Official Core Rules · Launch Edition · v1.0 · 10 October 2026
Step Beyond the Familiar.
You dream of a red fox with a green ribbon. He waits beside a cold fireplace, one paw lifted. From somewhere behind the bricks come three quiet taps.
A second fox sways on the mantel in a jester cap. He raises a flagon of ale in welcome and pours half of it down his sleeve. He looks surprised, then raises it again.
A silver-trimmed brass case. A spoon hanging in the air. Stairs descending beneath the earth. Every dreamer who joins you has seen them.
Then I offer you this book, open to a space for your name. We should fill that in before you wake.


Read the complete rulebook · all 90 abilities
Part I · Start your adventure · Everyone
The road is calling
There you are. I’m the Dream Master, and this book is my gift to you.
You’ll remember me from the dream: fine coat, questionable boots, a book waiting for your name. I chose a Mesmer’s face and a history to suit it—raised by an Alchemist, getting by on talent, luck, and excellent excuses. Apparently, that’s someone you’d trust with your future. We can examine that later.
Before you wake in Briarbound, choose who you’ll become: a name, useful skills, something to stand for, and a flaw worth the trouble. Start fresh or borrow one of six ready-made heroes. Their future is yours.
Bring a few accomplices
Your companions had the same dream. Decide why you’ll look out for one another. A shared dream is a promising introduction; lending someone your last rope makes it a friendship.
At the table, Briarbound is an adventure in RagNaroKolypse. Bring friends, a twenty-sided die, and a character sheet.
| At the table | Your part |
|---|---|
| Players | Speak and act as your heroes. Tell the Guide what you try and how. |
| Guide | Describe the world, play its people, and explain what follows the heroes’ choices. |
I’ve written the book. Your Guide runs the world. Tell them your plan before you climb out of the window.
Everyone · Table agreements
Keep the table together
Agree on tone and boundaries before play. Choose a nonverbal signal too; anyone can step away without explaining.
| Say | What happens |
|---|---|
| Pause | Stop for a moment. |
| Rewind | Replace a moment that crossed a boundary. |
| Fade | Skip the details. |
- Get the player’s consent before hurting, stealing from, restraining, or controlling their hero.
- Leave room for quieter players. Everyone gets a place in the adventure.
- Separate player and hero knowledge. Your hero knows what they’ve learned in the story.
Nobody owes the story their discomfort.
Everyone · Begin here
Learn the Basics
You need a hero and something you’re willing to try. The Character Vault walks you through the rest. No entrance exam. I misplaced it.
- Choose your kit. Pick a class, receive its essential ability, choose one more Tier 1 ability, and pack your gear. Start with 10 HP and 10 AP.
- Make this hero yours. The builder takes you to Your story. Add your appearance, home, beliefs, and hopes. A few words will do.
- Finish your play page. Select Play. Add your name, two specific Knacks, and one Trouble. Then select Save hero.
- Join your friends. Tell the Guide what you want to try. Learn the rest when you need it.
Can’t choose? Picture a moment you’d love to play: standing between a friend and danger, fooling a guard, or making something impossible happen. Start there. Your Guide can help.
Everyone · Choose your hero
Make your hero
What name will you answer to? Who will count on you? Give yourself a past and a hope for the future. You’re choosing a starting life, not planning every day of it.
| Detail | What to choose |
|---|---|
| Ideal | A belief that guides your choices. Nobody gets left behind. |
| Trouble | One flaw, fear, or habit that gets in your way. I cannot leave a mystery alone. |
| Knacks | Exactly two specific skills: rooftop courier routes, small machine repairs, or calming scared animals. |
A Knack helps when your experience fits. Trouble applies when your chosen flaw gets in the way; difficulty alone does not create it. Agree with the Guide before rolling. Other quirks need no extra numbers.
Explore your class options
Three Pillars, six classes. Mix their abilities freely. A class gives you skills, not a personality. Aether is the magic running through this world.
Your essential starting ability
Start with two Tier 1 abilities: your class’s included essential, plus one choice from any class. Your essential stays with you when you rebuild.
| Class | Every new hero starts with |
|---|---|
| Fighter | Power Strike — make your weapon hit harder. |
| Champion | Protect — step in and take a hit for someone. |
| Rogue | Thieves’ Toolkit — locks, disarming traps, and setting simple traps. |
| Mesmer | Thaumaturgy — ventriloquism, changing your voice, and dancing Aether lights. |
| Wizard | Aether Bolt — wield fire, frost, or lightning. |
| Alchemist | Scavenge — find useful scrap and ingredients. |
Choose your abilities → The library gives each cost, effect, and limit.
