Quester Class

The Quester is my version of a generic adventurer, one whose abilities are related to the things they encounter while on adventures, and the studies they pursue in their downtime.

The class works roughly as follows – the character begins about equivalent to a Normal Person in your ruleset of choice, or whatever is suitable for someone who is able to go on dangerous adventures, but has yet to really acquire experience.

As an example in something like Swords & Wizardry:

Hit Dice (d6)Thac0 [To Hit]Saving Throw
119 [+0]15

I’m not a big stickler for numbers nor do I really think they ever really make sense in many rulesets, so I think its more important you select a baseline and stick to it. So if you decide to use old school saves, pick a class or row in the monster table for saves and use that for this class.

Questers have no limitations on arms or armor.

Quester Advancement works a little different from other classes. Instead of utilizing XP-for-gold they instead complete a number of objectives to level up. These goals are usually player-created, sometimes personal to the character and sometimes shared among the group. The referee has final say on what is a suitable quest for advancement, and whether or not the character has fulfilled the pursuit of accomplishing their quest.

Quests are also declared long before a session. They act on a player-level as a way to communicate table interests in specific goals, and to focus the referee’s prep. I usually rule that a character can have 1 group quest and 1 personal quest active at any time, but if you feel you can juggle more threads go ahead.

Questers need to complete a number of quests equal to their next level to reach the next. Upon doing so the Quester returns home and enters into a downtime phase – reflecting on their adventure, pursuing mentoring, following projects, etc.

For the player this means that they assemble actions the character has performed while adventuring onto an Advancement Table, and the player either selects one ability from this table, or randomizes two (which can result in one entry being selected twice, if appropriate).

Ability Triggers

ActionAdvancement Table Entry
Entered into deadly combat and remained conscious until its end.+1 HD
Struck a foe with a weapon, melee or ranged.-1 Thac0 [+1 To-Hit]
Studied closely the workings of a trap, witness the use of a malicious enchantment or binding, observed the specifics of a mystical creature’s gaze attacks, or noticed the tells predicting a beast’s breath weapon.+1 SV (or move your saves up by one level)
Fell prey to a dangerous trap, the effects of a wand, a spell, the unnatural pains of a creature’s special abilities.+2 to saving throws made vs. the specific kind of save
Survived a duel with a fearsome foe (up to ref’s designation, but I usually reserve this for character’s personal enemy, big-bads, or creatures whose HD is at least double the level of the character).+1 Attack when doing no other action in a round
Attacked by more than 2 melee combatants in a single round.+1 AC when taking a parry action in a round (or whatever equivalent in your ruleset)
Retrieved a manual or the specialized equipment related to a specialized technique or skill.+1 to the relevant skill*
Bravely led hirelings into the fray, and succeeded in not losing a single one.+1 to Morale checks for hirelings
Thoroughly dissected a bizarre creature, taking time to understand its strange anatomy.+1 damage when striking creatures of this type
Ingesting monster parts prepared by a mystic, ignoring their warnings, and succeeding at your saving throw (ref determines consequences).Gain a daily use a limited version of the monster’s powers, negotiating with the ref its specifics and any negatives of activating it
Retrieving a magical grimoire, tablet of power, necromantic codex, or any other wizardly instruction manualIf the character has not learned magic yet, gain 3 Spell Dice and 1 spell (I treat spells as level-less). Otherwise +1 Spell Dice.
Studied a scroll, tome, odd runes, or other depictions of the alien beings known as “spells”+1 spell
Returning an alchemists station, a rune-carvers workbench, an orrery and telescope, or some other large lore-based work station to your laboratory/tower/cave. The ability to learn crafting recipes related to the associated lore, negotiating with the ref the details

Add, hack, and discard results from this table to your preference. Write custom ones specific to a single quest, dungeon, or creature. Don’t be afraid to ask your players for additions, as well.

Skills

I have one entry above that allows the characters to gain skills, and have sometimes added multiple entries to a player’s advancement table for different skills. I am not here to tell you how you should run skills in your game, or if they are even mechanical things. I trust you to handle it. Whether this is a narrative conceit of “ok now your character knows how to ride horses in combat” without checks, or a “ok thief, your thievery went up by +1, so now you can sneak on 3-of-6”, or some other system.

