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quests

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QUESTS:WHERE NO DUCK HAS GONE BEFORE

Quests are the cornerstone of Duckventurer ... um ... quests into the Duckgeon. Besides the lure of loot (mmmm .... loot), most Duckventurers can work out, in their tiny peanut brains, that if someone doesn't go and deal with Duckthulhu once and for all, this could be a problem for the Duckingdom, and potentially the whole world of Virgania. Quests are not restricted to the Duckgeon, and could theoretically be anywhere Duckventurers want to explore, but for the purposes of these rules, and to get you going nice and QUICK, we will stick to the Duckgeon quests which involve the fiendish minions of Duckthulhu.

Quest Doc

YE OLDE QUEST SCROLL

Each Duckgeon Quest is written up on a Ye Olde Quest Scroll, based on the best information provided to the Fluffy Beaks of Investigations (FBI) who run surveillance missions into the Duckgeon on a frequent basis. These Scrolls are distributed to parties of questing Duckventurers to try to assist them in their ultimate quest of defeating Duckthulhu.

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The Scrolls try to document, as accurately as possible (for ducks), the exact contents of each Room, which Beasties are sauntering about without a home, and which Snares are in place to entrap intrepid Duckventurers. Unfortunately, the locations of Beasties and NBOIDs are constantly changing, so the Ye Olde Quest Scrolls are more a rough guide than anything else. â€‹Check out an example Ye Olde Scroll to the right, the intro Quest Duckadoodle-oo -

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​Each Ye Olde Quest Scroll has the following stuff on it -

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  • ​Starting Ranks - the ranks of starting Duckventurers who are entering the Duckgeon on this Quest. If the Duckgeon is too tough for the Duckventurers, they will be chewed up and spat out into tiny little meat pasties. 

  • Duckthulhu - the relative toughness of Duckthulhu, and any special rules about how Duckthulhu progresses on his Booster-Wooster as the Duckventurers explore the Duckgeon.

  • NBOIDs (Nasty Bosses of Impending Doom) - any special rules for interacting with NBOIDs, for example, extra loot. 

  • Win Condition - how to succeed in this particular Quest, and the loot associated with the WIN. 

  • Mallard - these are a special type of merchant-class duck who provide the trading economy that keeps the Duckingdom swimming along. Mallards are enterprising hagglers, traders and bargainers, and some of them have worked out that they can unload crap ... I mean ... sell valuable assets ... to parties of Duckventurers who won't ever be asking for their money back. Each Quest has a resident Mallard, and Duckventurers may purchase goods off that Mallard before they enter the Duckgeon (and sometimes during the Quest, which depends on Funkards). 

  • Rooms - each room that must be setup to play the Quest (normally SIX!!!). The contents of each Room is variable, and involves the roll of 2D6 when entering the Room. Rooms can contain anything, but are normally grouped around a single type of Beastie, for instance a tomb-room (hey, that rhymes!) would have Undead, while an old storehouse will be overrun with Vermin. The lair of a crazed scientist will probably contain a preponderance of mutant Hybrids. And so on. 

  • Strollin' Beasties - sometimes the Duckventurers will come upon a Beastie while moving down long corridors between Rooms, and they are generated from this table. Strollin' Beasties are an option rule that you can find all about here ...

  • Quest Deck - every deck has a certain number of Funkards in the Quest Deck, which is defined in this section of Ye Olde Scroll. The number and proportion of card types will change from Quest to Quest, but in the basic game, there should be a fully-shuffled basic game pack which comprises 50 Omens, 50 Items, 50 Feats and 50 Zappies

Duckgeon Quest 1.JPG
Duckgeon gate.JPG
GATEWAY TO THE DUCKGEON

Enter if ye dare, Duckventurer!

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Rooms
Room setup sequence
Booster Wooster
The Dread Duckthulhu

"Ph'nglui mglw'nafh Duckthulhu ta Duckgeon wgah'nagl fhtagn. Ai! Ai!"

Room Example
Furniture Types
Looting the Room
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ROOMS

Each Room in the Duckgeon  brings with it a set of dangers, although based on the information the Duckventurers have about the Duckgeon, these dangers could be accurate, or not. The roll of a DuckDuckGoose die can affect the contents of a Room, and for the sake of brevity (and because there is no word count on the interwebs), I will replay the rule, in full, right here -

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  • A DuckDuckGoose die may be allocated as you roll on the Room Table each time you enter a Room in the Duckgeon. The Room Table determines which Beasties and Snares are waiting for the Duckventurers in the Room, based on the Quest you are playing. The die is removed from the DuckDice pool for your first turn if you use a DuckDuckGoose this way, which means you will only get 5 DuckDice in the first turn if you allocated a DuckDuckGoose to the Room Table.  The result rolled on the DuckDuckGoose is either added to, or subtracted from, the Room Table roll. 

