Moongrave: A Fantasy RPG Guide
Moongrave: A Fantasy RPG Guide
GRAVE
a short-form fantasy FIST hack
written by Briar Sovereign
1
THE MAGICAL GIRL WHO PROTECTS YOUR TOWN IS DEAD.
◆ This rulebook
◆ Two or more friends or allies
◆ A pool of six-sided dice, aka D6s
If you’re a player, on the next page you’ll �ind guidance for creating a character. You can �ind
information on all the traits mentioned in the Rules Index (pg. 14), and details on how exactly you
play—what kind of dice to roll, etc—following the Character Creation in Rolling the Dice (pg.8).
If you’re a referee, sorry; you’ll probably want to look at the whole thing. Of note—Play Structure
(pg.10) has information on the back-and-forth of what you actually do during sessions of
MOONGRAVE, and Foes Of The World Of Graves (pg.25) will be useful to have on hand once you get
into your Encounters and need to know what enemies can do.
Unlike most PBTA games, however, there aren’t pre-written moves to roll—you simply roll whatever
virtue is appropriate and the referee interprets the results for you. Additionally, you don’t choose a
playbook or a class; check the next page for more info on Character Creation.
… And newcomers
If you’re unfamiliar with this style of game, we generally describe them working as a conversation:
the referee describes your situation (the characters, the environment, what is happening etc), and
the players respond by asking questions, talking to other characters, and explaining what actions
they take. When those actions involve risk or the possibility of failure, they must roll to �ind out
what happens.
MOONGRAVE doesn’t have formal turns during combat, or granular action types or lengths. You
simply talk with your referee about what you’re doing, taking turns in the spotlight to show off what
your character is capable (or not capable, depending on the dice) of. Bookkeeping is kept simple
and light: the only numbers you really need to keep track of are your HP and your four virtues,
which are never higher than 3.
Refereeing
In this game’s text, the person responsible for running the game—managing the player’s foes,
rolling up their Encounters, narrating the effects of their rolls—is referred to as the referee. As
above, your role is largely a conversational one. Check FIST: Ultra Edition for some more in-depth
guidance on refereeing, especially Referee FAQ (pg.21), but in short; pass the spotlight around,
prompt players to act and make interesting choices, bend or break the rules when necessary, and
work with your players to keep things interesting. MOONGRAVE is a fairly lethal game, so don’t feel
like you need to pull your punches when it comes to hurting players in combat. During the �irst leg
of their journey, they have a safety net—and on the way back, they’re kind of supposed to die.
Don’t worry about it.
6
Character Creation
You are not a legendary hero. You are not a rogueish adventurer. Chances
are, you have never seen cause to draw a blade in your life; the
protector would always do this for you. Your town, like many on
the borderline, had a magical girl to stand vigil over it—to
defend it from those things which lurk in the world of graves
beyond. But now she is dead, and she cannot be reborn
anew until her body is buried. There are no passing
heroes to take up the task. You have lived under her
protection your whole life, and now you have been chosen
to be her pallbearer; to carry her on a pilgrimage to the
Moongrave, where this body, at least, can be laid to rest.
Traits
Traits are the features and abilities that make up your
character, beyond the basics of HP and virtues. Each one alters
your character with some kind of ability or equipment, and
adds to your basic stats, like your virtues or your HP.
7
◆ Add any of the items given to your by your starting traits to your inventory. You can carry as
much as you desire, but you can only wield one weapon at a time. If unarmed, or attacking with
something that isn’t a weapon, deal worst-of-3D6 DAMAGE.
◆ All characters have 0 ARMOR by default. You can only wear one piece of ARMOR at a time, but
you can be wearing any number of accessories (pXX).
◆ All characters start with 6 MAX HP. HP stands for ‘hit points’, and represents the amount of
harm you can weather before your character can no longer �ight. See (p. XX) for more
information on what happens when you lose HP.
◆ All characters start with 0 ECHO DICE. ECHO DICE represent the resonant and leftover magics
of the protector, which can be invoked to aid yourself or others. You can spend an ECHO DIE to
add +1D6 any time dice are rolled, regardless of who is rolling or what is being rolled for. Once
spent, ECHO DICE are gone permanently.
◆ Take 1.) a common item, 2.) +1D6 MAX HP, or 3.) +1D6 ECHO DICE.
5. Name your character
Finally, you need a name. Even if it gets forgotten, everybody has one.
Referee-controlled characters don’t roll to perform actions; the referee describes what they’re
doing, and players take action in response. They don’t roll to attack you: you roll to dodge, etc.
1. Choose a virtue
When you roll, you should choose the virtue you are using—though in some circumstances, the
referee might request you use a speci�ic one to perform the action you’re attempting. Before you
roll, you may always ask your referee what kinds of outcome might happen to understand the risks.
◆ Roll +STRENGTH to overpower and destroy; to cleave enemies in twain and smash through
armour, to intimidate and demoralise, to shift immense weights and tear down barriers.
◆ Roll +CHARM to convince and glamour; to persuade foes to surrender and diffuse heightened
tensions, to impose your force of personality and perform with style, to lie through your teeth
and steal everyone’s attention.
◆ Roll +WISDOM to outwit and think fast; to solve puzzles and spout lore, to design solutions and
employ tactics, to quash dissent with facts and logic or compose magical rituals.
◆ Roll +GRACE to dash and dodge; to move quickly and softly, to pick locks and pockets, to take
great leaps and land safely, to strike from a distance and avoid the same.
2. Roll the dice
Take 2D6, roll them, and then add the virtue you selected to the result. If you have any, you can also
spend an ECHO DIE to increase your result. The �inal amount is compared to the below to determine
the outcome, which the referee then narrates: no matter what you roll, something always changes.
There’s no zero-sum rolls in MOONGRAVE, baby.
◆ 6 or below: Your roll is a failure. The referee gets to determine exactly how bad things go.
◆ 7 to 9: You achieve a partial success. You get what you wanted, but there’s some kind of
complication, catch, or �law in your work.
◆ 10 or above: A success! You do exactly what you were aiming for, with no complications.
◆ Double sixes: Your roll is a critical success! Not only do you get what you wanted, you also
gain some kind of impressive bonus effect or bene�it.
8
Combat & rounds
In combat, you play as per anywhere else: if you’re doing something risky, you roll. This includes
attacking, in which case if you succeed you can deal DAMAGE: either the DAMAGE listed on a
weapon you’re wielding, or worst-of-2D6 if you’re unarmed or using something improvised.
