Good Strong Hands - Digital
Good Strong Hands - Digital
NerdBurger Games
Good Strong Hands
1
Good Strong Hands
Playtesters: Don Bisdorf, Abigail Blome, Christopher Boyer, Miciah Dodge, Angela
Dumalag, Sharene Gilchrist, Caleb Goodson, Mary Lynn Gregory, Kathryn Harper,
Bert Isla, Sharon Jackson, Matt Jester, Jim M. Johansson, Ian Eric Kelley, James Kohl,
LizIsANoob, Kim Markmann, Tom Martin, Deb O'Brien, John O'Brien, Greg Pallis, Alice
Peng, Brandon Powers, Aldo Regalado, Briana Rushing, Ben Sandfelder, Kevin Scarth,
Danielle Thomas, June Uitvlugt, Vicky Vilulf, Susan Wardell, Brian Watson, Haynes
Zedalis
Special Thanks: Kate Bullock, Michelle Owczarski, Jacob Wood
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Good Strong Hands
KICKSTARTER BACKERS
Thank you to all our wonderful Kickstarter backers. You helped make a game so
we can all save a world.
/amqueue, Aaron Lim, Adam Rajski, AJ Garrigus, Akemi Maniwa, Alan “Big Al” Nicholas, Albia, Alice Helton,
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Good Strong Hands
TABLE OF CONTENTS
Chapter One: The Void Grows 6 Chapter Five: 16 Stories 76
What Is This Game About?...............................7 Overview.................................................................. 76
Telling The Story.....................................................7 Stories And Scenes.............................................. 76
The Game Mechanics..........................................7 Story Elements...................................................... 77
Safety Tools............................................................... 9 Challenges............................................................... 77
Helping To Build Reverie................................... 11 Epilogue.....................................................................81
Falling To Corruption.......................................... 11 Ending A Campaign............................................81
❧❧ A Coming Storm..........................................82
Chapter Two: The Rules 12 ❧❧ Belly Of The Beast.......................................84
The Three Tracks.................................................. 13
❧❧ The Crimson Crown...................................86
Trait Checks.............................................................14
❧❧ Daybreak..........................................................88
Minor Magic Examples.....................................18
❧❧ Death Becomes You................................ 90
Modifying Trait Checks...................................20
❧❧ The Depth Of Souls....................................92
Conditions...............................................................22
❧❧ Evolution..........................................................94
The Bad Stuff.........................................................23
❧❧ From The Ashe.............................................96
Action Sequences................................................ 25
❧❧ Gnashing Of Fangs..................................100
Combat Challenge Example.......................... 27
❧❧ Invasion.......................................................... 102
Non-Combat Challenge Example.............. 27
❧❧ Nevermore...................................................104
Chapter Three: 12 Heroes 28 ❧❧ Nightmares Abound...............................106
Building The Folk.................................................28 ❧❧ Reverie’s Heart........................................... 108
Session “0”...............................................................29 ❧❧ Rise Up............................................................ 110
Character Creation............................................29 ❧❧ The Spider’s Web.........................................112
Keeping It Light: Going Child-Friendly....34 ❧❧ Terminus.......................................................... 114
Playbooks................................................................. 35
Animant....................................................................36
Chapter Six: 3 Trilogies 116
Introductory Information.............................. 116
Brownie.....................................................................38
Story Scheme Variations..................................117
Faun........................................................................... 40
Echoes of the Past Trilogy...............................118
Human.......................................................................42
❧❧ A Strange Silence...................................... 120
Imp............................................................................. 44
❧❧ Growing Discord........................................ 122
Paragon.................................................................... 46
❧❧ Chaos And Cacophony.......................... 124
Pixie.............................................................................48
A Tale of Storms Trilogy................................ 126
Redcap.....................................................................50
❧❧ The Stormy Isle........................................... 128
Stonekin.................................................................... 52
❧❧ The Storm Spreads.................................. 130
Sylph...........................................................................54
❧❧ The Storm Within......................................132
Wildkin...................................................................... 56
The Things We Lost Trilogy......................... 134
Woodkin................................................................... 58
❧❧ The Lost Map.............................................. 136
Chapter Four: GM Guidelines 60 ❧❧ The Lost Cave...............................................138
Story And Art...................................................... 60 ❧❧ The Lost Secret..........................................140
Rules And Craft.....................................................64 Appendix................................................................ 142
Ways To Play..........................................................67 Example Fears...................................................... 142
Story Components..............................................69 Example Anchors............................................... 142
Index......................................................................... 143
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Good Strong Hands
6
Chapter One: The Void Grows
7
Chapter One: The Void Grows
SAFETY TOOLS
Good Strong Hands is a game of imagination. And imaginations sometimes go
to painful places. The game supposes that the Void, a being of pure hatred and
destruction, wants to end the world. It employs agents to help it achieve its goals.
While many groups will keep the game more light-hearted, some might want to
delve into themes of loss, violence, and the trauma that might accompany such
destruction.
It’s important that all players, including the GM, feel safe and are able to address
problematic content. Addressing these things can happen before playing, but can
also happen during and after the game.
Taking Breaks
If you need it, ask for the group to take a short break. This can be particularly useful
after an intense scene that delved into difficult content. Step away, get a drink, use
the restroom, fiddle around on the internet, or talk to the players about whatever it
is you like to talk about.
Breathe.
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Good Strong Hands
Checking In
If you find yourself feeling uncomfortable or downright threatened by anything
that’s happening in the story you’re telling, take some time to talk to the GM or other
players as you see fit.
If you see another player or the GM is clearly uncomfortable or “pulling away”
from the story when in the midst of an intense scene, take some time to talk to that
person afterwards or maybe even pause the play to make sure everything is okay. All
of this goes for after and between game sessions as well.
Humor
There is some humor baked into the game, allowing players to step away from
serious subjects for a time. Never use humor to make light of any situation that has
made someone uncomfortable or prompted them to take a break or check in with
the other players.
Methods
There are a variety of safety tools that have been published and are readily available
online.
Lines and Veils is described above. It was developed by Rod Edwards and more in-
depth information about the tool can be found online. The X-Card, developed by
John Stavropoulos, is handy and used by a lot of game groups. Given the cinematic
nature of Good Strong Hands, you might consider using Script Change by Brie Beau
Sheldon.
Alternatively, you and your group can develop your own custom safety tools that
you all agree do the job you need them to do.
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Chapter One: The Void Grows
FALLING TO CORRUPTION
Your character is a hero, but what is a hero without challenges to overcome?
Many of those challenges are described by the GM as they guide you and the other
players through the story. However, one specific challenge is built into each and
every character.
Because your character is a hero, the Void wants to corrupt them. Each character
has the potential of falling to this corruption over time, and this potential is built into
the rules. It starts with gaining special abilities, gifts from the Void, called Corruptions.
These abilities help your character succeed at their goals, but they also lead the
character down a path that ends in becoming a servant of the Void. Will your
character avoid this fate? You’ll have to play the game and tell your character’s story
to find out.
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Good Strong Hands
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Chapter Two: The Rules
Tracks
❧❧ Skill Track: Represents your character’s raw potential for improvement. When you
fill up this track, you spend all the points marked to improve your character.
❧❧ Spirit Track: Represents your character’s inner reserves of effort and determination
combined with a mystical energy that inhabits all beings. You spend points from
this track to gain bonuses to dice rolls, to use certain Talents, and to resist the
Void’s influence.
❧❧ Shadow Track: Represents how much the Void has noticed your character and
how much it has successfully tempted them. When you fill up this track, you spend
all of the points marked to gain a Corruption, as your character slowly succumbs
to the Void.
During the game, if a rule says to “mark 1” in a track, you fill in one checkbox. If a
rule says to “spend 1,” you erase a check mark previously made to gain some benefit.
If a rule says to “spend all,” you erase all of the check marks, except for those that are
permanently filled in.
If a rule says to “mark 1 permanent” checkbox, you fill it in permanently. You can use
ink or fill the box in completely. You never uncheck that checkbox or spend it for an
effect. That track is permanently shortened by one checkbox.
Track Intensity
❧❧ Skill Intensity: Fewer checkboxes means your character becomes more capable
faster. This setting is best for short campaigns. Longer campaigns want more
checkboxes so that your character advances more slowly.
❧❧ Spirit Intensity: Fewer checkboxes means you can’t save up as much Spirit for when
you really need it. More checkboxes allows you to stockpile more Spirit and gain
significant advantages in one or two key Scenes.
❧❧ Shadow Intensity: Fewer checkboxes means the Void overtakes your character
more quickly and is best for groups that want their characters to be at risk more
often. More checkboxes results in the Void taking longer to corrupt characters
and is ideal for groups who want to downplay the corruption side of the game or
for very long campaigns.
The default setting for each track is 8 checkboxes. Increase or decrease how many
you want to use based on how you want the game to play. Go as low as 5 or as high
as 10 for each track. All players use the same settings on the intensity dial.
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Good Strong Hands
TRAIT CHECKS
Rolling dice to determine whether your character accomplishes something is
called making a Trait Check. You don’t make Trait Checks for every little thing your
character does. If there’s nothing to risk, if there are no true consequences for failure,
you don’t make a Trait Check. Simply describe what your character does and the GM
helps you move the story forward with responses and reactions to those actions.
When something important is on the line, when there are consequences for failure,
you’ll make a Trait Check. First, a recap of your character’s Traits.
Traits
❧❧ Body: Everything actively physical about your character, including strength,
nimbleness, and speed
❧❧ Mind: Everything mental and intellectual about your character, including
knowledge, reasoning, wisdom, and their senses
❧❧ Charm: Everything social about your character, including how they relate to
others and the force of their personality
❧❧ Heart: Your character’s inner strength, courage, resilience, and empathy, as well
as magical ability
Target Numbers
❧❧ TN 4: Moderate task
❧❧ TN 5: Difficult task
❧❧ TN 6: Incredible task
In order to succeed, at least one of your dice must equal or exceed the TN. Each die
that equals or exceeds the TN is called a Hit. The number of Hits you get determines
what happens with the task and to your character.
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Chapter Two: The Rules
Possible Boons
The GM rewards your character with a little something extra when you get a Boon.
You can also make suggestions for an appropriate Boon for the situation. Example
Boons follow.
❧❧ The character learns more information.
❧❧ The character discovers a secret or figures something out about the story that
was previously undetermined.
❧❧ The character gains insight into how a particular path of action might go.
❧❧ The character performs the action with more flair, and friendly NPCs notice.
❧❧ Gain advantage on your next Trait Check.
❧❧ Turn the Boon into an additional Hit for challenges that require multiple Hits to
overcome.
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Chapter Two: The Rules
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Good Strong Hands
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Chapter Two: The Rules
Resisting Effects
Most of the time, your character is defined through action, things your character
actively does to engage with the story and propel the group to victory. Sometimes,
however, your character has to react to and resist another force in the narrative.
Reaction Checks
A Reaction Check is a type of Trait Check that you make as an immediate response
to something happening TO your character. For example, as a rope bridge snaps the
GM might call for a Body Reaction Check to determine if your character scurries to
safety before falling into the river. The GM determines the TN and Trait used for such
simple Reaction Checks.
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Good Strong Hands
Advantage Examples
❧❧ Attacking a foe when your friends have all ganged up on that foe
❧❧ Trying to convince an NPC of something when they’ve previously come to trust
you and you’ve never betrayed or lied to them
❧❧ Using minor magics when in contact with a ley line or some other source of magic
❧❧ The first Trait Check you make after successfully overcoming one of your Fears
during a Scene
You gain advantage when making a Trait Check related to one of your Specialties.
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Chapter Two: The Rules
Disadvantage Examples
❧❧ Facing one of your Fears during a Scene
❧❧ Attempting to escape multiple predators when they have your scent
❧❧ Trying to find something in the depths of night
❧❧ Calming down an NPC when one of your friends has just injured them and they
have no reason to believe you are peaceful
You only ever have advantage from one source and disadvantage from one source.
If you have both advantage and disadvantage, they cancel each other out and you
make your Trait Check as normal.
Rerolls
If you fail a Trait Check, you can generally make that check again later. Sometimes,
the GM determines that failure makes the task harder later and increases the TN of
subsequent attempts. For example, failing to talk your way past an NPC may make
them more wary of you later.
If a Talent allows you to reroll a check immediately, you make the Trait Check as
described in the Talent, with all the modifiers you had on the first Trait Check. You
apply advantage, disadvantage, and the extra die from spending Spirit on the roll
when making this type of reroll.
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Good Strong Hands
CONDITIONS
Your character can become physically injured or be affected emotionally during
play. If this happens, your character marks a Condition.
Each character has two Condition tracks, one emotional (Afraid, Rattled, etc.) and
one physical (Exhausted, Injured, etc.). The list of numbers in between the two tracks
refers to how many dice you lose when you attempt a Trait Check while affected by
one or more Conditions.
When you mark a Condition, mark a checkbox on one of these two tracks, based
on whatever it was that caused the Condition. If your character becomes injured,
mark a checkbox on the physical track. If your character is affected emotionally, mark
a Condition on the emotion track. Start with the first open checkbox at the top of
the track. As you mark more Conditions, you’ll mark boxes further down that track.
It’s possible to have one or more checkmarks in both tracks.
When you make a Trait Check, reduce your dice by the number indicated for the
WORSE of the two tracks your character is suffering from, to a minimum of one die.
When affected by a Condition, portray your character appropriate to that
Condition. For example, if you’ve marked 1 checkbox on the emotional track, your
character is afraid, but not overly so. If you’ve marked three checkboxes on the
emotional track, your character is terrified and should be portrayed as such.
Healing
You can remove your worst Condition from one track (uncheck that box) by
spending 2 Skill and having your character patch up their wounds or calm their fears.
Alternatively, another character can help your character, in which case the other
character’s player spends the 2 Skill and you remove the worst Condition from one
track.
Regardless of who spends the 2 Skill, you can only do this once for the emotion
track and once for the physical track during a story. Heroes often have to persevere
and be heroes despite pain or fear.
Some Talents allow you to remove a Condition from your character or help others
remove their Conditions. You always remove the worst Condition. You cannot
remove the “Dead” Condition.
At the beginning of each new story (not each new game session for a story that
takes more than one session), clear all the checkboxes for all Conditions.
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Chapter Two: The Rules
Killing
When you defeat a creature or NPC in a fight, you decide whether the target is
knocked unconscious or killed.
If you kill a sapient creature or NPC, mark 1 Shadow. Willfully killing always brings
you closer to the Void.
Corruption
The Void is constantly seeking out heroes, hoping to lure them into corruption,
and its call is strong. Each time you get more than one Hit on a Trait Check, mark
1 Shadow for your character. This represents the Void noticing the character and
planting a seed of corruption.
When you fill up your Shadow track, erase all the checkboxes (not including those
permanently marked) and select a Corruption for your character.
If your character has gained all three Corruptions and fills up the Shadow track
again, they fall to the Void. When this happens, hand your character playbook over to
the GM. The character becomes an agent of the Void and you no longer play them.
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Good Strong Hands
During long campaigns or when you’ve set the intensity dial to only have 5
checkboxes on the Shadow track, it’s possible for characters to fall to the Void fairly
quickly, and fairly often.