Six lives ready to wake into
Choose a ready-made hero in the Character Vault. Each starts with a class and an Ideal. Make either your own.
| Hero · Class | Ideal |
|---|---|
| Rowan Vale · Fighter | Nobody should face danger alone. |
| Aster Bell · Champion | Mercy is worth the risk. |
| Sable Quill · Rogue | Everyone deserves a way out. |
| Pippa Gleam · Mesmer | Help people feel seen and understood. |
| Mira Thistle · Wizard | Knowledge should help people. |
| Tilda Reed · Alchemist | Make life better with what you can build. |
Part II · For players · The Guide reads this too
Your hero on the road
Describe what you try and how. These chapters cover action, shared challenges, recovery, and growth. Keep your abilities handy; visit the brewing chapter when you need a mixture or a machine.
Players can stop at For the Guide. Leave the adventure’s secrets for the adventure.
For players · Action
Take action
When to roll Fate
The Fate Die is a d20. Roll only when the action is possible, the result uncertain, and failure would change the situation. Explain your plan first.
An open gate needs no roll. Passing its guard in a borrowed uniform might.
| Your roll | What to keep |
|---|---|
| Normal | Roll one d20. |
| Knack | Roll two; keep the higher. |
| Trouble | Roll two; keep the lower. |
| Both | They cancel: roll one die normally. |
Extra Knacks or Troubles never add dice. Use your kept result below.
| Die | Outcome | What happens |
|---|---|---|
| 1 | Catastrophe | Fail; the situation takes a serious turn related to your attempt. |
| 2–8 | Failure | Your intent does not land; something changes against you. |
| 9–14 | Haggle with Fate | Succeed. The Guide offers meaningful prices; you choose. |
| 15–19 | Success | Achieve your intent. |
| 20 | Triumph | Succeed with an extra edge, double this roll’s damage, and recover 1 AP (2 AP total with Trouble). |
A Haggle succeeds. You get over the wall but leave your rope or alert the guard. Making you fall instead would be failure wearing a false moustache. Don’t let it in.
A roll at the table · The rooftop shortcut
You: “I cross the roofs to reach the upper window.”
Guide: “The tiles are slick. A slip will bring the guards. Your rooftop courier Knack fits: roll two dice and keep the higher.”
You keep a 12: Haggle with Fate. You reach the window. The Guide offers a price: leave your rope behind, or let a guard spot which roof you’re on. You choose.
Now you’re at the window, one rope or one secret lighter. What do you do?
Ordinary actions and turns
You can sneak, bargain, disguise yourself, pick a lock with tools, follow tracks, or attack with a suitable weapon without an ability. Roll for real uncertainty and risk. Abilities grant reliable permission, stronger effects, or extraordinary possibilities.
| In conflict | Rule |
|---|---|
| Turn order | The party chooses its order, then the Guide’s active characters act. Enemies may lead after an ambush or an action already underway; the Guide explains why. |
| Your turn | A move and one action. Split movement around the action if you wish; you cannot trade movement for another action. |
| Weapon damage | Common weapons deal 2 damage; unarmed attacks deal 1. Special gear may say otherwise. |
Write useful verbs beside gear: cut, hook, brace, distract. Running out of AP does not turn your staff into a decorative stick.
Distance and approach
| Distance | What it means |
|---|---|
| In reach | Touch or strike it from where you stand. |
| Nearby | Move there this turn. |
| In range | You have a clear ranged shot this turn. |
| Too far | Get closer first. |
Ranged effects need a clear route unless their text says otherwise.
Parley to change a mind. Improvise with the room. Retreat to change position. Clash to use force. These are starting ideas, not a menu.
Attacks and ability rolls
Apply a fitting Knack or Trouble. Pay ability AP before rolling. Roll once; there is no second resistance roll.
| Attack | On 9 or higher | On 1–8 |
|---|---|---|
| Basic attack | Deal weapon damage. | Deal none. |
| Ability marked Roll | Apply its written damage and effects. | The effect fails; AP stays spent and the situation changes. |
- Haggle: Add a price the player chooses: exposure, damaged gear, a counterattack, or another fitting problem.
