UltraQuest: Gold, Ruhm! und Ehre!
UltraQuest: Gold, Ruhm! und Ehre! Rulebook
Table of Contents
Table of Contents
- Credits
- Number of Players and Game Length
- Box Contents
- Abbreviations
- What Is a D6, a D3, a D10, and a D100?
- Objectives of the Game
- Game Rounds
- Starting the Game
- Standard Groups
- Adventurer Creation
- Game Pieces and Tokens
- Marching Order
- Equipment
- The Adventurer Sheet
- The Group Sheet
- Races
- Adventures and Events
- Reading Aloud
- Fame! and Honor!
- Combat
- Attributes
- Home Region and Survival
- Special Actions
- Development of Adventurers
- Dungeons!
- Treasures
- Gold and Gems
- Talismans
- Keys, Chests, Portals
- Curse!
- Quests
- Adventurers, Masters, and Grandmasters
- Companions and Followers
- Spell Scrolls
- Death and Group Dynamics
- Mounts and Wagons
- Boats and Ships
- Fighters and Their Skills
- Thieves and Their Skills
- Seafarers and Their Skills
- Rangers and Their Skills
- Clerics and Their Skills
- Wizards and Their Spells
- Closing Note
Credits
Author: Markus Still - FlyingGames.de Editing: Dr. Sarah Kohl Cover artwork: Florian Gand Illustrations: Florian Gand, Markus Still © 2016 All rights reserved. FlyingGames, Markus Still, Im Oberviertel 10, 76229 Karlsruhe
Number of Players and Game Length
Number of players: 2 to 5 players.
Three players is the optimal number for a smooth game. The more players take part, the longer the game lasts. Theoretically, any number of players can join in — you can even play alone.
Game length:
Probably longer than you think, but likely shorter than you'd like. In fact, you can play as long as you want. The big game goal does, however, require many hours of play time per participating player. That's why the game is normally interrupted at any point according to personal taste and continued at some later time. To do this, you only need to note your location and your Fame!.
Box Contents
- Rulebook
- Book of Events
- A3 game board with a map of the kingdom
- Sheet of game tokens (to be cut out)
- 100 adventurer and group sheets
- 4 overview tables
- 4 ten-sided dice (= 2 x D100)
- 12 six-sided dice (= 12 x D6)
You should also have a pencil and an eraser ready for each player (not included).
Abbreviations
| Code | Meaning |
|---|---|
| MOV | Movement |
| STR | Strength |
| DEX | Dexterity |
| INT | Intelligence |
| ME | Melee |
| RA | Ranged |
| CS | Combat Strength |
| AR | Armor Rating |
| ! | Forced Combat |
| ? | Voluntary Combat |
| NT | Normal Treasure |
| MT | Magic Treasure |
| LT | Legendary Treasure |
| (!) | Heavy Item |
| (!!) | Very Heavy Item |
| xx! | Deadly Event |
The regions on the map are mostly abbreviated by their first two German letters (e.g. Ma for Marsch/Marsh or Wü for Wüste/Desert). But not all of them. These German two-letter codes are printed on the map and are used throughout this book (equipment availability, talismans, survival, etc.), so they are kept as-is below, each with its English translation:
| Code | Region | Code | Region |
|---|---|---|---|
| Ab | Village Abendheim | Be | Mountains |
| Do | Village Abendheim | Ds | Jungle |
| Eb | Plain | Fe | Fields |
| Ga | Gadûr (Dwarves) | Gr | Grent (Halflings) |
| Go | Gomoa (Half-orcs) | GV | Dangerous Dungeon |
| Gy | Gylravar (Elves) | Hö | Hell |
| Hü | Hills | In | Isles |
| Kl | Cliff | Ma | Marsh |
| Md | Mendoberan | Me | Sea |
| Mg | Sea Floor | Mo | Moor |
| Öd | Wasteland | OF | Upper River |
| Sh | Chasm | St | City Traumburg |
| Su | Swamp | SV | Very Dangerous Dungeon |
| Tr | City Traumburg | TV | Deadly Dungeon |
| UF | Lower River | Ur | Primeval Forest |
| Vu | Volcano | Wa | Forest |
| Wi | Meadows | Wo | Cloud City |
| Wü | Desert |
Note: the rulebook lists both "Ab" and "Do" for Village Abendheim; this is reproduced faithfully as printed.
What Is a D6, a D3, a D10, and a D100?
A D6 is a normal six-sided die.
A D3 is a D6 whose result is divided by 2 and rounded up (1 and 2 = 1 / 3 and 4 = 2 / 5 and 6 = 3).
A D10 is a ten-sided die numbered 1 through 0 (0 = 10).
A D100 is a ten-sided die showing tens and a ten-sided die showing ones. Both dice are rolled together and produce a number between 1 and 100 (00–0 counts as 100).
Examples: 1D100 means you roll the two D10s and get a number between 1 and 100. 4D6 means you roll four D6 and add up the results. D10+20 means you roll a D10 and add 20 to it.
Every so often you need to determine a random adventurer in a group. To do this, a D6 is rolled and any result greater than the number of adventurers is ignored and rerolled.
Objectives of the Game
Each player leads a group of 4 adventurers through the game, has them survive adventures, and tries to accumulate treasures and Fame! and improve their attributes and skills.
Each group is moved across the map as a game piece. The player whose group is first to gather 100 Honor! wins (Victory!), or whoever first finds a legendary treasure and brings it to the king by the fastest route (Ultra-Victory!!!).
It does not harm the flow of the game if players leave the game early or join later. The game can also very well be played in several sessions; it can be interrupted at any time.
Baking smaller loaves. With 4 or 5 players and a goal of 100 Honor!, the game can easily take many, many hours. If you don't want to play that long, you can of course lower the game's goal somewhat, e.g. to 20 Fame! and one magic item for every adventurer, instead of a legendary item.
Or you can agree beforehand on a fixed play time and try to gather as much Honor! as possible within that time.
Pure enjoyment. UltraQuest is a lot of fun even without a game goal. You can quite happily let the king be a good man and simply play for as long as you like. Connoisseurs call that GenussQuest ("EnjoyQuest"). Have fun with it!
Game Rounds
Players take turns in clockwise order. A player's turn is the period until the next player's turn. Normally a turn consists of movement + an event roll, or a special action. (When a group descends into a dungeon, a turn can also consist of several event rolls.)
A group/game piece can normally move into an adjacent region, or move around within its region and roll D100 for an event. The reader then reads aloud the rolled event from the Book of Events. The player must now follow the course of this event and act accordingly.
When the group performs a special action, the piece stays in its region and each adventurer performs their own desired action (e.g. resting, shopping, working, learning skills, raising attributes...). Then the next player takes their turn.
There is no obligation to act. A player may let their turn pass without doing anything at any time (e.g. also if they are not currently at the table).
Starting the Game
Each player needs a pencil and an eraser.
The players create their adventurers themselves, or choose the standard group (see Adventurer Creation).
The Injury, Fame!, and Curse! tokens are placed in the middle of the table where everyone can reach them easily (e.g. in a small bowl or a card box).
New adventurer groups always start in the city of Traumburg or in the village of Abendheim.
The players take their turns clockwise. The player with the least Honor! begins; in case of a tie, the oldest player begins. Their left-hand neighbor — i.e. the player who will be next to take a turn — looks up the rolled event in the Book of Events and reads it to them. After the turn, the reader passes the book on to the left and is themselves next to take a turn, and so on.
Standard Groups
For your first game you can skip Adventurer Creation on the next page by copying one of the following two groups onto the corresponding four sheets:
Dwarf: Fighter / ME 3 / RA 2 / AR 1 Parry (AR+1) / Axe (ME+1), Sling / 1 Gold
Human: Cleric / ME 2 / RA 2 / AR – Healing / Club, Sling, Gold Talisman / 1 Gold
Elf: Ranger (f) / ME 1 / RA 3 / AR – Alertness / Bow (RA+1), Dagger / 1 Gold
Halfling: Thief (f) / ME 2 / RA 3 / AR – Trading, Lockpicking / Sword (ME+1), Sling / 2 Gold
Group Sheet: ME: 8 / RA: 10 / ME+RA: 11
Half-orc: Fighter (f) / ME 3 / RA 1 / AR 2 Whirlwind Attack / Sword (ME+1), Sling, Leather Armor, Healing Potion / 1 Gold
Human: Ranger / ME 3 / RA 2 / AR – Endurance / Spear (ME+1), Sling / 1 Gold
Halfling: Thief / ME 1 / RA 3 / AR – Stealing, Trap Disarming / Dagger, Sling / 1 Gold
Half-elf: Wizard (f) / ME 1 / RA 2 / AR – Magic Arrow / Dagger, Sling / 1 Gold
Group Sheet: ME: 8 / RA: 8 / ME+RA: 11
Adventurer Creation
During the game, each player controls up to four adventurers. These must be created before the game begins, in seven short steps.
Every new adventurer belongs to one of eight different races: Human, Dwarf, Elf, Halfling, Half-elf, Half-orc, Centaur, or Half-duck.
The Fairy is not an adventurer you can choose at the start. She can only be found through events.
-
Depending on the desired races, take the corresponding four adventurer sheets, plus one group sheet.
