LTRUnderTheFloorboards PDF Spreads
LTRUnderTheFloorboards PDF Spreads
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How To Play
Character Creation...........................................................................................................................6
Basic Mechanics..............................................................................................................................14
Structure of Play................................................................................................................................16
• Phase One: Scouting......................................................................................................16
• Phase Two: The Expedition...........................................................................................21
• Phase Three: The Return.............................................................................................23
Credits Overview
Written by Chris Bissette
Under The Floorboards
Layout by Chris Bissette
Art by Madeleine Ember
Editing by Steven Thurston Inspired by Mary Norton’s The Borrowers, Under The Floorboards provides you wilh a
toolbox to tell stories of daring and epic adventure on a miniscule scale. It is designed to be
Dedicated to the memory of Ian Holm, the first Pod Clock I ever knew. played in a one-shot format, but this book also gives you options and advice for continuing
the story beyond a single gaming session.
Under The Floorboards is © 2020 Chris Bissette / Loot The Room
In this game you take on the roles of a group of inches-tall small people who live beneath
the floorboards in the house of the big people, who you occasionally borrow from in order
to survive. For Floorboard Folk, leaving your home is rare and only undertaken when
Acknowledgements the giants have something that you desperately need. This game is not about the quiet
moments that fill most of your life, but about the Expeditions - the scary, life-threatening
This game began life as a silly hack of Honey Heist, and thus wouldn’t exist without Grant
ventures out into the land of giants, not knowing if you will ever return.
Howitt. It also wouldn’t exist if a Twitter user named @Shelbut_t hadn’t suggested The
Borrowers as a theme when I was looking for ideas for my next game.
Some of the designers whose work I looked to while writing this game were, in no
particular order, Sam Mui, Ben Chong, Michael Prescott, Lauren McManamon and Jesse
Ross, Dee Pennyway, Nathaniel de Leon, Whitney “Strix” Beltrán, Marissa Kelly and
Sarah Richardson, and Avery Alder.
I also couldn’t have put this together without the support of my partner Steph, Ash for his
constant encouragement and ideas (the SCARPER system wouldn’t exist without him),
Phil Beckwith for always pushing me to chase what I love (and giving me great advice
about running a Kickstarter), Matt Sanders for his indefatigable enthusiasm for games and
his excellent advice, and Alex Clippinger, Cody Faulk, and Chris Walz for being constantly
encouraging and infuriating in equal measure.
This also, of course, wouldn’t exist without the financial support of 310 backers on
Kickstarter during ZineQuest. Thank you for putting your trust in me, and for your
patience during this project.
Since this game was conceived of and funded in February 2020, the world has changed
beyond recognition. I hope this game brings you some small sliver of joy in what is truly
the darkest timeline.
- Chris Bissette, June 2020
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Family names for Floorboard Folk are generally descriptive, and reflect the area in Lucky also comes into play during the Scouting Phase, covered later in this booklet.
the giants’ house where the family lives. Sometimes, of course, Floorboard Folk find
themselves displaced and are forced to move. This may be because their home comes Statistics range from 0 to 6, with each additional point above 0 indicating how gifted you
under threat - maybe the giants block up the mouse holes, or hire an exterminator who are in that statistic. A score of 0 does not mean that you are unskilled - you are simply
pumps lethal gas into the walls - or perhaps it is because they have been spotted by the average. A character with a 0 in Reasoned, for example, is not unintelligent by default,
giants and need to find a new home before theirs can be discovered. though you may of course decide to play them that way if you wish to. Similarly, a character
with a Sturdy score of 0 is not particularly weak.
As a group, discuss whether you live in the traditional home indicated by your family name,
or decide whether you had to move somewhere else. If you have had to move, you should
collectively decide what prompted this.
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You can place scores however you like. You may wish to divide them evenly amongst your
scores, or else you may have a particular character concept or role in mind that you would
like to represent with your ability score array. If you want to start the game quickly, you
could choose one of the example roles below for your character.
When you have assigned your stats, check your numbers. SCARPER + Lucky should equal
23. If they don’t, you’ve gone wrong somewhere and should either remove or add points
until the total is correct.
On the following pages you will find an assortment of example character roles. You are
welcome to choose one of these for your character rather than assigning your ability points
yourself. Alternatively, you may want to consult them for inspiration as you consider what
kind of role you picture your character playing in the group.
• Sturdy - 2
• Cunning - 3
• Agile - 6
• Resourceful - 1
• Perceptive - 6
• Enduring - 0
• Reasoned - 0
• Lucky - 5
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Builders take the oversized, unwieldy things that the Biggies leave lying around for Runners are fast, quiet, and agile. On an Expedition it is the runner who you rely on to dart
Floorboard Folk to take, and turn them into usable tools. They are generally smart and across an open space of floor to push the door closed before the rest of the team emerge,
good with their hands, able to visualise how a set of diverse items might fit together to or who leads the mouse away from the cheese that you have gone to collect. As well as
create something entirely new. Builders tend to be patient, willing to try and fail multiple being exceptionally fit and incredibly fast, runners need to be as fearless as a scout. On
times before they achieve their goals. an Expedition a runner tends to be the one who takes the biggest risks, and it is not a
role for the faint of heart.
• Sturdy - 4
• Cunning - 4 • Sturdy - 3
• Agile - 0 • Cunning - 4
• Resourceful - 6 • Agile - 6
• Perceptive - 2 • Resourceful - 1
• Enduring - 1 • Perceptive - 1
• Reasoned - 5 • Enduring - 3
• Lucky - 1 • Reasoned - 1
• Lucky - 4
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It’s all well and good going on an Expedition to fetch something you need, but if you can’t The world is big and hostile, and your home needs to be defended from rodents and other
get it back home then you may as well have never left. Transporters tend to be the biggest threats who would like nothing more than to squeeze their way under the floorboards and
and strongest of the Floorboard Folk. the ones who will carry the fruits of an Expedition have a tasty lunch of unwary Floorboard Folk. Trapsmiths are like Builders if Builders
home on their shoulders without once complaining. Even in a world where everything is specialised in making things that are designed to maim you unless you’re very, very careful
bigger than you and can easily kill you, having the presence of big folk like Transporters around them. On an Expedition the Trapsmith is the one who can look at a precariously
around often makes everyone feel that little bit safer. balanced stack of Biggie Stuff and tell you exactly how it’s going to fall if you push it just
like this.
• Sturdy - 6
• Cunning - 2 • Sturdy - 2
• Agile - 3 • Cunning - 5
• Resourceful - 1 • Agile - 1
• Perceptive - 2 • Resourceful - 4
• Enduring - 5 • Perceptive - 2
• Reasoned - 1 • Enduring - 2
• Lucky - 3 • Reasoned - 4
• Lucky - 3
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Realising that fighting is hopeless, the character turns and runs, trying to hide behind a
Rolling Dice table leg.
In Under The Floorboards, only players roll dice.
In general, the guideline is thus: if a player wants to do something and both success and
failure are dramatically interesting, reach for the dice. If only one result is interesting then
2d6+Ability you should skip the roll and jump straight to narrating the action.
