TEXT: lay the foundation
  The first session of a Freebooters campaign consists of  creating the setting collaboratively, 
  rolling up characters. and embarking on your first adventure. Make sure you have the fol-
  lowing on hand:
  • Pencils
  • Dice: plenty of d6 ond d12s, along with some d4s, d8s, and d10s
  • Blank paper
  • At least 2 copies of each playbook
  Everyone should grab a pencil. Choose one person to take notes on one of the blank 
  sheets of paper.  Set another sheet in the middle of the table so everyone can reach it; this 
  will be your map.
  1   Introduce the concept of the game. Before you start the world creation process, 
     make sure that everyone knows what they’re getting into. Read the following 
  introductory text, or—better yet—paraphrase it in your own words.
  At the edge of civilized lands lies the wild frontier, a vast and perilous wilderness full of deadly 
  monsters, ancient wonders, and—if the stories hold true—great wealth. You are a band of trea-
  sure hunters, misfits and outcasts considered unhinged by most folks because you seek to venture 
  into that wilderness. They think you’re crazy, but who wants a life of drudgery ordained by the 
  ruling class? You’re willing to risk everything for some of that legendary treasure, because with 
  enough of it socked away, you’ll be able to retire in comfort. 
  You’re not heroes—not yet. You’re hardscrabble adventurers. Just scraping by at the moment, but 
  if you keep your tinderbox dry, your knife sharp, and your wits about you, there may be a manor 
  house in your future. If you're not careful, though, your bones will join those of other foolhardy 
  fortune-hunters who dared the wilds.
  In other words, the tone of Freebooters on the Frontier is gritty and unforgiving, with 
  character death a real possibility. Once everyone is on board with this basic premise, you’re 
  ready to lay the groundwork for the dangerous and wondrous world which your characters 
  will call home.
  2   Determine playable species. Most fantasy RPGs follow an established conven-
     tion when it comes to types of people in the world: humans, dwarves, halflings, 
  elves, orcs, goblins, etc. Decide whether you’ll abide by this standard or make up your 
  own species. The advantages to using established standards are that everyone starts with 
  basic assumptions about the different species, and these rules were written taking those 
  standards into account. The advantages to making up your own are that you’ll feel more 
  invested in them, and the world will feel more special to your group. The main drawback 
  to the latter approach is that it’ll take a bit more work to develop the details of your 
  invented species. Also note that, even if you go the conventional route, you’ll have the op-
  portunity to define the different species in ways unique to your world. [Rules for creating 
  custom species to come]    
   
  3   Establish naming conventions. Next, agree upon a linguistic basis for proper 
     nouns in your game. By default you can go with plain English for everything, but 
  for more flavor you may wish to assign a different real-world language to each distinct 
  culture in your setting. Using online name generators and translation tools, you’ll be able 
  to give names to characters and places that will have a consistent ring to them. When 
  naming places, just start with a one- or two-word description in plain English before 
  translating. Edit all results to suit your taste.
  For instance, my group decides that since dwarves in our world live in a mountainous, 
  cold region, we’ll use Finnish as the linguistic basis for proper nouns in dwarf culture. 
  We then decide to use Hungarian for the main human and halfling tongues, and Yoruba 
  for the elves. Using an online name generator, we get dwarf names like Jouni and Toivo; 
  human/halfling names like Miksa and Sándor; and elf names like Omayeni and Dayo. 
  Then, using a translation tool, we find that the dwarf capital of “High Home” translates to 
  Korkea Koti; the halfling tradition of the “Summer Feast” translates to Nyári Unnep; and 
  the “Moon Tower” in elven lands is called Osupa Oso in the elven tongue.
  4   Set the tone. [More to come]       
  
  roll up a character
  To create a new character, follow these steps. When told to “choose or roll,” go with the 
  option that best suits the tone of your campaign, as established during setting creation. 
  1   Choose or roll your class (see table at right), and grab a 
       copy of the corresponding playbook.
  2   Choose or roll your heritage, according to your class, 
       using the table below. Record the result along with the 
  associated heritage move in the “Heritage” area on the first 
  page of your playbook.
  3   Roll your ability scores. Roll 3d6 for each ability listed 
       in the right-hand column on the front of your playbook, 
  in order: Strength, Constitution, Dexterity, Intelligence, Wisdom, Charisma, and Luck. 
  Write the total for each score in the box labeled “max.” Write lightly in pencil, because 
  some numbers might get moved around.
  4   Swap ability scores. Switch any one ability score with any one other score. You’ll 
       usually want to put your highest score in an ability that will be useful to your class 
  (see useful abilities key, opposite).
  5   Apply your heritage bonus. If you’re human, increase any two different abilities by 
       1 point each. If you’re not human, you may do the same, or increase a single ability 
  score by 2 points. You may only increased favored abilities according to your heritage, as 
  indicated by the key on the opposite page. No ability score may be raised above 18.
  6   Set your ability modifiers. Consult the ability modifier table (opposite, and in-
       cluded on the front page of your playbook). Record each ability’s modifier in the 
  “modifier” brackets running down the right side of the front page of your playbook.
  7   Roll your hit points. The 
       “Hit Die” area at the bottom 
  of the front page of your playbook 
  indicates which die you’ll use for 
  rolling hit points. Roll your hit die 
  now and add your CON (the Con-
  stitution modifier you determined 
  in step 6, not your full Constitu-
  tion score) to the result. A total of 
  less than 1 is treated as 1. Write 
  the total in the box labeled “max” 
  in the Hit Points area of your play-
  book. You may at this point burn 
  1 point of Luck (see page XX) to 
  increase your HP by 1.
  8   Choose or roll your align-
       ment, according to your 
  class, using the table below. Record 
  the result in the area provided on 
  the front page of your playbook. 
  In that same area, write down 
  the alignment goal associated 
  with your alignment. Also note 
  the number of virtues and vices 
  assigned to you based on your 
  alignment; these come into play on 
  the next step. 
  class
  1d12 class
  1-6
  fighter
  7-9
  thief
  10-11 cleric
  12
  magic-user
  character heritage
  fighter/cleric
  thief
  magic-user
  1d12 heritage
  1d12 heritage
  1d12 heritage
  1-7
  human
  1-7
  human
  1-8
  human
  8
  halfling
  8-10
  halfling
  9
  halfling
  9-11
  dwarf
  11
  dwarf
  10
  dwarf
  12
  elf
  12
  elf
  11-12 elf
  heritage move
  human
  When you Wrap Up, mark 1 additional XP.
  halfling When you eat an extra ration, take +1 forward.
  dwarf
  When you are underground, take +1 ongoing to Perceive.
  elf
  When you move, you have perfect balance and a feather-light step.
  ability key
  useful abilities
  fighter
  Strength, Constitution, Dexterity
  thief
  Dexterity, Intelligence, Luck
  cleric
  Wisdon, Charisma, Strength
  magic-user Intelligence, Constitution, Luck
  favored abilities
  human
  Any
  halfling
  Dexterity, Constitution, Luck
  dwarf
  Strength, Constitution, Wisdom
  elf
  Dexterity, Intelligence, Charisma
  ability modifiers
  score modifier
  3
  -3
  4-5
  -2
  6-8
  -1
  9-12
  0
  13-15 +1
  16-17 +2
  18
  +3
  character alignment
  fighter
  thief
  cleric
  magic-user
  1d12 alignment
  1d12 alignment
  1d12 alignment
  1d12 alignment
  1-2
  evil
  1-2
  evil
  1-2
  evil
  1-3
  evil
  3-5
  chaotic
  3-6
  chaotic
  3-5
  chaotic
  4-8
  chaotic
  6-8
  neutral
  7-10 neutral
  6-7
  neutral
  9
  neutral
  9-10 lawful
  11-12 good
  8-10 lawful
  10
  lawful
  11-12 good
  11-12 good
  11-12 good
  alignment goal & trait assignment
  alignment
  alignment goal
  virtues vices
  evil
  Inflict harm on another for personal gain.
  0
  3
  chaotic
  Disrupt a prevailing order.
  1
  2
  neutral
  Correct an imbalance.
  1
  1
  lawful
  Impose order over confusion or chaos.
  2
  1
  good
  Help those in need at your own expense.
  3
  0
  
  9   Roll your traits. Referring to the 
       trait table at right, roll a number of 
  virtues and vices dictated by our align-
  ment. Record the results in the “Traits” 
  area on the first page of your playbook. 
  These adjectives encourage you to play your 
  certain ways, but you’re not required to do 
  so. Each time you Level Up, you’ll have the 
  opportunity to change a trait.
  10   Roll your appearance. Using the 
       column for your class on the table 
  on the opposite page, roll up 3 physical 
  details for your character. You may choose 
  your apparent gender or use the result of 
  your first roll to determine it (even=female, 
  odd=male, doubles=nonbinary/ambigu-
  ous). Then, drop 1 physical detail if you 
  wish, and summarize your appearance in 
  the appropriate area on the front page of 
  your playbook. These are meant to get you 
  thinking—embellish and add more details 
  as you wish. 
  traits
  1d100 virtue
  vice
  01-02
  ambitious
  addict
  03-04
  benevolent
  aggressive
  05-06
  bold
  alcoholic
  07-08
  brave
  antagonistic
  09-10
  charitable
  arrogant
  11-12
  chaste
  boastful
  13-14
  cautious
  cheater
  15-16
  compassionate
  covetous
  17-18
  confident
  cowardly
  19-20
  considerate
  cruel
  21-22
  cooperative
  decadent
  23-24
  courteous
  deceitful
  25-26
  creative
  disloyal
  27-28
  curious
  doubtful
  29-30
  daring
  egotistical
  31-32
  defiant
  envious
  33-34
  dependable
  gluttonous
  35-36
  determined
  greedy
  37-38
  disciplined
  hasty
  39-40
  enthusiastic
  hedonist
  41-42
  fair
  impatient
  43-44
  focused
  inflexible
  45-46
  forgiving
  irritable
  47-48
  friendly
  lazy
  49-50
  frugal
  lewd
  51-52
  funny
  liar
  53-54
  generous
  lustful
  55-56
  gregarious
  mad
  57-58
  helpful
  malicious
  59-60
  honest
  manipulative
  61-62
  honorable
  merciless
  63-64
  hopeful
  moody
  65-66
  humble
  murderous
  67-68
  idealistic
  obsessive
  69-70
  just
  petulant
  71-72
  kind
  prejudiced
  73-74
  loving
  reckless
  75-76
  loyal
  resentful
  77-78
  merciful
  rude
  79-80
  orderly
  ruthless
  81-82
  patient
  self-pitying
  83-84
  persistent
  selfish
  85-86
  pious
  snobbish
  87-88
  resourceful
  stingy
  89-90
  respectful
  stubborn
  91-92
  responsible
  vain
  93-94
  selfless
  vengeful
  95-96
  steadfast
  wasteful
  97-98
  tactful
  wrathful
  99-100 tolerant
  zealous
  appearance
  1d100
  fighter
  thief
  cleric
  magic-user
  01-02
  big feet
  broken nose
  big feet
  acid scars
  03-04
  big mouth
  chin whiskers
  blazing eyes
  aged
  05-06
  braids
  clean-shaven
  bright eyes
  bald
  07-08
  broad shoulders
  clear-eyed
  bushy eyebrows
  black teeth
  09-10
  broken nose
  crooked teeth
  clean-shaven
  booming voice
  11-12
  chiseled
  curly hair
  clear-eyed
  burn scars
  13-14
  clear-eyed
  dark skin
  cleft chin
  bushy eyebrows
  15-16
  cleft chin
  deep voice
  crooked teeth
  chin whiskers
  17-18
  crooked teeth
  disfigured
  curly hair
  crooked teeth
  19-20
  curly hair
  disheveled
  dandruff
  curly hair
  21-22
  dark skin
  gap-toothed
  dark skin
  dark skin
  23-24
  deep voice
  gaunt
  deep voice
  discolored skin
  25-26
  gap-toothed
  goatee
  flagellant scars
  disfigured
  27-28
  goatee
  hirsute
  gaunt
  forked tongue
  29-30
  grubby
  lazy eye
  goatee
  gaunt
  31-32
  high cheekbones
  limp
  gray hair
  glowing eyes
  33-34
  hirsute
  little mouth
  heavyset
  gnarled hands
  35-36
  lantern jaw
  long fingers
  haunted eyes
  goatee
  37-38
  large ears
  matted hair
  high forehead
  gray hair
  39-40
  large hands
  missing eye
  hirsute
  haggard
  41-42
  large head
  missing finger
  large hands
  hairless
  43-44
  long-legged
  missing teeth
  long beard
  high forehead
  45-46
  matted hair
  narrowed eyes
  missing teeth
  hooded eyes
  47-48
  missing ear
  notable chin
  notable nose
  hunchback
  49-50
  missing eye
  notable nose
  notable smell
  limp
  51-52
  missing finger
  overbite
  pale skin
  long beard
  53-54
  missing teeth
  pale skin
  perfect posture
  long fingernails
  55-56
  notable facial hair
  pencil mustache
  piercing gaze
  long hair
  57-58
  notable nose
  perfect posture
  pockmarked
  lumpy skull
  59-60
  notable smell
  pockmarked
  ragged
  mismatched eyes
  61-62
  perfect posture
  pointy chin
  rosy cheeks
  missing teeth
  63-64
  pockmarked
  poor posture
  scarred
  no eyebrows
  65-66
  raspy voice
  raspy voice
  shaved head
  oily skin
  67-68
  rosy cheeks
  red-rimmed eyes
  shining eyes
  pale skin
  69-70
  scarred
  scarred
  smelly
  piercing gaze
  71-72
  squinting gaze
  scruffy
  smiling
  pockmarked
  73-74
  tattoos
  shifty eyes
  square chin
  raspy voice
  75-76
  shaved head
  small hands
  square-shouldered
  sallow
  77-78
  smelly
  smelly
  strange marks
  scarred
  79-80
  smiling
  squint
  stubble
  skeletal hands
  81-82
  squint
  stubble
  tattoos
  smelly
  83-84
  steely gaze
  stubby fingers
  thundering voice
  strange marks
  85-86
  stubble
  tattoos
  tonsure
  striking nose
  87-88
  tattoos
  twitchy
  unblinking gaze
  sunken eyes
  89-90
  unibrow
  unsmiling
  unwashed
  tattoos
  91-92
  unsmiling
  unwashed
  warty
  terrible posture
  93-94
  well-scrubbed
  well-groomed
  well-fed
  warty
  95-96
  wild hair
  whispery voice
  well-scrubbed
  white hair
  97-98
  youthful
  widow’s peak
  wild-eyed
  wild hair
  99-100 roll on thief
  roll on magic-user
  roll on fighter
  widow’s peak
  illo of a crowd of diverse characters
  strretching across page spread,
  behind tables
  
