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Introduction

Suddenly an Ogre is a short gamebook using the Dungeon World system. Most choices that you make
correspond to Basic Moves of the game. This gives you an opportunity to experience a bit of
gameplay without a GM.

The title is an homage to the essay “Suddenly Ogres: What to do on Spout Lore and Discern
Realities misses” by Vasiliy Shapovalov.

Published using the Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)
license. You are encouraged to adapt this for your game system of choice. Comments and
suggestions welcome, directly in the Google Doc.

For a more traditional gamebook, see Hero’s Arc: Under the Blood-Red Mountain.

Acknowledgements: Thanks to Tam H for her encouragement, and especially for her Dungeon
World SRD.

Content warnings: Violence, gore, death, disappointing a parent.

Instructions
Unlike in Dungeon World itself, for this gamebook you are playing a generic adventurer rather than
a specific class such as Cleric, Fighter, Thief, or Wizard. Your stats:

● Hit points = 18
● Damage = d6
● Load = 9
● All your attributes:
○ CHArisma = 0
○ CONstitution = -1
○ DEXterity = +1
○ INTelligence = +1
○ STRength = +1
○ WISdom = +1
● You don’t have a playbook or any specific moves.
Inventory
Your gear is fairly typical of a starting Dungeon World character, except that you only have 1
ammo instead of 3—

Load = 7 weight Game 1 2 3 4 5 6 7

Dungeon rations (5 uses, 1 weight; 3 coins) ❑ ❑ ❑ ❑ ❑ ❑ ❑

Adventuring gear (1 weight; 20 coins) ❑ ❑ ❑ ❑ ❑ ❑ ❑

Healing potion (0 weight; 50 coins) ❑ ❑ ❑ ❑ ❑ ❑ ❑

Leather armor (1 armor, 1 weight; 10 coins) ❑ ❑ ❑ ❑ ❑ ❑ ❑

3 coins (0 weight) ❑ ❑ ❑ ❑ ❑ ❑ ❑

Short sword (close, 1 weight; 8 coins) ❑ ❑ ❑ ❑ ❑ ❑ ❑

Worn bow (near, 2 weight; 15 coins) ❑ ❑ ❑ ❑ ❑ ❑ ❑

Bundle of arrows (only 1 ammo left, 1 weight; 1 coin) ❑ ❑ ❑ ❑ ❑ ❑ ❑

When you lose, discard, or offer an item, mark a check to indicate that you no longer have it.

Moves
Typically, in Dungeon World and similar games, when you trigger a move by doing something in
the game world, you roll two dice, add the appropriate modifier (if any), and act on the result. On a
10+ (10 or higher), things go well for you. On a 7-9, there is a complication. On a 6- (6 or less),
things go poorly, but you earn an experience point that you can apply towards leveling up in the
future.

For this game book, we’ve rolled the dice for you, to keep the number of branches manageable.
(Actually, we used a 36-card deck of all 2d6 dice rolls, to ensure things were balanced.) For a few
moves, you will need two dice to make a roll, then branch based on the outcome.
Prologue
You ran through the afternoon and night across the grasslands, circumventing the dark wood, and
reached the healer’s hut at noon.

Breathlessly you explained your sister’s illness. The healer gave you a healing potion but
emphasized that time is vital. If you go back the roundabout way you came, your sister will be
dead when you arrive. The forest path is not safe, but it is most direct. It’s your one chance of
saving her.

1:
You have rushed along the forest path for two hours. Suddenly you hear branches breaking not far
from you, and the muffled sound of heavy footsteps on fallen pine needles. You can’t see anything
between the dense pines. The narrow path through the dark wood continues to the north.

What do you do?

➢ Run back along the path south, trying not to make any noise: go to 2. [Defy Danger +DEX.]
➢ Climb a pine tree behind you for a better look: go to 4. [Discern Realities.]
➢ Wait until whatever it is comes closer: go to 6. [GM move.]

2:
[You roll ⚃ ⚁ +1=7. Defy Danger—You stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard
bargain, or ugly choice.]

As you quickly turn to run back along the path, you trip over a root and fall beside the path into
pine needles, your belt tearing, sending your sheathed sword flying. Looking behind you see a
small head high up, poking above branches.

What do you do?

➢ Roll into the brush and remain motionless: go to 3.


➢ Grab your scabbard, unsheathe your sword, and stand ready: go to 6.
➢ Abandon your sword, leap up and rush south down the path: go to 10.
3:
You hear the creature coming closer, moving quickly through the underbrush. Suddenly a small
head, high up, pokes above the trees, stopping just short of the path. Clearly it is a large creature,
perhaps eight feet tall. It sniffs the air, then looks directly at you. Its eyes grow wide, and it strides
onto the path. It’s a monstrous naked humanoid, about eight-feet tall, with a small head. In one
hand it holds a section of tree trunk, like a club.

What do you do?

➢ Try to remember all you know about such creatures: go to 8. [Spout Lore.]
➢ Notch an arrow to your bow and shoot it: go to 12. [Volley.]
➢ Make conversation with it: go to 14. [GM move, possibly to be followed by Parley.]

4:
[You roll ⚄ ⚂ +1=9. Discern Realities—Ask 1 question. Take +1 forward when acting on the answers.]

Climbing the pine tree, you pull yourself up onto a thick limb. Your hands are sticky with pine sap,
and the pleasant aroma of the pine almost lulls you into a sense of comfort. But you see movement
among the pines, and you can’t make out what it is. As it moves closer, you see that it is a
monstrously large creature, perhaps eight feet tall, but with a small head. An ogre! It carries a
section of tree trunk at its side, like a club.

You can ask the GM one of the following questions:

➢ What happened here recently? Go to 5.


➢ What is about to happen? Go to 7.
➢ What should I be on the lookout for? Go to 9.
➢ What here is useful or valuable to me? Go to 11.
➢ Who’s really in control here? Go to 13.
➢ What here is not what it appears to be? Go to 15.
5:
From the tree you see deep footprints across the path, leading into the thickness on the other side
of the path, where you can now see branches that were broken. The ogre must have traveled from
that part of the forest.

You look back down at the ogre and see its nostrils are flared wide. It must have caught your smell,
and it is moving its head back and forth scanning the treetops. It looks right up at you and roars, a
bestial sound that echoes through the forest and scares crows into flight, their caws drowning out
its roar.

The ogre rushes towards the base of your tree.

What do you do?

➢ Climb higher into the tree: go to 18. [GM move.]


➢ Notch an arrow to your bow and try to shoot the ogre: go to 21. [Volley.]

6:
Clearly this is a large creature, perhaps eight feet tall, only its small head poking above the pine
branches. It sniffs the air, then looks directly at you. Its eyes grow wide, and it strides into the
path. It’s a monstrous naked humanoid, about eight-feet tall, with that disproportionately small
head. In one hand it holds a section of tree trunk, like a club, which it begins swinging in front of it
like a scythe.

What do you do?

➢ Try to evade the tree trunk and dart in close to the ogre: go to 19. [Defy Danger +DEX.]
➢ Retreat into the pine trees, defending yourself as you do so: go to 36. [Defend.]

7:
The creature is sniffing the air, its nostrils flaring wide. Most likely it is about to catch your scent.

What do you do?

➢ Climb higher into the tree: go to 18.


➢ Climb down from the tree and run: go to 22. [Defy Danger +DEX.]
➢ Stay motionless in the hope that it doesn’t discover where you are: go to 37. [Defy Danger
+DEX.]
8:
[You roll ⚂ ⚂ +1=7. Spout Lore—The GM will only tell you something interesting: it’s on you to make it useful.
The GM might ask you “How do you know this?” Tell them the truth, now.]

It’s clearly an ogre. The head is human, because ogres once were humans, humans who hid in the
deep woods. There they grew to loathe their ancestors. On the hills above the forests they built
crude stone altars and sacrificed deer and bears to dark gods, until they grew in stature but not
wisdom and began to sacrifice humans to their dark gods as well.

You guess you picked this up from bits of songs the bards sing in taverns.

What do you do?

➢ Notch an arrow to your bow and shoot it: go to 12. [Volley.]


➢ Make conversation with it: go to 14. [GM move, possibly to be followed by Parley.]

9:
The small-headed creature has big ears and large flaring nostrils, but gleaming little eyes. It’s
more likely to hear you or smell you than it is to see you, up in this tree.

What do you do?

➢ Throw pine cones deep into the woods to draw the monster’s attention: go to 23. [GM
move.]
➢ Stay motionless in the hope that it doesn’t discover where you are: go to 37. [Defy Danger
+DEX.]

10:
You rush down the path, as fast and quietly as you can. Fortunately, the path turns and twists, and
you are out of sight of the creature. You hear no signs that you are being followed.

What do you want to do?

➢ Hide off the trail for a while, then return to get your sword: go to 16. [GM move.]
➢ Retrace your steps back along the path, hoping the ogre has gone: go to 31. [GM move.]
➢ Try to cut through the forest towards home, at the risk of getting lost: go to 38. [Defy Danger
+WIS.]
11:
From the tree top, you can see that the trail bends to the east. You can cut through the woods in a
straight line and rejoin the trail further on.

You look from the pine cones on the branches near you back down to the large ears of the monster.

What do you want to do?

➢ Throw pine cones deep into the woods to draw the monster’s attention: go to 23. [GM
move.]
➢ Climb back down and dart through the forest east and try to rejoin the trail further on: go
to 40. [Defy Danger +WIS.]

12:
[You roll ⚅ ⚀ +1=8. Volley—Choose one (whichever you choose you deal your damage).]

Choose one:

➢ You have to move to get the shot, placing you in danger as described by the GM, but
dealing damage: go to 17.
➢ You have to take what you can get [-1d6 damage]: go to 39.
➢ You have to take several shots, reducing your ammo by one (using your final arrows), but
dealing damage: go to 77.

13:
The small-headed creature has gleaming little eyes but large flaring nostrils. It is being led by its
nose, and is far more likely to smell you than it is to see you, up in this tree.

What do you do?

➢ Throw pine cones deep into the woods to draw the monster’s attention: go to 23. [GM
move.]
➢ Scurry down the tree on the other side and hide among the leaves, twigs, and pine cones at
its base, so that it won’t be able to smell you: go to 78. [Defy Danger +WIS.]
14:
“Hello, there,” you say, “don’t mind me. I’m just walking through the woods. I’ll be out of your way
in a moment.”

“You pay toll,” the creature says, in a raspy voice, surprisingly soft for its size. Its eyes are red.

You try to think about what you have that this creature would value. Your armor is too small for it
to wear. Your sword would be like a knife to it. Altogether you have:

● Dungeon rations (5 uses, 1 weight; 3 coins)


● Adventuring gear (1 weight; 20 coins)
● Healing potion (0 weight; 50 coins)
● Leather armor (1 armor, 1 weight; 10 coins)
● 3 coins (0 weight)
● Short sword (close, 1 weight; 8 coins)
● Worn bow (near, 2 weight; 15 coins)
● Bundle of arrows (3 ammo, 1 weight; 1 coin)

What do you do?

➢ Which of these will you offer it? Make your decision: go to 20. [Custom move.]
➢ Keep your stuff. Notch an arrow to your bow and shoot it: go to 12. [Volley.]