-
The player must give each adventurer their own name, note behind it whether they are male or female, and choose one of six professions for them: Fighter, Ranger, Thief, Seafarer, Cleric, or Wizard.
-
Each adventurer knows one or two random starting skills, rolled according to their profession. The starting skills are listed further back with the profession descriptions, or on the overview table under "Adventurer Creation."
-
Every adventurer starts with a dagger (Clerics start with a club) and a sling.
-
Each group also has D100 Gold (or 44 Gold) at the start of its career, plus one of: a Healing Potion, an Antidote, or a Gold Talisman.
-
The group may, in Traumburg or in the village where it starts, buy equipment with the rolled Gold.
-
On both the individual adventurer sheets and on the group sheet, the ME and RA values are entered. An adventurer's ME is STR + melee weapon bonus. RA is DEX + ranged weapon bonus. On the group sheet, the summed ME and RA values are entered. For ME+RA, only the higher of each adventurer's two values is added — either ME or RA, not both.
A player may never have more than 4 regular adventurers; only Fairies can join as additional adventurers, should any join the group.
Game Pieces and Tokens
There are various game pieces and tokens that serve different purposes:
The group pieces. Each player needs a group piece (pawn), with which they move their adventurer group across the game board. You can use the wooden cones included in the game for this, or a nicely painted pewter figure, or a small pebble you found yourself, to mark the group's location.
Fame! tokens. When a group earns Fame!, the player receives the corresponding number of Fame! tokens from the reader. Fame! received is always immediately credited to the Honor! total as well. The player can collect Fame! and use it for developing adventurers' attributes and skills, and return the tokens.
Injury tokens (red and black drops). There are Injury tokens to show an adventurer's injuries. They are placed on the adventurer sheet when the adventurer receives an injury, and removed when they are healed. An injury means the adventurer can no longer use skills and may no longer fight. Two injuries lead to death.
Cursed injuries (black drop) from mummies, ghosts, demons, or dark riders cannot be healed by resting, only by magic.
Curse! tokens. When an adventurer is cursed, they receive a Curse! token. As long as they have the curse, they get a –1 penalty on every kind of combat.
Curses can be lifted for money in settlements. A Cleric who has learned the miracle Curse-Breaker can also remove it that way.
Marching Order
Each player lays out their 4 adventurers (A1 to A4) side by side in front of themselves. The group sheet (GS) lies either to the left or to the right and shows which end is the front. The adventurer directly next to the group sheet (A1) is thus the frontmost. The one furthest away (A4) is the last.
| GS | A1 | A2 | A3 | A4 |
|---|
The marching order of the adventurers can be changed at will, before an event number has been rolled, at any decision point (/) in the text, or between turns.
Equipment
| Item | Gold | Description | Settlement |
|---|---|---|---|
| Bare-handed (2h) | – | D6+STR–1 to ME | – |
| Dagger or Club (1h) | 10 | D6+STR to ME | all |
| Iron weapon (1h) | 30 | D6+STR+1 to ME (Sword, Axe, ...) | all |
| Two-handed iron weapon (2h) | 60 | D6+STR+2 to ME (Long Spear, Great Sword, ...) | St, Ga, Go |
| Lance (2h/1h*) | 80 | D6+STR+2/(*+3 mounted) to ME, Fighters only | St, Gy, Go |
| Padded Coat, PC | 10 | AR: 1, armors are not combinable | all |
| Leather Armor, LA | 30 | AR: 2, not for Wizards | all |
| Chain Armor, CA | 80 | AR: 3, not for Thief, Seafarer, Wizard | St, Gy, Ga |
| Plate Armor (!), PA | 200 | AR: 4, not for Rangers, Thief, Seafarer, Wizard | St, Ga, Go |
| Shield, SH | 20 | AR: +1, not usable with a two-handed weapon | all |
| Donkey | 30 | MOV 3, ME +0 | all |
| Pony | 40 | MOV 4, ME +0 | Do, Gr, Ga |
| Riding Horse | 80 | MOV 5, ME +0, no Dwarves or Halflings | St, Do, Gy |
| War Horse | 180 | MOV 5, ME +2, no Dwarves or Halflings | St, Gy, Go |
| War Boar | 150 | MOV 4, ME +2, only Dwarf and Halfling Fighters | Ga |
| Wagon + Draft Horse (!!) | 120 | MOV 2, carries up to 2 very heavy things (!!) | St, Do, Gr |
| Boat (!!) | 70 | Movement on Sea or Lower River | St, Do |
| Ship (!!!) | 210 | Movement on the Sea, +1 to ME | St |
| Throwing Stones (1h) | – | D6+DEX–1 to RA | – |
| Sling (1h) + Bullets | 10 | D6+DEX to RA | St, Do, Gr |
| Bow (2h) + Arrows | 30 | D6+DEX+1 to RA, Humans, Elves, Half-orcs, Centaurs only | St, Do, Gy |
| Crossbow (2h) + Bolts | 40 | D6+DEX+1 to RA, no Halflings | St, Ga, Go |
| Heavy Crossbow (!) (2h) + Bolts | 80 | D6+DEX+2 to RA, only with STR 4+, no Halflings | St, Ga, Go |
| Healing Potion (magic) | 80 | instantly heals one injury, single use | St, Gr, Gy |
| Antidote (magic) | 50 | instantly neutralizes one poisoning, single use | Do, Go, Gy |
| Break Curse | 66 | lifts one curse (44 in Gylravar) | all |
All equipment restrictions for Halflings apply equally to Half-ducks and Fairies. Fairies have additional restrictions besides (see page 8).
Equipment Rules
Adventurers can buy equipment for their Gold in settlements or during some events.
Equipment may only be entered under "equipment at hand," in the second mount line (saddlebag), or in the backpack on the reverse side. "Equipment at hand" is limited to 6 lines. Each line, and also the saddlebag, may only hold one item. Any number of items can be noted in the backpack.
The reverse side of the group sheet is the cargo bed of the wagon or boat, if one of the adventurers owns one. Any number of items can be noted there.
There is heavy equipment (!) and very heavy equipment (!!). Every adventurer can carry one heavy item. If they have STR 5 or more, they can carry two heavy things; with STR 6 or more, three heavy things, or one very heavy thing.
There is also huge equipment (!!!). This cannot be transported, but carries itself, e.g. a dwarven airship or a ship.
Masterwork weapons and armor and noble mounts cost triple the price.
Masterwork weapons have a CS of +1. Masterwork armor has an AR of +1, or is not heavy (!). Noble mounts have a MOV of +1, or give an additional +1 bonus to ME.
Silver weapons give +1 to CS against all undead. Silver armor has +1 AR against undead. Silver masterwork weapons and silver masterwork armor cost six times the price (normal price x2 x3).
Magic weapons and shields cost 100 Gold extra. These give no additional bonus to CS, but they can be used to fight ghosts and demons. Ghosts and demons cannot be injured with normal weapons.
Magic armor costs 200 Gold extra. It protects against demons.
A Boat and Ship allow the group to travel the sea.
The Adventurer Sheet
For each of their four adventurers, the player selects an adventurer sheet matching the desired race. On this sheet, all the important things the adventurer can do and owns are noted in pencil.
At the head of the sheet, name and profession are noted. The adventurer's sex should be noted here too, especially if the name isn't unambiguous.
Below that are the values for Melee, Ranged, and Armor Rating. ME results from Strength + melee weapon bonuses, RA from Dexterity + ranged weapon bonuses. Armor Rating follows from armor + shield.
For skills, home regions and skills (e.g. also spells) are noted. Each skill takes up one line (there are 6 skill lines). Once all lines are full, an existing skill can be erased to learn a new one.
To use skills, a test roll with a D6 less than or equal to the corresponding attribute is usually required. That's why it's good to note the attribute next to the skill. Not all skills require a test roll.
Rangers can use these lines for further home regions, to learn three more home regions each.
The quality of the adventurer's four attributes (MOV, STR, DEX, and IT) is shown by the black-filled dots. The empty rings show how much Fame! it costs to learn that point.
Under "equipment at hand" all items the adventurer holds in hand or wants to be able to use quickly are written down. For example, a Potion of Flight noted here can be drunk the moment the adventurer falls into a pit trap. If the potion is in the backpack (on the reverse side), it isn't as quickly accessible. Every item always takes up a whole line.
Money may only be noted here. Gems may be noted either here or in the backpack.
Every adventurer may ride a mount. If they ride one, they have an additional line for equipment at hand under the mount (or a special saddle).
The reverse side of the sheet is the backpack. Any number of equipment items may be noted here (lines 9–10, equipment in the backpack noted on the reverse side).
The Group Sheet
Each player has a group sheet, on which the community of their four adventurers is summarized. Wherever the group sheet lies is always the front.
At the head of the group sheet, the player's name is noted and, optionally, a name is given for the group. The group name can be used by the narrator when the read-aloud text says "the group" or "the adventurers."
Under Adventurers, the names, races, and professions of the adventurers are written down. If one of the adventurers dies, they get a nice little burial mound. Newly recruited adventurers are added at the bottom, but no more than three additional ones. When all 7 lines are full, the group has reached its end. Fairies count toward this too.
