Venture Dungeon
Venture Dungeon
Venture
Du nge oN
by JAY draGOn w
Possum Creek Games Inc.
31 Oakledge Park
Saugerties, NY, 12477
www.possumcreekgames.com
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
Introduction - 9
How To Play
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.
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.
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.
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
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
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 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.
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
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.
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.
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
Venture - 31
What Do You Long For?
▸ Love ▸ Respect
▸ Revenge ▸ Renown
▸ Reconciliation ▸ Homecoming
▸ Wealth ▸ Retirement
▸ Adventure
Tips:
▸ Be blunt.
▸ Explore the role of violence in your community.
▸ Make your character fallible and relatable.
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.
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
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.
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.
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
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
Tips:
▸ Embrace both distrust and vulnerability.
▸ Act with intention, even when it’s misguided.
▸ Make your character fallible and relatable.
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.
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
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
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.
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.
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
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
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.
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.
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
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
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.
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.
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
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
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.
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.
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
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
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.
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.
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
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
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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
92 - Dungeon
CHOOSE YOUR KID’S NAME…
▸ Eugene ▸ Marley
▸ Joey ▸ Ceder
▸ Hope ▸ An Unwilling Name
▸ Lexi ▸ A Handcrafted Name
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?”
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
96 - Dungeon
CHOOSE YOUR KID’S NAME…
▸ Lee ▸ Vin
▸ Mark ▸ Charlie
▸ Ashley ▸ A Rejected Name
▸ Harper ▸ A Captured Name
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
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
100 - Dungeon
CHOOSE YOUR KID’S NAME…
▸ Sebastian ▸ Eliot
▸ Wes ▸ Finn
▸ Jade ▸ A Shackled Name
▸ Allison ▸ A Stolen Name
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.
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
104 - Dungeon
CHOOSE YOUR KID’S NAME…
▸ Tony ▸ Jaime
▸ Jean ▸ Lachlann
▸ Christie ▸ A Foisted Name
▸ Veronica ▸ A Brainstormed Name
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.
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
108 - Dungeon
Choose Your Kid’s Name…
▸ Milo ▸ Skyler
▸ Jack ▸ Lennon
▸ Olivia ▸ An Embarrassing Name
▸ Amelia ▸ An Experimental Name
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.
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
112 - Dungeon
CHOOSE YOUR KID’S NAME…
▸ James ▸ Alder
▸ Zachery ▸ Alex
▸ Emily ▸ An Unexpected Name
▸ Sonya ▸ A Workshopped Name
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
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?”
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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.
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?”
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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.”
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?”
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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.
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?”
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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.
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?”
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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.
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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.”
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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.”
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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.”
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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.
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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.”
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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.
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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.”
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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.
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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”.
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Contributors
Additional Contributions by
Caro Asercion, Rook Basche, A. Fell, Luke Jordan,
Abe Mendes, Ben Roswell, and Atlas Sellman
136 - Contributors
About the Authors
Contributors - 137
Other Projects from
Possum Creek Games