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Venture Dungeon

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0% found this document useful (1 vote)
1K views

Venture Dungeon

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
You are on page 1/ 142

Riley Rethal's

Venture
Du nge oN
by JAY draGOn w
Possum Creek Games Inc.
31 Oakledge Park
Saugerties, NY, 12477
www.possumcreekgames.com

All rights reserved, including the right to reproduce this


book or portions thereof in any form whatsoever. For
information, contact the publisher.

For information about special discounts available for


bulk purchases, sales promotions, fundraising and
educational needs, contact Possum Creek Games Inc., at
(518) 291-9686 or [email protected].

Front Cover Illustration by Worsey


Book Design by Ruby Lavin
Edited by Dominique Dickey and Marn S

Titles in Fuzzy Franklin and 1066 Hastings


Body in Marco

Manufactured in the United States of America


First Printing Edition 2021

ISBN: 978-1-954097-15-5 (Paperback)


ISBN: 978-1-954097-16-2 (PDF)

No part of this publication may be reproduced, stored in a


retrieval system, transmitted in any form or by any means,
electronic, mechanical, photocopying, recording, or other-
wise, without the prior express permission of the publisher.
This publisher grants express permission to anyone
reproducing or copying this publication for personal use,
through secure means in order to facilitate gameplay.
w
Riley Rethals
Venture
Du nge oN
by JAY draGOn
Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
How To Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
What Is This Book? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Playing the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Creating Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Choosing Setting Elements . . . . . . . . . . . . . . . . . . . . . . . . . 12
Discovering Your World . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
World Sheets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
Idle Dreaming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Asking Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Moves & Tokens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Player Safety . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

Venture by Riley Rethal . . . . . . . . . . . . . . . . . . . . . . . . . . . 21


Playbooks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
The Paladin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
The Fighter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
The Bard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
The Rogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
The Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
The Cleric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
The Druid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
The Immolator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
The Oathbound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
The Oathbreaker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
The Warlock . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Setting Elements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
The Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
The Celestial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
The Arcane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
The Mundane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
The Authority . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
The Underbelly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82

6 - Introduction
Dungeon by Jay Dragon . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
The Two Worlds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Creating The Two Worlds . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Leveling Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Gaming Lingo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Playbooks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
The Cleric . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
The Fighter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
The Rogue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
The Wizard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
The Little Sibling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
The Game Master . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Setting Elements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
The Dungeon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
The Denizens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
The Powers-That-Be . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
The Mysteries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
The Restless Dead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
The Glamorous Ones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
The Gazing Monstrosity . . . . . . . . . . . . . . . . . . . . . . . . . . 128
The Great Dragon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
The Mind Devourer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
The Vampires . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134

Introduction - 7
Introduction

Venture gives us magic-filled forests and looming castles,


champions in shining armor and vagabonds with dazzling
charm, markets of ill-repute and duplicitous authorities,
and uncaring gods high above always asking, “What do you
do next?”
In Venture, we will play as a group of adventurers trav-
eling through a fantasy world, making their way across the
terrain while learning about themselves and each other.
They will meet townspeople with storied cultures, crimi-
nals with shady agendas, mages with esoteric power, and a
strange darkness encroaching on the horizon.
Dungeon gives us trap-riddled school hallways, dragons
in the boiler room, the endless grid of suburbia, doodles of
monsters in the margins of planners, and a grinning game
master always asking, “What do you do next?”
In Dungeon, we will play as a group of teenagers on
the verge of the greatest danger of their lives, whether that
danger is the vast dungeon they explore once a week, or the
existential terror of high school. They’ll need to confront
mocking skeletons, surveilling monstrosities, bloodsucking
bullies, and (of course) the dragon atop its throne of gold.
And all they have are their Playbooks, a worn and battered
sourcebook, and each other.
Two games about belonging outside belonging, of
finding meaning at the edge of society. Two games with no
dice and no masters. Two games about adventure, about
confronting evil and coming out the other side of it, and
about the friends we make along the way.

Introduction - 9
How To Play

What Is This Book?


This book contains the rules to two different role-playing
games built on the Belonging outside Belonging engine.
This section will explain all the rules both games share,
before splitting off into the specific materials needed for
Venture and Dungeon, respectively. Before we get started,
we’re going to need some supplies:
▸ A group of 2-6 people. These are the Players, and
they’ll be the ones engaging with the game. You can
play both of these games solo, or with a huge number
of people, but both games hold up best in this range.
▸ One of these people is probably the Facilitator.
They’re the person reading all this out loud and
teaching everyone else how to play. In fact, this person
is probably you!
▸ A way to write down the choices we make. There’s a
lot of different ways to handle this—printed out copies
of the play materials, loose paper, notes applications,
etc.
▸ A pile of tokens. These can be beads, coins, poker
chips, loose dice, or whatever else you have lying
around.
▸ Snacks, water, comfortable seating, and extra paper
are all very useful but not required.
With these supplies, we’re going to dream up our
characters together, along with the world they inhabit.
We’ll ask pointed questions and use our imagination to
give meaning and identity to the world we build.

10 - Introduction
Playing the Game
Now, gathered together and armed with supplies aplenty,
the time has finally come for you to set out on the road. But
before you venture forth, there are some words of power
you must utter, some heroes you must conjure, and some
truths you must learn about their world.

Introducing the Game


Start by introducing the game you’re playing—Venture or
Dungeon—reading aloud the text for that game on p. 9.
With this short incantation, you will begin to bring a world
into existence—a world that you not only shape, but fill
with life.

Creating Characters
Next, take turns to choose Playbooks and read the intro-
ductions out loud. Once they have all been given their due,
each player chooses one. Put aside any that remain.
Each Playbook describes a different hero, giving them
shape and purpose. These sheets ask players to make some
decisions about who these heroes are and what they can do.
Although the Playbooks of Venture feature very different
prompts to those of Dungeon, the process of choosing and
creating characters is more or less the same in both games.
Once your heroes have been chosen, spend a few
minutes reading through your sheet and circling options
for each prompt. These prompts are just starting points—
should the fancy take you, feel free to flesh out your choices
and discuss them with other players as you go.
Beyond these prompts, each Playbook also lists Weak
Moves, Strong Moves, and questions to ask other players.

Introduction - 11
These questions help to situate the characters in relation
to each other, while the moves represent unique ways in
which each character participates in the adventure. You
don’t need to do anything with these parts of the sheet just
yet—they’ll come up soon—but you can read more about
questions on p. 15 and moves on p. 16 if you so desire.
When everyone’s finished making choices about their
characters, it’s time for proper introductions! Taking turns,
tell the whole group who your hero is and what options
you chose, going into as much detail as you’d like. There are
no secrets around the table. The more you share, the more
opportunity there is for excited collaboration.

Choosing Setting Elements


Any adventure worth its name is about more than just its
protagonists. It’s about the world around the heroes—one
that is dramatic, dangerous, and full of life. As such, players
in Venture and Dungeon don’t just portray characters. They
also play Setting Elements.
Setting Elements represent different facets of the world
in which the game takes place. They include everything
from the workings of the divine through to the denizens of
the dungeon. Any player who holds a given setting element
is responsible for answering questions about that part of
the world, and using special moves to set relevant events in
motion. Whenever there is a question about an element—
about the layout of the dread barrow, for example—
someone will pick up that setting element to answer.
As a group, read each setting element out loud and
answer the prompts together. During play, Players will pick
up Setting Elements to portray when they become relevant.

12 - Introduction
Discovering Your World
By now, each player should have a Playbook and the group
should have an idea of each Setting Element. Now comes
the time to map and discover the world you’ve made. Look
to the world sheet to discover what you must do next.

World Sheets
Arm yourself with a piece of paper and something to write
with. As you answer the prompts on the world sheet and
draw upon the arcane energies of the deep ether, sketch out
a map of the places and things you describe. Anyone can
add to the map, and it can be as abstract as you’d like. “Here
be dragons” gives you as much to work with as a meticulous
street grid. Whatever you decide to include, make sure that
there are blank spaces. You’ll likely want to keep adding to
the map as you play.
While drawing your map and sketching the outlines of
your world, you may find yourselves full of questions and
ideas about the place, the people and things it contains,
your characters, and how it all fits together. This leads to a
mode of play called idle dreaming.
In Venture (p. 21), the world sheet is your adventure—
the region in which your quest takes place. Simply start by
choosing from the listed options and see where your imag-
ination takes you.
Dungeon (p. 85) asks you to fill out two world sheets—
one for your Tabletop (the fictional world in which the kids
are playing) and one for your Hometown (the suburban
domain where they actually live). Add locations to the map
based on the prompts and anything else that seems inter-
esting to you. You can create the maps in any order, or even
at the same time.

Introduction - 13
Idle Dreaming
During idle dreaming, ideas and inspiration flow as freely
as the silver waters of an enchanted spring. This mode of
play is defined by sharing ideas, following whatever sparks
the flame of interest, freely pondering questions, big and
small; and wondering where the game will take us. It is
the space we enter into when someone asks “What does
Saint Alexandros do to relax?” or says “I’m curious what
Georgie’s room looks like.” It’s about bringing what inter-
ests us to the table and chasing after anything that takes
our fancy.
In practice, this involves letting thoughts and conver-
sations happen in their own time and at their own pace,
following them where they lead, and making up details
about the world and the characters as we do. The questions
we ask might have simple answers, or we might decide to
leave them unresolved for now.
Importantly, idle dreaming is not somehow outside or
separate from the rest of the game. We fall into and out of
it naturally. At some point during this process, a thought
will emerge that demands some kind of action—something
that must be seen in the world, resolved, or perhaps made
messy and complex. Or maybe someone will just want
to know what it looks like for a character to experience a
particular thing. These are perfect opportunities to move
directly into scenes and start making moves.
Idle dreaming can begin anew just as easily. When a
scene reaches its conclusion, we don’t necessarily need to
find out what happens next; we might move straight back
into idle dreaming to talk about what we’ve learned and
what we still want to know. We’re here to see where our
adventure takes us.

14 - Introduction
Asking Questions
Each playbook lists several questions for its player to ask
of other players. At some point while you’re creating your
world and dreaming idly, each player chooses one or more
of these questions and asks them. As with any other ques-
tions in Venture and Dungeon, answer honestly, even if
your characters don’t themselves know the answers.
Take the conversations provoked by these questions
as prompts for the game’s first scenes. Once you start to
think about these first scenes, you will realize the magic is
complete and your adventure has truly begun.
Welcome, friend. Danger, glory, and camaraderie await.

Scenes
A plea made to a comrade-in-arms, ensorceled by a
forgotten power…
Soda spilled on someone’s playbook, threatening a
precarious harmony…
A tall stone door, hiding perils unknown…
Any of these moments could be the basis for a scene.
A scene is what happens whenever someone at the
table wants to go beyond idle dreaming and see a situation
played out. It might spring from a stray thought—a raven-
haired kid on a bike, case full of miniatures stowed securely
against her back—or something grander. The execution of
a risky plan, the climax of an argument, the witnessing of a
great and mighty change in the world.
During scenes, the players collaborate to describe
moments in the story, making moves as well as deci-
sions about their characters and setting elements. Even
the players of characters who don’t appear in a scene can

Introduction - 15
participate, asking questions, adding details, and looking
for anything they might like to explore later.
Scenes take exactly as long as they need to, whether
that’s thirty seconds or half an hour. A slowing in the action
might indicate that it’s time to wrap a scene up; conversely,
it might be an opportunity to let the characters stew in
uncertainty, pondering things left unsaid.
Similarly, the resolution of one scene might lead
dramatically into a new one—what happens when the
wayward priest races triumphant through the doors of
their temple, lost relic held aloft? A resolution may just
as easily open a portal back to idle dreaming. The paths
between modes of play are like the gateways between
worlds: endless, surprising, and eager to be discovered.

