TEXT: Heartseeker
  Being a traditional fantasy adventure game
  by Scott Malthouse
  
  License: Creative commons 4.0 with attribution
  Cover: © Dean Spencer
  TIME
  •
  1 round - time taken for all turns
  •
  Combat round = 10 seconds
  •
  Dungeon exploration round = 10 minutes
  •
  Wilderness exploration round = 1 day
  MORALE
  When monsters are outnumbered and on half
  hp, roll a d10. Monsters with HD less than
  the roll flee or concede.
  AMMO
  Run out of ammo if you roll a 1 on attack.
  MOVEMENT RATE
  PC’s move 40’ per turn during combat and 120’
  per turn during dungeon exploration (denoted as
  40/120).
  RECOVERY
  Heal naturally 3hp per day. Potions heal 1d8hp.
  MONEY
  PC’s start with 3d6x10 gp.
  •
  10 copper pieces (cp)= 1 silver piece (sp)
  •
  10 silver pieces (sp) = 1 gold piece (gp)
  ARMOUR
  Each type of armour has an Armour Class
  (AC). An unarmoured PC has AC 10
  •
  Cloth AC 11 (10gp)
  •
  Leather AC 12 (20gp)
  •
  Studded Leather AC 13 (30gp)
  •
  Chain AC 14 (40gp)
  •
  Banded Mail AC 15 (50gp)
  •
  Plate AC 16 (60gp)
  •
  Shield +1 AC (needs spare hand) (10gp)
  WEAPONS
  Weapons never differ in damage, but they are
  physically different. Unarmed damage is -1.
  •
  Dagger (thrown 20’) (3gp)
  •
  Sword (7gp)
  •
  Mace (5gp)
  •
  Axe (7gp)
  •
  Spear (can hit from 10’ away) (8gp)
  •
  Staff (wizard favourite) (2gp)
  •
  Sling (30’ range) (2gp)
  •
  Bow (80’ range) (25gp)
  •
  Longbow (160’ range) (40gp)
  •
  Quiver of arrows (5gp)
  ENCUMBRANCE
  •
  Carry a number of items equal to physical
  + 10. Coins are 100:1.
  •
  Overencumbered = half movement.
  ADVANCEMENT
  Gain xp (experience points) for slaying creatures
  and gaining treasure (1 gold piece value = 1xp).
  Once you reach 2000xp x current level,
  advance a level. When you do:
  •
  Roll d20 for each ability. If you roll over,
  +1 to that ability
  •
  Add class HD die to your total hp. After
  level 9 gain 2hp per level.
  MONSTERS
  Monsters refer to any enemy the referee
  controls. Abbreviations:
  •
  HD: Hit Die - the number of d8s rolled to
  work out hp. The higher, the tougher.
  •
  AC: Armour class
  •
  Atk: To hit bonus (slashes denote multiple
  attacks). Damage in brackets.
  •
  SV: Saves
  •
  MV: Movement rate
  •
  XP: Experience points
  MONSTER REACTION (1D6)
  1. Immediate attack
  2-3. Hostile
  4. Uncertain
  5. Friendly
  6. Volunteers to help
  Ant, Giant: HD2, AC13, Atk Bite +1 (d6),
  SV P12 M6 A9, MV 40/120, XP20
  Basilisk: HD6, AC14, Atk Bite +3 (d6), SV
  P16 M10 A13, MV 30/90. XP275 Special:
  Turns any creature looking into its eyes to
  stone until cured (save vs mental).
  Bugbear: HD3, AC15, Atk weapon +1 (d8),
  SV P13 M11 A9, MV 40/120. XP35
  Special: Gains a surprise on a 1-3 on a d6.
  Chimera: HD9, AC16, Atk claw +4/claw
  +4/bite +4 (d6/d6/d8), SV P18 M14 A14,
  MV 60/180 (flying). XP900 Special: 1 in 3
  chance on a d6 will breathe fire +4 (d10).
  Dragon: HD8, AC17, Atk claw +4/claw
  +4/bite +4 (d6/d6/d8), SV P16 M15 A13.
  MV 60/180 (flying). XP650 Special: Uses
  breath weapon 3 times per day. 80x30’ cone.
  Enemy save vs physical or takes 2d8 damage.
  Goblin: HD1, AC14, Atk weapon +0 (d6),
  SV P11 M8 A10, MV 40/120. XP10
  Special: Fight with -1 to hit during daylight.
