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The Ranger

The document outlines a role-playing game scenario where players introduce their characters and engage in storytelling about a looming threat in the village of Stonetop. Players must answer questions about their characters' backgrounds, instincts, and concerns regarding a dark presence in the surrounding wilderness. The document also includes character creation details, including stats, moves, and special possessions for a ranger character type.

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weskercrusher
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0% found this document useful (0 votes)
4 views2 pages

The Ranger

The document outlines a role-playing game scenario where players introduce their characters and engage in storytelling about a looming threat in the village of Stonetop. Players must answer questions about their characters' backgrounds, instincts, and concerns regarding a dark presence in the surrounding wilderness. The document also includes character creation details, including stats, moves, and special possessions for a ranger character type.

Uploaded by

weskercrusher
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Something wicked

this way comes


Introductions
Wait here for everyone else. When everyone’s ready,
The Ranger
take turns introducing your characters. When Your true home is out there. Away from the Old Roads, in the wild places, where you’ve faced
You know firsthand that trouble is out there, and
someone reveals something and you want to know storm and beast alike. But unknown forces are at work beyond the Ringwall, and you fear for your
like it or not, one of these days the folk of Stonetop
more, ask them about it. When someone asks you a kith and kin. These are strange times. Guide them, ranger, and keep them safe when darkness falls.
are going to have to face it. What is it that you’re so
question, answer it truthfully.
worried about? (choose 1)
A dark, unwholesome presence lurking in 1 On your first turn, introduce yourself by name, Background (Choose 1) Instinct (Choose 1)
the Great Wood pronouns, background, origin, and appearance.
A strange, furtive figure seen near the MIGHTY HUNTER ADVENTURE
Ruined Tower 2 On your second turn, describe your special You are a hunter of the Great Wood, the best the To test yourself, to experience new things.
Something big & savage stalking the possessions and how you contribute to the town has seen in generations. You know every part
northern foothills village (beyond working the fields). of the Wood within a two-day march. INDEPENDENCE
Whatever’s made the lizard-like suarachan of You start with both the Expert Tracker move and To refuse help and push others away.
Ferrier’s Fen so bold 3 On your third turn, tell us what you’re worried the Stalker move. Go mark them now.
That of which the Hillfolk refuse to speak about (see “Something wicked this way comes”). STEWARDSHIP
WIDE WANDERER To value beasts and natural places over people.
Then, answer at least 3 of the following questions 4 On your next turn, answer one of the following,
about this threat: You have travelled much of the known world and
naming one or more NPCs who live in Stonetop. TENACITY
perhaps parts beyond. Add each of the following
What, exactly, do you think it is? Who is your closest kin? to the Neighbors list in the Stonetop playbook, To be stubborn, to persist.
choosing 1 trait for each:
WONDER
What did you see, and how close did you To whom do you always return home? Ennis (from Marshedge) To marvel at beauty, magnificence, splendor.
have to get to see it? Shahar (from Gordin’s Delve)
Who would be lost without you? Yannic (from the Hillfolk)
Tovia (from Lygos)
Whom or what have you lost to it? Sasca (from the northern Manmarch)
Who has much to learn from you?
You start with the Mental Map move. Mark it now. Appearance
Choose 1 on each line, or make something up:
What did it leave behind? When you Know Things about the wider world, you
5 Go around again. Answer another question from can roll +WIS instead of +INT. fledgling prime specimen long in the tooth
4, or pass. When everyone has passed, go on. barking voice growling voice sing-song voice
When you arrive somewhere you’ve visited before
What do you think it wants? compact & sturdy long & lean wolfish
(your call), tell the GM when you were last here,
6 On your next turn, ask your fellow PCs one of shaggy threadbare well-groomed
and the GM will tell you how it’s changed.
these. When others ask you, answer as you like.
Who refuses to believe you? Which one of you fears the wider world? BEAST-BONDED Place of origin and name
You grew up civilized, but your soul is bound to a Stonetop is your home, or close enough, but where
Which one of you has shown me great beauty? beast of the wild. You’re closer to it than to any man are you (or your family) from originally? Pick 1 and
Who can tell you more, if you can only or woman. How did this bond come about? How a name to match (or make up something similar).
convince them? long ago? Regardless, you start with the Animal Stonetop: Aran, Bledyn, Branwen, Deryn, Ifur,
Which one of you have I caught sometimes Companion move. Go mark it now. Meinir, Rhys or Teagan
staring out at the horizon?
When you focus on your animal companion for a Barrier Pass: Anarba, Arslan, Bolormaa, Cirina,
few moments, you can use any of the actions you’ve Nergui, Nomolun, Saran, or Shigi-Qutuqu
Which one of you lacked the stomach to put marked below, no matter the distance between you.
something out if its misery? Mark 1 action at 1st level, then another at 3rd, 5th, Marshedge: Asling, Conar, Enna, Flannan,
7th, and 9th. Macha, Mave, Proinsias, or Rowen
The Steplands (Hillfolk): Bernd, Elown, Irn,
7 Go around again. Ask another question from 6, Gauge its distance and direction from you
Kani, Pol, Nol, Rozn, or Sterin
Call it back to your side
or pass. When everyone has passed, go on.
Sense its emotional state The Manmarch: Alfher, Bertrim, Dagmar,
Get a brief impression of what it senses Elfrida, Hramn, Meike, Swanhilde, or Wulfrim
8 Add your home to the steading playbook.
When everyone is done, let spring break forth! Lend it your strength—lose 1d6 HP, and it Lygos or some other point south: Ari, Boriz,
regains an equal amount Dimitra, Gorhan, Nitza, Selen, Todora, or Vasil

