UltraQuest: Gold, Ruhm! und Ehre! – Der Strand
UltraQuest: Gold, Ruhm! und Ehre! – Der Strand Rulebook
Table of Contents
Table of Contents
New Rules
The rules listed here always apply, even when the adventurers are not on the beach.
All adventurers who have the skill Swimming or can fly are naturally native to the beach.
Wet Socks
Some events give adventurers wet socks. Salt water soaks into the stockings and leather soles of their shoes. Every step squelches.
Wet socks are shown with a wet-socks token. Each adventurer may have at most one.
Wet socks give –1 to MOV and also prevent the use of Charge, Alertness and Assassinate.
Wet socks can be dried at the fire of a camp or during a night's stay in a town. Whoever dries their wet socks may not take any other special action in that turn.
Each adventurer may, once per turn, roll to rest for their wet socks. On 4–6 on a D6 the wet socks dry and the token is removed.
The group may not, however, make camp solely because of wet socks. Some adventurer must heal an injury, or learn or train something.
Shell Talisman
Usable only on the beach (and in its dungeons).
Pearls
Pearls count as gems. Each pearl has a value of 10 Gold, which can be increased when selling through Trading.
Throwing Spear (Harpoon)
The throwing spear (or the ordinary one-handed harpoon) is used in melee combat as normal.
In a voluntary ME+RA combat, however, the adventurer may throw it before the fight, to receive the bonus of the throwing spear (or harpoon) in the first combat round in addition to their other melee weapon.
If the fight is lost, the throwing spear (harpoon) is lost and must be crossed out of the adventurer sheet. If the fight is won, the throwing spear may be picked up again after the fight and remains in the group's possession.
Beach Events
1 – Deep Red Sunset
The adventurers watch the deep red ball of the sun sink into the sea. There, in the shallow sea water, a giant clam glitters, which contains a violet pearl worth (50+D100) Gold.
2 – A Stroke of Luck!
The group finds a damaged boat on the beach. Does a seafarer or a dwarf pass an INT roll? /
Yes: The adventurers can repair it and now have a fine boat.
3 – Shell Luck!
The (D3) adventurer finds a strange shell in the sand. When they pick it up, they discover that it is a Shell Talisman. If they already have a talisman, both turn to dust!
4 – Herman Rotten-Tooth
A pitiful old man comes up to the group. He claims he has tooth-root problems and waves a metal pair of pliers. Which adventurer wants to pull his aching tooth? / He must pass both a DEX roll and a STR roll. /
Yes: Hurray! The pain is gone. As thanks, Herman gives the adventurer a Shell Talisman and a bottle of rum.
No: Oh no! It has become worse. Herman curses the adventurer and runs into the sea. Curse!
5 – Sunbathing
The far-famed wizard Zapzerap lies in the sand, sunbathing blissfully. Does the (D3) adventurer pass an INT roll? /
Yes: They notice that Zapzerap is standing in the sun, and quickly step aside. Zapzerap tells the group about the exploded tower of his teacher Gardakhan. Quest: Wi98.
No: The adventurer does not notice that Zapzerap is standing in the sun. He lets off a vicious tirade of abuse at him. Curse!
6 – Ariman the Merchant
Ariman, the travelling merchant, would sell the group a short bow for halflings for 25 Gold, and a healing potion for 30 Gold. An unsellable silver key also dangles from his belt.
7 – Researcher Adalbert
A white-haired researcher named Adalbert Wickelbein has developed a helmet that looks like an upturned jam jar. He needs a test subject on his boat who will try the helmet out on a dive. Would one of the adventurers volunteer? / Yes: (D6)
(1:) The adventurer is carried off a little and gets into dangerous territory. Adalbert disappears. The rest of the group naturally goes to look for him. Roll an event on the seabed immediately.
(2:) The helmet breaks under water, and the adventurer receives an injury if they cannot breathe under water or fail a STR roll. An injury is compensated with 10 Gold.
(3:) Water penetrates the helmet. If the adventurer cannot breathe under water, the first noted weapon falls from their hand and disappears into the gloomy depths of the sea. 5 Gold.
(4:) The helmet does not work very well, as after a short time there is no more air in it. The adventurer receives 5 Gold.
