Sunrise Scouts v1.1

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Sunrise Scouts

You are a member of a scout group on your first


camping trip to the nearby woods, but after a GM— roll for the following:
weekend of orienteering, telling stories around the What has kidnapped your scout leader?
campfire and sleeping in tents, you realise the scout 1. Inch-tall faeries (to induct him to their court
leader has gone missing— after all those stories of and make him dance forever)
hauntings and monsters in these woods, maybe 2. An intelligent bear wearing a hat (to feed
something took him? It’s up to you to and your him to her cubs when they wake up)
friends to venture into the woods and rescue him 3. A giant spider called Dave (it wants to be
before sunrise. taught how to create a better web—the scout
leader doesn’t know how)
Scout Creation: 4. Lesbian dryads (because he made a campfire
Pick a name for your scout, and roll a d6 (or choose) too close to the woods— they want to make
the Sunrise Scout quality they embody. him into fertiliser)
1. Bravery 5. The ghost of an old scout (they want to earn
2. Curiosity one final badge— roll on the table to work out
3. Quick-Thinking which)
4. Friendly 6. A river naiad (she wants to make him her
5. Helpful groom so she can move to the sea)
6. Cheerful 1.
Where does the threat live?
Roll a d20 three times to determine the badges you 1. Up in the trees
have acquired in your time as a scout. Re-roll 2. An abandoned old home in the woods
repeats. 3. An apple farm
1. Folklore 11. Digital Citizen 4. Inside a nearby motorway service station on
2. Hiking/Climbing 12. Communication the other side of the woods
3. Sailing 13. Sports 5. In a series of caves and burrows under the
4. Cooking 14. Fire Making forest
5. Sewing 15. Knot-Tying 6. A fun fair
6. Science 16. Friend To All
There should be about 3 challenges before the
7. Swimming 17. Cartography
scouts face the threat— it’s up to them to
8. Musician 18. Animal Expert
work out how they can convince them to
9. Emergency Aid 19. Mechanics
relinquish their prize, be it helping with their
10. Navigation 20. Scavenging
problem, teaching them a skill the scouts
1. Digital Citizen
Rules: know, or something else. Be willing to go with
When you do something that you might not what the players describe, and as long as it
succeed in, you roll a number of d6. You always roll makes sense in the fantastic and strange world
one d6 of the Sunrise Scouts, let them try.
Add an extra d6 if the action you are trying to do
relates to the Scout quality you embody Character Progression:
Add another if your action relates to a badge you At the start of every new session, roll on the
have. badge table to show what you’ve achieved in
You can roll up to 3 dice on a single roll in this way. your time since your last camping trip. If you
want a badge that isn’t listed, suggest it to
Targets: your GM, and as long as it’s not useful for
1 dice 4 or higher: You succeed, but with a everything and it sounds like a Scout badge, it’s
consequence that the GM decides. totally fine!
2 dice 4 or higher: You succeed as you hoped to.
3 dice 4 or higher: You go above and beyond what Sunrise Scouts was created by Chloe
you hoped to do. Montgomery. You can find more of her
games at plumtreechloe.itch.io. (v1.1)

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