Similarily, you might roll to dodge or counter an attack directed at you from someone else.
Failure in a combat situation typically means taking DAMAGE, which you’ll subtract from your HP. If
you have ARMOR, you’ll reduce the DAMAGE by that much �irst. If your HP is reduced to 0, this
typically doesn’t mean you’re immediately dead. Depending on what part of your journey you’re in,
you might even get stronger: check out To The Moongrave… and …And Back Home Again (pg.13) for
more info on what happens when you hit 0 HP.
MOONGRAVE doesn’t have formal turns in combat, and you don’t roll initative; but there are many
situations—bleeding, falling, taking careful aim, etc—where the passage of time changes things. For
this reason, we divide Encounters (or at least the action-packed parts of them) into rounds. There is
no formal initiative order or rolls like you might �ind in a more complex game; every time one of the
players picks up the dice to perform an action, that is a round.
Technically, if the narrative demands it, someone can take multiple rounds in a go; but typically,
you’ll spread the spotlight around the party. Monsters and other creatures that make up your foes in
the world of graves do not take rounds; while the referee might set up their actions, making
consequences clear, their actions are a result of your failures.
Best-of/Worst-of
Sometimes, you’ll see traits or other rules tell you to roll with ‘worst-of-XD6’ or ‘best-of-XD6’. These
mean that, instead of rolling 2D6 normally to determine an outcome, you’ll roll an amount of D6s
and take the lowest two or highest two dice respectively.
Equipment
You are unlikely to survive the world of graves with bare �ists and a tunic. For that purpose, your
traits and choices during Character Creation (pg.7) will see you out�itted with weapons, armor, and
accessories.
Weapons
Weapons typically consist of nothing more than an amount of DAMAGE they deal—usually 3 or 1D6,
though some are higher. This isn’t to say all weapons are the same: a blunt mace is naturally going to
be more useful for breaking things than a spear is, but that spear has reach that the mace doesn’t. A
longbow seems like a great choice, until your foe is close enough to get you before you can draw the
string. You can only wield one weapon at a time, but you can carry as many spares as you like for
different situations.
Accessories are objects or other pieces of equipment that can be voluntarily destroyed to
completely negate one source of DAMAGE. You can carry and wear as many of them as you desire.
9
PLAY STRUCTURE
In the simplest terms, play in MOONGRAVE consists of two phases. First, you will journey to the
Moongrave, to lay the protector to rest: gathering Moon traits along the way, as her magic picks you
up whenever you fall. Then, with your duty ful�illed, you will attempt to make your way home:
replacing those Moon traits with Grave traits, as her magic fades, and your bodies fail. Death is all
but unavoidable—the pilgrimage is rarely returned from.
Day
Every Day, you are likely to face various hazards and foes. Deal with them however you choose:
overcoming them is part of your pilgrimage. The elders say that only those who face true hardship
on the path to the Moongrave are truly respecting the protector’s memory.
Every Day, after rolling for Weather (pg.23), you roll three encounters: Morning, Afternoon, and
Evening. Encounters are often hazardous and dangerous, but sometimes you might run into more
fortunate circumstances. Additionally, any Encounter doesn’t simply give you a reward might
involve loot: once resolved, roll on the Encounter Prizes table (pg.24). Your referee may, at their
leisure, choose instead of rolling, or even create a new encounter for you of their own design.
When dealing with enemies in an encounter, the encounter is resolved when you either defeat them,
or escape them through other means. When dealing with an encounter that doesn’t involve enemies,
they are typically resolved by succeeding at a certain amount of rolls: one per player, usually, though
your referee might ask for more depending on the situation.
Forest Encounters
Those passing through the Forest might encounter;
d6 Morning Afternoon Evening
Your referee might also place you in encounters dealing with; wild animals, roaming undead, lost
hunters, desperate travellers, exiled cultists, natural disasters, diseased creatures, hungry monsters,
hazardous plants, mischievous spirits, etc.
10
Valley Encounters
Those passing through the Valley might encounter;
The path leads from a dark cave, Young wyverns, one per two A pair of ogre mages stand guard
1 where you are set upon by blind players, swoop down from the top over a gate that leads out of the
hunters, two per player. of the valley to assail you. valley.
Your referee might also place you in encounters dealing with; landslides and cave-ins, monstrous
lizards, organised cultists, haunted ruins, ogre warbands, sporting fae, roaming underground
creatures, predatory birds, abandoned constructs, etc.
11
Dungeon Encounters
Those passing through the Dungeon might encounter;
Your referee might also place you in encounters dealing with; subterranean creatures, magical
puzzles, shifting rooms and �loors, ancient clockwork traps, forgotten heroes, the cursed dead, long-
lost spectres, stone guardians, apex predators, etc.
The Moongrave
No encounters take place at the Moongrave itself. It is a
place of peace, and silence, and stillness. The only thing
required of the players upon reaching it is to do their
duty: to lay their ward, the body they have carried all
this way, to rest.
12
Night
At the end of every Day of travel, it becomes Night. You can journey no further; it is dark, and you
are exhausted. In order to rest, you must perform four duties; you must maintain your equipment,
cook something to restore your strength, entertain yourselves to keep morale up, and recite the
funerary rites. Only by completing all of your duties will you be fully rested for the day ahead.
For each duty, one character must volunteer their skills. If all four duties are succeeded at, the group
restores all missing HP, and each chooses one: +1D6 MAX HP, +1D6 ECHO DICE, or +1 to a virtue of
their choice (max +3).
If any are failed, they restore only 3 HP per successful duty. A partial success counts as a full success
on a duty, provided it is the only one: if two or more duties are partial successes, they all count as
failures instead.
Duties
◆ Maintenance: The group must maintain their equipment, re-stringing bows, cleaning blades,
and so on. A volunteer must roll +STRENGTH.
◆ Cook: The group must feed itself, if it is to have any hope of garnering enough strength to make
it through the next day. A volunteer must roll +GRACE.
◆ Entertain: The group must keep its spirits high, or else it will fall apart. A volunteer must roll
+CHARM.
◆ Recite: The group must recite the funerary rites, to ensure they are remembered clearly. A
volunteer must roll +WISDOM.
