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Goblinville Gazette #3 - Picaresque - Dastards + Deviations

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Picaresque is a roleplaying game where players take on the role of lesser nobility trying to improve their station through wit and guile. The goal is for players to pursue their character's ambitions while the GM places obstacles in their path.

Picaresque is a game of drama and intrigue for 3-5 players, including a GM. Players take on the role of lesser nobility trying to improve their station through their wits and guile, facing obstacles placed by the GM.

The players' goal is to pursue their character's ambitions, while making comedy of their failures and satire of their successes. The GM's goal is to place interesting perils between the characters and what they want.

P I CA RE SQ UE

P I CA RE SQ UE

P
ICARESQUE is a game of drama and intrigue for 3-5 players, including
a GM (Grand Maestro). You play well-acquainted lesser nobility of minor
name and pitiful means. You are also a Picaro: to obey the laws and mores of
a petty, corrupt society would be to confine yourself to a life of pettiness and
corruption. You deserve more than your current station, and by your wits and guile,
you will get it.
Your goal is to drive hard for your character’s goal, to make comedy of their failures
and satire of their glories. The GM’s goal is to put interesting perils between your
character and what they want.

Prep Set Up
To play, you’ll need a copy of these rules and The GM starts the game by announcing the
a copy of the character sheet for each player. scheme that has brought your Picaros togeth-
The Picaresque sheet bundle can be found at er. While you each will have your own goals, a
www.narrativedynamicspress.com. shared ambition has brought you together and
aligned your interests.
You'll also need pencils and some six-sided dice:
Each player creates a Picaro, following the
The GM needs one die:
steps on page 6. When you get to step 10, you
The Peril die.
get to tell the other players about your Picaro.
Each player needs two dice in a unique color: Fill in details freely and ask others for ideas.
Their Action die and their Interference die. When others introduce their Picaros, ask ques-
tions about what interests you.
You all share a pool of 5 or 6 matching dice
for the middle of the table: The GM listens while the players make their
These are the dice for talents, reputations, Picaros. Ask questions, suggest reputations,
Shame, and Injury. and take notes: especially about ambitions and
rivals, as you'll be adding more detail to these
later.
When each player has a Picaro, the GM
frames the first scene of play.

2
Playing the Game

P
LAY PROCEEDS over turns. Each turn is a single scene. The players take turns creat-
ing scenes (clockwise), starting with the GM.

Turns
At the start of the scene, each player who wants their Picaro to be present sets their action die in
the pool. On their turn, a Picaro may act as many times as is relevant. Each other Picaro may act
once. After their roll, they must swiftly exit the scene or fade into the background.

When the GM creates a scene, they choose:


➳ Which location they are in: somewhere one of the Picaros is at their leisure.
➳ How an obstacle between that Picaro and their ambition is escalated.

When a Picaro creates a scene, they choose:


➳ Which location they are in: somewhere they are not at their leisure– somewhere they can
pursue their ambitions.
➳ Which obstacle to their ambitions they hope to address.

Debts
Picaros regularly accrue and spend debts to others in their fair city.
When a Picaro wants something (help, money, discretion) from a citizen (any character played
by the GM) the GM decides whether that thing is freely given, flatly refused, or whether the
Picaro will owe that citizen a debt.
When a Picaro owes a debt to a citizen: that citizen may cash in their debt freely, on any terms
they choose, by demanding something of the Picaro.
At the end of that scene, determine whether the Picaro followed through on the demand.
➳ If they did, the debt is cleared.
➳ If they didn’t, and the citizen is not an enemy of that Picaro, they become one.
➳ If the Picaro fails to make good on a debt to an enemy, the GM immediately gets an extra
turn, where that enemy brings their influence to bear on taking down the offending Picaro.
If a citizen owes a debt to a Picaro, the Picaro can cash it in to:
➳ Introduce that citizen to any scene. They will provide according to their means and inclination.
➳ Gain a bonus die representing that citizen’s aid to a single roll.
The Picaros cannot reasonably track debts between each other; the history of claims and count-
er-claims is too sordid. Debts between Picaros are not tracked in play.

Closing a Picaro's Scene: Closing a GM's Scene


If you are pursuing your ambition, the scene ends when: The GM’s scene ends when:
➳ You remove an obstacle to your ambition. ➳ The immediate crisis is resolved.
➳ You reveal a new obstacle. ➳ The Picaro loses something dear.

Crossing Swords
If a Picaro crosses swords with a citizen (or another Picaro) seeking only to do harm, both parties
are Injured. Any parties already Injured die. If a Picaro is attacking someone with another goal
in mind (to defend their name, to gain entry to a location, to take something away from their
opponent) make an action roll instead.

3
Action Rolls
Throughout the course of play, Picaros will often want something from someone else. When you
want something from someone and they won’t give it to you, you describe how you intend to get
what you want, and then you roll. This decision to escalate to a roll is up to that Picaro’s player.
The GM never calls for rolls.

Gathering Dice INTERFERENCE is an additional


➳ The acting playing takes their action die complication that other players introduce to a
from the pool. situation.
➳ The GM tosses them another die and de- 4-6: Doesn’t Happen. The consequence is
avoided.
scribes what's Perilous about the situation. The
1-3: Happens. The consequence is realized,
specific Peril should flow from the Picaro’s and the GM builds on it.
action and context.
Players can describe how they fail an attempt
➳ The player chooses whether to use a talent or avoid a peril. The GM should describe
or invoke a reputation, letting them add a die what happens after an action succeeds, and the
without creating any new trouble. Each can be consequences of Perils and Twists.
used once per session.
➳ Finally, another player who is in the
Group Actions
If another Picaro wants to help, they can make
scene can Interfere. Interference must reflect
the consequence of interference something
action taken by the interfering character and
that puts them at risk. More direct action
introduce a dramatic complication or serious
requires them making a roll of their own.
risk. They have to create meaningful new
challenges, so bring the kind of trouble you’re
interested in. If the GM agrees to the interfer- Locations
ence, it adds a die to the roll. Only one player Players have a list of locations where they are
can interfere in a given roll. welcome by invitation and wholly unwelcome.
Resolving Rolls These can change in play based on their
Players roll all of their dice at once and then actions. They can become at leisure in a new
assign a die to each relevant outcome: location at the end of the session.

ACTION is what the Picaro hopes to achieve.


