We Deal in Lead A Weird West Gunslinger Adventure Game

We Deal in Lead System Reference Document

  • Version: 1.4
  • Writing, Layout, & Design: Colin Le Sueur
  • Text © Colin Le Sueur 2024, licensed under CC BY-SA 4.0.
  • We Deal in Lead is based on Cairn by Yochai Gal

Online Resources: lead.byodinsbeardrpg.com

Editing: Fiona Maeve Geist

Inspiration:

The Dark Tower (novel series), Cairn (TTRPG), Into the Odd (TTRPG), The Magnificent Seven (film), The Man With No Name (film series)


Principles

Gunslinger Creation

Rules

The Order of Gunslingers

Items and Equipment

Combat

Gunslinging

Combat Example

Wilderness Exploration

Other Worlds

Magic

Beast Companions

Solo Play

Adventure: Swampwater Shootout

Excursion Generator

Appendix

Principles #

We Deal in Lead #

An adventure game for one facilitator (the Warden) and 1 or more player(s) acting as hardened Gunslingers exploring fallen & crumbling worlds filled with dangerous folk, lost mysteries, and unspeakable monstrosities.

Design Philosophy #

Neutrality. The Warden portrays the rules, situations, NPCs, and narrative clearly as a neutral arbiter.

Classless. A character’s role or skills are not limited by class. Instead, carried equipment and their experiences define their specialty.

Death. Characters are powerful, but also vulnerable to many forms of harm. Death is everywhere but never random or without warning.

Fiction first. Dice don’t always reflect an obstacle’s outcome. The Warden arbitrates success and failure in dialogue with the players, based on in-world elements.

Growth. Characters change through surviving dangerous events and overcoming obstacles.

Player choice. Players should understand the reasons behind choices and potential risks should be provided freely and frequently.

Principles. The Warden and players each have guidelines fostering a play experience defined by critical thinking, exploration, and emergent narrative.

Shared objectives. Players engage with the shared setting, character intent, and party challenges, working collectively toward common goals.

Adventures #

What adventures can a player expect?

  • Defend a village against roving bandits.
  • Hunt a monstrous machine stealing children.
  • Broker peace between warring factions.
  • Protect a caravan travelling through dangerous territory.
  • Explore other worlds via lost slip doors.

Content and Safety Tools #

We Deal in Lead is a dark weird west fantasy built around guns and Gunslingers and touches on topics of violence, revenge, horror, death, sacrifice, and gore.

The following distressing themes may occur:

  • Slavery, colonialism, and genocide
  • Animal peril (beast companions)
  • Player versus player conflict (opposing Quests and sacrifice)

Discuss and agree what content should and shouldn’t be included.

Consider safety tools to ensure everyone is comfortable, having fun, and has the necessary support.

Principles for Wardens #

Information #

  • Provide useful information as characters explore.
  • Players don’t roll dice to learn about their circumstances.
  • Be helpful and direct answering questions.
  • Respond honestly, describe consistently, and let them know they can ask questions.

Difficulty #

  • Default to context and realism rather than numbers and mechanics.
  • If something a player wants to do is impossible, no roll accomplishes it.
  • Is what the player describes and how they leverage it sensible? It happens!

  • Saves cover many uncertain situations and are often necessary for risky actions.

Preparation #

  • The game world is organic, malleable and random—it intuits and makes sharp turns.
  • Use random tables and generators to develop situations, not stories or plots.
  • NPCs remember what PCs say and do.
  • Infuse NPCs’ self-interest and will to live into their personality.

Narrative Focus #

  • Emergent experience matters, not maths or character abilities. Give the players weapon trainers and personal quests facilitating improvement and specialisation.
  • Pay attention to player needs and wants, then provide realistic opportunities.
  • A bullet to the head kills you, regardless of expensive gear and impressive training.

Danger #

  • The world produces real risk of pain and death.
  • Telegraph serious danger when it is present. The more dangerous, the more obvious.
  • Put traps in plain sight and let players generate a solution.
  • Provide chances to solve problems and interact with the world.

Treasure #

  • Specific to its environment and tells a story.
  • Treasure is always highly valuable, usually bulky, and rarely useful—beyond worth and prestige.
  • Relics, despite being useful and interesting, are not Treasure.
  • Use Treasure as a lure to exotic locations protected by deadly foes.

Choice #

  • Provide a solid choice forcing outcomes when the situation lulls.
  • Use binary “so, A or B?” questions responding to vague intentions.
  • Collaborate the conversational progress, keeping the game moving.
  • Ensure PC actions leave their mark.

Die of Fate #

Occasionally you want an element of randomness (ie. the weather, unique character knowledge, etc.).

At these times, roll 1d6:

  • 3 or less favours the players.
  • 4 or more means bad luck for PCs or allies.

Principles for Players #

Agency #

  • Attributes and saves do not define your character—they’re tools.
  • Don’t ask only what your character would do but what you would do.
  • Be creative with your intuition, items, and connections.

Teamwork #

  • Seek consensus before barrelling forward.
  • Stay on the same page about goals and limits, accomplishing more collectively.

Exploration #

  • Asking questions and listening is more useful than stats, items, or skills.
  • Take the Warden’s description without suspicion but don’t be afraid to seek more information.
  • There’s no single right way forward.

Talking #

  • Treat NPCs as real people, relying on your curiosity to safely gain information and solve problems.
  • Most people are interesting and want to talk things through before getting violent.

Caution #

  • Pulling iron is a choice and rarely a wise one—consider whether violence helps reach your goals.
  • Try to stack the odds in your favour and retreat from adverse situations.

Planning #

  • Avoid obstacles through reconnaissance, subtlety, and fact-finding.
  • Do some research and ask around about your objectives.

Ambition #

  • Set goals and use your meagre means to take steps forward.
  • Expect nothing—earn your reputation.
  • Keep things moving forward and play to see what happens.

Defeat #

  • If one path leads to defeat, try another.
  • Some obstacles can’t be overcome immediately.
  • With every defeat comes new knowledge and opportunities.

Principles of the Drifted World #

The World Has Moved On #

  • Forces once immutable shift as space and time’s borders thin—opposing realms bleed into ours.
  • The old ways bubble up, trailed by chaos and madness.

Magic #

  • Most magical knowledge is lost and use of magic draws unwanted attention.
  • Magic is wild and unpredictable, especially between worlds.

The Gunslingers #

  • Once a symbol of order and feudal authority, few remain.
  • Their guns remain a powerful sigil, marking them as Gunslingers.

Technology #

  • Broken and corrupted remnants of the world that was lay abandoned everywhere.
  • Vast machinery stirs underground, driving reality’s gears.

The Slip Doors #

  • Gateways between worlds, some lost and others in plain sight.
  • Only open for the right hand.

Death #

  • The clearing at the end of the path.
  • Only a corpse may speak true prophecy.
  • Death is but a door and may lead to other worlds than these.

The Gunslinger Oath #

I do not kill with my gun;

they who kill with their gun have forgotten the face of their elder.

I kill with my heart.

Gunslinger Creation #

Name, Background & Traits #

  1. First, choose or roll your character’s first and surname (pg. 82) and determine pronouns.
  2. Next, choose or roll their background (pg. 84, knowledge and potential skills).
  3. Next, roll their remaining traits (pg. 84).
  4. Decide whether they’re from The Drifted World or arrived through a slip door.
  5. Then, roll their age (4d12+10).
  6. Finally, choose or roll for your character’s gun (pg. 86).

Ability Scores #

Roll 3d6 for each in order, swap two.

  • Strength (STR): Brawn, prowess, and resistance.
  • Dexterity (DEX):Agility, sneaking, and reflexes.
  • Heart (HRT):Resolve, charm, and force of will.

Grit #

Gunslingers are more resilient than others in The Drifted World.

Roll 2d6 for starting Grit, your capacity to endure and survive in a world that’s moved on, not your health or fortitude.

Starting Gear #

All characters begin with 12 inventory slots for gear and equipment.

Roll for Starting Gear (pg. 86), determining your hat, armour, tools, and equipment.

See Items & Equipment (pg. 24) for related armour, damage, and slot values.

In addition, all Gunslingers carry:

  • 3 days’ rations (1 slot)
  • A torch (1 slot)
  • 3d6 Lead (1 slot)

Gunslingers should not start with a full inventory; consider collaborating over what to carry.

Gunslinger Creation Example #

Amy (she/her) wants to create a Gunslinger.

Amy rolls a d100 for a first name (76: Rebecca). Amy likes and keeps it (“Becca for short.”) For surname, Amy rolls (52: Kruse). Amy decides Rebecca uses she/her and rolls d10 for background (9: Drifter).

Rebecca Kruse (she/her), Drifter.

Amy doesn’t know much about Rebecca, so she rolls Gunslinger traits with the following results:

She’s short, with pockmarked skin, flowing hair, a chiselled face, and wary eyes. She speaks eloquently, wears road-worn clothing, and is tolerant yet ruthless. She has a boisterous reputation and has been heartbroken.

Rebecca starts taking shape in Amy’s mind as she rolls 4d12+10 for Rebecca’s age, getting 40.

Next, Amy needs to determine the gun Rebecca carries, rolling a d6 for Artefact Guns: (1: twin six shooters). She rolls 2d6 twice for Gun Embellishments, getting walnut grips and sword engraving. Amy decides this represents Excalibur.

Now Amy rolls Rebecca’s ability scores, rolling 3d6 three times and assigning abilities in order:

  • 12 STR
  • 8 DEX
  • 12 HRT

Amy thinks Rebecca is light on her feet rather than tough, switching her STR and DEX:

  • 8 STR
  • 12 DEX
  • 12 HRT

Next, Amy rolls 2d6 for Grit, getting 6.

Finally, Amy rolls Starting Gear:

She wears a black preacher hat, waxed cotton duster (1 DEF), and bandolier (1 free slot for Lead). Her pack carries 3 days’ rations, a cudgel, lantern and oil, and a bandanna.

Amy rolls 3d6 for Rebecca’s starting Lead, getting 9.

Hats and bandannas don’t take up any slots, so Rebecca has 3 remaining inventory slots.

Amy’s finished creating Rebecca and ready to set off into The Drifted World.

