Play Reference - Moves & Gear

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Basic Moves When you roll a 6-, mark XP and prepare for the worst (unless the move

orst (unless the move says otherwise). Special Moves


AID LET FLY ADVANTAGE/DISADVANTAGE
When you help someone who has not yet rolled, the Multiple combatants When you calmly take an easy shot with a ranged When you make a roll with advantage, roll an extra
GM picks 1: weapon, deal your damage. If the shot is tricky or die and discard the lowest result.
When your attack could hurt multiple foes, you’re under pressure, first roll +DEX: on a 10+, you
They can accomplish more than they could alone roll Clash or Let Fly once, but roll damage When you make a roll with disadvantage, roll an
have a clear shot, deal your damage; on a 7-9, pick 1:
They gain advantage on their roll seperately for each foe. extra die and discard the highest result.
Deal your damage, but depelete your ammo
Regardless, you are exposed to any risk, cost, or When you gang up on a foe, one of you rolls When you make a roll with both advantage and
(mark the next status by your weapon; don’t pick
consequence associated with their roll. Clash or Let Fly and the others Aid. If you disadvantage, they cancel each other out.
this if your weapon lacks such statuses)
deal damage, one of you (your choice) rolls your Hold steady and wait for a clear shot; when the If you have advantage/disadvantage on a damage roll,
CLASH damage, +1 damage per capable attacker after roll the main die twice and discard the lower/higher
moment arrives (GM’s call), deal your damage
When you fight in melee or close quarters, roll +STR: the first. Apply all tags that result. Then add any bonus dice that apply.
Move to get a clear shot—exposing yourself to
on a 10+, your maneuver works as expected (deal make sense. danger or giving up some advantage (GM says
your damage) and pick 1. BURN BRIGHTLY
how)—then deal your damage
Avoid, prevent, or counter your enemy’s attack Rush the shot and deal your damage, leading to When you have enough XP to Level Up (6 + twice
Strike hard and fast, for 1d6 extra damage, but a cost or complication of the GM’s choice your current level), you may spend 2 XP after any roll
suffer your enemy’s attack to add +1 to that roll (maximum +1 per roll).

On a 7-9, your maneuver works, mostly (deal your PERSUADE (vs. NPCs)
DEATH’S DOOR
damage) but you suffer your enemy’s attack. When you press or entice an NPC, say what you want
When you are dying, you glimpse the Last Door and
them to do (or not do). If they have reason to resist,
the Lady of Crows (describe it). Then, roll +nothing:
roll +CHA: on a 10+, they either do as you want or
DEFEND on a 10+, you wrest yourself back to the realm of the
reveal the easiest way to convince them; on a 7-9,
When you take up a defensive stance or jump in to living—return to 1 HP but say how your brush with
they reveal something you can do to convince them,
protect others, roll +CON: on a 10+, hold 3 Readiness death has marked you; on a 7-9, the Lady waves you
though it’ll likely be costly, tricky, or distasteful.
(or 4 if you bear a shield); on a 7-9, hold 1 Readiness off—you’re no longer dying but you’re out of the
(or 2 with a shield). Spend your Readiness 1-for-1 to: action; on a 6-, your time has come—choose 1:
PERSUADE (vs. PCs)
Suffer an attack’s damage/effects instead of When you press or entice a PC and they resist, ask Make one last move as if you rolled a 12+, then
your ward their player: "Could I possibly get you to do this, yes step through the Last Door
Halve an attack’s effect or damage INTERFERE or no?" If the answer is "No," let it drop. Refuse to go; gain the Revenant or Ghost insert
Draw all attention from your ward to yourself When you try to foil another PC’s action and neither Call on one of the Things Below by name and
If the answer is "Yes," you can roll +CHA: on a 10+,
Strike back at an attacker (deal your damage, of you back down, roll... beseech it to intercede; gain the Thrall insert
they mark XP if they do what you want, and if they
with disadvantage)
... +STR to power through or test your might don't, they must reveal how you could convince them;
END OF SESSION
When you go on the offense, cease to focus on defense, ... +DEX to employ speed, agility, or finesse on a 7-9, they mark XP if they do what you want (but
When a session ends, point out how you demonstrated
or the threat passes, lose any Readiness that you hold. ... +CON to endure or hold steady can refuse or make a counter-offer if they like).
or struggled with your instinct. If you can, mark XP.
