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DO�NOT

NOT�LET
LET�
US�DIE�IN�THE�
DARK�NIGHT�
OF�THIS�COLD�
WINTER
CREDITS
WRITING
ILLUSTRATION C ECIL
ECIL�H OWE 
&�LAYOUT
PROOFREADING  SHASTA�H OWE 
&�EDITING

PLAYTESTING  Jarret�Crader ,�Dan�Sell , ,�B� 
REVIEW  M� rra
rra�,�D� stin st in��Nei
Neiho ff  ,� 
hoff 
SCALLYWAGS Robe
Ro rt��J .�Sch�  alb
bert  alb ,�Joe�Sc Schi hillli �� i i , � 
�LOVE d� nea
nea�  ght  ,�KaKarrl�Sch cheeer ,�De� in�  in� 
&�THANKS Schnackenberg ,�An�� �P  ,� 
Tho
homa
mas� s�No � osel
osel , ,�Chris�Stieha ,� 
 gregor� �blair ,�Jess ,�Ton� �Obert  ,� 
 Adam�North ,�Ch Chri rist
stia
ian� 
n� 
Kessler ,�MiMitc tche
hellll��Pi gslle�,�Eric� 
Pigs
N .�Sam� els els ,�ph .d ,�St efaan� ' Red
Stef Red' � 
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 Mihes ,�RPRPG G�TaTallk ,�the�DIY� 
RPG
RP G�G+�scene ,�post�ro rock
ck�  � 
m� sic
sic ,�Sh
Shaasta�and�Ofe fellia.

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CREDITS
WRITING
ILLUSTRATION C ECIL
ECIL�H OWE 
&�LAYOUT
PROOFREADING  SHASTA�H OWE 
&�EDITING

PLAYTESTING  Jarret�Crader ,�Dan�Sell , ,�B� 
REVIEW  M� rra
rra�,�D� stin st in��Nei
Neiho ff  ,� 
hoff 
SCALLYWAGS Robe
Ro rt��J .�Sch�  alb
bert  alb ,�Joe�Sc Schi hillli �� i i , � 
�LOVE d� nea
nea�  ght  ,�KaKarrl�Sch cheeer ,�De� in�  in� 
&�THANKS Schnackenberg ,�An�� �P  ,� 
Tho
homa
mas� s�No � osel
osel , ,�Chris�Stieha ,� 
 gregor� �blair ,�Jess ,�Ton� �Obert  ,� 
 Adam�North ,�Ch Chri rist
stia
ian� 
n� 
Kessler ,�MiMitc tche
hellll��Pi gslle�,�Eric� 
Pigs
N .�Sam� els els ,�ph .d ,�St efaan� ' Red
Stef Red' � 
� 
 Mihes ,�RPRPG G�TaTallk ,�the�DIY� 
RPG
RP G�G+�scene ,�post�ro rock
ck�  � 
m� sic
sic ,�Sh
Shaasta�and�Ofe fellia.

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DEAR�READER,

DO�NOT�LET�US�DIE�IN�THE�DARK�NIGHT�OF�THIS�COLD�WINTER�came�to�be�after�an�
internet�friend�asked�out�loud�if�anyone�knew�of�any�downtime�rules�for�
buil
ildi ng��a�village.�He�wan
ding ante
ted�
d�hi
his�
s�pl
plaayer
ers�
s�to
to��sp
spen
end
d�th e�win
the� inter
ter��of �th
thei
eir�
r�ca
camp
mpai
aign
gn��
attracting�new�people�to�a�village,�building�new�structures,�and�turning�it�into�
a�productive�mark�on�the�co untryside.�Something�that�not�just�name�level�
chara
cha racte rs�co uld�do;�so
cters� some
meth
thin g�level
ing� el��one�fol
olk ks�could�pull�of f .
off 