To The Moongrave…
Over three Days and three Nights, you will journey to the Moongrave. Your journey will take you
through the Forest, the Valley, and the Dungeon in that order; along the way, you will encounter
various dangers. You will emerge from them, but not unscathed.
The �irst time each Day when you reach 0 HP, the protector’s echo reaches out to catch you. You heal
for 2D6 HP, and immediately roll for a Moon trait (pg. XX). Add it to your character sheet.
The second time, you simply restore 1D6 HP, and do not gain a Moon trait. The third time, you are
rendered unable to �ight; your remaining comrades must drag your body until the next Night.
In the circumstance that everybody is unable to �ight, the protector intervenes. She will do this only
once per pilgrimage. When she does so, everyone regains 1D6 HP.
The �irst time each Day when you reach 0 HP, you regain 1D6 HP and lose your oldest remaining
Moon trait, shedding everything gained from it, including equipment. In it’s place, you roll for a
Grave trait (pg. XX). Add it to your character sheet. If you hit 0 HP again, you are rendered unable to
�ight; your remaining comrades must drag your body until the next Night.
Many Grave traits place death in your immediate future; but death is slow sometimes too. If you
reach three Grave traits over the course of your journey, your wounds and experiences are fatal—
even reaching the end of your journey and returning home will not save you.
In the circumstance that everybody is unable to �ight, there is nobody to intervene. You will die in
the wilds as many have done before you.
13
RULES INDEX
Role Traits
REGALIAE: You were chosen to carry the protector’s regalia, so that it can be interred with her.
Though you cannot wield nor wear it, the low hum of its magic is felt even through your pack. It is
destined, like her, to lie in the Moongrave for eternity: but until then, its magic will aid you, if only a
little. Whenever you attempt to meddle with magical or supernatural forces, any ECHO DIE you
spend is rolled twice, and you use the higher result.
— Regalia’s shadow (accessory), +1 ECHO DIE per Night
CORPSEBEARER: You were chosen to carry the protector’s body, so that she is close to that which
she protected until she is interred. Though she was graceful in life, she is dead weight now: thus,
you were chosen for your strength, to ensure her body is not disgraced by being dragged through
the mud. While she is safely carried on your back, your footing is sure: you will never slip or fall
unless you are physically unable to stand.
— Funerary plate (1 ARMOR, accessory), +1 STRENGTH
MOONSCOUT: You were chosen to defend the group, to see that they reach their goal without being
claimed by that which the protector once kept at bay. You have studied the maps, and learned of the
many dangers along your route from the elders: none are more equipped to lead the way that you
are. When identifying or disarming traps, or when steering the group back onto the correct path,
you roll 3D6 and take the highest two.
— Shortbow (1D6+1 DAMAGE), +1 GRACE
CHRONICLER: You were chosen to record the story of this internment, chronicling the changes in
the world beyond, so that one day far from now another group will have a �ighting chance at doing
what you once did. The dungeon protecting the Moongrave twists and turns, but one day your
maps and your stories will be that which prepares someone like you. Once per Day, you may
embellish your narrative a little. Everyone, including yourself, gains a free ECHO DIE to spend on
their next action only.
— Mapping & journaling supplies (you need to write all this down), +1 CHARM
RITESPEAKER: You were chosen to lead the protector’s funerary ceremony, which will take place
at the Moongrave. You were one of the few chosen from childhood to study and prepare for this
day: it is said that some protectors outlive their ritespeakers, but you have been called to act out
your duty. The group automatically succeeds to recite the funerary rites every Night, no roll
required, provided you’re conscious.
— Incense (The group rolls twice and takes the preferred result on Moon traits), +1 WISDOM
14
Mundane Traits (3D6)
3. BLACKSMITH: You previously made a living hammering iron and steel into convenient shapes:
nails, horseshoes, farming equipment, and so on. Then the elders bade you to make them a blade:
and them, to wield it too. Though you are no swordsman, you know your steel: the sword is �ine
and sharp, and that is not the last place your labours will aid you. The group automatically succeeds
to maintain their gear every Night, no roll required, provided you’re conscious.
— Longsword (2D6 DAMAGE), -1 GRACE
4. TAILOR: There was once a time where you cared, most of all, for making clothes. It was hard to
leave the house without seeing people wearing your work: everyone, from the youngest child to the
oldest elder, put stock in your skilled hands. Even the protector, though her regalia was perfect in
every stitch, chose to wear that which you made from time to time. Now you must lay her to rest.
You have sewn ceremonial garb for yourself and the rest of the group: until it is torn and ruined
after weathering a single blow, it counts as 2 ARMOR. You may repair one person’s garb each Night.
— Ceremonial garbs (2 ARMOR, ruined after one hit), +1 GRACE
5. WATCHER: Though you are now trusted to inter her body, you were once trusted to keep watch
for the protector’s foes. Your sharp eye and wary spirit were invaluable, and they will now serve
her one last time. The group is never caught unaware by foes whilst you are on watch.
— Binoculars (let you see great distances clearly), +1 GRACE
6. FARMER: For years, you have tilled the �ields and tended to the livestock, ensuring the people of
your town have food to eat even through the coldest winters. Though it was never your aim, this life
has made you hardy and strong: strength the elders saw a different use for. You ignore the negative
effects of any Weather conditions that occur on your journey, and always regain your full HP each
Night.
— Pitchfork (1D6 DAMAGE), -1 CHARM
7. GUARDSMAN: While the protector earns us peace, you work to keep it. On easy days, this means
setting disputes in the tavern: on hard ones, this means protecting travellers bound for nearby
villages, or even standing in aid of the protector as she does her duty. The �irst time each session
when you take DAMAGE, half it: add that much to the DAMAGE you deal next time you hurt
someone.
— Chainmail (1 ARMOR), +2 MAX HP
8. MERCENARY: You’re not even from here, but coin is coin: protecting a corpse is a job like any
other. For years now, you have sold your bloody skills, �ighting and killing those unfortunate
enough to have enemies with deep pockets. You cannot gain or spend ECHO DIE, but start with 6
CONTRACT DIE which can be spent in the same way.
— Bastard Sword (1D6+2 DAMAGE), +1 STRENGTH
9. DEVOTEE: You have been enamoured with the protector ever since you were a child, and have
gathered many relics and icons of her battles throughout your life. You believe you can use them to
channel her spirit, to ask it for guidance and advice on your journey. Once per session, you may roll
+WISDOM to consult her on a course of action, granting +1 to anyone who follows along. On a
partial success, they still believe it’s the right thing to do, but the protector’s despair and
melancholy is discouraging.
