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Legend in The Mist Core Book

The Rustic Fantasy Role-Playing Game Core Book Volume I: The Hero introduces a world where ancient magic and dark creatures threaten humanity, and a young hero named Gerrin embarks on a quest to save his ill mother. The game involves character creation, storytelling, and gameplay mechanics that allow players to navigate challenges and develop their heroes through various themes and tags. This document serves as a guide for players and narrators to engage in collaborative storytelling within this fantasy setting.
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
89% found this document useful (9 votes)
13K views491 pages

Legend in The Mist Core Book

The Rustic Fantasy Role-Playing Game Core Book Volume I: The Hero introduces a world where ancient magic and dark creatures threaten humanity, and a young hero named Gerrin embarks on a quest to save his ill mother. The game involves character creation, storytelling, and gameplay mechanics that allow players to navigate challenges and develop their heroes through various themes and tags. This document serves as a guide for players and narrators to engage in collaborative storytelling within this fantasy setting.
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 RUSTIC FANTASY ROLE-PLAYING GAME

C O RE BO O K VO L . I · T H E H E R O

Paul Grayson (Order #46877243)


Paul Grayson (Order #46877243)
Paul Grayson (Order #46877243)
ong ago, in kingdoms long forgotten,

L great sovereigns uncovered the secrets


of Thaumaturgy and labored to
bring wonders and joy to their people.
That Great Age ended with betrayal, greed,
and unbridled wrath. Wretched power was
unleashed, and perils hitherto unknown to
mankind came into the world: Creatures of
twilight and of malice, cunning, and terror.
Ancient towers and forts fell and
sank in the swamps of time, and with
them, the secrets and answers that
could ward off the darkness.

Paul Grayson (Order #46877243)


Centuries passed by.
The world grew cold. Folk got
by, their hearts growing ever
more suspicious under the threat
of the shadows in the night.

Paul Grayson (Order #46877243)


But now, something is awakening -
a seed of hope that was sequestered
in the faraway mountain villages,
hidden until the day it will be called
upon to make whole that which was
broken, and restore hope to all.
A call stirs deep within the
hill-folk to venture forth and unveil
a truth long forgotten. Little do
they know the journeys ahead,
and the perils that await…

Paul Grayson (Order #46877243)


C ORE BOOK
VOL . I - T HE HE RO

T H E RU S T IC FA N TA S Y ROLE -PLAYING GA ME

Paul Grayson (Order #46877243)


Created by
A M I T MO SH E

Writing & Game Design


A M I T MO SH E
E R A N AV I R A M
I TA M A R K A R B I A N
K E L LY B L A C K

Art
A L E J A N DR A P I N A L
MARIUSZ SZULC
M A R K H R ET S K Y I
ZAC H C AU S E Y

Graphic Design
MANUEL SERRA SÁEZ

Art Direction
A M I T MO SH E

Editing
E R A N AV I R A M

Production
OMER SHAPIRA
I N B A R B A R Z I L AY

Cartography
MARIUSZ SZULC

Operations
E DWA R D G U E VA R A

Proofreading
MARSHALL OPPEL

Son of Oak Team


A L BA M A RT Í N E Z
A L F ON S O C A M P O S
K E N D ' OR W I L S ON
KEVIN CARPENTER
K R I S T OF F A L E JO
W I L L E DWA R D S

© 2025 Son of Oak Game Studio.

This project was made possible thanks to the support of the Legend in the Mist
Kickstarter backers. See their full list at the back of this book.

Paul Grayson (Order #46877243)


Volume I: The Hero
Table of contents
10
Tutorial
54
Introduction
How to Play, in a Nutshell - 64

66
chapter i
The Makings of a Hero
Hero & Fellowship Creation - 68
Tropes - 78
Themebooks - 88
138
chapter ii
How to Play
Action & Drama - 140
Hero Development - 182

192
chapter iii
The Secret of Magic
Fundamentals of Magic - 194
Ways of Magic - 202

226
Appendices

Paul Grayson (Order #46877243)


In this faraway land of forested
mountains and brook-strewn valleys,
there lives with his family a young
deer stalker named Gerrin.

Tutorial

The Game
Let's tell a Legend in the Mist!
In this game you play a character, the Hero, and tell a
story about their journey.
The story has a Narrator, which can be you or another
player, and there can be other Heroes, too. For now, the
Narrator will be this book.
Content warning: This tutorial features potential loss of a loved
one and some battleground violence.
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Paul Grayson (Order #46877243)
Gerrin is a spirited youth,
skilled with a bow, and
a talented deer stalker.
But more than all, he is
devoted to his family.

The Hero
In this tutorial story, you are Gerrin, the deer
stalker. Your character is made out of tags, the
short descriptors above highlighted in yellow.
To play, you will need two six-sided or Legend
in the Mist dice, and some pen and paper or
Tracking Cards and markers to track changes.
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Paul Grayson (Order #46877243)
On this fateful day,
Gerrin is out hunting.

Gerrin!

Gerrin! What are you There's


doing up here, something
Chippie? wrong...

Come...

...come down
to the house!
What happened? ...with mother!

Your Themes & Tags


Your Hero's four main tags have other tags attached to them, providing
more details. Together, each such set of tags is called a theme. The tags in a
theme are called power tags, except for the last tag in each theme, which is
a weakness tag, highlighted in orange.
GERRIN'S TAGS
Spirited Youth, untapped fierceness, inner compass, hard-headed
Deer Stalker, stealthy step, keen senses, loner
Skilled with a Bow, father's yew bow, rapid second arrow, close combat
Devoted to Family, good listener, tough it out, family is my soft spot
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Paul Grayson (Order #46877243)
Gerrin wasted no time,
rushing back to his
family’s cabin…
Here they
come.

You called the


Wise One?
What happened?

Pops!

Your mother,

she's very ill, She had the misfortune of


she was coming coming across something...
home from the
village and... unnatural...
There is a remedy
to this witching poison,
that I've come across
which left its many years ago,
poisoned mark
on her.
But the chief
ingredient...

it is very hard
to come by.

The Story
The story begins with some exposition from the Narrator which poses a
quest, something at stake that propels the Hero to undertake a journey.
While the player (you) plays the Hero, the Narrator plays all non-Hero or
non-player characters (NPCs). These can be the Hero's allies, mentors,
enemies, rivals, or passersby - anyone who might feature in the Hero's story.
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Paul Grayson (Order #46877243)
It's an herb Yes,
called Rime Thistle anything.
that can only be found I’ll find it.
on the north slopes
of mountains, above But I wish to
the treeline. see her first.
Its flower, ball-
shaped, is in beautiful
shade of azure.
You're a huntsman, Gerrin.
Perhaps you could find it.

Mother…

Stay strong.

I will return
with the cure.

I will be And take this charm.


blunt, Gerrin.
I don't know if she If the fiend that did
can last the day. this is still out there, this
Be back before may offer some defense
sunset. against its evil.

Thank you,
Wise One. I will
return in time.
Keep her safe.

Your Quest Your Backpack


Each theme also has a Quest - one of your Lastly, you have a backpack in which you
Hero's goals. In this example, we will use can store temporary tags, called story tags.
only two out of your four quests: Your Hero starts the game with the tag
Spirited Youth: protective charm in their backpack.
Never surrender to darkness or despair.
Devoted to Family:
Find a cure for my mother's illness.

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Paul Grayson (Order #46877243)
TH EM E CA RD

TYPE Personality
Spirited Youth
Untapped fierceness
Inner compass
Hard-headed
QUEST

Never surrender to
darkness or despair.
TH EM E CA RD
GROW MILESTONE
ABANDON

TYPE

Deer Stalker
Stealthy step
Keen senses
Loner
TH EM E CA RD
QUEST

TYPE Skill or Trade


Skilled with a Bow
ABANDON GROW MILESTONE

Father's yew bow


Rapid second arrow
Close combat ACK
BACKP
TH EM EEST
QU CA RD
harm
Protective c
TYPE
Devotion
Devoted to Family
ABANDON GROW MILESTONE

Good listener Record your Hero's details -- themes, tags, and Quests -- on a
sheet of paper, a Legend in the Mist character sheet, or Legend in
Tough it out the Mist theme cards.
Family is my soft spot During play, if you gain new tags, write them down in your
backpack or on Legend in the Mist tracking cards.
QUEST
You're ready! Turn the page to embark on your fateful journey.
Find a cure for
my mother's illness. 15
Paul Grayson (Order #46877243)
And so, with a heavy heart
and a sense of urgency,
Gerrin sets out to find
the Rime Thistle that
could cure his mother...

With silent determination,


he walks through parts of the
forest well-known to him.

Known - but not safe.


16
Paul Grayson (Order #46877243)
Scenes
On the old brook
bridge, someone A scene begins when the Narrator describes a specific place
seems to be and happening. This is called establishing the scene.
in distress. The Narrator then asks the player(s): What Do You Do?
which prompts you to choose an action for your Hero.
(Here you have some suggestions for actions, but in a real
game you can take any action you can come up with.)

...call it a bridge Let me pass!


toll. We deserve
some payment.

Aye, we keep this


bridge in good repair,
it's hard work...
How dare you,
you ruffians are not
even from these parts!

WHAT DO YOU DO?


Choose your action and turn the page to discover the outcome.

I observe from a I slip into the forest and I march over and
safe distance. sneak closer, unnoticed. speak to them.
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Paul Grayson (Order #46877243)
Action & Outcomes SIMPLE OUTCOME

Every Hero action has an outcome: With a Simple outcome, shown here, the
Success , negative Consequences , Narrator simply tells you what happened,
or both . based on the scenario, your Hero's tags, and the
details of the characters involved. The Narrator
After you describe your action, the can also give you new tags, good or bad, as a
Narrator chooses one of three ways to Success or a Consequence. This method is used
arrive at the outcome: Simple, Quick, to keep the story going without using the dice.
or Detailed.

Follow the outcome of your chosen action


I observe from a I slip into the forest and I march over and
safe distance. sneak closer, unnoticed. speak to them.

I am Gerrin, I hail from


these lands. Who are you?
What do you want
with this peddler?

We've got business


with this one.
Swim off, kid!

You remain at a safe distance, A deerstalker of stealthy step, You walk proudly toward the
watching the ruffians harass you have no difficulty creeping band, introducing yourself.
the traveling woman. To judge up closer unnoticed and you They turn from the peddler to
by their clubs, they appear to be settle in a good hiding spot (add face you.
ill-intending bandits. this tag to your notes).
But they will not yield the
You contemplate walking However, while you sneak, peddler. Instead, they threaten
away, but going off the path the hooded figures - bandits, you as well.
will waste precious time. no doubt - beset the traveler,
CONTINUE TO THE NEXT PAGE
What more, you feel a pang of a peddler, and threaten her to
remorse leaving the traveler to surrender her goods.
fend for herself (add this tag
to your notes). CONTINUE TO THE NEXT PAGE

CONTINUE TO THE NEXT PAGE

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Paul Grayson (Order #46877243)
A New Round Begins THREATS

With your action and its Consequences When the Narrator establishes that
resolved, the Narrator describes the scene something suspicious or dangerous is
again, re-establishing what's going on. happening, it's called a Threat. A Threat
This starts a new turn of the Establish- can later manifest into Consequences, so
Action-Consequences cycle which repeats use your actions wisely to avoid or address
throughout the scene. Threats.

The ruffians
raise their clubs
over the peddler's
head. Things are Enough niceties!
looking dire!

Get off!

Give us your
valuables,
peddler...

...or we'll
take 'em ourselves.

19
Paul Grayson (Order #46877243)
WHAT DO YOU DO?

I rush to the rescue, I let fly a warning shot


I rally the peddler to help standing between the
me fight off the bandits. to scare them away.
bandits and the peddler.
CONTINUE TO PAGE 23
CONTINUE TO PAGE 21
CONTINUE TO PAGE 22

QUICK OUTCOME Power


This time, let's get the dice involved! A Quick Power is a number that represents how
outcome is used when the Narrator wants a likely your action is to succeed and how
quick yes/no answer to what happens next. effective it is.
Start by invoking (naming) the tags that Dice Roll
help or hinder your action.
Roll two dice and add your Power.
• For each helpful (positive) tag, your action
gains 1 Power. If the total is:
• For each hindering (negative) tag, your • 10 or more , the action succeeds
action loses 1 Power. without Consequences.
(If you ignored a Threat, you may
Tags that could affect your action include your still suffer Consequences.)
Hero's tags, but also your adversaries' or the
environment tags. The Narrator will tell you if • 7 to 9 , your action succeeds but
there are other tags that affect your action. you take Consequences.
• 6 or less , the action fails and you
take Consequences.
20
Paul Grayson (Order #46877243)
You there!

Get up! Let's


show them what
we're made of!

I rally the peddler to help


me fight off the bandits.

Power
What could help? 10+ 6-
Each helpful tag gives you +1 Power. The peddler jumps to The bandits turn to face you,
Gerrin is a spirited youth with untapped her feet, fists up! and now they're angry!
fierceness that suddenly overtakes him.
That's two tags, so a Power of 2.
If Gerrin feels a pang of remorse for not
helping earlier, it could make him
more eager to help now. Add 1 more to
your Power.
What could hinder?
Each hindering tag reduces
your Power by 1.
Is Gerrin in a good hiding spot? Pleading You've recruited the peddler
the peddler to fight from a position of Consequences often include
and so you gain a tag - peddler. tags that could be bad
safety is not very convincing!
for your Hero and good
Reduce your Power by 1. for your opponents. Keep
9-7 track of the bandits' tags
Roll! Apply both and separately from yours.
Roll two dice and add your Power.
Read the result to the right.
CONTINUE TO PAGE 24
21
Paul Grayson (Order #46877243)
No!

I rush to the rescue,


standing between the
bandits and the peddler.

9-7
Power
Apply both and
What could help?
Each helpful tag gives you +1 Power. 10+
You reach the peddler 6-
Gerrin is a spirited youth with untapped
in time to protect You're hit with a blow
fierceness that suddenly overtakes him.
her from the bandits, of one bandit's club,
That's two helpful tags, so a Power of 2. standing in their way! which takes the wind
If Gerrin feels a pang of remorse for not out of your sails.
helping earlier, it could make him
more eager to help now. Add 1 more to
your Power.
If Gerrin is springing out of a good
hiding spot, it could give him an
advantage. Add 1 more to your Power.
What could hinder?
Each hindering tag reduces
your Power by 1. You've recruited the peddler
There are no tags in the game right and so you gain a tag - peddler. Consequences can take
now that could hinder this action. However, your action did away your useful tags.
That can happen too! not address the Threat posed Scratch out untapped
by the bandit - it just gave fierceness. It can’t be
Roll! him a new target! You also used until recovered.
Roll two dice and add your Power. suffer the Consequences,
Read the result to the right. regardless of your success. CONTINUE TO PAGE 24

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Paul Grayson (Order #46877243)
Get away, you lot!

Or my
next arrow
won't miss.
I let fly a warning shot
to scare them away.

Power
10+
What could help? Startled by your arrow, 6-
Each helpful tag gives you +1 Power. one of the bandits lets
The bandit whose ear you
out a cry of terror and
Gerrin is a spirited youth with untapped almost clipped gets angry.
flees down the hill!
fierceness that suddenly overtakes him.
You cheeky
He's also skilled with a bow and
brat!
equipped with his Father's yew bow.
That's four helpful tags, so a Power of 4.
If Gerrin is shooting out of a good
hiding spot, it would give him an
advantage. Add 1 more to your Power.
What could hinder?
You almost shot
Each hindering tag reduces my ear off!
your Power by 1. Sometimes a success steers
The Narrator lets you know that these Consequences often include
the story your way. Having to
bandits are hardened, having survived tags that could be bad
deal with fewer bandits will
conflict before. It's not so easy to scare for your Hero and good
make things easier later.
them. Reduce your Power by 1. for your opponents. Keep
track of the bandits' tags
Roll! 9-7 separately from yours.
Roll two dice and add your Power. Apply both and
Read the result to the right. CONTINUE TO PAGE 24

23
Paul Grayson (Order #46877243)
The bandits advance toward you, ready to
tackle you down and dish out a beating!

YEAH!
Get 'em!
And grab any We didn't come all the
good stuff way up the mountain
they have. for nothin'!

WHAT DO YOU DO?

I try to shoot arrows


I try to talk them to pin or hobble them, It's us or them. I shoot
out of it. so we can flee. in order to wound.
CONTINUE TO PAGE 25 CONTINUE TO PAGE 26 CONTINUE TO PAGE 27

A new round begins, and the Narrator Creating a status costs 1 Power per 1 tier. In other
describes the scene again, making a new words, the tier of the status you will give the bandits
Threat. In this high-stakes conflict, your is the same as the Power of your action!
actions will be resolved in the Detailed way. Statuses affect your actions. You add to your Power
the tier of your most helpful status in the situation,
DETAILED OUTCOME and subtract the tier of the most hindering status.
You count your Power and roll the dice in the same
way as with the Quick outcome (see page 20). e s a r e recordede so.
St a t u
a
s
c k in g c a rds, lik Afraid
If you succeed, you'll be able to spend your Power on tr
on various Effects, adding or removing tags from
x
yourself and other characters!
Tag Expiry
STATUSES Tags you gain during the story expire sense.
The most common Effect is giving a status. A when they are no longer true or make remorse,
status is a special tag that has a tier (number) from Scratch out good hiding spot or pangn of
as you
1 to 6, measuring its intensity. A status always if you had them. They expired as soo You r power
describes a temporary condition, never an item or intervened on behalf of the peddler. por arily
thing. It is marked with a green highlight. tags never expire, but they can be tem
24 scratched out, becoming unavailable.
Paul Grayson (Order #46877243)
I try to talk Power
them out of it. What could help?
Spirited youth - Gerrin is not afraid to
speak out.
If you rallied the peddler, it might
make the bandits rethink their
position. She's also a good negotiator.
What could hinder?
Listen, let's talk Hard-headed - compromise does not
about this. come easy to Gerrin.
I'm sure we can work If the bandits are angry, it's harder to
it out somehow...
convince them to let you go.
If Gerrin is stunned, it makes it harder
for him to talk.

Roll!
Roll two dice and add your Power.

Spend
If your action succeeds, you'll spend
your Power to give the bandits a
convinced status.

10+ 9-7 6-
Your words seem to reach The bandits have had enough
Apply and read on:
them, and they pause, talking, and they give you
looking at each other. The bandits are listening, a beating with their clubs!
but they want to get
something in return. What
will you give them?

You give the bandits a Consequences can involve taking


convinced status, with a tier a negative status. In this case,
equal to the Power you rolled the bandits give you stunned-2.
with. If your Power was
zero or less, the tier is 1. Scratch out an item tag: protective
charm, if you have it and are Stunned
willing to trade. You can only
Convinced do this once. Otherwise, read x
the Consequences below.
CONTINUE TO PAGE 29 CONTINUE TO PAGE 29 CONTINUE TO PAGE 28

25
Paul Grayson (Order #46877243)
I try to shoot arrows
to pin or hobble them,
so we can flee.

9-7
Apply both and
CONTINUE TO PAGE 28
Power 10+
What could help? Your arrows fly true, and 6-
you manage to slow some of
Skilled with a bow The bandits rush you and
the bandits down, without
Father's yew bow strike you with their clubs!
hurting them too severely.
Rapid second shot (if you already
made a shot before)
If the bandits are already hobbling,
they are easier to hit.
What could hinder?
Close combat - Gerrin's bow is
not ideal for shooting very close
opponents.
You give the bandits a
If Gerrin is stunned, it makes it hobbling status, with a tier
harder for him to shoot. equal to the Power you rolled Consequences can involve taking
with. If your Power was a negative status. In this case,
Roll! zero or less, the tier is 1. the bandits give you stunned-2.
Roll two dice and add your Power.

Spend Hobbling Stunned


If your action succeeds, you'll
spend your Power to give the x
bandits a hobbling status.
CONTINUE TO PAGE 29 CONTINUE TO PAGE 28
26
Paul Grayson (Order #46877243)
It's us or them. I shoot
in order to wound.

9-7
Apply both and

Power
CONTINUE TO PAGE 28
10+
What could help? Your arrows fly true, and
you injure the bandits. 6-
Untapped fierceness - Gerrin is The bandits rush you and
showing his true grit. strike you with their clubs!
Skilled with a bow
Father's yew bow
Rapid second shot (if you already
made a shot before)
If the bandits are hobbling, they
are easier to hit.
What could hinder?
The bandits are hardened, and You give the bandits a
can take a cut or two. wounded status, with a tier
If Gerrin is stunned, it makes it equal to the Power you rolled Consequences can involve taking
harder for him to shoot. with. If your Power was a negative status. In this case,
zero or less, the tier is 1. the bandits give you stunned-2.
Roll!
Roll two dice and add your Power.
Wounded Stunned
Spend
If your action succeeds, you'll x
spend your Power to give the
bandits a wounded status. CONTINUE TO PAGE 29 CONTINUE TO PAGE 28

27
Paul Grayson (Order #46877243)
Taking a Status STATUSES AFFECT YOUR ACTIONS!
Ouch, your Hero has taken a negative status! When a status supports an action, add its tier
Luckily, when your Hero suffers some Consequences, to the action's Power. When a status hinders an
the Narrator may allow you to take a reaction to action, subtract its tier from the action's Power.
lessen the harm. Let's try this now with the status But only the highest positive status and the
you just received. highest negative status are counted. All other
statuses are ignored, even if they are relevant.
LESSEN THE BLOW
You now roll a reaction. Count your Power and roll the
dice; if you succeed, you spend Power to reduce the 7+
negative Effects. You take the hit but
Every point of Power you rolled with reduces the endure the pain.
tier of the status by 1. If you roll 10+, you get one extra
point of Power with which to lessen the status. If you
get 6 or less, you take the status as it is, without any
further Consequences.

Alas, the brutish bandits Reduce the incoming stunned-2


get the better of Gerrin! status tier by 1 for every point
of Power you had, and one
more if you rolled 10 or more.
If it reaches zero or below, you
don't get the status at all!

Stunned
Oof! xx

6-
The hit lands hard, and
you take its full brunt!

Power Roll!
Roll two dice and add your Power. Your incoming stunned-2
What could help?
status stays the same.
Tough it out - Gerrin can endure a Spend
little pain.
If you get 7 or higher, you'll
CONTINUE TO THE NEXT PAGE
What could hinder? spend your Power to lessen the
Nothing hinders this roll. incoming status.
28
Paul Grayson (Order #46877243)
Will Gerrin gain
the upper hand?

Overcoming a Challenge CONTINUE:


This group of bandits is a single Challenge - something STACKING STATUSES
that stands in your way, and that must be overcome Usually, one action isn't enough to overcome a
through action. Challenge and one Consequence isn't enough to
Heroes, and many Challenges, have a Limit of how defeat a Hero. Statuses need to be applied several
much they can take of a certain status, a number times and stack, to reach the Limit.
between 1 and 6. When they receive a status of that tier or When a status is
higher, they are overcome: overcome Heroes cannot act first taken, such as
and lose control of the scene, while overcome Challenges stunned-2, mark it on a Stunned
cease to pose a threat. Limits are highlighted in red. tracking card.
If a similar status is
x
DEFEAT: YOUR HERO'S LIMIT
taken (stunned-4),mark
Heroes are overcome at tier 5. If Gerrin takes a
its tier on the same card.
stunned-5 status, for example, he passes out and cannot
The tier of the status is
continue to fight. If he takes convinced-5, he stops arguing
the highest marked box.
Stunned
and aligns himself with whoever convinced him.
IF YOU WERE OVERCOME BY THE
If a box is already x x
BANDITS, CONTINUE TO PAGE 30
marked, (taking
stunned-2 again)
VICTORY: THE CHALLENGE LIMIT mark the next empty
The bandits Challenge has the following Limits. If you box to the right. Stunned
made one of them run away with a warning The next stunned-2 x
shot, reduce all these Limits by 1. would take it to x xx
CONVINCE 3, HOBBLE 4, WOUND 4 stunned-5!
(Heroes don't always know a Challenge's Limits; Return to the conflict and continue taking actions
sometimes action must be taken to discover what and dealing statuses until one side has won.
they are.) IF NEITHER SIDE HAS WON YET, CONTINUE
TAKING ACTIONS UNTIL A LIMIT IS REACHED.
If you manage to give them any of these statuses at RETURN TO PAGE 24
these tiers or higher, you overcome them.
IF YOU OVERCAME THE BANDITS,
CONTINUE TO PAGE 30

29
Paul Grayson (Order #46877243)
VICTORY COMPROMISE
The bandits were WOUNDED. The bandits were CONVINCED.

The bandits flee before you, leaving The bandits let you go, and you hope
a trail of blood behind them. not to cross paths with them again.

FLIGHT DEFEAT

The bandits were HOBBLED. Gerrin was STUNNED.

You take advantage of the disoriented You come to after a while, with a
and tangled state of the bandits to flee terrible headache, only to discover your
up the trail, hoping they won't follow. personal effects have been stolen.

WRAPPING UP THE SCENE had any stunned status at the end of the scene,
replace it with headache-2.
The scene ends when your Hero overcomes the
scene's Challenges or when they overcome your If you've been defeated and robbed by the bandits,
Hero. Either way, it's time to move on with the story. scratch out Father's yew bow. Your entire Skilled
With a Bow theme becomes useless, so scratch that
At the end of a scene, some statuses expire and
and rapid second arrow too, until you find a new bow.
others remain, at the Narrator's discretion. If you
Scratched tags can’t be used.
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Paul Grayson (Order #46877243)
Glad I could be of
As Gerrin dusts himself off and
help, Erna. I'm Gerrin.
prepares to continue up the trail, I beg your pardon, but I
the peddler stops him for a moment. don't have much time.
I must climb the
mountain to find an
Thank you for your help... herb called Rime Thistle.
Uh, I'm Erna, from Underbough. I need it urgently
Sorry you got dragged into this. for a remedy.
It didn't use to be so dangerous
on these back roads.

Rime Thistle... aye,


I know it. A blue flower.
Quite rare, it only grows
in very cold places.

I can help.
It's the least
I could do.

But lately...
things have been
brewing in the lowlands. It seems even the peace
There's talk of war in the of the high mountains
North, of ill-intending is now disturbed...
folk roaming about.

WHAT DO YOU DO?

I make small talk with I ask the peddler if she I ask the peddler to help
the peddler as we walk. has anything useful. treat my headache.
CONTINUE TO PAGE 32 CONTINUE TO PAGE 33 CONTINUE TO PAGE 34

Allies are Tags, Too defeated by the bandits), add also bag of curiosities
If you haven't done so yet, add peddler to your to this theme. When you take action as your allies
backpack. Let's make it into a temporary theme or when they help your actions directly, use their
and add also the tags resourceful and oddball. tags as if they were your Hero's tags.
If you two weren't robbed (that is, if you were not
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Paul Grayson (Order #46877243)
I make small talk with
the peddler as we walk.

So, you're going to


Barleytown? I've never
been that far south.

Never?

You should go...


They have
great pastries.

Actions that Give


Positive Statuses
You can take action to give yourself 9-7
or your allies new positive statuses. Apply both and
This time, use a Detailed outcome.
If you are successful, you can spend
your Power to give a status. Each 6-
tier costs one point of Power, same After a while, you both
as before. 10+ grow silent. Erna's
You find common ground company suddenly reminds
with Erna. Meeting a you of your mother,
Power kind person gives you and you begin to fret.
What could help? some encouragement.
Good listener
Peddler
What could hinder?
You're a loner and she's an oddball.
It's going to be awkward.

Roll!
Roll two dice and add your Power. Take headache-1. You cannot
lessen this Consequence.
Spend Give yourself hopeful. If your
Power is zero or less, you
If your action succeeds, you'll spend TAKE A NEW ACTION WITH
still get 1 Power to spend. THE PEDDLER ON PAGE 31 OR
your Power to create a new status. CONTINUE TO PAGE 35

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Paul Grayson (Order #46877243)
I ask the peddler if she
has anything useful. Of course!

I have lots of
useful things!
What did you
have in mind?

Actions that
Create New Tags
You can take action to introduce new 9-7
story tags, representing new items or Apply both and
allies, or even new abilities.
This time, use a Detailed outcome.
If you are successful, you can spend 6-
your Power to create a new tag. Erna makes a mess of her
Each tag costs 2 Power. bag. She won't be able to
10+ find anything useful in it
Power Erna finds a useful item. until she organizes it better.

What could help?


Peddler
Bag of curiosities
Resourceful
What could hinder?
Nothing hinders this action right now.

Roll!
Roll two dice and add your Power. Scratch out bag of curiosities.
You only have enough Power
to add one tag of your choice:
Spend climbing pick, or pretty opal. TAKE A NEW ACTION WITH
If your action succeeds, you'll spend The remaining Power is lost. THE PEDDLER ON PAGE 31 OR
CONTINUE TO PAGE 35
your Power to create a new tag.
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Paul Grayson (Order #46877243)
I'm no apothecary,
but I ought to have something
I ask the peddler to help
refreshing here somewhere... The Peddler gives
treat my headache. you a tonic.
I've had it since I last visited
Milkrest. I'm telling you, those
goat herders can drink.

Man, those
hoodlums got The next morning
you good. they take this tonic
to get them to feel
peppy again...

Ah, there
…finally.
we go.

Recovery Actions
You can take action to recover
from negative conditions.
This time, use a Detailed 9-7
outcome. If you are successful, You drink the entire
you can spend your Power to bottle, and it helps.
reduce a status. Each point of Apply and
Power spent reduces the status scratch out tonic.
by 1 tier. If the status is reduced
to tier zero or less, remove it
10+
entirely. 6-
Your headache doesn't
You drink the entire
bother you as much.
Power bottle, but it's not enough
to make you feel better.
What could help?
Tough it out
Tonic
What could hinder?
Nothing really hinders this action.

Roll!
Roll two dice and add your Power.
Scratch out tonic.
Reduce your headache status
Spend tier by 1 for each point of Power
If your action succeeds, you'll you had. If it reaches zero or TAKE A NEW ACTION WITH
spend your Power to reduce the below, remove this status. THE PEDDLER ON PAGE 29 OR
CONTINUE TO THE NEXT PAGE
negative status.
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Paul Grayson (Order #46877243)
It's getting late...
As the pair emerge
into a glade, Gerrin
notices the sun high
in the sky.
I've no time
to spare.

Let's leave the trail and


cut up through the forest
to higher ground.

Whatever you say,


but I don't like this
forest one bit!

We better
keep our wits
about us.

Statuses Tracking Progress


The Narrator made a new Threat: the
Time Passes
passage of time. From now on, when you
take Consequences – as a result of an action
or because you ignored this Threat – the
x
Narrator may apply a time-passes-1 status
to indicate you've wasted precious time. This status is counted against a Limit
When this happens for the first time, take – sunset 6 . When this Limit is reached,
a tracking card and note the status on it. something dramatic happens. In this case,
Following the stacking rules (page 29), the sun will have set and it may be too late
every time you get this status you'll check for Gerrin to help his mother – so watch
another box to the right. this tracker!
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Paul Grayson (Order #46877243)
In his haste, Gerrin leads them
into the untrodden parts of the
woods, to the shadowed places.

Where no hunter dares to go...

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Paul Grayson (Order #46877243)
Until, under an ill wind, You there!
they spot a haunched
stranger wandering Well met!
in the woods...

Another
bandit?

I don't think so...

Oh, well-met,
deer stalker.
I never
You are
said I sought
far from your
a flower...
hunting grounds.
What brings you
this far up the
mountain?

We're here in
search of a remedy.
Perhaps you can
help us.

I'd be delighted Who are you? Now, now...


to help. We can trade, What are you hiding? no need to
the flower you seek for be rash.
something of yours. Show yourself!

You might come to


rue what you wished for.

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Paul Grayson (Order #46877243)
The stranger casts off
its cloak, revealing a
monstrous, unearthly
creature that instantly
towers over Gerrin...

I am but a humble
Wha... wanderer 'tween the trees...
a king under the stars...
and I can help you find
what you seek...
what are you? ... for a price.

WHAT DO YOU DO?

I must discover more


about this creature...

CONTINUE TO THE NEXT PAGE

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Paul Grayson (Order #46877243)
What is this thing?
Is it lying to me?

What does it want?


How does it know
about the flower?
Was this the fiend
that poisoned mother?

I must discover more


about this creature...

Discovery Actions 10+


If your action succeeds, spend
Your Hero can take action to glean new information.
up to 3 Power and read one
As always, the Narrator can tell you what you paragraph for each.
find out (Simple), ask for a roll and provide the
information if you succeed (Quick), or ask you to WHAT IS THIS CREATURE?
roll and spend 1 Power for each answer or valuable You believe this to be one of the
detail (Detailed). Let's use the Detailed way. Creatures of Twilight, treacherous
monsters that prey on travelers
Power who stray too far from the
trail. It is not to be trusted.
What could help?
WHAT DOES IT WANT?
Keen senses
Good listener It truly wants to make a trade, but
you're wary of what it might cost you.
The wandering peddler may have heard rumors You sense it wants something much
about this creature. more than mere earthly possessions.
What could hinder? DOES IT HAVE WEAKNESSES?
Headache This creature is far too big and
monstrous to fight head on and
This creature is acting mysterious-1, making it hard
there's no telling what foul sorcery
to identify. it can conjure. But it seems to
(Remember, only the worse of these statuses have a penchant for trades.
applies.) Maybe you can outsmart it.

Roll! CONTINUE TO PAGE 42

Roll two dice and add your Power.


9-7
Spend Apply both and
If your action succeeds, spend your Power to reveal
new details. CONTINUE TO THE NEXT PAGE

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Paul Grayson (Order #46877243)
6- The creature's words pierce your heart.
Does it have the cure? You begin to believe it...

All I ask for is a


memory... something
you hold dear.

In return, I will
help you obtain the
cure you seek...

Tempted
Resisting x Roll!
Temptation Roll two dice and add your Power.
Take tempted-4. You may roll to lessen
the Consequences now, as a reaction Spend
(as explained on page 28). Reduce the incoming tempted-4 status by 1 tier for
every point of Power (minimum 1), and an extra tier
Power if you rolled 10 or more.
What could help? If you rolled 6 or less, take the full status.
Spirited youth If you already had a tempted status, stack it with the
Untapped fierceness new one.
Inner compass If tempted ever reaches or exceeds tier 5, you are
Protective charm compelled to accept the creature's offer. GO TO PAGE 43

Hopeful Otherwise, CONTINUE TO THE NEXT PAGE


No double dipping! If
you invoked a tag in the

Burning Tags for Power


action that led to this
Consequence, you cannot
ul tag to gain more
use it again in this reaction. You may choose to scratch a heitlpf gain 3 Power instead
What could hinder? Power in an action, “burning” betoable to use it again
of 1 Power. However, you won't tags should be used only
Family is my soft spot until you recover it, so burningburn one tag per action.
Headache as a last resort. You can only
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Paul Grayson (Order #46877243)
As the baffled deer stalker
hesitates, the creature
presses its proposal.

What say you,


young one?
If you but grant
me a cherished
memory...

...the cure
would be yours.

WHAT DO YOU DO?

I accept the trade. I reject the trade. I offer a different trade.


CONTINUE TO PAGE 43 CONTINUE TO PAGE 44 CONTINUE TO PAGE 45

YOUR QUESTS ARE AT STAKE hand, surrendering Gerrin's cherished memories


The creature's offer puts Gerrin in a tough spot. On to this foul being means forsaking his other Quest:
the one hand, it offers help with one of Gerrin's Never surrender to darkness or despair. Which will you
Quests: Find a cure for my mother's illness. On the other choose?
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Paul Grayson (Order #46877243)
I accept the trade.

Simple outcome

Have your
way, fiend!

Take what very well...


you will, but bring me ...young master.
the cure I seek.

CONTINUE TO PAGE 46

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Paul Grayson (Order #46877243)
I reject the trade.

Quick outcome

1 0+ You refuse the creature and it lets you leave.


You feel compelled
to listen to what the
creature has to say.
Did it put a spell
I see.
on you? It will
take all you have I admire your
to break away. Slay me if you wish... fierceness, young
one. I shall bid you
...but I will not give
farewell and wish you
you my memories.
luck on your journey.
Not even for the cure.
Power CONTINUE TO PAGE 47

What could help? 9-7 Your inner struggle with the Creature's beguiling
Spirited youth words seems to last forever. When you finally
Untapped fierceness break away, you find it was not all in your mind -
Inner compass the shadows have grown longer (time-passes-1).
Protective charm CONTINUE TO PAGE 47

What could hinder?


Family is my soft spot 6- The more you try to push its words out, the more
you end up listening...
The more tempted Gerrin is, the
harder it is for him to reject the
trade.
If Gerrin has a headache, it's
impairing his ability to resist.
(Remember, only the worse of
these statuses applies.)

Roll!
Roll two dice and add your Power.
Tempted
You are tempted-4.
x CONTINUE TO PAGE 41

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Paul Grayson (Order #46877243)
I offer a different trade.
Quick outcome
Maybe we
could interest
Its Creatureness
with another form
of payment?

Something of
personal value?

1 0+ The Creature accepts the deal with deep nods.

For this action, you will need


something the creature wants:
Father's yew bow or the peddler's
That is an item of
pretty opal: Scratch the tag, and some interest to me.
it grants 3 Power instead of 1 (see Very well. You'll have
page 41). If you don't have your cure and I'll
these, you may ask the peddler How... have this memento.
...intriguing.
to search her inventory again CONTINUE TO PAGE 46
for the opal - take the action on
page 33 and then return here,
but if you suffer Consequences
9-7 Time-passes-1 as the creature lengthily deliberates
and considers the offer, but eventually it accepts
there, you take time-passes-1. If (see above).
you cannot get one of these items,
CONTINUE TO PAGE 46
don't roll this action - you just take
the Consequences on this page.
6- The creature rejects your offer, and repeats its own.
Power
What could help?
You must burn for Power either
Father's yew bow or pretty opal.
What could hinder? Is the life of
The Narrator let's you know the your dear mother
not worth one
creature is cunning. measly memory?

Roll!
Roll two dice and add your Power. Tempted
You are tempted-4.
x CONTINUE TO PAGE 41

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Paul Grayson (Order #46877243)
Now hold
your end of
the bargain.

I do not
Where is the have the herb.
Rime Thistle?

But I will
show you the
path to it.

for I have
its pollen,

and it knows Quickly! you


the way. must follow it!

You receive enchanted pollen.

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Paul Grayson (Order #46877243)
Before I leave, Are you the No, young
tell me true... one who poisoned master.
my mother? I was not.

Farewell, and
I hope our paths
Very well. never cross again.

... She took


that risk herself,
And you and
for the I may meet again
for you, mountain before the end
folk... of your tale.

Choices Matter Devoted to My Family


The choices you make as your Hero during the game Find a cure for my mother's illness.
transform who they are by changing your themes. • Do you feel that you dally too much in your search?
Mark Abandon.
Abandon a part of you
• Did you forego the help of the creature?
When you take a course of action that goes against
Mark Abandon.
one of your Quests, you mark Abandon on that
theme. When you mark your third Abandon • Did you secure the creature's help thanks to your
on a theme, you replace it with a different one, sacrifice or efforts? Mark a Milestone.
representing a new direction for you. Spirited Youth
Exceed a part of you Never surrender to darkness or despair.
When you accomplish a significant step on your • Did you wound the bandits? Was it out of a dark
path to one of your Quests, you mark a Milestone place? Mark Abandon.
on that theme. When you mark your third • Did you sacrifice a part of yourself? Was that
Milestone on a theme, you replace it with another, surrendering to despair? Mark Abandon.
representing an evolution of the current theme.
• Did you resist the creature's spell or dark trade?
In both cases, you also gain Promise, which is Mark a Milestone.
explained later in the book.
Only you decide when to mark Abandon or Another scene ends
Milestone for your Hero. Think of the following and The tempted status expires.
choose if they apply to your journey as Gerrin so far:
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Paul Grayson (Order #46877243)
We're here!
The deer stalker and
the peddler rush up The north
the mountain... slope, above the
tree line just as the
Wise One said.

It's...
too steep!

Go ahead!
I'll wait for
you here.

Oh, no!

Gerrin! The fog is


coming in!

Find it, WHAT DO YOU DO?


find it now!

I search for the


Rime Thistle.

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Paul Grayson (Order #46877243)
I search for the
Rime Thistle.

Quick outcome

10+
Amid rocks and ice, you
find the Rime Thistle.
6-
You search and search for
what seems like an eternity,
Power but without success.
What could help?
Keen senses
Devoted to family
Climbing pick
Enchanted pollen
Remember, you can burn a tag
for Power (page 41), so it
grants 3 Power instead of 1, but
you have to scratch it out and CONTINUE TO THE NEXT PAGE
can only do it once per roll!
What could hinder? 9-7 You take time-passes-1. You
The mountainside is foggy-4. cannot lessen this Consequence.
You find the Rime Thistle, Then, repeat this action, as
but your search takes
Roll! long (time-passes-1).
you continue searching.
Roll two dice and add your Power. IF YOU REACH Time-Passes-6 ,
CONTINUE TO THE NEXT PAGE GO TO PAGE 51

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Paul Grayson (Order #46877243)
Erna!
Erna, I found it!
Let's go!

Gerrin...

CONTINUE TO PAGE 52

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Paul Grayson (Order #46877243)
No...

CONTINUE TO THE NEXT PAGE

51
Paul Grayson (Order #46877243)
Gerrin's story is only just beginning
Let's see how he emerges from this dramatic first chapter.
Mark Abandon and Milestones Replace your themes
Devoted to My Family If you reached 3 Abandon or 3 Milestones on either
theme, here is how Gerrin can grow:
Find a cure for my mother's illness.
• If Gerrin abandons his devotion to his family,
• Does Gerrin feels he failed his family? Mark
perhaps he becomes a vagabond.
Abandon.
• If Gerrin evolves his devotion to his family, perhaps
• Is Gerrin planning to leave home following this
he becomes a border ranger who now patrols the
event, for whatever reason? Mark Abandon.
highlands.
• Did Gerrin save his mother? Mark a Milestone or
• If Gerrin abandons his spirited youth, perhaps he
even three, as the Quest was accomplished.
becomes an embittered bandit.
Spirited Youth • If Gerrin evolves his spirited youth, perhaps he
Never surrender to darkness or despair. becomes an apprentice to the Wise One, and learns
• If Gerrin lost his mother, does he succumb to to resist the dark arts of foul creatures.
despair? Mark Abandon.
• If Gerrin lost his mother, does he nevertheless
resist despair? Mark a Milestone.
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Paul Grayson (Order #46877243)
Themes grow from their weaknesses Did You Try
You can gain new permanent tags in your themes During your time with Gerrin, you could have taken
and therefore new skills, abilities, and allies. many paths. You might be wondering what else
Whenever one of your weakness tags is invoked, could have happened! Did you…
mark Improve on that theme, and when you
• Feel a pang of remorse, but found a way to make it
have 3 Improve, reset the track and gain a new
work in your favor? page 21
improvement for that theme. In your next game,
remember to invoke your weakness tags! • Get clobbered by a bandit, and learned how to
lessen the blow? page 28
New allies and treasures
• Have a conversation with the peddler, and gained
Gerrin has gained some tags that could remain in hopeful-1? page 32
play going forward. He made a new friend in Erna
• Ask Erna for something useful, and learned how
the peddler, and may hold on to some of the useful
to create a story tag with a Detailed outcome?
gifts she shared with him.
page 33
Loose threads • Strengthen your resolve against temptation, and
What happened to the bandits? Where did they learned how to burn a tag for Power? page 41
come from? What about the creature? What
other creatures are prowling the mountains, and
beyond? What deal did Gerrin's mother make with
the creature, and why? All of these questions can
become the beginning of a new adventure the next
time you play!
53
Paul Grayson (Order #46877243)
Introduction
warm welcome to you,

a traveler in imaginary
worlds!
By opening this book, you have taken a step and
crossed the misty threshold between the prosaic world
of the mundane and the hidden world of legends.
With the secrets you’ll glean from these pages, you
will soon weave a tale of your own. You will take
your unlikely hero on journeys into foreign lands, to
face challenges mighty and strange, to make great
sacrifices and at long last prevail against the world’s
perils – or falter and become lost to oblivion.
May this game, one of many in the sacred tradition
of storytelling and roleplaying, be a source of rich
enjoyment for you and your fellow travelers and a
path to the wisdom and courage hidden within you.

54

L EGEN D IN T HE MI ST - VOL . I - T H E H ERO

Paul Grayson (Order #46877243)


THIS IS A ROLE-PLAYING GAME
Legend in the Mist is a role-playing game. With a group or
by yourself, around a table, online, or in your head, you take
on the role of the Heroes and Narrator of the story and tell
their tale as an ongoing conversation. You use the rules to
propel your story forward and to offer surprising outcomes
and consequences to your Heroes’ actions.

In every game session, from scene to scene, you play out another
chapter of the Heroes’ story, experiencing new dramatic,
emotional, and exciting moments to your heart’s content!

START HERE
You begin by deciding on the nature of the story you’ll tell,
that’s what the following pages are all about.

Ask yourself, who are the Heroes? What brings them together?
What types of challenges and dangers do they face?

Consider the story’s themes and highlights, which will guide


your play. Will you tell of love, war, redemption? Is magic
common, risky, divine?

Your story’s nature and themes can change as you play it, but
the answers to these questions inform your choices as you set
up your game, starting with Hero Creation on page 73.

PRINCIPLES OF PLAY
• Revel in the drama, enjoy each dreaded consequence as much
as a wonderful success.
• Portray a dynamic character, and let them change with their
themes.
• Accept the results, respect the dice, use the rules as you see fit.
• Have fun, listen to one another, and be respectful of each
others’ boundaries.

55

I ntroduction

Paul Grayson (Order #46877243)


HOW TO USE THIS BOOK
This game book is divided into two volumes for ease of use:

Volume I provides rules, tools, and options for the Hero:

The Tutorial teaches you the basics of the game.

Chapter #1: The Makings of a Hero walks you through creating


Heroes and Fellowships.

Chapter #2: How To Play explains the rules of the game, how
to take actions and overcome Challenges, as well as how to
evolve your Hero.

Chapter #3: The Secret of Magic explains how to portray magic


in the game with the basic rules and offers a few examples of
advanced Ways of Magic.

In Volume II has guides and materials for the use of the Narrator:

Chapter #4: The Narrator’s Role is a detailed guide on how to


run a game, how to design adventures and series, and how to
create your own Ways of Magic.

Chapter #5: The Satchel of Perils contains a menagerie of


Challenges for the Narrator to use in your game, as well as a
guide on how to create them, and a starter adventure.

The Oracle is a set of tools for running solo or co-op games,


where you play both as the Hero and as the Narrator.

DELVE DEEPER
Some sections of this book are shrouded, marking them as
expended rules or advanced concepts, beyond the basic rules.
These can be easily skipped during your first few plays. Return
to them when you’re getting curious about the further riches
that lie beneath the surface.

TOOLS & ACCESSORIES


At the very least, you’ll need somewhere to record your notes,
with some pencils and paper or digitally. You’ll also need a way to
roll two six-sided dice, whether using physical dice or digital ones.

The Legend in the Mist Theme Cards are printed cards for
recording your Heroes’ details. The Legend in the Mist Tracking
Cards likewise help record story tags and statuses with dry or
wet erase markers. The Legend in the Mist River Pebble Dice
and Acorn Dice are themed dice you can use at your table

56

LEGEN D IN T H E MI ST - VOL . I - T H E H ERO

Paul Grayson (Order #46877243)


(while the River Pebble Dice have 12 sides, they repeat the numbers
1 to 6, so you still use two of them in each roll). The Legend in
the Mist Narrator’s Screen is used to hide your notes from the
players and contains a summary of the rules for quick reference.

SETTING UP A GAME GROUP


Form A Group: Find players to play with among your social circles,
online (such as on the Son of Oak Discord server), in community
centers (such as clubs or libraries), or in gaming conventions.

Where To Play: You can have your game sessions in person


or online, such as on Discord or a virtual tabletop platform, or
play-by-post on chat channels and forums.

Safety Tools: It’s a pastime and a hobby, so make sure everyone


feels comfortable at the table. We recommend maintaining an
atmosphere of open discussion, and using safety tools such as
Lines & Veils to sync on what content is okay or not okay for
your group to have in your game.

FRAMES OF PLAY
Legend in the Mist is primarily a game of rustic fantasy, a
genre explained in the following pages, but it can be used to
tell any fantasy tale. Pages 60-63 provide examples of four
frames of play to build a series around, rustic or otherwise.

57

I ntroduction

Paul Grayson (Order #46877243)


WHAT IS RUSTIC FANTASY?
While you can use this game to play any fantasy story, Legend
in the Mist is first and foremost a game of “rustic fantasy” –
but what does that mean?

It’s about the simple, little things. Rustic fantasy is intimate


and detailed – it tells stories in which the Heroes are moved
and impressed upon by the everyday sensations around them:
the smell of herbs brewing in a cauldron in the hearth; the soft
snow falling on an lichen-covered stone path; a fisherman’s
deft, wrinkly hands as they knot twine; or yellowing grass
blades swaying in the gentle wind. There is a kind of special
presence in the little things, a momentary elation of spirit.

This appreciation of detail extends to all practical aspects of


life and all manner of crafts depicted in the story: handwritten
recipes of decoctions, strange and specific magical laws, local
folklore about creatures and their weaknesses, a carefully
packed lunch for the road, or simply day-to-day sayings – these
all come together to create the cozy or gritty texture of the tale.

It’s about small Heroes from out-of-the-way places who


discover their great destinies – or not. Often beginning in
a remote rural setting, rustic tales tell the stories of those
who would be “nobodies in particular” from “nowhere of
importance”, but something calls them toward a greater world.
Whether they are victims of circumstances or have a seed
planted in them by the most mysterious of forces, and whether
they remain true to their humble origins to the end of the tale
or meet that great world with greatness of their own, well, that
remains to be seen.

It’s about small Heroes faced with great perils, often beyond
their power or understanding. Forces of the great world
outside – war and politics, greedy sorcerers, and strange
monsters – penetrate the Heroes' enclosed existence and
demand that they rise up to meet them. And forces of yet
another, invisible world, scarcely-knowable and hidden in
every little thing, steer the Heroes’ lives or observe intently
from the shadows, perhaps because the fate of much greater
things hangs in the balance. All of these evoke a great sense of
mystery in the face of the unknown.

It is about journeys through the countryside and wilderness,


and living close to nature. Rural living entails traveling
through pastoral or wild landscapes on a regular basis because
almost anything you need is far away, and every venture

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into the woods is a step into a realm of mystery. Beyond, the
great world beckons with its tractless expanses, dense forests,
and dramatic mountains. The trail, the lay of the land, the
weather, and the perils along the way are all key – as are the
lessons learned and the breathtaking vistas that unfold before
the Heroes. What you pack matters, not so much as a list of
provisions but as a reflection on who you are.

Ultimately, rustic fantasy is about evoking that tender


feeling of the legendary. Nostalgic yet current, made-up yet
true, a good legend manages to reach past the practicality and
cynicism of daily life and into a place long forgotten within us,
to nourish it with wisdom drawn from the universal experiences
of us all, through the Heroes of the tale. It reminds us to pause
and look at the Heroes’ journey from the perspective of the
invisible watchers, knowing in our hearts that even though peril
is imminent and the fate of the Heroes hangs in the balance –
there is still hope. And that whether they rise or fall, in the end,
it was a story worth telling.

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OUR LITTLE CORNER OF THE WORLD
Your story could be centered entirely around the minute
happenings of a small village, community, or region, with the
world at large as a mere background. The stakes are always
low, at least to the eyes of an outsider, but for the Heroes, the
runaway sheep of the neighbor or the absentmindedness curse
placed by the old grump on the village smith pose serious concerns.
Plots begin rather small and seemingly inconsequential, but in
time they can spiral into the creepy, dangerous, or heroic.

• Absence of might: The Heroes are by and large simple people


without much power.
• No magic, or everyday practical magic: Powerful magic, if it
exists, is rare and beyond the scope of this story.
• Wholesome rewards: Emotional rewards, such as gaining
self-esteem or the thanks of a neighbor or relative; handy
everyday items; or a remarkable local discovery.
• Detail-oriented: What kind of cheese is it? Is the sword rusty,
well-worn, or visibly crafted by an amateur?
• Lighthearted: Rejoice in the mundane and enjoy this hour.
• Local cast: Tavern clientele, village elders and leaders,
neighbors near and far.
• Short-range travel: Journeys to an outlying farm or a friend
who lives in the woods.

THE HEROES MIGHT BE…


Tavern Buddies, a whimsical version where the Heroes are a
bunch of good-for-nothings thrown into local adventures for no
reason other than being in the wrong place at the wrong time.

Protectors Against the Dark, a grimmer version where the


Heroes must protect the pastoral lifestyle of their community
from the encroaching perils of the outside world, such as raids,
monsters, or a creeping blight.

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AN EPIC JOURNEY
Your story could be centered around a journey undertaken as part
of a greater quest or purpose. Perhaps there is imminent danger
to the world or region, such as a dark tyrant or impending doom,
or the fellowship is tasked with finding a rare cure or undoing a
curse. Along the way, they must traverse many lands, contend
with enemies most monstrous, have dealings with monarchs and
strange beings, and uncover the secrets that will lead them to
complete their quest. They may be called to find great artifacts of
old or mysterious magical powers that are the key to their quest.

• A mixed bag of power levels: Strong and capable Heroes, and


even those with a major role to play in the coming world-
drama, travel alongside wide-eyed villagers, who nevertheless
are essential to the cause.

• A mixed bag of commitment: Every Hero may have their own


reason to be on the journey.

• Long journeys: Through war-ravaged lands, obscure parts


of the world that hold important artifacts, or to faraway
strongholds in search of allies.

• Supplies matter: Travel is demanding and prolonged, and at


times takes the Heroes to barren lands. What one carries or
can forage or hunt is important.

• Grand and lofty magic: Magic is a slowly-revealed mystery, a


journey in and of itself, and not easily accessed by many. Few
if any Heroes possess it, and often the chief adversaries hold
much greater magical power.

• Alternating cast: Every new place holds new meetings with


few NPCs sticking around throughout the journey.

• High adventure: What new dangers and opportunities await


beyond the next hill?

THE HEROES MIGHT BE…


A Sworn Fellowship, the classic epic, where the Heroes set out
on a declared quest to save their home or world, fated to face
the consummate evil.

A Traveling Band, a less epic version where the Heroes travel far
and wide together for their own reasons, such as protection on the
road. Or, they are performing a “mundane” task, such as mapping
the West Marches or performing in every tavern in the land.

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GRIT & POLITICS
Your story could feature a sense of gritty realism, focusing
on a society driven by self-interest, a mean world that takes
no prisoners, run by cutthroat politics, where a Hero’s actions
have brutally realistic consequences. The Heroes travel a region
rife with political, racial, and factional tensions, experiencing
and at times taking part in its hardships and injustices, as they
pursue their greater goals.

• Persons of considerable ability: The Heroes are neither great


rulers nor pitiful and powerless subjects – they are trained
individuals able to survive this harsh world, for which they
are sought after by both king and beggar.

• Affiliation is key: The Heroes are aligned with one party or


another, whether they like it or not. Neutrality often demands
the highest price.

• Journeying through a social landscape: The political


situations the Heroes traverse are key. The forest wilds may
be dangerous, but uncomplicated in comparison.

• Magic will cost ya: Yet another component of a politically-


complicated world, magic comes with strings attached or an
oft-too-high price.

• Unforgiving consequences: Heroes may die for no good reason,


especially those with good intentions; non-Heroes certainly will.

THE HEROES MIGHT BE…


Itinerant Sellswords, the grittiest version, where the Heroes
unscrupulously offer a service to any who would pay, wading
through gutters and visiting halls of power, to fight human
monsters and monsters who show humanity.

A Powerful House, a more political version, where the Heroes


are a part of a ruling elite or their retinue, and play the game
of thrones. Often based around one house and their stronghold.

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DUNGEON CRAWL
Your story could focus simply on the joys of adventuring,
treasure-seeking, and getting into fun trouble, where the Heroes
are often glory-seeking oddballs and outsiders, drawn together
into a found family or for practical reasons – to survive their
next dungeon delve. Journeys are more often into the dark of
an underground tomb or a long-lost temple, where the Heroes
face monsters and traps. Think of this more as a ramble than a
story with a major plot arc, although it can have one.

• Skilled adventurers: The Heroes know their trade and are


rarely untrained civilians or world-shaping powers.

• Challenging crawls: Journeys are ventures into complexes


that are made to challenge the adventurers with traps,
monsters, and riddles. The journeys between delves are not
as interesting.

• Strange people and funny moments: Half of the fun of a


dungeon adventure is arguing with a magical stone face,
taking sides in a conflict between animated kitchen utensils,
or getting your arm turned into jelly.

• Utilitarian magic: Magic is rarely mysterious – it’s just one


of the tools you need in your belt when you descend into
the darkness, and in your hands it often produces reliable
prescribed results.

• Loot is important: Special weapons, armor, and gear are


needed to face greater dangers and get better loot. Quirky
magical items abound.

THE HEROES MIGHT BE…


Fortune Hunters, the hardcore crawling option, where the
Heroes care more about reaching the treasure at the end of the
dungeon than anything outside it.

Found Family of Rascals, a more narrative spin, where the


Heroes are a collection of unusual types, oddballs, and weirdos,
each with their own overly-dramatic story arc, who survive in
a scornful world thanks to their talent at reaching treasure.

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How to Play,
IN A NUTSHELL
See also the Glossary (page 226) and Example of Play (page 229).

This Game Themes (page 70)


Runs On Tags Related sets of tags and Quests. Your Hero has four themes, each with:

(page 72) Power tags Positive tags that give Power to your actions.
(inc. the theme's title tag) They can be temporarily scratched making them
Short descriptors that unusable until recovered.
say what’s true and give
Power to or weaken your Weakness tags Negative tags that decrease the Power of your actions.
Hero's actions: handsome, However, they allow you to mark Improve on the theme.
spell of slumber, old injury, QUEST A motivation for the theme, something your Hero seeks,
charmed. defends, or upholds.

Story tags (page 160) Statuses (page 162)


Temporary tags which can be positive or Tags that describe conditions with a tier from 1 (mild) to 6
negative based on the situation, like staff (deadly or transformative), like wounded-3 or glad-2.
or vantage point. • Recorded on Tracking Cards. Write the status tag and
• Removed when scratched . mark its tier on the card.
• Expire with time. • Stacking: If you gain the same or similar status again,
• Recorded in backpack (if yours) or mark the new tier on the same card. If the box for that
Tracking Card (if general). tier is already marked, mark the box to its right. The
highest marked box is the current tier.

fire • Reducing: Move all the marked boxes a number of slots


Bon Stunned
to the left (remove if below 1).
• Limits: At tier 5, you are overcome by the status. At tier
x x 6, it kills or transforms you.

Hero Development (page 182) The Fellowship (page 134)


Mark Improve whenever one of your weakness A shared theme usable by any of the Heroes.
tags is invoked. At 3 Improve, the theme gets an Power tags Single-use (Scratched when
Improvement (usually, a new power tag). invoked. Cannot be burnt for
Mark Abandon whenever you ignore or betray your Power.) Recovered during camping.
Quest. At 3 Abandon, your theme is replaced.
Weakness tags Mark Improve on the Fellowship
Mark a Milestone whenever you achieve a goal of theme when invoked.
your Quest. At 3 Milestones, your theme evolves.
Relationship tags Single-use story tags (positive
Replacing or evolving a theme gains you Promise, or negative) each Hero has with
which unlocks greater Moments of Fulfillment. each other Hero. Recreated
during camping.

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CHALLENGES (page 143)
During a Scene Adversaries, obstacles, and dangers that put
Repeat the game loop – Establish - Action - your Hero or their goals at risk.
Consequences – until the stakes are won, lost, Challenges act against you by making Threats
or deferred, or the scene otherwise concludes. (during Establish) and delivering Consequences.
Continue to the next scene or to camping. You overcome Challenges with a Success (Quick)
or by giving them statuses high enough to max
ESTABLISH (page 142) their Limits, e.g., harm 4 , banish 2 , or convince 3 ,
The Narrator... (Detailed), Narrator's choice.
• (Re)Describes the scene
• Highlights the stakes (why this scene matters)
MAKING A ROLL (page 147)
• Introduces Challenges
• Makes Threats (actions initiated by Challenges) Count the action’s Power
• Asks the player(s) “What do you do?” and gives the Invoke relevant tags and statuses of the Hero,
spotlight to a Hero (different Hero each turn) of the target, in the environment, etc.
• +/-1 Power for every positive/negative tag
ACTION (page 145) • +3 Power for scratching your Hero's positive tag
The Hero in the spotlight describes their action. (Burning A Tag For Power)
The Narrator chooses how to determine the • +/- tier of best and worst status
outcome: • +/-3 Power if Favored/Imperiled due to Might
• Simple (Narrator’s call) (page 167) (+/-6 Power if Extremely)
• Quick (Roll) Mark Improve for every invoked weakness tag.
• Detailed (Roll + Spend)
Roll two six-sided dice (2d6) and add Power.
CONSEQUENCES (page 156) 10 or more 7 to 9 6 or less
The Narrator can deliver Consequences if (or ) Success & (or )
• A Threat was ignored (Challenge action Success! Consequences Consequences
materializes)
• The Hero’s action (roll) had Consequences
• The Narrator invokes a Hero’s weakness tag for SPENDING POWER (page 150)
Consequences (Hero marks Improve) Spend your Power on your action's Effects
The Narrator decides on Consequences (spend 1 when Power is zero or less):
• Narrative • Add, scratch , or recover a tag (2 Power)
• Give/scratch a tag (any number of tags) or give/ • Give or reduce a status (1 Power per tier)
reduce a status (any tier). The Hero may react • Discover a valuable detail (1 Power)
• Extra feat in addition to other Effects (1 Power)
• (Add a single-use tag with last 1 Power)
Camping (page 175)
The Narrator expires story tags.
Each Hero chooses 2 activities (or 3 with REACTION (page 158)
Consequences): If the Narrator allows it, the Hero can take a
• REST: Recover some statuses and scratched reaction to lessen Consequences at the cost of
power tags (Narrator's call). 1 Power per status tier, 2 Power per tag:
• REFLECT: Mark Improve on one theme. Describe, count Power, and roll (as in Detailed).
• CAMP ACTION: Count Power and spend half • 10 or more (or ): Spend Power+1 on any Effect.
of it without rolling (rounded up), or roll. • 7 to 9: Spend Power only to lessen.
Each Hero chooses to recover a Fellowship power • 6 or less (or ): Take Consequences as-is.
tag or create a new relationship tag with another
Hero (max 1 per fellow Hero).
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Chapter I

The Making
of a Hero
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Paul Grayson (Order #46877243)
THE PROLOGUE

Hero & Fellowship Creation


efore you begin your game, you need to gather a

B few details about each of the Heroes in the story


and about their group, the Fellowship. Many game
groups dedicate the entire first game session to this
purpose, and call it Session Zero; here, we call it the Prologue.
Begin your Prologue by agreeing on the kind of story you’d like to tell (see some
suggestions in the Introduction, page 54). Then, create your Heroes, starting
on the next page, and finally create your Fellowship together (page 135).

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YOUR HERO
A Hero’s details are recorded on cards:
• a HERO CARD, for their general details HERO CARD
• four THEME CARDS, for their four main aspects
• TRACKING CARDS, for their current conditions (statuses)
You can use a pre-generated Hero from the Character Pack, in which
B
CGhearrarcitenr
case all your cards are ready-made and collected in a folio. Or, you can
create your own hero, recording their details on printed cards from the
Theme Card Pack or on the character sheet at the back of this book.
Name
PLAYER NAM
Together, your heroes form a Fellowship (page 134), whose details A E

are recorded on a shared card, THE FELLOWSHIP CARD. Your Name


FELLOWSH
The Hero Card COMPANION
IP RELATION
SH IP

This card records general details about your Hero: your name A , C RELATIONSH
IP TAG

your Hero’s name B , their Fellowship relationships (page 134) C , Erna Admiring
Promise (page 189) D , and Moments of Fulfillment (page 189) E .
If this is your first time learning the game, you should leave these D
PROMISE
additional Hero elements for last and read on.
MOMENTS OF
FULFILLMEN
E T
Arrive at Journey’
s End
A CK
BACKP Be Reforged
Gain a QuTHEME
intessence
CARD

harm
Protective c
Gain a 3Quintessenc
TH EM E CA RD e
Gain a Quintessenc
e
2 ShTYPE Personality
ake The Foundatio
TH EM E CA RD ns Of Magic
Speak Words Eter
Devotion Spirited Youth
TH EM E CA RD nal
TYPE
1 Unearth Lost Truths

Devoted to Family Skill or Trade


TYPE Circumstance Untapped fierceness

Deer Stalker
TYPE

Good listener Inner compass


Tough it out Skilled with a Bow Hard-headed
Stealthy step
Family is my soft spot Father's yew bow Keen senses QUEST
Rapid second arrow 5
QUEST Loner Never surrender to
Close combat darkness or despair.
Find a cur e for QUEST
my mother's illness. 4
QUEST
Patience is a virtue. ABANDON IMPROVE MILESTONE

ABANDON
Honor my father by
IMPROVE MILESTONE

keeping his legacy.


ABANDON IMPROVE MILESTONE

ABANDON IMPROVE MILESTONE

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Theme Cards EXAMPLE
HERO’S THEMES
THEME TAGS 1
A THEME is built around a tag that describes a major aspect of T R AI T
your hero such as their temperament, backstory, or abilities, such as
always attentive, goat herder of Milkrest, or gifted archer. Strong as an Ox
Each theme has additional tags, representing its title tag's minor, lift a heavy load
related, or secondary aspects. Tags are explained on page 72. clobber a bully
tongue tied
THEME TYPE 2
Use my strength
Each of a Hero's themes has a type, which gives general guidance to
to help others.
its nature and how it develops. There are 20 theme types, divided into
the three Might categories, which are explained later:
Origin themes describe your background and beginnings, who
you are as an individual. They are Circumstance, Devotion, Past, S K I L L OR T R ADE
People, Personality, Skill or Trade, and Trait.
Adventure themes describe what makes you a hero that stands
Village Healer
out from the crowd, someone unique with the power to explore and strange remedies
impact a greater, more dangerous world. They are Duty, Influence, quick diagnosis
Knowledge, Prodigious Ability, Relic, and Uncanny Being. open wounds

Greatness themes describe what makes you a power unto Discover the fabled
yourself, capable of shaping the course of history. They are medicines of old.
Destiny, Dominion, Mastery, and Monstrosity.
Three theme types could fit any of these categories, depending on
what they describe: Companion, Magic, and Possessions. R E LIC

Your Hero can have any mix of themes of different types and from Sword of
all three categories. Your choice of themes tell us what kind of Hero
they are and their place in the world.
Thunder
shockwave
call lightning
roof overhead

Avenge the druids


of Torrenmoor.

MON S T R OS I TY

Dragon
dragon’s scales
breathe toxic fumes
hated and reviled

Make the coastal


cities bow to me.

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MIGHT 3
In some aspects of their life, your Hero is Mighty (page 167). When
using themes with Might, your Hero is able to take grander actions and Yo u r S t o r y , h e m e s
expect greater results – but they will also find themself preoccupied Told Through T ins
with bigger concerns and shouldering greater responsibilities. at beg
Imagine a Heroo th as taught
Your Hero’s choice of themes also reflects their general place within as a Miner wheawd down and
the imaginary world of your story, which can change as they evolve or
to keep their h ouble. They
replace themes.
avoid making trm and lead a
If you have mostly Origin themes, you are a humble, rather spurn this nor ines, replacing
unimportant individual who is often cast against stronger forces in a revolt in the meme with a
dangerous world. Your might is often in your heart, on a personal level, their Miner th eme, learning
or in what is close to the ground, intimate, or underhanded. Revolt Leader thitics. Later,
If you have mostly Adventure themes, you are a heroic or notable warfare and pol to return to
individual, able to contend with at least some of the many perils of they may choose a miner again,
the world. Your might is often in overcoming danger or adversity, the simple life ofome the leader
and your troubles are of a greater order: monsters, villains, and or evolve to bec rebellion.
considerable challenges. of a realm-wide
If you have mostly Greatness themes, you are a force that can shape
realms and the destinies of many. Your might is in exercising your power
over the world, and your troubles are equally as grand, because your
might attracts other powerful forces of the world to clash with you.
In a typical rustic fantasy game (page 58), all Heroes begin play
with most or all of their themes being Origin. Discuss your option with
the Narrator, to make sure your choices fit the Frame of Play (page
57) and Fellowship theme.

IMPROVING THE THEME 4


During the game, your themes can grow. When you invoke a weakness
tag, or reflect during a camp scene (page 175), mark Improve. When
the theme's third Improve is marked, it gains an improvement, which
usually means you can add a new tag to it (page 183).

THE QUEST 5
Each theme includes a quest, a goal, belief, or personal journey of your
Hero that is related to this theme. Following or abandoning a theme's Yo u r S t o r y , o u
Quest (Quests & Transformations, page 184) can lead to a significant
change: the replacement of the theme. Whenever you achieve a
Developed by Y ent is in
ncem
significant victory or success in your theme’s Quest, mark Milestone; Your Hero’s adva ile the Narrator
after the third one, the theme evolves into a new one, developing yo ur h a n d . W h
further. Whenever you ignore the theme’s Quest or act against it, mark may present oppow ortunities for u
Abandon; after the third one, an aspect of you is lost, making room for ur H er o to gr , it is up to yo
yo o’s weaknesses
a new one to develop. to bring your Herthe limelight.
After a theme is replaced, you gain Promise (page 189), representing and Quests into
how your Hero grows overall. Once you’ve marked Promise five times,
you gain access to unique options that can truly transform your Hero.

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EXAMPLE TAGS
QUA LI T I E S & TRA I TS
Tags strong as an ox
wise
Tags are short descriptors (usually 1-3 words) that define alert
important details in the story. flexible joints
They can describe almost anything including abilities, background, natural climber
items, beings, resources, mental faculties, relationships, style, and BAC KGR OU ND
more, as well as weaknesses, limitations, and flaws. noble upbringing
Tags have a dual role: they define what’s true in the story, and they seasoned merchant
add or reduce the Power from your Hero’s actions. When something farmer
is described as a tag, it's therefore important. grizzled scout
knows the Dales
A tag’s relevance and usefulness is always determined in the
context of what you’re doing now. A tag can be useful for one action I T E M S & P OS S E S SIONS
and not useful for another, e.g., keen hearing can be useful for hunting satchel of herbs
but not for running, and it can be hindering when trying to ignore a good quality rope
screeching, discordant sound. elven-made bow
bag full of coins
All tags are always worth 1 Power. A dagger and a greatsword are
hunter’s lodge
both worth 1 Power, but each can or cannot be used beneficially in
different actions and different situations. A L LI E S & BE ING S
loyal horse
YOUR HERO’S TAGS my squire
POWER TAGS are permanent tags of your Hero that describe web of spies
something that’s mostly useful. They cannot be used against you raise the dead
(the Narrator can rule differently, on rare occasions). Your themes, my helpful sprite
and most tags included in them, are power tags.
AT T I T U DE S &
WEAKNESS TAGS are permanent tags of your Hero that describe R E L AT ION SHI PS
something limiting. They cannot be used in your favor (the Narrator brave
can rule differently, on rare occasions). However, whenever a village protector
weakness tag is invoked, its theme gains Improve, so they are your unscrupulous friends
main tool for improving your Hero. see through lies
tavern charmer
YOUR BACKPACK hunter’s lodge
The backpack section of your Hero card is simply a space to record SKILLS
temporary tags that you collect during the story known as story tags swordsmanship
(page 160), especially those representing items you have packed for sowing
the journey but also anything you have prepared, for example, songs spell weaving
you practiced or incantations you memorized. pickpocketing
You begin the game with one story tag in your backpack. Your ancient languages
Hero may be carrying other things, but as long as they are not A BI LI T I E S
represented by a tag, their importance and ability to shape the story tumble out of harm
is up to the Narrator. keen eyesight
SCRATCHED TAGS cast a fireball
speak with the dead
A scratched power tag becomes unavailable. Recovering a tag turn invisible
typically requires taking an action, or a good rest (Camping &
Sojourns, page 175). A scratched story tag is removed. Weakness F L AWS & LI M I TATIONS
tags cannot usually be scratched. old bones
rusty and fragile
To mark a tag as scratched, circle its icon. Erase the circle when the
ostracized
tag is recovered.
afraid of spiders
can’t bewitch the fae

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HERO CREATION
You can create any hero you can
dream of, by describing them with tags.

The Simplest Way:


Just Write It Down
• Think of their four themes and write them as power tags.
• Add two more power tags and one weakness tag to each
theme.
• Write a Quest for each theme, and choose a theme type.
• Create one backpack tag.

The Quickest Way:


Pick A Trope
A trope is like a recipe for a Hero. The tropes begin on page 78.
• Pick a trope, and write down its three listed themes.
• Choose a fourth theme from the list.
• Each theme points you at a theme kit, a premade list of tags, from
which you choose the theme’s additional tags (two power tags and
one weakness) and record your Quest.
• Choose one backpack tag.

The Detailed Way:


Answer Themebook Questions How To
A themebook is a questionnaire that walks you through the creation Choose Themes
past, some
of a theme, and helps you think of the concept behind each choice. Every Hero has askill, and
The themebooks begin on page 88.
have a trade orue traits
• Choose four theme types (you can repeat a type). most have uniqs, but not
• Answer the questions in each theme’s themebook, to create tags. You and possession ese details
must answer the first question (in bold) in each themebook, and every one of tha theme.
then two more of your choice (you can repeat a question), to create should become
power tags. Also answer one weakness tag question of your choice. is choosing
• Use the suggestions in the themebook and on the next page to Choosing themes t about your
come up with a Quest. what to highlighost important
• Peruse the General Store (page 128) to pick out one backpack tag. Hero, what is mg of their
in the beginniner that, later,
You can also mix and match these methods, such as by choosing a story. Rememb ight change,
trope but answer themebook questions instead of using theme kits, or these themes m y’s focus to
creating some themes from themebooks and some from theme kits. shifting the storyour Hero.
new aspects of

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Hero Creation Checklist
While you’re creating your Hero,
remember the following:
me
• Your power tags should be useful. Your Quests Becroney
Ask yourself: “What kind of actions would this tag support?” Your Hero’s Jou
Narrator
• Your weakness tags should be limiting. During play, thne ge your
Ask yourself: “What kind of actions would this tag hinder?” or will both challesent you with
“How or when would it cause problems for my Hero?” Quests and pre advance
• Your tags, especially the title of each theme,
opportunities to ur Hero to
them, pushing yoor Milestone
should match the Might of their theme. mark Abandon matic
Greatness theme tags should be grandiose like queen of the realm and undergo dras. Your choice
or spell of annihilation; Adventure theme tags should describe transformation e Narrator
something above the ordinary, such as remarkable swordfighter or of Quests lets th
sible story
blessing of the gods; while Origin theme tags should be ordinary
know what posto explore for
like humble gravedigger or local gossip.
arcs you’d like See Gerrin’s
• Your Quests should be clear. your character. torial as
Most Quests fall into one or more of these categories: Quests in the tuge 52).
• Your Wish: Something you long for or aspire to
an example (pa
• Your Truth: A statement you believe in and want to uphold
• Your Home: Something you endeavor regularly to preserve
• Your Question: Something you yearn to know above all
uild
Ask yourself: “What could be a Milestone for this Quest?” and
“What kind of actions would be considered Abandoning this Quest?”
The Classic RPG Bclassic
om
Further advice appears under Types of Quests (page 184). If you’re coming fr like to start
RPGs and wouldfamiliar, use
• You and the Narrator must have an with somethingur themes
understanding about your tags and Quests. the following focter:
What they represent and when and how they can be used. Agree for your chara
ancestry
• People for yournny Being
in advance on what each means. Talk about which tags are
directly helpful to an action and which are only relevant in an
indirect or roundabout way. This will be important during play. or race (Unca is
if your ancestry natural)
• Note which tags are broad and which are specific. considered super
Tags like clever or wizard or rich are broad, meaning they can primary
• Trait for your ut
be used in a wide variety of situations and actions. Because of
this, they usually require an extra action to use (see Indirect
or best attrib e
r
Tags and Prep Actions, page 149). Specific tags like whirlwind • Skill or Traderofodigious
slash or sleeping spell can be used directly, but only in appropriate your class (P ng a PC
situations, so they are more focused and reliable. Try to have a Ability if creati )
balance of broad, specific, and somewhere-in-between tags. level 5 or higher
r
The Narrator may limit the number of broad tags you have. They • Circumstance nfod
may also deem some tags, such as lucky, as too broad to have in
the game, or alternatively as inherently indirect, so that they
your backgrou
always require an extra action to use.

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THEME TYPE LIST Adventure theme types
DUTY page 102
A grand quest, allegiance, or obligation you have
This list of theme types is not finite or undertaken.
comprehensive, and many of them overlap,
INFLUENCE page 104
looking at the same aspect from different Your sway over others, due to position, savvy, or
angles. It represents the character aspects connections.
you are most likely to need when making KNOWLEDGE page 106
your Hero, but you can also write up your Something you know that is beyond everyday,
own theme types. common knowledge.
PRODIGIOUS ABILITY page 108
CHANGING A THEME’S MIGHT A unique expertise or talent that sets you apart
Most theme types are presented as belonging to a from others.
Might category, but these guidelines don't have to
RELIC page 110
be followed if you and your Narrator both agree
A magical item that has changed your path in life.
to it. You might wish to have a Relic that can tear
continents (Greatness), play as an Uncanny Being UNCANNY BEING page 112
that isn’t all that special (Origin), or have a Past Being a supernatural creature or entity.
worthy of an epic (Greatness). Just remember to
phrase your tags in a manner that suits the Might
you chose.
Greatness theme types
DESTINY page 114
Something you are fated or chosen to do or
Origin theme types achieve.

CIRCUMSTANCE page 88 DOMINION page 116


Your background, standing, or way of life. Your authority over a land, a people, or a
powerful organization.
DEVOTION page 90
A group, person, or ideal to whom you are loyal. MASTERY page 118
An art of which you have become the greatest
PAST page 92 exemplar.
An important life event that shaped you.
MONSTROSITY page 120
PEOPLE page 94 Being a supernatural creature of immense
Your heritage, tribe, culture, race, or nation. magnitude or power (e.g., a great dragon).
PERSONALITY page 96
Your temperament, behavior, or style. Theme types of varying might
SKILL OR TRADE page 98 COMPANION page 122
Something you do well. A friend or ally who follows you everywhere.
TRAIT page 100 MAGIC page 124
An inherent quality unique to you, or a rare talent. Supernatural abilities at your disposal.
POSSESSIONS page 126
Item(s) or assets in your possession.

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LIST OF ALL THEME KITS
CIRCUMSTANCE (page 8 8 ) DE VOT ION (page 90 ) P A S T (page 92)

Alderperson Ailing Wise Elder Cursed


Fugitive Become a Knight Forged in War
Hardworking Drudge Childhood Sweetheart Highborn Education
Landed Noble Heal the Sick Last of My Kind
Outcast Our Village Mystic Pilgrimage
Tavern Brawler Ritualistic Circle Well-Traveled

PE OPLE (page 9 4 ) P ER S ON A LI T Y (page 96 ) SKILL OR TRADE (page 98)

Battlerider Curious Artisan


Beaver Kin Gruff Blacksmith
Caravan Folk Heart of Gold Hinterland Tracker
Highlander Jovial Disposition Homesteader
Sylvan Elf Practiced Liar Skirmisher
Witchblood Rumormonger Sleight of Hand

TR AIT (page 10 0 ) DU T Y (page 1 0 2 ) I N F L U E NC E (page 1 04)

Acrobatic Agility A Light Against the Dark Adored


Prophetic Visions Contract Work Conspirator
Strong As An Ox Oath of Allegiance Dockmaster
Tenacious Postal Courier Folk Hero
Uncommon Beauty Protect the Land Respected Leader
Underwater Deftness Yearns for Revenge [Deity]'s Favored Cleric

KNOWLE DGE (page 10 6) PRODIGIOUS ABILITY R E LIC (page 1 10)


(page 1 0 8)
Denizens of the Unseen Bag of Enchanted Dust
Expert Appraiser Enthralling Entertainer Cauldron of Conjuration
Knows Every Province Excellent Cook Giant’s Gauntlet
Monster Lore Formidable Weaponmaster Heirloom Longsword
Stargazer Gifted Physician Magic Seeds
Tales of the Ancients Professional Burglar Staff of Spellbinding
Seasoned Trader

UNCANNY B EING D OM I N ION (page 1 1 6)


(page 112 ) DE S T I N Y (page 1 1 4)
Archmage of the Order
Disembodied Spirit Ascend the Throne Insidious Cult Overlord
Hellspawn End the World Merchant Guildmaster
Little Hob Find the Celestial Storyteller Monarch
One of the Fair Folk Foretold Demise Otherworldly Realm
Revenant Slay the Mighty One Terror of the Land
Troll Turn the Tides of Darkness

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Paul Grayson (Order #46877243)


Making Themes Magical
While the Magic theme type is the most direct way
MASTE RY (page 118 ) to represent magical abilities, you can incorporate
Ambassador of Change magical elements into any theme or tag, depending on
Forger of Celestial Jewels your group’s story (with Narrator approval).
Inspired Architect For example:
Lord of the Hunt
Mastermind General • Devotion can be used to represent simple, faith-related magic
Perfected Soul
• People can be used for magic that is inherent
to your ancestry or culture
• Trait can be used for a simple yet unique magical ability
MONSTROSITY (page 120)

Archfiend of Bedlam
Dragon
Powerful Vampire Ways of Magic Theme Kits
Elemental Titan
Giant Spider Queen
God-Spirit A L C H E MY & H E R BALI S M FEY PATRONAGE (page 205)
(page 2 0 2 )
Boisterous Bard
Expert Poisoner Champion of the Fair Folk
CO MPANION (page 12 2 ) Greenkeeper Foxy Trickster
Village Apothecary Herald of Summer
Band of Swords
Friend I Just Met Magic of the Household Hob
Guardian Spirit
Imposing Wolfhound L AN D SH A P I NG (page 2 0 8)
Inspiring Master RUNIC INVOCATION (page 21 0)
Irksome Pixie Hoary Avenger
Primal Earthshaper Blazing Invoker
Town Geomancer Rune Sage
Woodland Whisperer Runescribing
MAGIC (page 12 4 ) Tattooed Sigils
Blessing of the Goddess
Hex & Curse SHAPESHIFTING (page 2 1 3)
Grand Necromancy S OR C E RY (page 21 6)
One with the Dark Beast-Dreamer
Doppelganger Eldritch Archmage
Rudimentary Magic Spellsword
Warding Invocations Elemental Body
Werewolf Form Untrained Potential
Wandering Wizard

PO SSE SSION (page 12 6)


SPIRIT BINDING (page 2 1 9)
Handcrafted Pan Flute W I T C HC R A F T (page 223 )
Hidden Daggers Ancestor Worship
Coven Witch
Horse & Panoply Demon Binding
Cult Initiate
Impregnable Stronghold Caller of Nature Spirits
Familiar Master
Pilfered Possessions Hedge Witch
Untold Riches Tribe Soothsayer

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Paul Grayson (Order #46877243)


Sweaty Smith
Every day you work the bellows, pore over the
melting pot, and then shape the unyielding
metal, one hammer stroke after another, until
it’s ready to serve its purpose. Every night you
count your coin and count your blessings, setting
something aside for those who need it more,
with no inkling of what is to come. Soon, though,
everything will change, and you will be the one
forged in fire.
THEME KITS
Blacksmith (Skill Or Trade, page 98)
Strong as an Ox (Trait, page 100)
Heart of Gold (Personality, page 96)
Choose One:
Childhood Sweetheart (Devotion, page 90)
Hardworking Drudge (Circumstance, page 88)
Heirloom Longsword (Relic, page 110)
Tropes
 ackpack: thick leather apron, a few extra horseshoes,
B
VILLAGE FOLK or small bag of coins

(More Than A) Drunkard Village Gossip


One more mug of ale won’t make a difference, You won’t believe the tales that circulate in
nor will it drown out the voices of your long lost one small village! When the nights are long
kin or the howls of your nightmares. To most and cold, there’s no harm in a bit of fictitious
here, you are just that unfortunate permanent entertainment. Sure, some get their feathers
fixture in the local tavern, easily ignored but for ruffled, the more so if the rumor is true; but after
your foul stench. Little do they know who you a while all is forgotten and forgiven. In truth, the
truly are, what you are. Pray they never learn. rumor mill is a way as old as time to keep watch
on those closest to you, a role you’ve undertaken
THEME KITS
with great care.
Tavern Brawler (Circumstance, page 88)
THEME KITS
Last of My Kind (Past, page 92)
Rumormonger (Personality, page 96)
Jovial Disposition (Personality, page 96)
Homesteader (Skill Or Trade, page 98)
Choose One:
Our Village (Devotion, page 90)
Giant’s Gauntlet (Relic, page 110)
Choose One:
End the World (Destiny, page 114)
Irksome Pixie (Companion, page 122)
Werewolf Form (Shapeshifting, page 213)
Hedge Witch (Witchcraft, page 225)
 ackpack: half-empty bottle, an unusual jewel,
B Excellent Cook (Prodigious Ability, page 108)
or sad story
 ackpack: tucked-away cookie, household shrine,
B
or dirt on (choose)

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Grizzled Hunter
Life at the edge of the wild has its own heartbeat,
one that only hunters hear. Words convey so
little, perhaps that is why you use them so
seldom. To you, wind and rain, footprints and the
crackle of dry leaves, even the sniffing snout of
your hound, all are telling signs, guiding you to
your quarry and keeping you from becoming one.
THEME KITS
Hinterland Tracker (Skill Or Trade,
page 98)
Gruff (Personality, page 96)
Imposing Wolfhound (Companion, page 122)
Choose One:
Monster Lore (Knowledge, page 106)
Strong as an Ox (Trait, page 100)
Formidable Weaponmaster (Prodigious
Ability, page 108)
Backpack: steel trap, hunting bow, or cookware Tropes

WANDERERS
Traveling Minstrel
To you, there is nothing better than the open
road, the wind in your hair, and a tune in the air!
Wildling Outrider
So you play and you walk, from stormy sea to Ride, raid, and roar for glory, blood, and gold! A
snowy peak, from shady woods to ice-cool creeks. scout and skirmisher of your beast-riding people,
And you sing, to all who would hark, about you have ventured far outside the plains that you
where you’ve been and all you’ve seen, be it jolly call home to find new settlements to pillage and
good or bitter stark. loot. But as you did, you found that with every
encounter, this unfamiliar world of farms and
THEME KITS mills reveals more similarities to yours....
Jovial Disposition (Personality, page 96)
THEME KITS
Enthralling Entertainer (Prodigious Ability,
Tenacious (Trait, page 100)
page 108)
Battlerider (People, page 94)
Well-Traveled (Past, page 92)
Skirmisher (Skill Or Trade, page 98)
Choose One:
Choose One:
Handcrafted Pan Flute (Possessions, page 126)
Our Village (Devotion, page 90)
Knows Every Province (Knowledge, page 106)
Band of Swords (Companion, page 122)
[Deity]'s Favored Cleric (Influence, page 104)
Troll (Uncanny Being, page 112)
 ackpack: boiled leather tunic, mace,
B
or rehearsed joke  ackpack: artisanal necklace, spiked roundshield,
B
or alluring musk ointment

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Paul Grayson (Order #46877243)


Roguish Scoundrel
You’re a good-for-nothing lying layabout who
profits off of the gullibility or kindness of others,
freeing them from their material concerns – that
is, their coin, supper, or bag of seeds. When they
find out and chase you down, you come up with
another excuse, giving them a toothy apologetic
grin. Hey, it’s worked out for you so far!
THEME KITS
Practiced Liar (Personality, page 96)
Sleight of Hand (Skill Or Trade, page 98)
Tavern Brawler (Circumstance, page 88)
Choose One:
Uncommon Beauty (Trait, page 100)
Expert Appraiser (Knowledge, page 108)
Dockmaster (Influence, page 104)
Tropes
 ackpack: paring knife, loaded dice,
B
OUTLAWS or pre-arranged distraction

Avenging Cutthroat Vulgar Bandit


Whether a professed executioner who was taught Civil society rejected you, and so you reject it.
the trade or a mere catspaw who had no other You might believe people are frightful sheep
way to survive, you are adept at the art of putting that need to be herded at the point of a spear,
knives to the throats of those who you deem or that the rich should be forced to pay for the
deserve it. You leave a trail of blood in your wake poor. Whatever your worldview is, it leads to
as you travel a road that will eventually lead you violence and has earned you a few scars and a bad
to the one who set you on this path, the one who reputation in most villages, the kind that sends
wronged you, and whose life you yearn to end. locals clamoring for their pitchforks.
THEME KITS THEME KITS

Yearns For Revenge (Duty, page 102) Fugitive (Circumstance, page 88)
Acrobatic Agility (Trait, page 100) Pilfered Possessions (Possessions, page 126)
Hidden Daggers (Possessions, page 126) Skirmisher (Skill Or Trade, page 98)
Choose One: Choose One:
Fugitive (Circumstance, page 88) Heart of Gold (Personality, page 96)
Professional Burglar (Prodigious Ability, Band of Swords (Companion, page 122)
page 108) Witchblood (People, page 94)
Slay the Mighty One (Destiny, page 114)
 ackpack: intimidating mask, sturdy spear,
B
Backpack: hooded cloak, rope and hook, or canvas sack
or sleeping drug

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Aspiring Squire
To be a hero of the realm, to fight evil and
injustice, to vanquish your dark enemies – that
is what you’ve always dreamed of. And so, you’ve
sworn yourself as a squire to a travelling knight
– a real knight, with armor and all – whom you
now follow. You still get sore after a few
swings of the sword but you are on the
path to fulfill your calling. What could
possibly go wrong?
THEME KITS
Become a Knight (Devotion, page 90)
Skirmisher (Skill Or Trade, page 98)
Inspiring Master (Companion, page 122)
Choose One:
Horse & Panoply (Possessions, page 126)
Tenacious (Trait, page 100)
Heart of Gold (Personality, page 96) Tropes
 ackpack: safe-ward medallion, embroidered
B
handkerchief, or hemp rope
PERSONS-AT-ARMS
Sellsword
Dashing Swashbuckler Oil your blade. Repair your armor. Practice your
What is life for, but to make merry, upset the forms. When combat is your livelihood and
guards, and cross swords? Quipping as deftly armed conflict an inescapable certainty, you put
as you fence, you parry every sword thrust and your trust in routines. There won’t be time to
dodge every attempt to sour your mood. With a think it over when a band of brigands ambushes
wry smile and a tankard in your offhand, you your caravan, or a monstrous beast tries to tear
parade through every village, making rivals- and out your throat. You must be prepared to draw
friends-for-a-day, only to move on once you’ve steel and deliver on your promise.
duelled everyone you can.
THEME KITS
THEME KITS
Formidable Weaponmaster (Prodigious Ability,
Jovial Disposition (Personality, page 96) page 108)
Acrobatic Agility (Trait, page 100) Forged in War (Past, page 92)
Formidable Weaponmaster (Prodigious Ability, Contract Work (Duty, page 102)
page 108)
Choose One:
Choose One:
Respected Leader (Influence, page 104)
Fugitive (Circumstance, page 88)
Spellsword (Sorcery, page 216)
Friend I Just Met (Companion, page 122)
Monster Lore (Knowledge, page 106)
Sleight of Hand (Skill Or Trade, page 98)
 ackpack: draping cloak, top-quality boots,
B
Backpack: risque corset, long whip, or solid alibi or smoking pipe

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Paul Grayson (Order #46877243)


Demon Abjurer
When things of the world beyond cross over
and undo the natural order, bringing sickness to
children or possessing dead farm animals, that’s
when folks call you. Armed with naught but your
prayers and a handful of sacred signs, you wrestle
with the entity until you cast it out. Then, you
take your reward – a hot meal – and leave again
into the rain.
THEME KITS
Warding Invocations (Magic, page 124)
Denizens of the Unseen (Knowledge, page 106)
Mystic Pilgrimage (Past, page 92)
Choose One:
Outcast (Circumstance, page 88)
Gruff (Personality, page 96)
Caravan Folk (People, page 94)
Backpack: bag of salt, sap (club), or wind chimes
Tropes

FAITHFUL ONES Devoted Healer


The world is full of woes – famine, plague,
accidents, and wild beasts – and that’s not yet
Consecrated Cavalier counting evils by mankind made: war, tyranny,
Upon a stone altar or under an old oak, you have or violence. You have resolved to help others who
sworn your life and sword to the service of a have been struck by misfortune and heal their
higher power, which has tasked you with a noble aching bodies, or aid them in their passing. All
quest. This nigh-impossible journey will demand you have are a few herbal remedies and your
of you not only prowess in battle and great deeds, conviction of what ought be done.
but also humility and purity of heart, qualities THEME KITS
which you may yet to have found in yourself.
Heal the Sick (Devotion, page 90)
THEME KITS
Village Apothecary (Alchemy & Herbalism,
Oath of Allegiance (Duty, page 102) page 204)
Horse & Panoply (Possessions, page 126) Forged in War (Past, page 92)
Formidable Weaponmaster (Prodigious Ability, Choose One:
page 108)
Gifted Physician (Prodigious Ability, page 108)
Choose One:
Guardian Spirit (Companion, page 122)
Blessing of the Goddess (Magic, page 124)
Folk Hero (Influence, page 104)
Landed Noble (Circumstance, page 88)
 ackpack: quarterstaff, oilskin cape,
B
Heirloom Longsword (Relic, page 110) or extra ingredients
Backpack: rations, tinderbox, or map of the region

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Conjurer of Flames
Marked since birth with runes of flame, you call
forth fire with every hiss of your tongue or flick
of your fingers. Wild as you are, all you’ve ever
known is the order of conjurers who raised you,
although there is a growing suspicion in your
mind that some dark truth has been kept from
you. And that just makes you want to set the
world on fire.
THEME KITS
Blazing Invoker (Runic Invocation, page 212)
Ritualistic Circle (Devotion, page 90)
Cursed (Past, page 92)
Choose One:
Fugitive (Circumstance, page 88)
Prophetic Visions (Trait, page 100)
Hellspawn (Uncanny Being, page 112)
Tropes
 ackpack: strange explosive powder, etched
B
breastplate, or heavy cowl MAGICIANS
Wide-Eyed Apprentice
Wandering Thaumaturge
Clean the cauldron, wash the floor, cook dinner
A great many things that once were have now – it seems all you ever do as an apprentice to
passed on to ruin. Among them are the secrets of your old magician master is chores, chores, and
the ancients and their lost understanding, their more chores. By now you ought to have mastered
so-called “magic”. You have travelled far and wide sorcery altogether, at least by your account, but
and gathered much of this secret knowledge, and all you can manage are a few tricks and cantrips.
yet what you know is as but a drop in the ocean. Surely there’s a shortcut you could take...
There is so much yet to see and learn...
THEME KITS
THEME KITS
Rudimentary Magic (Magic, page 124)
Wandering Wizard (Sorcery, page 218)
Curious (Personality, page 96)
Well-Traveled (Past, page 92)
Hardworking Drudge (Circumstance, page 88)
Tales of the Ancients (Knowledge, page 106)
Choose One:
Choose One:
Witchblood (People, page 94)
Staff of Spellbinding (Relic, page 110)
Ailing Wise Elder (Devotion, page 90)
A Light Against the Dark (Duty, page 102)
Cauldron of Conjuration (Relic, page 110)
Gruff (Personality, page 96)
 ackpack: broom, herbal cleansing soak,
B
 ackpack: spell of timely vanishing, potion of
B or scroll with unknown spell
recovery, or donkey

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Paul Grayson (Order #46877243)


Pastoral Priest/ess
Dressed in hemp robes and dancing in stone
circles and grassy glades, you and your acolytes
serve as spiritual guides and ceremonial leaders
for your people. Under moonlit night skies,
you perform sacred celebrations and symbolic
offerings to cultivate a harmonious communion
with the land’s unseen spirits and to receive their
many blessings and boons.
THEME KITS
Alderperson (Circumstance, page 88)
Blessing of the Goddess (Magic, page 124)
Ritualistic Circle (Devotion, page 90)
Choose One:
Mystic Pilgrimage (Past, page 92)
One of the Fair Folk (Uncanny Being, page 112)
Tropes
Stargazer (Knowledge, page 106)
WITCHES  ackpack: blessed sickle, bountiful bushel,
B
or warning premonition

Bogland Recluse
No matter how many STAY AWAY signs you put Powermonger Witch
up – or how many skulls you impale on spikes Feigning as an aging advisor, patriarch/
– they’ll always come looking for you at your matriarch, or matchmaker, you are, in fact,
would-be swampy retreat. Somehow they got it a most potent weaver of plots and of hexes,
in their shriveled heads that you can concoct a ruthless in your pursuit of power for your clan,
cure for their boils or an ointment to make them coven, or cult. Left unchecked, you will poison
stronger, and while they are not wrong, you’re a community from the inside and consume its
always tempted to sell them something that social and spiritual marrow, growing ever more
would have the opposite effect! powerful.
THEME KITS THEME KITS
Gruff (Personality, page 96) Conspirator (Influence, page 104)
Hinterland Tracker (Skill Or Trade, page 98) Hex & Curse (Magic, page 124)
Greenkeeper (Alchemy & Herbalism, page 204) Cauldron of Conjuration (Relic, page 110)
Choose One: Choose One:
Protect the Land (Duty, page 102) Insidious Cult Overlord (Dominion, page 116)
Troll (Uncanny Being, page 112) Giant Spider Queen (Monstrosity, page 120)
Beaver Kin (People, page 94) Hidden Daggers (Possessions, page 126)
 ackpack: rejuvenating concoction, jingling tripwire,
B  ackpack: poisoned dirk, flashbomb,
B
or weird bark armor or walking cane

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Paul Grayson (Order #46877243)


Grouchy Household Hob
Stupid human beings! Do they not see? Can they
not tell that you’re helping them around the
house?! You mend the masonry, shut the pen gate
when it’s left open, and tap on each chicken so it
lays two eggs – and all you ask in return is a bowl
of porridge left on the doorstep or by the hearth.
Oh, the secrets you could reveal to them, if only
they unstuck their noses from their own behinds!
THEME KITS
Little Hob (Uncanny Being, page 112)
Gruff (Personality, page 96)
Homesteader (Skill Or Trade, page 98)
Choose One:
Bag of Enchanted Dust (Relic, page 110)
Denizens of the Unseen (Knowledge, page 106)
Seasoned Trader (Prodigious Ability, page 108)
Tropes
 ackpack: thread & needle, bowl of porridge, or
B
intruder-stopping glyph STRANGE
CREATURES
River Beauty
A river spirit or a drowned soul, long you have Skinchanger
lured unwitting villagers to plunge into the
cool water of your brook or pond, never to come Where you come from, what you are, these
out again. Whether due to an old enmity with questions matter not. Right now you are
mankind or a personal vendetta against your own this person, but tomorrow you’ll be that. A
people, you have become what parents caution shapechanger, you can imitate the form of people
their children against. Until, at last, your water is and even beasts. But people get suspicious and
waded by one worthy of living... your reputation is starting to precede you, closing
around you like a noose, as you try to answer the
THEME KITS one question that matters: What do you want?.
One of the Fair Folk (Uncanny Being, page 112) THEME KITS
Underwater Deftness (Trait, page 100) Doppelganger (Shapeshifting, page 215)
Yearns for Revenge (Duty, page 102) Outcast (Circumstance, page 88)
Choose One: Practiced Liar (Personality, page 96)
Heirloom Longsword (Relic, page 110) Choose One:
Adored (Influence, page 104) Artisan (Skill Or Trade, page 98)
Enthralling Entertainer (Prodigious Ability, Last of My Kind (Past, page 92)
page 108)
Pilfered Possessions (Possessions, page 126)
 ackpack: carved skull helmet, rusted pike,
B
or juicy fish  ackpack: concealed dagger, appropriate clothing,
B
or memorized personal detail

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Heavy-Hearted Monarch
Heavy lies the crown, and it lies upon your head.
War at the borderlands, dwindling coffers, court
intrigue, fomenting rebellion… You sit upon the
realm’s throne, deep in contemplation, for every
choice you make mobilizes armies, raises bridges
and towers, and seals the fate of thousands.
THEME KITS
Monarch (Dominion, page 116)
Impregnable Stronghold (Possessions, page 126)
Band of Swords (Companion, page 122)
Choose One:
Forged in War (Past, page 92)
Prophetic Visions (Trait, page 100)
Disembodied Spirit (Uncanny Being, page 112)
 ackpack: gilded goblet, reinforcement troops,
B
or private mountain lodge
Tropes

NOBILITY
Hope of the Realm
Haughty Courtier With the old, corrupt monarchy teetering on the
edge of oblivion, it is to you – their heir apparent
Smile, no matter how it chafes you. Keep up
or beloved hero – that the eyes of the people turn.
appearance, uphold decorum. Cloak yourself in
Destined to one day rule the realm, by birth,
mannerism to hide your scheming thoughts from
prophecy, or some court trade, you nevertheless
your next political prey. You have plans for all
care more about the subjects of the kingdom than
those who have crossed you, or whose position
your own advancement, which is precisely why
and power you covet. A rumor here, a proposal
they put their faith in you.
there, some strings attached. It’ll all come
together splendidly in the end. THEME KITS

THEME KITS Heart of Gold (Personality, page 96)


Conspirator (Influence, page 104) Folk Hero (Influence, page 104)
Landed Noble (Circumstance, page 88) Ascend the Throne (Destiny, page 114)
Rumormonger (Personality, page 96) Choose One:
Choose One: Uncommon Beauty (Trait, page 100)
Highborn Education (Past, page 92) Formidable Weaponmaster
(Prodigious Ability, page 108)
Oath of Allegiance (Duty, page 102)
Highborn Education (Past, page 92)
Ambassador of Change (Mastery, page 118)
 ackpack: leatherbound book, commoner clothing,
B
 ackpack: saber, vial of poison,
B
or small bag of gold
or deck of playing cards

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A God of the Forest
You are dewdrop slipping down the needles of an
evergreen; a salmon flapping up an overshadowed
brook; the lumbersome sigh of the earth that no
one hears. You are all of these, but to the people,
you are the face of the inscrutable forest, of life so
verdant they cannot contain it. No wonder they
fear you. They have forgotten whence they came;
mayhaps you could remind them.
THEME KITS
God-Spirit (Monstrosity, page 120)
Primal Earthshaper (Landshaping, page 208)
Otherworldly Realm (Dominion, page 116)
Choose One:
Magic Seeds (Relic, page 110)
Irksome Pixie (Companion, page 122)
Lord of the Hunt (Mastery, page 118)
 ackpack: army of living trees, voices upon the wind,
B Tropes
or draught of mind-freeing
MONSTERS & GODS
Dread Vampire Resplendent Dragon
Blood. It all comes down to the crimson flow of You are among the world’s most feared and
life. Over centuries and millennia, many mortals adored creatures – a winged wurm, a monstrous
have spilt theirs so they may taste yours and lizard. The few brave warriors who dare oppose
gain life everlasting, embraced in the cradle of your reign of terror quickly perish by claw,
darkness. You live among them but only the most tail, fang, or noxious breath. But for all their
powerful of their kind know of your existence. weaknesses, mortals fascinate you and you long
Perhaps it is best; the less of them feign to to know their petty desires and noble hearts. Be
interfere with the harvest, the better. careful not to swoop too low...
THEME KITS THEME KITS
Powerful Vampire (Monstrosity, page 120) Dragon (Monstrosity, page 120)
Adored (Influence, page 104) Curious (Personality, page 96)
Outcast (Circumstance, page 88) Lord of the Hunt (Mastery, page 118)
Choose One: Choose One:
Impregnable Stronghold (Possessions, page 126) Untold Riches (Possessions, page 126)
Highborn Education (Past, page 92) Foretold Demise (Destiny, page 114)
One with the Dark (Magic, page 124) Terror of the Land (Dominion, page 116)
 ackpack: bottle of royal blood, barbed chain, or
B  ackpack: grazing herd, dragon barding,
B
loyal thrall or word of commanding

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Origin Themebook

Circumstance
BACKGROUND + SOCIAL STANDING +
UNIQUE SITUATION + WALK OF LIFE
With this theme, the circumstance in which you currently find yourself
plays a major role in your story. This could entail your social standing
or role, whether you are descended from nobility or born to poverty,
whether you are struggling to survive, hunted for who you are, being the
village fool nobody takes seriously, and so on. This theme type focuses
on where you are in life, your unique situation, whether it is inherent or
temporary.
• What is your place in life and in society?
• What’s interesting about where you have found yourself?
• What social position do you possess and how long have you had it?
• What makes you a stereotypical example of your circumstance? What
makes you stand apart?
• Are you a victim of circumstance or did you choose your lot in life?

Power Tag Questions


A What Circumstance do you find yourself in?
B What tools or trappings of your position or station do you carry?
C Who can you call upon or relate to thanks to your Circumstance?
D What social skills have you developed as part of your Circumstance?
E How can you exploit your Circumstance to get out of trouble?
F Where do you go to be with others of similar social status?
G What special right or privilege comes with your Circumstance?
H What knowledge or knack is common to people in your position?
I How have you learned to overcome your Circumstances?
J What is the motto or creed you’ve adopted?

Weakness Tag Questions


A What’s the biggest challenge you face due to your unique position?
B What aspect of your Circumstance do others scorn, shun, or detest?
C What kinds of places or situations are off limits to you?
D How do others commonly mistreat you?

Quest Ideas
• A desire to prove your worth despite your status.
• An ambition to become the most successful or archetypal member of
your role.
• A binding norm or code you adhere to due to your position.

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Special Improvements
Comfort Zone: When you camp or sojourn in the environment of your Circumstance, you may recover
one scratched power tag in addition to any other benefits.
Expected Role: Choose a status that represents how society expects you to behave, such as friendly,
threatening, or in-charge. Once per session, before you take a social action befitting your expected role,
you may gain this status at tier 2.
Familiar Matters: There are things everyone in your situation knows. Once per scene, you may ask the
Narrator for one important detail about a subject related to your Circumstance.
Strength From Adversity: Once per session, when a weakness tag from this theme is invoked, you may
gain driven-2, which helps this roll and expires after it.
Trudging Along: Choose a type of status that you’ve become accustomed to given your Circumstance, such
as tired or humiliated. Once per scene, you may ignore a status you have of that type if it is tier 3 or lower.

Theme Kits
CIRCUM S TA NC E CI R C U M S TANC E CI R C U M S TANC E

Alderperson Fugitive Hardworking


chains of office, rally the people, local clothing, recognize Drudge
peacemaking, “sorry - I’m needed other fugitives, beg for mercy,
tool of my trade (choose), fellow
elsewhere”, the public house, find a way out, safehouses,
laborers, stiff upper lip, work
first sample, knows everyone’s nothing to lose, lock picking,
smarter not harder, whispered
business, let my hair down, run for my life, “Live free!”
conversations, roof over my head,
“All we have is each other”
dogged pursuers, unkempt master’s secrets, needs little
threats from without, self- and smelly, distrusted rest, “Put your back into it”
important, talk behind my stranger, snitches
overworked, laborer’s hands,
back, blamed for everything
One day, I won’t have beyond my means, cruel overseer
Oh, to watch our people to run any more.
Eventually, all this hard
thrive in peace…
work will pay off.
CI R C U M S TANC E
CIRCUM S TA NC E
Outcast CI R C U M S TANC E

Landed Noble
handed-down livery, collude with
alms bowl, downtrodden
fellowship, read a person, avoid
Tavern Brawler
other nobles, court manners, attention, place of congregation, brimming tankard, drinking
blame the help, modest manor free of social norms, see through buddies, get them to talk, shirk
house, intimidate the serfs, their masks, befriend a normie, responsibility, the tavern is my
borrow to pay a debt, honor of “I am who I am” home, often underestimated,
my bloodline, “There has always drunken master brawling,
been a Stoneheart in this castle” poor, noticeably different, sober up, “ANOTHER!!!”
segregation, ostracized
constant expenses, sneering never taken seriously, reeks of
Will I ever be welcome ale, often thrown out, pitiful looks
royals, dishonorable business,
among them?
challengers to the title
I wish something would make
Would that my house me forget my pain – for good!
glory be restored!

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Origin Themebook

Devotion
IMPORTANT RELATIONSHIPS +
COMMITMENT TO A GROUP OR IDEAL
You have dedicated yourself to a person (a loved one, mentor, or
dependent), a group (your circle of weavers or the village of Woodend),
or an ideal (religion, creed, or way of life). Your devotion gives you
meaning, drives you to carry on in difficult times, offers you something
to go back to when the adventures are over, and serves as a framework
for knowing right from wrong.
• What is the most important thing to you, personally?
• How did you end up caring so much about this person, group, or ideal?
• Do you chafe under the needs, demands, or ethos of who or what you
are devoted to?
• How far would you go to protect that which you are devoted to?

Power Tag Questions


A Who or what are you Devoted to?
B What action do you most commonly take in service of your Devotion?
C What feeling does your Devotion fill you with that you can call upon?
D What possession do you carry or have that symbolizes your Devotion?
E Where or when can you connect with your Devotion?
F What does the object of your Devotion often help you with?
G What quality do you possess that best exemplifies your dedication?
H What approach do you take in social situations due to your Devotion?
I What ethos or saying do you aspire to live up to in your dedication?
J What useful ritual or habit do you have to show your Devotion?

Weakness Tag Questions


A What are you blind to because of your Devotion?
B What duties do you have that frequently need your time or resources?
C What unsightly or destructive behavior can your Devotion evoke in you?
D What often threatens the object of your Devotion?

Quest Ideas
• A simple statement of your Devotion and what you feel towards them or it.
• Something you hope to gain by your Devotion, the one thing you cling
to that makes all this sacrifice worthwhile.
• A task you must complete for your Devotion, such as a ritual, a
pilgrimage, or an act of heroism.

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Special Improvements
Bodyguard: When your Devotion or a person representing it takes Consequence, you may take it
instead of them (and possibly react to it), if the Narrator deems it possible.
Catch Me When I Fall: Once per session, when you act with the object of your Devotion or a person
representing it at your side, and the outcome is only Consequences, you may choose to Succeed as well.
Deeply Committed: Your dedication fills you with purpose. Once per scene, when you take action to
pursue this theme’s Quest, you may first gain committed-2, which expires after that action.
Goes Both Ways: Once per session, if the object of your Devotion is near, you may gain a story tag
representing aid granted by them, such as an item, encouragement, knowledge, or direct help.
Unwavering: Once per session, when a tag in this theme would be scratched for any reason, you may
keep it unscratched instead.

Theme Kits
DE VOT ION DE VOT ION DE VOT ION

Ailing Wise Elder Become a Knight Childhood


caregiver, compassion, elder’s old training, muster courage, Sweetheart
weapon (choose), quality time, arming sword, learn from
serenading, true love, token
learn secret techniques, loyal as watching, take the high road,
of affection, our secret spot,
can be, preserve dignity, “Time humility, act honorably, defend
strength to go on, hopeful,
is short”, think before I act the weak, armor repairs
confident strut, “We’ll always
blind admiration, requires dishonorable knights, lord’s have our love”, quite the kisser
constant care, people my tedious demands, haughty,
loves-me-not, testing my
age, elder’s failing health underhanded enemies
love, nothing else matters,
What little time is left, I I shall be a knight of the realm, worldly worries
ought to spend it with them. serving the greater good.
There is nothing I would
not do for this love!

DE VOT ION DE VOT ION

Heal the Sick Our Village DE VOT ION

treat maladies, show sympathy, protect our own, this is home,


typical local garment (choose),
Ritualistic Circle
simple medicine, plague-stricken
lands, helps me feel worthy, ease gather at the square, many ritual preparations, solemn
suffering, bedside manners, “Leave helping hands, we share one concentration, essential candles,
no one untreated”, avoid infection fate, friendly and kind, strength circle of protection, receive
in unity, throw a celebration a vision, sworn to secrecy,
too many to treat, requires preaching, “All that is threefold
clean environment, think I ill-will between us, is true”, make an offering
know best, unnatural plagues someone always needs help,
xenophobia, invaders dogmatic thinking,
I will help ALL of them. must show due reverence,
This warm and welcoming jealousy, witch hunters
home is worth every sacrifice.
The next ritual must be held
according to our customs.

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Origin Themebook

Past
DEFINING LIFE EVENT + FOUNDATIONAL
EXPERIENCE + TRAUMA OR WINDFALL
Something happened to you that still echoes through your life and
defines you, shapes you, or haunts you. You may have been through
something traumatic or life altering, which left its mark on you.
Perhaps it was one fateful day that changed everything or a whole
secret history or a prior life you’ve left behind, or it could be a period of
time that left an impression on you, such as an education you acquired
or your time spent with the elves.
• What life event or past experience shaped who you are?
• Why did you leave it behind, or how did you move past it?
• What repercussions of that experience still haunt you?
• Are you trying to return to the better days, or hoping to leave the past
behind?

Power Tag Questions


A What past event or existence has shaped your life?
B What major lesson did you learn from your Past?
C What clothing or equipment have you kept with you?
D What memento do you still hold on to?
E What person or people from your Past can you still call upon?
F What situation from your Past are you skilled at dealing with?
G What reputation have you earned for yourself locally?
H What secret skill or technique did you pick up?
I What quality of character have you developed from your experiences?
J What particular culture, clique, or people do you connect with now?

Weakness Tag Questions


A What ugly secret do you keep, connected to your Past?
B What person or group from your Past is still out to get you?
C What past situations bring back painful or unwanted memories?
D What physical or mental marks has your Past left on you?

Quest Ideas
• A lesson learned or oath taken in your old life to which you now adhere.
• An aspiration to recover what you’ve lost, or to leave your Past behind.
• A question from your Past that haunts you to which you must find an
answer.

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Special Improvements
Face From The Past: Once per session, when you meet a character from your Past for the first time in
the game, you may describe how your last meeting went and give them an appropriate tier-2 status.
Lessons Learned: Once per session, when you roll a total of 6 or less, you may explain how this
situation is familiar to you from your Past, reroll the dice, and take the new result.
Not Letting Go: Whenever you burn a tag from this theme for Power, you can mark Abandon on any
other theme instead of marking that tag as burnt.
Put It Behind Me: When you Make a Sacrifice at the Scarring sacrifice level, you may forego the roll
and treat it as a 7-9 instead, Success with Consequences. You must choose to replace this theme.
Vivid Memory: Once per session, when a weakness tag from this theme is invoked, you may discover
(ask the Narrator) or reveal (decide yourself, Narrator approves) one important detail from your Past
and gain an appropriate story tag or a tier-2 emotional status.

Theme Kits
PA S T PAST P AS T

Cursed Forged in War Highborn


discern sorcery, protective charm, find cover, battered shield, Education
item used for curse (choose), local memento of someone I lost,
history of the realm, finest
exorcist, hide my curse, somber, fellow refugees, move through
clothing, ink & quill, my old
monstrous transformation, battlefields, tall tales of
teachers, scholarly debates,
enduring willpower, outcasts heroism, can handle a blade,
earned distinction, feign
ruthless, warriors’ jargon
I can never… (choose), monster knowledge, inquisitive mind,
hunters, whispers creep me dishonorable wartime councilpersons and advisors
out, symbols mark my flesh acts, avenging kinsmen,
incomplete studies, those
nightmares, old injury
I must find a way to free who mock learning, my
myself of this curse. Are we fated to forever slay knowledge questioned, wimpy
one another on the battlefield?
Knowledge must be passed
PA S T on, or become lost to time.
PAST
Last of My Kind P AS T

look over my shoulder, dirty Mystic Pilgrimage


vagabond cloak, sand from sight beyond sight, pilgrim’s Well-Traveled
my homeland, wisdom of my robes, curative water, pack efficiently, trusty walking
ancestors, wilderness survival, mountain ascetics, dealings stick, coin of a faraway land,
feared and respected, speak with unnatural beings, local find a wayguide, navigating
the lost language, self-reliant, Wise One, spirit-repelling sign, dangerous terrain, travel stories,
those who offer shelter incorruptible, friendly godlings light a fire, bold explorer,
friends along the way
vicious streak, still hunted, lapse of memory, the
horrific flashbacks, choking fits spirits know my name, always leaves when it gets
hallucinations, unsettling gaze hard, wanted in a faraway realm,
It falls to me alone to continue
the legacy of my kind.
troubled by wanderlust, bad knees
My journey into the sacred
mysteries has only just begun. The time has come to set
out on a new journey!

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Origin Themebook

People
ANCESTRY + HERITAGE + CULTURE + SPECIES
You belong to a clan, a family, a race or species, a community, or some
other group who are their own culture or ancestry. You were born into
this community or you joined later in life, whether by choice or due to
circumstances. You share language, mannerism, aesthetics, worldview,
or perhaps physical traits and special abilities, and these are expressed
in you and the way you face the world.
• Is your heritage a proud part of who you are, a plain fact or your
existence, or a stain you’re trying to wash off?
• What about your clothing style, items, or physique makes you stand out?
• What is more important to you, the traditions themselves or the
lessons they teach?
• When in a bind, how do you turn to your native abilities and beliefs?

Power Tag Questions


A What do your People call themselves or one of their members?
B What physical attribute common to your People serves you best?
C What skill, technique, or trick is practiced by your People?
D What item of cultural significance do you carry with you?
E What knowledge is shared among your People?
F Where are your People from, commonly found, or most comfortable?
G When in need, who among your People can you call for aid?
H What is the combat style or typical weapon used by your People?
I What useful quality about you is very typical of your People?
J What unique or supernatural ability do your People possess?

Weakness Tag Questions


A What plight or difficulty of your People most affects you?
B What often causes strife or discord among your People?
C When are you hindered by your cultural ways or inherited traits?
D How or by whom are your People most prejudiced against?

Quest Ideas
• The ethos or “way” of your People, or a saying that summarizes it.
• An aspiration to raise your People up or overcome their plight.
• A goal to fulfill a prophecy or folktale of your People.

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Special Improvements
Shared Language: Your People respond well to your presence. Once per scene, when you socially interact
with them and get both a Success and Consequences, you may choose not to take the Consequences.
Stand Out: You are an unusual member of your People. Once per scene, when you act against your
People’s habits, culture, or traditions and get both a Success and Consequences, you may choose not to
take the Consequences.
True To My Tribe: You are an exemplary member of your People. Once per scene, when acting
according to your People’s habits, culture, or traditions would put you at risk or disadvantage and you
still choose to do so, you may mark Improve on this theme.
Trust in Legacy: Choose one power tag describing your People’s abilities or ways. Once per session,
when you roll with this tag and get only Consequences, you may choose to Succeed as well.
Wisdom Handed Down: You command the lore of your People. Once per scene, you may ask the
Narrator for one important detail from an area of knowledge possessed by your People.

Theme Kits
PE OP L E P E OP L E P E OP L E

Battlerider Beaver Kin Caravan Folk


wiry and strong, ululating battle powerful tail, natural builder, striking features, excellent
cry, far-rider saddle, horse traditional whittling knife, trader, covered wagon, curious
breeding, plains & grassland, underwater architecture, folk tales, travel the high
trusty steed, Battlerider spear, wetlands, Giffold - the fastest roads, armed caravan guards,
keen-sighted, horseback archery swimmer, fearsome bite, two swords fighting, most
resourceful, excellent swimmer hospitable, talented artisan
never considers the odds,
nepotism, easily taunted, gentle to a fault, invasive easy scapegoat, vindictive when
feared by farmers family, easily dehydrated, offended, avoids attachment to
animosity with werefoxes a place, accused of witchcraft
Ride, raid, and roar for
the glory of the plains! We say, find a place to build a The lifeblood of the realm, we
home – then flood it with love. carry all but none care for us.

PE OP L E

P E OP L E P E OP L E
Highlander
hardy, mountaineer, heavy Sylvan Elf Witchblood
furs, weather-watching, lithe and graceful, woodland hidden stamina reserves, simple
sporting competitions, wolf- stealth, evergreen laurel, tree magic tricks, heirloom silver
friend, fearless onslaught, & herb lore, better among the brooch, the true Witchblood story,
loyal to the death, brawny branches, Sylvan hunting party, bask in anonymity, share thoughts
leaf-motif sylvan bow, animal with a Witchblood, unexpected
impoverished, overly crackling bolt, mysterious and
affinity, see in the dark
sarcastic, lacks refinement, hard to read, vanish into thin air
ogres seek revenge against me barren places, suspicious
of humans, distant affect, no home, Witchbloods tend
The Highlands have
distrusted by city folk to clash, freak occurrences,
always stood free, even
if that means alone.
wanted for valuable blood
Tread softly, as we are but
the caretakers of this world. Remain in the shadows and
await the Reckoning.

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Origin Themebook

Personality
TEMPERAMENT + PERSONAL “AURA” OR STYLE +
COMMON BEHAVIOR + INNER SELF
You have a certain way of seeing the world and engaging with it,
an archetypal personality type or way about you. You might have
developed it during your younger years, or adopted it only lately, and
it might not even be to your liking – but your personality is taking you
places and defines how you interact with others. It could be that when
times get tough, your true self comes out. Or maybe your persona is just
a crutch, a defense that keeps people from getting too close.
• What are you like?
• What made you this way?
• How well does your personality mesh with others’?
• Is it all a show you’re putting on for the world? And if so, what’s
beneath it?

Power Tag Questions


A What Personality trait is most central to you?
B In what situations does your Personality truly shine?
C How do you influence other people?
D What item or garment best expresses your personal style?
E What interpersonal or social skill or talent do you possess?
F When in trouble or stressed, what emotion or behavior do you turn to?
G What is an unexpected but useful facet of your Personality?
H How do you support or help others?
I How do you resist influence or stay true to yourself?
J How can your unique worldview help you figure things out?

Weakness Tag Questions


A In what situations does your Personality get you into trouble?
B What is an ugly or unfortunate aspect of your Personality?
C What unwanted behavior does your Personality push you toward?
D Who finds you, or who do you find, irksome or loathsome?

Quest Ideas
• A personal motto, rhyme, or quote that encompasses your core
worldview or approach.
• Something you must do to feel true to yourself.
• A goal you have set for yourself due to your Personality.

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Special Improvements
Adaptable Persona: Once per session, when you take an action using tags from this theme and get
only Consequences, you may choose to Succeed as well.
Big Personality: When you burn power tags from this theme for Power, they add 4 Power instead of 3.
Infectious Personality: When you camp or sojourn, you may give another Hero a story tag describing
an aspect of your Personality (expiring any previous tag created this way).
Lasting Impression: Once per scene, when you take a social action and Succeed, you may give a lasting
impression to everyone you affect with this action.
Unshakeable: Once per scene, when you lessen social or emotional Consequences and get a total result
of 7 or above, you may spend all your Power to completely avoid all Consequence Effects.

Theme Kits
PE R SON A LIT Y P E R S ON A LI T Y P E R S ON A LI TY

Curious Gruff Heart of Gold


learning environment, inundate silence is golden, intimidating help those in need, inspire
with questions, all in my scowl, austere wardrobe, scathing others to help, bandages, reach
notebook, subtle inquiry, passion comment, smoldering rage, out to someone, compassion,
for the truth, inventive, point unexpected kindness, correct defend the weak, work shoulder
out peculiarities, recognize their mistakes, nothing gets to to shoulder, resist malicious
false answers, deep thinker me, wasn’t born yesterday thoughts, coordinate efforts

overlook danger, really sentimentality, it gets easily exploited, expects


annoying, prying and invasive, lonely, offend my allies, piss recognition, they didn’t ask
those with something to hide off the wrong person for help, attracts cruelty
There’s so much more Don’t talk so much. There’s hardship to go around
to see and learn! – let’s carry it together.

P E R S ON A LI T Y
PE R SON A LIT Y P E R S ON A LI TY

Jovial Disposition Practiced Liar


gullible victims, twist the truth,
Rumormonger
life of the party, lift up spirits, concealed pocket, impersonation, tight-knit communities, threaten
musical instrument (choose), disregard for rules, believe my to expose them, spyglass,
defuse tension, joy of life, own lies, make up an excuse, start a rumor, curiosity, keep
suddenly serious, cheer them question what’s true, discern lies certain secrets, raise someone’s
on, laugh at despair, sense standing, dispel unwanted
what makes others happy caught in a lie, hopeless rumors, find out the truth
cynicism, lie when I don’t
inappropriately chirpy, mean to, past victims rumor gone wild, pathetic,
weeping inside, prone to invasive busybody, private persons
debauchery, austere types Let’s see what I can get
away with this time… Whispered words are mightier
Drink, dance, and dream, than loud proclamations.
for today is all we have!

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Origin Themebook

Skill or Trade
CRAFT + HOBBY + TALENT OR KNACK + PROFESSION +
PRACTICED OR REHEARSED ABILITY
You have a skill or ability you are somewhat good at, developed through
practice or daily application over time. Or perhaps you’ve acquired a trade,
which is more than a single honed skill – it’s a set of related techniques
and understandings, with its own role in society. You might have learned
a profession from a mentor, put to work in your family’s farm or shop, or
practiced by yourself due to personal interest or out of necessity. You have
become fairly good at what you do, and can trust your skills to carry you
forward in most everyday situations.
• How did you acquire this skill or trade?
• What are its everyday needs? What tools do you use?
• How do others look upon you as a practitioner of this skill?
• How do you keep your skills honed?

Power Tag Questions


A What Skill or Trade are you good at?
B What specific technique within this Skill set is your specialty?
C What tool, equipment, or outfit is a staple of your Trade?
D Who most respects, values, or requires your abilities?
E What unusual or inventive application have you found for your Skill?
F In what conditions can you work with the most confidence and efficiency?
G How do you reduce the risk of failure, harm, or poor outcome?
H What are you more aware of or know about, thanks to your Skill?
I Who assists you in practicing your Skill or Trade?
J What conviction or emotion motivates you to practice your Skill?

Weakness Tag Questions


AWhat challenge or feat is quite beyond your everyday ability?
B What conditions make it harder for you to practice your Skill or Trade?
C How does your practice or talent bias your perceptions or interactions?
D Where or when are those of your Trade unwelcome or unwilling to work?

Quest Ideas
• The motivation to practice your Skill or Trade, such as to earn a living.
• A professional standard you are held to or a line you try not to cross.
• A desire to become much better at this than you are presently.

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Special Improvements
Deft Remedy: Once per session, when you use tags from this theme and roll a total of 6 or less, you
may reroll the dice and take the new result instead.
Learn from My Mistakes: Once per scene, when you act using tags from this theme and don’t Succeed,
mark Improve on this theme.
Practice Makes Perfect: Choose a helpful status reflecting your use of your expertise such as alert or
well-off. You may burn a tag from this theme at any time to gain that status at tier 3.
Rehearsed Technique: When you choose this Special, choose a power tag from this theme. Whenever
you burn that tag for Power, you gain 3 Power as normal and may also forgo rolling the dice and treat
the dice roll total as 7 (before adding Power).
Resourceful: When you camp or sojourn, if you dedicate your time to preparing or crafting something
using your skill, you may create an extra story tag in addition to the usual benefits.

Theme Kits
SKI LL OR T RA DE S K I L L OR T R ADE S K I L L OR T R ADE

Artisan Blacksmith Hinterland


jewelry crafting, well-equipped shoeing horses, my own Tracker
workshop, nobles and merchants, forge, persons-at-arms, craft
human tracks, thick leather
mechanical mechanism, a weapon, good quality ore,
boots, animals here know me,
plenty of time to work, inspect repair metalwork, recognize
speculate what happened here,
quality, gauge a customer, young branded metalwork, fire-
favorable weather, hide my
apprentice, attention to detail starting imp, persistent
own tracks, keen senses, fox
specialized weapons, fire gone companion, respect for the wild
magical jewels, rushed, judges by
appearances, “uncouth savages!” out, greedy, no forge for miles
supernatural beings,
I shall make the finest The forge is demanding, but too many tracks, never looks up,
creations this village it pays for a decent living. ragged and dirty
has ever seen.
If you wish something found in
S K I L L OR T R ADE
the wild, I’m your best chance.
SKI LL OR T RA DE
Skirmisher
Homesteader sow panic, light melee weapon
S K I L L OR T R ADE

vegetable gardens, sharp hoe,


houseguests, traditional remedy,
(choose), my scouting band,
taunt the enemy, attack from
Sleight of Hand
well-stocked pantry, frugal with uphill, parry blow, tactical pickpocketing, a fake gold coin,
what I have, always planning awareness, riding beast dimwitted observers, plant
ahead, a few kids, hard working (choose), cunning warfare something on them, distracting
ambience, quick catch, sense my
limited worldview, kids heavily armored opposition, person, actor associate, hustler
messing about, distrust of vulnerable when cornered,
strangers, demands respect confuses “strong” with “slow”, tethered valuables, all eyes on
assumed to be violent me, overconfident, tight security
I’ll gladly work myself
to the bone to keep Always strive to Everyone’s a mark, they
this house standing. surprise your foe. just don’t know it.

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Origin Themebook

Trait
PHYSICAL FEATURE + MENTAL QUALITY +
SPECIAL GIFT
You have a specific innate attribute that defines you, whether in your
physique, your mind, or your heart – for example, you are strong,
covered in scales, large-bodied, beautiful, cunning, or quick. Or, you
possess some kind of special quality, unique to you, although not
terribly out of the ordinary, such as being loved by animals. It could
be something you were always well-known for while growing up or a
recent transformation.
• When did you first discover or become aware of your trait?
• How reliant on this trait are you? Do you neglect developing relevant
skills, or is it so good you simply don’t need to?
• Who around you came to appreciate or resent this trait?
• What can this trait help you achieve?

Power Tag Questions


A What is your most defining Trait?
B What is a specific or common way you put this Trait to use?
C How is this Trait helping you keep safe?
D What item or ally helps you get the most of your Trait?
E What can you do that only those with this Trait can?
F In which situation is this Trait especially useful to you?
G What skill have you developed to make the most of this gift?
H What do you notice, sense, or understand that most other people cannot?
I How can you perform, show off, or be creative with your Trait?
J How do you hide this Trait, when you need to?

Weakness Tag Questions


A What happens when you overuse your Trait?
B Who around you resents, covets, or mocks your Trait?
C What is the most obvious vulnerability or misuse of this Trait?
D When is your Trait utterly useless?