I�got�
I�go t�to
to��th
thiink
nkin
ing�
g�ab
aboout�win inte
ter�
r�in
in��fa
fant asyla
ntas lan
nd�an
and� how�hard�it�would�be�to
d�ho to��make
ke��
it�through�the�season�before�you�could�even�make�a�village�into�something�
better.�After�that�I�set�o ut�to�make�an�ad venture�where�players�had�to�keep�a�
vil
illa
lage
ge��goi
going
ng��th rough
thro gh��so me��wintry�nightmare�and�at�the�same�time�in�the�back�
some
of�my�head�I�kept�thinking�abo ut�Dag-Nab-It�from� It�from�Q  Q � est�For�Glor� ,�or�The�
� est�For�Glor
Gauntlet�Pass�side�quest�from� est�from�Ne Ne� er
er�  inter
 in ter��Nig hts;�these�were�great�mini-games�
Nights
to�pass�some�time�and�potentially�hone�some�skills�for�your�player.�But�mini-
games�in�CRPGS�are�way�easier�to�pull ll��off �bec
becaause�there�is�a�computer�doing�
all�
al l�th
the�
e�ha
hardrd��wor
ork�
k�in
in��th
the�
e�ba
back gro und,�and�as�a�player�you�just�have�to�have�f un.�I�
ckg
wanted�to�melt�the�shitty�winter�thing�and�the�mini-game�thing�together�b ut�
for�the�tabletop.�It�was�also�important�to�me�that�this�work�wit ith�
h�lo
lots
ts��of �ga mess,�
game
because�I�don't�think�I�know�any�two�pe peop oplle�pl aying
pla ng��th
the�
e�sa
same
me��ga me .
game

That's�how�this�turn rned
ed��in
into
to��a�
a�mi
mini
ni��ga
game
me��in
inst
stea
ead�
d�of an��adventure:�I�wanted�to�
of �an
make�something�that�was�a�break�from�the�regular�rules�of�play,�but�didn't�
require�some�ultra�complex�calculations�in�the�background.�After�I�decided�
how�this�thing�would�be,�I�decided�I�wanted�the�look�to�be�minimal,�slightly-
less-than-elegant,�and�sync�up�thematically�with�something�I�think�of�first�
whe
hen�
n�I�
I�th
thin
ink�
k�of
of �a�
a�de
desp
sper ate��winter:�sad�post�rock�music.�If �you're�looking�for�a�
erate
good�soundtrack�to�listen�to�while�playing�COLD�WINTER,�I�suggest�H �  �mn�To�The� 
  n�To�The� 
m
Immortal�Wind��by�MONO,�or�
Immortal�Wind He�Has�Left�Us�Alone�b� t�Shafts�of�Light�Sometimes� 
�or�He�Has�Left�Us�Alone�b t�Shafts�of�Light�Sometimes� 
r�Rooms. . .�by�Thee�Silver�Mt.�Zion�Memorial�Orchestra�&�
Grace�the�Corner�of�O� r�Rooms
Tra-La-LaLa��Ba nd.
Band

I�hope�you�have�a�good�time�playing�COLD�WINTER.�I�look�forward�to�hearing�
about�your�vililla
lages
ges��an
and�
d�I�
I�esp
especi allly�am�curious�about�what
ecial hat��ga
game s�you�play�this�
mes�
with,�so�pl
pleease ,�get�a�hold�of �me�on�the�internet�and�let�me�know�how�it��goes!

LOVE,
cecil,�2016
" In�
In �th
the�
e�sp
spri
ring
ng��or
or� 
� �  armer� 
 armer� �  eather� 
 eather� �  hen�
  hen�the�sno �  �tha
 �tha�  s�in�the� 
 s�in�the� �  oods� 
 oods� 
the�tracks�of� �  �  inter�reap
inter�reappear�on�slender� pedestals�and�the�snoo�  � 
pear�on�slender�pedestals�and�the�sn  � 
re� eals�in�palimpsest�old�b
eals�in�palimpsest�old�b � ried� ried� � 
�  anderings
anderings ,�str�  ggles ,�scenes�of� 
death .�Tales�of� � 
�  inter�bro
inter�bro�  ght�
 ght�to�
to�light�
light�again�
again�like�
like�time�
time�t t � 
� rned�back� 
rned�back� 
� pon�
po n�it
itse lf ." 
self 
�Cor
Cormac
  mac��McC
� �  McCart hy ,�Child�Of�God
arth
CHAPTER�ONE

