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05:15, 17th May 2024 (GMT+0)

Fellowship.

Posted by The GMFor group 0
The GM
GM, 112 posts
Wed 20 Apr 2022
at 01:10
  • msg #1

Fellowship


Tell Us Of Your People
--No one knows your people better than you do. You are the arbiter of your people's lore and their place in this world. When you play as the Elf, you are speaking on behalf of all Elves. --You are their champion, their spokesperson,
the one they sent when the world was in peril. Represent them. Let us know about them, and bring your people's interests with you wherever you go. Do not forget where you came from, hero.

Finish Them
When you attempt to defeat an enemy you hold an Advantage over,
tell us how and roll +Any. If you do not have an Advantage over them, youcannot attempt to Finish Them. An Advantage is something you need to getthe upper hand, such as teamwork or the element of surprise.
Which stat you use to Finish Them depends on how you intend to defeatthem, or what your Advantage is. If multiple stats are appropriate, use the oneyou like best.
What Is An Advantage?
An Advantage is any means of fictional superiority you hold oversomeone else. When you do something that sounds like anAdvantage, then you have an Advantage. If they are better than you,
you do not have Advantage, and you will need to find a way to turn the
tables if you want to Finish Them.
Some of your moves can be used to get an Advantage. Keep Them Busyand Bound In Service easily grant Advantages. Your Gear can sometimes
grant you an Advantage through clever usage. The answers you receive fromSpeaking Softly or Looking Closely can usually be used as Advantages, but
not always. It depends on how useful the answers are, really.
19If you Finish Them by...
...overpowering them, ambushing them, or using the innate talents of yourpeople, roll +Blood.
...relying on your luck, tenacity, or virtue to outlast or impress them, roll+Courage.
...demonstrating superior skill, by waiting for just the right moment, orwith panache and style, roll +Grace.
...acting on a plan, using the terrain to your advantage, thinking thingsthrough, or relying on your senses, roll +Sense.
...working things out, acting calmly and reasonably, or helping them withtheir problems, roll +Wisdom.
...relying on a Companion's help or skill to do the job for you, damage oneof their relevant stats and roll +Bonds with them. +Bonds is equal to howmany sentences’ worth of Bonds you have with them, between +0 and +3.
On a 10+, you destroy them - tell us what that means. On a 7-9, you dealdamage to a stat that makes sense and lose your Advantage over them. If anally was Keeping Them Busy, they aren't anymore. On a 6-, you lose theAdvantage, and you must face retaliation.
If you Finish Them using a weapon with Ammo, use 1 Ammo. If youhave no Ammo, you cannot Finish Them with that weapon.
Examples of When to Finish Them
When you leap onto an enemy from behind, plunging your sword into them,Finish Them with +Blood.
When you trade blows with them repeatedly for an hour, outlasting everythingthey have, Finish Them with +Courage (or +Iron).
When you hold your arrow for the perfect moment, waiting, waiting, NOW,Finish Them with +Grace.
When you reveal your master plans, three steps ahead of every move they made,Finish Them with +Sense. You don’t even need to follow through the last step- simply proving you could have may force their defeat.
When you nurse them back to health after their grievous injuries, Finish Themwith +Wisdom.
When your Ogre pal comes in like a wrecking ball, fists swinging, slamming intothe enemy giving you trouble, Finish Them with +Bonds.
20
Overcome (Blood)
When you attempt to avoid, redirect, or prevent the harm somethingwill cause, roll +Blood. You can Overcome any obstacle, threat, Cut, or Movemade against you or an ally, if you are in a position to act against it and havethe means to stop it.
On a 10+, you stop the obstacle, threat, Cut, or Move from causing harm.
On a 7-9, choose one: You can pay a price to take the 10+ result, or you cancreate a temporary solution. A temporary solution will delay the threat, butwhen time is up, it'll be back in force - the Overlord will tell you when.
Overcoming harm with a Ranged weapon does not cost Ammo.
Examples of When to Overcome
The warrior’s blade comes slamming down and you raise your spear to deflect it.
Roll to Overcome.
The floor suddenly opens up beneath you - a Pit trap! When you try to leap aside,
roll to Overcome.
A wild boar charges your friend, so you try to tackle it away! Roll to Overcome.
Keep Them Busy (Courage)
When you act as a distraction or buy some time, tell us how and roll+Courage. On a 10+, you buy as much time as you need, and their attention isall on you. On a 7-9, you can only stall them for a short time, and they willretaliate against you when time is up. While you Keep Them Busy, youcreate an Advantage.
If you Keep Them Busy using a weapon with Ammo, use 1 Ammo. Ifyou have no Ammo, you cannot Keep Them Busy with that weapon.
Examples of When to Keep Them Busy
You stand in the doorway, holding the missing door as a shield while the enemiestry to slam through you. Roll to Keep Them Busy.
Your friend tries to sneak past the guard, so you go up and inform them of an‘incident’ you ‘saw’ down the road. Roll to Keep Them Busy.
The zombie claws at your buddy’s feet up on the ledge, trying to grab him, so youdrop down behind the zombie and put it in a Full Nelson. Roll to Keep Them Busy.
21Get Away (Grace)
When you need to get somewhere out of reach or out of sight, tell uswhere you're going and roll +Grace. On a 10+, choose two. On a 7-9, chooseone: You get there quickly, avoiding any harm along the way.  You get there quietly, drawing no attention.  You grab someone nearby and bring them along with you.
If you are wearing armor with the Clumsy tag, you take -1 to Get Away. Examples of When to Get Away
You leap over, under, and through the buzz saws of the trapped hallway. Roll toGet Away.
The troll reaches at you, up on the cliff face, and you attempt to climb higher, up,away, out of its reach. Roll to Get Away.
You see the guards approaching, and duck behind a corner, hoping to avoid beingseen. Roll to Get Away.
Look Closely (Sense)
When you closely examine a situation or a location, roll +Sense. On a10+, ask three questions from the list. On a 7-9, ask two. On a 6-, ask onlyone. Anyone can answer, but the Overlord has the final say. The answers youreceive may give you an Advantage.  What is going on here? What do my senses tell me?  Is something hidden or out of place? If so, what looks suspicious? Tell me about ______ . How could it hurt me? How could it help me? Tell me about ______ . What are they doing? What will they do next? What will happen if I ______ ?
Examples of When to Look Closely
You scope out the area, trying to find out the best way to ambush the comingraiders. Roll to Look Closely.
The political council guards their words closely, eyeing each other with suspicion,rarely letting anyone get a word in edgewise. Trying to figure out who stands for whatis difficult. Roll to Look Closely.
You come across a fight - a bunch of dock workers are slugging it out with thepostal service. You have no idea what’s going on down there. Roll to Look Closely.
22
Speak Softly (Wisdom)
When you have a quiet chat with someone, you may roll +Wisdom. Ona 10+, ask them three questions from the list. On a 7-9, ask two. On a 6-, askonly one. The answers you receive may give you an Advantage.  What can they tell us about ________?  What were they doing, and what are they going to do next?  What should I be wary of when dealing with them?  What do they want, and how could we help them get it?  What would they have us do next?
Examples of When to Speak Softly
You raise your hands up, offering to parley. The enemy has you at their mercy -they grant your request. Roll to Speak Softly.
You sit at the counter, asking the barkeep about the town. Roll to Speak Softly.
You and the gremlin breathe a sigh of relief, having narrowly escaped the raftplummeting over the waterfall. But now you’re stuck together on this tiny rock, at leastfor a little while, with nothing but each other for company. Roll to Speak Softly.
The Elf has been really cagey lately, and you want to put a stop to it, right now.
You pull them aside, say “Listen, lad, we’re in this together, so you need to be honestwith the rest o’ us here.” Roll to Speak Softly with them.
Talk Sense (Grace or Sense or Wisdom)
When you speak with conviction and ask someone for help, tell uswhat you want from them and why they should help you. If they're willing tolisten, roll.
When you detail your plan and their place in it, roll +Sense.
When you appeal to their emotions or their desires, roll +Wisdom.
When you impress, dazzle, or trick them, roll +Grace.
On a 7+, they do as you ask, to the best of their ability. On a 9-, you owethem a favor. The more you ask of them, the more they'll ask of you, and theycan cash in at any time - even right now, before they do as you ask.
On a 6-, they choose one:  The favor you must do for them is expensive, difficult, or demeaning.  They cannot do what you ask of them, and will tell you why.
23Examples of When to Talk Sense
The politician’s plan will not appease the Overlord. You know this, but thepolitician says there is no better way. When you try to convince him to stand and fight,providing the logistics behind your assured victory, Talk Sense with +Sense.
While the troll is stirring their stew, ready to drop in the Dwarf for their meal,you tell them how nasty dwarves taste, but also, how delicious sheep are, and you knowjust where some nearby sheep are, too! Roll to Talk Sense with +Wisdom.
There is no rational way you could ever convince this man that what you’re doingis good for him, or his family. So you lie. You lie a LOT. Roll to Talk Sense with+Grace.


https://the-eye.eu/public/Book...wship/Fellowship.pdf

Blood: Your boiling veins, your burning passion, your bloodline, yourburning need to protect your friends and family. Blood means power,ferocity, loyalty, rage, and passion. Blood is used for feats of physicalstrength, combat prowess, and your capacity to protect yourself and others.It is used in the Basic Move Overcome.