Under Quests, the player can note the destinations of quests (or dungeons) their adventurers know about, e.g. Vu10. No more than three quests may ever be noted.
Under ME, RA, ME+RA, the Combat Strength (CS) is entered. For ME, RA, and ME+RA, the summed values of all four adventurers are entered. Note: for ME+RA, only the higher of each adventurer's two values is added (not the sum of ME and RA).
Under Honor!, one point is filled in for every point of Fame! the group receives. This list must be kept very carefully, because it counts toward the game's victory conditions. At the latest when 100 Honor! is reached, the game is over for that group.
In the last line, piece color, location, and Fame! tokens can be noted when the game is interrupted, so the next game session can seamlessly continue from where you left off. Curses may also need to be noted here.
Races
Adventurers can be chosen from 9 different races. They are introduced below.
Humans. Most of us know them. An average 170 cm tall and 70 kg heavy Homo Sapiens. At home in the Marsh. Average attributes and therefore very versatile.
The city of Traumburg is the capital of Ultimor and was built by humans. The king resides here with his court. There is also the village of Abendheim, which is mainly inhabited by humans.
Halflings. They are so small and dainty that you could mistake them for a human child. However, they have more hair on their feet (and their teeth) than a child does. They are on average 110 cm tall and 35 kg heavy. At home on the Plain, extremely nimble, but weak and slow.
Grent is a cluster of dwelling-mounds where the halflings live under the leadership of their elder Balbo.
Halflings can use neither bows (only special short bows) nor crossbows, and no large mounts.
Dwarves. They are small and sturdily built. The men wear long beards; the women are somewhat taller. They are on average 140 cm tall and 70 kg heavy. Their strength is famed, though they are slow and somewhat clumsy. They are at home in the Hills.
At the foot of the mountains lies the sturdily-built Gadûr, where the council of clan elders holds sway under the leadership of Ramuin.
Dwarves cannot use bows (only special short bows) and no large mounts.
Elves. The slender, tall elves are at home in the forest. They are about 175 cm tall and 65 kg heavy. Their physical weakness is a bearable drawback compared with their outstanding intelligence.
Gylravar, the city of the elves, lies at the edge of the ancient forest, where their benevolent king Idiel has recited poems of purest wisdom for as long as humans can remember.
Half-elves. The descendants of elves and humans stand somewhat at the margin of both cultures, but are gladly welcomed, or at least accepted, in both. Their inability to father their own offspring stirs pity in many. But in the half-elf quarters a very own society has formed, one that makes their melancholy more bearable and lets much good arise.
Half-orcs. Wild and full of strength are the dark-skinned half-orcs, with an average height of 165 cm and a weight of 80 kg. They call themselves Aaruk and, despite their orc-like build and their likewise complete hairlessness, are not really related to orcs. They are strong and fast, but not very nimble. At home in the Moor and on the Cliff, where they trade with the barbarians of the east.
Their capital is Gomoa, where the clan elder Rabur sits on the throne and looks toward an uncertain but promising future.
Centaurs. Beings with the bodies of horses and the torsos of humans, these graceful creatures gallop as fast as the wind across their home Wasteland. There are not many of them, and they live in small herds in the wilderness. Even so, their culture of unity of strength and spirit reaches back nearly as far as that of the elves. They live in constant struggle against the ratmen of the west and are highly regarded among humans, dwarves, and halflings.
Centaurs are considered mounted and may always wield lances one-handed. Centaurs have –1 to MOV in dungeons and caves.
Half-ducks. Just like the halflings, the half-ducks came into being through the great magical accident of the dark wizard Gardakhan about 150 years ago. Since then, several flocks of them have found a home along the river below Abendheim and in the Marsh. They are about 120 cm tall and 35 kg heavy. Their dexterity comes close to that of the halflings, and their other attributes are similar too.
Half-ducks are like halflings regarding use of equipment and mounts. Half-duck Wizards are immune to the quacking of half-ducks. If there are at least two half-ducks in the group, they can use their quacking to prevent enemy wizard spells. Half-ducks can swim, which protects them from any event that could otherwise drown them (Tidal Wave, Flood, etc.).
Fairies. These small, flying inhabitants of the primeval forest are normally out on their own business and very shy, but every now and then it happens that a fairy joins an adventurer group. They are about 100 cm tall and average 15 kg in weight.
A fairy can join the group as an additional adventurer. Multiple fairies are possible. A fairy can fly, but does not get +1 MOV as with the spell of the same name. She knows one spell to begin with and can learn further spells and ranger skills as well as improve her attributes.
Fairies have the dual profession Wizard/Ranger. In combat, the fairy adds her attribute value + weapon bonus, but does not roll an additional D6.
A fairy already dies if she suffers just one injury and fails a roll against STR. A fairy who has learned the skill Endurance dies only at two injuries (as if she were a normal adventurer), but is incapacitated after one injury. Every fairy is immune to poison and disease. She cannot wear armor and has no backpack. A fairy never works and never shops!
Adventures and Events
The game is about surviving adventures and thereby gaining more Fame! and Honor!.
A group that moves into a land rolls an adventure for the corresponding region with D100. The rotating reader looks up the rolled number in that region's Book of Events and reads it aloud. The reader always reads for the player who took their turn immediately before them.
There are separate adventures/events for every region on the map. These adventures can vary greatly. In some events the player can choose; others are mandatory. What exactly needs to be done is given in the text.
Danger Level
Regions vary in how dangerous they are. As a general rule, the farther you get from the city of Traumburg, the more dangerous it becomes. Below each region on the map are two numbers (e.g. 2–50). The smaller number is the Honor! up to which you should avoid this region (this is not mandatory, but strongly recommended for beginners!!!). The larger number indicates up to which Honor! you may roll for events in this region. After that, the group automatically becomes native to this region. Settlements have no such restriction.
Reading Aloud
The one reading aloud is called the reader or narrator. When a player rolls an event and tells the reader the result, the reader looks up the corresponding event in the Book of Events and reads it to them. The following should be observed:
The Three Rules of Reading Aloud
- The heading is never read aloud (treasures excepted). It only serves to label the event.
- When a slash (/) appears in the text, the reader must wait for the player's decision. Three dots (...) mean: wait for player action, pause.
- Things in parentheses are rolled first and the result is read aloud.
Optional Read-Aloud Rules
- If desired, the word "group" or "adventurers" can be replaced in the text with the group's name.
- If the event is marked directly after the number with an exclamation mark, the reader can ask the player whether they want to use a talisman to reroll. This rule is meant for beginners. Experienced players may only use the talisman for the event roll itself, as long as they haven't yet told the narrator the die result.
- Experienced readers are welcome to further embellish the read-aloud text themselves, if that goes over well with the players.
Fame! and Honor!
A player's adventurer group has a certain Honor! value. At the start, Honor! is zero. The more monsters a group defeats, the more treasures it has found, and the more adventures it has survived, the more famous it becomes. Its Fame! rises as it receives Fame! tokens for a won fight. Fame! received is always immediately credited to the group as Honor! as well. The Fame! tokens are collected on the group sheet until they are spent.
Honor! received is simply noted by filling in the rings on the group sheet. When Honor! is lost, filled-in rings are erased.
How much Fame! or Honor! a group gains or loses always follows from the adventure text. If an adventurer of the group dies, a new one must be recruited as soon as possible. For every new adventurer a group hires, it must sacrifice 10% Honor! (rounded down) from its account, because new adventurers do not yet have such a good reputation and dilute the group's standing.
When a player has collected enough Fame! tokens, they can make their adventurers more powerful. Fame! tokens can be used to raise an attribute or learn a new skill (see: Development of Adventurers).
200 Gold can also be converted into 1 point of Honor! in the city of Traumburg. Adventurers can only do this during an audience with the king.
At the latest when a group reaches 100 Honor!, the game is over for it.
Combat
When the event calls for it, a fight breaks out with monsters or other adversaries.
Every fight is only fought until one side is injured or the adventurers flee. A single injury to the enemy is enough to win the fight. It doesn't have to be fought to the death.
At the latest after three tied rounds, the fight is broken off because both sides are exhausted.
There are voluntary and forced fights:
Voluntary Combat (?). When the text describes an opponent who does not attack on their own, the player can decide whether to attack or not. A voluntary fight is indicated by a "?". If the player doesn't want to fight, the event is normally over immediately.
If the player fights voluntarily, they may first change the adventurers' order or pass around and rearrange items.
Forced Combat (!). When the event text states that the adventurers are attacked (e.g. "A red dragon swoops down on the group..."), it is a fight that must be fought. A forced fight is indicated by a "!".
With the skill Alertness, forced fights can be turned into voluntary fights.
Some forced fights hit the group from behind. In this case, if the fight is lost, the damage is distributed only from the back of the marching order. That means the last adventurer takes damage first, then the second-to-last, and so on.
Some forced fights are directed only at parts of the group or individual adventurers. In this case, only those named may take part in the fight, and only they can take damage.
Combat Strength (CS)
Combat Strength is the fighting power of a single adventurer or an entire group, and is always a number of dice plus an additional bonus.
The Combat Strength of a group is the sum of the Combat Strengths of all its members.
Example: A goblin with a dagger has a CS of D6+1 in melee. A group of 4 such goblins therefore has a CS of 4D6+4.
