|Gallant and Campy|
Gallant and Campy
Here is a set of rules for setting up a camp and resting. They were initially part of the free extension to Gallant & Bold named "Sur la Route" (On the Road). Gallant & Bold is a "Vieille École" medieval fantasy game that I reviewed a few months ago.
Since those rules were released freely last year, I endeavour to translate them to english here. I only do it for the bivouac rules. The free extension also contains a 6 x 12 travel event table but I prefer to focus on the camp aspect of travel.
The free extension was later included in the Gallant & Bold Compagnon 2 book.
Please note that Gallant & Bold uses 3d6 to determine attributes but considers 3 as the best score and 18 as the worse. When it is written "check against your Wisdom", it means roll a d20 and if it's equal or greater than your Wisdom score, you succeed.
The following mechanisms complete and replace the camp rules found in Gallant & Bold, by adding several interesting options.
When the evening comes, adventuring may do a check against their Intelligence or their Wisdom, adding their Scout bonus. It's a group action. Given the results, the players may chose the type of camp they set up.
- if everybody succeeds, the players may choose three qualifiers;
- if more than half the players succeed, choose two qualifiers;
- if at least one success, choose one qualifier;
- no successes, no qualifiers;
- each natural 20 grants one more qualitifier;
- each natural 1 removes one qualifier
Here are the qualifiers:
Comfortable · The camp is organized for the wounded to rest quietly. The adventurers regain all their hit points in the morning. A camp that is not comfortable only grants half the missing hit points.
Functional · The camp lets adventurers perform certain training or maintenance tasks (see list below). A camp that is not functional only lets adventurers gaze at the stars, and then hopefully, sleep.
Meditative · The camp was set up in a place that favours introspection, reflection, and praying. The next day, each adventurer benefits from an extra adventure point.
Nourishing · The camp surroundings are particulary well-provided, foraging is easy. Adventurers don't need to tap into their rations tonight, everything is at hand.
Secure · The camp is set up discreetly. Keeping watch is probably still necessary but it should be safe. Somehow.
When the camp is functional, the adventurers may learn their spells, maintain weapons and armor, study books or objects, etc. They may each perform one of the following tasks:
Workout · The adventurer does their reps of push-ups, squats, etc. Check against Strength, in case of success, +1d4 damage in melee the next day.
Training · The adventurer does their adventurer training. Trace a bar near the XP box on the character sheet. A soon as the bar count reaches the Intelligence score, erase them and add one XP point.
Herbalism · The adventurer sorts and prepares the herbs they gathered during the day of travel. That provides him a dose of common herbs (see page 10 of the first Compagnon). If rarer herbs are necessary, the adventurer must succeeds a check against Wisdom. If they want the rarest herbs, they check with disadvantage.
Alchemy · The adventurer prepares a common potion during the evening. For rarer potions, they must succeed a check against their Dexterity. The rarest potions require a check with disadvantage.
Sleep · The adventurer enjoys a good night of sleep. The next days he benefits from 1d8 extra temporary hit points. If they succeed a check against Constitution, they benefit from 1d8 extra temporary hit points per short rest.
Spiritism · The adventurer communicates with the surrounding nature spirits. If they succeed a Charisma check, they obtain information about the next day's road, possible shortcuts, interesting things to do in the surroundings. The player may ask three questions to the referee.