... +INT to apply expertise or enact a clever plan
DEFY DANGER ... +WIS to exert willpower or rely on your senses SEEK INSIGHT Say how your relationship with or opinion of a PC,
When danger looms, the stakes are high, and you do ... +CHA to charm, bluff, impress, or fit in When you study a situation or person, looking to the NPC, or group has changed. If you can, mark XP.
something chancy, check if another move applies. If GM for insight, roll +WIS: on a 10+, ask the GM 3
On a 10+, they pick 1 from the list below; on a 7-9, Answer these questions as a group. For each "yes,"
not, roll... questions from the list below; on a 7-9, ask 1; either
they pick 1 from the list below but you are left off everyone marks XP.
way, gain advantage on your next move that acts on
... +STR to power through or test your might balance, exposed, or otherwise vulnerable. Did we learn more about the world or its history?
the answers.
... +DEX to employ speed, agility, or finesse Do it anyway, but with disadvantage on their Did we defeat a threat to Stonetop or the region?
... +CON to endure or hold steady What happened here?
(next) roll Did we improve our standing with our neighbors?
... +INT to apply expertise or enact a clever plan What is about to happen?
Relent, change course, or otherwise allow Did we make a lasting improvement to Stonetop,
... +WIS to exert willpower or rely on your senses What should I be on the lookout for?
their move to be foiled or tangible progress towards doing so?
... +CHA to charm, bluff, impress, or fit in What here is useful or valuable to me?
Who or what is really in control here? Praise something about the session (in the fiction or
On a 10+, you pull it off as well as one could hope; KNOW THINGS around the table) that you enjoyed or appreciated.
What here is not what it appears to be?
on a 7-9, you can do it, but the GM will present a When you consult your accumulated knowledge, roll
lesser success, a cost, or a consequence (and maybe a +INT: on a 10+, the GM will tell you something Finally, offer up a wish for future sessions: more __,
choice between them, or a chance to back down). interesting and useful about the topic at hand; on a less __, a chance to __, handling __ in a different way,
7-9, the GM will tell you something interesting—it’s etc. Wishes can be about what happens in the fiction
on you to make it useful; either way the GM might or around the table. The GM will take notes.
ask, “How do you know this?”
Follower Moves Expedition Moves When you roll a 6-, mark XP and prepare for the worst (unless the move says otherwise).
ORDER FOLLOWERS CHART A COURSE RECOVER MAKE CAMP
When you direct your follower to do something that When you wish to travel to a distant place, name or When you take time to catch your breath and tend to When you settle in to rest in an unsafe area, answer
would trigger a player move, and they do it, they trig- describe your destination (“Gordin’s Delve,” “the what ails you, expend 1 use of supplies and regain the GM's questions about your campsite. Each
ger the move. If the move involves rolling, you roll hagr’s lair,” or “wherever these tracks lead”). If the HP equal to 4+Prosperity. You can't gain this benefit member of the party must consume 1 use of supplies
for them. Instead of rolling +STAT, roll and… route is unclear, tell the GM how you intend to reach again until you take more damage. or provisions; if you use a mess kit (requires fire &
it. The GM will then tell you what’s required, the water), then 1 use can provide for up to four people.
… if they have at least one appropriate tag or move, When you tend to a debility or a problematic wound,
risks, and how long it will likely take.
add +1, or +2 if they’re also exceptional; say how. The GM will either say that it's taken care If you eat and drink your fill, and get at least a few
… if they have no relevant tag or move, add +0; and When you set out on the journey, the GM will pres- of or tell you what else is required to do so. hours of sleep, pick 1.
