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AS THE GUIDE, you'll find that the rules are really heavily “player-
facing”. When your monsters get their 'turn' in fights, you don't make TAKING TURNS is referenced by all over the place,
fighting rolls – you force players to make fighting rolls against those as the thing you do when there's a fight. The
monsters. And it's all like that. assumed method for taking turns goes like this:
As Guide, you just decide. What kind of encounter goes here? Who • The things opposed to the characters act; each
does the monster attack? Should the players roll for something, or does gets a turn in whatever order the Guide likes,
it just succeed or fail outright? Should this roll be a little different with which it might or might not use to force a
another thing to spend + and – to get or avoid? Is there treasure in the character to make a roll.
tomb under the shrine? Your call. If you like randomness, that's your • The characters and any Guide-played friends they
decision too. Make the references into cards and shuffle them, or roll have act; each gets a turn in whatever order they
dice, as you like. like, or just going around the table, which they
Do get to know the actions that the players have material for, and then can use to make rolls or do other things.
call for those to be used! Make the players roll to get things, to avoid • Then the opposition goes again, and so on.
things, anytime you're not ready to just nod or feel like you must say no.
• Sometimes the players go first.
OTHER RULES BITS GARGOYLE
CONDITIONS are pretty straightforward once rolls and actions are understood. A
couple of things that might not be obvious on those references:
• When a player takes two wounds or gets +2 Tangled, they add two tokens to
that aspect if it's on them, or get it out and put two tokens on it.
Gargoyles can fly; they can only be
• If it seems like a character or place should get a second copy of an aspect, they fought at range, unless they choose
to engage up close.
don't – if tokens are being added, add them to the existing copy of the aspect.
12
BITE CLAW
+2 Wounded +1 Wounded
THREATS Have a few components to look at: Brawl Brawl
ROCK DROP
• Some notes on special rules, which are given in pretty plain +3 Wounded
language. Volley
• A big red dot, with a number in it. This is the “maximum
health” of the threat. When a threat takes wounds, put
the tokens right onto it instead of on an aspect. When the
tokens hit this number or higher, the threat is defeated,
SHRINE 20 downed, or killed.
• Below health, attacks are listed. These are each given a
name, the aspect they add to or inflict (and how much, if
so), and whether they are close combat or ranged attacks.
Most shrines have long been PLACES have a few rules pieces as well as their general description:
stripped of all valuables, but not yet
all – and some shrines are wakeful • A note on whether conflicts in the area usually start close-up or at range, and a
tombs, as well. note on how likely the area is to be warded.
Mixed: Conflicts here start entirely
as the situation demands. • A “normal threat limit” in a black dot. When a monster with a maximum health
larger than this appears here, it's odd. This doesn't mean Guide won't ever have
Warded: Always. The warded such a creature there – but it does mean that when it happens, it may bear
aspect can't be removed from a investigating.
shrine (even with conjuring).
However, there are usually no
tokens on the aspect.
Every character has room for treasure
and provisions, and can carry up to ten
ITEMS of each before they need to split them
into “two items”. One treasure will
buy you one provisions, at market.
Treasure can also be used to buy other
TREASURE PROVISIONS
items, as listed below – the number in Tokens here are money you Tokens here are food; spend
the orange dot is the treasure value of can spend to buy things; each one to cancel getting hungry,
the item. item has a “treasure value”. or to turn a token on hungry
into one on weary.
SICKLE
2 You deal two damage per hit, and
can spend + to remove three
tokens from tangled on any target 3
BOW
Tokens on the bow are small lots of arrows
– ammunition. A bow can be bought with
you can reach. five, and added arrows are 1 treasure each.
SPEAR
ARMOR
7 You can put one damage from any hit onto
armour, until there are five on it. During a
day or night of rest, you can remove one of
THE KEEPSAKE
Points the direction to a “place of
darkness” by some magic. A compass
these tokens as you tinker it back into shape. for finding adventures.
GUIDE TRICKS AND PREP
WHEN NOX AND AURA MEET FOR THE FIRST TIME, all the
world will hold it's breath for a moment. They are twins, and did not
know of each other.
Nox, in that moment, will crumble to ash. And then Aura will do
likewise, with Nox appearing where Aura stood moments before.
And again, and again.
By the third transition, both of these two will have understood and
felt the balance between them. They must decide which of them is
shrouded, and which material, at any given moment.
TACTICIAN
HEALER
SALVO
Your master Dame Enia followed the Baron into the wood last
month. You have resolved to go out and find out what
happened to her, but you know you won't survive there alone.
CONJURER
CYCLIC
CYCLIC
At the end of any day away from If you are carrying more than three Each token here is “one wound”.
ready foodstuffs, put a token on items when you travel, add a token
this unless you use up provisions. here, in addition to other weariness If you have 7-9 wounds, you are
If there are tokens on this seriously injured; roll one less die.
If you already have a token on it, condition, then when you would from travel.
and would place another, take a take a turn, you may either skip If there are seven tokens here, any If you have 10+ wounds, you are
wound instead. While you have this that turn and remove a token from further tokens that would be put on down and only sometimes awake;
aspect, you cannot heal wounds. it, or take weariness equal to the it become wounds instead. at most, you can crawl slowly.
tokens on it and then act. If you When you rest for an extended
Use one provisions to clear this act while bound, roll one less die When you rest for an extended
token, or do so freely after a night period (a full night or day), take period (a full night or day), take
per token on any roll required. one token off this condition.
somewhere you are fed. two tokens off this condition.
KEY
GREENWOOD
WILDWOOD
THORNWOOD
MEADOW
COTTAGE
SHRINE
STRONGHOLD
TOWN
THREATS