Rules #

Ability Scores #

There are 3 abilities:

Strength (STR): Used for saves requiring physical power like lifting gates, bending bars, resisting poison, etc. and critical damage.

Dexterity (DEX): Used for saves requiring poise, speed, and reflexes like dodging, climbing, sneaking, balancing, etc.

Heart (HRT): Used for saves to persuade, deceive, intimidate, charm, provoke, carry out rituals, etc. and Gunslinger duels.

Saves #

A roll to avoid bad outcomes from risky choices and circumstances.

Roll a d20 against an appropriate ability score. If you roll equal to or under the score, you succeed. Otherwise, you fail. A 1 always succeeds and a 20 always fails.

In some situations, saves are made with a bonus (advantage) or penalty (disadvantage). Roll twice, taking the lower result (advantage) or higher (disadvantage).

Fatigue & Deprivation #

Fatigue. Each point occupies 1 Inventory slot and is gained when deprived, by using certain items, monster abilities, etc.

Deprived. Lacking something crucial (such as food or rest) leaves you deprived and unable to recover Grit or ability scores. After one day’s deprivation, add 1 Fatigue to your inventory daily.

Fatigue and deprivation last until you recuperate (a full night’s rest in a safe spot, minimum).

Healing #

Momentary rest and a drink of water restore Grit but leaves you exposed.

Ability loss restoration requires a week’s rest facilitated by a healer or other appropriate expert.

Some services may be free, while more expedient or advanced means of recovery may come at a cost.

Defence #

While good at deflecting mundane weapon attacks (from knives and clubs, for instance), armour is poor protection against guns, especially those of a Gunslinger.

For mundane attacks, deduct Defence from damage rolls. Shields and similar armour only provide a defensive bonus when held or worn. DEF can’t exceed 3.

Guns fired by Gunslingers or harriers impact Grit directly, bypassing DEF.

Items (ie. leather cuffs and helmets) may provide additional benefits through use.

NPC Reactions #

When encountering an NPC whose reaction is not obvious, roll 2d6 and consult the following:

Reactions Table #

2d6 Reaction
2 Helpful
3-5 Talkative
6-8 Unsure
9-11 Unfriendly
12 Hostile

Additionally, you may roll for NPC motivations below.

What Do They Want? #

d10 Want Description
1 Food/Aid Hungry or injured, requiring help
2 Lead Want d20 Lead: a tax, a toll, tribute, tithe, or simple greed
3 Treasure Want items (equal to the number of Gunslingers)
4 Gun Want one of your guns
5 Territory Will defend their territory; want you to leave or justify passage
6 Info Want info about a rival faction, NPC, monster, landmark or locale
7 Help Require aid: retrieve an item, kill a monster, or clear an area
8 Trade Seek to trade (with high mark-up)
9 Mission Serve the strongest local force and seek to maintain that power
10 Direction Seek a guide or escort to a safe area

Morale #

Enemies roll a HRT save to avoid fleeing when taking their first casualty and again after losing half their number. Lone foes save at 0 Grit.

Morale uniquely affects your party (see The Order of Gunslingers, pg. 20).

Inventory #

  • You start with 12 inventory slots: a satchel with 8 slots, 1 slot for each hand, and 2 slots for upper body (belt, chest, or head).
  • Emptied, the satchel doubles as a sleeping bag.
  • Most items occupy 1 slot but hats and small items don’t occupy any.
  • Lead occupies 1 slot without a bandolier or similar accessory.
  • Bulky items occupy 2 slots and are awkward or difficult to carry.
  • Anyone with a full inventory is reduced to 0 Grit.
  • Your inventory dictates your maximum carry—carts, mules, horses, and hirelings increase slots.

Hirelings #

Hirelings aid expeditions. To create a hireling: roll 3d6 for ability scores, d6 for Grit and roll a simple weapon (d6); further flesh them out using the Gunslinger Creation tables (pg. 82).

While not Gunslingers, hirelings may Quest to join the Order.

Hirelings cost 1-3 Lead daily or a treasure share.

Wealth & Treasure #

The most valuable currency is ammunition, Lead.

Less common are gold pieces (gp), normally mixed with baser metals.

Treasure is highly valuable, usually bulky, and rarely useful. It can be a lure to exotic and even dangerous locations, often protected by intimidating foes.

Villages, strongholds, and ports of call barter and trade based on goods’ local rarity and value.

The Order of Gunslingers #

The Order #

If playing with 2 or more players, consider forming a Gunslinger Order, a fellowship offering strength in numbers.

Roll determining your Order’s name or choose one collaboratively.

d20 Order of…
1 The Fool
2 The Flag
3 The Rule
4 Mystery
5 The Bonfire
6 The Wagon
7 The Fist
8 The Mount
9 Coins
10 The Gun
11 The Gallows
12 The Clearing
13 Control
14 Old Scratch
15 The King
16 Etoi
17 Lun
18 Sol
19 The Judge
20 The Earth

The Errant #

One Order member is designated lead Gunslinger, the Errant—players should collaboratively choose the Errant. This could be the most experienced, oldest, or any other narratively sensible rationale.

The Errant focuses the Order, shepherding the group on their Quest. When the time comes, the Errant may need to choose between the Order and the Quest.

Some Gunslinger Orders eschew an Errant or work collectively on democratic principles.

Breaking the Order #

Even the strongest Gunslinger Order faces trials and adversity. If the unthinkable happens, the Order’s fellowship is tested.

When an Order member dies or loses their gun, the Errant rolls a successful HRT save or the Order is broken.

For Orders sans Errant, the highest HRT Gunslinger makes the save.

Fate is cruel to a broken Order. Hands quiver more often. Targets elude you more easily. The wind shifts at the last moment.

Members of a broken Order have a +2 penalty on Shoot Table rolls.

A broken Order is mended through unity and discovery, for example:

The Order…

  • … forges a new Gunslinger.
  • … defeats a major enemy.
  • … unveils a mysterious truth.
  • … saves a Gunslinger’s life.
  • … fulfils a Quest.

After a significant event, the Errant may attempt to re-forge the Order with an HRT save. Success restores the Order, removing the +2 penalty.

Some breaks, like from a sacrifice, cannot be mended. A new Order must be formed with at least two different members.

The Quest #

Drives a Gunslinger forward, the goal propelling them through The Drifted World. The Quest is not an adventure or a campaign but the Gunslinger’s life goal.

The Quest materialises during the Gunslinger’s forging, shaping their past, present, and future.

Quest ideas:

  • Locate and retrieve your elder’s guns.
  • Hunt your elder’s killer.
  • Restore your family’s honour.
  • Reach The Drifted World’s centre.
  • Slay the demon within you.
  • Defeat the eternal terror ruling the realm of dread.

Fulfilling your Quest is a major achievement, often coming at the end of a Gunslinger’s life, though one Quest may transition to a greater Quest or lead to an end to Gunslinging.

Your Quests may be secret, hidden from your Order, or written openly on your face. The strongest Gunslinger Orders have complimentary, or at least unopposed, Quests.

Situationally, Quests may clash or present a choice between their fulfilment and maintaining the Order’s fellowship. In extreme situations, this can lead to sacrifice. Collectively discuss these potentially contentious choices.

Sacrifice #

Your Quest’s goal is within reach, after lifetimes of searching. The resolution is almost at hand but your goal is slipping from your grasp. What final step would fulfil your life’s work? What would you sacrifice?

Sacrifice means something different to everyone, but simply: faced with two outcomes, you choose advancing your Quest at a cost to your Order.

This cost could be tangible (losing a gun or a Gunslinger dying) or abstract (betraying the Order’s trust or crossing a moral line).

Sacrifice can result in a permanently broken Order but can also lead to a major Quest revelation or even fulfilment. Be sure to discuss this collectively, especially if the activity involves another player.

Items and Equipment #

Artefact Guns #

Guns table #

Name Description Dmg Shots Range Qualities
Six shooter Heavy blue-steel with worn grips & flip-out cylinder d8 6 Short  
Twin six shooters - d8 12 (6x2) Short bulky, dual
Repeater Lever action repeating rifle with long stock d8 8 Medium bulky
Scattergun Long-barrelled side-by-side shotgun with short stock d8 2 Short bulky, blast
Rifle Long manual bolt-action rifle with open front sights d10 4 Long bulky

Armour #

Armour table #

Name Description Def Qualities
Thick furs Treated for weather and warmth with a deep hood 1 warm
Waxed cotton duster Dark brown full-length, waxed cotton coat 1  
Padded poncho Multi-colour quilted poncho with detachable hood and gloves 1 bulky
Reinforced leather jacket Reinforced with steel studs and woven plates 2 rare

Mundane Weapons #

Mundane weapons table #

Name Description Dmg Range Qualities
Bullwhip Single-tailed, braided leather, 15’; reaches targets in short range d4 - short reach
Chakram Steel circle with a sharpened outer edge and wrapped grip d6 Short dual
Cudgel Stout piece of wood d6 -  
Dagger Versatile blade with sweeping edge sharpened to a fine point d6 Short dual
Longbow Long, curved elm wood, tied with strong flax d10 Medium bulky
Machete Broad tapered blade with wrapped horn handle d6 -  
Sabre Elegant, cross-handled, curved, 1-handed d8 -  
Sledgehammer Heavy, two-handed reinforced oak shaft with a dense steel head d10 - bulky
Slingshot Folding, steel-framed wrist brace with resilient bands d6 Short rare
Spear Wood shaft fitted with sharp iron head for thrusting or throwing d6 Short bulky

Items #

Bandolier: Multi-pocketed belt slung over shoulder and chest; Lead takes up no slots when worn.

Compass (unreliable): Worn and weathered steel and glass magnetic compass. Inaccurate reading on a 5 or 6 on a d6.

First aid kit: Compact white tin kit with faded red cross. Contains antiseptic, bandages, plasters, and disposable gloves.

Gun care kit: Ancient tin box filled with cleaning rods, brass brushes, and repair tools.

Mouth harp (gewgaw): Delicate musical instrument with reed on a frame. Hold in the mouth and twang.

Lasso: 30’ rope tied into a sturdy loop, tightens when pulled secure.

Leather wrist cuffs: Sturdy bracelet protecting wearer’s wrists (+1 DEF).

