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GMA Age of Sail PNP Deck

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0% found this document useful (0 votes)
696 views66 pages

GMA Age of Sail PNP Deck

Uploaded by

RodrigoMustDie
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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The GameMaster’s Apprentice:

Age of Sail
Instructions
Author: Nathan Rockwood
Graphic Designer: Max Johnson

Special Thanks
This project was backed on Kickstarter by more than 360 supporters, listed at the end of this document
(or not, in accordance with their wishes). Without their help, The GameMaster’s Apprentice would
never have been more than a pet project in my own home games. Thanks so much!

Visit us online at www.LarcenousDesigns.com

The GameMaster’s Apprentice deck and documentation, copyright 2014, owned by Larcenous Designs, LLC.
Larcenous Designs, LLC, and associated marks are owned by Nathan Rockwood. Graphic design and
iconography by Max Johnson. 

Rodrigo MustDie (order #22829068)


Table of Contents
 
 
INTRODUCTION 3 
What this deck is 3 
What these instructions are 3 
What is on the cards: The Randomizer Breakdown 4 
HOW TO USE THESE CARDS 8 
"Fairness” 8 
Genre and Tone 8 
Primary Systems 9 
Answering Yes/No Questions 9 
Creating NPCs 10 
Creating Random Events 11 
Creating Story Seeds 12 
The Little Engine: Running NPCs or encounters on the fly 13 
Icon Systems 14 
Norse Runes 14 
Tag Symbols 18 
Elements 19 
Scatter Die 19 
THE DECK AS A GAME ENGINE 20 
Making "fair" decisions 20 
Starting a Game 20 
Playing a GM-Free Game: What Happens Next? 20 
The Basic Loop: The Heart of the Engine 22 
Tracking plot and character developments 23 
Wrapping up a plot 23 
FINAL WORDS 24 
Adventure Guides 24 
Genre Mashups 24 
Make your own materials! 24 
Backer Names 25 
 
   

Rodrigo MustDie (order #22829068)


INTRODUCTION
 

What this deck is


The GameMaster’s Apprentice: Age of Sail deck is a set of tools meant to be helpful for anyone 
running a roleplaying game. The randomizers on the cards aren’t linked to any particular game system 
or setting, but are intended to support any sub-genre or focus of high-seas fiction. 
The general purpose of this deck is to create and arbitrate the sort of story ideas and decisions 
often made by a GameMaster, but which can sometimes be randomized--perhaps to make the decision 
more ‘fair,’ or maybe just to help the GM come up with something totally new. 
Each of the 120 card faces in this deck contains a set of fourteen randomizers. While each 
randomizer has a specific purpose for which it was designed, I did my best to make the cards as flexible 
as possible. How each randomizer, or the deck as a whole, is used depends entirely upon the needs of 
the group, Game Master, or player using them. 
I created these cards for many reasons, but the most important points can be boiled down into 
two functions. First, I wanted to make it easier (as a GM) to access random tables, and I find a deck of 
cards faster than hunting through books and comparing them to the results of dice rolls. Second, as my 
group’s usual GM, I wanted a system that could let me play a solo game with the ‘fairness’ of an 
outside arbiter, while avoiding the limited options found in most computer- and game-book-based 
RPGs. With a bit of imagination, a sense of fun, and maybe a character sheet from a game system of 
your choice, this deck should let you play through an adventure entirely without a human Game 
Master. 
 

What these instructions are


Because the GameMaster's Apprentice is meant to be flexible, there isn't a right or wrong way 
to use the cards. For the same reason, while these instructions describe each of the randomizers on 
the cards, I can't really tell you 'how' to use them; it will be up to you to determine your favorite ways 
to put them to work. My notes are a framework for you to work within. I'll give you some examples 
and explain my thinking, but if you're the sort of gamer who is interested in randomizer cards at all, 
chances are that you're already thinking of ways they might be helpful. 
However, if you want a little push in the right direction, these instructions include suggestions 
aimed at gamers in several specific situations: 
1) You're a GM looking to spice up your plans with new ideas. 
2) You're running a game and need to generate some information on the fly. 
3) You're a solo-player (or a group with no GM) and want to run a game with the cards as an 
engine. 

Rodrigo MustDie (order #22829068)


What is on the cards: The Randomizer Breakdown
While more detailed descriptions of how I use these randomizers together come later, here is a 
brief overview of each of them, with a few suggestions for use. 
 

Rodrigo MustDie (order #22829068)


1) Difficulty and Reaction Generator 
This one is often referenced just as the Difficulty Generator, but it serves many purposes. 
Between the comedy and tragedy masks we have the results of a bell-curved 1-10 number generator. 
This is great for anything which is probably going to be “average:” the relative difficulty of picking a 
given lock, how friendly a random stranger is to the PCs, or even how powerful that random stranger 
happens to be. Most results will fall in the 5-6 or 4-7 range, so plan accordingly! 
 
2) Likely Odds  
When you need the answer to a Yes/No question, you can draw here for a “fair” random result. 
Yes, you could just roll a die and decide that ‘evens’ mean ‘yes’ and ‘odds’ mean ‘no,’ but that actually 
takes longer--and for me, at least, after I roll I can never remember whether odds were yes or no. 
Also, the possible answers here include ‘critical’ results; the range is: YES!/Yes/No/NO! 
The three sub-categories (Bad, Even, and Good) stand for how likely the answer is to be positive 
(YES! or Yes). ‘Bad’ means there is only a 25% chance of a positive answer; ‘Even’ gives a 50% chance; 
and ‘Good’ indicates a 75% chance of positive results. 
 
3) Dice 
Exactly what they appear to be--the results of randomly rolled dice, ranging from d4-d00. These 
are handy for a quick number without revealing what dice you are rolling, or when dice are 
inconvenient for some reason. However, they have one major flaw: dice pools. Unless you shuffle and 
redraw for each die in a roll, the draw isn't going to be as random as it should be; for one to three 
cards, the statistics will still be very random, but after that you should probably return all cards to the 
deck and shuffle. 
 
4) Norse Runes 
The 24 runes of Elder Futhark, commonly represented in fiction and fortune-telling as 'the' 
Norse runes, are here for when you feel like some symbolic interpretation. Like the more 
commonly-seen Tarot deck, these runes can serve to suggest ideas and concepts. Their presence is 
inspired by classic games like ​Everway​, which use Tarot-like interpretation as a primary resolution 
mechanic. See the Icon Systems section, below, for more details. 
 
5) Elemental Symbols 
The four elements (at least, those most often seen presented in fantasy fiction) of Earth, Fire, 
Air, and Water have been imbued with cultural and cross-cultural connotations over the years. While 
you will probably not draw for them on their own very often, I use them to color my interpretations of 
the other randomizers, suggesting mood or style; "Disaster Strikes/City Suburbs" can mean something 
very different if flavored by Earth (an earthquake) rather than Fire (...a fire), for example. 
 
 

Rodrigo MustDie (order #22829068)


6) Random Event Generator 
Generating random situations is at the heart of the GameMaster's Apprentice. These three 
keywords (a verb, adjective, and noun) combine into one of 1.7+ million (if you draw a new card for 
each word) possible phrases; with the phrase and the current in-game situation in mind, you decide 
what the cards are suggesting happens next. For example, “Discover/Obscure/Sanctuary” could 
suggest the players just stumbled into a lost temple or a hidden panic-room, depending on your 
sub-genre. Just keep the context in mind and apply common sense! 
 
7) Sensory Snippets 
Four types of brief description exist on the cards: something to hear, see, feel (physically or 
otherwise), or smell/taste. A simple way to use these is to draw one card when the players do anything 
related to observation (searching a room, keeping watch at night, etc) and consider if any of the 
snippets apply. However, these can also be very useful when generating random content; what a 
person or place smells like can tell you a lot about them! 
 
8) Tag Symbols 
Here you find three out of ten images that exist in a different combination on each card (‘10 
choose 3’ is the mathematical operation). These symbols can tell you a lot if you want to use them, but 
they are best when you have created a list for what they mean in a given situation. 
For example, in an investigative game, each symbol might represent a different kind of 
discovery during a search for clues; in a fantasy dungeon crawl, they could be used with multiple tables 
to first populate a room with baddies (each symbol suggesting a monster, trap, or dungeon feature), 
and then their treasure trove (another table could show what value, type, or power level of loot is 
found for each symbol). 
 
9) Scatter Die 
This shows 8 directional arrows, a direct hit (explosion or star), and a miss (a single “-” dash 
line). Traditionally used for the direction a grenade misses in, it can also be used to map out random 
dungeons (showing the direction of the next door, with hits and misses being dead ends, staircases, or 
similar), tell you where that screaming sound is coming from, or anything else directional. This makes it 
useful in a solo dungeon-crawl scenario. 
 
10)​ ​Belongings 
Initially conceived of as a way to make pickpocketing and looting more interesting, the 
Belongings field can also be used as part of the random character generator. Each card has a different 
category listed first; the three examples that follow the category are just meant to help clarify the 
intent and give you some ideas! The categories should be setting neutral enough for you to use them in 
any situation. 
 

Rodrigo MustDie (order #22829068)


11) Names 
One of the simplest generators, and the one that started it all. Each card has three names, 
intended to represent a variety of real and fantastical naming conventions and cultures; and while the 
cultural setting of a game does indeed play a role in what names will be associated with what genders, 
the names are meant to include one probably-masculine, one probably-feminine, and one 
potentially-gender-neutral name per card. 
 
12) Catalysts 
The random event generator mentioned above is something I love, but it is intentionally vague 
and relies on interpretation. The Catalyst box is meant to be a much more specific (but, of course, 
more limited) way to trigger ideas for story seeds and random encounters. While there are only 120 
different Catalysts, if you combine one with a Location and/or a Sensory Snippet or a Difficulty draw, 
you can still create a large number of different seeds. 
 
13) Locations 
Best used during prep or when the players hear about a distant location (because the one you 
draw may not mesh with the current location of the party if you use it when they are exploring), these 
can help you come up with places to adventure that you wouldn’t have immediately thought of. 
Because the Locations are specific enough to sometimes clash with an ongoing game's needs, 
consider modifying the drawn location with an adjective from the Random Event Generator, or a 
sensory snippet, to give it a fresh tone or further detail. "Orphanage" plus the adjective "Mystical" 
might become a home for wayward fey children, a place a young sorcerer has been hidden away, or 
simply fairy-tale-like in how awesome it is (perhaps being run by a fairy godmother turned to public 
service).  
 
14) Virtue and Vice 
These are primarily to help flesh out character personality, but any time you want to suggest a 
motivation (for a villain, hero, or random NPC), you can draw for one or the other (or both). For 
example, if someone hires the party to go clear out the nearby goblin camp, they might be motivated 
by revenge (Wrath), or desire for a particular treasure the goblins have (Envy), and the difference can 
be significant to your ongoing story if the players try to figure it out. 
However, there is one mechanical issue here: while each individual Virtue and Vice appears 
equally throughout the deck, the combinations on the cards are not equally distributed, which is why 
they are on the cards in separate fields. What this means, practically speaking, is that if you draw one 
card for both the Virtue AND the Vice, you wind up with a result that slightly favors certain 
combinations--for true randomness, draw one card for each. 
 
 

Rodrigo MustDie (order #22829068)


HOW TO USE THESE CARDS
However you want. Seriously, go to town. But if you want to hear how ​I​ use these cards, here 
are my thoughts. 

"Fairness”
First, a note on fairness. Whether you are using the cards to generate a story for an upcoming 
session, randomizing answers on the fly, or running a solo game for yourself, you may sometimes be 
tempted to replace a card you draw with a second one. Or a third. Or a fourth... 
Is this 'cheating?' 
That depends. 
The golden rule in these cases is that the cards should keep things fun and interesting, and 
should NEVER spoil your enjoyment of your game. 
For some people, this will mean that redrawing the occasional card is totally fine, if the results 
would otherwise drag the story down. To help reduce the likelihood of this (since it still takes up time), 
I strongly recommend this guideline: If there is a possible result or option that will ruin the game, 
eliminate it BEFORE rolling a die or drawing a card. If character death would spoil your fun, replace that 
outcome with capture, maiming, loss of gear, or some other consequence, and THEN roll or draw. That 
way, you won't have to retcon anything. 
However, for some people, the "real" danger of losing a character, or being sometimes unable 
to alter the outcome of an event, is important to the experience. If you fall into this category, I suggest 
you set a specific rule beforehand. Some games already include a karma/fate/plot/benny point system 
that lets players make rerolls, change the story, and so on; if your game does, make rules for yourself 
about how those points can or cannot let you redraw cards (or simply alter the results without 
redrawing). If your game doesn't have anything like that, perhaps consider allowing one redraw of one 
card per game session, in-game night, or chapter of a story--but whatever it is, make the rule first, and 
THEN start play. 
As long as you are following your own rules, then there is nothing 'unfair' about how you use 
The GameMaster's Apprentice. And even if you break your own rules, I promise not to call you on it.  

Genre and Tone


The GameMaster’s Apprentice: Age of Sail is intended to be an aid that can work for many kinds 
of adventures on the high seas. Whether your game is set aboard a military vessel you captain, in the 
midst of a long and dangerous exploration voyage to a new continent, or is spent engaging in piracy 
and skullduggery, and whether your tone is grim, serious, or even silly, the deck should be able to 
support your play. 
However, the curse of neutrality is that it is, by nature, sometimes going to be too generic for 
your tastes. Alternatively, it may present something badly-tuned for what you wanted. 
There are two fairly obvious solutions: either draw again, or reinterpret the card you drew. 

Rodrigo MustDie (order #22829068)


Drawing again can be frustrating, and while I sometimes go that route, I suggest the second 
option as the better of the two.  
The GameMaster's Apprentice is designed to give you direction and guidance, but it relies on 
you to at least fill in the gaps. If you draw a result that is inappropriate for a reason of genre or tone, 
but you want to 'play fair' and keep the card, simply go with the most similar, but appropriate, idea you 
can think of. 
For example, if a card suggests that a character exploring a new planet smells 'Fresh Popcorn,' 
you could say to them, "You smell something rich, almost buttery, in the air." On the other hand, if the 
character is in a medieval marketplace and you don't think popcorn would be available, simply saying 
"The delicious smell of buttery treats fills market square" covers the same idea. 
Also, if the basic idea of a card is plausible but a detail or the tone of the description was wrong, 
consider ignoring those details and drawing for an adjective from the Random Event Generator, a 
sensory snippet, or one of the other content modifiers to replace them.  
 

Primary Systems
These are the things I most often use the cards for. They can be used on the fly, before play, or 
in any combination. Though they are all vital to using the deck as a solo game engine, that situation 
gets its own section, further below.  
Generally, these systems require the use of more than one field from the cards, and not all 
fields are used equally (or at all) in the systems I describe. All of the systems are meant to work 
together, though, and you can combine and interweave them with any of the fields in any way you 
wish. Remember that these are all just ​my​ way; do as ye will. 
 
Answering Yes/No Questions
The GameMaster’s Apprentice is so-called because, like a true GameMaster, it can supply a lot 
of information about the game; this is one of the simplest and most common ways it does that. 
If you need the answer to a Yes/No question, draw a card for the answer and look at the ‘Even’ 
Likely Odds field. 
That’s the easiest version, but it can get a bit more complicated if you want it to; you can decide 
that the critical results of YES! and NO! have particularly spectacular results, and you can refer to the 
‘Bad’ Likely Odds if there’s only a 25% chance of the answer being ‘yes,’ or to the ‘Good’ odds for a 
75% chance of ‘yes.’ 
There are many situations that might call for a draw here; let’s talk about a few of them. 
1. Player curiosity: If the players want to know the details of something you haven’t planned, but 
which isn’t critical to the game, consider drawing for it with whatever odds you think would 
make the game most fun for the players. Examples: Is the bartender bald? Is it a nice day out? 
Can I find a four-leaf clover? 

Rodrigo MustDie (order #22829068)


2. Suddenly-necessary details: If the question has a potential impact on the game, but making the 
decision yourself would feel like you were cheating or biasing the result, you need to be a little 
more careful. Don't word the question in a way that ruins the game if you get the 'wrong' 
result, and carefully consider whether you should have Bad, Even, or Good odds of drawing a 
'yes.' Examples: Does the guard happen to be looking in this direction? Is the backup generator 
fully fueled when the power gets cut? Is there a real doctor in this village? 
3. Modifying cards: If you've just drawn for something else, and you have an idea that sounds a bit 
too implausible, or you have more than one strong idea of what could happen, then you can 
draw for an answer to clarify things. I do this a lot when building important NPCs or story seeds 
ahead of time. Examples: Does being Charitable and Fraudulent mean that this character is like 
Robin Hood? Does 'Destroy/Nearby/Government' mean the city government, as opposed to the 
kingdom, is overthrown? Does combining the Catalyst 'Naked Man' with the Location 'Museum' 
mean that there is one of those performance-art installations? If ​No​, then I guess a patron is 
just VERY drunk….  
 
Even in a planned game, using a pre-written adventure, I find plenty of opportunity to draw for 
Yes/No answers. Sometimes players are curious about details that would never have occurred to a GM 
to prepare for; sometimes they pursue a line of reasoning before the GM has a chance to sort it out; 
and, of course, sometimes the GM simply won’t have prepared enough adventure for ambitious 
players.  
 
Creating NPCs
Experienced GMs are probably accustomed to creating the NPCs they need for an adventure, 
but I find that I tend to fall into easy patterns and reuse tropes more often than not when my players 
decide to encounter an  NPC I ​didn't​ need for the game, and thus did not spend time thinking about. 
There are a few standard barkeeps, stealthy rangers, and slightly-mad wizards that my adventuring 
parties just seem to keep running into.... 
So, to mix things up a bit (either when planning a game or when the party approaches someone 
for whom you have little detail), I use this quick method. 
1. Draw a card for a Virtue and Vice combination (draw one card for each if you want to be truly 
random). This tells you a little about their basic motivations, but will have to be tempered by context. 
2. Draw a card for Belongings, to see what sort of thing they either have on them or are 
strongly associated with (for example, a Military Weapon suggests the character may be a soldier, but 
if you encounter them as a prisoner in a dungeon, they probably don't have that weapon on them right 
now). 
3. Draw a card for names, and pick one to go with the character; sometimes names can add to 
the picture, if they are particularly meaningful. 
4. Try to fit the draws together in context, and you're done! 

