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A roleplaying game,

Fast Fantasy
Iversion 1 .1 , by David Bass
What is this? For 2 - 7 friends over 3 - 5 hours A Note on Safety at the Table The Flow of Play, Continued
This is a lightweight , streamlined Get together with at least one friend, up to Roleplaying with your friends can be The players will either ask for more info
tabletop fantasy roleplaying game. 6 friends (plus you) max. The game works lots of fun, but it’s important to keep in or say what they do (as their characters,
This game is most directly inspired by : best with 5 people total. Plan on playing mind everyone’s boundaries and talking in 1st or 3rd person is fine).
• Apocalypse World ( Vincent Baker for at least a couple hours, most likely 3 - 5. preferences. Since it can be tough or • The GM answers questions
and Meguey Baker) awkward to try and stop in the middle and clarifies the situation
Decide who will be the game master, or of the action, it’s a good idea to • If the player triggers one of their
• Dungeon World (Sage LaTorra
discuss beforehand what sort of moves (Take the Risk , Wade Into
and Adam Koebel) GM. Everyone else is a player. Each player
content everyone is on board with and Battle, Manipulate, Get Answers,
• World of Dungeons ( John Harper) controls and portrays one fictional player what content needs to be excluded, Lead Onward, or another move),
• Defying Danger ( Jeremy Strandberg ) character (or PC) — a Warrior, a Scoundrel, veiled, or handled carefully before the they work with the GM to resolve it .
spoutinglore.blogspot.com a Mystic, or a Wildsoul. The GM controls game begins. Safety always takes • Otherwise, the GM says what
The goal of this T TRPG is to provide an and portrays the imaginary world around priority over the dice, the rules, and the happens based on the fiction.
easy - to - use framework for new players them, having the world act upon the PCs story. For more information and some The process then repeats : the GM
to get a game session up and running and reacting to what they do. great tools for handling content safety establishes the situation, provokes action
quickly and to improvise an adventure. during play, check out this or that link . or increases tension, and asks “What do
Printing and Materials The Game is a Conversation Getting Started you do?” If the scene ends, the GM frames
Print these documents on 8.5” x 11” (or You play this game by talking to each the next scene. If they’re not sure how to
A4) paper, landscape and single - sided. For your first time playing , pick an frame the next scene, they ask the players
other. You’ll say something , they respond. adventure starter that everyone is questions until they are sure.
You’ll find that it contains: You’ll ask /answer questions, interrupt , or excited about. The adventure starter will:
• Four character sheets (one for talk over each other. You take turns, but The flow of play is conversational. There
• Establish a premise are no formal turns, even during fights .
each player character type) there’s no strict , set turn order ; just make • Guide you through creating and Players can and will interrupt each other
• A page with advice on being a player sure everyone gets their chance in the introducing the PCs and interject (but please be respectful
• A page for the GM and another with spotlight , like in a theater play. • Prompt you to establish motives, and give everyone else a chance in the
advice about running the game
• A page with some example The goal of this conversation is to create goals, complications, details, etc. spotlight). What’s possible, plausible, or
People, Places, and Possibilities • Help hook the PCs into the fiction likely is something to be decided and
the fiction, a shared imaginary space
you might find on your adventures negotiated by each group.
in which the PCs exist and act . Adventure starters might also include
• A page with some example NPCs (for GMs) a map, dangers the PCs might The GM doesn’t roll to act for NPCs,
and the Loot they may have The players are responsible for their face, and discoveries they might make. monsters, or the world. (The GM may roll
• A page with magical Artifacts to use characters : what they do and say, to see how much harm an NPC or monster
• A page of Character Archetypes and how they feel, their backgrounds and The Flow of Play inflicts, or they may have the player roll
another with Advanced Archetypes experiences prior to play. for the harm amount instead; either way
The GM frames a scene – they say (or
• Three Adventure Starters to try out is fine.) Instead, the GM describes how
ask) where the PCs are and what that
The GM is responsible for everything else : the world and its denizens act upon the
You don’t have to use anything after the place is like. They say (or ask) who else PCs and then gives the PCs a chance to
GM materials (they’re examples), but the world, the non - player characters is there, what time it is, and so forth.
(NPCs), the monsters, etc. They describe react . If they ignore the threat , act
they help get things going quickly and foolhardy, or roll poorly, then the NPC may
how the world responds to the PCs’ The GM establishes the situation,
smoothly. Skip the archetypes if you’re get what they want , the enemy’s attack
only playing once, or for the first time. actions, and they curate what’s true saying (or asking ) what’s going on and
providing more details to the players. may hit , or some other consequence may
You’ll want some pencils and erasers, about the world. The GM can and should befall the PC, depending on the GM Move
some extra scrap paper, and at least ask the players for input and ideas, but The GM says something to provoke the game master decides to make.
3 standard, six - sided dice (🎲🎲🎲). the world beyond the PCs is ultimately the action and /or increase tension. Then
Ideally, you want 3 dice per person. GM’s domain (an idea known as The Line). they ask “What do you do?”
Thanks to…
Marcus, Inmatarian, and especially Jeremy Strandberg
Fast Fantasy RPG (v 1.1) by David Bass, 2023. Text / layout by Jeremy Strandberg and David Bass, 2023. CC-BY-SA 4.0. spoutinglore.blogspot.com. on the Dungeon World Discord for kicking this idea off!
A guide to

Playing a Character
Your Agenda Creating Your Character Taking the Risk
• Be a fan of the other players, the GM, and the world First off, your character needs to be conducive to both Take the Risk is the most common move your character
• Portray a compelling character the group you’re playing with and the established will make. Discuss with the GM what you’re trying to
• Engage actively with the fictional world fictional world. The GM should give you some kind of accomplish and what things might go awry, even if you
• Play to have fun together, not to win prompt to go off of before everyone makes their succeed. These could be a complication, a downside,
Principles characters, so make sure to create a character that is an additional cost , or maybe you aren’t able to get quite
actually going to go along with everyone on your shared all of what you want , at least in one attempt . If you aren’t
• Share the spotlight with other players
adventure. The players will probably have more fun if happy with the stakes that you and the GM set (before
• Be bold, take risks, and embrace what comes after
they diversify their character types, but don’t worry too you roll the dice), you can always decide to have your
• Pay attention, ask questions, and offer suggestions
much if you and another player choose the same type. character take a different action instead.
• Help build the world, but defer to the GM if needed
• Embrace difficulty, setbacks, and failure 1. Pick a character type, choosing from Mettle, Cunning, Power, and Wisdom
• Show us what’s important to your character Warrior, Scoundrel, Mystic, or Wildsoul. Though these points have different names for each
• Describe things through your character’s eyes 2. Pick a name and look ( you can reference the People, character type, they all function the same. When you
• Make connections with other characters Places, and Possibilities page for inspiration on names) spend a point , you just do the thing , so long as it is
• Build off of what the GM and other players say reasonable . If it’s asking a question, the GM will answer
3. Decide for your character what’s important to them
• Think in - character, but be considerate of others honestly. The exception is for magic, which requires a roll.
• Begin and end with the fiction and their personal goals . Choose things that you can
demonstrate while roleplaying during the adventure. Getting Hurt and Recovering
When In Doubt 4. Each player asks Which one of you… to at least one When your character would take harm, you decide
• Visualize the scene, consider the situation other player. These help establish past connections how to deal with it . Reduce it by your armor, maybe
• Ask the GM for clarification between characters and reasons you’re in the group. spend a point , or even trigger consequences in the
• Think about what you want & your character’s goals fiction. Mark harm boxes top to bottom, but sometimes
• Consider your character’s strengths and flaws 5. Each player picks options for Take the Risk . These the GM may have you mark a specific harm box instead.
• Ask around for ideas, but you choose what to do are areas of expertise that your character excels at .
You can ask the GM and other players for input if Supplies and Having What You Need
• Don’t shy away from the obvious choice, the brash
you want . Then everyone reveals what they picked. Supplies are some of the most important equipment an
choice, the interesting choice, or the meaningful
choice. Remember, you get XP if you roll a 6 - ! adventurer can carry. You can just so happen to have
6. Each player picks options for Mettle / Cunning /
almost any reasonably - sized, mundane item in your pack
Make Your Move Power / Wisdom. These are things your character by using Supplies. Supplies are most often used for :
• When you want to do something , don’t jump straight can do with certainty, or supernatural abilities that
• Having what you need by expending 1 Supplies if the
to rolling the dice. Converse with the GM about they can perform. Ask for input if you want , and reveal. item can be comfortably held in 1 hand, or 2 Supplies
which move you’re making , and for Take the Risk , 7. Each player picks Inventory and Little Things. You if the item would need 2 hands to hold or use properly.
work with them to establish the gains and costs. can check the Adventuring kit boxes and decide what • Regaining 1 Mettle/Cunning /Power/ Wisdom when
• If what your character does in the fiction seems to you need later. Make sure you have Supplies to share! you stop to catch your breath and use 1 Supplies, or
trigger a move, then it does. If you want to make a regaining all your points when you get a few hours
Maybe you want to play a character a bit more unusual,
move, you’ve got to actually do the thing in the of rest and use Supplies equal to the number of people
like a half - dragon or a psychic hive - mind of spiders. As
fiction. Work it out with the GM, but remember you long as the GM is okay with it , go for it ! Keep in mind resting plus 1 . This allows each resting PC to recover.
can always change your mind and back out of it • Clearing the Injured harm box when you take the
though that you’re playing in a group, so you’re not the
(before you roll, that is). time to treat the injury and expend 1 Supplies, or
main character, you’re one of the main characters. If
• Describe the how of the actions your character takes, you want to be able to do something an ordinary person clearing the Debilitated harm box when you get a
not just the what . You don’t need to go into great wouldn’t be able to do, that’s a perfect opportunity to few hours of rest and expend 1 Supplies .
detail, just enough that everyone can picture it in their use the write - in options for your Take the Risk skills Don’t bother marking off a use of Supplies if the item
minds. Tie things back into the established fiction. or things you can spend Mettle, Cunning , Power, or is fairly small or inexpensive. Refer to the sidebar on
• Don’t worry too much about trying to make things fit Wisdom to do. Work with the GM to figure out the the page of Artifacts : Trinkets, Talismans, and Treasures
your chosen specialties when you Take the Risk . specifics, and remember that limitations can be fun! for more examples of things you can have as Supplies.
Fast Fantasy RPG (v 1.1) by David Bass, 2023. CC BY-SA 4.0. Agenda, Principles, and When In Doubt adapted from Homebrew World by Jeremy Strandberg CC BY-SA 4.0. and Unlimited Dungeons by Keith Tompos and Timekeeper CC BY-SA 4.0.
You are a Tell us, what great battle were you involved in?

Warrior ________________________________________________________________________________________________
XP  When you mark the last XP circle, clear all XP and pick 1 : another Take the Risk option, another Mettle option, or +1 max Mettle. You may change what’s important to you, or your goal.

