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Age of Sorcery for Children

By

Michael T. Yach

Introduction: Age of Sorcery for Children is a simple and fast Roleplaying Game
designed for children of ages 8 to 12. It is a world filled with heroic Dwarves and
Elves who battle against the evil Orcs, Giants, Skeletons, Trolls, Dragons, Goblins,
Golems, Titans, Hydras, Krakens, Gorgons and Medusas that inhabit the world
and want to rule it. The children take on the role of a Dwarf or Elf and use
weapons, armor and spells to adventure and defeat many of the evil creatures. It is
a game that uses the imagination of the children, set in a fantasy world. They must
gain treasure and experience to save the world from disaster. The storyteller plays
the role of a guide and makes adventures for the children to go on. It is both the
responsibility of the storyteller and children to make a wonderful challenge and
adventure. The world is in danger and needs heroes to save it. Do they have the
ability to do so before it is too late? Only they can answer...

Table of Contents:
1. How to Play
2. Mechanics
3. Attributes
4. Initiative
5. Races
6. Health
7. Armor
8. Weapons
9. Experience
10. Money
11. Spells
12. Monsters
13. Trynhold
14. Adventures

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How to Play: The storyteller assumes the role of a guide and provides the
the adventure for a group of children. Each child assumes the role of an actor
and plays their character. A storyteller can use any adventure that is published or
they can create their own. All that is needed is 1 storyteller and a small group of
children. The storyteller then tells the story and controls the monsters. The kids
playing their character follow the story and do battle with the monsters.
A storyteller must remember to make the story not too difficult or not too easy.
Other than that, the storyteller is free to use any story that will be enjoyable for the
children. The main point is for the children to have a good time pretending.

Example: The storyteller says that the 4 children playing 3 dwarves and 1 elf are
in a tavern called The White Horse. They are approached by a mysterious
stranger who tells them that he needs them to rescue his friend from the goblins.
He says that he will pay each person 50 gold pieces to travel to the Goblin
Mountains and to go to the Cave of Despair where his friend is being held. He
says that 12 Goblins are guarding his friend and that the players should be
careful in fighting them, as the Goblins often have many friends that can help
them. It is now up to the players to travel to the Goblin Mountains and Cave of
Despair to locate the mysterious stranger´s friend and rescue him. Along the
way, they will have to travel a long distance and maybe fight other creatures. If
the players are successful, then they will receive their reward from the mysterious
stranger, after travelling back to the White Horse safely.

Mechanics: Age of Sorcery for Children uses a six-sided dice for all rolls. The
storyteller and the children will both use six-sided dice and it is recommended that
the storyteller has at least 12 different six-sided dice to be used by both storyteller
and child. All abilities, rolls and scores are based on six-sided dice and they are
the only dice that are needed to play Age of Sorcery. There are 2 types of rolls
used in this game, the Attack roll and the Defense roll. Attack rolls are used
anytime a person or creature makes an attack, while a Defense roll is used
anytime a person or creature resists an attack. These 2 rolls are compared against
each other to determine the result of an attack or resist action. The numbers are
compared with the higher result subtracting the lower result. Thus, an attack roll
of 8 compared to a defense roll of 4 equals a total of 4 damage being dealt. If the
defense roll had been 8 and the attack roll had been 4, there would be no damage,
as 4-8=-4 and any score of less than zero results in no damage. Both Physical and
Magical attacks and resists are handled using this method. Spells such as Cure
Damage and Cause Damage follow the same system, but in the case of Cure
Damage it is very unlikely that the person or creature would want to resist it.
Finally, the terms 1D6 to 4D6 indicate the number of dice to be rolled for each
action.

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Attributes: Age of Sorcery for Children uses attributes to define a character´s
ability. It uses two attributes; Strength and Intelligence. A character uses Strength
to make and resist Physical attacks. A character uses Intelligence to make and
resist Magical attacks. The attributes add a value from the dice used to determine
an action. The attributes and their values are listed as follows:

15(0), 16(+1), 17(+2), 18(+3), 19(+4), 20(+5), 21(+6), 22(+7).