When you want to do something and success isn’t guaranteed, roll 2d6 and add your
relevant stat. The Guiding Voice will tell you what stat to use, but if you can think of a Testing Your Luck
convincing reason why another stat might be better then you’re welcome to suggest it.
(Ultimately the decision falls to the GV, but you’re encouraged to reward creative thinking Testing your Luck works differently to normal rolls. When you want to make use of your
or things that make for a better story). Lucky score - for example, to fix it so that a set of drawers has been left open enough
that you can easily climb them, or to ensure that the mousetrap you’re trying to remove
Under The Floorboards uses a system of degrees of success or failure in order to keep cheese from is faulty and doesn’t spring, do this by declaring what you want to happen
the story moving forward at all times. In general, rolls of 10+ are a success and rolls of 9 rolling 2d6 + Lucky.
or lower are a failure. Before rolling, describe what you intend to do.
On a result of 10+, you get lucky! The world is as you need it to be. Reduce your
On a result of 12+, you do what you intended to do, and the Guiding Voice will tell Luck score by 1.
you an extra benefit or advantage that you receive. Describe what it looks like.
On a result of 9 or lower, you don’t get Lucky and what you want doesn’t happen. Your
On a result of 10+, you do what you intended to do. Describe what it looks like. Lucky score doesn’t change, but you can’t Test it again in this situation.
On a result of 7-9, you do what you intended to do but with a complication or cost. Only one character can test their luck at a time. So, for example, if Barbra tests her luck
The Guiding Voice describes what happens. to try and make sure that a window the characters are about to cross in front of it closed,
and fails, Ashley can’t then test their luck to try and obtain the same outcome.
On a result of 6 or lower, your actions were unsuccessful. The Guiding Voice
describes what this looks like and how the situation becomes more complicated If your Lucky score is 0 you can still test it. There are no negative ability scores in Under
for you. The Floorboards, so your score doesn’t decrease if you fail a test. It just means that you
roll with no bonuses.
General Guidelines
Under The Floorboards is a game about telling compelling stories, not an adversarial
game between the players and the Guiding Voice. Dice should only be rolled when the
result will lead to interesting or exciting narrative decisions or introduce tension to the
story. If a player wants to try something and there is no way they can succeed - for example,
the Biggies have spotted them and a player wants their character to stand and fight - there
is no point rolling, because there is no hope of success.
Instead the Guiding Voice and the player should work together to narrate a story that is
exciting and makes sense in the world - for example, they might narrate a scene in which
their character decides to stand and fight, only to dodge out of the way at the last second
as the Biggie slaps a rolled newspaper down onto the table where they were standing.
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Players should think about what item they hope to recover on their Expedition and what
Set The Scene purpose it will serve them once they have it. This should be a fun discussion involving all
of the group. There are no limits on what kind of thing the players will try to recover, but a
This is a short, free-form narrative section of the game that allows players to introduce
list of suggestions along with the Locations where they are most likely to be found follows.
their characters and begin visualising the world. The Guiding Voice should choose one of
the Establishing Questions to put to the group. Then each player takes it in turns to give
If the players choose an item that is not on this list, they should work together to decide
an answer to the question. This can be a discussion rather than going around the table in
where they are most likely to locate it in the House. The full Location entries later in this
order if you like, but each player should have an opportunity to narrate something about
book contain longer lists of items that might be found in each Location.
their character.
In longer campaign-style games, characters might have goals other than the recovery of
You can ask one question to the whole group, or choose different questions for each player.
an item - clearing a new route, exploring a section of the house nobody has been to before,
When you are more familiar with the game, you may want to create your own Establishing
or meeting up with other families of Floorboard Folk, for example. Ideas for other kinds
Questions. Remember that they serve to ease people into the game and the world, and you
of Expeditions are included in the section on Extended Play & Campaigns at the end of
shouldn’t yet be asking players to make big decisions about the game they are about to play.
this book.
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Item Location Place Obstacles & Describe A Hazard
• The chain from a plug - and perhaps the plug itself. The Bathroom
• The pump from a soap dispenser. Once the Location and the Expedition’s goal have been established, it is time to determine
• Razor blades. what stands in the way of the characters reaching their goal. It is assumed that one
• Old newspapers. The Cellar character - the Scout if somebody has chosen that role, or nominate another person to
• Screws, nails, nuts and bolts.
take on that task - has gone out into the house on a solo reconnaissance mission prior
• A string of fairy lights.
to the characters gathering for this Expedition and returned with a report of the current
• Chairs. The Doll’s House
• A dressing table. state of the Location. In most games this happens “off screen”, and the Scouting phase
• A mantlepiece. acts as a summation of what the Scout learned.
• A potato. The Kitchen
• Laundry detergent.
Now that the Location and Goal have been decided, the group should collectively pick
• A box of matches.
two Obstacles and one Hazard from the relevant Location page. If your group would like
• An illustrated page taken from a specific book. The Library
• A brass candlestick.
the events of the Expedition to be more of a surprise, the Guiding Voice can choose the
• A miniature bust of a literary figure. Hazard secretly without revealing it to the group. Spend a few minutes deciding where
• A cutting from a particularly attractive plant. The Living Room these things are situated in the Location, and how they will impact the players as they
• A cigarette lighter. attempt to achieve their goal. These will form the basis of the scenes that you roleplay
• An assortment of coins
during the Expedition itself. Feel free to invent your own Obstacles if somebody has an
• A hair brush. The Master Bedroom
idea that seems more suitable - or more fun - than those given on the Location entry.
• A compact pocket mirror.
• A pair of socks.
•
•
Furniture from a dolls’ house.
An assortment of interlocking plastic bricks.
The Play Room Test Your Memory & Try Your Luck
• Wooden building blocks.
Even the best Scout in the world can’t remember everything - and in a House filled with
• A bag of rice. The Pantry Biggies things are liable to change. Once the Location has been populated with Obstacles
• Tins of soup.
• Jars of spices. and Hazards, it’s time to roll the dice to find out how things have changed since the Scout
• The spring from a mouse trap. The Skirting Board returned from their initial recon mission.
• Copper wire.
• Strips of adhesive. This section of the Scouting phase tells the Guiding Voice what secret changes to make
• Nuts and seeds. The Bird House to the information the players have just established. Floorboard Folk will set out on their
• Feathers.
(Garden) Expedition with a rough idea of what they are going to face: the drama occurs when the
• Woodchips and sawdust.
world has changed and the plan as to be adapted on the fly. These changes are dictated
• An old shoe. The Bone Yard
• A lamb’s breast bone. by two rolls:
(Garden)
• A wooden spinning top.
• A croquet mallet. The Bramble • One roll made by the Scout to Test Your Memory
• A red leather cricket ball.
(Garden) • One roll made collectively by the rest of the group to Test Your Luck
• A set of keys.
• Tomatoes on the vine. The Green House
• A trowel. First, players should nominate one character to be the Scout. Even though you all
(Garden)
• A small watering can. populated the Location as a group, in the fiction of the game it is the Scout who went
• A large, flat lilypad. The Pond out alone and brought this information back to the group. The Scout makes a Test Your
• A collection of smooth pebbles and stones. Memory roll to determine how accurately they recalled the Obstacles in the Location.