… if any of their tags would get in the way, roll ent each of the challenges one at a time—plus any
Regain HP equal to ½ your max (round up)
with disadvantage surprises that you couldn’t have seen coming—in FORAGE Clear a debility
whatever order makes the most sense. Address them When you spend a few hours seeking food in the wild,
When a follower is without orders or they act on
all and reach your destination. roll +WIS. In winter, you have disadvantage. On a If your rest was particularly peaceful, comfortable, or
their own initiative, the GM says what they do and
10+, pick 2; on a 7-9, pick 1: enjoyable, you also gain advantage on your next roll.
decides how it goes.
OUTFIT
You acquire 4 provisions (1d6 uses)
When you prepare for an expedition in a friendly STRUGGLE AS ONE
STRENGTHEN YOUR BOND You acquire an extra 1d6 uses of provisions
community, mark as many on your Inventory When you Defy Danger as a group, establish the
When you pay your follower’s cost and haven’t done so You discover something interesting or useful
insert as you wish to carry, either on specific items or party's approach and each roll +STAT (per Defy
recently, they hold +1 Loyalty (max 3). You avoid danger or risk (else, there is some)
in “undefined.” Mark up to 3 for a light load (quick Danger): on a 6-, you find yourself in a spot, the GM
Spend your follower’s Loyalty 1-for-1 to have them: and quiet), 4-6 for a normal load, or 7-9 for heavy Provisions can substitute for supplies when you will describe it or ask you to; on a 7-9, you pull your
load (noisy, slow, quick to tire). Also, mark a number Make Camp, 1-for-1. weight; on a 10+, you do well enough to get someone
Overcome their fear to do as you say
of in the Small items section equal to 4+Prosperity else out of a spot, if you can tell us how.
Resist acting on their instinct/tags/traits
Do something they don’t want to do (as long as (on specific items in “undefined”). KEEP COMPANY If you roll a 6- but someone saves you, don't mark XP.
it’s not abhorrent or suicidal) When you spend a stretch of time together, ask the
You can select...
others if they want to Keep Company. If they do,
RETURN TRIUMPHANT
Items printed on the Inventory insert take turns asking a PC or NPC one of the following.
When you return home in triumph, having saved your
Other common, mundane items
Followers in fights Any of your personal possessions
What do you do that's annoying/endearing? fellows, put down the threat, seized the opportunity,
What do I do that you find annoying/endearing? etc., then clear one of the steading’s debilities
When a follower Aids you to Defend, you can Special items for which you Trade & Barter
Who or what seems to be on your mind? (diminished, lacking, or malcontent).
spend 1 Readiness to have the follower suffer the Tell the GM what you’re bringing, and answer their What do we find ourselves talking about? If the steading had no debilities
damage/effects of an attack, or to have the fol- questions about your gear and where you got it. How do you/we pass the time? marked, then increase
lower draw all attention from your ward to itself. What new thing do you reveal about yourself ? Fortunes by 1
When a group of followers fights another group, REQUISITION (to a max of +3).
you can abstract the violence. Roll a single move When you borrow some of the steading's assets for an
like Let Fly or Clash once for the whole group. expedition (like the horses or a plow), roll +Fortunes:
Each side has HP and Armor and deals damage on a 10+, go ahead, but bring it back safely; on a 7-9,
as one individual. Lost HP represent casualties you'll need to do some convincing; on a 6-, don't
proportionate to the group’s original HP. mark XP—you can take the asset with you if you Travel times
want, but if you do, reduce Fortunes by 1.