Courage: Your inner strength, your force of will, your tenacity, yourbrilliant shining soul. Courage determines your ability to stand proud, facedeath in the eye, and keep on trucking, no matter how bad things get.
Courage is used to stand up for what matters and inspire others to yourcause. It is used in the Basic Move Keep Them Busy. Grace: Your style, your talent, your artistry, your beauty. Grace is allabout looking good, being cool, and acting with skill and agility. Grace isused to perform spectacular acts, trick others, avoid danger, and show off.
It is used in the Basic Moves Get Away and Talk Sense. Sense: Your wits, your etiquette, your logical ability, your eyes andears. Sense is about keeping track of the world around you, analyzing it in alogical and sensible manner, and working from a well-reasoned perspective.
Sense is used to discern the realities all around you, keeping you informedin all situations. It is used in the Basic Moves Look Closely and Talk Sense. Wisdom: Your knowledge, your experience, your cultural relations,
your tact and kindness. Wisdom is all about doing the right thing, at theright time, in the right way, and knowing that you did good, kid. Wisdomis used to make friends, tell us what's what, and get what you want withoutbeing rude about it. It is used in the Basic Moves Speak Softly andTalkSense

Hope: When you are filled with Hope, instead of rolling two six sideddice, roll three and take the highest two dice as your final roll.
Despair: When you are filled with Despair, instead of rolling two sixsided dice, roll three and take the lowest two dice as your final roll.
Companions who are in Despair cannot use their Moves, cannot take damagefor you, and cannot help you.
Hope and Despair do not "stack." That is, if you have Hope from twodifferent sources, you still only roll three dice and keep the best two.

Each playbook has a primary stat they use most, which starts out at +2.Your playbook will tell you which stat this is, but you can also consult this list:The Dwarf has +2 in their Iron stat.
The Elf has +2 in their Agility stat.
The Halfling has +2 in their Charming stat.
The Harbinger has +2 in their Insightful.
The Heir has +2 in their Insightful stat.
The Goblinkin has +2 in their Forceful stat, or +1 to Agility and +1 to either Insightful or Charming.
The Squire has +2 in their Insightful stat, or their Charming stat, or +1 to each.

https://the-eye.eu/public/Book...ship%20Playbooks.pdf

https://the-eye.eu/public/Book...ocalypse/Fellowship/
This message was last edited by the GM at 14:26, Thu 21 Apr 2022.
The GM
GM, 113 posts
Wed 20 Apr 2022
at 23:12
  • msg #2

Fellowship

Item tags can go on anything and describe the properties
that a thing has

Clumsy: Clumsy items have -1 to be used and Clumsy
armor gives -1 to Get Away

Dwarf-Made: This item is nearly indestructible

Elf-Made: This item does not age and its touch burns non-elves

Necrotic: Necrotic attacks inflict wounds that do not heal
naturally" Necrotic damage is marked twice and the first
mark cannot be removed by Filling Your Belly

Goblinkin-Made: Goblinkin-Made items are Clumsy in any hands but
those of goblinkin

Piercing: This ignores armor

Slow: This takes time and safety to use properly


limited tags
Some items have a set number of Uses. These tags cost a Use to gain their benefits.

Ammo: Spend 1 Use to make a move with this weapon. It does not cost Ammo unless the move tells you it does.

Armor: Spend 1 Use to prevent 1 Damage you would take

Drunk: After you Use this, you are in Despair for the rest of the scene, but only for the type or types of rolls specified

Food: You can spend it to Fill Your Belly

Healing: Spend 1 Use to heal a damaged stat.

Precious: Spend 1 Use to Forge a Bond with someone, or to not have to do a favor for someone.

Useful: Spend 1 Use to produce something helpful.

Vigor: When you Use this, you have Hope for the rest of the scene, but only for the type or types of rolls specified


Attack AR
Withstand AR
Make A Distraction
Get Away AR
Feast AR
Recover
Look closely
Travel/sneak AR
Explore AR
Persuade/inspire
Recall Lore

What happens if you fail it?
--you get (OR SOMEONE IN YOUR PARTY gets) a stat marked with Despair
--you mark (OR SOMEONE IN YOUR PARTY marks) a use of an item
--you lose an item
--you become (OR SOMEONE IN YOUR PARTY becomes) endangered or distracted at an important moment
--you get (OR SOMEONE IN YOUR PARTY gets) captured
--you get (OR SOMEONE IN YOUR PARTY gets) separated from the main party
--what you're trying to do backfires
--you get bad news






Hope: When you are filled with Hope, instead of rolling two six sided dice, roll three and take the highest two dice as your final roll.

Despair: When you are filled with Despair, instead of rolling two six sided dice, roll three and take the lowest two dice as your final roll.

Companions who are in Despair cannot use their Moves, cannot take damage for you, and cannot help you.



When you take damage, either by making a Move or paying a price, choose a stat and mark it. Sometimes you will not get a choice, and a stat will be damaged for you. While a stat is damaged, you are in Despair whenever you roll that stat. When an enemy's stat or a Companion's stat is damaged, they cannot use it.

You cannot mark a stat that has already been marked. When you heal, remove a mark from one of your stats. When you take damage while all of your stats are already marked, you get Taken Out.


Taken Out
When all of your stats are damaged and you take further damage, you are Taken Out, and no longer able to help out for the rest of the scene. Tell us how you got Taken Out. What happened to you? What is likely to happen to you next? Can the fellowship save you from your fate? If so, how?

If you survive being Taken Out, you will be able to continue play starting with the next scene, with all of your stats still damaged.



End of Session
At the end of a Session (or the beginning of the next, if you forgot about it), the fellowship answers these three questions:

 Did we save or protect a community in need?
 Did we strike a blow against the Overlord and their minions?
 Did we learn more about the world and its peoples?

For each "yes" answer, the group chooses one of the following options. You may choose an option more than once.

 Each player refreshes one piece of their Gear to its full value.
 Each player chooses one stat to Heal. It does not have to be theirs.
 The fellowship and the Overlord each choose one player to level up.

You cannot be chosen to level up if you are the highest level player or you have already been chosen to level up. If at least two players are tied for highest level, anyone can level up. Nobody actually levels up until all choices on who levels up have been made.
This message was last edited by the GM at 13:12, Thu 21 Apr 2022.
The GM
GM, 114 posts
Thu 21 Apr 2022
at 02:21
  • msg #3

Fellowship

Level Up
When you Level Up, increase your level by 1, then choose one optionfrom your playbook's Advancement list. Mark off the option you chose - youcan never take it again.


forge a bond
When you bond with someone over something you did
or shared together, record a new Bond with them on your
sheetU describing the connection you two now holdG A Bond is
a single sentence describing how you feel about them or what
you two have done togetherG If you already had a Bond with
them, you can add another BondU or rewrite an existing oneG
You can never have more than three Bonds with someoneG
If you Forge a Bond with someone outside the
fellowship, they will join your cause as a CompanionU so long
as the Bond holdsG
the bonds that bind us
When two or more players who have Bonds with each
other work together side by side, they roll with HopeG
When one of them must pay a price, another may choose
to pay that price insteadG
the bonds that break us
When your actions harm an ally, immediately erase one
of your Bonds with themG When you have no Bonds with a
member of the fellowship, you cannot work alongside them
without getting in each othersY wayU and you both roll with
Despair when working togetherG


bound in service
When you call upon a Companion for help, you may
damage one of their stats to create an advantage related to
that statG If all of a CompanionHs stats are damaged and
theyHd take further damage, lose a Bond with themG
When no one has any Bonds with a Companion, they
leave the fellowship
The GM
GM, 115 posts
Thu 21 Apr 2022
at 13:15
  • msg #4

