Adventuring

A treasure hunter's life is one of danger and excitement. You'll be traveling the world in search of ancient wonders and hidden mysteries - things that bewilder and capture the imagination. Hoards of monsters, lethal traps, dungeon bosses, and so much more stand in your way. Yet, the dangers have their rewards: treasures of gold and jewels, magical items, powerful weapons, and world-altering revelations to secrets untold.
Yet, for a life so filled with excitement, everyone needs downtime. And so, in between escapades, treasure hunters can be found resting and preparing. The world is peppered with towns, cities, and various outposts. Find an inn, get a good sleep and have a nice meal; stop by the smith and upgrade your equipment, and maybe head out for some training.
It's all about balance.

Index


Civilization

During your travels, you'll come across towns and cities where you can rest, relax, and enjoy a quiet day. During your stay can do some shopping, learn the latest rumors, and visit a guild for some extra work.

Villages, Towns, and Cities

Throughout your adventures you'll come across various kinds of settlements. Each of these settlements vary in size, economy, and offerings. The larger they are, the higher a chance they have of possessing a service for something you're after.

This table lists the ratings on a scale from 1 to 5, with 1 being least likely and 5 being most-likely. Additionally, 0 means that there is absolutely no chance of a presence, while 6 means that the service is offered in abundance.
A village is defined as a settlement with a relatively small population (1-500 people).
A town is defined as settlement with an okay-sized population (500-1,500).
And a city is defined as a settlement with an large population (1,500+).

Service Village Town City
Lodging 5 5 6
Tavern 4 5 6
General Stores 3 4 5
Specialty Markets 0 3 5
Guild Halls 2 4 5
Craftsmen 4 5 6
Church 2 5 6
Jail 4 5 6
Black Markets 0 2 5

Heading into Civilization

Your party consists of the player characters, along with any creatures or NPCs they may have befriended. NPCs who are traveling with the party but aren't a part of the ground, are not considered members.

In general, a creature with standard sapience (human-like) are allowed in all settlements. However, all monsters and animals of lower-intelligence must wear a collar with their given name on it, if they're to be allowed to travel with you around town - otherwise they must be kept in a cell of some kind.

When adventuring around human settlements, it is expected that you'll keep your weapons sheathed or hidden (depending on the laws), revealing them only to defend yourself in absolute necessary circumstances. Abilities, unless passive, are not allowed to be used in public, unless in cases of emergency, such as for healing a wound or defending against an attacker.

Some settlements may tax you for entry. Once the tax is paid, you're free to come and go as you please for the remainder of the week.

Rest and Recovery

As a general rule, just so long as you have some kind of bedroll, you can lay down for some rest. While resting, all your Health, Stamina, Mana, and Focus are restored, and you wake up feeling refreshed and ready for the day ahead. However, there are different degrees of rest you can get.

Hours of Sleep Benefits
0 In failing to receive a proper rest, nothing is restored and for some reason you feel even worse than before.
1-2 25% of max health is restored.
50% max stamina, mana, and focus is restored.
3-6 50% of your max health is restored.
100% of your max stamina, mana, and focus is restored.
7-8 100% of your max health, stamina, mana, and focus is restored.

To make it clear - negative status effects that may have lasted from your most recent battle remain in effect.
In order to remove any negative status effects, go visit a doctor.

Good Rest

Sleeping for eight hours in a warm, comfortable bed in a safe environment grants you the benefits of a good rest.

With a good rest, you gain a temporary +10% bonus to your maximum Vital scores. These last until they're lost, and cannot be restored through any means (even Battle Transience).
Upon awaking, you may also switch out your current abilities with ones from your sideboard.

Great Rest

Better than a Good Rest, you must sleep in a luxurious room with a great bed for eight or more hours to get the benefits of a Great Rest.

With a Great Rest, you gain a temporary +20% bonus to your maximum Vital scores. This bonus cannot be restored through any means (even Battle Transience).
Upon awaking, you may also switch out your current abilities with ones from your sideboard.

Leveling Up

Now that you've rested for 3-6+ hours, you can finally level-up.
After you've finished your rest, if you've acquired enough experience points to meet or exceed the requirements, you can level-up. By doing so, you subtract the required amount from your current XP, and you follow the level-up process as described in Levels and Progression.

Please note: If you have not rested, you cannot level-up.

Doctor

Just about every town has a doctor. These specialists are able to help restore you to full health after a hard battle. Aside from restoring your vitals, they primarily restore status conditions, such as poison, or disablement.

Once in town, you can consult the doctor and pay a flat fee for their services.

Service Description Fee
Restore Vitals Your vital scores (Health, Stamina, Mana, focus) are restored to 100% capacity. 100
Restore Status Condition A status condition is undone (this excludes death). 150

It only takes an hour to remedy any amount of afflictions.

Inns and Hotels

Inns and hotels are establishments that provide rooms for overnight use. While resting there, you gain the benefits of a good rest, along with other complimentary services they might provide.