(5:) The helmet works very well as a diving helmet for one additional turn under water. The adventurer may keep it and receives 5 Gold from Dr. Wickelbein.
(6:) The helmet works excellently as a diving helmet for one additional turn under water. The adventurer may keep it and receives 20 Gold from the overjoyed researcher.
8 – Drifting Message in a Bottle
A bottle bobs on the waves in the sea. If an adventurer is native to the beach, or the fastest adventurer passes a MOV roll, they can fish it out. / Inside is an old map (D6):
(1:) of the big X on the islands. Quest: In01.
(2–3:) of a treasure on the islands. Quest: In50.
(4–5:) of a dwarven mine in the hills. Quest: Hü97 (!).
(6:) of the peat shafts in the marsh. Quest: Ma98 (!!).
9 – Beach Hermitess Sandra
The hermitess Sandra teaches a seafarer or thief Survival Beach or Trading for only 10 Gold. For a talisman of a female seafarer or thief, she also teaches Ambidextrous Combat (from DEX 4).
10 – Lifeguard in Red
The group meets a lifeguard in a bright red swimsuit. For 5 Gold or a bottle of rum, he would teach an adventurer Survival Beach. For 10 Gold and 1 Fame!, he would teach a cleric or wizard Gills.
11 – White Whale in Sight
The adventurers spot a white whale leaping out of the waves and diving back under with a mighty splash. That brings luck! Roll one more event immediately, have its heading read aloud, and if the group does not like it, add 10 to or subtract 10 from the roll.
12 – Trinkets from the Land
The adventurers meet some nixies in the shallow water, who are very sociable. They collect items that can be found on land, such as furs, dolls, keys and the like. They pay (D3) pearls per item.
13 – Drowning Man
A swimmer seems to be drowning in the sea. Does the fastest adventurer pass a MOV roll, or can one of the adventurers swim, or does the group have a boat? /
Yes: They rescue the man. 1 Fame! He is very grateful and gives the adventurers a bronze key.
14 – Young Pearl Diver
A young pearl diver takes a break on the craggy rocks by the sea. He would tell swimming adventurers where pearls can be dived for, if they give him a bronze key. /
Yes: Each adventurer native to the beach may, with a successful MOV roll, dive for pearls (D3).
15–16 – Beach Party
Where does this music come from in the middle of the night? The group stumbles into a night-time beach party of Romani, pirates and goblins. An explosive mixture! Do they want to join in the celebration? / Yes: (D6)
(1:) A great party, but the (D3+1) adventurer is robbed.
(2:) A wild revelry. In the end the group is even given a bottle of rum.
(3:) It is quite a drinking bout. In addition, the group loses 8 Gold on a bet (if it has that much).
(4:) At some point the adventurers are completely drunk and behave quite badly. There is a quarrel with a pirate captain. –1 Honor!
(5–6:) Some good friendships are made. One of the adventurers learns Survival Beach entirely free of charge ... However, they also get wet socks.
17–20 – Water Polo
Some nixies challenge the group to a game of water polo. The group must bet 10 Gold. Do they play along? /
Yes: If at least 3 adventurers pass a MOV or DEX roll, they win the game and 2 pearls from the nixies. Native adventurers receive +1 on their test roll.
21 – Stranded Whale
The adventurers find a young whale that has been washed up on land and is slowly drying out in the sun. Do at least 3 adventurers pass their STR roll? /
Yes: They can pull the whale back into the sea, where it joyfully blows a fountain into the air. 1 Fame!
No: The whale looks sadly at the adventurers as it dies. The adventurers leave the beach discouraged the next round and do not return there for at least 7 game rounds.
22–23 – Dream Jellyfish
A fresh specimen of a rare dream jellyfish lies on the beach. A cleric can brew a Healing Potion from it (DEX roll).
24–25 – Sand Fleas Everywhere!
The adventurers' camp for the night is a nest of sand fleas. Each adventurer who fails a DEX roll is swarmed by the biting pests and receives –1 to all attributes for the next three turns (temporary curse token). During this time the adventurers also cannot rest and recover to heal injuries.
26–27 – Fishing Boat
A fisherman offers the adventurers a good boat. He wants 44 Gold for it. If there is no interest, roll again.
