Downtime & domains
Working Between Adventures
When you spend a few days working instead of adventuring, pick a job within your capabilities on the table below and check the corresponding stat. On a success, you get the job's earnings. If you fail the check, roll the corresponding die on the consequence table below. Unless otherwise stated, you still earn the coin specified.
| Job | Check | Success: weekly earnings after cost of living |
Failure |
|---|---|---|---|
| Caravan guard | CON | copper Δ8 and a group purchase opportunity | d10 |
| Crafts | DEX | copper Δ4 or copper Δ6 in goods | d6 |
| Entertainment | CHA | copper Δ4 and a reliable rumour | d6 |
| Highway robbery | WIS | silver Δ10 | d12 |
| Hunting | WIS | silver Δ4 in pelts or smoked meat Δ6 | d8 |
| Inn service | CHA | copper Δ4 and slightly stale food Δ6 | d4 |
| Magical service | varies | silver Δ8 or Δ8 reagents | d10 |
| Manual labour | CON | copper Δ8 and a group purchase opportunity | - |
| Petty theft | CON | copper Δ8 and a group purchase opportunity | d10 |
| Poaching | CON | copper Δ8 and a group purchase opportunity | d10 |
| Private guard | CON | copper Δ6 and a contact | d8 |
| Scouting | WIS | copper Δ8 and a discovery on the map | d10 |
| Smuggling | INT | silver Δ6 (lose same amount if failed) | d12 |
| Trade | INT | copper Δ10 (lose same amount if failed) | d6 |
| Job Failure Consequences |
|---|
| 1. The job is lost for the foreseeable future but you make extra (step up the die). |
| 2. Bad week. Step down the earnings coin dice. | 3. Unexpected expenses. No earnings and you lose coin (roll your highest Δ). | | 4. Accident. Lose 1 point of a random stat until you rest for a full week | | 5. Argument. You make an enemy of someone you worked with. | | 6. Misconduct. No earnings and you owe the same amount to your boss. | | 7. Debt. No earnings, and you owe someone a favour. | | 8. In trouble. Some bad people have it in for you. Watch your back. | | 9. Robbed. You lost everything except an item. You know where to find your stuff. | | 10. Grievous wound. Permanently lose 1 point of a random stat. | | 11. Caught and fined. No earnings, roll your highest coin Δ or go to jail. | | 12. Captured or arrested. You’ll need help to get out of there. |
Off Screen Expeditions
Sometimes, adventures take place without player involvement. The Referee can use this rule to decide how they went. The Expedition Die starts at d4. Step it up for good numbers, logistics, local allies, information, leadership or equipment. Step it down for competition, dangerous areas or enemy awareness.
| Conclusion (Expedition Die) |
|---|
| 1. Lucky break! Success at a cost, or there may be consequences. |
| 2. Failure. Party were killed or captured. Maybe they got lost on the way? |
| 3. Survivors. One or two members make it back alive with a grim tale to tell. |
| 4. Lost. Roll again in d8 days. Did they discover something interesting or dangerous? |
| 5. Complications. Roll again in d4 days. What or who delayed the expedition? |
| 6. Regroup. The party comes back with new information, looking for reinforcements. |
| 7. Unfinished. The party had to leave before achieving all its goals. |
| 8. Costly. Success cost the party dearly in gold, gear or people. |
| 9. Ambush. A victorious party got into trouble on the way back. Was it related? |
| 10. Victory! The adventure was a success, with no extra costs or benefits. |
| 11. Leads. The party comes back successful, with new information about a threat. |
| 12. Huge Success. It might not have been easy, but it was very profitable. |
Carousing and Nights Out
At each stage of the night, one character rolls a coin Δ depending on the establishment. The quality of food, substances, and entertainment varies but the results are the same. Each roll represents a different situation.