Quest Ideas
• A belief you developed through trusting and using your Trait.
• A behaviour you adopted to emphasize or to downplay your Trait.
• A goal relating to understanding the source of your power or growing
your abilities.

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Special Improvements
Innate Sense: Once per session, you can ask the Narrator for one important detail
that you can intuit thanks to your Trait.
Made for This: Choose a hindering status that your Trait helps you overcome.
Once per scene, you may ignore this status when you act.
Moment to Shine: Once per session, when you act using tags from this theme, you
may ignore being Imperiled, or treat being Extremely Imperiled as being Imperiled.
Pull Through: Once per session, when you roll with tags from this theme, you may
ignore any negative physical or emotional status of tier 3 or lower.
Wild Blood: Your Trait manifests in unusual ways. Choose and gain a Special
Improvement from the Uncanny Being themebook.

Theme Kits
TRAIT
TRA IT T R AI T

Strong as an Ox
Acrobatic Agility Prophetic Visions lift heavy loads, block a
vault and tumble, dodge harm, find the place I saw, anticipate blow, gloves for better grip,
rope and hook, tightrope attack, hypnotizing pendulum, hurl something heavy, test of
walking, swing from a stop it before it happens, know my strength, holds and grapples,
chandelier (or similar), quick enemies’ plan, direct the vision, structural weak points, smash
climber, evaluate weight, sense unnatural presences, parlor it loudly, loose clothing
showmanship, feign clumsiness tricks, lie about how I know
unintentional breakage,
this will hurt later, jealous paranoid, susceptible to ridiculed as a brute,
spectators, stretching my luck, possession, use it for personal exhausting, reinforced steel
harder when restrained gain, protective hexes
The only way to get stronger
I can make that jump. Where do these visions is to keep testing my strength!
come from, and why do
they come to me?
TRA IT TRAIT

Tenacious TRAIT
Underwater
quickly recover my strength,
Uncommon Beauty Deftness
water off my back, inspirational
tattoo, bear the pain, survive draw attention, too beautiful expert diver, underwater
harsh weather, advance despite to hurt, handy hair brush, evasion, fishing spear or trident,
opposition, gauge others’ tenacity, get away with anything, the breathe underwater, drylander
needs little sleep, pretend to yield prettiest here, flirting, know victims, pull them under,
when they like me, signature innate echolocation, fish out
jaded, draw ire, can’t ask hair flick, ruffle up my hair treasure, gills-concealing scarf
for help, hard to relate to
overbearing diva, jealousy, wrong dive too deep, feared by
I will never give up. kind of attention, zero attraction drylanders, strong or large
prey, uneasy on dry land
Beauty is but a distracting
glamor; it is not who I truly am. Nowhere do I feel more
at home than deep in
the murky water.

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Adventure Themebook

Duty
OATH + GRAND OR DAUNTING QUEST +
UNDERTAKING + RESPONSIBILITY
You have undertaken a task or committed yourself to an ideal with an
earnestness that most cannot muster. You might have stepped up to
this challenge or had it thrust upon you – either way, it is now yours.
Before you lies a difficult task, a path rife with tribulations, or the
heavy burden of responsibility, and you must steel yourself if you are to
accomplish what you set out to achieve. Luckily, such an undertaking
often means you have the backing of an organization, a person of
interest, a faction, or even a deity who may believe in your cause or
stand to gain from your success.
• What set you on this course, and what keeps you on it?
• Who supports you in the fulfillment of your duty?
• Who holds you accountable to your duty?
• What have you given up to gain and keep this level of responsibility?

Power Tag Questions


A What is the task, goal, or ideal you have taken on so dutifully?
B What quality of character is crucial in taking up this Duty?
C How do you proclaim your Duty or convince others of its importance?
D Who or what is at your beck and call thanks to your commitment?
E What useful resource or tool is needed for the fulfillment of this Duty?
F What legal or social privileges or exceptions apply to you?
G What are the arms, armor, or trappings of your Duty?
H Where do you patrol, hold office, or carry your Duties?
I How do you interact favorably with the patron(s) of this Duty?
J What keeps you on the right track when you despair or falter?

Weakness Tag Questions


A Who or what opposes you on this task?
B What personal failing sets you back on the path to fulfill your Duty?
C Who is your rival or challenger for this responsibility?
D What negative emotion does your Duty bring up?

Quest Ideas
• The oath you have taken or the belief that drives you.
• The manner in which you conduct yourself in order to maintain your Duty.
• A decree or quest you’ve been given by a higher authority.

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Special Improvements
Dutiful Anticipation: Once per scene, you may ask the Narrator to reveal the closest or next danger
standing in your way to fulfilling your Quest. The Narrator will point you at a danger you can perceive
or provide a vague clue if you cannot.
Grim Determination: Once per session, when you act to advance this theme’s Quest and suffer
Consequences, you may gain determined-2 before your reaction.
Painful Lessons: Once per session, when you act using tags from this theme and suffer Consequences,
you may mark Improve on this theme.
Driven by Shame: Once per scene, when you act using tags from this theme, you may add Power to
your roll equal to Abandon currently marked on this theme.
Unstoppable: Once per scene, when you take an action to pursue this theme’s Quest using tags from
this theme and get both a Success and Consequences, you may choose not to take the Consequences.

Theme Kits
DUT Y DU T Y DU T Y

A Light Against Contract Work Oath of Allegiance


the Dark practical, negotiate a fee, trust in my liege, proclaim a
stipend for provisions, maps, decree, command over subjects,
a beacon of hope, abjure evildoers,
plans, and schematics, neutral a healthy dose of privilege, free
rally the people, summon the
until hired, wear appropriate lodging, windborne banner,
sacred fire, circumvent the laws of
protection, marketplace roam the realm, plea to my liege,
evil, shining attire, familiar with
familiarity, reassure an employer, reassert my righteous claim
the darklands, pray for help from
dogged determination
beyond, repel malign influence enemies of my liege, demand the
unexpected obstacles to the highest standards, a rival courtier,
betrayal, personal gain,
plan, too old for this, competition, begrudge my liege’s decision
those who are losing faith,
resent my employer
despair takes root So it was decreed by
Take the coin and do the work; our Magnificent Liege,
Hold high the sacred fire so
never one without the other. and so it shall be!
that the darkness is repelled.

DU T Y DU T Y
DUT Y

Postal Courier Protect the Land Yearns for Revenge


love for all living things, good memory, announce your
swift and spry, “Coming frighten invaders, call upon grudges, seething fury, others who
through!”, fresh horse, weapon for the beasts, nourishment from feel scorned, no pretense of sanity,
protection (choose), unhindered the land, unharmed by beasts, weapon of murder (choose), my
passage, postal uniform, the shillelagh (cudgel), familiar enemy’s house, invoke goddess of
roads are my home, demand terrain, commune with nature, vengeance, start from square one
the customary fee, tireless regrow deforested tracts
I am expected, weak in
they do kill the messenger, malign forces, lacks comparison, another would-be
prone to distraction, mail cunning, wrathful nature avenger, constant frustration
interceptors, boring job spirits, taken by sadness
I can never rest, not
“Climb every mountain, cross until justice is met.
I am the Watcher of this land
every river, this urgent – revere it, or turn back.
word I safely shall deliver.”

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Adventure Themebook

Influence
KEY POSITION + AUTHORITY OVER OTHERS +
CONTACTS & AGENTS + PERSONAL POWER
You are an individual of considerable import, whether publicly or
behind the scenes, and as such you command a degree of power and
influence. This could be owing to your impressive presence or winning
character, but it just as well could be a result of years of scheming,
making the right connections, or influencing others in unsavory or
even unnatural ways.
• What is the nature of the influence you possess?
• Do others follow you willingly or begrudgingly?
• What did you have to undertake or sacrifice to get to this position?
• How far are you willing to go to keep your power?

Power Tag Questions


A What gives you power and Influence over others?
B What is the most common task or service people do for you?
C Who are your followers, servants, foot soldiers, or agents?
D What is the most potent way in which you exert Influence?
E In what domain is your Influence the strongest?
F What assets or benefits have you gained thanks to your Influence?
G Who is the most susceptible to your Influence?
H How do you grow the reach of your Influence?
I How do you dismantle others’ resistance?
J How do you protect yourself from others’ influence?

Weakness Tag Questions


A Who resists, ignores, or is immune to your Influence?
B What do you do that undermines your own power?
C Who does your Influence cause you to clash with?
D What lies outside of your sphere of Influence?

Quest Ideas
• The reason or motivation for which you’ve accumulated all this
Influence.
• The attitude or worldview that allowed you to gain power or maintain
it.
• A standard of power you measure yourself by.
• A decree or quest you’ve been given by a higher authority.

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Special Improvements
Follow Me!: Once per session, when you roll to recruit, muster, or rally someone under your Influence
and Succeed, you may create multiple single-use story tags (page 161) for 1 Power each.
Friends Everywhere: When you enter a settlement for the first time, you gain a useful contact there. You
may name them and define their relationship with you at the Narrator’s discretion.
Long Reach: Once per session, you can have a representative of your Influence be present anywhere
they could conceivably be, and then take action as that character using tags from this theme.
Overextend: Whenever you roll with tags from this theme and suffer a status as a Consequence, you
may increase the tier of that status by 1 and gain 2 more Power to spend on Effects.
Read Between the Lines: Whenever you roll a reaction using tags from this theme to lessen a social or
influence-related Consequence, you receive one valuable detail about the source of the Consequence.

Theme Kits I N F L U E NC E

I N FLUENC E I N F L U E NC E
Dockmaster
Adored Conspirator collect fees and tariffs, dockhands,
“unfortunate” bureaucracy,
fight for me, suitors and fans, let furtive shenanigans, spies and mercantile affairs, seized
them bask in my light, talk of the agents, pull their strings, the goods, ships & vessels, renown
town, shower me with gifts, carnal courts of power, secret weapon across the sea, organize a
attraction, token of my love, stashes, corruptible persons, blockade, bribe officials
seduction, high opinion of myself initiate co-conspirators, find
leverage, nod and smile the clergy, greedy, guild
those not seeking affection, of caravaneers, jurisdiction
someone I fancy, scorned ex- the noble-minded, past ends beyond the bay
lovers, those blinded by hatred indiscretions, rival conspiracy,
magical divination Nothing comes in or out
I need EVERYONE to love me. of this port without me
“A spider in the dark knowing about it!
does bite, yet promptly
I N FLUENC E perishes in the light.”
I N F L U E NC E
Folk Hero
supply provisions, trail of
I N F L U E NC E [Deity]’s
young followers, recount a
Respected Leader Favored Cleric
heroic tale, farms and hamlets,
grant a blessing, ceremonial
welcome to stay, stoke dreams coordinated effort, foot
attendants, blast the sacrilege,
of glory, personal bard, friendly soldiers, assertive command,
deity’s domain (choose),
jests, humble and honest my jurisdiction, well-trained
vestments, address believers,
bodyguards, the downtrodden,
condescending lords, appeasing words, perform a
recruitment efforts, quash
embarrass myself, a better miracle, shielding halo
insubordination, aloof and distant
hero than me, court intrigue
heathens, act against scripture,
I have no authority here,
These people look to me to followers of the anathema,
mistreat followers, orders from
give them hope, and so I shall. celestial matters beyond me
higher up, supernatural terror
One day, mistress, I wish
Our one and only goal is finally to become your most
within reach. Let us conquer it! faithful servant.

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Adventure Themebook

Knowledge
LORE + HIDDEN OR SECRET KNOWLEDGE +
MYSTICAL INSIGHT
You possess knowledge that is beyond what is known and
commonplace and which grants you a deeper understanding of the
world. You may be innately attuned to deeper understanding, the last
in a line of keepers who pass on their sacred songs, or an inquisitive
or scholarly mind who has amassed a body of knowledge through
experience or studies. Perhaps it was passed down to you in a dusty
tome or perhaps you see it written in the stars above.
• What is it that you know that most people do not?
• How did you come across this knowledge?
• How did discovering this knowledge change you and your perception
of the world?
• Who else seeks this knowledge? Do they know you have it?

Power Tag Questions


A What special Knowledge do you possess?
B What subject do you specialize in within your body of Knowledge?
C What can be understood, analyzed, or explained with your Knowledge?
D What is a practical application of your Knowledge?
E What advantage do you have over those lacking your Knowledge?
F How do you protect, store, or preserve your Knowledge?
G What have you learned that is adjacent to your Knowledge?
H What do you always carry with you, because of what you know?
I What is your method of collection, discovery, or research?
J What is a new frontier of Knowledge you are beginning to explore?

Weakness Tag Questions


A What are the biggest holes in your body of Knowledge?
B What is beyond fathom, obscured, or confusing to you?
C Who seeks to steal, take, or deny this Knowledge from you?
D What hurdles stand in your way when you attempt to apply your
Knowledge?

Quest Ideas
• A desire to discover more and deepen your Knowledge.
• A warning about this Knowledge, why it must be kept secret, or
preserved.
• The impetus that drove you to learn all that you did.

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Special Improvements
A Known Expert: People seek your advice. Once per session, you may gain an audience with any NPC
interested in your Knowledge (Narrator’s call), without rolling, or remove from them up to 3 status
tiers representing hostility or resistance.
Always Thinking: You’re used to contemplating while doing other things. When you camp or sojourn,
you may take an action in the third period using only tags from this theme without automatically
suffering Consequences (if you choose to roll, you may still suffer Consequences).
Applied Expertise: Once per session, when you spend Power to discover a valuable detail after rolling with
tags from this theme, you may gain a free story tag representing a practical application of your discovery.
Inventive Stroke: Whenever you invoke this theme’s title tag while applying your Knowledge to a
practical task in a way you never have before, you get 2 Power from the tag instead of 1.
Flashes of Insight: Whenever you encounter for the first time a place, object, creature or phenomenon
that your Knowledge applies to, you may ask the Narrator to give you one valuable detail about it.

Theme Kits K NOW L E D GE

K NOW L E D GE
Stargazer
KNOW L ED G E

Denizens of Knows Every astrological charts, infer place


the Unseen Province and time, navigate by the stars,
counter celestial influence,
possessive spirits, identify an hamlets and towns, chart the speak in riddles, seasons and
unseen visitor, repel an apparition, best route, anticipate journey cycles, brass astrolabe, clear
know when to run, secretive, hurdles, versed in many cultures, nights, the stars reflect the gods
goblins and boggarts, protective draw annotated maps, expert
charm, seance, eldritch gods packer, wide-brimmed hat, shattered moon, comets and
survey the land, the far wilds their meaning, coveted by greedy
ancient spirits, spirit is mystics, daytime and cloud cover
hiding, amateurs, knowing war and battlefields,
offers no defense caves and the underground, Ominous is the night’s sky
rival cartographer, rapidly of late. Yet to avoid doom, I
Find the right one to whom changing geography must disentangle its secrets.
I shall pass this lore, lest
it be lost or misused. I am working on an
atlas of the world… K NOW L E D G E

KNOWL ED G E
K NOW L E D GE
Tales of the
Expert Appraiser Ancients
appraise craftsmanship, identify
Monster Lore Heroes of Gwyrdolin, identify
ghouls and corpse-eaters, accurate ruins, mesmerise listeners,
origin, haggling, recognize hidden
classification, know its weakness, source of inspiration, song
markings, ciphered ledger, find
know its natural weapons, thick memorization, language of the
specific item, a heavy purse of
skull, monster part alchemy, ancients, torch and oil, trade tales
silver, frequenter of markets,
iron chains, kill it first, demons and relics, visions of a past life
visions of past owners
rare subspecies, can’t get a the War of Thaumaturges,
unfamiliar make, enchanted
good look, intelligent monsters, lost dialect, treasure
items, disgruntled charlatans,
need a flesh sample hunters, just an old story
harder from afar
If you want to survive If I could remember it
I collect only the finest
out here, you need to all, maybe I’d remember
wares and so I must know
know your creatures. my part in it…
fine from common.

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Adventure Themebook

Prodigious Ability
RARE GIFT + REMARKABLE PROFICIENCY OR
CAPABILITY + ASTOUNDING FEATS
With enough practice and raw talent, the line between natural ability
and learned methods blurs until only excellence remains. You are a
most skillful and capable exemplar of your art or ability, showing
a rare measure of proficiency and style. Feats that seem impossible
to beginners are routine exercises for you, and you are equipped to
overcome the hardest challenges of your profession or pursuit. Your
ability is a source of admiration and envy, and you are widely considered
to be one of the best in the region, whether because you publicly shame
the competition or thanks to circulating legends of your deeds.
• What responsibility do you feel as to how to use your abilities?
• When faced with a problem that seemingly cannot be solved with
your ability, how do you act?
• Are you proud of your hard-earned skills, or angry that you were
forced to learn what you wish you didn’t have to?
• Are you dismissive of people beneath your level of expertise?

Power Tag Questions


A What do you call someone who has your Prodigious Ability?
B What is a secondary skill or characteristic of this ability?
C What incredible technique or stunt can you pull off?
D How can you use your ability to impress and amaze?
E What emotion unleashes your potential?
F What is the chief tool you use when practicing your ability?
G How do you prevent failure or regain the advantage with your ability?
H What signature move or unique slant did you add to your repertoire?
I What do you know, sense, or discern that a beginner wouldn’t?
J What nearly (or truly) miraculous thing can you accomplish?

Weakness Tag Questions


A What is a flaw or weakness of your ability you are still refining?
B What bad habits or behaviors have you developed due to your ability?
C Under what conditions is your ability less effective, even with your
proficiency?
D Who resents or harasses you because of your ability?

Quest Ideas
• What you must do to stay the best.
• Your perspective about the responsibility or burdens that come with
your level of talent.
• A lofty goal you have undertaken, due to your standing as a skillful
exemplar.

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Special Improvements
Improved Counter: When you lessen a Consequence with tags from this theme and roll a total of 10 or
higher, you may, in addition to any other benefit, keep the spotlight to counterattack and may double
dip tags already used in this spotlight.
Create An Opening: Once per session, when you use tags from this theme and Succeed, you may create
a free tier-2 status representing an opportunity you create for an ally through your action.
Discerning Eye: Once per session, when you have time and access to observe someone’s action or work,
you may learn three valuable details about them through your Ability.
Masterpiece: With the necessary time and resources, you can create a grand work (art, text, tool,
weapon, etc.). Gain a story theme (3 positive tags, 1 negative tag) and mark a Milestone.
Practiced Maneuver: Describe a maneuver you perform regularly. Once per session, when you perform
it with tags from this theme and get only Consequences, you may Succeed as well.

Theme Kits P R ODIGIOU S ABI LI TY

PRODIGIOU S A B ILIT Y P R ODIGIOU S A BI LI T Y


Formidable
Enthralling Excellent Cook Weaponmaster
Entertainer perfectly hosted meal, braised weapon maintenance, pierce
pork to die for, tantalizing smells, defenses, brandish weapon,
lull them to sleep, prestidigitation, poised focus, well-crafted
cooking for loved ones, sharpened
musical solo, penchant for weapon (choose), perfect parry
cleaver, no fighting at the table!,
drama, fill up the stage, crowd or deflect, precision strike, study
delicious cream puffs, discern
pleaser, subversive messages, fighting style, blind fighting
ingredients, a meal that can heal
tell truth from fiction, evoke
incredibly vivid imagery takes a long time, can’t resist exposed flank, has a tell,
a taste, rotten ingredients, overrun with enemies,
rough transitions, sucker vindictive vanquished foes
self-inviting neighbors
for flattery, hostile audience,
butt of my satire Every meal is an Once drawn, a weapon may
opportunity to delight. only be sheathed again
To win the bardic recitation after it tasted blood.
at the castle – that
would be something!
P R ODIGIOU S A BI LI T Y
P R ODIGIOU S ABI LI TY

PRODIGIOU S A B ILIT Y Professional


Burglar Seasoned Trader
Gifted Physician skulk and sneak, bare hand appraisal, drive prices down, call
field surgeon, flush stomach, wall-climbing, vaulting a bluff, competitive, brimming
instant pain relief, values acrobatics, gutsy, lock picking coffers, mitigate losses, elegant
every life, surgeon blade, revive tools, hide in plain sight, utterly counter offer, sense why they
patient, quick double stitches, without a sound, check for want to sell, know their price
diagnose malady, acupuncture traps, sorcery dispelling sign
too greedy, loose tongue,
and pressure points
leaves a mark, takes undue unfamiliar culture,
illnesses of the blood, risks, no cover, past victims they feel cheated
curt and detached, dirty I shall soon be the kingdom’s
environment, violent patient This one is going to be the
last job, I guarantee it! richest merchant.
Every patient saved is a
merit, and every patient
lost is a disgrace.
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Adventure Themebook

Relic
ITEM OF MAGICAL OR SPIRITUAL POWER +
STRANGE HEIRLOOM + ADVANCED ARTIFACT
You possess an item of power or a mysterious artifact, which
changed your life. Its enchanted nature cannot be denied –
at least not by you – and its power guides or influences your
decisions and actions. It might be a source of arcane power, a
container for a spirit, or a relic of a bygone age. Whether you
deserve, need, or are capable of controlling this power might not
be important. You already have it. What you'll do and where it'll
take you are the real questions.
• What does your relic look like? What kind of item is it?
• Was your relic a gift, an heirloom, a chance discovery?
• How obvious is its magic and how far-reaching are its effects?
• Does it have a will of its own? Is it opinionated? Is it cursed?

Power Tag Questions


A What powerful or mysterious item do you possess?
B What is its most potent power or ability?
C What is another aspect or part of its magic?
D What do you feel when you hold, wear, or use it?
E When does your Relic come to life or becomes stronger?
F What skill is required to best handle the Relic?
G Who or what was your Relic made to affect the most?
H What is revealed to you through the use of your Relic?
I What is a secret feature of the Relic that no one else knows about?
J What does your Relic unlock or unleash?

Weakness Tag Questions


A What is the most troublesome shortcoming of your Relic?
B What can interfere with the powers of your Relic?
C What can damage or destroy your Relic?
D What has changed in you for the worse because of your Relic?

Quest Ideas
• A task you must accomplish related to your Relic, such as to keep it
working.
• A vision or destiny the item pushes you towards or even requires
you to fulfill.
• A responsibility that comes with this item’s power, or a behavior it
enables.

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Special Improvements
Eternal Bond: You can scratch a power tag from this theme to immediately retrieve your Relic from
anywhere in the world. You can mark Abandon on this theme to immediately remove all statuses from
your Relic or reform it.
Momentary Bearer: Once per session, you can let another player use power tags from this theme,
provided they can access and use your Relic for their action.
Reckless Discharge: Once per session, when you act using tags from this theme, you may treat it as if
it was one level of Might higher than it is. Mark Abandon on this theme.
Sentinel: Choose a tier-2 status that describes how your Relic protects you, such as watchful-2,
parrying-2, warded-2, or cover-2. You may gain it once per session, when you are in imminent danger.
Signature Move: Choose a power tag from this theme and an appropriate tier-2 status that you can
give using this tag. Once per session, when you use this tag in an action and Succeed, you may give this
status in addition to (and after applying) the normal outcome.
Theme Kits
R E LIC R E LIC R E LIC

Bag of Cauldron of Giant’s Gauntlet


Enchanted Dust Conjuration thundering punch, lift with giant's
strength, feel invincible, stronger
make it invisible, make it conjure useful objects, swallow
with a roar, take it on the chin,
“magical”, inspire wonderment, something unwanted, artistic flair,
the big ones fall first, see far over
absorb starlight, send it on feed it with life force, vigorous
land, giant leap, grow into a giant
the wind, innocents and fey, stirring, summon someone specific,
expose illusions, allows me to scry a distant place, difficult doesn’t last long, easily slips off,
fly, open a fairy ring portal to dispel, conjure monsters tight spaces, much-disliked bully
blows in every which way, bulky, warded boundaries, The glove guides me to the
twisted or foul magic, running conjurations slowly evaporate, kingdom of giants, where I
out, often daydreams increasingly lazy will live as one of them!

Sprinkle a handful of magic The more life I feed


into every somber situation. my cauldron, the more
life I can conjure! R E LIC

R E LIC
Staff of
R E LIC
Spellbinding
Heirloom Magic Seeds make a spell endure, break
Longsword grow gnarly vines, grow a
enchantment, sense nearby
enchantments, absorb
mastercrafted weapon, parry thicket, sense all green life, enchantment, versed in the
anything, symbol of my lineage, ample water and nutrients, mystic arts, better if I know the
magic restored in pond water, green thumbed, entangle and spell, reveal who cast it, reverse
swordsmanship, slayer of fiends, constrict, ask plants to move, a spell, font of magical power
vibrate near danger, crackling with speak to plants, unbridled growth
destructive force, fulfill my destiny weaker with one hand,
leaves a mess, lack of unfamiliar magic, absorbed
known far and wide, betraying soil or water, susceptible to too much, condescends
my heritage, innocent blood, fire, quiet and pensive over other mages
dark legacy of my lineage
If we could get a whole bag of Become a master
With this One True these seeds, we could grow over all magic.
Sword, I will destroy the back Foxhollow Forest!
Lords of Maleficence.
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Adventure Themebook

Uncanny Being
SUPERNATURAL CREATURE OR SPECIES +
CURSED OR TRANSFORMED PERSON + SPIRIT OR
GODLING
You are a supernatural creature or entity, born out of magic or
belonging to a realm beyond the mundane. As such, you possess
abilities that exceed those of human beings but you are also bound
by your own limitations, owing to your anatomy, essence, and
nature. Perhaps you are a spirit manifested from the otherworld
or sent from a celestial realm, a twisted monster begotten through
dark sorcery, or a lingering soul of the deceased.
• What powers and limitations are innate to your being?
• Were you born, created, cursed, or transformed into your
uncanny existence?
• How similar is your appearance to that of a human? Can anyone
tell you’re not human at a glance?
• Do you wish to become something else?

Power Tag Questions


A What manner of fantastical being are you?
B What can you do that a human never could?
C What other magic or supernatural ability do you possess?
D What unusual shape, feature, or trait do you have or can assume?
E What do you know or sense that mundane beings cannot?
F How do you gain sustenance, draw strength, or recover?
G What aura, miasma, or other unique essence do you possess or exude?
H What is your natural or preferred habitat, territory, or range?
I Who or what is a common ally or prey to creatures such as you?
J How does your kind interact with mortal and mundane beings?

Weakness Tag Questions


A What repels or harms your kind?
B How can mortal creatures bind or manipulate you?
C What is a shortcoming of your physical or magical nature?
D Who hunts or antagonizes you?

Quest Ideas
• An attitude toward human beings with whom you have a history.
• An aspiration to understand where you came from, your place, or
your destiny.
• A necessity or proclivity of your kind, such as carousing, drinking
blood, or gathering magical power.

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Special Improvements
Expressive Form: Choose a status that describes your form such as terrifying-2, eerie-2, or welcoming-2.
You may gain it at any point once per session.
Repel Witchery: You are unusually resistant to magic. Once per scene, when you lessen magical
Consequences with tags from this theme and roll 6 or less, you may still spend your Power to lessen
the Effects.
Self Discovery: Once per session, when you discover a new detail about your origin, your qualities, or
your abilities, mark Improve on this theme.
Shifting Form: Once per session, you may replace one of this theme’s power tags (except the theme tag)
with a new tag that represents a change in your natural abilities and qualities.
Strive to Belong: You follow the example of your more earthly companions. Once per session, when
you watch another Hero perform a mundane action, you may gain a story tag describing your imitation
or understanding them.

Theme Kits
UNCANNY B EING U NC AN N Y BE I NG U NC AN N Y BE ING

Disembodied Hellspawn Little Hob


Spirit immune to fire, resistant to magic, magically transport items,
leathery wings, sense desire, feed animate tools, tiny and quick,
vanish from sight, possess a body,
off others’ violence, choking cloud sense danger to home, empowered
terrifying apparition, see into
of brimstone, The Frozen Inferno, by gratitude, ambience of safety,
another realm, absorb feelings,
naive humans, stoke temptation hearth and home, household
bestow my life force, protect my
animals, secret helper
dwelling place, summon other hallowed ground, bound
spirits, whisper in their minds by a deal, easily banished, too far from home, dislikes
rival corruptors being caged, too small,
wards of protection, lost and
ungrateful residents
confused, cannot touch, exorcists Find someone to take
my place in hell. As long as I get no thanks
I must banish those who
around here, you can
invade my dwelling place.
forget about my help!
U NC AN N Y BE I NG

Revenant
UNCANNY B EING U NC AN N Y BE ING

One of the ferocious terror, unnatural Troll


Fair Folk speed, turn into ravens, taste
life in the air, drain victim’s stonelike skin, immense strength,
undying, skilled at enchantment, blood, paralyzing sense of doom, giant body, sharp sense of
otherworldly beauty, intuit stronger at night, prey on lone smell, regenerate in stone form,
fates, immune to sickness or travelers, pretend to be alive magical blood, hill-dweller, dwarf
exhaustion, enduring spirit, friends, scare humans away
the Otherworld, muster the silver weapons, cannot cross
Shining Host, evoke heroism running water, stench of death, avoids sunlight, dimwitted,
holier-than-thou heroes clumsy, poachers
cold iron, fall for human
I’ve come back for justice Protect friend. Smash enemy!
heroes, answers to a fairy
liege, corrupted Fair Folk and won’t leave until I do.

Our realm needs a true


hero, and I’ve been
tasked to find them.
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Greatness Themebook

Destiny
PROPHECY + PREDETERMINED PATH + GROOMED
FOR A ROLE + KNOWN FINAL DESTINATION
Fate, the gods, or some unknown force – profound, sinister, or
uncaring – has determined that you shall play an important role in
the history of this world. This destiny seems to guide your path and
bend to its will every occurrence and happenstance in your journey,
trying to make you learn the right lessons, gather the right allies,
and end up in the right place at the right time. It is all-pervasive –
and yet you believe you still have the final choice.
• Why were you chosen and what for?
• How did you learn of your destiny (if at all)?
• How does your destiny manifest in your daily life?
• What stands in your way to fulfill your destiny?

Power Tag Questions


A What Destiny will you fulfill?
B How does fate help you out when you are in danger?
C What useful resource has Destiny provided you with?
D Who believes in your Destiny and will do anything to help fulfill it?
E What quality is the reason you were chosen for this fate?
F How has your fate made your life much easier than that of others?
G What useful possession of yours seems tied to your fate?
H What signs, advice, intuition, or prophecy helps guide you?
I What do you need most to fulfill your Destiny?
J How does fate abruptly alter reality to keep you on your path?

Weakness Tag Questions


AWho is determined to thwart your Destiny?
B What essential piece are you missing to fulfill your Destiny?
C What problem are you destined to face at every turn?
D How has your Destiny gone to your head?

Quest Ideas
• The ultimate goal you are destined to fulfill.
• A compulsion you feel to follow certain signs, omens, intuitions, or
instructions.
• A strong conviction on how to conduct yourself honorably in spite
of your fate.

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Special Improvements
As Foretold: Once per session, you may declare an action by you or another Hero as pivotal in the
fulfillment of your Destiny. Count Power normally and, instead of rolling, treat the result as a Success
with Consequences.
Meet It Head-On: Once per session, when you act against something preventing you from fulfilling
your Destiny, you first gain a story tag or a tier-2 status that represents your readiness.
Not How It Ends: Once per session, when you take Consequences that would hinder you on the way to
your Destiny (despaired, tired, cursed, etc.), you may avoid these Consequences completely.
Reincarnation: When your Destiny finally manifests, you may remove any harmful status on you,
including tier-6 statuses. This theme evolves, and you can replace any number of your other themes.
You gain Promise as usual for all themes.
Pull of Destiny: Once per session, you may ask the Narrator what the best way to pursue your Destiny
is, and get one valuable detail.
DE S T I N Y

Theme Kits DE S T I N Y Find the Celestial


Storyteller
DE STI N Y
End the World plot armor, guides along the way,
Ascend the Throne evade do-gooders, world-ending my kid sister, attentive and aware,
ritual, cult of doom, complete wondrous shortening of the road,
warned of betrayal, love of the
nihilist, good-guys infighting, orb a broken compass, a gently
people, a supportive royal, noble
of draconic fire, darkly whispering tugging feeling, abundance of
heart, secretly of royal pedigree,
inner voice, journey to World’s patience, rewritten scene
signet of past kings, advisor in
Crown, lightning strikes my foes
court affairs, army of the rebellion, the Demiurge, I don’t know
secret benefactor intervenes real heroes, hope can the way, fading old legends,
never die, my love for others, implanted thoughts
hunted by the monarchy, no
just a broody poser
true claim to the throne, reluctant I know not why, yet I feel
nobility, expects royal treatment Just because I’m ending compelled to follow the signs
the world doesn’t mean I and turn the page over.
It is my birthright to cast can’t be nice about it.
down the tyranny of the
throne and unite the people!
DE S T I N Y
DE S T I N Y

DE STI N Y
Slay the Turn the Tides
Foretold Demise Mighty One of Darkness
always shining bright, knows the
not my time *yet*, invigorating miraculous dodge, tireless
ways of darkness, faithful order of
incentive, Death walks by my warrior, my trusty squire, brave,
knights, loyal to the light, darkness
side, profound equanimity, elicit fate-guided attack, arsenal of
comes to me, the Sunstone,
pity, gold to spend, memento weaponry, killer instincts, dragon
celestial spirit guide, restore the
mori, fight to the end, final grace mount, monstrous transformation
inner light, resurrect the fallen
hope-givers, bouts of temptations and distractions,
despair in our ranks,
indignation, life has lost all far beyond my power, imposing
darkness is in all of us, endless
meaning, forlorn mood lieutenants, think I’m invincible
tides, holier-than-thou
I have seen the end; Soon, my friend, I shall be the
If we wish to turn back the
there is no way out. one to bring down the Beast.
darkness, we must first
do so within ourselves.

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Greatness Themebook

Dominion
LAND OR KINGDOM + AUTHORITY OVER A PEOPLE,
AN ORGANIZATION, OR A PART OF SOCIETY
You are an overlord, ruling over a land or leading a people, a
nation, or a vast organization. The weight of this responsibility
is heavy and your days are troubled by many grave concerns, but
those who bear it can affect great changes in the world. Perhaps
you have been chosen, ordained, or elected, or perhaps you seized
your place by force. Wherever the case, you now contend with
threats to your throne and to your territory.
• What do you rule over and how did you achieve this position?
• What power do you wield through your position and what are its
limits?
• Who can you trust and who do you fear from within your
immediate circle?
• Where do you stand between playing intrigue and staying true to
yourself?

Power Tag Questions


A State your title, or what you rule over.
B What is the most common or useful use of your authority?
C Who is your closest confidant, advisor, or servant?
D What underlings serve you in droves?
E What valuable resources does your Dominion produce regularly?
F What special quality or circumstance serves you as a ruler?
G Where or when is your Dominion at its strongest?
H What group within your Dominion supports you most?
I What ways have you devised to hold on to your power?
J What is your favored tactic or strategy during conflict?

Weakness Tag Questions


A Who seeks to usurp your power or dethrone you?
B What problem plagues your Dominion?
C What personal flaw have you become known for?
D What dark secret do you hide?

Quest Ideas
• Your oath or primary charge as a holder of such a high station.
• The goal you’ve decided on as what you’d like to accomplish with
all your power.
• The activity you must engage in so that you might hold onto or
expand your power.

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Special Improvements
Embodiment of the Realm: You are connected to your Dominion in more than title. Any status on your
Dominion is considered to apply to you as well, and any status on you is considered to apply to your
Dominion.
Good Help Is Hard to Find: Name an advisor, craftsman, or assistant NPC that comes with your
position. Once per session, you may gain a story tag they produce for you.
My Word Is Absolute: Once per session, you may gain a story tag representing a decree you have made
in your Dominion (expiring any previous tag created this way). White it exists, it holds true throughout
your Dominion, although it can be scratched.
Regalia: Choose a physical symbol of your position. Once per scene, when you wear, wield, or are in the
presence of this symbol, you may gain majestic-2.
Untarnished Glory: Once per session, you may remove 2 tiers of a negative status on your Dominion or
recover a scratch tag in this theme.

Theme Kits D OM I N ION D OM I N ION

DO MI N ION Insidious Cult Merchant


Archmage of Overlord Guildmaster
the Order underhanded maneuvers,
charismatic emissary, cultists
mobilize funds, personal banker,
merchants and peddlers, precious
lead an arcane ritual, legendary in every village, illicit substance commodity, sniff out deception,
bodyguard, mages of the realm, trafficking, unknown true identity, profit from war, affluent citizens,
enchanted items, profoundly wise, catch them unawares, loyalist casual bribery, hostile takeover
the Tower of Arcane Learning, public figures, impenetrable
popular with rural mages, strip a guise of shadows, shock tactics troublesome council,
mage of magic, delay and confuse unsafe trade routes, never
always a new upstart, hunted content, murderer
feared by the royal house, relentlessly, addicted to own
forbidden sorcery, too lenient, The Guild is built on profit!
substance, the cult is a lie
pact with a demon Where there is no profit,
The Night Snake must there is no Guild.
We must train new touch every home before
mages to replace those we can reveal ourselves.
lost to war and evil. D OM I N ION

D OM I N ION Terror of the Land


DO MI N ION
“Flee, mortals!”, one mortal
Monarch Otherworldly friend, beasts of the land, ample

issue a royal decree, personal


Realm nourishment, ruthless, my lair,
mortals who wish to appease, fear-
advisor, army of the realm, defend against mortals, wise spirit striking legends, sudden attack
cheap labor, established royal for a spouse, celestial denizens,
lineage, the capital city, support Essence of Dreams, blessed fearless heroes, plague,
of the knight caste, Master of with foresight, Circles of Power, overconfident, a secret weakness
Spies, quash the opposition friendly mortals, command over
the Veil, vanish into thin air I am what they fear most.
whispers of a rebellion,
local banditry, lecherous, past visitors, shrinking
illegitimate heir territories, slow to act,
trading with humans
All who speak against the
crown shall be hung or exiled. The Twilight Lands must remain
hidden, or risk their fall.

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Greatness Themebook

Mastery
BEST IN THE REALM + PREEMINENCE IN YOUR
FIELD + WORLD-CHANGING INGENUITY
You have perfected your art or vocation to the apogee of aptitude and
beyond, crossing over to the realm of legend and eternal fame. Your
pioneering proficiency can change the world forever, either by creating
a miraculous artifact, shaping the political map, or battling the greatest
forces. Every apprentice and initiate of the trade in the realm knows your
name and can only dream of even remotely approaching your level.
• Do you pass down your knowledge or keep it to yourself?
• What is your ultimate masterpiece or breakthrough?
• Who is most affected by your work, and how?
• What is your signature or maker’s mark, recognized by all?

Power Tag Questions


A What skill, ability, or field have you come to Master?
B What supplementary skills have you become equally proficient at?
C What can you do that no other practitioner can?
D How can your Mastery change the world?
E What specially-made tools or expert assistants are at your disposal?
F What is the name of your legendary workshop, library, forge, or the like?
G What can you do with incredible effectiveness, speed, or magnitude?
H What is your most well-practiced technique or best-studied subject?
I What awe-striking feat can you perform at your whim?
J What special privileges or material benefits come with your Mastery?

Weakness Tag Questions


A What are the inherent repercussions of practicing at your level?
B How has your Mastery affected your disposition or lifestyle for the worse?
C What do you ignore, because you no longer notice such trivial things?
D Who feels jealous of your Mastery?

Quest Ideas
• The most profound lesson you have learned in your work, from which
you never stray.
• A declaration of how you intend to use your mastery to change the world.
• Your commitment to express your Mastery in a masterpiece or
achievement of a lifetime.

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Special Improvements
Always Prepared: Once per scene, when a broad tag from this theme is indirectly relevant to your
action, you may use it as directly relevant instead, skipping the required prep action.
Calculated Sacrifice: Before Making a Sacrifice at the Grave sacrifice level related to your Mastery,
replace a theme other than this one that is dearest to you. You may then treat a 7-9 roll as a 10 or more
result. If you Succeed, you don’t need to replace another theme – you already paid that price.
Foresee the Outcome: Once per session, you may declare that an action in which you rolled a total of 9
or less (including Power) was only a prediction of an unwanted outcome and did not actually happen.
Disregard the action and take a different action instead.
Lifelong Insight: When you replace this theme, you may keep one of the Special Improvements you
chose (except for this one) and add it to the new theme.
Second Wind: Once per session, you may restore two scratched tags in this theme, at the cost of
scratching one tag on another theme.

Theme Kits M AS T E RY M A S T E RY

MASTERY Forger of Inspired Architect


Ambassador Celestial Jewels reshape landscapes, essence-
collecting edifices, design
of Change craft the fairest jewelry, contain
celestial light, beauty that melts
temples for the gods, a nation of
slaves, Grand Hall of Masons,
superb negotiator, convince the hearts, assisted by the immortals,
finish it sooner, activation of
unconvinced, start a revolution, The Forge of Emerald Lights, shine
leylines, collapse a building with
network of instigators, streets of like a star, elicit an offer, darken
one strike, my pick of land
the capital, spreads like wildfire, the sun, rich beyond measure
force the institution’s hand, start slave revolt, callous, over
a riot, feared by the old guard the world darkens, eye-
the top and uninviting,
poking luxury, no longer
construction saboteurs
unfortunate casualties, sees plain beauty, thieves
no personal life, throw the The Temple of the Nine
baby out with the bathwater, I shall pour all light into
Divinities must project
a single gemstone, to
reviled by the old guard power and reverence.
be our new sun.
A new dawn is rising, and
there will be no turning back. M A S T E RY
M AS T E RY

MASTERY Mastermind Perfected Soul


deep meditation, realize the
Lord of the Hunt General ultimate truth, bend reality
military logistics, unanticipated with a word, order of monks,
play with my prey, vanish and mountaintop retreat, contend
maneuver, quash imperial armies,
then pounce, hunt ancient forest with cosmic forces, bestiary of
elite troops, flying command tent,
gods, Bow of the Hunter Demon, demons, instantly free myself,
swift victory, turn their generals,
The Great Wilds, bring down big absolutely no attachments
shock them into surrender,
game, instinctively sense quarry,
mercenaries at beck and call
kill with one shot, can feed a city vortex of demonic influence,
regular assassination attempts, perceived as condescending, can’t
prey’s final revenge, sickening have simple fun, jealous followers
austere, leaves only scorched
reek of death, ignore lesser
earth, foes with nothing to lose
quarry, followed by scavengers I AM. Nothing can change that.
Victory has no price; it is
Either I hunt a worthy
its own priceless reward.
quarry, or it’s no hunt at all.

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Greatness Themebook

Monstrosity
ENORMOUS SIZE + SUPREME INNATE POWER OR
ABILITY+ ARCANE BEING
You are a creature of legend, a being of such power and immensity that
none dare oppose you – except those rare few who are as mighty as
you. You wield magic with ease, your essence infused with it, allowing
you to do the impossible, to be the impossible. You are a truly fantastic
creature in a world that fears or exalts your very existence, where your
very footfall resounds as the bells of destiny.
• What makes you so powerful compared to others?
• What is your relationship with the simple people of the land?
• Where are you most at home? What is most precious to you?
• What great schemes do you plot, or what deep need drives you?

Power Tag Questions


A What magnificent or terrifying creature are you?
B What is your most prominent physical feature?
C What innate magical ability do you most often wield?
D What feature, move, or power enables you to affect many at once?
E How do you defend yourself with magic or size?
F What unique offensive capability do you possess?
G What powerful emotion drives you or is rooted in your core?
H What arcane truth is revealed to you that mere mortals cannot sense?
I Who serves you?
J What about you commands respect from lesser creatures?

Weakness Tag Questions


A What is your blind spot, that you miss due to your size or power?
B What can counteract your magic or weaken you?
C What is your one weak spot or bane?
D Who seeks out your destruction?

Quest Ideas
• A golden rule all members of your monstrous kind must adhere to.
• A goal you’ve chosen in order to understand or best exemplify your kind.
• A monstrous activity your kind engages in, for better or worse.

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Special Improvements
Display of Force: Once per session, when you act using tags from this theme and Succeed without
Consequences, your incredible display gives a tier-3 status of your choice representing amazement,
respect, or fear to a crowd of impressionable onlookers or one observer not easily impressed.
Fine Control: You learned how to better control your form’s unique abilities. Choose and gain a Special
Improvement from the Mastery themebook.
Invulnerability: Choose a power tag in this theme representing a type of physical or magical protection.
You ignore all Consequences that this protection is relevant to, as long as this tag is unscratched.
Magical Trace: At the end of a scene, you may leave behind a magical trace (expiring any previous tag
created this way). You may scratch this tag to take an action using tags from this theme as if you were
at the tag’s location.
Surge of Power: Once per session, when burning a tag from this theme for Power, you may add 5 Power
to the roll instead of 3. After the roll is resolved, you take exhausted-2. You cannot lessen this status.

Theme Kits
MONSTRO S IT Y MON S T R OS I T Y MON S T R OS I TY

Archfiend of Dragon Elemental Titan


Bedlam supreme predator, take made of the elements, power over
human form, spit liquid fire, elements, cause natural disasters,
instant shapeshifting, conjurer
impenetrable scale armor, tail enormous, tidal wave, primal rage,
of chaos, disrupt order in region,
sweep, sense of superiority, discern elemental makeup, create
transmute weapons, transfigure
the world from above, power- lesser elementals, awe-striking
mortal, intoxicating freedom,
hungry warlords, dragonterror
discern attachments, interplanar soul – the binding element,
monsters, I’m your liberator underestimates mortals, requires large amounts of element,
earth-binding spell, soft forces of entropy, wizards
“no rules” is still a rule, unusual
underbelly, other dragons
integrity, needs a host, creator gods All things are mere fleeting
I am lord over these shapes of the eternal elements,
Who will be the next poor soul
lands. Bow to me, or and must be reshaped again.
to let me into their world?
become my next snack!

MON S T R OS I TY
MONSTRO S IT Y MON S T R OS I T Y
Powerful Vampire
Giant Spider God-Spirit faster than the eye can see,
Queen wondrous beauty, domain impossible to kill, cause mass
most potent sting, shadow magic (choose), shape tutelary panic, vanish and reappear,
weaver, eight spearlike legs, region, body of pure spirit, crush gorey violence, insatiable hunger,
chitinous shell, shoot sticky mortals like bugs, unshakable sense life and death, cult of
webs, darkly inscrutable, sense certainty, discern fates, swathes thralls, hypnotic presence
every tremor, endless spider of worshippers, inspire mortals
lonely, ancient blood rituals,
swarm, queen of the underworld single-minded, defiling stake through the heart,
cannot grasp hope, sorcery, essence linked to keeper of natural order
daylight, vulnerable to acid, (choose), opposing gods
The people of this town rather
contenders to the throne Protect my domain. suit my palate. I’ll have more.
Once I put out the sun, the
entire world will be mine.

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Variable Might Themebook

Companion
ALLY + BODYGUARD + FELLOW TRAVELER + PET +
A FOLLOWER, OR SOMEONE YOU ARE FOLLOWING
You are accompanied by a trusted person, group of followers, or an
animal companion, who can make all the difference in a wicked
and dangerous world. They protect and support you, devoted and
trustworthy. Your role as a friend, leader, teacher, or trainer is reflected
in the capabilities and actions of your trusty companions.
Companion Might: common, everyday, expected special,
notable, or a group giant, all-powerful, or numerous
• Who is always there with you, and why?
• How did you fall in with your companion?
• How did you come to trust and rely upon them?
• What is their role in your life, your job, or your duties?

Power Tag Questions


A Who is regularly at your side, supporting you?
B What is your Companion’s most handy quality or skill?
C How does your Companion get you out of a jam?
D What activity do you and your Companion do well together?
E Where do you and your Companion go to relax or to get things done?
F What is your Companion’s signature move, trick, or ability?
G What useful item does your Companion always have at the ready?
H How does your Companion help you improve or recover, or vice versa?
I What is a useful physical characteristic of your Companion?
J What is your Companion’s outlook or modus operandi?

Weakness Tag Questions


A How does your Companion get you into trouble or danger?
B What is your Companion’s most annoying quality?
C What causes your Companion to become unavailable?
D In what situation is your Companion least useful?

Quest Ideas
• Your commitment to your Companion, the connection between you,
and their wellbeing.
• A mission you and your Companion seek to accomplish together.
• Your Companion’s Quest, which you have undertaken to keep them by
your side.

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Special Improvements
Everyone’s Best Friend: Once per session, when your Companion helps another member of your
Fellowship, you may invoke only tags from this theme, forgo rolling, and get a Success without
Consequences.
Here For You: Once per session, when you or your Companion take action to heal one another or help
the other recover, mark Improve on this theme. This does not apply while camping.
Perfect Positioning: Once per session, you can declare your Companion is positioned anywhere in the scene
as long as they could get there, and give them a tier-2 status representing their advantageous position.
Reliable Ally: Once per session, when you act alongside your Companion and get only Consequences,
you may scratch a tag in this theme to Succeed as well.
Retaliation: Whenever anyone gives your Companion a harmful or hindering tag or status, you gain
provoked-2, which helps actions to retaliate against the offender.

Theme Kits
CO MPAN ION C OM P AN ION C OM P AN ION

Band of Swords Guardian Spirit Friend I Just Met


skilled warriors, form defense prevent harm, warn me, local guide, lend a hand, makes
line, “Charge!”, rest at the restorative communion, places of me look good, crash at their place,
tavern, coordinated attack, emotional significance, blinding vouch for me, borrowed belongings,
and shields too, rigorous flash of light, the ring that takes me shopping, easy on the
training, good physical shape, binds us, prayers and offerings, eyes, wrapped around my finger
spearhead formation invisible, dispenses wisdom
drag me down, greater
bloodthirsty, rambunctious sets off magic traps, demands, too far out of their
and loud, too drunk to fight, judgemental, easily banished, way, wrong friend for this
incorporeal dangers too many dangers
I love to make friends
All for one and one for all! “Promise me that you will but I hate when they
destroy the Warlock, and I overstay their welcome…
will forever protect you.”
CO MPAN ION
C OM P AN ION
Imposing C OM P AN ION

Wolfhound Irksome Pixie


Inspiring Master zippy winged creature, attract
sharp senses, push me out of
expert in their trade, intervene trouble to them, pulling pranks,
harm’s way, hunting together,
on my behalf, teaching moment, fairy feasts, painful zap, fairy dust,
play and roll, pounce, utility
hang out together, show off teaches me little cantrips, tiny
harness, practice a specific trick,
their ability, professional gear, and elusive, drive people insane
strong and large, big boy bark
confidence boost, graceful
impulsive, always wants to play, movements, lead by example untimely prank, annoy
distracted, beyond a dog’s ken and distract me, hissy fit,
constant demands, I unfairly thick-skinned victims
You’re my best friend! compare myself, called to
other duties, they test me This is going to be the
biggest prank YET.
“Put all of yourself into it,
I expect nothing less.”

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Variable Might Themebook

Magic
SORCERY AND WITCHCRAFT +
INNATE MAGICAL ABILITIES +
POWER GRANTED BY DEITIES OR SPIRITS
You possess abilities that interact with the supernatural. Whether
through occult rituals or arcane art, through a spontaneous and innate
bond with mysterious forces, through your very blood, or through
beseeching and cajoling gods, fairies, or demons – you have a measure
of control, great or small, over magical power.
Magic Might: Hedge magic of everyday tasks and small wonders
True magic that can achieve fantastical things All-powerful magic
that can shape the world
• What is the source of your power, and what are its limits?
• What does it demand of you, and why do you agree to pay the price?
• Where did you learn or gain this magic, and how?
• Who else can perform these miraculous acts?

Power Tag Questions


A What is your magical nature, art, or expression?
B What category, field, or type of Magic do you specialize in?
C What specific magical ability, maneuver, or spell do you use regularly?
D What is different, better, or special about the way you use Magic?
E Which personal style or flourish have you added to your Magic?
F What knowledge or lore related to this form of Magic did you acquire?
G In which conditions is your Magic most powerful?
H What item or material do you use to empower your Magic?
I What skill related to your Magic have you developed?
J What social skill, trait, or benefit do you have thanks to your Magic?

Weakness Tag Questions


A What conditions, uses, or targets are unfavorable for your Magic?
B What does your Magic require in order to function well?
C What are the side effects of having or using your Magic?
D How does having Magic make your life harder?

Quest Ideas
• A sacred oath, curse, or magical law that binds you.
• A vision of what you could achieve if you developed your Magic.
• A ritual, prayer, or practice you must perform in order to possess or
replenish your Magic.

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Special Improvements
Scholar of Magic: Once per scene, when you see someone practicing magic of the same kind you
practice, you may ask the Narrator for one valuable detail about the magic they’re performing.
Ward Breaker: Once per session, when you act against someone warded against your Magic and
Succeed, you may scratch a tag or reduce by two tiers a status representing their defense, in addition to
the normal outcome.
Rote Technique: Once per session, when you use your Magic in a way you’ve used it before and get only
Consequences, you may Succeed as well.
Reputation Precedes: Choose a tier-2 status representing a reaction to your magic. Whenever you meet
a character for the first time, you may give them this status, at the Narrator’s discretion.
Inspired Ingenuity: Once per session, when you use your Magic to achieve a goal in a way you never
have before, you may mark Improve on this theme.

Theme Kits
MAG IC M AGIC M AGIC

Blessing of the Hex & Curse Rudimentary


Goddess frustrating afflictions, cause Magic
paralysis, something of theirs,
consecrate items, Blessing of mostly bells and whistles, Word
personal enemy, witchcraft
Courage, bless a crowd, impressive of Unlock, memorize spells,
lore, full moon night, Book of
ceremony, knows the deity’s ways, cute little flourish, history of
Shadows, circles of protection,
mass prayer, appropriate offering, magic, controlled experiment,
friends in low places
oratory, respected priest/ess beginner’s wand, deflect
performed in public, long spell, benefit of the doubt
unworthy recipient, requires
rituals, mean face, witch hunters
the Goddess’ favor, noticeable can’t match trained wizards,
shimmer, hunted for my faith Dare to cross me, fool, and need to concentrate, tends to
I’ll make you regret it. go boom, unintended magic
Be always with the Goddess,
and she will always be with you. I’m going to keep practicing
until I become a true wizard!
M AGIC

MAG IC
Warding M AGIC
One with the Dark Invocations
concealing spells, Tentacles of verbal abjurations, expel
Grand
Darkness, silent magic, maddening possession, cast by writing, add Necromancy
whispers, annals of the Shadow, in specific names, Folcrest’s
animate the dead, Steal Life, drain
pitch darkness, consume onyx for Menagerie of Apparitions, better
magical power, terrifying results,
power, stealthy, hear their secrets when prepared, parchment
forbidden rites, empowered by
talismans, persuasion,
well-lit victims, needs at my cult, many available corpses,
taboo not to pay me
least some darkness, darkening embalming, sequestered my soul
aura, assumed to be evil higher demons, must identify
holy warriors, consumes
the apparition, requires
Every sunrise, I must life force, emaciated visage,
focus, they go for me first
return to the womb of decomposing body
darkness, even if briefly. That which comes from
I shall rule this world with an
the other side, must be
army of bone and rotted flesh.
returned to the other
side. No exceptions.

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Variable Might Themebook

Possessions
EQUIPMENT AND GEAR + ONE SPECIAL ITEM +
BELONGINGS + ASSETS
This theme indicates one or more of your belongings play a key role in
your story. Whether it’s an old heirloom of your lost noble family, or
simply a serviceable toolkit or sword that you need in order to perform
your role, you carry one or more items that see a lot of use. You might
be emotionally attached to this particular piece of equipment, possibly
working to maintain or improve it, or it could be expandable (or a
consumable) and easily replaced.
Possessions Might: everyday, simple, unassuming unique,
magical, expensive, or a wide variety major assets
• How have you come to own this item?
• Why is it important to you?
• Do you take pride in having it in your possession?
• What would you be willing to trade this item for?

Power Tag Questions


A What is your most important Possession or material resource?
B What useful characteristic or feature does it have?
C What supplemental or related item or set do you possess?
D What is the most common way you use your Possession?
E What surprising secret or trick use does this item have?
F What situations or conditions was this item designed for?
G How do you handle, repair, or maintain your Possessions?
H What emotion or memory does this Possession evoke in you?
I How do you keep your Possession safe or concealed?
J What is the make, style, design, or quality standard of this item?

Weakness Tag Questions


A What is a flaw or downside of your Possession?
B What causes your Possession to need repair or maintenance?
C How do you overuse or abuse your Possession?
D What is beyond the capabilities or standards of your Possession?

Quest Ideas
• A routine, ritual, or relationship you must maintain to keep your
Possessions.
• A goal or activity the item inspires you to engage in.
• An aim to improve your Possessions or obtain better versions of them.

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Special Improvements
Durable: Choose a tag from this theme. Once per session, you can prevent Consequence Effects that
would scratch it or give it a status of tier 3 or less.
Favorite Piece: Choose a power tag in this theme. Once per session, you may burn this tag for Power
without scratching it.
I’m Keeping This: Choose one of your backpack tags and move it to this theme; it becomes a power tag.
Once per session, you may return this tag to your backpack and pick a different one to move to this theme.
Just The Thing: Once per session, you may gain a story tag that represents something useful you have
on you or that you have access to, or a new use for your items.
Quartermaster: Choose a power tag from this theme representing an item. Members of your
Fellowship may treat it as if it were in their backpack, as long as it is possible for you to hand it to them
and let them use it. (It retains the Might of this theme.)

Theme Kits
PO SSE S S ION S P OS S E S S ION S P OS S E S S ION S

Handcrafted Hidden Daggers Horse & Panoply


Pan Flute dipped in poison, quick draw plate armor, lance, ride into
sheath, wide slash, secret battle, secret horse commands,
high pitch note, lyrics scribbled
compartment in hilt, balanced trample enemies, healing salve,
on parchment, play a merry song,
throw, whetstone, vicious, noble-minded, horse barding,
invite curious animals, public
concealed sheath, silvered worthy of the royal court
performance, clean and tune,
inspire serenity, blend notes short range, require cumbersome, tired after
with the wind, rustic design constant sharpening, gaining long journey, perceived as
notoriety, heavy armor haughty, high maintenance
limited range, prone to
crack, audience had enough, One day, one of these will I will bring honor to
simple tunes only slit the Baron’s throat. the noble house whose
colors I proudly wear.
A peaceful life is all I want.

P OS S E S S ION S
P OS S E S S ION S
PO SSE S S ION S
Pilfered
Possessions Untold Riches
Impregnable everyone accepts gold, precious
Stronghold several items of value, a little
gemstones too, pay expenses,
knife, fence goods, sell it to the
heavy fortifications, crocodile invest in a venture, business
owner, learn about the owner, steal
moat, barricade in, secret acumen, armored wagon, rejoice
a new batch, easy come easy go,
tunnel, arrow slits, well in good fortune, mercenary
quickly stash them, fancy jewelry
and granary, bastion of our escort, mesmerising glitter
people, only one access road, loud jingle, I’ve used all
attracts robbers, too
ancient glyphs on walls the good stuff, wanted for
many expenses, reputable
banditry, cheap trinkets
overlooked weak point, worn spender, money can’t buy
and crumbling, life outside Who do I have to rob around
Everything and everyone
continues, aerial attacks here to get a few coins?
has a price, and I can pay it.
We will be safe here, as long
as we stand our ground.

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THE GENERAL STORE
Every Hero begins with one tag in their backpack and may
acquire additional tags during the game, whether by taking
actions to obtain or purchase items, or by receiving tags from
the Narrator based on the developments in the story, such as
when finding a buried chest full of treasure.
The tags in your backpack are story tags (page 160) and expire after a
while when it makes sense in the story, such as when your item needs
maintenance or replenishment. You then must recreate the tag to retain
its advantage. Remember, your backpack tags represent what items are
important for the story, so not every item you carry needs a tag.
This section offers some suggestions of tags you can pick out for your first
tag or obtain during the game.

Armor
Armor tags improve your reaction roll when you lessen the Consequences
of attacks. Decide with your group whether you use different types of
armor tags for flavor only, where every tag equally adds to your Power,
or in a more realistic and tactical manner, where the armor’s description
determines when the tag applies and when it does not.

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LIGHT ARMOR
• Buff coat, gambeson, or arming doublet, a thickly padded leather coat.
Worn on its own, often by hunters or foot soldiers, it offers flexibility
and protects the wearer from slashes and glancing arrows, but not
from direct thrusts or clear shots. Worn under heavier armor, it
improves overall protection and prevents chafing.
• Leather armor or boiled leather armor, is a flexible and versatile armor
that can somewhat reduce the harm from blades and arrows but does
little to stop a direct hit. Easier to make but clumsier and smellier is the
unprocessed hide armor.
• Jack of plates or brigandine, is a leather armor reinforced with metal
inserts. Often worn over a padded armor (see above), it offers greater
protection.

HEAVY ARMOR
Heavy armor tags can apply to a greater range of defensive reactions,
but also hinder actions that require range of motion or lightness, such as
swimming. These armors are costly, and some require rare expertise or
advanced facilities to make. Often, they also require personal fitting by
the armorsmith.
• Cuirass, two pieces of armor of various materials covering the chest and
back, or breastplate, the front part, often paired with other armor pieces
like greaves or pauldrons.
• Chainmail, made of hundreds of tiny metal links, or the long shirt
of chainmail called hauberk which sometimes includes a hood,
provides protection against all but the most powerful attacks, such as
crossbow bolts and charging lance thrusts. It is also inefficient against
bludgeoning weapons.
• Plate armor, heavy and solid metal armor, further padded and
reinforced with cloth, leather, and chainmail.
• Mail & plate, a combination of chainmail and plate armor that provides
heavy protection with some flexibility.
• Helm, a helmet made of leather or metal protecting the head. The more
it covers, the more it constricts hearing and sight.

SHIELDS
• Buckler, a small shield used to deflect melee strikes, but which offers
little protection against projectiles (unless wielded by someone
uncannily fast!).
• Simple wooden shield, simple to make and offers protection from the front.
• Heavy shield, a bulky metal or metal-banded wood shield, some even as
tall as a soldier.
Consider also which important colors, badges, emblems, or motifs adorn
your armor or shield. Your kingdom’s sacred symbol, family heraldry, or
patron animal may be emblazoned upon it, allowing you to be identified on
the battlefield, and show who and what you stand for.

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Assistance
Hired help, enthusiastic followers, distant family members, or fellow
travelers on the same boat can all prove useful by giving advice,
providing expertise, or simply being another set of hands. Some require
regular payment, while others might move on or eventually lose interest
in you or your cause.
• Attendant, issued by the local leader to take care of you during your stay.
• Boat handler, paid to take you down the river and avoid the dangers.
• Fairy servant, conjured for a day and a night.
• Informant, delivering stolen secrets; spreading misinformation will cost
more.
• Local guide, will show you around for a coin and a tale.
• Mule, stubborn but brave, with a strong back to carry supplies or the
injured.
• Storyteller, a bard and performer, committing your tale to history.
• Torchbearer, because someone needs to hold the torch (or lantern) and
walk ahead.

Clothing & Accessories


Clothes play a role in social interactions and may denote one’s status
and place in life. High or low, you are judged by how you dress, and
what you wear can open doors or shut them. Different regions develop
different styles, and markings such as pins, choice of feathers, or sewn
decorations can tell much about your hometown and profession.
• Bracers, wrist protection common among archers.
• Cape, dramatically showing your status or flamboyance.
• Court dress, fine clothing worn at court.
• Gloves, offering warmth and protection for your hands when working.
• Jewelry, lavishly exhibiting your wealth.
• Jerkin or tunic, simple or luxurious long shirts.
• Oilskins, clothing made waterproof by treating it with oil, wax, and gum.
• Sturdy boots, ready for the outdoors.
• Surcoat, a long heavy coat, perhaps showing your house colors.
• Travel cloak, keeping you warm when riding.
• Vestments, traditional garb of religious or political figures.

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Medicinal Items
You never know when an injury, an illness, or even a simple yet serious
discomfort might befall you. The following are usually treated as
consumables (page 161).
• Antidote, a medicine prepared to counteract a specific poison or venom.
• Bandages can help an open wound heal and keep it from festering.
• Foot ointment helps alleviate pain after hours of striding through a
muddy swamp.
• Healing brew, a catch-all medicine that greatly hastens natural healing.
• Healing potion, a rare but magical concoction that can instantly heal
most injuries.
• Poison, a substance that harms whoever consumes it, slowly or rapidly,
and could be fatal.
• Sleep stone, believed to help with insomnia when placed under a pillow.
• Sleeping drug, a substance that puts whoever consumes it to sleep.
• Soothing salves relax itchiness and other irritations.
• Tonic, an invigorating and stimulating beverage that helps overcome
tiredness.

Notes
Your backpack holds any story tag you hold onto, and these can include
stories you know, memories you cherish, or tricks you prepared. Like most
thoughts, they eventually fade.
• Directions to (choose), learned from a map or given by a local.
• Funny anecdote, to get in someone’s graces or defuse a situation.
• Juicy gossip, heard on the docks, or squeezed out with a drink.
• Leftover meal recipe, taught by an innkeeper, to make do with what you have.
• Little prayer, copied off a wayside shrine, to provide hope or perhaps luck.
• Memory of sweet smelling bread, to lean on when comfort is needed.
• Strong comeback, to silence an upstart who dares to insult you.
• Unsolvable conundrum, thought up during a restless night, useful for
distractions.

Personal Items
Your personal trinkets or loved memorabilia can get you through tough times.
These can connect back to your past and help you gain perspective in the quiet
moments. Others provide simple utility or occasionally offer confidence.
• Biased dice, a set of dice that roll unfairly.
• Family signet, for making wax seals or proving your descent from a
major house.
• Grandmother’s shawl, warm and full of comforting smells.
• Parchment & ink, for penning missives and field notes.
• Pipe & tobacco, for when you need to sit and think.
• Shaving kit, making yourself presentable.
• Small trophy, a tooth, bone, or patch of scales from your initiation as a
hunter.
• War paint, to blend in with your clan or proclaim your readiness for battle.

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Spiritual & Magical Trinkets
In places where magic or superstition is common, people make small
items invested with their beliefs or with a bit of supernatural power. The
actual utility of such a trinket depends on the kinds of magic that exist in
your setting.
• Fortune telling tools, carved bones, rune-covered stones, tea leaves,
painted cards, etc.
• Good luck charm, a hard-to-find plant or intricately crafted tchotchke.
• Prayer beads, a physical means of easily counting prayers.
• Religious icon, a display of faith.
• Scrying mirror, an expensive means of unlocking clairvoyant powers.
• Spirit-warding symbol, a seal of protection.
• Talisman of spiritual power, a small depiction of an important spirit.
• Wand, a short stick for controlling spells.

Supplies & Travel Gear


Every journey presents its own perils, and it can be difficult to know
what to pack. It also greatly depends on whether you’re on foot or on
horseback, with a cart or a caravan, or on a boat. Starting out, think
about how much you’d be willing to carry on your back and what might
keep you from being agile in an ambush, or during a storm. What might
you eschew, knowing that you could do some foraging on the road?
• Bedroll, warm and soft, at least softer than the ground.
• Carving knife, personal utensil for stabbing and slicing meat and bread.
• Cloth tent, complete with rope, hammer, and pitons.
• Frying pan, for preparing food or as defensive weapons in a pinch.
• Repair kit, a needle, thread, spare buckles, and small tools for fixing gear.
• Signal whistle, for secret codes or just alerting companions.
• Soap & cloth, for washing up.
• Spyglass, for scoping out threats.
• Travel provisions, such as food, water, and mount feed.
• Waterskin or wineskin, a sealed hide container.

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Weaponry
The world is dangerous, whether you’re facing beasts in the wild,
robbers in an alley, or the armies of the dead. And yet, many young
adventurers can only afford to arm themselves with the tools of their
trade and perhaps a family weapon at their side. Think about what
you might be able to scrounge up in your home and your community
when setting out.
As with Armors (see page 128), decide with your group how
detailed you’d like to go when applying weapon tags.
• Axe, be it a woodcutter’s axe or a double edged battle axe.
• Bludgeoning weapons such as clubs, cudgels, hammers, and maces.
• Bow, carefully crafted ranged weapons, such as hunting bows,
longbows, and recurve bows.
• Dirk, a long knife or dagger, good for stabbing and throwing alike.
• Flail, a handle attached to a chain-linked striking end, to fling over
shields.
• Polearm, long-handled weapons with a blade or point, such as
spears, halberds, and pikes.
• Slingshot, easily made tool for launching rocks, fruits, and other
annoyances.
• Staff, such as a quarterstaff, shepherd’s crook, or perhaps a wizard’s staff.
• Sword, stick them with the pointy end: shortsword, longsword,
arming sword, curved sword, scimitar, saber, and many other types.
• Two-handed, great weapons such as greatswords, flamberge swords,
great axes, and warhammers.
You can use additional tags to describe your weapon and give it
character: well-balanced, fine craftsmanship, back scabbard, sharpened
and oiled, consecrated, etched dedication, and so on.

Coin
The exact amount of money your Hero is carrying is never tracked,
in the same way Heroes in stories rarely count their treasure coin
by coin. Your Hero is assumed to have monetary resources that are
reasonable for a person of their background and means, as reflected
in their themes and backstory. If they are journeying, their means
generally depend on what they had when they left home, what they
found since, and what they’ve spent.
Tags that represent valuables such as bag of gold or precious gem can
highlight your Hero’s purchasing possibilities. You and the Narrator may
also use a financial status, such as hefty-purse or short-on-coin, to indicate
the temporary condition of your Hero having more or less to spend.
See buying and selling (page 181) for more about purchasing actions.

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THE FELLOWSHIP
RELATIONSHIP
As the last step before you set out on your journey, come TAG EXAMPLES
together as a group and make some decisions about the WAR M F E E LI NG S
nature of your Fellowship (if your Heroes aren’t a Fellowship admiring
as such, you can use another name). amusing
bosom buddies
The Fellowship has its own theme and tags that are shared by childhood friends
all Heroes. flirty
friendly
in love
The Fellowship Theme good company
The Fellowship theme defines the nature of your band of Heroes and the have their back
bond between them. like family
soulmates
Your Fellowship theme is just like your Hero themes. It consists of the
title tag and two more power tags, a weakness tag, and a Quest, which BA D F E E LI NG S

represent your Fellowship’s shared strong points, shared weaknesses, angry


and shared goal. It can be improved, replaced, or evolved in the same way bad blood
Hero themes do when you mark Imprive, Abandon, or Milestone. cannot relate
cold to me
The Fellowship Theme is shared. Any Hero can invoke its tags when hatred
taking action, if its tags apply, and the Narrator may invoke its weakness jealous
tags for any Hero. Bigger choices are made as a group decision, such makes me sad
as how to improve your Fellowship theme or when to mark Abandon mocking
or Milestone when you all feel the Fellowship Quest is betrayed or offended
accomplished. prejudiced
The Fellowship power tags are single-use. They are scratched when resentful
you invoke them, and they cannot be burnt for Power (page 154). You C OOP E R ATION
can recover them as you would recover other power tags (page 150) or appreciative
during camping (page 175). coordinated
domineering
Fellowship Relationships mentoring
The Heroes’ relationships with one another can have a deep impact over protective
the story. These relationships can be represented in several ways – for rival
example, your Hero could have a power tag dedicated to one of the other submissive
Heroes, or even an entire theme (such as Devotion). supportive
work well together
The individual relationships within the Fellowship are also represented
with Fellowship relationship tags. These are single-use story tags that I T ’ S C OM P LIC ATE D

each Hero has for each other Hero. During a camp or sojourn, everyone casual lovers
in the Fellowship renews these tags with one another, or rephrases complicated past
them (Fellowship Quality Time, page 177). This way, the Fellowship leverage on them
relationship tags keep changing, reflecting developments in your indebted
relationships. indifferent
need them for…
Optionally, the Narrator can allow Fellowship relationship tags to be pining
treated as weakness tags of the Fellowship theme. This means that if painful to watch
they are invoked negatively, the Fellowship gains Improve. reminds me of…
shared history

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back to
FELLOWSHIP CREATION At this point, gomake any
your Hero and stments to
necessary adju r fit the
Begin by brainstorming a concept for your group. This could involve
help them bettesider all the
your Heroes’ reason for coming together (a sense of duty, a common
Fellowship. Con ellowship. Is
Heroes in the F overlap? Not
enemy, pure greed), a commonality among all your members (trained by
the same master), or even just the place you all come from or frequent.
there too much hing? Maybe
Then, create your Fellowship theme together, using one of the same enough of someton in your
ways for creating your Hero’s themes (page 73): simple, just coming
a slight alteratiskill set would
up with some tags; quick, picking a theme kit on page 137; or detailed,
background or e interesting
make for a mor ard.
answering questions from the Fellowship themebook on page 136.
Choose Fellowship relationship tags. List the names of the other Heroes story going forw
on your Hero card. For each Hero, pick one Fellowship relationship tag to
represent how your Hero feels about them, what they are to you, or what
you are to them – after confirming with that Hero’s player.
Finally, play A Day In The Life We Once Knew, below.
e Hero
If you play withhaonve a
“A Day In The Life We Once Knew” only, you don’t going to
Fellowship. It’s g alone –
be difficult, goin g with three
The Prologue session, along with the process of creating your Hero and
Fellowship, ends with an exercise designed to flesh out the stories of the
Heroes, answer any open questions, and paint a picture of the Hero’s life consider startinckpack,
before the beginning of the story. tags in your ba or creating
• The Narrator picks a random time and day and asks each Hero: instead of one,s a story
On an ordinary overcast day in the village of Ravenhome -
a companion a 1).
Where are you now? What are you doing? Who are you with? theme (page 16
• Each player answers for their Hero.
I’m at the forge, working on a horseshoe.
I’m at my cabin, brewing a cure for a sickly boy.
I’m angry. Someone let the goats out and they chewed up my garden.

• Everyone chimes in with questions and suggestions, adding details and


making connections. Note it all down.
Whose horse are you shoeing? A strange rider, coming from the east.
What’s the name of the boy? Renley. He’s the hunter’s boy.
Who do you think it was? I bet ya it was Renley, the hunter’s boy!

• Continue until you feel you have enough details about the Heroes’ lives.
• This can be a good time to take a few actions and test out the rules, if
you like.

Ready For Adventure!


You’ve finished setting up your story. In your next session, the Narrator
will begin by setting up a scene and so you’ll embark on an adventure
together. Continue learning about the rules of the game in the next
chapter: How To Play.

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Variable Might Themebook

Fellowship
TRAVELING COMPANIONS + PROFESSIONAL
PARTNERS + FOUND FAMILY OR LOCAL
COMMUNITY
Fellowship Might: a band of commoners
an adventuring party or group of notable repute royalty and
divinity, those who shape destinies
• What brought you all together, at least for now?
• Is your bond based on emotion, understanding, or transactions?
• What do you have in common that helps you trust each other?

Power Tag Questions


A Who are you, as a group?
B Where do you meet, work, rest, or prepare for action?
C What do you do well together?
D Who mentors you, aids you, or is sympathetic to your goals?
E What helps you travel from one place to the next?
F In what environments or situations are you most comfortable?
G What special sources of information do you have?
H What sort of reputation or name have you made for yourselves?
I How do you help, assist, or support one another?
J What kind of special gear, resource, or power is at your disposal?

Weakness Tag Questions


A What is flawed or lacking in the way you work together?
B How do you get into trouble?
C Who or what threatens your Fellowship or shared goals?
D What places or situations do you find tough to handle?

Quest Ideas
• Your commitment to the purpose or vocation that brought you together.
• An explicit quest you’ve been tasked with by an authority figure or
higher power.
• An ethos, oath, or modus operandi that you stick to.

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Special Improvements
Campfire Stories: Whenever you camp or sojourn, between the first and second activities, one of the
Heroes may share a story from their past. Each member of the Fellowship may then remove one tier of
a harmful status, at the Narrator’s discretion.
One Of Us: Choose an NPC accompanying the Fellowship – a person, animal, or any other thing that
feels. All members of the Fellowship may write an additional Fellowship relationship tag with this
character on their Hero cards.
Sacrifice: When two or more of you suffer the same Consequences, a Hero who can reasonably
defend another Hero may spend some or all of the Power from their own reaction to lessen their ally’s
Consequences.
Teamwork: When two or more Heroes take the same action while camping or sojourning, they all get 1
more Power for this action.
United by the Cause: Once per session, when the entire Fellowship cooperates in a single scene while
aligned with this theme’s Quest, each member of the Fellowship may unscratch a Fellowship theme tag.
Theme Kits
FE LLOWSH IP F E L L OWSH I P F E L L OWSH I P

Fellowship of Fortune Hunters Itinerant


the Amulet the cooking fire, explore ruins, Sellswords
interesting strangers, our the notice board, fight back to
hidden campsites, travel the
trusty mule, fighting monsters, back, deal with the employer,
land, the mysterious wizard, a
local legends, renown roving good riding horses, monster
map of the realm, hiding from
adventurers, bandage wounds, hunting, local tattletales,
foes, sage advice, the last hope,
magically spacious bag reputation of efficiency, train
shoulder the burden, the Amulet
together, share items in battle
spend too much time together,
growing mistrust, easily
act without thinking, traps, excessive force, unruly carousing,
sidetracked, the dark lord’s
staying in one place for long cheap employers, in over our heads
forces, audience with a king
The next adventure is waiting, Stay focused and stick to the
We must carry the Amulet
with yet more loot and glory. plan so we can get our coin.
into the Sea of Endings, and
destroy it once and for all.
F E L L OWSH I P F E L L OWSH I P
FE LLOWSH IP
Protectors Against Tavern Buddies
Powerful the Dark the town commons, recreational
Household the barracks, scouting the games, the innkeep likes us,
periphery, support of local back alleys, shirk responsibility,
our castle, make an entrance, loyal the rumor mill, big fish in a
servants, ornate carriages, royal leaders, bushwalkers, defend
a chokepoint, watch towers, little pond, “I got you one, too”,
court, network of spies, dangerous the tavern’s wine cellar
to mess with, coordinated beloved by the people, fight in
plotting, perks of power formation, militia armory
everyone think they’re the
not enough rest, overrun, creeping boss, gossip hounds, town guard,
no clear leader, jealousy, too early in the morning
a rival house, telling the truth despair, told to stand down
Defend the people of this Let’s just get things back
“A Hawthorn always to how they were, before
town, whatever the cost.
stabs first.” it all went to hell.

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Chapter II

How to Play
Paul Grayson (Order #46877243)
Paul Grayson (Order #46877243)
WEAVING THE TALE

Action & Drama


t is time to set out on a journey and tell the story

I of your Heroes, as they face perils and overcome


obstacles in pursuit of their Quests – be they as humble
as obtaining a neighbor’s baking recipe or as grand as
defeating the Dark Mistress herself.
This game is played as a conversation. The rules come in to help introduce
unexpected outcomes and exciting developments. They focus on the Heroes,
their journey, and their cinematic moments -- what matters for your story --
rather than the numerical values of their qualities.
The rules are also intentionally layered. Choosing between Simple, Quick,
and Detailed outcomes allow you to control the pace, tension, and balance
between weaving a narrative and tactical gameplay.

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Players, Heroes, Narrator, Challenges
This chapter explains the rules of the game from the perspective of
the players, who each take on the role of a Hero in the story.
DELVE DEEPER
During play, the Narrator is responsible for introducing the
scenario, for playing the NPCs and Challenges within each scene, Some sections of this chapter
and for acting as the referee of the game. Challenges are characters, are shrouded and marked with
obstacles, and forces that work against the Heroes. The role of the a torch, indicating these are
Narrator is explained in Volume II: The Narrator. expanded rules or advanced
Usually, the Narrator is one of the participants who does not portray concepts, beyond the basic rules.
a Hero, in the traditional style of tabletop roleplaying games. These can be easily skipped
However, you can also use the Narrator rules in Vol. II to collectively during your first few plays.
act as the Narrator (co-op play) or to be your own Narrator (solo Return to them when you’re
play), with The Oracle (Vol. II, page 238). curious about the further riches
that lie beneath the surface.
Game Elements
In the tutorial (page 10), you’ve learned about these basic game
components:
• Story tags, impermanent tags that describe items, resources, and
allies received during the game
• Statuses, special tags that describe temporary conditions and have
a tier between 1 and 6
• Limits, the maximum tier of a status a Hero or Challenge can take
before being overcome or before something dramatic happens
These elements will be mentioned throughout this chapter. They are
fully explained later in this chapter (starting on page 160).

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THE GAME LOOP
Your game is played in sessions, usually taking several hours. In every
session you play through one or more scenes. Scenes can join together
to form a story with a beginning, middle, and end, called an adventure,
and multiple adventures can combine into longer sagas, known as a
series or campaign, played over many sessions.
In each scene, the Heroes take turns acting, and each turn plays
through these three steps:

ESTABLISH
The Narrator presents the scene, describing:
• where your Heroes are and what is happening around them,
• what the stakes are (why your Heroes are there and why it matters),
• what the Challenges are (anything in your way to your goals), and
what Threats are posed to your Heroes or their goals, if any.
The Narrator then asks “What do you do?” and gives one Hero the
spotlight, so everyone is now listening to them.

ACTION
When your Hero is in the spotlight, you describe what your Hero is doing in the
scene, responding to all that has been Established.
The Narrator may choose one of three ways to determine the outcome of the
action: rule what happened or give you further details about the scene (Simple),
ask you to roll the dice (Quick), or ask you to roll the dice and, if you succeed,
spend your Power on Effects according to your Hero’s action (Detailed).

CONSEQUENCES
The Narrator delivers negative Consequences for your action if any of
the following happened:
• you ignored a Threat,
• your roll generated Consequences,
• the Narrator chooses to invoke your weakness tags for Consequences.
The Narrator may add Effects.

The Narrator may also allow you to lessen these


Effects by making a reaction roll.

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These steps repeat. Following a Hero’s Action and Consequences,
the
Listen carefullybto
the Narrator re-establishes the scene and gives the spotlight to a
hing
Narrator Esta clisould be
different Hero (if there are multiple Heroes), who then takes Action
and possibly generates Consequences.
the scene. They en merely
Together, this cycle is called a turn. When all the Heroes have had describing or ev ats, which, if
their turn, that’s a round. These terms are only for convenience and
hinting at Thred lead to dire
overlooked, coul r your Hero.
do not play a major role in the rules of the game.
The scene ends when the Narrator says so: whether there is nothing Consequences fo
else to do in the scene, all the Heroes left, or sometimes, for dramatic
flair. Usually, this happens when the stakes have been won, lost, or
deferred, and when all business in the scene has been concluded.

The Challenges that Stand in Your Way


Ultimately, in each scene, the Heroes attempt to reach their
goals by overcoming what stands in their way – the Challenges.
Depending on the story you tell and the specific scene, Challenges
can be anything, from monsters, through dangerous terrain,
to snoopy neighbours, or even having to craft a special gift for
someone’s celebration.
Challenges act by making Threats against your Hero during
Establish and, if not stopped, by delivering Consequences. They
don’t have their own turns. Before your turn, when Establishing
the scene, the Narrator says “the monster prepares to lunge at you!”
– that’s a Threat, but it’s still preventable. If you fail to stop this
Threat with your next action, the Narrator might say “the monster
snaps its jaws on your leg!” – these are the Consequences of not
addressing that Threat.
Challenges are overcome by taking action: either with a successful
Quick action or by taking a Detailed action and giving the Challenge
a status that meets or exceeds one of its Limits; it’s the Narrator’s
decision. When you’re up against a Challenge, you can also take
action to understand its abilities (Threats & Consequences) and how
best to overcome it (Limits), again with either a Quick action or a
Detailed one to discover valuable details.
It’s very rare for a Narrator to allow a Hero to overcome a Challenge
with a Simple action. Challenges are by definition dangerous and any
engagement with them has an uncertain outcome, and so a roll will
likely be involved.

SCENES WITH LOW OR NO STAKES


While the story is pushed forward by overcoming Challenges, many
times the Narrator will have the Heroes spend a scene just talking
with friends, or preparing themselves for future endeavours. In these
low-stakes scenes the game loop progresses as normal, but there
are no Threats, or only low-key ones. A camp or sojourn scene (page
175) also typically lack stakes.

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Managing The Spotlight
It’s the Narrator’s choice who to give the spotlight to and therefore
whose turn it is next. This decision can be based on the unique
order or
There is no turnin this game – situation of each Hero in the scene, on dramatic considerations
“initiative roll” rrator chooses (what makes for better storytelling), or the players’ seating order.
instead, the Nasimilarly to The Narrator should divide the spotlight judicially between all
who goes next lm director players, which often means completing a round before allowing a
a writer or a fi to focus on. Hero to act again.
choosing what A Hero can retain the spotlight for an additional action if they spend
Power on an extra feat (page 153), and the Narrator may also
choose to keep the spotlight on a Hero, for dramatic flair or to allow
them to take a follow up action, such as after a prep action (Indirect
Tags and Prep Actions, page 149).

ACTING FIRST
To see if your Hero acts before something or someone else, the Narrator
may give you the spotlight and ask you to make a roll, usually with a
Quick outcome and involving speed and vigilance. If you succeed, you
may keep the spotlight and act before whatever else happens.
This assumes your Hero has a reasonable chance at acting first.

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TAKING ACTION:
“WHAT DO YOU DO?”
As a player, your main role in the game is to listen to
the narration of the scene and then, when the spotlight
is yours, pick up the storytelling to describe what your
Hero is thinking and feeling, and ultimately what they are
driven to do – their action.

Describe Your Action


All Hero actions begin with a description,
by saying what you do.
You are not limited to any predetermined set of
actions, but you must stay true to the inherent logic
of the story. Just like in a legend, your Hero can...

insult a riv
pery ledge al
climb a slip

one
throw a spear kiss a loved
at a monster

...whatever
cook nettle soup
you dream up
(or drop a suspicious .
ingredient in)

What you describe is what your Hero is


trying to do; the Narrator and the rules of
the game help determine the actual outcome
of your action within your shared story.

An action can take any length of


time — from the blink of an eye to
several hours or more — as long as
fits the overall pace of the scene.

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Determine The Outcome
Next, the Narrator decides how to arrive at the outcome
of your described action, choosing between three ways:

THE SIMPLE WAY


SUCCESS
The Narrator considers the situation, the Hero’s tags,
The action unfolds as
Challenges in the scene, the action's Might, and perhaps expected, or better,
factors yet unknown to your Hero. achieving its intended goal
or overcoming an obstacle.
The Narrator decides if the action ends with Success, The Narrator can also give
Consequences, or both. you a useful tag or status.

The Narrator chooses the Simple way when:


• The outcome of the action is certain (certain Success, certain
failure, and/or certain Consequences) based on the inherent logic CONSEQUENCES (p.156)
of the story. The Narrator decides on
• The action is not yet dramatic enough to introduce the dice, and a narrative development
it's easier to just say what happens. detrimental to the Hero,
and can give or remove
a tag or status in a way
that hinders the Hero.

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THE QUICK WAY
The Narrator asks you to make a roll to determine the outcome.
Together, you count the action's Power by invoking relevant
tags and statuses - yours, your target's, around you, etc.: 10+
• +1 Power for each helpful tag Success, as in Simple
action. No Consequences.
• -1 Power for each hindering tag
• Add the tier of the highest helpful status
• Subtract the tier of the highest hindering status 9-7
• +/-3 Power or +/-6 Power for Might (page 167) Success & Consequences,
as in Simple action.
You (the Hero) then roll two six-sided dice, add their results,
add your Power, and compare the total to these categories.
6-
The Narrator chooses the Quick way to introduce an element of risk
with the dice, while still keeping the story moving. Consequences, as in Simple
action. No Success.
Keep in Mind
• The final Power may be zero or negative.
• You can burn one tag for Power (page 154) to gain +3 Power instead of +1.
• Rolling double ones (1 and 1) always means Consequences without
Success, while rolling double sixes (6 and 6) always means Success
without Consequences, regardless of Power.

10+
SPEND YOUR POWER:
THE DETAILED WAY • Add or scratch a
The Narrator asks you to count your Power and roll the tag (2 Power)
dice as in the Quick way, above; if you achieve Success, • Add or reduce a status
you express it by choosing how to spend your Power on (1 Power per tier)
different game Effects (page 150). • Discover a valuable
detail (1 Power)
The Narrator chooses the Detailed way when they want to break the
See advanced options on page 150.
conflict down into a play-by-play, measure your success, or let you
define your own success.
No Consequences.
Keep in Mind
• When you Succeed you always have at least 1 Power to spend, even if
you rolled with a Power of zero or less. (The Rule of Minimum One) 9-7
• The chosen Effects must match the action described. Success (as in 10+
+)
& Consequences as
in Simple action.

6-
Consequences, as in Simple
action. No Success.

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Common Simple Actions
Actions that center on perceiving the scene (looking, listening,
smelling), moving around the scene, and talking to other
characters, are all usually resolved using the Simple way.
• You say “I look Around the corner," and the Narrator replies “You
see a guard patrolling by the garden gate.”
• You say “I walk over to the tavern bar," and the Narrator says “Okay.
You’re there.”
• You say “I say to Florian that he’s looking mighty grumpy this
morning," and the Narrator says “Florian chuckles but then
becomes serious and asks you where you were last night during the
village prayer.”
The exception is when these actions have some danger, drama,
or difficulty in them, for example, discerning someone’s hidden
feelings, running across a burning bridge, or convincing someone
to do something they were not inclined to do. In such cases, the
Narrator may opt for a Quick or Detailed outcome instead.
The Narrator decides whether perceiving, moving, or talking to other
characters ends your spotlight, or whether you can keep the spotlight
– keep looking around, keep moving, keep talking – until it leads to a
more dramatic action.
e
Cut To The Chas Counting Power
s the
The Narrator hhaich tags When you use the Quick or Detailed outcome methods,
final word on w ll. A player your action’s Power is determined by all the tags and
apply to your ro case but statuses that directly affect your action, positively or
can make their much time negatively: your own, your opponent’s or your target’s, or
don’t spend too – have the
discussing tags a judgment in the environment.
Narrator make e game For example, if your Hero is trying to carry a barrel of fish:
call and move thooth game, • Being strong as an ox directly helps the action.
along. For a smto establish • A barrel that is very heavy directly hinders the action.
it’s important ing about • Slippery cobblestones directly hinder the action.
an understand 74). • Feeling invigorated-2 directly helps the action.
your tags (page • Being charming doesn’t help or hinder the action. It’s irrelevant.
Whenever you count Power, you invoke (call out) all the positive or
negative tags that directly affect it; the Narrator can invoke more tags
e in the scene, or invoke your weakness tags, if you didn’t do so. Then:
Your Power mady bby • You gain 1 Power for each positive tag.
further affecte 7). • You lose 1 Power for each negative tag.
Might (page 16 • You add the tier of the highest positive status to your Power.
• You subtract the tier of the highest negative status from your Power.
The final Power may be zero or negative.
Irrelevant tags don’t count and are simply ignored when counting
Power.

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74) are
INDIRECT TAGS AND PREP ACTIONS Broad tags (pageectly helpful
Indirect tags are tags that are only somewhat relevant, or that feel more often indirelpful, which
like a stretch to apply because they describe something too general. than directly h er and more
They could affect the outcome, but something more is required to makes them slowthey require
make them impactful – an extra step. risky to use, as , but they are
To use them, you must first take a Detailed action and invoke an extra action nd support
these indirect tags to create new tags or statuses that are directly more versatile aactions.
positive for your main action. For example, being resourceful doesn’t many kinds of
help you carry a barrel of fish, but you can use it to build or find a
After your prepchaction, the
oose to let you
wheelbarrow that would be directly helpful for carrying the barrel.
This type of action to create tags that will help another action is
Narrator may ht and continue to
called a prep action. keep the spotlig n – or not.
your main actio is, you can spend
To guarantee thextra feat
1 Power on an ep the spotlight.
EXAMPLE ACTIONS & THEIR POWER (page 153) to ke
A comprehensive collection of further examples can
be found in the Action Grimoire.
CLI MBING UP A TA M ING A ASKING ABOUT A BAN DAGE A
LE DGE … W IL D B EA S T… RUMOR AT A TAVERN… F I D GET Y A LLY…
Hero: Hero: Hero: Hero:
athletic +1 animal handler +1 sociable +1 physician +1
rock climber +1 calming whispers +1 exchange stories +1 bandage wounds +1
climbing pick +1 carousing +1
Target: Target:
reckless -1
wild-2 -2 Power 3 bad patient -1
Power 2
Power 0 Power 1

… WITH YOUR … W IT H T H E …F U L L OF …W I T H FE W
HAN DS TIE D… B L ES S ING OF GR OUC H Y L OC A L S … BA N DAGE S
T H E G ODDES S … OR S ALV E S
Hero: Target: R E M AI N I NG …
Hero: grouchy-2 -2
restrained-3 -3 Hero:
blessed-2 +2
Power -1 Power 1 short-on-supplies-1 -1
Power 2
Power 0

… IN THE RAI N . … IN A BAT T L E F I E L D. …W HO YOU ’ V E …BU T W ITH


S W I N DL E D BE FOR E . DET E R M I NATION.
Environment: Environment:
Hero: Hero:
raining-2 0 scent of death -1
bad reputation -1 focused-2 +2
(not the worst status) Power 1
Power 0 Power 2
Power -1

Irrelevant Irrelevant Irrelevant


Irrelevant
leather armor intimidation a compass
inquiring mind
invigorated-1 weak sword parry navigate by stars
indebted-3
Indirect Indirect Indirect
Indirect
provisions swindler compassion
attentive
sugar cube a round of drinks increase focus
easy footholds

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EXAMPLES OF
Spending Power On Effects
SPENDING POWER
Whenever you spend Power (most commonly, when you A comprehensive collection of
succeed in a Detailed action or reaction), you may spend it further examples can be found
on the following Effects: in the Action Grimoire.

• Add or give or recover a tag – 2 Power C LI M BI NG U P A LE D G E …


• Scratch a tag – 2 Power Give yourself an advancing-up
• Give a status – 1 Power per tier status; when you reach its Limit,
you reach the top
• Reduce a status – 1 Power per tier
• Discover a valuable detail (page 151) – 1 Power TA M I NG A W I L D BE A ST…

• Perform an extra feat (page 153) – 1 Power, but only Reduce the beast’s wild status
after at least 1 Power was spent on the main purpose of Give the beast a friendly status
the action (That’s why it’s called an extra feat) Remove its ferocious tag

The Effects you choose must always make sense for the A S K I NG ABOUT A
action you described. For example, you cannot describe L E GE N D AT A TAV E RN…

harming someone and spend your Power on healing them, Discover new details
or on discovering something unrelated. Get a local to draw you a map
(create a tag)
You may buy each Effect several times and can combine
different Effects, but they must all make sense for the BANDAGE A FIDGETY ALLY…

action you described. Reduce the ally’s wounded status


Use an extra feat to make the
When you succeed in an action or a reaction, you always
bandages hold
have at least 1 Power to spend, even if your Power is zero
or less. This is called the Rule of Minimum One.

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TAG AND STATUS EFFECTS
Here are some things you can do with Effects that create or remove
tags and statuses. Read more about story tags and statuses starting
on page 160.
Against An Opponent Or A Target
• Attack, by giving your target a harmful status such as wounded,
offended, or cursed
• Disrupt, by giving your target a hindering tag or status such as
weak spot, blinded, or tangled
• Influence, by giving your target a compelling status (page 166)
such as convinced, beguiled, or threatened
• Weaken, by removing your target’s useful tag or status such as
shield, confident, or enraged
For Yourself Or For An Ally
• Bestow, by giving yourself or an ally new abilities using tags, such
as sharp senses, basic spear training, or spell of lightning bolt
• Create, by giving yourself or an ally new items or allies using tags,
such as a broom, potion of valor, fine cloak, or ethereal guardian
• Enhance, by giving yourself or an ally a useful status such as Should I Make sA?
Tag Or A Statu
aiming, hopeful, or warded
• Restore, by reducing or removing a harmful status or tag, such as when you
wounded, despaired, or coughing affliction, or recovering a scratched tag Create new tags new things
make or summon ilities
On A Process or bestow new aabte new
• Advance the process by giving it a status such as thawing or Set or features. Creyou change
Back the process by giving it an opposite status, such as freezing, or statuses when ndition of a
removing the progress status the current co If you’re
person or thing.ther.
DISCOVER
not sure, use ei
You can discover by recalling lore, through a conversation, by
investigating the scene and searching for clues, or with a magic spell.
Left?
J u s t O n e Po w e r
When you do, the Narrator gives you a valuable detail, relevant to
your subject and manner of inquiry. You can then ask a clarifying
last
question or two, but further details might need to be discovered with You can use yourtag of a
more Power. Power to add a single-use
Alternatively, the Narrator may allow you to describe the valuable "lesser" kind: a 161).
detail your Hero has found, letting you co-create some of the secrets story tag (page
of the story.

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TAKING ACTION:
DELVE DEEPER
Success Grants A Narrative Shield
When an action Succeeds, it is completed in the way the Hero
intended and becomes true in your story: the Hero smites the ghoul,
catches the miller’s son falling from a cliff, or crafts a beautiful
ebony figurine.
This new ‘truth’ prevents other, contradictory truths from
happening.
First, it cannot normally be reversed without a Consequence. If the
Hero caught the falling miller’s son, only a Consequence can make
the Hero’s grasp slip.
Second, it is shielded from being reversed by Consequences for at
least the duration of the turn, if not longer. If the Hero caught the
miller’s son, but the action generated Consequences, the Narrator
cannot use that subsequent Consequence to nullify what was
achieved and have the Hero drop the miller’s son.
Similarly, if a Hero successfully held back a swarm of imps with
their massive shield, the Narrator cannot say the imps break through
in the subsequent Consequence phase. The Narrator may choose to
extend this “narrative shield” for a while longer, depending on the
situation, giving the Success greater impact. In the next turn, they
might say “despite scratches and screeches, you are still holding back
those imps with your shield, for now.” – thus temporarily putting on
hold the Threat of the imps.
The extra feat Effect (page 153) allows the Hero to add additional
narrative truths to the main Success of a Detailed action at the cost of
1 Power each. This can also be achieved in a Quick action by Pushing
Your Luck (page 154) and achieving a Great Success. For example,
the Hero that smote the ghoul can spend 1 Power to declare an extra
feat of avoiding the ghoul’s bite, preventing such a Consequence
in that turn. The Hero who caught the miller’s son can use a Great
Success to pull the child back and away from the cliff, making sure
he’s safe for the rest of the scene.
Heroes can use this “narrative shield” to block certain Threats
from materializing into Consequences and to block specific
Consequences. A Hero can Successfully bake cupcakes for everyone
in the village to prevent a nasty rumor from spreading, and it will be
so, for a while. Or a Hero can spend 1 Power on an extra feat when
they cast a spell to ensure the spell does not exhaust them.

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Simple Actions With Power To Spend EXAMPLES OF
When a Hero performs a routine action without Threats nearby, the EXTRA FEATS
Narrator may treat it as a Simple outcome but still allow the Hero to
Readying a strike
spend Power on Effects (page 150). The Narrator decides how much
Power the Hero has. If the action causes a helpful tag to be scratched, Main Effect: Gain aim
that Power should be at least 3. Extra feat: …and
For example, if a Hero sips a Potion of Strength without nearby Threats, immediately attack.
the Narrator may give them 1 Power to spend to gain strengthened-1.
If the Hero gulps down the entire potion, scratching the tag, the Running away
Narrator may give them 3 Power to spend to gain strengthened-3.
Main Effect: Reduce
catching-up
Extra Feats Extra feat: …and close the
The extra feat is a catch-all Effect for something more a Hero gets out door, to block them for now.
of a successful action. It must be achievable within the Hero’s action
as it was described. An extra feat affects only the narrative, without Examine the room
changing tags or statuses; those must be paid for with other Effects. It
is ultimately up to the Narrator to decide what an extra feat can achieve. Main Effect: Discover new
details
Common extra feats include:
Extra feat: …and avoid
• Keeping the spotlight for a follow-up action, by completing the
leaving any evidence.
action quickly and deftly.
• Preventing, countering, or defending from an incoming Buy some fruits
Threat, in a manner that postpones it or acknowledges it enough
to be considered temporarily addressed, such as preventing a Main Effect: Create fruits
counterattack after your strike or grabbing the arm of a friend hanging Extra feat: …and have
from a cliff. This prevents the Narrator from activating the Threat’s the trader remember you
Consequences during this action’s Consequence phase, and possibly fondly.
longer (see Blocking below), but doesn’t prevent other Consequences.
• Reaching a coveted position before, after, or while performing
the action, such as moving safely through a battlefield or casually
stepping onto a podium while giving a speech.
• Blocking an opponent from getting what they want and temporarily
preventing them from doing something or narrowing their options, at with an
such as holding enemies back, taunting a warrior to attack only you, or Addressing a Thpre erful tactic,
drawing attention away from an NPC so they don’t get to speak yet. This extra feat is a yeowr to have more
block cannot be used to overcome a Challenge, only to constrain their allowing the plae Narrator’s choice
upcoming actions; if you attempt to, the Narrator can ask you to give a control over th by preventing
status instead (to apply on a Limit, page 163). The Narrator can remove of Consequencesof events. If the
the block as Consequences (but not as Consequences of this action).
a specific turn in Consequences,
• Grabbing something accessible in a way that would not entail a action resulted ill delivers
struggle, such as snatching a torch from a sconce on the wall. the Narrator stof the kind the
• Obtaining something extra in addition to Effects, such as getting some – just notto prevent.
the farmer to let you sleep in the barn in addition to the provisions you Hero was able
purchased, or impressing an NPC with your bowmanship.
• Adding your own special flair to the action, like making your
spell explode with scintillating butterflies, and letting the Narrator
decide how that affects those who witness it.

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Drawing More Power Helping Each Other
Here are a few things you can do to gain more A Hero may take an action to improve another
Power. Hero’s next action, by creating positive tags
or statuses that will increase their Power. For
BURN A TAG FOR POWER example, one Hero may make another hero alert to
Before you roll, you may voluntarily scratch one help them discern and avoid dangers.
(and only one) power or story tag that is directly You can also help during another Hero's action.
helpful to your action to gain 3 Power (instead of With the Narrator’s permission, when a Hero is
the tag’s usual 1 Power). counting their Power for an action or a reaction, one
You cannot burn a single-use tag for Power. or more Heroes in the Fellowship may contribute
one of their tags and add 1 Power to the roll.
This may happen only when the helping Hero is
THEME CARD
available to help, is able to help, and when their
help is directly useful. A helping tag cannot be
burned for Power.
TYPE Personality There’s a reasonable limit to how several Heroes

Spirited Youth can help with a single action, determined by the


Narrator and the tags used. A strong Hero can help
a fellow Hero break through a door, but not if it’s in
Untapped fierceness a very tight passage. A quick-fingered Hero can’t help
a fellow Hero pick a lock; they should instead take
action to teach them some lockpicking tricks.
PUSH YOUR LUCK Helping usually places the helper in the same
After you roll, if you rolled 10 or more, you may situation as the acting Hero, so it may mean they
accept Consequences to achieve a Great Success suffer Consequences together, or their weaknesses
in a Quick action (getting even more out of the might affect the acting Hero’s action (they mark
Success, to the Narrator's discretion) or to gain +1 Improve as normal).
Power to spend in a Detailed action.
In a Quick outcome, a greater success means Acting Together
exceptionally good execution or an extra benefit When a number of Heroes act together as a group,
(similar to an extra feat). The Narrator ultimately such as when the Fellowship travels through a
decides what this could mean for your action. dangerous region, the Narrator may opt to use a
single roll for the group. When counting Power,
TRADE POWER (DETAILED ONLY) each Hero may contribute a single tag that
Normally, you get the same amount of Power represents their most significant contribution to
to add to your roll as you do to spend on Effects. the joint effort (Fellowship relationship tags count
However, in some cases, you may trade chance for against this maximum of one tag per Hero). One
effect or vice versa: Hero may burn a tag for Power, if possible. Any
• Throw caution to the wind: If your final Power or all of the Fellowship theme power tags may be
before the roll is 2 or less, you may reduce your invoked as well, if they are relevant. The outcome
Power by 1, roll, and if you succeed, you may affects the entire group.
spend your original Power plus 1.
• Hedge your risks: If your final Power before the
If the Fellowship has an expert in an
roll is 2 or higher, you may add 1 to your Power,
endeavor they take together, such as a skilled
and if you succeed, spend your original Power ranger during travel or master diplomat in a
minus 1. royal visit, don’t take a group action; instead,
have the expert take the action, leading the
way, with the other Heroes providing help.

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Making A Sacrifice
There are moments in your story when your Hero is
willing to put a lot at risk to achieve their wish: when a
Milestone on their Quest is finally within reach, or when
they want to stop someone they love from being harmed.
Making a sacrifice is a type of Quick outcome where you accept
certain severe Consequences to achieve something extraordinary.
However, unlike a normal Quick outcome, you do not add any Power
to your roll.
Describe your action and choose your level of Sacrifice: Painful,
Scarring, Grave.
The Narrator will say what you can achieve with a Success at this
level of sacrifice. You may still amend your Sacrifice or walk away.
Roll the dice. At the Narrator’s option, they may tell you to add a
number to the total before you roll (Vol. II, page 78).
• If you rolled 10 or more, it is a Miracle.
You Succeed and your Sacrifice is lessened by one level.
• If you rolled 7-9, it is Fate.
You Succeed but pay in full the Consequences of your Sacrifice.
• If you rolled 6 or less, it is In Vain.
You pay in full the Consequence of your Sacrifice, but nothing
comes out of it, or things go terribly wrong. The Narrator may add
further Consequences (especially Ill Tidings).

SACR IFICE C ON S EQUENC ES E X A M P L E S OF S UC C E S S

Painful Scratch all tags in a relevant Achieve something unlikely or that would
theme (only one tag if normally take much longer or require much
lessened) more resources.
Match the Might of a Challenge one level
higher or lower than you have in this situation
for the duration of a scene.

Scarring Replace a relevant theme Achieve something extraordinary.


Match the Might of a Challenge two levels
higher or lower than you have in this situation
for the duration of a scene.

Grave Take a tier-6 status without Achieve something impossible.


lessening Save someone from certain death or bring them
back from the dead (if the moment allows for it).

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CONSEQUENCES Types Of Consequences
Consequences are any kind of negative story
developments and twists such as:
Your Hero’s actions can result in
• Blocked: You lose the chance to act, reach a goal,
Consequences in one of three cases: or find a lead, or a certain course of action becomes
• When you ignore or fail to address a unavailable for you, forcing you to find another way.
Threat • Complication: You are placed in an uncertain,
• When your action generates Consequences, undesirable, or awkward position.
such as the Narrator deems it as the outcome • Exposure: Someone starts paying attention to you,
(Simple) or because of your roll (Quick or finds out what you’re trying to hide, or reveals they are
Detailed) aware of something you thought hidden.
• When the Narrator decides to invoke one of • Ill Tidings: Something terrible or grim happens
your weakness tags in a relevant situation around you.
(you then mark Improve on that theme)
• New Challenge: A new, unexpected Challenge
The Narrator decides which Consequences to appears at the scene.
apply and they are not not limited with how
many Consequences to deliver or how severe. • Yes, But... (only when you achieve Success): Your
When applying Effects, the Narrator does not success is somehow partial, delayed, or conditioned.
need to spend Power, unlike the Heroes. • Negative Effects: You receive undesirable tags or
statuses. These may include:
– Give you or an ally a negative tag or status
– Give a Challenge a positive tag or status
– Scratch your tag, or reduce your positive status
– Scratch a negative tag or reduce a negative status
on a Challenge
– Advance or set back a process tracked with a status

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EXAMPLE CONSEQUENCES EXAMPLE NEGATIVE EFFECTS

BLOC KE D GI VE A N E GATI VE TAG OR S TATU S


“The letter tumbles out of your hands and into the “The birds descend upon you. Take distracting crows.”
gushing river! You won’t find it again.” “This was more than you bargained for. You’re
“The hefty ruffian blocks the entrance to the winded-2.”
tavern. ‘Entry by invite only!’” “One of the archer’s arrows pierces your body.
“The strange cat escapes into the woods. It won’t You’re wounded-4.”
be back, not for a while.” “This whole situation makes you upset-1.”

COM P LIC AT ION


S CRATCH YOUR TAG
"The cave network is so confusing, you no longer OR RE DUCE YOUR S TATUS
know where you are." “Hearing these mocking words, you no longer feel
"She apologises, and asks you to stay on guard confident-2.”
duty for another shift." ‘The force of the blow knocks your arming sword
"The bag's empty, there's no food left." out of your hand.”
“Your prayers cannot ward off this evil much
EX P OSU R E longer, reduce warded-2 to warded-1.”
“The urchin shouts: ‘I know you, you’re the miller’s
daughter!’ ”
GI VE A CH AL L E NGE A
“The fanged creature turns its head sharply. PO S I TI VE TAG OR S TATUS
It spots you!” “The duelist picks up your arming sword, now
“By the look on the shopkeeper’s face, she already armed with two blades.”
knows what you’re planning.” “The thief disappears in the marketplace,
becoming hidden-3.”
ILL T I DI NG S
“You step on a twig, and the beast perks its ears.
“In its fury, the wild bear swats and mauls the It is now alert-2.”
helpless villagers, killing many.”
“The guards lead your friend away in chains. You SCRATCH A NEGATIVE TAG OR REDUCE
may never see him again.” A NEGATIVE STATUS ON A CHALLENGE
“The messenger stutters, in disbelief. ‘Stormhelm “Seeing this, the alderwoman is no longer
has… has fallen, milord.’ ” convinced-2 that she should help you.”
“The clever sellsword compensates for their
NE W C H A LL E NG E blind spot, avoiding your attacks.
“You stumble into a hornets’ nest!” “The wildling drinks some decoction, and shakes
“At the worst time, the constable shows up.” off your last blow, reducing stunned-3 to stunned-1.”
“It wasn’t just a distant rumble – the snow on the
mountain is moving. It’s an avalanche!” ADVANC E OR S ET BACK
“The hour grows late, time-passes-1.”
Y ES, BU T…
“Thick hide grows on the man’s skin, and
“You are able to eavesdrop on the goblins but because long claws extend out of his hands. He is
of the noise, you only pick up some of the words.” transforming-2.”
“You’ve managed to cobble together a makeshift “The chanting goes on, and the air is abuzz with
raft, but it won’t last long in these rapids.” some dark presence, causing ritual-progress-1.”
“You emerge from the Witchwood alive, only to “Rats infest the granary, reducing winter-
find you are miles from where you thought.” preparations by 2 tiers.”

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Reactions LESSENING THE CONSEQUENCES
Lessening the negative Effects of Consequences
When you take Consequences, the Narrator costs the same as creating these Effects:
may allow you to make a roll to react to • Prevent a story tag from being added – 2 Power
them and possibly lessen their Effects. • Prevent the loss of a power or story tag – 2 Power
• Avoid incoming status – 1 Power per tier
Count your Power and roll, in the same way you
would for a Quick outcome. Compare the total to • Avoid losing existing status – 1 Power per tier
these categories: OTHER EFFECTS
When you roll 10 or more on a reaction, you may
1 0+ spend your Power not only on lessening the
Spend your Power plus 1, on any Effect Consequences but also on any other Effect. This
represents a poised reaction, one which allows you
to turn things in your favor. Like when taking action,
9-7 you are limited to what is reasonably achievable by
Spend your Power, only to your described reaction (Narrator’s call).
lessen the Consequences You may, for example:
• Use an extra feat to gain the spotlight and take
6- an action, such as a counter attack.
Suffer the Consequences as-is • Use an extra feat to push your opponents back or
move around the battlefield unhindered.
Your Hero may only invoke reactive or passive • Discover something new about the situation,
tags and statutes, such as armor, good instincts, including your opponent’s moves (Threats &
alert, shielded, or a counterspell. This is not your Consequences), durability (Limits), or weaknesses.
action, but merely a reaction. • Give your opponent a status or tag, such as off-
Tags invoked in an action can’t be invoked in balance, taunted, or weak spot.
the reaction that immediately follows (in the • Reduce a negative status or tag, such as
same turn). You can’t “double dip”. This is because recovering from being surprised or prone.
that tag has already played its part in the chain of
events that led to these Consequences, so it cannot • Gain or regain a positive status or tag, like
help you again to lessen them. becoming the center-of-attention, or grabbing a
bar stool.
The incoming tags or statuses don’t apply. The
negative Effects given by the Consequences, the ones • Remove or reduce your opponents advantage,
you are rolling to lessen, don’t affect your reaction’s such as upper-hand or position of power.
Power because you still didn’t receive them.
Narrative Consequences cannot be avoided
You get a minimum of 1 Power to spend, even if with a reaction. They already happened and
you rolled with a Power of zero or less (The Rule of have been announced in the story – at this
Minimum One). On a total of 10 or more, you get a point, it’s too late. On rare occasions, the
minimum of 2 Power to spend.
Narrator may allow a well-positioned Hero to
If another Hero is in a position to help, the use a reaction to stop such a Consequence,
Narrator may allow them to contribute one of by treating it as a Quick outcome.
their tags to your reaction’s Power (Helping Each
Other, Vol. I, page 154). When you act, consider keeping some of
your more versatile tags for the reaction.
The Narrator may allow you to take a reaction For example, swordsmanship can be used to
even outside of your turn, such as if you’re
affected by another Hero’s Consequences, or if
land a blow against a foe, but also to parry
another Hero acts against you. or block, to diminish a counter attack.

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EXAMPLE REACTIONS & THEIR POWER
A comprehensive collection of further examples can be found in the Action Grimoire.

B LO CKI NG AN A XE L EA P ING AWAY HOL DI NG ON T O R E S I S T I NG A SPE LL


STROKE ( LE SS EN F RO M A G IA N T YOU R AU T HOR I T Y OF BE GU I L E ME NT
wo un ded-3). .. S P IDER’S T RA P ( L E S S E N R E MOV E D ( l es sen b eg u i l ed -5 )
(L ES S EN we bb ed- 2 ) … royal em i s sar y) …
Hero: Hero:
+1 Hero: Hero: +1
parry strong spirit
chainmail +1 quick reflexes +1 stiff upper lip +1 warded-3 +3
round shield +1 tumble away +1 sharp retort +1
restrictive armor Power 4
Power 3 Power 2
-1
Power 1
… OF A HE AVY A XE… …W H I L E SHOW I NG …C A S T BY A
… W H IL E M IL DLY C ON F I DE NC E GU I L E F U L
Opponent: E NC H A N T R E SS…
IN EB RIAT ED… Hero:
heavy axe -1 Opponent:
Hero: confident-2 +2
Power 2 inebriated-2 -2 enchantress -1
Power 4
Power -1 Power 3

… WIE LDE D . . . DE S P I T E
B Y A R AGING R I DIC U LI NG …W I T H W HO M YOU
… S W ING ING
SKI RMI SHE R. R U MOR S . A R E I N L OV E .
F RO M A N EA R BY
Opponent: C H A N DELIER. Hero: Hero:
enraged-1 -1 Environment: embarrassing past -1 in-love-4 -4
chandelier +1 Power -1
Power 1 Power 3
Power 0
Irrelevant Irrelevant Irrelevant
flower wreath Irrelevant tales of the ancients strong as an ox
sad-2 great jokes hastened-3 ostracized-5
a sunny day Indirect Indirect
Indirect
cunning Indirect pocket mirror martial training
feign a dodge monster lore increase confident self discipline
giant spider traps
EXAMPLES OF SPENDING POWER (REACTIONS)
A comprehensive collection of further examples can be found in the Action Grimoire.

B L O CKING A N A X E L EA P ING AWAY HOL DI NG ON T O R E S I S T I NG A SPE LL


STR OKE (woun d e d - 3 ). F RO M A G IA N T YOU R AU T HOR I T Y OF BE GU I L E ME NT
S P IDER’S T RA P ( R E MOV E roya l ( b eg u i l ed- 5 ) …
Lessen the (we bbe d - 2) em i s sar y) … Lessen the
Consequences
Lessen the Lessen the Consequences
Shove the attacker back
Consequences Consequences
(extra feat) Give your opponent
Grab a torch as you Make them reveal shocked
Counter attack (extra
tumble (extra feat) an unintended detail
feat) Gain clarity of thought
Recover from being (discover)
surprised earlier Gain imposing

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STORY TAGS
During play, your Hero may gain and interact with
STORY TAGS, which are impermanent tags. Unlike your
Hero’s power and weakness tags, they can be either helpful
or hindering depending on the situation, and they come
and go more easily. Story tags are recorded on tracking Story tags are llow.
cards or in the backpack section of your Hero card. highlighted in ye
Story tags are a versatile tool that can be used to describe many
things in the game:
• Items and beings your Hero creates, rallies, or summons, like a
Jug of Oil
makeshift spear, local militia, or forest spirit —
• Qualities and abilities, whether new ones you bestow on others or
those of your adversaries, like a aura of fire, curse of clumsiness, or
invisibility
• Things in the environment, like a bale of hay, heavy rain, or an
ancient ward
Story tags can be attached to anything, including your Hero, their
allies, objects, Challenges, and the environment or the scene.
Challenges often enter the scene already having some story tags.
Story tags are temporary. They expire and are removed from play

Ally Actions
when they no longer make sense in the story, for example when a
spell of protection has run its course or when you come in from the
as power
thick mist into a warm, well-lit tavern. Some might require effort to
Allies representedthemes
be removed, such as a curse of false visions.
or story tags ore way the
act in the sam Narrator
Using Story Tags Hero does. The e ally gets
• Story tags can be invoked in an action as either helping or rules whether th ht or
hindering giving or taking away 1 Power accordingly. However, their own spotligyer must
invoking a hindering story tags doesn't let you mark Improve, whether the pla o’s spotlight
unlike weakness tags.
give up their Her nt to act
• You can burn your Hero's story tags for Power (Drawing More whenever they wAallies take
Power, page 154). This is especially appropriate for story tags that with their ally. nd reactions
represent consumable items. Consequences a the Hero
• You can create or scratch a story tag by spending 2 Power. independently of eir own
and may have the Narrator.
Limits, set by th
• The Narrator can create or scratch story tags at any point, including
during a player’s action, although the adding of negative story
tags (or the unwanted removal of story tags) is usually done as
Consequences. You can lessen story tag Consequences by spending
2 Power per tag.

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SINGLE-USE STORY TAGS
When spending Power, if you only have 1 Power left to spend, you may
create a single-use tag. This tag adds 1 Power to your roll, as normal, but
once invoked, it is scratched. Single-use story tags cannot be burned for
Power (Drawing More Power, page 154). Scratching a single-use story
tag costs 1 Power.

CONSUMABLE STORY TAGS


Consumable items represented by story tags may include potions and
remedies, food and other perishables, ingredients, scrolls and talismans
that burn when used, one-time graces booned by the gods, and such. When
a consumable item is consumed entirely in an action, the player should
burn its story tag for Power (page 154), to reflect the greater effect derived
from its one-time use. Consumable story tags can also be used normally to
provide 1 Power per tag, in which case it is assumed the Hero is rationing the
use of this consumable item to gain multiple uses with smaller effect.

Story Themes
You can make story tags into STORY THEMES by adding more tags to
them to describe their features. This makes whatever they describe more
important and more impactful in the story.
For example, a magic lantern can have additional tags such as reveals the dead
and dispel illusion, making the lantern especially useful for those activities.
The Narrator can add a negative story tag to round out a story theme,
such as the lantern being difficult to light. This is not a weakness tag, it
simply describes a flaw or an issue and is therefore usually hindering.
It can be removed with Effects, but as long as the theme remains, the
Narrator can reintroduce it.

EXAMPLE STORY THEMES


These examples mirror Hero themes by featuring two additional tags and
a negative one, but this is not a requirement.

A Good Provisions Map of the Local Militia


Longbow trusty rope Realm pitchforks
full quiver warm clothes all the back roads committed to the cause
long range wasteful use known monster nests untrained
requires strength ink runs when wet

Glorn, The The Goddess’s


Magic Lantern Wayguide Hedge Golem Blessing
reveals the dead scout ahead sprout vines avert accident
dispel illusion knows these parts towering hulk sense danger
difficult to light sour disposition slashing weapons visible to witches

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STATUSES
Statuses are special tags that represent a character’s
current conditions such as wounded or impressed. They
have a tier indicating their intensity from 1, mild, to 6,
which is deadly or transformative. Statuses are recorded
on tracking cards, by marking the numbered box ighlighted
corresponding to their tier. Statuses are hre
in green and a ash and
Statuses can be used in myriad ways, such as: followed by a d r tier.
• To track wounds and injuries (bleeding, poisoned) a number, thei
• To compel other characters to act (convinced, charmed)

Restrained
• To show mood, feelings, and disposition (friendly, raging)
• To represent tactical advantages and disadvantages (prone,
distracted, off-balance)
• To track progress, for example, of a ritual (progressing) x
• To boost (buff) your allies (blessed, hastened) and hinder (debuff)
your foes (hobbled, drained)
Statuses can be attached to anything, including your Hero, their
allies, objects, Challenges, and the environment or the scene.
Challenges often enter the scene already having some statuses. e poisoned,
Some statuses, lik us
Statuses are temporary. They expire and are removed from play when represent dangearore
they no longer make sense in the story, for example when a prone Hero
situations that llenges.
was able to get up or when a humiliated evil queen had had enough time
to restore her dignity. Some might require effort to be removed, such as
themselves Cha
wounded or cursed. A status that exceeds a Limit (page 165) becomes
permanent.

EXAMPLE STATUSES
CO MBAT S O CIA L & TAC T IC A L P H Y S ICA L
EMOT IONAL C ON DI T IONS
wounded alert
parrying respected hidden fatigued
blinded convinced exposed poisoned
poised heartbroken surprised hungry
shielded hostile tangled invigorated
beguiled paralyzed
ME N TA L E N V I R ON M E N TA L
CONDI TION S N EG OT IATION & PROGRESS TRACKERS
C O M M ER C E
burning
disoriented drowning time-passes
afraid tempted ritual-progress
foggy
intoxicated tight-lipped transforming
teetering-on-the-edge
focused outraged filling-up
broken
oblivious hefty-purse faction-respect
indebted

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Using Statuses
• When you take action, you add the tier of the most helpful status
(Stopping) The
to your Power and subtract the tier of the most hindering status Death Spiral n affect
s ca
from your Power.
Normally, a stawtuill increase
• You can create statuses or reduce their tier (to the point of removing an action that, a humiliated
them if reduced to zero or below) by spending 1 Power per tier. it. For example be more
• The Narrator can create or remove statuses as Consequences. You character may rther ridicule,
can lessen such Consequences by spending 1 Power per tier. Some vulnerable to fuability to lessen
Challenges or environments can enter the scene already having reducing their ated statuses.
some statuses. incoming humili wounded may
Similarly, being character’s
Increasing Statuses (Stacking) detract from ag to further
fighting, leadin nd injuries.
When a status already exists in the game, you increase its tier by
Consequences a
creating another status with the same or similar tag. For instance, statuses
an opponent who is distracted-2 can be made even more distracted This logic makesause taking
by giving them a new distracted status. The Narrator rules on which more grave, bec dy puts the
statuses stack and which exist independently; for example, wounded any status alrea Challenge,
and bleeding may stack, because they are similar. receiver, Hero oreat. In turn,
When a stacking status is gained, add it to the same tracking card on a path to def nflict more
by marking the box corresponding to its tier. The tier of a status is this can make cothe outlook of
always the highest box marked on its tracking card. fast-paced and grim, an effect
For example, if you already were distracted-2 (and marked the second the story more eath Spiral.
box) and then gained distracted-4, add a mark in the fourth box. The known as the D
with the
new tier is 4. Deciding together tor may
group, the Narrinags down
wish to slow theath spiral
ed and stop the d not allowing
Distract + Distracted
by categoricallyly to actions
x statuses to app ease them.
x that would incr a more
This can createwhere taking
relaxed setting ’t spell defeat
a status doesn have time
and charactersaround.
Distracted to turn things
x x

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tuses to higher If the box corresponding to the tier you are adding is already
Adding lower staentually increase marked, mark the next empty box to the right. For example, if
statuses can ev , marking the you’re adding distracted-2 to distracted-2, the second box is already
its tier. Initiallysn’t change the marked, so you mark the third box instead. The new tier is 3.
lower boxes doe lower boxes fill
tier, but as the eater chance
up, there is a grw-tier status ed
that the next loa higher tier. Distract + Distracted
will spill over to
u are
For example, if ityoh box 2 marked, x x
distracted-4 w cted-3, the
and gain distrants as 4; but next
status still cou istracted of tier Distracted
time you gain dill become tier 5
2, 3, or 4, it w spills over to the xx
as this status to the right.
first empty box

m a lly , a st a tu s doesn’t affect Reducing And Removing A Status


Nor ction to remove
the Power of anttaempts to When you reduce a status, move all the marked boxes left by the
it. If a healer anded-2 brigand, number of tiers you reduced. Marks pushed below 1 are removed.
bandage a wou atus does not The highest remaining mark is the new tier of the status.
the wounded st that action. If all marks are pushed below 1, the entire status is removed.
directly hinder For example, reducing blessed-4 by 3 tiers results in blessed-1.
its own
A status hinderhsen it is especially
removal only w sistent, such as Blessed
egregious or per-4, or when a Blessed
terribly-cursedto heal themselves x x
Hero is trying is getting in x
and the statusample, if the
the way, for ex gand attempts
wounded-2 brinr own wounds.
to bandage thei

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LIMITS
Every Hero and many Challenges have a Limit – a number
between 1 and 6 – of how much they can take of a given status.
im it s a re h ig h lig hted in red
If a Hero or Challenge takes a status with a tier equal to L by a number
that Limit, they are overcome (defeated) and cannot take any and are follox wed oting their
in a shield den ield can be
more actions related to that status: if they are restrained,
maximum. The sh theses:
they cannot move, and if they are humiliated, they cannot stylised as paren
speak in public. This is known as maxing out a Limit. convinced(4).
Limits can determine the outcome of a scene. If the Heroes
overcome the scene’s Challenges, they may achieve their goals,
whereas if the Heroes are overcome, things can take a turn for the
its
worse for them.
Lowering Hero Lim
redsha
Depending on yoaurtor may
If a status’s tier ever exceeds a Limit, its effects are long-lasting
or permanent, spelling death or a deep transformation, when
appropriate. story, the Narr with the
decide togetherthe game more
Your Hero’s Limit is always 5, for all statuses. At tier 6 your Hero
group to make ly by lowering
might die but could also instead be transformed or shaken to their
core. The Narrator may choose to change some of your themes and bleak and dead it for Heroes
associated tags to reflect the deep change your Hero underwent. For the default Limanent) or even
example, if you were ostracized-6 by your village, perhaps you become to 4 (5 is perment). Heroes
a Vagabond, or if you were killed-6 by a vampire, perhaps you become 3 (4 is perman more heavily
one (Vampire). must then rely shield them
Challenges have different Limits for different ways in which
on their tags tostatuses, and
they can be overcome. A wild boar could be hurt 4 , scared 4 , from incoming e wary of the
or bonded 4 with while a spirit of pestilence can be purged 5 and will become morurney, as Hero
appeased 3 . Some Challenges are immune to some statuses, listed perils on the jo more likely.
as having no maximum for that Limit. For example, the spirit of demise becomes
pestilence may be immune to physical harm, or hurt – .
The Narrator is not required to reveal a Challenge’s Limits to you –
your Hero usually has to take action in order to discover them.

Progress Limits
Limits can be used to track an impending turning This could be a desired outcome for the Heroes,
point in the narrative. These can be a process that such as completing the harvest in time and
must be completed, like a harvest, a journey, the knowing the village has food for the winter, or
crafting of a masterpiece, a ritual, a transformation; completing the delicate concoction of a special
or an approaching moment in time, like the coming potion, for which the Narrator boons the Hero
sunset in Gerrin’s journey (page 35), an impending a story tag, story theme, or status. Or, it may be
invasion, or a room filling up with water. Such Limits an undesired outcome that is represented by
are called progress Limits. Consequences: a friend transforms into a monster
(a new Challenge), the Heroes arrive too late to
When a progress Limit is maxed out (its status tier
avert a disaster, and so on.
reaches the Limit), something happens in the
narrative and the Narrator may add Effects to match.

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ADVANCE USE OF STATUSES
Polar Statuses Defensive Statuses
Some pairs of statuses are the polar opposite Normally, a Challenge’s defensive status, such as a
of each other: hot/cold, friendly/hostile, hidden/ sellsword's parrying-2, reduces the Power of a Hero’s
exposed, and so on. A Hero or a Challenge can sword stroke; a Hero’s defensive status, such as
never have two opposing polar statuses at the warded-against-magic-1, increases the Power of their
same time. Instead, when a character receives a reaction against magic. Such a status slows down
status that is the opposite of an existing status they an opponent’s ability to max their target’s Limits.
have, remove a number of tiers from the greater Besides attacking each other to max out Limits,
status equal to the tier of the lower status. If the Heroes and Challenges can also take actions to
incoming status is greater, change the tag of the remove each other’s defensive statuses, if they are
status to the new polarity. able, exposing their target to greater damage.
For example, if a character who is hostile-3 takes a Some statuses instead offer an “ablative” defense,
friendly-2 status, they become hostile-1 (3 - 2 = 1). If by being the polar status of a Limit. The status
the same hostile-3 character took friendly-4 instead, doesn’t affect the Hero’s actions or reactions, but
they would become friendly-1 (3 - 4 = -1). it must be removed completely before the desired,
opposite status can be applied against a Limit. For
Compelling Statuses example, a hungry-3 monster cannot begin to be
sated 4 before hungry-3 is removed. The Power
A compelling status includes a directive, explicit of actions to feed the monster is not reduced by
or implicit, which compels the target to act in a hungry-3, it just takes longer and more Power to feed
certain way. This could be enraged, hypnotized, it until it is sated. First, hungry-3 must be reduced to
charmed, friendly, convinced, and so on. zero, and only then sated statuses can be applied.
A Hero’s compelling status hinders every action A defensive status can be both standard and
that goes against the directive of the status. ablative. With a Challenge who is zealous-4 and
A calmed Hero finds it more difficult to take must be convinced 3 against their faith, all actions
aggressive action, for example. If the directive is to to convince them will be negatively affected by
take specific action, such as goaded-to-attack, trying zealous and, in addition, these actions must first
to avoid it by doing nothing requires an action that remove zealous before they can start giving the
is hindered by the status (see Gerrin resisting the Challenge convinced statuses.
temptation of the Creature, page 41).
It is up to the Narrator to choose how each
The Narrator decides how compelled Challenges defensive status is used – standard, ablative, or
act. The compelling status can also help the Heroes both – and to communicate this to the players.
lessen the Consequences delivered by that Challenge.
For example, if a Hero gives a Challenge charmed-3
and the Challenge attempts to harm the Hero, the
hero may use charmed-3 as a helpful status when A player who does not want to follow a
lessening the Effects, because the Challenge is
hindered by a compulsion not to harm the Hero.
compelling status may ask the Narrator
to trade it with another status of the
When a compelling status reaches a character’s same tier that shows the outcome of their
Limit (page 165), it can no longer be resisted – deep resistance to the directive, such as
the character must follow the directive. When it fainted, catatonic, heartbroken, etc.
exceeds the Limit, it becomes permanent.

