Rules and Moves

## Basic Moves

#### Hack

When you **attack an enemy in melee**, roll+STR. On a 10+ you deal your damage to the enemy and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the enemy’s attack. On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.

#### Volley

When you **take aim and shoot at an enemy at range**, roll+DEX. On a 10+ you have a clear shot—deal your damage. On a 7–9, choose one (whichever you choose you deal your damage): • You have to move to get the shot, placing you in danger of the GM’s choice; • You have to take what you can get: -1d6 damage; • You have to take several shots, reducing your ammo by one.

#### Defend

When you **stand in defense of a person, item, or location under attack**, roll+CON. On a 10+, hold 3. On a 7–9, hold 1. So long as you stand in defense, when **you or the thing you defend is attacked** you may spend hold, 1 for 1, to choose an option: • Redirect an attack from the thing you defend to yourself • Halve the attack’s effect or damage • Open up the attacker to an ally giving that ally +1 forward against the attacker • Deal damage to the attacker equal to your level

#### Spout Lore

When you **consult your accumulated knowledge about something**, roll+INT. On a 10+ the GM will tell you something interesting and useful about the subject relevant to your situation. On a 7–9 the GM will only tell you something interesting—it’s on you to make it useful. The GM might ask you “How do you know this?” Tell them the truth, now

#### Discern

When you **closely investigate a charged situation**, ask the GM one question about it and roll+WIS. On a 7-9, the GM answers your question truthfully. On a 10+ the GM also answers related followup questions. You and your allies roll with Advantage when first acting on this information.

#### Parley

When you **press or entice an NPC**, say what you want them to do (or not do). If they have reason to resist, roll+CHA: on a 10+, they either do as you want or reveal the easiest way to convince them; on a 7-9, they reveal something you can do to convince them, though it’ll likely be costly, tricky, or distasteful.

#### Defy Danger

When you **act despite an imminent threat or suffer a calamity**, say how you deal with it and roll. If you do it... • by powering through, +STR • by getting out of the way or acting fast, +DEX • by enduring, +CON • with quick thinking, +INT • through mental fortitude, +WIS • using charm and social grace, +CHA. On a 10+, you do what you set out to, the threat doesn’t come to bear. On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice.

#### Aid or Interfere

When you **help or hinder someone you have a Bond with**, roll+Bond with them. On a hit they take +1 or -2, your choice. On a 7–9 you also expose yourself to danger, retribution, or cost.

#### Burn XP

When you **have made any roll**, you may burn 1 XP to give yourself a +1 on a roll you just made.

## Special Moves

#### Last Breath

When **you’re dying** you catch a glimpse of what lies beyond the Black Gates of Death’s Kingdom (the GM will describe it). Then roll (just roll, +nothing—yeah, Death doesn’t care how tough or cool you are). On a 10+ you’ve cheated death— you’re in a bad spot but you’re still alive. On a 7–9 Death will offer you a bargain. Take it and stabilize or refuse and pass beyond the Black Gates into whatever fate awaits you. On a miss, your fate is sealed. You’re marked as Death’s own and you’ll cross the threshold soon. The GM will tell you when

#### Recover

When you **do nothing but rest in comfort and safety** after a day of rest you recover all your HP. After three days of rest you remove one debility of your choice. If you’re under the care of a healer (magical or otherwise) you heal a debility for every two days of rest instead

#### End of Session

When you **reach the end of a session**, choose one your bonds that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player of the character you have the bond with if they agree. If they do, mark XP and write a new bond with whomever you wish. Once bonds have been updated look at your alignment. If you fulfilled that alignment at least once this session, mark XP. Then answer these three questions as a group: • Did we learn something new and important about the world? • Did we overcome a notable monster or enemy? • Did we loot a memorable treasure? For each “yes” answer everyone marks XP.

#### Bolster

When you **spend your leisure time in study, meditation, or hard practice**, you gain preparation. If you prepare for a week or two, 1 preparation. If you prepare for a month or longer, 3 preparation. When your **preparation pays off** spend 1 preparation for +1 to any roll. You can only spend one preparation per roll.

