Book I - Stonetop
Book I - Stonetop
Book I - Stonetop
Jeremy Strandberg
illustrated by
Lucie Arnoux
arranged by
Jason Lutes
proofread by
Rob Rendell
Matt Wetherbee
published by
Lampblack & Brimstone
Kickstarter Backer Playkit
updated 10/28/2021
Dear backers,
Thanks for bringing Stonetop to life! We hope that you’ll enjoy this preview of
the final product.
These documents are close to their final form, but still part of a work-in-
progress, and incomplete. That being said, everything you need to run the
game is here.
If you spot typos or areas where the language is unclear, we invite you to
comment on the PDFs.
If you have questions or comments about the gameplay or mechanics, please
share your thoughts on the Stonetop Discord: https://discord.gg/wNE3Xky
A number of chapters are missing because they are not yet in shareable form.
Any updates to this playkit will be announced on the Discord.
All page number references are indicated by XX, because we won’t know the
proper page numbers until everything is in final layout. This means you’ll
need to find the pages yourself ! Apologies for the inconvenience.
Happy gaming,
Jeremy, Lucie, and Jason
No one knows how the Stone got there, nor what the runes cut into its surface
might mean. Few can even recount how the village sprang up around it. Most
take the Stone for granted as the heart of their little settlement, an anchor that
holds them fast at the edge of the known world. When a storm sweeps in across
the Flats, the Stone pulls lightning from the clouds like—well, like nothing else
at all. While outsiders might cower before this deafening display, the residents
merely offer passing prayers to Tor, the Rain-Maker, and go about their
business.
You are one of these, who call Stonetop home. One of a handful of notable
figures who stand out—admired, respected (maybe even reviled) for one reason
or another. If there’s a problem in need of solving, or trouble brewing, people
look to you for the solution. Or the cause. Or both.
And right now, as the first wildflowers show their heads among the windswept
grasses beyond the Wall, there’s trouble brewing. The world itself seems to be
darkening, like the sky before those late-summer storms. Everyone can feel it.
And some are afraid.
These are good people, your kith and kin. If you don’t step up to protect them,
who will?
Welcome to Stonetop
In order to play this game, you’ll need Stonetop is about the life of a small village
three or more people, including you. and its people over many years. The game
One of them—probably you, since you’re itself won’t take that long to play, but it is
reading this book—will be game master, designed to build and deepen over many
or GM. Everyone else is a player, each in sessions, each of which will be 2-4 hours in
charge of a player-character (PC) who’s length. You can think of it like a TV series,
one of the notable figures mentioned in the developing over multiple episodes.
intro at left.
Once you’ve got your players together for
Together, they’re in charge of the village your first session, you can start playing by
itself, which is kind of a character in following the step-by-step instructions in
its own right. The job of the players is the Getting Started chapter on page XX.
to say what their characters do in the As GM though, before that first session,
game world. As GM, you’re the host and you’ll need to familiarize yourself with the
moderator: you’ll lead the conversation, rules by reading through the first chapter
react to the players’ decisions, and describe of this book—The Basics, starting on the
everything about the world that falls next page.
outside the purview of the PCs.
Getting Started
Get ready
Review the setting
Set expectations
Discuss tone and content
Create characters
Introduce the PCs
Let spring break forth
After the session
Getting Started
Get ready
As far as physical preparation goes, beyond
this book you’ll need hard copies of the
following:
Make sure that everyone is on board with
the concept of Stonetop: that they’ll play
1 copy of each character playbook
the heroes of a small, isolated village. If
1 copy of the Steading playbook
someone wants to play a rootless, treasure-
1-4 copies of the Setting Overview
hunting mercenary, they’re unlikely to
1-3 copies of the Moves & Gear
enjoy themselves, and that will drag down
handout (on colored paper if you can)
the game for everyone.
1 copy of the Arcana cards
1 copy of the GM playbook
Prior to the first session, ask your players
to read the Setting Overview handout,
Print the PDFs for these documents
at least the first page. Encourage them to
double-sided (flipped on the short edge).
think about any content that they want to
exclude, veil, or handle in a particular way
After you’ve printed everything:
(see page XX). Consider posting a shared
document online where you and your play-
1) Staple the Stonetop Steading Play-
ers can record these things anonymously.
book, Moves & Gear, and Setting
Overview in the top left corner.
Set the expectation that the first session
will mostly involve creating characters and
2) Fold the character playbooks into
the village itself. It’s still play, and quite
individual booklets.
fun, but it’s not the immersive, portraying-
your-character type of play that they might
3) Cut out the “inserts” and slip the class-
expect. (This is different if you choose to
specific inserts into their appropriate
use an adventure starter, see page XX.)
playbooks.
It’s fine if players want to look over the
4) Keep the Inventory inserts stacked
character playbooks beforehand, but
and handy. Set aside the Revenant,
discourage anyone from making decisions
Ghost, and Thrall inserts.
just yet. Character creation should be done
together, as a group.
5) Assemble the GM Playbook. Stack the
sheets so that “Nearby Threats” is face-
As the GM, familiarize yourself with the
up. Fold all the pages over to make a
Setting Overview, the Steading playbook,
booklet. Staple it along the spine.
and the Moves & Gear handouts. You
should have a sense of what each class
6) If you have time, cut out all the Arcana
playbook is about, but you don’t need to
cards, major and minor.
understand them in depth. Look at a few
of the Major Arcana and Minor Arcana
There’s nothing secret in any of these
handouts to get a sense for what they are
documents, so if any of your players are
and what they’re like, but there’s no need
around ask them to help with the folding,
to study them in detail. If you have time,
cutting and, stapling!
read through the rest of this book and the
Setting Guide.
60
Getting Started
For materials optimized for online play, visit Make it clear that you’ll be fleshing out
lampblack-and-brimstone.com/stonetop. the world together. There are no “official”
answers to many of the questions raised by
Review the setting the Setting Guide. There are many blanks
to filled in. You (the GM) have a set-
Once you’ve gathered for the first session, ting guide, but it’s mostly filled with ideas
ask everyone to take 10-15 minutes to rather than truths.
read the Setting Overview handout. Do
so even if everyone reviewed the handout
in advance. It helps to refresh memories
and get everyone on the same page.
61
Getting Started
62
Getting Started
If you suspect that some players will be shy Finally, ask if anyone has special requests
about sharing, have the whole group write regarding specific content. Is there certain
their excluded/veiled content on note cards, content that anyone wants to handle in a
anonymously, and then hand them in (or particular way? Are there any truths they
send them to you via e-mail, chat, etc.). want to assert about the world, the village,
or the game? For example:
Anyone can call for content to be excluded
or veiled. If one player wants to exclude “Spiders are okay, but I need us to
something that another player wants to avoid describing their legs.’”
veil, then that content is excluded. “I’m cool with bigotry between the
Hillfolk and Gordin’s Delve, but I
It’s fine to ask each other for clarifica- want Stonetop to be an open-minded
tion on what exactly is being excluded or and welcoming place.”
veiled, but don’t ask for reasons. Players “I don’t want the Stone to be some
can volunteer their reasons, but sometimes source of ancient evil.”
those reasons are private, unpleasant, or “I want to play a woman Marshal,
even traumatic and no one should be asked defying a woman’s ‘proper place!’”
to unpack that for a game. “Let’s say that gender norms in Stone-
top are super fluid and accepting.”
Let everyone know that they can call for
new content to be excluded or veiled at Discuss, negotiate, and compromise as
any time, in this session, between sessions, needed, trying to find common ground
or during future sessions. They don’t need that works for everyone, and note these
to speak now or forever hold their peace. special requests in the steading playbook.
Making corrections
Mistakes will happen. When excluded If you or a player realize that you’re
content comes up in play, or veiled con- uncomfortable with content that come up
tent gets included on-screen, whoever during a previous session, discuss it before
notices should call “time out” and point the next session. Update the steading
out what happened. Don’t make a big playbook and fix the fiction as needed.
deal about it; acknowledge the mistake,
fix the fiction if necessary, and move on. “Fix the fiction” means: decide as a
group what happened instead. This isn’t
Likewise, if anyone realizes mid-session meant to undo the consequences of play-
that some particular content is bothering ers’ rolls or decisions, but rather to bring
them, they can call a time out. Identify the fiction back in line with the comfort
the content that needs to be handled level of the group.
differently (clarifying as needed, but not
asking for reasons). Update the steading If a player consistently ignores the
playbook. Fix the fiction. Check in with group’s content guidelines, talk to them
the player and make sure they’re okay. about it between sessions. If they persist,
When everyone’s ready, continue. stop playing with them.
63
Getting Started
Create
Do I have to pick from these
appearances? No, they can make up
characters
something else. The appearances are
there to spark their creativity.
After your review the setting, set expecta- Do I have to pick one of these names?
tions, and establish content guidelines, it’s No, but the name lists are meant to
time to make characters! Do this together, give the world a cohesive feel. The
during the first session. steading playbook includes extra names
if they want to pick something else.
First, have everyone pick a character play-
book. Refer to the “Setting at a Glance” Do I have to live in Stonetop? Yes, at
handout for a quick overview of each, and least for now. There are only two excep-
discuss who would like to play which class. tions: a Blessed with the Raised by
This will be much quicker and easier than Wolves background and a Lightbearer
reviewing the entirety of each playbook. If with the Itinerant Mystic background.
anyone is unsure, have them read the front Even they should have close ties to the
page of the playbooks they are considering. village, and be there often.
As each person makes their choice, hand How does “armor” work? Their armor
them the appropriate playbook, along with value is (usually) based on their current
any class-specific inserts. Everyone gets gear. Armor reduces any damage they
an Inventory insert as well. If someone take. Multiple items with “x armor”
chooses the Seeker, hand them the Major don’t stack with each other, but items
Arcana cards and tell them they’ll need to that grant “+x armor” do stack (with
choose one before play proper begins, as each other, and with “x armor” items).
indicated by their playbook. 0-1 armor is typical. 2 armor is tough.
3 armor is the best a starting character
Ask each player to work through their can get.
playbook from front to back, making
choices and filling in blanks as needed. What does or mean? The item
Answer questions as they arise. Common counts against their load. If they bring
questions at this stage include: it on an expedition, they’ll mark that
many on their Inventory insert. They
My background says “go mark this can mark up to 3 4 with a light load,
now.” What does that mean? If they up to 6 4 with a normal load, and up
take that background, they should open to 9 4 with a heavy load.
their playbook and mark that particular
move, option, or special possession now Items without a or are either
(so that they don’t forget to do so later). small (they don’t count against your
load, but you typically carry only ~4 of
What does my instinct do? It describes them on each expedition) or something
how their character tends to behave. that you don’t carry on your person. It
Each session, they get XP if they should be obvious which.
demonstrate their instinct in play, or
struggle against it.
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Getting Started
No, they don’t add their STR (or Should I fill in the back page, too?
DEX) to their damage rolls. Yes. They should complete the left
column of their playbook’s back page,
What do the various tags mean? making choices or answering questions
Hand, close, reach, near, and far describe as they wish, within the content guide-
a weapon or light source’s useful range. lines established by the group.
From closest to furthest, the ranges are
hand < close < reach < near < far. If you’re using an adventure starter, (see
page XX), you might have specific instruc-
Piercing weapons ignore some of the tions for certain playbooks.
target’s armor. X piercing means that
the weapon’s piercing value is equal to
Stonetop’s Prosperity (+0 by default).
65
Getting Started
66
Getting Started
67
Getting Started
Sheriff Legacy
Is this a formal position, or just How long have you been the Judge? How
something everyone agrees on? long before that were you the apprentice?
How long have you acted as sheriff ? Who was the Judge before you? Are
Who, if anyone, did this job before you? they still alive?
Just where exactly did you learn how to How were you chosen as the prior
fight so well? Judge’s apprentice?
What is the symbol of your authority
Blood-Soaked Past (hammer, shield, or helm)? Where does
How did you earn your grim reputation? the Chronicle say it come from?
What did people used to call you, back
in your dark bloody days? Missionary
What prompted you to put all that Where are you from, originally? Where
behind you? When did that happen? did you do your apprenticeship?
Who here knows about your past? How were you chosen as an apprentice?
Who have you, personally, lost How long were you an apprentice? How
to violence? long have you been a full Judge?
Of the Judges in the other steadings
Storm-Marked (Reagan, Haeris, and Rahat)…
When did the marks manifest? How? ...which was your mentor?
Are they a symbol of your strength, ...which was a fellow apprentice?
speed, and courage? Or the source? ...which is reliable but inflexible?
Are the marks a blessing? Or a curse? ...which is clever but ambitious?
How do folks in Stonetop generally ...which lacks the necessary mettle?
treat you? When did you arrive in Stonetop? How
were you received?
Was there a prior Judge in Stonetop, or
are you the first?
What is the symbol of your authority
(hammer, shield, or helm)? Was it be-
stowed by your order, or did you find it?
Prophet
How did Aratis call you to her service?
What is the symbol of your authority
(hammer, shield, or helm)? Where and
how did you acquire it?
How did you establish yourself as
Stonetop’s Judge?
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Getting Started
69
Getting Started
70
Getting Started
Tall Tales
Where did this happen? When? Who
was with you? How exactly did you ___?
Sure, that’s what you tell everyone, but
what really happened?
72
Getting Started
73
Getting Started
3 3
4 5 NPC connections 3 3
6 7 PC connections
The next step creates more In step 6, the players start to
connections between the PCs and NPCs in flesh out the relationships between their PCs.
the village. Go around and on each player’s
turn, have them pick any one question from The first player picks a question from step
step 4, answering it with the name of one or 6, and asks it aloud to the other players.
more NPCs who live in Stonetop. Anyone can answer “me,” and the asking
player writes their name down in the space
Ask follow-up questions as they occur to provided. Then, the next player goes, and
you (“Owena is your wife—do you have the next. Repeat until everyone has gone.
any kids?” “You’re secretly watching over
Gerlt? Why?”) Encourage the players to If no one bites on a particular question,
ask each other questions as well. talk it through. Encourage the others to
really consider it, but don’t force someone
Players can invent new NPCs or reuse to say “me.” If no one bites, have the player
NPCs previously established. If they ask a different question.
introduce a new NPC, suggest that they
pick a name from the unused choices on As always, ask follow-up questions to flesh
their playbook. out the details. “So, Ari, you’ve been with
Vahid the entire way, huh? You met back in
Add new NPCs to the Notables list on the Lygos, then. What brought you together?”
Stonetop Steading Playbook. Assign each
one an occupation and a trait. (Alternately, When everyone has gone once, repeat the
just take notes for now and add them to process, with each player asking another
the playbook later.) question or passing. When everyone has
passed, move on.
Once everyone has gone once, repeat the
process. This time, though, the players can
pass instead of answering another question.
Only two players?
Keep going until everyone has passed. If you’ve got only two players, the
questions in step 5 (“Which one
Before you move on to step 6, ask each of you...?”) won’t work as-written.
PC the following (unless the answers are Here’s an alternative.
already clear):
On each player’s turn, have them pick
Are you married? Single? Betrothed? two questions from their list and pose
Widowed? Any kids? them to the other PC as an either/or,
Are your parents still alive? Your rephrasing as needed. For example,
grandparents? Siblings? the Blessed might ask “Do you doubt
the power of Danu, or have you
participated in a sacred rite with me?”
The other player then chooses. Have
them go back and forth like this, as
many times as they want.
74
Getting Started
3
8 Homes
Also, add any new points of interest to
the appropriate maps. For example, if the
Finally, find the Stonetop Steading
Seeker knows the location of some creepy
Playbook. On the first page, add a point of
carvings in a limestone cave, in the cliff
interest for each PC’s home. Ask questions,
face a few miles north of town, then add it
such as…
to the Vicinity map.
Who do you live with? Family? By
Once you’ve updated the maps, it’s time to
yourself ? Do any of you live together?
Why is your home there, as opposed to let spring break forth.
somewhere else?
Where do your parents/grandparents/
siblings/etc. live?
Where is the smith/tannery/
Chronicle/aviary/chandlery/etc.?
75
Getting Started
76
Getting Started
As you organize your notes, you’ll find … you don’t know how to answer yet, or
contradictions like “Vahid got here last … you want to leave unanswered for now
year, but Blodwen was initiated two years and see it get answered through play.
ago—he couldn’t have participated in the
initiation rites!” Either ask the players “I wonder... what did happen to the Forest
about them (before or at the start of the Folk? What was that thing Vahid faced
next session) or just make a decision about when he got the Mindgem? What exactly
how to correct the contradiction if you is making the crinwin so bold?”
think it’s a low-impact change.
Refer to these questions as you prepare
You’ll also spot potential connections adventures. Use the list to help identify
that you missed during Introductions. For the adventure’s central opportunity or
example, if Rhianna started running the threat, or to help write the setup questions
militia five years ago, after her predecessor that you’ll ask the characters.
was killed fighting bandits, then you might
think, “It’d be interesting if those bandits Refer to this list during your sessions,
were Brennan and his Claws, who now run when you need something interesting to
the watch in Marshedge.” If you’re okay say. Can you say something that answers
with just deciding that this is true, add it one of these questions? Or that hints at the
to your NPC notes and/or timeline. If you answer? Can you turn one of these ques-
think it might be true, but aren’t sure, then tions back on the characters, and ask them
add it to your “I wonder...” list. to give you the answers?
Share your updated list of NPCs and your Update these questions between sessions.
timeline with the players. Ask them to If a question has been answered, remove it.
review it before the next session, to help If a new question occurs to you, add it to
get everyone on the same page. Point out the list.
any lingering questions for them to answer,
and any changes that you’ve made. Ask for
feedback, and incorporate it as appropriate. Plan the first adventure
Look at your notes, your threats, your “I
wonder...” list, and the results of the that
Identify threats first Seasons Change roll and use them to
Look over your notes again and identify prepare your first adventure. See page XX
the sources of trouble or ongoing problems for guidance.
for the PCs or the village. Write these up
as threats (see page XX), to whatever level
of detail makes sense right now.
77
Running Stonetop
Your agenda
The core loop
The spotlight
Scenes & loose play
Your GM moves
Your principles
Other things to do
GMing is a practice
Prep
Running Stonetop
There are dozens of ways to GM a role- Your first goal is to portray a rich and
playing game. There’s a particular way to mysterious world: alive and breathing,
run Stonetop. This is how. The rest of the filled with detail and humanity and depth.
game is built on this approach. Mundane concerns—crops, trade, weather,
the opinions of your neighbors—are im-
Remember: the game is a conversation. portant. Fantastic elements are important,
You’ll say things, the other players will say too, but they are strange and scary and
things. You’ll ask each other questions, poorly understood. The past sleeps unqui-
interrupt, talk over each other. The game’s etly. Questions abound.
rules kick in at particular moments and
show us where the conversation goes. Your second goal is to punctuate the char-
acters’ lives with adventure. The PCs have
As the GM, you have a special role in the lives to live, homes to take care of, families
conversation. It’s your job to describe the to feed. They have demands on their time.
world, say what happens, and portray Your job is to make that stuff matter, but
monsters and NPCs. You’ll facilitate and also to interrupt it with threats and op-
make rulings. You’ll ask for input. You’ll portunities that only the PCs can (or will)
frame scenes and point the spotlight. The address. Adventures will occupy the bulk of
game invests you, the GM, with a lot of the players’ time, but they shouldn’t occupy
power—and a lot of responsibility. the bulk of the characters’ time.
80
Running Stonetop
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Running Stonetop
3
1 Establish the situation
Give details and specifics
Say (or ask) what’s happening. Who’s
It’s your job to establish the situa-
tions that the PCs find themselves in. Do doing what? Where is everyone relative to
any or all of the following, as needed, in each other? What can the characters see,
whatever order makes sense. hear, and sense?
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Running Stonetop
83
Running Stonetop
3
2 Make a soft GM move 3
3 “What do you do?”
The situation is clear? Good. Now, After you make a soft GM move,
make a soft GM move—say something to ask “What do you do?” This hands the
provoke action and/or increase tension. conversation back to the player(s) and
Pick one of your GM moves (see page XX) prompts them to say something.
and do that.
You don’t have to literally say, “What
To provoke action: say that something bad do you do?” Sometimes, your move will
is about to happen, or is in the process include a question. When portraying an
of happening, but give the PCs a chance NPC, you might make your move and just
to do something about it. “As your hand look at the players expectantly. But if you’re
finds your knife-hilt, the crinwin is like unsure, ask: “What do you do?”
‘hiissssss’ and leaps, fingers going for your
throat, what do you do?” If they say something that doesn’t make
sense—something you think is impossible,
You can also provoke action by offering invalid, or unreasonable—then tell them
them an opportunity, or by presenting that. Clarify the fiction. If they persist, tell
options and prompting them to pick. them the consequences and/or require-
“Okay, it tumbled past you. It’s surprised ments. Ask if they still want to do it.
and you’ve got a moment. You could jump
on its back and try to stab it. Or get out of If they ask questions, answer them. If
there. What do you do?” the answers aren’t obvious, tell them the
requirements. “You’ll have to poke around
In a social scene, your NPCs might ask a bit and Seek Insight.” Then put the ball
for something or demand something. They back in their court: “What do you do?”
might say something vulnerable or emo-
tional and then look at the PC, expecting
them to react. Players jumping in
Players might seize the initiative
Soft moves don’t always provoke action.
and declare an action before you ask
Sometimes, they just crank up the tension.
“What do you do?” or even before
You might use up their stuff, foreshadow
you’ve made a soft GM move. Great!
trouble, or add trouble to a scene in a way
It means they’re engaged, and the
that can’t be acted on right away. “You’ve
situation is grabby enough that they
been down here for a while, your torches
want to act on it. You can jump
are starting to get low.” Or “There’s another
straight to resolving their action.
tremor. A bit of dirt falls from the ceiling.
What do you do?”
With that said: don’t let players
dominate the conversation. If you’re
in the middle of making a move, or
think that something would happen
before they could act, or want to give
someone else a chance to act, then
tell them to hold their horses!
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Running Stonetop
3
4 Resolve their action
Hard GM moves
Make a hard GM move when a PC...
The player says what their character
does. Establish how the situation changes,
or what their action reveals about the situ- ... ignores a threat or trouble entirely; or
ation. ... triggers a move but rolls a 6- (and the
move doesn’t say otherwise).
Did they trigger a player move? If so,
which one? Resolve that move. If you Making a hard GM move means that
aren’t sure whether they triggered a move, you establish badness. Describe the
or you need more info before resolving it, consequences of the PC’s actions. Say
ask questions. Clarify their intent and/or how things go wrong. Make the situation
how they’re going about it. Discuss with significantly worse. Pick a GM move from
the table. your lists (page XX) or just say the obvious
bad thing. “Ooh, a 5, huh? It’s too fast!
When a player triggers a move, then Before your knife clears the sheath, it’s on
follow the move’s procedures. Reveal you, WHOOMP, take a d6 damage and
whatever information the move entitles you’re on your back, one of its claws is on
them to. Work with the player to establish your throat and the other is pinning your
how the situation has changed. (See page knife-hand by the wrist, what do you do?”
XX for more detail.)
When they roll a 6-, your hard move will
When a player’s move prompts you to add often involve the PC’s action failing. Say
something to the fiction, and you’re not (or ask) how it goes wrong and/or what the
sure what to say, then look to your GM consequences are. But a 6- doesn’t always
moves for inspiration (page XX). mean that the PC’s action fails. It means
you establish badness. Maybe something
If they trigger a move and roll a 6-, then bad happens before they can do their
they mark XP and you make a hard GM thing; maybe they do what they set out to
move (unless the move specifically says do, but that causes (or reveals) something
otherwise). very bad indeed. The badness might not
even be directly connected to the action
If they do something that doesn’t trigger they took—it could simply follow directly
a player move, then they’re looking to you on its heels.
to see what happens. Did they ignore a
threat or trouble that you warned about A hard move should always establish bad-
previously? Make a hard GM move. ness, but you decide just how bad it is. Use
the situation, the fiction, the description of
Otherwise, say what happens and how the player’s actions, and so forth to inform
that changes the situation. Maybe just say your hard moves. Sometimes, a hard move
“Okay” and then either shift the spotlight isn’t much worse than a soft one.
(page XX) or say “Then what do you do?”
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Running Stonetop
53 Repeat
If the situation is unclear, or if it needs
recapping or updating, then go back to
You’ve resolved the PC’s actions.
step 1. Re-establish the situation. Then
The situation is changed, or further re-
make a soft GM move and ask, “What do
vealed, and play snowballs from there.
you do?”
If the situation is clear and grabby, and
If the current scene or situation is over,
one or more PCs are in position to act,
then wrap things up. Take care of logistics,
then jump straight back to step 3 and ask
bookkeeping and other metagame stuff.
them, “What do you do?”
Figure out what the next situation or scene
is, and then go back to step 1. Establish
If the situation is clear, but things will
the (new) situation, make a soft GM move,
escalate before the PCs are able to act,
and ask, “What do you do?”
then jump back to step 2. Make a soft GM
move to show how things are changing.
Resolve their actions. See how the situa-
Then ask, “What do you do?”
tion changes. Repeat. This is the core loop
of the game.
Likewise, if the situation is clear but kind
of static, and the players need a nudge,
then jump back to step 2. Make a soft GM
move and ask, “What do you do?”
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Scenes and
Scenes are cinematic and immersive, some-
times tense, often exciting. Players might
loose play
lose themselves in their characters and feel
real emotions about what’s happening.
During play, the conversation will naturally Good scenes have a purpose. There’s a
shift between scenes and loose play. This reason you framed this scene with these
isn’t a formal distinction, or even always a characters in this place, right? What are
conscious one. You’ll often shift between the PCs trying to accomplish? What are
them naturally and instinctively. you trying to convey? What question are
you hoping to answer? What conflict is
Scenes are zoomed-in. They feature being resolved? Knowing the purpose of a
specific characters in a particular place at scene helps you focus your details, descrip-
a particular time. You follow the action tions, and GM moves. And if you can’t
moment-to-moment. Details are plenti- identify a scene’s purpose, then maybe you
ful and specific. Players speak in character, don’t need the scene!
and you portray NPCs in-character as well.
Even if you and the players don’t actually When the scene’s purpose is addressed,
speak in your characters’ voices, you still or the scene fizzles out, then wrap it up.
talk about the conversation at a zoomed-in, Transition into the next obvious scene
detailed level. (“You enter the next room and see...”) or
shift into loose play.
During a scene, you might describe the
clearing in the woods where the PCs
find themselves, the sound of the rush-
ing stream and how the bear sniffs
and twitches it ears and scans the
treeline for danger. “Rhianna,
you don’t think it’s spotted you
yet, what do you do?”
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Loose play is what happens between Time tends to be fluid during loose play.
scenes. You still follow the core loop, but “Okay, y’all head out and by noon you’ve
it’s zoomed out. Instead of describing what reached the crossroads.” “Oh, hey. Before
happens here and now, you’ll talk about we left, can we say that I Traded & Bar-
what happens over minutes, hours, days, or tered for some bendis root?” Sure we can.
weeks. You summarize and compress, skip
minutiae and gloss over stretches of time. Loose play is more relaxed, less intense.
You do more talking about the characters Take care of bookkeeping and logistics
than portraying the characters. between scenes. Check your notes, make
updates, and maybe roll up some random
During loose play, you might describe the loot (page XX). Have meta-discussions.
PCs moving through the Great Wood, the Talk about the characters’ plans and
quiet tension as they try to avoid notice, goals (“What are we trying to accom-
the heat and biting insects getting worse as plish again?”) See if the players have any
the day goes on. You might ask questions requests (“I’d like to have a scene with
like “Caradoc, what does your mind keep Andras”). Take breaks, talk about real-life
wandering to?” or “Rhianna, how long to stuff, and enjoy each other’s company.
you plan on going before making camp?”
A lot of in-fiction time passes during loose
Player moves still work during loose play, but play, especially while the players travel or
on a zoomed-out scale. They might Struggle spend time at home between adventures. But
as One to reach home before nightfall, or you want the bulk of the real-world time to
Seek Insight by watching the newcomers be in scenes. Scene-based play is much more
over the course of a few days. visceral, rich, and exciting. Push loose play
towards scenes. As soon as the next scene
suggests itself, frame it and zoom back in on
detailed, moment-to-moment play.
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Your GM moves
These aren’t technical terms. When you
reveal an unwelcome truth, you just do
that. You establish something in the fiction
When it’s time to make a GM move and
that the characters wish wasn’t true. When
you’re not sure what to say, pick one of these
you hurt someone, you say how someone
and do it. These are your basic GM moves:
gets hurt.
ä Announce trouble (future or offscreen)
Your GM moves should inspire and
ä Reveal an unwelcome truth
empower you; they shouldn’t constrain
ä Ask a provocative question
you. Use them when you’re unsure of what
ä Put someone in a spot
to do, or when you’re in a rut and want
ä Use up their resources
to change things up. Don’t stress yourself
ä Turn their move back on them
making sure that every move you make
ä Demonstrate a downside
matches something from this list.
ä Hurt someone
ä Separate them
ä Capture someone
ä Offer an opportunity (with or without
a cost)
ä Tell them the consequences/
requirements (then ask)
ä Advance a countdown/grim portent
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Making Your Move Along the same lines, your moves should
Whenever the situation is clear and you reflect the specifics of the situation.
want to push the action along, make a Say that a PC faces a charging aurochs,
soft move. Say something that prompts the triggers Clash, and rolls a 6-. If the PC is
PCs to act and/or increases the tension. a mighty-thewed Heavy who braced his
Make soft moves all the time, as part of the spear against the charge, then your hard
core loop of the game. move would look very different than if PC
was a willowy Fox who tried to dodge the
When the PCs ignore trouble that you’ve charge and stab it like a matador.
previously established, or when they roll
a 6- on a player move, then make a hard Don’t say the name of your move, just
GM move. Establish badness. Make some- say what happens in the fiction. Don’t say
thing happen that the PCs don’t want, or “You rolled a 4 so I’m separating you.”
make something that the PCs want no Say “Rhianna, you wake up and realize
longer possible. that Caradoc’s not on watch. He’s doesn’t
come back anytime soon. His blanket is
You can also make a GM move when a discarded by the edge of the firelight.”
player’s move prompts you to add some-
thing to the fiction. For example, when
they Defy Danger and roll a 7-9, you’re Other GM moves
told to present a lesser success, a cost, or a You have other lists of GM moves
consequence. You might use up their re- available to you, too.
sources as a cost (“You can do it, but you’ll
have to drop your supplies.”) or put them Use your exploration moves when the
in a spot as a consequence (“You make it, PCs are on an expedition or exploring
but the ground shifts as you land and starts a location (see pages XX and XX).
to give way.”), or demonstrate a down-
side as a lesser success (“You get clear, but Use threat moves to bring a threat or
Andras is still limping and falls behind, the its influence into a scene, or when it’s
creature’s closing in!”). already involved (see page XX)
Always make a move that follows from Use homefront moves when the
the established situation and/or your PCs are at home or spending time in
prep. If they’re tracking crinwin through another steading, to make interesting
the woods and they roll a 6-, it’d be a per- stuff happen there (see page XX).
fectly fine move to reveal that they’re lost.
But it’d be weird and uncool to say “Rocks Use moves specific to a location
fall out of the sky and smash you, everyone (page XX), a danger (page XX), or
take 1d10 damage!” an NPC (page XX) when those ele-
ments are in play.
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As a hard move, you can turn a previously This is a great move to use when they Know
peaceful scene into a fight or conflict, or Things or Seek Insight. On a 7+, you owe
maybe make it clear that the PCs’ actions them honest answers or interesting (maybe
will have consequences later. useful) information, but there’s no reason
they have to happy about what they learn.
And on a 6-, you can really twist the screws.
“WHOOMP WHOOM WHOOMP!