(Garden)
• A bunch of water forget-me-nots.
• Nails and screws. The Shed
Next, the rest of the group makes a Test Your Luck roll to determine the state of the
• A spool of wire from the lawnmower.
(Garden) Hazards in the Location.
• A length of chain.
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Scenes should take as long as they need to take. Don’t rush your players, but move the
action along if things start to get dull.
If you’re working to fixed times - for example, at a convention - then a general guideline
is that each Obstacle, Hazard, or Complication that you add should take about 15-20
minutes to resolve.
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Hazards. Unlike Obstacles, Hazards are not unique to each Location. This is a list of the
Hazards that are appropriate for this Location. They are detailed more thoroughly in the
chapter titled Hazards later in this book.
Complications. A list of six possible Complications for this Location that might be
introduced as the result of a poor Test Your Memory roll. These usually involve making
changes to the way Obstacles are presented, or might involve introducing new Obstacles.
When you are instructed to choose a Complication, you can simply pick one you like, or
ask a player to roll a die and pick the corresponding item from the list.
State of Change. The State of Change table represents how dynamic this Location is.
Compare the result of the Test Your Luck roll in the Scouting Phase to this table, and
follow the instructions given.
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The Bathroom The Cellar
Wide, cold tiles span from wall to wall, a vast open space with nowhere to hide. The bathtub stands Cold, crumbling brickwork and teetering stacks of discarded treasures - folded papers, bolts of
on clawed cast iron feet. A mirrored medicine cabinet hangs high up on the wall above a wide sink. cloth stacked on old empty furniture, boxes of screws and bolts, tools hanging from rusting nails
The slightest noise echoes loudly in this room, and you never know when a Biggie might crash forced into the mortar. The cellar is a maze with no cohesion, a labyrinth of rooms filled with heaps
through the door. of objects with no apparent order or purpose. A small window high up in the wall looks out onto
the sprawl of the Garden - and sometimes things look back in through it.
Descriptors: Humid, steamy, porcelain, citrus, soapy, slippery, wet, damp, slick, bright, stark, open. Descriptors: Cluttered, dusty, dark, teetering, cold, damp, exposed brick, crumbling, labyrinthine,
dim, quiet, scuttling, musty.
One of the Biggies has moved things around in the dolls’ One of the Biggies has repainted the outside of the dolls’ There’s a narrow gap between the wall and the side of the It’s impossible to tell how full a cupboard might be until it’s
house, and the door you need to get through is blocked by house. It is still wet, and if the Floorboard Folk touch it they’ll fridge that you can shimmy up - if you can properly brace opened - at which point there’s no holding back the avalanche
heavy furniture. Will you try and move it, or risk climbing get covered in paint - and leave evidence of their existence. yourself between the two surfaces. of bags and boxes when things start tumbling out.
around the outside of the house to get through a window?
Hazards: Giants Abroad, Burst Pipe, Traps, The Way The Wind Blows
Hazards: Giants Abroad, Decorating, Plants, Tangled Webs
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The Library The Living Room
Dim light, air thick with dust and the smell of biblichor, and a heavy solemnitude that hangs over The Living Room might be the most dangerous space in the house - the place where the Biggies
you, an unseen weight that says, “Be quiet. Speak only in whispers”. Where walls should be there spend the most time, where they come and go at all times of the day and night, and where they
are only towering shelves filled with books. Thick carpet that comes up to your knees masks the can be found just lounging around. It’s high risk, but it’s also high reward. They leave things lying
tread of your feet, and a heavy desk stands monolithic in the middle of the room. around in here, and it’s a good place to find most anything you might need.
Descriptors: Reverent, hushed, still, dusty, hidden, mountainous, mahogany, old, untouched, Descriptors: Cushioned, large, airy, homely, busy, changeable, lived-in, untidy, loud, bright, casual,
contemplative. haphazard
Hazards: Giants Abroad, Decorating, Pets, The Way The Wind Blows
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The Master Bedroom The Play Room
Soft silk coverings, plush cushioning, thick carpet, and the scent of clean laundry and lingering Soft furnishings, mounds of stuffed animals, wooden building blocks, and endless bric-a-brac
perfume. The master bedroom is one of the most serene rooms in the house, ignored by the Biggies perfectly sized for Floorboard Folk. The play room is a treasure trove of items to borrow, and when
for most of the day. That makes it the perfect place for an easy Expedition. things go missing the Biggies blame their children for losing them - but it’s also a place of danger,
where the juvenile Biggies come and go seemingly at random.
Descriptors: Cosy, comfortable, relaxing, still, airy, soft, floral, relaxing, gentle. Descriptors: Cluttered, untidy, chaotic, colourful, bright, messy, changeable, soft, juvenile,
discarded.
Goals State of Change Goals State of Change
1. A hair brush. Result | Outcome 1. Furniture from a dolls’ house. Result | Outcome
2. A compact pocket mirror. 2 - 6 | In addition to the Hazard chosen in the 2. An assortment of interlocking plastic bricks. 2 - 10 | In addition to the Hazard chosen in the
3. A pair of socks. Scouting phase, make use of Decorating. 3. Wooden building blocks painted with bright Scouting phase, make use of Giants Abroad -
4. Hair curlers. letters and numbers. ensuring that the Biggies who appear are children. If
5. A small stuffed bear. 4. Stuffing from the inside of a plush animal.
7 - 9 | Choose a second Complication to use you have already chosen this Hazard then also make
6. A wrist watch. 5. Miniature figures of elves and dwarves from a
during the Expedition. use of Pets.
7. The buttons from an overcoat. tabletop game.
8. A small tube of moisturising hand cream. 6. A small drawstring bag full of colourful glass
10+ | No change. 11 - 12 | Choose a second Complication to use during
9. The bulb from a bedside lamp. marbles.
10. Wire coat hangers. the Expedition.
7. A deck of playing cards.
Obstacles Complications 8. Playing pieces from a chess set.
9. A set of wax crayons in varying colours. 13+ | No change.
To get what you need, you have to go into the wardrobe. How A shelf that the Floorboard Folk are traversing to get where
will you get the door open, and how will you make sure you they need to go has worked itself loose over time, and begins 10. Craft supplies - glue sticks, scraps of coloured
don’t make too much noise rattling hangers while you’re in to tilt away from the wall. What will they do to prevent it paper, jars of glitter, and the like.
there? falling, with them on it?
Obstacles Complications
Climbing up the bed is difficult, because the silk sheets are When the Floorboard Folk get to the bedroom they find a
hard to grip. How will you get up there without damaging record playing on the turntable. There are no Biggies around, The cupboard in the corner of the room is known as “the A remote controlled car has been left turned on. The
anything and leaving a trace of your passage? but does this mean one will be back soon? avalanche”. It’s always full of things to borrow, but opening controller got stuck somewhere, and the car is spinning in f
it often triggers a massive collapse of items that could crush circles. How will the Floorboard Folk get past it?
