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#### Winter Turn | Action | Benefit|Cost| |:------|:------|:------| While Away the Hours|Wait out the winter month in peace.|12gp Attend to Personal Matters|Develop your personal relationships.|120gp Build Assets|Try and build assets.|600gp
\columnbreak ## Winter Turn
Chapter 6 | Downtime
During the winter months, all but the most desperate of travelers stay in the safety of civilization. Cold weather, predators & storms slow and stop progress and wayfinding. Adventuring is no different. During the winter turn, you have the option to continue adventuring or staying put. ___ > ##### Traveling During Winter Turn >if players continue to adventure during the winter turn, the following penalties apply: >* All journey checks are made a disadvantage. >* Travel takes twice as long. >* Travelers require 2 extra rations for each leg of the journey. (one for slow speed, one for inclimate weather.) >* Players must make a DC20 Constitution save at the end of each leg of the journey. If anyone fails by 1-5 that individual arrives with 1 level of exhaustion. If anyone fails by 6+, consequences depend on the situation: If they are on the first leg of their journey, they must turn back. If they are on the second or greater leg of the journey, they must hunker down and wait out the entire winter. To do otherwise would be to perish in the cold. > >Cold weather adaptations and magical protections automatically let you pass this Constitution check. ### Winter Turn Procedure We go around the table, and everyone resolves their winter turn on their own. Alternatively, resolve between sessions. 1. **Recover** from all injuries, disease and curses unless they are permanent. Repair any damaged equipment. 2. **Generate income** from *Assets*. 3. **Maintain your lifestyle** at a desired level. Each lifestyle level affects what you can do during the winter turn. When you select a lifestyle, you can also access activities on a lesser lifestyle. 4. **Support your dependents**. You must pay 12gp per dependent or put them out on the street, breaking the relationship. 5. **Select your activity** then resolve it. 6. **Spring arrives.** Buy any equipment you need, meet your party at the bar and decide how to proceed!
Chapter 9 | Downtime
### Important Winter Turn Concepts There are two new concepts introduced in the Winter Turn: Assets and Relationships. \pagebreakNum ### Assets Assets are the type of holdings that can only develop with consistent attention and by taking *Build Assets* action. Assets generate income useful for supporting yourself and dependents. Assets often get you involved with the local powers. When generating income from assets, roll on the table below. ___ ##### |Lucrative Assets (3d6)| Modest Asset (2d6) |Outcome| |:---|:--|:--|:---| |—| 2 |Terrible Catastrophe. Spend 5d6x10gp or asset becomes threatened. 3-4 |3| Major Calamity. Spend 2d6x10gp or asset becomes threatened. 5-6| 4| Mild Setback. Spend 1d20 gp or asset becomes threatened. 7-8 |5|Bad Omens.-2 to next outcome roll. 9-11| 6-8| Business as usual. 2d6gp profits. 12-13 |9-10 | Encouraging Signs. 3d6gp profits. +2 to next outcome roll. 14-15| 11|Good Fortune. Gain 1d6x10gp profits 16-17 |12|Excellent Luck. Gain 2d6x10gp profits. 18|-|Massive Windfall. Gain 5d6x10gp profits. \columnbreak ### Relationships Relationships can only be established through spending consistent and quality time with others, and are built by *Attending to Personal Matters*. They confer mechanical benefits for adventuring but have penalties if the relationship turns sour. #### Threatened Relationship All relationships can potentially become threatened via complications. If a threatened relationship becomes threatened again, it is broken. If the subject of the relationship is ever to die, the relationship is broken. Broken relationships cannot be repaired.
#### True Love True love relationships are special. A character can only be in true love with one person at a time. Being in true love gives you firm resolve to make it home, and inspires you to greater feats. ##### When your in true love you gain the following benefits: * Hit dice used on short rests are shifted up one on the dice chain. (so Fighters would roll a 1d12 instead of a 1d10 during a short rest, for example.) * The character gains 1 inspiration at the end of a short rest. ##### If true love is threatened: * A PC loses the true love benefits until the relationship is repaired. ##### If true love is broken: * You cannot gain inspiration for any reason. * HP restored by hit dice is reduced by half. * You cannot gain another true love. * At the beginning next winter turn, these penalties no longer apply. #### Marriage Characters can take vows of devotion to others. This need not be your true love (or even someone you love at all!) You can be married more than once, but many cultures frown on this. ##### When your married, you gain the following benefits: * You gain advantage to Attending Personal Affair checks. * You have advantage on checks to prevent threats your marriage. ##### If you marry your true love: * They are considered both a marriage relationship and true love relationship. * If one relationship becomes threatened or broken, they both are. ##### If all your marriages are threatened: * You lose the marriage benefits until you have one non-threatened marriage. \pagebreakNum
##### If a marriage is broken and your spouse is still alive: * It signifies a separation or divorce. The ex-spouse takes an asset or an item of importance from you. This is done out of spite in secret or as their legal stipend.