If one side outnumbers the other, it gets a +1 Journeys Time Dangerous journeys Time
bonus to Armor and damage for each multiplier
HAVE WHAT YOU NEED From Stonetop via the Roads to... From Stonetop to...
past the first (so a group that outnumbers their
When you decide that you had something all along, the Crossroads 3-4 hours the cave bears’ den 3-4 hours
foes 3:1 does +2 damage and has +2 Armor).
transfer a mark (or marks) from your "undefined" in- the Foothills 2 days the Red Grove 4-6 hours
ventory to a specific item or a slot. If you mark a slot, Titan Bones 2 days the Maw 5-7 hours
fill it with a common mundane item or something Gordin's Delve 4 days From the Crossroads to...
from your personal possessions. the Steplands 4 days the Ruined Tower 5-6 hours
Alternately, you can expend a use of supplies to mark Barrier Pass 5 days From Marshedge to...
an additional small item/slot ( ). Marshedge 10 days the ruins on the Dread River 2 days
the northern Manmarch 4 days
Whatever you produce, it must be something you
Three-Coven Lake 4 days
could have had all along. The GM or any player can
veto unreasonable items. Lygos 30 days
Homefront Moves When you roll a 6-, mark XP and prepare for the worst (unless the move says otherwise).
BOLSTER MAKE A PLAN SEASONS CHANGE
When you spend downtime in study, meditation, When you wish to accomplish some project but aren’t
When spring bursts forth upon the land,
or hard practice, hold Preparation according to the sure how to go about it, tell the GM what you hope to
whoever is the most hopeful rolls +Fortunes:
amount of downtime spent: achieve. They’ll say what’s required. If you aren’t sure
on a 10+, pick 1 seasonal gain; on a 7-9,
how to accomplish one of the requirements, ask the
A week or so: 1 Preparation pick 1 seasonal gain, but a threat to the steading
A month or so: 2 Preparation
GM and they’ll tell you what’s required for that.
makes itself known or gets worse; on a 6-, threats Seasonal gains
The better part of a season: 3 Preparation abound (and don’t mark XP). Population boom: A number of youth
MEET WITH DISASTER
When you make any roll to which your efforts might Whatever the result, reset Fortunes to +1. come of age, and/or outsiders settle here.
When calamity befalls the steading or panic spreads,
apply, you may spend 1 Preparation to add +1 to that Increase Population by 1 (max +3).
reduce Fortunes by 1 (min -1). When the hot days of summer settle across
roll, after it is made (maximum +1 per roll). Tor’s blessing: Fine weather abounds.
If Fortunes would drop below -1 for any reason (not the land, whoever is most content rolls

+Fortunes: on a 10+, pick 2 seasonal gains; Take +1 to Pull Together this season,
just calamity or panic), then the GM picks 1 instead:
CONVALESCE on a 7-9, pick 1 seasonal gain; on a 6-, a threat to the and any time you roll the Die of Fate for
When you rest for a few days, in safety and comfort, The steading marks diminished from injuries/ steading makes itself known or gets worse (and don’t weather, roll twice and take your pick.
recover all your HP and clear all your debilities. sickness/doubt (disadvantage to Deploy, Muster, mark XP). Unexpected bounty: A sudden influx
When you rest for a few weeks under the care of a or Pull Together)
Whatever the result, the steading generates 1d4-1 of wild game, trade profits, or some other
healer, heal any problematic wounds that can heal. If The steading marks lacking due to shortages/
Surplus. Then, reset Fortunes to +1. resource generates 1 Surplus, now.
you have suffered a permanent injury or impairment, hoarding/distrust (treat Prosperity as 1 lower)
either retire or Make a Plan to adapt to it. The steading marks malcontent from fear/anger/ When autumn falls and the land is ripe for Trade opportunity: At some point this
despair (Fortunes reset to +0 each season, not +1; harvest, whoever is most determined rolls season, someone offers to trade something
DEPLOY folks need Persuading more often than usual)
+Fortunes: on a 10+, pick 1 seasonal gain; valuable at a good price or something
When you send a steading’s people into danger or rally Folks start to leave; reduce Population by 1 on a 7-9, pick 1 seasonal gain, but a threat to the unique/unusual at a reasonable price. Pay
them against an attack, roll +Defenses: on a 10+, it steading makes itself known or gets worse; on a 6-, what they’re asking and it’s yours.
goes as well as can be expected; on a 7-9, it works but MUSTER threats abound (and don’t mark XP). Interesting news: There’s an opportunity
someone chooses 1 from the list below. If the stead- When you press every able body into the defense of a to improve your fortunes, knowledge, or
steading, reduce Fortunes by 1 and roll +Population: Whatever the result, reset Fortunes to +1.
ing is acting from a position of strength, you choose. relations, and/or to make progress towards
Otherwise, the GM chooses. on a 7+, the steading is alert and ready for action, When the harvest is complete, roll 1d4; the steading a steading improvement.
increasing Defenses by 1 for as long as the muster generates that much Surplus.
