Defying Danger RPG

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A role-playing game,

Defying Danger
Iversion 1.02, by Jeremy Strandberg

What is this? For 2-6 friends over 3-5 hours Getting Started
This is a light-weight tabletop fantasy Get together with at least one friend, For your first time playing, pick an The process then repeats: the GM
role-playing game. up to five friends (plus you) max. The adventure starter that everyone is establishes the situation, provokes
game works best with four people excited about. Walk through it action/increases tension, and asks
This game is inspired most directly by: total. Plan on playing for at least a together. The adventure starter will: “what do you do?” If the scene ends,
• World of Dungeons (John Harper) couple hours, most likely 3-5. • Establish a premise the GM frames the next scene. If
• Apocalypse World (Vincent & • Guide you through creating and they’re not sure how to frame the next
Meguey Baker) Decide who will be the game master, introducing the PCs scene, they ask questions until they
• Dungeon World (Sage LaTorra & or GM. Everyone else is a player. Each • Prompt you to establish motives, are.
Adam Koebel) player controls and portrays one player goals, complications, details, etc.
character (or PC)—a warrior, a rogue, or The flow of play is conversational.
It should be pretty easy to use this the wizard. The GM controls and Adventure starters might also include a There are no formal turns, even during
game with various “old school” RPG portrays the world around them. map, dangers the PCs might face, and fights. Players can and will interrupt
scenarios. discoveries they might make. each other and interject (but please be
The Game is a Conversation respectful and give everyone else a
Printing & Materials You play this game by talking to each Flow of Play chance to contribute). What’s possible,
Print this document on 8.5 x 11 (or A4) other. You’ll say something, they The GM frames a scene: they say (or plausible, or likely is something to be
paper, landscape and single-sided. respond. You’ll ask/answer questions, ask) where the PCs are and what that decided and negotiated by each group.
interrupt, talk over each other. You place is like. They say (or ask) who else
You’ll find that it contains: take turns, but it’s not, like, taking is there, what time it is, and so forth. The GM doesn’t roll “to hit” for
• Five character sheets (two copies turns. monsters or NPCs. Instead, the GM
each of “A Warrior” and “A Rogue,” They then establishes the situation, describes them attacking the PCs and
and one copy of “The Wizard.”) The goal of this conversation is to saying (or asking) what’s going on and gives the PCs a chance to react. If they
• A sheet for the GM create the fiction, a shared imaginary providing more details to the players. ignore the threat, or roll poorly, then
• A sheet with some example Names space in which the PCs exist and act. the attack might connect. (The GM
& Places and Random Loot. The GM says something to provoke does roll to see how much harm a
• Some adventure starters. The players are responsible for their action and/or increase tension. Then monster/NPC inflicts, though even
characters: what they do and say, how they ask, “What do you do?” then, they can have the player roll for
You don’t have to use the Names & they feel, their backgrounds and them.)
Places or one of the adventure starters experiences prior to play. The players either ask for more info or
(they’re examples), but they help get say what they do (as their character’s).
things going smoothly. The GM is responsible for everything • The GM answers questions and
else: the world, the non-player clarifies the situation
You’ll want some pencils, some extra characters, monsters, etc. They • If the player triggers one of their
scrap paper, and at least 3 dice (the describe how the world responds to moves (Defy Danger, Hack & Slash,
normal six-sided ones). Ideally, you the PC’s actions, and they curate Manipulate, or Get Answers), they
want 3 dice per player. what’s true about the world. The GM work with the GM to resolve it Thanks to…
can and should ask the players for • Otherwise, the GM says what Marcus and Inmatarian on the DW
input and ideas, but the world beyond happens. Discord for kicking this idea off!
the PCs is ultimately the GM’s domain.

Defying Danger RPG (v 1.02) By Jeremy Strandberg, 2020. CC-BY-SA 4.0. spoutinglore.blogspot.com
You are…

A Warrior
XP  When you mark the last circle, erase them all and pick 1: an extra Defy Danger option, an extra Mettle option, +1 max Mettle, or change “What do you seek?”

