Steading Playbook

A version of the steading playbook for Stonetop itself. Use it to track the village's stats, debilities, resources, improvements, etc. See Your home for an explanation of each element. Everything here is shared with the whole table.

Stonetop

Fortunesstarts at +1
Surplusstarts at 1
Prosperitystarts at +0
Populationstarts at +0
Defensesstarts at +0

Size

Resources

Fortifications, etc.

Debilities

Places of interest

  • AThe Stone
  • BThe Granary
  • CPublic House & Stables
  • DCistern
  • EPavilion of the Gods
  • FWatchtowers
  • G
  • H
  • I
  • J
  • K
  • L
  • M
  • N
  • O
  • P
  • Q
  • R
Notes

Content

Keep this in sync with the GM playbook. Review it at the start of each session.

When anyone calls "time out," play stops. Step out of character, check in with each other, maybe take a break. Discuss what's wrong, player-to-player.

If content was included that shouldn't have been, acknowledge the mistake, fix the fiction, and move on.

If someone realizes they need content to be excluded, veiled, or handled in a particular way, then update the lists. Clarify specifics, now or later, but don't ask reasons. Fix the fiction. Check in with the player(s). When everyone is ready, move on.

Excluded content

(Not part of the game, on-camera or off)

Veiled content

(Part of the fiction, but only off-camera)

Special handling

Steading Improvements

Known, available improvements you can make to Stonetop. The GM may present others.

Additional Housing

It's getting crowded! We need more room to live.

Requires either one of these:

And then:

When you meet the requirements, increase Fortunes by 1 and add any new homes to the map.

Henceforth, when when you consume Surplus in winter, consider Population to be 1 lower than it is.

Aurochs Hunting

Large herds form on the Flats in spring. The Hillfolk hunt them, but Stonetop has never learned to do so.

Requires 2 of the following:

And then:

When you meet the requirements, add "Aurochs hunting (meat, hide, horn)" to the Resources list.

Henceforth, when you lead the aurochs hunt in spring, roll +Defenses: on a 10+, gain Surplus;

on a 7-9, gain Surplus but pick 1 from the list below; on a 6-, pick 1 from the list below, or pick 2 and gain Surplus.

  • of the town's horses are lamed or killed
  • A number of locals are injured; the steading marks diminished (disadvantage to Deploy, Muster, or Pull Together)
  • The GM picks an NPC present for the hunt; they are killed
  • The Hillfolk are somehow offended
  • The herd is weak; if you hunt next year they'll be wiped out

Expanded Trades

Specialization is the key to prosperity!

Requires one of the following improvements, to free up enough time to support more tradesfolk:

And establishing at least 3 of the following:

When you meet the requirements, increase Prosperity by 1. If you cease to meet the requirements, decrease Prosperity by 1.

Greater Harvest

Beyond the Old Wall, the prairie grass of the Flats chokes out any crops we try to grow.

Requires 1 of the following:

When you meet the requirements, increase Fortunes by 1.

Henceforth, when the autumn harvest is complete, gain + Surplus.

Harnessing the Stream

A shallow creek flows just below the town. If only it could be harnessed!

Requires 1 of the following:

When you meet the requirements, add it to the Resources list and increase Fortunes by 1.

Henceforth, when spring breaks forth and you roll a 7+ with Fortunes, the steading generates 1 Surplus.

Herd of Horses

Imagine what we could do with a dozen fine steeds.

Requires all of the following:

When you leverage the horses to Pull Together, it takes half as long and costs half as much.

When you Requisition half the herd or less, treat a 6- as a 7-9.

When the Seasons Change to summer, any yearlings become horses (Value 3 once trained), any foals become yearlings (Value 2), and the herd gains foals (Value 1) equal to +Fortunes (min 0).

When winter grips the land, the herd consumes 1 Surplus per 6 grown or yearling horses. For every Surplus not consumed, horses are lost.

Heroic Reputation

Few have heard of Stonetop's heroes. Yet.

Requires any 3 of the following:

When you meet the requirements, gain the following move:

When you first meet someone from beyond Stonetop, roll +Fortunes: on a 10+, say what they've heard about you or Stonetop, and gain advantage on your next move against them; on a 7-9, say what they've heard; on a 6-, the GM decides what they've heard.