  11   Review your class moves. Open your playbook and read over the left-hand page to 
       familiarize yourself with the special things your class can do, and make any deci-
  sions required. If you’re a fighter, choose your signature weapon from those listed in the 
  melee weapon or ranged weapon sections of the Marketplace (pXX). If you're a wizard, 
  roll up the names of your spells using the spell name table on page XX.
  12   Determine your capacity. On the back page of your playbook, under the first box 
       in the “Capacity” area, you’ll see a notation that looks like “STR +X.” Add your 
  STR (Strength modifier) to the number indicated, and enter the result in the box. This is 
  an abstract measure of how much weight you can carry before you are hindered.
  13   Take inventory. To determine what stuff you start with, use the starting gear 
       guide on page XX. Record your gear in the space provided on the back page of your 
  playbook, noting any relevant details (weight, tags, etc.). Refer to the Marketplace list on 
  page XX for item details.
  14   Go shopping. Roll 2d6 and add the total to your Luck score (not LUC). If you’re 
       not a thief, you start with this many silver pieces (sp). If you are a thief, you start 
  with twice this amount. Write the number down on the pouch on the back page of your 
  playbook. Then, you may use these starting funds to purchase items from the Marketplace. 
  This part may take a few minutes as you discuss plans with your fellow freebooters and 
  consider what supplies you might need for your first foray into the unknown.
  15   Name thyself. During setting creation, you and/or the Judge established what sort 
       of naming conventions will be used for the campaign. Name your character accord-
  ing to that decision—make something up, use an online generator, or roll on the name 
  tables provided on pages XX-XX. Then, fold an index card in half, write your character’s 
  name on one half, and “tent” the card on the table in front of you with the name facing 
  out so that everyone can remember at a glance what to call you.
  16   Introduce thyself. Take turns with the other players describing your characters. 
       Ask the other players questions about the attitude and appearance of their charac-
  ters so that you can build a mental image of each. If you feel inclined, draw a portrait of 
  yours in the area provided on the front page of your playbook. 
  17   See the frontier. The cast of main characters is now complete; you should have 
       a ragtag band of freebooters, hungry for treasure. The only thing left to do is invent 
  the world laden with booty! Follow the directions in the “See the Frontier” section, start-
  ing on page XX.
   
  illo of characters shopping, trying on gear, introducing themselves, etc.
  
  spell name
  Roll 1d12 for spell name template, then 1d100 for each part.
  1d12 spell name template
  1d12 spell name template
  1-2
  [element] [form]
  9
  [wizard’s name]’s [adjective] [form]
  3-4
  [adjective] [form]
  10
  [wizard’s name]’s [adjective] [element]
  5-6
  [adjective] [element]
  11
  [wizard’s name]’s [form] of [element]
  7
  [form] of [element]
  12
  [wizard’s name]’s [element] [form]
  8
  [form] of [adjective] [element]
  1d100 form
  element
  adjective
  wiz.name 1
  wiz. name 2
  01
  Armor
  Acid
  All-Knowing
  A-
  -ak
  02
  Arrow
  Aether
  All-Seeing
  Ab-
  -alto
  03
  Aura
  Air
  Arcane
  Aga-
  -ana
  04
  Bane
  Anger
  Befuddling
  Alha-
  -anti
  05
  Beast
  Ash
  Binding
  Appol-
  -aris
  06
  Blade
  Avarice
  Black
  Apu-
  -ark
  07
  Blast
  Balance
  Blazing
  Arne-
  -asta
  08
  Blessing
  Blight
  Blinding
  Asmo-
  -balia
  09
  Blob
  Blood
  Bloody
  Baha-
  -bus
  10
  Blood
  Bone
  Bright
  Bal-
  -by
  11
  Bolt
  Bones
  Cacophonous
  Barba-
  -cas
  12
  Bond
  Brimstone
  Cerulean
  Bol-
  -ce
  13
  Boon
  Clay
  Concealing
  By-
  -derol
  14
  Brain
  Cloud
  Confusing
  Can-
  -deus
  15
  Burst
  Copper
  Consuming
  Cinni-
  -din
  16
  Call
  Cosmos
  Crimson
  Cir-
  -dok
  17
  Charm
  Dark
  Damnable
  Cyn-
  -dor
  18
  Circle
  Death
  Dark
  Cyto-
  -dred
  19
  Claw
  Deceit
  Deflecting
  Dar-
  -driar
  20
  Cloak
  Despair
  Delicate
  Darg-
  -dula
  21
  Cone
  Destiny
  Demonic
  De-
  -dun
  22
  Crown
  Dimension
  Devastating
  Des-
  -dustin
  23
  Cube
  Doom
  Devilish
  Dra-
  -er
  24
  Cup
  Dust
  Diminishing
  Dul-
  -fant
  25
  Curse
  Earth
  Draining
  Elez-
  -fia
  26
  Dagger
  Ember
  Eldritch
  Ely-
  -fonse
  27
  Dart
  Energy
  Empowering
  Ez-
  -gad
  28
  Demon
  Envy
  Enlightening
  Fal-
  -gax
  29
  Disturbance
  Fear
  Ensorcelling
  Faral-
  -glana
  30
  Door
  Fire
  Entangling
  Flo-
  -goria
  31
  Eye
  Fog
  Enveloping
  Fol-
  -goth
  32
  Eyes
  Force
  Erratic
  Gaili-
  -heer
  33
  Face
  Fury
  Evil
  Garg-
  -houlik
  34
  Fang
  Glory
  Excruciating
  Gast-
  -ia
  35
  Feast
  Gluttony
  Expanding
  Gil-
  -iala
  36
  Finger
  Gold
  Extra-Planar
  Gy-
  -iana
  37
  Fissure
  Greed
  Fearsome
  Haz-
  -ingar
  38
  Fist
  Hate
  Flaming
  Heca-
  -ista
  39
  Gate
  Hatred
  Floating
  Her-
  -jan
  40
  Gaze
  Health
  Freezing
  Hog-
  -jobulon
  41
  Glamer
  Heat
  Glittering
  Hur-
  -kan
  42
  Globe
  History
  Gyrating
  I-
  -kang
  43
  Golem
  Hope
  Helpful
  Ik-
  -konn
  44
  Guard
  Ice
  Hindering
  Ilde-
  -lah
  1d100 form
  element
  adjective
  wiz.name 1
  wiz. name 2
  46
  Guise
  Justice
  Illusory
  Jas-
  -leo
  47
  Halo
  Knowledge
  Incredible
  Jir-
  -leou
  48
  Hammer
  Lead
  Inescapable
  Ju-
  -lin
  49
  Hand
  Lies
  Ingenious
  Krak-
  -lonia
  50
  Heart
  Life
  Instant
  Kul-
  -lonius
  51
  Helm
  Light
  Invigorating
  Laf-
  -loo
  52
  Horn
  Lightning
  Invisible
  Long-
  -lume
  53
  Lock
  Lore
  Invulnerable
  Ma-
  -ma
  54
  Mantle
  Love
  Liberating
  Mer-
  -mas
  55
  Mark
  Lust
  Maddening
  Mercu-
  -mast
  56
  Memory
  Metal
  Magnificent
  Mor-
  -mia
  57
  Mind
  Might
  Many-Colored
  Mune-
  -miel
  58
  Mouth
  Mist
  Mighty
  Munno
  -motto
  59
  Noose
  Moon
  Most Excellent
  Murz-
  -moulian
  60
  Oath
  Mud
  Omnipotent
  Naf-
  -mut
  61
  Oracle
  Nature
  Oozing
  O-
  -nak
  62
  Pattern
  Oil
  Penultimate
  Osh
  -nia
  63
  Pet
  Pain
  Pestilential
  Pande-
  -nish
  64
  Pillar
  Perception
  Piercing
  Pander-
  -nob
  65
  Pocket
  Plane
  Poisonous
  Par-
  -o
  66
  Portal
  Plant
  Prismatic
  Per-
  -ol
  67
  Pyramid
  Poison
  Raging
  Quel-
  -ool
  68
  Ray
  Quicksilver
  Rejuvenating
  Ra-
  -pa
  69
  Rune
  Revulsion
  Restorative
  Ragga-
  -pheus
  70
  Scream
  Rot
  Screaming
  Rhi-
  -phim
  71
  Seal
  Salt
  Sensitive
  Satan-
  -por
  72
  Sentinel
  Shadow
  Shimmering
  Satur-
  -quint
  73
  Servant
  Sight
  Shining
  Semi-
  -ramis
  74
  Shaft
  Silver
  Silent
  Sera-
  -rezzin
  75
  Shield
  Smoke
  Sleeping
  She-
  -ro
  76
  Sigil
  Soil
  Slow
  Shrue-
  -rrak
  77
  Sign
  Soul
  Smoking
  Sloo-
  -ry
  78
  Song
  Souls
  Sorcerer’s
  Sol-
  -sira
  79
  Spear
  Sound
  Strange
  T’-
  -sta
  80
  Spell
  Spirit
  Stupefying
  Tcha-
  -te
  81
  Sphere
  Stars
  Terrible
  Tol-
  -teria
  82
  Spray
  Steam
  Thirsty
  Tub-
  -thakk
  83
  Staff
  Steel
  Thundering
  Tur-
  -thalon
  84
  Storm
  Stone
  Trans-dimensional U-
  -tine
  85
  Strike
  Storm
  Transmuting
  Vag-
  -toomb
  86
  Sword
  Sun
  Ultimate
  Val-
  -torr
  87
  Tendril
  Terror
  Uncontrollable
  Vance-
  -troya
  88
  Tongue
  Time
  Unseen
  Ver-
  -tur
  89
  Tooth
  Treasure
  Unstoppable
  Vish-
  -tuva
  90
  Trap
  Truth
  Untiring
  Wa-
  -u
  91
  Veil
  Vanity
  Vengeful
  Win-
  -valva
  92
  Voice
  Venom
  Vexing
  Xa-
  -vance
  93
  Wall
  Vermin
  Violent
  Yu-
  -vilk
  94
  Ward
  Void
  Violet
  Za-
  -wink
  95
  Wave
  Water
  Viridian
  Zal-
  -xa
  96
  Weapon
  Will
  Voracious
  Zan-
  -yop
  97
  Weave
  Wind
  Weakening
  Zili-
  -zant
  98
  Whisper
  Wisdom
  White
  Zim-
  -zark
  99
  Wings
  Wood
  Wondrous
  Zuur-
  -zirian
  100
  Word
  Youth
  Yellow
  Zza-
  -zred
  
