EXILES - Playkit

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e XILES.

You are exiles—misfits who barely get by


at society’s edge. Whatever your social or-
THe Ga ME. s TARTING PLa Y.
e XILES is a feelings-delving dark fantasy
der considers to be proper, you ain’t it. No
role-playing game. All of you but one 1. (5 min) Gather 2-5 players, dice, 6. (1-3 h) Start the game in the
matter how hard you try to hide it.
play a band of young outcasts resolved pencils, erasers, a bunch of index cards, exploration phase by making the journey
Tough luck. You were charged for a crime to blaze a path out of the strange world and print out all sheets. If you’re roll “go deeper”. Your exiles have
and sent away to ‘The Below’: the dreaded they’ve been banished to. The remain- playing online, duplicate this TEMPLATE. either just emerged into The Below, or
underworld where tainted souls like you ing player plays as The Moon; and takes have already been travelling together
go rot. You are never coming back. it upon themselves to present the world 2. (5 min) Get all on the same page for a little bit. If you’re playing a
and the obstacles you face. about the premise, world, and tone of the oneshot, assume everyone already
Or so it would go ...For you delude in the
game. If you’re in need of more guidance knows one another and focus on the
idea of finding a way back—as if the piti- Your story revolves around a series of
than what’s provided, use CRESCENT short-term goals of your journey.
ful bravado you’ve mustered will amount journeys that unfold as you delve deep-
→ FOR A ONESHOT, it is recom-
MOON or a similar dice-building game to
to anything but your own doom. er and deeper into the nightmare world
fill in the blanks this playkit omits.
of The Below in a desperate attempt to mended you fit an entire encoun-
So be it, then.
escape it. Each journey takes place in ter phase into the session—if
3. (5-10 min) Go over the safety
a bizarre territory full of characters to you want to save on time, make
THE PLAYKIT. This playkit are all section of the GAME SETUP sheet.
meet, mysteries to explore, and horrors “clash” your opening roll in-
the final, nausiatingly tested rules of
to clash against—your play treading stead of “go deeper”: This will
e XILES. Don’t fret at the hacky pres- 3. (20-30 min) CAMPAIGN ONLY Fill
a careful balance between thrilling put the exiles right at the apex of
entation: A polished, dreadfully long, out the worldbuilding section at the
scenes of strife and quiet moments of trouble, and turn the session into
and illustrated physical release is com- back of the GAME SETUP sheet. Write
recovery. You will cross swords and an action sequence.
ing in 2023. your answers in the CAMPAIGN TRACKER.
shed tears; develop flawed friendships If you have some time left after-
and grapple with conflicting feelings. wards, you may try your hand at
CREDITS. Designed by e MA 4. (30-60 min) Create characters
All the while you kindle what little hope the camp phase by making recov-
ACo STA. This release is made possible together by going over the character
you have left for this doomed quest. ery rolls.
thanks to the support of all KICKSTARTER creation tables. If you’re playing a
BACKERS. Playtested by: Agatha C, Alexander → If this doesn’t sound up your alley, campaign, consider taking your time
7. (10 min) Wrap up by going over
Ed Bauer, Becky, Chris Greenbriar, Hendrik check out the 1st edition of CRES- and having this be the bulk of your
“end the session”. Each player then
ten Napel, Invictus, Jackson Piccirillo, Jeff CENT MOON; Exiles ’ sister game. session. If you’re playing a oneshot , rely
describes what they’re looking forward
→ If you’d prefer to get a sense of
Chadrick, Jeremy Greenburg, Kris Allison, on rolling to save time.
to seeing next time and records their
Michael Elliott, Michael Pelletier, Riley Daniels,
the game by watching rather than answers on the CAMPAIGN TRACKER.
Shinjin, Stella, Steve Holt, Toby Moshammer, 5. CAMPAIGN ONLY Check in with
reading, check out this ACTUAL
VHScrow, Victor Lane, Violet Harper, Violet the group to decide whether you have
PLAY by THE FICTION FIRST NET-
Wren, & Wych (Witch). the energy and time to jump into the
WORK.
🟆 PREORDER THE GAME ON BACKERKIT. game. You may also simply do a couple
🟆 SUPPORT EM ON PATREON. of establishing scenes to get startedx.
THe Be Lo W. Sa FETY & C o NSENT.
The Below is a patchwork world of folk- THE BLi GHT. UNDe RDWe LLe RS. eXILES invites you to portray moral-
tale and nightmare. It’s the dark woods ly gray characters trapped in a dire
The blight is the pull from this world to The Below ’s denizens can be broken down
and the gnarled castles you’re cautioned situation that pushes to make terrible
slowly consume itself into nightmare— into four rough categories:
against when tucked into bed. It’s the choices. In order to lean into these
→ WISPS: Whimsical creatures born
its strangeness touches everything and
witches, the vile kings, and the merciless themes, everyone must feel comfortable
everyone in due time. The underdwell-
monsters you still fear when you wake. to this realm or lost to it long ago. to explore vulnerable feelings. Ahead
ers you meet and the locations you visit
Wisps come in about any form: are several guidelines to do so safely:
Or so you’re told to think. What this world are all affected by it, as will your own
→ USE SAFETY TOOLS.
Some of them talk, some of them
is and how it connects to the human characters the more time you spend
don’t—don’t worry about it.
realm is something you ought to explore down this realm. The ones included in this game are all
EXAMPLES: A fancy alligator, a cheer-
in play. While many things are told and outlined in the GAME SETUP sheet.
→ BE COMPASSIONATE.
The blight might manifest as a mon- ful scarecrow, a vengeful ghost.
forgotten about The Below, you need only