You are called… Hack & Slash Mettle  Inventory


When you fight, trade harm with your Your max Mettle is 6 (to start). Mark up to 6 x  to start. Max load is 6.
foe(s). But first, roll 3 dice and keep Undefined  
Your look the 2 best. Spend Mettle 1-for-1 to… pick 2 more During play, move from here to specific items
Pick one for each row  …reduce harm taken by 1 (how?)  Supplies (uses )
feminine masculine ambiguous On a 10+, pick 2. On a 7-9, pick 1. On  …add +1 to a roll (once per roll)  Supplies (uses )
young mature elder ________ a 6-, mark XP and your enemy picks 1  …ask: “Who’s the biggest threat?” Use to recover or for expendables (torches, etc.)
human elf dwarf ___________ against you.  …ask: “What’s their true position?”  Sword (quick, versatile)
tidy posh feral grizzled grim • Strike hard and fast (+1 harm)  …take a blow meant for another  Spear (reach)
` • Suffer no harm  …keep your feet or grip, despite  Flail or mace (forceful)
What do you seek? pick 1 • Improve your position what befalls you  Ax (messy)
 Bloody vengeance (against whom?) • Create an opportunity  …get +1 choice on a Hack & Slash  Pick (piercing, sticks)
 Redemption (for what?)  …inflict +1 harm (once per harm)  Polearm (extra reach)
 To prove yourself (to whom?) Defy Danger pick 2  Maul (forceful, messy)
 To do your duty (which is?) When danger looms and you do Regain 1 Mettle when you catch your  Greatsword (quick, messy)
 Freedom! (from whom?) something chancy, establish what you breath and use 1 Supplies. Regain all
 Fame and glory (why?) your Mettle when you get a few hours’  Bow or crossbow
stand to gain and establish what it  Quiver (shots    )
 Enough loot to retire (and do what?) might cost. sleep and use 1 Supplies.
 Shield (+1 armor)
When you make tangible progress, If you are defying danger… Inflict Harm  Scale/hauberk/cuirass (+1 armor)
mark XP or regain 1 Mettle. When  …vs. fear Roll 3 dice. If you inflict harm with…  Helm (+1 armor)
everyone agrees that you’ve reached a  …vs. pain or fatigue • … a sturdy weapon, keep the best  Coil of rope Armor
milestone towards your goal, mark 5  …while furious • … an improvised weapon, keep the  Prybar
XP or regain all your Mettle.  …to save another middle  Lantern
 …to get your hands on a foe • … your hands, feet, etc., keep the  ____________________________
Which one of you…  …by intimidating another worst  ____________________________
Ask your fellow PCs at least one of these  …by holding steady  ____________________________
 …served with me in the wars?  …with your mighty thews Suffer Harm  __________________________
 …with grace and prowess Ask the GM how much. Reduce it by…  __________________________
 …have I sworn to protect? • … your total Armor (see Inventory)
…then roll 3 dice and keep the best 2.
Otherwise, roll 2 dice. • … spending Mettle (1 for 1 harm) Little things
 …has the hots for me? • … losing your footing/grip (-1 harm) Fit in pockets, purses, boots; pick 1 more
On a 10+, you get what you were after • … getting stunned (-1 harm)  Knives
 …is a good and true friend? • … something breaking (-1 harm)  Tinderbox
and avoid the cost. On a 7-9, you get
what you were after -or- you avoid the Whatever’s left, mark that many boxes.  Brass knuckles (concealed)
 …has vowed to follow me?  Flask of good whisky (uses )
cost (your choice), ask the GM what
Harm:  Letter (from whom?)
happens next. On a 6-, mark XP and
 …put this job together?  Ouch  It’ll leave a scar
prepare for the worst.
 -1 to all rolls  Out of the action
 Maimed  Dying

Defying Danger RPG (v 1.02) By Jeremy Strandberg, 2020. CC-BY-SA 4.0. spoutinglore.blogspot.com
You are…

A Rogue
XP  When you mark the last circle, erase them all and pick 1: an extra Defy Danger option, an extra Cunning option, +1 max Cunning, or change “What do you seek?”