  random item
  1d100
  item
  1d100
  item
  01
  abacus (5 sp)
  51
  heirloom walking stick
  02
  bag of salt (5 sp)
  52
  herbs & poultices (10 sp)
  03
  battered helmet (2 sp)
  53
  hoe (2 sp)
  04
  battered shield (18 sp)
  54
  holy symbol (1d6 sp)
  05
  broken sword
  55
  horse
  06
  bestiary (5 sp)
  56
  hourglass (12 sp)
  07
  bird cage & pet bird (4 sp)
  57
  hunting dog (15 sp)
  08
  book (8 sp, specify subject)
  58
  huntsman’s horn (2 sp)
  09
  bottle of perfume (1d4 sp)
  59
  iron shackles
  10
  box of candles (2 sp)
  60
  jar containing pickled monster part
  11
  bucket of pitch (1 sp, 1 wt))
  61
  jar of narcotic (10 sp)
  12
  bundle of furs (1d6x10 sp, 3 wt)
  62
  lute (10 sp)
  13
  cask of grog (4 sp, 2 wt)
  63
  music box (12 sp)
  14
  cast iron pot (2 sp, 1 wt)
  64
  nautical chart
  15
  cheap jewelry/locket (1d4 sp)
  65
  notable cloak/robes
  16
  child’s doll (1 sp)
  66
  notable gloves/gauntlets
  17
  clay jar of honey (3 sp, 0 wt)
  67
  notable hat/cap/hood/helmet
  18
  clay pipe & bag of tobacco (3 sp)
  68
  notable shoes/boots/sandals
  19
  clay pot of lard 
  69
  ocarina/flute (6 sp)
  20
  coded message
  70
  pet mouse/rat/cat/snake/crow
  21
  coin pouch (holding 3d6sp)
  71
  piece of jewelry (1d6x5 sp)
  22
  copper lantern & lamp oil (21sp)
  72
  pitchfork
  23
  cow (30 sp)
  73
  pouch of bandages
  24
  crate of wine (25 sp, 4 wt)
  74
  pouch of gold dust (1d10 sp)
  25
  donkey (25 sp)
  75
  pouch of knucklebones
  26
  eyepatch
  76
  prayer book
  27
  fancy belt/girdle (5 sp)
  77
  preserved monster paw
  28
  fine dwarven hammer & chisel (6 sp)
  78
  promissory note
  29
  fine dwarven warhammer (24 sp)
  79
  retainer/sidekick (roll NPC)
  30
  fine elven quiver & arrows (16 sp)
  80
  rope (50’) & grappling hook
  31
  fine elven shortbow (32 sp)
  81
  rusty key
  32
  fine leather armor (60 sp)
  82
  sack of grain (2 wt)
  33
  fine whetstone (2 sp)
  83
  sack of jerky (1d6 rations, 1 wt)
  34
  fishing net (4 sp)
  84
  shiny stone
  35
  fishing pole & basket (4 sp)
  85
  signet ring (1d4x10 sp)
  36
  flask of home remedy
  86
  skeleton key
  37
  flawed gemstone (1d4x5 sp)
  87
  small drum (2 sp)
  38
  fur-lined cloak (6 sp)
  88
  small humanoid skull
  39
  gardening tools (5 sp)
  89
  soapstone idol
  40
  good luck charm
  90
  spell scroll (must be deciphered)
  41
  hand mirror (3 sp)
  91
  strange egg
  42
  hand of glory (8 sp)
  92
  taxidermied creature
  43
  handful of strange seeds
  93
  tinderbox & 1d6 torches
  44
  handsaw (3 sp)
  94
  tinker’s kit (4 sp)
  45
  hatchet (10 sp)
  95
  traveling trunk (4 wt when full)
  46
  heirloom banner (2d6 sp, 1 wt)
  96
  treasure map
  47
  heirloom chalice (1d12 sp)
  97
  vial of strange fluid
  48
  heirloom healer’s kit (24 sp)
  98
  wanted poster
  49
  heirloom shield w/coat of arms (25 sp)
  99
  wooden figurine
  50
  heirloom sword (18 sp)
  100
  wooden mask
  starting gear
  Record each item and its listed weight (wt) as indicated by your class, below. Roll 
  your random item using the table opposite.
  fighter
  You start with your favored weapon (as chosen in step 11; see the Marketplace on 
  page X for its weight), 1 random item, a backpack (wt 0), waterskin (wt 0), rations 
  (1d6 uses, wt 0), a knife (wt 0), and 1 thing from each of the following tables:
  1d6 garb
  wt
  1d6 armor
  wt
  1d6 other item
  wt
  1-3 poor clothes
  0
  1-2 leather armor
  1
  1-3 buckler
  1
  4-6 common clothes
  0
  3-4 scale armor
  3
  4-5 shield
  2
  5-6 chainmail
  2
  6
  adventuring gear
  2
  thief
  You start with 1 random item, a backpack (wt 0), waterskin (wt 0), rations (1d6 
  uses, wt 0), a knife (wt 0), and 1 thing from each of the following tables:
  1d6 garb
  wt
  1d6 weapon
  wt
  1d6 other item
  wt
  1
  rags
  0
  1-2 dagger
  0
  1
  flint & steel
  0
  2-3 poor clothes
  0
  3
  blackjack/sap
  0
  2-3 lockpicks
  0
  4-5 common clothes
  0
  4
  club/cudgel
  1
  4-5 leather armor
  1
  6
  quality clothes
  0
  5
  shortsword
  1
  6
  adventuring gear
  2
  6
  sling
  0
  cleric
  You start with your holy symbol (as chosen in step 11; wt 0), 1 random item, a 
  backpack (wt 0), waterskin (wt 0), rations (1d6 uses, wt 0), and 1 thing from each 
  of the following tables:
  1d6 garb
  wt
  1d6 weapon
  wt
  1d6 other item
  wt
  1
  rags
  0
  1-2 knife or staff
  0/1
  1
  collection cup, 1d6sp 0
  2
  hooded tunic
  0
  3-4 dagger or club/cudgel 0/1
  2-3 holy book
  1
  3-5 cap & cassock
  0
  5
  mace or warhammer 1
  4-5 leather armor
  1
  6
  priestly vestments
  0
  6
  flail or spear
  2
  6
  chainmail
  2
  magic-user
  You start with your spellbook (wt 1), 1 random item, a shoulder bag (wt 0), water-
  skin (wt 0), rations (1d6 uses, wt 0), and 1 thing from each of the following tables:
  1d6 garb
  wt
  1d6 weapon
  wt
  1d6 other item
  wt
  1-3 shabby robes
  0
  1-2 knife
  0
  1
  antitoxin
  0
  3-5 common robes
  0
  3-5 staff
  1
  2-3 writing kit
  0
  6
  quality robes
  0
  6
  dagger
  0
  4-5 1d4 books
  1 ea.
  6
  1d6 uses of
  0
  spell components
  
  marketplace
  All prices listed are silver pieces (sp). Generally speaking, you can sell things at market for 
  half their listed value. If you want a better deal than that, you’ll need to Negotiate (pX).
  tags & terms
  awkward   difficult to use with grace and expediency
  burn      inflicts 1d6 damage on its victim periodically until extinguished
  close       target must be within a sword’s reach
  far        target must be within sight
  fine       well-crafted and worth twice the amount of its common equivalent
  forceful     can force a foe back
  hand      target must be within arm’s reach
  near      target must be within a stone’s throw
  precise     roll +DEX instead of +STR to Fight
  rare       hard to come by
  reach      target must be just beyond a sword’s reach
  reload     takes time to reload after each use
  slow      takes a while to take effect
  small      cannot protect against all attacks
  stun       may stun or knock out target when properly applied  
  throw     can be thrown effectively 
  worn      does not require hands to carry
  2h        Two-handed: requires two hands to wield in combat
  Ammo    an abstracted quantity of ammunition
  Duration   an abstracted length of time, to be marked off at Judge’s discretion
  Heal      the number of hit points restored by one use
  Pierce     amount of damage that ignores armor
  Power     amount of increase to casting power
  weapons . melee
  type
  cost
  damage
  wt
  tags/notes
  punch/kick
  -
  1
  -
  hand
  blackjack/sap
  3
  1
  0
  hand, stun
  staff
  6
  1d4
  1
  close, 2h
  knife
  6
  1d4
  0
  precise, hand
  hatchet
  10
  1d4
  1
  throw, close, near
  dagger
  12
  1d4
  0
  hand, precise, 1 pierce
  club/cudgel
  8
  1d6
  1
  close, stun
  mace
  12
  1d6
  1
  close, forceful, stun
  shortsword
  12
  1d6
  1
  close
  warhammer
  12
  1d6
  1
  close, 1 pierce
  pick
  18
  1d6
  1
  close, awkward, 2 pierce
  axe
  16
  1d8
  2
  close
  sword
  18
  1d8
  2
  close
  spear
  16
  1d8
  2
  throw, reach, near
  flail
  20
  1d8
  2
  close, forceful
  polearm
  24
  1d10
  3
  reach, awkward, 2h
  great hammer
  26
  1d10
  4
  close, forceful, rare, 2h
  great axe
  30
  1d10
  3
  close, rare, 2h
  great sword
  38
  1d10
  3
  close, reach, rare, 2h
  weapons . ranged
  type
  cost damage
  wt
  tags/notes
  throwing knife
  8
  1d4
  0
  throw, and, near, precise
  sling
  6
  1d4
  0
  near, far
  shortbow
  16
  1d6
  1
  near, far, 2h
  light crossbow
  20
  1d6
  1
  near, far, reload, 1 pierce, 2h
  longbow
  24
  1d8
  1
  near, far, 2h
  heavy crossbow
  30
  1d8
  1
  near, far, reload, 2 pierce, 2h
  ammunition
  type
  cost
  wt
  tags/notes
  slingstones
  1
  0
  3 ammo, ammunition, for sling
  arrows
  6
  0
  3 ammo, ammunition, for sling
  bolts
  16
  1
  3 ammo, ammunition, for sling
  armor & shields
  type
  cost
  wt
  tags/notes
  leather armor
  30
  1
  1 armor
  scale armor
  60
  3
  2 armor
  chainmail
  90
  2
  2 armor
  splint armor
  120
  4
  awkward, 3 armor
  plate armor
  200
  6
  awkward, rare, 4 armor
  buckler
  15
  1
  small, +1 armor
  shield
  25
  2
  +1 armor
  containers
  type
  cost wt tags/notes
  waterskin
  1
  0
  -
  belt pouch
  1
  0
  -
  large sack
  1
  0
  -
  shoulder bag
  2
  0
  -
  backpack
  5
  0
  -
  scrollcase
  2
  0
  -
  quiver
  4
  0
  -
  saddlebags
  7
  1
  -
  provisions
  type
  cost wt tags/notes
  rations
  3
  1
  5 uses
  spirits (1 pint)
  15
  0
  -
  grog (1 quart)
  1
  1
  -
  fine wine (1 pint)
  10
  0
  -
  poor meal
  1
  -
  feeds 3
  hearty meal
  1
  -
  -
  feast
  12
  -
  feeds 6
  clothing
  type
  cost wt tags/notes
  poor clothes
  1
  0
  worn
  common clothes
  3
  0
  worn
  quality clothes
  10
  0
  worn
  official vestment
  20
  0
  worn
  winter cloak
  5
  0
  worn
  exquisite clothes
  50
  0
  worn
  gear
  type
  cost wt tags/notes
  adventuring gear*
  20
  2
  5 uses
  rope
  3
  1
  50 feet
  animal snare
  2
  1
  -
  bedroll**
  2
  1
  -
  animal trap
  4
  1
  -
  finshing net
  4
  1
  -
  fishing pole
  3
  0
  -
  grappling hook
  7
  1
  -
  tent
  7
  3
  -
  illo of various pieces of gear
  * Each use of adventuring gear produces an item of situational utility worth 3sp or less.
  ** When you Pass the Night with a bedroll, heal 1 additional ability point or HP in the morning.
  