strous spark that turns you against one
remember this: HUMANS: The unlucky few that have Look out for one another and make
another, a fungal infection that assim-
been exiled here or otherwise wan- checking in a habit. Always prioritize a
→ It shapes itself around those who ilates all life, viscid shadow hollowing
dered into this realm. They’re quick player’s comfort over the game. Remem-
wander it, until dreams and reality out the hearts of those it touches, and
to shed heir original form: It’s un- ber your characters are hurting and
become one. so on. You get to define the specifics
common to come across a traveler journeying an unkind world. At the end
when going through worldbuilding.
→ It lures you in deeper and deeper, that hasn’t blighted in some way. of the day you play angsty teenagers; not
until you become part of it. → The most important thing about EXAMPLES: An unscrupulous swin- hard-boiled adventurers or cold venge-
the blight is how your characters dler, a scaled cook, a stranded child. ance-seekers. Acknowledge their fragility
→ It voices the shadows inside you,
→ NIGHTMARES & HORRORS: Born
contend with it as the journey wears just as much as you revel in their anger.
until you give in to them.
→ SHARE THE BURDEN WITH THE MOON.
on them. Will you accept its influence
when a creature blights to its core.
→ It conceals any exits,
and let it guide you forward by signing a
Turned a shell of their former self, The facilitator musn’t shoulder the
pact? Or will you resist its touch and get
until you start to doubt they exist. they are rarely fully conscious. Just weight of a terrible world all by herself.
through this place without its aid?
about anything that might try to Help her: Push your characters towards
blindly kill you is a nightmare. their doom, embrace difficult choices,
EXAMPLES: A vengeful tree, a beastly be selfish, and regret your mistakes
THE HUMAN REALM. fox, a desperate bloodsucker. once it is far too late for apologies.
When starting play you get to define Just remember: The most important
→ PARTIES: Groups of underdwellers → EMBRACE LEVITY.
what the world that has banished you is aspect of the human realm is that you Don’t shy away from light moments when
working towards a shared goal.
like. The character creation tables allude do not fit in it—whatever the looks, time they come up. Give each other the chance
They can become your dear allies
to the human realm as a feudalist medi- period, or values of the society might be, to be silly and make jokes, for it’s the
just as quickly as turn into sworn
eval society inspired by western Europe they are directly at odds with your char- fleeting moments of warmth what allows
rivals.
where magic may or may not exist. But acters’ experiences and identities. What your characters to cope. You may find
EXAMPLES: A band of witches, a skel-
as with most aspects of the story, you’re are the exiles’ so eager to return to in the first challeging scenes to only hit harder once
etal commune, a dancing parade.
free to twist and mould this assumption. place, then? Play to find out. you’ve had a taste of warmth.
Ba SIC RULe S.

Ga ME p HASES. Di CE Ro LLS. GRo UND. CRe SCENTS.


A full cycle of play is called a journey , Rolls are a series of self-contained On some rolls, you set ground to estab- Draw a crescent when tracking a com-
and it is divided into 3 sections: rules that provide instructions on how lish the efficacy of your actions. Ground plex situation that can’t be resolved in
to resolve specific situations. During is affected by the quality of your plan, a single roll—such as ongoing effort
1. EXPLORATION , where you arrive to a
play, you freely narrate what your exile the tools at your disposal, the charac- against an obstacle, the approach of
location and begin exploring it in
thinks, feels, and does until a roll is teristics of the challenge, and so on. impending trouble, or the development
free play.
→ In practice, ground dictates what
invoked, usually by The Moon. of a side plan.
🟆 “go deeper ” to start this phase.

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

CHARACTER SHEET ( B ACKSIDE)

The red sky Ere str ea


and bea stly thr ust ing her
clou ds of The
Belo w.
blad e into the
acc urse d tre e. CHARACTER SHEET

Gwenryr Blackguard ERESTREA. They know more


DEFIANT than they let show. I don’t trust
I commited a brave, rebellious act them.
LURING
For VENGEANCE HEMLOCK. Talks too much. Kind
HIDING of annoying. But he gets it done
when it’s needed.
WOLF HUNTER
SWORDPLAY YRSA. Her heart is in the right
Proud face, flowery chainmail, place. I fear for her.
shattered earrings, bloody bandages.

Wee ping edg e ★ Nightcall bell Kite shield


wea pon arcana Nan ’s fac e I owe everything to Yrsa. I must pro-
armor of diss apo int-
Bring forth tect her w/ my life.
Cur sed , nocturnal men t whe n I
Life -sa vinG creatures. was exil ed.
ca rd ’s ba ck si d e I’m terrible to be around, and should
WA RD OF F Death- sha ken EV ER SPA RK
en em ie s by rc le burd en arc ana Grow closer with Yrsa next keep my distance.
ma ki ng a ci Bla st a bol t session.
w/ te ar s. of lig ht.
CHa RACTER RULe S: BASi CS
Character rules come up during encounters or when making danger rolls.

W i LL. TRai TS. p OCKe T. Co NDi TIONS.


0 1 2 3 4 LIES, FORCE, INQUISITIVE Your pocket is a 6-slot inventory that’s
HEARTBROKEN, CURSED
part of your character sheet. Any items
Your will is a 2-4 track that meas-
Traits are simple things you’re proficient or arcana you carry go on it as cards . Conditions are cards with negative effects
ures how much hurt your exile can take.
at or knowledgeable about. that take up space in your pocket and
→ You lose will as a type of consequence
SIZE: All cards take up 1 slot of
→ Call on 1 trait when you “face a chal-
temporarily affect you. There are 3 types:
space except for two-handed or heavy
when your character withstands
lenge” or “seek answers” for +1d. items; which take up 2 vertical slots (2♦). BURDENS: A minor inconvenience.

physical, mental, or emotional harm.
→ If you will reaches 0, you take a
Create truths or fill your chronicle to WEAR: Your pocket has 3 wear
AFFLICTIONS: A physical or magical
add new traits, swap existing ones, or ( ). Cross off 1 wear every time
WOUND. If you take another hit while effect that hinders you.
highlight them (+2d when used). you use an item to overcome an obsta-
→ You can only benefit from a single
carrying a wound, you are “never to
cle. If you hit 3 wear , clear the track and WOUNDS: A sign you verge on
return”.
trait at a time. The bonuses don’t mark one of your items as broken , deplet- death. Wounds can only be handed out
stack up. ed , lost , or otherwise unusable; The Moon when you take a hit at 0 will .

Fai TH. decides which item is affected. Clear

"LYSAS has always been there for me" Te ARs . wear and unmark items during camp.
ITEM TAGS: Characteristics like quick ,
MARKING & CLEARING CONDITIONS.

All conditions can be marked : Meaning


one-use , or bewitched . They provide ad-
that instead of going away when you
Tears are the blight’s toll all souls who ditional context on the item and play a
Faith is a double-sided 0-5 score that "MAKE CAMP" , you must make 1 recov-
journey The Below must contend with. role when setting ground .
gauges how much you trust each of ery roll in order to remove them: Any
Rely on their power to do things you ITEM EFFECS: Vague descriptors like
your fellow exiles. You earn faith (+1) roll that fits the fiction is effective.
didn’t think yourself capable of. fly anywhere or rumble when near a secret .
→ WOUNDS are the only exception: Even
when you win the others’ respect. Then,
→ You have a tear track of 7 💧. Tears in it
Usually only arcana has effects.
You can burn faith (-1) to get +1d when
ENCUMBRANCE: You can carry up to when unmarked, the wound doesn’t
you “face a challenge”, or to shed less can be shed (+1) or healed (-1).
→ You shed tears most often when making
6 slots worth of space in your pocket. go away until you make a recovery
💧 when you “bleed”.
Beginning from slot 5 you become slow, roll to receive the proper care. If you
danger rolls for +1d.
→ If you shed all your tears, you “rip them
TIE BREAK: If you drop to 0 faith with loud, or clumsy—gain disadvantage . mark a wound by taking another hit,
another exile, tell them to set their track you are “never to return”.
apart”, cross off 1 ruin , and set the
to 0 and have a fight or disagreement. You
track back to 0 on the next game
can restore your tie during camp.
phase. Must you ever cross off your Tags Se rp en ti ne R op e Backward fee
t
GROW CLOSER: If you reach 5 faith with ite m D e s p a ir in g
4th ruin , you are “never to return”. a ff li ct io n
→ Tears don’t overflow. Even if you shed
another exile, open up to them next W ou n d
en ch an te d Y ou ca n onnlyg
camp and capture a memory . Afterwards, Pr op el on to an y Effect
more tears than what’s left on your su rf ac e. m ov e f a ci s!
set faith back to 1. ba ck w a rd
track, new cycles always start at 0.
CHa RACTER RULe S: ADVa NCe D
These rules only come up on campaigns. You needn’t worry about them for single-session games.

