You are on page 1of 6

The Basics

lurking calamity raiding blowback


cycle
of recovery dungeon logic review goal + target raid plan review
loot roll calamity roll plan + details blowback roll
play downtime calamity engagement roll blowback

actions making action rolls position and effect action rolls consequences
BRAINS 1. Detail your intention. P/E are left unsaid unless the GM Roll the chosen action rating Š Reduced effect: This action isn’t
scan / perceptively What you want to accomplish modifies them, as such: (with position and effect) as effective as desired.
tinker / cleverly 2. Describe your approach. Š Worse position: You are put into
trick / slyly Choose an appropriate action POSITION EFFECT greater danger.
3. GM okays the roll or modifies Failure: You suffer a consequence. Š Shock: A temporary mental or
MUSCLES position and effect. dominant strong Mixed: You do it + a consequence. physical condition. Take -1d to the
4. You can also modify the roll: (light risk) (great results ) Success: You do it. next roll with an action under the
finesse / precisely
Š Spend a dark heart (+1d) Critical: Also, get +effect or a bonus. attribute.
skulk / sneakily default default
Š Take a dark bargain (+1d) Š Bloodied / death: A severe injury,
smash / powerfully (some risk) (expected results)
Š Go hard (+effect, -position) giving shock to all attributes.
GUTS Š Get an ally to assist (+effect, but dire weak CLOCK TICKS / HEART SLASHES Š Complication: A new problem,
they are open to consequences) (heavy risk) (light results)
Failure Mixed Success Critical mounting danger, or a new threat.
banter / affably Š Team up with allies (all joining Š Pay Cost: The GM allows the player
invoke / magically 0 1 2 3+
roll and you take the best result) deadly zero to decide their own consequence.
threaten / forcefully 5. Decide to roll or call it off.
(extreme risk) (no results) Strong: +1 Weak: -1 (except on a failure)

