You are one of those far-sighted individuals known to others as Sightmasters. Some years ago, you left your home in Analand in search of adventure. You found more than enough danger and excitement in Kharé, the infamous cityport of traps, where you quickly fell in with a disreputable sorcerer known as Fox and his band of adventurers. In the company of your new friends, you have undertaken countless quests in the wilds of Kakhabad. Your role in the group is that of the scout and your keen eyes have saved the lives of your companions on more than one occasion. Although you know no magic, you are more than able to defend yourself with the stout wooden quarterstaff that is your preferred weapon.
Before you take part in this adventure, you must first determine your own strengths and weaknesses. You use dice to determine your initial scores.
During your adventure you will be watched over by your own goddess, Libra. If the going gets tough you may call on her for aid. But she will only help you once.
You start your adventure with a bare minimum of equipment. You have a wooden quarterstaff as your weapon and a backpack to hold any items you may come across. A small knife hangs on your belt.
You have a belt pouch containing Gold Pieces, the universal currency of all the known lands.
You start this adventure without provisions of any kind. You have just returned to the city after a wilderness adventure. Meals are readily available in markets and taverns, so you do not need to carry extra food with you.
But be warned – if you do not eat anything, you will become weaker and may lose STAMINA as a result.
(Note what this does not say: There is no indication in this adventure that eating restores Stamina, only that not eating costs Stamina.)
[spoiler=Standard Rules]
Combat
SKILL and STAMINA scores are given in the text for each adversary that you face.
The combat sequence is then:
1. Roll two dice for your opponent. Add the total rolled to its SKILL score. This is the Attack Strength of your enemy.
2. Roll two dice and add the total to your own current SKILL score. This is your Attack Strength.
3. If your Attack Strength is the higher, you have wounded your opponent: deduct 2 points from your opponent's STAMINA..
If your opponent's Attack Strength is higher, it has wounded you: deduct 2 points from your own STAMINA.
If both Attack Strengths are equal, you have avoided each other's blows.
4. Begin the next Combat Round, starting again at step 1. This procedure continues until either you or your opponent has a STAMINA score of zero. If your opponent's STAMINA score reaches zero, you have killed it and can continue with your adventure. If your own STAMINA score reaches zero, you are dead.
Often you will have to fight more than one opponent at a time. Sometimes you will treat them as a single opponent; at others, you will be able to fight them one at a time; and sometimes all of them will be able to attack you, while you defend yourself and may attack only one of them. Specific instructions will be given whenever you meet more than one opponent.
Using Luck in Combat
You can use your LUCK in combat to inflict a particularly serious wound, or to minimize a wound that has been inflicted on you.
Whenever you wound an opponent, you may Test your Luck. If you are Lucky, you have inflicted a severe wound: deduct an extra 2 points from your opponent's STAMINA. If you are Unlucky, you have merely grazed it, and you deduct 1 point less than normal from its STAMINA.
If you have been wounded, you can Test your Luck in exactly the same way. If you are Lucky, the wound upon you was only a glancing blow and you can deduct 1 less point of STAMINA than usual. If you are Unlucky, the wound is serious: deduct 1 extra point from your STAMINA.[/spoiler]
I rolled five dice and got: 6, 3, 1, 5, 1. Here I pause for votes on where to assign those: one is added to 6 to become your Skill, two are added to 12 to become your Stamina, one is added to 6 to become your Luck, and one is added to 4 to become your starting number of Gold Pieces.