Pa CTs . a SPECTs . MEMo Ri ES.


Pacts are modular appendixes to your Aspects are special effects you can im- Memories are impactful moments born
character sheet that transform your bue onto an item or arcana to make it during play. You capture a memory when I r o ll
soul in exchange for power. There are
six different pacts to choose from: bone ,
stronger. Find a list of item aspects at
the back of this playkit. Items can bear
a roll or The Moon asks you to: Do so
by jotting down a quick sentence on an
1
N a s h atnhde h il ls
d o w n ig h t — m y
in a fg s h u r t .
flame , blade , thorn , abyss , and claw . Each up to 2 aspects, arcana can bear 1. index card and placing it on your pocket. f e eli n
offers a path into a new, reborn self.

→ To sign a pact , “rip them apart” for


→ Awaken an aspect during camp by
recording a deed or if it feels right in
→ Once captured, memories can either
be locked into your chronicle, or sac-
5
the first time or, at The Moon’s dis- the story. Draw a star for every aspect rificed to your pact ; you’ll have the Th e co ld cl as
of th e st e. Zeh-
cretion, strike a deal with an entity. a card bears. opportunity to do either when you
“outfit” or “end the session”. 2
ny a an d I cr
bl ad es fo r those s
UNDoi NGS. TRu THs .
6
fi rs t ti me .
A truth is a beacon of hope born from c HRONi CLE.
“ I ABANDONED MY KIND WHEN the carcass of an undoing . Hold onto it Your chronicle is a collection of your
ADD/SWAP TRAIT
THEY NEEDED ME MOST. tightly. Truths should always be based exile’s feelings, victories, and strug-

You’re burdened with undoings; unre-


solved events from your past that have
on forgiveness, acceptance, love, and
unapologetic hope. When you create a
truth, choose 2:
gles—memories slowly recorded as you
move through The Below in your doomed
path. Find your chronicle on the back
3
→ Highlight a trait . (+2d when used.)
left their mark on you. side of your character sheet.

→ 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

3 HENDREK KNOWLEDGE sorcerer’s apprentice — arcane, rituals Unscrutable scroll | ↟ truth ↡


i challenged the order with proof — aloof
4 GWENRYR PRIDE JESTER’S WIMP — mimicry, charm Vielle (out of tune) | ↟ greystone chisel ↡

5 EMIL FAMILY potter’s confidant — crafts, handwork ↟ gossip vase ↡ | ↟ tether ↡ (🌙 )


i stopped hiding who i truly was — proud
6 NOELA RENOWN apothecary’s finding — plants, alchemy Dried herbs (reactive) | Reagent vial

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

9 CILLIAN FORTUNE divinating florist — grace, foresight Shears | ↟ blossom basket ↡


i loved those i was forbidden to — fearless
10 THALYN MYSELF nightwatch’s recruit — beasts, darkness Food offerings | ↟ valorflame candle ↡ (🌙)

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 ↡

13 JAMILA SURVIVAL bound cryptkeeper — silence, death Ashes (possessed) | ↟ hark ↡


i inconvenienced the authority — relentless
14 LINUS TOMORROW library keeper — words, perusal Forbidden tome | ↟ wooden box ↡ (🌙 )

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.

D20. ↟ a Rca Na ↡ major & minor To unmark the arcana...

1 EMBER — Kindle a spark of hope. Respark conviction in someone.

2 featherlight — Reduce a subject’s weight. Get something off your chest.

3 MONSTER — Appear scary and big. Stand firm in your beliefs.

4 PAL — Call forth a friend. Be a shoulder to cry on.

5 TETHER — Mend what is broken. See the beauty in a flaw.

6 RECALL — Remember what is forgotten. Tell a story around a fire.

6 STORMBRINGER — Shift the weather. Unleash the storm.

7 COMPASS — Snap an object in one direction. Go chase what you must.

8 KNOCK-KNOCK — Open what is locked. Close something forever.

9 HARVEST — Grow a plant to a massive size. Nurture a new feeling inside.

10 BUGSONG — Summon a multitude of insects. Do a deed for the bug-folk.

11 INFUSE — Bewitch an object, briefly. Forge a lasting bond.

12 NIGHTHIDE CLOAK — Become difficult to see.

13 WISHFUL COMPASS — Reveal the way to your dreams.

14 WAYWARD KNOTS — Warp from one end to another.

15 SNITCHY SADDLEBAG — Hold two items in it, if you trust it.

16 NIGHTCALL BELL — Bring forth nocturnal creatures.

17 VALORFLAME CANDLE — Cast shadows away, if you’re brave.

18 WOODEN BOX — Seal away anything you place within.

18 OBSIDIAN TRIANGLE — Call for thunder.

20 AUTUMN SEEDS — Grow anything you wish.


CHa RACTHe R CRe ATIo N. 3/3: Ba CKSTo RY & Loo KS. Roll or pick 1 of every column.
D20. Loo Ks — Take 3 . UNDoi NGS — Take 1-2. You think that... Me Mo RIES — Take 1. You reminisce of the time when... Fai TH — Ask 1 to the person on your left...
1 HAUNTED GAZE I can’t forgive myself for turning my back on ( ).
SOMEONE ONCE DEAR EYES ME WITH HATRED. WHAT EVENT DID WE LIVE TOGETHER?
2 FERAL HAIR I’ll be forever haunted by those I’ve wronged.

3 AGILE FEET I’ve tainted the people I’ve chosen to love .


I MAKE A BEGINNER’S MISTAKE, AND AM MARKED BY IT. WHY ARE YOU HOT-HEADED AROUND ME?
4 STERN POSTURE I disgraced my ( ) ; I’m undeserving of their love.

5 PROUD FACE I shouldn’t contradict those who rule over me.


SOMEONE STEALS A KISS FROM ME. WHAT BLOOD FEUD ARE WE CAUGHT IN?
6 FRAGILE HANDS My body’s limitations render me weak and useless.

