ItDR Time tracking sheet
YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT.
— Gary Gygax
On the download page of Into the Dungeon: Revived there are time-tracking templates for the Referee. So, let's review what ItDR rules rely on tracking time, and then I'll show an example of an actual play session usage of the time sheet.
Contents
Time rules in ItDR ↩
Minutes
- The effects of some Features and Spells work until the end of combat or the next Rest.
- Combat Turns are assumed to be around 1 minute (p.33).
- Exploration activities (such as casting Spells outside of combat, searching, lockpicking, resting, etc.) take 10 minutes (p.33).
Hours
- Random Encounters. Checks for random encounters occur when characters explore, rest, cast unprepared Spells, or hesitate in dangerous places. Additionally, a random encounter roll in a dungeon can be made as often as once per hour or even more (in dangerous environments), or twice or more per day of traveling through the wilderness (depending on the region) (p.22).
- Light. Torches last for an hour, lanterns — four hours (p.28).
Days
- Manufacture of Magic Equipment Depending on the Spell Circle, inscribing a magical Scroll can take up from 1d4 to 5d4 days, while designing a new Spell will take at least ten times longer (p.30).
- Rations are tracked daily to avoid negative effects like inability to Rest and Heal, or STR Loss. Rations could also be tracked by using the Resources rule on the same page (p.31).
- Travel speed (distance covered per day) depends on various effects (p.32).
Weeks
- Typical labourer earns about 1s in a week (p.20).
- Construction time depends on the construction crew size and tracked weekly (p.31).
Months
- Domain Focus is chosen monthly (p.10).
- Living Expenses are accounted for on a monthly basis and depend on a life style (p.29).
Example ↩
Here's a session log from one of the playtest sessions of the ItDR — "ItDR conversion: The Stones, the Ship and the Fortress", and below it — an example of how the Referee would write it down using a time sheet.
Day 1
The party decides to travel to the goblin cave, encountering an aggressive wild boar on the way, and finally arrives to the cave in the evening. After stealthily assassinating the guard, the party sneaks past the goblins, and confronts their leader. The noise alerts the goblins, but the characters manage to dispatch them in a choke point. The first stone is secured.
Day 2
After resting for the night, the party decides to venture towards the empty well, stopping near the Yolo's tower on the way.
Day 3
The party safely arrives to the well and explores it. After dealing with the spiders, the characters get the second stone and start traveling back to the town.
Day 4
The characters get back to the town and spend the remainder of the day shopping and resting.
Day 5
The party travels to the marshes and trades the ring they found in the well for the third stone. Afterwards, they safely rest in a nearby village.
Day 6
While traveling back to the town by the shoreline, the characters encounter a giant crab and defeat it. The rest of the day is spent constructing the flying ship.
Day 7
The characters fly to the fortress, fighting their way through the living lightnings, sneak past the automaton guards, loot the living room and finally confront Sacrebleu, managing to escape the falling fortress on their flying ship afterwards.
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