I NTRODUCTION 

DO�NOT�LET�US�DIE�IN�THE�DARK�NIGHT�OF�THIS�COLD�
WINTER�is�a�downtime�acti vity,�or�mini-game,�with�a�
focus�on�helping�an�ill-fated�frontier�village�survive�
a�terrible�winter�season.�Participants�collect�and�
manage�supplies�in�an�effort�to�keep�the�village�folk�
alive�despite�the�bleak,�frightf ul�conditions .�It�is�
designed�to�work�inside�of�your�regular�fantasy�role�
playing� system� and� campaign� with� a� slight�
separation�of�mechanics.�As�the�game�manager�you�
become�the�village�elder;�tasked�with�setting�the�
dour� mood,� keeping� players� on� track,� offering�
advice�or�strategy,�and�taking�stock�of �the�available�
supplies.�Player�characters�become�the�adventurers;�
collecting�and�managing�s upplies�while�ensuring�
each�villager� receives�what� is� needed� most.�The�
ultimate�goal�of �COLD�WINTER�is�to�keep�the�highest�
possible�co unt�of�village�folk�alive�as�spring�finall y�
peeks�from�under�the�blanket�of �snow.�

While�COLD�WINTER�is�mechanically�separate�from�
your�regular�role�playing�system,�a�measure�of�
abstraction� is�  utilized� to� keep� the� two� games�
working� as� one.�This� chapter�will�explain� those�
abstractions�and�provide�basic�ad venturing�hooks�to�
begin�the�game .

06
Along�with�copies�of�the�handouts,�COLD�WINTER�
requires�two�six-sided�dice�(D6),�pencils�with�healthy�
erasers�or�tokens�that�fit�within�the�supply�slots�
illustrated�on�the�handouts.�A�three-sided�die�(D3)�is�
also�needed ,�but�a�six-sided�die�can�be�used�for�these�
rolls�by�dividing�D6�rolls�into�thirds.�Results�of �one�
or�two�on�a�d6�become�one�on�a�D3,�three�or�four�on�a�
D6�become�two�on�a�D3,�and�five�or�six�on�a�D6�
become�three�on�a�D3.

 ADVANCED�C ONCEPTS

COLD�WINTER�is�designed�to�share�a�bed�with�as�many�
fantasy�role�playing�games�as�possible,�especially�
those�that�are�of �a�grim,�low�magic�and�low�power�
nature.�There�will,� however,�be�situations�where�
players�may�not�be�able�to�pa use�the�mechanics�
from�the�regular�system;�some�players�will�find�it�
difficult�to�not�simply�magic�the�village�to�safet y.�If �
your�game�has�characters�that�can�physically�move�
mountains�or�sail�the�empyrean�without�effort,�you�
will�need�to�accommodate�accordingly.�Chapter�4�of �
this�manual�contains�hooks�for�occasions�where�you�
may�need�to�prepare�for�higher�magic�and�higher�
power�games,�a�collection�of �read-aloud�texts�to�set�
the� mood,� and� a� guide� for� crafting�your� own�
occurrence�tables.

13
CHAPTER�TWO

I NTRODUCTION 

Only�one�rule�exists�that�can�not�be�broken�or�
changed;�all�players�must�know�exactly�how�the�
game�works,�and�f ully� understand�that�all�COLD�
WINTER�rules�should�be� utilized�before�the�rules�
from�your�regular�role�playing�system�are�used.�DO�
NOT�L ET�U S�D IE�I N�THE�DARK�N IGHT�O F�THIS�COLD�
WINTER�can�be�prepared�and�played�in�a�single�
session,�but�before�play�starts�be�sure�to�explain�the�
activity� to� all� participants.� A� game� with� 4�
adventurers�will�last�about�two�hours.

The�provided�handouts�are�meant�to�make�tracking�
each�element�of�COLD�WINTER�easy�and�as�without�
work�as�possible.�In�Chapter�3�you�will�find�blank�
worksheets�and�examples�of �how�each�handout�will�
look�during�play.�Take�some�time�to�familiarize�
yourself�with�each�worksheet�before�reading�this�
section,�and�have�them�handy�as�you�read�the�rules.