Fellowship


Enemies and obstacles in Fellowship work similarly to the fellowship'sCompanions, but they will act a bit more freely. They have several stats, andeach of their stats gives them access to a Threat. So long as they have that stat,they pose the listed Threat to the fellowship.
Unlike Companions, which damage themselves when they do something toprevent them from doing everything, the only thing stopping a threat fromcontinuing to be a problem is the fellowship. When an enemy's stat becomesdamaged, they lose the threat attached to it.
The simple way to think of this is, when the fellowship deals damage tosomething, they are actually taking away its abilities to stop them. "Damage"in Fellowship is not necessarily violence and bloodshed, but rather, it is thestrength, skill, tact, or plan that you use to neutralize a problem. This is whythe 10+ result to Finish Them lets you “destroy them, with whatever thatmeans.” These are not necessarily by lethal means, as there are many manyways to keep someone from wanting to hurt you or stop you anymore.
Often, they will not need to go all the way through and damageeverything a threat can do to get past it. It is in the fellowship's best intereststo neutralize their enemies quickly and efficiently and get past them, becausethey don't have the time or the resources to waste on every single thing thatgets in their way.
For example, let's say the fellowship must fight a wild Varg that got ontothe path. A Varg looks like this:
Varg: These massive wolves are large enough for a full grown ogre toride, and surly enough to make an ogre think twice about doing it.
Cruel Beast: A Varg is wild and malicious, and cannot be tamedeasily. Anyone trying to ride it must Pay a Price.
Go For The Jugular: A Varg that gets up on top of somebodyinstantly deals damage to them.
These stats include their Name and a Description first. The Descriptionwill always be in italics, and has no rules associated with it. Below that, in Bold,
184
are the Varg’s stats: Cruel Beast and Go For The Jugular. They will keepthose stats whether they are a Companion or an enemy. The descriptions afterthe stats are the Varg’s Threats. These Threats only apply while this enemy isunder the Overlord’s control, and are additional moves or abilities the enemywill use to threaten, hinder, or harm the fellowship, or to protect themselves.
In addition to the threats listed on the Varg's stat block, it always has allof your Cuts as well. You can use the Varg to Separate Themor Put Someone OnThe Spot or any of the other Cuts you'd like to use. Even if they damage itsability to Go For The Jugular, if it is a particularly tenacious Varg or thefellowship continues to fight it, it can keep using your Cuts until they defeat it,
escape from it, or befriend it.
An enemy that has had all of its stats damaged is destroyed. Thefellowship doesn't need to get a 10+ on Finish Them for every enemy theycome across to defeat it entirely. An enemy that has been destroyed cannot useyour Cuts, and is no longer willing or able to stop the fellowship.
If you were attentive, you may have noticed that the Varg's stats are thesame as the ones listed in the Orc's Companions option in Chapter 3. That isbecause:
Every enemy is able to be recruited by the fellowshipif they sit down and Forge a Bond with it.
When an enemy becomes a Companion, they lose the threats attached totheir stats, and keep just the stats. When working with the fellowship, theyfollow the Companion rules instead of the enemy rules.
Non-violence is assumed within several core rules of the game. Thefellowship only has one Move for actually harming and destroying enemies.
Everything else is for dealing with them in other ways.
When something is in their way, they can always Get Away from it. Whensomeone is preventing them from doing something important, one of thefellowship can always try to Keep Them Busy. You always have the option to tryto Talk Sense instead of violence.
The fellowship is perfectly capable of fighting when they must, but it isimportant to encourage them to try other options as well. Not everythingmust be to the death.
There is one type of enemy that cannot be recruited and cannot bereasoned with: Barriers. A barrier is a threat that is simply in the way, andthey are usually forces of nature, obstacles in the path, or magical interference.
They are otherwise interacted with and engaged in the exact same ways thatany other enemy would be.
185The Rule of ThreeSometimes you need many of the same threat in a single scene. Wolvesdon't hunt alone, bandits ambush in groups, and the overlord has their armies.When you need many of the same Threat at once, that's when the Rule ofThree applies.
The Rule of Three states that three or more enemies working togetherform a Group, thirty or more enemies form a Gang, and three hundred ormore enemies form an Army. They gain a Stat with the same name and a fewunique rules, but otherwise function like normal. These stats are:
Group: This enemy can act against two people at once. When this enemyis destroyed, this stat is damaged, or this is their only stat left, replace theGroup with two normal enemies.
Gang: This enemy can act against everyone at once. When this enemy isdestroyed, this stat is damaged, or this is their only stat left, replace theGang with two Groups of this enemy. This stat can only be damaged byDangerous or Area attacks.
Army: This enemy can act against an entire location at once, and itsattacks have the Area tag. When this enemy is destroyed, this stat isdamaged, or this is their only stat left, replace the Army with two Gangs ofthis enemy. This enemy can only be damaged by Dangerous or Area attacks.
Mechanically, this makes groups much harder to hold off or fight against,because you cannot Keep Them Busy easily. A Group needs two players workingtogether to properly Keep Them Busy, since they can act against two players atonce, and a Gang or larger cannot be Kept Busy without some serious workingfor it. You would need a bottleneck to fight them in, or a Move that allows youto do so, or some extreme support, like an army of your own, a giant robot, adragon, or something similar.
So when you have three or more Wolves working together, they form aGroup of Wolves, which looks like this:
 Wolf Pack: A group of pack hunters, on the prowl.
Pack Hunter: A wolf is never alone, and they gang up on theirprey one at a time. When someone tries to fight the wolves alone,
they are always put on the spot.
Loyal: Wolves stick together and look out for each other.
When this stat is damaged, they will co-ordinate to let theirwounded flee safely before backing off.
186
Group: This enemy can make moves against two players at once.
When this enemy is destroyed, this stat is damaged, or this istheir only stat left, replace the Group with two normal Wolves.
When the Wolf Pack attacks the fellowship, they can attack two players atonce. When someone is Keeping Them Busy, they can still attack or make Cutsagainst one other player. If their Loyal stat is damaged, the Wolves willretreat to live to fight another day, as normal - being a Group doesn't changethe mechanics of any of their normal Threats.
In this way, the pack of wolves works the same as they would individually- groups continue to function as they normally would and generally follow thesame flow of play, just harder to deal with due to their numbers.
The Rule of Three generally only applies when combining the samethreat together. 15 Skeletons and 15 Zombies will make a Group of Skeletonsand a Group of Zombies, for example. However, if you want to make twoenemies into a bigger, more cohesive threat and represent them workingtogether closely, you could have the above groups become a Gang of Skeletonsand Zombies. In that case, you would combine all of their stats and threatstogether. When the Gang is defeated, they would then break up into a Groupof Skeletons and a Group of Zombies. In this way, the Rule of Three can beused to let a group of enemies work closely as a team, even if they aren’t all thesame enemy. The Gang of Skeletons and Zombies would look like this:
 Gang of Skeletons and Zombies: Mindless undead, working towards acommon purpose.
Just Bones: Skeletons do not take damage from anything that would slipright through them or is made to harm flesh. Most piercing weapons, rangedweapons, slashing weapons, and poison or fire-based attacks will have verylittle effect on a Skeleton.
Weapons Training: Skeletons almost always carry a weapon of some kind.
A skeleton has a single tag from this list: Armor (1 Use), Piercing, or Ranged.
Painless: Zombies do not stop attacking until they are destroyed. If theytake damage while all of their stats are already damaged, they are destroyed.
Simpleton Hivemind: A group of zombies acts as a single unit, moving asone towards the nearest source of living meat. They are easily duped andconfused - when this stat is damaged, the gang loses focus, stops hunting,
and will only attack if you get within arm’s reach.
Gang: A gang can make moves against everyone at once. When thisenemy is destroyed, this stat is damaged, or this is their only stat left,
replace this enemy with a Group of Skeletons and a Group of Zombies. Thisstat can only be damaged by Dangerous or Area attacks.
187Set Pieces
You can mix and match enemies and barriers to create interestingencounters and fun obstacles for the fellowship to encounter, but sometimesyou want something more. Sometimes you want to go a step beyond. Whenthat time comes, you will need a Set Piece.
A Set Piece is a collection of threats that cannot stand on their own, andwork together as a cohesive whole. Set Pieces are for things like multi-stageboss fights, a long and connected encounter, chase scenes, obstacle courses,sports tournaments, and all sorts of other large-scale events. A Set Piece cancarry an entire session by itself! They are no joke.
Set Pieces cannot be destroyed. On a 10+ result from Finish Them, orwhen any other move would say to destroy them, they take damage instead.
For an example of a Set Piece, here is the Stone Colossus:
Set Piece: The Stone Colossus Army of One: A giant statue of stone, brought to life and used as amachine of war. Its defenses are many, and its weapons carry several tons ofstone behind each blow. If either of these stats are damaged, the Colossusis destroyed.
Massive Stone Body: The Colossus's massive body is built to last. Thisstat cannot be damaged by anything less than siege weaponry and highexplosives. If this stat is damaged, the Colossus falls over, and everyone nearit risks being crushed.
Power Core: The Colossus has a weak point deep inside of it - amechanical or magical core that powers it. Anyone near the core risks beingset on fire by its intense heat. If this stat is damaged, the Colossus falls apart,and everyone inside it risks being crushed.
 Armored Exterior: The Colossus is nearly invincible. If you don't dealwith its thick outer shell of stone, you cannot hope to stop it for good.
Six Feet of Stone: The Colossus' armor is several feet thick, and cannotbe damaged by anything less than siege weaponry and high explosives. Unlessthis stat is damaged, you cannot harm the Colossus' Massive Stone Body.
Maintenance Tunnel: There is a secret entrance into the Colossus, but itis well hidden, hard to reach, and locked. Unless this stat is damaged, youcannot get reach the Colossus' Power Core.
188
 Hands of God: The Colossus' massive arms and legs are its main threat.
They can crush you like a fly, and stopping them requires some seriousfirepower of your own.
This Right Hand Of Mine: The right arm of the Colossus holds amassive sword, which can be used to destroy anything it can hit. It swingsslowly, but the blow covers such a large area it can be difficult to dodge.
Anyone directly hit by this weapon is Taken Out, damaging all of theirstats.
The Left Arm: The left arm of the Colossus is free, but it can use it toswat off anyone trying to harm it. Climbing the Colossus is dangerous whilethis arm is functional.
Pillars of Stone: The legs of the Colossus can crush anything underfoot.
The Colossus can simply walk through anything in its path, destroying all
vehicles and structures that get in the way, and it leaves massive footprintswherever it goes. If this stat is damaged, the Colossus becomes immobile,
and crashes to the ground, potentially crushing anyone below it.
The Colossus is three threats in one! The primary threat, the Colossusitself, is the only one that strictly must be overcome to defeat it, but while itsarmor and its massive stone arms exist, it is significantly more threatening.
The players must contend with the Colossus' attacks and overcome itsdefenses in order to get at it properly. It is difficult to fight and will likely takeseveral scenes or an entire Showdown to deal with it, and running may be yourbest option during a first encounter, but that's what a proper Set Piece is allabout.
A Set Piece is an entire encounter all laid out like this, with every pieceactively working with or protecting the other elements of the Set Piece, or laidout in stages where each piece of the Set Piece must be overcome one at a timebefore the fellowship can move on to the next part of the encounter. Set Piecesare excellent for boss battles, extended trials, and journeys through adangerous place. When using a Set Piece, it always uses the Challenge storystructure, even if you use it to spice up a long journey.
See Chapter 7 for several already crafted Set Pieces.
189Generals
The Overlord's Generals are special threats, a little different from thenorm. To create a General, pick any single threat from Chapter 7, and makeit a Threat to the World. They have access to all of your Overlord BasicMoves, but not your Overlord Core or Custom moves.
You do not need to change any of the General's other stats, although youcan if you want to add some originality to them. They do not get any extrathreats over the basic version of themselves. Having access to your OverlordBasic Moves gives them plenty of power, allowing them to act in your place inmost regards.
When a General uses an Overlord Move that references Bonds(Heartof Iron, Twist the Knife), they use your Overlord’s Bonds for determining ifthey trigger the Move or not. They can erase your Bonds to use Heart of Iron.Your Generals can also have whatever minions they need to be effective.This doesn’t mean you should give all of your Generals an entire Army, unlessit happens to be your actual, main Army that they are leading. Your Generalsonly take whatever forces they need or you deploy them with.
A good place for your Generals to be is wherever your current MasterPlan says your forces are. As the plan proceeds, give them more dangerousforces. If the fellowship attacks a General scoping out a location for one ofyour New Plans, they should have only their personal retinue with them, ormaybe just a scouting patrol - the General might not even be there yet.
If the fellowship doesn’t get there until the General is already ExecutingThe Plan, then maybe they’ll find a full-on army waging war, or an eliteinfiltration force just waiting for the word to strike, with the General at thehead of those forces. The closer a plan is to completion, the scarier the forcesworking on the plan will be.
If a General is kicking their butts, you can always remind them thatretreating and regrouping is an option. Generals are a serious Threat to theWorld, and everything is on the table when you're fighting one of those. Theymay not be quite so dangerous as the Overlord is, but they are no sloucheseither. They’re the Overlord’s best, and they should give the fellowship a hardtime.
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A Source of Power“Source of Power” is a phrase tossed around a lot throughout Fellowship, but what is a source of power, exactly? A Source of Power is something in thisfantasy world that is extremely valuable, powerful, or important, for anyreason. The One Ring is Sauron’s Source of Power, but a Source of Powerdoesn’t need to be something the Overlord already has. For example, the LifeTree that all elves draw power from could be a Source of Power, one withdrastic consequences if the Overlord takes it.
Sources of Power are usually either hidden away in a secret place, kept safeby a protector, or are the pride of their kingdom. There is no such thing as aSource of Power that isn’t surrounded by myths and legends stretching backages, and at least one player should be able to Command Lore about any givenSource of Power you come across. They are not something that should everfall out of whatever place they are kept, and the Overlord is actively seekingthem to take for her own power.
Some example Sources of Power:  The Colossus, a massive stone creature whose fiery heart could power allsorts of incredible machinery or eldritch rituals.  The Emerald Skull, an artifact of supreme necromantic power. No oneknows what exactly it does, but none who hold it ever hold it for long.  The First Bird To Fly. So successful was this creature that it now livesamong the stars, as a constellation. Any who can reach it gain
unparalleled control over the skies themselves.  The Wishmaker, a stone obelisk that will grant
your fondest desire, but only once, and perhaps
not as you’d like.  The Ruby Eye, an ornate pendant that can
see through time. Peering into its depths
has driven many an oracle mad.  The Eternal Torch, the source of all fire.
Lesser fires are drawn to it, consumed by
it, and its heat has no equal.
The GM
GM, 116 posts
Thu 21 Apr 2022
at 13:15
  • msg #5