resistance rolls flashbacks minions gold


Roll the chosen action rating. Š Spend stress to flashback to a scene between JOBS (inform what items they carry) Gold is an abstract measure of wealth. It
now and the last recovery, rolling 1 or 2 actions. Š Acolytes Š Jesters Š Scouts doesn’t have to represent actual gold.
Š Can pay cost to perform a downtime action. Š Alchemists Š Mages Š Thieves Š You can control a max of three gold at
Failure: Partially negate, take 3 stress. Š Builders Š Miners Š Trappers a time. Any extra goes into the hoard.
Mixed: Partially negate, take 2 stress. Š Cutthroats Š Priests Š Tricksters
Š Envoys Š Raiders Š Witches Š Generally gained through loot rolls.
Success: Fully negate, take 1 stress.
Critical: Fully negate, clear 1 stress. compels Š Grunts Š Sappers Š Workers
PAY GOLD FOR:
Š Follow a compel and gain a dark heart or spend DARK IMPULSES (inform consequences) Š A vile friend or faction to help you.
stress to suppress it. addicted - aggressive - disloyal - greedy Š Minions to perform a downtime action.
Š You can’t use the same action that Š Other players can suggest compels or you can Š Minions to join you on a raid.
impatient - lazy - moody - superstitious
caused the consequence. compel your own PC. Š Recruiting a minion pack.
Š The action can’t have weak effect as a Š Attracting a creature.
normal action roll. UPGRADES (cost 1 gold) Š Upgrade a minion pack.
Š You cannot resist a consequences Š Adept: Can cast a single tier 2 spell per cycle.
suffered from overdoing it, blowback, going feral
Š Equipped: Have a defense of your choice.
or calamity. While feral, abilities cost no stress, but you cannot Š Expendable: Automatically re-recruited without
flow of information
use stress otherwise (including resisting). spending gold or taking a downtime action.
RESISTING DEATH 1. Stop play as soon as possible Š Fluent: Speak the light tongue with an accent. Š Simply ask the GM a question about
Š Failure: You die. 2. Everyone states what they think your impulse Š Mindset: Fearless - loyal - zealous - make one up. the world when you want to learn
Š Mixed: You’re knocked out of the would drive you to do Š Strapped: Have 1 supply slot from your supply. something. Anything known by normal
scene, possibly severely injured. 3. Choose one or come up with your own Š Trained: Take +1d on one downtime action type. people living in an area should be
4. Take a dark heart after the action roll Š Versatile: Have extra actions (2d, 1d, 1d). told to the players. Everything else is
DEATH KNELL hidden information.
When you die with dark hearts Š You can act on any knowledge you
remaining, you can take one final action. have, even if your character doesn’t
Š Take +1d for each dark heart left. power struggles gear & supply
know it.
Š Any ally watching gains a dark heart. Power struggles are purely narrative decision Š Gear: The 4 items you carry on you at all times.
making devices. They have mechanical impact. These items as a whole provide you with a HIDDEN INFORMATION
DEFENSES 1. Roleplay the scene until things hit a point where defense. When you successfully learn hidden
Š Act as if you rolled a success on a the struggle needs to be resolved. Š Supply: Items that can fit into a backpack and information, it is revealed through one of
resistance roll, but you take no stress. 2. Roll an action as a fortune roll and compare sometimes carry on you. You have two supply the following methods (GM’s choice):
to see who comes out ahead. On a tie, choose a slots and when you mark one of them, you can Š Ask Questions: You ask, GM answers.
different action and narrate/roll again. declare that you’re carrying one of the items Š Establish Facts: You decide the info.
3. The winner narrates how they won. you have listed in supply. These slots refresh Š Reveal Secrets: GM reveals something.
4. The loser narrates how they deal with losing. during recovery.
1
Dark Arts
laws of monster science laws of spell magic laws of ritual magic
Monster science is based on how pseudoscientifically possible or Spell magic is based on what a spell can accomplish compared to Ritual magic is based on how much impact it will have on the
how dangerous it is to create. The tech level of a dungeon tends what can be accomplished with another action. story, especially its impact on NPCs.
to be “shoddy steampunk,” but it can be defined differently by Š Tier 1: Equal to a normal action. Š Tier 1: Minor impact on the story.
your group. Monster science is judged as follows: Š Tier 2: Equal to a quick team effort or a solo effort over time. Š Tier 2: Moderate impact on the story
Š Tier 1: Simple / Safe Š Tier 3: Equal to a team effort over time or normally impossible. Š Tier 3: Major impact on the story
Š Tier 2: Complex / Risky
Š Tier 3: Convoluted / Dangerous At the GM’s discretion, a blowback roll can be made just before a
ESSENTIAL RULES ritual is completed to see if anyone intervenes.
Š Tier 1: Can be cast by anyone with a proper magic focus.
EDGES Š Tier 2: Take -1d on Invoke.
Š Tier 2 project to add an edge. Š Tier 3: Take -2d on Invoke. RITUAL REQUIREMENTS (1 per tier):
