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Stonetop rules
Book I: Stonetop
Welcome to Stonetop
Expectations
Premise
Commitment
Structure
Dice notation
Content
Materials
The setting
Neighbors
The Makers
Other things of note
The characters
Why play?
Getting Started
Get ready
Review the setting
Set expectations
Discuss tone and content
Making corrections
Create characters
Intro the PCs
Adventure starters
The Blessed
Initiate
Raised by Wolves
Vessel
The Fox
The Natural
A Life of Crime
The Prodigal Returned
The Heavy
Sheriff
Blood-soaked Past
Storm-marked
The Judge
Legacy
Missionary
Prophet
The Lightbearer
Auspicious Birth
Itinerant Mystic
Soul on Fire
The Marshal
Scion
Penitent
Luminary
The Ranger
Mighty Hunter
Wide Wanderer
Beast-bonded
The Seeker
Patriot
Antiquarian
Witch Hunter
The Would-be Hero
Impetuous
Driven
Destined
2 Special possessions
Smithy or tannery
Tools (carpenter's, husbandry, etc.)
Apiary, aviary, chandlery, goat herd, glassworks, or herb garden
Distillery
Anything else
Finally, ask everyone:
3 World building
The Blessed
Sacred Pouch
The Earth Mother
The Fox
Tall Tales
The Heavy
A History of Violence
The Judge
The Chronicle
The Lawkeeper
The Lightbearer
Praise the Day
The Marshal
War Stories
The Ranger
Something Wicked This Way Comes
The Seeker
Collection
The Would-be Hero
Fear & Anger
4&5 NPC connections
6&7 PC connections
Only two players?
Let spring burst forth
After the session
Organize your notes
Identify threats
"I wonder…"
Plan the first adventure
Playing the Game
The conversation
The GM is responsible for everything else, including:
Your agenda
The GM's agenda
Flow of play
Dice and moves
CLASH
Triggers
Rolling
Results
Hold and spend
DEFEND
The GM, dice, and moves
The Die of Fate
Fictional positioning
PC vs. PC
Your principles
Begin and end with the fiction
Connect with the other PCs
Show us what's important to you
Have goals and pursue them
Be bold, take risks
Embrace difficulty, setback, and failure
Participate in worldbuilding
Build on what others have said
Give others a chance to shine
Participate in the conversation
Other things to do
Advocate for yourself and for each other.
When in doubt...
What not to do
Your character
Each playbook also includes:
Background
Instinct
Appearance
Place of origin and name
Creating your character
Stats
Debilities
Hit points (HP)
XP
Special possessions
Moves
World building
Introductions
Inserts
Arcana
Minor arcana
Laoj Davith's Galvanic Infusion
Major arcana
Front side
Mysteries
Consequences
Noruba's Ice Sphere
Mysteries of Noruba's Ice Sphere
Moves
MINDWALKING
A MIGHTY WILL
FARWALKER
TELEPATHY
TULPA
Consequences
Sharing major arcana
Followers
Here's how you can get followers:
Your home
Size
Content
Steading stats
Debilities
Surplus
Resources & fortifications
Places of interest
Steading improvements
Assets
NPCs
Other ways to track NPCs
The moves
Basic moves
AID
CLASH
DEFEND
DEFY DANGER
INTERFERE
KNOW THINGS
LET FLY
PERSUADE (vs. NPCs)
PERSUADE (vs. PCs)
SEEK INSIGHT
Special moves
ADVANTAGE/DISADVANTAGE
BURN BRIGHTLY
END OF SESSION
Follower moves
ORDER FOLLOWERS
STRENGTHEN YOUR BOND
Expedition moves
CHART A COURSE
OUTFIT
REQUISITION
HAVE WHAT YOU NEED
RECOVER
STRUGGLE AS ONE
KEEP COMPANY
MAKE CAMP
FORAGE
Homefront moves
BOLSTER
CONVALESCE
DEPLOY
LEVEL UP
MAKE A PLAN
MEET WITH DISASTER
MUSTER
PULL TOGETHER
TRADE & BARTER
SEASONS CHANGE
Seasonal gainsSeasonal gain
Gear and possessions
Inventory
Load
Small items
Undefined items
Supplies
Provisions
Back home
Special possessions
Initial special possessions
Possessions gained in play
Trade & Barter
Value
A Value 0 item is generally worth:
A Value 1 item is generally worth:
A Value 2 item is generally worth:
A Value 3 item is generally worth:
A Value 4 item is generally worth:
Coins
Gear terms & tags
Range Tags
Ammo
Common items
Weapons
Armor
Clothing
Fire & light sources
Travel gear
Household goods
Special items
Weapons of war
Bronze weapons
Armor
Light sources
Tools & trades
Writing implements
Transport
Exotic stuff
Trade goods
Livestock & other beasts
If you want to…
… increase Fortunes
… gain Surplus
…improve Defenses
… increase Population
… improve Prosperity
… unlock a steading improvement
… get some coin
Other options include:
… find new arcana
… unlock the mysteries of an arcanum
… recruit followers
Alternatively:
Playbooks & Inserts
This chapter is addressed to players, but GMs should read it, too!
