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Stonequest — the Retro RPG Experience

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An adventuring party

You may have up to six characters in an adventuring party. Each character brings his or her own special abilities and weaknesses to the team.

Most players will want a combination of warrior types, clerics, rogue types, and wizards in their adventuring parties:
  • Warriors provide hand-to-hand capabilities. Examples of warriors include Fighters, Rangers, and Monks.
  • Clerics provide healing and protection abilities, plus they can inflict damage on any opponents using spells.
  • Wizards have access to truly awe-inspiring combat spells, plus a whole host of useful spells such as teleportation and identification.
  • Rogue-types (e.g., thieves, ninja) have the ability to remove the traps that separate you from the loot inside chests, plus have the ability to sneak out of the ranks during combat and strike a melee opponent with a deadly Assassin Strike, before slipping back into the ranks.
  • Bards are useful for identifying enemies and items, plus dabble in a lot of skills.
An adventuring party
Party members must put aside their differences for the common good of the mission.

Ranks

An adventuring party
Character rank options and vulnerabilities

Only the first three ranks of your party can engage in melee with opponents. That means that they can physically strike at, and be struck by, enemies in the first two ranks of monsters.

Spellcasters such as Clerics and Wizards can use their spells to afflict enemies regardless of where either are positioned within their respective ranks.

Rogues, such as thieves, assassins, and ninja, can sneak out from any place in the party, backstab an opponent, and return to their original positions with ease.

Party Leader

An adventuring party

The first character in your marching order is considered to be your party's Leader. The Leader determines monster reactions and decides whether your party will flee; therefore, a Barbarian leader in a Berserker Rage means that the party will not be able to flee. It is often a good idea to put the character with the highest Charisma as your party Leader.

Visibility in the Darkness

It's dark and scary in Barrat's dungeons

Visibility in Barrat's maze is a concern. It's very dark underground and while you can cast spells that will temporarily let you see, it's better to have someone in your party with good eyesight in the dark.

Races

Some races see better in the dark

Some races naturally see better in the dark than others do. People from these races see the best in the dark: Drow, Dwarf, and Lizard Man. People from these races see almost as well: Elf, Half-Ogre, and Half-Orc.

Classes

Some classes see better in the dark

While seeing well in the dark comes naturally to members of many races, members of other races can train their eyes to see just as well, though it requires years of acclimation and the accrual of techniques. Members of these classes see the best in the dark: Ninja. Members of these classes see almost as well: Assassin.

Sample Party

A typical adventuring party might consist of:
  1. A warrior-type character, preferably with a high charisma,
  2. a second warrior-type character, perhaps a Dwarf or Lizard Man for their ability to see in the dark,
  3. a third warrior-type character,
  4. a cleric,
  5. a thief-type character or maybe a Bard, and
  6. a wizard.

In this example, you have the strongest characters in the front, with the weaker characters in the back. That way if one of the warriors gets incapacitated, the character that will step into his or her place will be your next strongest. You do not want your wizard fighting in melee combat.

However, feel free to experiment and use what works for you.