It can’t be solely negative (don’t get hurt); the
Conditions
Picaro has to want to succeed at something in As the result of a Peril, Picaros may become
addition to avoiding consequences. Whether Injured or Shamed.
they succeed depends on the die result placed INJURY adds a die to all physical actions,
there: but the highest result is dropped.
4-6: Success. Their goal is met.
1-3: Failure. Their goal is not met. An oppor- SHAME adds a die for all social actions, but
tunity is lost. the highest result is dropped.
PERIL is a possible consequence or risk the
GM introduces. It can’t be solely to undermine Recovery
the action completely (an action ‘‘gain the A Picaro recovers from Shame by shaming one
courtier’s trust" can’t have ‘‘they become your of their enemies.
enemy" as a Peril). Whether the Peril is real-
A Picaro can recover from an Injury by sitting
ized depends on the die result placed there:
out of a scene.
4-6: Doesn’t Happen. The consequence is
avoided.
1-3: Happens. The danger is realized to its
full potential.
4
End of Session
Each time the turn passes back around to the GM, it’s a good opportunity to decide whether to
end the session.
In turns, each player recounts their Picaro’s greatest accomplishment this session. This is a fire-
side tale. Maybe they embellish, or tell a different side of things than we saw.
Based on this tale, the other players decide what new reputation that Picaro has. If the Picaro
already has three reputations, they must replace an old one.
The other players then discuss what skill or art that Picaro relied on most and acknowledge a
talent that Picaro has. They may choose from the list or invent one. If the Picaro already has
three talents, they must replace an old one or decline the new talent.
Players each may nominate one more location where they had previously been welcome by invi-
tation where they are now at their leisure. If the majority of the table agrees, they change it from
one list to the other.
Players review whether their Picaro achieved their private ambition (removing all three obsta-
cles). If they did, they retire their Picaro to a life of leisure.

Running the Game


Be obvious when you introduce perils and consequences:
When the Picaros act, make the risk of error clear and immediate.
Put situations on a knife's edge, trouble that is about to boil over if the Picaros don't act.
If they look at you to see what's next, an obstacle to their ambition is escalating or a rival pushes
to outmatch them.
Foreshadow trouble with fickle courtiers, talk of duels, and indiscreet lovers.

Help them engage with the fictional situation.


Describe the setting and its perils in visceral detail, using two or three senses.
Answer their questions, or ask how they are seeking more perspective, then answer based on that.

Aggressively re-incorporate people and places they introduce


Bring in NPCs they introduce, build on and exaggerate their personalities.
Make rivals who are similar in aims but antithetical in temperment, or similar in temperament
but antithetical in aims.

Dig into their talents and reputations:


If they use either to help themselves, ask about how they do it and what it looks like.
Sometimes, ask for more or say no. Not all experience is helpful in all contexts.

Locate NPCs between the Picaros and what they want:


Allow NPCs to be uncooperative in a wide range of styles. They can be obnoxious, petty, cor-
rupt, or ignorant. They are patently unhelpful and subtly disrespectful. The action roll allows
the Picaros to get what they want from people, so never give things away for free.

5
Player vs. Player
In the course of play, the Picaros may or may not find themselves directly at odds. If one Picaro
seeks to act against another, the acting player must ask if success in the action is possible. (Could
I convince you to join me at the party? Can I catch up
with you if I run full-tilt? I challenge you to a duel,
do we cross blades?) The other player must agree to the
action. They may say no, with no need to justify their
answer.
They may also say, “no, but”, and offer
a lesser success. (Maybe you can’t
tackle my Picaro in the middle of the
street, but you may be able to corner
him in a back alley).
If the other player answers yes, then
the acting player may roll. The GM
states the peril. The other player has
the first opportunity to interfere,
should they so choose.

Picaros
Y OU ARE A ROGUE possessed of art and skill. The obscurity of your name is
evidence of the decadence of the current state of polite society and nothing more.

1. Name 5. Fetes
Choose or roll for your first and last name. See It would run counter to all etiquette to discuss
the names tables on page 7. your age. Choose or roll how many notable
fetes you’ve attended.
2. Shared Ambition 1. This Spring’s will be your first.
Note your shared ambition based on the GM’s
2-3. A few, here and there.
introduction. Note the three obstacles between
4-5. As many as you please.
your band and this ambition. 6. It’s not a matter for coarse accounting.
3. Private Ambition 6. Fashion
Choose your private ambition or roll for it
Choose or roll for your fashion sensibility.
(this table varies for each situation). Note the
Note it in your inventory.
three obstacles between you and this ambition.
1. Dour 11. Ostentatious
4. Familiar Location 2. Muted 12. Bright
Choose or roll your familiar location. This is 3. Austere 13. Sleek
one of the few places in the city you are truly 4. Serious 14. Scandalous
at your leisure. 5. Modest 15. Suggestive
1. Under the docks 6. Quaint 16. Risque
2. Empty warehouse 7. Conservative 17. Haphazard
3. Pawn shop basement 8. Officious 18. Garish
4. Mouldering graveyard 9. Tasteful 19. Experimental
5. Subterranean canal 10. Refined 20. Inexplicable
6. Run-down pub

6
7. Patron 11. Introductions
Name your patron and add them to your list of Introduce yourself to your friends based on
friends. Choose (or roll) whether they are now: what you know so far. Talk through how your
Picaros know each other. Once you have a
1. Dead sense of how you all aligned your shared ambi-
2. Retired from public life tion, you are ready to begin play.
3. In debtor’s prison
4. Long missing
5. A sworn enemy
6. Exiled First Names
8. Talent 1. Alvaro 11. Hernán
Choose or roll for a talent: 2. Baltasar 12. Lope
3. Barros 13. Lorenzo
1. Letters 11. Bawdy humor 4. Cosme 14. Melchor
2. Dancing 12. Pickpocketing 5. Cristóbal 15. Mergildo
3. Oration 13. Swordfighting 6. Diego 16. Pascual
4. Cuisine 14. Insults 7. Eyague 17. Rodrigo
5. Meaningful 15. Drinking 8. Felipe 18. Sancho
glances 16. Brawling 9. Garci 19. Tomé
6. Music 17. Forgery 10. Gaspar 20. Truylos
7. Painting 18. Intimidation 1. Agueda 11. Inés
8. Calligraphy 19. Confidence games 2. Antonia 12. Isabel
9. Gardening 20. Cards 3. Beatriz 13. Jerónima
10. Needlework 4. Barbola 14. Leonor
5. Catalina 15. Luisa
9. Inciting Experience 6. Clara 16. Magdalena
Come up with one experience that spurred you 7. Damiana 17. Mariana
into action from your well-deserved leisure. 8. Elvira 18. Olall
9. Floriana 19. Ursula
Name the rival whose family is responsible, 10. Francisca 20. Violante
choosing from among the characters related to
your peers’ ambitions. Last Names
1. Blacklisted from social clubs for your 1. Moreno 11. Blaque
political stance. 2. Carrillo 12. del Canto
2. A new sigil replaced your family’s on the 3. de la Cruz 13. Cerrada
palace walls. 4. Ramos 14. Chico
3. Your family pitiful lands were seized to pay 5. Caballero 15. Cortés
a debt. 6. Farfán 16. Donoso
4. An ill-chosen affair has made you a pow- 7. Barroso 17. Macías
erful enemy. 8. Lomelin 18. Peinado
5. Accused of a crime and the trial left you 9. Pinto 19. Pizarro
penniless. 10. Quijada 20. Pletes
6. A sibling was killed while trespassing on a 1. Vaca 11. Montañés
rival’s estate. 2. del Aguila 12. Riquel
10. Reputation 3. Aloy 13. la Roja/el Rojo
4. Cabezas 14. Marqués
Tell the story of your experience to the other
5. Cardero 15. Nelleda
Picaros. Answer their questions. They come 6. Ejarque 16. Perdigon
up with a 1-4 word reputation: what others say 7. Fillado 17. Sañudo
about you behind your back. 8. Galán 18. Solucio
9. Luengo 19. Suero
10. Marita 20. Vizcaína

