Town. They say most folks live in towns, but it’s hard to imagine how anyone could live there for long. Town is noisy, crowded and, worst of all, expensive.
Still, it’s not without benefits. It’s a safe haven and a place to sharpen steel and draw up new plans. But it’s no place for the likes of us. Without title, letters of recommendation or enough lucre to drown in, we’re treated little better than chattel.
At the Gates
When you enter town do the following in order:
- Spend remaining checks
- Determine the watch
- Roll on the Entering Town table and then roll again on the appropriate sub-table
- Dispose of spoiled food
- Level up
- Strategize
- Haggle
Once you’ve taken care of those items, you can choose your destination in town.
Spend Remaining Checks
If you have checks left over from the adventure, spend them to recover from conditions as you’re approaching town. If you have extra unspent checks, donate the checks to your friends or save them to gain experience through helping in town. In town, checks may only be used to gain experience from helping, not spent on making tests. Any unused checks are lost when you leave town.
Who’s On Watch?
Roll on the Guild table to determine who’s on watch. See the Guild entry in this chapter.
Roll on the Town Events Table
Roll on the table below to determine the type of town event that occurs. Each category of event has an individual detailed Town table in the Town Events section in this chapter. Roll again sub-table
2D6 |
Entering Town |
2 |
Disaster |
3-6 |
Minor Inconvenience |
7-9 |
Peaceful Town |
10-11 |
Minor Break |
12 |
Lucky Break |
If the result is a disaster, you may not enter this town. Roll on sub-tablemove directly into an adventure phase featuring this disaster. Otherwise, proceed.
To the Dogs
Your remaining fresh rations spoil or go stale. You can discard them at the gates for the beggars and dogs.
Level Up
If you have spent the requisite rewards for the next level, level up now. Choose your benefits (as described in the Levels chapter). Rewards spent after entering town can only be redeemed after you’ve left town for another adventure and returned.
Strategize
Discuss your current conditions and divide your loot so you can best determine your needs.
Haggler
Determine if you’re haggling while you’re in town. If so, consult the Haggling section of this chapter.
Town Phase
Town phase is conducted differently than the adventure or camp phase. It’s downtime for your weary traveler. Roleplay is kept to a minimum. Instead, you focus on bookkeeping. Like camp, you rest, recover and reequip, but to do so you spend your hard-earned coin. Once you’re broke again which will likely be sooner than later—you hit the road toward your next endeavor.
In the town phase, you do not use turns or checks. Instead, you pick from a menu of options represented by locations in the town like the market or tavern. Each location offers a service that you can engage with. For example, at the tavern you can hear rumors and at the market you can buy what equipment you need.
In addition to engaging with the services of the town, you can conduct any personal business you might have—meeting with a friend, repairing your kit, writing a spell onto a scroll, etc.
Life in town is expensive. The longer you stay, the more debt you accumulate.
Town Lifestyle
Each activity in town has an associated lifestyle cost. Rather than making lots of rolls for little things like food and lodging, you make one test to pay your debts as you leave town (or when the bill collectors come). Your total lifestyle cost is the obstacle for your Resources test.
As you use the services in town, make a note of your lifestyle costs. We tried to cover most everything an adventurer would want to do in town, but if you find you need to do something we don’t describe, the GM can give the test a lifestyle cost and add it to your tab.
Haggling Over Prices
If you’re so inclined, you can haggle over prices with the shopkeepers and merchants when you’re in town. Rather than making individual tests, make one Haggler test against the town. Note that this test does count toward your lifestyle, so there’s some risk involved. Haggling is always done individually.
- Fey land: Ob 5
- Rodentia land: Ob 3
- Religious Bastion: Ob 3
- Bustling Metropolis: Ob 4
- Wizard’s Tower: Ob 4
- Remote Village: Ob 3
- Busy Crossroads: Ob 2
If successful, you may choose to keep the result that you roll on the Haggling table or the next higher result. If failed, subtract your margin of failure from your result.
