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Session Beginning Checklist

An adventuring session almost always begins after some time has elapsed since the characters were last involved in a session. This is due to the concept of 1-to-1 Time. Furthermore, adventuring sessions should also conclude with the players reviewing and declaring certain downtime actions according to the Session Ending Checklist. As such, a number of important updates need to take place at the outset of the new session. This checklist is here to help players review such things and make sure they happen. Some items on the checklist are optional and others are mandatory.

Checklist Items

Overview

  • Resolve previously-declared downtime actions. Examples include:
    • Resolve any geographical movement the character may have done across the map.
    • Resolve the outcome of any large-scale battles the character may have organized or taken part in.
    • Determine any information the character may have gathered.
    • Determine any items or wealth accrued from the downtime actions (e.g., crafting items, working odd jobs, etc.)
  • Update character sheets with any items or wealth consumed since the last adventuring session. Some examples include:
    • Food and water
    • Adventuring supplies (torches, lantern oil, etc.)
    • Money spent on lodging, consumed food, or consumed supplies
    • Payment due to any henchmen or hirelings
  • Account for unusual or extraordinary situations. Some examples include:
    • Determine the final or ongoing effects of any magic, disease, etc.
    • Track the progression or completion of any training the character is undertaking for a level up, secondary skill, language, or the like.
  • Purchase any new or replacement equipment. Examples include:
    • Ammunition for ranged weapons or replacement hurled weapons (darts, thrown axes, etc.)
    • Torches or oil for lanterns
    • New weapons, armor, or other adventuring equipment

Details

Resolving Downtime Actions

In the Session Ending Checklist, players are encouraged to set their characters in motion undertaking downtime actions. These can be many and varied, and a record of them should have been taken at the end of the last session. Review that record and resolve the outcome, if any, of those downtime actions. Some examples, though certainly not an exhaustive list, are:

  • Resolve any geographical movement the character may have done across the map.
  • Resolve the outcome of any large-scale battles the character may have organized or taken part in.
  • Determine any information the character may have gathered.
  • Determine any items or wealth accrued from the downtime actions (e.g., crafting items, working odd jobs, etc.)

Attrition of Supplies and Wealth

The player must update their character sheet with any loss of wealth or supplies that has occurred since the last adventuring session. Here is a common list of items to consider, though this is likely not exhaustive.

  • Update rations and water, reducing them by any amount consumed.
  • Pay lodging on at least a weekly schedule based on the social class of the lodging (see below).
  • Pay for any food or supplies consumed during the downtime.
  • Pay any henchmen or hirelings due some amount of remuneration.

Unusual or Extraordinary Situations

Characters are occasionally subject to unusual or extraordinary situations which affect them over time. Here is a list of items to consider before the adventuring session begins. This list is not exhaustive.

  • Determine the long-term or ongoing effects of any disease, magic, or some other effect.
  • Track the progression or completion of any training the character is undertaking for a level up, secondary skill, language, or the like.

Purchasing New or Replacement Equipment

Before continuing on to new places and situations fraught with danger, the adventurers will want to restock their supply of certain equipment. An example of the sort of things they will want to purchase are:

  • Ammunition for ranged weapons or replacement hurled weapons (darts, thrown axes, etc.)
  • Torches or oil for lanterns
  • New weapons, armor, or other adventuring equipment

Game Rule Information

Some of the checklist items above have rules defined specifically by the game. These are reproduced below in order to speed along the checklist items without having to check the books.

Living Expenses

Monthly Living Expenses

Reproduced from page 75 of the Adventures Dark & Deep Player's Manual.

Social Class Poor Good Fine
Lower Class, Lower Rung 1sp 2sp 1gp
Lower Class, Middle Rung 1gp 2gp 5gp
Lower Class, Upper Rung 2gp 10gp 10gp
Middle Class, Lower Rung 10gp 25gp 50gp
Middle Class, Middle Rung 25gp 100gp 125gp
Middle Class, Upper Rung 100gp 250gp 500gp
Upper Class, Lower Rung 250gp 500gp 1,250gp
Upper Class, Middle Rung 500gp 1,000gp 2,500gp
Upper Class, Upper Rung 1,000gp 2,000gp 5,000gp

Weekly Living Expenses

Derived from page 75 of the Adventures Dark & Deep Player's Manual.

Social Class Poor Good Fine
Lower Class, Lower Rung 3cp 5cp 5sp
Lower Class, Middle Rung 5sp 10sp 3gp
Lower Class, Upper Rung 10sp 3gp 3gp
Middle Class, Lower Rung 3gp 6gp 12gp
Middle Class, Middle Rung 6gp 24gp 29gp
Middle Class, Upper Rung 24gp 58gp 116gp
Upper Class, Lower Rung 58gp 116gp 289gp
Upper Class, Middle Rung 116gp 231gp 577gp
Upper Class, Upper Rung 231gp 462gp 1,154gp

Wages for Henchmen and Hirelings

(coming soon)