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NPC Generation Optional Expansions: 
Personality and appearance: Draw for Sensory Snippets, and consider all four on one card; pick 
one that calls out to you as appropriate. Often, the way someone smells or looks, or a sound or feeling 
you associate with them, will help flesh out a character significantly. 
Random descriptor: Draw for an adjective (from the verb/adjective/noun trio of words in the 
Random Event Generator), and apply it to the character. 
Reaction: If you want to randomly decide how the NPC reacts to the party, draw and look at the 
Difficulty and Reaction Generator; 5-6 is neutral, 1 is love at first sight, and 10 is a fight to the death--of 
course, the specific reaction at high or low levels should be adjusted to fit your situation, but you get 
the idea. 
Power level: If you don't know how strong this NPC should be, you could again draw from the 
Difficulty Generator, and decide if this is an absolute or relative comparison. In a relative draw, 5-6 
means they are about the same strength as the PCs, while 10 represents a massively more powerful 
character, and 1 someone very weak. In an absolute draw, 1 represents a starting-level character, 5-6 
is mid-level, and 10 is a demigod. 
 
Creating Random Events
I love writing plot-heavy adventures and stories for my players, but sometimes I get stuck, or I 
find myself unintentionally copying a pattern I know well, from fiction or previous games. I created the 
primary Random Event Generator as a way to solve those issues, as well as to help me run solo-games. 
I've gone through several different iterations of the generator, experimenting with different 
combinations of randomizers, and the current version (a verb, adjective, and noun on each card) is the 
simplest and most effective I've come up with. Which isn't to say it is perfect--I'm always looking for 
the next, better idea--but it works well enough that between it and some of the decks' other fields, I've 
run complete solo campaigns without feeling either bored or that the story was incoherent (which is 
more than I can say for some campaigns I've planned out entirely on my own). 
Here are the steps I follow the majority of the time: 
1. Draw two cards, first for a verb, and then a noun. This produces results like "Discover Plan" 
or "Heal Treasure."  
2. Consider the results in context. Any flashes of insight? In a game with an important artifact 
already broken, “Heal Treasure” could indicate the first clue in how to repair it; alternatively, it could 
indicate the discovery of some vast source of healing, like a fountain of regenerative water. 
3. If nothing occurs to you, draw a third card for the adjective and apply it to the noun 
("Discover Ancient Plan" or "Heal Terrifying Treasure"). If you prefer, you can of course draw for all 
three right away, but I find that sometimes the extra information actually diverts me from a more 
sensible course. Either way, be sure to consider the context! 

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4. Work the suggested event into the story in a way that makes sense--it doesn't have to occur 
instantaneously, or immediately nearby. “Destroy Government” could indicate a coup in the nearest 
city or kingdom, which would have an impact on the players only when they hear about it--they could 
return home to find it occupied, or encounter deserting soldiers on the road, or similar. 
5. If I have an idea that I'm not sure about (usually because I think it might be either too 
unlikely, or it would be too helpful to my character in a solo game and I don’t want to feel like I’m 
cheating), I draw for a Yes/No answer to make up my mind. 
6. If you were trying to create a random event on the fly, but nothing at all leaps out at you 
from the cards (or the only things you can think of would break the game/the story/your enjoyment), 
either redraw one or more cards or, officially, nothing happens--no random event occurs! Don't waste 
time agonizing over it. 
 
Random Event Generator Optional Expansions: 
Importance Level: If you want guidance about how important the event should be, draw for the 
Difficulty Generator. 5-6 indicate the event is as serious as a level-appropriate combat encounter (even 
if it isn't dangerous itself); higher numbers indicate more serious, game-changing results, while lower 
numbers indicate fluff, window-dressing, or minor descriptive vignettes. 
Descriptions: Sometimes, the event's key words make more sense if you have a concrete 
description of something to start with. Draw a card and read all four Sensory Snippets to see if they 
spark any ideas; incorporate one or more of them into the event. 
Catalysts: These can be used for random events in their own right, but since there are only 120 
of them, you'll get more mileage out of combining them with the Random Event Generator. As with 
the Descriptions option above, you might need something concrete to spark an idea--so draw for a 
Catalyst and see what happens! 
 
Creating Story Seeds
The difference between a random event and a story seed is one of scale, rather than necessarily 
one of technique. A random event is usually something you try to work into an ongoing story in a way 
that doesn't completely change it (because you don't want to ​randomly​ disrupt the plot); a story seed 
is where you can have more important, world-or-game-changing results, since you are launching a new 
tale, adventure, or even campaign.  
I suggest two possibilities: 
First, you could use the exact same steps as the Random Event Generator, above, but also draw 
for a Location and work it into the story (usually as either a starting place or a place the players must 
go to right away). Don't be afraid to let your imagination really run wild, since you don't have to work 
the event into an ongoing story! 
Second, if that doesn't work and you want some more particular information without drawing a 
ton of cards: 

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1) Draw three cards and set them in a row. 
2) Read all three sets of Catalysts and Locations. Pick one of each, in whatever combination 
seems best (even if they are both on the same card). This describes the kicking-off point for the story, 
and may tell you a good deal about what is to come. 
3) Read the Sensory Snippets on the first card; pick one or more to use and apply them to the 
Catalyst/Location combo. This should help you add some detail to what is going on. 
4) Look at the Virtue and Vice combinations on each card; pick one set to represent the 
character who first gets the players involved (they could be a victim, antagonist, or quest-giver); also 
pick a Belongings set and a Name for them from within the options presented, and use the Sensory 
Snippets on the second card to flesh them out a little more. 
If that tells you what you need to know, jot down the details and go with it! If you want more 
specifics, with these things in mind, ask Yes/No questions and draw for answers to flesh the seed out a 
bit. 
 
Story Seed Optional Expansions: 
-Villain, Victim, Visitor: Skip Step 4 above and draw additional cards expressly to create a villain, 
then a victim, and then a 'visitor' (a friend or acquaintance for the PCs). This gives you a lot more 
randomness and also can really launch a story rich with detail. 
-Tag Symbols: Especially if you are already planning on using them with a table you have 
created, the Tag Symbols (the three icons in circles, next to the scatter die) can give you some 
interesting detail. If you haven't got a table to use, there is a an example of one in the Tag Symbols 
section below. 
-Style: Draw an Elemental symbol and plan on the first part of the game having a play-style 
focus based on the result: Fire = Combat, Water = Intrigue, Earth = Mystery, Air = Exploration.  
 
The Little Engine: Running NPCs or encounters on the fly
In order to keep things moving, sometimes I use the cards to make decisions quickly, even 
when I could make them myself just as easily. If you want to use the cards to run an NPC or make 
decisions about how an encounter plays out, I suggest you can use the Difficulty Generator and Likely 
Odds fields to sort out many issues very quickly.  
Because you are acting as the GM and just drawing cards for some additional support, this is 
probably the easiest way to use them. You can veto any nonsensical results, redraw if you wish, and 
just move on whenever you need to, so I actually find myself drawing for ‘suggestions’ practically every 
time a player asks a question, just to see if the results are more interesting than whatever I had 
planned. 
However, one important tip is to let common sense reign. If you are starting with a blank-slate 
NPC, almost any action or decision of theirs can be explained; but once they have an established 
personality and goals, answers usually suggest themselves, and you won’t need to draw any more. 

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A few other tips for deciding what happens when you have an unplanned NPC or encounter on 
the field: 
1) Naturally, you can start by drawing Difficulties for how powerful or hostile the NPC or situation 
is, and Likely Odds to answer questions about them. 
2) If you have no idea where to start, draw a card and look at the Sensory Snippets; use at least 
one of them to generate something (the sound of chains might indicate an arrest being made). 
3) Draw for the Tag Symbols (see the next section, on the icon systems) and use the results to 
indicate what is going on; the example table in that section could work for this. 
 
As an example, let’s say the party camps for the night in a forest, and you want to have 
something happen that night, but you can only think of the same things you’ve done before: They are 
startled awake by something that turns out to be harmless; bandits or other monsters attack; or a 
weary traveler shows up. So, instead, you draw the Tag Symbols, and get a Skull (Impending loss), 
Shield (Protection), and Target (A distant goal).  
If you can’t think of any other ‘impending loss,’ to me that often reads as danger of some kind 
(because danger begets loss). So some kind of danger, plus protection and a distant goal… while you 
could interpret this is many other ways, my mind goes to a sudden change in the weather that 
indicates an onrushing storm (possibly even a hurricane, tornado, or magical disaster). The party sense 
the weather changing, and they know that the only safe haven within miles is a distant… cave? Or 
perhaps they can see a run-down mansion at the top of that distant hill, and they just might be able to 
make it there in time to shelter safely….  
That sounds much more interesting than another bandit attack. 
 

Icon Systems
While the text fields of the cards are relatively simple to interpret, the images in the icon fields 
might take a little more practice, at least in some cases. If you find that the images and symbols are 
unhelpful, just remember: There is no wrong way to use the cards, so do what you want--and that 
includes skipping parts of them entirely. 
 
Norse Runes
I usually bring these into the game when I want yet another, different way to randomize the 
details, tone, or direction of something. They aren't necessary for any of the core systems of the 
GameMaster's Apprentice, but you could use them in any game to give you suggestions, or you could 
base a narrative game system entirely around them as a primary mechanic.  
To modify or enhance your content the way I usually do, draw one card and apply its meaning 
to the current situation as sensibly as you can. If you want to do more with them, you'll need to treat 
them like Tarot cards: a set of symbols that need to be interpreted in combination with each other and 
the current situation. 
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The Elder Futhark alphabet is itself very old, but (as far as I can learn) other than one or two 
runes and words that poems and inscriptions indicate had symbolic uses (such as carving them onto 
amulets or swords), there isn't actually any solid evidence for their original use being fortune telling in 
the modern manner (which is basically an invention of the late 20th century, and was intentionally 
based on Tarot-style interpretations).  
So, because there is no 'original meaning' to draw on, and to avoid violating anyone's copyright, 
the version I give here is my own, and is based loosely on versions I've been introduced to by those 
better versed in those modern runic systems than I am. If you prefer to give the symbols different 
interpretations, that is entirely up to you! 
 
The First Eight (Freyja’s Aett) 
Fehu  Livestock/Wealth:​ Property, prosperity, fertility, increase, social success.  
In-Game:​ Treasure found, quest rewards doled out, or a great opportunity for 
  success (meeting or helping someone powerful, an easy quest, etc). 

Uruz  Auroch/Wild Ox: ​Energy, health, strength, tenacity, and courage. 
In-Game:​ A character of great physical prowess; a situation that requires 
  strength or courage; an ability that boosts health, energy, or strength. 

Thurisaz  Thor/Giant: ​Reactionary, defensive destruction. Instinct, willpower,  and 
regeneration; lightning, electricity. 
  In-Game: ​A powerful but protective force or character; lightning or electrical 
power; an actual giant; thorns, or armor that damages attackers. 

Ansuz  Ancestral Spirit/A God: ​Revelation, insight, communication, truth, power of 
words and names; divine intervention. 
  In-Game:​ Contact from a spirit or god; priest or cleric; temple; holy relic. 

Raido  Wagon/Journey:​ Travel, evolution, moving forward, gaining perspective. 
In-Game:​ A quest! A journey for the sake of some greater objective, leveling up 
  or gaining power, learning an important secret, or other forms of evolution. 

Kenaz  Beacon/Torch:​ Creativity, inspiration, harnessed power, world-changing ability. 
In-Game: ​Gaining powers, creating new technology, discovering or researching 
  something powerful. Artifacts, ancient forces, etc. 

Gebo  Gift/Exchanges: ​Generosity, balance, contracts, relationships, partnerships. 
In-Game: ​A good deal, a boon in exchange for fair work, the beginning of a new 
  team, relationship, or business venture; charity. 

Wunjo  Joy/Happiness: ​Harmony, spiritual reward, pleasure, comfort, glory. 
In-Game:​ A reward in the form of a spiritual boon, the gaining of fame and glory, 
  or luxuries and pleasures, as opposed to treasure or power. 

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The Second Eight (Heimdall’s Aett)  
Hagalaz  Hail/Weather:​ Uncontrollable forces, such as nature, the unconscious mind; 
crisis that comes before harmony. 
  In-Game:​ Terrible weather or other natural (or unnatural) disaster strikes; 
powers or abilities are blown out of control; devices or artifacts malfunction. 

Naudiz  Need/Distress: ​Resistance, requirements to be met, endurance, patience, 
survival, a trial or test. 
In-Game:​ A random encounter or other situation that delays the quest; being 
  forced to deal with bureaucracy or red-tape; the discovery that your 
almost-complete quest requires an extra step, waiting, or backtracking. 

Isaz  Ice/Frustration:​ Mental blocks; confusion needing to be unravelled; cannot 
progress until more knowledge is gained. 
  In-Game:​ A puzzle, riddle, or confusing situation casts doubt on what the next 
step must be. A question must be answered, a guide must be found, or similar. 

Jera  Good Year/Harvest: ​Effort realized, fruitful results, an end to stagnancy, hope, 
earned success, cycles of time and life. 
In-Game: ​Some kind of recent effort pays off (or pays off MORE); the next step is 
 
made clear, or a roadblock is removed. 

Eihwaz  Yew Tree/Reliability: ​Dependability, trustworthiness; defense and protection; 
honesty; well-chosen goals that will be accomplished. 
  In-Game:​ Something low-level in importance is accomplished easily or even 
automatically; friends and allies come through for you. 

Perthro  Dice Cup/Mystery: ​Chance, secrets, hidden things, the occult; initiation, sense of 
destiny; setting out on the path. 
  In-Game: ​Discover of a mystery or a secret; magical or unknowable powers get 
involved; it seems the character(s) have a destiny that is yet to be realized, be it 
political, spiritual, or arcane. 

Algiz  Elk/Protection: ​Shield, shelter, defense, wards against evil, a guardian; 
connection to the gods or higher states of being. 
  In-Game:​ A place of shelter is discovered, or a protector offers their services; 
  rescued in the nick of time, or saved by what seems to be some kind of divine 
force. 

Sowilo  The Sun/Life-Force: ​Success, honor, life, positive changes, victory; cleansing fire, 
power. 
 

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In-Game:​ Good triumphs over evil, either within a person’s warring 
loyalties/psyche, or in terms of the quest itself; something evil is redeemed, or at 
least set on that path. 
 
The Third Eight  (Tyr’s Aett)  
Tiwaz  Tyr/Leadership:​ Authority, justice, rationality, success in competition of all 
kinds, self-sacrifice. 
  In-Game:​ A just authority gets involved, or the characters are granted authority; 
legal or competitive victory; or self-sacrifice is required, but will complete an 
epic quest. 

Berkano  Birch Tree/Birth:​ Fertility, birth, growth, liberation; renewal, new beginnings, 
love, family, connections. 
  In-Game:​ Romantic or personal relationships are advanced, or second-chances 
are given, prisoners pardoned, or similar. 

Ehwaz  Horses/Travel:​ Physical transportation; slow but steady progress; teamwork, 
trust, ideal marriage or partnership. 
  In-Game:​  Travel or vehicular problems are overcome; trust is built; an 
already-ongoing partnership or relationship proves to be more successful than 
first imagined. 

Mannaz  Mankind/The Self:​ The individual, intelligence, forethought, skill, ability; the 
human race, social order, friends and enemies. 
  In-Game:​ Personal skill or cunning wins the day; one person is isolated and 
forced to work alone to solve a problem; or society gets involved, and status, 
nobility, and privilege come into play. 

Laguz  Water/Regeneration: ​Healing, rest, renewal; dreams, the underworld, the 
imagination. 
  In-Game:​ Something allows the characters to heal and rest. Dreams and desires 
and ultimate goals might be unexpectedly advanced. It is even possible that 
someone is ‘brought back from the dead’ (literally or metaphorically). 

Ingwaz  Monarch/Seat of Power: ​Control and power, answering to nobody; authority 
without implying justice. 
In-Game:​ An absolute ruler gets involved, possibly causing problems (especially 
  if the characters refuse to do what they want).  

Dagaz  Dawn/Day: ​Awakening, clarity, breakthrough; discovery, a new venture, 
transformation for the better; hope, security. 
  In-Game: ​A new opportunity or quest, or the solution to an old problem is 
suddenly found. A mystery may be solved (or at least partially untangled). 

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Othala  Birthright/Home:​ Inheritance, property passed down, house, home, spiritual 
heritage, fundamental rights, source of safety, that which is most important. 
  In-Game:​ A character’s bloodline, family, estate, or inheritance is brought into 
play. Alternately, these things may be threatened by a physical, legal, or spiritual 
force. 

Tag Symbols
My love of random lists should be pretty obvious, so the fact that the Tag Symbols are for using 
a random list to pick results from another random list should be unsurprising (List-Ception? Yo dawg, I 
heard you liked tables? Wow, such random, so tables?). With 120 card faces, each card face shows a 
unique combination of symbols, and every possible combination is represented.  
If you have a pre-generated list that shows what each icon means in a given situation, drawing 
for the Tag Symbols is a good way to introduce a combination of elements to a scene, and it ensures 
that you always get three different results from your list. Whether you are creating the treasure horde 
for a dragon, deciding what sorts of things a detective finds while investigating a crime scene, or 
selecting plot elements to work into the Story Seed you are creating, the Tag Symbols can keep things 
interesting. 
Of course, this all requires that you create a table ahead of time. Here’s an example. 
 
Tower Significant obstacle; probably static in  Moon  Confusion or misunderstanding. 
nature. 
   

Crown An important individual, with power over  Sword Conflict; not always physical. 


you. 
 
 

Heart Family, friendship, or romance.  Shield Protection; not always physical. 

   

Skull Impending loss, predictable but hard to  Target A new goal; a distant or dynamic 


avoid.  objective. 
   

Sun Clarity or revelation.  Wand Powerful technology or magic.  

   
 

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On the other hand, if you don't want a table at all, then you can still use the Tag Symbols; you 
just need to be quick on your mental feet. Acting as a relatively simple set of 10 runes, the Tag Symbols 
can be drawn for a symbolic interpretation; for example, if you want to spruce up a random event and 
draw a Skull, you might decide to add the undead, the discovery of a corpse, or a sudden sickness to 
the situation.  
 