Roleplaying Corruption
As a hero falls to the Void, this corruption becomes apparent. Each time a character
gains a Corruption, give your character a noticeable physical characteristic that
reflects their soul weakening. These changes are cosmetic and don’t provide any
penalties. Your character’s hair might always be messy and dirty, their eyes might
turn gray, they might keep their arms pulled tight to their body, or their laugh
might become a cackle. Avoid assigning a physical, mental, or emotional disability or
condition to represent this.
Shedding Corruptions
Getting rid of a Corruption is difficult, often involving an extended period of
resisting the Void’s influence. The GM may have your character undertake a quest or
otherwise find some way to atone for the darkness they’ve carried around the land.
When you’re ready to shed the Corruption, do the following.
❧❧ Spend 5 Spirit.
❧❧ Mark 2 permanent Shadow.
❧❧ Uncheck the Corruption.
Having been touched by the Void makes it easier for the Void to grab hold of the
character again, so your Shadow track will be shorter.
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Chapter Two: The Rules
ACTION SEQUENCES
Most of the time, play in Good Strong Hands is free flowing. Players describe
their characters’ actions as they come up with things to do. The GM injects other
characters, creatures, and challenges to propel the narrative. However, sometimes
more structure is required so that timing of events is clear to everyone. This happens
most often when the characters fight. It can also happen when the characters race
against time to solve a problem. When this happens, the characters are in an action
sequence.
Turn Order
The players choose who among their number goes first. The first turn might go to
a different character in different action sequences. If there’s a dispute over who goes
first, each player in the dispute makes a Body Check against TN 4. Whoever has the
most Hits goes first. Ties go to whoever spends the most Spirit at that moment.
After the first player takes their turn they decide which player goes next. This
continues until all players have had a turn in that round of play. The last person
to go in the round chooses who goes first in the next round, and they can choose
themselves.
GM “Turns”
The GM doesn’t have a “turn” in the traditional sense. Rather, whenever a player
takes their turn, the GM can introduce a challenge for that character (or by extension,
the entire group). The GM might describe a foe bearing down on the character, an
environmental hazard they have to deal with, or an attempt by an NPC to coerce the
character into doing something.
The player takes this information into account when they decide what their
character does that turn.
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Good Strong Hands
Talents that specifically count as your Action for the turn have an “A” in parentheses
following the Talent’s name. Talents without the “A” designation may simply apply to
your character all the time or may be used so quickly that they don’t use up your
action for the turn.
Some Talents provide a bonus to a particular type of Trait Check. If you make that
Trait Check with that bonus, the Trait Check is your Action. The Talent (and its bonus)
is not.
Challenge Difficulty
The GM decides how difficult a challenge is, both in terms of the TN for Trait
Checks to overcome it as well as the number of Hits needed. Some creatures are
tougher to defeat. Some puzzle doors are harder to open. Some NPCs are more
difficult to convince.
If you succeed on your Trait Check and get a Boon, the Boon also counts as a Hit. So
if the challenge required two Hits, you could overcome it with a single successful Trait
Check with a Boon. Most challenges require no more than two Hits to overcome.
Difficult challenges might require three or four Hits. Important, climactic challenges
might require many Hits to overcome. Multiple characters can work together to
score the Hits needed to overcome a more complex challenge.
Challenges like these don’t only come during action sequences. The GM might
impose challenges that require multiple Hits at other times, too. For example climbing
a dangerous cliff or negotiating a peace treaty might require multiple Hits, even if
you have a fair bit of time to overcome the challenge.
26
Chapter Two: The Rules
27
Good Strong Hands
28
Chapter Three: 12 Heroes
SESSION “0”
If you’re playing a Good Strong Hands campaign, you might want to start with a
“session 0.” This is a game session where you prepare to play the campaign. It can help
get everyone on the same page regarding the type of campaign you’re expecting
and forge some connections between the characters before the actual stories begin.
During session 0, you create your character and do any of the following.
❧❧ Decide on what safety tools to use and set your limits. How are you handling
portrayals of violence, abuse, sex, blood, gore, and other potentially off-putting
subjects?
❧❧ Discuss what type of campaign you want to have. Will it skew toward humor and
whimsy? Will it be a little grim?
❧❧ Set a tentative schedule for future games.
❧❧ What’s the “social style” of play? Is everyone expected to be fully focused on the
game all the time? Is it a more relaxed atmosphere where play might pause for
side discussions, a meal, or jokes?
❧❧ Develop some of the aspects of your character described in “Details to Develop,”
further on in this chapter.
❧❧ Define any aspects of Reverie that are important to your character and the group
right from the start.
❧❧ Define where the characters are from. And if you’re playing a human, how did
they arrive in Reverie? Do they know each other before being thrust into the first
story? If so, how do they know each other?
❧❧ If the characters know each other, how does your character feel about each of the
others? Any shared experiences? Any favors owed? Any rivalries? Any romances?
❧❧ Are there any secrets about your character that only certain other characters or
the GM know?
CHARACTER CREATION
The first thing you have to do before beginning your travels in Reverie is create
your character. To do that, choose a character playbook. Each playbook describes
a different type of folk, including options that are available for them. Then, follow
the steps below. You can perform these steps in any order you wish, but you must
complete all of them.
❧❧ Describe your character’s appearance and give them a name.
❧❧ Distribute 9 points among your Traits. Each Trait must have at least a score of 1.
No Trait can have a score higher than 4.
❧❧ Your character begins with two Specialties. These are types of Trait Checks that
your character excels at.
❧❧ You character begins with 3 Spirit. Fill in three boxes in the Spirit track. (You can
ignore the Skill and Shadow tracks for now.)
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Good Strong Hands
❧❧ Your character starts with the Talent listed first in the Talent list (the one with the
checkbox already filled in). This talent requires you to make a choice as described
in the Talent. You can’t change this choice later, so choose wisely. Then, select one
additional Talent your character starts with. (You can ignore Corruptions for now.)
❧❧ Define two Fears your character has, such as fear of the cold, heights, magic, or
wolves. A list of other possible Fears can be found in Appendix 1.
❧❧ Define three Anchors for your character. An Anchor is simply an adjective or short
phrase that describes your character’s attitude and demeanor. Possible Anchors
include adventurous, courageous, honest, loyal, and strong. A list of other possible
Anchors can be found in Appendix 1.
More information about each of these steps is provided further on.
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Chapter Three: 12 Heroes
❧❧ Pixies: These small, flying fey are inquisitive and quick, though they can be
vindictive when promises are broken.
❧❧ Redcaps: These short, combative fey are misunderstood and seek to prove
themselves through loyalty and friendship.
❧❧ Stonekin: These large folk are ponderous and strong, but also gentle, with
unmatched emotional depth.
❧❧ Sylphs: Wispy and translucent, these flying wind spirits bounce between extremes
of emotion.
❧❧ Wildkin: Half-fey, half-small mammal, they vary widely in ability, but are often of
a jocular nature.
❧❧ Woodkin: Tree spirits given sapience, these fey are among the most caring and
longest-lived folk.
Note that these descriptions and the basic information provided at the beginning
of each character playbook are generalizations, often held by others but not entirely
true of all members. There are as many variations of each as you can imagine.
Traits
❧❧ Body: Everything actively physical about your character, including strength,
nimbleness, and speed
❧❧ Mind: Everything mental and intellectual about your character, including
knowledge, reasoning, wisdom, and their senses
❧❧ Charm: Everything social about your character, including how they relate to
others and the force of their personality
❧❧ Heart: Your character’s inner strength, courage, resilience, and empathy, as well
as magical ability
Trait Scores
❧❧ Trait Score 1: Below average
❧❧ Trait Score 2: Average
❧❧ Trait Score 3: Above average
❧❧ Trait Score 4: Exceptional
It’s worth noting that higher Trait Scores increase your chances of success, but they
also have a downside. When your character is particularly successful at a task, the
Void recognizes them as a hero and works hard to corrupt them.
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Chapter Three: 12 Heroes
Selecting Specialties
Different folk tend to be very good at certain things that are central to where and
how they live, as well as being culturally important or skills taught to children by their
parents. These are Specialties. Choose two of the four Specialties available to further
define your character.
When you make a Trait Check related to a Specialty, you gain advantage on the
roll.
Selecting Talents
The first Talent is common to all folk like your character. It’s a defining feature. This
Talent requires you to make a choice from several options. Choose one of the options
listed when you create your character. You can’t change this choice later.
Then select another Talent from the list. The additional Talent you select will help
define your character more specifically and set them apart from others like them.
Note that these additional Talents are part of being a hero. Not every member of a
particular folk has such Talents.
Each character playbook includes Talents that require you to spend Spirit to use
their effect. These abilities are typically more powerful or versatile than other Talents.
If you choose a Talent with “magic” in parentheses, the effect of that Talent comes
from magic your character wields. After the word “magic,” a “realm” of magic may be
listed (such as “emotion” or “fire”). This indicates the type of magic being employed.
When you select a Talent with the magic keyword, your character can also perform
minor magic of the listed realm of magic, if there is one listed.
Talents with an “A” in parentheses after their name require you to spend your
Action to use them.
Selecting Corruptions
When it comes time for you to choose a Corruption for your character, choose
one that is appropriate to how you’ve played your character up until that point. The
Void most often manifests in characters by drawing upon their strengths, by twisting
the things that make them who they are.
Selecting Fears
The Void feeds on fear and not even heroes are without things that scare them.
Choose two very different Fears to help the GM develop a variety of challenges for
your character.
Sometimes, people overcome their Fears. If it makes sense for your character to
overcome one of their Fears, remove that one and select a new one, perhaps based
on things your character has encountered in the game.
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Good Strong Hands
Selecting Anchors
Anchors are defining personality characteristics. In game terms, they also help you
regain Spirit, which in turn allows your character to succeed at tasks more easily and
use certain Talents. It’s generally best to choose Anchors that are very different from
each other to reflect the complexity of your character.
Just as characters grow and change, Anchors can change over time. Feel free
to change your character’s Anchors to reflect your character’s growth through
experience. But you can only change one Anchor in between a pair of game sessions.
Rules Changes:
❧❧ Eliminate the Shadow track and Corruptions from the game.
❧❧ Remove Fears from the game if you’re concerned that will make the game
experience less enjoyable.
❧❧ If a player scores multiple Hits on a Trait Check, they get their Boon like normal,
but then mark either 1 Skill or 1 Spirit instead of marking 1 Shadow.
❧❧ If a player fills their physical Condition track, their character gets knocked
unconscious rather than killed.
❧❧ This style of gameplay results in faster character advancement and the odds being
skewed toward success. This can help keep younger players more engaged. Their
characters will be big heroes.
GM Guidance:
❧❧ Present the Void as an unseen force and never speak as the Void. It’s enough for
most kids that there are monsters to deal with. They don’t need an evil voice
from afar.
❧❧ Focus the collaborative storytelling on friendship, working together, and making
the world of Reverie a better, safer place.
❧❧ Let the foes be a little more comedic so they aren’t as scary to younger players.
Let child players defeat the monsters in humorous ways.
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Chapter Three: 12 Heroes
PLAYBOOKS
The following pages contain a series of 2-page character playbooks. Each playbook
provides you with everything you need to play that character.
Some players like to develop more elaborate backgrounds for their characters and
keep track of more minutiae. Feel free to do so. It can help you feel more invested
in your character if you define more about them. Ultimately, you’re playing a hero
seeking to save their world and it’s good to be invested in everything about that.
THE DETAILS
Everything beyond what’s presented in Chapter 1 and in the individual character
playbooks is up to you. Following is a list of things you might want to help develop for
your character, their people, and the world. Work with the other players and GM to
flesh all these things out as you play.
Details to Develop
❧❧ Government/leadership/religion ❧❧ Where they tend to live
❧❧ Family structure ❧❧ How old they live to be
❧❧ Philosophy and morality ❧❧ What they’re best at
❧❧ Customs they have ❧❧ What they aren’t very good at most
of the time
❧❧ What kinds of names they have
❧❧ Famous members and why they’re
❧❧ What they look like
famous
❧❧ Clothing and jewelry
❧❧ How they get along with other folk
❧❧ What their tools and weapons look
like
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Good Strong Hands
ANIMANT
You are an inanimate object given life by
magic who looks forward to becoming more
than what you were made for. Regardless of
your form, you can see, hear, speak, hover,
move, and manipulate objects magically.
Character Name:
Appearance:
Fears (2):
Anchors (3):
Notes:
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Chapter Three: 12 Heroes - Playbooks
Talents
Crafted Form (choice)
Choose your type from below. Define the specifics of your form and what you were
made for. You gain advantage on all Trait Checks related to your original purpose.
Armor/Shield Weapon Household Item Clockwork Being
Animate Another
Spend 1 Spirit. You animate a mundane object until the end of the Scene. It can fly
and do whatever you command other than fight.
Made to Aid
When you aid another character by spending Spirit, they always gain a Boon if they
succeed on the Trait Check. This doesn’t require your Action.
Silent Voice
You can telepathically communicate with creatures that have a language.
Corruptions
Channel the Void (A)
Mark 2 Shadow. Automatically succeed on a Trait Check.
Fell Remaking
Mark 2 permanent Shadow. If you die, you are immediately remade whole with no
Conditions marked.
Sunderdust (A)
Mark 1 Shadow. Destroy a normal object no larger than your form.
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Good Strong Hands
BROWNIE
Equal parts helpful and mischievous, you’re
a member of a fey culture with no true
home. You like to barter your skills and deal
in favors. You often rely on your innocuous
appearance to keep you safe.
Character Name:
Appearance:
Fears (2):
Anchors (3):
Notes:
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Chapter Three: 12 Heroes - Playbooks
Talents
Master of Craft (choice)
Choose your crafting focus. You always succeed when crafting, cleaning, fixing, or
disassembling items of that type.
Weapons Tools Transportation Household Items
Payment Please
Perform a service for an ally and spend 1 Skill. The ally loses 1 Spirit and you mark 1
Spirit.
Pick Apart
Whenever you meet someone or encounter an object for the first time, you always
know one of its weaknesses or strengths.
Corruptions
Entropic Touch (A)
Mark 1 Shadow. Touch a non-living object as large as a house. The object falls to
pieces and can never be repaired.
Locked Mind
Mark 1 permanent Shadow. Make one creature forget one bit of knowledge.
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Good Strong Hands
FAUN
You’re a hairy-legged, horned, half-goat
person with a penchant for performance.
Your normally pleasant demeanor can turn
violent if you’re cornered. You are often lusty
and revel in double entendre.
Character Name:
Appearance:
Fears (2):
Anchors (3):
Notes:
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Chapter Three: 12 Heroes - Playbooks
Talents
Expert Performer (choice; magic: emotion) (A)
Choose your performance focus. Spend 1 Spirit to execute a perfect performance
of the chosen type and instill any emotion in one target that heard and saw your
performance.
Oratory Poetry Singing Dancing Instrument
Animal Speech
You can converse with any friendly, non-sapient animal.
Bond of Love
Choose one friend. The two of you can give any amount of Spirit to the other if you
can both hear each other. If you lose this love, you may select another in one week.
Bounding Legs
You can jump up to 30’ vertically or horizontally without a running start.
Spirited Charge
Spend 1 Spirit. If you succeed at a Body Check to attack, gain a Boon automatically.