Moves & Tokens


When you want to act on the world during a scene, look at
your moves. Each player has access to a variety of moves,
some from their Playbook and some from the Setting
Element they hold. These moves are tools that drive the
story forward and prompt action, whether it be profound
or utterly mundane.
Character Moves describe actions a Character might
take, things that might happen to them, or things they
might notice or discern. By contrast, the Moves granted by
Setting Elements describe things that happen in the story.
Within the story, these things might happen purely by
chance, or they might stem from the people and forces of
the world itself.
Both kinds of Moves follow a similar format, stating
an event, an action, or a question to be asked of another
player. To make a Move, simply read it aloud and describe

16 - Introduction
what it looks like within the fiction of the game. Even the
most abstract Moves have some effect on the world and its
story. What does it look like for the rogue to refuse to trust,
or for the dwellers beneath to demonstrate the kindness in
everyone? When making a move, always show us what it
looks like.
There are two sorts of Character Moves: Weak Moves
and Strong Moves. Players can make the Weak Moves listed
on their playbook (along with their setting element moves)
at any time. These moves make the game interesting by
complicating the lives of the heroes. They may involve
failure, mistakes, or even simple tactlessness. Whenever a
player makes a Weak Move, they gain a Token. A Token can
be anything—a dice, a marker, a coin, a secret sigil.
To make a Strong Move, a player must spend one of
their Tokens (they start with none). Unlike Weak Moves,
Strong Moves involve direct success, advancement, and
impressive displays of a character’s skills and power. They
usually put characters in a better position than they were
in previously.
Some moves, written in italics, instruct you to ask a
question of another player. These questions are asked and
answered by players. They are asked about characters,
not of characters. As such, they can be answered directly,
honestly, and in full. Within the context of the story, such
knowledge could be represented by anything from a sudden
realization of intent to the full glory of divine inspiration.

Introduction - 17
Player Safety

Before you start, discuss together what sorts of things you


want to include in the game and what you don’t. Establish
the tone you’re aiming for so that everyone is on the same
page, but don’t treat this initial discussion as the only
opportunity to establish boundaries. No one should be
expected to list everything they don’t want in a game in
order to participate, especially considering how personal
those things can be. Instead, be ready to change or even
retcon parts of the fiction if and when needed.
One easy way to foster an accommodating environment
around the table is to get into the habit of framing ideas
as hypotheticals. If you have a suggestion that involves
another player’s character or that you’re not sure everyone
would want in your story, ask about it in a way that makes
it easy for others at the table to take the scene in another
direction. “Do you think…,” “what if…,” and “how about…”
are all good ways to frame scenes and add details while
making sure everyone is on board. It’s more fun when
everyone feels good about adding things to the story!
Don’t hesitate to give feedback to your fellow players.
When someone says something awesome, tell them!
Getting invested in all of the characters and relationships
in your story makes the experience more engaging, even
when you’re not the focus of a scene. Likewise, when
someone says something you’re not comfortable with,
tell them. This can be direct: “I’m not sure I’m okay with
our squad committing that much violence right here,” for
example. Or it can be indirect: “how about instead of killing
him, we scare him into retreating?”
Additionally, it’s always okay to draw a veil on a scene,

18 - Introduction
saying that it happens but doesn’t need to be shown “on
screen”.
Get into the habit of doing check-ins. These are breaks
in the game in which everyone can talk about how they feel
about the story and make sure that the other players are
comfortable. Check-ins are a good way to give players who
might be wary of the direction the game is going an oppor-
tunity to speak without putting the burden on them to stop
play entirely. The end of a session is a good, natural place to
check in, but if you notice that someone seems upset, don’t
hesitate to stop the game and talk about it.
Lastly, it’s important to remember that if someone asks
you, player to player, to change a suggestion you’ve made,
they’re not doing it to spite you or because they thought
your idea was bad. It’s not personal.
For these safety tools to really work, everyone should
understand why they exist and how to use them. That may
take some practice, but in the long run it helps everyone—
not just those around the table right now, but all the others
you’ll play with in the future.
Beyond these techniques, a range of tools exist to help
make play a safe and positive experience for everyone
involved. For a helpful summary of some of these other
tools, check out the TTRPG Safety Toolkit, co-curated by
Kienna Shaw and Lauren Bryant-Monk.
Venture and Dungeon are games about adventure and
the people who seek it out. These kinds of stories often
involve violence, danger, and the risk of death, but that does
not mean they need to be gory, gratuitous, or bleak. A game
is what the players make it, so go now—make it yours.

Introduction - 19
Venture
by Riley Rethal
Imagine Your Quest
Choose 3-5 Visuals:
▸ A Haunted Forest ▸ Everyday Magic
▸ Well-Tread Paths ▸ A Large Quarry
▸ A Bustling Market ▸ A Magic Academy
▸ An Elegant Cathedral ▸ Wide Rivers
▸ Scattered Tents ▸ Trading Posts
▸ Rolling Hills ▸ Forbidden Lands
▸ Cobblestone Streets ▸ Floral Meadows
▸ Ocean Air ▸ New Arrivals
▸ Snow-Capped Mountains ▸ A Royal Palace
▸ Cramped Alleys ▸ Military Outposts

You Meet Someone:


▸ An Old Friend ▸ An Aging Mage
▸ A Celestial Messenger ▸ A Desperate Widow
▸ A Dangerous Hero ▸ An Unspeakable Terror

And They Tell You Of:


▸ Mysterious Killings ▸ A Nefarious Plan
▸ A Secret Treasure ▸ A Ghost-Sighting
▸ A Dragon’s Nest ▸ A New Military Outpost
▸ An Old Forgotten Legend ▸ Rumors Of A Spy

Something Is Destroyed:
▸ An Old Landmark ▸ A Celestial Object
▸ A New Project ▸ An Important Town
▸ Someone’s Heart ▸ A Noble’s Reputation
▸ A Social Custom ▸ Someone’s Home And
▸ A Holy Symbol Livelihood

22 - Venture
By:
▸ A Gang Of Bandits ▸ Mysterious Circumstances
▸ The Darkness ▸ The Military
▸ An Alchemic Experiment ▸ A Holy Warrior
▸ A Kid Trying Their Best ▸ A Corrupt Magistrate
▸ A Vengeful Ex-Lover ▸ A Revolution
▸ Magic

And You Must:


▸ Take Revenge ▸ Finish The Job
▸ Find Out What’s Going On ▸ Deal With The Aftermath
▸ Stay Out Of It

You Find Something:


▸ An Ancient Weapon ▸ A Gateway
▸ A Dead Body ▸ A Lead
▸ An Abandoned House ▸ A Small Fortune In
▸ A Lost Kid Jewels
▸ A Dropped Letter ▸ A Curse
▸ An Unusual Plant

And Then:
▸ You Take It With You ▸ You Must Keep It Safe
▸ It Follows You No Matter ▸ It Takes You Somewhere
What You Do Important
▸ You Realize It’s Part Of ▸ Someone Else Is
Something Bigger Searching For It

Venture - 23
Playbooks
The Paladin
The Paladin is an individual searching for meaning. Their Powers and
struggles are intense, ideological, and often self-imposed.

Play To Find Out:


▸ Will your beliefs guide you, or lead you astray?
▸ Is there something fundamental missing in your life, and
will you find it?
▸ Where does your conviction and militancy come from?

Choose A Look:
▸ Scarred Hands ▸ Piercing Eyes
▸ Calloused Hands ▸ Cold Eyes
▸ Gauntleted Hands ▸ Earnest Eyes
▸ Stone Hands ▸ Determined Eyes
▸ Strong Hands ▸ Distant Eyes
▸ Bloodied Hands ▸ Longing Eyes

26 - Venture
Choose Two Wardrobe Styles:
▸ Wrought-Iron Armor ▸ A Sentimental Ring
▸ Ceremonial Robes ▸ Well-Worn Boots
▸ Jeweled Adornments ▸ A Faded Uniform
▸ Polished Metal ▸ Brass Knuckles
▸ Chain Mail ▸ A Ceremonial Dagger
▸ Official Insignias ▸ A Leather Necklace
▸ Golden Braces ▸ Immaculate Clothes

Choose Two You Are And Two You Are Not:


▸ Stubborn ▸ Heroic
▸ Loyal ▸ Beloved
▸ Faithful ▸ A Follower
▸ Bound ▸ Violent
▸ Just ▸ Steady

Choose Two Beliefs:


▸ I Must Protect The Weak ▸ Violence Is The Only Way
▸ I Am In The Service Of A To Make Others Listen
Higher Power ▸ There Is Only Pure Good
▸ I Possess Power That And Pure Evil
Others Do Not ▸ There Is An Answer To
▸ There Is A Wound In The Questions I Have
The World That Must Be About My Purpose
Healed

Choose Two You Have And One You Already Lost:


▸ An Adorned Sword ▸ The Memory Of My Oath
▸ A Golden Shield ▸ Armor Whose Weight I
▸ A Token Of Faith No Longer Feel
▸ A Worn Holy Book ▸ A Commanding Voice

Venture - 27
Choose One To Ask Left And One To Ask Right:
▸ Why don’t you trust me?
▸ What did you do to reassure me recently?
▸ How did you betray my trust recently?
▸ What do you disagree with me about?

Tips:
▸ Explore the ideological tensions between yourself and
other characters.
▸ Form strong opinions and act on them.
▸ Make your character fallible and relatable.

Ask Other Players:


▸ How non-player characters react to your convictions and
judgment.
▸ How accurate your judgments of non-player characters
are.

Lure:
▸ When someone asks you to take the lead or to make a
judgment, they take a Token.

28 - Venture
Strong Moves:
▸ Kill someone.
▸ Use your presence to make others listen.
▸ Admit that you were wrong.
▸ Have a realization about your beliefs or feelings.
▸ Use your beliefs to force yourself or someone else to
make the right choice.
▸ Fall in or out of love.
▸ Ask: “How are you vulnerable to me right now?”

Weak Moves:
▸ Use your beliefs to excuse the harm of others.
▸ Make judgment without questioning your motives.
▸ Put your faith in the wrong cause or person.
▸ Declare someone your enemy.
▸ Cover up your insecurities with empty talk of greatness
and destiny.
▸ Misunderstand your emotions to avoid facing a truth
about yourself or the world.
▸ Ask “What makes me vulnerable in this situation?”

Venture - 29
The Fighter
The Fighter is an individual in a constant battle. Their powers and
struggles are material, violent, and often the last resort.

Play To Find Out:


▸ Are you willing or able to stop fighting?
▸ Where do you draw the line with regard to harm and
killing?
▸ How do you affect the people around you?

Choose A Look:
▸ Lithe Arms ▸ Tied-Back Hair
▸ Muscular Arms ▸ Braided Hair
▸ Arms At The Ready ▸ Messy Curls
▸ Marked Arms ▸ Shaved Head
▸ Protected Arms ▸ Unkempt Hair
▸ Crossed Arms ▸ Hair Cut Short

30 - Venture
Choose Two Wardrobe Styles:
▸ Leather Armor ▸ A Black Eye
▸ Comfortable Clothes ▸ Brass Accessories
▸ Old Scars ▸ Cotton Shirts
▸ Wrapped Knuckles ▸ Gold Thread
▸ An Embossed Leather ▸ Ripped Clothes
Sheath ▸ Bloodstains
▸ Knight’s Armor ▸ Military Honors
▸ An Official Sigil

Choose Two You Are And Two You Are Not:


▸ Rash ▸ Protective
▸ Experienced ▸ Precise
▸ Destructive ▸ Bloodthirsty
▸ Mercenary ▸ Charming
▸ Intimidating

What Weapon Do You Carry?


▸ The Sword Of My Mentor Knives
▸ The Spear That Slew A ▸ The Axe I Stole From An
Dragon Opponent
▸ Only My Calloused Fists ▸ The Force Of My
▸ Words That Cut Like Reputation

Why Do You Fight?


▸ It’s All I’ve Ever Known ▸ To Pay The Bills
▸ I Am Seeking Revenge ▸ The Thrill Of The Fight
▸ To Protect Those I Love ▸ I Wish I Knew
▸ No One Else Will
▸ There Are Enemies
Everywhere

Venture - 31
What Do You Long For?
▸ Love ▸ Respect
▸ Revenge ▸ Renown
▸ Reconciliation ▸ Homecoming
▸ Wealth ▸ Retirement
▸ Adventure

Choose One To Ask Left And One To Ask Right:


▸ Why did you ask for my protection recently?
▸ What do you admire about me?
▸ What did I do recently to worry or alarm you?
▸ How did I hurt you in the past, whether on purpose or
by accident?

Tips:
▸ Be blunt.
▸ Explore the role of violence in your community.
▸ Make your character fallible and relatable.

Ask Other Players:


▸ To describe or act as your opponents and obstacles.

Lure:
▸ When someone comes to you for protection or asks you
to damage something or someone, they gain a Token.

