound to a specific place, from which it can never move more than 6 squares in any direction. (The block's name is not legible; its Limitation describes a chained ghost.)
Fantasma - Possessor (Ghost - Possessor). EXP: 250. Hit Points: 20. Movement: 6 squares on foot / 6 squares flying. Attack: Fear x1 (Good [+2]) or special. Damage: 1d3+1 (Mental) or Possession. Defence/Resistance: 10 / Good. Special: Incorporeal: as for the Ghost above. Turn Undead: difficulty 10. Levitation: the Possessor may fly at the same speed it walks, and may remain still or float in the air; it may move up to 2 squares high. Possession (Possessão): the Possessor may attack a hero within 6 squares with this power. The victim (who must be a humanoid monster) must pass a Resistance test against difficulty 10 or the Possessor takes control of its body. The power ends when the victim dies, when the Possessor releases it, or when it is exorcised. Place the possessor's miniature beside the victim to show the possession (and treat the possessor as "out of play" for that time).
Banshee. EXP: 150. Hit Points: 20. Movement: 6 squares on foot / 6 squares flying. Attack: Claws x1 (Good [+2]) or Shriek (Grito). Damage: 1d6 (Mental, ignores IP). Defence/Resistance: 10 / Good. Special: Incorporeal: the banshee can pass through any kind of movement barrier. It is considered intangible and can only be hit by magic weapons, magic, or other incorporeal beings. Despite this, it can attack solid beings without problem. Turn Undead: difficulty 10. Levitation: the banshee can fly at the same speed it walks, and may remain still or float in the air; it may move up to 2 squares high. Effective Shriek (Grito Eficiente) [the ability's name is partly garbled in the text layer; "Grito Eficiente" is the reading]: three times per day the banshee may release a shriek that affects all opponents within a radius of 8 squares. Every victim within the attack area must pass a Resistance test against difficulty 10 or receive 2d6+1 points of sonic damage (not absorbed by IP). The banshee needs at least three rounds to recharge its strength before releasing another shriek.
Foix, Ogres, Goblins and Knights of the Holy Sepulchre
Foix - Soldado (Foix - Soldier). EXP: 20. Hit Points: 10. Movement: 6 squares. Attack: Sword x1 (Normal [+1]). Damage: 1d6+1. Defence/Resistance: 8 / Good. Special: Sneak Attack (Ataque Furtivo) [Normal level].
Foix - Nobre (Foix - Noble). EXP: 25. Hit Points: 14. Movement: 6 squares. Attack: Sword x1 (Good [+2]). Damage: 1d6+2. Defence/Resistance: 10 / Excellent. Special: Noble (Nobre): while a Cathar is in play, the Noble of Foix receives +1 on all his Resistance tests. The nobles of Foix are the principal defenders of the Cathars. While the monks do not usually enter battles, the nobles of the Foix region, in the south of France, swore to protect the lives of the Cathars and the sacred lineage.
Gárgula de Mármore (Marble Gargoyle). EXP: 50. Hit Points: 50. Movement: 6 squares. Attack: Claws x1 (Good [+2]). Damage: 1d6+2. Defence/Resistance: 9 / Good. Special: Immunities (Imunidades): gargoyles are animated statues and are therefore immune to Enchantment, Sleep, Possession, Petrification or Mental Control spells. Gargoyles are statues animated by powerful magic, to act as guardians of portals and treasures. They carry out only the orders given to them and cannot make any other kind of decision alone.
Gárgula de Pedra Esculpida (Carved Stone Gargoyle). EXP: 35. Hit Points: 25. Movement: 6 squares. Attack: Claws x2 (Good [+2]). Damage: 1d3+2. Defence/Resistance: 8 / Good. Special: Immunities: as for the Marble Gargoyle. (The block's header in the text layer also carries a garbled fragment.)
Hospitalário - Nobre (Hospitaller - Noble). EXP: 30. Hit Points: 16. Movement: 6 squares. Attack: Lance x1 (Good [+2]). Damage: 1d6+2. Defence/Resistance: 10 / Good. Special: Healing by the Hands (Cura Pelas Mãos): twice per day he may heal 1d3 points of damage on an adjacent ally.
Hospitalário - Comandante (Hospitaller - Commander). EXP: 50. Hit Points: 26. Movement: 6 squares. Attack: Sword x1 (Excellent [+3]). Damage: 1d6+3. Defence/Resistance: 10 / Excellent. Special: Leadership (Liderança): while the Hospitaller commander is in play, all Hospitallers receive +1 Defence (not cumulative).
