EXILES - Playkit
EXILES - Playkit
EXILES - Playkit
2.
You resolve most rolls by throwing a type of dice you use on a given roll: → Crescents are trackers with 3-5
ENCOUNTER, where you confront the
couple of dice and reading the highest d8s if you have the upper hand, d6s segments (🌙 ), otherwise known as
dangers in your way in an attempt
result as your outcome. Each type of if you’re even, or d4s if you’re at phases. There are two types: DANGER
to accomplish your goals.
roll will guide you in detail on how to disadvantage. CRESCENTS, or PROGRESS CRESCENTS.
🟆 “clash ” to start this phase.
go about it. → To make a crescent, draw 3-5 circles
🟆 Make danger rolls to progress. NO GROUND.
and name what they stand for. Every
You are completely outmatched,
3. CAMP, where you deal with the time the situation advances towards
aftermath of an encounter and play RULe o : JUs T Do i T. you might as well die.
COME UP with a better plan, start a cres-
its natural conclusion (often as the re-
out recovery scenes. While it’s important to look out for sult of a roll), fill one of the segments.
cent, disengage, or perish.
🟆 “make camp” to start this phase. rolls and interact with them, it is also
🟆 Make recovery rolls to progress. advised you leave space for free narra-
tion: Not every action needs to trigger LOW GROUND. Outsmart the shadow-critters
a rule. By just being curious, asking D4 You take a serious risk,
roll questions, and portraying your charac- you are in over your head.
“go deeper” 1
EXPLORTA ION
ters, you are already playing the game. ON A HIT, you barely achieve your goal. ADVANTAGE & DISADVANTAGE.
Just do it when:
30 MIN ~ 2 H Rolls or abilities sometimes grant
→ You don’t have enough time, inter- EVEN GROUND. advantage or disadvantage , which is
roll est, or energy to play out an action You contend face to face, short for rolling with HIGHER GROUND
“clash” D6
JOURNEY in detail. you take a chance. or LOWER GROUND, respectively. These
→ The possibility of failure or mixed ON A HIT, you achieve your goal. are situational modifiers: You get the
~2 SESSIONS
3 2 success doesn’t sound enticing or bonus, mark it on your character sheet,
CA M P EN CO U N T ER satisfying for the story. HIGH GROUND. use it on your next roll, and reset it to
1 H ~ 2 H 1.5 H ~ 3 H You have the upper hand, normal. However, some situations like
If you’re certain that only a certain out- D8 you seize am opportunity. being encumbered or using a blight mark
come would make sense for a situation,
roll ON A HIT, you achieve more than expected. are ongoing: You keep the modifier for
just do it or have The Moon offer you a
“make camp” as long as the condition holds.
bargain .
PACT SHEET
"LYSAS has always been there for me" Te ARs . wear and unmark items during camp.
ITEM TAGS: Characteristics like quick ,
MARKING & CLEARING CONDITIONS.
→ At the start of the game, you come up → Lower your ruin by -1. → Your chronicle is made up of mem- 7
with 1-2 undoings for your exile. → Increase your will track by +1. ories you’ve locked —that is, trans-
→ Every undoing has 5 marks . You can
4
ferred from your pocket.
mark an undoing at the end of each → Every time you lock 4 memories, you
session, or when you “flourish” dur- record a deed .
ing camp. After marking an undoing 5 TRUTH: I am MINOR DEED
times, their grip on you loosens—and
you create a truth .
no t re sp on sitebl eof
fo r th e fa M y
G l a s s S h ie
arcana
ld ★ DEEDS. 8
→ You can take on new undoings any-
m y fa m il y. ow n. Deeds are new positive developments
li fe is m y f r a g il e , MAJOR DEED
time by locking a memory. Dramatic you get to choose from every time you
haunted enchanted,
developments in the story (a betrayal, lock 4 memories. Find a list of minor
an new enemy, a failure ) are good oppor- and major deeds at the back of this
tunities to create them. playkit.
CHa RACTHe R CRe ATIo N. 1/3: Co NCe PT. Roll or pick 1 of every column.
D20. Na Me . Re So LVe . You fight for... CRi Me — traits. You were exiled because... UPBRi NGi NG — traits. You were a... EQUip MENT. Add both items to your pocket.
1 ERESTEA LOVE blacksmithing assistant — force, mould Iron hammer | Pliers ( 2♦)
i uprooted heretical truths — meddlesome
2 RHYS TRUTH chronicler’s servant — lore, secrets Stolen codex | Ink & quill
7 WYSTERIA MY PEOPLE concealed wildwalker — tracking, senses Cubs (loyal, ferocious, 2♦) | ↟ shapeshift ↡
i helped those deemed unworthy — naïve
8 ZENYA REDEMPTION flamekeepers’ initiate — fire, furtive Climbing claws | Bellows
11 PINE HOME miserable squire — swordplay, footing Jousting lance ( 2♦) | Hay bale ( 2♦)
i disguised myself as higher caste — selfish
12 HEMLOCK POWER lowlife scoundrel — fakery, deal Change of clothes | ↟ hand of strings ↡
15 MAEVE FREEDOM sewer-dwelling pariah — filth, grit Big rat (scary, brave, 2♦) | ↟ spine ↡
i couldn’t keep my mouth shut — frail
16 MEADOW MY ...... merchant’s heir — manners, knowledge Fancy-looking document | Silverware set
17 DORIAH THE CAUSE wraith’s disciple — witchcraft, intuition Poison vial | ↟ deathwish broom ↡
i revealed secrets to the enemy — disloyal
18 ANDA SPITE errant acrobat — balance, precision Rope | ↟ featherlight ↡ (🌙 )
18 GEDO HOPE convent’s oracle — faithful, memorizing Pendant (valuable) | ↟ umbral habit ↡
i commited a brave, revellious act — defiant
20 NASH VENGEANCE wolf hunter — hiding, luring Lantern | ↟ nightcall bell ↡ (🌙 )
ON AGE — You are 17-21. 🌙 — Means the item is from Crescent Moon. ↟ ↡ — Means the item is a piece of arcana . 2♦ — Means the item is 2 slots .