Š Edges improve on existing functionality. Š Each spellcasting path has unique limitations. Additional Š Blood magic Š Sacrifice
Š Example edges: camouflaged, hidden, light, terrifying, trusty, limitations might also be added by the GM and player. Š Fasting Š Secret knowledge
pulverizing, or powerful. Š Confer action rating: Spell tier equals the new action rating. Š Intimate materials Š Special focus
Š Confer ability: Requires a tier 3 spell. Š Place of power Š Timing
CONCOCTIONS Š Rare ingredients Š Trial
SUMMONING SPELLS Š Ritual Cleansing Š Come up with one!
Š Brewing: Always a tier 1 project, no matter the tier you make.
One downtime action makes 2 doses, which become volatile Š Tier 1: A minion that performs a single task, disappearing,
on a mixed. You take -1d for a tier 2 and -2d for a tier 3. falling apart, or dying afterwards. RITUAL EXAMPLES
Š Tier 2: A minion pack with no upgrades that lasts a scene. Š Tier 1: All milk in town goes rancid, causing paranoia.
tier 1 tier 2 tier 3 Š Tier 3: A minion pack with either a single upgrade or an extra
Š Glowstick Š Stonemelt Š Bottled Fury Š Tier 2: A large wall of ice is conjured, blocking the pass.
3d action that lasts a scene. Š Tier 3: A blight descends upon the region, destroying
Š Stink Bomb Š Tarbomb Š Lightbender
Š Sneezing Powder Š Nervewrecker Š Quickfreeze farmland for miles around.
Š Itching Dust Š Thunderstone Š Zombiejuice
Š Firedancer Š Zoner Š Heartstop POTIONS
Š Wide-Eye Tablets Š Metalshards Š Essence of Night Š Brewing: Always a tier 1 project, no matter the tier you make. MAGIC ITEMS
Š Blistermaker Š Firebomb Š Quickrust
Š Fire Oil Š Quicksleep Š Kaboom One downtime action makes 2 doses, which become volatile Š Requires a ritual of a tier equal to the item being enchanted.
Š Darkwater Š Suregrip Š Anti-Gravity Torch on a mixed. You take -1d for a tier 2 and -2d for a tier 3. Š Measured in tier in the same way as a ritual, based on its
Š Painkiller Š Friendmaker Š Magnetizer impact on the story.
Š Beastlure Š Dreadfood Š Unarcana Stone
tier 1 tier 2 tier 3
Š Blowfish Š Terror Š Invisibility Š One of the special requirements is a special focus, which is
Š Shrieker Š Outburst Draught Š Tremorbead
Š Sticky Š Firebreath Š Tongues the item to be enchanted.
Š Firefly Š Spiderlegs Š Ratsize
Alchemical Reagents (no mechanical benefit) Š Lies Š Portable Doorway Š Mimic
A magic item might need to be balanced. You can do so with one
Š black powder Š mold spores Š quisilver Š Mixed Visions Š Speedy Š Earbug
Š brimstone Š moondew Š realgar Š Cowardice Š Blur Š Freeshade (or more) of the following:
Š cold iron Š mugwort extract Š saltpeter Š Illusory Form Š Dalgeth’s Brew Š Animal Form Š Activation: You must activate it in some way, such as by
Š ginger extract Š myrrh Š sea salt Š Slipperiness Š Squallsight Š Quickmend taking stress or paying cost. After activation, it might only be
Š gold flakes Š nightshade Š silver Š Blinding Š Turnheart Š Mooncurse
usable once or for a short time.
Š magnesium Š phosphorus Š thistle Š Giantvoice Š Wizardwick Š Expertise
Š Strength Š Mindwall Š Intangible Š Limited Use: It only has a certain number of uses before it
Š Speed Š Snakejaw Š Ironskin becomes completely unusable or needs to be recharged in
CONTRAPTIONS some way.
Š Contraptions always have a volatility. Tier 1 contraptions gain Ingredients (no mechanical benefit) Š Volatile: It’s volatile, having some negative effect on the user
an additional volatility on a mixed. Š bat wings Š fool’s gold Š rabbit foot when used.
Š beetle bugs Š frog spit Š rose thorns
tier 1 tier 2 tier 3
Š bent ring Š four-leaf clover Š rusty key tier 1 tier 2 tier 3
Š broken mirror Š owl feather Š scorpion tail
Š Lighter Š Parachute Š Rocket Pack Š Bag of Luck Š Displacement Arrows Š Goldmonger’s Tooth
Š crushed pine cone Š poison ivy Š seashells
Š Gas Mask Š Shockstick Š Night-Vision Goggles Š Driftcloak Š Immovable Armor Š Rust Shield
Š curdled goat milk Š pumpkin seeds Š snake teeth
Š Monocle Spyglass Š Portable Trampoline Š Chainsaw Š Ember Ring Š Spiteskull Š Werepelt
Š Rapid-Reload X-Bow Š Welding Torch Š Rocket Boots Š Marionette Š Endless Bottle Š Cursed Mirror
Š Candlehelm Š Escape Balloon Š Flamethrower Š Special Ingredients: Take +1d brewing when you sacrifice a Š Waterstep Boots Š Bag of Devouring Š Stasis Ring
Š Rope Launcher Š Spring Boots Š Waterbreather valuable item such as fairy dust, a lion’s tail, mermaid scales, Š Spidersilk Lute Š Lookout Cap Š Covensworn Tome
Š Snorkel Š Glider Š Auto-Lockpick Š Bouncy Boots Š Thundering Mace Š Mind Distillery
prince tears, or unicorn blood. Š Grasping Shield Š Dancebox Š Cloak of Invisibility
Š Spring-Loaded Dagger Š Mining Drill Š Backpack Catapult
Š Concoction Launcher Š Sticky Gloves Š Clockwork Servant Š Vision Helm Š Eye of Melawa Š Cube of Knowledge
Š Bear Trap Š Two-Wheeler Š Laser Eye Š Snake Lock Š Cursed Coin Š Harvesting Axe
Š Corner Mirror Š Electromagnet Š Robotic Limb Š Tracking Jewel Š Blink Boots Š Storm Orb
Š High Pitch Whistle Š Retract-o-Claw Š Boomstick Š Soul Falk Š Bloodstone Š Withering Staff

