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FotF2e - Play Reference - Spreads (9!23!2021)

The document provides information on various types of equipment used in adventuring, including: - Weapons such as swords, axes, bows which are categorized by type, cost, damage dealt, weight and other notes. - Armor like leather, chainmail and plate armor along with shields that are rated by their cost, weight and armor provided. - Other adventuring supplies like provisions, tools, illumination sources and lodging options with their associated costs and benefits. - Specialty healing items and first aid kits rounded out the listing of adventuring gear.

Uploaded by

David Childers
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
247 views11 pages

FotF2e - Play Reference - Spreads (9!23!2021)

The document provides information on various types of equipment used in adventuring, including: - Weapons such as swords, axes, bows which are categorized by type, cost, damage dealt, weight and other notes. - Armor like leather, chainmail and plate armor along with shields that are rated by their cost, weight and armor provided. - Other adventuring supplies like provisions, tools, illumination sources and lodging options with their associated costs and benefits. - Specialty healing items and first aid kits rounded out the listing of adventuring gear.

Uploaded by

David Childers
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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weapons .

melee clothing containers


type cost damage wt notes type cost wt notes type cost wt notes
punch/kick - 1 - hand poor clothes 1 0 worn waterskin 1 0 -
blackjack/sap 3 1 0 hand, stun common clothes 3 0 worn belt pouch 1 0 -
staff 4 1d4 1 close, 2h quality clothes 10 0 worn large sack 1 0 -
knife 6 1d4 0 hand, precise official vestment 20 0 worn shoulder bag 2 0 -
throwing knife 8 1d4 0 hand, precise, throw, near winter cloak 5 0 worn backpack 5 0 -
vignette illos of weapons

dagger 10 1d4 0 hand, precise, 1 pierce exquisite clothes 50 0 worn scrollcase 2 0 -