15:
Nothing is not what it appears to be?!

It’s a big scary monster with a big scary stick, stomping through the forest looking for heads to
smash.

Actually, its eyes are red, and it appears to have been crying.

What do you want to do?

➢ Remain silent and motionless high in the tree until it passes by: go to 26. [Defy Danger
+DEX, with the danger that it discovers you.]
➢ Climb down the tree and talk with the ogre: go to 41. [GM move, possibly followed by
Parley.]
16:
The ogre comes near, and you hear its snuffling and shuffling. It’s not far from you. You wish you
could wait for dusk but time is of the essence to save your sister. Finally it starts moving away. You
wait until the stomps of the ogre have faded off into the distance. You cautiously, slowly, retrace
your steps back to the general part of the trail where you left the sword.

➢ You recall perfectly where you left it, right? Go to 24. [Defy Danger +WIS, the danger being that
you can’t remember.]
➢ At the time, you memorized where you left it, right? Go to 42. [Spout Lore.]

17:
You take a step forward, centering yourself in the path, and line up a series of clean shots. Two
arrows thunk into the shoulder of the ogre, who howls in pain and rage. [You roll ⚃-1=3 damage. It
has 7 hit points left.] The third arrow zooms over its shoulder as it barrels down on you, moving
surprisingly fast. The ogre is swinging its club at you.

What do you do?

➢ Use your bow to defend yourself from taking the full force of the club: go to25. [Defend.]
➢ Try to roll under its swinging club to come close enough to stab it: go to 43. [Defy Danger
+DEX, the danger being that you are struck.]

18:
While you climbed higher, the ogre began violently shaking your tree. You are swaying back and
forth, barely able to hold on.

What do you do?

➢ Cling tightly to the tree so you don’t fall off to your death: go to 34. [Defy Danger +DEX, with
the danger being you fall.]
➢ Hold tightly to the tree but try to shoot the ogre with your bow: go to 44. [Volley.]
19:
You try to avoid the swinging club, but the monster is faster than it looks, and smashes you to the
ground. [The monster rolls 8 (3 on a d8, plus 5), minus 1 for your armor, for 7 damage. You have 11
hit points remaining.] You clamber back to your feet, your short sword ready.

What do you do?

➢ Stab the monster: go to 27. [Hack & Slash.]


➢ Make a fighting retreat into the woods: go to 45. [Defend.]

20:
Roll 2d6+CHA (your CHArisma is 1). For every 10 coins that it would cost to replace the item you
are giving the ogre, add 1 to your roll (e.g., for the healing potion, +5; adventuring gear, +2; armor
or bow, +1).

➢ On a 10 or higher, the ogre is gleefully examining its loot. You may pass: go to 46.
➢ On a 7, 8, or 9: “More! More!” Give the ogre another item and roll again: i.e., go to 20. In
the improbable event you have given the ogre everything, go to 54.
➢ On a 6 or lower, go to 28.

21:
[You roll ⚂ ⚄ +1=9. Volley—Choose one (whichever you choose you deal your damage).]

The dense branches of the tree, which made it so easy for you to climb, make it hard for you to line
up a good shot.

Choose one:

➢ You have to move to get the shot, coming close to the ogre: go to 29.
➢ You have to take what you can get [less damage]: go to 47.
➢ You have to take several shots, reducing your ammo by one (using your final arrows): go to
79.
22:
[You roll ⚁ ⚂ +1(DEX) +1 forward=7. Defy Danger—You stumble, hesitate, or flinch: the GM will offer you a
worse outcome, hard bargain, or ugly choice.]

The sap of the pine tree is sticking to your hands as you try to hurry down.

What do you do?

➢ Hurry so quickly that you end up falling the rest of the way: go to 30.
➢ Go so cautiously that the ogre sniffs you and comes near: go to 48.

23:
You carefully pluck three pine cones from the nearest branch and, taking measured aim at a
distant tree, hurl them as far as you can. The pine cones miss the tree you aimed for but one
careens off a branch with a satisfying thunk.

The ogre lets out a roar and strides off towards the sound.

What do you do?

➢ Descend the tree and run along the trail as fast as you can: go to 31. [GM move.]
➢ Descend the tree and run through the woods as fast as you can, avoiding the trail: go to 49.
[Defy Danger +WIS, with the danger being you get lost and lose precious time.]

24:
[You roll ⚅ ⚁ +1=9. Defy Danger—The GM will offer you a worse outcome, hard bargain, or ugly choice.]

You return to the trail but you don’t see your sword anywhere. You look carefully through the
twigs, pine needles, and rotted leaves along the trail but fail to find it. To replace that sword will
cost you at least eight silver coins, far more than the three coins you have.

What do you do?

➢ Search along the trail for as long as it takes: go to 32. [GM move.]
➢ Forget the sword and travel along the path: go to 100. [GM move.]
25:
[You roll ⚄ ⚄ -1=9. Defend—“Halve the attack’s effect or damage” is the only option from the move that makes
sense here.]

Desperately you use your bow to try and stop the club from slamming down on you. The club
breaks your bow and crushes your shoulder. [The monster rolls 9 (4 on a d8, plus 5); half of that is
4. Minus 1 for your armor is 3 damage. You have 15 hit points remaining.]

The ogre raises the club to strike again.

You drop your broken bow and draw your short sword. What do you do?

➢ Attack! Go to 33. [GM move.]


➢ Try to evade the club and get in close: go to 50. [Defy Danger +DEX.]

26:
[You roll ⚂ ⚁ +1 (DEX) +1 forward=7. Defy Danger—The GM will offer you a worse outcome, hard bargain, or
ugly choice.]

Suddenly the nostrils of the ogre flare, and it raises its head, sniffing and snuffling. You carefully
move along a branch, hiding behind the trunk of the tree, hoping it can’t see or smell you. But to
your horror you hear it coming closer. It is beneath you now and has begun shaking the tree
violently.

What do you do?

➢ Cling tightly to the tree so you don’t fall off to your death: go to 34. [Defy Danger +DEX, with
the danger being you fall.]
➢ Hold tightly to the tree but try to shoot the ogre with your bow: go to 51. [Volley.]
27:
[Hack & Slash—You roll ⚀ ⚂ +1=5.]

The ogre looms over you. You stab up towards its stomach, but the ogre wraps its huge hand
around your swordhand, squeezing and breaking your fingers, then pulling the sword out of your
hand. It drives your own sword into you, and you fall to the ground. [The monster rolls 12 (7 on a
d8, plus 5), minus 1 for your armor, for 11 damage. You have 0 hit points remaining.]

The ogre pulls out the sword and prepares to attack again, but you fall to the ground, apparently
lifeless.

Go to 81.

28:
Shakingly, you hold out your hand with your offered toll.

The creature swings its tree-trunk club at you, smashing you to the ground in pain, sending your
toll flying and injuring your swordhand. [The monster rolls 10 (5 on a d8, plus 5), minus 1 for your
armor, for 9 damage. You have 9 hit points remaining.]

“Not a good toll!” it shouts at you angrily. “Everything give me!” It menaces you with its club.

Your swordhand aches.

What do you do?

➢ Place everything you have, everything, into a pile: go to 52. [GM move.]
➢ Place some items into a pile, then run for it: go to 80. [Custom move.]

29:
To get a good shot, you need to climb back down the tree a bit before you can fire. Your arrow
drives deep into the ogre’s shoulder, and it lets out a howl. [You roll ⚄-1=4 damage. It has 6 hit
points left.]

What do you do?

➢ Drop your bow and jump down on it, trying to kill it with your sword: go to 35. [Hack &
Slash.]
➢ Fire again: go to 53. [Volley.]
30:
As you hurry, you lose your footing and fall the rest of the way down the tree, careening off
branches before hitting the ground. [You’re stunned, the intelligence debility, and would subtract 1
from future INT rolls, were this a real game.]

What do you do?

➢ Run back down the path the way you came, away from the ogre (and away from home): go
to 10. [GM move.]
➢ Run through the woods as fast as you can, avoiding the trail: go to 49. [Defy Danger +WIS,
with the danger being you get lost and lose precious time.]

31:
You can’t see where the ogre has gone to. If it is still near the trail, you probably have one shot at
running past it or risk being caught and eaten.

What, if anything, are you willing to leave behind? Refer to your inventory. To calculate your
remaining Load, tally the weight of the items that you are still carrying: e.g, if you have armor (1
weight), adventuring gear (1 weight), and the potion (0 weight), your Load is 2.

Roll 2d6 +1 DEX -Load. What is the result?

➢ On a 10 or higher, go to 65.
➢ On a 7, 8, or 9, go to 84.
➢ On a 6 or lower, go to 92.
32:
You curse the craftsmanship of the leather scabbard, which you were normally so proud of, but
which now makes it harder to find. At last, you have it back in your hand. You can’t help but
admire the filigree.

You hear the crunch of a branch breaking underfoot and see a monstrous naked humanoid
bearing down upon you, its nostrils flaring. It is about eight-feet tall, with a disproportionately
small head. In one hand it holds a section of tree trunk, like a club, which it begins swinging in
front of it like a scythe.

What do you do?

➢ Try to evade the tree trunk and dart in close to the ogre: go to 19. [Defy Danger +DEX.]
➢ Retreat into the pine trees, defending yourself as you do so: go to 36. [Defend.]

33:
You try to feint and lunge with your sword, but the ogre brings its club down on you and crushes
you to the ground before you can even get near to it. [The monster rolls 6 (1 on a d8, plus 5), minus 1
for your armor, for 5 damage. You have 10 hit points remaining.]

The ogre lets go off the tree trunk that it was using as a club; the club continues to press you to the
ground. It seizes your short sword from your hand.

What do you do?

➢ Play dead: go to 56. [GM move.]


➢ Push the trunk off and make a run for it: go to66. [Defy Danger +DEX.]
34:
[Defy Danger—You roll ⚀ ⚁ +1 (DEX) +1 forward=5.]

The ogre is shaking the tree so viciously that you fall slightly down the tree, banging your head
against a branch. [You’re confused, taking the wisdom debility, and would subtract 1 from future
WIS rolls, were this a real game.]

What do you do?

➢ Hold tightly to the tree but try to shoot the ogre with your bow: go to 51. [Volley.]
➢ Try to climb higher up the widely swinging tree to stay out of reach of the ogre, but at the
risk of falling to your death: go to 67. [Defy Danger +DEX.]

35:
[You roll ⚄ ⚀ +1=7. Hack & Slash—You deal your damage to the enemy and the enemy makes an attack
against you.]
You dive out of the tree, your short sword in front of you, trying to hew the head off the ogre. It
flinches as it sees you dive, and your sword strikes hard against its collarbone. [You roll ⚄-1=4
damage. It has 2 hit points left.]

It throws your body back against the tree and flies into a rage. It shakes you and the tree so hard
that the tree topples over, its roots flying up in a cloud of dirt, dust, and pine needles, and you fall
down beside the tree. [The monster rolls 11 (6 on a d8, plus 5), minus 1 for your armor, for 10
damage. You have 8 hit points remaining.]

What do you do?