3d6 |
Haggling Events Table |
3 |
You again: The goldsmiths are closed to you on this trip to town. Your party may not cash in gems,
jewellery, objet d’art and similar items. |
4 |
None of your bullshit: Market is closed to you and all your friends for this trip into town. |
5 |
We know you: Next time you come to this town, increase all prices for gear by one. |
6 |
Big spender: Next time you come to this town, increase all prices for accommodations by one. |
7 |
Fury: The shopkeepers toy with you. Take the angry condition. |
8 |
Blowing off steam: Feels good just to argue over something. Remove the angry condition at any point during
this town phase. |
9 |
Hard bargain: When buying something at the market, take an extra item for the same price. |
10 |
Thriftiness: Add +1D to Resources for your lifestyle test. |
11 |
Interesting item: Take +1D extra cash for one piece of loot other than coins or gems |
12 |
Honest face: Take +1D extra cash for one piece of kit traded in (even if rated Ob 1-3). |
13 |
Honest face: Take +1D extra cash for one piece of kit traded in (even if rated Ob 1-3). |
14 |
Good find: Take double the value of one piece of kit or salvage traded in. |
15 |
Good find: Take double the value of one piece of kit or salvage traded in. |
16 |
Rare specimen: Double the value of one piece of loot (aside from coins) traded in. |
17-18 |
Welcome home: Reduce lifestyle cost obstacle by two. |
Haggling Lifestyle Cost +1
Accommodations
When you enter town you get to decide how you want to live and how long you want to stay. You can sleep on the streets and shamble about begging for coins, or you can put yourself up at a fancy hotel and spend your gold in high fashion.
Accommodating Conditions
Hungry and thirsty, angry and afraid may be dealt with at the tavern or any other accommodation—the streets do not count as accommodations.
If you need to recover from the exhausted, injured or sick conditions, you’ll have to stay in town for more than just a night. You can’t recover from these conditions in town unless you’re staying at the flophouse, inn, hotel or private accommodations.
Town Locations
There are nine general locations in a town (or other settlement): the tavern, the guild hall, the market, the temple, the stables, the flophouse, the inn, the hotel and the streets. You can visit these locations when you’re in town and contract their services (or diseases). Each location has its own benefits, and they all cost something (even if it’s just your dignity).
If you’re using the custom town rules described at the end of this chapter, not all of the locations will be available in each town. Be sure to let your players know what facilities are and aren’t open for business.
Tavern
Travellers meet at the tavern for a drink, a meal and to share news. You can slake your thirst here, hire help and listen to the rumour mill.
Drink
Drinking at the tavern satisfies your hunger and thirst. You may also make recovery tests (as per the normal rules) for angry and afraid, if you order more drinks.
Drinking Lifestyle Cost: +1 per drink
Hire Help
At the tavern, you can hire porters and guards to aid your endeavors. You must be at least level 2 to hire help. All such services must be paid in advance and thus add to your lifestyle cost.
Porters have the ability to help (+1D) with all tests related to the Laborer skill. They also have, as a group, two free inventory slots in which they’ll carry things for the player. In addition, they can be made to carry up to four slots of inventory in their hands, but they’ll drop it and run at the first sign of danger.
Guards have the Fighter skill but will only help (+1D) in tests to protect your camp or baggage.
Only one group of each type of help may be hired by the group at one time. Thus if you hire a group of porters, you cannot hire another to gain an additional +1D.
To find these useful hirelings, test Circles against the appropriate obstacle determined by the Circles factors.
Hire Help Factors: porter, guards
Hired Help Lifestyle Cost: porters +1, guards +2
Tell Tales
Take a moment to tell some tales about your companions and your exploits. The locals are always hungry for new stories. The old ones get stale after a while.
Telling Tales Lifestyle Cost:None
The Streets
If you decide to sleep on the streets, you may not make recovery tests while in town. Roll on the Street Events table.
|
Street Events Table |
2-3 |
Become involved in some unspeakable plot.
You may not conduct any business or use any facilities while in town. Never speak of this
again. Take Unspeakable Plot-wise. |
4-6 |
Thieved: Your purse is stolen. All cash gone. |
7-8 |
Clothing soiled: Factor this soiling into all Circles tests until clothing replaced. |
9 |
Alms: A kindly old blind priest feeds you. Remove hungry and thirsty condition. |
10 |
Misplaced: You lose a piece of gear of the GM’s choosing |
11-12 |
Rousted: The Watch boots you and the other vagrants from town (unless you’re wanted for a
crime, in which case you’re arrested). You may not conduct further business in this town. |
Life on the Street Lifestyle Cost: 0 At least it’s free!