  illumination
  type
  cost
  wt
  tags/notes
  tinderbox
  3
  0
  includes flint, steel, tinder
  candles
  2
  0
  dim, 3 duration, 5 uses
  torches
  3
  1
  3 duration, 3 uses
  lantern
  15
  1
  5 duration, needs oil
  flask of lamp oil
  5
  1
  burn, fragile, 2 uses
  tools & supplies
  type
  cost
  wt
  tags/notes
  whetstone
  1
  0
  -
  prybar or shovel
  5
  2
  1d6 damage, close, awkward, 2h
  pole
  2
  1
  10' long
  lockpicks
  10
  0
  -
  writing kit
  10
  0
  -
  crafting tools
  20
  1
  specify craft
  mapping tools
  12
  0
  -
  specialty items
  type
  cost
  wt
  tags/notes
  antitoxin
  10
  0
  1 use
  bandages
  3
  0
  slow, heal 1, 3 uses
  herbs & poultices
  10
  1
  slow, heal 1d4, 2 uses
  healer's kit
  24
  1
  slow, heal 1d6, 2 uses
  healing potion
  50
  0
  rare, fragile, heal 1d8, 1 use
  book*
  12
  1
  6 uses
  spellbook
  priceless
  1
  magic-user starting gear
  spell component**
  2
  0
  1 use, grants +1 power
  * Each book must be given a title (Herbs & Berries of the Lowlands, 
  Customs of the Nomads, Elemental Magic, etc.), and grants the reader 
  +1 to Know Something related to that subject. 
  ** An ingredient or reagent (mandrake, owl feathers, toad slime, 
  etc.)that is used up in the casting of spells, granting the magic-user 
  +1 power for that spell.
  concoctions
  To create a poison or other substance, name it and describe its 
  form, application, effect and speed. Work with the Judge to deter-
  mine the level of effect. The cost of 1 dose is determined by effect 
  multiplied by speed:
  Effect: minor (8sp) moderate (16sp), major (40sp), fatal (80sp)
  Speed: slow (x1/2), fast (x1), instant (x3).
  lodging
  type
  cost
  tags/notes
  camping/squatting
  -
  heal 2d4 +CON per week
  poor inn
  8 -CHA/week
  meals included, heal 2d6 +CON per week
  modest inn
  16 -CHA/week meals included, heal 2d8 +CON per week
  comfortable inn
  32 -CHA/week meals included, heal 2d10 +CON per week
  services & wages
  type
  cost
  reapairs
  1/4 list cost of item
  custom item
  2x listed cost of item
  hireling
  1 share of the booty
  porter
  1/day
  unskilled laborer
  8/week
  town watch
  10/week*
  soldier
  12/week*
  skilled laborer
  14/week
  healer
  16/week
  specialist
  18/week
  “companion”
  10-CHA/night
  entertainer
  1-3/performance
  armed escort
  safe route
  2 per guard per day
  unsafe route
  4 per guard per day
  dangerous route
  8 per guard per day
  perilous route
  10 per guard per day
  common murder
  25
  assassination
  120
  * Room and board included.
  transport
  type
  cost
  tags/notes
  donkey/mule
  25
  cap. 12, 8 hp
  packhorse
  40
  cap. 18, 12 hp
  riding horse
  150
  cap. 14, 10 hp, fast
  warhorse
  300
  cap. 22, 16 hp
  cart
  40
  cap. 32
  wagon
  80
  cap. 40
  raft/sledge
  30
  cap. 16
  barge
  100
  cap. 52
  river boat
  200
  cap. 80
  merchant ship
  5,000
  cap. 500
  war ship
  20,000 cap. 250
  passage
  safe route
  1/day
  -
  unsafe route
  5/day
  -
  dangerous route
  10/day -
  perilous route
  20/day -
  real estate
  type
  cost
  tags/notes
  hovel
  50
  cap. 12, 8 hp
  cottage
  250
  cap. 18, 12 hp
  house
  2,500
  cap. 14, 10 hp, fast
  manse
  10,000 cap. 22, 16 hp
  keep/tower
  75,000 cap. 32
  castle/citadel
  250,000 cap. 40
  grand castle
  500,000 cap. 16
  upkeep
  1% of cost per month
  illo of bustling town
  
  see the frontier
  This section is addressed to the Judge.
  After the players have created their freebooters, the steps in this section will guide you 
  through the creation of the world in which they will live, loot, (hopefully) retire, and pos-
  sibly (okay, probably) die. As we saw earlier during setting creation, this process is largely 
  collaborative, with you acting as a steward. Be prepared to take notes as you play, since 
  environmental details and the seeds of future adventures will likely prove important to 
  your campaign.
  As you guide everyone at the table through this procedure, keep these principles in mind:
  l  Ask questions about anything that arouses your curiosity. This is particularly useful in 
    the early stages of campaign, because it helps establish the flavor of your world. When 
    someone adds something to the map, you can decide to let it stand without further 
    inquiry, allowing details to be discovered during play, or you can ask the players for 
    more information about it and take note of their responses. 
   
  l  Look for connections between things as they are added to the world. Good world-
    building gives the various parts a sense of coherence and interconnection. Even though 
    much of the material in Freebooters is generated randomly, we are pattern-seekers by 
    nature, so it’s usually pretty easy to find connections between random things. 
  l  Embrace the fantastic when creating the environment. Magic and the gods are real in 
    this world, so imagine the strange reality that implies. Perhaps that forest is comprised
    of crystalline trees, or that mountaintop stronghold belongs to a demigod, or the dino-
    saurs that roam the jungle can be domesticated and used as pack animals. 
  Before you proceed through the following steps, you might want to read the following 
  introduction, which will give everyone a sense of what they’re about to get into:
  You have come here, to the utmost edge of civilized lands, to seek your fortune in the wild. Few 
  have dared venture into that territory, and fewer still have returned, but those who live to speak 
  of it tell great tales, indeed: of ancient, rubble-choked ruins; of terrible beasts; of great riches 
  awaiting plunder.
              Society offers order, with everyone in their proper place. The obedient enjoy duty, 
  labor, and protection. You want none of these things. Nor do 
                             
  ancient ruins and terrible beasts interest you overmuch.
  You seek only riches. 
  1   Start with a blank map. It can be a blank sheet of paper, or a map with terrain 
       already on it; just make sure nothing's been named or labeled yet. Ask everyone to 
  imagine a human homeland—a civilized kingdom or empire that is mostly off the map, 
  and ask the player to your left to draw an outline of the small part of this realm that 
  reaches onto it. This line is the border between civilized lands and the unexplored wilder-
  ness. A quarter to one-third of the map should be civilized land; the rest comprises the 
  wilderness in which the characters will be starting their adventures.
  2   Define the homeland. When you have time later, you can use the guidelines for 
       culture creation in Civilization & Savagery to flesh out the homeland. For now, ask 
  the players its prevailing alignment—evil, chaotic, neutral, lawful, or good—and give the 
  homeland a name. As mentioned previously, one easy way to do this is to give it a descrip-
  tive name in English and then translate it into the relevant game language. 
  EXAMPLE
  We've decided that Hausa is the equivalent of the common tongue in our world. After some 
  discussion we name our kingdom "Golden Land," which translates to "Kasar Zinariya."
  3   Add their home settlement to the map. Ask the next player in clockwise order 
       to draw a settlement just inside the civilized border, and ask them whether it’s a 
  village, keep, or town. Perched on the frontier, this settlement will act as the party’s home 
  base between expeditions. Have that same player draw a dashed line from the steading to 
  the nearest map edge: this is the road back to the capital city. Then, ask that same player 
  to decide how many days or weeks of travel by foot it would take to reach the capital, and 
  note that at the map edge.
   4   Define the settlement. On pages XX-XX of Civilization & Savagery you will 
        find tables for generating each of the settlement types. Find the table for the 
  settlement type chosen in step 3, show it to the players, and tell them to take turns choos-
  ing or rolling features and problems until the requisite number are generated.
  Discuss the implications of the results, asking questions and taking notes as necessary (for 
  instance, if the steading is built around a temple, what's the higher power to which the 
  temple is devoted?). If the results indicate new things that would logically be added to the 
  map, ask players to draw those things in. Ask more questions and encourage discussion 
  about any other potentially interesting details or ideas. Finally, name the settlement, the 
  same way you named the homeland.
  EXAMPLE
  Our home settlement is a keep, with the features "site of arrival of noble" and "resource (building 
  material),"  and the problem "disease." We decide that the keep was established by a relative of 
  the ruling family because there was a source of white limestone nearby, and that all of the struc-
  tures are built with that material. Someone suggests "White Stone" as the obvious name, which 
  translates to "Dutse Fari," which we decide to shorten to "Tsefari."
  full-bleed illo of someone looking out over the wilderness from the safety of town.
  
