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Playbook - Steading

This document provides information about the village of Stonetop, including its size, population, prosperity, resources, defenses, known improvements, and excluded content. It begins with classifications for a settlement's size ranging from hamlet to city based on population. Other sections rate the village's fortunes, surplus, prosperity, resources, defenses, and known improvements that can be made. The final sections provide guidance on excluded content and keeping the GM playbook in sync.

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0% found this document useful (0 votes)
157 views8 pages

Playbook - Steading

This document provides information about the village of Stonetop, including its size, population, prosperity, resources, defenses, known improvements, and excluded content. It begins with classifications for a settlement's size ranging from hamlet to city based on population. Other sections rate the village's fortunes, surplus, prosperity, resources, defenses, and known improvements that can be made. The final sections provide guidance on excluded content and keeping the GM playbook in sync.

Uploaded by

FinkFrozen
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
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Stonetop B

Size
Starts at village C
hamlet (<50 people)
village (150-350)
A
town (500-1500)
Fortunes Surplus city (2500+) D E
Starts at +1 Starts at 1
-1 Population
+0 Starts at +0 F F
+1 -1 shrinking
+2 +0 steady
+3 +1 growing
+2 booming
+3 teeming

Prosperity Resources
Starts at +0 Farming: beans, potatoes, oats, barley
Hunting/trapping: fur, meat, hides
-1 dirt Distilling: whisky
+0 poor
+1 moderate
Collecting: stone (from the Old Wall) Places of interest
Collecting: rain & snow (in Cistern)
+2 wealthy Trade: Gordin’s Delve (metal, tools) A The Stone G M
+3 rich Trade: Marshedge (textiles, herbs, glass)
B The Granary H N


C Public House & Stables I O
D Cistern J P

E Pavilion of the Gods K Q


F Watchtowers L R

Defenses Fortifications, etc. Debilities Notes


Starts at +0 The Ringwall (low, stone)
diminished, by injury/sickness/doubt
limited to Size+1 3 watchtowers
(disadvantage to Deploy, Muster, or
Spears & wooden shields in every home
-1 feeble Pull Together)
Some bows
+0 mediocre lacking, due to shortages/hoarding/
+1 strong
distrust (treat Prosperity as if it’s 1
+2 formidable lower than it is)
+3 legendary
malcontent, from fear/anger/despair
(Fortunes reset to +0 each season,

not +1; folks need Persuading more
often than usual)
Content Steading Improvements Known, available improvements you can make to Stonetop. The GM may present others.