Hospitalário - Cavaleiro (Hospitaller - Knight). EXP: 20. Hit Points: 14. Movement: 6 squares. Attack: Sword x1 (Normal [+1]). Damage: 1d6+1. Defence/Resistance: 9 / Normal. Special: Healing by the Hands: once per day he may heal 1d3 points of damage on an adjacent ally.
Inquisidor - Acólito (Inquisitor - Acolyte). EXP: 20. Hit Points: 12. Movement: 6 squares. Attack: Dagger x1 (Good [+2]). Damage: [the text layer breaks off here]. Defence/Resistance: [not legible]. The block is partly garbled.
Inquisidor (Inquisitor). EXP: 30. Hit Points: 20. Movement: 6 squares. Attack: Dagger x1 (Good [+2]). Damage: 1d3+2. Defence/Resistance: 9 / Good. Special: Magic: per day, the inquisitors cast 2 rituals of the 1st Circle and 1 ritual of the 2nd Circle. Blessing, Turn Undead, Holy Water or Exorcism: as in the special ability. Choose three of them at Good level.
Cruzado / Soldado Inquisidor (Crusader / Inquisitor Soldier). EXP: 10. Hit Points: 8. Movement: 6 squares. Attack: Sword x1 (Normal [+1]). Damage: 1d6. Defence/Resistance: 8 (9) / Good. Special: Coordinated Attack (Ataque Coordenado): if all Inquisitor soldiers or crusaders attacking the same opponent in a round have this ability, each receives +1 to attack that round. Note: Inquisitor soldiers carrying a shield have Defence 9.
Ogro - Soldado (Ogre - Soldier). EXP: 50. Hit Points: 20. Movement: 6 squares. Attack: Club x1 (Good [+2]). Damage: 1d6+3. Defence/Resistance: 9 / Good. Special: March Influence (Influência de Marcha): for each ogre soldier in play, all goblins move 1 extra square during their movement, up to a maximum of +3 cumulative (with more than one ogre soldier in play).
Santo Sepulcro - Cavaleiro (Holy Sepulchre - Knight). EXP: 20. Hit Points: 12. Movement: 6 squares. Attack: Sword x1 (Good [+2]). Damage: 1d6+1. Defence/Resistance: 9 / Good. Special: Incorporeal Strike (Golpe Incorpóreo): the Knights of the Holy Sepulchre can strike intangible creatures (ghosts) as if they were solid.
Ogro - Herói (Ogre - Hero). EXP: 75. Hit Points: 25. Movement: 6 squares. Attack: Club x1 (Excellent [+3]). Damage: 1d6+4. Defence/Resistance: 10 / Good. Special: Leadership: for each ogre hero in play, all goblins receive +1 to Attack and +1 to Defence, cumulative up to +2.
Ogro - Comandante (Ogre - Commander). EXP: 100. Hit Points: 30. Movement: 6 squares. Attack: Axe x1 (Excellent [+3]). Damage: 1d6+2. Defence/Resistance: 10 / Good. Special: Leadership: for each ogre commander on the board, all allied ogres receive +1 to Attack and +1 to Defence, up to a maximum of +2 cumulative.
Priorado do Sião - Cavaleiro (Priory of Sion - Knight). EXP: 20. Hit Points: 12. Movement: 6 squares. Attack: Sword x1 (Good [+2]). Damage: 1d6+1. Defence/Resistance: 9 / Good. Special: Turn Undead: as the ability, once per day.
Priorado do Sião - Mestre (Priory of Sion - Master). EXP: 50. Hit Points: 26. Movement: 6 squares. Attack: Sword x1 (Excellent [+3]). Damage: 1d6+2. Defence/Resistance: 11 / Excellent. Special: Turn Undead: as the ability, three times per day. Mislead (Despistar): opponents receive -4 on Tracking tests.
Santo Sepulcro - Protetor (Holy Sepulchre - Protector). EXP: 50. Hit Points: 25. Movement: 6 squares. Attack: Halberd x1 (Excellent [+3]). Damage: 2d3+4. Defence/Resistance: 10 / Excellent. Special: Incorporeal Strike: the Protectors of the Holy Sepulchre can strike intangible creatures as if they were solid. Resurrection (Ressurreição): once per adventure, the Protector of the Holy Sepulchre may resurrect a human character (this power works only on humans) who has fallen in combat. The target returns with 1d3+3 Hit Points at the spot where he fell. Exorcism: as the ability, twice per day.
