+ Character Sheets +
+ Character Sheets +
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.
Town is a savage and unforgiving place, like a dungeon. And like a dungeon, it is not a natural place for adventurers to be. You need to learn to navigate town just as you need to learn to navigate the mazes and pit traps of the dungeon.
When you enter town, we will do the following in order:
Spend remaining checks - spend check to recover from conditions or save them to gain XP from helping at tests, can't use it for activities
- Determine the watch - which guild is on duty today?
- Roll on the Entering Town tables - randomly determine what is happening in Town this visit. Could be catastrophic!
- Dispose of spoiled food - fresh rations go bad. To the dogs!
- Level up - yay!
- Strategize - who carries what loot?
- Haggle - do we waste precious time trying to get better deals, possibly annoying the merchants anyway?
- Choose Accommodations - you gotta sleep somewhere. Adds to Lifestyle Debt.
- Do Stuff (see below)
- Leave - Pay your Lifestyle Debt. If you succeed, recover Nature. If you succeed, have full Nature, and no Conditions, gain Fresh!
Life in town is expensive. The longer you stay, the more debt you accumulate.
Going to the Marketplace in Town doesn't add to your Lifestyle Debt. Thus, buying items is a separate Resource test for each item (see list below for Obs). When you don't have any Resources, or are worried you might fail the test, spend Loot to boost your Resources roll AND ALSO to insulate your Resources from tax.
Resource Tax is a condition. That means that if the GM imposes Tax from a failed roll, you still get what you were after, just like with any other condition.
The DM will likely give you a Condition, such as Resource Tax, and you get the Torches. In the game fiction, that is an even barter - you give up the marble statue, the shopkeeper gives up some torches, and nobody owes anything to each other.
Use your treasure wisely, and you will begin to build your Resources. When you and your companions all have high Resources, even a little bit of treasure can take you a long way. But you'll have to play smart to build up to that.
Lastly, like a Conflict, you can only mark one instance of experience for Resources when visiting Town.