Example: A character with a 18 Strength would add +3 to his die roll to make
and resist a Physical attack. Thus a character with a 18 Strength using a Small
Sword would roll 1D6+3, when making a Physical attack. Likewise, if he were
resisting a Physical attack, he would roll 1D6+3(if wearing small leather) and use
the result.

Making and resisting Physical attacks uses the higher die result and subtracts it
from the lower die roll result.

Example: Gor the Dwarf has a 18 Strength and is attacking with a Small Sword
against a Skeleton. Gor has to roll 1D6+3 against the roll of 1D6 of the Skeleton.
Gor rolls a 8 and the Skeleton rolls a 3, therefore the Skeleton receives 5 damage,
which is enough to kill it. Similiarly, if the Skeleton attacked Gor and he was
wearing Small Leather, we would compare the results of the die rolls. In this
case, the Skeleton rolls a 1D6 and gets a 2 and Gor rolls a 1D6+3(because of
his Strength score) and gets a 5. Thus the Skeleton´s attack is negated because
2-5=-3, which is no damage because -3 is less than zero.

The same is true for Magical attacks and resists. When making and resisting
Magical attacks, one uses a dice modified by their Intelligence.

Example: Gor casts Cause Damage against the Skeleton. Gor has a small staff,
which gives him a 1D6 and receives a +1 because of his Intelligence. The
Skeleton has a roll of 1D6 for his defense. Gor rolls a 1D6+1 and gets a 4. The
Skeleton rolls a 1D6 and gets a 1. Therefore, the Skeleton receives 3 damage.

All attacks and defenses, whether they are Magical or Physical, use a six-sided
die roll and are modified either by Strength or Intelligence for characters.
Monsters do not have modifiers to their die rolls.

Finally, every time that a character reaches a new experience level, he or she
may add 1 point to either Strength or Intelligence.

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Initiative: This is what determines who gets to perform actions first. A character
always acts first and then the monsters. This is how it is determined who performs
actions when. All characters declare their actions and then they perform them.
After all players have performed their actions, then the monsters can perform their
actions. For purposes of fairness, the storyteller cannot allow players to attack
each other, thus there is no initiative for player versus player combat.

Races: The races of Age of Sorcery for Children that children can play are either
Dwarf or Elf. Dwarves are stronger than elves but are not as smart or good with
magic. Elves, on the other hand, are not as strong as Dwarves, but are very good
with magic. Each child should decide which race they would like to play. Being
male or female has no effect on the abilities of a race. The races have the
following ability scores:

Dwarf-Strength 18 Intelligence 16
Elf-Strength 16 Intelligence 18

It should be noted that these scores are only the starting scores and will be
modified, once characters gain more experience and levels.

Health: Each character receives 10 Health at Level 1 and it increases by 10, every
time a character advances to a new level. The maximum Health a character can
have is 80.

When a character takes Physical or Magical damage, then that number is


subtracted from his or her Health. When a character´s Health is 0, they are
dead. Damage can be recovered by use of the spell Cure Damage with the amount
of healing determined by the Magical weapon being used.

Armor: Each character can wear armor and its use is called a Defense.
Armor comes in 2 types. There is Physical armor such as Leather and there is
Magical armor such as Cloak. Each character can wear Physical and Magical
armor. There is no penalty for wearing both types of armor.

Physical armor: Small Leather (1D6), Medium Leather (2D6),


Large Leather (3D6), Huge Leather (4D6)

Magical armor: Small Cloak (1D6), Medium Cloak (2D6),


Large Cloak (3D6), Huge Cloak (4D6)

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These numbers tell a character how many dice to roll when resisting either a
Physical or Magical attack. Obviously, the more dice the better. The cost is listed
below for each type of armor.
Example: Small 100 gp, Medium 400 gp, Large 700 gp and Huge 1,000gp.

Weapons: Each character can use a weapon and its use is called an Attack.
Weapons come in 2 types. There are Physical weapons, such as swords and
Magical weapons, such as staffs. Characters can use both Physical
and Magical weapons. There is no penalty for using both types of weapons.