Every adventurer has a CS for melee and a CS for ranged combat. The whole group has a CS for melee (ME), for ranged (RA), and for combined melee and ranged (ME+RA).
Under "equipment at hand," many weapons may be noted, but every adventurer only has two hands, i.e. they can normally use either a one-handed weapon and a shield, or a two-handed weapon.
Adventurers with the skill Dual Wielding can use two one-handed weapons in melee.
The CS of an adventurer group is calculated as follows:
Armed adventurer: D6 For ME: add Strength For RA: add Dexterity Add the damage of the weapon used Add magic or other bonuses.
Example: A human with a normal sword has the following Combat Strength (CS) in melee: Adventurer: D6 / STR: +2 / Sword: +1 = D6+3.
Melee (ME) and Ranged (RA)
There are fights that take place only in melee, only ranged, or mixed (ME+RA). This is always given at the end of the introductory text and marked with a "!" or "?".
Depending on what is allowed in the fight, the player decides which adventurers fight in melee, which in ranged, and which perhaps don't fight at all. Then the player rolls D6 for each adventurer and adds the CS for the corresponding type of combat.
The reader also rolls according to the Combat Strength given by the event. Whoever gets the higher result wins. The difference between the two die results is the damage that the losing side takes. If both sides roll the same combat result, or if the damage is entirely absorbed by the first adventurer's armor or other effects without injuring anyone, then the combat round is a tie and another round is fought — but never more than three combat rounds. An exception applies to all undead (see below).
Some forced fights target only parts of the group or individual adventurers. In this case only those named may take part in the fight and only they can take damage.
Damage
The damage is distributed entirely onto the losing group, starting with the first adventurer. Here, each adventurer's Armor Rating (AR) is important, which is made up of armor, shield, and other bonuses (e.g. from the skill Parry).
The AR of the first adventurer is subtracted from the damage. The following point of damage causes an injury. Then the remaining damage points hit the next adventurer, and so on.
Example: The reader rolled a difference of 9 points for the monsters. They try to injure the first adventurer, the fighter Albrav. He has leather armor (AR 2). So two points are subtracted first; the third point injures Albrav. 6 points remain to injure the next adventurer.
It can well happen that in a fight all the adventurers are injured one after another. If points remain after that, the count starts again from the front. Adventurers can thus receive a second injury and die from it. On the second pass, AR again provides protection.
Non-Combatants
In every fight (whether voluntary or forced), the player can decide that individual adventurers do not join the fight. They simply stay out of the fight. That means their Combat Strength is not counted into the group's total CS, and they cannot be injured if the fight is lost. If all combatants die, every non-combatant receives two injuries.
The only requirement for not fighting is that only the rearmost adventurers may opt out. That is, if the last adventurer is fighting, the one in front of them cannot stay out of the fight. If the group is attacked from behind, it is naturally the other way around.
Flight
After every tied combat round, the adventurers may flee — even in a forced fight. When fleeing, the first D3–1 adventurers receive an injury with all consequences.
If one side has been injured in a fight, the fight is over in any case and the injured side withdraws.
In a fight against undead or demons, the adventurers must flee if the fight was not decided by the third round, because undead are never exhausted. In that case, the first D3 adventurers are injured instead.
Bandits
If the event mentions "bandits," then all injured adventurers are robbed. They lose one equipment line, determined with D10. If that line is empty, nothing is stolen.
Injury and Death
When an adventurer has an injury, they count as incapacitated and unable to fight until they are healed. If an adventurer receives a second injury, e.g. from an attack, they may still take one life-saving action, such as drinking a magic potion they or the adventurer behind them has at hand.
An adventurer dies if they have two injuries, or if an adventure contains corresponding information, e.g. if an adventurer is poisoned or falls into a chasm.
End of the Group
If a player has no living adventurers, or only one left, the group has reached its end and the last adventurer rides alone into the sunset. The player may, however, start again with a new group right on their next turn, just as at the start of the game (see Adventurer Creation).
Undead, Ghosts, and Demons
Skeletons, zombies, vampires, mummies, black riders, ghosts, and demons belong to the group of undead. Undead are not exhausted after three combat rounds (see Flight, above).
Undead are vulnerable to silver weapons. That's why you get +1 against undead with them.
Ghosts and demons can only be hit with magic weapons. An adventurer without a magic weapon can still take part in a fight against these opponents, but has a CS of 0.
Damage from demons can only be absorbed by magic armor. A normal armor or a normal shield has an AR of 0 against demons.
Ghosts, demons, mummies, and black riders cause cursed damage (black drop). This damage cannot be healed by resting, but must be healed by magic (Healing spell or Healing Potion). Curse-Breaker turns a cursed injury into a normal injury.
Attributes
Every adventurer has four attributes: Movement, Strength, Dexterity, and Intelligence. These represent various qualities of an adventurer that are tested in events, where the player tries to roll a D6 result less than or equal to that value. If they succeed, the adventurer has passed the test. Most skills likewise depend on an attribute, which must be tested in order to use the skill.
Movement represents the adventurer's agility, nimbleness, acceleration, and top speed. It has nothing to do with the group's travel speed on the map of Ultimor, however. There, movement range is normally 1 space per turn.
Strength represents the adventurer's power, melee prowess, toughness, and resilience. It also affects how many heavy items they can carry. Every adventurer (except the fairy) can, however, carry any number of normal items.
Dexterity represents the adventurer's agility, manual skill, and ranged combat prowess. It is also responsible for some cleric miracles.
Intelligence represents the adventurer's cleverness, memory, and wit. It is also responsible for some cleric miracles, and all spells depend on intelligence as well.
Home Region and Survival
When an adventurer is native to a region, they can set up camp there and use certain skills better.
In settlements, nobody needs to be native, and all adventurers are automatically native to Meadows and Fields, because survival is very easy there.
Every adventurer has one or two wilderness regions where they are native from the start. These skills are permanently noted on the adventurer sheet and cannot be unlearned.
An adventurer can become native to further regions by learning Survival for that region. An elf, who is naturally native to the Forest, can e.g. learn Survival Ur (Primeval Forest) and thereby become native to the Primeval Forest.
Every adventurer can be native to three regions in total. They can fill the free spots in the "native" line with regions further along the chain. To do so, you must learn along the following region chains:
- Marsh – Moor – Swamp – Chasm
- Marsh – Cliff – Isles – Chasm
- Plain – Wasteland – Desert – Chasm
- Forest – Primeval Forest – Jungle – Chasm
- Hills – Mountains – Volcano – Chasm
- Lower River – Upper River – Chasm
- Lower River – Sea – Isles
To become native to more than three regions, a regular adventurer must use one of their other skill lines.
A prior region in the chain can always be learned as well. If an adventurer has the opportunity to learn Survival Mountains but is not yet native to the Hills, they can learn Survival Hills instead.
Every wilderness region (all regions except settlements) has an Honor! interval. As soon as the group reaches the upper Honor! number of a region (e.g. 50 in the Forest), it may no longer roll events there, and all adventurers in the group automatically become native to that region.
Special Actions
Instead of moving and experiencing an adventure, the group can set up camp in the wilderness, or rest at the inn in settlements. To set up a wilderness camp, an adventurer must be native to the region and uninjured.
Each adventurer can then perform a single special action, independent of the others — including the one who sets up the camp.
Which special actions are possible in a given region is also stated in the introductory text of that region in the Book of Events.
The following special actions exist:
Rest (wilderness camp or settlement). An injured adventurer does nothing on this turn and thereby heals one injury (red drop).
Cursed damage (black drop) from mummies, ghosts, demons, or dark riders cannot be healed by resting. This requires magic.
Training (wilderness camp or settlement). The adventurer can raise one of their attributes (MOV, STR, DEX, or IT) by one point through training. To do so, they return the number of Fame! tokens indicated in the ring and fill the point in black.
Learn a skill from a teacher (settlement). The adventurer can visit a teacher in settlements and learn a chosen skill of their profession from them. This costs 30 Gold and 1 Fame!.
Skills outside one's own profession can also be learned. This, however, costs 30 Gold and 2 Fame!.
Cleric miracles and spells cannot be learned outside one's profession from other professions. Clerics and Wizards also cannot choose what they learn. Their prayers and studies are mostly unpredictable, and the skill must be rolled randomly after paying the teacher (see the profession description in the back part of the rules).
Learn a skill from a master (event). The adventurer can encounter masters in events who teach them a skill in that turn. This normally costs 30 Gold or 1 Fame!. A master can only ever teach one adventurer.
Raise a skill to mastery with a grandmaster (event). The adventurer can encounter grandmasters in events who help them bring an already-learned skill to mastery in that turn. If the cost isn't mentioned, it costs 100 Gold or 2 Fame!.
A mastered skill is marked on the adventurer sheet with three exclamation marks (!!!).
If the skill hasn't been learned yet, the grandmaster can also teach it normally, as a master would.
Hard Work (settlement). The adventurer works the whole turn and receives a small sum of Gold for it. How much this is is stated right at the beginning of each settlement in the Book of Events (in Gadûr, e.g., STR–1 Gold).
Adventurers aren't really made for hard work, so this special action may not be performed twice in a row without an event roll in between.