14
AN�EXAMPLE�OF�STEP�04:
Village�Elder:�� Ad� ent � rer� 1,� �o  � �get�to�roll�for�the�occ � rrence�this� 
t � rn .�Roll� 1d6�t �  ice.�
Adventurer�1:��I�rolled�a� 4�and�a� 6.�
Village�Elder:� �One�of�the�sick� � illagers�has�greedil� �stolen�and� 
cons� med�the�entire�cache�of�medicine ,�and�has�died�as�a�res � lt .� 
 Ad� ent � rer� 1,� � o� �need�to�cross�o � t�a�sick� � illager�as�dead ,�and�I� �  ill� 
s� btract�all�the�medicine�from�the�store�room.�
Adventurer�1:��I�act � all� �ha� e�no�sick� � illagers ,�the�last�one�died�at�the� 
start�of�this�t � rn .�
Village�Elder :��Then�ad� ent � rer�   3,�one�of� � o� r�sick� � illagers�has�died� 
 from�an�o� erdose.�

STEP�05�–ILLNESS
The�final�step�in�COLD�WINTER�is�determining�the�number�of�
village�folk�who�become�ill.�Sickness�is�an�inevitability�in�these�
conditions�and�can�only�be�avoided�through�an�occurrence�from�
Step� 04.� Unlike� most� other� rolls� each� turn,� the� active�
adventurer�does�not�roll�for�the�number�of�sick;�as�the�village�
elder�this�is�your�responsibility.�Roll�1D3�to�determine�the�
number�of�sick�villagers.�You�may�distrib ute�the�sick�villagers�
among�the�buildings�to�your�liking .

CONSOLIDATION�INTERLUDE
At�any�point�during� any� turn,�the�players� may� invoke� a�
consolidation�of�buildings.�Consolidating�buildings�is�a�move�
where�two�adventurers�can�combine�their�villagers�into�a�single�
building�to�save�on�f uel.�The�total�number�of�villagers�involved�
with�the�consolidation�can�not�exceed�five,�and�there�must�be�at�
least�one�spare�unit�of �food�available�for�each�villager�involved�
in�the�consolidation.�Villagers�will�spend�a�great�amount�of�
energy�moving�f urniture�and�heirlooms�through�the��snow�and�
will�ref use�to�move�without�f ull�bellies.�Be�sure�to�subtract�all�
required�units�of �food�from�the�storeroom�afterwards.���������

23
AN�EXAMPLE�OF�CONSOLIDATION:
Adventurer�1:�� Ad� ent � rer�   3�onl� �has�t � o� � illagers ,�and�I�ha� e�three.� 
We� �  o� ld�like�to�consolidate�into�a�single�b� ilding�to�sa� e�on�f � el.�
Village�Elder:��There�are�onl� �7  � � nits�of�food�in�the�storeroom�and� � o� � 
 5,�if� � o� �do�this�there� �  ill�onl� �be�t �  o�left .�
need� 
Adventurer�3:��I�think�it�is� �  orth�the�risk ,�let 's  �consolidate.�

W INTER' S�END

Eventually�a�warm�breath�will�whisper�through�the�air.�Vestiges�
of�color�will�the�speckle�the�fingertips�of�trees,�and�the�crow's�
clamor�will�hush�in�favor�of �the�jay's�song.�The�riverbank�will�
swell�with�snow�melt,�and�a�sense�of�normalcy�will�cover�the�
village.�When�the�first�child�runs�barefoot�down�the�road,�
spring�has�arri ved.�But�spring�is�not�the�concern�of �this�game,�
and� one� final� front� of� terrible,�wintry�hell�looms�on�the�
horizon.�Winter's�end�is�a�period�in�equal�length�to�a�t urn,�at�
the�very�cusp�of �spring ,�wherein�the�weather�blows�in�with�such�
severity�that�no�work�can�be�completed�and�no�one�can�safely�
leave�their�homes.