hatchet 12 1d6 1 close, throw, near quiver 4 0 -
club/cudgel 8 1d6 1 close, stun saddlebags 7 1 -
mace 12 1d6 1 close, forceful, stun
shortsword 12 1d6 1 close
warhammer 12 1d6 1 close, stun/1 pierce equipment provisions
pick 18 1d6 1 close, awkward, 2 pierce
axe 16 1d8 2 close
type cost wt notes type cost wt notes
sword 18 1d8 2 close adventuring gear* 12 2 3 uses trail rations 4 1 7 uses/rations
spear 16 1d8 2 throw, reach, near, 1 pierce rope 3 1 50 feet spirits (1 pt.) 15 0 -
flail 20 1d8 2 close, forceful animal snare 2 1 - grog (1 qt.) 1 1 -
polearm 24 1d10 3 reach, awkward, 2h bedroll** 2 1 - fine wine (1 pt.) 10 0 -
great hammer 26 1d10 4 close, forceful, rare, 2h animal trap 4 1 - poor meal 1 - feeds 3
great axe 30 1d10 3 close, rare, 2h fishing net 4 1 - hearty meal 1 - -
great sword 38 1d10 3 close, reach, rare, 2h fishing pole 3 0 - feast 12 - feeds 6
grappling hook 7 1 -
tent 7 3 -
weapons . ranged * Each use of adventuring gear produces an item of situational utility worth 4sp or less.
type cost damage wt notes ** When you Pass the Night with a bedroll, you heal 1 additional ability point in the morning.
throwing knife 8 1d4 0 throw, and, near, precise
sling
shortbow
6
16
1d4
1d6
0
1
near, far
near, far, 2h illumination
light crossbow 20 1d6 1 near, far, reload, 2h, 1 pierce type cost wt notes
longbow 24 1d8 1 near, far, 2h, 1 pierce
tinderbox 3 0 includes flint, steel, tinder
heavy crossbow 30 1d8 1 near, far, reload, 2h, 2 pierce
candles 2 0 dim, 3 duration, 5 uses
torches 3 1 3 duration, 3 uses
armor & shields ammunition lantern
flask of lamp oil
15
5
1
1
5 duration, needs oil
burn, fragile, 2 uses
type cost wt notes type cost wt notes
leather armor 30 1 1 armor slingstones 1 1 3 ammo
scale armor 60 3 2 armor arrows 6 1 3 ammo
chainmail 90 2 2 armor bolts 12 1 3 ammo
splint armor 120 4 awkward, 3 armor
plate armor 200 6 awkward, rare, 4 armor vignette illo of things listed on this page spread
buckler 15 1 small, +1 armor
shield 25 2 +1 armor
specialty items lodging
type cost wt notes type cost notes
antidote 10 0 cures specific poison, 1 use camping/squatting - heal 2d4 +CON per week
bandages 4 0 slow, heal 1, 3 uses poor inn 8 -CHA/week meals included, heal 2d6 +CON per week
herbs & poultices 10 1 slow, heal 1d4, 3 uses modest inn 16 -CHA/week meals included, heal 2d8 +CON per week
healer's kit 16 1 slow, heal 1d6, 3 uses comfortable inn 32 -CHA/week meals included, heal 2d10 +CON per week
healing potion 50 0 rare, fragile, heal 1d8, 1 use
instrument 5-30 varies cost ranges from 5sp (simple) to 30sp (complex) Cost of lodging depends upon the Charisma modifer (CHA) of the person paying
book* uses ×5 1 2d6 uses, grants +1 to Establish or Find Answers
spellbook
spell component**
priceless
2
1
0
rare, Magic-User starting gear
rare, 1 use, grants +1 power
transport services & wages
* Each book must be given a title (Herbs & Berries of the Lowlands, Customs of the Nomads,
type cost notes type cost
Elemental Magic, etc.), and grants the reader +1 to Establish or Find Answers about things donkey/mule 25 cap. 12, 8 hp repairs 1/4 list cost of item
related to that subject. packhorse 40 cap. 18, 12 hp custom item 2x listed cost of item
** An ingredient or reagent (mandrake, owl feathers, toad slime, etc.) that is used up in riding horse 150 cap. 14, 10 hp, fast hireling 1 share of the booty
the casting of spells, granting the magic-user +1 power for that spell. warhorse 300 cap. 22, 16 hp porter 1/day
cart 40 cap. 32 unskilled laborer 8/week
wagon 80 cap. 40 town watch 10/week*
tools raft/sledge
barge
30
100
cap. 16
cap. 52
soldier
skilled laborer
12/week*
14/week
type cost wt notes river boat 200 cap. 80 healer 16/week
whetstone 1 0 - merchant ship 5,000 cap. 500 specialist 18/week
prybar or shovel 5 2 1d6 damage, close, awkward, 2h war ship 20,000 cap. 250 “companion” 10-CHA/night
pole 2 1 10' long passage entertainer 1-3/performance
lockpicks 10 0 - safe route 1/day - armed escort
writing kit 10 0 - unsafe route 5/day - safe route 2 per guard per day
crafting tools 20 1 specify craft dangerous route 10/day - unsafe route 3 per guard per day
mapping tools 12 0 - perilous route 20/day - dangerous route 6 per guard per day
perilous route 8 per guard per day
common murder 25
concoctions assassination 120
To create a poison or other substance, name it and
describe its form, application, effect and speed. Work
with the Judge to determine the level of effect. The cost
real estate
of 1 dose is determined by effect multiplied by speed: type cost notes
hovel 50 -
effect base cost illo of various things
cottage 250 -
listed on this page spread
minor 8 house 2,500 -
moderate 16 manse 10,000 -
major 40 keep/tower 75,000 -
fatal 80 castle/citadel 250,000 -
grand castle 500,000 -
speed cost multiplier upkeep 1% of cost per month
slow x.5
fast x1
instant x3
basic moves Get Lucky Level Up
When you hope things will go your way, When you have XP greater than 5+(5x
bond establish roll +LUC: on a 10+, they do, at least your current level), and enough time to
When you gain a bond with someone, write When you introduce a potential fact and for now; on a 7-9, they do, but there’s a reflect on your experiences and hone your
their name in the Bonds area of your play- the Judge agrees that it might be true, say tradeoff of the Judge's choosing; on a 6-, skills, follow these steps:
book and draw a circle next to it. If their how you heard about it. When its truth is the Judge will say how your hopes are
name is already there, draw another circle tested (now or later), roll +INT: on a 10+, dashed. 1) Increase your level by 1.
next to it (to a maximum of 3). it’s just as you say; on a 7-9, you were right, 2) Regain burned Luck equal to
but there’s a caveat or complication of the When you have the highest current Luck your new level.
When you mark a bond, cross off or fill in Judge’s choosing; on a 6-, mark Intelli- of everyone present and a windfall occurs, 3) If your new level is even (2, 4, 6,
one of the empty circles next to the name gence, and the Judge makes a move. you’re the one who benefits most. etc.), choose a new Advanced
of the relevant person. Move from your playbook.
find answers When you have the lowest current Luck 4) If your new level is odd (3, 5, 7, etc.):
When you refresh a bond, clear one of the When you seek more information than is of everyone present and misfortune strikes, l Mark 2 different abilities of
marked circles next to the name of the readily apparent, ask the Judge a question you’re the one who bears the brunt. your choice (excluding Luck)
relevant person. and roll… l Increase your maximum HP
Help or Hinder by one roll of your hit die,
When you make any roll to Help, Hinder, … +WIS to sense or discern When you assist or interfere with someone +CON (minimum 1 HP).
defend, or avenge a person with whom you … +INT to recall or study making a move, explain how you do so
have a bond, before rolling you may mark … +CHA to ask around before they roll any dice. If the Judge If you’re multiclassing, follow these instead:
your bonds with that person to modify thinks your explanation is reasonable, the
your roll by +1 or -1 for each bond marked. On a 10+, the Judge gives you a clear and rolling player takes +1 or -1 to their roll, 1) Increase both of your levels by 1
thorough answer, and you may ask fol- your choice. (4/1 to 5/2, etc.).
Burn ability low-up questions; on a 7-9, the Judge’s an- 2) Regain burned Luck equal to
When you burn any ability, reduce the swer is cryptic or incomplete, but they’ll tell your new lowest level.
current score of that ability by the burned you how to learn more; on a 6-, mark the 3) If your new highest level is even,
amount and adjust its modifier if necessary. ability used, and the Judge makes a move. choose a new Advanced Move from
any one of your playbooks.
4) If your new highest level is odd:
Burn luck
^ Mark 2 different abilities of
When you have made ANY ROLL except a
your choice (excluding Luck)
+LUC roll, you may burn 1 Luck to raise or
^ Increase your maximum HP
lower the result of that roll by 1.
by one roll of your hit die,
+CON (minimum 1 HP).
check reaction
When you encounter a person or creature
Live and learn
that has no particular predisposition toward
When you mark an ability, mark the next
you, roll +nothing: on a 10+, they react as
unmarked circle under that ability on your
positively to your presence as their align-
playbook. When you mark an ability’s last
ment allows; on a 7-9, they react warily,
unmarked circle, raise that ability’s current
waiting to see what you do first; on a 6-,
and maximum value by 1 (to a maximum
they react with as much hostility as their
of 18), adjust its modifier if necessary, and
alignment permits.
erase all of its marks. When you would raise
an ability but it’s already at 18, mark XP
instead, and erase all of that ability’s marks.
basic moves (continued) wrap up Then, you may change traits, and possibly
When you conclude a session, mark 1 XP if change your alignment:
Make a Saving Throw Negotiate you met your class requirement.
1) If you didn’t act on a given trait this
When you face a challenge or resist a When you want something from someone
If you’re multiclassing, mark 1 XP only if session, you may erase it.
negative effect, roll... that they don’t want to give up, make your
you met both of your class requirements. 2) If you acted on any trait listed on the
case and roll...
trait
trait table, and everyone agrees, you
...+STR to use sheer might
^ Fighter: you solved a problem with may gain that trait.
...+DEX to use speed, agility, or finesse ... +STR to intimidate them
physical prowess. 3) In the end, you must have 2 or 3 traits;
...+CON to resist or endure ... +INT to appeal to their sense of reason
^ Thief: you solved a problem with if you have only 2, 1 must be a vice and
...+INT to think fast, focus, or remember ... +CHA to charm or deceive them
stealth or trickery. 1 must be a virtue.
...+WIS to use intuition or willpower
^ Cleric: you took action according to 4) Check to see if your new traits result in
...+CHA to charm or impress On a 10+, they’ll do it; on a 7-9, they’ll
your cause. an alignment change. If so, record your
do it, but only if you concede something
^ Magic-User: you created or solved a new alignment and alignment goal.
On a 10+, you do it, as well as one could meaningful in return; on a 6-, mark the
hope; on a 7-9, you do it, but there’s a ability used, and they’ll have none of it— problem with magic.
Finally, decide together what you want
catch—the Judge will offer you a worse time to try another approach.
Then, mark 1 XP if you fulfilled at least to do next session and tell the Judge your
outcome, hard bargain, or ugly choice; on
one trait in a memorable way, and mark 1 plan, so they can prep accordingly.
a 6-, mark the ability used, and the Judge Shoulder Burden
makes a move. When you carry more weight than your ca- XP if you fulfilled your alignment goal at
alignment virtues vices
pacity but no more than twice your capacity, least once.
evil 0 3
If you feel the need for a +LUC saving you suffer -1 ongoing until you lighten your
Next, answer these questions together. For chaotic 1 2
throw, use Get Lucky instead. load. You cannot carry more weight than
each “yes,” everyone marks 1 XP. neutral 1 1
twice your capacity. lawful 2 1
^ Did we make an exciting discovery? good 3 0
Rise to the Occasion ^ Did we overcome a difficult obstacle?
When you assume the role of a follower after ^ Did we acquire some memorable booty?
you Bite the Dust, choose a follower and
fill in a new playbook for them. Follow the
usual instructions for making a freebooter,
but use the follower’s name and what you
know about them to choose (instead of roll)
their appearance, alignment, and traits. You
start with whatever gear the follower had
and XP equal to their Luck.