Your name is … 🎲 Wade Into Battle Mettle  Inventory


_________________________________ When you go on the offensive in combat , Your max Mettle is 4 to start Mark up to 6 x  to start . Maximum load is 8 .
roll 3 dice and add up the 2 highest dice. Spend Mettle 1-for-1 to … pick 3 more to start Adventuring kit ( items       )
Your look character inspiration suggestions During play, move from here to specific items
pick one or more for each row, or fill in the blanks On a 10+, pick 2 from below. On a 7- 9, pick 1 .  … reduce harm taken by 1 ( how?)
 feminine  masculine  ambiguous On a 6 - , mark XP, and your enemy picks 1  … add +1 , once per roll ( how?)  Supplies (uses )
 youthful  mature  elder  ancient against you.  … ask : “ Who’s the biggest threat?”  Supplies (uses )
 human  elf  dwarf  ___________ Use to recover or for expendables (torches, etc.)
Trade attacks with your foe(s) and …  … ask : “ Who’s the most vulnerable?”
 tidy  posh  feral  grizzled  grim  … follow up an ally’s attack with your own  Sword (+1 to focus on defense)
 ________________________________ • … strike hard and fast (inflict +1 harm)  … take an attack meant for another  Flail, mace, or hammer (forceful)
• … focus on defense (avoid the worst of it  … demand everyone’s attention, for now  Spear (reach)
What is important to you? pick 1
and roll 1 die : negate that much harm )  … pick 1 more on a Wade Into Battle  Axe (rending )
 Valor show bravery in the face of danger
 Honor keep a promise made, no matter what • … impress, dismay, or frighten them (how?)  … perform a feat of great strength  Pickaxe (piercing )
 Pride demand respect, show your superiority • … secure an advantage or position ( how?)  … hold fast , hold strong , or hold steady   Claymore (reach, area)
 Sacrifice suffer hardship in place of another • … take something from them (what?)  … ____________________________   Maul (forceful, rending )
 Peace settle a conflict without bloodshed  … ____________________________   Polearm (reach, piercing )
 _______________________________  Bow or crossbow (long ranged)
🎲 Take the Risk  … ____________________________
Your personal goal is to … pick 1 When you act despite danger or do Regain 1 Mettle when you catch your breath
 Quiver (shots )
 … get vengeance for ______________ and use 1 Supplies. Regain all your Mettle  F lintlock (shots ) (ranged, piercing)
something risky, establish what you
 … redeem myself for _____________ when you get a few hours of rest and use 1  Scale, hauberk , or cuirass (+1 armor )
stand to gain and what it might cost .
 … prove myself to ________________ You and the Game Master decide together! Supplies + 1 use for each character resting .  Shield (+1 armor, dents )
 … fulfill my oath by _______________  Official uniform (of what ?)
Roll 2 dice and add them up, or roll Armor
 … defeat my rival , ________________  Coil of rope and grapnel
 … ______________________________
3 dice and add up the 2 highest dice 🎲 Inflict Harm  Prybar
if the risk you’re taking is … pick 3 to start Roll 3 dice. If you inflict harm with … ____
Once during each scene, if you clearly  Lantern (oil )
demonstrate or struggle with what’s  … by smashing or wrecking something • … a sturdy weapon, use the highest die
• … your body or an improvised weapon,  _________________________________
important to you, mark XP and regain  … ignoring your grievous wounds  _________________________________
1 Mettle. When everyone agrees you’ve  … to save another ( how?) use the median die
reached a milestone towards some goal, and if you have a tactical advantage, add +1  _________________________________
 … to disrupt your foes’ formation  _________________________________
mark 5 XP and regain all of your Mettle.
 … to get your hands on someone   _______________________________
Which one of you …  … versus an onslaught of lesser foes Suffer Harm
Ask your fellow PC s one or more of these   _______________________________
 … with intimidation or credible threats Ask the GM how much. Reduce it by…
 … fought beside me in battle?
 … with unorthodox use of equipment • … your total Armor (see Inventory)
__________________________
 … with unyielding physical fortitude
Little things
• … denting your shield ( for -1 harm)
 … have I sworn to protect? Fits in pockets, purses, boots ; pick 2 more to start
__________________________  … with tactical prowess • … spending Mettle (1 for -1 harm)  Wealth () ( valuable)
 … left me with a notable scar?  … with fearless resolve • … losing your footing or grip (-1 harm) Found during play ; start with no wealth
__________________________  … ____________________________ • … getting stunned (-1 harm)  Knives
 … is a good and true friend?  … ____________________________ • … something breaking (-1 harm)  Tinderbox (slow)
__________________________  … ____________________________ Whatever’s left , mark that many boxes :  Brass knuckles (concealed)
 … has vowed to follow me? On a 10 +, you get both. On a 7- 9, pick 1 :   Ouch (clears with a few minutes of rest)  Badge or medal (signifies what ?)
__________________________ • You get what you wanted.   Injured (takes time and 1 Supplies to treat)  Small hammer and lots of pitons
 … had their secret revealed to me? • You either avoid the cost or you accept  Debilitated (can’t roll 3 dice and add 2 highest )  Flask of good alcohol (uses )
__________________________ the cost and mark XP.  Maimed (must roll 3 dice and add 2 lowest)  Letter (from whom?)
Fast Fantasy RPG (v 1.1) by David Bass, 2023. CC BY-SA 4.0. On a 6 - , mark XP, and prepare for the worst .  At Death's Door (any more and you’re dead)  _________________________________
Emblem Icon by Lorc CC BY 3.0. lorcblog.blogspot.com
You are a Tell us, how did you acquire your particular set of skills?

Scoundrel ___________________________________________________________________________________________
XP  When you mark the last XP circle, clear all XP and pick 1 : an extra Take the Risk option, an extra Cunning option, or +1 max Cunning . You may change what’s important to you, or your goal.

Your name is … 🎲 Manipulate Cunning  Inventory


_________________________________ When you press or entice an NPC, say Your max Cunning is 5 to start Mark up to 5 x  to start . Maximum load is 7.
what you want them to do. If they have Spend Cunning 1-for-1 to … pick 3 more to start Adventuring kit ( items      )
Your look character inspiration suggestions During play, move from here to specific items
pick one or more for each row, or fill in the blanks reason to resist , roll 3 dice and add up  … reduce harm taken by 1 ( how?)
 feminine  masculine  ambiguous the 2 highest dice.  … add +1 , once per roll ( how?)  Supplies (uses )
 youthful  mature  elder  ancient  … ask : “ What isn’t what it seems?”  Supplies (uses )
On a 10 +, they’ll either do what you Use to recover or for expendables (torches, etc.)
 human  halfling  elf  __________ want or reveal the easiest way to  … ask : “ What do they really want?”
 stylish  hot  cute  slick  seedy  … ask : “ What’s happened here recently ?”  Rapier (quick , piercing )
convince them.  Baton or cudgel (forceful)
 ___________________________________ or “ What’s about to happen?”
On a 7- 9, they’ll reveal how you could  Spiked chain or whip (reach, grasping )
What is important to you? pick 1 convince them, but it’ll likely be costly,  … tell whether someone is lying
 … act before anyone can react  Razor (concealed, rending )
 Fame ensure others remember your name tricky, or distasteful.
 Adventure push yourself and try new things  … reveal a ploy you set up earlier  Bow or crossbow (long ranged)
On a 6 - , mark XP, and they’re having  Quiver (shots )
 Freedom defy control, rules, or expectations  … perform a feat of incredible precision
none of it .  Flintlock (shots ) (ranged, piercing )
 Trickery deceive, misdirect, or outwit another  … escape or disappear without a trace
 Hope inspire others when things get tough  … ____________________________  Cuirass, brigandine, or leathers (+1 armor )
 _______________________________ 🎲 Take the Risk  … ____________________________  Coil of rope and grapnel
Your personal goal is to … pick 1 When you act despite danger or do  Block , tackle, and hooks Armor
 … ____________________________
 … get payback for ________________ something risky, establish what you  Burglary tools (uses )
Regain 1 Cunning when you catch your breath
 … find the truth about ____________ stand to gain and what it might cost .  Trap - setting kit (uses ) ____
and use 1 Supplies. Regain all your Cunning
 … clear my name of ______________ You and the Game Master decide together!
when you get a few hours of rest and use 1  Bullseye lantern (oil )
 … take back my _________________ Roll 2 dice and add them up, or roll Supplies + 1 use for each character resting .  Disguise kit (uses ) (slow)
 … settle my debt to ______________ 3 dice and add up the 2 highest dice  Explosives (uses ) (area, forceful)
 … ______________________________ if the risk you’re taking is … pick 4 to start 🎲 Inflict Harm  Musical instrument (what?)
Once during each scene, if you clearly  … by being subtle or sneaky ( how?) Roll 3 dice. If you inflict harm and …  _________________________________
demonstrate or struggle with what’s • … they don’t see it coming ,  _________________________________
important to you, mark XP and regain
 … to lie or deceive
use the highest die  _________________________________
1 Cunning. When everyone agrees you’ve  … to dodge or evade harm • … you exploit an opportunity,
 … to disarm, sabotage, or tinker  _________________________________
reached a milestone towards some goal, use the median die
mark 5 XP and regain all of your Cunning.  … to create a distraction ( how?)   _______________________________
• … you fight fair, use the lowest die   _______________________________
Which one of you …  … to nab something valuable
Ask your fellow PC s one or more of these  … involving poison or alchemy Suffer Harm Little things
 … got me out of a jam recently?  … without thought or hesitation Ask the GM how much. Reduce it by… Fits in pockets, purses, boots ; pick 3 more to start
__________________________  … with charm, grace, or panache • … your total Armor (see Inventory)  Wealth () ( valuable)
 … has the key to what I desire?  … with a clever plan (what?) • … spending Cunning (1 for -1 harm) Found during play ; start with no wealth
__________________________  … with acrobatic prowess • … losing your footing or grip (-1 harm)  Lots of knives (quick , concealed)
 … is one of my kin?  … ____________________________ • … getting stunned (-1 harm)  Tinderbox (slow)
__________________________  … ____________________________ • … something breaking (-1 harm)  Gemstone (valuable)
 … is the butt of my jokes?  … ____________________________ Whatever’s left , mark that many boxes :  Gambling paraphernalia (fair...?)
__________________________
On a 10 +, you get both. On a 7- 9, pick 1 :  Ouch (clears with a few minutes of rest)  Sap or garrote (concealed, quiet)
 … owes me their life?
__________________________ • You get what you wanted.  Injured (takes time and 1 Supplies to treat)  Poison (uses ) (+1 harm suffered)
 … is holding something over me? • You either avoid the cost or you accept  Debilitated (can’t roll 3 dice and add 2 highest )  Forged papers (what do they say?)
__________________________ the cost and mark XP.  Maimed (must roll 3 dice and add 2 lowest)  Small mirror
Fast Fantasy RPG (v 1.1) by David Bass, 2023. CC BY-SA 4.0. On a 6-, mark XP, and prepare for the worst.  At Death's Door (any more and you’re dead)  _________________________________
Dagger Rose Icon by Lorc CC BY 3.0. lorcblog.blogspot.com
You are a Tell us, where do your fantastic magical powers come from?

Mystic __________________________________________________________________________________________________
XP  When you mark the last XP circle, clear all XP and pick 1 : an extra Take the Risk option, an extra Power option, or +1 max Power. You may change what’s important to you, or your goal.