Buying and Selling (settlement). An adventurer can buy any number of items from the equipment list and sell things. They can also shop for other group members and use their Gold to do so.
When shopping, note that some things are only available in certain settlements (see the Settlement column).
Recruit an adventurer (only a complete group). If a group has fewer than 4 adventurers (fairies not counted), it can fill its ranks back up by recruiting an adventurer.
To recruit an adventurer, the group must be in a settlement or another recruiting region (Fe, Wi, UF) and either roll on the separate recruiting list, or (as at the start of the game) take a native adventurer of any profession. This adventurer then has a randomly rolled skill and owns only a dagger and a sling.
An adventurer rolled from the list doesn't have to be taken on. If they are taken on, you may immediately roll for a second one, if the group needs another. If a rolled adventurer isn't accepted, they must be compensated with 5 Gold. You can roll again next turn.
At most four adventurers may ever be in the group at one time. Fairies don't count toward this. Every new adventurer taken into the group costs the group 10% Honor! (rounded up), since the heroic deeds already accomplished by the group are diluted by the presence of uninvolved newcomers.
Meeting other adventurer groups (always possible). When the group is in the same region as another group, the adventurers can trade equipment, treasures, Gold, and favors (e.g. spells or miracles) after the event or at the end of a rest.
A meeting can also be used for a thief to use their Stealing skill once against an adventurer of the other group. If they succeed on the theft roll, they may name a line number from any adventurer's equipment lines. If that line is empty, they may choose another line. See also "Stealing" on page 18.
A player's adventurers cannot teach skills to other players' adventurers. They are simply too busy searching for Fame! and Honor! to be fit as teachers.
Audience with the King (only a complete, unharmed group in St). Only the complete and uninjured group gets an audience with the king in the city of Traumburg. This takes the whole turn. There, the adventurers can tell the king about their heroic deeds and carry out any number of the following actions:
- Exchange 200 Gold for 1 Honor!.
- Exchange 1 magic treasure for 50 Gold.
- Exchange 3 magic treasures for 1 Honor!.
- Exchange 1 Fame! for 50 Gold.
- Have 100 Honor! and be knighted by the king as Knights of the Realm of Ultimor. Victory!
- Have under 100 Honor! and deliver a legendary treasure, becoming an eternally-sung hero of the Kingdom of Ultimor. Ultimate Ultra-Victory!!!
Combat between two groups (only if the opponent possesses a legendary treasure). A group can only attack another group if the other one owns a legendary treasure and has more Honor!.
This special action can be performed in the same turn in which you moved into a region. It can take place directly after resolving the normally-rolled event, if the group wants to.
The winning group may plunder the other group normally, as bandits do after a fight, and in addition the legendary treasure changes owner.
Development of Adventurers
An adventurer can develop in various ways:
- Raising attributes
- Learning new skills
- Improving skills (mastery)
These options are all described on the left under "Special Actions."
Dungeons!
Every dungeon has a certain danger level:
- Dangerous Dungeon (from 10 Honor!)
- Very Dangerous Dungeon (from 30 Honor!)
- Deadly Dungeon (from 50 Honor!)
When the adventurers have discovered a dungeon, they can decide whether to venture into it on the following turn or not. Sometimes the event text gives them no choice, and the group must explore the dungeon.
If the group goes in, the player must make a normal event roll with D100. The event is resolved as usual. After that, though, rolling must continue until the group reaches a dungeon ending. Only then is the turn over.
While the adventurer group moves through a dungeon, the marching order shown on the adventurer sheets always applies. The order of the sheets can be changed before each event is rolled, but not after rolling, unless it's a voluntary fight or another decision point (/).
A group that is in a dungeon can end its turn after each completed event, to take a short rest in some cold, dark corner. On the next turn, no injuries are healed by resting, but at least the wizards regain fresh magical power.
Most mounts cannot be brought into a dungeon. They wait outside until the adventurers return. If the group doesn't leave the dungeon in the same region, the mounts remain in the region of origin until someone picks them up there.
Mounts, by the way, also cannot be brought along in normal events if it concerns a building or a cave.
Treasures
When the group survives an adventure or wanders around in a dungeon, there are often hints that they have found Gold. This can be a fixed amount or a number that must be rolled.
For example, "(2+D6) Gold" would mean the reader must roll a six-sided die and add 2 to the result. The player can then credit themselves with that number of gold coins.
Every so often there are also references to the treasure tables. These are always accompanied by a following note in parentheses that says which die to roll on the table with. "(MT 2D10)" would mean, for example, that you roll 2D10 on the table for magic treasures.
The treasure tables contain special treasures that the adventurers get. There are quite valuable normal treasures, magic treasures, or even legendary treasures.
Legendary treasures are unique. If another player already owns this treasure, the die result is invalid and cannot be rerolled. The affected player is out of luck — another player got there first.
Normal treasures (NT) count as Gold and are not noted as a separate equipment item, unless they are heavy (!) or very heavy (!!). Heavy things (armor excepted) can only be carried in a backpack or on a mount; very heavy things only on a wagon or in a boat. Every adventurer can only carry one heavy item (with STR 5 two, with STR 6 three heavy things or even one very heavy thing).
Magic and legendary treasures are always equipment items that must be noted under equipment.
Gold and Gems
Adventurers keep receiving Gold in the course of the game. They can use it to buy equipment (e.g. weapons) or have skills taught to them.
Gold must always be noted with the individual adventurer in their purse, but it can be passed around within the group at any time. The individual adventurers' wealth is thus always common gold belonging to the group and can, of course, be used for everyone.
So if the adventurers want to go shopping, one of the adventurers can take the others' gold to procure everything. Only armor must be bought by its own wearer, since it has to be fitted.
If the group has a financial shortfall, it can also work normally in the city or village to earn money (see the introductory text of a settlement in the Book of Events).
Selling equipment items earns half their purchase price.
Gems. These can be noted in the purse, or like other equipment in the backpack or at hand. Gems can only be converted into Gold in settlements. This transaction can also be influenced with a Trading roll.
Gems may not be split. Should they be part of a trade, they count as an indivisible item, even though they have a Gold equivalent value.
Talismans
These lucky charms are very advantageous. An adventurer can use a talisman to reroll a single die. The new result counts, and the talisman instantly crumbles to dust.
The following talismans exist. Listed behind them are the regions in which they work. They can only be used there:
| # | Talisman | Regions |
|---|---|---|
| 1 | Gold Talisman | above ground except Sh |
| 2 | Turquoise Talisman | Eb, Öd, Wü |
| 3 | Iron Talisman | Hü, Be, Vu |
| 4 | Wood Talisman | Wa, Ur, Ds |
| 5 | Bone Talisman | Ma, Mo, Su |
| 6 | Water Talisman | Ma, UF, OF, Me, Mg |
| 7 | Crystal Talisman | Mg, coast, In |
| 8 | Ruby Talisman | Wü, Vu, Ds, Su |
| 9 | Lava Talisman | Vu, Sh, In |
| 10 | Wax Talisman | all dungeons, Sh, Hö |
| 11 | Diamond Talisman | everywhere |
Every adventurer can only ever own at most one talisman. The moment they carry two, both crumble to dust, uselessly. Mounts can carry their own talisman in the saddlebag line, or a draft horse on the wagon.
Keys, Chests, Portals
Every so often the adventurers find chests, or encounter doors or portals made of metal. These cannot be forced open and must be opened either with a matching key or with the skill Lockpicking. See also the skill description for Thief or Seafarer.
With Lockpicking, every lock can only be attempted once. If the roll was not successful, a matching key must be used.
Metal chests, if they cannot be opened, can be taken along, but are very heavy (!!). You therefore need a wagon or a STR of 6 or more for this.
Curse!
When an adventurer is cursed, they receive a Curse! token and thereby a –1 penalty on every kind of combat, until the curse is lifted. Every additional curse adds to this.
Curses can be averted by the spell Magic Protection right at the moment of being cursed. The Cleric miracle Curse-Breaker, or Break Curse in settlements, removes one curse from an adventurer.
There will be special Curse! cards in a future expansion. When those cards are available, a card is drawn instead of a token.
Quests
In some events, the group learns of a quest (e.g. Öd 34), which they may note on their group sheet under Quests. A group can have up to three quests noted at the same time.
If the group is in the region of a noted quest at the start of its turn, it can claim the quest and go directly to that event number without rolling.
Unless noted otherwise, the group receives one additional Fame! if it successfully completes the event there, or returns from a dungeon without loss (no dead adventurer). The quest is erased in any case.
Quests can also be erased at any other time, but the group loses one point of Honor! for doing so.
Dungeon rule: If a group finds a dungeon but doesn't venture into it yet, it can note the dungeon under Quests in parentheses and enter it at a later time. The parentheses are necessary because there is neither an additional Fame! point for successful completion nor an Honor! deduction for erasing it in this case.
Adventurers, Masters, and Grandmasters
In some events, the group meets other adventurers, or masters, and grandmasters.
Adventurers (or Masters). They can be hired if the group has fewer than four adventurers (fairies always). They also know a skill that can be learned from them (see Special Actions). And they often carry an item or Gold that a thief with the Stealing skill can steal from them.
