NEW UPDATE (8)
UPDATE SUMMARY
The travel deck has been heavily updated and the rulebook has had several additions made for rules that were missing.
DETAILED UPDATE
Rulebook
- General
- Made many wording adjustments all over the rulebook so the rules are a lot more clear
- Game Setup
- The ‘Drive’, ‘Sandbox’, and ‘Module’ game modes have been removed (drive was changed in how it functions, sandbox was too similar to a different game mode, and modules are essentially the dwellings and their quests found in the Dwellings book)
- Added the ‘Choose a Village’ section
- Character Creation
- The ‘Inventory’ sub-section has been added under ‘Equipment’. A method for writing multiples of items has also been introduced.
- How Drives function has been completely redesigned. They now have a much more mechanical function that rewards players for performing actions that relate to what drives them.
- Encounters
- Added the ‘Following Your Alignment’ subsection under ‘Alignments’
- Added the ‘Deterioration’ subsection under ‘Power Dice’
- Added the ‘Quests’ subsection under ‘Reactions. Players can now only take on 1 side-quest at a time. It was a little chaotic before when you could have tons of different side quests active at the same time.
- Travel Dwellings & Dungeon
- Movement rate has been clarified that the party’s movement rate is equal to the slowest member’s movement rate
- Flight has been clarified better and the mechanics fleshed out a bit
- Taming mounts has been better explained and slightly changed
Actions Reference Sheet
- Reworded the actions to be more clear and easier to read
- Added the ‘Tame’ action for taming animals
Dwellings Book
- General
- A note about ‘General Services’ has been added to all cities other than Zornagash to refer players to the Cities and Villages sheet
- Kraythen Keep
- Adjusted some wordings for clarity
- Malfeasance
- If the player slays Drakar, they can use the Drake Slayer to absorb his soul and transform the sword into an extremely powerful weapon.
- Drakar’s HP has been increased by 1 (now stands at 9HP)
Travel Deck
- Formatting adjustments
- Adjusted the wordings of many cards for consistency, clarity, and readability
- Flavor text has been shifted to the end of encounter descriptions so the most important information is at the top
- Patrolman: Gave him a horse
- The Arch-Bishop encounter has been reworded so that it now fits in its description box
- Some encounters have been renamed so they fit better in their title boxes
- The XP in the wishing fountain has been adjusted to fit the current XP system
- Redesigned the poison ability slightly and made it the same across all encounters that use it
- Added the ‘Mount’ and ‘Flying Mount’ keywords to many encounters to make it clear what can be used as a mount
- The beggar has been greatly expanded. He’s not just flavor text anymore.
- Halflings now have the special ability to spot traps in caves
- The bard can now play an inspiring song to grant the player +1 for 1 test/turn
- The way the loyalty trait functions has been changed. Now a follower can subtract from their loyalty when they take damage.
- The plague effect has been expanded in that all followers abandon you and you can’t gain new followers until cured.
- The rickety bridge has been updated so it’s not an insta-kill. You instead take double damage and fall into a cave if you fail a test against it.
- The Fey Chest encounter has been fixed to show the reward for opening it
- You must now perform a Cold test after the Strong Winds encounter
- The Foreign Merchant has been updated so he also sells an artifact and will stay for 7 turns instead of just 1 to give other players the chance to purchase something if they want to.
- The wishing fountain disappears after granting a wish
- Bandits alignment changed from evil to neutral