Stables
You are sleeping with the animals—at least there’s a roof over your head. Make one free recovery test. May recover from one condition except injured or sick.
Hiding Out
If the occupant of the stables is being sought by other interested parties while in town, the GM must roll to find him. Characters of levels 1-5 are discovered on result of 1-2 on one die. Characters of levels 6-10 are discovered on a result
of 1-3. Characters hiding at other locations are automatically found, no roll necessary.
Stables Lifestyle Cost: +1
Flophouse
You can crash in the common room at the flophouse. You get a shared room and not much else. Make one free recovery test. You may recover from one additional condition (excluding exhausted or sick) during your stay at your expense.
Flophouse Lifestyle Cost: +1 plus 1 if additional recovery test is made.
Inn
At the inn you get a private room with a shared bath and shared entrance. Meals provided: free recovery from hungry and thirsty. You may make two free recovery tests and one additional recovery test at your expense. While staying at the inn, you may recover from any type of condition, but take a +1D bonus to recover from angry, afraid and exhausted.
Inn Lifestyle Cost: +2 plus 1 if additional recovery test is made after expending your free tests.
Hotel
When staying at the hotel you get a private room, private bath and private entrance. Meals provided: free recovery from hungry and thirsty and exhausted. You may make two free recovery tests and up to two additional tests at your expense. Staying at the hotel grants a +1D bonus to recover from sick and injured. You may test to recover all other conditions as per the normal rules.
Hotel Lifestyle Cost: +3 plus 1 per additional recovery test after you expend your two free tests.
Home
If your friend, mentor or parents (or enemy!) resides in town, you can stay with them for free. The GM determines the equivalent level of accommodation: stables, flophouse, inn or hotel. Abide by those rules for recovery (but it’s free).
Poor characters live in the equivalent of stables and flophouses. Wealthy will live in the equivalent of inns. The truly rich live in the equivalent of hotels.
Temples and Shrines
Temples and shrines in towns gladly offer prayers for weary travellers—for a small donation, of course.
Religious Services
Donations can be made for first and second circle prayers to be recited over a character. However, the priests demand payment before prayer. First circle prayers cost an Ob 3 Resources test; Ob 5 Resources test for second circle prayers.
Religious Services Lifestyle cost: 0. Pay in advance as described above. No prayers before payment.
Pray at the Shrine
A traveller may pray at the shrine of the Immortal patron of this place. Roll 2d6 on the table below:
|
Shrine Events Table |
2-3 |
Curse: The curse counts as a factor in all tests until removed. |
4-5 |
Omen: An ominous omen crosses your path. Take angry or afraid condition |
6-8 |
The Immortals are deaf to your pleas |
9-11 |
Visions: You are visited with a vision of events to come. Remove angry or afraid condition. |
12 |
Boon: Add +1D to all tests within this Immortal’s idiom for your next adventure or removes curse
or disease. |
You may leave a substantial offering—something magical, something worth at least 2D of cash or something unique to the god—and gain +1 to your roll.
You may also test Theologian to offer the correct prayer to the Immortal. Success grants +1 to your roll. +2 is the maximum bonus to rolls on the Shrine Events table.
Prayer Lifestyle Cost: +1
Market
At the market, you’ll find all manner of goods and items for purchase. The merchants here demand payment in advance and never issue credit to the likes of you. Test Resources using the obstacles listed in the master gear list for each item purchased. The GM can exclude items either due to town events or from simple mischievous intent.
Market Lifestyle Cost: 0
Selling Salvage or Kit
The market is also the place to sell any salvage hauled out of the ruins: If the object is worth Ob 3 Resources test or less,
it has no sale value. No one wants your stinky, rusty junk. If the object is worth an Ob 4 Resources test, it’s worth 1D of cash. If the object you’re trying to pawn off is worth an Ob 8 Resources test, it’s worth 2D of cash. Hey, I have to make a living too!