— Protector’s relics (they channel her spirit, you say), +1 WISDOM
10. SURGEON: Though the protector has always guarded your town, that doesn’t mean people
never get hurt. Even the most mundane of lives carry deadly injury sometimes, but you have
studied and practised to deliver people safely through it. In saving the lives of this group, the elders
told you, you save the lives of everyone: just like the protector herself. With reasonable time, you
can perform surgery on someone who is physically wounded, restoring 1D6+WISDOM HP.
— Medical supplies (restore 1D6+WIS HP, 4 uses), +1 WISDOM
15
11. ENTERTAINER: What value does peace have if you can’t enjoy it? Whether through singing,
dancing, playing an instrument or otherwise you brought a measure of joy into the hearts of people
in your town on what would otherwise be dry evenings. You made a great choice, then, to ensure
that morale stayed high along the pilgrimage to the Moongrave. The group automatically succeeds
to entertain themselves every Night, no roll required, provided you’re conscious.
— Hidden dagger (1D6 DAMAGE, concealable), +1 CHARM
12. LABORER: Your job is simple, but deeply important: you carry, you build, and you break.
Without people like you, there would be no �irewood, no houses, and so on: your arms are a reliable
asset, and one that will carry this group as well as they carry grain. You can comfortably drag fallen
allies until the next Night, without it interfering with any other actions you might need to take.
— Sledgehammer (1D6+1 DAMAGE), +1 STRENGTH
13. DILETTANTE: You have no real area of expertise, having taken a hand to various things but
found nothing that kept you: instead, you’ve relied on your charm and wits to make a life. Perhaps it
is a lack of commitment to anything that has seen you chosen to do something dangerous on behalf
of the town. Either way, it seems you have little choice. You have +1 the �irst time each Day you
make a roll with a Virtue you haven’t rolled during it yet.
— Rapier (3 DAMAGE, ignores ARMOR), +1 CHARM
14. CHEF: Though you now see yourself thrust into the wilds, the kitchen was once your domain.
Perhaps your food wasn’t quite haute cuisine, but it saw people satis�ied - and most importantly,
full. Now, you �ind yourself serving a more exclusive menu for a smaller clientele; at least until you
make it back. The group automatically succeeds to cook food every Night, no roll required, provided
you’re conscious.
— Herbs and spices (x2 healing after a failed duty), +1 GRACE
15. HANDMAIDEN: You tended to her in life, and now you tend to her in death. As one of the
protector’s handmaidens, you saw to her needs, representing her at appointments when she was
busy, talking to townsfolk on her behalf, and so on. This closeness to her left a mark on you; three
times per session you can manifest a shallow imitation of her power, dealing 1 DAMAGE to a foe
instantly without rolling.
— Handmaiden’s robe (double an ECHO DIE, once), +1 CHARM
16. SCHOLAR: Your passion in life thus far has been books; nice, safe compilations of pieces of
paper with interesting things written on them. Whether you view your new role as an exciting
chance to con�irm their contents or a terrifying voyage into dangerous territory is up to you, but
your knowledge will come in handy at least. When you’re trying to identify monsters and their
capabilities, partial successes count as full successes.
— Silverslick jar (coat a weapon in silver for an Encounter, 4 uses), +1 WISDOM
17. MESSENGER: Most would think your job relies on speed, and they’d be wrong: it’s all about
endurance. If you want to avoid attention, a lone runner is much more likely to go unnoticed than
someone on horseback; and while the mountain passes might be safer, they’re certainly not easier.
Once per Day, you may show off your athletic prowess to make a jump or sprint that would be
impossible for anyone else.
— Forgotten packages (pick two common items), +1 STRENGTH
18. YOUTH: Rarely is someone not an adult chosen for the pilgrimage, but there is no law against it,
nor against them volunteering. There are many who say that, as a youth herself, the young often
bear the depth of the protector’s blessings. When you spend ECHO DIE, use the best-of-3D6.
— Hatchet (3 DAMAGE), -1 WISDOM
16
Moon Traits (D66)
11. THE ARCHER: The protector has blessed you with the aspect of an archer. Your art needs not
even a bow; to the sweep of your hand, a volley of arrows will answer. Once per Day, you may
designate a single foe within your line of sight, regardless of distance. It is immediately riddled with
arrows, suffering 2D6 DAMAGE.
— Silver arrow (3 DAMAGE, ignores ARMOR), +1 GRACE
12. THE CHANGE: The protector has blessed you with the aspect of change. Possibility and
potential suffuses your blood, and you may unleash it upon others - or yourself. Once per Day, you
may use your rod to temporarily increase an object, creature, or yourself in size. Roll a D4. It
becomes that many times larger for a few minutes. Add that much to its MAX HP and STRENGTH,
but remove it from GRACE.
— Magnifying glass rod (accessory), +2 MAX HP
13. THE MOON: The protector has blessed you with the aspect of the moon. You feel a deep af�inity
for it, and a spiritual tie to others who feel the same. When dealing with those that venerate or are
supernaturally tied to the moon, like werewolves, you roll the best-of-3D6.
— Silver knife (1D6, silver), +1 WISDOM.
14. THE MASK: The protector has blessed you with the aspect of masks. Your identity becomes
unknowable, but also malleable; you may touch another living creature and create a mask that
represents it. Whilst wearing that mask, you are indiscernible from them visually. You may hold up
to 3 masks at a time.
— Mask of yourself (doesn’t count against your limit), +1 CHARM
15. THE BRUTE: The protector has blessed you with the aspect of brute strength, allowing you to
brush aside obstacles like they were nothing. You can’t be knocked over, grappled or restrained in
any way, and you roll best-of-3D6 when doing those to others.
— Champion’s belt (accessory), +2 STRENGTH
16. THE HUNT: The protector has blessed you with the aspect of the hunt. Your nails sharpen, your
senses deepen, and your teeth seem like those of a predator. You �ind yourself drawn to pursue and
track, to hunt and strike down, and most importantly, to eat. When you strike down a creature that
had more HP than you and consume part of it afterwards, increase your MAX HP by 2.