#### Confidant Confidants are varied: best friends, advisors, mentors, lovers, business partners. They are someone your very close with, someone you'll confide in and take advice from. This advice helps equip you for the difficulty of life. You can have multiple confidants, but only get the benefits once. The benefit of having many confidants is that you get to keep the bonuses even if one confidant relationship becomes threatened or broken. ___ ##### When you have at least 1 confidant relationship, you gain the following benefit: * You can regain a use of an ability granted by a class, subclass or race as a reaction. This ability recharges once per long rest. ##### If all your confidant relationships are threatened or broken: * You lose access to the confidant benefits. ##### If a confidant relationship is broken: * That person feels betrayed and loathes you. You have disadvantage on charisma-based checks against that person and their disposition always starts hostile towards you. \columnbreak
Chapter 6 | Downtime
#### Parental You can have a parental relationship with your biological children, adopted children or younger person who looks up to you. The more parental relationships you have, the more ferociously you fight. ##### When you have a parental relationship, you gain the following benefit: * You can re-roll as many damage dice as you have non-threatened or broken parental relationships. This ability recharges on a long rest. ##### When all your parental relationship are threatened or broken: * You lose access to the parental benefits completely. ___ ##### Parental relationships can never become broken except through death. There are no additional penalties asociated.
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Chapter 6 | Downtime
### Attend to Personal Matters You spend your winter attending to personal affairs, developing relationships, preparing yourself and overall taking a break from the adventuring lifestyle. ___ When you choose Attend to Personal Matters, you roll a d20 and consult the Personal Matters table to see what happens. Before rolling, can decide to spend extra funds on making sure your personal life goes smoothly. For every 50gp you spend on this activity, you can add +1 to the roll. No matter what you roll on the Personal Matters table, you can always choose a lesser result instead. #### Attend to Personal Matters |1d20|Result| |:---|:---| 1-11|Roll on the Personal complications table. 12-13|You've developed a deep connection with a local. Describe them. Gain 1 confidant. 14-15|Choose one: a) repair 1d3 threatened relationships b) marry a confidant (-1 confidant, +1 marriage) c) upgrade a true love relationship with marriage. (+1 marriage) 16-17|You're going to be a parent! You're either adopting a child or your lover will give birth soon. Gain 1 parental relationship & 1 dependent. 18-19|You are well-rested and mentally fortified for the coming year. At the end of each long rest until the next winter turn, you gain temporary hit points equal to x2 your level. 20-21|A bond, ideal or flaw has shifted for you over the long winter months and needs to be resolved & become something new. Everyone gains 1/6th of the XP required to go from your current level to the next level. 22+|A chance meeting, sparkling eyes and gentle touch. Gain 1 true love. If your already in true love, the party gains 1/6th of the XP required to go from the current level to the next level. \columnbreak #### Personal Complications |d20|Results| |:---|:---| |1|Seeing you home has only bittered your family about your choice of adventuring lifestyle. All marriage and parental relationships are threatened. If you have none, loneliness weighs heavy on you through the winter. You suffer the penalties as though *true love* was broken. |2-3| If you have a confidant, spouse or parental relationship, one falls deathly ill. You must spend 1d6 x 25gp in doctor bills to maintain their health. If your not able to pay or refuse, they perish and the relationship is broken. If you have no relations, roll again. 4|A confidant of yours dies unexpectedly, either through natural means or foul play. You receive 1d6x25gp from their will. 5| You receive a message from a confidant. They are in danger as direct result of association with you. Your relationship with that person is threatened until you can get them out of harms way. If you have no confidants, you receive an anonymous threatening letter. 