➢ Stand up and rush the ogre with your sword: go to 55. [Hack & Slash.]
➢ Run for it: go to 66. [Defy Danger +DEX.]
36:
[You roll ⚄ ⚅ -1=10. Defend—“Halve the attack’s effect or damage” and “Deal damage to the attacker equal to
your level” are the only options from the move that makes sense here.]

You retreat into a particularly dense part of the forest, where the trees have grown close to one
another. The ogre brings its club down on you, but it strikes a tree branch, which slams into you
instead. [The monster rolls 13 (8 on a d8, plus 5), minus 1 for your armor, for 12, which is then
halved to 6 by your Defend. You have 12 hit points remaining.] You stab the ogre but its hide is so
thick you don’t even draw blood. [You would do 1 damage for your level, but it has armor of 1.]

What do you do?

➢ Attack! Go to 88. [GM move.]


➢ Try to evade the club and get in close: go to 58. [Defy Danger +DEX.]

37:
[You roll ⚀ ⚃ +1(DEX) +1 forward=7. Defy Danger—You stumble, hesitate, or flinch: the GM will offer you a
worse outcome, hard bargain, or ugly choice.]

You stay absolutely still against the tree trunk, which is swaying slightly from your weight and a
quickening breeze. The ogre has thrown its head back and is inhaling deeply. It leaves the path,
and you lose sight of it among the trees. You can hear it snuffling somewhere beneath you.

The branch you are standing on is beginning to crack. It is getting sticky and slippery from the
pine sap, as are your hands on the tree trunk.

What do you do?

➢ Try to stay still and secure as long as possible, until eventually the branch cracks: go to 59.
➢ Clamber up, hugging the tree, until your hands are so slick from sap that you hurt yourself
sliding down a few branches: go to 89.
38:
[Defy Danger—You roll ⚁ ⚁ +1=5.]

When you left the healer, he warned you not to leave the path of the forest, but getting lost seems
better than getting killed by an ogre.

You tried to stay off the trail, at the risk of encountering the ogre again. But you tried to stay near
enough to the trail that you would not lose it.

Unfortunately, the advice of the healer was wise, and at some point you lost sight of the trail and
could not find it again. You wandered through the forest, growing more and more desperate as the
day advanced, until finally in late afternoon you rediscovered the trail.

Go to 60.

39:
Your arrow thunks into the shoulder of the ogre, bouncing harmless off it. The ogre rushes you,
surprisingly quickly. It is swinging its club at you.

➢ Try to roll under its swinging club to come close enough to stab it: go to 57. [Defy Danger
+DEX, the danger being that you are struck.]
➢ Use your bow to defend yourself from taking the full force of the club: go to61. [Defend.]

40:
[You roll ⚀ ⚅ +1 WIS +1 forward=9. Defy Danger—The GM will offer you a worse outcome, hard bargain, or
ugly choice.]

When you left the healer, he warned you not to leave the path of the forest, but getting lost seems
better than getting killed by an ogre.

What do you do?

➢ Trust what you saw from the treetop—strike out east, confident that you will reach the
trail further on, at the risk of taking too much time: go to95.
➢ Try to stay off the trail but near it, at the risk of encountering the ogre again: go to103.
41:
You slowly and carefully climb down the tree, then step out on the path. “Hello!” you call out. “So
nice to see you!”

The ogre wipes a tear from its eye and glares at you.

“Don’t mind me. I’m just walking through the woods. I’ll be out of your way in a moment. Is there
anything I can do for you first? Something bothering you?”

“No have gift for Ugromsh on her day.”

What do you do?

➢ Try to think of everything you’ve heard about ogres and figure out what Ugromsh might
want: go to 62. [Spout Lore.]
➢ Offer it a gift but establish leverage over it first: go to 72. [Parley.]
➢ Offer the ogre a gift in exchange for passing by: go to 20, but add +1 forward to your roll.
[Custom move.]

42:
[You roll ⚁ ⚄ +1=8. Spout Lore—The GM will only tell you something interesting: it’s on you to make it useful.]

Your brown leather scabbard was adorned with wavy patterns that made it easier to blend in with
the fallen brown leaves and pine needles. You were confident that the ogre would not see it from
the path.

What do you do?

➢ Search among the piles of leaves along the trail for as long as it takes: go to63. [GM move.]
➢ Forget the sword and travel along the path: go to 100. [GM move.]

43:
[You roll ⚂ ⚅ +1=10. Defy Danger—You do what you set out to, the threat doesn’t come to bear.]

You drop your bow and roll under the club to get in range to stab the ogre. You whip out your
sword, but the ogre drops its club and tries to crush you with its meaty hands.

What do you do?

➢ Try to hamstring it: go to 64. [Hack & Slash.]


➢ Try to cut off its hand: go to 107. [Hack & Slash.]
44:
[You roll ⚂ ⚃ +1 (DEX) +1 forward=9. Volley—Choose one (whichever you choose you deal your damage).]

It is hard to hold yourself tight against the tree trunk and shoot at the same time. Even worse, the
dense branches of the tree, which made it so easy for you to climb, make it hard for you to line up a
good shot.

Choose one (whichever you choose you deal your damage):

➢ You have to move to get the shot, climbing down the tree and closer to the ogre, but dealing
damage: go to 29.
➢ You have to take what you can get [less damage]: go to 96.
➢ You have to take several shots, reducing your ammo by one (using your final arrows), but
dealing damage: go to 104.

45:
[You roll ⚅ ⚂ -1 CON = 8. Defend—“Halve the attack’s effect or damage” is the only option from the move that
makes sense here.]

Your sword in front of you, you retreat into a particularly dense part of the forest, where the trees
have grown close to one another. The ogre brings its club down on you, but it strikes a tree branch,
which slams into you instead. [The monster rolls 7 (2 on a d8, plus 5), minus 1 for your armor,
which halved becomes 3 damage. You have 8 hit points remaining.]

What do you do?

➢ Turn and run through the woods as quickly as you can: go to 66. [Defy Danger +DEX.]
➢ Retreat even deeper into the thicket behind you: go to 85. [Defend.]

46:
You stride off, leaving the ogre cackling over the loot you gave it, then break into a run down the
path.

➢ If you gave the ogre the healing potion, go to 76.


➢ Otherwise go to 100.
47:
[Volley—You deal your damage. You have to take what you can get: -1d6 damage.]

Your arrow strikes a branch then careens into the head of the ogre, but does no damage. [You roll
⚅-⚄-1 for its armor=0 damage.]

Roaring, the ogre begins shaking the tree even more forcefully.

What do you do?

➢ Climb higher into the tree: go to 18. [GM move.]


➢ Fire again: go to 21. [Volley.]

48:
As you drop from the tree, you see the ogre is rushing along the trail towards you, swinging its
club before it like a scythe.

What do you do?

➢ Notch an arrow to your bow and shoot it: go to 12. [Volley.]


➢ Try to evade the swinging club and dart in close to the ogre: go to 19. [Defy Danger +DEX.]
➢ Retreat back into the pine trees, defending yourself as you do so: go to 36. [Defend.]

49:
[You roll ⚃ ⚀ +1 (WIS) +1 forward=7. Defy Danger—The GM will offer you a worse outcome, hard bargain, or
ugly choice.]

When you left the healer, he warned you not to leave the path of the forest, but getting lost seems
better than getting killed by an ogre.

What do you do?

➢ Try to stay off the trail but near it, at the risk of hurting yourself among the rocks and
branches of the forest floor: go to68.
➢ Strike off from the trail in the general direction of home, at the risk of taking so much time
to get home that your sister has died before you can get her the healing potion: go to 109.
50:
[You roll ⚄ ⚃ +1=10. Defy Danger—On a 10+, you do what you set out to, the threat doesn’t come to bear.]

You manage to avoid the swinging club and get in close to the ogre, your sword ready.

What do you do?

➢ Strike with your sword: go to 69. [Hack & Slash.]


➢ Try to hamstring it: go to 64. [Hack & Slash.]

51:
[You roll ⚁ ⚃ +1=7. Volley—Choose one (whichever you choose you deal your damage).]

The dense branches of the tree, which made it so easy for you to climb, make it hard for you to line
up a good shot.

Choose one (whichever you choose you deal your damage):

➢ You have to move to get the shot, climbing down the tree and closer to the ogre, but dealing
damage: go to 29.
➢ You have to take what you can get [less damage]: go to 96.
➢ You have to take several shots, reducing your ammo by one (using your final arrows), but
dealing damage: go to 104.

52:
You have placed everything you still have into a pile, except for the healing potion. You start to
place it into the pile with everything else. The eyes of the ogre widen, and it reaches out towards it.

What do you do?

➢ Leave the potion and run. If you leave this, your sister will die, but you will live. Go to 105.
[GM move.]
➢ Hold onto the potion and run down the trail as fast as you can: go to 97. [GM move.]
53:
The ogre tries to hide under one of the large branches. You fire again! Choose one:

➢ You have to move to get the shot, climbing down within reach of the ogre, but dealing
damage: go to 71.
➢ You have to take what you can get: go to 112.
➢ You have to take several shots, reducing your ammo by one (using your final arrows), but
dealing damage: go to 125.

54:
You stare at all your worldly possessions, placed before the ogre, but you look at the healing
potion.

What do you do?

➢ Leave the potion and run. If you leave this, your sister will die, but you will live. Go to 105.
[GM move.]
➢ Hold onto the potion and run down the trail as fast as you can: go to 97. [GM move.]

55:
[You roll ⚄ ⚁ +1=8. Hack & Slash—You deal your damage to the enemy and the enemy makes an attack
against you.]
You rush at the ogre through a cloud of dust and pine needles, driving your sword into its belly.
[You roll ⚃-1=3 damage. It has 1 hit point left.]

Grunting and bleeding, the ogre seizes you by the swordhand, crushing it. You scream in agony.
The ogre pulls you up to it, then it takes a huge bite out of your left shoulder. [The monster rolls 9
(4 on a d8, plus 5), minus 1 for your armor, for 8 damage. You have 0 hit points remaining.]

The ogre drops your apparently lifeless body to the ground and pulls your sword out of its belly,
then falls to the ground.

Go to 81.
56:
You slump under the log, eyes closed, your backpack to one side. You feel the backpack being
pulled off you, and hear the ogre open it. A few moments later you hear chewing. The ogre must be
eating your rations. The log is pressed hard against your right leg, which is starting to ache.

Then you hear the ogre taking items out of the backpack. From the sounds of metal on metal, it
seems like it’s going through your adventuring gear. Which means all that is left in your backpack
is the healing potion that your sister needs.

You open your eyes just a bit. You can see the ogre looking at the spikes you carried in your pack.
The pack is beside him, the sword on the other side of the pack away from him.

What do you do?

➢ Lunge for the pack, then make a run for it: go to 73. [Defy Danger +DEX.]
➢ Lunge for the sword, then grab the pack: go to 94. [Defy Danger +DEX.]

57:
[Defy Danger—You roll ⚂ ⚀ +1=5.]

You drop your bow and try to roll under the club to stab the ogre. But the ogre moves surprisingly
quickly for its size, and it is well skilled with its club. [The monster rolls 6 (1 on a d8, plus 5), minus
1 for your armor, for 5 damage. You have 13 hit points remaining.] It strikes a glancing blow; it
could have been far worse. It raises its club to strike again.