32 - Venture
Strong Moves:
▸ Kill someone.
▸ Open up about your doubts or pain.
▸ Put yourself between someone and violence.
▸ Reassure someone else about their own strength.
▸ Use pure strength to destroy an inanimate obstacle.
▸ Effortlessly shrug off blows that would do great damage
to others.
▸ Ask: “How can i help you right now?”
▸ Ask: “Who or what is really in control here?”

Weak Moves:
▸ Destroy something instead of understanding it.
▸ Ignore or scorn a social norm.
▸ Act cold to someone who needs or offers compassion.
▸ Resort to violence before it is necessary.
▸ Lose yourself in a fight.
▸ Ask: “What about me scares you?”

Venture - 33
The Bard
The bard is an individual who revels in their charisma. The powers
and struggles are social, emotional, and often a performance.

Play To Find Out:


▸ How does your art affect those around you?
▸ How much of yourself is a performance?
▸ What do you truly long to create, and can you create it?

Choose A Look:
▸ Proud Smile ▸ Restless Hands
▸ Dazzling Smile ▸ Soft Hands
▸ Cocky Smirk ▸ Calloused Hands
▸ Warm Smile ▸ Furtive Hands
▸ Scheming Smile ▸ Wiry Hands
▸ Lazy Grin
▸ Nimble Hands

34 - Venture
Choose Two Wardrobe Styles:
▸ An Ornate Mask ▸ Silk
▸ Mismatched Clothes ▸ Bright Colors
▸ Patched-Up Shirts ▸ Embroidered Robes
▸ Bejeweled Accessories ▸ Unassuming Garb
▸ Tattoos ▸ Faded Leather
▸ Bare Chest ▸ Exotic Fabric
▸ Old Finery ▸ Soft Dresses
▸ A Very Nice Coat

Choose Two You Are And Two You Are Not:


▸ A Storyteller ▸ Boastful
▸ Extravagant ▸ A Liar
▸ Seductive ▸ Easily Distracted
▸ Celebrated ▸ Passionate
▸ Worldly ▸ Calming

Choose Two Arts You Practice:


▸ Giving Voice To Difficult ▸ Intimidation
Feelings ▸ Providing Space For
▸ Education Relaxation
▸ Making Others Trust Me ▸ Pleasure
▸ Sleight Of Hand ▸ Thoughtful Analysis
▸ Provoking Others To ▸ Making The Ordinary
Action Feel Fun

Where Does Your Magic Come From?


▸ I Was Born With It ▸ The Blessing Of A God
▸ The Beauty Of My Art ▸ My Belief In Myself
▸ There Is No Magic, Only ▸ I Honestly Don’t Know
Manipulated Emotion ▸ It Just Happens
▸ Years Of Practice Sometimes
▸ My Instrument

Venture - 35
Choose One To Ask Left And One To Ask Right:
▸ How did I capture your attention recently?
▸ Why have you been avoiding me?
▸ What special, secret moment did we share recently?
▸ Are you a fan of my work?

Tips:
▸ Bring people together and make them feel things.
▸ View your goals as important, whether they are ambi-
tious or trivial.
▸ Make your character fallible and relatable.

Ask Other Players:


▸ How your audience responds to your art.
▸ If there is anyone who knows you or wants something
from you when you enter new places.

Lure:
▸ When someone asks you to perform, or is moved to
change by your practice of your art, they gain a Token.

36 - Venture
Strong Moves:
▸ De-escalate violence or conflict.
▸ Win others over with your art.
▸ Drop pretenses and speak frankly with someone.
▸ Offer someone healing, comfort, or wonder.
▸ Offer hidden knowledge about a person or place
▸ Get out of harm’s way.
▸ Ask: “What do you most desire right now?”

Weak Moves:
▸ Blunder into a bad situation, totally unprepared.
▸ Lie unconvincingly or get caught with no alibi.
▸ Fall in love.
▸ Make a bad situation worse with your presence.
▸ Draw attention from the wrong crowd.
▸ Cave to your desire for approval to the detriment of your-
self or your loved ones.
▸ Ask: “What do you really think of me?”
▸ Ask: “Who do you want me to be?”

Venture - 37
The Rogue
The Rogue is an individual who goes where they aren’t supposed
to. Their powers and struggles are opportunistic, ethical, and often
spiteful.

Play To Find Out:


▸ Are you a guardian, troublemaker, or trainwreck?
▸ Do you value community or independence more?
▸ Who or what do you value enough to take the biggest
risks?

Choose A Look:
▸ Wiry Frame ▸ Sharp Eyes
▸ Angular Frame ▸ Skittish Eyes
▸ Muscular Frame ▸ Glaring Eyes
▸ Hunched Frame ▸ Naive Eyes
▸ Tired Frame ▸ Determined Eyes
▸ Covered Frame ▸ Shadowy Eyes

38 - Venture
Choose Two Wardrobe Styles:
▸ Black Hoods ▸ Encoded Tattoos
▸ Tattered Cloaks ▸ Tangled Hair
▸ Brands Of Punishment ▸ A Wrought Iron Ring
▸ A Dirtied Uniform ▸ Stolen Jewelry
▸ Hidden Weapons ▸ Dark Colors
▸ Clenched Fists ▸ A Flat Cap
▸ Bare Feet ▸ An Ornate Clasp
▸ Ill-Fitting Clothes

Choose Two You Are And Two You Are Not:


▸ Scheming ▸ Connected
▸ Quiet ▸ Discarded
▸ Rash ▸ Secretive
▸ Detached ▸ Selective
▸ Scavenging ▸ Observant

Choose Two Beliefs:


▸ Anyone Will Betray For ▸ There Is A Higher Power
The Right Reason To Which I Am Beholden
▸ True Freedom Can Only ▸ We Must Create Our
Be Found In Solitude Own Purpose In This
▸ The Law Is Nothing But World
A Tool Of The Powerful ▸ Violence Is Not Immoral
▸ Only Take From Those If It Is Necessary
With More Than Me

Venture - 39
Choose Two You Have And One That Was Taken
From You:
▸ An Enchanted Dagger ▸ A Quick Tongue
▸ A Worn-In Cloak ▸ A Favor Owed From A
▸ Forged Official Local Merchant
Documents ▸ A Ring With Poison
▸ The Brand Of A Thieves’ Hidden In It
Guild

Choose One To Ask Left And One To Ask Right:


▸ What did I steal from you?
▸ Why have I been avoiding you recently?
▸ How has my suspicion or distance hurt you recently?
▸ What stolen thing did I give you?

Tips:
▸ Embrace both distrust and vulnerability.
▸ Act with intention, even when it’s misguided.
▸ Make your character fallible and relatable.

Ask Other Players:


▸ To describe or act as the people you steal from and the
people who catch you.

Lure:
▸ When someone offers you a job or a secret, they take a
Token.

40 - Venture
Strong Moves:
▸ Take something while no one is looking.
▸ Find something hidden in plain sight.
▸ Forge documents or create a disguise with sufficient
accuracy.
▸ Sneak away, undetected.
▸ Eavesdrop undetected in a conversation.
▸ Win a fight you didn’t start.
▸ Open something locked.
▸ Ask: “Who will be affected by my actions?”

Weak Moves:
▸ Let someone else take the blame for your actions.
▸ Sneak away into the shadows to avoid responsibility.
▸ Refuse to trust someone who has no ill will.
▸ Get caught by the authorities or someone worse.
▸ Get someone else involved in your exploits.
▸ Hurt someone without letting them know it was you.
▸ Ask: “What would it take for you to turn on me?”
▸ Ask: “How does a past exploit catch up to me in this moment?”

Venture - 41
The Wizard
The Wizard is an individual searching for answers. Their powers and
struggles are studied and endless, yet often constrained.

Play To Find Out:


▸ Does your magic help or hurt those around you?
▸ Do you value knowledge or people more?
▸ Are you dogmatic or rebellious?

Choose A Look:
▸ Pensive Face ▸ Intimidating Magic
▸ Stern Face ▸ Scholarly Magic
▸ Inquisitive Face ▸ Ostentatious Magic
▸ Weathered Face ▸ Precise Magic
▸ Youthful Face ▸ Explosive Magic
▸ Open Face ▸ Understated Magic

42 - Venture
Choose Two Wardrobe Styles:
▸ Ostentatious Robes ▸ Cloaks
▸ Protective Amulets ▸ Witch Hats
▸ Ink Stains ▸ Flowing Dresses
▸ A Slight Glow ▸ A Magic Wand
▸ A Silver Circlet ▸ Many Rings
▸ A Leather Notebook ▸ Tattered Clothes
▸ The Same Thing For Days

Choose Two You Are And Two You Are Not:


▸ Enlightened ▸ Boastful
▸ Curious ▸ Incisive
▸ Studious ▸ Powerful
▸ Particular ▸ Well-Known
▸ Skeptical ▸ A Teacher

What School Of Magic Do You Know Best?


▸ The Kind That Protects Cannot Act On Its Own
But Does Not Fight Back ▸ The Kind That Creates
▸ The Kind That Conjures But Only To Destroy
But Cannot Control ▸ The Kind That Casts
▸ The Kind That Illusions That Do Not
Understands But Cannot Stay
Affect ▸ The Kind That
▸ The Kind That Imbues Transforms But Cannot
Things With Magic But Create

Venture - 43
Choose Two You Have And One You Search For:
▸ An Ancient Tome In A Writing In The Margins
Forgotten Language ▸ The Insignia Of A
▸ The Last Letter From A Prestigious Order Of
Dead Colleague Knowledge-Seekers
▸ The True Name Of A God ▸ A Theory For Why The
▸ A Phoenix Feather World Seems To Be
▸ A Worn Spellbook With Changing

Choose One To Ask Left And One To Ask Right:


▸ What awkward or imposing question did I ask you
recently?
▸ How did I use magic to help you?
▸ How did you help me with my studies or an experiment?
▸ How did I betray your trust recently?

Tips:
▸ Make magic something to be studied and feared.
▸ Have some, but not all, of the answers, and always search
for more.
▸ Make your character fallible and relatable.

Ask Other Players:


▸ For ideas for spells.
▸ For unintended effects of your magic when you cast it,
and how it affects people.

Lure:
▸ When someone comes to you for knowledge or explana-
tion, they gain a Token.

44 - Venture
Strong Moves:
▸ Deduce a hidden truth.
▸ Persuade someone with reason and logic.
▸ Perform a spell to save or help someone.
▸ Ask for help.
▸ Call on your research or expertise.
▸ Ask: “what do you know that i do not?”
▸ Ask: “what would you like me to do next?”

Weak Moves:
▸ Insist on contentiously debating a minor point.
▸ Withdraw into your studies, avoiding responsibility.
▸ Go on a tangent instead of giving a straight answer.
▸ Downplay someone else’s successes to focus on yourself.
▸ Experiment with forces you do not understand without
proper preparation
▸ Interject in a conversation that did not want or need you.
▸ Ask: “Why do you resent me?”

Venture - 45
The Cleric
The Cleric is an individual with a touch of divinity. Their powers and
struggles are spiritual, social, and often in-demand.

Play To Find Out:


▸ Are you a provider, community leader, or gatekeeper?
▸ Who and what do you prioritize when times get tough?
▸ What is your relationship with your deity, and how do
you feel about your divinity?

Choose A Look:
▸ Soothing Voice ▸ Skilled Hands
▸ Firm Voice ▸ Coarse Hands
▸ Raspy Voice ▸ Shaking Hands
▸ Gentle Voice ▸ Busy Hands
▸ Rough Voice ▸ Gentle Hands
▸ Commanding Voice ▸ Bold Hands

46 - Venture
Choose A Wardrobe Style:
▸ Tattered Vestments ▸ Medical Garb
▸ Hoods And Robes ▸ A Divine Aura
▸ Ceremonial Garb ▸ Walking Stick
▸ Drawn Sigils ▸ Ceremonial Weapon
▸ Divine Amulets ▸ Spectacles
▸ A Holy Symbol ▸ Pristine Clothes
▸ Light Armor ▸ Faded Robes

Choose Two You Are And Two You Are Not:


▸ Tender ▸ Compassionate
▸ Loyal ▸ Wise
▸ Pious ▸ Prepared
▸ Long-Suffering ▸ Chosen
▸ Self-Sacrificing ▸ Contemplative

Choose Two Rituals You Perform:


▸ Tending Of Wounds ▸ Truesight
▸ Sanctification ▸ Prophecy
▸ Resurrection ▸ Mark Of Death
▸ Commune With The ▸ Summoning Of Light
Celestial And Darkness

What Do You Give Your Deity In Exchange For


Your Gifts?
▸ Understanding ▸ A Mouthpiece For Their
▸ An Anchor To The Scripture
Material ▸ A Strange Friendship
▸ My Own Lifeforce ▸ They Haven’t Told Me Yet
▸ A Promise That Haunts Me

Venture - 47
Over What Does Your Deity Reign?
▸ Nature ▸ The Unknown ▸ Poetry
▸ Light ▸ All ▸ Honor
▸ Secrets ▸ Just Me ▸ Pleasure
▸ Justice ▸ The Space ▸ Death
▸ Healing Between ▸ I’m Not Sure
▸ Beauty ▸ Fate

Choose One To Ask Left And One To Ask Right:


▸ How have I comforted or healed you?
▸ Why did you seek my guidance recently?
▸ What secret did we learn together?
▸ What did I do recently that made you finally feel that you
can trust me?