Playbooks
The GM has a playbook, too
Running the Game
Your agenda
The core loop
1) Establish the situation
2) Make a soft GM move
3) Ask "What do you do?"
4) Resolve their actions
5) Repeat
1 Establish the situation
Frame the action
Describe the environment
Give details and specifics
Improvisation & prep
Ask questions
Portray NPCs and monsters
Answer questions, clarify
2 Make a soft GM move
3 "What do you do?"
Players jumping in
4 Resolve their action
Hard GM moves
The spotlight
Split the party
Scenes and loose play
Your GM moves
Making Your Move
Along the same lines, your moves should reflect the specifics of the situation.
Other GM moves
Examples of GM moves
<sup>ä</sup> Announce trouble (future or offscreen)
"WHOOMP WHOOMP WHOOMP!
<sup>ä</sup> Reveal an unwelcome truth
<sup>ä</sup> Ask a provocative question
<sup>ä</sup> Put someone in a spot
<sup>ä</sup> Use up their resources
<sup>ä</sup> Demonstrate a downside
<sup>ä</sup> Turn their move back on them
<sup>ä</sup> Hurt someone
Dealing damage and inflicting debilities
<sup>ä</sup> Separate them
<sup>ä</sup> Capture someone
<sup>ä</sup> Offer an opportunity (with or without a cost)
<sup>ä</sup> Tell them the consequences/ requirements (then ask)
<sup>ä</sup> Advance towards impending doom
Example of play
Your principles
Follow the rules
Begin and end with the fiction
Address the characters, not the players
Ask questions and build on the answers
The Line
Embrace the fantastic and the mundane
Exploit the setting guide
Respect your prep
Give your characters life
Think offscreen, too
Bring it home
Let things breathe
Let things burn
Other things to do
The Die of Fate
What not to do
GMing is a practice
Prep
Hooks
NPCs
Player Moves
Basic Moves
Special Moves
Basic Moves
Advantage and disadvantage
DEFY DANGER
AID
CLASH
DEFEND
INTERFERE
KNOW THINGS
LET FLY
PERSUADE (vs. NPCs)
PERSUADE (vs. PCs)
Persuade or Interfere?
SEEK INSIGHT
Special moves
ADVANTAGE/DISADVANTAGE
Adjusting difficulty
BURN BRIGHTLY
END OF SESSION
DEATH'S DOOR
Other player moves
Follower moves
Homefront moves
Custom moves
Harm & Healing
Hit points and damage
How much damage?
Taking damage
Regaining hit points
Debilities
Marking Debilities
Clearing debilities
NPCs, monsters, and debilities
Problematic wounds
How do you decide?