It’s less effective than you expected holds; on a 10+, also pick 2; on a 7-9, also pick 1. Valuable insight: You learn something
Injuries abound; the steading marks diminished When winter grips the land, whoever is that gives you a chance to address a threat
(take disadvantage to Deploy, Muster, or Pull Everyone’s willing to pitch in; don’t reduce the weariest rolls 1d4+Population (min 0); the that’s been plaguing the steading.
Together) town’s Fortunes after all
steading consumes that much Surplus.
The GM picks a named NPC involved in the The muster holds together as long as the threat If there’s not enough, reduce Surplus to 0, reduce
action; they die lasts, even without your presence Fortunes by 1, and pick 1: TRADE & BARTER
1 or 2 individuals show real potential; ask the When you wish to acquire or sell a commonly avail-
Reduce Population by 1 (min -1) due to death,
LEVEL UP GM who and how able item, you can. When you seek to acquire or sell a
decripitude, and departure.
When you have a week or more of downtime and XP An important resource (one of the horses, the special item, roll +Prosperity and subtract the item's
equal to (or greater than) 6 + twice your current level, PULL TOGETHER Value. In winter, you have disadvantage. On a 10+,
cistern, etc.) is lost or not maintained
resolve the following steps in order: When you set a community to work on improvements, you can get it or sell it for a fair price; on a 7-9 when
An important NPC dies, their role unfilled
to secure new resources, or to make major repairs, you're trying to buy, the GM picks 1:
1) Subtract 6 + twice your current level from your XP. Your PC dies, leaves, or retires from play
spend whatever the GM says is required (time, coin,
2) Increase your level by 1. Surplus, etc.) and roll +Population: on a 10+, the job Then, roll +Fortunes: on a 10+, the winter is relatively You can get it, but it'll cost more than usual
3) Choose a new move from your class playbook, gets done; on a 7-9, pick 1: mild, and each player can name a local NPC with __ has it, but they aren't keen to give it up
or an insert class that you’ve unlocked. whom their relationship improves at least a little You can get something close, but not quite right
4) If you are the Blessed (or have a sacred pouch) It gets done, but other work doesn't; reduce
(work together to figure out how); on a 7-9, the On a 7-9 when you're looking to sell: you can sell it
and your new level is even, increase your max Fortunes by 1
steading must consume additional Surplus equal to now, but you won't get its full worth.
Stock by 1. It gets done, but the work is shoddy, crude
1d4+Population before winter ends or suffer the con-
5) If you are the Lightbearer (or have Invoke the It gets done, but there’s a consequence (bad On a 6- either way, don't mark XP. If you want to
sequences as above; on a 6-, as a 7-9, but also threats
Sun God) and your new level is even, choose a blood, an injury, a threat unearthed, etc.) acquire/sell it, you'll need to travel to __ or wait until
abound (and don’t mark XP).
new invocation. There’s an unforeseen cost, requirement, or next season.
6) Review your Drive and your Look on the front challenge; address it and the job gets done Whatever the result, reset Fortunes to +1.
For unique or truly exceptional items, don't Trade &
of your playbook. If anything no longer applies, Barter. Either get with the GM and Make a Plan or
change it. Feel free to make up new options. wait for a trade opportunity when Seasons Change.
Special Items When you Outfit or Have What You Need, you can pick items from the Inventory insert or your possessions. For anything else, you have to Requisition or Trade & Barter.
weapons of war value transport value
Gear terms & tags A purse of coins contains ~5 handfuls of coins.