ON WORLDBUILDING — The lore alluded to in these tables is up to interpretation. You get to decide what a wildwalker is or what the flamekeepers do.
CHa RACTHe R CRe ATIo N. 2/3: Gea R. Take 1. You may grab additional equipment by shedding 2 💧 and telling the story of how you got the item.
D20. u Ti Li TIe S, mundane u Ti Li TIe S, bewitched Wea Po NRY, common & cursed ↟ a Rca Na ↡ major & minor To unmark the arcana...
1 LINE OF ROPE DUELING RAPIER (light, disarming) SHADOW — Cloak yourself in darkness. Dissapear when you’re most needed.
caged shade (one-use)
2 recover +2 will.
IRON SPIKES UNLUCKY BOW (flimsy, quiet, 2♦) truth — Unearth a minor secret. Carelessly spill a treasured truth.
3 TORCHES ENGRAVED CHESTGUARD (clanky, 2♦) SHAPESHIFT — Don a beastly form. Follow your heart at someone’s cost.
bag of stardust (one-use)
4 unmark arcana.
BANDAGES RUSTED SPEAR (piercing, reach, 2 ♦) SPINE — Wield colossal strength. Be vulnerable to someone else.
5 DRIED BEEF BATTLE-WORN CLAYMORE (imposing, 2♦) HARK — Hear what makes no sound. Be silent when you ought to speak up.
rust-eating vinegar (one-use)
6 clear all wear.
WOODEN POLE SET OF KNIVES (quick, staggering) EVERSPARK — Blast a bolt of light. Release a loud, catastrophic strike.
7 EMPTY FLASKS CROOKED AXE ( 2♦) FIND — Summon someone to your side. Leave someone behind.
wicked flint (one-use)
8 unmark an item.
INNACURATE CHART HELLFORGED HALBERD (deceiving, 2♦) HOME — Return to a marked place. Reject a gesture of hospitality.
9 FACE CLOTH BENT SHIELD (deflecting, breaking) SEVER — Separate soul from body, briefly. Let go of something you cherish.
DRAGONBORN VENOM (one-use)
10 heal 3 💧 tears.
NET KITE SHIELD ( 2♦) BIND — Tie an essence into an object. Catalyst a crossing spirit.
11 METAL TOOLS THE WEEPING EDGE (life-saving) — Draw deathwish broom (possessed, 2 ♦) — Fly anywhere. You risk death.
CAGED SHADE, greater (one-use)
a circle in the earth; no-one who means you
12 recover +5 will.
DOUSING ROD harm can come in. WHEN USED, shed 2 💧. GLASS SHIELD (fragile, 2♦) — Deflect anything but steel.
13 CHANGE OF CLOTHES THE FAERIE IRON — Burn a foe you can see BLOSSOM BASKET — Pick the perfect herb or flower. Disperse a smell of magic.
LUNAR ESSENCE (one-use)
with your blade. WHEN USED, gain an afflic-
14 power arcana on your next cast.
SPYGLASS tion equal to your foe’s. UMBRAL HABIT (terrifying) — Dissolve face and voice. Do the bidding of the void.
15 OIL LAMP THE HEART-STRIKING QUILL ( 2♦) — GREYSTONE CHISEL — Carve others’ features on your face. You slowly turn into them.
BLOOD VIAL (one-use)
Guides you right to a foe’s heart.
16 turn a weapon deadly (+1 DMG) .
FIRECRACKER WHEN USED, lose 2 will and shed 2 💧. SHIFTING SALT — Change an object’s state of matter. Sometimes it’s permanent.
17 EXPLOSIVES THE SUBTLE KNIFE — Learn the deepest LIAR’S NET (fragile) — Force 1 truth out of a prey. You cannot lie for the next day.
DEAD BUTTERFLY (one-use)
secret of any foe you scar.
18 lift a burden or affliction.
HERB. COMPONENTS WHEN USED, take a wound . FLESHY POUCH (indestructible) — Consume anything. The pouch must be kept fed.
18 HORN THE BLACK METAL — Make an impenetra- HAND OF STRINGS (ghostly) — Detach your grasp. Any harm transfers your hand.
DEAD MOTH (one-use)
ble fortress out of your skin. WHEN USED,
20 lift a wound.
MASTER KEY (one-use ) cross off wear instead of will when hurt. GOSSIP VASE (magic-proof, fragile) — Whisper a secret. Hear back the next day.
→ WEAPONS & ARMOR — Weapons improve your GROUND when you “draw your blade”. Use armor to block or mitigate attacks.
→ ARCANA — Arcane effects are up to interpretation. You may unmark major arcana anytime it makes sense in the fiction.
🌙 CRes Ce NT Moo N’s a Rca Na. Updated arcana from CRESCENT MOON.
9 FLOWERY CHAINMAIL I will never be enough for the people I care about.
I’M FOOLED BY SOMEONE I THOUGHT I KNEW. WHY DID WE DRIFT APART?