You are called… Manipulate Cunning  Inventory


When you press or entice an NPC, say Your max Cunning is 6 (to start). Mark up to 4 x  to start. Max load is 4.
what you want them to do. If they have Undefined 
Your look reason to resist, roll 3 dice and keep 2. Spend Cunning 1-for-1 to… pick 2 more During play, move from here to specific items
Pick one for each row  …reduce harm taken by 1 (how?)  Supplies (uses )
feminine masculine ambiguous On a 10+, they’ll either do what you  …add +1 to a roll (once per roll)  Supplies (uses )
young mature elder ________ want or reveal the easiest way to  …ask: “What isn’t what it seems?” Use to recover or for expendables (torches, etc.)
human halfling ______________ convince them. On a 7-9, they’ll reveal  …ask: “What do they really want?”  Rapier (quick, stylish)
stylish hot cute slick seedy how you could convince them, but it’ll  …ask: “What’s the best way  Sword (quick, versatile)
likely be costly, tricky, or distasteful. On in/out/past?”  Spiked chain (reach, grabby)
What do you seek? pick 1 a 6-, mark XP and they’re having none  …act before anyone can react  Spear (reach)
 Answers (about?) of it.  …reveal a ploy you set up earlier  Staff (innocuous)
 To help someone (who?)  …disappear when no one’s looking
 Bow or crossbow
 Payback (for what?) Defy Danger pick 3  Quiver (shots    )
 To be better than… (who?) When danger looms and you do Regain 1 Cunning when you catch your
 Revolution! (against whom?) something chancy, establish what you breath and use 1 Supplies. Regain all  Cuirass/brigandine (+1 armor)
 Renown (for?) stand to gain and establish what it your Cunning when you get a few  Coil of rope Armor
 One last big score (and then what?) might cost. hours’ sleep and use 1 Supplies.  Prybar
 Bullseye lantern
When you make tangible progress, If you are defying danger… Inflict Harm  Lockpicks, files, snips, etc.
mark XP or regain 1 Cunning. When  …vs. suspicion Roll 3 dice. If you inflict harm and…  Disguise kit (uses )
everyone agrees that you’ve reached a  …vs. poison • … they don’t see it coming, keep  A purse of coins (valuable)
milestone towards your goal, mark 5  …by being stealthy the best  ____________________________
XP or regain all your Cunning.  …to dodge or avoid harm • … you exploit an advantage, keep  ____________________________
 …to disarm a trap the middle  ____________________________
Which one of you…  …without thought or hesitation • … you fight fair, keep the worst  __________________________
Ask your fellow PCs at least one of these  …with sleight of hand  __________________________
 …got me out of a jam recently?  …with a clever plan Suffer Harm
 …with grace and prowess Ask the GM how much. Reduce it by… Little things
 …has the key to what I seek? • … your total Armor (see Inventory) Fit in pockets, purses, boots; pick 2 more
…then roll 3 dice and keep the best 2.
Otherwise, roll 2 dice. • … spending Cunning (1 for 1 harm)  Some knives (of course)
 …is my kin? • … losing your footing/grip (-1 harm)  Tinderbox
On a 10+, you get what you were after • … getting stunned (-1 harm)  Gemstone (valuable)
 …is the butt of my jokes? • … something breaking (-1 harm)  Poison (uses )
and avoid the cost. On a 7-9, you get
what you were after -or- you avoid the Whatever’s left, mark that many boxes.  Key (to what?)
 …owes me their life?  Sap or garrote (concealed)
cost (your choice), ask the GM what
Harm:
happens next. On a 6-, mark XP and
 …is holding something over me?  Ouch  It’ll leave a scar
prepare for the worst.
 -1 to all rolls  Out of the action
 Maimed  Dying

Defying Danger RPG (v 1.02) By Jeremy Strandberg, 2020. CC-BY-SA 4.0. spoutinglore.blogspot.com
You are…

The Wizard
XP  When you mark the last circle, erase them all and pick 1: an extra Defy Danger option, an extra Power option, +1 max Power, or change “What do you seek?”