What do you do?

➢ Stab the ogre with your blade: go to 106. [Hack & Slash.]
➢ Prepare to block the club with the flat of your sword: go to 121. [Defend.]
58:
[You roll ⚅ ⚃ +1=11. Defy Danger—You do what you set out to, the threat doesn’t come to bear.]

The closely packed trees make it harder for the ogre to keep you at bay, enabling you to get close
without being struck by the club. But these close trees don’t give you much room to maneuver
either.

What do you do?

➢ Attack with your sword: go to 74. [Hack & Slash.]


➢ Try to hamstring it: go to 113. [Hack & Slash.]

59:
The branch you are standing on snaps with a loud crack, and you jump to another branch and
throw your arms around the tree trunk, steadying yourself. You hear a roar from the ogre, which
must have heard the breaking branch.

Your hands are slimy with sap, and you begin trying to brush the sap off on your clothes.

To your horror you hear the ogre coming closer. It is beneath you now and has begun shaking the
tree violently.

What do you do?

➢ Cling tightly to the tree so you don’t fall off to your death: go to 34. [Defy Danger +DEX, with
the danger being you fall.]
➢ Hold tightly to the tree but try to shoot the ogre with your bow: go to 51. [Volley.]

60:
As you run down the trail, you grow more and more tired. Night falls, and the darkness makes it
hard to follow the trail; you must proceed slowly and carefully. When you run out of the woods
and into the grasslands, a glimmer of moonlight at least helps you find your way.

You make it back to your family’s hut with the moon high in the sky. Your mother is slumped
beside your sister’s bed. You rush to your sister’s side. Her hand is cold and stiff. You are too late.

The End.
61:
[You roll ⚃ ⚄ +1=10. Defend—“Halve the attack’s effect or damage” and “Deal damage to the attacker equal to
your level” are the only options from the move that makes sense here.]

Desperately you use your bow to try and stop the club from slamming down on you. The club
knocks your bow from your hands and crushes your shoulder. [The monster rolls 8 (3 on a d8, plus
5); half of that is 4. Minus 1 for your armor is 3 damage. You have 15 hit points remaining.]

You unsheathe your sword and stab the ogre but its hide is so thick you don’t even draw blood.
[You do 1 damage for your level, but it has armor of 1. It has 10 hit points remaining.]

The ogre raises the club to strike again.

What do you do?

➢ Attack! Go to 33. [GM move.]


➢ Try to evade the club and get in close: go to 50. [Defy Danger +DEX.]

62:
[You roll ⚅ ⚅ +1 INT +1 forward = 14. Spout Lore: The GM will tell you something interesting and useful about
the subject relevant to your situation.]

You recall campfire stories of the ogres. Ogres were once human, but they withdrew into the deep
woods and to the tops of the high hills and found dark gods to worship. Ugromsh is one of those
dark gods, a goddess of war, and she can be honored with gifts of bloodied weapons, as the ogres
make no weapons for themselves.

What do you do?

➢ Offer the ogre your sword as a gift to Ugromsh: go to 82.


➢ Offer the ogre your bow and arrows as a gift to Ugromsh: go to 110.

63:
You are ready to curse the craftsmanship of the leather scabbard, when you suddenly catch sight
of its wavy patterns. At last, you have it back in your hand. You can’t help but admire the filigree.

You hear the crunch of a branch breaking underfoot and hear the ogre off the trail somewhere
near.

Go to 31.
64:
[You roll ⚃ ⚅ +1=11. Hack & Slash—You deal your damage to the enemy and avoid their attack.]

You pivot and plunge your blade into the rear of its leg, above the knee. Black blood spurts
everywhere but the ogre is still upright. [You roll ⚅-1=5 damage. It has 2 hit points left.]

What do you do?

➢ Attack again and try to kill it: go to 83.


➢ Run for it: go to 100.

65:
You run as quickly as you can down the forest path. Suddenly the tree-trunk club of the ogre
swings in front of you. You nimbly duck under it and continue running along the path, the roar of
the ogre echoing behind you.

Go to 100.

66:
[Defy Danger—You roll ⚀ ⚀ +1 DEX=3.]

You turn to run through the woods but the ogre flies into a rage. [The monster rolls 12 (7 on a d8,
plus 5), minus 1 for your armor, for 11 damage. You have 0 hit points remaining.] The ogre jumps
towards you, grabs your arm, twists it out of its socket, and pulls it out of your body. Then it begins
pummeling you with it as you pass out from the pain and shock.

Go to 81.
67:
[You roll ⚅ ⚄ +1=12. Defy Danger—You do what you set out to, the threat doesn’t come to bear.]

You climb the tree as high as you can, clinging tightly to the trunk. The top of the tree sways back
and forth dramatically as the ogre shakes the tree.

Finally, the tree stops shaking. You can hear the ogre pacing and back and forth around the base of
the tree.

At last, even that sound stops.

You carefully descend a bit and find no sight of the ogre.

You descend all the way to the bottom of the tree and still catch no sight nor sound of the ogre.

Go to 31.

68:
You run just out of sight of where you think the trail is, trying to keep an eye on it. At times, you
run into trees or stumble upon rocks. [You take ⚃ damage, leaving you with 14 hp. You become
stunned, the intelligence debility, and would subtract 1 from future INT rolls, were this a real
game.]

Eventually, having heard no sound from the ogre, and seen no sign of it, you rejoin the trail, and
run even faster.

Go to 100.
69:
[You roll ⚃ ⚂ +1=8. Hack & Slash—You deal your damage to the enemy and the enemy makes an attack
against you.]
You stab up at the ogre, gashing its thigh. [You roll ⚄-1 for its armor=4 damage. It has 3 hit points
left.]

It bellows in fury and swings its club in at you, slamming into your shoulder. [The monster rolls 7
(2 on a d8, plus 5), minus 1 for your armor, for 6 damage. You have 9 hit points remaining.] One
more blow like that could kill you.

What do you do?

➢ Try to kill the ogre: go to 116. [Hack & Slash.]


➢ Try to flee: go to 126. [Defy Danger +DEX.]

70:
As you run down the trail, you grow more and more tired. You run out of the woods and into the
grasslands as the sun begins sinking below the horizon.

You make it back to your family’s hut with the fading sunlight reddening the fields. You rush to
your sister’s side. Your mother breaks into tears as you pull out the potion. Your sister’s
unconscious and barely breathing, so your mother holds her mouth open. You carefully and
slowly pour the healing potion into her mouth.

You and your mother sit beside her bedside all night, hoping for any sign that she will recover.

In the morning, as the darkness fades, your sister wakes and asks for water.

She will live.

The End.
71:
Tentatively, you climb down slightly, standing on a branch that looks out of reach of the ogre. You
fire at point-blank range down onto its head. [You roll ⚅-1=5 damage. It has 2 hit points left.] Your
arrow drives deep into its ear and cheek.

It screams, a horrible sound, like a cat wailing, and it swings its club up and at you, smashing you
so hard that it threatens to knock you out of the tree altogether. [The monster rolls 6 (1 on a d8,
plus 5), minus 1 for your armor, for 5 damage. You have 13 hit points remaining.]

What do you do?

➢ Roll with it and try to land out of the tree safely and softly to break into a run: go to 108.
[Defy Danger +DEX.]
➢ Unsheathe your sword as you fall so you can defend or strike: go to 122. [Defy Danger
+DEX.]

72:
[Parley—When you have leverage on a GM character and manipulate them, roll+CHA.]

What leverage do you have over this ogre?

➢ Offer a gift but threaten it with your sword: go to 114.


➢ Offer a gift but threaten to run faster than it can catch you: go to 123.

73:
[You roll ⚂ ⚅ +1=10. Defy Danger—You do what you set out to, the threat doesn’t come to bear.]

While the ogre is looking at the spikes, you grab the backpack. You can feel the weight of the
potion in it. You immediately break into a run, not daring to look back. You hear the startled grunt
of the ogre, but no sign of pursuit.

As you run down the trail, you grow more and more tired. You run out of the woods and into the
grasslands as the sun begins sinking below the horizon.

To lighten your load, you take off your armor and hide it not far from the trail. Perhaps you can
return for it later, but your sister is far more important. You’ve already lost almost all your
worldly possessions to the ogre.
You make it back to your family’s hut with the fading sunlight reddening the fields. You rush to
your sister’s side. Your mother breaks into tears as you pull out the potion. Your sister’s
unconscious and barely breathing, so your mother holds her mouth open. You carefully and
slowly pour the healing potion into her mouth.

You and your mother sit beside her bedside all night, hoping for any sign that she will recover.

In the morning, as the darkness fades, your sister wakes and asks for water.

She will live.

The End.

74:
[You roll ⚃ ⚄ +1=10. Hack & Slash—You deal your damage to the enemy and avoid their attack.]

You duck behind a tree and strike up at the ogre, shoving your sword into its thigh. [You roll ⚅-1=5
damage. It has 5 hit points left.]

What do you do?

➢ Try to slay the ogre: to 87. [Hack & Slash.]


➢ Duck behind the tree and attempt to hamstring the ogre: to 115. [Hack & Slash.]

75:
You wake to see that the ogre is sitting down and drinking the last of the healing potion. You
shiver. The ogre has stripped you of your armor. You see your sword, bow, and quiver not far from
the ogre.

What do you do?

➢ Grab your bow and quiver and try to climb a tree: go to 117. [Defy Danger +DEX.]
➢ Grab your sword and attack: go to 124. [Hack & Slash.]

76:
You run as quickly as you can. Perhaps you will be able to hold your sister’s hand and say goodbye
to her before she leaves this world.

The End.
77:
You line up a series of clean shots. Two arrows thunk into the shoulder of the ogre, who howls in
pain and rage. [You roll ⚃-1=3 damage. It has 7 hit points left.] The third arrow—your last—zooms
over the ogre’s shoulder as it barrels down on you, moving surprisingly fast. The ogre is swinging
its club at you.

What do you do?

➢ Use your bow to defend yourself from taking the full force of the club: go to25. [Defend.]
➢ Try to roll under its swinging club to come close enough to stab it: go to 43. [Defy Danger
+DEX, the danger being that you are struck.]

78:
[You roll ⚃ ⚃ +1 WIS +1 forward=10. Defy Danger: On a 10+, you do what you set out to, the threat doesn’t come
to bear.]

You descend the tree with the right mix of caution and speed, neither falling nor making any
noise. You bury yourself in pine needles and leaves that have blown under this tree.

You hear nothing but the wind in the trees for a long time, then you hear the ogre snuffling and
sniffling near you. It comes close enough that you can feel the vibrations from its thundering
footsteps. It stands above you, taking deep breaths.

You hold your own breath.

At last, it stomps away, and you wait for as long as you dare, then you emerge from the leaffall,
hurry back to the trail, and run as fast as you can towards home.

Go to 100.
79:
You let loose a volley of arrows, emptying your quiver. One of the arrows drives deep into the
ogre’s shoulder. The ogre lets out a howl and begins violently shaking the tree. [You roll ⚄-1=4
damage. It has 6 hit points left.]

What do you do?

