The Ranger — Stonetop playbook
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.
Damage die: d8 · Base HP: 18
| +2 | +1 | +1 | +0 | +0 | -1 |
Backgrounds
Mighty Hunter
You are a hunter of the Great Wood, the best the town has seen in generations. You know every part of the Wood within a two-day march.
You start with both the Expert Tracker move and the Stalker move. Go mark them now.
Wide Wanderer
You have travelled much of the known world and perhaps parts beyond. Add each of the following to the Neighbors list in the Stonetop playbook, choosing 1 trait for each:
- 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.
Beast-Bonded
You grew up civilized, but your soul is bound to a beast of the wild. You’re closer to it than to any man or woman. How did this bond come about? How long ago? Regardless, you start with the Animal Companion move. Go mark it now.
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:
- Gauge its distance and direction from you
- Call it back to your side
- Sense its emotional state
- Get a brief impression of what it senses
- Lend it your strength—lose 1d6 HP, and it regains an equal amount
Instincts
- Adventure. To test yourself, to experience new things.
- Independence. To refuse help and push others away.
- Stewardship. To value beasts and natural places over people.
- Tenacity. To be stubborn, to persist.
- Wonder. To marvel at beauty, magnificence, splendor.
Special possessions
Choose two at the start of play.
Composite bow
◇ Composite bow (far, +1 damage, x piercing; ○ low ammo, ○ all out)
Distillery
Skins of fine whisky (uses, grants advantage to Persuade), copper tubes, malt, firkins (2 load), stills, barrels, etc.
Hideouts
Expend a use to have a well-stocked, safe shelter nearby; GM can veto.
Husbandry tools
Brushes, muzzles, collars, feed, whips (1 load), bridles (1 load), etc. Gain advantage to Persuade domestic beasts (livestock, dogs, etc.).
Hounds
2-3 followers (trackers, keen-nosed, fast); HP 6; Damage d6 (hand, grabby); Instinct: to give chase; Cost: training.
Lay of the land
Expend a use to know where to find ___, without having to Know Things; GM can veto.
Trapping gear
Snares, pelts, musk, bait, etc. When you Forage, get +1 use of provisions.
Moves
You start with Home on the Range, any moves from your Background, plus 1 of your choice.
A Safe Place
When you select and prepare the party’s camp site, hold 1 Precaution, or 2 Precaution if you are well-versed with this area and its dangers.
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.
Animal Companion
You are accompanied by a beast of uncommon loyalty and cleverness. See the Animal Companion insert for details.
Magnificent Specimen
Each time you take this move, your companion gains 2 additional options of your choice.
Big Game Hunter
When you strike at the weak spot of a large or huge creature, you deal +2 damage.
Blot Out the Sun
When you Let Fly with a bow, you can deplete your ammunition (mark the next ammo status after your weapon) before you roll. If you do, choose 1:
- Gain advantage on your damage roll
- Add the area tag to your attack; roll damage separately for each target
Call the Shot
When you take your time and calmly line up the perfect shot, either deal your damage or roll +DEX:
- 10+: deal your damage and pick 2
- 7-9: deal your damage and pick 1
Picks:
- Ignore armor or deal +1d4 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
Expert Tracker
When you Seek Insight by searching for or studying the signs left by passing creatures, you can ask “What happened here recently?” for free, even on a 6-.
When you follow a creature’s trail, roll +WIS:
- 7+: you follow it to a significant change in terrain or activity
- 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.
Improved Stat
Each time you take this move, increase one of your stats by 1 (to a max of +2).
Mental Map
You can always retrace your steps and can accurately gauge distances and directions. You might not know the way forward but can always find your way back.
When you think back on a place you’ve been, you can Seek Insight retroactively, as if you were still there.
Naturalist
When you Know Things about beasts, natural environs, or spirits of the wild, you have advantage.
On the Hoof
When you travel through the wilderness, you can procure 1d6 uses of ◇ provisions each day (roll with disadvantage in winter or barren terrain). Provisions can substitute for supplies when you Make Camp.
Pack Horse
You can carry up to 4 load-checks with a light load, 7 with a normal load, and 10 with a heavy load.
Pathfinder
When you lead your people to Pull Together or Deploy beyond sight of home, you have advantage.
Predator
When you Seek Insight, add the following to the list of questions you can ask. When acting on the answer to either question, deal an extra 1d4 damage.
- Who or what here is the easiest prey?
- How is ________ weak or vulnerable?
Sniff Out Corruption
When you Seek Insight, you can ask, “What here stinks of the unnatural?” for free, even on a 6-.
Stalker
When you carry a normal or light load and move with care, you make no noise and leave no sign of your passing. When you hide yourself in a natural environment, you remain unseen until you draw attention to yourself, move positions, or attack.
Survivalist
When you Forage, pick 1 extra choice (even on a 6-, pick 1) and add “Find or fashion some useful item or supply (GM can veto)” to the list of options.
Warden of the Wild
When you defeat a perversion of nature, you can ask the GM 2 of the following and get a useful answer:
- 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?
Wild Speech
The grunts, barks, chirps, and calls of natural beasts are as a language to you. You can understand their intentions and communicate basic ideas. When you Persuade a beast, you can choose to roll +WIS.
Worldly
Requires level 2+.
Take a move from the Blessed, Fox, Heavy, Marshal, or Seeker playbooks, for which you otherwise qualify. You can pick from a different playbook each time. You can’t pick Improved Stat or Superior Stat.
Alpha
Requires level 6+.
When you assert dominance over another (beast, spirit, Fae, or person), roll +WIS:
- 7+: they must pick 1 from the list below
- 10+: you also have advantage on your next roll against them.
Their picks:
- Accept your authority, at least for now
- Slink away or flee, then avoid you
- Fight you for dominance
Beast of Legend
Requires level 6+.
Each time you take this move, pick 1:
- They are exceptional (and roll +2 instead of +1)
- They get +4 HP and +1 armor
- They develop some unique ability or trait
Constant Vigilance
Requires level 6+.
Unless you’re dazed, you’re never caught off guard—not even when asleep or if you roll a 6-. When you intercept a sudden threat (to yourself or an ally), you have advantage on whatever move you make.
Giant Slayer
Requires level 6+.
When you strike at a weak spot of a large or huge creature, you deal another +2 damage (+4 total).
Superior Stat
Requires level 6+.
Increase one of your stats by +1 (to a max of +3).
Trailblazer
Requires level 6+.
When a journey causes you to Defy Danger or Struggle as One, on a 10+ you also learn or discover something interesting and useful—ask the GM what.
Walk It Off
Requires level 6+.
When you’d mark a debility, you can mark this move instead to no ill effect. Clear it as you would a debility.
See also
The basic moves every character uses, the tags glossary for gear keywords, and the other playbooks.
Build The Ranger in the app
Backgrounds, moves and possessions become a live character sheet — HP, load and tracks included.