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04:21, 5th May 2024 (GMT+0)

THE CAMPAIGN TURN.

Posted by OracleFor group 0
Oracle
GM, 2 posts
Sun 29 Mar 2020
at 14:52
  • msg #1

THE CAMPAIGN TURN

The campaign is played in a series of turns, one after the other.
There is no specific duration to turns, but anything from a couple of days to two weeks is
reasonable.

Village Events (Optional)

Pay Upkeep

Healing Up

Carry Out Activities
Each campaign turn, the party can take 2 Actions while in town.
If any member of the party has the ORGANIZATIONAL Skill, you may take one additional action (no matter how many such characters you have).
You can take the same action more than once, unless listed otherwise.
  • Visit the Town Healer
  • Forage for Herbs
  • Labor (only once per turn)
  • Study
  • Gamble (only once per turn)
  • Trade
  • Carouse
  • Interact
  • Train
  • Armorer
  • Weapon Crafter
  • Visit the Village Priest


Sell Unwanted Gear
You can sell any unwanted item of equipment for 1 Gold Mark.

Trade
You may spend Gold Marks to obtain needed equipment.
You can buy anything on the Common Trade list but only one of each item per campaign turn.
Additionally, you may roll once on the Rare Trade table, twice if any party member has BARTER Skill.
The items found can be purchased if desired, but only one may be purchased.

Decide where you are headed this turn.
You may head to a different village in the region or you may go adventuring.
If you have cleared out this entire area, you might even decide to travel to another region altogether. To do this, you will need a Travelers Pack.
Finally, you can decide to stay in town a bit longer to go through the town turn sequence again.
This costs 1D6 Gold Marks in lodging.
If you are unable to pay, you will have to do something useful instead.

Recruit some villagers
If you have less than 8 members able to adventure, you can rustle up a few village hopefuls to bring your number up to 8.

Outfit for Adventure
Once you know where you are going, select what equipment is going in your belts and backpacks.

Go Adventuring

=========================
TRADE TABLES

Common Goods  Rare Goods  
ItemCostRollItemCost 
Standard weapon11-6Fine weapon of choice+3 
Light weapon17-12Quick weapon of choice+5 
Self Bow413-171D3 throwing knives1 per 
Bastard sword818-19Pistol20 
War Hammer620-25Full armor15 
War Spear626-31Fine partial armor10 
Fencing Sword532-36Fine full armor25 
Longbow637-43Fine shield8 
Crossbow844-48Bottle of Red Duck5 
Militia armor149-50Large quiver5 
Light armor251-54Set of finely fletched arrows5 
Partial armor555-58Holy water5 
Helmet359-64Luck Potion8 
Shield465-70Icon5 
Bandages (1 use)271-75Shadowy cloak12 
Camp gear576-83Fine ale3 
Crafting Materials (1 use)484-88Vital information5 
Energizing herbs (1 use)389-93Set of traps5 
Medical herbs (1 use)294-100Any one item of your choiceReg+1 
Protective herbs (1 use)3    
Rations (1 use)3    
Repair kit15    
Roadmap5    
Saddle bags15    
Talisman5    
Tonic (1 use)3    
Travelers pack10    

=========================
VILLAGE EVENTS

1-7 And so the story went
Add 1 additional Story Point to your total.

8-13 Supportive locals
You may take one additional town action this turn.

14-17 Hostile locals
You receive one less town action this turn.

18-22 Offerings of food and ale
If you have any Upkeep costs, you do not have to pay them this turn.

23-26 The law is cracking down
No Gambling actions can be taken this turn.

27-31 Expensive habits
A random character demands 1 Gold Mark in Upkeep.
Failure to pay results in them leaving the war band, Instead you may give them an item in your stash to sell.

32-34 An ill reputation
You cannot take the Carouse town action this turn.

35-39 Wandering healer
Select an injured character who can mark one turn off their recovery time.
If this heals them completely, they can act normally this turn.

40-42 Not even the dregs
You cannot recruit any Hangers On this turn.

43-46 Herbs are blooming
If a character Forages for Herbs this turn, they will get an automatic dosage of herbs in addition to any indicated by the dice.

47-50 Wandering scholar
You may take a free Study town action this turn.

51-54 Wandering card player
If you gamble this turn increase any win or loss by +1 Gold Mark.

55-60 Field work needs doing
If you take a Labor town action this turn, earn +1 Gold Mark.

61-64 Corruption within
A random Threat that is not at 0 is increased by +1.

65-67 Youthful volunteer
You may add a Follower to your war band and immediately roll on the Flash of Insight table.
This lad or lass does NOT roll on the Unusual Background table.

68-71 Wandering merchant
You may generate an additional rare trade item this turn.

72-75 Good omens
When rolling for the type of Encounter (roadside, combat) you may roll twice this turn and pick the result you prefer.

76-79 A place to stay
You may take a second campaign turn in town without paying the usual cost of 1D6 Gold Marks.

80-83 A gift
The local smith gives you a Fine Standard Weapon.

84-87 Iron shortage
You cannot take Armorer or Weapon Crafter town actions this turn and any weapons being crafted do not progress this turn.

88-92 Something for the road
The locals give you a pack of Rations.

93-95 Infected wounds
If any characters are injured and recovering, a random character cannot recover in any way or from any source this turn.

96-100 Swindled
The scoundrels!
Lose a third of your Gold Marks, rounded down but a minimum of 1 is lost.
This message was last edited by the GM at 03:27, Sun 30 Aug 2020.
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