You are called… Get Answers Power  Spells & Rituals
When you closely study something or Your max Power is 6 (to start). Spells always cost Power, and always
probe your memories, ask the GM a involve Defying Danger; the greater the
Your look question and roll 3 dice, keeping 2. Spend Power 1-for-1 to… pick 2 more effect, the greater the risk/cost. Most
Pick one for each row  …add +1 to a roll (no limits) spells are off-hand & quick. They affect
feminine masculine ambiguous On a 10+, they’ll give you a clear,  …cast a spell of fire, heat, light only that in your presence, instantly or
young mature elder ________ useful answer and you can ask follow-  …cast a spell of earth, stone, metal for a limited duration. To reach farther
human elf ______________ up questions. On a 7-9, they’ll give a  …cast a spell of water, ice, cold or last longer requires a ritual. Say what
creepy imposing wispy manic cryptic answer and say how you could  …cast a spell of wind, air, weather you’re after and how you plan to do it,
learn more. On a 6-, they’ll tell you a  …touch the minds of others then ask the GM what else is required
What do you seek? pick 1 dangerous lie; mark XP if you act on it.  …twist time & space and roll to Get Answers.
 Ancient secrets (whose? why?)  …call on beasts/spirits of the wild
 Fulfillment of the prophecy (about?) Defy Danger pick 3  …work illusion, glamour, shadow Inventory
 Your rightful place (where?) When danger looms and you do  …weave the flesh Mark up to 3 x to start. Max load is 3.
 To put down a great evil (what?) something chancy, establish what you  …conjure a spirit, demon, etc.
Undefined 
 A way to lift the curse (on who?) stand to gain and establish what it Regain 1 Power when you catch your During play, move from here to specific items
 The key to your research (which is?) might cost. breath and use 1 Supplies. Regain all  Supplies (uses )
 The fruition of your schemes (oh?) your Power when you get a few hours’ Use to recover or for expendables (torches, etc.)
 Immortality (how?) If you are defying danger… sleep and use 1 Supplies.  Staff or wand or orb
 …vs. spirits, demons, etc. +1 to Defy Danger w/magic
When you make tangible progress,  …to counter a spell Inflict Harm  Paraphernalia (slow, uses )
mark XP or regain 1 Power. When  …via sheer willpower Roll 3 dice. If you inflict harm… Expend instead of 1 Power, but takes time!
everyone agrees that you’ve reached a  …to attack/destroy with magic • … with magic, keep the best  Wards, talismans (defenses )
milestone towards your goal, mark 5  …to create/restore with magic • … with crude violence, keep the Whenever you regain Power, clear all defenses.
XP or regain all your Power.  …to preserve/shield with magic worst  Tome (slow, +1 to Get Answers)
 …to command/influence with magic • … by exploiting a weakness, add +1
Which one of you…  …to learn/reveal with magic  Lantern
Ask your fellow PCs at least one of these  …to maneuver/position with magic  ____________________________
 …needs my help and guidance? Suffer Harm
 …to mutate/change with magic  ____________________________
Ask the GM how much. Reduce it by…
…then roll 3 dice and keep the best 2.  __________________________
 …has a key role to play in all this? • … marking defenses ( for 1 harm)
Otherwise, roll 2 dice. • … losing your footing/grip (-1 harm)
Little things
 …is my lover? • … getting stunned (-1 harm) Fit in pockets, purses, boots; pick 1 more
On a 10+, you get what you were after • … something breaking (-1 harm)  Tinderbox
and avoid the cost. On a 7-9, you get
 …has been marked by magic? Whatever’s left, mark that many boxes.  Elixir (1 use, heals all harm)
what you were after -or- you avoid the
Harm:  Charm (expend instead of 1 Power)
cost (your choice), ask the GM what
 …trusts me implicitly?  Ouch  It’ll leave a scar  Magic light source (what?)
happens next. On a 6-, mark XP and
prepare for the worst.  -1 to all rolls  Out of the action
 …hails from a storied bloodline?  Maimed  Dying

Defying Danger RPG (v 1.02) By Jeremy Strandberg, 2020. CC-BY-SA 4.0. spoutinglore.blogspot.com
You are…

A Warrior
XP  When you mark the last circle, erase them all and pick 1: an extra Defy Danger option, an extra Mettle option, +1 max Mettle, or change “What do you seek?”