Physical Weapons: Small Sword (1D6), Medium Sword (2D6),


Large Sword (3D6), Huge Sword (4D6)

Magical Weapons: Small Staff (1D6), Medium Staff (2D6),


Large Staff (3D6), Huge Staff (4D6)

These numbers tell a character how many dice to roll when making a Physical or
Magical attack. The more dice a character uses, the better. The cost is listed
below for each type of weapon.
Example: Small 100 gp, Medium 400 gp, Large 700 gp and Huge 1,000gp.

Experience: All characters start with 0 experience and earn more from defeating
monsters. There are 8 levels of experience and all characters start at level 1.

Level 1 experience is 0. Level 2 experience is 1000. Level 3 experience is 2000.


Level 4 experience is 3000. Level 5 experience is 4000. Level 6 experience is
5000. Level 7 experience is 6000. Level 8 experience is 7000.

As characters defeat monsters, they gain experience. Once they reach the listed
number of experience points for a new level, they then attain it. Upon each new
level, a character receives 10 Health more and 1 ability point to put into either
Strength or Intelligence, thus raising it by one point.

All Skeletons, Goblins and Orcs are worth 50, 75 and 100 experience points.
All Trolls, Giants and Golems are worth 150, 175 and 200 experience points.
All Dragons, Titans and Hydras are worth 250, 275 and 300 experience points.
All Krakens, Gorgons and Medusas are worth 350, 375 and 400 experience points.

When awarding experience, it is to be divided equally among each player.

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Example: 4 players defeat 6 skeletons. Each skeleton is worth 50 experience
points, for a total of 300 experience points. Take that number and divide it by 4
and you get 75 experience points for each player. Experience is given immediately
and if a player receives enough experience points to attain a new level, it takes
effect immediately.

Money: Each character starts the game with 500 gold pieces that he or she can
use to purchase weapons and armor. They can purchase one of every small
weapon and armor if they desire.

Spells: There are only 2 types of spells that characters can use.
They are: Cure Damage and Cause Damage
Each one either heals or hurts a player or monster for the number of dice as
indicated by the Magical weapon used. Spells require one action to cast and
cannot be done at the same time as attacking.

All characters can use spells and they are modified by Intelligence.

Example: Gor uses Cure Damage, is holding a Medium staff and has a 16
Intelligence. Thus, Gor cures himself of 2D6+1 damage.

Characters can use spells anytime and any number of times per day.

Monsters: There are 12 types of monsters to be used by the storyteller. Each is a


little tougher than the one before it. Initially, storytellers should only use weak
monsters and as characters get tougher, they can likewise use tougher monsters.
Monsters do not have modifiers but can cast spells. They use only base statistics
such as Attack and Defense. These modes are for both Physical and Magical
attacks or defenses.

The monsters are as follows:

Skeleton-Health 4, Attack 1D6, Defense 1D6, Spells 1D6


Experience: 50 Gold: 10 pieces

Goblin-Health 6, Attack 1D6, Defense 1D6, Spells 1D6


Experience: 75 Gold: 20 pieces

Orc-Health 8, Attack 1D6, Defense 1D6, Spells 1D6


Experience: 100 Gold: 30 pieces

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Troll-Health 12, Attack 2D6, Defense 2D6, Spells 2D6
Experience: 150 Gold: 40 pieces

Giant-Health 14, Attack 2D6, Defense 2D6, Spells 2D6


Experience: 175 Gold: 50 pieces

Golem-Health 16, Attack 2D6, Defense 2D6, Spells 2D6


Experience: 200 Gold: 60 pieces

Dragon-Health 28, Attack 3D6, Defense 3D6, Spells 3D6


Experience: 250 Gold: 120 pieces

Titan-Health 30, Attack 3D6, Defense 3D6, Spells 3D6


Experience: 275 Gold: 140 pieces

Hydra-Health 32, Attack 3D6, Defense 3D6, Spells 3D6


Experience: 300 Gold: 160 pieces

Kraken-Health 60, Attack 4D6, Defense 4D6, Spells 4D6


Experience: 350 Gold: 200 pieces

Gorgon-Health 62, Attack 4D6, Defense 4D6, Spells 4D6


Experience: 375 Gold: 220 pieces

Medusa-Health 64, Attack 4D6, Defense 4D6, Spells 4D6


Experience: 400 Gold: 240 pieces

All monsters can either attack using their natural physical weapons or can
attack using spells. All monsters can use either Cure Damage or Cause Damage.
Remember that monsters need to be presented in a reasonable manner and not
in such a way that characters would be killed. It is the storyteller´s job to
make sure that the children have fun and enjoy, but also make it challenging.

