Playbook - Steading
Playbook - Steading
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
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.
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.
to Barrier Pass
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