Fellowship

Barriers
Barriers are those threats that get in your way and are not alive things.They are common at all points of the story, but especially during a Journey.Some Overlords love to use Barriers, especially traps, while other Overlordsfind them pointless and a waste of time.
 Arrow Trap: Thwip! You’ve been shot! This trap isn’t necessarily mechanical -an archer or gunner in hiding can also be an Arrow Trap.
This threat is Secret.
Hidden Trap: When a player in range of the trap makes a Move, theOverlord can reveal this trap to make them pay a price. This trap will continueto threaten its area until this stat is damaged. The trap is no longer Secret.
 Broken Bridge: The bridge is out.
Shoddy Construction: The bridge cannot be crossed unless it is repaired.Long Way Around: There's another way across, but it isn't close.
 Burning Building: Everything is on fire and it's all falling apart.
Fire Everywhere: Nowhere is safe in here. Everyone who makes a Moveinside the burning building must Pay A Price, or else they roll in Despair.Anyone immune to fire is immune to this threat.
Falling Apart: Whenever anyone does anything reckless or fails a Movewhile inside the burning building, a route becomes closed off by the buildingfalling apart. A hole opens up in the floor, or a wall collapses in front of you,that kind of thing.
 Falling Block Trap: The ceiling has suddenly collapsed!
This threat is Secret.
Hidden Trap: When a player has to pay a price, the Overlord can insteaddamage this stat to have it drop on them. The trap is no longer Secret.
Pile of Rubble: This trap leaves a pile of rubble behind, blocking off apassageway. The person who triggered the trap, along with everyone rightnext to them, immediately takes 2 damage and are buried, unless theyOvercome or Get Away from the falling rubble. Anyone buried is unable to movewithout outside help, unless they are very tough. The passage remains blockeduntil this stat is damaged.
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 Magic Barrier: You can’t get through here. There’s some kind of glowing bluewall in your way.
Really Tough: A Magic Barrier is extremely difficult to harm and can’t bedamaged. Anything that would not destroy them has no effect on the barrier.
Some Shall Pass: Barriers are designed to keep out all but a few. Thisbarrier will allow people with a certain characteristic to pass, such as thosecarrying the right rune or know the password, or those who are Elves or ElfFriends, or it won’t let Dwarves pass. Every barrier has different criteria forentry, and figuring it out may let you through.
 Pit Trap: The ground is suddenly not ground, and that sucks.
This threat is Secret.
Hidden Trap: When a player has to pay a price, the Overlord can insteaddamage this stat to put them into the pit. The trap is no longer Secret.
Long Way Down: Falling in or being knocked into the pit deals 1 damageto anyone who can't slow their fall somehow.
 Poison Trap: Poison is extremely dangerous and will hinder even the mightiestwarriors. When using poison, choose only one type of Poison from the lists below. Don’tuse all of them, that’s rude.
This threat is Secret.
Hidden Trap: When a player takes damage from a trap or dangerousenemy, the Overlord can damage this stat to poison them. Anyone elsedamaged by the same source becomes poisoned with the same poison.
Curse-Touch: This dark poison leaves a burning wound that does notheal. The damage they took is Necrotic. Elfsbane: This crippling poison slows their movements considerably. Thevictim gains the Slow tag. When they heal, they may remove the Slowtaginstead of healing any damage.
Ogretooth Rot: This nauseating poison makes them ill and weak, for atime. They gain the Drunk (All) tag for the rest of the scene.
Snake Venom: The only way to fight this deadly poison is to devoteeverything you have to it. For the rest of this scene, the victim must damageone of their stats every time they roll the dice.
Spiderfang: This localized venom numbs and paralyzes around the pointof entry. An affected arm falls limp and useless, a leg cannot support you, ahand cannot hold anything, and if it hits your head, you fall unconscious.
195 Spike Trap: Spikes poke out from the walls, floors, ceiling... It’s bad.
This threat is Secret.
Hidden Trap: When a player has to pay a price, the Overlord can insteaddamage this stat to deal 1 damage to them. The trap is no longer Secret.
Danger Zone: The spikes have very specific places they threaten, and theywill stab anyone entering their danger zone. Anyone entering a danger zoneimmediately takes 1 damage. This is a Hard Cut and cannot be reacted to - thedamage is instant.
 Taboo: “Do no harm,” the sigil says. Heed this warning.
Do No Harm: This place is under a spell of protection. The trigger will belabeled all throughout the area - “Do No Harm” and “Do Not Enter” arepopular ones, but the command can be anything. Anyone who breaks the taboowill be punished immediately.
The punishment can come in many forms, but once it is revealed, it mustbe consistent. If breaking the taboo summons a golem, it will always summona golem, no matter who breaks it. Common punishments are immediatedamage, immediate banishment (either from the zone or into a holding areaelsewhere), or summoning monsters to attack the transgressor. Golems,undead, and demons are the most common defenders of a taboo.
The Taboo will always have a source somewhere around the center of itsarea. A spell scroll or magic crystal is common. If this source is destroyed ortaken away from its place, damage this stat, and the taboo ends.
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Set Piece: The Treacherous Mountains The Mountain Ridge: Only two ways to get through a wall of mountainsin your way: The dangerous pass, or the tunnels below.
Finding the Mountain Pass: The pass is out of the way and difficult toreach, but it's the only way to get vehicles and most mounts over the mountain.
When you damage this stat, you find the mountain pass. If you have a mapof the mountains, you can damage this stat for free.
The Hidden Tunnels: Every major mountain has tunnels below it, builtby nature, the old ones past, or more recently, the dwarves. When youdamage this stat, you find the hidden tunnel entrance. If you are The Dwarf,you can damage this stat for free.
 The Mountain Pass: There are many perils on the mountain pass, andeach must be overcome to get through. When all three of these stats aredamaged, you make it through the pass.
The Narrow Pass: The pass is loaded with narrow ledges and brokenparts of the path that are difficult to navigate. If each player can successfullyOvercome or Get Away from the Narrow Roads, damage this stat. Whenyou damage this stat, the rest of the road is clear.
The Creatures Above: Beasts prowl these paths, and there is no waythrough without encountering them. At any time, the Overlord may damagethis stat to have a Group or Gang of Beasts appear, hungry and violent.
The Long Road: The fellowship must stop and rest several times duringthis trek. When they have Filled Their Belly for the third time while onthe mountain pass, damage this stat.
 The Tunnels Below: The mines and tunnels beneath the mountain arenever as quiet and empty as everyone wants them to be. When all three ofthese stats are damaged, you make it through the tunnels.
The Difficult Tunnels: You cannot bring vehicles or large equipmentthrough the tunnels below. At least, not easily. When they Use or discard allsuch equipment, damage this stat. If they have a Dwarven Tunneler orother means of getting your equipment through, damage this stat.
The Hard Part: At some point, there will be a nearly impassible obstacleyou cannot go around, such as a large lake, a deep chasm, or a river of lava.
When you find your way past it, damage this stat.
The Demons Below: A dangerous creature lives down here. At somepoint, it will find you. At any time, the Overlord may damage this stat to havea Titan appear.
197Set Piece: The Haunted ForestBacker Set Piece
 The Lost Roads: The Haunted Forest is not to be trifled with. Follow theroad closely, or you will never find your way back out.
Losing Your Way: Anyone who leaves the road immediately loses theroad. Anyone who strays more than a few feet away from anyone else losestrack of them. The Elf or a Guide can always find someone who has lost theirway, but it takes time, and they can only find one at a time.
Finding Your Way: When you are lost and have the Spotlight, you maydamage your Courage, Sense, or Wisdom to find someone else, or find the road. The Haunting Sounds: The woods themselves intend to lure you off thepath. Try not to listen too closely. When every distraction has been passed by,the Lurking Shadows will approach.
A Cry For Help: You hear someone’s voice, calling out for help, just offthe path. If anyone is already lost, it sounds like their voice. Anyone followingthe voice will become lost immediately. If no one falls for it, the most heroiccharacter must roll to Overcome following this voice.
A Light in the Distance: A comforting light is visible on a hill, off to theleft - a campfire, or maybe the light of a lodge. It looks like there’s a small pathin the overgrowth leading that way. Anyone following the light will find theycan never get closer to it, and they will become lost. If no one falls for it, thecharacter who most wants relief must roll to Overcome following the light.
A Soft Gentle Song: A haunting voice sings in the distance, sad andbeautiful. Anyone following the voice, obviously, gets lost instantly. If no onefalls for it, the player most likely to give up on this quest must roll toOvercomefollowing the song.
 The Lurking Shadows: The forest leads people off the path for a reason,and you’re about to find out why. Choose one of these:
The Lost Children: The heroes who are still Lost each set a scene withthe ghost of someone else who was lost. They tell you their story, and lead youback to the path... For a price. Tell us what it costs you to find your way out.
Hidden Kindness: The creature of the forest is lonely, and simply wantscompanionship. Ramp up the paranoia of whoever is left on the road, makethings darker and scarier, and if you must, force them off the path in order toreveal everyone else had been drinking and eating and sharing stories with thecreature in her cabin. After a fine meal, you are sent on your way.
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The Darkness Hungers: Dangerous beasts prey on those who get lost.
Everyone makes it back to the road simultaneously, just as dozens, if nothundreds, of wild beasts converge upon your location. Run - they will notfollow you out of the forest.
Beasts
Beasts are those threats that aren't a part of the Overlord's business, butwill probably try to kill you if you give them good reason to, or if they arehungry enough. They are commonly met during both the Journey and duringa Challenge, but rarely met outside of those two stories.
 Donkey: Donkeys are similar to horses, but a little smaller, a little tougher, andinfinitely more stubborn.
Beast of Burden: The donkey can carry much more than you'd think itcould, but it does not like you, and it won't move while over-burdened.
 Horse: A horse, of course.
