TEXT: A personal goal (and why):
  A memory that made you YOU:
  Knowledge of the area:
  Character Portrait
  This is where you keep track of stuff you’ve started 
  with, stuff you’ve found, and your money.
  Your Character
  After everyone has been introduced, write the 
  name of one or more party members in the spaces 
  below. The GM will tell you how you all know each 
  other and why you are in a party. Also say, ask 
  your fellow players to help you answer them. You 
  do not need to answer each, but the more you do, 
  the better! 
  Fill out as much of the following as you can, then 
  tell the rest of the table what you’ve put down. 
  The GM and the other players will help introduce 
  your character to the game.
  Your Party
  Inventory
  Reference
  Starting Gear
  See the Basic & Adventuring Moves handout for 
  information about moves and how to make them.
  Strength (STR) Hit enemies, lift large 
  objects, break down doors.
  Intelligence (INT) Recall facts, use magic, 
  quick thinking. 
  Dexterity (DEX)  Dodge out of the way, 
  jump over cliffs, throw things.
  Constitution (CON) Withstand poison, 
  defend others, toughen things out. 
  Wisdom (WIS)  Solve puzzles, gain special 
  insight, detect the hidden. 
  Charisma (CHA) Command others, flatter 
  allies, make bold-faced lies.
  Forward: Apply the positive or negative 
  number to an ability score the next time the 
  relevant trigger is met. 
  Ongoing: Apply the positive or negative 
  number to an ability score for every roll 
  using the stat until the trigger is met.
  Hold: Acts as a currency. You may spend 
  hold when appropriate to act without 
  needing to roll.
  Debility: Two of your ability scores take -1 
  Ongoing.
  Ammo: It counts as ammunition for 
  appropriate ranged weapons. The number 
  indicated does not represent individual 
  arrows or sling stones, but represents what 
  you have left on hand.
  Keep track of important information about the 
  world here!
  Notes
  Everything Else
  BARBARIAN
  You’re always the outsider, even within your own 
  party. But you don’t care; you know that strength 
  & zeal are all that truly matters. And you bring 
  that in spades! You dominate all those who dare 
  stand before you through skill, brawn and raw 
  power. Remember: STR and CON are your closest 
  allies; pay special attention to Hack & Slash and 
  Defy Danger from the Basic & Adventuring Moves 
  insert.
  Who did you nearly get killed?
  Who shares your hunger for glory?
  Who do you find foolish?
  Who doesn’t understand you?
  Who do you yearn to learn from?
  Name: 
  Examples: Tovor, Gorm, Lur, Sora, Xen 
  Titles: The Hungry, The Undefeated, The Foe 
  Smasher, The Bonebreaker
  Look:
  Examples: Haunted Eyes, Wild Hair, Supple Body, 
  Odd Tattoos, Nearly Naked, Human, Elf, Dwarf, 
  Halfling, Gnome, Orc, Kobold, Kobold, Goblin
  Examples: A vanquished beast,  a strange custom, 
  a night of debauchery, an oath sworn.
  Examples: An infamous tavern, an ancient 
  battleground, an exile from your land, the lair of a 
  terrible beast
  Examples: an impossible task, become legend, 
  satisfy your appetites, redemption, revenge.
  You’ll get one of these depending on your 
  Background. Review your background for any 
  associated moves.
  Optional Gear
   
  
  Longsword (+1 damage)
   
  
  Some token of your homeland 
  Describe it and say why it’s important
   
  
  Bandages (3 uses) 
  When you have a few minutes to tend 
  wounds, heal 4 HP and mark a use.
  o Axe of the Conqueror (+1 damage)
  Mark this if you’ve chosen the 
  “Unvanquished” Background.
  o Throwing Axes (2 ammo)
  Mark this if you’ve chosen the “Berserker” 
  Background.
  o Adventuring Gear (5 uses) 
  Mark this if you’ve chosen the 
  “Indestructible” Background.
  Mark off a use to find some mundane but 
  useful item, such as chalk, rope, a torch, etc.
  
  (Choose one)
  See the “Basic & Adventuring moves” insert for 
  universal moves.
  Backgrounds
  Stats
  Attributes
  Class Moves
  Armor
  Two of the stats below will be filled in by your 
  Background. For the others, put +1 in one, -1 in 
  another, and leave the rest at 0. 
  Mark XP when you roll a result of 6- and when 
  a move tells you to. Mark 2 XP when you trigger 
  your Drive
  Experience Points (XP)
  -1 ONGOING 
  STR & DEX
  -1 ONGOING 
  INT & WIS
  -1 ONGOING 
  CON & CHA
  INT
  STR
  WIS
  DEX
  CHA
  CON
  Miserable
  Dazed
  Weakened
   
  
  Spend 1 XP to reroll a single die.
   
  
  Spend 4 XP to earn an Advance. (see 
  the “Advances” section for more details)
  Bonus Damage
  Damage
  Lose HP when you take damage. If this reaches 0, 
  you are dying! See “Last Breath” from the Basic & 
  Adventuring Moves insert.
  Subtract your armor from any damage you take.
  You always roll the die indicated when you deal 
  damage, plus bonus damage (weapons, etc).
  What are You Waiting for?
  When you taunt your enemies, roll+CON.
  On a 10+, they focus attacks on you, take +2 
  damage Ongoing.
  On a 7-9, only some (the most foolish) are 
  lured to your taunt.
  Musclebound
  Weapons you wield knock enemies back, and 
  rip body parts to shreds.
  Unencumbered, Unharmed
  When you choose not to wear armor or 
  shield, take +1 armor.
  The Upper Hand
  You take +1 ongoing to last breath rolls. 
  When you take your last breath, on a 7–9 
  you make an offer to Death in return for 
  your life. If Death accepts he will return you 
  to life. If not, you die.
  Herculean Appetites
  Others may be content with just a taste of 
  life, but you want more.
  Choose two appetites. 
  When you pursue an appetite you roll 
  moves w/ 1d6 +1d8. If the d6 rolls the highest 
  result the GM will describe a danger that 
  comes due to your heedless appetites.
   
   Pure destruction
   
   Power over others
   
   Mortal pleasures
   
   Conquest in battle
   
   Riches and property
   
   Fame and glory
   
  o Smash!
  When you Hack & Slash, on a 12+ deal your 
  damage and choose something physical your 
  target has (a weapon, their position, a limb): 
  they lose it.
   
  o Samson
  You may break free of any physical or 
  mental restraint by taking the Weakened, 
  Dazed or Miserable debilities.
   
  o Eye for Weakness
  When you Discern Realities add “What 
  here is weak or vulnerable?” to the list of 
  questions. 
   
  o Wide Wanderer
  You’ve travelled the wide world over. When 
  you arrive someplace ask the GM about 
  any important traditions, rituals, and so on, 
  they’ll tell you what you need to know.
  Choose an additional appetite.
   
  o Sweat More, Bleed Less
  You take +1 to STR, to a maximum of +3. 
  You may also add +1 to another stat, as if you 
  did not take an advance.
   
  
  Increase one Attribute by +1, to a 
  maximum of +3.
   
  
  Choose a new move below:
  Advances
   
   Offend an NPC with your brutish ways
   
   Let a problem escalate while you brood
   
   Cause trouble by over-indulging
   
   Keep a promise made to an NPC 
   
   Refuse a request or order that’s beneath 
  you
  (Choose one)
  Drives
  Instead of the longsword, you start with the 
  Axe of the Conqueror (+1 damage). 
  You carry an ancient axe, which you’ve 
  acquired by inheritance, war or sport. It 
  gleams with the stained blood of those 
  you’ve defeated in honorable battle.
  When you engage in one-on-one combat 
  with the Axe of the Conqueror, on a hit, 
  you disarm your opponent in addition to 
  whatever else happens.
   
  o Unvanquished
   +2 STR, +1 CHA
  You start with throwing axes (2 ammo).
  Your prowess in combat is well known back 
  home; your speed, agility and battle cunning 
  unmatched.
  When you Defy Danger caused by 
  movement (like rushing past an armed 
  guard), take +1 Forward. Additionally, 
  Unencumbered, Unharmed gives you +2 
  armor instead of +1.
   
  o Berserker
  +2 DEX, +1 STR
  You start with adventuring gear (5 uses).
  You have a reputation as unkillable; 
  somehow, no matter the situation, you seem 
  to survive. 
  When you take damage you can choose to 
  take -1 Ongoing until you sate one of your 
  appetites in lieu of taking the damage. If you 
  already have this penalty you cannot choose 
  this option. While you are in this state, you 
  also take +1 Ongoing to Last Breath rolls. 
   
  o Indestructible
  +2 CON, +1 STR
  /22
  When you use XP to gain an Advance, you can do 
  one of the following:
  o Still Hungry
  This is what motivates your character. When a 
  drive triggers your actions, receive 2 XP!
  Hit Points
  1d10
  
  A personal goal (and why):
  A memory that made you YOU:
  Knowledge of the area:
  Character Portrait
  This is where you keep track of stuff you’ve started 
  with, stuff you’ve found, and your money.
  Your Character
  After everyone has been introduced, write the 
  name of one or more party members in the spaces 
  below. The GM will tell you how you all know each 
  other and why you are in a party. Also say, ask 
  your fellow players to help you answer them. You 
  do not need to answer each, but the more you do, 
  the better! 
  Fill out as much of the following as you can, then 
  tell the rest of the table what you’ve put down. 
  The GM and the other players will help introduce 
  your character to the game.
  Your Party
  Inventory
  Reference
  Starting Gear
  See the Basic & Adventuring Moves handout for 
  information about moves and how to make them.
  Strength (STR) Hit enemies, lift large 
  objects, break down doors.
  Intelligence (INT) Recall facts, use magic, 
  quick thinking. 
  Dexterity (DEX)  Dodge out of the way, 
  jump over cliffs, throw things.
  Constitution (CON) Withstand poison, 
  defend others, toughen things out. 
  Wisdom (WIS)  Solve puzzles, gain special 
  insight, detect the hidden. 
  Charisma (CHA) Command others, flatter 
  allies, make bold-faced lies.
  Forward: Apply the positive or negative 
  number to an ability score the next time the 
  relevant trigger is met. 
  Ongoing: Apply the positive or negative 
  number to an ability score for every roll 
  using the stat until the trigger is met.
  Hold: Acts as a currency. You may spend 
  hold when appropriate to act without 
  needing to roll.
  Debility: Two of your ability scores take -1 
  Ongoing.
  Ammo: It counts as ammunition for 
  appropriate ranged weapons. The number 
  indicated does not represent individual 
  arrows or sling stones, but represents what 
  you have left on hand.
  Keep track of important information about the 
  world here!
  Notes
  Everything Else
  BARD
  You’re the social one who will help the party talk 
  their way through problems. Pay special attention 
  to the moves Aid Or Interfere and Parley from the 
  Basic & Adventuring Moves insert.
  You also have a wealth of knowledge that can 
  give your party useful clues about the dangers 
  they face, and you know a few magical songs to 
  support them in battle.
  Name: 
  Examples: Avon, Galadiir, Hrona, Uriel, Froia, 
  Vitus, a laughing name, a musical name, a short 
  name
  Look:
  Examples: Knowing Eyes, Fancy, Hair, Traveling 
  Clothes, Well-fed, Seductive Face, Human, Elf, 
  Dwarf, Halfling, Gnome, Orc, Kobold, Goblin, Faun
  Examples: Your favorite story, a warm home, 
  a distant land, something you’re running from.
  Examples: Why have you returned here? How are 
  outsiders treated here? What stories do you know 
  about this place?
  Examples: A grand performance, a forgotten story, 
  a romantic gesture, a rival.
  Who here have I heard stories of before?
  Who here has entrusted me with a secret?
  Who here doesn’t trust me, for good 
  reason?
  Who here is most often the butt of my 
  jokes?
  Who here have I adventured with before?
  Whose adventures am I writing about?
  You’ll get one of these depending on your 
  Background. Review your background for any 
  associated moves.
  Optional Gear
   
  
  Shortsword
   
  
  Leather Armor (+1 Armor)
   
  
  Pipeleaf (3 uses) 
  When you choose to share it with someone, 
  expend two uses and take +1 Forward to 
  Parley with them.
  o Bag of Books (5 uses) 
  Mark this if you’ve chosen the “Historian” 
  Background.
  When you Spout Lore and consult one of 
  your books, mark off a use and take +1 to 
  your roll.
  o Rapier
  Mark this if you’ve chosen the 
  “Swashbuckler” Background.
  o Adventuring Gear (5 uses) 
  Mark this if you’ve chosen the “Wandering 
  Minstrel” Background.
  Mark off a use to find some mundane but 
  useful item, such as chalk, rope, a torch, etc.
   
  
  A unique musical Instrument
  Describe it.
  
  (Choose one)
  See the “Basic & Adventuring moves” insert for 
  universal moves.
  Backgrounds
  Stats
  Attributes
  Class Moves
  Armor
  Two of the stats below will be filled in by your 
  Background. For the others, put +1 in one, -1 in 
  another, and leave the rest at 0. 
  Mark XP when you roll a result of 6- and when 
  a move tells you to. Mark 2 XP when you trigger 
  your Drive
  Experience Points (XP)
  -1 ONGOING 
  STR & DEX
  -1 ONGOING 
  INT & WIS
  -1 ONGOING 
  CON & CHA
  INT
  STR
  WIS
  DEX
  CHA
  CON
  Miserable
  Dazed
  Weakened
   
  
  Spend 1 XP to reroll a single die.
   