Rhianna, there’s a banging at your door,
waking you up from that much-needed “‘Vvvasil? Heavvvens, no. Vvvassil
sleep. Lowri’s calling your name and you leffft town thhhis past autumn. Back
hear the watch-bells clanging. What do down to Lygos, I heard.’ He smiles,
you do?” and it’s like he has too many teeth. “But
ssssurely we can make some sort offff…
“As Caradoc and Blodwen leave, this arrangement?’”
nasty piece of work watches them go.
He’s got a face full of scars, a cruel sneer, “What happened here recently? Well,
and a knife at his hip. He nudges the guy there’s like a dozen sets of prints in the
next to him, nods at the door, and they mud, all churned up like there was a
get up and go. What do you do?” fight. A few splashes of blood, too, on
the foliage. It’s pretty clear Lowri got
“Glenys gives you hard stare for a few jumped by the crinwin.”
moments, then she’s like, ‘FINE.’ And
she huffs and stomps off. She’s out of your “Oof, a 6-? Well, you search the hills for
hair for now, but you just know that the rest of the day and... I guess you don’t
you’re going to have to deal with that find her? No, wait. You know what? You
later.” do find Mari. Maybe half a mile from
the logging camp, you find her body.
Something stabbed her, impaled her right
through the gut.”
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Ask a provocative question Put someone in a spot
Ask a question that spurs a decision or This is a more aggressive version of an-
response, even if it’s just an emotional nouncing trouble—they’ve got to do
response or a decision not to act. You can something, now, or it’ll get ugly.
ask the question yourself or put it in the
mouth of one of your NPCs. Alternately: “Someone” can be a PC or an NPC, and
ask a question that asserts badness but that you can play with the spotlight. Maybe
gives the player a chance to author it. the person you put in the spot isn’t the one
does something about it.
“Rhianna, Eira’s looking grim, and she’s
like: ‘Garet’s losing a lot of blood. I don’t “So close! You make the jump, but smack
think he’s gonna make it, and he’s gonna into the bough. You slip, just barely grab-
slow us down something frightful. You bing on. You’re hanging from that bough
want me to do the necessary?’’ like this, gasping for air, like 80 feet up,
and your grip starting to go. What do
“Caradoc, you come in at the very end you do?”
of all this, I think. You saw that cloud of
smoke billowing out of Vahid’s mouth. “The big guy stands and glares down
And there’s Vahid, just acting totally at you. ‘What’d you call me, you skinny
normal about everything. What’s going little rat?’ Rhianna, you see this happen
through your head right now?” and notice like three other guys, burly
miner types, standing up too, not a smile
“Oof, a 4? Well, I think you manage to among them. What do you do?”
offend her, like really hurt her feelings.
What do you say or do that does that?” “So, it’s like you said, the drake calms as
you place your hand on its snout, and
it’s like a mewling kitten. But Caradoc,
you’re watching from the brush, and
as Blodwen’s calming that one, you spy
another drake, behind her to her right,
slinking up. It’s about to pounce on her,
you’re sure of it, what do you do?”
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“Oof. Yeah, as you give her your spiel “Caradoc, you touch the sphere it’s like
she’s kind of stone faced, no response. WHOOSH. You’re floating in space,
Then there’s this pause, and she sorta looking down over your body. The world
gasps and sobs and then come the wa- is gray and hazy and washed out, and
terworks. ‘Dammit, Caradoc.’ And she you can’t really feel your feet. Vahid, you
turns and slams the door and you can come home a couple hours later and find
hear her weeping. What do you do?” Caradoc just slumped over the ice-sphere,
his fingers touching it and all blue. He’s
“Okay, cool, so Vahid you’re a bit further not responding. What do you do?”
down the hall, right? With Lowri
holding the lantern for you? Well, as you “ Yeah, Vahid, Lowri is like waving the
start to make out the runes—something torch around in the dark and you’re both
about ‘portal’ or ‘doorway’ or maybe peering out, looking for whatever made
‘road’—there’s this CUH-CLUNK that that noise, and we the audience see this
you feel in your chest, everyone does, and shadowy form loom up behind you with
then a screeching metal-on-metal sound these long, spindly fingers. Those fingers
and this steel curtain drops from the clamp down over your mouth, Vahid,
ceiling, cutting off the hallway. BOOM. and another shape grabs Lowri. There’s
Vahid, you and Lowri are on the far side a brief struggle and then the camera like
of it, by yourselves, dust billowing all pans down to the lantern on the floor, on
over. What do you do?” its side, cracked and flickering. We hear
sounds of you two getting dragged away.
Rhianna, while this is happening…”
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“3 damage? With his armor, that’s not “If you do that, cool, but you won’t have
enough to drop him. I think he jerks back a chance to get clear. You’ll be caught in
and you just like score a slice down his the blast for sure. You do it?”
cheek. But he’s on his heels, what do you do?”
“ Yeah, no. Your hands are shaking, your
“They’re not taking the bait, Rhianna. mouth is dry, you can’t think about any-
But you if you made a show of heading thing but that baleful, hateful eye. You
out of camp and leaving Andras and want to take a shot, you’re going to have
Blodwen there alone? That’d do it. What to get it together first. What do you do?”
do you do?”
“Vahid, you can’t make heads or tails
“What here is useful or valuable to you? of these runes, not right now at least.
That glowing blue crystal set in the wall. Maybe if you took a rubbing and had
If you smash it, it’ll unleash all sorts of time to study them back home, with all
chaos, just the distraction you need.” your books and notes and everything.
But not out here. What do you do?”
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An example of play
Everyone’s arrived. We’ve chatted, gotten It’s the first time we’ve seen the Foothills in-
comfortable, and we’re ready to get started. game, so I ask questions like “What striking
The session starts in loose play. I ask if any- difference do you notice between these hills
one wants to recap. Rhianna’s player does. and the Great Wood?”
“We sent a logging crew to the Foothills. But After they answer my questions, I zoom in
some sort of goat-demon spooked them, and and frame an actual scene, giving details
it—or something—wounded Andras. They and specifics. “ You reach the camp just
sent him back. We’ve gone up to investigate. after sunset. It’s on the wayside, but even
Did we get anything useful out of Andras so, they’ve set up felled logs like a barricade.
before we left?” They’re all huddled round a feeble cooking
fire. Everyone’s quiet, tense, gripping hatch-
Blodwen says “He was pretty out of it. We ets. They spook a bit when you show up, but
got him stable, but he kept moaning ‘that when they realize that it’s you four, there’s
eye!’ And I think he made a pass at me.” a murmur of relief. ‘It’s Rhianna,’ and “the
Blessed,’ and ‘Thank Tor.’” (Notice how I’m
“Right, right! You’d already outfitted and focusing on feelings and behaviors more
started up to the Foothills,” I say. than the tactical layout, because those are
the details that matter. I’m also portraying
I ask some questions to help us warm up. my NPCs.) “Hey, Rhianna, who’d you put
“But before we start—Caradoc, who do in charge?’ (Asking more questions!)
you think gave you guff about going on yet
another adventure? And Vahid, why are “Huh. Elios, I guess.”
you so happy to get out of town for a bit?”
I make my soft move and ask a provocative
We learn how Sawyl the Tanner’s been question. “Cool. He’s like, ‘ You didn’t bring
looking for a new apprentice and how the wagon. So we’re done? We can go home?’
Caradoc feels all sorts of guilty about it. We Others nod, hopeful. What do you do?”
also learn that Vahid needs a break from
the widow Maire, who’s been cramping his Rhianna asks me, player-to-GM, “Wait,
“confirmed bachelor” style. I take some notes! hold up. Is my crew here?” I answer her
question, tell her that they aren’t, then ask
Okay, let’s do this. I frame the action and her again what she does.
then describe the environment. “The four
of you enter the Foothills in the afternoon of Rhianna replies (in that stern voice of
the second day out. The hills rise out of the hers), “Where’s my crew at, Elios?” Time
Flats, and the road wends between them. to resolve her action. She’s pressing Elios
Young, thin trees dot the slopes, getting (Persuade, maybe?) but there’s no reason for
bigger and older as you press further into him to resist and so the move doesn’t trigger.
the hills. As the sun dips low, you finally get I just say what happens and reply in Elios’s
some blessed shade.” (Some of those details voice. “They’re still out. Hunting.’”
are from the almanac; the rest I made up).
(continued on next page)
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(continued from previous page) “Ooh, I watch carefully and try to figure out
what’s up. Seek Insight?” It is, but he rolls a
The situation’s clear but could use a nudge, 4. Time for a hard move!
so I keep talking as Elios and make another
soft move (announce trouble). “‘ You know, I announce trouble.“ You’re sure that Iwan
they should’ve been back by now.’ What do and Mari know more than they’re saying,
you do?” but before you can act on that, there’s this
horrible roar and crashing sound from up
The PCs discuss searching for the crew, but in the hills, then smaller shouts—like people
opt to stay put and get more info. They still fighting. You all hear it. What do you do?”
aren’t triggering any moves (they’re asking
questions that the loggers would willingly They ask questions and I clarify the situa-
answer) so I just portray my NPC. Elios tion a bit (its dark, the fight sounds pretty
and Terrwyn say how they both saw the close, none of them know these hills well).
demon a week ago, before Andras was Then Rhianna says “Let’s go. Into the hills.”
attacked. “Like a big goat, with a human
skull, three eyes, and a huge horn.” That ends the scene! There’s a bit of loose play
as we talk logistics. Vahid and Blodwen
I was going to offer an opportunity but each bring a torch, lit from the cooking fire.
Vahid jumps in. “Have I ever heard of “ You head out?” I ask. They do.
something like this?” That triggers Know
Things, so he rolls +INT and gets an 8. I zoom out and describe the situation in
general: “It’s dark, the hills are steep and
I know from my prep that this demon-goat wooded, and you’re navigating by sound,
is actually a guardian spirit, and that following the sounds of battle.” I make my
the real threat is a hagr, so I use one of my soft move and tell them the requirements.
exploration moves and hint at more than “If you’re trying to get there quickly, that’ll
meets the eye. “Sounds like a shaksa, a trigger Struggle as One—the danger being
spirit or demon the folks up north believe in. that you get lost or separated or hurt on
Like a guardian of graveyards? Or maybe the way. If you take your time and move
that’s a metaphor and it’s like the lord of the carefully, you won’t trigger a move—but
charnal grounds? How do you know this?” you probably won’t get there in time to help
with the fight. What do you do?”
“Oh, from a religious text of theirs, I read
it in a library down south. I’ll keep it to They decide to Struggle as One. We resolve
myself for now.” the move and they each roll well, and so we
transition to next scene. “It’s a desperate,
I update the situation. “It’s full night now half-blind run through the woods, but then
and the crew still isn’t back.” I focus the you pop out into a clearing. In your flicker-
spotlight and offer an opportunity. “Hey, ing torch light, you see Eira and Lowri
Caradoc, while they talked to Elios and facing off against this huge, hulking brute,
Terrwyn, you noticed some glances between like 12 feet tall and half as wide.”
the others. Like, they’re scared. But maybe
hiding something, too? What do you do?”
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I barely take a breath before making my soft That resolves Rhianna’s move, so I shift the
move (put someone in a spot): “It hoists spotlight and offer an opportunity. “Blod-
a small tree like a club and roars, about wen, do you still want to Defend?”
to smash them both, and they’re both just
staring at this thing, gaping.” I’ve been ad- She does, and rolls a 9. She immediately
dressing the group, the spotlight unfocused, spends her Readiness to draw all attention
so now I tighten it up. “Rhianna, Blodwen, from her ward (Rhianna, now) to herself.
you got here first—what do you do?” “Cool, what does this look like?” I ask.
Rhianna’s player doesn’t hesitate. “I shoot it. “I step in front of Rhianna, waving my
In the head. Let Fly?” Yes, but I tell her to torch and yelling, like ‘ YAAAAAA!’”
wait until we see what Blodwen’s doing.
It works, of course. I say how the hagr turns
Blodwen asks questions. “So this is like a its eye on her, filling her with that same
person? Just really big?” Yup. “And it hasn’t feeling of dread that Rhianna had.
noticed us? Yup, for now, they just got there.
“Do I recognize it? Like is it maybe one of I shift the spotlight to Caradoc and Vahid.
our loggers, mutated or something?” I tell them that they just arrived, quickly
recap the situation, then offer an opportu-
“Eh,” I tell her. “I doubt you could tell at a nity. “It’s focused on Blodwen right now,
quick glance in torchlight. You could take a what do you do?”
moment and Seek Insight. Do you?”
Vahid takes the situation in by Seeking In-
“No. Could I like yell and wave the torch sight. We decide to resolve that later, because
and distract it?” she asks. Caradoc’s player Caradoc rushes in, shield up and spear stab-
notes that this sounds like the trigger for bing low. Blodwen had its attention, so we
Defend (“jump in to protect others”) and we agree that Caradoc can get close enough to
all agree. But we also agree that Rhianna attack, but it’s still very able and willing to
would get her shot off before that happens. fight back. This triggers Clash, but Caradoc
gets a 4.
Rhianna gets an 8 to Let Fly, and chooses
to put herself in danger to get the shot. She I need to make a hard move, and the obvious
only does 3 damage, less 1 armor. It’s barely thing is to hurt him. “I guess it sees you com-
hurt, and I need to put Rhianna in danger. ing, Caradoc, and swings that tree branch
before you can close. you get smacked in the
“I think you’ve got to step into the clearing to head and everything’s just white and your
get the shot, yeah? You clip it in the shoulder, ears are ringing and what is even going on?
and—good news—it checks its swing, snarls Take a d10+3 damage and mark Dazed.
and turns your way, leaves Eira and Lowri Rhianna, you snap out of it and see it club
alone. Bad news, though, is that it fixes you Caradoc in the head, he just went flying and
with its big, bulging, horrible eye and your landed in a heap. What do you do?”
mind just goes blank, your knees start to
wobble, you can’t even think.” And we go from there.
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Ask questions and build Ask questions that assert details while
on the answers asking for input. “Vahid, what have you
Ask questions all the time, all over the place. noticed that all the missing children have
in common?” “Rhianna, what little ritual do
Ask questions to establish intent. “Before folks always do when crossing the Stream?”
you all head out in the morning, is there
anything else anyone wants to do?” Ask the characters to paint the scene for
you, by asking them for details on a theme.
Ask questions to clarify intent and get “What here tells each of you that this is a
yourself on the same page as the players. place touched by the fae?” “What do you
“Yeah, I guess you can get around him. But see here that you’ve seen a thousand times
what are you hoping to accomplish here?” before?” “What’s the most striking thing
about the Flats in early spring?”
Ask questions to clarify the fiction. “Sure,
you can Seek Insight. What does that Ask questions that do more than one of
look like?” the above. “Caradoc, when you all got
back to town, whose reaction surprised you
Ask the characters what they’re thinking the most? How did they react, and how did
or feeling. “Caradoc, you’re standing there, you feel about it?”
bleeding from where Wynfor stabbed
you, and the look in his eye—you barely Reincorporate their answers into the
recognize him. What’s going through your fiction, right away or later on. Don’t shut
head right now?” down their answers unless it’s to point out
a contradiction. Ask follow-up questions.
Ask the characters about their past or their Think about what their answers imply
day-to-day lives. “Rhianna, who taught you and extrapolate from there. Their answers
how to hunt and track?” “Blodwen, you live might surprise you—that’s part of the
with your mother, right? Any other siblings? fun—but carry on as if that answer has
What’s the place look like inside?” always been a true and obvious part of the
established world.
Ask the characters about things they would
know. “Rhianna, you’ve met Brennan before. When you ask your players to contribute
What’s his most distinguishing feature?” to the fiction, it helps you play to find out
what happens. Your players will always
Ask the characters about things they’ve come up with details that you wouldn’t,
heard or what they believe, where their an- and that makes the world you’re all
swers might not be entirely true. “Blodwen, creating a little more surprising. When
what stories have you heard about the Quiet you build on the details that players have
Twins and how they came to haunt the established, it helps you portray a rich and
Stream? What do you think the truth is?” mysterious world. People are often more
invested in things they helped create, and
when you bring up a character or a detail
that they introduced four sessions back,
and it matters, that really brings the world
to life.
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The Line
In Stonetop and games like it, there’s a
line between what the players are re-
sponsible for and what you as the GM
are responsible for. The players are in
charge of their characters: what they do
and say; what they feel and think; how
they live; their past experiences. As the
GM, you’re in charge of the world: the
environment, the NPCs, the dangers
and the discoveries.
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Make these decisions carefully and Beasts, spirits, even the utterly alien Things
thoughtfully. Take your time. Follow the Below—they’ve all got personalities.
guidelines in the upcoming chapters. Develop a sense of their motives and how
they act under pressure. For beasts, think
Then, during play, respect your prep. Treat about their ecologies. For the undead, what
it as fictional truth. Describe the world, keeps them from passing through the Black
portray your characters, and make GM Gates? For magical entities, think about
moves with these decisions in mind. If the strange rules they follow. For all of the
you’ve done your prep well, you’ll find that above: put those details on screen, or at least
sticking to it not only helps you portray a hint at them. It goes a long way towards
rich and mysterious world, it also (para- portraying a rich and mysterious world.
doxically) helps you play to find out what
happens.
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to do
part of your prep, but as a prop or a point
of reference during play. When a fight
breaks out and there’s a lot going on,
Take notes. You’ll end up generating lots throw a quick sketch of the terrain on a
of details, and it can be hard to keep track whiteboard or a piece of paper (or throw
of it all. You’ll need to figure out the best out some minis if you have them). When
tool and the level of detail that works for they explore a ruin, draw a rough map (or
you, but things you might want to write encourage them to) to help establish the
down include: physical space. When they go to a new
steading, give them a map of the different
NPC names (and traits, and relevant districts and parts of town.
relationships)
Historical events that you and players Add to existing maps, too. Put the PC’s
establish (and when/where/who) homes on the steading map. Add points
Interesting details that you don’t want of interest that come up during play. Draw
to forget the course of their journey on the Vicinity
A summary of events each session or World’s End maps.
You can write up formal session recaps to Leave blanks in your maps and in your
share with your players, but mostly these prep, to be filled in during play or at a
notes are for you. Write only as much as later time. Leave yourself things to wonder
you’ll find useful. about. If a question occurs to you, you don’t
have to answer it (or ask the players to
answer it) right now. Leave it as a blank,
maybe jot it down in your notes, and come
back to it in a future session.
112
Running Stonetop
113
Running Stonetop
114
Running Stonetop
GMing is
When you’ve got some time, review the
session in light of your agenda. Did you
a practice
portray a rich and mysterious world, or
did the world feel flat, hollow, arbitrary?
Did you punctuate their lives with
Running any RPG is a practice, like yoga adventure, or did you let things drag? Did
or music or martial arts. It’s not something you play to find out what happens, or
that you master. There’s always room for did you force things down the path that
improvement, always something to learn. you thought they should go? If you didn’t
pursue your agenda, ask yourself: “What
Running Stonetop specifically is its own would pursuing my agenda have looked
skill, its own practice. Even if you’ve got like?” Next time, do that.
experience running similar games (like
Dungeon World or Apocalypse World), there’s Look over your principles. Did you ever
a learning curve. Stonetop is easier to pick fail to follow them? How did it impact the
up if you’ve run other games, but that ex- game? What would following the principle
perience can work against you, too! You’ll have looked like instead?
have to unlearn habits and adjust to new
approaches, and that can be hard. Think about moments where you were
stumped, unsure what to do. Then look at
The point is: running Stonetop isn’t exactly the core loop. Where were you in the loop
easy, but you get better at it by doing it, when you got stuck? What could you have
by reflecting on how things went, and by done differently? What sort of prep might
trying to do better next time. have helped? Maybe prep something like
that before the next session.
During the first adventure, focus on your
agenda (page XX), on following the core Review the player moves (basic, special,
loop (page XX), and on recognizing the expedition, etc.) Did you miss any moves
triggers of the basic player moves (page getting triggered? Did you call for a player
XX). Lean on your prep—that’s what it’s move, even though its trigger wasn’t really
for—and take your time. Expect things met? For moves that were used, did you
to be a little rocky as you and your players follow their procedures correctly?
learn the rules. Don’t worry about punchy
descriptions or voicing NPCs or sticking Next session, try to do better. Write down
to every single principle. 2-3 things you want to do or focus on. Put
them somewhere you can see them. During
After the first “in character” session, ask the session, try to do them.
your players for feedback. What did they
enjoy? What felt rocky? What do they Repeat the process. Ask for feedback.
want to see more of in future sessions? Ask Review the session in light of your agenda,
for clarification if you need it, but don’t get your principles, the rules, and the core
defensive and don’t try to explain yourself. loop. Prep to shore up your weaknesses. Set
Try to be humble and receptive. goals. Try again. Repeat.
115
Running Stonetop
Prep
Why prep? A few reasons:
116
Running Stonetop
117
Player Moves
Basic Moves
Special Moves
Player Moves
Basic Moves
The opposite is also true: if they do it,
they have to do it. When they say that
they run past the crinwin and you deem it
The basic moves are the ones that every
dangerous, high-stakes, and chancy, they’re
player and PC can use, the ones that get
Defying Danger. They can back out (“Oh, I
used most often, and the ones that drive
didn’t realize, I don’t want to do that”), but
most of the game.
if they carry on, the move triggers and they
need to roll.
Each move has a trigger, which tells us
when the move kicks in. The trigger is
It’s everyone’s job to watch for moves get-
almost always fictional; the player declares
ting triggered, even if it’s usually you who
that their character does something that
makes the call. Any player can, at any time,
meets the trigger, and the rest of the move
say “isn’t that Defend?” and if the table
tells us how to resolve that course of action.
agrees, then the triggering player makes
with the dice. If there’s disagreement about
Players might trigger a move intentionally,
whether a move is getting triggered, or
describing actions that they know meet the
which move is getting triggered, talk it
trigger. Or, they might also say “I want to
out, ask questions, and remember to follow
Clash” or “I Defend.” That’s fine. But when
your principles and pursue your agenda.
they do, it’s your job to draw the fiction out
of them. “Cool, what do you do?” “Okay,
great, what’s that look like?” If you can’t
picture it, ask for more detail. To do it,
they have to do it.
120
Player Moves
The basic moves don’t say what happens on See “The Special Moves” (page XX)
a 6-; this is just how they work. for details.
121
Player Moves
122
Player Moves
On a 7-9, present a lesser success, cost, or Caradoc is hanging from a tree, his grip
consequence. There should be something slipping. He swings his legs up around
obvious, or else they wouldn’t be Defying the bough, then pulls himself up. “ Yeah,
Danger. that’s Defying Danger—the danger is
that you fall like 80 feet. Sounds like
Lesser success: they get most of what testing your might, so +STR?”
they wanted but not all of it. “You leap
across the pit, but end up hanging half- “Sounds right,” he says, and rolls. On
off. It’ll take time to pull yourself up.” a 7-9, I’ll go with a cost and have him
mark weakened from fear and fatigue.
Cost: they do it, but they lose or suffer But, no, he rolls a 10, so I say “Cool, you
something in the process. “You leap do it, just like you said.” Then I offer an
across the pit, but land badly and twist opportunity. “It takes a moment to catch
your ankle.” your breath, but from here it’s an easy
climb up to the nest. What do you do?”
Consequence: they do it, but with an
unwelcome outcome. “You leap across Blodwen freezes, hearing the trills of
the pit, but the platform crumbles as drakes as they encircle her in the grass.
you jump. No going back that way!” She pulls out a clay pot, then tosses it,
hoping to distract them.
Consider giving them a choice between
two or more lesser successes/costs/conse- “Clever! Sounds like Defying Danger
quences, and/or the chance to back down with INT.” She rolls a 7 and I give her a
and not do the thing after all. Players often choice: “They take the bait, but you’re not
feel better about adversity that they choose free and clear yet. You can either mark
than they feel about adversity imposed off 2 more uses of supplies and huck more
upon them. Just be sure to make the bad stuff past them, to draw them away. Or
options proportional. you can try to slip away now, Defying
Danger with DEX. What do you do?”
Remember: a 7-9 is still fundamentally a
success. Don’t make the lesser success, cost, Rhianna rushes past the crinwin. “I
or consequence so bad that they’d have think you’re Defying Danger here, with
been better off doing nothing. DEX to rely on speed.” On a 10+ she’ll
get past them, no problem, and make it
On a 6-, though? Go nuts. The danger to the mouth of the cave.
comes to bear before they can act, or as
they act. Or, their action is successful but But she gets a 9 and I opt for a conse-
things get much worse as a result. Do quence: “As you rush past them, a couple
something that flows naturally from the turn and tackle you.” Rhianna’s player
fiction and your prep. Let things burn. calls shenanigans—a 7-9 should still be
fundamentally successful. “Oh, right!” I
say. “ You get to the mouth of the cave,
but two crinwin are bounding after you,
hot on your tail, what do you do?”
123
Player Moves
124
Player Moves
The PCs are investigating the clearing where Rhianna yells “bring it down!” and she,
Pryder and Rheinal were attacked. Vahid Garet, and Eira (her crew members) start
pokes around, looking for clues. “Sounds like peppering the drake with arrows. That’s Let
you’re Seeking Insight,” I say. Fly with her crew providing Aid. Rhianna
absolutely could make the move on her own,
Rhianna says she’ll have her crew look so gets to roll with advantage.
around, too. “Especially Lowri, he’s the best
tracker. Should I Seek Insight, too?” Alas, she still gets a 6. “Roll damage any-
how,” I say, “but even if you bring it down,
“No, let’s say that he’s Aiding Vahid,” I say. it rushes in and bashes you with its bony
“Are y’all splitting up the clearing, to work crest for d8+2 forceful damage, tossing you
more quickly? Or, like working together, kick- aside, and then it claws either Eira or Garet
ing ideas around, giving him advantage?” for another d8+2, messy and 1 piercing.
Who does it get?”
“How much time could we save?” Rhianna
asks. I tell her that it’d save maybe 30 minutes. “I have to pick?”
“Hmm. No, let’s be thorough. I’ll have Lowri
back Vahid up and advise.” “ Yup.”
“Okay! Vahid, roll to Seek Insight with Blodwen has called up a wind spirit and
advantage.” is asking it to scout the crumbling ruins.
“ You’re going to have to roll +CHA for
Caradoc is pinned by a nailadd—a giant Persuade,” I say.
spider—and it’s about to bite him with
those venomous jaws. He twists and shoves “Can I help? asks Vahid. I ask him how he
it, trying to get free, and we’ve all agreed does it. “Maybe I know something about these
that this is Defying Danger with STR. spirits, like what motivates them?” But that’s
not Aiding, that’s Knowing Things. Maybe
“Can I help?” asks Blodwen. he does Know Things and uses what I tell
him to Aid, but he’s not Aiding now!
“Sure, what do you do to help?”
The chamber collapsed, pinning Blodwen
“I’ll move in and start yelling at it, poking it under a pile of debris and timber. Caradoc
with my staff. I don’t want to hurt it, though!” staggers over and pries up one the timbers.
(Blodwen’s got a soft spot for critters.) “ You’re still stuck under a bunch of rubble,
though, Blodwen. If you want to dig free,
“Riiight, no hurting the giant spider. Roll that’d be Defying Danger with STR.
with advantage, Caradoc.” He gets an 8, The danger is that you can’t get free before
and I pick a cost that involves Blodwen. Caradoc’s strength gives out.”
“Caradoc, you hear yelling and feel the thing
shift, and manage to roll free. But as you do, Caradoc asks if he’s Aiding. “ You are!” I say.
you see it knock Blodwen’s staff from her grip. “ You’re giving her the chance to try to get
It’s about to pounce on her. What do you do?” free. But she’s not going to get advantage, if
that’s what you mean.”
125
Player Moves
126
Player Moves
Caradoc trips while running from a drake, He holds his ground, shield up, stabbing as
and Rhianna turns and starts yelling at it, they get near. That’s fighting in melee, so a
getting between them. “Sounds like you’re Clash. “Do I keep my Readiness?” he asks,
Defending Caradoc, yeah?” and yeah, I think he does—he’s fighting, but
defensively. (If he’d rushed out to meet them,
“ Yup. I promised his ma I’d bring him home then no, his Readiness would be gone).
safe.” She rolls a 7, spending her Readiness
to draw attention from her ward to herself. Alas, he rolls a 4 to Clash so I put him a
“I’m yelling, clanging my spear and knife, spot, and hard: “The first one bowls you over
and circling so it’s not looking at Caradoc.” while the second grabs your leg and bites
down, hard! That’ll be d6+1 damage.” He
“Cool! Caradoc, that drake was right on rolls 5 damage, but spends 1 Readiness to
you, but it just turned to hiss at Rhianna. halve the attack’s damage and effects. That
You’re able to get to your feet, what do you becomes 3 damage, less 1 for his Armor.
do?” He, of course, decides to stab it (and “What’s this look like, then?” I ask “How are
Rhianna curses under her breath). the effects halved?”
Blodwen approaches Wynfor, who’s got “I think I keep my feet, but the first one is
this creepy, beatific look on her face. Vahid’s hanging on my shield while the other one
hanging back, guarding the door. He rolled chomps my ankle. And, yeah, I’ll spend one
Defend, and is holding 1 Readiness. more Readiness to strike back, bashing the
one on my shield against door frame. Cool?”
When Wynfor stabs Blodwen out of the blue,
Vahid is like “I spend Readiness to halve Very cool. He deals his damage (with disad-
the damage!” But I don’t think so. He’s by vantage), and he’s still got 2 Readiness left.
the door, 3 or 4 paces away, and she knifed
Blodwen with no warning. “Keep your “Okay, Blodwen, while this is going on...”
Readiness,” I say, “but you weren’t in posi-
tion to protect Blodwen from Wynfor at all.”
127
Player Moves
On a 7+, the player asks one or more ques- On a 10+, the player gets advantage on
tions from the list. The list drives players to only one roll, the first one that acts on any
ask meaningful questions, ones that grant of the answers. If they ask three questions,
insight rather than just detail. No need to they get advantage once, not thrice.
be a stickler about it, though. If they ask
a good question that’s not on the list, feel On a 6- during a tense, dangerous scene,
free to answer it. Or, accept their question your move will often involve the character
but answer a question from the list. getting interrupted or surprised as they
study the situation.
128
Player Moves
When they get a 6- to Seek Insight in Don’t remove a player’s agency on a 6-. You
“safe” situation, you might use your move might turn their move back on them and
to announce trouble that wasn’t there feed them false information or a bad idea,
before. You might reveal an unwelcome but only do so if the player is onboard and
truth or advance towards impending enjoys the dramatic irony. Likewise, don’t
doom, deciding that something bad hap- presume that the PC acts contrary to how
pened off-camera before they got here. Or the player triggered the move. If they said
you might use up their resources and say they were scanning the room, don’t say that
how they learn nothing but their torches they stepped inside and sprung a trap.
are running low.
The PCs are staring up at a crinwin nest. I know that Sajra the swyn (a giant,
They ask about its size (“big as a house”), the hypnotic, monkey-headed snake) is behind
tree it’s in (“like a sequoia redwood”) and if the attack, but I don’t see how Rhianna could
there’s movement in the nest (“nope”). Then deduce that. I give her as useful of an answer
Rhianna asks “Any recent activity? We’ll as I think the evidence could allow: “Down
look for tracks and whatnot.” That’s looking the path, you find a… drake scale? But big-
for insight, so she triggers Seeking Insight. ger, flatter, with a golden shimmer to it.”
She rolls +WIS (with advantage from her She asks if she recognizes it. “I don’t know,”
crew Aiding) and gets a 10. “Is the nest still I say, “sounds like you’re Knowing Things?”
active? Any signs of recent activity?” she asks. And she agrees, and rolls with advantage
I direct her to ask a question from the list. for following up on an answer.
“Oh, yeah. Um, what should I be on the A fae named Thornthumb is telling them
lookout for? Like, are any crinwin still about the swyn’s lair, but his eyes linger on
around?” I say no, nothing to be on the Vahid’s pack (where the Mindgem is). Va-
lookout for. The nest is unoccupied, damaged hid doesn’t like that one bit. “I size him up,
even. Garet (from her crew) calls her over trying to figure out what he’s up to.” That’s
and shows her the crinwin bodies he found, Seeking Insight, but he gets a 3.
rotting away in the brush.