Spell Dice

For this class I have used Necropraxis’ excellent Spell Dice, but you could hack this to use original D&D magic-user levels (you may just get people casting high level spells early), GLOG Magic Dice, or some other system. I have just found the Spell Dice system to work with this form of advancement.

Note I always impose some sort of restriction to casting in armor. I’ve done this by increasing the range of “burn out” on the above spell dice system, +1 for each category of armor (so unarmored casters lose dice on 1-2, light armor loses dice on 1-3, chain on 1-4, and plate on 1-5).

What about Clerics?

If you noticed the table doesn’t really have “Clericy” entries like turning undead. If you do enjoy Clerics you could add entries for exorcisms, boons to healings or blessings, etc. But for all my runs with this system or earlier versions of it I have played in a setting that lacks Clerics, which is why their equivalent entries are missing.

Thoughts

Depending on the availability of these triggers for characters, this may result in a significantly lower or higher magic game than you anticipate, so be mindful of what you add into your game.

The benefit I have found from using such a system is that you can use the foundation of the original fantasy game, while getting a lot of the benefits of “you get better at what you do (or are interested in)” that comes with sometimes-heavier ruleset.

You also get the benefit of players actively seeking out things in the world, searching for rumors, and overall getting invested in your setting. And since they are always explicitly telling you their goals, you can direct your prep towards relevant topics.

I should note I have only ran this class is insolation, so I have yet to mix it with the traditional classes in the original game. Since they use a different advancement system I don’t think they would mix, but who knows. Anyway, let me know your throughs.

Thank you!

This work is licensed under a Creative Commons Attribution 4.0 International License.

Barrowmaze Open Table Sessions 27-29

Session 27

Players

  • Barmox the Magic-User, played by Stripe
  • Glarg the Fighter, played by Trusty McGurk
  • Rocco the Fighter, played by Daryl
  • Robber Key the Thief, played by Robert
  • Sena the Ranger, played by Malley
  • Sky the Druid, played by Captain Caveman

Summary

Krothos sends goons to search after Sena, apprehending magic items to provide to Mazzahs the town mage for divination purposes. The party decides to relocate to bogtown. One the way they are approached by a witch-hunter from the church named Magnus Raich, and his quarry, a supposed binder of demons named Lennard.

Suspecting foul play, the group attacks this hunter in the night, slaying him and releasing his captive, who is a deacon from Bogtown, and an enemy of the Bishop of Aerik. The group sets him off towards Helix, telling him to find the Chapel of St. Ygg there.

Off of the corpse of the witch hunter the party retrieves a wand of paralysis, cloak of elven kind, and a supplied. They proceed to Bogtown and meet many of the locals. They meet with the Mother of Toads, the local wizard. They stop into the Toasty Troll Inn and Glarg and Key make quick friends with some scoundrels, hinting that they are looking for work, they are sent to a chapel to St. Ygg, obviously a front for criminal activity.

In attempted subtle fashion, the “priest” says that the current “pope” is unfit for duty, given over to extravagances and a up-and-coming “cardinal” would very much like the head of their “church” disposed of by outsiders, with a wink and a nudge.

They are then pointed to a shrine to Janus out in the Bog, and instructed of a ritual that may transport worshippers to a sister-shrine in the barrowmarsh or back, for a sacrifice of wealth or goods.

Session 28

Players

  • Barmox the Magic-User, played Stripe
  • Boris the Barbarian, played by Modest Mace
  • Glarg the Fighter, played by Trusty McGurk
  • Lathan the Half-Elf, played by Ragnar
  • Robber Key the Thief, played Robert
  • Sena the Ranger, played by Malley
  • Sky the Druid, played by Captain Caveman

Summary

The party investigates Mecit Manor, traversing through the haunted estate, stumbling upon a corpse in a yellow-mold filled bed, encountering violent fungi, ghouls, and an easily-scared ghost butler, who startles Sena forcing her to run. In her sprinting she steps through some water-damaged floorboards and falls through to a torture chamber below. She spends rounds cowering in the dark before getting her wits about her and using her magic rope to climb back up.

Bertelan the Butler tells the party that the manor of the house, Lamric Mecit is upstairs. They find small demonic creatures trashing the furniture in the estate, and poor Boris the Barbarian is defaced by one of the chaotic creatures.

Twisting a series of crow sculptures on a display in the room a secret passage is opened to the master bedroom, mired in filth with the windows boarded up. The sheets are thrown off the bed by the being resting upon it, Lord Lamric in full regalia, even wearing boots to bed.

