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Basic Moves Spout Lore Equipment

When you consult your accumulated


When a move is triggered, roll 2d6 plus knowledge about something, roll+INT. Ranged Weapons
the appropriate modifier, and follow the ✴On a 10+ the GM will tell you Crossbow near, +1 damage, reload,
stated outcomes. On a miss (6 or less), something interesting and useful about 35 coins, 3 weight
something bad happens. the subject relevant to your situation. Fine Bow near, far, 60 coins, 2 wt
✴On a 7–9 the GM will only tell you Hunter’s Bow near, far, 100 coins, 1 wt
Hack and Slash something interesting—it’s on you to Ragged Bow near, 15 coins, 2 weight
When you attack an enemy in melee, make it useful. The GM might ask you Bundle of Arrows 3 ammo, 1 coin, 1 weight
roll+STR. ✴On a 10+ you deal your “How do you know this?” Tell them the Elven Arrows 4 ammo, 20 coins, 1 wt
damage to the enemy and avoid their truth, now.
Melee Weapons
attack. At your option, you may choose to
Discern Realities Club, Shillelagh close, 1 coin, 2 weight
do +1d6 damage but expose yourself to
When you closely study a situation or Dagger, Shiv, Knife hand, 2 coins, 1 weight
the enemy’s attack. ✴On a 7–9, you deal
person, roll+WIS. ✴On a 10+ ask the GM Dueling Rapier close, 1 piercing, precise,
your damage to the enemy and the
3 questions from the list below. ✴On a 50 coins, 2 weight
enemy makes an attack against you. 7–9 ask 1. Take +1 forward when acting Halberd reach, +1 damage,
Volley on the answers. 2-handed, 9 coins, 2 wt
When you take aim and shoot at an Long Sword, Battle close, +1 damage,
- What happened here recently?
Axe, Flail 15 coins, 2 weight
enemy at range, roll+DEX. ✴On a 10+ - What is about to happen?
you have a clear shot—deal your Rapier close, precise, 25 coins,
- What should I be on the lookout for? 1 weight
damage. ✴On a 7–9, choose one - What here is useful or valuable to me? Short Sword, Axe, close, 8 coins, 1 weight
(whichever you choose you deal your
Who’s really in control here? Warhammer, Mace
damage):
- What here is not what it appears to be? Spear reach, thrown, near,
- You have to move to get the shot 5 coins, 1 weight
Parley Staff close, two-handed,
placing you in danger of the GM’s
When you have leverage on a GM 1 coin, 1 weight
choice You have to take what you can
character and manipulate them, Throwing Dagger thrown, near,
get: -1d6 damage
roll+CHA. Leverage is something they 1 coin, 0 weight
- You have to take several shots, reducing
need or want. ✴On a hit they ask you for Armor
your ammo by one.
something and do it if you make them a
Leather, Chainmail 1 armor, worn,
Defy Danger promise first. ✴On a 7–9, they need 10 coins, 1 weight
When you act despite an imminent some concrete assurance of your Plate 3 armor, worn, clumsy,
threat or suffer a calamity, say how you promise, right now. 350 coins, 4 weight
deal with it and roll. If you do it… Scale Mail 2 armor, worn, clumsy, 50
Aid or Interfere coins, 3 weight
- by powering through, +STR
When you help or hinder someone you Shield +1 armor, 15 coins, 2
- by getting out of the way or acting fast,
have a bond with, roll+Bond with them. weight
+DEX
✴On a 10+ they take +1 or -2, your
- by enduring, +CON Gear
choice. ✴On a 7–9 you also expose
- with quick thinking, +INT Adventuring Gear 5 uses, 20 coins, 1 weight
yourself to danger, retribution, or cost.
- through mental fortitude, +WIS A collection of useful mundane items such as
- using charm and social grace, +CHA Miss chalk, poles, spikes, ropes, etc. When you
When you roll a miss, mark XP. rummage through your adventuring gear for
✴On a 10+, you do what you set out to, some useful mundane item, you find what you
the threat doesn’t come to bear. ✴On a Order Hirelings need and mark off a use.
7–9, you stumble, hesitate, or flinch: the
Hirelings do what you tell them to, so Bag of Books 5 uses, 10 coins, 2 weight
GM will offer you a worse outcome, hard long as it isn’t obviously dangerous, When your bag of books contains just the right
bargain, or ugly choice. degrading, or stupid, and their cost is book for the subject you’re spouting lore on,
mark off a use, and take +1 to your roll.
Defend met. When a hireling finds themselves
Halfling Pipeleaf 6 uses, 5 coins, 0 weight
When you stand in defense of a person, in a dangerous, degrading, or just When you share halfling pipeleaf with someone,
item, or location under attack, flat-out crazy situation due to your expend two uses and take +1 forward to parley
roll+CON. ✴On a 10+, hold 3. ✴On a 7–9, orders roll+loyalty. ✴On a 10+ they stand with them.
hold 1. So long as you stand in defense, firm and carry out the order. ✴On a 7–9 Bandages 3 uses, slow, 5 coins, 0 wt
when you or the thing you defend is they do it for now, but come back with When you have a few minutes to bandage
attacked you may spend hold, 1 for 1, to serious demands later. Meet them or the someone, heal them 4 damage.
choose an option: hireling quits on the worst terms. Poultices & Herbs 2 uses, slow, 10 coins, 1 wt
When you carefully treat someone’s wounds,
- Redirect an attack from the thing you
heal them 7 damage.
defend, to yourself
Healing Potion 50 coins, 0 weight
- Halve the attack’s effect or damage
Heal 10 damage or remove one debility.
- Open up the attacker to an ally giving
Antitoxin 10 coins, 0 weight
that ally +1 forward against the attacker
Cure one poison affecting you.
- Deal damage to the attacker equal to
your level
Items & Services Bribe Weapon Tags
A peasant dowry 20-Charisma coins # Ammo: Counts as ammo for
Poisons dangerous “Protection” for a 100-Charisma coins appropriate ranged weapons. The
small business number does not represent individual
Oil of Tagit applied, 15 coins, 0 weight
A government bribe 50-Charisma coins arrows or sling stones, but represents
The target falls into a light sleep
A compelling bribe 80-Charisma coins what you have left on hand.