You don’t mark Shadow when you use this Talent.
Corruptions
Endless Dance (A)
Mark 2 permanent Shadow. Cause one creature to dance forever.
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Good Strong Hands
HUMAN
Hailing from Earth, you come to Reverie by
some magical means. You may or may not be
able to return. The folk of Reverie alternately
consider you a curiosity and something to be
feared.
Character Name:
Appearance:
Fears (2):
Anchors (3):
Notes:
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Chapter Three: 12 Heroes - Playbooks
Talents
Lucky Item (choice)
Choose your lucky item type from below and define it. Gain advantage when using
that item during a Trait Check.
Book Tool Weapon
Resilient
When your Trait Check gets 3 or more Hits, remove 1 Condition from yourself.
Tenacious
Spend 1 Spirit. Reroll a Trait Check you just failed.
Void-Defiant
You can spend 1 Skill or 1 Spirit to avoid marking Shadow when you get two or more
Hits on a Trait Check.
Corruptions
Easily Tempted
Mark 1 permanent Shadow. Succumb to a temptation to mark 5 Spirit.
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IMP
Thin and wiry, your movements are fluid.
You live in the shadows on the edges of
society and rarely laugh or smile. Your people
share a grim past that you’re trying to escape,
always seeking to redefine yourselves.
Character Name:
Appearance:
Fears (2):
Anchors (3):
Notes:
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Chapter Three: 12 Heroes - Playbooks
Talents
Many Forms (choice; magic: polymorph)
Choose your polymorph focus from below. Define the details of a number of different
forms of that focus equal to your Heart score. You can transform into and back from
those forms as well as your normal form at will.
Folk Animal
Bound Within
Describe a specific handheld object. You can bind yourself within it and leave again
at will. While inside, you can see, hear, and speak, but can’t be hurt and can’t affect
things physically or use other Talents or Corruptions.
Heart’s Resolve
Spend 1 Spirit. Attempt a failed Trait Check a second time, using Heart.
Tail Whip
If you get only one Hit on a Body Check to attack with your tail, you gain a Boon on
that attack.
Corruptions
Feed on Shadow
Mark 1 Shadow. Remove all Conditions from yourself.
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Good Strong Hands
PARAGON
You are an animal, but capable of speech and
fully sapient. An eternal soul, you reincarnate
through the ages, bringing your knowledge of
history with you. You are unique and serve as a
guardian and emissary for your kind.
Character Name:
Appearance:
Fears (2):
Anchors (3):
Notes:
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Chapter Three: 12 Heroes - Playbooks
Talents
Eternal Shepherd (choice)
Choose a specific animal to be your type (lion, beaver, falcon, etc.). You can speak
to animals of your type and they always heed your words as long as it won’t harm
them or those they care for. When you die, you can spend 3 Spirit to be immediately
reformed in your current body.
Type:
Reverie’s Light
You can glow and fill a small area with light. All those within the light gain advantage
to Trait Checks to face their Fears.
Sacrificial Healing
Spend 1 Spirit. Mark 1 Condition to remove 2 Conditions from one creature.
Corruptions
Blood Revel
Mark 1 Shadow. Gain advantage to all Body Checks to fight. If you deal the killing
blow to a creature, remove one Condition from yourself.
Dire Rending
Mark 1 Shadow. Your physical attacks can damage any material, including metal and
stone, until the end of the Scene.
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Good Strong Hands
PIXIE
The smallest of the fey, you are just a foot
tall. You’re quick to fly with your wings and
equally quick to embrace others as friends.
You can be vindictive when angered or when
promises are broken.
Character Name:
Appearance:
Fears (2):
Anchors (3):
Notes:
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Chapter Three: 12 Heroes - Playbooks
Talents
Height or Flight (choice) (magic: flesh)
Choose your magic focus from below. Spend 1 Spirit to make a friend the same size
as you or give them wings like you (based on the focus you chose) until the end of
the Scene.
Size Wings
Flitterquick (magic)
You can teleport to any location you can see. If you spend 2 Spirit, you can take one
friend with you.
Itty Bitty
If you have at least 2 Spirit, you don’t mark physical Conditions from being attacked.
Slumbersleep (A)
Spend 1 Spirit. Perform a dance to make one creature fall asleep.
Corruptions
See My Soul (A)
Mark 1 Shadow. Make one creature grow fearful and run away from you.
Unbridled Jealousy
Mark 1 Shadow. Gain a friend’s Talent until the end of the Scene.
Wish (A)
Mark 2 permanent Shadow. Grant yourself or someone else one wish that benefits
only the wisher. The wish can’t change a character’s playbook.
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Good Strong Hands
REDCAP
You are short and stout with piercing eyes.
Many don’t understand your culture and
view you as violent, but that’s not the case.
You always have something to prove. Deep
down, you’re fiercely loyal.
Character Name:
Appearance:
Fears (2):
Anchors (3):
Notes:
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Chapter Three: 12 Heroes - Playbooks
Talents
Survivor (choice)
Choose two terrains from below. You can navigate and survive in each perfectly. You
can find food, water, and shelter with ease. You know about plants and animals native
to those terrains.
Forest Grassland Hills Mountains Sea Swamp
Better Lucky
Spend 1 Spirit. Gain a Boon on a Trait Check at which you just succeeded.
Inviolate Soul
You are immune to the effects of other creatures’ Talents and Corruptions. You can
choose to be affected if you wish to be.
Iron Boots
You can’t be knocked down or moved from where you stand. You always catch
whatever or whomever you’re chasing unless they’re a sylph.
Corruptions
Mold Flesh (A)
Mark 1 permanent Shadow. Transmute a willing creature to look like any other
creature of a similar size. Mark 2 permanent Shadow if the creature is unwilling.
Return to Dirt
Mark 1 Shadow. You can burrow through loose dirt at high speed.
Self-Immolate
Mark 1 Shadow. You cover yourself in flames that don’t burn you. Successful Trait
Checks to attack always get a Boon.
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Good Strong Hands
STONEKIN
Born of earth and fire, your body is that of
stone. Moss fills your joints and acts as hair.
You are larger than most other folk, both
in size and in emotion. You feel everything
deeply, right to your core.
Character Name:
Appearance:
Fears (2):
Anchors (3):
Notes:
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Chapter Three: 12 Heroes - Playbooks
Talents
Core of Stone (choice)
Choose your stone type. You can speak to your type if it’s natural stone. If you are
smooth, you don’t need sleep. If you are rough, when you die, you are reformed
immediately with no physical Conditions marked, but you then change your type to
smooth.
Smooth Rough
Big Things
You can lift very large, heavy objects. You can use them as weapons, even if they’re
not intended to be used as such, without suffering disadvantage.
Still Form
If you don’t move, you appear as natural stone and do not mark Conditions. This
applies while you are sleeping.
Corruptions
Bellow (A)
Mark 1 Shadow. Deafen a number of creatures equal to your Heart score until the
end of the Scene.
Petrification (A)
Mark 2 permanent Shadow. Turn one creature to stone forever.
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Good Strong Hands
SYLPH
You are wispy, slender, and translucent. You
can fly like the wind, quick and strong. Your
mind swings between extremes of emotion
almost on a whim. You’re hard to pin down,
both physically and emotionally.
Character Name:
Appearance:
Fears (2):
Anchors (3):
Notes:
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Chapter Three: 12 Heroes - Playbooks
Talents
Four Winds (choice) (magic: air) (A)
Choose your wind type. Spend 1 Spirit to create that type of wind and produce its
effect. East: calm emotions. West: extinguish flames. South: remove 1 Condition from
anyone. North: incite rage in anyone.
East West South North
Ethereal Form
Spend 1 Spirit. Don’t mark a physical Condition when it’s called for.
Flurry of Action
Mark a physical Condition that can’t be prevented and can’t be removed until the
end of the story. Take a second Action on your turn.
Obscuring Cloud
Scream and fly in circles to create a cloud of dust and debris the size of a small house.
Wind’s Gift
Temporarily give up your ability to fly to allow a friend to fly until the end of the
Scene.
Corruptions
Disappear (A)
Mark 1 Shadow. Make an item no larger than a cart disappear forever.
Inhabitation
Mark 1 Shadow. Enter the body of and take control of a creature until the beginning
of your next turn.
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Good Strong Hands
WILDKIN
Half fey and half small, woodland creature,
you understand both worlds. Your fey side
makes you personable. Your animal side
makes you wily and sometimes ferocious.
Character Name:
Appearance:
Fears (2):
Anchors (3):
Notes:
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Chapter Three: 12 Heroes - Playbooks
Talents
Animal Form (choice) (magic: animal)
Choose your animal type. You can transform into and speak to your animal type.
You can burrow in soil (badger), run fast (fox), swim fast (otter), or jump high (rabbit),
based on your type.
Badger Fox Otter Rabbit
Dauntless
If you fail a Trait Check to overcome a Fear or help someone else overcome a Fear,
reroll it once with disadvantage.
Skilled Sword
You have a special weapon crafted and balanced just for you. You gain advantage
when using it.
True Friend
Spend 1 Spirit. One friend of yours marks 1 Spirit. Alternatively, you mark 1 Shadow
instead of a friend when they normally would.
Corruptions
Destroy Bonds (A)
Mark 1 Shadow. Sunder the emotional bond between two other creatures.
Rabid Ferocity
Mark 1 Shadow. Automatically succeed on one Body Check and one Heart Check of
your choice before the end of the Scene.
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Good Strong Hands
WOODKIN
Your skin is bark and sap courses through
your veins. You are among the oldest fey,
living many centuries. Your appearance and
demeanor change with the season, ever
shifting.
Character Name:
Appearance:
Fears (2):
Anchors (3):
Notes:
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Chapter Three: 12 Heroes - Playbooks
Talents
Leaf or Needle (choice)
Choose your tree type. You can speak to your tree type. If you are deciduous, you
can remove 1 Condition from someone else after you sleep. If you are coniferous, you
remove 1 Condition from yourself after you sleep.
Deciduous Coniferous
Deep Roots
While you sleep, you root to the ground, cannot be moved, and remain alert.
Long Limbs
Each of your arms and legs can grow up to 20’ long.
Master Archer
If you fail a Body Check while using a ranged weapon, reroll it once with disadvantage.
Corruptions
Ashen Regrowth
Mark 1 Shadow. Remove all Conditions from yourself or another creature. If another
creature, they become partially woodkin, but gray and ashen.
Wooden Warrior
Mark 1 Shadow. Remove up to two Conditions from yourself. Gain advantage on all
Trait Checks to attack/defend until the end of the Scene.
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Chapter Four: GM Guidelines
Touchstones
Good Strong Hands is intended to emulate fantasy stories featuring mortal people
you come to love striving to save their world from a faceless, malevolent force. It
draws inspiration from the following movies/media.
❧❧ Alice in Wonderland
❧❧ Annihilation
❧❧ Labyrinth
❧❧ Legend
❧❧ Pan’s Labyrinth
❧❧ The Dark Crystal
❧❧ The Lion, the Witch, and the Wardrobe
❧❧ The Neverending Story
❧❧ The Wizard of Oz
❧❧ Willow
Player Agency
One of the most important parts of GMing is ensuring the players have agency
over their characters. While you occasionally impose penalties (like disadvantage or
Conditions) or cause bad things to befall the characters, you should never control
what the characters do or say. Players should always have control of their characters.
Even if a character is influenced by, for example, magic that makes them feel a
particular emotion, the player ultimately decides how their character interprets that
and reacts to it.
Players also have preferences that they should get the chance to explore. If a
player likes to have their character kick butt in fights, make sure they get to do that
occasionally. If a player builds their character around influencing others socially, put
them in situations where they can do that.
Improvisation
Even if you plan out your story, even if you lay out every possible complication that
might arise for each and every Scene, the players will surprise you.
Roll with the punches. Take what the players bring to the game and build on it.
Whenever possible, say “yes, and…” If you must say “no,” say, “no, but…” and provide
the player with an alternative.
When a player asks a question, they are usually asking because they want the thing
they’re asking about. If a player says, “Are there any hollowed out trees nearby?” they
probably want to hide inside it or lure a foe there. If it’s not going to interfere with
some important plot element, give the player what they want.
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Chapter Four: GM Guidelines
Improvising within a game can be a daunting task. Just remember that the players
want to have fun just as much as you do. They want you to succeed with your
improvising, so they’ll cut you some slack as you find your way.
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Good Strong Hands
a line. While the characters in Good Strong Hands are supposed to be heroes,
sometimes heroes lose their way.
Of course, don’t over-do it. And don’t say anything that reduces the enjoyment
that the player is having. Portraying an uncaring and threatening entity can be done
without actually being uncaring and threatening toward the player.
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Chapter Four: GM Guidelines
Adjudicating Boons
When a player gets two or more Hits on a Trait Check, they get a Boon. They
perform the task better than normal or gain some other in-game benefit. At the
same time, they also mark 1 Shadow, so don’t forget to reward them with that Boon.
Example Boons follow.
❧❧ The character learns more information.
❧❧ The character discovers a secret or figures something out about the story that
was previously undetermined.
❧❧ The character gains insight into how a particular path of action might go.
❧❧ The character performs the action with more flair, and friendly NPCs notice.
❧❧ The player gains advantage on their next Trait Check.
❧❧ The character scores an additional Hit to overcome a challenge that requires
multiple Hits.
Boons don’t always have to have game mechanic implications, nor do they need to
progress the story. Sometimes, they can just be moments where the character does
something impressive. Mix it up.
Adjudicating Complications
The flip side of Boons are Complications, and they’re one of your primary methods
of escalating conflict and challenging the players. When a player gets no Hits on a
Trait Check, their character fails at the task and you introduce a Complication. This
is your chance to make the current situation more complex, raise the stakes for the
player’s character, or force that character to overcome some sort of obstacle.
❧❧ A new foe/reinforcements appear.
❧❧ The current task becomes more difficult (raise the TN by 1).
❧❧ The character makes a fool of themselves.
❧❧ The character lets one of their allies down.
❧❧ An NPC reveals something that complicates a future challenge.
❧❧ The player marks a Condition for their character.
❧❧ The player suffers disadvantage on their next Trait Check.
Complications are not punishments. They’re intended to make the story richer, to
make the eventual victory all the sweeter.
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Good Strong Hands
Corruptions
Characters will likely gain Corruptions during extended campaigns of Good Strong
Hands. Going up against the Void has repercussions.
Each character has three Corruptions listed. One of them requires the player to
mark 2 permanent Shadow. Such Corruptions kill the NPC/monster or otherwise
permanently remove them from being a threat. That’s a powerful ability, but it has
a downside.
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Chapter Four: GM Guidelines
Late in the campaign, after the players have perhaps forgotten about the NPC, you
can bring any foe vanquished with one of these Corruptions back for one last go-
around with the characters. The Void resurrects them, releases them from dancing
forever, or whatever to try to finish off the characters once and for all. You might
foreshadow this by having the character who vanquished the foe with the Corruption
start having nightmares about them being freed or resurrected.
When such a foe is defeated one final time, make it clear in your narration that
they won’t come back again. A good way to do this is to have a massive shadow fall
over the realm when the foe is vanquished again, as the Void subsumes their form and
essence into itself, and then dissipates.