   5   Define thir home base. Ask the next player where the party meets to plot their 
        next excursion. Is it an inn, tavern, abandoned building, campsite, or some other 
  place? This is where they’ll regroup, recover, and recount their exploits and losses after 
  returning from the wilderness. Ask some questions about their home base, and take note 
  of the answers. Possible questions include:
  l  What about its appearance sets this place apart from its surroundings?
  l  If there’s a proprietor, who are they, and what’s noteworthy about them?
  l  What sort of folk frequent this place, if any?
  l  What are the signature sights, smells, and sounds of this place?
   6   Look to the horizon. Ask all the players together what type of terrain dominates 
        the frontier, stretching away from civilized lands as far as the eye can see. Is it 
  dark forest? Misty wetlands? A crystalline waste? There will be pockets and regions of 
  other types of terrain, but when people in this world think of the frontier, they think of 
  this terrain. If the players can’t reach consensus on this decision,  you decide. Whatever is 
  decided, make a note of it on the map.
   7   Describe what was lost. Ask the next player to describe an ancient civilization 
        that is said to have once  flourished in the wilderness, asking the following ques-
  tions and recording the answers:
  l  What sort of beings comprised it? Were they human? Lizard people? Something else?
  l  According to legend, how did their great society meet its end?
  l  What remnants of their existence lie scattered throughout the wilderness?
  Then, ask everyone else if there were any other lost civilizations in the area and answer the 
  above questions for those as well. Remember to take notes as you go.
   8   Map the wilds. Ask the next player to name one region within the wilderness 
        defined in the preceding step, and draw this region’s outline on the map. If a 
  prompt is needed, roll up a name using the random region table on page XX. For this 
  region, ask that same player to do the following, and record the results:
  l  Choose the defining terrain of the region (forest, hills, alpine meadowland, etc.).
  l  Recount a fact or rumor about the region. 
  Go around the table and repeat this step at least once for each player. Then, if you feel 
  like the map needs more stuff, keep going around until the playing field is rich with 
  possibility, but still largely unknown. If the wilderness closest to their home settlement is 
  undefined, ask players to flesh it out a little bit by adding regions there; the locals would 
  naturally know more about these areas because of their proximity to civilization.
   9   Note the landmarks. Ask each player to add a landmark to the map. It might be 
        a ruined tower, dead tree,  distinctive mountain—any relatively permanent feature 
  that would be known and used as a reference point by the locals. If an idea is needed, roll 
  one up using the random place table on page XX. If you want more landmarks, go around 
  the table again.
   10   Share information. Describe the current scene at the player-characters’ home 
        base, how they’re gathered, perhaps around a table, discussing what lies beyond the 
  frontier. Then, ask at least one of the following questions of each person. If they feel like 
  it, they can give their answer in character. Feel free to ask the same question of different 
  people if you want to know more. Take notes about the answers, on the map or elsewhere. 
  l  From whence do you hail, and what brings you to the frontier?
  l  Where is the nearest ruin, and who is said to have built it long ago?
  l  What creature, among those known or rumored to inhabit the nearby wilderness, do 
    the locals speak of most fearfully? Where is the last place such a creature was sighted?
  l  What remarkable treasure was recently brought back by an expedition into the wilder-
    ness, and where is it said to have come from?
   11   Make a plan and sally forth! Ask them about their plans for their first expedi-
        tion, sit back, and let them sort out the details. If you feel like it’s taking too long 
  and no natural leader is emerging, ask them to elect a leader—who has the highest Cha-
  risma?—and look to that person for answers when you need to move things forward.
  If you're out of time, the first expedition will need to wait until your next game session. 
  Since you know where they're headed, you'll be able to prepare some things ahead of time 
  and give a little more thought to the region before you sit down to play again. If you still 
  have at least an hour of play time left, and you're comfortable improvising, you can just 
  launch into the first expedition right away.
  illo of a party setting off on an expedition
  
  random region
  When you need to create a new region and need inspiration, roll one up. First, roll 
  1d12 for the region name template. Then, roll for each component of that template 
  until you have a complete name. Rewrite or re-roll any result you don’t like.
  1d12 region name template
  1d12 region name template
  1-4
  (The) [adjective] [terrain]
  9-10
  (The) [noun] [terrain]
  5-7
  [terrain] of (the) [noun]
  11
  (The) [noun]’s [adjective] [terrain]
  8
  The [terrain] [adjective]
  12
  [adjective] [terrain] of (the) [noun]
  1d100 terrain adjective noun
  1d100 terrain adjective noun
  01-02
  Bay
  Ageless
  [Name]*
  51-52
  Morass
  Forgotten
  Life
  03-04
  Bluffs
  Ashen
  Ash
  53-54
  Mounds
  Forsaken
  Light
  05-06
  Bog
  Black
  Bone
  55-56
  Mountains Frozen
  Lord
  07-08
  Cliffs
  Blessed
  Darkness
  57-58
  Peaks
  Glittering
  Mist
  09-10
  Desert
  Blighted
  Dead
  59-60
  Plains
  Golden
  Peril
  11-12
  Downs
  Blue
  Death
  61-62
  Prairie
  Green
  Queen
  13-14
  Dunes
  Broken
  Desolation
  63-64
  Quagmire
  Grim
  Rain
  15-16
  Expanse
  Burning
  Despair
  65-66
  Range
  Holy
  Refuge
  17-18
  Fells
  Cold
  Devil
  67-68
  Reach
  Impassable Regret
  19-20
  Fen
  Cursed
  Doom
  69-70
  Sands
  Jagged
  Savior
  21-22
  Flats
  Dark
  Dragon
  71-72
  Savanna
  Light
  Shadow
  23-24
  Foothills
  Dead
  Fate
  73-74
  Scarps
  Long
  Silver
  25-26
  Forest
  Deadly
  Fear
  75-76
  Sea
  Misty
  Skull
  27-28
  Groves
  Deep
  Fire
  77-78
  Slough
  Perilous
  Sky
  29-30
  Heath
  Desolate
  Fury
  79-80
  Sound
  Purple
  Smoke
  31-32
  Heights
  Diamond
  Ghost
  81-82
  Steppe
  Red
  Snake
  33-34
  Hills
  Dim
  Giant
  83-84
  Swamp
  Savage
  Sorrow
  35-36
  Hollows
  Dismal
  God
  85-86
  Sweep
  Shadowy
  Storm
  37-38
  Jungle
  Dun
  Gold
  87-88
  Teeth
  Shattered
  Sun
  39-40
  Lake
  Eerie
  Heaven
  89-90
  Thicket
  Shifting
  Thorn
  41-42
  Lowland
  Endless
  Hell
  91-92
  Upland
  Shining
  Thunder
  43-44
  March
  Fallen
  Honor
  93-94
  Wall
  Silver
  Traitor
  45-46
  Marsh
  Far
  Hope
  95-96
  Waste
  White
  Troll
  47-48
  Meadows
  Fell
  Horror
  97-98
  Wasteland Wicked
  Victory
  49-50
  Moor
  Flaming
  King
  99-100 Woods
  Yellow
  Witch
  * Choose a name appropriate to your setting; or, if you have a name list, roll one up.
  random place
  When you need to create a new place and are at a loss, roll one up. First, roll 1d12 
  for the place name template. Then, roll for each component of that template until 
  you have a complete name. Rewrite or re-roll any result you don’t like.
  1d12 place name template
  1d12 place name template
  1-2
  The [place]
  7-8
  (The) [noun]’s [place]
  3-4
  The [adjective] [place]
  9-10 [place] of the [adjective] [noun]
  5-6
  The [place] of (the) [noun]
  11-12 The [adjective] [noun]
  1d100 place
  adjective noun
  1d100 place
  adjective noun
  01-02
  Barrier
  Ancient
  [Name]*
  51-52
  Meadow
  Hidden
  Heart
  03-04
  Beach
  Ashen
  Arm
  53-54
  Mountain
  High
  Hero
  05-06
  Bowl
  Black
  Ash
  55-56
  Pit
  Iron
  Hope
  07-08
  Camp
  Bloody
  Blood
  57-58
  Post
  Jagged
  King
  09-10
  Cave
  Blue
  Child
  59-60
  Ridge
  Lonely
  Knave
  11-12
  Circle
  Bright
  Cinder
  61-62
  Ring
  Lost
  Knight
  13-14
  City
  Broken
  Corpse
  63-64
  Rise
  Low
  Muck
  15-16
  Cliff
  Burning
  Crystal
  65-66
  Road
  Near
  Mud
  17-18
  Crater
  Clouded
  Dagger
  67-68
  Rock
  Petrified
  Priest
  19-20
  Crossing
  Copper
  Death
  69-70
  Ruin
  Red
  Queen
  21-22
  Crypt
  Cracked
  Demon
  71-72
  Shrine
  Screaming Sailor
  23-24
  Den
  Dark
  Devil
  73-74
  Spire
  Sharp
  Silver
  25-26
  Ditch
  Dead
  Doom
  75-76
  Spring
  Shattered
  Skull
  27-28
  Falls
  Doomed
  Eye
  77-78
  Stone
  Shifting
  Smoke
  29-30
  Fence
  Endless
  Fear
  79-80
  Tangle
  Shining
  Souls
  31-32
  Field
  Fallen
  Finger
  81-82
  Temple
  Shivering
  Spear
  33-34
  Fort
  Far
  Fire
  83-84
  Throne
  Shrouded
  Spirit
  35-36
  Gate
  Fearsome
  Foot
  85-86
  Tomb
  Silver
  Stone
  37-38
  Grove
  Floating
  Ghost
  87-88
  Tower
  Stalwart
  Sword
  39-40
  Hill
  Forbidden
  Giant
  89-90
  Town
  Stoney
  Thief
  41-42
  Hole
  Frozen
  Goblin
  91-92
  Tree
  Sunken
  Troll
  43-44
  Hut
  Ghostly
  God
  93-94
  Vale
  Thorny
  Warrior
  45-46
  Keep
  Gloomy
  Gold
  95-96
  Valley
  Thundering Water
  47-48
  Lake
  Golden
  Hand
  97-98
  Village
  White
  Witch
  49-50
  Marsh
  Grim
  Head
  99-100 Wall
  Withered
  Wizard
  * Choose a name appropriate to your setting; or, if you have a name list, roll one up.
  full bleed illo of panoramic landscape, peppered with interesting locations
  
  Burn luck
  When you have made ANY ROLL except a 
  +LUC roll, you may burn 1 Luck to raise or 
  lower the result of that roll by 1.
  Get Lucky
  When you hope things will go your way, 
  roll +LUC: on a 10+, they do, at least for 
  now; on a 7-9, they do, but there’s a trad-
  eoff of the Judge's choosing; on a 6-, the 
  Judge will say how your hopes are dashed.
  When you have the highest current Luck 
  of everyone present and a windfall occurs, 
  you’re the one who benefits most.
  When you have the lowest current Luck of 
  everyone present and a misfortune occurs, 
  you’re the one who bears the brunt.
  Help or Hinder
  When you assist or interfere with someone, 
  explain how you do so. If the Judge agrees 
  it'll work, the person takes +1 or -1 to their 
  roll, your choice. You may mark bonds 
  with the person to increase or decrease this 
  modifier further, 1-for-1. If you're helping, 
  you expose yourself to the same risk as 
  them. 
  KNOW SOMETHING
  When you consult your knowledge on a 
  given subject, say how you came by that 
  knowledge. If the Judge buys it, roll +INT: 
  on a 10+, the Judge will answer any ques-
  tions you have about the subject, within 
  reason; on a 7-9, the Judge will tell you 
  something useful about it; on a 6-, mark 
  Intelligence, and the Judge makes a move.
  Shoulder Burden
  When you carry more weight than your 
  Capacity but equal to or less than twice your 
  Capacity, you suffer -1 ongoing until you 
  lighten your load. You cannot carry more 
  weight than twice your Capacity.
  Level Up
  When you have XP greater than 5+(5x 
  your current level), and enough time to 
  reflect on your experiences and hone your 
  skills, do the following:
  1)  Increase your level by 1.
  2)  Regain 1 point of burned Luck.
  3)  If your new level is even (2, 4, 6, etc.):
     l  Mark 2 different abilities of
       your choice (excluding Luck)
     l  Increase your maximum hit points 
       by one roll of your hit die, +CON 
       (minimum 1 hit point).
  4)  If your new level is odd (3, 5, 7, etc.),
     choose a new Advanced Move from 
     your playbook.
  Make a Saving Throw
  When you act in the face of danger, roll...
  ...+STR to use sheer might
  ...+DEX to use speed, agility, or finesse
  ...+CON to resist or endure
  ...+INT to think fast, focus, or remember
  ...+WIS to use intuition or willpower
  ...+CHA to charm or impress
  On a 10+, you do it, as well as one could 
  hope; on a 7-9, you do it, but there’s a 
  catch—the Judge will offer you a worse 
  outcome, hard bargain, or ugly choice; on 
  a 6-, mark the ability used and the Judge 
  makes a move.
  If you feel the need for a +LUC saving 
  throw, use Get Lucky instead.
  mark ability
  When you mark an ability, mark the next 
  unmarked circle under that ability on your 
  playbook. When you mark an ability’s last 
  unmarked circle, raise that ability’s maxi-
  mum by 1 (to a maximum of 18), adjust 
  its modifier if necessary, and erase all of its 
  marked circles. 
  basic moves
  Negotiate
  When you ask someone to do something that 
  goes against their better judgement, roll...
  ... +STR to intimidate them
  ... +INT to appeal to their sense of reason 
  ... +CHA to charm or deceive them
  On a 10+, they'll do it; on a 7-9, they'll 
  do it, but only if you concede something 
  meaningful in return; on a 6-, mark the 
  ability used, and they'll have none of it—
  time to try another approach.
  Perceive
  When you pay close attention, roll +WIS: 
  on a 10+, hold 2; on a 7-9, hold 1; on a 
  6-, mark Wisdom, and the Judge makes a 
  move. Spend your hold 1-for-1 to ask the 
  Judge questions about the object of your 
  attention, either now or later. But ask care-
  fully; if there’s no way you could reasonably 
  perceive the answer, the Judge will just say 
  that you don’t notice anything unusual.
  Rise to the Occasion
  When you assume the role of a follower and 
  embrace the life of a freebooter, choose a fol-
  lower and fill in a new playbook for them. 
  Follow the usual instructions for making a 
  freebooter, but use the follower’s name and 
  what you know about them to choose (in-
  stead of roll) their appearance, alignment, 
  and traits. You start with whatever gear the 
  follower had and XP equal to their Luck.
  check reaction
  When you encounter a person or creature 
  that has no particular predisposition toward 
  you, roll +nothing: on a 10+, they react as 
  positively to your presence as their align-
  ment allows; on a 7-9, they react warily, 
  waiting to see what you do first; on a 6-, 
  they react with as much hostility as their 
  alignment permits.
  Wrap Up
  When you reach the end of a session, do the 
  following:
  l   If you fulfilled your alignment goal at 
     least once, mark XP.
  l   If you fulfilled at least one trait in a 
     memorable way, mark XP.
  l   If you’re a fighter, mark XP if you 
     solved a problem with violence.
  l   If you’re a thief, mark XP if you ac-
     quired something by stealth or trickery. 
  l   If you’re a cleric, mark XP if you ful-
     filled the tenet of your deity.
  l   If you’re a magic-user, mark XP if you 
     solved a problem with magic. 
  Then, answer the following questions as 
  a group. For each “yes” answer, everyone 
  marks XP.
  l   Did we make an exciting discovery?
  l   Did we overcome a difficult obstacle?
  l   Did we acquire some memorable booty?
  Finally, you have the option to lose 1 trait, 
  gain 1 trait, and possibly change alignment:
  1)  Choose 1 of your traits. If you did not 
     act on it this session, and everyone 
     agrees, you may erase that trait.
  2)  If you acted on a different trait listed 
     on the trait table, and everyone 
     agrees, you may gain that trait.
  3)  In the end, you must have 2 or 3 traits; 
     if you have only 2, 1 must be a vice and 
     1 must be a virtue.
  4)  Check to see if your new traits result 
     in an alignment change. If so, record 
     your new alignment and alignment goal.
  alignment
  virtues
  vices
  evil
  0
  3
  chaotic
  1
  2
  neutral
  1
  1
  lawful
  2
  1
  good
  3
  0
  