7
Against the Duke
A PICARESQUE Situation
PREMISE: Tartessos, city of ports and canals. The corrupt Duke Gadir has allied himself with
pirates preying off the trade that is the city’s lifeblood. The city’s smaller houses have become im-
poverished, while Gadir’s landowning peers have become wealthier than ever. The city’s infrastruc-
ture has long been strained by its rapid growth. Decay and disease are pushing the sewers and canal
to their breaking points. You few are daring or foolish enough to have sworn to topple his regime.

Shared Ambition: 2. To see the Duke’s niece Susana, a young


To remove the Duke from power. scholar, in power.
➳ The Duke’s exiled brother Blas Gedir has a
RELEVANT OBSTACLES stronger claim.
➳ Simon is an infamous pirate, allied with ➳ She is hunted by an assassin named Salvador.
the Duke. He would defend this profitable ➳ A former lover, Angela, has threatened to black-
alliance without hesitation or scruple. mail the family.
➳ Quiteria Gedir is the Duke’s even wealthier 3. To swear your sword to Gedir’s rival, house
cousin. She secures his relationship with the Carambolo.
landowners, and ensures his policies always
➳ The honorless duelist Luis vies for the same honor.
pass. ➳ The house’s stewart, Hector, has stocked the
➳ Captain Mateo is the zealous leader of the guard with his own family members.
city watch. His surveillance network renders ➳ Lady Juana’s gambling debts threaten to drive
the nobility too paranoid to speak out. house to ruin.
4. To gain a promise of marriage into house
Locations Carambolo.
Wholly Unwelcome Other
➳ Luica is already promised to a member of house
1. Horse racing tracks 1. Disreputable smoking
club Gedir, and hopes her siblings will find similarly
2. The Duke’s pleasure
well-heeled suitors.
barge 2. Debtors’ prison
➳ Alonso plans never to marry and will mock any
3. The Duchesses’ hedge 3. Public baths
would be suitors (and duel them if he must).
maze 4. Spiritualist’s chambers ➳ Domingo Roano’s house is declining in prestige,
4. The Duke’s grand 5. Underground boxing but he hopes to leverage his trade-wealth into a
ballroom ring marriage to Carambolo.
5. Exclusive sailing club 6. Labor union shop
6. Notable Tea House 5. To gain some small lands of your own.
➳ Andres Carambolo is managing a conspiracy to
Private Ambition + Relevant Obstacles consolidate land among an even smaller pool of
Choose, or roll 1d6. houses.
➳ Melchora and her sword-sisters run a protection
1. To bring about the Duke’s death, and claim racket that runs smallholders into ruinous debt.
credit for it. ➳ Juliana, minister of land records, is accustomed
➳ Lady Constanza is the Duke’s stalwart body- to incredibly luxurious bribes.
guard. She is an unparalleled duelist.
➳ Dr. Alcores has taken measures to secure the 6. To be named advisor to the new Duke.
Duke from harm, with anti-toxins and fine armor. ➳ Bastia, the current advisor, will do everything
➳ Sancha is a pirate lord left out of the Duke’s con- in her (substantial) power to transfer to the new
spiracy. He would gladly claim credit for the kill, to administration.
add to his reputation. ➳ Esteban, the court inquisitor, will want to keep
the court clear of any corrupt influences.
➳ Cristina Gedir, the Duke’s wife, will want ven-
geance on those that deposed him.

8
☞DASTARDS
Core concept, design, writing: Michael Dunn-O'Connor
Editing, layout: Eric Swanson
Cover illustration: Silently Watching" by Howard Pyle
Illustration on p.6: The Duel" by William Henry Margetson
Typefaces: 1645 Old Spanish, IM Fell DW Pica, MalaTestaCK
©2019
MUTAGEN
TRAIL

A GOBLINVILLE MOD
Mutagen Trail is a roleplying game about a caravan of mutants traveling across a tractless wasteland.
The mutants have to make tough decisions to survive day to day in a strange and hostile world. If they live long
enough, maybe they’ll find some hope for the future.
The player's goal is to explore the wasteland, pursue answers to the questions that interest them, and keep their
caravan alive. The GM's goal is to provide interesting destinations for travel, with clear obstacles in the way. When
the players reach a location, they should have interesting opportunities and urgent perils; both should imply greater
mysteries out there in the wasteland.