If �each�turn�of�COLD�WINTER�is�thought�of�as�chapters�in�a�novel,�
then�winter's�end�would�be�the�epilogue.�After�the�last�turn�has�
been�played,�you�must�make�a�final�acco unt�of�deaths�akin�to�
Step�01�in�a�normal�turn.�For�example,�if �at�the�end�of �the�final�
turn�a�building�goes�without�enough�f uel�then�one�villager�will�
perish�during�winter's�end.�If �a�villager�has�three�'Is�Sick�'�boxes�
checked�on�a�building�worksheet�at�the�end�of �the�last�turn,�they�
too�will�die�in�winter's�end,�as�will�any�villager�who�ends�that�
turn�with�two�'Is�Hungry�'�boxes�checked.

After�you�have�counted�the�dead�during�winter's�end,�take�the�
time�to�give�the�adventurers�a�recap�of �the�winter,�and�describe�
the�oncoming�of �spring .

24
REWARDING� THE�ADVENTURERS

Likely�the�adventurers�were�promised�a�re ward�of�
some�kind�at�the�onset�of �this�jaunt,�and�now�that�
winter's�f ury�has�subsided�it�is�time�to�pay�forth.�As�
written�in�Chapter�1,�your�prepared�reward�should�
scale�based�on�the�number�of�villagers�alive�at�the�
end� of� the� game.�For�example,� if� all� or� more�
villagers� live� through� the� winter� then� the�
adventurers�deserve�the�highest�possible�a ward.�If�
the�promised�prize�was�a�map�to�some�ancient�
artifact�then�you�may�instead�hand�over�the�actual�
artifact�rather�than�the�map .�With�half�or�less�
villagers�remaining�the�adventurers�should�expect�a�
paltry�sum�in�return;�the�map�is�torn�in�half�or�
missing�an�important�piece .�If �little�or�no�villagers�
survive�the�adventurers�should�not�expect�much�in�
the�way�of�reward�at�all.�Do�not�abandon�the�award�
completely,�however,�as�the�adventurer's�time�is�not�
worthless.�

At�this�point,�DO�NOT�LET�US�DIE�IN�THE�DARK�NIGHT�
OF�THIS�COLD�WINTER�has�come�to�an�end�and�the�
adventurers�can�move�on�to�the�next�adventure.�The�
village�you�created�can�ser ve�as�a�base�for�la unching�
adventures�into�the�s urrounding�co untryside,�or�the�
adventurers�may�choose�to�help�bring�the�village�
back�to�working�strength�and�attract�immigrants�to�
bolster�the�numbers.�Any�number�of�adventuring�
hooks�may�exist�to�continue�the�adventure.�In�the�
event�that�your�adventurers�choose�to�stay�in�the�
village�longer,�a�blank�map�can�be�found�in�Chapter�
5.�This�map�comes�with�buildings�and�feat ures�you�
can�print,�cut,�and�paste�onto�your�map�to�build�a�
permanent�village.

25
CHAPTER�THREE

This�chapter�contains�the�occ urence�tables,�quick�
reference�sheet,�worksheets,�and�other�materials�
needed�to�play�COLD�WINTER.