Inns differ from hotels in that they are less formal and focus more on simple provisions.

Hotels on the other hand, are focused on luxurious conditions and comfortable accommodations.

In order to get the benefits of either establishment, you must spend the night there and get at least 8 hours of sleep.

Establishment Benefits Cost
Inn Good Rest 75
Hotel Great Rest 150

The Church

A JRPG just isn't complete without its vaguely-Catholic church. Just about every large town has some kind of church establishment where you can sit and reflect on your deeds, or make a donation.

Though you're not supposed to say it, you can donate to the church in exchange for Revival Coins.

Donation Amount (gil) Reward
100 Roll 1d20. 15-20, you get 1x Bronze Coin.
500 Roll 1d20. 5-20, you get 1x Bronze Coin.
1,000 You get 1x Bronze Coin.
5,000 You get 1x Silver Coin.
10,000 You get 1x Gold Coin.
10,001 and beyond Roll 1d20, on 15-20, you get 1x Platinum Coin.
Otherwise, get you 1x Gold Coin.

Guilds

Guilds are organizations that specialize in finding work for their clients, while acting as mediators to ensure that the both sides are treated fairly.
Symbolically, guilds are a hub of civilization and good-will towards those who often spend time away from home. For members, aside from just a source of income, they provide lodging, food, and other means of support.

If you're going to a guild for help, you would first create a job listing. The job listing describes the task that needs done. Next, the job listing is given to the clerk, who reviews the job, sets a difficulty rank, time frame, a price, and how many members are required to complete it.
From there, it is posted to the job board for guild members to browse and consider.

When a guild member or party of guild members find a job listing, they can claim it. Once claimed, the guild forbids anyone else to interfere with their labor until it is either completed or abandoned. Once the task is completed, the guild members return with the proof of their success and are then paid by the commissioner through the guild.

Most guilds offer rewards of advancement and various privileges for a consistent track record of successful jobs. Typically, they look at your 10 most recent jobs, then assign you a rank based on the difficulty of the most jobs that you've completed.
Note: If you've completed an equal amount of missions of differing ranks, then the bias is towards the most recently completed.>

For example. If you have recently completed 4 D-rank missions, 3 C-rank missions, 2 E-rank missions, and 1 A-Rank mission, then your guild rank is set to D, because out of the ten missions, you have more completed D-rank missions than the others. However, upon completing a C-rank mission, your guild-rank would increase to C.

If you're able to complete a mission with fewer members than required, then the mission is counted as a rank higher than it normally would. In other words, if a mission is D-rank for 5 people, but two more capable members take care of it, then the rank is re-ranked as though it were originally meant for two people. The same goes for using more members than listed to complete a higher-ranked mission.

If for some reason you're unable to complete your mission, you are allowed to drop it. Simply return to the guild and request to drop the quest. Dropping a quest for any reason will treat the quest as two failed quests on your report card, and may threaten your guild-ranking.

Below is a table of mission ranks and their descriptions. They also include examples of missions that you'd typically see in an adventurer's guild, along with their typical pay ranges (not including the money you have acquired while completing it).

Mission Rank Description. Examples Typical Pay Range (Gil)
F No risk. More or less menial chores. Pulling weeds, putting down cockroach poison, escorting children to school. 25-50
E Slight risk. Tasks with no immediate danger. Killing rats, disassembling an unstable treehouse, removing a bee hive. 100-200
D Mild risk. Dangerous tasks that could result in injury. Killing level 1 monsters, neutralizing rabid animals, recovering run-aways. 400-800
C Real risk. Dangerous tasks that will result in injury, if not death, for the untrained. Killing level 2-5 monsters, investigating monster nests, tracking down murderers. 1,600-3,200
B High risk. Lethal tasks that will likely result in death for the incapable. If not dealt with, towns and cities may suffer. Killing level 6-10 monsters. 6,400-12,800
A Immense risk. A deadly tasks that threatens not just you, but those around it. Absolute capability is the bare minimum. Failure to neutralize the threat will result in calamity. Killing level 11-14 monsters. Going to war. 25,600-51,200
S Intense risk. A highly deadly task that challenges even the most capable of champions. Moreover, whole countries may suffer if it is not dealt with. Killing level 15-20 monsters. 102,400-204,800
S+ Ultimate risk. A world-scale threat that only a handful of legendary heroes in a generation can hope to defeat. Killing level 20+ monsters. Saving the world. As much as you want.

Treasure Hunter's Guild

Out on the frontier you'll find the Treasure Hunter's Guild. This guild specializes in finding work for people who make their living by delving into long-lost sites and recovering ancient artifacts. There are guild branches all across the country, most often on the fringes of society where the known meets the unknown. Collectors and curators often send their requests to the guilds in hopes to acquire something new for their stores. Other times, treasure hunters do freelance work and sell their spoils out on the open market.

