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What is the Bastion? When you incite the common folk to form a mob and
riot, roll+CHA. ✴On a 10+ the mob follows your
A small land mass, suspended in a sea of clouds. A large directions. ✴On a 7-9 they riot following the words of
town is built upon the floating land, divided between the your speech, but are not led by you.
towers at the crown of the Bastion, and the lower
streets which are immersed in the clouds. Every time a
new tower is built, the weight sinks the town deeper into
the clouds, removing the lower class further and further
from sunlight.
Things Places Monsters
Silendoscope Tower of Ships Lanternman solitary, intelligent, 12 HP, 2 AR
When activated, the silendoscope whirs to life, dials spin, The dock for sky ships. Crawling with swarthy dockhands Sword (d10), close
and lenses click into alignment. Its functions are many, loading the various trade ships that pass through port. A bulky soldier wearing thick armour and carrying a
and few are sure of its original purpose. lantern on a pole. A closed visor hides their face.
Tower of Songs
Arclight Lamp 1 weight, 150 coins Instinct: Protect the towers and the learned.
Bells toll from the upper chambers of this tower.
- Illuminate the area.
A lamp of strange construction. Electricity arcs between
The Garden of Orion - Block blows and movement with armour.
two suspended stones within an enclosed chamber.
A lush plaza suspended between three towers. The
Tower Permit 200 coins Automaton group, construct, 12 HP, 2 AR
learned gather here to debate and to mark the lunar
An official document permitting the bearer to enter one phases. Invitations are highly prized. Tools (d8), reach, messy
of the Bastion’s towers. Metallic constructs, used to keep order on the Bastion
Hollow Mines and perform basic tasks. Instinct: Follow it’s
Astronomer’s Cap 5 coins, 1 weight The hollowed out interior of the island. Stripped of raw programming.
A conical blue hat with silver moons and stars adorning material, it shelters the poorest of the Bastion’s - Reveal a hidden function.
the outside. Worn by the learned men of the Bastion. denizens. - Seize weapons or tools.
Trained Pigeon 10 coins, 1 load, 1 feed The Smelts Goblin Raiders horde, small, intelligent, 3 HP
A trained bird that can carry small loads from one place A complex series of tunnels and chambers in the upper Cutlass (d6), hand, near
to another. levels of the hollowed mines. Refining metals from the Stinking goblins. Instinct: Pillage the Bastion.
Astralite Nugget at least 600 coins mines below, and more recently turned to repurposing - Slaughter anyone in sight.
scrap from the town above. - Covet and argue over loot.
A rarity once found throughout the hollow mines. A
small nugget of astralite ore shines like starlight, eternal Jara’s Taphouse - Call for more goblins.
and irrepressible. Highly prized by Bastion scholars. If you are looking for someone, this is the place to go. Gremlin solitary, small, hoarder, 12 HP, Claws (d10), close
Coat of Many Colours clumsy Featuring such characters as: Smiling Farley, Eldon Lake,
A small tricky creature, who loves to ruin your day.
Zivoi, Master Kingsley, Old Man Vencek, Stewart Booker.
A long flowing multi-coloured robe that gives the feeling Instinct: Destroy machinery.
of shifting patterns as you walk. The wearer may step The Office of Provost Turgenev - Rip out components.
into the dreams of any sleeping person in eyesight. The marbled office of that stern academic master. - Run into shadows and ducts.
Glider 200 coins, worn, 3 load + 1 person The Barrovian Society Captain Muska solitary, 12 HP, Sabre (d10), 1 piercing
A one-man glider that collapses into a long rod about An association of fellows who take an interest in local Ambitious and vindictive sky ship captain.
the length of a staff. When opened, thick paper wings affairs. More influential through the station of their Instinct: Assert his rank over them.
are pulled tight on either side, and the glider can be held individual members than the club may at first appear. - Command others to attack them.
over one’s back. It takes some practice, and first time - Reveal a hidden plan.
The Barrow
users should Defy Danger to use it effectively.
A large floating rock is connected to the south side of The Under Creature solitary, huge, planar, 10 HP, 2 AR
Wayfinding Staff two-handed, 2 weight the bastion by a thick iron chain. Within this rock are the Trample (d10), reach, forceful, terrifying
When loaded with a small nugget of astralite, and held Barrow prisons. Some of the last veins of astralite ore sit Large and shaggy, a beast that lives clinging to the
upright when both sun and moon are visible, it focuses within the bowels of the Barrow - if you could only underside of the Bastion. It eschews natural light and
light into a tight beam pointing towards the object one escape with a nugget or two. remains below, at least as long as the lower streets see
most desires. some sunlight. Mothers whisper tales of it to the
Yelka Grandship
Passage on a sky ship 100-Charisma coin per person The impressive three-stack warship of Commodore misbehaving children. Instinct: Devour the living.