You are called… Hack & Slash Mettle  Inventory


When you fight, trade harm with your Your max Mettle is 6 (to start). Mark up to 6 x  to start. Max load is 6.
foe(s). But first, roll 3 dice and keep Undefined  
Your look the 2 best. Spend Mettle 1-for-1 to… pick 2 more During play, move from here to specific items
Pick one for each row  …reduce harm taken by 1 (how?)  Supplies (uses )
feminine masculine ambiguous On a 10+, pick 2. On a 7-9, pick 1. On  …add +1 to a roll (once per roll)  Supplies (uses )
young mature elder ________ a 6-, mark XP and your enemy picks 1  …ask: “Who’s the biggest threat?” Use to recover or for expendables (torches, etc.)
human elf dwarf ___________ against you.  …ask: “What’s their true position?”  Sword (quick, versatile)
tidy posh feral grizzled grim • Strike hard and fast (+1 harm)  …take a blow meant for another  Spear (reach)
` • Suffer no harm  …keep your feet or grip, despite  Flail or mace (forceful)
What do you seek? pick 1 • Improve your position what befalls you  Ax (messy)
 Bloody vengeance (against whom?) • Create an opportunity  …get +1 choice on a Hack & Slash  Pick (piercing, sticks)
 Redemption (for what?)  …inflict +1 harm (once per harm)  Polearm (extra reach)
 To prove yourself (to whom?) Defy Danger pick 2  Maul (forceful, messy)
 To do your duty (which is?) When danger looms and you do Regain 1 Mettle when you catch your  Greatsword (quick, messy)
 Freedom! (from whom?) something chancy, establish what you breath and use 1 Supplies. Regain all
 Fame and glory (why?) your Mettle when you get a few hours’  Bow or crossbow
stand to gain and establish what it  Quiver (shots    )
 Enough loot to retire (and do what?) might cost. sleep and use 1 Supplies.
 Shield (+1 armor)
When you make tangible progress, If you are defying danger… Inflict Harm  Scale/hauberk/cuirass (+1 armor)
mark XP or regain 1 Mettle. When  …vs. fear Roll 3 dice. If you inflict harm with…  Helm (+1 armor)
everyone agrees that you’ve reached a  …vs. pain or fatigue • … a sturdy weapon, keep the best  Coil of rope Armor
milestone towards your goal, mark 5  …while furious • … an improvised weapon, keep the  Prybar
XP or regain all your Mettle.  …to save another middle  Lantern
 …to get your hands on a foe • … your hands, feet, etc., keep the  ____________________________
Which one of you…  …by intimidating another worst  ____________________________
Ask your fellow PCs at least one of these  …by holding steady  ____________________________
 …served with me in the wars?  …with your mighty thews Suffer Harm  __________________________
 …with grace and prowess Ask the GM how much. Reduce it by…  __________________________
 …have I sworn to protect? • … your total Armor (see Inventory)
…then roll 3 dice and keep the best 2.
Otherwise, roll 2 dice. • … spending Mettle (1 for 1 harm) Little things
 …has the hots for me? • … losing your footing/grip (-1 harm) Fit in pockets, purses, boots; pick 1 more
On a 10+, you get what you were after • … getting stunned (-1 harm)  Knives
 …is a good and true friend? • … something breaking (-1 harm)  Tinderbox
and avoid the cost. On a 7-9, you get
what you were after -or- you avoid the Whatever’s left, mark that many boxes.  Brass knuckles (concealed)
 …has vowed to follow me?  Flask of good whisky (uses )
cost (your choice), ask the GM what
Harm:  Letter (from whom?)
happens next. On a 6-, mark XP and
 …put this job together?  Ouch  It’ll leave a scar
prepare for the worst.
 -1 to all rolls  Out of the action
 Maimed  Dying

Defying Danger RPG (v 1.02) By Jeremy Strandberg, 2020. CC-BY-SA 4.0. spoutinglore.blogspot.com
You are…

A Rogue
XP  When you mark the last circle, erase them all and pick 1: an extra Defy Danger option, an extra Cunning option, +1 max Cunning, or change “What do you seek?”

You are called… Manipulate Cunning  Inventory


When you press or entice an NPC, say Your max Cunning is 6 (to start). Mark up to 4 x  to start. Max load is 4.
what you want them to do. If they have Undefined 
Your look reason to resist, roll 3 dice and keep 2. Spend Cunning 1-for-1 to… pick 2 more During play, move from here to specific items
Pick one for each row  …reduce harm taken by 1 (how?)  Supplies (uses )
feminine masculine ambiguous On a 10+, they’ll either do what you  …add +1 to a roll (once per roll)  Supplies (uses )
young mature elder ________ want or reveal the easiest way to  …ask: “What isn’t what it seems?” Use to recover or for expendables (torches, etc.)
human halfling ______________ convince them. On a 7-9, they’ll reveal  …ask: “What do they really want?”  Rapier (quick, stylish)
stylish hot cute slick seedy how you could convince them, but it’ll  …ask: “What’s the best way  Sword (quick, versatile)
likely be costly, tricky, or distasteful. On in/out/past?”  Spiked chain (reach, grabby)
What do you seek? pick 1 a 6-, mark XP and they’re having none  …act before anyone can react  Spear (reach)
 Answers (about?) of it.  …reveal a ploy you set up earlier  Staff (innocuous)
 To help someone (who?)  …disappear when no one’s looking
 Bow or crossbow
 Payback (for what?) Defy Danger pick 3  Quiver (shots    )
 To be better than… (who?) When danger looms and you do Regain 1 Cunning when you catch your
 Revolution! (against whom?) something chancy, establish what you breath and use 1 Supplies. Regain all  Cuirass/brigandine (+1 armor)
 Renown (for?) stand to gain and establish what it your Cunning when you get a few  Coil of rope Armor
 One last big score (and then what?) might cost. hours’ sleep and use 1 Supplies.  Prybar
 Bullseye lantern
When you make tangible progress, If you are defying danger… Inflict Harm  Lockpicks, files, snips, etc.
mark XP or regain 1 Cunning. When  …vs. suspicion Roll 3 dice. If you inflict harm and…  Disguise kit (uses )
everyone agrees that you’ve reached a  …vs. poison • … they don’t see it coming, keep  A purse of coins (valuable)
milestone towards your goal, mark 5  …by being stealthy the best  ____________________________
XP or regain all your Cunning.  …to dodge or avoid harm • … you exploit an advantage, keep  ____________________________
 …to disarm a trap the middle  ____________________________
Which one of you…  …without thought or hesitation • … you fight fair, keep the worst  __________________________
Ask your fellow PCs at least one of these  …with sleight of hand  __________________________
 …got me out of a jam recently?  …with a clever plan Suffer Harm
 …with grace and prowess Ask the GM how much. Reduce it by… Little things
 …has the key to what I seek? • … your total Armor (see Inventory) Fit in pockets, purses, boots; pick 2 more
…then roll 3 dice and keep the best 2.
Otherwise, roll 2 dice. • … spending Cunning (1 for 1 harm)  Some knives (of course)
 …is my kin? • … losing your footing/grip (-1 harm)  Tinderbox
On a 10+, you get what you were after • … getting stunned (-1 harm)  Gemstone (valuable)
 …is the butt of my jokes? • … something breaking (-1 harm)  Poison (uses )
and avoid the cost. On a 7-9, you get
what you were after -or- you avoid the Whatever’s left, mark that many boxes.  Key (to what?)
 …owes me their life?  Sap or garrote (concealed)
cost (your choice), ask the GM what
Harm:
happens next. On a 6-, mark XP and
 …is holding something over me?  Ouch  It’ll leave a scar
prepare for the worst.
 -1 to all rolls  Out of the action
 Maimed  Dying