In the Treasure Hunter's guild, a mission's difficulty is ranked similarly to one from the adventurer's guild, with F-rank being the safest, and S-rank being the most dangerous. However, the grade of a treasure hunter is determined upon how often they acquire the item they're after.

Adventurer's Guild

The Adventurer's Guild is the archetypal fantasy guild and is likewise recognized across the land as a hub for fantastic journeys into the unknown. Young and daring spirits have been attracted to its prospects for centuries, and many have been challenged to grow - or be defeated - in order to survive.

In reality, the Adventurer's Guild is more like a giant bulletin board from many other guilds; the guild itself only specializes in monster exterminations. Which means that, if you go to the guild in search of work, you'll find plenty of it - though most of the contracts will be through third-party guilds.

This means, work from Treasure Hunter guilds, the Artisan Guilds, from Merchant guilds, and so on. Sometimes, a few black-market contracts*, veiled in coded languages, appear as well.

*Note: While it's not illegal to accept a black market contract, breaking the law is still illegal.

Artisan's Guild

This guild specializes in the proliferation of art and all related endeavors. It is a source of income and advertisement for thousands of artists, aspiring and veteran, all across the world.

They specialize in helping artists find work, as well as for transporting and protecting art. But most, artists will find work taking commissions from wealthier individuals, painting portraits or helping to compile poems.

For other treasure hunters, they can find work helping to recover lost pieces of art from across the world, such that they might be featured in museums.

Engineer's Guild

This guild glorifies craftsmanship in all its various glories, from simple carpentry, all the way to advances in science and technology. It is a guild built on the ideals of invention and innovation, for making a better world through the practical application of science.

Work found in the Engineer's Guild relates mostly to creating new devices, or collecting rare and exotic resources to bring back for the engineers. You'll also find work as an engineer in architecture and general repairs.
However, there is also a collection of legendary tasks, often commissioned by noblemen and rich merchants, for more philanthropic efforts. Such curing cancer, solving draught, and space travel.

In recent years, the prestige of the guild has grown in thanks to the growing prevalence of technology in world. The need for better armor, better infrastructure, and smarter agriculture practices has lead to a sudden demand for experienced engineers. Such a demand has made the guild very wealthy.

Merchant Guild

Dealing in all things related to production and its allocation, the Merchant Guild is the most prosperous of all guilds, drawing work and workers from across the globe in mass. They function as a kind of super-hub for buyers and sellers, establishing their vast markets in all major and minor cities, with branches in most towns, and loaded wagons traveling to nearly all villages and smaller settlements.

Work for the Merchant Guild is also the most various. Commissions range from boring and tedious, such as picking potatoes and moving pallets onto a ship, all the way to to deep-sea diving for shed leviathan shells. However, the average lies in simple shipping and handling.

In reality, the real money for them is in stocks and bonds. Since all guild branches function as stock markets, with a small fee being collected from every trade, the Merchant Guild is more wealthy than most kings. This has lead to a contention between the Merchant Guild branches and the many rulers, often forcing the guild to enter special relations (read "bribery") in order to maintain their easy dealings.

In conclusion, the Merchant Guild can be said to be as benevolent as it is malevolent. As in all things related to money, it leads to happiness as well as despair. When taking work for the Merchant Guild, be sure to chose wisely and read the fine print.

Magician's Guild

Notably the oldest of all recognized guilds, they first started out as interconnected cults fascinated with the arcane arts, and eventually grew to public acceptance. As magic became more necessary to the establishment of major civilizations, the power of the Magician's Guild grew with it. For a long time, guild halls functions as schools, lecture halls, and private markets for the trade of rare and strange relics. Today, though their social prominence is waning, they are still the foremost commissioners of magicians in the world.

Work for the Magician's Guild tends to be the most dangerous, purely for the for that you'll be dealing with magical items. Work ranges from the simple collection of artifacts, all the way to helping with the creation of the Sorcerer's Stone - which tends to end in tragedy every time.

Guild branches themselves tend be curious places, often older than the towns they're in, and piled high wall-to-wall, floor-to-ceiling with books, scrolls, tablets, manuscripts, and little boxes labeled in script that can no longer be read. Curiosity here is more certain to kill you than out on the field.

Freelancers

Though guilds abound in the world, not everyone is in a guild. In fact, there are quite a few fellows out there who prefer to do business on their own terms. Typically called Freelances, they roam from town to town looking for work, advertising themselves at lower prices than the guilds do, often coming out with more money than a guild member would also. However, without a guild to represent and back them up in case of conflict, there's a higher degree of risk to it.

You can typically find advertisements for Freelancers on town bulletin boards or in the public places. Freelancers come in as many flavors as the guilds do; where there's an adventurer's guild, there are plenty of Freelancer adventurers, and so on. To start negotiations, all one has to do is approach them with a task and an initial offer of compensation. From there, an agreement is reached and the Freelancer goes to work.