A handful is ~10-15 individual coins, and so a
Mace or flail, iron (close, forceful)
1 Wheelbarrow 1
or : it takes up one of these slots on your Battleaxe, iron (close, messy)
1* Cart or sleigh (requires donkey/mule/horse) 2
purse has ~50-75 coins in it. Short sword iron (hand, close)
1* Wagon (requires mule/horse) 3
Inventory insert, and counts against your load.
area: affects everything in an area. One silver coin is worth a purse of coppers (about Sword iron (close, +1 damage)
1* Spare parts for wagon/cart/sleigh (axles, 2
__ armor: when you take damage, subtract the 50-75 copper coins). And one gold coin is worth Greatsword, iron, 2-handed (close, 1* wheels, etc.; uses, immobile)
a purse silvers (about 50-75 silver coins, or an messy, +1 damage)
indicated amount; doesn’t stack.
absolute pile of coppers). Warhammer iron (close, 2 piercing)
1
exotic stuff value
+__ armor: increases your armor value by the
Crossbow (far, +1 damage, x piercing,
1 Bendis root (burnt fumes repel perversions 1
indicated amount; stacks. Remember, exchange rates are far from standard!
reload, low ammo, all out) of nature; lasts ~1 hour, reach, area)
awkward: unwieldy, requires space, gets stuck
Compound bow (far, +1 damage,
1 Bezoar (swallow to cure any poison) 1
crude: prone to break, wear out, stop working, etc.
cumbersome: you’re noisy, slow, hot, and quick to
Relative Value x piercing, low ammo, all out) Naphtha (burns hot & sticky; damage d8; 1
tire while carrying it, even without a heavy Exchange rates are anything but standard, but... *Value 2 to get 1 piercing or (maybe) 2 piercing uses, thrown, area, dangerous, ignores armor)
Silver-alloy dagger (hand, precise) 2
load (and if you have a heavy load, it’s worse) A Value 0 item is generally worth: bronze weapons value
+__ damage: increase the damage you deal with Up to a few purses of copper coins
Bronze weapons do not have “x piercing.”
trade goods value
that weapon. A favor
Common weapons (spears, daggers, etc.) 0 Salt (a little box) 0
dangerous: causes trouble and collateral damage A day to a week of unskilled labor
Weapons of war (see above) 1 Skin of whisky, fine ( uses; share a use 0
if you aren't careful (and maybe if you are). A common, mundane item
with someone to get advantage on Persuade)
forceful: can knock someone around, maybe
A Value 1 item is generally worth: armor value Purse of coppers ( handfuls) 0
even off their feet.
1-4 handfuls of silver coins Cuirass, boiled leather (1 armor)
1 Firkin of whisky, fine 1
immobile: you can't really carry it on your person.
A season (or so) of unskilled labor Hauberk/cuirass/scale, iron or bronze 2 Handful of silvers 1
you need a beast or vehicle to transport it
A day or week of skilled labor (2 armor, warm, cumbersome) Barrel of whisky, common (immobile) 1
messy: does particularly destructive damage,
A unit of trade goods (a sack of grain, Vest, brigandine, fancy (2 armor, warm)
3 Barrel of whisky, fine (immobile) 2
ripping people and things apart.
a pouch of salt, a stack of pelts, etc.) Purse of silvers ( handfuls) 2
__ piercing: when you deal damage, subtract __
A bit of finery ( a richly embroidered
light sources value 1 Surplus of various trade goods (immobile) 2
from the target’s armor for that attack.
cloak, a silk scarf, a silver comb, etc.) Candle (lasts ~1 hour, close). 0
x = the steading's current Prosperity.