2
Raiding & Blowback
raiding process goal target set the raid scene
1. The players choose a goal and a target. Players come up with a goal to pursue. When indecision or disputes Š Players look for a target that The GM decides what type of raid
2. The GM sets the raid scene, focusing on the goal, arise, use a power struggle to resolve it. Some example goals: makes sense for their goal. scene makes sense. Most raids
the approach, or the getaway. Š Acquire materials for a room Š Press minions into service Š Targets belong to factions, are focused on fulfilling the goal
3. The GM asks the PCs some questions to set details Š Aid or hinder a faction Š Pressure a faction to act being one small part of the itself. When the goal is not very
about the raid and the target. Š Further your master plan Š Stop a troublesome clock overall faction. challenging, it can focus on:
4. The GM rolls engagement and starts the raid Š Fulfill ritual requirements Š Subjugate a faction Š You are on equal footing with Š The Approach: Difficulty in
with the first step already in progress. Š Get your revenge Š Wrangle powerful beasts factions at your tier. getting to the target.
5. The group reviews the raid plan and the GM rolls Š Pillage for the hoard Š Just for the fun of it! Š Hitting equal or higher tier Š The Getaway: Difficulty in
blowback. targets gives more loot. getting out of the area.

choose a raid plan, set some details the raid pillaging


Ambush: hit them when they least expect it, Stealth: slip in, find what you’re after, and slip The GM rolls engagement, considering the Š Must perform a setup raid, which makes
making sure they don’t take any of you down out quietly, being noticed as little as possible. following factors: the pillaging raid possible.
in the process. Example questions: Example questions: Š The dungeon’s tier vs. the target’s faction’s tier Š Pillaging raid must be against a target
Š Why is their guard down? Š Where do you slip in? Š The target is particularly strong/weak against belonging to a faction higher tier than
Š Where are you waiting? Š What time of day is it? the chosen plan your dungeon.
Š What’s the signal? Š Do you split up? Š The PCs are working with good/bad Š The setup raid can be against a target from
information a different faction than the pillaging raid.
Assault: bring full force to bear, driving off Strike: bust in, get what you want, and run Š The faction has been hit by the dungeon before Š Make a loot roll after the setup raid.
or killing all those who stand against you. out quickly, without deviating from your goal. or they’re caught unaware Š Drops the target faction a tier after a
Example questions: Example questions: Š Recent events in the sandbox has the faction on successful pillaging raid.
Š Where does the assault begin? Š How do you get in? the lookout for trouble
Š Who leads the way? Š Who signals to get out? SETUP / PILLAGING EXAMPLES
Š Do you avoid any targets? Š What guards your prize? loot from a raid Š Stealth (setup): Sneak into a river town,
During a raid, you start at 0d and take +1d to your steal some ships, and float downriver.
Negotiation: talk it out, tell lies, or offer Trickery: confuse, lure, or trick them into Š Strike (pillaging): Use the boats to launch a
loot roll for each of the following:
something to get what you want, spilling as doing what you want, without letting on until strike from the river against a larger town.
Š Target belongs to a faction at least equal to the
little blood as possible. Example questions: it’s too late. Example questions:
dungeon tier.
Š Where’s the meeting spot? Š What do you want them to do? Š Trickery (setup): Light buildings on fire to
Š Each tier the target faction is above the
Š What are you offering? Š Why would they do that? make those in the arcane college leave.
dungeon tier.
Š Are you there in good faith? Š Does it matter if they know after? Š Negotiation (pillaging): Use bombs to force
Š Each source of good loot you grabbed.
Š Each adventurer taken out. them into negotiating when they return.