On average, Freelancers are 20-30% more affordable than guildmembers, since there's typically no guildfees or taxes that apply to your agreements. However, without an intermediate party to ensure that that both parties can be protected in case of tragedy, this can make trusting Freelancers difficult. If you become a Freelancer, most of the work will come from maintaining a good name for yourself.

Black Markets

Where there is a law, there is market for breaking it. Across the world, whenever a good or a service is banned or too tightly-regulated, its consumption merely moved into the dangerous and uncertain world of the black market. These markets exist in the shadows, often curated by the wealthy and the powerful.

The black market is more dangerous than the Adventurer's Guild and more lucrative than the Merchant's Guild, which is why both guilds tend to be so close - yet so far - to the action. In reality, there is no physical market, but a web of connections between buyers and sellers. One person knows another who knows another who knows of a fellow who happens to be selling illegal thing X, and arrangements can be made for a trade - but only if you are trusted.

Indeed, dealing with the black market is dangerous. Either it goes right, or you end up swindles, betrayed, or in jail. And the more money there is to be made, the bigger the risk. Yet, despite all the frustrations by the police, the market persists.

Auctions

Practiced by most guilds, the auction house exists as a special event for the acquisition of expensive unique goods. This is done by gathering with other bidders and placing bids on the presented article. This can be a good, such as furniture or a land deed, or even a service such as having your roof repaired or a portrait painted.

The goal of the auction is to get a low-supply/high-demand good or service to the person who is willing to pay for the most.

In practice, an item is first place for auction with a starting bid, and bidders can take turns out-bidding their competitors. When the bid slows to a halt, the person who most recently bid is declared the victor. Behind curtains, the exchange is made.


NPC Services

In every settlement, there is certain to be at least one person, specialized in a trade, who is willing to sell their services. There can be carpenters, stone masons, artists, smiths, weapon manufacturers, and all sorts of things that a party might need.

In game, the DM is in charge of determining how these services are rendered. However, there are special, more technical services out there that player characters are certain to need. Below is a list of various NPC services for the players.

Training

Players aren't always as strong or talented as they want to be can spend their free time on mastering their abilities in a low-risk environment. This can be done by paying a fee to use a specialized training area, or for free by heading out into the wilderness.

There are two kinds of training: level-grinding, and studying.

Both of these methods require plenty of time - which may not be feasible of you're short of time. Keep in mind, just because you're not doing anything, doesn't mean your adversaries aren't doing anything either.

Both of these can be done for free, in which you go out into the wilderness, or paid, in which you spend money to use a specialized area. Paid training yields results faster, but you may not have the money to afford it.

Level Grinding
Done by going out and fighting weaker runts and mobs of the same level. This is done a day at a time, in which you must be able to devote 12 hours at once to the task.

At the end of each day, a 1d20 is rolled for the whole party to see how much each participant gained. The higher they roll, the better.

Alternatively, you can pay [500 x Player Level]gil a day to use a specialized training area.
Using a training area increase earned XP by 2x. Though rare, more specialized training areas exist, which further multiply your earned XP.


Studying
Find a safe, quiet place to set down and hone one of your talents. The amount of time it takes to improve a talent by 1 point is determined by its current score.

The equivalent of a training area, is a book. Studying with a book reduced the amount of hours (minimum 1) to earn your next point. However, the book, having been read, cannot be benefited (for fewer hours) from again.

Buying and Selling Goods

In just about every settlement there are going to be stores where you can buy goods from. General stores tend to sell tools and (most) moderately priced consumables. However, more expensive items (500gil and higher) tend to be found in specialty stores.

When you're in a general store, you'll be able to consult the clerk and purchase from a variety of simple goods. Pick what you want, pay the gil - simple stuff.

Keep in mind that, generally speaking, Tools weigh about 5u, and Consumables weight about 0.2u.

Not all stores will be able to buy goods from you. Some merchants aren't in the market for your wears, and others may not have the gil on hand to buy it with. Merchants that can and want to buy your wears will buy your wears at half their listed price.

Alternatively, if an NPC likes or dislikes you, then they'll make you an offer that better reflects that disposition.

By default, NPC's are indifferent to you. However, if you do something they like or dislike, then they'll come to change their attitude. Typically, you can perform a task for them, such as giving them an item they're after to earn their favor.

Buying and Selling Materials

You can purchase Materials from General Stores. However, their starting price will be 10x higher than listed in Craftables. This is because the prices listed are for their initial sale. These materials, especially the more expensive ones, are difficult to come by and so the merchants are certain to increase their price to reflect that.

Likewise, other craftables can be purchased at 10x their marked price, and sold for their exact marked price. However, priced are still subject to change based on the merchant's disposition toward you.

Upgrading Weapons

Upgrading your weapons can be costly, since weapon parts do not come cheap, and neither do weapon smiths, but if you have resources, you can enhance your weapon with new attributes to make it more effective.

If you have a weapon part, you can give it to a weapon smith, who, for the service fee, will use it to improve your weapon. This process takes 8 hours, during which you won't have that weapon.