Elements
The 'classic' four elements, Air, Fire, Earth, and Water, are represented on the cards here; I was 
inspired to include them partly as a nod to old games like ​Everway​, which boiled everything down to an 
interpretation of these ideas. I most often find use for them as modifiers to other things; an NPC who 
gets Fire might be energetic and aggressive, while one who gets Air could be curious and constantly 
moving. A random encounter flavored with Earth might indicate earth-associated themes (defense, 
nature) or a more literal idea (an earthquake, an earth elemental).  
What I view as a 'standard' interpretation of the meanings of the four elements can be found 
below, but you should feel free to ignore that in favor of your own views. 
 
Air Movement, curiosity, exploration; life in its most dynamic form. Chaotic but friendly; 
social. 
 

Fire Aggression, energy, destruction; empowered but unchecked. Chaotic and dangerous; 
combat. 
 

Earth Survival, determination, defense; slow but steady and impervious. Orderly and 
unchanging; health. 
 

Water Intelligence, knowledge, eloquence; adaptable and understanding. Orderly but shifting; 
intellect. 
 
 
Scatter Die
The concept of a scatter die comes from wargaming, when a character throws a grenade or 
missile that has a strong chance of missing slightly. The die tells you if the missile lands in a given 
direction away from the target, or (at least in this case) in a complete miss or dead-on-target hit. The 
miss is indicated by a single dash ('-'), and the direct hit by a tiny explosion of arrows. 
Other ways to use the Scatter Die might include: 

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1. Creating a dungeon or similar area (with directions indicating passages, and misses and hits 
indicating stairs, dead ends, or similar). 
2. Mapping out a tactical set-up, indicating the disposition of enemy forces. 
3. Selecting a random player to target with an effect (based the 'direction' they have from the GM, as if 
the card is placed down in the center of the table). 
4. To indicate time of day, treating the arrow as a the hour hand of a clock; a miss might indicate 
Midnight or Dusk and the hit might suggest Noon or Dawn. 

THE DECK AS A GAME ENGINE


Taken together, the same systems I use to make decisions or randomize content in a traditional 
GM-and-party RPG can be used to run a GM-free game. This may not be everyone's cup of tea, but if 
you like choose-your-own-adventures or game books like the classic ​Lone Wolf ​series, these cards can 
help you build an adventure! 
Of course, there are some big differences. Using the cards as a literal apprentice GM means 
that you have to supply questions for them to answer, add details to the direction the cards give you, 
and so on; but what you get in return is a game that not only continues well past when a game book 
would come to an end, but which can literally take you in any direction, on any quest, and to any result 
you can imagine. 
I think the added effort is well worth the results. 
 

Making "fair" decisions


I've already discussed what 'fair' means to the GameMaster's Apprentice, but this becomes 
even more important when dealing with a GM-free game. Whether you are running solo or with a 
group of friends, decide how to handle interpretations and redraws before you start play--even if that 
means you just shrug to yourself and think, "Meh, I think it's fine to redraw if I want to." 
The real trick is to be sure that no one in the group will feel cheated or disappointed at any 
time; find out your preferences before you start, and plan accordingly!  
 

Starting a Game
Step 0 is to begin with a character you will have fun playing. If you already have an adventure in 
mind (whether personally made up, or taken from a published module), be sure it fits that adventure; 
if not, make the character first, and then make an adventure that fits ​them​! If necessary, use the Story 
Seed generator, above, and throw yourself into the game! 
It really is as simple as that. Describe the setup, and then ask yourself, ​“What do I do now? 
What happens next?” 
 

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Playing a GM‐Free Game: What Happens Next?
With the GameMaster's Apprentice as a GM, things work most smoothly if you treat the deck 
like it really is a new GM and you want to help them get the hang of things, while still having a fun time 
yourself: you ​ask the deck 'leading questions' and then deal with the results.  
If you have no idea what should happen, you can always ask ​"What happens next?"​ and 
generate a story seed or random event. 
On the other hand, if you walk into a 10'x10' square room in a dungeon, you can probably be 
more specific. ​"Are there monsters guarding treasure here?"​ works pretty well. 
But what if you ask that and get a No? 
Rather than try and ask question after question after question, I suggest you default to this rule: 
Ask a question about what you think is the most likely OR best-for-the-story result, and if the answer is 
'no,' either go with the next most obvious/story-related option, or generate a random event and use it 
as guidance.  
So, in this instance, if the cards say that No, there are no monsters guarding treasure in this 
10'x10' square room, the next most obvious thing is for it to be simply empty--which could mean it is 
trapped. Roll perception! 
Or, if there are indeed monsters, go with the most likely kind and use your game system's rules 
to determine how powerful they are and what loot they might have. If you are running a pre-written 
adventure, use their notes; if not, you can (for example) draw a Difficulty to decide how tough the 
combat should be, and have the monsters either act in the most obviously pragmatic way, or draw 
Yes/No answers to decide what they do. 
Speaking of combat... in some parts of a game, dealing with a large group of players is fairly 
simple; most combat systems already use turn order and initiative to handle questions of who gets to 
act when. However, in situations where no GM exists to move the story forward, and yet no clear 
initiative order exists, the fact that the narrative control resides with the players could lead to some 
intra-party conflict. Consider these suggestions:  
 
1) Everyone should either have equal say in what happens, or have agreed to another 
arrangement ahead of time. There is a big difference between ​letting​ someone ask all the leading 
questions, and ​having​ someone ask all the leading questions. 
2) The goal is to have fun, so while using the GameMaster's Apprentice as a GM, only ask 
questions that the whole group can accept its answers to.  
3) If you discover a need for rules to govern who asks questions and in what order, write them 
down and follow them until you agree to change them. 
 
And there is one more important detail to keep in mind, whether you are playing solo or with a 
party: If someone has an idea for what should happen, or they want to jump forward in time to move 
on, and it just sounds right to everyone involved, there is no reason to force a draw. ​Just say it 

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happens, and move forward from there. ​Perhaps it costs an out-of-game resource, or you modify it 
with a draw just to see what happens, but there is no harm in moving the game in the direction the 
players want, or ‘fast forwarding’ time to skip the boring parts of the story. This is the equivalent of 
telling the GM, “I know it might change the game, but what if we’d rather skip this bit and spend play 
time on…?” 
 

The Basic Loop: The Heart of the Engine


Once the game is started and you have a basic idea of how to use the deck as a GM, you can 
move ahead as the plot demands. You can follow a pre-written adventure, or you can make it up as 
you go along. But, either way, I like to mix things up with what I call 'the basic loop' of play.  
A large part of playing a role playing game, for me, is the interaction between the shifting 
challenges and the player or players facing them. If the challenges become predictable or stale, they 
become boring... and even with the randomizers to make my 'random encounters' and plot twists 
more interesting, if I am the one deciding exactly when to draw for a random encounter or a plot twist, 
that doesn't exactly seem exciting to me. 
So, in order to keep things interesting, I follow these rules: 
 
1) At the beginning of a game (or scene, if you feel like changing it mid-game), select a method for 
Tension (see below) 
2) Whenever you draw for a Likely Odds result to answer a Yes/No question, ALSO look at the 
Difficulty Generator. 
3) If the Difficulty is lower than the current Tension, a Random Event occurs, and you have to draw 
for it and resolve it right away.  
 
This way, the game changes in ways I as a player couldn't predict--BUT, because the Random 
Events still involve interpretation, I can avoid spoiling the fun of the game by preventing results that 
would be silly, stupid, or boring. 
So how do we decide what the Tension rating is? I have three methods I bounce between. 
The first is a static number. If I just want to keep things simple, I select a number based on how 
likely things are to go crazy in this scene (and then it changes at each scene break). A day of rest in a 
guarded temple might be a 1 or a 2, while if anyone says "I have a bad feeling about this..." it gets 
ramped up to a 7 or an 8. 
My second method is a scene-by-scene build. Starting with a 1 for the first scene of a session, 
the number increases at each scene break until you have more than one random event in a given 
scene. At that point, it decreases back down to 1. This method makes it easy to start out 'safely' and 
keeps the rising level of chaos in check (though you can reset the Tension less often to keep things at a 
frenetic pace). 

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The third method I use is a draw-by-draw build. This is, in many ways, my favorite version. At 
the start of the session, the Tension is 1. After each draw for the Likely Odds that fails to trigger a 
random event, the Tension increases by 1; when a random event is triggered (at most every 11 draws), 
the Tension drops back to 1. This method may be the hardest to track mentally, but for me is the most 
satisfying--it results in a fairly high number of random events, but if you give yourself the freedom to 
let some of them be helpful or merely cosmetic (adding flavor to the game, but not acting as disasters), 
then this high volume of them keeps things interesting without destroying the plot.  

Tracking plot and character developments


When playing a GM-free game with the GameMaster's Apprentice, I suggest keeping written 
notes about the randomly-generated plot elements. These can help you not only remember what 
happened, but can make it much easier to tie the plot together (as we'll talk about in the next section).  
If you generate an NPC, note down the details you create, even if at first they don't seem 
relevant in the long run. For settings, encounters, and similar, note descriptions and sensory 
information; perhaps they will combine to mean something more to you later on. 
And if you really find your stories picking up in excitement, consider keeping a narrative journal 
for them. Fleshing out the tale both makes it more interesting, and also helps you keep track of 
possible hooks for continued adventures! 
While this may seem more relevant in an intentionally plot-heavy game--mystery, investigation, 
or similar--keeping detailed notes can also serve hack-n-slash games very well. Who have you been 
hacking, and what about their friends? If you turned left at that last sewer junction, but then hit a dead 
end, can you just go back and take a right instead? Notes, maps, and drawings can add significantly to 
the thrill of a game.  

Wrapping up a plot
Let's talk briefly about how to end a story. 
The first rule is, of course, that no matter what the end actually is--whether the players 'win' or 
'lose,' or just stop--it shouldn't ruin anyone's fun. Winning and losing can both ruin a game if handled 
badly. Just ask the teams responsible for triple-A video game trilogies that rely on story decisions and 
player choice to 'influence' the end result.... 
Which means: when creating the 'final encounter' or revealing the solution to a mystery, 
anything that would spoil the game is automatically off the table ​even before you draw a card. If a 
random event suggests betrayal, but the only possible traitor would be a silly choice in a serious game, 
skip it; if the draw indicates that the big bad in a gritty drama that has been building to an epic fight is 
actually a whiny little goblin with no real power, skip it unless you can make it fit the tone.  
Also, importantly, if you find yourself already in possession of an idea for what should happen 
at the conclusion to a game, and you feel like anything else would be disappointing, then start there! 
Yes, I do mean that you should assume that you are right... but then ask: "And what ​else​ is going on?" 
Draw a random event or a set of tag symbols and use them to modify your assumptions.  

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This works for mysteries as well as hack-n-slash games. Take the clues generated over the 
course of the game and try to put them together ("We found scales, claw marks, and a smell of 
sulphur--it could be a dragon!"), decide how likely you are to be correct and also what the next most 
likely option is ("This is a fantasy world, so it probably is a dragon, yeah.... but it COULD be a demon!"), 
and then draw Yes/No. If you were right, great! If not, go with the second option.  
And then, in either case, ask yourself, "But what ​else​ is going on?" and again draw a random 
event or a set of tag symbols to modify your situation, providing additional detail. 

FINAL WORDS
 
Just a few things I haven’t covered, or which bear repeating! 

Adventure Guides
Adventure Guides are short, targeted genre support supplements that are meant to work with 
the deck, to either get you started or to enrich your experience, depending on your needs. They supply 
several basic things, including notes on the genre, suggestions for partially-built story seeds and 
characters, and tables to supplement the deck (including examples of the tag symbol charts and 
various uses for them). If you’re having trouble figuring out how to use the cards in practice, these can 
be a help. They will be available as PDFs from the same source(s) as the GameMaster’s Apprentice 
deck. 
 

Genre Mashups
I built the base GameMaster’s Apprentice deck to be genre-neutral, but that doesn’t necessarily 
mean it is always the best fit for a situation. Thanks to incredible Backer support, there will be 
genre-specific decks and Adventure Guides to follow the release of the base deck. These are naturally 
going to provide tailored results, but you can also combine them in unusual ways! Combining the Sci-Fi 
deck with the Fantasy Adventure Guide could produce adventures suitable for a world of strange 
wonders and lost technology; combining the Age of Sail deck with the Sci-Fi Adventure Guide might 
lend itself to the adventures of a Star Navy.  
Of course, the Adventure Guides aren’t actually required to use one deck with a different genre 
of game; just tailor the results on your own initiative if you prefer. Personally, I try to avoid needing an 
extra set of reference tables, so rely on the deck alone as much as possible! 
 

Make your own materials!


Why stick with my tables? These are for ​your​ games! Either in combination with the Adventure 
Guide tables and starters that you have, or beginning entirely from scratch, you can easily create a 
custom Adventure Guide suited for your setting and play-style of choice. Grab one of the standard 
Adventure Guides to take a look at the outline, and then have at it! 

24 

Rodrigo MustDie (order #22829068)


 
   

25 

Rodrigo MustDie (order #22829068)


Backer Names
Once again, thanks so much! Without these backers, and the approximately 250 others, The 
GameMaster’s Apprentice would never have made it this far! 
 
And, if you ever need even more names to draw upon, consider this list as a set of suggestions. 
 
1soni, Aaron Killeen, Adam Benedict Canning, Akiazoth, Albey Amakiir, Alice Peng & Brandon Powers, 
Andrea Hinkle, Andreas Walters - Metal Weave Games, Andrew C, Andrew Eakett, Andrew Ring, 
Andrew Stobie, Arkane Loste, Armin Sykes, Arun Shankar, Atzix, Barl0we, Benjamin & Lauren Rieker, 
Brent Lyon, Brian Horstmann, Brian Iraheta, Brian Ostrander, Caleb Burley, Carly Robertson, Charles 
Brokaw, Charles Kersey, Chris Pickler, Christopher Ruthenbeck, Cody A. Campbell, Craig S Janssen, Dan 
Cetorelli, Dan Suptic, David Carrus, David Korabell, Davis Silverman, Dennis Appell, Devin La Salle, Eben 
Alguire, Eddie Meshach Sells, Eden Brandeis, Erik "Kiraki" Schaeffer, Ewan A Dougall, Galit A., George & 
Brenda Anderson, Gnome Archivist, Greg G., HavenWorth, Hershco, Hilary B. Bisenieks, Ian 
McLaughlin, Harbinger of Plague, James 'Great Old One' Burke, James "Dregg" Carpio, Jay Baris, Jazzy 
Bear Brown, Jeremy Tuck, John Kane, Joseph Schutte, Josh Chunick, Josh Wilson (sohjsolwin), Joshua 
Jones, Katrina Clark, Keith Preston, Kenny the Solo Roleplaying Sage, Kjaskar Swafnildson, Kyle J. 
Wilson, Laura Pinson, Lauren McLemore, Lord Marlith, Lucas Bell, MadLad Designs, Mark Cox-Palmer, 
Mark Leymaster of Grammarye, Mark the Encaffeinated ONE, Matthew White, Matthias 'Yolgie' 
Holzinger, Myles Corcoran, Nathan Gilliam, Neil J. Roberts, Nicholas Hutchind, Nicholas Stice, Paul de 
Haan, Paul Goddard, Penni Walker, Pete Petrusha, Philipp Dopichaj, Pier Antonio BIANCHI, recrispi, 
Rick Sardinas, Robert Sweeney, DM, Roy Romasanta, Sasaki Chasofito, Scott Pinnow, Sean, Sean 
Chvatal, Sean West Money, ShadowCub, Simone Maisen, Snider, Sophia Brandt, Stanley Jack Slater, 
Stefan Leonhardt, Stelio Passaris, Stephen Stalker, Steven K. Watkins, Suzette Mariotti, Talares, Teppo 
Pennanen, The John Blair, The Roach, Thor, Tim Thompson (Streetmonk Studios), Timothy J. Watkins, 
Tina & John Tipton, Troy Small, Tuomas Kuusniemi, Umberto Lenzi, Vincent Arebalo, Virginian John, 
William D. Sharpe III 
 

26 

Rodrigo MustDie (order #22829068)


Rodrigo MustDie (order #22829068)

3 4 9 2 3 2

No
10 3 i No
40 4 d No
60 3 f
Yes 2 7 Yes 16 4 Yes 5 7
2 Yes 8 2 W 6 No 7 1 X 6 YES! 6 10 Z
Create Empowered Journey Find Hopeless Dispute Fail Prodigious Relief

The clank of chain... The door creaking open... A stifled curse, followed by a crash...
Glinting metal... Movement just out of sight... A weapon held casually...
Your foot catches on... Sweat breaks out... An unexplainable shiver...
Sickly-sweet decay... Wet fur... Rotting fish...
A B C 4 A C E 8 D I J 8

Domestic papers: Ship's Chen Hair care: Hairbrush, Ismael Artwork: Rolled painting, Grant
manifest, calling card, old Carina powder, large wig. Akulina expensive statuette, Clara
Claude Quinn Anicon
floorplans. unpublished poetry.

A naked man. Chastity Inconvenient love. Loyalty Untrustworthy friends. Loyalty

Military vessel. Envy Wine cellar. Envy Lighthouse. Treachery


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2 4 3 4 7 4

Yes
60 6 x Yes
90 6 m No
20 2 u
No 5 7 Yes 11 7 No 3 6
7 Yes 5 5 W 3 Yes 9 9 X 4 YES! 1 5 Y
Learn Eldritch Mentor Communicate Ironic Evidence Sneak Amusing Advice

Wet, choking coughs... An enormous sneeze... A rhythmic shanty in many voices...


Movement beneath the surface... The full moon... A sliver of moon...
A tear trailing down your cheek... A passionate kiss... Crushed in a bear hug...
Stale feet... Savory delights... The mildew of abandoned space...
E F G 7 E F H 9 E F I 6

Investment: Mining rights, Akachi Incredible disguise: Amazing Grigori Personal secrets: Secret Conrad
ownership shares, Masha forgery, makeup kit, Juanita family ties, assumed identity, Ninette
Finley Delshad Kennedy
government contract. hypnotic scent. gender disguised.

Enemies declare peace. Chastity A breakthrough! Temperance Piracy! Charity

Torture room. Treachery City. Treachery Refugee camp. Treachery


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9 3 9 3 0 1

No
70 6 n No
10 6 t No
80 5 z
No 16 2 No 12 2 No 7 2
5 Yes 8 6 Z 9 No 9 2 W 6 Yes 3 9 X
Launch Helpful Solution Trap Graceful Pandemic Replace Fraudulent Wilderness

The frightened neighing of horses... Something slithering... A booming, unnaturally loud voice...
Discarded armor... Lustrous pearls... The flickering of lamplight...
A crushing grip... Knocked to the ground... Your ears suddenly pop...
Expensive drinks... Apples and plums... Jasmine flowers...
E F J 3 E G H 8 E G I 3

Lie detector: Truth serum, Piripi Scandalous evidence: Proof Sylvestre Contact info: Fence's name, Saul
truthtelling curse, Xiu of affair, embezzlement, past Upasana relation to highly placed Evie
Dayo Carey Terry
stethoscope. life. official, ship's captain.