blowback review the raid plan blowback rolls


Blowback is a consequence that your dungeon After the raid, review the raid plan together and how well you followed it. The GM is the final judge. How did the raid plan go?
suffers, caused by not following your plan closely Š Ambush: Minimize your own losses. Š Stealth: Avoid being noticed.
enough. It can be something that is immediately 1d 2d 3d
1d: You took heavy damage. 1d: You were clearly spotted and identified.
accepted and resolved or you can jump into a scene Off the rails A little awry Perfectly
2d: There were a few injuries. 2d: You were spotted, but recovered.
to try to deal with the fallout of the situation. 3d: Nobody in your group was injured. 3d: They had no idea of your presence.
Failure: You suffer major blowback!
Š The GM decides what form blowback takes. Š Assault: Kill or drive off all opposing you. Š Strike: Stick to the path and get out quickly. Mixed: You suffer minor blowback!
Š It can sometimes result in dungeon invasions. 1d: Significant forces remained when you left. 1d: You got caught up in other endeavors. Success: Each PC gains a dark heart.
Š It can’t be resisted. 2d: Most on the scene fled or were killed. 2d: There were a few distractions. Critical: Also, a faction takes the blame.
Š It can be pocketed by the GM and brought out at 3d: It was a complete slaughter, crushing all. 3d: You didn’t diverge from the plan once.
an opportune time later.
Š Minor blowback is an inconvenience, but one Š Negotiation: Avoid conflict. Š Trickery: Don’t let on until it’s too late. random blowback
that you’re likely equipped to ignore or handle. 1d: It devolved into a bloody fight. 1d: They saw right through your intentions. 1 Dungeon inv. (weak) 4 Travel trouble
Š Major blowback is an immediately pressing 2d: Things were tense, but nobody died. 2d: They did as you wanted, but were suspicious. 2 Dungeon invasion 5 Factions / Sandbox
concern that must be dealt with. 3d: You maintained control throughout. 3d: They did exactly as you wanted.
3 Dungeon inv. (strong) 6 Ambush / Capture

3
Lurking & Calamity
lurking process recovery loot rolls counting loot
1. The PCs go through recovery, healing up and At the beginning of each lurking When you count loot, each die rolled gives you
Roll dice equal to the amount of
resetting abilities. phase, the following happens: something according to its result.
loot in the last raid / invasion.
2. The players make a loot roll, counting their loot Š All stress clears. Š Overdo it: If you gain more dark hearts than your
from the last raid. Š Shock clears. max from loot, you suffer a consequence depending
3. The dungeon tier increases if a pillaging raid Š Bloodied condition clears. Failure: Enjoy revelry and gain a dark on your choice of revelry.
was successfully pulled off. Š Used supply slots clear. heart, but possibly overdo it. Š Valuable item: Tier 1, has an edge, or is something
4. The players perform their downtime action(s) Š Used defenses clear. Mixed: Gain 1 gold. quite rare.
and can pay minions to do so, too. Š Once per cycle abilities, items, and Success: Gain a valuable item of the Š Powerful item: Tier 2, tier 3, or something very rare.
5. The GM performs the imps’ downtime action. rooms refresh. player’s choice. Š If you find something consumable, you usually gain a
6. The group reviews dungeon logic and the GM Š Your dungeon attracts a creature Combine two successes: Gain a few doses or a shared supply of it.
rolls calamity. if you have an empty lair, filling powerful item of the GM’s choice. Š Invasions from blowback add to the loot from raids.
lower tier lairs first. Š Invasion from calamity are rolled on their own.

