THE SHADOW OF A DARK GOD




INTRODUCTION
Scenario for Artifact. By Zak! 
The players will discover that the death of a friend is linked to a 
mysterious cult worshipping an immensely ancient deity.
First module is the investigation on the death of a friend
Second module is the search on the cult temple.

CHARACTER GENERATION
Artifact Core Rules   Needed to Play. 


MODULE 1: INVESTIGATION ON A CLOSE DEATH

Card Name:			Notes:
Cultist ambush          	Combat X2
Police interrogation      	Personality X2 or Personality & Linguistics
Library search               	Ling.and Science: If successful move forward 1D6 spaces
Antique dealer shop  		Linguistics & Personality: If failed miss next turn
A strange death investigation   Personality and Science
An eye witness          	Personality X2: If failed miss next turn
Red herring                   	Science and Linguistics: If failed miss next turn
Car chase!                      Combat and Agility
Strange object in the Museum  	Science X2
Newspaper article 	        Linguistics X2: If successful move forward 2 spaces
Chemical analysis of a find     Science X2: If failed miss next turn
Translation error               Ling. and Science: If failed move backward 2 spaces
Locked front door               Mechanics X2: If failed miss next turn
Group of Thugs                  Combat X2
Professor Armitage              Prsnlty and Science: If successful move forward 1D6 spaces
Fire in your apartment!         Agility and Strength X2
On the suspect's house  	Mechanics and Agility
Hidden safe                  	Mechanics X2 or Agility
Ancient occult text             Aid: Linguistics +1
One muder evidence              Aid: Personality +1
Ancient tome                    Linguistics and Science: if successful gain... 
                                Powder of Ibn Gazi = Aid: Combat +2 against monsters.
Arcane manuscript               Linguistics X2: if successful gain... 
                                Dispell = Aid: Combat +1 against monsters.


MODULE2: THE DARK GOD TEMPLE

Card Name:                      Notes:
Cultist                         Combat X2
Minor Entity (monster)        	Combat x2
Horrible Old One (monster)    	Combat
Dark Young One (monster)  	Combat
Pit trap                        Mechanics X2 or Agility X2
Sliding hidden door             Mechanics and Strength: If failed miss next turn
Hidden grave         		Science and Agility
A diary                 	Ling. & Science: If successful move forward 1D6 spaces
Tunnel into the earth 	   	Survival X2
Dead end                      	Survival and Science: If failed move backward 2 spaces
Oxygen-eating device 		Survival and Agility
Horrible picture             	Personality and Strength
Terrifying statue             	Personality and Strength
Rat pack                      	Combat and Agility
Hunting Horror (monster)        Combat
Disturbing sound		Personality and Strength
Undead cultist         	      	Combat X2
Ancient inscription             Linguistics X2: If successful move forward 1D6 spaces
First aid kit                 	Aid: Survival +1 (or remove all Wounds from a character)
Pistol                          Aid: Combat +1
The Elder Sign                  Aid: Combat +2 against monsters.


*********************

INTRODUCTION
Warp Quest is an abstract game system that depicts goal driven 
scenarios.

Each player controls a collection of Units who are attempting to 
be the first to reach an objective and bring it back to the start. 

The units could be a party of adventuring archeologists hoping 
to recover a lost artifact, a squadron of bombers attempting to 
hit a military target and return home, a band of samurai seeking 
to vanquish marauding bandits or a company of mixed creatures 
seeking to destroy a piece of evil ornamental jewelry that has 
the nasty habit of trying to control the minds of all free creatures.

The scenarios that use the Warp Quest engine will hold the details.

DICE & PIECES
· Six and ten sided dice are needed.
· Each player has a pawn to represent his or her group of Units
(adventuring party, fleet, etc.) on the board. 
· Use a small trinket to represent the Objective. 
· There is only one Objective.

THE BOARD
· The board is a single winding path of connected spaces 
with a Start Space and an End Space. The path should be 30 Spaces long.
· The First Space represents the start.
· Spaces 2-15 represents travel through the first scenario module.
· Spaces 16-29 represents travel through the second scenario module.
· The End Space is the final destination where the Objective is found.

THE DECKS
· There are 2 decks for each scenario:
· The Module 1 Deck and the Module 2 Deck.
· Each deck has one of each card in its card list.
· There may also be an Aid deck.

THE UNITS
· Each player controls a group of units called a Party. 
The scenarios will detail the make up of the units in the party, 
their attributes (Skills, Traits) and starting dispositions.

TURN SEQUENCE
· Players take turns.
· Each turn consists of 3 phases:
1. Move Phase
2. Draw Phase
3. Challenge Phase

MOVE PHASE
· Roll 1D6. Move your pawn that number of spaces towards the end space.
· You automatically stop when you enter the end space.
· If you are the first to land on the end space your party acquires the Objective.
· Once a party has acquired the Objective then all other 
players may move their parties in either direction on the path. 
· The party with the Objective must move towards the start space. 
· The first pawn with the Objective to reach the start space wins the game.

DRAW PHASE
· If you land on an empty space in spaces 2-15 draw a card from the Module 1 deck.
· If you land on an empty space in spaces 16-29 draw a card from the Module 2 deck.
· If you land on an opponent’s party do not draw a card.
· If a deck ever runs out, shuffle its discard and draw from it.
· Cards are of 2 types: Challenge cards & Aid cards.
· Place Aid cards in your hand.
· Challenge cards are encounters your party faces immediately in Challenge Phase.

CHALLENGE PHASE
Each challenge card lists one or more skills.
Your party will have to make a skill check vs each skill listed.  
(The same skill may be listed twice or more, requiring that many skill checks)
A Skill check consists of a Skill roll and Challenge Roll:
Roll 1D10. This is the Skill roll.
Add the skill bonuses of your party members to the roll. 
You may discard Aid cards for further bonuses to the skill roll. 
Next roll 1D10. This is the Challenge roll. 
Some Challenges have a DM (Difficulty Modifier). Add the DM to the Challenge Roll. 
If the challenge roll is less than or equal to the skill roll you win the Skill check.
If the challenge roll is greater than the skill roll you fail the Challenge.
If you win all the Skill Checks, you win the Challenge. 
The adventure card may say what happens if you win or lose the Challenge. 
If the card does not give directions, then roll on the following table:
If you lose the challenge: Roll 1D6: (Challenge Loss Table)
1-4	Go back 1D6 spaces
5-6	Lose 1 Unit (Man, Ship, Hit Point, etc., depending on the Scenario)
If you Win the challenge gain 1 Experience Token. 
You may spend an Experience Token to let you reroll a Move Roll or a Skill Roll.


MOVING ONTO AN OPPONENTS PAWN
· If you land on an opponent’s pawn there will be a fight.
· The current player rolls on the Skill List Table to determine 
which skill will decide the confrontation. 
· Both players make Skill Rolls. In case of a tie nothing happens.
· The loser rolls on the Challenge Loss Table.
· The winner takes the Artifact from the loser if the loser was 
in possession of the Artifact.






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