Defying Danger RPG (v 1.02) By Jeremy Strandberg, 2020. CC-BY-SA 4.0. spoutinglore.blogspot.com
You are…

The GM
Your agenda Your GM moves Inflict Harm click here for odds Groups
• Make the world feel real Do these things to provoke action or How dangerous is it? Roll 3 dice, take… A group has same number of HP as a
• Make their lives not boring increase tension. When they Defy • Not very worst die single individual in the group.
• Play to find out what happens Danger, use this list as inspiration for a non-combatant, falling off a horse • Harm suffered by the group reflects
the potential cost. • Plenty middle die casualties, proportionate to HP.
a competent fighter, a 2-story fall
What to do • Introduce someone/thing interesting • A group reduced to 0 HP is beaten,
• Extremely best die slaughtered, routed, captured, etc.
• Establish the situation • Hint at more a vicious killer, falling off a cliff
• Provoke action, increase tension • Offer an opportunity • A PC that is part of a group suffers
forceful: knocks foes around, breaks the same harm they do
• “What do you do?” • Present a choice stuff, and/or stuns
• Clarify, answer questions • Say what’s required
A Warrior PC leads a group of 3 mercs (5 HP, 2
grabby: grabs, trips, restrains, and/or armor) vs. an ogre (6 HP, 1 armor, large), Hack &
• If they trigger a move, resolve it • Warn of the consequences disarms Slash, gets a 7-9, picks +1 harm. Rolls 5 harm,
• Otherwise, say what happens • Announce trouble +1 (for H&S), -1 (for size), +1 (force parity), -1 for
messy: breaks stuff, dismembers,
• Repeat • Reveal an unwelcome truth armor. It suffers 5 harm and is still fighting. It
causes nasty wounds
rolls 4 harm, +1 (size), -1 (force parity). The
• Demonstrate a downside piercing: ignores (most) armor mercs take 4 harm, 2 after armor, vs. 5 HP. One
Principles
• Threaten/take away their stuff of them goes splat, another is swept aside with a
• Address the characters, not players
• Put someone in a spot Hit Points broken arm. The PC also takes 4 harm, reduced
• Respect your prep, but leave blanks by her 3 armor. The attack is forceful so she’s
• Separate them If they are… (pick 1) knocked off her feet, and she marks “Ouch.”
• Ask questions, use the answers
• Capture someone • …feeble, soft, juvenile +1 HP
• Make coherent, consistent rulings
• Bar the way, remove a possibility • …able-bodied +2 HP Adjust Harm by…
• Frame scenes aggressively
• Inflict harm • …hard, strong, tough +3 HP …the victim’s armor.
• Embrace the fantastic
• …unnaturally resilient +4 HP • +1 per: body armor, shield, helm
• Think offscreen, too
If they roll a 6- on Defy Danger, then And if they are… (pick 1) • +1 for thick hide/scales/blubber,
• Be a fan of the characters
establish badness. Pick one (especially • …craven, cowardly, forlorn +1 HP or +2 for carapace/chitin/plates
• Protect nothing, let things burn
one from the bottom) and do it. • …motivated, level-headed +2 HP • +1 if lacks vital organs
• Begin and end with the fiction
• Breathe life into NPCs & monsters • …zealous, ferocious +3 HP
• …incapable of fear/doubt +4 HP …size: inflict +1 harm for each category
bigger than the foe; suffer -1 harm for
When an NPC/monster suffers harm each category smaller
When the PCs get hurt… (cumulative) ≥ HP, they’re out of the tiny < small < man-sized < large < huge
• Ouch—clears with a few minutes’ rest fight (dead, dying, incapacitated,
• It’ll leave a scar—clears when they treat it & expend 1 Supplies. fleeing, groveling, etc. as appropriate to …force parity: inflict +1 harm and suffer
• -1 to all rolls—pain, weakness, etc. Clears when they make camp. the harm suffered). -1 harm if you significantly outnumber
• Out of the action—KO’d, trapped, in shock, etc. Clears when you say so. them, or +2 harm/-2 harm if you can
• Maimed—part of them is broken or ruined, you say how. Clears with downtime
under a healer’s care, but the effects (like a severed hand) might very well linger.
Prepping Monsters/NPCs swarm them.
1. Visualize/conceptualize them.
• Dying—they take 1 harm (piercing) whenever you say so. Clears when someone …formation: a group fighting in
2. Decide on harm, tags, HP, armor.
treats them, stabilizes the wound (which might not be feasible). formation inflicts +1 harm and suffers
3. Write 2-4 things they can/will do.
Work with the player to determine the specifics, based on the fiction and the choices 4. Write 1-2 things they want/need. -1 harm vs. a group that doesn’t
made. If they take more harm than they can mark, they die. 5. Write 1-2 fears/vulnerabilities.