How to Make a Caravan


3. Finders
Follow steps 1-7 as a group, coming to
Gain Barter by selling valuable ancient artifacts.
decisions by consensus and marking
them down on the appropriate Caravan
All the easy finds have been picked over, so you
sheets. have to search in dangerous places to find the
good stuff.
1. ASSIGN ROLES: Each player gets a Caravan Someday maybe you’ll find the legendary artifact
Sheet corresponding to their role. that can fix this blighted world, or at least your
The Leader decides how fast the caravan moves corner of it.
each day, how much food they eat, and rolls the 4. Fugitives
travel dice. Gain Barter by taking odd jobs or doing whatever
The Cartographer makes a map of the caravan’s you need to to get by.
progress, recording landmarks and tracking You’ve made a powerful enemy, so you’ve got
progress to the next friendly settlement. to keep on the move, venturing into unknown
The Quartermaster tracks the caravan’s invento- territory that might be even more dangerous
ry, recording when the group uses up provisions than what’s behind you.
or acquires new items. Someday maybe you’ll find a place where you can
The Scribe records notable events and informa- settle down and be safe.
tion, and tracks the caravan’s standing with local 5. Peddlers
factions. Gain barter by bringing stuff from where it’s
If there are only 2 players, one player gets both common to where it’s rare.
Leader and Scribe; the other gets Cartographer Stuff is heavy and travel is dangerous.
and Quartermaster. If there are 3 players, one gets Someday maybe you’ll sell enough stuff to buy
Cartographer and Scribe. Any additional players can your way into one of the enclaves.
be Hecklers. 6. Wranglers
Gain Barter by hunting/capturing rare beasts and
2. WHAT IS YOUR CARAVAN’S PROFESSION?
selling them.
You and the rest of the group make up a small band
Beasts tend to be dangerous and/or hard to find.
of travelers, trying to eke out a living in the harsh
Someday maybe you’ll find the legendary beast
Wasteland. Choose as a group or roll 1d6. The Scribe
whose blood cures all ills.
records the caravan’s profession.
3. HOW MANY ARE YOU? In addition to the
1. Mercenaries
player mutants, the caravan is made up of 2d6
Gain Barter by completing contracts.
non-player mutants. When a player mutant dies, one
Contracts are dangerous and you don’t choose
of these non-player mutants will step into the spot-
who you fight.
light. The Scribe records the caravan’s population.
Someday maybe you’ll be a warlord with an army
of your own. 4. HOW DO YOU GET AROUND? Roll 1d6.
2. Performers Quartermaster outlines the appropriate number of
Gain Barter by putting on shows. inventory capacity boxes, and the Leader records the
Can only play for a town once per year and it’s movement rate.
hard to get there. 1-2: Backpacks (Capacity 10, Move 3)
Someday maybe you’ll find a town big enough 3-4: Shopping Carts (Capacity 20, Move 2)
and rich enough to set up a permanent theater. 5-6: Pack Geckos (Capacity 20, Move 3)
2 Geckos consume 1 Provision/day
5. WHAT GEAR DOES YOUR GROUP CARRY? 7. WHERE ARE YOU? Ask the GM to briefly tell
Roll 3d6 and assign a roll to each table. The Quarter- you about your starting location. The Cartographer
master records the items in the inventory. marks the location near the top of the map, leaving
plenty of room for the journey.
6. WHAT DOES YOUR CARAVAN CALL IT-
SELF? The Scribe records the caravan’s name.
PROVISIONS BARTER GROUP PROF. GEAR

6: 5B1, 1B3 5-6: Fancy Gear x1 Great. Now everyone


Provisions 5: 4B1, 1B2 3-4: OK Gear x1
x (Roll + 2) should make a mutant.
1-4: Roll x B1 1-2: Crappy Gear x1

How to Make a MUTANT


Follow steps 1-7 on your own, marking 4. WHAT'S YOUR STYLE? Choose or roll 1d20.
the answers in your character sheet.
1. Cattle-skull mask 11. Junk armor
1. YOU HAVE A BIZARRE MUTATION that 2. Cowboy hat 12. Stained tank-top
has defined your life and made you hideous in the 3. Hooded robe 13. Tattoos
eyes of “normal” humans. What is it? Roll 1d20.
4. Leather jacket 14. Gas mask
1. Mucous Skin 11. Ultrasonic Voice 5. Chainmail 15. Sequins
2. Elastic Appendages 12. Symbiotic Algae 6. Gecko hides 16. Formalwear
3. Adhesive Tentacles 13. Marsupial Pouch 7. Loincloth 17. Patchwork cloak
4. Dust Gills 14. Iridescent Carapace 8. Luchador costume 18. Faded ball cap
5. Extra Head 15. Soporific Sneeze 9. Trenchcoat 19. Camo
6. Prismatic Frills 16. Bioluminescent Nodules 10. Motorcycle helmet 20. Latex body-suit
7. Magnetic Hands 17. Waking Dreams
8. Prehensile Tail 18. Electric Fur 5. WHAT'S YOUR BACKGROUND? You used
9. Scent Glands 19. Prickly Quills to have a group you ran with. They raised you and
10. Crushing Mandibles
you called them family. Who were they? Choose or
20. Corrosive Bile
roll 1d6.
2. WHAT ARE YOU GOOD AT? You’ve picked 1.Nomads 4. Cannibals
up a skill or two in your time wandering the Waste- 2. Farmers 5. Cultists
land. Choose two or roll 2d20. You may pick the 3. Raiders 6. Civ holdouts
same skill twice.
1. Hunting 11. Tinkering
6. WHY AREN'T YOU WITH THEM ANY-
MORE? Choose or roll 1d6. Come up with a few
2. Foraging 12. Crafting
details to flesh out your story.
3. Beast-wrangling 13. Scavenging
4. Pathfinding 14. Bartering 1. You were ostracized for 4. They were slaughtered
being a mutant by conquerors.
5. Fighting 15. Oration
2. You were exiled after 5. They fell on hard times
6. Shooting 16. Manipulation committing a crime. and disbanded.
7. Sneaking 17. Music 3. You were kidnapped by 6. They vanished myste-
8. Running 18. Dancing raiders. riously.
9. Cooking 19. Disguise
7. WHAT’S YOUR NAME? Pick something
10. Healing 20. Old-Times lore
awesome.
3. HOW OLD ARE YOU? Choose or roll 1d6. You’ll need help from other players for
1-2: Fresh 3-4: Hardened 5: Weathered 6: Ancient Steps 8-10, so wait a moment for them to
catch up. Start drawing your charac-
ter’s portrait maybe?
3
Okay! Now that everyone’s caught up, 10. WHAT GEAR DO YOU PERSONALLY
introduce yourself to the group and CARRY? Mark the following items in your personal
complete steps 8-10. inventory:
8. WHAT’S YOUR SHARED HISTORY? You • Choose an item to help you with one of your
and the mutant to your right go way back. Tell the skills (e.g. screwdriver for tinkering, pot for
group a story about how they... (choose or roll 1d6): cooking, bow for hunting, etc.). The item doesn't
1. Helped you out of a jam (you say what the jam have to be from the lists below, but it should be
was, they say how they helped you out of it). reasonable (i.e. no bazooka for your shooting
2. Took something from you (you say what they skill).
took, they say why). • Roll or choose an item from the Useful Stuff
3. Went through an ordeal with you (you say what table (10A).
the ordeal was, they say how they handled it). • Pick one of the tables 10B-10E, and roll for an
4. Owe you a favor (they say what their trouble item from that table.
was, you say what you did for them). 10A- USEFUL STUFF 10B- WEAPONS 10C- PETS
5. Defeated you in a contest (you say what contest
2. Jug of Fuel 2. Assault Rifle 2. Volt-crow
it was, they say how they defeated you).
6. Taught you a hard lesson (you give the context, 3. Multi-tool 3. Shotgun 3. Shadow-gopher
they say what the lesson was). 4. Net 4. Six-shooter 4. Pocket gorilla
9. WHAT SCARS DO YOU HAVE? No one 5. Chain 5. Bow 5. Hyper-cat
wanders the Wastes and comes out unscathed. You 6. Garbage bags 6. Sling & Stones 6. Chrome-gecko
learned a thing or two along the way that you’ll nev- 7. Rope 7. Club 7. Slime-dog
er forget. Sum it up in a pithy phrase that describes 8. Tarp 8. Knife 8. Brain-rat
your instinct or life philosophy. Something like, “no 9. Duct tape 9. Machete 9. Spider-plant
gift is ever given freely”, “never be the easiest target 10. Sewing kit 10. Whip 10. Sand-squid
in a group”, or “a spider-plant's bite is worse than 11. Lighter 11. Chainsaw 11. Pygmy jelly-phant
its bark”. 12. First-Aid Kit 12. Katana 12. Cloud of green mist
10E- BOTANICALS 10D- TECH