7 SHAVED HEAD I will never be natural, no matter how hard I try.


I MEDDLE WHERE I SHOULDN’T AND AM PUNISHED FOR IT. WHAT RUMOURS ARE SAID OF ME?
8 MENDED HAT It is my duty to protect ( ); I cannot fail.

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.

11 STOLEN TUNIC I cannot be anything less than perfect.


I GLIMPSE AT TRUE GRATITUDE FOR THE FIRST TIME. WHAT WORRY DO WE SHARE?
12 RIPPED SKIRT My life is worthless when compared to my liege.

13 POINTY FOOTWEAR My emotions weaken me and hold me back.


I READY A KNIFE, AS I SHOULD HAVE DONE LONG AGO. WHY CAN’T YOU EVER TRUST ME?
14 BROKEN FETTERS My life is secondary to furthening my craft.

15 SPIKED CHOKER My crimes against my kingdom cannot be redemeed.


HIDDEN, I SEE SOMEONE FOR WHAT THEY REALLY ARE. WHAT SECRET ARE WE TRYING TO HIDE?
16 GLITTERY EYELIDS My scars can never be healed; no-one must see them.

17 BLACKENED NAILS I must always please others. I shouldn’t take up space.


SOMEONE CONFIDES IN ME AN INTIMATE WOE. WHY DO YOU THINK I’VE CHANGED?
18 SHATTERED EARRINGS No punishment can be enough to atone for what I did.

18 CROOKED HELMET ( ) will never forgive me. I am dead to them.


I SWEAR AN OATH I NOW DEEPLY QUESTION. WHY WON’T YOU LET ME CLOSE TO YOU?
20 DYED HAIR I shouldn’t ever place my trust in others.

→ 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.

THE Gi ST o F i T. BRie F a DVi Ce . Mo VEs . SPi NS.


When you play The Moon, it’s on you to: Just as the exiles have rolls at their Spins are Moon-only tokens you can
1. Make calls on which character ASK QUESTIONS. Build on the answers. disposal, you can make moves: Divided use to frame special scenes during
actions are feasible and which Let curiosity drive the game forward. between basic moves , encounter moves , encounters and camp. You get 1-3 spins
aren’t, curate the tone of the story, and camp moves. at the start of each of the above phases;
and decide on what happens next. the amount comes down to choices the
PLAY TO FIND OUT. Don’t plan ahead. Let You can make basic moves anytime: They
players make. The more they put them-
2. Maintain a safe environment where the story emerge at the table. Create encompass things like framing scenes,
selves at risk, the more spins you get.
players feel comfortable to be situations rather than plots. foretelling a danger, starting a cres-
vulnerable, speak up, and be cent, or otherwise presenting anything The back side of MOON REFERENCE SHEET
creative together. in the story to keep things exciting includes a list of scene ideas you can
BE TRANSPARENT. Ask: " What do you
think?" You needn’t have an answer for and pace the game along. You can only frame using spins, called encounter
3. Set up situations, start scenes. make encounter moves and camp moves moves and camp moves . Use them as
everything.
4. Set GROUND and come up with by using ◊ spins. inspiration to reveal big shifts in the
consequences during danger rolls. BE MYSTERIOUS. Surprise them. Veil some
story that move the plot along.
of your actions with uncertainty.
While points 1-2 fall on your own judge-
ment as an individual and a group, the Ba RGai NS. Reac Tio N Ro LLS.
following rules aid you on points 3-4. ASK QUESTIONS TO SPECIFIC PLAYERS. "Okay, you can send your murder of crows to
"You can climb the cliff in time to face Aska,
Give them opportunities to establish try to distract The Wretched Army, I’ll make
but must mark the climbing claws".
You R DRea M. worldbuilding. a d6 reaction to see if they buy into it."
"You can lie perfectly still and avoid notice,
PORTRAY A WHIMSICAL WORLD OF NIGHTMARE. but lose 1 WILL as the thorns pierce your feet." "Let me roll a d4 reaction to see whether
KEEP PACE. Ask " Should we move on?"
Show how it’s different, yet familiar. their spell to weather the storm is effective."
Don’t be afraid to skip past unimpactful "You can convince the hollow to join forces,
VOICE THE EXILES’ BLIGHT AND UNDOINGS. details. Resort to reaction rolls when you want
but they’ll betray you sooner or later".
Tempt them into making bad choices. to leave to chance how an underdweller
EXPRESS THE POWER EMOTIONS HOLD. PASS THE SPOTLIGHT. Give everyone a Bargains are offers you can make to an or story element reacts to a situation:
Show The Below’s heart, no matter how bro- chance to shine. Let narration be collab- exile anytime. They’re ways to skip a
1. Set GROUND.
ken. orative. roll and just do it at a cost: You simply
D8 Success is LIKELY.
ECHO THE TRACES OF THE HUMAN REALM. tell the player what they’ll accomplish,
D6 success is UNCERTAIN.
Keep its threats presents—both in the ex- and offer a price they must pay—either
BE HONEST. Voice your own wishes. D4 success is UNLIKELY.
iles’ minds and in the places they visit. in the fiction or by withstanding a con-
Scenes you want in the game are just as
PUSH THE EXILES TO THE VERY EDGE. Chal- sequence . If an exile refuses a bargain, 2. ROLL. On a 4+, they succeed. On a
important.
lenge them with restless peril. you may offer a DANGER ROLL as usual. 1-3, they don’t succeed.
Ru NN i NG THE Ga ME 2/2: UNDe RDWe LLe RS.
Non-player characters in The Below can form frail allyships just as easily as they can turn into imminent threats. Few are to be trusted without scrutiny, just like you.

Me Mo Ra Ta . An underdweller’s likely- ADVa NCe D RULe S.


Underdwellers lose HP when
an exile rolls “draw your
Golden silk orb-weaver (She/It) hood to flee from a fight,
represented by a die. Exiles
Hea T.
HP: WIL: D 20
blade” against them. If can test an underdwell- Some underdwellers have a HEAT GAUGE;
Terrifying, Motherly, Silent
they reach 0 HP, they’re at er’s WIL DIE when they roll a type of danger crescent that slow-
A ritual gone wrong. A thirst for power forever
the characters’ mercy. “draw your blade” or ly goes up ( + 1 h ) as the underdweller
unsaciated. Memorata prowls any ancient,
otherwise terrify their foes. makes moves or fulfills certain condi-
dank site. She patiently waits, for revenge on
If an underdweller rolls a tions. When a heat gauge maxes out, the
The underdweller’s TRAITS. those who’ve wronged her will come.
1-3 on a WIL test, they flee, underweller can perform their HEAT MAX
MIGHT: 🟊🟊☆ move: A one-time action of special force.
give up, or surrender.
HOPE: Regain her bygone form.
WHEN DO THEY ATTACK?
INSTINCT: Protect the amber stone. HEAT MAX: The heart-striking quill.
Underdwellers get the chance WEAKNESS: Natural light. MIGHT conveys how hard rolls Ambrosia ’s next blow always finds its
to act against the exiles as a TREASURE: ↟ Amber stone ↡ (magical, massive) against an underdweller are. mark, dealing death to whatever it hits—

🟊☆☆
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.