#### Supply

When you **go to buy something with money on hand**, if it’s something readily available in the settlement you’re in, you can buy it at market price. If it’s something special, beyond what’s usually available here, or non-mundane, roll+CHA. On a 10+ you find what you’re looking for at a fair price. On a 7–9 you’ll have to pay more or settle for something similar

#### Carouse

When you **return triumphant and throw a big party**, spend 100 coin and roll + extra 100s of coin spent. On a 10+ choose 3. On a 7–9 choose 1. On a miss, you still choose one, but things get really out of hand. • You befriend a useful NPC • You hear rumors of an opportunity • You gain useful information • You are not entangled, ensorcelled, or tricked

#### Outstanding Warrants

When you **return to a civilized place in which you’ve caused trouble before**, roll+CHA. On a hit, word has spread of your deeds and everyone recognizes you. On a 7–9, that, and, the GM chooses a complication: • The local constabulary has a warrant out for your arrest • Someone has put a price on your head • Someone important to you has been put in a bad spot as a result of your actions

#### Level Up

When you **have downtime of at least a few hours and** **XP equal to (or greater than) your current level \* 2 + 6**, subtract your current level \* 2 + 6 from your XP, increase your level by 1, and choose a new advanced move from your class. If you are the wizard, you also get to add a new spell to your spellbook. Choose one of your stats and increase it by 1 (this may change your modifier). Note that changing your Constitution increases your maximum and current HP. Ability scores can’t go higher than 18

## Travelling

#### Undertake a Perilous Journey

When you **travel through dangerous lands**, and not on a safe route, indicate the course you want to take on the map and ask the GM how far you should be able to get before needing to Make Camp. If you’re exploring with no set destination, indicate which way you go. Then, choose one party member to Scout Ahead, and one to Navigate, resolving those moves in that order.

#### Journey

When you **travel by a safe route**, through safe or dangerous lands, indicate your destination on the map. The GM will tell you how long the trip takes, and what—if anything—happens along the way. When you **reach your destination**, choose someone to Manage Provisions to determine how many rations were consumed over the course of the trip.

#### Forage

When you **spend a day seeking food in the wild**, and your surroundings are not Barren, roll +WIS: 10+ You gain 1d4 rations, +1d4 rations if you have the knowledge and gear needed to trap or hunt. 7-9 As above, but first face a Discovery or Danger of the GM’s choice. 6- Mark XP, and GM makes a move.

#### Scout

When you **take point and look for anything out of the ordinary**, roll +WIS: 10+ Choose 2 from the list below. 7-9 Choose 1 from the list below. 6- Mark XP, and GM makes a move. • You get the drop on whatever lies ahead. • You discern a beneficial aspect of the terrain—shortcut, shelter, or tactical advantage (describe it). • You make a Discovery (ask the GM). • You notice sign of a nearby Danger—ask the GM what it is, and what it might signify. Suggested GM Moves ~ Soft Moves: • The weather worsens. • Scout attracts unwanted attention. • Scout becomes lost. Hard Moves: • Scout encounters a Danger. • Scout is ambushed. • The rest of the party is ambushed. • Scout is captured or trapped. • Scout suffers an injury.

#### Navigate

When you **plot the best course through dangerous or unfamiliar lands**, roll +INT: 10+ You avoid dangers and distractions and make good time, reaching a point of the GM’s choosing before you need to Make Camp. 7-9 GM chooses 1 from the list below. 6- Mark XP, and GM makes a move. • You happen upon a Discovery missed by the scout. • The going is slow, or you wander off course. The GM says which, and where you end up on the map. • You encounter a Danger; whether or not you’re surprised depends on whether the scout has the drop on it. Suggested GM Moves ~ Soft Moves: • The weather worsens. • They’re being followed. • They must backtrack, losing valuable time. Hard Moves: • Someone slips and is injured. • They stumble into a Danger. • They get lost.

#### Manage Provisions

When you **prepare and distribute food for the party**, roll +WIS: 10+ Choose 1 from the list below. 7-9 The party consumes the expected amount of rations (1 per person if Making Camp, 1 per person per day if making a Journey). 6- Mark XP, and GM makes a move. • Careful management reduces the amount of rations consumed (ask the GM by how much). • The party consumes the expected amount and the food you prepare is excellent—describe it, and everyone who licks their lips takes +1 forward. Suggested GM Moves ~ Soft Moves: • They bicker over ration shares. • Local animal life is attracted by food. • Someone becomes weak until they eat 1 additional ration. Hard Moves: • Water is discovered to be tainted or poisonous. • 1d4 rations are lost due to spoilage or over-consumption. • Someone gets food poisoning and becomes shaky and sick. • Nearby Danger is attracted by food

#### Take Watch

When you **are on watch and something approaches**, roll +WIS: On a 10+ you notice in time to alert everyone and prepare a response; all party members take +1 forward. On a 7-9 you manage to sound the alarm, but no one has time to prepare. On a miss mark XP, and whatever approaches has the drop on you