28–29 – Ghost Pirate Quarquar
In the night a ghost ship lands on the beach. The ghostly half-duck captain Quarquar steps out and demands his chest back. Is there a half-duck or a seafarer in the group? /
Yes: It turns out that Quarquar was mistaken. The chest lies by the cliff. He gives the first adventurer his iron key and the Quest Kl05, then the ghost dies and is released. The adventurer, however, has an unremovable curse until they open the chest.
No: Quarquar and two ghost sailors attack – ME! The ghosts can only be injured with magic weapons. (Quarquar: 3D6+6) / 1 Fame! and an iron key.
30 – Natascha the Huntress
Natascha, the pirate huntress dressed in black leather, wants to know from the adventurers where pirates can be found on the beach. If the player can name an event number whose heading contains the word "Pirate", she thanks them with 20 Gold.
31 – Sand Männchen
Children have built a pretty sand Männchen, decorated with shells, stones and seaweed hair, on the beach. It lies there abandoned and will be gone with the next tide. But a wizard can bring it to life with an INT roll and take it along as a Männchen. The sand Männchen gives the wizard +1 AR. It is only jealous of other sand Männchen; with every other Männchen it gets along well.
32 – Wet Socks
The (D3) first adventurers are swept over by a high wave. They receive wet socks (see New Rules).
33–35 – Fight the Pirates
Baroness Esmeralda von Klee leads a fight against the pirates to put an end to this beach plague. At least one adventurer must take part in the fight. Each adventurer who takes part receives as much Gold as the group has Honor! Who is taking part? /
Each adventurer must roll against MOV and DEX. For each failed roll there is an injury. If someone passes both rolls, the group receives 1 Fame!
36–39 – Dry Socks
What a wonderful, sunny day on the beach. Everyone with wet socks may make a roll to see whether they dry (4–6 on D6), and a seafarer may train their INT for 1 Fame! less.
40–41 – Stranded Shark
The adventurers find a large white shark that has been washed up on the beach and is slowly suffocating in the sun. Do they want to pull it back into the sea? / Yes: (D6)
(1–3:) The adventurers pull the shark back into the sea, where it disappears through the waves like an arrow. 1 Fame!
(4–6:) The shark bites lightning-fast and inflicts an injury on the (D3) adventurer if they fail an AR roll. They receive wet socks in any case. In their rage, the adventurers beat the treacherous villain to death. In its belly they find a (MT D10+14).
42 – The End of the Beach
The adventurers suddenly run into an invisible barrier, behind which only land can be vaguely seen. The beach seems to end here. Do at least 3 adventurers pass a STR roll? /
Yes: The group can break the barrier. Behind it a rope ladder hangs down from the clouds. It leads directly to the Cloud City, if the adventurers want to climb up there.
43 – Cave of the Half-Ducks
A dozen half-ducks living an alternative lifestyle have settled in a rocky cave. They live on air and love, and on whatever else the adventurers want to give them, most of all rum or gold. Are the adventurers willing to give them something? /
No: The half-ducks curse the (D3+1) adventurer and drive the intruders out of their cave.
Yes: The group celebrates with the half-ducks and spends a few peaceful and unforgettable days in the cave. (D6)
(1:) The (D3) adventurer, however, gets wet socks in the cave.
(2–3:) A thief can learn any profession skill for free.
(4–5:) The group receives a Shell Talisman.
(6:) The half-ducks say where the old, dilapidated lighthouse can be found. Quest: Str96.
44 – The Treasure of Wild Hilde
Does the smartest adventurer pass a MOV roll? /
Yes: The group finds the rock cave with the legendary pirate treasure of Wild Hilde. A bottle of rum and a bronze chest stand behind a large stone at the end of the cave, which is half under water. The first adventurer must pass a DEX roll, or receives wet socks.
(With key opened:) In the chest is a (NT D100).
(Opened without key:) The one who opens it receives a curse in addition to the contents of the chest!
45 ! – Washed-Up Chest
A washed-up iron chest lies half in the wet sand. On its lid a nasty grimace grins mockingly at the adventurers. Does someone still want to open the chest? / Yes: (D6)
(1–3:) Trap! A poisoned arrow shoots out of its mouth. If the adventurer does not pass a STR roll, they die at the end of the turn. The chest contains only a single gold coin.