  
  Spend 4 XP to earn an Advance. (see 
  the “Advances” section for more details)
  Bonus Damage
  Damage
  Lose HP when you take damage. If this reaches 0, 
  you are dying! See “Last Breath” from the Basic & 
  Adventuring Moves insert.
  Subtract your armor from any damage you take.
  You always roll the die indicated when you deal 
  damage, plus bonus damage (weapons, etc).
  You start with a bag of books (5 uses). 
  You rarely leave your home; instead 
  spending your time collecting obscure folk 
  wisdom and songs from books. Choose a 
  second area of expertise for Bardic Lore. 
  Additionally, when you heal with arcane 
  art, you heal +1d8 damage.
   
  o Historian
  +2 INT, +1 WIS
  You start with adventuring gear (5 uses). 
  You roam the land in search of stories of 
  heroism to share, and earn your keep telling 
  your stories and singing your songs in 
  taverns and inns.
  You start with the A Port In The Storm 
  Advance, along with your regular class 
  moves.
   
  o Wandering Minstrel 
   +2 CHA, +1 DEX
  You start with a rapier instead of a short 
  sword.
  You’re a dashing rogue, adept at swordplay 
  as well as magic. With a quick smile and an 
  even quicker blade, you’re one of the finest 
  duelists in the land! 
  When you Hack & Slash with your rapier, 
  you roll with +DEX instead of +STR. 
  Additionally, you take +1 Forward to Defy 
  Danger the first time you are attacked in 
  combat.
   
  o Swashbuckler
  +2 DEX, +1 STR
  You know the secrets of infusing music 
  with magical power. When you weave a 
  performance into a basic spell, choose an 
  ally and an effect:
   
  
  They are healed of 1d8 damage
   
  
  They take +1d4 Forward to damage
   
  
  Their mind is shaken clear of one 
  enchantment
   
  
  The next time someone successfully 
  assists the target with aid, they get +2 
  instead of +1
  Then roll+CHA. 
  On a 10+, the ally gets the selected effect. 
  On a 7-9, your spell still works, but you 
  draw unwanted attention or your magic 
  reverberates to other targets affecting them 
  as well, GM’s choice. 
  Your studies have made you an expert on a 
  subject. Choose an area of expertise:
   
   Spells and Magicks
   
   The Planar Spheres
   
   The Dead and Undead
   
   Legends of Heroes Past
   
   Grand Histories of the Known World
   
   Gods and their Servants
   
   A Bestiary of Creatures Unusual
  When you first encounter an important 
  creature, location, or item (your call) 
  covered by your Bardic Lore, you can ask the 
  GM any one question about it; the GM will 
  answer truthfully. The GM may then ask you 
  what tale, song, or legend you heard that 
  information in.
  Arcane Art
  Bardic Lore
  When you speak frankly with someone, 
  you can ask them a question from the list 
  below. They must answer it truthfully, and 
  then they may ask you a question from the 
  list (which you must answer truthfully).
   
  
  Whom do you serve?
   
  
  What do you wish I would do?
   
  
  How can I get you to ____?
   
  
  What are you really feeling right now?
   
  
  What do you most desire?
  Charming and Open
   
  
  Increase one Attribute by +1, to a 
  maximum of +3.
   
  
  Choose a new move below:
  Advances
  When you use XP to gain an Advance, you can do 
  one of the following:
   
  o Bamboozle 
  When you Parley with someone, on a hit 
  you also take +1 Forward against them as 
  well.
   
  o Help From My Friends
  When you successfully Aid someone, you 
  take +1 Forward as well.
   
  o Devious 
  When you use Charming and Open you may 
  also ask “How are you vulnerable to me?”
   
  o A Port In The Storm 
  When you return to a civilized settlement 
  you’ve visited before, tell the GM when 
  you were last here. They’ll tell you how it’s 
  changed since then.
   
  o It Goes to Eleven 
  When you unleash a crazed performance 
  (a righteous lute solo or mighty brass blast, 
  maybe) choose a target who can hear you 
  and roll+Cha.
  On a 10+ the target attacks their nearest ally 
  in range.
  On a 7–9 they attack their nearest ally, but 
  you also draw their attention and ire.
   
  o Eldritch Tones 
  Your arcane art is strong, allowing you to 
  choose two effects instead of one.
   
   Enter a fight that you aren’t sure you 
  can win
   
   Provoke conflict between others
   
   Share a passionate moment with 
  another
   
   Spur others to significant and 
  unplanned decisive action
   
   Avoid a conflict or defuse a tense 
  situation
  (Choose one)
  Drives
  This is what motivates your character. When a 
  drive triggers your actions, receive 2 XP!
  /18
  Hit Points
  1d6
  
  A personal goal (and why):
  A memory that made you YOU:
  Knowledge of the area:
  Character Portrait
  This is where you keep track of stuff you’ve started 
  with, stuff you’ve found, and your money.
  Your Character
  After everyone has been introduced, write the 
  name of one or more party members in the spaces 
  below. The GM will tell you how you all know each 
  other and why you are in a party. Also say, ask 
  your fellow players to help you answer them. You 
  do not need to answer each, but the more you do, 
  the better! 
  Fill out as much of the following as you can, then 
  tell the rest of the table what you’ve put down. 
  The GM and the other players will help introduce 
  your character to the game.
  Your Party
  Inventory
  Reference
  Starting Gear
  See the Basic & Adventuring Moves handout for 
  information about moves and how to make them.
  Strength (STR) Hit enemies, lift large 
  objects, break down doors.
  Intelligence (INT) Recall facts, use magic, 
  quick thinking. 
  Dexterity (DEX)  Dodge out of the way, 
  jump over cliffs, throw things.
  Constitution (CON) Withstand poison, 
  defend others, toughen things out. 
  Wisdom (WIS)  Solve puzzles, gain special 
  insight, detect the hidden. 
  Charisma (CHA) Command others, flatter 
  allies, make bold-faced lies.
  Forward: Apply the positive or negative 
  number to an ability score the next time the 
  relevant trigger is met. 
  Ongoing: Apply the positive or negative 
  number to an ability score for every roll 
  using the stat until the trigger is met.
  Hold: Acts as a currency. You may spend 
  hold when appropriate to act without 
  needing to roll.
  Debility: Two of your ability scores take -1 
  Ongoing.
  Ammo: It counts as ammunition for 
  appropriate ranged weapons. The number 
  indicated does not represent individual 
  arrows or sling stones, but represents what 
  you have left on hand.
  Keep track of important information about the 
  world here!
  Notes
  Everything Else
  CLERIC
  You bring down the power of the divine to aid your 
  party. Your spells bolster and heal your allies in 
  combat, or hold your foes at bay. Your connection 
  with your deity may also offer you insights into 
  the dangers you may face, or the divine favor 
  you desperately need. Pay special attention to 
  the Discern Realities move from the Basic & 
  Adventuring Moves insert.
  Name: 
  Examples: Anya, Miles, Olga, Grosen, Xander, 
  Kuen, an old name, a sorrowful name, a common 
  name
  Look:
  Examples: Kind Eyes, Strange Hair, Flowing Robes, 
  Flabby Body, Toothless Grin, Pleasant Demeanor, 
  Human, Elf, Dwarf, Halfling, Gnome, Kobold
  Examples: A vision, an old life, an unforgivable 
  deed, a troubling question, a warm feeling
  Examples: What gods are worshipped here? What 
  legends exist about this place? Why is this place 
  important to your faith?
  Examples: conversion, pilgrimage, aid of others, an 
  inquisition, cleansing, recover a relic
  Who has my deity ordered me to convert?
  Who needs my protection?
  Who has proven themselves to me?
  Who doesn’t respect my faith or deity?
  Who here has my deity marked as 
  important? Why?
  You’ll get one of these depending on your 
  Background. Review your background for any 
  associated moves.
  Optional Gear
   
  
  A Mace
   
  
  Blessed Vestments (+1 Armor)
   
  
  Healing Potion
  When you drink it, heal 10 HP or remove 
  one debility, your choice.
  o Adventuring Gear (5 uses) 
  Mark this if you’ve chosen the “The 
  Dawning Lord” Background.
  Mark off a use to find some mundane but 
  useful item, such as chalk, rope, a torch, etc.
   
  
  Your Holy Symbol
  Describe it.
  o Orb of Truth
  Mark this if you’ve chosen the “The Face of 
  the Moon” Background.
  When bathed in moonlight, none that gaze 
  upon the Orb of Truth are able to tell a lie. 
  They may keep silent or dissemble but when 
  asked a question directly, they can speak 
  naught but truth.
  o Poultices and Herbs (2 uses) 
  Mark this if you’ve chosen the 
  “Earth Mother” Background.
  When you carefully treat someone’s 
  wounds, heal them of 7 HP and expend a 
  use.
  
  (Choose one)
  See the “Basic & Adventuring moves” insert for 
  universal moves.
  Backgrounds
  Stats
  Attributes
  Class Moves
  Armor
  Two of the stats below will be filled in by your 
  Background. For the others, put +1 in one, -1 in 
  another, and leave the rest at 0. 
  Mark XP when you roll a result of 6- and when 
  a move tells you to. Mark 2 XP when you trigger 
  your Drive
  Experience Points (XP)
  -1 ONGOING 
  STR & DEX
  -1 ONGOING 
  INT & WIS
  -1 ONGOING 
  CON & CHA
  INT
  STR
  WIS
  DEX
  CHA
  CON
  Miserable
  Dazed
  Weakened
   
  
  Spend 1 XP to reroll a single die.
   
  
  Spend 4 XP to earn an Advance. (see 
  the “Advances” section for more details)
  Bonus Damage
  Damage
  Lose HP when you take damage. If this reaches 0, 
  you are dying! See “Last Breath” from the Basic & 
  Adventuring Moves insert.
  Subtract your armor from any damage you take.
  You always roll the die indicated when you deal 
  damage, plus bonus damage (weapons, etc).
  You start with adventuring gear (5 uses). 
  You follow the deity of the sun, who 
  represents righteous order and civilization. 
  Why has your deity or order sent you here? 
  When you Turn Undead, on a hit you may 
  also deal damage to one undead creature you 
  can see, without breaking the spell.
   
  o The Dawning Lord  
  +2 WIS, +1 STR
  You start with poultices and herbs (2 uses). 
  You follow the deity of the earth and 
  healing. You petition your god or goddess 
  with offerings of nature’s bounty. What do 
  you usually offer? What do you offer on 
  special occasions? When you heal someone, 
  either by magic or by administering a 
  healing item, you heal an extra 1d4 HP.
   
  o The Earth Mother
  +2 WIS, +1 CHA
  You start with an Orb of Truth.
  You follow the deity of night and mystery. 
  You petition your deity by collecting secrets. 
  What does your deity like to hear about 
  above all else? 
  Add this invocation: Choose an area you can 
  see; it’s filled with supernatural darkness 
  and shadow.  While in effect, you take -1 
  Ongoing to Invoke.
   
  o The Face of The Moon 
  +2 WIS, +1 INT
  Your deity has granted you miraculous 
  powers. When you release a holy 
  invocation, choose one of the following 
  effects: 
   
  
  You conjure a sacred light that follows 
  you around, as long as you wish.
   
  
  You heal an ally you touch of 1d8 HP.
   
  
  An ally you can see takes +1 Ongoing so 
  long as battle continues and they stand 
  and fight. While in effect, you take -1 
  Ongoing to Invoke.
   
  
  A corpse you touch answers any three 
  questions you ask it, to the best of 
  the knowledge it had in life and the 
  knowledge it gained in death.
   
  
  Any weapon held while invoking this 
  effect does +1d4 damage. While in 
  effect, you take -1 Ongoing to Invoke.
   
  
  A target you can see is filled with 
  supernatural fear of you, and will react 
  accordingly, until the next time you 
  Invoke.
  Then roll+WIS. On a hit, the effect is  
  successful.  
  On a 7-9, choose one:
   
  
  You draw unwelcome attention or put 
  yourself in a spot. The GM will tell you 
  how.
   
  
  The spell strains your devotion—take -1 
  Forward to Invoke until the next time 
  you pray. This penalty is cumulative 
  each time you take it.
   
  
  You cannot Invoke this effect again 
  until the next time you commune.
  When you spend uninterrupted time (an 
  hour or so) in quiet communion with your 
  deity, you remove any of the above penalties 
  and recover all of your lost invocations.
  When you hold your holy symbol aloft and 
  call on your deity for protection, roll+WIS.  
  On a 7+, so long as you continue to pray and 
  brandish your holy symbol, no undead may 
  come within reach of you. 
  On a 10+, you also momentarily daze 
  intelligent undead and cause mindless 
  undead to flee. Aggression breaks the 
  effects and they are able to act as normal. 
  Intelligent undead may still find ways to 
  harry you from afar. They’re clever like that. 
  When you petition your deity according to 
  the precept of your religion, you are granted 
  some useful knowledge or boon related to 
  your deity’s domain. The GM will tell you 
  what. Examples: Love, Mercy, Damnation, 
  Restoration, Order, etc.
  Invoke
  Turn Undead
  Divine Guidance
   
  
  Increase one Attribute by +1, to a 
  maximum of +3.
   
  
  Choose a new move below:
  Advances
  When you use XP to gain an Advance, you can do 
  one of the following:
   
  o Serenity 
  When you Invoke, you can ignore -1 penalty 
  or one source of disadvantage.
   
  o Invigorate
  When you heal someone, the next time they 
  deal damage, they deal +2 damage.
   
  o Divine Intervention 
  When you commune with your deity,lose 
  any hold you already had from this move, 
  then hold 1. Spend this hold when you or 
  an ally takes damage to call on your deity; 
  your deity intervenes with an appropriate 
  manifestation (a sudden gust of wind, a 
  lucky slip, a burst of light) to negate the 
  damage.
   
  o Apotheosis 
  The first time you spend time in prayer 
  as appropriate to your god after taking 
  this move, choose a feature associated with 
  your deity (rending claws, wings of sapphire 
  feathers, an all-seeing third eye, etc.). When 
  you emerge from prayer, you permanently 
  gain that physical feature.
   
  o Divination 
  Once per day, you may name a person, place, 
  or thing you want to learn about. Your deity 
  grants you visions of the target, as clear as if 
  you were there.
   
  o The Scales of Life and Death 
  When someone takes their last breath in 
  your presence, they take +1 to the roll.
   
