100% found this document useful (1 vote)
494 views3 pages

Swords and Sorcery One Page RPG

The document outlines a tabletop role-playing game where players create characters from various classes, each with unique abilities and hit points. Players use magic scrolls for spells during their adventures, and combat is resolved through dice rolls based on character power. The Game Master (GM) generates quests, encounters, and maps to guide the players through their adventure, with opportunities for treasure and challenges along the way.

Uploaded by

DiceDemon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
494 views3 pages

Swords and Sorcery One Page RPG

The document outlines a tabletop role-playing game where players create characters from various classes, each with unique abilities and hit points. Players use magic scrolls for spells during their adventures, and combat is resolved through dice rolls based on character power. The Game Master (GM) generates quests, encounters, and maps to guide the players through their adventure, with opportunities for treasure and challenges along the way.

Uploaded by

DiceDemon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 3

Spell Scrolls

Swords &
Scrolls. While adventuring you will find and use
Sorcery by Alex Lechev magic scrolls which are 1 use.

1. Drain - Target takes 2 damage; you gain 2 hp.


You are an adventuring party of heroes who are
2. Hex Bolt - 1d6 targets, deals 1 damage each.
on a quest to delve into dungeons, slay monsters 3. Healing - Target regains 1d6 hp.
and collect treasure. 4. Fireball - Target suffers 1d6 fire damage.
5. ForceField - Blocks next 2 damage against you.
Create Characters 6. Invisibility - Can’t be targeted until you attack.
Choose your Hero’s name. Pick a fantasy name for Starting equipment
your character (e.g. Legolas)
- Fighter - Starts with Old Shield and ForceField.
Pick a class and record stats:
- Rogue - Starts with Lockpicks and Invisibility.
- Fighter….Power number 5, 15 Hit points. - Cleric - Starts with a Healing and Old Shield.
- Rogue…...Power number 4, 14 Hit points. - Wizard - Starts with a Hex Bolt and a Fireball .
- Cleric…….Power number 3, 13 Hit points. (Item effects are found in the Loot Generator chart)
- Wizard….Power number 2, 12 Hit points.
Everyone has hit points (hp). Once you reach 0 hp Monsters
your hero dies. Combat. When in combat the heroes go first in
an order they choose, after that the monsters
Rules
take turns as The GM decides. Monsters can
Power roll. To determine outcomes of risky either attack or use a magic effect if available.
actions roll 2d6. If something is benefiting you roll
The GM rolls a 1d6 and the hero with an equal
+1d6. If something is hindering you only roll 1d6.
power number is targeted. On a 1 and 6 the
Compare the result to your Power number.
monster targets the one with the most hp.
If using Sorcery (cast scrolls, reason, charm), you
Monster Types:
want to roll over your number.
- Minion...……..2 Hit points, does 1 damage.
If using Swords (strength, agility, attack), you want - Tough…….……4 Hit points, does 2 damage.
to roll under your number. - Deadly…….…. 6 Hit points, does 2 damage.
- Legendary…12 Hit points, does 3 damage.
If no dice succeed, it goes wrong; your attack fails;
if attacked, you take damage; you fail to cast the For Minion monsters, use 4-6 per encounter; for
scroll. Tough monsters, use 2-4; for Deadly monsters,
use 1-3; and for Legendary monsters, limit to 1
If 1 dice succeeds, you barely manage it; you deal
per encounter.
1 damage; if attacked, you take damage; you cast
the scroll with a complication. 1-2 Monsters in an encounter can perform 1
If 2 dice succeed, you do it well; you deal 2 magic effect from a scroll innately 3 times.
damage; if attacked, you take no damage; you cast Legendary monsters have 3 different magic
the scroll. effects twice. Either pick or roll a 1d6 on the
Spell Scroll list to determine a monster's effects.
If 3 dice succeed, it’s a critical success; you deal 3
damage; if attacked, you take no damage; Your When attacked physically, heroes roll Swords to
scroll is cast and can be reused. determine if they take or avoid damage.

If you roll your power number exactly, it is a When attacked magically, heroes roll Sorcery to
failure but you get a +1d6 to your next roll. determine if they take or avoid damage.
The Adventure Encounters

The GM creates a quest with maps filled with When the players reach an encounter The GM
monsters and loot, and places challenges before rolls 2d6 on the corresponding column from the
the heroes while narrating outcomes. Encounter chart to see which monsters appear.
They can pick freely to fit the adventure as needed.
Quest Generator

The GM can create a quest from the prompts or Encounter 1 Encounter 2 Encounter 3
generate one by rolling 1d6 four times.
2. Ogres 2. Drakes 2. Lich
The heroes must… 3. Assassins 3. Nagas 3. Tarrasque
1. Retrieve 2. Destroy 3. Deliver 4. Hobgoblins 4. Werewolves 4. Beholder
4. Lift curse of 5. Defend 6. Stop 5. Pirates 5. Harpies 5. Drider
The… 6. Kobolds 6. Ghouls 6. Witch
1. Monster 2. Ruler 3. Artifact 7. Goblins 7. Cultists 7. Wraith
4. Supplies 5. Messenger 6. Magic Spell 8. Undead 8. G. Spiders 8. Warlock
In the.. 9. Bandits 9. Gray Oozes 9. Basilisk
1. Stronghold 2. Old Temple 3. Dark Wood 10. Bugbears 10. Vampires 10. Devil
4. Catacombs 5. Cavern 6. Dungeon 11. Orcs 11. Cyclops 11. Hydra
Before the.. 12. Trolls 12. G. Centipede 12. Dragon
1. Ritual ends 2. War starts 3. Dead rise
Loot Generator
4. City falls 5. Orcs attack 6. Portal opens
Loot. When the heroes find treasure, each hero
rolls 1d6 to determine the amount and then they
Map Generator
roll 2d6 per item and see what they retrieve.
When adventuring into a treacherous location, The
GM creates random maps by rolling 1d6 per 2. Flammable and slippery oil.
3. Torch.
direction: NW, N, NE, E, SE, S, SW, W, and Center.
4. Potion of full health.
The results below describe each area: 5. Old shield (blocks 2 damage before breaking).
1. open path, entrance, or clearing 6. Spell Scroll (roll 1d6 on Spell Scroll table).
2. alternative path (water, ascent) 7. Lockpicks (break on a failed roll; Rogues +1d6 ).
3. a key destination (treasure) 8. Spell Scroll (roll 1d6 on Spell Scroll table).
4. passive threat, hazards, terrain 9. Old shield (blocks 2 damage before breaking).
5. danger, enemy lair (treasure) 10. Potion of full health.
6. blocked or locked, can’t travel by any normal 11. Rope.
means (door, wall, etc) 12. It’s a Mimic! (take 1d6 damage).

Every time the heroes enter a new area, The GM


rolls 1d6. On a 1 and a 2 there is an encounter in *The GM can change the game to make it more fun!*
the area. Each map should have 3 encounters.
After every encounter the heroes find treasure. Go Play!

You might also like