WAYS TO PLAY
Good Strong Hands can be played in a variety of ways. No way is any better than
any other. They’re just different, and so it’s best to keep a few things in mind about
each “way to play.”
One-Shots
You can run Good Strong Hands as a single game session that tells a single story
in the struggle against the Void. Such one-shot stories can be very satisfying as they
provide players with a concrete “win” at the end of the session.
There are a few aspects of the game that you might approach differently if the
game is going to be a one-off story.
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Good Strong Hands
❧❧ You might have players create characters that are more advanced than typical
starting characters. Refer to Chapter 3 for options.
❧❧ In a one-shot, characters are less likely to gain Corruptions. You might have
players start by marking several boxes on their Shadow track before play begins.
You might even have them each choose a Corruption their character has already
gained, reflecting that their character has been fighting the Void for some time.
Campaign Play
If you run multiple sessions with the same characters, you’re playing a campaign.
Campaigns allow you to create individual stories with their own ends, but also string
them together to create larger narratives. You might set multiple stories in the same
area and describe how the outcomes of different sessions affect other nearby areas.
You might introduce recurring NPCs and recurring monsters or other threats.
The easiest way to create a campaign is to string multiple stories together and
include some of these through-lines. Build toward a major story that the characters
will engage in at the end when they’re ready to defeat the Void once and for all.
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STORY COMPONENTS
Many fantasy tropes are used in Good Strong Hands. The characters described
earlier and the story schemes described further on cover most of that. But there are
a few other things that warrant a bit of discussion.
Fantasy Creatures
The only true force of evil in the game is the Void. The characters, NPCs, and other
creatures you introduce may do evil things. They may ally themselves with the Void.
But they are not, in their souls, inherently evil.
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Non-Sapient Creatures
There are monsters in Reverie that function like animals in the real world. They
sometimes kill to survive, to secure food, or to defend themselves or their young.
They’re not evil per se, but they, and normal animals, become more ferocious when
the Void is attacking Reverie. The characters might encounter such creatures as part
of their stories, but they are generally not at the heart of the story. They include the
following, among others.
❧❧ Basilisks: Giant lizards that can turn people to stone
❧❧ Chimera: Winged lions with a lion head, a goat head, and a dragon head
❧❧ Dire Animals: Huge, often violent versions of smaller animals
❧❧ Hydras: Massive, multi-headed lizard beasts
❧❧ Oozes: Sludges and goops that move about and consume
❧❧ Shades: Beings of shadow bent only on draining life
❧❧ Skeletons: The animated bones of any of a variety of creatures
❧❧ Zombies: Rotting corpses brought to life by magic
Sapient Creatures
The creatures listed below are intelligent. They do more than just satisfy basic
needs. They have goals, full personalities, and true emotions. They often seek out
others and build homes and communities. They make choices based on information
and personal preferences. And for all this, they are all valid targets of the Void’s
destruction and corruption.
Sapient creatures in Reverie include, but are not necessarily limited to, the following.
All of these creatures have the potential to help the Void further its goals.
❧❧ All of the folk described in Chapter 3.
❧❧ Dragons: Enormous flying lizards that breathe fire
❧❧ Dryads: Tree spirits, each one tied to an individual tree
❧❧ Ettins: Tall, two-headed bipeds that often live in hills and mountains
❧❧ Gargoyles: Statue-like stone creatures come to life
❧❧ Ghosts: The spirits of folk who have died, still bound to Reverie
❧❧ Giants: Tall, stout bipeds that build towering towns
❧❧ Harpies: Winged bird-people that often roost in large forests
❧❧ Phoenixes: Fiery birds that serve as harbingers of renewal
❧❧ Selkies: Seal people that live along calm ocean shores
❧❧ Trolls: Burly bipeds that often live in caves
❧❧ Unicorns: Horses with a single horn that often help travelers
❧❧ Will-o-wisps: Glowing balls of light that sometimes lead people astray
❧❧ Wraiths: Gray ghosts, angered by their life after death
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Void-Allied Creatures
Creatures that have chosen to help the Void are referred to as Void-allied. They
have their own reasons for falling in with the Void. Often, the Void promises them
great riches, power, or revenge on those who have hurt them or their families.
These creatures gave themselves over to the Void willingly, but can be saved…if
they want to escape the Void and someone helps them.
The Fallen
The fallen are heroes that have tried to fight the Void and lost. Characters that
gain all their Corruptions and then fill up their Shadow track become members of
the fallen. You might also include fallen NPCs in your stories. As fallen heroes, they
can have Corruptions.
Fallen heroes can be brought back to the light, but such redemption usually
requires their surviving friends or family to go on a quest to free them.
Void Scions
Scions are the Void given form in Reverie. They are tentacles of the Void acting in
the world. They may take the form of any known creature or some other monstrosity
never before seen. They cannot be reasoned with. They cannot be saved. They can
only be delayed, imprisoned, or destroyed.
Void scions may have standard Corruptions or even their own unique Corruptions.
All Void scions are immune to the effects of all Corruptions used against them.
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Memorable Foes
Since the characters never really fight the Void head on, their focus will often be
on the villain of the individual story. Not all stories have a specific adversary at the
heart of the narrative, nor do they need to. But nothing rallies a group of players or
characters quite like a memorable and effective foe.
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Magic
The most powerful magic available to characters is described in specific Talents
available to the various character types. However, there are other ways magic can
manifest in the game.
Magic Items
There are no statistics written up for magic items in Good Strong Hands. You
define what such an item can do in narrative terms, how often it might be used, how
far its magic can reach, and so forth.
Magic items are fun, but they should never overshadow the characters’ capabilities.
A magic item is never the hero of the story, though it may help a hero complete a
specific task necessary to the story. That said, if you want to include a variety of magic
items in the game, here are some guidelines.
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OVERVIEW
The following pages contain a series of 2-page story schemes. Each scheme is
intended to provide the basis of a story in which the characters engage.
Each scheme is basically an outline containing the overall plot, options for resolving
it, and a bunch of inspiration, twists, locales, and NPCs. Let it guide you, but you don’t
have to stick to everything as written. The players might take you down additional
paths. You might improvise beyond what’s presented. Characters, locations, items,
and themes from previous stories might crop up.
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Example Scenes involve one or more characters as they do one of the following.
❧❧ Question an NPC ❧❧ Trick a dragon
❧❧ Explore a building ❧❧ Look for a clue
❧❧ Climb a massive tree ❧❧ Rally the townsfolk
❧❧ Fight some skeletons ❧❧ Solve a puzzle
STORY ELEMENTS
This section covers the bulk of what’s in the story. It describes important locations.
It gives you some questions you can ask the players to prompt them to help build the
story and world (of course, you can ask more; these are just examples). It provides
a variety of interesting locales you might have the characters visit. And it gives you
some ideas for allies and foes the characters might encounter.
It’s often best to present the problem in the story and then let the characters start
to investigate it. As the players make choices, you’ll see how you can integrate these
story elements into the game and move from one Scene to the next.
If the players get stuck, use one of these story elements to get them moving again.
You might have an NPC provide some useful information. You might describe the
characters coming upon a unique location that holds more clues. You could introduce
an attack by the Void’s minions to jump start the characters (and players) into action.
You might also ask the players to have their characters talk out where they’re at in
the story in character. A recap often sparks ideas and gets the players back on track.
CHALLENGES
Some Scenes involve exploring the world in general, talking to other characters or
NPCs, or recapping where the characters currently are. These Scenes have their own
flow built around what the players want to get out of them.
Challenges, on the other hand, are specific events that set up a problem and
demand a solution. Often times, a challenge is the thing that gives the Scene its “end.”
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Minor Challenges
A minor challenge typically only requires one Hit from a single Trait Check to
overcome. If a character needs to climb a tree to retrieve an important item, a single
Body Check might do the job. Alternatively, a single Charm Check could allow the
character to convince a bird to fly up and retrieve the item for them.
Minor challenges are best when they’re overcome relatively quickly, giving one
or more characters a chance to shine doing something they’re good at – or getting
lucky at something they’re not good at.
Of course, if a couple characters attempt to overcome the challenge and get
Complications on their Trait Checks, the challenge might escalate.
Major Challenges
Major challenges require two to four Hits to overcome. They can be designed
to be more complex or they can result from getting Complications on a simpler
challenge.
Going back to the previous example, if the character doesn’t manage to climb
the tree and gets a Complication, you might decide that the wind picks up, making
the climb harder, requiring two Hits to climb. These two Hits might require two
successful Trait Checks. Or they might be gained with a single successful Trait Check
that gains a Boon.
This challenge could have been a major challenge from the start. Maybe the tree
is taller, requiring more Hits to climb. Maybe there’s a dire bat hiding in its branches
that must be fended off before the climb can continue.
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Ongoing Challenges
Some of the story schemes have ongoing challenges. These are challenges which
the characters continually deal with throughout the story or at least for a longer
period of time. Overcoming an ongoing challenge often gets you to the end of the
story.
Climactic Challenges
Climactic challenges are provided as examples of how you might bring the story to
a crescendo, giving the characters the chance to put all their hard work to use and
overcome the core problem in the story.
The climactic challenges provided are only examples. You might modify them,
meld them together, or come up with something else based on how the story has
progressed.
These challenges are fleshed out with a little more information, providing you with
ways that different types of Trait Checks might be employed to help overcome them.
Additionally, each includes a series of checkboxes. These are called the Challenge
Track.
Milestones
A checkbox with a shaded background involves a milestone. When such a checkbox
is filled in, escalate or shake up the challenge in some way. Examples follow.
❧❧ The monster flies into a rage. Raise the TN to attack the monster by 1.
❧❧ The foe starts distrusting the characters. Raise the TN for Charm Checks used
against them by 1.
❧❧ The lights go out. Raise the TN for all Trait Checks requiring sight by 1.
❧❧ Put an NPC in danger.
❧❧ Introduce one Fear a character has into the Scene.
❧❧ Force a character to make a difficult decision.
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Complications
You can add additional checkboxes when a player suffers a Complication on a Trait
Check.
EPILOGUE
The wrap-up to a story is a great time to let the players blow off steam from the
tension earlier on and revel in their victory. Or wallow in their defeat.
The epilogue serves as closure for the story just completed, but is also a good spot
for you to remind the players of story arcs, NPCs, and events they’ve dealt with earlier
in the campaign, especially if you plan to bring any of those things back to the fore in
future stories. It’s also a great spot to foreshadow what’s yet to come. If you already
know what your next story will be, set it up at the end of the story you’ve just finished.
A tease or cliffhanger can help connect the over-arching story of the players as they
explore and work to save their home.
ENDING A CAMPAIGN
Any of these story schemes can be used as the final story in a campaign with a
little tweaking to make the stakes bigger. The final scheme, Terminus, is specifically
designed to mark the end of the campaign as the characters overcome the Void
once and for all. Or you can use elements of this scheme to craft your own final game
session.
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A COMING STORM
Evertown, with its half-mile-tall tower, has been a quiet refuge for centuries. All
types of folk called the small city home, living in peace and prosperity, ruled over by
a small council of ever-changing members. The Everspire served as a lighthouse and
lookout station, protecting the realm against the coming of terrible times.
PROLOGUE
Over the past several months, all five members of the small council willingly allied
themselves with the Void in exchange for eternal life. Their minds were placed inside
five mechanical beings called mechlars. They have since built a machine atop the
Everspire. This machine channels magic into the sky, creating an ever-growing storm
that threatens to consume Reverie.
STORY ELEMENTS
The Everspire
This magical, half-mile-tall tower stands in the center of the now empty Evertown.
The storm machine grinds away on its uppermost level.
Points of Interest
❧❧ The Guardhouse, with a mechlar guard
❧❧ Flight Hall, a tall space in the Everspire where all creatures can hover and fly, filled
with smoke monsters belched forth by the machine
❧❧ Low Look, a balcony partway up the tower, with a fearful, hiding stonekin named
Grek
❧❧ The Chambers, former council chambers of the small council; multiple doorways
lead to dead ends and stairs further up the tower
❧❧ The Never Stair, invisible stairs on the outside of the tower walls that are the only
connection between two levels
❧❧ The Following Storm, a small electrical storm that moves through the tower,
seeking intruders
❧❧ The Top, home to the machine, serviced by three mechlars
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CHALLENGES
❧❧ Discover what’s going on. ❧❧ Stop the machine by
Major ❧❧ Navigate the tower. midnight of that night, when
Challenges ❧❧ Help those trapped within.
the storm breaks free and
destroys the land.
Characters can destroy it physically with Body Checks, use Mind Checks to figure
out how to make it stop functioning, and make Charm Checks to sway a small council
member’s mind inside a mechlar to come back to the light. All the while, smoke
servants and lightning plagues them. If a character provides an overly complex
description of how they’re dismantling the machine, mark an additional checkbox,
one time maximum for each player.
Milestones might involve the machine belching forth smoke that obscures the area
or lightning strikes (as described above).
Complications can include marking physical Conditions, being tempted by the Void
to become a mechlar and live forever, and getting trapped in the machine’s gears.
EPILOGUE
The machine is destroyed and people return to Evertown. Any small council
member who is saved invites the characters to be on the council.
If the characters fail, the storm grows very large and eventually breaks free of the
tower and begins moving across Reverie.
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PROLOGUE
At the bottom of the Worldscar lies the dead body of the great beast. The lands
around the Worldscar have never quite recovered from the Void nearly winning. The
entire area is a fetid swamp filled with vile creatures.
A soothsayer tells the characters that in order for Void to be destroyed, they must
infuse the body of the beast with the heart of a hero.
STORY ELEMENTS
The Beast
This massive creature is the size of a large town. It lies rotting at the bottom of the
Worldscar.
Points of Interest
❧❧ The Gate, the beasts mouth, filled with massive teeth
❧❧ The Rot, a lake of putrid, decaying flesh, blood, and vile humors
❧❧ The Heart, the spawning point of many nasty creatures
❧❧ The Collapse, a low, tight area with little room to move
❧❧ The Sinews, a maze of fleshy passages that must be traversed
❧❧ The Belly, where the hero and their weapon reside
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CHALLENGES
❧❧ Enter the beast through the ❧❧ Deal with the hero, who fell
mouth. to corruption as they slayed
the beast.
Major ❧❧ Travel through the beast’s
body. ❧❧ Find the weapon, now an
Challenges ❧❧ Interact with the hero’s animant, trapped within the
beast’s belly.
compatriots, who provide
aid. ❧❧ Infuse the beast with the
heart of a hero.
❧❧ Fight the creatures within.
The hero fell to corruption with their last strike. The shadow version of them has
waited many decades to take control of a new body and emerge back into the world
to serve the Void.
At each milestone, the hero’s skin brightens and they plead with the characters to
kill them and put them out of their misery.
Complications can include marking physical Conditions or having a Fear manifest.
The characters can tell heroic tales, provide inspiring words, create light or warmth
in the area, and give some part of themselves to infuse the beast. Make a Heart check
at TN 5 after each attempt.
At each milestone, the characters learn another way to infuse the beast with
goodness and light
Complications can include marking 1 Shadow or losing 1 Spirit.
EPILOGUE
If the beast is infused with the heart of a hero, it rises up and turns golden and
radiant. It sets out to destroy any minions of the Void it comes upon.