10 METAL SPECTACLES I owe everything to ( ), I’m nothing without them.
→ UNDOINGS — Some options introduce heavy topics. Check with the others, use safety tools, and exercise compassion. → MEMORIES — Place them into your pocket .
→ FAITH — Write down a sentence after discussing your question, then set a score of 1-3 based on the answer. You can have a different score to the other exile’s.
Ru NN i NG THE Ga ME 1/2: Moo N RULe S
SEE MOON THE MOON SHEET AT THE BACK FOR ALL REFERENCE MATERIAL. Read Crescent Moon for guidance on what the underlying philosophy for facilitating this game is.
🟊☆☆
type of consequence. If a player MOVES. MEMORATA CAN ALWAYS... anyone near her sheds +1 💧
Rolls against them
makes a roll and gets a 1-3 or DISDAIN YOUR KIND PROUDLY —
1 start at EVEN GROUND. HEAT MAX: Rot and die.
a 4-5, you can choose to make
🟊🟊☆
then eat you, if she gets bored. Choose 1-2 things The Shrike does right
an underdweller move as a set- Rolls against them
MARK YOU AS HER PROTÉGÉ, before drawing one last fresh breath:
start at LOW GROUND.
→ Implode into a billion pieces. (-2 ).
back. Alternatively, you may
🟊🟊🟊
2 and task you with bringing her sacrifice.
→ Tragically confess their love for you.
make an underdweller move Rolls against them
(“Arachnid-sense ”, +ALLY).
→ Ask you to deliver an eulogy.
the trade-off of a BARGAIN. start at NO GROUND.
USE HER CUBS AS EYES AND EARS.
3
(🟊, Cute, Drooling, Poisonous. D 10 ) SHie LDS.
HOW MUCH DAMAGE?
DISMEMBER anyone who comes near
Exploiting an underdwell- A shield prevents an underdweller
Assume an underdweller 4 er’s WEAKNESS lowers MIGHT. from being harmed in a particular way.
the amber stone or hurts her cubs.
→ ARMORED: Cannot be easily harmed.
deals damage equal to their
MIGHT unless stated other- “Arachnid-sense ” (affliction, long term) —
Memorata can see and hear through you. Sometimes statblocks All attacks are less effective by -1 HP.
→
wise. If fitting, you may mod-
suggest conditions to hand COLOSSAL: Can only be harmed by
ify damage by -1/+1 to befit Terrifying — Anyone who attacks her in
out. In the case of “Arach- means proportional to their size.
darkness becomes “Frightened ” of her.
→
situational changes.
nid-sense ”, the condition ETHEREAL: Cannot be harmed by
An exile takes dam- Ritual — Memorata’s ritual requires fit type and effect are explic- non-magical means.
→ UNDEAD: Cannot die.
sacrifice, the amber stone, and a new it. For “Frightened ”, the
! age most often by
→ MASTERY: Cannot be harmed while
moon. If successful, she regains her true
losing will ( - ) .
form, becomes a Sorceress , takes +1 🟊,
specifics of the condition
are up to interpretation. exercising its skill.
and updates HOPE to ‘Reach the surface.’
e SCapi NG THe Be Lo W: Ca MPai GN RULe S
The only way to blaze a path out of The Below is to journey to its very depths—though what that journey entails will be different for every game.
→ Play climb if you wish to focus on → Each ring lasts 4-6 sessions.
inside it. your journeys is up to you.
travel, prefer the way out of The → Play descent if you wish to thor- → Play battle if you wish to focus on → You complete a ring upon filling
Below to be clear, and are ready to oughly unearth the secrets of a direct confrontations and want your resolve track.
let go of the locations you visit and region and deal with a recurring the story to feature a clear antag- → The amount of rings you complete
underdwellers you encounter. This cast of characters. This crawl is best onist. This crawl is best suited for before finding the way back to the
crawl is best suited for episodic suited for ongoing games of intrigue slow-burning games of bloodshed human realm varies based on cam-
games of arduous exploration. and mystery. and clamour. paign length.
Ca MPai GN Le NGTH.
i NSi GHT. Re So LVe . Doo M.
3/5 2/3 → QUARTERLY (5-6 SESSIONS):
Play 1 ring. Doom is 1 .
Insight measures knowledge you’ve Resolve is a 5-20 segment track that The bligth’s creeping influence mani-
gathered throughtout your travels. It’s measures how close you are to escaping fests as doom; a 3-12 segment track → SHORT CAMPAIGN (6-10 SESSIONS):
the hunches of experience, the hearsay The Below. It goes up as you complete that slowly fills the deeper you travel. Play 2 rings. Doom is 2 .
..............................
................................. ................................. → CAN WE NOT... Set a boundary when
making a decision about the story.
..............................
................................. .................................
.............................. → WAIT. IS THAT OKAY? Halt a scene and
................................. ................................. check with everyone before going further.
..............................
→ I LOVED THAT! Encourage another
................................. .................................
.............................. player; boost their confidence.
................................. .................................
..............................
→ NO. Clearly set a boundary.
................................. .................................
................................. .................................
→ TONE: On a scale of 1 to 5, where do → WHAT IS ( ) UP TO? Pass on the spot-
................................. .................................
we want the tone of the story to sit light to a player that hasn’t spoken yet.
3
A CRUMBLING EMPIRE. → What type of terrain are you travel- TO RID THE WORLD OF CHANGE. you have to a friend. See the CARAVAN
On the onset of a revolution. ling? A great mountain, a descending Are you here because of untapped SHEET to learn more. For now, choose 1
2
crater, an ocean, a valley... potential? Or because you were for the caravan’s weakness :
A FAMISHED PROVINCE.
