Weapons & Armor
Hand: Something within your reach, no further.
Close: Something at arm’s reach plus a foot or two.
Reach: Something that’s several feet away—up to ten.
Near: Useful for attacking if you can see the whites of their eyes.
Far: Useful for attacking something in shouting distance.
# Ammo: Counts as ammo for appropriate ranged weapons. The number does not represent individual arrows or sling stones, but represents what you have left on hand.
Forceful: It can knock someone back a pace, maybe even off their feet.
+# Damage: When you deal damage, you add # to it.
Ignores Armor: Don’t subtract armor from the damage taken.
Messy: It does damage in a particularly destructive way, ripping people and things apart.
# Piercing: Subtract # from the enemy’s armor for that attack.
Precise: You use DEX to Hack and Slash with this weapon, instead of STR.
Reload: After you attack with it, it takes more than a moment to reset.
Stun: When you attack with it, it does stun damage instead of normal damage.
Thrown: Throw it at someone to hurt them. If you Volley with this weapon, you can’t choose to mark off ammo on a 7–9; once you throw it, it’s gone until you can recover it.
# Armor: Subtract your armor from damage taken. If you have more than one item with # Armor, only the highest value counts.
+# Armor: Add # to your total armor.
Clumsy: It’s tough to move around with. -1 ongoing while using it. This penalty is cumulative
Gear & Rations
Items & Services
Gifts and Finery
Applied: It’s only useful when carefully applied to a person or to something they eat or drink.
Awkward: It’s unwieldy and tough to use.
+Bonus: It modifies your effectiveness in a specified situation.
# coins: How much it costs to buy, normally. If the cost includes “-Charisma” a little negotiation subtracts the haggler’s Charisma score (not modifier) from the price.
Dangerous: It’s easy to get in trouble with it. If you interact with it without proper precautions the GM may freely invoke the consequences of your foolish actions.
Ration: It’s edible, more or less.
Requires: It’s only useful to certain people. If you don’t meet the requirements it works poorly, if at all.
Slow: It takes minutes or more to use.
Touch: It’s used by touching it to the target’s skin.
Two-handed: It takes two hands to use it effectively.
n weight: Count the listed amount against your Load. 100 coins in standard denominations is 1 weight. The same value in gems or fine art may be lighter or heavier.
Worn: You have to wear it to use it.
# Uses: It can only be used # times
– Portray a fantastic world
– Fill the characters’ lives with adventure
– Play to find out what happens
– Draw maps, leave blanks
– Think offscreen, too
– Ask questions and use the answers
– Think dangerous
Make a move when:
– everyone looks to you to find out what happens (soft)
– the players give you a golden opportunity
– the players roll a 6-
If it has a damage die, roll it. For other cases:
– If it threatens bruises and scrapes at worst: d4
– If it’s likely to spill some blood, but nothing horrendous: d6
– If it might break some bones: d8
– If it could kill a common person: d10
Add the ignores armor tag if the source is magical, poisonous, or particularly large.
Temporary or circumstantial armor works the same way as armor that you wear:
– 1 armor for partial cover
– 2 armor for major cover
Damage from Multiple Creatures
If multiple creatures attack at once roll the highest damage among them and add +1 damage for each monster beyond the first.
A PC who takes stun damage is defying danger to do anything at all, the danger being “you’re stunned.” This lasts as long as makes sense in the fiction.
A GM character doesn’t count it against their HP but will act accordingly.
– Use a monster, danger, or location move
– Reveal an unwelcome truth
– Show signs of an approaching threat
– Deal damage
– Use up their resources
– Turn their move back on them
– Separate them
– Give an opportunity that fits a class’ abilities
– Show a downside to their class, race, or equipment
– Offer an opportunity, with or without cost
– Put someone in a spot
– Tell them the requirements or consequences and ask
– Change the environment (the theme of the area)
– Point to a looming threat
– Introduce a new faction or type of creature
– Use a threat from an existing faction or type of creature
– Make them backtrack
– Present riches at a price
– Present a challenge to one of the characters
– Raise the alarm, Advance as one
– Summon reinforcements, Order minions
– Strike at a moment of weakness
– Pass on demonic influence
– Drive the pack into a fervor
– Fight with abandon, Revel in destruction
– Fly into a frenzy, Attack unrelentingly
– Destroy armor or protection
– Make a sacrifice and grow in power
– Give protection of earth, power of fire,
swiftness of water, clarity of air
– Poison them
– Command beasts of ________
– Rip something (or someone) apart
– Swarm, Use overwhelming numbers
– Charge, Drive them back
– Turn ________ into a weapon/against them
– Meld into (darkness/earth/water)
– Take to the air
– Fling someone or something
– Put a plot into motion
– Snuff out light
– Encircle prey, Corner them
– Cast forth the elements
– What is it known to do? (create a move)
– What does it want that causes problems for others? (instinct)
– What is its most common form of attack?