full bleed illo of dimly-lit tavern/inn, party telling stories at table.


battle moves ally moves
Bite the Dust fight These moves come into play when NPC Recruit
When you have zero or negative hit points, When you engage one or more foes in com- freinds, associates, and followers become When you go looking to hire help, say who
you’re incapacitated and probably dead, but bat, roll +STR: on a 10+, you inflict your part of the fiction. you’re looking for, and what skillset would
if someone rolls you over to check within a damage and/or intended effect; on a 7-9, be ideal. If the Judge says they can’t be found
few hours, roll +LUC: on a 10+, it’s a mir- you inflict your damage or some portion of rely on them hereabouts, lower your standards or look
acle!—you’re alive with 1 HP, and choose the intended effect, but suffer the enemy’s When an ally helps you do something, take elsewhere. Otherwise, roll +size: on a 10+,
2 from the list below; on a 7-9, you’re alive attack in return; on a 6-, mark Strength, +1 to any roll involved, but that ally is you locate one or more likely candidates; on
with 1 HP, and choose 3 from the list; on Constitution, or Dexterity (your choice), exposed to any associated risks or conse- a 7-9, you locate one or more candidates, but
a 6-, you’re gone. Which is also the case if and the Judge makes a move. quences. If they have one or more bonds the Judge chooses 1 from the list below; on a
no one rolls you over to check within a few with you, before you roll you may mark 6-, the Judge makes a move.
hours. When a single combatant deals damage to those bonds to take an additional +1 for
multiple targets, roll damage for each each bond marked. ^ They demand better compensation
^ You’re unconscious until you heal up to target individually. ^ They have a need that must be
half your total HP give orders met first (permission, debt, etc.)
^ You’ll die within CON+1 hours (mini- When two or more attackers deal damage When you expect or demand an NPC ally ^ They don’t have quite the skillset you’re
mum 1) without proper treatment to the same target, roll damage for each to do something they really don’t want to do, looking for
^ You’ve incurred a major, permanent attacker, keep only the highest roll, and roll +CHA: on a 10+, they do it, to the best
injury of Judge’s choice add 1 to the result for each attacker. of their ability; on a 7-9, they do it, but the The Judge will choose or roll their specifics
^ You suffer 1d6 ability score damage to Judge chooses 1 from the list below; on a as needed (see page XX of Settlements &
each of 2 abilities ( Judge’s choice) Lead the Retreat 6-, mark Charisma, and the Judge makes Citizens).
When you urge your comrades to follow a move.
When you die, take a moment to mourn your example and run for their lives, settlement size
your loss, and let everyone know how burn 1 Charisma, turn tail, and then ^ They do it poorly, taking -1 to any hamlet -3
much silver you managed to stash before roll +CHA: on a 10+, each person who roll involved village -2
you bit it. Time to roll up a new character! runs (including you) takes +1 ongoing ^ They complain about it, and keep 0
until they stop fleeing from the threat; demand something in return town +1
check morale on a 7-9, your allies take +1 forward to ^ It takes them longer than desired city +3
The first time you reduce an enemy’s whatever they do next; on a 6-, mark due to fear, caution, or laziness
headcount or hit points to half or less, roll Charisma, and the Judge makes a move. see what they can do
+nothing: on a 10+, they attempt to flee or When an ally does something chancy, roll
surrender, whichever seems best to them; Shoot or Throw +competence: on a 10+, they do it, as well
on a 7-9, they attempt to flee or surrender When you attack a target with a ranged as one could hope; on a 7-9, they do it, but
if they’re cautious, but otherwise continue weapon, roll +DEX: on a 10+, you deal with lesser effect, greater cost, or unfore-
fighting; on a 6-, they will fight to the bit- your damage or intended effect; on a 7-9, seen consequence of the Judge’s choosing;
ter end. Fearless, mindless, and similar tags you deal your damage or intended effect on a 6-, the Judge makes a move.
may make an enemy immune to this move. after choosing 1 from the list below; on a
6-, mark Dexterity, and the Judge makes
a move.