Defying Danger RPG (v 1.02) By Jeremy Strandberg, 2020. CC-BY-SA 4.0. spoutinglore.blogspot.com
A collection of Random

Names & Places


To use or ignore as you see fit
Loot
Krajina Names Old Empire Names Places/Regions/Features To pick common vs. uncommon, roll the
Daryn Vizojin Narum Talbor Tanner’s Ford Rum River (previous) owner’s damage. Try to make
Grazdyn Jirorem Nebat Ubissa Crystal Falls Battlemoore sense of it; reroll if you can’t.
Vinzlaw Tololsk Anake Aliku The Gray Fast Andwynne River
Bohdiin Kelimir Iskander Afe Wyvern’s Rock The Fallness 1-4 Common Stuff (roll d6)
Druzen Benarsk Negarro Brevan Witch’s Vale White Sands 1. A curiosity, trophy, or bauble*
Konimir Lomira Mekura Amar Wicked Fells Crag Harbor 2. Handful of coins (little)
Besyov Zladny Agna Kahim Witch’s Citadel Ogre Mounds 3. Supplies, gear, provisions
Jominda Duurva Enki Fraazer Aewj River Altar Ridge 4. Supplies, gear, provisions
Lyika Miiliska Mekamu Kasha Forlorn Wood Elderslope 5. Specialized, uncommon gear or
Yeffen Kybiin Elaki Naryo The Cryptwood The Ghurab Way supplies (poison, reagents, etc.)
Emissie Destu Troll Pass Elven Dunes 6. Clue, hint, or useful intel
Jabali Names Eyol Fassil Darken Wood Hushed Crags
Kufail Waafir Bidaba Tibu The Right Sea The River Vast 5-6 Uncommon Stuff (roll d6)
Raffan Taaji Tufeeq Bayuh Howling Obelisk Robber’s Vale 1. Trade goods or coin (valuable)*
Amim Raamir Lia Noed The Red Descent Jivir Caves 2. Exceptional item (valuable)*
Faaed Moolak Zamera Romigna Vulture Plains The Blue Hills 3. Info that could make someone rich
Qamani Vahid Dawid Segan Rust Mountains Mount Ballaaran with effort/resources (valuable)
Obaud Dabr Ghidewon Ednu Khiyaan Coast Nezivo Vale 4. A minor magical item or bauble*
Ghejal Harfat Lake Pestry Inang River 5. Magic aura/effect (immobile)
Safaai Jaamida Settlements 6. Roll d6 on Rare Stuff table.
Raalima Ghaafia Lowgate Fort Smoke Found in the Wild…
Lutaiha Faswa Blackstone Village Oakridge stone circle crumbling tower Rare Stuff (roll d6)
Qaheeda Risma Circle Bay White Falls abandoned keep old mine/quarry 1. Riches, finery, treasure (precious)*
Stalwart Peregrine City haunted library secluded abbey 2. Riches, finery, treasure (precious)*
Saelander Names Highpass Ashcourt forgotten manor ancient tree 3. Riches, finery, treasure (precious)*
Javies Arren Seawall Wyrmhome crumbling statues giant nest 4. A potent magical item*
Brakley Thovas Nook’s Crossing Fivehills idyllic gorge barrow mounds 5. Lore folks would kill for—map to a
Eshan Voung Barrowbridge Dogtown natural caverns hill figure hoard, royal blackmail, info needed
Larsh Nabe Settledown Snowcalm foggy valley rock outcropping for a new spell, etc. (precious)*
Juhn Dacom Leppo Neneveh Waterfall natural spring 6. Something priceless*
Warvy Aram Lagoz Cortia grove of aspen overgrown shrine
Ebias Goseth Trosia Dyrrium giant’s grave bandit camp
Nicaeum Senejecke stone fences lost dwarven hold
* Size/nature (roll d6)
Asalia Rowa 1. little
Ila Ceara Dunazov Mallanta river delta wishing tree
Kitasa Dobeta misty pond hilltop clearing 2. Portable ()
Aminah Varcie 3. Portable, but big ()
Deppie Miviam Timise Belito old battlefield sinkhole
Hirdesa Pumyi river ferry ancient road 4. immobile
Rathel Alese 5. Hard to extract/transport (& roll again)
Rexi Vee Shambles Pit stream/creek swamp/mire
tar pits bridge 6. Hard to sell/make use of (& roll again)