- Triumph: Double damage to each target, never target count or duration. Award AP once, not per target.
- Concoctions: Roll when used against a target, not when brewed.
- Truly helpless targets: Basic attacks and Roll abilities land without rolling and deal double damage. Automatic abilities never double damage. No roll means no Triumph or Trouble AP reward.
- Hidden: Grants a Knack against an alert foe; it does not make them helpless.
Ammo and charges
Use the optional 0–99 weapon tracker for arrows, bolts, bullets, or limited wand and staff charges. Leave melee weapons and unlimited items Untracked.
- Attack spends one tracked unit, hit or miss. Rolling two dice still spends only one.
- At zero, you cannot fire. Refill manually when the story supplies ammo or charges; rests do not reload.
- Extra projectiles: Subtract them manually when an ability fires more than one.
- The tracker grants no magic and replaces no AP cost.
Read an ability
| Label | How to use it |
|---|---|
| Automatic | Meet the conditions, pay AP, and apply the effect. No roll. |
| Reaction | Use at its trigger, even outside your turn. One reaction per round; it does not spend your next action. |
| Free | No AP cost. Uses your action unless it says it uses your move. |
| Paired techniques | One learned choice, one payment, one technique per use. |
Concentration: Sustain one concentration ability at a time. Starting another ends the first. You can move and act unless directing the effect needs your action. Incapacitation ends it; damage ends it only when the ability says so.
Stacking and helpers: Duplicate effects do not stack. Use only the strongest damage reduction; never combine a reduction with halving. No extra turns unless explicitly granted. Helpers use your action unless their text says otherwise.
Conditions: Hidden, prone, pinned, and blinded describe the situation. They can change what you can attempt or bring a fitting Knack or Trouble. They add no hidden number modifiers; follow each ability’s end condition.
Escape a hazard
With no attacker—a fire or falling beam—each affected hero makes one reflexive roll, with a fitting Knack or Trouble. It does not spend your next turn. Usual Triumph and Trouble AP rewards apply.
| Result | Outcome |
|---|---|
| Success / Triumph | Get clear. |
| Haggle | Avoid the worst; choose a price. |
| Failure | Suffer the hazard. |
| Catastrophe | Suffer it and a related complication. |
For players · Shared challenges
Trials, chases, and long roads
Use a Trial for a shared challenge with several approaches: a chase, a mountain crossing, an escape from rising water. Before rolling, the Guide states what success achieves and failure changes.
| Trial | Finish before |
|---|---|
| Short | 3 successes before 2 failures. |
| Extended | 5 successes before 4 failures. |
Choose the matching tracker. Each contribution uses a distinct approach and one roll, with a fitting Knack or Trouble.
| Result | Mark the tracker |
|---|---|
| Success / Haggle / Triumph | One success. Haggle adds a chosen price; Triumph adds an edge, never a second success. |
| Failure | One failure and a setback. |
| Catastrophe | One failure and changed terms: a route closes, a threat arrives, or the party splits. |
Roll every contribution. An ability that solves the whole danger ends the Trial; otherwise, it sets up an approach and you roll for what remains uncertain.
There is no prize for rolling dice after you’ve solved the problem.
Help a companion
Outside Trials, a helper who can meaningfully assist and share the consequences may grant the acting hero a Knack. It does not stack with another Knack. Failure should leave something new to play, not a demand to repeat the same roll.
For players · Recovery
HP and Adventure Points
Start with 10 maximum HP and 10 AP. HP measures harm; AP pays for abilities. Neither measures how brave you sound.
| Track | Rule |
|---|---|
| HP | Damage bottoms out at 0; healing stops at your maximum. |
| AP | Pay when you use an ability; have enough before you begin. No refund for a miss or interruption. Keep leftovers between scenes and sessions: there is no maximum. The Guide may award resources when the story grants them. |
| Hero at 0 HP | Incapacitated: no normal actions or reactions until healed or able to take a Short Rest. Enemies return to their goals rather than continuing to attack you. |
| NPC at 0 HP | Defeated: unconscious, fleeing, surrendered, or captured. Choose what settles the conflict. |
Regroup
All recovery lives in the sheet’s Regroup panel. Ask the Guide whether you have the safety and time to rest, then choose one button.