More Steading Improvements

Known, available improvements you can make to Stonetop. The GM may present others in the course of play.

Inn

The public house offers a common room and shelter for a few horses, but it's hardly a proper inn.

Requires all of the following, in order:

When you meet the requirements, increase Fortunes by 1. Name the inn, add it to both the Resources list and map.

Henceforth, when the seasons change, whoever is friendliest rolls +Fortunes: on a 10+, ask the GM 3 questions about the wider world; on a 7-9, ask 1 question; on a 6-, ask 1 question, but the GM describes some trouble that stems from the inn or its guests.

Once per season, when you expend 1 Surplus and bring folks together at the inn (to talk, to celebrate, to recuperate), clear one of the steading's debilities.

Market

Stonetop is at most an afterthought for traders in the region. We need to change that.

Requires 1 of the following:

When you meet the requirements, increase Prosperity by 1. If you cease to meet the requirements, decrease Prosperity by 1.

When the Seasons Change to spring, summer, or autumn and the market is active, and Population is

+1 or better, the Market generates 1 Surplus.

Mill

We've got our pick of millstones. With a mill, we'd have better bread and more time for other crafts.

Requires all of the following:

When you meet the requirements, increase Fortunes by 1, add "Mill" to the Resources list and draw it on the map.

Henceforth, when the autumn harvest is complete, the steading generates +1 Surplus. Also, when you Outfit from Stonetop or Have What You Need after doing so, each ◇ of supplies has 1 extra use.

Palisade

A wall of sharpened logs, 10' tall, to keep evil at bay.

Requires all of the following, in order:

When you meet the requirements, increase Fortunes by 1, add "Palisade" to the Fortifications list and draw it on the map.

Henceforth, when you take advantage of the palisade, you have advantage to Deploy.

Raincatching

Filling the cistern takes so much work. Surely, we can do better!

Requires all of the following, in order:

When you meet the requirements, increase Fortunes by 1, add "Raincatching" to the Resources list.

Henceforth, when summer comes and you roll a 7+ with Fortunes, the steading generates 1 Surplus.

Standing Watch

Some full-time warriors would make us all safer, no?

Requires all of the following:

When you meet the requirements, add "standing watch" to the Fortifications list. At the start of each season, the watch consumes 1 Surplus or it disbands.

When you specifically involve the watch in a move, treat Defenses as 1 higher than they are.

Stone Wall

No mere palisade of wood, but a mighty rampart. We have the stone, after all...

Requires all of the following, in order:

When you meet the requirements, add "Stone Wall" to the Fortifications list (erase "Palisade" if you had it) and draw it on the map. Henceforth:

When you take advantage of the stone wall, you have advantage to Deploy.

When winter grips the land, the steading consumes 1 less Surplus than normal.

Township

Will this ever be more than a backwater village?

Requires all of the following:

When you mark all of the requirements, change Size to town and its Population to +0. Henceforth:

When you Muster, Pull Together, or Trade & Barter, you have advantage.

When the seasons change to spring or summer, the town generates Surplus equal to Population+1. But, when winter grips the land, roll +Population to consume Surplus instead of +Population.

Weapons of War

Spears are great, but how about axes, picks, swords?

Requires either this:

Or all of these:

And then:

When you meet the requirements, increase Defenses by 1 and add "Weapons of War" to the Fortifications list. Each spring, the village must expend 1 Surplus to maintain and replace the town's weapons.

Henceforth, when you Outfit from Stonetop or Have What You Need after doing so, you can treat maces, flails, battleaxes, warhammers, and all types of swords as common items, as if they were already on the inventory inserts. Battleaxes and swords have "x piercing," where x is the steading's current

Prosperity.

Well-Trained Militia

Everyone can use a spear and shield, but some hard drilling could make us a force to be reckoned with.

Requires one of the following:

When you Deploy using one of the militia's trained tactics, you are likely acting from a position of strength (you pick the consequence on a 7-9, not the GM).

When the militia has trained in 2+ tactics, increase

Defenses by 1.

Each summer, the militia must spend 1 Surplus and a week or so practicing or else lose its training in 1 tactic.

Other Improvements

Additional possible Improvements, revealed by the GM.

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Assets

Owned by the residents of Stonetop in common. To take them on an expedition or otherwise put them at risk, you must Requisition.