Defying Danger RPG (v 1.02) By Jeremy Strandberg, 2020. CC-BY-SA 4.0. spoutinglore.blogspot.com
Adventure Starter

The Red Descent


A. Premise Do this before making characters
“You stand at the mouth of a cave, among rust-colored cliffs.
Locals call this place 'the Red Descent,’ and rumors say that
it plunges deep into the earth, hiding an ancient temple to
Yaqat. There’s supposedly something else down there, too.
Something very important to at least one of you.”

B. Make characters Do each step together, taking turns


1. Each player picks a playbook (there’s only 1 Wizard)
2. Each player picks a name (see Names & Places)
3. Each player declares what they seek (ask questions!)
Choose one of them and ask:
“What artifact or relic do you believe to be in this
cave, and how will it get you closer to your goal?”
4. Each player asks Which one of you… at least once
(ask follow-ups; figure out why they’re here, together)
5. Each player chooses options for Defy Danger. These are
the situations they excel in. Reveal what you picked.
6. Each player picks options for Mettle/Cunning/Power.
Reveal your options.
7. Each player marks Inventory (“undefined” is fine for now)
and picks Little things. Reveal what you have.

C. More questions Ask any/all that make sense


• How far from civilization are you? (hours/days/weeks?)
• What’s the climate like around here? How’s the weather?
• How is Yaqat described in their sacred texts? Dangers & Discovers that might found here
• What were/are Yaqat’s worshippers best known for? (If the climate is wet) Slick floors; standing water Extraplanar entity from the portal. 7 HP, 1 armor,
• Why do the locals shun this cave, and the area around it? around the arch (level 3), at bottom of level 4. man-sized, tongue (best die; reach, grabby). ●Cling
• How did you find this place? to walls ●Drag off prey to digest ●Needs flesh
• What otherworldly creatures are known to haunt the area? Table, empty crates (level 1). Notes from prior group. ●Wants back through portal ●Burnt by sun, salt.
• What mundane hazard did you avoid or overcome to get
here? What did it cost you? A nasty fall from level 1 to 2 (middle die). A nastier Animate statues. 8 HP, 3 armor, man-sized; smash
• Why do you believe __ can be found here? fall (best die, piercing) from level 2 to 4. (middle die, forceful) ●Advance implacable ●Ignore
• Why is __ so valuable? Why is it so dangerous? most blows ●Wants PCs to leave ●Slow
• Who mounted a prior expedition to this place? When? Tripod with block & tackle (maybe rope?), up over
• Who else seeks this place? Why does that worry you so? descent from level 2. Left by the last expedition. MacGuffin, in north cell (level 4), with priest’s body.
• Who else have you brought, and why are they a liability? Doors trapped/mystically warded.
Mystic arch (level 3). Obsidian, etched with runes. A
Look for connections to what other PC’s seek! portal, maybe malfunctioning? Altar to Yaqat (level 4), a conduit to an ancient god

Text/layout by Jeremy Strandberg, 2020. CC-BY-SA 4.0. spoutinglore.blogspot.com. Map by Dyson Logos, used under his free license for personal/commercial use. Please consider supporting him.

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