The family pet always sleeps on the bed when the Biggies Something has knocked a bedside lamp to the ground, and
you if you aren’t careful.
are away. How will you lure them out of the room and the bulb has shattered. The floor is littered with shards of
make sure they don’t return before you start the Expedition glass as big as the Floorboard Folk’s legs, and sparks of Climbing up to one of the shelves means navigating the face This room is always chaos - but sometimes a Biggie comes
properly? electricity arc and crackle from the stump of the bulb at of a large old television set. Unfortunately, this also means in and tidies it. That has happened since the Scout was here,
random. contending with static shock - which is much more serious and now the Floorboard Folk can’t find anything.
when you’re only six inches tall.
The dressing table contains all sorts of boxes and drawers The Biggies appear to be packing for a trip. Large suitcases
filled with things you might need - but they’re always closed, sit on the bed, half-packed with clothes and other items. The small snooker table is relatively easy to climb up to - but A robotic toy dog is programmed to fetch things that are
often heavy, and sometimes locked. What do you need to Nothing is where the Scout saw it. the heavy balls in the net pockets are hard to retrieve, and thrown in front of it. It’s been left running, and the Floorboard
open, and how will you do it? it’s easy to get stuck in the netting. Folk have just passed it.
The back of the door is a thick mass of hanging coats and The ceiling has sprung a leak, and the Biggies have placed Navigating the room means treading carefully around A stray foot sends a stack of books toppling, causing a
dressing gowns. How will you get up to the one you need to a large bucket on a shelf to catch the dripping water. precariously piled stacks of toys and books. What happens domino effect of falling toys and books that the Floorboard
get to with the weight of all that fabric pressing down on you? Unfortunately it’s directly in the path of the Floorboard Folk. when you trip into one? Folk have to flee from.
How will they move it - or get around it - without tipping it Someone has spilled a jar of slime that has oozed across the A box containing controllers from a games console has
over? carpet and stuck everything together. How will you traverse toppled to the floor, spilling a tangle of wires. Can they pick
Climbing down in front of the window involves dropping One drawer in the chest of drawers has been left wide open, it without getting stuck? their way through it without getting tied up in the knotted
from slat to slat on the wooden blinds. They swing wildly which makes it much more difficult to climb the thing now cables?
under your weight, and there’s always the danger that they that there is a huge overhang to traverse. A race track of strips of bright orange plastic has been A bookcase that wasn’t properly mounted to the wall has
will turn or drop without warning. constructed around the room, and cars sit at the top waiting collapsed sideways, creating a mountain of books and
to be launched along the track. It’s a quick way to get to splintered wood that the Floorboard Folk have to traverse.
Hazards: Giants Abroad, Pest Control, The Way The Wind Blows, Pets where you need to go - if you can hang on to the cars.
Descriptors: Earthy, concealed, pungent, leftover, sealed, preserved, cramped, precarious, dense, The Skirting Boards are listed as their own Location for Expeditions, but if you want to play a longer session you could use
them as an interstitial space alongside another Location, crafting scenes in the Skirting Boards at the beginning and end of
exposed brick
an Expedition as the Floorboard Folk journey to and from their home.
Goals State of Change Descriptors: Dusty, cramped, tight, corridor, hazardous, dim, detritus, webs, leavings, forgotten,
1. A bag of rice. Result | Outcome discarded.
2. Tins of soup. 2 - 6 | In addition to the Hazard chosen in the
3. Jars of spices.
Goals State of Change
Scouting phase, choose a second Hazard. 1. The spring from a mouse trap. Result | Outcome
4. Onions.
2. Copper wire. 2 - 8 | In addition to the Hazard chosen in the
5. A jar of Marmite. 7 - 9 | Choose a second Complication to use during 3. Strips of adhesive. Scouting phase, make use of Traps.
6. Dried fruits and nuts.
the Expedition. 4. Old coins, green with oxidisation.
7. Strips of sackcloth torn from an old bag.
5. Thick cords of old spider web that are no
8. A corner of cheese wrapped in waxed paper. 8 - 10 | Choose a second Complication to use during
10+ | No change. longer sticky but still incredibly strong.
9. A set of wooden pegs and lengths of twine. the Expedition.
6. Discarded nails and tacks.
10. An assortment of lids from different sized jars.
7. Chunks of insulation from inside the walls.
11+ | No change.
8. Broken pieces of shoe lace.
9. Long splinters of wood, like wooden stakes.
Obstacles Complications 10. Shed spider skins.
Hidden traps and strips of glue paper dot the floor to keep The pantry is a breeding ground for spiders, and the Obstacles Complications
pests at bay. How do you get around them without tripping Floorboard Folk have disturbed a particularly big one that
them or getting stuck? chases them across the shelves. The space is thick with tangled electric wires that you have As the Floorboard Folk are travelling, they hear the whir
to clamber over. The insulation on one has worn through, of a drill from beyond the wall. Seconds later, an enormous
How do you climb up the sheer shelving without dislodging Rot has set in to some of the food in the pantry, and it’s spread
leaving exposed copper wire that sparks and hisses. spinning drill bit crashes through the wall beside them.
anything? to the things the Floorboard Folx want. There’s another stash
of them - but it means climbing even higher. It’s a long, hard climb up the cavity between the walls, and The family cat has smelled the Floorboard Folk behind the
finding safe places to hold on to is a difficult task. skirting boards. It can't properly get to them - but it can get
The things you are looking for are stored right at the top of The masonry in the walls is old and crumbling, and it’s
a law beneath the gap between skirting board and floor, and
the pantry. How do you get them down to the ground without liable to give way at the worst possible time - like when the
there isn't much space back here to avoid it.
doing any damage to them or yourself? Floorboard Folk are trying to climb it.
A small hole in the skirting board leads out into one of the In the bathroom on the other side of the wall, a Biggie is
One of the ways to quickly cross from one high shelf to The shelf the Floorboard Folk need to get to is packed tight
rooms of the house - but on this side of it is the home of a having a hot shower - and thick, hot steam is flowing beneath
another is along a rope strung between them that the Biggies with jars and tins, and there’s barely any space for them to
family of mice who do not welcome your intrusion. the skirting board and up into the walls.
use to hang bunches of dried herbs. It’s treacherous, though. stand - let alone to dig out the thing they need. How will they
deal with this? The pipes here carry water through the house - and they’re The protruding ends of the nails that the Floorboard Folk use
so hot that careless Floorboard Folk could find themselves to climb this space are old and rusted, and they're liable to
Potatoes are heavy, and liable to tumble all over the place Floorboard Folk are used to evading mice and spiders - but
badly injured clambering over them. snap if too much weight is put on them.
when you try to climb the bag that they’re in. what about the colony of flour beetles that just erupted from
the bag the group were standing on? A small pile of nails sits in a pool of brown, brackish Sometimes pressure builds up in the pipes back here, and
water. Their tips and edges are sharp and dangerous, and it's released in a jet of scalding hot steam.
There’s only one way into the pantry that doesn’t involve The Biggies have hung strips of fly paper in the pantry that
traversing them without doing yourself an injury won’t be
crossing the Kitchen first, and that’s through a small the Scout didn’t spot, and now one of the Floorboard Folk
easy.
ventilation grate in the brickwork at the top of the room. is stuck fast.