Permission�is�granted�to�photocopy�or�print�these�
items�for�personal�use�onl y.
Q UICK�REFERENCE�
FIRST�THINGS�FIRST:�PLANNING THE�STEPS�OF�EACH�TURN
Give�the�village�a�name�and�a� Step�01�–�Death�And�Weather
place�in�your�world�then�decide� Count�the�dead;�any�villager�with�
which�COLD�W INTER�class�each� 2� 'Is�Hungry�'�or� 3� 'Is� Sick�'�
adventurer�is.�Develop�the�hook� boxes� checked� dies.� Unheated�
and�reward. buildings�lose�1�villager�as�well.�
Roll�1d3�for�the�temperat ure.
SECONDLY:�SET�THE�DIFFICULTY
Decide�the�number�of �buildings,� Step�02�–�Ration�Supplies
people,�and�animals;�mark�these� Adventurers�will�divide�supplies�
on� the� storeroom� worksheet.� among� the� villagers� and�
Mark�the�original�population;�5� buildings.
villagers� for� each� building.�
Winter's�length�is�the�n umber�of � Step�03�–�Gather�Supplies
turns�that�will�be�played. Active�adventurer�rolls�2D6�for�
gathered� units.� Adventurers�
PLAY�COLD�WINTER� whose�class�matches�the�chosen�
Ignore�steps�1�and�2�for�the�first� supply� roll� 1D6� for� additional�
turn.�Play�through�each�step�of� supplies.�All�other�adventurers�
each�turn�until�winter's�length�is� roll�1D3�for�gratuity�units.
exhausted.�Between� turns� and�
steps� set� the� scene� with� Step�04�–�Occurences
descriptions�of�the�weather�and� Active�adventurer�rolls�1D6�twice�
environment. for�the�occ urence;�the�first�result�
is� the� table� number� and� the�
REWARD�THE�ADVENTURERS second�is�the�table�entr y.
Reward� the� players� for� their�
work�in�the�village�based�on�the� Step�05�–�Villagers�Get�Sick
number�of �surviving�villagers. Village�elder� rolls� 1D3�for�the�
number�of �sick�villagers.

THINGS�TO�REMEMBER: •Buildings� need� the� same�


•Fighters� match� f uel,� wizards� amount� of� fu  el� as� the�
match� medicine,� and� thieves� temperat ure�to�count�as�heated.
match�food .
•Villagers� can� be� consolidated�
•Villagers�need�1�unit�of �food�per� into� less� buildings� if� enough�
turn,�and�1�unit�of�medicine�to� food�exists�to�make�the�transfer.
become�well�if �sick.
•Villagers�will�still�die�as�a�result�
•If�a�villager�has�a�'Is�Hungry�'� of� the� very� last� turn� during�
box�checked�and�receives�food,� winter's�end.
uncheck� the� box.� For� sick�
villagers�who�receive�medicine,� •Occurrences�appl y�to�the�active�
uncheck�all�'Is�Sick�'�boxes. adventurer�first.�The�elder�will�
arbitrate�lingering�effects .
T � rn T � rn
markers markers
Village�name

Circle�the�temperat � re

 Medicine� 
� nits
Domesticated
animals

Food� � nits
F � el� � nits
T � rn T � rn
markers markers
 Ad� ent � rer�name
Circle�the�ad� ent � rer�class

Circle�the�temperat � re

Villager�name

F � el� � nits

Is�H � ngr �� 
Is�Sick� 
CHAPTER�FOUR

I NTRODUCTION 

Chapter�4�is�a�collection�of �advanced�concepts�and�
ideas�to�implement�in�your�game�of �DO�NOT�LET�US�
DIE�IN�THE�DARK�NIGHT�OF�THIS�COLD�WINTER.�You�will�
find�additional�hooks�to�accommodate�higher�power�
groups,�extended�scenery�descriptions��that�can�be�
peppered� between� turns,� as�well� as� a� few� rule�
variations.�There�is�also�a�short�guide�on�crafting�
customized�occurrence�tables�to�better�s uit�your�
world,�and�ideas�for�scaling�the�difficulty.�

Before� implementing� any� optional� rules� or�


customized�occurrence�tables�it�is�recommended�
that�you�play�through�the�game�as�is.�Many�of�the�
concepts� in� this� chapter�were� included� in� the�
original�COLD�WINTER�development�draft,�but�were�
removed�during�re view�and�playtesting.

40
Advanced�hook�2�is�intended�to�be�played�with�adventurers�that�
are�new�or�local�to�the�village,�not�the�characters�your�players�
would�normally�use.�There�is�no�actual�connection�between�the�
new�adventurers�and�the�regular�characters,�as�this�hook�is�
meant�to�take�place�at�the�same�time�that�your�players�would�be�
carousing.�In�short,�COLD�WINTER�becomes�a�tr ue�mini�game�
where� the� result� effects�your� campaign�world�without� the�
intervention�of �the�players.