Problematic wounds in play
Death and dying
DEATH'S DOOR
Healing and recovery
RECOVER
MAKE CAMP
CONVALESCE
First Adventure
Goals
Paint a picture of daily life
Explore relationships
Identify what's important to them
Push them into the field
Establish details, leave blanks
Play up both the mundane and the mysterious
Draw them back home
Structure
Adventure starters
Background
Identify the central threat or opportunity
On a 10+, an opportunity
On a 7-9, a threat and a gain
On a 6-, threats abound
Write up your threat(s)
Sajra the Swyn (villain)
Refine your hook
Setup questions
Establish key details
Highlight setting elements
Foreshadow
Make things personal
Love letters
Setting the scene
Ask a provocative question:
Dropping the hook
Reactions
If they ignore the hook
Heading out
Preparations
Travel
Resolution
Aftermath
Threats
THORNTHUMB (magical entity) Instinct to acquire
ANWEN (villain)
GM moves:
When to write up threats
After introductions
When Seasons Change
After a session
When preparing an adventure
Writing a threat
1 Name & type
Threat types in play
threat type
Affliction
GM moves for afflictions:
Example afflictions:
threat type
Beast
GM moves for beasts:
Example beasts:
threat type
Institution
GM moves for institutions:
Example institutions:
threat type
MacGuffin
GM moves for MacGuffins:
Example MacGuffins:
threat type
Magical entity
GM moves for magical entities:
Example magical entities:
threat type
Rabble
GM moves for rabble:
Example rabble:
threat type
Villain
GM moves for villains:
Example villains:
threat type
Wildcard
GM moves for wildcards:
Example wildcards:
2 Threat tracker Your GM playbook has three spreads for tracking threats:
3 Instinct
Instincts in play
4 Description
SAJRA THE SWYN (villain) INSTINCT to indulge its ego
5 Impending doom
Grim portents
Writing grim portents
Dooms and portents in play
6 Stakes (optional)
Stakes in play
SAJRA THE SWYN (villain) INSTINCT to indulge its ego
GM MOVES
Example threats
TEGWEN (wildcard)
GM moves:
GARET'S WOUND (affliction)
MUTRA THE TEETH (villain)
GM moves:
CRINWIN (rabble)
THE PALE CRINWIN (wildcard)
NAILADD SWARM (beasts)
FARMERS GUILD (rabble)
THE MARSHEDGE COUNCIL
GM moves:
THE WHITE HAND (institution)
GM moves:
THE MINDGEM'S HEART
GM moves:
TRADE EMBARGO (affliction)
THE SHADOWY PRESENCE
Updating threats
Expeditions
Preparations
CHART A COURSE
Requirements
Challenges
"… a corresponding amount of supplies"
OUTFIT
REQUISITION
Other preparations
Trading & bartering
Gathering information
Bringing NPCs and followers
Putting others to work
Miscellaneous
Flashbacks
Running the journey
Legs of travel
Frame the action
If the leg goes through familiar terrain before—then just describe the current
Ask questions
If the leg goes through familiar terrain,
Portray NPCs If there are any NPCs on the journey,
Add details, answer questions, clarify the situation
Make a soft GM move
Resolve their actions
Repeat
Points of interest
Frame the action
Describe the environment
Ask questions
Portray NPCs If there are any NPCs on the journey,
Add details, answer questions, clarify the scene
Resolve their actions, repeat
Exploration moves
<sup>ä</sup> Provide a choice of paths
<sup>ä</sup> Hint at more than meets the eye
<sup>ä</sup> Offer riches at a price
<sup>ä</sup> Present a discovery
<sup>ä</sup> Point to a looming danger
<sup>ä</sup> Introduce a danger, person, or faction
<sup>ä</sup> Bar the way
Use other moves, too!
Resolving Chart a Course
Requirements
Presenting challenges
"The way is perilous, filled with dangers"
1d6 danger
Weather
Weather tables
late winter/early spring spring/early summer
1d6 weather 1d6 weather
1d6 weather 1d6 weather
autumn winter
summer late summer/early autumn
1d6 weather 1d6 weather
Player moves
HAVE WHAT YOU NEED
Loot, load, and inventory
RECOVER
STRUGGLE AS ONE
KEEP COMPANY
MAKE CAMP
1d6 occurrence
Deprivation
FORAGE
Going home
The return journey
Arriving home
RETURN TRIUMPHANT
What if they… don't?
