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Escape from Duckland
From the Back cover:
This issue is a special full-length adventure
Escape from Duckland
A heroic band of adventurers is neede to rescue a small band of outlaw ducks fro a sure death at the hands of the Lunar Empire.
Are you brave enough to defy the Red Moon?
Introduction to the adventure, “Escape From Duckland: Fowl Times in Sartar”. Includes gamemaster
Describes Duckland, recent history in Sartar, and the adventure.
Introducing PCs to the Scenario
Provides three schemes for introducing existing PCs to this scenario, notes about 8 pre-generated PCs included in
Describes 10 encounters within the adventure: Arrival at Apple Lane, Dangerous Roads, Bear Hunt at Greydog, Broos
Provides stats for all monsters encountered during the adventure.
Describes the cult of Hueymakt Deathdrake, the Durulz god of death and war. Hueymakt is the Duck equivalent of
What the Beak Quacks
Provides “answers for young ducklings curious about the world.”
Handout: Lunar Proclamation
Player handout delineating a bounty on all Ducks in Sartar and Prax.
Map of Southern Sartar and Duck Valley.
Describes the 8 pre-generated PCs for the adventure. Includes stats, history, and goals.
Shows each encounter of the adventure on a map of Sartar.
Describes “a few events that might take place after this adventure occurs.”
From the Introduction:
This fanzine is a supplement to the Avalon Hill/Chaosium game
RuneQuest. The material herein comes from the author's own campaign and you are free to pick and choose the elements that you wish to incorporate into your own game. Gamemasters should be familiar with the Apple Lane and Snake Pipe Hollow supplements available from Avalon Hill as well as King of Sartar, available from Chaosium. Escape from Duckland follows the Avalon Hill Deluxe Edition of the RQ rules, and many of the divine spells are from Gods of Glorantha.
Want in Trade
Action Table (table determines action outcomes)
Attribute/Stat Based (STR, CON, PER, etc)
Cards (cards drive the action)
Class Based (Pilot, Wizard, Scientist, etc)
Competitive (players compete against each other to win)
Description Based (Narrative more so than Dice)
Dice (Primarily d10)
Dice (Primarily d12)
Dice (Primarily d2/coin)
Dice (Primarily d20)
Dice (Primarily d4)
Dice (Primarily d6)
Dice (Primarily d8)
Dice (Primarily Fudge/dF)
Dice Pool (Roll multiple dice vs target)
Dice Step (variable dice vs. static target)
'Diceless' (does not use dice or other randomizer)
Exploding Dice (Die may 'explode' into a second roll)
Free-form (minimal or no rules - think improv theatre)
GM-less (No gamemaster needed to play)
Grid-based (uses square terrain for move/combat)
Hex-based (uses hex terrain for move/combat)
Level Based (Earn XP and level up)
Lifepath Character Generation (Character starts at birth)
Point Based (allocate points to get skills, powers, etc)
Progression Tree (Skills, professions, magic abilities, etc.)
Race Based (Player Race/Species affects gameplay)
Random Attribute Generation (during Character Creation)
Reading (for Periodicals, Adventure Books, etc)
Roll and keep (4k2 means roll 4 and keep 2)
Skill Based (buy or gain skills)
Trait / Aspect Based (personality affects gameplay)
Unusual Randomizer (not using dice or cards)
Wagering / Betting (wagering during play)
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