1 | P a g ethe-lost-and-the-damned.664610.n2.nabble.com/file/...13 | P a g e Spike Trap/environment...
Transcript of 1 | P a g ethe-lost-and-the-damned.664610.n2.nabble.com/file/...13 | P a g e Spike Trap/environment...
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THE RULEBOOK YOU ARE READING IS A NON PROFIT
PROJECT THAT HAS BEEN MADE FOR PERSONAL
ENJOYMENT FOR THE COLLECTORS OR REAPER
MINIATURES MOUSLINGS AND DARK LEGENDS RANGE.
ALL RIGHTS FOR THE MODELS AND THEIR NAMES BELONG
TO THEIR RESPECTIVE OWNERS AND WE CLAIM NO RIGHT
TO THESE.
http://www.reapermini.com/
THE MAP PACKS YOU SEE EITHER BELONG TO BILLIAM
BABBLE OF INKED ADVENTURES – WHO WAS KIND
ENOUGH TO LET US USE HIS WORK IN THE PROJECTOR
INSPIRED BY HIS STYLE!
http://inkedadventures.com/main/
WE HAVE JUST CREATED A FICTIONAL LAND IN WHICH
PLAYERS CAN USE THE MOUSLINGS AND OTHER
CHARACTERS FOR AN ENJOYABLE AND EASY TO PLAY
RPG STYLE GAME.
..WE HOPE YOU ENJOY THIS AS MUCH AS WE ENJOYED
MAKING IT! Liam + James
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CONTENTS
WHAT IS HEROES OF TIRA MERRA? (PG 4-5)
MAP (PG 6)
BEASTERY OF TIRA MERRA
HERO CLASSES
HOW TO PLAY
-GETTING STARTED
-STATS
-THE GUIDE
-GUIDES TURN
-HEROES TURN
-USING TALENT CARDS
HEROES ARMOURY
HERO TALENTS
NPCS OR TIRA MERRA
GAME TYPES
AREAS OR TIRA MERRA
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“FIRST LET ME INTRODUCE MYSELF I AM TARLIN
WINTERMEW, YOUR GUIDE BUT MORE ABOUT ME LATER
ON. LET ME TELL YOU ABOUT HEROES OF TIRA MERRA.
TIRA MERRA IS THE LAND OF OUR HEROES, THE ONCE
GNOME RULED LAND FELL UNDER MANY WARS BETWEEN
TRIBES AND AS OF SUCH THE OTHER RACES OF TIRA
MERRA HAVE STARTED TO GROW AND MAKE A START ON
THEIR STORY FOR IT IS THE AGE OF MAMMALS. TIRA
MERRA IS ONE OF MANY KINGDOMS AND THE MOUSLINGS
ARE THE MAIN RACE HERE QUICKLY BUILDING THE LAND
INTO A GREAT KINGDOM IN ITS OWN RIGHT UNDER THE
LEADERSHIP OF KING CHEDARMAINE. IT IS BRAVE
ADVENTURES LIKE HEROES LIKE YOU THAT LEAD US TO A
NEW FUTURE.”
A HERO OF TIRA MERRA IS A DUNGEON RPG MEANT FOR
EASE OF PLAY AND TO MAKE SURE ITS FUN FOR ALL.
UNLIKE MOST DUNGEON RPGS THERE ARE NO SIDES ONE
PLAYER TAKES ON THE ROLE OF TARLIN WINTERMEW THE
BARD, HIS JOB IS TO ACT AS A DUNGEON GUIDE AND TO
TELL THE STORY AS IT IS NOT TO AID OR HINDER OUR
HEROES. EACH QUEST WILL HAVE A GOAL FOR EXAMPLE
YOU MAY BE THERE TO SLAY A GREAT BEAST OR FIND AN
ARTIFACT OF GREAT POWER. EACH QUEST IS FINISHED
WHEN THE GOAL IS REACHED AND AFTER EACH HERO
HAS ONE FINAL TURN (TO MAKE SURE ANY LOOT IS
PICKED UP) OR ALL HEROES HAVE FAINTED AND FAILED
THE QUEST.