Guild Hall
Most towns are run by a league of powerful guilds. They control all trade and commerce, and provide the town’s watches. At the guild hall you petition to use guild facilities, temporarily hire apprentices and find employment.
Using Facilities
If a guild is established in town, non-guild members like the characters may pay a fee to use its facilities for a short period of time. Using guild facilities (under the watchful eye of its owners) allows characters to make trade or craft skill tests— like Armourer or Weaver—while in town.
Facilities Lifestyle Cost: +1 per trade or craft skill test
Conducting Business in Town
In addition to visiting the locations in the town, you can also conduct your own business.
Building Kit
If you want to build items for your kit rather than buy them, hire facilities at the guild hall and then test the appropriate skills. Lifestyle cost is as described for the facility.
Searching for Someone
If you want to hunt for information or look for people you might know, visit the correct location in town, indicate the type of person you’re looking for and test your Circles.
Searching for Someone Lifestyle Cost: +1
Go Visiting
You can visit any of your contacts or relations who reside in this town. There’s no cost.
Dig Up Leads or Doing Research
You may try to scare up new work. Use the Digging for Leads rules.
Digging for Leads Lifestyle Cost: +1
Scribing Scrolls
Scholars carry a supply of paper and ink with them, but life on the road rarely permits the time and peace to write something meaningful. Town affords the erstwhile practitioner of the arts a moment to scribe scrolls.
Scribing Scrolls Lifestyle Cost: +1
Personal Business
Any other personal business not covered by other categories adds to your expenses while in town. If the players come up with an activity not covered here, charge them a lifestyle cost (usually 1) and determine an appropriate roll to make.
Personal Business Lifestyle Cost: +1
Spending Loot
Loot that is assigned a die value—1D coins, a 3D gem, etc.— acts as a bonus to your Resources ability.
A bag of Copper coins gives you +1D to your Resources test.
Coins can be spent in increments. So if you have 2D of coins, you can spend 1D now and save 1D for later. However coins
are bulky, so you want to spend them in town.
Other valuable loot can’t be broken down. It must be spent whole at its value. So if you have a bracelet worth 3D, it must
be spent as three dice of cash at once. The merchants at the markets do not give change. Once spent, remove the item from your inventory.
Cashing In
Gems and jewels can be sold to jewellers and goldsmiths for their listed cash value as described on the Loot tables. Other
rare items may be exchanged for cash as well.
Treasure and Valuables: Spaces to Value
Loot Item |
Inventory |
Value |
Titles and Deeds |
pack 1 or carried 1 |
No immediate cash value.
Determines ownership of
a piece of property. |
Copper Coins |
pack 1 |
1D |
Gold Coins |
pack 1 |
2D |
Gems |
pack 1 |
3D |
Jewellry |
worn 1 (head, neck, or hand) |
2-6D (d23)* |
Silverware and Plate |
pack 3 or carried 3 |
1-5D (2d3-1)* |
Objet d’Art |
pack 4 or carried 4 |
2-7D (1d6+1)* |
Rugs and Tapestries |
pack or carried 6-12 |
2-12D (2d6)* |
*Value determined when sold in town. Roll randomly to determine value. You can increase the value of loot with a lucky Haggler test.
Cash on Hand
Spending loot on a roll insulates your Resources from tax.
Each die of loot spent protects you against one point of tax.
Recovery in Town
Recovering from your conditions takes time and money, but regardless of how much time and money you invest, you may only make one recovery test per condition while in town.
In addition, you can only make recovery tests as allowed by your accommodations. If you’re staying in town for the day, you can only recover using the tavern.
If you’re staying on the street, for example, you cannot make tests to recover—even if you go to the tavern.
If you’re staying at the inn, you can test to recover any type of condition, but you have a bonus to recover from Angry, Afraid and Exhausted.
Recovery Order in Town
- Unless otherwise noted, recover in standard order when using Health or Will.
- Recover exhausted out of order if you’re staying at a hotel or equivalent accommodations.
- Conditions can be removed regardless of recovery order by cleric prayers—whether paid for or prayed for by a member of your group (or yourself).
- Conditions can be removed out of order (and usually without a test) by results from events tables.