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MIGHT
Characters in your story can vary greatly in size, social
standing, or sheer power. A dragon is mightier than a
farmer, a renowned swordsman is mightier than the
village blacksmith, and a secret society of builders is
mightier than a single builder. One can achieve things the
other can only dream of, and yet even the lowliest peasant
can trick the greatest sorcerer.
ht
Similarly, some tasks demand more might than others. Whittling a When To Use Migide
y dec
spoon from a piece of wood does not require as much skill as crafting a The Narrator mhaen a
magical ring, and climbing over a low stone wall cannot be compared to use Might waction…
to climbing a towering, sheer mountain cliff with one’s bare hands. Hero takes an
a
The Might rules given here allow you to represent situations in
• That is against Mighty
which your Hero is Mightier than the task they are attempting, or
Challenge that aisspect.
when the task they are attempting is beyond their Might. In these
situations, called Favored and Imperiled respectively, your Hero in the action’s
s or face
receives a bonus or a penalty to the Power of their action and the • To achieve resultunusually
Consequences they take decrease or increase accordingly. a foe that are s, great, or
A TOOL FOR EMPHASIZING POWER GAPS
large, numerou as facing
powerful, such s a lone
Like when counting Power (page 148), Might relies on the a whole gang a ng the
Narrator’s interpretation of the situation, the Hero’s theme tags, and
guard, or undoi hmage.
the Challenge’s Mighty aspects. The following guidelines help the
Narrator and Heroes envision what Might can be in your game, but
magic of an Arc
at is
ultimately Might is a tool in the hands of the Narrator to signal to • In an arena thimportant, or
the Heroes: especially big, ing, such as
“Now you are in over your heads…” (Imperiled) or “Now your ability otherwise imposcity council,
can shine!” (Favored) addressing theief hiding in
or finding a th many alleys.
one of the city’s
In doing so, the Narrator emphasizes the different power levels in
your story.

Determining Might
There are three broad levels of Might (for a more accurate scale, use
Detailed Might, page 173):
• Origin, for what is ordinary. This is the baseline Might of an
ordinary person or task in all matters.
• Adventure, for what is exceptional.
• Greatness, for what can shape the world.

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Might can apply in different aspects, domains, or matters, including:
• Prowess or skill, such as that an apprentice, journeyman, or The aspects in a Challenge
master which a Hero orre or
• Size, such that of a human, troll, or titan has an Adventuht level are
• Numbers, such as a handful, a band, or a horde Greatness Mig hty aspects.
• Social influence, such as local, far-reaching, or realm-wide called their Mig
• Magical power, that is weak, formidable, or incredible invoke
You don’t have to dventure
Might is always a combination of level and aspect. Adventure in tags from your Aemes in
influence, Greatness in magical power, Origin in money, Adventure or Greatness th considered
in battle prowess, and so on. an action to bee fields.
An individual often has not a single but several Mighty aspects. Mighty in thos e is enough.
They may be Mighty (Adventure or Greatness) in some fields Having the them
and ordinary (Origin) in others. A troll may have Mighty size and
strength (Adventure in size), but may also be dirt-poor (Origin in eme of
A Fellowship thre atness
Adventure or G affect
money) or have no social clout (Origin in influence).

A HERO’S MIGHT Might can also s in the


A Hero is Mighty in the aspects covered by their Adventure and a Hero’s action h it applies.
Greatness themes, and in all other matters they are of Origin level. aspects to whica renowned
The King of the Riverlands (Greatness in influence), when attacked A Fellowship of can have
by an assassin in his bedchambers, is just a man (Origin in fighting), theater troupe reputation
unless the king happens to have a relevant Mighty theme, such as an exceptional fluence).
Veteran of Many Battles (Adventure in fighting). (Adventure in in

EXAMPLES OF HERO MIGHT ASPECTS

Village Smith Demon Abjurer Sellsword Heavy-Hearted


Monarch
Blacksmith Warding Invocations Formidable
Skill or Trade Magic Weaponmaster Monarch
(Origin in skill) (Adventure in warding Prodigious Ability Dominion
magic) (Adventure in fighting) (Greatness in political
Strong as an Ox power)
Trait Denizens of the Unseen Forged in War
(Origin in strength) Knowledge Past Impregnable Stronghold
(Adventure in occult (Origin in warzone Possessions
Heart of Gold knowledge) survival) (Greatness in battle,
Personality when inside)
(Origin in emotion) Mystic Pilgrimage Contract Work
Past Duty Band of Swords
Heirloom Longsword (Origin in mysticism) (Adventure in Companion
Relic (Adventure in profession) (Adventure in battle)
fighting, when wielded) Caravan Folk
People Respected Leader Prophetic Visions
Origin in all other (Origin socially) Influence Trait
matters (Adventure in (Origin in divination)
Origin in all other leadership)
matters Origin in all other
Origin in all other matters
matters

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A CHALLENGE’S MIGHT
Sometimes the ot reveal a
A Challenge’s Mighty aspects are determined by the Narrator, or
Narrator will nhty aspects,
Challenge’s Migpparent
listed in the Challenge Profile (Vol. II, page 106). An archmage can
possess all-powerful magic (Greatness in magic), a giant is Mighty
big (Adventure in size), while a scheming royal advisor can be if they’re not a clear
difficult to outsmart (Adventure in cunning). In all other aspects, the (being huge is a you must take
Challenge is at Origin level. giveaway!), andver them.
action to disco
AN ACTION’S MIGHT
An action is Mighty if it requires exceptional (Adventure) or have a
world-shaping (Greatness) ability to accomplish. For example, Some Challengeshidden
building a boat fit for a dozen people (Adventure in crafting) is a Vulnerability, anegates
Mighty endeavor due to its size and the expertise required. Fighting feature which spect. W hen
a militia platoon (Adventure in numbers) is an exceptional feat for a their Mighty a hallenge is
lone ordinary swordsman, while fighting an entire army (Greatness exploited, the C n level in that
in numbers) all lonesome is nothing short of legendary. considered Origi ions to reveal
Engaging a Challenge directly in their Mighty field is an equally aspect. Take acterabilities!
Mighty action. Attacking an ogre (Adventure in size) in hand-to- Challenges’ Vuln
hand combat, assuming they can use their physical size in battle, is
a task fitting Adventure level battle prowess. Verbally challenging
the grand vizier in court (Greatness in influence) is a task that calls
for Greatness in social clout or oratory skill. Trying to shatter the
magical sigil of a lich (Greatness in magic) is a task that calls for
Greatness in magic.

EXAMPLES OF ACTION MIGHT

Climb Archery Performance


Over a garden wall Hunt a deer Entertain friends
Origin Origin at camp
Origin
Up an icy cliff Hit an apple on
Adventure someone’s head Engross a theater
Adventure audience
Out of the inverted Adventure
gorges of Hell Shoot an armored
Greatness general from a Make the Dark
mile away Lord weep
Greatness Greatness

Sneak Craft Heal


Past your mom A well-made A bad burn
Origin horseshoe Origin
Origin
Past the city The plague
guards A seafaring boat in town
Adventure Adventure Adventure
Past the all-seeing The One True The curse upon
Sphinx Sword the land
Greatness Greatness Greatness

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Using Might In Action Yo u a r e
When a Hero describes their action (the first step of
taking action, page 145), the Narrator can decide to
Imperiled when…outclassed
ally
• You are dramatic
ty than is needed
compare the Hero’s Might with the Might required
for the action, in the relevant aspect. fa r le ss er a b ili
• You have
• If the two Might levels match (the most common bigger adversary
situation), the Hero is neither Imperiled nor Favored. • You face a much
cover a
• Your Hero is Imperiled when they try a task beyond • You are trying togroup than you
their Might. greater area or e power to
• Your Hero is Favored when they try a task below normally have th
their Might.
• You wield compor aratively
power
inferior magic
IMPERILED
to o lit tl e in fl ue nce to pull this off
A Hero taking an action one level of Might greater • You have
than they possess (Origin vs. Adventure, or Adventure
vs.Greatness) is taking an Imperiled action. They when…
either fail (Simple), or lose 3 Power (Quick, Detailed) You are Favored lass your opposition
outc
• You dramatically
in addition to all other counted tags and statuses.
This penalty does not apply to reactions. Instead, if the much
Hero takes Consequences from a source one level of • You have ability eeded
Might greater than they, the Narrator increases the greater than is n
ntly bigger
Effects of the action’s Consequences by 3 status tiers • You are signifivecarsary
or one tag. than your ad
ur target
In the extreme case the Hero is two levels of Might below
• You impose onnyo bers
what is needed (Origin vs. Greatness), they are Extremely
with greater um r
Imperiled: their action loses 6 Power, and they take
ou w ie ld m a gi c a l power of a greate
Consequences increased by 6 status tiers or 3 tags. •Y needed
magnitude than is
FAVORED
m m a n d va st ly m ore influence
A Hero taking an action one level of Might lower than • You co
op p on en ts or th an required
they possess (Adventure vs. Origin or Greatness vs. than your
Adventure) is taking a Favored action. They either
succeed (Simple), or gain 3 Power (Quick, Detailed) in
addition to all other counted tags and statuses. Overcoming Perilperiled because they
is Im
This bonus does not apply to reactions. Instead, if the W hen your Herigo htier task, you can:
Hero takes Consequences from a source one level of are facing a M
Might lower than they, the Narrator decreases the ur n a ta g fo r P ower (page 154).
•B t
Effects of the action’s Consequences by 3 status tiers or
ry to d is c ov er a Vulnerability tha
one tag. This could potentially nullify the Consequences. •T ying field.
would level the pla
In the extreme case the Hero is two levels of Might above
ith the Challenge
what is needed (Greatness vs. Origin), they are Extremely • Try to engage wthat your Might or
Favored: their action gains 6 Power, and they take differently, so omes an advantage
Consequences decreased by 6 status tiers or 3 tags. lack thereof becdisadvantage.
rather than a

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EXAMPLES OF IMPERILED AND FAVORED ACTIONS

Survive a Fighting a Growing an entire Impress a crowd


hurricane monstrous chimera forest with magic in a tavern
(Adventure in survival) (Adventure in fighting) (Greatness in magic) (Origin in performance)

No relevant themes No relevant themes No relevant themes No relevant themes


(Origin) – Imperiled (Origin) – Imperiled (Origin) – Extremely (Origin) – Equal Might,
Imperiled no effect
Hinterland Tracker Strong As An Ox (Origin)
(Origin) – Imperiled – Imperiled Briar Witch (Origin) – Tavern Bard (Origin) –
Extremely Imperiled Equal Might, no effect
Seasoned Explorer Monster Hunter
(Adventure) – Equal (Adventure) – Equal Dryad (Adventure) – Royal Herald
Might, no effect Might, no effect Imperiled (Adventure) – Favored

Storm Titan (Greatness) Master Beastmaster Archdruid (Greatness) – The World’s Most
– Favored (Greatness) – Favored Equal Might, no effect Beautiful Voice
(Greatness)– Extremely
Favored

Might As A Detriment
Might is not always advantageous. One’s Might Your opponent’s Might (Adventure or Greatness) is
can be turned against them, whether a Challenge to their detriment when:
or a Hero! • Their Might makes it harder for them to reach or
The Narrator can decide that a Mighty aspect acts act where you are or at your size
as hindrance for an action in a different aspect. • They are trying to hide something that is just too
This often happens when the Mighty aspect big or blatant
becomes confining, limiting, or interfering, or if • Their attention is focused on greater things than
the goal of your action seems to be beneath you, you
irrelevant, or ill-fitting of your place considering • They are playing by your rules or on your level
your Might. • They are interacting in a way they are not used to
For example, an ogre’s size (Adventure in size) due to their Might
can work against them when trying to hide or Your own Might (Adventure or Greatness) can act
manipulate tiny objects; a king’s political life to your detriment when:
(Greatness in influence) may mean they don’t have
much time for cooking or for noticing the ongoings • You attempt a task for which your tools or
of the servants; and a dragon’s fiery breath abilities are too big, crude, or sweeping
(Greatness in destruction) is a weapon not known • You attempt to act in a subtle, nuanced, or
for its discreteness, subtlety, or discrimination. hidden way but your Might attracts attention
• You are trying to notice or find something or
If a Hero can make a foe’s Might work against someone you’d normally consider unimportant
themself to the Hero’s benefit, they are Favored or beneath you
even if they are of lesser Might.
• You are interacting in ways or environments that
If a Hero’s Mighty aspects are hindering them are alien to you or that you’ve lost touch with
from performing a certain task well, they are because of your Might
Imperiled. • You are too preoccupied with your Mighty
endeavors and concerns to pay proper attention

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EXAMPLES OF MIGHT AS A DETRIMENT
Exploiting
SIZE INFILTRATION Greater Might
ge’s Might
An ordinary-sized Hero flees A villager Hero (Origin in
Making a Challeusnually
play against it thought
from a giant (Adventure in standing) is impersonating a
size) into a narrow crevice castle servant before…
(Origin in size) – Favored requires clever action.
…the palace cook, who knows and a deliberatevily on the
A giant Hero (Adventure in all the servants (Origin in It depends hea g moments
size) chases a person into a standing) – Equal Might, no situation, findin a Mighty
narrow crevice (Origin in size) effect or places where ental.
– Imperiled aspect is detrim
… the court herald, who rarely ger (Origin)
DECEIT deigns to talk to the servants A humble gravedig looked point
A charlatan (Origin in (Adventure in standing) – can find an over into a
cunning) Hero tries to swindle Favored of entry and sliparmy camp
the princess (Greatness in sleepy fortified ause he
riches) out of her money… … the queen, whose mind is (Adventure) bectage of the
on greater things (Greatness can take advanto cover a
… at court, surrounded by her in standing) – Extremely
patrols having if the camp
entourage – Favored
large area – butng dozens of
Extremely Imperiled … the Master of Spies, who is on alert, havisearching for
excels at spotting spies active soldiers ing to make
… at his gambling den, after (Greatness in espionage) – interlopers is go , not easier.
luring her there – Extremely Extremely Imperiled the task harder
Favored

Special Cases
Detailed Might (Scale) tages and
W hen the advaofn Might
The Narrator may choose to use a more detailed version disadvantages her, treat
of Might, also called Scale. offset one anotas Origin
the character ction.
Using this method, the Might required for an action is counted based on level for that a
o is
Sometimes a Hera certain
the action’s difficulty and the scale of its effect, such as the area it covers
or the number of people it includes, to come up with a more exact figure
for the Might required for an action. both Mighty atusing a
task while also ht against
THE ACTION’S MIGHT Challenge’s Mig r takes
Use the Scale table as guidance. Pick an Area, Size, or Numbers it. The Narrato ount and
description that best describes the action’s scope. This Might value is all this into accbetween
subtracted from the action’s Power. You can combine Might values simply chooses xtremely
from different columns. Favored and E me applies
• Performing an encouraging song (Origin in performance, 0) for the Favored. The saif a Hero
Fellowship (1) = Power -1 in the reverse, advantage
• Casting an exceptional spell (Adventure in magic, 3) that affects is both at a disChallenge’s
one room (1) = Power -4 because of the to their own
Might and due g them.
Might hinderin

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THE HERO’S MIGHT The Might of a group can be added to a Hero’s
A Hero’s scaled Might is always 0 for Origin, 3 for action’s Power if it is beneficial, e.g., if a Hero is
Adventure, or 6 for Greatness. leading the group, or subtracted from a Hero’s
action’s Power if it is detrimental, e.g., if a Hero is
If the Hero is Mighty in the action’s aspect, add
fighting against a swarm of devilish fiends.
their Might to their action’s Power.
• A common charm maker (Origin in magic, 0) The Narrator may split larger groups into smaller
creating a simple charm that would protect the ones and even down to their individual members
entire Fellowship (1), has -1 Power. A sorcerer and treat them as separate Challenges, or combine
(Adventure in magic, 3) would have +2 Power. smaller groups into a larger one and treat it as a
single Challenge.
If the Hero’s Might is working against them,
A common Consequence for many group
subtract their Might from the action’s Power.
Challenges is to increase their Numbers, rallying
• A renowned bard (Adventure in reputation, 3) or summoning more individuals to their group and
trying to flee the city with the entire city guard increasing the potential danger of the Challenge.
looking for her (3) has -6 Power. A giant dragon
(Greatness in size, 6) trying to hide from the city AREA EFFECT ACTIONS
guard would have -9 Power. When a Hero takes an action that affects an
area, such as making an entrance (charmed-2 on
ADJUSTING CONSEQUENCES
everyone in the room) or setting a field ablaze
Consequences are adjusted by a number of status (burning-3 on a field), they may affect a mixed
tiers equal to Power modifier of the action, or by a group of Challenges within it. If all or most targets
number of tags equal to half the Power modifier of share the same tag, status, or Might that would
the action (rounded down). impact the Power of the action, it applies to the
• A common musician (Origin, 0) holding the action. For example, if all the Highglade socialites
attention of a village tavern (2), loses 2 Power. are hard to impress, charming everyone in the room
The Consequences of that action are increased by suffers from -1 Power as usual.
2 status tiers or 1 tag.
Once the action is resolved, the Narrator adjusts
GROUPS the Effects taken by each Challenge based on
their remaining tags, statuses, and Might. In the
When using Scale, groups can be treated as a
burning-3 field, a bale of hay that burns easily might
single entity by increasing the Might of a typical
take burning-4 (+1 tier for the +1 Power that tag
individual by the Might listed in the table under
would normally give), whereas a stony creature
Numbers. This only applies when the group’s
with Mighty resistance to flames may not take
numbers are both beneficial for the task (e.g., in
any burning status at all (-3 tiers for -3 Power being
battle, as labor) and applicable (e.g., all group
Imperiled would normally give).
members can affect the same task or target).
• A handful (1) of bandits (0) are Might 1
• An army (5) of dragons (5) is Might 11
DETA IL ED
MIGH T AREA SIZE GR OU P
M IGH T (S C A L E)

0 A person A human An individual


Origin
1 A room A horse A handful
2 A house An ogre A dozen or two
Adventure 3 A village A giant A crowd
4 A city A titan A clan
5 A region A dragon An army
Greatness
6 A kingdom A colossus A nation

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CAMPING
& SOJOURNS
When the Fellowship stops to recover their strength or to admire the
view in between scenes of travel, drama, and adventure, the flow of scenes
pauses for a while and you take a break: a camping scene. In this scene,
you describe what each Hero is doing around camp in broad strokes,
although you may zoom in on interesting details.
Similarly, there are times in the series when the Fellowship spends a longer sojourn
somewhere, staying for days, weeks, or even months. Perhaps they are staying
with the Fair Folk, learning their mysterious ways, crafts, and magic, or
maybe they spend time in an ally’s welcoming manor house. They could
be simply passing the time in their own home hamlet between their local
adventures.

Expire Story Tags In Your Backpack


A pause for camping or sojourning often means a significant length of time
passes. This is a convenient moment for you and the Narrator to review the
story tags in your backpack (as well as other story tags, if any) and expire
some of them, although the Narrator may rule they persist until the end of
the camping scene, or even beyond – all according to what fits the story.
To keep the benefits of expired story tags going forward, you must
recreate them, either during your camping or sojourn, or later, by
taking action in a scene.

TYPES OF EXPIRATION
Some story tags represent things that truly expire: a numbing
salve has lost its properties, or a peddler ally must part with you
and go their own way. Recreating their tags means making new
instances of these things – make a new batch of salve, make a
new friend.
Other story tags represent things that must be
maintained to retain their usefulness: you must practice
your battle stance again or you won’t perform it well next
time, you must repair your boots or they won’t be of much
use. Recreating these tags means bringing them back to
working order.
Finally, some story tags represent things that remain
in the story, but lose their importance and power to affect
it. You may have looted a dagger from a dead body, but –
unless you make it into a power tag – the dagger is not a
permanent fixture in your Hero’s story. Your Hero may
still possess the dagger, but actions with the dagger
will no longer gain Power from it. You can prolong the
importance of such things by recreating the same tag.

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Establish Your Campsite Describe How You
or Place of Stay Spend Your Time
Before the Fellowship can camp or sojourn, they When you set up camp or begin your sojourn,
must find the right place to do so. Depending you play through two periods. Each period can
on where they are, the Narrator may attach to a be thought of as a watch (first watch and second
campsite or a place of stay story tags and statuses watch), or as the second and first half of your stay.
that describe it such as beautiful vista, annoying In each period, go around the Fellowship and have
gnats, plentiful greenery, lavish amenities, spies each Hero choose what they do during that period
everywhere, rainy-2, and so on. The Narrator can from the options below (Rest, Reflect, Take Camp
also make a Threat, such as gathering clouds Action), and gain the associated benefit. Rest and
or howling beasts, which could erupt into Reflect can only be chosen once in each camping
Consequences during the camping time or sojourn. or sojourn scene, while a Camp Action can be
The Heroes may take action to find a desired chosen multiple times.
campsite or place to stay, and use their Power to Each Hero’s choice of activity may affect activities
furnish it with the story tags they want or remove that follow it (even though the activities may
unwanted tags; Consequences of this action can happen simultaneously during the same period).
be that the chosen place has some downsides, For example, choosing to Rest first and remove
represented by the same or more negative story a tired-3 status may improve the Hero’s chances
tags and statuses. when they build a raft in the next period; choosing
to play heartening music for everyone at camp can
inspire others as they work; and so on.

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You can choose to have a third activity, at the • Entertain others with music, storytelling, or jokes,
expense of taking Consequences. This activity improving the mood
takes place during a third period, which is played • Hunt & forage to collect food and herbs
last and includes only the Heroes who choose to • Prepare for the next part of the journey, whether
participate. by training, or conducting a ritual
• Read and research to discover new valuable
REST – EXPIRE STATUSES
information
Your character takes time to recover and rest. • Scout ahead or practice divination to reveal what
Camp Benefit: The Narrator expires some of your may come in the next part of the journey
statuses (and, if relevant, negative story tags) • Stand watch to prevent any Threats from
and restores power tags that would naturally be materializing, or at least give apt warning
recovered after a rest, such as positive attitude.
Camp Benefit: Count your Power for your chosen
Many statuses such as tired, hungry, or bruised
action as you would for an action in a scene.
are as good as gone after a meal and a good
The conditions of the camp or sojourn affect
rest. The Narrator may rule that some statuses
your Power. You may roll for the action and risk
persist or are only partially recovered due to the
Consequences, or, if you have 1 Power or more, you
shortness of the rest or the conditions.
may spend half your Power (rounded up) without
Sojourn Benefit: Graver injuries such as rolling.
battle wounds, ailments, starvation, severe
Sojourn Benefit: Same as in camp, but you gain
exhaustion, and even unnatural afflictions can
additional Power for your action: 1 Power if you are
be expired, depending on the place of stay.
staying days, 2 Power if you are staying weeks, or 3
REFLECT – MARK IMPROVE Power if you are staying months.
Your character takes time to internalize and process
all they have been through, and to grow from it. Fellowship Quality Time
This moment of reflection can be described as quiet Before the end of the camping or sojourn periods,
contemplation time under a starry sky, meditation, take a look at your Fellowship. What have they been
training, conversation, and so on. This is also a good through during the last part of their journey, and
time to reflect on each theme’s Quest and mark during the camping time or sojourn? How is the
Abandon or Milestone if the player sees fit to do so. Fellowship holding up to their Quest? Is it time to
Camp Benefit: Mark Improve on any one of your mark Abandon or Milestone?
themes or on the Fellowship theme. Each Hero may choose to either recover a
Sojourn Benefit: Gain an improvement on any Fellowship theme tag or create a new Fellowship
one of your themes or on the Fellowship theme. relationship tag with another Hero with whom
they do not have one.
TAKE A CAMP ACTION – SPEND POWER
Your character takes time to take up a camp duty or
otherwise work or act around the camp.
Packing Up To Go
At the end of the camping time or sojourn, the
This may include the following activities but are not story picks up again, the journey continues, and a
limited to them: new scene begins.
• Bandage or heal wounds and conditions that
won’t go away with mere rest
• Converse with fellow Heroes and allies, support
each other, and gain insights
• Cook a hearty meal to fill your companions with
strength and raise their spirits
• Craft & repair items such as armor, clothing,
weapons, potions, charms, or even vehicles

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A TRAVELER’S CONCERNS
Before heading out on the trail, whether to visit a neighbor
or to carry the Crystal of Destiny to the Druids of
Ethelon, take a moment to prepare for what’s to come, and
pack well for the journey.
This section contains a collection of suggestions of
common story tags, statuses, and Limits that you could
use in your rustic fantasy game.

Facing Dangers Equip yourself for a fight with a good weapon in


When there’s danger afoot, things can get your hand, and if you’re using a bow, keep
additional arrows or you might run out. Wear
tense. suitable armor to lessen the severity of battle
Battle can turn ugly, quickly, as both sides try wounds, and carry a shield if you can. If you
to harm the other, inflicting wounds. Clever expect to face an enemy with unnatural
attackers can push their opponents off-balance, abilities, better prepare a talisman to help
surround them, drop them prone, throw dirt defend against their curses. Any of these could
in their eyes to blind them (dirty trick!), or be broken or lost (scratched), so you might
otherwise maneuver to gain a tactical-advantage. want to have a spare, or be ready to improvise
Failing in your attacks and maneuvers might something while camping.
place you in such unfavorable situations! Think Healing wounds requires bandaging, rest and
ahead and look for a useful boulder to corner treatment, which could be hastened with a good
a foe against, or a hornets’ nest above them to bed, healthy food, or medicinal herbs. Improper
shoot at. And remember, fights can also be care could lead to a festering wound with
won with fear, intimidating an opponent to infection and disease, possibly with troubling
surrender or retreat. symptoms such as partial blindness, difficulty
Study your foe (discover its Threats, breathing, or locked joints.
Consequences, and Limits), especially if you’re Set a trap if you have the time, tools, and know-
facing a monstrous creature. You might need how. You could create a snare on the spot in the
to understand its weakness and exploit them, wild, or bring a bear trap with you. Setting it is
or you might be wasting your ammo and simple enough, but you might want to make
endangering yourself against a being that can’t sure it’s hidden to make it harder for the enemy to
be hurt by steel and is in fact susceptible to music see it. (Once an enemy is in position to trigger the
and can be put-to-sleep . trap, roll for its activation; if unsuccessful, the
Wild beasts tend to attack only if cornered, trap was probably discovered before it triggered).
pressed, or driven to violence due to pain Chasing your quarry or retreating from battle is
and panic. It might be best to placate the a contest of who can outrun the other first. If
animal (walking calmly or offering food works it is the pursuer, the quarry is cornered. If it is
wonders), but if the beast’s instincts are honed the quarry, they flee.
and it is especially wild, any interaction with it
will be difficult. With enough time and patience
you may even bond with an animal by
building trust, eventually gaining it as a story
tag or theme, as chosen by the Narrator.

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At Camp roots and fruits near camp. If you can only find
suspicious-looking berries, better examine them
When you need a break, make camp (page before consuming… Ready your bow, hunting
175) and rest up. traps, and fishing pole, especially if you managed
to find a site with abundant game around.
Choose a campsite by searching for a place that
offers protection from the elements in the form Cooking around a fire is an art form that few
of a heavy canopy or rock outcrop, and make sure manage to master. While it can be enough to
it has a good defensive position. It’s best if there’s heat up some of your catch or supplies if you
a source of fresh water nearby, and perhaps just want to get rid of a nagging hunger, a proper
some medicinal herbs, as these help greatly with cook can use spices and recipes to make a meal
cooking, healing, and recovering one’s strength feel like a feast and help everyone become relaxed
ahead of the journey tomorrow. Building up a and well-fed. Just don’t blunder your cooking,
warm fire and proper shelter are the next steps, and end up with dirty dishes, discontent friends,
preparing for your stay. hungry travelers, or short-on-supplies.
Stand watch for as long as you camp, day or night. Fireside conversations, when done with a cosy
If you have a poor choice of campsites, you might atmosphere thanks to a good campsite or a
have to settle for a place with low visibility or in warm dinner (or at least, a palatable one), can
someone’s territory, although in the latter case you help everyone alleviate their worries and even
might at least have a chance to try and identify encourage them to face what’s ahead. Be a good
what you might be up against by scouting. Those listener, offer wise advice, and develop your
on watch will need to keep vigilant to lessen the relationship bonds (page 134) with each other.
chance of being caught unprepared, but even an Repair your gear to keep it in top shape. While the
uneventful watch might lead to one becoming rest gather, build, hunt, and cook, one of you
tired the next morning if they couldn’t handle the should fix the broken shield, patch up ruined
chilly winds or got a jumpscare due to unnerving armor, and reinforce a loose handle of a sword
sounds all around your campsite. that hit at a wrong angle (remove an undesired
Foraging and hunting are basic traveler skills, tag). Good maintenance, especially with a
since most rations aren’t long lasting and can hold whetstone and finishing oils, can even grant your
for a few days or weeks at most, and also, taste weapon a honed edge. It might not last beyond
mostly of salt. Avoid running short-on-supplies a day, or even past the first fight, but even a
and keep your rations for when there’s no edible single hit can make all the difference!

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On The Trail Inspecting The Scene
On the trail, you might run into many Keep your eyes open and sharpen your
troubles. wits to gain valuable details.
Weather is always a concern on the road. Freezing Investigate your surroundings carefully to learn
winds can make you cold, or you might become and prepare. Anything that is hidden can
dehydrated during hot summer days. Heavy eventually be found, even through obscuring fog
rains can make a slope slippery, and a chilly or in darkness, but better bring a light source,
morning can make a forest misty, limiting and be prepared to spend time (time-passes). If
visibility. You should pack some warm clothes, the topic is straightforward or the question is
sturdy boots, and an oil lamp to banish the general, find out what your character knows
darkness. with a Quick outcome. Use a Detailed outcome
when you’re looking for specific valuable
Scout ahead to discover valuable details about
details, such as when surveying a monster’s
what’s waiting for you, by finding a high vantage
lair, stalking the town garrison for schedule
point with a clear view. Make note of the lay of
and entries, or figuring out important features
the land and what Challenges may lie ahead. Be
of the road ahead.
alert, or you might find yourself surprised when
suddenly attacked by a mountain cat or nefarious Avoid traps by searching for them (discover). Be
outlaws, or endangered by a natural hazard. alert so you’re ready to lessen the blow when
a trap springs, and rely on your quick reflexes
Overcome obstacles by clearing boulders
to save your hide, or perhaps place your shield
on the road, repairing a broken bridge, or
in the way in the nick of time. Use your sharp
climbing tall cliffs. Do so carefully, or you
senses to leap to a friend’s aid, should another in
might be bruised in the process or grow tired,
the Fellowship find themselves at peril. Bring a
break your tools (scratch tags), spend too
trapsmith's kit to dismantle or at least sabotage
much time and grow hungry or cranky, or call
the device, and a lockpick set might be useful to
upon you some unwanted attention.
circumvent a secured lock – or any other, for that
Orient yourself by bringing along a map of the area matter.
or asking for advice from the locals, so you can
Gather information by recalling legends,
avoid getting lost. If you do, retrace your steps or
listening to rumors, learning folklore, and
you might stumble upon a new danger, or grow
consulting books and storytellers. The topic
desperate or weary.
might be obscure or mysterious and the stories
Riding a horse can make quick work of a long might be misleading, but by sifting the real from
trip, but the beast might grow tired or agitated, the exaggerated you can learn of a mythical
so make sure you bring a grooming kit and that creature’s Vulnerabilities and Might, uncover
you know how to handle it. A horse that isn’t the existence of game trails in the forest, or learn
also combat trained or at least brave is likely to about the nourishing but hidden darkroots in
become scared in a fight, even dropping its rider the caves.
and running away.
Road and river travel could include taking a cart
or a boat, and it’s important to bring a toolbox
to help with their maintenance, as vehicles are
prone to becoming broken. Circumstances and
the seasons can both change the landscape,
and make even a well-traveled path or
waterlane into an obstacle course, so hiring an
experienced cart or boat handler is a good use of
one’s coin.

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Crafting Items Conversation
A skilled artisan or craftsperson is great Meetings and conversations can take
to have around. many forms.
Herbalism is the art of distilling useful properties Your relationships are the mortar that holds the
from plants and herbs, and a skilled herbalist home that is your Fellowship. When someone is
can always find some herb, root, or bark to sad, angry, frustrated, disheartened, or otherwise
produce medicine. Tools such as a distiller, distressed, talk with them. Ask them to share
boiler, cheesecloth, and mortar and pestle can all what lays heavy on their heart, and offer them
help make the most out of nature’s bounty, a good word, a warm pastry, or a funny joke.
and create medicine that is long lasting or of Create a bright moment by looking at the
high quality… And hopefully not very bitter or beautiful vista or paying for a round of beers, and
turns your stomach. Especially complicated make each other happy, encouraged, or confident.
or unusual items might require specific rare Buying and selling and all kinds of trade can be
materials, or will need to be brewed over time. done Simply if you can typically afford it (Coin,
Medicine can usually be applied by anyone with page 133) or if you have a pile of coins or even
some understanding of the basics, and is a charming smile. To buy something unusually
usually a consumable (burn it for Power, page costly, make use of a Quick barter, but try not
154). However, unless administered with to be dazzled by a merchant’s quick talk or you’ll
skill or made of high quality, there’s always the start to run short-on-coin. This will make future
chance it’ll make the patient drowsy or sick. purchases a lot more difficult! If you need to
Some medicine can be taken as a preemptive, earn some coin, sell a few items from your
such as an antidote that can fortify you to lessen backpack to get a hefty-purse, or get yourself
the Effects of being poisoned. hired and negotiate a reward.
Crafting new tools, better weapons, or strong A negotiation is a Detailed discussion to parley
fortifications all require having a workshop, or at with enemies or intimidate them, or recruit
the very least an appropriate toolset for the job, potential allies. You might try to deceive
although masters of their craft can make do instead and manipulate dishonestly. Emotions
with surprisingly little. Good raw materials and play a big role in all of these, as do appearances
an apprentice also don’t hurt, as the craftsperson and reputation (whether real or perceived),
works to complete their product. The results so it’s best to prepare as recommended below.
can be truly spectacular, with an item that is of Sometimes a hefty-purse or leverage helps.
high quality, reinforced, well-balanced, impressive, Present yourself in the manner that is most
or custom-made for you. Working with heavy appropriate to the situation: get an impressive dress
tools does have its downside, as accidents can for the audience with the priestess, a customary
lead to bruised-fingers, frustration, and lost time gift for the head of the guild, or a stolen armor
or materials. to impersonate a guard. Try to make the other
side agreeable, so they’ll more easily be swayed.
Mentioning any reputation you have is always
very useful. If you are angry or upset or just dirty,
you won’t be on your best performance.
Discern intentions and uncover valuable
details about your conversation partner’s true
motivations, even if they’re hard to read or aloof,
or have a mysterious demeanor or an elusive
manner of speech. By figuring out their desires,
you could use them to your advantage, and if you
suspect their plans you could possibly prepare a
counter-argument to lessen their impact.

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THE HERO’S JOURNEY

Hero Development
ike in any legend, your Hero and the Fellowship may

L be deeply changed by the events of their journey.


The choices you make in the story drive your Hero’s
development in different ways. When you choose to
pursue one path, you inevitably abandon another.
Overcoming great difficulties, you may reveal new abilities or
take some aspect of your Hero’s life to a new scale or level. What
matters to your Hero on the fateful day their journey begins may
seem unimportant later on, as they emerge into a greater, more
dangerous, and more mysterious world, although, in the end, they
may come to understand the true importance of the little things.

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Your Hero, Your Story The Fellowship theme develops just like Hero
You can advance your Hero and see them gain new themes, marking Improve when invoking weakness
abilities and themes by pushing them along their tags, and marking Milestones and Abandon when
personal journey: the players collectively decide to do so.
• Invoke a weakness tag in an action or reaction to THE NARRATOR’S ROLE
mark Improve on the tag’s theme (you can also The Narrator can affect your Hero’s journey in the
choose to Reflect in camp, page 177). following ways:
• Reach a new achievement in a Quest to mark • By putting your Hero in situations where they
Milestone on its theme. As a guideline, the must make hard choices about their Quests,
achievement for each Milestone must be greater encouraging a decision.
than the last, rather than “more of the same”.
• By invoking your weakness tags when relevant,
• Turn your back on a Quest to mark Abandon on if you don’t do so, or to create a Consequence
its theme. (page 156).
Your Quests are in your hands. Other players and • When you take a status that exceeds your Limits,
the Narrator may make suggestions or highlight in lieu of your Hero’s death, the Narrator might
moments that feel like a breakthrough or betrayal decide to replace one of your themes.
of your Quest, but the final call is always yours.

IMPROVING A THEME
When you mark the third Improve on a • Reset Abandon, Milestones, or both on this
theme, it develops further. theme. Sometimes improving your theme simply
means better focusing and anchoring that aspect
Reset the marks so that the theme can grow again, of your life so that the winds of change do not
and choose one of the following improvements transform it.
for the theme. The new improvement doesn't have
to be picked immediately, but shouldn't be "held" • Mark Promise (page 189). You do not improve
for too long. in any visible way, but something is gathering
within you, some potential, a new hope, perhaps
• Create a new power tag for this theme, the same destiny? You won’t know until this hidden
way you did during Hero Creation (page 73) or Promise is Fulfilled (page 189).
Fellowship Creation (page 135). There is no hard
limit for the number of power tags or weakness Whenever you improve a theme you can also
tags a theme can have. rewrite or update one of your theme tags (power
• Remove or add a weakness tag in this theme. or weakness). Perhaps something changed in your
Removing a vulnerability sounds like a great Hero, their techniques, worldview, or tools, or
idea, but remember it also takes away your maybe they are beginning to cope with difficulties
ability to Improve. You may prefer to even add in new ways.
a weakness tag, to increase your improvement The Fellowship theme gains improvements
opportunities. just like Hero themes, except you cannot use its
• Gain a Special Improvement for this improvements to mark Promise.
theme. Each theme type offers five Special You can also gain an improvement by choosing
Improvements with unique benefits and rules to Reflect during a sojourn (page 177).
that enhance the theme in some manner. Each
Special Improvement can only be chosen once.

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QUESTS & THEME CARD
TRANSFORMATION
Your Hero is a living, changing person. Whether by choice TYPE Personality
or through the machinations of their fate, they will abandon
some aspects of themselves, while transcending others. All Spirited Youth
of this is governed by their wishes and dreams, desires and Untapped fierceness
aspirations – their personal Quests.
Inner compass
Types of Quests Hard-headed
Your Hero’s Quests may fall into one or more of the following
categories. When you try to decide whether to mark Abandon or a QUEST
Milestone, follow these guidelines.
Never surrender to
YOUR WISH darkness or despair.
Something you long for or aspire to. This is the classic Quest – your
desire to achieve something far away and out of reach, even if it is ABANDON IMPROVE MILESTONE
merely winning the heart of the cobbler’s son who lives next door.
Example: I must bring an end to the rule of the Wurm Tyrant.
Mark Abandon whenever you are presented with an opportunity to
advance toward your wish but miss it or forego it.
Mark a Milestone whenever you make a significant step toward ith marking
achieving your wish. Take your time wke sure your
Milestones. Ma like they
YOUR TRUTH Hero truly feelseaningful step
A statement you believe in and want to uphold. This type of Quest have made a m ing a part of a
is about a belief or conviction that you feel strongly about and wish to towards becom towards the
live by, such as a moral code or, conversely, a prejudiced belief. greater world oreir Quest.
Example: I shall always stand by the code of chivalry! completion of th
is nothing
Mark Abandon whenever you act in a way that goes against your Conversely, therfreom
truth or that acknowledges its falsehood or partiality. preventing you even three
marking two or bandon at
Milestones or Ain situations
Mark a Milestone whenever you resist a significant temptation to
spurn your truth or when you reassert your truth dramatically, to
yourself or to the world. once, especially st reaches
where your Queusion.
YOUR HOME a sudden concl
Something you endeavor regularly to preserve. This type of Quest
is about maintaining a status quo, something you love or that you’re
used to. It is your Hero’s inner 'home’, where they wish to stay, what
they want to keep.
Example: Farming is tough, but it is our life.
Mark Abandon whenever you fail to fulfill what is needed to preserve
your home – whether a ritual, a chore, or a duty.
Mark a Milestone whenever you reinforce your home in a new and
significant way.

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YOUR QUESTION
Something you yearn to know above all. Some Quests are a mystery
that you want to unravel. It could be the identity of the one who burned forced to
down your village, or answers to the greatest mysteries of creation. A Hero might beeme due to
change their thted to their
Example: What is the malignance that infects the eastern wetlands?
reasons unrela ple, when a
Mark Abandon whenever you have a chance to discover something Quest. For examer-6 status
new about your question, but you ignore or forego it. Hero takes a tinsform in
Mark a Milestone whenever you find significant new answers to your they might tra as chosen
question. a dramatic wayr, which
by the Narratolacing one or
Writing Out Your Milestones could entail rep lternatively,
more themes. Ad lead
You can assign in-game goals to each Quest’s three Milestones to help
their story coul ered a
to them being offtunity
you envision your Hero’s path and guide their actions:
Quest: I must bring an end to the rule of the Wurm Tyrant. position or opporem to
• Milestone 1: Discover the origin of the Wurm’s sorcery. that requires th priorities
• Milestone 2: Find something or someone that could resist it. rearrange their em to trade
• Milestone 3: Shatter the source of its power. in life, asking thnew one.
You may wish to keep these annotated Milestones to yourself,
a theme with a
or share them with the Narrator or the group. Your Hero may be
outspoken about their next goals, or there may even be a three-part
prophecy about them.
Either way, your envisioned milestones are not binding for you nor
for the Narrator – your journey can unfold in many unexpected ways.
Whenever the story takes a different turn of events, you can revise
your goals or set new ones.

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re
Evolving a Theme Inexorable Failu
ome to
Your Quest may crces out of
When you mark the third Milestone on a theme, you evolve it.
After many challenges and obstacles, you have transcended the an end due to fo example,
old and unfurled the opportunities of the new. What once was your your hands. Foray choose
theme, is now either the cocoon out of which a new aspect emerges
the princess m expedition
or the solid ground upon which a new theme is built. Your theme
another for herragon, or
to battle the d be wiped
may evolve in an expected way, such as perfecting your trade into a
renowned profession, or in a completely unexpected direction, such
as using the little gold you accumulated from your trade in order to your village mays before you
buy a suit of armor and become a knight. out by monster it flourish.
could truly make
Evolving a theme could mean: s you may
• You are taking your Quest to a new level or scale, larger or smaller. In these situationevolve the
choose to either replace it,
• You have completed your Quest and you are now available to focus
Quest’s theme orhat is more
on something else.
depending on w example, if
• You’ve failed your Quest, but you’ve never abandoned it. In time, appropriate. Fordoned your
what you’ve learned will evolve into a new direction for you. you never aban wish to evolve
When you evolve a theme, it changes, but you have a choice of Quest, you may if this sudden
keeping some aspects of your old self. Follow these steps: the theme; or, eling empty
• Mark Promise (page 189), once. Every change of themes earns end leaves you fe erhaps you’d
one Promise, reflecting the deeper impact left on your Hero from and unresolved,cep it instead.
going through this transformation. choose to repla
• Pick a new title tag for this theme, one that reflects its evolution.
old theme
• Choose a new theme type, or change the Might of the theme. It You can keep yorurpower tag
cannot stay the same as it was. tag as a regula e, so you
• Revise your power tags and weakness tags as needed to reflect in your new themen back and
how they evolved, or replace them altogether with new tags. You can always hark skills, even if
may keep them as they are if they fit the new theme. invoke your paste level of detail.
• Revise your Quest to fit your new theme.
not in the sam
• Trade unwanted parts of your old theme for new improvements.
You may trade each power tag beyond the third, each weakness
y, you may
W ithin your stor
tag beyond the first, and each Special Improvement to gain an
Improvement for your new theme (Improving a Theme, page theme’s
183). You may use this improvement as usual to mark Promise. You choose to revealonace or
may also keep your old theme’s Special Improvements, if you wish. evolution all at aps your
gradually. Perh ut has a
EXPANDING A THEME Borderland Scot of insight
When you would evolve a theme, you can choose to instead “expand” singular momengs of a great
it, so it’ll take even more of your priorities: Replace one of your into the makin Wilds, or
other themes with a new one that expands on the evolved theme. If Ranger of the prove and
you choose to do so, also reset the Milestone tracker on the evolved perhaps they imand better
theme and rewrite its Quest. become better l finally they
For example, a Hero who evolves their Cook of Delicacies (Skill or day by day, untiwess of a true
Trade) theme could choose to replace Frivolous (Personality) with possess the pro
My Own Tavern (Possessions), while still keeping Cook of Delicacies ranger.
unchanged.

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EXAMPLE
R E LIC
EVOLVED THEMES
Sword of
TRA IT Thunder
Strong as an Ox shockwave
lift a heavy load call lightning
clobber a bully roof overhead
tongue tied
Avenge the druids
of Torrenmoor.
Use my strength
to help others.

DE S T I N Y

Avenger of
PRODIGIOUS ABILITY the Land
The Dalish Sword of Thunder
Strongman call lightning
the Defilers
feats of strength
bone-shattering punch Purge the land of the
tongue tied Plight of the Defilers.

Clear the Wanderlands of


bandits and wild beasts.

MON S T R OS I T Y

Dragon
SKILL OR T RA DE
dragon’s scales
Village Healer breathe toxic fumes
hated and reviled
strange remedies
quick diagnosis Make the coastal
open wounds cities bow to me.

Bring relief to the


ill and wounded.
CI R C U M S TA NC E

Angler
CIRCUMS TA NC E
content in simple life
Follower of the coastal cities
haunting past
the Goddess
former village healer Live a simple life.
healing rituals
dark forces

The goddess is the one


true source of healing.

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Replacing a Theme
When you mark the third Abandon on a theme, you replace it.
Despite your best intentions, sometimes you discover that a path you
were on was not for you, whether because you choose to forgo it or
because fate itself wills it. When you let go of an aspect of your life,
gradually or abruptly, it leaves a vacuum which in time is filled with
y, consider
W ithin your stor your Hero’s
new possibilities and a new direction.
giving the loss ofme and Replacing a theme could mean:
theme its due tie revealing • You no longer believe in your Quest or you’ve abandoned this
attention befor t theme. lifestyle, and you are now moving in a new direction.
your new nascendirection is • You’ve neglected this aspect while giving precedence to other
Unless your new til the next aspects, and it naturally or abruptly fell away. Whether you regret
evident, wait unor even the it or not, that part of you is gone and a new part will sprout instead.
camping scene ore revealing
next session bef direction. • You’ve failed your Quest because you didn’t truly commit to it or
your Hero’s new because you were not really cut out for it, and now it’s time to face
the truth and go another way.
sts long
The past often cea present.
shadows over th ded When you replace a theme:
A theme that enuneasily • Mark Promise (page 189), once. Every change of themes earns
dramatically orto echo in one Promise, reflecting the deeper impact left on your Hero from
could continue after it is going through this transformation.
your Hero’s life arrator • Mark Promise again for each power tag beyond the third, each
replaced. The Nst themes as weakness tag beyond the first, and each Special Improvement you
may use your lo Challenges have in the theme you are replacing.
inspiration for still, such • Discard your theme’s theme card. This theme is no more.
that haunt you d of Blades • Create a new nascent theme, the same way you did during Hero
as your old Banwkwardly Creation (page 73) or Fellowship Creation (page 135), except
that you keep a your this theme has only the title tag instead of three power tags. It has
running into ors a Boisterous a weakness tag and a Quest as usual.
indiscretions acontinue to
Minstrel that ation. The next two times you would mark Improve on this theme, choose
taint your reput instead a new power tag for it. Once the theme has three power tags,
marking Improve and gaining Improvements continue as normal.

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PROMISE & Moments Of Fulfillment
FULFILLMENT When you’ve marked all five circles of Promise,
your Hero has a Moment of Fulfillment. Reset the
track to zero, and mark any remaining promise as
usual. For example, if a character had 3 Promise
A great unseen, watchful eye follows your
marked and then gained 3 more, they would mark
Hero as they live, fight, love, win, and Promise twice to fill up the track, gain a Moment
lose. Is it a faraway, all-encompassing, of Fulfillment, reset the track, and then mark
mystic awareness, interested in your Promise one more time.
Hero’s story? Is it fate itself, or a universal In your Moment of Fulfillment, you can choose
storyteller? Is it their own soul or one of the following, marking its box on your Hero
existential meaning? card. Each box can only be marked once.
Arrive at Journey’s End (Retirement)
The more your Hero features in your Be Reforged (Rebuild Hero)
story and the more they transform and Gain a Quintessence
grow, the greater the promise they show, Gain a Quintessence
a promise for a truly glowing destiny, Gain a Quintessence
Shake The Foundations Of Magic (New Magic)
whether they will it or not. And then, in
Speak Words Eternal (Enchantment)
particular momentous turning points Unearth Lost Truths (Discovery)
in your story, this promise is fulfilled,
opening up entirely new possibilities. ARRIVE AT JOURNEY’S END
Your character has found a place to call home
and settle down or withdraw from the world. The
Marking Promise retiring character ceases being a Hero in this tale.
Promise represents hidden potential, a gathering Whether they live in solitude or have a family or
destiny, a crystallizing strength of character, or a community around them, they are safe, for the
anything in your Hero that is building up toward time being.
a dramatic culmination. Your Hero card has a Choose the place where they retire and describe
Promise track with five circles, representing five their new life there, including any power or
times you can mark Promise. As you gain Promise, influence they have, such as followers, riches, or
nothing changes about your character externally, access to secrets. Their new home is a safe haven
but there is a growing sense of an impending for your Fellowship and always counts as a place
transformation about them. where the Fellowship can camp or sojourn in.
You mark Promise once when evolving or Choose a story tag that describes the greatest
replacing themes. You may mark more, by advantage of this place, such as a place of healing,
trading parts of the theme. This trading is optional library of the ancients, or beauty of the wild. It
when evolving a theme, and required when becomes a permanent story tag that can never be
replacing a theme: scratched and yet can always be burned for Power,
• Once for every power tag beyond the first three whenever it is relevant in camping and sojourn
• Once for every weakness tag beyond the first one actions taken there. Alternatively, you may choose
that when the Fellowship camps or sojourns
• Once for every theme Special Improvement
there, they may always take a third period without
You can also mark Promise when you would Consequences (their camping actions may still
improve a theme (page 183). have Consequences if they choose to roll).

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In addition, you may create a new Hero to replace GAIN A QUINTESSENCE
the retiring one. At your option and with the As you sail the ebb and flow of your life’s journey,
Narrator’s approval, your new Hero could start a unique quality is formed within you, a quality
with the same number of improvements and that defines you and remains constant within
ed Promise as the retired character; follow the rules you forevermore, however you may change going
under Be Reforged, below. forward.

BE REFORGED Beyond Luck: You no longer automatically miss


when you roll double ones.
Your character goes through a transformation and
becomes something completely new. This is not Canny One: Once per session, when the Narrator
a partial change, like replacing one theme; all of delivers Consequences or activates a Challenge’s
your character’s themes are replaced at the same ability, you may treat them as a Threat instead,
time, and any outcome is possible. Perhaps they take the spotlight, and take a single action, even
are reincarnated in a new body after having died if you just acted. Your action must address the
heroically, subjected to terrifying transmutation Threat and could even nullify it.
magic, ascended to become a different being, or left
Dark Horse: When you die for any reason,
behind their duties and beliefs and chose to start
you may narrate your death scene, and in
life afresh.
the process, describe any one change to your
You lose all your themes and create four new ones, immediate surroundings or to a character
like a new character. In addition, based on the old present, as big and dramatic as you want it
character’s makeup, the new character gains: to be. Any change is subject to the approval
• A free improvement for every power tag beyond of the Narrator and the player of any affected
the first three from each of your old themes character. If agreed on, this change counts as a
tier-6 status that cannot be lessened or reduced
• A free improvement for every weakness tag in any way.
beyond the first one from each of your old
themes Diligent Drudge: From now on, the Improve
track on all of your themes has 5 boxes instead
• A free improvement for every Special
of 3. Whenever you mark Improve for the 5th
Improvement from each of your old themes
time on a theme, you gain two improvements
• All of the old character’s Promise and reset the Improve track.
• All of the old character’s Moments of Fulfillment Fumbling Master: Whenever one of your
weakness tags is invoked in a roll (regardless of
Each free improvement can be chosen as usual
who invoked it), you may choose to lose 2 Power
(Improving a Theme, page 183) on any of the
and mark 2 Improve (instead of 1).
new character’s themes. Moments of Fulfillment
that are attached to a theme can be reassigned to Jack of Many Lives: Once per scene, you may
any of the new themes. gain as a story tag any non-item power tag
you previously had in a theme you evolved or
replaced. It expires at the end of the scene.
Larger Than Life: When your action is
Imperiled due having lower Might, you
lose only 2 Power instead of 3, and status
Consequences against you are increased by
only 2 tiers instead of 3 (tag statuses are still
increased by 1 tag).
Loyal Companion: Once per scene, when you
are directly helping another Hero, you may
ignore being Imperiled, or treat being Extremely
Imperiled as being Imperiled.

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Lucky Bastard: Once per session, when you roll SHAKE THE FOUNDATIONS OF MAGIC
a 6 or less, you may treat it as a 7, as long as you You discover or invent something previously
didn’t roll double ones. unknown about magic. You develop a new
Magus Magnificent: Whenever you take action ability, breach a restriction, find a new powerful
to prepare magic (at camp or otherwise) and resource, or similarly change your magic in
gain Power to spend, you may keep your Power a groundbreaking way previously thought
in your backpack instead of spending it. If you impossible. Discuss this change with the Narrator
still have unspent saved Power from before, it and make sure you both agree on how exactly it
expires. You may later spend this kept Power at changes the way you perform your magic, possibly
any time to create magic ability tags on the fly applying new magic rules.
(they must relate to your preparation). If your magic wasn’t unique before, it is now – and
Master of Craft: Whenever you take a crafting it is your burden to decide whether to share this
action while camping or sojourning, you may discovery with others or try to keep it a secret.
ignore being Imperiled by the Might of the task, or
SPEAK WORDS ETERNAL
treat an Extremely Imperiled action as Imperiled.
In a moment of rare clarity, rage, or mystical
Master of the Little Things: Choose one of your connection, you speak or otherwise enact an
Adventure of Greatness themes. When its Might enchantment that will remain in the world for all
would be used against you, you may tell the time (unless removed by overcoming immense
Narrator to treat it as one level of Might lower challenges, such as completing a grand quest).
than it is. If you evolve or replace this theme, you You do not have to possess magic to do so – it is the
may choose a new one to bear this Quintessence. power of the moment that allows you to speak such
Nine Lives: When you take a status that exceeds a powerful spell.
your Limit (usually tier-6), you may reduce it to Give an NPC, group, force, or place (but not a Hero)
your Limit at the beginning of the next scene, a permanent story tag that can never be scratched
explaining how you escaped certain death or and yet can always be burned for Power, when
irreversible transformation. After you do this relevant. This could be a curse you lay on the village
three times, remove this Quintessence. that betrayed you to always be rainy, a blessing of
Old Hand: Choose 7 Special Improvements protection from the God of Thunder you bestow
across all your themes. upon a fortuitous newborn baby, or an oath of
eternal love you swear to your loved one. You may
Pillar of Wisdom: Once per scene, when you affect a group, region, or domain as great as the
offer valuable guidance to another Hero in an Might of your most Mighty theme, but the Narrator
action, they may ignore being Imperiled, or treat may waive this limitation, depending on the story.
being Extremely Imperiled as being Imperiled.
UNEARTH LOST TRUTHS
The Bearer: Whenever you take action to pack
(at camp or otherwise) and gain Power to spend, Your character gets a glimpse into secrets buried
you may keep your Power in your backpack deep beneath the surface. It could be a vision of a
instead of spending it. If you still have unspent long-lost past which reveals the long-lost line of
saved Power from before, it expires. You may the kingdom’s rulers, knowledge of a grand ritual
later spend it at any time to create item tags on that can affect the entire world, or a mind-opening
the fly (they must relate to your packing). realization of a profound truth about the laws of
nature themselves. Choose a subject, a mystery,
The Common Hero: Choose one of your Origin or an obstacle this secret concerns. Your Narrator
or Adventure themes. When using tags from might know relevant secrets about this subject,
this theme, you may tell the Narrator to treat in which case they will provide you with a full
it as one level of Might higher than it is. If you account of the key missing information to propel
evolve or replace this theme, you may choose a you forward. In other cases, you can suggest your
new one to bear this Quintessence. desired answer or solution, and work with the
Narrator to integrate it into the tale, if possible.
Virtuoso: Once per session, when you roll a 7-9,
you may treat it as a 10.

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Chapter III

The Secrets
of Magic
Paul Grayson (Order #46877243)
Paul Grayson (Order #46877243)
Fundamentals
of Magic
he basic game elements of Legend In The Mist –

T themes, tags, statuses, etc. – support a wide variety


of magical traditions and methods. This section
explores the flexibility of these tools when applied to
magic in your game.
Magic can also go much further. Starting on page 202,
you will find eight optional Ways Of Magic, sets of rules
that emulate the feel and effect of common magical arts and
abilities found in legend such as alchemy, runic invocations, or
ritualistic witchcraft.

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Magic Actions
The use of magic and magical abilities is handled in the same way as
any other action in the game. It can be resolved with a Simple, Quick,
or Detailed outcome. DELVE DEEPER
Magic actions use a magical element to achieve their goal. Most This section describes how to use
mundane goals could be achieved by either magical or mundane magic using the game's standard
means: you can attack with a sword, or with a bolt of lightning; you rules, but magic can also go
can climb the cliff, or magically transport yourself there; etc. Other much further.
goals are inherently magical, such as breaking a curse, crafting a The optional Ways of Magic that
magic potion, or extracting a soul – things that do not have mundane follow this section (page 202)
equivalents. each describes a specific magical
Magic is unusual by nature, so normally you would need a tag that path that evoke a more powerful
specifically states your magical ability in order to initiate a magical feel and offer richer gameplay,
action. You cannot magically transport yourself across a chasm made possible by the addition of
without magical transportation (unless it is established that in your custom rules. These reflect the
world everyone can naturally teleport). advantages and disadvantages of
Using broad magical tags (Hero Creation Checklist, page 74) is each path, and makes magical
subject to the Narrator’s decision in each situation. The Narrator may actions of that type play out a
allow you to transport yourself across a chasm if you possess wind little differently, both in flavor
magic, but they may require a prep action if your only relevant magical and in gameplay.
tag is very broad and thus only indirectly helpful, such as witch. Each Way of Magic makes certain
Magic prep actions invoke an indirectly helpful magical tag – such assumptions about the setting,
as witch in the above example – to create a directly helpful magical such as about the nature of magic
tag, such as ride the winds (Indirect Tags And Prep Actions, page or its inherent limitations. These
149). Examples of magic prep actions include searching a grimoire may not be true in your game, so
to find the right incantation, practicing or memorizing a new spell check with the Narrator whether
at camp for later use, or absorbing qi from the environment in and how to use them.
preparation for executing a specific technique. Each Way of Magic also contains
Magic reactions use a magical element or aspect, such as a theme kits for creating Heroes
counterspell or a protective ward that is invoked at the last moment. who possess that type of magic.
Like with other reactions, you can only use relevant tags, so some You can use these even if you
forms of Consequences might be beyond your ability to block choose not to use the special rules
or shrug off: you can try to dodge a firebolt, but there is perhaps of the Way.
nothing you can do to stop a spell that turns your armor into mashed You can create your own Ways
potatoes, unless the armor is magically warded or you received some of Magic using the guide The
prior blessing. Magic Cauldron,
Later in this chapter, wherever magic actions are mentioned Vol. II, page 81. Throughout
generally, they also include magic reactions, unless there is a specific each Way of Magic you will see
distinction between the two. annotations in parentheses such
as (Magic Is Collected) which
refer to that guide.

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The Magic Theme & Magic Tags
The Magic theme type (page 124) is built to support many different
types of magic, from spellcraft, through innate magical powers, to
relationships with magical beings. Any other theme can also include
magical tags, especially themes of types that are steeped in magic like
Relic, Uncanny Being, or Monstrosity. You may also have magical
story tags, such as for a rehearsed magical song, a preternatural ally, a
blessing you received, or a magical item you possess.
Following are guidelines for creating and using magic tags, based on
the tag questions of the Magic theme type.
eral
Examples for gen
magic tags Power Tag Questions
e Names
• Invoking of Tru GENERAL MAGIC ABILITY
h
• Woodland W itc A What is your magical nature, art, or expression?

• Ghastly Wraith Define your magic abilities in the broadest terms. This tag could
reflect magic that you perform as well as magic that is a part of who
you are.
Other than the st title tag This tag can be invoked directly when you take a magic action or
ions in a
question, all quebe answered reaction that is central or inherent to your style of magic, or as a
themebook canTherefore, testament of your skill and ability when you also invoke a specific tag
multiple times. themes for that action.
different Magicent kinds Or, it can be invoked indirectly, when you take a prep action to find or
can have differ e can be create a specific spell or ability you don’t currently have as a tag and
of emphasis: ontags for which isn’t an obvious part of your magic.
made mostly of uestion Your general magic ability tag also directly helps actions that are not
specific spells (Q may explicitly magic actions, but are related to your expertise or ability,
C) while another tools and
such as researching magical tomes or identifying other magic by
focus on specific stion H). seeing or experiencing it.
ingredients (Que SPECIALIZED MAGIC CATEGORIES
B What category, field, or type of Magic do you specialize in?
Define a subset of magical actions or reactions you excel at. These
c
Examples of magi
can be schools of magic you’re adept in, a single ability with many
uses, or a related group of spells, techniques, or gifts. Similarly to the
category tags title tag, although more focused, these tags can be used directly with
tr ue n a m es of n atural forces actions that fall squarely within the category, or indirectly to find or

ent
• art of concealm
create a new ability within the category.

• incorporeal form SPECIFIC ABILITIES


C What specific magical ability, maneuver, or spell do you use
ific
Examples of spec regularly?
ability tags Describe a single, focused magical ability or spell. These narrow
e north wind
• true name of th on tags clearly define a single ability you are capable of and can rely on.
cati
• salve of detoxifi As power tags, these spells and abilities are always available to you and
• consume a soul require no preparation (unless scratched). To represent a capability that
must be maintained or recreated, such as a shapeshifting form you are
still practicing or a potion that needs to be brewed, use story tags.

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META-MAGIC ABILITIES
D What is different, better, or special about the way you use Magic?
Describe how you use and manipulate magic. This includes the
ability to choose who will be affected by a spell and who will not,
to cast magic without speaking or without a wand in a world where
common casting requires them, your ability to resist magic, or to avoid
the fatigue associated with sorcery. These tags are invoked when your
unique meta-magical ability is required or helpful, such as a reaction to
prevent a spell from being copied by other sorcerers nearby.
-magic tags
PERSONAL STYLE
Examples of meta
ead
E Which personal style or flourish have you added to your Magic? • etch names inst
of speaking
ients
• substitute ingred
A cosmetic or stylistic tag, which boosts your Power when you use
your magic in accordance with that style. h
• difficult to banis
FAVORABLE CONDITIONS
c style tags
Examples of magi
G In which conditions is your Magic most powerful?
Describe situations in which your magic is stronger. These may iatribe
be types of creatures or individuals against whom your magic is • earth-shaking d
a doe
especially effective, times or dates when it is more powerful, or • magic gentle as y grief
m
environments that empower it. • draw power from
MAGICAL TOOLS
rable
H What item or material do you use to empower your Magic? Examples of favo
Describe tools and ingredients that empower your magic. To conditions tags
invoke these tags, you must be able to use the items they describe, • those whose true
such as hold a wand or inhale special incense. name I know
ht
You and the Narrator may associate specific items with specific kinds • stronger at nig
thin
• where the Veil is
of magic to focus these tags; for example, burning mugwort may help
cleansing and divination, but not with punishing curses. Otherwise,
item tags may be considered indirect and require a prep action to
cal tool tags
support specific use, such as becoming empowered by raising your Examples of magi
staff before casting a spell. Naming
• Tome of Ancient
PERIPHERAL TAGS • antler wand
F What knowledge or lore related to this form of Magic did you
acquire?
• victim’s blood
I What skill related to your Magic have you developed? heral tags
J What social skill, trait, or benefit do you have thanks to your Magic?
Examples of perip
• lip reading
Describe aspects of your magic that are not directly related to st witches
using magic. These tags are not directly helpful for magic actions • tales of the fore
(except in rare situations), but they connect your magic to other • funerary rites
aspects of your Hero and to the world. These tags help in related
actions such as identifying and understanding magic, researching
magic (including prep actions to create specific magic ability tags,
when applicable) or general lore related to your magic.

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Weakness Tag Questions
UNFAVORABLE CONDITIONS
A What conditions, uses, or targets are unfavorable for your Magic?
Describe situations in which your magic is weaker or useless. As with
vorable
Examples of unfa favorable conditions, these can describe beings resistant or immune to
conditions tags your magic, or times and places when your magic is suppressed or lacks
gs power. These do not have to be the mirror opposites of your favorable
• nameless thin on conditions – one may be true without the other.
tati
• direct confron ds
oun
• consecrated gr
TAGS FOR REQUIREMENTS
B What does your Magic require in order to function well?

rement ta gs Describe things your magic needs to function properly. Without


Examples of requi these, it is weak, ineffective, or prone to complications. The classic
e
• names must b requirements of magic things that the Hero must do or possess to
spoken out loud enact magic such as time, ingredients, specific tools, incantations,
space
• requires a quiet s
hand gestures, preparation, and/or focus and concentration. These
rnes tags can be negatively invoked in magic actions that are weakened
• must feel bitte due to failing to meet the requirements (a hastily-concocted potion, a
haphazardly invoked spell) or to completely rule out the possibility
effect tags of a magic action.
Examples of side
der
• disturbs the or TAGS FOR SIDE EFFECTS
of Creation C What are the side effects of having or using your Magic?

• slowly transf orming Describe the negative effects of using your magic. These weakness
into an animal tags can often be invoked to create Consequences after a magic action
ional trace
• leaves an emot such as fatigue, bleeding, magical backlash, or strange and random
phenomenon. For example, causes fatigue can be invoked by the
Narrator as Consequences to create a mage-fatigue status.
heral
Examples of perip Alternatively, such a tag may be invoked in any action or reaction
issue tags that follows the magic action and which is affected by its side effects.
over instinct
• favors words For example, causes fatigue can be invoked as a negative tag when
the spellcaster tries to run across the room after casting a spell,
• ostracized because now they are fatigued and the tag becomes relevant.
• bodiless
TAGS FOR PERIPHERAL ISSUES
D How does having Magic make your life harder?
Describe the negative aspects of possessing magic that are not
directly related to its activation. These can include changes to
one’s appearance, physicality, or mind; social issues such as being
ridiculed or hunted; or limitations or taboos one has undertaken.
Such tags are often invoked in other relevant actions rather than
affecting magic actions directly.

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EXAMPLE MAGIC ACTIONS & REACTIONS
A comprehensive collection of further examples can be found in the Action Grimoire.

HURLING A C A S T A S P EL L OF DI V I N E T H E DE F E N D AGA I NST


THUN DE R BOLT… S L UM B ER… W H E R E A BOU TS A DA R K C URSE …
OF A BOY …
storm titan +1 sorcery +1 ward evil +1
hurl thunderbolts +1 mind alteration +1 divination +1
+1 enlightening incense +1 Power 1
Power 2 spell of slumber
Power 3 Power 2

… DURI NG A S T ORM … …WIT H YOUR …H AV I NG HIS SCARF… …H AV I NG


BE E N BL ESSE D
stronger during storms +1 H A N D S T IED…
something of theirs +1 BE FOR E H A ND…
Power 3 requires gestures -1
Power 3 Hero:
Power 2 blessed-2 +2
Power 3
… W ITH ALLI ES … AGA IN S T A GUA R D …AT T H E A LTA R OF …BUT PAYING A PRICE.
NE AR BY. W EA RING A H E L M ET. T U T E L A RY S P I R I TS .
exhausting
uncontrolled destruction physical barriers -1 ceremonial sites +1 invoke for Consequences
invoke for Consequences
Power 1 Power 4 Power 3
Power 3

Spend: Spend: Spend: Spend:


Give a status Give a status sleepy-1. Discover new details. Lessen the incoming
wounded-3 or burned-3. cursed status.

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Magical Quests
Your Quest can represent magical limitations, requirements, or goals
related to your Hero’s magic.

WISH: ARCANE ASPIRATIONS


A Quest can represent something you seek in order to grow your
magical power or a goal related to your magic. If you turn your back
on opportunities to find it three times (mark Abandon), you turn
your back on the potential of your magic. If you persist in your search
and sacrifice more and more to find what you seek (mark Milestone),
you will become more powerful than ever before.
• Your interest in arcane knowledge.
• Your ambition in the pursuit of a source or sources of magical power.
• Your desire to cultivate or achieve a new state of being or
consciousness.
• Your search after special ingredients or a unique magical item.
TRUTH: MAGICAL TABOOS
A Quest can be a magical law or taboo you must never cross. If you
cross it three times (mark Abandon), you will lose your magical
ability. If you pass three tests of temptation, resisting the urge to
cross the line (mark Milestone), you unlock the true meaning behind
it and deepen your magic.
• The ways of your magical practice, such as rules for conducting
yourself or the manner in which you must face the world.
• The ethos or saying practitioners of your kind of magic hold
themselves to.
• The one line you won’t cross with your magic.
• A binding magical maxim, dictum, or rule you must hold to.
• The demand of a deity, force, or creature that grants you your magic.

HOME: NECESSARY RITUALS


A Quest can describe something you must do regularly to keep your
magic. If you fail to perform this task or ritual three times (mark
Abandon), your magic will be gone. If you perform this duty or
requirement three times, each more diligently or impressively than
before (mark Milestone), you will tap a deeper well of power for
your magic.
• What you must do to keep your magic functioning, to replenish
your power, or keep your magic honed.
• The activity you engage in that connects you to the source of your
magic or the community that supports you.
• The wondrous or terrible thing you must do to keep hold of your
arcane power or grow it.

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QUESTION: INITIATED INTO THE MYSTERIES
A Quest can call upon you to explore deeper into your magic or its source.
If you are invited to discover more but renounce this invitation three times
(mark Abandon), you renounce the mystery and your power will wane.
If you make three sacrifices of a part of yourself to immerse deeper and
deeper in the mysteries (mark Milestone), you will reveal profound truths
and with them greater magic.
• Seeking to understand the mysterious will of a deity or creature that
grants you your magic.
• A mystical question about creation and the deeper or higher forces that
shape it.
• A dive into the depths of your own being, or the hidden truths behind
your power.

Consequences Of Magic Actions


When magical actions generate Consequences, the Narrator may use
them to reflect the various outcomes of using magic.
• Collateral Damage: Magic is dangerous to everyone around. Someone
close to you can be physically harmed by your magic (wounded, drained,
or burned), or they may be transformed, corrupted, or cursed (either as a
status or with tags such as unrecognizable face, unbearable stench, stunted
arm, enfeebled mind, etc.)
• Divulging Information (Exposure): Using magic can attract unwanted
attention. If it’s flashy or performative you may expose your position,
identity, or intentions. Other magic users might be able to sense your
power, or learn something about your magic from watching you.
• Expenditure: Magic can be taxing, causing you to become exhausted,
drained, or dizzy. It can also consume a resource such as ingredients or mana.
• Harm: Sometimes using magic hurts you, making you bleed, breaking an
object you need (scratch a tag), or making you more and more cold-hearted.
• Imperfect Execution (Blocked; Yes, But): The magical arts are
unreliable at best. A spell can gutter and falter just when you think you
had it, leaving you with only half of the desired effect – or less.
• Loss of Advantage: Using magic involves taking a risk, and sometimes
the distraction or sheer demand of the spell could mean you are no
longer holding a superior position or feeling confident.
• Side Effects (Blocked; Ill Tidings): Unexpected outcomes can come
from using magic. A doorway to another realm can suddenly appear, or
someone could grow a forked tail all of a sudden.
• Unintended Threats (New Challenge): Magic can call forth forces
unseen, cause an avalanche, or allow demons to enter the mortal
realm, putting you and those around you under Threat.
• Wasted Time: Magic, especially ritual magic, can be lengthy and
laborious. While you are working on your spell, time-passes and things
happen around you: trouble brews, enemies advance, and conditions
worsen.

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Way of Magic

Alchemy & Herbalism


WITH NAUGHT BUT A MORTAR AND PESTLE, ONE
MAY UNLOCK THE MOST POTENT OF ESSENCES.
Alchemy and herbalism are related arts that involve the
finding, extracting, and combining of special properties present
in natural and supernatural plants, organs, and materials,
preparing them into wondrous concoctions that can treat
wounds or render skin hard as stone. Many villages and remote
communities rely on these practices for their everyday needs,
while masters of these arts can refine even the spirit itself.

Collecting Recipes
(Magic Is Collected)
Recipes for concoctions are hard to come by and even harder to
invent or discover. Every alchemist or herbalist has a list of their
known recipes, which are often recorded in a thick tome or a sheaf of
scribbled notes. A player keeps this list of known recipes along with
the Hero’s cards or sheet. The recipe itself is not a tag.
A ready-to-use concoction is represented by a tag (healing poultice,
deadly poison), which is either a power tag in the theme or created as
a story tag when the herbalist prepares the concoction (see below).
Herbalists can only create concoctions for which they have recipes;
if they want to expand the list, they must find recipes or trade for
them, or invest time and effort in developing new ones.
Each setting might have some of these recipes or others. In most
settings, these recipes are the result of collective generational
wisdom and expertise handed down throughout the years.
Some of these recipes might have names that are different from their
application – for example, a healing salve might be called sunroot
salve, representing a common ingredient, and owl vision drops might
be called night faerie’s gift, stemming from a folk story about the time
it was first acquired many generations ago. In such a case, record
the benefit of the recipe in parentheses: sunroot salve (healing), night
faerie’s gift (owl vision).

Concocting
(Magic Requires Preparation)
Alchemists and herbalists craft concoctions in a safe environment, while
camping or sojourning (Advance Preparation). Crafting is a magic action
that creates a story tag from the list of the practitioner’s known recipes.
Concoction story tags are kept in the backpack and can be shared
like any other item. Power tags can represent concoctions that you
regularly prepare and carry with you.

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A Stock of Ingredients EXAMPLE
(Magic Is In Short Supply) CONCOCTIONS
Alchemists and herbalists must carry ingredients with them. The status burning smoke powder,
is reduced by 1 as an inherent Consequence to any concocting action, calming tea, cleansing brew,
although this Consequence can be lessened normally by a frugal fireproof balm, growth elixir,
practitioner. Ingredients do not increase automatically (Laborious healing salve, magnetizing oil,
Replenishment) – the practitioner must take action to increase this memory dew,
status by shopping, harvesting, or foraging for ingredients. necrotic spider venom,
owl vision drops,
In addition, unique and potent recipes may require special ingredients,
pain-relief poultice,
such as a hair of a nixie, which must be obtained in advance. These tags
paralyzing poison, quickening dust,
may be invoked as helpful tags in the concocting action.
restorative potion, rockskin balm,
stamina brew, strength elixir,
Consuming Concoctions water-breathing elixir,
(Magic Is Spent When Used) venom neutralizer
Using a concoction is a magic action which can be done at any alchemy or
time, including during a scene, and by anyone in possession of the A Hero who usesoften embroil
concoction (although some concoctions may require instructions to herbalism may in dangerous
properly apply). When a concoction is used, its tag must be burnt the Fellowship tain new
for Power, representing the consumption of the item. This is true for side quests to obingredients.
power tags as well as story tags. recipes or rare
Variant: Mixing Ingredients EXAMPLE
(Magic Is Synergetic, Magic Is Mysterious) INGREDIENTS
basilisk scale
In this detailed version of alchemy and herbalism, the players (hardens the skin)
themselves experiment with concocting different tags together,
discovering their properties and beneficial combinations while blazing thornfruit
risking unwanted side-effects. (ignites when thrown)
Instead of tracking a general supply of ingredients, players keep track bloodvine
of individual ingredient tags in their backpack, each one with its own (coagulates the blood)
properties and applications, listed in parentheses: firebloom (warms
the body). crimson dewdrop
(increases blood flow)
Recipes are known combinations of ingredients, such as:
dusk ivy
• crimson dewdrop + firebloom = Bone-Warming Tea, a brew that keeps (causes strong hallucinations)
mountaineers from freezing in the snow
firebloom
• crimson dewdrop + venomweed + gravetouch fungus = Petrifying Oil, a (warms the body)
poison applied to weapons that causes full-body paralysis
frostcap
When concocting a recipe, the practitioner must possess and invoke (numbs pain)
its ingredient tags, along with any other applicable tags of expertise
and specializations. gravetouch fungus
(weakens vitality)
Practitioners do not know the properties of all ingredients and
may be required to discover them through research or through trial spidervine silk
and error, at their own peril. Recipes are not required to make a (bind, thickens, and entangles)
concoction, but making a concoction without a recipe results in a venomweed
substance whose properties are unknown, and must be tested or (paralyzes muscles)
carefully examined in order to be understood and added as a recipe.

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Theme Kits
GREENKEEPER (ORIGIN)
The Greenkeeper is a local figure – somewhat dubious, but often
well-loved – who brews concoctions that subtly improve natural
abilities and promote wellbeing. Whereas members of the
community would go to an apothecary to cure a malady, they will
go to the Greenkeeper for a little something from the secret stash that
will make the recipient’s life that much better or easier. Some of these
recipes are frowned upon by elders and keepers of public order and
must be traded privately.
VILLAGE APOTHECARY (ORIGIN)
Apothecaries and other healers are trusted figures in their
community, blending the practical with the vaguely extraordinary to
create remedies, salves, and tinctures that heal, soothe, and protect.
Their work is grounded in tradition and shaped by a connection to
the land, allowing them to serve as a vital support in times of peace
and crisis alike.

EXPERT POISONER (ADVENTURE)


There are many venoms, poisons, and toxins in the natural realm
– and many more in the realms beyond – and the Expert Poisoner
has made it their business to study them all. A prestigious assassin,
they are sought after by disgruntled serfs and conniving courtiers to
play a deadly part in their schemes and machinations. Keeping to the
shadows, the Poisoner performs their work silently and invisibly,
leaving no trace but the death knell.

OR IG IN OR IGI N ADV E N T U R E

Greenkeeper Village Apothecary Expert Poisoner


focusing draught, energizing soothe pain, healing salve, lethal poisons, paralytic
tea, enraging powder, mixing sleeping draught, quick poisons, antidotes, aromatic
recipes, delicious taste, willing application, bedside manners, concealment, exotic creatures
recipients, mortar and pestle, anatomy, bandages, sweetmint and plants, poison-coated
harvesting plants, skulduggery moss, community’s gratitude dagger, blend into the crowd,
establish trust, secret identity
hostile situations, long uncooperative patients,
preparation, accidental delicate materials, foul spoils quickly, requires
self-exposure, too pushy smells, haunted by failures direct exposure, vengeful
victims, deeply fearful
Everyone should be using Cure maladies and ease
my concoctions. the suffering of innocents Avoid detection and
– that is our duty. resist notoriety.

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Way of Magic

Fey Patronage
THE WHIMSICAL FAIR FOLK BOON MERCURIAL
MAGIC AS QUICKLY AS THEY TAKE IT AWAY. BASK
IN THEIR FLEETING WONDER WHILE IT LASTS.
When mortals find themselves the object of attention of
one of the Fair Folk, they will occasionally be granted
mysterious, bewildering enchantments of the other realm
– by choice, through a pact, or perhaps unwillingly or
unwittingly. The magic of the Fair Folk is as fickle as the
beings that bestow it, waxing and waning according to
their favor – and leaves its capricious mark on those who
avail themselves of it.

The Magic of The Fair Folk


To those familiar with their ways, the fey are known to possess
magics such as:
• Enchanting items with speech, or abrupt powers of flight
• Charms of shapeshifting and illusion, often called ‘glamors’
• Charms of trickery, deception, or self-aggrandization
• Manipulation of one’s grasp, the senses, and the waking or
dreaming mind
• Shrinking and enlarging of unusual items
• Unexplained means of transportation from place to place, or ‘fairy
roads’
• Healing, but also intoxication; invigoration or conversely sapping
and weakening
• Cryptic foretellings, often more confusing than helpful

Unexpected and Fickle


(Magic is Fickle)
Those touched by the Fair Folk find that their magic grows stronger
and weaker as their patron’s opinion of them sways. A polar status,
fey’s-favor / fey’s-disapproval, tracks this attitude, and helps or hinders
all magic actions using the magic of the fey patron.
The Narrator may update this status following any action strongly
aligned or opposed with the patron’s preferences (without the Hero’s
ability to lessen it). It is in the best interest of the fey-touched who
wish to keep their magical boons to identify their patron’s preferences
and stick to this kind of behavior – although the fey are notoriously
capricious, and often change their minds. For most practitioners
and patrons, trying to curry favor with their patron is an Imperiled
action, if not Extremely Imperiled.

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Mark of the Fey
OR IG IN
(Typical Consequences)
Foxy Trickster Use of the Fair Folk magic changes the fey-touched. As a typical
Consequence, the Narrator may give the fey-touched story tags
momentarily change appearance,
representing magical attributes related to the fey and the magic they
mimic sounds, inflict
grant, such as glowing eyes, floral scent, eerie shadows, frosty breath,
bewilderment, mock the mighty,
strange laughter, or a fox tail. These attributes can help or hinder the
read hidden vulnerabilities,
character in different situations, especially in social situations or
nimble fingers, quick retorts,
when trying to hide their relationship with their patron.
provoke, appear harmless
As a rule, these attributes cannot be concealed using the fey’s magic –
household animals, truly only mundane efforts can help with this task. The best way to get rid
malicious pranks, distracts of the marks completely, if the user wishes it, is to ask the fey patron
allies, never taken seriously to do so. However, they might think of these marks as gifts, and so
such requests are likely to draw their disapproval.
Add a touch of mischief to
every serious situation. As another typical Consequence of a fairy charm gone bad, the
patron creatively, mischievously, or cruelly reverses the outcome
of the charm, or fulfills the literal intention of the fey-touched to
detrimental results. This style of Consequence can
manifest in many ways: from a neighbor suffering
the brunt of it (Ill Tidings) to an unrelenting sneeze
that besets the fey-touched, to a sleeping
enchantment that makes the fey-touched
drowsy instead!

Theme Kits
FOXY TRICKSTER (ORIGIN)
The Foxy Trickster uses the playful,
mischievous energy of their magical
fox friend (their patron) to influence
and manipulate others. Through clever
illusions, diversions, and pranks, they
thrive in social situations and trick
their way out of trouble.
Example Consequence Tags: shorter
now, echoing laughter, fox tail; also can
prank someone nearby giving them
itchy garments or prickly behind
at an inopportune time.

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MAGIC OF THE HOUSEHOLD HOB (ORIGIN)
Sometimes an old house or a family with a history with the fey has a small fairy or spirit
caring for the home and protecting it. A member of that household can befriend the hob
and call upon its handy powers, so long as they are within the home or its grounds. Hobs
are notoriously grumpy and easy to offend, and can turn mean and even darkly violent if
an affront is not remedied.
Example Consequence Tags: grumpy mood, constant urge to tidy up, unlucky away from home; can
also scratch tags of items left around the house.

BOISTEROUS BARD (ADVENTURE)


The Boisterous Bard inflames the passions of their audiences with delightful music taught
to them by their satyr patron. They strum and drum melodies that excite, tantalize, and
beguile, and their very presence drives others to wanton and abandon.
Example Consequence Tags: unruly mane of hair, musky body odor,
goat legs, horns. OR IGI N

CHAMPION OF THE FAIR FOLK (ADVENTURE) Magic of the


The Fair Folk are notoriously known for meddling in human affairs
or summoning human heroes to their inscrutable, petty wars. Every
Household Hob
once and a while, one of them, appearing by an old standing stone or a repel invaders, perform household
murky pond, will offer a warrior their otherworldly panoply in return to chores, light an uncanny
doing battle under the banner favored by that mysterious patron. cooking fire, cure a malady,
the house familiar, friendly
Example Consequence Tags: loose-tongued braggart, sparkly bright
hearth, endure harsh weather,
armor, ghostly sound of horns, stinted weapon arm.
become invisible, hide secrets
HERALD OF SUMMER (GREATNESS)
hob is easily offended,
The Herald of Summer is a distinguished emissary of the fey summer requires milk, snoopy neighbors,
court, carrying its power, authority, and whimsy wherever their patron occasionally missing tools
– the majestic and warlike fey lord of summer – requires. As a bridge
between realms, the Herald magically spreads the essence of summer This is my home, which
into mortal and fey lands alike. I shall protect and for
which I shall care.
Example Consequence Tags: luminous skin, constant mantle of fire,
always sunny where I am, arousing envy.
GR E AT N E SS
ADVE N T URE A DV E N T U R E
Herald of Summer
Boisterous Bard Champion of rousing passions, summon the
inflame crowds, loosen inhibitions, the Fair Folk summer, dramatic entrances,
dance till you drop, unhindered mantle of fire, political savvy,
ethereal sword-fighting, magic-
by inebriation, inhuman high tension moments, golden
countering blade, cloak of
stamina, incite aggression, spear, fiery combatant,
protection, battle premonitions,
enchant beverages, restorative respected diplomat
strange brew of healing, move
release, enticing presence
through the Mists, Fair Folk cold conditions, informal
a dour or severe mood, former heraldry, raven spies, bravery situations, draws aggression,
lovers, physically taxing, a single-minded
magical banishment, must
history of property damage
not shy from battle, reputation I am the bright day
I am the bringer of questioned, haughty and aloof and the warm night.
merriment and diversion.
I shall fight as I have sworn.

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Way of Magic

Landshaping
FEEL THE LAND, ITS ROOTS, ITS AIR AND
WATER. IT IS YOURS. IT IS YOU.
Landshaping is the magic of sensing, awakening,
empowering, and directing the land itself to do your
bidding. The connection to the land grants great power –
some choose to use it in harmony with the environment,
while others exploit it for their own needs.

Magic from the Land


(Magic Draws From The Environment)
Landshapers can only work with what they have on hand, depending
on the natural environment to both breathe life into their magic
and supply it with raw materials. A landshaper learns to recognize
the essence available nearby and to perceive how it may be used for
their current purposes. A “land” for a landshaper is far more than
just its soil; it is its rocks and its waters, its flora and fauna, and it
is its weather, the land’s temperament. All of this is available for a
landshaper to mold with their magic.
Landshapers draw on a shared resource, land-essence, which
measures the land’s vitality. Its tier depends on the area: it is high in
primal, pristine wilderness lush with life, and low in busy cities and
wastelands, where nature has been supplanted or polluted. Land-
essence only reflects the amount of ambient essence; it does not count
as a helpful status for any magic action.

ORIG IN Depleting The Land


Town Geomancer All landshapers in the same area share its essence (Environmental
Supply) and risk depleting it when overusing the land’s gifts. As an
sense local essence, direct local inherent Consequence of every magic action, remove 1 tier from land-
essence, separate elements, essence, although this Consequence can be lessened normally by a
ward against misfortune, effects gifted landshaper. Actions used for sensing rather than shaping are
compound over time, balance exempt from this Consequence.
local energies, better if key If land-essence runs out, further landshaping is possible but is
dates are known, etched golden frowned upon by most landshapers, as it can ravage the land. Below
compass, business acumen tier 0, land-essence reductions become the polar status land-ruined,
chaotic environment, signifying harm to the land’s life cycles and regenerative ability.
inaccurate measurements, lack of Land-essence regenerates slowly over the course of several hours or
spontaneity, annoying customers days, but land-ruined may take months or years to recover and may
turn a tract of land permanently desolate if maxed (desolate:6).
Everything must be in
its proper place.

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OR IGI N
Sculpting, Not Creating
(Magic Imposes Constraints) Woodland
Landshaper magic can only use existing natural elements of the Whisperer
environment, such as the terrain, flora and fauna, or the weather.
encourage plant growth, animal
When describing a magic action, the landshaper cannot create
speech, create shelter, commune
anything that’s not already there; they can only shape, augment, and
with nature, find the path, guiding
direct these natural elements.
others, forage anywhere, blend
Variant: Elementalism into the wild, rugged charm
Instead of a single land-essence, each location has a mix of statuses built spaces, can’t be
representing various elements befitting the setting. For example, rushed, distracting visions,
a verdant hill could be earth-3, wood-2, water-2, fire-0, metal-1. can’t handle crowds
Landshapers are limited to these ambient energies; each magic
action must tap one or more specific elements and the elementalist Don’t exploit the land; give
must possess specific positive tags that show their aptitude with back as much as you take.
manipulating these elements. As an inherent Consequence, each
element used is reduced by 1. It is impossible to take magic actions
A DV E N T U R E
with an element that has reached tier 0 – there is simply nothing
more to work with, until the land recovers.
Hoary Avenger
Theme Kits tundra wildlife, call forth a
TOWN GEOMANCER (ORIGIN) frost golem, raise icy barrier,
store tundric essence, smash
Local geomancers are humble practitioners of ancient knowledge, through, frozen wilderness,
who can sense, see, read, or calculate the position of ley lines and the bloody vengeance, craft a weapon
energetic currents of the land. With this knowledge, they can provide of ice, nature’s protector
instructions on where and how something or someone ought to be
positioned, allowing it to draw on the land’s essence and maximize the warm climate, willful,
beneficial effects of the local energies. Such geomantic instructions are feel nature’s pain, burden
location-specific, and their effects are mostly felt over time, especially of responsibility
in bustling towns and cities where the land’s essence is obstructed.
Bring down the frost’s
WOODLAND WHISPERER (ORIGIN) vengeance upon my enemies.
The woodland whisperer uses the subtle forces of nature to survive
and thrive in the wilderness. By gently directing natural elements
around them, speaking to the plants and drawing lines in the sand, GR E AT N E S S

they live in harmony with the wild and gain its quiet assistance.
Primal Earthshaper
HOARY AVENGER (ADVENTURE)
magma flow, sweeping gale,
The white-haired avengers of remote, snow-clad territories tap into the dazzling light, defensive shift,
silent, deadly force of their land, harnessing it to defend the tundra craft unusual forms, see elemental
and frozen wastelands. They wield ice and snow as tools and weapons energies, gigantic body, adapt
in their quest to bring the fight to their enemies, and have developed to danger, unflinching calm
the ability to store and carry within themselves the wrath of cold itself.
tilled or cultivated land, needs
PRIMAL EARTHSHAPER (GREATNESS) constant grounding, harm to
The Primal Earthshaper wields immense power to alter landscapes and bystanders, must go bigger
ecosystems. They have the ability to raise mountains, part forests, and
redirect rivers. Their magic shapes the physical world on a massive scale, Leave my mark on the world.
forging new terrains and restoring damaged lands. A single Earthshaper
can drain an entire geographical region of its essence with their actions.

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Runic Invocation
ANCIENT GLYPHS AND WORDS OF POWER CALL
FORTH FORCES UNSEEN, UNLEASHING THEIR
POWER UPON THE MORTAL REALM.
The practice of runic invocation involves accessing magic
powers through knowledge of arcane symbols and words,
applying them through a deep understanding or feeling of
their eldritch meaning. Some inscribe runes to empower
objects, while others invoke them openly as magic spells.
Each rune has its own meaning; the most powerful runic
invokers master many such runes.

Obtaining Runes
(Magic Is Collected)
Runes are the alphabet or words of an ancient language deeply tied
to the fabric of Creation. Each rune’s magical ability is determined by
its meaning in the lost language. The tag for each rune represents the
meaning of the specific rune, such as ”ward”, ”fire”, or “throw”.
Runes are hidden, scattered throughout the world. Some are in
hard to reach places, while others have been found and are kept as
a guarded secret. Once a runic invoker finds and deciphers a rune,
they need to train using it in conjunction with other runes or spend
time contemplating its meaning. When they have a strong grasp of
the rune, they may add it to their magic theme as a power tag. Runes
cannot ordinarily be represented as story tags, unless a special way is
devised to store the power of a rune without understanding it.

Invoking Runes
(Magic Is Synergetic, Magic Imposes Constraints)
When taking magic actions of runic invocation, the invoker must
draw or scribe one or more runes, whose tags they must possess and
invoke when counting Power. Normally, the invoker must be able
to somehow chart the rune, whether in the air or on an object or
person, or they must be able to speak it; casting runic spells is not
possible without one or the other (narrative principle).
The resulting effect is a combination of the meanings of the runes
invoked. For example, “throw” and ”fire” can be invoked together to
throw a flaming projectile. Since each known rune is a power tag, the
more runes the invoker combines in the final effect, the more Power
the magic action will have, but also the more specific its effect will be.

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• “call” + “wolf ” = summon a wolf to one’s aid
• “call” + “wolf ” + “many” = summon a pack of wolves to one’s aid
• “frighten” + “roar” = produce a thunderclap that strikes fear in all who
yph for
hear it
You can draw aesgl in this Way
• “heal” + “friend” + “quickness” = rapidly close the wounds of an ally
each of the runinspiration
The runic language is flexible and the same combinations may yield of Magic. Take al world glyph
different results, depending on the will and aptitude of the invoker. from ancient re hark, Brahmi,
For example, “fire” and “shield” may be combined to protect an invoker systems like Fut Egyptian
from fire, to engulf them with protective flames, or to protect them Ogham, Nsibidi,Oracle
from the cold. The Narrator is the final arbitrator on just how flexible hieroglyphs, oriaguwen).
the runic language is and what magical effects can be obtained from Bone Script (J
every combination.
ke rune
RUNIC THEME TAGS If you wish to mmaersive and if
casting more imup to it, you
The title tag of a Magic theme of runic invocation can be a general
the players feel draw the
may ask them to they invoke
magical ability tag such as Runescribing, in which case it can be
invoked in every magical action performed by the invoker as long as
at least one rune tag is also invoked. It represents general aptitude, glyphs whenever or pick the
but cannot be used in magic actions on its own. these rune tagst of a small
right glyphs ou h cards.
Alternatively, the title tag can already include the first and main rune
learned by the invoker. For example, Blazing Invoker (“fire”). This
collection of glyp
specialization allows the invoker to take magic actions with their title
tag alone, but it only applies to magic actions that involve its runic word. EXAMPLE LIST
OF RUNES
Variant: Consumable Runes “attach”, “balance”, “blast”, “blood”,
“call”, “chaos”, “cold”, “conceal”,
(Magic Is Prepared, Magic Requires Extra Effort, Magic Is Spent
“death”, “fire”, “friend”, “frighten”,
When Used)
“grip”, “harden”, “heal”, “leap”,
With this variant, a rune can be inscribed on impermanent materials “life”, “lift”, “many”, “memory”,
(scrolls, talismans, or even one’s skin) by those who know them, and “move”, “order”, “quickness”, “quiet”,
later invoked by others who may not have complete understanding “roar”, “ruin”, “safety”, “sharpness”,
of the rune. “shield”, “split”, “stone”, “strength”,
Inscribing a rune is a magic prep action that creates a rune story tag, “strike”, “sun”, “throw”, “time”,
such as “conceal” ofuda talisman or “strength” tattoo, which is stored “truth”, “unmake”, “void”, “weaken”,
in the Hero’s backpack. This action requires knowing the rune as a “weapon”, “wolf ”, “wood”
power tag, and has the inherent negative tags requires tools,
requires concentration, and requires time.
When the rune’s owner (or anyone who can read the rune, at the
Narrator’s discretion) takes a magic action that invokes the rune, they
may use the story tag as if it were a runic power tag. However, they must
scratch the story tag after it is invoked and cannot burn it for Power
(the Low Magic variant). An invoker may combine their known runes
(power tags) with such temporary runes (story tags) in a magic action.

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Theme Kits
RUNESCRIBING (ORIGIN)
Runescribers are artisans who learn to imbue objects with simple
and practical magical properties by inscribing runes onto them and
whispering age-old incantations. In this way, they craft protective
wards, lucky charms, heirloom weapons consecrated to their bearer,
and other tools of minor power.

BLAZING INVOKER (ADVENTURE)


Invokers learn to combine runes spontaneously, drawing elaborate
shapes in the air in order to create versatile and adaptive spells in the
moment. This invoker focuses on runes that create big and flashy
spells, and relies on their quick thinking and creativity to meet
others in battle.

TATTOOED SIGILS (ADVENTURE)


Dark cults and esoteric monasteries have long mastered the art of
tattooing sigils of power on their disciples and monks — or their
ORIG IN victims, as living experiments. The bearer of the tattoo need only run
their fingers across it or speak a magic word to unleash its unearthly
Runescribing force, but must bear the pain of becoming its conduit.
wearable talismans, RUNE SAGE (GREATNESS)
“attach”, “harden”, ”safety”,
After years of studying, one may master the most profound runes
”sharpness”, durable etchings,
and learn how to use them to influence reality in ways that defy
aesthetically pleasing, wood-
logic. Some of these sages even learn to invoke runes that bend time
carving knife, eager to help
and space, making their magic truly awe-inspiring in their ability to
dirty environments, fragile reshape the world with nothing but a word.
runes, nearsighted, perfectionist
A DV E N T U R E GR E AT N E SS
Treat your runes as
pieces of exquisite art.
Blazing Invoker Rune Sage
(“fire”) “memory”, “split”, “truth”,
ADVE N T URE ”unmake”, “realm”, ancient
”blind”, “frighten”, “quickness”,
languages, partially deciphered
Tattooed Sigils “throw”, quick scribing, colorful
and flashy, duelist, perfect
tome, perfect recall, wilting stare
"strength", "shadow", "steal", timing, sharp tongue causing direct harm, needs time
"imbue", "pain", whispered to think, mental strain, indecisive
activation, netherworld map tattoo, moving targets, unstable footing,
cowl and cloak, full tattoo reveal conspicuous magic, careless scribe Leave no secret undiscovered.

painful to use, distinctive Fire burns through anything


that stands in its way.
tattoos, unnerving magic,
tattoo is concealed
Those who marked me
in this way hold the key
to more power.

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Shapeshifting
ONE’S FORM IS A BRITTLE ILLUSION THAT CAN
BE MOLDED OR SHED TO REVEAL TRUE POWER —
AT THE RISK OF LOSING ONE’S MIND.
Taking new shapes or bodies, either as an innate ability
or as an art, is a power possessed by many legendary
creatures and sorcerous magic practitioners. While
retaining their conscious mind, shapeshifters can change
their physical form or possess a new one and become
endowed with fantastical strength and abilities. Yet all
shapeshifters risk losing control and succumbing to a
form’s primal instincts. Some eschew this control entirely;
others develop it and become more versatile and refined.

Changing Shape
(Optional: Magic Requires Preparation)
If the shapeshifter already possesses the tags for the new form
(either as power tags or as story tags prepared in advance), the
change is usually a Simple action that does not end a Hero’s spotlight
(unless it is somehow uncertain or hindered, or the change is
particularly slow).
If the shapeshifter is transforming into a new form for which they
have no tags, then the change is a magic prep action that is used to
create a story tag representing the new form. Additional story tags
represent further features and abilities of the new form, forming a
story theme. The Narrator may add a negative story tag to round out
the theme as usual.
Changing back into the shapeshifter’s original form is also a Simple
action, unless it is somehow resisted (see the instinct status below),
in which case it should be resolved as a Quick action.

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EXAMPLE FORM Acting In The New Form
STORY THEMES (Magic Requires a Transformation, Magic Imposes Constraints)
House Cat form
stealthy step Invoking power tags or story tags of the alternate form is only possible
unexpectedly in the way while wearing that form, unless the Narrator agrees that a specific tag
catnip is also available in other forms (such as a werewolf’s acute senses).
Similarly, each form has its restrictions, whether physical, mental, or
Monstrous Hag form social. Often, certain tasks which are simple in human form become
tough hide impossible when transformed, which prevents the Hero from invoking
whipping tongue certain power tags, e.g. playing the flute when in crow form. At the
monster hunters Narrator’s discretion, the negative tags of a form can also affect actions
taken when in other forms, for example, a werewolf’s distinctive scent.
Royal Guard glamor
believable armor Uncontrollable Instinct
guard’s muscle memory (Magic Carries a Price)
scabbard with no sword
All shapeshifters are in danger of losing control over themselves
when they are transformed. For this reason, shapeshifters are feared
Ethereal body even by their closest friends.
possess a mind
turn invisible As an inherent Consequence of the transformation, every
bodiless shapeshifter takes instinct-1 (or higher, at the Narrator’s discretion).
As a typical Consequence for every action taken while in the new
form, this status may be repeated (stacking multiple instinct statuses
to grow its tier).

Unintentional The instinct status represents the loss of control over the

Transformation
shapeshifter’s actions. Instinct helps all actions that are governed
by the instinct of the alternate form (a wolf’s hunting skill, a tree’s
y give
The Narrator mpaical stability, a fire’s consuming hunger), and hinders all actions that
require the opposite faculties of the shapeshifter’s original form and
instinct as a ty being exposed mind such as complex thought, decision-making, precision, subtlety,
Consequence ofnd substances empathy, communication, or strategy.
to conditions a ansformation.
that force a tr Instinct also serves as a compelling status, driving the shapeshifter to
ample, transform into the corresponding form (or remain in this form) and
In the werewolfaexConsequence act out the instinct. Every character has an instinct Limit. When it is
instinct can bemoon, maxed, the shapeshifter must transform, if they are not already in the
during the full by silver, or form of the instinct, and is completely taken over by that form, forced
being stabbed . W hen it to act out its urges and unable to transform back to their original form.
feeling enraged sformation Successfully transforming back to the original form may or may
maxes out, tran the not cause the instinct status to expire, at the Narrator’s discretion.
occurs whether not. A shapeshifter who can transform into multiple forms may have
Hero wills it or differing instincts such as wolf-instinct, rabbit-instinct, and crow-
instinct. Instinct expires with sufficient rest, such as when Resting
while camping.

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Theme Kits
BEAST-DREAMER (ORIGIN)
Many may dream at night of becoming a galloping horse or a soaring
raven, but for a rare few gifted individuals these dreams come true.
While they sleep, a beast-dreamer may cast their soul into the body
of a nearby animal and guide its actions. Yet other than the beast’s
unexplained behavior and the things the dreamer saw or heard
through its senses, there is little proof such a dream was anything
more than a figment of their imagination.

WEREWOLF FORM (ADVENTURE)


The werewolf is cursed – whether by disease, magic, or blood – to
transform into a bipedal wolf-human hybrid form. This form’s
immense strength and feral abilities pose a great danger to the
werewolf ’s enemies and allies alike.

ELEMENTAL BODY (GREATNESS) OR IGI N


By metamorphosing their body or joining their spirit with
that of a pure element, this practitioner assumes the form of a Beast-Dreamer
material, a natural phenomenon, or even an abstract force. They
dream into wild animals, personal
wield unimaginable power, reshaping the world and defying the
spirit animal [choose], feral
boundaries of mortal existence. This theme kit’s instinct is often
attack, wake myself up, animal
expressed by compelling actions and choices unfathomable to
senses, full moon nights, stealthy
human minds.
movement, animal kinship
DOPPELGANGER (ADVENTURE) dream into domesticated
Doppelgangers are shapeshifters who specialize in taking the form of animals, disturbed sleep,
human beings, most often their victims. This theme kit’s instinct can animal-like waking behavior,
reflect the instincts of the human body copied: lethargy, gluttony, people are talking
lust, hyperactivity, etc., or alternatively, the instinctive urge to kill
and take the place of the person whose shape the doppelganger Why does my soul
assumed, mimicking their personality and acting as them in wander at night?
everyday life.

ADVE NT URE ADV E N T U R E GR E AT N E S S

Doppelganger Werewolf Form Elemental Body


a forgettable face, cosmetic enormous strength, tooth and magma flow, sweeping gale,
changes, read their memories, time claw, unrelenting hunter, acute dazzling light, defensive shift,
to study the victim, close contact senses, terrifying howl, true craft unusual forms, see elemental
with victim, sudden attack, wolf form, cover of night, pack energies, gigantic body, adapt
quick lie, camouflaging skin fighting, a few trusted friends to danger, unflinching calm

very large or small bodies, not fear of fire, needs the mixing elements, chaotic
enough time with them, intense pack, involuntary shift, environments, dissolved
scrutiny, hated and reviled humans’ fear of wolves body, emotional outbursts
Find out who I am by Find a way to live with the Surpass all limits of
trying different guises. wolf instead of fighting it. mortal form.

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Way of Magic

Sorcery
WREATHED IN THE SURGING THREADS OF THE
SHROUDED FABRIC OF OUR WORLD, A SORCERER
MAY MAKE TRUE THEIR WILDEST DREAMS WITH
BUT A WORD.
Sorcery is the secret art of drawing, intertwining, and
releasing the magical threads of reality to shape it in
marvelous and terrifying ways. Its practice requires
arcane knowledge, most of which is lost to time, as well as
discipline, precision, and always – a mote of the sorcerer’s
own life force. In return, sorcerers channel incredible
power through their spells, limitless in its potential
and versatility, and at the same time dangerous in its
catastrophic backlash.

Powerful One-Time Incantations


(Magic Is Spent When Used)
A sorcerer casts spells – single-use magical surges that have great
power. Whenever a spell is cast, the Hero must burn its tag for
Power, starting each spell at 3 Power instead of 1 but making
spellcasting a seldom-used affair. Spells therefore are usually
represented by a specific tag, but if a sorcerer has no specific tag
to burn, they may burn a broader tag instead (such as their Magic
theme title tag).
Spell tags can be part of a Magic theme, representing practiced
formulas, or story tags kept in the Hero’s backpack, representing
spells memorized in advance, or stored in items such as scrolls or
magic rings. Spell power tags are recovered as normal, as well as
through camp Rest, and a spellcaster can have tags such as spell recall
to help recover lost spell tags quicker.

SPONTANEOUS SPELL
Sorcerers can also attempt a more spontaneous form of spellcraft by
taking a prep action to make a new spell tag on the spot (often using
their Magic theme title tags and other broad tags) and then cast the
spell by burning the new spell tag. This prep action does not incur
the risks of casting a spell (see below), but the Narrator may rule it
requires some time, especially if the spell is complicated.

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Sorcery Exerts A Toll
(Magic Carries a Price)
A sorcerer uses their own life force to weave a magic spell. As an
inherent Consequence whenever a spell is cast (magic action or
reaction), the sorcerer becomes drained-1, a status which hinders
all magic actions, as well as other forms of mental and physical
exertion.
This Consequence can be lessened as normal. Sorcerers may possess
abilities or items that specifically help them lessen the exhaustion or
recover from it quickly, such as enduring spirit or vial of mana.
Sufficient rest (including Resting while camping) can restore the
sorcerer’s energy and expire the status.

Complex Spellcasting
(Magic Requires Extra Effort)
The sorcerer must use the correct hand gestures and magic words
in order to cast the spell. This process is delicate and requires focus
and concentration. As such, all sorcery spells have the inherent
negative tags requires incantation, requires hand gestures, and requires
concentration; if any of these are absent, the spell is weakened and
the risk of failure increases. Sorcerers can train in techniques that
counter these requirements by choosing tags such as silent spell,
motionless spell, and a mind of steel.

Hazardous Botch
As a typical Consequence, a spellcasting action that does not result
in a Success may still cast the spell but with unintended results. The
Narrator should determine the Effects of the Consequences based on
the Power of the spellcasting action – the more powerful the botched
spell, the harsher the mishap.

Variant: Corruptive Sorcery


(Magic Carries a Price)
Magic is a forbidden practice that twists the sorcerer’s soul. Instead
of paying with life energy, sorcerers are corrupted by magic, taking
corrupted-1 as an inherent Consequence of spellcasting (they may
attempt to lessen it if they have the means).
Corruption does not expire on its own: removing corrupted can be
done only with the right restorative magic, often a feat beyond the
power of corruptive sorcery. When corrupt exceeds its maximum
(above tier 5), the Narrator alters the Hero’s themes and tags, making
them inhuman and evil.

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Theme Kits
UNTRAINED POTENTIAL (ORIGIN)
The ancient traditions claim the potential for magic can bloom in
anyone. This uncouth individual possesses the power, perhaps,
to cast magic spells, but they have neither the knowledge nor the
skill. It is all they can do to clumsily steer the surge of scintillating
possibilities when the moment calls for it.

SPELLSWORD (ADVENTURE)
Spellswords are unscrupulous mercenaries, bodyguards, or assassins
who employ sorcery in order to achieve supremacy in battle, and who
sell their services to the highest bidder. Their spells can shield them
from attacks, augment their fighting prowess, or obliterate their foes.
OR IG IN
This focus on battle sorcery, however, forces them to neglect other
fields of magic.
Untrained WANDERING WIZARD (ADVENTURE)
Potential With their telltale pointy hats, worn-out robes, and ornate staves,
spur of the moment spell, Wandering Wizards are a rare yet easy to recognize sight. Journeying
telekinetic tricks, sleeping spell, across the world for their own unknown reasons, they foster an
lock opening spell, charm spell, eclectic understanding of magic and a broad knowledge of spells, so
rapid mana recovery, free-spirited, broad it sometimes takes them a moment to peruse. They put this craft
sheaf of notes, magnetic personality to good use in solving (or causing) the problems of locals, in return for
accommodation, food, or coin (or being chased out of the village).
lacks discipline, lacks
training, mishaps and side- ELDRITCH ARCHMAGE (GREATNESS)
effects, emotional turmoil The Archmage of the Eldritch Arts is a master of forbidden magic,
wielding terrifying power with little regard for the risks. They push
I haven't found the the limits of magic, bend reality to their will, and court corruption
right master yet. and danger as they strive to achieve their ruthless goals. Their power
comes at a cost, but for the Archmage, no price is too great.
ADVE NT URE ADV E N T U R E GR E AT N E S S

Spellsword Wandering Eldritch Archmage


enflame a blade, area spells,
witching barrage, vanish and
Wizard wave of corruption, summon
shadows, dominate will, tear rifts
reappear, shielding ward, reveal discern sorcery, counterspell,
in reality, eldritch entity lore,
enemies, potion of mana, alert, burgeoning spellbook,
lesser beings, tainted crystal,
focus under pressure, tactician transfiguration, limbs to stone,
harness chaos, universally feared
magical fireworks, invisible
constrictive battlefields, servant, spellcraft lore, staff frightens the mundane,
overspecialized, evokes of projection, inquisitive requires incredible power, magic
aggression, overconfident strains reality, stop at nothing
fumbles under pressure, loose
Magic is a tool as important spell threads, world weary, Soon, the ultimate secret
as my sword and armor. meandering line of thought of the eldritch arts shall
be revealed to me!
The best solution to any
problem is a clever spell!

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Way of Magic

Spirit Binding
OUR WORLD IS SHAPED BY PRESENCES
BEYOND SIGHT, SOME GRACIOUS AND SOME
MALEVOLENT. LEARN TO MASTER THEM AND
YOU SHALL MASTER ALL THINGS.
The art of spirit binding seeks to understand and
command the personified yet often invisible forces
inhabiting and shaping the world. These “spirits” are
everywhere, in the natural world as well as in human
dwellings and settlements, and beyond, in other realms.
Spirit binders often learn to interact with and bind a
certain kind of spirit; experienced and knowledgeable
practitioners hold sway over many spirits.

Locating and Binding Spirits


(Magic Requires Preparation)
“Binding” is a general term for many different approaches. A
practitioner may befriend a spirit, appease it with offerings, contain
it with mystical wards and then force it to comply, offer their own
body as the spirit’s host, or completely subjugate the spirit by
invoking higher forces related to its origin.
Each spirit has its own origin, abilities, and agendas. Understanding,
finding, and identifying spirits to bind is the first step in the work of a
spirit binder. A spirit binder may take action, magical or not, to gain
access to such spirit (e.g., mystically sensing nearby spirits or simply
conversing with a visible spirit). Many spirit binders become good
communicators and investigators in order to figure out which spirits
are available for them to bind.
Binding a spirit is a magic prep action, which creates story tags
representing the spirit and its abilities. The first story tag created must
be the name of the spirit. Additional story tags represent the spirit's
specific abilities, forming a story theme. The Narrator may add a
negative story tag to round out the theme as usual. When a binder binds
a spirit, they may also spend Power to have it manifest already in a
specific state by giving it a status such as friendly or flaming.

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EXAMPLE SPIRIT
STORY THEMES Putting Spirits To Work
Grandpa Lo Once the spirit’s story tag is in the binder’s possession, the binder is
gross bodily sounds considered to be in control of the spirit and can use its tags in ally
history lesson actions (page 160). The binder may also dismiss (banish) the spirit at
easily sidetracked will, unless a tag or a status indicates it is inclined to persist on its own.
The bound spirit will perform actions that are opposed to its own
Will O’ The Wise will, and even to its own survival. However, as a typical Consequence
guide to safety of these actions, the spirit might become defiant, unhelpful, or even
misdirect vengeful, representing its resistance to keep acting against its will. A
mischievous spirit might also break free of the binder’s control, freeing it to escape
or retaliate (New Challenge). Alternatively, these emotional statuses
Deathly Hound could be tracked against a break-free Limit; when it is maxed, the
ghost bite spirit breaks free.
freezing howl
terrifies my allies Dangers of Spirit Binding
(Magic Carries a Price)
Archon of Dominion
make them bow Entering a pact with a spirit requires a price to be paid: the binder’s
compelling decree own spirit becomes misaligned with their physical body. As an
only aids true rulers inherent Consequence, the binder’s mind and soul may become
disoriented-1. This status hinders almost every action that relies on
senses or physical actions, as the binder’s body does not submit to
their will. To reduce disoriented, the binder must spend some time
resting and indulging in simple pleasures, which moors their spirit
back in the body.
Alternatively, binding a spirit allows its nature to influence the
binder. Some nature spirits affect your personality to match their
own (bestial). Binding spirits of disease or death directly drains your
vitality (weakened). Spirits that represent human ideals demand your
submission (obedient). Some types of spirits may attempt to possess
the binder (possessed). Each of these hinders different actions, and
can be removed in different ways.

Binding Challenge Spirits


Challenges that are spirits can also be bound by a practitioner
with the right know-how.
The binder must first successfully banish or appease the
spirit, showing their power over it. Then, if they choose to
attempt to bind it, the Narrator adds a bind Limit.
When maxed, the binder gains Power equals to the sum of the
banish (or appease ) Limit and the bind Limit to spend
on story tags for the spirit.

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Theme Kits
ANCESTOR WORSHIP (ORIGIN)
The spirits of one’s ancestors hover about them and protect them as
best they can, but most ancestors have little power over the living.
Worshipers who can commune with the ancestors may share in
their knowledge, experience, and wisdom, receive guidance from
beyond the grave, and may even briefly channel their forebears
through their bodies, although grating personalities and old gripes
may stand in the way.

FAMILIAR MASTER (ORIGIN)


Familiars are otherworldly spirits who take the guise of animals,
mythical creatures, persons, or natural phenomena. They possess
miraculous powers which they selflessly put at the disposal of their
master once their loyalty has been earned. Many a warlock and OR IGI N
witch draw their supernatural abilities from one or more familiars,
and seek to find and bind mightier spirits to their service.
Ancestor Worship
CALLER OF NATURE SPIRITS (ADVENTURE) wrathful ancestors, wise
Every place in nature and every natural phenomena is stewarded ancestors, cultural memory,
and cultivated by its own secret spirits. In hidden pools of water, at speak with their voice, lay of
the top of prominent landmarks, and within the rustling woods one the land, protecting my family,
can find dryads, wind devils, and nixies who can be powerful allies. ancestral arts and crafts, showing
Those who call upon such spirits to their aid are often respectful respect, voice of the community
towards them, and try their best to align with the interests of nature.
my body’s limits, endanger
DEMON BINDING (ADVENTURE) myself, forget my own
Demons, or spirits of rage and violence, are exceptionally dangerous abilities, old family drama
to control. Those who fail can expect to pay dearly, while succeeding Our family comes first.
grants one immense power to dominate and destroy.

ORIG IN ADV E N T U R E A DV E N T U R E

Familiar Master Caller of Nature Demon Binding


spirit of protection, spirit of the Spirits fiery demons, terrifying
snows, trickster spirit, spirit of demons, demons of pestilence,
stone spirits, animal spirits, foliage
jade, serpent-like familiar, caring corrupt natural landscape,
spirits, weather spirits, sense
for familiars, fragrant fruit wide-scale destruction, demon
nearby spirits, sense corruption,
snacks, familiar transformation, lore, cause tension, beguiling
aligned with spirit’s will, reverent
containment vessel tongue, assert dominance
language, find the middle ground
unruly familiars, harmonious actions, requires
far from nature, absorb
exhausting care, rival masters, constant concentration,
unwanted natural features,
ridiculed by society widespread aversion to
attract corrupted spirits,
demons, indulgent impulses
indifferent to human affairs
My familiars and I are
bound by the same fate. To grow my power, I
Only in harmony with
must find and control the
the natural world will we
most powerful demons.
humans find our place.

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Way of Magic

Witchcraft
HUNTER’S MOON OF BLOOD-LIKE FASHION,
HARKEN YE OUR INCANTATION,
PAST THE VEIL WE WISH TO GANDER,
FOR A SOUL TO TEAR ASUNDER.
Witchcraft relies on elaborate rituals to invoke eternal
laws and manifest the powers of goddesses and demons.
From hexes to blessings, witches wield an ancient art;
its rites demand occult understanding, talent, time, and
concentration, as well as specific conditions, tools, and
ingredients, but the rewards are potent and far-reaching.

Witchcraft Rituals
(Magic Requires Extra Effort, Magic Can Be Empowered)
Witches conduct long and elaborate rituals in order to hex, bewitch,
and enchant. These rituals can achieve powerful results, as long as
certain rules of magic are observed.
Rituals are typically carried out for:
• Divination and scrying
• Communing with fairies, spirits, angels, and demons
• Blessings and cursing (hexing)
• Placing or breaking an enchantment upon a place or a person
• Protection from misfortune or from otherworldly forces
• Causing harm or accident
The requirements of a ritual are represented by the inherent negative
tags requires time, requires concentration, requires gestures or
incantations, and requires implements. These negative tags do not
normally come into play when a ritual is performed with adequate
preparation, but they may limit a witch from taking spontaneous or
hasteful magical actions (see Cantrips, below).
Rituals can gain more Power through these means, all of which are
inherent positive tags:
• Rhyming (rhyming incantations): This tag is helpful when a player
(or the Narrator) speaks their witch’s incantation with a rhyme. It
must be a new rhyme each time.
• Sympathetic Magic (sympathetic magic): This tag is helpful when
the practitioner has taken considerable effort to symbolically
represent individuals, forces, or magical laws involved in the ritual.
This could entail using an effigy or poppet to represent the target
of the spell, or make a cutting motion with a knife to represent the
cutting of an emotional bond. If the symbolism is represented by
an existing tag (such as an item tag), invoke that tag instead.

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• Special Times and Places (time of power, place RITUALS WITHIN A SCENE
of power): These tags are helpful when the ritual (Magic Requires Gathering Power)
is performed during a special time of power, When a ritual is carried out within the scene, but
such as the new moon or a unique astrological is not the focus of the scene, the witch must take
date, or at a place of power, such as over a grave one or more magic prep actions in order to prepare
or at a mountaintop altar. To empower a ritual, the ritual and build sufficient ritual-power. This
the significance of time and/or place must be involves the witch centering themselves, puttering
congruent with its purpose. over an altar, chanting, dancing, meditating,
• Powerful feelings: At the Narrator’s discretion, and such. To speed up this process, witches often
statuses such as angry, embittered, or loving can sacrifice offerings (curd of cream) or symbolic
help empower a ritual with which they are representations of the target of the spell (wooden
related and congruent. The presence of powerful effigy) by burning these tags for Power.
feelings may also disrupt concentration and The witch can then take the final magic action to
therefore could cause dire catastrophe for a unleash the spell, hex, or blessing; its Power may
witch. A Narrator may rule that strong feelings not exceed the tier of ritual-power (Power Cap).
are supportive of one part of the ritual but are an Ritual-power does not otherwise affect the Power of
impediment for another. the final magic action. The Narrator may rule that
some tags used to build power during the ritual
Types of Rituals (prep action) may not be applicable for the final
unleashing of the spell.
There are several ways to reflect witchcraft magic
actions – rituals – in your game. Once the final magic action of the ritual is
complete, reduce the tier of ritual-power by the
CANTRIPS (MINOR RITUALS) Power of the action (Severe Sapping). Ritual-
(Ritual As Flavor) power quickly expires once the ritual is no longer
performed, and the witch must begin anew in
Witchcraft can be used for quick incantations, order to build more ritual-power (Laborious
prayers, or hand gestures performed by the Replenishment).
practitioner to work minor miracles, provide
limited protection, to cause a mishap, or to hex an RITUAL AS ITS OWN SCENE
aggravating neighbour with an inexplicable yet (Ritual As A Journey)
temporary itch.
An important witchcraft ritual can become the
Such cantrips are performed as a single magic action. focus of an entire scene by playing it as a Journey
However, due to the fact witchcraft requires time, (Vol. II, page 198).
they produce inherently weaker effects (-1 Power).
Many witches carry a portable implement such as Each ritual Journey has 2 to 6 steps that the witch
a hazelwood wand, a curved dagger, or a bewitched (and their allies) must traverse to complete the
talisman (narratively or as a tag) to focus their magic ritual. The witch chooses the steps and their order,
and satisfy the need for implements even when there but the Narrator may add other steps to represent
is no time to prepare; without a tool such as this, unforeseen difficulties.
cantrips become even weaker (-1 Power). At the end of a ritual, the witch gains 1 Power to
A witch with no time, no tools, no ability to chant spend on its magical Effects per successful step.
or gesticulate, and no ability to concentrate is all
RITUALS WHILE CAMPING OR
but lost (-4 Power).
SOJOURNING
Witchcraft performed while camping or
sojourning is resolved as a single camp action.

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Variant: Mightier Witchcraft OR IGI N

The brand of witchcraft described above depicts ritualistic magic that


is difficult and slow to perform. It fits settings of low magic, such as Cult Initiate
gritty or rustic fantasy, where magic comes either at a great cost or warp thoughts, evoke nightmare,
with much toil, with witches striving for the latter over the former. bind with unseen bonds, group
As an alternative, and especially if witches are expected to contend with magic, cult lore, works well
other, faster forms of magic, you may rule that all witchcraft rituals with others, ceremonial knife,
(except cantrips) act at one level of Might higher than they normally sneak away, cult protection
would, leading them to be imperiled less often and favored more often
(Might, page 167). Witchcraft then becomes a path to greater even if discord within the cult,
slower outcomes, matching quicker magic with more decisive results. weaker alone, marked by
dark forces, being exposed

Theme Kits I’ll do what I must to share


in the power of the cult.
CULT INITIATE (ORIGIN)
Initiates learn the secrets of witchcraft through the teachings of a
coven or cult. Their rituals are guided by strict doctrine, aiming to OR IGI N

serve the collective power of the group as well as grow the initiate’s
own abilities. Often the cult follows an eternally-chained demon, a Hedge Witch
mysterious powerful witch, or a darksome goddess of the night. health and well-being spells, affect
the senses, magical protection,
HEDGE WITCH (ORIGIN)
love spells, knotting of invisible
A reclusive and odd fixture in the village life, often living alone on threads, practice in pristine
the outskirts, the Hedge Witch relies on self-taught and intuitive nature, gather ingredients,
witchcraft and a close connection to natural cycles to offer blessings fierce independence, feared
and curses to those brave enough to seek their aid and risk their wrath.
magic in built areas, easily
TRIBE SOOTHSAYER (ORIGIN) disrupted rituals, physically
The soothsayer performs divination rituals for all who come to draining, isolated from society
consult them, from outcast to chieftain, if their questions (and in
some cases, offerings) merit the ritual. Tossing painted bones and Leave me alone!
beseeching the spirits to guide them, they receive insights and
intuitions into what is yet to pass. OR IGI N

COVEN WITCH
(ADVENTURE)
A DV E N T U R E
Tribe Soothsayer
Covens are collectives of witches Coven Witch divination rites, reading the fate
of a group, foresee misfortune,
working together to channel dark curses, lifeforce transmutation,
greater power. Whether they lie about what I’ve seen, beseech
weather control, channel others’ spirits, subject is present, colored
are hags poring over a bubbling power, book of hexes, sacred
cauldron in a mountain cave, bones and beads, intuitive
ritual circle, iron cauldron, evasion, demand reverence
maenads dancing wildly in the interpreting omens, coven’s trust
woods to awaken a horned god, obscured fate, requires spiritual
or a secretive conspiracy chanting disobedience, loud chanting, purity, visions of a dark terror,
and charting candlelit circles in amplify negative emotions, expected to have answers
a townhouse basement, a coven controlling personality
always stick together to further When the spirits grant their
their gain and protect themselves Together, we shall guidance, one best follow.
from the outside world. have our way!

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Appendices

GLOSSARY • The Heroes have ignored a Threat.


• The Narrator chooses to invoke a weakness tag,
explaining how its presence brings a detrimental
Abandon (page 71): A track on a Hero’s theme that development.
records how close it is to being replaced. When the
• An action led to Consequences. In a Simple action,
Hero acts against a Quest in a manner the player
this is the Narrator’s choice. When rolling, for a Quick
deems meaningful, they mark Abandon on the
or Detailed action, a final result (dice + Power) of 9 or
Quest’s theme. When the third Abandon is marked,
less (or rolling double ones) leads to Consequences.
the theme is replaced (page 188).
Consequences may be purely narrative or involve
Action (page 145): The game loop phase dedicated
negative game Effects. Before Consequence Effects
to a Hero’s action. After the Narrator Establishes
can be applied to a Hero, the Narrator may allow the
the scene and hands the spotlight to a player, the
Hero to roll a reaction to try and lessen them.
player describes their Hero’s action. The Narrator
then decides to resolve this in one of three ways, Detailed (page 147): A way to resolve a Hero’s
also called outcomes: Simple, Quick, or Detailed. action when the Narrator wishes to (a) play through
(Challenges take actions in other phases, using a conflict with more details, play-by-play, (b)
Threats and Consequences.) measure the degree of success; or (c) let the player
choose the specific outcome. The player rolls, as
Adventure: A Legend in the Mist story with a beginning,
with a Quick action, then spends the action’s Power
middle, and end, often consisting of several scenes
on Effects that match the action.
and played over one or more sessions.
Effects (page 150): The outcome of an action or
Burn a Tag for Power (page 154): Before a roll, a
Consequences as reflected in game elements such
player may voluntarily scratch one (and only one)
as tags and statuses. A Hero can spend Power or a
power or story tag that is directly helpful to the action
Narrator can use Consequences to manipulate game
to gain 3 Power (instead of the tag’s usual 1 Power).
elements and gain benefits: creating or removing
Camping (page 175): A scene during which the tags, giving or reducing statuses, and for a Hero,
Fellowship rests, recovers, and prepares, typically discovering new details or choosing extra feats (page
with low or no stakes. An especially long period 153). A Hero’s spending Power is usually generated
is called a sojourn. During a camp or sojourn, in a Detailed action, or during camp or sojourn.
the following happen in order: The Narrator The Narrator does not spend Power and can choose
expires story tags; the place of stay is established; any number of Effects at any degree of impact.
every Hero spends two periods of activity resting,
Establish (page 142): The game loop phase dedicated
reflecting, or taking camp actions; the Fellowship
to presenting the current situation in a scene. At
theme recovers tags.
the start of a scene and at the start of each turn, the
Challenge (Vol. II, page 104): A Challenge is Narrator describes or re-describes the scene, new
someone or something that stands in the way of developments, the stakes, the Challenges, and their
the Heroes or their agenda. It presents Threats that Threats, and then gives one Hero the spotlight, so
can become Consequences, and the Heroes must they may take an action.
take action to overcome it. When a Challenge is
Expire: The Narrator’s choice to remove a story tag
overcome, it ceases to interfere with the Hero’s goals.
or status when it no longer makes sense in the
A Challenge with a Limit is designed to be overcome
narrative. This typically happens during Establish
over several actions, and to be the focus of a scene. A
(for short-lived tags), at the end of a scene, or at the
Challenge with no Limit is designed to be overcome
start of a camp or sojourn.
with a single Quick action.
Hero: One of the main protagonists of a Legend in
Consequences (page 156): A story development
the Mist game, portrayed and controlled by one of
that makes things more difficult for the Heroes.
the players.
This is also the name of the game loop phase
in which the Narrator delivers Consequences. Improve (page 183): A track on a Hero’s theme
Consequences can happen when: that records its gradual improvement. A Hero

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marks Improve on a theme when its weakness When the Hero reaches a new achievement in
tag is invoked, or when choosing to Reflect pursuit of a Quest in a manner the player deems
during camp. When the third Improve is marked, meaningful, they mark Milestone on the Quest’s
the Hero resets the track to zero and gains an theme. When the third Milestone is marked, the
improvement. theme is evolved (page 186).
Improvement (page 183): An advancement Power (page 148): A number that encapsulates
for a theme that increases its usefulness, most an action’s impact and probability of success. It
commonly by adding a power tag. A theme gains an is added to a dice roll in a Quick action, Detailed
improvement when the third Improve is marked on action, or reaction, and is spent on Effects in a
it or when choosing to Reflect during a sojourn. Detailed action or a reaction. Spending Power can
Invoke: The naming of a relevant tag or status by sometimes be generated separately from a roll,
a Hero or the Narrator when counting Power for a such as when taking a camp or sojourn action.
Quick action, Detailed action, or reaction roll. The Quest (page 184): A goal or belief of the Hero
Narrator can also invoke a Hero’s weakness tags to that is related to one of their themes. Following
generate Consequences. a theme’s Quest and marking Milestones can
Journey: A Challenge that portrays a step-by-step lead to evolving the theme (page 186); turning
progression through a landscape, through time, or one’s back on it and marking Abandon can lead
through a process, and is played as a sequence of to replacing the theme (page 188).
short Vignettes. Quick (page 147): A way to quickly resolve a Hero’s
Lessen (page 158): Using the Power of a successful action when there’s risk or uncertainty involved,
reaction to reduce or remove Effects received as while maintaining a rapid pace to the storytelling.
Consequences, by spending the same amount of The player counts Power by invoking relevant
Power that would generate such Effects. tags and statuses, and rolls. A final result (dice +
Power) of 9 or less (or rolling double ones) leads
Limit (page 165): Every Hero and some to Consequences; a final result of 7 or above (or
Challenges have one or more Limits, a number rolling double sixes) leads to Success; a final result
between 1 and 6, representing the maximum of 7-9 leads to both.
tier they can take of a given status. If a Limit is
reached, the Hero or Challenge is overcome and Reaction (page 167): When Consequences are
can no longer take any action for which that status inflicted, the Narrator may allow a Hero to make a
would be relevant. A Hero’s Limit for any status reaction roll, to attempt to lessen the Effects.
is 5. Heroes may have to take action to reveal a Recover a Power Tag: Removing the scratch
Challenge’s Limits. If the tier of a status exceeds a marking from a power tag, making it available
Limit, its effects become long-lasting or permanent again for invoking in actions. This typically
in a lethal or transformative manner. A Limit is requires taking an action or choosing to Rest
written with a red background, with its tier (max) during camp or sojourn.
inside a shield or parentheses, such as harm(4).
Relevant (page 148): A tag or status is relevant when
Might (page 167): Might represents the inherent it directly affects an action, positively or negatively.
difference between three scopes of capability: A relevant tag can be of the Hero, of another Hero, of
Origin, the ordinary; Adventure, the remarkable; a Challenge, existing in the scene, or from any other
and Greatness, the incredible. The Narrator can source. The Narrator has final say on whether a tag or
decide to involve Might when there’s a clear gap status is relevant and can therefore be invoked when
between the capabilities of the Hero and their foe counting Power. If a tag is indirectly relevant, such as
or the situation, by making an action Imperiled or because it’s broad (page 74), a prep action might be
Favored. A Hero’s Mighty aspects are determined by called for (page 149).
their Adventure and Greatness themes. Might can
Scene: A part of the story that takes place in a specific
be a boon but it can also be used against the Mighty.
place and time. Within a scene, Heroes work to
Milestone (page 183): A track on a Hero’s theme reach their goals and win the stakes, and Challenges
that records how close it is to being evolved. get in their way. A scene may involve multiple turns.