  fight
  When you face a foe in hand-to-hand 
  combat, roll +STR: on a 10+, you deal your 
  damage; on a 7-9, you deal damage but suf-
  fer the enemy’s attack as well; on a 6-, mark 
  Strength or Constitution (your choice), and 
  the Judge makes a move. 
  Shoot or Throw
  When you attack a target with a ranged 
  weapon, roll +DEX: on a 10+, you inflict 
  damage; on a 7-9, you inflict damage after 
  choosing 1 from the list below; on a 6-, 
  mark Dexterity, and the Judge makes
  a move. 
  l   Mark off 1 ammo (a thrown weapon 
     becomes irrecoverbale)
  l   Bad angle—roll damage twice and use 
     the lower roll
  l   You attract unwanted attention
  scatter them
  The first time you reduce an enemy’s head-
  count or hit point total to less than half its 
  original value, roll +nothing: on a 10+, they 
  attempt to flee or surrender, whichever 
  seems best to them; on a 7-9, they attempt 
  to flee or surrender if they’re cautious, but 
  otherwise continue fighting; on a 6-, they 
  will fight to the bitter end. Fearless and 
  mindless enemies are immune to this move.
  Lead the Retreat
  When you urge your comrades to follow 
  your example and run for their lives, burn 
  1 Charisma and then roll +CHA: on a 
  10+, each person who runs (including you) 
  takes +1 ongoing until they stop fleeing 
  from the threat; on a 7-9, your allies take 
  +1 forward to whatever they do next; on a 
  6-, mark Charisma, and the Judge makes 
  a move.
  Bite the Dust
  When you have zero or fewer hit points, 
  you’re incapacitated and probably dead, 
  but if someone rolls you over to check 
  within a few hours, roll +LUC: on a 10+, 
  it’s a miracle!—you’re alive with 1 HP, and 
  choose 2 from the list below; on a 7-9, 
  you’re alive with 1 HP, and choose 3 from 
  the list; on a 6-, you’re gone. Which is also 
  the case if no one rolls you over to check 
  within a few hours.
  l   You’re unconscious until you heal up to 
     half your total HP
  l   You’ll die within CON+1 hours (mini-
     mum 1) without proper treatment
  l   You’ve incurred a major, permanent 
     injury of Judge’s choice
  l   You suffer 1d6 ability score damage to 
     each of 2 abilities (Judge’s choice)
  When you die, you may Rise to the Oc-
  casion now, or wait until you get back to 
  town and Sign Up as a new character.
  battle moves
  Give Orders
  When you demand or expect a follower to 
  do something they really don’t want to do, 
  roll +Loyalty: on a 10+, they do it, now; on 
  a 7-9, they do it, but Judge chooses 1 from 
  the list below; on a 6-, mark XP, and the 
  Judge makes a move.
  l   Decrease the follower’s Loyalty by 1
  l   They complain loudly, and demand 
     something in return
  l   Caution, laziness, or fear makes them 
     take a long time
  Do Their Thing
  When you have a follower do something 
  chancy within the scope of their tags or 
  moves, roll +Quality: on a 10+, they do it, 
  as well as one could reasonably hope; on 
  a 7-9, they do it, but there’s an unforeseen 
  cost, consequence, or limitation (ask the 
  Judge what); on a 6-, the Judge makes
  a move.
  Call for Assistance
  When you make a move that calls for a roll 
  and a follower helps with that move, you 
  take +1 to that roll, but that follower is 
  exposed to any risks or consequences of the 
  move.
  If the follower is helping you on a move 
  that inflicts damage, roll their damage die 
  alongside yours and use the higher die. 
  Pay Up
  When you compensate a follower for their 
  efforts by paying their Cost, increase their 
  Loyalty by 1 (to a maximum of +3). This 
  move cannot be made again until after you 
  and your follower have both Made Camp 
  and had a restful night of sleep.
  Recruit
  When you go looking to hire help, tell the 
  Judge who you’re looking for, phrased in 
  one of the following ways:
  l   A group of ______ (porters, minstrels, 
     angry farmers, etc.)
  l   A skilled ______ (guide, sage, burglar, 
     bodyguard, etc.)
  A group is a follower like any other, but 
  with the group tag.
  If the Judge says you can’t find that here-
  abouts, look for different help or move on. 
  Otherwise, roll +size and take +1 if you 
  have a good reputation in these parts: on a 
  10+, they’re yours for the hiring; on a 7-9, 
  the Judge chooses 1 from the list below; on 
  a 6-, the Judge makes a move.
  l   They demand greater compensation
  l   No one here fits the bill, but you hear 
     of someone elsewhere who does
  l   They have a need that must be met first 
     (permission, etc.)
  l   You can tell at a glance they are less 
     than ideal (ask the Judge how)
  The Judge will choose or roll their specifics 
  (Quality, Loyalty, Instinct, etc.) as needed, 
  to be discovered through play. Which 
  might mean grilling them, right now.
  settlement
  size
  hamlet
  -3
  village
  -2
  keep
  0
  town
  +1
  city
  +3
  Say Goodbye
  When you have a follower with -3 Loyalty, 
  they betray or abandon you at the next 
  opportunity.
  follower moves
  
  These moves become available whenever 
  you travel a significant distance. Some 
  reference the safety of the region, area, or 
  route which you’re traversing:
   
  region tag
  safety
  safe
  +2
  unsafe
  +1
  dangerous
  +0
  perilous
  -1
  Organize the party
  When you are about to travel or explore as 
  a group, take a moment to decide how the 
  party is organized: who’s on lookout, who’s 
  bringing up the rear, what the watch order 
  will be, how your gear is distributed, etc. 
  This will be your default plan until the next 
  time you Organize the Party.
  Set Out
  When you embark on a journey, say where 
  you’re headed. The Judge will indicate 1-3 
  potential routes, their known advantages 
  and drawbacks, and how many legs com-
  prise each. Choose which route to take.
  When you start the next leg of a journey, 
  roll +safety:
   
  roll result
  10+
  You complete the leg without 
  incident, consume the expected 
  amount of rations, and the Judge 
  may offer someone the chance to 
  Keep Company.
  9
  You cross paths with a creature. 
  8
  A mishap occurs. 
  7
  You make a discovery.
  6
  Your way is blocked by an obstacle.
  5
  You face a hazard. 
  4-
  A hostile creature appears.
  After you resolve any interruption, the cur-
  rent leg is considered complete.
  travel & exploration moves
  Stay Sharp                 
  When you are on the lookout and something 
  approaches, roll +WIS: on a 10+, you get 
  the drop on it, and are able to act before it 
  notices you; on a 7-9, you've been spotted, 
  but you have time to alert everyone and 
  prepare; on a 6-, mark Wisdom, and the 
  Judge makes a move.
  Forage
  When you spend a day seeking food in the 
  wild, roll...
  ...+DEX to do it stealthily
  ...+INT to recall useful knowledge
  ...+WIS to intuit the best spots
  On a 10+, gain 1d4 rations, (+1d4 rations 
  if you have the gear to hunt or trap); on a 
  7-9, the 10+ result applies, but you must 
  first deal with an incident; on a 6-, mark 
  Wisdom, and the Judge makes a move.
  make camp
  When you take a break from your travels 
  to eat and rest, everyone must consume 1 
  ration. Anyone who doesn’t must burn 1 
  Strength, Dexterity, or Constitution (their 
  choice). Then, the Judge may offer some-
  one the opportunity to Keep Company. 
  Pass the Night
  When you settle in to sleep, take note of the 
  watch order and roll +safety:
   
  roll result
  10+
  The night passes without incident, 
  and everyone gets restful sleep.
  9
  Someone may offer a song, story, 
  exhortation, or words of wisdom; 
  everyone who listens takes +1 for-
  ward to act on it, but their sleep will 
  not be restful.
  8
  Someone of the Judge's choosing 
  fails to get restful sleep. 
  7
  A mishap occurs in the night.
  6
  A creature finds your camp.
  5-
  A hostile creature finds your camp.
  When you wake from at least a few hours 
  of restful sleep, and you ate and drank the 
  night before, you heal 1 +CON points 
  (minimum of 1), applicable to hit points 
  and/or ability points of your choice, 
  excluding Luck. If you have any injuries, 
  check with the Judge to see if they've 
  healed.
  keep company
  When you spend time conversing with a 
  party member, say who it is and roll +bonds 
  you have with that person: on a 10+, the 
  conversation goes well—play it out or 
  summarize it, and choose 2 from the list 
  below; on a 7-9, play it our or summarize, 
  and choose 1 from the list below; on a 6-, 
  mark XP, and the other person describes 
  how the conversation goes poorly; you 
  must make amends on their terms before 
  you can Keep Company with them again.
  l   You gain 1 bond with them (max. 3)
  l   They gain 1 bond with you (max. 3)
  l   Refresh all marked bonds each of you 
     has with the other
  When you spend time alone with your 
  thoughts, share your internal monologue. If 
  everyone agrees your thoughts are mean-
  ingful, take +1 forward to act upon them.    
  full bleed illo of wilderness/exploring/camping
  
