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9d6 Quest Core Book Maps and Play Sheet

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Dennis Judson
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0% found this document useful (3 votes)
245 views7 pages

9d6 Quest Core Book Maps and Play Sheet

Uploaded by

Dennis Judson
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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9d6 Quest

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9d6 Quest Play Sheet
Name: Class:
Glory: TP:
Spells Known: Extra Dice:
Clues:

Fresh Dice
Every Fresh die that rolls a 1 becomes Tired. Move it to the Tired box below.
If you have ANY Fresh dice, you must roll these before you can use any other
dice.

Tired Dice
Every Tired die that rolls a 1 becomes Wounded. Move it to the Wounded box below.
At the end of a combat, move 1 Tired die to the Fresh box if you win. If you run away
from a combat, you do not recover any Tired die. When you encounter multiple foes
in a single event, you will fight them one after the other but you may NOT use this
“resting” option between battles, only after the final battle.

Wounded Dice
Every Wounded die that rolls a 1 is Dead. Use Healing to move 1 Wounded die to the
Fresh box. Each healing of 1 die costs 2 TP and may be performed only in Villages
(max Healing 2 Dice), Towns (Max Healing 3 dice) and Temples (max Healing 4
Dice).

Dead Dice
Dead Dice are out of the game. Between adventures, you may spend 2 TP to bring a
Dead die to the Fresh box (spending your treasure for healing and recuperation). If
you do not spend TP, move the Dead dice to the Wounded box. If at any moment all
your dice are dead, your hero dies and you lose the game.

Class Abilities:

Magic Items (maximum 5 items, no multiple copies of the same item, you may not
find the same item twice during a single mission):

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