Sarraceno - Soldado (Saracen - Soldier). EXP: 20. Hit Points: 12. Movement: 6 squares. Attack: Spear x1 (Normal [+1]). Damage: 1d6. Defence/Resistance: 8 / Normal. Special: Defensive Training (Treinamento em Defesa): when two or more Saracens in adjacent squares fight the same opponent, whenever one of them receives physical damage, they may divide the damage among them, as the player(s) controlling them decide.
Sarraceno - Hassassin (Saracen - Hassassin). EXP: 40. Hit Points: 16. Movement: 7 squares. Attack: Dagger x1 (Excellent [+3]). Damage: 1d3+3. Defence/Resistance: 8 / Normal. Special: Sneak Attack: if the hassassin is located in the rear square of an opponent (its back) and hits with the sneak attack, he causes +3d3 points of damage. Rapid Movement (Movimento Rápido): the hassassin may move up to 3 squares and attack in the same round without penalty.
Sarraceno - Arqueiro (Saracen - Archer). EXP: 30. Hit Points: 14. Movement: 6 squares. Attack: Short Bow x1 (12 squares) (Good [+1]). Damage: 1d3+1 (ranged damage only). Defence/Resistance: 10 / Good. [The rest of the block is not in the text layer.]
Sarraceno - Mago (Saracen - Mage). EXP: 250. Hit Points: 20. Movement: 6 squares. Attack: Lance x1 (Good [+2]) or Magic. Damage: 1d3+2. Defence/Resistance: 8 / Normal. Special: Rituals (Rituais): the Saracen mage may cast the following spells once per day: 4 rituals of the 1st Circle, 3 of the 2nd Circle, 2 of the 3rd Circle and 1 of the 4th Circle. (The spells are listed in the Magic section above.)
Sarraceno - Comandante (Saracen - Commander). EXP: 50. Hit Points: 24. Movement: 6 squares. Attack: Axe x1 (Excellent [+3]). Damage: 1d3+4 (as printed; the text layer reads "ld3+4"). Defence/Resistance: 10 / Good. Special: Leadership: while a Saracen commander is in play, all other Saracens (soldiers, mages, hassassins and archers) receive +1 to Attack (not cumulative). Returning Axe (Machado de Retorno): the Saracen commander may throw his axe up to 9 squares; it returns to his hands at the end of the round, whether or not it hit the target.
Templário - Cavaleiro (Templar - Knight). EXP: 20. Hit Points: 12. Movement: 6 squares. Attack: Sword x1 (Good [+2]). Damage: 1d6+1. Defence/Resistance: 8 / Normal. Special: Defensive Training: when two or more Templar Knights in adjacent squares fight the same opponent, whenever one of them receives physical damage, they may divide the damage among them, as the player(s) controlling them decide.
Templário - Guardião (Templar - Guardian). EXP: 30. Hit Points: 20. Movement: 6 squares. Attack: Mace x1 (Good [+2]). Damage: 1d3+3. Defence/Resistance: 10 / Good. Special: Defensive Training: as the Templar Knight. Bodyguard (Guarda-Costas): if the Templar Guardian miniature is adjacent to an allied miniature (of medium size or smaller) and that miniature is attacked, the player may transfer part of the damage (or all of it) to the Guardian.
Templário - Nobre (Templar - Noble). EXP: 40. Hit Points: 25. Movement: 6 squares. Attack: Sword x1 (Excellent [+3]). Damage: 1d6+3. Defence/Resistance: 10 / Good. Special: Defensive Training: as the Templar Knight. Blessing, Holy Water or Healing by the Hands: as the ability. Choose two of them at Good level.
Templário - Comandante (Templar - Commander). EXP: 50. Hit Points: 30. Movement: 6 squares. Attack: Sword x1 (Superior [+4]). Damage: 1d6+4. Defence/Resistance: 11 / Excellent. Special: Defensive Training: as the Templar Knight. Leadership: while the Templar commander is in play, all other Templars receive +1 on Resistance tests (not cumulative). Blessing, Holy Water or Healing by the Hands: as the ability. Choose two of them at Excellent level. Flavour: the title of Templar Commander is one of the greatest honours a holy warrior can desire, reserved only for the most noble and pure of spirit.