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Scratch a Tag (page 72): When scratched, temporarily unavailable until recovered. Power
a power tag is marked as unavailable (until tags are written with a yellow background, such
recovered) and a story tag is removed. Weakness as bowmanship.
tags cannot be scratched. • Weakness tag: A Hero’s permanent hindering
Series: A longer Legend in the Mist story consisting of (negative) tag. Weakness tags are created during
multiple adventures tied together with a shared Hero creation (page 73), or as an Improvement,
setting, a grand quest, or an overarching villain. or when gaining new themes (page 186 and
Played over many sessions. 188). When invoked negatively for a roll, or by
the Narrator for Consequences, the Hero marks
Session: Game time dedicated to playing Legend in Improve on the tag’s theme. Weakness tags cannot
the Mist. A session often includes playing through be scratched. Weakness tags are written with an
multiple scenes. orange background, such as overconfident.
Simple (page 146): The most straightforward way • Story tag: An impermanent tag belonging to
to resolve a Hero’s action: the Narrator chooses a Hero (kept in their backpack, page 72), a
whether the action Succeeds, has Consequences, Challenge, or the scene. They can be invoked
or both, and what Success and/or Consequences as either helpful or hindering. For a Hero,
constitute. creating story tags typically requires taking an
Sojourning: See camping. action. Scratched story tags are removed from
the game. Story tags can expire if and when
Spotlight (page 144): The state of a Hero who is the Narrator decides so. Story tags are written
the focus of the current turn. A Hero whose turn it with a yellow background, such as shield, unless
is currently is said to “have the spotlight” or “be in they are deliberately meant to be hindering,
the spotlight”. The Narrator decides how to move in which case they are written with an orange
the spotlight among the Heroes between turns. background, such as brittle.
Status (page 162): A status is a special tag that • Single-use tag (page 161): A story tag that is
represents a transient condition and has a tier, scratched when first invoked in an action and
indicating its intensity from 1 (mild) to 6 (deadly or cannot be burned for Power.
transformative). Statuses are written with a green
Theme: A collection of related tags describing a
background, such as confident-2.
single thing. A theme is built around a main power
Success (page 146): A possible outcome of an tag, or “theme title”, with the other tags describing
action where the Hero achieves what they want, further features (power tags) and flaws (weakness
or makes progress toward it. In a Simple or Quick tag). Every Hero has four themes, each with power
outcome, the Narrator explains what a Success tags, weakness tags, and a Quest.
means in the scene and may also represent it
Threat (page 143): A description presented by the
with positive Effects. In a Detailed outcome, a
Narrator during Establish, typically an action
Success is expressed as Power spent by the player
taken by a Challenge, promising an undesirable
(minimum 1), on Effects.
outcome for the Heroes. In the Consequence phase
Tag (page 72): Short descriptors that describe of a turn, the Narrator can turn a Threat that is left
qualities, abilities, resources, objects, and allies unaddressed into Consequences.
that are important or impactful to the story.
Turn (page 142): A full cycle of the game loop:
Tags define what’s true in the story, and can give
Establish-Action-Consequence.
Power to a Hero’s action when they are invoked.
Tags can combine to form a theme. These are the
types of tags:
• Power tag: A Hero’s permanent helpful
(positive) tag. Power tags are created during Hero
creation (page 73), or as an Improvement,
or when gaining new themes (page 186
and 188). When scratched, they become

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EXAMPLE OF PLAY Matt plays Pepper, a loveable homesteader with


famous cooking skills; TJ plays Talis, a traveling
troubadour of some renown (Adventure); and
To help you envision how the game is Celine plays Castor, a curious and quick-fingered
played around the table, here is a part of a beaver-kin.
fictional game session. Back in the pub, the Fellowship learned that Kaio,
their fourth member, was supposed to arrive with
In this example, Reya the Narrator is running a Fahida’s weekly caravan, which also failed to show
session for her players Matt, TJ, and Celine. They up. Finding and following the caravan’s tracks,
play a group of local pub friends who are searching they go down the rarely-used path to Distant Tree
for their fourth member (an NPC), who missed Creek, as night begins to set…
their appointed annual meeting.

Narrator: Under clouded, dark skies, the view of the creek valley A new scene begins! The first
below blends with the path ahead, into a single, uneven shadow. It is turn starts with the Narrator
very dark here; that’s a tag for the scene. Establishing the scene.
The path leads only one way, down, but, as things are, a single wrong
step can make one slip and fall off the ledge. The Narrator makes a Threat.
Pepper: Ah, a lantern or a torch could be of use here.
Castor: As we all know, I happened to have grabbed something from
any last place we’ve been in, so maybe I thought about grabbing a
lantern from the pub?
Pepper: The most kleptomaniac beaver-kin around.
Castor: Yeah I am!
The Narrator gives the spotlight.
Narrator: What action would you like to take, then?
Castor: I want to search through my satchel, full of all the things The Hero takes an action.
I’ve… grabbed, to find a lantern.
The Narrator chooses to
Narrator: Let’s see if you do. We’ll resolve this with a Quick roll. What
tags do you invoke?
use a Quick outcome.
Castor: The one I already said, and also satchel of goodies from my The Narrator and Hero
backpack. So that’s two Power. count the action’s Power.
Narrator: I’ll add your prone to worrying weakness tag - you were,
and still are, worried about Kaio and maybe it distracted you from The Narrator invokes the Hero’s
snooping around the pub and grabbing supplies. That’s one Power less, weakness tag and the Hero
but mark Improve on the theme. And roll! marks Improve on its theme.
Castor: Let’s go. Ohh, six on the dice, with one more, that’s seven!
The Hero rolls the dice.
Narrator: Success and Consequences! Sure, you have a torch, and I’ll
even give it as a tag. Add that to your backpack. Success is resolved.
Talis: I don’t like it when she’s generous…
Narrator: And the Consequences are that, as I’ve said, you’re indeed The Narrator delivers
worried-3. Why did Fahida’s caravan turn onto this gods-forsaken Consequences, arising from the
path to nowhere? Your fear for Kaio, combined with the feeling you’ve Hero’s action.
come unprepared, begins to get the better of you.
Castor: Gulp. Can I lessen this? The Hero takes a reaction to
lessen the Consequences.
Narrator: You can try, yes, with a reaction roll.
Talis: Can I help? Invoke one of my tags, to aid in the roll?

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Narrator: No, a reaction is an immediate thing. But, after you see him
worried, you can then take action to help reduce that status!
Castor: Is beaver-kin relevant here? We’re a happy bunch, not prone
to worrying…
Narrator: That is not how we’ve described your people so far, we said
they are mostly industrious and curious. So I will say that no, the tag
isn’t relevant here.
Castor: So I got only the dice… and I rolled a four. I take the whole
status… Castor is so worried for Kaio!
A new turn begins. Narrator: By the time you arrive at the bottom of the creek, two
The Narrator re-Establishes the things are clear: Castor is growing anxious, and the tracks continue
scene, and highlights the stakes. into a cave mouth on the other side of the creek.
A lone figure stands at the cave’s entrance. They’re tall, armored,
The Narrator holding a sword in each hand. Or do they have swords instead of
introduces a Challenge. hands? It’s hard to say, surrounded by shadows as this figure is.
From behind it, somewhere inside the cave, you can hear a wailing of
The Narrator makes a Threat. pain, even louder than the creek’s gurgling water. Castor, it hits you
right in the heart!
The Hero describes an action. Castor: I call out, in fear, “Kaio!”
The Narrator chooses to use a Narrator: The armored figure begins to walk toward you.
Simple outcome, with Consequences. Talis: Castor, my cheering up speech will have to wait.
The Narrator keeps the Pepper: I try to see through the darkness, is this a knight of some sort?
spotlight on the Heroes. Castor: Remember, I’m holding a torch! So it’s not that dark.
Another Hero describes an action. Narrator: The suit of armor before you is rusted, and you can see
that the swords are indeed directly extending from the arms. There
The Narrator chooses to use a are no eyes to reflect your lantern light within the helmet. Pepper,
Simple outcome with a Success. you’ve still got the spotlight: what do you do?
The Narrator keeps the Pepper: It hasn’t raised its swords, yet. Well, I am a pleasant peasant
spotlight on the same Hero. and I speak straight, and I still have that air-of-confidence-2 I gave
myself for the speech in the pub.
Castor: Too bad we didn’t manage to recruit the Broonely twins, we
could use another tag in this fight.
Pepper: There’s not going to be a fight! I want to approach this
The Hero describes an action. intimidating figure and say, “You, what are those cries behind you?
Where is Fahida, and Kaio? Be straight with me!”
Talis: Okay, now I want to help. I am a traveling troubadour, I know
how to draw attention and make this person take us seriously.
Narrator: I’ll allow it, but remember, you also share in the
Consequences. Pepper, you’re going to need all the help you can get,
because this armor emits a presence unlike you’ve felt before. It chills
you to the bones.
Castor: Is that a status?
Narrator: Worse, it has a Mighty presence, at Adventure level, making
The Narrator announces your action Imperiled. There is no person inside that suit of armor, yet
the action is Imperiled you can feel an otherworldly essence, the likes of which you’ve never
faced before. Farmhouse firmness may not avail you here. In addition, it
is resolute-2, it is clear from its body language.

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Appendices

Pepper: I still want to try.


Narrator: This is a Challenge with a Limit, so I’d like this to be a The Narrator chooses to
Detailed action. use a Detailed outcome.
Pepper: Does this mean it has a convince Limit, or something similar?
Narrator: You don’t yet know, you can take action later to try and
find out. For now, roll.
Pepper: Three Power from the tags, two more from the helping The Narrator and Hero
status, minus two from the hindering status, and minus three because count the action’s Power.
I am Imperiled… so zero Power. But I rolled a nine! The Hero rolls the dice.
Narrator: Nice! Rule of Minimum One, even with zero Power you still
get one to spend. How do you want to spend this Power?
Pepper: I want to put convinced-1 on it. Or maybe I should reduce
resolute? Yeah, the latter, it’ll be easier for us to talk with it further.
The Hero spends their Power.
Narrator: The armor moves ever so slightly, as if reacting, taking it
in. But then the figure seems to grow taller, the shadows deepen, the
The Narrator delivers
wailing fades, and you can hear nothing but your heartbeats… and a Consequences.
voice. “LEAVE”.
Castor: Maybe we should leave. No, wait, I’m really worried about Kaio!
Narrator: The power of the presence you are facing cannot be The Narrator adds Effects
denied! Castor, your torch flickers and then gutters out. Scratch it.
Then ALL of you become intimidated-1, which is increased by 3 whole
to the Consequences.
tiers for Pepper and Castor because the both of you are Imperiled!
But not Talis, I would say your Adventure-level troubadour theme
matches spirit to spirit.
Talis: Wait! Can I react to this? It was Pepper’s action, but I helped, so
maybe?...
Pepper: Go ahead!
Narrator: Maybe… What do you want to do?
Talis: I take a step forward, against the terror, and shout as a traveling
troubadour who knows the lore of yore, calling out “No, spirit, you
The Hero takes a reaction to
yield! Return to the wretched realms!” Since we’re facing this together, lessen the Consequences.
I’ll invoke the Fellowship tag “Tavern Fellows We”.
Narrator: Love it. You can’t use the first tag, because it was already
invoked in the action itself. No double dipping. But you can invoke the
others.
Talis: So I’ll burn the lore tag for Power! This is all of the lore I
remember right now. I got ten on the dice and four Power, fourteen!
Pepper: Begone, entity!
Talis: I stand before the empty armor, my voice and glare just as
powerful as this creature’s foul energy. My friends feel the terror –
but then I sing the first line of “Tavern Fellows We”, the song I wrote
for us years ago. I have five Power to spend, one extra from getting a
ten on the roll, and because I rolled ten, I can spend it on any Effect.
So I spend four to lessen intimidated-4 on our group, and one more
to give us courageous-1!
Narrator: The gorge still echoes with your powerful words, Talis, as
A new turn begins. The
the entity seems… taken aback. But only for a moment. Both swords Narrator re-Establishes the
raised, it begins rushing toward you… What do you do? scene, and highlights the stakes.

231

A ppendices

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HERO CARD, BACKPACK & FELLOWSHIP CARD

HERO CARD HERO CARD FELLOWSHIP FELLOWSHIP


THEME CARD THEME CARD

Character
BACKPACK
SPECIAL IMPROVEMENTS

Name
PLAYER NAME

FELLOWSHIP RELATIONSHIP
COMPANION RELATIONSHIP TAG

PROMISE

QUINTESSENCES NOTES
QUEST

ABANDON IMPROVE MILESTONE

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THEME CARDS (FRONT)

THEME CARD THEME CARD THEME CARD THEME CARD

TYPE TYPE TYPE TYPE

QUEST QUEST QUEST QUEST

ABANDON IMPROVE MILESTONE ABANDON IMPROVE MILESTONE ABANDON IMPROVE MILESTONE ABANDON IMPROVE MILESTONE

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THEME CARDS (BACK)

THEME CARD THEME CARD THEME CARD THEME CARD

SPECIAL IMPROVEMENTS SPECIAL IMPROVEMENTS SPECIAL IMPROVEMENTS SPECIAL IMPROVEMENTS

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TRACKING CARDS

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THE RUSTIC FANTASY ROLE-PLAYING GAME

CO RE BO O K VO L . II · T H E N AR R ATO R

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C ORE BOOK
VOL . I I - T HE NA RRAT OR

T H E RU S T IC FA N TA S Y ROLE -PLAYING GA ME

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Created by
A M I T MO SH E

Writing & Game Design


A M I T MO SH E
E R A N AV I R A M
I TA M A R K A R B I A N
K E L LY B L A C K

Art
A L E J A N DR A P I N A L
MARIUSZ SZULC
M A R K H R ET S K Y I
ZAC H C AU S E Y

Graphic Design
MANUEL SERRA SÁEZ

Art Direction
A M I T MO SH E

Editing
E R A N AV I R A M

Production
OMER SHAPIRA
I N B A R B A R Z I L AY

Cartography
MARIUSZ SZULC

Operations
E DWA R D G U E VA R A

Proofreading
MARSHALL OPPEL

Son of Oak Team


A L BA M A RT Í N E Z
A L F ON S O C A M P O S
K E N D ' OR W I L S ON
KEVIN CARPENTER
K R I S T OF F A L E JO
W I L L E DWA R D S

© 2025 Son of Oak Game Studio.

This project was made possible thanks to the support of the Legend in the Mist
Kickstarter backers. See their full list at the back of this book.

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Volume II: The Narrator
Table of contents
8
Introduction
How to Narrate, in a Nutshell - 12

14
chapter iv
The Narrator's Role
Narrating a Session - 16
Designing Adventures and Series - 44
The Magic Cauldron - 81

102
chapter v
The Satchel of Perils
Challenges - 104
The Heap-Thing Of Skunk Glen - 208

226
Appendices
The Oracle - 238

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INTRODUCTION

Narrator, Begin Here


very Legend in the Mist game has a Narrator, whether

E you play solo, in a pair, or with a group. The Narrator


is the organizing voice of your story, the one who
gives it structure, introduces challenges and surprising
twists, and who upholds the ancient storytelling rule that every
action and every choice has consequences.
In the classic group roleplaying format, one participant takes the role
of the Narrator, while other players each take the role of one of the main
protagonists, the Heroes. In such a game group, the Narrator is also often
the host of the game (or Master of Ceremonies) who helps manage the
conversation. In a solo game, you play both the Hero and the Narrator, and in
a co-op game, the role of the Narrator is distributed between all players, who
also play as Heroes.
This volume will guide you through Narrating your games. The advice and
tools given here are adapted to all styles of play.

SETTING Genre, Themes, and Tone


UP A GAME What will be the focus of your story? What ideas
or feelings will it explore? Will it be dark or
lighthearted, gritty or emotional? Explorational or
When you set up a new Legend in the Mist interpersonal? Perhaps a combination of all of the
above? To tell a good story, a general idea of the
game, whether it is intended to be short or style of the story could be helpful. Take a look at
long, you’re starting a new story. Here are the four suggested frames of play (Introduction,
the details you’ll need before you dive into Vol. I, page 54) or create your own.
a new fantasy adventure.
Heroes
Setting The protagonists of the story are its beating heart.
Where and when is the story set? In what universe Create the Heroes of the story or support other
or world? Where exactly in that world? At what players as they do so, using the Hero Creation
point in its history? You could start with nothing rules (Vol. I, page 73) and Fellowship Creation
but broad strokes (like many fantasy movies do) rules (Vol. I, page 135). Familiarize yourself with
or take the time to worldbuild a detailed setting the Heroes and become their biggest fan, as one
from scratch, on your own or with the group. of your main roles would be to put events and
Alternatively, you could use or adapt a premade Challenges in their path that would reveal their
published setting, such as the one presented in the true nature, for better or for worse, and help them
Hearts of Ravensdale Setting Book. complete or abandon their Quests.

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Adventure(s)
What kind of an adventure will the Heroes embark on? What drives
them to undertake it? Where will it take place? What Challenges will
they face? An adventure is a collection of details that will inform your
creation of scenes as you play: stakes, locations, and Challenges
(explained below).
There are many ways to come by the details of an adventure:
• You can improvise them as you go along (no prep needed).
• You can use the Oracle to generate them for you as you go along (no
prep needed).
• You can use premade published adventures that already include all the
details, such as The Heap-Thing Of Skunk Glen in this book (page 208)
or the ones included in the Hearts of Ravensdale Setting Book.
• You can prepare your own by collecting all the elements needed in advance
as explained in Designing Adventures and Series (page 44).

STAKES
The Heroes need a reason to go on a journey of change, whether it is a
personal one or a grand quest (even though this reason is not always
immediately evident). If you are planning a series of adventures, think
of the series stakes – what great danger or hope is calling the Heroes
to embark. It could be a dark tyrant, a strange plague, or a legend of a
magical sword.
For each adventure, choose adventure stakes on a smaller scale,
something that could be resolved within the scope of a few sessions: a
neighbor in need of help, a monster prowling the region, or a banquet
where a Hero could be knighted.
The Oracle
The Oracle is ating
The stakes should always be connected to the Heroes’ personal tool for genera es,
Quests, to the Fellowship Quest, or to their other goals. Read more on adventures, scen ats,
this under Designing Adventures and Series (page 44). Challenges, Thre s for
and Consequencea set of
LOCATIONS your game. It isthat help
Locations are where the scenes of your adventure take place. What are rules & tables ice rolls
the interesting or dangerous places that will feature in your story? It’s you interpret d your
useful to envision these places in your mind and to jot some details about to randomly givetions and
each. You could use images or maps to visualize each location for yourself
story new direc t’s often
developments. Id co-op
or the other participants, such as the maps in the Legend in the Mist Maps
& Tokens Pack.
used in solo an arrator
CHALLENGES play, but any N cle
To win the stakes, the Heroes must overcome Challenges, whether can use the Oraunsure
external or within themselves. Anything can be a Challenge in a story, when they are . Read
from a toxic relative to a devouring monster, from a dark forest that must how to continue Oracle
be traversed to a tome of secrets that must be deciphered. The rules for more about thege 238.
using Challenges and for creating your own are explained in The Satchel starting on pa
of Perils (page 102), which also contains a variety of ready-to-use
Challenges.

9

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PLAYING A SESSION
Whenever you sit down to tell the story of your Heroes, that’s
a session. During a session, the Narrator has several roles.
The DIRECTOR of the story. They control the pacing, mood, and
unfolding of the story with their choices:
• Which scene will come next, based on the Heroes’ choices.
• What developments will unfold during a scene.
• Which Hero will get the spotlight next, ensuring everyone gets their turn.
• Whether to resolve a Hero’s action with a Simple, Quick, or Detailed
outcome.
• What the Consequences of actions will be, and whether a Hero can
react to them.
The STORYTELLER who sets each scene and portrays all non-Hero
characters and forces. They describe the situation, and the people and
items around. They choose how non-player characters behave and react,
what they say, and what they think or feel.
The REFEREE of the game. They decide which tags to introduce and
when they expire, and make rulings about player actions, such as what
can and cannot be done in a scene, which tags are helpful or hindering,
and which tags are direct, indirect, or irrelevant.
The HOST of the game. They manage the conversation around the table,
keep the game flowing, set the atmosphere in the room with music and
lighting, and call break time.
The roles and considerations of a Narrator during a session are explained
in depth under Narrating A Session (page 16).

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How to Make Choices When Narrating
Being the Narrator involves a lot of choices and decision making. It is
a form of art; there are many ways to do it, and different Narrators and
players prefer different Narration styles. When making choices during a
session, a Narrator can draw on many different sources:
• Use prepared resources
– Go by the rules of the game (especially in their role as a Referee)
– Use prepared adventure details (stakes, locations, Challenges) Narrative
– Draw from the Heroes, their themes, tags, and Quests Considerations
tive
• Choose based on narrative considerations The term “Narrawill come up
– Go by what makes sense Considerations”lume in regards
– Go by what is consistent with the story so far a lot in this voking as a
– Go by what’s cool in the moment to decision-ma nutshell, it
– Go by what would make for better storytelling (pacing, surprise, Narrator. In a u feel is best
drama, etc.) means “what yoght now”.
– Improvise and follow your creative flair for the story ri
natural
• Use your social skills
Human beings arew on all
– Go by what is fair
storytellers. Drastorytelling
– Read the room, sense the needs of the group and of individual you know about ics, T V
players
from books, comand other
• Delegate the decision shows, movies, , and rely
– Ask the Oracle (page 238) works of fictionste and
– Ask the group on your own ta ask the group!
creativity – or
LOOK AT YOUR PLAYERS
While your own enjoyment of the game as a Narrator is essential,
you’re also facilitating the game for the other players, who are an
active audience and fellow storytellers.
Check in with the players by reading their expressions and body
language and listening to them. It can tell you a lot about how
engaged they are and whether the story is currently capturing their
imagination. It’s impossible to make everyone happy all the time
(and oftentimes, a player can be unengaged for reasons unrelated to
you as the Narrator or the story), but reading your audience is a good
performative skill for a Narrator to cultivate.

LET THE NARRATIVE SURPRISE YOU


Even though as the Narrator you have great power, you do not have
full control over the narrative, and that’s how it should be. The best
roleplaying moments happen when you let go of how you think the
story will unfold. Stay open to having the Heroes’ actions surprise you,
and know that whenever you let the dice have a say – with a Quick or
Detailed outcome, or when consulting the Oracle – they are sure to
surprise you as well.
You can also have events develop in unexpected ways by simply
asking the players questions about their Heroes or their world, and
then using their answers as a springboard.
Remember, you play to find out what happens next!

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How to Narrate,
IN A NUTSHELL

Your Role (page 10) Adjusting Difficulty (page 41)


• The DIRECTOR of the story. Encounter Design
• The STORYTELLER who sets each scene and • Equip your Challenges with more tags and statuses
portrays all non-Hero characters and forces. • Increase your Challenges’ Limits
• The REFEREE of the rules. • Present more Challenges
• The HOST of the conversation. • Confront the Heroes with Challenges they are
unaccustomed to (social, combat, magical)
Setting Up a Game (page 8) • Present Mightier Challenges
• Choose the SETTING. • Create harsher environments
• Choose the genre, theme, and tone.
• Create HEROES and FELLOWSHIP (Vol. I, page During a Scene
73). • Make more Threats
• Prepare an ADVENTURE or SERIES (Vol. I, page • Be stricter with what tags and statuses you allow
44). as directly helpful
• Deliver heavy-handed Consequences
Running a Session • Use their weakness tags for Consequences more
often
Choose the next scene and play it:
• Target their weak spots
• Expected Scene: where the Heroes go next
• Unexpected Scene: what happens on the way or Optional Rules
in between • Cap each roll at 3 power tags max
Scene types: standard scene, Journey montage, • Lower the Heroes' Limits
camping or sojourn montage, cutscene.
Add Companions to reduce the difficulty.

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During a Scene
Repeat the game loop – Establish - Action - Consequences – until the
stakes are won, lost, or deferred, or the scene otherwise concludes.

ESTABLISH (page 21) CONSEQUENCES (page 33)


(re)Describe the scene: Place & time, who’s around, Deliver if:
what’s happening, atmosphere, senses. Avoid naming • A Threat was not addressed
the unknown. • The action (roll) generated Consequences
Add story tags, if needed (max 3). • You choose to invoke a weakness tag for
Consequences
Highlight the stakes: Why is this important?
Narrative Consequences
Introduce Challenges: Quick or Detailed resolution?
• Blocked: A course of action is no longer possible
Make Threats: Pick from Challenge Profiles or • Complication: The Heroes are placed in an
improvise. One is focused, two or more force a choice. undesirable position
Present Dilemmas: Make the Hero choose between • Exposure: Something the Heroes don’t want
two of their Quests or a Quest and their current goals. known is revealed
Give the Spotlight: Use narrative considerations and • Ill Tidings: Something bad happens around the
prioritize Heroes who have not acted yet. Heroes (but not to them)
• New Challenge: A new problem enters the scene
HERO'S ACTION (page 30) • Yes, but…: You place a limit or constraint on a
Successful action
Listen to the action's description. If needed, break it
down to smaller actions, or require a tag to perform. Negative Effects (any tier or number of tags)
Choose how to determine the outcome: • Give the Hero a negative status or tag
• Simple, for what is certain or not yet dramatic, • Remove from the Hero a positive status or tag
especially perceiving, moving, or conversing. • Give a Challenge a positive status or tag
• Remove from a Challenge a negative status or tag
• Quick (short form), for a yes/no outcome.
• Advance or set back a status tracking a process
• Detailed (long form), when there is a Challenge
Limit to max, when you want to measure success, You can Force the Hero to Choose between
when you want the player to define their own success. Consequences.

SIMPLE OUTCOME (page 31) If you used Effects, choose whether to allow a
REACTION. Can the Hero defend themself from this?
• Consider the situation
• Respect the Hero's tags (or question them with a roll)
• Choose whether the action Succeeds
• Choose whether the action has Consequences
SUPPORTING A ROLL (page 31)
Quick, Detailed (also reaction)
• Consider Might
• Rule out tags that are irrelevant
WRAPPING UP A SCENE (page 38)
• Rule out tags that are indirectly relevant • Denouement (follow-up actions and conversations)
• Invoke tags from the target of the action, the • Scene Consequences
opposition, or the environment
• Adventure Consequences (if last scene)
• Invoke a Hero’s weakness tags
• Rewards (coin, items, favors, treasure, etc.)
SUPPORTING SPEND (page 32)
Detailed (also reaction)
• Rule out Effects that do not match the action

13

H ow to Narrate, in a N utshell

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Chapter IV

The
Narrator's Role
Paul Grayson (Order #46877243)
Paul Grayson (Order #46877243)
Narrating A Session
he following guide walks you through everything

T you need to know and consider when running the


game, whether you are the Narrator for a group or for
yourself (solo or co-op).

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ADVENTURE,
SESSION, SCENE
In each session, you will play through one or more scenes of your
adventure, however many you can fit in the time you have.
Whenever one scene ends, you choose where the next one will take place.

The Sequence Of Scenes


Is Not Predefined
While, as the Narrator, you may have prepared some scenes with locations and
Challenges, you never truly know how the story will develop and what the next
scene will be. The Heroes can make unexpected choices or the dice could surprise
you with sudden twists of fate, prompting scenes you did not plan.

A Typical Adventure and Sessions SESSION TWO


Let’s take as an example the story of 5. Attack! Continued. Another Hero comes
three Heroes whose village is preyed upon to the rescue and they both flee to a safe
by a wraith, a deceased ancestor whose place, the shrine at the village gate.
forgotten gravestone was disturbed 6. Swamp (Journey). Come morning, the
by a passing plow. Playing through Heroes travel through a nearby swamp in
the adventure could go like this: search of a local hermit who could help.
SESSION ONE 7. Hermit’s cabin. The Heroes convince the
reluctant hermit to help and she gives them
1. (Cutscene). At night, a farmer is a spell that would allow the wraith to speak.
attacked by the wraith in their barn.
8. Preparations (Camping). Back home,
2. Investigation at the barn. The the Heroes share their fears as they
next morning, the Heroes are called prepare to confront the wraith.
to look into the attack. The clues
point to someone from the village. SESSION THREE
3. Tavern brawl. The Heroes decide to 9. Sabotage. The Heroes Catch a villager
make public accusations at the village trying to ruin their ritual, discovering a
tavern, resulting in a fist fight. curse her family put on the wraith.
4. Bedrest (Camping). The Heroes 10. Ritual. The Heroes confront the wraith
take a break at their homes to and he tells them his gripe, but one of
recover from the brawl. them is severely hurt during the ritual.
5. Attack! That evening, the wraith 11. Village Gate. The Heroes convince the
attacks one of the Heroes in their garden, village that a beautiful new gravestone
ending the session with a cliffhanger. must be erected to break the curse.
12. Aftermath. The Heroes solve the issue,
but one of them is now slowly turning into
a wraith. A new adventure beckons!
17

I V - Narrating a S ession

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What Makes A Scene?
O u t O f S c op e
A standard scene takes place in a specific time and location with at least
one Hero present. It has a certain scope and pace, like a violent ambush
Actions that is over in seconds or a tense, hours-long debate at the royal court.
to take Heroes can usually take multiple actions in a scene as long as these
If a player wishes the scope actions fit the scope of the scene.
an action outsidg.e trying to
of the scene, e. the middle
A scene has scene stakes, something that would be lost or gained, a
reason for the Heroes to act. Perhaps the heroes must climb over a hedge
craft a sword in heading of bewitched brambles or they must convince the reclusive hag to give
of a skirmish, orerness them a lock of her hair. The stakes should be connected to the Heroes’
out into the wilda court Quests or to their short-term goals.
in the middle of ion is not
debate, that actthat scene. In most scenes, there are Challenges standing between the Heroes and the
stakes. A Challenge is anything that threatens the Heroes or their goals –
resolved within an adversary, a hazard, a barrier, a chase, and so on.
n be
Such an action cas own A scene ends when the stakes are won, lost, or deferred, such as when
the subject of itsi dered as the Heroes overcome the main Challenge (often winning the stakes, but
scene, or be conpening “off- not always), when the Heroes are defeated (usually losing the stakes, or
something hap n scenes. otherwise paying a price), or when the chance to win or lose the stakes has
screen”, betwee passed (stakes deferred). The scene stakes can also be replaced, continuing
the scene in the same time and place, but with a different focus.
A good scene also has threads (page 51) that point to the next potential
Scenes With No scene(s), or, if it marks the end of an adventure, to the next adventure(s).

Challenges Or Other Types Of Scenes


Low Stakes MONTAGES
scenes
You can also playnge, giving A montage is a collection of short story moments, snippets, or highlights
without a Challe prepare, called vignettes, that together describe a long process by showing only its
the Heroes timeato
te and important beats. Each vignette focuses on one (or very few actions) and is
investigate, debown thing, described in broad strokes without going into detail.
argue, do their gether. Journeys (page 108) are montages with a Challenge that describe
or spend time to travel through space (Landscape), through time (Occasion), or through a
process (Undertaking). They are designed to give the players the feeling
of a progression and the passage of time. The stakes in a Journey are
usually not whether it was completed (although that can be the case too),
Zooming In On but at what cost and how the Heroes emerge from it. A Journey is made
A Vignette up of Vignette Challenges, short Challenges that are meant to be resolved
with a Quick action.
teresting
If something ingn ette, you Camping & Sojourns (Vol. I, page 175) are montages that focus on the
happens in a vi it into Heroes’ downtime, the time between scenes or between adventures. These
can always turnplore that scenes rarely have a Challenge; instead, the stakes are about what the
a scene and ex r detail. Heroes do with their limited time and what they gain from it.
event in greate
CUTSCENES
Cutscenes are a narrative tool in which the Narrator describes events that are
happening away from the Heroes and without their immediate knowledge,
often to foreshadow coming danger. Heroes cannot take actions in a
cutscene, unless one of them arrives and it becomes a standard scene.

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nes
Choosing The Next Scene Split Screen Sce c scenes
emati
Whenever a scene ends, the Narrator chooses the next scene Most types of cininto your game.
according to the following logic: can be broughtthe Heroes split
Expected Scenes – Where the Heroes go next For example, if g different things
• If the Heroes go to a nearby location within a short spell of time, a
up and are doinces at the same
new scene can start there. in different pla escribe these
time, you can d appening in
• If the Heroes travel further afield, play a Journey montage or skip two scenes as h to a split screen
the journey and have them arrive at the next scene a while later parallel, similar video games.
(“cut” to a later time and place).
scene in film or
• If the Heroes decide to camp or sojourn somewhere, play through
Scene
that montage. Winding Down A have
Unexpected Scenes – What happens before the Heroes arrive at stakes
After the scene or deferred,
the next expected scene been won, lost,nue it as a form
• If someone seeks out or ambushes the Heroes, a new scene can you could conti or conclusion
start when and where the Heroes first become aware of it. of denouement tly continuing to
• If an important event happens close to the Heroes while they are in instead of direche Heroes may
between scenes and they choose to engage with it, a new scene can the next one. Tmongst themselves
start then and there. want to talk a Cs involved or
or with the NPrmation about
Ask the Oracle
glean more info . See Wrapping
• If you can’t think of the next logical scene, ask the Scene Oracle what happened ge 38).
(page 246).
Up A Scene (pa

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THE GAME LOOP -
NARRATING A SCENE
Every scene in the game is played using The Game Loop (this is the same as the
game loop on Vol. I, page 142). In each scene, the Heroes take turns acting, and
each turn plays through these three steps: (Re)Establish, Action, Consequences.

You presents the scene, describing:


• Where the Heroes are and what is happening around them,
• What the stakes are (why the Heroes are there and why it matters),
• What the Challenges are (anything in the Heroes’ way to their goals),
• What Threats are posed to the Heroes or their goals, if any.
You then ask “What do you do?” and give one Hero the spotlight, so
everyone is now listening to them.

ACTION
When a Hero is in the spotlight, they describe what they do in the scene,
responding to all that has been Established.
You may choose one of three ways to determine the outcome of the action:
rule what happened or give them further details about the scene (Simple),
ask the Hero to roll the dice (Quick), or ask them to roll the dice and, if they
succeed, spend their Power on Effects according to their action (Detailed).

CONSEQUENCES
You deliver negative Consequences for the Hero’s action if any of the
following happened:
• they ignored a Threat,
• their roll generated Consequences
• you choose to invoke their weakness tags for Consequences.
You may add Effects.

You may also allow them (or any Hero affected)


to lessen these Effects by making a reaction roll.

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ESTABLISHING A SCENE
Whenever you Establish or re-Establish a scene,
follow these steps:
• Paint a picture of the current situation in the fiction
• Create story tags as needed
• Highlight the stakes, to keep the players focused
• Introduce Challenges
• Make Threats Cultivate Your
• (Optionally, present a Dilemma) Narrator Skills
• Give the spotlight Step By Step
a deep
This guide takeas ny
When you first Establish a scene, you describe it in greater detail.
dive into the m of the
You re-Establish after every Hero action, when its Consequences are considerations , but you
resolved. While many things in the scene are likely to remain the same, Narrator’s role aster
use this opportunity to consider if anything new is happening. don’t have to m .
? How did the environment and the NPCs in the scene respond to the them all at once
need
last Hero action and the last Consequences?
Initially, you onlyith the
? Have the stakes shifted? Are the Heroes closer to winning or losing to be familiar w der to
the stakes? Game Loop in or en pick
? Should new Challenges appear at this point? run the game. Tyhin each
one thing to tr, like richer
session you run Establish
? What are the next Threats posed by the Challenges in the scene?

EXPIRE SHORT-LIVED TAGS descriptions in sequences


This is a good time to expire any story tags or statuses from previous or delivering Contags.
turns whose time has passed (for example, a Hero who was prone had from weakness
time to get up).

Painting A Picture
Just as when telling a fireside tale, your words, tone, body language, and
even silences are all channels through which the players learn about the
world of their Heroes.

DESCRIBE THE PLACE AND TIME


Start with the basics: What is the ground like? Are there walls or
vegetation? What’s above or below the Heroes? Where is light coming
from, what sounds can be heard, what smells are prominent? What is the
weather like? Is it humid? Raining? Show the time of day not only by the
sun’s position, but also with who or what is around and what activities they
are taking, as well as the Heroes’ sensations like hunger and tiredness.

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DESCRIBE WHO’S AROUND AND WHAT’S HAPPENING
Trinkets And If the Heroes are facing a furious troll, describe its raging roar and
Knick-Knacks rippling muscles. If they are at the court of a chieftain, describe her
rustic suspicious glare and the whispers of the gathered courtiers and shaman.
If you’re playingdescribe some If they are at a peaceful pond, describe the frogs, fish, and birdlife
fantasy, try to ay items in the sending ripples across the water.
of the day-to-ding wrought-
scene. A steama rusting DESCRIBE THE ATMOSPHERE
iron cauldron, fishing Give the players cues for the mood and feeling of the scene, or ask them
rake, a hanging of freshly how their Heroes feel. Is it a tense moment or an amusing one? An
net, or a parcelgive a place awkward silence? Did something terribly sad happen here, or is there an
baked biscuits ore depth. air of industriousness? Perhaps the actions of the Heroes just changed
or character m the mood all at once. Sometimes a single moment can have multiple,
even conflicting feelings.

PROVIDE ENOUGH DETAILS


You can use the players’ suggestions and questions to add wonder,
color, and dread, but first you must give them something to work with.
Describing “a person with a cart” gives little reason to engage, but
You Don’t Have encountering “a tired merchant dragging a cart heavy with peculiar
wares” provides the players with the opportunity to ask about the wares,
To Be A Poet… ill of be curious, or be suspicious.
key sk
Storytelling is abut you don’t EVOKE THE SENSES
any Narrator, fessional Engage the five senses – sight, sound, smell, taste, and touch – when you
need to be a pro s all describe. Say “busy spice market” instead of just “busy market”, to make
writer who knowds – an them imagine the rich, thick smells. Mention the jingling of tiny brass
the fantasy worn be built in bells on the magician’s jewelry, to make all of his movements just noisy
atmosphere ca n into your enough to be a little annoying. Use metaphors: The ogre’s blood is as
many ways. Leau improvise thick as sap, hardening on its skin instead of dripping. On occasion, add a
strengths: if yo yers for touch of a sixth sense: gut feelings, hunches, unexplained premonitions
well, ask the pla build on or foretellings, or second sight. Even the densest Hero can sometimes
suggestions andif you’re good feel a dark presence nearby.
their answers; them. KEEP IT A MYSTERY BY NOT NAMING IT
with voices, use
When you describe a phenomenon unfamiliar to the Heroes, it’s easy to
…but It Helps revert to tropes that everyone knows, for example, “it’s basically a zombie”.
e than While this sort of familiar language could be great for a purely tactical
You can take morfrom the game, it really does little to create the atmosphere of a fantasy story.
just inspirationn take their
greats – you ca ks and poems The players’ sense of wonder and mystery can be enhanced by never
naming strange phenomena. The Heroes don’t know what they are
words! Read boothe genre facing and so, to increase the immersion of the players, avoid calling it
appropriate to nd write by a specific name. You can describe the zombie as “this dead, ancient
you’re playing, ad choices and sentry” or “a dripping, groaning bog corpse”.
down their wor . Use them
styles of phrasetions to evoke Don’t be tempted to use worn-out definitions; even when the players take
in your descrip going for.
action and reveal what something really is, continue to describe it with
detail and flavor while always circling around an actual name: “It’s a
the mood you’re remarkably preserved body, which seems to have been in water for a very
long time. What gives it the power to move, you do not know; but surely
it is something foul and powerful, more than you’ve ever seen before –
and you’ve seen a lot.”

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Creating Story Tags
If something you Establish seems likely to have an effect on the scene, EXAMPLES FOR
consider adding it as a story tag. As the Narrator, you can always add SCENE TAGS
story tags and statuses to the scene, but the best time to do so is during W E AT H E R
the Establish phase (giving negative story tags or statuses directly to a high winds
Hero should be done only as Consequences). You can use the story tag rain
column of the Scene Oracle (page 246) to help you come up with tags sweltering heat
for your scene. fog
Story tags can highlight the weather, terrain, ambiance, hazards, objects, T E R R AI N
environmental factors, and even individuals and groups in the scene. uneven ground
Statuses can represent the transient but impactful conditions in the scene thicket
such as foggy-3 or warded-against-demons-3. mud
A negative tag would make certain actions harder for the Heroes (by spike barricades
reducing their Power), while a positive one will make certain actions
A M BI ANC E
easier (by increasing it). Some tags can be both, such as gale winds that
mournful atmosphere
affect both Hero and enemy archers.
fragrant spring air
When adding tags, remember: tense moment
• Adding a story tag to the scene is like saying to the players “This is boring conversation
important” or “This has the potential to have an impact on our story.”
H A ZA R DS
• A scene doesn’t need more than a few tags, if any. Heroes and crackling bonfire
Challenges already have their own tags and ways to add more, so only oil patch
add a tag if you want the Heroes to interact with it. poisonous fumes
• Tags only influence Hero actions and reactions – they don’t actively thorny brambles
harm the Heroes. If you want an element in the scene that actively
OBJ E C TS
delivers Consequences, make it a Challenge, then give it the tags you
planned on adding. If you want a hazard that could seriously harm a lantern
character, like an abyss or a river of lava, it’s enough to describe it as rake
such – it does not need a tag. barrel of fish
warm beef pie

Highlighting The Stakes E N V I R ON M ENTA L


FAC T OR S
Keep the Heroes focused on what matters to them in this scene. If you’re waning light
not sure, you can ask them. Stay open to a Hero choosing to pursue other loud explosions
stakes, and keep those in mind. bar fight
Say it clearly. Once the players decide on a course of action, tell too quiet
them what must be done to achieve this, to the best of their Heroes’
I N DI V I DUALS
knowledge. This should be an action that is available here and now,
Farn, the fletcher
one step in a long line of steps to achieve the ultimate goal of the series.
silent washerwoman
When Establishing, repeat the stakes so everyone knows what the scene
watchful raven
is about, why you’re playing it.
a local bard
Tie the stakes to the Heroes’ Quests or short-term goals. Perhaps a Hero
GR OU P S
needs to drive off a monster in order to protect their tribe (their Devotion
sentries everywhere
Quest) or in order to make some money to buy passage on the ferry from
swarming gnats
South Crossing. If they lose track of why they are here, remind them.
swooning fans
Notice when the stakes shift. If the original goal is subverted – for example, concerned villagers
an interrogation is interrupted when the room is suddenly flooded – the scene
stakes are replaced with a new set of stakes, so re-Establish them.

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es Of Introducing Challenges
Stakes For Herovels A Challenge is anything that puts the Heroes or their goals in
Mixed Might Le danger. Once the Heroes become aware something or someone in
your the scene jeopardizes them or their goals, describe it clearly to the
If the Heroes ofsignificantly players and explain how so.
Fellowship havelevels (a simple
varying Might to a god of For example, a guard should be said to be “in the way” or “watching
shoemaker next mind they you”, and not just exist in the scene somewhere. Crossing a bridge
the sea), keep inent individual over a chasm is not in itself a Challenge, unless you also stress
may have differ seeks to defeat
it is rickety, or the darkness of the chasm might hide something
dangerous, etc.
stakes: the god y, while the
an invading arm reconnect
This often goes hand in hand with making Threats (below), which
shoemaker triesGtoive the same is saying what is the thing happening in this moment that makes the
with their son. h. Perhaps the Challenge dangerous.
attention to bot ld care more CHOOSING A CHALLENGE
NPCs in the wor on, but your When you play a published adventure or a scene that you’ve prepared
about the invasi
ore about the in advance, each scene will already list the potential Challenges in
players care mem selves set. it. When you improvise a scene, you can choose a Challenge using
stakes they th the Scene Oracle (page 246) and generate its profile by picking
an appropriate Challenge Profile from the Premade Profile Oracle
(page 248), or by creating a Challenge on the fly (page 250).
Unseen Dangers Consider the following:
Remember that th you normally ? What kind of scene do I want this to be?
e players
only describe tooes can perceive. Challenges define the nature of a scene. If you introduce a fleeing
what their HerChallenge is cutpurse, the scene becomes a chase scene, whereas if you introduce
If you know a scene, but none a cunning minstrel, it might become a social intrigue scene. Consider
present at the re aware of the list of Challenge Roles (page 110) as inspiration.
of the Heroes anot yet been Choose a Challenge that matches the mood and the moment based on
it, then it has the scene and your narrative considerations. If the Heroes just fought off several beast-
introduced intodescribe it. kin and don’t seem interested in more fighting, maybe the beast-kin
you should not around the corner should be a negotiation or temptation Challenge.
instead any
You can describeings that can ? How does this Challenge tie into our story?
signs or gut feeloes to look for In a good story, there are no truly random encounters, and every
prompt the Herdepending on Challenge appears when it makes sense for the narrative. Even an
the Challenge, considerations. unexpected fight with a beast or a monster in the wilderness has a
your narrative hallenge in full purpose, showing how dangerous these lands are or have become.
Describe the C troduce it. A Challenge that appears without a good reason can feel tacky or
only when you in artificial, as if the Narrator is trying to fill space. So, even if you rolled
le enemies are up a Challenge with the Oracle, consider why it’s here and what it
Traps and invisisbof Challenges wants, and how to tie it to the scene or the themes of the adventure.
classic example sent in a scene
that may be pree Heroes may ? How difficult do I want this Challenge to be for the Heroes?
but of which th til it is too Try to gauge what it would cost the Heroes to overcome this
not be aware unAmbushes & Challenge. Consider the Challenge’s Might and Challenge rating,
late. See Traps,ulous Threats what the Heroes are equipped to handle, and what their current
Betrayals: Nebow to status is – are they wounded or tired? Are they emotionally
(page 28) on hhallenges. vulnerable? Or are they in a position of power?
hint at such C
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Do you anticipate that this Challenge will be easy or difficult
for the Heroes to overcome? What sacrifices will they have to
make? Consider how many Challenges are already present
and how well the Heroes are handling them so far. Do you
want to increase the pressure, or relieve it?
See also Adjusting The Difficulty (page 41).
? How much of the session time and attention do I want
this Challenge to occupy? Therefore, should it be
resolved in short form or long form?
Short form: Resolving a Challenge with a Simple or Quick
action means it will occupy a short story beat, possibly
delivering Consequences once (which may still be impactful),
and then the story will move on.
Long form: Resolving a Challenge with a Limit whose
overcoming requires Detailed actions (giving statuses)
means you’re going for a play-by-play conflict. It may take
multiple actions to overcome.
Usually, a scene contains at least one long form
(Limit) Challenge, such as a monster to fight, an
NPC to convince, or a ritual to conduct or stop, OR
a set of short form Challenges such as a locked
door, a trap, and a high window to escape
through.
Don’t overdo it. One or two Challenges
at a time are more than enough. You
can always introduce a new Challenge,
either when re-Establishing the scene
or as a Consequence. Also remember
that many difficulties don’t need to be
reflected as a new Challenge – they
can be story tags in the environment or
added to an existing Challenge.

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Examples of Short Form and RECRUITING AN OLD SELLSWORD
Long Form Challenges Short Form (Simple or Quick)
We describe the Hero conversing with
FACING A MONSTER the sellsword, as if from afar, without
hearing what they say. A Success
Short Form (Simple or Quick) means the Sellsword agreed to join the
The Hero faces the creature, raising their companions; Consequences mean they
sword, gives a short description of the attack, refused or demanded an outrageous price.
and we cut to the aftermath: a Success
means the Hero has won, Consequences Long Form (Detailed)
means they sustained a grave wound. We follow the Hero’s exchange with the
sellsword word-for-word. One thing the
Long Form (Detailed) Hero says has the sellsword listening, but
An involved battle scene, where every then they hear what the job is and change
swordstroke, every parry, and every monstrous their mind. There’s tension and frustration
ability receive their own dramatic beat. The in the air. The conversation ends only
scene ends only when one side fatally wounds when the Hero has convinced the sellsword,
the other, or flees and outruns its pursuer. or the sellsword has heard-enough.
TRAVERSING DARK WOODS BREAKING A CURSE
Short Form (Simple or Quick) Short Form (Simple or Quick)
The Hero is described marching through the The Hero is described waving their hands,
woods, facing perils, cold, and weariness, chanting incantations, and burning dried
without much detail. A Success means they herbs over a deformed cursed person
reached their destination, Consequences over the course of a night. A Success
means the journey left its mark on them. means the curse is lifted, Consequences
Long Form (Journey) mean the ritual took a heavy toll.
A Journey montage where, in each Vignette, Long Form (Detailed)
the Hero is seen overcoming a specific danger The Hero contends with the curse through
lurking in the dark woods. Each such moment an entire scene. The curse seeks to infect
leaves its mark on the Hero, and the Hero the Hero’s body and soul; the Hero pushes
may be forced to change their plans or it back, then tries to maintain a sacred
find a place to camp. The Journey ends only space, but it costs a part of their mind.
when the Hero traverses all the Vignettes. This continues, play-by-play, until, at
dawn, the curse is either lifted, or the
Hero becomes exhausted or even cursed.

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Mighty Aspects
CHALLENGES & MIGHT
Challenges can be Mighty (Vol. I, page 167) in different aspects:
hty
physically, in size of numbers; socially, in influence; magically, A Challenge’s Migd in its
with power; and so on. When you choose a Challenge to feature in aspects are liste with
your scene, consider its Mighty aspects in relation to the Mighty Challenge profi(le ) or
aspects of the Heroes. the Adventure ) icon. If
Greatness (
ng a Challenge
you’re makiCALM
OH NO! FAIR MATCH thin3k of
on the fly,BOND 4 a field
None of the Heroes are as Only some Heroes are as whether there isighty.
Mighty in this aspect as the Mighty in this aspect as the in which it is M
TAGS & STATU SES

Challenge. Challenge. keen sense of smell, sharp claws and


teeth, tree climber, terrific strength,
The Heroes will have to use The Mighty Hero usually takes
cautious-2,
their resourcefulness or make point in this scene, while the
significant sacrifices to gain the others support them. Fearsome size
upper hand in this scene. Avoid giving the same
SPECIAL FEATU R E S

DEFENDER
This is tense and therefore Hero the limelight in this way Whenever the Bear’s protectee
fun, but consider if the Heroes more often than the others, would be physically attacked or
can survive it and at what cost. by diversifying the roles harmed while the Bear is abl
and Mighty aspects of your
Challenges.

nds-on-
POWER DISPLAY ALL HANDS
ON DECK To set up a all-ha aFellowship
Some of the Heroes are deck scene for ht levels:
Mightier than the Challenge Every Hero has a Challenge at with mixed Mig
in this aspect. their Might level and aspect. different
Use Challenges of., a
This scene is a chance for a During the scene, each Hero has
Might levels (e.gster
formidable mons)
Mighty Hero to show off their a clear Challenge to face.
Power. This is the ideal scene, which and its minion
engages all Heroes, but it can be ith
Use Challenges w aspects
Avoid too many of these
scenes, as they become boring hard to set up.
quickly, but it’s good on different Mightyr is
occasion to let the Heroes play (e.g., the warrioht while
out their Mighty aspects. battling a kniges the
the bard pressss)
Queen to confe
A scene where all the Heroes
are Mightier than the Challenge
is rarely worth playing through, Use a single Cha(e llenge at
.g., the
unless the Challenge has a way different scales nding
to use the Heroes’ Might against exorcist is contearm of
them, flipping the power with a whole swwhile the
balance. terror spirits, ns wrestle
other companioones).
with individual

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Making Threats
EXAMPLES OF Threats are the means by which Challenges take action. By making
THREATS a Threat, you indicate to the Heroes that a Challenge is about to or
has started to take an action that will deal the Heroes Consequences
AN INCOMING
ATTACK if completed. This provokes the Heroes to take action to stop this from
happening. If they do not prevent, block, avoid, or otherwise address the
The pirate swoops
Threat, they will take Consequences after their action, even if it Succeeds.
down a rope, her
cutlass flashing as she You make a Threat by describing something dangerous or
prepares to gut you! undesired is about to happen or beginning to happen.
Explain what happens. Provide a description of what we see ‘on
AN UNSTABLE ROPE screen’, to make the story richer and give context which will help the
BRIDGE
player choose their next action.
By the time you reach
the middle of the bridge, Make it come alive and feel immediate. Anchor the Threat in the
the old and rotting surroundings. The ruffian shouldn’t merely “try to trip you”, but rather
twine begins to snap! they “push against your leg and into the fallen log behind, to force you
off your feet.”
A VERBAL THREAT HOW MANY THREATS?
Eglerion stares at The number of Threats you make determines the current intensity of
you and says, “If the scene.
you cross that line, I
cannot help you.” Making No Threats makes for a relaxed scene, where the Heroes can
take the initiative and set the tone. This could be good in scenes where
the Heroes are investigating or engaging in casual conversation, or at a
A VENGEFUL LOOK
moment where a particular Hero has a chance to act unhindered.
The nobleman
leers at you, eyes Making one Threat in each turn creates an engaged scene, where
shooting daggers of each Hero has something immediate to handle or an immediate
hatred. Seems he’d danger to their person, assets, or goals.
do anything to stop Making more than one Threat in a turn increases the intensity,
you from winning difficulty, and/or stress level of the scene, forcing the Hero to choose
the race tomorrow. which Threat they will address with their action and which they will
allow to manifest into Consequences (which in turn forces them to rely
A SPELL CONJURED on their reactions and defensive tags to lessen those Consequences).
The Thaumaturge’s If you’re unsure who is acting next, you can make multiple Threats
fingers begin to twitch, and allow each Hero to pick one and tackle it on their own turn – that
and her lips quiver still counts as making one Threat per turn. Or, make more Threats
and mumble, as the air than there are Heroes, making it clear that some Threats will be left
around her vibrates… unaddressed even after everyone has taken their turn.
Remember, not all Threats have to materialize on the same turn you
A POISON SPREADS
make them. You can keep a Threat hanging over the Heroes heads for
Azure Kiss is a poison tension, and delay its Consequences to time of your choosing.
known to spread
quickly. You have CHOOSING A THREAT
but seconds before A Challenge Profile or Vignette contains typical Threats you can use
Feidhlim’s heart (and the Consequences that follow them). Peruse the list of Threats
beats its last. and choose the most appropriate one for the moment.
When you improvise a scene, you can choose a Threat using the
Behavior Oracle (page 251) or come up with one on the fly.

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TRAPS, AMBUSHES, AND BETRAYALS:
NEBULOUS THREATS
Normally, all Consequences dealt by a Challenge must begin with a
Threat. Even a hidden trap or a stealthy wolf should issue a Threat to Check and Mate bles
resem
allow the players to respond by taking action. Making Threatsate in chess:
However, sometimes making an explicit Threat ruins the surprise, or doesn’t saying check-m t is calling
quite make sense because the Hero may not yet be able to perceive the making a Threa e Hero does
Challenge (Unseen Dangers, page 24). Other times you want to reward check, and if th nt, avoid,
the Heroes’ alertness, rather than feed them the Threat with a silver spoon. not act to preveThreat, you
In such cases, you can make Threats that are intentionally vague, or address the sequences,
trying to mask the Threat’s true nature or even that it is a Threat. You deliver the Con the exception
can make such Threats as part of your Establishing, possibly even a long the mate (with ces do not
while before delivering the Consequence, making them harder to detect. that Consequengame!).
Providing conflicting or curious descriptions can pull at the players’ usually end the
can
Another metaph–ormaking
interest, and push them into taking action to find out more.
• There are legends of treasure in this place, and yet be load and fire loading
no one has ever returned from here. (trap) a Threat is likece, and if
• She gives you a wide smile, and yet her eyes narrow. (betrayal) up a Consequen, it’s then
• Even though the sun has just set, you hear the hooting of it’s not avertede Heroes.
the Rustwood Owls echoing all around you. (ambush) launched at th
An alert Hero may follow up by taking action to check for traps or discern
someone’s true intentions, earning their chance to stop the Consequence. If
they failed to pay attention, then later, when you deliver the Consequences,
the Heroes can reflect on the signs that they missed and learn for next time.

Presenting Dilemmas
A part of your role as the Narrator is to put hard choices in the path of
the Heroes. When you Establish, you can narrate a situation that poses a
dilemma for one or more of the Heroes. An effective dilemma is a choice
between two or more things the Hero wants, or two or more things the Hero
doesn’t want, and it should in most cases involve one of the Hero’s Quests: Player-Driven
• Choosing between two Quests (such as helping their Devotion against Character
learning from a master to improve their Skill or Trade)
Development
• Choosing between a Quest and a short-term goal (such as reaching the last
Generally, it’s th e role
find
of each player to
Milestone of their Magic theme against saving an innocent life)
Try to present a situation that creates a conflict and forces a choice. For the moments whst en
ue s
example, you can pose a Threat to their Companion at the same time as their Hero’s Q It is
you pose a Threat to their village. Which will they choose? are challenged. r the
Another way to present a dilemma is to Force The Hero To Choose recommended foy to
between Consequences (page 33) during the Consequence phase. Narrator to tr mma
present one dilemost,
Giving the Spotlight per session, at st
and leave the re
The Establish phase ends when you ask the Heroes as a group or a to the players.
specific Hero “What do you do?”. This signals the Hero to consider the
stakes, the Challenges, the Threats made, and the dilemmas, and choose
their next action (Managing The Spotlight, Vol. I, page 144).

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RESOLVING A
HERO’S ACTION Require The irTeaspgecific
Some actions renquonly be done
abilities and ca have a specific
Once you have chosen the Hero who will receive the by Heroes that ey possess that
spotlight and act this turn, the focus turns over to them tag indicating tha spell of sleep
and the Hero Action phase of the game loop begins. ability. Casting hout knowing
Your role as the Narrator during this phase is to act as is impossible witbeing a wizard,
the referee and help adjudicate what is possible or not, a spell of sleep, that kind.
which tags apply and in what way, and more. or some tag of
No Tag Neednebde attempted
Listen To The Action’s Description Other actions caif they don’t
Make sure you understand what the Hero wants to do and how by anyone, eventag for it. Most
it relates to the scene. Ask clarifying questions if needed. Tell the have a specific try to leap out
player if you think the action is impossible or doesn’t make sense characters can strike up a
based on the scene and the setting, or if it is outside the scope of of harm’s way orr example, even
the scene (page 18) and discuss together how to revise it. conversation, forelevant tags.
The description of an action matters. Later, it will define what if they have no
Breaking Up s
tags are relevant and what outcomes this action could have.

Choose How To Reach The Outcome Chained Actaio n


rrate their
Put on your storyteller hat. Think of the scene, the W hen players n they often
session so far, and the pacing at which the story is Heroes’ actions,le actions into
combine multip the burning
moving. Ask yourself:
one: “I leap overown the evil
? How much should our story delve into this specific action? wagon, smite d cking their
If the answer is “not too much”, which means you prefer brevity, try knight while bloand catch the
a Simple or Quick outcome. If you want to get into the details, use a counterattack, om the barn!”
Detailed outcome. You can learn more about these outcomes under farmer falling fr
horses! This
Taking Action (Vol. I, page 145).
Woah, hold your ytelling but in
SIMPLE OUTCOME (NO ROLL) is great for stort find out the
For actions exploring the scene that are not yet dramatic, such a game, we musaction before
as casual perceiving, moving, or speaking. Normally, you can let outcome of one e next. W hat
the player keep the spotlight until they reach a dramatic action moving on to thsn’t make it
that has a Success, Consequence, or both. if the Hero doe g wagon?
When the outcome is certain or obvious. If there is no resistance past the burnin
focus on the
to the action, it just happens. If it’s impossible, it doesn’t. If it’s Ask the player to matic action
doomed to fail, it fails with Consequences. If it works but the price first discreet dra“Let’s see how you
is set, then it Succeeds and the price is the Consequences. they are taking: wagon first…”
When the outcome is not dramatic enough to merit more of the tumble over the
session’s time. You could zoom in on it and make the Hero roll, but It may also beth appropriate to
e actions is
it’s not what’s important or interesting right now.
assume one of dangerous (say
When you don’t want to leave it for the dice. Maybe the Hero certain or not ’t burning).
labored hard to get to this point and now you just let them have the wagon wasnly and continue.
their moment. Resolve it Simp

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QUICK (JUST ROLL)
For actions that demand a yes/no question, without quantifying
it. Can the Hero leap to the next branch – yes or no? Can they unlock
the door – yes or no? Can they cook a beautiful meal – yes or no? Unnecessarily s
For uncertain and dramatic actions to which you want to dedicate Detailed Action
ot
a short amount of session time. Keep the story flowing without Remember thatsnto be
getting into unnecessary details. everything needa tag or
DETAILED (ROLL & SPEND) represented by imes it’s
status – somet the narrative
Whenever the Hero is attempting to max a Challenge’s Limit in
enough to steerithout any
in a new way winvolved.
order to overcome it. They do so by spending their Power to give that
Challenge an appropriate status, and so their action must be Detailed.
game elements a Quick
For actions whose outcome you want to measure or quantify with In such cases, be used.
game elements. How much has the Hero heard while eavesdropping? outcome should
Have them spend their Power on the discover Effect. How great is ero can try
the impact of their words? Have them spend it on a convince status. For example, a H to their
How well did they heal their ally? Have them spend it on removing a to steal the keyser’s belt. This
hacking cough tag. cell from a gaol e; there
When you want to let the Hero define their own Success. is a Quick outcom te a key
Sometimes the player wants their action to have specific Effects, such is no need to cree akey itself is
as summoning a creature with certain story tags. tag, because th and such a
not interesting,ect any roll
Arriving at a Simple Outcome: tag will not aff oesn’t improve
(having a key d locking the
Making A Judgement Call the action of unpossible).
Consider the situation, the Hero’s relevant tags and Might (Vol. cell, it makes it s is that the
I, page 167), the tags and Might of the target of the action, the All that matterthe key, so
environment, and any support the Hero may have. character has their cell.
Choose whether the action Succeeds. If so, decide how this success they can leave
changed the narrative, what new information is revealed, and
whether to embody this in a tag or status (or by removing a tag or
status). Respect The Tagan
tion c
Sometimes an abcec
Choose whether the action has Consequences. If so, decide what ause
they are in the Consequence phase (page 33). Succeed simply n adequate
the Hero has a h a Titan’s
Arriving at a Quick Outcome: tag. A Hero wit st pick up a
strength can jut much effort,
Supporting A Player’s Roll boulder withou o is immune
With a Quick outcome, the player begins by invoking their tags and a Hero wh rink a vial
(including statuses), helping and hindering, to count the action’s to poison can d without
Power (Counting Power, Vol. I, page 148). of snake venom ple outcome
Consider the description of the action and, based on that: harm. Use a Simthe action
to simply statemove on.
• Consider Might by comparing the Might required for the attempted
action with the Hero’s Mighty themes (or lack thereof). If the Hero
Succeeds, and
is severely outclassed or punching above their weight, they may be
Imperiled (-3 Power) or Extremely Imperiled (-6 Power). If their
ability greatly exceeds what is needed for the task, they may be
Favored (+3 Power) or Extremely Favored (+6 Power).

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This could be reversed if they are using an enemy’s Might against it
or if their Might is working against them. Consider at this point if a
roll is even needed or whether to revert to a Simple outcome.
g
Question The Tan • Rule out tags that are irrelevant. A tag is only relevant if it
directly affects the action as described.
ng a
Other times, Hgavimight not • Rule out tags that are indirectly relevant, and ask the Hero if
appropriate ta or, charm, they want to take a prep action first, to generate more directly
be enough. Arm can all fail applicable tags with their indirect ones. If so, put this action aside
or sharp senseshis random and start again with the prep action. (Indirect Tags And Prep
you at times. T sented by the Actions, Vol. I, page 149).
element is reprent to test how
dice. If you wa gs stand up to • Invoke tags from the target of the action, the opposition, or the
environment. A Challenge Profile lists its tags, and you can add
well a Hero’s tathem roll with new ones right now. Say the tags aloud and describe how the Hero
the task, makeailed action. perceives them so the player can learn what other factors, perhaps
a Quick or Det not known to them until now, affect their action.
• Invoke a Hero’s weakness tags, if they did not do so and if you find
them relevant.
ll
Suspending A Ro This order of resolution is flexible - for example, if you reveal a tag the
For Suspyoeuncsaen create Hero was unaware of, they might want to invoke a tag they have that is
Sometimes ble by
now revealed to be relevant, such as armor piercing against armor.
tension at the ta for an Once Power for the action has been counted, the player rolls the dice
postponing rollinoug tcome is and adds their Power and the outcome – Success, Consequences, or
action until itsomes relevant. both – is decided by the total.
revealed or bec
an assassin
For example, if th Arriving at a Detailed Outcome:
emselves
Hero disguises ler to Supporting A Player’s Spend
as a local pedd stle, you The player makes a roll and you adjudicate it as in a Quick outcome
infiltrate the caspend their above. If the roll was a Success, the player spends their Power
ask them to su’t know if on Effects, creating and scratching tags, increasing and reducing
roll – they wongood enough statuses, discovering details, and choosing extra feats.
the disguise is the test. Rule out Effects that do not reasonably match the action taken.
until it is put to A Hero that cuts down an enemy is unlikely to give that enemy
the disguised
Only later, whene castle gates a friendly status, for example, unless they are wielding a strange
Hero reaches th inspection
scimitar of love.
and comes under o you ask
by the guards, dth e disguise Wrapping Up The Action
them to roll forier. Now the The Hero action phase ends when the outcome is known and, if there
they made earl rama behind was a Success, when all the details of the Success have been resolved.
roll has some d guise hold? Allow the player to describe their Hero’s Success, if any, and add
it – will the dis more descriptive color to it.

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DELIVERING
CONSEQUENCES
After the Hero’s action for this turn has been resolved, it is
time for you to deliver its Consequences, in one of three cases:
• The Hero ignored a Threat
• The Hero’s action generated Consequences
• You choose to invoke one of the Hero’s weakness tags as a
source of Consequences
If none of these apply, skip the Consequences phase.
There is no limit to how many Consequences you may deliver, or how
severe. Use them to challenge the Heroes, but keep in mind your narrative
considerations (How to Make Choices When Narrating, page 11).
The Consequences may be purely narrative, altering the story and
introducing new twists:
• Blocked: A course of action is no longer possible
• Complication: The Hero is placed in an uncertain, undesirable, or
awkward position
• Exposure: Something the Heroes don’t want known is revealed
• Ill Tidings: Something bad happens around the Heroes (but not to Mighty
them) evoking shock, rage, or sadness
Consequences
• New Challenge: A new problem enters the scene sequences
Increase the Conmally by 3
• Yes, but…: You place a limit or constraint on a Successful action
you’d deliver nor1 tag for
Or, they may also include negative Effects (tags and statues). You may status tiers or mperiled
give or remove any number of tags or status tiers, depending on how a Hero who is I th) and
impactful you want this Consequence to be (Adjusting The Difficulty, (out of their deps or 3
page 41). by 6 status tier who is
• Give the Hero a negative status or tag tags for a Hero iled.
• Remove a positive status or tag from the Hero Extremely Imper
ces
• Give a Challenge a positive status or tag Reduce Consequesnor 1
• Remove a negative status or tag from a Challenge by 3 status tierwho is
• Advance or set back a status tracking a process (Progress Limits, Vol. I, page tag for a Hero helming in
165) Favored (overw and by 6
You can also Force The Hero To Choose between Consequences, such as this situation) 3 tags for
either losing their sword or losing their ally. status tiers or xtremely
You may allow the Hero to react and lessen the Consequences, if it a Hero who is Eould nullify
makes sense. Favored. This c s.
the Consequence
Consequences are marked with a skull ( ).

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CONSEQUENCES THAT AFFECTS OTHER HEROES
While most commonly you deliver Consequences to the Hero
that acted this turn, you are not limited to them and can deliver
Consequences to other Heroes or nearby NPCs. This is especially
appropriate when:
• Another Hero or NPC was under Threat, and the acting Hero did
not prevent it.
• A Hero assisted the acting Hero and the action had Consequences,
so the assisting Hero is embroiled in the Consequences.
• The acting Hero was not careful, so Consequences could mean
others around were hurt or affected.

Choosing Consequences
Your choice of Consequences to deliver should build on whatever
caused them, as explained below.
If a Hero’s action was a Success, you cannot undo it with
Consequences in the same turn (Success Grants A Narrative Shield,
Vol. I, page 152). At most, you can use Yes, but… to add a caveat to
their Success, or add a negative story tag to a story theme they created.
You also cannot undo what was achieved with an extra feat (Vol. I,
page 153) or a Great Success (Pushing One’s Luck, Vol. I, page 154).
A Hero can use either to block certain Consequences for a short while,
such as to avoid a counterattack or prevent a poison from spreading.
Force The Hero Your choice of Consequences becomes limited for that turn, and
To Choose perhaps longer if you want it to have more of an impact.
the A Hero who blocks certain Consequences can still suffer
You can presentpossible Consequences from other sources. They may prevent one Threat
player with twond pass the but fall prey to one left unaddressed, or they may avoid a Threat and
Consequences a, forcing suffer Consequences from their action such as exhaustion, revealing
choice to them which is the themselves, social backlash, loss of an item or resources, and so on.
them to decide can lead to a
lesser evil. Thisnal impact! UNADDRESSED THREAT FROM CHALLENGES
powerful emotio If a Challenge has presented a Threat in the Establish phase of
this turn, or before that (page 28), and if that Threat has not
been averted or defused somehow, you may deliver the Challenge’s
Consequences.
It is up to you as the Narrator to determine whether a Threat was
addressed by the Hero. A Threat can be prevented from materializing
into Consequences with a Successful action, an extra feat, or a Great
Success that directly addresses it (Success Grants A Narrative Shield,
Vol. I, page 152). An action that isn’t directly meant to stop a Threat
does not necessarily protect the Hero from its Consequence.
Keep in mind that Threats and the Consequences that follow them
are the means by which Challenges act. Stopping them from having
their way should usually require some effort from the Heroes.
For example, landing an axe blow, even the killing blow, does not
necessarily prevent a monster from biting the Hero in the same turn.

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The two actions can be imagined to be happening at about the same
Suspending
Consequences
time, or the creature acts in its final death throes. In such a case,
the Narrator should rule whether charging the monster addresses
its Threat or not. The Hero may opt to take a defensive action to
ensure they are not attacked, or they may use an extra feat in order to
For Suspense
eate
prevent the counterattack. Another way toefcr ring
Peruse the Typical Challenge Roles list (page 110) and tension is by d er a later
the premade Challenges (page 112) for more examples of Consequences toeroes know
Consequences that come from Challenges. time. Let the Hr action had
that while theithey won’t
INVOKING A WEAKNESS TAG FOR CONSEQUENCES Consequences, are for a
During the Consequences phase, a Hero’s weakness tags can be invoked know what theythe negative
to deliver Consequences on an otherwise Consequence-free action, or while. Perhaps Hero’s action
to add more Consequences that are related to it. The Hero then marks outcome of the ot immediately
Improve on the tag’s theme (or the Fellowship theme, if it is a Fellowship or inaction is nwill be some
weakness tag). Negative story tags cannot be invoked in this way. evident and it anspires.
The invoked weakness tag must fit the situation and explain why time before it tr
ero insults
the action has run afoul. It cannot be a tag that was already invoked
For example, a Hthat
in the action, and, if invoked, it cannot be invoked again during the
following reaction. the house spirithome. The
protects their s angrily but
For example, a ne’er-do-well scoundrel Hero with the weakness tag spirit dissipate ppens. Later,
known in Soddenmore steps into a Soddenmore tavern to inquire nothing else haa spout of
about a nearby ruin. While this Simple action Succeeds without
the Hero finds ud has burst
Consequences, the Narrator invokes this tag to deliver Consequences,
underground m their house,
in the middle of off!
saying a few people recognize the Hero and gather around, cracking
knuckles, ready to teach him a lesson. The Hero marks Improve on
the tag’s theme, and prepares for a brawl. blowing the roof

Examples of Consequences A VENGEFUL LOOK


from Threats The nobleman leers at you, eyes shooting
daggers of hatred. Seems she’d do anything to
AN INCOMING ATTACK stop you from winning the race tomorrow.
The pirate swoops down a rope, her cutlass The next morning you awake to find
flashing as she prepares to gut you! your horse gone. (Scratch trusty horse)
The pirate thrusts the sword
into you! (wounded-3) A SPELL CONJURED
The Thaumaturge’s fingers begin to twitch,
AN UNSTABLE ROPE BRIDGE and her lips quiver and mumble, as the air
By the time you reach the middle of the bridge, around her vibrates…
the old and rotting twine begins to snap! The air crackles around her as her spell
One rope tears, leaving the bridge intensifies… (she gains drawing-power-3)
without its rails. (Complication)
A POISON SPREADS
A VERBAL THREAT Azure Kiss is a poison known to spread quickly.
Eglerion stares at you and says, “If you cross You have but seconds before Feidhlim’s heart
that line, I cannot help you.” beats its last beat.
Eglerion walks out furiously. You will not Feidhlim grips his chest, and
have his help in the battle ahead. (Blocked) collapses. (Ill Tidings)

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CONSEQUENCES FROM ACTIONS
The outcome of Hero’s action can lead to Consequences from a
s”
The “Time Passe
Challenge they’re facing, but also to those that arise from the action
itself: perhaps it goes wrong, or demands a price. Such Consequences
Consequence e can be unrelated to any Threat. It is also possible for a Successful
action that prevents a Threat from materializing to still have some
e “tim
W hen you use th nce, it must
other Consequences, such as when the Hero rolled 7-9.
passes” Conseque the Heroes A new danger: In the process of taking the action, the Hero ran into
have gravity for plication, a new Challenge or a new Threat from an existing Challenge. (New
– if it has no imquence. Challenge, Complication, optionally give the Hero surprised).
it isn’t a Conse
dventure Attack of Opportunity: The Hero's action opens up an
If the scene or sa with a opportunity for a Challenge in the scene to deliver
is using a statu(Vol. I, Consequences, whether or not it made a Threat beforehand.
progress Limit unt down (Use a Challenge Consequence, Yes, but…)
page 165) to co c event or
time to a specifie something Collateral damage: The action unintentionally affects something
development, lik at sunset
or someone that the Hero did not want to affect. (Give an ally a
negative status or scratch their tags, Ill Tidings)
that will happenrial, Vol. I,
(as in the Tuto invasion Exposure: While taking the action, the Hero betrays vital
page 35) or an in a week, time information to their adversaries such as their location, identity,
that will begin ean adding intentions, or plan of action. (Exposure, give the Challenge an
passing could m that Limit advantageous tag or status)
a status against ). That Expenditure: The Hero expends resources (stamina, arrows,
(such as sunset-in1crease the ingredients, mana, etc.) in the process of taking the action.
could certainly e Heroes! (scratch a tag, give a negative status like exhausted, or reduce the
pressure on th Hero’s resource status like mana)
about
Otherwise, thinbkecause the Harm: The Hero was harmed during the course of their action.
what happens slip by, (give a negative status such as bleeding, burned, upset, etc.)
Heroes let time into the
and make that erhaps night Imperfect execution: The Hero didn’t get everything they wanted
Consequence. P plication out of the action, e.g., information is vague, a concoction has only
some of the intended effects, etc. (Yes,but…, add a negative story
has fallen (Com), an enemy tag or status)
or low visibility oup (New
had time to regrip has sailed Loss of advantage: The Hero lost an advantage they previously
Challenge), a shcret has had or worked to achieve. (Remove or reduce a Hero’s beneficial
(Blocked), a se xposure), status or scratch their beneficial tags)
been revealed (Espread Side-effects: The Hero’s action had unexpected or unwanted
or a poison hasIll Tidings). results. (Create a negative tag in the scene or give the Hero a
(poisoned-4 or negative status or tag)
Wasted Time: The Hero spent too much time on this action,
allowing other negative complications to unfold (see sidebar).

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Reactions
Whenever you deliver a Consequence that includes Effects, whether
it is the Hero’s turn or not, you can choose to allow the Hero to react
and lessen the Consequences. Ask yourself:
? Can the Hero defend themself from this?
If so, allow them a reaction.
Supporting a Hero’s reaction roll is similar to Arriving At a Detailed
Outcome (page 32).
A reaction should not be used to prevent narrative Consequences (in the
same way Consequences cannot undo a Success); to avoid an unwanted
situation, the Hero must respond to it when a Threat is first made.

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WRAPPING Rewards
UP A SCENE If the Heroes achieved something significant
during the scene, whether by winning the stakes
or through other pursuits, you may wish to
reward them. A reward can be a positive narrative
Once the stakes have been won, lost, or
development, or it can be positive Effects.
deferred, end the scene. Cut the loop, and
stop issuing Threats. Make it clear to the COMMON ITEMS & FAVORS
players that the curtain is drawn on this The Heroes may find or obtain something useful
moment in time, and ask what they’re in the scene, which they can use later; you can
represent that with a story tag. However, be
doing next. cognizant of the number of story tags you hand
out as rewards in comparison to the number of
Denouement tags you expire during camping. Too many tags
will make the Heroes' lives too easy. The next
The Heroes may want to continue the scene and page presents a list of example tags you can use as
take additional actions such as investigate, speak rewards.
to NPCs that were involved in the scene’s main
conflict, or discuss things among themselves. They COIN
may want to make preparations before moving
Another common reward is payment. If the
onto the next scene.
payment is received in goods, use story tags. If it
Allow this insofar as it makes sense in the scene, is received in coin, give the Heroes a heavy-purse
but consider also going into a camp scene instead status to indicate how significant this payment
(Vol. I, page 175). was relative to their usual available funds (Vol. I,
Coin, page 133). This status can later be used to
Scene And Adventure purchase items and other benefits.

Consequences REMARKABLE TREASURES


When the ending of a scene has the Heroes suffer Sometimes the Heroes will come upon a truly
a loss of resources, prestige, or abilities, or if special object, beast, or grace, which you can
things took a turn for the worse, you can reflect represent as a story theme. Story themes still
this by delivering Consequences. Perhaps the have to be maintained at camp if a Hero would
Heroes were defeated and came away bruised like to hold on to them, or they can be turned into
in body, spirit, or reputation, taking a status. a Hero theme next time a Hero replaces one of
Perhaps they were taken prisoners and the next their themes.
scene begins in their captor’s dungeons. If the
stakes were lost, what does that mean for the
Heroes, their Quests, and their goals?
The same applies on a larger scale if the scene
concluded your current adventure. If the Heroes
failed to achieve their goal in this adventure, this
could spell significant Consequences. Even if they
achieved their goals and won the adventure stakes,
there may still be repercussions to their actions
that come to light now. You also consider these
questions when you design your own adventure;
see Aftermath (page 51).

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AMENITIES MAGICAL ITEMS PETS & CRITTERS
pouch of fine tobacco self-playing lyre playful bat
book of ghost stories always-glowing orb living glass menagerie
cherry-scented firewood lucky horseshoe lost fox kit
comfy hammock dead silent boots angry fairie in a bottle
cluster of fresh fruit faerie-scaring emblem flurry of moths
steel cutlery book of water spells octopus in a jar
round of aged cheese bag of explosive crystals lazy lizard
waxed tent map of untaken paths curious wolf cub
flint & steel dramatic wind cape griffon egg
tailored gown vial of moonlight five blue geckos
sturdy scroll case satchel of cleansing dirt clockwork owl
newly-made tunic cobweb-producing gloves bag of toads
fresh cooking herbs shadowy robes friendly kitten
feather-down pillow ghost-calling bell ever-hungry squirrel
scented soap 20ft of unbreakable rope chirping shoulder bird
saddle with hidden pouches bracelets of balance game-playing chicken
jar of preserved honey five long-distance arrows exotic monkey
foldable chair storm in a bottle trained mouse
silk dressing robe bottle of distilled charisma pocket dragon
portable mirror amulet of tree climbing animated shadow

ARMAMENTS PERKS AND FAVORS VALUABLES


sapphire-pommelled sword honest merchant friend thumb-sized uncut emerald
black steel axe with silver inlay tavern regular status elaborate dice game
laminated bow boon from a noble silver tea set
heraldic shield party invitation tapestry depicting a battle
brace of daggers guild membership seven large bags of oats
steel toe boots night watch allies cask of red wine
spiked buckler permitted to carry arms ornate lantern
brightly-dyed bracers local guide caged bird
well-ventilated helmet unchallenged in seedy parts rare cloth dyes
segmented lamellar armor bribed guard jewelled necklace
bootknife complimentary festival food opal brooch
perfectly balanced sword criminal contacts foreign coins
pouch of smoke bombs tolerated in highborn parts golden coronet
studded climbing gloves free room and board exquisite marble statuette
tube of caltrops juicy gossip clockwork bird
hooked spear (for disarming) escort of soldiers satchel of spices
sturdy mount barding free passage fancy horse carriage
quiver of straight arrows rarely searched by guards set of theatrical masks
belt of throwing knives lord’s title and land inlaid music box
well-padded chainmail tunic ear of the ruler queen’s signet ring

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EXAMPLES OF REMARKABLE TREASURES

R ELIC R E LIC R E LIC

Marshlander’s Staff of the Cache of


Boots Harbinger Treasure
walk upon muck project my voice wealth to spend
always clean trusted warnings massive bribe
can’t dive into too loud jealousy and greed
murky waters

R E LIC R E LIC

Cursed Bastard Rings of


R ELIC

Endless Goblet Sword Engagement


all the wine you can drink
wicked blade telepathy with my true love
infinite liquid
cut a swath love’s bond
drowning in wine
every battle ends hear too much
in bloody death

R ELIC
R E LIC
Armor of R E LIC
Blessings of the
Sir Edric The Wastrel Wild Spirit
flawlessly made (Ship) pleasant weather
light and flexible speedy sailing unharmed by beasts
draws attention canon broadside spirit’s wrath at
reputation for piracy the unrespectful

R ELIC

Book of True I N F L U E NC E R E LIC

Names Favor of a Lord Gauntlet of


names of immortals lord’s resources
respect at court
Angels
power over the identified touch the untouchable
enmity of immortal beings lord’s enemies are mine
wield dangerous magics
coveted by dark forces

R ELIC I N F L U E NC E

Outrider’s Master of R E LIC

Magic Cloak the Festival Wand of


endure the elements guest list curator Daydreams
smell food & water control the itinerary
public scrutiny gentle slumber
useless in towns
dreamcrafting
requires touch

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ADJUSTING
THE DIFFICULTY
Here are some things you can try if things seem too easy
for the Heroes. If the Heroes are having a hard time,
reverse the advice below.

ENCOUNTER DESIGN DURING A SCENE


Equip your Challenges with more tags and Make more Threats. Specifically, make more than
statuses. This will reduce your Heroes’ actions’ one Threat before each Hero’s spotlight, forcing
Power to act against these Challenges or to lessen them to choose what to address during their
their Consequences. spotlight and what to absorb as Consequences.
Increase your Challenges’ Limits to make them See Making Threats (page 28).
last longer in a Detailed conflict. Be stricter with what tags and statuses you
Present more Challenges. The Heroes will allow as directly helpful. Indirectly helpful tags
have to split their attention and actions between and statuses can still be brought into play, but at
several, such as protecting something while the cost of an additional prep action. Call out tags
also trying to overcome an enemy, along with a that are completely irrelevant and let your players
progress Limit ticking down. know the boundaries of common sense you’ll
accept at the table.
Confront the Heroes with Challenges they are
unaccustomed to. Use a Challenge that requires Deliver heavy-handed Consequences. Deal
unusual tags or approaches that the group lacks. significant Consequences not only when they fail (6
If the group is very specialized in one type of or less) but also when they Succeed (7-9), or when
interaction (e.g., combat or social), they will have they Push Their Luck (10 or more). Deal higher
less tools (and less tags) to handle a Challenge of a negative statuses more often. Scratch more of their
different type. positive tags.

Present Mightier Challenges. Face your crew Use their weakness tags for Consequences more
with Challenges that outclass them in terms of often. This type of Consequences is available to
ability, power, size, or numbers using the Might you even when they Succeed without Consequence
rules (Vol. I, page 167), so that they are Imperiled (unless they use an extra feat to block the use of
more often. the weakness specifically).

Create harsher environments. Use story tags Target their weak spots. If a Hero can easily
or secondary Challenges that work against the lessen one type of status, deal more of a type of
Heroes, but not against your Challenges (e.g., status that they are susceptible to or would have a
a hazardous environment your Challenges are hard time recovering from.
equipped to survive). OPTIONAL RULES
Introduce a power tag cap, capping the number
of power tags a Hero can invoke in each roll at 3.
Lower the Hero’s Limits (Vol. I, page 165).

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Companions
Another way to make things easier for the Heroes themes later). This story theme represents a helpful
is to equip them with additional tags. This is ally that accompanies the Hero and assists them in
especially true when there are very few Heroes in their actions. It’s often handy to have a companion
the Fellowship, such as when playing solo or with that complements the Hero’s ability set by covering
one other person (duo). areas in which the Hero is not specialized. And, a
companion theme has the added value of having
A narratively interesting way to add more tags to a
another character in every scene with which the
Hero is to give them a companion story theme (they
Hero can converse and share thoughts.
can always choose to adopt it as one of the Hero’s

CO MPAN ION C OM P A N ION C OM P AN ION

Old Friend Apprentice Trained Falcon


old stories and jokes humiliating tasks death from above
mutual respect studies my ways far-seeing
knows my secrets overly sycophantic small and frail

CO MPAN ION C OM P A N ION C OM P AN ION

Cat-Shaped Trusty Horse Woodland


Familiar come when called Creatures
stealthy gallop hard many tiny helpers
assist with spells needs feeding beautiful songs
too curious easily frightened

C OM P A N ION

CO MPAN ION
Armed C OM P AN ION

Cunning Protector Traveling Bard


Servant defend me inspiring song
slay my foes road gossip
helpfully at hand
mercenary morals easily offended
get me ready
I’m responsible for them

C OM P A N ION C OM P AN ION

CO MPAN ION Mysterious Befriended


Hulking Golem Mage Dragon
strong as earth illusion spells flying terror
tough as stone bypass wards fire and teeth
dumb as rocks unknown motives hungry again

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Designing Adventures
And Series
here are many ways to come by the details of your

T Heroes’ adventure (Setting Up A Game, page 8),


including using published adventures or completely
improvising them as you play. However, if you’re a
storyteller at heart, you may want to prepare your very own
adventure or even an entire series, and craft the story your
Fellowship will play through.
Some thoughtful preparation goes a long way, and can help you tell a more
coherent and impactful story during play. This section walks you through
designing your own adventures and series.

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Series, Adventure, Scene
An adventure is a sequence of scenes that revolve around a main Examples of
Adventures
subject, called the Adventure Challenge. You can liken a game
session containing a few scenes to a single chapter in a book or an
episode of a TV series. An adventure often spans between one to a Gerrin’s Adventu re –
age 10)
few sessions, during which the Heroes overcome many Challenges
Tutorial (Vol. I,llepnge: Save
Adventure Cha her
over many scenes, trying to identify, reach, and eventually overcome
the Adventure Challenge.
my poisoned mot
A series, also known as a campaign, is a sequence of adventures re –
that form a longer story, similar to one or more books or TV series Example Advenctuene (page
seasons, usually revolving around one or several major Series Narrating A S Challenge:
Challenges. A series, especially if it is long, can be broken into acts 17) Adventure of the wraith
or arcs of more closely-related adventures. Rid the village
of Skunk
THE MOUNTAIN (PAGE 54) The Heap-ThingAdventure
The Mountain is a series model that revolves around a central Series Glen – Starterventure
Challenge, a terrible danger or villain such as a cursed blight or (page 208) Ad ome or
a dark overlord or, conversely, a lofty goal, such as obtaining the Challenge: O vercp-Thing
Peaches of Immortality or leading your people to a new home in a appease the Hea
safe and fertile land.
With this model, the series is an epic journey with a clear destination
that increases in difficulty as the Heroes approach the end until –
after many trials, tribulations, distractions, and detours – they find a
path to overcome the Series Challenge.

THE CROSSROADS (PAGE 72) Same Concept,


The Crossroads is a series model where the Heroes juggle multiple Different Scale
s,
incoming threats that change and evolve throughout the series.
Each of these major Series Challenges is called a Front, and each
Scenes, adventuwresimilar
progresses towards a specific endgame that the Heroes must prevent, and series follo principles.
alter, or adapt to. structures and a central
In each there iseroes must
With this model, the emphasis is placed on the dynamic and
Challenge the Hhallenge,
changeable world in which the Heroes live. There is often no singular
face – Scene C llenge, Series
Adventure Chad in each
clear goal, but a collection of short- and long-term goals that the
Heroes define for themselves as the story progresses.
Challenge – an akes that
there must be stabout and
Out of the frames of play presented in the Introduction the Heroes careeir Quests
(Vol. I, page 57), the Mountain best fits the Epic that tie into th, Adventure
Journey, where the Heroes embark on a quest to – Scene Stakes ies Stakes.
attain a lofty goal, and the Dungeon Crawl, where the Stakes, and Ser
Heroes delve deeper and deeper as they strive toward
the root of evil and/or the greatest treasure.
The Crossroads fits best Our Little Corner Of The World, where
the Heroes are based in one place and are busy fending off
rotating dangers and drama, or Grit & Politics, where there is
no one defined enemy or morality, but rather a game of survival.

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DESIGNING Classically, the Mightiest Challenges are
kept for the end of the adventure, to
AN ADVENTURE create a dramatic climax, but you can also
subvert this by opening with a Mighty
A prepared roleplaying adventure is never Challenge and then veering to other,
a finished story; it must always allow lowlier aspects later in the adventure.
for the uncertainties and surprises that Are there enough Fair Match Challenges – and are
happen during play. As such, it is not a they distributed well among the Heroes? Is there
prewritten script, but a collection of details at least one Oh No! scene, or more? Can you design
that inform your decisions as you play, a scene that is All Hands On Deck, engaging
different Heroes at their level? Make sure it’s not
create scenes, and present stakes. one big Power Display, or the adventure will
To put together your adventure, you’ll need the not captivate your players. Remember, a difficult
following: Challenge can either match or exceed the Heroes’
Might or challenge them in aspects where they are
• Adventure Challenge, the major problem
not Mighty.
addressed in this adventure
• Gameplay styles, the main activities the Heroes
are expected to undertake in this adventure Adventure Challenge
• Some background, the details of what happened ? What is the main problem in the adventure?
prior to the adventure’s beginning
Begin your write-up by establishing the core
• Adventure Stakes and Hooks, the ways in situation that your adventure revolves around,
which this major problem links to the Heroes something troubling or challenging that needs
• A handful of scenes, each with their Scene to be addressed. During the adventure, the
Stakes, location, NPCs, and Challenges Heroes may encounter other problems but their
• Threads, clues, and lore with which to connect motive for solving them and continuing with the
the scenes and reveal more about the Adventure adventure is their desire to solve this one main
Challenge problem, to overcome this particular Challenge.
• Aftermath, to tie loose ends
Write the main problem as a single sentence, the
Before you begin, take stock of the general setup of premise of your adventure, and follow-up by
your story: the setting, the genre, and the Heroes identifying the Adventure Challenge.
and Fellowship (Setting Up A Game, page 8), • The Heroes are asked by Old Magda to retrieve her
as well as any player preferences you’ve established magical wooden spoon – someone in the village
(such as by using safety tools). Aligning your has taken it. The Adventure Challenge is the
adventure with the agreed-on framework of your mystery of who the thief is and possibly the thief
game will make for more coherent storytelling, themself.
matching the players’ expectations.
• The Heroes are hired to clear the sewers of rats.
ADVENTURES AND MIGHT The Rat Piper who summoned the rodents is the
Adventure Challenge.
The suggestions under Challenges & Might (page
27) for balancing a Challenge’s Might with your • The Heroes must secure support for their
Heroes’ Might apply to adventure design as well. rebellion among the nobility before the Red
Consider the Mighty aspects of the Adventure Overlord’s armies attack. The Adventure
Challenge – or of the Mightiest Challenge the Challenges are the nobles and time running out.
Heroes are likely to face in this adventure – against • On their epic journey, the Heroes must traverse
the Mighty aspects of your Heroes. the notorious Argent Notch, a high and windy
mountain pass. The Adventure Challenge is the
notch itself, with all the different dangers it holds.

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Gameplay Styles Typical Challenges: The process (Countdown),
? What will the Heroes be doing in this promoters of the process (Aggressor, Influence,
adventure? Sapper, Support), obstacles created by the process
The nature of the Adventure Challenge defines the (Obstacles)
activities in which your Heroes will engage during
EXPLORATION
the adventure, its gameplay styles. This is a useful
frame for informing your decisions going forward: The Heroes traverse a dangerous region or place and
what Challenges to pick, and what scenes to have. survive its perils.
For example, if the Adventure Challenge is a Typical Challenges: Dangerous terrain, hazards,
dangerous region that the Heroes must traverse or and obstacles (Journey, Obstacle), traps,
explore, then the adventure becomes primarily an dangerous creatures (Aggressor)
exploration adventure, with the Heroes enduring
HEIST
weather, terrain, hazards, traps, and monsters.
The Heroes enter a secure location and retrieve (or
You are likely to find that the story you want to tell plant) something or someone.
is a combination of gameplay styles, some perhaps
more prominent than others. Typical Challenges: Security measures (Obstacle,
Watcher), guards (Watcher, Aggressor)
For example, if the Adventure Challenge is
a foul sorcerer who is sapping the vitality INTRIGUE
of nearby villages, making milk curdle and The Heroes navigate an intricate social
farmers sick, then the adventure could revolve situation with NPCs with different agendas and
around discovering (Investigation), reaching personalities.
(Exploration), and eventually overcoming this
villain (Battle, Intrigue, or Problem-Solving). Typical Challenges: Stakeholders (Influence) and
their agents (Sapper, Support), the entire event
Peruse the list of gameplay styles below or come (Occasion Journey)
up with your own.
INVESTIGATION
BATTLE
The Heroes collect information to reveal a hidden
The Heroes overcome enemies in a violent clash. truth.
Typical Challenges: Monstrous creatures or armed Typical Challenges: Hidden truths (Mystery),
individuals (Aggressor) and their allies (Support) tight-lipped individuals (Mystery), competing
investigators (Watcher)
CHASE
The Heroes must flee an unwanted encounter or PROBLEM-SOLVING
catch up to a fleeing quarry. The Heroes must think of a creative way to solve a
Typical Challenges: The other party (Pursuer or problem (mechanical, social, magical, etc.).
Quarry) Typical Challenges: A complex problem or
mechanism (Mystery, Obstacle), distractions
COMPETITION
(Aggressor, Sapper), obstacles to a vital component
The Heroes must overcome an opponent in a of the solution (Obstacle, Watcher)
competition.
Typical Challenges: The opponent(s) (Aggressor, Remember that the Heroes’ approach to
Countdown, Influence, Pursuer/Quarry – a Challenge can be unexpected: they may
depending on the competition), helpers (Support), decide to bond with a monster instead of
saboteurs (Sapper) slaying it. The gameplay style is a guide
COUNTDOWN
you set for yourself, and you can decide
to make changes to it as you play.
The Heroes must achieve a goal before a process is
complete (a ritual, a house burning, a disease spreads).

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Background
? What important events happened before the
adventure began?
? What do I need to know about the lead-up
to the adventure in order to be able to answer
questions during the adventure?
? Who are the main characters (NPCs) in this
adventure? What are their motivations and
personalities?
? What are the crucial details the Heroes will
need to uncover to progress in this adventure?
Once you’ve established the Adventure Challenge
and the general gameplay styles, proceed to
fleshing out the story around the adventure.
Consider the biggest questions the Heroes will
have during the adventure and try to answer
them for yourself.
If there is a villain, what are they like? Why are
they doing this? And what is the extent of their
abilities? What led to the current situation and
how did it start? Was someone involved, and if so,
who, and where are they now? If the Heroes arrive
into the adventure in media res, what happened
here before?
Different gameplay styles call for different
levels of detail. If you’re writing an adventure
that focuses mostly on the present, such as an
exploration of a forsaken tundra, perhaps not a lot
of lore is required. However, if the Heroes will be
exploring the ruins of a castle of a bygone age, you
will need to know at least a few details about who
dwelled there and what caused the demise of the
castle. For a detailed murder investigation, where
the Heroes are expected to trace back the steps
of the killer, you may need to prepare a detailed
account of what happened.

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Adventure Stakes CORE SCENES
First, list scenes that you think the Heroes must
? Why should the Heroes care?
go through as necessary steps to overcoming the
Next, consider the Quests of the Heroes as well Adventure Challenge. Here are some typical scene
as the Fellowship Quest, and find a link between types, in order:
them and the Adventure Challenge. Each Hero • Discovery: Are the Heroes aware of the
and/or the Fellowship as a whole should be Adventure Challenge at the beginning of the
motivated to undertake the overcoming of the adventure? If not, perhaps an investigation or
Adventure Challenge, whether because they care exploration scene is required.
about someone that is involved or a community
that is in danger, or because of a promise for • Travel: Is there a journey that the Heroes must
sought-after glory or occult knowledge. make to reach the Adventure Challenge or to
obtain a necessary item, person, or clue? What is
Hooks are specific details that you add to an in their path?
adventure to motivate a Hero to embark on it.
Perhaps the object of their Devotion theme is • Obtainment: Is there someone or something
one of the victims of the Adventure Challenge, that is key in overcoming the Adventure
their Destiny theme calls them to confront the Challenge? What sort of interaction must the
Adventure Challenge head on, or the belief Heroes go through to recruit or obtain them?
holding their Past together is put into question. • Climax: Where is the final conflict with the
Adventure Challenge expected to take place?
Scenes What kind of conflict will it be? There may be
multiple approaches possible.
? What are the steps to overcoming the
Adventure Challenge? • Denouement: Are there important things to
cover after the Adventure Challenge is overcome
? What events may unfold during the adventure? or in case it is not overcome? Where will this
In this step, you draft a number of scenes and aftermath be presented?
populate them with Scene Stakes, locations,
Challenges, and NPCs. You cannot cover every UNEXPECTED SCENES
imaginable scene that could arise from the Heroes’ Unexpected scenes are scenes that you initiate,
actions, nor should you need to; a few core scenes rather than the Heroes. Think of things that might
are enough to give your adventure a strong basis, happen while the Heroes are trying to solve or
around which you can improvise as you play. overcome the Adventure Challenge.
Scenes follow the same gameplay styles as • Foreshadowing and Reveal: Does the Adventure
adventures. There are battle scenes, chase scenes, Challenge choose to present itself to the Heroes?
etc. You should incorporate the gameplay styles When and where does it first become known?
you envisioned into specific scenes. As always, Perhaps a full reveal is preceded by mysterious
remember the choices of the Heroes can change occurrences that serve as omens or signs.
the nature of a scene even as it is being played. • Opposition: How is the Adventure Challenge
Begin by making a shortlist of scenes or, better actively making life harder for the Heroes? Does
yet, sketching them as boxes or bubbles (which it send its agents after them? Is it consciously
will be useful for the next step). targeting the Heroes or indiscriminately putting
difficulties in their path? Where does that find
the Heroes?
• Reaction: How does the world – allies, NPCs,
environment, nature, weather – react to what’s
happening with the Adventure Challenge? You can
emphasize the urgency of solving the Adventure
Challenge with a scene in which the Heroes must
contend with its indirect repercussions.

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SIDE SCENES • Side-Quests: Are there any smaller problems
You can sprinkle in some scenes not directly related the Heroes can solve that are indirectly related to
to the Adventure Challenge, but make sure they the Adventure Challenge? Or opportunities that
don’t take too much focus away from it. could entice the Heroes, such as a fabled shrine
• Stops and Distractions: Are there any events or they want to visit, just a little out of the way?
places of interest the Heroes might pass on their • Personal Quests, Backstory, and Problems: Are
way between the other scenes? For example, there any Heroes’ Quests you’d like to dedicate a
a merchant caravan where they can purchase scene to during this adventure? Is there a scene
goods and gather rumors of the world at large, related to an individual Hero that could be fitting?
or a weird and unexpected encounter with a Perhaps a Hero meets with their mentor and
magical being. receives instructions or beratement, or you take
the time to play through a flashback to a relevant
part of a Hero’s past. A minor rivalry, a troublesome
child, or a Relic in need of repair all add complexity
to their lives and ground the Heroes in the story, in
contrast with the action of the adventure.
• Camping, Sojourns, and Downtime: When are
the players expected to rest and recover? What
are some casual, off-adventure interactions they
can have? These scenes are important both in
terms of game flow, to allow players to regain tags
and remove negative statuses, and as narrative
breaks and palate cleansers. A night at the tavern,
a birthday party, or a day at the lake swimming
could all be refreshing and restorative, using the
same rules as camping.

WRITING UP THE SCENE


Once you have the list of scenes you plan for
this adventure, flesh out each scene with the
following details:
• Scene Stakes: Why should the Heroes care
about the Challenge in this scene? How does it
connect to the Adventure Stakes and their goal
of overcoming the Adventure Challenge? If
it’s an unexpected scene, what are the Heroes’
immediate goals here (survive, take a prisoner
for questioning, etc.)?
• Location and Time: Where and when does this
scene take place? Does this location, moment, or
situation have any features that should become
story tags or statuses?
• Challenges: What is the main Challenge of the
scene? What other, secondary Challenges are here?
• NPCs: What other characters, creatures,
hazards, and forces are present at the scene?
How do they relate to the Heroes and the
Challenges in the scene?

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• Rewards: What can the Heroes use here that can Aftermath
be taken away as a reward – items, allies, useful
information, or other benefits? ? What are some possible endings for this
adventure?
• Threads (see next section): What can the Heroes
learn here that will point them to the next scene? ? What do the Heroes get at the end of all this?
As the final step, consider how the Heroes might
CREATING CHALLENGES emerge from this adventure. What would happen
For each of the Challenges in your scenes, you if the Adventure Stakes were won, and what
can prepare a Challenge profile or use shorthand would happen if they were lost? Could there be a
to quickly draft its details. See Creating Your situation where the Stakes are deferred, that is, the
Own Challenges, page 111, or use the Oracle to Adventure Challenge is not resolved within the
quickly roll up a Challenge, page 248. scope of this adventure? How would that affect the
lives of the Fellowship and all others involved?
Threads, Clues, and Lore Consider also the rewards (page 38). Sometimes,
a Hero’s only reward is knowing they helped
? What points the Heroes from scene to scene, someone else. For other Heroes, that just won’t cut
toward the conclusion? it and there needs to be a valuable reward on the
Next, take your sketched out list of scenes and table. It doesn’t have to be tangible – acceptance to
begin to connect them with threads: pieces of a guild, gaining a true friend, or replacing a theme
information that point from one scene to the next. with a more coveted one can all be great prizes.
A scene can have multiple threads pointing to it and Take a moment to write down what the Heroes
can have multiple threads pointing to other scenes. may gain at the end of the adventure. This could
Threads can appear in different ways: information be a special item, knowledge, or favor, or simply
shared by an NPC or an overcomed Challenge, an provisions to keep them going on their journey. If
item that is hidden in the scene, or an event that you’re writing a series, the adventure reward could
occurs and reveals new lore. It’s good practice to have be the key to overcoming a greater Challenge, or a
either one thread pointing clearly at a direction, or to thread leading to the next adventure.
have multiple ambiguous threads doing the same.
Choose which scenes come first and which
come later, and which scene leads to which,
and make sure there are threads connecting
between them. This way you create order and
structure in your adventure.
Review your chart of scenes and threads and make
sure there is at least one path from the Hooks,
where the adventure begins, to the scene where the
Adventure Challenge can be overcome. And what
if the Heroes miss a clue, item, or opportunity?
You can have the same vital thread pop up in the
next scene, or create alternate paths through the
adventure. The Heroes may carve their own path
when you play, but your threads should provide
ample opportunities for them to move forward.
You may also want to sprinkle in additional
clues and world lore that will help the Heroes
understand more about the Adventure Challenge
and how it can be overcome, or about the situation
at hand and the NPCs involved.

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Example Adventure Design: A Feast To Devour
Narrator Reya is working on a new adventure. Reya now begins to sketch out the scenes:
It is set in the rustic fantasy world of Hearts of • A welcoming scene at the courtyard, where the
Ravensdale, but the Fellowship are a group of guests are first presented
itinerant sellswords out in the wilderness known • An Occasion Journey that is used to fast forward
as the Wanderlands, passing from village to farm some time during the 3-day feast
in search of work and Creatures of Twilight to slay.
It’s all Grit & Politics, rather than an epic tale. • A marksmanship competition scene, where
the strixa bribes one of Shiyon's archers to clip
Reya chooses to begin with the gameplay styles of Maghorn’s hair, to obtain it for Adain’s ritual
the adventure. The sellswords see their fair share of • A social event scene, where Adain tasked
battles and tracking down monsters, so this time she the strixa with drawing the attention of the
wants to challenge them with some social intrigue, sellswords away from him
creative problem-solving, and perhaps a short heist.
• A heist scene, where the Heroes try to break into
She decides the Adventure Challenge is the strixa’s room unnoticed, perhaps at the same
Maghorn (Charge), a merchant attending a time as others attend the social event
three-day feast at a local warlord’s manse, who • A battle scene, where the strixa breaks Adain’s
hires the Fellowship to protect him. Maghorn is hold and attacks the guests
convinced he has been marked with a dark curse
by one of the feast guests and that they mean • A climactic countdown scene, where Adain
to lure him to his doom there. To protect him, uses this distraction to complete his ritual
the rough-and-tumble sellswords must don fine against Maghorn
garments and suss out who is behind the spell. • A personal Quest scene, where one of the
honored guests has word about one of the Hero’s
Reya now turns to flesh out the background for long-lost brother (a Quest) but wants a good
her adventure. In a region so lawless and sparsely- price for it
populated as the Wanderlands, Maghorn is a
surprisingly thriving merchant who has become a Reya puts the scenes in a sketch, as seen on the
favorite of the hostess, Shiyon, a woman of some next page, and begins to populate each of them
military means. Many among the guests covet his with details: Scene Stakes, location and time,
fortune and connections, not least of which is Adain Challenges, NPCs, and rewards. She creates some
Foxheart, a village priest who is also a trader, and Challenge Profiles for the top Challenges.
secretly, a witch. He has a spell that could siphon
Then, she connects the scenes with threads, so
Maghorn’s wealth but he needs to have access to
that there are at least a few clear paths through the
Maghorn to complete it. He has also summoned
adventure. Her adventure is shaping up to have a
a strixa – a vampiric, shapeshifting Creature of
clear beginning, middle, and end, a classic three-
Twilight – to serve as an ally and a distraction, but
act structure.
the priest’s hold over her is fragile at best. She attends
the feast impersonating another guest, Sinica of As a last step, Reya considers how the Heroes
Stormhelm, whom the strixa killed. Narrator Reya could emerge from this adventure, its Aftermath.
thinks she needs a few more guests to mask the If they save Maghorn, their purse will certainly be
true culprit, so she drafts a handful of other peculiar heavier. Impressing or upsetting Shiyon could see
NPCs with whom to populate the feast. them embroiled with her, one way or another. And
if Adain Foxheart or the strixa escape, there will be
The Adventure Stakes are whether or not the
some retribution or a hunt.
Heroes can protect Maghorn through the feast.
Their reputation, and indeed their payment, are at She dubs her adventure A Feast To Devour. It’s ready
stake. The Hook is simple enough for this group of to play!
sellswords: a contract, offered by Maghorn himself
at the inn where the Fellowship often stops to
refresh themselves from the dusty roads.

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A FEAST TO DEVOUR
Reya’s Adventure
Arrival At Shiyon’s Manse
Time & Place: Courtyard, 1st day
Stakes: Identifying threats to Maghorn Invitation to Marksmanship Competition
Challenges: The guests hide their intentions competition Time & Place: Fields, 2nd day morning
(Mystery)
Stakes: Maghorn’s hair, glory
Others NPCs: Guest companions, servants
Challenges: Competitors – Shiyon’s
Rewards: Initial clues about each guest
archers and guest companions (Aggressor -
Countdown), the bribed archer (Mystery),
The feast continues The feast Shiyon and honored guests (Influence)
continues Other NPCs: Guards, servants, audience
Rewards: Archer points to strixa, a fine bow
General Festivities for the winner
Time & Place: Throughout the feast
Stakes: Navigating social interactions
without incident Suspecting The bribed archer
Challenges: Occasion Journey with social the strixa points to strixa
Vignettes, cunning honored guests, Shiyon
and her security
Other NPCs: Servants Personal Quest Breaking Into
Rewards: Gaining trust of guests, collecting
clues about guest agendas and movements
Time & Place: Alcove Strixa’s Room
Stakes: Gain information
during the event about long-lost brother Time & Place: Manse
Challenges: Greedy guest second story
(Influence) Stakes: Learn about the
The feast continues
Other NPCs: – strixa before she returns
Rewards: Information Challenges: Shiyon’s
Evening Spitroast and Dance guards (Watcher)
Time & Place: Manse main hall, 2nd evening Other NPCs: –
Stakes: Gain Shiyon’s favor, confront Rewards: Identify strixa,
infer she is bound, lock of
suspect guests, distract from heist Rest Time Maghorn’s hair as evidence
Challenges: Shiyon, the guests, the strixa
(Mystery, Influence, Countdown) Time & Place: Maghorn’s suite or magical clue
Other NPCs: Performers, servants Stakes: Recover and plan
Rewards: Shiyon’s favor, distraction, Challenges: –
learning about Adain Other NPCs: –
Rewards: – Evidence of
witchcraft
When the 2nd night arrives

The Strixa Attacks! Adain’s Furtive Ritual


motive
Time & Place: Manse second floor, 2nd night Time & Place: Manse’ second story,
Stakes: Survive, protect Maghorn, save the Adain’s room
guests Stakes: Find and stop the ritual
Challenges: The strixa (Aggressor) Challenges: Adain (Aggressor), the
Other NPCs: Guests and servants (victims), ritual (Countdown)
guards (allies) Other NPCs: Guests, servants, guards
Evidence of
Rewards: Clues for binding, in her Rewards: Save Maghorn and reveal
witchcraft
belongings truth. Payment (heavy-purse-2).

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DESIGNING A SERIES

The Mountain nds the


The eternal fantasy story, incarnated in many legends W hile in many lege
is a Great
from around the world, is an epic tale with humble roots, Series Challengeers it is a
Danger, in oth lofty goal
the Hero’s Journey. Great Hope – a g the world’s
It begins when an unknown and unlikely Hero, somewhere faraway like peace amonging fate
and removed from trouble, becomes aware of some Great Danger tribes or chan use this model
that threatens their peace or way of life. Willingly or begrudgingly, itself. You can series, with
the Hero embarks on a journey to confront this Great Danger, and to plan such a ger’s agents
goes through many trials and tribulations before they are ready the Great Dan stacles to the
and able to do so. If they are successful, often at a great cost to instead being obose who wish
themselves, peace is restored to their home, and to the world. Great Hope, the status quo.
The Mountain is a series planning model that helps you create a to maintain th
series that resembles such an epic tale, using the metaphor of a
mountain – the Heroes begin at the bottom and climb their way
to the Great Danger at the top. This model helps you define who or
what the Heroes will be tested against and why, what dangers they
will be facing, and what reason they have to leave their current lives
to embark on a journey.
T H E E N D OF T H E S E R I E S

T H E G R E AT
PEAK DA NG E R

SLOPES
AGENT
AGENT
AGENT

DA NG E R

DA NG E R
Agent's
Agent's
Domain DA NG E R
Domain
Agent's
LOWLANDS
DA NG E R Domain
DA NG E R

DA NG E R

DA NG E R S
DA NG E R S
DA NG E R S DA NG E R S

DA NG E R S

T H E H EROE S' WORL D I S I N PE RI L


T H E B E G I N N I NG OF T H E S E R I E S

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CHARTING
THE MOUNTAIN
Begin by drawing a mountain-shaped map or
diagram, representing your series.
The Mountain is divided into three tiers:
• At the Peak lies the Great Danger, the Series Challenge,
the antagonistic force threatening the safety and peace of
the Heroes and what they hold dear.
• On the Slopes are the Agents of the Great Danger and
their domains, powerful forces carrying out the will of
the Great Danger in different parts and aspects of the
world.
• In the Lowlands are the Heroes and their familiar world,
who are threatened by the agents of the remote Great
Danger. From these humble origins and local incidents,
often seemingly insignificant in the grand scheme of
things, the journey begins.

HEROES GROWING IN MIGHT


In a classic Mountain tale, most of the Heroes begin with
mostly Origin themes (with some exceptions welcome).
Through their travels and travails, the Heroes grow in
Might, evolving some themes into the Adventure level.
Eventually, as the series draws to an end, some of them
may even possess world-shaping power as Greatness
themes – and are likewise faced with Greatness-level
Challenges – while others may face great dangers with
naught but their simple Origin.
You may want to outline these possible progression paths
to your Heroes before the series begins. Once the game
starts, let each Hero chart their own path and make their
own choices.

SMALLER SCOPE
The Great Danger does not have to threaten the entire
world. Instead, your series can focus on a smaller part of
the world, or even only the lives of the Heroes and what
belongs to them (family, reputation, riches). The only
condition is that the Heroes care deeply about what they
stand to lose.

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The Peak: The Great Danger
Start at the top, designing your Series Challenge. This is often a
person, creature, or being – a fell sorcerer, a demonic goddess, or
the king of evil dragons – but it may also be something else, like a
magical or natural phenomenon, or a group of people, such as an
aggressive nation of conquerors. It is the driving force behind the
entire campaign – from the call to adventure to the final climax. Had
the Great Danger not exist, the Heroes would have no need to leave
their homes and go adventuring in the first place. They cannot allow
it to continue to exist.
To design your Great Danger, answer these questions
? Who or what is the Great Danger?
Flesh out its identity: name, form (physical or otherwise), and
history, what brought them here.
? Where are they?
Describe the place they inhabit. Is it a hidden lair, a fortress, an
accursed land, a magical realm, a simple home, or something else?
? Who or what do they threaten, and how?
s
Alternative Pathin
Outline the people, geographical region, or way of life that the
Great Danger will eradicate, subjugate, or forever change.
have
Although you maey way an ? What is the worst outcome?
mind at least onefeated or Outline the danger by describing to yourself the worst thing that
Agent can be d uring the can happen if the Heroes utterly fail to stop the Great Danger:
circumvented, d s may come destruction, conquest, corruption, loss of hope, etc. Consider the
game the Heroe solutions reasons this outcome hasn’t happened yet; these can become
up with creativeconsider. You plans for the Agents, when you chart the Slope, later.
that you didn’tge this, but ? Why does the Great Danger want this outcome?
should encoura e make sure Establish for yourself the motivation of the Great Danger. Is it a
at the same timate way still power-grab, a mindless instinct, an act of spiteful revenge? Here
that the altern ble challenge are some examples:
poses a comparacomparable • Lofty Ideal: The Great Danger is an extremist who holds an ideal
and demands aof the Heroes, or a principle that they believe justifies all means. They plan to
price or effort ent nature force their philosophy on everyone, believing this is the only
even if of differ had in mind. correct way for the world to function.
than what you • Necessity: The Great Danger has no other choice. This can be
because they are forced to act for their own survival, cornered
by some even greater force, or because they are corrupted,
mindless, or governed by instinct, and are simply incapable of
choosing otherwise.
• Power: The Great Danger desires unlimited power for its own
sake or for their personal benefit. They can be self-important or
delusional; deeply traumatized, seeking to never feel vulnerable
again, at the cost of everyone else; or believe they will use it best
or even for a greater good (crossing over to the Lofty Ideal).
• Punishment: The Great Danger or someone important to them
was wronged and now they seek revenge or justice by punishing
those responsible, or the entire world.

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The Slope: Agents
In the next step, you flesh out the Agents of the Great Danger, the
bearers of its power and influence in the world. While the Great Danger
is capable, they rarely appear to do the dirty work themselves. Instead,
their Agents are the ones furthering their individual wills and plans. The
Agent, like the Great Danger, might not be a person, creature, or being
but something else – such as an object of power, a spell, or a location.

WHAT MAKES AN AGENT?


An agent has two defining characteristics in terms of series design:
An Agent helps the Great Danger achieve their end goal in a
specific way. The Agent is responsible for enacting one will or one
plan of the Great Danger, usually out of several. The Agent is a force
capable of carrying out this specific will or plan. An Agent’s domain
is the region or aspect of the world in which they operate.
For example, the Great Danger is a dark sorcerer whose wish is to
subjugate the kingdom. Their plans and agents could be:

Checking Off
• Conquer the kingdom by force with a bloodthirsty general leading
an army of the dead
• Weaken the resolve of the king’s subjects with a dark curse of fear All Agents?
the Heroes
In most stories,y to reach
• Spread disease throughout the capital through a corrupted grove
inside the city walls
• Assassinate the king by employing the revived specter of a can devise a wager by facing
legendary killer the Great Dan g only some
or circumventinthan all.
An Agent blocks the Heroes from directly accessing the Great Agents rather
Danger. The Agents serve as narrative barriers which prevent the re legends
Heroes from just waltzing into an encounter with the Great Danger. However, there era o is required
Instead, a portion of the series is dedicated to overcoming the Agents in which the H ll Agents
and opening up the path to the Great Danger. to go through a obtain three
(for example, toy overcoming
magical items b before they
Some of the ways Agents can block the path to the Great Danger are:
• Deterrence: An Agent can threaten something the Heroes three monsters)great evil.
hold dear, such as a hostage, in hopes of deterring them from
can confront a go this path,
If you choose toAgent is a
confronting the Great Danger.
• Insurmountable power: The Agent grants the Great Danger an ability make sure each , perhaps with
which makes them invincible, like invulnerability, omniscience, or unique challengetwist, and
mind control. This can be the property of a magical item or a magical an interesting is requirement
power granted by the Agent.
avoid letting thoes’ creativity.
• Obfuscation: If the Great Danger is hidden or unknown, an Agent curtail the Her
ng off a
Otherwise, checakiy feel less
could be the one protecting its secrecy, or simply the only one who
knows them and their location.
list of agents m more like a
• Offensive guardian: The Agent actively hunts down and attacks like a story and game where all
all or certain threats to the Great Danger, making it harder for the
repetitive video t be defeated
Heroes to reach, especially once they have been marked as enemies.
lieutenants mus n be faced.
• Physical barrier: The Agent physically blocks the Heroes from before a boss ca
reaching the Great Danger. They could be an impassable fiery
wasteland, an unbreakable magical shield, or an unbeatable army.

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CREATING AGENTS
Create a list of two to five of your Great Danger’s plans and create an
s of Might Agent for each one. Flesh out each Agent by answering the questions
These suggestion full-scope below:
levels relate to ae the Great
epic series, wher indeed and
? Who or what is the Agent?
Danger is greatpow erful
? How do they further the Great Danger’s plan? What kind of
its Agents are be adjusted specific power do they have to do so? What actions or steps do they
actors. It can n to play need to take?
down if you pla series. ? How do they block the Heroes’ way to reach the Great Danger?
a smaller scale How can it be circumvented?
? Why do they serve the Great Danger? Just as the Great Danger
has their reasons for furthering their goals, the Agents have their
own reasons, too. Do they believe in the Great Danger or are they
afraid? Do they have their own secret plan? Or are they a non-
sentient Agent that the Great Agent simply wields?
? What is the Agent’s domain? Each Agent is responsible for a
region of the world, a group of people, a resource, or an aspect
of the Great Danger’s plan called their domain. This could be
military conquest of the Aldenwood, sowing rot and decay in the
kingdom’s farms, mining for a powerful crystal, or researching
Representativeot s of the Great dark arts.
a n ge r n ee d n always be its
D eaval caused ? Who and what are the most important locations and
servants. The uprehsence is also characters in the Agent’s domain and service? What are the key
by an Agent’s presentation locations for the Agent’s operation? What lieutenants, minions,
a Lowlands repanger’s or unique servants answer to the Agent? Do they command
of the Great Dd refugees, monsters, shamans and druids, or spies?
plans: Displaceed out of their ? What is the Agent’s next move? The Agents are constantly
monsters push ortunistic furthering their plans, which in turn promote the Great Danger’s
territories, opp tures and end goal. When the story begins, what is the next significant
malevolent crea ancient move that the Agent will take? These will become potential
people, disturbedled spirits and Adventure Challenges when the Heroes encounter this Agent for
magic, or troub be Challenges the first time.
godlings can all by the CREATING AGENT CHALLENGE PROFILES
indirectly causednts and a Finally, create a few Challenge profiles for the Agent and their domain
work of the Ageg world. (now, or when you write an adventure that includes them):
rapidly changin • The Agent, with at least one Greatness Mighty aspect.
• Their lieutenants, commanders, minions, monsters, or other
extensions of their power, with at least one Adventure or Greatness
Mighty aspect (minions are often Mighty in numbers).
• Other important figures and NPCs in their domain, such as a
close servant, or an unrelated beast that lives in their domain.
• A Journey (Landscape) through the Agent’s domain – if it is
dangerous to travel there.
• A Journey (Occasion or Process) for the Agent’s plans advancing,
to use when time passes.

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The Lowlands: Local Danger
The Lowlands represent the places and times in
which the Great Danger’s influence touches the lives
of ordinary people and natural life. Through the
Agents, people, wildlife, and even the landscape
across the region all feel the looming threat,
although few if any of them know its source.
Start by describing the most important
Lowland: the Heroes’ home territory, where
they’re currently at. Use the Hero and Fellowship
themes and Quests, especially the Fellowship
theme Quest, to tie the effects of the Great Danger
to what matters to the Heroes.
There may be many other Lowlands in your
series that the Heroes will go through, as many
as the different people and places affected by the
creeping power of the Great Danger. You can list
and flesh out these other areas – either in advance,
while planning out the series, or when writing
adventures for the Heroes as they arrive there.
This final question is critical, as it defines the Series
CREATING LOWLANDS Stakes during the early part of the series. The Series
You can draft each Lowland by answering these Stakes are what drives the Heroes to move from one
questions: adventure to the next through the series, and what
keeps them focused on the goal of overcoming the
? What is this place? Great Danger.
? Who calls this place home?
CREATING LOCAL CHALLENGE
? Which Agent’s domain does this place belong
PROFILES
to? It must belong to at least one; places that are
completely unaffected by an Agent cannot form Complete the Lowlands location by creating a few
a basis for an adventure in this series. Challenge Profiles:
• The Agent’s representative(s) in this area, with
? How is this place threatened by the Agent? If
at least one Adventure Mighty aspect.
the Agent successfully furthers their plan and
the Great Danger’s goal, what will this place’s • This representative’s local forces and minions,
doom look like? without any Mighty aspects, or one Adventure
Mighty aspect at most.
? Who or what is representing this danger
locally? Choose the Agent’s minion, servant, • A Journey (Landscape) through the area – if it is
champion, messenger, or lieutenant to be not completely safe to travel here.
the representation of the Great Danger in the • A Journey (Occasion or Process) for the
Heroes’ world. representative’s plans advancing, to use when
? Which of the Heroes’ or Fellowship Quests is time passes.
opposed to this doom? The Heroes will likely
want to stop a threat to their homes, loved ones,
or ways of life, and yet, their motivations will
be clearer if there are specific Quests in direct
opposition to the oncoming danger. As the
Heroes travel and encounter other Lowland
locations, these too should be designed to touch
their personal and group Quests.

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Example Mountain: Wrath Of The Ashmother
THE PEAK
The Ashmother is a massive, ancient fire spirit that • Plan: Since the Ashmother fears the folk of the
once slumbered beneath Mount Volun. Recently, Cragshade will unite against her and imprison
she was accidentally awakened by miners who her as before, Cindertongue has been called to
broke into her resting chamber. She is a towering weaken the social resilience of the region.
figure of smoke and cinders, with glowing eyes and • Block: Through his visions, Cindertongue is the
a molten core for a heart. Her body constantly sheds first to inadvertently rediscover the Art of Fire,
burning ash that poisons the sky. She dwells inside a form of sorcery rooted in the bonds that the
the mountain, which is now an active volcano. Her ancient mage once put on the Ashmother, which
lair lies at the heart of the mountain, surrounded by could grant human beings access to the heart of
charred stone and flickering spirits of conflagration Mount Volun.
that serve her. Few can approach without burning
or losing their way. Magra the Emberclaw is an enormous fire-drake
The entire lowland region of Cragshade, including corrupted by the Ashmother’s essence. She spreads
several farming towns and riverside cities, is at destruction directly, weakening towns and trade
risk, now that the Ashmother is awake. Crops are by destroying roads, bridges, and supply lines. Her
failing from ashfall, trade has stopped, and many domain is the skies, and the spread of fire. Besides
people are falling ill from breathing the poisoned her tough obsidian scales and fire breath, she can
air. Should the Heroes fail, the Ashmother will summon emberspawn that infest the burning
burst from the mountain in a storm of fire, setting wreckage she leaves behind. Her lair is on the peak
the whole valley ablaze. Thousands will die, and of Mount Volun.
the land will become a scorched wasteland. • Plan: Through her attacks, Magra slowly
expands the scorched territories of the
The Ashmother wants revenge – she was trapped Ashmother.
under the mountain ages ago by a powerful mage,
in order to make the region habitable for humans. • Block: Magra also searches for the places of
Her rage is not calculated, but deep and primal; greatest resistance to the Ashmother in order
she is an entity more of instincts than reason. to burn them down. Once the Heroes start
making a name for themselves, they better start
THE SLOPES watching the sky.
There are three Agents serving the Ashmother:
The Burning Grove was once a sacred place of
Cindertongue, the Firebrand is a once-pious the entire Cragshade region, providing it with the
village priest twisted by visions of flame. With fertility and abundance it once enjoyed. It was
charred skin and glowing eyes, he is both burned during the first eruption of Mount Volun
charismatic and terrifying, and utterly convinced and now burns eternally, flames licking the
that the whole world should rightfully burn. He upper branches instead of leaves. Like a burning
can inspire mobs, ignite panic, and set objects and wick in a pool of wax, the grove drains the life
people on fire with his words. of Cragshade’s earth itself, slowly turning it into
His domain is the Scorchmarch, a stretch of black ash. Its domain is mystical nourishment and
refugee-choked borderlands where towns are the fueling of the fire.
turning to cultish behavior. He has already gathered • Plan: The burning soul of the land feeds the
a large horde of fanatic believers that travel with Ashmother, growing her strength until she is
him, spreading panic across the land. He can able to break out of Mount Volun.
manipulate public opinions against the Heroes, • Block: So long as the Ashmother is bound to
turning townsfolk against them en masse. the grove, she is bound with the life force of
Cragshade. Harming or imprisoning her would
harm or suffocate the land itself. This bond must
be severed.