Tips:
▸ Make yourself feel valued and needed in your community.
▸ Explore how your divinity manifests, and how that
shapes your relationships.
▸ Make your character fallible and relatable.

Ask Other Players:


▸ To describe the communication from your deity.
▸ To act as your deity.

Lure:
▸ When someone comes to you for care or spiritual guid-
ance, they gain a Token.

48 - Venture
Strong Moves:
▸ Soothe someone’s pain or duress.
▸ Perform a ritual with preparation and skill.
▸ Receive guidance or revelation from your deity.
▸ Give someone else strength or encouragement, with
magic or words.
▸ Use your celestial connection to call forth ancient or
overlooked knowledge.
▸ Ask: “What should I be on the lookout for?”
▸ Ask: “What do you need to feel whole right now?”

Weak Moves:
▸ Botch a ritual, exposing yourself to risk or ridicule.
▸ Appeal to prophecy or cosmic forces.
▸ Get yourself entangled with forces far too powerful.
▸ Underestimate a mundane threat.
▸ Lose connection with your deity.
▸ Isolate yourself from your community.
▸ Ask: “How has my presence made this situation worse?”

Venture - 49
The Druid
by Luke Jordan
The Druid is an individual looking for a home. Their powers and
struggles are inherent, material, and often transformative.

Play To Find Out:


▸ Where do you truly belong?
▸ Are you a hunter, a healer, or a force of nature?
▸ How can you help others hear the voice of the world?

Choose A Look:
▸ Stained Feet ▸ Bestial Feet ▸ Serpentine
▸ Scarred Feet ▸ Sharp Canines Tongue
▸ Steady Tread ▸ Stony Skin ▸ Patterned Fur
▸ Light Step ▸ Thorny Antlers ▸ Lupine Eyes

50 - Venture
Choose Two Wardrobe Styles:
▸ Furs And Hides ▸ Little Brown ▸ Rusty Sickle
▸ Scrimshaw Birds ▸ Poultices And
▸ Tanned Leather ▸ Enveloping Healing Pastes
▸ Knotwork Cloak ▸ Knotted Belt
Tattoos ▸ Dried Herbs ▸ Moss Clinging
▸ Flower Crowns And Roots To Your Clothes
▸ Simple Linen ▸ Hand-Carved
▸ Knotted Staff Pipe

Choose Two You Are And Two You Are Not:


▸ Lonely ▸ A Loner ▸ Wary
▸ Insightful ▸ Impulsive ▸ At Peace
▸ Gruff ▸ Rootless
▸ Patient ▸ Superstitious

Choose Three Whose Secret Language You Know:


▸ The Beasts ▸ All Things That Swim
▸ The Birds ▸ Insects
▸ The Trees ▸ Bushes And Grasses And
▸ The Whispering Wind Vines
▸ The Vast Slumbering Earth ▸ The Salamanders Who
▸ Rain And Storm Bask In Each Flame’s Heart
▸ The Ancestral Dead

Where Did You First Call Home?


▸ Under The Shadow Of ▸ On Long Rolling Plains
The Forest ▸ Deep In The
▸ Among The Mountain’s Underground
Peaks ▸ A Land Wrapped In
▸ Along The Jagged Coast Snow’s Embrace
▸ By A Rushing River ▸ In A Cozy Little Cottage
▸ Beside The Dozing With Someone You Loved
Swamp

Venture - 51
Choose Two That Call You To Run Away And Join
The Wild:
▸ Wolves Howling In The Moon
Hills ▸ A Far-Off Voice Each
▸ The Bright Spring Breeze Dusk And Dawn
▸ The Thrill Of The ▸ Your Animal-Shaped
Unknown Shadow
▸ A Homesick Longing ▸ The Promise Of
▸ Dreams Of A Land You’ve Somewhere Simpler
Never Seen ▸ A Half-Remembered Tale
▸ The Tug Of The Hunter’s From Childhood

Choose One To Ask Left And One To Ask Right:


▸ How have you tried to welcome me?
▸ What hurt do you have that I could heal?
▸ Why do I unnerve you?
▸ What are we teaching each other?

Tips
▸ Bring forward the details of the landscapes you travel
through, and make them matter.
▸ Explore themes of connection, alienation, and belonging.
▸ Make your character fallible and relatable.

Ask Other Players:


▸ To give voice to the natural world: plants, beasts, weather,
and natural elements
▸ What is it about each place you go feels familiar and feels
strange.

52 - Venture
Lure:
When someone offers you a good reason to stay, they gain
a Token.

Strong Moves:
▸ Speak to nature, and have it answer: majestic and
terrifying.
▸ Give blunt and practical advice.
▸ Find something that makes you feel at home.
▸ Befriend an animal, plant, or elemental.
▸ Perceive and speak to the spirit of a landscape.
▸ Save someone’s life, or ease their pain.
▸ Transform someone willing into another form.
▸ Ask: “What happened here that I should know about?”
▸ Ask: “What does home mean to you?”

Weak Moves:
▸ Retreat into another form to avoid a difficult situation.
▸ Speak to nature, and have it drastically misunderstand.
▸ Overlook or misunderstand someone else’s troubles.
▸ Threaten to leave, for good.
▸ Prioritize other lives over human ones.
▸ Refuse to get involved, because this isn’t your home or
your problem.
▸ Destroy or hurt something that you meant to heal.
▸ Ask: “What about me makes you uncomfortable?”
▸ Ask: “Why should I stay?”

Venture - 53
The Immolator
by A. Fell
The Immolator is an individual who shines like the sun. Their powers
and struggles are dazzling, severe, and often unpredictable.

Play To Find Out:


▸ How far are you willing to go to achieve your ends?
▸ How much control do you really have over the blaze?
▸ What is your relationship with your fire, and why was
your gift granted to you?

Choose A Look:
▸ Warm Gaze ▸ Burned Skin
▸ Smoldering Gaze ▸ Scarred Skin
▸ Mesmerizing Gaze ▸ Branded Skin
▸ Intense Gaze ▸ Tattooed Skin
▸ Bright Gaze ▸ Perfect Skin.

54 - Venture
Choose Two Wardrobe Styles:
▸ Glittering Jewels ▸ Tight-Fitting Garb
▸ Noble Finery ▸ Braided Hair
▸ Charred Work Clothes ▸ Cracked Leather Coat
▸ Leather Gloves, ▸ Hand-Forged Ornaments
▸ One Nice Outfit ▸ A Weapon Made Of
▸ Haphazardly Patched, Flame
Scales

Choose Two You Are And Two You Are Not:


▸ Inviting ▸ Excitable
▸ Consumed ▸ Kind
▸ Haunted ▸ Passionate
▸ Brash ▸ Zealous
▸ Serene ▸ Industrious

What Fuels Your Fire?


▸ The Love For My Family
▸ Revenge Against Those Who Have Wronged Me
▸ The Blood Of A Distant Relative
▸ My Ambition
▸ The Knowledge That Life Is Short
▸ An Unwanted Gift

Venture - 55
Choose Two Things You’re Not Willing To
Sacrifice And One Thing You Already Have
▸ A Memory Of My ▸ The Dreams Of My
Childhood Future
▸ My Freedom ▸ My Empathy
▸ My Personhood ▸ My Ability To Defend My
▸ My Skills Friends
▸ The Knowledge Of My ▸ My Mortality
Best Friend’s Name

Choose One To Ask Left And One To Ask Right:


▸ How have I made you fear me recently?
▸ What secret have I learned about you?
▸ What quiet, genuine moment did we share recently?
▸ What did I encourage you to do that turned out to be a
mistake?

Tips:
▸ Veer away from expectation, within reason.
▸ Find a goal, fulfill it, find another one, repeat.
▸ Embrace the hearth as well as the wildfire.
▸ Make your character fallible and relatable.

Ask Other Players:


▸ To show you how far-reaching the consequences of your
actions are.

Lure:
When someone reveals the deepest desire of their heart to
you, they gain a Token.

56 - Venture
Dire Action:
You start with an extra Token. If you are ever without
Tokens, sacrifice something cherished to regain control of
a situation.

Strong Moves:
▸ Kill someone.
▸ Forge something new from the fire.
▸ Sway someone to your ideas.
▸ Find truth in burning embers.
▸ Use your fire to save, rather than destroy.
▸ Shake off the constraints of the mundane.
▸ Ask: “What is about to happen?”

Weak Moves:
▸ Burn in love or let its flame fizzle out.
▸ Lose control of your flames.
▸ Unwittingly let a dangerous rumor fester.
▸ Deliberately let someone be hurt.
▸ Reignite a conflict once smoothed over.
▸ Unleash the full force of your power.
▸ Ask: “How will I push you too far?”
▸ Ask: “What did I never see coming?”

Venture - 57
The Oathbound
by Ben Roswell
The Oathbound is an individual pulled to a purpose. Their powers and
struggles are heavy, anointed, and often predestined. If at any time
your vows become too limiting, you may switch to the Oathbreaker.

Play To Find Out:


▸ What work must be done to right your parent’s wrongs
and can you complete it?
▸ What is the true meaning of the oath you took?
▸ What is the difference between those who see only your
oath and those who see you?

Choose A Look:
▸ Stiff Shoulders ▸ A Grim Expression
▸ Adorned Shoulders ▸ A Familiar Expression
▸ Cold Shoulders ▸ A Careworn Expression
▸ Hunched Shoulders ▸ A Triumphant
▸ Bony Shoulders Expression
▸ Weary Shoulders ▸ A Pious Expression
▸ Tanned Shoulders ▸ A Sardonic Expression
▸ Soft Shoulders ▸ A Tender Expression

58 - Venture
Choose Two Wardrobe Styles:
▸ A Pointy Hat Adorned ▸ Your Mother’s Eyes
With Stars ▸ Your Father’s Stony
▸ A Well-worn Apron, A Countenance
Belt With Many Pouches ▸ Thick-soled Boots
▸ An Embroidered Cloak ▸ A Practical Haircut
▸ Gorget And Wrist Guards ▸ A Massive Scar
▸ A Heavy Book ▸ A Farmer’s Tan
▸ Sacred Tattoos ▸ A Single Jeweled Earring

Choose Two You Are And Two You Are Not:


▸ Devoted ▸ Wistful
▸ Honest ▸ Unyielding
▸ Organized ▸ Scary
▸ Warm ▸ Sharp
▸ Quiet ▸ Obedient

Choose Two Duties You Were Given And One You


Choose But Cannot Put Aside:
▸ Speaking For The Dead ▸ Easing The Pain Of The
▸ Recording History Dying
▸ Hunting Those Who Are ▸ Arbitrating Conflicts
Marked Between Neighbors
▸ Healing Poisoned Soil ▸ Warding Against Hungry
▸ Assisting With Spirits
Childbirth ▸ Locating Lost Knowledge

Venture - 59
Choose Two Gifts You Were Given To Aid You And
One You Will Never Have:
▸ A Sword With A Poem ▸ The Language Of The
On Its Blade Unseen
▸ A Prophetic Vision ▸ Your Mentors Memories
▸ A Secret About Your ▸ A Magic Fiddle
Parents ▸ A Pouch Of Money
▸ The Power To Call Fire ▸ A Golden Circlet
▸ A Healing Spell ▸ A New Name

Choose One To Ask Left And One To Ask Right:


▸ Who have I helped that you love?
▸ What do you need from me and why do you fear me
anyway?
▸ What promise have I made you? What promise have you
broken?
▸ What echo of my parents do you see in me?

Tips:
▸ Explore how your duty brings you into conflict with both
others and your own desires.
▸ See every story through to its end.
▸ Make your character fallible and relatable.