What to prep
Identify your points of interest, including…
Sites
Environmental storytelling
"What here tells you...?"
Running sites
Considerations
The physical space
Light sources
Senses other than sight
Marching order
Equipment
Followers and NPCs
Physical and mental states
Denizens
Light sources & tags
Exploring sites
GM exploration moves
<sup>ä</sup> Provide a choice of paths
<sup>ä</sup> Hint at more than meets the eye
<sup>ä</sup> Offer riches at a price
<sup>ä</sup> Present a discovery
<sup>ä</sup> Point to a looming danger
<sup>ä</sup> Introduce a danger, person, or faction
<sup>ä</sup> Bar the way
Use other moves, too!
Creating sites
1) Lay the foundation
2) Build up its story
3) Sketch out the site's contents
4)Write it up as much as you like
1 Foundation
Ask questions
Build on what you've got
Exploit the setting guide
THE GREEN LORD'S TOMB
2 Story
Look for connections
Ask yourself questions
Answer those questions
Create a timeline
If you're prepping the site in advance,
If you're improvising a site during play,
IN THE TIME OF THE MAKERS (millennia ago)
OVER THE NEXT FEW CENTURIES
LAST TWENTY YEARS OR SO
LAST AUTUMN
LAST WINTER INTO SPRING
NOW
3 Contents
Populate it
Identify dangers & discoveries
Establish areas/rooms
Describe the environment
DENIZENS
DANGERS
DISCOVERIES
AREAS/ROOMS
ENVIRONMENT (OUTSIDE)
ENVIRONMENT (INSIDE)
Arrange areas/rooms
OUTSIDE
INSIDE
4 Write-up
Create maps or visuals (maybe)
Detail each area/room
Subdivide as needed
Find/create content
Make lists and tables
Make plans
Review and revise
The Green Lord's Tomb
As they approach
Exterior
Crinwin (outside)
Entrances
Interior
Entrance chamber (A)
Collapsed hallway (B)
Central Chamber (C)
Mossy Chamber (D)
Shrine (E)
Pryder's hallway (F)
Great hall (G)
Crinwin
Sajra the Swyn
1d6 sajra's disposition
Intact inner tomb
Dangers
Dangers vs. threats
Hazards
Improvising a hazard
Damage from hazards
Preparing hazards
As a detailed description
As GM moves
As an impending doom
As player moves
As a combination
When you enter the Hall of Humility, choose 1:
Monster format
Monsters
Monster types
1 Concept
Tags
<sup>7</sup> Special qualities Consider writing a special quality
<sup>10</sup> Description Write as much or as little of a
<sup>11</sup> Optional elements If the monster has nuanced mo-
THE ALMTAKERS, guardian Fae (group, large, Fae, magical, organized)
Instinct to protect its master
Running combat
Portray your characters with integrity.
But also, portray monsters as monsters.
Introducing monsters
The flow of battle
Foes they can't hurt
Fighting spirits
Multiple combatants
Abstracting groups
Keeping fights interesting
Make soft GM moves all the damn time.