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THE LOWLANDS
The Heroes begin in the Lowlands that are under decisions for merchants, guild leaders, judges,
the domain of Cindertongue, the Firebrand. Here and civic-minded citizens. Cindertongue has sent
are three locations of note there: a representative here: Elar Vos, a well-dressed
orator who claims to be an independent speaker
Durn Hollow is a farming village at the edge of
for “the People’s Flame.” In truth, he is using false
the Scorchmarch, known for its festivals and
accusations, forged letters, and fiery rhetoric to
community storytelling circles. Its people are
erode trust. If his plan succeeds, the assembly
humble farmers, foragers, and craftspeople –
will collapse, the town will splinter into warring
mostly multi-generational families. Cindertongue’s
factions, and Cindertongue’s faithful will rush in
preachers have infiltrated the village. They offer
to take control.
protection and meaning amid rumors of ashfall and
famine. If they succeed, the villagers will abandon The Shrine of the Last Rain is a small hilltop
their traditions, burn the storytelling circle, and shrine dedicated to the seasonal rains, tended
become zealots of the Ashmother, ready to turn by three elderly hermits and visited by farmers
on neighboring towns in righteous fire. Their local from miles around who leave offerings and
leader is Sister Maevra, a soft-spoken faithful prayers for water. It is outside of Cindertongue’s
“listener” who offers counsel to the desperate. direct influence – for now. His faithful see it as a
She carries fire charms, whispers secrets, and blasphemy. A militant faction is gathering in a
encourages quiet conformity. She’s not violent – camp underneath the hill, and plan to attack the
but she’s very persuasive. shrine and burn it black, ensuring that old, failed
gods can’t oppose the coming fires. Arvest, a flame-
The Elmford Assembly Hall is a public debate
scarred bandit, leads them.
hall in a large and bustling trade town. It is
a center for law, leadership, and community

T H E A S H MO T H E R

PEAK

CI N DE R -
SLOPES T H E B U R N I NG
T ONG U E
G R OV E
MAGRA
A R MY OF
ZEALOTS G UA R D I A N S

FIRE
Strategic aerial
S OR C E R E R S Mystical feeding
attacks
LOWLANDS
Scorchmarch
E M B E R S P AW N
T H E W I LT I NG
ARVEST SISTER MARVRA OF T H E L A N D

R OA D S & B R I D G E S E L A R VO S

M I L I TA N T NEW W I LT E D
F O L L OW E R S B E LI E V E R S L O C AT ION S
P O C K ET S
OF R E S I S TA NC E PREACHERS
DURN
S H R I N E OF T H E
E L M F OR D HO L L OW
LAST RAIN

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BREAKING THE
SERIES INTO
ADVENTURES
Now that you have your Mountain – the design for the
Series Challenge (Great Danger) and its many agents in the
world – you can begin planning your series by breaking up
the journey up the Mountain into individual adventures.
The guidance below helps you do so in a way that follows the classic
Hero’s Journey, a three-act series that begins at the Lowlands and
climbs up toward the Peak, with all the twists and drama of a good epic.
Each act contains multiple adventures, as many as you please based
on your narrative considerations – from one or two, to a dozen – and
ends at a specific narrative point.

Revelations
Throughout each act, the Heroes make discoveries about the Great
Danger, its Agents, and their representatives that point them to new
adventures, slowly climbing up the mountain. In this way, some
Revelations act as Adventure Threads (page 51), connecting
between adventures. Revelations are often one of the following:
• A New Menace: The Heroes become aware of a new threat in their
world, which becomes the Adventure Challenge of a new adventure.
s are
The Series Stake aled in the
This often happens when the current Adventure Challenge turns out
rarely wholly reeveseries. It to have a bigger force behind it, or to share a common source with
beginning of thefore the
another Challenge previously thought to be unrelated.
takes a while b the full might • A Path Forward: The Heroes uncover a new way to deal with an
Heroes discoverevastation imminent Challenge, previously thought insurmountable. This
and potential danger. Think may be a special tool, unexpected ally, magical item, hidden
of the Great D takes as lore, or secret key that can lead the Heroes to victory. Usually,
of the Series S g revised and implementing this solution isn’t easy or immediate; it requires
constantly bein ery revelation
dealing with other Challenges (acquiring items or resources,
exploring dangerous territory, defeating enemies, etc.), sparking
updated with ev about the off a new adventure.
the Heroes make a n d its Agents.
Gre a t D a n ge r • Intriguing Lore: The Heroes discover something new and fascinating
s of about an aspect of their world, such as in politics, magic, geography, or
Remind the Heroes at the cosmology. While this might not present A Path Forward just yet, it adds
the Series Stake d of richness and wonder to your fantasy world, while also “planting the seed”
beginning and en, as you and giving your Heroes ideas for future creative solutions that could help
every adventure em of overcome Adventure Challenges or even the Series Challenge.
would remind th s when For example, on their journey, the Heroes uncover a strange overgrown
the Scene Stakescene. stone shrine, and learn that the current pantheon of gods was preceded
you Establish a by older, nameless gods who now slumber. This may not mean anything
in the moment, but later in the series, it might become pertinent.

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Act I: The Opening
The first act introduces the Heroes in their home territory, where
even if the dangers are new and unfamiliar, their surroundings are
still mostly known and comfortable.
This act sets up the bond between the Heroes and their current
first act
The mood of thethe Origin home or life, and then introduces inciting events where the heroes
corresponds to it emphasizes are challenged to do something about a danger to their Quests as
Might level, as ins, and the the outside world impacts something they care about. A villain or a
the Heroes’ origin life: loved minor adversary may be established here, representing such danger.
simpler things devotion, ACT I IN A NUTSHELL
ones, bonds of y, innate • Theme: This is our home, and it’s in danger that it’s never faced before.
close communit l items,
traits, practicae. Heroes of • Heroes: Still defined by where they come from, with few changes
and everyday lifare taking to their themes yet.
greater Might e greater • Location: Around the Heroes’ familiar everyday world.
a break from thith this • Adventure Challenges: Low-stakes, mainly disturbing the peace of
world to deal w s, perhaps for the Heroes or others in this area.
region’s problemty reasons,
their own Migh it on a • Challenge Might: Mostly Origin, sometimes Adventure.
becoming tied to the process.
personal level in TYPICAL REVELATIONS IN ACT I
Looming Danger
• The Heroes’ home is in danger the likes of which it has never faced
before.
• The dangers facing the Heroes are not random incidents, but are
the result of a common source.
• The source of the danger is nearby.
Mix and Match • The Heroes are unequipped to deal with this danger (i.e., it is
ntures and
The order of adsevented here Mighty in ways the Heroes are not, and they are Imperiled when
revelations pre structure, facing it directly).
follows a classicsubverts it Topical Solutions
but every storyor example, • There is someone nearby who knows more about the world and
in some way. F elation of who may offer a path forward.
the Act III Rev n exploit the
“an item that caweaknesses” • The danger can be dealt with using a hidden strength or resource
Great Danger’s presented in the Heroes were unaware of previously.
can instead bect I (perhaps • The way to overcome the danger involves an activity usually
the middle of Aa ring?) and considered dangerous, but still within grasp.
in the form of source of The Call Of A Greater World
become a main anguish.
motivation and
• Some of this danger is coming from someplace else. This poses a
bigger threat to the Heroes’ entire way of life.
• The aforementioned bigger threat will materialize, unless the
Heroes rise to meet it and resolve it somehow. In other words:
overcoming the local problems will not solve the bigger problem.

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TYPICAL ADVENTURES IN ACT I A Rising Power
Home Sweet Home There are rumors of a new malevolent force
The Heroes’ home (or current life) is abuzz gathering power – a band of mercenaries, a
with some mundane drama – a quarrel among prowling pack of giant spiders, or a roving troll.
neighbors, a long-expected party, or some minor It’s unclear what their abilities and motivations are
trouble that calls everyone to help. Nothing out exactly, so someone had better go out and see.
of the ordinary happens, yet: this adventure Adventure Premise: Information gathering
establishes what will be lost if the Great Danger through scouting, spying, or otherwise.
comes to pass, even though no one has any
inkling of it yet. It frames the Heroes’ home as Revelation: This is the source of recent troubles,
a place that has its problems but that they’ll and it is more powerful than anything the locals
treasure it once it's gone. have ever seen.
Adventure Premise: Overcoming mundane trouble The Clash
of ordinary life The new danger is preparing to step up its
activities – invade the village, infect all crops,
Revelation: None, focused on building a narrative or take over the wetland – and it is disrupting
bond between Heroes and their current home or life everyone’s life and peace of mind. Soon it will be
A Danger To Our Home too powerful to oppose.
A normal, everyday occasion – such as a walk Adventure Premise: A direct action against the
in nature, a trade event, a stranger’s visit, or danger, preventing its expansion.
a foraging trip – ends up with someone being
injured, frightened, or lost due to an hitherto Revelation: This danger is but a servant of
unknown danger. something much more powerful, and there are
others like it nearby or in neighboring regions.
Adventure Premise: An expedition to save the
harmed or endangered. ACT I ENDING
Revelation: There is a new danger around, and it The Heroes, having defeated the immediate
does not balk at attacking our people. nearby danger, decide to leave their homes to
A Mystery Under Our Nose unknown dangerous lands in order to find and
A familiar place – an old shrine, a forest clearing, face the greater threat (usually one of the Agents).
an ancient gravesite, or someone’s village house
– turns out to be hiding a mystery, which is now
awakening. Slow-Burning First Act
Adventure Premise: Careful exploration of a new If you enjoy slice-of-life roleplaying, you
magical place or phenomenon. can have an entire first act dedicated
Revelation: The mysterious force is awakening in to Home Sweet Home adventures, deeply
reaction to an outside force threatening this place, grounding your Heroes' reasons for wanting
perhaps to resist it. to embark on a quest against the Great
A Humble Request Danger, once they have learned of it.
Recent dangers force a friend or acquaintance to ask
the Heroes to help, such as to accompany them on a
short trip or help them repair a ruined mill.
Adventure Premise: Journey or work through
hostile conditions.
Revelation: The new danger is not random, but
rather is directed by someone. It knows when to
leave the Heroes alone, and when to strike the
defenseless.

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Act II: The Trials
In the second act, the Heroes travel outside of their familiar area
and fend for themselves while doing so. They are forced to deal with
Challenges outside their usual scope on a regular basis and change
significantly while doing so. They learn things about the world they
never knew, opening their eyes and changing their perspectives.
As the act progresses, the Heroes gain more confidence in their
abilities, and make some headway in their work towards dealing
with the Great Danger, there is a glimmer of hope, and it seems for a
moment that they could succeed.

ACT II IN A NUTSHELL
Theme: To face the threat to our home and survive in a wondrous
and frightening world, we must become more than we used to be.
Heroes: Defined by their new capabilities, knowledge, and collected
experience. They become an image of the dangers they face and the
changes they undergo to endure them.
Location: Wilds, hostile lands, places of political or magical power,
the company of strangers.
Adventure Challenges: Significant life or death threats, still
addressing the Heroes’ Quests, but with stakes on a greater scale.
Challenge Might: Mostly Origin or Adventure, rarely Greatness.

TYPICAL REVELATIONS IN ACT II


A Whole New World
atches the • The world contains many dangers. It is dangerous just to be out here.
The second act emAdventure
dynamism of thd it is indeed • Some dangers can be turned into resources – allies, tools, lore, etc.
Might level, an ! The Heroes’ • The Heroes cannot stay the same people they were. They must find
full of adventureer as they their place in a different world than the one they’re used to to face
world grows wid people, see mightier dangers.
travel, meet newlearn a great A Threat To The World
new places, andgs. W hile • The dangers facing the Heroes and their home have a higher
many new thinger looms common source – something immensely powerful that we cannot
the Great Dan not yet here face right now. (The Great Danger)
over it all, it is ill room for
and there is st stonishment. • Like the Heroes’ home, many other places are threatened by the
discovery and a
Great Danger.
• The Great Danger has noticed the Heroes and is starting to devote
resources to resist them.
• The Great Danger has a specific end goal toward which it strives.
A Glimmer Of Hope
• Some of the Great Danger’s power is carried out by a few especially
powerful places, creatures, or beings (The Agents).
• There is a way to overcome or circumvent one of the Great Danger’s
chief Agents.

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TYPICAL ADVENTURES IN ACT II The Hunt
Venturing Forth An enemy or other quarry is getting away and
The Heroes must venture into a remote part of might escape or cause further harm if not stopped.
the world, whether to reach safety or to locate Adventure Premise: A chase or a hunt after the
something or someone there. escaping quarry.
Adventure Premise: Exploring a new region of the Revelation: The chase leads the Heroes to a
world, its people, and its dangers. vantage point, from which the deeds of one of the
Revelation: This place is also subject to its troubles; Agents can be seen.
some are endemic, while others seem related to the The Golden Opportunity
ones the Heroes already met. The Heroes have a golden opportunity to defeat an
Evil Spreads enemy, find information, or reach an important
A regional danger, like the ones experienced in place or position – but the window is closing.
the previous act (but potentially stronger), is Adventure Premise: A race against the clock to
threatening a local community. vanquish an Agent.
Adventure Premise: Save the local community from Revelation: This action has earned the Heroes the
a fearsome danger. ire – and from now on, the dedicated attention – of
Revelation: This seemingly unrelated danger was the Great Danger.
sent by the same source, or a similar one, to the Sudden Attack
ones the Heroes met previously. The Heroes are attacked directly by someone wishing
Finally, Some Answers to remove them from the Great Danger’s path.
Valuable knowledge that could empower the Adventure Premise: Self-defence, rushed retreat or
Heroes is within reach, although retrieving it will flight, or a counterattack.
be dangerous.
Revelation: The Great Danger’s end goal.
Adventure Premise: Expedition into a foreign,
ancient, or well-guarded site. ACT II ENDING
Revelation: A means to overcome one of the The second act ending is a typical adventure of
Agents: a strategic secret, a hidden Vulnerability, its own. When about half of the Great Danger’s
or ancient magic. Agents and plans have been revealed, the Great
Danger strikes. Several important places in the
world are immediately harmed (possibly including
the Heroes’ home). The Heroes have no way of
stopping this, as they are still underpowered in
face of the Great Danger. In the aftermath of this
bold attack, the Great Danger begins to prepare to
land the final stroke.

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Act III: The Climax
The third act begins at the lowest point: the challenges around the Heroes
seem insurmountable, the Great Danger is at its most powerful. Until
ds the
The third act holer of the now, every danger had a solution; now, it seems that the Great Danger will
promise and pow level.
triumph and that stopping it is beyond the Heroes’ power.
Greatness Mighketn by the ACT III IN A NUTSHELL
The actions ta e utmost
Heroes bear th shape the Theme: The world is in the balance, and our actions will shape it – and us.
weight and willhs and Heroes: Defined by their world-shaping choices. They will need to rebuild
world. Monarc emigods what has already been lost, while still fighting the Great Danger. Many lesser
great armies, d s, as well dangers are trivial to them now, and the focus shifts from whether victory
and archdemonll take will be achieved to how and what it will cost.
as fate itself, at the Location: The entire world, and especially the mightiest, most influential
interest in wha t to do. centers of power. The Heroes are capable of finding these places, reaching
Heroes are abou them, and acting in them with confidence.
Adventure Challenges: World-ending Challenges. Additionally,
Challenges from the Great Danger centered around the Heroes and their
Quests, as the Great Danger is trying to stop the Heroes personally by
attacking them where they are vulnerable.
Challenge Might: A mix of all three Might levels.
Envision Possible TYPICAL REVELATIONS IN ACT III
Endings, But The End Is Nigh
Keep It Open • The Great Danger has the power, the access, and the motivation to
W hen you prepurare the enact the final steps of their plan and achieve victory. It is making its
series, final preparations.
third act of yo rite • The Great Danger has certain attributes that make it invincible. It
make sure to w e or cannot be directly attacked or even stopped.
down at least onich the • The Great Danger is in position and can launch its final assault, and it
two ways in wh come will do so imminently.
Heroes can overger. This
the Great Dan stuck, Hope Is Faint
way, if they are them • Owing to its origin, its physical form, its magic, etc., the Great Danger
you can provide nd clues has a vulnerability that either circumvents some of its defenses or
with pointers a ceed. limits some of its power.
as to how to pro • Overcoming a specific Agent will weaken or expose the Great Danger in
open a specific way.
However, keep ans can • There is a unique place, item, ability, or ally that can exploit the Great
mind: the Heroe eir own Danger’s weaknesses.
come up with thing the
ways of overcomand while A Sacrifice At Hand
Great Danger, them • The path to overcoming the Great Danger demands an equally great
you should keep llenging, price or sacrifice.
comparably chaallow • A price that the Hero(es) is unwilling to pay may be traded for another,
you should still their equally great but more acceptable, if the Hero(es) can manage to
them to pursueays. arrange it – an extraordinary feat in and of itself.
own creative w It Is Time
• The pieces are set, the way is open, and the Heroes are free to approach
the Great Danger and make their attempt to stop it.

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TYPICAL ADVENTURES IN ACT III
An Unsettling Choice
A Last-Ditch Effort The Heroes can reach a tool, ally, or spell that can
Something important to the Heroes – whether a counteract some of the Great Danger’s power – but
community under their protection or a magical using it comes at a terrible cost.
item needed to overcome the Great Danger –
comes under direct attack and is almost lost. Adventure Premise: An expedition to obtain
power, fighting through resistance from within
Adventure Premise: A desperate attempt to save and from without.
what’s possible against all odds.
Revelation: Achieving or using the tool will require
Revelation: The attacks by the enemy are too the Heroes to give up a part of themselves – or of
numerous and powerful; the Heroes are outpowered their world.
and cannot win against such a force.
In The Eye Of The Storm
The False Opportunity Caught in a place they cannot leave – a besieged
A seemingly golden opportunity to strike the town, a safehouse, or a magical realm – the Heroes
Great Danger appears, prompting the Heroes to have a moment of peace to reconnect with their
do so, but the Heroes are unaware of the Great origin, recalibrate their inner compass, realize
Danger’s defenses. what they must sacrifice, and/or find another way
Adventure Premise: A plan and a daring strike by to victory.
the Heroes against the Great Danger. Adventure Premise: Facing personal hopes, fears,
Revelation: The enemy has defenses and sources and demons to arrive at a new understanding.
of power that the Heroes did not expect and cannot Revelation: What the Hero(es) is willing to
currently overcome. sacrifice to overcome the Great Danger.
The Flight Of Terror
The Heroes are attacked directly by the Great ACT III ENDING
Danger itself, and cannot hope to survive a head- The third act ends with the Heroes overcoming
to-head clash. the Great Danger, or with the Great Danger
achieving its disastrous end goal. Great sacrifices
Adventure Premise: An all-out escape while trying
have been made, and the Heroes are no longer
to survive.
who they once were.
Revelation: The Great Danger has it in for the
Heroes, and their days are numbered.
A Contention Of Power
Personal Persecution
One of the Agents attacks, bringing their full During Act III, the Great Danger is more
might to fulfill the last step of their plan. active in pursuing the Heroes than in
Adventure Premise: A mighty clash with all the previous acts. The easiest ways to come up
force both sides can muster – battles, mighty with these attacks is to choose an Agent
magical feats, high diplomacy, etc. to go after one of the Heroes’ Quests or the
Fellowship theme Quest. Have the Agent
Revelation: The Agent holds one of the keys or
paths to defeating the Great Danger.
force the Hero to respond to the Quest
or risk losing the associated theme.
The Secret
The Heroes discover where they can learn a critical
secret regarding the Great Danger, who is rushing to
block their access to that information.
Adventure Premise: A race to secure information
before the servants of the Great Danger.
Revelation: Something in the nature or past of
Great Danger can be exploited to overcome it.

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Their success depends on the journey they have
undergone, the choices they made along the
way, who they have become, and what they are
willing to give up (see also The Secret Grace,
page 78). Their attempt, whether it is one
of the solutions that you planned ahead or one
devised by the players, will surely leave a mark
on the world. Therefore, in this final interaction,
avoid rolls and counting Power and use Simple
Outcomes, allowing you to focus on ending the
story in the most satisfying way. If you still want
the ending to be up to the dice, focus it on one
roll by having the Hero taking the lead Make A
Sacrifice (Vol. I, page 155).

SERIES DENOUEMENT
No less important than the climax itself is what
happens after it. The denouement is where
the greater impact of the Heroes’ adventures
reveals itself – for better or worse. Play through
a series of vignettes or short scenes showing
the Heroes wrapping up their unresolved issues
How to End an Epic Series in a satisfying way. Consider also including a
Ending an epic series isn’t always easy. The ending retrospect of the entire series.
serves as the culmination of the entire series and
Here is what the series denouement may cover:
should resolve open threads and questions in a
satisfying way. Consider the following points before • How did the world change? Focus on the
playing through the final adventure of your series. Heroes’ home and the places they spent the most
time and effort in during their adventures. How
THE FINAL CONFRONTATION have they been changed as the result of the Great
The climax is where most is on the line – the Danger’s progress and the Heroes’ actions?
Heroes’ lives, their world, the things they hold • How did the Heroes change? The Heroes cannot
dear. Usually, what is most at risk is the same go back to their former lives. Why? Is it because
thing they fought for in the beginning: the reason they have nowhere to return to, or because they
they embarked on this journey in the first place. themselves have changed too much? What
The scene of the climax itself can include many sacrifices did they have to make along the way?
Challenges forcing the Heroes to act, including What Themes did they leave behind?
Challenge Profiles representing Agents and other • Which other open issues and questions remain?
mundane or magical forces trying to stop the The fates of some characters, (especially servants
Heroes. The Great Danger may use its powers to of the Great Danger), places, and items might still
harm or push back the Heroes, and there could be be uncertain. Some may stay open, and others will
a Countdown Challenge egging the Heroes toward need to be decided during the denouement, by the
the final confrontation, such as the ultimate Heroes or others.
pestilence brewing in a great cauldron, about to
boil over onto the world. • What is the Heroes’ new home or life? Finally,
the Heroes and other significant characters find
However, the final interaction with the Great their homes – perhaps quite different from before
Danger itself should not be represented by a the series began, or perhaps they return to where,
Challenge Profile. Dice and numbers will not who, and what they hold dear. Whether by
avail you here. At this point, the Heroes know choice, duty, love, or for any other reason, each
what must be done and they know the price. Hero finds their place in the world.

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Playing A Solo Or Co-Op 5. Continue to play through the adventures in the
act until the narrative condition for its ending
Mountain Series applies:
You can use the Mountain model to play a solo or • Act I ends when you leave your familiar,
co-op game. Before you begin, read the Mountain ordinary world.
model to inform yourself of the series structure
• Act II ends when you’ve revealed about half of
and actors. Do not yet create the Great Danger,
the Great Danger’s plans, and the Great Danger
Agents, or “Lowlands” – you will only be creating
begins the active execution of its end goal.
them as they are revealed in your story.
• Act III ends when your Hero makes their last
1. Follow the guidelines in How To Play Solo Or attempt to stop the Great Danger.
Co-Op With Oracles (page 240).
When an act ends, move on to the next act, until
2.Choose your first Adventure Challenge or roll your story concludes.
for it in the Conflict Oracle (page 245). As
you interpret the Adventure Challenge, keep it MATCHING MIGHT TO ACT
simple and contained to your Hero’s familiar Match the Might of the Challenges you face to
world; your series should start small, close to the the act you’re in, as advised under Breaking The
ground. This adventure begins Act I. Series Into Adventures (page 62): mostly
3. During the adventure: Origin with rare Adventure in Act I; mostly
• When you come upon a moment of great Adventure with some Origin and rare Greatness
discovery (usually as a reward for a successful in Act II; and mostly Adventure with some Origin
adventure but sometimes in the middle of it), and Greatness in Act III.
choose a Revelation fitting for your story or roll When you use the Profile Builder (page 250),
a d66 on the Revelations Oracle (page 255). If the Challenge Might is generally matched with
you wish to conclude the act, roll three or four yours. However, if you want to increase the
dice and pick the highest two numbers. difficulty based on the act you’re in, when you roll
• When you discover a representative of an for Challenge Rating use the following guidelines:
Agent, an Agent, or the Great Danger, use • Act I: Roll Challenge Rating as usual.
the questions given under Charting The • Act II: Roll one die at the beginning, two dice in
Mountain (page 55), combined with the the middle (choose the highest number), and
Conflict Oracle interpreted as a major or Series three dice at the end (choose highest).
Challenge (page 245) and the Interpretive • Act III: Roll two dice at the beginning (choose
Question Oracle (page 243) to create that highest), three dice in the middle (choose
representative, Agent, or the Great Danger. highest), and four dice at the end (choose
4. At the end of each adventure, choose your highest).
next adventure. Either create a thread leading
to a different adventure within the same act
or use a Revelation you’ve made to point to
the next adventure. You can use the Typical
Adventures section under each act as a source
for adventure ideas.
For example, if your Hero discovered a lead
about a relic that can help overcome one of the
Agents, the next adventure premise may be
“Visit the witches of Lostmoon and retrieve the
Heart of The Swamp relic.”

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DESIGNING A SERIES

The Crossroads
Modern storytelling takes a different approach to
fantasy tales. Rather than journeying to overcome a
single evil, we find our Heroes at the clashing point of
many conflicting forces.
Military powers, new religions, sorcerous cults, and strange
phenomena all rise, grow, and gain prominence – or are foiled – just
the
You can combinhe the
as newer factions emerge. The Heroes are at the center of it all, at the
Crossroads, choosing how to weather the storm, who to confront and
who to ally with, fighting to survive in a tumultuous fantasy world. Crossroads wit ving your
Mountain by gi a core Front
A series played with the Crossroads model does not have a single Series
dynamic series one – while
Challenge or a clear end point. Instead, it is built out of multiple Series b
– an epic backro ts are
other, minor F dn it.
Challenges called Fronts, which evolve and are resolved individually.
The Heroes are constantly beset by developments from new and
existing Fronts, and must juggle between them. developing aroun
Such a series does not have adventures, nor Adventure Stakes. It has
multiple and changing Series Stakes, arising from its Fronts. Each
session’s scenes are picked dynamically as the story unfolds, while
multiple Fronts compete for the Heroes’ time and attention.

Using Fronts In Your Series


A Front is a Series Challenge that represents an evolving force
in the world: a faction, a phenomenon, or an unfolding event. This
Challenge is of a larger scale than can be resolved in a single scene; it
is overcome through successfully navigating several and sometimes
many scenes, and it continues to evolve between scenes, especially
if left unattended. Fronts develop over multiple sessions, often in
parallel, and while some are resolved others yet begin.
The Front’s Series Consequence is the ruin or loss that awaits
the Heroes if they fail utterly in stopping its progression. Such
Consequences are usually aimed at the Heroes and Fellowship
Quests, and are added to the Series Stakes.

FRONT PROGRESSION
A Front’s progression is tracked with a status. Each Front has a
number of steps – the tiers of its status – that lead to the materializing
of its Series Consequence. Each tier has its own Progress Threat,
a warning that the Front is progressing into the next tier, as well as
Progress Consequences for the implications of the Front achieving
that tier. A Front progresses in this way, tier by tier, until it reaches its
Limit, the tier at which its Series Consequences manifest. It could then
set a new goal, often of greater scope, with a new Limit.

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Choosing A Scale
Normally, the Heroes cannot spend Power to directly affect this
status; they must take broader actions by playing through scenes to
prevent a Front from progressing, or even set it back by a tier. Each For Your Series
scene typically sets back or advances the Front's progress by one tier, ssroads-
although exceptions are possible for critical or especially dramatic You can run a Cnro y Might
scenes. Alternatively, you can resolve such actions as a Quick outcome style game at a ra ma
that prevents or sets back one tier; use Might rules (Vol. I, page 174) level: the local ds of a
to account for the scope of the Front. and tribulationrigin), the
Whenever you Establish a scene that presents the Front’s next single village (Og Thieves’
Progress Threat, the Heroes have a choice: ignore this Front story of a risinre), or the
for now and allow it to progress to the next tier (suffering its Guild (Adventu a pantheon
Consequences), or attempt to stop it. Play one or more scenes machinations ofess).
around the Heroes’ attempt to prevent the Front from progressing; if of gods (Greatn
bine
You can also colemvels in one
they succeed, the Front does not progress to the next tier, for now. If
they fail, the Front progresses, delivers the Consequences of the next
step, and may even gain an unforeseen advantage. multiple Might the story of
series, such as stle, from its
CHOOSING THE NEXT SCENE WITH FRONTS a sorcerer’s ca eons (Origin),
In a Crossroad game, these types of scenes are common: servants and p of ability and
• A new Front is established with a scene that has the Front through people re), and
showing up in the Hero’s world or making the Threat of its first tier. import (AdventuSorcerer
The Heroes can respond by learning more or attempting to quell up to the Greattness) – each
this new Front at its inception (if possible). themself (Grea e or different
• An existing Front progresses with a scene involving some of the facing the sam own level.
Front’s key characters or places moving towards taking the next Fronts at their
step. Make the Progress Threat for the Front’s next tier. The Heroes

Losing Doesn’t he End


can attempt to stop or mitigate this advancement.

Always Mean T t
• The Heroes take initiative to foil or set back an existing Front.
When the players decide on a course of action, play a scene revolving
Fron
To be interesting,
around their actions. Success can curtail a Front’s progression or set it
lways
Threats should acant loss
back, or it could even pave the path to permanently overcoming the
Front. Failure may lead to unexpected progression, possibly even of
another Front, or any other dramatic outcome. promise a signifiip or one of
for the Fellowsh ever, while it
• The Heroes take action not related to a Front. Such as advancing
the Heroes. Howhave a central
their own goals and Quests, personal or shared, or preparing for future
trouble. This could come at the cost of allowing a Front to progress.
makes sense toonsequences
Front whose C g (death
Often, the same Front takes center stage as the subject of a series of are series-endinmost Front
scenes, with the Heroes’ successes and failures in each scene setting or utter ruin), ould not end
up the next scene with the same Front. Other times, several Fronts Consequences shy. In most
progress at the same time, and each scene within the same session the Heroes’ storonsequences
deals with a Threat from a different Front. In some cases, two fronts cases, Front C jor setback
provide Threats simultaneously, forcing the Fellowship to make a
should be a ma ess still allows
choice: should they address one of them at the expense of the other,
which neverthel group and
the Heroes to re
or split up to cover more ground?
Over the course of multiple scenes and often multiple sessions, rebuild – changishng their
aping them,
Fronts progress and are eventually resolved: either the Heroes assumptions, re dearly, but
manage to completely address the Front or the Front’s Series or costing themem to continue.
Consequences materialize.
still allowing th

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OVERCOMING A FRONT Writing A Front
A Front usually does not have a Limit for
Begin by writing a handful of Fronts to serve as
overcoming (only for its own progress);
a starting point or create them with the players.
permanently overcoming a Front, or at least
Write additional Fronts between sessions when
steering it in a direction the Heroes can live with,
new challenges arise in the Heroes’ world, when
requires taking a series of steps, which are enacted
established factions or characters commit to new
in a series of scenes.
long-term goals, or whenever a Front is resolved,
The Heroes can take action to discover what could making room for more trouble in the Heroes’ lives.
stop the Front and devise a plan to do so. Achieving
To create a Front, write up with the following
a victory or taking a successful step in the Heroes’
elements:
plan could entail having one or more scenes with
Challenges from the Front that must be overcome • Series Challenge: An overview of why and how
normally. Fronts are a Series Challenge and as the Front endangers the Heroes’ Quests and
such require some sacrifice to overcome: in order agendas and how that manifests: its goals (what
to acquire the means or the opportunity to take the it wants), motivations (why it wants it), and
final step and defeat the Front, the Heroes must means (how it will achieve it).
pay, sometimes with what is dearest to them. • Series Consequence and Limit: The final
Consequence of failure or non-action. As a Series
FRONTS ADAPTING Consequence, it has a greater impact than the
A Front can change its course during the series. Consequence of any of the Front’s tiers. Assign it
Perhaps an evil sorcerer has discovered the Heroes’ a Limit, from 3, a fast-moving Front, to 6, a slow-
plans and devises a countermove, or a faction is evolving Front.
responding to a changing political landscape. This
could happen as a Consequence to the Heroes’ • Tiers of Progression: A list of two to five discrete
actions, such as a botched attempt to stop the steps that the Front can advance through,
Front, or as an outcome of a victory the Heroes had starting with the moment it appears in the
against the Front, forcing it to change its plans. For series (tier 1) and through its final Consequence
example, if the Heroes defeat a rival noble house (the Limit). Each tier has its own Threat and
and make them their bannermen, perhaps that Consequences, and can be the subject of its own
house then breeds internal strife, or forgo their scene.
political aspirations to dabble in forbidden magic. • People and Places: A list of important
Revise the Front’s Progress Threats and characters involved in this Front, and places
Consequences to reflect its new path forward. related to it. Aim to have each place represented
by at least one character.
CONCLUDING A CROSSROADS GAME • Revelations: A list of valuable pieces of
There is no definite ending point for Crossroads information for the Heroes’ to reveal when
game; it ends when it reaches a satisfying point interacting with the Front, such as key characters’
in the story, which may be after a decisive victory secrets, hidden agendas, concealed locations,
against the greatest Front, reaching a longed-for magical mysteries, etc.
state of relative stability and safety, or even the
• Challenges: A list of important Challenges,
demise of the Fellowship.
especially those that deserve a Challenge Profile
or a Journey.

Solo Or Co-Op Fronts


You can generate new Fronts by using
the Scene Oracle (page 246) and
treating the result as a Series Challenge
instead of a Scene Challenge.

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The Crossroads Map During a session, when you are looking for the
next scene to Establish, look at the Threats
You can record your Fronts on a map as a visual aid. connecting the Fronts to the Fellowship. Which
• Draw a box for the Fellowship at the center. of them is the most imminent? Establish a
• Around the edges, draw a box for each Front. new scene concerning that Front. You can also
Label it with the Front’s name and write inside it assign each of the fronts a number (or a range of
its goals, motivations, and means, the names of numbers) between 1 and 6, and then roll a d6 to
its main characters, locations, and Challenges. choose between them.
• Connect all the Fronts to the Fellowship at the Whenever a Front progresses and its Threat
center with roads (represented by lines). On changes, update the map with the new
the road, closer to the Front, write the current developments.
or upcoming Threat that the Front is posing Other information can also be recorded on the
to the Heroes. Closer to the Fellowship’s box, map, such as the relationships between Fronts.
write down the Hero’s or Fellowship’s Quest or
important asset that is at risk, the Stakes.

Town of Elmford
The Fellowship:
Protectors of Elmford
Threatens the Threatens the
alderwoman • The Heroes
• Their Quests entire town and
Hero, who is also the health of
a hedge witch loved ones
Threatens one of
the Heroes' farm

Current Threat: Current Threat:


Accusations of heresy Marsh is creeping closer

The Fanatical The Pestilence


Order Of Knights in the Marsh
• The paladins Current Threat: • The spirit
• Their crusade Livestock goes missing • The sinking roads
• Driven by religious • Ghost of a former
fervor The Dragon On resident
The Mountaintop
The Order • The dragon Marsh
x xX • The pleading farmers
x
• Its cache of gold
xx
Roll: 1 or 2 Roll: 5 or 6
Dragon

Roll: 3 or 4

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Revelations: The baron is under pressure from
Example Fronts the king to provide higher payments. Also, the
baron’s daughter is in love with the leader of the
THE TAX RESISTANCE resistance, and reveals to them the baron’s plans.
After a recent tax-hike from the local baron, a
Challenges: The leader; recruits of the resistance;
charismatic young man gathers the village youth
the baron; the baron’s guard.
into a gang, and preaches: no more taxes. Their
violent ways then escalate into rising unrest in the THE PESTILENCE IN THE MARSH
village and retribution from the baron, targeting
An ancient spirit of disease and putrefaction,
among others the Fellowship’s business and family.
formerly confined to the marsh to the west of the
Progression Tiers: village, is now expanding towards the village and
Tier 1: The ringleader preaches openly in the threatens to consume it. It is the ghost of a former
village square, eyeing the tax collector. villager, banished to the marshes when she was
ill, who now seeks revenge, her magic fuelled by
The young rebels beat up the smug yet friendly grudge and wrath.
tax collector, who flees to the baron.
Progression Tiers:
Tier 2: The village youth foolishly celebrate
their liberation from the yoke of the baron’s
Tier 1: Rabid animals are attacking travelers in
the festering marshes; the roads are becoming
taxes. A few of the baron’s guards see this.
dangerous, and incidents draw nearer and
A new, cruel tax collector sets up in the village nearer to the village.
square with armed guards.
A westerly wind blows a foul stench from the
Tier 3: There are rumors of a mob gathering to marshes, causing a few villagers to fall ill. One
protest the taxes. animal is infected and attacks its owners.
The young rebels rally in the streets and openly Tier 2: It’s been a few days since any peddlers
clash with the guards, with injuries on both or merchants arrived at the village.
sides, and possibly some deaths.
A missing merchant’s cart is spotted half-sunken
Tier 4: The young rebels stop their protest, in the marsh, beset by shadowy spectres.
but instead exchange knowing looks.
Tier 3: Someone becomes seriously ill, but it’s
The young rebels raid one of the baron’s difficult to reach the apothecary, as the roads
transports, looting weapons and tax coin. leading to his hut have become marshy.
Tier 5 - Limit: The baron sends word to the A handful of people die of the pestilence.
alderperson – stop this uprising, or else. The
tax rebels vehemently refuse to back down
Tier 4 – Limit: The ground around the village
becomes more and more marshy. At night,
and incite an open rebellion.
the howls of the souls of those lost to the
Series Consequences: The youngsters pestilence can be heard among the houses.
barricade the village. The baron’s guard sweeps
through town, burning houses and taking the Series Consequences: The villagers awake
leaders of the movement to the dungeons under to discover that the marsh has swallowed the
the fort. village, houses are sinking into the ground, and
animals infected with a strange sickness are
People and Places: The leader of the resistance prowling about.
and their house, turned headquarters; the
combative recruits and the old quarry, where they People and Places: A dark and malevolent
train; the baron and their fort, imposing on top of spirit in the marsh, the source of the growing
a nearby hill; the alderman, helpless in the face of pestilence, and the heart of the mire within which
the growing movement, in the town’s hall. it resides; the ghost of a travelling merchant who
disappeared a few days ago; a local trapper who
knows all the routes through and around the
marsh; and the the outskirts of the marsh, where
infected animals can be found.

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Revelations: The spirit is vengeful for an ancient CONSPIRING RIVAL HOUSE
wrong: it was once a villager, who was driven out An old adversarial noble house is conspiring to
of the village after having contracted an infectious destroy the Heroes’ noble house by spreading
disease. More recently, the missing traveling rumors throughout the court and planting
merchant found the spirit and inadvertently evidence, framing the House of allying with
mentioned the village, driving it to expand its demons. They seek to supplant the Heroes’ house
territory and engulf the village. as the queen’s favorites.
Challenges: The dark spirit; infected animals from Progression Tiers:
the marsh; the sickness itself, that can infect the
Tier 1: An influential merchant begins showing
Heroes or villagers; a Journey through the marsh.
dissatisfaction with her dealings with the
A MILITARY MENACE IN THE NORTH House.
Remote northern settlements report attacks from Bribed by the enemy house, the merchant
tribes of inhuman warriors, coming down from publicly cuts ties with the Heroes’ House.
the mountains. This new enemy is well-equipped, Tier 2: A member of the House is found
and increasingly more organized and numerous, inebriated in a site of demonic worship.
and threatens to take the North by storm on its
path to claim the throne of the kingdom. Judged by an inquisitor with dubious
allegiances, the House member is incarcerated
Progression Tiers: and public opinion sours.
Tier 1: An emissary of the northern
Tier 3: The smell of foul incense comes from
settlements appears in the royal court, issuing
the manor’s attic.
a threat.
Summoned by unknown cultists the night
Rumors and panic spread across the kingdom.
before, swarms of winged horrors burst out of
Tier 2: An invading army lays siege to the main the manor house and harrow the surrounding
town in the North. town.
The town falls, and the enemy plunders it for Tier 4 – Limit: A rival house issues a formal
supplies and razes it to the ground. accusation of heresy against the House.
Tier 3 – Limit: The northern settlements are Series Consequence: The House loses their
uprooted. Refugees swarm the capital with an reputation and a trial by the queen threatens to
army at their heels. end in exile.
Series Consequences Civil unrest increases People and Places: The members of the rival
in the capital, disrupting the army’s ability to house and their seat, where evidence of the plot
prepare a proper defense. can be found; minor nobles suspecting the Heroes
and the court, where high intrigue happens; spies
People and Places: The general of the foreign
and servants serving both sides; the streets, where
army; community leaders of the northern
half-remembered rumors open certain doors and
settlements; borderlands militias; the high roads
close others.
and narrow passages where armies might need to
pass; the town under siege and its leaders. Revelations: The plot was set by the youngest son of
the rival house, and his parents do not know of the
Revelations: The army is composed of gray-
deceitful nature of the accusations, believing them
skinned people adapted to living underground.
to be true. In the capital, actual demon worshippers
Their general believes that they are the distant
exist, and can provide information for a price.
descendants of the old line of kings, and they have
a claim to the throne. Without the general, the Challenges: The rival house’s head and the youngest
army will lose its motivation to advance. son; demon worshippers; the queen, and the
difficult-to-navigate court politics; winged horrors.
Challenges: The general; individuals and groups
of the foreign invaders; dangerous wildlife in
the remote north; suspicious local militias and
leaders; a Journey over the mountain passes.

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The Secret Grace yers anything
Do not tell the ptlaGrace: not
about the Secrea moment of
when you mark the Secret
There is in the world a hidden force, the Secret Grace, that grace nor whenid them. Never
helps all things come to their place. It is a mystery; its work Grace acts to and if the Heroes
is rarely ever seen. Some call it “fate”, others “luck”, and say its name, a inquire about
some ascribe its power to their deities; but in truth, there is take actions totheir good luck,
no one in existence, neither man nor god, who truly knows the reason for terious answer
give them a mys nothing
what the Secret Grace is. It comes from someplace far away,
that amounts to feeling.
or entirely unseen, beyond the edges of the world’s story, more than a warm
and touches even the smallest blade of grass…
In your series, the Secret Grace is a way to Going forward, the Secret Grace may come to the
represent a common and ancient law of legends: aid of the Hero in one of the following ways:
that the world itself seems to conspire to help
the Heroes – if their heart is true. In moments of MAKING A SACRIFICE
great crisis or despair, remarkable coincidences The Secret Grace can come into play when a Hero
suddenly support the Hero(es) and unexpected Makes a Sacrifice (Vol. I, page 155). Tell the
help is extended. Hero to add the tier of their Secret Grace status to
their roll (only say the number, not where it comes
This help is never random or meaningless. If it
from). After the roll, reset the status.
were, it would feel unearned, like an invasive
storyteller forcing things to come together. UNEXPECTED HELP
Instead, the Secret Grace is rooted in the Hero’s
The Secret Grace can send the Hero unexpected
past choices, kindness, innocence, courage in face
help in the form of fortuitous story developments
of their own fears, and other universal virtues.
or useful tags and statuses. This can represent lucky
coincidences, wandering do-gooders, auspicious
Keeping Track Of Little Graces meetings with remarkable individuals who can
To use the Secret Grace, make a record of the shape the Hero’s future, or a sudden revelation of
Heroes’ moments of grace throughout the series. hidden inner strength when all seems lost.
These are moments when they go out of their way Consider tying this help with your notes on the
or against their own habitual nature (and perhaps Hero’s moments of grace. Perhaps someone they
Quests) to extend help to someone else, to make the helped a long time ago unexpectedly shows up in
world a better place, or just to be good, to do right, their time of need, or maybe it’s just the memory
to follow their inner compass, to listen to the world, of that moment which breathes joy into the Hero’s
or simply to be. Rather than getting into a logical heart in their darkest hour.
discussion of ethics, follow your own intuition of
what is wholesome, kind, and true. THE FINAL MOMENT
Only truly special moments count here. For a If you’re playing an epic series a la The Mountain
heroic knight who regularly performs “selfless acts” (page 54), the Secret Grace may show up at the
for glory, helping someone may not be a moment of very end, when the Heroes make their final stand
grace – but laying down their arms when they could against the Great Danger. Though they have prepared
win glory might be. This is not a mechanic that the for this, their quest stands upon the edge of a knife;
players should be able to exploit. You’ll know these the Great Danger is all-powerful, all-consuming,
moments when you see them. too great to face. It is in that moment that the Secret
For each Hero, use a Secret Grace status. Mark Grace appears to lift up the Heroes and bridge the
one tier whenever such a moment of grace happens, gap, allowing them to miraculously prevail. In that
and note the details of the moment below. fateful moment, a flashback through the Fellowship’s
moments of grace is sure to touch some hearts.

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I
t’s not working,” whispered the young“ shepherd
nervously, staring at the lichen-covered standing
stone. His gaze followed the strange, weatherworn
lines etched into its face, down to the small altar at
its base, and the offerings upon it: bunches of dry sage, knitted
effigies, and many candles which, flickering as they were, seemed
like the only steady light in the gathering darkness. And in the
midst of all these, a baby in swaddles, cooing in the cold night air.
“It must work,” the midwife retorted curtly as she was fussing
over the altar, lighting this and shaking that, leaving a trail of
sweet smoke through the chill of the night, “that thing that is after
us won’t stop until it has the child. I’ve seen it before.”
She paused, shuddering momentarily, and then, without looking
over her shoulder at the grizzled sellsword that was standing
watch with blade drawn, she added, “Swords won’t do here. Not
unless we force it to take form in this world. Well– not we.” and
she clasped her hands in prayer and lowered her head. “I beseech
you, Thrice-Named One.”
“Something’s coming,” the sellsword growled. A squelching sound
followed, and the sellsword was on her knees, spitting blood.
“Hurry!”, called the shepherd. The midwife drew in a sharp
breath and let it out slowly, steam curling around her, just as a
cloud of deeper darkness gathered over her head.
“Blessed mother, damsel, crone, let us not here stand alone,
Save this child of Dalish kin, from the bane of Gwyrdolin,
Let us face our doom athwart, sword to sword, heart to heart,
Mark the bounds, stay the fright, call this wight unto the light.”
A sudden gust of wind and then silence took over the glade,
momentarily disturbed by a faraway scream. A figure of shadow
could scarcely be seen in the light, but there it was, an arm’s
reach from the stone.
“Now, that–” grunted the sellsword as she rose to her feet
with a painful groan, tightening her grip on her sword, “that’s
something I can kill.”

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The Magic Cauldron
dding special magical rules to your Way of Magic can

A color magical interactions at your table with their own


unique sparkle.
Imagine a Way of Magic where players must rhyme to cast a
spell, or one where spells are immensely powerful but can only be
used once. Perhaps there is an ancient Law of Creation that only
allows summoners to conjure their own spirit animals, or perhaps
magic drains the land of its life force, making magical battles into a
destructive race for mana that defiles the battlefield forever.
This section offer optional rules for creating richer Ways of Magic for your
game, as well as some recipes and examples you can use to get started.

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CONCERNING MAGIC
Magic is elfin dames whirling in a moonlit glade and
weaving a secret spell; it’s a curse uttered by a village
grouch so embittered, that their words become true; it’s
a sash knitted by a loving grandfather, endowed with
blessings and protection; and it’s the gnawing, devouring
darkness that ignites ghostly flames in the hollow eye
sockets of the dead.
Magic in Legend in the Mist is first and foremost a feeling. Ways of Magic
It is potential and sacrifice, hope and pain, fantastical
powers and an enchanting sense of mystery.
are Optional
ted
The rules presened after
When the Heroes encounter magic, it reveals a hitherto unseen here are best usmiliarity
aspect of the world they live in – and suddenly, all that they thought gaining some farules.
they knew must now be cast in doubt, and burning questions with the basic
arise: What is this magic? Where does it come from? To whom is it
available, and why? What can it do, and how, and at what cost?
Magic with no questions, magic that is completely known and
understood, becomes mundane; but magic that remains a journey of
discovery can be an evergreen source of wonder for your game.
Yet in order for magic to be discovered, it needs to be made substantial

Ways Are Not


and to have a strongly-felt impact on the story. This impact is
represented in a system of magical laws, in secret incantations that
are hard-earned, in a terrible price that must be paid, and in surprising Just For Magic
side-effects that nevertheless make sense in hindsight. section
The tools in thish any
Ways of Magic can be used witbilities
special set of a per game
The Fundamentals of Magic (Vol. I, page 194) allow you to imagine that deserve deeyour series.
and resolve any magical action, but you can achieve more consistent interactions in
and intriguing results by having a Way of Magic. A Way of Magic is tessential
the framework through which fantastical powers and abilities come Magic is the quibnut you
to life during gameplay, providing a distinct way to interact with choice for this, wing
the extraordinary. Well-developed Ways of Magic have the power to can use the follo r
transform your setting into something more alive, engaging, and rich. suggestions alsoblefoyet not
You will find eight fully-cooked and ready-to-play Ways of Magic other remarka cal abilities,
under The Secret of Magic (Vol. I, page 202), which you can drop necessarily magi form of
into your game as-is or alter to suit your needs. such as a uniquea complex
This section walks you through using Ways of Magic as the Narrator martial arts ore that allows
and brewing your own, allowing you to create deeper and more system of trad nd armies
complex magic systems for your game. merchants to furegions.
and feed entire

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Overarching Magical Rules
Instead of individual Ways of Magic, each defined by its own
Magic theme, you can create Ways of Magic that are defined by an
overarching collection of rules. Such shared rules apply to all magical
actions and Consequences of a specific tradition, style, or source of
magic. All practitioners of the Way and all magical manifestations n e W a y , M a n y Ways
emanating from a Way are bound by these same rules.
O Magic
ays of
Like in a theme, these rules are reflected through game elements: The number ofnWvary: one
special tags that are used often, such as wand, or common statuses in a setting ca a single Way
like mage-vertigo or cursed; special Consequences of using this kind of world can have as sorcery,
magic; and so on. of Magic, such plications
although its ap could be
However, these overarching rules exist outside of themes, as extra rules
and variations another
many, whereas several
that connect and apply to everyone who uses this Way. They cover:
• The limitations, requirements, and side effects of using this Way of
world could havefor sorcery,
different Ways peshifting,
Magic
• The inherent advantages of this Way of Magic and what could
witchcraft, shad so on.
runic magic, an
make it more or less powerful
• Interesting ways in which this Way of Magic can be used

Using Ways of Magic In Your Game Is This Needed?Magic


ls of
Ways of Magic come into play even before the game begins. The Fundamenta4) might
As the Narrator, decide if the laws of a Way of Magic are known (Vol. I, page 19need. By
to the Heroes and what aspects of it they understand. Heroes (and be all that you ower tags,
players) may know the particulars of a Way of Magic, or they may using certain p and with
be in the dark about it. Perhaps practitioners (Heroes or otherwise) weakness tags, ing certain
of a Way of Magic know its secrets, and others around them do not, the Narrator usnces, every
or perhaps practitioners themselves know very little about the rules typical Consequecan contain
of magic and only discover through trial and error, which could be magical theme d rules, its
surprising and even catastrophic. its own logic an gic - and
Offer the players the possibility of creating a Hero that wields an own Way of Maenough.
available Way of Magic, perhaps by using theme kits to help players that might be
brewing,
Before you beginer magical
craft appropriate themes. Share the details about a Way of Magic
with those who are in the know, but only what they are aware of.
consider wheth already
During the game, simply apply the rules of the Way of Magic themes and tagsory’s magical
whenever a Hero takes a magical action or reaction, and to support your st'll be helpful
Challenges that use the same Way of Magic.
needs, and if itof magic that
to create laws a theme.
exist outside of

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BREWING YOUR
OWN MAGICAL WAYS
Begin With A Concept
As the first step when creating a Way of Magic, take some time
to consider the following questions and envision its details. This
concept phase will give your Way of Magic depth and substance, and
speed up the next steps.
Origin
? What, who, or where is the source or origin of this Way of Magic?
? What makes this magic possible, and different from other magic?
? Is there a past, ongoing, or future event that allows this magic or
empowers it?
? Who, if anyone, knows about or understands the true source of
Magic?
Practitioners or Bearers
? Who can use this Way of Magic? What do they believe about it,
and is it true?
? How is it acquired? Is it hereditary, learned, contracted, bestowed
by someone else?
? What is involved in obtaining this magic? Is it difficult or
dangerous? Is it lengthy or expensive? Is access to this magic
limited, and if so, by what?
? How are those who possess this magic changed by it? What is
their place in society? What is expected or demanded of them?
Prevalence
? How exclusive or rare is this Way of Magic?
? What do lay people know, think, and feel about it? Is it respected,
feared, ridiculed, or ignored?
? What legends and rumors are there about this magic? Are they
true, false, or misleading?
? What creatures, landmarks, places, or events are affected by this
magic?
Power
? What can this Way of Magic do, and what can’t it do?
? What types of effects does this Way of Magic excel at and what is
it weak at?
? What is the initial level of power available to a practitioner or
bearer?
? What separates a novice from a master in this Way of Magic, if
such a distinction even exists? What is needed to grow one’s power
or versatility?

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? What is considered the epitome of this magic, and is it
available, rare, or beyond reach?
? How is magical power or knowledge obtained, stored, or
transferred?
Price and Restrictions
? What or who, if anything or anyone, prevents this magic from
changing society or tearing the world apart?
? What price must practitioners or bearers of this magic pay for
using it, or for simply having it?
? What restrictions, requirements, or taboos limit the use of this
magic, and why?

Pick Out Ingredients


All shared Ways of Magic build upon the Fundamentals of Magic
(Vol. I, page 194), the regular use of the game rules, by adding
special rules that apply to all magic actions and reactions of the
Way.
Base Ingredients (page 86) are a Way’s essential building
blocks. They are rules that apply to one of the game elements
– tags, statuses, Consequences, etc. For example, all magic
actions could inflict the status fatigued on the practitioner as a
Consequence.
Compound ingredients (page 89) combine several base
ingredients to emulate common tropes about magic, such as Magic
Carries a Price or Magic Is Spent When Used. You may find it
easier to build your Way out of compound ingredients, but you may
also find you want to tweak them to your liking.
You can combine as many or as few ingredients as you wish in
your Way of Magic. However, the more rules you add, the more
bookkeeping will usually be required in play, which can take away
from the immersiveness of using magic.
As a starting point for your exploration, check out the Ideas For
More Ways Of Magic (page 94), which make some suggestions
about how to approach common types of magic seen in fiction, but
still require some work to become fully-baked Ways of Magic.

Optional: Write Up Specific Actions


You can use Rotes (page 98) to explain magic actions that are
especially complex or structured, or that are unique to your Way of
Magic.

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BASE INGREDIENTS EXAMPLES OF
NARRATIVE PRINCIPLES

Base ingredients are game elements that are used as a Chaos magic can
general rule, applying to all or most magic actions of a only be used in
specific Way of Magic. chaos-suffused
They include: locations.
• Narrative principles that define a magical law of the Way, such as (Prevents chaos magic
“magic is an inherent trait”. actions from being
performed elsewhere)
• Tags that feature in most or all magic actions of the Way, such as
stronger at night.
• Statuses and Limits that are used to track certain aspects of the Wizardry is an intricate
Way, such as mana. art learned over many
decades. There are no
• Consequences of using the Way, such as “magic exhausts the caster”.
young wizards.
• Special rules, such as “magic actions can only be taken when (Limits what kinds of characters
camping”. can have tags and abilities
from this Way of Magic, and
Narrative Principles gives guidelines as to how
a Hero can gain new ones –
Narrative principles define a Way of Magic by simply saying what is through prolonged study)
true about this magic. For example, “magic words must be heard by
the target in order to affect it”. Such principles outline who may use
this Way of Magic, when, where, and how. They provide context to
magical actions and therefore help the Narrator rule if a tag or status Potioncraft takes
is relevant (helpful or hindering) and what magical actions can or time, care, and delicate
cannot be done. instruments. It cannot be
done in the heat of battlE.
Many of the answers to the questions in the concept phase (page
(Prevents potioncraft
84) become the narrative principles of your Way of Magic.
magic actions from being
Some narrative principles can be turned into game elements; it performed in battle)
is your choice as the creator of a Way of Magic whether to do so.
Keeping some principles narrative-only helps reduce bookkeeping,
but making a principle into tags and statues makes it impactful. All Sidhe are magical
beings by nature, each with
Tags their own unique gift.
Typical tags are tags that often come into play when using a given (Sets an expectation that Sidhe
Way of Magic, such as common resources (memorized spells, characters have some magical
potions) or common Consequences (curse effects, transformations). tags, which can’t repeat)
A Way of Magic can have a closed list of typical tags out of which
magical abilities can be chosen, such as all spells in your spellbook,
all recipes you’ve learned, or all possible martial arts techniques. Sorcery requires a
specially-crafted wand.
Required tags are tags that the Hero must possess in order to use a Without a wand, sorcery is
magic action. For example, a potioncraft Way of Magic may require impossible, or impractical.
ingredients (mugwort, king’s foil, gryphon blood), while a Hermetic
Way of Magic may require specific spell tags to cast spells (Falcrost’s (Blocks characters from using
Revealing Razor, Bolt of Lightning). sorcery without a wand. A wand
is not necessarily a tag.)

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Inherent tags are story tags that describe the Way of Magic and
automatically apply to all magic actions taken with that Way of
Magic. They cannot be removed without changing the nature of
magic itself (perhaps through a Moment of Fulfillment, Vol. I, page
189). Heroes should not take these as power or weakness tags, but
they may take tags to offset them.
Positive inherent tags present an opportunity for Heroes to gain more
Power for their actions in certain conditions. Magic Ways that are
inherently better when rhyming spells gain +1 Power when a spell
rhymes; lycanthropy can be stronger by moonlight.
Negative inherent tags are a requirement for Heroes which, if not
fulfilled, will cost them Power, such as requires time, requires
hand gestures, requires incantations, or requires ingredients.
Or, they can be specific conditions which weaken all magic of this
Way, such as weaker by daylight.

Statuses & Limits


Typical statuses often come in to play when using a given Way of
Magic, whether as preparation for a magic action (gathering-qi in a
martial arts Way), as products of a magic action (hexed in a witchcraft
Way), given to magical entities (banished for summoned creatures),
or as Consequences (pyromancer’s uncontrolled-blaze or a demon
summoner’s tenuous-control).
Required statuses must be possessed by a Hero in order to use a
magic action. For example, a sorcery Way of Magic may require
mana to cast spells; if the Hero has no mana status, they are without
magic. These statuses may affect the magic action, but usually they
only measure an important amount such as mana, above, or progress
toward completion of a ritual.
Inherent statuses are tracked for all magic users of a Way of Magic.
A Way of divine power may have a divine-favor or divine-disapproval
polar status that is alway at play, although it may be at times have a
tier of 0, and therefore have no impact.
Typical or inherent Limits are Limits that often come into play
or are always tracked, respectively. When such a Limit is maxed,
it triggers an event (e.g. the ritual is complete) or the magic user is
overcome by it. For example, an elemental Way of Magic could
track the level of a given element in an elementalist’s body, with
enflame (Fire), calcify (Earth), liquify (Water), etc. Once
the Limit is maxed, the elementalist momentarily becomes a
being of pure element, for better or for worse; if it is exceeded, the
transformation is permanent.

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Consequences
EXAMPLES OF Typical Consequences are related to the Way of Magic and the
Narrator may choose to dispense them when a magic action
CONSEQUENCES
generates Consequences (for any reason). They can be considered to
• Weaving the loom of creation be the result of a permanent Threat that is part of the magical Way
is a taxing endeavor for (If you play with fire magic, you’ll get burned), and therefore can possibly
mortals. be avoided with an extra feat.
– The Weaver is exhausted Inherent Consequences always apply after every magic action,
with a tier equal to the regardless of how it is resolved. They cannot be avoided normally.
Power used.
Both types of Consequences may be lessened if the Narrator allows it.
• Invoking the power of a fae lord This could lead Heroes to pick tags that would allow them to better
may cause them to show up. lessen the price of their Way of Magic, such as resistance to corruption.
– The invoker draws the
fae-lord’s-attention-1 Special Rules
(fae-lord-arrives 6 ). Special rules control, expand, or manipulate how a Way of Magic is
used in play beyond the normal rules, such as by changing the order
• A champion of Syrax who of the game loop (page 20), forcing or opening up new gameplay
refuses an honorable fight is options, limiting what Power can be spent on, and so on.
stripped of the god’s might.
– The champion burns all EXAMPLES OF SPECIAL RULES
tags of Syrax’s Might. • When a pyromancer is angered for any reason, they gain
enflamed-2.
• Pyromancy is as fast as a flying spark. Pyromancers always get to
keep the spotlight after a prep action, never needing an extra feat.
• The magic of the goddess cannot be used to harm. You may not
spend Power to give harmful statuses.
• Berserkers have no fear for themselves and laugh in the face of fate.
When they use their magic and roll 10 or more, they always Push
Their Luck (gain 1 Power and take Consequences).
• The rituals of the Brazen Chalice demand the drawing of blood.
Every magic action begins by the ritualist taking bleeding-2 before
Power is counted.
• When necromancy is used to heal the living, its spending Power is
halved.

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COMPOUND
INGREDIENTS
Compound ingredients are combinations of base ingredients
(principles, tags, statuses, etc.) that have been put together to help
you represent common magical laws or tropes in your game.

Magic Can Be Empowered • Scratch a tag: loss of magical abilities, personal


(Inherent positive tag) items, physical traits, or relationship tags
A Way of Magic may have specific conditions • A secret is revealed (Exposure)
which empower it when fulfilled. This could be a Variants:
special environment which feeds this Way of Magic
(places of power), situations that resonate with it • Avoidable Price: The Consequence is typical
(bathed in blood), or something the Hero can do to instead of inherent, so an extra feat may be used
improve their magic (make a show of it). The Hero’s to prevent it.
magic actions gain additional Power when these • Draining: The status given hinders subsequent
conditions are met. These tags are associated with magic actions, such as drained.
the Way and cannot be burnt for Power by the Hero. • Environmental Price: The status is placed on
the environment, affecting all magic users in the
Magic Can Be Weakened scene.
(Inherent negative tag) • Equal Price And Benefit: The tier of the status
A Way of Magic may have specific conditions which given is equal to the Power of the magical action.
weaken it when fulfilled, such as magic performed • Pay With What Is Dearest To You: The
under a full moon, inside a structure, against Consequence is marking Abandon in this or
a hated foe, when in hiding, etc. Use inherent another theme.
negative tags (page 87), such as weaker by
daylight, weaker if not on land, or weaker against • Symbolic Price: The Consequence is inherent
saints and angels. The Hero’s magic actions lose but changes based on the magic performed.
Power when these conditions are met. If these
conditions put constraints on the practitioner’s Magic Draws From
behavior and actions,such as magic that is weaker
when used to aid the unholy or for personal gain, The Environment
see Magic Imposes Constraints. A Way of Magic that draws power from the
practitioner’s environment can be represented with
Magic Carries a Price the environmental variants of Magic Carries a
(Inherent Consequence) Price (page 89) or Magic Is In Short Supply
(page 91). If the environment has an endless
Every time the Way of Magic is used, it exacts an supply of magical power and the focus is on the
inherent Consequence upon the practitioner, action of drawing power, see Magic Requires
or someone else (Narrator’s choice). With the Gathering Power (page 91).
Narrator’s permission, a Hero may attempt to
lessen the Effects of the Consequence, as normal. For magic that is simply stronger or weaker in
certain environmental conditions, use inherent
• Give a negative status: fatigued, bleeding, tags such as stronger in water or weaker on
weakened, bad-luck, demonic-attention consecrated ground.
• Give a negative story tag: debt to a supernatural
patron (spirit bond), bodily deformities (gnarled
fingers), specific maladies (curse of stench),
personality quirks (rat-like behavior)

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Variants:
Magic Imposes Constraints
• Any Known Ability: A practitioner may attempt
Practicing a Way of Magic can impose restrictions any action from the list and use their general and
on non-magic actions, or make them more difficult. category power tags to empower it, even if they
Magic actions may also be affected if a practitioner’s don’t possess the specific ability tag. Possessing
magic is lessened or lost after breaking a restriction. the specific ability tag provides added Power.
For example, a priest of a healing deity may swear
never to shed blood, or, after casting a spell, a • Only Prepared Abilities: Combine with
warlock glows softly, making it impossible for Magic Requires Preparation (page 92). A
them to hide or disguise their identity. practitioner must not only know an ability but
also possess the specific tag for the particular
Variants: ability they are using, either as a power tag or
• Inhibiting Limitation: Using magic or breaking as a backpack story tag they have prepared,
its restrictions does not prevent an action from practiced, or otherwise gained.
happening, but instead reduces its Power. Use
typical and inherent negative tags (page 87),
such as oath of chastity, twisted legs, or loud Magic Is Fickle
and flashy. (Inherent status, special rules)
• Long-term Commitment: For Heroes, use Every practitioner of the Way of Magic has a polar
Quests to describe a ritual that must be taken [favor] status (Polar Statuses, Vol. I, page 166)
regularly to sustain magical abilities or an oath that tracks the attitude of their magic’s source
or law that must not be broken. towards them, such as divine-favor and divine-
disapproval. This status affects all magic actions
• Unbreakable Law: Magic actions simply cannot positively in one pole and negatively when in the
be taken if they would break the restrictions. other pole.
Non-magic actions can be taken, but the Hero
then loses access to their magic, until they atone, The tier of [favor] can be updated by the Narrator at
refocus, or whatever is appropriate for the Way. any time (not necessarily as Consequences) based
This is a narrative principle (page 86). on the story and the unfolding relationship of
the practitioner with the source of magic, such as
actions the practitioner takes to anger or appease
Magic Is Collected the source. The [favor] status may expire under
(Special rule) certain conditions, such as the passage of time.
The magic actions available to a practitioner of the Alternatively, at the Narrator’s option, this can be
Way are limited to a finite list of specific ability tags, handled using game rules:
such as their known spells, collected recipes, or • Reducing [favor] is a typical Consequence to any
practiced shapeshifting forms. The list is recorded action that would be undesired by the source.
separately from the magic theme and represents
what is available to the practitioner, not the tags • The Hero may use an extra feat to avoid losing
they have in any given moment. [favor] or a reaction to lessen the loss of [favor]
(perhaps with a tag such as groveling).
A practitioner of this Way cannot initiate magic
actions that are not represented by a tag on the • The Hero may take action to increase [favor],
list. Expanding this list requires time and effort such as by praying or presenting offerings. The
– inventing, discovering, learning, stealing, or source of the magic usually has a higher Might,
collecting new abilities, spells, or recipes. which can make this action somewhat difficult.
Variants:
• Willful Magic: As a typical Consequence,
the source of this magic can activate the
practitioner’s magic on its own. A Hero may
be able to resist this with an extra feat or by
lessening the Consequence.

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Magic Is In Short Supply Magic Is Mysterious
(Required status, inherent Consequence)
A Way of Magic can be made more mysterious in
Every practitioner’s remaining magical capacity is your game first and foremost by limiting what the
tracked with a [resource] status, such as mana, focus, Heroes and players know about it, see Using Ways
ingredients. When a practitioner’s [resource] is at tier of Magic In Your Game (page 83).
0 (non-existent), the practitioner cannot attempt
If a practitioner of a Way of Magic is entirely
any magic actions in this Way. The [resource] status
oblivious to what is possible with their magic, you
does not help magic actions, only enables them.
can use Magic Is Collected (page 90) to limit
As an inherent Consequence of using this magic, what they can do intentionally to a closed list of
the Narrator removes 1 tier from [resource]. With abilities, which develop as the story unfolds.
the Narrator’s permission, a Hero may attempt to
lessen this expenditure, as normal. Magic Requires Extra Effort
[Resource] replenishes narratively at agreed points, A Way of Magic may require certain actions to be
based on the principles of this Way – after a good performed or conditions to be met when taking
night’s sleep, when camping, at sunrise – or when magic actions, such as gestures, incantations,
the Hero takes certain actions such as performing concentration, time, etc.
prayer, gathering materials, eating a live heart, etc.
Variants:
For a resource that is represented by story tags, see
Magic Is Spent When Used (page 93). • Costly If Not Met: Failing to meet the
requirements does not prevent magic from
Variants: happening, but instead reduces the Power of
• Environmental Supply: The resource is not a magic action. Use inherent negative tags
personal, but shared by all magic users in the (page 87), such as requires time, requires
area, or all users who share a certain link. hand gestures, requires incantations, requires
concentration, or requires ingredients.
• Fluctuating Supply: Combine with Magic Is
Fickle (page 90). The [resource] status is polar, • Strict Requirement: Magic actions simply cannot
with its other end being [lacking-resource]. Magic succeed without meeting the requirements. Use a
can be performed regardless of the resource, but narrative principle (page 86) or a required tag,
all magic actions are helped by [resource] and such as magic wand (page 86).
hindered by [lacking-resource]. When [resource]
replenishes automatically, it resets to 0.
Magic Requires
• Laborious Replenishment: [Resource] does
not replenish on its own – practitioners must
Gathering Power
actively restore it through actions. A Way of Magic in which every magic action
requires preparation in the form of the
• Power Cap: Heroes cannot take magical actions
accumulation of power can be represented by
whose Power exceeds the tier of their [resource].
Magic Is In Short Supply (page 91) with
• Severe Sapping: As an inherent Consequence, the Laborious Replenishment and Power Cap
[resource] is reduced by a number of tiers equal variants. Before each magic action, the Hero must
to the Power of the magic action (a minimum take a magic prep action to build up their [resource]
reduction of 1). status to a tier equal to the Power of the desired
magic action. As a Consequence to each action,
Sword & Sorcery the gathered power is diminished (or completely
depleted, with the Severe Sapping variant).
The need to gather magical power before a spell
is a classic downside of magic in the Sword Alternatively, gathering power can be represented
& Sorcery genre: magic can do a great many through the Ritual Journey (page 198). For
impossible things, but it takes a substantial every step successfully traversed, the Hero gains 1
Power to spend on Effects.
amount of time to prepare, during which a
warrior with a sword can do a lot of damage!

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Magic Requires Preparation other such activities. Each such step is a Simple or
a Quick outcome. When the ritual is complete, the
With this ingredient, magic actions cannot be Hero gains 1 Power to spend on Effects for every
performed without a corresponding specific magic step successfully traversed.
tag. Therefore, the Hero must either have this tag,
or take a prep action to create such a tag.
This could represent summoning a being (magic
Magic Requires a
prep action) and then commanding it in battle Transformation
(magic action), concocting a potion (magic prep (Narrative principle)
action) and later letting an ally consume it
(magic action), or finding the right spell out of a Practitioners of such a Way of Magic must
grimoire (magic prep action) and then casting it transform into an alternate physical or spiritual
(magic action). form in order to be able to take magic actions.

Variants: Transforming is a Simple action. It can carry


narrative Consequences, such as drawing
• Advance Preparation: Practitioners must
negative attention or making certain physical
prepare their abilities in advance, while
actions impossible. It may also carry mechanical
camping or sojourning, and store the results
limitations, such as certain power and story tags
as backpack story tags. During a scene, they
becoming unusable while in the alternate form.
can only use abilities that have been prepared
beforehand in this way. The Narrator may rule that in certain
circumstances the transformation isn’t certain,
• Limited Repertoire: Combine with Magic Is
requiring a roll – either a Quick outcome or a
Collected (page 90). Practitioners can only
Detailed outcome (giving oneself transformed
prepare story tags out of a finite list of their
statuses to max out a transform Limit).
known or accessible abilities.
Variants:
• Unwanted Shift: As a Threat, unwanted
Magic Requires a Ritual transformation can begin to occur, requiring the
Ways of Magic that rely on elaborate rituals can be Hero to take an action if they wish to avoid it. If
represented as follows: not thwarted, this Threat materializes into the
• Ritual As Flavor: A ritual isn’t inherently Consequence of transforming (or a transformed
different from other magic abilities and spells. status building on transform ).
The ritual is just narrative flavor and magic takes
a single action to perform.
• Ritual As Extra Effort (page 91): A ritual
is a collection of requirements which must be
carried out to complete the magic action (Strict
Requirement variant) or which would weaken
the action if not carried out (Costly If Not Met
variant, making it possible to cast rituals fast, at
the cost of Power).
• Ritual As Gathering Power (page 91): Before
a ritual magic can be cast, a Hero must take a
prep action to build up a necessary status.
• Ritual As A Journey (page 91): Each step is a
description of a separate action, such as gathering
or refining materials, using implements, casting
minor spells and enchantments, preparing a
workspace, chanting or reading sacred texts, and

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Magic Requires Tools, Magic Is Synergetic
Items, or Ingredients (Special rule)
Many Ways of Magic involve using objects and This ingredient changes how tags are used in
materials in the process of a magic action. magic actions. Instead of specific abilities, these
tags represent components, concepts, or principles
Variants: of magic that can then be combined by the
• Costly If Not Met: Failing to have the needed practitioner to create magical effects. Component
items reduces the Power of a magic action. Use tags can be put in quotes; for example, a Way of
inherent negative tags (page 87), such as Magic that divides the world into domains and
requires a forge, requires a crystal ball, or forces could have the tags “fire”, “weapon”, “destroy”,
requires ingredients. and “engulf ”.
• General Supply: To track a supply of materials Every magic action is defined and given Power
or ingredients generally, without tracking each by the combination of the tags invoked for it,
individual item, use Magic Is In Short Supply as normal. In the above example, a Hero who
(page 91) with a status such as materials. wants to engulf their sword with fire could invoke
• Itemized Supply: To track individual items, “fire”, “weapon”, and “engulf ”. If they wanted to
materials, or ingredients that are consumed with melt an opponent’s weapon, they could invoke
each spell, use Magic Is Spent When Used (page “fire”, “weapon”, and “destroy”. But to engulf an ally
93) with story tags such as eye of newt, sulfur, with protective flames, they could only invoke
or maiden’s hair. two components, “fire” and “engulf ”. Therefore,
the more a magic action specifically matches the
• Strict Requirement: Magic actions cannot be components available to a practitioner, the more
attempted without the necessary items. Use tags can be invoked and the more Power it will
Magic Imposes Constraints (page 90) or a have.
required tag, such as magic wand (page 86).
Variants:
• The Ingredients Are The Magic: To represent
• Limited Repertoire: Combine with Magic Is
a Way of Magic where combining individual
Collected (page 90). Practitioners have access
ingredients produces a unique effect, use Magic
to a finite list of their known components.
Is Synergetic (page 93).
• Mandatory Synergy: Magic users must use at
least two component tags in each magic action.
Magic Is Spent When Used
(Special rule)
In this Way of Magic, magic is consumed Why are most of the
whenever it is used. In every magic action or
reaction, one positive tag (story or power) must be
ingredients “bad”?
burnt for Power. These ingredients provide possible
rules of magic, and rules of magic are
Variants:
often restrictions. If crafting magical
• High Cost, High Reward: Burning a tag for potions and summoning spirits were
Power provides 4 Power, instead of 3. easy, everyone would be doing it!
• Low Magic: Tags are single-used (scratched
when invoked, and cannot be burned for Power).
For some players, these restrictions can
be a fun puzzle-solving experience. The
• Spent Ingredient: Only relevant ingredient tags same can be said about the characters
may be burnt for Power to enable a magic action. that use magic themselves – part of what
• Vanishing Abilities: Only relevant specific sets magic practitioners apart is the
ability tags (a spell, a technique) may be burnt willingness to deal with strange rules and
for Power to enable a magic action. limitations that most people balk at.

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IDEAS FOR MORE WAYS OF MAGIC
Below is a collection of ingredients that emulates a popular genre of magic.
You can use them as a starting point for creating your own Way of Magic.

AbsTraCT Magic AlTErnate Form Crafting Magic


Manifest philosophical Lycanthropes • K elpies Witch charms •
truths • Blend dream • “Wargs” • Spirits Alchemical potions •
and reality • Conjure that can materialize Enchanted swords
with storytelling Bearers of this magic can Adept craftspeople can
Highly conceptual magic transform into a single work magic into the
that shapes reality alternate form that has process of making single-
through the practitioner’s its own magical capabilities use items such as potions,
deep understanding of and limitations. charms, and talismans.
abstract principles, such
Magic Requires A Magic Is In Short
as “movement”, “essence”,
Transformation with Supply (materials)
“shadow”, and “form”.
typical Consequences of with the Laborious
Every instance of magic is
involuntary transformation Replenishment variant
a unique combination of
the principles assimilated Magic Can Be Empowered Magic Requires Preparation
by the practitioner. or Weakened within the with the Advance
creature’s favored or Preparation variant
Magic Is Synergetic
unfavored environments,
e.g., moonlight or Magic Is Spent when Used
bodies of water
Emotional Magic
Performative magic Hearth Magic Martial Magic
• Magic unlocked
by strong feelings • Celestial martial artist
Small blessings of
Fae or wild magic • Supernatural weapon
homemakers • Powers of
Heightened emotions open kitchen gods, brownies, master • Expert warrior
up the soul for magical or ancestral spirits graced by a god
expressions. Magic is Developing the art of war
This homely magic draws
spontaneously available to the point of unlocking
upon the household itself and
for anyone who is taken supernatural powers, a
the air, mood, or spirit of its
by powerful feelings, with practitioner must practice
inhabitants to perform little
artistic and passionate rehearsed forms as well as
graces, such as completing
individuals able to make build sufficient momentum
all the chores in time, helping
better use of it. or inner energy to perform
an ailing family member
Magic Is In Short Supply to recover, or protecting these miraculous battle
(resource is an emotional family members from harm. techniques and maneuvers.
status: angry, in-love, Magic Is Collected
Magic Is In Short
bitter, etc.), with the
Supply (good-will) with Magic Requires Gathering
Fluctuating Supply and
the Environmental Power (momentum,
Power Cap variants
Supply variant qi, wrath, or focus)
Environmental Supply
Magic Requires a Ritual with Magic Requires Preparation
if magic feeds off
the Ritual As Flavor variant
emotions in the room

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Medium Magic Patron Magic SchOLarly Magic
Druids • Spirit mediums • Devotees of a deity Teeange magic school •
Worshippers of eldritch • Acolytes in a High or Hermetic magic
entities from beyond demonic cult • a pact • Magic as a science •
Practitioners open with a fey court Laboratory alchemy
themselves up to local spirits A powerful supernatural Magic is a subject of
and entities in order to gain patron boons their academic learning – the more
supernatural knowledge or servants with magical knowledge a practitioner
power. The possession wears abilities. In return, they has, the more magic they
on the practitioner’s mind and demand compliance with can do. A skilled user
body and holds the risk of their tenets or whims, and can perform magic by
attracting unwanted entities. require their magic to be following memorised spell
Magic Carries a Price used in specific ways. formulas, with repeated,
(fatigued), with typical expected results.
Magic is Fickle (patron’s-
Consequences of favor / patron’s-ire) Magic Requires Extra
demonic-attention Effort ( requires gestures,
Magic Imposes Constraints
Magic Requires A Ritual, (follow tenets) requires incantations,
with Ritual As Extra requires concentration)
Effort variant: requires Magic Is Collected. If
concentration, requires practitioners can memorize
time, requires gestures, many spells at once, use Any
requires incantations Known Ability. If not, use
Only Prepared Abilities.

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USING WAYS scene already possessing an elixir of disappearance.
Or, a sorcerer could have memorized the spells for
OF MAGIC WITH Tongues of Flame, Displacement, and Paralyzing Gaze.

CHALLENGES Challenge magic reactions are represented by their


tags and statuses, which weaken the Hero’s action.
If a Challenge possesses a counterspell, they can
Ways of Magic have so far been explained from use it to reduce the power of a Hero’s action.
the point of view of a Hero, but they are usually
also available to NPCs in the world, who may A Challenge’s magical capabilities that aren’t
be Challenges. When the Narrator designs a described as a Threat, Consequence, or tag are
Challenge profile with access to a Way of Magic, represented by a Challenge Special. For example, a
the same magical laws should apply, unless Challenge that has cast a spell of flaming protection
there’s some inherent difference between the may cause burnt-2 to any Hero who attacks them,
Heroes and everyone else in the world. without having to wait for a Consequence.

Here are the main considerations to take into account.


Challenges and
Challenge Magic Actions Base Ingredients
As with all other activities, a Challenge takes A Way of Magic’s narrative principles, tags, statuses,
magical actions in the form of Threats and Consequences, and special rules affect Challenges
Consequences. similarly to the way they affect Heroes.
• (Magic Action) The witch curls her fingers and points A narrative principle that says a Way of Magic
at you, cawing words of rebuke and mockery. cannot be used near holy sites would prevent
a Challenge from using magical Threats or
– You feel as if a terrible fate is about to befall
Consequences of that Way near holy sites.
you (hexed-3).
Tags and statuses required by the Way of Magic
When a Way of Magic requires a prep action, this are also required for Challenges. A Challenge must
too is represented as Threats and Consequences. begin with such tags or statuses, or it must have a
As it is for Heroes, a Challenge will need two Consequence that allows it to generate such tags
Consequences to complete both a magic prep or statuses in order to use this magic.
action and a magic action. The Narrator is not
limited in how many Consequences they dispense Tags and statuses typical or inherent to a Way of
each time Consequences occur, but they should Magic that help or hinder magic actions taken by
use this guideline to pace the Challenge's abilities the Challenge instead are passed on to the Hero (in
and make them as slow as the Heroes’. reverse), hindering or helping the Hero’s reactions
to the Challenge’s Consequences.
• (Magic Prep Action) The alchemist huddles at the
corner of their hut, and the clutter of receptacles is Alternatively, the Narrator can modify the Effects
heard. of a Challenge’s Consequences based on the relevant
tags. For example, in a Way of Magic that requires
– The alchemist victoriously raises a bubbling
incantations, the Narrator may reduce the Effects of
vial in the air (gain elixir of disappearance)
a Consequence by 1 whenever the Challenge cannot
• (Magic Action) The alchemist brings the vial to their effectively speak an incantation, for any reason.
lips.
Consequences of a Way of Magic apply to
– The alchemist imbibes the purple liquid in Challenges as well. If they are inherent or
the vial – and disappears! (Blocked) very likely, they should be built into the same
Consequence that describes the magic action:
Challenges can be portrayed as already having taken
some preparatory action before a scene has begun. • (Magic Action) The handsome bard strums a lulling
This is reflected in their starting tags and statuses. melody, gentle yet sweeping.
In the example above, the alchemist can begin the – You feel sleepy-3 (the bard reduced his
mana by 1).

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If a Consequence is triggered only when a magical Consequences when the tag empowers their magic.
action is botched, it could be triggered if the Hero’s Apply the reverse when the Challenge has the polar
reaction completely nullifies the Consequence, opposite of [favor].
depending on the situation. For example, when Magic Is In Short Supply: Give the Challenge a
a Hero counters a dark wizard’s spell, it backfires starting [resource] status and/or a Consequence
according to the same rules as it would backfire for for gaining more [resource]. For every Challenge
a Hero, and the Narrator gives the Challenge an Consequence that represents a magic action, attach
appropriate status or scratches their tags. an additional Effect of reducing the Challenge’s
Special rules should be adapted for Challenges [resource] status.
on a case-by-case basis. Magic Is Mysterious: This option is for players and
their Heroes. A Challenge exploration of magical
Challenges and mysteries is rarely a subject of focus in the story.
Compound Ingredients Magic Requires Extra Effort: Use the tag that
Magic Can Be Empowered: Use the tag that hinders the Challenge’s magic as a positive tag when
empowers the Challenge’s magic as a negative Heroes try to lessen the Effects of the Challenge’s
tag when Heroes try to lessen the Effects of the magic Consequences. Alternatively, decrease the
Challenge’s magic Consequences. Alternatively, Effects of the Challenge’s magic Consequences
increase the Effects of the Challenge’s magic when the tag hinders their magic.
Consequences when the tag empowers their magic. Magic Requires Gathering Power: Give the
Magic Can Be Weakened: Use the tag that Challenge a Consequence for gaining more [resource]
weakens the Challenge’s magic as a positive and limit the Effect of their magic Consequences
tag when Heroes try to lessen the Effects of the based on how much [resource] they have.
Challenge’s magic Consequences. Alternatively, Magic Requires Preparation: A Challenge cannot
decrease the Effects of the Challenge’s magic execute a magic Consequence for which they do not
Consequences when the tag weakens their magic. have a tag. Give the Challenge some starting tags
Magic Carries a Price: For every Challenge and/or a Consequence for creating new magic tags
Consequence that represents a magic action, (finding new spells, concocting new potions).
attach an additional Effect that affects the Magic Requires a Ritual: See Magic Requires
Challenge negatively. Extra Effort or Magic Requires Gathering
Magic Draws From The Environment: See Magic Power. A ritual can also be played as a progress
Carries a Price or Magic Is In Short Supply. Limit (ritual-complete ) that the Challenge is
advancing with Consequences (chanting), or as a
Magic Imposes Constraints: If the Challenge reversed Journey where the Heroes are witnessing
transgresses against the restrictions (or if the a Challenge going through the steps of a ritual, and
Heroes cause them to do so) they may not use attempt to foil it.
Consequences that represent a magic action of this
Way. If this only weakens their magic, see Magic Magic Requires a Transformation: Create
Can Be Weakened. a separate Challenge profile for each of the
Challenge’s forms, and give them a Consequence
Magic Is Collected: A Challenge’s Consequences that allows them to switch forms (New Challenge),
are already a finite list that represents their whether instantly or by building up statuses to
common abilities. This ingredient limits the max a transform Limit. The Challenge suffers
Narrator’s ability to deliver Consequences that from the constraints (Magic Imposes Constraints)
represent improvised magical capabilities. and side effects (Magic Carries a Price) that this
Magic Is Fickle: Use the [favor] status that transformation carries.
empowers the Challenge’s magic as a negative Magic Requires Tools, Items, or Ingredients: See
status when Heroes try to lessen the Effects of the Magic Requires Extra Effort, Magic Is In Short
Challenge’s magic Consequences. Alternatively, Supply, Magic Is Spent When Used, or Magic
increase the Effects of the Challenge’s magic Imposes Constraints.

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Magic Is Spent When Used: Give the Challenge Armor-Dismantling
starting magical tags and/or a Consequence for Precision Flurry
gaining more magical tags. For every Challenge
Consequence that represents a magic action, Practitioners: Swordmasters, spellswords, persons-
attach an additional Effect that scratches one of at-arms, warrior monks
the Challenge’s tags. Description: The warrior attacks their foe with a
Magic Is Synergetic: This option is for players and flurry of accurate strokes that snap, cut, tear, and
their Heroes. A Challenge use of synergetic magic break the fastenings of their foe’s armor, specifically
should be conveyed through the description of buckles, straps, joints, rivets, and other elements
their Threats and Consequences. meant to keep an armor in place. If performed
successfully, the opponent’s armor falls apart and
becomes unusable, leaving them exposed, with the
ROTES added effect of shock and humiliation.

POW E R
A rote is an optional aid for players and weapon skills • precision • quickness • magic-
Narrators, an outline of a specific magic infused weapon or stroke • familiarity with specific
armor designs • spotted weak points
ability, such as a technique, a spell, a
maneuver, or an herbal recipe. A rote is used defensive parrying • unusual, magical, or
specially reinforced armor • evasiness
to describe one of a Way of Magic’s unique
actions, that require additional explanations S UC CE S S
about its activation, operation, or results.
WEAKEN Remove the target’s armor tags.
Since rotes represent unique magical abilities, in
order to perform a rote, a Hero must possess it as
I N F L U E NC E Once all or most armor tags were
a tag. A rote lists the following details: removed, give stunned, threatened, or humiliated.
• Its title tag E X T R A F E AT S

• Practitioners who may have access to it • Continue the flurry or immediately attack the
unarmored target (keep the spotlight).
• A description of what the rote entails and its
• Make the repair of the armor much more difficult.
benefits and limitations
• Cause the target to become momentarily entangled
• Power, examples of the kinds of tags that help in the dismantled armor.
or hinder the performing of the rote • Prevent a counterattack.
• Success, whether the rote should be resolved as
CON S E QUE NC E S
a Simple, Quick, or Detailed action, and if the
latter, how Power should be spent if the rote is » The maneuver is exhausting (winded) or leaves you
successful (including extra feats unique to this open to attack (exposed).
rote) » Your weapon becomes entangled in the target’s
• Consequences typical for this rote armor (scratch tags).
» You fail the maneuver so badly it’s embarrassing
You may find additional rote examples at the end (humiliated, only if there was no Success).
of the Action Grimoire booklet. » You injure the target, if you were trying not to do so
(wounded, or Ill Tidings).

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Laborer’s Refrain
Practitioners: musicians, singers, and all manner of Lightning Arc
laborers: weavers, miners, farmers, and such Practitioners: Sorcerers, warlocks, wizards, priests
Description: While working in a group, the singer and warriors of thunder deities
begins humming the melody of the Laborer’s Refrain Description: The spellcaster chants words of
lowly, until others begin to hum along, which may power and raises their hands, which begin to glow
take a few moments or a long while, depending on the and crackle with energy, building more and more
spirit of fellow laborers. Once thus attuned, the singer power that is finally unleashed in a sudden burst
begins to sing the lyrics in an ancient tongue, and can of lightning. The spellcaster can direct the bolt in a
now use their voice to invigorate and inspire the group desired direction. Upon smiting its first victim, the
members to work, as well as lift them from despair or bolt leaps over to a nearby body or object, smiting
even overcome tiredness and injuries. them too, and continues to do so until it smites all
This is an Origin level ability for a small group, targets in the vicinity, after which it fizzles out.
Adventure for a large group, and Greatness if This is an Adventure level display of Might, or
affecting an entire people or nation of laborers. Use Greatness, if targeting a large area or group, such as
Scale for more specific group sizes. an army. Use Scale (detailed Might) for more specific
P OW E R
areas of effect.

musical talent and skill • charisma • hope and POW E R


dedication • positive relationships with the group • spellcasting ability • high conductivity
a noble cause
cover • insulation • protection from magic
anything that prevents singing or hearing a song •
tiredness • despair • forced labor • singer at odds with S UC CE S S
the group • bickering within group
AT TA C K Give the target electrocuted, fried, burnt, or
S UC C E S S broken-bones.
A DVA NC E Give a progress status such as working to DI S R U P T Give the target stunned, dazed, or
max out work-complete . disoriented.
E N H A NC E Give the group invigorated, quickened, WEAKEN Scratch the target’s weapon or item tags.
united, or inspired. E X T R A F E AT S

R E S T OR E Reduce bickering, despair, tired, or • Avoid smiting allies or smite only specific targets.
wounded for all group members. • Sustain the energy and unleash another lightning
E X T R A F E AT S
(keep the spotlight).
• Knock back the targets.
• Stave off despair or exhaustion for a while.
• Illuminate the surroundings or light small fires.
• Allow the group to promptly get to work or
continue to work (give them the spotlight). • Make an impressed foe reconsider attacking you
(block counterattack).
• Keep your singing hidden or innocuous to outsiders.
• Make a show of unity out of it, impressing outsiders. CON S E QUE NC E S

C ON S E QUE NC E S » The lightning smites an ally (same status as given


to the targets).
» The laborer group will feel the exhaustion later on
(tired). » The lightning smites an important item (scratch a
tag).
» Overseers notice the disruption and single you out
(Exposure or New Challenge). » The lightning explodes in your hands, harming
you and allies nearby (burnt, only if there was no
» The laborer group ignores the song and sinks Success).
deeper into despair (only if there was no Success).
» You lose hope (despair or scratch hope-giving tags).
» Tools break or materials run out (scratch a tag).

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Snow-White Death Concoction Web of Secrets
Practitioners: Apothecaries, herbalists, druids, assassins, “Catch whispers as they drift upon the wind. Those
smugglers who would bind us know not that we hear their
Description: The Snow-White Death concoction is a fortified secrets.”
essence of several rare herbs that is used to induce a death- Practitioners: witches, sorcerous courtiers,
like state when ingested. Once the correct dosage of the were-spiders
concoction is dripped onto the recipient’s tongue, they will
promptly pass out and begin to breathe so shallowly that Description: You weave a cobweb into a nook,
only an expert could detect that they are indeed still alive. branch of a tree, or corner of a room. The web
The recipient’s heartbeat and blood circulation are likewise catches whispers spoken in any nearby Scene,
slowed unnaturally. The effects wear off in time but can be so it can be used as a Suspended action (page
cleansed with an antidote (a Simple or Quick action). 32). To access those secrets, you listen to
the web and empty it of the sibilant whispers
The concoction is often administered by physicians caught there like flies.
to patients suffering from grave conditions, such as
poisoning, when a body’s living functions must be slowed POW E R
down to avoid further deterioration. It is also used by affinity with spiders • skill at witchcraft or
outlaws who wish to be mistaken for dead. weaving • eavesdropping skills • connection to
The Narrator may wish to suspend the roll for the preparation the wind • ability to whisper well • a spider • a
of the concoction until the moment when it is consumed. cobweb
Consuming the concoction is a Simple or Quick action. lack of wind • no one is being secretive •
P OW E R wards that block witchcraft
herbalism skill • familiarity with patient’s body and S UC CE S S
health • high-quality ingredients
C R E AT E a secret that can be utilized in a
unfamiliar patient • rushed process • lack of ingredients
social scene.
or poor quality ingredients
D I S C OV E Rsecrets told by others in the
S UC C E S S area of the web.
Q U IC K The concoction works as expected. E N H A NC E your sway over someone.
E N H A NC E Give slowed-metabolism or feigning-death. E X T R A F E AT S

E X T R A F E AT S • Do it discreetly.
• Time the recipient’s awakening. • No spider was harmed.
• Stave off the progress of a specific poison or malady while • Place the web close to someone.
the concoction is in effect.
C ON S E QUE NC E S
• Secretly prepare the concoction.
• Conserve ingredients. » You are caught placing the web.
» You lose your web and/or spider.
C ON S E QUE NC E S
» No one whispers while the web is up.
» The recipient remains under for much longer than
expected.
» The recipient awakens before the planned time.
» The recipient awakens in a weakened state.
» The recipient is not fully under the effect of the
concoction, some vital signs remain.
» The recipient is fully awake while under the effects of the
concoction (paralyzed-5).
» You accidentally inhale or taste the concoction (dizzy or
paralyzed).

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Chapter V

The Satchel
of Perils
Paul Grayson (Order #46877243)
Paul Grayson (Order #46877243)
Challenges
here are many perils in the world, and the Heroes of

T the story come across all manners of obstacles and


adversaries on their journey. Some can harm one’s
body, but others can harm one’s pride, or loved ones –
and some dangers can spark irrevocable change in a Hero’s life, if
allowed to bring their threat to bear.
Challenges are characters, forces, and situations that pose a danger to the
Heroes, their Quests, or their goals. Challenge profiles are prewritten
collections of Threats & Consequences, tags, statuses, and Limits that
best represent such characters. This chapter is a menagerie of ready-to-use
Challenges you can use in scenes in your story.

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Not Every NPC Is A Challenge
Only NPCs and situations that pose a threat to the Heroes, their
Quests, or their goals, are represented with a Challenge.
Most other NPCs do not need any game elements and exist for flavor,
drama, or as backdrop. Ally NPCs are typically represented by story
tags that the Heroes control. All such NPCs start using the Challenge
rules only if they become a threat: An NPC can be helpful at times
and present a Challenge at other times, or a vulnerable NPC might
need to be protected from danger, thereby becoming a Challenge (see
the Charge role, page 110).

Challenge Shorthand
A Challenge can be written as shorthand within a paragraph
describing a challenging situation, by simply mentioning tags,
statuses, and Limits (if any):
The prince is beguiled-4 and won’t listen to any ill talk
about the wizard. (Quick outcome)
The hefty oak door is barricaded-2 ; it will not be easy
to break-down 4 .
The people of the village are upset-3 and carrying
pitchforks. If the situation boils-over 5 , they will
attack and injure the imp and anyone protecting them
(wounded-2).

Conditions That Are Also Challenges


Statuses that progress on their own, such as drowning, suffocating, on-
fire, poisoned, sick (for severe ailments), or falling (for long falls), can
the pacing
be Challenges on their own. This could affecstsuddenly
While a Hero is affected by such a status, you may present a Threat of the scene, a take time-
such as “The poison spreads” or “You can’t breathe”, either before their all Heroes musts until the
spotlight or before another Hero’s spotlight (“Gerrin is drowning! sensitive action lved.
What do you do?”). condition is reso
If no action is taken to remove the status or to stop its progression,
deliver a Consequence increasing the status.
These statuses can have a Limit, which when maxed, changes their
tag or triggers an outcome. A Hero might be falling until impact 4 ,
and then they take broken-spine-6.

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Challenge Profiles And How To Use Them
THREATS & CONSEQUENCES A
A Challenge’s Threats and Consequences are its most typical actions.
• Read a Threat when you Establish the scene. This is the action the
Challenge is beginning to take, prompting the Hero to take action
to avoid or prevent the Threat from materializing.
• If a Threat is ignored, or if the Hero’s action generates
Consequences, read and apply one or more of the related
Consequences. These are the outcomes of the Challenge’s action,
or their response to the Hero’s action.
• Consequences written without a Threat are actions the Challenge
might take when a Hero’s actions generates Consequences,
regardless of Threat.

B A

LIMITS B
Limits (Vol. I, page 165) define when a Challenge is overcome
ed to a
You are not limitd Limits. If
by using Detailed outcomes. A Challenge without a Limit can be
overcome with a Quick action.
Challenge’s liste k of another
the Heroes thine a Challenge, A Challenge with Limits is defeated when the Heroes give it the right
way to overcoma new Limit type of status to max one of its Limits (the Narrator may still opt to
you can define se a maximum resolve this Challenge with a Quick outcome for narrative reasons).
for it, and choo6 on the fly.
Therefore, if the Challenge has a Limit, ask the players to use Detailed
actions and spend their Power on giving it appropriate statuses.
between 1 and
Some Limits are progress Limits (Vol. I, page 165) that build up
towards a special outcome, such as a collapsing building, a transforming
monster, or an ongoing ritual. The outcome is specified as a Special
Feature below the Limit. When the Limit is maxed, apply the Special
Feature as given.
Immunities are Limits with no maximum ( – ) indicating a type
of status the Challenge is immune to. When the Heroes give the
Challenge such a status, reveal to them that it has no effect on it.

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TAGS, STATUSES, & MIGHT C
Story tags and statuses describe a Challenge’s features and its
condition upon entering the scene. These represent only the starting
situation, and can be removed by players as normal, with new ones
given by you as Consequences (including recreating those that were
removed).
The purpose of these tags is primarily to affect the Heroes’ actions
and reactions. Most tags and statuses are helpful to the Challenge
and hinder the Heroes, but some Challenges have tags for their
weaknesses, adding to the Power of a Hero’s action.
Might describes the aspects in which this Challenge is Mighty and
the level of its Might. Use this to decide when a Hero’s action could be
Favored or Imperiled.
Vulnerabilities, listed in parentheses after Might, indicate special
situations in which the Challenge’s Might in this aspect is nullified What To Reveal
and considered Origin. This is not related to situations in which the
Heroes manage to use the Challenge’s Might against it, which is To The Players
of the
always an option. Present each pabrtecomes
Challenge as it ts when
SPECIAL FEATURES D
relevant: Threaonsequences
Special Features are rules unique to the Challenge, abilities that they’re made, C tures when
cannot be expressed with Threats and Consequences, tags, statuses,
and Special Feand tags and
Limits, or Might. They mostly involve Consequences that can take
place at special times, such as before a Hero takes a certain action.
they happen, a they first
statuses when action.
Every Special Feature has a condition (or ‘trigger’, such as “When this affect a Hero’s
happens…”) and an effect (outcome, such as “... do this.”). Whenever
Always reveal wor hat the Hero
a Special Feature’s condition is fulfilled, apply its effects, even if it discern
happens in the middle of a Hero’s action. can plainly see blishing,
as part of Estaat’s holding
CHALLENGE RATING AND ROLES E like a bandit th u should
A Challenge's role defines how it behaves in a scene (see a list of roles a cudgel. But yo sful action
on the next page). require a succes er on the
A Challenge’s rating, indicated with a number of markers ( ) or spending Pow(Vol. I, page
between 1 and 5 next to its name, is a general indication of its difficulty discover Effectu reveal
level. As a general rule, a Challenge with a greater rating will deliver 151) before yo not obvious,
more grievous Consequences and be more difficult to overcome, either details that are e bandit can
due to its tags and statuses or because of higher Limits. such as that thand that the
A Challenge’s main Limit maximum is roughly equal to its rating, be threatened at is 3.
while its main Consequence is often a status with a tier roughly maximum for th
esses and
equal to its rating; these generalizations vary greatly, depending Finding the weaofknuncanny
on each Challenge’s narrative, tags, statuses, and Special Features. Vulnerabilities beings should
Consider also that Might dramatically sways the danger a
and unnatural a effort, like
take some extr or finding
Challange’s poses to the Heroes, if the Heroes are confronting it in
aspects where it is Mighty.
recalling old loreows.
someone who kn

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Journeys
Journeys are Challenges that depict a step-by-step progression along
a sequence. Instead of maxing a Limit, Heroes overcome Journeys
by overcoming a series of smaller Challenges called Vignettes. The
classic example of a Journey is a literal journey through a specific
Landscape, travelling from point A to point B, but Journeys can also
h
Blocking The Pate describe events (Occasion) and projects (Undertaking).
ust b
Some Vignettes me the Heroes When you play through a Journey, you play a montage scene (page
overcomed befor the next 18) of the most interesting and dangerous parts, instead of playing
may continue to ne Wall), each and every step along the way. For example, travel could include
one (A High Sto completed
an emotional goodbye when leaving home; a casual conversation
at the crossroads; an encounter with a local godling; finding a way
while others areoes failed across a flooded gorge; a brief stop for food; a menacing vista of the
even if the Her and wastelands ahead; and so on. Each such snapshot is a Vignette.
in the Challengeuences
suffered Conseqpany). VIGNETTES
(Annoying Com Vignettes are short Challenges that describe a specific story
moment, beat, or situation that is intended to be resolved with a
single successful Quick action. They usually have one Threat and one
or more Consequences, and may also have tags and statuses.
Although a successful Quick action is all it takes to overcome a
Order of Steps Vignette Challenge, it may still evolve into a scene: Heroes may want
might need to take discovery or prep actions, or explore other aspects of this
Steps in a Jourenaeyfter the situation. Sometimes the Consequences of the vignette spark a new
to be taken on order, such Challenge, or the Heroes get stuck and must take additional actions
other in a giveng a weapon – or make camp before they are able to continue (see the Blocking The
as when craftinin any order, Path sidebar).
or be available thering
such as when ga erent
JOURNEY PROFILES
support from diffin a town. A Journey profile lists several Vignettes related to progression
powerful figures through a specific landscape, event, or process. For example, a
to be taken journey through the King’s Forest could have Vignettes such as
Steps might neeiod n, such as Uphill March, A Ruined Bridge, Outlaws Ambush, Boars in the
in quick success ingredients Thicket, and so on.
when gathering– or be always Each Journey also lists its General Dangers, which are common
before sunrise the player Consequences that can be the outcome of any action taken during the
available, with to pursue Journey.
deciding when , such as Journeys profiles do not have a Limit – they are overcome by
them (if at all) g research. completing a set number of steps.
when conductin

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PLAYING THROUGH A JOURNEY
PRES S URE PA D T RA P
To play a Journey, the Narrator decides the ( fa st spr i n g a c t i o n )
narrative length of the Journey by choosing
the number of steps the Journey will require, You hear a ‘click’ coming
between 1 and 6 (roll a die to choose randomly). A from under your foot.
three-step Journey is an involved engagement; a Half a dozen sharpened spikes stab at you from
six-step one can be a whole adventure. the adjacent wall (wounded-4).
The Narrator also chooses the time that passes
between steps: minutes, hours, days, or even
weeks. This can change after each step.
Each step is played as its own short scene with DEPRES S I NG W ET L A N D
one Vignette. As with every Threat, if the players You travel through a dank and morose
decide to ignore the Vignette Threat or take an swamp, constantly hounded by gnats.
action that does not address it, it manifests into
Consequences. Afterward, continue to the next You sink into despair (despaired-2) or become
step, by Establishing a new scene. irritated-2.
When the last Vignette is completed, the The gnats sting you repeatedly (itchy-2).
Journey comes to an end and the Heroes arrive You drop something into the water and can’t
at their destination, be it traversing a land, find it again (scratch a tag).
surviving an intrigue-ridden social event, or
crafting a masterpiece.

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Typical Challenge Roles Obstacle: A barrier or hazard that is in the path of
Challenge roles are general categories that describe the Heroes and hinders their passage.
a Challenge’s place and behavior in the story, to help Threats: Obstacles are often passive and do not
guide you on how and when to use it. Challenge pose Threats.
Profiles have their roles listed, but any Challenge
Consequences: The Obstacle harms those interacting
can be assigned a role. Roles carry no mechanical
with it (give a status), becomes harder to pass (give
significance.
itself a tag or status), alerts new Challenges, or costs
Aggressor: Someone who wants to hurt the Heroes resources to pass through (scratch tags)
physically, mentally, socially, emotionally, etc.
Pursuer: Someone who is chasing the Heroes down.
Threats: Drawing a weapon, aiming a weapon,
preparing to make a statement or revelation, Threats: Indication of approaching, speeding up,
speaking an incantation moving into hiding, preparing to pounce
Consequences: Landing an attack, giving the target a Consequences: The Pursuer reaches the Heroes
harmful status (ready to pose a worse Threat), or reduces the tier of
the status measuring the distance between them
Charge: Someone or something that the Heroes
must defend from other forces. Quarry: Someone or something that the Heroes
need but is getting away.
Threats: Coming under attack, becoming at risk of
harm such as tipping on the edge of a chasm, being Threats: Moving further away, searching for an
restrained or abducted escape route, marked/coveted by a third party,
Consequences: The Charge is harmed (give a harmful disappearing in the underbrush
status); the Charge is killed, destroyed, or taken Consequences: The Quarry flees the Heroes, or
increases the tier of the status measuring the distance
Countdown: Something that will happen in a few between them
moments or that advances towards a crescendo, like a
wooden bridge burning down or an ongoing ritual. Sapper: Someone who undermines or weakens the
Heroes without necessarily trying to defeat them.
Threats: Preliminary events, time passing, a clear
indication of how another increment is about to Threats: Skulking about without direct confrontation,
happen preparing a “surprise” for the Heroes
Consequences: The countdown advances (give a Consequences: The Heroes’ tags are scratched or they
progress status), the countdown ends and something receive debilitating statuses such as tired or distracted
happens
Support: Someone who empowers or restores
Influence: Someone or something that tries to other Challenges.
get the Heroes to act in a certain way. Threats: Rallying soldiers, bandaging wounds,
Threats: Beckon the Heroes, begin to converse or applying a remedy, chanting a prayer of healing or
communicate with the Heroes, make an offer blessing
Consequences: Give the Hero a compelling status Consequences: Remove negative tags and statuses
(convinced, beguiled) or take their things (short-on-coin from other Challenges or give them positive tags and
or scratch tags) statuses.

Mystery: Something the Heroes want to find out Watcher: Someone or something that is
but is not evident and may even be hidden from them. patrolling, looking for the Heroes, watching the
Heroes, or trying to assess their true intentions.
Threats: Mysteries are often passive and do not
pose Threats. Threats: Walking closer, looking your way, catching a
Consequences: The mystery becomes harder to solve scent, becoming suspicious
(give a status such as Hero becomes confused-2 or a Consequences: The Watcher find the Heroes,
witness becomes tight-lipped-3) discovers something about them (intentions,
equipment, plan), or gains the alert status

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CREATING YOUR 6 What is the condition of this Challenge when
it enters the scene?
OWN CHALLENGES The answers to this question become the
Challenge’s statuses. Choose a tier for each
status between 1 and 4. For example, a
You can create your own Challenges in a Challenge can begin the scene angry, warded,
matter of minutes. or aflame.
The Simple way is to come up with a likely Limit or 7 What are the features of this Challenge?
two, write down the Challenge’s most prominent What important items does it have? What
features as tags and statuses, and add a few Threats important weaknesses does it have?
and Consequences based on how you imagine the The answers to these questions become the
Challenge acting in the scene. Challenge’s tags. A Challenge can begin the
If you want to craft your Challenge in great Detail, scene holding a bouquet of flowers, possessing a
follow the questions below. spell of invisibility, or be accompanied by zombie
attendants. It may also be slow, haughty, or
1 What kind of narrative moment does this vulnerable to silver.
Challenge represent?
8 How Mighty is this challenge and in what
If it’s a hurdle that is only briefly addressed in the
ways or areas?
story, no matter how difficult, write it in shorthand
and without a Limit. The answers to this question become the
Challenge’s aspects of Might. Choose whether
If overcoming this Challenge will take a significant its Might in this aspect is Adventure or
portion of the scene, use a Challenge with Limits. Greatness. Also consider whether to list a
If it is meant as a series of short beats, use a Journey. Vulnerability which nullifies this Might, in
parentheses.
2 What is the role of this Challenge in the story?
How is it expected to act against the Heroes? 9 What abilities or features does this Challenge
Pick out a role from the list on page 110. have that have not been described yet?
If there are special abilities that cannot be
3 How can this Challenge be overcome? represented by Limits, tags, statuses, Might,
If you use Limits, list a few ways this Challenge and Threats & Consequences, consider adding
can be overcome and attach maximums to each, a Special Feature. This could be a Challenge
between 1 and 6. that is so spiky they prick anyone trying to
attack them in melee combat or one that
4 What dangerous actions does this Challenge can cause Heroes to mark Abandon by even
typically take in a scene? What are the main looking at it.
abilities of this Challenge? How does this
Challenge harm the Heroes, their quests, or 10 Is this Challenge counting down toward a
their goals? dramatic moment?
The answers to these questions become the If the Challenge is working towards an
Challenge’s Consequences. Attach a narrative imminent goal or evolving towards an event,
Consequence and/or Effect that reflects what consider adding a progress Limit. If so, define
would happen to the Heroes if the Challenge what happens when the Limit is maxed and
successfully takes that action or harms them. add a Consequence that advances (stacks
statuses on) that Limit.
5 For each Consequence: What do the Heroes
perceive just before the Challenge takes this
action or harms them in a given way?
The answers to this question become the Challenge’s
Threats. Describe them with dramatic flair.

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HOMESTEAD & VILLAGE
It’s a dangerous business going out one’s door, but even one’s
home can be dangerous enough! Family and friends sometimes fall
out of favor, chatty oldtimers pry where they shouldn’t, and there’s
always someone in the village who will boss you around or keep
you from raiding the tavern’s pantry. And that’s not counting all
the mysterious secrets and old grudges below the surface…

AVOIDED ACQUAINTANCE
Watcher, Aggressor
This is a person who used to be close to one or more of the Heroes – a past friend,
lover, family member, or money lender – until something happened that broke
the relationship and wounded their pride. Unfortunately, they’re not over it.
An Avoided Acquaintance seems to pop up when it’s the least comfortable,
and make things awkward for the Hero by simply being around. They
can be avoided again – but this only postpones the inevitable.

LIMI TS THREATS & CONSEQUENCES

AVOID 3 S HOW U P Appear at the most inopportune


time, without having seen the Hero yet
APPEASE 4
Meander into a position that blocks where the Hero wants to go
TAGS & STATUSES (Blocked)
alert-1 Fill the Hero’s heart with guilt (give guilty-2)
touchy-2 Turn their head, as if sensing the Hero’s around (give nervous-2)
“Excuse me, over there, isn’t that..?” (gain alert-1 or remove 2 tiers
from avoid)
Spot the Hero and march straight toward them (Exposure)

Stop and stare with


A P P R OA C H

wide-eyed disbelief or a sad little smile


Ask how the Hero’s been, evoking sad memories, intentionally or not
Ask to be introduced to “your friends”, wearing a poignant
expression (uncomfortable-2 to everyone)
Make a startling accusation in front of everyone (on-the-spot-3)

ACCOST Bring up old issues, with an increasingly accusatory tone


Give a sharp remark (on-the-spot-3)
Become upset at a disappointing answer and make a scene
(embarrassed-3 or shamed-3, and the Acquaintance gains touchy-2)
Refuse to take it elsewhere or delay the conversation (Blocked)

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COMMONER
Varies
Not everyone becomes a fabled hero, a terrible sorcerer, or an imposing ruler.
Nevertheless, an altercation with a villager, a peasant, or a town-dweller can pose
an obstacle or a danger to the Heroes. Where they lack in power, Commoners
can band together in large numbers, becoming a Mightier Challenge.

LIMI TS THREATS & CONSEQUENCES

HARM 1 CHILD Run around, or point at the Heroes

CONVINCE 1 Blindly run themselves into danger (Ill Tidings)


Scream wordlessly (Ill Tidings or Exposure)
SCARE 1
Start following the Fellowship around (followed by loud kids)
TAGS & STATUSES
D I S T R U S T F U L C O M MON E R
loyal to the community
from around these parts Squint at someone or something unfamiliar
Treat an outsider with disdain (give angry-1 or provoked-1)
Refuse to answer or help (gain contrarian-2)
Go around, spreading rumors about the Heroes (ill-repute-1)

DR U N K Stumble around clumsily


Bump into someone and burp in their face (give provoked-1 or prone-1)
Sing loud songs, offering a drink and demanding the Heroes join
(Exposure and perhaps tipsy-1)
Take a swing at someone, unexpectedly (bruised-1)

F R IGH T E N E D C O M MON E R

Back away, trying to distance themselves from a danger


Shout about terrifying things they saw (worried-1 to everyone around)
Stumble into a Hero mid-flight (prone-1)
Run away before giving an explanation (Blocked)

Raise their rusty spear or pitchfork, point it


M I LI T I A

forward, and demand someone do as they’re told


Get agitated by incompliance (gain agitated-1)
Raise the alarm (Exposure)
Go call for reinforcement (Ill Tidings)
Attack clumsily (bruised-1 or wounded-1)

RABBLE-ROUSER Use incendiary rhetoric to


issue demands and inflame the crowd
Look like they mean it (give intimidated-1)
Get the crowd agitated-1
Rally many distant relatives and family friends (New Challenge)

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CRAFTY RUMORMONGER
Watcher, Sapper, Countdown
Every village has one, the person you go to for the latest news
and juiciest details. Accuracy, or indeed factuality, both hold a
lower priority than emotional reactions and gut feelings.

LIMI TS THREATS & CONSEQUENCES

CONVINCE 2 LI S T E NSomeone takes note of something


unsightly the Heroes did
SCARE 2
The rumor reaches the Crafty Rumormonger (Exposure)
UNDERMINE COMMUNITY 4
Everyone in the community C H AT Lean in and talk excitedly about every
becomes distrustful-2 of one little going on in the community
another. The Hero lets slip a detail they would rather not reveal (Exposure)
TAGS & STATUSES Forget the time and keep the conversation going for longer than it
[latest juiciest scandal] seems (time-passes-1)
chatty
confident-2 Slip around the periphery of the
C ON S P I R E

crowd and find a group of sympathetic ears


Point discreetly at another character and make an insidious
accusation about them (Ill Tidings)
Spread a new rumor about someone ([vicious new rumor] or
ill-repute-2 or give the community undermined-1)

Appear apprehensive, saying they’re only retelling what they heard


(gain defensive-2)

GRUMPY KEEPER
Obstacle, Watcher
This guardian – a groundskeeper, constable, or exacting cook – is standing in the
way of the Heroes, either physically at a doorway or a gate, or because they’re
keeping an object, person, or piece of information out of reach.

LIMI TS THREATS & CONSEQUENCES

SUBDUE 2 Hang around the guarded item or


P AT R O L

person, watching for interlopers


CONVINCE 3
Catch the Heroes trying to sneak around (Exposure)
SCARE 3
Become suspicious that something is up (gain alert-1)
TAGS & STATUSES
BLOCK Cross arms and ask “what’s your business here?”
dignified station
alert-1 Give a comeback or ignore a point made (remove 1 tier from convinced)
grumpy-2 Make an annoyed sigh at having to deal with this interruption (gain
grumpy-2)
“Save your words, I’ve made up my mind” (Blocked)

T H R E AT E N Give a stern warning


Speak with grim determination (give intimidated-2)
Call for help, sound the alarm, or activate a trap (New Challenge)

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HOUSE HOB
Sapper
These small and hairy creatures are known as helpful, albeit petty, spirits of homes.
Everyone knows that the presence of a hob in your workshop or your house can be a
blessing, as they often take on chores, but if mistreated they can become a nuisance.
The problem is it’s hard to foresee when a hob might feel wronged, or why.
LIMI TS THREATS & CONSEQUENCES

HARM 1 INTERFERE Start doing a chore in the


house, the garden, or the field
BANISH 4
Take a long time to handle something (time-passes)
OBLIGE 3
Misplace a tool (scratch a tag)
The Hob helps the Hero
Reorder things as it pleases (the place is a mess)
perform a mundane task.
TAGS & STATUSES SULK Sound irritated or disappointed as it’s hissing to itself
invisible Complain it is not appreciated enough (remove 1 tier from obliged)
small Make an unlikely demand and swear it won’t help until it's met
suspicious-1 (Blocked)
S PECIA L FE ATURE S

PETTY GRUDGE P L AY T R IC K S Cackle softly and patter with small feet


Whenever the Hob is offended due Disappear altogether (Blocked)
to a compliment, a criticism, or Steal something valuable (scratch a tag)
for merely being given a gift they Be in the way and make someone stumble (Exposure, off-balance-2,
don’t like, it suddenly becomes or embarrassed-2)
spiteful-3 and cannot be obliged
Open doors, start fires, scare the cat, or break equipment (Ill Tidings
until it is first appeased 3 .
or startled-2)

IMPOSING PET
Pursuer, Watcher, Aggressor
The snappy guard dog by the THREATS & CONSEQUENCES

barn, the long-clawed black cat WAT C H Stop its chewing, digging, or
that always sits by the fire, or snoozing and perk its ears up
the goat that yearns to kick
you down – such animals seem
Spot its next victim and start chasing it (Exposure)
to always be around and on Put fear in its next victim’s heart, even without noticing them (scared-1)
the lookout for new victims.
CHASE Fervently give chase, turning over
LIMI TS
tools, furniture, and farm equipment
SUBDUE 1 Catch up with its prey (remove 1 tier from outrun)
SCARE 2
AT TA C K Pounce at their prey
OUTRUN 3
Claw, bite, and stomp their victim (ouch-1)
BOND 2 Put fear into their victim (scared-1)
TAGS & STATUSES Break or snatch something useful (scratch a tag)
alert-1

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PASTORAL PRIEST or PRIESTESS
Influence, Support, Countdown
THREATS & CONSEQUENCES
A follower of an agricultural
deity or of spirits of field and
LEAD Speak loudly with grand rhetoric
orchard, this spiritual leader and sweeping hand gestures
is adept at caring for their Rouse the audience, exhorting them to bold action (give
community and directing emboldened-3 to all present members of the community)
them in the path of tradition.
Rally scared or wounded villagers with a reassuring blessing (remove
They can call upon the quiet
but deep-rooted influence of
two tiers of a negative status of fear, despair, or light injuries)
the bucolic countryside.
D E NO U NC E Warn wrongdoers that their actions will be punished
LIMI TS Loudly denounce someone as an enemy of the congregation
(Exposure, Ill Tidings, or ostracized-3 to an individual or group)
SUBDUE 1
CONVINCE 3 Shake a burning bunch of dried
I N VO K E D E I T I E S

SCARE 3 herbs as they beseech the spirits to intervene


Inspire all present to join in revelry (frolicking-3 or inebriated-3 to all)
RITUAL 4
Cause the sky to churn and the weather to turn dreary (rainstorm) or
Deliver one of the Invoke Deities deny rain (drought)
Consequences to the entire village
Banish unwanted supernatural beings (banished-3 or scratch ally tags)
and surrounding fields.
Confer with the spirits and learn of events within their pastoral
TAGS & STATUSES
domain (Exposure)
blessed charm Progress in a ritual to affect the entire village (gain ritual-1)
practiced rhetoric
steadfast-2

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RESPECTED ELDER
Influence
Small communities tend to need little management. When disputes happen,
the locals look up to “elders” to resolve them. These can be official members
of a town council, or simply a well-known, well-trusted head of family.

THREATS & CONSEQUENCES


LIMI TS

CONVINCE 3 A S S E R T AU T HOR I T Y Cross their hands and listen intently


SCARE 2 Stare down with furrowed brows and berate someone for their
behavior (embarrassed-2)
TAGS & S TATUSE S
Make a ruling that is socially binding (give bound-2)
community’s high regard
Demand someone gives something in return (Yes, But..., scratch a
seen it all
tag, short-on-coin -2)
composed-2
Deny a request (Blocked)

Raise their hands


C ON T R O L T H E C R OW D

and speak reassuringly to the crowd


Promise there’s nothing to fear (reassured-2 to members of the
community)
Turn the crowd against the Heroes (remove up to two tiers from a
crowd’s convinced or give it resenting-2 or distrustful-2)

STERN MAGISTRATE
Aggressor, Influence
The magistrate was not born in these parts, and it shows. Although they may have lived here for
many years, their air of authority, domineering attitude, and foreign customs do not fit the local
traditions and sensibilities. While they owe their power to a higher-ranking noble somewhere far
away, in the village there’s hardly anyone who can stand up to them and their word is law.
Some magistrates walk around with a personal guard of Commoners (Militia).

THREATS & CONSEQUENCES


LIMI TS

CONVINCE 2 I S S U E A DE C R E E Demand attention and make an announcement


SCARE 2 The community accepts the new decree in resignation ([new decree])
TAGS & STATUSES ARREST Issue an arrest decree
foreign Present evidence
laws and decrees
Make up false evidence or get a coerced-5 Commoner to testify
hard-of-heart-3
Have the fugitive arrested (jailed-5)
Legal authority (blackmail)
INTERFERE Appear in the scene, threatening with a shrill bark
Force the Hero to reveal what’s going on (Exposure or intimidated-3)
Become suspicious (gain suspicious-3)
Describe a cruel punishment in detail (intimidated-3)

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Journey ‒ Occasion

Harvest Festival
Every year, the community celebrates the last harvest before the coming
winter, congregating in a field near the village with a colorful, food-rich
festival just as the sun begins to set.

Tags: everyone’s here, fireflies, fresh harvest, twilight gloaming, or harvest moon

GENERAL CONSEQUENCES
You say something rude or that brings bad luck (embarassed-2 or cursed-2).
You eat too much of the harvest food (stuffed-2).
You get lost in the revelry, in conversation, or in the corn maze (time-passes-1).

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WORRIE D FARME R B ON FY RE DA NC E
A farmer looks forlorn (worried-3) Young and old (but mostly young) dance
carrying only the palest, most around the fires, burning animal bones
wilted of produce in her cart. that give a heady smoke and keep the
insects at bay. You are invited to join.
Other farmers grow worried that their own crops
may be blighted or cursed (growing-panic-4). You stand downwind and inhale smoke
Someone points at a recent event you were (coughing-2 and tired-2).
involved in as the cause (the community gets You get too close to the fire (scorched fingers or
suspicious-3). scratch a tag for a piece of gear).
You realise you ate one of the rotten goods Someone expects you to dance with them
(sickened-2). (tired-2 or they are insulted-2).
No one wants to dance with you (dejected-2 or
embarrassed-2).

FARM E R’S MARKET


You wander into the farmers’ market
and a faire celebrating homemade FERT I LI T Y RI T UA L
crafts, with many tempting wares. A priest carrying a sickle performs an
The smell of home-cooked food makes your elaborate rite before a gathering crowd to
bless the fields, calling you to participate.
stomach grumble (hungry-1).
A local artisan gets you chatting about You fumble your part, earning scorn and
something tediously mundane (bored-3). ridicule (embarrassed-3).
You spend too much money on locally made The magic of the ritual is broken (the
crafts or sweets (short-on-coin-1). community gains wilting curse next year).

BLOOD MOON M URDER I N T H E C ORN MA Z E


The moon’s light shines strangely The children are having fun in a
tonight, illuminating faces cornfield maze. Suddenly you hear
with a malicious glow. a scream from the darkness, and
a call of “Murder! Murder!”.
The moon’s light awakens something in you
You become lost in the maze (lost-2).
(lunacy-2).
The killer comes out of the corn and attacks
Someone in the crowd does something
you (New Challenge: Brutal Outlaw,
inappropriate, to the gasps of many (Ill Tidings).
page 131, inflicting surprised-2 and then
You find yourself tempted to surrender to your wounded-3).
urges and act against your morals (tempted-3).

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Journey - Landscape

Insular Hamlet
This hamlet seemed innocent enough at first, but as you pass through the
main square the villagers eye you with suspicion and malice.

Tags: traditional values, vigilant locals

GENERAL CONSEQUENCES
Attract the attention of a suspicious local (they gain suspicious-2).
Startle a large domesticated animal (trampled-3 and Exposure).
Cut yourself on a tool or a rusty farm implement (cut-hand-2, and if
not lessened fully, also sickened-2).

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MIDNIGHT TRYST PL EA FOR H EL P
While you are trying to sneak or A farm girl comes to you, crying
hide in the darkness, you stumble (desperate-3). She tries to tell
upon a pair of young lovers who you that the Elders do not let
have snuck off past curfew. maidens marry whom they want
and asks that you intervene.
You stumble through brambles as you try to
avoid them (wounded-legs-1) The villagers notice her speaking with you
You are noticed and they accuse you of (suspected-3) and her parents lock her away (Ill
following them (Exposure and embarrassed-3). Tidings).
Your heart grows heavy with how you handle
things (guilty-3).
INJURE D ANIMAL The girl convinces you to help her escape to the
next town (convinced-3).
You find an injured farm animal
in screaming pain (terrified-3).
You leave the animal in tortured pain (guilty-2)
or kill it yourself (shaken-2). RES T L ES S N IGH T
The animal’s wounds or disease seem You wake up in the dead of night
unnatural in origin (Ill Tidings) to the sound of ominous chanting.
You see eerie lantern lights move
The animal acts in distress, and harms you around the town’s outskirts.
(bruised-1) or escapes (Ill Tidings).
You feel unsafe and cannot go back to sleep
(Blocked and tired-3 the next day).
A townsperson notices you watching them,
SIT T ING ON THE PORCH then disappears (Exposure, suspected-3, and
You pass a few village folk just sitting Blocked); you know that face, and it knows you.
on their porches, telling tales. You stumble upon an eldritch ritual (New
You are taken in by one of their tall tales Challenge: a handful of Obsessive Cultists,
(misinformed-2 or time-passes-1). page 163)
You are frightened by one of their scary stories
(scared-2).
You leave an impression of being weak, NOT W EL C O M E H ER E
dangerous, or unimportant (ill-repute-2). A group of locals begin to surround
you with knives and ropes,
calling out “We’ve had enough of
your kind here!” (angry-3)
You are surrounded (surrounded-3).
The locals decide to get rid of you once and for
all (wounded-3).
You are pushed out of town (Blocked).

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OUTSKIRTS & FIELDS
The edge of the village and the fields beyond are every peasant
child’s magical realm. In between working the land and tending to
the farm, one can thread the edge of the familiar and come across
an old well or the Wise One’s hut, and sometimes much darker
things, that creep in from the world at large.

ABANDONED WELL
Influence, Mystery
A well is a central meeting point in a village, where cleansing,
lifegiving water can be pulled from deep below the ground. When
finding an unused well, overgrown with weeds, one must ask
themselves what happened that made the locals abandon it.
The well can be haunted by a spirit, corrupted by evil forces, or
simply poisoned – use the appropriate Threats & Consequence.

LIMI TS THREATS & CONSEQUENCES

CLIMB OUT 3 The well stands gloomy, unused.


C AU S E T H I R S T

Is it safe to drink? You’re getting thirsty.


CLEANSE 4
The water looks inviting (thirsty-2)
TAGS & STATUSES

cold water
AT T R A C T Wailing cries echo from the
it’s dark down there well, like that of a crying child
malign influence The cries are harping on the strings of a Hero’s heart (guilt-3)
slimy stones
AT T R A C T An eerie glow emanates from below the waters
Entrance someone looking in (mesmerized-2)

S LI P As you climb, you begin to lose your grip


Hurt on the way down (bruised-2)

The water is foul (poisoned-2 or corrupted-2)


The lurker in the well attacks from below (New Challenge:
Boggart page 124, Drowning Beauty page 152, or Backwoods
Haunting page 123)

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AN HONEST DAY’S WORK
Countdown

Work in the farmstead and the THREATS & CONSEQUENCE

fields can be long and punishing. WOR K This work needs to get done or there will be hell to pay
It takes stamina to make it
through, and a lot of common The work takes time or is delayed (time-passes-1 on sundown)
sense to avoid the simple dangers Workers are exhausted (tire-2)
and hardships of manual labor. Workers misplace something important to the work (scratch a tag
LIMI TS A worker suffers an accident using farm equipment (wounded-1)
FINISH THE WORK 4 DI S T R AC T The workers begin to ponder a break…
SUNDOWN 3 The break extends too long (time-passes-1 on sundown)
Deliver one of the End of Day Workers that didn’t get a break become disgruntled-2
Consequences. A visitor comes by during the break bearing news (New Challenge:
TAGS & STATUSES Crafty Rumormonger, page 114)
hot day
cold day
E N D OF DAY Use when sundown is maxed.
or busy day Not enough food to go around (hungry-2)
The stockpiles are not filled with needed supplies (short-on-
supplies-2)
The boss is angry (dismayed-2 and short-on-coin-2)

BACKWOODS HAUNTING
Aggressor, Pursuer
A restless presence is tethered THREATS & CONSEQUENCES

to a forest clearing. A victim of SCREAM Pierce the night with a horrific scream
a violent death, long forgotten,
the spirit harms those who Fill the living with the chill of death’s terror (terrified-3 to everyone)
draw near with soul-piercing Refuse to be pushed back behind the veil (remove 2 tiers of banished,
screams that shred like claws. and the banisher gets terrified-3)
The Haunting returns at the
AT TA C K Rend the veil between worlds with slashing claws
start of each lunar month,
even if banished. It can be put Slash someone or something with cold claws (wounded-3 or scratch a
to final rest by confronting it tag)
with its past transgressions Carry someone into the air, then drop them (aches-all-over-3 and prone-1)
or killer, after which it can be
permanently appeased 5 . CHASE Move invisibly as its next victim feels its presence closeby
LIMI TS Swiftly draw closer (drawing-closer -1)
HARM -
FLEE Let out short, hesitant shrieks
APPEASE 3
Burst into a murder of crows, and vanish, leaving only deathly
BANISH 3 silence behind (Blocked)
OUTRUN 4

TAGS & STATUSES

disembodied, obtuse-2, raging-3


Violent spirit
(call them by their old name)

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BOGGART
Obstacle, Aggressor
A troublesome faerie spirit, common to barns, fields, and other lonely bucolic locales, the
Boggart is an unwelcome guest and a supernatural pest. Its pranks and tricks might be funny,
but such frivolities can turn dangerous in an instant. Folk wisdom suggests that addressing
a Boggart directly by their name or fleeing during a prank will only make them angry.
The Boggart’s jovial and angered are polar statuses, each with its
own Limit (entertain and turn violent, respectively).

