Ranger adventure

General facts

Aim of the game

The aim of the game is to survive on the island until you can escape.

Set up

  1. The DM must set up everythingon the island that is obvious.(must include shipwreak)
  2. The players mark on their notes how many spell slots they can have (11 L0, 4 L1, 3 L2, 3 L3, 3 L4, 2 L5) The when the players rest they can roll a D20 for how many slots they can restore, filling up from lowest to highest.
  3. Deal 5 spell cards to each player.
  4. The players mark that they have 1d12+10 hit points.
  5. The rangers and the DM each roll a D20, then they play in order from lowest number to highest number, they should sit clockwise in this order to make turn order easier.
  6. The rangers start together at the edge of the board where the DM places them.

On your turn

You must draw a spell card then anything esle you do is optional. You may take an action, move up to 2 spaces (however you can expend an action to move up to 1d4 extra spaces), play up to 3 spells, and ask as many questions as you want(Some questions the DM may require you to roll to see if you get the answer or to see how good the outcome is). You do not have to do anything on your turn. On another rangers turn they may ask another player for assistance in doing something, in this case it is still the turn of the person who asked for help. Rangers can give suggestions on what to do.

Days and Resting

Each day is ten minutes, this is when the rangers take thier turns, at the start of a day the first ranger to take a turn is the one with the lowest number. Each rest is five, in those five minutes of resting it is the DMs turn and everyone who is resting must close their eyes, one ranger may keep watch and keep their eyes open they may ask if they may take a turn during the resting time, they may also choose to swap with another ranger to keep watch, they do so by taping the ranger they wish to swap with who then opens their eyes, they then close their eyes. At the end of the 5 minutes everyone wakes up then rolls to restore spell slots. During a rest all discarded spell cards are shuffled back into the draw pile

Spells

When casting a spell the DM will work something out for how a spell can work in this game (this is not dungeons and dragons it just uses dungeons and dragons spells). Rangers may only cast a spell if they have enough slots. The spell card is then discarded

Combat

The followwing states the range and damage of some suggested weapons. Range is measured in spaces, damage is measured in hit points deducted.

Anything that is not displayed here must be desided by the DM within the ranges provided. In combat anyone may join the fight, but anyone not fighting stops playing until the fight is over.

Sizes

Any thing can be smaller than the stated size. minimum of 1x1

Other rules