diff --git a/gm.tex b/gm.tex index 489890d78e20a0d73592bec5e4e723588f53f21a..d6e92e26497fe322f93271b48e84dbf3ffbb4684 100644 --- a/gm.tex +++ b/gm.tex @@ -293,9 +293,9 @@ They're good for foreshadowing without too much planning, and good for adding th \subsubsection{Example 1: The Beast} -\begin{list}{\Square}{} +\begin{list}{\sqn}{} - \item[\CheckedBox] + \item[\sqr] (Town) Villagers approach the party, asking them to help slay a beast. \item (Villages) @@ -308,7 +308,7 @@ They're good for foreshadowing without too much planning, and good for adding th He explains the beast a peaceful herbivore, who only becomes aggressive when cornered. He will plan vengeance upon anyone who killed the beast. \item - (Forest) + (Forest) \squash The alchemist hired a tracker to follow whoever killed the beast, along with a soldier. He assaults them at the worst possible time, during another encounter (the \glspl{pc} may only hear about the results of this encounter afterwards if they are not present). @@ -353,9 +353,9 @@ A priest is using his ability to divine the future to capture criminals \emph{be \end{exampletext} -\begin{list}{\Square}{} +\begin{list}{\sqn}{} - \item[\CheckedBox] + \item[\sqr\squash] (Villages) A local priest offers to tell the party their fortunes. Combine this with the next encounter, then move it to Town. \item @@ -368,7 +368,8 @@ A priest is using his ability to divine the future to capture criminals \emph{be The characters are now wanted by the guards who wander the villages, hunting for would-be criminals. -Notice that the first part combines with the encounter below it, meaning `whatever encounter is next on the list'. +Notice that the first part combines with the encounter below it, meaning `whatever encounter is next on the list'.% +\footnote{These Side Quests are marked with the symbol \squash.} This new encounter must always be from some other Side Quest, so that Side Quests merge together. Exactly how these merged scenes play out rests in the hands of the \gls{gm}, but it's generally enough to simply run both encounters in quick succession. @@ -376,7 +377,7 @@ Exactly how these merged scenes play out rests in the hands of the \gls{gm}, but In addition to story-based Side Quests, it's good to give each area a bunch of entirely random encounters. -\begin{list}{\Square}{} +\begin{list}{\sqn}{} \item{(Forest) The party find a gnome attempting to sell them gemstones for his trip. Some are real and others are fake.} @@ -414,27 +415,28 @@ Putting the above Side Quests together, the events could play out as follows: \begin{enumerate} \item - (Town) + \sqr~(Town) Villagers ask the party to slay a beast. \item - (Village) + \sqr~(Village) A priest is reading villagers fortunes. One villager is fated to die a horrible death soon, and the other villagers say that the beast will get him, because they saw it the other day. The priest asks to read the \glspl{pc}' fortunes. \item - (Village) + \sqr~(Village) After tracking and injuring the beast, but ultimately fleeing, the \glspl{pc} rest overnight, while the rival troupe moves out to finish the beast off, and take all the glory for themselves. \item - (Town) + \sqr~(Town) An alchemist, staying in the same tavern as the \glspl{pc} asks if they've seen his pet, claiming it would never hurt anyone. The \glspl{pc} point him towards the rival troupe, who have already taken all the credit for killing the beast. \item - (Town) + \sqr~(Town) The next day, they see a line of criminals proclaiming they are all innocent. \item - (Village) + \sqr~(Village) Guards try to arrest them, so they fight, and eventually have to flee into the forest. \item + \sqn~(Forest) The old rival troupe attempt to claim the bounty on the \glspl{pc} head, and hunt them down -- but the alchemist appears at the last moment to save them. \end{enumerate} diff --git a/races.tex b/races.tex index aee7db0d5eb0993565bcf6883f92c305f43e7ac6..4af3f9d7bc0824e1c8c1ba543d00da85ed92fb24 100644 --- a/races.tex +++ b/races.tex @@ -2,7 +2,7 @@ \index{Cultures} \label{races} -\section[Dwarves]{Dwarven Citadels} +\section[Dwarves]{Dwarven Citadels \Dw} \index{Dwarves} \begin{multicols}{2} @@ -83,7 +83,7 @@ Other dwarves will leave specifically in search of glory and wealth. They will i \end{multicols} -\section[Elves]{Elven Glades} +\section[Elves]{Elven Glades \El} \index{Elves} \begin{multicols}{2} @@ -184,7 +184,7 @@ As a result of this attitude, elves encourage many of their young to go out into \end{multicols} -\section[Gnolls]{Gnoll Hunting Grounds} +\section[Gnolls]{Gnoll Hunting Grounds \Nl} \begin{multicols}{2} @@ -235,7 +235,7 @@ Others are `corrupted' (as their fellow gnolls see it) by the worldly goods of t \end{multicols} -\section[Gnomes]{Gnomish Warrens} +\section[Gnomes]{Gnomish Warrens \Gn} \begin{multicols}{2} @@ -274,7 +274,7 @@ Gnomes are fairly adventure-averse as a rule, but have a knack of ending up on t \end{multicols} -\section[Humans]{Human Towns} +\section[Humans]{Human Towns \Hu} \index{Humans} \begin{multicols}{2}