— Nails and fangs (+1 DAMAGE in close quarters), +1 STRENGTH
21. THE SHADOW: The protector has blessed you with the aspect of shadows. The seem darker
and longer around you, �lickering like those cast from candlelight even in the steady light of day. As
long as there is a shadow being cast in sight, you may roll +GRA to step into it from any distance.
— Fuligin cloak (accessory), +1 GRACE
22. THE DREAMER: The protector has blessed you with the aspect of dreams. Yours swim with
prophetic visions and warnings. Every Night, your Warden will describe to you three omens. If you
recognise an omen during the following day, take +1 forward to your rolls made to deal with it or
that which it warns you of.
— Everburning candle (light or snuff it with a gesture), +1 ECHO DIE per Night
23. THE EARTH: The protector has blessed you with the aspect of earth. Your �lesh is cold to the
touch like clay, and your body has become much heavier and sturdier too. If you strike the earth,
the force of your blows is carried through it cleanly if you desire: you may easily strike burrowing
foes or those stood some distance from you in this manner.
— Greathammer (1D6+STR DAMAGE), +1 STRENGTH
24. THE SHOT: The protector has blessed you with the aspect of speed. You crackle with excited
energy at all times, always ready to make a mad dash or sprint when needed. When the question of
who acts �irst comes up, it’s always you—though your failures might see you dash into action far
too quickly.
— Hand cannon (2D6 DAMAGE, six shots), +1 GRACE
17
25. THE SWEET: The protector has blessed you with the aspect of treats and sweet things.
Anything you touch becomes sweeter to the taste, its colors and fragrances more bold and pleasant,
and so on. Additionally, when cut into, your body reveals its innards to be similarly candy-coloured
and sweet, mixed in with pieces of actual candy. During a �ight, record how much HP you lose when
cut or slashed or pierced. Half of that can be recouped afterwards by eating your spilled candy
viscera, if you have the stomach for it (metaphorically or literally).
— Candies and sweets (heal 1HP, six uses), +2 MAX HP
26. THE FIGHTER: The protector has blessed you with the aspect of violence. Zeal for combat
bubbles in your veins, and you �ind that you can no longer turn down a challenge. If a problem can
be solved through violence, you must at least attempt it (unless the rest of the group holds you back
bodily by rolling +STR). When you vanquish a foe of at least your equal, heal 1D6 HP.
— Gladiator’s garb (0 ARMOR, take +1 forward while below half HP), -1 WISDOM
31. THE FIRE: The protector has blessed you with the aspect of �ire. Your hair �lickers and �lows
like an open �lame, and your skin is hot to the touch. You’re dangerous, sure, but nobody can deny
there’s an allure to the �lame. You can ignite �lammable materials with a simple touch, and one per
Day you may stoke a small �lame into one much larger and more dangerous.
— Red-hot poker (1D6 DAMAGE), +2 CHARM
32. THE AUTUMN: The protector has blessed you with the aspect of autumn. You feel older and
more mature, at ease with the passage of time and life. When another creature or person hurts you,
you may ask the referee a question about their life; they will answer you honestly.
— Leaf-print cloak (0 ARMOR, best-of-3D6 to hide), +1 WISDOM
33. THE FLIGHT: The protector has blessed you with the aspect of �light. You feel light, almost
weightless, and �ind yourself yearning for the open skies (though your bones are a little less
sturdy). You can always slow your falls to the point that you hit the ground harmlessly, and you can
safely jump about twice as high or three times as far as usual.
— Bright plumage (birds trust you), -1 STRENGTH
34. THE SUMMER: The protector has blessed you with the aspect of summer.
You feel a heat within yourself, a zeal to go out into the world, and nothing
feels better on your skin than glorious sunlight. Heatwaves do not affect
you or your allies, and you’re always warm enough; even freezing weather
or frigid places cannot chill you.
— Sun charm (force Heatwave the next Day once), +1
STRENGTH
36. THE SCALES: The protector has blessed you with the aspect of
balance. You recognise, now, that all things happen as part of a delicate
and easily broken balance - and you have been given a fragment of the
power needed to safeguard it. You may move a partial success up to a full
success; but after you do so, your next partial success will be moved down
to a failure.
— Equally weighted bracelets (accessory), +2 WISDOM
41. THE WINTER: The protector has blessed you with the aspect of winter. A
chill breeze follows in your wake, and frost grips your very being: but you
don’t feel a thing. Snowfall does not affect you or your allies, and during one
you take a +1 forward to all actions made whilst outside.
— Icy halo (force Snowfall the next Day once), +1 GRACE
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42. THE LIGHT: The protector has blessed you with the aspect of light. You shimmer with a faint,
warm light at all times, and are drawn to dark places so that you might see it scatter and run before
you. You may voluntarily bloom your inner light into a glorious halo, shedding light bright enough
to see by for around 100ft/30m.
— Glass knife (1D6 DAMAGE, can focus light), +1 CHARM
43. THE LOCK: The protector has blessed you with the aspect of security. When you touch doors
and objects, you can feel if they are locked, and if so how complex the lock is; additionally, you may
use a sliver of her power to magically seal things yourself. One per Day, you may magically lock
something that opens. It cannot be opened unless it is physically broken open, or the magic is
contested in some way.
— Burnished silver lock (accessory), +2 MAX HP
44. THE SPECTRE: The protector has blessed you with the aspect of ghosts. You feel faint, like you
fade into the background of conversations and rooms; like nobody notices you, even as they’re
looking right at you. You can phase through solid surfaces for up to a few seconds at a time,
allowing you to move through thin walls, to drop through �loors, etc. If you are within a surface still
after a few seconds, you are forcibly ejected out on the side you’re closest to, taking 1D6 DAMAGE.
— Withering touch (1D6 DAMAGE, ignores ARMOR), -1 CHARM
45. THE MIST: The protector has blessed you with the aspect of mist. Your vision seems clouded,
drawing in at a distance as if you were short sighted, and the air around you seems humid and wet.
You may, once per Day, conjure an otherworldly mist of a size of your choosing for several hours. It
is thick, and near dif�icult to see through, providing you ample cover. At your discretion, you may
allow the mist to part around chosen individuals.
— Heavy brass goggles (accessory), +1 WISDOM
46. THE RAIN: The protector has blessed you with the aspect of rain. Your skin is perennially
damp, and when the skies darken and the heavens open it brings you nothing but joy. During Rain,
you heal 1 HP for every hour you spend outside. While outside during Rain, if you don’t want to be
found, you can’t be.