I turn his move back on him, revealing
“Whoa. Uh… what happened here recently?” something valuable to the fae. “ You, like,
go to pick up your pack, but drop it and the
They find more crinwin corpses, and some Mindgem falls out!” But Vahid’s player isn’t
that look like they killed each other. “A few having it. He wasn’t touching his pack, and
weeks old, at least. But not enough corpses the Mindgem is packed at the very bottom.
for a full a nest. And you find signs of crin-
win dragging off other crinwin, in the same “Shoot, you’re right. How about this? Before
general direction they carried off Pryder.” you can get a read on him, he like bounds off
through the brush, beckoning you to follow.
“What the hell?” spits Rhianna. “Um… ‘Show you the way, safe and secret,’ he says!”
who or what is really in control here? Like, But something about his smile still unnerves
who or what is behind this?” you, Vahid. What do you all do?”
129
Player Moves
If you announce an attack (“it leaps at you, When a PC deals damage and suffers an
what do you do?”) and the character reacts enemy’s attack, have the player roll damage
by both defending themselves and striking before you decide what the enemy’s attack
back, then that’s Clash. They don’t usually looks like. If you know you’re going to do
need to Defy Danger first, unless they were something that deals damage to the PC,
already in a precarious position. you can roll (or have the player roll) the
monster’s damage before deciding on your
If a player says something like “I attack” or move. Let the damage dealt (plus Armor,
“I stab it,” probe for more detail. It’s easier tags, and whether each combatant is left
to resolve this move when you can picture standing) inform the move that you make.
their maneuver and understand its intent.
On a 6-, the obvious result is that the
If their attack just wouldn’t work, then player’s maneuver fails and they suffer the
Clash doesn’t trigger. Instead, tell them enemy’s attack. But you can make any
the requirements (“you need to get inside move that follows your principles. Maybe
his guard first”) or reveal an unwelcome they strike a killing blow, but the monster
truth (“your spear goes right through, it’s falls and crushes a follower! Maybe they
like stabbing mist”) or put them in a spot cut down this foe but the next one clocks
(“it swats your spear aside and jabs at your them on the head and the PC is captured.
throat, what do you do?”).
130
Player Moves
When a character’s attack could feasibly When multiple combatants deal damage to
hurt multiple foes—because of the area a single foe, roll one combatant’s damage
tag, because they describe it in a way that (usually the best one) and add +1 damage
makes sense, etc.—then they roll to Clash for each capable attacker after the first.
just once for the whole group, but they roll Apply tags from all attackers as they
damage separately for each individual foe. make sense.
When multiple PCs and/or followers See also “Running monsters and combat”
attack a foe at once, one of them Clashes (page XX), especially “Foes they can’t hurt”
while the others Aid. (page XX), “Multiple combatants” (page XX),
and “Keeping fights interesting” (page XX).
The nailadd lets Caradoc go and pounces on “Do you avoid its attack? Or do extra dam-
Blodwen, biting her with paralytic venom. age?” She opts for the extra damage and
Caradoc’s like “I attack! Clash?” rolls a d8 (her damage die) plus a d6, for 7
damage total. That’s enough to drop it, but
“Probably, yeah. What’s this look like?” she also suffers the crinwin’s attack. I con-
sider having it hurt her, bashing her head
“I roll to my feet, pick up my shield and rush with a rock while she stabs it, but decide to
in to bash it off her.” reveal an unwelcome truth instead.
Blodwen asks if it’s even Clash, since it’s fo- “So, you stab it like five or six times, its cold
cused on her. “ Yeah,” I say, “it just poisoned black blood pouring over you. But crinwin
you, and it’s super quick. I think it’s able to are cowardly, right? A good stab should
defend itself from Caradoc.” have sent this thing running. This one? It
keeps choking you, making those coo-cooing
So Caradoc rolls +STR and gets an 11, noises, not blinking or flinching until it
wisely choosing to avoid the enemy’s attack. bleeds out. Take a d6 damage, and what’s
Alas, his damage is only a 2, not enough going through your head right now?”
to get past the spider’s armor. “So, nothing
happens?” he asks. The swyn locked eyes with Vahid and tried
to crush his will, but Vahid resisted and has
“It doesn’t take damage, but your maneuver successfully pretended otherwise. “It slithers
works. You bash it clear off of Blodwen, and closer,” I tell him, “hissing ‘coommme with
it flops on its back, flailing for a bit while it meee.’ It turns to go, what do you do?”
tries to right itself. What do you do?”
“I’ve got my lantern out, right? I smash it
The crinwin has Rhianna pinned, making in the face. Clash?”
these weird cooing noises as it tries to choke
her. “I push it back with one hand and pull The swyn thought Vahid was under its sway
my knife with the other. Stab stab.” That’s and not expecting an attack. “No, no Clash.
fighting in close quarters, so she rolls +STR Just deal your damage!”
to Clash. She gets a 12!
131
Player Moves
INTERFERE
When you try to foil another PC’s
action and neither of you back
down, roll...
132
Player Moves
Wynfor just stabbed Blodwen, to everyone’s Rhianna falls back and walks with Vahid
surprise, and Rhianna reacts: “Oh screw for a bit. “Vahid, what’s up with you and
this. I shoot her. In the leg.” Eira? You’re creeping her out.” Vahid is
evasive and Rhianna’s like “ Yeah, I stop
Even though Blodwen just got stabbed by and peer through your enigmatic old man
the glassy-eyed girl, she’s says “RHIANNA, routine. Seek Insight?”
NO!” and puts her hand up to stop her. I ask
Rhianna if she shoots. If she does, Blodwen “Sure,” I say. Vahid asks if there’s anything
will be Interfering. he can do about that. “ You can Interfere.
But tell us what that looks like.”
But Rhianna holds her shot. “I’ve still got
my bow drawn, though. ‘Back off, girl, “I smile awkwardly and say something
and drop the knife. I’d rather not have to about being a lonely old man looking at a
explain a hole in your leg to your ma.’” pretty younger woman, even though that’s
not what’s going on at all.” Interesting! We
Caradoc is still hearing the swyn’s voice, agree that he’s Interfering and rolls +CHA.
hissing bad ideas in his head, and Rhianna He rolls a 4.
just gave him a dressing down. I lean in
and say “Sssseee? Contempt! Shhhow her I consider turning his move back on him
what you’re made ovvv.” I offer him an XP and giving Rhianna advantage to Seek
if he attacks Rhianna, and he goes for it. Insight. But I’d rather let this issue sim-
mer, so I announce trouble and cut the
“I growl and swing my shield at her, like conversation short. “Rhianna, he gives you
SHUT UP! Clash?” that bogus line but before you can process it,
Garet yells ‘DRAKES!’ and there’s a snarl
“Probably, but hold on. Rhianna, Caradoc and shouting up ahead, what do you do?”
is attacking you, what do you do?”
Thornthumb offers Blodwen a pretty flower,
“What? No. I step back, dodging that shield and she goes to take it. Vahid Interferes, try-
and kicking his leg out from under him.” ing to slap it from the spriggans’ hand. He
gets a 10, but Blodwen decides to take the
Caradoc doesn’t back down and neither does flower anyhow. “I think he knocks it out of
Rhianna, so she rolls +DEX to Interfere. my hand, and I’m like ‘Vahid! Apologize!’”
She gets a 7. Caradoc can either Clash with Vahid clenches his jaw and apologizes, then
disadvantage or let his attack be foiled. He stomps off. Thornthumb grins as he goes.
lets it be foiled, but Rhianna’s off-balance
and/or vulnerable. Because she acted despite Vahid’s 10+ to
Interfere, Blodwen has disadvantage on her
“Rhianna, you kick Caradoc’s leg out but he next roll. I ask her why she thinks that is.
tumbles into you. You both fall, him on top.
Caradoc, you’re on your back, Rhianna under “I’m disturbed,” she says. “I’m telling myself
you, her face right by your elbow, and that that the flower was just a sweet gesture, but
voice hissing ‘ssstrike her!’ What do you do?” I keep thinking about Thornthumb’s grin
and wondering if Vahid was right.”
133
Player Moves
Once the goal is set, decide if the NPC It’s okay to offer two or more alternatives
has reason to resist. Consider their instinct, on how the NPC could be convinced.
personality, background, wants, needs, “He’s waiting for a bribe; a few coppers
fears, etc. If they’ve no reason to resist, they would do it. Or you could rough him up a
do it. But if the NPC has a reason (even an bit, you’re pretty sure that’d work, too.”
irrational one), then call for the roll.
On a 6-, you might make it clear that
On a 10+, weigh the PC’s approach against the NPC won’t be swayed, interrupt the
the NPC’s resistance. If the resistance was conversation, and/or end the scene. Or,
weak or the PC’s approach is strong, just you might have the NPC comply but with
have the NPC do it. But if you don’t think complications (treachery, overzealous-
the PC’s approach would cut it, reveal the ness, misunderstanding, etc.). Or maybe
easiest way the PC could convince them. the whole interaction offends someone
else, upsets the social order, or otherwise
On a 7-9, the NPC isn’t convinced yet but generates chaos. Your threat (page XX)
they’ll reveal a way they could be. You don’t and homefront moves (page XX) will be
have to make the requirement tricky, costly, helpful here.
or distasteful, but its more fun if you do.
134
Player Moves
The PCs just killed a bunch of crinwin, only “More like I’m trying to get her to trust me
to see more pale, unblinking eyes staring and start talking.” Nia is terrified, which is
down at them. “Ugh,” says Rhianna, “we cause to resist, so Blodwen rolls. She gets a
barely took care of this lot. I try to scare 10, and I think about Nia and look at the
them off. Persuade?” list of things that could convince her. I think
appeasing her fears would do it.
“Cool. What do you do, exactly?”
“Her eyes lock on the flatbread, and she
“I hoist the nearest crinwin corpse by its swallows, but then her eyes dart to Caradoc,
head. Glare out at the other crinwin. Then then Rhianna, then her crew. She’s scared
I’ll saw its head off, start yelling, and chuck of the warriors. You bet she’d calm down if
the head into the woods. And keep yelling.” they were gone.” Blodwen asks the others to
step outside, and they agree. “Cool. As soon
Yikes! And yet, the crinwin outnumber as they leave, the girl snatches the bread
them and the PCs are pretty beaten-up, so and wolfs it down, staring at you. Then she
I think they have reason to resist. Rhianna gulps, and says ‘More?’ What do you do?”
rolls +CHA and gets an 11. I think that
little display was plenty, so I say “They Vahid is up in Gordin’s Delve, selling a
scamper right off and you’re left standing sphere of silver filigree. Mutra the Yellow
there, covered in black blood. Caradoc, how has offered two handfuls of silver for it.
are you feeling about Rhianna right now?” “Why, this is worth four handfuls of silver
at least,” says Vahid. “I could get two hand-
Caradoc is keeping watch with Garet, and fuls just by melting it down.”
he pries a bit. “‘ You’ve been with Rhianna’s
crew for a long time, right? You ever seen “Sounds like you’re pressing him into giving
anything like… uh, like that?’ I’m trying you more coin for it, yeah? He’s definitely
to get him talking, maybe learn something got reason to resist, so roll to Persuade.” On
about Rhianna’s past. Persuade?” a 10+, I think Mutra would ask for more
info about the sphere’s provenance, and give
I consider making him roll, but I realize up the silver for the truth or a convincing
that Garet’s got no real reason to resist. lie. And on a miss, I think I’d reveal an
“Sure, but don’t bother rolling, he’s happy unwelcome truth, saying that Mutra says
to talk. Rhianna, what’s a good story for no deal but Vahid suspects that he’ll send
him to tell Caradoc? Like, a time you did thugs to try and steal the sphere later.
something bloody and ruthless?”
But Vahid gets an 8, and I go for something
Blodwen crouches down to eye-level with distasteful. “Fah! You’d barely get a single
Nia, keeping her distance and holding out handful if you melted thhhis down. But I
some flatbread. “Hey. Hey, are you hungry?” tell you what… I’ll pay two handfuls now,
and if you show my man Gunthhher where
I’m sure she’s enticing the girl to do something, you found thhhis beauty, I’ll thhhrow in
but I’m not sure what. “Are you, like, trying to two more handfuls of silver on his safe
get her to come out from the corner?” return.” He smiles with his too-sharp teeth.
“Do we havvve a deal?”
135
Player Moves
The first part of the move—where the first On a 6-, you might turn their move
player asks if they could possibly convince back on them and let the targeted player
the other player’s character—is crucial. It ask how they could get the Persuading
prevents the mechanics from pressuring a character to do something. Or you could
player into doing something that they don’t interrupt the conversation with some other
think their character would do. move, like introducing a threat or chang-
ing the environment. Don’t presume
If the answer is “no,” ask the target player actions or reactions from either player, and
how the first chracter can tell. Is it clear in don’t tell them how they feel. If you’re
their eyes? Do they say something? Do they stumped, query the table (particularly the
walk away? “What’s this look like?” If the targeted player) for ideas.
first character keeps pressuring them, call
a time out and tell their player that they
need to let it drop—they’re being rude, not Persuade or Interfere?
respecting their fellow player, and ignoring
the rules of the game. Use Persuade when one PC tries to
get another PC to agree to a course
If the answer is “yes,” then ask the first of action. Use Interfere when one PC
player (the one whose character is doing has initiated a course of action, and
the pressing/enticing) if they want to roll. If another PC tries to stop or foil them.
they roll, cool. If they don’t roll, they need to
let it drop. If one PC Persuades another, the
other PC can Interfere with that
attempt at persuasion (by exercising
willpower, bluffing, etc.).
136
Player Moves
The swyn is dead, the children rescued, and pressuring him and roll with disadvantage.
they’re getting ready to head home. But Vahid “I Aid,” says Blodwen. “I step up behind
doesn’t want to go. “There’s so much here to Rhianna and give him the doe eyes. ‘Vahid.
learn! We can’t just leave!” Please.’” We agree that this would help, and
the advantage from her Aid cancels out the
Rhianna is resisting, so I direct Vahid’s disadvantage from Vahid Interfering.
player to this move. He asks her player if he
could possibly convince her. “Okay, so I’m rolling +CHA, then? That’s
it?” It is, and she gets a 10. If Vahid agrees
Rhianna’s player very quickly says “No.” I to come now, with no more discussion, he’ll
ask what that looks like, how Vahid can tell mark XP. But if he refuses, he has to reveal
she won’t budge. “Oh I lose it. ‘Dammit it, how they could convince him.
Vahid. We’re going and that’s final!”
“Okay, okay…I’ll come. But only if you let
Vahid replies with “Fine. Leave then. But me put sanctifying marks on the entrances.
I’m staying. I can make my own way home.” And promise me that we’ll come back to
explore this place. And don’t tell anyone else
Rhianna sighs, pinches the bridge of her about it. Deal?”
nose, and very calmly says. “No, Vahid. You
won’t. You will get lost. And die. Please I clarify that he’s revealing how they can con-
come with us.” So now she is pressing him. vince him, rather than agreeing outright. If
he wants the XP, he has to just agree without
But Vahid doesn’t cave. “ You could convince those caveats. “ Yup!” he says.
me,” he says, “But you’ll have to have roll.
And I’ll Interfere by being stubborn as hell.” “Fine,” sighs Rhianna. “ You’ve got ten
Rhianna says she’ll roll Persuade, and Vahid minutes. Go make your marks. Blodwen,
rolls to Interfere (with WIS, for willpower). keep an eye on him.”
He gets an 11, and Rhianna decides to keep
137
Player Moves
Don’t have players Know Things to recall Reveal two useful but contr adictory
common knowledge (like the fact that the things, without deciding which one is
roads are relatively safe) or to remember true until put to the test. When the
details that they’ve simply forgotten (like PCs act on the info, look to the Die of
how Seren told everyone in session 2 that Fate or the results of their moves to
fae can’t abide the touch of iron). Just decide which one is true.
remind them of the truth and move on.
Tell them something useful that they
If it’s unclear what they’re Knowing Things can’t easily act on. “Their plumage is
about, or what they hope to learn, then ask! quite valuable to southern merchants,
It’ll make the move much easier to resolve. and live young even more so! But this
one’s rushing at you right now. What
Players don’t have to explain how they’d do you do?”
know about a topic before rolling. They
can roll, and then you tell them something Feel free to ask players for input on the
interesting and/or useful and ask them “how answers, especially on topics you haven’t
do you know this?” The stories your players prepped. “Sure, you tell me. How do these
come up with can be pure gold. drakes hunt, and how can you use that to
your advantage?”
If there’s really no way a character would
know about a topic, then say so. “No, this If multiple players want to Know Things
is just beyond your experience.” But do so on the same topic, then have one player
sparingly! The game is better when players roll while another Aids. Discourage players
Know Things freely, even if it’s a stretch. from Knowing Things on the same topic
multiple times. If they try, use a GM move
to push the scene along.
138
Player Moves
On a 6-, you might put them in a spot You can, on a 6-, turn their move back
while they ponder, or introduce a danger on them and tell them something that
(suddenly: hagrs!). You might reveal an they believe to be true but that will get
unwelcome truth, or ask the player to do them into trouble if they act on it. This
so. You might offer an opportunity with a only works if the players are all on board,
significant (maybe unseen) cost. You might because the players know that they rolled
demonstrate a downside to their sheltered a miss. Be careful, and don’t overdo it. You
upbringing and say they just don’t know, or can almost always do something more
tell them the requirements (“you’ll need interesting than lie.
to talk to Seren about this”).
The PCs have been following the trail for a Vahid Knows Things about this plant-man
few hours. Rhianna asks “Is there anything they just caught stealing from their camp.
out this way? My crew and I are hunters, On a 10+, I plan on telling him that this is
we know the Woods pretty well.” a fae, and that fae are bound to keep their
word and repay debts.
“You’re not far from the Red Grove,” I say,
because that’s common knowledge. She asks if Alas, Vahid gets a 6. I decide to tell him
there’s anything else. “Sounds like Knowing something interesting anyway, asking a
Things. Are you looking for more info about provocative question as I do. “Oh, yeah,
the Red Grove, or what?” She wants to you’ve met this jerk before, not long after
know about other points of interest: ruins, you got to Stonetop. He’s a fae, a thief
lairs, that sort of thing. “Cool, roll +INT.” named Thornthumb. How did he trick you
that one time, and what did he steal?”
On a 6-, I’d probably have the feathered
drakes from my notes show up. But she gets Blodwen is wondering how they can free
an 11, so I make with the info. “There’s a big Wynfor’s mind from the swyn’s influence.
Maker ruin, maybe another day’s march this She Knows Things and gets a 9.
direction. It’s mostly buried, and it’d be a
long way for crinwin to drag a boy as big as “There’s an herb,” I say, “uh… moonwort. It
Pryder. But it’s the most notable landmark clears the mind of enchantment. Or is that
you can think of. And it’s big enough to hold silverwort? Shoot, one clears the mind, the
a crinwin nest and some human captives. Is other makes you see things, but you can’t re-
that sufficiently useful?” I ask. call which is which. How’d you learn this?”
“ Yeah. Definitely.” says Rhianna. “That’s “Oh, from Gwendyl. But she’s not the best
probably where they’re headed, then.” teacher, and I haven’t had a reason to use
either herb. I can use supplies to have some,
“How do you know about the ruin?” I ask. right? I’ve got an herb garden back home.”
“Oh, I think pa and I tracked a rabid wolf “Sure,” I say. “But which one?” And unless
this way when I was a kid. Found it dead, she does something clever, I’ll wait until she
near the ruin, but we got spooked and left.” gives some to Wynfor, then have her roll the
Die of Fate. On a 4+, she guesses right!
139
Player Moves
140
Player Moves
141
Player Moves
Special Moves
Advantage/disadvantage don’t “stack.”
They’re binary—either you have them, or
you don’t. For example, if someone Seeks
These moves are always in play, but they
Insight and gets a 7+, they get advantage
either affect other moves or are triggered
on their next roll to act on the answer. If
by very specific circumstances.
someone also Aids them on that roll, they
can’t get advantage again. They roll 3d6 and
ADVANTAGE/DISADVANTAGE discard the lowest die.
When you make a roll with advan-
tage, roll an extra die and discard the If someone has both advantage and
lowest result. disadvantage on the same roll, the two
cancel each other out and the roll is made
When you make a roll with disadvan- normally. By default, it doesn’t matter if
tage, roll an extra die and discard the you have multiple sources of advantage vs.
highest result. a single source of disadvantage (or vice ver-
sa). But if you and your players really want
When you make a roll with both to get into counting how many instances of
advantage and disadvantage, they advantage or disadvantage a player has, you
cancel each other out. can. It won’t break the game, but it might
slow it down.
If you have advantage/disadvantage on
a damage roll, roll the main die twice Players might have advantage on a roll
and discard the lower/higher result. because...
Then add any bonus dice that apply.
... a move (like Aid or Seek Insight) says
they do;
Advantage usually means: roll 3d6 and ... some sort of equipment or arcana gives
keep the two highest dice. Disadvantage them advantage; or
usually means: roll 3d6 and keeping the ... you offer an opportunity to make a
two lowest dice. If there’s a tie for lowest particular roll with advantage (but see
or highest, discard one of them; it doesn’t the sidebar on the opposite page).
matter which.
Players might have disadvantage on a roll
For damage rolls, advantage/disadvantage because...
apply only to the “main” die. If a player
gets any bonus damage dice, those dice get ... a move (like Interfere) says they do;
added after you pick the highest/lowest die. ... they have marked a debility (see page
For example, the Heavy (who has advan- XX) and roll one of the affected stats;
tage when they deal damage) rolls a 10+ to ... some sort of equipment or arcana
Clash, and chooses to strike hard and fast imposes disadvantage; or
for +1d6 damage. They roll 2d10, deal dam- ... you reveal a downside or tell them the
age equal to the highest of those two dice, consequences, and it involves rolling
and deal +1d6 damage on top of that. with disadvantage (but see the sidebar
on the opposite page).
142
Player Moves
BURN BRIGHTLY
Adjusting difficulty When you have enough XP to Level
In many RPGs, the GM routinely Up (6 + twice your current level), you
applies bonuses or penalties to player may spend 2 XP after any roll to add
rolls to reflect the difficulty or ease of +1 to that roll (maximum +1 per roll).
their tasks. In Stonetop, you can apply
advantage or disadvantage “on the
fly” to do the same thing, but do so PCs can’t Level Up (see page XX) while
sparingly—it undercuts the impact on an expedition, which means they might
of moves, arcana, and debilities end up accumulating surplus XP. This
that specifically grant advantage or move lets them spend some of that XP to
disadvantage. ensure success.
If a character’s action seems particu- The fact that PCs can Burn Brightly helps
larly easy or difficult, consider these slow the rate at which PCs can level up,
instead of advantage or disadvantage: and it helps prevent “double-leveling.” It
also subtly tips things in the players’ favor
Are they even triggering a move? once they’ve been in the field for a long
Can you just say that they do it, or time and suffered a number of setbacks.
know it, or figure it out? “No, don’t
Clash, just deal damage.” Or, can Keep an eye out for players rolling 6s or
you just say “no” and tell them the 9s, and ask the player if they have enough
requirements for making it work? XP to Burn Brightly. If they have enough,
“You can’t make that jump with all they’ll probably do it.
your gear, you’ll need to drop down
to a light load first.” Players will most often Burn Brightly
when they roll 2d6 for a move, but they
Can you adjust the risks? If they can use it on any roll—including damage
have a strong position, make it clear rolls or even the Die of Fate.
that the risks are less. “Suffering his
attack just means that he’ll get inside
your guard.” If they’re in a desperate
position, tell them just how bad it
could get. “On a 7-9, you’ll have one
last chance to catch the ledge, but on
a 6- you’re rolling Death’s Door.”
143
Player Moves
Did we learn more about the For the four questions, discuss them as a
world or its history? group. Everyone (including you, the GM)
Did we defeat a threat to has to agree that a question is answered
Stonetop or the region? “yes.” If anyone dissents, no XP for that
Did we improve our standing question. It’s good to ask for specific ex-
with our neighbors? amples of each “yes,” just to make sure that
Did we make a lasting improve- everyone is on the same page.
ment to Stonetop, or tangible
progress towards doing so? After answering the questions, each player
(including you, the GM) should point out
Praise something about the session something they liked: a player’s clever idea, a
(in the fiction or around the table) bit of roleplaying, the lack of fights, learning
that you enjoyed or appreciated. where the Forest Folk went, when Bob called
“time out” and checked in with everyone, etc.
Finally, offer up a wish for future
sessions: more __, less __, a chance to Lastly, each player (including you) should
__, handling __ in a different way, etc. offer a wish for future sessions. Wishes
Wishes can be about what happens might express...
in the fiction or around the table. The
GM will take notes. ... a player’s hopes for what happens (“I’d
like a chance to take down Ifan”);
... a request for specific scenes (“I’d love
The End of Session move is a ritual. It to see Caradoc and Andras bond a bit”);
helps your group reflect on the session and ... a desire to do things differently (“Can
improve your game. we try to speak in-character more?”);
... feedback on your GMing (“I’d like
Players can point out any moment where more detail about our surroundings
their PC’s instinct was reflected in play, for when fights break out”); and/or
good or for ill, intentionally or not. If no ... or anything else about the game, really.
one objects, the player marks XP. (Max 1
XP per session, even if their instinct came Take notes, ask for clarification, and do
up more than once.) your best to make those wishes come true.
144
Player Moves
Homefront moves
This move is discussed in detail in the next Bolster (page XX)
chapter, Harm and Healing. See page XX. Deploy (page XX)
Level Up (page XX)
Make a Plan (page XX)
Meet With Disaster (page XX)
Muster (page XX)
Pull Together (page XX)
Seasons Change (page XX)
Trade and Barter (page XX)
145
Harm & Healing
Hits points
Player characters and their followers often
find themselves in danger, exposed to
and damage
injury and harm. Seeing them get hurt and
then seeing how they deal with it is a big
part of playing to find out what happens.
Every character (PC, NPC, and monster)
There are basically four types of harm that has Hit Points (HP). When a character
a character can suffer: gets hurt, knocked around, roughed up, or
otherwise takes abuse, they lose HP. This is
Damage to their Hit Points (HP) called “taking damage;” when you do it to
Debilities someone else, it’s called “dealing damage.”
Fictionally problematic wounds When someone is reduced to 0 HP, they
Death or a lethal wound are out of the action and quite possibly
dead or dying.
Any time a character (PC or NPC) is hurt
in the fiction, they suffer some or all of HP are a game element: they don’t
these types of harm. Each affects a charac- represent any one particular thing in the
ter in different ways. fiction. They’re a combination of fighting
spirit, determination, pluck, luck, and skill;
the ability to turn what should be a lethal
blow into a graze. HP definitely are not
a measure of how injured or uninjured a
character is.
148
Harm & Healing
How much damage? If the attack has the “[x] piercing” tag,
If the source of the damage is a prepared ignore [x] points of armor for that attack.
danger (see page XX), use the danger’s So, if you deal 5 damage (1 piercing) and
stats. For example, if your move is to have the target has 2 armor, their armor is ef-
a hagr pluck a PC up from the ground and fectively only 1 for that attack; they lose 4
start choking them, then you’d deal the HP (but their armor value is still 2 against
hagr’s 1d10+3 damage. future attacks).
When multiple combatants deal damage If the attack “ignores armor,” then the
at the same time, roll the single highest armor doesn’t apply. They take the full
damage die among them and add +1 for damage. Apply this tag on the fly when
each additional combatant. The tags from the fiction dictates: chainmail doesn’t help
all the combatants apply. So if six coed- when you’re engulfed in flames, and no
wig (thorn-spirits, dealing d6 damage, 1 amount of physical armor protects you
piercing) and a bidwraig (tree spirit, d8+3 from a psychic assault.
damage, forceful) all pound on the Heavy at
once, the Heavy is taking is d8+9 damage A handful of player-facing moves tell the
(1 piercing, forceful)—and probably having player to “lose [x] HP” (as opposed to “take
a very bad day. [x] damage”). Armor never applies to this
sort of HP loss.
149
Harm & Healing
150
Harm & Healing
Debilities
In other words: marking debilities is both
prescriptive and descriptive. Prescriptive:
a move says they mark the debility, and
Player characters can suffer up to three
they then suffer that condition in the fic-
different debilities:
tion. Descriptive: something happens in
the fiction that would leave the character
Weakened: the character is fatigued,
weakened, or dazed, or miserable, and thus
tired, sluggish, shaky. They suffer disad-
the character marks the debility and suffers
vantage when rolling +STR or +DEX.
the mechanical penalty.
Dazed: the character is out of it, be-
fuddled, not thinking clearly. They
If a move tells the player to “mark a debil-
suffer disadvantage when rolling +INT
ity,” they can choose the debility to mark.
or +WIS.
Ask them what that looks like in the
Miserable: the character is greatly dis-
fiction. The Lightbearer’s invocation leaves
tressed, grumpy or angry, unwell, in
them miserable? Why that debility? What
pain. They suffer disadvantage when
are the symptoms? What does this look
rolling +CON or +CHA.
like to everyone else?
In addition to the mechanical penalty,
If a move causes a player to mark a specific
debilities have fictional consequences. A
debility, and it’s already marked, then they
miserable character is miserable, and you
caught a break. Maybe the condition gets a
should weave that into your descriptions
little worse in the fiction, but the mechani-
and you GM moves. A debility might
cal penalty stays the same. If marking the
mean that someone has to Defy Danger
specific debility is an optional choice, and
when they otherwise wouldn’t need to.
it’s already marked, then they can’t choose
that option.
Marking Debilities
Players mark debilities on the character If a move requires that a PC marks a debil-
sheets to indicate that their character suf- ity as part of its trigger, and the debility is
fers from them. Player characters might already marked, then they can’t trigger the
mark a debility because... move. For example, if the Heavy already
has all three debilities marked, they can’t
… they trigger a player move, and that trigger Unfettered.
move says that they mark a debility;
… you hurt them, and the harm you in-
flict includes them marking a debility;
… you demonstrate a downside, or offer
an opportunity with a cost, or tell them
the consequences, and the downside/
cost/consequence is them marking a
debility; or
… you make any other GM move that
involves them becoming weakened,
dazed, or miserable, and have them
mark that debility.
151
Harm & Healing
152
Harm & Healing
153
Harm & Healing
Problematic wounds
in play
Incorporate problematic wounds into the
fiction and into your GM moves. When
a player rolls a 7-9 or a 6-, maybe use the
problematic wound to justify the result.
Use your moves to bring an injury to the
forefront of the story or to have it compli-
cate the situation.
154
Harm & Healing
155
Harm & Healing
Healing
Once a given character regains HP via Re-
cover, they can’t do so again until they take
and recovery
more damage. This means that a PC can’t
take like 12 points of damage and bounce
back with a quick breather. (And if some
The following moves deal with regaining doofus says “I’ll just nick my arm for 1 HP
HP, clearing debilities, and treating or and then Recover again,” either tell them
recovering from problematic wounds. that they aren’t losing any HP because it’s a
very controlled situation, or hurt them and
RECOVER make that cut a problematic wound with
When you take time to catch your 1d6 damage that ignores armor.)
breath and tend to what ails you,
expend 1 use of supplies and recover Remember, regaining HP does not mean
HP equal to 4+Prosperity. You can’t healing wounds. Those bruises, scratches,
gain this benefit again until you take etc. are still there.
more damage.
For debilities and problematic wounds,
When you tend to a debility or a prob- prompt them to describe how they tend
lematic wound, say how. The GM will to the injury. If it sounds reasonable and
either say that it’s taken care of or tell effective, just say, “Cool, it’s taken care of.”
you what’s required to do so (Defying But you can also tell them what else is
Danger, expending supplies or some required, such as...
other resource, finding ___, Making
Camp, etc.). … Knowing Things to know what to do;
… Defying Danger, the danger being...
