Undertaking
Rule
Part of Pursuit
Undertakings are a PursuitPursuit RulePursuits are the work a Scribe gives their days to during an operation. you use to work toward a long-term aim of your own. This is the PursuitPursuit RulePursuits are the work a Scribe gives their days to during an operation. where you set the goal: reclaiming a family orchard, founding a school, clearing a name, or paying for a well that gives a village clean water.
Core Rule—Undertaking
TimeTime RuleTime is how the game measures how long things take.: set by your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. for each stage. A well takes days, and a stone bridge takes a season, however much you spend.
- Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. tells you how big it is, and roughly how long each stage will take.
- Each stage needs something: a TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes., CoinCoin RuleCoins are the currency you use to buy items., a favor, or something found on an adventure.
- CoinCoin RuleCoins are the currency you use to buy items. you put into an Undertaking pays back in the world, never in CoinCoin RuleCoins are the currency you use to buy items..
- Anything you build needs someone to run it while you’re away, and that person has wants of their own.
- Rivals, bad luck, and your own choices can set it back.
- A failed Undertaking still leaves something behind: a contact, a reputation, or the start of a new Undertaking.
Undertaking Example
- Buy back the deed to a burned orchard from the moneylender.
- Find grafting stock that survived the fire.
- Convince the families who left to come back for the harvest.
- The first barrels of cider sell, and the lord who ordered the fire takes notice.
Sources Player Codex, Operations, Game Manual