Your name is … 🎲 Get Answers Power  Spells and Rituals


_________________________________ When you study something closely, Your max Power is 6 to start Spells always cost Power and always involve
Spend Power 1-for-1 to … pick 3 more to start Taking the Risk – the greater the effect , the
Your look character inspiration suggestions probe your memories, or consult with the
greater the risk or cost . Most spells are off -
pick one or more for each row, or fill in the blanks supernatural, ask the GM a question and  … add +1 , once or more per roll ( how?)
 … create or control fire, heat , or light hand and quick . They affect only what is in
 feminine  masculine  ambiguous roll 3 dice, adding up the 2 highest dice. your presence, either instantly or for a limited
 youthful  mature  elder  ancient  … create or control earth, stone, or metal
On a 10 +, they’ll give you a clear, useful duration. To try to reach further or last longer
 human  elf  gnome  __________  … create or control water, ice, or cold
answer and you can ask follow - up questions. requires a ritual. Say what you want and how
 regal  hot  odd  wispy  manic  … create or control wind, air, or weather
On a 7- 9, they’ll give a cryptic answer and you plan to do it, then ask the GM what else
 ________________________________  … touch the minds of others
say how you could learn more. is required and roll to Get Answers.
What is important to you? pick 1  … twist time or space
 Curiosity cause trouble by investigating
On a 6 - , they’ll tell you a dangerous lie; mark
 … scry the past , the future, or afar off Inventory
XP if you choose to believe and act on it . Mark up to 4 x  to start . Maximum load is 6 .
 Schemes set up and execute some ploy  … move something telekinetically
 Orthodoxy adhere strictly to doctrine Adventuring kit ( items     )
 … work illusion, glamour, or shadow During play, move from here to specific items
 Ambition gain power, leverage, or influence  … weave, alter, or heal the flesh
 Mercy give relief, comfort , a second chance
🎲 Take the Risk  Supplies (uses )
 … animate an inert object or body Use to recover or for expendables (torches, etc.)
 _______________________________ When you act despite danger, do something
 … conjure forth spirits, fae, devils, etc.  Tome or orb (slow) +1 to Get Answers
risky, or cast a spell or ritual, establish what
Your personal goal is to … pick 1  … ____________________________  Staff, wand, or musical instrument
you stand to gain and what it might cost .
 … uncover secrets of _____________  … ____________________________ +1 to Take the Risk with magic
You and the Game Master decide together!
 … lift the curse of ________________  … ____________________________  Paraphernalia (uses ) (slow)
 … stop the evil __________________ Roll 2 dice and add them up, or roll Expend instead of 1 Power, but takes time!
 … fulfill prophecy by ______________ 3 dice and add up the 2 highest dice Regain 1 Power when you catch your breath  Wards, talismans (defenses )
 … serve my deity, ________________ if the risk you’re taking is … pick 3 to start and use 1 Supplies. Regain all your Power Whenever you regain all Power, clear all defenses
 … ______________________________ when you get a few hours of rest and use 1  Enchanted glass
 … with careful reasoning and logic Supplies + 1 use for each character resting . Perceive magic, invisible things, and fine details
Once during each scene, if you clearly  … via sheer willpower ( how?)
demonstrate or struggle with what’s  Lantern (oil )
important to you, mark XP and regain  … versus magical beings or effects 🎲 Inflict Harm  ______________________________
1 Power. When everyone agrees you’ve  … to harness an area’s magic power Roll 3 dice. If you inflict harm …  ______________________________
reached a milestone towards some goal,  … to counteract or reverse magic • … with magic, use the highest die  ______________________________
mark 5 XP and regain all of your Power.  … to learn or reveal with magic • … with crude violence, use the lowest die   ____________________________
Which one of you …  … to attack or destroy with magic and if you are exploiting a weakness, add +1
Ask your fellow PC s one or more of these  … to construct or restore with magic Little things
Fits in pockets, purses, boots ; pick 3 more to start
 … relies on me too much?  … to preserve or shield with magic Suffer Harm
__________________________  Wealth () ( valuable)
 … to command or influence with magic Ask the GM how much. Reduce it by… Found during play ; start with no wealth
 … has a key role to play in all this?  … to maneuver or position with magic • … marking defenses ( for -1 harm)
__________________________  Tinderbox (slow)
 … to mutate or change with magic • … losing your footing or grip (-1 harm)  Parchment , ink , and quills
 … fears my magical power ?  … ____________________________ • … getting stunned (-1 harm)  Familiar (can see through its eyes)
__________________________
 … ____________________________ • … something breaking (-1 harm)  Elixir (1 use, heals all harm)
 … has been marked by magic?
 … ____________________________ Whatever’s left , mark that many boxes:  Charm (1 use, avoid magic’s cost)
__________________________
 … trusts me implicitly? On a 10 +, you get both. On a 7- 9, pick 1 :  Ouch (clears with a few minutes of rest)  Scroll (1 use of any Power option)
__________________________ • You get what you wanted.  Injured (takes time and 1 Supplies to treat)  Flask of ____________ (uses )
 … hails from a storied bloodline? • You either avoid the cost or you accept  Debilitated (can’t roll 3 dice and add 2 highest )  Magic light source (what?)
__________________________ the cost and mark XP.  Maimed (must roll 3 dice and add 2 lowest)  Divine symbol (keeps evil at bay…?)
Fast Fantasy RPG (v 1.1) by David Bass, 2023. CC BY-SA 4.0. On a 6 - , mark XP, and prepare for the worst.  At Death's Door (any more and you’re dead)  ______________________________
Spellbook Icon by Delapouite CC BY 3.0. delapouite.com
You are a Tell us, how did nature provide you with a loyal companion?

Wildsoul _____________________________________________________________________________________________
XP  When you mark the last XP circle, clear all XP and pick 1 : an extra Take the Risk option, an extra Wisdom option, or +1 max Wisdom . You may change what’s important to you, or your goal.

Your name is … 🎲 Lead Onward Wisdom  Your Companion … pick 4 features
_________________________________ When you take the lead to journey Your max Wisdom is 4 to start  … is huge but slow, or alternatively,
through a dangerous place, roll Spend Wisdom 1-for-1 to … pick 3 more to start  … is nimble and stealthy
Your look character inspiration suggestions  … reduce harm taken by 1 ( how?)  … can carry a few riders, or alternatively,
pick one or more for each row, or fill in the blanks 3 dice and add up the 2 highest dice.
 feminine  masculine  ambiguous On a 10+, pick 2 from below. On a 7- 9, pick 1 .  … add +1 , once per roll ( how?)  … can fly
On a 6 - , mark XP, and danger finds you first .  … ask : “ What’s the best way forward?”  … has vicious ________ and ________
 youthful  mature  elder  ancient
 … ask : “ What’s their weakness?”  … has an amazing sense of ________
 human  elf  dwarf  ___________ • You get a clue as to what lies ahead
 feral  serene  scarred  vibrant  … ask : “ What should I watch out for?”  … is nearly as clever as you are
• You track a chosen quarry unerringly  … calm and clear your companion’s harm  … can grab and entangle
 ________________________________ • You find a shortcut , some shelter, or
 … pick 1 more on a Lead Onward  … is great at climbing and swimming
What is important to you? pick 1 a tactical advantage (what?)
 … move as swiftly as the wind  … can hurl /spray _________________
 The Hunt take down mighty or cunning prey • You scavenge 1 use of Supplies  … speak with beasts, plants, or stones  … has thick , armored _____________
 The Pack put the needs of your allies first • You discover something (ask the GM)
 … entreat the fae or spirits of the wild  … has a body made of _____________
 Preservation respect or protect nature • You and your allies leave no trace
 … provide a natural remedy
 Heritage offend / intrigue people by your ways  … ____________________________ Inventory
 Wonder discover a thing of natural beauty 🎲 Take the Risk  … ____________________________ Mark up to 5 x  to start . Maximum load is 7 .
 _______________________________ When you or your companion acts despite  … ____________________________ Adventuring kit ( items      )
Your personal goal is to … pick 1 danger or does something risky, establish Regain 1 Wisdom when you catch your breath During play, move from here to specific items
 … restore nature by _______________ what you stand to gain and what it might and use 1 Supplies. Regain all your Wisdom  Supplies (uses )
 … end my exile by ________________ cost . You and the Game Master decide together! when you get a few hours of rest and use 1  Supplies (uses )
 … prevent calamity by ____________ Roll 2 dice and add them up, or roll 3 dice Supplies + 1 use for each character resting. Use to recover or for expendables (torches, etc.)
 … reclaim fae - stolen _______________ and add up the 2 highest dice if the risk  Axe (rending )
 … return home to ________________ 🎲 Inflict Harm  Spear (reach)
you’re taking is … pick 3 more to start
 … ______________________________ Roll 3 dice. If you inflict harm …  Staff (forceful, innocuous)
 … by acting in tandem with • … against your quarry, use the highest die  Bow or crossbow (long ranged)
Once during each scene, if you clearly
demonstrate or struggle with what’s your companion ( how?) • … alongside a partner, use the median die  Quiver (shots )
important to you, mark XP and regain  … by utilizing your surroundings • … all alone in the fray, use the lowest die  Lasso, net , or whip (reach, grasping )
1 Wisdom. When everyone agrees you’ve  … by setting a clever trap (what?)  Leathers or hide (+1 armor )
reached a milestone towards some goal, Suffer Harm  Lantern (oil ) Armor
 … to uncover what’s been hidden
mark 5 XP and regain all of your Wisdom. Ask the GM how much. Reduce it by…  Trap - setting kit (uses )
 … to avoid ambush or being cornered
Which one of you …  … to traverse perilous terrain or obstacles • … your total Armor (see Inventory)  Map, compass, and spyglass ____
Ask your fellow PC s one or more of these
 … like your spirit animal, _____________ • … spending Wisdom (1 for -1 harm)  _______________________________
 … does my companion really like?  … versus that which slows or ensnares • … losing your footing or grip (-1 harm)  _______________________________
__________________________ • … getting stunned (-1 harm)   _____________________________
 … versus the denizens of nature
 … thinks my lifestyle is strange? • … something breaking (-1 harm)
 … with the perfect shot ( how?)
__________________________ • … your companion becoming : Little things
 … with wild abandon ( how?)
 … also hears nature’s whispers? angry  or fearful  (-1 harm each) Fits in pockets, purses, boots ; pick 1 more to start
__________________________  … ____________________________
 … ____________________________ Whatever’s left , mark that many boxes :  Wealth () ( valuable)
 … has no respect for nature? Found during play ; start with no wealth
__________________________  … ____________________________  Ouch (clears with a few minutes of rest)
 Large knife ( harvest Supplies from beasts)
 … needs my guidance the most?  Injured (takes time and 1 Supplies to treat)  Fire - starting tools (slow)
On a 10 +, you get both. On a 7- 9, pick 1 :
__________________________ • You get what you wanted.  Debilitated (can’t roll 3 dice and add 2 highest )  Antidote or antivenom (uses )
 … did I find lost in the wilderness? • You either avoid the cost or you accept  Maimed (must roll 3 dice and add 2 lowest)  Animal treats, bait , or scents
__________________________ the cost and mark XP.  At Death's Door (any more and you’re dead)  Whistle or noisemaker (sounds like what?)
Fast Fantasy RPG (v 1.1) by David Bass, 2023. CC BY-SA 4.0. On a 6 - , mark XP, and prepare for the worst . Your Companion’s Harm :  Ouch  Injured  _______________________________
Paw Print Icon by Lorc CC BY 3.0. lorcblog.blogspot.com
You are Can Their Character Do That ? Facilitating the Spotlight