   Gain recognition from or hold leverage 
  over an NPC
   
   Instruct an NPC in the tenents of your 
  faith
   
   Reveal the failings or falsehoods of 
  another
   
   Cause trouble (for yourself or others) 
  by adhering strictly to doctrine.
  (Choose one)
  Drives
  This is what motivates your character. When a 
  drive triggers your actions, receive 2 XP!
  /20
  Hit Points
  1d6
  
  A personal goal (and why):
  A memory that made you YOU:
  Knowledge of the area:
  Character Portrait
  This is where you keep track of stuff you’ve started 
  with, stuff you’ve found, and your money.
  Your Character
  After everyone has been introduced, write the 
  name of one or more party members in the spaces 
  below. The GM will tell you how you all know each 
  other and why you are in a party. Also say, ask 
  your fellow players to help you answer them. You 
  do not need to answer each, but the more you do, 
  the better! 
  Fill out as much of the following as you can, then 
  tell the rest of the table what you’ve put down. 
  The GM and the other players will help introduce 
  your character to the game.
  Your Party
  Inventory
  Reference
  Starting Gear
  See the Basic & Adventuring Moves handout for 
  information about moves and how to make them.
  Strength (STR) Hit enemies, lift large 
  objects, break down doors.
  Intelligence (INT) Recall facts, use magic, 
  quick thinking. 
  Dexterity (DEX)  Dodge out of the way, 
  jump over cliffs, throw things.
  Constitution (CON) Withstand poison, 
  defend others, toughen things out. 
  Wisdom (WIS)  Solve puzzles, gain special 
  insight, detect the hidden. 
  Charisma (CHA) Command others, flatter 
  allies, make bold-faced lies.
  Forward: Apply the positive or negative 
  number to an ability score the next time the 
  relevant trigger is met. 
  Ongoing: Apply the positive or negative 
  number to an ability score for every roll 
  using the stat until the trigger is met.
  Hold: Acts as a currency. You may spend 
  hold when appropriate to act without 
  needing to roll.
  Debility: Two of your ability scores take -1 
  Ongoing.
  Ammo: It counts as ammunition for 
  appropriate ranged weapons. The number 
  indicated does not represent individual 
  arrows or sling stones, but represents what 
  you have left on hand.
  Keep track of important information about the 
  world here!
  Notes
  Everything Else
  DRUID
  You alone among your party can change your form 
  at will, allowing you to fill multiple roles. However, 
  if you aren’t too careful Nature may exact a heavy 
  price from you! Extra attention should be paid to 
  Discern Realities from the Basic & Adventuring 
  Moves insert.
  Name: 
  Examples: Morr, Ravanna, Craric, Sevan, Elsa, an 
  animal name, a plant name, an elemental name
  Look:
  Examples: Wise Eyes, Messy Hair, Hides, Cat Eyes, 
  Kindly Face, Unusual Skin, Eternal Gaze, Human, 
  Elf, Dwarf, Halfling, Gnome, Kobold, Golem
  Who here smells more like prey to me than 
  hunter?
  Who here have I warned is in danger, 
  simply because the spirits say so?
  Who here have I  shared secret rites with? 
  Who have I formed a blood-bond with?
  Who here is familiar with the sickness in 
  these lands?
  Who have I helped track dangerous beasts 
  in the past?
  Examples: Your first shapeshifting experience, 
  your previous existence, a fundamental truth
  Examples: What spirits linger here?  What here 
  is causing unrest in the spirit world? What does 
  nearby civilization think of you?
  Examples: preservation, cleansing the area, a 
  personal mission from the spirits, reconciliation
  You’ll get one of these depending on your 
  Background. Review your background for any 
  associated moves.
  Optional Gear
   
  
  A Long Spear
   
  
  Druidic Trappings (+1 Armor)
  o An Ironwood Club (+1 damage)
  Mark this if you’ve chosen the “The Spirit’s 
  Call” Background.
  o Poultices and Herbs (2 uses) 
  Mark this if you’ve chosen the “Green Faith” 
  Background.
  When you carefully treat someone’s 
  wounds, heal them of 7 HP and expend a 
  use.
   
  
  A token of the land
  Describe it.
  o Sacred Pouch (3 uses) 
  Mark this if you’ve chosen the “The Face of 
  the Moon” Background.
  When you spend a use from your sacred 
  pouch to mark an animal, you can use its 
  senses as if they were your own. When you 
  spend a use to mark a person, their skin 
  becomes tough as bark (+1 armor) for the 
  next hour.
  
  (Choose one)
  See the “Basic & Adventuring moves” insert for 
  universal moves.
  Backgrounds
  Stats
  Attributes
  Class Moves
  Armor
  Two of the stats below will be filled in by your 
  Background. For the others, put +1 in one, -1 in 
  another, and leave the rest at 0. 
  Mark XP when you roll a result of 6- and when 
  a move tells you to. Mark 2 XP when you trigger 
  your Drive
  Experience Points (XP)
  -1 ONGOING 
  STR & DEX
  -1 ONGOING 
  INT & WIS
  -1 ONGOING 
  CON & CHA
  INT
  STR
  WIS
  DEX
  CHA
  CON
  Miserable
  Dazed
  Weakened
   
  
  Spend 1 XP to reroll a single die.
   
  
  Spend 4 XP to earn an Advance. (see 
  the “Advances” section for more details)
  Bonus Damage
  Damage
  Lose HP when you take damage. If this reaches 0, 
  you are dying! See “Last Breath” from the Basic & 
  Adventuring Moves insert.
  Subtract your armor from any damage you take.
  You always roll the die indicated when you deal 
  damage, plus bonus damage (weapons, etc).
   
   Help an NPC learn, grow, or improve 
  themselves.
   
   Act (or refuse to do so) in a way that 
  harms an ally or bystander.
   
   Convince others to protect something 
  of the natural world.
   
   Eliminate an unnatural menace
  (Choose one)
  Drives
  You start with poultices and herbs (2 uses).
  You keep to the old ways, and that of the 
  spirits of nature; as such you are attuned to 
  its mysteries.
  When you call on the spirits for guidance, 
  roll+WIS. 
   
  
  On a 10+ the vision will be clear and 
  helpful to you. 
   
  
  On a 7-9 the vision is unclear, its 
  meaning murky. 
   
  
  On a miss, the vision is upsetting, 
  frightening, or traumatizing. Take -1 
  Forward.
   
  o Green Faith
  +2 WIS, +1 CHA
  You start with an Ironwood club (+1 
  damage).
  The spirits of the wild have marked you, 
  and have gifted you with unusual talents. So 
  long as your feet touch the ground you have 
  +1 armor. Additionally, when you assume a 
  new form with Shapeshifter, you get +1 hold, 
  even on a miss.
   
  o Spirit’s Call
  +2 WIS, +1 DEX
  You start with a sacred pouch (3 uses).
  You were abandoned as a child; an elder 
  druid took you in and taught you the druidic 
  arts. Choose one Advance; you start with 
  that move along with the rest of your Class 
  moves.
   
  o Marked
  +2 WIS, +1 STR
  The grunts, barks, chirps, and calls of the 
  creatures of the wild are as language to you. 
  You can speak with and understand animals, 
  as well as closely study them and Parley 
  with them as if they were people.
  You learned your magic in a place whose 
  spirits are strong and ancient; they’ve 
  marked you as one of their own. No matter 
  where you go, they live within you and 
  allow you to take their shape. First, choose a 
  Tell: something that marks you as a Druid. 
  Whatever shape you take, your Tell remains. 
  Then choose two of the following lands to 
  which you are attuned.
   
   The Great 
  Forests
   
   The Vast Desert
   
   The Stinking 
  Mire
   
   The River Delta
   
   The Depths of 
  the Earth
  Spirit Tongue
  Born Of The Soil
   
  
  Increase one Attribute by +1, to a 
  maximum of +3.
   
  
  Choose a new move below:
  Advances
  When you use XP to gain an Advance, you can do 
  one of the following:
   
  o Thing-Talker 
  You see the spirits in the sand, the sea and 
  the stone. You may now apply your Spirit 
  Tongue to inanimate natural objects (plants 
  and rocks) or creatures made thereof, as well 
  as animals.
   
  o Red of Tooth and Claw
  While you are in an appropriate animal 
  form (something dangerous), your damage 
  die is increased to d8.
   
  o Elemental Mastery  
  When you call on a nature spirit for aid, 
  say which one and roll+Wis. On a 10+ choose 
  two. On a 7–9 choose one. 
   
  
  The effect you desire comes to pass
   
  
  You avoid paying nature’s price
   
  
  You retain control
   
  o Shed  
  When you take damage while shapeshifted 
  you may choose to revert to your natural 
  form to negate the damage.
   
  o DoppelGanger  
  You are able to study the essence of specific 
  individuals to take their exact form, 
  including humanoid creatures.
  Suppressing your Tell is possible, but if you 
  do, take -1 Ongoing until you return to your 
  own form.
  When you call upon the spirits to change 
  your shape, roll+WIS. 
  On a 10+, hold 3. On a 7-9, hold 2. 
  On a miss, hold 1 in addition to whatever the 
  GM says.
  Then, choose an animal from your native 
  lands; you and your druidic trappings 
  meld into a perfect copy of that animal’s 
  form. The GM will tell you up to 3 moves 
  associated with that shape. The following 
  are just a few examples:
   
  
  Wolf (Track by scent, Tear a chunk of 
  flesh, call the pack)
   
  
  Owl (Spot something far away, Strike 
  from above, Fly away silently)
   
  
  Squirrel (Climb to safety, Hide 
  something for later, Snatch something 
  shiny)
   
  
  Alligator (Camouflage, Drag 
  underwater, Bite it off)
   
  
  Cat (Pad silently, Leap and balance with 
  great agility, Miraculously survive)
  Spend a hold to make one of these moves; 
  no roll is necessary. If a move would deal 
  damage, use your own damage die. When 
  you’re out of hold, you return to your 
  natural form. You may spend all of your hold 
  and revert back to your natural form at any 
  time.
  Shapeshifter
   
   The Sapphire 
  Islands
   
   The Open Sea
   
   The Towering 
  Mountains
   
   The Frozen 
  North
   
   The Blasted 
  Wasteland
  This is what motivates your character. When a 
  drive triggers your actions, receive 2 XP!
  When you spend time in contemplation of 
  an animal spirit, you add its form to those 
  you can assume using Shapeshifter. The GM 
  will tell you the new moves.
  o Studied Essence
  /20
  Hit Points
  1d6
  
  A personal goal (and why):
  A memory that made you YOU:
  Knowledge of the area:
  Character Portrait
  This is where you keep track of stuff you’ve started 
  with, stuff you’ve found, and your money.
  Your Character
  After everyone has been introduced, write the 
  name of one or more party members in the spaces 
  below. The GM will tell you how you all know each 
  other and why you are in a party. Also say, ask 
  your fellow players to help you answer them. You 
  do not need to answer each, but the more you do, 
  the better! 
  Fill out as much of the following as you can, then 
  tell the rest of the table what you’ve put down. 
  The GM and the other players will help introduce 
  your character to the game.
  Your Party
  Inventory
  Reference
  Starting Gear
  See the Basic & Adventuring Moves handout for 
  information about moves and how to make them.
  Strength (STR) Hit enemies, lift large 
  objects, break down doors.
  Intelligence (INT) Recall facts, use magic, 
  quick thinking. 
  Dexterity (DEX)  Dodge out of the way, 
  jump over cliffs, throw things.
  Constitution (CON) Withstand poison, 
  defend others, toughen things out. 
  Wisdom (WIS)  Solve puzzles, gain special 
  insight, detect the hidden. 
  Charisma (CHA) Command others, flatter 
  allies, make bold-faced lies.
  Forward: Apply the positive or negative 
  number to an ability score the next time the 
  relevant trigger is met. 
  Ongoing: Apply the positive or negative 
  number to an ability score for every roll 
  using the stat until the trigger is met.
  Hold: Acts as a currency. You may spend 
  hold when appropriate to act without 
  needing to roll.
  Debility: Two of your ability scores take -1 
  Ongoing.
  Ammo: It counts as ammunition for 
  appropriate ranged weapons. The number 
  indicated does not represent individual 
  arrows or sling stones, but represents what 
  you have left on hand.
  Keep track of important information about the 
  world here!
  Notes
  Everything Else
  FIGHTER
  When it comes to martial combat, you’re the 
  best around. Your signature weapon makes you 
  a devastating foe to your enemies, and you can 
  wear heavy armor as if it were nothing. You are 
  always on the front lines of battle, facing danger 
  head-on. Pay special attention to Hack and Slash 
  and Defend from the Basic & Adventuring Moves 
  insert.
  Name: 
  Examples: Yggritte, Miles, Tas, Gunter, Lasoro, a 
  humble name, an ancient name, a royal name
  Look:
  Examples: Hard Eyes, Wild Hair, Calloused Skin, 
  Lithe Body, Pinched Face, Battered Helm, Human, 
  Elf, Dwarf, Halfling, Orc, Ogre, Goblin, Gnoll
  Examples: An atrocity, a sacrifice, a victory, a 
  mentor, 
  Examples: What significant battle took place near 
  here? Who here owes you a debt? Who here fears 
  you? Who are you worried about bumping into?
  Examples: personal fame, a job, a grim task, an 
  unfulfilled promise, a legendary weapon
  Who here was I sworn to protect? Why?
  Who here owes me their life, and why? 
  Who here makes me question whether 
  they will survive the coming dangers? 
  Who here needs to be toughened up?
  Who here has proved a worthy ally?
  You’ll get one of these depending on your 
  Background. Review your background for any 
  associated moves.
  Optional Gear
   
  
  Your Signature Weapon
   
  
  Chainmail (+2 Armor)
  o An Heirloom
  Mark this if you’ve chosen the “Bearer” 
  Background.
  Provides the bearer access to a single 
  organization, guild hall, secret society, etc - 
  beyond that, it is totally useless.
  Describe it, as well as how you inherited it.
   
  
  Bandages (3 uses) 
  When you have a few minutes to tend 
  wounds, heal 4 HP and mark a use.
  o Map of the Last Patrol
  Mark this if you’ve chosen the “The Retired 
  Adventurer” Background.
  This map, when marked with the blood of 
  a group of people, will always show their 
  location—so long as they remain within the 
  bounds of the map.
  o Adventuring Gear (5 uses) 
  Mark this if you’ve chosen the “Enforcer” 
  Background.
  Mark off a use to find some mundane but 
  useful item, such as chalk, rope, a torch, etc.
  
  (Choose one)
  See the “Basic & Adventuring moves” insert for 
  universal moves.
  Backgrounds
  Stats
  Attributes
  Class Moves
  Armor
  Two of the stats below will be filled in by your 
  Background. For the others, put +1 in one, -1 in 
  another, and leave the rest at 0. 
  Mark XP when you roll a result of 6- and when 
  a move tells you to. Mark 2 XP when you trigger 
  your Drive
  Experience Points (XP)
  -1 ONGOING 
  STR & DEX
  -1 ONGOING 
  INT & WIS
  -1 ONGOING 
  CON & CHA
  INT
  STR
  WIS
  DEX
  CHA
  CON
  Miserable
  Dazed
  Weakened
   
  
  Spend 1 XP to reroll a single die.
   