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THIS IS A DICE BASED GAME THAT CAN BE PLAYED WITH
NORMAL D6 DICE OR WITH COMBAT DICE, MORE ON THAT
LATER THOUGH.
“SO ITS ABOUT TIME I INTRODUCED YOU TO THE LAND OF
TIRA MERRA AND ITS AREAS IN WHICH YOU MAY FIND
YOURSELF QUESTING, SO HERES A MAP I HOPE YOU KEEP
IT SAFE DON’T WANT YOU GETTING LOST!”
“HERE IS THE WORLD MAP, I SAY WORLD MAP ITS AS FAR AS MY MOUSLING LEGS CAN
TAKE ME! THERES A UNDEROOK AND THERES OUR MAIN QUESTING SPOTS! THE
SWAMPY AREA OF LUSTRUM FEN HOME TO THE FROGMEN AND WERE-SHARKS,
BLOODSTONE RUINS THE OLD GNOME TEMPLES HIDDEN IN GORNAK FOREST HOME TO
MANY CREATURES THAT ARE NOT EVIL BUT MIGHT MAKE A SNACK OUT OF US!”
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The Heroes of Tira Merra
Contents:
1. Rules
2. Hero - Character Sheets
3. Talent cards
4. Dungeon Tiles
Needed items:
Characters (including enemies), at least 5 Yes/no dice, 10 D6 dice, 10
Micro D6 Dice and Dungeon Tiles.
Getting Started
Guide, after deciding on where your quest takes places you must draw up
a marked map (number tiles on back) showing your dungeon layout. On
the map you must mark where any traps, doors, treasure and enemies
are placed before starting your game. Also agree on dungeon difficulty
Bronze, Silver or Gold.
Once the map as been drawn up keep this away from the players for the
whole quest. Your job will
be to place tiles down as
the dungeon is travelled
through but only when a
player can see the current
path/room via line of sight.
Traps and secret doors
are not placed until in an
action turn someone
successfully locates these
or triggers them.
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Heroes, Each hero must chose a character and class, from this class they
need to fill in the Hero character sheet and mark down their gear, stats
and Talent cards.
Each characters stat is on the class page as well as the Talent cards they
may choose from. If the character is being used from an existing
character that has already acquired gear and gold then you may keep
your stats if agreed by the guide and use your gold to change any gear
you wish. If not an existing character you start with 20 Gold pieces and
may choose additional gear from the armoury that is available to your
class.
The following needs to be entered on your stat sheet:
Character Name
Hit points (Class + Gear Stat combined) Record and loss of HP or
additional/healed HP on the sheet
Movement (Class + Gear Stat combined) This will state how many
D6 you roll for movement
Items (Any Gear you have Weapons, potions etc at start write on
sheet) anything you pick up during your request record on here and
remove as used etc
Gold keep a log of your gold throughout your quest(s)
Notes (Any additional information you want to write down)
The sheet on the next page is to be printed and to be used as a stat sheet
for the game (this is currently a mock sheet)
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Cards
There are two decks of cards 1 is the Talent card deck which you select
your talents from 3 for each character unless an item acquired allows
more or less. These are face up and if used in your action turn get flipped
over until rolled in another action movement to recover the talent.
The second deck is the Loot card deck, when you open a treasure chest
or pick pocket you select the chosen amount of cards by the guide
(normally this will go in size of chest). Whatever card(s) are picked
(unless a curse or Mocking Beast card) you may choose to pick up or
leave in the chest (these can be recovered by another player as the card
are left by the treasure chest until fully looted or removed from play
These are some of the current cards I have (the mouse design is a stand
in all other art is done by Vince Gregg
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Dice
The Heroes of Tira Merra uses 3 types of dice for ease D6 this is for
movement so for the numbers rolled the player may move up to this
amount. There is then Micro D6 Dice which are used as wound counters
for enemies with multiple wounds such as bosses and harder enemies so
you can keep track of this without needing to keep score on paper. The
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final dice used is a Yes/No dice, simply if you want to make a movement
or defence roll on a roll of a Yes you made the roll on a No you failed the
roll, nice an easy so everyone knows the outcome.