Monocular: Compact, refracting, 8x magnification telescope, extendible and waterproof.

Multitool: Battered pocket hand tool with folding implements: knife, pliers, tin opener, screwdriver.

Paper: Extremely rare and valuable, symbol of wealth and opulence.

Rugged wheelchair: Strengthened and reinforced; dense tires, bumper, and anti-tip back—with saddlebags.

Sheath knife: Extremely sharp and strong fixed broad blade for bushcraft and general utility.

Steel-toed boots: Aged tough leather with steel reinforced toes added protection.

Items Table  
Name Qualities
Air bladder  
Bandanna small
Bandolier small
Bedroll  
Blanket  
Caltrops  
Cart (+4 slots) bulky
Chain (10’)  
Chalk small
Chisel  
Coffee rare, small
Compass (unreliable) rare, small
Cookware  
Crowbar  
Deck of cards rare, small
Dice small
Drill (manual)  
Face paint  
Fire oil  
First aid kit rare
Fishing line and hook  
Glass marbles small
Glue  
Grappling hook  
Grease  
Guitar rare
Gun care kit rare
Hammer  
Harmonica small
Horn  
Horse (+4 slots) rare
Hourglass  
Incense  
Mouth harp (gewgaw) rare
Ladder (10’) bulky
Lantern & oil  
Large trap  
Lasso  
Leather wrist cuffs +1 DEF
Lens small
Lockpicks small
Metal file  
Mirror small
Monocular rare
Mule (+6 slots) slow
Multitool rare
Net  
Oilskin bag  
Paper rare
Pick  
Pipe  
Pole (10’) bulky
Quill & ink  
Rations (3 days)  
Razor small
Rope (25’)  
Rugged wheelchair (+2 slots) rare
Sack  
Saw  
Sewing kit  
Sheath knife  
Shovel  
Soap small
Spectacles rare
Spiked boots  
Steel-toed boots rare
Tar  
Tent (2 person) bulky
Tinder box small
Tobacco small
Torch  
Wagon (+8 slots, slow) rare
Waterskin  
Wolfsbane  

Combat #

Attacking & Damage #

  • Gun attacks bypass Defence, directly reducing Grit.
  • Mundane attacks lower Grit, reduced by DEF.
  • Unarmed always does d4 damage.

Attack Modifiers #

Multiple attackers. Attackers targeting the same foe all roll damage dice, keeping the single best result.

Dual and 2-handed weapons. Attacking with two weapons or wielding a weapon two-handed grants damage advantage.

Diminished attacks. Attacks from a weak position (ie. through fog or while bound) are diminished (d4 damage).

Enhanced attacks. Attacks from an advantageous position (ie. against a helpless foe or via daring manoeuvre) are enhanced (d12 damage).

Blast #

  • Affects all targets in the noted area, rolling separately for each.
  • Covers explosions to cleaving onslaughts to a meteorite impact.
  • If unsure how many affected targets, roll the related damage die for a result.

Dire Strike #

Some weapons or enemies have special abilities that trigger when rolling max damage (ie. 10 on a d10 or 12 on 2d6).

The Warden can also decide the effect of a dire strike.

Rounds #

In a fight or when timing is helpful, rounds (~10 seconds in-game) track when something occurs and are comprised of turns.

Actions #

  • On their turn, characters can move within short range and act once (attack, move again, or other reasonable action).
  • Declare actions before rolling dice. For risky actions, roll a save.
  • All actions, attacks, and movements occur simultaneously.
  • The Warden telegraphs NPC actions.
  • Gunslingers act before opponents unless surprised, where they act first with a successful DEX save.
  • If facing off against another Gunslinger, see Duels (pg. 31).

Gunslinging #

The Guns of a Gunslinger #

A Gunslinger is nothing without their gun, mostly handed down from elder to child. In The Drifted World, firearms are exceedingly rare but a Gunslinger’s, called artefact guns or big iron, are even rarer and draw immediate attention.

Artefact guns stand apart from other firearms—in craftsmanship, materials, and effectiveness. Each is a relic, imbued with ancient magical essence (see Relics, pg. 47) and as magical weapons can hurt and kill those immune to mundane weapons.

Additionally, once daily in combat you can call upon the imbued essence, reinvigorating yourself and strengthening your resolve:

Steel Resolve. You draw resolve from the steel, channelling your will through your artefact gun. Regain your gun’s damage die in Grit with a successful HRT save (+1 Fatigue regardless of outcome).

When travelling between worlds, artefact guns retain their magical properties.

Unlike other firearms, an artefact gun is not guaranteed to hit. When attacking, roll on the Shoot table to determine if your aim is true. Non-Gunslingers roll with disadvantage.

Ammo and Reloading #

Guns have an ammo capacity (d4, d6, etc.). Track remaining shots with the appropriate die by starting at the highest number and reducing by 1 after every shot.

For guns with 2 shots, use a coin or token.

  • When no shots remain, reloading takes a turn.
  • All reloads cost 1 Lead.

Shooting #

Guns are unpredictable, even in an experienced Gunslinger’s hands. When firing in the heat of combat, roll on the Shoot Table.

As a Gunslinger, fellowship’s bonds influence how true your aim is or how cruel fates are.

Distance and Range table #

Distance and Range    
Range Distance Weapons
Close Smell someone’s breath Melee weapons
Short In the same room or across the road Revolvers and thrown weapons
Medium The next hill over Long rifles and hunting bows
Long Across the valley High-powered rifles

Shoot Table #

2d6 Result
2-3 Maximum damage
4-6 Hit
7-9 Graze (d4 damage)
10-11 Miss
12 Roll on the Misfire table

Misfire Table #

2d6 Misfire Result 2d6
2-3 Click Nothing happens 2-3
4-6 Duff load -1 Lead 4-6
7-9 Jammed Action to clear 7-9
10-11 Damaged Inoperable until repair 10-11
12 Explodes Weapon damage, gun is ruined 12

A damaged gun is repaired with a gun care kit but ruined guns require Gunsmithing.

Quick Draw #

All Gunslingers have the following special ability, usable at any time but at the cost of +1 Fatigue:

Quick Draw: Quicker than the eye, smoothly draw and fire in one motion.

Special Attacks #

Over time, Gunslingers attain expert proficiency with their guns, gaining the ability to perform special attacks unique to each gun type.

Each of these attacks takes a toll (+1 Fatigue) and only requires one roll on the Shoot Table.

Twin six shooters. **Two and Two **: Fire each gun twice (damage advantage against 2 different targets).

Six shooter. **Fan the Hammer **: Use both hands to rapidly fire all six shots (blast damage against up to 6 targets).

Repeater. **Cry Pardon **: Rapidly fire three shots (blast damage to 3 targets).

Scattergun. **Give it Both Barrels **: Fire both shots simultaneously (double damage blast attack).

Dire strike: +d8 damage.

Rifle. **Dead Eye **: Steady, called shot (successful attack deals max damage).

Dire strike: d6 STR damage.

Duels #

High risk/high reward duels are a tradition for testing one’s mettle against another Gunslinger, whether from an opposed Order or a disgraced harrier, but never entered into lightly.

Contesting who draws and fires first, each side rolls a HRT save (a Gunslinger does not kill with their gun but kills with their heart):

  • If one side fails, winner hits.
  • If both fail, both shots hit.
  • If both succeed, the lowest roll hits (highest HRT hits in a tie).

Duels directly damage STR, bypassing Grit, and trigger a critical damage save.

Rolling a 1 deals maximum damage.

When two groups face off, the Errant (or lead Gunslinger) makes the group’s HRT save.

Gunsmithing #

Scattered around The Drifted World, tucked away in isolated enclaves or behind fortress walls, are gunsmiths, experts who repair, modify, or even forge new artefact guns.

These rare individuals keep a low profile and their work commands a king’s ransom.

Repair #

For a price, and with the right components, a gunsmith can repair a damaged or ruined gun and may also sell gun care kits.

Modify #

For a steep price or heavy favour, a gunsmith can modify artefact guns to upgrade certain characteristics.

Expanded Cartridge (rifle). Allows for a higher shot capacity but reduces damage.

Mare’s Leg (repeater). Trimming the barrel and stock reduces weight.

Quick Load (six shooter). Allows faster reloads (reload and fire in one action) but reduces damage.

Sawed-Off (scattergun). Trimming the barrel and stock reduces weight.

Forge #

Only the most skilled even attempt forging new artefact guns; the ritual process is intensive, dangerous, and requires inordinate knowledge and experience.

One (or more) of the following is required:

  • Gun schematic
  • A block of pure blue-grey iron
  • A block of pure rosewood, sandalwood, or ironwood
  • Incantation for the ritual of binding

Gun modifications table #

Gun Modifications Table          
Gun Mod Dmg Shots Range Qualities
Six shooter Quick Load d6 6 Short reload
Repeater Mare’s Leg d8 8 Medium  
Scattergun Sawed-Off d8 2 Short blast
Rifle Expanded Cartridge d8 6 Long bulky

Critical Damage #

  • Once reduced to 0 Grit, additional damage reduces STR and triggers critical damage.
  • Roll under STR to avoid critical damage.
  • Critical damage: incapacitated apart from crawling weakly, grasping for life. Stabilise with aid and rest. Die within an hour if left untreated.
  • Certain enemies’ special abilities trigger when their target fails a critical damage save.

Ability Score Loss #

  • At 0 STR, you die.
  • At 0 DEX, you are immobilised.
  • At 0 HRT, you are delirious.
  • 0 DEX and HRT is incapacitating until restored through extended rest or extraordinary means.

Poison #

Some monsters and environmental hazards inflict poison. Being poisoned adds poison (1 slot) to your inventory. Lose 1d4 STR daily.

Cured by specialised healing or specific items.

Death #

All Gunslingers eventually reach the clearing at the end of the path but not all deaths are final. After all, death is but another door.

If your Gunslinger dies and steps off the path into the clearing, you may choose to create a new character or take control of a hireling.

As a Gunslinger’s death is a terrible thing, the Errant rolls a HRT save to keep the Order together (see Breaking the Order, pg. 22).

Detachments #

Large groups of similar combatants fighting together are a single detachment.

When dealt critical damage, a detachment is routed or significantly weakened. At 0 STR, it is destroyed.