How do you open the grate without sending it tumbling to Sometimes scraps of food fall behind the skirting boards. One of the Biggies has tried to fix something - by pumping
the floor below? You don’t know what this was, but it’s old and rotting and a the wall full of expanding foam insulation. How will the
trail of ants as big as your feet are in the process of carrying Floorboard Folk get past it?
it away.
Hazards: Giants Abroad, Pets Out Of Control, Tangled Webs, Traps
Hazards: Burst Pipe, Pest Control, Pets Out Of Control, Tangled Webs
36 37
The BIRD HOUSE
The Garden Perched on a high pole in the garden, exposed to the elements - and to watchful eyes. The bird
house is a dangerous place for Floorboard Folk, but it carries big rewards. Seeds, nuts, fruit,
The Garden is a wide, open space at the back of the House bordered by thick, dense
feathers - and, occasionally, fresh eggs.
hedgerows and foliage. Expeditions Outside are rare, and no Floorboard Folk who have
ventured beyond the boundaries of the Garden have ever returned.
Descriptors: Towering, sheer, vertical, open, precarious, exposed, danger, hanging, unpredictable.
The Garden is vastly more changeable than the inside of the House, and Floorboard
Folk have to keep an eye out for real predators - birds, stray cats, even snakes have been
Goals State of Change
1. Nuts and seeds. Result | Outcome
known to appear. Expeditions to the Garden carry more risk than those inside the house, Feathers.
2. 2 - 7 | In addition to the Hazard chosen in the
and these locations tend to be used in extended play and longer campaigns where the 3. Woodchips and sawdust. Scouting phase, make use of Pets and add a second
mysteries inside the House have been explored - though there is of course nothing 4. Miniature roof tiles. Complication.
preventing you from using these Locations in one-shots. 5. Fragments of broken egg shell.
6. A stash of acorns.
7 - 11 | Choose a second Complication to use during
The Garden Locations each use the same set of Garden Hazards, which are found at 7. Colourful rocks, chunks of broken glass, and
the Expedition.
the end of the Hazards chapter, as well as others drawn from the normal Hazards used other small shiny items stashed by birds.
inside the House. As with the other Locations in Under The Floorboards, Giants Abroad 8. A small ceramic dish, just the right size to
12+ | No change.
function as a bath tub.
is always a possible Hazard.
9. Fine netting from the bird feeder.
10. A large brass hook.
Obstacles Complications
Reaching the bird house means climbing the smooth pole A strong gust of wind kicks up right as the Floorboard Folk
that it stands on, in full view of the House. reach the top of the pole, threatening to send them flying.
The base of the pole is surrounded by jagged rocks and It starts to rain heavily during the Expedition. Suddenly the
lengths of twisted wire. They're designed to keep squirrels ground is full of sucking puddles of mud, and the pole is slick
from reaching the pole, but they're more effective at keeping and almost impossible to grip.
Floorboard Folk away.
It rained last night and was cold this morning, and the pole The family cat appears in the garden hunting birds. It hasn’t
is slick with frosted dew. How will you climb it? noticed the Floorboard Folk - yet.
The easiest way to get from the pole onto the platform the Between the Scout getting back and the Floorboard Folk
bird house sits on is to leap out to the hanging bird feeder setting off on their Expedition, something knocked the pole
that dangles from the edge of the platform, and climb up the birdhouse stands on so that it’s leaning at a strange angle.
from there. It’s very risky, though. How will you make it safer? How will this affect their attempts to reach the birdhouse?
A string of wind chimes dangles from the platform. They The birdhouse now contains the body of a dead starling, and
tinkle gently in the breeze, but when birds land they’re much it’s beginning to attract pests.
louder - and the Biggies come running to the windows of the
House to see what’s on the platform. How do you get up to
the bird house without disturbing the wind chimes?
As the Floorboard Folk are turning to leave the birdhouse, The light is turned off in the room, and there are no windows.
a bird lands on the platform to feed from the feeder. What Everything is pitch black. How will you navigate the room?
happens next?
Hazards: Giants Abroad, Gardening, In The Tall Grass, It Came From Above, Squirrelled Away
38 39
The BONE YARD The BRAMBLE
Far at the back of the garden, behind the flower beds and the bushes, lies the bone yard. The On the edges of the garden, dense rose bushes give way to thick, choking vines lines with thorns,
Biggies have a dog, and the dog likes to bury things - bones, toys, treasures. And just as you borrow stinging nettles, and tangled root systems. The bramble is where children’s toys go to die; when
from the Biggies, sometimes the dog borrows from you - and when it does, the things it takes end the Biggies drop things here, nobody goes to get them. Except for you.
up here. Bring a shovel.
Descriptors: Overgrown, raw earth, dim, soil, damp, churned, tracks, prints, droppings, burial, Descriptors: Snarling, stinging, tangled, choking, constricting, dense, thick, dark, claustrophobic,
mounds. damp.
Goals State of Change
1. An old shoe. Result | Outcome Goals State of Change
2. A lamb’s breast bone. 2 - 7 | In addition to the Hazard chosen in the 1. A croquet mallet. Result | Outcome
3. A wooden spinning top. Scouting phase, make use of Pests Out Of Control A red leather cricket ball.
2. 2 - 6 | In addition to the Hazard chosen in the
4. A wooden doll the size of you that used to and add a second Complication. 3. A set of keys. Scouting phase, make use of Pests Out Of Control
stand in your home. 4. A plastic frisbee. and add a second Complication.
5. A bag of colourful glass marbles. 5. A pair of old boots.
8 - 11 | Choose a second Complication to use during
6. Wooden building blocks painted with bright 6. A heavy gold-plated bracelet.
the Expedition. 7 - 10 | Choose a second Complication to use during
numbers and letters, 7. An ornate wristwatch on a faded leather strap.
7. A compact pocket mirror. the Expedition.
8. The wires from a broken tennis racket.
12+ | No change.
8. A gold cigarette lighter. 9. A brass statuette of a boxer, roughly the same
9. A boar hair shaving brush. 11+ | No change.
size as one of the Floorboard Folk.
10. An ornate porcelain hair brush. 10. A slightly tarnished harmonica.
Obstacles Complications
A fallen tree branch, twice as high as the tallest Floorboard A recent heatwave has dried out the ground and baked the Obstacles Complications
Folk, blocks the path that you would normally take. Do you soil hard. How will the Floorboard Folk dig up what they have Getting into the depths of the bramble means passing As the Expedition gets underway it starts raining heavily.
go over it or go around it? come to recover? through the sprawl of the rosebush, and navigating the sharp Visibility is down, and everything becomes slick and wet. Can
A deep puddle filled with sticky, sucking mud has formed The neighbourhood cat knows that the dog buries things thorns that could be deadly to unwary Floorboard Folk. the Floorboard Folk navigate without falling into the tangle
after a recent rain storm - and it’s attracted frogs and slugs. here, and knows that this often results in small bite-sized of roots and thorns?