He accused the party of awaking him, but Ragnar says that they have traveled long from Barrowmaze, bringing the Mecit family blade home.

Overjoy the young lord asks them to hand it over and breaks out some brandy to celebrate, mentioning of further quests he has for the party to fulfill. The entire party is very apprehensive, and after some investigating, sneaking, and mind reading they realize the lord is not as he appears, so Ragnar leaps into battle, striking the creature.

The young lord is transformed before the group’s eyes into an eight-foot tall woman in decrepit clothing, with ruinous claws and hatefull eyes. All the adventurers leap in to slay her, but she is able to shift in and out of the material realm, avoiding their blows. Barmox steps up and uses his wand of paralysis, disabling the creature just enough for the party to decapitate the crone.

For their reward the party finds a massive horde of jewels and a silvered dining set, and they retrieve a massive oil painting of the manor, selling it to the “head grocer” in Bogtown.

Session 29

Players

  • Barkface the Druid, played by EvilTables
  • Barmox the Magic-User, played by Stripe
  • Lathan the Half-Elf, played by Ragnar
  • Robber Key the Thief, played by Robert
  • Sky the Druid, played by Captain Caveman

Summary

The party continues their search of Mecit Manor. Deciding to investigate the attached Wizard’s tower. They encounter haunted rooms along the way, acquiring a log of the manor and spell scrolls. Entering into the trapped tower, a wizard’s assistant named Humfra shouts down from the second floor that if there are any spiders with them, he will release the dogs, referring to a chained collection of ghasts and ghouls.

Ragnar casts Charm Person on this being, and learns that the wizard Orias sleeps deep in the earth, having been blessed by the Dark Lord with vampirism. They ask to be led to his study, a library and alchemical lab on the third floor, noting all the windows having been blacked out. They spy a multitude of potions, a spellbook on a plinth, and a chest full of wealth. They also are seen by a crow, and Humfra confirms this to be his master’s familiar.

Barmox asks for Humfra to bring the creature closer to him, and while the one-eyed assistant is warning the crow to not try pecking out his good eye, Barmox sleeps the both of them. They slay the familiar, bound and gag the assistant, and kill off the undead guards of the tower.

Barkface detects danger in the room from the book, the chest and some potions, and worries that the master would know of the familiar’s death, so the group decides to aim for slaying the vampire sooner rather than alter.

Entering into the basement they see a variety of barrels stored under the tower. They enter through two double doors and into a barracks filled with rat men. A deadly melee is engaged, multiple party members are struck by the ferocious creatures, but the Druids cast heat metal on their chain, burning many of them and forcing the creatures to run. Barmox’s wand comes in handy yet ago, disabling many of the combatants.

Deciding they are too injured to proceed, they return to the tower, collecting the potions that did not detect as dangerous, carefully grabbing the tome without touching it, and plundering the vampire’s chest for a ransom of gems, platinum, and electrum.

They decide to camp out in the woods overnight, fearing that the vampire will travel to Bogtown seeking revenge.

White Box Home Printing

Over the years I’ve done a few home prints of the original edition of Dungeons & Dragons and its started to get actually good. I just wanted to share pictures and provide advice that I have found to work for me.

So while not terribly historically accurate, I have opted to use the WotC reprints, but I have utilized the original covers. I have them saved from a specific website where you can find pdfs of games for archival purposes, but I think these are now unavailable. I am sure if you asked the right person for the original covers they’d send you a link.

To print them in booklet form I used Adobe Acrobat, although I’m sure many pdf programs can print in booklet style. I printed the covers separate from the internal contents so that I could print them on different kinds of paper.

I printed the internal contents on 20 lbs. recycled paper – I have found actually printing on cheaper printer feels better for me for a use-copy. When the paper is too high quality the booklets become difficult to flip through, in addition to increasing the size of each booklet. I then printed the covers onto premium 80 lbs. white cardstock in color.

Afterwards I very gently fold over the pages and the cover, kind of rolling it in the middle without actually creasing it. I used to use a Scor-Pal but I found the actual crease on larger pamphlets creates kind of tiers of pages that affects use-in-hand. Your mileage may vary.

Once I have an obvious center I staple it twice using a long-arm stapler. I don’t really measure the position along the spine, or pre-hole the cover or anything. I just measure from the short edge of the cover to the center, and approximate two places nearish to the ends to staple.