  • Individual’s (non-blast) attacks against detachments are diminished.
  • Detachments’ attacks against individuals deal enhanced blast damage.

Retreat #

Fleeing a dire situation requires a successful DEX save and a safe destination.

Scars #

An attack reducing your Grit to exactly 0 uniquely impacts you, often irrevocably. Reference the damage taken on the table below:

Scars table #

Dmg Result
1 Scarred: Roll d6, 1: Neck, 2: Hands, 3: Eye, 4: Chest, 5: Legs, 6: Ear. Roll d6. If it exceeds your max Grit, take the new result.
2 Rattled: You’re disoriented and shaken. Describe re-focusing. Roll d6. If the total exceeds your max Grit, take the new result.
3 Concussed: Deprived until you rest. Then, add d6 to your max Grit.
4 Broken: You take a spill and break something. Roll d6 | 1-2: Leg, 3-4: Arm, 5: Rib, 6: Skull. Lose d4 DEX. Recovery requires extended rest and healing. Once mended, roll 2d6. If higher than your max Grit, take the new result.
5 Bloodied: You’ve lost a lot of blood. Lose d4 STR. After extended resting and healing, roll 2d6. If the total is higher than your max Grit, take the new result.
6 Touched: You glimpse a vision of another world, another time. Learn the nearest slip door’s location.
7 Beckoned: Someone reaches out from another world, visiting your dreams. Resting no longer clears Fatigue and you must Quest to locate them.
8 Forewarned: You see a vision of your death. Make a HRT save. If successful, gain 1d4 max HRT.
9 Fractured: You’re flooded with memories from another life. Make a HRT save or undertake a ritual to align these realities within a month or go mad.
10 Maimed: An eye or limb is severed, destroyed, or rendered useless (Warden’s choice). Then, with a successful HRT save, gain d6 max HRT.
11 Haunted: You glimpse the clearing at the end of the path. A cloaked figure stares back, walking slowly towards you. Roll a HRT save against the figure haunting you; a ritual is required to confront and dispel this apparition.
12 Doomed: You near the clearing at the end of the path, but survive… somehow. If you fail your next critical damage save, you die. Otherwise, the experience imparts a greater understanding of your Quest.

Combat Example #

Rebecca (Amy) and Gred (Ralph) enter the deserted village, guns drawn (six shooter [Rebecca] and scattergun [Gred] respectively).

Amy: Rebecca scans the left side of the street for any movement.

Ralph: And Gred watches the right.

Warden: A thug pops out on the left, dagger raised to throw, but you alertly clock him.

Amy: I fire! (Rolls 2d6 on the Shoot table getting 10: a miss!)

Warden: Bad luck! 5 shots left. (Amy changes her d6 ammo counter to 5.)

Warden: The thug throws the dagger at Rebecca.

The Warden rolls d6 for damage (5) but Rebecca’s waxed cotton duster (1 DEF) reduces it to 4. Rebecca reduces her Grit (-4), leaving 2.

Amy: Ouch! I clear my mind, slow my breathing, focus and fire again. (Rolls 2d6 for 7: a grazing hit, doing diminished damage for 2.)

Warden: OK, there’s a round in his shoulder but he’s still coming. Gred, another two pop out on the right.

Ralph: I grit my teeth and fire! (Rolls and gets 5: a solid hit. As he only gets 2 shots before reloading, he flips a token.)

Warden: Nice shot! You hit both!

Gred’s scattergun does blast damage so Ralph rolls damage for each thug. Two 7s! Both have 6 Grit, taking it under 0 and carrying over into STR, reducing it to 9.

Warden: Both are staggered from the force and pretty badly hurt. (For both thugs, rolls a d20 for a critical damage save aiming for 9 or under [their current STR]. The first [6] succeeds and remains standing. The other [10], fails.)

Warden: The first thug grits his teeth in pain but still stands. The second collapses, dead.

Ralph: Yes!

Warden: The remaining thug, seeing his friend die, feels fear run up his spine. (Rolls the thug’s morale check with disadvantage as they are a coward. The Warden rolls [6, 19] on the HRT save and takes the higher roll, a failure as the thug’s HRT is only 8.)

Warden: His courage breaks and he flees screaming.

Amy: Yes, nice one, Gred!

Warden: A figure in a long duster steps from the shadows, black hat pulled low, hand on a revolver on their belt. They tip their hat, sneering.

Amy: Malachai! Finally decided to crawl out of that hole?

Warden: The figure smiles and says, “The clearing awaits Rebecca. Soon you’ll join your beloved there.”

Amy: Rebecca drops a hand to her six shooter and screams “Fill your hand, you sonuvabitch!”

The Warden prepares for a Gunslinger duel between Rebecca and Malachai; both sides make a HRT save.

Amy rolls a d20 and gets 10, a success against her 13 HRT.

Amy: Yes!

The Warden rolls for Malachai and gets 14, a failure against their 10 HRT. Rebecca wins, drawing first.

Warden: Quick as lightning, you pull your six shooter and blast a hole in Malachai filling the town with the sound of thunder.

Amy deals 5 damage.

Warden: Since it’s a duel, this damage hits Malachai’s STR directly and triggers critical damage.

Malachai’s STR is reduced to 7 (12-5). The Warden rolls a d20 for the critical damage save, and rolls a 12, failure!

Warden: Malachai clutches the gaping hole in their chest and collapses, dead.

Amy: Rebecca doffs her hat and nods to the smoking corpse. “You have forgotten the face of your elder, Malachai.”

Ralph: Let’s rest up for a moment. Rebecca looks pretty winded.

(Amy nods.)

Warden: Now that the fight’s over, you have a breather, collect yourselves, and sip from your canteens, restoring Grit.

Amy updates her sheet and changes her ammo d6 to 4.

Ralph: Let’s keep going!

Wilderness Exploration #

Survival #

The lands of The Drifted World are treacherous and unpredictable, veering from bleached desert to frozen mountain.

You must rest and consume rations (food and water) during standard exploration but, when wandering The Drifted World, extreme conditions take particular toll on unprepared Gunslingers.

In extreme heat, ration use is doubled as you require more water.

In extreme cold, without warm clothing or rest within a warm shelter, Fatigue cost is doubled.

Hex Crawling #

  • Each hex represents 6 miles.
  • An adventuring day is 6 phases, split into 4 hour chunks.
  • 2 phases (8 hours) must be spent sleeping to avoid deprivation.

Phases follow this sequence:

  1. Action: Choose exploration action.
  2. Event Roll: The Warden rolls the event die.
  3. Resolution: Resolve action and event rolls.

Exploration Actions #

The party chooses one of the following each phase:

  1. Travel: Traverse into adjacent hex.
  • On roads, 2 hexes (3 if mounted; slow mounts negate this bonus).
  • Off-road, 1 hex (roll d6: lost on 5-6; in difficult terrain, lost on 4-6 unless hunter in Order).
  • If lost, players must spend the next phase “searching” to reorient; roll d6, assigning a number to each current hex side; move 1 hex in that direction.
  1. Explore: Seek noteworthy features.
  • Discover the hex’s main location (roll d6: 1-4).
  • Difficult terrain reduces this to 1-3, unless hunter in Order.
  1. Search: Locate something previously encountered.
  • Roll d6: 1-5; difficult terrain 1-4, unless hunter, sorcerer, or stranger in Order.
  1. Interact: Stay in current location (ie. exploring dungeon, town, etc.).

  2. Camp: Rest and/or sleep.
  3. Forage: Hunt, fish or forage for food.
  • Roll d6: 1-3; hunter, sorcerer, or stranger in Order increases to 1-4.

Event Roll #

The Warden rolls d6 and consults the location-appropriate table.

  1. Encounter: Roll on table below.
  2. Sign: Clue, spoor, or indication of nearby encounter, locality, hidden feature, or information about a nearby hex.
  3. Locality: Shifts in weather, terrain, or other local changes.
  4. Expiration: Exhaustion (camp next phase or +1 Fatigue), hunger (eat ration or +1 Fatigue), or expend another resource.
  5. Extreme conditions increases Fatigue to +2.
  6. Discovery: Discover something useful (food, treasure, or other resources).
  7. Hidden feature: Discover the hex’s main feature or choose/roll unique hex feature (ie. small dungeons, secret areas, factions, etc.).

Wilderness encounters table #

d6 Terrain or Location
1 Bleached desert
2 Windshorn mountain
3 Gnarled wildwood
4 Irradiated sprawl
5 Forsaken hamlet
6 Consumed station

Wilderness Encounters

Bleached desert encounters table #

d6 Bleached desert
1 Lone, sun-scorched traveller in tattered clothing.
2 Cracked ground collapses, revealing a shallow mass grave.
3 Long-abandoned way station, ancient tram crumbling to rust.
4 Broken sands shift as a giant barbed kulworm bursts forth.
5 Whispers from the dark; a vampire sleeps in a cave beneath the sand.
6 Starving mule staggers across broken sand, rider slumped over the saddle.

Windshorn mountain encounters table #

d6 Windshorn mountain
1 Local duo dug into reinforced foxhole with visibility across the mountain.
2 A circle of standing stones, imbued with a banshee’s touch.
3 Half-crazed, emaciated, blood-drenched traveller carrying a severed leg.
4 A monstrous beast’s ear-splitting roar echoes across the mountain.
5 Survivors holed up in a ruined communications outpost.
6 Roost of the Wayward Third, bones strewn on jagged path to barren cave.

Gnarled wildwood encounters table #

d6 Gnarled wildwood
1 Broken-down wooden vardo caravan, rooted by wild growths, with a light burning in the window.
2 Beasts of the woods gather fruit and meat in offering to a gnarled tree vibrating at high frequencies.
3 Soothing, calm voice calls out from a deep pit’s bottom.
4 Crude, worn stone altar scattered with a circle of broken skeletal remains.
5 Eerie violet light spills from a misshapen tree’s core, burning exposed skin.
6 Hideous broken deer with 8 spiked legs scuttles from dense brush (spideer).