Teutônico - Soldado (Teutonic - Soldier). EXP: 20. Hit Points: 8. Movement: 6 squares. Attack: Sword x1 (Normal [+1]). Damage: 1d6+1. Defence/Resistance: 8 / Normal. Special: Long Shield (Escudo Longo): the Teutonic soldier is immune to all attacks by arrows, bolts, darts, lances or thrown stones directed against him.
Teutônico - Cavaleiro (Teutonic - Knight). EXP: 30. Hit Points: 12. Movement: 6 squares. Attack: Sword x1 (Good [+2]). Damage: 1d6+2. Defence/Resistance: 8 / Normal. Special: Coordinated Attack (Ataque Coordenado): if all Teutonic knights attacking the same opponent in a round have this ability, each of them receives +1 to attack that round.
Teutônico - Executor (Teutonic - Executioner). EXP: 40. Hit Points: 20. Movement: 6 squares. Attack: Axe x1 (Excellent [+3]). Damage: 1d6+3. Defence/Resistance: 10 / Good. Special: Coordinated Attack: as the Teutonic Knight. Control Undead (Controlar Mortos-Vivos): as the ability of the same name, at Good level.
Teutônico - Comandante (Teutonic - Commander). EXP: 50. Hit Points: 30. Movement: 6 squares. Attack: Sword x1 (Superior [+4]). Damage: 1d6+4. Defence/Resistance: 11 / Excellent. Special: Coordinated Attack: as the Teutonic Knight. Leadership: while the Teutonic commander is in play, all other Teutonics receive +1 on Resistance tests (not cumulative). Control Undead: as the ability of the same name, at Excellent level.
Vampiro Servo (Servant Vampire). EXP: [not legible in the text layer]. Hit Points: 28. Movement: 9 squares. Attack: Claws x1 (Good [+2]) or special attacks. Damage: 1d3+1. Defence/Resistance: 10 / Excellent. Special: Magic: the servant vampire may cast [the rest of the entry is not legible in the text layer].
Vampiro Nobre (Noble Vampire). EXP: 350. Hit Points: 40. Movement: 9 squares. Attack: Claws x1 (Good [+2]) or special attacks. Damage: 1d3+4. Defence/Resistance: 10 / Excellent. Special: Magic: twice per day the vampire may cast the spell Conjure Skeletons (Conjurar Esqueletos) from bones lying on the ground. The skeletons obey all commands of a noble vampire. Immunities: vampires are undead and therefore immune to Enchantment, Sleep, Possession or Mental Control. They are also very hard to turn, with difficulty 12 on the Turn Undead test. Rituals: once per day the vampire may cast 3 rituals of the 1st Circle, 2 of the 2nd Circle and 1 of the 3rd Circle. Regeneration: the vampire regenerates one Hit Point per round, unless the damage is caused by fire or holy water. Mist Form (Forma de Névoa): if the vampire reaches zero Hit Points, it transforms into a mist and can flee [the text layer breaks off here].
Zumbi Infectado (Infected Zombie). EXP: 10. Hit Points: 8. Movement: 4 squares. Attack: Claws x1 (Weak [0]). Damage: 1d3. Defence/Resistance: 8 / Weak. Special: Immunities: zombies are undead and therefore immune to Enchantment, Sleep, Possession or Mental Control. Enhanced Infection (Infecção Ampliada): if a character is killed within 4 squares of an infected zombie, he returns in 1d3 rounds as a zombie (under the control of the player who controls the zombie) and attacks any non-zombie in the room. Turn Undead: difficulty 8.
Named heroes (Sir George, Sir Hugues, Sir Godfroi, Sir Jacques, Sir Heinrich, St. Patrick)
These are the named heroic NPCs. The Attribute bonuses are listed in the order printed (FR = Strength, CON = Constitution, DEX = Dexterity, AGI = Agility, INT = Intelligence, WILL = Will, PER = Perception, CAR = Charisma).
Sir George. FR +3, CON +3, DEX +2, AGI +3, INT +2, WILL +2, PER +2, CAR +2. Attack: Lance x1 (Incredible [+4]), damage 1d6+3. Hit Points: 32. Defence: 11. Special: Dragonslayer: whenever he faces a dragon, George fights with the weapon skill at Heroic [+6] rather than Excellent (the skill name is partly garbled in the text layer). His lance damage increases by +2d6 if it hits. Immune to Fear: George is not affected by magical fear or fear caused by special powers.