→ What are you using to guide your
4 already resisting the authority?
Ravaged by time and greed.
way? An item, an underdweller, a spell... AS KNIGHTS OF A POINTLESS WAR. 1 It makes you vulnerable to notice.
⬾
3 Did you desert your squad?
2. THe Be Lo W. DESCENT. Or have you already died? 2 It must have its demands met, or else.
Choose 3 natures for this underworld: You must unearth the secrets at the heart of
YOU DON’T REALLY KNOW.
a territory in order to escape. 4 3 It likes to play tricks on you.
→ Why is the terrain hard to navigate?
And it doesn’t actually matter.
LIBERATING.
1
People here are their true selves. A guarded city of endless roads, a 4 It is a blessing many covet.
2
WILD. bloody frontline of commanding force,
5. THe BLi GHT. It has a weakness The Moon knows
No person or law is in command. an impenetrable wood woven in spells... 5
→ What is your lead? An underdweller
Choose 1-2 for the way the blight’s of, but she won’t tell you just yet.
MALLEABLE. touch manifests:
3 who bears a key, a site that’s not what
Reality shifts, dreams interweave.
it seems, a voice you heard in dreams... A MONSTROUS SPARK.
FORTHRIGHT.
4
⬾
1 Bursts of devouring violence left
There are no appearances to keep.
BATTLE. in its wake. a DDi To NAL Que STio NS.
VOLATILE. You must take down a blighted horror in If you wish, use any of the following on
5 VISCID SHADOW.
The world’s mood shifts violently. order to reach the gates of The Below. top of your crawl ’s questions:
2 Quick to poison the heart into its
GRUELLING. → What is your history with this foe? A darkest self.
6 It weights down on you the You were trapped in ( ). What did
creature of folk legend, a past friend A SEVERING OF THE SPIRIT. 1
further you go. you leave behind upon escaping?
consumed by the blight, your own 3 Refracting body and soul into
BREATHTAKING. dreams tainted by demise... You heeded ( )’s pleas for help. How
7 opposing forces. 2
→ What makes this a dreadful choice?
For the world brims with life. did you save them from a grim fate?
ASHENED FATIGUE,
DEADLY. The foe is colossal, its soul is immortal, 4 ( ) is chasing you down. What did
8 An exintguished self, devoid of 3
Only a few manage to survive. it’s got hundreds of acolytes... longing. you take from them?
DANGER ROLLS. during an encounter, you may...
Fa Ce a CHa LLe NGE. s EEK a NSWe RS. DR a W You R BLa De . “Ri P THe M a Pa RT.”
When you take a risk in pusuit of a When you linger where it’s not your When you stand against a foe ready When you shed your 7 th 💧 tear, your
goal, say what you hope to do. Then: place, describe how you explore the to wound them, draw your blade and blight takes control, cross off 1 ruin .
world and say what you wish to find or describe how you strike. Then: Next time you want to take action,
1. Set GROUND.
learn. Then: choose 1 of the following instead:
D8 HIGH: You wield the advantage. 1. Set GROUND.
You have a clever plan. 1. Grab D6 DICE: D8 HIGH: You seize an opportunity, 🟆 You do something you deeply regret.
D6 EVEN: You contend face to face. → 1d for pitiful luck. you wield a deadly weapon. 🟆 You inflict severe pain on someone.
You take a chance. → 1d if you call on 1 trait . D6 EVEN: You contend face to face. 🟆 You hurt someone beyond help.
D4 LOW: You take a serious risk. → 1d if you shed 1💧. You take a chance. 🟆 You are “never to return”.
You are in over your head. 2. ROLL. D4 LOW: You’re at disadvantage,
Play the scene out. If it’s your first time
6+ YOU FIND YOUR ANSWER, and hindered, or outnumbered.
2. Decide whether any CONSEQUENCES making this roll, you may also sign a
may ask a follow-up question. 2. Grab DICE.
pact . Set 💧 back to 0 next time you
→ 1d for pitiful luck.
will be major or minor .
4-5 YOU GET AN IDEA . But the
→ 1d if you wield a worhy weapon.
“make camp” or “go deeper”.
3. Grab DICE. details obscure or unnerving.
→ 1d for pitiful luck. 1-3 YOU OVERREACH . There’s a → 1d if you shed 1💧.
→ 1d if you call on 1 trait . minor consequence . 2. ROLL. “Ne Ve R To Re Tu RN.”
→ 1d if you shed 1💧. 1s YOU MAKE A BREAKRHOUGH — 6+ YOU STRIKE — but suffer a
→
When you mark a wound or cross off
1d if you burn 1 faith . The Moon reveals more than minor consequence.
your 4 th ruin , choose 1:
4. ROLL. what meets the eye. +1 INS. 4-5 YOU STRIKE — but suffer a
6+ YOU SUCCEED , this time. major consequence. 🟆 You lose the grit to go on. Your exile
4-5 YOU SUCCEED—with consequence. 1-3 YOU LOSE YOUR FOOTING , and dissapears one morning, accepts
1-3 YOU MISS —and suffer a
BLee D. suffer a major consequence . life in The Below, or meets a peaceful
consequence. 1s YOU DEAL A FATAL WOUND. end—your choice. Jump back into the
When you aid a fellow exile, shed 1d4💧
1s A CRITICAL SUCCESS. You Shed 1 💧. game with a new exile if you so wish.