Digging for Leads
In their travels, adventurers hear rumours and warnings. They find maps and learn bits of lore. In addition to trading goods
and coins, town is the place to trade knowledge. Because, though some will say otherwise, knowledge is the most precious treasure.
When in town, players can research leads, rumours, treasure maps and bits of lore—anything they’ve heard or found in their travels.
There are two ways to do this. You can “ask around” using your Circles ability, or you can dig for information in scrolls and dusty tomes using your Scholar skill.
Asking Around
When asking around, your character shows the treasure map, looks for someone who might know someone and talks to knowledgeable peoples. And of course, in order to dig for leads, you must have acquired information from rumours, events, maps or lore.
If you have more than one type of lead about a particular endeavour, the additional information counts as supplies (+1D)
when making your test.
The GM counts the factors based on the question(s) you’re asking and the answers he has hidden behind the screen:
Asking Around Factors
What are the legends about this place: popular legend, a generation past, ancient story, a lost or forgotten place
How do I get there: easy to find (that anyone could point you to), a place of legend that few or none have visited, a
place that was lost, a place that’s deliberately hidden
What lives there: those who live there now, those who built the place, those upon which the place was built
What treasures are there: the obvious, something guarded, something someone lost there, something buried beneath
What traps are there: a well known device to scare away would-be explorers, something that someone escaped once, something secret and deadly
Test your Circles against the obstacle created by the factors.
Success indicates you’ve found a lead. Failure can be a twist, condition or the enmity clause.
Digging for Leads Lifestyle Cost: +1
Doing Research
To do research on a lead with your Scholar skill, you need counts the factors based on the question(s) you’re asking and
the sources of information available to your characters:
Research Factors
What are the legends about this place: an ancient story, a history with reliable sources, an account contemporary with the place
What information is there about this place: a travelogue with only a few exaggerations, a moldering and slightly damaged map, a detailed and accurate map in good condition
What lives there: an account from a famous explorer, a merchant’s brief, a census
What reports of treasures are there: a famous treasure, a second-hand report of something lost there, a first-hand account of treasures seen but not plundered (for whatever reason), a ledger once kept at the site
What reports of traps are there: a description of a legendary device, a second-hand report of traps encountered by explorers, a first-hand account of traps encountered, blueprints and designs
Doing Research Lifestyle Cost: +1 access to printed matter like a library, ancient etching on
Casting Spells and Invoking Prayers in Town
Casting spells and invoking prayers in town does not count toward your lifestyle cost. Though doing so might be against the law.
Once you rest in town, your spells are refreshed. However while in town, you may only cast each of your spells or prayers once.
No Theologian test is necessary to rememorize prayers in your hometown. Choose prayers appropriate to your level and slots.
If not in your hometown, but you are in a temple or shrine of your alignment, take +2D to your Theologian skill.
Instincts in Town
Using an Instinct in town does not count toward your lifestyle cost.
Traits in Town
You can use your traits to help yourself in town. You cannot use them to hinder yourself and generate checks.
Paying Your Bills
Living in town incurs expenses—bills and taxes to pay. When you leave town, you pay your debts. Total your lifestyle cost.
This is the obstacle for your Resources test to clear your debts and pay your bills.
While in town, Beren stays at the flophouse (+1) and attempts to recover from his anger (and fails). Then He uses the armorer guild’s facilities to repair his battered helmet (+1). And then he heads down to the tavern to listen for any rumors (+1).
He also visits the market and buys a bundle of torches, but that doesn’t increase his lifestyle.
When leaving town he has to make an ob 3 resources test to pay his bills.
Test Resources Against Lifestyle Obstacle
If you pass, have no conditions and your Nature is untaxed, you start the adventure with the special fresh condition.
- If you have a condition and pass the test, you incur no tax, twist or additional condition but do not start fresh or recover Nature.
- If you pass the test and have no conditions but have taxed your Nature, you may recover one point of taxed Nature (but you do not start fresh).
- If you fail the lifestyle test, you are subject to a twist, condition or tax at the GM’s discretion (and do not start fresh or recover Nature).