  
  Spend 4 XP to earn an Advance. (see 
  the “Advances” section for more details)
  Bonus Damage
  Damage
  Lose HP when you take damage. If this reaches 0, 
  you are dying! See “Last Breath” from the Basic & 
  Adventuring Moves insert.
  Subtract your armor from any damage you take.
  You always roll the die indicated when you deal 
  damage, plus bonus damage (weapons, etc).
   
   Enter a fight that you aren’t sure you 
  can win
   
   Show off in front of NPCs who can go 
  on to tell your tale
   
   Settle a conflict or dispute without 
  bloodshed
   
   Put someone in their place for 
  disrespecting you
   
   Provoke a great danger so that others 
  will see you are unafraid
  (Choose one)
  Drives
  You start with an heirloom (describe it).
  Your signature weapon has chosen you as 
  its wielder. Who are the spirits that reside 
  there? What do they want? When you 
  consult the spirits that reside within your 
  signature weapon, they will give you an 
  insight relating to the current situation, 
  roll+CHA.
   
  
  On a 10+, the GM will reveal one 
  or more important details to your 
  situation
   
  
  On a 7-9, the GM will give you only 
  vague impressions.
   
  o Bearer
  +2 STR, +1 CHA
  You start with the Map of the Last Patrol. 
  You left behind a life of bloodshed years ago. 
  And while you hoped to live out the rest of 
  your days in peace, it doesn’t always work 
  out that way. When you Discern Realities 
  while in battle, take +1. 
   
  o Retired Adventurer
  +2 STR, +1 WIS
  You start with Adventuring Gear (5 uses).
  For years, you served as the right-hand 
  enforcer for someone important. You did 
  what you were told, when you were told. 
  You’re alone now, but you’ve still got those 
  special skills to keep you company… When 
  you parley using threats of violence as 
  leverage, you may use STR instead of CHA.
   
  o Enforcer
  +2 STR, +1 CON
  When you use pure strength to destroy 
  an inanimate obstacle, roll+STR. On a 10+, 
  choose 3. On a 7-9, choose 2.
   
  
  It doesn’t take a very long time
   
  
  Nothing of value is damaged
   
  
  It doesn’t make an inordinate amount 
  of noise
   
  
  You can fix the thing again without a 
  lot of effort
  When you allow a piece of armor you wear 
  to absorb all of the damage from a single 
  attack, reduce its Armor value by 1. When 
  the Armor value reaches 0, the armor is 
  destroyed.
  Armor Mastery
  Bend Bars, Lift Gates
  You own a unique weapon that has 
  extraordinary abilities. Tell us how you came 
  to own that weapon! Choose your weapon, 
  and add it to your list of gear:
   
   Crom Faeyr, the ancient hammer of 
  dwarven kings, and its companion 
  shield. When you strike an enemy with 
  this weapon, it knocks them back with 
  a clap of thunder, and the shield grants 
  you +1 armor while you are using it.
   
   Meofainn, the terrible battle-axe 
  bathed in the heart-blood of a dragon. 
  The damage this weapon inflicts is 
  particularly destructive, ripping both 
  people and things apart with its cruel 
  edge. When you deal damage with this 
  weapon, roll your damage die twice, 
  and take the better result.
   
   Ironfang, the ornate spear of the 
  greatest chieftain your clan have ever 
  known. When you throw Ironfang in 
  battle, you make the Volley move with 
  STR instead of DEX, and after you 
  throw it, it magically returns to your 
  hand.
   
   Isil, a graceful blade that shines like the 
  crescent moon. The uncanny sharpness 
  of this blade ignores the enemy’s 
  armor, and it glows when a type of 
  creature of your choosing is near.
   
   Bielgrim, the greatsword of a legendary 
  knight. This weapon can always 
  sense the taint of darkness or chaos, 
  and reacts in its presence. When you 
  strike a creature of darkness or chaos 
  with this weapon, it ignites with holy 
  fire; you either deal +1d4 damage or 
  suppress one of its unnatural powers, 
  your choice.
  Signature Weapon 
   
  
  Increase one Attribute by +1, to a 
  maximum of +3.
   
  
  Choose a new move below:
  Advances
  When you use XP to gain an Advance, you can do 
  one of the following:
   
  o Iron Hide 
  You get +1 armor at all times.
  oo  Scent of Blood 
  When you Hack & Slash an enemy, your 
  next attack against that same enemy deals 
  +1d4 damage. If you take this move a second 
  time, the next attack deals +1d8 damage.
   
  o Seeing Red  
  When you Discern Realities during 
  combat, you take +1.
   
  o Evil Eye 
  When you Defend, you can spend 1 hold to:
  Lock eyes with a foe; any damage rolls 
  against you and your ward are halved, 
  rounded up.
   
  o Battlefield Tactics
  When you survey a battlefield or 
  dangerous environment, ask the GM two of 
  the following questions. The GM will answer 
  truthfully. 
   
  
  Where’s the best way in, out, or 
  through? 
   
  
  Where is the best place to make a 
  defensive stand? 
   
  
  Where is the best place to attack from? 
   
  
  What here is the biggest threat to me?
  This is what motivates your character. When a 
  drive triggers your actions, receive 2 XP!
  Hit Points
  1d10
  /24
  
  A personal goal (and why):
  A memory that made you YOU:
  Knowledge of the area:
  Character Portrait
  This is where you keep track of stuff you’ve started 
  with, stuff you’ve found, and your money.
  Your Character
  After everyone has been introduced, write the 
  name of one or more party members in the spaces 
  below. The GM will tell you how you all know each 
  other and why you are in a party. Also say, ask 
  your fellow players to help you answer them. You 
  do not need to answer each, but the more you do, 
  the better! 
  Fill out as much of the following as you can, then 
  tell the rest of the table what you’ve put down. 
  The GM and the other players will help introduce 
  your character to the game.
  Your Party
  Inventory
  Reference
  Starting Gear
  See the Basic & Adventuring Moves handout for 
  information about moves and how to make them.
  Strength (STR) Hit enemies, lift large 
  objects, break down doors.
  Intelligence (INT) Recall facts, use magic, 
  quick thinking. 
  Dexterity (DEX)  Dodge out of the way, 
  jump over cliffs, throw things.
  Constitution (CON) Withstand poison, 
  defend others, toughen things out. 
  Wisdom (WIS)  Solve puzzles, gain special 
  insight, detect the hidden. 
  Charisma (CHA) Command others, flatter 
  allies, make bold-faced lies.
  Forward: Apply the positive or negative 
  number to an ability score the next time the 
  relevant trigger is met. 
  Ongoing: Apply the positive or negative 
  number to an ability score for every roll 
  using the stat until the trigger is met.
  Hold: Acts as a currency. You may spend 
  hold when appropriate to act without 
  needing to roll.
  Debility: Two of your ability scores take -1 
  Ongoing.
  Ammo: It counts as ammunition for 
  appropriate ranged weapons. The number 
  indicated does not represent individual 
  arrows or sling stones, but represents what 
  you have left on hand.
  Keep track of important information about the 
  world here!
  Notes
  Everything Else
  PALADIN
  You wield both martial prowess and holy power, 
  along with powerful support abilities that heal 
  your allies or give you miraculous abilities. Pay 
  special attention to both the Hack & Slash and 
  Defend moves.
  Name: 
  Examples: Febem, Tania, Moraf, Tep, Yorash, Jesu, 
  a common name, an unusual name, a peasant 
  name
  Look:
  Examples: Fiery Eyes, Styled Hair, Bloodstained 
  Clothes, Bulky Body, Wizened Face, Tattooed Skin, 
  Human, Elf, Dwarf, Halfling, Gnome, Fae
  Whose misguided behavior endangers 
  their very soul? 
  Who has stood by me in battle and can be 
  trusted completely? 
  Who do I believe is the bravest soul 
  amongst you? 
  Whose beliefs do I respect, even if they 
  aren’t the true way? 
  Examples: A sin, an act of justice, someone 
  protected or lost
  Examples: What authority holds sway here? What 
  corruption lies here? What customs here do you 
  love or hate?
  Examples: a holy quest, atonement, diplomacy, 
  truth-seeking
  You’ll get one of these depending on your 
  Background. Review your background for any 
  associated moves.
  Optional Gear
   
  
  Halberd (+1 damage)
   
  
  Chainmail (+2 Armor)
  o Earworm Wax (1 use) 
  Mark this if you’ve chosen the 
  “Faith Militant” Background.
  A yellowish candle that forever burns a pale 
  light. Drip the wax into the ear of a target 
  and gain 3 hold. Spend that hold and ask 
  your target a question. They will tell you the 
  truth, despite themselves.
  o Healing Potion
  Mark this if you’ve chosen the 
  “Anointed” Background.
  When you drink it, heal 10 HP or remove 
  one debility, your choice.
  o Adventuring Gear (5 uses) 
  Mark this if you’ve chosen the 
  “Savior” Background.
  Mark off a use to find some mundane but 
  useful item, such as chalk, rope, a torch, etc.
  
  (Choose one)
  See the “Basic & Adventuring moves” insert for 
  universal moves.
  Backgrounds
  Stats
  Attributes
  Class Moves
  Armor
  Two of the stats below will be filled in by your 
  Background. For the others, put +1 in one, -1 in 
  another, and leave the rest at 0. 
  Mark XP when you roll a result of 6- and when 
  a move tells you to. Mark 2 XP when you trigger 
  your Drive
  Experience Points (XP)
  -1 ONGOING 
  STR & DEX
  -1 ONGOING 
  INT & WIS
  -1 ONGOING 
  CON & CHA
  INT
  STR
  WIS
  DEX
  CHA
  CON
  Miserable
  Dazed
  Weakened
   
  
  Spend 1 XP to reroll a single die.
   
  
  Spend 4 XP to earn an Advance. (see 
  the “Advances” section for more details)
  Bonus Damage
  Damage
  Lose HP when you take damage. If this reaches 0, 
  you are dying! See “Last Breath” from the Basic & 
  Adventuring Moves insert.
  Subtract your armor from any damage you take.
  You always roll the die indicated when you deal 
  damage, plus bonus damage (weapons, etc).
   
   Lead another to act despite fear or 
  doubt.
   
   Forgive a helpless enemy and set them 
  free.
   
   Capture or punish a criminal or 
  evildoer.
   
   Suffer pain and hardship so that 
  someone does not need to.
   
   Deny mercy to a criminal or unbeliever.
  (Choose one)
  Drives
   
  o Faith Militant  
  +2 STR, +1 CHA
  You start with a Earworm Wax (1 use).
  You belong to the military arm of a religious 
  organization. The common people look to 
  you as their shield against the forces of evil. 
  Why have you been sent here, and what do 
  you expect to find? 
  When you pray for guidance, even for a 
  moment, and ask, “What here is evil?” the 
  GM will tell you, honestly.
  You start with a Healing Potion.
  You consider yourself a member of the 
  faith first and foremost, and your faith is 
  powerful. Your deity has bestowed upon you 
  an edict to heal the world. 
  When you heal someone with Lay on 
  Hands, you heal an extra +1d4 damage, 
  which is never transferred to you.
  You start with a Adventuring Gear (5 uses).
  You’ve always known that you were born to 
  do something great, given the opportunity. 
  You feel that opportunity is finally near: a 
  grand quest, in honor of your diety.
  When you start a Quest, you may choose 
  another boon, as long as you select another 
  vow as well.
   
  o Anointed  
  +2 CHA, +1 STR
   
  o Savior
  +2 STR, +1 CON
  When you touch someone, skin-to-skin, 
  and pray for their well-being, roll+CHA. 
  On a 10+, you heal them of 1d8 damage, or 
  remove a disease from them. On a 7-9, they 
  are healed, but the damage or disease is 
  transferred to you.
  When you dedicate yourself to a mission 
  through prayer and ritual cleansing, say 
  what you plan to do (examples below): 
   
   Slay ______, a great blight on the land
   
   Defend ______ from the iniquities that 
  beset them
   
   Discover the truth of ______
  Then choose up to two boons:
   
   An unwavering sense of direction to 
  ______
   
   Invulnerability to ______ (e.g., edged 
  weapons, fire, enchantment, etc.)
   
   A mark of divine authority
   
   Senses that pierce lies
   
   A voice that transcends language
   
   A freedom from hunger, thirst, and 
  sleep 
  The GM will then tell you what vow or vows 
  is required of you to maintain your blessing:
   
   Honor (forbidden: cowardly tactics and 
  tricks)
   
   Temperance (forbidden: gluttony in 
  food, drink, and pleasure of the flesh)
   
   Piety (required: observance of daily 
  holy services)
   
   Valor (forbidden: suffering an evil 
  creature to live)
   
   Truth (forbidden: lies)
   
   Hospitality (required: comfort to those 
  in need, no matter who they are)
  When you give an NPC an order based 
  on your authority (divine or otherwise), 
  roll+CHA. 
  On a hit, they... (Choose one) 
   
  
  Do what you say
   
  
  Back away cautiously, then flee
   
  
  Attack you 
  On a 10+, you also take +1 Forward against 
  them. 
  On a miss, they do as they please and you 
  take -1 Forward against them.
  Lay On Hands
  Quest
  I Am The Law
   
  
  Increase one Attribute by +1, to a 
  maximum of +3.
   