6| Someone's (1-2) spouse (3) adult daughter/son (4-5) sibling (6) parent develops an infatuation with you. You can accept or try and discourage them. If you accept, it threatens any true love or marriages you have already, and you gain 1 confidant. If you try and discourage, roll a Charisma (Persuasion) check DC15. If you succeed, the infatuation goes to the backburner. If you fail, it (1-3) flames out dramatically and breaks 1 current marriage you have (4-6) the infatuated NPC feels scorned and you have a broken confidant relationship with them. 7| A distant relative has fallen on hard times and must move in with you or freeze on the streets. If you agree, you gain one dependent. If you refuse, they freeze on the streets and perish. This threatens one relationship you have with a dependent, who wonder's what else your capable off. 8| Someone your involved with or who thinks they're involved with you wants to up the ante. They publicly propose to you or suggest that your getting married. You can either agree and start a threatened marriage relationship, or refuse. Either way, if your already married or have a true love, that relationship is threatened. 9|A NPC claims you got them pregnant or saddled them with your biological child. The individual threatens to smear your name unless you marry them or pay them a stipend of 1d6x50gp. If you marry: you start a marriage relationship with this person that is immediately threatened, you have a parental relationship with the child, and gain 2 dependents. If you refuse to pay, one current parental relationship becomes threatened as word spreads of your cruelty. \pagebreakNum
Chapter 6 | Downtime
#### Personal Complications |d20|Results| |:---|:---| 10|This winter is particularly difficult financially. You must pay 1d6x50gp or do something you shouldn't to make ends meet. 11|A rival of foe kidnaps a parental relationship of yours. They want something before they will return the individual. That relationship is threatened until the matter's resolved. 12|Someone is spreading rumors about you. Until the matter is resolved, one confidant relationship is threatened. 13|A faction is taking legal action against you. Legal costs are 1d6x50gp and you must make a DC15 Persuasion check or have one asset stripped from you. 14| A parental or confidant relationship has been taken hostage by a faction. Your relationship with that NPC is threatened until they're rescued. 15| An NPC of your choice has either become pregnant with your child or has adopted a child and wants to become move in with you and become a dependent. If you refuse, it breaks a confidant relationship with that NPC. If you agree, roll a 1d20. If you roll 10 or under, the child is fine: even numbers yield a boy, odd numbers a girl. On a 11-19, something bad happens: odd numbers mean the child was not born/adopted but the mother is fine. Even numbers mean the child made it but the mother perished or disappears. On a 20, both mother and child perished in childbirth or disappear. Whoever remains becomes dependents. You gain a parental relationship with the child and confidant relationship with the mother. \columnbreak
|d20|Results| |:---|:---| 16|A distant relation of yours passes along a journal, lockbox or other item that details an unknown piece of your families history. This could reveal the relation was a former adventurer, your family has made pacts with extraplanar beings, or the like. 17| The locals get riled up about you and go on a rampage. Either they destroy an asset of yours, or threaten a relationship of yours. 18|One item of yours goes missing (GM's choice.) It's revealed one of your confidant or marriage relationships has taken it. Your relationship with that NPC is threatened until the matter's resolved. 19|You become infatuated with someone you shouldn't. If you are not in true love already, roll a Persuasion check DC15. If you succeed, you establish a true love relationship that is threatened. If you fail or are already in true love, you have a brief exchange of glances and unresolved feelings with a new NPC. Either way, If your already are married, the relationship is threatened. 20|A NPC has come to town just as the roads are closing, looking for mentorship. You spend the winter mentoring them and develop a parental relationship. They insist on joining you on the first adventure in the spring. \pagebreakNum
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Chapter 6 | Downtime
### Build Assets You spend the winter making connections, seeking investment opportunities. You gotta spend money to make money, after all. Roll on the below table, and take the result you rolled. Before rolling, can decide to spend extra funds on making sure your deals go smoother. For every 100gp you spend on this activity, you can add +1 to the roll. You must take the result you roll. |d20|Effects| |:--|:--| |1|You have a grueling winter, and owe 1d6x50gp in loans. |2|You overextend and pay the price. One of your assets is lost. If you own no assets, a favor is owed to a faction. |3|You try all winter to establish connections. You find a confidant or marriage prospect amongst a faction, but they'll only give you the time of day if you acquire another asset. |4|You establish a relationship with another faction's broker. You get +4 to Build Asset rolls but owe a favour to that faction. |5|You gain a moderate asset that is a front for a faction. You owe a favour to that faction. 