# Modules

Different ways to use the hero developed

# Arena

#### Pre doc listing may or may not be out of date

<span style="white-space: pre-wrap;">The arena can be pvp or pvpve depending on rules you wish to follow. </span>

In general it will be pvp with small squads 3 characters, if wanting to run one you can set goals and add NPC enemies.

The crowd can be used and roll a d6 every turn to determine what they do. Such as blood thirst.

  
Every few rounds of battle roll a d6 for a modifier traps etc.

- Players start on opposite sides of the arena, base level traps are placed as well as a rolled for creature
- Players gain the kick special ability
    - Kick pushes a player back 5 feet(1block) + 5 ft for every 2 points over the defenders defense
    - Kick is your attack and works the same way as a regular attack , effects from a weapon can not be use
    - Defender can choose to use dexterity or strength for defense here.
- Every 3 rounds:
    - The crowd reacts causing an effect
    - A d6 summoning of monsters
    - at 6th turn summoning effects happen twice, then three times
- Points are scored based on this:
    - Regular Monster 1
    - Elite 3
    - player 3
- If a player dies they respawn at the original area

#### <span style="white-space: pre-wrap;">Below is the listing from the formal document here : </span>[](https://doc.pandabeardev.ninja/9y6NKtn2Q4qyXhUndzs5VA?view)[https://doc.pandabeardev.ninja/9y6NKtn2Q4qyXhUndzs5VA?view](https://doc.pandabeardev.ninja/9y6NKtn2Q4qyXhUndzs5VA?view)

# Playtest 2

***Codename***<span style="white-space: pre-wrap;">: </span>***Dem Bones***

## [](https://doc.pandabeardev.ninja/9y6NKtn2Q4qyXhUndzs5VA?view#Possible-Abilities "Possible-Abilities")Possible Abilities

- Fireball - Cost: 2 -&gt; Essence cost 1 or 2(1 for single 2 for aoe); DMG-&gt; 1d6 + ESS Max
- Ice Slick - Cost: 1 -&gt;Enemies caught in ice have movement halved 6x6 area
- Summon Undead Cost: 4 -&gt; Summon a minion stats are 2/1/0/2(S/D/E/M), Essence cost can be increased by one to add +1 to two stats per Essence spent max any stat to 5
- Orcish Rune Blade- Skill from orc rune Weapon - cost 2 - Increase damage for 1 turn by 2, take one hp damage
- Shield Wall - Must have a shield - Cost 1 - Roll a dice and call 2 numbers on a d6-&gt; Negate damage
- Boom Boom - cost 2 - Reduce Dex to 0(it cant be increased) Double Strength

Develop Character with the creator here:  
[https://pandabeardev.ninja/lowroad/](https://pandabeardev.ninja/lowroad/)

**Rules:**<span style="white-space: pre-wrap;"> 2 arms, 1 head, 1 torso, 2 legs.</span>  
**Items:**<span style="white-space: pre-wrap;"> 1 weapon per hand</span>  
**Spells:**<span style="white-space: pre-wrap;"> —&gt; Possibly if so essence req will be listed</span>  
**Trinkets:**<span style="white-space: pre-wrap;"> 1 trinket</span>  
**Consumables:**<span style="white-space: pre-wrap;"> 1 consumable</span>  
**Base HP**-&gt;10

# [](https://doc.pandabeardev.ninja/9y6NKtn2Q4qyXhUndzs5VA?view#Arena "Arena")Arena

**Arena is done in a small mat, size is up to you:**

Every few rounds of battle roll a d6 for a modifier traps etc.  
[https://wiki.pandabeardev.ninja/books/low-road-legends/page/arena](https://wiki.pandabeardev.ninja/books/low-road-legends/page/arena)

**Players start on opposite sides of the arena, base level traps are placed as well as a rolled for creature**

## [](https://doc.pandabeardev.ninja/9y6NKtn2Q4qyXhUndzs5VA?view#Players-gain-the-kick-special-ability "Players-gain-the-kick-special-ability")Players gain the kick special ability

- Kick pushes a player back 5 feet(1block) + 5 ft for every 2 points over the defenders defense
- Kick is your attack and works the same way as a regular attack , effects from a weapon can not be used
- Defender can choose to use dexterity or strength for defense here.