Consider the momentum of the action
Maps, tokens, and minis
Discoveries
Clues
Creating clues
Prepping clues
1) Lay the foundation
2) Build up its story
3) Sketch out the site's contents
4)Write it up as much as you like
Encounters
Building encounters
Running encounters
Opportunities
Artifacts
A large urn
Placing artifacts
Identifying artifacts
Artifacts in play
Artifacts as threats
Selling artifacts
Buying artifacts
Creating artifacts
1 Origin and theme
2 Nature
3 Form
4 Synthesis
5 Write-up
As a brief description
As a detailed description
As player moves
As a steading improvement
REDWOOD BRAZIER
As an arcanum
Tags and game elements
Arcana
Placing arcana
Thunderous Bellow When you channel the storm primeval
Identifying arcana
Unlocking arcana
Consequences
Sharing arcana
NPCs using artifacts and arcana
Creating minor arcana
Initial title
Tags and others elements
Brief description
Requirements
Unlocked title
Mysteries
Creating major arcana
Title, tags, and description
Starting moves
How it's unlocked
Mysteries
Consequences
Edit and revise
NPCs & Followers
NPCs
NPCs in play
Modes of portrayal
Multiple NPCs at once
Dialogue scenes
Creating NPCs
1 Name
2 Concept
Build on what's established
Ask questions
For locals or people PCs know well:
For outsiders, but ones the PCs know:
For folks the PCs have heard of but don't actually know:
Assign memorable traits
3 Impressions
Impression examples
4 Additional details
Embodiment
Instinct
Connections to others
Motivations
Game stats
Followers
RHIANNA'S CREW, the hunters
Here's another example:
And one more:
ANDALAU OF THE FLUTE, dancing
Follower moves
ORDER FOLLOWERS
STRENGTHEN YOUR BOND
Loyalty
Followers in play
The burden of leadership
Play up a follower's instinct, tags, and traits as a source of trouble for the PCs.
Off-screen orders
Followers in fights
When followers Defend
Followers at 0 HP
Group followers
When a group...
Creating followers
If you answer "no" to any of the above,
1 Basics
Tag examples
3 Hit points
4 Armor
6 Instinct
7 Moves (optional) Write up to 3 GM moves. Write them so that they complete the sentence:
8 Cost
9 Equipment
ANDRAS, apprentice hunter
Updating followers
Losing followers
The relationship between follower and PC might be temporary or situational.
Homefront
Bringing the village to life
Follow the rules
Begin and end with the fiction
Address the characters, not the players
Ask questions and build on the answers
Be a fan of the player characters
Embrace the fantastic and the mundane
Exploit the setting guide
Extrapolate from what's established,
Handling misconceptions
Respect your prep
Give your characters life
Think offscreen, too
Bring it home
Let things breathe
Let things burn
Running the homefront
Before the first adventure
Aftermath
1 Determine what's happened
2 Play out the return
3 See what follows
Downtime
The next adventure
Crises
Spontaneous adventures
Prepared adventures
How many adventures per season?
Homefront moves
<sup>ä</sup> Introduce someone interesting
<sup>ä</sup> Reveal simmering tensions
<sup>ä</sup> Present a want or need
<sup>ä</sup> Show how others really feel
<sup>ä</sup> Draw out their feelings
<sup>ä</sup> Change a relationship
<sup>ä</sup> Oppose their wishes
<sup>ä</sup> Remind them of their obligations
<sup>ä</sup> Start a conflict or crisis
Use other moves, too!
The steading playbook
Other steadings
Fortunes
Surplus
Size
Population
Prosperity
Resources
Defenses
Fortifications
Debilities
Steading improvements
Requirements
Benefits
Losing improvements
Other improvements
Assets
Residents & neighbors
Seasons Change
Making the move
Rolling
Generating Surplus
Improving the rolls
SEASONS CHANGE
Winter
Seasonal gains
"A threat to the steading…"
Threats abound
Putting the results in play
SEASONS CHANGE EXAMPLES
Player moves
BOLSTER
CONVALESCE
DEPLOY
LEVEL UP
MAKE A PLAN
MEET WITH DISASTER
MUSTER
PULL TOGETHER
TRADE & BARTER
On a 7-9 when the PC is looking to sell,
On a 7-9 when the PC is looking to buy...
Value and coins
A Value 0 item is generally worth:
A Value 1 item is generally worth:
A Value 2 item is generally worth:
A Value 3 item is generally worth:
A Value 4 item is generally worth:
What to prep
Approaching home
Return Triumphant
Put them in a spot
'Family' scenes
Potential GM moves
Writing Moves & Love Letters
Writing moves
Naming moves
1 Take stock
What does the move reflect or model?