If one of the characters keeps the hero’s weapon, assign it a special property based
on how the players described it earlier. Additionally, its bearer can resist the effect of
a Corruption for one less Spirit than normally required.
If the fallen hero escapes, they become a threat that must be dealt with later. They
don’t forget the characters and seek to undermine their efforts whenever possible.
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PROLOGUE
When the characters arrive, they see that the tales of Oltimber renewed are not so.
Food stores have been depleted. Arena contests have been cancelled. Lawlessness is
on the rise. The people are restless and worried the kingdom will fall without a strong
leader. The monarch has recently been sighted wearing a new crown of red metal,
and blood is trickling down their face.
STORY ELEMENTS
Oltimber Castle
The home of Oltimber monarchs for ages, this narrow but tall structure is a marvel
of woodkin engineering.
Points of Interest
❧❧ The Arena, where contests were held, now filled with street brawlers
❧❧ The Market, filled with hungry people, some of whom have information
❧❧ The Guardhouse, the entry point into the castle
❧❧ The Grand Hall, constantly filled with guards and courtiers who question the
characters’ presence
❧❧ The Gallery, filled with living paintings depicting past monarchs, some of whom
have information
❧❧ The Crystal Tower, home to the arch-wizard Leffin
❧❧ The High Tower, home to the monarch, filled with arrow traps and magical
shackles requiring disarming
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CHALLENGES
❧❧ Discover what’s going on. ❧❧ Deal with castle guards.
Major ❧❧ Get into the castle and ❧❧ Get access to the monarch.
navigate through it. ❧❧ Remove the crown from the
Challenges ❧❧ Talk their way past snooping monarch’s head.
courtiers.
The crown cannot be physically removed until it has been weakened by magic,
logic, and compassion. Players can make Mind Checks and Charm Checks to weaken
it. They can also use minor magics and make Heart Checks. Mark an additional
checkbox for the first character to use a Charm Check to make friends with the
crown during this Scene.
At the milestone, the crown can also be affected physically. Characters can now
also try to pry it off with Body Checks.
Complications can include being attacked by guards, marking Conditions, having
the monarch declare the character a traitor, or use of the crown’s Corruption,
described below.
Enraptured Mind: The target turns against their friends and actively tries to subdue
them or get them to leave. (Players get a Heart Reaction Check at TN 5 to resist this.)
EPILOGUE
The kingdom is saved! The monarch declares the characters Heroes of Oltimber,
where they will be welcome for all time.
If one of the characters keeps the crown, it begins whispering to them in the night,
begging to be put on their head.
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DAYBREAK
The town of Westedge is a peaceful community in the far western reaches of
Reverie with a population that skews older. It is a location where an inordinate
number of humans arrive to Reverie from Earth.
PROLOGUE
Late in the day, after the characters arrive in town, a thick, purple mist appears
on the water. It approaches the town quickly. As night falls, it surrounds the town.
Tentacles appear from the fog and begin abducting folks. Monsters run rampant in
the town. Townsfolk falter and cower in fear. Some flee. Others suggest inappropriate
courses of action. Can the characters keep the town safe until the sun rises and the
fog dissipates?
STORY ELEMENTS
Westedge
A small town far to the west in Reverie, with a disproportionately high number of
humans from Earth.
Points of Interest
❧❧ Important locations like the meeting hall, lighthouse, stables, granary, smithy,
docks, healing pools, shrine, and tower.
❧❧ The commons, at the center of town.
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CHALLENGES
❧❧ Discover what’s going on. ❧❧ Avoid the stinging fog and
the bleeding fog. (Characters
❧❧ Prepare the town’s defenses
exposed to either mark a
as best you can.
physical Condition unless
Major ❧❧ Deal with the townsfolk, they succeed at a TN 5 Body
some scared, some ready to
Challenges fight, few well prepared for
Reaction Check.)
❧❧ Deal with Dreg just before
what’s coming.
daybreak.
❧❧ Deal with tentacles and
other monsters emerging
from the fog.
Unless defeated earlier, Dreg attacks as daybreak nears. The Void allows him to
grow to be forty feet tall and he stomps villagers to death
At each milestone, Dreg throws a massive fireball and ignites an important building.
Complications can include marking physical Conditions or placing an NPC in
danger.
Once the sun has set, the monsters in the fog come. Mark a checkbox each time
a significant problem is dealt with. A fair amount of time may pass between events.
Build the tension.
At each milestone, several townsfolk are grabbed by the tentacles in the fog and
dragged away. The characters can attempt to save some of them.
Complications can include uprisings/dissent from townsfolk, someone going
missing, a prepared area being sabotaged, or a murder.
EPILOGUE
When the sun rises, the fog burns away, leaving behind the tentacles within, which
quickly shrivel under the light. The dead bodies of those taken into the fog are left
behind.
The characters may then help gather the bodies and conduct funerals. They
may also seek to help the townsfolk flee, as it is uncertain whether the fog will return
again the next night.
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PROLOGUE
With the return of the Void, the restless souls in the Sorrowsworn Fields have risen
once again. Hauntings and deaths have crept into dozens of nearby villages. Led by
three Void scions long thought destroyed, the onslaught begins anew…with ghosts.
The characters will need to destroy or trap all three scions to put the dead to rest
again.
STORY ELEMENTS
Sorrowsworn Fields
Little but tall grass grows in this expansive plain. Some folk pilgrimage here to
commune with ancestors or pay homage to the dead.
Points of Interest
❧❧ Tent-Town, inhabited by those fleeing the area
❧❧ High Mound, where several great heroes were laid to rest, their voices still offer
counsel
❧❧ The Iron Smear, a long, shallow pool of blood that never dries
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CHALLENGES
❧❧ Discover what’s going on. ❧❧ Consult with Ora, the
ancient imp sage, who can
❧❧ Help those in need. Stave off
Major or hide from ghost attacks. help them cross over to
death to defeat the ghosts.
Challenges ❧❧ Find the ghostly Void
❧❧ Defeat the Void scions by
scions that lead the other
dying (and coming back
malevolent ghosts.
later).
The scions are linked spiritually. They are fearsome ghosts with bony-looking
bodies shrouded in wispy, gray and purple cloaks. They can be fought, but can also be
defeated by speaking a eulogy about a deceased friend or family member followed
by a successful Heart Check.
At each milestone, one of the scions is defeated. The character nearest to it marks
1 emotional Condition and 1 Shadow as they glimpse their greatest fears in the scion’s
death.
Complications can include marking emotional Conditions, hair turning white, eyes
turning pale, or making all Heart checks at TN 6 until returned to their bodies.
EPILOGUE
The restless dead return to the fields here as peace settles again. Any character
that died here is invited to join the heroes at the High Mound. The character with
the most Shadow marked at the end of the story is haunted by a troublesome ghost
that only they can see and hear.
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PROLOGUE
The soul of a mighty hero that failed in its fight against the Void in ages past waits
restlessly in the Depth of Souls, looking for the day when they might return to life to
finish what they started. Can the characters free this potentially powerful ally or will
they be drawn in by the eternal grasp of the Depth?
Guide the players to realizing they can return a great hero (including one of their
own already lost) to help fight the Void.
STORY ELEMENTS
The Depth of Souls
This murky realm holds restless souls that feel they have work left to do in the land
of the living. Living beings who enter it are drawn to its seeming calmness and may
find themselves never wanting to leave.
Points of Interest
❧❧ The Maelstrom of Thoughts, a whirlpool of forgotten emotions that threatens to
unhinge those who travel through it
❧❧ The Soul-Cliffs, a rocky wall that must be navigated, filled with trapped souls
begging for release, patrolled by Wisps
❧❧ The Lonely Cabin, home to a lost redcap named Chorg
❧❧ Hallowtree, a copse of trapped woodkin, each bound to the ground
❧❧ The Earthen Cells, pits filled with live folk placed there by the Void to serve as food
for the Shackle
CHALLENGES
❧❧ Determine who the great ❧❧ Help/comfort trapped souls
Major hero from the past is. and lost folk.
❧❧ Find a way to enter the ❧❧ Sneak past or defeat Wisps.
Challenges Depth of Souls. ❧❧ Defeat the Shackle to free
❧❧ Traverse the realm. one bound soul.
Mark a checkbox for every major Scene spent in the Depth of Souls. Note that you
may not fill in all checkboxes.
At each milestone, each character has to make a Heart Reaction Check at TN 4.
Each milestone thereafter, the TN for the individual character’s check increases by
1 for each check they’ve failed previously. Any character who fails three such checks
never wants to leave the Depth.
The Shackle is an ageless giant who once made a pact with the Void and attempted
to break it. As punishment, the Void banished it to the Depth. The Shackle is strangely
kind and soft-spoken, but won’t willingly give up the hero the characters seek. It must
be defeated, either in combat or in a game of chance. You may play an actual game
of chance with the players here.
Milestones might involve the Shackle offering a character a deceased loved one
to take home instead of the hero or bartering to remove all the character’s current
Shadow marks.
Complications can include marking Conditions or succumbing to the peace of the
realm for one round.
EPILOGUE
The hero (or player’s character) is returned to life. The Shackle swears revenge
against the characters when they die. Every character marks 1 Shadow as a bit of the
Depth of Souls clings to them.
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EVOLUTION
On a small island off the coast, the Transforming Tower has stood for centuries. The
height, shape, and materials of the tower change at random intervals. Legend has it
that the ancient tower was discovered by selkies (seal people) roaming the shore,
who studied the magic within it, but were forever changed themselves.
PROLOGUE
As the Void grows, the transformative magic of the tower has increased, causing
people, animals, and plants who live on the shore near the island to change. Their
skin changes, they grow additional limbs, some even transform into other creatures
entirely. The changes threaten to tear the area apart.
STORY ELEMENTS
The Transforming Tower
The tower is constantly changing. Occasionally, ask the players what new shape and
material the tower transforms into.
Points of Interest
❧❧ Dorgal’s Cove, a small town on the coast near the tower’s island
❧❧ The Bloody Bucket, an old, battered sailing ship anchored nearby
❧❧ The Low Crags, a series of jagged rocks surrounding the island
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CHALLENGES
❧❧ Discover what’s going on. ❧❧ Deal with selkies who want
you to leave.
Major ❧❧ Help townsfolk in pain.
❧❧ Stop the transformations in
❧❧ Travel to the Transforming
Challenges Tower’s island.
the area.
Mark a checkbox every time any character marks any amount of Shadow.
At each milestone, one character, determined randomly gains the body
transformation previously described by the player to their left. When this happens,
they also gain the following Corruption until the end of the story.
Willful Transformation: Mark 1 Shadow. You change the form or material of one
object no larger than a shack or a portion of a larger object no larger than a shack.
The characters can manipulate the magical font within the tower as a sort of
magical puzzle using Mind Checks (to puzzle it out) or Charm Checks (to talk to the
now-sapient tower).
Milestones might involve the tower changing and expelling the character from
where they are or being attacked by selkies defending their font.
Complications can include marking Conditions, having one’s body change even
more, or being melded by the arm or torso into the nearest other character.
EPILOGUE
The transformations cease. Everyone affected for less than three days returns
mostly to normal, but keeps one minor, cosmetic change to their skin, hair, eyes, ears,
lips, or fingernails.
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PROLOGUE
An ash wraith divined which leaf was to be the last and stole it before it fell.
Skeletons drove the folk from the wood as the Void approached. Now the forest is
dead. Its borders are expanding, threatening to eat away at more of Reverie.
In order to renew the forest, the characters must find the ash wraith and steal back
the leaf. Then they must take it to the chasm atop Ashe Mountain and throw it in.
STORY ELEMENTS
Forest of Flame
Once a happy, joyous place filled with folk, it now stands empty. As the characters
approach, they come upon several folk fleeing.
Points of Interest
❧❧ The Burrows, a badger wildkin village that surrounds a great black and white tree
❧❧ Deeping Swamp, formerly known as Deeping Well, a now putrid bog filled with
skeletons and snakes
❧❧ The Embrace, a massive tree with a broad canopy, said to embrace and warm all
those who rest or sleep in its shade, now dying
❧❧ The Crossroads, an intersection (with a signpost) on a trail that magically forces
travelers back to the intersection, no matter which direction they choose to travel
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CHALLENGES
❧❧ Discover what’s going on. ❧❧ Find the wraith and steal the
final leaf.
Major ❧❧ Help Bumble.
❧❧ Avoid getting lost in the
❧❧ Cure Widdershins of his
Challenges curse. forest.
❧❧ Take the leaf to the chasm
❧❧ Help the Golden Herd.
and throw it in.
Once the characters find the final leaf, they are pursued by Halak and its minions as
they flee up the mountain. This becomes a race. Build the tension of the scene, asking
players for decisions on what their characters do quickly. Mark a checkbox each time
the characters make a quick decision regarding how to circumvent the next obstacle
in the race.
At each milestone, express greater urgency to the players. If they don’t make
choices fast enough, have a minion attack and the player marks a Condition for their
character.
Complications can include getting lost, marking Conditions, and being fooled by
folk helping the Void.
EPILOGUE
Life returns to the forest. The characters are rewarded each with a single leaf from
one of the trees. The leaf never decays and can’t be harmed.
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GNASHING OF FANGS
The Forest of Fangs has long been one of the most dangerous places in all of
Reverie. Thankfully, few folk had reason to enter this duskwood-shrouded land. And
fewer still have returned to tell the tale of their time within.
PROLOGUE
From deep beneath the forest, Gnash, a Void scion, rose up. This massive dragon,
made of stone and flame, scours the lands outside of the Forest of Fangs, destroying
all it comes upon. Deep within the forest, its lair is guarded by the beasts of the wood.
If it is not stopped, it will kill thousands, maybe more.
STORY ELEMENTS
The Forest of Fangs
This forest is deep and dense, filled with basilisks, dire wolves, giant insects, trolls,
harpies, and ichorous ooze-things.
Points of Interest
❧❧ Sulfur Fen, home to bog trolls
❧❧ The Triple Oak, a massive knot of three entwined oak trees, home to many harpies
❧❧ The Maw, a deep ravine the characters must cross
❧❧ Night’s Fall, an area in perpetual darkness, like a no-moon midnight
❧❧ Gnash’s Lair (Ask the players what type of lair they think Gnash has. Choose the
deadliest sounding to be the lair.)
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CHALLENGES
❧❧ Learn about Gnash. ❧❧ Defeat Gnash.
Major ❧❧ Deal with monsters in the
Challenges forest as well as others
encountered there.
Gnash is smart and deadly. TNs to deal with Gnash should never be lower than 5.
Milestones might involve Gnash taking flight, switching focus to the character that
affected it, or using one of its Corruptions, described below.
Complications can include marking Conditions, Gnash putting a physical impediment
in the character’s way, having Gnash call for one of their monstrous servants to aid
them, or the immediate use of one of their Corruptions, each described below.
Deepest Fear: The target replaces one of its current Fears with a fear of dragons
(and other large lizards). (Players get a Heart Reaction Check at TN 5 to resist this.)
Immolate: The target is engulfed in Gnash’s fiery breath, marking 1 Condition. All of
their non-magical gear and weapons are charred and rendered useless. (Players get a
Heart Reaction Check at TN 5 to avoid marking 1 Condition.)
EPILOGUE
If Gnash is defeated, tales of the characters’ bravery and skill spread far and wide.