— Teardrop charm (force Rain the next Day once), +1 WISDOM
51. THE BLOOD: The protector has blessed you with the aspect of blood. Power surges through
your veins, and yearns to be called forth. Your blood can be weaponised as sharp blades and
projectiles; half of any DAMAGE you take from damage that would cause you to shed blood can be
immediately in�licted on any visible foe as you turn your blood against them.
— Rolls of bandages (restore 1D6 HP, three uses), +1 STRENGTH
52. THE SHIELD: The protector has blessed you with the aspect of… protection. You are �illed with
the desire to see others protected from harm, whatever it costs you. You may give up any amount of
MAX HP to reduce the amount of DAMAGE another character takes by three times that much (i.e
you reduce your MAX HP by 1 to reduce DAMAGE they take by 3).
— Ornate kiteshield (2 ARMOR, wielded like a weapon), +2 MAX HP
53. THE SILENT: The protector has blessed you with the aspect of silence. Your actions carry no
echo or noise, and you are utterly undetectable by ear. You cannot speak or make any noise
willingly either, however.
— Small golden bell (makes a clean, audible sound in any circumstances), -1 CHARM
54. THE FAIRY: The protector has blessed you with the aspect of the fae. You are preternaturally
beautiful, and are family to those from the everwild. You roll best-of-3D6 when dealing with fae on
peaceful terms.
— Faeskin (4 ARMOR, ignored by silver or human hands), +1 CHARM
55. THE SONG: The protector has blessed you with the power of song. Music �ills your mind and
buoys your heart, and you yearn to share it with others. Once per journey, you may sing the song of
the protector. All nearby allies immediately heal 1D6 HP. Additionally, nearby foes �ight their violent
desires rebuffed; they must retreat temporarily, or stand and parlay in peace.
— Small harp (accessory), +1 CHARM
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56. THE STORM: The protector has blessed you with the aspect of the storm. Lightning dances in
your dreams, and the rumble of thunder never fails to paint a wicked grin on your face.
Thunderstorms do not affect you or your allies, and whenever you take more than 3 DAMAGE from
one hit, you may immediately change the Weather to Thunderstorm if you so desire.
— Dark mantle (1 ARMOR, +2 against cold or electricity), +1 STRENGTH
61. THE SANDS: The protector has blessed you with the aspect of dust and sand. It swirls
ambiently around you, answering your call, and forming into shapes at your command. Dust Storms
do not affect you or your allies, and once per Day, during one or when there is a body of sand
nearby, you may shape it into an object temporarily. It functions about as well as a real version of
that object, but if it’s used to deal or protect from harm it dissolves after being used a single time.
— Bucket and spade (holds some sand), +1 WISDOM
62. THE SWORD: The protector has blessed you with a legendary blade. It is shaped and forged to
your exact desires: no blade could be more perfect in your hand. Unfortunately, this makes it
somewhat disconcerting to ever wield anything else; even if you lose this trait, you take a -1 to all
rolls whilst wielding another weapon.
— Gleaming broadsword (1D6+STR DAMAGE), +1 ECHO DIE per Night
63. THE VOID: The protector has blessed you with the aspect of voids. You �ind yourself dimly
aware of the exact circumference of any circular hole you look at, and �illed with a desire to create
new ones. You may open a hole as wide as you want through any surface, at the cost of also opening
a similar hole upon yourself. You take DAMAGE based on how large the hole is; 1 DAMAGE would
be enough to look through, 6 DAMAGE would be enough to reach through, and anything larger is
likely to be lethal.
— Longspear (1D6 DAMAGE), +2 MAX HP
64. THE CHANCE: The protector has blessed you with the aspect of chance. You know that the
secret to surviving is knowing what to throw away, and knowing what to keep. You’ve lived your life
as a gambler, betting on dice and cards: living high when you bet right, and living low when you
don’t. When you spend an ECHO DIE, on a result of 1, it isn’t consumed: you keep it.
— Gambler’s dice (Roll a 2D6 each Night: replace a roll the next day
with the result), -1 WISDOM
65. THE SPRING: The protector has blessed you with the
aspect of spring. You feel the possibility and potential of
life everywhere you go, and in your wake it springs forth
to contest with your imagination. Nature blooms
more quickly around you, plants growing as if days
were hours, and your touch allows even that with
no sunlight or water to become host to life.
— Crown of �lowers (accessory), +1 CHARM
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GRAVE TRAITS (D66)
11. CHOKING: You’ve caught chokerot, an often indirectly lethal illness that’s common in the world
of graves. While diseased, any time you roll doubles you fail as your hacking cough interrupts your
action and makes a lot of noise. Thankfully, chokerot is easy to treat. Each Night, roll a D6. On an
even result, you can �ind the herbs needed to treat it and remove this trait.
12. DAZED: A heavy blow, or some kind of magic, has left you feeling stunned and confused. Your
�irst roll each Encounter is the worst-of-3D6, as you struggle to gain your focus.
13. INFESTED: You are infected with the spores of a shambling terror. Only a long course of careful
treatment can �lush them from your body safely. Until cured, if you ever die, a juvenile shambling
terror rapidly grows from your corpse, with half it’s usual HP. In the meantime, the spores make
you feel stronger, and more ready to throw yourself into danger.
14. WOUNDED: You’re wounded, plain and simple. Every time you take DAMAGE, roll a D6. On a
result of 6, take +3 DAMAGE as your wounds are reopened.
15. FEARFUL: You �ind yourself shaking, terri�ied of everything that has transpired and everything
that yet will. When you have an opportunity to act, roll a D6 �irst. On a result of 1, you �ind yourself
afraid: you must either freeze in place, or �lee away from whatever scares you most here.
16. HAMSTRUNG: Your legs have been torn and and slashed, preventing you from �leeing. Any
attempts to move quickly or nimbly automatically fail.
21. DISEASED: You’ve unluckily caught one of the other common diseases in the world of graves,
many of which are more lethal than chokerot by some measure. Every Night, choose either
Nauseous, Dazed, or Beaten; this is how your symptoms manifest until the next Night.
22. CONSUMED: Some of your �lesh has been eaten. Your MAX HP is reduced by 3.
23. MANGLED: A terrible injury has left one of your hands unusable. You cannot perform any
action that would require both hands; if for whatever reason you only had one usable hand already,
you struggle to perform any action that would require them, rolling worst-of-3D6.