| Button or event | Recovery | When |
|---|---|---|
| Short Rest · HP to 5 | Raise HP to 5 if lower; keep higher HP. No AP recovery or advancement. | A safe breather with no enemies nearby. Concoctions stay ready. |
| Full Rest · HP/AP to 10 | Restore all HP (normally 10); raise AP to 10, keeping higher totals. Resolve earned advancements and offer ability choices. Unused concoctions expire. | The Guide agrees there is safety and enough time to recover. No night/day requirement. |
| Triumph | Gain 1 AP. | Every hero Triumph, including reflexive rolls. |
| Genuine Trouble | Kept 15–19: +1 AP. Kept 20: +2 AP total, including Triumph. 1–14: none. | Guide-agreed Trouble must fit a roll with real stakes. Attacks, exploration, reflexes, and harmful concoctions qualify. If Knack cancels Trouble, use normal rewards. |
Sit down. Catch your breath. We needn’t form a committee about it.
- Full Rest is one action on the sheet. Select an earned ability and it works immediately. No separate Hearth, session-closing, or resume step.
- Resting never awards Marks. Every five earned Marks resolves once; leftover Marks and unspent choices stay yours. Repeated clicks grant no extra levels or choices.
- A scene is one continuous situation with a question to settle. Track abilities’ once-per-scene limits at the table; no scene-reset button is needed for resting.
- Example: at 2 HP and 3 AP, Short Rest brings you to 5 HP / 3 AP; Full Rest brings you to 10 HP / 10 AP. Short Rest leaves 7 HP at 7.
Harmless flourishes
A tiny use of a learned ability is free only when it carries no risk and no meaningful advantage. No roll is needed.
| A flourish may… | It cannot… |
|---|---|
| Add harmless color, motion, or drama to an ability you know. | Damage, heal, protect, make a mixture, bypass an obstacle, or duplicate another useful effect. |
Ask the Guide if the line is unclear. Useful exploration magic costs its listed AP. Enjoy the fluttering coat; pay for Fly across the chasm.
Death is an agreed stake
Agree before play and check again when death becomes possible. At 0 HP you remain Incapacitated. If you suffer further harm before rescue, you choose death or a lasting change of comparable weight. Never remove a hero through an unagreed rule. Champion’s Tier 5 Restore Life keeps its time limit and consent requirement.
For players · Growth
Learn and level up
Earn Marks on the road. A Full Rest turns them into new tricks.
Open your next tier
Each class has five tiers. Tier 1 is open in all six classes. Each tier has three abilities: 15 per class, 90 abilities in all.
| Abilities learned in this class | Available tiers |
|---|---|
| 0–1 | Tier 1 |
| 2–3 | Tiers 1–2 |
| 4–5 | Tiers 1–3 |
| 6–7 | Tiers 1–4 |
| 8 or more | Tiers 1–5 |
Starting choices count. Count each ability only in its own class. Spend one choice to learn one ability from an open tier; learn each once. Lower tiers stay available, and no ability requires a specific earlier pick. Levels do not increase maximum HP or weapon damage.
Earn Marks during play
Record awards when the Guide gives them. Both kinds enter your personal total.
| Award | Earn it by | Limit |
|---|---|---|
| Class Marks | Using class skills to change the adventure. A clever failed attempt can count; repeating a tiny trick cannot. | 0–2 per hero per session, across all classes. |
| Adventure Marks | A distinct shared achievement: helping someone, overcoming a real obstacle, or making a consequential choice. | One per participating hero, per achievement. Everyone who took part gets the full award. No fixed session cap; never count a deed twice. |
Every five Marks banks one advancement. Gain the level and ability choice when you press Full Rest in Regroup. Browsing spells can wait until nobody is chasing us.
Your Ideal may inspire a deed worth these same Marks; it grants no separate award. Acting out an Ideal or Trouble gives no AP by itself. Knack and Trouble affect fitting rolls, including attacks; they never automatically earn Marks. See Trouble AP rewards.
Full Rest and new abilities
When the Guide agrees you can rest, press Full Rest in Regroup.
- Recover. Restore all HP and AP to at least 10. Unused concoctions expire. Resting supplies no ingredients or ammunition.
- Advance. Each new group of five Marks grants one level and one ability choice. Resolve several at once; keep leftovers. Seven gives one level and two Marks left over. You began at Level 1, zero Marks, with your essential and one chosen Tier 1 ability.