The Game Master


• If it seems odd, foolish, or improbable, • The most obvious time to shift the
ask the player to clarify their intent . spotlight is after you resolve a
• If the player only states their action or character’s move or action.
their move, ask them “How do you do • If a character’s action draws them
that?” or “What does that look like?” into new danger, leave it as a
Your Agenda Your GM Moves • If they’re spending a point , they can cliffhanger and shift the spotlight
• Help your players engage with the game Do these things to provoke action or generally just do it (except for magic). (perhaps giving another character
• Make the world feel fantastic, but real increase tension . When they Take the an opportunity to intervene).
• Consider the fiction: established facts
• Fill their lives with adventure & danger Risk , you can use this list as inspiration • If they freeze or stall, shift to
about the PC and NPCs, any relevant
• Don’t write plotlines, discover it together
for the potential cost . someone else and come back later.
equipment or tags, the environment ,
What to Do Each Scene • Present a choice between good things emotional states, whether the PC has • If they want to do something that will
• Establish the situation • Introduce something /someone new the upper hand or is on the back foot … take time, follow up with them later.
• Provoke action, increase tension • Hint at more or give a clue (be obvious) • Remember : every PC can fight, talk to • Don’t be afraid to hold back the most
• Ask “ What do you do? ” • Ask a provocative /leading question NPCs, get information, navigate, etc. exuberant players or to encourage the
• Clarify, answer questions • Give an opportunity that fits a PC’s skills If they don’t have the move, they less confident players (but only a bit).
• If they trigger a move, resolve it • State what would be required might just have to negotiate using • Check in on PCs, making sure nobody
• Otherwise, you say what happens • Offer an opportunity, but at a cost Take the Risk (and likely roll 2 dice). is forgotten and everyone gets their
• Repeat , or maybe move on to the next scene • Warn of the consequences • You can make things more challenging time in the spotlight .
• Announce trouble /danger on its way by making the gains smaller and the Preparing for Improvisation
Principles • Reveal an unwelcome truth costs harsher for Take the Risk , or by
• Address the characters, not players • Demonstrate a downside /drawback In addition to using this game’s material
having PCs face some obstacle first
• Respect your prep, but leave blanks before trying to accomplish their goal. and examples, you can use other
• Ask questions , use the answers • Threaten / take away/use up resources
adventure starters or create your own.
• Make coherent , consistent rulings • Put someone in a tough spot Applying Fiction Mechanically
• Present a choice between bad things You can also try the 7-3-1 technique :
• Frame scenes aggressively Feel free to give them an extra +1 if…
• Separate them (alternate the spotlight ) • Come up with 7 total NPCs, locations ,
• Embrace the fantastic • A player has a truly clever idea
• Capture someone (but give them agency) and situations, each with a motivation
• Think “offscreen”, too • A PC has the perfect tool for the job
• Be a fan of the player characters • Bar the way, remove a possibility • A PC is taking advantage of a potent • Come up with 3 sensory details for
• Respect players’ choices & PCs’ abilities • Hurt someone , physically or otherwise opportunity that’s been established each one that you use as descriptions
• Remember that the PCs are protagonists If they roll a 6 - on Take the Risk or ignore • Come up with 1 way you can embody
If a PC wants to help or hinder another
• Protect nothing , let things happen a stated incoming threat , then establish PC, have them roll 1 die . They can swap an aspect of each of the 7 things you’ve
• Breathe life into NPCs and monsters badness . Pick a GM move (especially one their die’s result with one of the other prepared (verbally or physically)
• Begin and end with the fiction from towards the bottom) and do it. PC’s dice, but they are also subject to Then, rely on your agenda and principles.
the move’s cost and /or consequences. NPCs, Followers, and Hirelings
Establishing the Gains, Costs, and Outcomes for Take the Risk Tracking Things Using Clocks • NPCs can ally with and assist the PCs,
If you need help handling a situation but the GM should still control them.
• Not everything needs to invoke a Take the Risk move. Many actions the PCs take are
that can’t be resolved in 1 move, or you • Since they’re NPCs, they don’t have
either certain to succeed or impossible, so there’s no need to roll in either case.
want to slowly build up an approaching character sheets or moves. Represent
• Determine beforehand, based on the fiction, whether the cost might be potential
threat , or a PC wants to undertake a their actions in the game with helpful
consequences (in which case the PC can Take the Risk separately to reduce or
serious project , etc. you can use a clock . (or sometimes problematic) GM moves.
avoid them) or immediate consequences (in which case the PC takes them directly).
1. Draw a circle and divide it into 4, 6, • Remember, the game is about the PCs,
• The cost for Take the Risk should often be independent of the success of the action, or 8 parts, as you deem necessary.
that way it can still take effect if they both get what they wanted and incur the cost. so don’t let an NPC hog the spotlight !
2. When minor progress is made • If an NPC is working together with or
• However, sometimes the cost for Take the Risk can be getting only part of what they towards the conclusion (such as
wanted, getting only a limited effect , or not quite making it to their goal in one go. helping a PC, you can represent this by
rolling a 7-9), mark 1 part . When
• When a PC chooses to avoid the cost and not get what they want, the fictional situation major progress is made towards the changing the stakes for Take the Risk ,
still changes; time to provoke action or increase tension, picking from towards the middle. conclusion (such as rolling 10+ for giving the PC force parity, or giving a +1 .
• Rolling a 6 - on Take the Risk doesn’t necessarily mean the attempted action failed. good or 6 - for bad), mark 2 parts. • NPCs have their own ambitions and
Sometimes it’s a pyrrhic success, or they succeed but then disaster strikes! 3. When all parts of the clock are won’t take orders from PCs … without
• See an example for Take the Risk and another example using it in a fight . marked, the thing comes to fruition. good reason (like something valuable?)
Fast Fantasy RPG (v 1.1) by David Bass, 2023. CC BY-SA 4.0. Dice Icon by Delapouite CC BY 3.0. delapouite.com
Rules and advice for 🎲 Inflict Harm probability details Creating NPCs and Monsters

Running the Game


How dangerous is it? Roll 3 dice, use the … 1. Visualize them (see next page for tips)
• lowest die if it’s not very dangerous 2. Decide on harm, tags, HP, armor,
a non-combatant , a minor accident special def (optional), size, & how many
• median die if it’s plenty dangerous 3. Write 1-2 for when or how they fight
a competent fighter, a treacherous trap 4. Write 2 - 4 things they can or will do
Action Scenes and Combat Tags • highest die if it’s extremely dangerous 5. Write 1-2 things they want or need
Tags are narrative hooks to inform and 6. Write 1-2 fears or vulnerabilities
Tips for when the fiction is action - packed : a vicious killer, the result of extreme folly
• Remember your agendas, principles, inspire players about the fiction, and If a PC could avoid the incoming harm
Hit Points for NPCs / Monsters
and the flow of play shortcuts to inform the fiction for GMs If they are… (pick 1)
(not stunned, the cost was only potential
• Describe an attack , but stop short of it to consider when establishing costs or • … feeble, soft , juvenile +2 HP
asking for a Take the Risk roll. consequences, etc.) then you might ask • … able-bodied +4 HP
connecting (unless your chosen move
is to Hurt Someone) them how they Take the Risk to try to • … hard, strong , tough +6 HP
• area — affects many targets or a
• Manage the spotlight and keep avoid or reduce the harm taken. • … unnaturally resilient +8 HP
group, which affects force parity
everyone involved (including NPCs!) • concealed — hidden until used • On a 10+, they avoid all harm And if they are… (pick 1)
However, players can occasionally • On a 7-9, reduce harm taken by -1 • … craven, cowardly, forlorn +1 HP
interrupt and interject actions • fiery — burns or ignites (taking 1 harm,
• On a 6 - , they take the full harm • … motivated, level-headed +2 HP
• Constantly shift the momentum of the piercing , whenever the GM says so) • … zealous, ferocious +3 HP
fight and alter the fictional positioning • forceful — knocks back, trips, or stuns Adjust Harm by … • … incapable of fear or doubt +4 HP
(through your GM moves and in • grasping — grapples, disarms, or steals … the victim’s armor (reduces harm) And if they are a leader/paragon
responses to the players’ moves) • innocuous — unlikely to draw attention • +1 armor per : body armor, shield, helm of their kind, double their HP ×2 HP
• Ask yourself : “Would this creature keep • life - steal — heals as much harm/HP • +1 armor for thick hide, scales, or When an NPC or monster suffers a
fighting , or would it shift its priorities?” as the victim suffers cumulative amount of harm ≥ their HP,
blubber, or alternatively,
• Make GM moves (especially ones from • piercing — ignores (most) armor they’re out of the fight (dead, dying ,
towards the middle) after every player’s +2 armor for carapace, chitin, or plates incapacitated, fleeing , groveling , etc.
• precious /priceless — see the page of • +1 armor if the victim lacks vital organs as appropriate to the established fiction
time in the spotlight
Artifacts: Trinkets, Talismans, & Treasures and the harm suffered).
• Make your GM moves (especially for … special defenses : suffer -1 / -2 harm,
enemy attacks) colorful, descriptive, • quick — fast to use or to get into hand
but can be bypassed or negated ( how?) But remember, there’s other ways to
and specific, and request the same • quiet — KO’s without making noisy fuss overcome or defeat opponents besides
kinds of details from your players ! • ranged — can attack from further away … size : inflict +1 harm and suffer -1 harm reducing their HP to zero!
for each size category larger than the foe
• Change up your GM moves, add variety • reach — keeps foes at a distance Abstracting NPCs as Groups
• Give each character a chance to shine • rending — damages armor or gear, [ tiny < small < man-sized < large < huge ]
A group has same number of HP as a
• Incorporate the environment and put inflicts bloody wounds, or dismembers But remember, size doesn’t always matter! single individual in the group.
engaging features into the battlefield • slow — not ideal to use when in danger … force parity : inflict +1 harm and suffer • A group has force parity (look to the left)
• Recap & outline the situation regularly • valuable — see sidebar on the page of -1 harm if you significantly outnumber over individuals or a smaller group.
• Let fights end sooner rather than later Artifacts: Trinkets, Talismans, & Treasures them, or inflict +2 harm and suffer -2 harm • Harm suffered by the group reflects
if you can really swarm them casualties or KOs, proportionate to HP.
• A group reduced to 0 HP is beaten,
… formation : a group fighting in formation slaughtered, routed, captured, etc.
When the PCs Are Harmed … inflict +1 harm and suffers -1 harm against • A PC that is part of a group suffers the
• Ouch — clears with a few minutes of rest . enemies that are not fighting in formation same harm they do.
• Injured — clears when they take time to treat it and expend 1 Supplies.
• Debilitated — exhaustion, pain, weakness, sickness, etc. Players can’t roll 3 dice
and take the 2 highest . Clears with a few hours of rest and expending 1 Supplies. For Example …
• Maimed — broken, severed, etc. Players must roll 3 dice and take the 2 lowest . A Warrior PC leads a group of 3 mercs (5 HP, 2 armor) versus an ogre (12 HP, 1 armor,
Clears with downtime under a healer’s care (or magic), but the effects may linger. huge), Wades Into Battle, gets a 7- 9, and picks +1 harm. She rolls 5 harm, +1 (from
Wade Into Battle), -1 (for armor), -2 (for size), +1 (force parity). The ogre suffers 4 harm
• At Death's Door — they take 1 harm if not attended to soon (piercing , but can still and is still fighting. It sweeps the group with its club for 3 harm, +2 (size), -1 (force parity).
be mitigated other ways). Clears when someone treats them / stabilizes the wound.
The group of mercs take 4 harm, 2 after armor, vs. 5 HP. One of them goes splat ,
Work with the player to determine the specifics, based on the fiction and the choices another is swept aside with a broken arm. The PC also takes 4 harm, reduced by her
made. If they take more harm than they can mark , they die, or their story ends here, 2 armor. The attack is forceful so she’s knocked off her feet , and the player chooses
at least . Work with the player to determine their final words or deeds and what’s next . to mark a dent on her shield and the harm “Ouch.” The GM then shifts the spotlight to…
Fast Fantasy RPG (v 1.1) by David Bass, 2023. CC BY-SA 4.0. Dice Icon by Delapouite CC BY 3.0. delapouite.com
A collection of Tips for Creating NPCs
Sometimes as GM, you’ll be making up NPCs as part