Trynhold: Trynhold is the magical island that is home to the good Dwarves and
Elves, as well as the evil Skeletons, Goblins, Orcs, Trolls, Giants, Golems,
Dragons, Titans, Hydras, Krakens, Gorgons and Medusas. It is filled with
adventure and mystery. The island contains forests, plains, swamps, hills,
mountains, canyons and lakes. It is also home to 6 major cities. They are:

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Elfmoor (population: 7,600 and ruler: King Thalos),
Dwarfmoor (population:6,800 and ruler: King Galak),
Goblinmoor (population: 5,700 and ruler: Chief Morphon),
Trollmoor (population: 3,400 and ruler: Caliph Akbaron),
Dragonmoor (population: 1,300 and ruler: High Claw Rusk)
Krakenmoor (population: 1,000 and ruler: Unknown).

The Elves and Dwarves of Trynhold are farmers and shepards. They raise
animals and grow crops. They are good folk, work very hard and tend to be
peaceful. The Skeletons, Goblins and Orcs are raiders and marauders. They love
to fight and do not like to work. They attack anyone they can to get food, money
or slaves. The Trolls, Giants and Golems are vicious warriors who take from the
weak. They attack cities and form large bands of soldiers. They are very evil and
are a constant threat to the Elves and Dwarves. The Dragons, Titans and Hydras
are solitary creatures that hatch evil plans. They do not fight normally, but instead
bully the weak to do their work. They want to control the island and are constantly
forcing the Skeletons, Goblins and Orcs to attack the Elves and Dwarves.
The Krakens, Gorgons and Medusas are a mystery. They are very evil and
cunning, but rarely make appearances. They are very powerful and have been
known to attack, but only rarely. What their goals are is unknown, but they are
feared greatly.

Currently, the island of Trynhold is suffering from numerous attacks from the
Goblins, Orcs, Trolls and Giants. They are raiding constantly and many of the
Dwarves and Elves fear for the future. There is also a Dark Legend that says that
the coming of a Great Evil will happen soon and many people are afraid. People
are looking for heroes and want to live a normal life, but there are many
dangers. It is into this world that the players are brought and they will have many
challenges to face. With everything from Skeletons to Medusas, will the heroes
be strong enough to face them? Or will they fail in their quests and never be
heard from again? Only the brave children who play will find out...

Adventures: The following is a list of ideas and stories that can be used to run
adventures or quests for the players. It is a rough guideline for storytellers and
can be used frequently with more than one group of players. It is the
storyteller´s job to provide the goals and rewards of any adventure or quest and
can be done in any number of ways. It is important to remember that an
adventure should have a focused plot, goal and ending. With children in mind,
adventures should be simple, short and have a very clear goal. Children will often
lose patience or interest if the story is too complicated or diverse. Always be sure
to reward players with plenty of gold and experience. That way the children will

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be happy and feel that they are growing. The following ideas can be modified in
any manner that the storyteller wishes and should be done in a fast and
enjoyable way. I recommend the following ideas for adventures that will keep
children entertained for at least one or two hours.

The baron went into the mountains and disappeared. The king asks the
players to search for him and bring him back.

The queen discovered the location of a gold harp and wants the players to go and
recover it.

The barkeeper knows the location of a guarded treasure and wants the players
to recover it.

The king is sick and needs the players to bring him a purple rose to cure him.

A group of orcs kidnapped a young woman´s son and she wants him rescued.

A brave warrior is going to fight the goblins nearby and needs help from the
players to fight them.

A legend tells of an ancient sword that glows blue and a mysterious stranger
wants the players to bring it back to him.

Thank you sincerely and enjoy!

Michael T. Yach

© 2014 All Rights Reserved

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