- Choose. The ability selector opens if you have earned choices. Learn from any open tier. The new ability is active immediately; there is nothing else to finish or confirm. You may keep a choice for later.
The sheet keeps your earned choices available. New Marks earned after resting wait for another Full Rest before granting further choices. Short Rest never advances your hero.
Class Marks still have a two-per-session limit. Resting does not reset it. At the start of a new tabletop session, use Start a new session inside the Marks award guidance to reset only that allowance. It does not heal, restore AP, award Marks, or unlock abilities.
What earns a Class Mark?
| Class | Make a difference through… |
|---|---|
| Fighter | Weapon skill or tactics. |
| Champion | Keeping a costly promise or standing up for someone. |
| Rogue | Wit or daring. Theft is optional. |
| Mesmer | Insight or performance. |
| Wizard | Magical knowledge or instinct. |
| Alchemist | Invention or experimentation. |
Reward meaningful attempts, including failures. Give quieter companions room to name theirs. Heroes may earn through any class and learn from any open tier.
Choose your abilities again
During a Full Rest, the Guide may agree to a rebuild in legal tier order. Keep your level, Marks, essential, and choice budget: two starting abilities plus one per resolved advancement. Banked choices remain yours; no new rewards or refunds. Unused concoctions still expire. The rebuilt choices work immediately.
Returning with an older hero? The Vault keeps your choices and adds a missing class essential without taking an ability away. That one-time extra starting choice stays on future rebuilds. The older session conversion grants five historical Marks per completed session, capped at 88 extra choices. New awards resolve at Full Rest. Earlier pending abilities activate when you load the updated sheet.
For players · Brewing and engineering
Brewing, inventions, and equipment
A bottle, a clever little mechanism, and something picked from a suspicious hedge. Now we have options.
Make a concoction
- Choose a learned effect. Alchemist starts with Scavenge; its other Tier 1 options are Healing Potion and Pipe Bomb. Tinker and Boon potions arrive at Tier 2.
- Find fitting material. Scavenge costs 1 AP and a quiet minute to find material for one small project in a plausible place. The Guide says what you find; record it in Inventory. Bought or found materials work too. Your starting kit includes ordinary reagents. Explain the fit to your Guide; ingredient names are examples, not shopping lists.
- Take a quiet minute; pay AP once. Remove the material from Inventory and record one dose. No separate supply counter, random recipe roll, brewing roll, or cleanup timer. If interrupted before finishing, nothing is made or paid for. Select Make concoction when you finish.
Carry it, share it, use it
| Concoction rule | At the table |
|---|---|
| Two ready doses | Includes gifts until used. They survive Short Rest and expire at your next Full Rest. |
| One action to use | Drink, give, apply, throw, or release a dose unless it says otherwise. Anyone can use it; AP was paid when making it. |
| Helpful use works | Beneficial doses require a willing recipient. You can administer healing to an Incapacitated creature. Medicine and buffs also work on NPCs. |
| Harmful use rolls | Use normal Fate with fitting Knack or Trouble. The dose is spent even on failure. Triumph doubles damage, not healing, targets, or duration; the roller gets normal AP rewards. No second resistance roll. |
| Respect the limits | Matching bonuses do not stack. No AP, extra turns, or stronger effects from unlearned abilities. A trigger uses its maker’s roll and grants no extra attack. |
Ten known reagents
Aether leaves useful peculiarities in living things. Learn what an ingredient likes to do; you needn’t memorize a formula. These are ideas, not extra abilities. The Guide may approve other ingredients with the same useful property.
Hushcap suits Vaporcraft’s sleeping vapor. Grinberry suggests a distracting hallucination; Stitchmoss supports stronger medicine as you learn it.