  
  Choose a new move below:
  Advances
  When you use XP to gain an Advance, you can do 
  one of the following:
   
  o Staunch Defender 
  When you Defend, you get +1 hold, even on 
  a miss.
   
  o Setup Strike 
  When you Hack & Slash, choose an ally; 
  their next attack against your target does 
  +1d4 damage.
   
  o Holy Power   
  When you begin a Quest, choose either +1 
  armor or +1d4 damage. You get that bonus as 
  long as you are still on the Quest.
   
  o Bloody Aegis   
  When you take damage you can grit your 
  teeth and accept the blow. If you do you take 
  no damage but instead suffer a debility of 
  your choice. If you already have all three 
  debilities you can’t use this move.
   
  o Hospitaller   
  When you heal an ally, you heal +1d8 
  damage.
   
  o Exterminatus   
  When you speak aloud your promise to 
  defeat an enemy, you deal +2d4 damage 
  against that enemy and -4 damage against 
  anyone else. This effect lasts until the enemy 
  is defeated. If you fail to defeat the enemy or 
  give up the fight, you can admit your failure, 
  but the effect continues until you find a way 
  to redeem yourself.
  This is what motivates your character. When a 
  drive triggers your actions, receive 2 XP!
  Hit Points
  1d10
  /24
  
  A personal goal (and why):
  A memory that made you YOU:
  Knowledge of the area:
  Character Portrait
  This is where you keep track of stuff you’ve started 
  with, stuff you’ve found, and your money.
  Your Character
  After everyone has been introduced, write the 
  name of one or more party members in the spaces 
  below. The GM will tell you how you all know each 
  other and why you are in a party. Also say, ask 
  your fellow players to help you answer them. You 
  do not need to answer each, but the more you do, 
  the better! 
  Fill out as much of the following as you can, then 
  tell the rest of the table what you’ve put down. 
  The GM and the other players will help introduce 
  your character to the game.
  Your Party
  Inventory
  Reference
  Starting Gear
  See the Basic & Adventuring Moves handout for 
  information about moves and how to make them.
  Strength (STR) Hit enemies, lift large 
  objects, break down doors.
  Intelligence (INT) Recall facts, use magic, 
  quick thinking. 
  Dexterity (DEX)  Dodge out of the way, 
  jump over cliffs, throw things.
  Constitution (CON) Withstand poison, 
  defend others, toughen things out. 
  Wisdom (WIS)  Solve puzzles, gain special 
  insight, detect the hidden. 
  Charisma (CHA) Command others, flatter 
  allies, make bold-faced lies.
  Forward: Apply the positive or negative 
  number to an ability score the next time the 
  relevant trigger is met. 
  Ongoing: Apply the positive or negative 
  number to an ability score for every roll 
  using the stat until the trigger is met.
  Hold: Acts as a currency. You may spend 
  hold when appropriate to act without 
  needing to roll.
  Debility: Two of your ability scores take -1 
  Ongoing.
  Ammo: It counts as ammunition for 
  appropriate ranged weapons. The number 
  indicated does not represent individual 
  arrows or sling stones, but represents what 
  you have left on hand.
  Keep track of important information about the 
  world here!
  Notes
  Everything Else
  RANGER
  Within the party you’re the best at being in the 
  wilderness, or taking out enemies at a distance 
  with your bow. You and your animal companion 
  can support you and your allies, helping you find 
  tracks and paths through the wilderness. Carefully 
  read both Volley and Venture Out from the Basic 
  & Adventuring Moves insert.
  Name: 
  Examples: Fenrek, Krauss, Fitch, Wrannan, Darya, 
  an animal name, a posh name, a nickname
  Look:
  Examples: Hooded Eyes, Long Hair, Camouflage 
  Clothes, Sinewy Body, Sharp Features, Bearded, 
  Human, Elf, Dwarf, Halfling, Gnome, Hobgoblin
  Who here have I guided through the 
  wilderness before? 
  Who here has been a friend of nature? 
  Who here has the least respect for nature? 
  Who here loathes my animal companion?
  Examples: A tranquil glade, an offense of the city, 
  a necessary sacrifice, a resolute decision
  Examples: What wild frontier lies near here? What 
  savage beast have you seen signs of? What fate is 
  the nearby settlement blindly rushing towards?
  Examples: providing passage, a job, hunting, 
  investigating, a reunion
  You’ll get one of these depending on your 
  Background. Review your background for any 
  associated moves.
  Optional Gear
   
  
  A Longbow
   
  
  A bundle of arrows (3 ammo)
   
  
  A shortsword
   
  
  Leather Armor (+1 armor)
  o Poultices and Herbs (2 uses) 
  Mark this if you’ve chosen the 
  “Raised by Wolves” Background.
  When you carefully treat someone’s 
  wounds, heal them of 7 HP and expend a 
  use.
  o Boots of Trackless Step
  Mark this if you’ve chosen the 
  “Forester” Background.
  So long as you travel in view of the treeline, 
  you and those you travel with leave no trace.
  o Adventuring Gear (5 uses) 
  Mark this if you’ve chosen the 
  “Warden” Background.
  Mark off a use to find some mundane but 
  useful item, such as chalk, rope, a torch, etc.
  
  (Choose one)
  See the “Basic & Adventuring moves” insert for 
  universal moves.
  Backgrounds
  Stats
  Attributes
  Class Moves
  Armor
  Two of the stats below will be filled in by your 
  Background. For the others, put +1 in one, -1 in 
  another, and leave the rest at 0. 
  Mark XP when you roll a result of 6- and when 
  a move tells you to. Mark 2 XP when you trigger 
  your Drive
  Experience Points (XP)
  -1 ONGOING 
  STR & DEX
  -1 ONGOING 
  INT & WIS
  -1 ONGOING 
  CON & CHA
  INT
  STR
  WIS
  DEX
  CHA
  CON
  Miserable
  Dazed
  Weakened
   
  
  Spend 1 XP to reroll a single die.
   
  
  Spend 4 XP to earn an Advance. (see 
  the “Advances” section for more details)
  Bonus Damage
  Damage
  Lose HP when you take damage. If this reaches 0, 
  you are dying! See “Last Breath” from the Basic & 
  Adventuring Moves insert.
  Subtract your armor from any damage you take.
  You always roll the die indicated when you deal 
  damage, plus bonus damage (weapons, etc).
   
   Alienate someone by putting your 
  animal companion’s desires above 
  theirs.
   
   Free someone from bondage, 
  figuratively or literally.
   
   Doggedly pursue a course of action, to 
  your or your allies detriment.
   
   Help an animal or spirit of the wild.
   
   Show someone a place or thing of 
  natural beauty that they have not seen 
  before
  (Choose one)
  Drives
  Starts with poultices and herbs (2 uses).
   
  You’ve always gotten along better with 
  animals than people, and you prefer a life in 
  the wilds. You have an unusually powerful 
  bond with your animal companion. When 
  your animal companion aids in your 
  attack, roll 3d6 and take the two highest 
  dice.
   
  o Raised by Wolves
   +2 DEX, +1 WIS
  You start with the Boots of Trackless Step.
  You have become a master at the art of 
  camouflage. When you keep still in natural 
  surroundings, enemies never spot you until 
  you make a movement, and when you strike 
  with a ranged weapon from hiding, your 
  first shot never gives away your position.
   
  o Forester  
   +2 DEX, +1 WIS
  You start with adventuring gear (5 uses). 
  You have devoted yourself to hunting the 
  unnatural things that skulk around in the 
  darkness of the wilds. Your intuition helps 
  you to face danger, wherever you are. When 
  you Spout Lore about a monster, you 
  roll with WIS instead of INT, and on a hit, 
  you take +1 Forward when acting on the 
  information you recall.
   
  o Warden
  +2 WIS, +1 STR
  When you follow a trail of clues left 
  behind by passing creatures, roll+WIS. On 
  a hit, you follow the creature’s trail until 
  there’s a significant change in its direction 
  or mode of travel. On a 10+, you also choose 
  one:
   
  
  Gain a useful bit of information about 
  your quarry, the GM will tell you what
   
  
  Determine what caused the trail to end
  When you attack a defenseless or surprised 
  enemy at range, you can choose to deal your 
  damage, or name your target and roll+DEX:
   
  
  Head: On a hit, the target is stunned 
  for a few moments. On a 10+, add your 
  damage.
   
  
  Arms: On a hit, the target drops 
  whatever they’re holding. On a 10+, add 
  your damage.
   
  
  Legs: On a hit, they’re hobbled and slow 
  moving. On a 10+, add your damage.
  You have a supernatural connection with an 
  animal that almost always acts as you wish 
  it to. 
  Name:
  Examples: Bolt, Fury, Whisper, Jax, Skye, Puck, 
  Butch, Scar, Luna, Temper, Whiskin, Shadow, Fang
  Choose an animal based on its size:
  Small: 
  +0 armor, +1d4 damage, +1 Discern Realities 
  Example: Hawk, Lynx, Weasel, Drake, 
  Raven, Python, Monkey
  Medium: 
  +1 armor, +1d6 damage, +1 Hunt And Track 
  Example: Eagle, Boa, Panther, Stag, Goat, 
  Boar, Wolf
  Large: 
  +2 armor, +1d8 damage, +1 Hack & Slash 
  Example: Auroch, Bear, Sloth, Gorilla, 
  Horse, Elk, Tiger
  Hunt And Track
  Called Shot
  Take +1 when you Venture Out and act 
  as guide. Also, on a 7-9, choose only one 
  consequence.
  Citizen Of The Wild
  Animal Companion 
  Command
  When you work with your animal 
  companion...
  ...and you attack the same target(s), add its 
  damage die to yours.
  ...and you take damage, add its armor to 
  yours.
  ...and someone Interferes with you, they roll 
  3d6 and take the two lowest dice.
   
  
  Increase one Attribute by +1, to a 
  maximum of +3.
   
  
  Choose a new move below:
  Advances
  When you use XP to gain an Advance, you can do 
  one of the following:
   
  o Wild Empathy 
  You can speak with and understand animals. 
  If you have leverage, you can Parley with 
  them too.
   
  o Blot Out the Sun 
  When you Volley, you may spend ammo 
  before rolling. For each point of ammo 
  spent, you may choose an extra target to 
  hit with your attack. On a hit, you deal your 
  damage to every target.
   
  o Smaug’s Belly   
  When you know your target’s weakest 
  point and have a clear shot, your arrows 
  ignore the target’s armor completely.
   
  o Observant   
  When you hunt and track, on a hit you may 
  also ask one question about the creature you 
  are tracking from the Discern Realities list 
  for free.
  Your animal companion either increases its 
  damage die by one step (1d4 becomes 1d6, 
  etc), or its armor by +1. This advance may be 
  chosen more than once.
  oo  Dire Beast
  This is what motivates your character. When a 
  drive triggers your actions, receive 2 XP!
  Hit Points
  1d8
  /20
  
  A personal goal (and why):
  A memory that made you YOU:
  Knowledge of the area:
  Character Portrait
  This is where you keep track of stuff you’ve started 
  with, stuff you’ve found, and your money.
  Your Character
  After everyone has been introduced, write the 
  name of one or more party members in the spaces 
  below. The GM will tell you how you all know each 
  other and why you are in a party. Also say, ask 
  your fellow players to help you answer them. You 
  do not need to answer each, but the more you do, 
  the better! 
  Fill out as much of the following as you can, then 
  tell the rest of the table what you’ve put down. 
  The GM and the other players will help introduce 
  your character to the game.
  Your Party
  Inventory
  Reference
  Starting Gear
  See the Basic & Adventuring Moves handout for 
  information about moves and how to make them.
  Strength (STR) Hit enemies, lift large 
  objects, break down doors.
  Intelligence (INT) Recall facts, use magic, 
  quick thinking. 
  Dexterity (DEX)  Dodge out of the way, 
  jump over cliffs, throw things.
  Constitution (CON) Withstand poison, 
  defend others, toughen things out. 
  Wisdom (WIS)  Solve puzzles, gain special 
  insight, detect the hidden. 
  Charisma (CHA) Command others, flatter 
  allies, make bold-faced lies.
  Forward: Apply the positive or negative 
  number to an ability score the next time the 
  relevant trigger is met. 
  Ongoing: Apply the positive or negative 
  number to an ability score for every roll 
  using the stat until the trigger is met.
  Hold: Acts as a currency. You may spend 
  hold when appropriate to act without 
  needing to roll.
  Debility: Two of your ability scores take -1 
  Ongoing.
  Ammo: It counts as ammunition for 
  appropriate ranged weapons. The number 
  indicated does not represent individual 
  arrows or sling stones, but represents what 
  you have left on hand.
  Keep track of important information about the 
  world here!
  Notes
  Everything Else
  THIEF
  You’re the sneakiest member of your party. Your 
  allies will count on you to deal with the dangerous 
  traps and locks that bar your path. While you may 
  not be strong in a face-to-face fight, if you get the 
  drop on a foe you can Backstab them and do some 
  serious damage. 
  Name: 
  Examples: Herova, Dominic, Mo, Kiernan, Lila, 
  Scars Riley, Bones, Mad-Eye Greedy, Psycho Sal
  Look:
  Examples: Shifty Eyes, Messy Hair, Dark Clothes, 
  Knobby Body, Honest Face, Inscrutable Features, 
  Human, Elf, Dwarf, Halfling, Gnome, Orc
  Who here has my back when things go 
  wrong? 
  Who here have I worked with before? 
  Who here knows incriminating details 
  about me? 
  Who here knows where I stashed my loot?
  Who here doesn’t trust me? Why? 
  Who here do I not trust? Why?
  Examples: An old partner, a botched heist, a 
  murder, an elusive legend, a loved one
  Examples: What reliable contact resides here? 
  What criminal operation holds sway here? What 
  is the most valuable thing here?
  Examples: treasure, revenge, escape, tracking, an 
  assassination, information gathering
  You’ll get one of these depending on your 
  Background. Review your background for any 
  associated moves.
  Optional Gear
   
  
  Lockpicks
   
  
  Leather armor (+1 armor)
   
  
  A shortsword
   
  
  Your poison (3 uses) 
  o Throwing Darts (2 ammo)
  Mark this if you’ve chosen the 
  “Life of Crime” Background.
  o The Epoch Lens
  Mark this if you’ve chosen the 
  “Treasure Hunter” Background.
  A device from a forgotten age. Looking at 
  an object through the lens reveals visions of 
  who made it and where it came from.
  o Adventuring Gear (5 uses) 
  Mark this if you’ve chosen the “Trickster” 
  Background.
  Mark off a use to find some mundane but 
  useful item, such as chalk, rope, a torch, etc.
  
  (Choose one)
  See the “Basic & Adventuring moves” insert for 
  universal moves.
  Backgrounds
  Stats
  Attributes
  Class Moves
  Armor
  Two of the stats below will be filled in by your 
  Background. For the others, put +1 in one, -1 in 
  another, and leave the rest at 0. 
  Mark XP when you roll a result of 6- and when 
  a move tells you to. Mark 2 XP when you trigger 
  your Drive
  Experience Points (XP)
  -1 ONGOING 
  STR & DEX
  -1 ONGOING 
  INT & WIS
  -1 ONGOING 
  CON & CHA
  INT
  STR
  WIS
  DEX
  CHA
  CON
  Miserable
  Dazed
  Weakened
   
  
  Spend 1 XP to reroll a single die.
   
