Sei sulla pagina 1di 6

the rnodaj system

INTRODUCTION:
the rnodaj roleplaying game is not about moving around a map to find hidden
treasures or anything like that. sure you can still find hidden treasures. and
there are still puzzles and there are still monster fights. but i created this off
of a roleplaying game i once played and changed it a lot. this game was
inspired by dungeon squad. a free to play and download pen and paper rpg
off the internet. i am including with this roleplaying game a list of quests for
you and your party to play.
SHOP.
D4 armor. 50 gold.
D6 armor. 100 gold.
D8 armor. 150 gold.
D10 armor. 200 gold.
D12 armor. 250 gold.
D20 armor. 300 gold.
D12 melee weapon. 250 gold.
D20 melee weapon. 300 gold.
D12 ranged weapon. 250 gold.
D20 ranged weapon. 300 gold.
D12 any spell. 250 gold.
D20 any spell. 300 gold.
RACES:
human, melee fighting: 5, ranged fighting: 5, magic wielding: 5,
elf, melee fighting: 4, ranged fighting: 6, magic wielding: 5,
dwarf, melee fighting: 9, ranged fighting: 3, magic wielding: 3,
dragon-born, melee fighting: 7, ranged fighting: 1, magic wielding: 7,
fire golem, melee fighting: 13, ranged fighting: 1, magic wielding: 1,
water golem, melee fighting: 1, ranged fighting: 13, magic wielding: 1,

air golem, melee fighting: 1, ranged fighting: 1, magic wielding: 13,


tiger-man, melee fighting: 6, ranged fighting: 4, magic wielding: 6,
SPECIAL ABILITIES:
human, weapon adaptiveness (you choose one weapon to go up one rank.
from D4 to D6 etc.)
elf, wood sense (whenever you enter a forest, all of your stats shoot up +4
for each stats)
dwarf, hole control (once per adventure, you can go dig a hole under you and
pop up past any normal barrier in an identical hole. then your teammates can
climb through to)
dragon-born, fire breath (once per adventure you can roll the same die for an
attack twice. and put them together with the corresponding stats.)
fire golem, height change (if something is to small or to big to move or crawl
through. once per adventure you can change your height to do that thing)
water golem, height change (look above)
air golem, height change (look above)
tiger-man, super speed (if you are running away you can once per adventure
use super speed to escape if you only roll half of that or higher.)
CLASSES:
warrior, melee fighting: 13, ranged fighting: 1, magic wielding: 1,
archer, melee fighting: 1, ranged fighting: 13, magic wielding: 1,
wizard, melee fighting: 1, ranged fighting: 1, magic wielding: 13,
jack of all trades, melee fighting: 5, ranged fighting: 5, magic wielding: 5,
necromancer, melee fighting: 3, ranged fighting:3, magic wielding: 9,
dragon-knight, melee fighting: 7, ranged fighting: 1, magic wielding: 7,
Melee weapon's. they do how much damage is rolled plus the stats together
of your classes and races.
ranged weapon's. they do how much you roll minus 1 damage for every foot
that you are from them, plus the ranged stats from your class and race.
magic wielding. it does how much you roll. plus your stats from your race and

class.
WEAPON LIST.
any swords, or axes or any melee weapon variation.
any bows, or crossbows, or any ranged weapon variation.
(spell sub-division.)
Fireball: does the damage rolled plus your stats times 2. usable only once per
adventure.
Lightning: does the damage rolled plus your stats. usable once per monster.
Magic shield: blocks damage equal to your roll plus your magic stats. doesnt
go away until completely destroyed. usable only once per adventure.
stun: stuns the enemy for how ever many turns you roll plus your stats
divided by three. usable once per monster.
ice: freezes the enemy for one turn and does the damage rolled plus your
stats. usable once per battle.
meteor strike: smashes the enemy with a meteor. roll the dice add your stats
and multiply it by 2. usable once per adventure.
plasma: electrocutes the enemy, and does the damage rolled plus your stats
minus 3.
earth wall: blocks the enemy from doing any damage to you. blocks however
much damage is rolled plus your stats. goes away after the battle. usable
once per battle.
CHARACTER CREATION:
Name:
Race:
Class:
WEAPONS
D4:
D6:
D8:

D10:
Health points. 15
quest 1 for the rnodaj system.
"finally" you think to yourself. "our first quest as a team. a very rich man ran
into town the other day and said he was being chased by the world's greatest
assasin's. he offered to pay us 100 gold each. i think it was a worthy deal
considering how long we have been training for this moment." the man is
following you around and will never leave your side. when you turn around
you see an ent start walking towards the man you are supposed to be
protecting.
(if you choose to attack it, its stats are, hp 40, attack 4, it drops 10 gold each)
(if you choose to try and convince it not to attack him. you roll the 20 sided
die. it must come out at a 8 or higher.)
(if you choose to grab the man and run away. roll the 20 sided die. it must
come out at a 10 or higher)
after the encounter with the ent. you can take the man (lets call him veigar)
to his house or you can take him to the castle because the king has agreed to
protect him.
(if you take him to his house.)
you find a suit of iron knight armor and a +5 flaming sword for veigar. to
protect himself with if you choose to look for the guild of assasins or you can
bring veigar along to wait until all the assasins attack and kill them all.
(if you leave him with the armor and sword. and leave for the guild of
assasins.)
right before you leave. a guild seal appears on the wall and a wizard jumps
through.
(if you choose to attack him, his stats are hp 35, attack 4. he drops 10 gold
per player and a D4 fireball scroll.)

(if you choose to convince him to leave the building and escape the guild of
assasins. you must roll a 20 sided die. you must roll a 10 or higher.)
after the encounter with the wizard assasin. you determine that there is only
one possible place that the guild of assasins could be hiding. the forest of
monsters. you walk into the forest and see that orcs, goblins, leaf golems,
and various other monsters are living in this forest. then one of the orcs see's
you and pulls out his oddly glowing sword and charges you.
(if you choose to fight it. his stats are, hp 35, attack 4. he drops 4 gold per
player and a oddly glowing sword with a button on the bottom with the same
seal that you saw the assasin wizard jump through at veigar's house. if you
press it you get sucked into a portal that takes you to the guild of assasins.)
(if you choose to try and talk it out of attacking you it presses the button on
the bottom of its sword and opens a portal. then he grabs you and jumps in
and takes you to the guild of assasins.)
when you open your eyes you see that you are chained up on the wall in the
guild of assasins home base. as you look around you see an assasin with an
axe dive at you. but the axe falls out of his hand and chops one of you out.
(the most powerful)
(if you choose to fight him. his stats are, hp 30, attack 3.)
(if you choose to dodge around and get him to chop out the other players
with his axe. to do that you must roll a 20 sided die. you must roll an 8 or
higher.)
after the battle with the assasin you see the storeroom. you go into the
storeroom and see that there is an already set bomb that was almost
detonated.but there was a rotting corpse with the detonator and a knife in its
neck lying next to the exit. you press the detonator and run out the exit. the
building explodes and you go back to veigar. he is barely alive and he is
surrounded by the bodies of the dead assasins that tried to kill him. then he
says "thank you. here is your 100 gold each. now if you excuse me. i am
going to live the rest of my life in peace."

the quest ends. you win. everyone becomes level 2.


(if you choose to run away through the guild seal to the guild of assasins and
let veigar deal with the assasin. you must roll a 20 sided die. you must roll a
19 or 20.)
(if you take him to the castle.)
you get attacked by all the guards at once.
(if you fight them. their stats are, hp 50, attack 6.)
you take him to his house. look up to taking him to his house.
(if you take veigar to his house. you must roll a 20 sided die, you must roll an
eleven or higher.)
look up to taking him to his house.

Potrebbero piacerti anche