➢ Drop your bow and jump down on it, trying to kill it with your sword: go to 35. [Hack &
Slash.]
➢ Try to climb higher into the tree: go to 67. [Defy Danger +DEX, with the risk being that you
fall.]

80:
Refer to your inventory. Determine which items you are willing to place into the pile for the ogre.
To calculate your remaining Load, tally the weight of the items that you are still carrying: e.g, if
you have armor (1 weight), adventuring gear (1 weight), and the potion (0 weight), your Load is 2.

Roll 2d6 +1(DEX) -Load. What is the result?

➢ On a 10 or higher, go to 46.
➢ On a 7, 8, or 9, go to 93.
➢ On a 6 or lower, go to 101.

81:
You are standing at the Black Gates. To your surprise, your swordhand no longer hurts. In fact,
you are holding the hand of your little sister. You look down at her and smile.

Roll 2d6. What did you roll? [Last Breath.]

➢ On a 10 or higher, go to 99.
➢ On a 7, 8, or 9, go to 98.
➢ On a 6 or lower, go to 90.
82:
“My sword is no match for your savagery, and for you it is as but a dagger,” you say. “Yet it can be a
worthy gift for Ugromsh. Please take it as a spoil of war.” You cut the palm of your other hand so
that the blade is covered in blood, then hold out the sword hilt first.

The ogre puts down its club and carefully takes the sword from you. “Great gift for Ugromsh. Go
now. Or I offer you as well.”

You bow and carefully walk past the ogre, daring not to look behind you.

After the trail bends, taking you out of site of the ogre, you break into a run.

Go to 100.

83:
[Hack & Slash—You roll ⚁ ⚀ +1=4.]

Your sword was plunged so deep up into the ogre’s leg that you are unable to pull it down and out
of the ogre. During that moment, the ogre grabs your swordhand. [The monster rolls 11 (6 on a d8,
plus 5), minus 1 for your armor, for 10 damage. You have 8 hit points remaining.] The ogre crushes
your hand and the bones in your wrist and lower arm.

What do you do?

➢ Push the sword in with your other hand: go to 118. [Hack & Slash.]
➢ Try to break free and run: go to 127. [Defy Danger +STR.]

84:
You run as quickly as you can down the forest path. Suddenly the tree-trunk club of the ogre
swings in front of you. You try to duck under it but are too slow—the club slams into you. [You’re
stunned, the intelligence debility, and would subtract 1 from future INT rolls, were this a real game.
If you were already stunned, this would have no additional effect.]

As you lie stunned, the monster takes all that you have left, then begins trudging through the
forest.

It didn’t take everything. You may not have the potion, but you still have your life.

Your mother won’t lose both her children today. You begin the long walk home.

The End.
85:
[Defend—You roll ⚀ ⚄ -1 CON = 5.]

The ogre flies into a rage, drops its club, and begins ripping the trees that surround you out from
the ground, roots at all. The monster begins smashing your swordhand and arm into a bloody
mess with one of these uprooted trees. The pain is intense. [The monster rolls 12 (7 on a d8, plus 5),
minus 1 for your armor, for 11 damage. You have 0 hit points remaining.] The monster continues
pummeling you to death.

Go to 81.

86:
You got a general impression from the treetop that the trail looped. You didn’t closely study the
situation, being more concerned with the ogre, but you think you can cut some time off and take a
shortcut through the woods.

In fact, the envisioned shortcut doesn’t quite pan out, and you wander the woods list, as the sun
begins to descend in late afternoon. You’re obsessed with worry that your sister will not make it
through the night if you don’t find the trail soon.

At last, when you’ve nearly given up hope, you find the trail again.

Go to 100.

87:
[You roll ⚁ ⚅ +1=9. Hack & Slash—You deal your damage to the enemy and the enemy makes an attack against
you.]

Ignoring your blade, the ogre lifts you by the neck and shoulder, starting to crush your throat and
suffocate you. [The monster rolls 11 (6 on a d8, plus 5), minus 1 for your armor, for 10 damage. You
have 2 hit points remaining.] With a last desperate heave, you shove your sword up into its chest.
[You roll ⚅-1=5 damage. It has 0 hit points left.] The ogre lets go of you and topples forward.

You lie prone for a few minutes, catching your breath, barely able to move. Finally, you crawl to
the ogre. Reluctantly, you search its loincloth, and you find rations and a gem worth 400 coins.
You make your way back to the trail and begin hurrying as fast as your wounds will permit you.
You still have a long journey ahead of you, and your wounds may keep you from reaching your
sister in time. Defy Danger. Roll 2d6 -1 (CON).

➢ On a 10+, go to 102.
➢ On a 7-9, go to 111.
➢ On a 6-, go to 60.

88:
You try to feint and lunge with your sword, but the ogre brings its club down on you and crushes
you to the ground before you can even get near to it. [The monster rolls 9 (4 on a d8, plus 5), minus
1 for your armor, for 8 damage. You have 4 hit points remaining.]

The ogre lets go off the tree trunk that it was using as a club; the club continues to press you to the
ground. It seizes your short sword from your hand.

What do you do?

➢ Play dead: go to 56. [GM move.]


➢ Push the trunk off and make a run for it: go to66. [Defy Danger +DEX.]

89:
You hold yourself motionless as long as possible, even as your hands get slick with sap. Finally,
you can’t hold on any longer, and you fall down the tree before catching yourself. [You’re shaky, the
dexterity debility, and would subtract 1 from future DEX rolls, were this a real game.]

You hold your breath but you don’t hear any indication that the ogre has heard. In fact, it seems to
have moved off.

What do you do?

➢ Descend the tree and run along the trail as fast as you can: go to 31. [GM move.]
➢ Descend the tree and run through the woods as fast as you can, avoiding the trail: go to 49.
[Defy Danger +WIS, with the danger being you get lost and lose precious time.]
90:
[Last Breath—On a miss, your fate is sealed. You’re marked as Death’s own and you’ll cross the threshold
soon. The GM will tell you when.]
You open your eyes, and see the ogre eating the last of your rations. Before you can do anything,
the ogre grabs the bottle holding the healing potion and begins drinking it. You close your eyes,
and once again you are before the Black Gates, holding hands with your sister.

You let go of her hand and step through the Black Gates alone. You sigh as you look back at her.
She will cross and join you soon enough.

The End.

91:
[Defy Danger—You roll ⚀ ⚃ +1=6.]

You eye a pile of leaves and pine needles that looks like it would make for a soft landing spot.
Unfortunately, right as you jump, the ogre reaches out and grabs you by the shoulder, catching
you and crushing your upper arm. You hear bones crack. [The monster rolls 13 (8 on a d8, plus 5),
minus 1 for your armor, for 12 damage. You have 6 hit points remaining.]

Your feet are dangling. The ogre is holding you far enough away that you can’t attack its body.

What do you do?

➢ Try to use your sword to hack off its arm that it is holding you: go to 129. [Deal damage.]
➢ Try to kick yourself free: go to 137. [Defy Danger +DEX.]

92:
You run as quickly as you can down the forest path. Suddenly the tree-trunk club of the ogre
swings in front of you. You try to duck under it but are too slow—the club slams right into your
head. [You’re stunned, the intelligence debility, and would subtract 1 from future INT rolls, were
this a real game. If you were already stunned, this would have no additional effect.]

The ogre flies into a rage and strikes you twice with its club. [The monster rolls 7 (2 on a d8, plus 5),
minus 1 for your armor, for 6 damage on its first strike. The monster rolls 13 (8 on a d8, plus 5),
minus 1 for your armor, for 12 damage on its second strike. You have 0 hit points remaining.]

Go to 81.
93:
“No, take everything!” The monster smashes you with its long club as you try to flee. [The monster
rolls 8 (3 on a d8, plus 5), minus 1 for your armor if you have it, for 7 or 8 damage. You have 1 or 2
hit points remaining. You’re stunned, the intelligence debility, and would subtract 1 from future
INT rolls, were this a real game.]

As you lie stunned, the monster takes all your possessions and begins trudging through the forest.
It didn’t take everything. You may not have the potion, but you still have your life.

Your mother won’t lose both her children today. You begin the long walk home.

The End.

94:
[Defy Danger—You roll ⚀ ⚁ +1=4.]

You leap for the sword, but the ogre suddenly impales you in the chest with the spikes it had been
looking at. [The monster rolls 11 (6 on a d8, plus 5), minus 1 for your armor, for 10 damage. You
have 0 hit points remaining.]

You watch in horror as your blood seeps out over the spikes.

Go to 81.

95:
While you can picture in your head the loop that you want to cut off by striking directly in the
forest, what you hadn’t realized was how thick the trees were, how slow going it would be, and
how far it actually was.

You do not waver in your sense of direction and by late afternoon you come back across the trail,
right where you expected to. There is no sign of the ogre.

Go to 60.
96:
[Volley—You deal your damage. You have to take what you can get: -1d6 damage.]

Your arrow strikes a branch then careens into the head of the ogre, but does no damage. [You roll
⚂-⚂-1 for its armor, which results in 0 damage.]

Roaring, the ogre begins shaking the tree even more forcefully.

What do you do?

➢ Cling tightly to the tree so you don’t fall off to your death: go to 34. [Defy Danger +DEX, with
the danger being you fall.]
➢ Hold tightly to the tree but try to shoot the ogre with your bow: go to 44. [Volley.]

97:
You hear the ogre roar and start to follow you, but it won’t abandon all that you have left, and you
hear its footsteps falter.

For hours you run down the trail, growing more and more tired as the adrenaline from your
encounter with the ogre wears off.

You eventually run out of the woods and into the grasslands as the sun begins sinking below the
horizon.

You make it back to your family’s hut with the fading sunlight reddening the fields. You rush to
your sister’s side. Your mother breaks into tears as she sees you without your armor, weapons, or
gear. Your sister’s unconscious and barely breathing.

You show your mother the potion and she cries more, but in relief now. Your sister’s unconscious
and barely breathing, so your mother holds her mouth open. You carefully and slowly pour the
healing potion into her mouth.

You and your mother sit beside her bedside all night, hoping for any sign that she will recover.

In the morning, as the darkness fades, your sister wakes and asks for water.

She will live.

You have nothing except that which is most precious.

The End.
98:
[Last Breath—On a 7–9, Death will offer you a bargain. Take it and stabilize or refuse and pass beyond the
Black Gates into whatever fate awaits you.]
Striding through the Black Gates comes Death, the Lady of Crows. Her voice is as raucous as the
cry of a crow. “Bring me the ogre, and your sister here I will turn back from the Gates.”

What do you do?

➢ You’re exhausted and in pain, your sister’s hand warm in yours. You’ll step through the
Gates: go to 97.
➢ You’ll do your best to give the Lady of Crows the ogre, so that your sister might live: go to
75.

99:
[Last Breath—On a 10+ you’ve cheated death: you’re in a bad spot but you’re still alive.]

You prepare to step through the Black Gates alone, but your sister grabs your hand and pulls you
back. She shakes her hand and says, “It’s alright.” She steps into the Gates alone.

You wake to the sound of snoring. It is dark, and the ogre is snoring not far from you. You shiver in
the cold, without your armor. In the pale moonlight, all you can see of your belongings is the cold
bottle that holds the healing potion. You crawl to it, unstopper it, and drink it greedily. Once its
warmth has flooded through you, you stand and begin the long journey back to the house where
your mother weeps alone.