Yuri’s delegation. Rumour says it will dock at the Tower - Use otherworldly power.
Bribe for a tower guard 100-Charisma coin per guard - Retreat into the fog.
of Ships in 3 days time, with a regal guest from abroad.
- Smother light.
Agenda
● Make the world fantastic.
Dunes of Marakech Custom Moves
When you first cross the great sandstone gates of
● Fill the characters’ lives with adventure. A Dungeon Starter by Devindra P
Dar-Abat, roll 1d4. Whomever answers the question
For Sage LaTorra and Adam Koebel’s
● Play to find out what happens. marks XP.
Dungeon ❖ World
- You are arrested by order of the high priests. Why
Questions Goals have you been arrested?
● What rumour did you hear from a friend in Dar-Abat - You soon learn that your man in Dar-Abat has been
● Establish details, describe.
that prompted you to make this journey? killed. What crucial piece of information did you expect
● Use what they give you.
● How many weeks have you been travelling with the to learn from him?
● Ask questions.
merchant caravan? What service did you offer in - You are drawn immediately into a bloody skirmish
● Leave blanks.
exchange for passage? between the Hands of Ghat and the Elven Merchant’s
● Look for interesting facts.
● What goods have you brought you to sell in the Guild. What has set them off this time, and how do you
● Help the players understand the moves.
desert markets? hope to avoid further involvement?
● Give each character a chance to shine.
● Who sponsored your trip? What kind of return are - A great sandstorm sweeps over the city walls and into
● Introduce NPCs.
they expecting on their investment? the streets. Buildings are shuttered but you must find
● Fill out your worksheet.
● There is a traitor in the caravan. Who do they work shelter soon. What terrible and unnatural crime has
for and what great danger are you now facing Dungeon Moves brought about the endless storms?
because of them?
● Change the environment. When you brace the tumultuous sandstorms without
Impressions ● Point to a looming threat. shelter, roll+CON. ✴On a 10+ choose 1. ✴On a 7-9
● Introduce a new faction or type of creature. choose 2.
● Crimson skies stretch over cold sands as the sun - The coarse sand has filled your food and water. Mark
● Use a threat from an existing faction or type of
rises from the horizon. off half your rations.
creature.
● You kneel, your mouth parched as your only hope of - The biting winds and sand cut and tear at your skin
● Make them backtrack.
survival rides away toward the horizon. and clothing. Take the Weak and Confused debilities.
● Present riches at a price.
● The crack of a whip on a camel train. - You are blinded and choked by the blasting sands.
● Present a challenge to one of the characters.
● A mirage showing more than simple optical illusions. Take 2d8 damage, ignoring armor.
An echo of the past, or sign of the future. artwork by sparth on artstation
- The sun is high overhead, your mounts and guides
● The low buildings of Dar-Habib, sheltered from the have scattered, and you have lost track of the path
storms below a small stone hill range. forward. You are lost without shelter in sight.
● The hot sun, high overhead.
● An imagined oasis that disappears as you approach. When you travel on horseback with the desert tribes,
roll +WIS. ✴On a 10+ choose 2. ✴On a 7-9 choose 1:
● A bustling market fills the air with the scent of spices
- You do not offend your guides.
and fresh fruit. The chatter of haggling fills your ears
- Everyone consumes 1 less ration during the trip.
● Children run between alleys through the city streets.
- You learn something useful about the people or
● The cracked face of a Bedouin elder across the
places of the desert. The GM will tell you what.
campfire, as you take shelter for the night.
- You receive a useful gift from your guides.
● An iron banner - an eagle with the sun in its talons.
● The wealthy merchant, Aziz, braces his plump belly When you Parley with a Djinn, roll+INT instead of CHA.
with a bejewelled hand, giving forth a deep laugh. You may use a promised wish as leverage. ✴On a failure
● Sand everywhere - in all your belongings. your wish is granted in a way that you do not want.
● A busy street, with hardly room to walk.
The Four Powers Halphaz’ Ring 3 uses, worn People
When worn and rubbed - by intention or accident - the
The Winds of Ka’met, which stir the sandstorms and
Djinn, Halphaz, is summoned offering to fulfill your
Solomon
rainstorms alike. All change comes from the winds, lest The itinerant philosopher-king of the deserts. He travels
heart’s desire. But at what cost? You may Parley with the
the world sink into stagnation. Complimentary to the alone across the windswept dunes, never ceasing in his
Djinn for a boon, but regardless of the outcome take a
Protection of Uruk. journey - as he is always followed by an evil even his
debility of the GM’s choosing.