LIMI TS THREATS & CONSEQUENCES

HARM 2 P R A N K Sparkly faerie magics can be seen in

the air, and a soft chuckle is heard


BANISH 2
Trip or push someone invisibly (prone-1 and either bruised-1 or
ENTERTAIN 3 embarrassed-1)
Bless someone with lucky-1 and Steal an important item (scratch a tag)
leave the scene. Magically remove someone’s clothes (embarrassed-2 and scratch a tag)
TURN VIOLENT 3 Magically make something buckle, just as a Hero is about to support
Begin using its Fight actions. themselves on it (bruised-2)
TAGS & STATUSES F IGH T Move in close and crack knuckles
invisible, jovial-1 Punch someone wildly in a flurry of blows (bruised-2)
S PECIA L FE ATURE S Shove someone onto their back or off of a high point (prone-2 or
FRUSTRATED wounded-4)
When a Hero fully lessens a
Boggart’s tricks, the Boggart gains
angered-1.

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HEDGE WITCH
Obstacle, Sapper
Many witches live in proximity to rural settlements – close enough to offer
their services to villagers in need, and far enough to preserve their privacy.
If met in a friendly setting or convinced to receive guests, the witch can
offer to remove hexes, heal injuries or disease, or brew useful potions. If
someone slighted them, endangered something they care about, or otherwise
stood in their way, they could resort to using magic against that person.

LIMI TS THREATS & CONSEQUENCES

HARM 2 WA R N Present a warning, perhaps in rhyme, to steer


the Heroes away from their current course
CONVINCE 3
The warning is troubling (worried-2)
SCARE 3
The warning remains hanging over the Heroes’ head (foretold danger)
RITUAL 4
Deliver one of the Hex
HAGGLE Make an annoyed face and claim that
Consequences with a long-term they don’t have time for customers
effect, to someone faraway, or to Demand something more (Yes, But…)
a group of people. Reject an offer of payment as insufficient (remove 1 tier from convinced)
TAGS & STATUSES Point to an especially rude guest and hex them as punishment
curved dagger (uncontrollable stutter)
ingredient satchel HEX Whisper ill-boding incantations and
magic cauldron
point at the object of their wrath
surly-2
Place an uncomfortable curse on someone (blurred-vision-3, unlucky-2,
S PECIA L FE ATURE S
always tripping, boils and warts, sword stuck to scabbard, etc.)
DISRUPTED RITUAL Call upon an ally to hound her victim (New Challenge: Imposing Pet,
If the Hedge Witch is overcome page 115; Boggart, page 124; or Grabbing Gnome, page 133)
while a ritual is in progress (ritual Call upon roots and grass to hinder her foes (entangled-2)
is at tier 1 to 3) or is otherwise
prevented from completing the R I T UA L Add ingredients to a cauldron and chant magic words
ritual, deliver a Hex Consequence
The concoction bubbles, changes color, and releases white vapors
as a side effect.
(ritual-1)

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LONE TRACKER
Watcher, Pursuer
Those who live in the wilds come to depend on their skills in tracking,
hunting, skinning, crafting, and laying traps. They don’t appreciate
intruders into their lands, especially those who come seeking to upset
the secrets their family has been keeping for generations. Sometimes
such a hunter is paid to bring a troublesome person in.

LIMI TS THREATS & CONSEQUENCES

HARM 2 T R A C K An impending sense of being

followed takes over the Heroes


AVOID 3
Close in on the Heroes (remove two tiers from a hiding status or avoid)
CONVINCE 3
Find the Heroes (Exposure) and get into position to strike (gain
SCARE 3 poised-2)
TAGS & STATUSES HUNT Crouch slightly, preparing to strike
tracker Attack someone with a bow or hunting knife (wounded-2)
hunting bow Ensnare someone with a net (restrained-2)
woven net
camouflaged-2 Hide in the underbrush (gain camouflaged-2)
surly-2
TRAP A sudden brush of air and a tightening rope – it’s a trap!
The Hero is caught by a snare (surprised-2 and restrained-3)
The Hero falls into a covered pit trap (surprised-2 and then bruised-2
and trapped-2).

MOLDERING JACK
Aggressor
Creeping and growing among fallow fields, old pumpkins can come to monstrous
life, ballooning in size and giving off a horrid stench. With strangling vines and a
wicked grin, the Moldering Jack takes pleasure in eating farm animals, pets, and
children, hidden within the impenetrable fog that always seems to accompany it.
Legends tell that the Moldering Jack fears only the tools of harvest reaping.

LIMI TS THREATS & CONSEQUENCES

HARM 4 CREEP Fog rolls in and a strange silhouette moves within it

EXHAUST - The area is covered in a thick fog (foggy-2 and frightened-2 to everyone)
BANISH 6 GRASP Reach out with snaking vines, grasping at several victims

TAGS & STATUSES


Grapple someone’s legs and pull them to the ground (restrained-2
foul stench, animated vines and prone-2)
Lash around a farm implement and throw it into the fog (scratch a tag)
Physical durability (bladed
farm implements) Pull someone closer to its terrifying mouth (restrained-3)
Consume someone (swallowed-4 and moldy-3)
Infect something or someone with its cursed mold (moldy-2)

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OMINOUS RAVEN
Sapper
The creaking caw of a raven can be an omen of a horrific fate to come. Unlike most
birds, the Ominous Raven can speak. When it foretells the future, its words are clear
and haunting, perhaps later recalled around the fireside – or evoking nightmares.
By foretelling a future event, the raven makes ominous Threats that hang over a Hero like a sword.
Later in the story, if the Hero still carries the story tag, the unaddressed long-term Threat can
become Consequences in the form of a Complication, or worse; suggestions are given below.
LIMI TS THREATS & CONSEQUENCES

SLAY 1 LOSS The raven caws: “You are doomed


SCARE AWAY 1 to lose the thing you love most.”
The Ominous Raven makes a Make a Hero fear for what is theirs (possessive-1 and prophesied loss;
Threat, just before flying away. manifests later as marking 2 Abandon)

TAGS & STATUSES HARDSHIP The raven croaks: “The hardships before
black as night you will prove too great for your measure.”
small animal Make a Hero fear they’ll betray their principles (worried-1 and
prophesied hardship; manifests later as disheartened-3 after a setback)

DE M I S E The raven shrieks: “You shall meet


a grisly end before your time!”
Make a Hero fear for their lives (cautious-1 and prophesied demise;
manifests later as death-knell-3 before a great battle or dangerous
undertaking)

RUNAWAY FARM ANIMAL


Charge, Quarry, Aggressor
Bulls, cows, sheep, and goats often find themselves in trouble, having wandered
out of their pens or gotten stuck on a hillside or in a ditch. Finding and
securing livestock and pets can be a full time activity out in the fields.

LIMI TS THREATS & CONSEQUENCES

HARM 2 F L IGH T Run wildly away


CALM 2 Cover some distance in its frantic escape (escaping-1)
ESCAPE 3 Lead pursuers through a prickly thicket or a dangerous ledge
(slowed-2 or bruised-1)
BOND 2
Get into a bush, pit, trapped under a rock, or similar (stuck-3)
TAGS & STATUSES

strong or spry
F IGH T Back against a barrier, ready to defend itself
frightened-2 Let out a braying scream or howl (give tense-1 and it gains evasive-2)
and possibly escaping-1 (if Bite, scratch, kick, or claw (bruised-1)
already on the loose)
S P OI L Spot something it can ruin, like a garden,
a party, or white linen on a clothesline
Make a mess (Ill Tidings or give ruined-2)

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Journey - Landscape

Windswept Farmlands
As the wind howls across the plains, wheat dancing in its wake, a cloud above
casts a foreboding shadow as it approaches from the faraway tree line. You
realize these pastoral surroundings might not be as safe as you’d assumed.

Tags: gnarled orchards, quaint, strong winds, wide grain fields

GENERAL CONSEQUENCES
You are momentarily lost in the high barley or dense orchards (lost-1).
You grow tired crossing the land (tired-1).
The sun hangs lower in the sky (time-passes-1).

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OVERC O M E B Y I N S EC TS
HAUNTING GALE You realize you are surrounded by
a humming throng of insects.
You are buffeted by an ill wind
(windy-3). Clouds churn on the horizon. Something lays its eggs in you or your hair
The cover you aim for is unreachable (Blocked). (poisoned-2 or itching-2).
The winds pellet you harshly (bruised-3 or Your pack is full of insects (scratch a tag for
exhausted-3). something perishable, or short-on-supplies-1).
The wind seems to cry in a distinct, shrill voice You lose control of your mount (spooked-3).
(frightened-2).

BA D O M EN
FA LLOW FIE LD You notice superstitious signs that
A stretch of rotting pumpkin fields your journey may not be a safe one.
give off a powerful stench. You are shaken (worried-3).
The putrid scent is nauseating (sickened-2). A carrion crow settles on a fence near you
By passing through, you catch nits (itching-2). (New Challenge: Ominous Raven, page 127).
A foul fog begins to spread (New Challenge:
Moldering Jack, page 126).
L ON ES O M E FA RM
You pass by a remote farmhouse, wondering
if it’s a good place to find provisions and
FOR K IN THE ROAD rest. Upon your approach, you notice a
You come upon a fork in the road suspicious-2 farmer puttering about.
and it’s not clear which way to go.
You refrain, or you are turned away, and must
You continue up the wrong path (lost-3 or time- rely on your own supply (short-on-supplies-1) or
passes-2). find your own place to rest (Complication).
You are offered help from a dapper stranger The farmer takes note of you and reports it to
who appears out of the tall grasses (New someone else (Exposure or New Challenge:
Challenge: Bargaining Devil, page 156). Soldier, page 179).
(If stealing food) The farmer comes after you
with a pitchfork (New Challenge: Commoner,
page 113).
FART HE ST FROM HOM E
You realize you are about to venture
farther from home than you’ve ever been.
ROA DS I DE M I N S T RE L
You are somewhat scared-2 of venturing into
You encounter a traveling minstrel
the world. along an old dirt road, offering
Your heart longs for the company of your beautiful music and delicious gossip.
family and friends (homesick-2).
He shares with you some untrue rumors
You don’t know the paths going forward (lost-2). (misinformed-2).
You spend the day and evening listening to
tales and songs, slowing your progress (time-
passes-2).
Some time after his departure, something pretty
important is found to be missing (scratch a tag).

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ON THE TRAIL
Travel by road offers many advantages, not least of which are
sure footing and a clear path to follow. But whether the monarch’s
highway, a rural byway, or a mountain trail, all roads have the
troublesome feature of being shared; there are unscrupulous
travellers who could pose greater dangers than those of the wilds.

AMBITIOUS CONJURER
Sapper, Aggressor
Sorcery is taken up by folks of all kinds, including those
who seek its mysteries only to increase their own wealth and
power. The Ambitious Conjurer is a renegade to a school
of magic, a spell-slinging brigand, or some other ne’er-do-
well who has found a nefarious purpose for their magic.

LIMI TS THREATS & CONSEQUENCES

HARM 2 BEGUILE Begin talking and talking in an increasingly sinister tone


CONVINCE 3 Charm the pants off someone (beguiled-2 or distracted-2)
SCARE 3 Rile themself up with a monologue about power (gain ambitious-2)
TAGS & STATUSES
Subtly steal something from someone they’re talking to (scratch a tag)
notched wand C ON J U R E Roll wrists and arms, making intricate magical motions
scorched spellbook
quick fingers Conjure forth a useful item (knife, floating shield, or magical flames)
snooty-2 Enchant a weapon to come alive and defend them (Blocked, and
warded-against-harm-3 New Challenge: disenchant 2 , gives wounded-2 or bleeding-2)
Unleash a blast of fire or sheer force (burned-2, blown-back-2, or
Sorcery (take wand) bruised-2 to several targets)
Conjure chains to bind someone (restrained-3)
Recall the wand to their hand (recover notched wand, if not broken)

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BRUTAL OUTLAW
Aggressor
Using strength of arms to hold up travelers and the wealthy, the Outlaw likes to engage in brutality to
prove they’re willing to hurt innocents. Secretly, the Outlaw is a bit of a coward, ready to flee if their
ambush doesn’t go as planned. However, if the Outlaw is following a leader they trust, remove this tag.
LIMI TS THREATS & CONSEQUENCES

HARM 3 AMBUSH Something moves among the shadows

SCARE 3 Fire arrows or lunge at someone with weapon drawn (intimidated-3


and wounded-1 or scratch a weapon tag)
TAGS & STATUSES Kill a bystander (intimidated-3, and Ill Tidings or scratch a tag)
coward
stolen sword or DE M A N D Point a weapon aggressively, shouting “Stand and deliver!”
stolen bow Take something of value (scratch a tag or penniless-5)
brutal-2 Hurt someone just for fun (wounded-2)

F IGH T Cackle and shift their weight from side

to side as they weigh their opponent


Strike with a blade or feather someone with arrows (wounded-3)
Shove an opponent back (Blocked or off-balance-2)

DISMAL FERRY RIDE


Countdown, Sapper, Mystery

On a dreary day or a fog-logged THREATS & CONSEQUENCES

night, this visibly rotting, E M BA R K A few passengers gather and board


barnacle-ridden vessel is the while the driver collects the fare
only way across the water. With
a handful of strange, distrustful The driver charges for the fare (short-on-coin-1), no freeloaders
passengers huddling under their allowed (Blocked)
cloaks and cowls, and a despicable, A poor passenger begs you to pay for them (short-on-coin-1 or
greedy ferry driver this promises awkward-2)
to be one heck of a jolly ride.
Passengers huddle in their places and throw hoods over their heads
LIMI TS (hidden-face-3)
ARRIVE 6 CREEP The ferry driver pushes the winch ever
SINK 4 so slowly and the journey draws out

TAGS & STATUSES


The doldrum and the dour view make a Hero forlorn-2 or sleepy-2
gloomy, built to last, surly-2 driver, The chain or rope breaks and must be repaired to continue
Large and heavy (Blocked)
The driver asks for help from the passengers, or extra coin
S PECIAL FE ATURE S
(Complication, or short-on-coin-1 and Ferry takes advancing-1)
IT CAN ONLY GO SO FAST
Anyone operating the winch becomes exhausted-2 (Ferry takes
When an action gives the Ferry a advancing-1)
movement status (fast, advancing,
etc.), for every tier received above SURPRISE One of the passengers whose
1, it also takes damaged-1. face is covered shifts unnervingly
The passenger makes the first move (New Challenge: Avoided
Acquaintance, page 112, Ambitious Conjurer, page 130, Rival Bard,
page 165, Catspaw, page 169, or Unshriven Revenant, page 159)

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DOG BOYS
Aggressor
A pack of adolescents with the heads of dogs, the Boys once ventured into a
cursed land or crossed the wrong witch. These vicious kids roam the roads
in packs of a dozen or more, seeking food and mischief. Their curse may be
lifted by magic or if they are convinced to perform three deeds of kindness.

LIMI TS THREATS & CONSEQUENCES

HARM 2 P IC K OF F T H E W E A KCome upon an


individual and begin to surround them
SCARE 3
Laugh at someone, making fun of their shortcomings (provoked-3)
PARLEY 4
Close in (surrounded-3)
LIFT CURSE 6
Take turns biting and scratching (bitten-2)
TAGS & STATUSES
H A R RY Approach a caravan, barking
hound’s sense of smell
vicious-2 Growl with rage (intimidated-3 or give mounts spooked-3)
Grab something (scratch a tag or short-on-supplies-2)
Numbers

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GRABBING GNOME
Sapper
Pouncing out of the depths of a small cave or a tree trunk, this little
elderly Gnome literally attaches themself onto an unlucky passerby. The
Gnome then drags along the ground, supernaturally heavy, a burden
that slows their victim down to great annoyance and potential peril.
Some say the Gnome is actually a useful creature, with great insights into
matters of craftsmanship. If only they were less irksome in every way.

LIMI TS THREATS & CONSEQUENCES

HARM 2 AT TA C H Scamper underfoot

REMOVE 4 Grab onto someone’s leg, arm, or back, half-merging with it


(Complication).
TAGS & STATUSES

ancient magic H I N DE R Drag along the ground wailing


handicraft skills Slow down (slowed-2)
annoying-2 Get on their host’s nerves (annoyed-2)
Weight and grip (tickled) Draw attention (Exposure)

S PECIAL FEATURES

ONE FLESH
The host suffers any physical
harm status that is inflicted on the
Gnome while they are attached.

SHREWD MERCHANT
Influence
Noting your potential interest in their wares, the Shrewd Merchant is
ready to talk you into buying something with what coin you have. Interested
is a compelling status; walking away while interested is a challenging
action. It also hinders lessening the price status (short-on-coin).

TAGS & STATUSES THREATS & CONSEQUENCES

interesting wares S HOW I N V E N T ORY Beckon to peruse the goods


shrewd Listen to the Hero and measure them up (gain insight-1)
talkative-2
Show something of interest, and press on it (give interested-1)
Trade and travel
HAGGLE Engage in lively chatter, praising
S PECIAL FEATURES
the qualities of their wares
TEMPTING WARES Spin a tale of poverty and misfortune, or point at the item’s scarcity
When the Shrewd Merchant is and quality (give interested-1)
first Established, at least one Hero
Offer a bargain price (give item tag and short-on-coin-3)
becomes interested-3 in what the
Merchant has on offer.

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Journey - Landscape

Lawless Roadway
The road meanders through the countryside, twisting between hills and
delving into forests, carrying not only travellers to their destination but also
ruthless miscreants and strange wanderers.

Tags: a fair road, twists and turns, many hiding places

GENERAL CONSEQUENCES
You are ambushed by an opportunistic bandit (New Challenge: Brutal Outlaw, page 131)
You begin to feel tired, or forlorn (tired-2 or homesick-2).
You come upon a crossroads, but you’re unsure where to turn (lost-2).

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B RI DGE A M B USH
You thought you saw movement
B LOCKE D ROAD ahead, by an old rickety bridge,
but no one is there now.
A landslide, flood, or fallen trees
have made passage difficult here. Going around forces you to make a wide detour
It will be hard to cross on foot, and (time-passes-2 and tired-2).
harder on a mount or transport.
An unsavory figure hops out from hiding,
You or a mount is badly injured (wounded-3) or blocking the way back (Blocked and any New
your transport breaks an axle or wheel (broken-3). Challenge from this section).
Crossing carefully or removing the obstacle A part of the bridge collapses underfoot,
takes time and effort (short-on-supplies-1, time- leaving one of you hanging-by-your-fingers-4.
passes-1, or tired-2).

C A RAVA N UN DER ATACK !


T R ADE RS AT THE You hear a ruckus up ahead. As you
CROSSROADS clear a corner, you see an embattled
Several trader carts are circled together caravan under attack by raiders.
for protection near a crossway.
The pillar of smoke from the ravaged caravan
You trade with them, but pay more than you is seen for miles (Ill Tidings).
should (short-on-coin-2). You feel guilty-3 or gain ill-repute-3, for not
You are accosted by a particularly aggressive helping or for failing to help.
trader (New Challenge: Shrewd Merchant, The raiders spot you and mark you as their next
page 133). victim (New Challenge: Dog Boys, page 132).
A trader of wine or ale offers you a sip of
something strong (drunk-3).
You become enamored-3 with someone you see S TAGN A N T PON D
at the encampment. The road stoops into a wide pond
that reeks of rot and disease. Far
ahead you see the road continues.
WANDE RING PILG RIM
Noxious fumes assault you (sickened-2).
You come upon a pilgrim who
begs you to sit a while, break
You slide into the mud (stuck-2).
bread, and talk to them. This miserable experience sours your mood
(dejected-2).
The pilgrim leaves you pondering their
strange religious philosophy (inspired-2 or An insect stings you, or your mount (sickened-3
indoctrinated-2). and fever the next morning).
The pilgrim is famished and eats more than
their fair share (short-on-supplies-1).
TA X C OL L EC T OR
You lose yourself in the discussion (time-passes-1).
At a narrow point in the road,
The pilgrim warns you that ignoring them a smug magistrate has set up a
will spark the ire of nature, fate, or of a deity checkpoint for collecting toll.
(scratch a related tag or cursed-2). You pay dearly for the right to cross (short-on-
coin-3 or scratch a tag).
The magistrate takes note of your name or face
(marked-3).
The magistrate and his men press you for
payment (New Challenge: Stern Magistrate,
page 117, and Soldiers, page 179).

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IN THE WILDS
At the edge of the forest, the fells, the desert, or the tundra,
the familiar fades away and a world of rugged peril unfurls
before the brave traveler – or the foolish one. For in the depth
of wilderness, beasts prowl and monstrous creatures skulk
about, and the land itself is ready to devour an unwitting
wanderer before it would reveal its marvels.

ANTLERED FOREST SPIRIT


Quarry, Mystery
Mysterious entities born of the wild stalk the deep reaches of the natural world,
quietly and subtly cultivating it at the same time as they embody it. The Antlered
Forest Spirit cares not for worldly concerns. It is a walking embodiment of natural
splendor, wonder, and life. Those who seek wisdom beyond mortal ken might seek
it but often an encounter with such a mysterious spirit leaves one forever changed.

LIMI TS THREATS & CONSEQUENCES

BIND OR BANISH 4 E VA D ESeen only for a moment, the


FIND 4 antlered being remains out of reach
Sense those who would seek it (Exposure)
CONVINCE 4
Escape (remove two tiers from find)
BOND -
F OR E WA R N Give an unspoken warning
TAGS & STATUSES

regal antlers Look back at you with foreboding (frightened-3 and curse of nature’s
ethereal-3 betrayal)
wise-beyond-words-3
Stare with unfathomable
E M A N AT E S P L E N D OR
mysterious-3 intent as the world blooms around it
One with this wilderness Make onlookers experience awe at nature (awed-5 or awakened-5)
(a true heart) Plants grow to obscure and harry (wild thicket and remove 3 tiers of
S PECIA L FE ATURE S
preparation statuses)
TWISTED (+ ) Someone unworthy is returned to nature as plants, grass, and fungi
Not all antlered spirits are life- grow out of their body (consumed-4 or transformed-4)
loving; some are manifestations of
the deeply disturbing darkness of
nature. Increase bind-or-banish and
all Consequences by 1, and change
the statuses it gives to driven-mad
and ripped-apart.

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BEWITCHING GLADE
Obstacle, Influence, Aggressor
This stunningly beautiful rest spot soon turns out to be too good to be true.
Faerie enchantments, animated brambles, and the threat of eternal sleep
all await foolish Heroes. Old tales speak of folk heroes who reversed the
spell, or at least weakened it, by wearing their coat inside out. Sometimes a
Bewitched Glade hides a treasure or secret within it, or on its other side.

LIMI TS THREATS & CONSEQUENCES

ESCAPE 4 LURE A beautiful verdant glade seems


a useful spot to stop and rest
TAGS & STATUSES
The group is tempted-3 to stop for a while (the Fellowship gains
enchanting splendor supplied-1)
thorny brambles
Entice someone to take a nap (sleepy-4)
tempting-3
Enchantment of the Wits ENSNARE The undergrowth expands, surrounding
(reverse clothing) the company with thorn-covered vines
Grab someone with creeping brambles (cut-2 and entagled-3)
Enchant someone to forget themselves (memory-loss-4)
Confuse an escaping person so they lose their way (lost-3 or befuddled-3)

BIG CAT
Aggressor, Pursuer
A starving predator prowls this wilderness and it will not balk at bony
travellers, nor their more meaty riding mounts, to sustain itself. When it
pounces at its prey, its stealthy status hinders reaction and is then removed.

LIMI TS THREATS & CONSEQUENCES

HARM 3 HUNT Animal life nearby grows terribly quiet


SCARE 3 Sniff out its prey (remove 2 tiers of hidden or stealthy)
ESCAPE 3 Run in the undergrowth, no louder than the wind (catching-up-2)
4 Pounce at its prey and push them down (pinned-3), maul them
BOND
(mauled-3), or bite their neck (wounded-3)
TAGS & STATUSES Disappear deeper into the surrounding wilds (gain stealthy-3)
hungry
hunter’s senses F IGH T Dig its claws in the ground and lower its head, growling
stealthy-3 Watch for attacks it can avoid (gain evasive-2)
Physical prowess (starve) Claw and bite (wounded-2)
Tear out of ropes, bonds, or restraints (remove 2 tiers of restraint
statuses)

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BLOODTHIRSTY REAVER
Aggressor
Be they demons that crawled out of the nether realms or cunning, twisted creatures full of malice, Reavers are
wiry and ferocious bipedal monsters who prowl the wild regions alone or in packs, laying waste to all in their path
and killing or despoiling for sport or for sustenance. They bow to no one, save those who prove more destructive.
LIMI TS THREATS & CONSEQUENCES

HARM 3 E NG A G E Howl with visceral rage


SCARE 5 Strike fear into an enemy (intimidated-3)
Bolster themselves or their allies (give frenzied-3)
TAGS & STATUSES
Charge towards an enemy (gain charging-2)
bloodspattered armor, fearsome
spiked cudgel, menacing-2 BAT T L E Swing a weapon and growl with battle fury
Physical prowess Slay an innocent bystander (Ill Tidings)
(make docile) Wound someone gravely (wounded-3)
S PECIA L FEATURES Fight to the death and refuse to be captured (Blocked)
BERSERKER
Whenever the Bloodthirsty
Reaver takes a harmful physical
status,they also take frenzied at the
same tier.

FABLED BIRD OF PREY


Aggressor, Pursuer, Quarry
Legends tell of a magnificent and terrifying raptor – a roc, griffin, drake, or perhaps a harpy – that has built
its nest in the region and feeds on roaming deer, bison, or yak. Those unfortunate enough to become its prey
are picked off the ground in one fell swoop and are carried off to its mountain perch, never to be seen again.

The Bird’s swooping hinders THREATS & CONSEQUENCES

both attacks against it and CIRCLE The shadow of a large bird of prey
reactions to its attacks. The overhead passes over the land
Bird loses this status when it
lands or when grounded. Climb higher (gain swooping-2)
Swoop down and grab its prey with its talons (grabbed-3)
LIMI TS
Swoop down and tear someone or something to pieces (slashed-3)
HARM 4 Drop a boulder on someone (crushed-5)
CATCH OR ESCAPE 4
F LY Fly in pursuit of prey, or fly away with the prey it grabbed
BOND 5
Flap its mighty wings, covering great distance at speed (flying-away-2
TAGS & STATUSES or drawing-closer-2)
keen sight Buffet an airborne adversary (spinning-2)
sharp talons If wounded, drop its prey (give falling-1)
strong beak
swooping-2 F IGH T Flap, caw, slash, and hiss as it battles
its adversaries on the ground
Large and strong
Swat away with its wings or tail (knocked-back-2 or stunned-2 to
nearby foes)
Peck with its beak or claw with its talons (bleeding-3)
Break out of bonds (remove 3 tiers of restraint statuses)

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LOCAL GODLING
Influence, Obstacle, Aggressor
Here and there one might find a natural feature so magical and pristine that it has its own
godling. These spirits never leave their home, and so believe that they are the absolute masters
of their world. Such tiny tyrants could be curious or frightful of strangers, and may demand
respect from uninvited trespassers. Few know they often entwine the ambient natural power
into a rare charm – a pretty pearl or engraved stone – and guard it with their lives.
LIMI TS THREATS & CONSEQUENCES

BIND OR BANISH 4 PEEP Scuttle around, unseen, as it watches intruders


PLACATE 3 Avoid being found (hidden-3)
Find out why the Heroes are here (Exposure, and gain upset-2 if
TAGS & STATUSES
undesired)
land magic, land magic charm,
imperious-3 Announce itself to intruders and
DE C L A R E

God over a small area (remove stomp around, demanding respect


charm from area) Roar endearingly, yet the ground trembles (give apprehensive-2)
Give someone a quest to fulfill ([promise to the godling])
S PECIA L FEATURES

MY PRECIOUS Demand more in an accusing manner (Yes, But…, and it gains


The Godling possesses a charm that upset-3)
is hidden-3. If they learn that the
charm was stolen, placate increases
AT TA C K Lift its arms as the ground begins to shake
to 6, and they gain upset-3 and a new The land swallows someone up (buried-4)
Consequence: curse-4 someone to The wilderness changes around (lost-2)
always be thwarted by the Godling’s
type of land.

MADDENED WOODCUTTER
Aggressor, Charge
The Woodcutter only wants to do their job, felling trees for lumber. Unfortunately,
solitude or faerie magic has maddened them, causing them to see people as trees that must
be taken down with their axe. Often they mutter: “The trees have come alive…”

LIMI TS THRE ATS & CONSEQUENCES

HARM 3 HEFT Mutter to themself and walk


CALM 3 towards an axe stuck in a stump
Scream about the trees coming after them (give intimidated-2)
TAGS & STATUSES

axe mastery, strong and hearty, Pull the axe from the stump (gain notched axe)
delusional-5, furious-2
FELL Begin to madly swing the axe
S PECIA L FEATURES Hit someone with the axe (wounded-4)
BLOODY MAIMER
Lop off someone’s hand or foot (no right hand or similar)
When the Woodcutter delivers a
wounded Consequence that exceeds
their victim’s Limit, they lop off
their hand, arm, leg or foot (no
right hand or similar for a Hero, or
Ill Tidings).

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MEGALITH
Countdown, Charge, Mystery
A massive obelisk stands defiant against the sky, wreathed in an unsettling atmosphere. This structure
feels strange and, above all, dangerous. Tales about it abound, but its true meaning is lost to time.
At some megalithic sites, evidence of worship can be found. Sometimes worshippers such as
Hedge Witches (page 125) or Obsessive Cultists (page 163) surround the stone pillar.

LI MI TS T H R EATS & CONSEQUENCES

BIND 5 UNNERVE A feeling of dread


surrounds the megalithic structure
The binder harnesses the power of the megalith,
increasing their magical Might by one level (to a Everyone is filled with a sense of dread
maximum of Greatness). Every action taken while thus (frightened-3 to everyone)
bound gives the Megalith worn-down-1 on destroy (it may
be repaired).
CURSE A thunderclap echoes from
deep within the stone column
6
DESTROY
Mark someone with a scar (recognizable scar and
The obelisk explodes with magical power and the pillar cursed-3)
crumbles, inflicting magical-fire-3 or transformed-3 on
Warp someone’s shape (transformed-3 or mark
everyone in the immediate area.
Abandon on a theme of one’s body)
TAGS & STATUSE S Reverse the nature of a magical spell, item, or
smooth stone, solid stone, effect (remove a magical status or tag, and create
unsettling aura, cryptic-2, one with an opposite effect)
Deep strange magic (read aloud
etchings in lost language)

MONSTROUS SPIDER & WEB


Aggressor
Skittering with its eight gigantic exoskeletal legs, the Monstrous Spider tends
to lie in wait, letting its prey come to it. The webs it weaves are a fair bit thicker
than normal-sized spider webs, and they’re proportionally more sticky.

LIMI TS THREATS & CONSEQUENCES

HARM 3 ENSNARE A strand of cobweb brushes one’s cheek

ESCAPE 3 The victim becomes entangled-3 in the web

BOND 5 AT TA C K A giant spider emerges and begins to skitter forward

TAGS & STATUSES


Pounce and grip someone with its pincers or pin them with its legs
(grappled-3)
light sensitivity
sticky webs Inject with venom (wounded-2 and if not fully lessened, paralyzed-3)
tough shell Circle around, luring its target into another hidden web (choose
patient-2 against-the-wall-3, or surprised-2 and then entangled-3)
nimble-3
Horse-sized
SCUTTLE Begin to squeeze through a tight space
Follow after an escaped victim (remove escaping)
Escape through a crack (Blocked)

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PROTECTIVE BEAR
Obstacle, Aggressor, Support
If a mother bear comes to see someone as a threat to her nearby cubs, she
engages with fierce, unrelenting passion. A bear can be equally protective of
a human companion they are bonded with such as a hedge witch or a druid.
LIMI TS THREATS & CONSEQUENCES

HARM 4 T H R E AT E N Stand tall, sniffing the air, to appear bigger

CALM 3 Rear up menacingly (intimidated-3 to everyone around)


Work herself into a frenzy (gain enraged-4)
BOND 4

TAGS & STATUSES


DE F E N D Glare with worried eyes at
keen sense of smell, sharp claws and Rush between danger and their protectee (Block)
teeth, tree climber, terrific strength, Swat away threats to their protectee (give protected-2)
cautious-2
CHARGE Run at full speed toward a perceived danger
Fearsome size
Slam someone down (prone-3)
S PECIA L FE ATURE S
Rake claws (wounded-3)
DEFENDER
Whenever the Bear’s protectee Sniff around (remove two tiers from a sneaking status)
would be physically attacked or
Become agitated (remove two tiers from calm)
harmed while the Bear is able to
protect them, the Bear becomes the
target of that action instead – before
counting Power for the action.

RAMPAGING GIANT
Aggressor
Smashing through the landscape, the Rampaging Giant terrorizes the populace
with their size and destructive force. Not the most intelligent, however, they break
the world out of fun, ignorance, or primal rage. One way to bring down a Giant
is to feed them well, although satiating their Mighty appetite is no small feat!

LIMI TS THREATS & CONSEQUENCES

HARM 5 D E S T R OY Go on a rampage, heaving towards structures

OUTSMART 3 Tear down something big (razed-4 and Ill Tidings if there are
innocents within)
OVERFEED 4
The Giant sits down to digest or T H R OW Grab a cart, horse, or similar object
nap, recovering one tier of the Throw it at someone (wounded-4 to all involved)
feeding status every hour or so.
F IGH T Grasp at the annoying people
TAGS & STATUSES
Grab someone (grappled-4 and if not fully lessened also intimidated-2)
bellowing voice, big and strong,
destructively-rampant-3 Squeeze someone grabbed (crushed-4) or throw them (wounded-4 and
prone-2)
Cyclopean size and strength
(overfeed) Figure out someone’s place of hiding (Exposure)
Figure out what someone grabbing on to them is doing (Exposure)

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WILL-O’-THE-WISP
Influence, Sapper, Mystery
A distant flickering lantern or torch, a vague sign of life, or a strange vision in the fog sometimes appears at
night in remote places. While it takes the guise of something desired, its guidance must not be trusted: it’s a
promise of safety that always ends in disaster. Those who ignore it three times are spared (use a Simple outcome,
or a Quick outcome if a Hero is hopeful or curious). Those who follow it successfully, follow it to their doom.

LIMI TS THREATS & CONSEQUENCES

BIND OR BANISH 2 LURE Flicker and bounce around the landscape

IGNORE 3 Give hope, or arouse curiosity (hopeful-2 or curious-2)


Illuminate an interesting landmark or item (add a tag)
FOLLOW 3
Move over an obstacle, making it harder to follow (add a tag such as
Deliver one of the Follow
difficult underbrush or knee-deep water)
Consequences.
Pull away so it’s even harder to make out what it is (blurry-2)
TAGS & STATUSES

flickering light DI S T R AC T Dance around someone, lighting up the dark


hovering light Dazzle someone (blurred-vision-2)
blurry-2
Transfix someone’s attention (distracted-2)
S PECIA L FE ATURE S

THRICE IGNORED
F O L L OW Use when follow is maxed.
Whenever a Hero successfully The path leads to a hidden tar pit (surprised-2 then stuck-3)
ignores the Will-O’-The-Wisp, give The path leads to a hidden crevice (surprised-2 then wounded-3 and limping)
the Wisp ignored-1. The path leads to a Bewitching Glade (New Challenge, page 138)
The path leads to a Megalith (New Challenge, page 141)

WRATHWOOD TREE
Aggressor
The Wrathwood Tree is a malevolent tree that grasps at passersby to drink their blood.
It may be that an evil spirit possessed a natural tree, or that one grew from a cursed seed.
It is often found where a tragedy occurred. The tree gives no warning signs to betray its
nature; the only Threat is that of being in an eerie place, one demanding vigilance.

LIMI TS THREATS & CONSEQUENCES

CUT DOWN 3 AMBUSH The group travels through an eerie woods or unnerving
CLEANSE 5 land, where the trees bend and creak in the blowing wind
Branches suddenly move to grasp someone! (surprised-3 to everyone
SATE -
nearby, and then grabbed-3 to the victim)
TAGS & STATUSES

thick gnarled limbs, fruit-bearing GRASP Reach out with growing, sucking branches
branches, bloodthirsty-3 Grab another victim or strengthen its hold (grabbed-3)
Large and strong Squeeze a victim like a crushed fruit (crushed-3)
Grow thorns to cut its victim and consume their blood (bleeding-2;
S PECIA L FE ATURE S
for every tier not lessened, remove one tier of a negative status from
SLAP AWAY
the Tree)
Whenever someone approaches
the tree while it already has
someone grabbed, it first hefts
its branches at them so they’re
pushed-away-3.

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Journey - Landscape

Dark Forest
Beneath a shadowed canopy stretching across the land stand trees hundreds
of years old, steadfast against time – and you. You can hear animal cries, bird
calls, branches creaking in the wind – and something else, bestial, far away.
The smells of the forest are loamy and wet, and not a single stretch of ground
is even, dry, or lacking in insects.

Tags: shadows everywhere, wildlife, mysterious woods, thick foliage

GENERAL CONSEQUENCES
You (or a companion) wander too far off (lost-3).
You step in a nettle patch, ant hill, or beehive (itching-2).
The underbrush is sticky and prickly (gear gets sticky-1, torn-1, or scratch a tag).

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T RAC T L ES S FOLI AGE
The trail fades away and the trees
MOSSY G LADE around you are so dense, you’re no
longer sure which way you are going.
The trail disappears as you find
yourself in a beautiful glade peppered You lose your way in the woods (lost-3).
with mossy boulders, with a large You come upon a landmark you’ve already seen
tree at its center, creaking faintly.
It’s the perfect place for a break.
(time-passes-1).
You find a few ancient flagstones, but they lead
You (or a companion) are disappointed-1 that the elsewhere (Complication).
Fellowship didn’t spend more time there.
You take too long basking in the sun dappling
through the trees (time-passes-1). A BA N DON ED C A B I N
Squirrels, deer, or insects get into your supplies The trail leads past an old log cabin,
(short-on-supplies-1). its firewood shed packed to its roof,
This place reminds you of the solace you seek yet the occupant is nowhere in sight.
yet cannot have (perturbed-2). A trap springs on you (bleeding-3 and restrained-3).
You are caught off guard by the tree, which The woodcutter who lives here approaches (New
reaches out and attacks! (New Challenge: Challenge: Maddened Woodcutter, page 140).
Wrathwood Tree, page 143).
You awaken a terrible spectre that haunts this
place (New Challenge: Backwoods Haunting,
page 123).
F R OZE N STRE AM
You come upon a wide and deep brook,
now frozen over. The slippery ice makes S T EEP H I L L S I DE
it difficult to cross, and cold winds The trail leads down the side of a steep
blow down the stream’s channel. hill, made slippery by dew and moss.
Crossing takes a while, and you are exposed to You twist your ankle (twisted ankle).
the cold (cold-2).
A bag or pack falls off and goes tumbling down
You slip and fall on the ice as you cross (scratch a tag or short-on-supplies-1).
(bruised-2 and cold-2).
Climbing carefully is a long and arduous
You drop something through the ice (scratch a process (time-passes-1 and tired-1).
tag).
The ice breaks and you fall into the frigid
waters below (cold-3 and trapped-under-ice-3). OVERSH A DOW ED PON D
A gently flowing waterfall, singing a
soothing song, fills a secluded basin with
fresh water. As you approach, you see
R ESTLE SS NIGHT something twinkling deep in the pond.
At night, the forest howls and
quivers all around you.
You slip and fall into the pool (wet-3).
You are made drowsy by the lullaby (sleepy-3 or
You are filled with a sense of deep dread
distracted-2).
(terrified-2).
You are intrigued-3 by the shiny item in the pond.
The fire you lit blinds you to what’s beyond the
light (Blocked) or invites unwanted attention You dive too deep (drowning-2).
(New Challenge: Bloodthirsty Reaver or Some creature, perhaps a spirit, steals a precious
Monstrous Spider). item while you’re distracted (scratch a tag).
(Camping) The haunting noises and constant You stir something that lives in this pool…
vigilance trouble your sleep (tired-1). (New Challenge: Local Godling, page 140, or
Drowning Beauty, page 152).

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Journey - Landscape

Echoing Cavern
The dank odor of the underground welcomes you at the entrance to this cave.
Your torchlight casts your own silhouettes as terrifying monsters against
the sloping stone walls, making you ponder what creatures call this grotto a
home.

Tags: darkness, damp, echoes, slippery stone s


ca n b e a re so ur ce, just like supplie
g,
GENERAL CONSEQUENCES Light d of the darknes s ta
m or a le . I n st ea en
or create light. W h
have the playerslight, darkness falls and
A small sound you make is multiplied many
times over (Exposure or New Challenge).
they run out ofe where they are going,
You slip on a rock and land badly (bruised-2). they cannot se te by other means.
A gust of wind and dampness snuffs out the forced to naviga
light (scratch a light source tag or remove two a tu s is us ed on ly to counter
The light st n’t helpful by itself –
darkness and is creature who is sensitive
tiers from light).
unless there’s a hinders attempts to
to it. Light alsorough the dark.
move unseen th

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M USH RO O M GROVE
The passage opens into a broad
cave filled with blue glowing fungi.
DE E P CHASM They might be edible, or could they
Your path comes upon a wide ravine; have some medicinal properties?
a slick and narrow ledge runs along Spores are hanging in the air (poisoned-3 or
its side, the only way across.
hallucinations-3).
You slip and fall, but barely manage to hold The fungi’s presence has a strange effect on
onto the ledge (hanging-on-ledge-4) your magic (drained-of-magic-2).
You drop something you were carrying (scratch A cloud of agressive spores rises (New
a tag). Challenge: Swarm of Insects, page 183).
You grip the stone walls so fearfully that you
cut your hands (bruised-2).
You cross, but the ordeal gives you a fright UN DERGROUN D S T REA M
(harrowed-2). The rushing water of an underground
river crosses your path, but a clear
exit can be seen on the other side.

A FIE ND’S LAIR A rocky foothold, handhold, or fixture falls


Scattered dry bones and old belongings into the water (Blocked).
let you know you’ve stepped into The loud, booming sound of rushing water
some vile creature’s lair. Then hammers at your ears (ears-ringing-2).
you hear its snarls and snores.
You slip and fall (wounded-2), and immediately
The stench of death and rot overwhelms you; get carried away (lost-3).
you are petrified-3 with fear.
Knowingly or not, the fiend moves to block the
exit or the entrance (Blocked). W EB T UN N EL
You leave something bearing your scent or A web of sticky, thick strands stretches
across the walls, and over the
name in the lair (Exposure). tunnel you were going down. Every
The creature becomes aware of your presence other passage has similar webs.
and lunges at you! (Exposure and New
You get stuck in the web (stuck-3).
Challenge: Bloodthirsty Reavers, page 139)
Your weapon or tool loses its edge cutting
through the web (dull-1 or sticky-1).
C AVE RN OF BATS From the darkness, the spider comes
skittering (New Challenge: Monstrous Spider
You enter a great dark dome covered
with bats hanging like stalactites.
& Web, page 141).
The slightest sound could wake them
and how can you find the way out?
C AVE I N
The bats awaken and descend upon you A rising rumble in the distance
(panicked-3, scratched-2, or blood-drained-3). gets closer and closer – and
You lose sight of the way you came (Blocked). the ceiling begins to crack!
A terrified mount or companion flees into the A boulder comes crashing down on you
darkness (scratch a tag). (wounded-3 and pinned-4).
The bats awaken and cause something deeper You are trapped in the tunnel (trapped-4 and/or
in the caves to stir (New Challenge). Blocked).
The ceiling collapses and you are separated
from your companions (lost-4 or trapped-4).
You are buried in debris with little remaining
air (trapped-4 and suffocating-1).

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AVA L A NC H E
A low rumble begins and you realize
that the snowpack is breaking and
Journey - Landscape that an avalanche is on the way!

Mountain Pass
You are trapped under the snow (cold-4 and
trapped-4).
You lose something valuable during the escape
(scratch a tag).
You journey across the mountains, through The way forward is blocked, for the rest of the
a treacherous pass winding along dangerous winter (Blocked).
chasms, and past mysterious caves. Cold
winds bite at your flesh and a fall is always a
step away. DI FFIC ULT H I K E
Your path weaves tortuously
upwards, climbing the mountainside
Tags: biting winds, falling rocks, perilous cliffs, barren, amid boulders at a steady, steep
thin air incline. One leg at a time.
You are tired-2 of the climb, or you become
GENERAL CONSEQUENCES winded-2 or thirsty-2.
You slip and fall (bruised-2 or hanging-on-ledge-4). Some of you are slowing the others down (time-
You are buffeted by cold winds (cold-2 or passes-1).
off-balance-2). You or a companion turn sour-2 over the
distribution of carrying weight.
You drop something of yours; either go back
down to find it (time-passes-1) or leave it behind
(scratch a tag or short-on-supplies-1).
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SHE E R CLIFF
An almost vertical wall of
rock juts up before you. Your MOUN TA I N C AT A M B U SH
path continues at the top. Tracks reveal that a mountain
Your climbing equipment snaps or dislodges lion prowls the area, perhaps
stalking you this very moment.
(scratch a tag).
It would be best to avoid it.
Your fingers sweat, bleed, or burn from
holding on to the cliff or rope (slipping-2). The cat keeps on following from a distance
(mounts or companions become nervous-2).
While you negotiated a path around, it took
longer than you thought (time-passes-1). Due to the cat’s presence, hunting in this area is
difficult (no game).
Something mean shows up at the top of the
cliff (New Challenge). The cat ravages your packs during the night
(short-on-supplies-2).
The cat engages further (New Challenge: Big
Cat, page 138).
B RE ATHTAKING
MOUNTAIN TOP VIE W
You arrive at a high viewpoint PRECIOUS M I N ERA LS
overlooking the entire land, a
chance to take in the scenery. The waters of a passing stream or a vein
in a rocky ledge glitter with tantalizing
You become elated by the view, abandoning flecks of gold. Even a small nugget
caution (elated-2 and scratch a caution tag or could be worth the time to sieve for it.
remove two tiers of alert). One of you begins to dream of riches (gold-
You see your entire life before you as sick-2 or greedy-2).
if from above, and it makes you think After long hours, you find nothing (frustrated-2
(contemplative-3). and time-passes-1).
You see something worrisome about the lands The ore you find is unnatural (poisoned-3 or
you left behind (e.g., burning village) or the drained-of-magic-3).
lands ahead (e.g., menacing castle) (worried-3
Other prospectors arrive and claim stake to
or Ill Tidings).
what you’ve found (New Challenge: Brutal
You are called to commune with a greater Outlaw, page 131).
force or deity here (time-passes-1 or you are
disfavored-3 by them).
GI A N T ’ S HOL L OW
The trail passes by a hand-hewn cave
HIDDE N SHRINE full of giant-sized furniture and
You find a deserted shrine carved other belongings. There’s a cage at
into the mountainside. There are the back, or is it a treasure chest?
no offerings in the bowl, and the
A trap is triggered (caught-3).
statue is covered with moss – a show
of respect could be rewarded. Walking through a giant’s territory is nerve-
wracking (worried-2).
The effigy seems to be staring at you, judgingly
(guilt-2). The giant’s goat suddenly breaks out of its pen!
It must be caught before it alerts its owners
Your treatment of the shrine earns you the ire
(New Challenge: Runaway Farm Animal, page
of a supernatural entity ([entity’s] disfavor).
127 with Large).
When you next slumber, you have nightmares
The giant returns to find you in their home (New
of falling down the mountainside (tired-3 or
Challenge: Rampaging Giant, page 142).
death wish).

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Journey - Landscape

Morose Mire
These marshlands offer a bounty of dismal sensations
that sap the will. How many days must you travel
through this foggy, insect-filled, pool of mud?
N EGOT I AT E A PAT H
The wetland stretches out before
Tags: obscuring fog, rotting vegetation, treacherous footing you, patches of squishy soil
intermittent with shoulder-deep pools
GENERAL CONSEQUENCES of stagnant water. You balk at the
task of crossing this labyrinth.
Your pack is soaked through with water (short-on-
supplies-1 or scratch a water-damaged item tag). You flounder in the swamp for hours, repeatedly
falling into the water (cold-2 and sick-1).
You’re sure you’ve seen this fallen log before, but
it’s so hard to tell (lost-2). You painstakingly prod and test the ground
before you, keeping you dry but slowing your
This wretched swamp is beginning to strain your progress (time-passes-1).
disposition and mind (despondent-2 or acting-
weird-2). One of you staunchly disagrees with the guide,
scout, or leader, and becomes irritated-2.

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MO S SY STONE CARVING EERI E B ON EYA RD
You come upon a leaning, half- Your path takes you through a vast
submerged stone pillar carved with tract of muck peppered with the sharp
an inhuman likeness. There’s a fresh bones of thousands of giant serpents
wreath of flowers on its head. You who seem to have come here to die.
struggle to make sense of it, but
it must have some significance. You find the boneyard haunting (disturbed-2).
You are scratched and cut by giant rib bones
The monstrous face awakens something dark
and fangs, each the length of a broadsword
inside you (sinister-streak-2).
(bleeding-2, and if not fully lessened, poisoned-2).
You leave without honoring this swamp deity,
You earn the enmity of dragons and serpents,
and the swamp remembers (cursed-to-sink-2, or
who consider this place sacred (mark of the
marked-2 by the swamp dwellers).
serpent blasphemer).
You wait long enough for the wreath-maker to
show up (New Challenge: Drowning Beauty,
page 152).
S I N K I NG QUAGM I RE
Your boot, mount, or transport is stuck
in the mud again, but this time, it’s
UNEN DING M ARSHE S sucked down relentlessly. You had better
figure out how to break it out, fast.
There seems to be no end in sight
to these marshlands. You feel You leave it to the swamp (scratch a tag or gain
yourself falling to despair. barefoot, and upset-3).
You lose your will to keep going (despaired-3). Pulling it out requires incredible effort (tired-2)
You lose your sense of self (scratch a tag for a or pulling on rope or reeds (grazed-1).
personality trait). A bubble of toxic gas is released from below (sick-3).
The walk is tiring, and there is no good
campsite to be found (tired-3).
LIGH TS I N T H E N IGH T
As a foggy night falls, you see
LONE HU T lights in the distance. Who knows
Amid the tall reeds, you spot a singular if it signals danger – or hope.
makeshift structure of mud and reeds.
You are troubled by your decision (doubting-2).
There is light in the window, and a
figure inside; you smell a delicious stew. As you near the lights, you discover they are
hives of strange fireflies (New Challenge:
Your belly grumbles (hungry-2).
Swarm of Insects, page 183).
The hermit refuses to let you in (Blocked).
The light leads you further and further into
The hermit is a witch, who does not the swamp, as if guiding you somewhere (New
appreciate visitors (New Challenge: Hedge Challenge: Will-o'-the-Wisp, page 143).
Witch, page 125).

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OPEN WATER
The water can carry you home, it can sweep you away, and it can
pull you down to its sunless depths. Turbulent or calm, it lifts up
ships that voyage across oceans and seas and gently laps against
barges and rafts on glimmering lakes and wide meandering
rivers. Do not fall for its deceiving song, for the water can be as
treacherous as it is life-giving.

DROWNING BEAUTY
Aggressor, Influence
Rising from the depths, this creature appears in the form of a beautiful
person in an attempt to lure travelers. Those who get close to the
water are then drowned, their warm breath and very life consumed.
The more mesmerized they are, the slower they are to react.
THREATS & CONSEQUENCES
LIMI TS

HARM 3 B E C K ON Emerge from the water and feign distress


SCARE 3 Call out for a victim to draw nearer and help (mesmerized-3 or obliged-3)
TAGS & STATUSES DR OW N Reach out with sudden speed
radiant beauty Embrace its victim and start sinking in the water (grabbed-3 and if
slippery coat not fully lessened also drowning-3)
Unnaturally alluring (not
Draw out the warmth from an embraced victim (cold-3 or drained-of-
looking or listening),
life-3)
Underwater deftness

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KRAKEN
Aggressor, Countdown
A tentacled behemoth, lurking beneath the waters, the Kraken is a legend known to sailors as one of the
greatest dangers on the sea for its capacity to destroy entire ships and swallow their crews whole.
Krakens are punishment from the gods, or perhaps creations of sorcerers of a past age. Their only
weakness is a small magical pearl that is hidden between their tentacles, always kept underwater.
With this pearl in hand, one can communicate with and even command the Kraken.
Escape and swallow are polar statuses.

THRE ATS & CONSEQUENCES


LIMI TS

HARM 4 LURK A mysterious silhouette can be


seen moving below the waters
ESCAPE OR SWALLOW 5
Rise towards the surface (swallow-1)
The Kraken destroys the vessel
and countless crew members die Begin to wrap tentacles around a seafaring vessel (grabbed-1)
(Ill Tidings).
CRUSH Tentacles grab at sailors and a
TAGS & STATUSE S horrific maw rises from the deep
hungry maw Envelope with tentacles (grabbed-1)
many tentacles
Drop a person it holds into its maw (crushed-4)
impenetrable skin
Continue swallowing the vessel (swallow-2 and damaged-1)
Gigantic

RAIDING LONGBOAT
Aggressor, Pursuer
A cadre of fierce and opportunistic warriors, plying the seas in a
swift vessel, the Longboat raiders strike unprotected settlements
along the shore or take on ships in open waters.
Escape and catch are polar statuses. Escape hinders actions
affected by distance and helps reactions against them. Close
combat actions can only be done when catch is maxed.

LIMI TS THREATS & CONSEQUENCES

SINK VESSEL 4 CHASE A ship appears on the horizon

ESCAPE OR CATCH 3 The vessel draws nearer and nearer (catch-1)


The Raiding Longboat is close The vessel’s features and insignia are clear – these are raiders!
enough to board. New Challenge: (frightened-2)
Bloodthirsty Reavers with shields
VO L L E Y Nock arrows and ready spears
(page 139).
Hurl spears and shoot arrows, piercing the hull of the hunted vessel
TAGS & STATUSES
(damaged-2) or wounding those aboard (wounded-3 or Ill Tidings)
skilled seafarers Rip or burn the sails of the vessel they hunt (slowed-2)
swift ship
Size,
Physical prowess of raiders

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Journey - Landscape

Treacherous Waters
The waters of this sea (or river) are calm enough for now, but there are
dangers along these waterways hidden around every bend. Even If even
if half of
what the local sailors say is true, there is much to be ready for.

Tags: doldrums, flotsam and jetsam, rapids

GENERAL CONSEQUENCES
Someone falls overboard (drenched-5, scratch a tag of water-damaged items,
and/or drowning-2).
The vessel’s hull is damaged (boat gets damaged-2 and taking-on-water-1).
The wind blows you off course (lost-3).

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R O CKY OU TCROPS S T ORMY S EA S
The
The boat
boat enters
enters an area
an area of rapids
of rapids or
or shoals, A storm is brewing up ahead, clouds
shoals, full of sharp rocks , which is
full of sharp rocks, which is notoriously churning with sudden flashes of light.
notoriously difficult
difficult to navigate
to navigate through.through.
Lightning strikes your mast, sail, or deck (vessel
Your vessel is stuck-3 or runs aground-3. is damaged-3, burning-3, slowed-3, or scratch
Your vessel is taking water! (damaged-2 and tags) or it strikes one of the crew (burnt-6 or Ill
taking-on-water-1). Tidings).
You hear a beautiful voice calling from the rocks You are cast in an unknown direction (lost-3).
(New Challenge: Drowning Beauty, page 152). Your vessel ends up on a sandbar (marooned-5).

F ISH ING VILLAG E


W H I RL PO OL
You come upon a village of fishers
working these waters, full of fish. Your vessel begins to drift
A great place to stock up, rest, around in a wide circle.
and learn about the area. Your vessel is thrown around and around
You give offense or traverse a local superstition violently (damaged-3).
(ill-repute-2 or Blocked). Your vessel is sunk-5 and damaged-5, and you
The smoked fish you bought weren’t smoked are all drowning-3.
enough (short-on-supplies-1 and smells of rotten fish). Your vessel emerges in a completely different
Word of your presence travels on, in sailor place (Complication).
gossip (Exposure). Enormous tentacles emerge from the water,
revealing the dread of every seafarer (New
Challenge: Kraken, page 153).
WAT ERY ME DITATION S
Every
Every dayday is same
is the the same
as theas thewater
last, last, as
water
far as theas far
eye canassee.
theIteye can
is all toosee.
easyItto O M I NOUS PRO MON T ORY
is all apathetic,
become too easy to become apathetic,
if something is not done. You sail close to a high headland,
if something
You wonder about homeisornotget done.
lost in thoughts where a dark, foreboding ruin
of the
You futureabout
wonder home or worried-2).
(homesick-2 get lost in thoughts juts against the stormy sky.
of
Youthe futurea(homesick-2
develop craving for or worried-2).
something you haven’t The inhabitants of the ruin let loose a volley
had develop
You or done in a long while
a craving (wants [craving]).
for something you haven’t of burning arrows and flaming clay balls filled
had
Beingorcooped
done inup
a long while (wants
in a small [craving]).
space has its toll with oil (burning-3 to crew and/or the vessel).
on your
Being relationships
cooped (change
up in a small a Fellowship
space has its toll Some maddened figure atop the tower howls in
relationship
on tag for the(change
your relationships worse).a Fellowship the wind and damns you to all hells (cursed-3
relationship tag for the worse). to all crew) or causes your food to rot (short-on-
supplies-4).
Your vessel is pulled to the shore as if by magic
LAZY WATE RWAY tethers (marooned-5).
The
Thewaters
waters here not move
here do not moveandand the
the A terrible winged creature rises from amid the
lack windisisof
lackofofwind ofno
nohelp. Youare
help. You are ruins (New Challenge: Fabled Bird of Prey
wasting
wastingdrinking
drinking water bythe
water by theday,
day,andand page 139, or Greedy Dragon, page 184).
you’re
you’rea asitting targetfor
sitting target forpirates.
pirates.
You
You are
are stranded,
stranded, unable
unable to
to move
move at
at more
more than
than
drifting crawl (time-passes-1 and/or short-on-
aa drifting crawl (time-passes-1 and/or short-on-
supplies-1)
supplies-1) ..
From
From aa distance,
distance, aa rowing
rowing boat
boat appears
appears (New
(New
Challenge: Raiding
Challenge: Raiding Longboat,
Longboat, page
page 153).
153).
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FORSAKEN PLACES
It is those places that have been abandoned by folk that attract
the strangest creatures and the most unspeakable horrors.
Forlorn graveyards, ruins protruding ominously in the fog, and
bygone battlefields are fertile ground for dark tales and darker
forces, as they grasp for the realm of the living.

BARGAINING DEVIL
Influence
Infernal spirits from the netherworld or little-understood fae creatures
are always looking to bind others in pacts of sinister intent and
deceitful wordings. Only the most cunning can escape an ironic fate,
though many fools believe themselves shrewd enough to do so.
When someone becomes entirely agreeable (their Limit is reached), they
sign or swear an agreement with the Devil and receive a signed infernal
contract. The Devil can now start using Fine Print and the devastating
C O M P E L Consequences, which cannot ordinarily be lessened.

LIMI TS THRE ATS & CONSEQUENCES

BANISH 3 OBSERVE A nice-looking person eyes you


from the other side of the room
BIND 5
Listen and observe, learning about one’s desires (gain the tag)
BARGAIN 4
Someone around suffers a misfortune (increase a negative status by
signed infernal contract becomes a 1 tier or Ill Tidings)
story theme and the Hero may add a
tag representing a favorable clause. P R OP O S EFlash a disarming grin, and offer a great deal
TAGS & STATUSES
for “very little” or “something you won’t miss”

distinctive odor, silver tongue, Flatter with compliments infused with beguiling magic (friendly-1 or
perceptive-3 scratch a tag representing willpower or resistance)
Offer exactly what someone desires right now (give a positive story
Cunning spirit (faith and purity;
tag and agreeable-3)
the Devil’s true name)
Dismiss a counteroffer as implausible (remove a tier from bargained)
S PECIA L FE ATURE S

FINE PRINT COMPEL Show up, present a copy of the signed


When the signee of a signed infernal contract, and demand obedience
infernal contract attempts Cause misfortune should the signee fail to uphold their end (any
to harm, banish, or bind tier-5 status or Ill Tidings)
the Devil, they first take
Collect the signee’s soul (dead-6, soulless-6, or Ill Tidings)
contractually-unable-5. When
someone else does so on their Collect something dear to the signee as interest or penalty (mark
behalf, they first take guilty-5 as three Abandon or Ill Tidings)
the signee takes a Consequence
from C O M P E L

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CHANGELING
Mystery, Aggressor
The Changeling begins life as a stick or lock upon which an enchantment is placed. It grows into a
formless grey figure who adopts a chosen visage and learns to become its victim before finally trying to
assume their place. If that person dies, the Changeling is freed and can choose who to impersonate. A
newly created Changeling, or one who is forced to abandon its disguise, has a featureless body.
T H R EATS & CONSEQUENCES
LI MI TS

HARM 3 S TA L K There’s a sense someone


is looking over here
DISENCHANT 4
Study a new form from a distance (remove current
TAGS & STATUSE S
form tags and gain two tags of its new form)
Three tags the imitated person possesses, stalker Disappear in a crowd or in the shadows
Faerie impersonator (the touch of cold iron) (Blocked)
SPECIAL FEATURES REPLACE Appear before their victim, looking
DRAMATIC FEIGN like them except for the empty eyes
Once per scene, when impersonating a victim, the
Foresee its victim’s actions (give predictable-3)
Changeling may gain a false yet distracting tier-3 status
that hinders actions to study it accurately, such as upset-3, Attack with a weapon just like its victim’s
beside-themselves-3, frazzled-3, swooning-3, or stern-3. weapon (wounded-3)
Grab its victim by the throat (choking-3)

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RAGGED JESTER
Sapper, Charge
A fool, dressed in faded colors, calls out to passersby. Albeit annoyingly jovial, the Ragged
Jester bears the burden of loss, having once been a powerful person (such as a lost prince
or a sorceress whose magic was stolen). Broken, perhaps cursed, they now inflict spiteful
jokes and provoke others, so they may find their demise just as the Jester had.
THREATS & CONSEQUENCES
LIMI TS

SUBDUE 2 MO C K Calls out with a joke and a mocking grin


TAGS & STATUSES
Poke fun at someone’s physique (embarassed-2 or angry-2)
mocking humor Engage in witty banter for a while (time-passes-1)
spitefully-jealous-2 Tell about their own terrible fate, and how similar it is to the
character’s (despaired-2)
Provocator (their part in their
own demise) Point out someone’s weakness (Exposure)
Cast doubt in all that is good (scratch a confidence or hope-giving tag)
Give a final stinging jab, their words ring true

RECALL Doom comes in the Jester’s


wake, while their words ring true
Recall the words of the Jester (distracted-2, despaired-2, or disheartened-2)

KEEPER OF THRESHOLDS
Obstacle, Mystery, Countdown
Some passages, pathways, and portals are guarded by immortal, sagacious beings who pose riddles
and mysteries to those who would pass and grant entry only in return for three true answers. The
Keeper may take many baffling shapes; one favorite is an enormous regal cat with a falcon’s head.

A Hero may take action to conceive the answer T H R EATS & CONSEQUENCES

to each question, searching their memory, calling REPEL Stand guard by the
upon their wisdom, or consulting tomes of lore. gateway, ever watchful
LIMITS Push-back-5 unworthy visitors away from the
HARM - gate, be they flesh or spirit (also gain impatient-1)
3 Break the mind of a repeating offender (memory-
OUT OF PATIENCE
loss-4 or bewildered-4) or spirit them to someplace
The Keeper refuses passage until the seeker returns as a
far away (Blocked)
new person (replace a theme), returns within a year and a
day, or returns with a gift. Refocus its all-seeing mind (regain mystically-
aware-4)
TAGS & STATUSE S

immortal, wise beyond measure, regal-3, mystically- PUZZLE Clear its throat, and pose a
aware-4 complicated riddle or an esoteric conundrum

Power over this gateway (the key) Answer a question in a manner that only makes
things more complex
SPE CI AL FEATURES
Shift uncomfortably at a wrong answer (gain
YOU SHALL NOT PASS! impatient-1)
When someone unworthy attempts to pass through
the gate, the Keeper delivers a R E P E L Consequence DI L E M M APose a hypothetical ethical
even if they were not aware of the would-be trespasser. dilemma related to recent events
in the Fellowship’s journey
The character feels guilty-2 or shamed-2
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OTHERWORLDLY ASSAILANT
Aggressor
The origin of this harrowing wraith or its motives are not immediately known – it may be a
potent spirit of the dead, a demon, a fairy warrior, a baneful conjuration, or even a celestial
being – yet, truly, most of its victims have little time to wonder. Shadowy as it may be, it
nevertheless rends flesh and soul, leaving its opponent a bleeding mess or a broken husk.

Only enchanted weapons can THREATS & CONSEQUENCES

parry this spectre’s attacks and ARRIVE A frightening presence is sensed, strangely
only fabled relics can harm heralded by sorrowful wails or faraway music
it while immaterial (dealing
banished instead of wounded), Terrify all present (petrified-3) as the very air turns cold-3, hot-3, or
but some ancient rites can silent-3
force it to take mortal guise. Resist attempts to reveal, materialize, bind, or banish it (remove 2
LIMI TS
tiers or gain obscured-3)
BIND OR BANISH 5 AT TA C K Ripple darkly through the air
SCARE - toward its opponent or victim
FORCE TO TAKE FORM 3 Swiftly cut down someone (bleeding-4 or banished-4)
The Otherworldly Assailant Disarm a combatant or outskill them (scratch a weapon, armor, or
gains harm 5 and three tags of technique tag)
weapons and armor. Curl a ghastly hand out of the air and tug at a mortal soul (drained-
TAGS & STATUSES
of-life-3)
defenseless victims, Whisper a dark spell in a forsaken language to shatter an
warded-against-harm-3, obscured-3 enchantment (remove 2 tiers from warded or scratch a magical tag)

Powerful spirit (true name)

UNSHRIVEN REVENANT
Aggressor, Influence
Having died under a curse, in a bewitched land, or during an evil moon,
the Unshriven Revenant has returned as a living corpse to wander the
world, inflicting horrors upon the living. Though the body deteriorates,
the spirit remains potent, bound by an enduring-curse or by unresolved-
guilt, and at times it may release a cry for help from within the husk.
THREATS & CONSEQUENCES
LIMI TS

DESTROY 3 AT TA C K Moan and gurgle, approaching fast


SUBDUE 3 Grasp with impossible strength (grappled-2)
3 Crush with rotting arms (crushed-2)
BANISH
Climb over or run through obstacles (remove obstacle tag) or tear
TAGS & STATUSES
through restraints (reduce a restraint status by 2 tiers)
living dead
enduring-curse-2 or PLEAD Stop suddenly, after taking a savage hit
unresolved-guilt-2 Gargle frantically while crying tears of brown blood, mumbling
Otherworldly strength and about the reason for their dire situation (pity-2)
fortitude (special burial)

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FORB I DDI NG A PPROAC H
You catch the first sight of the ruin,
a once-impressive architecture now
razed by decay or divine wrath. This
is your last chance to prepare before
entering this wretched place.
Journey - Landscape The view of the ruin gives you or a Companion

Forlorn Ruins
goosebumps (apprehensive-2).
Your preparation takes too long (time-passes-1) and
conditions worsen (rain, fog, darkness, daylight).
Your gear is not quite suitable for such an
The crumbling, lichen-touched stone of a expedition (add a negative story tag).
ruined structure juts out against the sky, The prospect of finding treasure here is
mysterious remnants of an age no one palpable. You all either share in the excitement
can recall. The wind howls among these (hopeful-2) or leave the matter unspoken
desolate remains, telling stories of ages past (distrustful-2).
or perhaps echoing voices still lurking there A figure suddenly skulks away from you and
beyond the thin Veil. into the ruins. Someone has been watching you
(Exposure).

Tags: ancient carvings, precarious stonework,


shadowy crevices B L O C K I NG RUB B LE
The path forward is blocked by a
GENERAL CONSEQUENCES pile of collapsed debris, reaching
almost to the top of an archway, but
Stones topple down and injure you (bruised-2),
wind can be felt coming through.
or you stumble and twist your ankle
(hobbling-2). You hurt yourself while pushing through an
You cannot find your way out of a set of dark opening (bruised-2).
chambers (lost-2). Clearing the path takes time and tires you out
You are constantly startled by silhouettes and (time-passes-1 and tired-1).
the sound of dripping water (nervous-1). The debris is cleared, but it costs you your tools
The ruckus you make calls the attention of (scratch a tag).
something from deeper in the ruins (New Despite your attempts to find a different path,
Challenge). it all seems to lead back here (Blocked).

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SQUATTE RS
Echoing amid the silent stones, you GRA N D H A L L
hear scraping of metal, the clamor of An expansive crumbling hall is
feet, and perhaps a giggle or hiss. lined with ornate likenesses of long-
forgotten historical figures covered
The current denizens of the ruins spot you, or with intriguing inscriptions. Think
you step into one of their jangling tripwires of what can be learned here!
(New Challenge: Boggart, page 124, Dog
The investigation is riveting, but you dally
Boys, page 132, Bloodthirsty Reavers, page
(time-passes-1) while others begin to feel
139, or Ragged Jester, page 158).
hungry-1, sleepy-1, or bored-1.
You accidentally leave something of yours
You touch an ancient tablet, statue, or tapestry
behind (Exposure and scratch a tag).
and it turns to dust in your hands (intriguing
The squatters spread out, making stealthy inscriptions and guilty-2).
passage impossible later on (Blocked).
The revelations are concerning, shedding light on
the demise of this place (saddened-2 or Ill Tidings).
SHATTE RE D TOWE R Something approaches (New Challenge), and
in the giant space of the hall, you are exposed-2.
You come under the shadow of a
crumbling spire, its walls full of
wind-stricken holes and its stairway
long collapsed. Climbing to the upper
chamber could offer a good view M A Z E OF T W I S T I NG T UN N E LS
of the surroundings – and perhaps You are going in circles,
yet unplundered treasure? baffled by confusing passages.
You must do something, or this
You fall while scaling the spire’s heights
labyrinth will be your grave.
(broken-bones-3).
A supporting beam dislodges and falls on you, You waste a lot of time getting out (time-passes-1).
pinning you down (trapped-3 and bruised-3). All this aimless exploring leaves you tired-2 or
As you reach the upper landing, an old frustrated-2.
mechanical trap springs, shooting a crossbow You fall down a side passage or into a hidden
bolt at you (wounded-3). pit, wounded-2 and separated from the others
(Complication).

FOR EBODING SHRINE


MORB I D S EPUL C H ER
A chamber is filled with wicked
inscriptions and decorated effigies, occult You pass through chambers filled
trappings of sinister practices. This with hallowed silence, where stone
place should be destroyed – or studied. enclosures of ancient lords stand as
monuments for the forgotten dead.
Everything about this place is wrong and hints at
worse to come (disturbed-3). The foul smell of death hits you like a
What you glean about the practices in this room mace to the head (queasy-2, disoriented-2, or
will give you nightmares. frightened-2).
You are tempted-3 to call upon the dark power of Being confronted with all that’s been lost and
the shrine. the finality of death leaves a lasting impression
(disheartened-2).
Torchlight illuminates the corridor as a handful
of hooded figures creep in (New Challenge: One of the ornate sarcophagi is open (Ill
Obsessive Cultists, page 163). Tidings, or New Challenge: Otherworldly
Assailant, page 159).

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TOWN & CITY
From bustling marketplaces to filthy alleyways, from raucous taverns to shoppes of
luxurious craftsmanship, the streets of a burgeoning settlement are rife with excitement,
intrigue, and mystique. Outlanders and country bumpkins, beware! The perils of
civilization may cut with a fancy blade, but they cut just as deep as those beyond the walls…

NIMBLE PICKPOCKET
Quarry
Stop, thief! THREATS & CONSEQUENCES

STEAL Someone bumps into a Hero in the crowd


LIMI TS

2 Snatch a valuable (short-on-coin-1 or scratch a tag)


SUBDUE

CATCH OR OUTRUN 3 RUN Make a break for it


Cut through the crowd (outrun-1)
TAGS & STATUSES

nondescript clothes Create a distraction (distracted-2) or obstruction (fallen crates)


fast and nimble Climb up onto a rooftop (outrun-2)

PLEA Promise they are never ever going to do this again


Tell a sob story and guilt the Hero into letting them go (guilty-2)
Switch tactics and threaten to report to their boss if not paid (short-
on-coin-1 or Exposure)

PLAGUE RATS
Aggressor
In cities tainted by disease, swarms of scampering, squeaking rats gather to feed on neglected
food stores and the rotting corpses of the poor and downtrodden. Torturers and dark magicians
breed and starve rats on purpose, sometimes infecting them with maleficent diseases.
An infected character is subject to the Plague Consequences.

LIMI TS THREATS & CONSEQUENCES

HARM 2 S WA R M Crawl all over


DISPERSE 2 Overwhelm someone (give swarmed-over-2 and frightened-2) or a
group of bystanders (Ill Tidings)
CURE 5
Bite, tear, scrape (wounded-1, bleeding-1, and infected-1)
TAGS & STATUSES

diseased PLAGUE You feel woozy and drift in and out of focus
small rats The symptoms grow worse (weakened-1 and one of headache, shakes,
frenzied-1 blinded or foul-mood-1)
Numbers Sores break out (bleeding-2 and repulsive sores)
You inadvertently infect-2 someone else

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OBSESSIVE CULTIST
Aggressor, Influence
Secretly, secretly, the cult of a dark sorcerer, evil spirit, or forgotten deity weaves its insidious web within
a community. When its followers throw off the cloak of deception, it is already too late. One can join them
or fight them, but in the gathering darkness and intensifying chanting, hope seems all but snuffed.
The Cultist’s dark magic keeps them warded against both magic and physical harm, while their
accursed dagger allows them to channel their sinister coven magic into their poisonous stabs.

LIMI TS THREATS & CONSEQUENCES

HARM 2 P R OF E S SReveal the sinister mark of the cult sown under


TURN 3 their vest, on an amulet, or burnt into their flesh
Shock-3 someone with the revelation
SCARE 3
Invite someone to join their ranks and serve a higher power (convinced-3)
RITUAL 4
Threaten that no power can match that of their leader (intimidated-3)
Deliver one of the R U I N
Consequences, with a long-term
Apologize that they must kill someone but then say it’s for the best
effect, to someone faraway,
(wounded-3 and if not fully lessened, poisoned-2)
or to a group of people.
AT TA C K Slowly pace forward with their curved
TAGS & STATUSES dagger in hand, promising death for intervening
accursed dagger Circle menacingly (gain poised-2 and give intimidated-2)
agonizing poison Strike with the accursed dagger (wounded-3 and if not fully lessened,
ritual implements poisoned-2)
warded-3
fanatical-4 CHANT Chant louder and louder, repeating
each other in a forbidden tongue
Sinister coven magic (isolate)
Whisper strange syllables (ritual-1)
Reform their protective spells (warded-2)
Curse an opponent to sap their strength (enfeebled-3)
Break enchantments and befoul magical essence (scratch tags or
drained-of-magic-2)

RUIN Cut their hand to let blood spill


in the name of a ruinous power
Infuse the area with malicious mist (foggy-3 and maddening-thoughts-3
to all present)
Summon a deathly shade or a pestilence (New Challenge:
Otherworldly Assailant or Plague Rats, page 162)
Learn a secret that could destroy someone (Exposure) or doom the
realm (Ill Tidings)

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OUTLAW OVERLORD
Countdown, Influence, Aggressor
Master of the thieves' guild, queen of the underworld, or the renown pirate king, the
Outlaw Overlord is the center of a web of deception, crime, profit, and brutal intrigue. They
turn every situation to their favor, ever ready for the inevitable double-cross.
Foiling an Overlord’s scheme is a chess game of criminal intrigue: the Overlord advances scheming
while the Hero mobilizes their resources and influence to advance foil, the polar status. Lowlier
Heroes can try to foil the scheme scene-by-scene; each such achievement gains the Heroes foil-1.

Actions to Foil a Scheme


Interfering with minions T H R E AT E N Welcome the Heroes into their lavish den
Preventing or recovering a theft The hints aren’t subtle, this person is dangerous (intimidated-3)
Stopping an assassin in time Several ne’er-do-wells appear from the sides and behind
Exposing the Overlord’s distraction (surrounded-3 and New Challenge: Brutal Outlaws, page 131)
Intercepting smugglers
Strike suddenly with a master-crafted weapon (surprised-2 and
LIM I TS wounded-4, and if not fully lessened, poisoned-4)
HARM 4
BA R G A I N Entertain an offer from the Heroes
EXECUTE / FOIL SCHEME 4
Reveal their true intentions (Ill Tidings and intimidated-2) or hint at
THREATEN 6 false ones (gain hiding-intentions-3)
TAGS & S TATUSE S
Read the disposition and intentions of the person they’re talking to
master thief (Exposed)
minions Reject a suggestion out of hand (Blocked)
vengeful-2 Agree to a deal, but with a huge caveat (Yes, but…) that puts the
prepared-3 characters in a dilemma (Complication)
hiding-intentions-3
P AY BA C K The Heroes should have known better than
Organized crime to entangle themselves in the Overlord’s plans
S P ECIAL FE ATURE S Someone begins following a Hero around, looking for a chance to steal
GUARDED something valuable (New Challenge: Nimble Pickpocket, page 162)
Whenever the Overlord would be Someone begins following a Hero around, looking for a chance to
physically attacked or harmed kill them (New Challenge: Catspaw, page 169)
while their guardians are able Someone close to the Hero suffers a grave “misfortune” to prove a
to protect them, the guardians point (Ill Tidings)
become the target of that action
instead – before counting Power SCHEME While the Heroes are resting, recovering, or
for the action. handling other matters, the Overlord presses forward
T HREATS & CON S EQUE NC ES The Overlord makes headway with their scheme or recovers from
setbacks (scheming-1)
New obstacles crop up in the Heroes’ way, courtesy of the overlord
(Blocked or create a tag such as unwanted at the tavern, docks strike, riots)

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RIVAL BARD
Countdown, Influence
Oh, so you think you’re a talented entertainer? The Rival Bard would beg to differ,
good sir, madam, or other. Songs will be sung about the songs they sing. If you’re not
careful, they’ll challenge you to a Battle of the Bards and you’ll rue the day.
If a Battle of the Bards begins, each participant has an outplay 4 Limit,
and the first who maxes it out, wins.
LIMI TS THREATS & CONSEQUENCES

SUBDUE 3 BRAG “I’m the best bard this side of the river…”
DRIVE OUT OF TOWN 4 Play a little ditty to prove their chops (give impressed-2)
OUTPLAY 4 Spin a tale full of mistruths and suggestions (give goaded-to-[action]-2)
The winner becomes famous-3 Challenge an entertainer to a competition (give pride-on-the-line-2
and the venue provides them and begin a Battle of the Bards)
with an unforgettable night
BAT T L E OF T H E BA R D S Begin playing beautifully
party. The loser is ridiculed-3.
and sing a popular drinking song
TAGS & STATUSES
Play a song of woe and loss (outplay-2 and make audience sad-1)
impressive instrument,
Play a song of joy (outplay-2 and make audience distracted-1)
remarkable talent, huge-ego-3,
Play an amazing solo (outplay-2 and make audience impressed-2)
well-loved-2
Plant in the crowd the idea that their competitor is cheating or
Famous entertainer rotten (vicious rumor)
(scandalous secret)

TAVERN LARK
Watcher, Sapper
There’s no such thing as a casual night at the publick house, at least not when the Tavern Lark is
around. Ready to carouse the night away, this life-of-the-party is spreading mayhem for mayhem’s
sake, then making off with money and secrets. It’s a just payment for the good times provided.
The enjoying-myself status is compelling, to stay in the tavern and not go home.

LIMI TS THRE ATS & CONSEQUENCES

SUBDUE 2 I N T R OD UC EOffer a warm greeting, a pat on


INTOXICATED - the back, and ask why everyone is in town
Order an opening round for the group (give drunken-1 and enjoying-myself-1)
TAGS & STATUSE S
Suss out a fellow drinker’s plans or dealings (Exposure)
lead belly
cheerful-2 P A RT Y Sing, brag, cheer, wrestle, and be the life of the party
Make sure everyone is having a good time (give enjoying-myself-1)
Get people talking about what troubles them (Exposure)

SPY AND STEAL Suddenly not be at their seat


Take something valuable (scratch a tag)
Overhear a private conversation (Exposure)
Vanish without a trace (Blocked)

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Journey - Landscape

Bewildering City
You make your way through crowded cobblestone
streets in a kaleidoscope of strange sights and
wretched smells. This city is old, big, and so S EEDY UN DERB E LLY
full of people – and you are unaccustomed You pass through the part of town
to its ways. one enters only when they have a very
good reason. Keep on your toes.
Some rough and tumble folk block your path
Tags: grimy, overcrowded, narrow streets (Blocked) and treat you to a beating if you
don’t turn back (bruised-2).
GENERAL CONSEQUENCES
A beggar asks you for alms (short-on-coin-1 and
You become lost in the labyrinth of city streets optionally scratch an item tag, or guilty-1).
(lost-2 or time-passes-1).
You accidentally interrupt a nefarious deal in
You are overwhelmed by the bustle, the commerce, an overshadowed alcove. These people will
or all the strange accents (overwhelmed-2). remember your face (marked-2).
Someone recognizes you, and news of your arrival Cunning eyes and steely blades greet you from
travels (Exposure). the darkest corners of this place (New Challenge:
a handful of Brutal Outlaws, page 131).
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INQUISITIVE G UARDS
A DI S T RES S ED C H I L D
A cadre of alert-2 city guards stand
between you and the next city ward, A child comes to you begging for
guarding a major gateway; or, the help, with pitiful crying. They lost
guards stop you in the middle of their parents; or their sibling or
the street, with a few questions. friend got stuck in an abandoned
building. Only you can help!
The guards don’t like your answers, and will
remember you (marked-1). You help them by searching for several hours
(time-passes-1).
You must pay the gate tax to enter, or the bribe
to be let go (short-on-coin-2). You are injured while helping to release their
friend (wounded-3).
Something you own is confiscated as
contraband (scratch a tag). Your failure to help haunts you (guilty-3).
The child’s parent is an unscrupulous character
(New Challenge: Ambitious Conjurer, page
B USTLING BAZAAR 130, Obsessive Cultist, page 163, or Plotting
This busy open air market is full of Courtier, page 170).
exotic goods from all over the region
and savvy hagglers. A great place
to restock and make a purchase.
C EL EB RAT ION
You spend more than you should (short-on-coin-2).
A large wedding or local festival fills
You were sold a poor specimen or replica of the streets with revelry and debauchery,
what you wanted (add a negative tag). a chance to have some fun and relax!
You browse goods, watch a street performer, You are overtaken by the crowd, who knows
and forget the time (time-passes-1). where (lost-2).
The goods you want are sold by a silver- You are drawn into the festivities, where you
tongued trader (New Challenge: Shrewd get a little too inebriated (drunken-3).
Merchant, page 133). You perform a terrible faux-pas (embarrassed-2
Someone bumps into you… (New Challenge: and ill-repute-2).
Nimble Pickpocket, page 162).

PUB LIC T RI A L S
SINIS T E R-LOOKING SHOP
Your path cuts through a central
At the end of a shadowy alley, a square, where upon a wooden platform a
shop advertising forbidden goods magistrate condemns criminals while an
tempts you with occult offerings in executioner delivers their punishment.
the window, the doorway opens into
a cramped hall, dark and musty. The executioner stares you dead in the eyes
(marked-3).
The strange concoctions and preserved animal
carcasses on offer creep you out or make you You have the misfortune of watching a public
queasy-2. beheading (troubled-3, queasy-3, or rebellious-3).
The odd shopkeep demands an unusual price You are called to stand trial, even if you committed
(scratch a tag for personality or memory). no crime (New Challenge: Stern Magistrate, page
117, and Sadistic Gaoler, page 171).
A hooded figure standing in a nearby alley
watches you leave the store (Exposure).
The promise of power keeps on your mind
even after leaving the shop (power-hungry-2 or
thirsty-for-knowledge-2).

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THE CASTLE
Perched upon a hill with its proud banners flapping in the wind,
a castle is a crucible of power which casts the hopes and fears of
all the realm. For behind its hewn stone walls there is a forging of
fates and a testing of courage and cunning. Will wisdom prevail
on the throne, or will foolishness, greed, and cruelty reign?

ARDENT KNIGHT
Aggressor
Noble of features and demeanor – until slighted – this proclaimed champion of the
realm struts about in shining albeit somewhat battered armor, emblazoned with
their liege’s heraldry or that of their noble house. Their oath binds them to throne
and to honor, although Knights are divided as to which of these takes precedence.

LI MI TS T H REATS & CONSEQUENCES

HARM 3 TROT IN Arrive trotting on their


IMPUGNED HONOR 3 gallant horse, drawing all eyes
Begin using the D U E L actions, Impress upon all who behold them (awed-2)
as the Knight challenges the person
who last insulted them to a duel
P R OVO K E Dress someone down, verbally
Insult someone’s manners, lineage, or bearing
TAGS & STATUSE S
(humiliated-3)
glistening armor Threaten with fines, jail, banishment, or death
sword, mace, or lance (intimidated-4)
emblazoned shield
“Remove them from my sight!” (Blocked)
warhorse with barding
honorable-2 DUEL Fight for their Honor
Trained knight (underhanded Assume a defensive battle stance (parrying-2)
maneuvers) Make a series of practiced strikes (wounded-3, then
S P ECI AL FEATURES wounded-2)
EASILY OFFENDED Insult the honor of dueling partner, to make them make
Every time someone speaks ill about the a mistake (provoked-2 and if not fully lessened, also
Oathbound Knight, their lord, or their quest, exposed-2)
even if indirectly or through implication, the Disarm a foe using a complicated weapon maneuver
Knight gains impugned-honor-1. (scratch a tag)

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CATSPAW
Aggressor, Quarry

Wreathed in the deep indigo THREATS & CONSEQUENCES

cloak of conspiracy weaved AMBUSH The shadows seem to shift in an unlit corner
by others, the Catspaw is no
more than a violent underling Strike from hiding (surprised-3 and then wounded-4; if not fully
willing to kill for someone lessened, also poisoned-3)
powerful. Keeping to the
shadows, they stalk, study, and F IGH T Deftly brandish their weapon as
strike when the time is right. they prepare to finish the job
Counter their foe’s tactics or prevent them from getting their weapon
LIMI TS
(scratch a tag related to fighting)
HARM 3
Find a weak point in defenses or armor
CATCH OR ESCAPE 5
Lunge for the kill with cold determination (wounded-3 and prone-2)
TAGS & STATUSES
Shift their balance from foot to foot, ready to dodge (evasive-2)
cloak and dagger
FLEE Make for an escape route
knowledge of the victim
fast-spreading poison Destroy evidence or an important object (scratch a tag)
stealthy Topple shelving, furniture, or stacked bushels to create an obstacle
perfect-positioning-2 Swiftly get away (Blocked or escaping-4)
Experienced killer

DISTRUSTFUL RULER
Obstacle
Holding dominion over lands for as far as the eye can see, the Distrustful Ruler knows that
every soul in the realm secretly craves to supplant them. These dark fears lead them to send
the Fellowship out on a quest that would advance their political goals, but their distrust
is deep and they are loath to allow even their allies to gain a modicum of power.

LIMI TS THREATS & CONSEQUENCES

CONVINCE 4 ARGUE Pace about the area, making paranoid claims


Bring up new conspiracies and enemies they dreamed up (gain paranoid-1)
TAGS & STATUSES

regal bearing Counter every point someone makes (Blocked and give frustrated-2)
paranoid-2 B E R AT E Dress someone down, verbally
Ruler of the realm (claim to Insult someone’s manners, lineage, or bearing (humiliated-3)
the throne) Threaten with fines, jail, banishment, or death (intimidated-4)
S PECIA L FEATURES “Remove them from my sight!” (Blocked)
MONARCH OF THEIR DOMAIN
Anyone entering the court with the COMMAND Call for an attendant
Ruler present becomes awed-3. Make a sweeping proclamation that affects the entire region (Ill Tidings)
Agree to provide support (Yes, But…) in return for taking a pledge of fealty
Proclaim war (New Challenge: Soldiers with Great army)

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PLOTTING COURTIER
Countdown, Watcher, Influence
This grasping socialite, cunning visier, or charming conspirator whispers and plots in the shadowed alcoves
of a noble house, a mercantile organization, or royal court. Conniving and manipulative, they care only for
their ascent up the ladder of power, crushing others underfoot if necessary, but their pretence is gaining
them the favor of those in power. Their primary weapon is manipulation and their ammunition is secrets.

LIMI TS THREATS & CONSEQUENCES

EXPOSE 5 P L AY A R O L E Nod thoughtfully, grin


CONSPIRACY 5 emptily, or offer hollow words
Deliver one of the Grasp for Flatter profusely, carouse loudly, feign innocence, or humble
Power Consequences with themselves before those in power (gain favored-2 or reduce 2 tiers
Far-Reaching Political Influence. from a negative social status)
Underhandedly provoke or manipulate someone to take unwise
TAGS & STATUSES
actions (provoked-3 or convinced-3)
fine clothing Undermine confidence or good standing with a glare, a lie, or a snide
house fortune remark (scratch a tag or reduce a positive social status by 2 tiers)
conniving-2
Court intrigue C ON S P I R EFrom the shadows, stare intensely at
their next victim with cold fire in their eyes
S P ECIAL FE ATURE S
Secretly advance their nefarious plans (conspiring-2)
WEB OF SPIES
Spread a rumor about someone (ill-repute-3)
Whenever someone who could
be linked to the Plotting Courtier Uncover a private secret and use it as leverage (gain a [leverage] tag)
learns of the Heroes’ actions, Employ blackmail and deceit (gain political-support-1 or coffers of coin)
whereabouts, plans, or secrets
(Exposure), if the information Their demeanor betrays an
G R A S P F OR P OW E R

could be leveraged, the Plotting unusual smugness – they are ready to strike
Courtier gains a tag for it. Assume a position of power (gain Authority)
Take over a stronghold (gain Stronghold)
Dispatch an adversary or ruler (Ill Tidings or New Challenge:
Catspaw, page 169, or Soldiers, page 179)
Manipulate those in power to issue a decree
Steal a Hero’s glory, reward, or birthright (scratch tag and then gain
the same tags)
Have someone condemned-5 to the gallows, exiled-5, or imprisoned-5

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SADISTIC GAOLER
Sapper, Watcher, Pursuer
The Sadistic Gaoler take twisted joy in torture, to ensure your
last days are every bit worse than you could imagine.

LIMI TS THREATS & CONSEQUENCES

HARM 3 SUSPECT Grow more suspicious toward the prisoners


CONVINCE 5 Call for someone to keep watch (New Challenge: Soldier, page 179)
ESCAPE 3 Uncover an escape route and seal it (reset escaped and Blocked)
Threaten more pain if they don’t come clean (intimidated-2)
TAGS & STATUSES
Tighten security (chained-2, steel lock, glyph of screeching alarm)
chain and hook
torture implements BREAK WILL Express great pleasure at the
gleefully-sadistic-2 idea of what they are about to do
alert-2 Inflict terrible pain (agonizing-2)
Cruel warden (bribe or Deny the prisoners their needs or decency (humiliated-2 or starving-2)
charm) Preview the preparations for execution (terrified-2 or disheartened-2)
Big and brawny Take a trophy or remove equipment (scratch two tags)
Extract a confession (Exposure)

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Journey - Occasion

Battle At The Gates


Armies clash at the castle gates. Archers loose
arrows upon the vanguard from their murder MOVE T O PO S I T ION S
holes as their fellow defenders ready dangerous The invading army creeps near as the
fiery concoctions to drop down from the defenders blow horns and man the walls.
The tension is palpable. Deploy your
battlements. Siege engines are moved into place troops and make your last preparations.
as the attackers make their final push.
You scramble to make final preparations but
This journey can be played as the attacking army there’s no time (ill-prepared-1).
(the Journey ends with breaching the gates) or as The sight of the other army puts fear in your
the defending army (the Journey ends with the gates heart (disheartened-1).
holding and the attackers retreating). As if war wasn’t enough, the heavens add their
touch (fog, rain, storm, baking sun).

Tags: fire and oil, chaotic battle, siege engines

GENERAL CONSEQUENCES RA I N OF A RROWS


You are struck by a stray arrow or a shower of The skies darken… a rain of
arrows is descending upon you!
boiling oil (wounded-3 or burning-3).
You panic in the chaos of war (terrified-2 or You are struck through by several missiles
disheartened-2). (wounded-2 and pinned-1).
You are out of arrows, your weapon is dulled, The person by your side is killed (Ill Tidings or
or your armor is broken (scratch a tag). disheartened-1).
Some of the arrows are flaming and set your
surroundings ablaze-2.
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C R O SSING THE MOAT C RUM B LI NG WA L L S
The drawbridge is beginning to lift A section of the walls begins
as the attacking army charges! to crumble and fall off,
endangering everyone nearby.
(Attacker) The drawbridge is raised. Wait for
the siege engines (defenders gain prepared-1) or You are trapped under falling stone (crushed-3
cross the spike-ridden moat (wounded-2). and trapped-3, or broken arm).
(Defender) It’s too late to lift the drawbridge. An enemy soldier instinctively pushes you out
The attackers overwhelm your walls (gate- of the way, and for a moment you find yourself
overwhelmed-2). doubting-1 the need for this war.
You fall into the moat water, when something A great cloud of dust and debris rises around you.
pulls you down (New Challenge: Drowning
Beauty, page 152).
S EW ER ES C A PE
Word reaches your ears that a
B U LWARK CLASH fleeing scion is trying to escape
the walls through the sewers.
As you run atop the bulwark to
where you’re most needed, an enemy The noble scion flees, or dies, earning you the
warrior leaps in your path. ire of your lords (marked-4).
You are goaded into an impromptu duel You capture the scion, and they urge you to join
(provoked-2 and New Challenge: Soldier, page them (tempted-3).
179, or Ardent Knight, page 168). It was all a ruse by the enemy to pull you into
The distraction separates you from your allies an ambush (New Challenge: Soldiers, page
(Complication). 179, Ambitious Conjurer, page 130, or
You both slash at each other as you pass by, Bloodthirsty Reaver, page 139).
never looking back (slashed-3).

BAT T ERI NG RA M AT T H E GATE


SU PPLY RU N The sieging army has pulled a battering
ram to the gate. This is the decisive
Your archers are running out moment – will the gate hold?
of arrows! Can you help?
(Attacker) The gate is holding, while your
The arrows run out and the enemy presses the
troops are tired-1. Either try again or retreat.
advantage (Attacker: pushed-back-2, Defender:
gate-overwhelmed-2). (Defender) The battering ram breaches
the gate and the attackers swarm in (gate-
In your haste to bring more arrows, you
overwhelmed-2 and Ill Tidings).
become tired-1.
The stench of death has attracted a hungry
An enemy archer feathers you while you run to
drake, which lands on the parapets above the
your own archers (wounded-2).
gate (New Challenge: Fabled Bird of Prey,
page 139).

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Journey - Occasion

Noble Banquet
The mansion’s grounds thrum with the
GREET T H E DIGN I TA R I E S
The herald announces your name,
title, and exploits. It is time to come
forth, bow, and make an impression.
excitement of political intrigue. A lavish banquet
You bumble your presentation, making a
is placed before these nobles, but few are gauche
powerful person angry-2, disinterested-2, or bored-2.
enough to partake. Instead, they cluster in
One of the dignitaries puts you on the spot with
groups, eying each other like predators.
a tough question about your past or adventures
(Exposed or they gain insulted-2).
You are picked on by another guest (New
Tags: decadent food, famous and powerful people, Challenge: inebriated-2 Ardent Knight, page
whispered conversations 168, or a jealous-2 Rival Bard, page 165).
GENERAL CONSEQUENCES
You make a fool of yourself through some subtle slight or misstep in etiquette (embarrassed-2).
You get tipsy on fine wine and let slip a secret (inebriated-2 and Exposed).
You earn the attention or ire of a powerful player (marked-2).
A scorned noble stripped of their standing barges into the party (New Challenge: Ragged
Jester, page 158).

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PO C KETS OF INTRIG UE A VICIOUS RUMOR
You hear whispers and stifled laughter A courtier approaches and asks in
from a corner of the room. Several playful mockery if a terrible rumor
isolated schemers are discussing the latest about you is true; people around
gossip – matters both secret and useful. turn their head, interested.
You overhear some incendiary political The rumor is spreading further (ill-repute-2).
plotting; you can’t unhear it (Complication). They don’t really care, they just wanted to
They notice your presence, and move mock you (provoked-2 and angry-2).
someplace else (cold-shoulder-2 and Blocked). You garner a terrible nickname that spreads like
You are welcomed into the conversation, but wildfire (embarrassed-2 and clown of the evening).
the courtiers get more out of you than you do
from them (Exposed).
POI S ON ED FO OD
You notice someone holding their
INV ITATION TO DANCE stomach. Then someone else quickly
The music changes into a graceful makes for the privy. You suspect
melody and everyone arranges themselves the delicious hors d’oeuvres were
in lines and circles. You are invited poisoned – and you, too, had some.
to engage in the court dance. You only learn vague details about the snake
You fail to keep up with the steps of the dance who did this (Yes, But…).
(embarrassed-3). You feel ill (unsettled-stomach-2).
The dancing provides diversion, but you come Your interest in the hors d’oeuvres lead people
away tired-1. to think you poisoned them (suspected-3).
You find yourself in a dance-off with someone
who takes it personally ([rival for the evening]).
You become popular (all-eyes-on-me-2) to the A S S A S S I N AT ION AT T EMP T
chagrin of whoever invited you to dance (they Someone lurks in a shadowy
gain jealous-2). corner, trying to avoid all attention
– but you notice them.
A noble calls you away for a moment, and
FLIRTING HE IR when you look back, the figure has disappeared
The attractive heir apparent to the (Blocked).
lordly house of this estate seems to The lurker sees you as a threat, and engages
have eyes for you, making furtive (New Challenge: Catspaw, page 169).
glances throughout the evening, but
never approaching. Are they waiting The assassin stabs their victim – and flees
for you to take the first step? (wounded-4 and poisoned-3 or Ill Tidings).
The heir is appalled at your action
(embarrassed-2, and they gain disinterested-2).
The heir charms or impresses you (smitten-3).
Someone in the court approaches you, offering
to reveal the heir’s favorite gifts, for a price
(Complication).

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ON THE BATTLEFIELD
From their high and mighty thrones, rulers and wizards move
entire armies as one would move chess pawns. But here, on the
front lines, warriors’ blood drenches the land, the monstrous
enemy presses from every direction, and the anguished wailings of
war and despair echo and linger long after the battle is won or lost.

BATTLEFIELD LEADER
Support
Surrounded by their band of Soldiers (page 179) or leading the charge, this prominent warrior and gifted
tactician inspires, rallies, and guides their troops to push to victory even in the face of certain death.
As long as the Leader is with their troops, they fight as a part of the unit
and enjoy the same statuses they impart on the troops.
LIMI TS THREATS & CONSEQUENCES

HARM 3 SURVEY Take in the battlefield with steely eyes


Anticipate the enemy’s maneuvers (Exposed or give predictable-2)
TAGS & STATUSES

commanding voice Devise a new tactic (gain diversion, stealth, pincer movement, etc.)
standard-bearer COMMAND Shouts out brusque commands to their warriors
emblazoned shield
Military leader (personal Guide the troops to a new position (advantageous-position-2, defensive-
retreat-2, or Blocked)
blindspot)
Rally the troops (emboldened-2, focused-2, or remove 2 tiers of
S PECIA L FEATURES
negative morale statuses)
GUARDED Command the troops to charge (charging-1) or lead the charge
Whenever the Leader would be personally (charging-3, but lose the benefits of Guarded)
physically attacked or harmed Summon reinforcements (remove 2 tiers of wounded from the troops
while their troop is able to protect or New Challenge: more Soldiers, page 179, Bombardier, page
them, the troop becomes the target 177, or Frontline Healer, page 178)
of that action instead – before
counting Power for the action. F IGH T Swing their weapon and mow down
FOR WRATH AND GLORY the enemy, splattering blood
Once per scene, during a single Bash or skewer an enemy warrior (wounded-3 and gain troops'-support-1)
action or reaction, the Narrator
may tell the Hero to ignore a
Prepare to block (parrying-2) or evade (evasive-2) a charging foe
debilitating status of the Leader’s
troop or other subordinate, such as
wounded or terrified.

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BOMBARDIER
Aggressor, Sapper
This peculiar sorcerer marches gingerly onto the battlefield, leaving an acrid trail of smoke and
sulfur in their wake. Experimenting with alchemy and warfare, the Bombardier is a military
engineer who most leaders rightfully fear will quickly turn into a loose cannon. Only the mad
and the brave would carry such caustic and explosive concoctions into the chaos of war.
In larger battles, the Bombardier may have access to siege weapons, such as a catapult.

LIMI TS THREATS & CONSEQUENCES

HARM 2 B O M BA R DReady a glass vial or alembic in their


SCARE 3 slingshot, or reach for a clay bomb
Throw an explosive (wounded-3 to a group, damaged-3, or scratch a
TAGS & STATUSES transport or structure tag)
bandoleer of vials Pellet with acid or poison (acid-burns-3 or poisoned-3)
goggles Steep a group in choking fumes (coughing-2 and blurry-vision-2)
mad-2 or
Cover an area in smoke (smoke, gain hidden-2, or Blocked as a cover
hidden-position-2 for escape)
Demolition (neutralizing the
bombs) A bomb explodes and a building comes crumbling down (Ill
Tidings)

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FRONTIER HEALER
Support
True healers, whether by divine grace or by power of the mystic arts, are a rare find, and
most dedicate themselves to healing the ailments of the innocent. This one, however, chose a
side in the war, and charges into battle alongside their troops. Their spells knit together open
gashes and reattach torn limbs, much to the amazement and gratitude of their allies.
The Healer’s vitality status tracks their reserves of excess life force. When it runs out, the Healer
cannot take H E A L actions until they draw more vitality from the environment.

LIMI TS THREATS & CONSEQUENCES

HARM 3 H E A L & P R E S E R V E Rush to a wounded or fallen comrade and

SCARE 4 begin to gesticulate, as threads of light weave around them


Heal their comrade (reduce an injury status by 3 and remove 1 tier
TAGS & STATUSES from vitality)
gambeson Heal themselves (reduce an injury status by 1 and remove 1 tier from
requires incantations vitality)
requires gestures Revive a comrade, if they had not been killed (New Challenge and
jaded-2 remove 1 tier from vitality)
vitality-4 Place a life-preserving ward to protect a comrade (give warded-
Vitality magic against-harm-1 and remove 1 tier from vitality)
S PECIA L FEATURES S L AYSet their gaze on the nearest foe,
GUARDED draw their blade, and charge
Whenever the Frontier Healer Cut their foes down (wounded-2)
would be physically attacked or
Shove a foe aggressively and knock them down (prone-2)
harmed while their troop is able to
protect them, the troop becomes Protect a wounded comrade (shielded-2)
the target of that action instead
– before counting Power for the DR AW Crouch beside a living thing and concentrate,
action. dark threads flowing between them
Draw life from a natural feature or creature (give despoiled-2 or Ill
Tidings, and gain vitality-2)
Draw life from a vulnerable or wounded foe (give wounded-2 or
agonizing-2 and gain vitality-2)
Kill a dying foe by taking away all of their remaining vitality (gain
vitality-5 and shadow-of-guilt-2)

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SOLDIER
Aggressor
Soldiers – archers, footmen, pikemen, spearmen, cavalry, and the like – are trained, well-
organized, and often well-equipped persons-at-arms, ready for battle.
A Soldier’s Might can reflect their training (from local militia to experienced, well-armed
mercenaries), their numbers ( a company or a great army), or both. Specific training,
weapons, and provision can be reflected as tags (warhorse, morning-stars, disciplined).
A troop of Soldiers can be routed if their morale breaks.

LIMI TS THREATS & CONSEQUENCES

HARM 3 P AT R O L Travel along a defined route, watching for trouble


SCARE OR ROUT 3 Search for interlopers (remove two tiers from a hidden status, give
alarm, or Exposure)
TAGS & STATUSES
Question someone found (intimidated-2 or Exposure)
uniform armor
well-maintained weapon BAT T L E Draw a weapon and engage
alert-2 Stab, clobber, or shoot (wounded-2)
bored-2 or inspired-2 Disarm, push, or topple (scratch a tag or give cornered-2 or prone-2)
Yell, swear, and strike weapon on shield (intimidated-2)
Retreat, reposition, or flank (gain behind-cover-2 or superior-
position-2)
Fight defensively to tire out their opponent (tired-2)

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Journey - Landscape

Ongoing Battle
The smell of ash and blood, the groans of clashing warriors, and the
crunching of breaking spears and shattered shields…You stand at the edge
of an enormous battlefield, where troops and companies maneuver and
engage, blowing their horns and crying their battle cries, with hordes of
warriors swarming the horizon. Now, how to get through?

Tags: in the midst of battle, broken debris, constant racket I S OL AT ED S K I RM I SH


A hodge-podge of warriors from
GENERAL CONSEQUENCES both sides are blocking your path,
You are struck by a stray arrow or a thrown clashing in a violent skirmish. An
embattled captain cries for your
weapon (wounded-2 or bruised-2).
help in defeating their foes.
You are overwhelmed by the horrific sights and
smells (terrified-2 or overwhelmed-2). You are gravely wounded-4 in the skirmish.
You begin to regret ever coming here (doubting-2 or Your inability or unwillingness to help earns
miserable-2). you the hatred of the captain (marked-3).
Some of the combatants identify you as their
enemy and break away to engage you (New
Challenge: a handful of Soldiers, page 179,
or Bloodthirsty Reavers, page 139 – or flee
and become tired-2).

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ENDANG E RE D BY STANDE RS UN L EA SH ED MON S T RO S I TY
A group of helpless locals, peasants, Someone has unleashed a terrifying
merchants, or kids, have found monstrosity onto the battlefield,
themselves on the edges of the and it’s coming your way!
battle, soon to join the tide of
corpses unless rescued. The monster wreaks havoc nearby, blocking
your escape (Blocked or cornered-3).
They flee in panic into the battlefield, with little
You are outraged that someone would release
chance of survival (Ill Tidings and disheartened-1).
this monster against soldiers (righteous-anger-3).
They beg you for some food, as their homes
The monstrosity catches up to you and you
have been razed. (short-on-supplies-3 or guilty-3).
have no choice but to fight for your life (New
An elder curses you (cursed-1 or shaken-1), Challenge: Greedy Dragon, page 184 or
thinking you are raiding their lands. Twisted Creation, page 193).
Several soldiers appear, seeing the locals
as enemies (New Challenge: a handful of
fanatic-1 Soldiers). WOUN DED S OL DI ER
You come across a soldier leaned on
an overturned wagon, wounded and
bleeding to death, pleading for help.
SHIFT ING TIDE S OF BATTL E
As you fight your way through the The soldier dies (guilty-2 or jaded-2).
battle, the lines shift. It’s bloody chaos The soldier reveals a hidden dagger and
all around – but you must push through. lurches forward (wounded-2).
You are confused as to your location or which The soldier reveals a terrible development has
side you’re now amongst (confused-2 or lost-2). occurred (Ill Tidings) laughing “You’re too
A bewildered soldier from your side charges late!” with a bloody mouth.
you as an enemy (New Challenge: panicking-1 The soldier mutters with glistening eyes: “Stop
or confused-1 Soldier, page 139). the fighting. This is senseless.” (sympathetic-2
You witness the horrors of war up close or pacified-2).
(disheartened-2 or queasy-2).

C AUGH T I N T H E M I DDLE
SPIKE D BARRICADE
Lines of raging-3 warriors are
One of the sides has erected a spiked forming on either side, yelling and
barrier here that stretches far in either cursing, brandishing weapons, and
direction, blocking your advancement. hissing at each other. The signal
to clash will come any moment.
You cut yourself (bleeding-1) or exhaust yourself
(tired-1) trying to pass through. You are tramped down by the fighters (broken-
You waste precious time dismantling the bones-3).
barrier or looking for a gap (time-passes-1). You or your horse are pierced by a pike
You drop something into the spiked barrier as (pierced-4 or remove the warhorse).
you pass it (scratch a tag or Blocked). You get out by the skin of your teeth, but leave
A flaming arrow, stray spell, or deliberate something behind (scratch a tag).
sabotage have set the barricade on fire as you You will be remembered by all who fought
cross (burnt-2). here today (marked-4).

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BLIGHTED BADLANDS
Cursed in ages past or corrupted by foul sorcery, this
land is naught but barren tracts as far as the eye can see,
scarred with ravines that spew forth noxious fumes – it
has nothing to offer the living. Only the twisted, the
exiled, and the desperate come here, and now – you.

CORRUPTED VERMIN
Aggressor
Twisted by sorcery into a mockery of their natural form, these person-sized pests
crawl in the shadows of the fallen empires or in the horrid places that birthed
them, feasting on anything they come across while spreading their corruption.
Only the rarest of graces or the deepest of the mystic arts can hope to
cleanse the corruption from the poor creature, leaving it weak but alive.

LIMI TS THREATS & CONSEQUENCES

HARM 3 CREEP UP Something is scuttling closer, but from where?

CLEANSE 3 A hardly-seen cloud of miasma poisons the air (coughing-2, queasy-2,


or weakened-2 to all nearby)
TAGS & STATUSE S
The Vermin comes forth, its many appendages writhing
Choose two: disgustingly, dripping with acid (repulsed-2 to all who see)
chitinous shell The Vermin creeps up on its first victim (surprised-2, then bleeding-2,
sharp pincers and if not fully lessened, poisoned-2)
creepy crawler
fluttering wings AT TA C K Rise on its haunches and hiss at its prey
camouflage
Spit or hurl a glob of corrosive slime (scratch item tag or acid-burns-2)
vicious-2
Sting or bite, injecting a deadly venom or disease (bleeding-2, and if
Oversized not fully lessened, poisoned-2)
S P ECIA L FEATURES
SPREAD Tendrils of the creature’s accursed
CURSED VENOM
corruption spread in its wake
Whenever a Hero’s poisoned status
Plants wither and the ground cracks (the area becomes blighted-1,
exceeds tier 2, reduce it by 2 and
create broken ground or corrupting miasma, or scratch plant life tags)
give that Hero a tag denoting
corruption, such as gnarled hand,
poisonous skin, light sensitivity,
or forked tongue.

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STAGNANT THOUGHTS
Influence, Aggressor
When bitter grudges and lingering regrets go unresolved, they can coagulate into a bubbling,
somewhat oily pond of Stagnant Thoughts. The malicious whirlpool is infectious, contaminating and
eventually drowning victims literally and figuratively, to add their resentments to the pool.
Travelers believe that happy THREATS & CONSEQUENCES

memories could stave away Your heart grows heavy,


DR I P G L O O M
the Stagnant Thoughts’ dark thoughts enter your mind
influence, and therefore
sing songs and share happy It’s getting harder to remember the good (remove two tiers from a
tales when camping out near positive emotional status)
unfamiliar bodies of water. It’s getting easier to focus on the bad (depressed-3, furious-3,
Negative emotional statuses apathetic-3, etc.)
given by the pool become It’s easiest to just give in (scratch two tags describing mental or
compelling once it begins to emotional strength)
P U L L I N the victim, requiring
A mean, critical voice from your past begins to echo your mind
a Quick action to resist
(demeaning voice)
entering the pool. The pond
may use the D E P U T I Z E
or DR OW N Consequences
PULL IN The pool beckons a victim to enter with their own
on those in its waters. voice saying: “I wish I could just wash away my sorrows.”
Continue to DR I P G L O O M
LIMI TS
(If no Success) The Hero unwillingly walks into the pool (Complication)
BANISH OR CLEANSE 4
DRAIN 4 DE P U T I Z E “Why should I suffer alone? They too must suffer.”
Infuse a person in the pool with a desire to perpetuate misery (cruel-6;
TAGS & STATUSES
if transformed, replace a theme with Agent of Cruelty)
murky waters
DR OW N “It’s better to end it all.”
Drown a victim in the water (drowning-3)

SWARM OF INSECTS
Sapper, Aggressor
Found in the dens of beasts, conjured by witches, or roaming swamps and marshlands,
insect swarms can spell doom for the unwary adventurer. In even greater numbers, they
become a plague that ravages the crops and livestock of entire communities.

LIMI TS THREATS & CONSEQUENCES

DESTROY 3 S WA R M Buzz and skitter as they descend upon their food


DISPERSE 3 Disgust the faint of heart (repulsed-2 or queasy-2)
Bite and sting (in-pain-2 or itchy-2)
TAGS & STATUSES
Devour foodstuff, crops, or even livestock and structures (scratch
attracted to food, overwhelming tags, short-on-supplies-2, or Ill Tidings)
Choose:
Cloud of gnats
Field-devouring swarm
A pestilence upon the realm

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GREEDY DRAGON
In fluence, Aggressor
Dragons are among the most feared creatures in all of legend. Every dragon
is unique: some have feathers, antlers, or even multiple heads, some are
as large as mountains or castles, while others have serpentine, wingless
forms. Many of them share a legendary greed, an infamous love of gold, and
a ravenous hunger, that have brought these tyrannical creatures to hold
entire kingdoms to ransom for fear of the dragon’s wrath. Yet every dragon,
even the most vile, has one item in its possession it holds dear over all other
treasures – a magic ring, a simple token of love, or their unhatched egg.
LIMI TS THREATS & CONSEQUENCES

HARM 6 STIR The dragon is sleeping. For now.

SATISFY 5 Snort, their breathing getting lighter (gain awaken-1 and give nervous-2)
Turn in their sleep, toppling down a tidal wave of coin and treasure,
AWAKEN 3
or rubble (buried-3)
The Greedy Dragon awakens and
immediately delivers one of its T E R R OR I Z E Roar and spread their wings
T E R R OR I Z E Consequences.
The hearts of all who witness such power are filled with dread
TAGS & STATUSES (terrified-4)
giant ego Batter with a buffet of winds (knocked-down-3 to everyone)
impenetrable scales Fly high to avoid attacks or prepare to swoop down (out-of-reach-3)
sharp senses
terrifying presence D O M I N AT E Rise to their full height, scowling
wings Belittle and demean (give provoked-3 or insecure-3)
rune of spell-countering Roar with displeasure (gain temperamental-3 or remove two tiers
temperamental-3 from satisfied)
Immense Speak a spellbinding demand (give obedient-3 or petrified-3)
Creature of pure magic Sense the most valuable item in one’s possession (Exposure)
S PECIAL FE ATURE S
See through a ruse (Exposure)
DRAGON’S MARK A N N I H I L AT E Bare teeth while a fiery glow emanates from within
When an item is stolen from a
Devour someone whole (consumed-6)
dragon’s hoard, the thief becomes
marked-4. The dragon can always Slam with their massive tail or rend with claws (crushed-6 or torn-
sense a marked individual’s presence. apart-6)
Breathe fire or corrosive fumes (reduced-to-ashes-6 or nothing-but-
bones-6 on multiple targets)
Destroy a building full of innocents or decimate a population (Ill
Tidings)

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Journey - Landscape

Desolate Wasteland
A hot wind pummels your face as you look upon a tortured landscape that
might once have been lush, in a prior age. Nothing but the most deadly
creatures seem to thrive in this wasteland, consuming each other and all who
set foot here, for all else is ashes and brimstone.

Tags: extreme heat, no shelter, rocky wasteland, scarce food and water

GENERAL CONSEQUENCES
You feel as if you are being baked in an oven (dehydrated-2).
You are stung by a venomous insect or plant (poisoned-1).
You consume your supplies to survive (short-on-supplies-2).

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ENDLE SS ASHE S M A DDEN ED S C AVENGE R S
The dusty landscape goes on and You see tracks indicating that you
on forever, the blazing sun or are not alone in the wastes. These
volcanic heat testing your body and strangers must not be far and they likely
mind. How shall you endure? know this place better than you do.
You are drained of energy and burned by the You are caught in a snare trap (trapped-3).
heat (heatstroke-3). A group of desperate scavengers besets you,
The desolation and endless journey leaves you pointing to your packs (short-on-supplies-2 or
despondent (hopeless-2). scratch an item tag).
You are famished and yet you must ration The scavengers want you for their food (New
the food you’ve packed (short-on-supplies-2 or Challenge: a handful of frenzied-2 Bloodthirsty
hungry-2). Reavers).

S T RA NGE WAT ERI NG HOLE


HAUNTE D BATTLE FIE LD
Up ahead, a glistening flicker
You stumble upon the half-sunken of light on the parched land
remains of a great battle from centuries betrays the presence of water.
ago, haunted by long forgotten spirits.
You must escape before you join them. You resist or avoid the watering hole, but that
The spirits gorge themselves on your vitality makes you feel all the more thirsty-2.
(wounded-2 or tired-3) or mystic power You march on and on, but eventually conclude
(drained-of-magic-2). that it was merely a mirage (tired-2 and lost-2).
In your terrified escape, you leave something The water that you find is strangely oily
behind (terrified-3 and if not fully lessened, and viscous (poisoned-2 or New Challenge:
scratch a tag). Stagnant Thoughts, page 183).
You are attacked by the angry spirits of fallen
warriors (New Challenge: Otherworldly
Assailant, page 159). PY RO C L A S T IC S T ORM
The spirit cackle behind you, certain you will A tidal wave of fumes, ashes, and
soon join them (despaired-2). flashing lightning tumbles your
way laboriously on the horizon.
You are buried under the moving dunes of hot
SUNKE N SHIP ashes (burnt-2, buried-2, and thirsty-2).
You come upon the broken husk As the cloud passes over, you find one of you
of a ship, submerged in the dust was struck by lightning (burnt-5 or scratch
and desiccated over centuries. It companion or mount tags).
beckons you with its secrets and
a respite from the hot winds. You are harrowed-3 or despaired-3 by the ordeal.
Your clothes and belongings become caked
One of you is convinced this is your ship and
over with clay (burdened-2).
that it will take you home (maddened-2).
You fall asleep in there, and wake up thirsty-2
and hungry-2.
The current occupier is unwelcoming (New
Challenge: Corrupted Vermin, page 182).

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VAULTS OF DARKNESS
At long last, your journey has brought you to the throbbing heart of evil: a dark tower,
a fortress of ice, or a sinister deity’s hellish palace. You know, as you step through
shadowy corridors, that all hope is lost and that you will perish here, yet your heart is
set on your noble quest, and so you plunge deeper into the darkness.

DARK TYRANT
Influence, Countdown, Aggressor
A sinister towering figure, wreathed in shadow and terror, emanating despair and the doom of
all that is fair in the world – that is the vision of those who stand before the Dark Tyrant. And
it will be the last thing they see as free people, for the Tyrant’s annihilating presence crushes
both body and soul, and restless death or eternal enslavement are all that awaits them.
Heroes who take a desperation or corruption status that exceeds their Limit become the Dark Tyrant’s servants.
LIMI TS THREATS & CONSEQUENCES

HARM 6 C OR R U P T Speak highly of their station or character


INFLUENCE - Recount someone’s past failings or prod insecurities (disheartened-3
or Exposure)
GRAND PLAN 4
Bear down on a mind with the full weight of their spirit (corrupted-4,
New Challenge, Ill Tidings,
despaired-4, or dominated-4)
or cursed-6 on a grand scale.
Paint a dreadful future as their dark plan unfolds (grand-plan-1)
TAGS & STATUSES

Physically invincible (the one OV E R P OW E RThreaten to demonstrate


weapon they’re the powers at their disposal
vulnerable to) Summon or send forth their underlings (New Challenge)
Dominating spirit Strike with unstoppable force, sowing devastation (crushed-4 or cursed-4)
(personal flaw or attachment) Capture a companion or a key NPC (Complication)
Heart of darkness
(destroy source of power) Reveal at the worst moment a hidden
O U T P L AY

S PECIA L FEATURES
weapon, an unexpected edge, or a terrifying spell
GUARDED Infuse themselves with power (remove 2 tiers from harm or gain
Whenever the Tyrant would be overpowering-3)
physically attacked or harmed Kill a Hero or give them a fate worse than death (wounded-6 or
while their guardian is able worse-than-death-6)
to protect them, the guardian
becomes the target of that action
Declare that if they cannot have it then no one will (Blocked or
instead – before counting Power Ill Tidings)
for the action.
C ONQ U E R The Tyrant and their forces spread throughout the land
ALL POWERFUL
The Narrator may choose to The Heroes come across smoldering remains of a place they cared
deliver the Tyrant’s Consequence about (Ill Tidings)
during Establish instead of in the The Tyrant strikes a key resource (scratch a tag or Blocked)
Consequence phase (Consequences Fear spreads among the common folk (the people gain panicked-3,
from other sources may still occur
disheartened-3, or corrupted-3)
after the Hero’s action).
The Tyrant comes one step closer to finishing their grand plan
(grand-plan-1)

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HEARTLESS WARLOCK
Aggressor, Influence
Sequestered in their magical laboratory, this gifted sorcerer has fallen under the sway of a dark entity and
now seeks to do its bidding and spread its corrupting power. They blight the land, conjuring monstrosities
and devilries that plague the common folk who dwell nearby. They are the subject of nursery rhymes,
warning children to never approach their accursed abode, nor the malign demon that corrupted them.
The Warlock possesses an item of power, a direct link to the corrupting entity (their beating heart,
according to many tales). Without it, the Warlock’s dark power is diminished and eventually gutters out.

LIMI TS THREATS & CONSEQUENCES

HARM 4 Whisper of great power,


D I S P L AY P OW E R

TEMPT WITH POWER 5 enough to make your dreams come true


Reveal the dark power and show what it can do (tempted-3 or frightened-3)
S PECIA L FEATURES
Make an example of their first victim (turn-to-stone-3 or
CURSE OF PROTECTION wilting-curse-3)
As long as the Warlock’s item
Divine the Heroes’ dealings, secrets, or past (Exposed)
of power is warded, anyone or
anything else trying to touch, F IGH T Spread their cloak, purple light flares
move, or harm it, whether
about them as they recite a powerful spell
physically, from afar, or through
magic, first takes wilting-curse-4. Smite with a bolt of witching lightning or flames (burnt-4 or scratch
two item tags)
TAGS & STATUSES
Call upon wicked spirits to possess their enemies and turn them
item of power that is warded-5
against one another (possessed-3)
quick caster
Laugh viciously as they break another sorcerer’s magic (drained-of-
counterspell
magic-4, reduce a magical status by 4, or scratch two magical tags)
heartless-4
warded-against-magic-4 Etch protective sigils in the air and restore their spells of protection
(gain warded-against-magic-4 or shielded-from-harm-4)
shielded-from-harm-4
Summon evil beings to their aid (New Challenge: Otherworldly
Dark magick (stealing their Assailant, page 159, Unshriven Revenants, page 159, or
item of power) Monstrous Spider, page 141)

B L IGH T L A N DAppear in the region, heralded


by signs of trouble and misfortune
Unleash a monstrosity upon the region (New Challenge: Twisted
Creation, page 193, or Fabled Bird of Prey, page 139)
Conjure a withering fog or cursed pestilence, killing and displacing
many (add tag and Ill Tiding)
Raise a monument to its demonic overlord in or near a settlement,
sparking new cults and dark practices (New Challenge: Megalith,
page 141)

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IMMORTAL VAMPIRE
Aggressor, Influence
Immortal Vampires rarely think of mortals as more than prey to be and hunted or
culled. Cultivators of wealth and power, they are part of the ruling class, hiding behind
pleasantries and enjoying vast holdings of land in which they may rule and feast.
Vampires all have weaknesses, Vulnerabilities, and specific ways they can be put to eternal rest but these vary
greatly from one vampire to another and the richness of folklore around them makes it hard to uncover the truth.

LIMI TS THREATS & CONSEQUENCES

HARM 4 BEGUILE Stare at their interlocutor with an unbroken gaze


CONVINCE 4 Make a strong impression (beguiled-3)
SCARE 6 Cause someone to lose a moment of critical focus (distracted-3)
Take hold of someone’s will (hypnotized-3 or paralyzed-3)
TAGS & STATUSES
Implant a [secret-instruction]-3 (compelling status)
CHARMER:
Make someone drop their guard and have a slip of the tongue (Exposure)
charismatic
opulence and inflence HUNT Pounce with preternatural agility
composed-3
Horrify with grotesque physique or transform into something vile
CREEPER: (surprised-3 and terrified-3)
off-putting Overpower with terrible strength (crushed-3, pinned-3, or grabbed-3)
hidden-3 Dispatch of a mortal with a sudden movement (crushed-3, slashed-3,
FERAL: or knocked-back-3)
blood-starved Block an escape path or magically move the furniture to block it
claws (Blocked)
leathery wings
FEED Pierce their victim’s artery with their fangs
WEAKNESSES:
Guzzle blood (give tired-3 and woozy-3, and reduce a negative status
must count items dropped of their own by 3)
must be invited in
Draw the breath of their victim (suffocating-3 or scratch a tag related to
Inhuman prowess and vigor)
magnetism (deny blood, holy Spread vampirism (Ill Tidings or infected-2)
symbol, holy water,
strong fragrance) Vanish into the darkness (Blocked)
S P ECIAL FE ATURE S

UNDYING
A defeated Vampire recovers by
next sunrise or start of season,
unless they were dispatched of in
a specific way (put a rock in their
mouth, destroy or remove the
head/heart/liver, finish unfinished
business, proper burial).

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COMPACTOR TRAP
Countdown, Obstacle
An effective way to dispatch unwanted company, this room or corridor is built
with two walls of impenetrable masonry that are pushed on tracks by a mechanical
mechanism equal in strength to a great mill. Two similar walls are dropped on both
ends to prevent escape. All but the strongest or cleverest will be crushed to a pulp.

LIMI TS THREATS & CONSEQUENCES

BREAK WALLS 6 TRAP The walls have dark stains on them


that someone tried to scrub off
SHUT TIGHT 4
Two heavy walls drops on either side of the corridor, blocking the
Everyone in the trap is exits and trapping victims inside (trapped-3 and if not fully lessened,
crushed-to-death-6. the exit is Blocked)
TAGS & STATUSES
C R AW LThe sides of the corridor begin
inaccessible mechanism to grumble – and push inward!
high and narrow opening that is An item used to stop the walls crumples or breaks (scratch a tag)
concealed-3 Someone trapped inside begins to panic (panicked-3)
Powerful mechanism (secret The walls crawl closer and closer, tightening the space (gain
disabling sequence) shutting-tighter-1)
Robust masonry

SWARMING MINIONS
Aggressor
The faceless masses in service to a dark power, these are the rank-and-file of conquering armies and devouring
hordes. Be they heartless common folk, corrupted by the dark, or writhing shoals of vicious imps, goblins, and
devils, the Swarms rely on numbers over prowess, although they are well-versed in war and destruction.
Some Swarms are nevertheless especially equipped or trained, bearing
tough armor or acting as scouts to cover a greater area.

LIMI TS THRE ATS & CONSEQUENCES

HARM 2 H A R R OW Swarm in, screaming and scampering over one another


SCARE 2 Bellow war cries and pound on war drums (intimidated-2)
Ridicule someone standing in their way (provoked-2)
TAGS & STATUSE S
Take someone defenseless hostage and demand surrender
crude weapons (Complications)
pack tactics
frenzied-1 R AVA G E Gather and approach, ready to afflict great harm
Numbers Raze buildings, trapping people inside, or despoil food and water
(damaged-2, despoiled-2, or Ill Tidings)
Beat, shove, and cut down all in their path (wounded-2 or prone-2)
Swarm around their next victims (surrounded-2)
Set the area ablaze (burning-2, or Ill Tidings)
Leave scenes of inhumane atrocities in their wake (grisly scene and
disheartened-2)

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STAINED SAINT
Influence, Aggressor
An animated amalgam of stained glass, fused in the likeness of an angelic winged knight, the
Stained Saint was formed out of sheer faith to defend the believers and battle heathens (according
to the faith that formed it), even long after the followers dispersed and the belief has died out. These
constructs haunt abandoned churches, ruined monasteries, and old graveyards, and some have grown
lonely or doubtful, and are therefore willing to debate the unbelievers, at least for a while.
Being made of glass, the Saint is all but impervious to edged weapons such as sharp blades
and arrows. Its spiritual protection (warded) repels both mundane and magical harm.

LIMI TS THREATS & CONSEQUENCES

SHATTER 5 PREACH Ask a naive question about the meaning of


Explode into a thousand pieces, existence, light breaking through its translucent body
inflicting bleeding-2 on all in the Sense religious and foundational beliefs by peering into one’s soul
area, and shaken-belief-2 on those (Exposure)
who share its faith. Engage in a deep religious debate, shaking someone’s beliefs (give
ZEAL 3 contemplative-2, listening-2, or convinced-2)
Give up on talking and begin Dismantle resistance and undermine heresy (scratch a tag of social
using P U N I S H actions. resistance or opposing faith)
TAGS & STATUSES
Emanate glory, refracting light in a thousand hues (give dazzled-2 or
knight of its faith inspired-2)
made of glass
JUDGE Point a colorful sword of glass at someone
sharp edges
winged Brand a non-believer (mark of the anathema)
warded-2 Blind all non-believers with a bright display of light (blurred-vision-3)
Become furious and increasingly zealous-1
Divine construct (ashes of a
true saint) PUNISH Swing its sword at the unbeliever
S PECIA L FEATURES Slash with its multihued crystalline sword (wounded-4 and bleeding-4)
FRUSTRATED Abjure heretical conjurations and enchantments (scratch two tags
Whenever a Hero fully lessens a or banished-4)
Stained Saint’s preaching, the Saint
gains zealous-1.

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TWISTED CREATION
Aggressor
A gnarled mess of limbs, inanimate fastenings, corrupted flesh, and other profane materials woven
together by ancient magic or unspeakable folk practices, Twisted Creations are made to serve and
protect the witch, cult, or sorcerer who made them. Their souls and minds just as cobbled together as
their corporeal being, they are painfully aware of their own existence and are overwhelmed by fear,
confusion, hunger, and rage, and at times even love (or a mockery thereof), especially for their creator.