1. Flame-seeds 1. "Canary” (Radiation & Harmful Gas Detector)


2. Sight-leaves 2. “Sun-drinker” (Solar Panel)
3. Smoke-moss 3. “Way-finder” (GPS)
4. Quick-grass 4. “Many-books” (eReader)
5. Heal-root 5. “Water-cleaner” (Water Purifier)
6. Go-go-nut 6. “Cold-flame” (Flashlight)
7. Muscle-bark 7. “Far-eyes” (Binoculars)
8. Freeze-fruit 8. “Picture-keeper” (Camera)
9. Dream-weed 9. “Song-box” (Music Player)
10. Sleep-fungus 10. “Dark-seer” (Night-vision Goggles)
11. Death-nectar 11. “Buzz-bird” (Remote-Control Drone)

You’re done! Go wander


the Wastes, and try to
survive!

4
Injured: When you take an action, add 1d6 and

RuleS for Wandering discard the highest roll. If you must mark injured
but are already injured, you die. Injured characters
thE Wastes mutate at end of session.
Dead: If you die, take a moment to grieve your
character, then roll up a new one! One of your car-
Taking an Action van’s 2d6 non-player characters just got promoted.
When you take a risky or challenging action,
describe the action to the GM. They will give you Caravan Inventory
roll cards based on the described action, and you
The players’ caravan has a number of inventory
or other players may add roll cards by using abilities
slots equal to their mode of travel’s capacity. One
or offering a twist. Roll a die for each card and then
inventory slot can hold enough provisions to sustain
assign the dice as you choose, one die per card.
the group for one day of travel, hold one unit of
Possible roll cards include:
barter, or hold some other useful or important gear
1. The action itself, and whether or not it or object. The Quartermaster is in charge of keeping
succeeds. track of the caravan’s inventory.
2. An off-chance of something bad happening. Provisions are the jerky, potable water, hardtack,
3. A chance of something bad happening. etc. that the group needs to survive. Under normal
4. A likelihood of something bad happening. conditions, the group as a whole needs to consume
1 unit of provisions per day of travel.
5. Use of a mutation, involving a risk of over-ex-
erting yourself and getting sick. Barter is a catch-all term for the generally-accepted
6. Use of gear to help you in a significant way, trade value of miscellaneous items. Each barter-able
along with a risk of breaking the gear or having it item takes up an inventory slot and has one or more
backfire. descriptors. The barter value of the item is roughly
equal to the number of descriptors it has (e.g.
7. A twist added by another player, carrying with it
“hides” is worth 1 barter; “ancient shiny gadgets”
additional risk to that player.
is worth 3 barter, etc.) Units of barter are denoted
8. Use of a relevant skill (no additional risk, but by xBy, where x is the number of units and y is the
limited uses per session). value of the barter, e.g. 2B1 is 2 units of value-1
9. If you are sick or injured, you must add 1d6 barter, while 1B3 is 1 unit of value-3 barter.
and discard the highest result.
10. If a pet is acting for you, take the pet roll card
only.
Travel Actions
Each day they’re on the road, the caravan must
decide how to travel. They choose to rest, travel at a
Conditions moderate pace, or push forward at a grueling pace.
Sometimes (often) bad things happen to you. When They may also choose to subsist on meager rations,
this occurs, you may be forced to mark a condition, normal rations, or generous rations. Then they take
and face the consequences until you can recover. dice based on their choices and make a travel roll.
Tired: Can’t invoke mutations. If you must mark The Leader makes the final decision about the cara-
tired but are already tired, mark sick instead. van’s pace and rations, and rolls/assigns the dice.
Shaken: Can’t invoke skills. If you must mark shak- When the caravan chooses to rest, they do not make
en but are already shaken, mark injured instead. any progress towards their destination. However,
Sick: When you take an action, add 1d6 and each player may make a roll to recover from a con-
discard the highest roll. If you must mark sick but dition. In addition, the group may attempt a useful
are already sick, you die. Sick characters mutate at camp project, like gathering provisions, bartering
end of session. with fellow travelers, scouting the route ahead, or
repairing a broken vehicle. The GM tells the group
how many progress points they’ll need to complete
the project; the group takes 1D for the camp project,
and 1D for complication.
5
If the caravan chooses to move at a moderate pace,
they take 1D for movement and 1D for complication. The options available to the caravan in a given
In addition, if a 4 or greater is assigned to complica- settlement depend on that settlement’s prosperity.
tion, players may roll to recover a condition. All options equal to or less than the settlement’s
prosperity are available.
If the caravan decides to move at a grueling pace,
they take 1D for movement and 1D for complication. 0. Rest
They MUST assign the highest die roll to movement, 1. Gather Info (1B to attempt to gather useful info
and then add 2 to the result. Players may not about the region)
attempt to recover from a condition.
2. Barter for gear and provisions
3. Heal (+1B/day, automatically clear a condition
The caravan may decide to tighten their belts and each day)
subsist on meager rations. If they do, they do not 4. Hire a Guide (1-3B for a local guide, can be
consume a unit of provisions for the week, but they used 1-3 times as a skill or pet)
must roll an additional die and discard the highest 5. Train (2B to learn or improve a skill)
roll.
6. Gift (3B to improve relations with a local faction)
If the caravan treats themselves to generous rations
they consume an additional unit of provisions, but End of Session &
they get to roll an extra die and discard the lowest
roll.
Character Growth
Scars: Each mutant describes the most important or
Individual players may contribute relevant skills or formative experience they had during the session.
mutations to the travel roll (e.g. a player with scout- Based on that experience, they may add a new scar
ing may contribute if the camp project is to scout out or change an existing scar.
alternate routes; a player with cooking can help the
group stretch rations or preserve wild food), at the Skills: Each mutant who used all of their skill pips
risk of opening themselves up to a complication. during the session may either improve an existing
skill (outline an additional pip) or add a new skill
that they practiced during the session.
settlements Mutations: Each mutant who was sick or injured
The caravan may come to a friendly settlement and at some point during the session rolls a new
choose to stay a while. If they do, each player may mutation. If they roll a mutation they already have,
choose to attempt to recover a condition and also that mutation intensifies and becomes both more
take another action of their choice, and the group powerful and unmistakable to anyone who interacts
does not need to roll on the complication table while with them.
in town. However, staying in a settlement is expen-
sive: it costs 1B per day for the caravan to stay. There
may also be an additional one-time entrance fee if:
• The group has bad relations with a local faction (+1B)
• The settlement is prejudiced against mutants (+1B)
• Times are particularly tough (famine, war, etc.) (+1B)