Irradiated sprawl encounters table #

d6 Irradiated sprawl
1 Hive of dormant meatkids stacked in bizarre formations.
2 Giant spider with a child’s face skitters across rooftops.
3 Parade of mutants in shredded and stained theme park mascot costumes.
4 Travellers decaying remains, faces grotesquely contorted in hideous rictus.
5 Lone child in white clothing, head shaved and floating 6’ off the ground.
6 Greykin leading a clutch of thugs retelling ghost stories around a campfire.

Forsaken hamlet encounters table #

d6 Forsaken hamlet
1 Mutated cows drink from corrupted pond teeming with lobstrosts.
2 Demon in a man’s skin worshipped by desperate residents.
3 Villagers besieged by marauding greykin led by a harrier.
4 Gouts of fire spew as a grinding, rust-riven oil derrick burns endlessly.
5 Pack of bestials chop irregular meat hanging from rusted hooks.
6 Screams from a crumbling shack woven with howls of bone-chilling laughter.

Consumed station encounters table #

d6 Consumed station
1 Grotesque dog-squid hybrid’s charred remains, clawed tentacles reaching.
2 Glass-eyed serfbot patrols erratically, trailing infested fluid.
3 Reinforced walls bulge containing uncontrollably expanding enormous, pulsating pink flesh sacks.
4 Broken and mangled form hangs suspended from the ceiling, crackling wires leading from weeping electrodes.
5 Twisted figure lies dormant in observation module, barbed demonic form fused to their chest like a parasitic twin.
6 Knowledge centre and voice modulator hurls insults from an advanced transport system’s psychotic AI.

Other Worlds #

Traversing #

The Drifted World endures on fringes of the known realms, though links and portals between existing worlds, such as slip doors and magical gateways, persist.

Slip doors #

Free-standing doorways leading to other worlds, times, or places. Like much in The Drifted World, their true origin was lost when the world moved on, but the wise folk believe they’re an arcane amalgam of science and magic.

When closed, most appear like mundane wooden doors constructed from rarer materials like rosewood or ironwood. Typically, an (often cryptic or obscured) engraving or carving indicates where it leads.

When open, allow passage from either side but most are one-way and disappear once closed at the destination.

Thanks to the magic imbued in their artefact guns, Gunslingers are able to see and open slip doors which are invisible to most.

Magical gateways #

Unlike fairly stable and reliable slip doors, The Drifted World’s magical gateways are dangerous and unpredictable, often activated by ritual.

Being imbued with old magic, they often house spirits or demons.

Hazards #

Chaos Slip #

A tear in The Drifted World’s fabric, bleeding into a realm beyond reality. Operate on slip doors’ principles but several orders of magnitude more dangerous and chaotic.

Emitting ear-shattering shrieks that repel and attract those close enough to hear them: STR save against temporarily hearing loss and HRT save against moving closer.

Hideous black tentacles burst forth, to envelop then dismember any within short range.

The Red Right Hand #

Spoken of in hushed tones amongst prentices as a boggart-man, said to be an immortal Gunslinger with white hair, red eyes, a brown coat, and missing two fingers on his right hand.

Stalks The Drifted World, killing every Gunslinger he meets.

The Eater Outside #

Something slithers through the spaces between worlds, consuming and growing, out of focus of mundane existence: the Eater Outside, a colossal entity incrementally eroding structures of reality. Wise folk say one day the Eater will topple the wheel, sending all worlds spinning into the void.

Rarely discerns individual life, though some activities (ie. catastrophic ritual failure) may draw unprecedented and obliterative attention.

Travelling outside The Drifted World: #

  • Artefact guns maintain their magical properties.
  • Lead is even rarer but certain worlds contain suitable alternative ammunition.
  • A Revalc Box is useful for Gunslingers, converting gold (gp) into Lead.

Travelling into The Drifted World: #

  • Magic behaves unpredictably, often with disastrous results (see Lost Magic Table, pg. 47).
  • Gold coins have little value in smaller settlements but great value in cities.

Magic #

Organised and written magic in spellbooks no longer exists. In The Drifted World, magic is an obscure, largely lost discipline but places of great energies remain spread across worlds known and unknown.

Lost Magic #

Other worlds’ magic operates unpredictably in The Drifted World, often disastrously or monstrously. Some spirits or demons feed on and seek this magic.

When casting another world’s magic in The Drifted World roll on the table below.

Lost magic table #

Result 2d6
Success 2-3
Mostly succeeds with unintended effect 4-6
Fails 7-9
Fails with unintended effect 10-11
A chaos slip tears open 12

Unintended effects depend on the spell’s nature and caster’s intent, including:

  • Reversed intent
  • Magnified impact (range, number of targets, damage)
  • Spell reflected
  • Summoned demon or spirit

Relics #

Extremely rare items retaining magical or technological power beyond current understanding. Generally with limited use and a recharge condition; use does not cause Fatigue. For example:

Eye of Woden, 1 charge. Crystalline orb with a brilliant red flaw. Glimpses into a chosen world. Recharge: Bathe it in a god’s tears.

Grow Bag, 3 charges. Simple worn leather bag with a polished stone closure, whose depths can manifest a shining gold coin. Recharge: Grant succour to someone in need without desire for reward.

Revalc Box, 1 use daily. Small, unadorned ironwood box with a brass latch. Converts 19 gp into 1 Lead.

Rituals #

Most Drifted World magic is performed through rituals, ceremonies and incantations whispered from one dark practitioner to another, broken and twisted through repetition, true meanings and origins lost.

No two are identical but all represent a tangible threat to those in proximity.

Rituals require a suitable location, steeped in old magic or significance, such as standing stones, graveyards, temples, or churches.

There are (normally) four ritual components: Intent, Cost, Result, and Aftermath.

Intent. What is the desired outcome? For instance:

  • Cleanse the body or spirit.
  • Speak with the dead.
  • Consult an oracle.
  • Reach across worlds.

The more complex the intent, the higher the cost and ritual difficulty.

Cost. What is the outcome’s price? What is exchanged, manifesting your intent? This can be physical, spiritual, or metaphorical, including:

  • A drop of blood
  • A burned offering
  • A painful secret, long locked away
  • A piece of your soul

Result. What does the outcome look like? Was the attempt successful?

The Gunslinger undertaking the Ritual pays the cost and seeks inside themselves for the outcome. HRT save to initiate the ritual.

On success, roll 3d6 on the Rituals table (next page). Failure: temporary loss of d6 HRT but the cost is not collected.

As with everything, fellowship’s bonds strengthen an Order. If undertaking a group ritual, the HRT save has advantage.

Success: roll 3d6 on the Rituals Table. Failure threatens the Order’s fellowship (see Breaking the Order, pg. 22).

For an especially complex or difficult intention, roll with +2 on the Rituals Table (+4 if nearly impossible).

Rituals table #

Result 3d6
Favour and boon; the Great Turtle smiles upon you 3
Favour 4-6
Favour with complication 7-9
Complication 10-11
Sorrow 12-14
Sorrow with complication 15-17
You draw the Eater Outside’s ire; critical damage save or be torn from this world 18
  • Favour is largely positive, representing a successful ritual.
  • Sorrow is largely negative, representing a failed ritual.
  • A complication adds an extra obstacle or development.

The ritual’s intent influences the favour or sorrow’s form. For instance, if seeking to confront an apparition haunting you, favour makes peace with it and sorrow could increase its aggression or drag it into your world.

Aftermath. How are those involved changed? Whose attention is drawn, in this world or others? How has the ritual impacted the Order’s fellowship?

Beast Companions #

The Gunslinger’s call transcends humanity. Other beings may join your Order and aid in your Quest, including rare beasts whose Gunslinger nature is immediately recognisable.

A beast companion bonds to one Order member, forging a lifelong friendship and empathic link.

Training #

Newly-bonded beast companions are still wild, though Gunslingers at heart. Their bonded Gunslinger may train them to strengthen the bond and improve combat effectiveness.

Training requires a week’s daily practice. Afterwards, the Gunslinger makes a HRT save to test success. Easily trained beasts grant advantage on the save.

Combat #

Trained beast companions gain the following benefits:

  • +1d6 Grit
  • Attack any target on command
  • Advantage on Morale saves

Untrained companions only attack their bonded Gunslinger’s target and make a standard Morale check at 0 Grit.

Death #

As with any Order member, a beast companion’s death tests fellowship. Even if the Errant weathers the hardship, the bonded Gunslinger feels their loss acutely. HRT save or forever lose d4 HRT from heartbreak.

Types of Beast Companions #

Bumbler #

3 Grit, 8 STR, 12 DEX, 14 HRT, claws (d4)

  • Tough, squat, tenacious dog-raccoon hybrid; attuned to detect agents of chaos.
  • Easily trained.
Dog #

3 Grit, 8 STR, 8 DEX, 12 HRT, bite (d4)

  • Fiercely loyal and dependable. Larger breeds +d4 STR, smaller +d4 DEX.
  • Easily trained.
Feral cat #

2 Grit, 8 STR, 12 DEX, 10 HRT, claws (d4)

  • Natural killer, not to be underestimated; clever and agile.
  • Difficult to train.
Hawk #

2 Grit, 8 STR, 15 DEX, 8 HRT, talons (d4)

  • Said to be God’s Gunslinger; ferocious and deadly but fragile with superb sight.
  • Difficult to train.
Mongoose #

2 Grit, 8 STR, 14 DEX, 8 HRT, bite (d4)

  • Incredibly agile and poison-resistant.
  • Difficult to train.
Wolf #

4 Grit, 10 STR, 10 DEX, 9 HRT, bite (d6)

  • Slow to bond but a natural killer.
  • Difficult to train.

Solo Play #

Introduction #

Solo play consists of one player acting as both Warden and Gunslinger.

At moments of choice or conflict, when the Warden would normally facilitate the outcome, consider consulting the provided Oracle (or substitute tarot cards, system from another TTRPG, a mobile app, etc.)

The below tables offer a way to interpret random rolls and Major Arcana tarot cards to determine a choice or action’s consequences.

Journalling #

Chronicle your journey in a journal or diary. Be as brief or descriptive as you like—this is your Gunslinger’s tale whose full details are lost in shifting time and space.

Favour or Sorrow #

If an outcome is unclear, query the Oracle. For a simple “yes or no” (“Does the outlaw see me?”) or straight-forward check (“Can I convince the seer to help me?”), roll 2d6 on the Favour or Sorrow table.