People, Places, and Possibilities of your adventure prep. Other times, you’ll need to
whip up an NPC on the fly as the fiction calls for it .
Either way, you can use the following questions to
To use or ignore, as you see fit quickly flesh out an NPC :
🎲 1 . What does this NPC want most ,
Krajina, Northlander, or NPC Traits pick as many as you like Settlements or what might they want from the PCs?
___________________ Names athletic reckless/fearless Lowgate Fort Smoke
This is the NPC’s overarching goal. For ideas, you
might roll 2 dice (one for the 10s digit and one
Daryn Vizojin Grazdyn Jirorem sharp wit /eyes political leverage Blackstone Village Oakridge for the 1s digit) and /or consult this table :
Vinzlaw Tololsk Bohdiin Kelimir silver- tongued criminal ties Circle Bay White Falls The NPC wants to …
Druzen Benarsk Konimir Lomira excellent cook wildly inventive Stalwart Peregrine City 11. avenge (what?) 41. find belonging (why ?)
Besyov Zladny Jominda Duurva arcane prowess fae - cursed Highpass Ashcourt 12. reunite with (who?) 42. move to (where?)
Lyika Miiliska Yeffen Kybiin compulsive liar strong as an ox Seawall Wyrmhome 13. make money (by ?) 43. safeguard kids (from?)
skilled craftsman stunning beauty Nook’s Crossing Fivehills 14. find their lost (what?) 44. get their next fix (of ?)
15. slay (what or who?) 45. find true love (type?)
Jabali, Southlander, or kleptomaniac self- aggrandizing Barrowbridge Pitdown 16. cure illness (whose?) 46. learn how to (what?)
overly cautious highly educated Settledown Snowcalm
___________________ Names comedic buffoon steel nerves /glare Leppo Neneveh
21. hide their shame (for?)
22. rise in rank (in what?)
51. serve a master (who?)
52. raise exotic (what?)
Kufail Waafir Raffan Taaji lovestruck tattoo of a map Lagoz Cortia 23. find the truth (about?) 53. indulge in … (what?)
Amim Raamir Faaed Moolak noble/royal blood great wanderlust Trosia Dyrrium 24. steal valuable (what?) 54. find a job (like what?)
25. be renown for (what?) 55. destroy things (what?)
Qamani Vahid Obaud Dabr name to live up to evangelist of … Nicaeum Senejecke 26. teach others (what?) 56. entertain (by doing ?)
Ghejal Harfat Safaai Jaamida slick and speedy suffers old wound Dunazov Mallanta 31. uphold laws (whose?) 61. die valiantly (for what?)
Raalima Ghaafia Lutaiha Faswa quest for revenge drunk /high on… Kitasa Dobeta 32. restore honor (why ?) 62. transform into (what?)
Qaheeda Risma Nataka Munirii annoyingly chipper impossibly old Timise Belito 33. atone for … (what?) 63. discover ancient (what?)
always eating disarmingly honest Hirdesa Pumyi 34. escape society (why ?) 64. flaunt superiority (how?)
35. celebrate ! (what?) 65. live forever ( how?)
Vitruvian, Midlander, or priceless smile awful jokes /puns Shambles Stonetop 36. return home (to?) 66. rule over everything !
___________________ Names easily startled strange language
2. What unique trait (s) does this NPC
Places/Regions/Features have to help them get what they want ?
Javies Arren Brakley Thovas Found in the Wild
Eshan Voung Larsh Nabe Tanner’s Ford Rum River Flesh out what the NPC wants, then consult the
stone circle crumbling tower Crystal Falls Battlemoore NPC traits list (upper middle of this page) or invent
Juhn Dacom Warvy Aram some traits of your own.
Ebias Goseth Asalia Rowa abandoned keep old mine/quarry The Gray Fast Andwynne River
haunted library secluded abbey Wyvern’s Rock The Fallness 3. Why is this NPC here?
Ila Ceara Aminah Varcie What are they doing in the scene where they meet
Deppie Miviam Rathel Alese forgotten manor ancient tree Witch’s Vale White Sands
the PCs during the game? How does that help with
Rexi Vee Shael Divae crumbling statues giant nest Wicked Fells Crag Harbor the NPC’s goals, or what got them into this mess?
idyllic gorge barrow mounds Witch’s Citadel Ogre Mounds
natural caverns hill figure Aewj River Altar Ridge 🎲 4. What is this NPC’s attitude towards
Saeland, Old Empire, or the PCs? Have they met any PC before?
foggy valley rock outcropping Forlorn Wood Elderslope
___________________ Names waterfall natural spring The Cryptwood The Ghurab Way
If you’re uncertain, you might roll 2 dice and add
them up, then consult this table :
Narum Talbor Nebat Ubissa grove of aspen overgrown shrine Troll Pass Elven Dunes On a 2, attacks immediately
Anake Aliku Iskander Afe giant’s grave bandit camp Darken Wood Hushed Crags On a 3 - 4, hostile, possible attack
Fengarro Brevan Mekura Amar stone fences lost dwarven hold The Right Sea The River Vast On a 5 - 6, suspicious of the PCs
Agna Kahim Enki Fraazer river delta wishing tree Howling Obelisk Robber’s Vale On a 7- 9, curious about the PCs
Mekamu Kasha Elaki Naryo misty pond hilltop clearing The Red Descent Jivir Caves On a 10 -11 , aligned with the PCs’ goals
Emissie Destu Eyol Fassil old battlefield sinkhole Vulture Plains The Blue Hills On a 12 , enthusiastic friendship
Bidaba Tibu Tufeeq Bayuh river ferry ancient road Rust Mountains Mount Ballaaran 5. What special information, item, or
Lia Noed Zamera Romigna stream /creek swamp/mire Khiyaan Coast Nezivo Vale service does this NPC have to offer ?
Dawid Segan Ednu Ghidewon tar pits bridge Lake Pestry Inang River 6. And finally, what is this NPC’s name?
Fast Fantasy RPG (v 1.1) by David Bass, 2023. Text / layout by Jeremy Strandberg and David Bass, 2023. CC-BY-SA 4.0. spoutinglore.blogspot.com.
A codex of

NPCs: Friends, Foes, Fellows, and Fiends


To encounter, befriend, fight , barter with, seduce …
Loot
To discover or acquire from NPCs /monsters

Alchemist human, goblin, dwarf Devil fiend, genie, cambion Healer human, elf, halfling , orc Ooze slime, mistake, cosmic horror 🎲 To pick common vs. uncommon, roll
Scientifically improbable to explode Making deals paid not in gold Now, this may hurt a bit … Icky, goopy, sticky, melty the harm the (previous) owner could dish
4 HP, reckless or cautious 7 HP, 3 Armor (0 vs. sacred) 4 HP, 1 Armor, pacifistic 6 HP, 1 Armor, amorphous, mindless out . Then roll another die to decide the
Will keep their distance and assist Would prefer bargaining to fighting Unwilling to fight (low, if forced)
Sloshes towards food & away from light type of loot . Try to make sense of it , or
• Glorp (low, grasping , reach) reroll if you can’t . If the result is marked
• Explosives (med, area, fiery) • Hellfire (med, area, piercing , fiery) • Patch you up (clear trivial harm)
• Sizzle (med, rending ) with (*), roll a die for its Size / Nature.
• Venefice (Debilitated, curable) • Wicked barbs (med, reach, grasping) • Lifesaver (slow, clear major harm)
• Split and duplicate if hit with blades
Wants the next ingredient for their elixir Corrupt innocents, manipulate, damn Heal the sick and injured (and get paid) Devour and dissolve anything organic
Might mislabel bottles or bombs Must honor the contract to the letter Poor bedside manners, non-combatant Amoebic intellect , weak vs. salt /alkaline 1 - 4 Common Stuff
1. A curiosity, trophy, or bauble *
Assassin human, halfling , elf, shade Dragon aerial, aquatic, hypogeal Merchant dwarf, human, elf, goblin Spirit malevolent , tragic, helpful 2. Supplies, gear, provisions
Every man has a price … for his life Greed and ruin, wings and scales Everything you want , and more! You don’t stand a GHOST of a chance … 3. Supplies, gear, provisions
8 HP, 2 Armor, sneaky, disguised 16 HP, 2 Armor, large/huge, cunning 4 HP, 1 Armor, will call the guards Incorporeal, must banish or appease 4. A small sack of coins ( 1 Wealth )
Swoops in, attacks, then retreats Haunts the living , plays pranks 5. Specialized, uncommon gear or
Waits for the right moment to strike Will catch thieves, but won’t fight
• Breathe magic ( high, ranged, area) • Ghostly chill (med, piercing ) supplies (poison, reagents, etc.)
• Sniping ( high, long ranged, piercing ) • Grab by collar (low, grasping )
• Crush ( high, forceful, piercing ) • Poltergeist (low, area, forceful) 6. A clue, hint , or useful information
• Poisoned blade (med, concealed) • Try to upcharge you
• Chomp ( high, grasping , rending ) • JOIN US ( high, grasping , piercing )
Eliminate the target and flee the scene Protect the lair, grow the hoard Buy low, sell high, keep profits Torment the living , or pass on
Obvious scar, only in it for the money Arrogant , distracted by wealth Slow, greedy Weak vs. magic, destroy earthly ties? 5 - 6 Uncommon Stuff
1. Info that could make someone rich
Beast dire wolf, owlbear, kraken Elemental fire, water, earth, wind Mimic container, furniture, weapon Thug human, goblin, orc, halfling with effort /resources (valuable)
A vicious ball of claws, teeth, or beak The powers of nature given life & form Did that treasure chest just lick its lips? Your money or your life! 2. Exceptional item (valuable) *
9 HP, 1 Armor, large/huge, keen senses 8 HP, 2 Armor, various sizes 6 HP, 1 Armor, disguised, various sizes 5 HP, 1 Armor, usually in gangs 3. A hefty sack of coins ( 2 Wealth )
Bullies the weak , shouts for backup 4. A minor magical artifact or bauble *
Loud roars, carries off wounded to feed Reshapes its body, attacks relentlessly Imitates inanimate objects, then strikes
• Shank (low, piercing ) 5. Magic aura /effect (immobile)
• Tear apart ( high, rending ) • Crash (med, forceful) • Ambush! ( high, grasping )
• Pummel (med, forceful or grasping )
• Bite down (med, grasping , piercing ) • Blast (med, ranged, area) • Chomp (med, piercing , grasping )
• Take an NPC hostage
6. Roll 1 die on Rare Stuff table.
Defend its territory and feed its young Protect nature, cause accidents Devour the greedy and unsuspecting Mug someone and flee the scene
Single-minded, easily trapped Dumb as rocks, weak vs. magic control Subtle hints it’s actually alive Cowardly when alone, not too bright Rare Stuff
1. Riches, finery, treasure (precious) *
Construct golem, robot , franken Giant troll, ogre, cyclops, titan, storm Necromancer cultist , vampire, lich Undead zombie, skeleton, ghoul 2. Riches, finery, treasure (precious) *
DIRECTIVE: REMOVE INTRUDERS Enormous stature, enormous appetite Death is only the beginning … Not exactly the life of the party 3. Riches, finery, treasure (precious) *
10 HP, 3 Armor, large, mindless 12 HP, 1 Armor, huge 7 HP, 2 Armor, ×2 HP & undying if lich 6 HP, 2 Armor, often in hordes 4. A potent magical artifact *
Guards its home, attacks nearest target Conjures and controls undead
Takes what it wants, indelicately • Summon undead to fight
Shambling advance, act as controlled 5. Lore folks would kill for — map to a
• Smash (med, forceful) • Decayed weaponry (med)
• Integrated weapon (med, ranged)
• Crush ( high, forceful, rending ) • Drain life (med, piercing , life - steal) hoard, royal blackmail, info needed
• Hurl (med, ranged, forceful) • Bite at limbs (low, grasping ) for a new spell, etc. (precious) *
• Block an attack at its master • Magic ( high, ranged, piercing )
SERVE MASTER. REPAIR SELF. Sate appetites, be left alone, befriend? Sow undeath, preserve their own life Consume the living , or be properly buried 6. Something priceless *
Slow, limited programming Slow, not too bright Weak vs. holy, (lich’s phylactery) Weak vs. bladed (zomb) or blunt (skele)
* Size / Nature
Dandy human, elf, halfling , goblin, orc Guard human, dwarf, elf, orc, goblin Nobility human, elf, dwarf, orc Wizard human, elf, dwarf, orc, goblin 1. Little
All style, no substance Who goes there?! Filthy rich, filthy attitude The power of the cosmos at my whims! 2. Portable ( Weighs 1  )
4 HP, 1 Armor, deceptive, slippery 6 HP, 3 Armor, formation tactics 5 HP, has bodyguards 5 HP, has minions, ×2 HP if archmage 3. Portable, but hefty ( Weighs 2   )
Flees when the chips are down Casts magic from a safe distance
Does their duty and defends their ward Refuses to stoop to brutish violence
• Magic ( high, ranged, area, piercing )
4. Immobile
• Lunge (med, piercing after feint) • Calls for more guards
• Feint (low, see above)
• Brutality (med, forceful) • Summon creatures to do their bidding 5. Hard to extract or transport
• Detain (low, grasping , piercing ) • Offers a bribe (uncommon loot) (and roll again)
• Snatch (low, grasping ) • Various powers (spells or rituals)
Gossip, flirt , scam someone, get drunk Not let anyone pass, get paid Show superiority, live in luxury Acquire arcane knowledge and power 6. Hard to sell or make use of
Blabbermouth, coward Not very observant Insufferable, sheltered, cowardly Possible magical misfires, frail of body (and roll again)

Fast Fantasy RPG (v 1.1) By David Bass, 2023. CC-BY-SA 4.0.