Bloodweed touch, 12 coins, 0 weight
An offer you can’t 500-Charisma coins Forceful: It can knock someone back a
The target deals -1d4 dmg ongoing until cured refuse
Goldenroot applied, 20 coins, 0 weight pace, maybe even off their feet.
The target treats the next creature they see as a Gifts and Finery +# Damage: When you deal damage,
trusted ally, until proved otherwise A peasant gift 1 coin you add # to it.
Serpent’s Tears touch, 10 coins, 0 weight A fine gift 55 coins Ignores Armor: Don’t subtract armor
Anyone dealing damage to the target rolls twice A noble gift 200 coins from the damage taken.
and takes the better result Messy: It does damage in a particularly
A ring of cameo 75 coins
Food Finery 105 coins destructive way, ripping people and
A fine tapestry 350+ coins things apart.
Dungeon Rations ration, 5 uses,
3 coins, 1 weight A crown fit for a 5,000 coins # Piercing: Subtract # from the enemy’s
Dwarven Hardtack Requires Dwarf, ration, king armor for that attack.
7 uses, 3 coins, 1 weight Precise: You use DEX to Hack and Slash
Hoards
Elven Bread ration, 7 uses, with this weapon, instead of STR.
10 coins, 1 weight A goblin’s stash 2 coins
Reload: After you attack with it, it takes
A hearty meal for one 1 coin A lizardman’s 5 coins
more than a moment to reset.
trinkets
A poor meal for a family 1 coin Stun: When you attack with it, it does
A “priceless” sword 80 coins
A feast 15 coins per stun damage instead of normal damage.
person An orc warchief’s 250 coins
tribute Thrown: Throw it at someone to hurt
Services them. If you Volley with this weapon, you
A dragon’s mound 130,000 coins
A week’s stay at a peasant inn 14-Charisma of coins and gems can’t choose to mark off ammo on a 7–9;
coins
once you throw it, it’s gone until you can
A week’s stay at a civilized inn 30-Charisma
coins Equipment Tags recover it.
A week’s stay at the fanciest inn 43-Charisma Applied: It’s only useful when carefully Weapon Ranges
in town coins applied to a person or to something they
Hand: It’s useful for attacking something
A night’s “companionship” 20-Charisma eat or drink.
coins Awkward: It’s unwieldy and tough to use. within your reach, no further.
An evening of song and dance 18-Charisma +Bonus: It modifies your effectiveness in Close: It’s useful for attacking something
coins at arm’s reach plus a foot or two.
a specified situation.
A week’s unskilled mundane 10 coins Reach: It’s useful for attacking something
labor # coins: How much it costs to buy,
that’s several feet away—maybe as far as
A month’s pay for enlistment in 30 coins normally. If the cost includes “-Charisma”
ten.
an army a little negotiation subtracts the haggler’s
Near: It’s useful for attacking if you can
A custom item from a base item Charisma score (not modifier) from the
blacksmith + 50 coins
see the whites of their eyes.
price.
Escort for a day along a 20 coins
Far: It’s useful for attacking something in
Dangerous: It’s easy to get in trouble
bandit-infested road shouting distance.
with it. If you interact with it without
Escort for a day along a 54 coins
monster-infested road proper precautions the GM may freely Armor Tags
A run-of-the-mill killing 5 coins invoke the consequences of your foolish # Armor: Subtract your armor from
An assassination 120 coins actions. damage taken. If you have more than one
Healing from a surgeon 5 coins Ration: It’s edible, more or less. item with # Armor, only the highest value
A month’s prayers for the 1 coins Requires: It’s only useful to certain counts.
departed people. If you don’t meet the +# Armor: Add # to your total armor.
Repairs to a mundane item 25% of the requirements it works poorly, if at all. Clumsy: It’s tough to move around with.
item’s cost Slow: It takes minutes or more to use. -1 ongoing while using it. This penalty is
Transport Touch: It’s used by touching it to the cumulative.
Cart and Donkey 50 coins, load 20 target’s skin.
Horse 75 coins, load 10 Two-handed: It takes two hands to use it
Warhorse 400 coins, load 12 effectively.
Wagon 150 coins, load 40 n weight: Count the listed amount
Barge 50 coins, load 15 against your Load. 100 coins in standard
Riverboat 150 coins, load 20 denominations is 1 weight. The same
Merchant ship 5,000 coins, load 200 value in gems or fine art may be lighter or
War ship 20,000 coins, load 100 heavier.
Passage on a safe route 1 coin Worn: You have to wear it to use it.
Passage on a tough route 10 coin # Uses: It can only be used # times.
Passage on a dangerous route 100 coin
Special Moves Recruit Level Up
When you put out word that you’re When you have downtime (hours or
Encumbrance looking to hire help, roll. If you make it days) and XP equal to (or greater than)
When you make a move while carrying known... your current level + 7, subtract your
weight equal to load+1 or load+2, you - that your pay is generous, take +1 current level + 7 from your XP, increase
take -1. When you make a move while your level by 1, and choose a new
- what you’re setting out to do, take +1
carrying weight greater than load+2, you advanced move from your class.
- that they’ll get a share of whatever you
have a choice: drop at least 1 weight and find, take +1 Choose one of your stats and increase it
roll at -1, or automatically fail. by 1 (this may change your modifier).
If you have a useful reputation around
Changing your Constitution increases
Make Camp these parts take an additional +1. On a your maximum and current HP. Ability
When you settle in to rest, and 10+ you’ve got your pick of a number of scores can’t go higher than 18.
consume a ration. If you’re somewhere skilled applicants, your choice who you
dangerous decide the watch order as hire, no penalty for not taking them End of Session
well. If you have enough XP you may along. On a 7–9 you’ll have to settle for When you reach the end of a session,
Level Up. When you wake from at least a someone close or turn them away. On a choose one your bonds that you feel is
few uninterrupted hours of sleep heal miss someone influential and ill-suited resolved (completely explored, no longer
damage equal to half your max HP. declares they’d like to come along (a relevant, or otherwise). Ask the player of
foolhardy youth, a loose-cannon, or a the character you have the bond with if
Take Watch veiled enemy, for example), bring them they agree. If they do, mark XP and write
When you are on watch and something and take the consequences or turn them
a new bond with whomever you wish.
approaches the camp roll+Wis. On a 10+ away. If you turn away applicants you
Once bonds have been updated look at
you’re able to wake the camp and take -1 forward to Recruit. your alignment. If you fulfilled that
prepare a response, the camp takes +1 alignment at least once this session, mark
Outstanding Warrants
forward. On a 7–9 you react just a XP. Then answer these three questions as
When you return to a civilized place in
moment too late; the camp is awake but which you’ve caused trouble before, a group:
hasn’t had time to prepare. You have roll+Cha. On a hit, word has spread of - Did we learn something new and
weapons and armor but little else. On a your deeds and everyone recognizes you. important about the world?
miss whatever lurks outside the On a 7–9, that, and, the GM chooses a - Did we overcome a notable monster or
campfire’s light has the drop on you. complication: enemy?