Run Like The Wind: Horses are famous for their speed. You cannot catcha horse that is running from you.
 Giant Spider: Many find these massive spiders absolutely terrifying, buthalflings find their mobility to be second to none.
Wall Crawler: Giant spiders can walk across any solid surface withease, no matter the surface's orientation. They can also spin webs to crossgaps or create bridges or build homes.
Creepy: Giant spiders are terrifying. If your Courage is damaged,you cannot stand up to a Giant Spider.
 Hunting Bird: Birds of a feather hunt together.
Go For The Eyes: Hunting birds can only harm the stat Sense. If theywould deal damage to someone whose Sense is damaged, the hunting birdKeeps Them Busy instead.
Eagle Eye: Hunting birds can see you coming a mile away, and will neverattack the whole group at once. They go after stragglers, or those cut off fromthe group.
199 Owl Bear: An Owl Bear is only as scary as a bear is, but for some reason beingpart owl makes them angrier and viciously bloodthirsty.
Blood Hunter: The scent of blood drives owl bears into a frenzy, and theyare ferocious combatants against the injured. If your Blood is damaged,anOwl Bear’s Cuts against you are Hard Cuts.
Claws and Death: When an owl bear causes damage, it deals a secondpoint of damage. This extra damage can be dealt to either the same target or adifferent enemy near them.
 Pegasus: A winged horse. Just like a regular horse, but significantly moremobile.
Flight: A pegasus can fly, and will never stick around for a fight unlessit has a rider.
Mounted Combat: Pegasi are famously good mounts, and workperfectly with a rider. They are well trained and easily maneuvered.
 Unicorn: A beautiful horned horse, famous for their benevolence.
Infinite Compassion: A Unicorn will never start a fight. When youattack a Unicorn, whether or not you succeed, damage this stat.
Holy Horn: A Unicorn's horn is famous for its healing properties. Ifyou pay it with something Precious, it will heal you and your companionsfor one damage each.
 Varg: These massive wolves are large enough for a full grown ogre to ride, andsurly enough to make an ogre think twice about doing it.
Cruel Beast: A Varg is wild and malicious, and cannot be tamed easily.Anyone trying to ride it must Pay a Price.
Go For The Jugular: A Varg that gets up on top of somebody instantlydeals damage to them.
 War Elephant: The largest in ground-based war animal technology, thesemassive creatures can support a small building on their backs. The APC of the fantasyage.
Armored Riding Platform: Anyone on top of the elephant cannot beharmed, except by other people on top of the elephant.
Tusks and Screaming: A War Elephant is Dangerous and can trample orgouge anything in its path. Anyone in its way when it charges takes damage.
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 War Horse: A horse trained for war.
Run Like The Wind: Horses are famous for their speed. You cannot catcha horse that is running from you.
Mounted Combat: Horses are famously good mounts, and workperfectly with a rider. They are well trained and easily maneuvered.
 Wild Boar: These wild beasts are popular among both halfling war ridersand halfling chefs.
Pig-Headed: Boars are ferocious and territorial beasts. When yougain a Boar's ire, it will chase you until this stat is damaged. They willfollow you into a new scene if ignored.
Wild Charge: When a wild boar charges, it keeps going until it hitssomething. The first thing in their way that has a damaged Sense stat or isdistracted takes 1 damage and is knocked aside by its wild charge. Anyonewho is not distracted and has undamaged Senses can easily avoid thecharge. If the boar hits nobody, it damages this stat instead.
 Wolf: Wolves are too wild for humans to handle, but they make fine pets forelves and orcs alike. Wild wolves are almost always encountered in a Group, butthe largest packs may be a Gang.
Pack Hunter: A wolf never fights alone if they can help it, and theygang up on their prey one at a time. When someone fights the wolves alone,
they are always put on the spot. If this wolf isn’t part of a Group or Gang,damage this stat.
Loyal: Wolves stick together and look out for each other. When thisstat is damaged, they will co-ordinate to let their wounded flee safelybefore backing off.
201Set Piece: The Wild Dragon The Dragon’s Lair: If you sneak into the dragon’s lair, you must gothrough this section before fighting it. If you make it through, you get toambush the Wild Dragon in its treasure room.
The Lair’s Defenses: Go through the Dragon’s Lair as a Long Journey,where each player sets an obstacle in their path. Each obstacle will require atleast one roll to get past.
The Need For Secrecy: The first time someone rolls a 6-, the dragonstirs, but does not awaken. The second time someone rolls a 6-, the dragonawakens, now alert and concerned. It will be awake when you reach theDragon’s Treasure. At this point, if someone rolls a 9-, the dragon becomesaware of your presence, and you move on to the Dragon’s Treasure with thedragon ready and waiting for you.
 The Dragon’s Treasure: The dragon’s treasure vault is where it spendsmost of its time, fast asleep. If you’re lucky, you can get the drop on it. If youcan defeat it here, it will never make it to the open skies.
Deadly Beast: The dragon is a weapon with Melee, Area, Piercing, andArmor (3 Uses). Killing it is no easy task, and it is violent and deadly.
Dragonfire: Anyone hit by the dragon’s deadly fire is immediately TakenOut if they are not immune to fire. If they are immune to fire, they take 2damage instead. The dragon always inhales sharply before shooting fire,giving everyone in the way a chance to Get Away from or Overcome the attack.Treasure Fixation: The dragon has a themed treasure horde of valuablethings it enjoys. Anyone bringing gifts of Precious things or items that fit withthe dragon’s treasure theme will always be given a chance to talk to thedragon peacefully, although it may not last.
Escape Route: If the dragon’s Armor hits 0 Uses or it feels threatened,it will attempt to flee to the open sky. Unless its escape route is cut off bydamaging this stat, it will escape to the Dragon’s Flight portion of the SetPiece.
 The Dragon’s Flight: The dragon has taken to the skies, where it is at itsmost dangerous. If you don’t defeat it here and now, it will destroy an entirecommunity in its rage.
Deadly Beast: As above, retaining as much armor as it had before.
Dragonfire: As above. If that stat was damaged, it remains damaged inthis phase of the fight.
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Flight: The dragon cannot be hit by Melee attacks except from peopleclimbing it. It will regularly dive bomb at the players if they keep its attention,
dealing damage to everyone it passes by or lands on, but also giving them achance to jump on.
Set Piece: The Unstoppable Kraken Boss Fight: The Kraken is a giant squid, 300 feet long, that eats boats forsome reason or another, probably because of the Overlord. The Kraken is amulti-stage boss fight that attacks the heroes while they are on a boat. Thefollowing stats apply throughout the entire fight.
Protect The Ship: The ship may get torn up during the fight, and peoplewill get thrown off the boat as well. The ship can take damage 4 times beforebeing destroyed. If the ship is destroyed, everyone on it is thrown Overboard.
Overboard: Anyone knocked off the ship becomes Overboard. Anyonewho is Overboard is removed from the fight and presumed dead (see Phase 3).
Players always get a second chance to avoid being sent Overboard.
Bad Weather: The waters are choppy, the skies are gray, the fog is thick,
and the rain suddenly picks up. Wherever the Kraken goes, turmoil follows.
Sailing away from the fight will be incredibly difficult with the best of ships,
and impossible with most.
Check Point: If everyone becomes Overboard, skip Phase 1 on theinevitable rematch.
 Phase 1: The Lurker Below: The Kraken initially attacks from beneaththe sea, not revealing itself until it must. Its massive tentacles rise up to attack!
When at least two of these stats are damaged, you defeat the Lurker phase.
Binding Tentacles: These tentacles hold the boat in place, slowlycrushing it and making escape impossible. When nobody does anythingabout the binding tentacles for a little while, they damage the ship.
Grasping Tentacles: These tentacles slide along the deck of the ship,
searching for crew to take to the briny depths below. The Overlord can make aHard Cut at any time to capture someone in these tentacles, but can onlycapture one person at a time. Anyone who remains captured long enough willgo Overboard.
Smashing Tentacles: Other tentacles slam down on the ship, crushingcrew members, cargo, and cannons. When the tentacles smash down, anyonein their way is damaged. If no one is in their way, the ship is damaged.
203 Phase 2: The Kraken Appears: The beast rises from the sea, its massivebulbous head and giant yellow eyeball towering over your boat. When thesestats are all damaged, the Kraken is defeated.
Loose Debris: By this point in the fight, the sea is covered in parts of yourdamaged ship or floating tentacles the Kraken has lost. When this phase ofthe fight starts, immediately damage this stat and return all players whowere Overboard back to the game, now clinging to debris adrift in the sea.
Right In The Eye: This stat can only be damaged by taking out theKraken’s eyeball. The eye moves around constantly and cannot easily be hitwith Ranged weaponry - someone may need to climb atop the Kraken to hit it.The Briny Depths: When the Kraken is damaged during this phase,itsubmerges itself immediately. Anyone on top of it when it dives under waterwill be sent Overboard if they can’t hold on or escape before it dives. It willreturn to the surface on a different side of the ship shortly.
Return Of The Tentacles: The Kraken can still use all the tentacleMoves from phase 1, but only one of them at a time. It will always use onetentacle attack while hiding underwater, before returning to the surface.
 Phase 3: Lost At Sea: After the Kraken is defeated or the boat isdestroyed, swing the Spotlight to everyone who went Overboard. They aretrapped on an island somewhere, lost at sea. Go through each of these in order:Waterlogged: Each Overboard player loses all of their Food and all oftheir Gear, except for a single piece of Gear of their choosing.
Survival Montage: Each player sent Overboard sets a scene about howthey solve a survival challenge on the island. Each player who was not sentOverboard sets a scene about how they find the island their friends are on sothey may continue the adventure. The Overlord sets a scene where theyadvance each of their plans one step, while the fellowship is out of their way.
The Rescue: If there was at least one player who wasn’t sentOverboard, at this point the rescuers set a scene where they find theOverboard players and reunite, ready to continue the adventure.
If everyone was sent Overboard, rescue never comes - everyone setsanother scene where they figure out a way to help them get off the island andthen put that plan into motion, while the Overlord gets another sceneadvancing one of their plans another step.
The GM
GM, 117 posts
Thu 21 Apr 2022
at 13:27
  • msg #6