They are hailed as Dragonbanes, a title only given to a handful of heroes through
the ages.
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INVASION
The Void is everywhere, wreaking havoc across Reverie. While heroes struggle to
rid their world of its influence, saving some lands, other realms are not so lucky. The
tiny kingdom of Newabarr is one such domain.
PROLOGUE
Corruption seeped into the military of Newabarr early on during the Void’s return.
In the past months, many soldiers sided with the Void and ransacked the kingdom,
invading it from within. Now destitute and without homes, the survivors flee to the
nearby city of Haven, refugees that some citizens of Haven see as an invaders in their
own right.
STORY ELEMENTS
Haven
Once a small, peaceful city filled with many folk, Haven has become a hotbed
of animosity as many of its citizens oppose the arrival of hundreds of Newabarr
refugees, fearing they bring the Void’s corruption with them.
Points of Interest
❧❧ North Gate, recently closed like all the city gates, but now buckling as refugees
disassemble the wooden gate doors from outside
❧❧ Serenity Pond, a quiet spot in Serenity Park, where refugees’ bodies have recently
been found beaten and killed
❧❧ Sanctuary Square, now filled with angry citizens demonstrating for expulsion of
the refugees
❧❧ The Fortress, a keep in the center of Haven, home to the ruler, their staff and
council, and many members of the militia
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CHALLENGES
❧❧ Discover what’s going on. ❧❧ Undermine efforts by
xenophobes who are
Major ❧❧ Quell the violence and help
the needy. spreading lies and fear.
Challenges ❧❧ Help those in power deal ❧❧ Stop or prevent a large riot.
with the refugees fairly and
compassionately.
Mark a checkbox each time violence erupts. If all checkboxes are checked before
the ruler can be persuaded to implement workable and compassionate plans, a large
riot breaks out in Sanctuary Square. If the checkboxes aren’t filled by that time, a
small riot breaks out.
At each milestone, an NPC the characters have met is found injured or dead.
Mark a checkbox each time the characters defuse a group of rioters. If the riot is
small, only use six checkboxes. You can call for Charm Checks or have players simply
roleplay lengthy speeches to the assembled masses. Mark two checkboxes for a very
long speech or if the other players cheer.
Milestones might involve the arrival of more rioters or the militia arriving.
Complications can include marking Conditions, being attacked by the militia or
citizens, and groups of refugees fleeing Haven for the wilds.
EPILOGUE
If the riot is quelled, relative peace settles in Haven. Based on how the story went,
describe how tense things are and how many refugees have fled the city to take their
chances elsewhere.
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NEVERMORE
Worlds like Reverie are alive. And they have memories, or so the legend says. But
then, legends change over time, just as memories do.
Note: This story is best utilized in campaigns after the characters have completed
several stories and you have a lot of memories to draw upon.
PROLOGUE
The Void has reached deep into the world of Reverie and extracted all its memories,
which include all the memories of every sapient being that has ever lived in Reverie.
And it has manifested all of that knowledge, including all the fear and remorse and
hate, into a demon named Nevermore.
STORY ELEMENTS
Nevermore
In addition to being a demon, Nevermore is all of Reverie, and all of its memories.
The story takes place in the collected memories conjured up by the characters during
play.
Points of Interest
❧❧ Create these from players’ responses to questions. Also, use locations the characters
have travelled to in previous stories. Being within Nevermore is like being in a
dream. There is no logic. Play up the strangeness and intensity of it all. Change
details of the locations. Keep things surreal and unsettling.
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CHALLENGES
❧❧ Discover what’s going on. ❧❧ Discover that the name
Nevermore refers to the
Major ❧❧ Deal with the characters’
past memories of places, dream state the characters
Challenges people, and events. Create are in as well as a demon.
and solve new conflicts that ❧❧ Call forth the demon
were never there. Nevermore and defeat it.
Nevermore is a Void scion and is incredibly tough and incapable of being bargained
with. It can be defeated in combat with Body Checks. And it can be subdued by being
exposed to good memories followed by successful Charm Checks. To hurt Nevermore
with good memories, the player must recite a good memory their character has
before making the check. They gain advantage on the check if it’s a memory they
invent whole (such as personal history), rather than recitation of something that
happened earlier.
At each milestone, each character remembers one of the Talents they had
previously forgotten.
Complications can include marking physical Conditions or being attacked with
Nevermore’s unique Corruption, defined below.
Manifest Fear: The target is immediately faced with one of its Fears. This Fear
remains in play until it is overcome by that character. (Players get a Heart Reaction
Check at TN 5 to resist this.)
EPILOGUE
Everything returns to normal. Have each player choose one memory their character
has that they will never quite remember correctly again.
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NIGHTMARES ABOUND
The town of Leylorn Crossroads has been plunged into eternal twilight. Inhabitants
and travelers alike constantly shift from waking to sleeping suddenly and with no
warning. While awake, they seem as if in a trance. While asleep, they suffer horrible
nightmares.
PROLOGUE
A week ago, a band of Void-allied brownies used the magic of the Void to tie
the leylines at Leylorn Crossroads into a massive, Gordian knot. The disruption in
magical energy has confused residents’ relationships with sleep. In order to untie the
knot, the characters must find a person or object who can manipulate leylines. While
attempting to do so, they experience their own nightmares come to life.
STORY ELEMENTS
The Town of Leylorn Crossroads
A small town inhabited by a few dozen folk and a constant stopping point for
travelers on three intersecting roads.
Points of Interest
❧❧ The Menagerie, a general store in town
❧❧ The Tower of Mangle-Ten the ettin, near the town
❧❧ The Mirror Wood, where mirrored tree bark reveals your nightmares
❧❧ The Dusk Cottage, in the midst of a nearby swamp
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CHALLENGES
❧❧ Discover what’s going on. ❧❧ Defeat some brownies
overseeing the chaos or
❧❧ Experience a personal
convince them to abandon
nightmare.
Major ❧❧ Enlist the help of the witch
following the Void.
If the characters need to find a person to untie the leylines, they need to convince
the NPC to help. The NPC may be reticent due to age, lost capability, guilt over a
past action, or apathy.
Milestones involve the NPC switching to talk to a different character.
Complications can include marking Conditions, being attacked by the NPC, and
having brownies show up to stop the person of legend.
If the characters need to find an object to untie the leylines, the object is held in
a tangled bramble of thorns and snakes. The bramble can be cut and bashed, The
bramble can be untied. The snakes can be killed, trapped, or tricked.
Milestones might involve marking a character being grabbed by the bramble or
more thorns appearing.
Complications can include marking Conditions, being attacked by snakes, being
consumed by the bramble and slowly suffocated, and being scarred by the bramble.
EPILOGUE
The townsfolk rejoice and make the characters honorary citizens of Leylorn
Crossroads. A feast is held in their honor.
If present, the person of legend becomes a trusted friend. If present, the object
needed to fix the leylines can be taken by the characters. The object always knows
the direction to Leylorn Crossroads and can sense the presence of nearby magic,
though it doesn’t reveal the specifics of the effect.
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REVERIE’S HEART
At any given time, there is a single being living in Reverie who is the physical
embodiment of hope and rebirth, a counterpoint to the Void. Their power comes
from Reverie itself, along with all the heroes who defend the world. This being is
known as Reverie’s Heart.
PROLOGUE
A stonekin named Jorn recently went delving in Low Echo Canyon, leaving behind
a note that said only, “Gone to open the box.” Days later, shades began pouring from
the canyon, threatening all in the area. Jorn is the current Heart and will be needed
in the coming days.
STORY ELEMENTS
Low Echo Canyon
This deep, narrow canyon is carved with a trail leading down one side. A variety
of caves and openings dot the canyon walls, home to many creatures. A handful of
“statues” are encountered at various points, actually victims of a basilisk that roams
the chasm.
Points of Interest
❧❧ Walker’s Waypoint, a wide spot in the path along the canyon wall
❧❧ The Whirl, an ever-swirling pool of water in a large cavern
❧❧ The Squirming Darkness, a cavern filled with ooze creatures
❧❧ The Roost, home to several harpies, along the canyon wall
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CHALLENGES
❧❧ Discover what’s going on. ❧❧ Deal with natural hazards
Major ❧❧ Talk to the locals. like cave-ins, mud-slides, and
pits.
Challenges ❧❧ Deal with shades.
❧❧ Defeat the basilisk.
❧❧ Track down Jorn.
❧❧ Rescue Jorn from the ooze
trap.
This large lizard-beast has ten spindly legs and can climb sheer rock walls. It seeks
only to feed and protect its territory. It can’t be reasoned with. It can, however, be
tricked into a trap like The Whirl.
At each milestone, the character who is closest to the basilisk has one of their limbs,
determined randomly, turn to stone. They can spend 1 Spirit to avoid this. If three
limbs turn to stone, the entire character is turned to stone. Characters and limbs
turned to stone within the last day are restored if the basilisk is killed.
If a character suffers a Complication, one of their limbs, determined randomly,
turns to stone. They cannot spend Spirit to avoid this. If three limbs turn to stone, the
entire character is turned to stone. Characters and limbs turned to stone within the
last day are restored when the basilisk is killed.
EPILOGUE
If Jorn dies, one of the characters, determined randomly, becomes the new Heart
of Reverie.
Any character that takes on the role of Heart of Reverie may immediately remove
one Corruption and erase up to 2 Shadow, not including Shadow they marked
permanently.
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RISE UP
The city of Brighthome has stood for many years, always changing with the winds.
Leaders have come and leaders have gone, and the city has mostly prospered.
PROLOGUE
A short while ago, several members of the city government allied themselves with
the Void, killed or imprisoned those high in government who would oppose them,
and secured the city guard as loyal to them.
In the ensuing months, these leaders and their loyalist guards have brought an iron
boot down atop the citizens of Brighthome. Clear class divides exist. The citizens cry
out for leadership, so that they might rebel.
STORY ELEMENTS
Brighthome
A high-walled city featuring a variety of towers and great halls. It is home to a
multitude of factions (guilds, families, etc.) that constantly squabble.
Points of Interest
❧❧ Sorcerer’s Hall, a great library of the mystical and mundane
❧❧ The Sliver, a tall tower, home to a wise pixie named Rendel
❧❧ Caller’s Square, the market square and place to get news and rumors
❧❧ The Row, home to the poorer citizens in desperate need of aid
❧❧ The Quagmire, a network of shady alleys in the business quarter
❧❧ Toval’s Cave, home to several shady guilds, deep beneath the Sliver
❧❧ Crookshank’s, a lively tavern owned by a human named Crookshank
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CHALLENGES
❧❧ Discover what’s going on. ❧❧ Avoid the loyalist guard
while doing all of this.
❧❧ Seek out leaders of the
various factions. ❧❧ Prepare everyone for
rebellion or destroy
Major ❧❧ Unite fractured factions.
leadership’s hold on the city.
❧❧ Get faction leaders to work
Challenges together.
❧❧ Create and implement a
plan to incite rebellion
or undermine the city’s
leadership.
Over the course of the story, the characters gather together various factions and
groups to overthrow the corrupt leaders of Brighthome or otherwise diminish their
power. Each time the group gets another faction on board, mark a checkbox.
At each milestone, one of the following happens.
❧❧ The leaders attempt to assassinate the characters.
❧❧ A spy is revealed to have undermined one or more factions and the factions must
be convinced to return to the fold.
❧❧ A group of loyalist guards attack a faction, possibly leading them to abandon the
struggle.
❧❧ Squabbling among factions breaks out.
❧❧ The citizens are caught in the middle and get hurt.
When all boxes are filled in, everyone is ready to rise up and overthrow the
government. The characters decide how that happens.
EPILOGUE
The core of the story ends when the characters have gathered the citizens to fight
back and have initiated that fight or otherwise succeeded in significantly weakening
the leaders. Once that happens, have each player narrate a part of what happens
next, montage-style. Narration should involve their characters, but also the citizens,
and the various factions and groups who are rebelling. The rebel force is large enough
to overthrow the leaders and their loyalists. The players describe HOW that happens.
When this closing narration is over, the characters have the opportunity to be
involved in determining governance for Brighthome going forward.
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PROLOGUE
The characters awaken to discover the Void has overtaken the area they’re in.
They’re in the midst of an earth, stone, and root maze filled with monsters, traps,
and tricks. They have two options. They can simply attempt to escape. Or they can
find the hub of this part of the maze and destroy it, shrinking the maze back below
ground.
STORY ELEMENTS
The Spider’s Web
This is a maze of tunnels, created by the Void, crisscrossing all of Reverie.
Points of Interest
❧❧ The Burning Tunnel, inhabited by living flame creatures
❧❧ The House, home to a terrified human just drawn into Reverie
❧❧ The Sludge, a lake of muck that’s nearly impossible to cross
❧❧ The Cold Prison, a block of ice with someone trapped inside
❧❧ The Abyssal Root, the center of this portion of the maze
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CHALLENGES
❧❧ Discover what’s going on. ❧❧ Rescue NPCs along the way.
❧❧ Figure out that it gets colder ❧❧ Avoid being tricked by
Major the closer you get to the Hundlebark.
center of the maze and
Challenges warmer as you get closer to
❧❧ Defeat the Chaos.
escape. ❧❧ Destroy the abyssal root
to banish the maze below
❧❧ Navigate the Sludge. ground.
After every Scene, one character must make a Trait Check to determine how well
the group navigates the maze. Another character can help with this. Mind Checks are
appropriate. But Body Checks can be made to break through maze walls and Charm
Checks can be made to determine if an NPC’s aid is true.
Milestones involve the sound of the Chaos growing closer, potentially sparking
fear in the characters. The Chaos arrives at the last milestone, after all checkboxes
are filled.
The Chaos is a constantly undulating mass of body parts. Its babbling causes
characters to make bad choices and eventually swap minds as described below.
Whoever delivers the final blow to the Chaos marks 1 Shadow.
At the first milestone, players exchange character playbooks. Each player retains
their normal character’s Mind, Charm, and Heart scores, as well as Anchors and Fears,
but uses the other character’s Body, Talents, and Corruptions. Each player plays the
“other character’s body” but with their normal character’s mind in control.
Minds switch back at the second milestone.
Complications can include accidentally attacking a friend, trying to join physically
with the Chaos, or trying to stop friends from attacking it.
EPILOGUE
The characters free themselves from the maze, bringing along any folk they’ve
rescued. If they didn’t destroy the abyssal root, the maze continues to grow slowly
across the land.
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TERMINUS
Each time the Void has risen in the past, great heroics and great sacrifice were
needed to end its onslaught. At times, a ritual known as the Terminus Rite was
required to vanquish the Void and re-light Reverie’s soul.
PROLOGUE
Now that heroes across Reverie have weakened the Void and its influence, the
players’ characters can step up to defeat the Void for this cycle and renew Reverie
for the coming centuries.
STORY ELEMENTS
Openhand Peak
This mountain is a place of legend and mystery. Over the ages, travelers, pilgrims,
and heroes have climbed its slopes to mark important times and make sacrifices. It
looks like a broad hand stretching skyward with five narrow peaks at its top.
Points of Interest
❧❧ The Tethers, a grassland around the base of the mountain
❧❧ The Knuckles, rocky badlands partway up the side of the mountain
❧❧ The Nails, the icy caps of the mountain
CHALLENGES
Major ❧❧ Determine what all the ❧❧ Enact the ritual on
elements are for the ritual Openhand Peak.