... the pain.
As with any move: ask them what this ... them thrashing as you work.
looks like. Are they tending to wounds? ... the wound/condition getting worse.
Having a snack? Applying a poultice? ... that ___ arrives/happens before
Chewing on willow bark? What? you finish.
... drawing the attention of ___
Often, multiple PCs will Recover at once. ... that you need to use up/use more ___;
That’s fine. It’s a good time to ask pro- … expending (more) supplies, whisky, etc.;
vocative questions and encourage them to … finding ___ (an herb, the antivenom,
do a little role playing between themselves. fresh water, something to use as a
stent, etc.);
Each character who regains HP must … Making Camp/letting them rest; or
expend 1 use of supplies, or someone … doing something drastic (cauterizing,
else must expend a use on their behalf. amputating, field surgery, etc.).
The steading’s Prosperity directly affects
the quality of those supplies and thus Combine these requirements with “and”
the number of HP recovered. A steading and “or” as you see fit. If they meet the
with Prosperity +1 (moderate) can provide requirements, then the debility is cleared
heartier fair and more potent herbs than a and/or the problematic wound is stabilized
steading with Prosperity +0 (poor). (though almost certainly not healed).
156
Harm & Healing
They’ve dispatched the bears in the cave but before they can staunch the bleeding. Also,
Caradoc got himself smacked around in the they’ll need to expend a use of supplies for
process. He’s lost 9 HP and he’s Dazed—he the tourniquet and stitches. “ You do it?” I
got swatted on his shield and slammed ask. She does, and reaches for the dice.
against the cave wall. He’s out of breath and
sore but I never established a specific injury. She rolls an 8 and I give her a choice
between a cost and a lesser success. “ You stop
While the others investigate the cave, Caradoc the bleeding and save his life, but he’s in bad
asks “Can I Recover?” Sure, but I ask what shape. You can spend a second use of supplies
that looks like, what sort of supplies he’s using. to keep him going with some sort of stimu-
“I think I’ll slump up against the cave wall, lant herb. He’ll be awake with 4 HP and
drop my shield and spear, take a few deep able to move about slowly, but he’ll be in a
breathes. Maybe take a shot of whisky, and lot of pain and likely to hurt himself again.
eat some flatbread.” Cool! He marks off a use Or you can leave him, stable but flitting in
of supplies and regains 4 HP (the steading’s and out of consciousness, unable to walk on
Prosperity is currently 0). I also think that’s his own. What do you do?”
sufficient to clear his Dazed debility, too.
She’s tending to a
problematic wound,
which is one of the
triggers for Recover.
Looking at my list of
possible requirements, I think
that she’s Defying Danger with
INT, the danger being that
Geralt will bleed out and die
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Harm & Healing
If you eat and drink your fill, and get Once they make it back to camp, they
at least a few hours of sleep, pick 1. all get a few hours of sleep. They ate and
drank before the attack, so they each get
Regain HP equal to ½ your max to make a choice.
Clear a debility
Blodwen’s already at max HP and
If your rest was particularly peaceful, has no debilities. “Do I get advantage,
comfortable, or enjoyable, you also then?” she asks. Nope! She might not be
gain advantage on your next roll. beaten up, but she’s still sleeping on hard
pave stones and huddled in a cloak.
When the PCs are beaten up or exhausted, Caradoc and Rhianna each opt to regain
they’ll want to Make Camp. If they have HP. Caradoc has 16 HP max, and he’s
time, a mess kit, fire, and water, they got only 7 left. He regains 8 HP (half
can regain a lot of HP and/or clear some of his max) and ends up with 15 HP.
debilities with just 1-2 uses of supplies. He could Recover to get that last 1 HP
back, but decides that it’s not worth it.
To make a choice, they need all three: food, Rhianna has lost fewer than half her
drink, and sleep. Anyone who also uses a max HP, so she’s back up to full.
bedroll regains +1d6 HP, regardless of
which choice they make. Vahid has a tough choice: he can clear
one of his debilities or he can recover
Regaining HP or clearing a debility doesn’t HP. “How about I regain HP points
make problematic wounds go away. PCs from Making Camp, and then Recover
must treat them with the Recover move, to clear those debilities?” I ask how he’s
and such wounds take time to fully heal. tends to the debilities. “Oh, I’ll eat a
huge meal, way more than it seems like I
To get advantage on their next roll, things should be able to tuck away.”
need to be great, not merely adequate. This
should be the exception, not the rule. “Okay, let’s say this, then. You’ll regain
half your max HP, bringing back up to
For more about Making Camp, and how 14. And if you eat 1 use of supplies, you
to decide on what (if anything) happens can clear weakened. But you’ll still be
during the night, see page XX. dazed until you Make Camp again and
get some good sleep. Deal?”
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Harm & Healing
Goals
Structure
Background
Setup questions
Setting the scene
Dropping the hook
Heading out
First Adventure
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Yes, you are—just not right now. Right But leave blanks, too. Leave some details
now, your job is to get the action rolling to wonder about, some mysteries to fill in
and punctuate their lives with adventure. later. How did the Silent Twins die? What
The village and its inhabitants are the is hiding in the Maw? Why is Elios such a
backdrop for that adventure, the motiva- joyless prick?
tion for it, but (at least to start), they
shouldn’t be focus of it.
Play up both the mundane
Apocalypse World and related games (like and the mysterious
Sagas of the Icelanders and Monsterhearts) tell Stonetop adventures should include a
you to spend the first session just following healthy dose of both mundane concerns
the PCs around, establishing NPCs with in- and mysterious elements. If the adventure
compatible interests and untenable arrange- hook is mundane (like a chance to capture
ments. If you do that with Stonetop, the PCs some wild horses), lace the adventure with
will soon have the blood of their fellow strangeness and magic. If the hook is mys-
villagers on their hands. And that’s going to terious, pay attention to mundane details
lead to a very different type of game. like weather and supplies and the fact that
someone’s mother is worried sick.
No: get them out of town. Get them
adventuring on the town’s behalf, sweating
Draw them back home
and bleeding for their kith and kin. Don’t
Whatever the first adventure is, it should
let Stonetop itself be a major source of
end with them returning to Stonetop. This
conflict—yet.
should happen pretty naturally, but avoid
things like trapping the whole party in
some fae’s demesne or having them follow
a bunch of slavers to Lygos. Let them go
home. Encourage them to go home. The
whole premise of the game falls apart if
they don’t.
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4) Assuming the PCs take the hook, 7) Then there’s the aftermath: the
they’ll make preparations: they’ll journey home, the triumphant (or not-
Chart a Course, Outfit, Requisition, so) return, the reactions of their friends,
and recruit followers to join them. family, and neighbors, and a return to
day-to-day life. But there will be ques-
5) They will likely travel towards the tions unanswered, threats still at large,
focal point of the adventure. The jour- further opportunities to explore—the
ney will likely be an adventure itself. source of future adventures!
They might even be forced to turn
back, letting the opportunity slip away Of course, the PCs might not take your
or the problem get worse. hook. Or, they might get distracted by
something that happens on the jour-
6) The journey (probably) leads them to ney, and decide its more important than
the resolution of the adventure: the whatever you expected the focal point to
danger or opportunity that spurred be. That’s all fine! Follow your agenda and
them out the door in the first place. principles, make moves, and keep asking
They explore, talk to NPCs, sneak, them what they do.
fight, make a daring escape, etc.
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The obvious threat that came up during On a 7-9, a threat and a gain
introductions was the crinwin—they raided If they rolled a 7-9, then a threat to the
the town just a few weeks ago and one of the steading presents itself (or gets worse). But
town’s youth went missing in the raid. they also will have chosen a seasonal gain.
The threat will be the main focus of the
Why hasn’t anything been done about first adventure, but how it presents itself
the crinwin? Well, they’re stealthy, vi- should be influenced by whatever seasonal
cious things living in the Great Wood— gain they chose.
it’d be foolish to try to track them down.
What info would let the PCs address the As you design the threat, be sure to make it...
threat? The location of their lair! Maybe
a hunter could spot some crinwin and be … external, so as to get the PCs out of
brave enough to track them to their lair. the steading; but...
… nearby, within a few days of Stonetop,
 so that they can get there and back
If they chose “trade opportunity”, pick (or with a modest amount of supplies;
ask the players to pick) one of the following: … Stonetop’s problem, something that
directly threatens the villagers and that
Something from the Special Items list no one else will deal with; and
that would benefit the whole town (like … urgent, something that will get worse
another horse, a pair of donkeys, etc.). if not addressed.
Something of powerful symbolic
value (like a suit of steel armor bearing Pick a threat that came up during intro-
Aratis’s symbol). ductions, or something new that strikes
A minor arcana of some utility, or your fancy (from the setting guide, or from
something that would help unlock the your own fevered imagination). Ask your-
secrets of a major arcanum. self: why has this become a problem now?
A mundane item made of exotic mate- Why wasn’t it a problem before, and what
rial (like a chest carved from dark ice). changed to make it a problem? Try to tie
Now, who could offer such a thing? the reason to some of the details that came
What would they want in exchange? up during introductions.
And why are they offering it to Stone-
top instead of someone else?
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If they chose “unexpected bounty”, then the Alternatively, you could just ask the players
threat should be revealed in the course of col- to pick something expensive (Value 3) from
lecting said bounty. Choose a bounty—trade, the Special Items list that they’d like to
plentiful game, valuables found in the Wood, trade for, and choose an appropriate neigh-
etc.—that will put villagers (or someone they bor that’s willing to sell it. What they want
deal with) in the path of the threat. in exchange, though, is something that puts
the villagers in the path of the threat.
I need a bounty that will draw villagers
out into the Wood despite the crinwin. I I don’t feel like introducing the fae at this
decide that spring has broken warm and point, so I ask the players to pick some-
early, and game is plentiful, and trappers thing they’d like to trade for. They want a
are busy setting snares and harvesting donkey, and cart if they can manage it. A
fur and meat. One of the trappers could merchant from Marshedge would gladly
be abducted by the crinwin. provide them, in exchange for 2 Surplus
worth of furs and leather. The town only
has 1 Surplus; Rhianna and her crew of
If they chose “trade opportunity”, iden- hunters could try to earn an extra Sur-
tify a neighboring community that would plus, but doing so will put them in the
either be affected by the threat or become crinwin’s (and the swyn’s) territory.
aware of it while traveling to Stonetop. This
is the neighbor that will make the trade
offer. Choose something they have that the If they chose “Danu’s Blessing”, then use
PCs would want. If you can, try to link the the fine weather as an excuse to put villag-
neighbor’s offer to the threat. Otherwise, ers in the path of the threat.
just have the trading party report the threat
while making the deal.
A pair of young sweethearts could take
to sneaking out to the Old Wall at night,
The crinwin (and their swyn master) taking advantage of the early thaw to
dwell in the Great Wood, and the only get a little alone-time. Then, one night,
“neighbors” who might encounter them the crinwin could jump them and drag
are the fae or the spirits and beasts of the one of them off into the Wood!
wild. Blodwen can speak to spirits and
beasts, but I can’t think of anything they
would want to trade. The fae, though…
fae make deals all the time. Maybe the
swyn stole something from a spriggan
(like a pinecone that holds a child’s voice)
and the spriggan wants it back. It could
approach the PCs with an offer—recover
the pinecone from this old Maker-ruin,
and he’ll trade them a bottle of ffyrnig
tonic or the secret to making Truth Seeds.

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On a 6-, threats abound Next, think about how the threat has
Things are going to start bad and they’re already manifested and affected the town.
going to get worse. If the threat was established during
introductions, what has happened since
Start with a threat, one that came up those established events? If the threat is
during introductions. If no threats were new, how did it first start? Either way, ask
established, or none of them feel imminent yourself how bad its gotten. It should be
or appropriately bad, then pick something pretty bad. Don’t worry about the details
from an almanac or make something up. just yet. You’ll ask the players for those
If multiple threats were established, or during Setup.
you have ideas for more, then pick one to
be the main threat for the adventure to These recent events—or the hook (when
revolve around. Use the extra threats to add you drop it)—will almost certainly trigger
texture and urgency and a sense of doom Meet with Disaster, reducing the village’s
(threats abound!) but mostly keep them Fortunes by 1 (from +1 down to +0).
simmering in the background.
We already established that crinwin
As you design the main threat, be sure to
raided the town a few weeks ago and
make it...
that Wynfor (Caradoc’s nephew), went
missing. Rhianna’s worried about some-
… external, so as to get the PCs out of
thing organizing the crinwin, which
the steading; but...
I’ve decided is a swyn (a big, arrogant,
… nearby, within a few days of Stonetop,
hypnotic, monkey-headed serpent). It
so that they can get there and back
recently moved into (or emerged from?)
with a modest amount of supplies;
some nearby Maker-ruins.
… Stonetop’s problem, something that
directly threatens the villagers and that
Swyn are collectors, so I think: the
no one else will deal with; and
crinwin are collecting children for their
… urgent, something that will get worse
master. Since the raid, search parties
if not addressed.
have failed to find the child and have
been attacked themselves. At least one of
Ask yourself: what does the threat want?
the searchers was killed. More raids have
Why is the threat such a problem for
happened, targeting the homes nearest to
Stonetop? Why has it become a problem
the Great Wood. Trappers and hunt-
now when it wasn’t a problem before?
ers have been attacked and refuse to go
What changed? Try to tie your answers to
out into the Wood. And most recently,
details that came up in during introductions.
another child will have been taken from
the steading just before dawn.
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170
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171
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Setup questions
But also: your players will come up with
details that you never would. And even
when they don’t come up with anything
Before you set your first scene, ask a bunch
unexpected, the fact that they came up
of loaded questions. Your goal here is to:
with it instead of you gives the whole thing
a more authentic texture. The world feels
Establish key details
more real, less like something that one
Highlight relevant setting elements
person is just making up.
Foreshadow
Make things personal
My hook assumes that spring broke
If you have time, write these questions warm and early and that the trappers
down as part of your prep. Write in pencil, are out in the Wood catching game. That
for now! You’re likely to make a few revi- gives me these questions:
sions as you go.
When was the last time spring came
You might also end up writing a “love this early and was this warm?
letter” or two, instead of or in addition to What type of game are the trappers
some of your questions. busy trapping?
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173
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I want to start by asking about the missing I could ask the other question about the
girl, the one taken prior to the raid. I think crinwin now (about how they move
Caradoc would identify with her, so he gets through the trees), but it doesn’t really fit
this question. It becomes: and honestly, the more I think about it, the
less I want to include it. I decide to cut it!
“Caradoc, who was the girl who went
missing, a few weeks before that night- I do still want to ask about the early spring
time raid by the crinwin? Why was she and the plentiful game. I pick Blodwen for
out in the Wood, alone, in late winter?” these, but because she’s so young, I rephrase
the questions to ask what others are saying
Next, I’ll ask Rhianna why they stopped and doing. I also crunch them together:
searching for the girl, because she’s the
marshal and her crew are all woodsmen. I “Blodwen, when does Seren the Eldest
tweak it to make it her decision to stop look- say we last had such a warm and early
ing, and to twist the knife with some guilt: spring? What sort of game has been
especially plentiful, prompting trappers
“Rhianna, what prompted you to call to spend so much time in the Wood?”
off the search for this girl, empty handed?
Why do her parents still blame you?” For the question about how trappers ward
off crinwin, I feel like this is something
I think that the next logical question would Rhianna would know about because of how
be about the detail shared by this missing girl much time she and her crew spend in the
and Wynfor. This seems like a chance to play Wood. But I like the idea of getting Vahid
up Vahid’s cleverness and caginess. I phrase involved, playing up his know-it-all status
it so that it’s something he’s figured out but and the brewing tension between him and
maybe hasn’t shared with others: Rhianna. So I split the questions like so:
“Vahid, it’s occurred to you that this girl “Rhianna, what do folks who ply the
shares a trait with Wynfor, and with Wood—like you and your crew—always
the other kids that the crinwin tried to wear to keep the crinwin at bay?”
abduct. What is that common trait?” “Vahid, why do you doubt the efficacy of
this anti-crinwin charm?”
Chronologically, the next question is the
one about the dead crinwin. I want to Okay! I’m feeling good, but I’d like to give
ask Blodwen this one, given her ties to the Caradoc one more. I’ll prompt some hope
natural and unnatural. I tweak it just a and urgency with this:
little, to play up the “soft hearted” theme
that emerged for her during introductions. “Caradoc, why are you so certain that
It becomes: the missing children are alive?”
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First Adventure
Love letters
Consider writing one or more “love let- For best results, write the love letter on
ters” to go along with these questions. an index card or print it out before play.
A love letter usually... Give it to the character at whatever part
of the setup makes sense, and have them
… is addressed to a particular PC; read it aloud.
… establishes some sort of experience
that the PC has had (or is still having);
… has them describe something about I’d like to ask something that fore-
the experience; shadows the swyn, but directly asking
… tells them to roll with an appropri- anything about the swyn would be too
ate stat; obvious. Instead of asking a question,
… and, based on the result of the roll, I write this love letter to Blodwen.
either... It establishes a few of the rumored
… has the player invent or ask for threats in the Wood (including the
1 or 2 useful details; or swyn) and gives her the option to
… gives the PC some sort of learn more about them
resource for the upcoming in play.
adventure.
,
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176
First Adventure
Setting
Next, ask questions that establish details and
explore daily life. What are you doing? Who’s
the scene
with you? What are you eating? What are
you looking forward to? Whose eye do you
hope to catch? If you can, work in questions
After the setup questions have been an- that reinforce the setup and/or foreshadow
swered, start play in Stonetop. Your goal is the hook. “What loss is felt here, caused by
to establish what mundane, daily life looks the crinwin’s last raid?” That sort of thing.
like, so that you can drop the hook right in
the middle of it. Once the scene is set, spend some time
making homefront moves and seeing how
Work backwards from the hook. What the PCs react. These GM moves are dis-
time of day will the hook happen? What cussed fully in chapter XX (“Homefront”),
do you want to be happening in town? but for now, work off this list:
Where will the hook drop? Where should
the PCs be when it does? Introduce someone
Reveal simmering tensions
Frame a scene to support all that. Tell the Present a want or need
players the time of day, what’s going on, Remind them of their obligations
what the weather’s like. Zoom in on a Quicken a threat or crisis
specific place in the village or just outside Oppose their wishes
it, either by dictating a place or asking the Play them against each other
PCs where they are. Change a relationship
Show them how others really feel
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First Adventure
The trapper should stagger into town in the Next, I’ll ask the other PCs the following:
morning, giving the PCs some daylight to
work with. The trapper and his son would “Where are each of you this morning?
have set off at first light, and the attack What task or chore are you working on?”
would have come a couple hours later. So, “Who’s with you and what are you
the trapper would get back to town mid- talking about?”
morning. That’s when I’ll set the scene: As you look about, what do you each see
that you’ve seen a thousand times before?”
“It’s mid-morning. Farmers till the fields “Who or what do you encounter that
and folks go about their chores. It’s another makes you think of the missing children
fine, clear day, still cool but likely to get and the recent crinwin raid?”
warm.”
I’ll ask follow-up questions and improvise
To play up the “unexpected bounty,” I’ll zoom based on what they give me, but I definitely
in on Caradoc—he’s the tanner’s apprentice. want to make these GM moves:
“Caradoc, you’re at work, hides and furs Remind them of their obligations: Tegwen
all over. (Blodwen’s mother), nags her about not at-
tending to some mundane thing.
“What unsavory task does Sawyl
have you working on this morning? Play them against each other: Eira,
“Are you glad for the all the work the Rhianna’s lieutenant, complains to her that
trappers are bringing in, or annoyed? Vahid has been creeping on her.
“Aside from the gore, entrails, and
noxious fumes, what’s the worst part “Remember that time you got lured
of this job?” off into the Woods by some crinwin?
Whose voice were they mimicking, that
Maybe I’ll make some moves here, play out an got you to follow them?”
interaction with Sawyl. I’ll wing it.
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Dropping Reactions
After you’ve dropped your hook, it’s time
You can (and should) keep asking ques- This is a great time to think about NPCs
tions after you drop the hook. You might with relationships to the PCs. How does
need to ask such questions in order to make the Heavy’s spouse respond to him going
the hook “grabby” enough. With that said, out into the field again? What does the
limit your questions to things the characters Would-be Hero’s father say? Who thinks
would know the answer to already (“How the expedition is folly? Who wants to
are you related to Gorlas? Why is everyone come with? Lean heavily on the home-
so quick to dismiss him?”) rather than ask- front moves during this segment.
ing the players to invent entirely new ele-
ments (“Who comes barging in, muttering You’re not just doing this to show off the
about crinwin nests?”) NPC’s; you want to see how the PCs
respond to both the hook and the NPCs.
For preparation, write down the moves you Keep an eye out for PCs triggering moves,
intend to make and how they’ll manifest, especially Persuade, Seek Insight, Know
plus any questions you plan to ask. This Things, and Defy Danger (the danger be-
might mean coming up with specifics that ing that someone takes offense, or doesn’t
have been vague in your mind so far: who, believe their lies, or so on). Take notes on
exactly, burst in with news of a crinwin whose feathers the PC’s ruffle, who gets
nest? Why should the PCs trust him? in their way, and who reveals themselves
What exactly did he see? Either decide on to be on their side. Some of these people
these things now, or decide that you’ll ask will likely become Threats after the first
the characters for the answer during play. adventure.
None of this prep is set in stone! You’ll When prepping the adventure, jot down
often need to adapt and improvise based some notes including:
on the details established during setup and
the initial scene. Stay loose! The NPCs who you think will be present.
The moves that you think you’ll make
and the NPCs you think you’ll use to
  make them.
Any questions you plan on asking.
I start thinking about how I’ll drop the Reveal an unwelcome truth: Pryder was
hook, and I realize that I haven’t named dragged off by crinwin. They were out
the trapper or his son. I’ll do that now. I checking snares early this morning and got
grab the Steading Playbook and skim the separated near the Stream. Rheinal heard
Residents section. I could create a new, ran- Pryder cry out. He found Pryder strug-
dom NPC, but I see Pryder, the youth who gling with crinwin, then he got jumped.
Blodwen said is beloved of the Goddess and Rheinal stabbed one crinwin, got clocked on
her duty to protect. That’s perfect, so he’s the the head, and passed out. When he came to,
son. I pick a name for his father, Rheinal, Pryder and the crinwin were gone. If any-
and add him to the residents list. one asks: yes, Pryder shares the same trait
that the other missing kids had in common.
Now, I start planning out the moves for
my hook and filling in specific details. I also Ask a loaded question: “Vahid, you notice
start thinking about questions I might ask that Rheinal still wears his anti-crinwin
for each move, to make the hook more per- charm, for all the good it did him; do you
sonal and motivating to the PCs. My notes say anything?”
end up like this:
Offer an opportunity: The attack happened
Announce trouble: Someone’s yelling from an hour or two ago, and Pryder is consider-
down in the Wood. They’re getting closer ably bigger than the other kids who were
to town. abducted. They would have had to drag him,
leaving a pretty obvious trail. Plus, Rheinal
Introduce someone: It’s Rheinal. Some- wounded one of them—it’d be dripping
one, let’s say Morwenna (Caradoc’s crush) blood.
is helping him up the cliffside trail from
the Wood. He’s barely standing, panicked, “Rhianna, which member of your crew
covered in blood. is the best tracker?”
“Blodwen, whose hound has the best
“Blodwen, Rheinal is Pryder’s father, nose? Think you could get them to loan
one of the trappers. Aside from his you its sense of smell?”
devotion to his family, what’s his most
notable trait?”
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The hook will take place on the outskirt of Present a want or needs: Rheinal insists
town, at the top of the trail leading down into on gathering a search party right away, and
the Wood. These NPCs are likely to be there: going with them to rescue his son, despite
barely being able to stand.
Rheinal, obviously
Morwenna (Caradoc’s crush), Point out a flaw in a person or plan (one
helping Rheinal up the cliffside path of Gwendl’s moves): Gwendl insists that
Gwendl the Matron (one of Blod- Rheinal isn’t going anywhere, injured as he
wen’s mentors, village healer) will is. Surely he can give Rhianna and company
arrive soon directions to where the attack happened.
Sawyl the tanner (Caradoc’s boss);
the tannery is right there Show them how others really feel: Mor-
Eira (Rhianna’s lieutenant, who wenna gives Caradoc an admiring glance if
Vahid secretly watches) will probably be he says he plans to join the expedition.
talking to Rhianna, and will probably
come along Reveal simmering tensions: Glenys throws
shade at Caradoc, blaming him for Wynfor’s
That’s plenty of NPCs for the initial scene, but abduction (“ You’ve done enough, haven’t
I also expect there to be some interaction with: you?”). The missing girl’s parents are bitter
and say something to Rhianna like “Maybe
Glenys (Caradoc’s aunt, Wynfor’s mom) don’t give up this time.”
and the other missing child’s parents.
Tegwen, Blodwen’s somewhat over Oppose their wishes: Tegwen forbids
bearing mother. Blodwen from going, but has no authority
to do so.
I start thinking about some of the moves
that these people might make: Play them against each other: “Rhianna,
are you really going to let Blodwen and
Caradoc come along?”

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Most likely, the PCs will take your hook think about what will happen if the PCs
and go deal with the threat/seize the op- do nothing. If there’s a central threat, lean
portunity. But what if they don’t? heavily on its grim portents. Jot down a
few moves that you’ll make to show the
First and foremost: do not force them to consequences of inaction, and be prepared
act on the hook. It’s not your job to lead to improvise.
them down a pre-planned story. It’s your
job to portray a rich, mysterious world, to
punctuate their lives with adventure, and If the PCs don’t go after Pryder, then I’ll
to play to find out what happens. It’s the probably make the following moves:
players’ job to decide what their characters
do, to balance risk against reward and show Reveal simmering tensions: townsfolk
you what matters to them. It’s their choice snub Rhianna and disrespect her; she
whether to act on your hook, and how. catches some of her crew complaining to
Don’t take that away from them. Eira about inaction.
So what do you do if you drop your hook, Present a want or need: Rheinal,
ask your questions, have your NPCs react, Glenys, and the other parents of missing
and the PCs don’t do what you expect? children plea with Rhianna to do some-
thing about the crinwin.
What you do is run the damn game. Make
GM moves that follow your principles Quicken a threat or crisis: Another child
and work toward your agenda. Portray goes missing, stolen from a home at the
your threats and your NPCs with integrity. edge of town.
Don’t punish the players for ignoring your
hook, but show them what happens as a Oppose their wishes: Rheinal puts a
consequence. posse together to go looking for the kids.
The PCs let an opportunity pass? Okay, cool Hurt Them: If they leave without the
with you, but how do your NPCs react? PCs, they’re attacked and many are
Who’s upset? Who goes off on their own killed by crinwin.
to try and seize the opportunity on their
own? What trouble do they get into? Is the Advance a grim portent: Wynfor and
opportunity still there, or does it fade away? the missing girl appear at the edge of
Does someone else (another steading, the town, dirty and thin but glowing with a
fae, a villain, etc.) act on it instead? weird inner joy.
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First Adventure
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First Adventure
Resolution Aftermath
Eventually, probably, the PCs will get At some point, the PCs will call it quits
where they’re going and attempt to deal and decide to head home. Maybe they’ve
with the threat or seize the opportunity. seized the opportunity or put down the
You’ll zoom in on the action, describe the threat. Maybe not, and they either lost
situation, and make GM moves. The PCs their chance or are too exhausted to con-
will respond and trigger their moves. We’ll tinue. This is the aftermath.
all find out what happens together.
During the aftermath, the PCs tie up loose
When prepping the adventure, list the ends and return home. You update your
sites, dangers, and discoveries that you notes—especially your threats—to reflect
expect to feature in the resolution. For each how the world has changed and identify
one, do as much preparation as you find any new problems the PCs might have to
valuable. See the following chapters for deal with.
guidelines on how to prepare these things:
When preparing an adventure, there’s not
Sites (page XX) much you can—or should—prepare for the
Dangers (page XX) aftermath. So much depends on the events
Discoveries (page XX) of the adventure itself; there’s almost no
NPCs (page XX) way to predict when the PCs will head for
home, what loose threads will be out there,
what issues they will be dealing with, etc.
Mostly, you’ll play it by ear.
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Threats
A threat is an ongoing problem that will Here’s an example of a fully written threat:
cause trouble for the PCs if left unchecked.
When you recognize or decide that some-
thing—an NPC, a monster, a situation—is Nia (wildcard)
going to be a worsening or recurring issue, Instinct: to befriend spiders
it’s probably worth writing up as a threat.
Young girl, spider-touched after her
Writing up threats is not strictly required, ordeal with the Mother-of-Spiders.
but doing so will make things easier to Blodwen’s niece; daughter of Cadoc
manage as the world of your campaign (see Town Council).
grows more complex. Your GM playbook
l Talks and plays with spiders
(see page XX) includes pages designed to
l Sets up a spider “shrine”
help you keep track of threats.
l Brings home a baby nailadd
Not every NPC, monster, or situation (giant spider)
l Impending doom: it kills someone
needs to be (or should be) a threat. The
giant spiders between the PCs and the old
Maker-ruins? If they’re not going to get Stakes: How will the town react to
worse as time passes, they’re probably just her? Can her link to the spiders be
a danger to be faced if the PCs want to broken? Can it be used for good?
explore the ruins.
In other words, don’t bother writing up a Nia is an example of an NPC who has be-
threat unless you know it’s going to be a come a threat. She’s not a villain or even a
big deal. danger—she’s a little girl, Blodwen’s niece,
someone the PCs rescued—but her link to
the Mother-of-Spiders makes her a source
of future trouble. She’s a threat.
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Threats
Dwelt in the Green Lord’s Tomb. Exiled from Stonetop years back,
Tried to steal from PCs, but they after poisoning folk (weak ones)
caught him. Helped them kill Sajra. during a harsh winter (less mouths to
Grudgingly promised Vahid not to feed). Runs a bar/brothel in Gordin’s
try to steal from, harm, or trap them. Delve; fingers in lots of pies. Ropr
Lusts after the Mindgem. Scared of (beast, to keep Anwen’s favor) is her
Rhianna. Thinks Caradoc is an easy #2. Soft spot for Iona (wildcard, to
mark. Blodwen owes him for the live comfortably).
flower he gave her.
GM moves:
When you dicker with Thornthumb, ä Find someone’s weakness
roll +CHA: on a 10+, he’ll trade for ä Sacrifice another to advance a goal
but a pittance (a song, a kiss, a flask of ä Have someone killed
whisky); on a 7-9, he asks for some-
thing innocuous but with an insidious 
cost (like a song, which you forget ut- Anwen hasn’t shown up on screen yet. She
terly after singing, or a kiss—but not was a player’s answer to “Who’s the worst
a kiss right now, no no, the memory person you know of in Gordin’s Delve,
of your first kiss); on a 6-, what he and why are they so scary?” She’s not a
wants, you’ll surely miss. problem yet, but the PCs are headed
to Gordin’s Delve, and she sure
will be. She and her minions
are threats.
Thornthumb was a mon-
ster that the PCs met in Writing up threats is a way
play. They captured him, to track loose ends and
allied with him, were simmering conflicts, which
betrayed by him, and helps you portray a rich
extracted a promise and mysterious world.
from him to let Threats provide prob-
them be. But he’s lems and bad outcomes
still out there, to spring on the PCs,
and he’s the making it easier to
type of guy to punctuate their lives
hold a grudge. with adventure. And
He’s a threat. a threat’s write-up makes
it easier to portray that
threat with integrity, help-
ing you play to see
what happens.
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Threats
190
Threats
191
Threats
Writing 3
1 Name & type
Give your threat a straightforward
192
Threats
193
Threats
194
Threats
195
Threats
196
Threats
197
Threats
3
2 Threat tracker 3
3 Instinct
Your GM Playbook has three Every threat has an instinct, writ-
spreads for tracking threats: ten in the format “to <do something>.”