LIMI TS THREATS & CONSEQUENCES

HARM 4 RAMPAGE Blunder forth with rage and mighty awkward limbs
SCARE 3 Clobber multiple victims nearby (broken-bones-3) or grab them and
devour them through different orifices (grabbed-3 and if not fully
TURN 5
lessened wounded-3)
TAGS & STATUSES Roar and screech, spraying spittle and bodily fluids (terrified-3 and
unearthly strength give itself angry-2)
unsettling visage Feed on a corrupting element or force (remove 2 tiers from a
angry-2 negative physical status)
confused-2 Spawn a smaller version of itself (New Challenge: Twisted Creation,
hungry-2 Smaller size)
loyal-2 Cause a tunnel or corridor to collapse (crushed-2 and disoriented-2 to
Animated mass (that which all nearby and Blocked)
brought it to life: fire, lightning,
witchcraft, etc.)

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Journey - Undertaking

Craf ting
This Journey represents a process in which each Vignette
is one more step toward completion. Unrelated scenes,
and even entire adventures, could take place between the steps.
A Hero usually decides to embark on a crafting project in order to achieve the final product,
taking the initiative to engage with the Vignettes in order to gain an eventual benefit.
This benefit is decided by the Narrator, and should be agreed upon with the player.
Suggested Benefits: Represent the crafted item with a story tag, a story theme (Vol. I,
page 161), or a new Possession or Relic theme (replace an existing one, Vol. I, page 188).

GENERAL CONSEQUENCES
You ruin some of your raw materials (scratch a tag for a material).
Your work draws the attention of a mischievous spirit (New Challenge: House
Hob, page 115, or Boggart, page 124).
You grow tired-2 or frustrated-2 by the long hours and slow process.

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DISTRACTIONS PO OR M AT ERI A L S
Your work area becomes beset with These shoddy materials are no
noises, onlookers, or other distractions. good; something must be done or
the result will be poor indeed.
You become frustrated-2.
You run out of useful materials (short-on-
You lose track of an important tool (scratch
supplies-1 or scratch a tag for materials).
a tag).
You get into trouble with the suppliers
You lose focus at a critical moment (distracted-2
(Blocked or ill-repute-1).
and if not fully lessened also wounded-2 or
scratch a tag of physical ability). You are forced to cut corners (the final story
theme gains a flaw tag).

P UT IN THE WORK
The time has come for that monotonous DA NGEROUS M AT ERI A LS
moment: sitting down to hammer, sew, The next step requires you to use some
chant, or mix, for an excruciatingly long highly toxic-2, acidic-2, flammable-2,
amount of time. You must stay awake or otherwise dangerous materials.
and focused, no break is allowed.
The potential for disaster makes you nervous-2.
You get just as tired as you assumed you would The components mix in an explosive way
(tired-2). (wounded-2 and burn a tag for your materials,
You stumble or take a break, with lingering tools, or workspace).
consequences (the final story theme gains a Someone is harmed (Ill Tidings).
flaw tag).
A single mistake is one too much, and you must
start again (frustrated-2 and replay this Vignette).
WAT C H FUL EY E
Your skilled peers, or someone
important to you, express interest
DIFFICULT DE SIG N in scrutinizing your work. Is it
This crafting design or recipe is proving going to be good enough?
particularly challenging, and requires
further development – which might
You become nervous-3.
prove to be beyond your capabilities. You begin to overthink your design (Difficult
Design, even if you’ve already done it).
Your trouble with this work harms your ego
(insecure-2 or scratch a tag for your crafting They are not impressed (embarrassed-3).
skills).
You make a critical mistake with lingering
consequences (the crafting process gains A S S I S TA N T W RA NGLI NG
inefficient or overly complex). You have assistants at your
You just can’t crack it (the final story theme disposal, but they are proving to be
too easily distracted or lazy.
gains a flaw tag).
Finding the solution takes far longer than You become frustrated-2 with them.
expected (time-passes-2). An assistant is wounded during the work (Ill
Tidings).
An assistant is too anxious, tired, or angry, to
continue working with you (scratch their tag or
the process gains lacking-necessary-help-2).

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Journey - Undertaking

Provisioning
Time to stock up on fresh supplies, and buy some new equipment for your next
adventure. Heading into the markets and side streets, you visit the shops and
follow the shouts of street hawkers, looking for better deals.
In this Journey, unlike most others, the Heroes might be allowed to choose which Vignette to
approach and in which order, out of those offered by the Narrator. It typically ends when the
Heroes have had enough, or when the Narrator deems the preparations complete. The Threat
in many of the following Vignettes is the same: the merchant’s attempt to get you to pay more.
Suggested Benefits: Create story tags and/or story themes for several items; create a well-
supplied status for the Fellowship.

GENERAL CONSEQUENCES
You pay the full price, which is quite a lot (short-on-coin-1).
You and the merchant end up not seeing eye to eye (Blocked).
You can only get low-quality items (add requires maintenance or breaks easily to
an item tag).
You reveal more about your plans than you intended to (Exposure).
You hear some bad news about what’s been going on down the road (Ill Tidings).

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GENE RAL G OODS C L OT H I ER
You come into a general goods The tailor sizes you up as soon
shop, stocked with foodstuffs, dry as you come in, noting your
goods and useful tools. They sell proportions and style instantly.
in bulk! Oh, and they also have
some attractive knick knacks... The clothier makes an offhand comment that
damages your confidence (self-conscious-2).
You are talked into buying some useless and
You end up buying an accessory that’s
bulky junk that you think someone back home
very eye-catching or out of style.
will like.
The fit and style of your new clothes give you a
You are talked into buying supplies past their
new spring in your step (overconfident-2).
date (Complication, scratch the supplies or
You are seen by the kind of people who have
remove the status on your next camp).
opinions on your style choices (laughed-at-2).

APOTHE CARY
T EM PL E B L ES S I NGS
The local healer and pharmacist
offer medicines, herbs, dried The chapel is silent except for
fruits and preserved roots, and the muttered prayers of a few
home-made restoratives. parishioners. A priest notes your
entrance and moves towards you,
The medicine is a bit off (gains quick to spoil robes rustling. Watch your behavior,
or side effects). there is a decorum to be kept here.
Something in the store causes an allergic The priest is unhappy with your conduct or
reaction in you (itching-2 or sickened-2). donation (guilty-2 or ill-repute-1).
The gods are unhappy with your conduct or
behavior (bad-luck-2).
AR MORE R’S SHOPPE
In this solemn place, you feel humbled-2,
The armorer’s shoppe is lined
become homesick-2, or think of the woes ahead
with displays of ornate and simple
armors. The smell of oiled leather and become disheartened-2.
and steel would comfort you, if not
for how costly these items are.
You are incorrectly measured for your armor A DVEN T URI NG H A L L
(it gains poor fit, cumbersome or stiff joints). Several adventuring-type wannabes
The merchant of an establishment as hang around this large, warm hall,
respectable as this is especially shrewd (New admiring the walls covered with
trophies and reading through journals
Challenge: Shrewd Merchant, page 133).
left by brave heroes of old. Most
appear too young and inexperienced,
but perhaps some can be of help.
WEAPON SM ITHY
The help you hire is argumentative, easily
The metallic beat of the blacksmith’s distracted, greedy, can’t stop talking, or the like.
hammer rings in your ears as the heat
of the forge blasts across your face. You leave a bad impression, and word about
Deadly weapons sit ensconced within you spreads (ill-repute-1).
wooden racks lining the walls. The dynamic in your Fellowship is strained by
The weapon is serviceable, but ugly. the new hire’s presence (rephrase a relationship
They don’t have the kind of weapon you’re tag to the worse).
looking for (Blocked).
They don’t just sell weapons to anyone, and
they don’t seem to like you (Exposure or
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C REAT E A PROT EC T E D
Journey - Undertaking OR S AC RED S PAC E

Ritual
Implements: magic cauldron, salt,
candles, circle of protection
Absent vessel for true power,
unseen forces shall devour.
Whether in a dank cellar, at an ivy-strewn Malicious forces or beings reach through the veil
altar, or atop a mage’s tower, conducting a (spiritual taint or weakened-2 to someone present).
religious or magical ritual is a dangerous Malicious beings focus their attention on you
and painstaking task. Every step of the (New Challenge).
ceremony must be performed accurately A cyclone of raging chaos whirls around you
and imbued with the right spirit, lest (the scene becomes chaotic-3).
terrible calamity shall be unleashed.
Suggested Benefits: At the end of a ritual, the B ES EEC H T H E WAT C H E R
practitioner gains 1 Power to spend on its magical OF T H E VEI L
Effects per successful step. Find additional rules Implements: ritual knife, paper effigy,
under Witchcraft, Vol. I, page 223. arcane talisman, burning herbs
Reveal the roads and draw the veil,
or naught will come of thy false spell.
GENERAL CONSEQUENCES
The veil demands appeasement to grant access
You are drained-2 (of life, or of magic) by the
(indebted-3).
invisible power you channel.
The pathways of magic seem labyrinthine
You’ve lost-control-2 of the ritual or you become
(confused-2 or burn tags).
power-crazed-2.
The veil rejects the spell (exhausted-1
You stumble into a situation where your skill or
or discouraged-1).
knowledge can no longer avail you (burn a tag).
The forces that guard the veil beset you
Ingredients and implements are consumed in the
(New Challenge: Ominous Raven, page
ritual (burn an item tag).
127, Keeper of Thresholds, page 158,
Otherworldly Assailant, page 159, or Stained
Saint, page 192).
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FOR M A LINK TO THE M A K E A S AC RI FIC E
SUB JE CT OF THE SPE L L Implements: [sacrifice or offering]
Implements: [the subject], lock of hair, Now bring forth your sacrifice,
their sleeping place, exact portrait for naught is won without a price.
Call now forth the one to sway,
be they near or far away. You pay with the intended sacrifice, but much
more or worse than expected (burn a tag,
The link wanes, becoming weaker and more indebted-3 or drained-of-life-3, or twisted-6).
tenuous (vague-link-2).
You are forced to make a sacrifice you did not
The subject of the spell gets a sense of being intend or risk losing the entire ritual (Force
involved (Exposure). Them To Choose).
Someone else is linked with the intended Your sacrifice is rejected or is revealed to be
subject, or the wrong subject is linked. unfitting (Blocked).

CHANNE L A HIGHE R SOU RC E


OF POWE R A M AGIC A L RI VA L
Implements: [direct access to greater power], Another magical practitioner becomes
[coveted offering], [emotional bond] aware of your ritual – and resists it.
Thy blessed mistress, cursed lord, They discern or divine your physical location or
beseech their grace now to afford. your greater plan (Exposure).
The beseeching is refused or power fails to flow They interrupt your ritual from afar with
(reduce the ritual’s final Power by 2). mystical means (Blocked or resisted-3).
You channel more power than you can control They challenge you to a duel of spellcraft
(scorched-2 or burn a tag). (New Challenge: Pastoral Priest or Priestess,
The power you channel takes over your body page 116, Hedge Witch, page 125,
(possessed-3). Ambitious Conjurer, page 130, or Heartless
Warlock, page 189).
They siphon some of the power of your ritual
(they gain empowered-2 and reduce the ritual’s
INVOK E A M AG ICAL LAW final Power by 2).
Implements: “As Above, So Below”,
“The Law of Three”, “Like Attracts
Like”, “The Part Is The Whole”
Ye who seek true might to tame, C O M PL ET E T H E RI T UA L
by what law thou stake thy claim? The time has come the weave to tie,
unleash the spell and let it fly.
You fail to apply the law’s true meaning and
your invocation backfires (magically-bound-2 or Some of the power leaks and manifests
cursed-2). unexpectedly or undesirably (Complication or
Your reasoning causes someone or something Yes, but…).
you did not intend to become entangled in the You struggle to take the final actions needed to
spell (Yes, but…). finish the ritual (tired-3, burn magical tags, or
Your invocation of this law is a stretch. The time-passes-2).
ritual becomes unstable-2. The ritual leaves a magical mark on you (mage’s
You pontificate for too long (time-passes-2). mark, wilted limb, morbid presence).
You lose your magic for a while (drained-of-
magic-5).

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GENERAL TRAVEL VIGNETTES
This collection of Vignettes (page 108) describes perils and challenging situations commonly
encountered while traveling or adventuring, presented here for your use.

Chance Encounters
ANG RY LOCALS PL EA FOR A S S I S TA NCE
A mob of angry-3 locals gather Someone on the road shouts for help,
around you, looking for a scapegoat begging to be heard, their broken
after a recent disaster. cart in the ditch next to the path.
You’re singled out as suspicious foreigners and The repairs are tiring or costly (tired-1 or short-
reported to the authorities (marked-1). on-resources-1).
The locals drive you out of their lands with Your failure to help weighs on your heart
pitchforks and rotten vegetables (shamed-2 or (guilty-2).
angered-2, and Blocked). It’s an ambush! You are surrounded-2 (New
You route these so-called vigilantes, gaining Challenge: Brutal Outlaw, page 131).
yourselves a reputation of a violent gang (ill-
repute-1).
S TA M PEDE
The ground begins to tremble underfoot
C ARTOG RAPHE R and birds take flight as the sound
of a thousand hooves intensifies.
You stumble upon a map maker
surveying the region from a high You heedlessly throw yourself out of the way,
point and drawing on parchment. falling in a patch of brambles (itchy-2).
Their knowledge could be useful.
You are caught in the stampede and trampled-4
You pay through your nose for a chance to by the beasts.
study their maps (short-on-coin-2).
The stampede changes direction and destroys
Irked by your behavior, they give you the a nearby farmstead instead (ill-repute-2 or Ill
wrong directions on purpose (lost-2). Tidings).
While you converse in this exposed location,
a winged monster marks you for prey (New
Challenge: Fabled Bird of Prey, page 139). VI N DIC T I VE C H A L L ENG E R
Someone from your past tracked you
down and now challenges you to pay
ENC HA NTE R’S DE M E SN E for the misery you brought upon them.
You come upon a charming fae spirit in You are shamed-2 in public.
the wilds, or a beautiful enchanter in a
cottage. They have a tempting offer. You turn them away and they swear to return
(Complication).
You find yourself in their thrall (charmed-3),
Their words overwhelm you with remorse
as they ask you to perform a task for them
(remorseful-3).
(Complication).
You end up paying a hefty sum to appease
You reveal a secret to them, which they then
them (short-on-coin-3)
pass on (Exposure).
They accost or attack you (New Challenge:
They leave a lasting transfiguration curse on
Avoided Acquaintance, page 112, or Ardent
you (donkey’s ears or putrid odor).
Knight, page 168)

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Environmental Conditions OB S C URI NG FO G
A thick fog rolls in, covering all in
BLIZZARD grey mist. You can scarcely see
your own hand in front of your
Icy winds carry a flurry of snow, face, be careful where you step.
coating the countryside with a
blanket of white, freezing cold. You lose track of the trail (lost-2).
Icicles form upon your gear and clothing (laden- You accidentally stumble into treacherous
with-ice-2 or scratch a tag for a piece of gear). terrain (wounded-2 or transport is stuck-3).
You are blown off course and cannot see the Something howls in the fog (frightened-2 and
road (lost-2 and snowblind-2). New Challenge).
The cold chills you to your bones (bitterly-cold-3). Something pounces out of the fog (surprised-2
and New Challenge).
You are snowed in (time-passes-2).
Folk lock their doors in this eerie weather.
The next person you meet is suspicious-2 and
HE ATWAVE apprehensive-2.
As the sun burns high, the blazing
heat is becoming burdensome
T H UN DEROUS S T ORM
The heat is overbearing and you crave water
You taste lightning on the wind. A
(thirsty-3). storm is brewing, and shelter is needed.
Your mounts are suffering and unable to bear
Choose from Heavy Rain.
the strain (slowed-2).
Your animals become unnerved-2.
Your skin is reddened and burned (sunburned-3
and heatstroke-3). A fallen tree, struck by lightning (burning-3), is
blocking the road (Blocked).
Lightning strikes and brings a tree or the roof
down on you (buried-3).
HE AVY RAIN
Rain-laden clouds gather and churn
The gale winds push you back relentlessly
overhead, and soon a heavy shower (time-passes-1 or slowed-1).
drenches the region, with no end in sight. This storm is the work of a giant, whose
You are soaked through and through (wet-3 and fearsome figure suddenly emerges from the
cold-2, or scratch water-damaged item tag). clouds (New Encounter: Rampaging Giant,
page 142).
Travel soon turns into an ordeal as roads and
trails become muddy-2.
Scents and tracks are washed away, and you lose
W I L DFI RE
track of your quarry (quarry gains escaping-2).
The smell of smoke and an odd glow in
The dismal weather makes companions and the sky foreshadows the coming of the
mounts grumpy-2. wildfire. Sooner than you realize, you
A nearby ford or bridge becomes impassable. will be surrounded by a blazing inferno.
You must wait or go the long way around (time- You are separated from your companions in the
passes-2). chaos (Complication or lost-2).
You stumble through the fire, heavily burned-4.
You choke on the smoke (coughing-3).
The choking smoke lingers in the air long after
the fire dies out.

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Mishaps
DWIN DLING SUPPLIE S L O S T C O M PA N ION
Your packs and waterskins feel lighter A companion of yours has gone missing.
and your tools seem worn. You need to
You spend a long while going after them (time-
restock or soon you will not have enough
to sustain yourself or travel comfortably. passes-1).
You find your friend, but grow worried that this
Even having rationed food and water, you’re
journey is too much for them (disheartened-2 or
beginning to feel the shortage (hungry-2 and
lacks-confidence-in-[companion]-2).
thirsty-2).
Your companion cannot be found, or is found
Replenishing your supplies turns out to be
in a sorry state (Ill Tidings or scratch a tag).
more costly than expected (short-on-coin-2).
You find them, but they reveal they chose to
You scrape together what you can get, but it does
leave you without a word (upset-2 or angry-2).
not bode well (poor quality gear or moldy rations).
You have worn or used the provisions you
packed such as ropes, torches, and clothes,
and soon you will find yourself in a bind S IC K N ES S
(underprepared-2). Your head is warm to the touch, your
Upon inspection, one of your tools is in need of eyes burning, your throat hoarse.
repairs (scratch a tag). Your fever is quite severe (hallucinating-2).
You feel like a walking corpse (weak-3).
More serious symptoms manifest (blind,
EXHAU STION blisters, weak bones, etc.).
You have been pushed to your limits and Your treatment requires a lot of food or herbs
your body and mind begin to falter.
(short-on-supplies-2 or scratch a tag).
Your exhaustion makes it difficult to
concentrate (distracted-2).
You start suffering from muscle cramps, WORN - DOW N
repeating headaches, or gut issues. T RA N S PORTAT ION
Your body refuses to continue without some Your wagon, ship, or mount
rest, food, and a drink (tired-3). has been through a lot and
will not last much longer.
Its condition deteriorates (gains a story tag for
INJU RY a new malfunction).
You realize that a minor pain is It doesn’t handle like it used to (unbalanced-2).
in truth a serious injury or that a It gives way and you get thrown or supplies fall
closed wound is now festered. off (wounded-3 or short-on-supplies-1).
You are left with an aching limb, muscle twist, or It suffers a terrible breakdown or injury
a bruised bone, or become clumsy-2. (damaged-3, injured-3, or scratch two tags).
You suffer from an infection (lethargic-2 and
feverish-2).
Your injury is unseemly or makes you cough
blood or ooze puss (disgusting-2).
Treatment is costly (short-on-coin-2) or recovery
slow (time-passes-2).

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Locks & Traps
Traps are unique in that the Narrator does not As a second line of defense, a Hero can equip
describe a clear Threat before delivering their themselves with enough vigilance and quick
Consequences. Instead, there is an implicit Threat instincts to react in time and avoid an undetected
when the Hero is trying to go where they should trap (lessen the Effect).
not or has entered a dangerous place. Heroes The following traps are designed as vignettes for a
would be wise to search for traps where they Journey, but you can also use their Consequences for
suspect their presence, although such search traps that are triggered during a scene.
actions could trigger the trap if unsuccessful.

B O OB YTRAPPE D CHE ST PUZ Z L E OR RI DDL E DOOR


This room must be the vault or A heavy door blocks the passage
treasury. A hefty chest rests against forward, locked by a mechanism with
the wall, chained and locked. a befuddling-2 logic puzzle or riddle.
You break your tools trying to open the chest You break through but you’re exhausted
(scratch a tag). (tired-3) and you’ve alerted the guards
You trigger a hidden poisoned needle (pricked-3 (Exposed).
and if not fully lessened poisoned-3). You wrestle with this conundrum for a long
A vial cracks, releasing a cloud of poisonous time (time-passes-1).
gas (coughing-3) or paralyzing toxin Your brain hurts (headache-3).
(paralyzed-3). A companion solves it quicker than you
Something flares up inside the chest and (insecure-2).
smoke rises from it - its contents are destroyed The mechanism breaks and cannot be operated
(Blocked). (Blocked).
The lid of the chest is lined with little chimes The mechanism triggers a trap (choose another
and bells, making a ruckus (Exposure). vignette).

H IDDE N PIT S N A RE OR B EA R T RA P
You pass through a dark tunnel You traverse a lightly wooded area
/ open land / great hall covered / wide hallway / dry patch of
in debris, dirt, or patterned tiles. the swamp. You can pick up the
There is little cover here. pace and cover more ground.
You fall into a hidden pit (trapped-4 and if not You are caught by a very fast snare (trapped-3
fully lessened bruised-3). and if not fully lessened up-side-down-3).
You fall into a hidden pit with spikes! You are caught by a thick net that envelopes you
(trapped-4 and if not fully lessened impaled-4). (restrained-4).
You fall into a hidden pit full of water, and You are caught by a powerful bear trap
there is something crawling beneath the (restrained-3, and if not fully lessened hobbled-3
surface (trapped-3 and New Challenge: and bleeding-2).
Corrupted Vermin, page 182) The snare is attached to jangling bones
and hollow shells, which alert the trapper
(Exposure).

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TRIPWIRE OR PRESSURE PLATE CURSED ITEM
You come to a narrow corridor / a An item of exquisite craftsmanship and
dense forest / a room with a pedestal quality rests upon an ornate stand.
at its center (with a well-hidden
tripwire or pressure plate trap.) The item saps your vitality (weakened-2).
The item curses you upon touching it (cursed-3).
You trip and fall (prone-2).
The item wraps its unseen tendrils around
A heavy spiked log swings right at you!
you so you may neve leave it (bound-5 or
(wounded-4).
possessive-5).
A sharpened pendulum blade swings right at you
The pedestal is boobytrapped (use
(scratch a shield or armor tag and then slashed-5).
Boobytrapped Chest).
Dozens of little darts shoot at you from holes
A vindictive wraith is fettered to the item (New
in an adjacent wall (pricked-4 and if not fully
Challenge: Backwoods Haunting, page 123,
lessened, poisoned-3)
or Otherworldly Assailant, page 159).
Boulders drop on your head and seal you in
(crushed-4, buried-4, and Blocked).
The walls begin to move (New Challenge:
WARDED PASSAGEWAY
Compactor Trap, page 191).
You come upon an archway, door, or
hallway lined with strange runes /
ribbons and trinkets / skulls, bones,
GRE ASE PATCH and fangs. (A spell has been cast here to
The floor here looks slick, but prevent passage and punish trespassers.)
you have to press on. You cannot step through no matter how much
You trip and fall (prone-2). you try (Blocked).
You trip and slide down towards spikes You are thrown back by an invisible force
(impaled-3) or a ledge (hanging-on-ledge-3). (knocked-back-3 and bruised-2).
You trip and slide down right into the hands of The runes strip you of your magical powers
your enemies (New Challenge). (drained-of-magic-4 or scratch two magical tags).
You trip and another mechanism ignites the A witching bolt smites you where you stand
grease (burning-3). (burnt-3).
You trip and slide, while all your stuff flies in
every direction (scratch three item tags).

Poignant Moments I N S PI RI NG VI S TA
The natural beauty of the scenic view
Poignant Moments represent little, personal story
that surrounds you is intoxicating.
beats that prompt the Heroes to take a look at how Take a moment to take it all in.
they feel and what their thoughts are at this point
in the journey, deepening their characterization. You revel in this beauty for a while longer
They can serve to change the tone from overcoming (time-passes-1).
external challenges to inward reflection, both You consider foregoing your quest and living a
individually and among the Fellowship, or as palate simpler life (doubting-3).
cleansers to lighten the mood.
Lost in your thoughts about your deeds or
your place in the world, you become sad-2,
homesick-2, or contemplative-2.

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C AUTIONARY TALE OVERGROW N SH RI N E
A local tells you the legend of a You notice an old wayside shrine to a
nearby ruin or a monster known tutelary spirit, half-hidden amongst
to inhabit these parts. the underbrush. Perhaps you could
say a prayer or make a wish.
You are fascinated-3 and take it upon yourself to
see these things for yourself. Your confession of your actions brings up guilt
You are wrapped up in the imagery of this tale, (guilty-2 or repentant-2).
alarmed by its telling (troubled-3). You realize your true wish and it’s different
You laugh aside the cautionary tale from what you’ve thought. What is it?
(underestimating-2). (Complication).
You glean some details, but it’s hard to know Someone in the Fellowship hears your words
what’s true (Yes, but…). (Exposure) or mocks you (angry-2 or insulted-2).
You feel compelled to sacrifice something of
yours to make an offering (scratch a tag or
DEEP CONVE RSATION short-on-supplies-1).
A moment of respite gives you the
opportunity to get something off your
chest or ask questions you’ve been DOW N AT T H E PUB
meaning to ask those you travel with.
A roadside public house beckons
You become embarrassed-2 by what you’re you with savory smells of meals
revealing, or hearing. and beverages, and joyous laughter.
Take a break and relax.
The nature of your relationship changes
(reword the relationship tag). You overdo it on food and drink (overstuffed-3
You burn out emotionally (scratch a personality or drunken-3) or buy everyone another round
tag). (short-on-coin-1).
You develop strong feelings toward this You really shouldn’t have told that joke
companion (in-love-3, angry-3, overprotective-3). (embarrassed-2 or ill-repute-2).
You wake up in a ditch or a pig sty (filthy-3).
One of your companions tells you to relax and
MARCHING SONG enjoy yourself (upset-2 or relaxed-2).
The road stretches ahead and there’s You take a shine to one of the locals (enamored-3
a long way to go. Your companions or friendly-3).
are bored or sullen. A good marching
song would lift up their spirits.
Your singing reminds you of home and all
you’ve left behind (homesick-2).
A companion tells you to shut up and an
argument ensues (upset-2 or insulted-2).
You recount tales of ancient heroism, making
you feel emboldened-3 or indebted-3 to those who
came before.
You sing of battles lost or loved ones gone,
emphasizing the peril you’re in or your
insignificance (troubled-3 or insecure-3).

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CHALLENGE ADD-ONS
The following Challenge add-ons are sets of Threats and Consequences, tags, and statuses
that represent a specific theme or quality that can be added to any Challenge. Adding these
to a Challenge creates an improved or specialized variant with additional abilities and roles,
making the Challenge more unique and increasing its Challenge rating.

ADAPTED +
Pursuer, Watcher, Quarry

Well-adapted to living in a Choose two tags representing advantages in the chosen terrain, such
particular terrain or place, such as gills, climbing claws, wings, forest wisdom, see in the dark, tough hide,
as the sea, forested wilderness, desert navigation, pack hunter, etc.
mountain peaks, icy tundra,
underground caves, desert dunes, Choose an attitude, custom, or approach common to people or
or some otherworldly plane. creatures of that place, such as territorial-2, nomadic-2, alert-2, etc.

ETHEREAL +
Mystery, Sapper
Untethered to physical reality, this Challenge may be a spirit, a visitor
from the nether realms, or someone cursed to live as a ghost.
THR EATS & CONSEQUENCES
LI MI TS

BIND OR BANISH 3 Come into view, like dust blown in by the wind
HARM - Terrify all present (petrified-3)
Break charms and spells where they pass (burn a magic tag)
TAGS & STATUSE S
Touch someone and rob them of their life’s breath (drained-of-life-2)
invisible
Disappear again (gain invisible or Blocked)

DESPERATE +
Charge, Countdown
Struggling for survival or for something vitaly important.
They are willing to take almost any action.
TAGS & STATUSE S THR EATS & CONSEQUENCES

desperate-3 Declare their dire intentions or situation


Refuse to accept help (remove 2 tiers from convinced, or Blocked)
Back up slowly with a wild look in their eye
Dart away from danger (gain escaping-3 or evasive-3)
Dart unpredictably into danger (gain advantageous-position-2 or
remove 2 tiers from a tactical or preparation status)
Prepare to take a huge risk
Do it! (take a status that maximises one of their Limits)

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FIERY, FROZEN,
OR THUNDEROUS +
Aggressor
A vessel for a raw element or an embodiment of it. The Challenge can
choose to add burned-2, freezing-2, electrocuted-2, etc. to their regular
attack Consequences, in addition to any other status inflicted.
TAGS & STATUSES THREATS & CONSEQUENCES

aura of [element], Elemental Radiate an aura of raw elemental power


body Being close to the creature proves dangerous (burned-2, freezing-2,
electrocuted-2, etc., or burn a tag)
Elemental power gathers around their fist
Unleash a bolt of element power (burned-2, freezing-2, electrocuted-2, etc.)
Erect an [elemental] barrier

MOUNTED +
Aggressor, Pursuer
Possessing a trained mount and accustomed to
riding it into (and away from) battle.
TAGS & STATUSES THREATS & CONSEQUENCES

mount, skilled rider Ride swiftly into the fray


Charge at a foe (gain charging-3 and follow up with a physical
Consequence)
Trample someone (trampled-4 and either pinned-2 or prone-2)
Rear their mount in pursuit
Ride after a fleeing foe (Blocked or catching-up-3)

MYSTERIOUS +
Mystery
Intriguing and unknown, they are subtle and skilled
at evading followers and questions.
TAGS & STATUSES THREATS & CONSEQUENCES

evasive-3, mysterious-3 Draw attention by their unusual appearance or actions


Make someone want to understand them (curious-2 or attracted-2)
Creep out of view or into their hood or cover
Become mysterious-3 again, or become hidden-3
Disappear as soon as someone gets close (Blocked)

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The Heap-Thing
Of Skunk Glen
F
or as long as anyone can remember, at the
end of winter and before the spring festival,
the villagers of Ravenhome would cart
their old clothes, broken tools, and other
discarded items and toss them over an outcrop of
rock into a ravine known as Skunk Glen.
One year, the Alderman convinced the others that
they should change their custom – the rubbish and
broken furniture could be piled high into a heap, and
make a lovely bonfire for the spring festival!

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Read Aloud Textfollowing
Little did they know a creature dwelled in a cave at
the bottom of the glen, and when it heard it won’t be
the
getting “new” clothes this year, it fumed and raged Text formatted inbe read aloud
and swore to ruin this new spring festival. It made the way is meant toYou can use
pies rot and the broken tools come to life and beat the
villagers. With enchanted bonfire smoke and spring
to the players. ing a scene
melodies it beguiled the villagers to come to its lair
it for Establishscene:
in Skunk Glen, where it stole their tools, and shoes, or a part of a
and even their names (or some say, their skin!). The piemaker’s house
Fortunately, there was someone at the is a mess – bubbling
village that saved the day… filling thickening in
iron pots, empty crusts
STARTER ADVENTURE cooling down on a long
The Heap-Thing of Skunk Glen is a starter adventure, designed to walk wooden bench, and
you and your group through your first game of Legend In The Mist. flour everywhere.
Before running it as a Narrator, it is suggested that you read through
it and refer to the rules mentioned within.
enture
BACKGROUND Soloing This Advnture
adve
You can play thpismode using
Every year at the end of winter, the villagers of Ravenhome in Solo or Co-Os (page 238).
(see sidebar) perform the ceremony of Spring Renewal.
the Oracle rule the spoilers,
To avoid most of ions marked
Every person – from child to elder – picks a few old items, such as do not read sectplicitly told
tattered clothes or tools broken beyond repair, and adds them to a with until ex instructions
special cart that is then ceremoniously pushed over an outcrop of rock to do so by the O.
into the Skunk Glen ravine. After that, a celebration is held in the marked as SOL
village green, sharing food, singing, and dancing around a big bonfire.
The old of the previous winter is sent off, and the new is welcomed.

CHANGING CUSTOMS
ome?
Where is Ravenhset at
This year, however, Alderman Beaks has convinced the villagers that
rubbish and broken furniture can be better utilized as fuel for the
llage
festive bonfire. He has his reasons (see the Rumors of What’s to Come Ravenhome is a vie pastoral
below), but to the others he explains it thus: what better way to use the center of th ale, itself
old, discarded things than to drive away the last cold of winter?
valley of Ravensda remote
RUMORS OF WHAT’S TO COME a small part of known as
Alderman Beaks is a wise man who would not go against a beloved, mountain region the default
established tradition without a good reason. the Dales. It is for the Wake
opening locationcampaign
Recently he has heard, through traders and acquaintances, of a
of The Oldways Hearts of
growing number of bandits on the road, and of strangers roaming
included in the ting Book.
Ravensdale Set is adventure
about who harbor ill-intent. Troubled, he went to receive advice from
the village Wise One, and conversed with others in the community.
You can play th r the
Eventually, the Alderman decided the villagers would be better served as a warm-up folternatively,
reserving some of the logs ordinarily meant for the great festival campaign, or a re in any
bonfire – to be used for fortification, if such a dire need arises. So, he
set this adventu tting.
village in your se
found an alternative source of fuel for the bonfire – the discarded items
themselves – unknowingly starting a feud with the Heap-Thing.

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THE DISGRUNTLED CREATURE
Creature Unbeknownst to any in the village, a strange creature dwells at the

of Twilight
bottom of the ravine, a magical being that has lived there since time
immemorial. Perhaps, in days of yore, it looked not unlike a person,
t in the
If your game isofseRavensdale albeit with gnarled limbs, scaly green skin, and eyes like orbs of amber;
official Hearts p-Thing is but owing to its greed, it had become part-rubbish, a Heap-Thing. It has
setting, the HeaTwilight”, a always considered the discarded possessions of the village as a gift and
an invitation to indirectly take part in the celebration.
a “Creature of er of sorts.
cunning monste Hearts of This year, believing itself to have been rudely disinvited, it vows to ruin
See more in th ting Book. the Spring Renewal celebration, using its magic first to inflict various
Ravensdale Set minor troubles on the villagers, then to cause complete bedlam during
the festivity, forcing the villagers to join its own twisted festival in its
trash heap, with no regard to their safety.

Synopsis
The adventure begins with the Heroes helping with the Ceremony
Preparations, during which you introduce some of the village people
and set the atmosphere. When the ceremony begins, it quickly turns
into Bedlam on the Green, with villagers acting intoxicated under
the influence of the Heap-Thing’s curse.
Even as the Heroes manage to undo the curse at the green, several of
the villagers have already begun on a Delirious Procession, making
their way toward the Heap-Thing’s lair down the ravine, risking life
and limb unless the Heroes are there to help shake them out of it.
At the Bottom of the Skunk Glen, the Heroes are asked to present a
customary gift to be allowed through the trash pile and into the Heap-
Thing’s domain, where they find its Festival of Mockery, confront
Playing the Heap-Thing, and bring an end to the whole debacle, one way or
the Wise One another.
oes is the
If one of the Herthe Legend In Hooks: How Are The Heroes Involved?
W ise One (from game), let that
The Mist demoey already know The Heroes of your Fellowship – if they are already united in a
Fellowship – may have different backgrounds and different motivations
player know th man’s true to become embroiled in this adventure. They may be:
about the Alderiating from
reasons for devshould probably • Villagers from Ravenhome (or whichever village you have chosen
to set this adventure in)
tradition, and selves. No one
keep it to them y having panic • Visitors from other communities, or local recluses who live nearby
will be served b the village just and have come in for the annual ceremony
spread throughng Renewal • Travelers, wanderers, or folk heroes passing through or staying at
before the Spri that point on, the village
ceremony. From whether to • Monster hunters or sorcerers who have heard mysterious rumors of
it’s their choicermation or not. Skunk Glen
reveal this info • Other strange creatures passing through, looking for others of their
kin or for a new lair

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OPENING SCENE:
CEREMONY PREPARATIONS
THE GAME LOOP, SIMPLE AND QUICK ACTIONS, REACTIONS

Make sure everyone has their Heroes ready, then read this
out loud to start things off:
Symbolic
Shedding Of
Although the last cold of winter is still felt in the air this
morning, the people of Ravenhome are unusually active.
The Old
nhome
There’s a sweet sort of tension in the air – anticipation The people of Refave
ul lot.
for the Spring Renewal celebration. Finally, it came are not a wast ems they
around! It’s tonight! Most broken itpose.
Spring Renewal, being the first outdoor event after repair or repur pring
winter, is an opportunity to finally have some fun with However, the S l is a
all your loved ones, making merry under the open sky and Renewal festiva letting go
bright stars. But first, there’s work to be done: preparing symbolic act ofwelcoming
food, setting tables, raking the village green, and more. of the old and the new,
One important job is to collect the clothes deemed too the fresh and ered bad
worn and the furniture deemed too broken to repair to the and it is consid w out
Discarded Cart. Every year, the contents of the cart are luck to not throso with
spilled over the edge of Skunk Glen to symbolize renewal. anything. And e, even the
It’s a Ravenhome tradition as old as the village itself, but great reluctancvenhome
you’ve heard rumors the tradition itself might go through hoarders of Rae small item
a renewal this year. add at least on year.
You dress up quickly, finish breakfast, and make your to the cart each
way to the center of the village. It’s time to join in with
the preparations.

Meeting At The Village Square


The village square is a muddy enclosure surrounded by houses and facing the
larger building of the village hall. From here, one only needs to take a few steps
outward to get a good look at almost anywhere in the village, which is why
Alderman Beaks is often found nearby.
The Alderman isn’t here yet, but he has sent word to the Heroes to come, so he
can meet with them. How do they arrive? Let’s play this scene using the game
loop (page 20).

ESTABLISH
Establish the scene by describing it, and let the Heroes know they all happen to
be here this morning (with some exceptions allowed). There are no immediate
Challenges or Threats, and the stakes of the scene are yet to be revealed.

ACTION
Choose a Hero to take action first. Have them describe how they arrive at the
scene, what they look like, what they say or do, and how they respond to the
excitement in the village. These are all Simple actions (Vol. I, page 146), so no
need to roll the dice yet.

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CONSEQUENCES
This is a low-risk activity, so let’s not dish out any Consequences at
this time.
man
About The Alderan REPEAT
ing m
Beaks is a charm crows
After each Hero’s turn, re-establish the scene if anything changed,
in his fifties, witphany his and move to the next Hero, until everyone has placed themselves in
feet that accom ven when
the scene and you all get a feel of the rhythm of the conversation.
constant smile.ouEs, he keeps
he is being seri ess in his Chores From The Alderman
a hint of jovialnalways willing ESTABLISH
eyes, and he is The people of
to compromise. only seen Continue the scene by re-establishing it, this time with the
Ravenhome have three times,
Alderman showing up. Alderman Beaks is looking for help, and
him truly angryave become
even if the Heroes aren’t looking to get involved, he’ll chase them
down to ask for their assistance. He will then assign chores to the
and all three hlegend. Heroes, as part of the preparations for the ceremony in the evening.
part of village
Choose one of the following tasks for each Hero, according to their
strengths. If you have more tasks than Heroes, use only the ones that
e
Asking About Tohms seem most appropriate, or give some Heroes more than one task.
Changing Cust ange • Help Wick the piemaker, who is a little overwhelmed
e ch • Help Reeve, the alderman’s wife, with the wreathes she’s making
If asked aboutedthCart • Visit Auntie Elswith, who needs help with her discarded item
to the Discard is quick to
tradition, Beaksis year, the • Find out why there’s a congestion on the bridge over the stream
confirm that thned instead • Speak to Hunn, the blacksmith, about the party banner stakes not
junk will be burust as fun, holding
of discarded. “J And possibly The stakes of the scene are whether or not the Heroes can help the
if not more so. olic, don’t village prepare for the celebration and do so before sunset.
even more symbll also press Alderman Beaks is a Challenge, who poses an active Threat by
you think?” He' at still needs giving each Hero a chore: trying to shirk responsibility will not
there’s a lot thtonight. go down well with the community. Accepting means facing the
to be done for Challenge of the chore (see below).
g, he'll
If they keep asklinto them his ACTION
eventually revea e dangers
worries about the coming In each Hero’s turn, ask them what do they do. Do they accept the
he foresees in thee to discuss
chore? Willingly or begrudgingly? Do they try to avoid it? Unless
they take a dramatic action, resolve it with a Simple outcome.
season, and agrfurther
this with themration. SOLO: CONSEQUENCES
after the celeb s of What’s Ignoring Alderman Beaks’ request (Threat) leads to the Consequence
Read Rumor209). of other village folk showing displeasure with the Hero (spurned-2,
to Come (page ignored-2, or disliked-2 – for the rest of the week!). This usually cannot
not
He then asks them ors
be lessened, so don’t have the Heroes roll for a reaction yet.
to spread the rumbecome REPEAT
around, and willHeroes if Go through all of the Heroes until it’s clear who’s doing what next.
angry-3 at the did.
he suspects they

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Roll Up Your Sleeves! Familiar Faces
Spreading out around the village, have each Hero address the task
Emphasize the of personalities
that was assigned to them by Alderman Beaks. Assume that the the villagers
Heroes can see or hear each other and lend a hand if one gets into and behaviors t in this scene.
trouble. the Heroes meea special moment
If a Hero has , good or bad,
ESTABLISH with one of themy tag for it.
Each task is a Challenge for a Hero to contend with, with its give them a storl bonds will
details listed below. Describe the Challenge to the Hero, present its These emotionant later, when
inherent Threat, and clarify the stakes of their particular task. become importat into trouble.
the villagers ge
ACTION
For each action, use a Quick outcome (Vol. I, page 147):
• Ask the Hero to describe their action. Helping Hand
• Ask them to count the action’s Power. Each chore Challenge H er o h el p in g a n other Hero cang
listed below has tags and/or statuses that could help or hinder
A
add one helpful ct tag when countie n
ion, but if th
certain actions – let the Hero know about those when they Power for the asequences, they
become relevant. action has Con along with the
• The Hero rolls the dice and adds their Power. Rolling 7 or more may suffer themhelping (Vol. I, page
is a Success, and rolling 9 or less leads to Consequences. Hero they are
A Success means the Challenge has been overcome and the chore 154).
was completed, but if the Hero did not achieve a Success, they
s
Suspicious Mindr action
may try again when they have the spotlight.

CONSEQUENCES thei
Heroes can spenstdand why all these
trying to underppening. W ithout
Each task Challenge listed below has its own Consequences.
If a Hero ignores the Threat posed by the Challenge (such
as by throwing up their hands and leaving, or approaching mishaps are ha lore or magical
the Challenge without caution) or if their action generates the appropriatea Simple action
Consequence, choose one or more Consequences to deliver. ability, this is just seems like bad
that fails – it or a monster
If it has an Effect, write it on a tracking card and give it to the
luck. But a witchcover that this is
hunter could dis pernatural force,
Hero or add it into the scene.
Allow the Hero to make a reaction roll to lessen the Effects the work of a suin a Quick action.
of a Consequence (Vol. I, page 158), using reactive tags. Tags if they succeed ve them alert-2 or
already invoked in the action cannot be used again. As a reward, gi ke an action to
REPEAT allow them to table, if they wish.
Move from Hero to Hero and Establish their individual prepare for trou

Scene Reward
situations, allow them to take Action, and deliver Consequences
as needed.
pecially
Once all the tasks are finished – or botched – the day has If a Hero was es ey were not
wrapped up and the celebration begins. Continue on to Bedlam helpful (even if ththem good-
on the Green (page 216). successful), giveciated-1 with
will-1 or appre helped most.
This Is The Game Loop the villager they
By now, you’ve Established and re-established the scene,
supported Heroes’ actions, delivered Consequences, and managed
reactions. Keep using this same loop throughout the adventure.

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The Preparation Challenges

WIC K, THE PIE MAKER C ON S E QU E NC E S

The piemaker’s house is a mess – bubbling (If no Success) Wick reluctantly uses the
filling thickening in iron pots, empty crusts spoiled fruit for some of his pies, making
cooling down on a long wooden bench, and their rotten stench drown the green during the
flour everywhere. The smell of sugar, celebration.
spice, and sweat fills the air. A broken Wick’s mood sours and he shouts at the Hero
table leans on the wall next to the door,
(shaken-1 or upset-1).
ready to be collected for the Discarded
Cart. Wick Harrow, the piemaker, looks Impressed or furious, Wick puts the Hero to
flushed when he stops his frantic-2 work rigorous work at the bakery for the rest of the
as you step in, shouting “All the fruit in day (tired-2).
the pantry have rotted overnight! What
One of the fruit bursts open and worms pour
am I going to do?” His young apprentice,
out (disgusted-1).
Bran, approaches and whispers with
relief, “Thank the spirits you’re here!”

R EEV E A ND THE WRE ATH ES C ON S E QU E NC E S


(AND THE DOG ) (If no Success) The wreath is destroyed
Reeve, Alderman Beaks’ wife, meets you (Ill Tidings) and Reeve is annoyed-2 or
in her front yard, a worried look on her disappointed-2 with the Hero.
face. “Quickly,” she says, with a little nod.
As the Hero scrambles to catch Brown Mutt,
“It’s Brown Mutt, our dog. He’s gone. Not
unusual, also, not the issue – no, he took the they are scraped-2 or get themselves dirty-2.
wreath I prepared. I made it from discarded The long search after the dog has exhausted
junk! To be burned! I thought it’ll be a nice the Hero (tired-2).
decoration. Maybe next year everyone will
be doing it. Brown Mutt liked it, too much.
Please find him and bring the wreath back.”

AUNTIE E LSWITH C ON S E QU E NC E S

Auntie Elswith lives alone in a small cottage (If no Success) Auntie Elswith won’t be adding
at the edge of the village. It is a beautiful her discard item to the pile this year, a sign of
building, half-covered with ivy, with hand- bad luck for her, which could rub off on the
painted flowers on the windows’ wooden Hero (give either or both expecting-bad-luck-1).
shutters. Inside, the air is warm with the
scent of brewed chamomile and lavender. Auntie Elswith is appalled by the Hero’s
Kindly auntie Elswith clears some folded
behavior and talks about it to the entire village
quilts from a wooden chair and invites (spurned-1).
you to sit with her. She then explains The wasps sting the Hero (stung-2).
“I want to toss out some of my broken
flower pots, but alas, the shed has been
The shed collapses on the Hero (dirty-2 and
taken over by wasps,” and she points bruised-1).
to the dilapidated shed outside.

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B LOCKE D BRIDG E C ON S E QU E NC E S

You can hear the Dalias fighting before (If no Success) Everyone is delayed and the
you see them. Dalia Furrows and Dalia green is an absolute mess when the celebration
Miuleska, heads of their respective begins.
farmhouses, stand on the old bridge over the
stream and shout at each other, fuming-3, One of the Dalias insults the Hero in front of
fighting over whose tablecloth should the whole village (ridiculed-2).
be on the main table (a veritable honor). One of the Dalias pushes the Hero off the
Promise Furrows-Miuleska, daughter
bridge (dirty-2 and soaked-2).
of one Dalia and daughter-in-law of the
other, stands between them at a loss. Helping to carry the items across has the Hero
The fight has already devolved into name- exhausted (tired-2).
calling. Troubled villagers stand on both
sides of the bridge, carrying furniture and
supplies for the ceremony, but the Dalias
refuse to let anyone pass until their issue is
resolved. Nothing will get across at this rate.

H UNN AND THE C ON S E QU E NC E S


C RU M MY STAKE S (If no Success) The banner cannot be raised,
Hunn the blacksmith stands outside and all the children are disheartened-1 for the
their forge, large arms on their hips, rest of the night.
looking lost-2. “It’s the stakes,” they say,
shuffling a foot in the dust. “Poor quality The solution will hold but it’s not exactly safe
iron, shouldn’t have trusted that trader. (wobbly banner posts).
With such crummy stakes, I can’t give Hunn, who is prone to despair, sees their
my word that the banner will hold.” inability to help as a personal failure (give
Their voice is low, as is their mood. The Hunn disheartened-2).
raising of the two posts, which hold the main
ceremony banner, is an early evening event The Hero has an accident at the forge
the village children look forward to every (burned-1).
year. Hunn, gentle soul that they are, would
be devastated if no solution can be found.

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BEDLAM ON THE GREEN
DETAILED ACTIONS, LIMITS

The sound of dozens of excited people envelopes


the village green, as everyone gathers to watch
the sunset and begin the spring celebration. The
green is a large open field behind the village hall,
stretching out all the way to the rock outcrop
above Skunk Glen ravine, the place from which
every spring all the collected refuse is thrown.
But not tonight – this time, the bonfire will become
the star of the show. Set in the middle of the
green, between tables set with food, a dance area
urse
Victims Of The Cs
decorated with ribbons, and the musicians’ stage,
the bonfire is already bright and burning tall, as
eroe
Any villager the H previous
the items discarded by the village are consumed
interacted withWinick, within. In a matter of minutes, without any special
scenes (Beaks, oth Dalias, declarations, people are already eating, chatting,
and while dancing, families approach the bonfire to
Bran, Reeve, b Elswith, throw more of their discarded items into the flames.
Promise, Auntiewell as the
and Hunn), as es if they However, as big and joyful as the celebration soon
Heroes’ loved one either becomes, there is an uneasy air around. A few people on
are here, can but in danger the sidelines are fighting about the new tradition. Amid
the dancers, someone is shouting a bit too loud, another
enchanted or p d villager. is dancing too wildly. The music sounds twisted, as
by an enchante if one instrument is playing against the others. It’s
om the
Save the ones wreh about for been barely a moment since sunset, but already the
Heroes most carocession party seems out of control and heading for a disaster.
the Delirious Pd later scenes; During this scene, the revelry slowly turns into chaos due to the Heap-
(page 219) an g the first Thing’s magic, which spreads through the smoke rising from the Cursed
they were amon already on Bonfire – the destroyed items it wants for itself – as its fell, bewitched
affected and arethe ravine. music is played from under the hill. Enchanted villagers become
their way down delirious and begin to endanger themselves, and some of the rubbish
gers can even comes to life as effigies that attempt to take out the bonfire – which
Alternatively, vihllaelp with a the Heap-Thing is jealous of – but instead just set everything on fire.
be recruited toor a Quick
Simple action, some difficulty TAGS IN THIS SCENE
one, if there is cess gains The dense crowd makes a deafening noise; both might hinder actions.
to do so. A Suc tag (such
the Hero an ally smith). The Challenges
as Hunn the black • The Cursed Bonfire (Mystery, Influence) is the main Challenge of
llager from
Trying to free acrviuit them the scene. The curse will only be lifted when the bonfire is put out
the curse or re , for better or when it burns out.
may be affectedy tags and • The Enchanted Villagers (Charge) engage in wild revelry,
or for worse, b ined during endangering themselves and others.
statuses they gareparations. • Animated Effigies (Aggressor) made of discarded items come to
the Ceremony P life and sow destruction.

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How To Run This Scene The Curse
Begin by Establishing the scene and asking the Anyone at the green who inhales the smoke
Heroes about what they do, following the game becomes delirious, filled with the creature’s desire
loop. Start off with a causal description of the event, to participate in the event, to dance and make
and escalate your description with every turn toward merry. This is an ongoing Threat & Consequence
the bizarre and eventually to the wild, as the stakes in the scene posed by the curse; villagers will
become clear: someone could get terribly hurt. keep falling victim to its effects until the Heroes
Introduce the Enchanted Villagers Challenge discover the cause and put an end to it.
first: use their Threat and if the Heroes cannot For Heroes, delirious is a compelling status (Vol.
prevent it, deliver Consequence, as normal. I, page 166) that makes the Hero wish to join
When a Hero looks for the cause or breathes in in the celebration, and so it hinders any attempt
some of the smoke, starting using the Cursed to disrupt the dancing and drinking. A Hero that
Bonfire Challenge. Finally, at a moment of your is overcome by the status will join the Delirious
choice, to increase the stakes and the drama, Procession.
throw in the shocking Animated Effigies.
DISCOVERING THE CURSE
PACING WITH THREATS AND ITS SOURCE
As the scene becomes more chaotic, consider how If one of the Heroes pays close attention to the
many Threats to make before each Hero’s turn. For smoke (a Simple action), perhaps after inhaling
example, you can have one enchated villager ready some, they can notice that when the wind changes
to accidently set themself on fire; another, on the and carries the smoke in a new direction, the
other side of the green, almost pushing a Hero off people in its way become affected. The focal point
the cliff; and also an effigy, thrashing two Heroes of the curse can also be discovered in other ways
with flaming arms – all at the same time. with a Quick action.
But you probably shouldn’t! One Threat per Hero It takes uncanny vigilance, special lore, or magical
turn will give them something clear to handle. abilities (and a Quick action) to detect that the
Two per Hero will already force them to choose, source of the curse is under the green, at the bottom
leaving one Threat unaddressed. Remember to of Skunk Glen, which can lead to the Delirious
leave the Heroes some breathing room for other Procession.
actions, such as discovering the source of the
influence and later putting out the bonfire.
We Are Missing Someone…
If the Heroes manage themselves well, and you want
The sudden debacle is over when the bonfire is put
to make things harder, add more Threats. If you wish
out, or when it burns out. Or is it? The Heroes will
to bring the scene to a conclusion, stop introducing
soon discover that at the edge of the village, a new
new Challenges and slow down your Threats.
development demands their attention. Continue to
DETAILED ACTIONS Delirious Procession (page 219).
Many of the Threats posed by Challenges in this
scene can be averted with a Quick action. The
same is true for actions uncovering the bonfire as
the cause of the problem.
However, the main Challenge, the Cursed Bonfire,
requires the Heroes to take Detailed actions (Vol.
I, page 147) and add a quenched, choked, or wet
status against the bonfire’s put-out Limit.
Where appropriate, allow the Heroes to take Detailed
actions and spend their Power on Effects such as
removing delirious statuses or creating a helpful tag.

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THE CURSED BONFIRE
Mystery, Influence
The Heap-Thing is furious, jealous, and determined to ruin the “new” Spring Renewal festival. It
uses its magic to intoxicate the villagers and throw the festival into chaos. While the bonfire isn’t
the source of its magic, it is its focal point of the curse, as it holds all the discarded items the Heap-
Thing feels it was robbed of. Putting it out is the best way to lift the curse; contending directly
with the creature’s magic to cleanse it is a formidable feat (Might, Vol. I, page 167).
LI MI TS T H REATS & CONSEQUENCES

PUT OUT THE BONFIRE 5 DR I V E M A DThe bonfire crackles loudly


CLEANSE THE CURSE 4 and the discordant music intensifies
Enchanted Villagers regain their senses and Animated Heroes or allies who inhale the smoke become
Effigies crumble back into heaps of trash. Remove delirious-2
delirious from everyone who is still at the scene. More villagers fall under the curse (New Challenge:
Enchanted Villagers, or add more of them)
TAGS & STATUSES

roaring fire
Potent, strange magic

ENCHANTED VILLAGERS
Charge
Villagers that fall under the curse become careless, with clear signs of delirium: eyes glazed over, smiles too wide,
singing too loudly, and dancing with abandon, knocking into each other without care for safety or decorum.
An Enchanted Villager can be freed with a Quick action or a Detailed one (by maxing
snap out). Use delirious as a hindering status. Affecting more than a handful of villagers
with a single action is a Mighty action (Adventure, due to numbers).
LIMI TS THREATS & CONSEQUENCES

SUBDUE 1 E N DA NG E R A villager begins dancing too close to the bonfire, or


SNAP OUT 1 to the cliff’s edge, moving unexpectedly and without coordination
Knock themselves or others into the danger, with a misstep (Ill Tidings
TAGS & STATUSES as someone is injured, or give burned-2 or hanging-off-the-edge-2)
delirious-2

ANIMATED EFFIGY
Aggressor
Some of the discarded items in line for the fire rise up at the Heap-Thing’s command, snap and break apart,
then rearrange themselves into towering human-like shapes. They wade through the alarmed and bewildered
and try to dismantle the bonfire, but instead catch fire and spread it around, endangering the entire village.
LIMI TS THRE ATS & CONSEQUENCES

DESTROY 2 IG N I T E I T S E L F Shamble through the crowd towards the bonfire


BANISH 2 Swat away anyone in its path (prone-2 and also bruised-2)
Dunk its upper body into the bonfire (gain ablaze-3)
TAGS & STATUSE S

flammable, sharp edges D E VA S TAT E Dance among the villagers while wreathed in flames
Thrash and hit bystanders (bruised-2)
Wade through a group of people, flaming (burned-2)
Walk into a villager’s house, setting it on fire (Ill Tidings)

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THE DELIRIOUS
PROCESSION
JOURNEYS
“Is everyone here?” “Have you seen where Yarni has
gone?” “What have they done to the banners!”...
In all the commotion around, with people gathering and
looking distraught, one shout can be heard clearly above the
rest: “There! Someone’s going down the Skunk Glen path!”
It’s true – several torchlights dance in the darkness along
the ravine’s edge, going down the infamous path that leads
to its bottom. The Glen path is treacherous even during
day time, and there is scarcely any reason to go down it.
Cries for attention are left unanswered, as the travellers
keep making their way downward. Suddenly, one of the
torches falls into the darkness… Everyone watching from
the green gasps in distress.
In this scene, the Heroes make their way down to the Bottom of Skunk
Glen alongside several of the villagers who were enchanted early on
during the festival and are heading down to join the Heap-Thing’s party.
The glen path zigzags for a while down the hillside and ends just under
the rock outcropping that juts out of the village green by an enormous,
rotting pile of discarded items from decades, perhaps centuries, of the
Spring Renewal tradition: the entrance to the creature’s lair.

March Of The Down Skunk Glen


Enchanted Villagers The descent down the path is played as a Journey
Journey,
made up of Challenge Vignettes (page 108):
There are one or two dozen villagers making
each describes a story moment along the way, a
their way haphazardly down the path. They are
dangerous situation that is meant to be resolved
spread out all the way down, some of them having
with a single Quick outcome. Some player actions
reached the bottom of the cliff before the Heroes
or Consequences can make a Vignette stretch into
even start their way down. They are all carrying
a longer scene, but it should be kept brief even so.
torches.
Choose a number of Vignettes to play, based on
Among them are some of the Heroes’ favorite
how you want to pace the story (four is a good
community members and loved ones – but not
default). Pick the ones that are best for your
all: save a few yet for the Bottom Of Skunk Glen.
dramatic sense. Within the story, the Vignettes
Can the Heroes save them? If they do, consider
shouldn't happen immediately one after the
giving these NPCs as tags, to represent them
other; make the Journey feel longer by describing
joining the Fellowship as allies for the duration of
the long minutes of careful movement down the
this adventure.
narrow path. Getting to the bottom might even
The villagers are all delirious-2, which hinders take an hour.
any attempt to make them stop following the path
The Journey ends when you have played through
down (a Quick action); they believe that is where the
your chosen number of Vignettes; the Heroes
celebration is happening, and that they must join.
then arrive at the bottom of the cliff. Continue to
Bottom Of Skunk Glen (page 222).

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Landscape

Skunk Glen Here are a few yo


in the spell for
ocession
Others In The Prllagers caught
more vi
ur use.
M um b le r, a 1 5 year old teen
Tags: clouded moonlight (Heroes can Simply ask Giphty the e reclusive forester families
for a torch in the village, before heading down). from one of th woods. This bright-eyed kid
To make a Vignette harder, you can have the path who live in the pediment, for which he is
be very narrow, covered in slippery mud, or full of has a speech imd, and yet he is perhaps
stinging nettles. sometimes bullieof all the foresters.
the most social s,
GENERAL CONSEQUENCES
ta d ea ra , L a ur y to her few friend
Laura n ago
These Consequences can happen with any
ov ed in to th e vi llage a few yearsround
Vignette. m nd only a few a y she is
after leaving a la h ea rd of. Some sa isn’t now,
A strong wind blows out the torch
her e h a ve ev en
ut she certainly
(Complication or scratch a tag).
running away… dbown a rock while going
A Hero slips over a mossy rock or down as she tumbled, and has a swollen ankle.
a rubble pile (scraped-2 or scratch a tag of down the path
physical capability).
th e T ra d er , w h ose hair famously
Fahira h er youth, visits fothe
The sound of an uncaring villager laughing si lv er in e
echoes from below (worried-2 or the curse is
tu rn ed
fo ur ti m es a ye ar, in time r tthof
village on ies. Being somewhlt to
a
spreading, delirious-1).
a so n a l ce re m
se especially difficu
a hedonist, she isher back on a good party.
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CRACKED STONE NIGHT OWL
The path ahead winds underneath a A nocturnal raptor can be heard gliding
cracked stone slab, which is groaning closeby, then two eyes appear, reflecting
under its own weight. [Villager your light, approaching rapidly.
name] is crossing underneath it,
without noticing the danger.
The bird, startled, startles the Hero as well
(jumpy-2).
The slab breaks and drops while someone is
The bird, trying to protect its nearby nest,
walking underneath it (crushed-4 and broken
scratches at someone’s eyes (bleeding-2, and if
stones on the path).
not fully lessened, also blurred-vision-2).
A Hero is winded-2 after rushing to save the
villager.
Something used to prop the slab is crushed or
twisted (scratch a tag). FEARFUL VILLAGER
[Villager Name] stands, frozen with
indecision, in front of a narrow passage
overlooking a steep drop. (They are still
HANGING ON A LEDGE under the curse, but also fearful-2)
There’s a muffled groan up ahead where The villager is startled, and slips and falls
a guttering torch lies. You suddenly
down the slope (Ill Tidings).
spot the hands of a person hanging onto
dear life on the edge of that outcrop! The curse strengthens within them (they gain
delirious-3 and continue forward).
After a moment, a dull thud is heard (possibly
followed by a loud cry of pain) as something A hero slips on the drop (hanging-off-the-edge-2).
heavy hits the ravine’s bottom (Ill Tidings).
While trying to help the villager up, the Hero
slips as well (hanging-off-the-edge-2).
FORK IN THE ROAD
A Hero’s item slip and falls into the refuse pile
The path splits, one path leads
(scratch a tag). down more steeply, and the other
at a more gentle incline, albeit into
thick undergrowth. There’s a person
inside the bushes – but they aren’t
A GLYPH OF REPELLING moving! (These are just discarded
A strange symbol is etched on the sheet clothes from last winter).
stone by the path, seemingly carved
with a nasty claw. Lichen grows around The steep path turns out to be as treacherous as
the symbol, but does not cover it. it seemed (scraped-2).
A Hero who is not delirious is cursed (unlucky-1). The undergrowth gets thicker and thicker,
fighting against the Heroes’ movements (tired-2
A charm, amulet, or spell of protection snaps
or scratch a tag representing equipment that
and breaks all of a sudden (scratch a tag or
becomes damaged).
reduce a warded status).
A Hero is struck with indecisiveness or
A loud unnatural voice echoes through the
confusion (hesitant-2 or confused-2).
glen: “You snoopy lot, you are not my guests!”
(Exposure, scared-2 to all Heroes, or scratch
ally tags as they flee).

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BOTTOM OF SKUNK GLEN
As expected, at the bottom of the cliff lies a giant pile of
years-old discarded items. Skunk Glen is full of narrow
crevices, and the junk here is collected in tight spaces
between walls of rock, rotten and overgrown.
As you make your last few steps down, you are greeted
with the odd sight of several villagers climbing the heap,
then picking out pieces of discarded items from past
years, as if selecting a choice cut of meat.
One of them finds the remains of a wooden doll, clutches it
to their chest… and jumps down into the pile, vanishing from
Wait Until sight as the refuse opens up to swallow them.
Daylight? A moment later, and the stinky maw is covered again.
stinky-2
Though it’s rathryer-1, the
In this scene, the Heroes try to enter the Heap-Thing’s domain, following
the last of the village members who fell under its spell.
and a little sca k Glen is
bottom of Skun to camp. Entering The Pile
not a bad place e option of
There is also the village. If When the Heroes approach the pile of refuse, the Heap-Thing’s compulsion
returning to this in a bad tugs at them. Anyone approaching the pile feels that something is lurking
the Fellowship ng the climb beneath it, and that it is waiting for a gift from the villagers.
way after maki they choose This is a Threat, and ignoring it inflicts delirious-1 as Consequences, as the
down, perhaps a tree Heap-Thing’s will intensifies. At this point, delirious Heroes are hindered by
to huddle underdawn. Use the status in any action not intended to fulfill the Heap-Thing’s wishes.
and rest until ol. I, page There are two ways to enter the domain of the Heap-Thing.
camping rules (V ugh
175) to play thro can
BRINGING A GIFT
such a scene. But ll of the The Heap-Thing opens up the pit leading to its cave to anyone who brings
they resist the caugh the it a gift – any item no matter how worn or broken (it does not have to
Heap Thing throaction that come from the refuse pile. Searching for an item is a Quick action, and
night? A camp quences the Hero gains a gift tag for the item.
generates Consedelirious-1. DIGGING THROUGH ROTTING REFUSE
gains the Hero
Digging in through the rubbish is an action (Quick, or Detailed against
dig 3 ), but the refuse pile itself resists this and being delirious is hindering.
As a Consequence, a Hero is scraped-2 by all the items in the pile.
Once all the Heroes are through, they emerge into the Heap-Thing’s
Festival of Mockery (page 223).

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THE FESTIVAL Quests: Search Your Feelings
OF MOCKERY Before you begin this scene, take a pause from
the story and have each Hero read out loud to the
table their four Quests. Without telling the Heroes,
QUESTS choose only one Quest of one of the Heroes that
could come into conflict in this scene. The best
You have come into the domain of
candidates are:
something inhuman – something
inside the heap of discarded items. • Quests that represent devotion or responsibilities
Something that is the heap. to Ravenhome and its people
This Heap-Thing’s realm, this hidden • Quests that demand the Hero would choose a
cave, is lit in endless twilight, full of specific approach to overcoming the Heap-Thing
piles of discarded items sculpted to look (such as fighting or cunning)
like… the villagers of Ravenhome. There • Quests that define the Hero’s attitude to the
are “tables”, and “banners”, all decorated unnatural (such as fascination with strange
and ready for a night of revelry, a false creatures or hatred toward them)
celebration in full swing: Delirious
villagers wander, enchanted, between • Quests that mark an item as very important to
feasts of spoiled food, songs sung by the Hero (an item which can be used as a gift to
croaking dead birds, and rotten puppets the Heap-Thing)
in torn masks inviting them to dance. It is ultimately the Hero’s choice when to mark
At the center of this strange place, Abandon or Milestone on a Quest, but you can
where the bonfire should be, the help by creating a conflict. If a Hero loves a
Heap-Thing towers above it all: a villager who is here, perhaps the Heap-Thing
huge, menacing pile of old refuse, offers to let everyone go if it could keep that person
held together by putrefied muck, with them. If the Hero believes all unnatural
moving of its own accord. creatures should be eradicated, perhaps you can
make them take pity on the Heap-Thing.
In this final scene, the Heroes come face-to-face
with the source of the problem, a strange creature
that no one had known lived under the hill by The Heap-Thing
their village. The stakes are high – if the Heroes Though it is a powerful being from an age bygone,
can’t find a way to defeat, outsmart, or appease the the Heap-Thing is selfish, lacks empathy or
Heap-Thing, they will be stuck here forever! sophistication, and has no real understanding
of humans – in fact, it is quite susceptible to the
TAGS IN THIS SCENE feelings of human beings.
This place is eerie, and is littered with countless
discarded items. It welcomes anyone who enters its domain,
inviting the Heroes to stay and join the celebration
even as it mocks them relentlessly for their
The Challenges meaningless efforts to go against its will, as it
• The Heap-Thing (Aggressor, Influence), a believes itself to be all-powerful in its domain. As
grasping, greedy creature enamoured with long as the Heap-Thing Challenge has not been
discarded items. overcome, only breaking its magic could allow one
• The last of the Enchanted Villagers (Charge), to escape its domain.
who are captivated in the Heap-Thing’s spell and WHAT DOES IT WANT
held captive in its realm.
If asked, the Heap-Thing explains how it was
offended when the villagers decided not to throw
their discarded items to him, that they no longer
wanted the Thing to take part in their celebration.

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But now that some of the villagers are here, it is satisfied again – and
SOLO: Read thsu is only after intends on keeping them here forever, instead of the gift of unwanted
ccessful items it was denied.
you've taken a the origin
action to glean ing, whether OVERCOMING THE CREATURE
of the Heap-Th ation, There are several ways to overcome the Heap-Thing, all of which
through conversgic. Only then require the Heroes to give it statuses and max out one of its Limits.
cunning, or maovercome Suggest to the Heroes that they can take action to try and uncover the
can you try to Limit. creature's weaknesses (Quick or using the Discover Effect).
it using its free The Heroes can destroy the creature’s body-heap or banish its spirit,
both challenging feats as the creature is large, strong, and possesses
potent magic (Might: Adventure). They may try to convince it to let
How The Heap- them go by appeasing it, negotiating with it, or tricking it (approaching
e
Thing Came To B
this directly also is difficult as the creature is in its domain, Might:
Adventure). Finally, if the Heroes discover what the Heap-Thing truly
e Heap-
Long ago, when ethto Skunk
is, they can try to free it from its burden – the heap itself – or overwhelm
it with feelings by giving it gifts of sentimental value.
Thing first cam range but
Glen, it was a stre, not SCENE REWARDS
beautiful creatuerson, with If the Heap-Thing is destroyed, banished, or freed, its shambling
unlike a large pe tree roots pile of trash may open up to reveal a treasure, or it may even give the
gnarly limbs likn scales and Heroes a gift of its own: a marvelous ring of woven silver threads, an
covered in gree amber. ancient amber coin, a strangely-shiny ornate spearhead, or a unscathed
eyes like orbs of dusty tome. Give this to the Heroes as a story tag, or it may be the
place
The people of thbisrought it
beginning of a new Possessions or a Relic theme.
admired it and every item EXITING THE DOMAIN
gifts, but with eature felt more Overcoming the Heap-Thing causes its domain to collapse, after
received the cr ed by the which the Heroes and villagers all find themselves laying in the
and more burden e attached refuse heap at the bottom of Skunk Glen. The sun rises, and it’s time
emotions that wecerame petty to make the long way up back to the village.
to it. It soon b like many of
and miserable, ht these The Last Of Them
those who broug couldn’t stop
offerings. But itso delectable
A handful of villagers – some of the Heroes’ favorites – have reached the
Heap-Thing’s domain before the Heroes managed to make their way in.
desiring more; nge feelings.
were these stra Use the Enchanted Villagers Challenge profile (page 218).
and ugly, and However, they are delirious-3 and while inside this domain, this
It became meanom mortals, status is bolstered by the Heap-Thing’s magic (Might: Adventure). In
turned away fr nding it addition, they have these Threat and Consequences:
yet they kept se And so, over Approach the Heroes with waxy eyes and a beaming
gifts every year.it gobbled smile and suggest they join in the revelry
the centuries, ated a heap Step in front of the Hero and try to sweep them into a never-
up and accumul s around
of discarded itemno longer
ending dance (grabbed-2)
it, until it couldt it once was. Approach the tables of rotten food, dance barefoot
remember wha on broken refuse, or roll around in muck
Become ill, injured, or filthy (Ill Tidings)
Fall deeper under the spell of the Heap-Thing (delirious-2)

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THE HEAP-THING
Aggressor, Influence
The Heap-Thing is a shambling pile of discarded items with many limbs, all asymmetrical
and with sharp edges. In its middle is a large maw-like opening out of which it speaks
in a wet and creaking voice, giving out a breath that reeks of rot and mold.

LIMI TS THREATS & CONSEQUENCES

DESTROY 4 CLAIM GIFT Demand an item that was


BANISH 4 offered up for admittance to its realm
Pull the item into its maw by magic and absorb it into its body (scratch
OVERWHELM 4
the tag, it gains the same tag, and see Gifts of Refuse)
CONVINCE 4
FREE 4 Speak with a wet voice about
C ON V E R S E

how pleasant this celebration is


S PECIA L FEATURES Describe the “beautiful” surroundings and “delicious” amenities
GIFTS OF REFUSE (delirious-3)
When the Heap-Thing receives Threaten to harm the villagers (intimidated-2)
a gift, it will leave the giver
alone unless the giver bothers it S WA L L OW Open its maw as it reaches
again. If the gift is of sentimental with an arm to grab its victim
value, the Heap-Thing is also
Grab an unwelcome guest (grabbed-4)
overwhelmed-1. If the giver marked
Abandon to give it, the Heap- Pull a grabbed victim into its maw (crushed-4)
Thing is overwhelmed-3. Devour some of a grabbed victim’s belongings or siphon their thoughts
TAGS & STATUSES
(scratch a power tag, and if it is emotional, the Heap-Thing gains
overwhelmed-1)
sharp broken tools
Size and strength A N I M AT ENearby refuse starts moving around
Potent, strange magic on its own, with squelching sounds
Master of its domain Discarded items come together to create a human shape (New Challenge:
(flattery) Animated Effigies, or add more of them)

THE AFTERMATH • Where is the Heap-Thing now? Does it remain


under the hill, or has its spirit fled? Was it
Take a moment to sum up the adventure and take destroyed or freed of its burdens?
stock of all that happened.
• Was the old tradition kept or did the new one
• How did the Heroes come out of this affair? Were prevail? Would there ever be another Spring
they harmed? Did they change their opinions Renewal festival? Who is everyone blaming for
of creatures? Did some of them remain in the the debacle?
creature’s domain forever?
• How is the village a day after the incident? Is it This is an opportunity to camp (Vol. I, page 175)
a matter of cleaning up a party gone wild or are at the village and to consider again if any of the
there heavier, sadder losses to account for? Heroes should be marking Abandon or Milestone
on their Quests given their recent choices. If the
• What about the villagers who were enchanted – adventure was successful, the village may also
who survived and who will never return? Who’s boon the Heroes with gifts in the form of new
pride was hurt? story tags.

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Appendices

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Adventure Ideas
You can generate more adventure ideas by using the Conflict
Oracle (page 245) and interpreting the outcome as the Adventure
Challenge, a problem that cannot be resolved within a single scene.

OUR OWN LITTLE EPIC JOURNEY


CORNEROF THE WORLD • Traversing a difficult region, land, or feature
• Retrieving a runaway farm animal • Securing safe passage from a local ruler
• Helping to build a house / barn / granary • Helping a passerby and becoming embroiled in
• Visiting a friend that lives a way out their problems
• Appeasing a disgruntled godling or creature • Tracking down a fabled individual, artifact, or
creature
• Resolving or winning a rivalry in the community
• Recovering a lost piece of lore, culture, or history
• Finding a rare ingredient, recipe, or material
• Traveling with and defending a caravan
• Curing the illness of a relative or community
member • Investigating the strange happenings at a village
you pass through
• Performing a celebration or religious ritual
• Daringly infiltrating an impregnable fortress
• Defending against beasts or small monsters
• Taking a detour for a visit or a pilgrimage
• Exploring the wonders of the countryside
• Fleeing dangerous pursuers
• Surviving harsh times like a storm or draught
• Staying with a host who is not as they seem

GRIT & POLITICS DUNGEON CRAWL


• Infiltrating a noble house • Clearing out an abandoned temple overrun by
• Securing a political alliance cultists

• Rescuing a captured spy or assassinating a rival’s • Destroying a growing corruption infecting a


sacred grove
• Surviving a city purged by its ruler
• Escaping a dungeon or prison
• Engineering a useful war
• Delving into an ancient war machine buried
• Protecting a reformer or heir apparent from under a battlefield
assassins
• Exploring a cave infested with monsters
• Scouting and attacking enemy supply routes
• Rescuing prisoners enslaved underground
• Defending an important town, wall, or bridge
from conquest • Exploring a haunted prison said to hold
confiscated treasures
• Investigating a string of political murders
• Mapping out a flooded ruin for a cartographer
• Negotiating a peace
• Ascending a cursed tower to rescue someone
• Attending a vicious political dinner
• Hunting a rogue wizard hiding in a forbidden
valley
• Stealing a treasure from beneath a sleeping
godling

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Appendices

The Mountain Series Map

Paul Grayson (Order #46877243)


Appendices

The Crossroads Series Map

Paul Grayson (Order #46877243)


Appendices

LIST OF BACKERS
Andrew Carper (Any pronouns), Andrew Castner, Andrew Cooper, Andrew Curasi,
Andrew Dell, Andrew DeSousa, Andrew DiZinno, Andrew Dodson, Andrew Fewster,
Andrew Fuller, Andrew Gotham, Andrew Gronosky, Andrew Hannah, Andrew Heath-
Turnbull, Andrew Helbert, Andrew J Wallen, AJ, AndomisJack, Mighty_AhJz, Andrew
J. Hayford, Andrew Jacques, Andrew Kell, Andrew Later, Andrew Lotton, Andrew Lynn
A J Barber, A J L Dodd, A J Martin, A Két Moór, A Lasher, A Little Baby Pigeon, A Master Holder, Andrew McKelvey, Andrew Medeiros, Andrew Miller, Andrew Mills, Andrew
Potato, A Tacit Wail, A_Zeitler, A. Denbigh Strickland, A. J. Glenen, A. Moore, A. N. Millsap, Andrew Newby, Andrew Patterson, Andrew Poirier / TheFreeWind (He/Him),
Taylor, A. Piper, A. Rico, A.K. Davis, A.M. Gienko, A3Sketchpad, Aaron (Spaceman), Andrew Porter, Andrew Robertson, Andrew Robson, Andrew Sawin, Andrew Serrano,
Aaron Alexander, Aaron Berndt, Aaron C Warner, Aaron Farrier, Aaron Finch, Aaron Andrew Shockey, Andrew Sinclair, Andrew Slade, Andrew Steinke, Andrew T Shamel,
Harmaty, Aaron Hart, Aaron M. Carpenter, Aaron Mason, Aaron Mellert, Aaron Porter, Andrew Wagner, Andrew Walker He/Him, Andrew Wong, Andrew Wooldridge, Andrii
Aaron Reeder, Aaron Robinson, Aaron Smithies, Aaron Upchurch, AAsama, Abbey, "Fishkiller" Gusarov, Andromeda O'Herlihy, Andruikanil, Andy & Amberly Winham,
Abby & Karington Hess, Abdulaziz Al-Kaboor, Abdull F. Gonzalez-Vicens, Abdullah Andy Blanchard, Andy Coe, Andy Crawford, Andy Foster, Andy G, Andy Goodman, Andy
"Sir. Cuddly Marshmallow" Ismail Abul-Qasim, Abe Abdo, Abeer Salam, AbisaLobster, Howell, Andy Insch, Andy Marshall, Andy Morrison, Andy Reichert, Anestis Arias,
ABR Patel, Abunny, AbyssWalkerLW, acaDamien, Accidental Boar, Ackamandar Angel Carnucero, Angel Cedeno, Angel Gonzalez, Angelina Sharlow, Angelique Krencius,
Darkchylde, Acropolis21 (JC III), Ad Best, Adam "Roz" Rosowicz, Adam at the Oak, Adam Angelo Concepcion III, Angelo Pavia, Angelo Pileggi, Angor de Redjak, Angus 'Doc
Baltzer, Adam Baumeister, Adam Beltaine, Adam C, Adam Canvas Giangregorio, Adam Random' Mol, Anna from R'lyeh, Anna M, Anna MacLellan, Anna Marsh-Meservier,
Caverly, Adam Cole Czuchnicki, Adam Conlan, Adam Cottrell, Adam Dagna, Adam Anna May, Annamarie Yang, Anne J, Annie Craton, anon, Anoze, Anthony Boulier,
Exum, Adam Foye, Adam Gowans, Adam Green, Adam Grzegorczyk, Adam Howe, Anthony Caldwell, Anthony Ford, Anthony Free, Anthony Goetzinger, Anthony J,
Adam J Black, Adam Jung, Adam Krump, Adam Laird, Adam Lyons, Adam Ma, Adam Anthony Mandal, Anthus Williams, Antoine Dupessey, Anton Christensen, Anton Cox,
Martz, Adam McAteer, Adam Moeller, Adam Morley (he/they), Adam Ness, Adam Antonia Geiger, Antonio M. Martorell Ferriol, Antonio Reale, Antroia, Anwyn Reha,
Norwick, Adam P (Zabkills), Adam Paciorek, Adam Rinehart, Adam Rule, Adam Russell, Anzelm, Aonghas à Cearrara, Aouri Lyslo, Apollo Kitancevski, April "twilight" McManus,
Adam Savransky, Adam Sawyer, Adam Schlager, Adam Soandso, Adam Thompson, Aramil, Aranazel & Ram, Arawn D. Draven, Arbel Ben Dor, Arbitor586, Arcanarama
Adam Thornsburg, Adam Tislický, Adam Toly, Adam Williams, Adam Young, Adam, Cam, Arcane_Desperado (Hunter Jones), Archaeron, Archie O, archivist-37, Arcturus
Kate, Rook Scanlon, Adarsh Kanodia, Addhearth, Addison, Addison Buff, Adeen, Adelaide, Fracture, Arel, ArenDhaal, Argyris, Ari Endrizal, Ari Levitch, Ariel Felizardo Goes, Ariel
Adler Patabranca Castro, Adrian 'Zholvar' Bongarts, Adrian Grothe, Adrian Madden, Jackson, Arielle Moreno, Ariinui, Aritz Cirbian (he/him), Arjun Nair, Ark the Legend,
Adrian Naumowicz, Adrian Pålsson, Adrian Praetorius, Adrian Tchaikovsky, Adrian- Arkmandius of Avelontele, Arkon63, ArkRoTan, Arlentric, Arlice Oaks, Armecia,
Paul Carrières, Adriano Anastácio, Adrien Honcoop (He/They), Adrien Rault, Adrone, ArmedBird, Arno Gradwohl, Arnold S Triplett, Arnulphe de Lisieux, Aroval, Arren D.,
adumbratus, Adventure Engines, Æ. Niamh, Aedans, Aeden, aesmael, Aethusium, ARSLOTHES, Artagan RPG, Artamis, ArtandWhimsybyKenzie, Arthur "SokK" Duthoo,
Aetlas, Aezech, Afanen Sayer, AG, Agent James, Agile Monk, Agonos, AH-DONUT205, Arthur Bocage, Arthur McMahon, Arthur Paul, Arthus, arti47, Artikhun Rattanasritai,
Ahmed J Suffety, Aidan Alejandro, Aidan Bowes, Aidan O'Hara, Aidan Wagner, Aiden Artus Kayn, Arvinraaj "KAZEfirst" K., Aschaz, Ascher, ascloutier, Ash (AKA Crumpet),
"ShamelessPromo" Auty, Aileen and Chris Kidwell, Aion, Airdragon11, Aisling Rose (She/ Ash Christians, Ash Stark, Asha Ence, Ashandra (she/her), Asher "Blueflame" Sanchez,
Her), Aislinn Smith, Aistear Oakenhart, AJ Foster, AJ Horton, AJ S, AJ Taflan, Ajax, AJay Asher (he/him), Asher Kennetg, Ashley, Ashley (She/Her), Ashley McCartney (she/
Medder, Akatosh, AkephaloS, AkinoNatsu(He/Him), Akiyo Nishimiya, AKnight1485, they), Ashley Purvis, Ashley Tate, Ashli M. Ward, Ashok Patel, Ashwath Ganesan (He/
Akuranith, Akvo, Al Abriam, Al Rusk, Al Shoopman, Alain Sarti, Alan C-T, Alan D. Him), Asia A. Le (she/her), Askara97, Asset Sagacity, Astral Raine, AstroNugget, Astrox
Kohler, Alan Douglas, Alan Gardner, Alan P. Booth, Alan Porter, ALANA WOLFGANG- Scribe of Chaos, Atomiklad, Attiragram, Audrey Der, Audrey E. Poore, Audrey Meyer,
DURAN, Albe, Albert "Owlbear" Nakano, Alberto Casado Gomez, Alberto Faria, Alchemy Augollux, August Blitz, Augusto Ballalai, Augustus Grochau, Aulywood, Aurélien
RPG, Ale_411, Alec Johns, Alec Lanter, Alec McGuire, Aled Walters, Alejabar, Alejandro Pelletier, Austin Flaherty, Austin Nickell, Austin Sorrell (He/Him), Austin Stethen,
Arellano, Alejandro Avilés, Alejandro Colomino Gimenez, Alejandro Martorell Vidal, Austin Walker, Austin Wohlfahrt, Austin Yontz, Auston Duerson, Autumn R., Ava
Aleks Jovčić, Aleksandr Yaneevich, Alendith, Alex, Alex, Alex, Alex "Dagnus" Hamelin, Miranda, Avalon, Avery Cajune (They/Them), AvgJoeCrowe, Aviad Tal, Avianpilot, Aviv
Alex (She/They), Alex Allievi, Alex and Victoria, Alex Ashley (she/they), Alex Bookbinder, M. Icel, Aviv Or, AwayLaughing, AwesomePig7 (he/they), Awibee, Axel Cardenas,
Alex Bulach, Alex Clarke, Alex Cline, Alex Fernie, Alex Garlick, Alex Gorton, Alex Green, Aybkamen, Azrael Kertesz, Azrenix, Azsamael, Azumorbbx, Azur, Azure, B Csernak,
Alex Hawke, Alex Hunter, Alex Hutmacher, Alex Kirk (he/him), Alex Lyman, Alex B. LOVE, B. Platta, B. Redpath, B.A.Maddux, B.C. Norton, b11c, Ba Tran, Babaralu, Badger,
Maxey, Alex Montgomery, Alex Okafor, Alex Ornelas, Alex Ostridge, Alex Perry, Alex Bailey Anderson, Bailey D B, Bailey Flathers, Bailey Pelland, Balázs Árvai, Balázs Hornyák,
Rybitski, Alex Sharps, Alex Spenkelink, Alex Taxiera, Alex White, Alex White, Alexander, Balkaurse Wintersmith, Bamberger Family, Bamorir, Bapf, Barak Blackburn, BardicDice,
Alexander & James Gaines, Alexander Ayers (they/he), Alexander Baratto, Alexander BaronSharp, Barry "Arkiri" Austin, Bart Goossens, Bart Van Damme, Barthélemy “Skender”
Bøhler, Alexander C., Alexander Crain, Alexander deMorris, Alexander Eliesen, Alexander Alezandaru, barthsarafin, Bartlomiej "Chronos" Zarzycki, Barx, Bastian Olpp, Bea B,
Gräfe, Alexander Hill, Alexander Kay, Alexander Kergozou, Alexander Kontoleon, Bearberserker, BearsFlatisle, Becca Elwood, Becca Fraser, Bee (They/Them), Belgabor,
Alexander Kube, Alexander Laurell, Alexander Leasenby, Alexander Lohr, Alexander bellsworth46, Belzebubs, Ben "Moose" McCann, Ben Balmaceda, Ben Bandelow, Ben
MacCumber, Alexander martin, Alexander Pecha, Alexander Probst, Alexander Racieus Cawkwell, Ben Compton I, Ben Cote, Ben Dymock, Ben E, Ben Gaede, Ben Gross, Ben
Rodriguez, Alexander Rodriguez, Alexander Secor, Alexander Thomas, Alexander Trifan, Kurner, Ben McArthur, Ben McCabe, Ben McCulloch, Ben Morgan, Ben Neilsen, Ben
Alexander Urbanek, Alexander Vaucrosson, Alexander W Graham, Alexandra "Kookie" Oliver, Ben P. Balestra, Ben Rashkovich, Ben Robertson, Ben Singer, Ben Taels, Ben
Collet, Alexandra Yarolimek, Alexandre "Sandor" Verdoni, Alexandre Bruno (Silver Welch, Bencompetence (Any/All), Benethert, Benita780, Benjamin "BlackLotos" Welke,
Almachinelo), Alexandre Glize, Alexandre Howard, Alexandre Pouteau, Alexis M. Benjamin Brack, Benjamin Burwood, Benjamin D. aka Avid The Gob, Benjamin Galliot,
Bontemps, AlexP, Alexys Flavelle, Alf Granger, alfeva93, Alfredo Amatriain, Alfredo Benjamin Garber, Benjamin Garcia, Benjamin Herndon, Benjamin Karls, Benjamin
Gérardin, Ali Ricter, Ali Yassine, Aliannon, Alice, Alice Rhodes, Alicia Parczen, Alicia Macready, Benjamin Nehring, Benjamin Peylet, Benjamin Schindewolf, Benjamin
Sokora, Alicia W, Alicja Wojciechowska, Aliharu, Alisa Chan, Alisa Heletka, Alison C, Seyller, Benjamin U., Benjamin Weber, Benjamin Wenger, Benji, Benji Herrald, Benji
Alistair Bullen, Alistair Vincent, Alistair Winters, Alkotók Szerep- és Társasjáték Tábor, Tham, Benji Vidler, Benkowaga, Bennett Cirelli, Benoit Hesse (He/Him), Benton Little,
Allan, Allan Jenkinson, Allan Rodda, Allan Samuelson, AllChocolate, Allen R. Jacobson, Berg Wess, bericheri, Berit Holden, Bernat Anton, Bernd Landauer, Bernhard Beyer,
Allen Sanchez-Capers, Allen Thomas Pizano, Allison B, Allison M., Ally Belcher, Ally Beru Delgant, Best Boy Games, Beth Allen, BettyWitch, Bex & Dina Vasiliou-Hart,
Danskin (she/her), Almnier, the faithful fool, Almog Kapach, Alondra Hernandez, beyondbounds, Bhelliom Demian Rahl, Bianca Mödersheim, Big Daddy Daniels, Big
Alonzonzonzo, Alory, AlphaHero, Alseïdon (he/him), Altrondragon, Alura Thyren, Dan D, Big Dickus, Big Mike, Big Taz, Bigfoot, Bigio, Bilbothemonkey, Bill Sickau, Billy
Alvaro Cavalcanti, alxd, AlyaskaGamer, Alyssa Arce, Alyssa H, Alyx Arts (She/Her), Allen, Billy Carter, Billy Coghill, Billy Hoffman, Billy Votta, Binary Stars, Birb Nerb (he/
Alyx Beauchamp, Alyx Gupta, Amacitare, Amadan, Amalia Schmale, Amanda Siegel him), Bishop, BISQ_T, Biurito, Bjarni Ásgeir, Björn, Björn Dreißig, Björn Elíeser, Björn
(She/They), Amara Tr’Kyrh, Amauri Antunes Pereira Jr, Amazing Rando (Randy Oest), Fähler, Bjørn Flindt Temte, Björn Svensson, Björn Trygg, Black Knight Games, Black
Amber & Anthony S, Ambris, Amee, Amelia Pate, Amer AlTurkistani, Amy Barker, Amy Thunder, Black Willy Wonka, Blackdere, Blackfox Nightengale, Blackmist, Blackwyld,
Nguyen, Amy Thorne, Ana, Ana Kiko, Anais Bir (she her), AnaMei, Ananda Ray, Blaine, Blair Miles, Blair Riddle, Blake Burns, Blake Carter, Blake Davis, Blake Ferchalk,
AnarcakE, Andaclacter, Anders Jonsson, Anders Stage, Anders Wallace, Anderson Blake Howard, Blake Hutchins, Blake McAdow, Blake Winter, Blindraven, Bliska, Blue,
Betances, Andie Riley Martin, andifroen, AndraaX, André de Boer, Andre Griffin, André Bluegrass Geek, Blueston, BlutheMoon, Blye Widmar, Bo Kehlet, Bob Fanelli, Bob
Gtz, André Le Deist, Andre Schindler, Andrea "Fakko" Facchini, Andrea Felicioni, Andrea Harrison, Bob Huss, Bob Langley, Bob Thom, Bobby Brimmer, Bobby Cymbidium Lee,
Ferrari, Andrea Fornasiero, Andrea Zanon, Andreas C., Andreas Eisenbraun, Andreas Bobby Jennings, Bodie, Bogi & Kay, Bokoyeky, Bólem, Bond Chui, Boni, Bonnibel G.,
Ferdinand Natusch, Andreas Flierl, Andreas Gottlob, Andreas Liffmann, Andreas BOOMFIST, Boon, BoredDaemon, Bosh, Boutros Saba-Norton, Bovaz, Brad Archer, Brad
Meinlschmidt, Andreas Moesgaard, Andreas Monitzer, Andrei Medon, Andrei Semenchuk, Castles, Brad Gaffney, Brad McMullen, Brad Pilon, Braden Clutter, Bradley Jackson
Andrés Rosado Sepúlveda, Andrés Suárez, Andres T, Andres Tati Baralt, Andrew "Fish" (Harkain), Bradley Skeen, Braedan Orton, Braelor, Bran, Brandee, Branden Leavens,
Popowich, Andrew "Glemogar" Garrett, Andrew "Impbrush" (he/him), Andrew Brandon "Drake" Reed, Brandon (Samaron), Brandon Bautista, Brandon Butler, Brandon
"RockiesMagicNumber" Martin, Andrew & Amber Heath-Turnbull, Andrew B. Godefroy, C., Brandon Dudley, Brandon James Patrick, Brandon Johnson (he/him), Brandon

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Kelley, Brandon L Miller, Brandon M. Terry, Brandon Pless, Brandon S. Lee, Brandon Chuckie Knuckles, Ciaran Carbery-Shaha, Ciel Ember, CigaWeed, Cissy Street-Mellor
Sapp, Brandon Tedoni, Brandon Visoky, Brandon Wofford, brazil808, breadateyourmom, (she/her), Civ Light, CJ Kremer, CK Cowan, Ck Williams, Claes A., Claire Kelly, Claude
Breanne Mayfield, breebo, Bren Mercado, Brendan Balasko, Brenna Carbno, Brenna Weaver III, Claudio Azevedo, Claudio Gasbarra, Clay Karwan, Clayton Blackwell, Clayton
Hynes, Brennan Dawson, Brennan Eastman, Brent Litster, Brent O. Sinclair, Brent Notestine, Clemens du Bellier, Clement auffray, Clément Lebossé, Clifford Horowitz,
Sullivan, Brett Abbott, Brett Butler, Brett Miller, Brett Volz, Brett Weidman, Brett Zeiler, Clint Edmonson, Clint Harding, Clint Vrazel, Clintak, ClockworkStarling, Cloneslinger,
Brian "Forever DM" Murphy, Brian Ahrens, Brian and Scott Ledbetter, Brian B., Brian Clyde Clark, Coby McFaul, CodeMephit, Codey Erwin, Cody Black, Cody Cornett, Cody
Black, Brian Brito, Brian Burns, Brian Caffrey, Brian Carty, Brian Espinosa, Brian Familo, Crofoot, Cody Duncan, Cody Swatek, Cody Yarbery, Coffeenut, CoGo, Colby Whittaker,
Brian Farley, Brian Fohlmeister, Brian Gresham, Brian K., Brian K. Eason, Brian Kapaun Coldesert, Coldon, Cole Tanner, Colin, Colin "Mephit James" Wilson, Colin Anderson,
/ Aboleth-Eye, Brian Kearns, Brian Kirchhoff, Brian Koonce, Brian L, Brian Lee, Brian Colin Anderson, Colin Bate, Colin Fowler, Colin Gerber, Colin Matter, Colin Mossbarger,
Manula, Brian Miranda, Brian Moore, Brian N. Schneider, Brian Newton, Brian Norquist, Colin O'Melia, Comandante Paz, Conn Miskelly, Connell Halligan, Connor, Connor
Brian P, Brian P. Kurtz, Brian Paul, Brian Smith, Brian Smith, Brian T Burrell, Brian T., Alexander, Connor Hutcheson, Connor Pratt, Connor Retallick, Connor Smith, Connor
Brian Tate, Brian V., Brian Vander Veen, Brianna “Driftless” Randazza (she/they/any), Walsh, Connor Young, Conor Edmonds, Conor Fallon, Conor McCormick, Constantine
Brianna Lutes, Briar Chappell, Briar Ro Mediavilla, Brice Tiret, Brien Tennefoss, Markides, Constantinos Demetriades, Cool-Cer, Cooper Hollis, Cora Schroeder, Corbin
Brienprime, Brightfires, Brilin Alexander, Bristow24, britfaic, Brittany Hellevik, Brittany Da Goblin, Corentin, Corey Gross, Corey Hickson, Corey James Campbell, Corey Pierno,
S., Brittin K (he/they), brningpyre, Brodie Freeth-Thomas, Brody Anderson, Brok Wyckoff, Cori Fraser (they/them), Cormac McKinstry, Cornell Daly (he/him), Corrado Schiavetto,
BrokkoliBromid, Brooke Starr Donaldson, Broonzie, Brubru, Bruce Curd, Bruce Moser, Corrin Mana, Corso Bounasaid, Cortexx, Corvin Stern, Cory B, Cory Bryant, Cory IGGP,
Bruce Turner, Bruno “Varstahl” Passeri, Bruno Baère, Bruno Oliveira de Botelho, Bryan Cory J Minor, Cory K Hirano, Cory M. Hill, Cory Rickett, CosmosKittn, Courageous
'Mocharaid' Gray, Bryan 'rabidCRABS', Bryan Barlow, Bryan Conrad, Bryan Daly, Bryan Cuttlefish, Court Dimon, cpsully, Cpt. Transit, Craig, Craig, Craig 'Miffroon' Muller,
Hardenberger/OddSquirrel, Bryan Kennedy, Bryan Lambing, Bryan Schamber, Bryan Craig “Caragond” Cruzan, Craig A Brown, Craig Bishell, Craig Edwards, Craig Fox, Craig
Tam, Bryan Vestey, Bryan Young, BryanMD, Bryant Turnage, Bryce Kelety, Bryn Cristie, Hackl, Craig Higdon, Craig Millard, Craig Myles, Craig Payne, Craig Pike, Craig Shipman,
Bryson Daugherty, Bryton Martin, BSanchez, Bubu [any pronouns], Bubumuk, Buddy Craig Sisson, Crash, crashburntoo, creative play and podcast network, Creed, CreeperNinja,
Cagle, Bulgrim, Bunbarian (she/her), BunnyPowa, Burntpepperoni, Burtallini, ButterDroid, Crevan, crillitor, Cris Gizzi, Crixell Matthews, Crixol, Croft, Crooked T Gaming Tavern,
bynightflow, Byron D. Molix, C. A. Olague, C. Blanksvard, C. Davis, C. J. Koger, C. L. E., Crossed Paths, Crosstail1344, Crowbots, CrowClockwork, crunchninja, Crvnch, Crysmalion,
C. Philip Volk, C. Robinson, C. Ruj (Tune), C.J Chandler(He/Him), C.Niemann, C2Orcus, Crysthian C, Csatai Döme, Cu, Cullen P, Curtis Hay, Curtis Koh, Curtis Mortensen, Curtis
C4Burgers, CactuarDavid, Cactus, Cade Golden, Caetano Zin, CaffeineDaemon, Cai Thornton, Cussa Mitre/Hod Studio Publishing, Cyprian, D. Rancor, D. Vyin, D.E. Wright,
Kagawa, Caine S., Caitlin Gallacher-Wawrzycki, Caker (he/Him), Calamity's Child, D.J. Kirshy, DadFatherDeluxe, DaemanTheRogue, Daeris Ulfang, daHob, Daisy Detective,
Caldaryn, Caleb, Caleb Campbell, Caleb Coppola, Caleb McBride, Caleb Primeau, Caleb Dak F Powers, Dalton Bradrick, Damian, Damian Miller & Saffron Adams, Damian S.,
Rogers, Caligos, Callesa, Calliope Rannis, Callum Emptage, Callum Jukes, Callum Damien Brunetto, Damien Cheriot, Damien Linder, Damien Williams, Damon Bradshaw,
MacErlich, Calvin Bridges-Avalos(He/Him), Calvin Johns, Calvin Ng, Calvin Park, Damon K J Mitchell, Dan 'Credorion' Griffith, Dan "Spindrift" Woodward, Dan Beaudoin,
Calvin Schaefer, Calvin Y., Cam Banks, Cam Chapman, Cam Cravensworth, Cambo, Dan Bond, Dan Carmody, Dan Collinson, Dan Connolly (He/Him), Dan Curtis Johnson,
Cameron Bush, Cameron Green, Cameron Hartley, Cameron Knott, Cameron Manski, Dan Davis, Dan Galvin, Dan Gorka, Dan Johnson, Dan Kierstead (He/Him), Dan
Cameron Olson, Cameron Parson, Cameron Stall, Campix, Camwyn, Candi Schaaf, Kozlowski, Dan Labrecque, Dan Lavoie, Dan Layman-Kennedy, Dan Leising, Dan
CandidWillow, Cantoredombre, Canwe, Captain Calculus, Captain Jim "Blood" Markus, Markowski, Dan Moser, Dan Söderlund, Dan Westman, Dane Wrigt, Dani B., Dani
Captain Marvelous, CaptainPuddle, Carcetto, Carey N., Carey Williams, Carl Bussler, Huard (she/they), Dani Soderlund, Daniel "Nakoliss" Germain, Daniel "Wanlorn" Nordin,
Carl Congdon, Carl Kloster, Carl L Gilchrist, Carl McGar, Carl Nelson, Carl Peebles, Carl Daniel B, Daniel Bailey, Daniel Benoni, Daniel Buck, Daniel Busuttil, Daniel C. (he/
Schopfer, Carl W, Carl Walter, Carl Wills, Carla L., Carles Fornés Leyda, Carlo Tietz, him), Daniel Carlson, Daniel Carter, Daniel Creusot, Daniel Cuenca, Daniel Fantis,
Carlo Zagagnoni, Carlos Mora, Carlos Viforcos - Vifor, Carly Othling, Carmine "Kroien" Daniel Fidelman, Daniel G, Daniel Gallant, Daniel Gibbs, Daniel Gingerich, Daniel
Garofalo, Carmine Laudiero, Carole Cline, Carolin & Markus Dietrich, Caroline Bignell, Golbig, Daniel Gregory, Daniel Gutiérrez, Daniel Guy Pritchard, Daniel Haynes, Daniel
Caroline M., Caroline Scott, Caronte Ríos, Carter Moellers, Carter Snelson, Casey Baker Hoerauf, Daniel Huddleston, Daniel Klee, Daniel Kraemer, Daniel Laloggia, Daniel
Tattoos, Casey C., Casey Caston, Casey L, Cassandra Taglione (they/she), Cassidy Burke, Lehto, Daniel Ley, Daniel Madejek, Daniel Mareček, Daniel Markwig, Daniel Marshall,
Cassie, Castien, Castillo, Casual Creature, Casual-T, Cath Perrett, Catherine, Catherine Daniel Moutray, Daniel Peche, Daniel Ryan, Daniel S., Daniel S. Lee, Daniel Sandholzer,
Champeval, Catherine YZ Chen, Catsidhe, Cavin B., Cayde Tesna, Cayman Stokes, Ceazar Daniel Schoenmann, Daniel Scribner, Daniel Senecal, Daniel Serrano Robles, Daniel
A. Castaneda, Cedar E, CedarRaven, Céderic VE, Cedric Guillard, Céline T. & Étienne G., Stack, Daniel Sutton, Daniel Velasquez, Daniel Weichman, Daniel Wheeler, Daniel
Celo, CelticNinja, Cengiz K, Cera Banana, Ceriath, Certifiedtrout, Cesidio, Cezary Wilson, Daniel Wlodasch, Daniele Bellantoni, Daniele Marchesotti, Danielle Costello,
"Verencius" Wysoczanski, Chad Burnett, Chad Freeburg (he/him), Chad Hanson, Chad Danielle LeBrun, Danielle Maurer, Danii Goldstein, Danny, Danny {Champion of the
Hensley, Chad Hoblitz, Chad Nash, Chad Smathers, Chad Stevens, Chad-Anthony world}, Danny {Cometwarrior}, Danny Atwood, Danny Keating, Danny Meloon, Danny
Boudreau, chadokage, Chadwick Shinabargar, Chairzerker, Chance East, Chance Swanson, Mendoza, Danny Ryba, Dante Gagelonia, Dante Ryman, Dany Dion, Dar Breckenridge,
Chandler A. Lawson, Chandler S, Chanel McCartney + James Hamilton, Chantelle Daraen, Darby Keene, Darcy.G, Daria Damonaify, Darin Elm, Dario Rodano, Darius
Lawton, Chargles BurningHands, Charles Epper, Charles F Scott, Charles Hall, Charles Sayers, Dark Alchemist Lazarus, Darkprincerazor, Darkscraper, Darkshifter, Darksun,
Lester, Charles Mitchell, Charles Phillips, Charles Ragno, Charles Smith, Charles Darkwulf Studios, Darla Burrow, Darren Hennessey, Darren Machin, Darren Peat,
Summerhill, Charles Tibbals, Charles-Édouard Savard, Charlie “mougoo” White, Charlie Darren Wright, Darrick Dahl, Darryl Ayo, Darryl T. Jones, Darth Butternutz, Darth
Mars, Charlie Maxwell, Charlie Soper, CharlieCherrywood13, Charlotte Judd, Charlotte Cibeous, Darth Mauno, Darth Revan, DarthPackman, Daryle Landers, Das_Ohngesicht,
Traynor, Chase Graham, Chase Henderson, Chase K, Chase Spinks, Chasen Pietryga, Dash_of_Nerd, Daste Patrick, Dave “Darth” Mage, Dave Driver, Dave Fielding, Dave
ChavezChavez, ChazGhost, Chee Chit Yeng, CheesyCaracal, Chellis G., Chelsy Benedicto, Fontes, Dave Jones, Dave K (He/Him), Dave McIsaac-Bailey (He/Him), Dave Peers, Dave
Chen Sharon, CherryKaiju, Cheryl Karoly, Chester “Hox” Pineda, Chet Cook, ChinaskiSlayer, Phett, Dave Sealy, Dave Wood, Davgani, David 'incogNEATo' Algiers, David ‘Plywood’
Chip Smith, Chloe H., Chloé Mousset, Chloe S, Chloe Sutherland, Chris, Chris "Grimtooth" Lewis, David A. Russell II, David Adams, David Almgren, David Alves, David Beaudoin,
Colborn, Chris "Sir Aarvan" Paladino, Chris A Challacombe, Chris Allison, Chris and David Bern, David Binder, David Bjorne, David Bonney, David Bradley, David Brett,
Alysse Bride, Chris Bentley, Chris Bowers, Chris Brashier, Chris Conley, Chris Cowger, David Brown, David Budzik, David Chumillas, David DiPaola, David E. Sharp, David
Chris Cunliffe, Chris Czerniak, Chris D, Chris Dalgety, Chris Davidson, Chris Dykes, Echols, David Edmond, David Fonz Florance, David François, David Frogier de Ponlevoy,
Chris Gardiner, Chris Gawne, Chris Gunnels, Chris Harris, Chris Hartford, Chris JM David from Pe Metawe Games, David Hayes, David Haynes, David Hoctor, David Hu,
Maloney, Chris Knight, Chris Libor, Chris MacDonald, Chris Malpass, Chris Mangum, David Hunt, David Irwin, David J. Zimmerman, David Jacobs, David Kyle, David L.
Chris McCall, Chris McGurr, Chris Michael Jahn, Chris Mitchell, Chris Mitchell, Chris Tripp, David Lacombe Laventure, David Levi, David Lewis, David Ludwig, David Mager,
Mortika, Chris Pedro, Chris Pierson, Chris Robins, Chris Scrace, Chris T., Chris Thursby, David Margowsky, David Marquez, David Meylan, David Mollá, David Morton, David
Chris Vieira, Chris W, Chris Welhaven, Christ L.M, Christi Brooks, Christian, Christian Ninos, David O., David O'Connell, David O'Connell, David Phillips, David Rath, David
B., Christian Carranza, Christian Castro, Christian Ching (they/them), Christian Freitas, Rubin, David Sara, David Seracini, David Stenbeck, David Stephenson, David Stoddard,
Christian Grundel, Christian Kukli, Christian Neuhaus, Christian Opperman, Christian David Szafran, David Tran, David W. Marshall, David White, David Wiggins, David
Thier, Christina Jones, Christine and John Resotko, Christo Meid, Christoph Laurer, Zemlyanker, David Zimmerman, David&Sean_B., DavidDane, Davide Cavadini, Davide
Christoph Leschanz, Christoph Wagner, Christophe Ollivier, Christopher "The Healer" Chemello, Davide Marcoccio, Dawid "Diewas" Wojcieszynski, Dawn Astra, DAWNOFWARIO,
Baldi, Christopher "Tiffer" Thornhill, Christopher Davidson, Christopher Dravus, DaybloomDaisy, Dazla A, DBZaddy, DC Shepard, DCC, DeadOperator, Dean Collopy,
Christopher Giannetti, Christopher Gray, Christopher Gunning, Christopher Inthiraj, Dean Schallhammer, Dean Stuart McNabb, Dean Whitman, Deathworks, Decas, Deckard,
Christopher Kopp, Christopher Lahl, Christopher Larkin, Christopher Larson, Christopher Declan B Pena, Declan W, dediledi, Deimos Wind, Deion Jones, DeKoekkoeks, Delcatas,
Mahadeo, Christopher Mifsud, Christopher P. Crossley, Christopher Rampersad, Delks (He/Him), Dellos (he/they), Delmar Almeida, Demetri Kosta Kamateras,
Christopher Slade, Christopher Stuart, Christopher Tomlinson, Christopher Urbanczyk, demonduck, DemonRogue, Denel Johnson, Denis Beaulne, Denis Detraz, Denise
Christopher Weir, Christopher Ybarra-Munoz, Christopher.B, Christy (they/them), "Celticdenefew" Atwood, Dennis Brännvall, Dennis Gorski, Dennis Keller, Dennis M,
chronicDreamer, Chronx6, Chrysanthemum (he/they), Chrystle Rivers, Chuck Dee, Dennis Peteranderl, Dennis Skerra, Deonte' Wilson, Derek (Linguabear), Derek and

231

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Paul Grayson (Order #46877243)


Appendices

Suzanne Thuecks, Derek Brouwer, Derek Hammond-Pears, Derek Jacobson, Derek Kuper, Hartmann, Felix Isaacs, Felix Tegeler, FelixFD, Fellipe da Silva, Felsic Ashlar, FelTK,
Derek Semsick, Derek W. Branim, Derik Fabrizio, DerKastellan, Derkekleon, Felucir, Felyx Granger, Ferg, Fernando "scan" Küpper, Fernando Autran, Fernando Azael
DerMogVomSchmog, Derrick Cook, Derrick S. Maltman, Desmond Hammond, Dessgilles, Mantos Tejeda, Fernando Melo, Feyjarl, Fifrö, FIG, Figgleforth, Filip Ambrosius, Filip
Deven Mitton, Devin A Feldt, Devin C, Devon Hood, Devon T, Dewa R., Dexter Brye, Barszcz, Filip C. Závorka, Filippo Dallavalle, Filippo Danesin, Filthy Monkey, Finch,
Dexter Chu, Dhagon Hunt, DiaTribal, Dice (They/He), Dice & Easy, Dichoro, Didi, Diego Finley Cremeens, Finn Winchester, Finn-Jonas Kross, Finnister (He/Him), Fiona K.T
Benavente Grebe, Diego Lizarazo, Diego Mathias Olivares, Diego Pereira, Diego Perez Howat, FireFlyFish, Fizzgig (they/them), fizzlebobbie, FlacoAlto, Fletcher Johnson,
Gonzalez, Dieter (he/him), Dillon Russell, Dillon Stockman, Dimitri K., Dimitris Havlidis Flo, Flo Poulpy - Rolistiquement Votre, FloofnBangs, Florent Hartmann, Florian "Barathon"
| World Anvil, Dionté, Dirk Eheberg, Dirk Hamel, Dirk Schlobinski, Dirty_Meeper, Bähren, Florian Douay (Altervayne²), Florian Michelet, Florian Seidler, Florian
distaros, diversionArchitect, Divina Maldad, DJ Richardson-Turner, DJAtomika, DJXero151, Waldenmaier, FlossyRossy, Floyd Putnam, fnord, Folarin Akinmade, Forecaster, Forrest
DM Dave, DM Dwalk, DM Mythall (he/him), DM Spice, DM Todd Bloom, DMCole, McKinley (He / They), Forrest Sable, Fox Carter, Fra Sca, FracturedMac, Frances Byrd,
dmDerZorn aka Velmar, DMitDammit, Dmitrii "Csahes" Ttretiakov, Dmitry Valkov, Francesco Giorgi, Francesco Joseph Bubba, Francesco Lanza, Francesco Romano,
Dobrava, Docteur Fox, Doctor Dischord, Doctor Mlem, DoctorEssen, Dodecadonuts, Dom, Francesco Salvador, Francesco Smois Gussago, Francis Amaury Garcia, Francis Arachea,
Dom Hero Ellis, Dom J, Dom Looney, Dom Mooney, Domeddi, Domigo McDuck, Domina Francis Helie, Francis Launay, Francis Pedneault, Francisco "Blackhalo" Fonseca Jr.,
Easton, Dominic Gaboury, Dominic P Stangl, Dominik Leibetseder, Dominik Makowski, Francisco Gomes Franco, Francisco M Carranza III, François Boucher, Frank Armenante,
Dominik Steinruck, Dominika "Natu" Zgud, Dominique Declerck, Domitille Gravier (she/ Frank Bath, Frank C. Carr, Frank D Obel (he/him), Frank Falkenberg, Frank J. Barbiere,
they), domnakus, Don Arnold, Don Moore, Don’t forget 3 Oct., Donald Gilliland, Donald Frank Reiss, Frank Van Camp, Franko F, Franz "Visionary" Lobianco, Franz Janson,
Kresch, Donald McLeod, Donald S. Crankshaw, Doneutz -Anthony Lr, Doni Lawson, FRAUD, Frazier Turner, Frecapone, Fred Herman, Frédéric Desrosiers, Frederick Rhythm
Donn Michael Hastings Jr, Donnchadh Gethins, Donnie Stri, Donovan Arthen, DoombeaR, Moss (He/Him), Fredrik Lyngfalk, FreeCity Games, Freya & Gor, Freya Pain, Friederike
Dootero, Dorian A Wright, Dorian Knight, Doro Spicy Alli, Dorsey, Doty, Doug "Kosh" Engels, Friedrich Mehr, Frigyes Schőberl, frnsl, Frontdoor2, FrostyPirate, Funplay11,
Williamson, Doug Bloomer, Doug Bolden, Doug Hendry, Doug Pirko, Doug Ronning, Fydge, G., G. Martin-Picotin, G. Ramirez, G. Urbanski, Gabe Fua, Gábor Szeberényi,
DougDoesCocktails, Douglas Carter, Douglas James Hermes, Douglas Molineu, Douglas Gabriel Bélanger, Gabriel Brandão de Oliveira, Gabriel Caetano, Gabriel Cali, Gabriel
Shute, Dougmysticeye, Douwe "Putzbeard" Hiemstra, Doyce Testerman, Dr Eric Silverman, Friz-Trillo - Tower, Gabriel Godbold, Gabriel Gomes, Gabriel Pappalardo, Gabriel
Dr Zabrina Corvinus, Dr. Dorian, Dr. Issun, Dracil, Dragonicus, Dragoon, Dragotom, Patterson, Gabriel Trujillo, Gabriele Svelto, Gabriella Creighton, Gaelicat, Gage Patterson,
Dragug, Drake Hummingbird, Drake Stevenson, Drakhanas, Drako Mordecai, Dreamdealer Gale Cobolt, Galen, Gamble, Game Dave, Game Masters Table, Gamerwhoshoe,
& Eliane, Dreams, Drew Carmichael, Drew Chase, Drew Herrold, Drew Pessarchick, Ganonjuke, Garebear & Peanut, Gareth Anderson, Gareth Clark, Gareth McVicker,
Drew Samiec, Drew Stevens, Drewbacca, Drewbay, Dreyton, Dridane, drnuncheon, Dror Garrett F., Garrett Forrester, Garrett Israel, Garrett MN, Garry Williams, Garth Bragg,
Rapaport, Drowrin, DrProfSr, Dtmahanen, DTristao, Duconian, Duke Hazzard, Dumat, Gary Anastasio, Gary Berg, Gary Hoggatt, Gary Liu, Gaston, Gaston Phillips, Gaudhir,
Dumitru Vlad, Duncan Baird, Duncan McConnell, Dungeon Dad, Dungeons on the Go, Gavin Arnall, Gavin Cox, Gavin Farrell, Gavin S., Gavin Winchell, GearsAndKeys, Gee
Dushanthan Nanthakumar, DuskCrane431, Dustdevils, Dustin Angell, Dustin Dunaway, Raph, Geek Philosophy, Geeknamese, GelatinousWyrm, Geneviève & Laurie, GenuineLoser,
Dustin Huynh, Dustin J. Cooper, Dustin Krott, Dustin Patrick Winter (he/him), Dustin Geoff, Geoff Englebach, Geoff Nicholls, Geoff Schumacher, Geoff Stonecipher, Geoffrey
Pfannenstiel, Dustin Walton, Dustin Winslow, Dusty Nexus, Dwarkin, Dwight McDowell, Atkins, Geoffrey Ford, Geordie Andy Smith, Georg Brzobohaty, George "Madryoch"
Dycho Starr, Dylan Barton, Dylan Kearney, Dylan Kruep, Dylan Malenfant, Dylan Walsh, Athanasopoulos, George Campbell, George H, George Kelly, George Minor, lurker in the
Dyrim, E. L. Brown, E. Lindblad, E. Tutko, E. Yaro, EBC Smith, EbonxGaming (He/Him), Mist, George Orlov, George Pitre, George Powell, George Sedgwick, George Sfendourakis,
EclecticCamel, Eclez, ecoolasice, Ed Charlton, Ed Kowalczewski, Eddie Clark, Eddie George Tzanetakis, Georgii Ishchenko, Gerald Rose, Gerardo Contreras II, Gersom Peris
Kim, Eddy McClure Jr., Eden 'Raven' Cohen, Eden Lorenz-Mitchell, edfredmen, Edgard Angulo, Gert-Jan Germeys, Ghastwood Niall (He/Him), Ghee Dondl, GhorghorBey,
Angelo Aedo, Edgars, Edgars Mihailovs, Edouard Contesse, Eðvarð Arnór Sigurðsson, Ghost Owl, Ghostcore, GhostGM, Ghoul_Tucker, Gianna Masetti, Gianni McGlasson,
Edvard Blumentanz, Edvin Aghanian, Edvin Alicajic, Edward Edwards, Edward MacGregor, Gideon Mecum MD, Gidonamor, Gilberto Galvez, Gino Kaye, Giovanni Pozzo, Giownposonno,
Edward V. Etzkorn, Egdris, Eggscendance, Ehedei Guzmán Quesada, Eibert Wagenaar, Giulio Gargioni, Gizelnort, GK & Julia Coleman, Glagroon, Glauco Leal Pires, Gleb
Eibhlín O'Dwyer, Eira, Eivenhow, Ekarline, ekrl, El Cotte, El Duende, El Watto, El_Thotho, Goncharenko, Glempo, Glen R. Taylor, Glenn Dallas, Glenn Dion, Glenn Francis II,
Eleanor Hingley, Eleanor McHugh, Elem5nts, Eleonora, Eli Anthony, Eli levinger, Eli GLHG, GlitchFire, Glödemann, Gloria H. Manderfeld, GM Darth Zanas, GM Lena, GM
M., Elias Cowie, Elijah Allred, Elijah Gilinsky, Elijah Kim, Elik Katzav, Elinn T. Andersson, MorganJ, GM Šeškas, GMBen, GMSunday, GMWolf, Gnosder, Gold Zephzellian, Gonzalo
Elio Toutain, Eliram&Spark Cohen., Elisabeth Page, Elise Francoeur, Elishai Katz, ( Gon ), Gorantharon, Gordon Brown, Gordon C, Gordon Decker, Gorrah Wintersend,
Elizabeth & Ryan Dorman, Elizabeth Brasell, Elizabeth Hope Murray., Elizabeth Purnell, Gospon Fulir, GothicBreadman, Gr3y Heron, Graeme Cave, Graf, Gragger, Graham Last,
Ella B, Ella Watts (she/her), Ellen Anderson, Elli, Ellie G, Ellie O’Connor, Ellie(she/they), Graham Spearing, Graham Vink, Grahamoram, Granby Limb, Granit, Grant Anderson,
Elliot Peterson, Elliot Smith, Elliott Freeman, Elmer Tucker, ElrondTod, Elspeth Flora Grant Fick, Grant Jackson, Grant Scowden, Grant Sumabat, Graydon Lea, Grayson &
MacAlister, MD, Elspeth T, Elyezer Costa, Em, Em Grevan, EmbreFrosste (They/He), Vasil Vangeloff, Great Sage Jinn, Grebbs, Greg 'Alehldean' Beck, Greg Cherry, Greg
EmDeeEm, Emery (He/They), Emil Åkerlund, Emil Nilsson, Emiliano Marini, Emily Conant, Greg Curley, Greg Dunn, Greg Frost, Greg Horning, Greg Klein, Greg Krywusha,
Deutsch, Emily E.W. Kern, Emily Haulman, Emily Mignini, Emily W, Emma F, Emma Greg Leatherman, Greg Mikesell, Greg Miller, Greg Moss, Greg Trent, Gregoo!!, Gregor
G, Emma Houghton, Emma Jones, Emma Laeser, Emma MacLeod, Emma McClain, Morgenstern, Gregory Belacel, Gregory E Arnold, Gregory Thomas, Gretchen Neale,
Emma Q Gross, Emma Skerry, Emmanuel DELRIEU, Emmanuel Servais, Emmet Byrne, Grey Jaffe (They/Them), Grey Nax, Grey Winters, Griffin D. Morgan, Griffin Gray,
Emmet Peak, Emory H. (she/they), Empress Roth, Emrick Mars, Emyr Ferrario, En, Grimmilane, GRIZMODEUS, GrizzlyBearon, Grozzkal, GrzechD, Grzegorix, Grzegorz
eNBeWe, Enderius (He/They), Endosine, Enlyrek, Enrique Belli, Enrique García Trzebinski, "Gregorin" Gilewicz, Grzegorz Bagiński, Guardly, Guildmaster Ryan, Guilherme "GKorn"
Ent (she/her), Enygma Hobbies, Ephy Inspired, Eppu Puumala, Era Jean, Erastis, Eremon, Korn (he/him), Guilherme Cusin Salvati, Guilherme Dei Svaldi, Guillaume NOËL,
Ergo Tesseract, Eric ''Taraka'' and Aurélia "Belette", Eric "Paper" Brousseau, Eric "Reyom" Guillaume PERRIO, Guillaume Rho-Lafortune, Guillaume Ries, Guillaume St-Pierre,
Moyer, Eric Aldrich, Eric Blair, Eric Blovits, Eric Braun, Eric Bright, Eric Butkus, Eric Guillaume Vetter, Gullible Skeptic, Gunnar Andersson, Gustavo La fontaine, Gustavo P.
Coates, Eric Conti, Eric D., Eric Dill, Eric Forsberg, Eric Gomez, Eric Harris, Eric Jett, Eric Almeida, Guy Konforti, Guy Milner, Guy Rozen, Gwilberiol, H, W. McCray, H.M. White,
Ketchum, Eric Lemieux, Eric Liberti, Eric Meader, Eric Mittelstaedt, Eric Munson, Eric Hacklemonster, Hacksmerian, Hadrien DW, Hadrien S., Haëdor, Hagai Mordechai
Pöhlsen, Eric Rosado, Eric Schumann, Eric Simard, Eric Ullman, Eric Williamson, Erica Gumpert, Hailey B., Hailey McAuliffe, Haim Gurov-Gelbart, Halaku, Halificient the
"Vulpinfox" Schmitt, Erica Abenti, Erick, Rebecca, & Anora, Erik Ekkel, Erik Ingersen, Dreadful, Halvar, Hamish "Malkizid" Elmer, HandsomeHerbivore, Hank Driskill, Hanna
Erik Long, Erik Norstedt, Erik Salholm, Erika, Erin "Cait Sidhe" Sullivan, Erin Williams, Alice Palmer, Hannah Clark, Hannah Marie, Hans Chun, Hans Kristian Hestbek-Møller,
Eris, Eris (she/her), Eris B, Ernest Soares, Erone Vestis, Ervin Hearn III, Erynn Woodward Hans-Henning Vogt, Harald Eckmüller, Häretisch, Hark, Harley Andrews, Harlock,
(She/Her), ES, Espen Heia, Essaire, Esteban Soto (He/They), Estevan P., eswat2, Ethan, Harrison, Harrond, Harry Hartmann, Harry Meier, HarryFurAlle, HatCatMoby,
Ethan Best, Ethan Crow, Ethan Davis, Ethan H., Ethan Howe, Ethan K, Ethan Krebs, HatchlingDM, Hauke Marshall, Hauke v. A., Haus of Qwert, Havok Saar, Hayden,
Ethan Miles, Ethan N., Ethan R., Ethan Sims, Etienne Guerry, Etienne Lafrance, EtreLibre, Hayden A., Hayden B., Hayden Reeve, Hayden S., Hayden Wilsey, Hays McGee and
Eugene Mokeiev, Eurico Teles, Euthrosyne, Evan Abrams, Evan B, Evan D Clark (he/ Andrea Parsneau-McGee, Hazel Possum, Heath Hartman, Heath Higgins, Heath Whalen,
him), Evan Ellis, Evan Koch, Evan Miller, Evan Miranda, Evan Munger, Evan Salce (he/ Heather, Heather A Walker, Heather M., Heather Resch, Heather Satrang, Heather W.,
him/his), Evan W.J. Parson, EvanByDesign, Evandro Silva, Eve Lightfoot, Everything Heavic, Hechlok RPG, Hector Anthony Serenil, Heda Em, Hedo, Hege Mari, Heimi,
Dice, Evie Hicks (paladin), Evil Hat Productions, Evilmonkey, Evin Weston (He/Him), Heine Juhl Jensen, Heinz, Helades the Wandering Wayfarer, Helder "A Máquina do
Exabyte_13, Exedore, Expersprobi, Eyal, eyeteemonkey, Ezekiel M. Hubris, Ezekiel Z.H. RPG" Araújo, Helen Febrie, Hellensteufel, Hendri Schreuder (they/them), Hendrik
Azib, F Bogart Wolf, F. Tayot, Fabian Fröschl, Fabian G., Fabián Matas, Fabian S., Fabian "bagoferret" Perry, Henna (He/She/They), Henning Bode, Henrike, Henrique CLJ, Henry
Scholz, Fábio Medeiros, Fabio Montelatici, Fabio Rojas, Fabrice, Fae, Faetale, Faewood, "PandaDad" de Veuve, Henry Gaudet, Henry Strong, Henryk Ratajczak, Heracles,
Falconette Faughx, Falka Stegemann (she/they), Fantasia-Mask, Faraggitakis Zaxarias, Hercules Mayes, Herkatr, Herman Duyker, Hermann Agis, Hero Ngauv, Heroic Dad
Fareed Johnson, Farli (she/her), Farmer Zanath, Fawlters, Fayna, Federico Iacoangeli, Mode, Heron Alpern, Hervé Gengler, Hervé Siorat, Hex the DM, Heygaan Rajakumar,
Federico Medina, Fehlerteufel, Felipe Bovolon, Felipe Frazatto, Felipe Pereira, Felipe Heywizards, Hezwind, Hill Family, Hills-Hughes clan, Himuken, Hipponeck, Hiren
Rodrigues de Araújo, Felipe Teixeira Moraes, Feliquin, Felix Chou, Felix Essingholt, Felix Dusara, Holger Biene, Holly Rennex, Holly Sonder (She/They), Holly Valluzzi, HolyCrow,