6
GAME MUTATOR: RUNNING THE GAME
You should also scale the difficulty by raising the
Caravan & Mutant Creation stakes of the players’ actions. For a minor complica-
Guide the players through the Caravan creation tion you might throw in a chance of being shaken,
and then the Mutant creation process. Answer their while for a catastrophe the players shouldn’t be
questions and give suggestions as appropriate, but surprised by a likelihood of injury.
mostly stay on the sidelines and let them follow
FORTUNE ROLLS
ideas that seem interesting to them.
When a player asks a question about the world
THE HOOK that could go either way (e.g. “Do I know anyone in
Based on the caravan’s profession and individual camp?” “Does it look like it will rain today?”). You
players’ backgrounds, give the players a reason to can make a fortune roll: On a 1-3, the outcome is
follow the trail: finding a rumored far-off city of great negative for the player(s); 4-5, neutral; 6, positive.
wealth, escaping pursuit by a powerful enemy, get-
MUTANT DEATH
ting hired to deliver goods for a local chieftain, etc.
Life on the trail is nasty, brutish, and short; don’t
be afraid to kill a character off, especially if they’re
Travel & Encounters doing something particularly risky or heroic. When
Much of Mutagen Trail is spent on the road. When a player’s character dies, simply have them roll up
the caravan is moving (i.e. when the players are a new mutant based on one of the caravan’s NPCs,
making travel rolls), the scope should be zoomed or have a stranger encounter them on the trail and
out and expansive. Give vivid details about the join up.
landscape but paint it in broad strokes and don’t
worry too much about specifics or accounting for
everything that happens over the course of the day.
Trail Preparation
In Mutagen trail, destinations are important, but the
Whenever the characters roll a complication or arrive journey is the highlight of the adventure. The trail
at a landmark however, you should zoom in close should be chock full of harrowing threats, strange
both in space and time and have an encounter. In an characters, agonizing dilemmas, and challenging
encounter, describe the situation in detail and give it obstacles. This section will lead you through the pro-
immediacy, especially if the encounter is a threat. Let cess of creating a Mutagen Trail adventure module.
the characters lead the way by attempting actions,
but if they’re stalling you can prod them along by BASIC TRAIL GEOGRAPHY
upping the stakes. It’s okay for one player to take Get yourself a Mutagen Trail GM sheet (or a blank
the spotlight for a little while, but try to make sure piece of paper) and a pencil.
that all players get a chance to act; you can address a
Come up with a general idea of what the landscape
player directly if they aren’t volunteering actions on
is like. Write down some descriptors and common
their own, or set a defined turn order to ensure that
features, e.g. dusty, grey, windswept, scorching,
everyone gets to act.
verdant, slimy, mesas, highways, caverns, jungle.
ENCOUNTER DIFFICULTY
Begin by picking a starting point and an end point,
You can scale the difficulty or severity of a complica- and give them evocative names, e.g. Bonetown,
tion simply by determining ahead of time how many Hadley’s Keep, Camp Misery.
successes they players will need to overcome it: 1-2
for minor, 2-4 for major, 3-6 for catastrophe. Use Draw a squiggly (or straight, or jagged) line between
these numbers as a rough guideline; if the players them.
do something particularly clever you can check off Add 5-10 landmarks to the map, both on- and off-
2 or more successes at once, and if they insist on trail, and add detours, alternate routes, spurs, etc.
doing something foolish or irrelevant feel free to Landmarks might include peaceful settlements, raid-
ignore the success.
7
er strongholds, hermit encampments, mysterious Opportunities: Possibilities for the players to gain
ruins, bizarre (un)natural formations, etc. something valuable or useful, but typically not
Based on your landmarks, identify 2-5 important without putting forth some effort or solving a puzzle,
factions that the caravan might interact with during e.g. an abandoned factory, a patch of rare herbs, a
their journey. Depending on their size, settlements lone traveller willing to join the group.
may be factions themselves, or they may even LANDMARKS, FACTIONS, SETTLEMENTS &
contain multiple factions. NPCS
Mark mileage for every length of trail between Describe each landmark: What do the players see as
landmarks and trail branches. Depending on their they approach? Is it hospitable, majestic, mysterious,
pace and mode of travel, you can expect the caravan eerie? Is it inhabited, and is there anything of value
to travel 10-20 miles per day. 150-250 miles is a to be found?
good length for a one-off adventure. Describe each faction: What are its members like?
ENCOUNTERS How do they make a living or maintain power? Are
For the region as a whole, list some complications they stationary or nomadic? Determine the default
and opportunities the caravan might encounter. stance of each faction: when the caravan meets
Most of these should be complications, but some them for the first time, will their relationship be
should be mixed or positive opportunities. Include bad, neutral, or good? (Should be neutral for most
a good mix of: factions.)

Threats: These will directly harm the players if un- Describe each settlement: How does it survive and
addressed, e.g. bloodthirsty cannibals, gargantuan protect itself? What is plentiful and what is scarce?
centipedes, ancient rogue security robots. How do they feel about mutants and strangers? Pick
or roll (1d6) a prosperity level for each settlement.
Obstacles: These will prevent or impede movement This determines the actions available to visiting play-
unless overcome or circumvented, e.g. a collapsed ers, as per the Settlements section above.
bridge over a canyon, a pitched battle between rival
factions, a vehicle breakdown. Finally, for each faction and settlement (and for other
landmarks as appropriate), name 1-3 colorful NPCs
Hardships: Unfortunate losses or negative effects the players might encounter, and write a 1-sentence
that must be mitigated or accepted, e.g. a parasite description of each: their role in the community,
infects the caravan, scavengers make off with half of what they look like, personality quirks, strengths,
the provisions, knee-deep mud slows travel to a crawl. goals, etc.