Carouse - The local constabulary has a warrant - Did we loot a memorable treasure?
When you return triumphant and out for your arrest.
For each “yes” answer everyone marks
throw a big party, spend 100 coins and - Someone has put a price on your head. XP.
roll + extra 100s of coins. On a 10+ - Someone important to you has been
choose 3. On a 7–9 choose 1. On a miss, put in a bad spot as a result of your Undertake a Perilous Journey
you still choose one, but things get really actions. When you travel through hostile territory,
out of hand. choose one member of the party to act as
Bolster trailblazer, one to scout ahead, and one
- You befriend a useful NPC
When you spend your leisure time in to be quartermaster (the same character
- You hear rumors of an opportunity
study, meditation, or hard practice, you cannot have two jobs). If you don’t have
- You gain useful information
gain preparation. If you prepare for a enough party members or choose not to
- You are not entangled, ensorcelled, or
week or two, 1 preparation. If you assign a job, treat that job as if it had
tricked
prepare for a month or longer, 3 rolled a 6. Each character with a job to do
Supply preparations. When your preparation rolls+Wis. On a 10+ the quartermaster
When you go to buy something with pays off spend 1 preparation for +1 to reduces the number of rations required
gold on hand, if it’s something readily any roll. You can only spend one by one. On a 10+ the trailblazer reduces
available in the settlement you’re in, you preparation per roll. the amount of time it takes to reach your
can buy it at the market price. If it’s destination (the GM will say by how
Last Breath
something special, beyond what’s usually much). On a 10+ the scout will spot any
When you’re dying you catch a glimpse
available here, or non-mundane, trouble quick enough to let you get the
of what lies beyond the Black Gates of
roll+Cha. On a 10+ you fintd what you’re drop on it. On a 7–9 each roles performs
Death’s Kingdom (the GM will describe it).
looking for at a fair price. On a 7–9 you’ll their job as expected: the normal number
Then roll (just roll, +nothing—yeah, Death
have to pay more or settle for something of rations are consumed, the journey
doesn’t care how tough or cool you are).
similar. takes about as long as expected, no one
✴On a 10+ you’ve cheated death— you’re
Recover in a bad spot but you’re still alive. ✴On a gets the drop on you but you don’t get
When you do nothing but rest in 7–9 Death will offer you a bargain. Take it the drop on them either.
comfort and safety, after a day of rest and stabilize or refuse and pass beyond
you recover all your HP. After three days the Black Gates into whatever fate awaits
of rest you remove one debility of your you. ✴On a miss, your fate is sealed.
choice. If you’re under the care of a You’re marked as Death’s own and you’ll
healer (magical or otherwise) you heal a cross the threshold soon. The GM will tell
debility for every two days of rest instead. you when.
GM Guide Skeleton horde, d6, 7HP, 1AR Dungeon Traps
To take the semblance of life - Slam, hand Create a logical pattern of traps that can be
Agenda Act out what it did in life, Snuff out life
recognized, and rewarded.
- Portray a fantastic world Shadow horde, magical, d6+1, 11HP, 4AR
Choose a unique recognizable location
- Fill the characters’ lives with adventure To darken - Touch, close, reach, shadow form
type:
- Play to find out what happens Snuff out light, Spawn a shadow from t. dead
- Places which cannot be patrolled (Sunlit,
Principles Goblin horde, d6, 3HP, 1AR
To multiply - Spear, close, reach pitch black, exterior walls, streams)
- Draw maps, leave blanks
Charge!, Call more goblins, Retreat & return - Hiding places (rubble, vines, darkness)
- Think offscreen, too
Goblin Orkaster magical, d10+1, 12HP - Unique dungeon features (pairs of
- Ask questions and use the answers
To tap power beyond them - Ignores armor statues, paintings, lanterns)
- Think dangerous
Unleash a poorly understood spell, Pour forth - Control points (crossings, gates,
Triggers
magical chaos, Use other goblins as shields stairwells, windows, tunnels, balcony)
- When everyone looks to you to find out
Worg horde, organized, d6, 3HP, 1AR Choose one or two basic traps:
what happens (soft)
Carry a rider into battle, Give its rider an adv.
- When the players give you a golden - Caltrops, poison darts, log ram, blade
Lizardman group, stealthy, d8, 6HP, 2AR swing, arrow trap, retractable spears,
opportunity
To destroy civilization - Sicle, amphibious
- When they roll a 6- falling rocks, poisonous rodents/plants,
Ambush the unsuspecting, Launch an
Moves pits, illusory mist, flames, net, alarm.
amphibious assault, Drag them into water
- Use a monster, danger, or location Choose one special trap:
Gargoyle group, stealthy, d8, 6HP, 2AR
move To guard - Claws, close, wings, hoarder - Rigged support beams that collapse.
- Reveal an unwelcome truth Attack with the element of surprise, Take to - A fragile floor, above a quicksand pit.
- Show signs of an approaching threat the air, Blend into stonework - A locked door - a pit on the other side.
- Deal damage Guardsman group, d8, 6HP, 1AR - A weighted net with water to follow.
- Use up their resources To do as ordered - Spear, close, reach - An overgrown floor filled with grasping
- Turn their move back on them Uphold the law, Make a profit vines, poisoned hooks, and barbs.
- Separate them Knight solitary, b[2d10], 12HP, 4AR - A narrow grate over lit flames, which
- Give an opportunity that fits a class’ To live by a code - Sword, close spring up when a bellows is pumped.
abilities Make a moral stand, Lead soldiers into battle
- A ragged bottomless pit, with massive
- Show a downside to their class, race, or Deep Elf Assassin grp, d8, 1PR, 6HP, 1AR tooth marks, and a deep breathing
equipment To spite the surface races - Poisoned blade
sound coming from within.