Sir Hugues. FR +2, CON +3, DEX +2, AGI +3, INT +3, WILL +5, PER +1, CAR +3. Attack: Sword x1 (Incredible [+4]), damage 1d6+2. Hit Points: 34. Defence: 10. Special: Trespass (Trespassar): whenever Hugues kills a creature of human size or smaller with a single blow in combat, he may make a new attack on a creature in a square adjacent to the one just cleared. Defensive Training: as the Templar Knight.
Sir Godfroi. FR +2, CON +3, DEX +3, AGI +3, INT +2, WILL +4, PER +1, CAR +4. Attack: Sword x1 (Superior [+5]), damage 1d6+3. Hit Points: 36. Defence: 11. Special: Protective Shield (Escudo Protetor): Godfroi's magic shield fully protects against Dragon's Breath, magic and rituals directed against him and against any miniature in his back square (rear).
Sir Jacques. FR +3, CON +3, DEX +3, AGI +3, INT +4, WILL +2, PER +2, CAR +4. Attack: Sword x1 (Superior [+5]), damage 1d6+3. Hit Points: 36. Defence: 10. Special: Leadership (Liderança): while Sir Jacques is in play, all other Templars receive +1 to Attack (not cumulative). Holy Presence (Presença Sagrada): while Sir Jacques is in play, no dead character may be turned into a zombie.
Sir Heinrich. FR +3, CON +3, DEX +3, AGI +3, INT +2, WILL +2, PER +1, CAR +1. Attack: Sword x2 (Incredible [+4]), damage 1d6+3. Hit Points: 38. Defence: 10. Special: Rituals: once per day he may cast 3 rituals of the 1st Circle, 2 of the 2nd Circle and 1 of the 3rd Circle. Coordinated Attack: if all Teutonic knights attacking the same opponent in a round have this ability, each receives +1 to attack that round.
St. Patrick. FR +1, CON +2, DEX +1, AGI +1, INT +4, WILL +5, PER +4, CAR +5 (the text layer reads "PR +1"; read as Strength). Attack: Staff x1 (Good [+2]), damage 1d6+1. Hit Points: 30. Defence: 9. Special: Redemption (Redenção): three times per day, St. Patrick may radiate an aura of redemption that causes 3d6 points of damage to all demons and undead within 4 squares, and 2d6 points of damage to all demons and undead 5 to 6 squares away. The victims may make a Resistance test against difficulty 10 to halve the damage.
[Note on the named heroes: the text layer places the header "JACQUES" above the St. Patrick block, and the St. Patrick stats are separated from their header. The block assignments above follow the content of each ability text.]*
Relics (As Relíquias)
Relics are very powerful mystical objects, associated with the sacred lineage and protected by the Templars, the Hospitallers, the Protectors of the Holy Sepulchre and the Priory of Sion. In play they may be used as the basis of adventures and campaigns, at the Game Master's discretion. Adventures may involve the theft of these relics by the Church, by demons, by cultists or by the Teutonic Knights, with the heroes striving to recover these sacred artefacts from the wrong hands. Adventures may also be built in which these orders attempt to storm the fortress of the protectors to steal these relics, and the heroes must prevent those attacks.
Holy Grail (Cálice Sagrado). The cup that collected the blood of Jesus Christ on the cross. It was taken by Joseph of Arimathea to England and returned to France after his death. The Holy Grail can cure any kind of disease and can even grant eternal life to those who deserve it. It is protected by the Cathars.
Spear of Longinus (Lança Longinus). Traditionally, the point of the spear that pierced the body of Christ at the crucifixion. Whoever possesses the Longinus will not lose any battle. For this reason, the spear was sought by countless commanders over the centuries. In RPGQuest, the guardians of the Longinus spear are the Hospitallers.
Shroud (the cloth that wrapped the body of Christ). [The relic's name is not printed in the text layer; the entry is headed by its description.] After Christ was taken down from the cross, this cloth bore the bloodstains of all the wounds the Messiah suffered during the crucifixion. It is protected by the Knights of the Holy Sepulchre.
Ark (Arca). A chest containing the Tablets of the Law, given by God to Moses, protected by the Knights of the Temple of King Solomon. The Templars are responsible for its protection and safety.
