Shadow of the Weird Wizard Quick Start

The Borderlands

borderlands_map

With the disappearance of the Weird Wizard a strip of land east of the Old Country became a new frontier. Far from safe it still provides a refuge from those fleeing the chaos which has embroiled the Old Country. Travel of any kind outside of populated areas is treacherous and most don’t travel outside of a day’s journey from where they live.

The Borderlands straddle the equator of Erth, with the dry and desolate Salt Barrens marking their western edge across which most Old Country refugees travel. Their first waypoint is New Town a small community where weary travelers can catch their breath before continuing further onto the isthmus. For many their destination lies a months journey to the south along the monster-filled and stormy Sea of Fear. Here the cities of Asylum and Four Towers provide a semblance of the comfort of the Old Country. To get there they follow The Ranger’s Path through the scrubland of the Plains of Pendarm past the Lake of Plenty and between the Attercrop Forest and The Sentinel Wood.

Outside of the major cities the world is mostly wilderness. North of Asylum lies the Wyvern Wood, the 200 mile long Inner Sea, and The Great Jungle of Za where the border of our realm and the Summerland of the Fea is thin. The Wilderlands are home to Nine Bells, a small insular human community, and warring tribes of centaurs. The flat expanse of The Wastes flanked by mountains and Za lies completely barren home only to rumors of a massive monolithic building referred to as The Vault.

Of course further to the east lie The New Lands where the Weird Wizard himself once ruled. The approach to The New Lands is relatively tame. Atop the rolling hills of The Climb stand two massive statues guarding the land bridge to the New Lands. In their shadows lies Keep the last bit of civilization before the Weird Wizard’s domain. Few are brave enough to cross into The New Lands, fewer still return.

The Rules

SotWW uses only d20s and d6s. Static bonuses are few and far between. Your attributes are typically the only static bonus you’ll get. Almost always the target of a roll is 10. Boons and Banes adjust your ability to hit that target. They are +1d6 and -1d6 respectively and cancel each other out before you roll. Instead of skills you’ll instead roll just with an attribute and any relevant Boons/Banes.

Attributes

Most rolls you make will be an attribute roll. The bonus you get is equal to your score -10. For example with 12 Strength you get +2 when you try to knock down a door.

There are 4 attributes:

Strength

Strength represents muscle power, durability, athletic ability, and overall fitness.

You might roll Strength to:

Agility

Agility encompasses poise, dexterity, balance, and reflexes.

You might roll agility to:

Intellect

Intellect measures intelligence, wit, memory, and knowledge.

You might roll Intellect to:

Will

Will describes courage, willpower, resolve, and mental fortitude.

You might roll Will to:

Luck

If you’re attempting something which your attributes won’t influence the outcome of you make a luck roll. Simply roll a 1d20 with a target of 10. As always Boons/Banes might apply.

Character Creation

A level 1 character is very simple to build. There are tables for everything but you can also just pick a profession and create a background for your character as you like.

Communication

In most cases you can converse freely with others. They might be more or less friendly towards you based on their disposition. Intellect is used if you’re trying to outwit or use logic to convince someone of something. Will is used if you’re trying to persuade or intimidate someone.

Communication Challenges

Not all communication attempts have to be a challenge. These rules are for specific scenarios usually involving multiple people.

Combat

On your turn in combat you can do one action and one move. The action can happen at any point during your move. You can also use a reaction once during someone else’s turn.

Enemies always go first. Players may use a reaction to take the initiative and go before enemies. Players go in any order but only once.

Actions

You may use one action per round.

Reactions

You may use one reaction per round.

Attacks

To make an attack roll against your targets defense. On hit deal damage equal to your weapon’s damage.

Certain circumstances change attacking:

Bonus Attacks: You can give up 2 bonus damage dice to gain an extra attack any number of times so long as you have bonus dice to give up.

Alternative Attacks

You may make specific attacks. Doing so prevents your weapon from dealing damage, however you still roll any bonus damage dice you have.

Casting Spells

Casting a spell entails speaking the magic words of a spell you know at the volume of normal conversation. Unless otherwise specified you must have line of sight to your target.