Expedition lost. Diligence Severe deja vu. Mercy Your clothes stolen. Compassion

Barracks. Treachery Shop. Treachery Oasis. Treachery


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2 1 5 1 4 3

No
20 6 x No
60 4 t Yes
40 1 r
No 14 4 No 17 3 Yes 9 2
7 Yes 12 9 Y 4 Yes 11 4 Z 4 Yes 2 4 W
Degrade Drained Freedom Defenestrate Sacrilegious Investment Bless Stealthy Ward

Muffled, stealthy footsteps... A pained bellow... Shouts of triumph...


A strange city in the distance... Mountaintops obscured by clouds... Stones of all shapes and sizes...
A wave of dizziness and nausea... The bite of an insect... A cold coming on...
Toasting nuts... A clinical, hospital quality... Fresh linens...
E G J 0 E H I 3 E H J 1

Access pass: Private club, Anton Smuggled goods: Body Burley Biohazard: Diseased corpses, Salil
military base, government Tamora parts, dangerous drugs, Fleurette human waste, plague victim's Leah
Dismas Emory Bellon
facility. stolen military secrets. clothing.

Lost a bet. Humility An old acquaintance. Honesty Buried alive! Courage

Colony. Treachery Castle. Treachery Undiscovered land. Wrath


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4 1 2 1 3 3

NO!
50 4 g No
90 5 n No
30 5 w
Yes 8 1 Yes 18 8 No 6 8
8 Yes 1 3 Y 6 No 9 3 X 7 Yes 10 2 Y
Fix Distant Rage Wish Temporary Leader Eliminate Traumatic Purity

Mournful howling... The rumble of a wheelbarrow... Low noises of appreciation...


A crack runs through the... Brilliant, darting fish... Sails on the horizon...
A crunch underfoot... Your muscles burn... Lifted off the ground...
Coppery blood... Almond oil... The elderly...
A C F 9 E I J 7 F G H 5

Eye care: Spectacles, Xiang Posh invite: Scientific Orfeo Blessing: Divine power, Gervasio
monocle on chain, bifocals. Yolanda conference, diplomatic Amada nearly miraculous skill, secret Camille
Evelyn Willink Keyele
dinner, secret initiation. knowledge.

Becalmed! Chastity Back from the dead. Loyalty Villain vs villain fight. Chastity

Bar. Envy Warehouse. Wrath Ship. Wrath


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4 1 7 1 9 2

Yes
80 2 u No
00 2 n No
20 4 j
Yes 3 4 No 11 7 No 19 5
4 No 3 6 Z 5 No 10 5 W 5 Yes 7 1 X
Inflict Wonderous Companion Prevent Broken Tension Antagonize Ancient Relative

The clattering of bones... The ringing of a belltower... Murmuring in a unknown language...


A long-necked bird stares... A half-seen figure beckons... Roiling, oily smoke...
Your weapon gets caught in... So full you can't move... Like you could eat a horse...
High society and self importance... A trace of spice... Putrid flesh...
F G I 5 F G J 2 F H I 5

Curse: Unknown disease, Preston Fairy-tale gift: A following Ignacio Sufficiently advanced: The Agni
contract hit, a noble's Zuri wind, enchanted compass, Willa dead brought to life, new Sofiya
Lanalor Cameron Ciare
grudge. lordhood. weapon, military sub.

Amazing heist. Temperance Paparazzi followers. Charity Lost the ability to speak. Diligence

Freighter. Wrath Barn. Wrath Fog-bank. Wrath


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8 3 0 3 3 1

No
90 3 b No
20 6 o No
30 1 h
No 8 3 Yes 7 6 No 16 6
6 Yes 2 5 Y 7 No 5 2 Z 5 Yes 3 10 W
Bargain Arrogant Aura Judge Hopeful Haven Pardon Benevolent Merchant

Grotesque, gristly chewing... Squealing block-and-tackle cranes... The creaking and groaning of...
Dead, sun-bleached branches... A venerable tree reaches high... The bright beam of a lighthouse...
Tired and irritated... Lighthearted and cheerful... A phlegmy cough wracks your body...
A cloud of tobacco smoke... Sage incense... A dusty cellar...
F H J 3 F I J 2 G H I 4

Massive inheritance: Landed Hassan Arcane weapon: Strange Gustave Ultimate quest: Divine Dhaval
title, giant corporation, Zechariah bomb, silenced gun, hypnotic Blanca command, Grail clue, ancient Hortensia
Whitney Kirabo Max
museum of curios. amulet. prophecy.

A masquerade. Mercy Someone proposes. Compassion A broken heart. Humility

Houseboat. Wrath Estate. Wrath Clocktower. Wrath


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8 2 6 2 7 2

Yes
20 3 i No
90 1 p Yes
40 6 w
YES! 4 8 No 16 5 YES! 18 8
6 Yes 4 6 X 8 Yes 10 7 Y 6 Yes 8 5 Z
Convince Complex Legend Meet Impressive War Return Irksome Skill

Merchants hawking their wares... A drunken scuffle... A bestial roar...


Strange fungus covers... Ancient and blocky architecture... A child's toy sits...
Burning on its way down your throat... Blind, stinking drunk... A thud against your side...
Aromatic potpourri... Rancid oil... Rank sweat and sour bodies...
G H J 5 G I J 2 A C G 5

Proof positive: Murder, Prakash Valuables: Religious relics, Salvador Snacks: Savory meat pies, Hakeem
treason, inhuman Corsonia personal maps and charts, Tia bread rolls, nuts and dates. Veda
Perun Jessie Michi
experimentation. strings of pearls.

A fatal illness. Honesty Wake up in jail. Courage Unusual inheritance. Temperance

Survival shelter. Wrath Desert. Wrath Shipyards. Envy


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2 4 2 4 6 2

No
30 6 r No
40 1 r Yes
20 2 e
Yes 10 5 No 6 6 No 4 4
4 Yes 6 8 Z 7 Yes 6 9 W 5 YES! 12 6 X
Clarify Disasterous Estate Gather New Parent Heal Holy Romance

Slurred speech... A slow tap, tap, tap... Something dripping...


Distant lights... A spreading pool... A sprawled form...
Overcome by memories... Something lands on your head... A push from behind...
Disgracefully over-steeped tea... Burned sulfur fumigation... Beer and piss...
H I J 2 A C H 5 A C I 0

The Unknowable: Eldritch Alan Treats: Fresh fruit, cookies, Earnest Light reading: Jailhouse Gafar
truth, horrible secrets, Elaine foreign candies. Prudence broadsheet, romantic poems, Hedwig
Hunt Cardea Sascha
unthinkable betrayal. travelogues.

Adopted by an animal. Loyalty Followed in the street. Charity Assassination! Diligence

Harbor. Wrath Workshop. Fear Cabin. Fear


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5 4 4 4 8 3

No
10 2 x No
20 5 l No
60 1 e
Yes 10 3 Yes 14 3 No 9 2
4 Yes 4 7 Y 5 YES! 4 5 Z 5 No 2 2 W
Merge Obvious Vault Lose Erratic Technology Follow Pandering Affliction

A fusillade of cannon fire... Frantic pounding... Shocked blasphemies...


Elegant evening finery... A carved symbol... Garish and clashing colors...
A prod in the back... Movement in your pocket... Shuddering beneath you...
Ancient, dry dust... Recently applied polish... A camp-fire...
A C J 3 A D E 5 A D F 6

News media: Urgent Kenta Common medications: Yew Trenloe Expensive meds: Medicinal Ahmed
telegraph, local broadsheet, Asuka bark, flask of liquor, burn Paquita flowers, narcotics, pills. Adanna
Ulli Blair Sigi
newspaper. salve.

Back-alley mugging. Mercy War! Compassion A carnival arrives. Humility

Mansion. Fear Inn. Fear Lockup. Fear


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5 3 5 2 1 3

NO!
40 2 p Yes
10 4 d No
30 2 q
Yes 8 4 Yes 20 4 NO! 7 5
5 No 7 4 X 6 Yes 1 8 Y 6 No 1 4 X
Unearth Hallucinatory Conflict Take Disruptive Poverty Absolve Psychological Civilization

Shuffling steps... The step-clop-step-clop of... A scream...


A familiar face... The flash of a knife... A splash of red...
Muscle spasms cramp... A surprising pinch... Soot makes your eyes itch...
Flowered water... Industrial grease... A light, delicate bouquet...
A D G 5 A D H 5 A B D 7

Illegal drugs: Exotic tincture, Wei Climbing gear: Rope and Jiang Small change: Foreign coins, Shakeel
opium, untested experimental Hester spikes, small hammer, spiked Isabelle small bills, a few shillings. Aurelia
Bowers Jamie Elian
drugs. boots.

Summoned to court. Honesty Witness to a crime. Courage Long lost sibling returns. Temperance

Forge. Fear The back room. Fear Smuggler's den. Envy


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6 4 9 4 6 2

No
30 5 s No
80 6 o No
40 3 x
No 20 2 Yes 17 6 No 5 1
6 Yes 10 6 Z 8 Yes 7 1 W 4 No 6 8 X
Defeat Gaudy Defense Alter Diabolical Trap Reward Frightful Source

Running feet, closer and closer... Tick, tock, tick, tock... The sounds of a fight...
Flames in the distance... Thick fog... Dense black smoke...
Bile rising in your throat... A stomach-tilting lurch... An ungentlemanly blow strikes...
Burning hair... An odd fragrance... Moist earth...
A D I 2 A D J 6 A E F 7

Communications: Semaphore Alain Travel accessories: Traveler's Orton Small game: Dice in a cup, Ferdinand
flags, signal lantern, signal Madeleine phrase book, tickets, Joy playing cards, ball-and-cup. Catalina
Aubrey Needham Abiodun
mirror. seasickness remedy.

Accidental poisoning. Loyalty Children in danger. Chastity A rabid animal. Temperance

Palace. Fear Gardens. Fear Library. Fear


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0 3 0 3 9 2

No
30 2 n No
50 4 m No
50 6 p
Yes 1 3 Yes 10 8 Yes 9 1
5 Yes 8 8 Y 6 No 6 8 Z 4 Yes 5 8 W
Trick Ghostly Grudge Release Unlikely Wreckage Distract Elusive Locals

A wet, meaty THUMP... Curious murmuring... Marching feet...


Blood stains... Curling pipe smoke... A darting shape...
Deep, throbbing headache... A rush of adrenaline... Something dragging at your feet...
Damp, wretched air... Petrichor--rain on dry earth... Decaying vegetation...
A E G 4 A E H 7 A E I 6

Crude weapon: Wooden Ermenegilde Hunting weapon: Bow and Kade Fancy accessory: Leather Bahadur
club, dull knife, poorly-made Isra arrows, rifle, fishing spear. Jia gloves, sword-cane, Lupita
Weaver Francis Morgan
gun. embroidered kerchief.

Talking animals. Charity A prophecy fulfilled. Diligence A distant explosion. Mercy

Canal. Fear Mausoleum. Fear Waterfall. Fraud


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4 3 1 3 3 3

Yes
10 3 t No
50 3 l No
10 4 j
No 1 4 Yes 1 5 No 11 5
4 Yes 12 6 X 5 No 5 1 Y 6 Yes 8 5 Z
Weaken Impending Rebellion Punish Defiant Illness Regenerate Despondent Superstition

Faint buzzing... Heavy breathing... A sharp snap...


Bloodshot eyes... Stormy clouds... A heap of scrap...
Droplets splatter you... Clamped tight around your wrists... Slamming into you...
Cloying perfume... Ripe dung... The vanilla of ancient books...
A E J 9 A F G 7 A F H 1

Disgusting trash: Oil-soaked Burke School work: Diagrams, Hisham Lighting: Torch, hand Kaede
rag, dirty handkerchief, Velma textbooks, half-finished Basira lantern, head-mounted lamp. AnnaNoelle
Meklin Kumara Odalis
bloody bandages. research report.

Earthquake! Compassion Odd weather. Humility Traveling players. Honesty

Fjord. Fraud Bridge. Fraud Battleground. Fraud


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2 2 5 2 6 2

NO!
60 5 d No
80 4 s NO!
00 2 k
YES! 2 4 No 19 4 Yes 3 5
8 No 8 8 W 8 Yes 11 2 Y 5 Yes 11 8 X
Destroy Common Government Reveal Cautious Captivity Discourage Unholy Creature

Angry whispering... Growing whispers... Fervent preaching...


Lazily spinning wheel... Sails snap and fill... A gathering crowd...
Sweaty and feverish... A chill runs down your spine... Cuffed in the side of the head...
New leather... Zesty citrus... Sweaty beasts of burden...
A F I 3 A B E 1 A F J 1

Music: Sheet music, Horace Petty jewelry: Poison ring, Vernon Craft tools: Leatherworking, Hideaki
mechanical music box, song Naomi glass beads, small cameo. Jasmine woodworking, jeweler's kit. Jalila
Daryl Flannery Golshan
lyrics.

Wanted posters of...! Courage A battered package. Charity Offer you can't refuse. Loyalty

Asylum. Fraud Headquarters. Envy Orphanage. Fraud


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0 4 7 2 6 2

No
00 3 t NO!
20 5 r NO!
00 1 f
Yes 6 6 Yes 17 2 Yes 18 1
3 Yes 12 5 Y 6 No 10 4 Z 7 No 10 10 W
Decimate Infinite Crime Grow Uncertain Path Cleanse Awkward Belief

The distinctive sound of quaffing... An insistent drumming... A deep thrumming...


A blurred motion... Ropes fraying... Vibrant red and blue flutters...
Your hammock sways... Muscles seize up... The urge to sneeze...
Bilgewater... Strong alcohol... Roses and honey...
A G H 1 A G I 2 A G J 0

Art supplies: Paints and Eberardo Writing supplies: Pens and Theo Pet supplies: Animal call, Anselmo
brushes, drawing paper, Lavina ink, sheaf of paper, notes for Aimee disgusting pet food, collar Elysia
Ariel Tadala Florence
calligraphy pens. travelogue. and leash.

Inaccurate maps. Chastity Hint of conspiracy. Temperance Rumors of treasure. Charity

Tenements. Fraud Street. Fraud Market. Fraud


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Rodrigo MustDie (order #22829068)

5 4 7 2 0 4

NO!
50 6 w No
00 4 y No
50 5 e
Yes 6 5 No 13 1 No 2 1
5 YES! 11 9 X 4 Yes 3 9 Y 4 Yes 4 4 Z
Exhaust Advanced Recruit Restore Physical Foe Bestow Metaphorical Temple

A beating heart... Heart-rending shrieks... Pained cries...


A pallid and bloodless face... It grows dark... Dingy and dusty...
An oily coating... Rubbery coils around your neck... A feathery touch...
An aura of mothballs... The heady aroma of wine... A disinfectant tang...
A H I 0 A H J 9 A I J 0

Musical instrument: Marcel Small pet: Foul-mouthed Gibson Lucky charm: Rabbit's foot, Gilberto
Harmonica, flute, violin. Judith parrot, larcenous ferret, Vimala four-leaf clover, a loved Jacquette
Lindsley Jocelyn Meadows
black cat. one's picture.

Letter from lawyer. Diligence Press-ganged! Mercy Wounds fester. Compassion

Small boat. Fraud Cafe. Fraud Social club. Fraud


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9 3 8 2 4 1

No
70 6 f No
30 1 w Yes
00 3 l
Yes 5 4 Yes 12 2 Yes 3 1
6 No 3 6 W 7 Yes 6 7 X 5 YES! 11 10 Y
Interrupt Material Tool Explore Aberrant Ability Steal Fair Monument

Extremely inventive cursing... The clash of metal on metal... Chiming blacksmiths' hammers...
The ship's wheel spinning uselessly... Flashy clothing... Faded and worn...
An unseen presence... Grit in your teeth... Your dignity offended...
The reek of vomit... Fresh-brewed tea... Nutmeg and warm spices...
B C D 0 B C E 9 B C F 4

Threat: Angry letter, Daiki Writing project: Memoirs, Guillermo Religious object: Prayer Alphonse
evil-eye charm, the black Adelita draft of a play, philosophical Louisette book, holy symbol, religious Daniyah
Gabriel Jean Trinidad
spot. essay. jewelry.

Hero-worship. Humility Vehicle breaks down. Honesty Rising fame. Courage

Fortress. Gluttony Supply depot. Gluttony Secret society. Gluttony


© Larcenous Designs, LLC 37/120 © Larcenous Designs, LLC 38/120 © Larcenous Designs, LLC 39/120
Rodrigo MustDie (order #22829068)

9 3 2 4 8 3

No
20 5 o No
00 5 k Yes
80 2 k
No 9 7 Yes 7 1 No 15 1
4 Yes 3 7 Z 6 Yes 7 6 Z 8 Yes 6 10 W
Trespass Inconvenient Research Identify Malevolent Child Attempt Timid Lies

Glass clinking... Crescendoing pursuit... Demanding tones...


Bouncing across the... Gaudy ornaments... Gloomy atmosphere...
A frigid draft... Silky strands brush your face... Unpleasantly lumpy mattress...
Dark coffee... Rotting meat... Violets...
A B F 6 B C G 0 B C H 8

Personal papers: Old letters, Madalitso Camp gear: Fire starter, Abdul Stimulant: Tea leaves, rare Albert
rambling diary, drawings and Aakruti folding camp chair, tent. Bernadette herbs, coffee beans. Marguerite
Robin Harley Carmo
sketches.

Mad rantings. Diligence Growing infamy. Loyalty A sudden eclipse. Chastity

Station. Envy Resort. Gluttony Hall. Gluttony


© Larcenous Designs, LLC 4/120 © Larcenous Designs, LLC 40/120 © Larcenous Designs, LLC 41/120

1 2 0 4 5 3

Yes
70 4 z Yes
30 4 o NO!
70 1 q
NO! 4 5 Yes 5 5 Yes 20 7
5 No 5 8 X 6 Yes 5 7 Y 7 Yes 9 5 Z
Assuage Theoretical Despair Ponder Spiritual Wealth Refresh Callous Salvation

Sloshing liquid... Strains of a haunting melody... Teeth chattering...