  Lizardkin: HD2, AC14, Atk weapon +1
  (d6), SV P12 M8 A9, MV 40/120. XP20
  Ogre: HD4, AC13, Atk weapon +2 (d10),
  SV P16 M10 A14, MV 50/150. XP75
  Skeleton: HD1, AC12, Atk claw +0 (d6), SV
  P12 M4 A10, MV 40/120. XP10. Special:
  Takes half damage from slashing or piercing
  weapons. Unaffected by sleep spells.
  Troll: HD6, AC13, Atk claw +3/claw +3
  (d6/d6), SV P16 M10 A18, MV 60/180.
  XP 275, Special: Regenerates 3hp per turn
  after reaching half hp.
  Heartseeker is an adventure game inspired by the
  original from the 70s. One player is the referee
  while the others are player characters (PC’s) in a
  land of intrigue and danger.
  CHARACTER CREATION
  Roll 3d6 for each ability:
  •
  Physical: strength, dexterity, combat. +1 to
  hit and damage if 14+
  •
  Mental: intelligence, common sense. Gain a
  language for every point over 13.
  •
  Aura: presence, charm, looks. +1 to monster
  reaction rolls if 14+.
  SAVES
  A save prevents certain ill effects. Saves correspond
  to abilities.
  •
  Physical: save against physical damage &
  effects such as diseases and poisons.
  •
  Mental: save against mental spell effects,
  illusions & paralysis.
  •
  Aura: save against charm effects.
  Roll under the relevant ability score on a d20 to
  succeed a save.
  CLASSES
  Choose a class. HD = Hit Die. Roll this for your
  starting hit points (hp).
  •
  Warrior: HD d10, gain an extra attack if
  your level is at least 2 higher than the enemy
  HD. Can wear all armour.
  •
  Thief: HD d6, advantage when stealing,
  moving silently or climbing. Do +d6 damage
  when surprising. Cannot wear plate, banded
  mail or chain armour.
  •
  Wizard: HD d4, can cast spells. Advantage
  on mental saves. Can only wear cloth armour.
  •
  Cleric: HD d8, can use prayers, advantage on
  aura saves. Can wear all armour. Can only use
  blunt weapons.
  •
  Pathfinder. HD d8, advantage when hunting,
  hiding a camp or tracking. +1 to hit with
  ranged attacks. Cannot wear plate armour.
  BLOODLINE
  Choose a bloodline. Gain the language of that
  bloodline Everyone speaks common (human
  language).
  •
  Human
  •
  Elf
  •
  Dwarf
  Heartseeker
  Being a traditional fantasy adventure game
  SPELLS
  Wizards know the following spells. Prepare a
  number of spells per morning equal to half class
  level+1 (round up). Each can be used once per
  day and forgotten if not used. Wizards may
  cast light and parlour tricks indefinitely.
  •
  Arcane Shot: Deal d6+1 damage to a
  creature within 80’.
  •
  Fireworks: A creature within 30’ takes a -
  2 to attacks on their turn.
  •
  Unlock: Unlocks mundane and magic doors
  or chests.
  •
  Enchant Weapon: A creature’s weapon
  within 30’ gains +1 to hit and damage for
  on their turn.
  •
  Illusion: Create an illusion of your choice,
  no bigger than 7’. Lasts for 1d6 rounds.
  •
  Sleep: Puts 1d4 creatures within 100’ to
  sleep. They must save vs Mental to stay
  awake. Awoken if harmed.
  PRAYERS
  Clerics can use the following prayers. Prepare a
  number of prayers per morning equal to half
  class level (round down). Each can be used once
  per day and forgotten if not used.
  •
  Mending Hands: An adjacent creature is
  healed d8 hp (or damages undead d8)
  •
  God Shield: A creature within 50’ gets +1
  AC for a round.
  •
  Remove Condition: Removes paralysis,
  disease or poison from an adjacent creature.
  ABILITY CHECKS
  When an action’s outcome is uncertain, make an
  ability check. Roll under the relevant ability
  with a d20 to succeed. Advantage = roll twice
  and take lowest. Disadvantage = roll twice and
  take highest.
  COMBAT
  •
  Referee determines surprise. Surprised side
  acts second.
  •
  Each side rolls d10. The highest goes first
  (reroll ties)
  •
  Take one action per turn (move, attack,
  cast spell/prayer etc)
  •
  Can move 1/4 speed and attack.
  •
  Attacking: roll d20 + half level (round
  down) vs enemy AC. If equal or higher
  score a hit. Roll class HD in damage. This
  comes off hp. Monsters die at 0hp, but
  PC’s more likely to be unconscious or
  captured.
  •
  Goblin
  •
  Orc
  •
  Ratkin
  •
  Gnome
  •
  Kobold
  •
  Catfolk
  
SOURCE: textdata/thevault/Heartseeker/Heartseeker [rev].pdf