The End.

100:
As you run down the trail, you grow more and more tired. You run out of the woods and into the
grasslands as the sun begins sinking below the horizon.

To lighten your load, you end up dropping the rest of your items, keeping only the healing potion.
It will take a long time to repurchase everything, but what can you do? Your sister is far more
important.
You make it back to your family’s hut with the fading sunlight reddening the fields. You rush to
your sister’s side. Your mother breaks into tears as she sees you without your armor, weapons, or
gear. Your sister’s unconscious and barely breathing.

You show your mother the potion and she cries more, but in relief now. Your sister’s unconscious
and barely breathing, so your mother holds her mouth open. You carefully and slowly pour the
healing potion into her mouth.

You and your mother sit beside her bedside all night, hoping for any sign that she will recover.

In the morning, as the darkness fades, your sister wakes and asks for water.

She will live.

The End.

101:
“No, take everything!” The monster smashes you with its long club before you can take even two
steps away. [The monster rolls 10 (5 on a d8, plus 5), minus 1 if you have your armor, for 9 or 10
damage. You have 0 hit points remaining.]

Go to 81.

102:
Despite your injuries, you are flooded with adrenaline and desperate to get home again to your
sister, while there is still time.

You can’t run, but you walk as fast as you can. The sun has already sunk below the horizon when
you leave the forest for the grasslands, but the dying light of the day illuminates your way.

You make it back to your family’s hut as darkness falls. You collapse at the doorway and motion to
your mother, her face tearstained. She rifles through your backpack and finds the potion.

She goes to your sister’s side, but your sister is unconscious and barely breathing. You crawl over
to her and hold her mouth open. Your mother carefully and slowly pours the healing potion into
her mouth.

You and your mother sit beside her bedside all night, hoping for any sign that she will recover.
In the morning, as the darkness fades, your sister wakes and asks for water.

She will live.

You know, with the gem you recovered from the ogre, that you can now afford to live in the city.
Your sister won’t just live, she will be able to prosper.

The End.

103:
While you stayed off the trail, on the side opposite from where you thought the ogre was, you
tried to stay near enough to the trail that you would not lose it. Unfortunately, it was rather noisier
traveling over sticks and branches and dried leaves.

You were shocked to see the ogre running towards you, surprisingly fast for its size.

In one hand it holds a section of tree trunk, like a club, which it begins swinging in front of it like a
scythe.

What do you do?

➢ Try to evade the tree trunk and dart in close to the ogre: go to 19. [Defy Danger +DEX.]
➢ Retreat deeper into the pine trees, defending yourself as you do so: go to 36. [Defend.]

104:
Given how high you are in the tree, you have to fire multiple shots before you strike the ogre. Your
final arrow drives deep into the ogre’s shoulder, and it lets out a howl. [You roll ⚄-1=4 damage. It
has 6 hit points left.]

What do you do?

➢ Climb all the way back down the tree and jump down on the ogre, trying to kill it with
your sword: go to 35. [Hack & Slash.]
➢ Wait it out: go to 128. [GM move.]
105:
Regretfully you look at the potion and back away slowly. The ogre grabs the potion and drinks it
greedily. You turn and run.

For hours you run down the trail, growing more and more tired as the adrenaline from your
encounter with the ogre wears off.

You eventually run out of the woods and into the grasslands as the sun begins sinking below the
horizon.

You make it back to your family’s hut with the fading sunlight reddening the fields. You rush to
your sister’s side. Your mother breaks into tears as she sees you without your armor, weapons, or
gear. Your sister’s unconscious and barely breathing.

You sit and talk to your sister, telling her about the healer and the ogre. As you talk about losing
the potion, your sister suddenly begins gurgling. She sounds like she is drowning. Your mother
frantically tries soothing her, getting her another blanket, but as your mother fusses over her,
your sister coughs and lies still. Your mother begins sobbing and screaming.

The End.

106:
[You roll ⚄ ⚃ +1=10. Hack & Slash—You deal your damage to the enemy and avoid their attack.]

You plunge your blade into its thigh, black blood spurting everywhere. It roars in pain and
surprise. [You roll ⚅-1=5 damage. It has 5 hit points left.]

What do you do?

➢ Attack again and try to kill it: go to 135.


➢ Run for it: go to 100.
107:
[Hack & Slash—You roll ⚂ ⚀ +1=5.]

You try to sever the hand of the ogre, but it grabs your swordhand and starts crushing your fingers
around your blade. Involuntarily, you scream out in pain. [The monster rolls 12 (7 on a d8, plus 5),
minus 1 for your armor, for 11 damage. You have 7 hit points remaining.]

What do you do?

➢ Try to escape the ogre’s grasp and flee: go to 119. [Defy Danger +STR.]
➢ Use your other hand to draw a dagger and stab the ogre: go to 134. [Hack & Slash.]

108:
[You roll ⚅ ⚃ +1=11. Defy Danger—You do what you set out to, the threat doesn’t come to bear.]

You don’t try to keep your place on the branch in the tree but instead lean into the fall,
concentrating on landing smoothly, using your bow to give you some stability as you fall. You land
gracefully on a pile of leaves and pine needles, and as the ogre reaches out to grab you, you sprint
back towards the path before it can catch you.

Go to 100.

109:
You run for as long as you can down the trail through the forest, faltering into a walk when you
are tired, before running a bit more.

Roll 2d6 -1 (CON).

➢ On a 10+, go to 70.
➢ On a 7-9, go to 100.
➢ On a 6-, go to 60.
110:
“My bow and arrows are no match for your savagery,” you say. “Yet these can be a worthy gift for
Ugromsh. Please take them as a spoil of war.” You hold out the bow and quiver.

The ogre takes the bow and quiver and throws them on the ground. “Bad gift by itself for
Ugromsh.”

The ogre rushes you, surprisingly quickly. “I will sacrifice you as well.” It is swinging its club at
you.

➢ Try to roll under its swinging club to come close enough to stab it: go to 57. [Defy Danger
+DEX, the danger being that you are struck.]
➢ Use your bow to defend yourself from taking the full force of the club: go to61. [Defend.]

111:
Despite your injuries, you are flooded with adrenaline and desperate to get home again to your
sister, while there is still time.

You can’t run, but you walk as fast as you can.

As you hobble down the trail, you grow more and more exhausted. You run out of the woods and
into the grasslands as the sun begins sinking below the horizon.

To lighten your load, you take off your armor and hide it not far from the trail. Perhaps you can
return for it later, but your sister is far more important.

The sun has already sunk below the horizon when you leave the forest for the grasslands, but the
dying light of the day illuminates your way.

You make it back to your family’s hut as darkness falls. Your mother breaks into tears as she sees
you without your armor, weapons, or gear. Your sister’s unconscious and barely breathing.

You collapse at the doorway and motion to your mother, her face tearstained. You show her the
potion and she cries more, but in relief now.

She goes to your sister’s side, but your sister is unconscious and barely breathing. You crawl over
to her and hold her mouth open. Your mother carefully and slowly pours the healing potion into
her mouth.

You and your mother sit beside her bedside all night, hoping for any sign that she will recover.
In the morning, as the darkness fades, your sister wakes and asks for water.

She will live.

You know, with the gem you recovered from the ogre, that you can now afford to live in the city.
Your sister won’t just live, she will be able to prosper.

The End.

112:
[Volley—You deal your damage. You have to take what you can get: -1d6 damage.]

Your arrow strikes a branch then careens into the head of the ogre, but does no damage. [You roll
⚁-⚅-1 for its armor=0 damage.]

Roaring, the ogre begins shaking the tree even more forcefully.

What do you do?

➢ Fire again: go to 21. [Volley.]


➢ Climb back down, drop your bow and jump down on the ogre, trying to kill it with your
sword: go to 35. [Hack & Slash.]

113:
[Hack & Slash—You roll ⚁ ⚀ +1=4.]

You pivot to plunge your blade into the rear of its leg, but the ogre drops its club and uses its huge
hand to smash you hard against a tree. [The monster rolls 8 (3 on a d8, plus 5), minus 1 for your
armor, for 7 damage. You have 5 hit points remaining.]

What do you do?

➢ Attack again: go to 120.


➢ Try to run for it: go to 133. [Defy Danger +DEX.]
114:
[You roll ⚅ ⚄ +0 CHA +1 forward = 12. Parley—On a hit they ask you for something and do it if you make them
a promise first.]

“No doubt you can take all that I have but I will make you hurt before I die,” you say. You
unsheathe your sword and wave it menacingly. “Let me give you a gift for Ugromsh and go on my
way.”

The ogre waves the tree trunk it uses as a club between you, forcing you to take a step back.

“Give me sword for Ugromsh. Give me food. Give me rope.”

What do you do?

➢ Try to evade the tree trunk and dart in close to the ogre: go to 19. [Defy Danger +DEX.]
➢ Give it the sword, food and rope (from your adventuring gear): go to 136. [GM move.]

115:
[Hack & Slash—You roll ⚂ ⚁ +1=6.]

You pivot to plunge your blade into the rear of its leg, but the ogre drops its club and uses its huge
hand to smash you hard against a tree. [The monster rolls 7 (2 on a d8, plus 5), minus 1 for your
armor, for 6 damage. You have 0 hit points remaining.]

You collapse, and when you open your eyes are shocked at what you see.

Go to 81.

116:
[You roll ⚃ ⚅ +1=11. Hack & Slash—You deal your damage to the enemy and avoid their attack.]

It drops its club and tries to grab you, but you push your sword into its lower belly. [You roll ⚃-1=3
damage. It has 0 hit points left.] You jump out of the way as it topples down.

You stay still for a few moments, nursing your aching shoulder, catching your breath, seeing if the
ogre is in fact dead. It seems to be. Finally, you crawl to the ogre. Reluctantly, you search its
loincloth, and you find rations and a gem worth 400 coins.

Go to 102.
117:
[Defy Danger—You roll ⚃ ⚀ +1=6.]

You pounce on the bow and the quiver, then stare in horror at the empty quiver. The ogre smashes
you with its club, knocking you out. [The monster rolls 9 (4 on a d8, plus 5), minus 1 for your
armor, for 8 damage. You have 0 hit points remaining.]

Once again you are standing before the Black Gates, holding hands with your sister.

You let go of her hand and step through the Black Gates alone. You sigh as you look back at her.
She will cross and join you soon enough.

The End.

118:
[You roll ⚃ ⚁ +1=7. Hack & Slash—You deal your damage to the enemy and the enemy makes an attack
against you.]
You use both hands to push your sword in as far as it will go. [You roll ⚁-1=1 damage. It has 1 hit
point left.] As you push your sword in, the ogre puts its arms around your shoulders, breaking
your collarbone. [The monster rolls 10 (5 on a d8, plus 5), minus 1 for your armor, for 9 damage.
You have 0 hit points remaining.]

Both you and the ogre collapse into a tangled heap.

Go to 81.

119:
[You roll ⚅ ⚅ +1=13. Defy Danger—You do what you set out to, the threat doesn’t come to bear.]