Now that the actual booklet is constructed I start creasing the spine. I’ll very carefully apply pressure until the book mostly lays shut, and afterwards I’ll use a rubber roller to really flatten it out.

With the book sufficiently flattened, I flip open the cover and stick the internal pages into a paper slicer, aligning to whatever pages seem to be sticking out the least, and chop them down to a consistent size when closed. Again nothing terribly precise. Just stick the pages into the slicer, line up so excess page spill is past the blade, then chop.

For the actual white box I could have tried to look for something closer to the actual white box, or even apply paper to a smallish board game, but I opted instead for white corrugated box like this. Its sturdy, and since you have to buy it in a big pack its super useful for keeping all those zines you’ll be getting from Zine Quest in.

With the supplements, reference sheets, Chainmail and Swords & Spells its a pretty tight fit. Obviously if it was just the 3LBBs I could also stash some dice and other stuff, but its packed to the brim with additionals. I don’t heavily use the supplements, but every once and a while I’ll grab something from them, so I like to have them nearby.

Anyway, none of the above is rocket science, I just thought I’d share my process. I’d love to hear from you if you’ve done something similar, for your favorite game, adventure, supplement, daemonic spellbook, etc.

Barrowmaze Open Table Session 26

Summary

Quite a few new adventurers enter into the fray as the party returns to their initial entrance to the Barrowmaze. Therein they battle with stirges supping on a recently deceased adventurer. They discover a secret shrine to a demonic patron, and a magic-user pledges service to an unnamed entity asking to be led to the thief that took his scroll. In pursuit of this scoundrel, the group witnesses a massive Beastfolk, several times larger than they usually encounter as it immediately rushes them, trying to tear the adventurers limb from limb. After a bit of trying to sprint around it they group enters into combat, pinning the beast in a doorway and eventually dispatching it. Late into the night Sena uses her Ring of Invisibility to break into Krotho’s manor, leaving the head of the beastfolk in his chambers, torching his undergarments in the hall before sneaking out.

Cast

Player Characters

  • Barmox the Magic-User, played by Stripe
  • Glarg Grumblebeard, played by Trusty
  • Jollen the Druid, played by Xenken
  • Key the Thief, played by Robert
  • Rocco the Fighter, played by Daryl
  • Sena the Ranger, played by Malley
  • Slaine the Hermit, played by Dio

Hirelings

  • Manks the Cleric of Hathor

Rewards

  • 3 sapphires worth 600gp
  • A coin-purse of 50gp
  • A bag full of chipped jewels worth 200gp
  • A silver dagger designed for ritualistic sacrifice
  • 187.5 total party combat xp

Thoughts

It was a good game, a little hectic given that we had 5 new players. I need to remember to both instigate a Caller when we have lots of players, and to actively utilize them. Even when I have a caller I often forget and respond to absolutely everyone.

I also know due to the size of the game a few players had technical difficulties and unfortunately missed some of the material, which I feel bad about. I think this is unfortunately just chalked up to Discord, each person’s individual setup, and Roll20, but if anyone has recommendation I’d love to hear them.

There were a few questions of utilizing Floating Disc, a notoriously specific spell, in a very general fashion. While I love creativity, I do think the specifics of a spell is kind of a social contract. Some requested exampled were to use it as a wedge for a door, or as a bludgeoning device. Both are clever interpretations of the spell, but why I ruled against those is that it somewhat mitigates the usability things like Hold Portal or Magic Missile. That said, I’m always game for suggestions.

Overall I enjoyed it, but I do feel like I should move back to my policy of trying to keep at most 6 players. When playing online really my sweet spot is 3-5 players. I love being able to share this game with lots of people, but I also think that my strengths as a ref lay in kind of my free formy conversational manner, which can cause a lot of downtime when the table is packed.

Anyway, thank you for reading, and hopefully this shorter format will help me stay on pace with play reports.

Barrowmaze Open Table Catch-Up 15-25

The amount of session reports that I am “behind” on is almost a large than ones I have written – the last one was for October 11th. Since then there has been 16 Sundays (not including the most recent which I’ll write its own report for). Out of those 5 were missed sessions, most for holidays, my birthday, and just general end of the year stuff.