A various and sundry assortment of Resupplying

Artifacts: Trinkets, Talismans, and Treasures


When the PCs have the chance to Resupply,
have them clear all their items and reselect
their Inventory and Little Things up to their
To discover, loot , quest after, or even craft … starting load. If they’re paying, a valuable
item ( like 1 Wealth ) should cover it for
Amulet of Last Breaths valuable Compass of Deep Desire precious Instant Ooze bauble, dangerous Sanguine Slaughter precious
everyone. Anything else costs extra.
Made of breathtakingly beautiful onyx The heart is deceitful above all things No more scrubbing ! Just add water ! Never quenched, never satisfied
Amulet or Ring , (uses ) Handheld compass Pouch of dry powder (uses ) Claymore   or Axe  Common and Mundane Items
When you are on Death’s Door, you may When hydrated, quickly grows into an Crimson rust belies deadly sharpness like what you would have for Supplies
Points not to magnetic north, but to that
expend 1 use to clear that level of harm. ooze that will devour (in order) nearby : little stuff : (don’t bother marking off a use)
which its bearer most deeply desires, • Bloodthirst ( life - steal, rending )
When you use the amulet to steal a being’s 1. Dirt , grime, gunk , and sludge tinderbox, candle, vial of oil, chalk, ball of yarn,
even if it is unbeknownst to the bearer. • Bloodbath (area, forceful, rending )
dying breath, it recovers 1 use. 2. Organic material, living or dead whistle, bandages, water skin, flask of whiskey,
Death follows to recover what was stolen. For an indecisive bearer, its needle spins. 3. Anything of stone hardness or less Greatly amplifies the wielder ’s bloodlust . hardtack, spoon, small bowl, drinking jack,
Intrudes the mind with murderous thoughts. The compass is easily misplaced or lost . The ooze shrivels away after 1 minute. Its wielder inflicts and suffers +1 harm. strip of jerky, tin of lard, bar of soap, needle
and thread, snow goggles (with the slits), extra
Arrowstorm Arcbow precious Everfull Flask valuable Liquid Quickiron bauble Sister Scrolls valuable pair of wool socks, thick leather gloves, grappling
The bow’s volley that would blot out the sun How do you like that , pessimists? Not to be confused with quicksilver This will save a fortune on postage! hook, empty sack, medicinal herbs, ball of wax,
Bow  or Flintlock  Barrel   or Jug  or Flask Bottle of quickiron (uses ) Two scrolls climbing piton, teapot, parchment , ink pot and
When you unleash a volley and mark off When any liquid is poured in such that This metallic liquid rapidly hardens when Anything drawn or written on one scroll quill, metal file, etc.
an extra use of ammo, choose 1 : the flask is filled to the brim, a limitless exposed to air, eventually becoming solid appears on the other, and vice - versa.  stuff : coil of rope (~50 ft), length of chain,
• Roll 1 die : shoot at that many foes amount of that liquid can then be poured iron. However, it also readily melts when The same goes for anything erased. torches, lantern, refill of ammunition or kit,
• Inflict +1 harm & ignore force parity out of it . A new liquid will replace the old. exposed to temperatures not too much (In actuality, anything that happens pick, shovel, mattock, prybar, mallet , hacksaw,
It has lower accuracy for single shots. Its stopper is prone to slowly leaking . hotter than body heat . Rust monsters are to one scroll happens to the other, block and tackle, blacksmith's tongs, bellows,
Its range leaves much to be desired. If ruptured, creates a non - infinite deluge. said to be extra ravenous for quickiron. so try to keep them safe from harm.) bee smoker, walking stick, fishing pole, bedroll,
snowshoes, change of clothes, cloak, blanket ,
book, instrument, keepsake box, bag of flour, etc.
Blabbermouth Skull bauble Firebrand valuable, dangerous Mighty Green Beans bauble Steel of Thunder precious  stuff : firewood, fishing net, roll- out sledge,
“And that’s the truth, no bones about it!” The blade that would scorch the earth Eat your greens & grow up big and strong The blade that would slice heaven in twain
quern stone, birdcage, pop-tent, full set of
Humanoid skull  Sword  or Rapier  or Whip  Pouch of beans (uses ) Sword  or Axe 
manacles, maul, ten - foot pole, 100 - ft coil of
This enchanted skull (or maybe just a All harm the wielder inflicts with it is fiery. When you cover one of the beans in soil, Slashes send waves of sound flying
sailing rope, quarter- keg of ale, bear trap,
skeleton missing its body?) remembers • Flame Lash (reach, area, fiery) it rapidly grows into a sturdy beanstalk • Shockwave Slash (ranged, forceful) saddlebags, oilcloth tarp, etc.
everything its heard or seen with eidetic • Scorching Disarm (forceful, fiery) as wide and tall as a redwood tree. • Blade C yclone (reach, area, forceful)
accuracy, but it is absolutely awful at Intensifies wielder’s impulsivity and anger. When you swallow one of the beans, you • Clangorous Parry (forceful) Valuable Items
keeping secrets or lying. It also tends to When inflicting harm, also add the lowest and your gear grow to the size of a giant Magnifies any sounds it makes tenfold. A valuable item (1 Wealth , a gemstone,
make terrible puns at inappropriate times. die, but suffer that much harm in backfire. until the next time you catch your breath. Its wielder speaks in a booming voice. an artifact , etc.) is worth enough for :
• Everyone in the party to Resupply
Cloak of the Breathless precious Fleeting Memory precious Mirror of Twin Reflections valuable Tanglevine Coil bauble, dangerous • A decent horse, with saddle or a cart
Speak not a whisper, leave not a trace No evidence of fowl play Wait , wasn’t your scar on your left cheek ? Half rope, half vine, half snake, all creepy • A sturdy, covered wagon
Hooded cloak  Parchment , single use Floor mirror   or Hand mirror  Vine rope  • A few weeks in a decent inn
While worn with the hood raised, if the When a description of any true past event When you gaze into the mirror, a second This somewhat - domesticated length • A night of high living and decadence
wearer exhales completely and then is written upon it and it’s folded into the reflection appears behind you. The reflection of tanglevine animates at the wielder’s • A bribe for a merchant or minor official
holds their breath, they are invisible shape of a bird, it transforms into a real is illusory, but has autonomy and knows command, allowing it to function as a • A skilled laborer's wages for a week
and silent until they breathe again. bird (such as a dove or a sparrow). Any it’s a reflection. Any harm or anything an rope and grapnel, a lasso, a whip, etc. • A group of unskilled laborers' wages for a
The cloak itself is invisible while unworn. record or memory of the event (including illusion could not do causes it to vanish. Requires sunlight , water, and fertilizer. week, or a single laborer's wages for a month
Its wearer easily becomes winded. the writer’s) is erased until the bird dies. DO NOT break the mirror before it vanishes. Has a mind of its own when unattended. Precious and Priceless Items
A precious item (like a gold idol, a jeweled
Coat Mimic bauble Goggles of Soaring Sight bauble Ol’ Nick’s Knapsack bauble Weightless Burden bauble scepter, a chest of coins, an artifact , etc.)
Stylish, functional, and a little disgusting Wow, I can see my hometown from here! Better check it twice Lighter than a feather, denser than lead is worth enough for :
Polymorphic living clothing  Pair of goggles Weighs  , holds up to     Boulder   or Stone  , no max load • A few months of high living
This rare, friendly breed of mimic forms a When the goggles are worn, the wearer • A small cottage and land to farm
When you try to retrieve an item within, While holding the stone, the bearer • A modest shop in town
sort of symbiotic relationship with beings can project their vision upwards, observing
roll 2 dice if naughty or 3 dice if nice : and all of their equipment become • A small ship, single - masted and seaworthy
that wear clothes. In exchange for their surroundings as if they were a bird
weightless, as if floating in space. • A trained warhorse, barding and all
feeding on flaked - off skin and sweat , it flying directly overhead. While they grant • On a 10 +, you find it no problem
can transform to appear as any type of extraordinary distance vision, objects up • On a 7- 9, you have to rummage a bit The bearer is easily knocked around. A priceless item is worth enough to set you
attire that the wearer commands. close are much harder to focus on. • On a 6 - , coal if naughty, a toy if nice Slows reflexes and thoughts while held. up for life, if you can find a buyer for it …

Fast Fantasy RPG (v 1.1) By David Bass, 2023. CC-BY-SA 4.0.


A handful of

Character Archetypes
Note that if the group is playing for the first time or is limited to a single session, it’s best to not bother with these. You can set your character’s goal as “To become a(n) _______”. When
you mark the last circle for XP, clear all your XP, change your character’s goal, and gain the Archetype and the first Archetype move. Add “an extra Archetype option” to your list of choices
for when you clear XP, picking from options in the second Archetype move. When an Archetype says your “Source”, it refers to your PC’s Mettle, Cunning, Power, or Wisdom, as appropriate.

Forsworn Muse Shapeshifter Alchemist


You have made a pact or a promise with Your skills in acting , music, dancing , Via some curse, magic, alchemy, or Through careful scientific study, you’ve
a higher power. Your patron shares their artistry, or oratory are second to none. latent heritage coursing through your unlocked the mysteries of the building
power with you, so long as you hold true The inspiration guiding your skills spills veins, you can change your form to suit blocks of all things. With the right
to your oaths ... forth as a wellspring to inspire and your needs. Man, beast , or monster, it’s procedures and a bit of luck , they are
encourage others in a way almost all the same to you. You’ve got your altered at your command.
🎲 Work Miracles supernatural. powers under control, at least for the
When you channel your patron’s most part … 🎲 Transmute
power through your very soul to 🎲 Inspire When you touch inert matter you
work a miracle, ask the GM for an When you inspire someone with your 🎲 Shift Form wish to transmute, spend 1 Source
exchange between… pick 2 each time performance, artistic, or oratory When you take the form of a being or 1 use of Supplies, then roll 3 dice
• your harm skills, discard any prior Inspiration familiar to you, spend 1 Source, then and add up the 2 highest dice.
• another being’s harm and draw from your well anew. roll 3 dice and add up the 2 highest On a 10 +, pick 2. On a 7- 9, pick 1.
• your Source Spend 1 Source, then roll 3 dice dice. Your form has features like a On a 6 - , mark XP, and the GM picks
Roll 3 dice and add up the 2 highest and add up the 2 highest dice. Wildsoul’s companion: 1 instead.
dice to determine if it will be… On a 10 +, gain 3 Inspiration.
On a 7- 9, gain 2 Inspiration. On a 10 +, choose 3 features. Temporarily change its…
On a 10 +, a favorable exchange. On On a 7- 9, choose 2 features.
On a 6 - , gain 1 Inspiration, mark XP, • shape
a 7- 9, an equal exchange. On a 6 - , On a 6 - , mark XP, and choose 1
but you attract unwanted attention. • size
an unfavorable exchange, mark XP. feature… but the GM chooses a • material
Inspiration (uses )
Sworn Oaths write 1 Oath & 1 Power drawback of your new form. • temperature
Spend 1 Inspiration any time to …
For each oath you swear to your • … by a large amount
• restore an ally’s Source by 1 You revert to your natural form when • … until you change it back
patron, choose a Power appropriate
• re - roll a single die (anyone’s) you catch your breath or get a few
to your patron. If you break an oath,
lose that Power until you atone.
• ask : “ What do gossips, legends, hours rest , or earlier if you wish. Alchemic Crafting pick 3
or verses say about this?” When you have a calm while to work
When you cast a spell or ritual gained Features:
• ask : “ Who’s really in control?” your craft, you may spend 1 Source
through your patron, spend 1 Source,
• ask : “ What’s their deepest flaw?” _______________________________ and 1 use of Supplies to create a …
roll 3 dice, and add up the 2 highest
• convincingly pretend to be (each takes up 1 in your Inventory)
dice when you Take the Risk. _______________________________  poison (+1 harm suffered)
knowledgeable about something
 Oath: ________________________ • have everyone just stop and _______________________________  curative ( heals 1 harm)
________________________ listen to you for a moment  explosive (area, forceful or fiery)
Power: ________________________ Mimicry pick 1  potent acid (piercing )
Encourage pick 1  flashy firework or smoke bomb
 Oath: ________________________ When you touch a being you wish to
When you share encouraging words  lesser potion of _______________
________________________ imitate, you may spend your Source
with your allies, you may spend your  strong adhesive, solvent , or
Power: ________________________ 1-for-1 to mimic their…
Source 1-for-1 to clear their… lubricant (sticks /unsticks)
 Oath: ________________________  Ouch  specific looks and appearance  unorthodox ammunition, that can
________________________  Debilitated  voice, language, and mannerisms ____________________________
Power: ________________________  At Death’s Door  greatest physical attribute  finicky clockwork ______________

Fast Fantasy RPG (v 1.1) by David Bass, 2023. CC BY-SA 4.0. Scroll Icon by Delapouite CC BY 3.0. delapouite.com; Lyre Icon, Werewolf Icon, and Flask Icon by Lorc CC BY 3.0. lorcblog.blogspot.com
A few more

Advanced Archetypes
All the same rules and advice for the standard character archetypes also apply to the advanced archetypes. However, a few things set these apart . These archetypes are not necessarily
more powerful, but they are more involved. A character might suddenly find one of these archetypes thrust upon them ( with the player and GM’s consent , of course) : a curse or prophecy,
a vampiric affliction, a near - death experience, or discovering a magical artifact. Overall, these are more suitable to some games than others, and require buy - in from the group prior to their use.