This is the primary behavior that makes
Homefront threats, for NPCs or it a problem, that causes it to come into
groups that live in town, for afflictions conflict with or harm others. If it didn’t
that directly affect them, or for anything have this instinct, it wouldn’t be a threat.
else located there.
Nearby threats, for threats that dwell Many other game elements (like dan-
within a couple days travel of home. gers and some NPCs) will already have
Distant threats, for anything further an instinct assigned. If such an element
than that. becomes a long-term threat, then either
use its existing instinct or write up a new
Pick the corresponding tracker. Add the instinct to reflect how its typical behavior
threat’s name, maybe a quick descriptor has changed or become more problematic.
(e.g., “Sawyl, disgruntled hunter”), fol-
lowed by its type in parentheses. Draw a If you’re writing up a threat that doesn’t
line from the name to its location on the have an instinct yet (like a curse, or some
threat tracker’s map. NPC you just made up), decide on its
instinct now. See the descriptions of each
As you continue to write up this threat, threat type for examples.
you might find it useful to add key details
to the tracker (like its instinct or maybe a Whatever instinct you chose, write it down
stakes question). Keep it short and simple, in your notes, under the threat’s name type.
though. You won’t be able to fit the full If you think it’ll be helpful, and you have
write-up for every threat. space, add it to the threat tracker, too.
Instincts in play
Use a threat’s instinct to guide how it
behaves and reacts. If you’re unsure what a
threat would do, look to its instinct. Have it
do that.
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Threats
3
4 Description As I make notes, I realize that I have
Jot down some notes, including any
some blanks. What is the nature of the
or all of the following that seem important:
Maker-ruin? Why has Sajra become a
threat NOW, when it wasn’t a threat
Who or what the threat is.
just a few months ago? What other
How it came to be a problem for the
children does it have?
PCs, or how they first encountered it.
Its relationship(s) to NPCs, monsters,
I decide that it’s already abducted one or
points of interest, or other threats.
two other children, but I’ll ask the players
who has been taken. As for the Maker-
These notes are for your benefit, so write
ruin, I really like the idea that it’s a
only what’s useful to you, what you want to
mummy-tomb for one of the Green Lords.
remind yourself of later. Don’t waste time
So, either Sajra was in stasis in that tomb
or space on stuff that’s obvious (to you).
and recently released, or it just moved
there from some place further in the Wood.
Sometimes, you’ll be writing up a threat and
I can’t imagine a Green Lord choosing to
realize that it’s made up of (or commands)
spend eternity with such a foul, over-
lesser threats. When that happens, either...
bearing creature, so I think Sajra must
have moved in recently. Which prompts
... fully write up that other threat, as its
another question: what drove it here? I
own entry on the threat tracker and in
don’t feel a need to answer that just yet, so
your notes; or…
I leave it as blank.
... pick a type and instinct for the lesser
threat, and include them (in parentheses)
I had already established the crinwin
as part of the main threat’s description.
as a threat (a rabble, instinct: to covet)
when reviewing my notes after character
When writing a threat’s description, you
creation. They’re subservient to Sajra,
might identify blanks—details that haven’t
though, so I don’t think they warrant a
been established yet. When you notice
full write-up (yet).
such a blank, either fill it in now (with
whatever makes sense) or choose to leave it
At this point, my write-up looks like this:
as a blank that will get filled in during play.
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Threats
3
5 Impending doom
Grim portents
Once you’ve established that a threat has
If the threat has momentum—if it’s
changing, pursuing an agenda, or getting an impending doom, and what it is, come
worse—then ask yourself: what irrevocable up with 2-4 grim portents. These are
bad thing that will happen if it proceeds milestones, steps along the way that will
unchecked? That is its impending doom. demonstrate the threat’s progression. Grim
portents should be concrete, observable
An impending doom doesn’t have to be things: things the PCs can see, or get word
world-shaking or terrible. It could be as of, or feel the effects of. And—crucially—
petty as “Elios leaves Dilwen, and Dilwen grim portents should something the PCs
never forgives Rhianna.” can react to and possibly prevent.
Of course, an impending doom can be Just to be clear: grim portents are things
world-shaking and terrible: “The Fomoraig that happen in the world around the PCs.
rise and wage war on the fae.” Or: “Barrier They are NOT things that the PCs do.
Pass falls and the hordes sweep south.” “Townsfolk form a cult” is a solid grim
portent; “the PCs learn who the cultists
The key thing about an impending doom are” is not. It presumes that the PCs care
is that it’s irreversible. Once it’s happened, enough to investigate the cult, that they
there’s no going back. It will fundamentally investigate, and that they succeed. That’s
change the threat and the things it affects. not a grim portent—that’s a railroad.
The PCs might convince Elios to return, but
the relationship is broken now and Dilwen Similarly, a grim portent can be an event
still won’t forgive Rhianna. They might end that involves the PCs, but it should never
the Fomoraig-fae war, but the Great Wood dictate an outcome. “The cultists attack
has still been ravaged by the conflict. the PCs in their homes” is a great. You can
safely assume the PCs will at some point
Don’t overthink it! Just ask yourself: “Where be home, and who knows how the attack
is this going?” and write that down. If you will play out? “The cultists capture the
can’t think of something, that’s fine! Not all PCs” is not okay, because it assumes that
threats have an impending doom. If a doom cultists succeed at capturing them. Again,
occurs to you later, you can always come that’s a railroad.
back and add it to the threat.
Writing grim portents
If you’re having trouble coming up with
Sajra is newly arrived to the area, and grim portents, look at the GM moves for
it’s assembling servants (the crinwin) the threat type. If the threat is a monster or
and collecting children. It’s driven by its a follower, look at their moves, too. Those
terrible ego, and wants to be adored. If moves represent what the threat does and
left unchecked, Sajra will eventually try how it causes trouble. Use them—along
to take control of Stonetop. And if the with the threat’s instinct—to inspire your
PCs don’t stop it, Sajra will succeed. So grim portents.
her impending doom is: “Subjugates the
people of Stonetop.”
200
Threats
201
Threats
3
6 Stakes (optional) For Sajra the Swyn, I wonder:
Ask yourself some questions about
the threat and the people affected by it.
Will Brynfor’s parents forgive
What do you wonder about? What do you
Caradoc?
want to discover in play? These questions
What will become of the stolen
become your stakes.
children, the ones brought under
Sajra’s control?
You can ask stakes questions about PCs or
What brought Sajra to move into
NPCs, about groups or places or things.
the Green Lord’s tomb, anyway?
They can be about big things, or small,
personal things. Whatever you ask about, it
That last one, though, isn’t a stakes
should pique your interest and you should
question—it’s a detail about the past. I
be genuinely curious about the answer.
add the first two to my threat write-up
as stakes, and add a question about why
Stakes questions should be about the future,
Sajra arrived to the description.
not the past. What will happen, not what
has happened. You might have questions
about the past to fill in later, between ses-
sions or during play, but those aren’t stakes. Stakes in play
By making something a stakes question,
Some examples of good stakes questions: you are resolving not to answer it yourself.
Instead, you are disclaiming responsibility,
Will Vahid convince Eira to trust him? letting yourself be surprised by how things
Will Elios rise to the occasion? turn out. Here’s how you do that.
Who will Mabyn end up with?
Who will die in the coming battle? First and foremost: put your stakes on
Will Tiwlip find her missing dog? screen! If you wonder whether Nia’s link
Will the Claws accept Kiran’s authority? to the spiders can be broken, have Nia’s
Can Ergben be redeemed? mother show up on the Blessed’s doorstep
begging her to do “cure” her daughter.
Stakes questions shouldn’t boil down to, Then, do any or all of the following:
“Will this grim portent/impending doom
come to pass?” You’ve already answered Put it in the PCs’ hands. Tell them the
that! A grim portent or impending doom consequences or requirements, and see
will come to pass unless the PCs prevent what they do about it.
it. Ask about things that are uncertain, that Play NPCs with integrity. If a stakes
haven’t been decided. questions boils down to “what would
this NPC do?” then base your answer
Not every threat needs stakes. When you on the NPC’s instinct, their past actions
first introduce a threat, you might not and relationships, your sense of who
know (or care) enough to ask them. That’s this person really is. Yes, you’re making
okay! You can add stakes questions later, the decision, but you’re basing it on
as the threat evolves or as you become how the NPC would act, rather than
interested. Or a threat might never develop on how you want the story to go.
stakes. That’s fine, too.
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Threats
Follow the moves and the dice. If the The point of this process—writing stakes
PCs trigger a move, and that move can that you’re interested in, putting them on
answer a stakes question (or get you screen, and letting the PCs and your NPCs
closer to an answer), then let it happen. and the dice resolve them naturally—is to
Make the obvious move, the one that make the game more fulfilling for you. It’s a
moves towards an answer. reward to yourself, to say “I wonder, can they
Let it simmer. If you put a stakes ques- break Nia’s bond to the spiders?” and then
tion on screen and it doesn’t get let yourself be surprised by the answer.
resolved, it’s okay to move on and leave
it unanswered. Don’t force it. Come
back to it later when it makes sense.
So there we are, Blodwen’s sister at her door, Blodwen’s Persuading, so I follow the
begging Blodwen to “cure” Nia of her link to moves and the dice. She rolls a 7. I have to
the spiders. I wonder how it’ll turn out! reveal how Nia could be convinced, but it’ll
be tricky, costly, or distasteful. “She doesn’t
I start by putting it in the PC’s hands. want to, but the way her eyes go to her dad,
“Blodwen, you could try to Suck the Poison you’re sure that if HE said how worried
Out. It might cleanse Nia’s connection to and scared it made him, she’d go along with
the spiders, but… it’d be like if someone took it. Good luck with that. What do you do?”
away your Spirit Tongue. What do you do?”
Blodwen pulls the parents aside, whispering
Blodwen is willing to try, but not without that they should be honest with Nia, tell her
Nia’s consent. She follows her sister home how scared they are and how much they care
and finds Nia in the corner, playing cats- about her, eyes on Nia’s dad the whole time.
cradle with a spider, her big tough-guy dad She’s Persuading again, but she gets a 5.
glowering on. Blodwen explains to Nia Nia’s dad loses it, starts yelling at Nia, order-
that the whole spider thing is upsetting her ing her to agree. The girl starts crying and
parents, that the link can be broken but she runs out of the house and goes to hide some
won’t do it without Nia’s permission. place dark (probably with a lot of spiders).
Nia’s instinct is “to befriend spiders,” and I I still haven’t answered the
think that she likes playing with them. So I question decisively (“can the link
play my NPC with integrity and say “But I be broken?”), but it won’t be
don’t want to lose my friends,” all sweet and answered now. I decide to
innocent. “Her mom sobs and her dad chokes let it simmer and
up and bites down on his finger.” we’ll answer the
question later.
I’m thinking the issue is settled, but Blodwen
presses on. “Your mam and pappy are scared
of spiders, Nia, really scared. And it makes
them sad and scared when you talk to them.
Are you sure you won’t reconsider?”
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Threats
3
7 GM moves (optional) As a monster, Sajra already has GM
If you want to further define how
moves and even a player-facing move
the threat behaves or what it’s capable of,
for “When the swyn compels you to act
pick or write 2-4 GM moves.
against your will….” Most of these
will be relevant only when the PCs face
Start by looking at the GM moves for the
Sajra directly, at which point I’ll have
threat’s type (page XX). If any of them
its monster stats handy. But a couple of
seem particularly appropriate for this
its GM moves describe its capabilities as
threat, add them to its write-up. Likewise,
a big-picture threat, so I add those to my
if the threat is also a monster, identify any
write-up. My threat now looks like this:
monster moves that help you understand
how it causes trouble over time, and add
those to the write-up. Sajra the Swyn (villain)
Instinct: to indulge its ego
Finally, ask yourself if there’s anything that
you think this threat can or will do that Recently moved into a ruined Green
isn’t clearly defined, and that you want to Lord’s tomb about 1½ days from
remind yourself of or give yourself permis- town (from where and why?). Has
sion to do. Write these as GM moves, dominated a few nests of crinwin
so that they complete the sentence: “the (rabble; to covet); they’ve been stealing
threat can/will __.” children for it. Has Wynfor (Caradoc’s
nephew) and another child (who?).
3
8 Player moves (optional) l More children go missing.
Sometimes a threat will suggest a
l Some of the (entranced)
unique player-facing move, one that’s only
children return.
triggered when interacting with the threat,
l Children recruit followers.
its minions, or its domain. For example,
l Reveals itself, demands servitude.
“When you remove a canopic jar from the
l Impending doom: subjugates the
sarcophagus, roll +CHA….”
town, killing or mesmerizing any
opposition.
If a threat is also a monster, a hazard, an arti-
fact or arcanum, it might already have some
Stakes: Will Brynfor’s parents forgive
player-facing moves associated with it. Add
Caradoc? What will become of the
these moves (or a reminder about them) to
stolen children brought under Sajra’s
your notes if you think it’ll be helpful.
control?
Not every threat calls for custom moves. Don’t
GM moves:
bother writing one up unless it adds value.
ä Plant a suggestion in another’s mind
ä Turn the weak-willed into
See the Making Stonetop Yours chapter
fawning servants
for guidance on writing custom player-
facing moves.
204
Threats
GM moves:
ä Provide (unwanted?) advice or aid
ä Force an issue or a confrontation Crinwin (rabble)
ä Wield guilt like a weapon Instinct: to covet humanity
Stakes: What decisions will Rhianna ä The crinwin steal 1d4 Surplus
make? How will Blodwen handle it? ä A important item goes missing
205
Threats
Giant spiders, spreading out via The head of each guild (including the
the waystones at the behest of the fen-walkers) and a rep from each of
Mother-of-Spiders. the Old Families. Brennan isn’t on
the council but he surely influences it.
l Nearest waystone is infested,
nailadd hunting near Stonetop. GM moves:
l Game is scarce, hunters/trappers ä Cut off Stonetop’s supply of
are attacked, stay in town. something
l Spiders raid Stonetop, killing ä Stall, bicker, refuse to make
some, dragging off others. decisions
l Impending doom: Overrun and
infest the village!
206
Threats
A holy sect of Hillfolk who patrol the After the PCs sided with the Farmers
Steplands. Guild, Brennan had the council cut
off trade with Stonetop.
Stakes: How will the PCs react to
them, if they learn of their purpose? When you Outfit from Stonetop, start
with 1 fewer small items than normal,
GM moves: and supplies each have 1 fewer use.
ä Denounce trespassers as unclean
ä Sense the taint of corruption When you Recover using supplies
ä Spread word among the Hillfolk from Stonetop, you or your patient
ä Outmaneuver their prey recover 1 HP less than normal.
207
Threats
Updating
threats
Threats change over time. Between each
session, review your threats and update
them as needed. For each threat, if…
208
Threats
We just finished our first session of actual During that first session of play, we also
play. Rheinal stumbled home. The crinwin met Owain, whose daughter disappeared
abducted Pryder. The PCs organized an the previous winter. He and Glenys (Cara-
expedition to rescue him. There was a fair doc’s aunt and mother of Wynfor, who was
bit of interaction with the NPCs in town, abducted in the late-winter crinwin raid)
and no small amount of drama. were bitter and nasty towards the PCs,
especially Rhianna.
I had previously written up Tegwen,
Blodwen’s mother, as a wildcard threat (“to I start writing them up as a rabble threat,
nitpick and snipe”). But in play, I found but when I look at the threat moves, I real-
myself portraying her as much nastier, ize that no, the parents aren’t the threat. The
more abusive and manipulative. Blodwen’s threat is “Distrust of the PCs,” an afflic-
player was on board with that, so I update tion, and the parents are just wrapped up
her instinct to be “to undermine others’ in it. I write it up as a threat (instinct: “to
value,” I make note of her attitude towards fester”). I don’t have a sense for where this is
the various PCs, and I write some stakes going just yet, so I don’t write an impend-
questions (“How far will she go to control ing doom. But I am curious: Can Rhianna
Blodwen? How much will Blodwen put up regain Owain and Glenys’s respect? Will
with?”). Glenys ever forgive Caradoc? I write those
down as stakes questions.
209
Expeditions
Preparations
Running the journey
PC moves
Going home
What to prep
Expeditions
Preparations
The characters decide to leave town.
Maybe you’ve presented a threat and
they’re off to deal with it. Maybe you’ve
dangled an opportunity and they want to
seize it. Maybe they have plans of their CHART A COURSE
own, something they want to accomplish, When you wish to travel to a distant
and it involves leaving home. It’s time for place, name or describe your destina-
an expedition. tion (“Gordin’s Delve,” “the hagr’s
lair,” or “wherever these tracks lead”).
Before the players leave town and head out If the route is unclear, tell the GM
into the wild, they’ll make preparations: how you intend to reach it. The GM
they Chart a Course, Outfit, and maybe will then tell you what’s required, the
Requisition, and do whatever else they risks, and how long it will likely take.
need to do before leaving home.
When you set out on the journey,
Once they’re ready, they’ll head out. You’ll the GM will present each of the
establish new situations as they move from challenges one at a time—plus any
place to place, make soft GM moves to surprises that you couldn’t have seen
prompt decisions and introduce challenges, coming—in whatever order makes
and ask them, “What do you do?” You’ll the most sense. Address them all and
resolve the PC’s actions, using the basic reach your destination.
player moves and the expedition moves
(described later in this chapter).
When the players start talking about
leaving town, direct them to this move.
They’ll eventually move on. You’ll transi-
Use it to clarify their destination and how
tion to the next landmark or challenge.
they intend to get there. If they have no
You’ll establishing the situation there and
ideas, prompt them to Know Things. Their
repeat the process.
route doesn’t need to be perfectly clear—
something like, “We follow the tracks” is
They might reach their destination with
fine—but they should have some idea of
ease. Or, they might get lost. They might
where they’re going and how they’re going
encounter something that distracts them
to get there.
from their goal. They might get beaten
up so badly that they turn back and head
Once they’ve established their destination
home in defeat. It’s all good—play to find
and route, tell them as many of the fol-
out what happens.
lowing as make sense. Make your choices
based on the seasons, the terrain, how well
Travel is an important part of Stonetop. It’s
they know the area, the dangers that lurk
a chance to flesh out and explore the wider
there, the threats you’ve established and
world. It’s dangerous and hard, which rein-
their grim portents. Don’t worry so much
forces the importance of home and its rela-
about the order right now, and feel free to
tive safety. Travel isn’t something to gloss
rephrase or tweak the wording. If it makes
over. Give it the screen time it deserves!
sense, add entirely new items.
212
Expeditions
You must first travel to ____, and from Write your choices down with tick boxes
there to your destination next to them. Ideally, put this someplace
You must wait until ____ public so the players can see it, too. This
You need a knowledgeable guide/ will help the players make preparations,
accurate map/detailed directions and it’ll serve as your narrative to-do list
You’ll need to bring ____ once the journey starts.
You need to watch out for ____
The way is perilous, plagued with dangers As the PCs Outfit or otherwise prepare,
You risk getting lost remind them of the requirements. “Does
You must surmount/cross/brave ____ everyone have something warm, like a
on the way cloak or thick hides?” “You’ll need to bring
The terrain itself is treacherous; you a horse and cart—someone’s going to need
risk injury on the way to Requisition for that.” “You still need to
The way will be hard and grueling; find a guide, a map, or accurate directions...
you risk exhausting yourselves or how do you go about that?”
your resources
You risk drawing the attention of ____ If they fail (or refuse) to meet the require-
It’ll take at least ____ days (and a cor- ments, tell them the consequences and
responding amount of supplies) ask what they do. “Okay, without a guide,
You don’t know how long it’ll take you’ll risk getting lost.” “Okay, but without
enough supplies, you’ll definitely need to
You’ll usually link these with “and” but Forage, and that’s both time-consuming
can also use a merciful “or.” “You’ll need and risky.” “Okay, but without warm
to bring warm clothes OR the way will clothes you will probably freeze to death.
be hard and grueling.” “You need to wait What do you do?” Sometimes, they’ll fail
until daybreak OR you risk getting lost.” to meet the requirements and call the
journey off.
If you choose “First you must travel to
___,” then Chart a Course for each leg Once they set out on the journey, you’ll
of the journey. You can nest this require- frame scenes and situations that show
ment two or three levels deep. A journey to them traveling and approaching their
Lygos might require traveling to Marshed- destination. During some of those scenes,
ge, and from there to the arid South, and you’ll make GM moves that introduce
from there to Lygos proper. the challenges you outlined. You’ll ask the
players what they do, resolve the situation,
Answer whatever questions the players and—assuming the PCs keep going—
have. Clarify your statements. Don’t be move on to the next one. See Running the
afraid to negotiate or change your mind. Journey (page XX).
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Winter has been brutal and Stonetop is Vahid convinces the others to visit Three-
running out of food. Rhianna and Caradoc Coven Lake in search of the Mindgem’s
decide to go hunt the cave bears south of ever-burning heart. “Just the four us,” says
town, despite Blodwen’s reservations. Rhianna. “I’m not risking my crew on this.”
“Sounds like you’re Charting a Course,” I Andras insists on coming, though—mostly
say. “How do you intend to get there?” because he’s sweet on Blodwen.
O It’ll take at least 1 day there and O First, you’ll need to travel to Marshedge
back (little need to worry about O You need to wait until summer OR
supplies) you’ll need to bring warm clothes
O You’ll need to bring at least 3 sledges O It’ll take at least 8 days (and 8
to haul the meat home, if you want uses of supplies each, or 16 uses
enough to feed everyone total if you use a mess kit)
O You’ll need to bring warm clothes O You need to watch out for nosgolau
O You’ll need to watch out for crinwin O It’ll take at least 4 days from
O The way is grueling (cold, snow) Marshedge, and a corresponding
O You risk getting lost number of supplies
O You risk drawing the attention of O You need a knowledgeable guide OR
the cave bears as you approach! you risk getting lost
O The way is perilous, plagued
I read these off and Rhianna’s like, “We risk with danger
getting lost? We’re just following the cliff face O The terrain is treacherous; you risk injury
south.” Oh, sure. Of course. I cross it off the list. O The way is grueling; you risk exhaustion
Vahid asks why they need a guide, given
that they’ll just be heading upstream. “Well,”
I say, “The terrain’s pretty rugged. There will
be places you can’t stick to the river, and who
knows how many little tributaries feed it.”
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Rhianna says “Okay, let’s get us some bears. Rhianna’s unhappy about how much crap
The four of us and my crew. Plus Andras, he’s carrying. “Magpie” he says, with a smile
the new kid, to see if he works out. Outfit?” and shrug. For small items, he marks his
Ward of Still Waters and 3 in undefined.
“Sure,” I say. “Don’t forget, you’ll need
warm clothes. And at least three sledges.” Caradoc brings a normal load: the same
4 spear and 4 4 shield he brought on
Rhianna looks at her Inventory sheet. She the last expedition, a 4 cloak, and 2 4
knows she’ll want her 4 longbow and a 4 undefined. He puts all 4 small item marks in
wool cloak. She’ll also carry a 4 4 sledge, undefined.
putting her at 4 4 total. That’s a normal
load already, so she marks 2 4 in undefined This is the first time Caradoc has brought
for a total of 6 4. She puts all 4 of her a cloak on an expedition—it was a bit of a
small item marks in undefined. thing in the last adventure that he didn’t
have one. So I ask, “Where did you get that
Rhianna also Outfits for her crew. They’ll each cloak, Caradoc?”
carry a normal load, with a 4 bow and iron
arrows, 4 4 thick hides, and 3 4 undefined. “Um… from Morwena, I think?”
“There are six of them, including Andras.
Some of them will have sledges… we’ll figure “Oh, totally! She catches you in the square
out how many later.” as the crew is gathering. She’s got a bundle
under her arm and avoids eye contact. ‘I…
Blodwen takes a normal load: 4 4 thick I was weaving this for you… before… and,
hides, a 4 staff, and 3 4 undefined. She puts well, the embroidery on the back isn’t done,
all 4 of her small item marks in undefined. but if you insist on going out there again…
She’s got her sacred pouch, of course, but it well, you’ll need something warm. So…
doesn’t take up space in her inventory. here.’ And she blushes and shoves it in your
arms and runs off. What do you do?”
Vahid decides to take a heavy
load: the 4 4 Mindgem,
a 4 wool cloak, the
4 Six Locks of Sajua,
and 5 4 undefined.
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At the start of play, Stonetop owns a few A 7-9 result means that someone voices
communal assets: a couple sturdy draft an objection, but they aren’t intractable.
horses, a pair of carts, a pair of iron plows, Think about why they’re objecting (Is the
and a big wagon. You might also consider asset needed in town for something? Do
some of the main tradesfolk’s’ tools (like they have beef with one of the PCs?) and
the smithy’s anvil or the tanner’s vats) as present that to the players. This will likely
town assets. lead to a Persuade (or similar) roll. If they
convince whoever is objecting, they can
If the PCs want to take these with them, borrow the asset (per a 10+).
they must make this move. The steading’s
Fortunes reflect how likely the other vil- A 6- means that folks ain’t having it.
lagers are to let them have their way and Maybe the asset is currently in use. Maybe
put these important assets at risk. If they’re Padrig’s going to need to haul some goods
borrowing multiple, related assets (like the up to Gordin’s Delve and there’s no way
horses and the wagon), they only need to the PCs will be back in time. Maybe folks
make this move once. are just dead set against the PCs risking
such an important asset on one of their
As always, establish the fiction before damn fool quests.
triggering the roll. Who are they asking for
permission? Who should they ask? Who If the players decide to take the asset
has the right to say “yes?” Who’s doing the anyhow, ask them how they do it. Do they
asking, and how? If the fiction isn’t clear, throw their weight around? Do they sneak
ask questions until it is. the asset out in the middle of the night?
Whatever they do, they don’t need to play
If they want to borrow an asset that’s out the specifics or make any other rolls as
actively needed or in use (e.g. taking the they do it. But it’ll harm the town’s morale
horses and plows during planting, or the and cohesiveness, reducing Fortunes by 1.
horses or carts during harvest), then tell
them the consequences/requirements If the PCs borrow an asset and fail to bring
and ask. Unless the expedition is urgent it home safely, that almost always counts as
and important to the town’s survival, they Meeting with Disaster (see page XX). Re-
might just need to wait (and shouldn’t they duce the town’s Fortunes by 1 (or more!).
be helping in the fields anyhow?).
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Other preparations
Vahid has convinced Rhianna to do
These might happen before the PCs Outfit
this expedition to Three-Coven Lake.
and Requisition or after, or sometimes in
Since they’re going through Marshedge,
the middle of making choices.
Rhianna’s keen to do some trading. “Let’s
bring my crew, a horse, a cart, and…
Zoom in and out as appropriate, switching
3 Surplus? We can trade for a donkey
between loose play and scenes. Gloss over
and supplies, and maybe turn a profit on
the hours spent interviewing townsfolk,
whatever’s left. We’ll send my crew back
but maybe play out the scene where they
with the horse and wagon, and load up
interrogate the sketchy newcomer or try
our new donkey for the expedition.”
to convince the smith to hand over the
bronze armor.
“Smart,” I say. “But you’ll definitely need
to wait until summer, then. It’s planting
You might even jump back and forth in
season, and the horses are in use. And
time as they take care of all the details.
you’ll have to Requisition.”
Don’t sweat it.
They wait! When the time comes, Rhianna
Trading & bartering
Requisitions. “What’s this look like?” I ask.
If the PCs want a special item for the
She says that she hinted at the plan to Fion
trip—like bendis root, a nice lantern, or a
a while back, and as planting finishes, they
bronze weapon—they’ll need to Trade &
have a sit-down in the pub. Rhianna rolls
Barter. This takes time. If they’re in a rush
+Fortunes (currently +0), with advantage
or have other priorities before they leave,
because of her Logistics move.
this won’t be an option. See the Homefront
chapter (page XX) for details.
On a 10+, I’d say how Fion liked the
plan, and has a list of things to trade for.
Gathering information
On a 7-9, I’d present Fion as suspicious,
The PCs might have questions they want or
but give Rhianna a chance to convince
need answered before leaving. They could
her. But Rhianna rolls a 6, even with
Know Things (“Has anything like this hap-
advantage, and Fion puts her foot
pened before?”) or Seek Insight (“I go down
down. “Look, I know what this is about.
and investigate the scene of the attack”).
You’re going after one of Vahid’s unholy
They might interview an NPC to see what
trinkets. Well, I can’t stop you, but I ain’t
they know, and/or use class-specific moves
giving you my blessing. And you’ll take
like the Blessed’s Call the Spirits.
one o’ the horses over my dead body!”
Reward and encourage research, but keep
Rhianna seriously considers going over
in mind how long these things take. If they
her head—the trade mission really is a
dawdle, tell them the consequences and
good idea! But, no… the town’s Fortunes
ask. “Yeah, sure, but it’ll take a few hours
are only at +0, and they can’t really af-
and the longer you wait, the harder it’ll be
ford a hit right now. “I’m sorry you feel
to follow that trail.”
that way, Fion,” says Rhianna, raising
a cup of whisky. “I guess we’ll just do this
the hard way.”
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Flashbacks
Sometimes, the PCs get into the field
and a player realizes that they should While out on the bear hunt, Blodwen
have done something before they left. realizes that she’d really like to have
Let simple things go with “yeah, sure, of borrowed one of the horse’s moves,
course.” For more involved activities, con- “Sniff out danger on the wind.” She
sider playing it out as a flashback. Frame a asks if she could have done that.
scene in the past and play it out normally,
with moves and rolls and such. When the Now, Blodwen can calm animals with
scene is done, jump back to “now.” a touch and they generally love her, but
we’ve established these horses as rather
The key thing about flashbacks is that they nervous, so this isn’t a sure thing. I
shouldn’t contradict or nullify anything decide to do a flashback. “Okay, quick…
that’s happened “on screen” already. For ex- it’s back this morning, just before you all
ample, if the PCs have already gotten lost left. You’re in the stable, the horses are
trying to follow some tracks, don’t let them still sleeping. Which one do you wake up,
flashback to borrow a bloodhound. and how?”
It’s your call whether to allow a flash- “Oh, Fflur, I think. She’s the more
back, keeping your principles in mind. sensible of the two. I put my hand on
When in doubt, ask the table at large for her nose and whisper her name, and as
their opinion. she wakes, I offer her a little handful
of barley that I secreted away.” Fflur
munches away and nuzzles Blodwen’s
hand, asking for more. “I need a favor
first, old friend. I’m going out in the
Wood today, and you’ll be here, safe and
sound. I could use your sense of smell.
Can you loan that to me?”
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Running
the journey
The PCs have made their preparations.
They’re doing this. “We head out,” they say.
They’re looking at you. Now what?
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225
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“Vahid, as you watch the crinwin flee, “Rhianna, while they’re butchering the
you realize that they all headed for this bear by the stream, Lowri calls you over
great big redwood pine, maybe fifty paces and points out a huge set of hoof prints.
away. Just the sort of tree where they’d ‘Ceirwmawr, I’m sure of it. Fresh, too.’
nest. Everyone else is catching their His eyes gaze off deeper into the Wood.
breath and wiping off crinwin blood. ‘It’d be a feat to sing of, that’s for sure.
What do you do?” Not to mention a whole lotta meat.’
What do you do?”