ADVANCED�HOOK�3�–�THE�BOARD�GAME
COLD�WINTER�can�be�played�on�its�own,�rather�than�an�adventure�
or�task�in�your�campaign.�It�can�be�used�during�sessions�with�
missing� players� or� be� a� break� from� your� regular� game.�
Participants�need�onl y�to�come�up�with�a�character�and�pick�a�
relevant�adventuring�class .�This�can�also�be�an�opport unity�for�
the�game�manager�to�get�a�chance�to�enjoy�time�as�a�player.

SCENERY �DESCRIPTIONS

In�between�occurrences,�steps,�and�turns,�you�will�have�the�
opportunity� to� give� adventurers� a� description� of� their�
surroundings.�Scenery�descriptions�give�an�opportunity�to�set�
the�tone,�and�present�minor�role�playing�scenarios.�Be�sure�to�
prepare�some�descriptions�before�you�game�starts .

 As�the�s� n�rises ,�the� � illage�er� pts�in�a�clatter�of� �  indo�   s�being�opened�and� 
sh� tters�being�slammed�aside.�Arms�snake�o� t�of�these� �  indo�  s�and�br� sh�aside� 
the�large�drifts�of�sno�  �that�ha� e�been�b� ilt�high�eno�  gh�to�block�the� � ie� . � 

 A� � illager�stands�shi �e  ring�at�the�edge�of�the� � illage ,�her�head� �   rapped�in� 


thin�cloth�her�coat�tied�sh� t�at�the�neck .�She�stares�into�the� �  oods�for�o� er� 
an�ho� r�before�ret � rning�home.�Flecks�of�blood�are�left�in�her��steps�as�she� 
makes�her� �  a� �to�  ards�the� � illage.

42
DIFFICULTY �OPTIONS

OPTIONS�FOR�A�MORE�DIFFICULT�GAME:
Remove�all�domesticated�animals ,�or�only�begin�
with�one�animal�per�two�adventurers.

Increase�the�number�of�buildings�each�adventurer�
has:�start�COLD�WINTER�with�twice�the�number�of�
buildings�and�villagers.

Raising�the�number�of�turns�needed�for�winter's�
length� can� make� for� a� more� difficult� game.� A�
lengthier�game�will,�however,�drastically�lower�the�
life�expectancy�of �each�villager.

You�can�also�randomi ze�the�initial�difficulty�with�a�
few�dice�roles:�roll�1d20+10�for�winter's�length,�roll�
1d6�for�the�number�of�domesticated�animals,�and�
roll�1d3�for�the�number�of �buildings�each�ad venturer�
controls.

OPTIONS�FOR�A�LESS�DIFFICULT�GAME:
Increase�the�number�of�domesticated�animals�by�
two�for�each�player,�for�a�total�of �three�animals�each.

Lower�winter's�length�to�an�even�10�or�less�turns;�
this�will�leave�the�game�just�as�difficult�yet�increase�
the�life�expectancy�of �each�villager.

The�dice�rolled�for�gathering�units�can�also�be�raised�
to�decrease�difficulty.�Change�gathered�units�to�3d6,�
additional�units�to�2d6,�and�gratuity�units�to�1d6.�

47
CHAPTER�FIVE

I NTRODUCTION 

This�chapter�contains�a�set�of �tiles�for�constructing�a�
unique�COLD�WINTER�village�map.�If �the�adventurers�
plan� to� stay� in� the�village� after�winter,� or�you�
envision�their�return�at�a�later�point�in�time,�having�
a�map�can�become�very�usef ul.�These�tiles�can�be�
opened�in�image�editing�soft ware�to�create�your�
map,�or�they�can�be�photocopied�then�cut�and�
pasted�onto�the�border�page�to�design�your�map.

A�die-drop�table�can�also�be�made�from�these�assets�
to�create�a�more�randomized�village;�details�on�this�
process�are�in�Chapter�4.

Permission�to�print�or�photocopy�the�artwork�in�this�
chapter�is�granted�for�personal�use�only.�Completed,�
custom�maps�can�be�shared�freely�for�personal�use;�
however,�distrib uting�art�assets�individually�or�as�a�
tile�set�is�prohibited .

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