Ask Other Players:


▸ To tell you what’s expected of you in each situation
▸ To act as the people you serve
▸ To bring you problems to solve
▸ To make statements about your fate
▸ To tell you stories of your predecessors

60 - Venture
Lure:
Whenever someone asks you to make or break a promise,
no matter your answer, they gain a Token.

Strong Moves:
▸ Fill a need nobody but you knew was there.
▸ Take someone else’s pain onto yourself.
▸ Voice uncertainty and ask for help.
▸ Find a practical solution to a mythical problem.
▸ Do something right a predecessor did wrong.
▸ Find a momentary balance between duty and desire.
▸ Ask: “What does fairness look like in this moment?”

Weak Moves:
▸ Turn your back on a duty.
▸ Step into a role you aren’t prepared for.
▸ Let your yearning cloud your perception.
▸ Choose an efficient solution over a kinder one.
▸ Carry out a job you or your party feels is wrong.
▸ Ignore pain until it breaks you.
▸ Ask: “What do you want from me that I haven’t given you?”
▸ Ask: “What do you want for me that I haven’t gotten for
myself?”

Venture - 61
The Oathbreaker
by Ben Roswell
The Oathbreaker is an individual who seeks uncharted paths. Their
powers and struggles are earnest, arduous, and often unexplored.

Play To Find Out:


▸ What lies in the farthest reaches of the map?
▸ Who are you when you have cast off all that binds you?
▸ Who fears the unknown and who wishes to embrace it?

Choose A Look:
▸ Aching Scars ▸ A Voice Made For Soothing
▸ Luminous Scars For Whispering ▸ A Voice Made
▸ Hidden Scars ▸ A Voice Made For Prayer
▸ Invisible Scars For Speeches ▸ No Voice At All
▸ Fresh Scars ▸ A Voice Made
▸ Bared Scars For Battle Cries
▸ Ornamental Scars ▸ A Voice Made

62 - Venture
Choose Two Wardrobe Styles:
▸ A Traveler’s Jacket ▸ A Missing Eye
▸ A Compass And Rolled ▸ Your Mentor’s
Parchment Pocketwatch
▸ Tinted Glasses ▸ Your Child’s Woven
▸ A Shining Smile Bracelet
▸ A Carefree Whistle ▸ A Whimsical Mask
▸ A Canvas Pack Almost ▸ A Ornate Belt Knife
Bursting ▸ The Robes Of The
▸ A Broken Amulet Pilgrim’s Order

Choose Two You Are And Two You Are Not:


▸ Remorseful ▸ Flinty
▸ Commanding ▸ Unmoored
▸ Weathered ▸ Sly
▸ Cheery ▸ Practical
▸ Subtle ▸ Merciful

Choose One Labor You Took Up On Your Own And


One That Was Chosen For But You Cannot Leave
Undone:
▸ Mapping The Mountain ▸ Erasing Your Home From
Caves Your Memory
▸ Raising Your Sibling’s ▸ Founding A School Of
Child Magic
▸ Killing The God Of ▸ Following The Pilgrim’s
Sorrow Path To Its Final Turn
▸ Returning Pillaged Relics ▸ Telling The Whole Truth
▸ Bringing Peace To The ▸ Getting Revenge On
Valley Of Your Birth Those Who Wronged You

Venture - 63
Chose Two Powers You Have Claimed And One
Who You Have Forever Renounced:
▸ Seeing The Strings ▸ Telling Fortunes
Of Fate, Speaking To ▸ Healing Wounds
Shadows ▸ Bewitching People With
▸ Legs That Will Never Song
Give Out ▸ Glimpsing One’s True
▸ Mastery Of Every Blade Fears
▸ Knowing A Lie When It ▸ Stepping Into Mirrors
Is Spoken

Choose One To Ask Left And One To Ask Right:


▸ Where have you gone that I long to visit?
▸ How am I utterly changed since we last met?
▸ What gift did I give you in return for hospitality and who
did you mistake me for?
▸ What knowledge do I have that terrifies you?

Tips:
▸ Always take the path less traveled.
▸ Meet every story you are told with a story of your own.
▸ Make your character fallible and relatable.

Ask Other Players:


▸ To describe the places you’ve traveled
▸ To speak in the voices of those you’ve met along the way
▸ To describe how your very presence affects things

Lure:
When someone asks you a question with a dangerous
answer or asks for an impossible favor, they gain a Token.

64 - Venture
Strong Moves:
▸ Dispel someone’s fear with a well spoken story.
▸ Find a shortcut where there shouldn’t be one.
▸ Reveal a hidden truth at just the right moment.
▸ Get help from an old acquaintance you met on the road.
▸ Admit to yourself or the party that you long for a home.
▸ Sing.
▸ Ask: “What need has drawn me here?”
▸ Ask: “What kindness can a stranger do for you?”

Weak Moves:
▸ Ignore a situation rather than help and get stuck.
▸ Answer a question in a mysterious and unhelpful
manner.
▸ Push a companion down a rocky and uncertain path.
▸ Play a nasty trick in the name of breaking expectations.
▸ Get yourself or the party lost.
▸ Choose a good story over a direct path.
▸ Ask: “What enticing choice here haven’t you seen yet?”
▸ Ask: “What is just beyond the horizon that scares you?”

Venture - 65
The Warlock
by Atlas Sellman
The Warlock is an individual with a powerful relationship. Their
powers and struggles are forbidden, human, and personal.

Play To Find Out:


▸ Can you maintain relationships with people other than
your patron?
▸ How do people react to the strange, the forbidden, and
the unknown?
▸ What is your relationship with your patron, and how do
you feel about the darkness?

Choose A Look:
▸ Missing Eyes ▸ Scarred Back
▸ Otherworldly Eyes ▸ Frail Back
▸ Unassuming Eyes ▸ Freckled Back
▸ Mismatched Eyes ▸ Tattooed Back
▸ Dull Eyes ▸ Hard-Working Back
▸ Extra Eyes ▸ Knotted Back

66 - Venture
Choose Two You Are And Two You Are Not:
▸ A Pariah ▸ Combative
▸ Obsessive ▸ Strange
▸ Empathetic ▸ Devoted
▸ Confident ▸ Lonely
▸ Morbid ▸ Desperate
▸ Machiavellian ▸ Accepted

Choose Two Rules You Are Allowed To Break:


▸ Gravity ▸ Tradition ▸ Death
▸ Time ▸ Tangibility ▸ Cause and
▸ Possession ▸ Status Effect
▸ Privacy ▸ Gender ▸ Morality
▸ Laws ▸ Life ▸ Mortality

Choose How Your Patron Communicates With You:


▸ Whispers of the Dead ▸ Animals
▸ Patterns ▸ Sigils
▸ Pain ▸ Possession
▸ Dreams ▸ Intoxication
▸ Divination ▸ A Mirror
▸ Music ▸ Darkness

What Doesn’t Your Patron Give You?


▸ Approval ▸ Friendship ▸ Their True
▸ Love ▸ The Truth Appearance
▸ Respect ▸ Real Power ▸ A Child
▸ Community ▸ Sex ▸ A Promotion
▸ Proof ▸ The Body You ▸ The Sweet
▸ A Parental Desire Release of Death
Figure ▸ Comfort

Venture - 67
Choose One To Ask Left And One To Ask Right:
▸ What about me scares you?
▸ Why do you envy me?
▸ What secret have I shared with you?
▸ How have I shown you I care?

Tips:
▸ Position yourself as valuable because of your differences
not in spite of them.
▸ Explore how your relationship with your patron mani-
fests, and how it affects your other relationships.
▸ Make your character fallible and relatable.

Ask Other Players:


▸ Act as your patron, and explain how they react to your
choices.

Lure:
▸ When someone comes to you with anger or forbidden
desires, they gain a Token.

68 - Venture
Strong Moves:
▸ Do something impossible.
▸ Receive a boon from your patron.
▸ Make someone feel accepted.
▸ Perform a ritual with passion and emotion.
▸ Curse someone.
▸ Pass yourself off as someone or something else.
▸ Use your eldritch connection to call forth forbidden or
forgotten knowledge.
▸ Ask: “How can I get you to do this?”
▸ Ask: “What is your biggest secret?”

Weak Moves:
▸ Receive a demand from your patron.
▸ Appeal to your patron to solve your problems.
▸ Scare someone with you devotion.
▸ Expose others to the horrifying darkness of your patron.
▸ Refuse to explain yourself.
▸ Overestimate your ability to control power.
▸ Receive punishment from your patron.
▸ Ask: “How don’t I belong here?”
▸ Ask: “What about me do you find disgusting?”

Venture - 69
70 - Venture
Setting Elements
The Darkness
There is something wrong with the world. We do not know quite what
it is, but it is coming. We can only see it in glimpses and strange, rare
occurrences but it is getting stronger day by day.

Choose Two Ways The Darkness Manifests:


▸ Mistrust And Hatred ▸ Possessions
▸ Sinkholes ▸ Despair
▸ Infection ▸ Blinding Rage
▸ Endless Night ▸ Erasure Of History
▸ Ephemeral Attackers ▸ Incomprehensibility
▸ Disappearances

Choose Two Desires:


▸ Consumption ▸ Warning
▸ Transformation ▸ Awe
▸ Madness ▸ Chaos
▸ Illusion

72 - Venture
Moves:
▸ Foreshadow a threat.
▸ Attack or take something important.
▸ Alter the world to cause doubt and confusion.
▸ After every Move, ask: “What do you do next?”

NPC Ideas:
▸ Shadows with minds of their own.
▸ Whispers from beyond the stars.
▸ The cult courting an apocalypse.
▸ The alchemist consumed by their experiments with the
dark.
▸ The young girl who made friends with the shadows.
▸ The skeptic.

Venture - 73
The Celestial
The divine is not meant to be understood by the material, but we try
anyway. Some of us have connections to the things we call “gods” and
others do not believe they exist. We must believe both of these claims if
we are to understand the world.

Choose Two Ways The Celestial Manifests:


▸ Flashes Of Light Beyond
▸ Revelations ▸ Spikes Of Emotion
▸ Messages In Dreams ▸ Ringing In The Ears
▸ Ancient Texts ▸ Prophecies
▸ Physical Forms ▸ Elaborate Rituals
▸ Messengers From ▸ Meaningful Silence

Choose Two Desires:


▸ Worship ▸ Leading Astray
▸ Obedience ▸ Transcendence
▸ Understanding ▸ Revelation
▸ Intimacy ▸ Ignorance

74 - Venture
Moves:
▸ Give cryptic advice.
▸ Reveal something hidden.
▸ Manifest power in an unexpected way.
▸ After every Move, ask: “What do you do next?”

NPC Ideas:
▸ False prophets.
▸ True prophets.
▸ An old lover of a god
▸ A zealous scholar with more conviction than restraint,
▸ A doubting priest.
▸ The purported witness of a miracle.
▸ Divinely animated figures.
▸ Resurrected creatures of myth.

Venture - 75
The Arcane
In every crack and crevice of our world, in every tree, tome, and child,
there is magic. Not all that we do is considered magic, but seman-
tics only matter to most when they are performing a delicate spell.

Choose Two Ways The Arcane Manifests:


▸ Explosive Bursts Understanding
▸ Small But Meaningful ▸ Imagination Turned
Alterations Reality
▸ Whispered Secrets ▸ Academic
▸ Patterns In Nature Pretentiousness
▸ Deepened ▸ Environmental Shifts

Choose Two Desires:


▸ Esotericism ▸ Categorization
▸ Exclusivity ▸ Deep Passion
▸ Shared Knowledge ▸ Novel Creations
▸ Enlightenment

76 - Venture
Moves:
▸ Introduce a mystery.
▸ Complicate someone’s attempt at magic.
▸ Reveal a hidden solution or pattern.
▸ After every Move, ask: “What do you do next?”

NPC Ideas:
▸ An absent-minded scholar,
▸ The boy who discovered a new type of magic,
▸ A retired mage,
▸ The living imprints of magic left behind,
▸ The witch who will enchant your weapons for a price,
▸ A hermit with memories of the old magic,

Venture - 77
The Mundane
The world is made up of more than magic. It is made of people, with
everyday wants and needs. We are some of those people, even if we
sometimes believe we are different.