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From a mechanics perspective, this introduces an interesting twist to the game. You could use a DuckDuckGoose to reduce the strength of the Beasties and Snares you may be facing, as the lower the number rolled, the weaker the enemy set. BUT, the more Beasties and Bosses you face, the more chance of Loot, which will inevitably help you when you finally face Duckthulhu. BUT,  if you spend a whole bunch of DuckDuckGoose dice to modify each room, this will increase the power of your evil nemesis Duckthulhu when you finally meet him. Who says a silly game about fantasy ducks lacks subtlety? It's a fine balance, enough to make any duck dizzy ...

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Delicate balancing, fine-tuned play-testing and the glory of perfecto games development aside, there is a sequence to kicking down a door and entering a Duckgeon Room -

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  1. A Duckventurer enters the first space in a Room, then FREEZES!

  2. Roll 2D6 on the Room Table (see example, right), modifying the score as above. A DuckDuckGoose must be added or subtracted in entirety, and the result cannot go beyond 12 or be less than 1. Duh-ck.

  3. Find and place appropriate Beastie and Snare miniatures, following these rules -

    1. Beasties with a S(hooty) attack will always be furthest away but with clear LOS, and should be placed first. 

    2. Beasties with a C(hoppy) attack will be closer if there is no space to place them otherwise, but they should always start as diametrically opposed to, and as far away from, the first Duckventurer as possible. 

    3. Z(appy) Beasties follow the S or C placement rules dependent on what type of Z they have: obviously a Frost Bolt Zappy would act like an S attack. 

    4. Weaker Beasties should be closer to the Duckventurers than tougher Beasties, this is known as the ‘Send in the Chaff’ rule.

    5. NBOIDs always act last. This is known as ‘The Cheese Stands Alone’ rule. 

  4. Turn 1 Snares trigger. 

  5. The first Duckventurer finishes their movement. Then it is up to the Duckventurers to allocate DuckDice and perform their actions. 

  6. Once all Duckventurers have done their thing, the Beasties go. First Shooty, then Choppy, who will run headlong into combat as fast as they can, which is generally 6 spaces. Some Beasties will attack different classes of Duckventurer, and their targets are given on their cards, and in the Beastie-ary

Duckthulhu battlemap

Lair of Duckthulhu, Gateway to the Featherealm

Doctor Fantabulous Battlemap

Doctor Fantabulous's Zootoropian Emporium

undead room

Tomb of the Unknown Duck

doctor fantabulous

Council of Evil

map(9x10)

EEK! Vermin

SAMPLE DUCKGEON ROOMS

These have been developed especially for Duckwars and are used in Duckgeon Quest 1.

DUCKTHULHU BOOSTER-WOOSTER

Duckthulhu Booster Wooster

Duckthulhu Booster-Wooster

Duckthulu OblivionX.jpg

Starting STATS for Duckthulhu will be given at the beginning of the Scroll. At the beginning of the game, set up the fearsome Duckthulhu miniature on the first space of his Booster-Wooster. This symbolizes the Outer God of Duckiness growing in power by feeding on cosmic forces and the souls of those killed within his duckgeon. Ai! Ai!

 

As you already know, having diligently and painstakingly read the Intro-DUCK-tion, each time a DuckDuckGoose die is rolled, you move Duckthulhu one space along the Booster-Wooster. Each space will give Duckthulhu a bonus, and all the bonuses are cumulative. The first space has +1, which will give Duckthulhu +1 to all of his STATS: Fatty, Quack and Pea Brain. Remember to keep a running total of Duckthulhu’s STATS. 

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When Duckthulhu enters a space with a Funkard, he draws a Funkard, discarding any Omens and redrawing. Whatever Funkard is drawn can be used by Duckthulhu when battling the Duckventurers. For instance, if Duckthulhu draws a Zappy, he may use it during the end battle if his Peanut Brain is up to casting it. All the Funkards are also cumulative, which means Duckthulhu may have quite an array of gear and Zappies to hit the Duckventurers with once they met him.

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Some Omens  and Funkards force Duckthulhu to move back a space. In this circumstance, Duckthulhu’s STATS and collection of Funkards do not change, which means the next time he moves forward he will gain the same as what he did last time. Whether it be a Funkard or STAT increase.

 

The benefit of Duckthulhu going backwards is it slows him getting to the really high nasty +6 bonuses at the end of the Booster-Wooster. Duckthulhu cannot go back beyond the Start>> space or past the Poopies space. 