^ Mark off 1 ammo (a thrown weapon


becomes irrecoverable)
^ Roll damage twice and use the lower
roll, or halve the effect
^ You attract unwanted attention
travel & exploration moves region tag safety make camp keep company
These moves become available whenever you travel a signif- safe +3 When you take a break from your travels to When you spend more than a little time
icant distance. Some reference the safety of the region, area, unsafe +2 eat and sleep, decide if you’re going to have getting to know someone, ask them a
or route which you’re traversing: dangerous +1 a campfire: if you do, take +1 to Pass the question or tell a story, and roll +bonds you
perilous +0 Night, but your location may be visible at have with them: on a 10+, the conversation
a distance to interested parties. Then, each goes well—play it out or summarize, and
party member consumes 1 ration, and any choose 2 from the list below; on a 7-9, play
Organize the party Forage player may choose to Keep Company. it out or summarize, and choose 1 from the
When you are about to travel or explore as When you spend a good part of the day
list below; on a 6-, mark XP, decide togeth-
a group, take a moment to decide how the seeking food in the wild, roll...
Pass the Night er how the conversation goes poorly, and
party is organized: who’s on lookout, who’s
When you settle in to sleep, set the watch say what needs to happen before the two of
bringing up the rear, what the watch order ... +DEX to do it stealthily
order and choose someone to roll +safety: on you can Keep Company again.
will be, how your gear is distributed, etc. ... +INT to recall useful knowledge
a 10+, everyone gets restful sleep, and those
This will be your default plan until the next ... +WIS to intuit the best spots
who ate and drank the night before gain ^ You gain 1 bond with them (max. 3)
time you Organize the Party.
both benefits below; on a 7-9, everyone gets ^ They gain 1 bond with you (max. 3)
On a 10+, gain 1d4+1 rations, plus another ^ Refresh all bonds each of you has with
restful sleep, and those who ate and drank
check the weather 2d4 rations if you have the gear to hunt or
the night before each choose 1 benefit; on a the other
When you look to the sky, roll +nothing: trap; on a 7-9, the 10+ result applies, but
6-, the Judge makes a move.
on a 10+, conditions are good (given the you must first deal with an incident; on
When you spend more than a little time
climate and season) or have improved; on a 6-, mark the ability used, and the Judge
^ You heal hit points and/or ability alone with your thoughts, share your in-
a 7-9, conditions are average or stay about makes a move.
points (excluding Luck) equal to ternal monologue. If everyone agrees your
the same, and will remain so until the Judge thoughts are meaningful, take +1 forward
your recovery
says otherwise; on a 6-, conditions are poor hunker down ^ You awaken refreshed; take +1 to act upon them.
or have worsened. When you take time to regroup and seek re-
forward to your first roll of the day
spite in an unsafe, dangerous, or perilous
Set Out place, describe what you hope to accom-
Then, if you have any injuries, ask the Judge
When you embark on a journey, say where plish in that time, mark all active durations,
how they’ve progressed (for better or worse).
you’re headed. The Judge will indicate 1-3 and choose someone to roll +safety: on
potential routes, their known advantages a 10+, your break goes undisturbed, and
When you fail to get a restful sleep and/
and drawbacks, and how many legs com- you have the time to accomplish what you
or did not eat and drink the night before,
prise each. Choose which route to take, hoped; on a 7-9, the Judge describes how
you suffer 1 point of ability damage to an
and one player to make the roll. you get less than that, but may offer you a
ability of your choice.
way to get all of it; on a 6-, no rest for the
When you start the next leg of a journey, weary: the Judge makes a move.
roll +safety: on a 10+, the party completes
the leg in good time and, for each day of
travel, each member consumes 1 ration and
heals hit points and/or ability points (ex-
cluding Luck) equal to recovery; on a 7-9,
there’s an incident at some point along the
way—the Judge will say when, where, and
what; on a 6-, the Judge makes a move.