Keep this in sync with the GM playbook. Review it ADDITIONAL HOUSING EXPANDED TRADES HERD OF HORSES
at the start of each session. It’s getting crowded! We need more room to live. Specialization is the key to prosperity! Imagine what we could do with a dozen fine steeds.
When anyone calls “time out,” play stops. Step out Requires either one of these: Requires one of the following improvements, to free Requires all of the following:
of character, check in with each other, maybe take a up enough time to support more tradesfolk: A site for a proper stable and corral
An exceptional engineer/foreman, to design much
break. Discuss what’s wrong, player-to-player. Pulling Together to build the stable and corral,
roomier houses on the current land Harnessing the Stream
If content was included that shouldn’t have been, ac- Building on parts of the fields, resulting in a -1 Raincatching which requires a few weeks and a wagonload of
knowledge the mistake, fix the fiction, and move on. Surplus generated with each autumn’s harvest Mill timber (Value 2). Add them to the map.
Someone skilled in riding and training horses
If someone realizes they need content to be excluded, And then: And establishing at least 3 of the following: Acquiring a small herd of horses, about a dozen
veiled, or handled in a particular way, then update (through trade or by catching wild ones)
Pulling together 5 times, each requiring A chandler with extensive tools and supplies
the lists. Clarify specifics, now or later, but don’t ask Training/breaking them to the saddle and plow
1 season, 1 Surplus, and a wagonload of timber (Value 3)
reasons. Fix the fiction. Check in with the player(s). Additional saddles, harness, plows, etc. (Value 2)
and other supplies (Value 2), to (re)build homes. A glassblower with a full glassworks (Value 3)
When everyone is ready, move on. Pulling Together to have a couple dozen villagers
An exceptional weaver with good tools (Value 2)
When you meet the requirements, increase Fortunes
and a reliable supply of Whitefang wool learn to ride, requiring 1 Season and 1 Surplus.
Excluded content by 1 and add any new homes to the map.
An exceptional potter with good tools (Value 2) Someone to mind the herd and stable, full time
(Not part of the game, on-camera or off ) Henceforth, when when you consume Surplus in and a reliable source of excellent clay When you meet the requirements, increase Fortunes
winter, consider Population to be 1 lower than it is. An exceptional smith with a newer, hotter forge by 1 and replace “a pair of sturdy draft horses” with “a
(Value 3) herd of horses” on the Assets list. Make a note of its
AUROCHS HUNTING Some other exceptional tradesperson, with the size. Henceforth:
Large herds form on the Flats in spring. The Hillfolk appropriate tools and supplies (Value 2 or 3)
hunt them, but Stonetop has never learned to do so. When you leverage the horses to Pull Together, it
When you meet the requirements, increase Prosperity takes half as long and costs half as much.
Requires 2 of the following: by 1. If you cease to meet the requirements, decrease
Prosperity by 1. When you Requisition half the herd or less, treat a
A Herd of Horses (and hunters to ride them) 6- as a 7-9.
Cooperating with the Hillfolk
A cunning plan GREATER HARVEST When the Seasons Change to summer, any yearlings
Beyond the Old Wall, the prairie grass of the Flats become horses (Value 3 once trained), any foals
And then: chokes out any crops we try to grow. become yearlings (Value 2), and the herd gains foals
Veiled content (Value 1) equal to 1d4+Fortunes (min 0).
(Part of the fiction, but only off-camera) A successful first hunt (played out in detail) Requires 1 of the following:
When you meet the requirements, add “Aurochs Doubling the yield of crops inside the Old Wall When winter grips the land, the herd consumes 1
hunting (meat, hide, horn)” to the Resources list. Clearing/taming new fields beyond the Old Wall Surplus per 6 grown or yearling horses. For every
Surplus not consumed, 1d6 horses are lost.
Henceforth, when you lead the aurochs hunt in spring, When you meet the requirements, increase Fortunes
roll +Defenses: on a 10+, gain 1d4 Surplus; on a 7-9, by 1. HEROIC REPUTATION
gain 1d4 Surplus but pick 1 from the list below; on a Few have heard of Stonetop’s heroes. Yet.
6-, pick 1 from the list below, or pick 2 and gain Henceforth, when the autumn harvest is complete,
1d4 Surplus. gain +1d4 Surplus. Requires any 3 of the following:
1d4 of the town’s horses are lamed or killed HARNESSING THE STREAM Impressing a band of Hillfolk
A number of locals are injured; the steading A shallow creek flows just below the town. If only it Braving a lake and coming back with proof
marks diminished (disadvantage to Deploy, could be harnessed! Saving many Marshedge residents’ lives
Muster, or Pull Together) Saving many Gordin’s Delve residents’ lives
Special handling Requires 2 of the following: Saving someone from beyond Marshedge
The GM picks an NPC present for the hunt;
they are killed Some method of making water flow uphill Hiring a minstrel to tell your tales (Value 2)
The Hillfolk are somehow offended A series of aqueducts, from the stream’s source When you meet the requirements, gain the following
The herd is weak; if you hunt next year they’ll be back to Stonetop move:
wiped out A reservoir to contain the diverted water
When you first meet someone from beyond Stonetop,
When you meet the requirements, add them to the roll +Fortunes: on a 10+, say what they’ve heard
Resources list and increase Fortunes by 1. about you or Stonetop, and gain advantage on your
Henceforth, you when spring breaks forth an you roll next move against them; on a 7-9, say what they’ve
a 7+ with Fortunes, the steading generates 1 Surplus. heard; on a 6-, the GM decides what they’ve heard.
More Steading Improvements Known, available improvements you can make to Stonetop. The GM may present others in the course of play.