A glossy sheen covers... Arms and legs shackled together... The grimy floor...
Dozens of pinpricks across your back... A twisted ankle... Sand and dirt in your eyes...
Newsprint... Thick, ashy smoke... Wafting fumes of sewage...
B C I 4 B C J 7 B D E 2

Fortune-telling: Gutting Lisandro Ghost-hunting gear: Holy Faustino Thieves' tools: Purse-slitting Lawrence
knife, vision-inducing drug, Yvonne symbol, treatise on the Lizaveta knife, lockpicks, thief's Coralie
Jayden Regan Carmen
astrological charts. supernatural, salt. lantern.

Religious persecution. Temperance Cultural prejudice. Charity Mistaken identity. Diligence

Rally. Gluttony Archives. Gluttony Casino. Gluttony


© Larcenous Designs, LLC 42/120 © Larcenous Designs, LLC 43/120 © Larcenous Designs, LLC 44/120
Rodrigo MustDie (order #22829068)

1 2 3 1 6 1

No
90 3 h No
50 5 n Yes
80 4 d
No 7 8 Yes 15 8 NO! 2 2
4 Yes 8 1 W 6 Yes 12 9 X 7 Yes 5 7 Y
Beguile Restrained Lookout Halt Eternal Underling Discuss Medical Goodness

Horrible grinding and gnashing... Movement just behind you... An indignant exclamation...
The air is hazy... Vivid rainbow hues... Smudged glass...
The worst hangover of your life... Tickling on the back of your neck... Mist on your face...
A riot of conflicting scents... Lively springtime air... Smoked ham...
B D F 4 B D G 2 B D H 3

Weapon care: Whetstone, Kuro Travel aid: Map, nautical Jaime Weather gear: Hooded Nishant
cleaning kit, polish. Dulce compass, sextant. Zephyrine oilcloth cloak, poncho, warm Beatrice
Omid Dubaku Garick
boots.

A tournament! Mercy People disappearing. Compassion Cranky old folks. Humility

Sportsfield. Gluttony Archaeological site. Gluttony Accident site. Gluttony


© Larcenous Designs, LLC 45/120 © Larcenous Designs, LLC 46/120 © Larcenous Designs, LLC 47/120

8 2 8 3 5 3

No
40 3 j No
90 6 b Yes
80 5 y
Yes 13 1 No 14 6 No 7 5
5 Yes 12 6 Z 5 No 4 5 W 3 Yes 12 2 W
Confuse Precise Container Travel Unclear Training Remember Repulsive Stockpile

Smashing pottery... Shattering glass... Distant revelry...


Tight sailor's knots... Tarnished brass... Swirls of dust...
Abruptly feeling naked and exposed... The slap of a glove across your face... Cold steel presses...
Sweat, grime, and grease... The acrid stench of a tannery... Nervous sweat...
B D I 7 B D J 1 A B G 6

Child's toy: Stuffed animal, Arthur Sports equipment: Wooden Philippe Foodstuffs: Travel rations, Milton
wind-up toy, wooden puzzle Mayu racket, knee pads, darts and Lucretia beef jerky, dried fruit. Adrienne
Mercantor Cruz Loreto
box. dartboard.

Royal request. Honesty Caught red-handed. Courage Hostage situation. Mercy

Zoo. Gluttony School. Greed Stableyard. Envy


© Larcenous Designs, LLC 48/120 © Larcenous Designs, LLC 49/120 © Larcenous Designs, LLC 5/120
Rodrigo MustDie (order #22829068)

3 2 0 3 7 1

Yes
20 5 z No
10 3 z Yes
20 4 e
Yes 15 6 No 8 3 YES! 3 1
5 No 10 3 X 1 Yes 9 2 Y 6 Yes 11 10 Z
Forget Minor Knowledge Avenge Feral Pain Strengthen Desperate Food

Terrified squealing... Crashing waves... The blast of a horn...


Glistening wetly... Shining chrome... An age-faded tattoo...
Warm woolly fabric... A rumble in the ground... A burst of frost and ice...
The stink of death... Moldy hardtack bread... Dark, oak-aged rum...
B E F 9 B E G 0 B E H 0

Scientific data: Medical Andres Cooking supplies: Dried Johanne Awards: Naval medal, Harold
notes, samples in tubes, star Jessenia goods, measuring tools, Katia governmental commendation, Kalo
Keelan Hildred Curio
charts. luxuriant spices. marksman badge.

It's a trap! Loyalty Whispers of evil. Chastity Kidnapped! Temperance

Guard station. Greed Concert. Greed Backstage. Greed


© Larcenous Designs, LLC 50/120 © Larcenous Designs, LLC 51/120 © Larcenous Designs, LLC 52/120

5 1 0 4 8 4

No
60 4 g Yes
60 3 i No
50 6 f
No 20 7 No 13 6 Yes 15 2
8 Yes 2 3 W 6 Yes 1 7 X 7 Yes 11 9 Y
Delay Tender Game Detect Treacherous Deity Deactivate Amicable Death

Iron-rimmed wheels on cobblestone... The scrape of a blade on a stone... A snatch of song...


Lightning striking a mast... The red glow of a furnace... Rusting metal...
A metal grating presses into... Dry blasts of furnace air... A vicious, stabbing pain...
Frying sausage... Burning candles... Snow...
B E I 9 B E J 0 B F G 7

Brain teaser: Book of riddles, Farrell Espionage gear: Coded Thoko Hacking equipment: Cypher Benoit
number grid, mathematical Brigitte message, ID-signalling Anais book, falsified orders, stolen Anastasiya
Murphy Bloomfield Tierney
conundrum. jewelry, sealed orders. signet.

Ship slowly sinking. Charity Hunters are hunted. Diligence Quarantined! Mercy

Winery. Greed Museum. Greed Campus. Greed


© Larcenous Designs, LLC 53/120 © Larcenous Designs, LLC 54/120 © Larcenous Designs, LLC 55/120
Rodrigo MustDie (order #22829068)

4 4 6 4 3 1

No
60 6 i No
90 4 m No
50 1 t
Yes 20 4 No 17 6 Yes 8 2
6 NO! 10 2 Z 7 Yes 1 7 W 6 No 12 2 X
Spoil Aggressive Puzzle Plan Fundamental Hive Violate Hostile Exposure

Raucous laughter... Splitting, splintering wood... Rain drumming against...


Floor-length, braided hair... Polished marble... Dried flowers...
Manacles scraping on your wrists... Constricting around your neck... An abrupt halt...
The overpowering smell of fish... Hot tallow... Dry hay...
B F H 4 B F I 8 B F J 1

First aid: Bandages, Arturo Small trinket: Carved ivory, Duncan Illegal weapon: Shiv, Chetan
ointments, 'medicinal Hyacinthe pewter figurine, piece of sea Dunya blackjack, poison. Angie
Laverne Ouson Kamala
purposes' flask. glass.

Strange hallucinations. Compassion Drafted! Humility Plague spreads. Honesty

On the water. Greed House of ill repute. Greed Retreat. Greed


© Larcenous Designs, LLC 56/120 © Larcenous Designs, LLC 57/120 © Larcenous Designs, LLC 58/120

4 1 7 1 2 4

No
70 1 l No
90 1 o No
60 3 a
No 10 6 Yes 19 7 Yes 11 4
7 Yes 5 2 Y 9 No 1 1 X 3 Yes 10 3 Z
Assist Occult Love Injure Brazen Foreigner Abjure Intact Servant

A series of explosions... Clicking and clacking... The thin piping of a flute...


Tiny metal figurines... Shafts of light... A marvel of stained glass...
Pulling your hair... Your hair stands on end... Luxuriant carpet beneath bare feet...
Greasy sheep's wool... Cedarwood... Gun smoke...
B G H 8 A B H 6 B G I 1

Media kit: Official Arkady Beverages: Canteen, flask, Emeka Collectors' items: Butterflies, Manuel
statements, woodcuts, copies Desta bottle of wine. Madison coins, pins. Benigna
Ollie Rowan Maria
of speeches.

A miracle occurs. Courage Vindictive authorities. Compassion Lost! Loyalty

Under water. Greed Exploration vessel. Envy Disaster site. Greed


© Larcenous Designs, LLC 59/120 © Larcenous Designs, LLC 6/120 © Larcenous Designs, LLC 60/120
Rodrigo MustDie (order #22829068)

2 3 1 4 7 2

Yes
60 4 z Yes
10 6 e No
70 2 p
Yes 12 5 No 14 2 No 6 7
3 Yes 7 6 W 4 Yes 4 3 X 5 YES! 3 8 Y
Silence Heroic Scum Control Artistic Evil Observe Rare Murder

Birdsong... Childlike giggling... One loud, abrupt splash...


Pristine, pressed garments... A floating forest of masts and spars... A malicious grin...
Splinters catch on your arm... Barbs catch your clothing... Stabbing into your foot...
Still-warm bread... Drying paint... Salty ocean spray...
B G J 7 B H I 8 B H J 1

Keys: Key ring, skeleton Lionel Hobby gear: Scrapbook, ship Parth Vehicle maintenance gear: Corwin
key, daily watch Anupama in a bottle kit, star charts. Marina Harness repair kit, canvas Mei
Balder Guiomar Yannick
pass-phrase. scraps, caulking.

Threatening note. Chastity Food supplies ruined. Temperance Dependent in danger. Charity

Drifting wreck. Lust Prison. Lust Caverns. Lust


© Larcenous Designs, LLC 61/120 © Larcenous Designs, LLC 62/120 © Larcenous Designs, LLC 63/120

7 2 5 2 6 4

No
10 6 b No
70 1 h NO!
70 5 f
No 13 8 Yes 15 6 Yes 14 8
6 YES! 12 6 Z 8 No 8 7 W 5 Yes 2 10 X
Improve Standard Prison Humiliate Opportune Secret Entertain Momentary Portal

Chaotic splashing... Low moaning... Voices chanting...


Rodents scurry across... Motionless forms... Anxiously checking their watch...
Searing the palm of your hand... Chapped lips... Clammy skin...
Swampy mud... Tar and pitch... Cut grass...
B I J 3 C D E 0 C D F 9

Fancy gift: Wine, Angelino Costume: Party mask, faux Dirk Family memento: Letters, Dwight
chocolates, jewelry. Djamila uniform, extremely classy Berta gifts, locket. Siobhan
Vivian Sampson Reilly
getup.

Social faux pas. Diligence Accidental attack. Mercy Heartbreak & betrayal. Compassion

Monastery. Lust Arena. Lust Mess hall. Lust


© Larcenous Designs, LLC 64/120 © Larcenous Designs, LLC 65/120 © Larcenous Designs, LLC 66/120
Rodrigo MustDie (order #22829068)

3 1 9 3 7 4

Yes
00 1 x No
80 6 a No
80 5 k
No 1 8 Yes 8 8 No 9 8
6 Yes 6 7 Y 8 Yes 2 3 Z 9 YES! 4 2 W
Destabilize Fetid Sustenance Guide Deceptive Flame Foil Fallen Network

A crack of thunder... An orchestra tuning up... The screech of a badly-tuned violin...


Cargo on pallets... Antique silver... Pulsating disturbingly...
Coarse-grained planks... Smooth, age-worn mahogany... Damp, clinging clothing...
Pine-wood and needles... An unfamiliar port far from home... A gangrenous, festering wound...
C D G 8 C D H 3 C D I 2

Event access: Tickets, party Anatole Letter of credit: Bonds, writ Yves Treasure map: Coded map, Berkeley
invitation, captain's invitation Gertie of patronage, account books. Fortunata clever riddle, coordinates. Indira
Monnryder Reyes Peyton
to board ship.

Major route blocked. Humility Lost all memory. Honesty Personality shift. Courage

Cathedral. Lust Farmhouse. Lust Court. Lust


© Larcenous Designs, LLC 67/120 © Larcenous Designs, LLC 68/120 © Larcenous Designs, LLC 69/120

3 1 6 2 4 4

No
70 4 m No
00 3 u Yes
80 2 s
No 12 6 Yes 10 4 NO! 13 4
6 Yes 2 4 Y 4 Yes 9 1 X 5 Yes 4 6 Y
Fight Painful Soul Shatter Recent Health Ambush Delicious Reputation

A sharp accusation... Retching and vomiting... A single shot...


The light flickers briefly... A portrait in odd hues... Snarling, with flecks of spittle...
Something small scuttles up your... Wet socks... Downy feathers...
A dockside wharf... Chalk dust... Faint hints of coconut...
A B I 9 C D J 4 C E F 4

Eating utensils: Camping, Hercule Ceremonial weapon: Ritual Bishop Scent: Incense sticks, Renaud
silver in need of polish, Tatiana dagger, parade sword, Irina perfume bottle, expensive Ming
Avery Carroll Pirrin
mess-kit. stylized rifle. cologne.

Petty theft gone awry. Humility A favor called in. Loyalty Your mentor in danger. Chastity

Cargo hold. Envy Wedding. Lust Funeral. Lust


© Larcenous Designs, LLC 7/120 © Larcenous Designs, LLC 70/120 © Larcenous Designs, LLC 71/120
Rodrigo MustDie (order #22829068)

4 4 0 1 7 3

No
90 2 b Yes
10 1 y No
40 1 p
No 18 3 Yes 10 3 No 3 7
4 No 9 4 Z 6 No 7 3 W 7 Yes 6 1 X
Decrease Scientific World Disturb Abandoned Barrier Enslave Personal Chaos

A ringing chime... The trill of a boatswain's whistle... A reverberating echo...


A dark bird, watching... One-eyed... Maps annotated in spidery scrawl...
Eye-stinging drips of sweat... The deck rocks beneath you... Air so humid you can hardly breathe...
Fried dough... Clean breeze... Coal smoke...
C E G 9 C E H 2 C E I 3

Fake ID: Writ of safe Riku Cheater's game: Weighted Alonso Plants: Bulbs, vegetable Marius
passage, letter of Genevieve dice, marked cards, shell Lenora seeds, cross-bred sample Demi
Sparrow Gold Marcade
introduction, shipowner's game. cuttings.
d
A strike or protest. Temperance Abducted! Charity Being spied on. Diligence

Festival. Lust Outpost. Pride Town. Pride


© Larcenous Designs, LLC 72/120 © Larcenous Designs, LLC 73/120 © Larcenous Designs, LLC 74/120

4 1 8 3 6 3

No
40 2 j No
60 1 s Yes
40 5 h
Yes 11 5 No 4 8 Yes 18 1
5 Yes 9 9 Y 5 Yes 10 4 Z 5 Yes 7 7 W
Hide Ambitious Structure Allow Angelic Trial Deviate Disappointing Vehicle

Distant drums... Mocking snickers... An ominous chuckle...


A shock of corn-silk hair... A suspicious hesitation... Swaying in the wind...
Your grip on the rope slipping... A terrific tooth-ache... A sudden impact...
Cat piss... Sharp spearmint... Spoiled milk...
C E J 4 C F G 6 C F H 6

Tools or Weapons: Prybar, Aloysius Fresh game: Dressed Boleslav Horrible evidence: Human Marko
axe, large hammer. Amala pheasant, gutted fish, slabs Simone blood, poison, conspiratorial Amina
Dana Valentine Ronan
of venison. letters.

Equipment sabotaged. Mercy Stranded in the wild. Compassion Travel snafu. Humility

Offices. Pride Workhouse. Pride Train. Pride


© Larcenous Designs, LLC 75/120 © Larcenous Designs, LLC 76/120 © Larcenous Designs, LLC 77/120
Rodrigo MustDie (order #22829068)

1 1 6 1 2 4

NO!
10 4 g No
20 3 w No
00 6 d
YES! 11 8 Yes 15 7 Yes 20 4
3 Yes 1 10 X 3 Yes 2 1 Y 7 No 6 3 Z
Imitate Bygone Agreement Mesmerize Famous Team Divide Orderly Council

The rattle of dice... A cheering crowd... The whistling of wind through...


A trickle of water runs along... A runner carrying a messenger bag... The looming shape of the gibbet...
Bones breaking... Torn between desire and duty... Cobwebs tangle in your hair...
Rotten eggs... Gun powder... Freshly-shucked corn...
C F I 6 C F J 2 A B J 6

Trade goods: Copper ingots, Dorian Baby care: Diapers, rattle, Jumaane Handy tools: Sewing kit, Eingar
tea-blocks, carefully Lamya pap boat. Rosemonde loose tools, polish and rags. Padma
Roshan Dumisani Rosario
calibrated weights.

A traitor discovered. Honesty New species found. Courage A tragic accident. Honesty

Fishing vessel. Pride Volcano. Pride Temple. Envy


© Larcenous Designs, LLC 78/120 © Larcenous Designs, LLC 79/120 © Larcenous Designs, LLC 8/120

1 3 6 1 7 3

No
40 2 y No
50 4 a No
10 5 b
No 17 3 No 12 7 Yes 12 3
6 Yes 12 1 Z 7 Yes 8 10 W 4 No 3 3 X
Succeed Simple Goal Unseal Maniacal Student Isolate Slovenly Work

Fire crackles... The ping-ping-ping of cooling metal... The cry of a bird of prey...
The symbol of an obscure religion... Tangled in the rigging... Writhing tentacles...
A dull, rusty blade... Slightly tipsy... The thrill of fear...
Intense vinegar... Fragrant herbs covering bitter... Healthful country air...
C G H 8 C G I 7 C G J 9

Odd trinket: The bullet that Vipul Restorative: Patented Stanley Deadly substance: Poison, Veland
missed, figurine of a foreign Clarice panacea, poison antidote, Mizeria dangerous chemical, Mirabelle
Dusty Amon Shelley
deity, old coin. home-brewed remedy. gunpowder.

Run down in the street. Loyalty Your captain slain. Chastity Witness to a cover-up. Temperance

Jungle. Pride Hospital. Pride Monument. Pride


© Larcenous Designs, LLC 80/120 © Larcenous Designs, LLC 81/120 © Larcenous Designs, LLC 82/120
Rodrigo MustDie (order #22829068)

1 1 1 4 8 4

No
30 3 y Yes
90 1 g No
30 5 u
No 16 1 No 1 2 No 19 7
5 No 1 4 Y 5 YES! 3 9 Z 3 Yes 11 10 W
Deny Active Ship Move Artificial Time Join Bewildering Prophecy

Tall grass and underbrush rustling... Barked orders... A cacophony of animal calls...
Steam billows from... Backed into a corner... Standing at attention...
Sparks of rage... The sleep of opium... The rough feel of canvas...
The odd, dusty scent of snake-skin... Wet, moldering canvas... An exotic, floral aroma...
C H I 8 C H J 6 C I J 1

Legal documents: Will and Kato Jewelry: Silver torque, family Bastien Rare tomes: First drafts by Roscoe
testament, contract, trade Elena signet ring, lockpick earrings. Mittie famous authors, ancient Calista
Teagan Orvar Shea
agreement. texts, signed copies.