After you resolve any situations that arise,


full bleed illo of wilderness/exploring/camping
the current leg of your journey is consid-
ered complete.
settlement moves settlement size downtime moves
These moves become available whenever you spend time in a hamlet -3
village, town, city, or other settled community. Some reference village -2 These moves become available when you work on a project
the size or peace of the settlement. keep 0 Pass Time. When you spend a week researching a
town +1 subject, learning a new skill, or making
city +3 get a job something, consult with the Judge to make
When you work for pay, choose the ability sure you have what you need to get started
acquire Find a Buyer best suited to that job, and roll +that ability’s or continue working on the project. If
When you go looking for something specific When you seek to convert valuable items modifier: on a 10+, you outperform expec- you’re crafting an item and need to buy
and uncommon, say who you ask about it into coin, roll +size: on a 10+, some- tations and earn bonus pay; on a 7-9, you supplies, use the item’s market value (based
and roll +size: on a 10+, they know where one will take them off your hands, but earn the standard amount; on a 6-, mark the on the Marketplace price list) to estimate
you can find it; on a 7-9, they know where you may need to Negotiate on price; ability used, and the Judge makes a move. the supply cost:
you can find it, but the Judge chooses 1 on a 7-9, no one’s interested at the
from the list below; on a 6-, it’s nowhere to moment, but you can try again next
job pay bonus Supply cost = market value/2 (round up)
be found, and the Judge makes a move. week; on a 6-, the Judge makes a move. unskilled labor 8/week +1d4
skilled labor 12/week +1d6 Ask the Judge how many work weeks it
^ It’ll cost more than expected Pass Time specialist 18/week +1d8 should take to reach your goal. If you’re
^ It’ll be a poor substitute When you and your companions spend one crafting an item, use the item’s market value
^ You’ll need to jump through some week of downtime in a settlement, each of Note that you’ll need to find employment to estimate the number of work weeks:
hoops before you lay hands on it you pays one week’s cost of living. Then, before you can work a job. Ask the Judge
^ Someone else recently acquired it choose someone to roll -size: on a 10+, how you might go about doing that. Work weeks = market value/20 (round up)
nothing unusual occurs, and you may each
stash make any one downtime move; on a 7-9, rest up Multiply the number of work weeks by
When you stash booty, for each 100 silver you may each make any one downtime When you spend a week recuperating, two, and create a progress thread with that
pieces worth of treasure you put away, move, but an event occurs at the end of you heal hit points, ability points (exclud- number of knots.
mark 1 XP and 1 stash circle. Stashed the week; on a 6-, an event occurs 1d6 ing Luck), and/or injuries (if the Judge
booty may be retrieved, but at half value: days into the week. A settlement incident agrees) according to your lodging: Then, choose the ability best suited to the
erase 1 stash circle and 1 XP to gain 50sp. always centers on the person who rolled to task, and roll +that ability’s modifier: on
lodging points healed a 10+, mark 3 progress; on a 7-9, mark 2
You may stash any valuable, even if its Pass Time.
worth is unknown; the Judge will tell you camping/squatting recovery x7 progress; on a 6-, mark 1 progress, mark the
how many XP and stash circles to mark food & lodging cost poor inn recovery x8 ability used, and the Judge makes a move.
after the fact. But beware! Each time you camping/squatting 0 modest inn recovery x9
do this, the total value of loot stashed is poor inn 8 -CHA/week comfortable inn recovery x10 Regardless of the result of your roll, you
rounded down. modest inn 12 -CHA/week may burn 1d4-1 of the ability used to mark
comfortable inn 16 -CHA/week When you Rest Up in the care of a skilled 1 additional progress.
When you die, your final score is your total healer, double your recovery.
number of marked stash circles. Sign Up When you mark the last progress, you’ve
When you start a new character from Train reached your goal.
When you mark your last stash circle, it’s scratch after your previous character died, When you spend a week honing an ability,
finally time to retire from the life of a free- roll them up as usual. Then, for each stash say how you go about it; if the Judge agrees
booter. Tell everyone how you spend your circle you had marked off on your previous your plan is feasible, burn 1d4 of that
stash and bow out with the satisfaction of character, gain 1 XP or 10 silver pieces ability and roll -that ability’s modifier: on
having lived to tell the tale. (your choice). Finally, Level Up as many a 10+, mark 2 on the ability used; on a 7-9,
times as your XP dictates, and use your mark 1; on a 6-, mark XP, and the Judge
silver to purchase additional starting gear. makes a move.
judge stuff hit points, ability damage, & injury
your agenda You make a move: Hit point damage is general harm from physical sources such as a weapon, fire, or fall
from a dangerous height. Weapon damage is determined by the specific weapon’s damage
^ Make the world feel real
^ When the rules say to do so die (see page XX), while damage from other sources is determined by the Judge. See the
^ Fill their lives with adventure
^ Play to find out what happens
^ When the players look you to see what hit point damage table (below) for guidelines.
happens next
^ When the fiction dictates Ability damage is a mechanical means of registering other physical and non-physical
your principles costs exacted by a life of hardscrabble adventure. The amount suffered, and to which abili-
^ Adjudicate impartially ty, is adjudicated by the judge according to the fictional circumstances.
^ Be a fan of the characters
your repertoire
^ Say the consequences and ask
^ Make things gritty and fantastical An injury occurs when it makes sense in the fiction, and impacts the fiction accordingly.
^ Show signs of a threat
^ Address the characters, not the players It might be accompanied by HP damage, but only if it’s
^ Reveal an unwelcome truth
^ Ask questions and build on the answers life-threatening.
^ Endanger them
^ Begin and end with the fiction
^ Expand your repertoire
Give every creature life
hit point damage
^
^ Offer an opportunity
^ Commit, and follow through
^ Put someone in a spot
^ Look for connections, and make them General physical harm is subtracted from a creature’s hit points (HP). The amount
^ Demonstrate a downside
^ Think offscreen, too of damage suffered from an attack is determined by the weapon or attack used. For
^ Use up their resources
^ Read between the rules other sources, use the guidelines below. Ongoing damage is suffered periodically at
^ Turn things back on them
^ Separate them moments of the Judge’s choosing, until the source is removed.
your move triggers ^ Hurt them
^ Start or mark a thread cause examples hp damage
weapon/attack dagger, sword, bow, claws, bite as listed
minor fall from 2nd floor, burning (ongoing), drowning (ongoing) 1d6
moderate fall from 3rd floor, rockfall, etc. 2d6
major fall from 4th floor, avalanche, lightning strike, etc. 4d6
fatal fall from deadly height, crushed by a huge object, etc. death

