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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!