- Offer an opportunity, with or without Poison them, Unleash an ancient spell, Call
- A man hanging from chains that tighten
reinforcements, Use the dark to advantage
cost when you approach.
- Put someone in a spot Orc Slaver horde, d6, 3HP
- Two heavy retracted chains that must
To take - Whip, axe, net, close, reach
- Tell them the requirements or be held together to open the door.
Take a captive, Pin someone under a net, Drug
consequences and ask them, Call reinforcements, Fight with abandon - A table with two chairs and a statue of a
Dungeon Moves broad chested dwarf that comes alive
Gnoll Tracker group, d8, 6HP, 1AR
- Change the environment (the theme of To prey on weakness - Bow, near, far, scent and starts pouring drinks. Outdrink him.
the area) Act out what it did in life, Snuff out life, Monster Moves
- Point to a looming threat Doggedly track prey, Strike at weakness
Raise the alarm, Advance as one
- Introduce a new faction or type of Ogre group, large, d8+5, 10HP, 1AR Summon reinforcements, Order minions
creature To return the world to darker days - Club
Strike at a moment of weakness
- Use a threat from an existing faction or Destroy something, Fly into a rage, Take
something by force
Pass on demonic influence
type of creature
Drive the pack into a fervor
- Make them backtrack Banshee solitary, magical, d10, 16HP
To get revenge - Scream
Fight with abandon, Revel in destruction
- Present riches at a price
Steal something, Drown out all sound with a Fly into a frenzy, Attack unrelentingly
- Present a challenge to one of the
ceaseless scream, Disappear into the mists Destroy armor or protection
characters
Troll solitary, large, d10+3, 20HP, 1AR Make a sacrifice and grow in power
Standard Monsters To smash - Club, reach, forceful, regeneration Give protection of earth, power of fire,
Cave Rat horde, small, d6, 7HP, 1AR Undo the effects of an attack, Hurl something swiftness of water, clarity of air
or someone, Retreat to recover Poison them
Wolf group, organized, d8, 8HP
Treant group, huge, d10+5, 21HP, 4AR Command beasts of ________
Crow horde, tiny, d6, 1PR, 4HP
To protect nature - Walloping branches, reach, Rip something (or someone) apart
Razor Boar solitary, d10, 3PR, 16HP, 1AR forceful, wooden, intelligent, amorphous Swarm, Use overwhelming numbers
To shred - Tusks, close, messy Move with implacable strength, Set down
Rip them apart, Rend armor and weapons
Charge!, Drive them back
roots, Spread old magic
Turn ________ into a weapon/against them
Blink Dog group magical, d8, 6HP, 4AR Lich solitary, magical, d10+3, 16HP, 5AR
To hunt - Bite, close, illusion
Meld into (darkness/earth/water)
To un-live - Magical force, far, ignores armor
Appear to be somewhere they’re not, Take to the air
Cast a spell of death/destruction, Set a ritual or
Summon the pack, Move with amazing speed great working into motion, Reveal a Fling someone or something
Ghoul group, d8, 1PR, 10HP, 1AR preparation or plan already completed Put a plot into motion
To eat - Talons, hand, messy Snuff out light
Gnaw off a body part, Gain the memories of Encircle prey, Corner them
their meal, Jump and cling onto them Cast forth the elements
Followers Tags
Loyalty
Followers start with 0 - 2 Loyalty
From Perilous Wilds by Jason Lutes Every follower has a Wise, expressed as
_______-wise. Where the blank is whatever Instincts (roll 1d12)
Give them a name and play to find out
subject they know best. If the follower What does the follower do naturally that
what they are like. When it comes time to
has more tags, choose from below, or might cause trouble?
determine specifics roll 1d12 on each
add an extra move instead of a tag:
table or pick one from each table. - ____-wise: they know all about ____, and 1 Loot, pillage, and burn
Quality can roll +Quality to Spout Lore about it 2 Hold a grudge and seek payback
3 Question leadership or authority
on your behalf. Examples: Woods-wise,
1-3 A liability: -1 Quality 4-5 Lord over others
4-9 Reasonably competent: +1 tag Sea-wise, Herb-wise. 6-7 Act impulsively
10 - 11 Fully capably: +1 Quality, +2 tags - Archer: they use ranged attacks (not 8-9 Give in to temptation
12 An exceptional individual: necessarily bows) effectively and can 10 - 11 Slack off
+2 Quality, +4 tags roll +Quality to Volley on your behalf. 12 Avoid danger or punishment
Background - Athletic: good at running, jumping,
Cost
climbing and the like.
1-2 Has lived a life of meek servitude - Beautiful: they make an impression, What motivates the follower to
and oppression: +Meek accompany and assist the characters?
drawing admiration and attention.
3 Past their prime: -1 Quality, +1
Wise - Cautious: they are careful and 1 Debauchery: food, drink,
4-5 Lived a life of danger: +2 tags methodi- cal; they avoid acting rashly. gambling, sex, and mischief. The
6-9 Unremarkable - Connected ( ____ ): they have friends or higher their Loyalty, the more
10 Lived a life of privilege: +1 tag extreme the cost.
contacts in ____, a steading or group.
11 Specialist: +1 Quality, -2 tags 2 Vengeance: payback against
- Cunning: clever and observant. They those that have wronged them or
12 Roll twice on this table can roll +Quality to Discern Realities on their loved ones. The higher their
Hit Points your behalf. Qual- ity, the more direct and
- Devious: deceitful, treacherous, tricky. tangible the payback they
1-3 Weak / frail / soft: 3 HP require.
4-9 Able-bodied: 6 HP Just the sort you want working for you.
3-5 Lucre: coin appropriate to their
10 - 12 Tough / strong / hard: 12 HP - Group: a team, gang, or mob, with all steading’s Prosperity; highly
the strengths and disadvantages that skilled followers might demand
Armor & Shield come with greater numbers. more coin.
1-2 Has lived a life of meek servitude - Guide ( ____ ): knows a particular 6-7 Renown: public recognition for
and oppression: +Meek their deeds and skills. The higher
steading or region and can roll +Quality
3 Past their prime: -1 Quality, +1 their Quality, the larger the audi-
to Spout Lore, Undertake a Perilous ence required.
