Quest - The Second Age : Rule Book, Page 6 of 16

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

Investigate / Rest

Can be found on Page 5

Equipment & Supplies

An army marches on its stomach and so do adventurers. At any time you are outside a town you must carry supplies or your party will begin to starve. Each character will eat one ration per turn.

While in town, it is possible to buy overnight accommodation in a private room but as this can be expensive, towns do not strongly object to parties sleeping on the streets after a night in a tavern's common room. This is fortunate as a new party often has more important ways to spend their limited gold. Taverns do tend to get rowdy and fights can break out. Prices for inn accomodation and travel to other towns are quoted per character.

Buying Items

One of the first things you will need to do is purchase some weapons and armour. Looking at your first turn report, you will see that you have started the game in a town. The items and services that the shops sell are listed underneath the maps, along with the price in gold. To purchases an item or a shop service, you must use the BUY order.

If an individual character tries to buy an item and does not have enough gold, the rest of the party will lend him enough so the purchase can still go ahead. However, if all the party tries to buy an item (code 99) or one character type, (options 95, 96, 97 and 98), then only the characters that can afford the item will purchase it. Between these two options and by placing your gold with the correct characters, you can quickly equip a party.

In in a city, and you try to buy an item from a shop in a different suburb, your party will move there automatically. To buy an item when you don't know a shop that sells it, use a shop number of zero. Your characters will search for a shop selling it, moving to other suburbs as necessary.

Buy Items
B (character/95-99) (shop/0) (item)
For example: B 99 34 152 will tell all your characters to buy item 154 from shop 34

Robberies

An alternative way of acquiring gold and items is to arrive at the shop when it is closed! Your thief, with another character as look out, will attempt to break in. Shops selling expensive items tend to have the best defences but even taverns and general stores will install better locks if broken into regularly. Robberies can attract the attention of the town guard and if caught, parties have been known to be thrown out of town.

Wait and Rob
W (shop)
For example: W 31 instructs your thief to break into shop 31 and take any money and/or items they find there.

Transfering and Selling Items

You can transfer items from one character to another or from a character to another player or monster.

8 You can also sell unwanted equipment and treasure items to shops. If the shop accepts the item, you will be given an amount of gold but if not, they will hand it back. As a general rule, shops buy the same sort of things they sell.

Hand Item
H (character/95-99) (target) (item)
For example: H 3 4 150 tells character 3 to give character 4 item 150 (a suit of cloth armour).
H 2 45 151 tells character 2 to sell to shop 45 item 151

Equiping and Using Items

Your characters will automatically equip with the best armour they have available and with the first melee and missile weapon they are given. If later you wish them to use a different weapon you will need to issue a USE order. The USE order can also instruct your characters to use various items that they collect or use an item on another character or monster.
Use Item
U (character) (item) (target)
For example: U 2 114 0 equips character 2 with 114 (a heavy crossbow)

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Page Created 3rd December 1999
Last Updated 5th December 1999