24. INFECTED: An infected wound threatens your life. Every Night, roll a D6. On a result of 6, it kills
you. Every Night you survive the infection, a result of one lower becomes
lethal (5, then 4, etc).
25. BEATEN: Blunt impacts and blows soaked by armor have left
you bruised, beaten and irritable, which makes it dif�icult to rest
and relax. During the Morning, you roll worst-of-3D6.
32. HARROWED: What you’ve seen and what you’ve been through have left you uneasy and
restless, unable to focus or get comfortable. You cannot contribute to any Duties each Night.
33. PARANOID: You see danger around every corner, and know that something is always near. You
automatically fail any rolls to scout or look for things, always getting caught up in what you think
you’ve seen instead.
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34. POISONED: An insidious venom has settled into your veins, threatening your life. At the start of
each Encounter, roll +STR. If you fail, make a mark somewhere on your character sheet, and
continue. On your third failure, you immediately drop dead.
35. BURNED: You have received burns across your body, that are especially painful when anything
is pressing on them; you cannot wear anything that provides 1 or more ARMOR.
36. FROSTBITE: The cold has crept deep and painfully into your skin, leaving you fragile and sore.
Take 1 DAMAGE whenever you take physical action during an Encounter.
41. ISOLATED: The previous Encounter saw you separated from the others, isolated and unable to
help or be helped. For the next Encounter or Night, you’re unable to assist; roll a separate one for
only yourself, or only heal 1D6 HP as you arrive too late to assist with Duties. The trait remains
afterwards; that feeling of seperation never leaves you.
42. MARKED: You’ve been marked, either with scent or with magic. Any creature like the one that
Marked you is capable of �inding you easily, even if you hide; with magic, they might be able to
target you through this sense alone.
43. CURSED: A curse has been placed on you, cutting you off from the magic of the protector. You
cannot spend ECHO DICE to bene�it yourself directly.
44. CHANGELING: During a struggle with the fae, you were abducted, a fae doppelganger left in
your place. The real you has been spirited away to the everwild; from now on you play your
changeling, who has your MAX HP and equipment, but no traits other than The Fairy Moon trait.
45. HUNTED: A fae hunting party is stalking you. Each Night, roll a D6. On a
result of a 6, the group is ambushed by two fae folk before you can perform
your Duties. Every Night there is no ambush, it arrives on a result of
one lower (5, then 4, etc). If an ambush is survived, it resets to 6.
46. WINDED: The wind has been knocked from you, leaving it dif�icult
for you to keep active for a while without stopping to catch your
breath. Your second roll during an Encounter suffers a -1
51. EXHAUSTED: A real toll has been taken on you over your
travel; the kind of weariness that only long rest can truly deal with.
In the Evening and at Night, your virtues are all reduced by 1.
52. BLEEDING: Blood �lows from an injury, draining you of your vital
essence; and it’s dif�icult to staunch. After every Encounter, you
suffer 1 DAMAGE.
53. WITHERED: Your �lesh has begun to rot away, giving off a foul
odour that anyone near you can smell. Your CHARM are STRENGTH are
reduced by 1.
54. CONCUSSED: Your joints have begun to seize up, making it dif�icult to
move with quickness or care. Your GRACE and WISDOM are reduced by 1.
55. SELFISH: Bitterness has settled in between you and your comrades. You
cannot spend ECHO DICE to bene�it anyone but yourself directly.
56. GLAMOURED: You’ve been magically charmed and endeared towards whatever Glamoured you.
Any creature like it seems beautiful and interesting to you; you cannot raise your hand to them in
violence without them harming you �irst.
61. NAUSEOUS: You have an upset stomach, and feel weak, sweaty, and like you might throw up at
any given moment. After any heavy physical activity, roll a D6. On a 5 or 6, either roll worst-of-3D6
next time you act, or pass up your next opportunity to act to go be sick instead.
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62. SHAKEN: Your con�idence has been shook, making it
dif�icult for you to act at your best. Choose a virtue; roll it with
worst-of-3D6 from now on.
65. AMNESIA: You have been stricken with short term memory
loss, losing touch with who you were and what you could do
before you entered the world of graves. As well as replacing a
Moon trait, you also lose access to your Mundane trait and
anything it granted you other than equipment.
Weather (D6)
Every Day, before you begin Encounters, you roll for the Day’s Weather on the table below. Many
traits, Moon traits especially, have interactions with the Weather, or allow you to change it to your
deserves.
1 — Heatwave
An exhausting heat settles in, causing you to grow tired and irritable. During the Afternoon, you
take -1 to all actions. During the Evening, you take a -2 to all actions.
2 — Snowfall
Snow falls around you, painting the world of graves into a beautiful winter wonderland, and also
obscuring any and all paths and notable landmarks. Roll an additional Morning Encounter.
3 — Rain
A heavy rain muddies the ground and drowns out sound, making it dif�icult to see and be seen.
Attempts to sneak by foes are made with best-of-3D6, and attempts to spot ambushes are made
with worst-of-3D6.
4 — Thunderstorm
What was that sound? A deep rumble of thunder rolls over the hills, followed by strikes of lightning.
At the start of each Encounter, the referee rolls a D6. After that many rounds, a bolt of lightning will
immediately put someone in danger, directly or indirectly (2D6 DAMAGE).
5 — Mild
The weather is even and unremarkable. Pleasant, even, for the world of graves.
6 — Heavy Winds
A heavy, blustering wind blows through the world of graves. Ranged attacks are made with worst-
of-3D6, and attempts to dodge them made with best-of-3D6.
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Encounter Prizes (D6)
After surviving an Encounter that didn’t already grant you some kind of reward or bene�it, roll on
the tables below to determine a looted prize for the group. It’s up to the group to decide who takes
whatever prize is rolled.
d6 Category
d6 Weaponry d6 Consumables
1 Silver sword (1D6) 1 Regain 1D6 uses, spread across the party
5 Greatsword (2D6 DAMAGE) 5 Comforts (Ignore a Grave trait for one Encounter)
6 Fine weapon (1D6+1 DAMAGE) 6 Adventurer’s kit (ropes, lockpicks, etc, 3 uses)
d6 Armor d6 Accessories
3 Full plate (3 ARMOR, heavy as fuck) 3 Magic ring (acessory, +1 ECHO DIE per Night)
6 Greatcloak (0 ARMOR, can conceal items within) 6 Heart ring (accessory, +2 MAX HP)
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FOES OF THE WORLD OF GRAVES
The path to the Moongrave is dense with dangers, many of which are not content to lie in wait until
you stand in the right spot or fail to see a tripwire. No, the greatest dangers on the path are living
(or unliving) ones: fae, ghouls, cultists, wyverns, creatures and monsters and men of all shapes and
sizes—all the dangerous ones at least.