The Stones of Uruk that mankind shaped to make the power cannot overcome. They say he knows every
Weighted Arrows +1 piercing, 3 ammo, 5 coin, 2 weight
temples and walls that protect man from uncontrolled crevice of the shifting desert. Many stories are told of
change. Complimentary to the Change of Ka’met. Barbed Arrows +1 damage, 3 ammo, 10 coin, 1 weight him, who appears as a simple wanderer. “No stranger
The Fires of Ghat that burn within each man, giving his A typical oasis toll 20-Charisma coin per person should ever be turned away as he may be Solomon.”
beginning, his passion, but also his ultimate end.
Places Monsters
Complimentary to the Birth of Parsis.
The Westerly Passage Afarit solitary, intelligent, planar, 12 HP
The Waters of Parsis that flow back from the next
world to this one. The source of all life in these barrens. A narrow path through sheer sandstone cliffs. Sought by Fists (d10), Close
Complimentary to the Completion of Ghat. many magi and philosophers. The passage to the lands Powerful demons formed of smoke and fire, who inhabit
of Parsis in the west. desolate places such as ruins and temples. Instinct:
When one of the four powers manifests itself by your Return to the underworld.
actions. If you roll, ✴On a 7-9 a complication relating to Mount Ararat - Disappear into the cracks or shadows.
the complimentary power is manifested. The sacred mountain is visible from all corners of the - Block their sight and choke them with smoke.
world. Rising in the distance as if appearing from the - Boast of its strength and power.
Things sky. Travellers who rest at the foot of the mountain for a
fortnight will soon find what they seek. Golem solitary, construct, 12 HP, 2 AR
Kava’s Dagger hand, 1 weight
Tools (d8), Reach, messy
Those who are put to death with this blade will find their The Temple of Uruk A construct of clay. Made by the wise Magi, but
way to the afterlife guided by Kava himself. Those who The city of Dar-Khanah lies in the shadow of this ancient forbidden by the high priests. Instinct: Follow
wield it will find their way back from death under his temple. Sealed since the first stones were raised and instructions, when appropriately given.
protection. +1 when you take your Last Breath. guarded by the temple’s white robed priests - who have - Overpower them with strength and endurance.
Deadly Scorpion applied, dangerous, 1 dose, 20 coins never themselves entered.
Sorcerer solitary, magical, 12 HP
A living poison. A scorpion trapped in a corked bottle. A Oases
Martial skill and strange magics (b[d10]), Close, Near, Far
few moments after being released it will seek out the The oases scattered throughout the desert are never Covered in tattoos, that both map and channel the
closest living being. The target is crippled with pain for unclaimed. Be prepared to seek permission and pay a planar magics. Instinct: Learn forbidden magics.
several hours. toll for their use - in coin or blood. - Challenge them to single combat.
Camel’s Milk touch, dangerous, 1 dose, 10 coins The River Delta - Turn their magic against them.
A simple salve of poppy and mylt, used to euthanize A dried out river cutting through sandstone canyons.
Mamluk group, 6 HP, 1 AR
camels. The target is blinded for several hours. Sheltered from the storms, and now the course of all
Spear, dagger, and shield (d8), Hand, Reach
Ionian Fire reach, dangerous, 1 use, 20 coins trade in the desert. Market towns line the cliffs along the
Deadly warrior slaves. Instinct: Follow orders unto death
An oxen horn filled with a strange resin. When lit from length of the rivers. Trade along this corridor is strictly
- Use a formation to eliminate their advantage.
the base of the horn the resin will spew forward in an controlled by the Merchant’s Guild.
Bedouin Warrior horde, intelligent, 3 HP
arc. This fire cannot be extinguished by water, although The Pillars of Dar-Ulfat
it can be smothered. Scimitar (d6), hand
A set of ruins where it is said Soloman the Wise defeated
Nomadic warriors, born in the saddle and intending to
Damask Steel +1 piercing, +20 coins the great demon Rakis. The battle lasted for a week, and
stay there. Instinct: Protect their way of life.
Weapons made with this steel are as per the core rules, levelled the city of Dar-Ulfat leaving only a small circle of
- Use its horse to create an advantage.
with the above additions. pillars.
- Encircle them to prevent retreat.
Agenda
● Make the world fantastic.
