BoneMarshes_Handouts
BoneMarshes_Handouts
1. Advance the clock 4 hours. Each PC must consume a ration and the
2. Each PC must cover a Slot in Mud. group must spend 4 torches to keep the
bugs/darkness away.
3. Roll a random encounter (2d6) from the
region. Happens on way to next hex. 1. Clear all Mud from Slots.
4. Describe the new hex. 2. Refresh all spells.
3. Choose how to spend 8 hours of camp:
MEADOW EDGE • Sleep 8 hours, recover d8+CON HP.
Whenever the PCs travel into or out of the • Nap 4 hours, recover CON HP.
rotating section (Meadows) describe:
• Examine an item for 4 hours. No roll.
• Deep groove carved into the earth. Reveal all secrets in italics.
• Meadows spins clockwise like a carousel, • Shift watching for 4 hours. If there’s a
at the pace of a fast walk. chunk of time where nobody watches,
• Destruction: trees ripped, boulders split. 50% chance of encounter.
4. Advance the clock 8 hours.
COMBAT
1. Roll d6. On 4-6 PCs go before enemies. FIRE
2. On PCs turn they may move up to 40ft and: Every turn taken near flames
inflicts d6-2 Damage.
• Attack: Roll STR for melee, WIS for ranged.
If above opponent’s armor deal Damage. FIRE FIGHTS
• Cast Spell: Spell succeeds, INT save or lose When a PC attempts to douse the flames
for rest of day. Target may make a Save. they deal d6 Damage to the fire
• Move another 40ft. and the fire damages them as well (d6-2).
Expending resources and being clever may
• Anything the GM approves. increase the damage dealt by the PCs.
CLIMBING
TRAVEL TO ANOTHER CHAMBER Climbing on a secure line does not require a
When the PCs decide to take a tunnel to roll. To secure a new line, all PCs Save, use
another chamber: second highest result. Falling inflicts d6
Damage for every 10ft fallen.
1. Move the Clock 2 hours forward.
2. Each PC must cover a Slot in Mud. UNDERWATER
3. Spend a torch. Every turn spent underwater fills a Slot. If all
4. Check the table below. Slots are filled, suffer d6 Damage every turn.
• If the route is dry, roll a random encounter. All actions underwater suffer Disadvantage.
It happens during the trip through the Clears all Mud from Slots when submerged.
tunnel to the next chamber.
• If it’s flooded then the PCs will have to SILFER
swim through one or two flooded sections Soft grey glow, drains heat, boils water.
of the tunnel (See Table). NUMBS limbs on contact with skin.
NUMB: All rolls that involve the numbed limb
are at a Disadvantage for the next 4 hours.