ability damage
Abilities can suffer damage from a variety of sources, as suggested by the damage
source column. Things like poison, drugs, disease, magic, and divine power might
damage any ability. 1 point of ability damage is minor; 1d4 is noticeable; 1d6 is
serious; 1d8 is potentially debilitating.
suggested tag by ability score
ability damage source 6-8 (-1) 4-5 (-2) 1-3 (-3) 0 or less
Strength fatigue, muscle strain weak sapped incapacitated dead
Constitution fatigue, lack of rest, illness tired exhausted bed-ridden dead
Dexterity stress, nerve damage clumsy shaky palsied paralyzed
Intelligence head injury, brain damage confused stupid mindless braindead
Wisdom anxiety, fear, trauma anxious fearful terrified catatonic
Charisma reputation, disfigurement off-putting repellant repulsive shunned
Luck supernatural power unlucky ill-fated cursed doomed
III.99 III.99

incident creature type


Something happens when you Set Out or Hunker Down. Roll 1d8 to determine Roll 1d12 +safety > 1d10 > 1d8 for category, subcategory, and prompt. Wing it
the nature of the incident. If the result doesn’t make sense in the current context, from there, or work out the specifics using the creature creation guidelines (Beasts
choose the next sensible result down the list. As always, consider the context and & Booty, pages XX-XX). If a given creature has the potential for nuanced social
integrate the generated result accordingly. If you have no incident of the indicated interaction, consider developing it into an NPC using the NPC creation procedure
type prepped, roll on the relevamt subtable to generate a prompt. (Settlements & Citizens, pages XX-XX).

1d8 settlement road wilderness dungeon 1-4 . monster


1 hazard roll 2d4 twice* roll 2d4 twice* roll 2d4 twice*
2 obstacle hazard hazard hazard 1 extraplanar 2 legendary 3-4 undead
3 event creature obstacle obstacle 1 divine/demonic lord 1 huge oddity [xx] 1 lich/vampire/mummy
4 event creature creature creature 2 angel/demon 2 dragon/giant + beast 2 wight/wraith
5 event traveler creature creature 3 cherub/imp 3 dragon/giant 3-4 wisp/ghost/specter
6 event traveler creature creature 4-8 elemental (element [xx]) 4-8 beast + huge 5-8 skeleton/zombie/ghoul
7 mishap traveler mishap creature
8 discovery traveler discovery mishap 5-6 unusual 7-8 beastly 9-10 wild humanoid
1-3 slime/ooze/jelly 1 beast + aberrance [xx] 1 ogre/troll/giant
* Roll 2d4 twice on this column and combine the results (i.e., if I roll a hazard and a
4-6 plant/fungus/parasite 2 beast + element [xx] 2-3 orc/hobgoblin/gnoll
creature, they party will encounter both at the same time). 7 golem/homunculus 3 beast + oddity [xx] 4-6 goblin/kobold
8 fey/fairy 4-5 beast + ability [xx] 7 humanoid + oddity [xx]
A creature (page XX) is a living thing, wild or civilized; threatening, friendly, or 6-8 beast + beast 8 humanoid + beast
ambivalent (according to the dictates of alignment). In the wilderness it could be an
apex predator or herd of peaceful animals.
5-9 . beast
A discovery (page XX) is something unanticipated, which may simply add color to 1-2 water-going 3-4 airborne 5-10 earthbound
the journey or demand further examination. 1 whale/narwhal 1 pteranadon/condor 1 dinosaur/elephant
2 squid/octopus 2 eagle/owl/hawk/falcon 2 ox/rhino/bear/ape
An event (Settlements & Citizens, page XX) is something notable that occurs within 3 dolphin/shark/alligator 3 heron/crane/ostrich 3 deer/horse/camel
the bounds of a community. 4 turtle/clam/snail/crab 4 crow/raven/gull 4 panther/wolf/boar
5 fish/eel/snake 5 songbird/parrot 5 snake/lizard/armadillo
A hazard (page XX) is any external problem which poses harm if faced directly, such 6 frog/toad 6 chicken/duck/goose 6 mouse/rat/weasel/cat
as quicksand, an avalanche, a precipitous ledge, a blizzard, or a rioting mob. 7 jelly/anemone 7 bee/wasp/hornet/locust 7 ant/centipede/scorpion
8 insect/barnacle 8 butterfly/moth/mosquito 8 slug/worm/tick/beetle
A mishap (page XX) is an inconvenience or complication within the party that
might deplete resources, such as a sprained ankle, injured mount, poor navigation, 11+ . humanoid
loss of supplies, or interpersonal tensions that boil over.
1 rare 2-4 uncommon 5-10 common
An obstacle (page XX) is any impediment to travel that must be overcome or cir- 1-8 elf (medium)
4
1-3 dwarf (small)
3
1-2 mixed group 5
cumnavigated, such as a river, crevasse, swampland, cliff face, sand dunes, roadblock, 4-8 halfling 2 (small) 3-8 human 1 (medium)
toll bridge, or crowded street. 1
...or the most populous heritage in the setting/region.
A traveler (page XX) is a person or group of people making use of the road, such
2
...or the second most populous heritage in the setting/region.
as a lone pilgrim, gang of bandits, merchant caravan, or armed patrol.
3
...or the third most populous heritage in the setting/region.
[traveler tables still to come]
4
...or the fourth most populous heritage in the setting/region.
5
...roll 1d6+1 for number of members, then roll humanoid for each member,
treating any “mixed group” result as human.
III.99