8
SAMPLE ADVENTURE filled, player is sick; when 3 are filled, player goes
violently insane and seeks low ground at all cost,
the BlOod BarRens seeking a pool of the goo to drown themselves in.
RAZOR SQUIRRELS
Threat. Wolf-sized grey squirrels with razor-sharp
The Landscape teeth and claws. Keep dens littered with skulls, hunt
The Blood Barrens are chalky, rolling hills, woven in small packs.
through with ancient crumbling roads, rocky ravines, GIANT SCORPIONS
and seasonal creeks. Thorny scrub and gnarled trees
Threat. Dog- to horse-sized pale arachnids with
are the most obvious vegetation. It is parched in the
powerful pincers and/or venomous stinger. Glow
dry season and battered by frequent thunderstorms
faintly in the dark. Nocturnal, seeking out warmth
in the wet season. The players start on the eastern
(e.g. campfires).
edge of the Blood Barrens, at Rustville, and will
make their way west to Dawn’s Perch, in the foothills GIANT ANTLION
of the Foggy Mountains. Threat/Obstacle/Hardship. Huge larval insect,
ambush predator that hides in a burrow beneath
The Hook loose sand, and pulls prey in using a set of long,
hooked mandibles. Might capture and devour a
Why are the players traveling this route? Come up
pack animal or unsuspecting traveler, or a group of
with a good reason for them to go west that lines up
them might make passage along a stretch of trail
with their profession and/or character histories. For
slow and hazardous.
example:
GIANT LACEWING
The players must flee the formidable and menacing
Golden Imperium, which seeks to rid the world of Threat. The adult form of the Giant Antlion, this
mutants. 3-meter-long dragonfly-like creature hunts at night,
swooping down out of the dark and carrying off its
A mysterious new nation of cybernetic bears lives in prey to be devoured elsewhere.
the forest beyond the mountains and will pay good
barter for old tech artifacts. GOLDEN GOAT

A great city has risen on the other side of the moun- Opportunity. A regal goat with silvery horns and
tains, so populous that a theatre troupe can play for flowing, golden fleece. Elusive and intelligent, but
a year and not run out of paying audience-members. highly prized for its horns, fleece, and meat.

Someone in Rustville needs to deliver a special FLOODS


artifact to Dawn at Dawn’s Perch, and is willing to Obstacle/Threat. Storms are common in the wet
pay to see it delivered safely. season, and otherwise small creeks rapidly swell into
raging torrents, making passage dangerous or even
impossible until the waters recede. If the caravan
Common Encounters has the misfortune of being in a ravine during a
BLOOD RAIN storm, the floods could pose an immediate threat.
Hardship. Pinkish thunderclouds roll in and pour a If the storm is a blood rain, the waters pose the
rain of dark red, viscous goo. It pools like mercury additional threat of contracting the blood fever.
and seems to move of its own accord, generally roll- COUGAR OR SCORPION GANG RAIDING PARTY
ing downhill but seeming to flow towards nearby liv-
Threat/Hardship. There are two gangs vying for
ing creatures. Players who touch it are likely infected
control of the region: The Cougars and the Scorpions
with the blood fever (50% chance of infection with
(see Landmarks, etc. below). Either might set upon
limited contact, definitely infected if soaked). Players
the caravan, either demanding payment or attacking
mark a 3-box infection tracker on their sheet; every
outright depending on the severity of the compli-
day the infection has a 50% chance of progressing.
cation and the standing of the caravan with that
When 1 box is filled, player is tired; when 2 are
faction. Cougars are more common before Mile 75,
and Scorpions are more common after Mile 75.
9
TRU-SITE TEMPLE MISSIONARY GROUP
Obstacle/Opportunity/Threat. The Tru-Site Temple
Landmarks, Factions,
is a local cult (see Landmarks, etc. below). They’re a Settlements & NPCs
bit creepy (they wear robes and all have eye patches RUSTVILLE
over their right eye) but are not generally threaten- Starting location. Settlement/faction.
ing unless provoked. They may be in the midst of a Mile 0; Neutral; Prosperity 4; Population ~500.
ritual that requires the caravan to wait or detour if Collectivist scavenger’s outpost on the edge of an
they want to avoid offending the group; and if the old ruined city. Friendly enough and accepting of
characters express interest they may try to convince mutants, but don’t take kindly to folks hanging
them to join up. If the players’ caravan is relatively around too long or causing trouble. They claim sole
weak, the cultists may even attempt to drug, kidnap, rights to scavenge in the nearby ruins, and anyone
and brainwash the players. If the cult is friendly who poaches will be dealt with severely.
with the caravan, they can be bartered with for intel,
provisions, botanicals (including greyroot, below), Lorraine Sanders: Head Excursioneer/Scout. Com-
and healing services. pact and wiry, with dark skin and close-cropped grey
hair. Packs knives and a submachine gun. Suspicious
Patch of Greyroot or Other Botanicals of outsiders, knows the region better than anyone.
Opportunity. If they know to look for it, the players
Zev Goldfarb: Chief Tinkerer/Mechanic; beefy bald
find a small stand of an herb whose ground-up root
mutant with scaly green skin. Kind but gruff. Can fix
staves off the effects of the blood fever. Otherwise,
anything.
roll a random herb from the botanicals table.
Ana Johanssen: Minister of Barter; small, blond,
ABANDONED CABIN outgoing, quick to laughter; knows everyone and
Opportunity. Someone out scouting or hunting their comings and goings. Never gets the short end
stumbles on a cabin from the before-times, seems of a trade.
fairly untouched by looters. The owner’s withered
If the players ask for travel advice they’ll be coun-
corpse is inside. Searching it yields (roll 1d6): 1-2 B2
seled to pay the gangs their toll, and to take shelter
(colorful cloth, shiny silverware, etc.), 3-4 a random
immediately if pink storm clouds start to roll in.
item from useful stuff, 5-6 a random piece of tech.
COUGAR GANG ENCAMPMENT
BLOOD BEAST (BLOOD SWAMPS ONLY)
Settlement/faction.
Threat. A giant amoeba-like blob of semi-translucent
Mile 30+5; Neutral; Prosperity 3; Population
red goo, full of the bones and other indigestibles
~100. The Cougar Gang’s main camp is 5 miles
of its victims. The beast may be visible before it
south of the main road on a dusty side trail; the play-
attacks as a dark red lump approaching from across
ers won’t notice the turn-off unless they’re explicitly
the swamps, or it may surge suddenly out of the
looking for it. The Caravan can only stay here if
murky depths to engulf the nearest caravaneer. Very
friendly with the Cougars. The Cougars are a rough-
difficult to kill, but maybe temporarily held at bay by
and-tumble group, favoring hides, tattoos, and bone
hacking it into small pieces or (even better) blowing
jewelry. They are fierce in combat and quick to pick a
it up with some sort of explosive. Cleverly used,
fight, but not very well-organized.
large amounts of greyroot (which does grow in the
swamps) might be turned into some sort of silver Sam “Big Lion” Gupta: Chief of the Cougar Gang.
bullet. Depending on the size of the beast, swal- Huge and muscled, wears a lion-fur vest and sports
lowing 1-3 people/pack animals may be enough to a big bushy beard. Gained control of the gang by
slake its hunger, but will return the next day with killing his former mentor in single combat. Quick to
renewed strength. Killing a blood beast will yield anger; appreciates fine art.
1d6 pieces of indigestible weaponry and useful
COUGAR GANG CHECKPOINT
items, and 1d6 in indigestible barter.
Mile 40. The road winds between steep rocky hills
on either side. Boulders and logs function as make-
shift barricades preventing easy passage. A handful
of armed Cougars stand in plain site, with others