Challenges and gather them.
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Mark a checkbox each time the characters gather an element for the ritual. These
are all people or objects the characters have come upon during the campaign. They
players determine what each one is. The elements include:
❧❧ The Eye, someone who has witnessed great loss
❧❧ The Hand, someone who has fought a great battle
❧❧ The Heart, Reverie’s Heart from the story (or one of the characters)
❧❧ The Lost, someone who has fallen to corruption/died (can be a corpse)
❧❧ The Paladin, someone who has saved another person’s life
❧❧ The Stone, pieces of an object that was destroyed by the Void
❧❧ The Sword, a weapon or other item of great power
At each milestone, a sacrifice must be made. Reveal what each sacrifice is when it
is called for and not before. The three sacrifices are, in order:
❧❧ The Loss: Each character gives up something of personal value.
❧❧ The Shattering: The characters swear to not see each other for one year after the
ritual ends, and then reunite.
❧❧ The Death: One character must vow to give their life to finish the ritual.
The characters enact the ritual while holding off the Void’s minions through force,
cleverness, and coercion. After each round, mark a checkbox. At the end, The Death
(the sacrifice described above) occurs without warning.
At each milestone, new agents of the Void enter the fray. Use agents that have
previously been dealt with when possible, if they survived.
Complications can include marking Conditions or marking 2 Shadow.
EPILOGUE
The soul of Reverie is re-lit and the Void is defeated. Reverie prospers for many
years, and the characters are declared high heroes of the land. Have the players
narrate their characters’ year apart and reunification.
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INTRODUCTORY INFORMATION
The first two pages of each trilogy provide an overall summary of important
elements within the trilogy.
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Chapter Six: 3 Trilogies
The Setup
This section is found in the first story scheme of the trilogy and sets up the first
story. It introduces some or all of the larger problems to be dealt with over the
course of the trilogy.
Escalation
This section is found in the second story scheme of the trilogy and summarizes how
the second story raises the stakes for the trilogy. Things need to get worse for the
characters in order to pay everything off with a grand victory at the end.
Climax
This section is found in the third story scheme of the trilogy and describes one
or more possible paths to victory. Player choices dictate where things go, but this
section provides the GM with some possible routes the players can take, helping
them decide how to use other information in that third story scheme to help the
players bring the trilogy to a conclusion.
The Win
This section is found in the first two story schemes of the trilogy. It’s important that
the characters feel they are making progress even when things are at their worst.
This section provides inspiration for a worthwhile victory that they can enjoy, often
revealing important story elements that gain importance later.
The Hook
This section is found in the first two story schemes of the trilogy. It describes an
important plot element you can reveal as that story closes that propels the characters
into the next leg of their journey.
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Recurring Themes
❧❧ Lack of communication/misunderstanding
❧❧ Fear and confusion
❧❧ Fearful folk joining in groups and lashing out at groups different from themselves
Recurring NPCs/Monsters
❧❧ Trundlehoof the faun bard recurs as an aid to the characters
❧❧ Silence (an echo) sows fear and paranoia
❧❧ Discord (an echo) brings disagreement and misunderstanding
❧❧ Cacophony (an echo) brings mass chaos and bloodshed
Additional Ideas
❧❧ Have the characters visit additional towns where language is being silenced or
otherwise manipulated – other mutations of the disease.
❧❧ Introduce a benevolent ghost of this long lost people, a “good echo.” But don’t let
this ghost solve all the problems for the characters.
❧❧ Introduce a sage who knows things about this long lost people. Some of their
information may be inaccurate. The sage might be an agent of the Void, specifically
seeking to fool the characters.
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A STRANGE SILENCE
Every year, the seaside village of Tollin’s Verse hosts a music, poetry, and storytelling
festival. Bards, skalds, poets, singers, and musicians from around Reverie attend, to be
judged by the learned experts who live in the village.
THE SETUP
This year, the Void has set loose three echoes (angry spirits of long dead people)
to sow silence among the people of the village. The characters arrive to a village
panicking over festival participants losing their voices. First, a renowned faun bard
named Trundlehoof lost his voice, followed by others. Those affected first show a
strange symptom; they can’t stop talking. Then they go completely silent.
STORY ELEMENTS
Tollin’s Verse
For unknown reasons, many great performers have been born in this village. Some
believe the well water here is magical, enhancing such skills.
Points of Interest
❧❧ The Maestro’s Villa, a large residence where musicians, poets, and storytellers
from all across Reverie come to study their arts
❧❧ The Well, source of fresh water and heart of the legend of the village
❧❧ Pyre Square, a gathering space in the center of town, sporting a giant torch
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CHALLENGES
❧❧ Discover what’s going on. ❧❧ Ensure that the festival goes
off, despite some being
❧❧ Deal with panicking
afflicted.
Major townsfolk, accusations, and
occasional violence. ❧❧ Seek out Silence, who can
Challenges ❧❧ Restore lost voices by be found infecting folk with
silence.
inspiring the artists,
performing their art so badly
that they break free of the
disease to fix things, etc.
THE WIN
The characters get their win by restoring at least some of the voices and ensuring
the festival continues. Some afflicted may still need help.
Some may never recover, and the characters can help them adapt to a new way
of communicating. At this stage, the disease is an inconvenience and it’s perfectly
reasonable for mute NPCs to live normal, healthy lives.
THE HOOK
The characters question Silence or otherwise learn of the existence of the other
echoes. They may also learn that one or more villagers has already left, potentially
spreading the condition.
Trundlehoof caught the disease first and cannot be cured. Instead, his voice
becomes disembodied and follows the characters throughout the rest of the trilogy.
Trundlehoof’s voice remains magically connected to his body and mind in Tollin’s
Verse no matter how far away his voice travels with the characters.
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GROWING DISCORD
Several small towns and a great many farms are dotted around Tollin’s Verse and
the echoes have spread the disease to these places.
ESCALATION
The echoes mutate the disease to cause those afflicted to speak what seems to
be gibberish. In truth, this gibberish is reminiscent of their ancient, lost language,
but unique to each person. The afflicted, now unable to communicate with each
other, are at the mercy of the echoes and other agents of the Void who strive to sow
confusion and fear.
STORY ELEMENTS
Low Mount
This low, broad hillock in the midst of several small villages and many farms has
been a community meeting place for years. Now it is filled with angry, confused,
fearful folk. A few folk are as yet unaffected.
Points of Interest
❧❧ Little Fish, a small fishing village near Low Mount
❧❧ The Gruble Farm, a large farm tended by an extended family of over 50
❧❧ The Mystic Forge, a smithy built on a magical leyline that provides fire
❧❧ Ringing Field, filled with hollow plant stems that whistle in the wind
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Chapter Six: 3 Trilogies
CHALLENGES
❧❧ Discover what’s going on. ❧❧ Discover an NPC that is
unaffected and learn they
❧❧ Deal with fearful, paranoid
live in Ringing Field. Create
NPCs.
a magical pan pipe from the
Major ❧❧ Deal with instigators and
agents of the Void who are
stems there to play and heal
some of the others. It only
Challenges preying on the assembled
folk.
affects certain people, for an
unknown reason. It affects
❧❧ Discover the true origin of the characters so that they
the echoes via research, Trait may speak to unaffected folk
Checks, or NPCs that might and try to help.
know. ❧❧ Help those afflicted
communicate by creating a
rudimentary sign language/
drawn symbol system that
they can share.
Mark a checkbox after each Scene that helps quell fear, dispel problems, defeat a
Void agent, or otherwise builds trust among the people affected by the disease.
Milestones might involve one or more NPCs getting angry at the lack of progress
or a new animosity coming to light, perhaps with a fight breaking out.
Complications can include agents of the Void (or even an echo) showing up to sow
discord by sparking new animosity between those who can’t communicate.
THE WIN
The characters restore the normal voices of some of the afflicted, quell fights
and animosities, and set the community on its way to developing some sort of sign
language and/or shared symbol system that they can use to communicate. They
create new friends and earn a reputation among the folk who live around Low Mount.
THE HOOK
The characters learn more about the nature of the echoes, which helps them at the
end of the trilogy. As this story ends, news comes down that there is out and out war
brewing between the people of High Mount and Mudtown.
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CLIMAX
The echoes cause the disease to spread into two nearby towns. Many folk in each
town are infected with a different gibberish language (actually different dialects of
the same lost language that the echoes spoke ages ago).
The echoes and other minions of the Void spread rumors among the folk of High
Mount that the people of Mudtown are responsible for this strange affliction and are
in league with the Void, and vice versa. Citizens of the two towns, fearing for their
own safety, have had skirmishes and a larger battle seems imminent.
STORY ELEMENTS
High Mount and Mudtown
The town of High Mount rests atop a large, grassy rise and is a lovely little place to
live, populated by somewhat wealthy folk. Mudtown lies a short distance away on the
shores of a muddy river and is populated by salt of the earth, working folk.
Points of Interest
❧❧ Low Field, between the towns, likely location of a future conflict
❧❧ Bigbog, the poorest part of Mudtown, filled with many of the diseased
❧❧ The Pretty Keep, seat of government for High Mount
❧❧ The Old Post, shared trading post and site of an early skirmish
❧❧ The Rainbow, a festively decorated maypole in High Mount
❧❧ The Laughing Steps, a sunken amphitheater down the hill in Mudtown
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Chapter Six: 3 Trilogies
CHALLENGES
❧❧ Discover what’s going on. ❧❧ Stop a large scale fight from
happening or minimize
❧❧ Calm the citizens and deal
losses if it does.
Major with those who want to go
to war. ❧❧ Discover the echoes hiding
Challenges ❧❧ Intervene in conflicts in the towns and overcome
them.
between folk visiting the
other towns to try to
discover what’s happened to
everyone.
To end the disease, the characters must overcome the echoes. This can be done
by fighting or by convincing the echoes to defy the Void and instead join the
communities they’ve been attacking. Each echo requires 3-5 Hits to overcome as
shown above.
At each milestone, one of the other echoes intervenes to try to protect their ally,
attacking the character that hit the milestone. That character must succeed at a TN
5 Body Resistance Check or mark 1 physical Condition.
Complications can include marking physical Conditions, being affected by the
disease, having a friend or ally put in danger, or being targeted by the echoes’
Corruption below.
Pain of Ages Lost: The target is wracked with pain and suffers disadvantage on
all Trait Checks. Additionally, they mark 1 physical Condition. (Players get a Heart
Reaction Check at TN 5 to resist this.)
EPILOGUE
The echoes may return to true life if the characters convince them to join the larger
Reverie society. Regardless, the disease is defeated when the echoes are overcome,
though some who were affected may never recover fully, and require help to find a
new way to live.
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A TALE OF STORMS
Co-designed by Alan “Big Al” Nicholas
The Scattered Isles, numbering seven in total, lie in the midst of a great sea in
Reverie. Each island is home to an insular, tight-knit community that often finds itself
at odds with its various island neighbors. The smallest of these islands is Tower Island,
named for the massive pillar of stone at its center.
A community of merlings lives on Tower Island. Merlings appear very fey, with
pointed ears, wispy hair, and lithe limbs. They can also transform into merman/
mermaid-like forms with fish tails and gills. They can only remain in this form for a
short time. The power to do so comes from their mystical island, so they cannot do
it when traveling abroad.
Recently, a young merling named Annalona, fearing for her father’s failing health,
prayed to the spirits of the ocean. And the Void answered her. The Void granted her
father, Nomolo, long life, but poisoned the water around Tower Island at the same
time, trapping the merlings on their island home.
The poison is spreading, darkening the water and making it smell of spoiled eggs
and rot. A storm cloud constantly darkens the sky above the island, unleashing
torrents of wind and rain without warning.
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Chapter Six: 3 Trilogies
Recurring Themes
❧❧ Inner turmoil/battling the Void and your own fears
❧❧ High heroic action punctuated by personal stories of struggle
Recurring NPCs/Monsters
❧❧ Annalona, a merling girl who is both friend and foe
❧❧ The Sea Snake, a massive sea monster brought to bear by the Void
Additional Ideas
❧❧ If any of the characters has a seagoing background, maybe they are familiar with
Tower Island…or even grew up there. Maybe they have contacts in the Scattered
Isles.
❧❧ The islands begin moving, shifted about by the magic that sinks Tower Island. This
makes finding Annalona and rallying the islanders even harder.
❧❧ The corruption infesting Annalona leaves her when the characters cure her. It
then manifests as a black shadow thing and must be defeated or prevented from
spreading its malevolence further.
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THE SETUP
The characters start on the mainland, at the port town of Trader’s Sound. Deliveries
of fish and crabs from Tower Bay are expected, but none have come. Seafarers tell
tales of strange storms and poisoned water at Tower Island.
Their journey to the island introduces the Sea Snake and the merlings of Tower
Island, who are trapped on their island and getting sick. Captain Tharn, a kindly
woodkin sailor, is willing to ferry them to the island.
STORY ELEMENTS
Tower Island
This small, flat island is covered with broad canopied deep flora. In the center of
the island, a massive stone monolith rises over one hundred feet into the air.
Points of Interest
❧❧ The Jut, a massive outcropping of stone, home to the Sea Snake
❧❧ The Tower, a tall, narrow pillar of stone, the source of merling magic
❧❧ The Ring, a circle of hewn, perpetually glowing stone monoliths
❧❧ The Cave of Sadness, a submerged harbor cave where two lovers died
❧❧ The Monastery, an ancient building left over by forgotten colonists
❧❧ The Font of Light, a lost, magical fountain rumored to grant powers
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Chapter Six: 3 Trilogies
CHALLENGES
❧❧ Get to the island. ❧❧ Retrace Annalona’s steps
leading to where she
Major ❧❧ Deal with the dangers of the
performed her ritual.
island.
Challenges ❧❧ Enlist the sirens to help ❧❧ Find the merling village and
heal the sick merlings and
evacuate some of the
sirens.
merlings from the island.
The merlings (and some sirens) are sickened by the foul rains that the Void sends
from the storm cloud. The poison has rendered them physically weak and their minds
are clouded and confused.
Mark a checkbox for each success at creating or administering medicine. Mind
Checks can be used to concoct the medicine. Body Checks may be required to gather
ingredients from high or dangerous places. Charm Checks are needed to convince
the sick to take the medicine.
Nomolo tells the characters his daughter brought the trouble upon the island.
Soronia believes that only Annalona can heal the island.
Milestones might involve a character making a TN 5 Heart Check or getting sick.
Complications can include marking Conditions or being attacked by monsters or
confused merlings.
THE WIN
The characters help heal the sick merlings and sirens, which allows them to better
weather the coming danger.
THE HOOK
The characters learn that Annalona is responsible for what has happened and that
she has fled to one of the other six Scattered Islands.
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ESCALATION
Finding Annalona and returning her to the island to fix what she’s done is of
paramount importance.
Halfway through this story, word circulates among the islanders that Tower Island
has sunk beneath the waves and a host of sea monsters, including the great Sea Snake,
are circling the storm the sunken island left behind.
When they find Annalona, they discover that she is corrupted, as the Void eats
away at her soul.
STORY ELEMENTS
The Scattered Isles
Six small islands found around Tower Island are home to various islander factions
that don’t get along with each other terribly well.