How does it hunt or fight?
Traits (choose all that apply)
Form of Attack
Which of these describe it?
Devious: Its main danger lies beyond the clash of battle.
Amorphous: bizarre and unnatural anatomy and organs
Organized: It has a group structure that aids it in survival. Defeating one may cause the group’s wrath. May sound alarm.
Intelligent: It’s smart enough that some individuals pick up other skills. The GM can adapt the monster by adding tags to reflect specific training, like a mage or warrior.
Hoarder: It almost certainly has treasure.
Stealthy: It can avoid detection and prefers to attack with the element of surprise.
Terrifying: Its presence and appearance evoke fear.
Cautious: It prizes survival over aggression.
Construct: It was made, not born
Planar: It’s from beyond this world
Monster Creation Template
Roll the monster’s damage die.
Hoarder: roll twice, take higher result
Far from home: add at least one ration
Magical: some strange item
Divine: a sign of a deity (or deities)
Planar: something not of this earth
Lord over others: +1d4
Ancient and noteworthy: +1d4
Create a logical pattern of traps that can be recognized and rewarded.
Choose a unique recognizable location type:
Places which cannot be patrolled (Sunlit, pitch black, exterior walls, streams)
Hiding places (rubble, vines, darkness)
Unique dungeon features (pairs of statues, paintings, lanterns)
Control points (crossings, gates, stairwells, windows, tunnels, balcony)
Choose one or two basic traps:
Caltrops, poison darts, log ram, blade swing, arrow trap, retractable spears, falling rocks, poisonous rodents/plants, pits, illusory mist, flames, net, alarm.
Choose one special trap:
Rigged support beams that collapse.
A fragile floor, above a quicksand pit.
A locked door with pit on the other side.
A weighted net with water to follow.
An overgrown floor filled with grasping vines, poisoned hooks, and barbs.
A narrow grate over lit flames, which spring up when a bellows is pumped.
A ragged bottomless pit, with massive tooth marks, and a deep breathing sound coming from within.
A man hanging from chains that tighten when you approach.
Two heavy retracted chains that must be held together to open the door.
A table with two chairs and a statue of a broad chested dwarf that comes alive and starts pouring drinks. Outdrink him.
1. Eye of Truth – This finely cut and polished stone is indistinguishable from an ordinary jewel in appearance. When it is gazed through, this gem confers on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects, sees invisible creatures or objects, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things.
2. Amulet of Hope – Shines as bright as a candle, but only when there are no other light sources. Light points back towards dungeon entrance, vaguely. Hums reassuringly when clutched, and warms your hand.
3. Dust of De-Appearance – Can make things invisible, but wears off if the object moves, is moved, or even wiggles a bit. Best used on inanimate objects or people who can hold really, really, still.
4. Black Leaf – When smoked, it creates a huge cloud of smoke and allows the smoker to see through smoke and fog. Can be smoked for 5 minutes (or 5 one-minute segments).
5. Saint's Bones – About the size of a cigar box. Contains mandible and some carpals. Will rattle ominously when a lie is uttered nearby.
6. Bottle of Light – When swung overhead (a small chain is attached for this purpose) the bottle absorbs ambient light. Later, the bottle can be unstoppered to allow the light back out again. Can hold up to 5 rounds of light. Special properties of light are preserved: moonlight can induce lycanthropy, for example.
7. Vial of Nightshade – When drunk, it puts the body into a deep coma and ejects the spirit. You can now roam around, incorporeal, until you return to your body. Every hour role to avoid danger (Body possessed by an outsider, fall into a coma, soul lost forever, etc).
8. Cheater's Coin – When flipped, it will give whatever result the owner wishes. This is not limited to heads/tails–it can also give results of king, dragon, treasury, pilgrims, etc.
9. Ring of Petrification – Putting this ring on will turn a person to stone, except for the ring. Someone else can remove the ring, and thereby return them to flesh.
10. Seed of Ice – If dropped in a body of water, will "freeze" an area up to 20' diameter. If swallowed, you die. If touched, save or die. Leaves awesomely frozen corpses that are not cold to the touch and never thaw.