  • Favour is broadly positive
  • Sorrow is broadly negative.
  • A complication adds an extra obstacle or development to the outcome.

For instance, you convince the seer to help you but they demand one of your rations in exchange.

Favour or sorrow table #

Result 2d6
Favour 2
Favour with complication 3-6
Complication 7
Sorrow 8-11
Sorrow with complication 12

Reading the Cards #

For more complicated questions, or for more nuanced interactions, consult the cards.

First, gather your will and determine your focus. Narrow it to a singular emotion and concentrate on the Major Arcana’s 22 cards. One card name reveals itself.

Roll d10 on the Focus table and d8 on the Emotion table, before manifesting your Card: roll a d20 on the Major Arcana table or draw from a tarot deck.

Reflect upon the resulting phrase and turn it over in your mind. Focus your emotion on the name of the card. Your answer soon takes shape.

Focus table #

d10 Focus
1 Observe
2 Aim
3 Craft
4 Greet
5 Shoot
6 Traverse
7 Kill
8 Mediate
9 Grieve
10 Protect

Emotion table #

d8 Emotion
1 Wondrous
2 Hopeful
3 Contemplative
4 Melancholy
5 Crestfallen
6 Forlorn
7 Wrathful
8 Bleak

For instance, Amy wants to investigate a decaying colossus staggering around crumbling ruins. She rolls 3 dice: d10 for Focus (4: Greet), d8 for Emotion (5: Crestfallen), and d20 for Arcana (12: Death).

This gives her Greet Crestfallen Death. She interprets this as a sign to avoid the colossus as it would surely lead to her demise.

Major arcana table #

d20 Major Arcana
1 The Fool
2 The Magician / High Priestess
3 The Empress / Emperor
4 The Hierophant
5 The Lovers
6 The Chariot
7 Strength
8 The Hermit
9 Wheel of Fortune
10 Justice
11 The Hanged Man
12 Death
13 Temperance
14 The Devil
15 The Tower
16 The Star
17 The Moon
18 The Sun
19 Judgement
20 The World

Adventure: Swampwater Shootout #

Introduction #

Intended to introduce new players to The Drifted World, Gunslinger combat, and duels.

Enemy stat blocks in the bestiary are bolded and underlined (thug).

Background #

The unthinkable has happened: Severn Stephens, a former ally and Order member betrayed and killed Isaac, your leader and steadfast friend. You’ve hunted the traitor for weeks, tracking him and his ragtag posse to a ramshackle village, Swampwater, on the edge of the bleached desert.

  • Before the killing, Severn sought Francis, his father’s killer.
  • Severn fled after killing Isaac, leaving his artefact gun behind (the Order may have this gun).
  • Lancaster is a local harrier (fallen Gunslinger) with a history of run-ins with Severn.

A. Ramshackle village #

Hastily constructed, now decaying and largely abandoned. Half submerged in a foetid swamp. Gouts of fire spew from a rust-riven oil derrick, filling the air with acrid smoke.

  • Ancient churning oil derrick screams and grinds
  • Buildings rotten and crumbling, some visible movement
  • Crumbling saloon across the square from the derrick
  • Stilt shack at swamp’s centre at the village edge

Oil derrick. Centuries old, filthy, weather-beaten and battered, air shimmering around the flame.

Rotten buildings. Shacks, some just a wooden frame. Hunched forms hide behind debris, peering out if they hear noise.

Crumbling saloon. One door missing and the other hanging from the hinge, sounds of movement inside.

Swamp shack. Hardier shack elevated above the swamp’s centre.

Encounters #

Hirelings. Two scruffy hirelings (thugs) ordered to ambush the group if spotted (by derrick or in saloon).

  • Roda: driven, lanky, road-worn clothing, cudgel (d6)
  • Louis: boisterous, stout, tattered clothing, spear (d6, 30’)
  • Flee to the swamp shack if one is killed or morale breaks

B. Crumbling saloon #

Patchwork walls and ceiling. Sparse tables spread over a grimy floor. Rancid earthy smell, mould and stale beer.

  • Rusted robot wipes the bar
  • Three rotting tables with mismatched chairs
  • Grey fungus and sickly moss
  • Doorway behind the bar leads to storage

Rusted robot. Crude humanoid shape, fungus growing up its arm. Moves erratically, wiping the bartop, sending fungal spores drifting.

Grey fungus. Common, mostly harmless but collects in the lungs with exposure.

Exits #
  • Overgrown storage room (rear)
Encounters #

Robot bartender. Greets the Order if approached and asks in a tinny voice: “Howdy, what can I getcha?”

  • Ignores responses and repeats the question in a loop; returns to wiping the bar.
  • If anyone speaks the command phrase (overgrown storage room), the loop breaks and it answers basic questions (recent activity, Swampwater residents).
  • Defends itself if attacked (serfbot).

C. Overgrown storage room #

A mess of broken barrels, torn sacks, and rotting grain. Exposed to the elements as the exterior door is missing; weeds and fungus grow wild, blown in from the swamp.

  • Smell of must and oily smoke
  • Broken and rotting barrels
  • Shelves picked clean

Barrels. Picked over, but drag marks show recent activity (Severn’s posse dragged barrels to the swamp shack).

Shelves. Dusty and empty. Three words carved crudely into the surface almost obscured by dust: Glove Corrode Crawlers (serfbot’s command phrase).

Exits #
  • Outside (ramshackle village)
  • Into the crumbling saloon (front)

D. Foetid swamp #

Waist-high water stained with tainted oil. Surface still, save for a herd of grotesquely mutated cows, sending ripples as they drink. A shack sits atop stilts in the centre.

  • Shack sits about 8’ off the surface

Swamp shack. Recently repaired, with fresh boards and shuttered windows.

Mutated cows. Drink from corrupted swamp, swollen eyes dull with sickness. Twisted limbs and pulsating tumours weep through patchwork hide. Little viable meat, occasionally used as work animals.

Encounters #

Squat, heavily-armoured spiked creature, somewhere between a lobster and a crab (lobstrost), emerges from the black swamp and slashes a cow’s throat with enormous elongated pincers, killing and dragging it under water and out of sight.

E. Outside the shack #

From below, the shack looks well used, freshly repaired with reinforced boards but with ugly bloodstains splashed onto the wooden stilts.

  • Rickety platform attached by pulleys and ropes; nothing useful hangs within reach
  • Barricaded door of patchwork wood

Rickety platform. Lowerable walkway, currently raise. Climbing difficult and time-consuming. Dented tins hang from the platform.

Dented tins. Strung from thin wire, fixed two stilts. Crude alarm.

Bloodstains. Recent upward spatters as if something violently attacked from the swamp.

Barricaded door. Reinforced by bits of furniture and thick iron nails. Sliding peep-hole closed from the other side.

Boarded up windows. Glass missing, boarded from the inside. Small gaps allow glimpses into the front room.

Encounters #

Alarm trap. Trip wire tied to rattling cans; alerts the shack’s residents and attracts creatures.

  • d4 lobstrosts emerge and attack. Dense shells dull purple and grey, protruding spikes and vicious pincers coated in a vile green discharge.

F. Filthy front room #

Dingy room scattered with broken furniture, reeks of farts and filth, cheap liquor and blood. Four stained bedrolls surround a soot-covered stove.

  • Two road-worn figures sit on the floor with backs against, rolling dice and drinking from tins
  • Closed door opposite entrance, barricaded with boards and stacked furniture

Road-worn figures. Nervous, filthy. On edge and awaiting trouble. Severn’s posse.

  • Susannah (she/her, human thug): arrogant, slim, bloodstained clothing, machete (d8)
  • Oswald (he/him, bestial): brawny vulture-headed humanoid, scarred and with black eyes; cold, old-fashioned clothing, sabre (d8)
Exits #

Closed door. Reinforced with iron bands, peppered with bullet holes, barred by heavy boards. Barricaded by stacks of furniture.

Encounters #

If alerted, Susannah (thug) and Oswald (bestial) wait, weapons drawn.

  • As long as Oswald is alive, Susannah won’t have disadvantage on morale checks; if he dies, she flees.

G. Barricaded back room #

Acrid smell of rot heavy in the air. A rusted bed frame sits at the centre, all windows boarded up.

  • Slumped, blood-stained figure sits on the bed:

Severn Stephens. Mid 30s, slim, deathly pale and drawn, wavy black hair, crooked nose, and shining eyes Speaks eloquently, humble yet single-minded.

Hand on holstered revolver, though out of instinct, not aggression.

Encounters #

Severn. Waits for the Gunslingers, dying from a gutshot.

Knew the Order was coming

  • Why he betrayed Isaac: “I finally found the one that killed my da [Francis] but Isaac wouldn’t let me go after him. The Order came first, he said.”
  • Found and killed his da’s killer, catching a bullet for his trouble; his posse turned on him and now wait to deliver Severn to Lancaster, currently en route to Swampwater
  • Requests a Gunslinger’s death: “I want to enter the clearing at the end of the path with a gun in my hand.”

The Shootout #

Two possible scenarios for confronting Severn are a Gunslinger duel against an Order member or for Severn to join the Gunslingers in a final showdown with Lancaster.

Gunslinger Duel #

Duel with Severn. Challenges the Errant. Fights with a revolver (d6/6 shots).

Severn Stephens #

9 Grit, 1 DEF, 10 STR, 11 DEX, 13 HRT, revolver (d6)

  • Disgraced Gunslinger.
  • Though mortally wounded, still a deadly killer with a Gunslinger’s instinct; +2 Shoot table penalty.
  • Carries 2 Lead

Showdown with Lancaster #

Shortly after the initial confrontation with Severn, Lancaster (harrier) arrives with 2 hirelings to collect Severn, dead or alive.

Lancaster. Lanky, drawn skin, blonde hair, chiselled face, and menacing eyes. Scattergun (d8/2 shots). Speaks precisely; aggressive and focused.

  • Severn’s posse sold him out
  • Lancaster’s here to take Severn back to her crime lord boss, pleased at the added bonus of more Gunslingers

Hirelings. Flamboyant clothing, torn and dusty. Faces misshapen and warped as if they don’t properly fit their skulls (greykin).

