The Ranger

Your true home is out there. Away from the Old Roads, in the wild places, where you've faced storm and beast alike. But unknown forces are at work beyond the Ringwall, and you fear for your kith and kin. These are strange times. Guide them, ranger, and keep them safe when darkness falls.


Background (Choose 1)

You start with both the Expert Tracker move and the Stalker move. Go mark them now.

  • Ennis (from Marshedge)
  • Shahar (from Gordin's Delve)
  • Yannic (from the Hillfolk)
  • Tovia (from Lygos)
  • Sasca (from the northern Manmarch)

You start with the Mental Map move. Mark it now.

When you Know Things about the wider world, you can roll +WIS instead of +INT.

When you arrive somewhere you've visited before (your call), tell the GM when you were last here, and the GM will tell you how it's changed.

When you focus on your animal companion for a few moments, you can use any of the actions you've marked below, no matter the distance between you.

Mark 1 action at 1st level, then another at 3rd, 5th, 7th, and 9th.

Instinct (Choose 1)






Appearance

Choose 1 on each line, or make something up:

Place of origin and name

Stonetop is your home, or close enough, but where are you (or your family) from originally? Pick 1 and a name to match (or make up something similar).

I am called...

Stats

Assign these scores: +2, +1, +1, +0, +0, -1. When a debility is marked, you roll with disadvantage.

Strength
Dexterity
Intelligence
Wisdom
Constitution
Charisma
HP (max 18)
Armor
XP
Level

Special possessions (Pick 2, in addition to your composite bow)

  • Composite bow (far, +1 damage, x piercing;

◇ low ammo, all out)◇

Instinct to give chase; Cost: training.

Moves

You start with Home on the Range, any moves from your Background, plus 1 of your choice.


If trouble finds your camp site, you can spend 1 Precaution to reveal a simple defense, warning, or trick that you prepared in advance. If you do, tell us how you knew to make that specific preparation.

  • (Requires Animal Companion)

    Each time you take this move, your companion gains 2 additional options of your choice.

  • Gain advantage on your damage roll
  • Add the area tag to your attack; roll damage separately for each target

on a 10+, deal your damage and pick 2; on a 7-9, deal your damage and pick 1.

  • Ignore armor or deal + damage (your call)
  • Stun, hobble, or hinder them
  • Make them trip or drop what they're holding
  • Do no harm; don't deal your damage after all

When you follow a creature's trail, roll +WIS: on a 7+ you follow it to a significant change in terrain or activity; on a 10+, you can ask the GM a reasonable question about your quarry and get a useful answer.

  • HOME ON THE RANGE

When a journey requires you to Defy Danger or Struggle as One, treat a 6- as a 7-9.

When you think back on a place you've been, you can Seek Insight retroactively, as if you were still there.

  • Who or what here is the easiest prey?
  • How is ________ weak or vulnerable?
  • Will it come back? If so, how can I stop it?
  • Will its taint spread? If so, how can I contain it?
  • What useful (but grisly) bits can I harvest?
  • What else can I learn about it or its ilk?
  • Accept your authority, at least for now
  • Slink away or flee, then avoid you
  • Fight you for dominance
  • They are exceptional (and roll +2 instead of +1)
  • They get +4 HP and +1 armor
  • They develop some unique ability or trait

Something wicked this way comes

You know firsthand that trouble is out there, and like it or not, one of these days the folk of Stonetop are going to have to face it. What is it that you're so worried about? (choose 1)

Introductions

Wait here for everyone else. When everyone's ready, take turns introducing your characters. When someone reveals something and you want to know more, ask them about it. When someone asks you a question, answer it truthfully.

  1. 1
    On your first turn, introduce yourself by name, pronouns, background, origin, and appearance.
  2. 2
    On your second turn, describe your special possessions and how you contribute to the village (beyond working the fields).
  3. 3
    On your third turn, tell us what you're worried about (see "Something wicked this way comes").
  4. 4
    On your next turn, answer one of the following, naming one or more NPCs who live in Stonetop.
  1. 5
    Go around again. Answer another question from 4, or pass. When everyone has passed, go on.
  2. 6
    On your next turn, ask your fellow PCs one of these. When others ask you, answer as you like.
  1. 7
    Go around again. Ask another question from 6, or pass. When everyone has passed, go on.
  2. 8
    Add your home to the steading playbook. When everyone is done, let spring burst forth!