11. Assassin’s Ring – The magic of the ring, however, is to produce a tiny handful of dust once per day. When you gently blow on the ring a magical cloud of dust fills the area nearby, concealing yours and other peoples passage such that it appears no one has pass through the area for several years. This magical ring also contains a non-magical secret compartment designed to hold a dose of poison.
12. Bell of Freedom – When you ring this cracked handbell any creature within earshot immediately may escape any and all of their physical and/or magical bondage. The prison doors open, the manacles spring loose, and the spell of holding ends; They are free. After one ringing, the crack in the handbell spreads and the bell shatters.
13. Bladed Gloves – A pair of black leather gloves each adorned with a silver dagger charm. When wearing these gloves and you whisper the word “Blade” while touching one of the silver dagger charms, a spirit dagger materializes in your hand. The spirit dagger behaves like a normal dagger but can also affect creatures that are insubstantial. Any daggers created by the gloves fade from existence within a minute or two after leaving your grasp.
14. Chalice of Fealty – A silver chalice etched with a pattern of entwined snakes and fantastical creatures.
When you pour red wine into the Chalice of Fealty and you give a command to another creature drinking from the chalice, roll+CHA.
When commanding an NPC, *On a 10+ that creature will do what you command. *On a 7-9 that creature will do what you command but will most certainly twist your words.
When commanding a PC, *On a 10+ choose two. *On a 7-9 choose one. *On a 6- your treachery is immediately revealed.
? If the PC does it, the PC marks XP.
? If the PC refuses, the PC takes -1 ongoing until they next dine with you.
15. Tricksy Rope – A rope that listens. Does tricks, too, like a smart and more obedient snake might. Tell it “Coil” or “Slack” or “Come here, rope” and it will.
16. Arrows of Acheron – Crafted in darkness by a blind fletcher, these arrows can find their target in even the deepest darkness. An archer may fire them blind, in the dark, with his eyes bound by heavy cloth and still be assured of a clean shot. If the light of the sun ever touches the arrows, however, they come apart like shadows and dust.
17. The Carcosan Spire – None know from whence this spear of twisted white coral comes. Those who bear it too long find their minds full of alien dreams and begin to hear the strange thoughts of the Others. None are impervious. Used against any “natural” target (men, goblins, owlbears and the like) the Spire acts as a mere mortal spear. Its true purpose is to do harm to those things whose strange natures, protected against mundane weapons. Used thus, the Spire can wound foes otherwise invulnerable to harm. The wielder will recognize these twisted foes on sight—the Spire knows its own.
18. Coin of Remembering – What appears, at a glance, to be a simple copper coin is, in truth, an enchanted coin. Its bearer can, at any time, redeem it to know immediately one fact that has been forgotten. The coin vanishes thereafter. It does not have to be a thing forgotten by the bearer, but it cannot be “known.” Interpretation of this stipulation is left to the gods. If the coin is unsuccessful, it will still paint an image in the mind’s eye of someone or something that does remember what was sought.
19. The Echo – A seemingly empty bottle. Once unstoppered, the whispers of another plane resound once and fall silent. In the silence, the bearer learns in his soul the coming of one great danger and how he can avoid it. At any point after you use the Echo, you can ignore the results of any single die roll—yours or another player’s—and roll again. Once opened, the Echo is released and gone forever.
20. Barb of the Black Gate – A nail or spike, twisted and forever cold, said to have been pried from the Gates of Death. When hammered into a corpse, it disappears and ensures that corpse will never be risen again—no magic short of that of Death himself can reignite the flame of life (natural or otherwise) in the body.
Where was the hireling found?
Distribute points between loyalty, a main skill, and zero or more secondary skills.
Arcane Assistance: Enhances the range, duration, or potency of a spell. Announce the effect beforehand. Negative impacts of the spell are focused on the adept.
Experimental Trap Disarming: When the burglar leads, they almost always detect traps. If the trap is sprung, the burglar takes the effects and players get +skill to their armor and rolls when dealing with the trap. Most traps leave a burglar in need of immediate healing. If you Make Camp near the trap, the burglar can disarm it by the time camp is broken.
A Hero’s Welcome: Subtract the minstrel’s skill from all prices in town. In a place of food, drink, or entertainment you will be treated as a friend, unless you prove otherwise.
Ministry, First Aid: When you make camp, heal an additional +skill HP. When a priest staunches your wound heal 2 x skill, but take -1 forward.