Suddenly blinded. Charity A lookalike appears. Diligence A horrific nightmare. Mercy

Butcher. Pride Exhibit. Pride Beach. Sloth


© Larcenous Designs, LLC 83/120 © Larcenous Designs, LLC 84/120 © Larcenous Designs, LLC 85/120

0 3 8 2 5 1

No
60 4 l YES!
70 2 g No
30 2 s
Yes 19 2 No 9 3 No 17 1
3 Yes 7 5 X 10 YES! 9 1 Y 2 YES! 5 4 Z
Exchange Religious Fear Discover Widespread Weapon Pacify Mental Treasure

The growing rumble of hooves... A one-sided conversation... The pounding of heavy artillery...
Pursued by armed men... Flanked by servants and guards... A grimy, broken crown...
Your stomach drops... The crush of a crowd carrying you... A friendly purr against your leg...
An overpowering, musky odor... An oncoming storm... Moss and old earth...
D E F 5 D E G 7 D E H 4

Military weapons: Rifle, Dimitri Portable assistant: Detailed Kalyan Stealth devices: Noisemaker, Karl
blunderbuss, service pistol. Tessie day-planner, assigned tasks Orianne soft-soled shoes, camouflage Geraldine
Sheridan Tristan Dakota
list, notebook. clothing.

Dreams coming true. Compassion Family trouble. Humility A passerby collapses. Honesty

Camp. Sloth Tower. Sloth Rest station. Sloth


© Larcenous Designs, LLC 86/120 © Larcenous Designs, LLC 87/120 © Larcenous Designs, LLC 88/120
Rodrigo MustDie (order #22829068)

1 2 0 4 9 2

Yes
70 3 u No
80 2 j Yes
40 5 a
No 18 8 No 4 6 Yes 13 2
5 Yes 9 8 W 5 Yes 2 10 W 6 No 1 3 X
Befriend Tragic Truth Curse Profitable Scheme Corrupt Curious Mystery

The crash of waves on rocks... BANG... An inhuman babbling...


Dull greys and browns... A swarm of flies... A magnificent, ornate weapon...
A sudden loss of balance... A warm breeze... Like you haven't slept in days...
Smoke and blood... Dry-rot... Crisp winter wind...
D E I 4 A C D 5 D E J 8

Royal decree: Arrest Omar Cosmetics: Belladonna Winfield Deed: Land in the country, Nicodemo
warrant, royal pardon, Chantal eyedrops, kohl, bismuth Sunitha old mansion, a battered ship. Nuo
Sable Ion Echo
declaration of war. blanc.

A celebrity in town. Courage Fire! Courage Framed! Loyalty

Quarantine zone. Sloth Courtyard. Envy Graveyard. Sloth


© Larcenous Designs, LLC 89/120 © Larcenous Designs, LLC 9/120 © Larcenous Designs, LLC 90/120

9 2 2 1 9 3

No
70 3 q No
90 1 m Yes
00 1 k
YES! 19 5 No 1 7 NO! 16 3
7 Yes 5 6 Y 4 Yes 11 1 Z 2 Yes 4 9 W
Avoid Terrible Contraband Condemn Infamous Peace Raise Permanent Emotion

The cascading rush of a waterfall... A warning growl... Exclamations of pleased surprise...


Sleek lines, all speed and strength... A box standing on legs... Ornately carved gargoyles...
Aching feet... Sticky with congealing blood... A pressure on your ears...
A poorly-maintained menagerie... Whatever passes for food here... Red-hot iron...
D F G 0 D F H 5 D F I 8

Exotic pet: Imported animal, Shiro Treasure: Gold bars, silver Domingo Armor: Chainmail, cheap Albey
highly trained dog, cat that Jeanne coins, diamond jewelry. Lakshmi breastplate, fancy suit with Maybelle
Elianto Parker Narcisse
actually likes you. gorget.

Locked in with a beast. Chastity New ability manifests. Temperance Drugged into a stupor. Charity

Home. Sloth Opera house. Sloth Base. Sloth


© Larcenous Designs, LLC 91/120 © Larcenous Designs, LLC 92/120 © Larcenous Designs, LLC 93/120
Rodrigo MustDie (order #22829068)

3 2 1 1 4 1

No
90 1 q No
50 3 i No
00 2 h
No 6 3 NO! 2 5 No 2 3
5 Yes 11 3 X 5 Yes 8 9 Y 6 Yes 7 10 Z
Seal Humble Obstacle Execute Unfair Resource Confront Vague Resurrection

Someone slurping greedily... Water splashing against the quay... The trumpeting bellow of an animal...
A finely-tailored suit... A glass case filled with... Iron-bound oak...
Scalding breath on your neck... Eyes watching you... Someone following close behind...
The midden behind a plague ward... An alluring cologne... Clover and wildflowers...
D F J 3 D G H 1 D G I 3

Defense: Tough clothing, Clayton Emergency gear: Ship's Enzo Assassin's weapons: Garrote Demetrio
archer's bracer, helmet. Roxanne medicine chest, signal horn, Maia wire, concealed pistol, Penni
Jarl Aedan Walker
hardtack biscuits. disguised knife.

A party gone wrong. Diligence Mutiny! Mercy An apparent haunting. Compassion

Embassy. Sloth Whaling vessel. Sloth Well. Sloth


© Larcenous Designs, LLC 94/120 © Larcenous Designs, LLC 95/120 © Larcenous Designs, LLC 96/120

8 1 2 4 1 1

Yes
80 2 q No
30 6 r No
60 5 a
Yes 14 6 Yes 5 3 Yes 4 1
7 Yes 2 8 W 6 Yes 3 7 X 7 No 4 4 Y
Begin Dormant Nightmare Warn Nearby Monster Poison Haphazard Beast

A sudden quiet... Grunting and snorting... The clink of coins...


A slow, stately procession... A sweet smile... Flowers in her hair...
You've just forgotten something... A gentle caress... Icy water closing over your head...
Fetid breath tainted with offal... Garlic... Desperation and cheap booze...
D G J 1 D H I 9 D H J 2

Arcane knowledge: Miracle Feodor Ancient artifact: Cultural Michel Expensive accessory: Pocket Emilio
of science, Secret Society Anisa relic, archaeological find, Esperanza watch, silk cravat, gold Eloise
Kieran Reece Chibuike
info, recent discovery. ruins of civilization. dentures.

Hit by a stray shot. Humility An evil curse to break. Honesty A sudden storm hits. Courage

Munitions depot. Treachery Forest Treachery Island. Treachery


© Larcenous Designs, LLC 97/120 © Larcenous Designs, LLC 98/120 © Larcenous Designs, LLC 99/120
Rodrigo MustDie (order #22829068)

3 4 9 2 3 2

No
10 3 i No
40 4 d No
60 3 f
Yes 2 7 Yes 16 4 Yes 5 7
2 Yes 8 2 W 6 No 7 1 X 6 YES! 6 10 Z
Create Empowered Journey Find Hopeless Dispute Fail Prodigious Relief

The clank of chain... The door creaking open... A stifled curse, followed by a crash...
Glinting metal... Movement just out of sight... A weapon held casually...
Your foot catches on... Sweat breaks out... An unexplainable shiver...
Sickly-sweet decay... Wet fur... Rotting fish...
A B C 4 A C E 8 D I J 8

Domestic papers: Ship's Chen Hair care: Hairbrush, Ismael Artwork: Rolled painting, Grant
manifest, calling card, old Carina powder, large wig. Akulina expensive statuette, Clara
Claude Quinn Anicon
floorplans. unpublished poetry.

A naked man. Chastity Inconvenient love. Loyalty Untrustworthy friends. Loyalty

Military vessel. Envy Wine cellar. Envy Lighthouse. Treachery


© Larcenous Designs, LLC 1/120 © Larcenous Designs, LLC 10/120 © Larcenous Designs, LLC 100/120

2 4 3 4 7 4

Yes
60 6 x Yes
90 6 m No
20 2 u
No 5 7 Yes 11 7 No 3 6
7 Yes 5 5 W 3 Yes 9 9 X 4 YES! 1 5 Y
Learn Eldritch Mentor Communicate Ironic Evidence Sneak Amusing Advice

Wet, choking coughs... An enormous sneeze... A rhythmic shanty in many voices...


Movement beneath the surface... The full moon... A sliver of moon...
A tear trailing down your cheek... A passionate kiss... Crushed in a bear hug...
Stale feet... Savory delights... The mildew of abandoned space...
E F G 7 E F H 9 E F I 6

Investment: Mining rights, Akachi Incredible disguise: Amazing Grigori Personal secrets: Secret Conrad
ownership shares, Masha forgery, makeup kit, Juanita family ties, assumed identity, Ninette
Finley Delshad Kennedy
government contract. hypnotic scent. gender disguised.

Enemies declare peace. Chastity A breakthrough! Temperance Piracy! Charity

Torture room. Treachery City. Treachery Refugee camp. Treachery


© Larcenous Designs, LLC 101/120 © Larcenous Designs, LLC 102/120 © Larcenous Designs, LLC 103/120
Rodrigo MustDie (order #22829068)

9 3 9 3 0 1

No
70 6 n No
10 6 t No
80 5 z
No 16 2 No 12 2 No 7 2
5 Yes 8 6 Z 9 No 9 2 W 6 Yes 3 9 X
Launch Helpful Solution Trap Graceful Pandemic Replace Fraudulent Wilderness

The frightened neighing of horses... Something slithering... A booming, unnaturally loud voice...
Discarded armor... Lustrous pearls... The flickering of lamplight...
A crushing grip... Knocked to the ground... Your ears suddenly pop...
Expensive drinks... Apples and plums... Jasmine flowers...
E F J 3 E G H 8 E G I 3

Lie detector: Truth serum, Piripi Scandalous evidence: Proof Sylvestre Contact info: Fence's name, Saul
truthtelling curse, Xiu of affair, embezzlement, past Upasana relation to highly placed Evie
Dayo Carey Terry
stethoscope. life. official, ship's captain.

Expedition lost. Diligence Severe deja vu. Mercy Your clothes stolen. Compassion

Barracks. Treachery Shop. Treachery Oasis. Treachery


© Larcenous Designs, LLC 104/120 © Larcenous Designs, LLC 105/120 © Larcenous Designs, LLC 106/120

2 1 5 1 4 3

No
20 6 x No
60 4 t Yes
40 1 r
No 14 4 No 17 3 Yes 9 2
7 Yes 12 9 Y 4 Yes 11 4 Z 4 Yes 2 4 W
Degrade Drained Freedom Defenestrate Sacrilegious Investment Bless Stealthy Ward

Muffled, stealthy footsteps... A pained bellow... Shouts of triumph...


A strange city in the distance... Mountaintops obscured by clouds... Stones of all shapes and sizes...
A wave of dizziness and nausea... The bite of an insect... A cold coming on...
Toasting nuts... A clinical, hospital quality... Fresh linens...
E G J 0 E H I 3 E H J 1

Access pass: Private club, Anton Smuggled goods: Body Burley Biohazard: Diseased corpses, Salil
military base, government Tamora parts, dangerous drugs, Fleurette human waste, plague victim's Leah
Dismas Emory Bellon
facility. stolen military secrets. clothing.

Lost a bet. Humility An old acquaintance. Honesty Buried alive! Courage

Colony. Treachery Castle. Treachery Undiscovered land. Wrath


© Larcenous Designs, LLC 107/120 © Larcenous Designs, LLC 108/120 © Larcenous Designs, LLC 109/120
Rodrigo MustDie (order #22829068)

4 1 2 1 3 3

NO!
50 4 g No
90 5 n No
30 5 w
Yes 8 1 Yes 18 8 No 6 8
8 Yes 1 3 Y 6 No 9 3 X 7 Yes 10 2 Y
Fix Distant Rage Wish Temporary Leader Eliminate Traumatic Purity

Mournful howling... The rumble of a wheelbarrow... Low noises of appreciation...


A crack runs through the... Brilliant, darting fish... Sails on the horizon...
A crunch underfoot... Your muscles burn... Lifted off the ground...
Coppery blood... Almond oil... The elderly...
A C F 9 E I J 7 F G H 5

Eye care: Spectacles, Xiang Posh invite: Scientific Orfeo Blessing: Divine power, Gervasio
monocle on chain, bifocals. Yolanda conference, diplomatic Amada nearly miraculous skill, secret Camille
Evelyn Willink Keyele
dinner, secret initiation. knowledge.

Becalmed! Chastity Back from the dead. Loyalty Villain vs villain fight. Chastity

Bar. Envy Warehouse. Wrath Ship. Wrath


© Larcenous Designs, LLC 11/120 © Larcenous Designs, LLC 110/120 © Larcenous Designs, LLC 111/120

4 1 7 1 9 2

Yes
80 2 u No
00 2 n No
20 4 j
Yes 3 4 No 11 7 No 19 5
4 No 3 6 Z 5 No 10 5 W 5 Yes 7 1 X
Inflict Wonderous Companion Prevent Broken Tension Antagonize Ancient Relative

The clattering of bones... The ringing of a belltower... Murmuring in a unknown language...


A long-necked bird stares... A half-seen figure beckons... Roiling, oily smoke...
Your weapon gets caught in... So full you can't move... Like you could eat a horse...
High society and self importance... A trace of spice... Putrid flesh...
F G I 5 F G J 2 F H I 5

Curse: Unknown disease, Preston Fairy-tale gift: A following Ignacio Sufficiently advanced: The Agni
contract hit, a noble's Zuri wind, enchanted compass, Willa dead brought to life, new Sofiya
Lanalor Cameron Ciare
grudge. lordhood. weapon, military sub.

Amazing heist. Temperance Paparazzi followers. Charity Lost the ability to speak. Diligence

Freighter. Wrath Barn. Wrath Fog-bank. Wrath


© Larcenous Designs, LLC 112/120 © Larcenous Designs, LLC 113/120 © Larcenous Designs, LLC 114/120
Rodrigo MustDie (order #22829068)

8 3 0 3 3 1

No
90 3 b No
20 6 o No
30 1 h
No 8 3 Yes 7 6 No 16 6
6 Yes 2 5 Y 7 No 5 2 Z 5 Yes 3 10 W
Bargain Arrogant Aura Judge Hopeful Haven Pardon Benevolent Merchant

Grotesque, gristly chewing... Squealing block-and-tackle cranes... The creaking and groaning of...
Dead, sun-bleached branches... A venerable tree reaches high... The bright beam of a lighthouse...
Tired and irritated... Lighthearted and cheerful... A phlegmy cough wracks your body...
A cloud of tobacco smoke... Sage incense... A dusty cellar...
F H J 3 F I J 2 G H I 4

Massive inheritance: Landed Hassan Arcane weapon: Strange Gustave Ultimate quest: Divine Dhaval
title, giant corporation, Zechariah bomb, silenced gun, hypnotic Blanca command, Grail clue, ancient Hortensia
Whitney Kirabo Max
museum of curios. amulet. prophecy.

A masquerade. Mercy Someone proposes. Compassion A broken heart. Humility

Houseboat. Wrath Estate. Wrath Clocktower. Wrath


© Larcenous Designs, LLC 115/120 © Larcenous Designs, LLC 116/120 © Larcenous Designs, LLC 117/120

8 2 6 2 7 2

Yes
20 3 i No
90 1 p Yes
40 6 w
YES! 4 8 No 16 5 YES! 18 8
6 Yes 4 6 X 8 Yes 10 7 Y 6 Yes 8 5 Z
Convince Complex Legend Meet Impressive War Return Irksome Skill

Merchants hawking their wares... A drunken scuffle... A bestial roar...


Strange fungus covers... Ancient and blocky architecture... A child's toy sits...
Burning on its way down your throat... Blind, stinking drunk... A thud against your side...
Aromatic potpourri... Rancid oil... Rank sweat and sour bodies...
G H J 5 G I J 2 A C G 5

Proof positive: Murder, Prakash Valuables: Religious relics, Salvador Snacks: Savory meat pies, Hakeem
treason, inhuman Corsonia personal maps and charts, Tia bread rolls, nuts and dates. Veda
Perun Jessie Michi
experimentation. strings of pearls.

A fatal illness. Honesty Wake up in jail. Courage Unusual inheritance. Temperance

Survival shelter. Wrath Desert. Wrath Shipyards. Envy


© Larcenous Designs, LLC 118/120 © Larcenous Designs, LLC 119/120 © Larcenous Designs, LLC 12/120
Rodrigo MustDie (order #22829068)

2 4 2 4 6 2

No
30 6 r No
40 1 r Yes
20 2 e
Yes 10 5 No 6 6 No 4 4
4 Yes 6 8 Z 7 Yes 6 9 W 5 YES! 12 6 X
Clarify Disasterous Estate Gather New Parent Heal Holy Romance

Slurred speech... A slow tap, tap, tap... Something dripping...


Distant lights... A spreading pool... A sprawled form...
Overcome by memories... Something lands on your head... A push from behind...
Disgracefully over-steeped tea... Burned sulfur fumigation... Beer and piss...
H I J 2 A C H 5 A C I 0

The Unknowable: Eldritch Alan Treats: Fresh fruit, cookies, Earnest Light reading: Jailhouse Gafar
truth, horrible secrets, Elaine foreign candies. Prudence broadsheet, romantic poems, Hedwig
Hunt Cardea Sascha
unthinkable betrayal. travelogues.

Adopted by an animal. Loyalty Followed in the street. Charity Assassination! Diligence

Harbor. Wrath Workshop. Fear Cabin. Fear


© Larcenous Designs, LLC 120/120 © Larcenous Designs, LLC 13/120 © Larcenous Designs, LLC 14/120

5 4 4 4 8 3

No
10 2 x No
20 5 l No
60 1 e
Yes 10 3 Yes 14 3 No 9 2
4 Yes 4 7 Y 5 YES! 4 5 Z 5 No 2 2 W
Merge Obvious Vault Lose Erratic Technology Follow Pandering Affliction

A fusillade of cannon fire... Frantic pounding... Shocked blasphemies...