INN MILL STANDING WATCH WEAPONS OF WAR


The public house offers a common room and shelter We’ve got our pick of millstones. With a mill, we’d Some full-time warriors would make us all safer, no? Spears are great, but how about axes, picks, swords?
for a few horses, but it’s hardly a proper inn. have better bread and more time for other crafts.
Requires all of the following: Requires either this:
Requires all of the following, in order: Requires all of the following:
A veteran warrior, able to command a crowd Acquiring a few dozen good swords, battleaxes,
A designated building site An exceptional engineer/foreman At least 6 warriors, well-equiped and willing maces, flails, warhammers, etc. (Value 3)
A competent engineer/foreman A convenient, consistent power source (wind on a The village leaders agreeing to support warriors
Or all of these:
Furnishings, equipment, and material (Value 3) hill, a waterwheel, a Herd of Horses, magic, etc.) who train and keep watch full-time
Pulling Together 2 times, each requiring 1 A building site able to harness that power source A smith, with a full staff and upgraded tools
When you meet the requirements, add “standing
season, 1 Surplus, and timber/supplies (Value 2) Pulling Together 2 times, each requiring a (Value 2)
watch” to the Fortifications list. At the start of each
A small, devoted staff (innkeep, cook, ostler, etc.) season, 1 Surplus, a wagonload of timber (Value A cartload of good iron ore (Value 2)
season, the watch consumes 1 Surplus or it disbands.
2), and a bunch of rope and supplies (Value 2) 4 seasons of work by the smith
When you meet the requirements, increase Fortunes
A full-time miller When you specifically involve the watch in a move,
by 1. Name the inn, add it to both the Resources list And then:
treat Defenses as 1 higher than they are.
and map. When you meet the requirements, increase Fortunes A veteran warrior, able to command a crowd
by 1, add “Mill” to the Resources list and draw it on Pulling Together to train the militia with these
Henceforth, when the seasons change, whoever is STONE WALL
the map. new weapons, requiring a season and 1 Surplus
friendliest rolls +Fortunes: on a 10+, ask the GM 3 No mere palisade of wood, but a mighty rampart. We
questions about the wider world; on a 7-9, ask 1 ques- Henceforth, when the autumn harvest is complete, have the stone, after all... When you meet the requirements, increase Defenses
tion; on a 6-, ask 1 question, but the GM describes the steading generates +1 Surplus. Also, when you by 1 and add “Weapons of War” to the Fortifications
Requires all of the following, in order:
some trouble that stems from the inn or its guests. Outfit from Stonetop or Have What You Need after list. Each spring, the village must expend 1 Surplus to
doing so, each of supplies has 1 extra use. An exceptional engineer/foreman
Once per season, when you expend 1 Surplus and maintain and replace the town’s weapons.
A stonecutter with an able crew
bring folks together at the inn (to talk, to celebrate, to Henceforth, when you Outfit from Stonetop or Have
PALISADE Equipment, tools, and material (Value 3)
recuperate), clear one of the steading’s debilities. What You Need after doing so, you can treat maces,
A wall of sharpened logs, 10’ tall, to keep evil at bay. Pulling Together 4 times, each costing
1 season, 1 Surplus, and supplies (Value 2) flails, battleaxes, warhammers, and all types of
MARKET Requires all of the following, in order: swords as common items, as if they were already on
Stonetop is at most an afterthought for traders in the When you meet the requirements, add “Stone Wall”
Lots of timber (~20-25 wagonloads, Value 3) the inventory inserts. Battleaxes and swords have “x
region. We need to change that. to the Fortifications list (erase “Palisade” if you had
A competent engineer/foreman piercing,” where x is the steading’s current Prosperity.
it) and draw it on the map. Henceforth:
Requires 1 of the following: Lots of rope, nails, pitch, etc. (Value 2)
Pulling Together, costing a month and 1 Surplus When you take advantage of the stone wall, you have WELL-TRAINED MILITIA
A compelling good/service, exclusive to Stonetop
advantage to Deploy. Everyone can use a spear and shield, but some hard
Establishing some other reason to visit Stonetop When you meet the requirements, increase Fortunes
drilling could make us a force to be reckoned with.
(place of pilgrimage, etc.) by 1, add “Palisade” to the Fortifications list and draw When winter grips the land, the steading consumes 1
it on the map. less Surplus than normal. Requires one of the following:
and these:
Henceforth, when you take advantage of the palisade, A veteran warrior, able to command a crowd
A dedicated market site (add it to the map) TOWNSHIP
you have advantage to Deploy. For each tactic below, you must then Pull Together,
A trusted arbiter, able to enforce their own Will this ever be more than a backwater village?
rulings on matters of trade requiring a season of drills and 1 Surplus.
RAINCATCHING Requires all of the following:
Four seasons in operation without notable Archery: barrages, ranged ambushes, sniping, etc.
Filling the cistern takes so much work. Surely, we can Population +3 for 4 consecutive seasons
incidents of violence, banditry, theft, etc. Cavalry (requires a Herd of Horses): fighting
do better! Additional Housing
When you meet the requirements, increase Prosperity from horseback, charges
Requires all of the following, in order: Raincatching OR Diverting the Stream
by 1. If you cease to meet the requirements, decrease Formations: shield walls, wedges, phalanx, etc.
At least 4 other improvements
Prosperity by 1. An exceptional engineer/foreman, to design a Readiness: patrolling, reacting quickly to alarms
A formal government of some sort
cunning system of roofs, gutters, and conduits Skirmishing: ambushes, harrassing, hit-and-run
When the Seasons Change to spring, summer, or
Enough slate/terracotta to roof all the buildings When you mark all of the requirements, change Size
autumn and the market is active, and Population is +1 When you Deploy using one of the militia’s trained
and construct the gutters and conduits (Value 3) to town and its Population to +0. Henceforth:
or better, the Market generates 1 Surplus. tactics, you are likely acting from a position of strength
Pulling Together 3 times, each requiring 1 When you Muster, Pull Together, or Trade & Barter, (you pick the consequence on a 7-9, not the GM).
season and 1 Surplus you have advantage.
When the militia has trained in 2+ tactics, increase
When you meet the requirements, increase Fortunes When the seasons change to spring or summer, the Defenses by 1.
by 1, add “Raincatching” to the Resources list. town generates Surplus equal to Population+1. But,
Each summer, the militia must spend 1 Surplus and a
Henceforth, when summer comes and you roll a 7+ when winter grips the land, roll 2d6+Population to
few weeks training or lose its training in 1 tactic.
with Fortunes, the steading generates 1 Surplus. consume Surplus instead of 1d4+Population.
Other Improvements Additional possible Improvements to Stonetop, revealed by the GM. Assets Owned by the residents of Stonetop in common.
To take them on an expedition or otherwise put them at risk,
you must Requisition.