(4:) The chest contains a (NT 2D10+10).
(5:) The chest contains a (MT 2D10+10).
(6:) The chest contains a piece of leather with a map of a lonely island in the middle of the sea, on which a strange large plant and a luminous figure are drawn. Quest: Me97.
46 – Dance of the Mermaids
The graceful mermaids on the beach invite the first elf or human woman of the group to dance with them in the waves. Does she dare? /
Yes: If she passes a MOV roll, she can swim along with them to some extent. It is a wondrous round dance over and under the waves. As a farewell gift she receives:
(1–4:) a magic scale bikini, AR 2, of Swimming.
(5–6:) a magic leather bikini, AR 1, of Gills.
The bikinis count as armor for elves or human women and cannot be combined with other armor. Of course, women of all professions may wear the bikinis!
47 – Traumburg Dragon Festival
A large crowd of Traumburgers has gathered on the beach for the dragon festival, at which all sorts of colourful paper dragons rise into the sky on thin strings. For 3 Gold there is also a dragon-flying competition. Does an adventurer want to take part? /
Yes: The adventurer must pass 4 tests against DEX. If they manage it, they win the prize: a Flying Potion and a Gills Potion! In addition the group receives 1 Fame!
48 – Chicken God
While gathering firewood, one of the adventurers finds a rare stone, from the middle of which the sea has washed out a hole. Does a wizard in the group pass their INT roll? /
Yes: The stone is a so-called chicken god. It makes the hens in the stable lay bigger eggs, but when worn around the neck it also protects against undead. An adventurer who wears it as an amulet around the neck receives an additional +1 in combat against undead.
49 – Astronomy
Archibald the Stargazer has come to the beach to use the cloudless night for his astronomical observations. If a ranger is in the group, they can learn the skill Orientation from the astronomer for a pelt, a bottle of rum or any potion. All other adventurers soon grow tired of the boring explanations and fall asleep early.
50 – Giant with a Ship Hat
A strangely swaying boat without a crew approaches the beach. Shortly afterwards the adventurers see that it is a giant wearing the boat as a hat. The giant throws boulders around. Do they want to attack it – RA? /
(Giant with boat hat: CS 2D6+20, AR 2) / 1 Fame!
When the giant falls over, the boat lands upside down in the water on its head. If a seafarer or dwarf passes a STR roll, they can repair the broken boat and take it along. In any case the giant has 2D10 Gold on him.
51–52 – Cursing Nixies
Five lecherous nixies with slings surface from the water and curse the adventurers in the foulest way. Do the adventurers want to fight them, or rather run away quickly – RA? /
Run away: The group makes off and loses 1 Honor!
Ranged combat: The nixies are not very persistent and disappear back into the sea after the second combat round.
(5 nixies: CS 5D6+7, AR 1, bandits) / 1 Fame!
The nixies have a Shell Talisman and a masterwork sling.
53–56 – Giant Crabs
Four orange giant crabs sit in the mud, breaking open oysters with their claws and devouring them. Do the adventurers want to fight them – ME+RA? /
(4 giant crabs: CS 4D6+12, AR 4) / 1 Fame!
The oyster shells contain (D6+1) pearls.
57–59 – Beach Goblins
Five goblins with slings and spears make the beach unsafe. If the slowest adventurer passes a MOV roll, the group can catch up with the green-skins – ME+RA? /
(5 goblins: CS 5D6+6, bandits) / 1 Fame!
The goblins possess a +1 throwing spear.
60 – Nixie in Distress
A weeping mermaid has been caught in a net by four young fishermen. They torment the lovely creature with pointed sticks and laugh at her. Swimming and flying adventurers can intervene to rescue the nixie – ME+RA? /
(4 fishermen: CS 4D6+8, bandits) / 1 Fame!
The nixie thanks the adventurers with a silver harpoon +1 and an incredible smile.
61 – Dragon Turtle
A huge, old dragon turtle, overgrown with pearl mussels, crawls along the beach. Do the adventurers want to attack the animal – ME+RA? /
The dragon turtle spits fire in the first combat round. The first adventurer can take part in the fight, but must pass an AR test or receives an injury from it.