Choose Two Ways The Mundane Manifests:


▸ Kind Looks ▸ Bustling Trade
▸ Long-Standing Rivalries ▸ Familiar Faces
▸ Communal Gatherings ▸ Social Pressures
▸ Town Gossip ▸ A Need For Protection

Choose Two Desires:


▸ Stability ▸ Protection From Threats
▸ Hope ▸ Trade
▸ The Absence Of Change ▸ Rational Explanations

78 - Venture
Moves:
▸ Introduce someone who needs or offers help.
▸ Show how the party’s actions have wider consequences.
▸ Show how someone else is trying to deal with the same
situation in a different way.
▸ After every Move, ask: “What do you do next?”

NPC Ideas:
▸ An old friend from home.
▸ The mayor of a small town.
▸ A group of children in awe of heroes.
▸ A single mother trying her best.
▸ The local sports team.
▸ The inn-keeper with a soft spot for you.
▸ The upstart teen who keeps trying to fight you.
▸ The shopkeep with rare goods.

Venture - 79
The Authority
There are those in this world with centralized power. They believe
themselves to be the arbiters of law, and they use their might to
enforce it. We try to stay out of their way, but they always find a way
to force themselves into the lives of others.

Choose Two Ways The Authority Manifests:


▸ Large Armies ▸ Legendary Weapons
▸ Intimidating Uniforms ▸ Industrial Might
▸ Distant Fear ▸ Economic Power
▸ Celebrated Heroes

Choose Two Desires:


▸ Order ▸ Shows Of Force
▸ Violence Against ▸ Unquestioned Supremacy
Outsiders ▸ Military Expansion
▸ Bureaucracy ▸ Profit

80 - Venture
Moves:
▸ Catch someone in the act.
▸ Make someone prove their identity or worth.
▸ Block a path forward.
▸ After every Move, ask: “What do you do next?”

NPC Ideas:
▸ A deserted soldier.
▸ A fast-talking ambassador.
▸ A dedicated weaponsmith.
▸ A farmer whose land was destroyed.
▸ Suspicious guards.
▸ A conniving duke.
▸ A fervent knight.

Venture - 81
The Underbelly
In this world, sometimes the officials don’t help the right people.
That’s why the thieves, spies, and criminals have to do their part to
help themselves. When you’re dealing with the criminal world, only
one thing matters: everyone has a price.

Choose Two Ways The Underbelly Manifests:


▸ Unspoken Threats Fences And Light Posts
▸ Back-Alley Deals ▸ Whisper Networks
▸ Blackmail ▸ Eavesdropping Kids
▸ Quiet Support From The ▸ Hierarchical Guilds
Law ▸ Black Markets
▸ Symbols Carved On

Choose Two Desires:


▸ Wealth ▸ Contraband
▸ Control ▸ Secrets
▸ Release ▸ Connections
▸ Privacy ▸ Equity

82 - Venture
Moves:
▸ Offer aid at a cost.
▸ Introduce an ethical dilemma.
▸ Have someone be somewhere or know something they
shouldn’t.
▸ After every Move, ask: “What do you do next?”

NPC Ideas:
▸ A kid thief in over their head.
▸ The seemingly omnipresent spymaster.
▸ A double agent soldier.
▸ The servant girl who sells her noble employers’ secrets.
▸ An assassin sent to kill someone important.
▸ The highwayman you’ve encountered a few times on the
road.
▸ Your contact for black market goods.

Venture - 83
Dungeon
by Jay Dragon
THE TWO WORLDS
Dungeon is played by moving (often very fluidly) from an
in-game world to the world around the game itself. The
exact process can change from playthrough to playthrough,
and I don’t want to tell you how to engage with it specifi-
cally. However, it will be useful to have specific language
to describe these worlds. Here are two suggested terms to
delineate what’s going on:
Tabletop refers to the fictional world the kids are
playing within. It is a world of magic and monsters, packed
full of mysteries and dungeons. Spells and abilities are
very literal here, and the kids are playing as their made-up
heroes within the world.
Hometown refers to the suburbia the kids exist within
when they’re not playing their game. It is a world of cliques
and cruelty, packed full of high school politics and strange
mysteries. Spells and abilities are metaphorical here, and
the kids are themselves.

86 - Dungeon
CREATING THE TWO WORLDS
CREATING YOUR HOMETOWN:
▸ Draw the line that separates the poor from the rich.
▸ Draw each of your houses.
▸ Draw the high school you all go to.
▸ Draw your secret fort.
▸ Circle the location you play your game at.
▸ Whenever you encounter a foe, indicate on the map
where in the town they are.

CREATING YOUR TABLETOP:


▸ Draw the line that separates safety from danger.
▸ Draw where the treasure is.
▸ Draw a handful of traps.
▸ Draw your secret fort.
▸ Circle the location of the most valuable treasure of all.
▸ Whenever you encounter a foe, indicate on the map
where in the dungeon they are.

Dungeon - 87
MONSTERS
Monsters are everywhere in the world of Dungeon. Treat
them like you would any other Setting Element, but feel
free to use them more antagonistically. Note that the Game
Master playbook has no more control over a monster
than any of the players do, and even within the Tabletop,
monsters will often act outside the Game Master’s control.
When a Monster is defeated, they give you your choice of
Treasure—a magical artifact that grants additional Moves
to whoever holds it. Only one Treasure can be claimed from
each monster, and it will be up to all of you to decide who
may hold it.
While there are a limited number of Monsters in this
text, there might be more out in the world, and you’re
always welcome to create your own.

LEVELING UP
At the end of each session, every player’s character gets
to level up! If it makes you feel better, you’re welcome to
increase a number on your playbook, but you certainly don’t
have to. When you level up, choose one of the following:
▸ Ask any other character any question of your choice.
▸ Add a new move to your playbook from another
playbook, a setting element, or your own imagination.
Work with the other players to ensure the move doesn’t
wreak havoc on the shared narrative space.
▸ Change your character’s name or gender.

88 - Dungeon
DEATH
Sometimes, your hero dies! In fact, if you want them to, they
might die a lot. For the move “critically fail an endeavor”,
one of the consequences can always be death. If your hero
dies, just choose a new heroic name and look, new spells or
fighting style (whichever is applicable), and get back into
the game.
Your kid should never die, no matter the hardships
they face.

GAMING LINGO
When playing Dungeon, your kids will often use language
from the game they’re playing to describe what they’re
doing. You can say anything you want—this game is
not built on the assumption that you have any clue how
Dungeons & Dragons works. Here’s a few bits of language
you could pepper into your language in Tabletop to describe
what you’re up to:
▸ I crit! ▸ Which dice do I need?
▸ I missed. ▸ What page of the Player’s
▸ I rolled a [number]. Handbook is that on?
▸ I’m bloodied. ▸ Can someone heal me?
▸ Do I get XP for that?

Dungeon - 89
Playbooks
THE CLERIC

The Cleric is a helpful kid playing a heroic character.


Their powers are sacred, soothing, and defensive.

92 - Dungeon
CHOOSE YOUR KID’S NAME…
▸ Eugene ▸ Marley
▸ Joey ▸ Ceder
▸ Hope ▸ An Unwilling Name
▸ Lexi ▸ A Handcrafted Name

…AND YOUR HERO’S NAME:


▸ Saint Alexandros Growth
▸ Rohar The Lightbringer ▸ An Old Name
▸ Ironhorn Of The Nine ▸ A Name Cried Out For
▸ Hollyhock The Kind Hope
▸ Oliyron Of The Old

CHOOSE YOUR KID’S GENDER:


▸ Boy ▸ Sissy
▸ Girl ▸ Doormat
▸ Kid ▸ Milquetoast
▸ Tomboy

CHOOSE 2 TO DESCRIBE YOUR HERO’S


LOOK:
▸ Stout ▸ Guarded
▸ Wiry ▸ Grizzled
▸ Muscular ▸ Armored
▸ Heavyset ▸ Wealthy
▸ Curvy ▸ Unassuming
▸ Stunning ▸ Something else, of your
▸ Fearsome own imagination

Dungeon - 93
CHOOSE 2 SPELLS:
▸ Commune: Speak with the divine, ask for help from an
authority figure.
▸ Cure Wounds: A healing touch, a gentle moment of phys-
ical contact.
▸ Detect Evil: Ask: “Do you want to hurt my character?”
▸ Dismiss Undead: Scatter the enemies of hope, let the
tired finally rest.
▸ Hallow: Declare a site sacrosanct, keep a hideout hidden
from the monsters.
▸ Ray of Light: Summon the light of the sun, allow morning
to tend to your pain.
▸ Zone of Truth: Ask: “Is your character telling the truth?”

CHOOSE ONE TO ASK LEFT AND ONE TO


ASK RIGHT:
▸ You used to treat my character cruelly. What changed?
▸ When did I save your character’s life?
▸ Why did your character reject the higher power I believe
in?

94 - Dungeon
STRONG MOVES:
▸ Critically succeed at an endeavor.
▸ Cast one of your spells, and tell the table how it goes.
▸ Cast a spell you can’t cast normally, and ask the table for
the complications.
▸ Trust someone or something no one else trusts.
▸ Consult your deity, and ask the table if you hear anything
back.
▸ Ask: “What keeps the light inside of your character lit?”
▸ Ask: “Where is a higher power guiding our characters?”
▸ Ask: “Is your character going to be safe here?”

WEAK MOVES:
▸ Critically fail at an endeavor.
▸ Give up at the worst possible moment.
▸ Cast the inversion or opposite of a spell you have chosen
and face the consequences.
▸ Lose track of something important.
▸ Ask: “Why have our characters been forsaken?”
▸ Ask: “Are our characters going to be okay?”

Dungeon - 95
THE FIGHTER

The Fighter is an emotional kid playing a heroic character.


Their powers are martial, aggressive, and supportive.

96 - Dungeon
CHOOSE YOUR KID’S NAME…
▸ Lee ▸ Vin
▸ Mark ▸ Charlie
▸ Ashley ▸ A Rejected Name
▸ Harper ▸ A Captured Name

…AND YOUR HERO’S NAME:


▸ Orax Giantkiller ▸ Big Mogar
▸ Lady Azorn ▸ An Assertive Name
▸ Golrath The Mighty ▸ A Name That Doubles As
▸ Sir Johan Of The Iron A Battlecry
Fields

CHOOSE YOUR KID’S GENDER:


▸ Boy ▸ Sissy
▸ Girl ▸ Asshole
▸ Kid ▸ Bitch
▸ Tomboy

CHOOSE 2 TO DESCRIBE YOUR HERO’S


LOOK:
▸ Stout ▸ Guarded
▸ Wiry ▸ Grizzled
▸ Muscular ▸ Armored
▸ Heavyset ▸ Heroic
▸ Curvy ▸ Looming
▸ Hulking ▸ Something else, of your
▸ Fearsome own imagination

Dungeon - 97
CHOOSE WHAT YOU’VE BOTH GIVEN UP:
▸ A Home ▸ A Support Group
▸ A Family ▸ A Mentor
▸ A Gang Of Friends ▸ A Happy Ending

CHOOSE A MARTIAL TRADITION:


▸ The Arrow’s Path: Majestic, accurate, well-planned.
▸ The Axe’s Path: Wall-breaking, heart-breaking,
home-wrecking.
▸ The Spear’s Path: Cowardly, sharp, distant.
▸ The Sword’s Path: Lonely, confident, bladed.

CHOOSE ONE TO ASK LEFT AND ONE TO


ASK RIGHT:
▸ How did I apologize to you after I accidentally hurt your
character?
▸ Why are you scared to call me your friend?
▸ When was I able to keep you safe from the dungeon?

98 - Dungeon
STRONG MOVES:
▸ Critically succeed at an endeavor.
▸ Perform a feat of mythic physical ability.
▸ Build someone up into a monumental force.
▸ Invoke your martial tradition.
▸ Disarm or dismay your foe.
▸ Slay the monster.
▸ Ask: “Where is your character most vulnerable right now?”
▸ Ask: “What could my character give yours to get what I
want?”

WEAK MOVES:
▸ Critically fail at an endeavor.
▸ Use violence to make a problem worse.
▸ Break your weapon when it’s needed most.
▸ Shut someone (or yourself) down.
▸ Lash out, hurting no one but the ones you care about.
▸ Ask: “Why can’t my character trust you right now?”

Dungeon - 99
THE ROGUE

The Rogue is a disobedient kid playing a heroic character.


Their powers are cunning, sharp, and thieving.