“CRa WL TYPe S. ” “Ri NGS.”


Crawls are different types of structures your game’s story can fold into. Upon starting a campaign you get to collectively decide what Ring 2: THE LOCKED KEEP
type of crawl you want to play—pick whichever one speaks to you all the most; the rules will work the same.

⬾ CLIMB. ⬾ DESCENT. ⬾ BATTLE.


A campaign game is divided into rings ;
each ring loosely stands for a sec-
When you play climb , the way out of The When you play descent , the way out of When you play battle, the way out of tion of the game. In climb , a ring is a
Below lies far away— atop a great moun- The Below lies at the heart of a territo- The Below lies behind a mighty foe—a stretch of your journey across The Be-
tain, past an inscrutable sea, down the very ry—inside a locked keep, past a bloody front- disgraced vampiric royal, a titanic carcass of low , in descent, a ring is a step towards
cortex of the earth —. On this crawl, every line, beneath a cursed city —. On this crawl, bone, an everlasting mycelic consciousness—. unlocking the heart of the territory. In
journey takes place in a different area, all journeys take place in roughly the On this crawl, every ring is about moving battle , a ring is an obstacle that stands
and each ring covers an overall stretch same area, and advancing a ring simply closer towards one final confrontation. between you and the final confronta-
of the journey. unlocks new locations or developments The amount of locations you explore in tion with your foe.

→ 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 .

→ MEDIUM CAMPAIGN (10-15 SESSIONS):


you’ve picked up, or deductions you’ve journeys, create truths, and “ end the
Some rolls instruct you or offer you to
made through observation. session .
mark doom . Upon marking your 4th one, Play 3 rings. Doom is 3 .
→ When you mark your 5th resolve,
USE 1 INSIGHT to ask any question to The
→ LONG CAMPAIGN (+15 SESSIONS):
set the mark back to 0 and cross off 1 .
Moon — Where can we find a place to hide?,
set the track back to 0 and end the If you cross off more than the amount
Who is this guy, really?, Where did the ghost Play 4 rings. Doom is 4 .
game or move onto the next ring of rings in your campaign, you are all
go? — she must answer truthfully.
of the campaign. lost to The Below forever.
GAME SETUP 1/2: SAFETY.
Go over the following as you gear up for a game of any length. If you’re playing a campaign, review the WORLDBUILDING section on the backside of this sheet after you’re finished.

1. T o N e & pa LLe Te . 2. L i N e S & V ei LS. 3. J o URN e Y i NG T oo LS.


→ VIBES: Talk about your hopes and Li N e S are hard limits. Subject matters Vei LS are soft limits. Subject matters As players, you should always look out
expectations—everyone should speak marked as lines are not included in the marked as veils are not shown—but may for your own and the others’ comfort.
their mind. Then, write down any ideas game, and may not be part of the world. be implied to exist or happen in the story. Before you go on, make sure everyone
or themes you want to feature in-game: knows the following can be invoked at
“ “ any time for any reason:
“ ................................. .................................

→ COULD WE RATHER... Suggest a


..............................
................................. .................................
..............................
................................. ................................. different course for the story.

..............................
................................. ................................. → 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.

→ I DON’T KNOW. Pass on a question, or


between GRITTY and WHIMSICAL?
1 2 3 4 5 Co MMo N Vi Be S: Co MMo N Se NS i TIVE Su BJe CTS: fade into the background for a while.
Angst, Compelling Villains, Dark Fairy Abduction, Addiction, Betrayal, Bigot-
→ LET’S TAKE A BREAK. Stand up and
→ LETHATLITY: Will our character’s
Tale, Duels, Exploration, Folklore, ry, Body Horror, Bullying, Childhood
Found Family, Hard-hitting, Hard Abandonment, Classism, Claustro- stretch your legs.
lives be on the line? Are we okay with
our characters dying? Do we have to
Choices, Hopeful, Intrigue, Landscapes, phobia, Cosmic Horror, Disease, Drug → LET’S SKIP THIS. Veil the details of the
Light-hearted, Marginalization, Morali- Abuse, Eye Injuries, Gaslighting, Graph- current scene and move ahead.
willingly agree to it as players? Write
ty, Monsters, Mystery, Queer, Rebellion, ic Injuries, Harm to Children, Harm to
down your preferences. These can
Redemption, Revolution, Romance, Pets, Harm to Wild Animals, Insects, → LET’S TURN BACK. Reframe a previous
change at any time: scene that went sideways.
Sword-fighting. Mind Control, Pandemic, Romance, Self
“ .............................. harm, Sex, Sexual Violence, Slavery, → LET’S STOP / I’M LEAVING. Call for
Slurs, Spiders, Starvation, Suicide, Reli- the end of the session, or step away.
..............................
gion, Trypophobia, Torture.
GAME SETUP 2/2: WORLDBUILDING.
Upon starting a campaign, answer all of the following as a group. Then, write down your answers on the CAMPAIGN TRACKER sheet.

1. o UR o Ri GIN. 3. o UR c Ra WL. 4. o UR e Xi LE. 6. THe Ca Ra Va N.


Choose 1 for the realm that exiled you: Choose 1 for the type of story you will Choose 1 for the actual reason your By strange fortune, you have crossed
play, and answer the related questions: world exiles people to The Below: paths with a ghost that will follow you
A COUNTRY AT WAR.
anywhere you go—a horseless wagon to
⬾ CLIMB.
1
Fighting for its expansion. TO POWER A HORRIBLE SPELL. travel with , a dissapearing tent to camp in-
A CRUEL KINGDOM. 1 Is it to bring lasting change?
2 You must undergo a great journey in order to side of , a hole in the earth to hide in—it’s bi-
Where hate disguises as tradition. Or to keep things as they were?
find the way back to the human realm. zarre, unsettling, and the closest thing

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:

→ Are you travelling aimlessly?