◆ HP, which determines how much DAMAGE they can suffer before they are slain
◆ ARMOR, which reduces DAMAGE taken
◆ DAMAGE, which they deal when players fail to defend themselves
They also have a special rule, and three suggested Grave traits that they might commonly in�lict if
you don’t want to roll.
Below, they are organised by where they are seen most often.
Pack Tactics — While outnumbered by wolves, roll worst-of-3D6 when you act.
Grave traits — Hamstrung, Wounded, Bleeding, or D66.
Bark Armor — Treants do not apply their ARMOR to any harm that comes from �ire or axes.
Grave traits — Broken, Fearful, Cursed, or D66.
Swarming — Simply swinging at a swarm with a hand weapon is ineffective. Only DAMAGE that
would affect multiple enemies, like sweeping strikes with a large weapon or �ire, is effective.
Grave traits — Diseased, Paranoid, Harrowed, or D66.
Vector — After resolving an encounter with gravebears, anyone who came near one rolls a D6. On a
result of 1, they gain the Choking Grave trait.
Grave trait — Choking, Wounded, Broken, or D66.
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Troll — 9 HP | 1 ARMOR | 1D6+2 DAMAGE
The subject of a hundred fairytales, trolls habitually lay claim to areas and demand tolls for entry.
Territory disputes are common, and typically solved by trading of treasures.
Regen — Trolls regenerate 1HP after each round. Fire stops their regeneration for an hour.
Grave trait — Beaten, Winded, Dazed, or D66.
Patchwork — For every 2 DAMAGE the stitched horror suffers, it deals -1 DAMAGE.
Grave traits — Diseased, Bleeding, Consumed, or D66.
Unkind — Fae folk do not apply their ARMOR to unarmed attacks or attacks made with silver.
Grave traits — Hunted, Changeling, Glamoured, or D66.
Blood Tribute — Every time a cultist dies, mark a point of ‘favour’ down.
Grave traits — Cursed, Bleeding, Marked, or D66.
Impure — Whenever a werewolf is struck with silver, it becomes weakened. Reduce it’s ARMOR to 0.
Grave traits — Lunacy, Paranoid, Fearful, or D66.
Spellcaster — When a necromancer casts a spell, roll 1D6 to determine the result. Players may
attempt to interrupt or avoid the outcome of a spell like any other attack.
◆ 1-2: Channel Undeath: A nearby undead ally is healed for 1D6 HP.
◆ 3-4: Frostbolt: 3 DAMAGE, pierces ARMOR, one target
◆ 5-6: Waves of Fatigue: Hits a wide area, affected players roll worst-of-3D6 on their next roll.
Grave traits — Cursed, Nightmares, Withered, or D66.
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Giant spider 6HP | 1 ARMOR | 1D6 DAMAGE
As an arachnophobe, I will leave it to you to imagine these creatures.
Weaver — Giant spiders are capable of trapping players in webbing, rendering them unable to act
unless it is destroyed. Webbing has 1HP and 0 ARMOR.
Grave traits — Fearful, Nightmares, Paranoid, or D66.
Eyeless — Blind hunters are capable of ‘seeing’ in complete darkness, through a combination of
echolocation and precise vibration senses.
Grave traits — Consumed, Hamstrung, Harrowed, or D66.
Teamwork — Two or more harpies have suf�icient strength to lift a person up into the air. Every
round, they may move them far enough that the fall deals +1D6 DAMAGE.
Grave traits — Wounded, Concussed, Isolated, or D66.
Diver — Landsharks are capable of sinking into the earth, completely obscuring themselves. While
doing so, they have a clear sense of anything that touches the surface.
Grave traits — Hamstrung, Shaken, Mangled, or D66.
Sparkbreath — After every round, roll a D6 for each young wyvern in an Encounter. On a 5 or 6, the
next time it deals DAMAGE to a player, it coughs up a stream of �ire that ignores ARMOR.
Grave traits — Burned, Fearful, Wounded, or D66.
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Relic worm 12 HP | 2 ARMOR | 2D6 DAMAGE
Relic worms are huge, burrowing creatures that feed off of magical
energy, typically long-forgotten treasures from ancient civilisations.
Few remain, given the dwindling food supply; but any large source of
magical power can be enough to wrest one from their hibernation to
feed. If encountered, it is often best to just �lee—they are not the kind of creature
most survive seeing.
Magicsense — Relic worms hunger for magic, and are easily distracted or lured
by it.
Grave traits — Mangled, Broken, Fearful, or D66.
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Foes of the Dungeon
Gargoyles 4 HP | 4 ARMOR | 1D6+1 DAMAGE
Gargoyles are winged stone statues, left to defend places in richer times. Many linger at their old
haunts for centuries, being slowly worn away by the wind and the rain, but those left in more
sheltered spots can last theoretically forever—the magic that animates them is barely up at all
during their long sleep. Most that remain fall inert after being awakened once; but with their
durable stone bodies and sharply chiselled claws, once is usually lethal.
Phasing — When you strike a phase spider, roll a D6. On a result of 3 to 6, your attack strikes an
illusion instead. Your next attack strikes an illusion on a 4 to 6, then a 5 or 6, and �inally any value
other than 6.
Grave traits — Nauseous, Nightmares, Poisoned, or D66.
Choking Spores — When a shambling terror dies, it spreads spores. Anyone nearby runs the risk of
infection; roll a D6. On a result of 1, they gain the Infested Grave trait.
Grave traits — Infested, Infected, Diseased, or D66.
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Splitter — If a gigantic centipede takes 5 or more DAMAGE in a single hit, it splits into two halves
that each have the remaining HP. The halves deal +2 DAMAGE, but suffer 1 DAMAGE each time they
strike a player.
Grave traits — Poisoned, Mangled, Wounded, or D66.
Unkind — Fae folk do not apply their ARMOR to unarmed attacks or attacks made with silver.
Grave traits — Hunted, Changeling, Glamoured, or D66.
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