Wise
Journey, for the party therein. 8-9 Glory: defeating a worthy foe in
4-5 Lived a life of danger: +2 tags
- Hardy: tough, hard-working, and willing battle. The higher their Quality,
6-9 Unremarkable
to put up with discomfort. +2 Load. the more worthy the foe must
10 Lived a life of privilege: +1 tag be. Possibly limited to certain
11 Specialist: +1 Quality, -2 tags - Healer: they have the knowledge and
enemy types (demons,
12 Roll twice on this table ability to provide aid to the injured and barbarians, etc.).
Damage the sick. When they tend wounds with 10 Affection: kind words and deeds,
How dangerous are they in a fight? bandages or herbs & poultice, add their quality time and attention. The
Quality to damage healed. more extreme their Loyalty, the
1-4 Not very: d4 more affection they require.
5 - 10 Can defend themselves: d6 - Meek: they accept their lot, and will do
11 Knowledge: secrets, mysteries,
11 - 12 Veteran fighter: d8 degrading or unreasonable things and wonders only found by ex-
Load without needing to Follow Orders. ploring the wider world.
In addition to arms, tools, and armor any - Magical: they are magical by nature or 12 Good: suffering alleviated,
training, and sensitive to the workings innocents defended, wrongs
human-sized followers have 2 Load. righted. The higher their Quality,
of magic. Use at least one of their
Moves the greater the good required.
moves to elaborate on their powers.
Write 1 - 3 moves that further describe - Organized: they make and follow plans
their behaviour. Use them like other GM
well, and work well in a group. Once
moves, when the players look to you to
they agree to a plan, you do not need to
see what the follower does, or when
Order Followers as long as the plan
given a golden opportunity.
doesn’t go south.
A follower move reflects a skill, ability, or - Self-sufficient: can live off the land and
trait that can’t be better summarized by a forage for additional rations.
tag. Examples:
- Stealthy: can avoid detection and often
- Point out a flaw in the plan get the drop on foes.
- Notice something hidden - Warrior: they take +1 to their damage
- Follow quarry by tracks and spoor die roll, and you don’t need to Order
- Tend to the sick and injured Follower to get them to fight (as long as
- Divine the future the opposition is not terrifying or
- Poison someone overwhelming).
- A bustling canal runs west–east
Follower Moves Impressions - High stone bridge over the canal
Order Follower - A badly burnt boy asks for bread
- A storm howls at night along an old
When you order or expect a follower to - Seamstresses sewing on a street corner
road surrounded by dangerous woods
do something dangerous, degrading, - Priests inviting all to a service amid their
- A lantern burns in a window and begins
or contrary to their Instinct, roll ruined church
to sway
+Loyalty. On a 10+ they do it now. On a - A flag of a hippogriff and sunburst flaps
- An elderly ritualist petitions for the
7+ they do it but the GM picks one: furiously
return of a dangerous artifact
- Roden & Sons sign with silhouette of a
- Decrease the follower’s Loyalty by 1. - Straight-edged roads of cracked
- They complain loudly, now or later, and pine tree
flagstone run between huge buildings
demand something in return. - A shambling figure in the mist
of timber and stone
- Caution, laziness, or fear makes them - A distant lighthouse and a signal in the
- Through a smashed door, a circle of
take a long time to get it done. dark
mystic runes inscribed on the floor
- A pillar of smoke in the distance
Do Their Thing - Rickety scaffolding surrounding a
- A port town, swarming with the king's
When a follower does something gaping pit
men
chancy within the scope of their - Witness a branding as the orcs brutalize
- Wind sleds, moored to a spike in the ice
moves, roll +Quality. On a 10+ they do it, and interrogate goblins
- A group of monkeys, hooting and
as well as one could reasonably hope. On - Goblin carcasses lie slumped in the
screaming from above
a 7+ they do it but there is an unforeseen chairs the corpses chewed and mangled
cost, consequence or limitation (GM says) - Wooden cages with crude latches
holding snarling wolves with scraps of
Damage
When a follower does something
chancy that falls beyond the scope of fresh meat strewn about - If it threatens bruises and scrapes at
their tags or moves, the GM will tell you - A goblin in ill-fitting, but ornate robes worst: d4 damage
what happens. browse through tomes on a shelf, He - If it’s likely to spill some blood, but
rips a page from a book and chants nothing horrendous: d6 damage
Call for Assistance
something quietly - If it might break some bones: d8
When a follower helps you make a
move, take +1 but know that they will be - Misshapen Kobold bodies are lashed - If it could kill a common person: d10
exposed to any potential consequences. along the stone walls of the citadel Add the ‘ignores armor’ tag if the source is
- Thin strips of leathery flesh cling to magical, poisonous, or particularly large.
When a follower helps you Hack and
eyeless skulls
Slash or Volley, roll their damage die Circumstantial Protection
- The chattering of colorful birds
alongside your own, use the highest one,
- The constant drip of the rainforest from Temporary or circumstantial armor works
and add any damage bonuses you get on the same way as armor that you wear:
top of that. above
- The crunch of the jungle underbrush - 1 armor for partial cover
When a follower helps you Defend, you and its insects under your feet - 2 armor for major cover
can spend 1 hold to redirect an attack to
- A fallen stone monument in vines Damage from Multiple Creatures
them instead of yourself.
- Cold-eyed grins of shattered skulls If multiple creatures attack at once roll
Pay Up along the path the highest damage among them and
When you pay a follower’s cost, increase - A rickety rope bridge linking the road add +1 damage for each monster beyond
their Loyalty by 1 (to a maximum of +3). over a vast green ravine the first.
You can’t trigger this move again until - A beat of distant drums
both you and your follower have Made Stun Damage
- A snowstorm approaching fast
Camp. A PC who takes stun damage is defying
- Soaring mountains above the treeline.
danger to do anything at all, the danger
Watch Them Go - The warm light falling from the windows
being “you’re stunned.” This lasts as long
When a follower is reduced to -3 of a welcoming inn.
as it makes sense in the fiction.
Loyalty, they betray or abandon you at - The merry campfire and fiddle music of
the next opportunity. a brightly ornamented gypsy camp A GM character doesn’t count it against
their HP but will act accordingly.