lock a memory. enemies, d6 for neutral, d8 for allies),
On a hit , you find a glimmer of peace;
→ Are threats still looming nearby?
and take dice relative to your offer (1d
heal 2💧. On a 6+, choose 2. On a 4-5, On a hit, your bond deepens: Earn 1 faith
→ Are you weary from the journey?
if you overreach, 2d if you offer fair
choose 1. If you roll 1s, the other exile on one another. On a 6+, choose 2. On
trade, 3d if your offer is irresistible).
benefits from 1 of your chosen out- a 4-5, choose 1 and shed 1💧. On a 1-3,
If 0/1 of the above are true, grab a d8.
comes. On a 1-3, choose 1 still—you choose 1 and shed 2💧. If you roll 1s, ben- On a 6+, they accept your terms. On a
If 2 of the above are true, grab a d6.
come accross as clumsy or awkward: efit from 1 of your chosen outcomes: 4-5, The Moon chooses 1. On a 1-3, back
If all of the above are true, grab a d4 .
down or go all in: The Moon chooses 2
🟆 Earn 1 faith on them . 🟆 They recover will equal to 1 + faith. Hit or miss , you get there. On a 4-5,
and your relationship worsens.
What do you bond over? How do they find their inner strength? mark +1 doom . On a miss , mark +1 doom
🟆 Unmark 1d3 items and clear all wear. 🟆 They capture a memory. 🟆 You must pay them a deed in return. and be quick; for inminent danger
How do you repair your gear? What intimate moment do you share? 🟆 They ask for more. looms over the place you’ve arrived to.
🟆 Capture a memory. 🟆 They heal 3 💧. 🟆 You must betray your beliefs.
What peaceful moment stays with you? How do you stop them from spiralling? 🟆 They accept, but you’ve burned a
🟆 Recover 1d3 will ; 🟆 You restore a broken tie ; set faith to 1. bridge—there will be bloodshed next “Do CRi Me .”
How do they bolster you forward? What promise do you make? time you cross paths.
When you devise a cold-blooded plan to
get you out of a mess, say what it en-
tails and check in to make sure every-
Fi ND WHa T You N ee D. FL ou Ri SH. F a C e TH e a BYS s . one is comfortable with it. Then, either:

→ 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...

1. G o D ee P e R. 2. CL a SH. 3. M a K e ca MP. “STa RT THE Se SSio N.”


When you are ready to move on in the When you walk into the peril standing When you settle in to rest and get your Start a new session by recounting the
story after “making camp”, describe between you and the way forward, dis- bearings after an encounter : story so far and reviewing the wishes
the next step in the exiles’ journey: cuss your goals until you’re all set on a you made last time. Then, resume the
1. CLEAR ALL UNMARKED CONDITIONS,
→ If you’re playing climb , narrate
plan. Then, grab an ENCOUNTER SHEET and: game with a new journey , or pick up
and take out any other item cards
from where you last left.
how the terrain shifts into the 1. Pick an APPROACH: How will you that are no longer relevant.
next leg of your voyage. pursue your goal?
2.
→ If you’re playing descent , narrate → BY ASSAULT, direct confrontation.
UPDATE THE CAMPAIGN TRACKER.

the new lead you follow to the → BY TRICKERY, deception.


Take +1 resolve and +1 doom , as “e ND THE Se SSio N.”

well as:
BY STEALTH, you trespass unseen.
→ +1 RESOLVE, if you carried on
heart of the territory. As your session winds down, go around
→ If you’re playing battle , narrate → BY BARGAIN, you negotiate a deal. the table for each of the following:
no matter the cost.
2. Set GROUND.
→ +1 INSIGHT, if you secured → COLLECTIVELY, take +1 resolve if
the mission you plot to weaken
your foe or otherwise prepare for D8 FEASIBLE: You wield a great
knowledge or resources. you feel like you made progress
→ +1 ALLY, if you aided someone.
the final confrontation. plan, aid, or resource.
towards your crawl’s end goal.
→ +1 DOOM, if you hesitated, →
D6 RISKY: You take a chance. You
This can take anywhere from a couple INDIVIDUALLY, mark your undoings
walk into the unknown.
minutes to most of your session—be it faltered, or stalled. by +1 each if you challenged or
D4 IMPOSSIBLE: You are out of your
as quick stablishing scenes or detailed Moon, take a moment to record struggled with them.

depth. You’re vastly outmatched.
exploration. By the end of it, however,
3. any new story developments like INDIVIDUALLY, name up to 2 exiles
Grab DICE.
→ 1d for pitiful luck.
you should all roughly agree on: plot points or characters. that earned your trust, respect,

→ What the exiles are doing next. → 1d if you mark +1 doom .


or a piece of your heart, and tell
3. DECIDE WHAT TO DO NEXT. Either...
→ The dangers in their way. → 1d if you use 1 insight . → KEEP GOING: Make 1 recovery
their players to earn 1 faith on you.
→ INDIVIDUALLY, describe a moment
→ 1d for any other factor in play. roll each, then “go deeper”.
you really enjoyed from the game,
4. ROLL. The Moon takes 1◊ .
“ou TFi T.” 6+ YOU MAKE THE FIRST MOVE , → REST: Make recovery rolls at
compliment the player that made
it possible, and capture a memory
Anytime before you “clash”, you may: and act with advantage . will, but mark +1 doom . The
about it. You may then lock or sac-
Moon takes 2◊ .
→ Swap items between your pocket
4-5 SOMETHING’S WRONG, you’re
rifice 1 memory . Locking a memory
in an uncertain situation.
and the caravan . During camp, freely frame scenes as earns you +1 will.
→ Lock or sacrifice memories in your → COLLECTIVELY, make 1 wish each
1-3 THE DANGER MAKES THE FIRST
you make recovery rolls—The Moon
MOVE. React with disadvantage .
pocket. Recover +1 will for each will be triggering camp moves in re- for next session, Moon included.
8. THE MOON TAKES SPINS (1◊/D8, 2◊/D6,
memory you lock. turn. Camp ends whenever you run out Write them down them on the CAM-
3◊/D4) and asks: What do you do? Play
→ Carry additional pieces of equip- of rolls or feel ready to carry on. PAIGN TRACKER.
the encounter out by making DANGER
ment by shedding 1-3 💧 for each.
ROLLS for the next 1.5-3H.
Dee Ds . a DVa NCi NG Ri NGs . If you’re looking for ideas, consider...
MINOR DEEDS. Choose 2 upon making it halfway through a row of your chronicle. CLIMB RINGS.

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 .

