/mivacommon/member/pass.mv: Line 148: MvEXPORT: Runtime Error: Error writing to 'readers/pass_err.log': No such file or directory [TMP] Guild of Adventurers Available

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Guild of Adventurers Available


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Wargame Vault announces the availability ofs:

From Horrendous Gaming

PDF – $9.27 USD

Guild of Adventurers

A solo tabletop adventure wargame where you are an adventurous hero in whatever fantasy setting takes your fancy. You will lead your companions on a dangerous quest while dealing with other events that happen along the way. Each game takes the form of an Incident between the party and another group, but likely includes some additional tasks or conditions to fulfill to keep your adventure progressing.

The game is not aiming to be in any way a detailed simulation of armed combat, instead it concentrates on getting to the action as quickly as possible. All rolls in battle are 1D10, with a natural 1 being bad and a natural 10 being good. A single roll takes into account hitting, penetrating and wounding. Weapons are generic. It's not a wargame, it's an adventure, or that's the intent anyway.

So, what you have here is a set of campaigns that I call Story Arcs. Each consists of 15 games that might involve a specific race of foes, a particular enigma to be resolved, or a sequence of strange incidents that turn out to be linked, all building to tell a tale of a daring quest undertaken by your party of adventurers.

Every game has markers for where the adversaries might be, and your team have to uncover the actual foes. The adversaries always "React" to the team, hence true solo play rather than trying to play both sides. There are also often bystanders getting in the way, and there are sometimes wandering monsters, in the wrong place at the wrong time.

Your party will usually be six figures and will usually be fighting six to ten enemy figures, plus there may be up to eight bystanders wandering about. A battle lasts six to ten rounds, so you can set up your table, play through the game, and pack it down again in under three hours, probably two once you are used to it.

There are a selection of different locations (and therefore table layouts) where the action takes place, a selection of different adversaries, and a slow but steady increase in difficulty to balance the improvements and added gear your posse will get along the way.

These 104 pages include the ten Story Arcs, full rules for gameplay, a four-page Quick Reference for the battle tables, and an example campaign roster/tracker. You will, of course, need your own miniatures and terrain pieces, but the scenarios are as open as possible to enable you to use the stuff you already have, or give you an excuse to collect more.

For more information