Omen Corrupted Martyr Artificer


Your fate is intertwined with some grand Whether vampirism, lycanthropy, infection, Some things are worth living for ; others The ancient rites and methods to create
curse or prophecy. You’ve learned to twist possession, or some other affliction, you are worth dying for. What lies between wonders are thought to be lost to time.
these strands of fate to your desires … are burdened with a terrible power. the two, and is worth suffering for over You think differently, determined to
but be careful that they do not break . 🎲 Heart of Darkness and over again? decipher the riddles of their creation.
write 3 Boons & Banes Maybe you can ask one of them for a hint?
🎲 Twist of Fate The more impure you become , the 🎲 Savor the Suffering
When things get intense for you and more you tap into your corruption’s When you mark at least 1 harm while 🎲 Psychometry
you seek to twist fate in your favor, power (and its drawbacks), as well as doing something you truly believe in, When you handle or examine an
spend 1 Source, then roll 3 dice becoming more physically monstrous. roll 2 dice and add the amount of object of interest , you can attempt
and add up the 2 highest dice. Your Current Purity : start at +3 Purity harm you marked. to Get Answers from it . If the item
+3  You appear normal, like a is animate, intelligent , or has a soul,
On a 10+, both will occur, soon. On a On a 10 +, regain 2 of your Source.
Wolf in Sheep’s Clothing you can instead try to Manipulate it.
7- 9, pick 1 . On a 6 - , mark XP, and
+2  Boon: _____________________ On a 7- 9, regain 1 of your Source.
the GM picks 1 instead.
Bane: _____________________
🎲 Prototype learn 1 new blueprint
On a 6 - , mark XP, and you’ll suffer
• Some calamity befalls a chosen +1  Boon: _____________________ Your magitechnical genius allows
more than just harm, ask the GM how.
character present , mortally you to create ad - hoc simulacra of
Bane: _____________________
wounding them (or something When you become a Martyr and gain true magical items. When you have
+0  Boon: _____________________ a blueprint known and a calm while
nearly just as bad happens). this move, you no longer alter how
Bane: _____________________ to work your craft , spend 1 Source
• Some miracle transpires for a you roll dice by being Debilitated or
-1  Your Monster Within is evident to all and 2 uses of Supplies, then roll 3
chosen character present , saving Maimed. When you are At Death’s
them from peril (or granting them Inhuman Desires : write 2 wants /needs dice and add up the 2 highest dice.
Door, you always roll 3 dice and add
a perfect opportunity). • ____________________________ On a 10 +, pick 1 . On a 7- 9, you and
• ____________________________ up the 2 highest dice for any move
you make. When you would die for the GM both pick 1 . On a 6 - , mark XP,
The GM will make these come to pass, When you try to stave off or succumb to and the GM will pick 3.
if it's even remotely possible. your Inhuman Desires, pay 1 Source your cause, make one final move
and treat it as if you had rolled a 12. • The item is dangerous
Windows to the Soul pick 1 and roll 2 dice + your Purity modifier.
• The item is unreliable
When you lock gazes with another, If you can't or choose not to pay, treat Self Sacrifice pick 2
your roll as an automatic 6 - result . • The item is fragile or it has only
you may spend Source (1 each) to … When you act with abandon and 3 uses before it stops working
On a 10 +, you hold yourself back
 peer into their mind — they will give and you may gain 1 Purity level. push yourself beyond your limits, • The item is only about half as
you their full focus and attention, at On a 7- 9, you barely keep control, you may mark harm (1 each) to … effective as you wanted it to be
least until you let your gaze falter. at least for now. • The item will require a special
On a 6 -, you must sate your Inhuman  add +1, once or more per roll component or material to complete
 peer into their heart — you can Desires ; mark XP & lose 1 Purity level.  make your attack forceful, • Something unexpected suddenly
read their desires like an open book , rending , or piercing interrupts your work (ask the GM)
When you sate your Inhuman
but they will notice you reading over Desires, regain 1 Source. and you'll have to finish later
 break free from a physical or
their shoulder if you delve too deeply.
The Flesh is Willing pick 1 mental restraint To create a true wonder based on a
 let them peer into you — weak When you sate your Inhuman blueprint you know, roll 3 dice. Choose
 perform a feat of awe - inspiring
opponents will freeze, cower, or beg , Desires, you may also… a die result as how many days, weeks,
while strong opponents will hesitate physical prowess or months (ask the GM) it will take to
 heal yourself (clear 1 harm )
momentarily before realizing just what  add +1 to the next roll you make  intercede on another’s behalf make. Choose another die result as
a threat you pose.  use any Boon once without its Bane  impress, dismay, or frighten another how much Wealth it will take to make.

Fast Fantasy RPG (v 1.1) by David Bass, 2023. CC BY-SA 4.0. Cursed Icon, Imp Icon, Heart Icon, and Pendant Icon by Lorc CC BY 3.0. lorcblog.blogspot.com
A Dungeon Adventure Starter, Use this map as inspiration or ignore it as you see fit .
Remember, the map is not the territory !

The Red Descent


A. Premise do this before making characters, ask players for input on the names
“ You stand at the mouth of a cave, among rust-colored cliffs near the (name) volcano.
Locals call this place 'the Red Descent ,’ and rumors say that it plunges deep into the
earth, hiding an ancient temple to the Efreeti Duke (another name). 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 character type: Warrior, Scoundrel, Mystic, or Wildsoul
2. Each player picks a name and look (see People, Places, and Possibilities for inspiration)
3. Each player decides and reveals what’s important to them and their goals (ask questions!)
Choose one of them and ask : “ What artifact or relic (the MacGuffin) 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 picks and reveals options for Take the Risk
6. Each player picks and reveals options for Mettle / Cunning / Power / Wisdom
7. Each player picks and reveals Inventory ( or marks the Adventuring kit for later) and Little Things
C. More Questions ask any that make sense, and look for connections to PCs important things and goals!
• How far from civilization are you? What do you miss most about it?
• How is the climate harsh here, such that your route is rarely traveled?
• Why do the locals shun this cave, and the area around it? Impressions to promote worldbuilding , atmosphere, and tone, and in no particular order
• What important thing did you have to give up to find this place? • Sweltering heat , growing hotter as you delve • Faint chanting from deep below, growing louder
• What catastrophe waylaid your travels? How did you overcome it? • Water dripping from stalactites, pooling below • A faint whiff of incense
• The Efreeti Duke hails from the Plane of Fire, where all the • The lingering smell of sulfur • Razor-sharp stalactites looming overhead
burned things go. What precious thing have you lost to flame? • Abandoned and rusted mining tools • A charred skeleton, clutching a scrap of paper
• Why do you believe (MacGuffin) can be found here? • A sudden cave - in that separates the party • Wall carvings in an ancient language
• Why is (MacGuffin) so valuable? Why is it so dangerous? • The walls turning from cave to chiseled stone • Deep gloom that pushes back against the light
• Who mounted a prior expedition to this place? When?
• Who else seeks this place? Why does that worry you so?
Dangers & Discoveries that might be found here 7. A nastier fall from level 2 to 4 ( highest die, piercing ) 12 . Group of cultists (Thugs) want to sacrifice you to the ritual
8. Tripod with block and tackle over the descent from level 2 13 . Cult leader standing over the flaming brazier, chanting
1 . Thermovore bats right past the cave entrance Wants to complete the summoning ritual, at any cost !
Just looking for a warm meal Left by the last expedition.
5 HP, the cultists protect him with their lives
5 HP, small, colony hunts together 9. Mystic archway at the far end of level 3 Uses the (MacGuffin) in the ritual, refuses to relinquish it
Attracted, distracted, and healed by any significant heat source Obsidian, etched with runes. Some sort of portal? • Special defense : fire shield (- 3 harm suffered, maybe snuff it out ?)
• Flaming hot wings (med, fiery)
10. Brazen bull (Large Fire Elemental) comes from the portal • Desperate detonation ( high, fiery, area), completes the ritual
• Endothermic bite (low, piercing , life - steal)
After sacrificing himself, the (MacGuffin) is unharmed and retrievable
2. Table with supply crates further into level 1 Leaves behind a red - hot gem shaped like a heart .
14 . The Efreeti, Duke of Pyre (Devil) summoned here
Notes from prior group, (what happened?) 3 Supplies, 11 . Room of con(greg /flagr) ation main chamber of level 4
The heavy stone door at room’s far end is shut tight. At the The Efreeti is very sadistic and hedonistic. No three free
and some loot (roll from Common Stuff)
room’s center, an ornate brazier with a heart - shaped slot wishes here; he requires "payment" to be given. Material
3. Net trap with bells entangles, may attract unwanted attention at the top. The walls are scorched, save for person - shaped or sacrificial offerings are immolated. If neither are agreeable
4. A nasty fall from level 1 to 2 (median die) outlines. The outlines are holding hands. There are the to those beseeching him, he would also accept "borrowing"
5. Geothermal vent wafting reddish smoke with a stool in front same number of outlines as PCs. Any method to produce someone's body for a fortnight . However, this is the most
an explosion of flame at the brazier will work, but using
Usable once per PC, as a free Mystic scrying spell. the fire heart , standing at the outlines, and holding hands dangerous of all, as not only will he delight in ruining their life,
Ask them what they want to see, but make the vision cryptic. is the safest bet . but the Efreeti within is literally burning through their body.
• Caustic smoke (1 harm, piercing , causes prophetic visions) • Brazier Fireball (med, area, fiery, ignores those in outlines) First like sunburn, then their flesh begins to scald, and they
6. Cultist Scout (Dandy) not immediately hostile , has info on cult Then the stone door opens and cultists rush out ! may very well combust before the Efreeti returns their body.
Text / layout by Jeremy Strandberg and David Bass, 2023. 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.
A Mystery Adventure Starter,
D. More Questions ask any that make sense, and look for connections to PCs important things & goals!
Down to the Last Drop •