Lantern ( hours, reach, area) 0 livestock & other beasts value
reload: after it’s used, it takes time/effort to reset. A Value 2 item is generally worth:
Bullseye lantern ( hours, near) 1 Dog, follower (keen-nosed, pick 2 more) 1
requires __: if you don’t meet the requirements, it 1-4 purses of silver coins
HP 6; Damage d6 (hand, grabby);
works poorly or not at all. 1-2 Surplus tools & trades value Instinct to get distracted; Cost training
slow: takes minutes or more to use; unlikely to be A year (or so) of unskilled labor Small metal tool (chisel, file, nails, sheers, etc.) 0 Goat (sure-footed, curious, hungry) 1
useful in the middle of a fight. A season (or so) of skilled labor Glass vial 0 HP 3; Damage d4 (hand); Instinct to
thrown: you can Let Fly with it (at near range), A cartload of common trade goods Block & tackle 0 explore; butcher for 4 provisions (6 uses)
warm: will keep you warm in cold weather, but it’s An item of luxury or status (a gold ring, an Instrument (harp, lute, fiddle, etc.) 1 Sheep (timid, hardy, wooly) 1
uncomfortable and exhausting (and possibly artful silver torc, a gemstone, etc.)
Metal tools (drill, prybar, saw, tongs, etc.) 0 HP 3; Damage d4 (hand); Instinct to follow
dangerous) in hot weather.
A Value 3 item is generally worth: Mirror, hand-held, polished bronze 1 the herd; butcher for 4 provisions (6 uses)
1-4 handfuls of gold coins Common trade tools (for pottery, weaving, 1 Pig (keen-nosed, stubborn, gluttonous, clever) 1
Range tags A year (or so) of skilled labor distilling, etc.; immobile) HP 6; Damage d4 (hand); Instinct to eat
The distance within which a weapon or light A unit of exotic trade goods ( a bolt of Uncommon trade tools (for carpentry, 2 anything; butcher for 4 provisions (d6+10 uses)
source is effective. silk, a pouch of spices, etc.) chandlery, beekeeping, etc.; immobile) Donkey.(hardy, sure-footed, cautious, slow) 2
A precious item (ruby ring, gold torc, etc.) Specialized trade tools (for smithing, 3 HP 10; Damage d4+2 (hand, forceful);
hand: tight quarters; up close and personal.
A Value 4 item is generally worth: glassblowing, scribing, etc.; immobile) Instinct to be stubborn
close: melee range, 1-2 steps away.
reach: 3-4 steps away. 1-4 purses of gold coins, or... writing implements value Mule, follower (large, hardy, sure-footed, 3
near: up to 30 or so steps away A cartload of exotic trade goods cautious, keen-nosed, sterile)
Slate and chalk 0 HP 14; Damage d6+1 (hand, close);
far: quite the distance; 100 steps, maybe more. A “priceless” item (huge flawless gemstone,
Wax tablet and stylus 0 Instinct to avoid danger; Cost care & grooming
gold statuette, bejeweled scepter, etc.)
Parchment, a few sheets 1 Horse (large, powerful, keen-nosed, 3
Fine vellum., a few sheets 2 swift or hardy)
Coin Ink, vial and quills 1 HP 10; Damage d6+3 (hand, close, forceful);
Empty book, parchment 1 Instinct to panic; Cost care & grooming
Empty book, fine vellum 2
If you want to...
...increase Fortunes ...improve Defenses ...improve Prosperity ...find new arcana
The main ways are: You can temporarily boost Defenses via the Muster Pursue the Expanded Trades and/or the Market Know Things. Maybe you know where something
move, but it will usually cost you Fortunes to do so. improvements. Each of these increase Prosperity by like that might be found.
Undertake an adventure on behalf of the village
1, which makes your metal weapons better, increases
and Return Triumphant. Build a Palisade or a Stone Wall (see the steading If you don’t: ask around, dig through the Chronicle
the number of uses you get out of supplies, and
Achieve a steading improvement that increases improvements). They grant advantage to Deploy rolls (if there is one), consult the spirits (if you can), pray
makes the Recover move more effective.
Fortunes. when you take advantage of them. for guidance (if that’s your thing), eat some mush-
You also roll +Prosperity to Trade & Barter.The rooms and hope for a vision, etc.