Fellowship

The HordeThe Horde is one of the Armies of the Overlord, and the Overlord hasaccess to these threats when they control this army. The Horde specializes inswarm tactics and large numbers. Each individual threat is easily handled, butyou will never face only one. Hordes often appear in Groups and Gangs - theirnumbers are never to be underestimated.
 Tiny Swarm: A cluster of small enemies, each the size of your fist. Spiders, rats,beetles, zombie hands - whatever they are, they get all over the place and make your lifemuch harder than it should be.
Climb All Over: Anyone the cluster swarms on is in Despair, and youcannot Get Away once they are on you. The Little Swarm can climb on anysurface and fit through small gaps.
 Flying Swarm: A large number of flying things, getting all over the place. Bats,bees, winged monkeys - whatever they are, they make escape difficult.
Cover Everywhere: Anyone trying to Get Away from a place with aFlying Swarm must Pay a Price first.
 Little Swarm: A cluster of enemies, smaller than most. Kobolds, goblins, monkeys,froglings, ratlings - whatever they are, they easily surround their foes and poke themwith sharp sticks or shoddy swords.
Outnumbered: The Little Swarm always outnumbers their foes, and youcannot Keep Them Busy without a narrow choke point.
 Warrior's Swarm: A number of warriors armed with a variety of Meleeweaponry. Lizardfolk, bug-bears, ogres, nagas - whatever they are, they will easilyoverpower anyone one-on-one.
Overpowering: Anyone trying to act alone against the Warrior's Swarmmust Pay A Price first.
 Swarm of Arrows: A contingent of archers, sling throwers, javelineers, or firecasters. The ammo they use is crude and ineffective, but there is a lot of it.
Covering Fire: Anyone being targeted by a Swarm of Arrows cannot takeaction out in the open without Paying a Price. The archers can only target oneperson at a time, or two if they are right next to each other.
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 The Standout: Somehow, this one stands out from the rest. They get a dramaticcamera angle and a name, and they step up to the plate to do what the rest of theswarm cannot.
I Can Do It!: This one can do what none of the others can. Damage thisstat to have the swarm make an immediate Hard Cut.
Did I Do Good?: If the Standout survives the scene, they’ll come back inthe next swarm.
 True Warrior: The warrior’s swarm is mostly interchangeable, but among themlives a hero. The one who gives them hope, the one they all look up to, they one they canalways count on. The True Warrior.
Unrivaled: This enemy can only show up with the Cut show signs of anapproaching threat. Their attacks are Hard Cuts.
Unbeatable: The True Warrior cannot takedamage (although they can be destroyed). When theTrue Warrior deals damage, they send the one theyhurt flying out of their way.
 The War Leader: A masterful commander whounites the swarm and keeps it together under duress.
Hold Together!: This statmust be damaged twice. The WarLeader can take damage in place of
any Swarm they lead.
The GM
GM, 118 posts
Thu 21 Apr 2022
at 13:28
  • msg #7

Fellowship

The OrganizationThe Organization is one of the Armies of the Overlord, and the Overlordhas access to these threats when they control this army. The Organization is asmall, elite group, each with their own unique skills and abilities. TheOrganization has only one of each of the following Threats, but these Threatsare very good at living to see another day. They will tail the fellowship all
through their journey. Name each member of the Organization.
 Brainiac: This one's a genius, and they want you to know it.
Chess Pieces: When the Brainiac would be damaged while an ally isaround, the ally takes the hit instead.
Part of the Plan: When something goes wrong, damage this stat to makea Hard Cut immediately. If the Brainiac still has Chess Pieces, damage an allyinstead.
Too Clever For Their Own Good: The Brainiac will always pause togloat and monologue when things go their way.
 Cutthroat: This one wants to win, no matter what it takes.
A Challenger Approaches: The Cutthroat will never turn down achallenge, and they will not fight you if they think they can win through acontest of speed, strength, skill, or luck instead.
I Always Win!: During a contest, the Cutthroat’s Cuts are always HardCuts.
Is That All You Got?: When the Cutthroat would be damaged, damagethis stat first.
 Mage Knight: This warrior has no peer in combat of any kind.
Arrogant: Anyone who sings the praises of the Mage Knight canKeepThem Busy as if they got a 10+ without rolling.
Counter Spell: The Mage Knight cannot be Kept Busy or damaged bymagic or ranged weapons.
Spell Sword: When the Mage Knight is trying to fight you, anyone whogets close to them must Pay a Price to do so.
213 Honor-Bound: The most noble and generous of the bunch, they have a strictmoral code they will not break. This code grants them unbelievable strength.
For My Honor: The Honor-Bound cannot be defeated or Taken Out. Thisstat cannot be damaged unless the Honor-Bound breaks their code. If they do,they are immediately Taken Out and will not fight for the rest of the scene.
Mercy: The Honor-Bound will always show mercy and compassion, evento their enemies. When the Honor-Bound is tricked, deceived, or betrayed bysomeone in the fellowship, damage this stat. The first time a member of thefellowship honors their code, the Honor-Bound will honor a request they make.Unrelenting: The Honor-Bound deals damage to anyone Keeping ThemBusy. The Honor-Bound deals damage twice to anyone who damages them.
 Monster: This massive creature is smarter than it looks and eager to prove itsworth.
Big And Strong: Anyone trying to act against Monster is in Despair.
Caught One!: When Monster deals damage, they also pick up and grabthe person they damaged. If they are not stopped, they’ll walk off with them.
Eager To Please: Monster is trying their best and just wants to be loved.Anyone who is nice to Monster immediately forms a Bond with Monster.When Monster is harmed, erase all Bonds the fellowship has with Monster.Monster will not join the fellowship unless someone can form three Bondswith them.
 Sharpshooter: No one can shoot more true than this sniper.
Eagle Eye: The Sharpshooter can see you coming from a mile away, andattack from great distances. The Sharpshooter’s first attack against the groupis always a Hard Cut.
Trick Shot: The Sharpshooter can damage this stat to make a player fail aFinish Them attempt.
Social Anxiety: The Sharpshooter is no good at social situations and runsfrom people trying to talk to them.
 Speedy: The fastest of them all. Get in, get what you need, get out.
Too Scared: When Speedy gets damaged, they immediately run away.
Too Sharp: Anyone trying to Get Away from Speedy is stopped beforethey roll.
Too Quick: Speedy can always steal small items right off your person aslong as they aren’t in your hands. Speedy can get anywhere they need to bewithout any problems - nothing short of solid walls will slow them down.
214
 Tough Guy: The strong, stoic, angry one, who can take a hit like nobody elseand make sure you regret trying.
Built Strong: When the Tough Guy is damaged, they deal damage back.
Invincible: This stat needs to be damaged three times to Take Out theTough Guy.
Simple-Minded: The Tough Guy loves one thing and one thing only, andthey are easily distracted or persuaded by that one thing.
 Trickster: You never know what this wily rogue will do next.
The Trickster’s stats are Secret.
Not What It Seems: When the Trickster appears in a scene, immediatelyreveal an unwelcome truth. You may damage this stat to immediatelyreveal anunwelcome truth. These truths are Hard Cuts.
Lies and Make Believe: When the Trickster is present or nearby,
whenever the players Speak Softly or Look Closely, one of their questions will beanswered with a lie. Do not tell them that any of the answers are lies.
Coward: The Trickster will never fight or deal damage if they can help it.
If the Trickster takes damage, they immediately disappear from the scene andwon’t be back until they recover.
 Wizard: Wizards are known for two things: Supreme power and zeroresponsibility.
No Sense of Right and Wrong: The Wizard is Dangerous and theiractions always cause collateral damage of some kind, no matter what they do.
When the Wizard harms a member of the fellowship, that player will tell youwhat else happened as a result of the spell.
Kaboom!: The Wizard can deal damage as a Hard Cut to anyone they like.
Mage Armor: The Wizard can only be harmed by magic.
The GM
GM, 119 posts
Thu 21 Apr 2022
at 13:30
  • msg #8