Resources 0
If a character has Resources 0, no treasure, no cash and no friends to help (and thus cannot even roll for the test) the GM
can apply one of the following results:
- Reduce Circles by one due to the character’s reputation as a deadbeat.
- Degrade one or more pieces of the character’s gear, reducing its effect or capacity.
- Make the character exhausted or sick (if they’ve been living on the streets).
- Present the character with a new enemy situated in this town.
- Summon the bill collectors…
No Bills to Pay
If you have no conditions, no tax, don’t need to make a lifestyle test and you’re not living on the streets, you start fresh.
New Character Starting in Town
If you’re a new character starting in town, you do not have to make a lifestyle test the first time you leave town. You start
fresh.
Bill Collectors
If a character outstrips his ability to pay his debts (his lifestyle is higher than his Resources and available cash), his debtors may send collection agents at the GM’s discretion. These persuasive men and women inquire about the character’s financial status. If their inquiries do not produce tangible monetary results, they will extract partial payment through more indelicate means.
Use the Thug stats for bill collectors. They appear in groups of four or five, love to fight and will try to capture you. Bill collectors can also be dispatched to meet a character reluctant to pay his debts at the gates of town to ensure he does not leave before paying his due.
If matters get truly dire and blood is spilt or debts are very large, your creditors will call out the watch to arrest you. While not as skilled as the thugs, the watch is far more numerous and usually better equipped.
Leaving Town
After you’ve paid your bills, roll on the Adventure Hooks events table. The GM can use this as inspiration for the coming adventure or can leave the result as flavor, perhaps to be picked up at another time.
Any tests the players make in reaction to these events count as turns in the adventure phase. You’re burning daylight!
Free Refills
When leaving town you may refill your skin, bottle or jug with water (unless otherwise prohibited by a town event) for free.
Rememorizing Spells
Magicians and rangers rememorize all spells upon leaving town (unless circumstances dictate otherwise).
Clerics test Theologian to rememorize unless they are in their hometown.
Town Events
Town events are provided to give towns a sense of life. You can incorporate them into your adventures or leave them as background noise.
Some Pluses, Some Minuses
It’s possible to have bonuses and penalties to your Town Events roll. Total them. If they cancel out, so be it. If they net
a penalty or a bonus, use that.
Maximum bonus or penalty to an events roll is +1/-1
Entering Town table
2d6 |
Entering Town |
2 |
Disaster |
3-6 |
Minor Inconvenience |
7-9 |
Peaceful Town |
10-11 |
Minor Break |
12 |
Lucky Break |
2D6 |
Disasters |
2 Famine |
Remain in adventure phase until new town is reached or until the famine is miraculously relieved.
- No food available in this town and thus all locations closed
|
3 Drought |
Remain in adventure phase until new town is reached or drought abates.
- No water available in this town and thus all locations closed
|
4 Plague |
Remain in adventure phase until new town is reached or until plague miraculously cured.
- If town is entered, test Health against Ob 4: condition sick; or twist, you become a carrier: All companions must make this test once per phase until you’re cured
|
5 Infestation |
Remain in adventure phase until infestation is driven out or until you arrive at another town.
- 2-5 Weevils eat all clothing
- 6-7 Locusts blanket town
- 8-10 Worms devour all leather
- 11-12 Funghi spawn inside livestock and kill them
|
6 Under Assault |
Remain in adventure phase if you join attacker or besieged, or until you journey to another town.
If playing during the siege, increase all Resources and Circles tests obstacles by 2. However, sell gear to the attackers at a +1D cash markup.
- 2-3 Badger
- 4-6 Rats
- 7-9 Neighbouring Mice
- 10 Fox
- 11 River-folk
- 12 Swamp-folk
|
7 Raging Fire |
Town is in flames. No safe place to rest. No goods for sale. Remain in adventure phase until fire is put out or dies down or until you move on to another town. |
8 Devastating Flood |
Town is in ruins. No safe place to rest. No goods for sale. |
9 Town Engulfed in Riots |
Remain in adventure phase until riots subside or are put down, or until you journey to a new town.
• If you try to enter town during the riots, test Health against Ob 4: condition injured, twist barred from town |
10 Magical Catastrophe |
Remain in adventure phase until catastrophe is abated.