6-7|You establish a relationship with a private broker. You gain a confidant relationship and future *Build Assets* checks are made at advantage. 8-9|You have several promising leads. If you can pay 300gp, roll a d6 and add it to your current result. Take the new result. 10-11|Success! You gain a modest asset: inn or storefront. You and 5 dependents can live in the upstairs portion. 12-13|Success! You gain a modest asset: a shipping company/dock and confidant who works for a faction and helps provide business. 14-15|Success! You gain two modest assets: a fort and a mercenary company that regularly does work for a faction. 16-17|Success! You gain a lucrative asset that is a trade post and a fleet of merchants. You acquire 2 confidant relationship's with people involved with other factions you deal with. 18-19|Success! You establish a deal with a local faction, gaining a confidant, marriage relationship and lucrative asset that is an estate outside town. 20+|You establish 1 lucrative assets: an old wizard, witch, warlock or priest lives in an estate you own, and will provide spellcasting services for free (up to lv3 spells). Other adventuring parties regularly visit the location for services. If you already have thia asset, you instead see a winter of great personal growth in financial spheres. This nets the party 1/6th of the XP required to go from the current level to the next level. \pagebreakNum ### While Away the Hours Keep your head down, read a book, have a drink by the fire. When you *While Away the Hours*, roll on the below table. You must take the result of your roll. |d20|Effect |:--|:--| |1-7|Your winter ends up unpleasantly complicated. Roll on the Personal Complications table. 8|Your landlord or authorities kick you out of your house. You and your dependents have to move into another asset or with another PC, which threatens any dependent relationships they have. 9|You come down with an illness if your not immune. You must pay 1d6x25gp in bills or start the spring with 3 levels of exhaustion that lasts through the first adventure. 10|You spend the winter deep in the cups or paying for companionship. You rack a tab of 1d6x50gp. If you want, you gain 1 dependent and 1 confidant in the form of a 'friend'. 11|You find some work in the winter to make ends meet. You make your lifestyle expenses and dependent expenses back. 12|You stumble across an ancient tome. Roll on the Research table. 13|You find a few herbs on long winter strolls. Roll a number of times on the Idyllic gathering table equal to your proficiency bonus. 14|You come across the corpse of a monster's who CR matches your proficiency bonus. You can render it if able. 15|Winter travelers bring exotic gems in. You can pay 200gp and roll on Vein Results table, adding your proficiency bonus. 16|You come across a cache of old papers. Amongst them was a random spell scroll of level equal to your proficiency bonus. 17-18|You are able to secure a workspace and materials over the winter. You can dedicate 60 watches towards 1 crafting project or 10 watches to 6 crafting projects. 19|Your winter ends up being more complicated than you anticipated. Roll on the Attend to Personal Matters table with advantage. 20|A stray 1d6:(1)dog (2) cat (3) rat (4) racoon (5) weasel (6) raven as will not stop following you and wants desperately to be your friend. If you accept, you gain 1 parental relationship and 1 dependent. The animal is 1d6:(1)a pup (2)missing a eye (3) missing a leg (4) looks extremely old (5) flea-ridden (6) roll twice more and take both results.
Chapter 6 | Downtime
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##### Art Credits | Pg | Artist | |:---:|:---:|:---| 1 | Noah Bradley 2|Cherif Fortin 3|Talitapersi, [enmi](https://www.deviantart.com/enmi/art/Lenore-Whyte-637424679) 4|[Brenoch](http://brenoch.blogspot.com/2012/12/ah-yes-christmas-time.html) 5|[Heldenkonzil](http://heldenkonzil.org/index.php/home/heldentaverne) 6|HeNN 7|Chaoyaun Xu
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Adventure Exploration Danger
Sources of inspiration: * [Runehammer's ICRPG](https://www.icrpg.com/) * James Young's Ten Foot Polemic Blog * Blog of Holding * Adam Koebel & Sage LeTorra's Dungeon World * AeronDrake's Complete Crafter * Walrock Homebrew Fortresses, Temples & Strongholds * Zow.Jr's Arcane Artillery * Dan Dillon's Midgard Heroes * Douglas Underhill's Half Giant * Torchbearer by Burning Wheel HQ * [DMB Revisions](https://www.gmbinder.com/share/-L7aBc5w6H8zs2ruouem) * [GiffyGlyph's](https://www.reddit.com/user/giffyglyph) Darker Dungeons
This is version 1.1. This version is the result of limited playtesting, experiences running D&D and many long walks thinking about worlds that don't exist. Enjoy.
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