You get to choose what the upgrade is by either picking a new Attribute from the weapon attributes section, or by improving an existing attribute's score (X) by +1.
As a note: You cannot increase an attribute's score by more than 5.

After the 8 hours have passed, you're free to return to the smith and pick up your weapon. Note, that the weapon's weight has not changed, despite technically containing a weapon piece inside of it.

Talent Services

In every town you go to, you'll be certain to find talented individuals who are willing to sell you their services. These are simple jobs that people typically take up as a trade, such as forest guide, smith, linguist, and detective.

In gameplay, you'll seek out talent services when you have task that requires a high score in a talent and no one in the party is good enough. You'll go to the town, search out someone with proficiency in that talent, and attempt to hire them for their talent.

Talents are more affordable than Freelancers and guildsmen, but lack the versatility or the implied combat prowess that the other have; they're just townsfolk, after all. If you want to take them along on an adventure, treat them as Civilians (See Monster Guide).

Talents can be hired by the day or per-check, depending on their needs and yours. Making a contract with one is similar in how you'd strike one up with another. Below is a list of typical asking prices per day, along with prices as their skills increase.

Talent Cost/Day
Craft 250
Harvest 125
Scholar 350
Navigate 175
Acrobatic 100
Arts 90
Talent Levels Talent Score Cost Multiplier
Novice 2 0.5
Journeyman 5 1
Expert 7 2
Master 10 4

Dungeons

Dungeons are dangerous places, often remote from society and filled with dangers. Yet, for all the dangers they pose, they are likewise filled with treasures that only the most capable can acquire. As the saying goes, there is no risk without reward.

While dungeons exist in the traditional term, Dewprism Tactics uses dungeon to mean any formal area meant for combat, exploration, and treasure acquisition. They can come in any size and difficulty. This means that forests, caves, castles, and even churches can all technically be dungeons.

On a more formulaic note, it is assumed that dungeons will possess multiple floors, mini-boss fights, boss fights, traps, and loot. However, in the spirit of roleplaying games, please be assured that these are just guidelines aren't actually enforceable.

This section will explain the in's and out's of dungeons, how to build them, how to populate them, how to grade them, and how to run them.

Design

When designing your dungeon, the first thing you should do is conceptualize it: what is the dungeon's theme, what is its purpose (narrative- and lore-wise), how difficult will it be, how long will it take to complete, and rewards will it offer? The goal is have a complete understanding of the dungeon, so that way you're in complete control of it.

First starting with the concept, you should think about what the dungeon itself is about - what is the thing that makes it unique from all the other dungeons in your campaign? This could be a particular element, like water or fire, or maybe something that inspired a mood, like curiosity or dread. Also think about unique mechanisms you might need to work with in order to explore it. Maybe your dungeon uses portals that must be activated in order to navigate, or or maybe the dungeon demands that you light four ghostly torches to reveal the boss's lair?

Next, you should consider how difficult it will be. If this is a story-driven game, in that you have the absolute certainty that the players will be taking up this dungeon next, then you should plan for it to be appropriate for their level. All the monsters in the dungeon should be of equal level with the player characters, and the traps should all deal appropriate damage for the dungeon's level.

A good place to start is with the chart below. Though not the absolute rule, it's a good place to start when fleshing out your dungeon.
Keep mind that the dungeons are scaled assuming that your party consists of four people. Elements that should be adjusted proportionately to match your party's size will be marked with an asterisk.

Element Small Medium Large
Rooms 5 8 12
Rest Area 0 1 2
Traps 1 3 5
Battles 2 4 7
Minibosses 0 1 2
Bosses 1 1 1
Treasures 1 3 5
Puzzles 1 2 3

Dungeons tend to have a difficulty-curve to them. This helps the players dip their toe into the adventure without the risk of losing their leg. Normally, the flow should go as such:

  1. Starting: An easy, introductory fight or challenge that teaches players about the theming and general challenge of the dungeon's horrors.
  2. Middle: A slighter harder conflict that ramps up the tension, pushing the players to test their solutions. This is usually where the miniboss first appears.
  3. End: Near the end of the dungeon there should be no more bars held; all that the players have learned will now be put to test against them in full force.

Battlefields

Battlefields are an essential part of each dungeon. Put simply, battlefields are areas designated by the DM (you) for combat. There will typically be enemy combatants waiting for the party to arrive so that combat can officially begin.

As the DM, you should design battlefields first around flow and then around function. When it comes to it, a battlefield is simply a web of spots that players must navigate before getting within range against their opponents. Movement has a lot to do with it, and between finding cover, avoiding hazard, and controlling range, combatants should feel the need to position themselves properly.

There is a math to the design of dungeons, however. Each one should follow certain dimensions (in spaces), and should offer a proper amount of cover places and (possibly) traps.