Grandmasters. Whoever finds a grandmaster is lucky, because that's the only way to attain mastery in an already-learned skill (see Special Actions). If the offered skill is not yet known, the grandmaster also teaches it from scratch, at the normal price, as a master would.
Companions and Followers
Adventurers can gain companions, e.g. animals, that follow them and grant them skills or other advantages as long as they stay with them. These are noted either with skills, with equipment at hand, or with mounts, and accordingly reduce their possible number.
Wizards can additionally gain special followers (so-called "Männchen," little familiars), but never more than one at a time, because familiars are jealous.
There will be additional game cards for companions and followers in future expansions of the game. Anyone who wants to can also make such cards themselves if they find a companion (e.g. using a set of FlyingGames blank cards).
Spell Scrolls
Every adventurer can read a spell scroll by making an Intelligence roll. If the roll succeeds, the adventurer can use the spell described on it, as if they were a wizard or cleric who had learned it as a skill.
Wizards and clerics who use a scroll of their own profession get +1 on the IT roll.
The magic of the spell scroll is used up after use, whether it succeeded or not.
Death and Group Dynamics
When an adventurer dies, they get a death cross behind their name and on the group sheet, and the adventurer sheet is removed (or placed under the group sheet, or buried in the shelter). They no longer take part in the game from that point on.
Adventurers may not willingly leave the group. It is assumed that everyone is friends and that no one is cast out or exposed to unnecessarily high risk of death. Play tactics that provoke the intentional replacement of adventurers, or the deliberate sacrifice of adventurers, are therefore not legitimate!
A group that has newly recruited three adventurers (either after the death of an adventurer, or because a fairy joined) may not recruit any further adventurers. When the 7 lines are full, the group's fate is sealed.
When an adventurer dies, a lot of important equipment may be lost with them. This depends on the manner of death.
If an adventurer dies in a fight against bandits, or their body is lost in an event (e.g. buried by an avalanche, fallen into a bottomless shaft, etc.), then the group can no longer take their belongings.
If the adventurer dies in a fight against normal opponents (non-bandits) or in a normal event (struck by a falling tree, fallen into a pit trap, etc.), then the remaining adventurers can bury their body properly and inherit their belongings, dividing them among themselves.
Mounts and Wagons
Adventurers can buy, find, or tame mounts. When an adventurer has a mount, they must enter it on the mount line to ride it. They can also lead it, in which case it is noted in the backpack.
If they have a mount, they can also note a further item at hand in the saddle-horn line (the additional line below the mount). They don't have this at hand, however, if they're not using the mount (e.g. in a dungeon). If the mount receives a special saddle, it is always noted in the saddle-horn line.
Every adventurer can only ride one mount. A wagon with draft horse must likewise be noted under Mount, because driving the cart prevents riding.
Additional mounts can, however, be noted in the backpack. They then just run along behind and give the adventurer no benefit.
Mounts have a MOV, a ME bonus, and possibly special features.
| Mount | Stats |
|---|---|
| Donkey | MOV 3 / ME +0, no noble variants available |
| Pony | MOV 4 / ME +0 |
| Riding Horse | MOV 5 / ME +0, no Dwarves or Halflings |
| War Horse* | MOV 5 / ME +2, no Dwarves or Halflings, Lance gives +3 |
| War Boar* | MOV 4 / +2, Dwarves only |
| Wagon + Draft Horse | MOV 2 / ME +0, carries very heavy things |
| Giant Locust | MOV 5 / ME +1, Halflings only, no heavy items, Skill: Hop Away** |
| Ostrich* | MOV 5 / ME +1, Halflings only |
| Unicorn* | MOV 5 / ME +1, Elves and Human women only, gives the rider +1 on IT rolls |
| Pegasus* | MOV 5 / ME +1, flies, Lance gives +3 |
| Riding Snail | MOV 2, protection from traps, dungeon-capable |
| Giant Centipede | MOV 3 / ME +3, dungeon-capable |
| Saber-Toothed Tiger | MOV 5 / ME +3 |
| Giant Air Beetle | MOV 2 / ME +1, can breathe underwater for one turn, Halflings only |
*Lance can be wielded one-handed. **Hop Away: see under thief skill Ducking.
Ponies, riding horses, war horses, and war boars that are purchased can be either fast (+1 MOV) or strong (+1 ME) for triple the price. These noble mounts, however, are only available in the settlements marked in blue on the overview.
Mounts cannot drink potions and can only use items specifically suited for them (e.g. saddles). In the saddlebag line, however, another item (e.g. a talisman) can be placed instead.
Boats and Ships
Rafts, boats, and ships can be used to travel over water regions (river and sea), where ships cannot travel the Upper River. Generally there are differences between the various watercraft in carrying capacity and for combat. Flight-capable adventurers don't count toward carrying capacity. Rafts and boats fit on a wagon; ships do not.
Raft (!!). Can carry only four adventurers, but no mounts. Gives –1 on the water for every adventurer who fights ME or RA.
Any seafarer who rests in a coastal or riverbank region can build a raft with a successful STR or IT roll. Everyone who helps them gives a +1 bonus.
Boat (!!), Cost: 70 Gold (St, Do). Can carry four adventurers and two mounts or a wagon.
Ship (!!!), Cost: 210 Gold (St). Can carry any number of adventurers, mounts, or wagons. Gives +1 on the water for every adventurer who fights ME.
A ship can be rented in Traumburg for 20 Gold to travel to the sea and back, or to the Plain, the Cliff, or the Isles. The ship can also be rented for 10 Gold per additional game round, for any number of rounds. A berth in Traumburg costs 10 Gold.
Dwarven Airship (!!!). Can carry four adventurers and one mount or wagon. Gives +1 for everyone in combat in the open. It can only be obtained through special events. With the airship, you can simply stay airborne while moving into a region and don't have to roll for an event. With the airship you can travel 2 spaces.
Fighters and Their Skills
Roll D6 for the starting skill:
1–2: Parry 3: Charge 4: Whirlwind Attack 5: Armor Pierce 6: Endurance
All further skills may be freely chosen.
Parry (automatic). The adventurer's AR is 1 higher. If Parry is learned to mastery, the AR is 2 higher.
Charge (automatic). Charge only applies in voluntary fights (?). The fighter gets +1 in the first melee round. If they fight mounted on a mount with MOV 4+, even +2. If Charge is learned to mastery, they get +3, and +4 when mounted.
Whirlwind Attack (automatic). In a melee with four or more opponents, the fighter always gets +1. If Whirlwind Attack is learned to mastery, +3.
Note: If a wizard learns Whirlwind Attack outside their profession and owns a wizard's staff, the staff always increases their AR by +1 as well.
Armor Pierce (automatic). When the group does damage in melee, the opponent's AR is reduced by 2. This is not cumulative! If Armor Pierce is learned to mastery, the opponent's AR is reduced by 4.
Endurance (automatic). The fighter can still act (take an action or fight) even while injured. If Endurance is learned to mastery, the fighter can heal an injury at the end of a turn without a fight, without resting.
Note: Endurance also protects the adventurer from loss to bandits after a lost fight.
Berserker (automatic). During an entire melee, the fighter can add an extra D6 to their CS. However, they will definitely receive an additional injury at the end of the fight. If Berserker is learned to mastery, the adventurer can make a STR roll to avoid the injury.
Dual Wielding (automatic, from DEX 4). The fighter can fight in melee with two one-handed weapons of their choice. This gives them a CS of D6 + STR + the bonuses of both weapons. This skill can be learned to mastery and then gives a CS of D6 + STR + STR + the bonuses of both weapons.
Mounted Combat (automatic). The fighter always gets +1 in melee when fighting on a mount. Donkeys are excepted.
Tactics (Success: D6 less than or equal to IT). This skill can be used twice per fight, each requiring a separate IT roll:
- The fighter can turn the fight into a ME+RA fight.
- They can also, after any tied combat round or upon losing, perform a so-called tactical retreat, in which the group is not robbed by bandits. The flight damage after a tie is then 1D3–2 instead of 1D3–1.
Thieves and Their Skills
Thieves may not wear metal armor and may not use two-handed melee weapons.
Thieves may roll two D6 for their starting skills. If both dice give different skills, the thief has both.
Roll 2x D6 for the starting skills:
1-2: Stealing 3-4: Trading 5: Trap Disarming 6: Lockpicking
All further skills may be freely chosen.
Stealing (Success: D6 less than or equal to DEX). If the thief is in the same region as another group, they can steal a carried item other than armor, a complete backpack, or a purse. This is a special action, i.e. their own group must be resting to do it. They must name which adventurer they are stealing from, and name the line. If they fail, they are caught and the group gets –10% Honor! (rounded up). The victim can demand compensation from the thief in Gold equal to their own Honor!, or injure them.
Stealing can be learned to mastery and then gives a +2 bonus.
A group that is being stolen from can foil it if one of its adventurers themselves knows Stealing and passes a successful IT roll.
Trading (Success: D6 less than or equal to IT). If this skill was learned as a starting skill, the group has 16 more starting Gold. On a successful roll, the thief can reduce the cost of a purchase by 10%, or increase a sale by 10%. On a die result 2 less than IT, the margin is even 20% (everything rounded down).
