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Something wicked

this way comes


Introductions
Wait here for everyone else. When everyone’s ready,
The Ranger
take turns introducing your characters. When Your true home is out there. Away from the Old Roads, in the wild places, where you’ve faced
You know firsthand that trouble is out there, and
someone reveals something and you want to know storm and beast alike. But unknown forces are at work beyond the Ringwall, and you fear for your
like it or not, one of these days the folk of Stonetop
more, ask them about it. When someone asks you a kith and kin. These are strange times. Guide them, ranger, and keep them safe when darkness falls.
are going to have to face it. What is it that you’re so
question, answer it truthfully.
worried about? (choose 1)
A dark, unwholesome presence lurking in 13 On your first turn, introduce yourself by name, Background (Choose 1) Instinct (Choose 1)
the Great Wood pronouns, background, origin, and appearance.
A strange, furtive figure seen near the MIGHTY HUNTER ADVENTURE
Ruined Tower 23 On your second turn, describe your special You are a hunter of the Great Wood, the best the To test yourself, to experience new things.
Something big & savage stalking the possessions and how you contribute to the town has seen in generations. You know every part
northern foothills village (beyond working the fields). of the Wood within a two-day march. INDEPENDENCE
Whatever’s made the lizard-like ganagoeg of You start with both the Expert Tracker move and To refuse help and push others away.
Ferrier’s Fen so bold 33 On your third turn, tell us what you’re worried the Stalker move. Go mark them now.
That of which the Hillfolk refuse to speak about (see “Something wicked this way comes”). STEWARDSHIP
To value beasts and natural places over people.
43 On your next turn, answer one of the following,
Then, answer at least 3 of the following questions WIDE WANDERER
about this threat: You have travelled much of the known world and
naming one or more NPCs who live in Stonetop. TENACITY
perhaps parts beyond. Add each of the following
What, exactly, do you think it is? Who is your closest kin? to the Neighbors list in the Stonetop playbook, To be stubborn, to persist.
choosing 1 trait for each:
WONDER
What did you see, and how close did you To whom do you always return home? Ennis (from Marshedge) To marvel at beauty, magnificence, splendor.
have to get to see it? Shahar (from Gordon’s Delve)
Yannic (from the Hillfolk)
Who would be lost without you?
Tovia (from Lygos)
Whom or what have you lost to it? Sasca (from the northern Manmarch)
Who has much to learn from you?
You start with the Mental Map move. Mark it now. Appearance
Choose 1 on each line, or make something up:
What did it leave behind? When you Know Things about the wider world, you
53 Go around again. Answer another question from can roll +WIS instead of +INT. fledgling prime specimen long in the tooth
4, or pass. When everyone has passed, go on. barking voice growling voice sing-song voice
When you arrive somewhere you’ve visited before
What do you think it wants? compact & sturdy long & lean wolfish
63 On your next turn, ask your fellow PCs one of (your call), tell the GM when you were last here,
shaggy threadbare well-groomed
and the GM will tell you how it’s changed.
these. When others ask you, answer as you like.
Who refuses to believe you? Which one of your fears the wider world? BEAST-BONDED Place of origin and name
You grew up civilized, but your soul is bound to a Stonetop is your home, or close enough, but where
Which one of you has shown me great beauty? beast of the wild. You’re closer to it than to any man are you (or your family) from originally? Pick 1 and
Who can tell you more, if you can only or woman. How did this bond come about? How a name to match (or make up something similar).
convince them? long ago? Regardless, you start with the Animal
Which one of you have I caught sometimes Stonetop: Aran, Bledyn, Branwen, Deryn, Ifur,
Companion move. Go mark it now. Meinir, Rhys or Teagan
staring out at the horizon?
When you focus on your animal companion for a Barrier Pass: Anarba, Arslan, Bolormaa, Cirina,
few moments, you can use any of the actions you’ve Nergui, Nomolun, Saran, or Shigi-Qutuqu
Which one of you lacked the stomach to put marked below, no matter the distance between you.
something out if its misery? Mark 1 action at 1st level, then another at 3rd, 5th, Marshedge: Asling, Conar, Enna, Flannan,
7th, and 9th. Macha, Mave, Proinsias, or Rowen
The Steplands (Hillfolk): Bernd, Elown, Irn,
73 Go around again. Ask another question from 6, Gauge its distance and direction from you
Kani, Pol, Nol, Rozn, or Sterin
or pass. When everyone has passed, go on. Call it back to your side
Sense its emotional state The Manmarch: Alfher, Bertrim, Dagmar,
83 Add your home to the steading playbook. Get a brief impression of what it senses Elfrida, Hramn, Meike, Swanhilde, or Wulfrim
When everyone is done, let spring break forth! Lend it your strength—lose 1d6 HP, and it Lygos or some other point south: Ari, Boriz,
regains an equal amount Dimitra, Gorhan, Nitza, Selen, Todora, or Vasil

I am
called...
Stats Assign these scores: +2, +1, +1, +0, +0, -1. When a debility is marked, you roll with disadvantage. Special possessions (Pick 2, in addition to your longbow)
Strength Dexterity Intelligence Wisdom Constitution Charisma
4 Longbow (far, +1 damage, x piercing, Hounds, 2-3 followers (trackers, keen-nosed,
low ammo, out) fast); HP 6; Damage d6 (hand, grabby); Instinct:
Distillery: skins of fine whisky ( uses, to give chase; Cost: training.
(STR) (DEX) (INT) (WIS) (CON) (CHA) grants advantage to Persuade), copper tubes, Lay of the land ( uses): expend a use to
malt, firkins, stills, barrels, etc. know where to find ___, without having to
weakened dazed miserable Hideouts ( uses): expend a use to have a Know Things; GM can veto.
well-stocked, safe shelter nearby; GM can veto. Trapping gear: snares, pelts, musk, bait, etc.
Husbandry tools: brushes, muzzles, collars, When you Forage, get +1 use of provisions.
d8 feed, whips, bridles, etc. Gain advantage to
____________________ (discuss with GM)
Persuade domestic beasts (livestock, dogs, etc.).
Damage HP (max 18) Armor XP Level