Properties Small Medium Large
Spaces 9 18 27
Cover 3 6 9
Hazards 0 2 5

Most battlefields aren't flat. In fact, some can be quite steep. While how you represent the topography is up to you, you should consider how your combatants might utilize the terrain to give themselves the advantage.

As an advice, I tend to represent height on a map with little notations such as "0h", "1h", "3h" and so on, where H stands for Height in spaces.

Battles

Battles are the meat and potatoes of Dewprism Tactics. It's why everybody is here. On the battlefield your players have a chance to prove themselves as heroes, champions, and defenders. As an aside, it is also a chance for them to make some money, collect resources, and earn experience.

Each battle should be enough of a challenge to the players that everyone gets at least one turn, with the enemy being tough enough that they aren't all wiped-out in a single blow. On the other hand, players should feel that their efforts have tangible results, that they are - to some degree - strong and capable. Thus you want to place enemies between being glass and being sponges.

There are essentially two kinds of battles: 1) Hoard Battles and 2) Boss Battles.

Hoard Battles are your typically group of 3-4 enemies that are all converging on your group with the intent to destroy them. These consist of a mishmash of different opponents of varying intelligence. Normally these battles range from easy to medium in difficulty, and happen all throughout the dungeon.

Boss Battles are tests of strength and endurance, fought against a single mighty foe. Each dungeon has at least two boss fights: one against a miniboss at the midway point and one against the primary boss near the end.
There is technically a third kind of boss: the Final Boss, found at the end of the campaign.

Loot

The real reward from your dungeon excursions comes in the form of loot! Loot is anything of value that you get to keep with you. Loot represents more than just money, but the improvement of your life in the world of Rasdan. Loot lets you buy more helpful items, such as potions, vehicles, and homes. Other loot can make you more powerful by granting helpful bonuses.

Typically, the base reward for defeating (not necessarily killing) an enemy is based on the monster's level and rank.

Gil = 100 × (Lvl × Rank)
Ranks:

More important fights will tend to reward players with not just gil, but with special features.

Traps and Hazards

Part of the fun of dungeons are the traps and hazards you'll come across. These are instances in which characters will have to quickly react with a check of some kind, putting their reaction and prowess to the test in order to avoid some kind of harm. While the standard trap intends to harm your characters, more clever traps can inflict different kinds of penalties.

Generally speaking, traps can be found throughout the dungeon and exist at all times - in other words, they can be found outside and inside of combat. Like with most dungeons, the safer traps should be found at the front of the beginning as a means of teaching the players the rules of traps and what dangers they pose, while in later parts they become more aggressive.

Most traps are cleverly hidden and are sprung either when the player performs an action such as tripping a wire, opening a door, or stepping on a secret plate - but they can get more creative than that. Players can take the initiative and try to discover these traps in order to avoid by first making a Skill self-check. Once the trap has been discovered, players can declare their attempt to steer away from it, or try to disarm it.

Hazards on the other hand aren't deliberately traps, but can pose as threats to one's health if not properly navigated. Obstacles such as tall cliffs, rooms filled with spilled oil, icy floors, and unstable bridges all count as hazards.

Like with traps, hazards require an initial check for safe navigation. Generally, a Navigation, Scholar, or Craft check should do the trick. However, you can also check with your Melee, Magic, or Skill if the need arises (which it likely will).

Below are the difficulty ratings for traps.


Exploration

Exploration is a key part of every adventure. The chance to gain experience, to discover something lost, venture to new places, and collect useful supplies. Without the exploration, your adventure wouldn't be much of an adventure.

Foraging

While out and about (specifically, outside of combat), you can attempt to forage for materials and supplies. Foraging is a check made attempting to collect gil, materials, and consumables without having to kill monster for it. However, foraging has the chance to offer rewards that couldn't normally be found on monsters. When foraging, you're doing more than just scavenging, but you're digging around and looking under every nook and cranny.

Foraging is simple. Outside of combat declare to your DM that you'd like to forage, and then make a Harvest check. Make your Talent check, where the higher you roll the better the results.

Being more specific about your intentions can yield better results by granting bonuses. You can mention that you'd like to forage for X amount of hours, that you're looking for a specific something, or that you're looking in a certain place. However, being specific also increases the chance that you won't find what you were looking for because it simply isn't there.

Level Grinding

If your players are under-leveled for an upcoming dungeon and don't want to gain levels through side-quests, you can send them out into the wilderness for an indeterminate amount of time to kill monsters until they've gained the required experience. It's fast, efficient, and keeps the game on tempo.

Obviously, this isn't as fun as going out to do missions, so should only be considered if:

  1. your campaign may be forced to end sooner than you'd hoped, and thus needs to be resolved sooner than later, or
  2. you haven't prepared any sidequests.

Level-grinding is considered a safe but slow process - you can gain levels, but slowly. The higher your level, the slower the process becomes. (Remember, quick and significant growth comes from being challenged!)