| Reagent | What it does in a concoction |
|---|---|
| Stitchmoss — Soft moss that grows along old bark seams. | Mending and recovery; useful in healing medicine. |
| Cinderpepper — Rust-red pods that stay warm after picking. | Heat and explosive force; useful in bombs and pressure devices. |
| Hushcap — A velvet mushroom that folds when touched. | Calm and drowsiness; useful in sleeping vapor. |
| Grinberry — Pale berries with a crooked red seam. | Odd colors and misleading sounds; useful in hallucination vapor. |
| Bristlethorn Bark — Tough bark from thorny hedgerows. | Stiffening and protection; useful in coatings and Ironhide tonic. |
| Springheel Root — A curled root that bounces when dropped. | Energy and springiness; useful in Boon or Springblood potions. |
| Whisperwillow Sap — Sticky sap from drooping silver leaves. | Dampened rattles and steady nerves; useful in a stealth-flavored Boon. |
| Copperdew — Copper-colored beads found on old aether-fed roots. | Slippery motion and loosened bonds; useful in repairs and solvent. |
| Glimmerpollen — Luminous dust caught inside bell-shaped flowers. | Light and bright confidence; useful in a signal gadget or a performance-flavored Boon. |
| Rimepetal — A cool blue flower that keeps its dew at noon. | Cooling and steadiness; useful in a pressure rig or a concentration-flavored Boon. |
Brew it. Build it. Put the two together.
A timer releases a flask. A pressure rig launches it. A clockwork courier brings medicine to someone you cannot reach.
The device delivers the concoction; it does not multiply it. Use its normal effect, action, and roll. Reusable devices need plausible parts and fitting reagents, not another resource meter. Keep the written limits: one action remains one action.
Carry and share your gear
- Track what matters: notable, magical, bulky, limited, or story-important gear. Ordinary pocket clutter needs no ledger.
- Trade in the story: friendly settlements usually offer food, clothes, tools, and lodging. Scarcity matters when established; trade valuables, favors, work, or promises for special goods.
- Read special gear: any hero may carry suitable weapons. Scrolls and unusual items must state their effect, whether they are consumed, and who pays AP. A grand name grants no extra attacks.
- Use Inventory: keep gear, important objects, and consumables in the Item / Quantity rows. Other list fields use commas; quote an item containing a comma.
- Weapon links: creating a weapon also adds it to Inventory as equipped. Pasting an inventory item does not equip it. Clearing a weapon slot keeps its item; removing its inventory entry also unequips it.
For players · Ability reference
Find an ability
The ability library gives every cost, effect, and limit. Search by name or effect, check your open tiers, and read the whole entry. Especially the part about how long you can fly.
Part III · For the Guide · Behind the screen
Your first session as Guide
Players: stop here. The remaining chapters cover Guide procedures and the first adventure’s secrets. Let those arrive in their own time.
Every hero remembers the shared dream. Begin awake, with a situation to act on, people with reasons, and choices that matter. My gift prepares them. They decide what happens next.
- Agree on tone and boundaries. Follow Keep the table together.
- Help each dreamer create a hero. Select New Hero in the Vault. Ask what they hope to find.
- Read the Guide procedures. NPC rolls differ from hero rolls.
- Read Tallowmere privately. Know the Lantern’s role, the captives’ locations, and both routes underground.
- Offer something to do. Let familiar sights spark recognition, without forcing a route or choice.
Look up a rule when needed, agree on what it means, and return to the scene. Confidence is useful; pretending to remember is considerably less so.
For the Guide · Running the game
Guide the adventure
Describe what’s clear, what seems odd, and what needs a decision. Give people wants; show danger before it strikes. If clever play avoids your fight, let it. Their choices are the adventure.
Before a roll: possible, uncertain, consequential. Establish stakes, agree on Knack or Trouble, and resolve the attempt once.
Leave room for wonder
Flour disturbed by a claw. A spoon shifting without a hand. A warm room with a cold fireplace. Give players a detail that offers a question, a clue, or something to use. Then let them investigate.
Powers and experiments
- Check type and limits. Psychic and magical effects use different defenses; consult the ability. No power overrides another player’s consent.
- Give experiments room. Make safe work time, approaching danger, and resupply opportunities clear. Judge reagents by useful properties, not exact recipes.
- Keep the same limits. Used flasks are spent, gifts occupy slots, and devices grant no extra turns or free AP. See Brewing.
Build an opponent
| Type | HP / Damage | Use |
|---|---|---|
| Commoner | 2 HP / 1 damage | Someone who yields or flees when threatened. |
| Minion | 4 HP / 2 damage | Capable opposition with a simple job. |
| Boss | 10 HP / 4 damage | A named opponent with an agenda and escape route. |
| Great threat | 16–24 HP / 4–6 damage | Clear warning, phases, and weaknesses players can exploit. |
Give each a want (their goal), tell (what reveals them), trick (what they can do), and break (what makes them bargain, flee, or surrender). Even someone blocking a door should have a reason to stay there.
