AX&X: Hearth and Harvest

Downtime, healing, and living off the land. A downtime supplement for AX&X.

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At the Hearth

A week in a Haven, call it a refuge, a sanctuary, or a safe town as you like, mends the body. The core already clears all HP and ends Injured for a week in town, so downtime is what the week is otherwise for. Each character takes 2 Downtime Actions per haven week, and each follows one shape, like a harvest: what it spends, the roll if any, and what it wins.

The week has a price. A resupply stay between delves is free, as the Foretold Doom counts it, but a whole season at the hearth, or a long Mending, fills a mark of the Decline. Rest too long and the doom gains while you heal.

1d8 Carousing

Roll on a failed Body save after a bender.
  1. Robbed and Beaten: Your purse is gone, and you start the next delve at half HP.
  2. A Brawl: A new Enemy who knows your face and your haunts.
  3. A Dangerous Debt: You owe someone who collects: 2d6 x 100 GP.
  4. Loose Lips: A rival or a Hostile power learns your next move.
  5. Barred: A tavern, a guild, or a whole quarter closes to you. Drop a step of Standing.
  6. A Rash Oath: You swore something drunk, and you are held to it.
  7. A Rumor in the Haze: For all the mess, a true lead surfaced: a treasure, a threat, or a way in.
  8. One of Us: You wake initiated into a cult or a secret society, for good or ill, the GM’s call.

Wounds and Mending

The core mends the day to day: Bind Wounds, a night’s sleep, a week’s Haven. This is for the deeper hurts, the ones that outlast a night. It is the slow healing of 1st Edition, bent so that a maiming is a setback and not an ending, if you can get your friend home.

Living off the Land

A party between delves is a handful of armed vagrants. With a town near they buy bread and sleep under a roof. Out past the last farm there is no bread to buy and no work to take, so they eat what they can catch, dig, or snare, or they go hungry and heal nothing.

It leans on Travel and adds no new dice. A day in the wild is a leg or a Day like any other, and one Provision Check feeds the camp the way one Travel Check guides the march. The harvests differ, a line cast, a snare set, a deer run down, but each follows one shape: an ability and a yield, the ground it needs, when it fits the journey, and its catch.

The Provision Check

Each day in the wild, a character may work the land instead of, or alongside, pressing on. Name the harvest and the one who works it. Only that one rolls, and the whole camp eats what comes of it.

The Country and the Season

Where and when you work the land bends the roll, the way the roads bend a Travel Check.

The Harvests

Each reads in one order: the ability and what it feeds, the ground it needs, when it fits the journey, and its catch.

Eating and Keeping