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230
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231
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The PCs are en route to Three-Coven Lake For their next point of interest, I pick a spot
from Marshedge. Their current leg of travel where I can introduce another challenge: a
has them following the Sruth into the Step- valley where three tributaries of the Sruth
lands. This seems like a good time to add a come together, and they risk picking the
challenge: “the terrain is treacherous.” wrong one and getting lost. I frame a scene
with them overlooking the valley, describe
I keep things zoomed out and tell them the the environment, and introduce the
consequences. “The rain has made the soil danger. “It’s not clear from here which one
loose and muddy. If you stick to the river, leads to Three-Coven Lake. Pick wrong and
you’ll be Struggling as One, risking a fall or you’ll end up lost or at least wasting lots of
even a mudslide. What do you do?” time. What do you do?” Vahid Spouts Lore
(recalling his previous wanderings in these
Rhianna uses her Read the Land move, parts) and gets an 11. I reveal that they
asking for the best way through. I impro- want the southern fork. Huzzah!
vise, saying that the southern slopes look
a bit rockier and more stable. She leads Their next point of interest will be wherever
them that way and gets advantage on her they Make Camp, and this leg is just more
Struggle as One roll (see page XX). Good rugged, muddy hills as they follow the
thing, too, because Caradoc and Vahid both tributary. They’ve already dealt with the
roll a 6-, getting caught in a mudslide. treacherous terrain, but I also said that
Rhianna uses her 10+ result to rescue Vahid the way will be grueling. So, I present a
(yanking him back from the scarp), but choice of paths. “Rhianna, you’re humping
Caradoc is in trouble and starts to get swept up the twentieth slope today, and it’s just
away down the slope! a wet slog. You’ve got a few hours of light
left. Do you want press on and Struggle
We zoom in and play out the scene. Caradoc as One with CON? Or look for a place to
barely manages to save himself, taking some camp, maybe hunt a bit?” They opt to stop
damage, getting very muddy, and losing all and Forage (see page XX), but get a 6-. This
his supplies in the process. They take a brief area is perilous, so I aggressively introduce a
rest and press on. danger. A Hillfolk ambush it is!
“The way is perilous, If you like, have them roll the Die of Fate.
filled with dangers”
This isn’t a specific challenge, it’s more 1d6 danger
of an ongoing threat. Save it for truly
1 A danger springs on them, unavoidable
dangerous legs of travel: Ferrier’s Fen, the
2-3 Introduce a danger, right in front of them
Steplands near the lakes, the Labyrinth, etc.
4-5 Point to a looming danger
6 Point to a looming danger, but also
On each leg of perilous travel, and each
present a discovery
time they Make Camp (page XX) in a
perilous area, point to a looming danger Also, feel free to spring dangers on them
or introduce a danger that’s already been any time that they roll a 6- (on any move),
established. Then see how they respond. or any time a move draws attention or a
generates a complication.
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Weather tables
late winter/early spring spring/early summer
1d6 weather 1d6 weather
1 Snow/sleet/hail, an early thunderstorm 1 A heavy storm; high winds, hail,
or day of cold, soaking rains thunder, lightning
2-3 Cold and windy, maybe some 2 A day of steady, chilly rain
showers 3-4 Warm and windy, maybe some brief
4 Clouds on the horizon and steady showers
wind; roll twice tomorrow and 5-6 Warm, sunny, pleasant
take the lower roll
5-6 A fine, sunny spring day;
some clouds, some gusting winds
autumn winter
1d6 weather 1d6 weather
1 Cold, drenching rain and/or sleet 1 Blizzard: wind, snow, all of it
all day 2 Intense cold and wind
2 Cold, windy, an early snowfall 3 Very cold, very clear, very still
3 Chilly, windy, maybe some quick 4 Cold and snowy, or cold and windy
rain showers 5 Some snow, but mostly just dreary
4-6 Crisp, breezy 6 Warm (for winter) and sunny
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This move can only produce items the Ask questions about the stuff they produce.
character already owns or common, mun- “What kind of food did you bring?” “Who
dane items (like those on the Inventory in- did you get that from?” “What made you
sert or things that could be easily acquired think to bring that?” You’re not (usually)
in an iron-age home or farm). You can also trying to challenge their decisions; these
let them retroactively try to Trade & Barter questions provide texture and help you
for special items via a flashback. portray a rich and fantastic world.
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They creep up towards the cave entrance, “Andras has the mess kit,” says Rhianna. “He
and peer in. “It’s really dark in there,” I say. insisted on coming, he can do the cooking.”
“Are you going in blind, or what?” She moves one his undefined 4 to a slot on
the follower sheet, and writes in “mess kit.”
Caradoc says, “I’ll use my lantern!” It’s not
a standard thing on the Inventory sheet, “Okay. I’ve got the supplies,” says Caradoc.
but it is one of his special possessions (a gift He erases an undefined 4. He’s about to
from Sawyl), so he can produce it with this mark one by “Supplies,” but realizes that
move. He moves a 4 from “undefined” to he’s going to expend all 4 uses, so he doesn’t
the slot with “ Sawyl’s lantern,” then bother. “Hey… it says here that a mess kit
says he’ll light it. “ You have a tinderbox?” requires fire and water. Does that mean we
He doesn’t, but it’s an option in the Small need to provide firewood, too?”
Items section of his Inventory sheet. He
moves a mark from his undefined small “Not necessarily,” says Vahid. “We estab-
items to the tinderbox, uses the tinderbox lished that merchants usually stock the
to light the lantern, and hands it over the waysides with wood and dried dung for
Blodwen, so that he can wield his shield and fires. Sort of a leave-a-penny, take-a-penny
spear. (Technically, she should now add it to thing. And the waysides all have wells.” I
her sheet and maybe give Caradoc one of her agree… they’ve got fire and water covered.
Undefined 4, but we all expect this to be
temporary so we just ignore it for now.) “Hmm,” says Rhianna. “Two days used
up 4 supplies. We’ve got another eight
“Okay,” I say, as they leave for Marshedge. days ahead of us… so that’s 16 more uses
“The first two days pass without incident. of supplies. Or four more diamonds.” She,
You find yourselves making camp, just be- Blodwen, Vahid, and Andras each convert
fore dark, at the wayside near Titan Bones. one of their undefined 4 into supplies.
Mark off two uses of supplies each, or 4 total
if someone has a mess kit.” “What sort of food are you carrying,
mostly?” I ask.
They look at each other, and realize that
no one has supplies in their Inventory, “Well,” says Rhianna, “It’d have to be some-
or a mess kit. “Well, you can Have What thing lightweight, enough to fill bellies,
You Need for supplies and a mess kit. One but only when cooked. Hmm. Looks like
diamond of supplies gives you 4 uses, and we’re eating oatmeal, kids.”
the mess kit is one diamond itself.”
The “veto” clause in the move is there to say things like “Wait, a clay pot? Didn’t
maintain plausibility. It means that you you tumble down a rocky slope earlier? I
can say “no” when a player decides they’ve don’t think anything fragile like that would
been wearing a bunch of mummer’s bells have survived.”
while they’ve been sneaking through a
silent ruin. It also means you can reveal an
unwelcome truth when appropriate, and
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Everyone rolls at once and figures out what If anyone finds themselves in a spot and
they got. Encourage them to keep their there isn’t a 10+ to save them (or the
results quiet for the moment. player who rolled 10+ can’t come up with
something plausible, or chooses not to),
Ask who got a 6-. Put them in a spot, then zoom in and play out the scene from
following your principles and exploiting there. Ask the affected character what they
your prep. (If someone received Aid, then do. Or, tell someone else what they see
put the helper in the spot with them, or and ask them what they do. Maybe they
instead of them.) just Defy Danger and roll a 10+ and it’s all
good. Maybe it snowballs into an absolute
Once you’ve described the spot, ask if any- disaster. Play to find out.
one got a 10+. Ask them to describe how
they get the character(s) out of their spot. If the scene resolves and they’ve gotten
If they come up with something plausible, themselves out of the spot, don’t make
then they do it—no more rolls required. them Struggle as One again against the
same challenge. Just skip ahead to the
If multiple characters get a 6-, you’ve got a end of the struggle. But if, in the process
few choices: of resolving any 6- results, the situation
changes such that they face a new or dif-
Put them in the same spot, or close ferent danger, then it’s okay to have them
enough. “Caradoc, Vahid, you’re trudging Struggle as One again.
along, and… the hill isn’t really moving,
is it? But then you realize, yeah, it is, it’s a Regardless of the results, this move is a
mudslide! The path you’re on starts to give great time to ask questions. “Blodwen, have
way.” In this case, a single 10+ might save you ever been up this high before? How
everyone, depending on the fiction and does the view make you feel?” “Vahid, as
what that player comes up with. the path slipped out under your feet and
you started to fall, what went through
Put them in different spots at the same your mind?” “Rhianna, after you’ve hauled
time. “Blodwen, as twilight falls, you find Caradoc back up on the path, huffing and
yourself falling behind, breathing hard, puffing… what do you say to him?”
losing sight of the others. Meanwhile,
Rhianna, you realize that you’ve lost track
of Eira in the grass. Like, oh crap, where is
she?” In this case, each 10+ will save only
one of them.
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One of Rhianna’s crew just came back with “Why do you… no, never mind. That pouch
a rusty spade and Rhianna’s sure of it—this is now snagged on a branch, suspended like
is crinwin territory. They hope to sneak this, and one of the marbles fell out, hit a
through and avoid a fight, kill the bears, rock. CLINK! Everyone’s stopped, holding
then find a way up the bluffs and head their breath. If you shift even a little, it’ll
home via the Flats. spill open and make a ton of noise. Anyone
got a 10+, able to help him out?”
“So, you’re being sneaky?” I ask. “Sounds like
you’re Struggling as One, and the danger is Rhianna does. “Any sign of crinwin? Like,
that the crinwin notice you. What does this did they hear that clink?”
look like? Are you all together, or spread out,
or what?” “ Yeah,” I say. “It’s painfully quiet. You’re
all stock still, not even breathing, and you
“We go single-file, weapons out,” says then you hear it. ‘Clink! Clink! Clink
Rhianna. “Just a couple paces between us. clink CLINK!’ in the distance. Crinwin,
Lowri scouts ahead, he’s got the sharpest mimicking the sound. A way off, but maybe
eyes. I’ll go next, and you three follow me. getting closer? What do you do?”
Step where I step. The rest of my crew will
bring up the rear. I’ll look for the firmest “I motion for everyone to be still, then I
ground, least likely to make noise. There’s no take that rusty spade we found and I hurl
point in hiding… we’ll just have to move it behind us, north and east. I’m hoping it’ll
quietly and hope that no one’s watching.” hit a tree and draw their attention while
we skedaddle. Yeah?”
Okay! I tell Rhianna she can roll +INT
or +WIS, since she’s looking for the firmest “Smart. Sounds like you’re Defying Danger
and quietest path, but everyone else will be with INT?”
rolling +DEX to follow her steps. Rhianna’s
crew rolls +1 (they’re stealthy), but Andras “I got a 10+ on my Struggle Together.
rolls +0 because none of his tags apply. The Doesn’t that mean I can just do it?”
dice hit the table.
“Oh, right, sorry. Yeah, it’s like you say…
“Okay, anyone get a 6 or less?” Vahid did. you throw the spade, hurl it maybe 30, 40
“Okay, cool. Don’t mark XP just yet. Let’s paces away. It ricochets off a tree, PING.
see… oh, yeah. All that weird gear you And then the crinwin start going ‘PING!
carry, because of Magpie? It’s not stowed PING!’ and you can tell they’re moving in
right for this stealthy stuff. You’re snagged that direction. What do you do?”
on something and if you try to move, it’s
going to fall and make a lot of noise. What “I slip back to Vahid, unsnag his pouch, give
do you think it is?” him a dirty look, and we get out of here.”
“Marbles,” says Vahid. “I’ve got a big pouch “Cool! Okay, off you go. And, Blodwen,
of them.” He moves an undefined mark on what was racing through you mind during
his Inventory sheet to a slot and writes in all of that?”
“pouch of marbles.”
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The PCs have put fire to the crinwin nest “Sure, cool. Anyhow, you start stumbling.
and started heading back toward Stonetop. You get up each time, but you and Andras
I tell them the requirements. “Between are falling behind. Does anyone have a 10+
the fight, and the nest, and the bears… it’s and a way to help them out?”
getting late. If you want to get home before
dark, you’re going to have to Struggle as One. Rhianna does. “I curse a little, then tell
The danger is that you exhaust yourselves, or Lowri to take over for Vahid. And I have
take too long, or run into something else out Eira to take over for me. We’ll rotate
here. How do you do this?” through, every ten minutes or so, two people
get a breather.”
“Let’s put two people on each sledge and
haul ass. Vahid, Caradoc, and I will each That takes care of Vahid, but Caradoc still
take one, pared up with one of my crew. has a 6-. “Okay, you rotate like, three times,
Blodwen, you take point with Eira and pacing yourselves but making progress. Then,
Lowri, keep us going the right direction and Caradoc, there’s a lurch on your sledge. And a
watch for trouble. Yeah?” grinding sound. Something tears. Vahid, you
see that they’ve hit a log, buried in the snow.
Everyone agrees. “Blodwen, you’ll be rolling A branch snagged the sledge, and the whole
WIS. Everyone else, I think either STR or thing is stuck. Anyone else got a 10+?” They
CON, your choice. Vahid, you’ve got a heavy all look around, but no one does. Blodwen
load, so roll with disadvantage. Rhianna, and Rhianna’s crew both got 7-9s. “Okay,
your crew isn’t hardy or athletic or the like, Caradoc, mark XP. What do you all do?”
right? So I think they’re +0?”
And we play out the scene from there.
“Really? Lowri and Eira are navigating
and watching for trouble. And they’re all
Woods-wise.” That works for me, so, sure,
they roll +1.
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Expeditions
Vahid, Caradoc, Blodwen, and Rhianna “No,” he sighs. But then he blurts out “I
make camp near Titan Bones. They’ve mean, what am I supposed to do? Just stay
got Andras with them, but left the rest of home and do nothing when there’s danger
Rhianna’s crew behind. After handling the afoot? Let other people take care of it? Like,
logistics, I propose that we Keep Company Rhianna? Or, like, like you? Gods, I thought
and everyone agrees. “Okay, who wants to women wanted someone brave and tough
ask the first question?” and all that. But no, not Morwena. She just
wants me to stay home and dig in the dirt.”
Rhianna goes first. “Andras, what do you do
that’s endearing?” Andras is a follower, so “Ain’t nothing wrong with staying home
it’s my job to answer. “I think, mostly, he’s and tilling the earth,” Rhianna says under
just being competent and helpful and doesn’t her breath. (I shoot her player a little grin.)
need to be told to do anything. He’s come a
long way since you first took him under your The scene plays out, with Andras looking a
wing. And maybe, too, the way he’s moon- bit sullen. Rhianna uses Take the Measure
ing over Blodwen. It’s pretty cute.” to ask if she can trust him to keep things
professional, and I’m like “For now, yeah.”
That makes me wonder how Blodwen will
react, so I take my turn. “Blodwen, what Vahid hasn’t asked a question, so he goes. “I
is Andras doing that you find annoying or sit down next to Rhianna and offer her a
endearing?” (Notice how I didn’t choose one smoke. What new thing do you reveal about
or the other; I’m genuinely curious how she yourself ? I’m interested in that comment,
feels about him.) She thinks about it a bit about staying home and tilling the earth.”
and says that she keeps catching him looking
at her, then pretending he isn’t. He’s been Rhianna’s always cagey about her past, and I
doing it most of the trip.” “Is that annoy- half-expect her to cop out and say something
ing?” I ask, “Or endearing?” like “Nothing. I tell everyone to shut up and
get some sleep.” But out here, without most of
“Annoying,” she says. “Even though I’m do- her crew around, she opens up a bit. “I was
ing the same thing to Caradoc.” Oh? Oh! betrothed, once,” she says. “To a boy named…
Urien. He was a farmer’s son. Worthless with
I ask Blodwen to go next. “Caradoc, who a spear, but gentle and good with animals.
or what do you seem to be thinking about?” You’d have liked him, Blodwen.” Vahid asks
As if she needs to ask. “Morwena,” he says. what happened and she sighs and shakes her
“Definitely Morwena.” I ask how we can tell head. “Got sick. Caught the fever in late au-
and he’s like “Oh, I’m just sitting here mop- tumn, was dead by winter.” She gives a little
ing, the cloak she made for me pulled tight. smile. “Life sucks, then you die. Grab onto the
I’m kind of fingering the hem and staring off ones you got.” And then she’s like, “I’m look-
into space.” He gives a longing sigh. ing straight at Caradoc when I say this.”
I ask Blodwen how she reacts. She goes over “What?” he says, acting like he doesn’t get it.
and gives him a bowl of porridge. “Want to
talk about it?” she asks.
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Expeditions
If you eat and drink your fill, and get Ask what precautions they take to keep
at least a few hours of sleep, pick 1. animals out of their food. Ask them if they
set a watch, and the order.
Regain HP equal to ½ your max
Clear a debility As you ask these questions and get their
answers, be sure to show downsides to
If your rest was particularly peaceful, their stuff (“if you want to use a mess kit,
comfortable, or enjoyable, you also you’ll need to start a fire”) and tell them the
gain advantage on your next roll. consequences and ask (“if you start a fire,
you’re more likely to attract attention… do
you make one?”). But also, offer them op-
Make Camp happens when the party portunities, with or without a cost (“sure,
settles in to rest in an unsafe area. There’s you could look around for a better campsite,
a lot of judgement calls to be made. If maybe Seek Insight, but it’ll take some time
you’re handwaving a few days of travel on and you might not find anything before
the Maker’s roads, the move doesn’t trig- dark”).
ger every night. You can just use up their
resources (“okay, the next three days con- Once they settle in, but before you decide
sume 6 uses of supplies…”) and frame the what’s going to happen during the night,
next scene (“…and towards the end of your ask if they want to Keep Company.
fourth day of travel, you round the bend
and Gordin’s Delve looms above”) without You decide what (if anything) happens
ever bothering with Make Camp. during the night. Consider all the dangers
you’ve established and the preparations
But! If there’s danger afoot, or the PCs have that the party has made (or not made).
been hurt, or they’re investigating a point of Think about relevant threats and their
interest and they’re, like “I think we need to grim portents. If it’s obvious to you that
rest,” that is when this move triggers. a particular encounter would occur, then
it occurs. Decide who’s on watch when it
When they announce that they want to happens, frame the scene, make an appro-
Make Camp, think about where they are priate GM move, and play from there.
and what they are (or should be) worried
about. Then ask them questions.
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Expeditions
“Hunting game. This is what we do back Rhianna and Andras roll to Forage and,
home for a living.” Sure, of course. She rolls alas, they get a 5. The party’s getting close
(with Aid from Andras) and gets a 10. They to Three-Coven Lake, less than a day away
roll a 3 for provisions, and decide to avoid (not that they know that). My notes include
danger or risk. a run-in with Hillfolk who are devoted to
keeping people away from the lake, and this
“Well, that’s not great. What do you think seems like a good time to spring it.
you brought down?”
“Okay, it’s a dreary, miserable day, but at
“Probably just some birds,” says Rhianna. least it’s no longer raining. Rhianna, you
“Maybe a few mourning doves?” and Andras have tracked a big old ram
through the hills for a bit, and you finally
Works for me. brought it down while it was drinking
from the stream. There’s plenty of meat for
Meanwhile, Blodwen and Caradoc are the taking, like maybe 8 provisions worth?
foraging near the road, looking for edible Andras has gone down to butcher the thing
plants and the like. Caradoc is Aiding; while you keep lookout.”
Blodwen rolls +WIS and gets an 8. They
roll the d6, for 2 uses of provisions. That’s just me setting the scene. Now I use
the Hillfolk’s monster move, outmaneuver
That’s a small number, but Blodwen’s trying their prey, and I go hard. “ You’re scanning
to impress Caradoc. “What’s the danger or the hills around you, and then, like, out of
challenge?” she asks. nowhere, there’s a mounted warrior on one
of the peaks. A Hillfolk. He whistles, and as
“Hmm. Blodwen, on a hunch, you follow he does, you realize the trick—he’s a distrac-
a swath of wildflowers up and around a tion! You see Andras look up, too, and right
curve in a hill, and there, coming from a then, an arrow comes from out of nowhere
dead old tree still gripping the side of the and tags him for 1d8 damage. Is he still up?
hill, there’s a big buzzing sound. Bees! Okay, cool, I think it took him in the leg, he’s
There’s lots of honey in there, for sure, 2 down and grabbing at it and his eyes are
uses of provisions, but you’ll have to get darting about in a panic, what do you do?”
it out. That’s your challenge. Or you can
turn around and go home safely but empty
handed. What do you do?”
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Expeditions
Going home
Sometimes, though, returning home is as
much of an adventure as the initial journey,
maybe moreso. If the PCs…
The PCs will eventually turn back and
head for home. Now what?
… bring something/someone back that
makes the trip more difficult or
The return journey dangerous (like a few sledges full of
In general, gloss over the trip home. The bear meat or a pampered, whinging
points of interest that you described on the minstrel);
way out probably haven’t changed much. … are lost, badly injured, out of supplies,
They party already faced the challenges you or hunted;
established when they Charted a Course. … are racing to get home before some-
The trip home might still be long, and thing bad happens; or
grueling, and even dangerous, but unless … return home by a different route, with
there’s something new, just handwave most new challenges and points of interest…
of the journey.
… then Chart a Course back to Stonetop
The trip home is a time to ruminate and and play out the trip home just like you
consider. Describe the journey at a high resolved the initial journey.
level, maybe asking the characters some
questions. “Vahid, what part of that Green
Lord’s tomb do you keep thinking about?”
Arriving home
When the PCs get back home, consider:
“Blodwen, how are you feeling about Danu
right now?” “Rhianna, Caradoc... what are
Did they trigger any moves before they
you going to tell Wynfor’s mom?”
left that took time to resolve (like Pull
Together)? Roll and resolve them now!
Suggest that the group Keep Company. It’s
a great way to explore how the expedition
Did they Requisition town resources? If
has affected the PCs and their relation-
so, did they bring them back safely? If not,
ships. It also adds a sense of time passing.
the town Meets with Disaster (page XX).
If the party wraps up an expedition at or
Did they Return Triumphant? If so,
near the end of a session, then you might
resolve that move now. See the next page.
even skip the return trip entirely. Take care
of any bookkeeping that would happen
Did any of your threats advance towards
when they arrived home, either now or be-
their impending dooms? Think about how
tween sessions. Then start the next session
you’ll show the grim portents to the PCs.
with the PCs already at home, maybe with
some time having passed. Some love letters
How will various NPCs react to the PC’s
(page XX) can be useful here!
return? How will the PC’s success or fail-
ure impact the town? How will you show
this to the PCs?
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Expeditions
What to prep
Identify your points of interest, including…
250
Expeditions
For regions or locations described in the them encounter a random hagr; have them
almanac, you can either copy the relevant encounter a hagr who is sullenly building a
details or just add a page reference to your new home for itself because the Mother of
notes (and maybe put a sticky on the page Spiders and her brood chased it out of its
in the setting guide). Feel free to add ques- old home.
tions or other details of your own devising!
Prepare up to 7 possible encounters that Consider making a Die of Fate table
could occur along the journey—dangers, for the weather (page XX), for events
discoveries, or events you can use when the while they make camp (page XX), or for
characters miss a roll, when a 7-9 implies encounters they might have while traveling
some sort of complication, or when you through a perilous area (page XX).
just need to break up the journey a bit.
Create each Site (page XX), Danger (page
For each encounter, limit yourself to 1-3 XX), Discovery (page XX), and NPC
sentences but try to tie them into a larger (page XX), they are likely to encounter, in
story. For creatures, include a disposition or as much or as little detail as you feel valu-
activity—what are they up to and how are able and appropriate.
they likely to react to the characters? For
any encounter, use it to show the characters Finally, write up any NPCs or followers that
(and more importantly, the players) the you expect to join the party (page XX).
bigger picture. For example, don’t just have
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Expeditions
Let’s think back to the first adventure. I list my points of interest and legs of travel:
Crinwin (in service to a hypnotic, child-
collecting swyn) are going to abduct Pryder. * The Stream. It’ll be the first time
Rheinal, Pryder’s father, will stagger back they cross the Stream in play. I note its
into town, injured and covered in crinwin page number in the almanac and skim it.
blood. I expect the PCs to track the crinwin
and try to rescue Pryder. * The Great Wood (~1 hour). This will
be the first time exploring the Wood in
I Chart a Course in advance, writing down play. I crib impressions and questions
these requirements: from the almanac, and add “What sign
of a warm, early spring do you notice?”
O You must first travel to the scene
of Pryder’s abduction, and follow * Scene of Pryder’s abduction. I jot
the tracks from there down some impressions (“Blood on the
O You’ll need to bring a decent stone that hit Rheinal” and “Pryder’s
tracker crinwin-charm, discarded in the brush”).
O It'll probably take at least a day I’ll ad-lib any investigation that they do,
there and back, maybe more but this is where they’ll find the trail.
O You risk getting lost (losing the trail)
O You’ll need to watch out for * Following the trail (~ 5 hours). More
crinwin (obviously) and other travel through the Great Wood. They risk
dangers of the Wood like nailadd, getting lost here. They’ll pass by the Red
feathered drakes, and fae Grove, so I skim the entry in the alma-
O You risk drawing the attention nac, but I doubt they’ll go there.
of crinwin
* Camp site. Not a specific location, but
Next, I zoom in a little on the “Vicinity” they’ll need to Make Camp. I’ll play the
map and expand it a little, showing the location by ear, but they’ll need to watch
path that the crinwin took and the nearby out for crinwin or other dangers.
landmarks (the Red Grove).
Stonetop
X
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253
Dangers
Hazards
Monsters
Dangers
262
Dangers
Hazards
You can also introduce hazards in response
to a player move. A new hazard is a great
consequence on a 7-9 roll to Defy Danger
Hazards are environmental dangers. They can
(“You get past the thug, but the lamp tips
impede or harm the PCs but lack initiative
onto the mattress—it’s on fire!”). When
and intent. Hazards can’t really be fought
someone Seeks Insight and asks, “What
and slain with spear and shield; they must be
should I be on the lookout for?” make up
avoided, endured, thwarted, or overcome.
a hazard and tell them about it. If they’re
traveling cross-country and someone gets
Improvising a hazard a 6- on pretty much anything, you could
Hazards don’t always need game mechanics introduce a danger and have the sky open
or stats. You’ll often just improvise them. up in a torrent of rain.
To improvise a hazard: imagine a physical Remember that on a 6-, when you make a
obstacle or danger that would make sense hard GM move and establish badness, you
in the environment. Then, frame a scene (if decide just how bad it is. That means you
you haven’t already) and make a GM move can introduce a hazard and immediately
to introduce the hazard. Ask the PCs what have it cause harm or badness, as long as
they do. If they ask clarifying questions, it makes sense in the fiction. But you don’t
make up answers that make sense but then have to. So when the Fox rolls a 6- to
act as if they were true all along. If the PCs Burgle a chest, you might jump straight to
do something with an obvious outcome, hurting them with a poison needle trap.
say what happens. If they trigger a player But you could also introduce a danger
move, resolve it. Use your knowledge of the and say that they notice these arcane runes
situation and your sense of the fiction to around the lip, and clearly some sort of
describe what happens next. harmful magic will be unleashed if the
chest is opened, what do you do?
When the players try to bypass or overcome
a hazard, you should regularly tell them When a hazard is present during a fight
the consequences/requirements and ask or any other sort of action scene, keep
if they still want to do that. Players should including it in the fiction and keep mak-
understand the risks before they commit to ing moves with it. A hazard is part of the
any course of action—even if the risks are environment and the fictional positioning
“you aren’t sure what will happen.” (page XX) of the characters; its presence
limits what the PCs can do and informs
Clever players will often come up with the results of their actions.
ways to bypass a hazard that don’t trigger
a move. Resist the urge to call for a move
(like Defy Danger or Struggle as One)
just because you think “there should be a
roll.” Always confirm that the trigger is, in
fact, being met. Otherwise, you’ll end up
invalidating the players’ creativity and you
might find yourself struggling to come up
with meaningful results on a 7-9 or 6-.
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Dangers
Vahid, Caradoc, Blodwen, Rhianna, and They decide against jumping it. Vahid pokes
Andras are exploring the ruins around Three- the landing with his spear and otherwise
Coven Lake. They’re climbing a set of wide, takes in the situation, Seeking Insight. He
ancient stairs going up the side of a bluff. It’d gets a 7-9. “What here is useful or valuable
be a nasty fall into rocky water, but the stairs to me?” he asks.
so far have been well-built and stable.
I think about the situation and make a
I decide to change that, and introduce a dan- decision (remember, I’m making this up as
ger. “The stairs and bluff curve inward, away I go). “Well, the ledge that remains should
from the lake, then the stairs level off to a short bear your weight if you go one at a time,
landing. Vahid, you’re in front, so you see this but it’s impossible to tell. But when you look
first. The landing has partially collapsed, and closely, you realize that the cliff face has
while there’s enough left to scamper across, it some ridges that could be used as handholds.
doesn’t look entirely stable. The stairs on the Oh, and if you’ve got any rope in your gear,
other end look fine, though. What do you do?” that could be useful, too.”
They ask some questions about the drop (like I then offer riches at a price and say that he
50 or 60 feet, onto rocks) and the size of the can see the rest of the stairs from here. “They
landing (originally about 12 feet square, appear to be intact all the way up to the next
but there’s only like 2 or 3 feet left for most opening carved into the cliff, an ornate arch
of it, up against the cliff wall, and a gap of carved with Maker runes. What do you do?”
almost 9 feet).
“I really want to check that out,” says
“Only 9 feet? So we can just jump it, Vahid. After some discussion, they produce
right?” says Caradoc. some rope and tie each other together, then
scamper over the ledge one at a time, using
I tell them the consequences and ask. “It’s the handholds to brace themselves. The rope
certainly jumpable, but it’s not a sure thing. means that they’re Defying Danger as a
You’ll each have to Defy Danger, and any- group, so we resolve this using Struggle as
one with a normal or heavy load will be at One (and decide that everyone gets advan-
disadvantage. Oh, and I don’t think Andras tage on their rolls for acting on the answers
can make it—he’s still nursing that arrow from Seeking Insight).
wound in his leg, right? But the rest of you
can try if you want. What do you do?”
264
Dangers
265
Dangers
There are a few approaches to preparing This approach tends to be good for traps,
hazards. You might prepare one as... because it means taking time in advance to
think through how the trap works. When
... a detailed description; you improvise a trap, it’s easy to make up
... a series of GM moves, possibly with details that don’t make sense under scrutiny.
an instinct;
... an impending doom (with grim portents); This approach is also good for physical
... one or more player-facing moves; or... obstacles, especially ones that aren’t par-
... some combination of the above. ticularly dynamic (like a chasm they might
want to cross, or a tree they might want to
There’s no hard and fast rule for when to climb). Having thought through the physi-
use each approach. Use whichever one cal space allows you to easily answer the
seems most appropriate for the hazard you players’ questions and resolve their actions.
have in mind.
266
Dangers
267
Dangers
As GM moves
Think about how the hazard works and— That old ruined greenhouse that the
more importantly—how you intend to crinwin are excavating has a number
use it in play. Write out a series of fairly of animate, aggressive, vines that could
specific GM moves that reflect as many of cause all sorts of trouble for the PCs. I
the following as make sense: first consider writing them up as mon-
sters, but I realize that they can’t really
How the hazard’s presence is fore- be fought… no matter how many vines
shadowed or revealed they chop through, there will be more!
How the hazard harms or hinders Instead, I write the vines up as a hazard
How the hazard escalates or gets worse with the following GM moves:
How the hazard might thwart attempts
to overcome it. * Make quiet noises as they slowly
grow and creep (how it’s fore-
Consider adding conditional triggers to shadowed)
each of these moves, as a reminder of when * Seem to be moving, but stop when
to use them. looked at directly (how it’s fore-
shadowed)
If the hazard is dynamic and changing * Reveal a mass of vines entwining
(like a storm, an avalanche, a wildfire, etc.), a desiccated crinwin corpse
give it an instinct, written in the format “to (how it’s foreshadowed)
[do something].” During play, use the haz- * Slip a tendril around a limb,
ard’s instinct as a guide to how it behaves. slowly and quietly (how it hinders)
If you’re not sure what a hazard is going to * Sprout thorns and inject a numbing,
do next, do whatever its instinct suggests. euphoric poison (how it harms)
* Lash out with more tendrils to
Why use this approach? Mostly, because it subdue struggling prey (how it
helps you hone your craft. You can think escalates)
through pacing and escalation in advance,
rather than under pressure during play. I also give it an instinct: “to ensnare.”