#### Make Camp

When you **settle in to rest**, choose one member of the party to Manage Provisions. Then, if you eat and drink, and have enough XP, you may **Level Up**. If you’re bedding down in dangerous lands, decide on a watch order. Then, the GM chooses one person on watch during the night to roll +nothing: 10+ The night passes without incident. 7-9 GM chooses 1 from the list below. 6- Everyone marks XP, and a Danger manifests. You’d better Stay Sharp! • The person on watch notices a nearby Discovery. • One party member of the GM’s choice suffers a restless night. • One or more followers causes trouble. • A Danger approaches—it’s not immediately hostile, but whoever’s on watch had better Stay Sharp anyway.

When you **wake from at least a few hours of uninterrupted sleep**, and you ate and drank the night before, heal damage equal to half of your max HP.

#### Hunker Down

When you **take shelter to wait out the elements**, choose 1 party member to roll+nothing: 10+ It doesn’t take long for things to clear up. 7-9 Things aren’t going to change any time soon. You can Forge Ahead, or Make Camp here for the night and hope things have changed by morning. 6- Mark XP, and GM makes a move

#### Forge Ahead

When you **push on despite powerful opposition from the elements**, roll +CON: 10+ You go as far as you are able before needing to pause for a rest. 7-9 Choose 1 from the list below. 6- Mark XP, and GM makes a move. • You go as far as you are able, but overtax yourself and become weak, shaky, or sick (choose one). • You go as far as you are able, but the weather takes its deepest toll on your gear (ask the GM how). • On second thought, maybe you’re better off staying put. If you make progress, ask the GM where you end up on the map, and if the weather shows any sign of relenting

## Followers

#### Recruit

When you **go looking to hire help**, tell the GM what you’re offering and whom you’re looking for, phrased in one of the following ways: • A group of \_\_\_\_\_\_ (porters, guards, minstrels, angry farmers, etc.). • A skilled \_\_\_\_\_\_ (guide, sage, burglar, bodyguard, etc.). A group is a follower like any other, but with the *group* tag. If the GM says you can’t find that kind of help in a place like this, start over or move on. Otherwise, roll +nothing and take +1 if you have a good reputation in these parts: 10+ They’re yours for the hiring. 7-9 GM chooses 1 from the list below. 6- No one shows, but mark XP. • They demand greater compensation, in coin or some other form. • No one here fits the bill, but you hear of someone elsewhere who does. • They have a need that must be met first (permission from someone else, a favor, etc.). • You can tell at a glance they are less than ideal (ask the GM how). The GM will choose or roll their specifics (Quality, Loyalty, Instinct, Cost, tags, etc.) as needed, to be discovered through play. *Representing how effective the follower is, particularly in the areas defined by their tags, a follower’s* Quality *can range from -2 (rubbish) to +3 (masterful) and starts at d6-2.* Loyalty *tracks how committed the follower is to you; it starts at +1 but can range from -2 to +3.* Cost describes what motivates them to follow: coin or or other material reward.

#### Order Follower

When you **order or expect a follower to do something dangerous, degrading, or contrary**, roll +Loyalty: on a 10+, they do it, now; on a 7-9, they do it, but the GM picks one from the list below. • Decrease the follower’s Loyalty by 1. (When a follower has -3 Loyalty, they betray or abandon you at the next opportunity.) • They complain loudly, now or later, and demand something in return. • Caution, laziness, or fear makes them take a long time to get it done

#### Do Their Thing

When you **have a follower do something chancy within the scope of their tags**, roll +Quality: on a 10+, they do it, as well as one could reasonably hope; on a 7-9, they do it, but there’s an unforeseen cost, consequence, or limitation (ask the GM what).

#### Pay Up

When a follower is compensated for their efforts by having their Cost met, increase their Loyalty by 1 (to a maximum of +3). This move cannot be made again until after the follower and their leader have both Made Camp

#### Rise to the Occasion

When you **assume the role of a follower and embrace the life of a hero**, choose a follower and fill in a new playbook for them. Follow the usual instructions for making a follower, but use the follower’s name and what you know about them to choose (instead of roll) their alignment and traits. You start with whatever gear the follower had.

#### Call For Assistance

When **a follower helps you make a move that calls for a roll**, take +1 to that roll, but that follower is exposed to any risks or consequences of the move. When that move is a Hack & Slash or Volley, roll your damage die twice and use the higher die.