Fellowship

The TitansThe Titans are one of the Armies of the Overlord, and the Overlord hasaccess to these threats when they control this army. The Titans are extremelypowerful, but they always work alone. You will never find a Titan workingwith another Titan, although they may team up with other kinds of threats.
An Army of Titans simply does not happen. The Overlord's Army is aGang of Titans instead.
 Cloud Giant: These warriors are 3 or 4 times as tall as the average elf orhuman. Cloud Giants can walk along the sky and run across the wind, but they lacksome of the durability of other giants.
Windrunner: Cloud Giants can fly, and their attacks send enemies flyingalong the wind. Cloud Giants will never go in-doors if they can help it.
Like Flies: Anyone who fails a roll or pays a price while on top of a CloudGiant is swatted off, in addition to the usual consequences.
 Fire Giant: These warriors are 3 or 4 times as tall as the average elf or human.Fire Giants are immune to flames and make their homes in volcanoes. They fight bysetting themselves on fire before moving in with their fists.
Crushing Blow: Anyone damaged by a giant takes two damage.
Wildfire: The fire giant sets fire to everything it touches, and it isDangerous.
Like Flies: Anyone who fails a roll or pays a price while on top of a Giantis swatted off, in addition to the usual consequences.
 Fire Golem: A 10 foot tall being of molten rock, perpetually on fire.
Burning Aura: Anyone who is not immune to fire cannot get closewithout paying a price.
Wildfire: The fire golem sets fire to everything it touches, and it isDangerous.
Tough As Nails: The first time a Fire Golem would be damaged, damagethis stat instead.
220
 Giant: These warriors are 3 or 4 times as tall as the average elf or human.
Giants are the most social of all Titans, and they will occasionally work together whenthe need is great enough.
Crushing Blow: Anyone damaged by a giant takes two damage.
Proper Weapons: A Giant wields well-crafted weaponry that suits theirstyle. Their attacks have either the Area, Ranged, or Piercing tag, choose one.
Like Flies: Anyone who fails a roll or pays a price while on top of a Giantis swatted off, in addition to the usual consequences.
 Ogre: A simple creature, an Ogre is easily confused and easily misled. But just aseasily, they will destroy your house or crush your head. Ogres often work with a pack ofwolves or a pet varg.
Giant's Strength: Anyone damaged by an Ogre is knocked prone andmomentarily stunned.
Huge Club: The Ogre's attacks are Dangerous while it is armed.
Tough As Nails: The first time an Ogre would be damaged, damage thisstat instead.
A Simple Mind: Ogres are easily tricked by anything Precious or flashy.
 Sky Serpent: This winged snake is 100 feet long. It will rarely fight by itself,
but other Titans will ride upon it into battle.
Drop Off: The Sky Serpent will regularly drop other Titans into the sceneif it is not dissuaded by heavy artillery or by magical means.
Mostly Peaceful: The Sky Serpent is large enough to crush its foesbeneath it, and its attacks are Dangerous, but it will never attack living things.
It will crush buildings and strike out against vehicles and city defenses, but itwill only ever harm little folk by mistake.
 Stone Golem: A magical construct of earth and iron. Its durability is maximum.
Stonewalled: A Stone Golem can completely block off a passageway justby standing in it.
Crumbling: When this stat is damaged, a large part of the Stone Golemfalls off, potentially damaging whoever is closest to it.
Tough As Nails: The first time a Stone Golem would be damaged,
damage this stat instead.
221 Water Golem: Magic is used to hold this being of liquid into a humanoid shape,empowering it to serve its master.
Drowning: A Water Golem attacks by surrounding its enemies in water.Anyone caught by it risks suffocation.
Aqueous: A Water Golem can fit through gaps of any size, and it iscompletely invisible inside a body of water.
Tough As Nails: The first time a Water Golem would be damaged,damage this stat instead.
222
Set Piece: The Stone Colossus Army of One: A giant statue of stone, brought to life and used as amachine of war. Its defenses are many, and its weapons carry several tons of
stone behind each blow. If either of these stats are damaged, the Colossusis destroyed.
Massive Stone Body: The Colossus's massive body is built to last. Thisstat cannot be damaged by anything less than siege weaponry and highexplosives. If this stat is damaged, the Colossus falls over, and everyone nearit risks being crushed.
Power Core: The Colossus has a weak point deep inside of it - amechanical or magical core that powers it. Anyone near the core risks beingset on fire by its intense heat. If this stat is damaged, the Colossus falls apart,
and everyone inside it risks being crushed.
 Armored Exterior: The Colossus is nearly invincible. If you don't deal with its thick outer shell of stone, you cannot hope to stop it for good.
Six Feet of Stone: The Colossus' armor is several feet thick, and cannotbe damaged by anything less than siege weaponry and high explosives. Unlessthis stat is damaged, you cannot harm the Colossus' Massive Stone Body.
Maintenance Tunnel: There is a secret entrance into the Colossus, but itis well hidden, hard to reach, and locked. Unless this stat is damaged, youcannot reach the Colossus' Power Core.
 Hands of God: The Colossus' massive arms and legs are its main threat.
They can crush you like a fly, and stopping them requires some seriousfirepower of your own.
This Right Hand Of Mine: The right arm of the Colossus holds amassive sword, which can be used to destroy anything it can hit. It swingsslowly, but the blow covers such a large area it can be difficult to dodge.
Anyone directly hit by this weapon is Taken Out, damaging all of theirstats.
The Left Arm: The left arm of the Colossus is free, but it can use it toswat off anyone trying to harm it. Climbing the Colossus is dangerous whilethis arm is functional.
Pillars of Stone: The legs of the Colossus can crush anything underfoot.
The Colossus can simply walk through anything in its path, destroying all
vehicles and structures that get in the way, and it leaves massive footprintswherever it goes. If this stat is damaged, the Colossus becomes immobile,
and crashes to the ground, potentially crushing anyone below it.
223The Best of the BestThese threats are powerful bosses and set pieces available to any Overlord.They make excellent Generals.
 The Warmonger: This powerful warrior wants a fight, real bad, and won’ttake no for an answer. If you meet them, they’re going to fight you, end of story.
Unstoppable: The Warmonger’s attacks are always Hard Cuts and cannotbe Overcome. Wildly Reckless: When the fellowship Keeps Them Busy, the personkeeping the Warmonger busy decides the targets of the Warmonger’s Cuts.
Tough As Nails: The first time the Warmonger would be damaged,damage this stat instead.
 The Captain: The Captain leads a well-trained squad, keeping them in line andmaking certain they aren’t led astray. A crew led by a Captain is far more clever anddangerous than your typical gang of baddies.
Devoted Underlings: Anyone trying to harm or distract the Captain doesthat to one of the Captain’s allies instead. The Captain is only vulnerable whilealone.
Leadership: The Captain’s allies cannot be distracted, confused, orseparated while the Captain is with them. Elite Troopers under their commandcan deal damage to members of the fellowship.
 Elite Trooper: An elite soldier, who inexplicably goes down super easily andwithout any trouble. They are usually found in a Group or a Gang and mostly exist tobe very intimidating. A Captain makes them much scarier.
Storm Trooper: Elite Troopers never deal damage to the fellowship.They automatically capture anyone they can surround and separate from thegroup.
Intimidating Armor: No one outside the fellowship will willingly goanywhere guarded by Elite Troopers. When you damage this stat, you maytake their armor and wear it as a disguise.
The GM
GM, 120 posts
Thu 21 Apr 2022
at 13:39
  • msg #9

Fellowship

Earning Fellowship
Fellowship is earned through action. When you have spent some time getting a feel for a community and speaking with the people in it, theOverlord will tell you what this community needs, what they are lacking, or how the Overlord has harmed them. If you can solve this problem, you will earn their respect, their admiration, and their Fellowship.

When you have earned Fellowship with a community, no matter how you earned it, the Overlord will ask you to pick one of 3 Fellowship Moves. The player who picks the Move is either the one most aligned to the community or the one who played the largest role in earning their Fellowship. The Move you pick applies so long as you keep Fellowship with that community. Fellowship is lost if you betray them, or if you revoke their Fellowship for some reason, or if the Overlord destroys the community.

Forge a Bond
When you bond with someone over something you did or shared together, record a new Bond with them on your sheet, describing the connection you two now hold. A Bond is a single sentence describing how you feel about them or what you two have done together. If you already had a Bond with them, you can add another Bond, or rewrite an existing one. You can never have more than three Bonds with someone.

If you Forge a Bond with someone outside the fellowship, they will join your cause as a Companion, so long as the Bond holds. You can always give something Precious to someone to immediately Forge a Bond with them.

A note on Forging Bonds: Forging Bonds is something you should do constantly. Whenever two players do something cool or emotional together, they should Forge a Bond. When you make a new friend, Forge a Bond. When you help an enemy out, Forge a Bond. Bonds are super easy to make and the fellowship should be making new ones constantly.
The GM
GM, 121 posts
Thu 21 Apr 2022
at 14:19
  • msg #10

Fellowship

Fellowship Moves

A Beast Most Foul
When you leave this community, you are given a pair of Strange Beasts.
Two members of the fellowship each gain one Bond with one of the Beasts.
The player who gained a Bond with a beast gets to decide what its two stats are.

A Halfling at Heart
Everyone in the fellowship takes the Halfling Core Move Sting Like A Bee.
They can still only use it against those who are larger than they are.

Allies of my People
A neighboring community is allies with this one, and you gain Fellowship with them as well. You will receive that Fellowship and Recover as soon as you get there, and the Overlord will get no benefits from this future Recovery.

Ancestral Spirits
Your deeds have awakened the spirits of your ancestors, who had been laid to rest here. These ghostly spirits will haunt any minions of the Overlord who attempt to enter this place, driving them out and causing them great harm.

This community can never fall to the Overlord. If the Overlord had plans to destroy this community, they lose those plans now.


A Touch of Magic
The Harbingers have shown you the secret to their power. The Harbinger shares their Wizardry Move with everyone in the fellowship. They each only get one of your Wizardry spells, as normal.


Big Friend
The Ogre who lives here has grown attached to you, and decided to come with. One of you has two Bonds with it.

Ogre: A simple creature, an Ogre is easily confused and easily misled. But just as easily, they will destroy your house or crush your head.
Stats: Giant's Strength, Huge Club, Tough As Nails, A Simple Mind.


Blade of Darkest Night
One of you is given a powerful, cursed weapon. It has the tags Melee and Necrotic. The player who is taking it describes what it looks like. It whispers dark and terrible secrets to whoever holds it, giving them insight into the world, but also driving them slowly mad.
The holder of this weapon can Command Lore about dark and terrible things, and gains the Agenda Always Dig Deeper: You need to know every secret and find every treasure, and you despise secrets and secret-keepers.