If you're using the Experience method of growth, gain 1000xp per days of level-grinding.
If you're using the Milestone method of growth, you must level-grind for as many days as is your current level.

Keep in mind however that as you gain more levels, the amount of monsters you can meaningfully grind XP from decreases. Days turn to weeks, weeks to months, and months to years.

Scouting

When entering a new area, you have option to try and scout it. This allows you to fill in the blank areas of the map ahead of time, so that you and the other players have an idea of what to expect and how to prepare for it. You could even get a sneak-attack on your opponents.

To go scouting, declare to the DM that you want to scout the area. Depending on the size of the dungeon, the amount of time to properly scout it will vary - that is of course if you're able to access all the areas.

Depending on the dungeon you're in, the difficulty of scouting will increase. This means that the minimum score you have to get to not get caught by monsters in a fight will increase. The difficulty tends to scale with the monster density of an area. Density in this case will be a secret number that only the DM knows at first, but can be calculated by taking the total number of monsters divided by the total number of rooms.

You might need a calculator for this.

The risk for getting caught is starting combat surrounded by monsters while the rest of your party is on the other side of the dungeon. If you fail the scouting check, then you're discovered by the monsters and combat instantly starts - everyone rolls for initiative.

Alternatively, you can break a scouting mission into smaller chunks to make it more manageable. Instead of scouting the entire area, you can choose to scout a room at a time. In this case, you'll be making checks to sneak past a quantified amount of monsters from one room to another.

To do this, declare that you'd like to scout the next area through a certain passageway. Your character steadily opens the door and peaks through, to which you're shown how many enemies are in the room along with what passage ways there are at first glance - then you pull back before being spotted. This is when you can decide to make a Skill check against the general difficulty of density of the room. If you succeed, then you successfully make it through the room to the desires passageway without getting caught and can do it again if you want.

When you want to return, you have to remake all the sneak-checks in reverse order to return to your party.

Beware, just like with the normal scouting check, if you're caught while sneaking around then combat begins.

If your allies wish to, they can also join you for sneaking around the area. But they must also make their own scouting checks at the same time as you do. If either of you fail, then battle begins.

Spelunking

Spelunking is a combination of scouting and foraging. Instead of going out into the woods to look for materials and supplies, you instead delve into a dungeon to look for items that can only be found in there. Unlike with scouting, you don't learn the area, you just get items.

To make a spelunking check, you first declare that you're going into the dungeon to go spelunking. In this, you combine the potential bonuses from foraging with the dangers of scouting.

If you succeed in spelunking, you'll return to your party with items that can only be found from this dungeon - some of which might not be recoverable even from defeating monsters. But beware, if you're caught while out spelunking, you'll end up in combat.

Just like with scouting, you can break the spelunking expedition into chunks by sneaking from room to room.


Travel

The world is beautiful and mysterious, and for those reason you'll want to travel it. Aside from that, your adventures will certainly require you to move from town to town, or delve into the wilderness to go find some long-lost dungeon. All in all, this section aims to provide guidelines traveling it.

To begin, the world is measured in miles (sorry Eurofriends), and as such, the world units are measured in it. As a standard, every character can travel up to 20 miles in a twelve-hour day. This is assumed to be by walking at a reasonable pace. However, players can attempt to cover 40 miles by rushing.

For every hour of travel at walking-pace, the party member is taxed one point of Stamina. If rushing, they're taxed three points instead.

If you wish to travel while sleep-deprived, refusing to rest after being awake 12 hours, you must pay an additional 1fcs. Just the same, rushing while sleep-deprived costs 3fcs instead.

However you choose to travel, a Navigate check must be made to determine your performance. If traveling without aid of a vehicle, one traveler (the leader) makes a Navigate check. Difficulty is determined by the method of travel you're taking. Flat lands without incline are easiest, while bumpy land and mountains are harder.

It is ideal to want to roll higher. As your efficiency increases, your speed in miles-per-day improves (20 miles : 12 hours). Doing better means instead of 20 miles in a day, you might cover 30 or even 40.

Difficulty Results Many vehicles have special terms that help you understand how they're meant to be used. Below is a list of those terms.

By Sea

While swimming, your efficiency is reduced when traveling through water. As such, you can only cover 10 miles a day by swimming, at 3sta per mile. If you rush, you can cover 20 miles a day at 9sta per mile.

Traveling by sea can be perilous. Since you're constantly expending energy by being out there, whither you're actually going somewhere or not, you must be sure you're able to commit the time and resources necessary to make it through.

Please note that if you run out of Stamina (or Focus during night), then you'll drown. To improve your chances of survival while traveling over water, it is best to have purchased a boat - the size is irrelevant.

By Land

Traveling across land on a vehicle isn't too different from traveling by foot. The exception being that your vehicle may be pulled by a living creature, such as a horse or a ridiculously strong fellow.

Drawn vehicles, such as wagons, don't have a listed Speed score. This is because they use half the speed score of the creature pulling them.