What constraints do you have?
What are your goals?
Do you really need this move?
Do you need multiple triggers? A move might need multiple triggers, each with its own result(s), if…
Do the triggers need limits?
3 Brainstorm results
Definitely
Maybe (good!)
Maybe (bad!)
4 Decide how you'll pick between results
Have the player roll
Have the player pick
Have the target pick
Have the GM pick
Decide by procedure
Decide by consensus
Mix and match
Do something else
5 If there's a roll, decide how it works
Should you define a 6- result?
Are there any other modifiers?
What does each tier look like?
Alternative roll structures
Okay, here's my full draft:
Hold and spend
Imagine it in play
Make sure it meets your goals
Check for common pitfalls
Punch it up
Edit for length and clarity
Check grammar, formatting
Get feedback
More examples
MISERY LOVES COMPANY
SCOUT AHEAD
BURGLE
Writing love letters
Some examples:
Dear Caradoc,
The Game Ongoing
Ending a session
Do the move
END OF SESSION
Handle logistics
Take notes
Between sessions
Reflection
Session recap(s)
Caradoc and Vahid:
Blodwen:
Bookkeeping
Follow-ups
Prep
Other things you might prep
Adventure hooks
Wishes and personal goals
Don't over-prep!
Check-ins
Starting a session
Logistics
Recap
Content guidelines
Highlighting
Bookkeeping
Starting moves, questions, love letters
Opening scene(s)
Pacing
Adventures vs. homefront
Increasing the pace
Advancement
Slowing the rate
Higher-level play
Retiring PCs
Becoming a threat
Retirement
Epilogues
New PCs
Creating the character
Introductions
Getting them involved
Conflict between PCs
Intractable differences
Open conflict
Descent into villainy
Regarding secrets
Time skips
Months, seasons, years
Up to a decade or two
Generations
Shake-ups
Option 1: End the game
Option 2: Pivot
Ending your game
Planning for the end
2 Prepare
3 Assemble the wishlist
Driving toward resolution
MUST-HAVES
IMPORTANT
NICE TO HAVE
The final sessions
The end
DENOUEMENT
Inserts
Inventory
Undefined ◇◇◇ ◇◇◇ ◇◇◇
Possessions, items, loot
Small items
Prosperity
Animal Companion
Type
Instinct
Cost
Order followers
Strengthen your bond
Loyal to the end
Crew
Tags
Instinct
Cost
Inventory
Individuals
Order followers
Strengthen your bond
Initiates of Danu
Invocations
BATH OF HEALING LIGHT
BLINDING LIGHT
CLEANSING LIGHT
COLD LIGHT OF DAY
DANCING LIGHT
GO BACK TO THE SHADOW
HOLD BACK THE DARKNESS
MOTH TO A FLAME
TERRIBLE AS THE DAWN
WARMTH OF THE SUN
Followers
Player's Agenda
Player's Principles
When in doubt…
Triggering moves
Hold and spend
Ghost
Instinct
Moves
UNLIVING
DISEMBODIED
TETHERED
Terrible Purpose
Ghost · Consequences
Revenant
Instinct
Moves
UNLIVING
UNDYING
IMPLACABLE
Terrible Purpose (Revenant)
