Print one per player. Nothing here is a secret.
The job. A wagon of grain has vanished between the Rumour Mill's northern field and its silos, in Harford. Karle Rumour will pay you to find it and whoever took it.
Who's who.
| Name |
Who they are |
| Karle Rumour |
Factor of the Rumour Mill. Shrewd, exact, pays in Silver Boars. |
| Jered Rumour |
His brother, the miller. The family's conscience. |
| Saraj Rumour |
Their sister, the baker. |
| Mira |
Saraj's apprentice. Quiet. |
| Gasgoine Rumour |
Their father, seventy. Ran the mill through the Scorching Wars, and won't talk about it. |
| Edda Holm |
The Crown Reeve. |
| Ned Coll |
The Rumour Mill's carter, who drove the missing wagon. |
| Brother Aldo |
Keeps the Flame shrine on Harford bridge. |
The Scorching Wars. Forty-five years ago, the Earl of Hawthornfell and the Barons of Brockshire fought over the border farms between Harford and Witonbury. Both sides burned the other's grain. Harford's dead are named on a stone at the bridge shrine.
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 (attack, defend someone, sprint, stand up, reload, use an item). Initiative is on your sheet. An attack or a defence needs a Full Success: in combat a Partial Success is a miss, or a failed defence.
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.
Hit points. After a night's rest, someone trained in First Aid or Herb Lore can tend your wounds (Easy, or Moderate without bandages or a healer's kit): all your lost HP on a Full Success, half on a Partial Success, otherwise 1 HP a night.
Statuses you might meet. Prone (melee and defence −20; a main action to stand). Bleeding (Endurance −2 a round until First Aid). Downed (unconscious until First Aid). Off-Footing (your next social check −10). Rattled (Discipline −10 on social checks for the scene). Marked Enemy (someone is working against you). Disgraced (caught lying in public: social checks in that town −25, and some doors there close).
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. Prices are in Boars: rope 10, hooded lantern 25, oil flask 5, bandages 6, healer's kit 50, a cipher primer 12.