10
of his neck. He is very friendly if a bit odd, and loves
wielding guns and bows hiding in the rocks above
music. Tom is beloved of both the Cougars and the
the road. They demand 3B as a toll for passage. The
Scorpions; harm him and earn the wrath of both
players may attempt to haggle, trick, or intimidate
gangs. If asked about the blood fever, Tom will tell
their way through, but if it goes poorly the Cougars
the players about greyroot.
will fight.
BONEY GULCH TRAIL (ALTERNATE ROUTE)
SKULL BUTTE TRAIL (SPUR)
Mile 80. The Boney Gulch trail leads through a
Mile 60. The turn-off for the trail to the Tru-Site
canyon and cuts off a lot of winding around that
Temple is marked by a bleached gecko-skull on a
the main road takes; the trail is 20 miles long but
post. The right eye of the skull is filled with a melted
rejoins the main trail at Mile 120 (saving 20 miles
lump of green glass.
of travel). However, the trail is extremely dangerous
TRU-SITE TEMPLE during a storm, with almost no way to escape raging
Settlement/faction floods; and encounters with the Scorpion Gang (as
Mile 60+10; Neutral; Prosperity 3; Population well as with actual scorpions) are much more likely
~200. Cultist village of stone and mud houses on than elsewhere.
top of a small flat-topped hill 10 miles off the main SCORPION GANG HIDEOUT
trail. The Tru-Site Temple preaches that the waking
Settlement/faction
world is but a thin shroud covering the world of
Mile 10; Neutral; Prosperity 4; Population ~100.
spirits, and only through intense training can people
The Scorpion Gang lives in a cavern hidden up a side
see through to the truth. Members pluck out their
canyon in Boney Gulch. The players will only find it
right eye as part of initiation rites. The Temple will
if looking for it explicitly, and can only stay here if
welcome in the players and not require any payment
friendly with the Scorpions. The Scorpions are dour
to stay; however, they will attempt to convince
and deadly, preferring ambush tactics and night-
players and caravan NPCs to stay behind. By the
time raids to open battles. They tend to wear sleek
third day, if they’ve had no luck, they will drug the
black leather with lots of metal studs and piercings.
players and attempt to brainwash them. The cultists
grow most of their own food in gardens around Skull SCORPION GANG CHECKPOINT
Butte, including a medicinal garden. Mile ~100. If the caravan has yet to encounter the
Oculus Thorntree: Charismatic Cult Leader. Unas- Scorpions and pay them a toll, they will do so now.
suming with a close-cropped salt-and-pepper beard. The Scorpions don’t have a physical checkpoint
Generous and calming, but can become increasingly per se; they will surround the group in the dead
furious if his authority is undermined. of night, bathe the caravan in blinding floodlights,
and demand payment of half the group’s remaining
TWO-FACE TOM’S DINER barter or 2B, whichever is greater.
Settlement
BLOOD SWAMPS
Mile 75; Prosperity 2; Population 1. A handmade
wooden sign on the road marks a turn-off for Miles 130-145. At Mile 130 the caravan will
Two-Face Tom’s Diner (& Motel & Trading Post!), 1 surmount a rise and see the peaks of the Foggy
mile down a spur. The place is an old gas station, Mountains in the distance (their destination is in
scattered with rusted out cars and heaps of junk. The the Foggy Mountain foothills). But between them
diner acts as neutral ground between the two rival and the mountains, the land flattens out into a large
gangs, the Cougars and the Scorpions. When the shallow depression mottled with murky pools. The
players arrive roll 1d6. On 1-2, there are no other red goo that falls from the Blood Rain pools here
visitors; on 3-4 there is a small group of travelers and forms into giant roving Blood Beasts (see En-
heading the opposite direction; on 5 there are Cou- counters, above). The players should at least see one
gar gang members present; on 6 there are Scorpion from afar, even if they manage to make it through
gang members present. the swamp without any complications.
Two-Face Tom: Sole owner and proprietor. Tom Hardship: Movement rate through the swamps is
is an old man with a scraggly beard and a small, reduced by 1, and each character has a 50% chance
malformed extra head growing out of the right side each day of contracting the blood fever, unless
extraordinary steps are taken to avoid this.
11
DAWN’S PERCH
End location; settlement
Mile 160; Neutral; Prosperity 5; Population
~300. Nestled in the foothills of the Foggy
Mountains, Dawn’s Perch is a place to recuperate
for travellers who’ve survived the perilous journey
over the passes, and final place to prepare for
those about to make the climb. It also lies at the
crossroads of a north-south trade route running
along the edge of the Foggy Mountain range. The
Perch’s permanent residents make their living
hunting, trading, and acting as guides. At any
given time there are 1d6 other groups passing
through Dawn’s Perch going in one direction or
the other.
Dawn Devereaux: Town Headwoman. Friendly to
travelers but clear-eyed and strategic.
Zander Boone: Hunter/Guide. Competent but
a bit abrasive, with a long grey ponytail and
squirrel-skin cap. Will hire himself out as a guide
over the mountains for 3B.

DEVIANTS
Lead Mutator Nicolas Garcia
Additional Mutations Michael Dunn-O'Connor
Editing, layout Eric Swanson
Typefaces Secretly Wishing For Rain
Special Elite
Avenir Next Condensed
Roadside

12

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