discovery
Roll 1d20 > 1d12 > 1d10 for category, subcategory, and specific prompt.
illo of party facing hazard/obstacle/mishap
1-2 . unnatural feature
1 divine 2-3 planar 4-12 arcane
1 presence/manifestation 1 outpost 1-4 blight/mutation

hazard 2-6
7-8
9-10
protected place
cursed/defiled place
blessed/sacred place
2-3
4-6
7-10
portal/gate
rift/tear
distortion/warp
5-6
7-9
10
enchantment/portal
taint/residue
source/resource
Roll 1d20 > 1d12. A potentially harmful problem that must be dealt with directly.

1-2 unnatural 3-20 natural 3-12 . natural feature


1-5 taint/blight/curse 1 oddity-based 1-2 lair 3-5 terrain change 6-8 water feature
6-9 magical: roll natural 2 tectonic/volcanic
hazard, add magic type 3-4 unseen pitfall (chasm, crevasse, abyss, rift) 1-3 ruin 1-3 hollow/cleft/defile 1 sea/ocean
10-11 planar: roll natural 5-6 ensnaring (bog, mire, tarpit, quicksand, etc.) 4-6 cave/tunnel 4-6 canyon/valley/vale/dale 2-3 river
hazard, add element 7 defensive (trap created by local creature /faction) 7-8 nest/hive/aerie 7 multilevel/tiered 4-5 lake/pond/mere/tarn
12 divine: roll natural 8-10 meteorological (blizzard, thunderstorm, sandstorm, etc.) 9-10 den/burrow/warren 8-9 pocket of terrain 6-9 brook/stream/rill
hazard, attach deity 11 seasonal (fire, flood, avalanche, etc.) 10 slope up/down 10 spring/hot spring
12 impairing (mist, fog, murk, gloom, miasma, etc.)
7-8 landmark 9-10 flora/fauna 11-12 resource
1 oddity 1-2 notable plant/flower 1-3 game/fruit/vegetable
2-4 striking landscape 3-4 notable tree/brush 4-5 timber/stone
obstacle 5-6
7-8
earth-based
plant-based
5-6
7-8
notable beast
useful plant/herb/root
6-7
8-9
herbs/spice/dye source
copper/tin/iron
Roll 1d20 > 1d12. An impediment to travel that must be overcome or avoided. 9-10 water-based 9-10 useful beast 10 gold/silver/gems

1-2 unnatural 3-20 natural


13-16 . evidence
1-7 magical: roll natural 1 oddity-based
obstacle, add magic type 2-3 defensive (barrier created by local creature /faction) 1-6 tracks/spoor 7-10 remains/debris 11-12 stash/cache
8-11 planar: roll natural 4-6 impenetrable (cliff, escarpment, dense jungle, etc.) 1-2 trail of blood/fluid 1-4 bones of creature 1-4 roll 1d4 stash booty
obstacle, add element 7-8 penetrable (dense undergrowth, etc.) 3-4 signs of violence 5-6 creature corpse/carcass 5-6 roll 1d6 stash booty
12 divine: roll natural 9-10 traversable (river, ravine, crevasse, chasm, abyss, etc.) 5-6 multiple/many signs 7-8 junk/refuse 7-8 roll 1d8 stash booty
obstacle, attach deity 11-12 impeding (wetland, sand dunes, deep snow, etc.) 7-8 definite/recent/clear 9 1d6 personal items 9 roll 1d10 stash booty
9-10 faint/old/unclear 10 lost trade good 10 roll 1d12 stash booty

mishap 17-20 . structure


Roll 1d20. An inconvenience or complication that might deplete resources, cause 1 enigmatic 2-3 infrastructure 4-5 dwelling
ability damage, or cause problems within the party.
1-2 oddity 1-3 signpost/marker 1-4 campsite/hovel/hut
3-5 mound/earthworks 4-5 bridge/aqueduct 5-7 homestead/farmstead
1d20 type
6-8 monument/megalith 6-9 track/path/trail/road 8-9 inn/toll house/mill
1-2 injurious (broken hand/foot/limb, conscussion, etc.) 9-10 statue/idol/totem 10 mine/quarry 10 tower/keep/castle
3-4 debilitating (exposure, frostbite, heatstroke, etc.)
5-6 impeding (twisted ankle, sprain, dizziness, etc.) 6-7 religious 8-11 ruin 12 settlement
7-9 exhausting (physical strain causes 1d4/1d6/1d8 ability damage) 1-3 grave marker 1-3 dungeon 1-3 hamlet
10-12 gear-depleting(gear lost/damaged, etc.) 4-5 graveyard/burial ground 4-5 settlement 4-6 village
13-15 supply-depleting (loss of food/water to spoilage, vermin, carelessness, etc.) 6-7 tomb/crypt/barrow 6-7 religious (1d8+4) 7-8 keep
16-18 interpersonal (tension, misunderstanding, argument, etc.) 8-9 temple/monastery 8-9 dwelling (1d8+4) 9 town
19-20 bothersome (distracting/annoying insects, pests, people, etc.) 10 great temple/sanctuary 10 infrastructure (1d8+4) 10 city
details
These tables are arranged in alphabetical order. Use whichever you choose, whenever
details
Use whichever of these tables seem appropriate, whenever you need prompts for
prompts for ideas or descriptions are needed. ideas and descriptions.

