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Campaign Turn Tracker - 5LFTB 3rd - With Activities

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0% found this document useful (0 votes)
76 views2 pages

Campaign Turn Tracker - 5LFTB 3rd - With Activities

Uploaded by

yoshi badtrip
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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5 Leagues from the Borderlands Turn Tracker Campaign Turn ______

Preparation Stage (p.75) Location


Step 1: Local Event (p.76) Effect Step 4: Trade (p.85) - Settlement Only
- Buy Common Goods (p.88) Optional: Attempt Adventure Milestone
- Roll for Rare Goods (p.89) - Gather Money
- Sell items for 1 GM each - Invest in the Community
Step 2: Hard Times (p.81) Step 5: Research (p.86) - Optional
- Pay upkeep: - Healing: Reduce recovery time by 1 - Roll for connections (p.86): Optional: Adventure Milestone
Step 3: Campaign Activities Effect - Discover Hidden Location

Step 6: Decide Adventure


Adventure Stage (p.91)
Adventure notes
(i.e. Location, Encounter, Contract Type, Quest Task, Quest Foes, Quest Find etc.)
Travel required: Yes No
Travel Event (p.111) Effect (i.e. Traveler Encounter effect, Unexplored Location, Obstacle effect etc.)

Battle Encounter (p.121) Scenario Type


Enemy Total number (Def. battle +1, Raid on Camp +1, Raid on Hideout +2)
Enemy type (i.e Grunt, Ranged, Leader) Num. Speed. Range Combat Damage Toughns Armor Traits Special rules
/ /
/ /
/ /
/ /
Scenario rules and notes
Resolution Stage (p.187) Held the Field Achieved the Objective Threat Cleared Region Cleared

Step 1: Collect Adventure points Adventure Milestone: - Reduce Treats


Step 2: Injuries and Flight (p.188) Step 3: XP (p.193) Step 4: Roll for Loot (p.196)
Name Casualty Injury Recovery/Item XP Advancement
_________ ________ __________ ____ _________
_________ ________ __________ ____ _________
_________ ________ __________ ____ _________ Step 5: Unusual Finds (p.190)
_________ ________ __________ ____ _________
_________ ________ __________ ____ _________
_________ ________ __________ ____ _________
Step 6: Settle in Step 7: News Travels (p.191)
STEP 3 - CAMPAIGN ACTIVITIES

CAMP SETTLEMENT

FORAGE FOR HERBS BLACKSMITH


The treasures of nature are there if you know where to look. If you have any Damaged items, the Blacksmith can repair one item. See p.82
Make a Wilderness test. for costs. After you pay for repairs, make a 9+ Crafting test; on a success, you can pay for a second item to be
8+, 1 dose of herbs. 11+, 2 doses of herbs. Roll 1d6 for each herb. repaired.
1-2 : Springwing Berries, 3-4: Silvetree Leaf, 5-6: Ironshield Root. (P64-65)
GAMBLE
HUNTING EXPEDITION Wager 2, 4, or 6 marks. Roll 1d6.
You set your sights on a particularly fine beast. 1 -Not good! Make a 10+ Wits test. On a failure, lose half your wager. On a fail, lose all your wager.
2 - Lose half your wager.
LIVE OFF THE LAND 3/4 - You neither gain nor lose money.
Subsistence hunting and gathering isn't glamorous, but it is free. 5/6 - Gain 1 gold mark for every 2 that you wagered.
You don't pay Upkeep this turn.
HARD WORK
MYSTIC EXPEDITION Earn 1 Gold Mark. Make an 8+ Crafting test; on success, gain 1 additional gold mark.
You set out to find natural sources of magical energy to harness and preserve.
Make Alchemy test. 9+, gain one Congealed Strand. HELP THE TOWN GUARD
This option is not available in a hamlet. You pay no Upkeep this turn.
PRAY
Put in a good word with the Old Gods or the new. MEET THE LOCALS
Select a character. They are Blessed. If they are injured during this campaign turn, Roll on page 84 to randomly meet new people with the chance of gaining a contract, a story point, or
add +5 to the Injury roll or Flight in the Dark tables. adventure point.
If they don't roll this turn, that character makes a 9+ Devotion roll; on success, the blessing lasts until used.
PRAY
SCOUT Select a character. They are Blessed. If they are injured during this campaign turn,
Spending some time preparing is never time wasted. add +5 to the Injury roll or Flight in the Dark tables.
Make a 9+ Scouting test. On success, select a location you can reach in the Adventuring Stage. You make it If they don't roll this turn, that character makes a 9+ Devotion roll; on success, the blessing lasts until used.
there without a Travel roll.
RECRUIT
STUDY Spend 1 Gold Mark. Make a 7+ Leadership tests, with -1 if you are in a hamlet and +1 in town.
Reflecting on your experiences can yield interesting results. On success: If you have 3 or more Heroes, you always gain a follower. If you have 1 or 2 heroes, you an
Make a 9+ Scholar test. If you succeed, roll up a random skill on the Skills Table. Assign it to any character additional 2 gold marks to recruit a Hero. On failure, nothing happens.
that does not have any skills. (P24)
STUDY
TRAIN Make a 9+ Scholar test. If you succeed, roll up a random skill on the Skills Table. Assign it to any character
Select a Hero. That her gains 1 Experience Point. that does not have any skills. (P24)

TRAIN
Select a Hero. That her gains 1 Experience Point.

VISIT THE TOWN HEALER


Spend 1 gold mark. Select an injured character, and reduce their recovery by 1.

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