How do you navigate it? creatures coming to investigate. It’s lying in wait, and the A colossal toad lives in the damp, dark space beneath the The Biggies have a dog that is out in the garden, and
Floorboard Folk must distract it somehow. bramble, and it can be aggressive to those who invade its it’s sniffing around outside the bramble. What will the
The dog may have buried something - but they’ve also been One of the Biggies left a hose running, and it pumped gallons space. Floorboard Folk do to ensure it doesn’t spot them, and
digging things up. The ground is a nightmare landscape of water directly into the burial ground. The earth is a bog of doesn’t decide to come digging around where they are?
of mounds of earth, with old burials jutting out from them mud pits that threatens to suck Floorboard Folk under if they The tightly packed roots and weeds make the ground hard As the Floorboard Folk get to where they’re going, they
at random angles. The slightest mis-step could see you put the slightest foot wrong - and makes retrieving whatever to see, and there's a real danger of falling down hidden holes realise that they aren’t alone. A mole is digging up the earth
tumbling into unnoticed holes, or else bring mountains of they came for much harder, because now they have to drag it in the ground. How do you plot a safe course through the beneath the bramble, and it isn’t happy to have visitors.
dirt crashing down on you. out of the mud instead of digging it up. bramble?
This time the dog has buried their treasure deep One of the things the dog dragged here long ago was a length A giant snail has moved in, and everything is coated in thick, The bramble sometimes bears blackberries, which are a
underground - but they’ve left a tunnel open. You can get of wood wrapped in barbed wire, which it has left on top of slimy mucus. How do you press forward without getting delicacy to Floorboard Folk and can be gathered during an
to it, but it will mean venturing into the holes beneath the the mound where it buried the thing the Floorboard Folk coated in the stuff? Expedition. But blackberries attract birds, too, and they don’t
wet earth. How will you see in the dark, and how will you need. How will they move it? like to share.
navigate the maze of tunnels?
Right in the middle of the bramble, where the vines and The item the Floorboard Folk are looking for is directly
The bushed hanging over the burial ground bear fat purple While digging, the dog overturned a couple of rocks. The thorns are wound the tightest, there’s a thick trunk that’s beneath a patch of stinging nettles, which shift and wave
pods that burst in a shower of cloying, clinging yellow pollen ground is a writhing mass of woodlice and worms, and the perfect to climb up and fetch lost items out of the thorns. at random in the stiff breeze. How will the Floorboard Folk
when touched. Avoid them. Floorboard Folk have to cross them to get where they’re But it’s a hard climb, and dangerous if you fall. ensure they don’t come to any harm?
going.
For some reason, a bird has chosen this spot right in the Deep in the centre of the bramble, unnoticed by the Scout,
You’re not the only ones after something the dog has buried. The dog has buried a number of things here recently. How middle of the bramble to make a nest. Can you get around it lies a wasp’s nest. What will the Floorboard Folk do to ensure
Ants and beetles swarm the site, scavenging an old bone that will the Floorboard Folk know which spot to dig in? without dislodging the eggs and raising her ire? they don’t attract any unwanted attention?
has been unearthed. How will you get around them without
attracting their attention?
Hazards: Giants Abroad, Gardening, In The Tall Grass, It Came From Above, Squirrelled Away,
Hazards: Giants Abroad, Gardening, In The Tall Grass, It Came From Above, Pets, Squirrelled
Tangled Webs
Away
40 41
The GREEN HOUSE The POND
Enormous panes of glass marked with water spots and stained with dirt. Inside is a neat assortment A long wooden bench rests quietly beside the wide, still pond. The glassy surface is dotted with
of tables bearing plants, fruits, vegetables, and other foliage tended to by the Biggies. The air is wide lily pods, golden koi drift majestically beneath the surface, and frogs croak on the banks. At
hot and thick with moisture, and on a hot day you could almost roast inside it. But it’s an excellent first glance the pond is an oasis of secluded calm in the garden, but get closer and you’ll see it’s a
spot to get raw vegetables, fresh fruit - and even tools. hive of activity.
Descriptors: Earthy, fresh, moist, close, fragrant, ripe, thick, green, terracotta, well-tended, Descriptors: Rippling, drifting, croaking, damp, still, wet, slick, cool, shade, peaceful, serene.
overgrown, still, peaceful.
Goals State of Change
Goals State of Change 1. A large, flat lilypad. Result | Outcome
1. Tomatoes on the vine. Result | Outcome 2. A collection of smooth pebbles and stones. 2 - 6 | In addition to the Hazard chosen in the
2. A trowel. 2 - 6 | In addition to the Hazard chosen in the 3. A bunch of water forget-me-nots. Scouting phase, add a second Hazard.
3. A small watering can. Scouting phase, make use of Burst Pipe and add 4. Sections of green wire mesh.
4. Short lengths of hose pipe. 5. Empty snail shells.
a second Complication. 7 - 10 | Choose a second Complication to use during
5. A yellow hose pipe tap connector. 6. The flowers of yellow water-lilies.
the Expedition.
6. Lengths of cane and other plants 7. A ceramic fairy taken from a water fountain.
7 - 10 | Choose a second Complication to use
supports. 8. Coins pulled from the bottom of the pond.
during the Expedition. 11+ | No change.
7. A roll of garden twine. 9. An assortment of smooth iridescent rocks and
8. A pair of thick leather gloves. stones.
11+ | No change. 10. The bell from a miniature clock tower in the
9. A small orchid in a clay pot.
10. A wide clay dish with irrigation holes in middle of the pond.
the base.
Obstacles Complications
Obstacles Complications
Getting to the fountain involves hopping across the lily pads The tree that leans out over the pond is a horse chestnut
A number of hoses have been left running, snaking across One of the Biggies has left the door to the greenhouse
that dot the surface of the pond - without falling in the water. tree - and when conkers fall, they do so without any kind of
the floor and up to the trestle tables. If you knock them as open, and it’s attracted a number of wasps the size of
warning. A conker to the top of the head is not something that
you pass them there’s a good chance they’ll whip around, the Floorboard Folk’s feet. How will they deal with the
many Floorboard Folk are fond of.
sending water everywhere and bringing the Biggies running. aggressors?
Frogs are surprisingly territorial - and the pond is definitely The family cat can often be found here hunting butterflies
Getting to where you need to go involves passing through a The Floorboard Folk have managed to get out of the house
their territory. and harassing the fish in the pond - but if it realises the
patch of densely-packed cacti. How will you get around them and down to the greenhouse without being seen, but now
Floorboard Folk are there, it will be much more interested
without hurting yourselves? there’s a problem - the greenhouse door is closed, and locked
in them.
with a heavy padlock. How will they get in?
The high reeds at the edge of the pond mask the boundary The pond often attracts common lizards, who like to sun
The easiest way up to the trestle tables is by climbing some As the Floorboard Folk pass by one of the trestle tables
between land and water, and it’s easy to fall in. How will you themselves on the flat rocks. They’re harmless to Biggies,
bags of soil - but there are rips in the sides, and the mouths holding rows of plants, one of the legs gives way and the
make sure nobody gets dunked? but it’s another story for Floorboard Folk.
of them are open. How will you ensure you don’t cause an whole thing begins to collapse.
avalanche of dirt - or sink into it when you reach the top? The pond attracts butterflies, which are very nice to look A heron is wading in the pond when the Floorboard Folk get
at - until they’re on top of you, and you realise they’re often there. How will they make it leave before it decides to have
The trowels and shovels hang from a wooden board The juvenile Biggies are playing a game with a bat and a ball
bigger than you. them for lunch?
mounted high up the side wall of the greenhouse. How will in the garden. Without any warning the ball crashes through
you get to it? the roof of the greenhouse in a shower of glass - and now the Wide, flat stones form a sort of path across part of the pond Since the Scout was here, the Biggies have reinforced the
Biggies are on their way here. - but they’re wet, and it’s easy to slip off them as you jump mesh that extends across the top of the pond so that it has
from stone to stone. a double layer - and much smaller gaps between the wire.