When a follower is reduced to 0 HP, they - The yellowing eyes of Mama Fortuna
are out of action and probably dying. - The glint of drawn swords by torchlight
Their fate is in the GM’s hands. - A protective monolith, cracked into
large shards
- Rimgurgle, the friendly ghoul
- Dark shapes rising from the tide
- A flickering light just out of sight
- A caravan, weary from their travels
- A traveler, lost and terrified
- Rich tapestries showing horrors
- Craggy, foggy moor stretches out ahead
- Thick hedges & pines break the howling
wind
- Deeply rutted cartways
Monster Creation Miscellaneous Sample Monster Types
It isn’t dangerous because of devious Earth Elemental, Dwarven Warrior,
- What is it known to do? (move) the wounds it inflicts, but for -1 d# Shadows, Dragon Turtle, Dragon Whelp,
- What does it want that causes other reasons +move Fire Eels, Kobold, Will-o-wisp, Swamp
problems for others? (instinct) It organizes into larger groups organized Creature, Abomination, Spectre, Centaur,
- What is it’s most common form of that it can call on for support +move Eagle Lord, Elven (Warrior, High Arcanist),
attack? It’s as smart as a human intelligent Griffin, Hill Giant, Razor Boar, Treant,

Typical Quantity It actively defends itself with a cautious Werewolf, Wolf, Gnoll (Tracker, Emissary,
shield or similar +1 armor Alpha), Orc (Bloodwarrior, Berserker,
Large groups horde
About 3 - 6 group It collects trinkets that hoarder One-Eye, Shaman, Slaver, Shadowhunter,
humans would consider Warchief), Triton (Spy, Tidecaller, Noble,
Solitary solitary valuable (gold, gems, secrets) Submariner), Chimera, Golem (Iron, Clay,
Size It’s from beyond this world planar Flesh), Deep Elf (Assassin, Swordmaster,
Smaller than a house cat tiny +move Priest), Dragon, Minotaur, Salamander,
hand, -2 dmg It’s kept alive by something +4 HP Demon, Elemental, Djinn, Imp, Acolyte,
beyond simple biology Adventurer, Bandit, Thief, Hedge Wizard,
About halfling size small
It was made by someone construct High Priest, Hunter, Soldier, Slaver
close
++move
Human sized normal
Its appearance is disturbing, terrifying Treasure
close terrible, or horrible +quality Roll the monster’s damage die.
As big as a cart large It doesn’t have organs or amorph... Hoarder: roll twice, take higher result
close, reach +4HP, +1 dmg discernible anatomy +1 armor Far from home: add at least one ration
As big as a small house or more huge +3 HP
Magical: some strange item
reach, +8HP, +3 dmg It (or its species) is ancient — +1 d# Divine: a sign of a deity (or deities)
older than man, elves, and
Defenses dwarves
Planar: something not of this earth
Cloth or flesh 0 armor Lord over others: +1d4
It abhors violence disadv Ancient and noteworthy: +1d4
Leathers or thick hide 1 armor
1. A few coins, 2d8 or so
Mail or scales 2 armor Monster Tags
2. An item useful to the current
Plate or bone 3 armor Magical: It is by nature magical through
situation
Permanent magical protection 4 armor and through.
3. Several coins, about 4d10
magical Devious: Its main danger lies beyond the
4. A small item (gem, art) of
Traits simple clash of battle.
considerable value, worth as much as
Amorphous: Its anatomy and organs are
Unrelenting strength: +2 dmg 2d10×10 coins, 0 weight
bizarre and unnatural.
Skill in offense adv 5. Some minor magical trinket
Organized: It has a group structure that
Skill in defense +1 arm 6. Useful information (in the form of
aids it in survival. Defeating one may
Deft strikes +1 prc clues, notes, etc.)
cause the wrath of others. One may
Uncanny endurance +4 HP 7. A bag of coins, 1d4×100 or
sound an alarm.
Deceit and trickery stealthy thereabouts. 1 weight per 100.
Intelligent: It’s smart enough that some
+move 8. A very valuable small item (gem, art)
individuals pick up other skills. The GM
Adaptation (wings, gills, etc) +move worth 2d6×100, 0 weight
can adapt the monster by adding tags to
Favour of the gods +2 HP / 9. A chest of coins and other small
reflect specific training, like a mage or
+2 dmg valuables. 1 weight but worth
warrior.
Spells and magic magical 3d6×100 coins.
+move Hoarder: It almost certainly has treasure.
10. A magical item or magical effect
Stealthy: It can avoid detection and
Form of Attack prefers to attack with the element of
11. Many bags of coins for a total of
Vicious and obvious armament +2 dmg 2d4×100 or so
surprise.
Keeps others at bay reach 12. A sign of office (crown, banner) worth
Terrifying: Its presence and appearance
Small and weak armaments -1 d# at least 3d4×100 coins
evoke fear.
Can slice or pierce metal +1 prc 13. A large art item worth 4d4×100 coins,
Cautious: It prizes survival over
messy 1 weight
aggression.
Can tear metal apart +3 prc 14. A unique item worth at least 5d4×100
Construct: It was made, not born
messy coins
Planar: It’s from beyond this world
Armor doesn’t help (due to Ignores 15. All the information needed to learn a
magic, size, etc) armor new spell and roll again
Attacks at range (arrows, spells, near / 16. A portal or secret path (or directions
other projectiles, etc) far to one) and roll again
Notes: 17. Something relating to one of the
prc = piercing characters and roll again
+move = add a move 18. A hoard: 1d10×1000 coins and
+1 d# = increase damage dice size
1d10×10 gems worth 2d6×100 each
adv = take better of two damage rolls
disadv = take worse of two damage rolls
NPCs Sample NPCs The Tsavni Host
• A city of nomads settling down for the night; the
Shevaral the Unclean Weather-beaten,
smell of fire, meat and manure.
Names Handsome, Nervous speech • Children are laughing; adults stare at strangers
Esen, Tod, Caoimhe, Philip, Laurentinus, To battle - Poison brewing curiously from multi-colored tents.
Corin, Gonçal, Baxter, Alkmene, Angie, Baldric Bad leg, Shabby clothes, Easygoing • The sounds of men arguing over a game; they
Ethelyn, Cindi, Bóthildr, Cherie, Eléonore, Give in to temptation - Exotic weapon skill stand guard before a chained woman.