SETTING GROUND. +1 TO A DANGER CRESCENT. ITEM DAMAGE. Tell the exile to


4 4
Be it a new or ongoing one. mark an item as broken or lost .
NO GROUND EVEN GROUND
5 +1 / +2 TO A DANGER CRESCENT.
You are completely outmatched, You contend face to face,
D6
you might as well die. you take a chance. A LONG-TERM CONDITION. Tell
COME UP with a better plan, start a ON A HIT, you achieve your goal. CLea Ri NG Co NDi Tio NS: 6
the exile to mark a burden or
crescent, disengage, or perish. Unmarked burdens and afflictions clear affliction they carry. It can only
when you "MAKE CAMP". Marked condi- be removed during camp .
LOW GROUND HIGH GROUND tions can only be cleared by making A WOUND. When an exile suf-
You take a serious risk, You have the upper hand, 1 recovery roll ; anything that fits the fers harm at 0 will , hand out a
D4 D8 7
you are in over your head. you seize am opportunity. fiction and gravity of the situation is wound. If they take another hit,
ON A HIT, you barely achieve your goal. ON A HIT, you achieve more than expected. effective. they are "NEVER TO RETURN".
PLAYING THE MOON 🌙 2/2: SPINS.
s Pi NS. ◊ CAMP MOVES. 1◊ EACH.
1. A MOMENT OF TENSION. 3. A DARK BOON. 5. MEANWHILE...
ENCOUNTER MOVES. 1◊ EACH. When you pit the exiles against one an- When you tempt an exile with the power When an underdweller or party pursues
A TWIST. Reveal an unexpected other, describe how they are ambushed they need— glimmering arcana, a sword by their goals, set a scene centered on them
or shocking turn in the story. into a fraught situation—their camp is the lake, a perfect opportunity —reveal how and reveal what they’re about to do. If the
Subvert the knowledge the exiles besiedged, their possessions get stolen, an they come upon it, alone, and ask 1:
1 players wish to intervene, they may do so
thought they had. FORCE the ex-
→ Someone stands between you and
enemy attacks —. Once the situation has by using 1 insight . Regardless of the exiles’
iles into a tough choice , a new plan ,
unfolded, ask an exile 1: presence, narrate how the plan unfolds.
or to act quick. this boon. How will you get rid of
A TOUGH CHOICE. Force exiles to → How did you let the others down them? “do crime” if needed. Then, roll a REACTION for the underdweller:

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 🟊 .

A CHANGE IN SCENERY. Change


your actions? → Accepting this boon will earn you an 2. If they’re aided by anything on their
the location the exiles are in; → What is the last straw that throws enemy. Who? statblock , take +1d. If a poweful rival or
either because they move further you into an argument? → Accepting this boon will put every- obstacle stands in their way, take -1d.
3 on, or because the roof falls on → What selfish decision do you make one at risk. Will you tell them what If the exiles intervene, take +1/-1d .
them. HIGHLIGHT new precautions under the pressure? you’ve done?
On a 4+, they do it. On a 1-3, they fail. How
or approches the location de-
will this affect the story moving forward?
mands of the exiles.
AN OLD PROBLEM. Make a callback
to a previous obstacle in the jour- 2. A CROSSING OF PATHS. 4. AN ECHOING MEMORY. 6 A GRIM DISCOVERY.
ney or campaign. SHOWCASE how
4 When an underdweller meddles in the ex- When you make an exile revisit their past, When you seed new twists into the story,
the problem has gotten worse or
iles’ journey, describe how they approach set a scene based on their backstory and decide on 1-3 things that the exiles find
more dangerous since the last
them or corner them. Then, answer 2: ask 1: out about. Then ask which, if any, the
time the exiles interacted with it.
→ What did you come here for?
→ Which exile has a history with this
players are interested in looking into.
NEW PROBLEMS ARISE FROM A HIT. → What did this person mean to you?
→ Why was this day important?
Turn an exile’s move back on underdweller? Some discoveries are just facts (A rival
→ How do they show they’re serious?
→ What do you wish you could change?
5 them. INVOLVE underdwellers as party is looking for you ), while others can be
→ What do they ask of the exiles?
→ What were the repercussions of this?
repercussions, create new oppor- seen as opt-in (What about that rotten oak
tunities for conflict. → What will they do next? that has grown by the graveyard? ). Regard-
Once you’ve explored the scene, the exile less, answer 2 now or later:
ALL OR NOTHING. Turn the next

rolls 1d6 . On a hit , the recollection reveals
action into the final blow: Either How do the exiles find out about this?

a different angle of the truth—the exile
6 the exiles succed on the encoun- How will this affect the next journey?

gain +1 insight. On a miss , the memory be-
ter or they fail miserably. AFTER How can the exiles act on this?

trays reality and turns nightmarish.
all or nothing , “make camp”. How does this tie into established lore?
CW: Dicease, Harm to children, Mutation.

THE SCORCHED SPRINGS 1/2.


A massive mountaintop on the verge of collapse. Of sung beauty it was once. Guarded by Jaeris, the olden one. Now, no longer. The vanishing peace will barely last.

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 HOLD ONTO ITS CONSCIOUSNESS


upon meeting you, utterly devoid
+1h
of interest in your mortality. (d4)
GIFT YOU ONE OF ITS EGGS, and ask
2
you to heal it before it hatches.
3 TRY TO CONTAIN A DEVASTATING
+1h ATTACK. (d6.-3 /hit -5 /miss )

4 ENGULF ITS LAIR IN JADE FLAME, and


+1h eventually induce a volcanic eruption.

 Enchanted— Cannot be harmed by


non-magical means.
HEAT MAX: Last breath.
Jaeris completely blights. What nightmare
is born from its carcasss? The place it
dwells on is overtaken by dark magma.
Bo Ne OFFERINGS.
Make offerings to gain new blight marks . Follow the in-
Far below, far inside: A PACT sealed in osseum and night.
structions for each and sacrifice 2 memories for each.
Bone fused in an embrance of binds.
Collect the bones of two different creatures,
Still cracking. Unrested. Unable to die.
Raise from their shared skeleton a new teacher.

BLi GHT Ma RKS.

1 2
SOUL LEECH: Dead cells nourish your soul.
Permanently increase your will track by +1.
Recover +1 will every time you witness death.

YOU OF THE DARK: Take +1d to “seek answers”


from a horror. Find shardbone from a bygone beast.
SHRIEKING SKIN: Your body fights back against Then, insert it into a dying subject so it can feast.
anything that touches it. When you take physi-
cal harm, you may shed 💧 instead of will .
BURIAL TONGUE: Shed 1 💧 and roll 1d to talk to
the dead. On a 6+, ask 3 questions. On a 4-5,
ask 2. On a 1-3, ask 1. Beware, the passed love to lie.
1 2
UNGOSPELS OF DREAD (1 ⋄ /USE): Once per
journey , summon a gruesome apparation. Give Pulverize a creature’s skeletal matter.
the ghost an order; it will follow it to the best Then, scatter its ashes across a body of water.
of its ability until banished.
SKELETAL CONSTRUCT (1 ⋄ /USE): Raise a mas-
sive abomination of inconceivable bones. All
creatures in range test WIL at disadvantage to
run away. The construct dissapears when you 1 2
banish it or when pulverized.
⋄ DOWNFALL ⋄
⋄ (CAMP) You lose sight of your body when you dream. Separate bone from flesh.
Who do you act against? What emotion fuels you? Then, wear the remains in a long skeletal dress.