- Laws of gravity reversed
- All townsfolk are invisible, buildings are not or all buildings are invisible, townsfolk are not
- Magic ceases to work
- The gods are deaf to the prayers of this town: no prayers work, demagogues preach the apocalypse
- All flesh turns bright red upon entering town
- The town ruler-ship has been accidentally turned into fowl
- Demon springs forth from forehead of high priest of Law, claims town as his demonic fief
- Fire ceases to burn
- Water ceases to quench
- All people over the age of 17 have been turned to stone
- All language sounds like the bleating of sheep
|
11 Civil War |
Town has split into factions, or has taken a side against its ostensibly allied neighbour.
Remain in adventure phase until war subsides or until you reach a new town. |
12 Religious Proscription Against
Trade and Travel |
Remain in adventure phase (waiting outside of town) until ban is lifted.
- Travelling prohibited. If attempting to leave, the players are arrested by religious authorities
|
3d6 |
Minor Inconveniences |
3 Festival |
Streets are blocked by parades
|
4-5 Street Brawl |
Test Fighter at Ob 2: condition injured; twist: clothing ripped and torn or item lost. |
6 Billeted Army |
- No room at the accommodations, they’re occupied by officers
- No room at the taverns, they’re crowded with soldiers
- No room at the stables, they’re crammed full of cavalry
- All live and rolling stock claimed by the army
|
7 New Laws Decreed |
Re-roll (laws not in use) |
8 Fire |
One building or service is unavailable.
- 2-4 Stables
- 5 Homes
- 6 Flophouse
- 7 Tavern
- 8 Market
- 9 Inn
- 10 Guild Hall
- 11-12 Hotel
|
9 Tax Time |
Make Ob 3 Resources test or instead give over livestock to tax collector |
10 Robbery |
Breaking and Entering
- One item is stolen from one character staying at the stables, flophouse, inn, hotel or home of another. GM’s choice
|
11 Labour Strike |
- Increase the price of one to three (1d3) services or commodities by one. Apprentices and services from
these guilds are unavailable
|
12 Shortage |
Determine which commodity is unavailable for purchase
- 2-3 Paper/ink (magical equipment)
- 4-5 Steel (weapons and heavy armors)
- 6-7 Food
- 8-9 Oil, tar or pitch (torches and lanterns)
- 10-11 Wood (shields, weapons, gear)
- 12 Leather (leather armor, gear)
|
13 Surly Watch |
The guild on watch at the gates is particularly surly.
- Test Persuader against gatekeeper (rank 4): condition angry; or twist: offer bribe to enter to town
|
14 New Fashion Rampant |
A fashion craze has gripped the town.
- -1s to Circles until you are wearing the latest fashion (usually Finery)
|
15-16 Enemy |
Your enemy is in town. GM chooses which enemy. |
17-18 Currency Debased |
Your coins are debased.
- Reduce all Resources ratings by 1
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2d6 |
Peaceful Town |
2 Religious Procession |
Choose one: respectfully observed or mostly unattended |
3 Executions |
Choose one: with no fanfare, crowds or with a great sigh of
relief from the townsfolk |
4 Visiting Nobility |
…are polite and make no imposition |
5 Foreign Visitors |
Choose one: the town is full of chatter in a new tongue;
foreigners who are curious about the customs; foreigners who
apologetically jostle you in the street |
6 Natural Death of a Prominent Figure |
Choose one: he or she dies of old age, he or she dies during
childbirth, he or she dies of illness |
7 A smile from a pretty gentleman/lady brightens your day |
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8 You find a lucky penny |
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9 It's a bright, clear day |
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10 You receive a friendly Halloo! from your neighbours |
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11 You can smell the wood smoke and kitchen aromas of a welcoming home |
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12 The town has been taken by a harmless new custom or fad |
Everyone in the drinking halls and taverns is complaining about it
• The women at the well gossip about it
• Children all envy it |
2d6 |
Minor Break |
2 Ritual Blessing |
Attend and receive blessing
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3 Market Glut |
Reduce price of one commodity by one
- Food
- Wine
- Oil
- Steel (weapons)
- Wool (clothes and cloaks)
- Paper (Scholar supplies, scrolls)
- Leather (gear, armor)
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4 Fair |
Folks have come from all around to attend
- One player can choose one parent or mentor to be visiting the town during the fair.