and choose 1:
achieve more than expected. 🟆 You carry on. Lower your ruin by -1
WHEN YOU STRIKE, choose 1:
🟆 Create an opportunity: The exile if full, and either sign a pact or fulfill
gains advantage on their next roll. Wound them. Foe loses HP equal to one of your pact’s offerings now. Your
UNLe ASH. 🟆 Increase the result of a roll the exile 1 + GROUND. (3/HIGH, 2/EVEN, 1/LOW) exile faints shortly after doing so and
When you untie your inner hell to gain has just made by +1. Stagger them. Gain advantage . awakens next camp, changed. If you
advantage or just do it , ask: ‘ How does my Foe loses -1 HP or -1 HEAT. run out of offerings to fulfill, your
TO REDUCE 💧, burn faith with the exile Corner them . Foe loses -1 HP and
blight manifest?’ Then, shed 1d4 💧. Take exile becomes a horror : Describe how
you’ve helped to offset your result at a tests WIL. On a 1-3, they flee.
an additional + 1 💧 for each ruin you car- they haunt The Below and retire them
1-by -1 rate. End them.
ry. You do it—brashly and violently. from play for good.
Foe dies. Cross off 1 ruin .
RECOVERY ROLLS. made during camp. "find shelter" and "do crime" can always be rolled at no cost.
Ca TCH You R BRea TH. s Ha Re THe Bu RDe N. s TRi Ke a Dea L. “Fi ND SHe LTe R.”
When you blow off steam with another When you respond with compassion to When you bargain with an underdweller When you all venture into the wild in
exile, ask: ‘How do we try to relax?’ Then, a fellow exile’s vulnerability, ask: ‘What for aid, guidance, resources, or peace, search of a safe, specific, or resourceful
roll a number of d6 equal to your faith . can I do for you?’ Then, roll a number of ask: ‘What can I offer in return?’ Then, set place to recover, use 1 insight to find it.
Take +1d if you lock a memory. d6 equal to your faith. Take +1d if you ground equal to your standing (d4 for Alternatively, answer:
→ Just do it.
When you prowl about in search of a When you muster up the courage to re- When you halt the doom ’s advance,
tool, answer, or solution, ask: ‘How am I bel against your beliefs, ask: ‘Which of my ask: ‘What does the blight want from me?’
The world reacts accordingly.
→ Make a reaction roll . A d8 if you ex-
being naïve? ’ Then, seek answers . undoings am I testing?’ Then roll a num- Then, lose -2 will and roll 1d6.
ber of d6 equal to the undoing’s marks .
On a 6+, you find just what you need, Regardless of your result, set the ploit a weaknesses, a d6 if success
and there’s no catch just yet . On a 4-5, the On a hit you feel bold, powerful, and doom’s score back to 0. On a full hit , you is uncertain, a d4 if you’re out of
solution comes with strings attatched. unburdened. On a miss you feel scared, are able to resist the blight’s touch. On your depth. On a 6+, you do it and
On a 1-3, your finding earns you an hurt, and resilient; mark the undoing a hit , you lash out and hurt someone. escape consequence. On a 4-5, you
enemy, they’ll hunt you down. by 1 and recover +1 will either way. On On a miss , you’re completely overtaken do it and pay the price or there are
a 6+, mark it by 2. If you roll 1s, capture by your inner shadows—The Moon will loose ends. On a 1-3, you still do it,
a memory of the scene. If you reach 5 tell you what you do next. but the repercussions are big and
marks on an undoing, create a truth . will catch up to you in due time.
JOURNEY ROLLS. when moving between game phases...
You find 2-3 ITEMS: Be them You need help to navigate the Incoming calamity is about to
1 utilities or weaponry—mundane or 3 You awaken 1 item aspect: 1 next stretch of the journey. 4 strike the land.
bewitched. Do you scanvange them, Which and how? Whose? How will you survive it?
unearth them, or steal them?
This patch of the terrain bears a You must dodge a horror or foe in
You summon 1 minor arcana: Do You summon 1 major arcana: Is it 2 unique feature. What special equip- 5 order to advance. Who? Why are
2 4
you steal it, bargain it, or reclaim it? through ritual, growth, or pain? ment or precautions do you need? they on the hunt for you?
MAJOR DEEDS. Choose 1 upon reaching the end point of a row of your chronicle. You must pass as something
3 6 A puzzling riddle stops you from
you’re not in this land. How will
You grow close to a party. Why You stop concealing a side of you. going further. How will you solve it?
you don a new identity?
1 do you feel at home with them? 7 Mark one of your undoings by 1 .
You become allies , and help them Which of your fellow exiles is troubled DESCENT RINGS.
accomplish a goal. by this development?
You stumble upon a locked door. You must unearth lost knowledge
You find yourself in a place of You have a humbling revelation. 1 Where’s the key? Why is this 4 in order to move forward. Where is
2 power. What is oddly familiar 8 What event, person, or mistake important? it hidden?
about it? What extraordinary item triggers it? Swap traits and take on a
do you find or ritual do you cast? new undoing. The next step of your journey is
2 A brewing plan is afoot. How will 5 impenetrable. How will you get in?
You hear bad news from the hu- You earn the favour of an abomi- you uncover it? What’s your way in?
What’s the main danger?
3 man realm. How do you cope? Take 9 nable creature. It follows you...for
+1d to “flourish” or “share the now. Add them to the caravan as a You must secure a shelter to hide You must rely on a former rival in
burden”. companion. 3 in and get back on your feet. 6 order to move further in. How will
Where? you get them to help you?
A reckless feat of yours becomes
You remember something that BATTLE RINGS.
