Before diving into the world of adventure, it's important to note that this guide focuses on helping players get started and does not cover all the rules or details on how to run the game as a Dungeon Master (DM). However, it provides everything you need to begin your journey.
In Hazebound, you create and play as a unique character, your avatar in the game world. This section explains how to bring your character to life:
Choose Your Character's Background:
Start by deciding on your character's race, skill, and backstory. These choices will shape your character's abilities, strengths, and weaknesses, as well as their personal history and motivations.
Determine Attributes:
Use the game's character creation rules to assign attributes to your character. These might include strength, agility, intelligence, etc... Your character's attributes will affect their success in both combat and non-combat situations.
Equip and Prepare:
Select equipment, weapons, and spells (if applicable) according to your character's skills and starting level. This gear will be essential for your survival and success in the game.
Hazebound gameplay is divided into two main phases: the Narration Phase and the Combat Phase.
Interactive Storytelling:
During this phase, the DM describes the environment, NPCs (non-player characters), and situations you encounter. It's your opportunity to explore, interact with the world, and make choices that influence the story.
Taking Actions:
In response to the DM's narration, you can propose actions for your character based on how they would react or what they want to achieve. This can range from attempting to persuade an NPC, searching for hidden traps, or preparing for an impending threat.
Making a Roll:
When the outcome of your action is uncertain, the DM may ask you to make a roll using a d10 (ten-sided dice). The DM will specify which attribute (e.g., strength or agility) to apply to your roll based on the action you're attempting. The roll, combined with your character's attributes and any relevant modifiers, will determine the success or failure of your action.
Turn-Based Encounters:
Combat is initiated when players encounter hostile forces. Combat in Hazebound is turn-based, meaning each participant (player and DM-controlled adversaries) takes turns making actions.
Taking Actions in Combat:
On your turn, you can perform actions such as attacking, casting spells, using items, or moving. The rules for combat will guide you on how many actions you can take and how to resolve them.
Strategic Play:
Success in combat requires strategy and teamwork. Consider your character's abilities and how they can synergize with your allies to overcome challenges.
Here is an example of how those interaction could go:
DM: As Eldrin cautiously navigates the dense underbrush of the Elderwood Forest, the sun's rays barely penetrate the thick canopy above. Suddenly, the sound of a twig snapping underfoot halts your progress. Ahead, you spot the crumbling archway of the temple, veiled in moss and ivy. However, between you and the entrance lurks a pair of goblin scouts, seemingly unaware of your presence. What do you do?
Player: I want to sneak closer to get a better view of the goblins and the temple entrance. Can I use my stealth to approach undetected?
DM: Absolutely, make a stealth roll using your agility attribute to see if you can get closer without alerting the goblins.
Player: [Rolls a d10, adds agility]
Note: The success of the action is determined if the roll result is equal to or higher than the difficulty rating set by the DM.
DM: With a swift and silent grace, Eldrin moves closer, blending into the surroundings. You're now within earshot of the goblins, who are bickering about stolen loot. You have a clear view of the temple entrance. It seems unguarded beyond these two.
Player: I want to take advantage of their distraction and attempt to silently take out the nearest goblin with my dagger.
DM: As you draw your weapon and prepare to strike, roll for your attack, considering your agility and any proficiency with the dagger.
Player: [Rolls for attack, rolling a d10 adding his agility and level to the result.]
Note: Here the player also adds his level to the roll since he is proficient with daggers. Performing action your character is profecient with have greater chance of success.
DM: Your dagger finds its mark, and the nearest goblin collapses without a sound. However, the other goblin spins around, spotting you instantly. It lets out a shrill alarm, calling for reinforcements. Roll for initiative, as we enter combat.
DM: As you successfully take out the first goblin silently with your dagger, the forest suddenly feels alive with the rustling of leaves and branches. The second goblin notices his fallen companion and locks eyes with you, letting out a piercing call for help. Two more goblins emerge from the shadows, ready to join the fray. It's time to roll for initiative to determine the order of actions.
Player: [Rolls for initiative]
Note: Initiative determine the order in which character play in combat. It is a d10 + your agility.
DM: Eldrin acts swiftly, seizing the initiative. You have 6 action points to use this turn. What's your first move?
First Turn
Player: I'll use 2 action points to attack the nearest goblin with my dagger, aiming to reduce their numbers quickly.
DM: Go ahead and roll for your attack.
Player: [Rolls, calculates success based on agility and proficiency]
DM: Your rolled high enough to hit.
Player: [Rolls for damage.]
Note: What you need to roll for damage is indicated on the spell or attack or ability you are using.
DM: Your blade finds its target, and another goblin falls silently to the forest floor. You have 4 action points left.
Player: I'll hold my position, saving my remaining action points. My defense is 18; I'm prepared for their attacks.
Note: A turns ends when a player runs out of action he can do or does not wish to do anything else.
Goblin Turn
DM: The remaining two goblins, fueled by rage at their fallen comrades, charge at Eldrin. The first goblin swings a rusty sword at you.
DM: [Rolls to attack, compares against Eldrin's defense of 18]
DM: The blade whizzes past you, missing by inches. The second goblin, however, manages to find a gap in your defenses.
DM: [Rolls for damage]
DM: You take a hit, feeling a sharp pain as the blade cuts across your arm. You lose some health.
Second Turn
Player: I'm using 4 action points and 4 willpower to cast Ignite on the goblin who hit me. I want to end this quickly.
DM: The air around the targeted goblin heats up as flames erupt from your fingertips, engulfing it.
Player: [Rolls for spell attacks, then rolls for damage.]
DM: Your spell incinerates the goblin, leaving only charred remains. With one goblin left, it hesitates, seeing its companions defeated so swiftly.
Player: I keep my stance, ready to defend or attack as needed.
DM: The last goblin, now overwhelmed by fear, turns and flees into the forest's depths, leaving you victorious but wounded. The immediate threat is over, but the sounds of the forest remind you that danger is never far away in Hazebound.
DM: You have a moment to catch your breath and tend to your wounds. What do you do next?
Playing Hazebound is about embarking on adventures, facing challenges, and making choices that shape the story. By creating a character, engaging with the narrative, and participating in combat, you'll experience the rich, immersive world that Hazebound offers. Remember, this guide is just the beginning—consult the full rulebook for detailed information on character progression, magic, and more complex game mechanics. Enjoy your journey into the realms of Hazebound!