Points of Interest
❧❧ The Swirling Tail, an area of strong currents that runs through the isles
❧❧ Kraken’s Triangle, a moving area where terrifying things happen
❧❧ Deadman’s Wake, a strait where many ships have wrecked
❧❧ Serpenia’s Cave, a mysterious underwater cave
❧❧ Tornok’s Rock, a small outcropping near one island, used as a place of punishment
for wrongdoers, and where Annalona is hiding
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Chapter Six: 3 Trilogies
CHALLENGES
❧❧ Track down Annalona. ❧❧ Convince the leaders of the
island communities to band
❧❧ Brave the monsters of the
together.
Major sea.
❧❧ Lead a flotilla to Tower
❧❧ Go to the Kraken’s Triangle
Challenges to find a lost sage to help. Island and fight the sea
monsters.
❧❧ Defeat the Masked Captain
on the open sea when his
ship attacks.
Mark a checkbox each time a sea monster is defeated. When they are all marked,
the characters can safely get to the spot where Tower Island was. They can use
Charm Checks to provide orders to the NPCs who then defeat a sea monster, or fight
using Body Checks and their Talents. The Sea Snake is a 6 checkbox challenge. Other
monsters are 2 checkbox challenges.
At each milestone, introduce a new monster, describe an allied ship capsizing, or
introduce lightning or large waves as hazards.
Complications can include marking physical Conditions or having a boat become
damaged.
THE WIN
The characters find Annalona and convince her to return to Tower Island. The
island communities band together and find common ground.
THE HOOK
Annalona seems distant, but usually kind. Occasionally she snaps at whoever she’s
talking to and they glimpse a bit of darkness in her eyes.
When they arrive at the center of the storm, a merling named Konalo greets them
and tells them the merlings can give them the ability to breathe underwater for a
short time.
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CLIMAX
Have the players help determine what must be done to free the sunken island
from the Void’s influence. It should be a difficult task that requires the characters
to traverse some parts of the underwater landscape, and should involve one of the
characters voluntarily absorbing the darkness in Annalona and then channeling it out
of themselves.
STORY ELEMENTS
The Sunken Island
While the characters can swim to high points of the sunken island, everything else
about this location is alien and twisted by the Void.
Points of Interest
❧❧ The Shattered Tower, the central pillar now broken and toppled
❧❧ The Labyrinth, now surrounding the Monastery
❧❧ The Beacon, a bright light that flashes on one end of the island
❧❧ The Nest, a breeding ground for squid monsters
❧❧ The Dark Font, previously granting powers, it now saps energy
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Chapter Six: 3 Trilogies
CHALLENGES
❧❧ Help mer-form merlings ❧❧ Resist the overwhelming
who are in trouble under corruption of the Void in
the waves. the island.
Major ❧❧ Outwit or defeat the ❧❧ Connect with Annalona and
Challenges followers of Cambolo. draw the Void’s darkness out
of her.
❧❧ Eradicate the Nest, so the
creatures migrate elsewhere. ❧❧ Channel the Void’s influence
to a bright and safe spot to
defeat it.
Mark a checkbox whenever the characters find a way to connect with Annalona on
a personal level, slowly allowing her true self to emerge.
At each of the first two milestones, the character who filled it marks 2 Shadow as
the Void tries to take hold. At the final milestone, the corruption within the merling
girl jumps to the character who caused it to be marked. They mark 2 Shadow and
seek to actively prevent their compatriots from succeeding.
Complications can include marking Conditions or marking 1 Shadow.
The characters find a way to channel the darkness that was inhabiting Annalona to
someplace else on the island where it can dissipate. All the while, they are beset by
strong currents and monsters of the deep.
Mark a checkbox each time a character scores a success or Boon on a Trait Check
to deal with these underwater hazards.
At each milestone, another dangerous sea creature is drawn to the site.
Complications can include marking physical Conditions, endangering a nearby
NPC, or feeling the water-breathing magic start to falter.
EPILOGUE
The island rises to the surface, taking the merlings with it. In time, the sirens return
to the island as well. The various communities of the Scattered Isles develop stronger,
positive relationships with each other and offer the characters safe harbor whenever
they visit in the future.
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Chapter Six: 3 Trilogies
Recurring Themes
❧❧ The Void has nearly won
❧❧ Discovery of things lost to the ages
❧❧ Sacrifice
Recurring NPCs/Monsters
❧❧ Thistlefoot, a renowned woodkin thief, provides advice through his magical map
❧❧ Burtle the Turtle, an immortal paragon, recurs as an aid to the characters. A
version of him exists in each part of the trilogy. In the first part, he’s found in
Reverie. In the other stories, a version of him is trapped in the Void. In all cases, he
has never met the characters before.
❧❧ The Resolute Squire, a figure of myth
Additional Ideas
❧❧ If there’s a paragon among the characters, have them encounter a past version of
themselves in the cave.
❧❧ Have the characters witness a massive storm or fire just before entering the cave,
making it clear that Reverie is almost lost. Have them plagued by nightmares of
that sight throughout the remainder of the story.
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THE SETUP
The characters arrive at Tip-Top to discover allies of the Void trying to find
Thistlefoot’s magical map or some other artifact of power or importance that might
help the Void. The characters need to get to the top of the library-tree, grab the
map, and escape as quickly as they can.
The journey to the cave shown on the map takes them through a land almost
completely fallen to the Void.
STORY ELEMENTS
Tip-Top
This incredibly massive tree is covered in knotholes containing items of import and
value. Its willow leaves hang thick, obscuring sightlines.
Points of Interest
❧❧ Locations the characters have been to before, now nearly destroyed
❧❧ The remnants of a colorful bazaar, a dying light left behind by the Void
❧❧ A refugee camp filled with folk who need help
❧❧ A field of meteorites made of strange materials fallen from the heavens
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Chapter Six: 3 Trilogies
CHALLENGES
❧❧ Get the map. ❧❧ Fend off minions of the Void
Major ❧❧ Travel to the cave while along the way.
Challenges helping folk in need. ❧❧ Figure out how to open the
door to the cave.
Climbing Tip-Top requires Body Checks, though other Trait Checks might be
needed as well. Mark a checkbox for every successful Body Check and Boon. The
dense willow leaves prevent easy teleportation magics. Flying creatures make Body
Checks to work their way past grasping willow leaves.
The map shows the location of “The Cave of the Resolute Squire.”
At the first milestone, one of the characters finds the map. At each subsequent
milestone, a minion of the Void attacks from within the treetop.
Complications can include marking physical Conditions, getting caught in writhing
leaves, or dropping something important, now forever lost.
Opening the door to the cave requires solving the following riddle carved on the
door of the cave. Alternatively, the characters can make TN 6 Mind Checks to try to
figure it out. Provide a clue at each milestone, if necessary.
THE WIN
The characters procure the map and open the door to the cave, both clear
successes along the way.
THE HOOK
The cave reeks of the Void and the characters can smell it. When they speak at the
mouth, an echo returns, a voice beckoning them to their doom.
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ESCALATION
Everything about this story is about the direness of the situation. The world is
almost lost. The characters can’t leave the cave once they’ve entered, at least not
until they defeat the Void.
Some THING is pursuing them. Hint at this constantly. In reality, it’s a beast made
up of a little bit of all of their individual Fears. The characters won’t encounter it until
the next story.
At some point, the characters discover grave markers of former Resolute Squires.
These folk once lived within the Void to act as guides to those who entered.
STORY ELEMENTS
The Cave and a Special Rule
The cave is the body of the Void. It is dimly lit, cold, and it reeks of decay. It is
filled with remnants of things the Void has consumed or destroyed over the years,
including NPCs, monsters, and phantoms of things lost.
Special Rule: While within the cave, players don’t mark Shadow to use Corruptions,
as the Void’s energy is so close. If a character uses a Corruption that normally requires
marking permanent Shadow, they still mark Shadow, but it’s not permanent.
Points of Interest
❧❧ Places of legend you and the players have already established
❧❧ A massive graveyard, which includes open graves for each character
❧❧ A wall covered with wailing souls
❧❧ A river of reflections showing Reverie’s past, present, and future
❧❧ Monstrous, twisted chambers filled with rock formations and monsters
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Chapter Six: 3 Trilogies
CHALLENGES
❧❧ Traverse the cave. ❧❧ Save as many people from
Major ❧❧ Deal with monsters and fell peril as possible.
Challenges Void worshippers along the ❧❧ Meet Dren, the current
way. Resolute Squire, and
convince them to help.
The current Resolute Squire, Dren, is lonely and forlorn, having been within the
Void for so long. They have lost all hope and the characters must reinvigorate the
Squire’s energy with tales of sacrifice and victory.
Mark a checkbox for each Hit made from Charm Checks to do this.
Milestones might involve Dren lashing out at the characters for their own losses
or lamenting the loss of his friends ages ago, whom they compare to the various
characters.
Complications can include the Squire attacking them or attempting to flee.
THE WIN
Once the characters bring the Resolute Squire back from hopelessness, they reveal
to the characters that they are all WITHIN the Void and that there is no escaping
unless they can defeat the Void’s Heart with the strength of their own.
THE HOOK
Being trapped within the Void pushes the characters onward and the possibility of
saving Reverie lies just a bit further into the cave.
As the characters depart, Dren begins to die. Before they pass on, they tell the
characters that one of them will need to become the new Resolute Squire if they
win the day.
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CLIMAX
Everything about this story is high stakes. Everything the characters encounter
should be something that resonates with them or is otherwise terrifying.
At some point during this story, the characters are overtaken by the thing that has
been following them. This is a monster made of at least one Fear from each character.
STORY ELEMENTS
The Void’s Heart and a Special Rule
The Void’s Heart is much like the rest of the cave, but the characters also constantly
hear their own voices whispering to them, tempting them to do terrible things, to
embrace the Void.
Special Rule: While within the Void’s Heart, players don’t mark Shadow to
use Corruptions. If a character uses a Corruption that normally requires marking
permanent Shadow, they still mark Shadow, but it’s not permanent. Additionally, they
must pay twice as much Spirit as normal any time they spend Spirit for extra dice or
to use Talents that require it.
Points of Interest
❧❧ Visions of horrible destruction of places important to the characters
❧❧ The Slitherstorm, filled with writhing tentacles that drain Spirit
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Chapter Six: 3 Trilogies
CHALLENGES
Major ❧❧ Traverse the Void’s Heart. ❧❧ Fight the fear monster.
❧❧ Rescue souls trapped here. ❧❧ Resist the Void’s final
Challenges temptations.
Mark a checkbox for each Hit. The fear monster is formidable and is crafted from
the characters’ Fears. All characters suffer disadvantage while dealing with it.
Milestones might involve a specific Fear manifesting in more real terms or a
character getting separated from their friends.
Complications can include marking physical Conditions and marking emotional
Conditions.
When the characters confront the Void’s true essence, it tempts them with the
things they want most. Craft temptations for each character individually and promise
them they’ll receive those things if they just let the Void win.
In order to resist, the characters must boldly refute the Void and make Heart
Checks at TN 5. Mark a checkbox for each Hit.
At each of the first two milestones, the lost souls the characters brought with them
cheer the characters on to winning. At the final milestone, the souls are peacefully
released to a better place.
Complications can include marking physical Conditions and having the Void take
something of value from them.
EPILOGUE
Before the characters can leave the Void, one of them must agree to remain behind
and become the new Resolute Squire. They will await future heroes who need their
help, though it may take many centuries of waiting.
When the characters exit the cave, they discover that the Void’s presence is
dissipating and the world of Reverie is returning to normal. Much rebuilding is
needed, though.
Reverie rewards each character with at least one of the things the Void tried to
bribe them with.
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APPENDIX
Example Fears Example Anchors
Bright light Adaptable
Category of animals Adventurous
Children Articulate
Cold Calm
Crowds Caring
Darkness Charming
Death Clever
Embarrassment Cooperative
Fire Courageous
Getting Lost Creative
Graves Curious
Heights Discreet
Illness Dramatic
Injury Empathetic
Insects and spiders Fun-loving
Isolation Generous
Loud sounds Honest
Love Logical
Magic Loyal
Medicine/healing Observant
Mirrors Passionate
Monsters Persuasive
Odors Practical
Public speaking Protective
Sleep Reliable
Social interaction Resourceful
Storms Selfless
Water Spontaneous
Weapons Steady
Strong
Subtle
Sweet
Tolerant
Trusting
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INDEX
Action Sequences.......................25 Fears, Example............................142 Redcap........................................... 50
Advancing Characters.............35 Folk Types.....................................30 Rerolls............................................... 21
Advantage....................................20 Game Mechanics Summary...7 Resisting Effects.................. 19, 20
Aiding Other Characters........ 21 GM Guidelines...........................60 Safety Tools......................................9
Anchors................................... 34, 64 Group Trait Checks................... 19 Scenes.............................................. 76
Anchors, Example ...................142 Healing............................................ 22 Session 0........................................ 29
Animant.......................................... 36 Heart...........................................14, 31 Shadow Track......................... 13, 15
Body............................................14, 31 Horror............................................. 63 Skill Track..................................13, 14
Boons......................................... 15, 65 Human............................................. 42 Specialties.......................................33
Brownie........................................... 38 Humor............................................. 63 Spirit......................................13, 17, 21
Building Reverie....................11, 63 Imp....................................................44 Spirit Track............................... 13, 15
Campaign Play............................ 68 Improvisation................................ 61 Stonekin...........................................52
Challenge Difficulty.................. 26 Intensity Dial................................. 13 Story................................................60
Challenge Track........................80 Introduction....................................6 Story Schemes......................76, 82
Challenges.............................. 77, 79 Killing............................................... 23 Sylph................................................. 54
Challenges, Major..................... 79 Magic................................................73 Table of Contents......................... 5
Challenges, Minor..................... 79 Magic Items..................................73 Talents..............................................33
Character Creation.......... 28, 29 Major Challenges...................... 79 Target Numbers.................. 14, 64
Character Details........................35 Milestones....................................80 Three Phase Campaign.......... 68
Charm.........................................14, 31 Mind............................................14, 31 Three Tracks.................................. 12
Child-Friendly Rules................. 34 Minions.............................................71 Trait Checks........................... 14, 64
Climactic Challenges..............80 Minor Challenges...................... 79 Trait Scores.................................... 31
Combat Example....................... 27 Minor Magic...................17, 18, 73 Traits............................................14, 31
Complications.......................14, 65 Modifying Trait Checks........20 Trilogies..........................................116
Conditions..................................... 22 Non-Combat Example............ 27 Trilogy Arc....................................116
Corruptions....23, 24, 33, 66, 72 NPCs..........................................66, 72 Turns..................................................25
Death............................................... 24 One-Shots...................................... 67 Void Scions......................................71
Disadvantage................................ 21 Ongoing Challenges...............80 Void, Defeating the..................69
Equipment..................................... 34 Paragon...........................................46 Void’s Voice.................................. 63
Fallen..................................................71 Pixie..................................................48 Void-Allied......................................71
Fantasy Creatures..................... 70 Playbooks........................................35 Wildkin............................................ 56
Faun.................................................40 Player Agency.............................. 61 Woodkin......................................... 58
Fears...........................................33, 64 Reaction Checks.......................... 19
143