Sentry, Intervene: When protecting you, you get +skill to your armor, they reduce skill by 1 until they have time to heal or mend. If a protector helps you Defy Danger, you may take +1, but a 10+ counts as a 7 – 9.
Track, Guide: When a tracker is given time to study a trail while Making Camp, they can follow the trail to the next major change in terrain, travel, or weather. When a tracker leads the way you automatically succeed on any Perilous Journey of a distance (in rations) lower than the tracker’s skill.
Man-at-arms: Take +skill to your damage when a warrior aids you. The Warrior takes the brunt of consequences.
Starting loyalty higher than 2 or below 0 is unusual.
– A particular kindness or bonus from the players is worth +1 loyalty forward.
– Disrespect is -1 loyalty forward.
– If it’s been a while since their cost was last paid they get -1 loyalty ongoing until their cost is met.
A hireling's loyalty may be permanently increased when they achieve some
great deed with the players. A significant failure or beating may permanently lower the hireling’s loyalty.
– The Thrill of Victory
– Uncovered Knowledge
– Fame and Glory
– Good Accomplished
Esen, Tod, Caoimhe, Philip, Laurentinus, Corin, Gon?al, Baxter, Alkmene, Angie, Ethelyn, Cindi, Bóthildr, Cherie, Eléonore, Francene, María, Mette, Dagrún, Alesha, Hilda, Thomas, Aidan, Hieu, Lycurgus, Wolfgang, Clay, Barukh, Kazue, Lise, Maximilian, Seleukos, Malene, Grania, Kory, Brando, Salman, Merete, Gytha, Mattan, Alexandra, Quintus, Feliu, Jet, Priam, Freja, Avraham, Septimus, Aloysius, Asia, Raine, Phineas, Simon, Marietta, Janne, Fionnlagh, Constant, Phoibe, Nehir, Mira?, Nadine, Bridger, Semih, Hulda, Fritzi, Inma, Ruth, Aina, Marike, Günter, Mikki, Sherwood, Brian, Jemmy, Miquel, Nicol, Reynaud, Stephanos, Hagne, Hans, Kerem, Thalia, Thora, Issachar, Amelia, Ellery, Derry, Samuel, Iulia, Deitra, Cyrillus, One Eye
Disfigured, Well-dressed, Diseased, Caring, Scrawny, Naive, Bloodshot Eyes, Artistic, Emaciated, Skeptic, Paranoid, Easygoing, Peaceful, Awkward, Kind, Spendthrift, Dreamer, Clean, Allergic, Asthmatic, Rude, Alienated, Antisocial, Absentminded, Weather-beaten, Handsome, Nervous speech, Bad leg, Shabby clothes, Angry, Youthful energy, Fast speech, Empty smile, Graceful, Squeezes a locket around their neck, Abnormally large, Passive face, Intelligent eyes, Tall, Long hair, Thick moustache, Beady eyes, Hums out of tune, Bushy eyebrows, Low-pitched speech, Calculating eyes, Short, Crooked teeth
Spread religion, Make money, Seek payback, Question authority, Lord over others, Act impulsively, Be cautious, Defy death, Save someone, Teach, Settle down, Preserve law, Discover, Keep quiet, Die gloriously, Reunite with a lover, Pillage, Indulge, Make the best of it, Find love, Destroy an artifact, Show off, Entertain, Restore their name, To battle, To give into temptation, To atone, To spread news far and wide, To defend their family’s legacy, Reclaim their throne, To uncover secrets, To retire, To get just one more haul
Criminal connections, Skilled warrior, Hedge wizardry, Local info, One-of-a-kind item, Hidden knowledge, Magical awareness, Muscle, Special destiny, Balance, Speed, An eye for detail, Heroic, A hidden entrance, A powerful lover, Speaks to animals, Exotic weapon skill, Charismatic, Reputable, Sense of direction, Has a backup plan, Poison, An arrow with your name on it, Bloodline, Piety
Graybark, Nook’s Crossing, Tanner’s Ford, Goldenfield, Barrowbridge, Rum River, Brindenburg, Shambles, Covaner, Enfield, Crystal Falls, Castle Daunting, Nulty’s Harbor, Castonshire, Cornwood, Irongate, Mayhill, Pigton, Crosses, Battlemoore, Torsea, Curland, Snowcalm, Seawall, Varlosh, Terminum, Avonia, Bucksburg, Settledown, Goblinjaw, Hammerford, Pit, The Gray Fast, Ennet Bend, Harrison’s Hold, Fortress Andwynne, Blackstone