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

Moves You start with Home on the Range, any moves from your Background, plus 1 of your choice. PREDATOR ALPHA
When you Seek Insight, add the following to the (Requires level 6+, and Wild Speech or Spirit Tongue)
A SAFE PLACE EXPERT TRACKER list of questions you can ask. When acting on the When you assert dominance over another (beast,
When you select and prepare the party’s camp site, When you Seek Insight by searching for or studying answer to either question, deal an extra 1d4 damage. spirit, Fae, or person), roll +WIS: on a 7+, they must
hold 1 Precaution, or 2 Precaution if you are well- the signs left by passing creatures, you can ask “What pick 1 from the list below; on a 10+, you also have
Who or what here is the easiest prey?
versed with this area and its dangers. happened here recently?” for free, even on a 6-. advantage on your next roll against them.
How is ________ weak or vulnerable?
If trouble finds your camp site, you can spend 1 When you follow a creature’s trail, roll +WIS: on a Accept your authority, at least for now
Precaution to reveal a simple defense, warning, or 7+ you follow it to a significant change in terrain or SNIFF OUT CORRUPTION Slink away or flee, then avoid you
trick that you prepared in advance. If you do, tell us activity; on a 10+, you can ask the GM a reasonable When you Seek Insight, you can ask, “What here Fight you for dominance
how you knew to make that specific preparation. question about your quarry and get a useful answer. stinks of the unnatural?” for free, even on a 6-.
BEAST OF LEGEND
ANIMAL COMPANION 4 HOME ON THE RANGE STALKER (Requires level 6+ and Magnificent Specimen)
You are accompanied by a beast of uncommon When a journey requires you to Defy Danger or When you carry a normal or light load and move Each time you take this move, pick 1:
loyalty and cleverness. See the Animal Companion Struggle as One, treat a 6- as a 7-9. with care, you make no noise and leave no sign of
your passing. When you hide yourself in a natural They are exceptional (and roll +2 instead of +1)
insert for details. They get +4 HP and +1 armor
IMPROVED STAT environment, you remain unseen until you draw
attention to yourself, move positions, or attack. They develop some unique ability or trait
MAGNIFICENT SPECIMEN Each time you take this move, increase one of your
(Requires Animal Companion) stats by 1 (to a max of +2). CONSTANT VIGILANCE
Each time you take this move, your companion SURVIVALIST
When you Forage, pick 1 extra choice (even on a (Requires level 6+)
gains 2 additional options of your choice. MENTAL MAP
6-, pick 1) and add “Find or fashion some useful Unless you’re dazed, you’re never caught off guard—
You can always retrace your steps and can accurately
item or supply (GM can veto)” to the list of options. not even when asleep or if you roll a 6-. When you
BIG GAME HUNTER gauge distances and directions. You might not know
intercept a sudden threat (to yourself or an ally), you
When you strike at the weak spot of a large or huge the way forward but can always find your way back.
WARDEN OF THE WILD have advantage on whatever move you make.
creature, you deal +2 damage.
When you think back on a place you’ve been, you can When you defeat a perversion of nature, you can ask
Seek Insight retroactively, as if you were still there. the GM 2 of the following and get a useful answer: GIANT SLAYER
BLOT OUT THE SUN
(Requires level 6+ and Big Game Hunter)
When you Let Fly with a bow, you can deplete your Will it come back? If so, how can I stop it?
NATURALIST When you strike at a weak spot of a large or huge
ammunition (mark the next ammo status after your Will its taint spread? If so, how can I contain it?
When you Know Things about beasts, natural creature, you deal another +2 damage (+4 total).
weapon) before you roll. If you do, choose 1: What useful (but grisly) bits can I harvest?
environs, or spirits of the wild, you have advantage.
Gain advantage on your damage roll What else can I learn about it or its ilk ? SUPERIOR STAT
Add the area tag to your attack; roll damage ON THE HOOF (Requires level 6+)
separately for each target When you travel through the wilderness, you can WILD SPEECH Increase one of your stats by +1 (to a max of +3).
procure 1d6 uses of provisions each day (roll with The grunts, barks, chirps, and calls of natural beasts
CALL THE SHOT disadvantage in winter or barren terrain). Provisions are as a language to you. You can understand their TRAILBLAZER
When you take your time and calmly line up the can substitute for supplies when you Make Camp. intentions and communicate basic ideas. When (Requires level 6+ and Home on the Range)
perfect shot, either deal your damage or roll +DEX: you Persuade a beast, you can choose to roll +WIS. When a journey causes you to Defy Danger or Struggle
on a 10+, deal your damage and pick 2; on a 7-9, PACK HORSE as One, on a 10+ you also learn or discover some-
deal your damage and pick 1. You can carry up to 4 4 with a light load, 7 4 WORLDLY thing interesting and useful—ask the GM what.
with a normal load, and 10 4 with a heavy load. (Requires level 2+ and the Ranger)
Ignore armor or deal +1d4 damage (your call) Take a move from the Blessed, Fox, Heavy, Marshal, WALK IT OFF
Stun, hobble, or hinder them PATHFINDER or Seeker playbooks, for which you otherwise (Requires level 6+)
Make them trip or drop what they’re holding When you lead your people to Pull Together or De- qualify. You can pick from a different playbook each When you’d mark a debility, you can mark this move
Do no harm; don’t deal your damage after all ploy beyond sight of home, you have advantage. time. You can’t pick Improved Stat or Superior Stat. instead to no ill effect. Clear it as you would a debility.

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