IMPROVEMENT IMPROVEMENT
Summary Summary
A pair of hardy draft horses, followers (large, powerful,
keen-nosed, hardy): HP 10 each; Damage d6+3 (hand,
close, forceful); Instinct: to panic; Cost: care & grooming.
A pair of horse-drawn plows, iron
Requirements Requirements
A pair of carts (plus horse harness)
A wagon (plus horse harness)

Effects Effects





IMPROVEMENT IMPROVEMENT
Summary Summary

Silver
Purses Handfuls Coins
Requirements Requirements

Effects Effects
Gold
Purses Handfuls Coins

IMPROVEMENT IMPROVEMENT
Summary Summary

Requirements Requirements

Effects Effects
Residents of Stonetop Add each NPC that is named during introductions or play. Give each an occupation (even if just farmer or homemaker) and at least 1 trait.

NAMES
name occupation traits, relations, etc. name occupation traits, relations, etc. Aderyn, Aeronwen, Afanen, Afon, Alun,
Andras, Aneirin, Awstin, Bedwyr,
publican Berwyn, Betrys, Braith, Briallen,
Bronwen, Bryn, Cadi, Cadoc, Cadwygan,
smith Caron, Cefin, Ceinwen, Ceridwyn, Cerys,
tanner Colwyn, Deiniol, Dilwen, Dylis, Eifion,
Eirlys, Eluned, Emrys, Enfys, Eurwen,
cobbler Gaenor, Garet, Gethin, Glyndir, Heledd,
Hywel, Ifan, Iorwerth, Iwan, Lewela,
midwife Leuca, Linos, Mado, Maldwyn, Malon,
Mared, Marged, Martyn, Meirion,
Menwen, Mererid, Neirin, Nia, Ofydd,
Olwyn, Owain, Padrig, Parry, Pryder,
Pryce, Rheinal, Rhisiart, Rhosyn,
Rydderch, Sawyl, Siana, Sioned, Talfryn,
Tegid, Tiwlip, Tomos, Tudyr,
Winifred, Yorath