Revenant · Consequences
Thrall
Your master
Impulse
Instinct
Moves
FAVOR
URGES
DARK SUCCOR
UNHOLY VESSEL
Thrall · Marks
The Blessed
Background
Instinct
Appearance
Place of origin and name
Stats
Moves
AMULETS & TALISMANS
BARKSKIN
BIG MAGIC
DANU'S GRASP
HEALER'S ARTS
HEED MY WORDS
IMPROVED STAT
INTO THE LION'S DEN
LIGHTNING ROD
RITES OF THE LAND
SPIRIT TONGUE
BORROW POWER
CALL THE SPIRITS
TRACKLESS STEP
VEIL
WARDS & BINDINGS
WILD SOUL
NATURE'S WRATH
POTENT WORKINGS
SHARED SOULS
SUCK THE POISON OUT
SUPERIOR STAT
VOICE OF THE EARTH MOTHER
Special possessions
Sacred pouch
The Earth Mother
Introductions
The Fox
Background
Instinct
Appearance
Place of origin and name
Stats
Moves
ALL IN THE WRIST
AMBUSH
BURGLE
CATLIKE
DABBLER
DANGER SENSE
FREE RUNNING
IMPROVED STAT
IRRESISTIBLE
LAUGH AT DANGER
LIGHT FINGERS
PERCEPTIVE
RAPIER WIT
SKILL AT ARMS
PARRY & RIPOSTE
SILVER TONGUED
UNDER YOUR SKIN
BATTLE DANCER
CHEAP SHOT
EYE ON THE DOOR
PANTS ON FIRE
SECOND INTENT
SLIPPERY
SUPERIOR STAT
Special possessions
Tall tales
Introductions
The GM
The Heavy
Background
Instinct
Appearance
Place of origin and name
Stats
Moves
ARMORED
BATTLE JOY
BERSERKER
CARVED OUT OF WOOD
DANGEROUS
FORMIDABLE
FROSTY
GUARDIAN
IMPROVED STAT
INTIMIDATING
HARD TO KILL
UNSTOPPABLE
MUSCLEBOUND
PAYBACK
RELENTLESS
SEASONED WARRIOR
SITUATIONAL AWARENESS
UNCANNY REFLEXES
UNFETTERED
TERROR ON THE FIELD
BRINGER OF RUIN
CUT FROM GRANITE
MIGHTY THEWS
NEMESIS
STEADFAST GUARDIAN
STONE COLD
SUPERIOR STAT
Special possessions
A history of violence
Introductions
The Judge
Background
Instinct
Appearance
Place of origin and name
Stats
Moves
AEGIS OF FAITH
ARMORED
BEAR WITNESS
BREAK BREAD
BULWARK
CENSURE
CASTIGATE
CHRONICLER OF STONETOP
FOR THE GREATER GOOD
HOUND OF ARATIS
LIKE A DOG WITH A BONE
IMPROVED STAT
KNOWLEDGE IS POWER
MANY HANDS MAKE LIGHT WORK
A BUNDLE OF STICKS UNBROKEN
THE HAMMER AND THE BOOK
TRUTH OR CONSEQUENCES
BINDING ARBITRATION
VISION UNCLOUDED
WELL-READ
A MIGHTY RAMPART
ARMISTICE
CONDEMN
PROCLAMATION
MIRRORSHIELD
SUPERIOR STAT
THE TOWER ETERNAL
Special possessions
The Chronicle
The Lawkeeper
Introductions
The Lightbearer
Background
Instinct
Appearance
Place of origin and name
Stats
Moves
A CANDLE AGAINST THE DARK
LUMINOUS SHIELD
ALL IS ILLUMINATED
AND BEHOLD A PALE HORSE
CONSECRATED FLAME
FIRE WITHIN
GUIDING LIGHT
HELIOR'S UNBLINKING EYE
IMPROVED STAT
INVOKE THE SUN GOD
KEEP THE HOME-FIRES BURNING
LAMPLIGHTER
PIETY
PURIFYING FLAMES
RADIANT COUNTENANCE
RISE LIKE THE SUN
SPRING'S FIRST THAW
BURN TWICE AS BRIGHT
EMPOWERED INVOCATIONS
GLORIOUS SERVANT
HUNGRY FLAMES
LIGHT, MORE LIGHT
SUPERIOR STAT
WIELDER OF THE WHITE FLAME
Special possessions
Praise the day
Introductions
The Marshal