This sort of prep can also make it easier to
let things burn; if you write a move like I’m not seeing this hazard as doing dam-
“slice off a limb” when you prep the hazard age—it just restrains prey, makes it bliss
in advance, you’ll be more likely to actually out and stop struggling, and then slowly
do that during play. suffocates it. I figure that anyone who gets
injected with the euphoric poison will
need to Defy Danger to do anything other
than relax and enjoy themselves.
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Dangers
As an impending doom
Write a series of increasingly bad events, Sajra the swyn’s lair is an old Green
ending with some final doom. Lord tomb, buried by ages of forest
growth. One of the chambers features a
Start by imagining the final, ultimate cracked, sagging roof held aloft by three
bad thing that can happen and write a ancient wooden pillars (and a fourth
short description, like “The throne room that collapsed many years ago). Some of
collapses.” Then, write 1-4 grim portents, Sajra’s crinwin have started building
events that represent how the hazard starts nests around the remaining pillars,
and how it escalates. Pair each portent with further weakening them.
damage and tags, if appropriate.
The PCs are likely to get into a fight
Put one or more check boxes next to each with the crinwin in this chamber, and
grim portent (multiple check boxes means the pillars could easily be harmed and
that portent happens multiple times). End start collapsing. I write up the hazard
with the impending doom. In play, when like this:
you make a GM move, you can advance
towards impending doom and have the Advance this each time one of
next event happen. the pillars is struck, or whenever it
feels right:
Optionally, you can write triggers that
cause the doom to get closer. The trigger OO A pillar cracks and buckles; dirt
might be fictional (“each time there’s a pours from ceiling
loud noise or powerful blow”) or mechani- O A pillar breaks; slabs fall (d8+1
cal (“each time someone rolls doubles”). damage, forceful)
O Another pillar breaks; the ceiling
During play, consider making the number starts to collapse (d10+1 damage,
of check boxes in the impending doom forceful)
public. This can ratchet up the tension and O IMPENDING DOOM: the room
it lets the players make decisions based on collapses, burying anyone still
how much time they have (or don’t have). within (Death’s Door); connecting
tunnels are blocked off
269
Dangers
As player moves
Write a custom player-facing move to reflect
the hazard (or part of it), like “When you
breathe in the horrible stench of the Maw, roll
+CON….” When the PCs encounter the
hazard and the move becomes relevant, share
it with the players. Resolve it like you would
any other player-facing move.
Remember: everything begins and ends I previously wrote up the ruined crin-
with the fiction. If the PCs come up with a win nest—and the climb to reach it—as
clever way to bypass a hazard or its trig- just a detailed description. I noted that
ger, then your move might no longer apply. it might do 1d10+3 damage on a fall,
That’s great. Don’t negate their choices, their but thinking about it more, the fall could
creativity, or their abilities just because you’ve easily kill someone or seriously injure
got a cool custom move you want to use. them. I want the PCs to know just how
dangerous the climb could be, so I write
For guidelines on writing custom moves, up this custom move:
see page XX.
When you fall from the boughs of
As a combination the tree,
tree, take 1d10+3 damage
Many hazards will work best as a combina- (ignores armor, forceful) and roll
tion of these approaches. You might start +CON: on a 10+, you’re bruised and
with a detailed description of a trapped bleeding and in a lot of pain, but
chamber, then add a player-facing move for miraculously nothing’s busted; on a
what happens when they try to bypass the 7-9, something’s broken—ask the GM
trap in a particular way. Or you might write what; on a 6-, you landed bad and
up a series of GM moves and an instinct for you’re at Death’s Door.
a wildfire, plus a countdown describing how
the fire spreads. Get creative.
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Dangers
Sajra’s lair is an old Green Lord tomb, and When you enter the Hall of Gratitude,
Gratitude,
the mummified Maker is still ensconced in its you see a shifting tableau of ancient
central vault. To reach the vault, one must peoples living and learning at the feet
pass through the Hall of Humility and the of tall, magnificent beings. Roll +WIS: on
Hall of Gratitude. They are warded with fae a 10+, you witness someone learning a
magic to ensure that those who approach the skill or trade that is nowadays taken
vault do so with proper respect. I decide to for granted—describe the scene, then
write these hazards as custom moves. move on to the Hall of Offering; on a
7-9, you find yourself living one of these
When you enter the Hall of Humility,
Humility, ancient lives—describe the task you
choose 1: are performing for the Makers and how
you realize that this life isn’t yours,
* Tell us of a moment that left you then mark Dazed and move on to the
feeling humbled and small before Hall of Offering; on a 6-, the tableau
the natural world; you may then shifts and you find yourself living a life
proceed to the Hall of Gratitude. of savagery, brutality, sickness, hunger,
* Tell us of a personal triumph, a and want—tell us a hardship you experi-
moment that fills you with pride ence most cruelly, and mark all three
and self-satisfaction; you then debilities. Then tell us how you find your
exit the Hall of Humility and find true self again, and move on to the Hall
yourself back in the antechamber. of Offering.
271
Monster format
0
Crinwin 1
Almanac entries in The Wider Horde, small, hoarder, cautious, stealthy 2
World include many monster 3 HP 3; Armor 1 (reflexes)
write-ups like this—use them 4 Damage claws, rocks, choking d6 (hand)
when you can, either as-is or 5 Special quality climbs/jumps like a squirrel
slightly modified. 6 Instinct to covet
ä Mimic noises, words, cries for help
0 Icon: a quick visual identi- 7 ä Hide or vanish into the trees
fier for different monster ä Snatch something and dart away
types, used for monsters entries
in the almanac. You don’t need 8 They’ve always been there, in the Wood,
to include these in monsters you lurking in the trees. For generations, the
write up. Forest Folk hunted them and kept their
numbers in check. No longer.
1 Name: what the monster is
called (by itself, by the people Out-of-place noises: partial bird calls,
who deal with it most, or by you, off-season insect buzz, a bear’s growl
the GM, for your own reference). 9 from the treetops, snippets of
nonsense speech
2 Tags: terms that help describe Figures scurrying, leaping, swinging
the monster. All monsters have through the branches
an organization tag (solitary, group, Sinewy strong fingers around your throat
or horde) that indicates how they Clammy, blackish blood; too cold and
hunt and fight; many have a size putrid to be natural
tag (tiny, small, large, or huge) that
describe how big they are. Other Something interesting: there’s something
tags describe a monster’s basic na- that everyone agrees will keep crinwin
ture (e.g. construct, spirit, undead), its at bay (a smell, a charm, a sound, a little
traits (e.g. stealthy, terrifying), or its ritual, etc.). What is it, and why are you
behaviors (e.g. organized, cautious). sure that it’s next to worthless?
See page XX for descriptions.
Something useful: there really is something
3 Hit points (HP) and Armor: that keeps crinwin at bay, but it involves
how much damage the monster
something uncommon, impractical, or both.
can take, and how well protected it
What is it, and why isn’t it common knowl-
is. When a monster is reduced to 0
edge (or at least commonly accepted)?
HP, it’s out of the action (uncon-
scious, disabled, dying, or dead—
your call). When a monster suffers
damage, reduce that damage by its
Armor. The description after the
Armor rating describes its source,
and any exceptions.
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Damage: how the monster typi-
Monsters
4
Monsters are active dangers—things that
cally attacks, the damage it does,
the PCs can fight (or at least fight off ).
and the tags associated with that dam-
They are usually animate and sentient, or
age (see page XX for descriptions).
close enough. It’s a game term more than
anything else, covering beasts and people,
5 Special qualities: (optional)
constructs and spirits, and actually mon-
innate traits that impact play but
strous foes.
aren’t otherwise obvious or described by
tags. Special qualities can be advanta-
At left is an example monster, fully
geous (“echolocation” or “immune to
prepped, with its individual elements
heat/fire”), disadvantageous (“blind” or
called out.
“vulnerable to water/cold”), or neutral
(“made of crystalline rock”). These aren’t
GM moves, per se, but they can and
should inform the fiction that you estab-
lish and the GM moves that you make.
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1 Concept I want two powerful fae guardians to
Before you do anything else, imag-
protect the Green Lord’s burial vault.
ine the monster. What is it? What does it
They’ll appear in the Hall of Offerings
look like? What does it do? Does it live
and greet anyone who makes it through
alone or with others? How does it fight,
the Halls of Humility and Gratitude.
eat, and live?
I know that they’re loyal to their Green
Lord master, and that they control access
You’ll usually have some ideas for the
to both its constructed afterlife and its
monster when you start this process. If
actual, physical burial vault.
you’re stuck, look at an appropriate alma-
nac entry and (if there is one) consult its
For a physical appearance, I lean on the
tables. Roll or choose a theme or two for
Green Lord themes of “plants and grow-
your monster, and use that to help flesh out
ing things” and “chimarae,” plus the fae
the concept.
tendency to blur binaries. I’m picturing
tall, powerfully built humanoids with
Another trick is to pick a monster from
flesh like wood, sprouting elk-like antlers.
more traditional fantasy settings, some-
thing that isn’t present in Stonetop. Identify
From the fae themes, I pick “fluidity of
what you find most interesting about it (its
time and space.” I think that they can
look, its powers, its symbolic meaning, its
basically twist and teleport intruders
behaviors or relationships to others, etc.)
around, and can appear or disappear
and craft a similar monster that “fits” into
as they please within their realm. I also
the mythos of Stonetop. For example, if
choose “debts/vows/obligations” and
you’re a big fan of ropers (cavern-dwelling
think that they extract promises from
monsters that look like giant stalagmites),
those who come before them.
you might decide to place something like
that in Labyrinth, keeping its powers but
changing its lore to align it with the Things
Below.
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2 Name
For monsters that are known to another
people (like the Hillfolk or the Man-
You’ll want a way to refer to the
monster, at least in your own notes. Write marchers), use a similar process as above
it down. but (for mysterious, rumored monsters)
translate the English description into a
If the monster has a proper name that it language appropriate for the people or
goes by, call it that, maybe with a short region. If it’s a mysterious monster known
description. For example, “Sajra the Swyn” to…
or “Daedre the Red, bandit leader.” Pick
proper names from an appropriate name … the Hillfolk, then translate it into
list or almanac entry, or make up some- Breton and drop some of the vowels,
thing similar. giving it a clipped, truncated sound.
… Marshedge, then translate it into Irish.
If the monster is known to the people of … the Manmarchers, then translate it
Stonetop, and it’s something they consider into German.
mundane or commonplace, then give it a … the folk of Barrier Pass, then translate
simple, descriptive name in plain English it into Nepali or Tibetan.
(like “feathered drake” or “butcherbird”). … Lygos or other parts south, then trans
late it into Greek, Hebrew, Persian, or
If the monster is surrounded in mystery, Arabic.
a thing of rumor and legend, then give it … the folk of Gordin’s Delve, then decide
a Welsh-sounding name (like “nailadd” which immigrant group originally
or “ceffylwraig”). Come up with a word named it, and translate it as above.
or description in English associated with
the monster, then run it through an online For monsters that are unknown and un-
translation service. Combine and tweak the named, give them spooky, descriptive titles
resulting translation (or try other phrases) in plain English, like “The Shadowy Pres-
until you find have something that sounds ence” or “The Killing Frost” or “The Thing
good and is simple enough to use in play. in the White Well.”
(You can use this technique to come up
with proper names, too.) For my fae guardians, I think that they
share a a title, bestowed on them by their
Green Lord master—something like “the
horned trees” or “the offering trees.” I try
translating a few words into Slovak and
find that “gift” can translate to “darček”
and “trees” translates into “stromy.” I
combine and simplify the two words
to become “the Darstrom.”
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3 Tags What is it notable for?
Assemble a list of tags by answering (add all that apply) tag
the following questions.
Amassing trinkets and treasure hoarder
Avoiding fights, fleeing early cautious
How does it hunt or fight? (pick 1) tag Intelligence cunning
In large groups (6 or more) horde or devious
In small groups (2-5 per group) group Disturbing/terrible presence terrifying
By itself solitary Sneaking, surprising, ambushing stealthy
Using spells or magic magical
If an individual monster is part of a group, Working well in groups organized
but it still fights or hunts mostly on its own,
then give it the solitary tag (and appropriate If the creature possesses some other quality
HP and damage ratings; see below). that can be easily described in one word,
make up a tag.
How big is it? (pick 1) tag
Cat-sized or smaller tiny If the Darstrom fight, they fight as
Like a human child small a pair, so I give them the group tag.
Adult human-sized - They’re maybe 12 feet tall and quite
Like a horse, cart, etc. large massive, so I give them the large tag.
Like an elephant, or bigger huge They’re obviously fae, and notable both
for using magic and working well
together. I write down their tags as:
What is its nature?
group, large, fae, magical, organized.
(add all that apply) tag
Lacks physical form spirit
Between physical and spiritual fae
Made by someone construct
Alien to this world planar
Dead, but in denial undead
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3
4 Hit points What else applies? (pick all that do) hp
Determine the monster’s maximum
It’s particularly tough/durable +4
HP by answering the following questions:
It’s smiled upon by the fates +2
It’s animated by more than biology +4
How does it hunt or fight? (pick 1) hp It lacks vital organs +3
In large groups (6 or more, horde) 3
In small groups (2-5, group) 6
The Darstrom fight as a pair, with the
By itself (solitary) 12
group tag, so they start with 6 HP each.
They’re also large, giving them +4 HP.
Just to be clear: each monster in a horde has
The fae have strange forms, but they
3 HP, and each monster in a group has 6
are still living things with discernable
HP. This isn’t a shared pool of HP (unless
anatomy: they bleed, have hearts, brains,
you choose to abstract a group; see page
joints, and so forth. But the Darstrom—
XX).
with their woody flesh and massive
frames—are particularly tough. I give
How big is it? (pick 1) hp them +4 HP, for a total of 14 HP each.
Cat-sized or smaller -2
Like a human child -
Adult human-sized -
Like a horse, cart, etc. +4
Like an elephant, or bigger +8
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3
5 Armor What else applies?
Answer the following: (pick all that do) armor
It’s tiny +1
What is it protected by? (pick 1) armor It bears a shield or similar +1
Naught but cloth and flesh 0 It’s skilled in defense +1
Leathers or thick hide 1 It lacks vital organs +1
Mail, scale, or similar 2
Steel armor, boney plates, carapace 3 Make note (in parentheses, after the ar-
Potent magical wards or 4 mor) of the source(s) of the Armor rating
supernatural resilience and any notable exceptions.
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3
6 Damage
Range tags
What is the monster’s typical form of
attack? Write it down, along with the mon- These tags indicate the range at
ster’s damage rating and appropriate tags. To which the monster’s attack is useful.
determine them, answer the following: PCs weapons also use these tags.
Use them to inform what’s possible,
How does it hunt or fight? (pick 1) damage what’s required, and what the likely
In large groups (6 or more, horde) d6 outcomes are (see “Fictional position-
In small groups (2-5, group) d8 ing,” page XX).
By itself (solitary) d10
tag description
What is the nature of hand tight quarters; up close
its armament? (pick 1) add and personal
Useful up close and personal hand close melee range, 1-2 steps away
Work well at sword’s reach close reach 3-4 steps away.
Can keep foes at bay reach near up to 30 or so steps away
Useful at range near and/ far quite the distance; 100 steps,
or far maybe more
Can hurt many foes area
Small and weak -1 damage How big is it? (pick 1) damage
die size
Cat-sized or smaller -2 damage,
Vicious and obvious +2 damage -range
Can cut through leather or hide 1 piercing, Like a human child -range
messy
Adult human-sized -
Can tear metal apart 3 piercing,
messy Like a horse, cart, etc. +1 damage,
+range
Can ignore armor entirely ignores
armor Like an elephant, or bigger +3 damage,
+range
Prone to breakage crude
“-range” means you should decrease its
range tag(s) one step, while “+range” means
you should add a range tag.
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Dangers
The Darstrom are loathe to fight, but when I’m picturing them as implacably strong, so
they do, they smash foes with their trunk- I give them +2 damage and forceful. Their
like forelimbs, or plant those limbs and kick primary danger, though, comes from their
out with their legs. I write down “Powerful abilities to extract promises and to mess
blows” as their primary form of attack. with time and space. That reduces their die
size from a d8 to a d6, but they’re also quite
They fight as a pair (group tag), so they ancient (from the time of the Green Lords),
start with d8 damage. Their limbs are so I bump it back up to a d8. Because they
particularly long for their size, so I give loathe violence, they’ll have disadvantage
them the close range (rather than the hand on any damage rolls.
range). I consider giving them the +2 dam-
age for armaments that are “vicious and I write their damage entry as:
obvious,” but I don’t think that’s quite right.
Powerful blows: d8+3 damage w/disad-
They’re large, giving them +1 damage and vantage (close, reach, forceful).
an extra range. I add reach instead of hand,
because I think they’d better at keeping foes at
bay than fighting ones inside their guard.
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3
7 Special qualities The Darstrom have three glowing,
Consider writing a special quality
empty eyes. That’s weird and creepy, but
for each of the following that the monster
won’t really affect play. They have woody
possesses.
flesh, but I’ve already accounted for that
in their HP and Armor. I’ve already
An exceptional/limited sense (like “sees
noted their vulnerability to iron.
heat instead of light”)
A useful adaptation/defense (like “im-
They have no mouths, but “speak” tele-
mune to fire”)
pathically. I think they’re entirely honest.
A strange form or composition (like
And I think their presence messes with
“amorphous ooze” or “made of dust”)
time and space—things change places
A weakness or vulnerability (like “pow-
without moving, moments take minutes,
erless in sunlight”)
minutes pass in moments, that sort of
An effect on its surroundings (like
thing. Those are all important traits that
“flames dim and flicker in its presence”)
might influence play, so I write down
An important trait, not otherwise ob-
vious (like “can talk” for a bird)
Special qualities: telepathic; can’t
lie or mislead; subtly warps time
If it’s a construct, be sure to write a special
and space.
quality or two that reflect its construction
or purpose. If it’s planar, give it at least one
special quality about how it is unnatural or
doesn’t belong.
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3
8 Instinct 3
9 Moves
What does the monster do that Each monster should have a few
brings it into conflict with others, or leads GM moves. Write these moves so that
it to harm others? Write this in the format they finish the sentence “the monster can/
“to [do something].” will __.” For example: “surround and harry
prey” or “smash through obstacles” or
Good instincts describe a general pattern “sound the alarm.”
of behavior rather than a specific action.
“To gorge itself ” is a good instinct; “to If the monster… (choose all that apply)
swallow prey whole” is too specific (that’s
more like a move). With that said, try … is deceptive and sneaky, write a move
to write instincts that are distinctive. “To about its dirty tricks.
hunt” is an okay instinct; “to relentlessly
pursue its prey” is better. … uses spells or magic, write a move that
describes its powers.
It’s possible that a monster might have
multiple instincts, like a cave bear’s “to … works well in groups, write a move
fill its belly; to protect its young.” Do this about how it calls on or coordinates
sparingly; its best for nuanced monsters with others.
with conflicting motivations, or for mon-
sters who are strongly ruled by their base … is a spirit, but it can manifest or
natures. possess a physical form, write a move
that describes how it does so.
The Darstrom guard the entrance to … poses a primary danger other than
their Green Lord master’s burial vault physical injury, write a move to reflect
and constructed afterlife. They’ll chal- the true threat it poses.
lenge anyone who approaches, judging
them, demanding an offering, and … actively defends itself, write a move to
extracting a vow of peace and respect. describe that defense.
Ultimately, this behavior all stems from
a simple instinct: to protect its master. … has a special form of attack, write a
move to describe it, along with any tags
and—if appropriate—an alternative
damage value.
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Most monsters have three moves; simple Write moves that will help you use this
ones might only have two. Particularly monster at the table. A loosely-worded
important or dangerous foes can have four move (like “Bully and manipulate people”
or maybe even five. or “Cast a spell of fire and flame”) gives
you a lot of flexibility and permission, but
Don’t write monster moves that just de- it’s only helpful if you can improvise that
scribe its basic attack. If you gave it “stone- sort of action at the table. A more specific
tipped spear, d6 damage (close, reach),” then move (like “Threaten their family or repu-
don’t write a move “Stab foes with a spear.” tation” or “Conjure barely-controlled spells
You already know it can do that! If you re- of primordial fire”) will give you much
ally want a move to describe how it fights, more direction at the table, and might be
write something more interesting, like easier to use.
“Leap headlong into battle” or “Hem foes
in with a thicket of spears.”
The Darstrom use spells and magic, work
Likewise, avoid writing moves that are just well together, and their primary danger
“do its instinct.” Look for specific ways to isn’t from the wounds they inflict. That
express the instinct. If its instinct is, “To gives me three moves to write. I go with:
pursue prey,” then how does it pursue its
prey? Oh, it can “Scent prey from miles * Lock eyes and teleport them away
away?” or “Unerringly track a creature * Act in tandem, without hesitation
whose blood it’s tasted?” Excellent. * Lay a wasting curse on anyone
who breaks their promise of
respect and peace
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3
10 Description
Other things that you might include in the
description:
Write as much or as little of a
description of your monster as you like.
Remember, the audience here is you, us- How many there are
ing the monster during play. Write your Where they are found
description with that in mind. What they are likely to be doing when
the PCs encounter them
Think about how you’ll describe the Social structures and relationships
monster to your players during play. How Backstory and history
big is it, what does it look like, how does
it move, etc. Use similes and compari- Many monsters are also NPCs; if they’ll
sons to familiar objects (“it’s like a huge be talking to the PCs, consider coming
elk-centaur, with big old antlers on a skull up with a memorable, distinctive way to
head, exposed ribs and an extra pair of portray them at the table. (See page XX.)
creepy little T-rex arms”). Maybe sketch
something out, or find pictures online to I think a bit about how I’ll describe the
show your players. Darstrom and jot down these notes:
Tip: include at least one impression on a * 12 ft tall, humanoid, skin like
sense other than sight, like the skittering wood. Tree-trunk forearms, goat
sound it makes, the smell of ozone left legs, antlers. No mouth; three
in its wake, the cold sweat they feel in its glowing white eyes.
presence. Keep it concise and evocative. * Move like gorillas, or on crutches…
Limit yourself to three such impressions plant their big forearms and swing
at most. legs forward. Creaking wood sound.
* Weird, dreamlike presence.
“Wasn’t it just over there?”
* “Voice:” quiet, breathy. Repeat
every few words, like an echo.
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11 Optional elements
If you expect the players to Know Things
about the monster, then maybe prepare
If the monster has nuanced mo-
tivations or behaviors, consider writing “something interesting” (for a 7-9 result)
out tactics for the monster, as a series of and “something useful” (for a 10+) in
“if-then” conditions and behaviors. This advance. See Know Things (page XX) for
can help you portray your characters with guidance. Remember, though: these notes
integrity, and speed up play. are for your benefit. Don’t bother prep-
ping stuff you can improvise at the table,
To write tactics, think about how and or things that are obviously implied by the
where the PCs are most likely to encoun- monster’s stats. Prep lore to fill in gaps that
ter the monster. Write an “if ” or “when” aren’t otherwise apparent, or to pre-plan
statement for that, and what the monster just how much information you’ll give on a
will likely do as a response. What are the 7-9 or a 10+.
PCs likely to do next, and how would that
affect the monster’s behavior? Write an- Finally, consider writing one or more
other if/then for that. Keep following the custom player-facing moves. If there’s
likely forks in the paths, writing ifs/thens something the monster might do to the
until you’ve covered the likely results: the PCs, or an effect it might have on them,
monster attacking, the monster fleeing, the and a custom player-facing move would
monster agreeing to let them go, etc. help you resolve it in play, then write it
up. Player-facing moves are particularly
good for resolving nasty attacks or touchy,
unpleasant effects. Mind control, instant
“kill” powers (like petrification), and poison
are all good candidates.
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Dangers
I imagine the players might Know Things I’m also thinking that the Eiricainn’s telepathy
about the Eiricainn, and what they’d make them particularly difficult to deceive. I
consider to be a “worthy” offering. I think of write a player-facing move to reflect this.
something interesting and something useful,
and add that to the write-up. When I’m done, the Eiricainn’s write-up
looks like this.
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Dangers
Running monsters
and combat
Remember, “monster” is just a term for
something that the PCs might end up
fighting. It includes hostile (or potentially
hostile) people as well as spirits and beasts
and honest-to-goodness monsters.
The PCs are up in Gordin’s Delve trying to Too quiet. You feel like you’re being watched.
trade off some valuables they found in the What do you do?”
Green Lord’s tomb. Rhianna’s off talking
to a contact. Vahid, Caradoc, and Blodwen Let’s say they Seek Insight, roll a 7-9, and
are at a pub. Caradoc and Blodwen get ask, “What should I be on the lookout for?”
up to leave and Vahid, he sees a couple of I’d say, “ You’re pretty sure someone’s fol-
unsavory types get up and follow. lowing you, or maybe circling ahead. And
these alleys are filled with good spots for
Now, if these guys are just a pair of local an ambush. What do you do?” Whatever it
miners that Caradoc managed to tick off, is, they’ll be on guard. My next move will
then I’ll introduce a danger and let the PCs probably be to introduce a danger, but
see them coming. “About halfway back to your softly and with a chance to react. “As you
hostel, you realize that you’re being followed. pass a dark side-alley, two thugs rush out
It’s those guys from the pub and they look towards you, what do you do?”
pissed. What do you do?” The PCs have all
sorts of options—they might try to lose them, But suppose they Seek Insight and get a
or set an ambush, or talk, or whatever. 6-, or just ignore my veiled threat and
blunder on. In that case, I’ll introduce a
But if these bad guys are stealthy cutthroats danger hard and painfully. “Caradoc, this
who regularly murder unwary travelers guy comes out of a dark side-alley and snags
in alleys and loot their corpses, then I’ll be your right arm, twists, and shoves you
much more aggressive about it. I’ll start face-first into a wall. Take 1d8 damage.
by hinting at more than meets the eye. Blodwen, you see a second guy step forward,
“ You find yourselves in a dark, empty little sneering, a glint of metal in his hand. What
trash-strewn square, and everything’s quiet. do you do?”
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Dangers
Monsters don’t Clash or Let Fly; you don’t Blodwen Sought Insight and spotted
roll to see if their attacks succeed. Instead, some junk she could use as a weapon, but
you make a GM move. Usually, you describe I kept the spotlight on her and had the
the attack but stop short of it connecting. cutthroat attack. She says, “I’ll twist out
Ask the player(s) in the spotlight, “What do of the way, then dive for that broom!”
you do?” Whatever their response, it’s likely We agree she’s Defying Danger with
to trigger a move. Resolve the move, and let DEX (with advantage, for acting on
the situation snowball from there. Seek Insight).
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Dangers
A character actually suffers a monster’s A player’s actions are informed by their fic-
attack when... tional positioning—where they are, what
they’re doing, where their enemies are and
... you set up an attack with a soft move, what they’re doing, weapons, momentum,
and the PC ignores it; terrain, lighting, and everything else that
... the results of a PC’s move (like Clash) we’ve established about this situation.
says that they do; or
... the PC rolls a 6- on pretty much any Fictional positioning affects whether a
move, and you decide that they do. PC’s actions trigger a move, and which
move is triggered, and whether an action
Suffering a monster’s attack doesn’t (just) is even feasible. It also affects the range
mean that they take damage. It means of possible results, both good and bad. A
you use the monster to make an aggres- strong fictional position can mitigate the
sive, hard move. You can, of course, hurt bad results of a roll, and a desperate fic-
them. Or you can make any other hard tional position can mean that a 6- is really,
GM move that makes sense. If your move really bad.
involves the PC getting hurt, roughed up,
or worn down, then deal damage as part of Skillful players will look for ways to shape
that move. their fictional positioning, allowing them
to trigger more advantageous moves, set
themselves up for better results, or even
“So this guy’s got my right arm twisted? skip needing to roll entirely.
But my left arm’s free? When he pulls me
back by my hair, I’ll quick draw my new
dagger like this and stab behind me.” I
wasn’t expecting that, but it makes sense
based on how we’ve described things.
Clash it is!
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Dangers
I jump back to Blodwen, who just dove past I jump back to Caradoc, who’s in a spot of
her assailant and grabbed a broken broom his own—on the ground, no knife, angry
to use as a weapon. She got cut, but now has bad guy above him. “He’s still got your left
some distance between her and her attacker. arm twisted out behind you, and he’s like
I describe the situation: “ You grip the broom kneeling on your back.” I announce trouble.
and he turns to face you, a little more respect “He keeps adding pressure. It feels like your
in his eyes.” Then I offer an opportunity arm is going break or something. What do
for Blodwen to seize the initiative. “He you do?”
crouches down like this, knife at the ready—
you can tell he’s waiting for his moment. “I’ll, like, reach back with my right hand
What do you do?” and grab his face, try to gouge an eye or tear
his cheek or something.”
“Just like old Seren taught me. I’ll pretend
to be scared and present an opening. When That’s just not reasonable given the position
he attacks, I’ll sidestep and smack his wrist, this guy has him in. I clarify the situation,
then swing up and smack his face.” then tell him the requirements and ask.
“ You’re gonna need to get free of his hold
I could say “no, he doesn’t buy your act” or before you attack him. And if you want to
maybe even tell her the requirements and force yourself free, that’s going to be Defy
say she’ll have to Persuade to lure him in. Danger with STR. You do it?”
But I think this guy is a big bully, not ex-
pecting much of a fight, and he gets suckered “Wait, wait. I think this counts as a threat
in. “Cool, roll to Clash!” to my loved ones, right? These guys are try-
ing to kill Blodwen, not just me. Anger is a
She gets a 7-9, so her maneuver mostly Gift?” It’s a bit of a stretch, but sure. “Cool,
works but she suffers his attack. She rolls I spend 1 Resolve to act suddenly and catch
only a 1 for damage (vs. this guy’s 6 HP), him off-guard. Do I still need to roll?”
so I say that she smacks the knife out of his
hand but doesn’t get the follow-up swing “ You’re still in a really bad position here.
at his face. Because he no longer has his But I tell you what--I think catching him
knife, I make his attack softer than I would off guard means you can twist free and
have and put her in a spot. “Before you attack him at the same time. So a Clash
can swing up, his left hand grabs the shaft. instead of Defy Danger. Cool?” He agrees,
Then he grabs on with his right hand, and rolls a 10+, and manages to wrench free
you find yourself struggling over this broken with a yell and punch the thug out.
broom handle.”
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You’ll generally focus the spotlight on one As a fight goes on, avoid anything that feels
or two specific characters at a time. Other like “trading blows” or just a grinding away
players can interrupt and interject, within at each other’s HP. Use your GM moves
the bounds of what the fiction, the rules, and the results of PC moves to constantly
and politeness allow. Don’t be afraid to shift the momentum of the fight and the
shut down (politely yet firmly) a player fictional positioning. Even when one side
who keeps stealing the spotlight, or whose rolls low damage (or no damage), look for a
character is preoccupied, or who wants to way to make the situation change.
do something implausible.
Regularly ask yourself, “Would this monster
keep fighting?” Use its instinct as a guide, as
Caradoc finishes off his foe and I jump well as what you know about its personality
back to Blodwen, who’s struggling with and why it’s fighting in the first place. Cau-
the other cutthroat over the broken tious foes in particular will look to escape
broom handle. I show a downside and violence as soon as a fight goes south.
tell her “He’s a lot stronger than you, you
can barely hold on. What do you do?”
Caradoc gets a 12 on his Clash and does
Before she says anything, Caradoc jumps indeed tackle the cutthroat. He rolls only
in. “I spend my last Resolve and act sud- 1 damage, but his maneuver still works.
denly. I come out of nowhere and bowl “ You shove him up against the far wall
this guy over. Clash?” and he grunts a little.”