You channel your panic at nearly being killed into a sudden burst of energy: you pull your broken
hand out of the ogre’s grasp, your sword clattering to the ground.

As the ogre bends down to grab your weapon, you drop your quiver as well to lighten your load,
and run down the forest path.

You hear the ogre roar and start to follow you, but it won’t abandon all that you have left, and you
hear its footsteps falter.
For hours you run down the trail, growing more and more tired as the adrenaline from your
encounter with the ogre wears off.

To lighten your load, you take off your armor as best you can with one hand. You hide it not far
from the trail. Perhaps you can return for it later, but your sister is far more important.

You eventually run out of the woods and into the grasslands as the sun begins sinking below the
horizon.

You make it back to your family’s hut with the fading sunlight reddening the fields. You rush to
your sister’s side. Your mother breaks into tears as she sees you without your armor, weapons, or
gear.

Your swordhand is black and bloody and you can barely move it. You tell your mother you have
the potion and she cries more, but in relief now. Your sister’s unconscious and barely breathing, so
your mother holds her mouth open and gingerly and slowly pours the healing potion into her
mouth.

You and your mother sit beside her bedside all night, hoping for any sign that she will recover.

In the morning, as the darkness fades, your sister wakes and asks for water.

She will live.

You have nothing except that which is most precious.

The End.

120:
[You roll ⚂ ⚂ +1=7. Hack & Slash—You deal your damage to the enemy and the enemy makes an attack against
you.]

Your back against the tree, you raise your sword and strike at the ogre’s right arm. [You roll ⚅-1=5
damage. It has 5 hit points left.] The ogre roars in fury, a bestial cry that echoes through the forest
and causes birds to squawk and take flight from the treetops. With its left hand, it smashes your
head against the tree trunk. [The monster rolls 6 (1 on a d8, plus 5), minus 1 for your armor, for 5
damage. You have 0 hit points remaining.]

Go to 81.
121:
[You roll ⚄ ⚄ +1=11. Defend—Hold 3. You have 4 options, but only two apply here: Halve the attack’s effect or
damage, and Deal damage to the attacker equal to your level. Since you aren’t fighting with an ally, these don’t
apply: Open up the attacker to an ally giving that ally +1 forward against the attacker, Redirect an attack from
the thing you defend to yourself.]

You try to use the flat of the sword to keep the ogre from striking you with its full force. But the
ogre is so strong, you barely slow down the club, which barrels into you, knocking you off your
feet and crushing your swordhand. [The monster rolls 10 (5 on a d8, plus 5), minus 1 for your
armor, for 9, which is halved by your defense, for 4 damage. You have 9 hit points remaining.]
You’ve dropped your sword, but you grab it with your other hand and stab the ogre’s left foot.
[Deal damage to the attacker equal to your level: 1 minus 1 for its armor, is 0 damage.] The ogre
instinctively hops away from you, even as it raises its club to strike.

What do you do?

➢ Make a dash for it: go to 130.


➢ Evade its club to get into range to use your sword: go to 138. [Defy Danger +DEX.]

122:
[You roll ⚁ ⚅ +1=9. Defy Danger—You stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard
bargain, or ugly choice.]

You let your bow drop, and you fumble with your sword as you fall from the tree.

What do you do?

➢ Let the sword go flying, but try to land without injury: go to 139.
➢ Hold onto the sword no matter how hard you hit the ground: go to 131.

123:
[You roll ⚀ ⚅ +0 CHA +1 forward = 8. Parley—On a hit they ask you for something and do it if you make them a
promise first. On a 7–9, they need some concrete assurance of your promise, right now.]

You turn to run. “You’ll never catch me! Let me give you a gift for Ugromsh and go on my way.”

The ogre’s reach is so long it waves its tree trunk behind you, forcing you to take a step closer to it.
“Give me sword for Ugromsh. Give me food. Give me rope.”

What do you do?

➢ Try to evade the tree trunk and dart in close to the ogre: go to 19. [Defy Danger +DEX.]
➢ Give it the sword, food and rope (from your adventuring gear): go to 136. [GM move.]

124:
[You roll ⚄ ⚁ +1=8. Hack & Slash—You deal your damage to the enemy and the enemy makes an attack
against you.]
You pounce on your sword before the ogre even notices you and drive your blade deep into its
chest. [You roll ⚄-1=4 damage. It has 6 hit points left.] But you strike bone.

It grabs your head from both sides. [The monster rolls 13 (8 on a d8, plus 5), minus 1 for your
armor, for 12 damage. You have 0 hit points remaining.] It crushes your skull between its hands.

You blink and once again you are standing before the Black Gates, holding hands with your sister.

You let go of her hand and step through the Black Gates alone. You sigh as you look back at her.
She will cross and join you soon enough.

The End.

125:
[Volley—You deal your damage. You have to take what you can get: -1d6 damage.]

You line up a series of clean shots. The first arrow zooms by the ogre’s ear. The next two arrows
thunk into the shoulder of the ogre, who howls in pain and rage. [You roll ⚅-1=5 damage. It has 2
hit points left.]

Roaring, the ogre begins shaking the tree even more forcefully.

Regretfully, you are out of arrows.

You climb back down the tree a bit, taking care to stay out of reach of the ogre’s club.

What do you do?

➢ Drop your bow and jump down on the ogre, trying to kill it with your sword: go to 132.
[Hack & Slash.]
➢ Jump out of the tree and try to break into a run: go to 91. [Defy Danger +DEX.]
126:
[Defy Danger—You roll ⚁ ⚂ +1=6.]

You turn and run, only to be slammed to the ground by the giant club of the ogre. [The monster
rolls 11 (6 on a d8, plus 5), minus 1 for your armor, for 10 damage. You have 0 hit points remaining.]

Go to 81.

127:
[You roll ⚄ ⚅ +1=12. Defy Danger—You do what you set out to, the threat doesn’t come to bear.]

As you try to pull your hand out of the grasp of the ogre, you move the sword blade in the ogre’s
wound. The ogre roars, removes its hand from yours, and pulls the sword out by its guard. You
immediately break into a run.

Go to 130.

128:
The ogre shakes the tree violently. High above it, you rock back and forth with the branches.

The tree begins to lurch. The ogre may be able to uproot it.

You try to see if you can jump to another tree, but the tree is swaying too quickly and the other
treetops are too far away. There’s nothing for it but to climb back down the tree.

You climb down to just above the ogre, who isn’t looking up, but is concentrating on shaking the
tree.

What do you do?

➢ Jump down on the ogre, trying to kill it with your sword: go to 35. [Hack & Slash.]
➢ Jump over the ogre and run for it: go to 91. [Defy Danger +DEX.]
129:
[You roll ⚁-1=1 damage.] You draw blood but don’t injure the ogre enough for it to drop you.

It pummels your head into the ground. [The monster rolls 8 (3 on a d8, plus 5), minus 1 for your
armor, for 7 damage. You have 0 hit points remaining.]

Go to 81.

130:
You hear the ogre grunt and start to follow you, but you hear its footsteps falter. You dare not look
back.

For hours you run down the trail, growing more and more tired as the adrenaline from your
encounter with the ogre wears off.

You eventually run out of the woods and into the grasslands as the sun begins sinking below the
horizon.

You make it back to your family’s hut with the fading sunlight reddening the fields. You rush to
your sister’s side.

Your swordhand is black and bloody, and you can barely move it. You tell your mother you have
the potion in your pack, and she hastily finds it. Your sister’s unconscious and barely breathing, so
your mother holds her mouth open and gingerly and slowly pours the healing potion into her
mouth.

You and your mother sit beside her bedside all night, hoping for any sign that she will recover.

In the morning, as the darkness fades, your sister wakes and asks for water.

She will live.

The End.
131:
You cling to the sword as if your life depends on it. [From the damage rules: “It’s likely to spill
some blood, but nothing horrendous: d6 damage.” You roll ⚃-1, for 3 damage. You have 11 hit points
remaining.] You strike the ground hard, falling on your swordhand, but you don’t break any
bones, and you don’t lose your sword, despite the pain it takes to grip it.

The ogre is already waving its club between the two of you.

What do you do?

➢ Evade the club to get close to the ogre: go to 140.


➢ Run for it: go to 130.

132:
[You roll ⚄ ⚂ +1=9. Hack & Slash—You deal your damage to the enemy and the enemy makes an attack
against you.]
You dive out of the tree, your shortsword in front of you, trying to hew the head off the ogre. It
flinches as it sees you dive, then grabs you and throws your body back against the tree. [The
monster rolls 7 (2 on a d8, plus 5), minus 1 for your armor, for 6 damage. You have 12 hit points
remaining.]

Your face flushes under its hot breath, and you see its teeth bare as it prepares to bite you. You
bring your sword up across its jugular. [You roll ⚃-1=3 damage. It has 0 hit points left.] Blood
spurts all over the two of you as it gurgles and slides to the ground.

You stay still for a few moments, nursing your sore back, catching your breath, seeing if the ogre is
in fact dead. It seems to be. Finally, you crawl to the ogre. Reluctantly, you search its loincloth, and
you find rations and a gem worth 400 coins.

Go to 102.
133:
[You roll ⚃ ⚂ +1=8. You stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly
choice.]

Your back against the trunk, the branches from the tree keep you from easily slipping around the
ogre.

What do you do?

➢ Drop your sword and crawl under the branches, hoping the branches protect you from
most of the damage from the club: go to141.
➢ Shout and charge right at the ogre, waving your sword and making a feint to try and break
away: go to 146.

134:
[Adventuring gear is a collection of useful mundane items such as chalk, poles, spikes, ropes, etc. When you
rummage through your adventuring gear for some useful mundane item, you find what you need and mark off a
use.]

With your other hand, you reach into your adventuring gear, feel around, and slowly pull out your
hidden knife, as the ogre tightens its grip on your swordhand. You scream in pain.

[You roll ⚄ ⚁ +1=8. Hack & Slash—You deal your damage to the enemy and the enemy makes an attack
against you.]
You stab the ogre’s arm, trying to get it to free its grip on you. [You roll ⚂-1=2 damage. It has 8 hit
points left.] The ogre lets go of your hand and chokes you. You gasp for breath. [The monster rolls
12 (7 on a d8, plus 5), minus 1 for your armor, for 11 damage. You have 0 hit points remaining.]

Go to 81.
135:
[You roll ⚅ ⚂ +1=10. Hack & Slash—You deal your damage to the enemy and avoid their attack.]

You swing your sword and cut even deeper into its thigh. [You roll ⚄-1=4 damage. It has 1 hit point
left.]

It roars and misses you with its club.

What do you do?

➢ Attack with your sword once more: go to 142. [Hack & Slash.]
➢ Offer the ogre its life in exchange for you going free: go to 147. [Parley.]

136:
[Adventuring gear is a collection of useful mundane items such as chalk, poles, spikes, ropes, etc. When you
rummage through your adventuring gear for some useful mundane item, you find what you need and mark off a
use.]

You spend an awkward moment reaching into your gear to untangle and pull out your rope. Then
you give the rope, rations, and—last of all—your sword, to the ogre.

You back away slowly, leaving the ogre cackling over these items, then break into a run down the
path.

➢ If you also gave the ogre the healing potion, go to 76.