Trading is cumulative. The thief must own the full amount to apply Trading to a purchase, so that they can pay if the IT roll fails.
This skill can be learned to mastery and then gives a +1 bonus on the roll.
Trap Disarming (Success: D6 less than or equal to DEX). In an event where the word "Trap!" appears, the thief can disarm the trap by rolling D6 less than or equal to Dexterity. In that case the consequences described afterward do not occur, because they were able to warn the group. Only a thief in first or second position can normally disarm traps; if they are further back, they get a –1 penalty on the test roll.
This skill can be learned to mastery and then gives a +2 bonus on the roll.
Lockpicking (Success: D6 less than or equal to DEX). On a successful roll, the thief can open a lock on a door or chest that would normally require a key.
This skill can be learned to mastery and then gives a +2 bonus on the roll.
| Lock | Modifier |
|---|---|
| Iron | roll with +1 |
| Bronze | normal roll |
| Silver | roll with –1 |
| Gold | roll with –2 |
| Diamond | roll with –3 |
| Platinum | roll with –4 |
| Uranium | roll with –5 |
Note: Every thief who has learned Lockpicking owns a set of lockpicks (in their backpack). These cost 10 Gold in a settlement. Without them, the thief has –1. A set of masterwork lockpicks (+1) can only be bought or obtained in certain events.
Assassinate (Success: D6 less than or equal to MOV, and D6 less than or equal to DEX). With both rolls successful, the thief can secretly kill a single opponent before a voluntary ME? or ME+RA? fight. They can do this even if the fight would be forced, but the group has successfully applied Alertness. On a failure of either roll, nothing happens. On failure of both rolls, they receive an injury.
To actually kill the opponent, the assassin must beat the opponent's AR with a ME roll. Assassinated opponents give 1 point less Fame!.
If this skill is learned to mastery, both rolls get a +1 bonus.
Dual Wielding (automatic, from DEX 4). The thief can fight in melee with two one-handed weapons of their choice. This gives them a CS of D6 + STR + the bonuses of both weapons. This skill can be learned to mastery and then gives a CS of D6 + STR + STR + the bonuses of both weapons.
Ducking (Success: D6 less than or equal to DEX–2). On a successful roll, the thief can cancel out a single injury at the end of a fight, by ducking under the blow or shot. They must roll under DEX–2 or roll a 1. Ducking is also possible while fleeing, and in events where the thief is hit by something.
If this skill is learned to mastery, multiple injuries can be ducked away.
Note: Giant Locusts possess the skill Hop Away, which works the same way, but is rolled against MOV–2. It cannot be learned to mastery.
Alertness (Success: D6 less than or equal to MOV). The thief can warn the group before a forced fight. The fight then becomes voluntary.
This skill can be learned to mastery and then gives a +2 bonus on the roll.
Seafarers and Their Skills
Seafarers may not wear metal armor and may not use two-handed melee weapons. In addition, at the start of the game, besides their home region they are also native to either the River (Fl) or the Sea (Me). One of these may be chosen in addition.
Seafarers count in every event as both fighters and thieves.
Like thieves, seafarers may roll two D6 for their starting skill. If both dice give different skills, the seafarer has both.
Roll 2x D6 for the starting skills:
1-2: Endurance 3: Navigation 4: Whirlwind Attack 5: Aiming 6: Trading
All further skills may be freely chosen.
Endurance (automatic). The seafarer can still act (take an action or fight) even while injured. If Endurance is learned to mastery (only with STR 3+), the seafarer can heal an injury at the end of a turn without a fight, without resting. Endurance also protects the adventurer from loss of money to bandits after a lost fight.
Navigation (Success: D6 less than or equal to IT).
- The seafarer can decide events in the group's favor when the group gets lost or loses its way. Underground regions are excepted.
- Navigation allows a seafarer in the group to adjust D100 event rolls in above-ground native regions and on the sea by 1 up or down, but only on event rolls between 5 and 95. The skill is not cumulative.
If Navigation is learned to mastery, it automatically succeeds (without an IT roll) and you can adjust any event roll (between 1 and 100).
Whirlwind Attack (automatic). In a melee with four or more opponents, the seafarer always gets +1. If Whirlwind Attack is learned to mastery, the seafarer gets +3.
Aiming (automatic). In a voluntary ranged fight (i.e. RA? or ME+RA?), the seafarer can add +2 in the first combat round.
If Aiming is learned outside one's profession by other professions, it only gives +1 for them.
This skill can be learned to mastery and then gives, in a voluntary fight, a +D6 bonus in the first combat round, or +2 in all combat rounds.
Trading (Success: D6 less than or equal to IT). If this skill was learned as a starting skill, the group has 16 more starting Gold. On a successful roll, the seafarer can reduce the cost of a purchase by 10%, or increase a sale by 10%. On a die result 2 less than IT, the margin is even 20% (everything rounded down). Trading is cumulative.
The seafarer must own the full purchase amount to apply Trading to a purchase, so that they can pay if the IT roll fails.
This skill can be learned to mastery and then gives a +1 bonus on the roll.
Trap Disarming (Success: D6 less than or equal to DEX). In an event where the word "Trap!" appears, the seafarer can disarm the trap by rolling D6 less than or equal to Dexterity. In that case the consequences described afterward do not occur, because they were able to warn the group. Only a seafarer in first or second position can normally disarm traps; if further back, they get a –1 penalty on the test roll.
This skill can be learned to mastery and then gives a +2 bonus on the roll.
Lockpicking (Success: D6 less than or equal to DEX). On a successful roll, the seafarer can open a lock on a door or chest that would normally require a key. The seafarer cannot learn this skill to mastery.
| Lock | Modifier |
|---|---|
| Iron | roll with +1 |
| Bronze | normal roll |
| Silver | roll with –1 |
| Gold | roll with –2 |
| Diamond | roll with –3 |
| Platinum | roll with –4 |
| Uranium | roll with –5 |
Note: Anyone who has learned Lockpicking owns a set of lockpicks (in their backpack). These cost 10 Gold in a settlement. Without them, the seafarer has –1. A set of masterwork lockpicks (+1) can only be bought or obtained in certain events.
Dual Wielding (automatic, from DEX 4). The seafarer can fight in melee with two one-handed weapons of their choice. This gives them a CS of D6 + STR + the bonuses of both weapons. This skill can be learned to mastery and then gives a CS of D6 + STR + STR + the bonuses of both weapons.
Rangers and Their Skills
Rangers may not wear plate armor and may not use two-handed melee weapons.
Roll D6 for the starting skill:
1: Orientation 2: Alertness 3: Endurance 4: Aiming 5–6: Survival
All further skills may be freely chosen.
Orientation (Success: D6 less than or equal to IT). The ranger can decide events in the group's favor when the group gets lost or loses its way. River and Sea are excepted. In native regions, Orientation automatically succeeds.
The skills Alertness, Shortcut, and Scouting get +1 on their test roll from Orientation.
Alertness (Success: D6 less than or equal to MOV). The ranger can warn the group before a forced fight. The fight then becomes voluntary. This skill can be learned to mastery and then gives a +2 bonus on the roll.
Endurance (automatic). The fighter can still act (take an action or fight) even while injured. If Endurance is learned to mastery (only with STR 3+), the ranger can heal an injury at the end of a turn without a fight, without resting. Endurance protects the adventurer from loss of money to bandits after a lost fight.
Aiming (automatic). The ranger can add +2 in the first combat round of a voluntary ranged fight (i.e. RA? or ME+RA?).
If Aiming is learned outside one's profession by other professions, it only gives +1 for them.
This skill can be learned to mastery and then gives, in a voluntary fight, a +D6 bonus in the first combat round, or +2 in all combat rounds.
Survival (automatic). The rules for Home Region and Survival can be found on page 12. The following special additional rules apply for the ranger.
Rangers can, once their three home region slots are full, use another skill line to learn three more regions.
They also don't need to pay the cost for surviving along a region chain. The moment they reach the minimum Honor! for a region beyond their native area, they can survive there and enter the region as native, if they want to give up the slot.
Example: Every elf ranger learns Survival Primeval Forest as soon as the group reaches 10 Honor!.
A ranger who learns Survival doesn't have to follow the region chains — they can skip regions, but then must pay the normal learning cost for it.
Shortcut (Success: D6 less than or equal to IT). If the slowest adventurer in the group has a Movement of at least 3 (mount included), the ranger can lead their group across a region without an adventure being rolled — i.e. travel two regions and only roll an event on the second. Movements from, through, or into the Chasm or the Sea are excepted.
If the group travels through a region the ranger is native to, they don't need to roll IT — they automatically succeed.
This skill can be learned to mastery and then gives a +2 bonus on the roll.
Scouting (Success: D6 less than or equal to MOV). When the group rests, the ranger can perform a special action to scout out this region. To do so they make a D10 roll, which can count as the tens digit for the next event roll; then, on the next turn, only another D10 needs to be rolled for the ones digit. If the tens roll is not liked, D100 can also be rolled entirely normally on the next turn.
Scouting may not be used on two consecutive turns.
Brew Potions (Success: D6 less than or equal to DEX). A ranger whose group has reached 33 Honor! gains, free of charge, the ability to brew potions like a cleric, in regions native to them. The skill does not need to be learned separately with Gold and Fame!, and it does not take up a skill line.
