SRD

Heartseeker is an adventure game inspired by the original from the 70s. One player is the referee while the others are player characters (PC’s) in a land of intrigue and danger.

CHARACTER CREATION

Roll 3d6 for each ability:

•Physical: strength, dexterity, combat. +1 to hit and damage if 14+

•Mental: intelligence, common sense. Gain a language for every point over 13.

•Aura: presence, charm, looks. +1 to monster reaction rolls if 14+.

SAVES

A save prevents certain ill effects. Saves correspond to abilities.

•Physical: save against physical damage & effects such as diseases and poisons.

•Mental: save against mental spell effects, illusions & paralysis.

•Aura: save against charm effects.

Roll under the relevant ability score on a d20 to succeed a save.

CLASSES

Choose a class. HD = Hit Die. Roll this for your starting hit points (hp).

•Warrior: HD d10, gain an extra attack if your level is at least 2 higher than the enemy HD. Can wear all armour.

•Thief: HD d6, advantage when stealing, moving silently or climbing. Do +d6 damage when surprising. Cannot wear plate, banded mail or chain armour.

•Wizard: HD d4, can cast spells. Advantage on mental saves. Can only wear cloth armour.

•Cleric: HD d8, can use prayers, advantage on aura saves. Can wear all armour. Can only use blunt weapons.

•Pathfinder. HD d8, advantage when hunting, hiding a camp or tracking. +1 to hit with ranged attacks. Cannot wear plate armour.

BLOODLINE

Choose a bloodline. Gain the language of that bloodline Everyone speaks common (human language).

•Human, Elf, Dwarf, Goblin, Orc, Ratkin, Gnome, Kobold, Catfolk

SPELLS

Wizards know the following spells. Prepare a number of spells per morning equal to half class level+1 (round up). Each can be used once per day and forgotten if not used. Wizards may cast light and parlour tricks indefinitely.

•Arcane Shot: Deal d6+1 damage to a creature within 80’.

•Fireworks: A creature within 30’ takes a -2 to attacks on their turn.

•Unlock: Unlocks mundane and magic doors or chests.

•Enchant Weapon: A creature’s weapon within 30’ gains +1 to hit and damage for on their turn.

•Illusion: Create an illusion of your choice, no bigger than 7’. Lasts for 1d6 rounds.

•Sleep: Puts 1d4 creatures within 100’ to sleep. They must save vs Mental to stay awake. Awoken if harmed.

PRAYERS

Clerics can use the following prayers. Prepare a number of prayers per morning equal to half class level (round down). Each can be used once per day and forgotten if not used.

•Mending Hands: An adjacent creature is healed d8 hp (or damages undead d8) •God Shield: A creature within 50’ gets +1 AC for a round.

•Remove Condition: Removes paralysis, disease or poison from an adjacent creature.

ABILITY CHECKS

When an action’s outcome is uncertain, make an ability check. Roll under the relevant ability with a d20 to succeed. Advantage = roll twice and take lowest. Disadvantage = roll twice and take highest.

COMBAT

•Referee determines surprise. Surprised side acts second.

•Each side rolls d10. The highest goes first (reroll ties) •Take one action per turn (move, attack, cast spell/prayer etc) •Can move ¼ speed and attack.

•Attacking: roll d20 + half level (round down) vs enemy AC. If equal or higher score a hit. Roll class HD in damage. This comes off hp. Monsters die at 0hp, but PC’s more likely to be unconscious or captured.

TIME

•1 round – time taken for all turns

•Combat round = 10 seconds

•Dungeon exploration round = 10 minutes

•Wilderness exploration round = 1 day

MORALE

When monsters are outnumbered and on half hp, roll a d10. Monsters with HD less than the roll flee or concede.

AMMO

Run out of ammo if you roll a 1 on attack.

MOVEMENT RATE

PC’s move 40’ per turn during combat and 120’ per turn during dungeon exploration (denoted as 40/120).