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As soon as the first Duckventurer hits Duckthulhu’s innermost sanctum chamber, he is transferred from the board to the cosmic gateway to the Featherealm. 

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Big 'OL EXAMPLE 

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Before we get into this, it is important to note some design philosophy behind Duckwars. This is not a tournament game, it is about crazy avians fighting monsters with swords in a far-off fantasy land, based in the rather unhinged, yet expansive imagination of an 8-year-old. All of the Beastie attack and movement stuff simulates an AI, or in non-digital terms, a Games Master (GM). It is not supposed to be absolute and quantitative. If, for whatever reason, you want to play Duckwars competitively, one person should be the GM: setup, attack and move all the Beasties, and trigger the Snares. You could still go off individual Quest Room Tables or the GM could come up with their own. It’s a lot fairer. 

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Which brings us to the Eek … Vermin! Entry Room. Firstly, the furniture and items in the Room. There is a torturer’s table, by the looks of it, a bunch of barrels, some icky splotches and skeletons, a trapdoor, and a glowing chest. These must all be designated as furniture types (red is no-click) -

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FURNITURE TYPES

  • Basic Furniture. May be stood on and moved over, does not block LOS. I would count the table, chairs and barrels In this category. Note that if a character finishes their movement on top of a piece of basic furniture, they count as Elevated, and can shoot over intervening miniatures on the ground, for purposes of LOS.

  • Decoration. The icky brown splats (one of the authors loves icky splats, you will note his contributions to the Room maps because of the preponderance of icky splats) and skeletons are purely decoration, they can be moved through with no effect, and do not block LOS.

  • Big Furniture. There’s not really any big furniture in the example Room, but things like statues, howling voids to the unknown, cupboards etc., would both block LOS and cannot be moved over, they must be circumvented.

  • Special Items. The chest and trapdoor have special rules associated with them, which are detailed in the Quest. If not, they are just decoration.

  • Entry Point. This is bleedingly obvious, the set of stairs down into the Room. The moment the first Duckventurer hits the first step down, it is show-time!

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“You look just darlink next to that chaise lounge, ducky, the dried blood really offsets your eyes!”

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​Room setup (refresher) -

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  1. A Duckventurer enters the first space in a Room, then FREEZES!

  2. Roll 2D6 on the Room Table (see example, right), modifying the score as above. A DuckDuckGoose must be added or subtracted in entirety, and the result cannot go beyond 12 or be less than 1. Duh-ck.

  3. Find and place appropriate Beastie and Snare miniatures, following these rules -

    1. Beasties with a S(hooty) attack will always be furthest away but with clear LOS, and should be placed first. 

    2. Beasties with a C(hoppy) attack will be closer if there is no space to place them otherwise, but they should always start as diametrically opposed to, and as far away from, the first Duckventurer as possible. 

    3. Z(appy) Beasties follow the S or C placement rules dependent on what type of Z they have: obviously a Frost Bolt Zappy would act like an S attack. 

    4. Weaker Beasties should be closer to the Duckventurers than tougher Beasties, this is known as the ‘Send in the Chaff’ rule.

    5. NBOIDs always act last. This is known as ‘The Cheese Stands Alone’ rule. 

  4. Turn 1 Snares trigger. 

  5. The first Duckventurer finishes their movement. Then it is up to the Duckventurers to allocate DuckDice and perform their actions. 

  6. Once all Duckventurers have done their thing, the Beasties go. First Shooty, then Choppy, who will run headlong into combat as fast as they can, which is generally 6 spaces. Some Beasties will attack different classes of Duckventurer, and their targets are given on their cards, and in the Beastie-ary

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Note that the parensed numbers (x) below relate to the Room Sequence above. It seems complex but once you’ve done a couple of Rooms, you will be laughing … or screaming and throwing the game in the river. And yelling “WHAT THE DUCK?”

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Having decided what is where and how it all works, (1) the first Duckventurer, Plumpy Ducksword, rolls his DuckWalk die, gets a 4, enters the Room on the stairs for 1 space, and FREEZES! Remember how much movement the Duckventurer has left, this is important as he might need it after Snares and such go off: leave the DuckDice rolled so you can keep track (dice management is important). Needless to say, sending an unarmoured, wounded Duckwiz who left all his equipment at home into a Room first is kind dumb … but then, they are ducks!

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We then roll on the Room Table (2), assuming a DuckDuckGoose die is in play, which is probably a good idea for the Entry Room; the Duckventurer party remember to slide ol’ Duckthulhu along one space and boost him up. Ai! Ai! They roll a 2D6 result of 11, which is pretty intense for first rank Duckventurers. They roll the DuckDuckGoose die and get a result of 4, which means they can either send the contents of the Room put to 12 (11 + 1, can’t go over 12) or down to 7 (11 - 4). How’s the math so far? Strenuous? 