## [](https://doc.pandabeardev.ninja/9y6NKtn2Q4qyXhUndzs5VA?view#Every-round "Every-round")Every round:

Every round:

1. Roll effect
2. Then spawn

Roll Table:

1. Random Player +1 to str or dex (select based on roll attached to player)
2. 2 elites extra
3. 5 non elites extra
4. All Monsters +2 Strength
5. Spawn trap
6. Summon Demon

### [](https://doc.pandabeardev.ninja/9y6NKtn2Q4qyXhUndzs5VA?view#Traps "Traps")Traps:

- Teleport trap - 2d6 x 2d6 (6 inches)
- Pitfalls - insta kill  
    → res at start
- Land mine - 1d20 (roll)  
    →1d6 Up damage or 2d6 - one on first roll
- Center - large pitfall  
    → forest roll d20 - trap on
- Tripwire - player loses move

### [](https://doc.pandabeardev.ninja/9y6NKtn2Q4qyXhUndzs5VA?view#Trap-Placement "Trap-Placement")Trap Placement:

- d6 rolled to hold each player
- if not a player on first roll
    - roll the dice until a player is selected, that player selects the location

### [](https://doc.pandabeardev.ninja/9y6NKtn2Q4qyXhUndzs5VA?view#Game-starts-with-3d6-summoning "Game-starts-with-3d6-summoning")Game starts with 3d6 summoning

A d6 summoning of monsters(a roll of 5+ always summons an elite)  
Monsters are summoned based upon their point value(5 1 elite 2 weak)

**Points are scored based on this:**

- Regular Monster 1
- Elite 3
- player 3
- Demon 5

## [](https://doc.pandabeardev.ninja/9y6NKtn2Q4qyXhUndzs5VA?view#Monster-stats "Monster-stats")Monster stats:

<span style="white-space: pre-wrap;">NPC Idea Refrences - </span>[https://doc.pandabeardev.ninja/G\_6qXaqaTHSrTOWc\_U177g](https://doc.pandabeardev.ninja/G_6qXaqaTHSrTOWc_U177g)

**Non-Elite**

- HP-6
- S-3
- D-4
- M-3

**Elite**

- HP-15
- S-7
- D-4
- M-2

**Demon**

- HP-20
- S-10
- D-2
- M-4
- Heal 5 hp w/ kill -&gt; attacks npcs and players

**If a player dies they respawn at the original area**

# [](https://doc.pandabeardev.ninja/9y6NKtn2Q4qyXhUndzs5VA?view#MAGIC-NOTES "MAGIC-NOTES")MAGIC NOTES:

# [](https://doc.pandabeardev.ninja/9y6NKtn2Q4qyXhUndzs5VA?view#Low-Road-Legends-Magic "Low-Road-Legends-Magic")Low Road Legends Magic

- Magic has to have a cost cant be spamming it
    - System needs to have a cooldown offset by Ess, but minimum of 1 turn between use of a spell.
        - Spells that last 2 turns would have a minimum of 2
        - The idea is to not have a spam of one. Some spells may bypass this but we will just call it the cooldown and all spells have a global of one unless otherwise noted.
        - Cost can be added too, possibly essence charging up after being expended
            - A spell may cost 4 ESS, a player had 4 total, player builds up 1 per turn if essence was a specific number and more if his starting number was higher.
- The above are all ideas and subject to change as are the info below

## [](https://doc.pandabeardev.ninja/9y6NKtn2Q4qyXhUndzs5VA?view#Magic-has-evolved "Magic-has-evolved")Magic has evolved

- Magic is now not int but essence representing magical ability

### [](https://doc.pandabeardev.ninja/9y6NKtn2Q4qyXhUndzs5VA?view#Direct-attack-spells "Direct-attack-spells")Direct attack spells

- Your average attack spells, fireball etc
- Cause direct damage and likely have a defense related to one stat

### [](https://doc.pandabeardev.ninja/9y6NKtn2Q4qyXhUndzs5VA?view#Buff-Spells "Buff-Spells")Buff Spells

- Spells to increase a stat, damage, defense or something else.
- Conversly includes spells to do the opposite to enemies(target allies is ok though)
- This is your ray of enfeeblement or haste style spells

### [](https://doc.pandabeardev.ninja/9y6NKtn2Q4qyXhUndzs5VA?view#Reactive-Spells "Reactive-Spells")Reactive Spells

- Reactions, realistically im expecting these to be paired with attack or defense
    - Spell that Raises defense based on Ess when hit(reactions to the hit)

### [](https://doc.pandabeardev.ninja/9y6NKtn2Q4qyXhUndzs5VA?view#Combo-Spells "Combo-Spells")Combo Spells

- Similar to reactive spells except these are comboed with an action not in response to an action. As above a spell may be defensive when you are hit, that is reactive, but a spell to say make a blade hit at a distance, would be done in conjunction with the action of attacking.

### [](https://doc.pandabeardev.ninja/9y6NKtn2Q4qyXhUndzs5VA?view#Misc-Spells "Misc-Spells")Misc Spells

- These are spells that may have rules specific to them, on a bell curve i expect them to contain the weakest and strongest spells.
    - Summoning Minions
    - Reviving the dead
    - “Healing” -&gt; seems more a buff spell though

# Kings tournament

A series of minigames, jousting, etc. More to come