Establish a Standing Watch (see the steading
...gain Surplus improvements). They add +1 to your Defenses when
Township improvement will grant advantage to
Explore dangerous and mysterious places: old Maker
Trade & Barter.
You get Surplus automatically in summer and when you involve them. ruins, barrow mounds, fae circles, strange groves,
the harvest is done towards the end of autumn. If you Prosperity is limited to +1 while Stonetop is still a caves, or lakes (if you dare).
Spend time drilling the villagers to unlock the Well-
want more: village. If you want it up to +2, you need to unlock
Trained Militia improvement. If you train the militia Put the word out to merchants or other contacts that
the Township improvement.
Choose “unexpected bounty” when you get a in 2 or more tactics, Defenses increases by 1. you’re interested in that sort of thing, then choose
seasonal gain. “trade opportunity” or “interesting news” when you
Invest in the Weapons of War improvement. This ...unlock a steading improvement
Choose “trade opportunity” when you get a get a seasonal gain.
increases Defenses by 1 and gives PCs access to
seasonal gain, and suggest that you’d like to trade better weaponry. Look at the requirements and choose one to pursue.
for extra Surplus. If you don’t know how to pursue it, Know Things ...unlock an arcanum’s mysteries
Undertake an adventure to hunt big game: elk, and/or Make a Plan with the GM.
wisents, cave bears, ceirwmawr, etc. ...increase Population Do what the requirements say! If you’re not sure how
If you want to make an improvement to the steading to meet a requirement, roll to Know Things and/or
Buy some! 1-2 Surplus is Value 2 (usually worth When Seasons Change and get a seasonal gain,
that isn’t listed, tell the GM what you have in mind. Make a Plan with the GM.
1-4 purses of silver, or similar). Surplus isn’t choose “population boon.”
They’ll either Make a Plan with you or add it to the
commonly available, so you’ll need to roll to Alternately, go out and save/recruit/capture a bunch
Trade & Barter to see if it’s available from a
list of Other Improvements (along with the require- ...recruit followers
of people and bring them back to live in your village. ments and potential benefits), whichever is more
passing merchant. If it’s not, you’ll need to travel If you have someone in mind, ask them to join you
Careful: higher Population makes it easier to Muster appropriate.
to a neighboring steading. on an expedition. Persuade them if necessary.
and Pull Together, but it also means more mouths to
If you want to increase how much Surplus the village feed in winter. ...get some coin If you don’t have someone in mind, tell the GM what
generates, look to the steading improvements. sort of follower you’re looking for (“a skilled tracker,”
You can Outfit or Have What You Need to produce
“a knowledgeable guide,” “someone who can handle
a handful of coppers, but if you want more significant
themselves in a fight,” etc.). They’ll either tell you
quantities, or any quantity of silver or gold coins,
who in town fits the bill, or ask you to make someone
then you’ll need to roll Trade & Barter to see if
up, or suggest that you Know Things.
they’re even available. If they are, you’ll need to trade
something of equivalent Value. Alternatively, you could Muster the town and pick
“1 or 2 individuals show real potential.” Let the GM
If you need more coin than what’s available in town,
know that you’re hoping for a follower, and they’ll
you can undertake a trade mission. Take some of the
probably work with you.
steading’s Surplus to Marshedge, Gordin’s Delve, or
maybe the Hillfolk, and find someone to buy it for Outside of Stonetop, go to a public place (like a pub,
1-4 purses of silver per 1-2 Surplus. the market in Marshedge, or the Swap in Gordin’s
Delve) and announce that you’re looking to hire help.
Alternately, go explore the Ruined Tower or
The GM will tell you who shows up, if anyone. You
someplace like it and dig up some sweet
might want to Seek Insight before you make any
loot. Then roll Trade & Barter to sell
offers, and you might need to Persuade them if your
it to a passing merchant or head to
offer isn’t compelling.
Marshedge or Gordin’s Delve and try
to sell it there for more.

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