  
  Spend 4 XP to earn an Advance. (see 
  the “Advances” section for more details)
  Bonus Damage
  Damage
  Lose HP when you take damage. If this reaches 0, 
  you are dying! See “Last Breath” from the Basic & 
  Adventuring Moves insert.
  Subtract your armor from any damage you take.
  You always roll the die indicated when you deal 
  damage, plus bonus damage (weapons, etc).
  You start with throwing darts. (2 ammo).
   
  You’ve lead what is easily described as 
  a “colorful” life. You’re also very well 
  connected to the criminal underworld. 
  When you ask your connections about 
  something you want or need, roll+CHA.
  On a 10+, someone has it, just for you.
  On a 7-9, you’ll have to settle for something
  close or it comes with strings attached, your
  call.  
   
  o Life of Crime
  +2 DEX, +1 STR
  When you spend a moment to survey a 
  dangerous area, roll+DEX. On a 10+, hold 3. 
  On a 7-9, hold 1. 
  Spend your hold as you walk through the 
  area to ask these questions:
   
  
  Is there a trap here and if so, what 
  activates it?
   
  
  What does the trap do when activated?
   
  
  What else is hidden here?
  Trap Expert
   
  
  Increase one Attribute by +1, to a 
  maximum of +3.
   
  
  Choose a new move below:
  Advances
  When you use XP to gain an Advance, you can do 
  one of the following:
   
  o Envenom 
  You can apply even complex poisons with a 
  pinprick. When you apply a poison that’s 
  not dangerous for you to use to your 
  weapon, it is delivered by touch instead of 
  applied.
   
  o Cheap Shot 
  When you deal damage with Backstab, deal 
  an additional +1d6 damage.
   
  o Shoot First   
  You’re never caught by surprise. When an 
  enemy would get the drop on you, you get 
  to act first instead.
   
  o Underdog   
  When you’re outnumbered, you have +1 
  armor.
   
  o Evasion   
  When you Defy Danger, on a 12+, you 
  transcend the danger. You not only do what 
  you set out to, but the GM will offer you a 
  better outcome, true beauty, or a moment 
  of grace.
   
  o Escape Route   
  When you’re in too deep and need a way 
  out, name your escape route and roll+DEX.
   
  
  On a 10+ you’re gone.
   
  
  On a 7–9 you can stay or go, but if you 
  go it costs you: leave something behind 
  or take something with you, the GM 
  will tell you what.
  When you pick locks or pockets or disable 
  traps, roll+DEX. 
   
  
  On a 10+, you do it, no problem. 
   
  
  On a 7-9, you still do it, but the GM 
  will offer you two options between 
  suspicion, danger, or cost.
  Tricks of the Trade 
  When you attack a surprised or 
  defenseless enemy with a melee weapon, 
  you can choose to deal your damage or 
  roll+DEX. On a 10+ choose two. On a 7-9 
  choose one.
   
  
  You don’t get into melee with them
   
  
  Your attack deals +1d6 additional 
  damage
   
  
  You create an advantage, granting +1 
  Forward to you or an ally acting on it
   
  
  Reduce their armor by 1 until they 
  repair it
  Backstab
  You’ve mastered the care and use of a 
  poison. Choose a poison from the list below; 
  that poison is not dangerous for you to use, 
  and when you have time, material, and 
  safety to brew, you can make more of it. 
  Note that some poisons are applied, meaning 
  you have to carefully apply it to the target or 
  something they eat or drink. Touch poisons 
  just need to touch the target; they can even 
  be used on the blade of a weapon.
   
   Oil of Tagit (applied): the target falls 
  into a light sleep
   
   Bloodweed (touch): the target deals 
  -1d4 damage ongoing until cured
   
   Goldenroot (applied): the target treats 
  the next creature they see as a trusted 
  ally, until proven otherwise.
   
   Serpent’s Tears (touch): Anyone 
  dealing damage to the target rolls twice 
  and takes the better result.
  Poisoner
  You start with the Epoch Lens. 
  You fancy yourself a delver of lost treasure. 
  Usually, you come up empty-handed. But 
  those other times (rare as they might be) 
  make it all worthwhile. When you use Trap 
  Expert you always get +1 hold, even on a 6-. 
  Additionally, when you Discern Realities, 
  no matter the outcome, you may also ask, 
  “Is there treasure here that I don’t know 
  about?”
   
  o Treasure Hunter
   +2 DEX, +1 WIS
  You start with adventuring gear (5 uses).
  You’ve got a silver tongue and a reputation 
  for bending the rules and causing mischief. 
  When you have time and materials you can 
  create a disguise that will fool anyone into 
  thinking you’re another creature of about 
  the same size and shape. Your actions can 
  give you away but your appearance won’t.
   
  o Trickster
  +2 DEX, +1 CHA
   
   Stand up to a bully or tyrant
   
   Forego comfort or advantage to do the 
  right thing
   
   Cause trouble for your allies by taking 
  an unnecessary risk
   
   Put someone in their place for 
  disrespecting you
   
   Get someone to act on false information
  (Choose one)
  Drives
  This is what motivates your character. When a 
  drive triggers your actions, receive 2 XP!
  /18
  Hit Points
  1d8
  
  A personal goal (and why):
  A memory that made you YOU:
  Knowledge of the area:
  Character Portrait
  This is where you keep track of stuff you’ve started 
  with, stuff you’ve found, and your money.
  Your Character
  After everyone has been introduced, write the 
  name of one or more party members in the spaces 
  below. The GM will tell you how you all know each 
  other and why you are in a party. Also say, ask 
  your fellow players to help you answer them. You 
  do not need to answer each, but the more you do, 
  the better! 
  Fill out as much of the following as you can, then 
  tell the rest of the table what you’ve put down. 
  The GM and the other players will help introduce 
  your character to the game.
  Your Party
  Inventory
  Reference
  Starting Gear
  See the Basic & Adventuring Moves handout for 
  information about moves and how to make them.
  Strength (STR) Hit enemies, lift large 
  objects, break down doors.
  Intelligence (INT) Recall facts, use magic, 
  quick thinking. 
  Dexterity (DEX)  Dodge out of the way, 
  jump over cliffs, throw things.
  Constitution (CON) Withstand poison, 
  defend others, toughen things out. 
  Wisdom (WIS)  Solve puzzles, gain special 
  insight, detect the hidden. 
  Charisma (CHA) Command others, flatter 
  allies, make bold-faced lies.
  Forward: Apply the positive or negative 
  number to an ability score the next time the 
  relevant trigger is met. 
  Ongoing: Apply the positive or negative 
  number to an ability score for every roll 
  using the stat until the trigger is met.
  Hold: Acts as a currency. You may spend 
  hold when appropriate to act without 
  needing to roll.
  Debility: Two of your ability scores take -1 
  Ongoing.
  Ammo: It counts as ammunition for 
  appropriate ranged weapons. The number 
  indicated does not represent individual 
  arrows or sling stones, but represents what 
  you have left on hand.
  Keep track of important information about the 
  world here!
  Notes
  Everything Else
  WIZARD
  You’re a master of the arcane. Although you may 
  be weak in hand-to-hand combat, your spells 
  and knowledge will make you a match for almost 
  any danger. With a Ritual, you can accomplish 
  nearly anything, though you may need some help 
  to achieve your goals. Read the Spout Lore move 
  from the Basic & Adventuring Moves insert. It can 
  be quite useful!
  Name: 
  Examples: Ebsorin, Plumanaxus, Ildra, Izohra, 
  Jil’Un, Steburis, An alliterative name, an alien 
  name, a pun
  Look:
  Examples: Haunted Eyes, Pointed Hat, Strange 
  Robes, Thin Body, Sparkly Skin, Charmed Smile, 
  Human, Elf, Dwarf, Halfling, Gnome, Orc
  Whose destiny have I foreseen?  
  Who do I need to teach about how magic 
  really works? 
  Who is keeping a secret from me? 
  Who here am I experimenting on? What 
  have I done to them?
  Who do I believe will play an important 
  part in the events to come?
  Examples: A dire omen, missed opportunities, a 
  master, a hazy vision
  Examples: What unique relic exists here? How do 
  the locals view your magic? What arcane secret 
  endangers this area?
  Examples: learning, fulfilling a ritual, a mystical 
  pact, a special ingredient, a dream
  You’ll get one of these depending on your 
  Background. Review your background for any 
  associated moves.
  Optional Gear
   
  
  A spellbook (describe it)
   
  
  A staff
  o Bag of Books (5 uses) 
  Mark this if you’ve chosen the 
  “Antiquarian” Background.
  When you Spout Lore and consult one of 
  your books, mark off a use and take +1 to 
  your roll.
  o Tricksy Rope
  Mark this if you’ve chosen the 
  “Fae Foundling” Background.
  A rope that listens, and (usually) does what 
  it’s told. Tell it “Coil” or “Slack” or “Come 
  here, rope” and it will.
  o Your Patron’s Token
  Mark this if you’ve chosen the 
  “Pact” Background.
   
  
  Healing Potion
  When you drink it, heal 10 HP or remove 
  one debility, your choice.
  
  (Choose one)
  See the “Basic & Adventuring moves” insert for 
  universal moves.
  Backgrounds
  Stats
  Attributes
  Class Moves
  Armor
  Two of the stats below will be filled in by your 
  Background. For the others, put +1 in one, -1 in 
  another, and leave the rest at 0. 
  Mark XP when you roll a result of 6- and when 
  a move tells you to. Mark 2 XP when you trigger 
  your Drive
  Experience Points (XP)
  -1 ONGOING 
  STR & DEX
  -1 ONGOING 
  INT & WIS
  -1 ONGOING 
  CON & CHA
  INT
  STR
  WIS
  DEX
  CHA
  CON
  Miserable
  Dazed
  Weakened
   
  
  Spend 1 XP to reroll a single die.
   
  
  Spend 4 XP to earn an Advance. (see 
  the “Advances” section for more details)
  Bonus Damage
  Damage
  Lose HP when you take damage. If this reaches 0, 
  you are dying! See “Last Breath” from the Basic & 
  Adventuring Moves insert.
  Subtract your armor from any damage you take.
  You always roll the die indicated when you deal 
  damage, plus bonus damage (weapons, etc).
  You start with a bag of books (5 uses).
  You are self-taught but untried, learning 
  magic from a few ancient tomes. Around 
  here, you’re the local  know-it-all, or 
  perhaps their assistant. 
  When you Cast A Spell, prepare one 
  additional spell from your spellbook.
   
  o Antiquarian
  +2 INT, +1 WIS
  You start with a Tricksy Rope. 
  You were found as an infant; someone was 
  kind enough to raise you as their own. You 
  display a natural gift with magic. You do not 
  need to Cast A Spell to ask the GM what here 
  is magical; you can just ask them whenever 
  you like, without rolling.
   
  o Fae Foundling
  +2 INT, +1 DEX
  You start with your patron’s token (describe 
  it). 
  You learned magic by swearing allegiance 
  to someone—or something—else. Who are 
  they? What do you owe them? You can break 
  the token of your patron’s favor at any time 
  to summon your patron to you and demand 
  a favor. It’ll tell you what it wants in return. 
   
  o Pact
  +2 INT, +1 CHA
  When you spend some uninterrupted time 
  (an hour or so) in quiet contemplation of 
  your spellbook, you: 
   
  
  Remove any penalties to Cast A Spell.
   
  
  Lose any spells you already have 
  prepared, and prepare up to 5 spells 
  from your spellbook.
  If your spellbook is ever stolen, you cannot 
  memorize spells until you get it back!
  Your spellbook contains the following spells: 
   
   Light: You conjure a magical light that 
  will follow you around, as long as you 
  wish.
   
   Detect Magic: The GM will tell you 
  what here is magical, and what its 
  effects might be.
   
   Invisibility: You or an ally you touch 
  becomes invisible, until they make an 
  attack or you cast another spell.
   
   Magic Missile: Bolts of pure magic 
  spring from your fingers; deal 2d4 
  damage to one target.
   
   Charm Person: The person you touch 
  while casting this spell counts you as 
  a friend until they take damage or you 
  prove otherwise.
   
   Contact Spirits: You contact a spirit; 
  it appears before you and is bound to 
  answer any question.
   
   Telepathy: You form a psychic link to a 
  person you can touch; you share their 
  senses and thoughts.
   
   Sleep: Your INT in creatures you can 
  see fall asleep. They still awaken as 
  normal: loud noises, jolts, pain.
  Spellbook
  When you cast a magical spell, roll+INT. On 
  a hit, the spell is cast successfully. On a 7-9, 
  choose one: 
   
  
  The spell disturbs the fabric of reality 
  as it is cast; take -1 Ongoing to Cast A 
  Spell until the next time you prepare 
  spells. This penalty is cumulative.
   
  
  After it is cast, the spell is temporarily 
  forgotten.
   
  
  You draw unwelcome attention or put 
  yourself in a spot. The GM will tell you 
  how.
  Cast A Spell 
  When you perform a ritual in order to 
  create a magical effect, tell the GM what 
  you’re trying to achieve. You can accomplish 
  just about anything, but the GM will give 
  you 1-4 of the following conditions:
   
  
  It will take __ time to do it. 
   
  
  You must draw on a place of power.
   
  
  First you must ________
   
  
  You’ll need help from _____
   
  
  It will require a lot of __
   
  
  The best you can do is a lesser, 
  unreliable or limited version
   
  
  You and your allies will risk danger 
  from _____
   
  
  You’ll have to sacrifice _______ to do it
   
  
  You’ll have to disenchant __ to do it
  Ritual
   
   Cause trouble by touching, opening, or 
  tinkering with something
   
   Set up a ploy and then take advantage 
  of it
   
   Alienate an NPC with your strange 
  behavior
   
   Deflect or evade an inquiry into your 
  doings
   
   Use magic to cause terror and fear.
  (Choose one)
  This is what motivates your character. When a 
  drive triggers your actions, receive 2 XP!
  Drives
  oo  Enhanced Spellbook
   
  
  Increase one Attribute by +1, to a 
  maximum of +3.
   