A set of ladders propped against the wall is the easiest way As the Floorboard Folk clamber over a bag of potting soil they
to gain height in the greenhouse - but how do you get from tear it, releasing a swarm of fungus gnats. The things you’re here to get are at the bottom of the pond. The Bigges have placed a tarpaulin over the pond, blocking
them to where you need to be without knocking them over? How will you ensure you get down to them safely, when the access to it. It should be relatively easy for the Floorboard
pond is so deep and you’re so small? Folk to get beneath it - but they’ll be in darkness when they’re
The Scout saw evidence of rats nesting beneath one of the When the Scout was here earlier the tools and twine used by
under there, and it will be harder to get away if danger
tables at the back of the greenhouse - right where you need the Biggies had been left out and could be easily accessed,
appears.
to go. How will you avoid their attention, and how will you but now they’ve been tidied away - and they’re way out of
protect yourself from them if you need to? reach.
Hazards:Giants Abroad, Gardening, In The Tall Grass, It Came From Above, Pets, Squirrelled
Hazards:Giants Abroad, Gardening, In The Tall Grass, It Came From Above, Pets, Squirrelled
Away
Away
42 43
The SHED
One of the least-used parts of the house - but also one of the hardest to access. The shed stands
Hazards
alone, sealed behind lock and key most of the time, but packed with useful things - if you can get
Since Under The Floorboards is a rules-light game, Hazards do not have mechanical
in, and if you can avoid creating an avalanche of junk while you’re in there.
effects attached to them. Instead they present short scenarios that might affect the
Location where the Floorboard Folk are carrying out their Expedition. Use them as
Descriptors: Cluttered, crowded, dusty, sharp, splintered, rusting, hanging, nails, tacky, greasy.
inspiration to create new scenes during the Expedition that make it harder for the
Floorboard Folk to achieve their goal. Present them as problems that require creative
Goals State of Change solutions, allowing the Floorboard Folk to react and use their skills and imagination to
1. Nails and screws. Result | Outcome
A spool of wire from the lawnmower. traverse the unexpected occurrence.
2. 2 - 6 | In addition to the Hazard chosen in the
3. A length of chain. Scouting phase, add a second Hazard. Burst Pipe it in, and the bodies of mice lie bloated
4. A set of old, rusted keys on a heavy loop. You don’t know whether it was your fault and still inside the walls. What’s worse is
5. Lengths of wire. or if something else caused it, but as you’re that the Biggies have been pulling bits of
7 - 10 | Choose a second Complication to use during
6. A roll of adhesive tape. skirting board and wall tiles away to check
the Expedition. clambering along a pipe it bursts. Scalding
7. A tube of industrial lubricant.
water is spraying everywhere, soaking you behind them, and you never know when an
8. A set of paintbrushes of different sizes.
11+ | No change. and threatening to burn you - and, what’s enormous gloved hand is going to come
9. A half-empty tube of superglue.
worse, it will probably draw the attention of groping into the shadows in pursuit of you.
10. A large tin of lighter fluid.
the Biggies. Pests Out Of Control
Decorating You know that you share the house with
In between Scouting and your Expedition, other creatures, and over the years you’ve
Obstacles Complications figured out how to avoid the mice that live
everything has changed. The room is
The shed is packed full of things stacked one on top of the Without realising it, the Floorboard Folk stumble into a filled with ladders, paint buckets, brushes, in the walls and beneath the floor. But
other, and getting to anything means climbing a mountain of section of the shed coated in grease and oil that covers their
etc. Everything is covered in dust cloths something has changed and they’re suddenly
junk - without toppling it over. skin and clothing.
and most possessions have been moved everywhere. In fact, they’re in the room with
Getting up to the highest shelves means climbing the wall The door was unlocked when the Floorboard Folk got here,
of hanging tools - while being careful not to dislodge any, or but while they’re inside the shed a Biggie comes along and or covered up. Is the thing you need still you. Right now.
cut yourself on an exposed blade. closes it up. Now they have to find a way out. here? And what’s that big spinning metal Pets
If the door is locked, getting into the shed involves climbing Mice have made a nest far at the back of the shed, deep thing coming through the wall where you’re The Biggies have a pet - a cat or a small dog
the exterior wall and forcing the window open just enough to beneath layers of junk and rubble. They really don’t want to
standing? - and it can smell you. How will you distract
slip through the gap - without being seen, and without falling be disturbed.
down on the inside. Giants Abroad it so that you don’t become lunch?
The worktop you have to traverse to get to where you’re The Floorboard Folk manage to find what they need without The Biggies are usually away during Tangled Webs
going is covered with layers of old paint and adhesive, and any bother - but it’s pinned beneath a stack of heavy objects the day, which makes your Expeditions The problem with spiderwebs is that they’re
it’s incredibly sticky. How will you get across it without that they’ll struggle to move without being smart about it.
relatively safe. But today they’ve come home really hard to see until you’ve walked straight
getting stuck?
unexpectedly early, and you can hear them into them. The other problem is that they’re
Most of the things you might want to get in the shed are Climbing things isn’t easy art the best of times - but when an
stored in big, heavy tins and jars with hard-to-remove lids. old can of grease has sprung a leak and coated everything in coming towards the room you’re in. You’re really, really sticky. And the third problem?
How do you deal with this? lubricant, it’s even harder. way out in the open - what are you going to Well, that would be the spiders. The hungry,
How do you get a heavy tool that’s as big as you off a hook Heavy rains mean that the shed - which may once have been do to ensure you don’t get seen? scuttling spiders.
that’s halfway up the wall? weather-proof but definitely isn’t any more - has taken on
Pest Control Traps
water. The ground is flooded with enough water to come up
to the waist of Floorboard Folk, and everything else is soaked You know that you share the house with The Biggies have been having problems with
through. other creatures, and now the Biggies have mice, and have left traps out for them. One
figured that out as well. The air is filled with is blocking your route. Can you disarm it, or
Hazards: Giants Abroad, Gardenings, Pests Out Of Control, Tangled Webs, Traps thick smoke that burns when you breathe get past it without triggering it?
44 45
The Way The Wind Blows it’s fine - apart from that stretch where you
Outside the house the wind howls and the have to cross in front of an open window,
Extended Play & Campaigns
trees bend and shake. If you were out there where the curtains flutter and flap and you’re Under The Floorboards is designed primarily for one-shot play, but there is no reason
it’s likely you’d take off unless you found a in danger of tumbling out. why you could not play multiple sessions with the same characters to tell a longer story.
way to lash yourself to the ground. Inside
In campaign play, characters grow and change in response to their environment and what
they have learned on previous Expeditions.