Francene, María, Mette, Dagrún, Alesha, Freya Bloodshot Eyes, Well-Dressed, Angry Hrakkan's Pass
Hilda, Thomas, Aidan, Hieu, Lycurgus, To atone for what she’s done - Memory • Stone cockroaches the size of horses scattered
Wolfgang, Clay, Barukh, Kazue, Lise, Willa Youthful Energy, Fast speech and half buried along the valley floor.
Maximilian, Seleukos, Malene, Grania, Kory, To spread news far- Access to a library • A dense and acrid fog that never completely
Brando, Salman, Merete, Gytha, Mattan, Genesai Empty smile, Graceful, Squeezes a dissipates.
• The sound of shuffling and whispering cuts off
Alexandra, Quintus, Feliu, Jet, Priam, Freja, locket around her neck
whenever you stop to listen.
Avraham, Septimus, Aloysius, Asia, Raine, To defend her family legacy - Charismatic,
Gárgola Apex
Phineas, Simon, Marietta, Janne, Fionnlagh, Reputable
• A city situated between two peaks; grand
Constant, Phoibe, Nehir, Miraç, Nadine, Munos Abnormally large, Passive face,
bridges as act entrances on both sides.
Bridger, Semih, Hulda, Fritzi, Inma, Ruth, intelligent eyes • Sits on a massive rotating disc that spins slow
Aina, Marike, Günter, Mikki, Sherwood, To locate something lost - enough to accommodate foot traffic. •
Brian, Jemmy, Miquel, Nicol, Reynaud, Quicker than you might think. Purple-robed guardians are overheard warning
Stephanos, Hagne, Hans, Kerem, Thalia, Milo Curly hair, Squints through eyeglasses, that the disc has been erratic lately.
Thora, Issachar, Amelia, Ellery, Derry, Nervous Borsa River Mine
Samuel, Iulia, Deitra, Cyrillus, One Eye To meddle - Metalworking • Partly submerged stone buildings hint at a large
Lim Tall, Long hair, Awkward network of structures underwater.
Traits • Flies buzz around statues of strange frog-like
Question authority - A spell of his own
Disfigured, Well-dressed, Diseased, Caring, creatures erected on dry patches of land. • Fresh
devising
Scrawny, Naive, Bloodshot Eyes, Artistic, humanoid footprints appear in the mud
Wesley Thick moustache, Beady eyes,
Emaciated, Skeptic, Paranoid, Easygoing, seemingly at random and then disappear.
Hums out of tune
Peaceful, Awkward, Kind, Spendthrift, Medina At Beyt Kvora
To gain riches, no matter what - To betray
Dreamer, Clean, Allergic, Asthmatic, Rude, • A massive city with gothic architecture and
when it hurts the most spires rising as far as the eye can see. • Dead rise
Alienated, Antisocial, Absentminded,
Seldar the Wise Bushy eyebrows, unless proper rites and rituals are used during
Weather-beaten, Handsome, Nervous
Low-pitched voice, Tattered clothes burial.
speech, Bad leg, Shabby clothes, Angry,
To find wonder, one last time - Sense of • Graveyard “districts” built around moats
Youthful energy, Fast speech, Empty smile, separate the living city from the dead.
direction
Graceful, Squeezes a locket around their
Prince Illian Calculating eyes, Flowing hair, The Fallen Maharib
neck, Abnormally large, Passive face, • A hidden bay shelters an enormous, collapsed
Explosive temper
Intelligent eyes, Tall, Long hair, Thick statue from ancient times.
Reclaim his throne - Has a backup plan
moustache, Beady eyes, Hums out of tune, • Desolated beaches made of dark sand
Syla Short, Crooked teeth, Always honest
Bushy eyebrows, Low-pitched speech, surrounded by bleak, imposing cliffs.
To uncover secrets - Knows where the • Only the sounds of tranquil waves washing
Calculating eyes, Short, Crooked teeth
monster is ashore and distant birds can be heard.
Instincts Rajakaba the Gullmaster Beady eyes, The Swamp of Paráxenos
Spread religion, Make money, Seek payback, Weather-beaton, Crooked teeth • A fetid stench hangs in the far-too humid air.
Question authority, Lord over others, Act To direct his flock - Eyes far and wide • Ruins of an ancient civilization lie half-sunken in
impulsively, Be cautious, Defy death, Save Markasha the Sigilist Tangled hair, Dirty green, slick mud.
someone, Teach, Settle down, Preserve law, robes, A hobbled walk. • Howling, recognizable (or familiar) speech can
Discover, Keep quiet, Die gloriously, Reunite To discover - An eye for detail be heard at night.
with a lover, Pillage, Indulge, Make the best Orthais van Morley Disheveled hair, Fine Wahah, Jewel of the East
of it, Find love, Destroy an artifact, Show off, clothes, Stuttering speech • A desert city of magic, glass, and wonder hidden
Entertain, Restore their name, To battle, To To survive - Gets into trouble by faint mirage.
• Men & women fill bustling streets with slippered
give into temptation, To atone, To spread Dame Aylin Stern eyes, Flowing gait feet and veiled faces.
news far and wide, To defend their family’s Spread religion - One-of-a-kind item
• There are whispers that the magic is drawn
legacy, Reclaim their throne, To uncover from something deep below.
Steading Names
secrets, To retire, To get just one more haul
Graybark, Nook’s Crossing, Tanner’s Ford, The Sleeping Burj
Knacks Goldenfield, Barrowbridge, Rum River, • A fallen marble tower atop a small hill.
Criminal connections, Skilled warrior, Hedge Brindenburg, Shambles, Covaner, Enfield, • Round doorways that open when you approach
them, revealing right-side up rooms.
wizardry, Local info, One-of-a-kind item, Crystal Falls, Castle Daunting, Nulty’s • Tables and desks are covered with drawings and
Hidden knowledge, Magical awareness, Harbor, Castonshire, Cornwood, Irongate, samples or strange places and objects.