  
  Choose a new move below:
  Advances
  When you use XP to gain an Advance, you can do 
  one of the following:
   
  o Logical 
  When you use strict deduction to analyze 
  your surroundings, you can Discern 
  Realities with INT instead of WIS.
   
  o Arcane Ward 
  As long as you have at least 2 spells
  prepared, you have 2 Armor.
  Choose a spell from below to add to your 
  spellbook.
   
   Mimic: Touch someone; you take 
  on their exact appearance until you 
  dismiss this spell or take damage. While 
  ongoing, you cannot use magic.
   
   Dispel Magic: Choose a spell or 
  magical effect nearby; it is dispelled or 
  suppressed (the GM will say which). 
   
   Fireball: Deal 2d6 damage (ignores 
  armor) to one target and everything 
  near it.
  The maximum number of spells you are able 
  to memorize increases by 1. This advance 
  may be chosen more than once.
  oo  Archmage
  /16
  Hit Points
  1d4
  
  Aid or Interfere
  When you help or hinder someone, say 
  how you do so and roll with that stat. On 
  a hit, they take +1 or -2, your choice. On 
  a 7-9 you also expose yourself to danger, 
  retribution, or cost.
  Discern Realities
  When you closely study a situation or 
  person, roll+WIS. On a 10+, ask the GM 
  3 questions from the list below. On a 7-9, 
  ask 1. Take +1 Forward when acting on the 
  answers.
   
  
  What happened here recently?
   
  
  What is about to happen?
   
  
  What should I be on the lookout for?
   
  
  What here is useful or valuable to me?
   
  
  Who’s really in control here?
   
  
  What here is not as it appears?
  Hack & Slash
  When attacking 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.
  Basic Moves
  Occasionally your character’s actions will 
  trigger a move (such as Hack & Slash); 
  typically this will require a roll of 2 6-sided 
  die plus one of your ability scores. A 10+ is a 
  success; a 7-9 is a partial success; you do it, 
  but there’s a cost, compromise, harm, etc. A 
  6- is a miss; things don’t go well and the risk 
  turns out badly. 
  Volley
  When you take aim and shoot an enemy at 
  range, roll+DEX. On a 10+, you have a clear 
  shot - deal your damage. On a 7-9, choose 
  one in addition to dealing 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.
  Parley
  When you have leverage on a GM 
  character and manipulate them, roll+CHA. 
  Leverage is something they need or want. 
  On a hit, they ask you for something and 
  do it if you make them a promise first. On a 
  7-9, they need some concrete assurance of 
  your promise, right now.
  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 also 
  ask you “How do you know this?” Tell them 
  the truth, now.
  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 them.
   
  
  Deal your STR in damage (plus any 
  weapon or ability bonuses).
  Defy Danger
  When you act despite an imminent threat, 
  or suffer a calamity, say what you do and 
  roll...
  ... 
  +STR to employ brute force. 
  ... 
  +DEX to act with speed or finesse. 
  ... 
  +CON to endure or hold steady. 
  ... 
  +INT to think fast or employ expertise. 
  ... 
  +WIS to apply senses or fortitude. 
  ... 
  +CHA to use charm, subterfuge, grace.
  On a 10+, you do what you set out to do and 
  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.
  Adventuring Moves
  SETTLE IN
  When you settle in to rest, decide on a 
  watch order with your allies. Then, answer 
  the following:
   
  
  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 any “yes” answer, mark 1 XP. Finally, 
  when you wake after a good night’s sleep, 
  heal an amount of HP equal to half of your 
  maximum. 
  TAKE WATCH
  When you’re on watch and something 
  approaches the camp, roll+WIS. On a 10+, 
  you’re able to wake the camp and prepare 
  a response, everyone in the camp takes +1 
  Forward. On a 7–9, you react just a moment 
  too late; your companions in camp are 
  awake but haven’t had time to prepare. They 
  have weapons and armor but little else. On a 
  miss, whatever lurks outside the campfire’s 
  light has the drop on you.
  SUPPLY
  When you go to buy an item, equipment or 
  weapon, roll+CHA. On a 10+, you find what 
  you’re looking for and can easily afford it. 
  On a 7-9, you’ll have to pay more or settle 
  for something that’s not exactly what you 
  wanted, but close. The GM will tell you what 
  your options are.
  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.
  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+nothing.
   
  
  On a 10+, you’ve cheated Death—you’re 
  in a bad spot but you’re still alive. 
   
  
  On a 7-9, Death himself will offer you a 
  bargain. Take it and stabilize or refuse 
  and pass beyond the Black Gates into 
  whatever fate awaits you. 
   
  
  On 6-, your fate is sealed. You’re 
  marked as Death’s own and you’ll cross 
  the threshold soon. The GM will tell 
  you when.
  VENTURE OUT
  When you venture out into perilous or 
  unfamiliar territory, select a character to 
  act as guide. Then, indicate the route you’d 
  like to take and, if appropriate, a destination. 
  Then, the guide rolls+WIS. On a 10+ you 
  arrive just fine, and they describe the most 
  memorable part of the journey. On a 7-9, you 
  survive the journey, but choose two:
   
  
  Someone or something has followed 
  you to your destination, ask the GM 
  what it is.
   
  
  Roll 1d4+1; the party as a whole must 
  discard that many uses of equipment 
  or pieces or gear. For each piece 
  discarded, ask that player how it got 
  lost or used up.
   
  
  It’s been a slog. it took longer than 
  you expected and you’re all minus 1 
  ongoing until you Settle In.
  On a miss, your trip is interrupted part way 
  by a danger, crisis, or hazard. Ask the GM to 
  tell you what it is.
  
  Aid or Interfere
  When you help or hinder someone, say 
  how you do so and roll with that stat. On 
  a hit, they take +1 or -2, your choice. On 
  a 7-9 you also expose yourself to danger, 
  retribution, or cost.
  Discern Realities
  When you closely study a situation or 
  person, roll+WIS. On a 10+, ask the GM 
  3 questions from the list below. On a 7-9, 
  ask 1. Take +1 Forward when acting on the 
  answers.
   
  
  What happened here recently?
   
  
  What is about to happen?
   
  
  What should I be on the lookout for?
   
  
  What here is useful or valuable to me?
   
  
  Who’s really in control here?
   
  
  What here is not as it appears?
  Hack & Slash
  When attacking 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.
  Basic Moves
  Occasionally your character’s actions will 
  trigger a move (such as Hack & Slash); 
  typically this will require a roll of 2 6-sided 
  die plus one of your ability scores. A 10+ is a 
  success; a 7-9 is a partial success; you do it, 
  but there’s a cost, compromise, harm, etc. A 
  6- is a miss; things don’t go well and the risk 
  turns out badly. 
  Volley
  When you take aim and shoot an enemy at 
  range, roll+DEX. On a 10+, you have a clear 
  shot - deal your damage. On a 7-9, choose 
  one in addition to dealing 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.
  Parley
  When you have leverage on a GM 
  character and manipulate them, roll+CHA. 
  Leverage is something they need or want. 
  On a hit, they ask you for something and 
  do it if you make them a promise first. On a 
  7-9, they need some concrete assurance of 
  your promise, right now.
  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 also 
  ask you “How do you know this?” Tell them 
  the truth, now.
  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 them.
   
  
  Deal your STR in damage (plus any 
  weapon or ability bonuses).
  Defy Danger
  When you act despite an imminent threat, 
  or suffer a calamity, say what you do and 
  roll...
  ... 
  +STR to employ brute force. 
  ... 
  +DEX to act with speed or finesse. 
  ... 
  +CON to endure or hold steady. 
  ... 
  +INT to think fast or employ expertise. 
  ... 
  +WIS to apply senses or fortitude. 
  ... 
  +CHA to use charm, subterfuge, grace.
  On a 10+, you do what you set out to do and 
  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.
  Adventuring Moves
  SETTLE IN
  When you settle in to rest, decide on a 
  watch order with your allies. Then, answer 
  the following:
   
  
  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 any “yes” answer, mark 1 XP. Finally, 
  when you wake after a good night’s sleep, 
  heal an amount of HP equal to half of your 
  maximum. 
  TAKE WATCH
  When you’re on watch and something 
  approaches the camp, roll+WIS. On a 10+, 
  you’re able to wake the camp and prepare 
  a response, everyone in the camp takes +1 
  Forward. On a 7–9, you react just a moment 
  too late; your companions in camp are 
  awake but haven’t had time to prepare. They 
  have weapons and armor but little else. On a 
  miss, whatever lurks outside the campfire’s 
  light has the drop on you.
  SUPPLY
  When you go to buy an item, equipment or 
  weapon, roll+CHA. On a 10+, you find what 
  you’re looking for and can easily afford it. 
  On a 7-9, you’ll have to pay more or settle 
  for something that’s not exactly what you 
  wanted, but close. The GM will tell you what 
  your options are.
  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.
  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+nothing.
   
  
  On a 10+, you’ve cheated Death—you’re 
  in a bad spot but you’re still alive. 
   
  
  On a 7-9, Death himself will offer you a 
  bargain. Take it and stabilize or refuse 
  and pass beyond the Black Gates into 
  whatever fate awaits you. 
   
  
  On 6-, your fate is sealed. You’re 
  marked as Death’s own and you’ll cross 
  the threshold soon. The GM will tell 
  you when.
  VENTURE OUT
  When you venture out into perilous or 
  unfamiliar territory, select a character to 
  act as guide. Then, indicate the route you’d 
  like to take and, if appropriate, a destination. 
  Then, the guide rolls+WIS. On a 10+ you 
  arrive just fine, and they describe the most 
  memorable part of the journey. On a 7-9, you 
  survive the journey, but choose two:
   
  
  Someone or something has followed 
  you to your destination, ask the GM 
  what it is.
   
  
  Roll 1d4+1; the party as a whole must 
  discard that many uses of equipment 
  or pieces or gear. For each piece 
  discarded, ask that player how it got 
  lost or used up.
   
  
  It’s been a slog. it took longer than 
  you expected and you’re all minus 1 
  ongoing until you Settle In.
  On a miss, your trip is interrupted part way 
  by a danger, crisis, or hazard. Ask the GM to 
  tell you what it is.
  
  Aid or Interfere
  When you help or hinder someone, say 
  how you do so and roll with that stat. On 
  a hit, they take +1 or -2, your choice. On 
  a 7-9 you also expose yourself to danger, 
  retribution, or cost.
  Discern Realities
  When you closely study a situation or 
  person, roll+WIS. On a 10+, ask the GM 
  3 questions from the list below. On a 7-9, 
  ask 1. Take +1 Forward when acting on the 
  answers.
   
  
  What happened here recently?
   
  
  What is about to happen?
   
  
  What should I be on the lookout for?
   
  
  What here is useful or valuable to me?
   
  
  Who’s really in control here?
   
  
  What here is not as it appears?
  Hack & Slash
  When attacking 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.
  Basic Moves
  Occasionally your character’s actions will 
  trigger a move (such as Hack & Slash); 
  typically this will require a roll of 2 6-sided 
  die plus one of your ability scores. A 10+ is a 
  success; a 7-9 is a partial success; you do it, 
  but there’s a cost, compromise, harm, etc. A 
  6- is a miss; things don’t go well and the risk 
  turns out badly. 
  Volley
  When you take aim and shoot an enemy at 
  range, roll+DEX. On a 10+, you have a clear 
  shot - deal your damage. On a 7-9, choose 
  one in addition to dealing 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.
  Parley
  When you have leverage on a GM 
  character and manipulate them, roll+CHA. 
  Leverage is something they need or want. 
  On a hit, they ask you for something and 
  do it if you make them a promise first. On a 
  7-9, they need some concrete assurance of 
  your promise, right now.
  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 also 
  ask you “How do you know this?” Tell them 
  the truth, now.
  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 them.
   
  
  Deal your STR in damage (plus any 
  weapon or ability bonuses).
  Defy Danger
  When you act despite an imminent threat, 
  or suffer a calamity, say what you do and 
  roll...
  ... 
  +STR to employ brute force. 
  ... 
  +DEX to act with speed or finesse. 
  ... 
  +CON to endure or hold steady. 
  ... 
  +INT to think fast or employ expertise. 
  ... 
  +WIS to apply senses or fortitude. 
  ... 
  +CHA to use charm, subterfuge, grace.
  On a 10+, you do what you set out to do and 
  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.
  Adventuring Moves
  SETTLE IN
  When you settle in to rest, decide on a 
  watch order with your allies. Then, answer 
  the following:
   
  
  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 any “yes” answer, mark 1 XP. Finally, 
  when you wake after a good night’s sleep, 
  heal an amount of HP equal to half of your 
  maximum. 
  TAKE WATCH
  When you’re on watch and something 
  approaches the camp, roll+WIS. On a 10+, 
  you’re able to wake the camp and prepare 
  a response, everyone in the camp takes +1 
  Forward. On a 7–9, you react just a moment 
  too late; your companions in camp are 
  awake but haven’t had time to prepare. They 
  have weapons and armor but little else. On a 
  miss, whatever lurks outside the campfire’s 
  light has the drop on you.
  SUPPLY
  When you go to buy an item, equipment or 
  weapon, roll+CHA. On a 10+, you find what 
  you’re looking for and can easily afford it. 
  On a 7-9, you’ll have to pay more or settle 
  for something that’s not exactly what you 
  wanted, but close. The GM will tell you what 
  your options are.
  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.
  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+nothing.
   
  
  On a 10+, you’ve cheated Death—you’re 
  in a bad spot but you’re still alive. 
   
  
  On a 7-9, Death himself will offer you a 
  bargain. Take it and stabilize or refuse 
  and pass beyond the Black Gates into 
  whatever fate awaits you. 
   
  
  On 6-, your fate is sealed. You’re 
  marked as Death’s own and you’ll cross 
  the threshold soon. The GM will tell 
  you when.
  VENTURE OUT
  When you venture out into perilous or 
  unfamiliar territory, select a character to 
  act as guide. Then, indicate the route you’d 
  like to take and, if appropriate, a destination. 
  Then, the guide rolls+WIS. On a 10+ you 
  arrive just fine, and they describe the most 
  memorable part of the journey. On a 7-9, you 
  survive the journey, but choose two:
   
  
  Someone or something has followed 
  you to your destination, ask the GM 
  what it is.
   