  These moves become available whenever 
  you spend time in a village, town, city, or 
  other settled community.
  acquire
  When you go looking for something specific 
  and uncommon, say who you ask about 
  it and roll +CHA: on a 10+, they know 
  where you can find it, and it can be had for 
  a fair trade; on a 7-9, the Judge chooses 1 
  from the list below; on a 6-, mark Cha-
  risma, and the Judge makes a move.
  l   It’ll cost more than expected
  l   You find a poor substitute
  l   You can get it, but only if you jump 
     through some hoops first
  l   It was on hand until just recently, when 
     someone else acquired it
  Find a Buyer
  When you seek to convert valuable objects 
  into coin, roll +size: on a 10+, someone will 
  take it off your hands, but you’ll need to 
  Negotiate on price; on a 7-9, no one’s buy-
  ing today, but you can try again next week; 
  on a 6-, the Judge makes a move.
  settlement
  size
  hamlet
  -3
  village
  -2
  keep
  0
  town
  +1
  city
  +3
  Sign Up
  When you start a new character from 
  scratch after your previous character died, 
  roll them up as usual. Then, for each stash 
  circle you had marked off on your previous 
  character, gain 1 XP or 10 silver pieces 
  (your choice). Finally, Level Up as many 
  times as your XP dictates, and use your 
  silver to purchase gear. 
  Bank It
  When you stash booty, for each 100 silver 
  pieces worth of treasure you put away, mark 
  1 XP and 1 circle on your stash. Stashed 
  booty may be retrieved, but loses half its 
  value: each point of stash you erase converts 
  back to 50sp. You may stash a valuable, even 
  if you don’t know how much it’s worth; the 
  Judge will tell you how many XP and stash 
  circles to mark after you’ve socked it away.
  When you die, your final score is the num-
  ber of boxes checked in your stash box.
  When you mark your last stash circle, it’s 
  finally time to retire from the life of a free-
  booter. Tell everyone how you spend your 
  stash and bow out with the satisfaction of 
  having lived to tell the tale.
  Pass Time
  When you and your companions spend 
  one week of downtime in a settlement, each 
  of you pays one week’s cost of living, and 
  a volunteer rolls +peace (see below): on a 
  10+, nothing unusual occurs, and you may 
  each make any downtime move; on a 7-9, 
  you may each make any downtime move, 
  but a settlement event occurs at the end of 
  the week; on a 6-, a settlement event oc-
  curs 1d6 days into the week. A settlement 
  event always centers on the person who 
  volunteered to roll.
  food & lodging
  cost
  camping/squatting
  0
  poor inn
  8 -CHA/week
  modest inn
  16 -CHA/week
  comfortable inn
  32 -CHA/week
  settlement
  peace
  hamlet
  +2
  village
  +1
  keep
  0
  town
  -1
  city
  -2
  settlement moves
  These moves are available when you Pass 
  Time.
  Craft
  When you spend one week making some-
  thing, first convince the Judge you have the 
  skills to do so. Then, gather the necessary 
  supplies. Use the Marketplace price list 
  to estimate the cost of supplies and set the 
  progress total (rounding up in both cases):
  Cost of 1 use of supplies = item cost/5
  Progress total = item cost/10
  Then, mark 1 use of supplies and roll...
  ...+STR if it requires brute strength
  ...+DEX if it requires a delicate touch
  ...+INT if it requires intense focus
  ...+WIS if it requires good intuition
  On a 10+, mark 1 progress, and choose 1 
  from the list below; on a 7-9, mark 1 prog-
  ress; on a 6-, mark the ability used, and the 
  Judge makes a move.
  l   Fast work: mark 1 additional progress 
  l   No waste: regain 1 use of supplies
  When you mark the last point of progress, 
  the item is finished; add it to your gear.
  Recover
  When you rest for a week, you heal hit 
  points, ability points, and/or injuries (at 
  the Judge's discretion) according to your 
  lodging:
  lodging
  points healed
  camping/squatting
  2d4 +CON
  poor inn
  2d6 +CON
  modest inn
  2d8 +CON
  comfortable inn
  2d10 +CON
  When you Recover in the care of a skilled 
  healer, double the result of your roll.
  Research
  When you spend one week of downtime 
  gathering information, roll...
  ...+INT to pore over written material
  ...+WIS to keep an ear to the ground
  ...+CHA to charm and cajole the locals
  On a 10+, the Judge will tell you whatever 
  you want to know, within the limitations 
  of your approach and local resources; on a 
  7-9, the Judge will tell you something use-
  ful, and you choose 1 from the list below; 
  on a 6-, mark the ability used, and the 
  Judge makes a move.
  l   Your queries draw unwanted attention 
  l   You also learn an unwelcome truth
  l   What you find is but a crumb in a 
     longer trail—ask the Judge how you 
     can go about learning more
  Train
  When you spend one week of downtime 
  honing your skills, mark 1 ability of your 
  choice (excluding Luck).
  work
  When you work a job, choose the ability 
  best suited to that job, and roll +that abil-
  ity: on a 10+, you outperform expectations 
  and earn bonus pay; on a 7-9, you earn the 
  standard amount; on a 6-, mark that ability, 
  and the Judge makes a move.
  job
  pay
  bonus
  unskilled labor
  8/week
  +1d4
  skilled labor
  12/week
  +1d6
  specialist
  18/week
  +1d8
  Note that you’ll need to find employment 
  before you can work a job. Ask the Judge 
  how you might go about doing that.
  downtime moves
  
  judge moves
  You make one of these moves when:
  l   Common sense dictates
  l   They look to you to see what happens
  l   They give you a golden opportunity
  l   A 6- result says to do so
  MARK A THREAD
  When no other move seems applicable, 
  or whenever it makes sense, mark one of 
  your active threads. If they would be aware 
  of the event, describe what they know; 
  otherwise, just let them know something 
  happened offstage.
  DELEGATE
  When the situation warrants,  make a 
  move belonging to a relevant NPC, mon-
  ster, location, or prop.
  offer an opportunity
  Think about the strengths and proclivi-
  ties of the individual party members, and 
  choose one as the basis for action. Make 
  that character an offer. The fighter, a master 
  of the longbow,  notices one of the enemy 
  is scurrying away; the cleric, faithful to the 
  Goddess of Nature, senses a blight cor-
  rupting the local plant life.
  put someone in a spot
  Force them to make a tough choice by put-
  ting  them (or someone they care about) in 
  in a dangerous or difficult position.
  DEmonSTraTE A DOWNSIDE
  Everything has a weakness. Identify one 
  in a character, a piece of equipment, or a 
  perfect plan—and then bring it to the fore.
   
  USE UP THEIR RESOURCES
  They need their stuff to survive, and their 
  stuff is limited. You might break an unreli-
  able piece of gear, decide that 1d4 rations 
  have spoiled, or mark 1 duration on any 
  active durations.
  say the consequences & ask
  Yes, they can do that thing, but there’ll be 
  a price to pay. Tell them what it is, and let 
  them decide whether it’s worth it.
  SHOW SIGNS OF A THREAT
  Things are about to go south. Big tracks in 
  the underbrush, ominous drumming in the 
  distance, the stone floor beginning to crack 
  underfoot. What do you do?
  reveal an unwelcome truth
  To their dismay, something is not as it 
  seemed. The gold is iron pyrite; that wound 
  becomes infected; the prisoner is a demon 
  in disguise.
  ENDANGER THEM
  When the time is right—or when it’s all 
  wrong—confront them with a Danger. 
  Choose it based on established informa-
  tion, make up something new, or roll it up 
  on the Danger tables.
  TURN THINGS BACK ON THEM
  Counter their move with a move made 
  in kind. The fighter ambushes the goblin 
  leader, but an NPC companion is captured; 
  The thief steals a gem, but later the party 
  discovers their campsite’s been ransacked.
  SEPARATE THEM
  Things get confusing in the heat of battle. 
  Difficult terrain or shifting dungeon archi-
  tecture can break up the party.
  DEAL DAMAGE
  Inflict HP damage when someone suffers a 
  physical blow, or ability damage when the 
  wear and tear of adventuring takes its toll: 
  a character might suffer 1 point of Con-
  stitution damage from an arduous journey, 
  1d4 points of Strength damage from 
  sustained physical strain, or 1d6 Wisdom 
  damage when confronted by a terrifying 
  monster.
  ability damage
  Abilities can suffer damage from a variety of sources, as indicated by the damage 
  source column. Things like poison, drugs, disease, magic, and divine power might 
  damage any ability. 1 point of ability damage is significant; 1d4 is serious; 1d6 is 
  potentially debilitating.
  suggested tag by ability score
  ability
  damage source
  6-8 (-1)
  4-5 (-2)
  3 (-3)
  Strength
  fatigue, muscle strain
  weak
  sapped
  incapacitated
  Constitution lack of rest, illness
  tired
  exhausted
  bed-ridden
  Dexterity
  stress, nerve damage
  clumsy
  shaky
  palsied
  Intelligence head injury
  confused
  stupid
  mindless
  Wisdom
  fear, trauma
  anxious
  fearful
  terrified
  Charisma
  reputation, disfigurement off-putting
  repellant
  repulsive
  Luck
  magic, divine power
  unlucky
  cursed
  doomed
  hit points, injury & ability damage
  Hit points (HP), injuries, and ability damage together measure kinds of harm that may 
  be suffered by characters in the game. NPCs and other creatures may possess hit points 
  and receive injuries, but only PCs suffer ability damage. Weapons always inflict HP dam-
  age, according to their listed stats; all other harm is inflicted at the discretion of the Judge.
  Hit points represent as a character's capacity to withstand physical duress. Think of a 
  character's hit points less as flesh and blood and more a measure of grit, defensive skill, 
  and survivability. When describing a loss of hit points in battle, imagine the character 
  getting worn down as they fend off blows or evade their opponent, suffering only minor 
  injuries until their HP drops to zero or below. At that point, if the character is a PC, Bite 
  the Dust gets triggered; if they're not a PC, they die outright.
  An injury occurs when it makes sense in the fiction, and impacts the fiction accordingly. 
  It might be accompanied by HP damage, but only if it's life-threatening.
  example
  Outnumbered by the Red Tooth gang, Veronika the fighter jumps out a third-floor window into 
  the street below. I rule that she'll suffer 1d6 damage and needs to Make a Saving Throw with 
  CON or DEX (whichever is better) to avoid breaking a leg; she rolls a 4 for damage and a 5 for 
  the saving throw, so I tell her her leg gives out when she hits the cobblestones. The fictional impact 
  of the broken leg is that it puts her in great pain and limits her mobility—if the Red Teeth man-
  age to give pursuit, they'll be able to catch up with her easily.
  Ability damage is a mechanical means of registering other physical and non-physical 
  costs exacted by a life of hardscrabble adventure. Most commonly, PCs will suffer damage 
  to their Constitution or Strength scores when undertaking particularly strenuous or ex-
  hausting tasks, but every ability score can be damaged (see table below). 1 point of ability 
  damage is significant; 1d4 is serious; 1d6 is potentially debilitating.
  
  incident
  Something happens during the journey, at a point of the Judge's choosing. After it's 
  resolved, the current leg of the journey is considered complete.
  mishap
  An inconvenience or complication that might deplete 
  resources.
  1d12 type
  examples
  1
  accident
  minor injury, sprain, concussion
  2-3
  navigational
  time lost, disorientation
  4-5
  supplies
  spoiled rations, tainted water 
  6
  equipment
  breakage (boot, strap, fragile item)
  7-8
  transportation
  problem with mount/pack animal
  9-10 animal
  scavengers, pests, hangers-on
  11-12 interpersonal
  misunderstanding, argument
  obstacle
  An obstruction to forward progress that must be over-
  come or circumnavigated. 
  1d12 type
  examples
  1
  oddity
  roll on table pX
  2
  vertical barrier
  cliff face, wall, dropoff
  3-5
  deep water
  river, lake
  6-7
  gap/void
  gorge, ravine, chasm, crevasse
  8
  debris
  rockfall, deadfall
  9
  animal
  large herd traveling/grazing/resting
  10
  barren terrain
  desert, swampland, volcanic waste
  11-12 impediment
  swampland, mud flats, deep snow
  hazard
  A potentially harmful problem that must be dealt 
  with directly or avoided. 
  1d12 type
  examples
  1
  oddity
  roll on table pX
  2
  concealed
  snare trap, pit trap, ambush
  3
  sudden
  sinkhole, quicksand, mudslide 
  4-5
  navigational
  disoriented, lost
  6
  environmental
  wildfire, swamp gas, avalanche
  7
  animal
  stampede, mass migration
  8
  precarious
  ledge, precipice
  9-11 meteorological
  rainstorm, sandstorm, blizzard
  12
  treacherous
  icy/muddy ground, deadfall, scree
  creature
  Roll 1d12 +safety for general category, 1d12 for subcategory, 1d12 for specific crea-
  ture, then further as needed. Nail down specifics using the Create a Creature proce-
  dure (Beasts & Booty pX). If it's not already known to be a threat, Check Reaction.
   