Silver

Purses
Handfuls
Coins

Gold

Purses
Handfuls
Coins

Residents of Stonetop

Add each NPC that is named during introductions or play. Give each an occupation (even if just farmer or homemaker) and at least 1 trait.

Name (pronouns)OccupationTraits, relations, etc.

Names

Aderyn, Aeronwen, Afanen, Afon, Alun, Andras, Aneirin, Awstin, Bedwyr, Berwyn, Betrys, Braith, Briallen, Bronwen, Bryn, Cadi, Cadoc, Cadwygan, Caron, Cefin, Ceinwen, Ceridwyn, Cerys, Colwyn, Deiniol, Dilwen, Dylis, Eifion, Eirlys, Eluned, Emrys, Enfys, Eurwen, Gaenor, Garet, Gethin, Glyndir, Heledd, Hywel, Ifan, Iorwerth, Iwan, Lewela, Leuca, Linos, Mado, Maldwyn, Malon, Mared, Marged, Martyn, Meirion, Menwen, Mererid, Neirin, Nia, Ofydd, Olwyn, Owain, Padrig, Parry, Pryce, Pryder, Rheinal, Rhisiart, Rhosyn, Rydderch, Sawyl, Siana, Sioned, Talfryn, Tegid, Tiwlip, Tomos, Tudyr, Winifred, Yorath

NPC traits

Assign as needed; choose from this list or make up your own.

all thumbs, ambitious, beloved by everyone, beautiful singing voice, best cook, best weaver, blind, braved the Ruined Tower, cautious, cheery, chronic cough, complains too much, cowardly, craves recognition, curious, dallied with the Fae years ago, deaf, desperately wants a child, distills the best whisky, doesn't pull their weight, drunkard, eagle-eye, fearless, foundling, gathers herbs from the Wood, gets the best deals, gifted storyteller, gods-fearing, good with children, happy-go-lucky, has a beef with Marshedge, has a good heart, has a lot of backbone, has a wandering eye, has a way with animals, has Fae blood in their veins, has just terrible luck, has lost their nerve, has no respect for their elders, has terrible nightmares, has the most children, has their head in the clouds, hates the Hillfolk, hears voices, humorless, immaculate appearance, jealous, just got married, keeps to themselves, knows all the gossip, lame, likes to hurt things, lived among the Forest Folk, lost all their children, lovesick, loves their dogs, loyal friend, most handsome, moved here recently, must approve any marriages, mute, not afraid of deep water, not too bright, oldest, orphan, overprotective, prettiest, prideful, reckless, refuses to marry, resents their lot in life, runs everywhere, sensitive, simpleton, slew many crinwin, stoic, stubborn, suffers from fits, swears they met the Pale Hunter, tells the best jokes, tender-hearted, tends the Gods' Pavilion, tends to the sick & injured, touched, very strong, wants to have kids, well-read, well-traveled, widowed, will eat anything

Notable neighbors of Stonetop

Add NPCs from neighboring areas when instructed by a playbook, or as needed.

Name (pronouns)HomeOccupationTraits, relations, etc.

Marshedge

Notes

Names: Abben, Ailen, Brin, Brogan, Catlin, Coln, Daedre, Dermos, Ennin, Finnen, Gilor, Isbeal, Kiran, Lile, Lim, Mathuin, Mirne, Noren, Owan, Ragan, Renan, Seadha, Seann, Tierney, Ulliam

Gordin's Delve

Notes

Names: Choose from other lists; everyone comes to Gordin's Delve from somewhere else.

The Steplands (Hillfolk)

Notes

Names: Adm, Blej, Cirl, Davth, Elst, Gwilm, Gwenl, Henri, Ines, Jenfir, Jown, Juda, Kiln, Laurl, Loic, Merrn, Maikl, Nanzl, Nolwn, Quent, Reegn, Ropr, Sabi, Stren, Yanz

Lygos (and other points south)

Notes

Names: Agatte, Aref, Alix, Baraz, Canan, Darya, Demetra, Elene, Elios, Fotios, Faruza, Golza, Iasos, Iona, Kyriakos, Marika, Maayan, Osher, Natasa, Nivola, Rinat, Stamat, Thecla, Zhaleh

Other places (Barrier Pass, the Manmarch, etc.)

Notes