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NEIGHBORS* EVENTS*

1. Human with great age and wisdom 1. A sudden thunderstorm

2. Human couple that is never seen apart 2. Unexpected visitor (roll Neighbors)

3. Human with practical skills 3. Unsettling news or gossip

4. Human who makes music or art 4. Strange noise only you seem to hear

5. Human with a disability 5. Sense of foreboding

6. Human with a child 6. Find an Item (roll Items)

Over the Mountain


7. Human with a quirky hobby 7. Find a magical item (free reroll)

8. Human who is really strong 8. Find a note for or about you

9. Human who is very quiet 9. Someone lends you a book

A SOLO RURAL FANTASY JOURNALING RPG 10. Human runs a Location 10. Flurry of activity nearby

11. Human who always speaks the truth 11. Sudden insight or realization

12. Human who is very spiritual/religious 12. Clock chimes loudly

13. Human that dresses in all black 13. Minor tragedy befalls a Neighbor

14. Spirit of someone who recently died 14. A sense of calm washes over you

15. Spirit of the nearby forest 15. Rain while the sun is shining

CHARACTER CREATION ADJECTIVES 16. Spirit that is initially hostile 16. Something nearby falls

17. Spirit that glows faintly 17. Neighbor request (see Side Quests)
Why are you in the mountains? Select your own or pick from these:
18. Spirit that is much taller than you 18. Unsettling shadow
new, misty, patched, grimy, amiable, grey,
never left, family here, curious...
19. Spirit that is actually a cryptid 19. A plant is blooming
What is your Talent? intricate, hollow, unsettling, broken, wild,
20. Player's Choice 20. Player's Choice
glowing, welcoming, burnt, fraying, stony,
medium, healer, oracle...

What is your Secret? harsh, tidy, old, dangerous, lonesome,

infamous family, fears...


kind, scarred, ancient, indifferent, golden,
ITEMS* BONUS ACTIONS
What is your Calling? polluted, pristine, gnarled, prickly,
1. Item that is clearly broken
Outside of your 4 daily encounters you
gorgeous, light, preserved, delicate, can...
earn respect, save spirits...
2. Item someone lost
strange, bold, rusted, well-worn, loving, craft a gift for a specific Neighbor or
3. Item that is handmade
stuck, fragrant, diminutive, ambivalent Location
4. Item you want to keep but shouldn't
GAMEPLAY craft a magical item which gives you
5. Item that makes you feel a little ill
Locations + Neighbors LOCATIONS* 6. Item that's a hand-me-down
one reroll when used up

Name your town. Create separate pages search for an Item


1. Gas Station 7. Item you have to wait to use
for your notes on Locations and use your Talent
2. Diner 8. Item that's a part of a project
Neighbors. The first time you meet/visit Roll 1d6 (4 or higher to succeed)
3. School 9. Item that's exactly what you need
them, assign a name and 2-3 adjectives.
4. Community Center 10. Item that someone else needs
Every time you roll that number, it will be
5. Church 11. Item that's been stolen YOU WIN WHEN YOU'VE FILLED A
the same Location or Neighbor. Record
6. Grocery Store 12. Item you're unsure what it's for NOTEBOOK WITH ENTRIES OR ACHEIVED
the number of positive interactions you
7. Neighbor's Home 13. Item that was inherited YOUR CHARACTER'S CALLING
have with them (Locations too).
8. Dive Bar 14. Item that brings a smile to your face

9. Highway 15. Item of great beauty


Daily Entries 10. Someone's Hideout 16. Item that turns out to be dangerous
You get 4 encounters per day (morning,
11. Crossroads 17. Item that gives you hope
afternoon, evening, night). For each
12. Abandoned House 18. Item that makes you nostalgic
encounter, roll 1d4 for how many
13. Graveyard 19. Item of great value
components (marked by an *) to use. You
14. Mountain Spring 20. Player's Choice
choose which to include then roll 1d20 for
15. Makeshift Shrine
specifics. Roll 1d6 (1=poorly, 6=perfect) for
16. Cave
how well it goes. For every 3 positive
17. State Park
interactions with a Location or Neighbor,
18. River A MARCHCROW GAME - BY MARZ CORBEAU
you may reroll. Record your resulting
19. Archeological Site
encounters in your journal.
20. Player's Choice
DUNGEONS WEEKLY GATHERINGS COLLECTIONS ACHIEVEMENTS
There are lots of strange places in the Once every 7 days, a Weekly Gathering To form a Collection, establish an Item As you play the game, you earn

woods. The town sewers have many will take place. All living human Neighbors theme, like pens. Find and collect Achievements.