  1-3  . monster
  1
  legendary
  2-3
  supernatural
  4-12 fearsome
  1-2
  oddity + huge
  1
  divine/demonic lord 
  1-3
  beast + ability
  3-4
  dragon/titan + color
  2-3
  elemental (element)
  4-5
  beast + oddity
  5-6
  dragon/titan + beast
  4-6
  imp/demon
  6-7
  beast + large
  7-9
  dragon/titan
  7-8
  wight/wraith
  8-10 slime/ooze 
  10-12 beast + huge
  9-12 wisp/ghost/specter
  11-12 plant/fungus
  4-7  . beast
  1-2
  water-going
  3-5
  airborne
  6-12 earthbound
  1
  whale
  1
  pteranadon
  1
  dinosaur/megafauna
  2
  squid/octopus
  2
  condor
  2
  elephant/mammoth
  3
  dolphin/shark
  3
  eagle/owl
  3
  ox/rhinoceros
  4
  alligator/crocodile
  4
  hawk/falcon
  4
  bear/ape/gorilla
  5
  turtle
  5
  crow/raven
  5
  deer/horse/camel
  6
  clam/crab/lobster
  6
  heron/crane/stork
  6
  cat/lion/panther
  7
  fish
  7
  gull/waterbird
  7
  dog/wolf/boar/pig
  8
  frog/toad
  8
  songbird/parrot
  8
  snake/lizard/armadillo
  9
  eel/snake
  9
  chicken/duck/goose
  9
  mouse/rat/weasel
  10
  clam/oyster/snail
  10
  bee/wasp/hornet
  10
  ant/centipede/scorpion
  11
  jelly/anemone
  11
  locust/dragonfly/moth
  11
  snail/slug/worm
  12
  insect/barnacle
  12
  gnat/mosquito/firefly
  12
  termite/tick/louse
  8-9  . humanoid
  If the dominant culture of the region is not human, substitute "human" for one of 
  the asterisked (*) entries. Roll NPC occupaton, alignment, and traits if desired. 
  1-2
  rare
  3-5
  uncommon
  6-12 common
  1-2
  human + monster
  1
  cyclops/giant (large)
  1-2
  orc/hobgoblin/gnoll
  3-4
  major undead
  2-3
  ogre/troll (large)
  3-5
  goblin/kobold
  5-6
  werebeast
  4-7
  minor undead
  6-7
  half-elf/half-orc etc.
  7-8
  human + beast
  8
  lizardfolk/merfolk
  8-9
  halfling* (small)
  9-10 fey/fairy
  9
  catfolk/birdfolk
  10-12 mixed party (group)
  11-12 elf*
  10-12 dwarf/gnome* (small)
  10+  . human
  If humans do not comprise the dominant culture of the region, substitute the spe-
  cies that is dominant. Roll NPC occupaton, alignment, and traits if desired.
  
  discovery
  Roll 1d12 for general category, 1d12 for subcategory, 1d12 for specific discovery.
   
  1  . unnatural feature
  1
  divine
  2-3
  planar/infernal
  4-12 arcane
  1
  presence
  1
  outpost
  1-4
  blight/mutation
  2-3
  protected place
  2-4
  portal/gate
  5-6
  enchantment
  4-8
  cursed/defiled place
  5-8
  rift/tear
  7-11 taint/residue
  9-12 blessed/marked place
  9-12 distortion/warp
  12
  source/portal
  2-6  . natural feature
  1-2
  lair
  3-5
  terrain change
  6-8
  water feature
  1-4
  ruins
  1-2
  hollow/cleft/defile
  1
  sea/ocean
  5-7
  cave/tunnel
  3-4
  canyon/valley/vale/dale
  2-3
  river
  8
  hive/aerie
  7
  multilevel/tiered
  4-6
  lake/pond/pool/tarn
  9-10 nest/den
  8-9
  pocket of terrain
  7-11 brook/stream/rill
  11-12 burrow/warren
  10-12 slope up/down
  12
  spring/hot spring
  9-10 landmark
  11-12 resource
  1
  oddity
  1-4
  game/fruit/vegetable
  2-5
  earth/rock-based
  5-7
  timber/stone
  6-9
  plant-based
  8-9
  herbs/spice/dye source
  10-11 striking landscape
  10-11 copper/tin/iron
  12
  water-based
  12
  gold/silver/gems
  7-9  . evidence
  1-6
  tracks/spoor
  7-10 remains/debris
  11-12 stash/cache
  1-2
  trail of blood/fluid
  1-4
  bones of creature
  1-4
  owned booty (1d4)
  3-4
  signs of violence
  5-6
  creature corpse/carcass
  5-7
  owned booty (1d6)
  5-6
  multiple/many signs
  7-9
  junk/refuse
  8-10 owned booty (1d8)
  7-9
  definite/recent/clear
  10-11 1d6 items
  11
  owned booty (1d10)
  10-12 faint/old/unclear
  12
  lost trade good
  12
  owned booty (1d12)
  10-12  . structure
  1
  enigmatic
  2-3
  infrastructure
  4-5
  dwelling
  1-4
  oddity
  1-3
  signpost/marker
  1-4
  campsite/hovel/hut
  5-7
  mound/earthworks
  4-5
  bridge/aqueduct
  5-8
  farmstead
  8
  monument/megalith
  6-11 track/path/trail/road
  9-10 inn/toll house/mill
  9-10 statue/idol/totem
  12
  mine/quarry
  11-12 tower/keep/castle
  6-7
  religious
  8-11 ruin
  12
  settlement
  1-3
  grave marker
  1-4
  dungeon
  Roll on settlement tables
  4-6
  graveyard/burial ground
  5-6
  steading
  7-9
  tomb/crypt/barrow
  7-8
  religiousc (1d8+4)
  10-11 temple/monastery
  9-10 dwelling (1d8+4)
  12
  great temple/sanctuary
  11-12 infrastructure (1d8+4)
  
  details
  Use whichever of these tables seem appropriate, whenever you need prompts for 
  ideas and descriptions.
  element
  faction
  magic type
  1
  void
  1
  commonoer/peasant
  1
  necromancy
  2
  death/darkness
  2
  criminal/corrupt
  2-3
  evocation/destruction
  3-4
  fire/metal/smoke
  3
  revolutionary/subversive
  4
  conjuration/summoning
  5-6
  earth/stone/vegetation
  4
  military/merc/security
  5
  illusion/glamour
  7-8
  water/ice/mist
  5
  religious/theological
  6
  enchantment/artifice
  9-10 air/wind/storm
  6
  craft/guild
  7
  transformation
  11
  life/light
  7
  trade/mercantile
  8
  warding/binding
  12
  stars/cosmos
  8
  labor/industrial
  9-10 elemental
  9
  nationalist/loyalist
  11
  restoration/healing
  10
  outsider/foreign
  12
  divination/scrying
  11
  academic/arcane
  12
  roll 1d10+1 twice
  oddity
  orientation
  terrain
  1
  bright/garish/harsh
  1-2
  down/earthward
  1
  sea/ocean
  2
  geometric/concentric
  3
  north
  2
  wasteland/desert
  3
  web/network
  4
  northeast
  4-6
  lowland/plains
  4
  crystalline/glassy
  5
  east
  6
  wetland/swamp
  5
  fungal/slimy/moldy
  6
  southeast
  7-8
  woodland/jungle
  6
  gaseous/misty/smoky
  7
  south
  9-10 highland/hills
  7
  mirage/illusion
  8
  southwest
  11
  mountains
  8
  volcanic/explosive
  9
  west
  12
  roll 1d10+1, +oddity
  9
  magnetic/repellant
  10
  northwest
  10
  multilevel/tiered
  11-12 up/skyward
  11
  absurd/impossible
  12
  roll 1d10+1 twice
  visibility
  1-2
  buried/hidden/invisible
  3-6
  obscured/overgrown
  7-9
  obvious/in plain sight
  10-11 visible at near distance
  12
  visible at far distance
  details
  Use whichever of these tables seem appropriate, whenever you need prompts for 
  ideas and descriptions.
  ability
  activity
  adjective
  1
  bless/curse
  1
  laying trap/ambush
  1
  slick/slimy
  2
  entrap/paralyze
  2
  fighting/at war
  2
  rough/hard/sharp
  3
  levitate/fly/teleport
  3
  prowling/on patrol
  3
  smooth/soft/dull
  4
  telepathy/mind control
  4
  hunting/foraging
  4
  corroded/rusty
  5
  mimic/camouflage
  5
  eating/resting
  5
  rotten/decaying
  6
  seduce/hypnotize
  6
  arguing/infighting
  6
  broken/brittle
  7
  dissolve/disintegrate
  7
  traveling/exploring
  7
  stinking/smelly
  8
  based on aspect
  8
  trading/negotiating
  8
  weak/thin/drained
  9
  based on element
  9
  searching/questing
  9
  strong/fat/full
  10
  drain life/drain magic
  10
  building/excavating
  10
  pale/poor/shallow
  11
  immunity (element)
  11
  sleeping/unconscious
  11
  dark/rich/deep
  12
  roll 1d10+1 twice
  12
  nursing injury/dying
  12
  colorful
  age
  alignment
  aspect
  1
  unborn/nascent
  1-2
  evil
  1
  war/discord
  2
  being born/budding
  3-4
  chaotic
  2
  hate/envy
  3
  newborn/blossoming
  5-8
  neutral
  3
  power/strength
  4-6
  young/green
  9-10 lawful
  4
  trickery/dexterity
  7-9
  mature/ripe
  11-12 good
  5
  time/constitution
  10
  old/going soft
  6
  lore/intelligence
  11
  dead/withered/ancient
  7
  nature/wisdom
  12
  dust/pre-historic
  8
  culture/charisma
  9
  luck/fortune
  10
  love/admiration
  11
  peace/balance
  12
  glory/divinity
  color
  condition
  design
  1
  white/bright/pale
  1
  being built/born
  1
  blank/plain
  2
  red/pink/maroon
  2-4
  intact/healthy
  2
  floral/organic
  3
  orange/peach
  5-7
  active/alert
  3
  circular/curvilinear
  4
  yellow/mustard/ochre
  8-9
  weathered/tired/weak
  4
  geometric
  5
  green/chartreuse/sage
  10
  vacant/lost
  5
  asymmetrical
  6
  blue/aquamarine/indigo
  11
  damaged/hurt/dying
  6
  square/rectilinear
  7
  violet/purple
  12
  broken/missing/dead
  7
  meandering/labyrinthine
  8
  gray/slate
  8
  oceanic/wavelike
  9
  brown/beige/tan
  9
  astrological/cosmic
  10
  black/dark
  10
  balanced/harmonious
  11
  metallic/prismatic
  11
  erratic/chaotic/random
  12
  transparent/clear
  12
  roll 1d10+1 twice
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Supplements/(Perilous Wilds) Lampblack & Brimstone/Freebooters on the Frontier 2e (Playtest)/Older versions/FotF2e - Basic Rules v2-9-2019.pdf