aberrance ability activity damage type design element


1 multicephalous 1 bless/curse 1 laying trap/ambush 1-2 blunt/bludgeoning 1 blank/plain 1 void
2 profuse sensory organs 2 entrap/paralyze 2 fighting/at war 3-4 edged/slashing 2 floral/organic 2 death/darkness
3-4 anatomical oddity 3 levitate/fly/teleport 3 prowling/on patrol 5-6 pointed/piercing 3 circular/curvilinear 3-4 fire/metal/smoke
5 many limbs/digits 4 telepathy/mind control 4 hunting/foraging 7 constricting/crushing 4 geometric/triangular 5-6 earth/stone/vegetation
6 acephalous/decentralized 5 mimic/camouflage 5 eating/resting 8 poison/toxic 5 asymmetrical 7-8 water/ice/mist
7 tentacles/feelers 6 seduce/hypnotize 6 arguing/infighting 9 acid/dissolving 6 square/rectilinear 9-10 air/wind/storm
8 gibbering/babbling 7 dissolve/disintegrate 7 traveling/exploring 10 choking/asphyxiating 7 meandering/labyrinthine 11 life/light
9 exudes chaos/blight 8 based on aspect 8 trading/negotiating 11 elemental 8 oceanic/wavelike 12 stars/cosmos
10 shapechanging 9 based on element 9 fleeing/running away 12 roll 1d10+1 twice 9 astrological/cosmic
11-12 roll 1d10 twice 10 drain life/drain magic 10 building/excavating 10 balanced/harmonious
11 magic type 11 sleeping/unconscious 11 erratic/chaotic/random
12 roll 1d10+1 twice 12 nursing injury/dying 12 roll 1d10+1 twice

adjective age alignment faction magic type oddity


1 slick/slimy 1 unborn/nascent prevailing alignment 1 commoner/peasant 1 necromancy 1 bright/garish/harsh
2 rough/hard/sharp 2 being born/budding g l n c e 2 criminal/corrupt 2-3 evocation/destruction 2 geometric/concentric
3 smooth/soft/dull 3 newborn/blossoming 1 e e e e e 3 revolutionary/subversive 4 conjuration/summoning 3 web/network
4 corroded/rusty 4-6 young/green 2 c e c e e 4 military/merc/security 5 illusion/glamour 4 crystalline/glassy
5 rotten/decaying 7-9 mature/ripe 3 c l c c e 5 religious/theological 6 enchantment/artifice 5 fungal/slimy/moldy
6 broken/brittle 10 old/going soft 4 n l n c e 6 craft/guild 7 transformation 6 gaseous/misty/illusory
7 stinking/smelly 11 dead/withered/ancient 5 n l n c e 7 trade/mercantile 8 warding/binding 7 volcanic/explosive
8 weak/thin/drained 12 dust/pre-historic 6-7 l l n c c 8 labor/industrial 9-10 elemental 8 magnetic/repellant
9 strong/fat/full 8 g n n n n 9 nationalist/loyalist 11 restoration/healing 9 multilevel/tiered
10 pale/poor/shallow 9 g n n n n 10 outsider/foreign 12 divination/scrying 10 absurd/impossible
11 dark/rich/deep 10 g c l l l 11 academic/arcane 11-12 roll 1d10 twice
12 colorful 11 g g l g l 12 roll 1d10+1 twice
12 g g g g g
orientation terrain visibility
aspect color condition 1-2 down/earthward 1 sea/ocean 1-2 buried/hidden/invisible
1 war/discord 1 white/bright/pale 1 being built/born 3 north 2 wasteland/desert 3-6 obscured/overgrown
2 hate/envy 2 red/pink/maroon 2-4 intact/healthy 4 northeast 4-6 lowland/plains 7-9 obvious/in plain sight
3 power/strength 3 orange/peach 5-7 active/alert 5 east 6 wetland/swamp 10-11 visible at near distance
4 trickery/dexterity 4 yellow/mustard/ochre 8-9 weathered/tired/weak 6 southeast 7-8 woodland/jungle 12 visible at far distance
5 time/constitution 5 green/chartreuse/sage 10 vacant/lost 7 south 9-10 highland/hills
6 lore/intelligence 6 blue/aquamarine/indigo 11 damaged/hurt/dying 8 southwest 11 mountains
7 nature/wisdom 7 violet/purple 12 broken/missing/dead 9 west 12 roll 1d10+1, +oddity
8 culture/charisma 8 gray/slate 10 northwest
9 luck/fortune 9 brown/beige/tan 11-12 up/skyward
10 love/admiration 10 black/dark
11 peace/balance 11 metallic/prismatic
12 glory/divinity 12 transparent/clear

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