Elegant evening finery... A carved symbol... Garish and clashing colors...
A prod in the back... Movement in your pocket... Shuddering beneath you...
Ancient, dry dust... Recently applied polish... A camp-fire...
A C J 3 A D E 5 A D F 6

News media: Urgent Kenta Common medications: Yew Trenloe Expensive meds: Medicinal Ahmed
telegraph, local broadsheet, Asuka bark, flask of liquor, burn Paquita flowers, narcotics, pills. Adanna
Ulli Blair Sigi
newspaper. salve.

Back-alley mugging. Mercy War! Compassion A carnival arrives. Humility

Mansion. Fear Inn. Fear Lockup. Fear


© Larcenous Designs, LLC 15/120 © Larcenous Designs, LLC 16/120 © Larcenous Designs, LLC 17/120
Rodrigo MustDie (order #22829068)

5 3 5 2 1 3

NO!
40 2 p Yes
10 4 d No
30 2 q
Yes 8 4 Yes 20 4 NO! 7 5
5 No 7 4 X 6 Yes 1 8 Y 6 No 1 4 X
Unearth Hallucinatory Conflict Take Disruptive Poverty Absolve Psychological Civilization

Shuffling steps... The step-clop-step-clop of... A scream...


A familiar face... The flash of a knife... A splash of red...
Muscle spasms cramp... A surprising pinch... Soot makes your eyes itch...
Flowered water... Industrial grease... A light, delicate bouquet...
A D G 5 A D H 5 A B D 7

Illegal drugs: Exotic tincture, Wei Climbing gear: Rope and Jiang Small change: Foreign coins, Shakeel
opium, untested experimental Hester spikes, small hammer, spiked Isabelle small bills, a few shillings. Aurelia
Bowers Jamie Elian
drugs. boots.

Summoned to court. Honesty Witness to a crime. Courage Long lost sibling returns. Temperance

Forge. Fear The back room. Fear Smuggler's den. Envy


© Larcenous Designs, LLC 18/120 © Larcenous Designs, LLC 19/120 © Larcenous Designs, LLC 2/120

6 4 9 4 6 2

No
30 5 s No
80 6 o No
40 3 x
No 20 2 Yes 17 6 No 5 1
6 Yes 10 6 Z 8 Yes 7 1 W 4 No 6 8 X
Defeat Gaudy Defense Alter Diabolical Trap Reward Frightful Source

Running feet, closer and closer... Tick, tock, tick, tock... The sounds of a fight...
Flames in the distance... Thick fog... Dense black smoke...
Bile rising in your throat... A stomach-tilting lurch... An ungentlemanly blow strikes...
Burning hair... An odd fragrance... Moist earth...
A D I 2 A D J 6 A E F 7

Communications: Semaphore Alain Travel accessories: Traveler's Orton Small game: Dice in a cup, Ferdinand
flags, signal lantern, signal Madeleine phrase book, tickets, Joy playing cards, ball-and-cup. Catalina
Aubrey Needham Abiodun
mirror. seasickness remedy.

Accidental poisoning. Loyalty Children in danger. Chastity A rabid animal. Temperance

Palace. Fear Gardens. Fear Library. Fear


© Larcenous Designs, LLC 20/120 © Larcenous Designs, LLC 21/120 © Larcenous Designs, LLC 22/120
Rodrigo MustDie (order #22829068)

0 3 0 3 9 2

No
30 2 n No
50 4 m No
50 6 p
Yes 1 3 Yes 10 8 Yes 9 1
5 Yes 8 8 Y 6 No 6 8 Z 4 Yes 5 8 W
Trick Ghostly Grudge Release Unlikely Wreckage Distract Elusive Locals

A wet, meaty THUMP... Curious murmuring... Marching feet...


Blood stains... Curling pipe smoke... A darting shape...
Deep, throbbing headache... A rush of adrenaline... Something dragging at your feet...
Damp, wretched air... Petrichor--rain on dry earth... Decaying vegetation...
A E G 4 A E H 7 A E I 6

Crude weapon: Wooden Ermenegilde Hunting weapon: Bow and Kade Fancy accessory: Leather Bahadur
club, dull knife, poorly-made Isra arrows, rifle, fishing spear. Jia gloves, sword-cane, Lupita
Weaver Francis Morgan
gun. embroidered kerchief.

Talking animals. Charity A prophecy fulfilled. Diligence A distant explosion. Mercy

Canal. Fear Mausoleum. Fear Waterfall. Fraud


© Larcenous Designs, LLC 23/120 © Larcenous Designs, LLC 24/120 © Larcenous Designs, LLC 25/120

4 3 1 3 3 3

Yes
10 3 t No
50 3 l No
10 4 j
No 1 4 Yes 1 5 No 11 5
4 Yes 12 6 X 5 No 5 1 Y 6 Yes 8 5 Z
Weaken Impending Rebellion Punish Defiant Illness Regenerate Despondent Superstition

Faint buzzing... Heavy breathing... A sharp snap...


Bloodshot eyes... Stormy clouds... A heap of scrap...
Droplets splatter you... Clamped tight around your wrists... Slamming into you...
Cloying perfume... Ripe dung... The vanilla of ancient books...
A E J 9 A F G 7 A F H 1

Disgusting trash: Oil-soaked Burke School work: Diagrams, Hisham Lighting: Torch, hand Kaede
rag, dirty handkerchief, Velma textbooks, half-finished Basira lantern, head-mounted lamp. AnnaNoelle
Meklin Kumara Odalis
bloody bandages. research report.

Earthquake! Compassion Odd weather. Humility Traveling players. Honesty

Fjord. Fraud Bridge. Fraud Battleground. Fraud


© Larcenous Designs, LLC 26/120 © Larcenous Designs, LLC 27/120 © Larcenous Designs, LLC 28/120
Rodrigo MustDie (order #22829068)

2 2 5 2 6 2

NO!
60 5 d No
80 4 s NO!
00 2 k
YES! 2 4 No 19 4 Yes 3 5
8 No 8 8 W 8 Yes 11 2 Y 5 Yes 11 8 X
Destroy Common Government Reveal Cautious Captivity Discourage Unholy Creature

Angry whispering... Growing whispers... Fervent preaching...


Lazily spinning wheel... Sails snap and fill... A gathering crowd...
Sweaty and feverish... A chill runs down your spine... Cuffed in the side of the head...
New leather... Zesty citrus... Sweaty beasts of burden...
A F I 3 A B E 1 A F J 1

Music: Sheet music, Horace Petty jewelry: Poison ring, Vernon Craft tools: Leatherworking, Hideaki
mechanical music box, song Naomi glass beads, small cameo. Jasmine woodworking, jeweler's kit. Jalila
Daryl Flannery Golshan
lyrics.

Wanted posters of...! Courage A battered package. Charity Offer you can't refuse. Loyalty

Asylum. Fraud Headquarters. Envy Orphanage. Fraud


© Larcenous Designs, LLC 29/120 © Larcenous Designs, LLC 3/120 © Larcenous Designs, LLC 30/120

0 4 7 2 6 2

No
00 3 t NO!
20 5 r NO!
00 1 f
Yes 6 6 Yes 17 2 Yes 18 1
3 Yes 12 5 Y 6 No 10 4 Z 7 No 10 10 W
Decimate Infinite Crime Grow Uncertain Path Cleanse Awkward Belief

The distinctive sound of quaffing... An insistent drumming... A deep thrumming...


A blurred motion... Ropes fraying... Vibrant red and blue flutters...
Your hammock sways... Muscles seize up... The urge to sneeze...
Bilgewater... Strong alcohol... Roses and honey...
A G H 1 A G I 2 A G J 0

Art supplies: Paints and Eberardo Writing supplies: Pens and Theo Pet supplies: Animal call, Anselmo
brushes, drawing paper, Lavina ink, sheaf of paper, notes for Aimee disgusting pet food, collar Elysia
Ariel Tadala Florence
calligraphy pens. travelogue. and leash.

Inaccurate maps. Chastity Hint of conspiracy. Temperance Rumors of treasure. Charity

Tenements. Fraud Street. Fraud Market. Fraud


© Larcenous Designs, LLC 31/120 © Larcenous Designs, LLC 32/120 © Larcenous Designs, LLC 33/120
Rodrigo MustDie (order #22829068)

5 4 7 2 0 4

NO!
50 6 w No
00 4 y No
50 5 e
Yes 6 5 No 13 1 No 2 1
5 YES! 11 9 X 4 Yes 3 9 Y 4 Yes 4 4 Z
Exhaust Advanced Recruit Restore Physical Foe Bestow Metaphorical Temple

A beating heart... Heart-rending shrieks... Pained cries...


A pallid and bloodless face... It grows dark... Dingy and dusty...
An oily coating... Rubbery coils around your neck... A feathery touch...
An aura of mothballs... The heady aroma of wine... A disinfectant tang...
A H I 0 A H J 9 A I J 0

Musical instrument: Marcel Small pet: Foul-mouthed Gibson Lucky charm: Rabbit's foot, Gilberto
Harmonica, flute, violin. Judith parrot, larcenous ferret, Vimala four-leaf clover, a loved Jacquette
Lindsley Jocelyn Meadows
black cat. one's picture.

Letter from lawyer. Diligence Press-ganged! Mercy Wounds fester. Compassion

Small boat. Fraud Cafe. Fraud Social club. Fraud


© Larcenous Designs, LLC 34/120 © Larcenous Designs, LLC 35/120 © Larcenous Designs, LLC 36/120

9 3 8 2 4 1

No
70 6 f No
30 1 w Yes
00 3 l
Yes 5 4 Yes 12 2 Yes 3 1
6 No 3 6 W 7 Yes 6 7 X 5 YES! 11 10 Y
Interrupt Material Tool Explore Aberrant Ability Steal Fair Monument

Extremely inventive cursing... The clash of metal on metal... Chiming blacksmiths' hammers...
The ship's wheel spinning uselessly... Flashy clothing... Faded and worn...
An unseen presence... Grit in your teeth... Your dignity offended...
The reek of vomit... Fresh-brewed tea... Nutmeg and warm spices...
B C D 0 B C E 9 B C F 4

Threat: Angry letter, Daiki Writing project: Memoirs, Guillermo Religious object: Prayer Alphonse
evil-eye charm, the black Adelita draft of a play, philosophical Louisette book, holy symbol, religious Daniyah
Gabriel Jean Trinidad
spot. essay. jewelry.

Hero-worship. Humility Vehicle breaks down. Honesty Rising fame. Courage

Fortress. Gluttony Supply depot. Gluttony Secret society. Gluttony


© Larcenous Designs, LLC 37/120 © Larcenous Designs, LLC 38/120 © Larcenous Designs, LLC 39/120
Rodrigo MustDie (order #22829068)

9 3 2 4 8 3

No
20 5 o No
00 5 k Yes
80 2 k
No 9 7 Yes 7 1 No 15 1
4 Yes 3 7 Z 6 Yes 7 6 Z 8 Yes 6 10 W
Trespass Inconvenient Research Identify Malevolent Child Attempt Timid Lies

Glass clinking... Crescendoing pursuit... Demanding tones...


Bouncing across the... Gaudy ornaments... Gloomy atmosphere...
A frigid draft... Silky strands brush your face... Unpleasantly lumpy mattress...
Dark coffee... Rotting meat... Violets...
A B F 6 B C G 0 B C H 8

Personal papers: Old letters, Madalitso Camp gear: Fire starter, Abdul Stimulant: Tea leaves, rare Albert
rambling diary, drawings and Aakruti folding camp chair, tent. Bernadette herbs, coffee beans. Marguerite
Robin Harley Carmo
sketches.

Mad rantings. Diligence Growing infamy. Loyalty A sudden eclipse. Chastity

Station. Envy Resort. Gluttony Hall. Gluttony


© Larcenous Designs, LLC 4/120 © Larcenous Designs, LLC 40/120 © Larcenous Designs, LLC 41/120

1 2 0 4 5 3

Yes
70 4 z Yes
30 4 o NO!
70 1 q
NO! 4 5 Yes 5 5 Yes 20 7
5 No 5 8 X 6 Yes 5 7 Y 7 Yes 9 5 Z
Assuage Theoretical Despair Ponder Spiritual Wealth Refresh Callous Salvation

Sloshing liquid... Strains of a haunting melody... Teeth chattering...


A glossy sheen covers... Arms and legs shackled together... The grimy floor...
Dozens of pinpricks across your back... A twisted ankle... Sand and dirt in your eyes...
Newsprint... Thick, ashy smoke... Wafting fumes of sewage...
B C I 4 B C J 7 B D E 2

Fortune-telling: Gutting Lisandro Ghost-hunting gear: Holy Faustino Thieves' tools: Purse-slitting Lawrence
knife, vision-inducing drug, Yvonne symbol, treatise on the Lizaveta knife, lockpicks, thief's Coralie
Jayden Regan Carmen
astrological charts. supernatural, salt. lantern.

Religious persecution. Temperance Cultural prejudice. Charity Mistaken identity. Diligence

Rally. Gluttony Archives. Gluttony Casino. Gluttony


© Larcenous Designs, LLC 42/120 © Larcenous Designs, LLC 43/120 © Larcenous Designs, LLC 44/120
Rodrigo MustDie (order #22829068)

1 2 3 1 6 1

No
90 3 h No
50 5 n Yes
80 4 d
No 7 8 Yes 15 8 NO! 2 2
4 Yes 8 1 W 6 Yes 12 9 X 7 Yes 5 7 Y
Beguile Restrained Lookout Halt Eternal Underling Discuss Medical Goodness

Horrible grinding and gnashing... Movement just behind you... An indignant exclamation...
The air is hazy... Vivid rainbow hues... Smudged glass...
The worst hangover of your life... Tickling on the back of your neck... Mist on your face...
A riot of conflicting scents... Lively springtime air... Smoked ham...
B D F 4 B D G 2 B D H 3

Weapon care: Whetstone, Kuro Travel aid: Map, nautical Jaime Weather gear: Hooded Nishant
cleaning kit, polish. Dulce compass, sextant. Zephyrine oilcloth cloak, poncho, warm Beatrice
Omid Dubaku Garick
boots.

A tournament! Mercy People disappearing. Compassion Cranky old folks. Humility

Sportsfield. Gluttony Archaeological site. Gluttony Accident site. Gluttony


© Larcenous Designs, LLC 45/120 © Larcenous Designs, LLC 46/120 © Larcenous Designs, LLC 47/120

8 2 8 3 5 3

No
40 3 j No
90 6 b Yes
80 5 y
Yes 13 1 No 14 6 No 7 5
5 Yes 12 6 Z 5 No 4 5 W 3 Yes 12 2 W
Confuse Precise Container Travel Unclear Training Remember Repulsive Stockpile

Smashing pottery... Shattering glass... Distant revelry...


Tight sailor's knots... Tarnished brass... Swirls of dust...
Abruptly feeling naked and exposed... The slap of a glove across your face... Cold steel presses...
Sweat, grime, and grease... The acrid stench of a tannery... Nervous sweat...
B D I 7 B D J 1 A B G 6

Child's toy: Stuffed animal, Arthur Sports equipment: Wooden Philippe Foodstuffs: Travel rations, Milton
wind-up toy, wooden puzzle Mayu racket, knee pads, darts and Lucretia beef jerky, dried fruit. Adrienne
Mercantor Cruz Loreto
box. dartboard.

Royal request. Honesty Caught red-handed. Courage Hostage situation. Mercy

Zoo. Gluttony School. Greed Stableyard. Envy


© Larcenous Designs, LLC 48/120 © Larcenous Designs, LLC 49/120 © Larcenous Designs, LLC 5/120
Rodrigo MustDie (order #22829068)

3 2 0 3 7 1

Yes
20 5 z No
10 3 z Yes
20 4 e
Yes 15 6 No 8 3 YES! 3 1
5 No 10 3 X 1 Yes 9 2 Y 6 Yes 11 10 Z
Forget Minor Knowledge Avenge Feral Pain Strengthen Desperate Food

Terrified squealing... Crashing waves... The blast of a horn...


Glistening wetly... Shining chrome... An age-faded tattoo...
Warm woolly fabric... A rumble in the ground... A burst of frost and ice...
The stink of death... Moldy hardtack bread... Dark, oak-aged rum...
B E F 9 B E G 0 B E H 0

Scientific data: Medical Andres Cooking supplies: Dried Johanne Awards: Naval medal, Harold
notes, samples in tubes, star Jessenia goods, measuring tools, Katia governmental commendation, Kalo
Keelan Hildred Curio
charts. luxuriant spices. marksman badge.

It's a trap! Loyalty Whispers of evil. Chastity Kidnapped! Temperance

Guard station. Greed Concert. Greed Backstage. Greed


© Larcenous Designs, LLC 50/120 © Larcenous Designs, LLC 51/120 © Larcenous Designs, LLC 52/120

5 1 0 4 8 4

No
60 4 g Yes
60 3 i No
50 6 f
No 20 7 No 13 6 Yes 15 2
8 Yes 2 3 W 6 Yes 1 7 X 7 Yes 11 9 Y
Delay Tender Game Detect Treacherous Deity Deactivate Amicable Death

Iron-rimmed wheels on cobblestone... The scrape of a blade on a stone... A snatch of song...


Lightning striking a mast... The red glow of a furnace... Rusting metal...
A metal grating presses into... Dry blasts of furnace air... A vicious, stabbing pain...
Frying sausage... Burning candles... Snow...
B E I 9 B E J 0 B F G 7

Brain teaser: Book of riddles, Farrell Espionage gear: Coded Thoko Hacking equipment: Cypher Benoit
number grid, mathematical Brigitte message, ID-signalling Anais book, falsified orders, stolen Anastasiya
Murphy Bloomfield Tierney
conundrum. jewelry, sealed orders. signet.

Ship slowly sinking. Charity Hunters are hunted. Diligence Quarantined! Mercy

Winery. Greed Museum. Greed Campus. Greed


© Larcenous Designs, LLC 53/120 © Larcenous Designs, LLC 54/120 © Larcenous Designs, LLC 55/120
Rodrigo MustDie (order #22829068)

4 4 6 4 3 1

No
60 6 i No
90 4 m No
50 1 t
Yes 20 4 No 17 6 Yes 8 2
6 NO! 10 2 Z 7 Yes 1 7 W 6 No 12 2 X
Spoil Aggressive Puzzle Plan Fundamental Hive Violate Hostile Exposure

Raucous laughter... Splitting, splintering wood... Rain drumming against...