By Air

Traveling by air is by far faster than either sea and land. The skies are open and generally safe from bandits and obstacles. With the occasional storm, you only have to settle down at the soonest time in order to avoid it.

Naturally, most people can't fly. However, several classes do provide flight-like abilities. Depending on their use-cost, you can fly indefinitely. For everyone else, it isn't difficult to purchase an air-vehicle - though it may be a bit pricey.

Vehicles

While it's fun to travel by foot, it is also slow. In a world where hunger, deadlines, and money matter, having a faster way of travel can be indispensable. Once you've acquired a vehicle, such as horse, a boat, or a glider, you'll instantly see results.

Every method of travel has a special variable called Speed, which indicates how many miles it can travel in a typical 12-hour day. While a normal person can travel up to 20 miles a day by foot, most vehicles can travel at least 30 - not to mention that they don't tax your Stamina.

Most vehicles feature a built-in daily cost for operation. Just as a traveler requires three meals a day to survive. To make things simple, pay a daily amount of Gil and pretend that you went to the store and purchased food/parts for your vehicle.

Additionally, when the maximum unit carry-weight is mentioned, assume that every traveler weighs around 15u.

Vehicles can rush as well. However, since there is no Stamina score to draw from, the daily rate is doubled.

Name Desc. Speed Rate Price

Buying and Renting

Settlements such as towns and cities with specialty markets are also likely to have transportation merchants. These people can sell or rent vehicles, as well as offer bus services.

If you don't travel often, it might be better to rent a vehicle or use a bus as opposed to buying your own. However, if you travel semi-frequently and with a party, then investing in a vehicle for everyone might be the better solution.

Transport merchants function similar to standard merchants, except that they sell/rent vehicles exclusively. This means that it's possible to earn discounts with merchants from having a good relationship with them - and that it's likely that getting onto their bad side will earn you an increased price.

Purchasing a vehicle is no different than from purchasing any other good. However, renting a vehicle is a little different. You must first determine how long you'll be renting the vehicle for, wherethen the merchant tallies the total cost and you pay it. Except late fees if you return it too late.

In simple, the daily rental of a vehicle is equal to 1/5th its full price plus the daily rate from each day of use. For example..

If you want to rent a horse for one week (7 days), then you must pay 1/5th the price of the horse (500 * 0.2 = 100) plus seven days worth of daily use costs (20 x 7 = 140), for a total of 240.
If you're an adventurer who daily dabbles in danger and returns from every outing with a bag full of precious antiques, then this will be quite affordable for you.

Teleport

While some class abilities offer the power of short-range teleportation, there exist services out there that can enable you to teleport over vast distances - we're talking town to town, country to country. This can be exceedingly useful if you're short on time and have money to spare.

Teleportation is done through special stone circles called teleportation pads. Each pad is about 10ft wide and can hold up to 20 people at a time. Teleportation is mana-intensive and can quickly wear-down the pad, so the cost of use can start out expensive. However, there are plenty of people with the funds and requirements to be someplace far away right now.

Keep in mind that not all locations have teleportation pads. They are typically only found in cities at certain locations.


Time

Time in the world of Rasdan flows much in the same way as it does in our world. There are 24 hours in a way, seven days in a week, twelve months in a year - but only 360 days in a year. This means that each month only has 30 days. This is for your benefit, to make keeping the calendar easier.

When playing, you typically only measure time spent while traveling or resting. Conversations and battles aren't specifically counted, but the DM can round them up into a handful of hours.

Timeskips

There may come times when a certain arc of the campaign has resolved and now the party is waiting for things to pick-up again. This might be because the enemy has gone into hiding and will need a long time to recover from their losses, or it might be because one of the heroes has taken up education and will be busy for the next several weeks or months. Heck, maybe one of the heroes has died and we need to wait a few years for his nephew to get old enough to join the party. To resolve all of these, the DM is allowed to ask the party if they'd like to do a timeskip.

A timeskip gives players a chance to keep their adventurers meaningfully busy while they wait for a period of time to pass. While in a timeskip they get free rein to pursue whatever they want to. This can be anything from taking a job to save-up funds, learning a new language, building a home, or gaining levels.

While it's not possible to cover all the possible things you can do in here, there are a few things I can mention.

The Calendar

There are 30 days in each month, and twelve months in a year. There are four seasons, which tend to flow in a cyclical fashion.

The months are...

  1. Young Spring
  2. High Spring
  3. Low Spring
  4. Young Summer
  5. High Summer
  6. Low Summer
  7. Young Fall
  8. High Fall
  9. Low Fall
  10. Young Winter
  11. High Winter
  12. Low Winter

As deduced by the names, seasons follow throughout the year and varying degrees of strength. Spring takes over winter in Young Spring, reaching its height with High Spring, and waning with Low Spring as Summer creeps in.

Like all worlds, there are various holidays that tend to be observed from nation to nation, while a handful of holidays are observed across the world. The global holidays are...