How long have each of you resided in (town name) , and why won't you leave?
Who among you is infamous in (town name) , and for what reason?
Which one of you got in trouble for breaking curfew, but was let off with a warning ?
A. Framework for Running Mysteries expand on this for longer mysteries • Who in town owes one of you a huge favor, and what did you do for them to earn it ?
Create 3 suspects (with 3 clues each) and 3 locations (with 3 clues each) that are • What is rumored among children to lurk in the sewers that run beneath the town?
engaging leads to the mystery. This adventure starter will provide the suspects & clues this time
E. Suspects establish these as the primary suspects early on – each suspect should mention the other two
Do not determine a culprit ahead of time ! The GM and the players will create a Mayor (name) Doctor (name) (Healer or Three old gossips (names)
solution to the mystery by playing things out and seeing where they end up. Make (Nobility or Vampire ?) Alchemist & Construct ?) (Nobility or Wizards ?)
sure to inform the players before you begin that this is how the game will work . Doesn’t want you investigating Very busy, since also the mortician Spreads rumors about other suspects
When a PC uses an ability or triggers a move (any move, even Take the Risk) Potential Clues : Potential Clues : Potential Clues :
• Been going out at night a lot • Crisis victims’ burials delayed • Accused of witchcraft , acquitted
that could uncover a clue , in addition to the normal outcome of the move : • Fraught when son died, wife left • Knew many victims personally
• Just recovered from pale illness
On a 10 +, the PC finds a clue, and gets +1 to any rolls that act on that clue. • Hasn’t been at church lately • Barely leaves apothecary lately • Have been looking youthful lately
On a 7- 9, the PC finds a clue, but the cost is higher than they expected. Keep the peace, maintain control Be left to his work , check your pulse Get the latest scoop, flaunt high status
On a 6 - , the PC gets a hint that points them towards another clue. Fears losing job, easily intimidated Absentminded, quick to rage Easily offended, physically frail

🎲 When the players all come up with a solution to the mystery that the GM F. Locations make these easy to find – trails lead to them, NPCs talk about them, culprit flees to them
thinks is plausible based on the clues they’ve found, roll two dice, subtract 6, Labyrinthine sewers Hinterland cabin Fancy party
Slippery, humid, and rancid Signs of recent activity here A classy masquerade, invite - only
and add the number of clues the players incorporated into their solution ...
Paint the Scene : Paint the Scene : Paint the Scene :
Clues Incorporated  • What rumors abound of monsters • Nobody goes near this cabin, • What complication did you all
in the sewers beneath town? saying it’s haunted. By what? face getting in to this party?
On a 10 +, their solution is correct after all ! • Who in town went missing down here • The faint smell of smoke taints • What vibe are you getting , hidden
Give them an opportunity to nab the culprit . years ago and was never found? the air, plus what other smell? just beneath the merry revelry?
On a 7- 9, their solution is correct , but there's a major Potential Clues : Potential Clues : Potential Clues :
challenge, disaster, or cost between them and the culprit . • Hidden pile of desiccated bodies • Scroll of ancient blood rites • Mayor & Gossips drink red wine
On a 6 - , their solution is incorrect ; give them a clue that shows they were wrong , • Goes under town hall & apothecary • Tome on the four humors • Complaints of worsening odors
• Signet ring of a noble family • Vampire bat roost in attic from apothecary
but pick a GM move (especially one from towards the bottom) and do it . • Random clue from Suspects lists
Trail of dried blood leads down side Footprints lead from cabin, but
B. Premise do this before making characters, ask players for input on the names tunnel to the Hinterland Cabin the trail abruptly vanishes blabbed by loudmouth partygoer
“Townsfolk of (town name) have been turning up dead for weeks now, with their Dangers & Discoveries that might be found in locations or around the town
bodies drained of all blood, down to the last drop. People are beginning to panic, Vampire bats in and around the Hinterland Cabin
Squad of town (Guards) if you’re out after curfew
and although Mayor (name) has ordered the town guard to patrol the streets day They vant to suck your blud
Nonlethal tactics ; will report you to the mayor,
and night , no one is any closer to finding out the cause. One of you, devastated by 6 HP, small, colony hunts together
collect fines, etc. ( but don’t send PCs to jail ! ) • Barrage of wings (med, forceful)
the loss of someone close to you to this crisis, discovered a clue as to what might
be happening and banded together a crew to get to the bottom of all this.” Living blood stain (Ooze) nearby desiccated body • Vampiric bite (low, piercing , life - steal)
• Blood siphon (low, grasping , piercing , life - steal)
Secret library behind a suspect’s bookcase
C. Make Characters do each step together, taking turns Trapdoor in the floor On the desk is a tome of genealogies going
1. Each player picks a character type: Warrior, Scoundrel, Mystic, or Wildsoul • Nasty fall (median die)
back centuries, but only those of “pure blood”
2. Each player picks a name and look (see People, Places, and Possibilities for inspiration) Blood-red elixir left somewhere the culprit has been always seems to show
3. Each player decides and reveals what’s important to them and their goals 1 use, heals all harm … if you can stomach it Charmsmith (Merchant) up near victims’ homes
Choose one of them and ask : “ Who was the victim to you, and what item was Sells charms of evil eye, garlic, holy symbol, etc.
Bloodgorged (Beast) where you least expect it
left behind by the perpetrator when you discovered the victim’s dry corpse?” Willing to barter for goods, favors, or magic
Red herring ; crisis continues after it is slain
4. Each player asks Which one of you… at least once • Bleeding strike (Debilitated, clears when staunched)
(ask follow - ups ; figure out why they’re working together to solve a mystery) Altar to the god of blood in a suspect’s basement
5. Each player picks and reveals options for Take the Risk “Honest” Obaud (Dandy) in pillory at town square Once per PC, mark harm ’s : gain that many XP
6. Each player picks and reveals options for Mettle / Cunning / Power / Wisdom Town drunk , will exchange info for drinks
Bloodrisen horde (Undead) minions to the culprit
7. Each player picks and reveals Inventory (or marks the Adventuring kit) and Little Things Disquieted funeral procession (Merchants) • Bleeding strike (Debilitated, clears when staunched)
8. Each player starts with 1 bonus Wealth and has someplace to stay in (town name) Abuzz with rumors about the crisis • Blood feast (med, rending , life - steal)
Text / layout by David Bass, 2023. CC-BY-SA 4.0. Mystery framework is Carved from Brindlewood.
A Journey Adventure Starter,

Expedition Anywhere
A. Framework for Running This Journey and others you might create You also have to take precautions because your path is beset by roving 🎲 ___________________________.
A popular philosophy for worldbuilding , particularly for adventures involving travel through 1. gangs of violent Thugs and murderers, looking for victims
Perilous Wilds, is that of “Ask , Say, or Roll.” The GM could ask the players for input on the 2. hordes of Undead that hunger for the flesh of the living
world. The GM could say what the world is like, going off of what’s already been established. 3. vicious Beasts that are at the top of the food chain
The GM could instead roll on a table of prompts to get an initial idea to build off of, fleshing 4. enraged Elementals that lash out at civilization
things out or tweaking things as they see fit . These approaches can be combined, with the 5. ancient Constructs of the long - dead precursors, their original programming now corrupted
GM asking or saying the way the world is, using the table only as suggestions. Decide as a 6. clever Mimics, masquerading as almost anything, seeking to devour
group how you want to approach the adventure. You don’t have to use the same approach
for everything , and don’t feel confined to just these prewritten blanks ! C. Make Characters do each step together, taking turns
1. Each player picks a character type: Warrior, Scoundrel, Mystic, or Wildsoul
B. Premise do this before making characters 2. Each player picks a name and look (see People, Places, and Possibilities for inspiration)
You all will be escorting an NPC to somewhere important , and it’s vital that you deliver them 3. Each player decides and reveals what’s important to them and their goals (ask questions!)
as quickly as possible! First , what terrible thing will happen if the NPC doesn’t make it there Choose one of them and ask : “ Who is this NPC to you, and why are you willing to
in time? 🎲 __________________________________________________________________ . risk life and limb to aid them on their dangerous journey?”
1. The NPC will miss their wedding , which is to forge an alliance between two nations 4. Each player asks Which one of you… at least once
2. The NPC is a key witness in a trial that could sentence an innocent person to death (ask follow - ups ; figure out why they’re willing to go on this quest together)
3. The NPC is a kidnapped prince/ss, who must be returned lest a war break out over them 5. Each player picks and reveals options for Take the Risk
4. The NPC is the only one who can perform the ritual at the solstice, or the land is doomed 6. Each player picks and reveals options for Mettle / Cunning / Power / Wisdom
5. The NPC has been cursed and transformed into a _________________________________ , 7. Each player picks and reveals Inventory (or marks the Adventuring kit for later) and Little Things
and it'll become permanent if the curse not lifted soon D. Begin Your Journey
6. The NPC is the only one who could possibly convince their relative, who is near death,
not to take a powerful secret with them to their grave Our story begins in media res, as you all do battle with (the first danger) ___________________________ .
Where are you all escorting the NPC to? ___________________________________________ Having vanquished them, you continue until you come across (the second NPC) _____________________ .
The NPC is very likeable because they are _________________________________________ , Further along your path, you discover a (the first discovery) _______________________________________ .
but they have the significant drawback in that they are incredibly 🎲 ___________________ . During your travels, you happen upon a kindly 🎲 ___________ , who aids you by giving you ___________ .
1. cowardly, running away screaming at the slightest scare 1. old witch/wizard; a helpful magical artifact
2. foolhardy, thinking themselves far more capable than they actually are 2. explorer; information about the path ahead of us
3. inquisitive, wanting to stop and analyze things despite obvious danger 3. merchant; highest die worth of Supplies
4. bad at directions, wandering off and getting lost all the time 4. dragon in disguise; median die worth of Wealth
5. clumsy, touching things they shouldn’t , bumping into people, and being accident - prone 5. alchemist; an elixir that heals all harm
6. scatter - brained, often losing things, getting distracted, and forgetting things and people 6. fae courtier ; a bag of anything (treat as 2 Adventuring kit items)
The NPC’s name is ____________________________________________________________ . Along the way, your progress is impeded by a 🎲 ___________________________________________________.
You’ll all need to adequately prepare, because the climate is 🎲 _______________________ , 1. towering cliff face
2. huge wall, and the gatekeepers won't let you through unless ___________________________________
1. frigid 3. rainy/damp 5. forest /jungle 3. large river or body of water
2. tundra /alpine 4. temperate 6. swamp/marshland 4. gigantic chasm, with a flimsy - looking bridge across it
and the terrain will be 🎲 ____________________________________ . 5. labyrinthine tunnel that ventures deep beneath the earth
1. mountainous 3. underground 5. arid 6. horrific storm, the likes of which none have ever seen before
2. canyon /ravine 4. coastal 6. tropical Further on, the climate and terrain change to 🎲 ____________________ 🎲 ________________________ .
You prepare for the journey ahead by bringing along 🎲 _______________________________.
Weathering those, you meet (the third NPC, as part of a small settlement) __________________________ ,
1. a handful of followers, capable and loyal
2. a faithful driver, mule, and wagon, carrying enough to Resupply once but after departing , you are accosted by (the second danger, a bit tougher) __________________________ .
3. six extra Adventuring kit items, to be as prepared as possible After overcoming these challenges, you’ve all reached a milestone on your journey, and gain 5 XP each !
4. four extra Wealth, just in case
5. another NPC, who could substitute for the first NPC if worst comes to worst Continuing on your quest , you discover a hidden (the second discovery) _____________________________ .
6. a minor magical artifact With the end to your journey drawing near, you are suddenly beset by a 🎲 (third danger, quite challenging )
The journey will be especially perilous because you are 🎲 _____________________________. __________________________ , who is /are _____________________________ , so they won't let you pass!
1. being pursued by ______________________ who want to take your ward back with them 1. Noble and their squad of Guards ; insistent that the Noble and the NPC be wed (against the NPC's wishes)
2. deep within enemy territory ; everyone you meet will be suspicious or hostile 2. Dragon wyrmling ; (small, lacks Crush attack) seeking vengeance because the NPC stole from its hoard
3. spies impersonating important diplomats ; if your identities are revealed, you're in trouble 3. Giant ; demanding the NPC as tribute
4. in the midst of a terrible plague, and must take care that your ward is not afflicted by it 4. Necromancer and their undead minions; convinced that the NPC 's heart is the secret to immortality
5. prophesied to fail in your quest , and supernatural forces meddle with your fates 5. group of Assassins ; hired to kill the NPC
6. well - aware that your ward does NOT want this, and will be trying to escape from you 6. Devil ; coming to claim the NPC's soul as per their contract
Text / layout by David Bass, 2023. CC-BY-SA 4.0. The Perilous Wilds is by Jason Lutes and Jeremy Strandberg .

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