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5-6 Large Public Performance |
Attend and be entertained
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7 New Vice Rampant |
Play a new game
- Wizard (see rules in following section)
- Diamondback
- When gambling, play one round. If you win, take +1D cash
Dance a jig
- All characters except Adventurers restore one point of taxed Nature
Drink some foreign wine
- If hungry and thirsty, alleviate condition.
- If not hungry and thirsty, gain condition but remove angry or afraid
Indulge in the skin trade
- If exhausted, alleviate condition
- If not exhausted, take condition but alleviate angry and afraid
Bet on the monster fights
- Watch fights and alleviate angry or take angry and recover one point of taxed Nature
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8-9 A Chance Encounter... |
Chance encounters do not add to lifestyle costs.
Two local clerics are debating about how many gods can fit in a wine cup.
- Join in and test your Theologian vs. their Theologian 4
A braggart at the local tavern is telling tales.
- Command the room with your own tales. Test Oratory vs. his Nature/Boasting 4
On the street, a fool is prattling on to his lady friend about the nature of the moon and the stars.
- Correct him using Scholar vs. his Scholar 4
A damsel’s carriage has thrown a wheel.
- Repair it using the Peasant skill (Ob 3)
The tinker’s cart is stuck in the mud.
- Heave it out using Labourer (Ob 5)
An impoverished, ageing dowager needs a gift for the young prince/princess’s upcoming birthday. She can only pay with gratitude.
- Create an appropriate gift for her
The proprietor of your accommodations frantically asks you for help: one of his other patrons is violently ill.
- Use Healer against Ob 4 to treat the mysterious traveller
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10 A Friend is in Town |
GM chooses the friend |
11 The nobility gives alms to the poor |
If Resources 0 or 1: you are fed if hungry; if not take +1D cash |
12 The shopkeeper's till is open and unattended |
Take it and gain +2D cash (no roll necessary) |
2d6 |
Lucky Break |
2 Religious Uprising |
Your sect rises up to claim its rights/position on the Street of the Gods.
- All clerics are given a scroll of one prayer of their choice (within their level and alignment)
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3-5 Caravan or ship arrives selling exotic goods |
You have the opportunity to purchase at discount prices
- 2-3 Elixirs (Ob 2)
- 4-5 Silks, lace and satin (Ob 4)
- 6-7 Slaves (Ob 5)
- 8-9 Exotic weapons (Ob 3)
- 10-12 Amulets (Ob 5)
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6 Astrological Event |
Your lucky star transits the heavens. Portents are good.
Choose one per character:
- If your Nature is 6, start the next adventure fresh regardless of all other circumstances
- If your Nature is taxed, restore it to its current maximum
- If your current max Nature is 1, change one descriptor to Wandering, Seeing or Whispering
- If you are an Ranger, mark a pass or fail on your Nature (your choice). You must mark the test. If a test would
advance you, you must mark it
- If you are an Adventurer, remove all conditions if you forgive a grudge
- If you are a Burglar, you receive a gift from a mysterious stranger. Roll once on the Loot Magic table
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7 Jubilee |
The nobility celebrates the birth of a great leader. Characters receive a boon in the following order:
- Priests heal the sick (remove condition for free)
- Feed the poor (remove hungry condition for free)
- Receive blessing (take +1D to all actions until you receive a condition)
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8 Victory Celebration |
Receive a gift from a returning conqueror.
- 2-5 Foreign husband/wife
- 6-8 Loot (+2D cash)
- 9-11 Livestock: ladybird, beetle, or damselfly
- 12 Fine silks and brocades: count as finery or 1-6D of cash if sold
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9 Craze |
- For item in your possession. Trade for +4D cash
- For Rangers (+1D Res, +1 Cir while in town and in public)
- For Squirrels (all Squirrel-made items can be sold for +1D cash)
- For Geckos (all Gecko-cooked food can be sold for +2D cash)
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10-12 Mentor in Town |
Choose one character. Train and learn under your mentor. |
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