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They discuss amongst themselves. A result of 11 will give them a Boss, the Rat King, and the potential for some serious Loot: they are at full power, have plenty of heals available, they are all feathered up and ready to go! On the down-side, they have lost an initial die in their first turn because of the DuckDuckGoose, and the room is full of some fairly serious shooty Beasties with the chance of another wave because of the Rat King. Which would not bode well for Plumpy and anyone else caught in the crossfire. Plus, the shooters are going to array themselves on the barrels in an elevated position, so the Duckventurers can’t expect any cover. 

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Better go with the 7 … This gives the Duckventurers -

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  • 4 Wild Torment Rats (C)

  • 3 Semi-Cursed Pests (S)

  • 1 Pesky Rat-Head (Z)

  • 1 Wobbly Bobbly Glob (C)

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Should be interesting. Based on the guidelines, we lay out the miniatures (3) like so (right)-

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Note that the Pests and Rat-Head will take beneficial elevated positions where possible, to Shooty McShoot with deadly rat-foot rayguns and Zappy ray-wands. The chaff, the Rats, will charge forward, with the Glob following up behind, using its automatic Feats. The key word here is beneficial, Beasties aren’t necessarily stoopid, they have instincts, wiles and cunning, especially if they are rodents! So when laying them out, keep this in mind. The optimal layout for the Duckventurers is up to the players, the same should apply to the Beasties, who, remember, are under the control of the cosmic genius and dark old god of doom-doom-doom, Duckthulhu.

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Once all the Beasties are laid out, Turn 1 Snares trigger (4). Poor old sacrificial duck Plumpy gets shot at with a Shooty Arrow, which rolls to hit on a 3 (it has Q4 versus Plumpy’s F4), Plumpy’s armour soaks up some damage (-1), leaving Plumpy with -2F. The next Snare triggers on Turn 3, although there will probably be more targets in the Room at that point. 

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Plumpy brushes off the giant arrow sticking out of his plumage, and finishes his movement (5), which still had 3 spaces left (remember the saved DuckWalk die?). Another 4 DuckDice are allocated, 6 minus Plumpy’s DuckWalk and the DuckDuckGoose. This party of Duckventurers don’t have any Funkards to modify the DuckDice pool ...yet. 

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And we’re done! The Duckventurers go, the Beasties go, we move on to Turn 2. Keep track of the Turns because on Turns 3 and 6 Snares trigger. Full details of nasty duck Snares are in their own section.

EEK Vermin! Room

EEK Vermin! Entry Room

EEK! Vermin! Quest Room Table

EEK! Vermin! Quest Room Table

EEK! Vermin Entry Room with Beasties

EEK! Vermin Entry Room with Beasties

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LOOTING THE ROOM

As mentioned under LootCounters, after each Room is Cleared, LootCounter dice are rolled and Loot allocated out to Duckventurers.

 

BUT, there is an added bonus!

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(as always, some Quests may muck with these basic rules, but that will be detailed as more advanced Quests come out from the thousand monkeys working on a thousand typewriters, but otherwise, this is it). 

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For every multiple of 6 Loot taken out of a Room, the Duckventurers may draw 2 Funkards from the Quest Deck. This is whole 6's, as befits the Duckingdom, so if you gather 13 total Loot (once you have rolled and totaled your LootCounter dice, AFTER clearing the room), that's still only 4 Funkards. Which is a heap from 1 Room, so don't complain. This has no effect on how Loot is allocated to individual Duckventurer Loot hauls, for the purpose of gaining Ranks. 

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The top 4 Funkards are dealt face up from the Quest Deck, one at a time. Any Omens or Snares generally trigger immediately and are then discarded. Any remaining Funkards may be allocated to Duckventurers who have the appropriate empty slots: Zappy, Item or Feat. 

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Any Funkards not claimed are discarded. Duckventurers may dump other Funkards to re-equip new ones, or swap them with other Duckventurers, as normal. 

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WHERE TO NOW?

There are more rules, which are listed in the handy-to-find section More Rules. If you have never chosen a Duckventurer, you now have a sense of what they are capable of, and can start that now. If you want to dive headlong into LOOT AND STUFF AND BITZ, then you need the Funkards section.

 

If you are ready to enter the Duckgeon, you are going to need to find out more about how Snares and Beasties work. If you want to find out more about the fabulous, yet CRAZY Duckingdom, you need to check out the Fluffy Duck.

 

Good luck and duck-speed ...

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