If a stat check is failed, the character is out for the night: passed out, gone to bed, disappeared. The rest of the gang can keep going as long as there is coin and someone standing to spend it.
| Let's Party! (Coin Δ) |
|---|
| 1. Rumour. You hear about something interesting happening in the area. |
| 2. Bad Blood. You make an enemy, but you hear a story that might lead to profit. |
| 3. Sick. Lose d6 CON for the next two days. Check CON to halve the loss. |
| 4. Brawl. Lose d6 HP and make a WIS check to avoid injuring someone. |
| 5. Lead. It's about something interesting. Check INT to remember all the details. |
| 6. Macho display. Ran in with some tough types. Check CHA to make new friends. |
| 7. Accident. You break or burn something. Check DEX to avoid taking d6 damage. |
| 8. Gambling. Check INT: if you fail, lose the Δ you rolled. Otherwise, double it. |
| 9. Ally. You made a friend. They'll help you for free with a successful CHA check. |
| 10. Murder Attempt, Failed. INT check to find out who did it and why. |
| 11. Robbed. Something of yours gets stolen. Check WIS to notice when it happens. |
| 12. Blackout. You wake up with something you wanted, but no idea how you got it. |
Domains
In traditional campaigns, adventurers often end up managing domains, in the very generic sense of the word. The local alchemy workshop, an assassins guild, a small village at the foot of a wizard's tower are considered domains when they are owned by one or several player characters who expect to turn a profit.
Follow this procedure every few weeks (a domain turn). The Domain Risk Die represents the domain's size, wealth and influence (a roadside inn would be Δ4, a large fortress Δ12), and it improves as the fiction demands. Each turn the controlling player rolls the domain Δ on the Finances table.
The Referee should make sure that no trouble doesn't mean no event. Factions and monsters are still active, and the world around your little abode is alive.
| Finances (Domain Δ) |
|---|
| 1. Roll on trouble table with disadvantage |
| 2. Roll on trouble table |
| 3. Roll on trouble table with advantage. |
| 4. Gain silver Δ4 |
| 5. Gain silver Δ6 |
| 6. Gain silver Δ8 |
| 7. Gain silver Δ10 |
| 8. Gain electrum Δ4 |
| 9. Gain electrum Δ6 |
| 10. Gain electrum Δ8 |
| 11. Gain electrum Δ10 |
| 12. Gain gold Δ4 |
Mass Combat & Large Battles
Each unit or side has a Risk Die. Roll every turn or so. The higher roll has the upper hand: pushing forward, breaking lances, finding the high ground, etc. The referee uses this to colour the battlefield and give you exciting challenges during the battle. A unit whose Δ fizzles is destroyed or routed.
Characters actions on the battlefield can grant advantage to their side's Δ, or disadvantage to the enemy's.
Feuding Factions
Struggles between factions in the setting are handled similarly to mass combat. Whether it's a crime syndicate, cult, or kingdom, the Referee gives it a Risk Die. Between adventures (or every few weeks), they roll to decide which competing factions are taking over.
They can roll for the groups that are in direct conflict—and possibly for every faction to see how everyone's plans are coming along. If you and your fellow players have been helping or impeding a faction, the roll may get advantage or disadvantage. Each faction has their own goals and ambitions, see the drop die table at the back of this book.

Stability & Trouble
The Stability Risk Die is a measure of the region's danger levels. Depending of its nature, the domain will always be threatened by competition, political intrigue or monsters and enemy armies. The die steps up to the maximum result, and sometimes when you and the player characters influence the setting. In very wild settings, you can roll the encounter risk die instead.
| Trouble (Stability Δ) |
|---|
| 1. Attack! Bandits, monsters, or rivals. Blood will be shed. |
| 2. Financial collapse: spend platinum* |
| 3. Social unrest. People are angry. |
| 4. Disaster: natural or magical. |
| 5. Mismanagement: spend gold* |
| 6. Assassination attempt! Resolve in game. |
| 7. Trade worries. A partner bails, a competitor gets aggressive. |
| 8. Unexpected expense: spend electrum* |
| 9. Defector. An agent, vassal, or other employee leaves. |
| 10. Weakness: an enemy learns something they could use against you |
| 11. Over expenditure: spend silver* |
| 12. Challenge. A rival or enemy is poking at you. |
*: If you cannot pay, the Referee will come up with consequences.
When trouble arises, it may be resolved by direct action — either by a simple check, or by playing out the situation. If the owners of the domain are busy or not interested, they can employ an agent or throw money at the problem.
The Referee decides what types of agent (militia, spies, thugs, chamberlain, sage, etc.) and what kind of coin will work. Roll the NPC or coin Risk Die — with advantage or disadvantage if fictionally relevant — on a 4 or better things are solved somehow; on a 1 to 3 they are not, step down the die.