Blessings of Fire
The fire elementals who live here have given you their blessing. You all gain supernatural resistance to heat and flame, adding Fire Resistance (Armor vs. Fire, 1 Use) to your Gear. In addition, one of you is given a powerful weapon of fire (Ranged, Reload) that ignites whatever it strikes. This weapon is one of a kind, and is not added to your Gear.


Bountiful Harvest
When you leave this community, each member of the fellowship is given some Elven Bread (Food, 4 Uses).


Bring the Whole Family
When you Forge a Bond with a new Companion here, you also Forge a Bond with a second, identical Companion with a different first name. When you first take this Move, the player who picked it can Forge a Bond with a Halfling Brave, Chef, or Fast-Talker right now, for free.

Halfling Brave: A more loyal and earnest warrior you will never find. Stats: Loyal Beyond All Reason, Get Right In There

Halfling Chef: If you've got the food, they'll make it tasty.
Stats: Special Ingredients, Rations (Food, 2 Uses)

Fast-Talker: If you'll just listen, you'd understand...
Stats: Mixed-Metaphor-a-Minute, Natural Charm



Dedicated to the Cause
When you leave this community, a Small Army comes with you.
Everyone in the fellowship has one Bond with them. When you Fill YourBelly, you may Use 1 Food to heal the Small Army.

Small Army: Untrained and poorly armored, these warriors are nevertheless dedicated to their cause.
Stats: Body Count, Poke 'Em Good


Dragon Slayers
This community is eternally grateful you defeated the dragon terrorizing them, and have given you items made from its body. Each player chooses one of the following to add to their Gear:
 A weapon of dragon bone and blood (Melee) that burns whatever it strikes
 Durable armor of dragon skin (1 Use, Armor) and (1 Use, Armor vs. Fire).
 Dragonfire Drought (1 Use, Ranged, Dangerous), which gives you the ability to breathe fire for the rest of the scene when you drink it.


Don't Knock It 'Til You Try It
The fellowship can use orc-made weapons as though you were all orcs -they are not Clumsy in your hands, and while they may not be beautiful, youcan admire their effectiveness. The orcs here will also give you as many orcmade weapons as you like, free of charge. Each player can hold up to fourMelee weapons, or two Melee weapons and one Ranged weapon (Orc-Made,
Ranged, 3 Ammo).


Dwarven Hospitality
When you leave this community, two Dwarven Defenders come withyou. Two members of the fellowship each gain one Bond with one of theDefenders.
Dwarven Defender: Trained in the art of the tower shield, this dwarfwill defend you through thick and thin.
Stats: Loyal, Shield-Bearer.


Dwarven Training
The fellowship is taught in the ways of being tough and strong. Everyonein the fellowship gains the Iron stat at +1, if they do not already have it. Whenthey Finish Them by outlasting them, out drinking them, or by sluggingit out blow by blow until one of you falls, roll +Iron.


Elevensies
Each time you leave this community, each member of the fellowshipleaves with a halfling packed lunch (2 Uses, Food, each Use feeds three people).Elven Hospitality
When you leave this community, two Elven Archers come with you.Two members of the fellowship each gain one Bond with one of the Archers.


Elven Archer: An expert with the bow. It is said that elven archersnever miss.
Stats: Perfect Shot, An Even More Perfect Shot


Elven Training
The Elf shares the Elder Arts Move with everyone in the fellowship. Theyeach get only one of your Elder Arts spells, as normal.


Finer Goods You'll Never See
Each of you receives an elven treasure - an item of such extreme value thatmany would give their lives just to look at it once. Describe the gift you weregiven. It is Precious and Elf-Made, in addition to any other properties it has.The item you were given considers you a friend of elves and will not harm you.

Ghost Town
When you gain the Fellowship of the sole person in this community,they fade away into nothingness. The entire town is now yours, with all itsfortifications and riches, but the ghosts still linger here to attack those whomean you harm. If the Overlord had plans to destroy this community, theylose those plans now.


Granted Nobility
You have been given a villa within the city limits. The villa comes with asmall contingent of servants to watch the place while you are away. Decidewhich of you owns the villa - that player gains a title, such as Duke orCountess, and they hold political sway within this community and amongthose that respect this community.



Halfling Hospitality
The Halflings have everything for sale that you could ever want, andthey'll go out of their way to find specialty goods for you. Each player choosesanother option from any one of their Gear lists, and adds that to their Gear.
Everyone, tell us what they had to do to get you your stuff.


Legendary Generosity
Weapons, armor, and alcohol you purchase here cost you nothing, nomatter how many you need. Each player chooses one of the following to add totheir Gear:  A fine dwarven weapon, made just for you (Melee, Dwarf-Made)  Heavy armor of stone or iron (3 Uses, Armor, Clumsy)  Dwarven stout (2 Uses, Food (only for Dwarves), Drunk: Wisdom + Sense,
Vigor: Blood + Courage)


Many Died For This Information
You are told the location of a Source of Power that the Overlord currentlyhas a plan to find, and you are also told the location of a Source of Power thatthe Overlord has already. One of them is quite close by, your choice which, andthis community will tell you all about it.


Minecarts
You have been given access to the vast underground network of dwarvenmining tunnels, and you can use the mine carts in those tunnels to rapidlyreach other dwarven settlements, or any other settlement the dwarves areparticularly friendly with.


One Ring to Rule Them
The harbingers know much of the Overlord's inherent strengths and weaknesses, and by performing taxing, difficult rituals, they may create an item of power to defeat the Overlord with. The item they create becomes anew Weakness for the Overlord, one the Overlord does not know of. Describe how it looks and how you use it.


Goblinkin Hospitality
While you are in this community, you find that the Goblinkin will follow you everywhere you go. They watch your back, shut doors behind you, and will make sure you are never followed, harassed, or bothered. If they spot anything fishy, they let you know immediately, and if you want, they'll take care of it for you real quick, no sweat. It is impossible for you to be attacked or caught off guard as long as you are here.


Our Forge is Your Forge
The dwarves here will replace or re-forge as many of your weapons andvehicles as you like. All such items in any players' Gear gain the Dwarf-Madetag, making them effectively indestructible.

Royal Protection
When you leave this community, each member of the fellowship leaves
with a Bodyguard. Each player has one Bond with their Bodyguard.

Bodyguard: A trained bodyguard, ready to dive in the way of an attack. Stats: Watch Out!!!


Shady Dealings
You've got an in with the most powerful Goblinkin in town. They can get you just about anything you need, if the price is right. At any time, you can revoke your Fellowship here to cash in and get anything you want from them - a major favor, a massive vehicle, serious funding, anything - and they will make it happen. If you somehow manage to pay them back, you regain your Fellowship here.


Something Evil This Way Comes
When you flee from an enemy by retreating into this community, thatenemy will suffer a horrible fate if they do not immediately turn back. If theOverlord had plans to destroy this community, they lose those plans now.


The Elven Secret
Each player learns a single secret of the Elves. You will tell us whatsecret you learned when the time is right. The elven secrets can be anything,but they must be related to the wilds, the stars, the hunt, or elven mythologyin some way. The secret can be anything, and it is guaranteed to be at leastmostly true.


The Lost Histories
Each player learns a single closely guarded secret of these people.
Each player will tell us the secret they learned when the time is right. Thesesecrets can be anything, but they must be related to the law, the old legends,
the empires of the world, or these people’s culture in some way.


The Pleasures of a Nomadic Life
This community has decided to come with you, traveling behind you forthe rest of your adventure. You gain all the benefits of having a communitywithin an hour's walk of you at all times, and they can always provide you newmounts and a safe place to rest, should you need them.

The Secret To Success
The dwarves were hiding a special project down here. And even if it isn'tentirely complete yet, there is no one better to give it to than the fellowship.
You are given a Powersuit.
Powersuit: A mechanical suit of armor that is more vehicle than clothing.
Stats: Powered Movement, Rocket Fist, Heavy Armor

The Secret Weapon
You are given a Siege Tank, to do with as you please.
Siege Tank: This deadly armored war vehicle has more weaponry than itreally needs, and its loaded with several single-use secret weapons.
Stats: Spikes and Steel, Heavily Armored, Secret Weapon
To Dance Among Stars
Whenever you leave this community, you ride upon the wind to yournext destination, arriving swiftly and safely and almost instantly.

To War!
When you leave this community, you do so inside a War Wagon.
War Wagon: The War Wagon is a halfling carriage converted to war.
Covered in spikes, it is mounted with a rock ballistae and a kitchen, for thatextra taste of home.
Stats: Rock Ballistae, Spiked Armor, Built For War


Tusks of Steel
Each time you leave this community, you gain a fully out-fitted war elephant, with a riding platform, armor, and bladed tusks.

War Elephant: The largest in ground-based war animal technology, thesemassive creatures can support a small building on their backs. The APC of thefantasy age.
Stats: Tusks and Screaming, Armored Platform


Upgraded Flesh
The Forged of this community have agreed to share their gifts with you. They will give magical prosthetics to any in the fellowship who need or want them. The prosthetics function just as well as the old flesh did, but they have abilities that the flesh simply does not. Anyone who gains a prosthetic adds Forged Bits (2 Uses, Useful) to their Gear.


War Boyz
When you leave this community, two Big Lugs come with you. Two members of the fellowship each gain one Bond with one of them.

Big Lug: Real big, real strong, real stupid.
Stats: Tough As Can Be, Bigger 'n You


We Name You Elf-Friend
Everyone in the fellowship is considered a friend of the elves, and can useElf-Made items without harm. In addition, they will upgrade or replace asmuch of your Gear as you'd like with improved Elf-Made versions. You mayadd the Elf-Made tag to any weapons, armor, and tools in your Gear.

Zombie House
When you leave this community, each member of the fellowship has twoZombies leave with them. These zombies will not attack anyone in the fellowship and they will follow your commands, but no one has any Bonds with them. If any zombie's Simpleton Hivemind stat is damaged, all of their Simpleton Hivemind stats become damaged.

Zombie: shamble. hunt. lunge. eat. braaaains. Nearly mindless, but potentially tamed if fed properly and often.
Stats: Painless, Simpleton Hivemind
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