Here is your reference guide for the rules, regulations, and how-to guide on the “Pocket D&D Adventure”
Will you rise to legend or crumble into dust
Quest for Items, Relics, Treasure, and so much more symbolized as “Points“
- Point is a simple task that most adventurers can achieve with a moderate chance of success.
- Point quest challenges the acolyte adventurer to earn a significant reward.
- Points are for the hardiest of heroes, or a skilled group of companions to achieve a notable reward to empower their station in society.
- Point quest truly shows greatness in any heroes group of companions and renown across the land as they are praised or feared by all.
- Points are earned only after a truly epic enemy is killed or a great power is thwarted. Bards across Almora have begun to sing of your accomplishments!
- Points are earned by a truly amazing item that is discovered, a relic from a bygone age that could raise the ire of other adventurers in your area! Here is where you have truly met the pinnacle of what an adventurer can achieve. Now will you protect it, continue to strive for even higher goals, or will your epic tales turn into legends as time leaves you behind?
|1 Point||2 Points||3 Points||4 Points||5 Points||6 Points|
|Requires 3 Successes||Requires 3 Successes||Requires 5 Successes||Requires 5 Successes||Requires 6 Successes||Requires 6 Successes|
|1,000 ₲||2,500 ₲||6,000 ₲||10,000 ₲||18,000 ₲||21,000 ₲|
|Uncommon Item||Rare Item||Very Rare Item||Legendary Item||Relic|
|Minor Potion||Greater Potion||Superior Potion||Supreme Potion|
|5 Citizens||12 Citizens||21 Citizens||32 Citizens||45 Citizens|
|1st Level Agent||Level Up (Max 6-CR3)||Level Up (Max 8-CR4)||Level Up (Max 12-CR6)||Level Up (Max 16-CR8)||Level Up (Max 18-CR9)|
|CR 1 Companion||CR 2 Companion||CR 3 Companion||CR 4 Companion||CR 5 Companion||CR 6 Companion|
|Minor Structure||Advanced Structure||Superior Structure|
|Skilled Artisin||Minor Healer||Master Artisin||Major Healer||Guru Artisin|
To obtain an Uncommon Item you would need 2 points, you could send a single strong companion or a small group for a better chance at success. this requires two “Tasks” to achieve.
First select the companion or group of companions you wish to send, as well as what companion will accomplish the first task. The GM will determine the DC by a single D12 Roll Hidden from the player, but describe the scenario as the difficulty.
Low Difficulty (1-5)
Enemies are asleep, distracted, or vacant. Could be weak, sick, or already in combat.
Moderate Difficulty (6-9)
Enemies are on watch, heavily guarded, or otherwise difficult to surprise. They could even see traps may be present.
Dangerous Difficulty (10-12)
GM’s digression based on the task chosen. Often times the “traps” are too hard to see, or the powerful enemies are laying in wait ready to ambush. Companions should be unable to tell the DC until the first failure! Most companions will have a 50% chance or more on these so they may consider escape.
When the group encounters a situation where they are clearly over their heads, they can try and run! This escape requires all surviving companions to make a single success on the Challenge. Any fallen companions are lost, but the others can survive to tell their tale.
Each failure in a task earns a single injury, Companions can handle their CR worth of injuries before they fall. After losing half of their “HP” they become exhausted, having to roll with dis-advantage until healed. Healing from these when they return home for an extended stay or consume a potion. Agents can handle their character level worth before falling, but do not gain exhaustion.
A Companion can “Fall” any time after they have achieved exhaustion, at that time allowing any of the other companions or agents to take on the task. This will keep them from dying if the rest of the party can accomplish the task. If the others flea, the fallen companion dies. At no time can an Agent “Fall” as they are expected to accomplish the tasks or die trying.
Any failures trying to escape are “Scars” and will be a permanent -1 to their HP. These will stack making the heavily scared easier to bring down but this will reduce their exhaustion chance to match their new HP total.
|Healing Potion||Injuries||Side Effect|
|Minor||-2||re-roll one task attempt|
|Greater||-4||Advantage on an entire task|
|Superior||-8||Advantage on Quest|
|Supreme||-10||re-roll 1’s (Agent or Companion)|
Structures and Buildings
Structures allow for more citizens, and the ability to earn more renown. Be cautions however, if you leave any buildings undefended serious issues can arise. Minor Structures allow for 25 people to live, Advanced structures allow for 100 people to live or a skilled artisan. Superior structures are required for Advanced or Guru Artisans, One Superior structure can be used to house 5 advanced, or 10 minor structures within such as a castle or keep allowing you to leave behind less companions to protect your keepsakes.
When left undefended a structure must roll on the following chart to determine if any issues arise. Returning Agents or Companions must re-capture the structure before being able to heal, or they can choose to “Burn it Down”. Any Citizens that require it to survive will vacate or die.
|Minor Structure||Advanced Structure||Superior Structure|
|2d6 DC||3d6 DC||4d6 DC|
|CR-2 required||CR-3 required||CR-5 required|
Any structure that does not have a companion that meets the required level will be considered Undefended, and will roll the corresponding “DC” if any of the dice show a 5 or 6, complications arise. The total number showing on all dice will be the DC for that “Task” that requires 5 successes.
|# of failures||Damage Sustained|
|1||Minor Damages, No Loss|
|2||1d6 Citizens, 1d6 x 100 gp loss|
|3||A Companion earns a scar in rescue|
|4||Highest Ranked Artisan or citizen killed|
|5||Structure is Destroyed and “Burned Down”|
you can begin with a starting Agent of level 1, and a Companion CR (1d4) they can split up, or stick together to accomplish your first task. You will not be able to earn any citizens, artisans, or additional Agents until you capture, or construct a structure. An Agent must live in their own Structure and Companions take the place of one of your Citizens once you obtain a structure.