So that means I am missing reports for sessions 15-25. Of course there’s no way I’ll be able to summarize those, track down exactly everyone who played, etc. but I’ll try to very, very briefly outline what happened so I can pick up regular reporting again. I won’t be able to highlight everything but here’s some details:

  • The party stole a fantastic painting out of the noble’s tomb, and Sky the Druid used some mind-reading to deftly negotiate with H.H.R. Huffnpuff for a massive sum of wealth.
  • Removing the painting released a vault extending into some caves, releasing a hulking biped insectoid monster that they manage to dash away from.
  • Ambushed by a rival adventuring party, the group aggressively charges and slays two of their adversaries, scaring off the remaining three and claiming the fallen’s magic items for themselves.
  • While investigating a sole tomb, Ragnar the Half-Elf touched an ominous tome and was transported away to an alien realm to do battle with a small grey sorcerer atop a floating throne. Striking the magic-user twice, Ragnar was returned to the tomb with access to the tome.
  • The group discovered a demonic brazier that seems to extinguish flame.
  • Returning to the site of a previous massacre – the water logged tomb filled with a diorama of an elven warrior battling lizardmen, Sena the Ranger used her rope of climbing to remove the sword while the party ducked out of the tomb before the statue guardians attacked.
  • Sena continued her construction of a canal to the mounds, and as it neared completion some of her laborers came to her panicked that many decided to plunder a nearby religious site for a frog cult, after hearing the monks left for a pilgrimage, but were lost within.
  • The party traversed the magical threats in the tomb, with Martin the Cleric using wards to protect them from rampaging Frogoyles, finding the lost laborer who was infected with some sort of frog curse, the holy man exorcised it from the poor man’s body.
  • One of their hirelings was eaten whole by a mummified frogman, and the party fled sealing the dead within, burning religious iconography as they beat their retreat.
  • Barmox the Magic-User found some very enlightening weed and pipe in the shrine, and returned to share it with Huffnpuff, gaining magical insights as he took a deep hit.
  • Sky befriended a diseased alpha rat, and led it on many adventures before it was consumed by green slime.
  • They party found an ever-flowing cup, producing holy water, ale, or mead, or even sometimes potions. Two party members were slain by stone guardians in its retrieval.
  • The group stumbled upon corpses ambulated by a swarming mass of rotgrubs. After deadly combat Sky’s faithful mutt Foamy was found panting with the foul swarm digging into her skin. Sky immediately enacted dagger-surgery to get them out, narrowly saving his dog.
  • The group plundered an ancient library of an old pestilence cult, but not before battling with the entombed high priest who drained some of Lathan’s lifeforce. Their rewards were hundreds of pounds of books they were able to make a good exchange for, and a multitude of magical incenses, powders, and salves.
  • Sena’s canal ended, and Krothos the local lord immediately set to taxing it, giving the party 1 free pass on the canal as a reward. Sena punched his advisor, and Krothos let them off with a warning, heading off to drink and gamble.

Tons more occurred in addition to the above. As I go through my notes I’ll return here to add, but for now I think this is a decent summary. I apologize that I haven’t catalogued everyone who played in these games, and my apologies if I haven’t highlighted one of your favorite moments, but I definitely encourage you to comment if you played or remember any details and I’ll update this post.

Later this week I’ll write up the most recent session, and hopefully get caught up on my Open Table Valley of the Wind Game.

Thank you!

Barrowmaze Open Table Session 14

Summary

Finding their way into an old noble’s tomb, a wizard is possessed by the spirit of an ancient squire and joins forces with their liege wraith. The party’s courageous self-proclaimed knight is cursed with ghostly undeath by the lord’s blade, and the oddly-friendly skeleton swears fealty to him as he fades from the mortal realm. A thief is found wandering the tomb, having fallen into a portal trap elsewhere, and the party enters into combat with the approaching death cultists and their zombie horde.

details follow

Barrowmaze Open Table Session 10

Summary

The party explores a number of tombs over the Barrowmaze, and take heavy losses.

Player characters

  • Donnie the Bard, played by Malley
  • Grick the Half-Orc, played by Modest Mace
  • Sky the Druid, played by Captain Caveman
  • Ulrik Ironsworn the Paladin, played by Isaiah
  • Uriel the Ranger, played by Dante

Hirelings

  • Arnd the Dwarf
  • Bran the failed magician
  • Garbash, Cleric of Crom
  • Irya the Archer
  • Manks, Cleric of Hathor
report follows