Floor-length, braided hair... Polished marble... Dried flowers...
Manacles scraping on your wrists... Constricting around your neck... An abrupt halt...
The overpowering smell of fish... Hot tallow... Dry hay...
B F H 4 B F I 8 B F J 1

First aid: Bandages, Arturo Small trinket: Carved ivory, Duncan Illegal weapon: Shiv, Chetan
ointments, 'medicinal Hyacinthe pewter figurine, piece of sea Dunya blackjack, poison. Angie
Laverne Ouson Kamala
purposes' flask. glass.

Strange hallucinations. Compassion Drafted! Humility Plague spreads. Honesty

On the water. Greed House of ill repute. Greed Retreat. Greed


© Larcenous Designs, LLC 56/120 © Larcenous Designs, LLC 57/120 © Larcenous Designs, LLC 58/120

4 1 7 1 2 4

No
70 1 l No
90 1 o No
60 3 a
No 10 6 Yes 19 7 Yes 11 4
7 Yes 5 2 Y 9 No 1 1 X 3 Yes 10 3 Z
Assist Occult Love Injure Brazen Foreigner Abjure Intact Servant

A series of explosions... Clicking and clacking... The thin piping of a flute...


Tiny metal figurines... Shafts of light... A marvel of stained glass...
Pulling your hair... Your hair stands on end... Luxuriant carpet beneath bare feet...
Greasy sheep's wool... Cedarwood... Gun smoke...
B G H 8 A B H 6 B G I 1

Media kit: Official Arkady Beverages: Canteen, flask, Emeka Collectors' items: Butterflies, Manuel
statements, woodcuts, copies Desta bottle of wine. Madison coins, pins. Benigna
Ollie Rowan Maria
of speeches.

A miracle occurs. Courage Vindictive authorities. Compassion Lost! Loyalty

Under water. Greed Exploration vessel. Envy Disaster site. Greed


© Larcenous Designs, LLC 59/120 © Larcenous Designs, LLC 6/120 © Larcenous Designs, LLC 60/120
Rodrigo MustDie (order #22829068)

2 3 1 4 7 2

Yes
60 4 z Yes
10 6 e No
70 2 p
Yes 12 5 No 14 2 No 6 7
3 Yes 7 6 W 4 Yes 4 3 X 5 YES! 3 8 Y
Silence Heroic Scum Control Artistic Evil Observe Rare Murder

Birdsong... Childlike giggling... One loud, abrupt splash...


Pristine, pressed garments... A floating forest of masts and spars... A malicious grin...
Splinters catch on your arm... Barbs catch your clothing... Stabbing into your foot...
Still-warm bread... Drying paint... Salty ocean spray...
B G J 7 B H I 8 B H J 1

Keys: Key ring, skeleton Lionel Hobby gear: Scrapbook, ship Parth Vehicle maintenance gear: Corwin
key, daily watch Anupama in a bottle kit, star charts. Marina Harness repair kit, canvas Mei
Balder Guiomar Yannick
pass-phrase. scraps, caulking.

Threatening note. Chastity Food supplies ruined. Temperance Dependent in danger. Charity

Drifting wreck. Lust Prison. Lust Caverns. Lust


© Larcenous Designs, LLC 61/120 © Larcenous Designs, LLC 62/120 © Larcenous Designs, LLC 63/120

7 2 5 2 6 4

No
10 6 b No
70 1 h NO!
70 5 f
No 13 8 Yes 15 6 Yes 14 8
6 YES! 12 6 Z 8 No 8 7 W 5 Yes 2 10 X
Improve Standard Prison Humiliate Opportune Secret Entertain Momentary Portal

Chaotic splashing... Low moaning... Voices chanting...


Rodents scurry across... Motionless forms... Anxiously checking their watch...
Searing the palm of your hand... Chapped lips... Clammy skin...
Swampy mud... Tar and pitch... Cut grass...
B I J 3 C D E 0 C D F 9

Fancy gift: Wine, Angelino Costume: Party mask, faux Dirk Family memento: Letters, Dwight
chocolates, jewelry. Djamila uniform, extremely classy Berta gifts, locket. Siobhan
Vivian Sampson Reilly
getup.

Social faux pas. Diligence Accidental attack. Mercy Heartbreak & betrayal. Compassion

Monastery. Lust Arena. Lust Mess hall. Lust


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Rodrigo MustDie (order #22829068)

3 1 9 3 7 4

Yes
00 1 x No
80 6 a No
80 5 k
No 1 8 Yes 8 8 No 9 8
6 Yes 6 7 Y 8 Yes 2 3 Z 9 YES! 4 2 W
Destabilize Fetid Sustenance Guide Deceptive Flame Foil Fallen Network

A crack of thunder... An orchestra tuning up... The screech of a badly-tuned violin...


Cargo on pallets... Antique silver... Pulsating disturbingly...
Coarse-grained planks... Smooth, age-worn mahogany... Damp, clinging clothing...
Pine-wood and needles... An unfamiliar port far from home... A gangrenous, festering wound...
C D G 8 C D H 3 C D I 2

Event access: Tickets, party Anatole Letter of credit: Bonds, writ Yves Treasure map: Coded map, Berkeley
invitation, captain's invitation Gertie of patronage, account books. Fortunata clever riddle, coordinates. Indira
Monnryder Reyes Peyton
to board ship.

Major route blocked. Humility Lost all memory. Honesty Personality shift. Courage

Cathedral. Lust Farmhouse. Lust Court. Lust


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3 1 6 2 4 4

No
70 4 m No
00 3 u Yes
80 2 s
No 12 6 Yes 10 4 NO! 13 4
6 Yes 2 4 Y 4 Yes 9 1 X 5 Yes 4 6 Y
Fight Painful Soul Shatter Recent Health Ambush Delicious Reputation

A sharp accusation... Retching and vomiting... A single shot...


The light flickers briefly... A portrait in odd hues... Snarling, with flecks of spittle...
Something small scuttles up your... Wet socks... Downy feathers...
A dockside wharf... Chalk dust... Faint hints of coconut...
A B I 9 C D J 4 C E F 4

Eating utensils: Camping, Hercule Ceremonial weapon: Ritual Bishop Scent: Incense sticks, Renaud
silver in need of polish, Tatiana dagger, parade sword, Irina perfume bottle, expensive Ming
Avery Carroll Pirrin
mess-kit. stylized rifle. cologne.

Petty theft gone awry. Humility A favor called in. Loyalty Your mentor in danger. Chastity

Cargo hold. Envy Wedding. Lust Funeral. Lust


© Larcenous Designs, LLC 7/120 © Larcenous Designs, LLC 70/120 © Larcenous Designs, LLC 71/120
Rodrigo MustDie (order #22829068)

4 4 0 1 7 3

No
90 2 b Yes
10 1 y No
40 1 p
No 18 3 Yes 10 3 No 3 7
4 No 9 4 Z 6 No 7 3 W 7 Yes 6 1 X
Decrease Scientific World Disturb Abandoned Barrier Enslave Personal Chaos

A ringing chime... The trill of a boatswain's whistle... A reverberating echo...


A dark bird, watching... One-eyed... Maps annotated in spidery scrawl...
Eye-stinging drips of sweat... The deck rocks beneath you... Air so humid you can hardly breathe...
Fried dough... Clean breeze... Coal smoke...
C E G 9 C E H 2 C E I 3

Fake ID: Writ of safe Riku Cheater's game: Weighted Alonso Plants: Bulbs, vegetable Marius
passage, letter of Genevieve dice, marked cards, shell Lenora seeds, cross-bred sample Demi
Sparrow Gold Marcade
introduction, shipowner's game. cuttings.
d
A strike or protest. Temperance Abducted! Charity Being spied on. Diligence

Festival. Lust Outpost. Pride Town. Pride


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4 1 8 3 6 3

No
40 2 j No
60 1 s Yes
40 5 h
Yes 11 5 No 4 8 Yes 18 1
5 Yes 9 9 Y 5 Yes 10 4 Z 5 Yes 7 7 W
Hide Ambitious Structure Allow Angelic Trial Deviate Disappointing Vehicle

Distant drums... Mocking snickers... An ominous chuckle...


A shock of corn-silk hair... A suspicious hesitation... Swaying in the wind...
Your grip on the rope slipping... A terrific tooth-ache... A sudden impact...
Cat piss... Sharp spearmint... Spoiled milk...
C E J 4 C F G 6 C F H 6

Tools or Weapons: Prybar, Aloysius Fresh game: Dressed Boleslav Horrible evidence: Human Marko
axe, large hammer. Amala pheasant, gutted fish, slabs Simone blood, poison, conspiratorial Amina
Dana Valentine Ronan
of venison. letters.

Equipment sabotaged. Mercy Stranded in the wild. Compassion Travel snafu. Humility

Offices. Pride Workhouse. Pride Train. Pride


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Rodrigo MustDie (order #22829068)

1 1 6 1 2 4

NO!
10 4 g No
20 3 w No
00 6 d
YES! 11 8 Yes 15 7 Yes 20 4
3 Yes 1 10 X 3 Yes 2 1 Y 7 No 6 3 Z
Imitate Bygone Agreement Mesmerize Famous Team Divide Orderly Council

The rattle of dice... A cheering crowd... The whistling of wind through...


A trickle of water runs along... A runner carrying a messenger bag... The looming shape of the gibbet...
Bones breaking... Torn between desire and duty... Cobwebs tangle in your hair...
Rotten eggs... Gun powder... Freshly-shucked corn...
C F I 6 C F J 2 A B J 6

Trade goods: Copper ingots, Dorian Baby care: Diapers, rattle, Jumaane Handy tools: Sewing kit, Eingar
tea-blocks, carefully Lamya pap boat. Rosemonde loose tools, polish and rags. Padma
Roshan Dumisani Rosario
calibrated weights.

A traitor discovered. Honesty New species found. Courage A tragic accident. Honesty

Fishing vessel. Pride Volcano. Pride Temple. Envy


© Larcenous Designs, LLC 78/120 © Larcenous Designs, LLC 79/120 © Larcenous Designs, LLC 8/120

1 3 6 1 7 3

No
40 2 y No
50 4 a No
10 5 b
No 17 3 No 12 7 Yes 12 3
6 Yes 12 1 Z 7 Yes 8 10 W 4 No 3 3 X
Succeed Simple Goal Unseal Maniacal Student Isolate Slovenly Work

Fire crackles... The ping-ping-ping of cooling metal... The cry of a bird of prey...
The symbol of an obscure religion... Tangled in the rigging... Writhing tentacles...
A dull, rusty blade... Slightly tipsy... The thrill of fear...
Intense vinegar... Fragrant herbs covering bitter... Healthful country air...
C G H 8 C G I 7 C G J 9

Odd trinket: The bullet that Vipul Restorative: Patented Stanley Deadly substance: Poison, Veland
missed, figurine of a foreign Clarice panacea, poison antidote, Mizeria dangerous chemical, Mirabelle
Dusty Amon Shelley
deity, old coin. home-brewed remedy. gunpowder.

Run down in the street. Loyalty Your captain slain. Chastity Witness to a cover-up. Temperance

Jungle. Pride Hospital. Pride Monument. Pride


© Larcenous Designs, LLC 80/120 © Larcenous Designs, LLC 81/120 © Larcenous Designs, LLC 82/120
Rodrigo MustDie (order #22829068)

1 1 1 4 8 4

No
30 3 y Yes
90 1 g No
30 5 u
No 16 1 No 1 2 No 19 7
5 No 1 4 Y 5 YES! 3 9 Z 3 Yes 11 10 W
Deny Active Ship Move Artificial Time Join Bewildering Prophecy

Tall grass and underbrush rustling... Barked orders... A cacophony of animal calls...
Steam billows from... Backed into a corner... Standing at attention...
Sparks of rage... The sleep of opium... The rough feel of canvas...
The odd, dusty scent of snake-skin... Wet, moldering canvas... An exotic, floral aroma...
C H I 8 C H J 6 C I J 1

Legal documents: Will and Kato Jewelry: Silver torque, family Bastien Rare tomes: First drafts by Roscoe
testament, contract, trade Elena signet ring, lockpick earrings. Mittie famous authors, ancient Calista
Teagan Orvar Shea
agreement. texts, signed copies.

Suddenly blinded. Charity A lookalike appears. Diligence A horrific nightmare. Mercy

Butcher. Pride Exhibit. Pride Beach. Sloth


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0 3 8 2 5 1

No
60 4 l YES!
70 2 g No
30 2 s
Yes 19 2 No 9 3 No 17 1
3 Yes 7 5 X 10 YES! 9 1 Y 2 YES! 5 4 Z
Exchange Religious Fear Discover Widespread Weapon Pacify Mental Treasure

The growing rumble of hooves... A one-sided conversation... The pounding of heavy artillery...
Pursued by armed men... Flanked by servants and guards... A grimy, broken crown...
Your stomach drops... The crush of a crowd carrying you... A friendly purr against your leg...
An overpowering, musky odor... An oncoming storm... Moss and old earth...
D E F 5 D E G 7 D E H 4

Military weapons: Rifle, Dimitri Portable assistant: Detailed Kalyan Stealth devices: Noisemaker, Karl
blunderbuss, service pistol. Tessie day-planner, assigned tasks Orianne soft-soled shoes, camouflage Geraldine
Sheridan Tristan Dakota
list, notebook. clothing.

Dreams coming true. Compassion Family trouble. Humility A passerby collapses. Honesty

Camp. Sloth Tower. Sloth Rest station. Sloth


© Larcenous Designs, LLC 86/120 © Larcenous Designs, LLC 87/120 © Larcenous Designs, LLC 88/120
Rodrigo MustDie (order #22829068)

1 2 0 4 9 2

Yes
70 3 u No
80 2 j Yes
40 5 a
No 18 8 No 4 6 Yes 13 2
5 Yes 9 8 W 5 Yes 2 10 W 6 No 1 3 X
Befriend Tragic Truth Curse Profitable Scheme Corrupt Curious Mystery

The crash of waves on rocks... BANG... An inhuman babbling...


Dull greys and browns... A swarm of flies... A magnificent, ornate weapon...
A sudden loss of balance... A warm breeze... Like you haven't slept in days...
Smoke and blood... Dry-rot... Crisp winter wind...
D E I 4 A C D 5 D E J 8

Royal decree: Arrest Omar Cosmetics: Belladonna Winfield Deed: Land in the country, Nicodemo
warrant, royal pardon, Chantal eyedrops, kohl, bismuth Sunitha old mansion, a battered ship. Nuo
Sable Ion Echo
declaration of war. blanc.

A celebrity in town. Courage Fire! Courage Framed! Loyalty

Quarantine zone. Sloth Courtyard. Envy Graveyard. Sloth


© Larcenous Designs, LLC 89/120 © Larcenous Designs, LLC 9/120 © Larcenous Designs, LLC 90/120

9 2 2 1 9 3

No
70 3 q No
90 1 m Yes
00 1 k
YES! 19 5 No 1 7 NO! 16 3
7 Yes 5 6 Y 4 Yes 11 1 Z 2 Yes 4 9 W
Avoid Terrible Contraband Condemn Infamous Peace Raise Permanent Emotion

The cascading rush of a waterfall... A warning growl... Exclamations of pleased surprise...


Sleek lines, all speed and strength... A box standing on legs... Ornately carved gargoyles...
Aching feet... Sticky with congealing blood... A pressure on your ears...
A poorly-maintained menagerie... Whatever passes for food here... Red-hot iron...
D F G 0 D F H 5 D F I 8

Exotic pet: Imported animal, Shiro Treasure: Gold bars, silver Domingo Armor: Chainmail, cheap Albey
highly trained dog, cat that Jeanne coins, diamond jewelry. Lakshmi breastplate, fancy suit with Maybelle
Elianto Parker Narcisse
actually likes you. gorget.

Locked in with a beast. Chastity New ability manifests. Temperance Drugged into a stupor. Charity

Home. Sloth Opera house. Sloth Base. Sloth


© Larcenous Designs, LLC 91/120 © Larcenous Designs, LLC 92/120 © Larcenous Designs, LLC 93/120
Rodrigo MustDie (order #22829068)

3 2 1 1 4 1

No
90 1 q No
50 3 i No
00 2 h
No 6 3 NO! 2 5 No 2 3
5 Yes 11 3 X 5 Yes 8 9 Y 6 Yes 7 10 Z
Seal Humble Obstacle Execute Unfair Resource Confront Vague Resurrection

Someone slurping greedily... Water splashing against the quay... The trumpeting bellow of an animal...
A finely-tailored suit... A glass case filled with... Iron-bound oak...
Scalding breath on your neck... Eyes watching you... Someone following close behind...
The midden behind a plague ward... An alluring cologne... Clover and wildflowers...
D F J 3 D G H 1 D G I 3

Defense: Tough clothing, Clayton Emergency gear: Ship's Enzo Assassin's weapons: Garrote Demetrio
archer's bracer, helmet. Roxanne medicine chest, signal horn, Maia wire, concealed pistol, Penni
Jarl Aedan Walker
hardtack biscuits. disguised knife.

A party gone wrong. Diligence Mutiny! Mercy An apparent haunting. Compassion

Embassy. Sloth Whaling vessel. Sloth Well. Sloth


© Larcenous Designs, LLC 94/120 © Larcenous Designs, LLC 95/120 © Larcenous Designs, LLC 96/120

8 1 2 4 1 1

Yes
80 2 q No
30 6 r No
60 5 a
Yes 14 6 Yes 5 3 Yes 4 1
7 Yes 2 8 W 6 Yes 3 7 X 7 No 4 4 Y
Begin Dormant Nightmare Warn Nearby Monster Poison Haphazard Beast

A sudden quiet... Grunting and snorting... The clink of coins...


A slow, stately procession... A sweet smile... Flowers in her hair...
You've just forgotten something... A gentle caress... Icy water closing over your head...
Fetid breath tainted with offal... Garlic... Desperation and cheap booze...
D G J 1 D H I 9 D H J 2

Arcane knowledge: Miracle Feodor Ancient artifact: Cultural Michel Expensive accessory: Pocket Emilio
of science, Secret Society Anisa relic, archaeological find, Esperanza watch, silk cravat, gold Eloise
Kieran Reece Chibuike
info, recent discovery. ruins of civilization. dentures.

Hit by a stray shot. Humility An evil curse to break. Honesty A sudden storm hits. Courage

Munitions depot. Treachery Forest Treachery Island. Treachery


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