4 widespread. What detail is twisted 10 changes everything. How? Take +1
through word of mouth? What repu-
resolve and capture a memory. You ought to learn your foe’s
tation do you earn? 1 4 You must infiltrate the foe’s
weakness in order to stand a
stronghold. How will you get in?
You captivate the heart of an un- chance. Where must you look?
You become the bearer of a secret
5 derdweller. Why will it never work 11 by mistake. Why can’t you ignore it? You must seize terrible power before You must command a coordinated
out? What gifts do they make? You
Start a side objective for it. 2 it falls on the wrong hands. Whose? 5 strike to maim your foe. How?
become allies .
What happens to the wielder? Who must you keep on your side?
You strike an ongoing deal. Who’s You make an unlikely friend. Why
your supplier? What do give them are you moved by their company? You must cut your foe’s access to You need inside help to strike
6 12 3 6
in return? You can always find their Why must you part ways? They gift a resource or prevent them from against your foe. How will you get
stock in the caravan . you 1 item and 1 memory. making a pivotal win. How? the foe’s henches to turn sides?
IF YOU WANT TO...
GET STRONGER. LICK YOUR WOUNDS. ASPECT TYPES. 5 FAITH: GRo W CLo SER.
ADD / SWAP / HIGHLIGHT TRAITS. RECOVER WILL OR 💧 TEARS. BEWITCHED. Earn 5 faith on another exile. Then, set
🟆 Lock memories into your chronicle . 🟆 “catch your breath” or “share the 1 The item gains tags and an effect your track to 1 and do the following:
🟆 Create a truth. burden” during camp . similar to a piece of arcana. 🟆 Set a scene where you learn some-
🟆 Get a caged shade or dragonborn thing new about them and capture a
SIGN A PACT.
venom ( utilities, bewitched ). STURDY.
🟆 “rip them apart” by shedding 7 💧. memory about it.
🟆 Lock a memory (+1 will ). On an instance where the item
🟆 Update your tie to reflect the change
🟆 At The Moon’s discretion, strike a deal 2
would be marked , fill only half the
with a powerful force. box; you can still use it. in your relationship.
CLEAR CONDITIONS.
AWAKEN AN ASPECT. 🟆 Clear any unmarked burdens or
EXPLOSIVE.
🟆 Record a minor deed by locking afflictions when you “make camp”. 0 FAITH: BRea K TIES.
3 Mark the item upon using it to
memories into your chronicle. 🟆 Marked conditions require a fitting
wield it with advantage . Drop to 0 faith with another exile. You
recovery roll: Just follow the fiction, it
INCREASE YOUR WILL TRACK. break into a fight or heated discussion.
needn’t be complicated.
🟆 Create a truth. HAUNTED. You can only restore your bond when
🟆 To heal wounds, recovery may also
🟆 Awaken the amulet aspect on an item.
If the item is lost or depleted, it re- you “share the burden” during camp .
4
warrant skilled help, supplies, or im- turns to you, unmarked , next time
🟆 Sign a pact (bone, blade) While tie is broken:
plement at The Moon’s discretion. you “make camp” and REST.
MARK AN UNDOING. 🟆 The other exile also drops to 0 faith .
🟆 “flourish” during camp . REDUCE DOOM. BLOOD-SEEKING. 🟆 You cannot earn faith on one another.
🟆 On “end the session”, you get to 🟆 “face the abyss” during camp. 5 The item deals +1 DMG to your foe
mark any undoings that came up dur- when you “draw your blade”.
ing play by 1. REDUCE RUIN. CRea Te A TRu TH.
HIDE-DBREAKING.
🟆 Create a truth.
GET NEW ITEMS. Pick 1 type of shield the item can Mark an undoing 5 times. Then, cap-
6
🟆 “outfit” before an encounter. UNMARK ITEMS. pierce through: armor , colossal , ture a memory about the realization
🟆 “find what you need” during camp. 🟆 “catch your breath” during camp . undead , ethereal , mastery . you come about, take +1 resolve , and
🟆 Ask The Moon to offer you “a dark 🟆 If you cannot mend an item your- choose 2:
AMULET.
boon” during camp . self, “strike a deal”, “find what
7 While the item is on you, increase 🟆 Highlight a trait. +2d when invoked.
🟆 Just do it : When an opportunity pre- you need”, or let it go.
your will track by +1 . 🟆 Reduce ruin by -1.
sents itself, say you pick up an item. 🟆 Major arcana can only be unmarked
🟆 Increase your will track by +1.
by fulfilling its special condition. LIFE-SAVING.
Just doing it often suffices—and un- Once per encounter , the item can
like items, you can do it any time. 8
save you from 1 blow, no matter
how fatal.
PLAYING THE MOON🌙 1/2: BASICS.
START A SCENE: Ba RGai NS: Offer an exile to just do it Co NSe QUe NCe S, Mi No R Co NSe QUe NCe S, Ma Jo R
1 Present a situation and ask: at a cost: Tell them what they’ll accom- When a player puts themself at mild When a player puts themself at serious
“What do you do?” plish, and the price they must pay—ei- risk and rolls a 6- , choose 1 of each: risk and rolls a 6-, choose 1 each:
Reveal trouble. ther in the fiction or by withstanding a
2 START WITH.. START WITH..
Start or advance a CRESCENT. consequence . If they refuse, offer them a
FORESHADOWING. Hint at a fu- FRIGHT, BETRAYAL. Turn the sit-
DANGER ROLL as usual. 1 1
3 Use a SPIN. ture obstacle, yet to be revealed. uation daunting or inescapable.
NEW TROUBLE. Reveal a new OVERWHELMING TROUBLE. Con-
A PLAYER COMES UP WITH A PLAN:
2 obstacle: The exiles still have 2 front the exiles with an osbta-
Rea CTio N Ro LLS: Roll a D4 if an
1 Let them do it. time to react. cle they must react to now.
outcome is unlikely, a D6 if it’s uncer-
tain, or a D8 if it’s likely. THINGS WORSEN. A current ob- PERIL. A current obstacle strikes
3 3
2 Offer a BARGAIN to let them do it. On a 4+, the outcome comes to fruition. stacle strikes midly. harshly and is about to crush them.