dungeon tier increases discovery rolls downtime downtime projects


When your dungeon tier increases How likely is a good discovery? Š Each player gets one downtime action, Š Brew a concoction or potion. Project tier = tier 1, regardless
from a raid, the following happens: plus any extra from calling abilities. of the concoction or potion tier. Makes 2 doses. On a mixed,
Š The GM makes a discovery roll 1d 2d 3d Š You can pay a minion 1 gold to perform a it becomes volatile.
(usually 2d) and adds it to your Unlikely Toss-up Likely downtime action. Š Build a lock, room, trap, or trick. Project tier = the tier of
dungeon. Š Downtime actions are usually made with what you’re building.
Š Add a creature lair of a tier equal Failure: Clearly hurts the dungeon. dominant position. Š Contact a vile friend, faction, or other npc. Project tier =
to the current dungeon tier. Mixed: Light impact, not good or bad. Š Torture doesn’t have dominant position. depends on how much assistance you ask for.
This also immediately attracts a Success: Clearly improve the dungeon. Š The GM rolls the dungeon tier for the Š Craft an item, edge, or contraption. Project tier = tier 1 for
creature. Critical: Two “success” discoveries. imps’ downtime action. mundane items, tier 2 for edges, or the tier of the contraption.
Š PCs and dungeon denizens grow Š Risk It: You can reroll any downtime Š Incant a ritual. Project tier = the tier of the ritual. Also
in power, being able to stand on action that has a dominant position with requires one special requirement per tier.
equal footing with factions at random discovery normal position instead. Š Recruit a pack of minions or attract a creature. Project tier =
their new tier. 1 Earth formation 4 Resource / Stockpile
tier 1. It’s only possible if you have an open minion slot / lair.
project tiers Š Torture a prisoner. Project tier = tier 1 to learn a secret or
2 Liquid formation 5 Creature / NPC
Dungeon tier also contributes to Tier 1 Tier 2 Tier 3 equal to their tier to break them and force them to do your
engagement rolls and how much loot 3 Forgotten structure 6 Magic / Science 1 Action* 4-Seg Clock 8-Seg Clock bidding. You learn one secret and prisoners know a number
you gain from raids. of secrets equal to their tier. Torture does not have dominant
Tier 1: A mixed means you pay cost. A critical gives
something extra.
position by default.

calamity review dungeon logic calamity rolls


Calamity is a consequence that your dungeon After the raid, review the raid plan together and how well you followed it. The GM is the final judge. How much are denizens grumbling?
suffers, caused by not following dungeon logic.
It can be something that is immediately accepted Š Atmosphere: Does the layout feel like a dungeon and do the minions enjoy living there? They want 1d 2d 3d
and resolved or you can jump into a scene to try to your dungeon to make sense, feel like a dungeon, and have at least some rooms that they can enjoy. Heavily As usual Not at all
deal with the fallout of the situation. They desire a place that feels evil and dungeony.
Š Growth: Has the dungeon been steadily growing, increasing in tier and adding rooms and
discoveries? They yearn for power as much as their masters do because belonging to a strong Failure: You suffer major calamity!
Š The GM decides what form blowback takes. Mixed: You suffer minor calamity!
Š It can sometimes result in dungeon invasions. dungeon means greater raids and more revelry.
Š Hierarchy: Are weaker creatures likely to face adventurers before stronger ones? Powerful Success: Minions gain morale and join
Š It can’t be resisted. the next raid for free.
Š It can be pocketed by the GM and brought out at monsters, such as upgraded minions, think it’s beneath them to face the enemy first.
Š Loot and Revelry: Has there been a steady flow of loot into the dungeon and has the dungeon Critical: Also, a “success” discovery.
an opportune time later.
Š Minor calamity is an inconvenience, but one survived your revelry intact? Making sure you go out of your way to increase loot rolls helps keep random calamity
that you’re likely equipped to ignore or handle. grumbling down.
1 Dungeon inv. (weak) 4 Denizen trouble
Š Major calamity is an immediately pressing Š Worthy Masters: Have you formulated a solid master plan and garnered a reputation of evil? You
concern that must be dealt with. have to present a strong front and any chinks in that armor quickly become apparent to those 2 Dungeon invasion 5 Structural problem
below you. 3 Denizen trouble 6 Outside interference

