Quest - The Second Age : Rule Book, Page 1 of 16

© 1990-1999 by KJC Games. All rights reserved.

Introduction

Welcome to Quest, the 2nd Age and the world of Kharne. These rules contain everything that you will need to know to take you through your first twenty turns. This allows your party to take its first tentative steps and get straight into the action without having to be too concerned with some of the more involved features.

On your twenty first turn, you will be supplied with a new rulebook that goes into more detail on many aspects of the world and includes new options and orders. These will become useful as your characters become more skilled and your group expands but could overly complicate it for now. The expanded rulebook also includes instructions for highly dangerous dungeon exploration and forming official alliances.

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Page Created 1st December 1999
Last Updated 2nd December 1999