(Dragon turtle: CS 2D6+20, AR 5) / 1 Fame!
Numerous pearl oysters are attached to the turtle's shell. The adventurers find (D6+4) pearls in them.
62–65 – Triton Scouts
If the slowest adventurer passes a MOV roll, the group can surround four scouts of the evil tritons – ME+RA? /
(Triton scouts: 4D6+13, AR 1, bandits) / 1 Fame!
The tritons possess a silver one-handed masterwork trident +2.
66–69 – Warriors of the Crab-Men
The group meets five warriors of the crab-men, who surely have nothing good in mind with their sharp claws – ME+RA? /
(5 crab-men: 5D6+15, AR 3, bandits) / 1 Fame!
They possess (D6): (1–2:) 4 pearls, (3–4:) a bronze key, (5–6:) a Watch Talisman and a kraken amulet (MT 138).
70–73 – Orc War Boat
The adventurers meet a war boat with five orcs in chain mail and carrying swords. Do they want to attack – ME+RA? /
(5 orcs: 5D6+15, AR 3, bandits) / 1 Fame!
They possess (D6): (1–3:) a chain mail for half-orcs/Aaruk, (4–6:) a bottle of rum and a heavy wooden statue of Gor (!).
74 – Sand Worm
The group strolls leisurely along the beach when the sand in front of them is suddenly whirled up and a gigantic sand worm digs itself out. It attacks without hesitation and wants to devour the first adventurer – ME+RA! /
If the group loses, the first adventurer disappears along with all their belongings into the belly of the sand worm!
(Sand worm: CS 2D6+20, AR 3) / 1 Fame!
In the belly of the sand worm the adventurers find (2 x D6):
(1:) a bronze key, (2:) a magic shield AR +1, (3:) a silver mace, (4:) D100 Gold, (5:) a crystal talisman, (6:) a magic treasure (MT D100).
75 – Beach of the Apes
In the sand stands a huge bronze statue of a woman with a starry crown and a raised torch. Behind it three apes come riding out on horses. They swing clubs and spears and attack only if a human is in the group – ME+RA? /
The apes injure the humans of the group first, then the others in the usual order.
(3 mounted apes: CS 3D6+16, bandits) / 1 Fame!
The group captures a riding horse, a throwing spear +1 and (D6) Gold.
76–77 – Pirate Duel
The group meets a pirate. The (D3) adventurer is insulted by him. "You fight like a stupid peasant!" This adventurer must face the duel and roll STR+DEX+INT+D6. /
(Pirate: 10+D6, bandits)
(Victory:) "You fight like a cow!" The adventurer receives 1 Fame! and a bottle of rum.
(Defeat:) The adventurer receives an injury, and the pirate robs them of something (D10).
78–79 – Quarrelsome Seagulls
The group is attacked by 38 seagulls – ME! The seagulls are bandits, but they do not steal heavy items, no two-handed weapons, no mounts, and from the backpack they always take only the first item.
(Seagulls: CS 6D6+12, bandits) / no Fame!
A wizard can, with a successful DEX roll, fashion a bone talisman from the many wings.
80–82 – Triton Ambush
Five tritons come out of the sea onto land with their tridents and shout at the adventurers: "Die, you land sharks!" – ME+RA! /
(5 tritons: 5D6+15, AR 1, bandits) / 1 Fame!
One of the tritons possesses (D6): (1:) a silver key, (2–3:) a pouch with (3+D3) pearls, (4:) a (MT D100+10), (5:) a crystal talisman and 10 Gold, (6:) a two-handed magic masterwork trident +4.
83–84 – Goblin Gang
Six goblins with axes fall upon the adventurers – ME+RA! /
(6 goblins: CS 6D6+12, bandits) / 1 Fame! and a masterwork axe +2.
85–87 – Half-Duck Pirates
A boat full of half-duck pirates catches up with the group. Five of the rogues jump out, chattering wildly – ME+RA! Wizards cannot cast spells because of the chattering.
(5 half-duck pirates: 5D6+10, bandits) / 1 Fame!
The pirates possess a boat and a (NT 35+2D10).