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Appendices

Honza Linka, Hoodwink Games, Horacio "LostInBrittany" Gonzalez, Horacio Inundacio, Simonsen, Jens Nielsen, Jeramie Parenteau, Jere Widenius, Jeremi Pilote, Jeremiah
Hosoth Sithara (He/Him), Hossome, House Dragonshadow, Houseofpros (He/Him), Arthur Coley, Jérémie D. Caufour, Jeremy "Erasmas" Lilley (He/Him), Jeremy Aurik,
How DARE., Howard, Huffelz, Hugo de Le Bon MJ, Hugo Forss, Hunter Downs, Hunter Jeremy Brown, Jeremy Buzzard, Jeremy Carroll, Jeremy Decker, Jérémy Delemailly,
Guevarra, Hunter Jett, Hunter Manley, Hunter Read, Huw J Nicholas, I R Jeremy, i0m, Jeremy Hester, Jeremy Novak, Jeremy Petravicz, Jeremy Spence-Kucera, Jeremy Stewart,
I3ullseye, Iain Haukka, Ian 'Incanor' Croft, Ian Anderson, Ian B Duncan, Ian Cooper, Jeremy Van Buskirk, Jeremy Wasik, Jerepp, Jerold H Farver Jr., Jerome SINTES, Jerónimo
Ian Fay, Ian Fisher, Ian Hathaway, Ian Hutchinson, Ian James Hackworth, Ian M., Ian Tapia, Jerry Autieri, Jerry Hamlet, Jess Kingston, Jess Steele, Jesse Alexander, Jesse
Marlenee, Ian McClung, Ian McGuigan, Ian Rumpel, Ian Somerville, Ian Wilbanks, Bursee, Jesse C., Jesse D. Shultz, Jesse Demuytere, Jesse Dunnington, Jesse Goble, Jesse
Ibon Presno, Icarus & Martin K, IceReaper898, Ichmed, IcksCC, Ido Tzang, Idrin, Igor Harder, Jesse J. Kidd, Jesse largent, Jesse Lee Bigenho, Jesse LeFranc, Jesse Moore-
Kuznetsov, Iker Marín Estébanez, Ilai Bar El, Ilan Emanuel, Iliyan Iliev, Ilmari, Ilya Hendrickson, Jesse Mungle, Jesse Ott, Jesse P., Jesse R. Mullinix, Jessica Braswell, Jessica
Vaisburd, Imanit, Imanol Mondragon, ImbuedGreen, Imperius Rex, imredave, ImRegicide, Catalan, Jessica Hammer, Jessica Maass, Jessica Monk, Jessica Osborne, Jessica Poppke,
Imunar, In memory of Jessica Avelis-Fontenot, Inbar, Indi & Nícollas, indie, Indigo Jessy and Soul, Jester Knight Games, jesteram, Jesus Perez, Jeto, JF from Boston, JGaleano,
Phantasm / Tabitha K. (she/they), Indigo Shade, Indraneel "Ghosttusk" Dutt, Inferno933, JGatsby, Jhurik, Jill Please, Jim “GameKnight” Dickinson, Jim Ashman, Jim Brown, JiM
Ingo "The Duck" Arendt, Ingolf Schäfer, Ingvar Loneshield, InhabitorOfEden, Inkonsequent, Dedieu, Jim Groves, Jim Hart, Jim Mitchell, Jimbo, Jimmy Guikema, Jimmy Jerenfelt,
Innes Peek, Iona Ramirez, Iovan Raspail, Ironchicken, IronDM, Irons, Irritated Jinn Roubieu, Jintoki, Jinx, Jiri Hanslian, JMBelanger, Jo Lázaro (she/they), Joakim
Bookshrew, Irven Manalo, Isaac Gifford, Isaac Kerry, Isaac Morgan, Isabel Arden, Isabel Almgren, Joan Julia Trias, João Galindo (He/Him), João Pereira Lemos Costa, João Sousa,
Salmon (she/her), Isabell von Essen, Isabelle Rogers, Isaiah “CabooseVR” Owens, Isaiah Jocelyn Leroy, Jochen Winker, Joe 'Union Jackal' Hill, Joe Amato, Joe Castelli, Joe Crow,
S., Isawa Kumo, Ismael Cobos Benjelloul, Its J., its_j4nn1x, ItsTheGlitch, Ivan d'Leone, Joe Davidson, Joe Della Penna, Joe Felder, Joe Field, Joe Flanik, Joe Jaquette, Joe K, Joe
Ivan Moore, Ivanisov M., ivanmarte, Ixi, Iyan Cameron, Izkavan, J Chandler, J Clevenger, Kranston, Joe Martino, Joe Shanagher-Bruno, Joe Streeky, Joel “Wurgy” Wurgler, Joel
J Lee Watts, J T, J Taylor, J Young, IV, J. A. B., J. A. Rogerson, J. Angus MacDonald, J. and Lauren Lorenzetti, Joel Badeaux, Joel Clay, Joel G, Joel Holland, Joel I Castaneda,
Carter, J. Desormeaux, J. Entsminger, J. Köster, J. Nicklas Andersson, J. Orthacker, J. R. Joel Kurlan, Joel Sieh, Joemoose, Joenainsworth, Joerg Peters, Joern Dux, Joey Derks,
Garman, J. Scott Rumptz, J. Steven Cornette (khor_lord1), J.Bohon, J.Bondsa, J.J. Jefferson, Joey Magallanes, Joffrey Ziegeltrum, Johan Westberg, Johanna Askeridis, Johannes
J.P. Luchenski, J.S. Omundson, Jaakko Saari, JacinMaëron, Jack Armstrong, Jack Brabson, Forster, John, John "Rigaroga" Bell, John A. Lynch, John Allen Newcomb, John and Kim
Jack Charlatan, Jack Davis, Jack Gulick, Jack Kruse, Jack Merrell, Jack Morgan EF Hancock, John Ansari, John Aracnarua, John Arena, John Blackford, John Brunhaver,
Lavandowska (they/them), Jack Quah, Jackie Cisneros, Jackson Balcerzak, JackWhite27, John C Barstow (he/him), John C. Freymuth, John Canales, John Crosby Bryant, John
Jacky Zawyrucha, Jacob Abbott, Jacob Butcher, Jacob Certain, Jacob Cordas, Jacob Dancy, John Desmarais, John Dingman, John Dominicos, John Eghoan, John F., John
Covington, Jacob Finney (He/Him), Jacob Honey, Jacob Knoll, Jacob McCann, Jacob Favaro, John Gabriel Utanes, John Geyer, John Giovagnoni, John Graham, John Gregerson
Newton, Jacob Oland, Jacob Rosser, Jacob Sulpice, Jacob Traum, Jacob Tuepker, Jacob Handsome/Brilliant, John H, John Haggerty, John Haines, John Hardey, John Hawkins,
Van Veldhuizen &, Jacopo Serafin, Jacqueline Lebiadowski-Parish, Jae Crone (She/They), John L Hickman, John Loethen, John M. Atkinson, John M. Campbell, John Markham,
Jahd Modgrin, Jai Wilson, Jaide, Jaiden Ferraccioli, Jaime Louise, Jaime O'Brien, Jaime John McDonald, John McGrory, John McKay, John P., John Paul Camin-Calixto, John
Unson, Jait, Jake Benedek, Jake Buhrig, Jake Cleys, Jake Dievendorf, Jake Ehlers, Jake Pennisi (he/him), John Phillips, John Rogers, John Rottier (they/them), John Ryan
ET Kennedy, Jake Gillespie, Jake Magneson, Jake Neece - QuasiReal, Jake Raschke, Ramos (they/them), John Sanders, John Seidler, John Snow, John Snowberger, John
Jakebone, Jakk B. Nymble, Jakob, Jakob Collins, Jakob Holler, Jakob Pape, Jakub Sorma, John T Grose, John Taber, John Tudball, John V. Stella, John Zhang, John-Paul
Borkowski, Jakub Niścior, Jamaal Maza, Jamahl Lobb, Jamal Davis, James 'The Great & Chelsey, Johnathan Burton, Johnathan Byerly, Johnathan Turner, Johnnie Pittman,
Old One' Burke, James "rvnender" Tuttle, James (ButAHumbleKiwi) Hazeldine, James Johnny, Johnny Sörensson, Johnny Thunder, Jojo, Joker Johnny, jokomaisu, Jolene
A Monaghan, James A. Whitney, james aitken, James Bennison, James Booth, James Taylor, JoMe, Jon "Freki" Webb, Jon Blackwell, Jon C, Jon Criswell, Jon Finke, Jon Fish,
Bratten, James Burger, James C Washington, James Cain (He/Him), James Chrasta, Jon Irons, Jon Kenny, Jon Kohlingen, Jon Mitchell, Jon Odishoo, Jon Ogea, Jon Peacock
James Dezomits, James Dring, James Duke IV, James E Deeley, James F. Anderson, (he/him), Jon Robertson, Jon Schwartz, Jon Snodgrass, Jon Terry, Jon-Paul Dumont,
James Feore, James Gabriel, James Hardin, James Harnett, James Haughney, James Jonah L., Jonah Prout, Jonas Flühs, Jonas Gabrielson, Jonas Schulz, Jonat, Jonatan
Knevitt, James L Smith, James M. Anthony, James McCombe, James McManus, James Serue, JonatanS, Jonathan "Buddha" Davis, Jonathan "Ryomasa" Mendoza, Jonathan
Meredith, James Minor, James Morris, James Mowatt, James Pacheco, James Phung "TredHed" Young, Jonathan (he/him), Jonathan A. Cohen, Jonathan Agens, Jonathan
Nguyen, James Piiparinen, James R, James Ramsey, James Ray, James S Lauber (He/ Angel, Jonathan Beard (He/Him/His), Jonathan Bonner, Jonathan Cash, Jonathan David
Him), James Smith, James Street, James Tompkins, James W. Armstrong-Wood, James Rust, Jonathan Fish, Jonathan Francia, Jonathan Garcia-Rodrigues, Jonathan Honey,
Woodward, James Yoo, Jamie Carolyn Reulbach, Jamie Lee, Jamie MacRae, Jamie Jonathan James, Jonathan Korman, Jonathan Kretzmer, Jonathan Leslie, Jonathan
Scotland, Jamiel Seebadri, Jamieson Mockel, Jamiroquai McJackson, Jamis Buck (he/ Richeson, Jonathan Rozenbergs, Jonathan Schmalzer, Jonathan Zimmerle, Jonathon
him), Jamison Giles, Jamsus, Jan "Crowen" Rosa, Jan Bernd ten Berg, Jan Časta, Jan Hughes, Jonesy, Jonny, Jonnyscout, Jonsie Mnemonic, Jooho Bae (He/Him), Joom,
Dohring, Jan Kietzmann, Jan Oetjen, Jan Richard, Jan Stawarz, Jan Štercl, Jan Tam Joonas Heino, Jordan E., Jordan Hunt, Jordan Konicki, Jordan McKay, Jordan P. Sims,
Leta, Jan Thomaskamp, Jan Vetter, Jan-Felix Siegmund, Jancy Pena, Janell Cisla, JanGi, Jordan Parker, Jordan Peltier, Jordan Roberts (he/him), Jordan Saba, Jordan Sanderson,
Jannessa Cruzan-Maurath, Janning Cunis, Jannis Jorre (he/him), Janoeszki, Janos Zeller Jordan Springer, Jordan T. Brantley, Jordan Toomey, Jordi Rabassa, Joren Peeters, Jörg
(He/Him), Jantiene van Drunick and Liam Rougoor, Jared Rascher, Jared Ruchalski, Bours, Jörg Hagenberg, Jorge "Kokke" Amaya, Jorge Alonso-Colmenares Gualda, Jorge
Jared Sexton (he/him), Jared trulock, Jarod Cerf, Jarod R. Atchley, Jarot Vanger, Jarrett GM, Jorge Kaique Pereira Affonso Pongitor, Jorge-André Fulgencio Esteves, Jorian Jewell,
Jackson, Jase and Tycho Rebotoc, Jasmin Fröhlich, Jasmine H., Jason "Argonaut" Joris Kühl, Joris Van der Vorst, Josan Chou, Jose "GilGul" Soler, Jose "LeVoid" Mejia, Jose
Blackstone (he/him), Jason and Kristin Childs, Jason Attard, Jason B, Jason Brandt, Andrade, Jose Gutierrez Saturno, José Luiz "Tzimiscedracul" F. Cardoso, Jose Montalvo,
Jason Bratley, Jason Burkitt, Jason Chen, Jason Cotton, Jason Courtney, Jason Duff, Jose Pamintuan, Jose Peguero, José Rocha Gonçalves, Joseph ("Joey") Disser (ANP-C,
Jason Duke, jason e. bean, Jason Eldridge, Jason Enos, Jason Flowers, Jason Fryer, Jason AGAC-NP, DNP), Joseph Bojovic Jr., Joseph Collins, Joseph Dickinson (he/him), Joseph
Howe, Jason Huibregtse, Jason Jones, Jason Jordaan, Jason Kibozi-Yocka, Jason Kottler, Katula, follower of Dice Christ, Joseph Mosse', Joseph Nath, Joseph Noll, Joseph Schutte,
Jason L. Napier, Jason Levine, Jason March, Jason Marshman, Jason Melin, Jason Miller, Joseph Scott, Joseph Shields, Joseph T. Richardson, Joseph Young (he/him), Josephine
Jason Neff, Jason Nevins (he/him), Jason P. Crawford, Jason Rainey, Jason Richardson, 'Astraliminal' Mitchell, Josh "Jolly" Sorey, Josh "Kingdom" Roberts, Josh "Rour" Fiehrer,
Jason Sant, Jason Schindler, Jason Schmidt, Jason Simpson, Jason Staple, Jason Steel, Josh & Terra Higham, Josh Atkins, Josh Baller (he/him), Josh David, Josh Flint, Josh
Jason Sunday, Jason Templeton, Jason Tipsword, Jason Tolley, Jason Ward, JasonSK, Flora, Josh Mitchell, Josh Moeller, Josh Runals, Josh Saffle, Josh Simpson, Josh Sjothun,
Jasper Bernard Weyers, Jasper Landman, Javier Martínez-Abarca Manzano, Javier Velez, Josh Storey, Josh Towler, Josh Trudelle, Josh Ward, Josh Whitehurst (He/They), Josh!,
Javon Walker-Peters, Jaxl Snow, Jay, Jay "LittleOak" Daniels, Jay Coleman, Jay Coro, Jay Josh902 Darling Of The South, Joshua 'Jaarka' Peebels, Joshua C. Wilson, Joshua Clark,
Dancer, Jay Forster, jay linnell, Jay Loomis, Jay M Salazar, Jay Olson, Jay Peters, Jay Rin, Joshua D Knight, Joshua D. Ball (He), Joshua Flippen, Joshua Gopal-Boyd, Joshua
Jay Rivera, Jay S. Barber, Jay Szekely, Jay the Fae, Jayde Tyger, Jayden Lilly and Isaiah, Grosser, Joshua Hudner, Joshua Kagan, Joshua Keeling, Echo & Jive, Joshua Kurtz,
Jaye Baker, Jayhad Wrobel, Jaylung, Jayna Pavlin, Jazery Thurgood, JC Hay, JC Wallett, Joshua Lake, Joshua Lantz, Joshua LeBlanc, Joshua Mass, Joshua Pries, Joshua Reubens,
JD Crouch, JD Maynard, JD Short, Jean Joeri, Jean-Baptiste Breton, Jean-Philippe Brière, Joshua Spicka, Joshua Velo, Joshua Vierheller, Joshua Ward, Joshua Wilson, Joshua
Jean-Thomas Baillargeon, JeanDinoZorg, Jeanette Briggs, JediJon, Jeeeshhh, Jeferson Wolf, Josiah McMeekin, Josu, Josu Recio, JoToMo1993, Jouni Koskinen, JP Coovert, JR,
Moreira do Brasil, Jeff “Arbron” Hitchcock, Jeff Baker, Jeff Boerboom, Jeff Boynton, Jeff JR Lonergan, JT Sukeforth, Jtheme, Juan D. Martinez, Jule Rastetter, Julia D. Hillebrandt,
C., Jeff Cleek, Jeff Dean, Jeff Devin, Jeff Folb, Jeff H, Jeff Lininger, Jeff McDowall, Jeff Julia Lewis (she/her), Julia Mierswa, Julia Pluta (she/her), Julian F. Macias, Julian Green,
Morovich, Jeff Murphy, Jeff Pedersen, Jeff Stratford, Jeffery Chin, Jeffery Moulton, Julian M. Künkel, Julian St. Pierre, Julian T. and Carolyn D., Julian Viezens, Julian
Jeffrey Backer, Jeffrey Bartlett, Jeffrey E. Cox, Jeffrey Fentress, Jeffrey S. James, Jeffrey Wiffen, Juliane & Lukas, Julianji, Julie Verone, Julien Démaret, Julien Fenoglio (he/
Smith, Jeffrey Swanson, Jeffrey Taylor, Jeffry Crews, Jem Wyatt, JemmyJam™, Jemrys him), Julien Prince, Julius ter Pelkwijk "Mr. Seeker", Juniper, Jürgen Goretzki, Jurie
J. Rueff, Jen Bowles, Jen Dean (she/her), Jen Van Kirk (they/them), Jenei István, Jeni Horneman, Just One Anna, Justin, Justin Barron, Justin Bengtson, Justin Caneron, Justin
De Crotie, Jenii Stewart, Jenn Linton (she/they), Jenna Cunningham, Jenna Humble, Dale, Justin F. Hess, Justin Hebels, Justin Hes, Justin K Hastings, Justin Lacombe, Justin
Jenna Peterson, Jenni Parlej, Jennifer Manley, Jennifer Neves, Jennifer Rohlfing, Jennifer Lindlof, Justin Lomelino, Justin Ludeman, Justin McKeag, Justin Mims or Mimzy, Justin
Salomonsson, Jenny Carlisle She/They, Jens "Gemmenzwerg" Racherbäumer, Jens Heika Moll, Justin Scott, Justin Scott, Justin Shiroff, Justin Shultz, Justin Stoddard, Justin

233

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Paul Grayson (Order #46877243)


Appendices

Symons, Justin Whitman, JustJessGM, Justus LeCates, Juuso Alanen, Juwulia, K Lord Nabu, Lord Scratch, Lord Sevron, Lord Smite, Lord Stefán Nielsen, LordOrlando,
McDonnell, K. Blackthorn, K.C. Kramer, K.L. Van Dam, Kaaz, Kacper Goc, Kaduck, Kael LordTaylor love the mist, Lorenzo Bandieri, Lorenzo Bo, Lorenzo Bramani, Lorenzo G.,
Luna, Kaellora, Kahvitauko, Kai 'Highelf' Tibay, Kai B. O'Donnell, Kai Ewert, Kai LorePastor, Lost 50oon, Lost.illustrator, Lotte, Louis Mayall, Louise Razon, Lowbo,
Salminen, Kai Yau, Kai Yu, Kaia MacLeod, Kainu7, Kajjs, Kal, Kalbinos, Kaleb Barker, Lowell Burton, Lowfer, Lu kay, Lubberz, Luc Mahsun, Luca Beltrami, Luca Carioni,
Kaliastro, Kameron "TheGentlexFist" Kidd, Kamil 'Thandul' Szczepanski, Kamil Luca Telloli, Lucas Almeida, Lucas Bell, Lucas Gruber, Lucas Gunsch, Lucas J. Cifranic,
Baranowski, Kamil Wiśniewski, KanaNoob, Kandice Saum, Kanga, Kannon Servoss Lucas Lepère, Lucas Lomnicki, Lucas Powell, Lucas Salgado, Lucerne, Lucifer, Lucii
(he/him), Kappachuno, Kaptcha, Karafelinus, Kardius, Karel Kratochvíl, Karen Lam, (she/they/it), Lucio Cataldi, Lucjan Wilczewski, Lucky Obermeyer, Ludipe, Ludovic
Kári Gauti Guðlaugsson, Karim Dimashki, Karin Hoffmann, Karl Brevik & Becca Daniels, Gasse, LUF, Luigi Magliulo, Luigi Marson Grandi, Luis Aliaga, Luís Fernando Matoso
Karl Holmberg, Karl Kreutzer, Karl Mo, Karl Robson, Karl Rodriguez, Karlton "Kahele" Mendes, Luís Guimaraes, Luis I Luyanda, Luis J Rodriguez, Luís Manuel Cardoso, Luis
Baring, Karo W, Karol Rybaltowski, Karolus Africanus, Karsten Witthaut, Kass F, Kat Martin Barbero, Luis Miguel Fernández, Luis Navia, Luis Vega Mendoza, Lukas, Lukas
& Eric B, Kat Lugo, Katarabi, Katarzyna Balicka, Kate Gierschke, Katelyn Agunat, Katelyn Höppner, Lukas Meyer (he/him), Łukasz, Łukasz Czerski, Łukasz Mańkowski, Luke &
Holland, Katharina Wilding, Katherine Fortenbacher, Katherine Rayburn, Katherine Tommy Babbi, Luke Aleo, Luke Edgemon, Luke Elias (Pumpkin), Luke Federer, Luke
Winter, Kathryn And Koby, Katie & Charlie, Katie Grad, Katie Jasmann, Katie Provance, Feigl, Luke Gallagher (He/Him), Luke Gomez, Luke Katafiasz, Luke Kumanchik, Luke
Katie Wolfson, KatoHearts, katorthomata, Katrina Hennessy, Katze & Wolf, Kauê Morris, Luke Robinson, Luke Thornburg, Luke Van Popering, Luke Veninga (PF Anderson),
Carvalho, Kay, Kayci Keenan (they/them), Kayleigh Gordon, KDH, Keane Wa the Lulu, Lumei, Lumenar, Lumpington, Luna Leo Rose, Lunafeywild (they/them), Lunernova,
Merciful, Keemonto, Keillan Wong, Keira Ford, Keira Lawrence, Keitero, Keith, Keith Luuk Zwaans, Lyanda & Matt Bernard, Lycoris Wah, Lydia Bené, Lydos Arts, Lyedar.
Clendenen, Keith Daniell, Keith Fannin, Keith Hinman, Keith Jacobson, Keith Krummel, gif, Lygot, Lying in Wait, Lyle Enright, Lyndon Baugh, Lynna Landstreet, Lyxander
Keith Rohrer, Keith Rolston, Keith Zulawnik, Keldy Bale & Zin Foe, Kelly Fisher (Magic), Denoyer, M Allerton, M Shumate, M. Josh (The OKMC) Roberts, M. Lepp, M. S. Knight,
Kelly John Wildrick, Kelsey Munsell, Kelsie Ryan, Kelson Smith, Kemba, Ken "Jiriki" M. Sean Molley, M. Smith, M. Tro, Maarten Valcke, Mac Senour, Maciej 'Tarkis' Dybał,
Anderson, Ken Trench, Ken Wright, Kendell Kilgore, Kendra, Kenner, Kenneth L Young, Maciej Danielak, MackanCar, Macross, Mad Wizard, Madayara, MadBeardMan, MadBlue,
Kenneth Lavender, Kenneth W., Kenny K., Kenny Pillars, Kenoyama, Kent Dirckx, Kent Maddcat (they/them), maddi_go_lucky, Maddie Disedare, Maddy Gale (she/her),
Wold Christensen, Keraph, Kerby Lambert, Kergillian, Kerys, Kestrel, Kestrel, Kev Bates Madeleine Bo, madoc anthony, Mads Ingdal, Maera Knight, Maeve, Magali the Record
(they/them), Kevin, Kevin "Dungeon Muser" Madison, Kevin "TheLawfulGeek" Kutlesa, Keeper, Magdalena 'Vejne' Skrętkowicz, MAGDELENAT, Philippe, Mage Master Malzra,
Kevin Allen, Kevin Bender, Kevin Campbell, Kevin Chen, Kevin Chiasson, Kevin Chong Magical Melon, MagicMan, magistrasa, Magnere, Magnus Murdock, Maia W., Mainjari
Shiong Hoong, Kevin Cobb, Kevin Cuffe, Kevin D., Kevin DeBaun, Kevin Donachie, Friedland, Maja Griem, Mako/GoblinEnergy, Maksim Krautsou, Maksym Burtsev,
Kevin Frank, Kevin Gavillet, Kevin J. "Womzilla" Maroney, Kevin J. Mulder, Kevin Joffre, Makubex, Mal’ienthiel, Malcolm Mackenzie, Malcolm Robertson, Maleesha Thompson,
Kevin Justus, Kevin Lachance (Empire/Empire), Kevin Lawton, Kevin Morrell, Kevin Mallory Harper, Mallow, Malphas Arc, Malu Castro, Mammon Sliver, Mandi Hutchinson
O'Reilly-Hoisington, Kevin R Maloney, Kevin Rae, Kevin Ringeisen, Kevin Stumme, (she/elle), Mangin "Mercz" Fabrice, Maniac von Hannover spielt!, Manuel, Manuel
Kevin Tanner, Kevin Thien Vu Long Nguyen, Kevralyn, KeyInk, Keyneston, Keyshawn Buchwald, Manuel Castañón, ManxMeeple, Mar & Ted, MaraudingMagi, Marc "Mister
Kibbe, Keyton Weissinger, Kha, Khalid Collier, Khandra & Khalera, Khashièl Embersong, Nym" Perry, Marc A, Marc Bacher, Marc Brandt, Marc Keyner, Marc Mileur Le Plaine,
Ki, Kickhi, Kidaroto, Kieran DuHoux, Kieran R, Kieran Wood, Kili Fylch, Kilian Laudt, Marc Pantel, Marc Ryan, Marc Seidel, Marc Sullivan, Marc von Canal, Marcel, Marcel
Killerrabit, Kiltia, Kim Good (He/They), Kim Nguyen, Kim Vo, Kimi Hughes, King Claxton, Marcel z Rivii, Marceline Rose, Marchug, Marcin Piwek, Marcio Chammas,
Aether, King Of Zhoops, King Wedgie, Kirsten Simkiss, Kirstin Davidson (they/them), Marco Conti, Marco Isaacs, Marco Lins, Marco Monti, Marco Rower, Marco Stricker,
Kirt Senser, Kiszu, Kit Armour, Kit Hensley, Kit Kindred, Kit M-B (they/them), Kit Veach Marcos Lopez-Carlson, Marcus "NerdFlyer" Luft, Marcus A., Marcus D. Gibson Jr., Marcus
Albright, Kits Knight, Kitt Dvorchak, Kitty Jynx, Kiwi Tokoeka, Kiyoritha, Klaudia T, Elmer, Marcus Howell, Marcus McCoy, Marcus Neumann, Marcus Siew, Marcus
Klaus Wichmand, Klil H. Neori, Klokwerks, Kloveisme, Knight Zhang, KnightsaberZ42, Sollmann, Marek Benes, Marek Kisala, María and Matthias Seyfferth, Maria S. (Ohio),
Knox Townsend, Kobe Ross, Kodi Gonzaga, Kodie Caldwell, Koest & MelLula, Koguma Marian Esters-Wendland, Marie B., Marie Jeantet, Marie-Michelle Poitras, Mariin, Marin
Ana, kongu12395, konkbood, Konstantinos 'YoMaster' Rentas, Konton, Kookapics, Kori Williams, Marina Peonia, Marinetoast88, Mario Cordova, Mario Dupont, Marion Anème,
Lopreore, Kory Peterson, KoschKosch, Kosmitoras, Kostiantyn Kiriushyn, Kovács Zsolt, Marion Carpenter Jr., MariRainbowGirl, Marius Höfer, Mariusz Kutek, Mark “Higgs”
Kraeyx, Kraig Przybylski, Kraits, Krases, KRÄUTEREULE, Kreggen, Krellian, Krešimir Higginson, Mark "Sherlock" Hulmes, Mark & Josie Albert, Mark and Jessica Hughey,
Flegar, kris allison, Kris Gobeil, Kris Wong (She/Her), Krisjan McClanahan, Krissa Mark Andrew Smith, Mark Barnes, Mark Bivens, Mark Campbell, Mark Costello, Mark
Green, Kristian D Noble, Kristian Zirnsak, Kristina Alyssa, Kristoff Alejo, Niccolo Estrella, Delsing, Mark Diaz Truman & Marissa Kelly, Magpie Games, Mark Dinhobl, Mark
and Jay Steven Uy Anyong, Kristoffer Kjos-Kendall, Kristy Rollet, Krisztián Reizinger, Edwards, Mark Ferguson, Mark Fielding, Mark Fisher, Mark H., Mark Hillengass, Mark
Kruno Hrvatinić, Krys Bingham, Krzysztof "Carlos" Haczewski, Krzysztof Chyla, Krzysztof Kernow, Mark Maltz, Mark McKibben, Mark Mekkes, Mark Miller, Mark Mobbs, Mark
Cywicki, Krzysztof Lipka, Krzysztof Rabidblackdog Bieniawski, Ktacik, KtG, KuneKunos, Proctor, Mark Rae, Mark Rummel, Mark Shocklee, Mark Somogyi, Mark Sponholtz,
Kurdrey Williamson, Kuregu, KURNIKOWSKI Michael, Kurt Blanco, Kurt Piersol, Mark Tempini, Mark Theurer, Mark van Ginkel, Mark Whittaker, MarkStarter, Markus
Kwaku R., Kyle Botterill, Kyle Brannan, Kyle Brock, Kyle Dunbar, Kyle Foster, Kyle Frid, „Azzu“ S., Markus Mosbech, Markus Raab, Markus Rütters, Markus Schönell, Markus
Kyle Friedman, Kyle Gordon, Kyle H., Kyle Jenkins, Kyle Kiefer, Kyle Kolbert, Kyle Thor, Markus Vollert, Marlon Campos, Marlowe House, marmosetmarmalade, Mars
Konicki, Kyle Koster, Kyle McCordic, Kyle nelson, Kyle O, Kyle Oppy, Kyle Preece, Kyle Valentin, Marshal_Mullet, Marshall (Cookie) Davis, Marshall Miller, Marta Roussel
Rattell, Kyle Smith, Kyle Taylor, Kyle Webb, KyoshiroKami, Kyouu, Kysa, Kytah, KzMz, Perla, Marterau, Martha R Matusik (Alchemyfox), Marthen, Martin "WarShriek" Botha,
L Rafil, L. M. Lalande, LACEM Gaudet, Lachlan Fergusson, Ladislao Lainez, Lady, Lady Martín Alcalde, Martin Domke, Martin Glenz, Martin Greening, Martin Hoeve, Martin
Midna, Lady NiWia, LadyDuckOfDoom, Lagio, lain, Lake Rosenberg, Lalo Landa, Lana John Manco, Martin Kim, Martin Klima, Martín Linares (He/Him), Martin Nguyen,
T, Lance VanV, Lancer3219, Landon Barnickle, Landon Rogers (He/They), Landon S. Martin Schramm, Martin Seidel, Martin the Wizard, Marty Brunker, Marty Chodorek,
Wyndham, Lanistra, Lara Korosec, Lara van Veldhuizen, Lark Fairwind, Larry Swasey, Marty Price, Marvin Langenberg, Marwin, Mary Jabagchourian, Mary Thompson,
Lars Martin Franke, Lars Menden, Lars-Simon Malinowski, Lasse Dalsgaard Andersen, Marybeth, Marylène Plante-Germain, MaskedMagus, Maso Perez, Mason, Massimiliano
Laszlo Stadler, Laura D'Angelo, Laura Griffin, Lauralin, Laure Bruyère, Lauren Ino, Johnson, Matalina, Mateo Grubišić, Mateo Westwood, Mateusz Treder, Matheus Alfred-
Lauren McIntyre, Lauren Voswinkel, Laurence Walls, Laurene Tampigny, Lauri Sankari, Olmedo (he/him), Matheus Nogueira, Mathew Reuther, Mathias Betge, Mathias Lechner,
Laurie Bajt, Lauro Moraes, Lawrence, Lawrence Borba, Lawrence Parks (he/him), Lazy Mathieu Lefebvre, Mathis Gr, Mathsedonia, Matic Kačič, Matisse, Matt "Catapult" Wang,
Uncle J, Le Chevalier, Le Sotong, Lea Strang, Leah Dennis, Leah Ferguson, Leaked Prism, Matt "Gnipp" Slowiak, Matt & Ben Bond, Matt B, Matt Barron, Matt Batten, Matt
LeavanDragon, Lee (He/They), Lee Alley, Lee Donovan, Lee Storey, LegendairyHealer, Blackledge, Matt Casedonte, Matt Dameb, Matt Daniels, Matt Dickson, Matt Duval,
Leila Rose, Lekzap, Len C., LenaRio, Lenn Art (he/him), Leo H, Leó Páll Hrafnsson, Leo Matt Farmer, Matt Felten, Matt Filizzi, Matt Francis, Matt Franklin, Matt Gilliard, Matt
Warszawski, Leon and Minh, Leon Glaser, Leon Pena, Leonard G, Leonardo Chavez Gilson, Matt Grady, Matt Harding, Matt Houck, Matt Kay, Matt Laird, Matt Legler, Matt
Weyand, Leonardo Negreiros, Leonardo Prunk, Les & Dashiell Simpson, Les Howard, Leung, Matt Loving, Matt Montney, Matt Morrison, Matt Oliver, Matt Peña, Matt Probst,
Leslie Champ & Martin Beecroft, Leslie Weath, LesNouveauxDisciples, Lester Ward, Matt Richardson, Matt Risby, Matt Rock, Matt Sherman, Matt Shinners, Matt Smith,
Lethality, Level 3 Wizard, Levi Hooper, Levielle & Nakyra, Lex Burney, Lex van der Matt Smith, Matt Wrycraft, Matteo "CrimsonChinotto" Rubino, Matteo Casali, Matteo
Raadt, Lexi PizzaYeti (she/her), LHS, Li-So, Liam Charbonneau, Liam Harrison, Liam Fox, Matteo Signorini, Matteo/Alessandro/Luca, Matthan Westerneng, Mattheau Casey,
Holahan, Liam Knisley, Liam McCrickard, Liam McGowan (He/Him), Liam Naughten Mattheus, Matthew “TravelingWizard” Ward, Matthew Aaron, Matthew B. Monagon,
(he/him), Liam Powell, Liat and Alon T, Lichtjaeger, Lily Lin, LilyRosetheDreamer, Matthew Bialobrzeski, Matthew Broome, Matthew Dansereau, Matthew Eaton, Matthew
Limón Caducado, Linda, Linda Larsson, Lindsay Cullen, Lins Gee, Lionel "Wagnerius" Franklin, Matthew Fried, Matthew George, Matthew Godfrey, Matthew Greenwald,
Barret de Nazaris, Lionel Hawthorne, Lisa & Martin Kümmerling, Lisa H., Lisa Padol, Matthew Grieser, Matthew Harvey, Matthew J Dawson, Matthew J Roberts, Matthew
Lisa S, LittleDuck, Liz Moonbury, Liz/BorzoiBard, Llama_Bill (He/Him), llamazenpai, James Cooper, Matthew Jones, Matthew Kelly, Matthew Knight, Matthew Koleda,
Llewington, Lloyd Miller, LMB, Lo the Berserker, Locklann, Logan, Logan Hanley, Logan Matthew Mallinos, Matthew Melvoen, Matthew Offenbacher, Matthew Pemble, Matthew
K, Logan Land, Logan Marks, Logan P. Davis, Logan Phillips, Logan Reese, Logan Rollins, Persico, Matthew Phillips, Matthew Poonamallee, Matthew Reynolds, Matthew Roberts,
Logan W Terwilliger, Loïc "Deadbau1" Piallat, Loïc Guennou, londonmatthews, Lonnie Matthew Russo, Matthew Sarmiento, Matthew Sonshine Moore, Matthew Stenson,
J Sargent, Loong Kwok (he/him), LooseGoose, Lopez, Lord Elmchen, Lord Ferran Noguera, Matthew Tomsinski, Matthew Tucker, Matthew Weber, Matthew White, Matthew

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Appendices

Wood, Matthew Ybarbo, Matthias Peter, Matthieu B, Matthieu Bonnaffoux, Matthieu, Kitić (voidruner), Nenatechae S Mars, Neo&Sio, Neocandie, Neonparty, Nepeo, Nephaeryn,
Morgane & Rose Fornerod, Mattias Karlsson, Mattijs Reinen, Mattiwan, MattyChan, Nerd Immersion, Nerds and Dragons, Nerdwit, Nereza, Nergont Kolonus, Nerivan
Matvei Vdovitsyn, Maude Barme, Maunmaun, Maurizio Mancino, Mauro Adorna, Maus (Gábor Kerekes), Nessalantha, Netigy, Nevym, New Puldrix, Newt Newton, NHS, Niall
Wyvern, Max, Max "Dekka" Wojciechowski He/They, Max "Pugsley" Williams, Max Percy, Nicholas C Skoglund, Nicholas Jensen, Nicholas Johnston, Nicholas Manzo,
"Rocket" Rudenko, Max Abe, Max and Lucy, Max Beaulieu, Max Doppman, Max Gerry, Nicholas Mc., Nicholas P Squires, Nicholas Peter, Nicholas Pfeufer, Nicholas Roloff,
Max Lancaster, Max Metzler, Max Orlok, Max Protzen, Max S., Maxence Bouhenic, Nicholas S. Pires, Nicholas Schmel, Nicholas T, Nichole Hudson, Nick “GB” Gray-Bakker,
Maxence Delsaut, Maxime Arribat, Maxime Bombardier, Maxime Girard, Maxime Nick Armet, Nick Bee, Nick Carruthers, Nick Clements, Nick Costanzo, Nick DePasquale,
Tremblay, Maximum Morowsky, MaxiPoki, Maxohwell, Maya B, MayhemMeg, Mayor Nick Dosland, Nick Duff, Nick F, Nick Garcia, Nick Goodman, Nick Impey, Nick Irvine,
Manly, Mazaron, McnadersDixon, Mcrackenstan, 780,00 MDL, Meason Kolkhorst (Mr. Nick Kellas (He/Him), Nick Lake, Nick Louie, Nick Merrick, Nick Moguel (he/him),
K.), Medanius, medullaoblongata, Medx, Meelis Mikker, Meg Jones, Megafluffy, Megan Nick Raborn, Nick Riggs, Nick Rowe, Nick Ryan, Nick Simmons, Nick Slowes, Nick
Dansie, Megan K Parsons, Megan Mitchell, Megan Pisarik, Megan Sullivan (she/her), Stevenson, Nick Stone, Nick W, Nick wingedferret Brown, Nick-Nack, Nicki Coyle,
Megan Walton, Mehnert, Mehreen Anjum, Mehrtelb, MeisterEda (he/him), Mejren Nickolaus "BossRush" Hairston, Nico "BARD" Varner, Nico Michalczyk, Nicola Caputo,
Mohammed Al-binali, Mel Follmer, Mel Gage, Melinoë, Melody Fae, Melody Haren Nicola Iliffe, Nicola Went, Nicolás Brian, Nicolas Duliere, Nicolas Grinschgl, Nicolas
Anderson, Melvin "The ShizteOne" Davis, Merasaurus, Mercie Tilley, Mercy Rhymes, Heitz, Nicolas Richard-Aubut, Nicolas Taylor, Nicole Clutter, Nicole F., Nicole van der
Merle Wenk, Mermuse, Metamancer, Mezdorin, MFdV, Mfmage, Miau, Micah Brandt, Hoeven, Nicrey, Niels E. Wisth, Nigel Bolden, Nik, Nik Wolinski, Nikita Blizniuk, Nikita
Micah Dean Hicks, Micah Morris, Micah R. Maloney (They/Them), Micah Rodriguez Litov, Nikki Hall, Nikki Isidora F., Nikola Cimbaljević, Nikola Mitrovic, Nikolai Harrison,
(she/they), Micah-Shalom Kesselman, Micha | Neuromancer, Michael 'Cyrion' Kirschbaum, Nikolajs Samsonovs, Nikolaos Polychronidis, Nikolas Totief (The Eren Chronicles),
Michael 'Xiao' Kromisz, Michael "Balmung" Kim, Michael “Chef Pandakage” Salas, Nikolidus92, Nils D. Nicolai, Nimrod Vilensky, Nina, Nina Kneubühler, Nina Scheffler,
Michael "Dancermike" DeMeritt, Michael “mlev” Levenick, Michael A Campbell, Michael Niobe Schumer (she/her), Nir Merkel, Nitewolf, Nituki, Niv Rachevsky, Nixon, Nizor
A.P. Hill, Michael Adam Gabzdyl, Michael Ashe, Michael Barrett, Michael Bowman, Belg, NJ Glassford, NJ Marin (she/they), Nneyba TheGreen, Noah ‘Auto’ Reynolds, Noah
Michael Brost, Michael Brown, Michael C, Michael Carson, Michael Chernicoff, Michael Jo Casillas, Noah Johnson, Noah McCammon, Noah P., Noah Sennett, NoctXPyre, Noé
Craft, Michael Cule, Michael D. McDonald, Michael De Rosa, Michael DeOssie, Michael Falzon, Noé Thoumy, Noël Frodelius-Fujimoto, NogiReborn, Nonat1s, Nonnogeppo,
Dettmer, Michael Donnelly, Michael Doppel, Michael Dorn, Michael Dougan, Michael Norah Jihan, Noranrik, Nostab, NotAWizard, NotDoc, Nothing Ventured, Nothing
Eichhorn, Michael Emmelmann, Michael Ersan, Michael F., Michael G Kinsley Jr, Gamed, Nova Starks, Novax, Nox Rabenold, NPC-42, nrebhun, NSG, NuffSaid13,
Michael Gotcher, Michael Grilliot, Michael Hyatt, Michael J. Thomas, Michael Kailus, NumbLock, Nurax, Nyal, Nykoelas Manning, Nyl Morrigan, O'Malley, Obedh Ornelas,
Michael Kanaris, Michael Kennedy, Michael Kolb, Michael Kusnetsov, Michael L., Oberon Naga (He/Him), ObliqueOtter, Oblivivian, Oceans., Octo, Odd Gunnar Fatland,
Michael Liu, Michael M. Brislawn, Michael Macri, Michael Maroon, Michael Matthews, Oded Nachshon (he/him), Odinson, Odon, Ofer Metuki, OgreForge, Oh SeungHan,
Michael Miley, Michael Nachtigal, Michael Nathanael, Michael Neumayer, Michael P. OhDubGee (he/him), Ojacid, Okra, Olaf C. Bressel, Oldstead of Blackwald, Ole Sandbæk
Charlton, Michael P. McMullen, Michael Peace, Michael Perez, Michaël Plastria, Michael Jørgensen, Oleg Slovesnyi, Oleh Krasovskyi, Oleksii Furman, Oliver Ahrendt, Oliver
R. Smith, Michael Reynolds, Michael Rinere, Michael Seay, Michael Sewbalak, Michael Hoffmann, Oliver Kast, Oliver Lind, Oliver Peltier, Oliver Shields, Olivér Varga, Oliver
Sperling, Michael Stein, Michael Tendy, Michael Tice, Michael Tomczak, Michael Vernon, Olivia DeForge, Olivier Bos, Olivier Bouchard, Olivier Deschenes, Olivier Fanton,
Underwood, Michael Wallack, Michael Wiese, Michael Wilson, Michael Wolf, Michael Oliviervb, Olle Karlsson, Olna Jenn, Ols Jonas Petter Olsson, Olufemi Sowemimo, Omar
Woodcock, Michael Zinda, Michał "Vincu" Kowalski, Michal Dobrota, Michał Godlewski, Eid, Omega-Envych, OmegaScales, Omer "Stellagama" Golan-Joel, Omer lekach, Omer
Michal Granec, Michał Sołtysiak, Michelle Johnson, Mick Hinrichs, Mick O'Brien, Raviv, Ondra „Dzagy Jahoda, Ondrej "Andreas" Trecha, one cent, ong (they/them/their
Middlenam, Midnight Haether, MidnightLightning, Miguel "Specter" Gagné, Miguel or ey/em/eir), onlunarseas, Opossum Zakaji, or, Or, or, Or, Or, Or @EunoiaRPG, Oran
Molina, Miguel Torija, Miika, Mika, Mike "Jaide" Harrington, Mike "Krik" Tucker, Mike Mosteller, Orcadrake, OrcStSam, Oren Geshuri, Orion Arthur, Orion Burke, Orko the
Birosak, Mike Blank, Mike Bollin, Mike Burgess, Mike Cripps, Mike F., Mike Geier, Mike Wise, Orlando Brandi, Orlando St Clair-Charles, Ornithorynque, Oscar Eriksson, Oscar
Goldrich, Mike Greszler, Mike Hjerppe, Mike Huber, Mike Kern (he/him), Mike Koslap, Ortiz, Osher Zizemski, Osmanthus, Ostap Soroka, OtterPuppy, Our Hero Andy, OwainB,
Mike L., Mike M., Mike R., Mike S., Mike Salopek, Mike So, Mike Teuscher, Mike Owen Fingerhut, Owen Meldrim Moore, Owen Wyatt, Oyeatia, Oz, Oz, OzNeverland,
Verhaeghe, Mike Webb, Mike Welham, Mike Westley, Mikel Hall, MikeMac, Mikey Oπo Menegasso Pires, P. McCurry, p1erx0R, Pablo Jorda "Papy_Shadock", Pablo Saldaña,
Kaine Odell, Mikey Smedley, Mikhail Gordin, Mikko Peltola, Milani Jace, Mildra The pad_illalach_upa, Paegis, Paladoxical, PaloMayor-1492, Pam Hansel, Pan Hammer,
Monk, Miles Grayson, Milo & Mal, Miloš "milda.28" Vacek, Mimi J., Mimi R. R., Mini PandaWarlock, Pandora, Pangur Bán, Panicmolt, Panu ”Possessed” Laukkanen, Paolo
Myths, miniatureian, MiniPainterJen (She/Her), MiraMira, Mirco Sana, Mirko Betancourth, Paolo Biggio, Paolo Buratti (He/Him), Paolo Cecchetto, Paquerette,
Hübschmann, Mirko Schroeder, Miron, Mirunin, Mish Pantin, Mist Master, Mitch, Paradogmatic, Parker Herrera, Parker Wilby, Pascal Ronghi, Pascal Rousseau, PastaMight,
Mitch McLaughlin, Mitchell "Sulyaga" M, Mitchell G., Mitchell Ketterling, Mitchell PastaSauce, Pat Callahan, Pat Gamblin, Pat Gurdgiel, Pate, Pathel, Patric Davis, Patrick,
Loveall, Mitchell Ross, MixBagofWeird, Mizzrum, MJ Feral, MKKA, Mo Al-Gailani, Mo Patrick 'Winterfuchs' Fittkau, Patrick 'Wyscot' McConnell, Patrick "Celowin" Jones,
Anne, Mo Holmes, Mocan, Modi Muse(They/Them), Mohan Grewis, Mohit Sadhu, Patrick “Noffham” Seymour, Patrick Atchison, Patrick Bauer, Patrick Braley, Patrick
Moises "Mo" E. Sorto, Molly Landgraff, Molly Porter, Mollymauk! (They/Them), Mommy, Burns, Patrick D. (he/him), Patrick Daniel Kell, Patrick Dishington, Patrick Erwich,
Daddy, and the Moon Bits, Momo, Momo Hinamori, Moni, Monica G, Monica Nissen, Patrick Grenier, Patrick J.A. Barrett, Patrick Joannisse, Patrick John Hayes, Patrick
Monika and Xen, Moongravity, mOOOn, Moose, Morgan Buck, Morgan Burden, Morgan Lambert, Patrick Linn, Patrick Lueftner, Patrick McCoy, Patrick Milner, Patrick Mooney,
Forsythe, Morgan Fuller, Morgan Geraghty, Morgan Mofle, Morgan S, Morgan W, Patrick O’Shea, Patrick Palm, Patrick R., Patrick Rass, Patrick Riley, Patrick Schladt,
Morgan Weeks, MorganKF, Morgaxx, Moritz "Moe" Köhler, Moritz Weingraber, Patrick Sonner, Patrick Theiner, Patrick Thompson, Patrick Vega, Patrick Willoughby,
Morningbird, Moró Stivali, Mortag, The Fell Knight, Morys Drecht, Mosquetero Rolero, Patrik Brinning, Patrik Olterman Rodhe, Patryk Adamski, Ruemere, Paul "LostLegolas"
Motschegiebchen, Mouri, Mouse, Mouse of Glen, Moxie Melody (she/they), Mr Coleman, Leone, Paul “Polly” Stephenson, Paul & Riley Thomas, Paul & Tiggy, Paul Arezina, Paul
Mr Dave, Mr_Riddleman, Mr. Anonymous, Mr. Bit, MrDelicatesse, mrdimsim, Mrgamgeezy, B, Paul Beakley, Paul Booher (They/Them), Paul Davis, Paul Di Blasi, Paul Elliott, Paul
MrGoodEnough, MrKaelann, MrMicci, MrMistoffeleez, Mrówek, MrSatterday, MrT3a, Gerrish Jr., Paul Gibson, Paul Goldenstein, Paul Grayson, Paul Gregoire, Paul Hayes,
mrtedmartin, MrtheAlfo, MrVoids, MrWednesday, MrWise, MsceofSpadez, MShihab, Paul Kiefer, Paul Kießhauer, Paul Lillehaugen, Paul Maloney, Paul Marr, Paul Nack,
Mubarak Mohamad Al-Mishwit, Muffin Cakes, Muffin Man, Murloc, Murmeldjuret, Paul Seme, Paul W. Herlan, Paul Webster, Paula Lorenzo, Paula Sheridan, Paulie
murphzero, Mushigawa, Muskrat, MutantRobo, Mx Aki Hewlett (They/them), Myles Pennington, Paulina "Kiraśna" Radziszewska, Paulo Daniel Salles Ramos, Pavel Bareš,
P, Myles Shirley, Myles Williamson, Mÿr, Myros, Mysterious Green Bean, Mystinen, Pavel Žák,, Paweł Borawski, Pawel Daruk, Paweł Gach, pax, Pax! (they/them), Pedro
Myther, N. C. Polley, N. Palasse, N. Tanak, N.A. Vreugdenhil, N1ewierny, Nadav Ben «vehrka» Ferrer, Pedro Salgado, Pedro(Te) (he/him), Peiblit, Pelle Bording (he/him),
Dov, Nadav Picar, Nadav Soroker, Nadein Rex, Nads264, Nagisakara, Nahdacajou, Nai, penwing, Peregrine Sage, Péricles Vianna Migliorini, Persephone, Perverseness, Petajsh,
Nai Nui na Niu, Nainakra, Najm Haq, Namashe Yellowglove, Nancy Feldman, Nani C, Pete, Pete Sinn, Pete Sterpe, PetePeteRepeat, Peter "Waximus" Waxmonsky, Peter Brown,
Naoki shibadda, Naomi Durall, Nara Van Rossum, Naridas, Nartis, Naseweiss, Nashatal, Peter Ciaralli, Peter Clemmens, Peter Duerst, Peter Folkert, Peter Gates, Peter Guenther,
Natalia, Natalie Holland, Nataniel, Natasha Chapman, Nate B., Nate DragonMyAce Peter Haynes, Peter J. Backman, Peter Jepsen, Peter Knebel, Peter Mose Jensen, Peter
Laleman, Nate McLaughlin, Nate Miller, Nate Munn, Nate P, Nate Reed, Nate Richmond, Ryzanych, Peter Schnellenberger, Peter Schubert, Peter Vertesi, Peter Wallace, Petey
Nate Solano, Nate Thompson (Dayman), Nath.G, Nathan and Jenna Huff, Nathan C, Mainardi, Petr Dem., Phanraven, Phil 'PhilboBaggins' Taylor, Phil Burge, Phil Clayburn,
Nathan Camp, Nathan Collett, Nathan Cox, Nathan EmCeeKhan, Nathan Ewald, Nathan Phil Doud, Heroically Games, Phil Markwalder, Phil Pehlke, Phil Ulrich, Philip Gorski,
Graham, Nathan Greenup, Nathan Holt, Nathan Lewis, Nathan Lucas, Nathan Nolan, Philip Jaques, Philip Lewis, Philip P., Philip Shafer, Philip W Rogers Jr, Philipp Ehmann,
Nathan Patrick Lane (he/him), Nathan Raj, Nathan Roller, Nathan Swift, Nathan Philipp Gerritsen, Philipp Ottensamer, Philippe Marcil, Philippe Tousignant, Philippe
Whitsel, Nathaniel Bonin, Nathaniel Bowers, Nathaniel Clark, Nathaniel H, Nathaniel Vergé-Brian, Phillip Bailey, Phillip Breja, Phillip H, Phillip McGregor, Phillip P., Phillip
Hamilton, Nathaniel Sievert, Natxo "Oxtan" Abal, Navarre F., Navve Segal, Naylyn Sdao, Phillip VanDerBurg, Philosophy Josh, PhoenixBlade, PhoenixRisingFromAshes,
Gaffney, Neal Dalton, Neal Devlin, Neal Zupancic, Necromuncher, Neema Sadry (he/ Phubar, picnicprince, Piero Di Giovacchino, Pierre 'Le Dude' Gravelat, Pierre Coppet,
him), Neerg Hanoy, Neil Brannigan, Neil McGuire, Neil Merryweather, Neil Priewe, Pierre Voigtlaender, Pierre-Olivier REGIN, Pierrick Guillou, PIETRO1410, Piggypeguin,
Neil Reigelsperger, Neil Shader, Neil Standish, Neil Tirado, Nelson Hallidy, Nemanja Pik, Pike Ivyborn, Pilsy Lewis, Pingouin ninja, Pinstripe Costi, Pinyx, Piotr Korczyński,

235

T he H eap-T hing of S kunk Glen

Paul Grayson (Order #46877243)


Appendices

Piotr Król, Piotr Patelski, Piper Hoffman, Piper Rowanoak Swim (they/them) - Oaksong Ryne Martin, Ryu Takumi, Ryuu_OwO, ryyyne, S, S. C. Harrison, S. Jense, S. Leber, S.
Games, PKisFreakay, Platon Palaiologos, PleasantlyGrimm, Pokeypillow, Pol Gamez, M. Griffin, S. Paauw, S. Viswanathan, S.Knowles, Saajan 9000, Saala, Saalis, Saaz Ai'el,
Pól Stafford, Polinchka, Political_Humour, Polychromika, Pomum Terrestre, Poon_Nropay, Sabine ten Hoeve, Sable Brine, sabr, Sabrina Ray, Sadok Kohen, SadPillow, Saega,
PopeBacon, Poppy Reffold, Port Arthur Game Society, Potato On The Beach, Potty & Saelind, Saeric, SaerynK, Saga Mackenzie, Sage Widebrim, SagusAcies, Sal Puma,
Pablo, Preacher Kitty, Preston Bruce, Preston Kaye, Preston Short, Pri K, Primetide, Salbrin, SalemSage, Sally Adora Belle, Salski, Salvatore Fontana III, Sam, Sam Allen,
ProfBeard, Professor RPG, Prolific Fire, Psiphyre, Psychic Cactus Games, PsychicP1xel, Sam Balana (he/him), Sam Blanchard, Sam Carter of Mars, Sam Cattle, Sam Dannemiller,
Psychotrickery, Pun, PunnelVision, purepolarpanzer, Pyrod, Quazal, Questline VTT, Sam Dark, Sam Fuller, Sam H, Sam Jackson, Sam K, Sam K, Sam Kanely (They/Them),
Questor The Elf, Quill's Tiny Quests, Quinn Grey, Quinn Henderson, Quinn Levandoski, Sam Mott, Sam Oughton, Sam S, Sam Saitta, Samantha & Patrick Harris, Samantha Di
Quinn Majeski, Quinnhuman, Quiqui The Kappa, Quirin, Qwenz, R (from MR Boardgames), Girolamo, Samantha F.G. Hamilton, Samantha Woodier, Samira Sunesara, Samm Taffe-
R Alexander Calahan, R Brian "Antlers" Scott, R C Spillman, R Fournier, R Mark Buffington, Ebanks, Sammy & Hayley Hart, Sammy Bosma, DorkTw, Sampo Vuori, SamT, Samuel
R R Clark, R Zemlicka, R. Butler, R. M. Prouty, R. P. BARON van Reede van Oudtshoorn, Beal, Samuel Dallaire, Samuel Flores, Samuel Gordon Mitson, Samuel Hawk, Samuel
R. Stone, R.T.Scherzer, Rabenvogler, Rachael Cruz, Rachael Swertfeger (Jade Vala), Lagace, Samuele Ragazzini, Samuli Siira, SamuraiN, Samwise Shepard, Sandon Joubert,
Rachel Amberglass, Rachel Bauer, Rachel Deborah, Rachel G, Rachelle Farrar, Raece Sandro Griesser, Sangarunya, Sangorn, Sangrakkor, Santiago Baca, Santiago Campo,
Young, Raefeodane, Rafael & The Band of the Silver Raven, Rafael Carvalho, Rafael Santiago Cesar Cabrera Castellanos, Santiago Javier Mejias, Santiago Ureña, Sara "Minini"
Ferreira, Rafael Gonzalez (he/him), Rafe Petersen, Rafe Stanley, Raffa, Raffy Espiritu, Isakova (She/Her), Sara E. Rabinovitch, Saragonvoid, Sarah Dahlinger, Sarah H., Sarah
ragecryx, Raiden, Rainy Panda, Rajan Khanna, Raldor(Nicolas T Guerin), Ralf Teusner, Rose, Sarah S., Sarah Terman, Sarah Wong, Sascha Goslin (She/They), Sasha Twen,
Ralofen, Ralph Holland, Ralph Mazza, Ralyn MacArren, RamblinPhoenix, Ramnath Saturntoodles (she/her), Scarlet Song, Schlumpf, Schneids, Schofl, Schorsch Wild,
Nanthakumar, Ramon Villarreal, Ramse Angel Lambaria Gonzalez, Randall Brown, Schrodinger's King, Schubacca, Scoot and Yarnipur, Scot Reed (He/Him), Scott "Lyshote"
Randall Wright, Randolphus Barbarrossa, Randy "Sir Gryphon" Williams, Randy Banks, Scott & Jessie, Scott Alexander, Scott Brown, Scott Charette, Scott Gibson-Uebele,
“Syntruth” Carnahan, Randy Hightower, Randy Ulch, Ranttone, Raphael Bressel, Raphaël Scott Heyden, Scott Hoopl, Scott Jarvis, Scott Kelly, Scott Machen, Scott McGill, Scott
Hémery, Raptorus77, Rara, Raseba, Rashard Williams, Rasmus Nicolaj West, rat0nlav3ur, McIndoe, Scott McIntosh, Scott Olejarczyk, Scott Osburg, Scott Paquette, Scott Raby,
Ravenrie, Ray Baker, Ray Lodevico, Raya Darley (she/her), Rayfasa, Raymond Best, Scott Ryan, Scott Thede, Scott Uhls, Script Wizards, Scruffy nerfherder, ScruffyDuck,
Raymond Cotter, Raymond Jasinski, Raymond Nichols, rayners, Rebe, Rebecca Fay, Scryl, Sdebeli, Sean "Raven" Donohue, Sean Furlong, Sean Gerow, Sean Goodman, Sean
Rebecca L Jones, Rebekah Proctor, Rebekah R. Ganiere, RebornJade (He/Him), Red Gregor, Sean Hayes (he/him), Sean Hoffman, Sean Holman, Sean Jack, Sean Lickfold,
Fraser, Rederthere, RedEyeRake, Redi Spades, Reece | Game Night, Reece Patterson - Sean Littlepage, Sean Marcum, Sean Nittner, Sean O, Sean P. Phelan, Sean Seeto, Sean
AKA Squirrel, Reece V, Reed B. (He/Him), Reed England, Reed Logan Westgate, Reg Swezey, Sean Toland, Seb Tudor, Sebastian Andrada Ottonello, Sebastian Berger, Sebastian
Stuart, Regdar the Seer, Reggie Carlisle, Reggie Tsai, Reid Bathgate, Reid Zimmerman, Braun, Sebastian Farchione, Sebastian Geiger, Sebastian H. Fosse, Sebastian Kraus,
Reimiel, Relic, Remi D'Amours, Rémi Gisclon, Remington Riddle, Ren, Ren Magnus, Sebastian Kruppert, Sebastian Valdivia, Sebastian Velasquez, Sebastian Wawrzyńczyk,
Rena & Sascha, Rene, René Reinhold Schallegger, René Schultze, René-Pier Deshaies- Sebastian Wersin, Sébastien Pinto, Sébastien Richer, Sebastien Torres, Secondhand
Gélinas, Renn Sørensen, Renzo Gambone, Reseru' Sansone, Resias Han, Retrotom, Rex Samurai, Security Seans, Sefish, Seggo Furrytoes, Sekh Bird, Selenio, Selmeci László,
Rose, RexCelestis, ReynRE, RG Troll, Rhainda (he/him), Rhett and Ty Wilson "He/ him Seneca, Sentaran, Sequaia, Ser Eld Camrey, Seraphel Daystar, Serena Tempest, Sergey
and she/her", Rhodri2P, Rhonda Seymour, Rhoslyn Mills, Rhuby Elizabeth, Ric Baines, Tverdokhleb, Sergio Solorzano, Sérgio Sousa, SerpensFumosus, Seth "WhiteFoxSG",
Ricardo Esteves, Ricardo J Silva, Riccardo Siligato, Ricebits, Rich "Grismare" Pierce, Rich Seth (he/him), Seth Croston Barber, Seth Garrett, Seth Halbeisen, Seth Hartley, Seth
Hiner, Rich Warren, Rich Winslow, Richard, Richard 'Vecna' Hussey, Richard A Gonçalves, M, Seth M, Seth Thomson, Seth Tims, Seth Webb, Knight of Springtime, sev, Sevr,
Richard Appleby, Richard August, Richard C Plemons, Richard Delaplace, Richard Shacked A. Rosenthal, Shadowkirby, Shadowluigi, ShadowRose, Shae McCarty, Shamolow,
Dracconos “The Great Riki” Goulart, Richard Evans, Richard Fearn, Richard Frolkovič, Shams pour Carte Blanche (they/them), Shane Doyle, Shane Gee, Shane Holladay, Shane
Richard Ginisty, Richard Heslop, Richard Jennens, Richard Lam, Richard Mendonsa, Huston, Shane Mclean, Shane Taylor, ShangryLlama, Shank, the Tonsured Ape, Shankar
Richard Nimmons, Richard R. Martin, Richard Ruane, Richard Sands, Richard Wride, Nakai Goncalves dos Santos, Shannon R Lewis, SHAQER85, SharkTheBait, Sharon Alix,
Richardo Mroczek, Richie Ablaza, Richie Lambert, Rick "Portholus" Moore, Rick C, Rick Shashidharan N. Subramaniam, Shaun Benvie, Shaun D. Burton, Shaun Farley, Shawn
Gentry, Rick Neal, Rick Wilson, Rico Reinhold (he/him/any), Riebino, Riffler, Rifqi Hanf, Shawn Hod Speidel, Shawn Rose, Shawn Tomkin, Shawn Walters, Shawn Winn,
Dahlgren, Righan Meehan, Riley, Rio Noriega-Nicholson (they/them), Rion Urven, Shay J., Shayed, She/They, Shelby D White, Shen. Hung-Yang, Shenandoah Brown,
Risoto, Risto Bubert, River Daniel, Rixie, RJ, RJ Mariani, RMH (He/Him), Roan1430, Sheol Firen Brimstone, Sherman Sheftall, Shiki136, Shinsudo, Shiro, Shmidu, shoes,
Roar Ladd, Rob Coughlin, Rob Lally, Rob Macquarrie, Rob Meerscheidt, Rob Modzelewski, Shon Lewis, Shredded Wombat, Shrimpy DuGrasEtDesJeux, Shu Sam Chen, Shukin,
Rob Nadeau, Rob Saronson, Robbert Schut, Robbie Breese, Robbie Eberhardt, Robert Shy Tsunami, Shylie, Si Hibberd, SidLord, Sierra Hosea-Kilkenny and Kiernan Kilkenny,
"Ayslyn" Van Natter, Robert "Jefepato" Dall, Robert & Rachel Hirst, Robert Beyda, Robert Silas Andrews, Silent Gabe, Silinthar Bolenstar, Sillade, Sillywyrm (they/them), silvaril,
Buurman, Robert D. Wilson, Robert Dale, Robert Davison, Robert Day, Robert Doner, Silvère Coulin, Silvio Herrera Gea, Simon, Simon Best, Simon Bogaerts, Simon Cotterill,
Robert Drager, Robert E. Spencer II, Robert Esser, Robert Foster, Robert Galonski, Robert Simon Fournier, Simon Oh, Simon Pearson, Simon Stroud, Simon Trudeau, Simon Ward,
H. Mitchell Jr., Robert Hahn, Robert Hammitt, Robert Hazelton, Robert J. Guadagno, Simon Widman, Simona Gelati, Simone Coluccelli, Simone Ettorre, Simonne Drasdauskis,
Robert James, Robert Kropiewnicki (PhantomNJ), Robert L. Flowers Jr, Robert Lewis, simply josiah, simply_sviat, Sindri Snær Helgason, Sion A., Sir Eric Coutu, Sir Jared
Robert Mania, Robert McIntosh, Robert Murray, Robert Newman, Robert Peacock, Ellesmere, Sir Leo of House Jenicek, Sir. Rok Locksley, Sir.ElfoMaroto, SirAston, SirGoaty
Robert Phillips, Robert Rae Mohr III, Robert Rappoport, Robert Scripps IV, Robert (He/Him), Sirly Eric, SirRageALot, Six Wing Studios, Sizzlelean, Skersch, Sketch,
Watson, Róbert Zsolt Nagy, Robhawk12, Robin, Robin "Zemce" Gonzales, Robin Dante skinnyjeansus, Skox, skwiziks, Skye Burnett, Skye H, Skye Sutton, Skyler Escamilla,
(He/Him), Robin G., Robin H., Robin Longhurst, Robin M, Robin Miller, Robin Trosien Skyler J.B., Skyler Kehren, Slabibi, Slade Eide-Ettaro, SleepyNinja, SlibberGloob, Slorder,
(he/him), Robo Goblin, Robot_Hermit, Robyn Hemlocke, Rockisus, Rod Freund, Rod Slumbering Druid, Sly Ningen, Slyfree3, SmiCat, Smiley, Smiley McCloseToDeath,
Meek, Rodrigo “Rolquimia” Murillo, Rodrigo Gallo, Roger FV, Roger G., Roger Haxton, Smoke, Snag, snir kolodni, Snorri, Yonni and Michal Mendes, Snowcat, snushbear,
Rogier, Roi Gaash, Roi Horowitz, Roipingu, Roland Scaife, Roland_Malius, Snydly, Soana, Socially Inept Clown, Sohan "Soula" Govind, SolarFlora, Soli Alpert, Solly
RoleplayUnderMaintenance, Roll 4 Gravity, ROM ROM, Romain 'Celyus' RAVELLA, "directxman12" (it|she), Some Other Heroes, SomeKnight, Sonia 'Edzik' Allan, Sophia,
Roman Kuzyk, Roman Penna, romulus, Ron 'Rune' Forbes, ron beck, Ron Lugo, Ron Toreador Fan Girl (She/Her), Sophie C., Sophie Ooi, Sophie Schell, Sorceress Jules, Sorcha
Müller, Ronald Dietz, Ronald H. Miller, Ronan Laiken Plessis, Ronan O'Connor, Ronie Cahill (she/her), Sören Kohlmeyer, SoulAngel Fedaykin, SoulOfTerra, Sourjya Sinha
Uliana, Ronnie Kieklak, Roodie, RootDwarf, Rose O’Reilly, Rose Stem, Rosespark(she/ Roy, SouzaGM, SovereignCast, spacht, Spantzz, Sparrow, Sparrow, Spencer Drake,
her), Ross A. Metcalf, Ross Aitken, Ross Cheung, Ross Fisher & Hazel Tyler, Rotochron, Spencer Wolford, Spenser Rubin, SpikeFaceSam, SpitefulFox, Spoon (sneaky), Spyros
Rowan Estes (she/her), Rowan Nairn, Rowan Spiers-Floyd, Rowan/Icarus (They/Them), Gkiouzepas, Spyros Tzanakis, Squall, Squireminime, Squirtlenick, SrBerjillos, Stacy
Rowanberrypie, Rowen Higley, rowlandg, Roxley, Roxy Reyes, Roy Mumaw, Royce Forsythe (she/her), Stafan Lynch, Stahlwardt, Stanislav Nowak, Star_Lex (They/Them),
Ogburn, Royce Piels, RpgSoldier, RPJ Creative, Rrok Anrolle, Rubén Acevedo III, Ruben Starfirewater, Stay Simple, StealthyDruid, Steel Stormwind, Stef Lahr, Stefan Ichters,
Brandt, Ruben L. Archilla, RubinRitter4, Rubynight, RudeGuy, Rudy, Ruebennase, Stefan Johansson, Stefan Matthias Aust, Stefan Ohrmann, Stefan S., Stefan Sterzenbach,
Rufino Contreras, Rui aka Ariamus, Rui Gregório Gomes Pestana, Rules Artificer, Rummel, Stefan Strobl, Stefan Struck, Stefanie Notar, Stefano Starhaus, Stefano Tagliaferri, Steffen
Rumo of Zamonia, Rune Æther, Rune Kjeldsen, Rune Soldier Dan, Ruslans Andrejevs, Brand, Stella Kosmistr, Stella Sheputa (they/them), Steph Chiu, Stephan, Stephan Davis,
Russ LeBar, Russel Harder (he/him), Russell Akred, Russell Cain, Russell Hoyle, Russell Stephan Szabo, Stephan van Hugten, Stephane Henriet, Stéphane Lorek, Stéphane
Jones, Russell Podgorsek, Russuel Wood (he/him), Rusty Gray, Ruud "Snapmist" Kuchlein, MOUNIER, Stéphane Schmieszek, Stephanie, Stéphanie Dusablon, Stephanie Mah,
He/him, Ruy, Ry-Man, Ry3an, Ryan 'Uncle Rufus' King, Ryan Blatchford-Smith, Ryan Stephany R.H., Stephen (Hippo) Abel, Stephen (SplitPersona) Kelly, Stephen B. Nolan,
Bolstad, Ryan Bombard, Ryan C. Reeves, Ryan Elliott, Ryan Forgione, Ryan Fury, Ryan Stephen Bayes, Stephen Brown, Stephen Carr, Stephen Edge, Stephen Esdale, Stephen
Giff (he/him), Ryan Glass, Ryan Gregory Usher, Ryan Hoolehan, Ryan Kanniard, Ryan G. Paterson, Stephen Hardy, Stephen L McMorland, Stephen Michael Kellat, Stephen
Kelln, Ryan Kent, Ryan Leonshield, Ryan M. Vent, Ryan McGilloway, Ryan McRae, P, Stephen Palmer, Stephen Rokitka, Stephen Rosia, Stephen Schiber, Stephen Schweitzer,
Ryan Mueller, Ryan Oliver, Ryan Patterson, Ryan Rasey, Ryan Schroeder, Ryan Stephens, Stephen Shea, Stephen Turner, Stephen Watkins, Stephen Waugh, STERBEN_FX5,
Ryan Thames, Ryan W., Ryan Young, Ryder & Duskwood, Ryland H Garnett, Rylie, Sterling Bates, Sterz Sebastian, Steve "Platinu" Smith, Steve Bennett, Steve Benton, Steve

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Appendices

Hall, Steve Hyatt, Steve Latta, Steve Locke, Steve Martin, Steve McSmailes, Steve Moore, Schwennsen, Tristan Willaume-Real, Tristen B. Conner, Troels Frostholm Søe-Larsen,
Steve Morrison, Steve Powers, Steven “Boosted Reality” Holmes, Steven Alexander Melin, Trond Birkeland, Troy Ellis, Troy Stubblefield, True MT, Truman Leung, Ts Kennedy,
Steven Charbonnier, Steven Collins, Steven DeVito, Steven Grey, Steven Iasella, Steven TSDY, Tubby McButters, Tulloran, Tuomo Nyrhilä, Turisan, Tuure Saloheimo, Twelveseal,
Kei Kenobi, Steven Kou, Steven Niu, Steven Noren, PhD, Steven Setzer, Steven Sorokin, Twinzeko, Twizt, Ty Kelly, Tyger, Tyler A, Tyler Baskind, Tyler Brenman, Tyler Keith,
Steven Vales, Steven Watkins, Steven Wolf, Steven Wyman, Steveon Walker, Stew Danger Tyler Matheson, Tyler P., Tyler Petrie (she/her), Tyler Russell, Tyler Scott Smith-Taylor,
Wilson, Stinkyk8, Stirling Argent, Stove, StpdSxySzchn, Strahinja Todorović, StruckerGee, Tyler Soto, Tyler W. Ruff, Tyler Wike, Tyrell, Tyson Carrett, Tyson Pink, Tyto, tzigi,
Stuart Chaplin, Stuart McDougall, Stuart McKay, Stuart Skilton, Stuart Watkins, Stuart Tzvi Jasper, UFJelly-O(he/him), Uli Claushallmann, Ulises "ScornWeed" Gomez, Ulrich
Whitehouse, Styxette/she, Suavemente, Sune Nødskou, Sunrunner, Super Bob the bunny Drees, Ulver the Nerd Viking, unMadeGaming, unseenlibrarian, Uri Lifshitz, Uriel, V.
boy, Surányi Miklós Sumi93, Suratada Kaewkangwal, SuzPhDM, Sven, Sven, Swagittarius Douglas Chapman, V. Garrett Bittner Jr., Vakarian, Valdrianth, Valene Mitchell, Valérian
(it/its), Swan, Swordsmoose, Sybil Blackwood, Sydney H (She/Her), Sydney H. Thorne, Chasserio, valleyman, Valmira (they/fae), Valoutine, Valric Constantine, Valrou, Vampure,
Sylvestra Cantrell, Sylvie, Synarune he/they, SyncophantGreen, Synopsis, Synthetic20, Vanja LoVerso, Vanta Bleu, Vash_GR, Vaughan Cockell, Vele Mamba, Vellie, Vellor,
Syrus Quinn, Szabó Bence, Szabó Gábor, Szilágyi L. Gábor, Szopen Marcin Bartmański, Vemund.D, Vendross Argentum, Venita Pereira, Venrix, Vera Schooler, Verdun Vairemonte,
Szymon Glav Konicz, Szymon Kafel, Szymon neishin Szweda, Szymon Ulenberg, t, T Veronika Matousova, Vesku "Weze" Heikkinen, Vespers, Vicente Cartas Espinel, Víctor
J Zeeman, T Siew, T. C. Dion, T. L. Bainter, T. Shirts, T.J. Finch, T.J. Tague, T.R. Bower, "Enrad" Martin, Víctor Castaños Pastor, Victor G. Balcazar Moctezuma, Victor Gil [JinShiro]
T.R. Grimm, T.R. Woodruff, Tabea, Taber Fisher, Tabor Grindrod, Tad Cooper, Tadedy, Salonga, Victor Otani, Victor P. Haerinck Jr., Victor Pires Mendonca, Victoria Bosley
Tadhg Mackay, TadK, Tahalanan, Tal Mazor (He/Him), Tall Gnome, Talon Slead, Talos, (she/her), Victoria Steele, Victoria V, Victoria Valen, victusfate, Vidar, Vidya and John's
Talysin Thorn, Talzyon (he/him), Tama Beazer, Tamuz, Tanja Neubacher, Tanner dad., Vierus, Viktor Engholm, VillainousVoxx, Villifer Lunaria Massey (she/they), Vince
Coladasnti, Tanner McCracken, Tannin, Tannor G., Tanqq, Tanukibashira, Tanya Itkin, "Blackpaladin" Arebalo, Vincent B, Vincent Bezic, vincent furstenberger, Vincent Henrotte,
TaR, Tara Saha, Targrus, Tarkil, Tarooki Games, TarrinOfAzinor (they/them), TaTooKa, Vincent Pelletier, Vincent van Breukelen, Vinessa Taylor, Vinh Ho, Vinh Phan, Vinicius
Tatxu, Tavon Gatling (he/him), Taylor, Taylor 'GrokMonkey' Cobb, Taylor Howard, Pataco, Vinny M., Violet Epoche, viri, Vithigar, Vitor Tumoli, Vittorio DeParasis, Vivi
Taylor M, Taylor Ogg, Taylor Patience, Taylor Repetti, Taylor Walders, Tazzy D, Tbird, Franco (She/They), Vlad Croitoriu, Vladislav Sukhmel, Vladrynne, Vladyslav Volchenko,
TeaEra, Teapot Error, Tebra Hansing, tecknobabble, Ted Lee, Ted Pwyll, Ted WyrdGM Vojtech Pribyl, Volsung, Vonkalts, VonToto, Vorkof, VTTom, Vuk Kremić, W. Jade Young,
LeBeau, Teddy Fuller, Teemons and Jarwons, Tegan Mannino, Teis Høeg, Telelia, Telvin, W.A. McMurray, W.Stenz, Wabbafluga, Waco Glennon, Wade Gregory Tripp, Wade
Templar's Tabletop, TenbatsuZ, Téo Rozet, Teoph, Teräspersilja, Terriblyuncreative, Jones, Wagner Finger Hörbe, Wago, WaiserGreif, Waldemar Müller (he/him), Walker
Terroar, Terry Dana Jachimiak II (he/him), Terry L Gilbert Jr, Terry Wilcox, Tess Winlock, (she/they), Walt McGough (he/him), Walter A. Chacon, Walter Brediger, Wando, Ward
Tex Galloway, Thadius Rushing, Thalji, ThAT1gUY, Thayne Blake, The Aldin Brothers, Donovan, warlockelder, Warren Worthington, WaterDogNeptune, Wayne Ligon, Wayne
The Ardent Archer, The Bengrys, The Broken Seal, The Cardboard Family, The Craftsman, Rossi, Wayward, Wei-Hua, Hsieh, Wes Ascolese, Wes M, Wesley B, Wesley Barta, Wesley
The Cursing Dungeon Master, THE Donnie, The Druidic Monk, The Freelancing Blair, Wesley Green, Wesley Sansom, Wesley Williams, Wheat, WhimsicalWisp, Whit
Roleplayer, The Fulgent Crow, The Geekery, The God of Purple, The Grebo, the Grizz, Mattson, Whitney Winkler, Widoo, Wigiot12, Wil Yau, Wilbeck, Wilde Karde, Wilfredo
The Heart, The Huffakers, The Initiative Inn, The Karch Tan, The Last Squirrycorn, The Santos Jr, Wilhelm Kubein, Will Briggs (he/him), Will Dunlop, Will Godar, Will Gordon,
Legend Smithy, The Mad Queen, The Madman, The Maxfields, The Mondolori, The Will Gorman, Will Harvey, Will Johnson, Will K, Will McConnell Simpson, Will
Monster's Mother, The Nameless Phantom, The Orange Nebula Team, The Outlier, The McKenzie, Will Merriott, Will P, Will the Wize, Will., Will0Wisp, Willbo, Willbo
Real MacGuffin, The Screaming Rat, The Sleeping God, The Sovereign Rat or The Dude, Boggins, Willem, William & Toby, William A Frederick, William Bailey, William Balvanz,
The Steve’s D’Amato, The Underground Dojo, Collinsville, IL, The Unknown Stuntman, William Brown, William E. Johnson, William Fisher IV, William Flack, William G.
The Vitruvian Meeple, The Wegrzyns, The World Anvil Publishing, The333Man, Theanael, Banowsky, William Gerke, William Hill, William King, William Kotas, William M
TheAutumnWriter, TheBabes, Thebenhatton, TheBlueOak, thebrooder, Thecodex, Lucero, William Mayorga, William Moore, William R Clark, William Read, William
TheEldritchFox, TheeScottieP, theGoopo, TheGreatRasputin, TheLoopymonkey, Schiavi, William Weiler, WilliamB, Willie Davis, Willofol, Willow Alexis McClelland,
TheMechanic, Theo Frielinghaus, Theo Rivera, Theodore, Theologicalbear, Theredfox64, Willow M, Winter (she/her), wiskeyjac, Wizard Dave, Wizard Staffing Co, Wodhan,
TheZMage, Thibaud Huber, Thibault Schwartz, Thierry "Triangle" DEVILLERS, Thierry Woj, Wolfe Scott, Wolfgang, WONG JING, Wouter McGrory, WP, Wren Stark, Wren
Alves, Thierry De Gagné, Thijs van der Velden, Thom Jorgensen (He/They), Thomara Walden, Wrenintheworks, Wumby Flappy, Wuvly Wuvs You, Wyatt Fetner, Xander
B., Thomas "Lunayar" Moy, Thomas "TheSabotender" Beswick, Thomas Baker, Thomas Tide, Xav Leonard, Xavier Miriam Leia Aixendri Moneny, Xavier Richardson, Xavier
Behrens Jr, Thomas Bugg, Thomas Clarke, Thomas Elfing, Thomas F. Johnson, Thomas Wolford, Xavier Wolfs, Xavl, xeno120, Xenothon Stelnicki, Xero Larkspur, Xiahou [they/
Faßnacht, Thomas Foote, Thomas from Sixpence Games, Thomas Gerlick, Thomas them], Xiasmus, Xkhi, Xosé Oscar López Rascado, Xuan, Xylemicarious, Yadiel Rosario
GLORIEUX, Thomas Haakinen, Thomas Häfele, Thomas Kavanagh, Thomas Kenrick, Cruz, Yago Domingues, Yakier Bunker, Yamio, Yan Kodiac, Yannick Meyer, Yay, Yemika,
Thomas Mansour, Thomas P Kurilla, Thomas Penny (He/Him), Thomas Peterson, Yevhen Tabakov, Yew, Yiftach Govreen, Ymir, Yoav Bartov, Yoav S, Yogmeister, Yong Jia
Thomas Pine, Thomas Richardson, Thomas Twiton, Thomas Wess, Thomas Woodland, Yaik, Yoshiaki Mimura, Yotam L, Your D&D: Echoes of Legend, Your GM Chandler, Yu
Thor Hay Sørensen, Thoran Rodrigues, Thore Schmidt, Thorn, Thorsten M., Thorsten Tsai Su, Yuffie, Yuki Astrea, Yukio Ryudo, Yurian00, Yurii "Saodhar" Furtat, Yuriszoo, Z
Sick, Thorunge, Three Sails Studios, Tiago DUARTE, Tiago Panaro de Oliveira, Tianna the RPGguy, Z. M. Smith, Zac, Zac Colbran, Zac Derenne, Zac Simpson, Zac Wirth, Zach
Janali, Tibalt the Jester, Tibby_LTP, Tica, Tiest Vilee, Tiffani Sahara, Tiffany Korta, Bohn, Zach Cullimore, Zach Decker, Zach Gyorffy, Zach McCoy, Zach Norton, Zach
Tillerz, Tim "Danger" Hall, Tim Baker, Tim Clark, Tim D., Tim D. Daigle, Tim Ellis, Tim Sebring, Zach Yokell, Zachary Bailey, Zachary Bean, Zachary Carns, Zachary Hall,
Flannigan, Tim Gonzalez, Tim Guy, Tim Hennigar, Tim Hoepker, Tim Leard, Tim Zachary Honzik, Zachary J. Davis, Zachary Moix, Zachary Pollak, Zachary Presnall,
Leuftink, Tim Rangi, Tim Sorrels, Tim W Brown, Tim Welch, Timo I., Timo Robl, Timotej Zachary Stevens, Zachery Naldrett, Zachery Strider (She/They), Zack Ashcraft, Zack
Karafa, Timothée Aubry, Timothy Ardoin, Timothy Bruning, Timothy Choate, Timothy England (He/Him), Zack Patty, Zack Wenning, ZACKary Betsch, Zaff the Wanderer,
Doughty, Timothy G Smith, Timothy Griffin, Timothy J. Watkins, Timothy M. Elliott, Zahc Rhen, Zak Knippel, zak ralston, Zamak, Zani Mattia, Zaphikel, Zara Sluys, Zarock,
Timothy Masamitsu, Timothy Merryman, Timothy Miller, Timothy Yarcia, Timothy Judge of Chaos, zaser, ZaSkTa, Zaxxon, Zayne Lantz, Zealot, Zeb Berryman, zeek20004,
Yuen, Timu King, Tina perkins, TitanTalos, Tiwi, TJ Ferrell, TJ Walker, TJ Young, TL zeitiger, Zelda Smith, zemesan, Zennihilation, Zephier, zer0daylight, Zerohikaru, ZeroPF,
Barnes, TNTablet, Toadeq, Toagreshnuva, Toasted Mittens, Tobias Niemitz, Tobias Zeus Legion, Zhyraxx, zi hzuo, Zin, zino.212, Zinzer, Zio Hal, Zion Seda, Ziri Vier, Ziv
Theis, Todd Biggs, Todd C. Neff, todd estabrook, Todd Reis, Todd Thomas, Tom "palfrey" Kitaro, Zivairyn (they/them), zmef, Zodka, Zoe Tunnell, Zoltán Sarkadi, ZombieBitz,
Parker-Shemilt (he/him), Tom A Moore, Tom and You-Sun, Tom B. Curvis (he/him), Zomg, Zomrand, Zorgoll, Zowa, Zuzanna Janczewska, Zwagerman, Zxithenull, 老祁,
Tom Chiverton, Tom Davidson, Tom Douwes, Tom Dowd, Tom Gartin, Tom Gilvear, 404, .Nvaet, (My recently passed Australian shepherd), (No caps please), (Odinfirewood),
Tom Hardy, Tom Kollman, Tom Laptain (they/them), Tom Lavery, Tom R, Tom Trinkle, @Just_a_little_guy, @Rhummz!!!, ♥ Rose ♥, 01000011 01000100 01010010, 2joueurs,
Tomáš "Tomislav" Mužík, Tomáš Kapal, Tomas Thales Pribyl, Tomasz Pudło, TomColmaire, 4R73M1S, 4Sight, 5-Tet, 92mechas,
Tomer Norman, Tommi Sundström, Tommy Fix, Tommy Pynnonen, Tommyh,
TomorrowsYesterday, Toni (They/Them), Toni Saktiawan, Toño, TontonFra, Tony C.
Hsieh, Tony Evans, Tony Parmenter, Tony Pi, Tony Rockbeard, Tony Stiglich, Tony
Vessels, Tony WInkler, Tony, Anjie & Juan Mendoza, Topher W, Topper, Torben "LeGit"
Jones, Torie, Torill Lindan, torradin341, Tory Cristancho, Total Party Chill, Tractor
Wheel, Tradjincal, Tralfamado, TrAllda, Trance, Transliminal Tales, Transmuted Elf
(she/her), Travis Boward, Travis Casey, Travis Chase, Travis Collins, Travis D., Travis
Farrar, Travis Hunnings, Travis Nilest, Travis Northup, Travis Tessmer, Trax, Tre F,
Treantstar, Trees, Tregg Duhigg, Treighton Mauldin, Trel Blackfeather, Trent Schultz,
Trent Slabaugh, Trep Maul, Trever “Kid Vorpal”, Trevor Grandison, Trevor Griggs, Trevor
Hannon, Trevor Hardesty, Trevor Honeycutt, Trey McCoy, Trey Parker, Trezyr, Tricia
Houchin, Trickstersholic, trickstertao, Trip Space-Parasite, Triss, Tristan Buss, Tristan
Chenier, Tristan Ham, Tristan Hubert, Tristan Marshall, Tristan Mortenson, Tristan

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The Oracle
SOLO AND CO-OP PLAY
he Oracle is a set of tools that help Interpreting The Oracle
T you imagine what happens next in
your story. It allows you to play
Legend In The Mist in solo mode (on your
own) or in co-op mode (with others) without
The Oracle presented over the next pages can
provide random answers that help create new
situations, but it is just another tool at your
disposal. The Oracle does not generate complete
answers to your questions. Instead, it relies on
a single player acting as the Narrator. your creative interpretations of the results, in the
When you play the game in solo or co-op mode, context of your story.
your story still has the Narrator – you. You (and For example, let’s say you venture into the
everyone in the group, in co-op) alternate between Witchwood and use the Conflict Oracle to discover
the Hero and Narrator voices. To use the Oracle, the next scene. The Oracle says the terrain itself as
you will need to be familiar with the rules of the a Challenge in this scene; you imagine that maybe
game explained under How To Play (Vol I, page it is about your Hero struggling through the
138) and Narrating A Session (page 16). evergreen thicket.

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Or, if you are in a scene with a furious cook and the Action Oracle tells you
they attack, perhaps they give a fearsome shout that rattles you to your
core, or perhaps they throw a cleaver at you – the interpretation is up to you. It ’s For Classic!
Narrators, Too
LET YOUR CREATIVITY LEAD YOU g a classic
You don’t have to use the Oracle. Whenever you are faced with a choice A Narrator guidpincan use the
or with the need to come up with new details (a scene, a Challenge, roleplaying groumake decisions
a development), you can always use your imagination, creativity, Oracle to help ch as what
storytelling flair, reasoning, and so on, in order to decide how the story at the table, suext or what
unfolds. scene to play n ges take.
actions Challen
LET THE STORY LEAD YOU
You’re not limited by the outcomes of the oracle. If the fiction already
sparks some ideas in your mind about what’s coming, or if the Oracle’s Duo Mode
answer doesn’t quite fit your current situations, go with your own vision to go on an
of the narrative. Many players likires! You can
adventure in pato play a co-op
Keeping a Journal use the Oracle o Heroes,
Using a journal (or other written record) can help you keep track of all adventure for twone player
that has happened in your story, especially over long solo journeys. or you can haved the other
Whenever something moves the story along, write a sentence or two in be the Hero an r, where the
your journal. You can highlight or underline tags and statuses to make be the Narratoor may not
them easier to track. Narrator may n Hero, or
There is no right or wrong way to keep an adventure journal. You control their owPC. If there
can write it in the voice of your Hero, the Narrator, or even another a companion No, consider
character in the story witnessing your Hero’s actions. Your journal can is only one Her ompanion
contain more than just words; sketch, draw maps, or do anything else giving them a Cage 42).
that brings your story to life. story theme (p
You can incorporate your journal into your actions. Whenever your
66
Hero acts, write a description of the action in your journal in a sentence
or two. When counting Power, tags and statuses only count if you
Rolling d6 and dsingle
ra
include them in the description of your action. Some tables canll fo
1 and 6,
number betwee d by rolling
The Individual Oracles which is achieve die or a
The Oracle consists of seven parts: a single six-sided ist die. This
• The Question Oracle, used to receive a yes/no answer or a conceptual Legend In The sMrolling a d6.
answer is annotated a
for a two-
• The Conflict Oracle, used to discover the details of the next scene, Other tables cahllere each digit
adventure, or series digit number w d 6. This is
• The Premade Profile Oracle, used to pick at random a Challenge is between 1 ang a d66. Roll
Profile from this book known as rollinice or two
• The Profile Builder, used to generate a custom Challenge Profile on two six-sided d Mist dice.
the fly Legend In The s the tens digit
• The Challenge Action Oracle, used to discover a Challenge’s next action Treat one die aas the ones
• The Consequence Oracle, used to discover Consequences to the and the other em together
Hero’s action digit, and put th 1 and 2 is
• The Revelations Oracle, used when playing a Mountain-style series to get the result6:3, and so on.
(page 54) 12, 6 and 3 is

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Paul Grayson (Order #46877243)


How to Play Solo
or Co-Op with Oracles
BEFORE THE STORY BEGINS

1. Set up your game 2. Discover the Series Challenge (Optional)


• Choose the setting and genre In a series where the main villain or problem is known at the start,
• Create your Hero(es) use the Conflict Oracle (page 245) to discover who or what it is.
• If you have two or more Interpret the results on a large scale (region, kingdom, or entire
Heroes, create your Fellowship aspect of life).
In a series where it is not known at the start, you will create it during
the game. See Playing a Solo or Co-Op Mountain Series (page 71).

3. Discover your first adventure What drives your Hero to set out
on a journey or face adversity?
ADVENTURE CHALLENGE ADVENTURE STAKES ADVENTURE HOOKS
Use the Conflict Oracle (page Note why your Hero embarks on Is your Hero aware of the
245) and interpret the results this adventure and which of their Adventure Challenge? If yes,
as a problem or situation that Quests are at stake. how did they learn about it? If
cannot be resolved in one scene. not, what sets them on a path
toward it?

SETTING UP A SCENE

4. Discover the next scene 5. Choose or create a


Use the Conflict Oracle (page 245) to reveal the Challenge Profile
central Challenge in the scene, how it gets in your
The scene's main and secondary Challenges need a
Hero’s way, where it takes place, how it unfolds,
Challenge Profile. You can:
and what other Challenges are present.
• Use the Premade Profile Oracle (page 248) to
pick or roll a premade profile in this book.
• Use the Profile Builder (page 250) to quickly
create one on the fly.

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PLAYING A SCENE
6. Play the scene using the Game Loop: (page 20)

Establish
DESCRIBE THE SCENE SE T THE SCENE INTRODUCE CHALLENGES
Use the details from the STAKES & MAKE THREATS
Conflict Oracle (step 4) to Connect the greater Introduce the main or secondary
paint a picture of the situation. stakes of the adventure Challenges of the scene (Step 4 and 5).
Use the Question Oracles with the stakes of the Pick a Threat from their Challenge Profile
(page 242) to answer any scene. Why does this (step 5) or use the Challenge Action
unclear details. moment matter? Oracle (page 251). Describe it to yourself.

Action Take a Hero action (Vol. I, page 145), responding to the situation, and resolve it normally.

Consequences
FROM CHALLENGES FROM THE FROM HERO'S
Use the Challenge Profile (step 5) or the HERO'S ACTION WEAKNESS TAGS
Challenge Action Oracle (page 251). (usually on a 7-9 roll) Choose a weakness tag
Randomizing: If there is more than one to invoke. Pick an apt
Use the Consequences
Consequence listed, assign a number to Consequence or use the
Oracle (page 254).
each and roll a d6 to choose between them Consequences Oracle (page
(reroll if you get an unassinged number). 254).

Allow your Hero to react (Vol I, page 158), if appropriate.

Repeat the Game Loop (Establish, Action, Consequence) until the Challenges are overcome and/or the
scene stakes have been won, lost, or deferred, marking the end of the scene.

7. Wrap up the scene (and adventure)


• Tie up loose ends (denouement) REVELATIONS
• Consider scene (and adventure) Consequences In a Mountain-style series (page
• Give out scene (and adventure) rewards 54), whenever the Hero(es)
discovers something important
Return to step 4 to discover the next scene (or step 3 for the next about the "Great Danger" and its
adventure) and describe what leads your Hero from the current minions (the Series Challenge
scene (or adventure) to the next. in step 2), use the Revelation
Or, take a break and use Camp and Sojourn rules (Vol I,page 175). Oracle (page 255).

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The Question Oracles YES OR NO ANSWER
Whenever you run into a question in your story to Roll two six-sided dice and add Power. Power in
which you do not know the answer, you can roll this case treats any tags and statuses that could
two six-sided dice (as you would for a Hero action) sway the answer to Yes as positive and any tags
and interpret the result as below. and statuses that could sway the answer to No as
negative. If the sum of both dice is:
INTERPRETIVE ANSWER • Double ones are always an Extreme No,
Roll d66 and compare the outcome to the regardless of Power.
Interpretive Question table. Interpret the answer • 6 or less: The answer is No.
to your question based on the ideas and concepts • 7-9: It’s complicated – a Yes with a caveat, or a
in the line you rolled. The Interpretations No with an exception.
column contains inspirations for answers based • 10 or more: The answer is Yes.
on concepts and people. In the next page, you will • Double sixes are always an Extreme Yes,
find specific answers for a character’s Attitude, regardless of Power.
types of Magical Beings, Terrain Features, and
Everyday Items.

Examples Of Yes/No Questions


Examples Of An Are there bandits currently in these woods?
Interpretive Question Positive tags: suspicious activity, good hiding place
As I explore the abandoned Negative tags: regular army patrols
ruins of Tamalin Castle, what
do I find in the next room? Double ones: Not at all. In fact, banditry
3-2: The Scythe. (Reaping what you here has been eradicated decades ago.
have sown. Sudden death or loss. 6 or less: No, there are no bandits here.
Harvest season. A dangerous situation.) 7-9: There are bandits here, but they
I interpret this as a dark spirit of focus on the east part of the woods -or-
death that seeks to harvest my soul. no, there aren’t, but word is bandits from
1-3: The Elder. (Contentment. Wisdom the neighboring region are expanding.
of age. Introspection. Someone wise 10 or more: Yes, bandits raid these woods regularly.
with experience.) I interpret this as an
aging sage who has made this ruin his Double sixes: Yes, and they are here right now!
home, and holds knowledge I may need.
6-3: The Drawbridge. (Putting Has the Queen been assassinated overnight?
up defenses. Withdrawing. Hiding. Positive tags: backstabbing gentry
Something blocking your path.) Negative tags: loved by the people
I interpret this as a peculiar
barricade made of rubble and Double ones: No. No one would ever
debris, clearly to stop someone from contemplate such a thing.
entering – or from getting out.
6 or less: No, not tonight.
7-9: No, but tomorrow night she will be -or-
yes, but she survived the attack, barely.
10 or more: Yes. The queen is dead.
Double sixes: Yes, and those behind
it have already seized power!

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The Interpretive Question Oracle
ROLL
SYMBOL INTERPRETATIONS
D66
11 The Peasant Hard work. Yearning for more. Cycles and repetition. An innocent bystander.
12 The Merchant Polite conflict. Bargains. Contracts and promises. A worldly person.
13 The Elder Contentment. Wisdom of age. Introspection. Someone wise with experience.
14 The Marshal Pride. Skill at arms. Organized and orderly. A soldier or law enforcer.
15 The Witch Ugliness. Intuition. Vengeance. An outcast.
16 The Thaumaturge Preparation. Studied knowledge. Tradition. A magic user.
21 The Lost Sheep Getting lost. Wandering. Seeking a direction. Someone in distress.
22 The Foolish Goose Uncertainty. Wasting time. Blissful ignorance. A fool or drunkard.
23 The Black Hound Ill portents. Bad luck. Untrustworthy people. A rogue, thief, or brigand.
24 The Spying Falcon Seeking information. Going beyond limits. Flying. A hunter.
25 The Powerful Steed Journeying fast. Reliability and moderation. Overcoming hardship. A mount or transport.
26 The Hungry Wolf Seeking opportunity. Desperation. Hunger. A lone monster or beast.
31 The Hammer & Chisel Making a mark. Boldness. Duality and dilemmas. A set of useful tools.
32 The Scythe Reaping what you have sown. Sudden death or loss. Harvest season. A dangerous situation.
33 The Pitchfork Taking up arms. Threats and fears. Physical strength. Someone threatening.
34 The Lantern Hope. Learning. Being seen or discovered. A source of knowledge.
35 The Loom Weaving together. Combining forces. Complex interplay. Two threats combined against you.
36 The Forge Making something new. Breaking down the old. Skill at a craft. A workshop or place of business.
41 The Shrine Ceremony. Mourning. Beauty. A priest or shaman.
42 The Crossroads Choices. Offers of help. Changes in life. A chance meeting.
43 The Village Fair Harmony. Diversions and entertainment. Optimism. An ally or old friend.
44 The Well Temptation. Taint or despoilment. Dangerous locations. A mysterious stranger.
45 The Winding River Complications. Witnessing beauty and splendor. A set or fated path. An unavoidable journey.
46 The Mountain Increasing difficulty. Lofty goals or ideals. Treacherous landscape. An obstacle.
51 The Great Spider Detailed plans. Webs of power. The center of something sprawling. A trap.
52 The Faerie Prince Petty tyrants. Alluring people. Silly or decadent games. A noble.
53 The Dead Knight Returning. Old promises or oaths. Undying love. A ghost of the past.
54 The Sorceress Power for its own sake. Great feats. Loss of control. Someone power hungry.
55 The Kraken Profound, unseen, or spiritual forces. Surprise. Mystery. An ambush.
56 The Dragon Greed. Luck. Regal bearing. Someone wealthy.
61 The Herald Social engagements. Formality. Oracular portents. A new person.
62 The Tyrant’s Road Many guards or soldiers. Destruction. The offers of power. A dangerous path.
63 The Drawbridge Putting up defenses. Withdrawing. Hiding. Something blocking your path.
64 The High Lord Judgement. Hard choices. Authority. A leader or ruler.
65 The Bloody Crown Violence. War. Politics. Two forces clash with each other.
66 The Empty Throne Abdication of duties. Failure of leadership. Crisis. An opportunity.

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The Interpretive Question Oracle (cont.)
ROLL
ATTITUDE MAGICAL BEING TERRAIN FEATURE EVERYDAY ITEM
D66
11 Joyful Shapeshifting trickster Ridgeline Comb or hairpin
12 Content Malicious or helpful household spirit Valley Locket
13 Affectionate Birds with strange agendas Plateau Signet ring
14 Curious Sneaky underground faerie Cliff Belt or buckle
15 Smug Lake or river spirit Slope or hill Gloves or scarf
16 Proud Sapient goat or sheep Sinkhole Hat
21 Playful Guardian of a bridge or door Mountain pass Boots
22 Compassionate Waterfall serpent River or brook Coin pouch
23 Determined Gaggle of pixies Waterfall Socks
24 Patient Fae duelist Pond or lake Waterskin
25 Appreciative Tree spirit or talking tree Spring or geyser Tinderbox
26 Angry Protective hearth spirit Marsh or flooded area Toothpick
31 Jealous Drunken wine guardian Cove and/or sea cave Sewing needle and thread
32 Afraid Food-stealing magic cat Dunes or beach Wooden bowl
33 Despairing Snake-bodied wise sage Ruins Clay mug
34 Distrustful Wandering golem Tree stumps Pot or kettle
35 Insecure Dream-invading sprite Forest or grove Oil flask
36 Irritable Horse-headed forest spirit Thicket Rolling pin
41 Lonely Cursed angler Clearing Eating knife
42 Overwhelmed Light-haunting ghost Cave or tunnel Cup and saucer
43 Vindictive Human-faced talking worm Prairie Hammer
44 Weary Intelligent wildfire Boulder field Shovel
45 Conflicted Mud that remembers Desert or oasis Tongs
46 Wistful Someone trapped in a mirror Dry riverbed Rope
51 Apathetic Favor-trading imp Snowfield Barrel
52 Skeptical Doppelganger Keep, watchtower, or castle Anvil
53 Restless Screaming cave Henge or cairn Map or scroll
54 Mocking Talkative giant insect Quarry Candlestick
55 Cooperative Blue-skinned storyteller Mine Bedroll
56 Defensive Animated skeleton Crossroads Compass
61 Manipulative Singing gust of wind Village Chest
62 Rebellious Face in a wall or tree Bridge Dice or playing cards
63 Obedient Ghost of a child Farm, farmhouse, or barn Musical instrument
64 Stern Floating book Inn or tavern Puzzle box
65 Judgemental Demon bound into a gemstone Trench or canal Child’s toy
66 Bored Pair of glowing eyes in the darkness Temple or burial grounds Prayer beads

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The Conflict Oracle
The Conflict Oracle is used to generate a Series CONFLICT ORACLE COLUMNS
Challenge, Adventure Challenge, or Scene • Central Challenge
Challenge. It has seven columns, starting from • Central Threat & Consequences
the core aspects of the conflict and going toward
• Target of the Challenge
secondary and optional aspects.
• Location
Start by rolling a d66 or picking an entry from • Unfolding of the Challenge
the Central Challenge column. Continue to the • Secondary Challenge
other columns and roll additional d66s or pick
• Story Tags
entries as needed to flesh out your scene, once
for each column. Stop once you feel the scene is
sufficiently detailed.

EXAMPLES OF CONFLICT ORACLE FOR A SCENE


Based on their Quests, the Hero sets out on a journey from their village
through farmland to find a thief who stole a family heirloom.

SCENE 1

COLUMN ROLL RESULT INTERPRETATION FINAL SCENE CONCEPT

The main villain or Just as I leave my village,


Central Challenge 6-3 This scene involves the Thief!
major vexation… the thief herself ambushes
me behind a lone tree in a
Central Threat & disrupts the peace or She accosts me somehow, or field. She tries to convince
3-6
Consequences stability of… plays with my mind? me that there is some grand
reason behind her crime,
Target of the Challenge 1-3 One or all of the Heroes. That’s me! threatening that if I follow
her, I will die.

SCENE 2 (LATER IN THE STORY)

COLUMN ROLL RESULT INTERPRETATION FINAL SCENE CONCEPT

Central Challenge 2-4 A lone person… Not sure yet who that is. As I try to follow the footsteps
of the thief, I pass by a
Central Threat & 4-1 is manipulating or Need more information. I’ll roll wayside shrine where I see a
Consequences influencing… another column. merchant trying to swindle a
young boy out of his offering.
Target of the 1-3 An innocent bystander. Hmmm. So one person is My duty obliges me to
Challenge manipulating another. respond…

Location Pick On the roadway, It makes sense that I’m on the


highway, or major trails roads.

Secondary Challenge 5-5 A whole group of the It sounds like a cult. Someone is
Central Challenge recruiting someone naive to a cult.

Interpretive Question: 1-2 The Merchant. Polite It’s a mercantile guild. This
What is this cult? conflict. Bargains. peddler is trying to swindle
Contracts and promises. someone out of their money.
A worldly person.

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Paul Grayson (Order #46877243)


The Conflict Oracle (cont.)
ROLL CENTRAL CHALLENGE ROLE, THREATS TARGET OF THE
D66 CHALLENGE & CONSEQUENCES CHALLENGE

...physically endangers...
... one or all of the
11-13 A monster... (Aggressor or Pursuer cause bodily harm or death Heroes.
- Ill Tidings, or negative physical statuses)

...socially or emotionally endangers...


A natural disaster or ...a Quest-related person
14-16 hazard.., (Aggressor or Influence ruin reputation or harm or group.
psyche - negative social or emotional statuses)

...presents a dilemma...
...a Quest-related object
21-23 An animal or beast... (Influence threatens two things, only one can be or magic.
prevented; roll twice on Target of the Challenge)

...drains, despoils, or corrupts... ...a Quest-related ideal


24-26 A person...
(Sapper deplete resources or tags, despoiled, corrupted) or goal.

The terrain...
(use a Landscape Journey, ...stands as a major obstacle for... ...a Quest-related
31-33 location or region.
location Challenge, or (Obstacle or Mystery Blocked)
Vignette)

...disrupts the peace or stability of...


A natural condition... ...an ally or innocent
(disease, hunger, weather) (Influence or Sapper
34-36 Complication or mental and bystander.
emotional statuses)

An event, occurrence, or
coincidence...
...is manipulating or influencing... ...a community or
41-43 (use an Occasion Journey, organization.
(Influence swayed)
event Challenge, or
Vignette)

A community or ...is spying on, searching for, inquiring, or researching...


44-46 organization... ...an important resource.
(Watcher Exposure, alert, gains tags)

An unseen force...
...is tricking, fooling, infiltrating, or entrancing... ...a nearby location or
51-53 (enchantment, curse, your camp.
(Influence or Sapper loss of a resource, beguiled)
spirit)

...is progressing towards a crecendo to...


An underling of the
54-56 main villain or major (Countdown use a progress Limit; roll again to ...the Hero’s current goal.
vexation... determine its endgame, treating the result as especially
dangerous or powerful)

...is hunting down / has stolen... ...something taken for


The main villain or major
61-63 (Pursuer or Quarry seeks to capture, imprison, or granted, or the status
vexation...
possess -or- escape) quo.

64-66 Roll again twice Roll again twice Roll again twice

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The Conflict Oracle (cont.)
ROLL UNFOLDING OF SECONDARY
LOCATION STORY TAGS
D66 THE CHALLENGE CHALLENGE (ROLE)

At home, in a village, or in a
small building Overt action or A bystander, or a group of
11-13 No tag-worthy features
aggression them (Charge)
(Homestead & Village, p112)
A liminal or bucolic area, Notable landscape features
beyond the towns The Heroes’ vulnerable
14-16 Pleas or cries for help (sharp rocks, dense woods, spooky
allies (Charge)
(Outskirts & Fields, p122) marshes, tall barley stalks)
On the roadway, highway, or Dangerous or useful objects
major trails Mysterious, requires An unrelated monster
21-23 (roaring bonfire, alchemy supplies,
investigation (Aggressor)
(On the Trail, p130) stashed weapons, crates)
Off the beaten path or An unrelated animal People
An offer, contract,
24-26 somewhere truly wild or beast (Aggressor, (town elder, gathering crowd,
inquiry, or temptation
(In the Wilds, p136) Charge, Quarry) children at play)
At a port, out at sea, or along Condition
river Terrain (location Challenge
31-33 A Hero is affected first (cold winds, bright sunlight,
or Landscape Journey)
(Open Water, p152) obscuring fog, eldritch glow)
Somewhere forgotten, dark, Mood
An ambush or An event taking place
34-36 or dismal (partying, somber mourning, eerie
surprise (Occasion Journey)
(Forsaken Places, p156) silence, desperate struggle)
In a bustling area, with many The weather, a hazard, or Enchantments
41-43 people Slowly and gradually a trap (in a Journey, use a (warded-against-magic, wall of
(Town & City, p162) Vignette) flames, supernatural gloom)

In a castle, court, or other The Heroes are separated Notable structural features
One Hero learns
or isolated (Complication,
44-46 place of political power of it while alone or (battlements, rickety bridge,
Blocked, or an Obstacle
(The Castle, p168) isolated balcony, window)
Challenge)
A pervasive negative Animal or beast
Near a violent conflict Sudden reveal upon emotion (jealousy,
51-53 (bleating calf, climbing goat,
(On the Battlefield, p176) entering or arriving anger, hopelessness, etc.)
(Sapper) barking dog)

Out in the wastelands,


Something out of place
desert, or another desolate Only revealed near A group of the Central
54-56 area
the end Challenge (Increase Might) (ancient statue, foreign flora, oddly-
colored tile)
(Blighted Badlands, p182)

Down in a ruins, dungeon, or Allies, minions, or offspring Sensory effects


magical laboratory Hidden or removed, of the Central Challenge
61-63 (loud noise, creepy vibes, putrid
requires finding (same role as Central
(Vaults of Darkness, p188) Challenge, or Support) smell, blinding sunlight)

64-66 Roll again twice Roll again twice Roll again twice Roll again twice

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Paul Grayson (Order #46877243)


The Premade Profile Oracle
The Premade Profile Oracle lists all the Challenge • If you’re playing a Journey, you can roll for
Profiles, as well as Journeys and Vignettes, that additional Vignettes in the Vignettes table.
are available in this book in the Satchel Of Perils
For example, a Hero forays into the wilderness in
(page 102). It is divided into typical fantasy areas
search of a specific monster, but on the way they
listed in the first column.
encounter another wanderer. The player decides to
• Roll a d66 for a random area in the first column, pick the In The Wild category instead of rolling,
or pick one. and rolls a d6 on the People column, getting a
• Roll a d66 for a Challenge from the Creatures, 4. Looks like the Hero has crossed paths with a
People, or Places & Events columns, depending Maddened Woodcutter. The player will use the
on what you established for the scene with the Challenge Profile on the given page in this scene.
Conflict Oracle.

VIGNETTES
ROLL
VIGNETTE CATEGORY VIGNETTE - ROLL D6
D6
(1) Angry Locals (p200)
(2) Cartographer (p200)
(3) Enchanter’s Demesne (p200)
1 Chance Encounters (p200)
(4) Plea for Assistance (p200)
(5) Stampede (p200)
(6) Vindictive Challenger (p200)
(1) Blizzard (p201)
(2) Heatwave (p201)
(3) Heavy Rain (p201)
2 Environmental Conditions (p201)
(4) Obscuring Fog (p201)
(5) Thunderous Storm (p201)
(6) Wildfire (p201)
(1) Dwindling Supplies (p202)
(2) Exhaustion (p202)
(3) Injury (p202)
3 Mishaps (p202)
(4) Lost Companion (p202)
(5) Sickness (p202)
(6) Worn-Down Transportation (p202)
(1) Boobytrapped Chest (p203) or Cursed Item (p204)
(2) Hidden Pit (p203)
(3) Puzzle or Riddle Door (p203) or Warded Passageway (p204)
4 Locks & Traps (p203)
(4) Snare or Bear Trap (p203)
(5) Tripwire or Pressure Plate (p204)
(6) Grease Patch (p204)
(1) Cautionary Tale (p205)
(2) Deep Conversation (p205)
(3) Down at the Pub (p205
5 Poignant Moments (p204)
(4) Inspiring Vista (p204)
(5) Marching Song (p205)
(6) Overgrown Shrine (p205)

6 Pick from a randomly selected Journey

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The Premade Profile Oracle (cont.)
ROLL CHALLENGE CREATURES: MONSTERS,
PERSONS & PEOPLE PLACES & EVENTS
D66 CATEGORY BEASTS, OR STRANGE BEINGS

(1) Avoided Acquaintance (p112)


(2) Commoner (p113)
(3) Crafty Rumormonger (p114)
Homestead & (1-3) House Hob (p115) (1-3) Harvest Festival (p118)
11-13 (4) Grumpy Keeper (p114)
Village (p112) (4-6) Imposing Pet (p115) (4-6) Insular Hamlet (p120)
(5) Pastoral Priest or Priestess (p116)
(6) Respected Elder (p117) or Stern
Magistrate (p117)
(1) Abandoned Well (p122)
(1-2) Boggart (p124)
(2-3) An Honest Day’s Work (p123)
Outskirts & (3-4) Moldering Jack (p126) (1-3) Hedge Witch (p125)
14-16 (4) Backwoods Haunting (p123)
Fields (p122) (5) Ominous Raven (p127) (4-6) Lone Tracker (p126)
(5-6) Windswept Farmlands
(6) Runaway Farm Animal (p127)
(p128)
(1-2) Ambitious Conjurer (p130) (1-2) Dismal Ferry Ride (p131)
On the Trail (1-3) Dog Boys (p132)
21-23 (3-4) Brutal Outlaw (p131) (3-4) Insular Hamlet (p120)
(p130) (4-6) Grabbing Gnome (p133)
(5-6) Shrewd Merchant (p133) (5-6) Lawless Roadway (p134)
(1) Antlered Forest Spirit (p136)
(1) Bewitching Glade (p138)
(2) Big Cat (p138) or Protective Bear
(2) Dark Forest (p144)
(p142) (1-3) Bloodthirsty Reaver (p139)
In the Wilds (3) Echoing Cavern (p146)
24-26 (3) Fabled Bird of Prey (p139) (4-5) Maddened Woodcutter (p140)
(p136) (4) Mountain Pass (p148)
(4) Local Godling (p140) (6) Rampaging Giant (p142)
(5) Megalith (p141)
(5) Monstrous Spider and Web (p141)
(6) Wrathwood Tree(p143)
(6) Will-O’-the-Wisp (p143)
Open Water (1-3) Drowning Beauty (p152) (1-3) Raiding Longboat (p153) (1-2) Echoing Cavern (p146)
31-33
(p152) (4-6) Kraken (p153) (4-6) Brutal Outlaw (p131) (3-6) Treacherous Waters (p154)
(1) Bargaining Devil (p156)
Forsaken Places (2-3) Changeling (p157) (1-3) Keeper of Thresholds (p158) (1-4) Forlorn Ruins (p160)
34-36
(p156) (4) Otherworldly Assailant (p159) (4-6) Ragged Jester (p158) (5-6) Morose Mire (p150)
(5-6) Unshriven Revenant (p159)
(1-2) Nimble Pickpocket (p162)
(3) Obsessive Cultist (p163) (1-3) Bewildering City (p166)
Town & City (1-3) Plague Rats (p162)
41-43 (4) Outlaw Overlord (p164) (4) Crafting (p194)
(p162) (4-6) Stained Saint (p192)
(5) Rival Bard (p165) (5-6) Provisioning (p196)
(6)Tavern Lark (p165)

(1) Ardent Knight (p168)


(2) Distrustful Ruler (p169)
The Castle (1-3) Imposing Pet (p115) (1-3) Battle at the Gates (p172)
44-46 (3-4) Plotting Courtier (p170)
(p168) (4-6) Plague Rats (p162) (4-6) Noble Banquet (p174)
(5) Sadistic Gaoler (p171)
(6) Shadowy Catspaw (p169)
(1) Battlefield Leader (p176)
On the Battlefield (1-3) Fabled Bird of Prey (p139) (2) Bombardier (p177) (1-2) Battle at the Gates (p172)
51-53
(p176) (4-6) Swarm of Insects (p183) (3) Frontier Healer (p178) (3-6) Ongoing Battle (p180)
(4-6) Soldier (p179)
Blighted (1-2) Corrupted Vermin (p182) (1-2) Desolate Wasteland (p186)
(1-3) Bloodthirsty Reaver (p139)
54-56 Badlands (3-4) Greedy Dragon (p184) (3-4) Morose Mire (p150)
(4-6) Lone Tracker (p126)
(p182) (5-6) Swarm of Insects (p183) (5-6) Stagnant Thoughts (p183)
Vaults of (1-2) Immortal Vampire (p190) (1) Dark Tyrant (p188) (1-3) Compactor Trap (p191)
61-63 Darkness (3-4) Stained Saint (p192) (2-3) Heartless Warlock (p189) (4-6) Roll in Locks & Traps
(p188) (5-6) Twisted Creation (p193) (4-6) Swarming Minions (p191) Vignettes (p203)
Roll d6. Make a Journey out of
64-66 Roll again twice Roll again twice Roll again twice
that many Vignettes.

249

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Paul Grayson (Order #46877243)


The Profile Builder
STEP 1: MIGHTY ASPECTS STEP 3: TAGS & STATUSES
• Count the number of Adventure and Greatness Choose tags and statuses to represent the top
themes your Hero has (or use an average for a defenses and offensive edge of this Challenge.
group). Remember that tags & statuses only weaken
• Reduce the number for Adventure by one, or Hero actions and reactions and do not represent
move 1 from Greatness to Adventure. That is the the Challenge’s active abilities (see Threats &
number of Adventure and Greatness Mighty Consequences below).
aspects your Challenge will have. • Tags: As many as its Challenge Rating (1 tag for
• Decide what aspects the Challenge is Mighty Challenge Rating 1, 2 tags for 2, etc.)
in, and assign Adventure or Greatness to them: • Statuses: As many tiers as its Challenge Rating (a
size, numbers, skill, magic, influence, cunning, Challenge with 5 may have warded-against-harm-5
riches, etc. -or- warded-against-harm-3 and vicious-2).

STEP 2: CHALLENGE RATING STEP 5: THREATS &


Roll a d6. If you are at the beginning of your CONSEQUENCES
adventure, roll two dice and pick the lower one; if Determine the Role of the Challenge and use the
you are approaching its end, pick the higher. Challenge Action Oracle to choose its Threats &
• If the result is 1 to 5, that is your Challenge Consequences.
rating. This number helps you make the next • The Challenge’s main Consequence deals
few decisions (see below). or removes a status with a tier equal to its
Challenge Rating (or half the Challenge Rating
• If you rolled a 6, increase the Might of the
in tags, rounded up).
Challenge: add one Adventure aspect or change
an existing Adventure aspect to Greatness. Roll • All its other Consequences deal or remove a status
again until you have a Challenge rating. with a tier equal to half its Challenge Rating,
rounded up (or one tag for Challenge Ratings 1-4,
If you are playing a Mountain-style series, see and two tags for Challenge Rating 5).
Matching Might To Act (page 71).

STEP 3 : LIMITS
Limits: Choose a hard, medium, and/or easy way
to overcome the Challenge; each one will become
a Limit such as harm, convince, trick, threaten,
destroy, subdue, dispel, banish, catch, escape, etc. Set
a maximum for each Limit:
• Hard = Challenge rating + 1
• Medium = Challenge rating
• Easy = Challenge rating - 1 (If that brings it to zero,
remove this Limit)
Progress Limits: If the Challenge is
working toward a crescendo, completion, or
transformation, give it a progress Limit with a
maximum of 4, such as turn-into-a-wolf(4).

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The Challenge Action Oracle
The Challenge Action Oracle helps you choose
C h a rge
an action for your Challenge based on their Role T H R EATS & CONSEQUENCES

(page 110) which was chosen when you rolled F O L L OWTry to match the
the Conflict Oracle for the scene. Hero’s steps, inadequately
• Find the Challenge Role on the Challenge Action Make too much noise or distract (Exposure,
Oracle table. remove hidden, or distracted)
• Roll a d6. The table will point you to a specific Suddenly be gone, having been separated from
Consequence that is about to occur, and offer a the Hero or wandered off (Complication)
Threat you can use to warn the Hero of what is
about to happen. B L U N DE RMove toward danger in
a panicked or oblivious state
Move right into the path of danger
Ag g re sso r (Complication, or gain exposed or panicked)
T H REATS & CON S EQUE NC ES
Scream for help (Exposure, New Challenge,
AT TA C KRush or clash with or give compelled-to-help)
obvious violent intent Become captured, trapped, or entangled (gain
Strike defensively (give a weak harmful status, restrained)
and gain parry-1 or guarded-1)
Strike with force (give a harmful status such as B E H U RT Come under attack
wounded) or immediate danger
Lash out with a violent strike (give a strong Suffer harm or injury, possibly fatal (gain a
harmful status, but gain exposed-1) harmful status, or Ill Tidings)

MANEUVER Harry, harass, or threaten Co u nt d ow n


Put in a compromised position (negative
T H R EATS & CONSEQUENCES
positional status such as prone) or block
movement (Blocked) G ET WOR S E Continue to progress
Disarm or lower defenses (scratch a tag or Advance (gain progress-1)
reduce a positive status) or strike with fear or Advance aggressively, harming any opposition
confusion (intimidated or confused) (gain progress-1 and give a harmful status)
Worsen in an obvious and terrifying way (gain
R A L LY Call or signal for reinforcements progress-1 and give worried or scared)
Reinforcements arrive (New Challenge or
increase Might) BREAK OUT Begin to undermine
restraints or limitations on its progress
Shatter through a hinderance (scratch tags or
remove hindering statuses)

Signal or call upon


DE F E N D

defenders to ensure its progress


Summon a new defender (New Challenge or
increase Might of defenders)
A defender of the process attacks (roll on
Aggressor or Influence)

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Paul Grayson (Order #46877243)


The Challenge Action Oracle (cont.)
In fl u e n ce Obstacle
T H REATS & CON S EQUE NC ES T H R EATS & CONSEQUENCES

E N T IC EBeckon someone to A possible way through is sealed, blocked, or


engage in conversation ruined (Blocked)
Make an impression (gain friendly or give Become (or be revealed to be) more difficult to
curious) pass (gain a positive status or tag such as steep
incline, covered in brambles, flaming-3)
Discern or reveal a secret or weakness
(Exposure and gain a tag for it) Harm someone interacting with it or
attempting to pass (give a harmful status)
Attract, offering something desired (give a
compelling status such as interested or beguiled, or Break a tool, exhaust a resource, or make a
gain a desirable tag) useful skill irrelevant (reduce a resource status or
scratch a tag)
C ON V I NC E Speak in a compelling way Entangle, web, paralyze, or otherwise restrain
Disarm resistance or sow self-doubt (scratch a passers-through (give restrained)
tag or reduce a positive status) Summon or spawn guardians (New
Strongly influence (give a compelling status Challenge, with the Aggressor or Watcher role)
such as convinced or tempted)
Make a deal or press to choose (give indebted
and a desired tag, or Force The Hero To Choose)

My ste r y Pu rs ue r
T H REATS & CON S EQUE NC ES T H R EATS & CONSEQUENCES

Conditions worsen, making revealing the truth GIVE CHASE Move with haste
harder (gain obscuring status or tag such a foggy-2 towards the quarry
or disturbed evidence)
Draw closer and closer (add a status on the
A useful source of information runs dry or is catch or track Limit)
exhausted (scratch a tag)
Gain momentum (gain speeding-1, and add a
Clues are inconclusive or only part-true (Yes, status on the catch or track Limit)
But...)
Overcome an obstacle (scratch an obstacle tag
The truth is slipping away (gain confounding, or and add a status on the catch or track Limit)
give a witness tight-lipped or bewitched)
The investigators pay a price: frustrated by lack H I N DE RPrepare an attack or a trick
of progress, shocked by what they find, etc. that would slow its quarry down
A vital clue or witness escapes the investigators Force the quarry to slow or reveal itself (give
(New Challenge with the Quarry role) or a a hindering status, such as hobbled or slow, or
someone steps up to repel the investigators (New scratch a movement, mount, or transport tag)
Challenge with the Aggressor role) Create an obstacle up ahead or steer the chase
into one (create an obstacle tag)
Maneuver to block escape in a specific path
(Blocked)

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The Challenge Action Oracle (cont.)
Qu a r r y S u p p o rt
T H REATS & CON S EQUE NC ES T H R EATS & CONSEQUENCES

FLEE Escape its pursuers with AID Rush to the help of their allies
great speed or cunning Empower their allies (give inspired, confident,
Move further away (add a status on the outrun energized, etc., or increase their Might)
or escape Limit) Protect their allies, block an attack, or create
Gain momentum or mask their tracks (gain cover (give a defensive status such as guarded or
speeding-1 or hidden-1, and add a status on the warded, or cover tags such as barricade, or Blocked)
outrun or escape Limit) Heal their allies or restore their strength
Clear an obstacle (scratch an obstacle tag and (reduce a hindering or harmful status)
add a status on the outrun or escape Limit) Recover their allies’ abilities (restore a
Challenge’s original tags)
H I N DE RManeuver or devise a way to
Grant their allies a new asset or ability (create a
put obstacles in the way of its pursuer
tag)
Slow or confuse the pursuer with diversions or
Restore or replace a fallen ally (New
by impairing abilities (give a hindering status or
Challenge: bring a defeated Challenge back)
scratch a tag)
Put an obstacle in the pursuer’s path (create an
obstacle tag)
Draw another party into the chase (New
Challenge)

Sapper Wa t c h er
T H REATS & CON S EQUE NC ES T H R EATS & CONSEQUENCES

MEASURE Study the Hero and their P AT R O L Look out for anything suspicious
actions, seeking a weak point Notice something that makes them agitated or
Identify a Hero’s weakness (Exposure or give a vigilant (gain alert or suspicious)
negative tag) or break their defenses (scratch a tag) Spot its quarry, or find evidence of activity
Find an advantageous-position or hide in the (Exposure)
shadows or on the fringes (gain hidden)
CLOSE IN Approach steadily,
WEAKEN Make a move against a Hero’s narrowing down the options
very strength or capabilities Remove obstacles in their path to the truth
Harry the Hero or sap their strength (give (remove a concealing tag or status, such as
a hindering status such as drained, despaired, disguise, hidden, or mysterious)
hobbled, weakened, exposed, etc.) Close down a path of escape or evasion
Deplete an important resource (reduce a (Blocked)
resource status, such as supplies, or give a scarcity
status, such as low-on-arrows) S T U DY Work to figure out what is going on
Sabotage a useful ability, item, position, or Reveal vital information about their quarry or
process (scratch a tag, reduce a positive status, or their plans (Exposure, and remove preparedness
set back a progress status) statuses or tags)
Put an obstacle in a Hero’s path (create an Figure out their quarry’s next move (Exposure
obstacle tag) and gain prepared)

253

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Paul Grayson (Order #46877243)


ROLL
The D66
CONSEQUENCES OF THE ACTION SPECIFIC CONSEQUENCES (D6)

Consequence A NEW DANGER Hero is surprised or unprepared


Hero is startled or scared
Oracle 11-14
The Hero ran into a new Challenge or a new
Threat from an existing Challenge.
Hero is exposed or distracted
Scratch ally tag(s)
The Consequences Oracle (New Challenge, Complication, optionally give Scratch Hero tool or weapon
the Hero surprised)
helps you choose non- Scratch Hero ability
Challenge Consequences COLLATERAL DAMAGE Ally is wounded
for an action. This happens The action unintentionally affects something or
Ally suffers Effects of action
when an action had no Scratch ally tool or weapon
15-22 someone that the Hero did not want to affect.
Scratch useful scene tag
Threat or blocked a Threat (Give an ally a negative status or scratch their Create obstacle or hazard
from a Challenge but still tags, Ill Tidings) An innocent is hurt (Ill Tidings)
generated Consequences
EXPOSURE Hero’s location
due to a 7-9 outcome (or
The Hero betrays vital information to their Hero’s abilities
other rules). adversaries such as their location, identity, Hero’s intentions
23-26
• Roll a d66, find the intentions, or plan of action. Hero’s weaknesses
matching Consequence, (Exposure, give the Challenge an advantageous Hero’s identity
and interpret it for your tag or status) Reroll and apply to ally
situation or roll a d6 for a EXPENDITURE Hero is tired
more specific result. The Hero expends resources (stamina, arrows, Scratch Hero tool or weapon
ingredients, mana, etc.). Hero is low-on-[resource]
Remember, you can still 31-34
Hero is disheartened
(Scratch a tag, give a negative status like
interpret a 7-9 outcome as exhausted, or reduce the Hero’s resource status Reduce Hero positive status
an Attack of Opportunity like mana) Roll again twice
from a Challenge. In Hero is wounded or bleeding
HARM
such a case, look for the Hero is humiliated or embarrassed
Challenge’s Consequence The Hero was harmed during the course of their
Hero is burned or poisoned
35-42 action.
in its profile or use the Hero becomes sick
(Give a negative status such as bleeding, burned, Hero is knocked-back or prone
Challenge Action Oracle
upset) Hero must pay (short-on-coin)
(page 251).
Shoddy (add negative tag)
IMPERFECT EXECUTION Incomplete or spotty
The Hero didn’t get everything they wanted out Unreliable or chancy
43-46
of the action. Expires sooner than expected
(Yes, but…, add a negative story tag or status) Vague, indefinite or undecisive
Roll again and also seems-fine

LOSS OF ADVANTAGE Scratch Hero tool or weapon


Reduce Hero positive status
The Hero lost an advantage they previously had
Lose favorable position
51-54 or worked to achieve.
Block best path to goal (Blocked)
(Remove or reduce a Hero’s beneficial status or Reduce opponent negative status
scratch their beneficial tags) Scratch positive scene tag

SIDE EFFECTS Hero is distracted


Hero is restrained
The Hero’s action had unexpected or unwanted
Hero is humiliated
55-62 results.
Hero is wanted or marked
(Create a negative tag in the scene or give the Create obstacle or hazard
Hero a negative status or tag) Scratch Hero ability

WASTED TIME It’s too late to... (Blocked)


Hero and allies are tired
The Hero spent too much time on this action,
A New Danger (see above)
allowing other negative complications to unfold.
63-66 Create a negative conditions tag
(Advance a progress status, Block a missed An opponent advances (Comp’)
course of action, make the conditions worse with time-passes-1. At tier 4, roll again but
tags or Complications) make it much worse.

254

LEGEN D IN T H E MI ST - VOL . I I - T H E NA R R ATO R

Paul Grayson (Order #46877243)


The Revelations Oracle
The Revelations Oracle is used to reveal series- The table is divided into the three Acts of the
level lore and details that propel your epic journey Mountain model. The revelations become more
forward in a Mountain-style series. Read the full dramatic from Act to Act, initially referring to
explanation under Playing A Solo Or Co-Op the local dangers that your Hero may encounter
Mountain Series (page 71). on their journey, and then building up towards
Use this oracle whenever your Hero(es) makes a revealing the Great Danger (the Series Challenge)
major discovery but you’re not sure what it is. This and its Agents. If you don’t know yet what the Great
could be when they finally reach the reclusive druids Danger is, use the Conflict Oracle (page 245) to
and have a chance to learn about the cause for the help flesh that out.
plague, or when they open an ancient tome hidden in • Roll a d66 and read the revelation in the column
a ruin that reveals a secret about the evil warlock. corresponding to the Act you’re in – I, II, or III.
Interpret the result based on the situation you’re in.

ROLL
ACT I ACT II ACT III
D66

The Great Danger has the power to


The Heroes’ home is facing a never
11-14 The greater world is dangerous. reach their end goal and is making final
before seen danger.
preparations.

Some of the greater world’s


The dangers are caused by a The Great Danger has certain attributes
15-22 dangers can also become allies,
common source. that make it invincible or unstoppable.
tools, lore, etc.

The Heroes must grow in order


The Great Danger has a vulnerability or
23-26 The source of the danger is nearby. to face the world’s mighty
weakness.
dangers.

All dangers faced so far have an


The Heroes are unequipped to deal Overcoming a specific Agent will weaken or
31-34 immensely powerful common
with this danger. expose the Great Danger in a specific way.
source - the Great Danger.

Someone nearby has the greater Many places are threatened


A unique place, item, ability, or ally can
35-42 knowledge needed to face the by the Great Danger, like the
exploit the Great Danger’s weaknesses.
danger. Hereos’ home.

A hidden strength or resource can The Great Danger has noticed


The path to overcoming the Great Danger
43-46 help the Heroes overcome the the Heroes and seeks to stop
demands an equally great price or sacrifice.
danger. them.

A dangerous undertaking is The Great Danger has a specific A price that the Hero is unwilling to pay
51-54 needed to find a way to overcome end goal toward which it may be traded for another, but arranging
the danger. strives. this is extremely difficult.

Some of the Great Danger’s


This danger originates from a
power is carried by powerful The Great Danger will launch its final
55-62 bigger threat to the Heroes’ way
places, creatures, or beings - stroke imminently.
of life.
the Agents.

A greater threat will produce more There is a way to overcome or The Heroes are now able to approach the
63-66 dangers if the Heroes don’t rise to circumvent one of the Great Great Danger and make their attempt to
meet it. Danger’s chief Agents. stop it.

255

A ppendices

Paul Grayson (Order #46877243)

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