4
Dungeon Defense
invasion process starting location rolls
1. Roll the starting location of minions.
Roll 1d for your minion pack.
2. Minions start unaware until invaders
enter an adjacent room or they have
good reason to suspect an invasion. Failure: Start in a terrible situation.
3. Wicked Ones can’t leave the sanctum. Mixed: Start in a less than ideal
4. Adventurers enter at the entrance situation.
unless they know another way. Success: Start in a good situation.
5. They follow pathing rolls to move
through the dungeon, eventually MINION AWARENESS
arriving at the sanctum. Minions can’t act on player knowledge
6. Players roll and narrate anything on until they become aware of invaders.
their dungeon duties list. They only become aware when invaders
7. When invaders enter the sanctum, roll enter rooms directly adjacent to them or
engagement and begin the final battle. they are alerted by some other means.

pathing rolls lock rolls


GM asks for the desired path and Roll the lock’s tier.
rolls 1d to see if invaders follow it.
Failure: They move through the door.
Failure: They go the other way. Mixed: They go another way.
Mixed: They take the desired path. Success: An adventurer wastes a move,
Success: They take the desired path. then they go another way.
Critical: Each adventurer wastes a
move, then they go another way.
Š The GM narrates their movements.
Š Being in close proximity activates
traps and tricks and creature lairs Š When there is no other way forward,
pull in nearby invaders. they will try the lock again.
Š Repeated defenses (not only traps) Š They eventually overcome locks, even
take a -1d penalty on the roll. if they have no moves remaining.
Š Adventurers recover a heart slash
when they first leave a tier 3 room.

creature rolls trap rolls


Roll the creature’s tier. Roll the trap’s tier.

Failure: Slain or flees the dungeon. Failure: Trap is disabled or avoided.


Mixed: Damage an adventurer of the Mixed: Damage an adventurer of the
GM’s choice and is knocked out. GM’s choice.
Success: Damage an adventurer of your Success: Damage an adventurer of your
choice. Roll again. choice. Roll again.
Critical: Damage two adventurers of Critical: Damage two adventurers of
your choice. Roll again. your choice. Roll again.

Š Cannot damage the same adventurer Š Cannot damage the same adventurer
twice in a row unless they’re alone. twice in a row unless they’re alone.

trick rolls Roll the trick’s tier as a fortune roll to determine its effectiveness.

5
Gamemaster
lurking calamity raiding blowback
cycle
of recovery dungeon logic review goal + target raid plan review
loot roll calamity roll plan + details blowback roll
play downtime calamity engagement roll blowback

setting position and effect engagement engagement rolls fortune rolls


Modify P/E when the PCs: Default P/E is left unsaid if the PCs are Rolled by the GM when the How likely are they to start off well? How likely are they to get lucky?
Š Have the upper hand. on equal footing. circumstances in a scene are
1d 2d 3d 1d 2d 3d
Š Are in a tight spot. unclear. Consider factors
POSITION EFFECT such as these: Unlikely Toss-up Likely Unlikely Toss-up Likely
Š Are in a very bad situation.
Š Knowledge of the target or
Consider these circumstances: dominant strong lack thereof Failure: Start in a tight spot, with Failure: It’s not good at all.
(light risk) (great results) Š Tier, whether it is higher
Š Action being used consequences already being inflicted. Mixed: It’s good, but not perfect.
Š Scale of each side or lower Mixed: Start on equal footing. Success: It’s an ideal situation.
default default
Š Quality of equipment (some risk) (normal results) Š Outside help from their Success: Start with the upper hand. Critical: Also, they get more than they
Š Skill level of opponent side or the enemy’s Critical: Also, get a lucky turn of events! were hoping for!
Š Defenses and resistances dire weak Š Environment helping or
Š Magic potency (heavy risk) (light results) hindering them
Š Environmental conditions Š Plan, whether it’s a good Š Clarify which party you’re rolling for
Š Specific situations deadly zero choice or not. before the roll as the results are from
(extreme risk) (no results) that party’s perspective.