88–90 – Elf Pirates
Four elf pirates in green leather armor shoot at the adventurers with crossbows from their ship – RA! The first adventurer struck by a crossbow bolt is poisoned and dies at the end of the round if they fail a STR roll.
(4 elf pirates: CS 4D6+12, AR 2, bandits) / 1 Fame!
They possess a magic masterwork crossbow +2 and 15 Gold.
91–93 – Viking Pirates
The group stumbles upon a hidden camp of three Viking pirates. The two-handed axe swingers rush at them at once – ME! Through the charge they receive CS +2 in the first round.
(Viking pirates: CS 3D6+15, AR 3, bandits) / 1 Fame!
The loot is a two-handed axe +2 and a human chain mail.
94 – Sand Dragon
A very young sand dragon lies in wait for the group behind a dune and unexpectedly spits a blast of sand at the first three adventurers. If they fail a DEX roll, sand gets into their eyes and they cannot join the fight. If all can fight, the dragon flees immediately; otherwise combat follows – ME!
(Young sand dragon: CS 2D6+8, AR 3, bandits) / 1 Fame! – A cleric can brew a Flying Potion from the dragon's blood (DEX roll).
95 – Living Bones in the Sand
Countless bones and gold coins lie scattered in the dune sand. When the adventurers want to gather the gold coins, the bones join together into undead skeleton pirates – ME!
(Undead pirates: CS 4D6+13) / 1 Fame! – The skeletons have a masterwork saber +2, and (30+2D10) Gold lies about.
96 – Stranded Shipwreck
The adventurers discover, in a hard-to-reach bay, the old rotten wreck of a large merchant ship that ran aground on the rocks. A breath of death hangs about the ship, which lies crooked in the sand. Through a large hole in the burst hull one can enter the belly of the spacious ship, and thus go straight into the very dangerous Stranded Shipwreck!!
97 – Cellar of the Old Lighthouse
Hidden between high dunes lie the pitiful remains of an old tower. A staircase leads down into a promising-looking vaulted cellar. Down there extend the obviously dangerous remains of an Old Lighthouse!
98 – Tsunami
The adventurers see a white line on the sea horizon that keeps getting broader and coming closer. It is a tsunami. Everyone must pass a MOV roll to reach Traumburg in time. Whoever does not pass is caught by the flood wave and the floating debris and receives an injury.
99 ! – Water Snake
In the mud of the beach a brown-and-yellow striped water snake had hidden. The (D3) adventurer is bitten by it and paralysed. They die at the end of the next round if they fail a STR roll or the poison is neutralised.
100 – The Vikings Are Coming
Viking longboats appear on the horizon, sailing toward Traumburg, and on land an army of the wild barbarians is also on the march. All adventurers must pass a MOV roll to escape in time and warn Traumburg. Each adventurer who fails their MOV roll is injured and robbed twice (2 x D10). If no adventurer can warn the city, Traumburg instantly becomes the ruined Traumburg (only if the Traumburg expansion is available).
Transcriber's Notes on the Source
The following readings were needed where the German source is garbled or misprinted, or where a term was rendered with a judgement call. They are listed here so that they can be checked against the original:
- Wet socks section: "Abenteuer" is read as "Abenteurer" (adventurer).
- Event 14: "Abenturern" is read as "Abenteurern" (adventurers).
- Event 15–16: "Piatenkapitän" is read as "Piratenkapitän" (pirate captain).
- Event 15–16: "Zigeunern" (a term for Romani people) is rendered as "Romani".
- Event 17–20: "forden" is read as "fordern" (challenge).
- Event 24–25: "vorrübergehende" is read as "vorübergehende" (temporary).
- Event 57–59: "Abenteuerer" is read as "Abenteurer" (adventurer).
- Event 61: "zahreiche" is read as "zahlreiche" (numerous).
- Event 97: "Dühnen" is read as "Dünen" (dunes).
- The skill names Survival Beach (source "Überleben Strand"), Ambidextrous Combat (source "Beidhändiger Kampf", event 9) and Gills potion names are literal translations of the source's names; the base rulebook has no entry for them.
- The "!" in the event headings of events 45 and 99 and the "(!)" / "(!!)" marks after quest and item names are kept as printed. The base rulebook uses "(!)" for heavy items; no such meaning is implied here.