Background
Instinct
Appearance
Place of origin and name
Stats
Moves
ARMORED
ARTS OF WAR
CREW
VETERAN CREW
FRONT LINE LEADER
IMPROVED STAT
LOGISTICS
READ THE LAND
PREPARE A WELCOME
SET-UP STRIKE
SHAKE IT OFF
SHIELD WALL
SIR, PERMISSION TO DIE, SIR
SPEAK SOFTLY
STENTORIAN
TAKE THE MEASURE
WE HAPPY FEW
BATTLEFIELD GRACE
HEROES TO THE LAST
FOCUS FIRE
LIKE AN OPEN BOOK
NOBLE MIEN
PEACE THROUGH STRENGTH
SUPERIOR STAT
Special possessions
War stories
Introductions
The Ranger
Background
Instinct
Appearance
Place of origin and name
Stats
Moves
A SAFE PLACE
ANIMAL COMPANION
MAGNIFICENT SPECIMEN
BIG GAME HUNTER
BLOT OUT THE SUN
CALL THE SHOT
EXPERT TRACKER
HOME ON THE RANGE
IMPROVED STAT
MENTAL MAP
NATURALIST
ON THE HOOF
PACK HORSE
PATHFINDER
PREDATOR
SNIFF OUT CORRUPTION
STALKER
SURVIVALIST
WARDEN OF THE WILD
WILD SPEECH
WORLDLY
ALPHA
BEAST OF LEGEND
CONSTANT VIGILANCE
GIANT SLAYER
SUPERIOR STAT
TRAILBLAZER
WALK IT OFF
Special possessions
Something wicked this way comes
Introductions
The Seeker
Background
Instinct
Appearance
Place of origin and name
Stats
Moves
ATTUNED
CONDUIT OF POWER
COUNTERMEASURES
EVERYTHING BLEEDS
EVERYTHING BURNS
IMPROVED STAT
INITIATE OF THE SECRET ARTS
LET'S MAKE A DEAL
LOGBOOK
MAGPIE
NEVER AT A LOSS
POLYGLOT
CRYPTOLOGIST
QUICK STUDY
SAFETY FIRST
SAGE ADVICE
WELL VERSED
WORK WITH WHAT YOU'VE GOT
ARCANE ADEPT
DEEP INSIGHT
IMPROVISE
SUPERIOR STAT
MIND OVER MAGIC
OVERCHANNEL
PROOF AGAINST DETECTION
Special possessions
Collection
Major arcana
Minor arcana
Introductions
The Steading
Stonetop
Fortunes
Surplus
Size
Population
Prosperity
Defenses
Debilities
Map and places of interest
Content
Steading Improvements
ADDITIONAL HOUSING
AUROCHS HUNTING
EXPANDED TRADES
GREATER HARVEST
HARNESSING THE STREAM
HERD OF HORSES
HEROIC REPUTATION
More Steading Improvements
INN
MARKET
MILL
PALISADE
RAINCATCHING
STANDING WATCH
STONE WALL
TOWNSHIP
WEAPONS OF WAR
WELL-TRAINED MILITIA
Other Improvements
Assets
Residents of Stonetop
Names
NPC traits
Notable neighbors of Stonetop
Neighboring places
The Would-be Hero
Background
Instinct
Appearance
Place of origin and name
Stats
Moves
ANGER IS A GIFT
SPEAK TRUTH TO POWER
BETTER PART OF VALOR
I GET KNOCKED DOWN
BUT I GET UP AGAIN
IMPROVED STAT
IN OVER YOUR HEAD
IRON WILL
INQUIRING MINDS
NEVER GONNA KEEP ME DOWN
POTENTIAL FOR GREATNESS
Special possessions
Advanced moves
RESOURCEFUL
SOMETHING TO REMEMBER ME BY
TOUGH LOVE
UNDERESTIMATED
UP WITH PEOPLE
VERSATILE
A FORCE TO BE RECKONED WITH\
BIG DAMN HERO\
SUPERIOR STAT
UNDAUNTED\
VOICE OF EXPERIENCE\
Fear & anger
Introductions
Book I: Stonetop
/
LAST AUTUMN
NOW
• Crinwin have kidnapped Pryder, are dragging him towards the tomb.
← LAST WINTER INTO SPRING
3 Contents →