100 - Dungeon
CHOOSE YOUR KID’S NAME…
▸ Sebastian ▸ Eliot
▸ Wes ▸ Finn
▸ Jade ▸ A Shackled Name
▸ Allison ▸ A Stolen Name

…AND YOUR HERO’S NAME:


▸ Lord Subtle ▸ Zira The Unscarred
▸ Jack Silvereyes ▸ A Whispered Name
▸ The Shadow ▸ A Name Spoken In
▸ The Blue Devil Rumors

CHOOSE YOUR KID’S GENDER:


▸ Boy ▸ Sissy
▸ Girl ▸ Weirdo
▸ Kid ▸ Wallflower
▸ Tomboy

CHOOSE 2 TO DESCRIBE YOUR HERO’S


LOOK:
▸ Stout ▸ Ghostly
▸ Wiry ▸ Scarred
▸ Tiny ▸ Mysterious
▸ Heavyset ▸ Hidden
▸ Curvy ▸ Unassuming
▸ Stunning ▸ Something else, of your
▸ Fearsome own imagination

Dungeon - 101
CHOOSE WHY YOU BOTH HIDE IN THE
SHADOWS:
▸ It’s how you were raised.
▸ You constantly get in trouble with the powers-that-be.
▸ You don’t think of yourself as having any friends.
▸ You freeze in the spotlight.
▸ You feel at home there.

CHOOSE A ROGUISH TRADITION:


▸ Lock-picker: You cannot be imprisoned or kept out.
▸ Smooth Talker: You make friends easily, even if those
friendships don’t last.
▸ Assassin: You’re not scared to embed your blade in your
foes.
▸ Thief: You somehow always seem to have exactly what
you need.

CHOOSE ONE TO ASK LEFT AND ONE TO


ASK RIGHT:
▸ What important object did I steal for you, to make life
easier?
▸ Why do you think I’m untrustworthy?
▸ When did I abandon your character when you needed me
most?

102 - Dungeon
STRONG MOVES:
▸ Critically succeed at an endeavor.
▸ Invoke your roguish tradition.
▸ Be where everyone least expects you to be.
▸ Have the exact object you need.
▸ Perform a mythical or impossible feat of acrobatics.
▸ Throw your foe off of their rhythm.
▸ Ask: “What makes my character so charming?”
▸ Ask: “Where am I?”

WEAK MOVES:
▸ Critically fail at an endeavor.
▸ Injure yourself through your hubris.
▸ Shut down, shut up, sulk, and hide.
▸ Steal something you shouldn’t’ve stolen.
▸ Ask: “What’s stopping our characters from being friends?”
▸ Ask: “What secret is my character keeping from yours?”

Dungeon - 103
THE WIZARD

The Wizard is an excited kid playing a heroic character.


Their powers are arcane, controlling, and intellectual.

104 - Dungeon
CHOOSE YOUR KID’S NAME…
▸ Tony ▸ Jaime
▸ Jean ▸ Lachlann
▸ Christie ▸ A Foisted Name
▸ Veronica ▸ A Brainstormed Name

…AND YOUR HERO’S NAME:


▸ Gwentor The Wise ▸ Zeddicus Of Axioz
▸ Barabel The Powerful ▸ An Elaborate Name
▸ Leomar Ice-Storm ▸ A Name Screamed
▸ Mandrake The Twisted Through Lightning
Root

CHOOSE YOUR KID’S GENDER:


▸ Boy ▸ Sissy
▸ Girl ▸ Geek
▸ Kid ▸ Dweeb
▸ Tomboy

CHOOSE 2 TO DESCRIBE YOUR HERO’S


LOOK:
▸ Stout ▸ Guarded
▸ Wiry ▸ Grizzled
▸ Wizened ▸ Bearded
▸ Heavyset ▸ Wealthy
▸ Curvy ▸ Unassuming
▸ Stunning ▸ Something Else, Of Your
▸ Fearsome Own Imagination

Dungeon - 105
CHOOSE 3 SPELLS:
▸ Charm Person: Ask: “What does your character find
endearing about me?”
▸ Counterspell: Prevent another spell from being cast, turn
the consequences onto yourself.
▸ Detect Thoughts: Ask: “What’s on your character’s mind
right now?”
▸ Fireball: Destroy without a care in the world, burn this
place to the ground.
▸ Geas: Ask: “What are you scared of me taking from you?”
▸ Lightning Bolt: Strike with furious and sudden force,
bring about disaster.
▸ Minor Illusion: Create a harmless trick of the light, cause
a sudden loud noise.
▸ Wall of Ice: Impede egress, construct a monument in an
instant.

CHOOSE ONE TO ASK LEFT AND ONE TO


ASK RIGHT:
▸ When have my wisdom and knowledge helped you?
▸ How did your character teach me how to stand up for
myself?
▸ How did I try to help your character? Why didn’t it work?

106 - Dungeon
STRONG MOVES:
▸ Critically succeed at an endeavor.
▸ Cast one of your spells, and tell the table how it goes.
▸ Cast a spell you can’t cast normally, and ask the table for
the complications.
▸ Observe the geometries behind the world.
▸ Declare the answer to a complicated puzzle.
▸ Argue about the specifics of the rules to get what you
want.
▸ Ask: “What is your character wishing for right now?”
▸ Ask: “What is my character missing right now?”

WEAK MOVES:
▸ Critically fail at an endeavor.
▸ Cast the inversion or opposite of a spell you have chosen
and face the consequences.
▸ Wholeheartedly believe an incorrect solution to a
problem.
▸ Leap into action and make things worse.
▸ Fail to learn your lesson.
▸ Ask: “What has put my character in the most danger right
now?”

Dungeon - 107
THE LITTLE SIBLING

The Little Sibling is a troublesome kid playing a


newly-created character. Their powers are kind,
disruptive, and overenthusiastic.

108 - Dungeon
Choose Your Kid’s Name…
▸ Milo ▸ Skyler
▸ Jack ▸ Lennon
▸ Olivia ▸ An Embarrassing Name
▸ Amelia ▸ An Experimental Name

…AND YOUR CURRENT OBSESSION:


▸ Lego ▸ Anime
▸ Pokemon ▸ A Show No One’s Ever
▸ Star Wars Heard Of
▸ Barbie ▸ A Band No One Else
▸ Fighting Games Listens To

CHOOSE YOUR KID’S GENDER:


▸ Boy ▸ Sissy
▸ Girl ▸ Brat
▸ Kid ▸ Annoying
▸ Tomboy

CHOOSE 2 TRAITS OF YOUR HERO:


▸ Based On A Celebrity ▸ Doesn’t Fit The Setting
▸ Definitely Overpowered ▸ Is Apparently Flawless
▸ Doesn’t Make Sense In ▸ Cannot Die
The Rules ▸ Has A Pet (Cat / Horse
▸ Constantly Changing / Dog / Owl / Dragon /
Details Giant Spider)

CHOOSE WHICH PLAYER IS YOUR OLDER


SIBLING.

Dungeon - 109
CHOOSE WHY YOU HANG OUT WITH THE
OLDER KIDS:
▸ You Think They’re Really Cool.
▸ You Don’t Have Any Friends Your Age.
▸ You Really Want Attention.
▸ You Want To Be Just Like Them.
▸ Your Mom Made Your Older Sibling Watch Out For You.

CHOOSE YOUR HERO’S GREATEST


STRENGTH:
▸ Your Heart: You see the best in everyone.
▸ Your Charms: Somehow, people just think you’re sweet.
▸ Your Honesty: You have no qualms speaking truth to
power.
▸ Your Hope: You remind everyone that things will be okay.
▸ Your Teeth: You are unexpectedly very good at biting
enemies.

CHOOSE ONE TO ASK LEFT AND ONE TO


ASK RIGHT:
▸ Why do I hold a pointless grudge against you?
▸ What did I do that made you think I’m unbearably
annoying?
▸ How did you help me when I was in danger?

110 - Dungeon
STRONG MOVES:
▸ Critically succeed at an endeavor.
▸ Use your greatest strength to your advantage.
▸ Give everyone a reason to keep fighting.
▸ Make friends with something dangerous.
▸ Find something you think is really cool.
▸ Do something you shouldn’t be able to do.
▸ Ask: “What does my character know that you’re trying to
keep secret?”
▸ Ask: “What is your character not noticing right now?”

WEAK MOVES:
▸ Critically fail at an endeavor.
▸ Stumble into trouble.
▸ Get distracted.
▸ Say a secret out loud.
▸ Cry.
▸ Ask: “Why is your character so weird???”

Dungeon - 111
THE GAME MASTER

The Game Master is a thoughtful kid channeling


a force outside their control. Their powers are
social, prepared, and labyrinthine.

112 - Dungeon
CHOOSE YOUR KID’S NAME…
▸ James ▸ Alder
▸ Zachery ▸ Alex
▸ Emily ▸ An Unexpected Name
▸ Sonya ▸ A Workshopped Name

…AND YOUR WORLD’S NAME:


▸ Avarlion ▸ Calibor
▸ The Hidden Worlds ▸ A Mysterious Name
▸ The Secret Isles ▸ An Exciting Name
▸ Etheran

CHOOSE YOUR KID’S GENDER:


▸ Boy ▸ Sissy
▸ Girl ▸ Control Freak
▸ Kid ▸ Reject
▸ Tomboy

CHOOSE 2 PERSONALITY TRAITS YOU


PROJECT ONTO YOUR NPCS:
▸ Loneliness ▸ Anxiety
▸ Arrogance ▸ Shame
▸ Nihilism ▸ Naivete
▸ Depression ▸ Queerness

Dungeon - 113
CHOOSE SOMETHING IMPORTANT TO YOU:
▸ Never meet your heroes, they’ll always disappoint you
▸ The good times never last
▸ The power of friendship is the most important thing
▸ You can become anyone you want to be
▸ Always follow your dreams, and things will be okay
▸ The world is dying, and you miss the past
▸ The kindness of individuals is stronger than the cruelty
of society

CHOOSE ONE TO ASK LEFT AND ONE TO


ASK RIGHT:
▸ I asked you to be Game Master once so that I could play.
Why didn’t that work out?
▸ Which NPC of mine is your favorite, and why?
▸ What twist of fate will you never forgive me for?

114 - Dungeon
STRONG MOVES:
▸ Give someone else a reason to pick up a Setting Element,
and ask them what happens.
▸ Reveal your clever planning.
▸ Make someone care.
▸ Show someone something new about themself.
▸ Make something important by fixating on it.
▸ Change the world to fit your friends.
▸ Ask: “How can I help your characters fit in?”
▸ Ask: “What does your character need right now?”

WEAK MOVES:
▸ Use your authority to push someone else around.
▸ Play obvious favorites.
▸ Make something happen just because you find it funny.
▸ Take out your frustration on everyone else.
▸ Offer two bad options.
▸ Ask: “Is your character impressed by me?”

Dungeon - 115
Setting Elements
THE DUNGEON
There are countless grids of life, 5 foot by 5 foot patterns that trap us
all in the marching formations of acceptable society. The Dungeon is a
representation of all of that, a structure that traps and imprisons us.
The only way out is through.

THE DUNGEON MIGHT LOOK LIKE:


▸ The high school.
▸ A sketch on a piece of grid paper.
▸ A concept bursting free from the GM’s head
▸ Your bathroom floor.
▸ An eldritch nightmare from another dimension.
▸ Something else, of your own imagination.

MOVES:
▸ Split the party and separate the players.
▸ Reveal a dangerous trap.
▸ Offer the party what they need most, at a horrifying
price.
▸ After every Move, ask “What do you do?”

118 - Dungeon
THE DENIZENS
The world is full of little friendly creatures. Sometimes people call
them goblins, gremlins, orcs, or imps, but it might be more accurate to
call them “your friends.”

THE DENIZENS MIGHT LOOK LIKE:


▸ Goblins, Gnomes, Elves, Kobolds, Orcs, Ogres, Trolls,
Dwarves, or any number of other lovely folk.
▸ Fellow schoolchildren.
▸ Various animals.
▸ Weird little things.
▸ Something else, of your own imagination.

MOVES:
▸ Demonstrate the kindness in everyone.
▸ Give the party an unexpected gift.
▸ Lash out due to a misunderstanding.
▸ After every Move, ask “What do you do?”

Dungeon - 119
THE POWERS-THAT-BE
The cosmos is a structured and strange place. Above our heads, in the
vast byzantine bureaucracies of the heavens, powerful gods decide
our fate. Sometimes they’ll even call you into their office or send you
to your room, the proverbial lightning that keeps you in your place.