Garden Hazards
When you successfully use one of your SCARPER stats, there is a chance that you learn
Gardening It Came From Above from it. Put a tick next to it on your character sheet. The next time you rest and reflect on
your journey - for example during the Return phase, or at the beginning of a new session -
The high-pitched whirr of a spinning blade They say that death comes on swift wings,
you may check to see what you have learned. Choose a SCARPER stat that has a tick next
is the first warning that something is amiss. and that’s been true for many Floorboard to it and roll 2d6. If you roll over your current ability score in that stat, you may increase
Then severed stalks of grass and weeds Folk. In the relative safety of the house you it permanently by 1. You may do this for up to 3 abilities.
begin to rain down around you. The Biggies only need to worry about things that you
are out in the garden, and they’re cutting the can hear and see - but outside in the garden, When you are done, remove all the ticks from your character sheet. If an ability ever
grass. Do you freeze, and hope it misses you, with the vast open sky far above you, there’s reaches 12, you can no longer improve it.
or run - and hope you don’t get seen? no telling what might be able to see you.
Non-Player Characters
In The Tall Grass Squirrelled Away
The blades of grass are twice as high as the In the base game of Under The Floorboards there are no rules for other Floorboard Folk
You’ve long become accustomed to dealing
who inhabit the world. An extended campaign made up of nothing but Expeditions to fetch
tallest Floorboard Folk, a waving mass that with mice in the House, but squirrels are items would get boring quickly, so you are encouraged to populate the House with other
obscures your view and threatens to cut your a whole different breed of threat. They’re families of Floorboard Folk.
skin open if you rub against their hard edges faster, they’re stronger, and they can climb
in just the wrong way. You won’t be seen by surfaces in seconds that Floorboard Folk Non-player characters (NPCs) do not need stats. Instead, give them personalities and goals
Biggies here, but you also don’t know what need rope, hooks, and time to traverse. And based on the story that you are currently telling. The following list of NPC Motivations
might be around the next corner; ants that what’s worse - they’re often after the same may help:
come up to your hip, moles that rear up things as you are, and they’ll fight you to • The player characters borrowed an item during an Expedition that I need,
from beneath your feet, prickly hedgehogs make sure they get them. and I want to convince them to give it to me.
- or even a garden snake, coiled and ready • The Biggies did something that disturbed my family’s home, and I’m
to strike. trying to scout out a new place for us to live. I have approached the player
characters for help.
• My family need something from the Biggies, but it’s too big an Expedition
for us to tackle alone.
• The player characters have intruded on my family’s territory, and I’m here
to tell them to stay away.
• I’ve learned something about the Biggies and the outside world that will
change everything that the Floorboard Folk know, and I’m here to deliver
a message about it.
• Our only child is lonely without any friends to talk to or play with, and I’m
looking for the other families in the house to see if anyone would be willing
to befriend her.
46 47
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belethlich, Benjamin, Bill Bicknell, blackcoat Irene, Isaac, Izzy / Praxis Descends, Jaan Berl, Richard Malena-Webber, Richard Sands,
Bradley Gardner, Bradley Macro, Brendan Eerik Sõmermaa, Jack Gulick, Jack Houston, Robert, Robert Carnel, Robert Knowles,
O’Donnell, Brian Brunson, Brian Smith, Jaime Herazo, James Firkins, James JayJay Roberta Taylor, Rom Rom, Rudy Mangual,
Buck Crutchfield, C. A. Berlitz, Cabochard, Draper, James McClure, James Torr, Jan Ryan Hennesy, Saajan 9000, Sabina Walter,
CaiusRomanus, Calum, Calvin Johns, Egil Bjune, Jason, Jason Ermer, Jason Gabel, Sara Wychlaran, Sarah Lloyd, Savannah
Carl Rigney, caroline mclaughlin, Casey Jean Lorber, Jeff Hay, Jeff Stevens, Jennifer Gale, scaryridge creative house, Schubacca,,
Clementine, chales015, Charles Kessler Sarrantonio, Jenny M, Jeremy, Jérémy Rioux, Sealed Library, Sean Hastings, Sebastián
II, Chris Baratz, Chris Fairhurst, Chris Jesse Ross, Jessica, Jim Burzelic, Joe Cirillo, Pérez, Sinisa Radovanovich, Software Bloke,
G. Williams, Chris Giesy, Chris Reynolds, Joe McGee, John Gregory, John Harper, John Stacey Allan, Stephanie Kibbe, Stephanie
Chris S. Sims, Chris Shorb, Chris Walz, Taber, Jonas Möckelström, Jonathan Carman, Novak, Stephen Munn, Steven Watkins,
Christian Malleck, Christina Sidiropoulos, Jonathan Laury, Jonathan Ly Davis, Josh Teemu Kivikangas, Terry Herc, The Ballad
Christoffer T. Timm, Christopher Justusson, Queen, Joshua, Julian Warren, Justin Cartee, of Scum, The Creative Fund by BackerKit,
Clare Southworth, Clay Gardner, Cody Faulk, Justin Spath, Space Daddy Games, JVC Parry, The ,Freelancing Roleplayer, The Grinning
Colin Fahrion, Conard Carroll, Curse of Kalynn Erickson, Kam Wyler, karen diemer, Frog, thethrillof, TonoD20, Tony Vasinda +1,
Sebs, Curtis, Dagur, Damon & Peni Griffin, Katharine Griffiths, Katherine Geogheghan, Toy203, trouser_mouse, Tyler Crumrine,
Daniel Horne, Daniel Lade, Daniel M. Perez, Katy, Kei Hawk Rose, Keith Nelson, Kenna Tyler Shaw, Tyson Vanover, Víctor Cadena
Danielle Jayne Hayes, Darren Wilson, David May, Kenneth Sutton, Kevin, Kevin Hitt, Aloy, Will Doyle, William Hinz, Yubi, zack
Danitz, David Kellum, David Millians, DBL, Kimmy Niedt, Lari Assmuth, Lavender Todd, keedy, Zargo Games, Zellotath.
Deathworks, Delaney, diana, Digital Barn, Leandro, Leanne Simpkin, Leon Barillaro,
DocSocrates, Douglas Shaffer, Dustin K. Lesley Mounsey, Liam Stevens, Liam Taylor, Thank you all!
Miller, E. Pereira, Eben Mishkin, Edgardo Lilly Ibelo, Lindsay, lizzunchbox, Lone
Cruz, Eiríkr Åsheim, Eleanor Hingley, Archivist, Loren Peterson, Lowell Francis,
Elizabeth Munson, Elliot Wilson, Else, Ember Lynne Hunt, Mallory Welch, Marianne
+ Ash, emily carmichael, Enlightened Role- McDonald, Mark Fenlon, Mark Winnington,
iv
Create your character, build a family, scout the giants’ house, and set off on
an expedition into a world frought with peril but filled with the promise of
enormous rewards. Climb tumbling bookcases, flee from house spiders, and
steal the cat’s milk without being turned in to breakfast.