secrets. If you can imagine a Dungeon for will attend the Weekly Gathering. All thematic Items for each of the 20 Item

a Location, it exists. Once you attempt a Spirit Neighbors can be found at the prompts. You may also make a collection Neighbor Achievements
Dungeon, you must wait 7 days before Makeshift Shrine at that time. You can go for 20 Items in a single Item prompt. Town Hero: 10 positive interactions

attempting it again or trying another. If to either and attempt to have one Multiple collections are allowed. Each with every Neighbor

you have successfully cleared a Dungeon, positive interaction with any present (roll collection allows you to host a Party to Best Friend: 100 positive

it cannot be attempted again at that 1d6). If you go to one, you cannot go to show it off every 30 days where either all interactions with a Neighbor

Location until the next Season. the other that week. It takes the place of human or spirit Neighbors will attend Sitcom: Have 5 Roommates for at

your Evening encounter. during one encounter and you may least one season

How to Create the Dungeon attempt to have one positive interaction

Once you've rolled for your location, roll Roll to see which Neighbor will host the with each present. Location + Dungeon Achievements
2d6 to determine the number of rooms. gathering. If you get a Spirit Neighbor, Town Guide: 10 positive interactions

For each room, except the last one, reroll. Then roll 1d20 to determine the with every Location

roll 1d6 to determine what lies inside: type of event. All events are held at the
FRIENDS + ROOMMATES Dungeoneer: clear each Dungeon at

1. Minor Threat Community Center. Friends least once

2. Trap Once you've had 10 positive interactions Lord of the Lair: Clear 5 dungeons

3. Empty Room 1. Film with a Neighbor, you can attempt to tell in a single Location

4. Minor Threat 2. Dance them your Secret in an encounter and

5. Trap 3. Group Dinner they'll become your friend. Once your Item Achievements
6. Empty Room 4. Charity Auction friend, you can call them and meet them Curator: 100 items in a Collection

The last room will always have a Major 5. Religious service places rather than waiting to bump into Sleuth: return 10 lost Items

Threat. 6. Clothing swap them. Fixer Upper: repair 10 broken Items

7. Birthday

How to Clear the Dungeon 8. Tasting Roommates Narrative Achievements


You roll 1d20 9. Lecture Once you've had 20 positive interactions Pet Parent: find and care for a pet

A Trap rolls 1d6 10. Bingo with any Neighbor, you can ask them to Rumored: be the subject of a rumor

A Minor Threat rolls 1d10 11. Cause Awareness move in with you. This may be romantic or Rival: shit talk another town

A Major Threat rolls 1d20 12. Committee Meeting non-romantic. You may have as many

13. Memorial roommates as you like. Other Achievements


You must roll higher than the Threat or 14. Debate Resident: play for one in game year

Trap in order to clear the room. You get 15. Festival or Fair Mayor: have 20 positive interactions
SEASONS
as many rerolls per room as you have 16. Performance with every Neighbor and Location
Every 90 days, the season changes. 4
positive interactions with the Location the 17. Concert Town Legend: earn all other
season changes equal a year. Every
dungeon is in. You may use Magical 18. Anniversary Achievements
season change gives you one positive
Items. What narrative form clearing takes 19. Award Ceremony
interaction with each Location and
is up to you. 20. Player Choice
Neighbor as they become familiar with

Repeat Runs you. On the last day of each season there

SIDE QUESTS is a seasonal celebration of your choice


For repeat runs, add 1d6 per time you've

For every 3 positive interactions with a that both Spirit and Human Neighbors
successfully cleared a Dungeon at that

Neighbor, you may complete a side quest attend and you may attempt to have one
Location when creating your next

for them. When you encounter them next, positive interaction with all present.
Dungeon.

roll 1d20 for an Item they request you

Rewards

Over the Mountain


bring them. Once found, you must wait

Clearing a Dungeon gives you a key until you see that Neighbor again to give

allowing you to go there in an encounter the Item to them. A successful side quest

at will once per day. Additional runs help is rewarded with 3 positive interactions. A SOLO RURAL FANTASY JOURNALING RPG
with Achievements.

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