Per turn
Hero, on a Hero’s turn they may do the following each turn:
Move
Action
Use item
Movement must be rolled first and the player may do an action and/or use
an item then use their movement or move do an action and/or use an
item and move the remaining movement roll.
Action turn includes the following:
Searching for traps or secret doors
Using a Talent card
Attacking
Opening a door or chest
(A Hero may look through a open door without this taking up the
Action turn)
Search item (Some items like tables and bookcases will have
treasure this is down the guide)
Speaking to a NPC (Non Playable Character)
Guide, on the guides turn any monsters on the field are controlled to
move or attack. If any NPCs are on the field then the guide must also
control them. (The guide is also active during the Hero’s turn by setting of
any triggered traps and updating the known areas of the dungeon as line
of sight is achieved).
Attacking
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There are 2 types of attack:
Close Combat: The attacker must be on a tile next to the target if the
target has a tile between them and their target they may not attack.
Ranged Combat: If the character has a ranged weapon/talent then they
may attack a target in the room if they have no objects blocking the way
(Line of sight) if there little parts of the target showing it is down to the
guide to decide if the target can be seen. If a target is on the other side of
an open door this must be a straight line or no attack can be made.
Searching for traps and secret doors
If a Hero searches in a room for secret doors or traps they do so in the
direction of line of sight so a room will reveal all but a path way will only
reveal in front of the character up to the line of sight.
The character must roll a Yes/No dice first before the guide reveals if
anything is present and then if something is visible it may be placed on
the dungeon tiles. (If nothing is present the action turn still counts as
used)
Traps
Traps come in a few different types and each one must be marked down
correctly.
Pitfall -Hero/Enemy falls down a hole losing 1 Hit point and has to
roll a Yes/No dice to see if they fall down the whole or pull them self
up. If they fall down the whole the life point is deducted and on their
next turn if they wish to move they must use their action turn to roll a
Yes/No dice to see if they climb out (no further damage is taken for
failing this roll)
Players must roll a Yes/No dice to see if they jump over this after
triggered or they count as falling down and also lose one Hit point
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Spike Trap/environment Trap – Spikes come up from the floor or an
Acidic liquid is poured on the spot. For every turn a character
remains on that tile 1 Hit point is automatically taken.
Falling debris – The guide chooses the trigger amount for this once
the trigger amount has been met by Heroes/Enemies passing over
the trap tile rubble falls from the sky/ceiling and blocks this path for
future use (the same character can trigger this if passes over
multiple times. For example if the trigger limit was 2 then 2 heroes
may pass over the trap and then be separated from their group or 2
enemies may pass over splitting the group up or blocking a path.
Curses and Mocking Beasts – When opening a Treasure chest if
either card is drawn the effect written on the card takes place, if loot
was used on a character and this was drawn then the character
automatically makes a roll to attack the user of loot.
Curses will be Poison - until a potion or talent that cures status effects is
used the player must roll a Yes/No dice at the start of each turn and if
they role a No to fighting the poison automatically lose one Hit Point.
Dark magic – Player rolls a Yes/No dice to fight the curse if the player
rolls a No then they are replaced by a zombie and until cured by a potion
or talent the cures status effect they use the zombie stats (hit points
remain the same).
Here is an image of the game being played
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Here you can see the Mouslings and friends on Inked adventures tiles with the Yes/No dice in
play
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There is alot of work to be done as you
can see I have not put in the Stats for
each Mousling class yet.
The cards are incomplete as the class
and item ones have not been done as im
still waiting on the images for these.
Any feedback would be great and if
someone would like to colaberate to
improve this project I am happy for some
input as a fresh take could help spring the
life in it I feel its missing!