  • Lancaster (harrier)
  • Greykin x 2
  • If morale is broken, Lancaster bargains and the greykin flee

Treasure. Along with the scattergun, Lancaster carries 4 Lead and a bandolier.

Excursion Generator #

Use when playing solo or as a Warden to generate an adventure or campaign.

All objectives and encounter locations are set in The Drifted World.

  1. Roll d6 on the Locations table to determine the excursion type and size. Excursions vary in size but all have at least 10 areas.

Depending on excursion type, roll an extra die determining the total area. Note your excursion size.

  1. Roll d6 on your location’s Objectives table (next page).
  2. Roll d12 on the Encounters table (pg. 64) in each new area.
  3. When first interacting with an NPC or monster, roll 2d6 for NPC Reaction (pg. 64).
  4. For more dynamic combat, roll 2d6 on the Enemy Actions table (pg. 64) for enemy tactics.

Some enemies fight to the death (like undead) but most flee if their lives are at risk.

  1. Clear an area and reduce excursion size by 1. At 1, roll d6 on Resolution ** (pg. 64), reaching your **objective, finding a clue, or encountering a setback. Keep rolling Encounters until you locate your objective.

For every new area cleared, roll on the Resolution table, with a bonus (-1 for every clue) or penalty (+1 for every setback). Excursions fail after 4 setbacks.

Once you’ve located your objective, the real challenge begins.

Locations table #

d6 Type and Size
1 Shack (10)
2 Waystation (+d4)
3 Ruins (+d6)
4 Town (+d8)
5 Terminal (+d12)
6 City (+d20)

Mapping the excursion #

Record your progress on the Excursion Generator Tracker (see rear inner cover), with space for a map and encounters.

Objectives #

Explore. Investigate every room and successfully exit.

Retrieve. Locate and abscond with a particular object.

Escort. Guide an individual to a particular location.

Infiltrate. Achieve the goal by stealth or charm and successfully exit.

Escape. Successfully exit while avoiding any dangers.

Rescue. Locate and exfiltrate an individual.

Defend. Locate and protect an area, object, or person.

Hunt. Pursue and eliminate or retrieve your target.

Cleanse. Locate and eradicate an invasive element.

Slay. Defeat a specific target.

Excursion Objectives #

d6 Shack Waystation Ruins
1 Retrieve your grandfather’s lost gun, stolen by greykin. Escape the drifted vampire hunting you throughout the complex. Explore a ruined market district a storm recently uncovered.
2 Rescue a preacher kidnapped by werewolves. Defend the station’s food stores against a roving meatkid swarm (d10). Infiltrate & disrupt zealots raising a demon within a stone circle.
3 Defend a stranded family holed up fleeing d4 giant mantises. Hunt a crazed serfbot destroying the station’s machinery. Retrieve a glowing orb from a collapsed temple & return to a sorcerer.
4 Hunt a wounded harrier with a sizable bounty on their head. Escort an unhinged engineer to the station’s primary control room. Escape a kulworm’s lair as it collapses around you.
5 Cleanse the shack of d8 radioactive coyotes attacking travellers. Cleanse the spreading corruption of murder moss infecting the waterworks. Cleanse the ruins of the ghosts of slaughtered Gunslingers (d6).
6 Slay the crazed giant scorpion burrowed underneath the structure. Slay the medusa dwelling in the station’s core & feeding on travellers. Slay the devil swine stalking the region, using the ruins as its lair.
d6 Town Terminal City
1 Explore the sunken town resurfaced by prolonged drought. Retrieve the control rod stolen from the power core by an unhinged engineer. Retrieve the sentient head of an infamous vampire from atop a skyscraper.
2 Escort a young Gunslinger-in-training to the local Errant for instruction. Explore the tunnels deep underneath the terminal, swarming with squeebs. Infiltrate a werewolf clan & locate your cursed Gunslinger ally.
3 Infiltrate a gang of thugs plotting to rob the stagecoach & locate their harrier leader. Escort a reprogrammed serfbot to the databanks before corruption wipes its memories. Escape from a devouring swarm of zebra beetles, spurred on by a demon’s malice.
4 Rescue the traveller who fell through a slip door & was taken by d6 thugs. Rescue a former Gunslinger from a giant aquatic spider’s flooded lair. Rescue your former Errant, corrupted by a demon’s touch.
5 Defend the village from a kettle of giant hawks that attack daily. Hunt a missing traveller corrupted by a hitchhiker dark presence. Hunt the white worm in the city’s sewers devouring the unwary.
6 Slay the skinshift hiding amongst the townsfolk & killing at random. Slay the crazed ursborg rampaging through the terminal. Slay the man in black, a sorcerer atop the tallest tower commanding an army of ghosts.

Encounter table #

d12 Encounter
1 Treasure
2-4 Mystery
5-6 Mundane
7-9 Obstacle
10-12 Conflict

NPC reactions table #

2d6 NPC Reaction
2 Helpful
3-5 Talkative
6-8 Unsure
9-11 Unfriendly
12 Hostile

Enemy actions table #

2d6 Action Notes
2 Disarm STR save or drop gun, action to retrieve
3-4 Grab DEX save or lose action for 1 turn
5-9 Attack -
10-11 Feint HRT save or your next attack deals d4 damage
12 Wild attack HRT save or falter from ferocious attack for double damage

Resolution table #

d6 Discovery Roll Adjustment
1-2 Objective 0
3-4 Clue -1
5-6 Setback +1

Excursion flow diagram #

Excursion flow image

Excursion Encounters #

Shack encounters table #

Ramshackle collection of rickety buildings.

d6 Treasure Mystery Mundane Obstacle Conflict
1 Sharp blue light from a delicate wooden box (relic: Eye of Woden). Skull half-buried in the sand offers to trade information with you. Travelling family’s mummified remains huddled together. Densely cobwebbed, blocking passage. Battered hawk with sharp eyes locked in struggle with a clutch of squeebs.
2 Wrapped block of blue-grey iron sat on anvil. Cracked floor reveals quarry far below. Corner filled with empty waterskins. Violent sandstorm blows sand through collapsed wall. Rotted floorboards reveal shifting sands & an ankheg.
3 Intricate cloth map reveals 2 nearby slip doors. Lidless eye opens in the sand, blinks & disappears. Bloated rats dig at the floor, scurrying into hiding. Dozens of pulsating eggs cover the floor & walls. Dreadful wailing as a ghost fades in & out of sight.
4 Well-thumbed deck of cards depicts forgotten royals. Snake with a human face slithers by, contorted in agony. Rotting table carved with graffiti. Fallen ceiling beam blocks the door; STR save to open. Rotted floor reveals d4 mutants underneath.
5 Ancient spyglass, one lens cracked, the other pristine. Soothing voice from the dark, sounds like your father. Discarded satchel, worn & shredded by sharp claws. Animal den; d4 wildcats sleep in the corner. Pack of 4 shamblers take turns eating a human arm.
6 Worn yet working guitar, hastily stuffed under a floorboard. Strange music plays, you can just make out “Hey Jude.” Scalding wind screams through the weathered wood. Gaping hole leads to a bottomless pit. Bloated, spiky black form fills the room (giant spider).

Waystation encounters table #

Abandoned journey hub & sanctuary.

d6 Treasure Mystery Mundane Obstacle Conflict
1 Modified Mare’s Leg repeater, fully loaded. Table & chairs; two skeletons sat as if in conversation. Creaking ropes of an ancient pulley system. Collapsed stone floor slows movement. Breathless & panicked greykin fleeing something,
2 Rugged wheelchair, dented & covered in old blood. Perfectly-preserved corpse phased into the stone wall. Rusted over water pump, mechanism seized. Blocked by jagged & rusted machinery. Giant scorpion bursts from the ground, tail raised.
3 Reinforced leather jacket on metal hook. Travelling merchant never stops smiling, sells basic items. Refuse from countless travellers, covered in dust. Desperate travellers block the path, demanding rations. Skinshift disguised as a crying child.
4 Door propped open by a line-wrapped block of ironwood. Children’s laughter echoes from within the water system. Colony of red ants swarm across the stone floor. Exit barricaded with old barrels & discarded pipes. Delirious traveller cursed by a hitchhiker.
5 Small box filled with d6 Lead; note reads “Touch & Die.” You spot a fleeting glimpse of an older version of yourself. Abandoned merchant kiosks, all ransacked. Filled with high piles of sand, STR save to push through. Hand reaches through the wall to grab you (banshee).
6 Pristine first aid kit, sealed in a white metal box. Flickering door reveals a lush world before vanishing in a smell of apples. Weary & dust-covered traveller with a pack of purple grass. Flooded by malfunctioning water pump. Sun-blasted survivors leave offerings for the Wayward Third.

Ruins encounters table #

Sprawling assortment of crumbling remnants.

d6 Treasure Mystery Mundane Obstacle Conflict
1 Leather satchel with repeater schematic & 5 Lead. Flickering portal into world of tall steel & glass structures Stone circle, partially smashed & defaced Shrieking chaos slip assaults your senses Cluster of rocks conceal a hissing pit snake
2 Leather bag with polished closure (relic: Grow Bag). Ritualistic chanting fills your mind with unfamiliar words Remnants of a paltry campfire & meagre rodent meal Tumultuous water courses; STR save to negotiate safely Clutch of d4 squat lobstrosts emerge from murky pond
3 Ancient book bound in leather containing a cleansing ritual. 8’ pale blue skinned creature regards you quizzically Shallow pond with broken bones half-buried in the mud Energy from a glowing rift slows time Lanky robed figure with hood pulled low (medusa)
4 2 sharp steel discs with leather grips (chakram). Woman in red dress glares at you and vanishes Grotesque stone effigy with crude carving: “Detta” Travellers in pond beset by 2 giant aquatic spiders Naked, bloodied man transforms into a werewolf
5 Artefact gun binding incantation etched into rotting plank. Thin cat bathes itself on a stone pillar then screams Perfect statue of a terrified woman in strange clothing Collapsed stone pillars block the way forward Two filthy thugs aim a flimsy scattergun & demand Lead
6 Badly rusted sledgehammer, shaft stained dark. Roar of impossibly loud engine & maniacal laughter Discarded clothing, torn filthy, and bloodied Cluster of robed figures pray inside a circle of salt Lank, hairless figure with blood-red skin (drifted vampire)