Effendi’s Tomb Custom Moves
When you read a map to navigate the twisting
● Fill the characters’ lives with adventure. A Dungeon Starter by Devindra P
passages of the tomb, roll+WIS. ✴On a 9-, choose 1.
For Sage LaTorra and Adam Koebel’s
● Play to find out what happens. ✴On a 6-, the GM also chooses 1.
Dungeon ❖ World
- You stumble in a room filled with danger, the way
Questions Goals back is shut.
● Which one of you has an ancestral connection to the - You lose time & resources. Everyone marks a ration.
● Establish details, describe.
tomb? What role did your ancestors play? - The tomb’s denizens are alerted to your presence.
● Use what they give you.
● What geological feature hides the passage to
● Ask questions. When you first drink the waters of a subterranean
Effendi’s Tomb? What price did you pay for this
● Leave blanks. pool, roll+WIS. ✴On a 7+, choose 1. ✴On a 7-9, take a
information?
● Look for interesting facts. debility.
● When you met with the Imperial Satrap, did he - A glimpse of things to come, +1 forward to act on it.
● Help the players understand the moves.
encourage or forbid your venture? Why? - +1 forward
● Give each character a chance to shine.
● Your rival has already set out for the tomb. Who are - Heal a debility or 1d6
● Introduce NPCs.
they, and how did they delay you?
● Fill out your worksheet. When you explore the passages of Effendi’s Tomb, roll
Impressions Dungeon Moves 1d12, then cross off the result. You find...
- A low-ceilinged domed chamber, with ancient
● Twin moons become visible as the clouds part.
● Change the environment. pictographs painted all over the walls and ceiling.
● A dry and hot wind blows sand through the camp.
● Point to a looming threat. - An ascending spiral staircase, with a narrow stream of
● A lone boy leads a lightly laden pack animal up
● Introduce a new faction or type of creature. water falling through the centre of the spiral.
towards a hidden path in the upper canyon.
● Use a threat from an existing faction or type of - An antechamber. The walls are lined with alcoves
● A shadow darts between the rocky outcrop above.
creature. containing the mummified bodies of monks, each
● A rank of cavalrymen line up on the ridge, sun
● Make them backtrack. sitting in meditation. Their bodies have decayed, but
glinting off iron spears and bronze shields.
● Present riches at a price. their minds remain.
● Wind whistles through a small passage above you.
● Present a challenge to one of the characters. - An arched stone doorway, sealed shut with magical
● A wild horse chews at a rare tuft of grass.
carved runes covering the entire door.
● A solitary sentinel sits on a nearby rock. Stone-faced
with little to say and nothing obvious to guard. - A long narrow passage. Scrapes cross along the floors
and holes line the walls indicate hidden traps.
● A small copse of stunted cedar trees sheltered
against the wind by a rocky outcropping. - A wide and still subterranean lake. You struggle to see
the other side in the darkness. A lantern-lit boat
● A lone predator gnaws on a human carcass, for the
moment unaware of your presence. ominously rocks several metres from the shore.
- The nest of an unknown creature. Rough-hewn
● A local tries to bargain for one of your items in a
language you don’t understand. tunnels lead off away from the tomb’s main passages.
- A monk seated in contemplative meditation, their
● The hot sun beats down on your backs.
face as hard as stone.
● A burning metal snake totem unearthed in the sand.
- A ravine separating you from a cache of artefacts.
● A small shack shelters a group of local goatherds.
They watch intently as your group passes. - A chamber of pure darkness, which oppresses and
smothers all light sources that enter within.
● A snaking path leads down to the canyon floor.
- A row of clay golems embedded in alcoves along the
● A studious tax collector passes through a village,
guarded by a hardened and well-armed retinue. passage, caked in dust.
- The main chamber of the tomb. High vaulted ceilings.
Things Places Monsters
Rahman’s Robes worn, 1 weight Canyon Sand Warg horde, small, 3 HP, Bite (d6), Hand
Loose fitting sandy robes, worn over armour. +1 ongoing A long winding canyon along a dried river bed traces the Vicious feral hounds. Mottled fur, they prey on any
when you camouflage in dry climates. path to the legendary tomb. Traces of gold and creature in the rocky landscape. Instinct: Give chase.
poisonous insects hide within the riverbed cracks, - Hound them through the canyon.
Parsan Urn ration, 1 weight, 3 uses
tempting the greedy and foolish.