➢ Otherwise go to 100.

137:
[You roll ⚀ ⚄ +1=7. Defy Danger—You stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard
bargain, or ugly choice.]

You pivot your body and kick repeatedly at the ogre’s arm with both your legs, trying to break
free.

What do you do?

➢ Push yourself so violently that you will hit the ground hard but away from the ogre: go to
143.
➢ Land gently but within range of the ogre: go to 148.
138:
[Defy Danger—You roll ⚀ ⚂ +1=5.]

You try to duck in close to stab the ogre, but it slams you hard with its club. [The monster rolls 11 (6
on a d8, plus 5), minus 1 for your armor, for 10 damage. You have 0 hit points remaining.]

Go to 81.

139:
You let the sword go flying. You try to land in a soft patch of leaves and pine needles.

You come down safely in the leaves and even manage to keep your footing.

The ogre swings its club between you and your sword and is ready to smash you with it.

What do you do?

➢ Make a run for it, leaving your sword behind: go to 144. [Defy Danger +DEX.]
➢ Try to roll under the club to grab your sword and get close to the ogre: go to 150. [Defy
Danger +DEX.]

140:
[You roll ⚁ ⚄ +1=8. Defy Danger—You stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard
bargain, or ugly choice.]

You’re confident that if you can just get close enough to the ogre you can kill it, but the ogre is
determined to keep you at bay.

What do you do?

➢ Dive in close despite the risk of being hit by the heavy club: go to 149.
➢ Live and let live—make a dash for it: go to 145.
141:
You throw your sword to the ground towards the ogre, drop to your knees and begin crawling
under a thick branch. The ogre brings its club down on the branch. [The monster rolls 9 (4 on a d8,
plus 5), halved by the branch and minus 1 for your armor, for 3 damage. You have 2 hit points
remaining.] The branch breaks and slams into your back.

You crawl out from under the tree and break into a run. The ogre roars and follows, as you dodge
in and out of the trees, heading back to the path. You run as quickly as your wounds will let you.

That isn’t very quickly, but fortunately the ogre runs even more slowly.

Go to 100.

142:
[You roll ⚃ ⚃ +1=9. Hack & Slash—You deal your damage to the enemy and the enemy makes an attack
against you.]
The ogre tries to slam you away from it using the club, but you square yourself to stand firm. [The
monster rolls 10 (5 on a d8, plus 5), minus 1 for your armor, for 9 damage. You have 4 hit points
remaining.]

You plunge your sword back into its thigh. [You roll ⚄-1=4 damage. It has 0 hit points left.] With a
sigh, the ogre slides to the ground, and you slump beside it, too exhausted to crawl out of its reach.

You rest, listening to your breath, listening for—but not hearing—any breath from the ogre.You
reach over and search its loincloth, reluctantly, but you find rations and a gem worth 400 coins.

Go to 102.
143:
You push yourself so hard that you arch backwards and slam into a rock on the ground. [From the
damage rules: “It’s likely to spill some blood, but nothing horrendous: d6 damage.” You roll ⚅-1, for
5 damage. You have 1 hit point remaining.]

You turn and crawl away even as the club slams into the ground near you. Jumping up, you toddle
away, barely able to jog. You hear the clomps of the ogre behind you as it follows, but once you
make it back to the trail you trot more quickly. Finally, you no longer hear its footsteps behind
you.

Go to 100.

144:
[Defy Danger—You roll ⚀ ⚀ +1=3.]

Even as you try to make a run for it, the ogre’s club slams down on you, crushing you into the pile
of leaves. [The monster rolls 6 (1 on a d8, plus 5), minus 1 for your armor, for 5 damage. You have 9
hit points remaining.]

The ogre is drawing the club back to try and hammer you into your grave.

What do you do?

➢ Roll out of the way and run for it: go to 151. [Defy Danger +DEX.]
➢ Grab your bow to use to defend yourself against the club: go to 157. [Defend.]

145:
The ogre bellows as you turn and run back to the trail. The bellow is a mixture of pain and anger.
You hear it stomping behind you, but you easily outdistance it, and keep running steadily. When
you finally dare to look back, it is far behind you on the trail.

Go to 70.
146:
You rush the ogre, trying to catch it flat-footed, then break to the right and try to run past it. Out of
the corner of your eye you saw the club come at you. [The monster rolls 13 (8 on a d8, plus 5), minus
1 for your armor, for 12 damage. You have 0 hit points remaining.] You see stars and all goes black.

Go to 81.

147:
[Parley—You roll ⚁ ⚃ =6.]

“Let me walk freely, and I will leave you to nurse your wounds and live another day,” you say.

The ogre’s only answer is to swing its club into your chest. [The monster rolls 9 (4 on a d8, plus 5),
minus 1 for your armor, for 8 damage. You have 6 hit points remaining.] You stagger back and
nearly fall to the ground, but you keep your balance and step back towards the ogre.

What do you do?

➢ Make a run for it: go to 145. [GM move.]


➢ Try to kill the beast, without dying in the attempt: go to 152. [Hack & Slash.]

148:
You manage to somersault and land upright, only for the ogre’s club to barrel into you. [The
monster rolls 11 (6 on a d8, plus 5), minus 1 for your armor, for 10 damage. You have 0 hit points
remaining.]

You’re dead before your body even hits the ground.

Go to 81.
149:
You try to dodge the club, but the ogre hits you dead on, knocking you back. [The monster rolls 7 (2
on a d8, plus 5), minus 1 for your armor, for 6 damage. You have 5 hit points remaining.] You
stumble but keep your feet.

What do you do?

➢ Try to evade the club and get close enough to attack the ogre: go to 158. [Defy Danger +DEX.]
➢ Retreat back to the trail: go to 145. [GM move.]

150:
[You roll ⚂ ⚄ +1=9. Defy Danger—You stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard
bargain, or ugly choice.]

The ogre is in a frenzy, foam curling around its lips as it snarls. It’s waving the tree trunk back and
forth to keep you from getting near, even as you try to dart in with your sword.

What do you do?

➢ Fall back, and make a run for it: go to 145.


➢ Turn and take the club to your back but hold on to the sword: go to 153.

151:
[Defy Danger—You roll ⚁ ⚁ +1=5.]

Even as you roll, the ogre brings its club down on you like a hammer. [The monster rolls 12 (7 on a
d8, plus 5), minus 1 for your armor, for 11 damage. You have 0 hit points remaining.]

Go to 81.
152:
[You roll ⚂ ⚃ +1=8. Hack & Slash—You deal your damage to the enemy and the enemy makes an attack
against you.]

You stagger forward and strike the ogre with your sword. [You roll ⚀-1=0 damage. It has 10 hit
points left.] Barely a nick against its thick hide.

The ogre drops its club and grabs hold of your head with one hand. [The monster rolls 8 (3 on a
d8, plus 5), minus 1 for your armor, for 7 damage. You have 0 hit points remaining.] You see
red, then black.

Go to 81.

153:
You rush the ogre, even as it tries to strike you with its club. You turn your back to take the brunt of
the blow. [The monster rolls 9 (4 on a d8, plus 5), minus 1 for your armor, for 8 damage. You have 3
hit points remaining.]

What do you do?

➢ Pivot and strike with your sword: go to 156. [Hack & Slash.]
➢ Try to retreat out of range of the club: go to159. [Defy Danger +DEX.]

154:
[Defend—You roll ⚄ ⚀ -1=5.]

You try to roll under the branches of the tree for protection, but even as you roll the ogre’s club
hammers into you. [The monster rolls 7 (2 on a d8, plus 5), minus 1 for your armor, for 6 damage.
You have 3 hit points remaining.]

As the ogre lifts its club to administer the death blow, you scurry under the tree branches.

You crawl out from under the tree and break into a run. The ogre roars and follows, as you dodge
in and out of the trees, heading back to the path. You run as quickly as your wounds will let you.

That isn’t very quickly, but fortunately the ogre runs even more slowly.

Go to 100.
155:
[You roll ⚂ ⚃ +1=8. Defend—“Halve the attack’s effect or damage” is the only option from the move that makes
sense here.]

You hold the two pieces of the broken bow together to fend off the worst of the ogre’s strike. [The
monster rolls 13 (8 on a d8, plus 5), halved, minus 1 for your armor, for 5 damage. You have 1 hit
point remaining.] The broken bow is worse than useless. The club slams into the pieces, sending
them flying, and knocks off your feet, back out of range of the ogre.

What do you do?

➢ Third time's a charm—try to evade the club and strike: go to 158. [Defy Danger +DEX.]
➢ Retreat and head home: go to 160. [GM move.]

156:
[You roll ⚅ ⚁ +1=9. Hack & Slash—You deal your damage to the enemy and the enemy makes an attack
against you.]
You pivot to try and drive your sword into the ogre’s thigh. [You roll ⚁-1=1 damage. It has 1 hit
point left.] Its skin is thick and scarred and your blade bounces off, and you shift back a step.

The ogre drives its club into your chest. [The monster rolls 11 (6 on a d8, plus 5), minus 1 for your
armor, for 10 damage. You have 0 hit points remaining.] You go flying and strike the branches of a
tree, the force so strong it breaks the branches.

Go to 81.
157:
[You roll ⚁ ⚅ -1=7. Defend—“Halve the attack’s effect or damage” is the only option from the move that makes
sense here.]

You roll, grab your blow, and catch enough of the club that you don’t feel the full force of it, even as
it breaks your bow in half. [The monster rolls 8 (3 on a d8, plus 5), minus 1 for your armor, halved,
for 3 damage. You have 6 hit points remaining.]

What do you do?

➢ Roll out of range of the club and then run for it: go to151. [Defy Danger +DEX.]
➢ Stagger to your feet, defending yourself with the doubled-up parts of the bow: go to155.
[Defend.]

158:
[You roll ⚅ ⚅ +1=13. Defy Danger—You do what you set out to, the threat doesn’t come to bear.]

You notice a rhythm to how the ogre is swinging its club, and you do a sidestep and dance up next
to the ogre, your sword at the ready. You go for the death blow.

[Hack & Slash—You roll ⚁ ⚂ +1=6.]

Panicked, near death, the ogre grabs your swordhand, crushing it. [The monster rolls 6 (1 on a d8,
plus 5), minus 1 for your armor, for 5 damage. You have 0 hit points remaining.] The ogre throws
your body far from it. You hit the ground hard.

Clouds seem to be moving in, for it is growing dark, as you lie in pain, watching the ogre as it
watches you.

Go to 81.

159:
[Defy Danger—You roll ⚀ ⚁ +1=4.]

Even as you try to retreat to safety, avoiding the club, the ogre strikes you hard with the end of the
tree trunk. [The monster rolls 10 (5 on a d8, plus 5), minus 1 for your armor, for 9 damage. You have
0 hit points remaining.]

You go flying, doubled over, and everything goes black as you hit the ground.

Go to 81.
160:
Warily you rise to your feet. You are beaten and battered, but a sudden burst of adrenaline causes
you to run as quickly as you can away from the ogre.

You hear no sound of pursuit from your severely wounded enemy.

Once the adrenaline wears off, you can’t run far. You stagger down the trail, first at a jog, then a
swift pace, then walking as fast as you can.

Go to 100.

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