The Castle (O Castelo)
The coloured map shows the outer part of the castle. To represent the inner parts, the book recommends using the dungeon rooms that came with RPGQuest volume 1, which are already at the same scale. The props of RPGQuest volume 1 can also be used with the castle (to create a well or a fountain, for example).
The map is divided into height levels, according to the tower or wall you choose. The outer towers are 3 storeys high (ground floor, first floor, second floor and top). The highest point of the castle is the so-called Mage's Tower, which has 8 storeys (16 squares).
Heights, as printed in the text layer (partly garbled):
| Area | Height |
|---|---|
| Tower, storehouse and stables | 3 storeys (6 squares) |
| Main hall, dining room, kitchen, dormitories and meeting room | 3 storeys (6 squares) |
| Dormitories | 5 storeys (10 squares) |
| Mage's Tower | 8 storeys (16 squares) |
| Tower, arsenal and guards' quarters, dungeon entrance | 3 storeys (6 squares) |
| Gate and walls | 2 storeys (4 squares) in the readable entries; the gate row is garbled |
[The row assignments above follow the order of the text layer. The gate and the wall entries are repeated and partly illegible; check them against the page image.]
Recruitment Cost Table (Tabela de Custos de Recrutamento)
The printed table lists the units that can be recruited, with a cost number for each. The unit names are legible; the numbers in the text layer cannot be reliably matched to the names, so they are not reproduced.
Units listed: Hospitaller Knight (Cavaleiro Hospitalário); Hospitaller Noble (Nobre Hospitalário); Hospitaller Commander (Comandante Hospitalário); Inquisitor (Inquisidor); Inquisitor Acolyte (Acólito Inquisidor); Inquisitor Bishop (Bispo Inquisidor); Inquisitor Soldier / Crusader (Soldado / Cruzado); Ogre Soldier (Ogro Soldado); Ogre Hero (Ogro Herói); Ogre Commander (Ogro Comandante); Priory of Sion Knight (Cavaleiro do Priorado do Sião); Priory of Sion Master (Mestre do Priorado do Sião); Holy Sepulchre Knight (Cavaleiro do Santo Sepulcro); Holy Sepulchre Protector (Protetor do Santo Sepulcro); Saracen Soldier (Sarraceno Soldado); Saracen Hassassin (Sarraceno Hassassin); Saracen Archer (Sarraceno Arqueiro); Saracen Mage (Sarraceno Mago); Saracen Commander (Sarraceno Comandante); Templar Knight (Cavaleiro Templário); Templar Guardian (Guardião Templário); Templar Noble (Nobre Templário); Templar Commander (Comandante Templário); Teutonic Soldier (Teutônico Soldado); Teutonic Knight (Teutônico Cavaleiro); Teutonic Executioner (Teutônico Executor); Teutonic Commander (Teutônico Comandante); Servant Vampire (Vampiro Servo); Noble Vampire (Vampiro Nobre); Zombie (Zumbi); Infected Zombie (Zumbi Infectado).
Named commanders listed: Sir Heinrich; Sir Hughes; Sir Jacques; St. Patrick (see the named heroes above). A separate group headed "Comandantes" lists six further names: Bernard, Joanna, Klaus, Ligia, Phillip and Pierre. No stat blocks for these six appear in the text layer.
[Some unit names are split across the table in the text layer; the names above are the readings that the table headings support.]
Omitted Pages
- Character sheet (Ficha de Personagem): a blank printable form (name, class, attributes, skills, equipment, experience, adventures completed). It is a form, not rules text, and is not transcribed.
- Map of Europe (last page): a map labelled with principal cities, the boundaries of the empire, and days of travel on horseback. Its labels are not legible in the text layer, so it is not transcribed.
- Publication and copyright data, credits and the acknowledgements page: not transcribed (attribution and boilerplate).
Text-layer gaps (summary)
The source is the text layer of a third-party copy. The following sections of the printed rulebook are absent or cut off in that text layer, and are therefore not transcribed beyond what is printed above: the CON and DEX/AGI attribute descriptions; the worked character example table; the weapon and equipment column pairings (see the Weapons and Equipment sections); the Blessing (Abençoar) description; the critical-failure consequence; the Experience investment rules; and the ends of several monster abilities (Acid Breath, Mist Form, Rasante, the Acólito damage line, and the Vampiro Servo's Magic). The page image should be checked for these items before this transcription is treated as final.