Print one per player. Nothing here is a secret.
The job. Three sacks of the Rumour Mill's special bell-wheat flour have vanished, three days before Harford's Loaf Fair. Karle Rumour will pay you to find them before his sister Saraj has to bake.
Who's who.
| Name |
Who they are |
| Karle Rumour |
Factor of the Rumour Mill. Measures flour with a ruler. |
| Jered Rumour |
The miller. Calm. Currently eating dough. |
| Saraj Rumour |
The baker. Her Singing Loaves have won the Fair three years running. |
| Gasgoine Rumour |
Their father, seventy, by the fire. Owns the goose. |
| Sir Quacksalot |
The goose. Wears a medal. Is in charge of the mill yard. |
| Lord Puffington |
A gentleman of Witonbury. Thinks the Rumours are overrated. |
Rolling. Say what you want to do. The GM names the skill (or the attribute) and the tier. Read your target number for that tier from your sheet and roll d100: over the target number succeeds. Your chance is 100 minus the target number.
What the tiers mean (target numbers for a skill total of 45):
| Tier |
Target number |
Chance |
Feels like |
| Routine |
30 |
70% |
ordinary work for someone trained |
| Simple |
40 |
60% |
straightforward if you're prepared |
| Easy |
50 |
50% |
favourable, still needs attention |
| Moderate |
66 |
34% |
the usual real challenge |
| Hard |
77 |
23% |
risky, pressured or opposed |
| Very Hard |
86 |
14% |
severe opposition or awful conditions |
| Improbable |
91 |
9% |
at the edge of what's possible |
Raw attribute rolls (senses, Faith, Strength, Discipline, Memory) use three quarters of the attribute (rounded down) as the total.
The bands.
| You roll |
Result |
At the table |
| 96–100 |
Critical Success |
it works, with something extra |
| Over the target number |
Full Success |
it works |
| At it, or less than 20 under |
Partial Success |
progress, with a cost |
| 20 or more under |
Partial Failure |
no progress |
| 01–05 |
Critical Failure |
trouble gets worse |
Opposed checks. Your chance is your total ÷ (your total + theirs). 45 against 45 is 50%.
In combat. On your turn you get your movement and one main action. Initiative is on your sheet. An attack or a defence needs a Full Success: in combat a Partial Success is a miss. (There is almost no combat in this adventure. There is a goose.)
Fatigue. Your pool is on your sheet. Climbing a smoking roof or churning butter costs fatigue. At 40% of your pool spent you are Winded (−5 to physical skills), at 70% Taxed (−10). A short rest gives back 2–3, and one of Saraj's Courage Buns, eaten during it, gives back 1 more (once a day).
Helping. Say how you help. A Full Success on your help check gives the leader +5; a Partial Success still gives +5, with a cost. Two helpers at most.
Statuses you might meet. Prone (melee and defence −20; a main action to stand). Off-Footing (your next social check −10). Rattled (Discipline −10 on social checks for the scene). Shamed (social checks in that town −15, until you put it right).
Money. You start with your trade's starting kit and a small purse set by your social standing: from 2 Silver Boars and 5 bits for an outcast to 60 Silver Boars for a noble. 1 Boar = 10 Copper Skarns; 1 Gold Stag = 10 Boars. Fair-week prices: a loaf 1 Boar, a pie 2, an apron 3, a parade costume 5, a Courage Bun 3 Skarns.