A small unadorned urn (around 1 litre). When filled with Effendi Disciple group, stealthy, intelligent, 8 HP
ash, it pours a rejuvenating water of equal volume. Monastic Village Fists (d6), Hand
Choose 1 effect, or just use it as water. An isolated community which safeguards the tomb. Guardians of the tomb. They have taken a vow of
- Counts as a ration while Making Camp silence, to keep forever what they have seen within.
The Deeping Pool
- Heals 1d4 Instinct: Keep them out.
An underground pool, sheltered in a deep cave.
- Cure a poison - Emerge from hiding or disguise.
Atsura’s Spire - Duck into shadows or camouflage in sand.
Bedouin Lamp reach
A twisted rocky out cropping reaching up to the sky. At - Inflict a debility instead of damage.
A small brass lantern, when you blow through the lit the top a sorceress has made her home, hoping to
flame, a jet of fire bursts forth, dealing damage. unlock the mysteries of the tomb.
Hurdik Cavalryman group, intelligent, 8 HP
The Fractured Blade +1d4 damage, cursed, 2 weight Spear or Javelin (d6), Reach, Near
The Host of Dar’Ahmad Disciplined, unquestioning soldiers. Instinct: Bully them.
A curved scimitar. Whenever you Hack and Slash, take A great army camped in the shadow of the cliffs. - Encircle them.
1d4 damage. The sword of the Prince of Thieves. Challenging the rule of the Satrap Chigudu. - Flee when unhorsed.
Firestick near, +1d6 piercing, two-handed, reload, 120
People Hurdik Lieutenant solitary, intelligent, 10 HP, 1 AR
coin, 3 weight
A primitive firearm. -1 to Volley with this weapon. When Simukai Sword (d6), Close
you Volley, on a 6- deal 1d6 damage to yourself. An exile from other lands, sheltering in these canyons - Power-hungry officers vying for advantage amongst
themselves. Instinct: Gain information.
Shot & Powder 4 ammo, 40 coin, 1 weight or so they claim. Mounted on horseback, with a
- Rally a charge.
strongbow in hand. Knack: unrivalled prowess.
Choking Smoke 3 uses, 20 coin Orzad solitary, construct, intelligent 12 HP, 2 AR
Small cones of a compound. When burned it emits Chigudu - the Imperial Satrap
Fists (d10), Close
enough smoke to fill a small room, partially blinding He claims to be the appointed Imperial governor, from a
A solitary golem wanders the tomb’s halls. Instinct: Seek
everyone and causing them to choke on the smoke. recently collapsed empire. Knack: an eye for detail.
out purpose.
Arif - Endure whatever they throw at it.
Patriarch of the local goat herding tribes. - Lift them overhead to throw or break.
Monsters
Witch Doctor solitary, 10 HP
Talons (d8), Hand
Feral men and women, who live on the edge of society,
driven mad by the black magics they cure common
people from. Instinct: Earn a living from their craft.
- Counter all magical attacks.
Impundulu solitary, 10 HP
Talons (d8), Hand
A vampiric black and white bird, the size of a small dog.
Often the servant or familiar of a witch or witch doctor.
Instinct: Drink blood.
- Summon thunder and lightning with wings and talon.
Living Hill solitary, 12 HP, 3 AR
Claws (d8), Hand, Reach
A crab-like creature, about the size of a house. It nests in
on the riverbed or in marshy areas eating fish and other
animals that venture too close. The hill remains perfectly
still and is often mistaken for a small island, as jungle
???
Agenda Custom Moves
● Make the world fantastic.
● Fill the characters’ lives with adventure. When you do something, roll+?. ✴On a 9-, choose 1.
A Dungeon Starter by Devindra P
● Play to find out what happens. ✴On a 6-, the GM also chooses 1.
For Sage LaTorra and Adam Koebel’s
-…
Questions Dungeon ❖ World
Dungeon Moves
● Change the environment.
● Point to a looming threat.
● Introduce a new faction or type of creature.
● Use a threat from an existing faction or type of
creature.
● Make them backtrack.
● Present riches at a price.
● Present a challenge to one of the characters.
Things
Wyrd Stone 1 weight
…
Sable Spear cursed, 1 weight
Whispering with the voices of past bearers, the voices of
this blackened steel spear grow louder with each day it
is carried.
Places
Lake above the Clouds
…
Mistwood
…
Monsters
Wose group, 10 HP
Weapon (d8), Hand
… Instinct: Distrust outsiders
-…
Druid solitary, 10 HP
Weapon (d8), Hand
… Instinct: Protect the natural world.
-…
Tuath Dé solitary, 10 HP
Weapon (d8), Hand
… Instinct: Keep them in the dream.
- …