On a 1-3, the outcome doesn’t happen. AN UNDERDWELLER MOVE. A AN UNDERDWELLER MOVE. A
4 4
3 Guide them through a DANGER ROLL. character present acts, mildly. character present acts, harshly.
THEN STRIKE WITH... THEN STRIKE WITH...
4 Make a REACTION ROLL. CRe SCe NTS: Draw 3-5 circles in an
A BURDEN. Tell the exile to AN AFFLICTION. Tell the exile
index card to represent a goal or loom- 1 1
FINISH A SCENE: name what they feel and place how they’re hindered by an ef-
ing trouble. The more segments, the it on their pocket. fect; it goes on their pocket.
Flourish with details, say longer the crescent takes to fill.
1
"You notice..." 2 -1 WILL. Ask: "How does this hurt?" 2 -2/3 WILL. Ask: "How does it show?"
1 2 3 4 5
2 Ask, "Are we ready to move on?" DISADVANTAGE. The next action DISADVANTAGE. The next action
SIMPLE. COMPLEX 3 3
they take has lower ground . they take has lower ground .
2 choose between 2 equally-flawed when they needed you most? → Are you willing to do what this 1. Set ground based on POWER...
outcomes. TAKE AWAY their stuff. → How do the others misinterpret boon demands of you? D4 if 1🟊 , a D6 if 2 🟊 , D8 if 3 🟊 .
2. EAGLE’S EYE.
LURES. You wind up here... DANGERS. By the mountain lurk...
1 A village of wisps built on a river
In name of The Wanderlings , to The Unturned Bones ( UNDEAD). CLOUDRIDGE 6 stream’s shore. Not welcoming of visitors.
1 Left in the wake of The Accursed ’s CORTEX
retrieve a left-behind keepsake. 2 THEY TELL RUMOURS OF...
path. They disturbingly totter
1 EAGLE’S EYE
To repay a favour; as you’re to about, dreaming of a life that will Jaeris’ imminent death. Some swear
1
2 carry a mule from EAGLE’S EYE to never resume. Maybe they will take the ancient has already passed.
your next stop. yours, instead? 3 5 Strange bones washed up ashore.
UPCLIFF UNDERCAVERN 2
For you’ve heard of Jaeris ’ scales, Dinknit’s fall . A curse of vertigo Some swear they’ve seen them twitch.
3 and their ability to cure any that ends the unprepared— 4 A call for help coming in their sleep.
wound. Or maybe something else? named after the wizard who cast- 3
APEX Some swear they’ve seen her, a girl.
Tracing the steps of a vengeful ed it upon her death. It makes
2
spirit that haunts the mountain- you loom closer and closer to the 4. APEX.
4
top. Someone told you they were mountain’s edge until you skid There’s nothing of note save for a
human, once. Who? down. Only the folk from EAGLE’S 1. CLOUDRIDGE.
desecrated well—the faintest of echoes
EYE know how to ward it off. Flocks of mist roll over on either side
rippling through from its depths.
of the long-trodded road—serpentine
UNDERDWELLERS. Up for the climb are.. Boilling geysers . Miserable craters
steps that mirror a dragon’s back.
Riikka , herding their children screaming from the earth. -2 5. UNDERCAVERN.
ALONG THE ROAD YOU FIND...
1 across CLOUDRIDGE. Which favour 3 or “Burnt ” affliction on impact. Long tunels buried in the earth leading
are they in need of? The earth is fragile around them, you A deserted soldier of The Wretch- towards the cortex.
can hear the hollowness beneath. 1 ed Army , hexed to silence by The INSIDE IT LIES...
Saveric the Accursed , telling sto-
Wraiths . Terrified of what he’s seen.
ries by the naked trees of the Blighted eggs, hatching. ( Cursed, Hundreds upon hundreds of
2 A fleeting feeling of vertigo. As if 1
UPCLIFF. What fools he is luring to go Terrifying, ETHEREAL). Your worst blighted eggs , about to hatch .
die in the CORTEX? 2 the ground you stand on moved
nightmares peak out from the
4 up and down ever so slightly.
broken eggshells. Hundreds lodge The Incomplete Jar. A single faint
The Wraiths , plotting to kill Jaeris 2
in the walls of the UNDERCAVERN. A wrecked settlement, where flash within a sea of dark.
3 and steal their tail. What ritual are
What prophecies do they speak of? 3 wisps once lived. How did The
they going to use the tail for? An ancient forge by a magma
Accursed consume it?
Jaeris . About to exhale their last stream. The dust of centuries
3
Ambrosia , on her way to retrieve 5 breath. Their consciousness piles. What could be built or repaired
4 the Heart-striking Quill from Jaeris’ fades out minutes at a time. with the tools found inside?
3. UPCLIFF
lair.
The Accursed. ( 🟊🟊🟊 , UNDEAD). A Scorched craters and redened stone
It That Rests . Trying to resurface 6. CORTEX.