THE POWERS-THAT-BE MIGHT LOOK LIKE:


▸ A pantheon of gods.
▸ Parents.
▸ Schoolteachers.
▸ Demonic princes from the dark hells.
▸ The stars themselves.
▸ Something else, of your own imagination.

MOVES:
▸ Place an unreasonable demand on the party.
▸ Offer a powerful boon, with an unexpected cost.
▸ Strike with fury and lightning, destroying all in your
path.
▸ After every Move, ask “What do you do?”

120 - Dungeon
THE MYSTERIES
When you sit at your desk in homeroom, looking out the window at
the forest, and you swear you see a deer standing on its hind legs for
just a moment, before it slips away… that is the Mysteries. No further
explanation is required.

THE MYSTERIES MIGHT LOOK LIKE:


▸ The Green Man.
▸ The ominous cultists of fire and darkness.
▸ The deer skull shrine.
▸ The quarry you take your bikes to.
▸ The mysterious laboratory at the edge of town.
▸ Something else, of your own imagination.

MOVES:
▸ Reveal a truth about the world that challenges
preconceptions.
▸ Forge a pact with the party.
▸ Cause something or someone to vanish.
▸ After every Move, ask “What do you do?”

Dungeon - 121
Monsters
THE RESTLESS DEAD
In high school, the shadows grow longer during the winter months,
drowning out hope and happiness as the year rapidly ages. Sometimes
it can feel like there’s an army of the dead breathing down the back
of your neck, marching relentlessly against the heat and warmth of
summertime.

TRUTHS:
▸ They are vulnerable to warmth, heat, and the bright light
of the sun.
▸ The world becomes cold with their presence.
▸ No matter how many you cut down, there are always
more.

124 - Dungeon
MOVES:
▸ Cast a grim shadow of something far more powerful over
the horizon.
▸ Send shivers down your spine.
▸ Take something important, which can only be retrieved
at a cost.

TREASURE:
If defeated, choose 1:
▸ A bone-blade, forged from the skulls of the dead. When
drawn, as a Strong Move, Ask: “Where are you weakest,
where my blade will certainly strike?”
▸ A cloak, made of shadows and sewn in darkness. When
worn, you have the Strong move: “Appear undetected,
right behind your foe.”
▸ A crown, cursed and infused with dark magicks. When
worn, you have the Weak Move: “Invoke the names of
cruel and perilous gods to bring death upon all, even
those you love.”

Dungeon - 125
THE GLAMOROUS ONES
BY CARO ASERCION
The halls of Higher Education hold plenty of promises, but none so
alluring as their social scene. You’ve all heard the stories of wild
festivities, dazzling hosts and revelers who are beautiful, fickle, and
far, far older than you. They speak of poetry, of music, of natural
philosophy, of arcane secrets that they are more than willing to offer
you—for a cost.
Watch your backs, travelers. After all, these stories always
end with a warning: those who travel to the land of the Glamorous
Ones return changed forever, if they return at all.

TRUTHS:
▸ The Glamorous Ones reside in a world all their own; they
appear and vanish from our realm as they please.
▸ Their petty agendas and hidden desires are inscrutable,
and often contradict each other.
▸ Beneath their facades, they are just as vindictive, shallow,
frail, and insecure as the rest of us.

126 - Dungeon
MOVES:
▸ Dazzle or bewilder an outsider, bringing them in over
their head
▸ Transform yourself or another, twisting them beyond
recognition
▸ Speak in riddles, make a pact that you know will not
come to pass

TREASURE:
If defeated, choose 1:
▸ A deck of cards with illustrious designs, for a game none
of you recognize. When you draw from them, as a Strong
move, Ask: “What would make you lose my trust?”
▸ A hefty tome: esoteric, but generous to those who study it.
When you read from it aloud, you have the Regular Move:
“Share newly-discovered knowledge with another.”
▸ A satchel of holding, with potent and tantalizing goods
nested inside. When you pull from its depths, you have
the Weak Move: “Engage in a bad habit or an unhealthy
vice.”

Dungeon - 127
THE GAZING MONSTROSITY
At high school, it feels like everyone can see everything. Like there’s
some big monster lurking around every corner, watching you with
giant eyes and documenting everything you do for later judgment.

TRUTHS:
▸ The Gazing Monstrosity can see everything around it,
and no one can hide in its presence.
▸ The Gazing Monstrosity is vain and obsessed with
performance—it might let you live if you can make it
smile.
▸ The Gazing Monstrosity is surrounded by a vast network
of informants, and anyone you meet could potentially
work for its machiavellian schemes.

128 - Dungeon
MOVES:
▸ Pierce through someone’s pretension and reveal them for
who they are.
▸ Use someone’s secret against them.
▸ Spread rumors through your web of spies and informants.

TREASURE:
If defeated, choose 1:
▸ A single glowing eye, that pierces through magic. When
held up to someone’s face, as a Strong Move, ask: “What
secret are you keeping?”
▸ A necklace made from flickering eyes that swivel wildly
in all directions. When worn, you have the Strong Move:
“Anticipate danger before it has the chance to strike.”
▸ A secret about the true nature of the world. Determine
what it is, and you have the Weak Move: “Stumble into
trouble while investigating the truth.”

Dungeon - 129
THE GREAT DRAGON
No one wants to admit the impact wealth has on high school. In
America, schools are funded by property taxes, and the wealthy can
afford to buy their grades. Once you get a taste for that wealth, you
never let it go. You keep getting more greedy, clinging on to power by
any means necessary.

TRUTHS:
▸ The Dragon is vulnerable to only a blade carried by
someone true of heart.
▸ The Dragon is obsessed with the heat of volcanoes, boiler
rooms, sunny days, and space heaters.
▸ The Dragon’s words are as hot as fire, and burn away your
skin.

130 - Dungeon
MOVES:
▸ Take something or someone beautiful and bring them to
your lair.
▸ Burn someone with a scathing insult and fiery breath.
▸ Boast about your great and terrible power, then demon-
strate it to the world.

TREASURE:
If defeated, choose 1:
▸ A golden blade forged to strike down a dragon. When
drawn, as a Strong Move, Ask: “Where is your weakest
point?”
▸ A mask, made from dragon-bone and covered in scales.
When worn, you have the Strong Move: “Burn someone
with a scathing insult and fiery breath.”
▸ A golden chalice, the center of the dragon’s horde. When
sipped from, you have the Weak Move: “Survive the
moment, but lose track of your humanity.”

Dungeon - 131
THE MIND DEVOURER
BY ROOK BASCHE
Adults might say it’s normal to be sad in high school. “It’s just
hormones,” or “Just teen angst,” or “They’re always moody at this
age.” But sometimes, there’s something more powerful and insidious
at work. A constant portent of doom in the back of your thoughts.
Shadows shifting at three in the morning when you feel like a failure
for not being asleep. Sometimes… it’s a Mind Devourer, its many eyes
fixed on new prey.

TRUTHS:
▸ The Mind Devourer thrives on isolation and secrecy.
Anyone trying to slay it alone will only fall deeper into
its grasp.
▸ Certain enchanted potions, when quaffed regularly, can
quell a Mind Devourer’s influence.
▸ The Mind Devourer singles out its targets, using subtle
manipulation to separate the vulnerable from the herd.

132 - Dungeon
MOVES:
▸ Whisper a lie to someone and twist their mind until
they think it’s true, like “My friends would be better off
without me,” or “Life is terrible, and it’s only going to get
worse.”
▸ Make a simple task seem impossibly complex or difficult.
▸ Inject pure fear or grotesque intrusive thoughts into a
victim’s mind.
▸ Set an arbitrary rule for your victim, like “I have to check
each answer four times,” or “I can’t eat lunch.” Punish
them with a blast of terror if they dare to disobey.

TREASURES:
If defeated, choose 1:
▸ Rusted vambraces etched with strange runes. When you
put these on before a battle, you can ask “Which of your
attacks can I brush off with a scornful laugh?” as a strong
move.
▸ An iron ring, always cold to the touch. When worn, you
have the regular move “Separate your mind from your
body, and wander intangibly to scout for danger.”
▸ A tattered shawl of grayish burlap. When worn, you
have the weak move “Enter an unseeing, uncaring state
of sluggish hibernation until an ally removes the shawl
from your body.”

Dungeon - 133
THE VAMPIRES
BY LUKE JORDAN
There are monsters in human skin who stalk the halls of schools and
palaces alike. Everyone knows it, but no-one dares to do anything.
Cold and cruel and beautiful, they rule over the rabble around them
with an iron fist and a silver tongue, feeding on the misery and drama
they cause.

TRUTHS:
▸ They are vulnerable to community, and loyalty, and
trust—they shrink from it as snow melts before the sun.
▸ There is no mercy in their cold hearts, nor kindness in
their dead eyes
▸ Words and blades alike bounce off their dead skin, and no
authority can bar their path.

134 - Dungeon
MOVES:
▸ Suck the joy or passion out of something precious to you
▸ Cut someone to the quick, smiling all the while
▸ Offer someone beauty and privilege, at the cost of
becoming just like them

TREASURE:
If defeated, choose 1:
▸ A pouch full of grave dirt, cool to the touch no matter
the day’s heat. When opened, as a Strong Move, “Lay an
argument or old grief to rest”.
▸ A fang—strong as iron and sharp as the winter wind—
hanging from a necklace. When worn, as a Regular Move
you can ask: “What wounds are you nursing?”
▸ A signet ring, bearing the crest of a long-dead noble line.
When worn, you have the Weak Move “Make someone
feel insignificant, ugly, and small”.

Dungeon - 135
Contributors

Venture Written by Riley Rethal


Dungeon Written by Jay Dragon
Additional Writing by Melody Watson
Edited by Dominique Dickey and Marn S
Art by Sunny Worsey
Layout by Ruby Lavin

Additional Contributions by
Caro Asercion, Rook Basche, A. Fell, Luke Jordan,
Abe Mendes, Ben Roswell, and Atlas Sellman

Thanks to Our Backers


Johanna Bosley, Keeper of the Underbelly
Phillip Ada, Keeper of the Celestial
Austin Frank, Keeper of the Mundane
Hyacinth Libre Merson, Keeper of the Mysteries
Jacob Scharz, Keeper of the Arcane
Matt Jackson, Keeper of the Darkness

Austin Walker, Friend to Game Masters


Patrick Brannick, Friend to Bards
Morgan Gate-Levin, Friend to Rogues
Briar Sovereign, Friend To Wizards

136 - Contributors
About the Authors

Riley Rethal is a pharmacy student, camp counselor and


TTRPG designer who likes to write games about Marxist
alienation and introspection. In addition to writing
Venture, she is also known for co-organizing Doikayt:
A Jewish RPG Anthology, writing Galactic, or one of her
many other games.

Jay Dragon is a queer TTRPG designer and founder of


Possum Creek Games. Jay is the author of Wanderhome,
Sleepaway, and plenty other games about community,
liminality, and the magic of the mundane. You can most
often find Jay lounging by the creek, taking long naps while
it rains, and appreciating the little things in life.

Contributors - 137
Other Projects from
Possum Creek Games

Wanderhome is a pastoral fantasy TTRPG about traveling


animal-folk journeying through a beautiful world. As the
Hæth changes with the seasons, so do your characters,
growing over time as they seek their home. By Jay Dragon.

Wickedness is a narrative TTRPG for three player and a tarot


deck, about a coven of witches struggling to keep balance
between the worlds — and each other. By M Veselak.

Our Haunt is a creepy-cozy TTRPG about a found family


of ghosts in a haunted house, working together to create a
home and remember their pasts. By Jamila R. Nedjadi.

Learn more about us at possumcreekgames.com


Two Tabletop RPGs of
Introspective Fantasy and Belonging Outside Belonging

Venture gives us magic-filled forests and looming castles,


champions in shining armor and vagabonds with dazzling
charm, markets of ill-repute and duplicitous authorities,
and uncaring gods high above always asking, “What do you
do next?”

Dungeon gives us trap-riddled school hallways, dragons in


the boiler room, the endless grid of suburbia, doodles of
monsters in the margins of planners, and a grinning game
master always asking, “What do you do next?”

Two games about belonging outside belonging, of finding


meaning at the edge of society. Two games with no dice and
no masters. Two games about adventure, about confronting
evil and coming out the other side of it, and about the
friends we make along the way.

Cover Art by Worsey


Cover Design by Ruby Lavin
www.possumcreekgames.com

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