⋄ (CAMP) Your skin becomes painful to the touch.


Take -1 to the result of all “share the burden” rolls.
⋄ The terrors you’ve brought upon the world haunt you.
Start every encounter with a "haunted" AFFLICTION. 1 2
⋄ You become the catalyst for an undead horror.
Morph into it every time you take a WOUND.
FLa Me OFFERINGS.
Make offerings to gain new blight marks . Follow the in-
Far below, far inside: A PACT sealed in ember and ash.
structions for each and sacrifice 2 memories for each.
Flame rose to burn and fuel.
Burn down a site or object of power.
Scented with tears; the last spark of burning duel.
Then, cover youself in its ashes.

BLi GHT Ma RKS.

1 2
FIREFLY: Ignite small particles of light around
you—barely the size of a candle’s flame.

THIS HEART THAT BURNS: Once per encounter , you


can use your " resolve" as if it were a trait for +2d.
Set an entire location ablaze.
SOUL BEACON: Gain advantage to aid or protect
Let it be a feast for the undying flame.
those dear to you with blazing courage.
FIERY SENSE: You evoke fear and fascination
alike. Shed 1💧 to choose 1 against an underd-
weller: They focus only on you — They answer
truthfully to 1 question — You lay bare your 1 2
heart and they falter, gain advantage .
FLICKERING GRIP (1 ⋄ /USE): Ignite aything you
touch with a spark of undying flame—the fire Burn your dearest keepsake to the ground.
rapidly gains its own will. For each valuable And with it, everything tit represents.
thing consumed, take +1 will.
WICKERMAN (1 ⋄ /USE): Burst into a star of lick-
ing flames. Nothing can contain you. All crea-
tures test WIL to walk into the fire. For every
action you take, something on you burns. When
1 2
you decide to revert to flesh, you’re WOUNDED.
⋄ DOWNFALL ⋄
⋄ When you experience strong emotions, flames burst. Spread the undying flame through a willing host.
Which is the hardest to contain? See that their spark turns to fire, then dust.

⋄ The fire within you draws attention at every turn.


Take disadvantage when you try to prowl unnoticed.
⋄ Your flame consumes it all, whether you want to or not.
When you “end the session”, burn 1 faith on everyone. 1 2
⋄ Your skin scorches into warm ash.
Decrase your will track by -1. If you submerge, you die.
BLa De OFFERINGS.
Make offerings to gain new blight marks . Follow the in-
Far below, far inside: A PACT sealed in steel and might.
structions for each and sacrifice 2 memories for each.
A blade forged to slash and thrust.
Challenge a foe stronger than you —
Doused with blood to ward off rust.
Put everyone in great danger.

BLi GHT Ma RKS.

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.

BUILT FOR WAR: Once per encounter , shed 1💧 to


Summon a cursed weaon.
“bleed” for yourself. Then, use it to strike down a foe.
BLOODRUSH: Your senses sharpen as a moth
flaps its wing. Shed 1💧 to be infused with a sud-
den burst of strength, speed, or dexterity.
BATTLEBABE: When you “draw your blade”,
shed 1💧 to inflict 1 on a foe: They must duel you
1 2
alone — You reveal their WILL DIE and lower it by
1 step — Every time you attack, they take -1 HEAT.
RUST EATER (1 ⋄ /USE): The blades you’ve de-
Take down a horde of foes all on our own.
It’s their steel against yours.
voured are part of you. Shed 1💧 to use their tags
or effects . How does your skin reshape itself?
SWARM OF KNIVES ( 1 ⋄ /USE): Tear apart your
body to become a glistening murmuration of
swords. “draw your blade” with advantage . All 1 2
creatures within hearing range take your strike.
⋄ DOWNFALL ⋄
⋄ Moth-Blade is only effective when... Banish the soul of an innocent foe.
The foe you befall was stronger than the last. Rule a cruel judgement that shakes you to the core

⋄ You become enraptured by a subject when present.


Shed 1💧 to give in to it, or gain disadvantage.
⋄ Your skin crumbles, it becomes paper thin.
All hits against you deal an additional -1 will. 1 2
⋄ You become vulnerable to anything that targets metal.
After it rains, your limbs begin to rust. Take a WOUND.
THo RN OFFERINGS.
Make offerings to gain new blight marks . Follow the in-
Far below, far inside: A PACT sealed in bramble and vine.
structions for each and sacrifice 2 memories for each.
Thorn sprouted to pierce and drain.
Snatch a magic-bearing object from its master.
Harvesting poison, blossoming pain.
Then, bury it in the woods to harvest disaster.

BLi GHT Ma RKS.

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.

BLi GHT Ma RKS.

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.

ENTROPIC RECALL: Time intertwines in your sty-


gian veins. Sacrifice 1 memory you had locked to
1 2
release its contents into the present tense.
PARTICLE ACCELERATOR (1 ⋄ /USE): Release any Banish a vassal back to the void.
trait you’ve absorbed in a blast: Surge the orig- Leave in their wake a hole to be soiled.
inal effect to its apex and just do it , or roll 4d
with advantage .
COSMIC LOOP ( 1 ⋄ /USE): Rip through the fabric
of time—make an opening a few minutes or hours
into the past. If anyone notices you or what
1 2
you’ve done, reality catastrophically shatters.
⋄ DOWNFALL ⋄
⋄ The ring of your voice takes on the icy timbre of the void. Open a sucking black hole.
Gain disadvantage when you inspire empathy or trust. Then, use it to nurture the void.

⋄ You dream an alter ego who sometimes takes hold.


What do they want? Black splotches cloud your memory.
⋄ Your essence is so malleable, anything can latch on it.
You become an easy target for curses and possesion. 1 2
⋄ The void claims you; for you’re a sliver of its dead stars.
At night, you are naturally pulled towards the sky.
c La W OFFERINGS.
Make offerings to gain new blight marks . Follow the in-
Far below, far inside: A PACT sealed in spit and hide.
structions for each and sacrifice 2 memories for each.
Claws emerged to scar and rend.
Scavange the carcass of a befallen foe.
Marked with the bites of those it brought to their end.
Bathe in its drying blood under a midnight sun.

BLi GHT Ma RKS.

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.

⋄ DOWNFALL ⋄ Avenge the beast before it’s too late.


⋄ Your monstrous features evoke old fears. Lure in the creature responsible for its fate.
When underdwellers see them, gain disadvantage .

⋄ Every camp, you feel the urge to nest in a den.


If you’re unable, start next encounter with an AFFLICTION.
⋄ The beast speaks through you.
Sometimes, it snaps before you can shut it.
1 2
⋄ You turn nocturnal. Unless aided by a spell, conction,
or a good slap (-1 will) gain disadvantage under daylight.

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