RECOVERY

Heal naturally 3hp per day. Potions heal 1d8hp.

MONEY

PC’s start with 3d6x10 gp.

• 10 copper pieces (cp)= 1 silver piece (sp) • 10 silver pieces (sp) = 1 gold piece (gp)

ARMOUR Each type of armour has an Armour Class (AC). An unarmoured PC has AC 10

•Cloth AC 11 (10gp)

•Leather AC 12 (20gp)

•Studded Leather AC 13 (30gp) •Chain AC 14 (40gp)

•Banded Mail AC 15 (50gp)

•Plate AC 16 (60gp)

•Shield +1 AC (needs spare hand) (10gp)

WEAPONS Weapons never differ in damage, but they are physically different. Unarmed damage is -1.

•Dagger (thrown 20’) (3gp) •Sword (7gp) •Mace (5gp) •Axe (7gp) •Spear (can hit from 10’ away) (8gp) •Staff (wizard favourite) (2gp) •Sling (30’ range) (2gp) •Bow (80’ range) (25gp) •Longbow (160’ range) (40gp) •Quiver of arrows (5gp)

ENCUMBRANCE

•Carry a number of items equal to physical + 10. Coins are 100:1.

•Overencumbered = half movement.

ADVANCEMENT

Gain xp (experience points) for slaying creatures and gaining treasure (1 gold piece value = 1xp).

Once you reach 2000xp x current level, advance a level. When you do:

•Roll d20 for each ability. If you roll over, +1 to that ability •Add class HD die to your total hp. After level 9 gain 2hp per level.

MONSTERS

Monsters refer to any enemy the referee controls. Abbreviations:

•HD: Hit Die – the number of d8s rolled to work out hp. The higher, the tougher.

•AC: Armour class

•Atk: To hit bonus (slashes denote multiple attacks). Damage in brackets.

•SV: Saves

•MV: Movement rate

•XP: Experience points

MONSTER REACTION (1D6)

1. Immediate attack 2-3. Hostile 4. Uncertain 5. Friendly 6. Volunteers to help

Ant, Giant: HD2, AC13, Atk Bite +1 (d6), SV P12 M6 A9, MV 40/120, XP20 Basilisk: HD6, AC14, Atk Bite +3 (d6), SV P16 M10 A13, MV 30/90. XP275 Special: Turns any creature looking into its eyes to stone until cured (save vs mental).

Bugbear: HD3, AC15, Atk weapon +1 (d8), SV P13 M11 A9, MV 40/120. XP35 Special: Gains a surprise on a 1-3 on a d6.

Chimera: HD9, AC16, Atk claw +4/claw +4/bite +4 (d6/d6/d8), SV P18 M14 A14, MV 60/180 (flying). XP900 Special: 1 in 3 chance on a d6 will breathe fire +4 (d10).

Dragon: HD8, AC17, Atk claw +4/claw +4/bite +4 (d6/d6/d8), SV P16 M15 A13.

MV 60/180 (flying). XP650 Special: Uses breath weapon 3 times per day. 80x30’ cone.

Enemy save vs physical or takes 2d8 damage.

Goblin: HD1, AC14, Atk weapon +0 (d6), SV P11 M8 A10, MV 40/120. XP10 Special: Fight with -1 to hit during daylight.

Lizardkin: HD2, AC14, Atk weapon +1 (d6), SV P12 M8 A9, MV 40/120. XP20 Ogre: HD4, AC13, Atk weapon +2 (d10), SV P16 M10 A14, MV 50/150. XP75 Skeleton: HD1, AC12, Atk claw +0 (d6), SV P12 M4 A10, MV 40/120. XP10. Special:

Takes half damage from slashing or piercing weapons. Unaffected by sleep spells.

Troll: HD6, AC13, Atk claw +3/claw +3 (d6/d6), SV P16 M10 A18, MV 60/180.

XP 275, Special: Regenerates 3hp per turn after reaching half hp.