  
  Roll 1d4+1; the party as a whole must 
  discard that many uses of equipment 
  or pieces or gear. For each piece 
  discarded, ask that player how it got 
  lost or used up.
   
  
  It’s been a slog. it took longer than 
  you expected and you’re all minus 1 
  ongoing until you Settle In.
  On a miss, your trip is interrupted part way 
  by a danger, crisis, or hazard. Ask the GM to 
  tell you what it is.
  
  Aid or Interfere
  When you help or hinder someone, say 
  how you do so and roll with that stat. On 
  a hit, they take +1 or -2, your choice. On 
  a 7-9 you also expose yourself to danger, 
  retribution, or cost.
  Discern Realities
  When you closely study a situation or 
  person, roll+WIS. On a 10+, ask the GM 
  3 questions from the list below. On a 7-9, 
  ask 1. Take +1 Forward when acting on the 
  answers.
   
  
  What happened here recently?
   
  
  What is about to happen?
   
  
  What should I be on the lookout for?
   
  
  What here is useful or valuable to me?
   
  
  Who’s really in control here?
   
  
  What here is not as it appears?
  Hack & Slash
  When attacking 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.
  Basic Moves
  Occasionally your character’s actions will 
  trigger a move (such as Hack & Slash); 
  typically this will require a roll of 2 6-sided 
  die plus one of your ability scores. A 10+ is a 
  success; a 7-9 is a partial success; you do it, 
  but there’s a cost, compromise, harm, etc. A 
  6- is a miss; things don’t go well and the risk 
  turns out badly. 
  Volley
  When you take aim and shoot an enemy at 
  range, roll+DEX. On a 10+, you have a clear 
  shot - deal your damage. On a 7-9, choose 
  one in addition to dealing 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.
  Parley
  When you have leverage on a GM 
  character and manipulate them, roll+CHA. 
  Leverage is something they need or want. 
  On a hit, they ask you for something and 
  do it if you make them a promise first. On a 
  7-9, they need some concrete assurance of 
  your promise, right now.
  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 also 
  ask you “How do you know this?” Tell them 
  the truth, now.
  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 them.
   
  
  Deal your STR in damage (plus any 
  weapon or ability bonuses).
  Defy Danger
  When you act despite an imminent threat, 
  or suffer a calamity, say what you do and 
  roll...
  ... 
  +STR to employ brute force. 
  ... 
  +DEX to act with speed or finesse. 
  ... 
  +CON to endure or hold steady. 
  ... 
  +INT to think fast or employ expertise. 
  ... 
  +WIS to apply senses or fortitude. 
  ... 
  +CHA to use charm, subterfuge, grace.
  On a 10+, you do what you set out to do and 
  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.
  Adventuring Moves
  SETTLE IN
  When you settle in to rest, decide on a 
  watch order with your allies. Then, answer 
  the following:
   
  
  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 any “yes” answer, mark 1 XP. Finally, 
  when you wake after a good night’s sleep, 
  heal an amount of HP equal to half of your 
  maximum. 
  TAKE WATCH
  When you’re on watch and something 
  approaches the camp, roll+WIS. On a 10+, 
  you’re able to wake the camp and prepare 
  a response, everyone in the camp takes +1 
  Forward. On a 7–9, you react just a moment 
  too late; your companions in camp are 
  awake but haven’t had time to prepare. They 
  have weapons and armor but little else. On a 
  miss, whatever lurks outside the campfire’s 
  light has the drop on you.
  SUPPLY
  When you go to buy an item, equipment or 
  weapon, roll+CHA. On a 10+, you find what 
  you’re looking for and can easily afford it. 
  On a 7-9, you’ll have to pay more or settle 
  for something that’s not exactly what you 
  wanted, but close. The GM will tell you what 
  your options are.
  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.
  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+nothing.
   
  
  On a 10+, you’ve cheated Death—you’re 
  in a bad spot but you’re still alive. 
   
  
  On a 7-9, Death himself will offer you a 
  bargain. Take it and stabilize or refuse 
  and pass beyond the Black Gates into 
  whatever fate awaits you. 
   
  
  On 6-, your fate is sealed. You’re 
  marked as Death’s own and you’ll cross 
  the threshold soon. The GM will tell 
  you when.
  VENTURE OUT
  When you venture out into perilous or 
  unfamiliar territory, select a character to 
  act as guide. Then, indicate the route you’d 
  like to take and, if appropriate, a destination. 
  Then, the guide rolls+WIS. On a 10+ you 
  arrive just fine, and they describe the most 
  memorable part of the journey. On a 7-9, you 
  survive the journey, but choose two:
   
  
  Someone or something has followed 
  you to your destination, ask the GM 
  what it is.
   
  
  Roll 1d4+1; the party as a whole must 
  discard that many uses of equipment 
  or pieces or gear. For each piece 
  discarded, ask that player how it got 
  lost or used up.
   
  
  It’s been a slog. it took longer than 
  you expected and you’re all minus 1 
  ongoing until you Settle In.
  On a miss, your trip is interrupted part way 
  by a danger, crisis, or hazard. Ask the GM to 
  tell you what it is.
  
  Aid or Interfere
  When you help or hinder someone, say 
  how you do so and roll with that stat. On 
  a hit, they take +1 or -2, your choice. On 
  a 7-9 you also expose yourself to danger, 
  retribution, or cost.
  Discern Realities
  When you closely study a situation or 
  person, roll+WIS. On a 10+, ask the GM 
  3 questions from the list below. On a 7-9, 
  ask 1. Take +1 Forward when acting on the 
  answers.
   
  
  What happened here recently?
   
  
  What is about to happen?
   
  
  What should I be on the lookout for?
   
  
  What here is useful or valuable to me?
   
  
  Who’s really in control here?
   
  
  What here is not as it appears?
  Hack & Slash
  When attacking 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.
  Basic Moves
  Occasionally your character’s actions will 
  trigger a move (such as Hack & Slash); 
  typically this will require a roll of 2 6-sided 
  die plus one of your ability scores. A 10+ is a 
  success; a 7-9 is a partial success; you do it, 
  but there’s a cost, compromise, harm, etc. A 
  6- is a miss; things don’t go well and the risk 
  turns out badly. 
  Volley
  When you take aim and shoot an enemy at 
  range, roll+DEX. On a 10+, you have a clear 
  shot - deal your damage. On a 7-9, choose 
  one in addition to dealing 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.
  Parley
  When you have leverage on a GM 
  character and manipulate them, roll+CHA. 
  Leverage is something they need or want. 
  On a hit, they ask you for something and 
  do it if you make them a promise first. On a 
  7-9, they need some concrete assurance of 
  your promise, right now.
  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 also 
  ask you “How do you know this?” Tell them 
  the truth, now.
  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 them.
   
  
  Deal your STR in damage (plus any 
  weapon or ability bonuses).
  Defy Danger
  When you act despite an imminent threat, 
  or suffer a calamity, say what you do and 
  roll...
  ... 
  +STR to employ brute force. 
  ... 
  +DEX to act with speed or finesse. 
  ... 
  +CON to endure or hold steady. 
  ... 
  +INT to think fast or employ expertise. 
  ... 
  +WIS to apply senses or fortitude. 
  ... 
  +CHA to use charm, subterfuge, grace.
  On a 10+, you do what you set out to do and 
  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.
  Adventuring Moves
  SETTLE IN
  When you settle in to rest, decide on a 
  watch order with your allies. Then, answer 
  the following:
   
  
  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 any “yes” answer, mark 1 XP. Finally, 
  when you wake after a good night’s sleep, 
  heal an amount of HP equal to half of your 
  maximum. 
  TAKE WATCH
  When you’re on watch and something 
  approaches the camp, roll+WIS. On a 10+, 
  you’re able to wake the camp and prepare 
  a response, everyone in the camp takes +1 
  Forward. On a 7–9, you react just a moment 
  too late; your companions in camp are 
  awake but haven’t had time to prepare. They 
  have weapons and armor but little else. On a 
  miss, whatever lurks outside the campfire’s 
  light has the drop on you.
  SUPPLY
  When you go to buy an item, equipment or 
  weapon, roll+CHA. On a 10+, you find what 
  you’re looking for and can easily afford it. 
  On a 7-9, you’ll have to pay more or settle 
  for something that’s not exactly what you 
  wanted, but close. The GM will tell you what 
  your options are.
  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.
  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+nothing.
   
  
  On a 10+, you’ve cheated Death—you’re 
  in a bad spot but you’re still alive. 
   
  
  On a 7-9, Death himself will offer you a 
  bargain. Take it and stabilize or refuse 
  and pass beyond the Black Gates into 
  whatever fate awaits you. 
   
  
  On 6-, your fate is sealed. You’re 
  marked as Death’s own and you’ll cross 
  the threshold soon. The GM will tell 
  you when.
  VENTURE OUT
  When you venture out into perilous or 
  unfamiliar territory, select a character to 
  act as guide. Then, indicate the route you’d 
  like to take and, if appropriate, a destination. 
  Then, the guide rolls+WIS. On a 10+ you 
  arrive just fine, and they describe the most 
  memorable part of the journey. On a 7-9, you 
  survive the journey, but choose two:
   
  
  Someone or something has followed 
  you to your destination, ask the GM 
  what it is.
   
  
  Roll 1d4+1; the party as a whole must 
  discard that many uses of equipment 
  or pieces or gear. For each piece 
  discarded, ask that player how it got 
  lost or used up.
   
  
  It’s been a slog. it took longer than 
  you expected and you’re all minus 1 
  ongoing until you Settle In.
  On a miss, your trip is interrupted part way 
  by a danger, crisis, or hazard. Ask the GM to 
  tell you what it is.
  
  Aid or Interfere
  When you help or hinder someone, say 
  how you do so and roll with that stat. On 
  a hit, they take +1 or -2, your choice. On 
  a 7-9 you also expose yourself to danger, 
  retribution, or cost.
  Discern Realities
  When you closely study a situation or 
  person, roll+WIS. On a 10+, ask the GM 
  3 questions from the list below. On a 7-9, 
  ask 1. Take +1 Forward when acting on the 
  answers.
   
  
  What happened here recently?
   
  
  What is about to happen?
   
  
  What should I be on the lookout for?
   
  
  What here is useful or valuable to me?
   
  
  Who’s really in control here?
   
  
  What here is not as it appears?
  Hack & Slash
  When attacking 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.
  Basic Moves
  Occasionally your character’s actions will 
  trigger a move (such as Hack & Slash); 
  typically this will require a roll of 2 6-sided 
  die plus one of your ability scores. A 10+ is a 
  success; a 7-9 is a partial success; you do it, 
  but there’s a cost, compromise, harm, etc. A 
  6- is a miss; things don’t go well and the risk 
  turns out badly. 
  Volley
  When you take aim and shoot an enemy at 
  range, roll+DEX. On a 10+, you have a clear 
  shot - deal your damage. On a 7-9, choose 
  one in addition to dealing 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.
  Parley
  When you have leverage on a GM 
  character and manipulate them, roll+CHA. 
  Leverage is something they need or want. 
  On a hit, they ask you for something and 
  do it if you make them a promise first. On a 
  7-9, they need some concrete assurance of 
  your promise, right now.
  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 also 
  ask you “How do you know this?” Tell them 
  the truth, now.
  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 them.
   
  
  Deal your STR in damage (plus any 
  weapon or ability bonuses).
  Defy Danger
  When you act despite an imminent threat, 
  or suffer a calamity, say what you do and 
  roll...
  ... 
  +STR to employ brute force. 
  ... 
  +DEX to act with speed or finesse. 
  ... 
  +CON to endure or hold steady. 
  ... 
  +INT to think fast or employ expertise. 
  ... 
  +WIS to apply senses or fortitude. 
  ... 
  +CHA to use charm, subterfuge, grace.
  On a 10+, you do what you set out to do and 
  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.
  Adventuring Moves
  SETTLE IN
  When you settle in to rest, decide on a 
  watch order with your allies. Then, answer 
  the following:
   
  
  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 any “yes” answer, mark 1 XP. Finally, 
  when you wake after a good night’s sleep, 
  heal an amount of HP equal to half of your 
  maximum. 
  TAKE WATCH
  When you’re on watch and something 
  approaches the camp, roll+WIS. On a 10+, 
  you’re able to wake the camp and prepare 
  a response, everyone in the camp takes +1 
  Forward. On a 7–9, you react just a moment 
  too late; your companions in camp are 
  awake but haven’t had time to prepare. They 
  have weapons and armor but little else. On a 
  miss, whatever lurks outside the campfire’s 
  light has the drop on you.
  SUPPLY
  When you go to buy an item, equipment or 
  weapon, roll+CHA. On a 10+, you find what 
  you’re looking for and can easily afford it. 
  On a 7-9, you’ll have to pay more or settle 
  for something that’s not exactly what you 
  wanted, but close. The GM will tell you what 
  your options are.
  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.
  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+nothing.
   
  
  On a 10+, you’ve cheated Death—you’re 
  in a bad spot but you’re still alive. 
   
  
  On a 7-9, Death himself will offer you a 
  bargain. Take it and stabilize or refuse 
  and pass beyond the Black Gates into 
  whatever fate awaits you. 
   
  
  On 6-, your fate is sealed. You’re 
  marked as Death’s own and you’ll cross 
  the threshold soon. The GM will tell 
  you when.
  VENTURE OUT
  When you venture out into perilous or 
  unfamiliar territory, select a character to 
  act as guide. Then, indicate the route you’d 
  like to take and, if appropriate, a destination. 
  Then, the guide rolls+WIS. On a 10+ you 
  arrive just fine, and they describe the most 
  memorable part of the journey. On a 7-9, you 
  survive the journey, but choose two:
   
  
  Someone or something has followed 
  you to your destination, ask the GM 
  what it is.
   
  
  Roll 1d4+1; the party as a whole must 
  discard that many uses of equipment 
  or pieces or gear. For each piece 
  discarded, ask that player how it got 
  lost or used up.
   
  
  It’s been a slog. it took longer than 
  you expected and you’re all minus 1 
  ongoing until you Settle In.
  On a miss, your trip is interrupted part way 
  by a danger, crisis, or hazard. Ask the GM to 
  tell you what it is.
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/One Shot World/OSW_Playbooks.pdf