6 host of blight, nesting in a child’s fill the air with cold heat. All undone.
by the rocks of THE APEX. Has the Jaeris ’ lair, a hellpit of lava and crum-
5 mind. A victim of the WRECKED SET- Naked trees die in silence. Which way is
blighting nature of the mountain TLEMENT, perhaps? pled bones. The hollow heart where all
north? Be careful where you step on.
called It? the undercavern’s arteries converge.
THE SCORCHED SPRINGS. 2/2
Jae Ri S.
Dying dragon (They/It)
HP: WIL: D 12
HEAT: /4
Resigned, Detached, Lofty
Old and unchanging. Smoke from the moun-
tain-mouth is all it takes to keep the underd-
wellers’ faith in Jaeris alive. Alas, with the
mountain growing cold and ablight, word has
spread of the ancient’s death. Now all race;
commoners and commanders alike, to pillage
whatever they can from the dragon’s death-bed.
MIGHT: 🟊🟊🟊
HOPE: To contain the blight.
INSTINCT: Listen.
WEAKNESS: Its own reflection.
TREASURE: ↟ Jaeris tail ↡ (legendary):
Powerful magic blossoms from its poison.
MOVES. JAERIS CAN ALWAYS...
1 2
SOUL LEECH: Dead cells nourish your soul.
Permanently increase your will track by +1.
Recover +1 will every time you witness death.
1 2
FIREFLY: Ignite small particles of light around
you—barely the size of a candle’s flame.
1 2
MOTH-BLADE: Your heartbeat flutters; a life
counted in days spent and taken. Every session ,
lose -1 will . Every time you devour a foe’s blade,
recover +2 will and increase your will track by +1.
1 2
IRIDISCENT VEINS: Your blood turns to sap. Shed
1💧 to momentarily perform 1 on an item: Enhance
it — Transfer 1 sense to it — Spark it with life.
SYMBIOTIC RESONANCE: You’re attuned to the
frequency of the world. Touch a subject to rep-
Bring back to life an extinct breed of flowers.
licate 1 of its traits for a short time.
Retrieve the kernel from the monster that devoured it.
STUBBORN ROOTS: When you drop to 0 faith ,
don’t break ties . You may earn faith back as usual,
or break the bond by overdrawing 1 faith .
FLORID TEARS: Once per journey , Shed 2💧 to en-
thrall a non-hostile creature: They agree to an-
1 2
ything, convinced they do of their own voilition.
MYCELIA INCARNATE (1 ⋄ /USE): The earth’s roots
Unroot a painful memory from our past.
answer your call, choose 1: They lend you insight
Set it loose, let it spread vast.
(+1) — They shape into a weapon — They bind
something — They offer an escape route.
ECTOPIC FAMILIAR (1 ⋄ /USE): Conceive an exten-
sion of yourself by lending it your will track: -1 for
a simple creature, -2 for skilled, -3 for extraor-
dinary. It lives on for as long as you wish or until
1 2
it drops to 0 will. Replenish your track afterwards.
⋄ DOWNFALL ⋄ Seed destruction and growth.
⋄ You’re sensitive. When you see someone “unleash” By helping the wild reclaim territory lost.
or “rip them apart”, gain disadvantage .
⋄ (CAMP) The earth claims your undivided attention.
Take -1 to the result of all “catch your breath” rolls.
⋄ Your body is always trying to put down roots.
To move after being still, you must cut all stems first.
1 2
⋄ You turn forgetful of humanly concerns.
The need for time, food, and companionship fade.
a BYSs OFFERINGS.
Make offerings to gain new blight marks . Follow the in-
Far below, far inside: A PACT sealed in infinity and stars.
structions for each and sacrifice 2 memories for each.
Abyss spawn to refract and absorb.
Retrieve a pome from a voidal patch.
Free of bounds. Devoid. Unlocked.
Then, eat it without looking back.
1 2
HOLLOW CARCASS: You are the void where all
begins and ends. Shed 1💧 and temporarily mark
1 ◊ ruin to absorb 1 trait . The subject you take
it from is devoid from it until you give it back.
Lose -1 will for every action you take with it.
Devoid a place of all its essence.
NUMB: Once per session , negate any blow or Turn it into a shadow of its former sentience.
effect dealt to your person.
VACANT STARE: Reality refracts under your gaze.
Shed 2💧 to extract a secret you observe.
1 2
BEASTLY TARNISH: A monstrous essence makes
its den your soul: It whispers to your ear, zealous
to take control. Shed 1💧 to take on 1 of its fea-
tures: Claws to climb, wings to fly, fangs to bite.
RAGEFUL BLOW: When making a DANGER ROLL,
Hunt down unsuspecting prey.
break an item you hold for +2d or advantage .
Bring a swift end to its pain.
SCENTHOUND: Once per journey , ask for scents
to track in the area. You can always make out an
objects’s properties when in close proximity.
BRAIN MANGE: The beast within you grows fond
of talking back. You can reach for its insight at
1 2
any moment. You may sacrifice 1 memory for a
precise, poignant, or enlightening observation.
MARK ON YOU ( 1 ⋄ /USE): Once per journey ,
Bring the beast inside to where it was slain.
Honor its grave with the rites of your domain.
choose 2 when you take in a subject’s scent: You
learn its WEAKNESS — You identify its properties
— You can track it — You glimpse at its past.
BEHEMOTH (1 ⋄ /USE): Your human skin peels
away and reveals the beast in its shade. You’re
unstoppable; gain advantage. All creatures test
1 2
WIL to escape. You’re WOUNDED when you revert.