Moves You start with Home on the Range, any moves from your Background, plus 1 of your choice. PREDATOR BEAST OF LEGEND
When you Seek Insight, add the following to the (Requires level 6+ and Magnificent Specimen)
A SAFE PLACE EXPERT TRACKER list of questions you can ask: Each time you take this move, pick 1:
When you select and prepare the party’s camp site, When you Seek Insight by searching for tracks or Who or what here is the easiest prey? They are exceptional (and roll +2 instead of +1)
hold 1 Precaution, or 2 Precaution if you are well- studying the signs left by passing creatures, you can How is ________ weak or vulnerable? They get +4 HP and +1 armor
versed with this area and its dangers. ask “What happened here recently?” for free, even
on a 6-. When acting on the answer to either question, deal CONSTANT VIGILANCE
If trouble finds your camp site, you can spend 1 an extra 1d4 damage.
Precaution to reveal a simple defense, warning, or When you follow a creature’s trail, roll +WIS: on a (Requires level 6+)
trick that you prepared in advance. If you do, tell us 7+ you follow the trail to a significant change in di- When a foe would get the drop on you, they don’t—
SENSE THE UNNATURAL
how you knew to make that specific preparation. rection, terrain, or mode of transport; on a 10+, you you get to act first instead. (If the GM describes an
When you Seek Insight, you can always ask, “What
can also ask the GM a reasonable question about enemy taking you by surprise, even on a 6-, remind
here is a perversion of the natural order?” for free,
ANIMAL COMPANION your quarry and get an honest, useful answer. them of this move and say what you do.)
even on a 6-.
You are accompanied by a beast of uncommon
loyalty and cleverness. See the Animal Companion 4 HOME ON THE RANGE GIANT SLAYER
STALKER
insert for details. When a journey requires you to Defy Danger or (Requires level 6+; replaces Big Game Hunter)
When you carry a normal or light load and move
Struggle as One, treat a 6- as a 7-9. When you strike at a weak spot of a large or huge
with care, you make no noise and leave no sign of
MAGNIFICANT SPECIMEN creature, you deal another +2 damage (+4 total).
your passing. When you hide yourself in a natural
(Requires Animal Companion) IMPROVED STAT environment, you remain unseen until you draw
Each time you take this move, your companion Each time you take this move, increase one of your MASTER TRACKER
attention to yourself, move positions, or attack. (Requires level 6+ and Expert Tracker)
gains 2 additional options of your choice. stats by 1 (to a max of +2).
When you even briefly scan for tracks or other
WILD SPEECH
BIG GAME HUNTER MENTAL MAP signs left by passing creatures, you can ask the GM,
The grunts, barks, chirps, and calls of natural beasts
When you strike at the weak spot of a large or huge You can always retrace your steps and can accurately “What happened here recently?” and get an honest
are as a language to you. You can understand their
creature, you deal +2 damage. gauge distances and directions. You might not know answer—no need to Seek Insight.
intentions and communicate basic ideas. When
the way forward but can always find your way back. you Persuade a beast, you can choose to roll +WIS.
BLOT OUT THE SUN SUPERIOR STAT
When you Let Fly with a bow, you can deplete your When you think back on a place you’ve been to or (Requires level 6+)
observed, you can retroactively Seek Insight about it ALPHA
ammunition (mark the next ammo status after your Increase one of your stats by +1 (to a max of +3).
as if you were still there. (Requires Wild Speech or Spirit Tongue)
weapon) before you roll. If you do, choose 1: When you assert your dominance over a beast TRAILBLAZER
Gain advantage on your damage roll NATURALIST or spirit of the wild, roll +WIS: on a 7+, it must (Requires level 6+ and Home on the Range)
Add the area tag to your attack; roll damage When you Know Things about beasts, natural choose 1 from the list below; on a 10+, you also When a journey causes you to Defy Danger or
separately for each target environs, or spirits of the wild, you have advantage. gain advantage on your next roll against it. Struggle as One, don’t roll; you always get a 10+.
Fight you for dominance
CALL THE SHOT ON THE HOOF WALK IT OFF
Slink away or flee, then avoid you
When you take your time and calmly line up the When you travel through the wilderness, you can (Requires level 6+)
Accept your authority, at least for now
perfect shot, either deal your damage or roll +DEX: procure 1d6 uses of provisions each day (roll with When you would mark a debility, you can mark this
on a 10+, deal your damage and pick 2; on a 7-9, disadvantage in winter or barren terrain). Each use WORLDLY move instead to no ill effect. Clear it as you would
deal your damage and pick 1. of provisions can substitute for 1 supplies when you (Requires level 2+ and the Ranger) a debility.
Make Camp. Take a move from the Blessed, Fox, Heavy, or Seek-
Ignore armor or deal +1d4 damage (your call)
er playbooks, for which you otherwise qualify. You WARDEN OF THE WILD
Stun, hobble, or hinder them PACK HORSE
can pick from a different playbook each time. You (Requires level 6+ and Sense the Unnatural)
Make them trip or drop what they’re holding You can carry up to 4 4 with a light load, 7 4
can’t pick Improved Stat or Superior Stat. When you deal damage to something you know to be
Do no harm; don’t deal your damage after all with a normal load, and 10 4 with a heavy load. a perversion of the natural order, deal +1d4 damage.

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