NPC traits Assign as needed; choose from this list or make up your own.

all thumbs dallied with the fae years ago has a beef with Marshedge immaculate appearance mute stoic
ambitious deaf has a good heart jealous not afraid of deep water stubborn
beloved by everyone desperately wants a child has a lot of backbone just got married not too bright suffers from fits
beautiful singing voice distills the best whisky has a wandering eye keeps to themselves oldest swears they met the Pale Hunter
best cook doesn’t pull their weight has a way with animals knows all the gossip orphan tells the best jokes
best weaver drunkard has fae blood in their veins lame overprotective tender-hearted
blind eagle-eye has just terrible luck likes to hurt things prettiest tends the Gods’ Pavilion
braved the Ruined Tower fearless has lost their nerve lived among the Forest Folk prideful tends to the sick & injured
cautious foundling has no respect for their elders lost all their children reckless touched
chronic cough gathers herbs from the Wood has terrible nightmares lovesick refuses to marry very strong
cobbler gets the best deals has the most children loves their dogs resents their lot in life wants to have kids
complains too much gifted storyteller has their head in the clouds loyal friend runs everywhere well-read
cowardly gods-fearing hates the Hillfolk most handsome sensitive well-traveled
craves recognition good with children hears voices moved here recently simpleton widowed
curious happy-go-lucky humorless must approve any marriages slew many crinwin will eat anything
Notable neighbors of Stonetop Add NPCs from neighboring areas when instructed by a playbook, or as needed.

name home occupation traits, relations, etc. Marshedge NAMES


Abben, Ailen, Brin, Brogan,
NOTES Catlin, Coln, Daedre, Dermos,
Ennin, Finnen, Gilor, Isbeal,
Kiran, Lile, Lim, Mathuin,
Mirne, Noren, Owan, Ragan,
Renan, Seadha, Seann,
Tierney, Ulliam

Gordin’s Delve NAMES


Choose from other lists;
NOTES everyone comes to Gordin’s
Delve from somewhere else.

The Steplands (Hillfolk) NAMES


Adm, Blej, Cirl, Davth, Elst,
NOTES Gwilm, Gwenl, Henri, Ines,
Jenfir, Jown, Juda, Kiln, Laurl,
Loic, Merrn, Maikl, Nanzl,
Nolwn, Quent, Reegn, Ropr,
Sabi, Stren, Yanz

Lygos (and other points south) NAMES


Agatte, Aref, Alix, Baraz,
NOTES Canan, Darya, Demetra, Elene,
Elios, Fotios, Faruza, Golza,
Iasos, Iona, Kyriakos, Marika,
Maayan, Osher, Natasa, Nivola,
Rinat, Stamat, Thecla, Zhaleh

Other places (Barrier Pass, the Manmarch, etc.)


NOTES
The Vicinity

to Barrier Pass

l l s
i
h
t
o
o
F
e
h The Maw
T T h e
G r
e a
t
W
o
o
S t on et op d
Th
eH
igh
wa y
R ed G rov e

to Gordin’s Delve

The Wes t R oad


c av e bears

The Rui ne d Towe r


T
h e
F l
a t
s
to Steplands
and Marshedge
The World’s End
Tor’s
i n s
Fist
t a
Barrier o u n
M
Pass
i t e f a n g
W h

T h e
G r
e a
t

c h
Stonetop W
Gordin’s o o

a r
Delve d

m
Titan Bones

a n
T h
e
H

F l

M
u

a t
s
f

Ferrier’s

h
f

d s
Fen
e

t
n
l a
l

r
P p
e e

o
a S t Marshedge

N
k
s
Blackwater
Lake

er
iv
c

dR
r
Three-Coven

ea
a
Lake

Dr
m
n
a
M
h
t
u
o

S
to Lygos
and other points south

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