determining consequences adventurers defensive move rolls


The severity of a consequence is based on its position or the Every adventurer has the following characteristics: Roll the adventurer’s tier.
situation within the fiction.
Š Class, which defines their equipment, role in an
dominant default dire / deadly adventuring party, and what moves they can make. Failure: They resist nothing.
↓ ↓ ↓ Š Hearts equal to their tier + 1. Each heart takes two Mixed: They partially resist it.
annoying frustrating devastating slashes to take out and an adventurer is knocked out, Success: They fully resist it.
annoying killed, or forced to flee when all hearts are gone. Critical: Also, they immediately make a
lose dominant position free offensive move.
Š You can mix and match different types of consequences. complication
Š Passive, which represents something that is always
Š The harshness depends on the overall tone of the game. true about them.
Š The severities have overlap, so a “harsh” frustrating Š They can make three moves, decided on the fly. Š Can’t be used against a critical.
reduced effect Offensive moves inflict consequences. Defensive
consequence and a “light” devastating consequence shock
might be the same. moves resist PC actions.
Š Traits and motivations can give them more depth and
Š Don’t pull your punches. The PCs have a lot of defenses at
position becomes dire might affect position and effect.
HIRELINGS
their disposal. Make them use them. reduced effect + complication
Hirelings are like a mini-adventurer.
TYPES OF CONSEQUENCES positive traits negative traits motivations They have 1 heart and can either make
Š Clever Š Brash Š Challenge
Š Reduced effect: Represents impaired performance frustrating Š Confident Š Cocky Š Exploration
1 move or have a passive. Example
and is handed out on some mixed actions. It is best Š Generous Š Dishonest Š Justice hirelings:
used sparingly. Š Helpful Š Dumb Š Respect Š Archer Š Footpad Š Priest
shock + position becomes dire
Š Worse Position: Represents losing control or slipping Š Honest Š Greedy Š Riches Š Boatman Š Forester Š Rat catcher
shock + complication Š Optimistic Š Impatient Š Thrills
into a more dangerous situation. Š Burglar Š Guard Š Rider
Š Persistent Š Indecisive Š Vengeance Š Butcher Š Guide Š Sailor
Š Shock: Represents temporary mental or physical Š Steady Š Stubborn Š Carpenter Š Inventor Š Sawbones
conditions and ailments. bloodied Š Cartographer Š Linguist Š Scholar
Š Bloodied / Death: Represents severe injury. If suffered Š Chronicler Š Locksmith Š Scribe
while already bloodied, they die instead. adventurer classes Š Cook Š Lumberjack Š Singer
Š Driver Š Mercenary Š Spelunker
Š Complication: Represents changing situations, likely Š Academic Š Cleric Š Monk
creating additional challenge, starting/ticking a clock, or devastating Š Alchemist Š Death Knight Š Occult Slayer
Š Farmhand
Š Fisherman
Š Messenger
Š Miner
Š Swordsman
Š Trader
bloodied + complication Š Amazon Š Defender Š Ranger
modifying position and effect for upcoming actions. Some Š Aristocrat Š Druid Š Scout
Š Footman Š Pathfinder Š Trapfinder
death
examples: Š Assassin Š Eldritch Warrior Š Shadowdancer
Š Barbarian Š Illusionist Š Slinger
Š Lose an item Š Gear malfunctions
Š Bard Š Inquisitor Š Spellbow
Š Lose the opportunity Š Environment changes Š Buccaneer Š Knight Š Templar imp downtime action
Š Something bad arrives Š Obstacle in the way Š Centurion Š Lancer Š Weaponsmith
Š Chaos Mage Š Mage Hunter Š Wildling Each lurking phase, the imps take a
Š Magic backfires Š Directly hindered
downtime action rolling the dungeon tier.
6

You might also like