Muscle, Special destiny, Balance, Speed, An Mayhill, Pigton, Crosses, Battlemoore,
Littlewit Manor
eye for detail, Heroic, A hidden entrance, A Torsea, Curland, Snowcalm, Seawall, • An ornate old mansion, colorful, orderly, and
powerful lover, Speaks to animals, Exotic Varlosh, Terminum, Avonia, Bucksburg, beautifully decorated & empty.
weapon skill, Charismatic, Reputable, Sense Settledown, Goblinjaw, Hammerford, Pit, • Blood stains the carpets and leads up the
of direction, Has a backup plan, Poison, An The Gray Fast, Ennet Bend, Harrison’s Hold, staircase to the higher floors.
arrow with your name on it, Bloodline, Piety Fortress Andwynne, Blackstone • An exquisite painting of a many-tentacled
abomination hangs prominently in the lobby.
diameter. If swallowed, you die. If in the dark, with his eyes bound by heavy
Magic Items touched, Defy Danger or die. Leaves cloth and still be assured of a clean shot.
1. Eye of Truth - This finely cut and awesomely frozen corpses that are not If the light of the sun ever touches the
polished stone is indistinguishable from cold to the touch and never thaw. arrows, however, they come apart like
an ordinary jewel in appearance. When it 11. Assassin’s Ring - The magic of the shadows and dust.
is gazed through, this gem confers on the ring, however, is to produce a tiny 17. The Carcosan Spire - None know
subject the ability to see all things as they handful of dust once per day. When you from whence this spear of twisted white
actually are. The subject sees through gently blow on the ring a magical cloud of coral comes. Those who bear it too long
normal and magical darkness, notices dust fills the area nearby, concealing find their minds full of alien dreams and
secret doors hidden by magic, sees the yours and other peoples passage such begin to hear the strange thoughts of the
exact locations of creatures or objects that it appears no one has passed Others. None are impervious. Used
sees invisible creatures or objects through the area for several years. This against any “natural” target (men, goblins,
normally, sees through illusions, and sees magical ring also contains a non-magical owlbears and the like) the Spire acts as a
the true form of polymorphed, changed, secret compartment designed to hold a mere mortal spear. Its true purpose is to
or transmuted things. dose of poison. do harm to those things whose strange
2. Amulet of Hope - Shines as bright as a 12. Bell of Freedom - When you ring this natures, protected against mundane
candle, but only when there are no other cracked handbell any creature within weapons. Used thus, the Spire can wound
light sources. The light points back earshot immediately may escape any and foes otherwise invulnerable to harm. The
wielder will recognize these twisted foes
towards the dungeon entrance, vaguely. all of their physical and/or magical
Hums reassuringly when clutched, and bondage. The prison doors open, the on sight—the Spire knows its own.
warms your hand. manacles spring loose, and the spell of 18. Coin of Remembering - What
3. Dust of Disappearance - Can make holding ends; They are free. After one appears, at a glance, to be a simple
things invisible, but wears off if the object ringing, the crack in the handbell spreads copper coin is, in truth, an enchanted
moves, is moved, or even wiggles a bit. and the bell shatters. coin. Its bearer can, at any time, redeem
Best used on inanimate objects or people 13. Bladed Gloves - A pair of black it to know immediately one fact that has
who can hold really, really, still. leather gloves each adorned with a silver been forgotten. The coin vanishes
dagger charm. When wearing these thereafter. It does not have to be a thing
4. Black Leaf - When smoked, it creates a
huge cloud of smoke and allows the gloves and you whisper the word “Blade” forgotten by the bearer, but it cannot be
while touching one of the silver dagger “known.” Interpretation of this stipulation
smoker to see through smoke and fog. is left to the gods. If the coin is
Can be smoked for 5 minutes (or 5 charms, a spirit dagger materializes in
one-minute segments). your hand. The spirit dagger behaves like unsuccessful, it will still paint an image in
a normal dagger but can also affect the mind’s eye of someone or something
5. Saint's Bones - About the size of a creatures that are insubstantial. Any that does remember what was sought.
cigar box. Contains a mandible and some daggers created by the gloves fade from 19. The Echo - A seemingly empty bottle.
carpals. Will rattle ominously when a lie is existence within a minute or two after Once unstoppered, the whispers of
uttered nearby. leaving your grasp. another plane resound once and fall
6. Bottle of Light - When swung 14. Chalice of Fealty - A silver chalice silent. In the silence, the bearer learns in
overhead (a small chain is attached for etched with a pattern of entwined snakes his soul the coming of one great danger
this purpose) the bottle absorbs ambient and fantastical creatures. and how he can avoid it. At any point
light. Later, the bottle can be after you use the Echo, you can ignore
unstoppered to allow the light back out When you pour red wine into the Chalice the results of any single die roll—yours or
again. Can hold up to 5 rounds of light. of Fealty and you give a command to another player’s—and roll again. Once
Special properties of light are preserved: another creature drinking from the opened, the Echo is released and gone
moonlight can induce lycanthropy, for chalice, roll+CHA. forever.
example. When commanding an NPC, *On a 10+ 20. Barb of the Black Gate - A nail or
7. Vial of Nightshade - When drunk, it that creature will do what you command. spike, twisted and forever cold, said to
puts the body into a deep coma and *On a 7-9 that creature will do what you have been pried from the Gates of Death.
ejects the spirit. You can now roam command but will most certainly twist When hammered into a corpse, it
around, incorporeal, until you return to your words. disappears and ensures that the corpse
your body. Every hour, role to avoid When commanding a PC, *On a 10+ will never be risen again—no magic short
danger (Body possessed by an outsider, choose two. *On a 7-9 choose one. *On a of that of Death himself can reignite the
fall into a coma, soul lost forever, etc). 6- your treachery is immediately flame of life (natural or otherwise) in the
revealed. body.
8. Cheater's Coin - When flipped, it will
give whatever result the owner wishes. • If the PC does it, the PC marks XP.
This is not limited to heads/tails--it can • If the PC refuses, the PC takes -1
also give results of king, dragon, treasury, ongoing until they next dine with you.
pilgrims, etc. 15. Tricksy Rope - A rope that listens.
9. Ring of Petrification - Putting this ring Does tricks, too, like a smart and more
on will turn a person to stone, except for obedient snake might. Tell it “Coil” or
the ring. Someone else can remove the “Slack” or “Come here, rope” and it will.
ring, and thereby return them to flesh. 16. Arrows of Acheron - Crafted in
10. Seed of Ice - If dropped in a body of darkness by a blind fletcher, these arrows
water, will "freeze" an area up to 20' can find their target in even the deepest
darkness. An archer may fire them blind,

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