NPC attack rolls
Roll where everyone can see. Use this table for NPCs, not the hero Fate table.
| Die | Outcome |
|---|---|
| 20 | Double damage and an edge. |
| 15–19 | Full damage. |
| 9–14 | The target’s player chooses half damage, rounded up, or a smaller change in position you offer. |
| 2–8 | Miss; things shift toward the heroes. |
| 1 | No damage. Offer two disastrous outcomes for the NPC; the players choose one. |
Do not apply hero Knacks or Trouble to the Guide’s die. Hero reactions can still reduce damage. Opponents gain no automatic HP or damage when heroes level up; change their plans, tools, and positions. Stop combat when its conflict is settled.
Prepare situations with choices
- Know the truth, the pressure, and each person’s wants. Give a location three useful things to interact with.
- Put required clues where looking finds them. Roll for cost, speed, or risk—not whether the adventure may continue.
- Keep other routes alive. If the heroes miss one, the people and problems keep moving.
Guide only · First-adventure spoilers
Tallowmere and the first adventure
Players, leave these pages to your Guide. You’ll meet the fox soon enough. The people behind the borrowed faces are more fun to discover yourself.
Guide, these are the opening adventure’s facts. The dream offers glimpses of them, not instructions or guaranteed outcomes. Keep the heroes free to investigate, help, bargain, or walk another way.
Airship clearing and road
Elira Vale, a merchant aboard the descending airship, begs the heroes in a forest clearing to deliver a closed chest to Mayor Sven in nearby Tallowmere. The Dawn Lantern travels inside this silver-trimmed brass chest. Elira lends her matching key and asks for it back. The Mayor holds the other key; either opens the case. He usually lights the Lantern, but anyone can light its wick.
First the heroes find Pip in a snare beside the road. Farther along, Crik and Tubble ransack a wagon. Defeating them yields a shared loot pouch: 12 silver coins, a polished amber stone, and two travel rations.
The FoXXin' Flagon
Loxxi is the very flirty human owner and bartender. She knowingly covers for the goblins because, good or bad, they buy plenty of food and drink. Lantern light leaves her human. Pip is Mayor Sven's ordinary pet red fox, with a green ribbon and a brass tag bearing the tavern’s name; reveal his owner after the rescue. MNO, Loxxi’s eleven-year-old relative, is hiding in the pantry. They have a small psychic gift for moving objects; its source is unknown.
Four goblins wear human glamours. They hold the real Mayor in the kitchen’s storage cellar. Their leader, Nib Knucklebone, wants the Lantern and a way out through the rear window. He also seeks an old entrance, but does not know it lies behind the fireplace.
Let the heroes notice clues: someone names the Lantern before being told about it; a claw print marks spilled flour; Pip distrusts a familiar-looking guest. Lantern light strips away glamour. Looking can reveal clues without a roll; roll only when the attempt brings real risk.
Keep the two routes separate:
- Kitchen hatch: the ordinary storage cellar where the Mayor is captive.
- Cold fireplace: thin brick fills an older supporting stone arch. Beyond it, stairs descend to the Echo Landing in the Catarynths. Save this descent for a later session.
After the tavern confrontation, free Sven from the cellar. Pip runs to him, revealing their bond. Sven happily lets his fox tag along if the heroes promise to feed him and give him tummy rubbles. Once everyone is back upstairs, a loud crash comes from beneath the fireplace, followed by a howl. End today's session there.
Beyond the tavern
The Catarynths are ancient chambers beneath Tallowmere, not creatures. Their greater purpose remains unknown. The Hollow Crown backs Nib’s smugglers and their enchanted glamour pins; the pins’ maker is unnamed. Couriers headed for Briarwatch Tower keep disappearing. Leave their fate for a later adventure.
When Nib is trapped, Defeated, or gone, the other goblins may give up or flee. Check where the Lantern, Mayor, MNO, and smugglers are now, and what each wants. Follow the consequences of the heroes’ choices. Nobody needs to arrive at an ending merely because you prepared it.
Credits and copyright
Credits
Briarbound’s setting and original writing are © 2026 NeonWindmill.
The luminous marks are Aetherhand, the first dwellers’ script. Learn the alphabet & numerals →