If the ranger instead learns the skill normally, it is not limited to native regions and takes up a skill line. Before 33 Honor!, they must learn Brew Potions outside their profession.
Clerics and Their Skills
For religious reasons, clerics may not use ranged weapons other than throwing stones or slings. In melee, they may only use blunt weapons such as hammers and maces, so as not to shed blood.
The cleric's skills are divine miracles, of which they may cast one per turn. When a cleric decides to learn a miracle, they may not choose — they must roll one at random with D10. If they already know the rolled miracle, they may choose freely.
Miracles can always only be learned by clerics, never outside the profession by others. Exception: Brew Potions.
Roll D6 for the starting skill, later D10:
1–2: Healing 7: Fire Protection 3: Neutralize Poison 8: Water Breathing 4: Holy Ray 9: Magic Protection 5–6: Holy Armor 10: Any Miracle
Brew Potions (Success: D6 less than or equal to DEX). There are events in which potions can be brewed. Every cleric can do this, even if they have already cast a miracle that turn.
This ability doesn't need to be learned specially by clerics and doesn't take up a skill line. Other adventurers can learn it outside their profession.
Healing (Success: D6 less than or equal to DEX). The cleric can heal one injury on an adventurer.
This skill can be learned to mastery and then gives a +2 bonus on the DEX roll. On a roll of 1 or 2, even 2 injuries are healed on one adventurer.
Neutralize Poison (Success: D6 less than or equal to DEX). The cleric can prevent the effect of any poison on an adventurer.
This skill can be learned to mastery and then automatically succeeds, or on a successful roll prevents the poison's effect for the whole group.
Holy Ray (Success: D6 less than or equal to IT). Before a fight, the cleric can attempt once to destroy an undead, ghost (–1), or demon (–2).
This skill can be learned to mastery and then gives a +2 bonus on the IT roll. And then, for every point the IT roll is beaten by, an additional undead is destroyed.
Undead defeated this way are also rewarded with Fame! and treasures, as if they had been defeated normally in combat.
Holy Armor (Success: D6 less than or equal to IT). An adventurer (not necessarily the cleric) gets a magic AR of +1 for an entire turn.
This skill can be learned to mastery and increases personal protection by +3, or protects all group members with +1.
Fire Protection (Success: D6 less than or equal to DEX). The cleric can protect any adventurer, or themselves and their direct rear neighbor, for one round from the effects of fire, embers, and heat — including magical fire, of course.
Mastery extends the protection to the whole group.
Gills / Water Breathing (Success: D6 less than or equal to IT). The cleric themselves and one further adventurer of the group gain the ability to breathe underwater for the duration of one game round.
Mastery extends the breathing ability to the whole group.
Curse-Breaker (Success: D6 less than or equal to IT). A spell just cast or still ongoing, or a magical effect, is neutralized, or a curse weighing on an adventurer is broken with immediate effect, or averted at the moment of being cursed.
If Curse-Breaker is learned to mastery, it gives +2 on the magic roll, or, if a roll succeeds with a –2 penalty, the whole group is protected.
Curses can also be broken by a teacher in any settlement. This normally costs 66 Gold, but only 44 in Gylravar.
Spark of Life (Success: D6 less than or equal to IT). A dead adventurer can be revived by the cleric and is then only injured. However, the revived adventurer's most expensive primary attribute point is lost in the process — or, if there were no attribute raises yet, their most recently learned skill.
Adventurers who died in combat can be revived. But the skill cannot be used if the dead adventurer is no longer in sight (e.g. if they vanished into a crevice).
Master Cleric. If the group has 42 Honor! or more, the cleric can cast two different miracles per turn. The second miracle, however, gets a –2 penalty on the roll. From 84 Honor! onward, the second miracle no longer gets a penalty.
Wizards and Their Spells
Wizards may not wear metal armor or shields, and may not use two-handed melee weapons or bows. Wizard's staves are, of course, an exception. Wizards may only ever have one familiar ("Männchen") at a time. They can send the old familiar away as soon as they meet a new one (this must happen before the IT roll for persuading it, though).
The wizard's skills are spells. A wizard can cast only one spell per turn. To do so, they must succeed on a roll against Intelligence. If they roll higher and fail, then their energy fizzles uselessly that round.
When a wizard decides to learn a new spell, they may not choose — they must roll a random one with D10. If they already know the rolled spell, they may choose freely. They know this spell from that point on.
A wizard can only learn as many spells as their Intelligence value, but never more than 4.
Spells can always only be learned by wizards, i.e. never outside the profession by others.
Roll D6 for the starting spell, later D10 or D10+2:
1: Magic Arrow 7: Fireball 2: Teleportation 8: Store Power 3: Strength 9: Gills 4: Dexterity 10: Any Spell 5: Speed 11: Any Protective Spell 6: Flight 12: Ice Storm
Magic Arrow (any time in ME or RA). The wizard gets a CS of +1 in a single combat round. Magic Arrow causes magic damage and can only be stopped by magic armor (M). Normal armor counts as AR 0 against it.
Learning Magic Arrow to mastery leads to a CS of +3.
If the wizard misses the spell, they can still fight normally.
Teleportation (instant). An adventurer is instantly teleported away at any point during an event, thereby avoiding further unpleasant effects of the event. Any roll or damage that would apply is skipped. In combat, damage can thus be avoided even though the adventurer took part; the damage that would have occurred instead hits the next adventurer.
Mastery leads to the possible teleportation of two adventurers, or, with an IT roll at –2, teleportation of the whole group.
Speed (instant, whole turn), Strength (instant, whole turn), Dexterity (instant, whole turn). An adventurer gets +1 on the respective attribute for one turn (e.g. for a fight or an entire dungeon). If the wizard rolls 2 better, they get +2 on the attribute instead of +1.
Mastery leads to +3 for one adventurer, or +1 for the whole group. On a roll 2 better, one adventurer gets +1 more.
Flight (instant, whole event). An adventurer can fly for the duration of one event (e.g. for a fight, but not an entire dungeon). This gives them +1 to MOV and +1 to ME.
Mastery leads to flight capability for 2 adventurers, or, with an IT roll at –2, flight capability for the whole group.
Fireball (any time in RA). The wizard gets a CS of +1 per opponent in a ranged fight, to a maximum of +3. Fireball causes fire damage, but not magic damage.
If Fireball is learned to mastery, the damage rises to +2 per opponent (so a maximum of +6). Giants and dragons count as two opponents for the application of Fireball.
Store Power (special action). The wizard can store magical energy for a spell in their personal staff. This is, however, a special action requiring one turn. The staff can hold a single charge for any length of time and release it again at any time.
Store Power cannot be learned to mastery. To use Store Power, the wizard needs their own two-handed wizard's staff, which they can buy in any settlement except the village.
Staff: ME +1, 44 Gold Master Staff: ME +2, 177 Gold, requires DEX 3 (see also the fighter skill Whirlwind Attack in this regard).
Gills (instant, whole turn). One adventurer of the group gains the ability to breathe underwater for the duration of one game round.
Mastery of Gills leads to breathing ability for 2 adventurers, or, with an IT roll at –2, breathing ability for the whole group.
Master Wizard. A wizard with an IT of 4 or more can cast two different spells per turn. The second spell, however, gets a –3 penalty on the IT roll.
Alchemy (Success: D6 less than or equal to DEX). This art is not a spell, but a skill that can be learned on request. A wizard can use it to brew potions in events, as if they were a cleric.
Protective Spells
Magic Protection (instant). The wizard can protect an adventurer from a spell, a Curse!, or a rune. Magic Protection only works, however, if it is cast at the moment the foreign magic takes effect.
Mastery protects all adventurers from all of the above effects for the entire turn.
Sphere (instant, 1 or more combat rounds). The wizard can wrap themselves in a sphere that repels ranged weapons. On success this lasts 1 combat round, plus one additional combat round for every point rolled under the target. Through the sphere they have an AR of 3 against solid thrown or shot projectiles and take no damage from them.
If someone else is to be wrapped in the sphere, the IT roll is made 1 harder.
If the spell is learned to mastery, the entire group is protected by the sphere.
Cold Protection (instant, whole turn). The wizard can protect themselves and their rear neighbor for one round from the effects of cold, frost, ice, and snow — e.g. also from an avalanche or from magical cold.
Mastery extends the protection to the whole group.
Dragon Skin (instant, whole fight). The wizard gains a magical, leathery skin that increases their AR by 2 for the duration of the fight.
Mastery extends an AR of 1 to the rest of the group's adventurers.
Ice Storm (any time in RA or ME+RA). The wizard sends their opponents an ice storm that hinders them and makes them numb with cold. In RA, the opponents must reroll every 6 rolled for the fight and accept the new result. In ME+RA, only every second 6 must be rerolled.
Fire creatures must also reroll their 5s in an ice storm.
Mastery causes all rolled 6s to automatically count as 1.
Closing Note
Forget the rules! ...says the little kobold. When you don't know something, you can just skip over it or make up something great yourself. UltraQuest has a lot to do with relaxing while playing, with letting go, and with the joy of discovering new things and possibilities. That is the way of the kobolds in Ultimor!