I’m tempted to say “No, this is happening I shift the focus back to Blodwen and
while you’re fighting with your guy.” But offer her an opportunity. “Whew, you’re
his move does let him spend Resolve to free. You notice this guy’s dagger at your
“act suddenly, catching them off-guard.” feet. What do you do?”
“Huh. Yeah, I guess. Roll it!” “I pick up the dagger and calmly walk
up to them. Caradoc has him pinned?”
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Foes they can’t hurt Make the PCs work for it. They might
Sometimes, the PCs can’t feasibly attack have to figure out a way to actually hurt
their foe. The monster might have a special this foe. They might need to Defy Danger
quality (like “made of stone”) or tag (like to get close enough, or Aid each other
huge) that makes them effectively invulner- to have any chance of overcoming its
able to the PC’s weapons. It might have defenses. They might need to use the
a move (like “swat arrows from the air”) environment to their advantage. They
that counters attacks. Fictional positioning might have to retreat or flee because they
might make an attack extra dangerous or just can’t hurt it. They might need to wait
impossible (it’s got a reach weapon and the for their moment. They might need to do
PC has a hand weapon). something drastic.
When you first present such a monster, con- Reward creativity and effort. If they have
vey how hard it’ll be to hurt. “It’s got this an idea or a move that would work—even
lashing, whip-like tail, at least 10 feet long.” one you never expected—then run with it.
“It’s like literally a moving tree, 30 feet tall Be a fan of the player characters. But also,
and made of wood.” “She moves with the respect your prep and the fiction. If your
calm confidence of a master fighter.” notes say that this monster is hurt only by
bronze, and they don’t have any bronze,
If the players say that they attack in a way don’t let them steamroll you into agreeing
that just wouldn’t work, then they don’t that it’s also vulnerable to, oh, silver.
trigger Clash or Let Fly. Instead, tell them
the requirements (“you’ll have to get past
that tail first”) or reveal an unwelcome
truth (“you chop into it full-strength,
and it just, like, takes a chip out of
it”) or put them in a spot (“she
side-steps like it’s nothing and
her own spear flashes at your
throat”) and ask, “What do
you do?”
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Rhianna, Garet, and Eira (two of her crew) first one goes down and the second is up but
find Caradoc barely holding a doorway injured. She also rolls her crew’s 1d6 dam-
against six crinwin. Some turn and hiss. age against each of the other two crinwin,
Rhianna says “We draw hatchets and wade getting a 4 and a 3. Garet drops his, Eira’s
in!” Her crew are archers but not warriors, is badly wounded but still up.
so she spends 1 of her crew’s Loyalty (see page
XX) to get them follow her lead. They also suffered the crinwin’s attack. I don’t
have a particular move in mind, but I know
Caradoc’s got two crinwin occupied, so I tell it’ll deal damage, so I start with that. “Rhi-
Rhianna she’ll be dealing with the other anna, each of you takes 1d6 damage from the
four. “How are you doing this?” crinwin you’re fighting. Actually, you take
1d6+1, because you fought two of them.”
“I’ll take point, chopping the first one and
plowing past him to get at the next. Garet’s “Really? Didn’t I cut the first one down
on my left, Eira’s on my right, a step behind, before it could hurt me?”
each hacking at one of their own.”
I could tell her that it got a lick in before
“Sounds like Clash with Aid from your it went down, but whatever. “Good point.
crew,” I say. “But they’re not providing ad- 1d6 damage to each of you.” She takes 4
vantage—they’re letting you fight multiple damage herself. Garet takes 1 and Eira
foes at once.” Rhianna rolls an 8. She and takes 5. They’re all still up, but Eira’s in
her crew deal their damage but suffer the trouble. I let that inform my move and I
enemy’s attack. put her in a spot. “Okay, so Eira got tripped
by hers and it’s on her chest, smashing her
Rhianna rolls her 1d8 damage twice (once head against the wall. She looks out of it
per crinwin she engaged), getting a 7 and a and, Rhianna, you’ve still got a crinwin in
2. Crinwin have 1 Armor and 3 HP, so the your face. Meanwhile, Caradoc…”
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Abstracting groups
If the PCs have a group of followers, If one group outnumbers the other, they
then you’ll often want to abstract their get a +1 bonus to damage and Armor for
actions in combat. Resolve the group’s every multiplier past 1. For example, the
actions with as few individual moves as 20 crinwin outnumber the crew of six
possible. For example, if the Marshal’s by about 3:1, so they’d get a +2 bonus to
crew of six opens fire on a horde of 20 damage and Armor.
crinwin, have the Marshal make a single
Let Fly roll to see how it goes. Damage represents casualties. If one
group loses half its HP, then about half
If the group deals damage to another that group’s numbers are out the action.
group, or takes damage from another Adjust the bonuses to damage and
group, then you can roll damage once Armor accordingly! So if the crew of six
per side and abstract the results. A group dealt 4 damage to the crinwin when they
deals damage and has HP and Armor Let Fly, that’d do 1 damage after Armor
as though it was one individual member and reduce the crinwin from 3 HP to
of the group. For example, the marshal’s 2 HP. One third of the crinwin (let’s
crew of six would deal 1d6 damage, say seven of them) would be out of the
have 8 HP, and 1 Armor from their hide action, reducing their advantage to only
armor. The horde of crinwin would deal about 2:1. Their bonus to damage and
1d6 damage, have 3 HP, and have 1 Armor is now only +1.
Armor from their agility and reflexes.
Shift the spotlight between the group
and individual PCs. Switch the scale
and “zoom” of the action accordingly.
Foes that are engaged by individual
PCs aren’t really part of a group. So
if one PC ran in and attacked two
crinwin while another PC De-
fended and drew the attention of
another three, the Marshal’s crew
of six would be left contending
with only eight crinwin (20 to
start, less 7 dead from Letting Fly,
less 5 occupied by PCs). That’s
basically even numbers, so the
crinwin have lost their bonus to
Armor and damage.
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Keep in mind what other enemies are up Populate your battlefields with potential
to. The PC stabbed the monster that was energy—heavy things to knock over, high
swooping at him, but what are its friends places to fall off of, kindling to set aflame.
doing? Use your next soft move to bring Throw in some active hazards, too: raging
them into the action. “…looks like you fires, crumbling ceilings, sucking mire.
knocked the wind out of it. Meanwhile, the Present these elements as opportunities to
next one is swooping down at you while the PCs. Use them to answer “What here
you’re unarmed, what do you do?” is useful or valuable to me?” Incorporate
them into your GM moves, soft and hard.
Keep the spotlight moving. When one PC
isn’t actively engaged, make a soft move at
the current PC, then move the spotlight to
the idle PC and ask what they do about it.
“…the next one is swooping down at you
while you’re unarmed. Rhianna, you see this
happening, what do you do?”
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NPCs
NPCs in play
Creating NPCs
Followers
Follower moves
Followers in play
Creating followers
Updating followers
Losing followers
NPCs & Followers
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NPCs & Followers
Challenge yourself ! If your instinct is to Try to stick to the core loop! Establish the
always summarize what NPCs say, try a bit situation—the time and place, the NPCs
of first-personal portrayal. If you find that involved, the tone and gist of the conversa-
you always speak in-character, try summa- tion—and then make a soft GM move.
rizing conversations instead. GMing is a Have the NPC ask, “So, what can I do for
practice (page XX), and you only get better you?” Or, have them say something provoca-
at things you try! tive and give the player a chance to respond.
Or, step out of character and say how the
Dialogue scenes NPC is acting nervous, or how they look
unwell, or how there’s a strange new idol on
Many scenes will be dialogue scenes,
their hearth that wasn’t there before. Ask,
scenes where one or more PCs are talking
“What do you do?” Go from there.
to an NPC, and that’s the extent of the
action.
Remember to be honest and generous
with the truth and detail. When you make
It’s easy to fall into “just talking,” where
a GM move (soft or hard) via an NPC’s
you all are inhabiting the PCs and NPCs
voice, step out of character and be explicit
and just play-acting, seeing how they
about the implications of what you just
respond to each other. It’s fun, and it’s a
said. If you intend to portray an NPC
chance to give your characters life and to
being shifty and nervous, deliver their
let things breathe. But be careful! It’s also
lines and then say, “He’s being shifty and
easy to let dialogue scenes drag on and
nervous.” Don’t assume that your players
meander without purpose.
will properly interpret your portrayal.
Like all scenes, good dialogue scenes
Keep an eye out for players triggering
have a purpose. There’s a reason that you
moves during dialogues. If you (as an
(or your players) have initiated this con-
NPC) put up resistance and the PC per-
versation, between these characters. The
sists, they just triggered Persuade. If you
PCs are trying to accomplish something;
ask the PCs a pointed question and they
you’re trying to convey something; there’s
straight-up lie, they’re probably Defying
a question that needs answering; there’s a
Danger. If the PCs have special moves that
conflict to resolve—or escalate! Keep the
kick in during a conversation (like Under
reason for the scene in mind, even as you’re
Your Skin or Up With People), ask the
portraying the NPC(s) and speaking in
player if they want to use them.
their voice(s).
When the purpose of a scene has been
resolved, or when the dialogue starts to
fizzle out or swirl, wrap up the scene. Step
out of character, transition to the next
scene, move the spotlight, and/or shift into
loose play.
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So: how do you do that? Add the NPC’s name to the steading
playbook.
1) Give them a name
2) Conceptualize them
Build on what’s established Prior to leaving on a trade mission to
Ask the PCs questions Gordin’s Delve, Rhianna Musters the
Pick a memorable trait village to guard against crinwin. She
3) Give up to 3 impressions about them gets a 10 and picks “1 or 2 individuals
4) Flesh out details as needed, such as: show real potential; ask the GM who
An instinct and how.” I don’t have anyone in mind,
Their connections to others so I look at the list of Stonetop names
Their motivations and say “Uh… let’s say that Andras
How you’ll embody them in play catches your eye to replace good old Garet.
Game stats: tags, HP, armor, And, oh, Elios. He’s some-one you can
damage, and GM moves leave in charge while you’re gone.” I add
both names as Notable Residents in the
You might also add details to treat them as steading playbook.
a follower (page XX), monster (page XX),
and/or threat (page XX).
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3
2 Concept
Ask questions
Many NPCs will be people who the PCs
Figure out who this person is.
What are the most obvious and important would know, or least know of, so ask your
things about them? What are their pro- players about them. They’ll care more
nouns? How old they are? Where are they about NPCs that they help create! Keep
from? If you had to describe them in just a in mind “the line” (page XX). Ask the
few words, what would they be? characters questions that they’d be able to
answer. The closer the PCs are to an NPC,
Build on what’s established the more questions you should ask.
Start with what you already know about
this NPC and extrapolate. If the NPC is For locals or people PCs know well:
written up as a follower, monster, or threat,
then their concept is already well-estab- Are you related to them? How?
lished and you just need to fill in some What’s their family situation?
details. But if you’re making up this NPC (Married? Kids? Parents? Siblings?)
from scratch, you’ll need to do more work. Who else are they close to? Who cares
about them?
No matter how sparse the details, you What do you like/dislike about them?
always know something about this NPC. What are they respected for?
How or why were they introduced? What What do others say behind their back?
can you infer about them based on that What’s their most notable feature?
context? What have you already estab- How have they always treated you?
lished about the world that can fill in the What do they seem to like/dislike?
blanks? Go with the obvious answers or
intentionally choose something that un- For outsiders, but ones the PCs know:
dermines a trope.
When/how did you first meet them?
Hold your ideas lightly for now. As you When did you last see them?
ask questions and choose traits for this What do you know of their family?
NPC, your initial concept for them might How would you describe them?
change. That’s great! Stay loose! Why do you (not) look forward to
seeing them again?
How have they changed since last
I just introduced Elios as a good person you met?
to take charge of the defenses while the
PCs head to Gordin’s Delve. I figure For folks the PCs have heard of but don’t
Elios is an established farmer, maybe actually know:
around Rhianna’s age. I in-stinctively
thought of him as a “he.” I tell this to What are they known for?
Rhianna. I’m now thinking of a good, What is said to be their most
well-liked family man, but we’ll see notable trait?
what my players have to say. Who do you know who’s met them?
How are they different than what
you expected?
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For specific NPCs, you can be much more Assign memorable traits
provocative. Frame your questions so that Give the NPC at least one specific, memo-
they assert things that you want to be true, rable trait and play that trait up. These
while still asking the player something traits become your touchstones for portray-
meaningful. When you introduce a merce- ing them. Folks might not remember that
nary from the Heavy’s blood-soaked past, the publican’s daughter is named “Tegid,”
maybe ask, “Why would you never want to but they’ll remember “the girl who runs
cross swords with them?” or “What das- everywhere.”
tardly deed did you once see them do?”
Pick traits from the list of NPC Traits in
If multiple PCs know the NPC, spread the steading playbook, or make them up, or
your questions around. Even better, ask ask the players to do so. Write these traits
questions that push the PCs towards down next to the NPC’s name, along with
conflicting opinions of the NPC. If you their occupation or lot in life, plus any key
asked the Heavy what dastardly deed they relationships.
saw this mercenary do, then maybe ask
the Seeker how that same mercenary once An NPC’s traits might flow naturally from
saved their life. what’s already established, but you can also
pick a trait that contrasts with what you
Build on the answers your players give you. know or what you’d expect. Maybe the burly
Clarify and ask follow-up questions, but smith also knows all the gossip. Maybe the
otherwise treat their answers as if they’ve Fox’s kind-hearted spouse harbors a hatred
been true all along. for the Hillfolk. Such contrasts make NPCs
more compelling and memorable.
I ask Rhianna, “So what makes Elios a
good choice to leave in charge?” She says Based on what we know, I jot down:
that he helps her drill the militia. Folks
have always looked to him when she’s out ELIOS (he/him): farmer, humorless,
in the Wood. “Why is that?” She says he ex-mercenary, Blodwen’s uncle
spent time as a mercenary when he was
younger, and has actual experience with I check the NPC Traits list, looking for
this stuff. Interesting! an interesting contrast. My eye catches
on “just got married.” I think it’s a bit
“Cool!” I say, then turn to Blodwen. fraught, and ask the PCs why. Vahid
“How are you related to him? And pops in with, “He married a younger
what’s he like?” She says that he’s her woman, someone very talkative and
uncle (her mother’s brother), a hard bubbly. It’s a weird match, but they seem
worker, gruff but always kind to her. happy enough. Well, she does. Elios is
never happy.”
I then ask Vahid what he dislikes about
Elios. And he’s like “Ugh. He’s the worst. I love it. I add “just married” to his
Can’t take a joke. No sense of humor at all.” write up, and make a note to figure out
who his new wife is, too!
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3
3 Impressions
Each impression should involve a differ-
ent sense or aspect of the NPC (see the
At this point, you should have a
sidebar for examples). Keep impressions
solid concept for the NPC, enough that
short, simple, and evocative. Give less
you can start portraying them.
detail than you think you need; let the
players’ imaginations fill in the rest.
If you’re creating this NPC on the fly,
frame a scene with them (if you haven’t al-
Maybe ask the PCs to help describe the
ready) and give up to 3 impressions about
NPC, especially if it’s someone they know
them, their surroundings, or what it’s like
well. Of the Would-be Hero’s crush, maybe
to be around them.
ask “What do you find most attractive
about them?” When Brennan the Claw
If you’re prepping the NPC in advance,
first appears on screen, maybe say “Rhi-
decide on these impressions now and write
anna, you’ve met him—what about his face
them down, to whatever level of detail you
makes it just so punchable?”
find helpful. Bring them up when you first
put the NPC on screen.
Most impressions should reflect an NPC’s
concept—they’re a way to show rather
than tell. But maybe give one impression
Impression examples that contrasts with the rest of the NPC:
Face: angular, broken nose, dimpled, give the dastardly mercenary soft, sad eyes,
freckles, hawk nose, leathery, or say that the well-dressed merchant reeks
missing teeth, paint, scar, scowl, of body odor. Such contrasts give your
soft, sunburnt, tattoo, warts, etc. NPCs depth and texture.
Eyes: big, bright, cool, cloudy, dark,
deep, droopy, missing, pale, small,
squinty, quick, watery, etc. I’m ready to portray Elios, so I frame
Hair: bald, curly, greasy, straight, the scene. “Like you said, Rhianna, you
thick, thin, etc. double the watches and step up drills. A
Body: big, heavyset, little, lithe, few days later, you find Elios, compe-
meaty, missing __, round, short, tently running a shield wall.”
stooped, tall, thick, thin, wiry, etc.
Presence: alert, brooding, cheery, I give some impressions that play up his
elegant, fidgety, friendly, haughty, role. “He’s got this deep, almost monotone
hunched, intense, serene, etc. voice that folks kind of lean in to hear, and
Scent: earthy, musky, floral, ripe, sour, a scar on his face that you assume he got
smoky, etc. in his days down south.” Then, to make
Clothes: boots, charms, clean, [color], him a little more human, I add, “And as he
dirty, furs, ribbons, silk, torc, watches folks practice, you realize that he’s,
threadbare, unkempt, etc. like, fidgeting with a… locket? Probably a
Voice: breathy, clipped, crass, gruff, gift from his new wife.”
high, hoarse, lilting, lisping, mon-
otone, mumbly, nasally, quavery,
rumbling, shrill, soft, stutter, etc.
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3
4 Additional details
These tricks are relatively easy to use on
the fly, while improvising a new NPC. If
Fill in the rest of an NPC’s details
you do use one, make a note to yourself
only as they become important and relevant
after the session about what trick you used,
to the story or to how you portray them.
so that you can portray the NPC consis-
tently in the future.
If you’re making the NPC up on the fly,
you likely won’t have time or the mental
bandwidth to do these intentionally. It’s As the scene unfolds, and Rhianna starts
common to just portray new NPCs natu- telling Elios her plans and how she wants
rally and instinctively, based on what you’ve him to be in charge, I lean into that “deep,
already established. You can then go back almost monotone voice” that I described
after the session and take notes about how him having. I lower my pitch and keep
your portrayed them, and/or flesh out some my tone flat. I realize that I’m doing the
of the missing details. voice of Eeyore, the sorrowful donkey from
Winnie-the-Pooh, and that seems right. I
If you’re prepping an NPC in advance, think jot down “Eeyore voice” in my notes.
about the following areas and make some
decisions about them. But remember: prep
only what’s useful and valuable to you. Instinct
Between sessions, consider writing an
Embodiment instinct for your NPC. Write them in this
Consider one or more of these tricks to format: “to [do something].”
help embody the NPC. Tricks like these
can help make the NPC distinctive, even if If the NPC is…
you’re not a natural performer.
… a monster (page XX) or threat (page
Pick an actor or character from TV, XX), their instinct should bring them
film, or theater. Tell the players to into conflict with others.
picture them as the NPC. Or, try to … a follower (page XX), their instinct
portray that character but don’t tell the should cause trouble for the PC who
players you’re doing so! leads them.
… anyone else, their instinct should
Pick someone you know personally. reflect their basic outlook and how they
Impersonate them, but don’t tell anyone. approach the world.
Pick a way of speaking or tweaking Use an NPC’s instinct to guide how they
your voice, a catch phrase, a physical behave and react. If you’re unsure what an
tic, or a behavior for this NPC. Use it NPC would do, look to their instinct. Have
whenever you portray them. them do that.
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Game stats
If you think that an NPC… When I first introduce Elios, I don’t ex-
pect him to get into a fight with the PCs,
… might get into a fight with the PCs, and he’s not causing them any trouble. So
stat them up as a monster (page XX). there’s no need to give him monster stats
… will cause ongoing trouble, write them or write him up as a threat.
up as a threat (page XX).
… will regularly act on a PC’s orders, stat He respects Rhianna, and generally defers
them up as a follower (page XX). to her when it comes to the town’s defenses,
… needs HP, armor, and a damage die, but I don’t really see him as her follower.
but isn’t a monster or follower, then
use the follower guidelines anyhow As play progresses, though, and the town
(page XX). Or just wing it. becomes frustrated with Rhian-na’s
leadership, I might decide that Elios
An NPC might not need these stats when has become an ongoing problem and I’d
you first create or conceive of them, but write him up as a threat (a wildcard,
that might change over time. A friendly probably, at least to start).
NPC might start following the PC’s lead
and become a follower. Or they might
become a source of ongoing trou-ble and
become a threat. Or both. Both is good.
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Followers
Here’s an example follower:
Followers are NPCs who generally take RHIANNA’S CREW, the hunters
orders from a PC and follow their lead. Group, archers, observant, stealthy,
They’re usually people, but well-trained respected, woods-wise
beasts, bound spirits, and even sentient HP 6; Armor 0
artifacts can count as followers. PCs can Damage: hatchet 1d6 (hand) or bow
gain followers mechanically (via their play- 1d6 (near, O low ammo, O out)
book, a move, or an arcanum), or naturally Instinct: to hew to tradition and
through the course of play. superstition
Cost: merry-making, as a group
Followers are, first and foremost, NPCs. (Loyalty OOO)
You, the GM ultimately decides what they
do and what they say, and what hap-pens Eira (lieutenant, cynical), Lowri
to them. What distinguishes them from (snores, sharp-eyed), Harri (skinny, old),
other NPCs is that... Garet (dead), two others.
Fflur is one of the town’s two horses, listed When you play a tune to make the
on the steading playbook as assets. The wind itself dance, the andalau
PCs Requisitioned her and a cart for their mani-fests, holding 1 Loyalty. When
trip Gordin’s Delve, but it was Blodwen’s you dismiss the spirit while it holds
player who named her. no Loyalty, the flute splits and falls
apart; the andalau is set free.
The horses are important to the town, and
Blodwen can talk to animals, so the players
and I were interested in Fflur as a charac- Vahid discovered a cracked flute of yew
ter. We decided to treat her as a follower. wood—a minor arcana (page XX)—in
Because Blodwen can speak to her and she the Green Lord’s tomb. After a few weeks
took the most interest, we agreed to treat of practice and misadventure, he can now
Fflur as Blodwen’s follower, specifically. summon the andalau that’s bound to the
flute. It’ll generally do what he says, but it’s
a fickle thing and he has to keep it happy or
the flute will shatter and become worthless.
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Each follower has a cost, like “genuine A player can proactively spend Loyalty, too,
affection” or “coin, payment, treasure” or but if they do, consider whether it’s really
“training.” When a PC pays that cost— necessary. If the follower wasn’t going to
when they provide it directly or ensure that balk or do something dumb, tell the player
the follower receives it—then the follower that there’s no need to spend the Loyalty
gains Loyalty. after all.
Paying a follower’s cost should be a mean- It’s easy to think of a follower’s cost and
ingful moment. Ideally, it should involve Loyalty as transactional: I did this for you,
intentional action taken by the PC. Put now you owe me. That’s true for some
the onus on the player to point out when followers, but for most, Loyalty represents
they’ve paid their follower’s cost, but of trust, respect, fondness, or even just habit.
course—as with any move—anyone can Ask the player what it looks like when
point out this move has been triggered. If they spend a follower’s Loyalty. Maybe
anyone disagrees, talk it out. the PC claps them on the shoulder and
says something inspiring. Maybe they
The PC and/or follower should have a sig- make eye contact and shake their head. Or
nificant scene “on camera” before they can maybe the follower just swallows hard and
Strengthen Their Bond again. If a PC pays does what needs to be done. Work with
a cost like “training” multiple times over a the player to establish how this particular
stretch of downtime or loose play, then the follower’s Loyalty manifests.
follower holds only +1 Loyalty.
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Each member of a group has their own Members of a group usually Outfit with the
HP, and they take damage and lose HP same gear, but the player can have individu-
individually. If a multiple members of the als load up with different items if they’re
group take damage at once, roll damage willing to do the extra bookkeeping.
separately for each member and deduct it
from their current HP. Likewise, the PC can direct one crew
member to Have What They Need and
add an item to their inventory, without the
The Mother-of-Spiders sends a wave rest of the crew each producing the same
of arachnids after the PCs as they flee item. Keeping track of this is the player’s
the ziggurat with Nia. Rhianna’s crew responsibility, though!
provides cover fire (Aiding the PCs as
they Struggle as One), but that draws In general, don’t worry about small items
the attention of the swarm. or which member is carrying exactly how
many uses of supplies. The players can
Rhianna yells for them to run for the track this level of detail if they really want
waystone. We all agree that they’re Defy- to, but it’s rarely worth the effort.
ing Danger. Rhianna rolls +0 (none of
their tags apply to an outright sprint)
and, alas, gets a 2.
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Before you write someone up as a follower, The village horse has follower stats
ask yourself: provided, but at first we don’t think of it
as a follower. But as the PCs head out, it
Will they follow a PC’s lead, and becomes clear that Blodwen and the horse
generally take orders from that PC? (Fflur) are quite close. I’d like to disclaim
Do you and your players care enough some decision making when it comes to
about this NPC to give them stats? Fflur’s fate, and I’m happy to juggle an
Do you want to let the dice decide extra follower, so a follower she becomes!
their fate when their PC sends them
into danger (as opposed to deciding
what happens yourself )?
Are you okay with the extra book-
keeping, mechanics, and spotlight time
that a follower entails?
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If an NPC is not a follower, then they If you decide that a monster becomes a
don’t trigger moves when they act on the follower, then they already have stats. To
PC’s orders, and they don’t have a cost or convert a monster into a follower:
hold Loyalty. They might still have stats,
and they still be might be monsters (page 1) Add any tags that you see fit, to
XX) or threats (page XX). reflect its nature or capabilities.
2) Choose (or make up) a cost, using the
If you decide that an NPC is a follower, examples below for guidance.
then figure out which PC they follow. Also, 3) Add a spot to track its Loyalty (max 3).
they need stats: tags, HP, armor, damage,
instinct, cost, and maybe some GM moves. Otherwise, use its stats as-is.
Some followers will have stats already, If stats don’t already exist for the follower,
from an almanac entry or a player handout. then you need to make them. To do so:
For example, the village horses have stats
on the Stonetop steading playbook, and 1) Create them as an NPC (if you haven’t
you can find follower stats for a dog, mule, done so already; see page XX)
or horse in the Moves & Gear handout. If 2) Give them tags.
you decide to treat these as followers, then 3) Calculate hit points.
use these stats. 4) Calculate armor.
5) Calculate damage.
Note: you don’t have to treat someone or 6) Write their instinct.
something as a follower just because they 7) (Optional) Write their moves.
have stats in an almanac entry or on a 8) Write their cost.
handout. If a PC has just acquired a hound 9) Equip them.
but hasn’t had a chance to train it, it’s not
a follower. If you just don’t have the energy See the following pages for details.
to treat the fen-walker guide as a follower,
then don’t!
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1 Basics
If the follower is truly outstanding, then
give them the exceptional tag (see page
If you haven’t already done so, flesh
XX). Such followers should be rare; save
this follower out as an NPC. Give them
this tag for the best of the best.
a name, develop their concept, and think
about how you’ll describe them. Add ad-
If you’re creating a group follower, then
ditional details if they seem important or
pick tags that apply to the entire group.
valuable. See page XX for guidelines.
As individual members stand out, consider
giving each one a unique tag of their own.
Andras is a young lad who’s eager to
become one of the village hunters.
I ask Rhianna to pick two of the crew’s
tags that Andras already has. “Hmm.
First, we flesh him out as an NPC. I ask
I think he’s already good with a bow,
some questions of the PCs, and we learn
so archer. And I think he’s observant.
that he’s Padraig’s son and just a few
That’s one of those traits that’s hard to
months younger than Caradoc. Caradoc’s
teach, y’know?”
player also suggests that he fancies Blod-
wen, but hasn’t worked up the courage
Those are both useful traits, so I add
to say anything about it. That’s plenty to
eager (a mixed blessing) and rookie
work with!
(definitely problematic).
3
2 Tags
Give each follower 2-4 tags, some-
times more. Tags are adjectives or nouns, Tag examples
and they should finish the sentence, “This Useful tags: agile, archer, athletic,
follower is/is a __.” beautiful, brave, cunning, fast,
fierce, hardy, healer, intimidat-
Tags serve as a guide when you portray ing, magical, observant, organized,
the follower, informing how they act or patient, respected, self-sufficient,
what they will/won’t want to do; and affect sharp-eyed, stealthy, tireless, tracker,
what a player rolls when they Order Fol- warrior, ___-wise
lowers (page XX).
Problematic tags: bigoted, drunk,
Avoid overly broad tags like experienced, greedy, gullible, lecherous, naive,
invincible, skilled, incompetent, etc. You want proud, rookie, reckless, short-fused,
tags that apply some of the time, not all of stubborn, frail
the time!
Mixed blessing tags: animal-lover,
Give followers a mix of tags that are useful, annoying, big, bully, callous, cau-
problematic, and mixed blessings. More- tious, devious, eager, thieving, gos-
competent followers should have more sipy, honest, kind, little, shameless,
useful tags and fewer problematic ones, terrifying
but even highly skilled followers can have
some unpleasant quirks.
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3
3 Hit points 3
4 Armor
Determine the follower’s maximum Answer the following:
HP by answering the following questions:
What protects them? (pick 1) armor
How resilient are they? (pick 1) hp Naught but cloth and flesh 0
Weak/frail/soft 3 Leathers or thick hide 1
Able-bodied 6 Mail, scale, or similar 2
Tough/strong/hard 9 Steel, boney plates, carapace 3
Potent magical wards or 4
What else applies? (pick all that do) hp supernatural resilience
They are tiny -2
They are large +4 What else applies? (pick all that do) armor
The fates smile on them +2 They are tiny +1
They bear a shield or similar +1
They are skilled in defense +1
Andras strikes me as able-bodied—a
They lack vital organs +1
healthy young man with the strength to
pull a bow. He’s not tiny nor large, and
I’ve no reason to think the fates smile on Andras is just a young man, with no
him, so he has 6 HP. special skills or protections. He has 0
armor unless Rhianna opts to Outfit him
with thick hides or a shield.
3
5 Damage
Answer the following:
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3
6 Instinct 3
7 Moves (optional)
What does the follower do natu- Write up to 3 GM moves. Write
rally that causes trouble for the PC they them so that they complete the sentence:
follow? Write their instinct in this format: “The follower can/will ___.” For example:
“to [do something].” Example instincts for
followers include: ä Sniff out trouble on the wind
ä Weave a minor glamour
To take things too far ä Wander off on their own
To question leadership and authority
To cling tightly to tradition A follower’s moves can reflect abilities not
To act impulsively covered by a tag, or how they use a specific
To give in to temptation tag, and/or common behaviors (good or bad).
To not take things seriously
To freeze up in the face of danger These moves are mostly for you and this
step is completely optional, but the player
sees them and they can affect what the
I want to play up Andras’s eagerness, player rolls when they Order Followers
which I like as a contrast to Caradoc, (page XX).
who’s growing out of his “impetuous
youth” shtick. I double-down on his
eager tag and give him an instinct of I consider giving Andras some GM
“to try to impress Rhianna.” That should moves like “moon over Blodwen” or
be slightly exasperating and it’s likely to “make a rookie mistake,” but frankly I
push him into doing some dumb stuff, don’t feel like I need them. This moves
without making him a complete liability. wouldn’t affect any rolls that Rhianna
makes on his behalf, and they aren’t ma-
terially different from his tags or traits.
So, no moves, at least for now.
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3
8 Cost 3
9 Equipment
A follower’s cost describes what Either decide what gear the fol-
keeps them following a PC’s lead. It’s lower is carrying, or ask the player to
usually a few words, like “coin, payment, Outfit them as if they were a PC.
treasure” or “affection, respect” or “training.”
Choose one from the list below, or make For this first expedition up to Gordin’s
something up. When their cost is paid, Delve, I decide that he’ll show up with
they hold +1 Loyalty (max 3), per the his bow, a hand-me-down cloak, some
Strengthen Your Bond move (page XX). supplies, and an iron knife.
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Updating followers
Followers can change over time. They
might change mechanically, like when the
Marshal takes the “Veteran Crew” move.
But often, they’ll change naturally over the
course of play.
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