Town encounters table #

Cluster of rustic houses & crude shops.

d6 Treasure Mystery Mundane Obstacle Conflict
1 Ancient woman hands you a block of rosewood. “I say thankya.” All the town’s buildings momentarily appear painted in blood. Farmer leads a herd of mutated and deformed cattle. Misshapen cattle break from their pen & stampede. Scruffy thug demands help recovering stolen Lead.
2 Hand-crafted leather bandolier & 5 Lead. Winged demon flies overhead, screeching violently. Group of noisy kids runs circles around a rusted serfbot. Erratic serfbot demands your reason for entry. Swarm of squeeb (d8) attacks a group of children.
3 Farmer offers wagon in thanks for help with coyotes. 1000 ravens fly past, sounding like the thunder of guns. 1-armed hawker offers scavenged scraps of metal. Rambunctious kids swarm you, demanding treats. Cry for help from the shadows but it’s a jack-o-rab ruse.
4 Strong chestnut roan horse appears & stops next to you. Herd of cattle, torn apart & partially devoured. Wary townsfolk filled with suspicion, looking away. Rotting and overturned patchwork cart. Blue & orange form drops onto you (giant lizard).
5 Pair of fine spectacles buried in old straw. Filthy, half-naked man stares blankly, face stained purple. Ancient steel tramlines, neglected & overgrown. An irresistible smell wafts from the nearby tavern. Local harrier shouts your name & demands your gun.
6 Merchant offers to sell you ground coffee for 2 Lead. Window in the sky opens & roaring water rushes out. Grim workhouse filled with sour-faced workers. Yawning sinkhole opens under your feet. Hideous barbed form bursts from the ground (kulworm).

Terminal encounters table #

Forgotten & malfunctioning research hive.

d6 Treasure Mystery Mundane Obstacle Conflict
1 Mechanical prosthetic arm hangs from ceiling. Glowing, ethereal green skeleton runs past, shrieking. Dust-covered serfbots laid out for repair. Elevated walkway risks collapse under heavy movement Erratic patrolling serfbot demands your retinal code
2 Two compact grenades (d10 blast) inside satchel. Sleek, impossibly fast train followed by screaming. White circular room with a terminal station at the centre. Observation room flooded by water from broken tank Glinting forms streak erratically in the dark (d6 meatkids)
3 Weathered six shooter schematic pinned to workshop. Serfbot in brown trenchcoat & rumpled hat. Pristine glass chamber with rear panel glowing red. Door blocked by stack of desiccated & mutilated corpses Pair of hooded bestials with gleaming scalpels
4 Nylon satchel with gun care kit & 2 Lead (+2 slots). Monitors show glimpse of yourself in a strange place. Flickering room with an empty iron cage ringed by salt circle. Chamber frozen by escaping liquid nitrogen Hissing sleek green form lunges from the dark (giant mantis)
5 Small black leather tube (advanced monocular, 10x). Portrait of B. Gray on hanging ID card appears to wink. Smashed waiting room, furniture shredded by claws. Door with blinking keypad, the 6-digit PIN written on wall Pale white serpent, coiled & sleeping (white worm)
6 Worn steel multitool inside tiny workshop desk. CCTV depicts figure in a cave: tall man & young boy. Class whiteboard covered in arcane sigils & references. Machinery room gears & pistons pump erratically Foaming boar paces in illusory forest (devil swine)

City encounters table #

Decimated urban sprawl, irradiated & deadly.

d6 Treasure Mystery Mundane Obstacle Conflict
1 Silver six shooter with turtle emblem & rosewood grip. Remains of a plane crashed last century. Ancient concrete roads; cracked & overgrown. Crumbling concrete overpass shudders under any weight. Gang of thugs (d6) demands all the Lead you carry.
2 Simple unadorned ironwood box (relic: Revalc Box). Procession of spectral figures flying overhead. Burned-out shell of a structure stretching into the sky. Impossibly fast train blurs before you, blocking your path. Large brown shape dives with razor talons (giant hawk).
3 Expanded rifle cartridge & 3 Lead. Fleeting glimpse of a pale man with red eyes & brown coat. Starving, desperate residents huddle around a weak fire. Alley barricaded by burned barrels & discarded junk. Two 8-legged deer with jagged antlers charge (spideer).
4 Worn & battered leather steel-toed boots. Great lidless eye opens in the sky, black & seeking. Thin coyotes cross ahead, fresh blood on their chops. Desperate city residents demand food & water. Rat-faced bestial leads a procession of d4 mutants.
5 Banishment ritual scrawled on a concrete underpass. A sweet & enticing voice calls to you from the sewer. Lone traveller offers small selection of overpriced junk. Shadowy underpass flooded with dank, murky water. Two harriers face each other down, hands on revolvers.
6 10 pages of fresh white paper hidden in ornate box. In ruined train station, a voice asks if you like riddles. Scattered street lights pulse weakly & intermittently. Narrow girder only path above a pit of swarming meatkids. Luminous white face lights the darkness (mayhem beast).

Appendix #

Bestiary #

Ankheg #

7 Grit, 2 DEF, 16 STR, 8 DEX, 8 HRT, bite (d8)

  • Huge insectoid with multiple legs and shiny black eyes.

  • Ambushes from just beneath the surface.

  • Sprays acid (medium range, d10).

Banshee #

8 Grit, 3 DEF, 6 STR, 12 DEX, 15 HRT, ghostly touch (d8)

  • Incorporeal spirit lingers after death to haunt the living.

  • Immune to mundane weapons.

  • Keen: Releases a piercing death shriek, all in short range make a critical damage save.

Bear #

6 Grit, 14 STR, 6 DEX, 8 HRT, claw (d6+d6 blast), bite (d8)

  • Aggressive, 9’ tall reddish-brown bear lives in mountains.

  • Frequently found sleeping.

  • Critical damage: Crushes victims (d8).

Bestial #

8 Grit, 1 DEF, 12 STR, 10 DEX, 10 HRT, sabre (d8), bite (d6)

  • Humanoid body, bestial head (vulture, rat, coyote); mid-ranking servant of chaos.

  • Sharp and cunning; utilises greykin as their eyes, ears, and muscle.

  • Bite carries rot and infection (STR save vs deprivation).

Coyote #

2 Grit, 6 STR, 12 DEX, 6 HRT, bite (d4)

  • Larger and thinner than most dogs with coarse light fur.

  • Moves in pairs or packs, preying on solitary targets.

  • 1-in-6 chance their bite inflicts rot (STR save vs deprivation).

Devil Swine #

9 Grit, 16 STR, 8 DEX, 6 HRT, gore (d6+d6)

  • Corpulent human who changes into a massive boar. Lurks in isolated areas, devouring the lost.

  • Changes shape at night; hunts in the dark, ambushing victims.

  • Critical damage: Target transforms into a devil swine at scent of blood, until purged by ritual.

Ghost #

10 Grit, 6 STR, 8 DEX, 14 HRT, draining touch (d6)

  • Incorporeal spirit of the restless dead.

  • Can possess (HRT save vs loss of bodily control).

  • Immune to mundane weapons.

  • Critical damage: Drains life force (d6 STR).

Greykin #

6 Grit, 1 DEF, 10 STR, 9 DEX, 8 HRT, dagger or club (d6)

  • Passes for human from afar but warped skin doesn’t fit its skull properly.

  • Chaos’ low-ranking agent which infiltrates communities, spying and sowing discord.

  • Flees when confronted, fighting if cornered.

Harrier #

8 Grit, 1 DEF, 13 STR, 8 DEX, 10 HRT, revolver (d6)

  • Failed Gunslinger driven from their Order and stripped of their artefact gun, dangerous and unpredictable.

  • Won’t hesitate to back-shoot, stopping at nothing to possess artefact guns.

  • Though disgraced, a deadly killer with a Gunslinger’s instinct (rolls on the Shoot Table).

Hawk, Giant #

4 Grit, 14 STR, 14 DEX, 8 HRT, talons or beak (d6)

  • Predatory bird, the size of a big dog. Hunts similarly sized animals, attacks humans if hungry.

  • Dive attack from a great height, surprising prey.

  • Can carry away similarly-sized creatures.

Hitchhiker #

10 Grit, 12 STR, 10 DEX, 8 HRT, claws (d6), leech

  • Incorporeal and translucent floating spectral figure with hideous claws and yearning teeth.

  • Gathers in places of power, drawn by suffering and despair.

  • Leech: Affixes itself to the target’s soul (daily HRT save or lose 1 STR until purged by ritual).

  • Critical damage: Draining a target to 0 STR transforms them into a hitchhiker.

Jack-o-rab #

10 Grit, 8 STR, 16 DEX, 12 HRT, antlers (d6), gaze

  • Jackrabbit with enormous black antlers, pitch-black fur, and glowing red eyes.

  • Extremely nimble and perfectly mimics human vocalisation to lure unsuspecting victims.

  • Gaze: Transfix with piercing eyes (HRT save or lose all memories).

  • Critical damage: black moss grows on the target’s skin until cleansed by ritual.

Kulworm #

18 Grit, 1 DEF, 18 STR, 8 DEX, 6 HRT, bite (d10+d10) or poison sting (d8), Detachment

  • Gargantuan worm with writhing, river-sized body.

  • Tunnels underground, surfacing only to eat other creatures. Found in deserts and drylands.

  • Critical damage: Swallows the target, STR save to escape or take d12 acid damage/round.

Lizard, Giant #

3 Grit, 10 STR, 12 DEX, 8 HRT, bite (d8), acid spray

  • 5’ long, carnivorous, nocturnal lizard with blue and orange markings.
  • Climbs sheer surfaces and drops on victims.

  • Acid spray: Spews caustic stream (d8, blast, short) that covers armour; remove to purge.
Lobstrost #

6 Grit, 2 DEF, 12 STR, 10 DEX, 4 HRT, claws (d6+d6)

  • Squat, heavily armoured crustacean with enormous elongated pincers.

  • Chitters when emerging from the sea, with sharp, inquisitive chirps.

  • Claw is poisonous (STR save to avoid).

Mayhem Beast #

16 Grit, 16 STR, 16 DEX, 16 HRT, mind slice (d8+d8 blast), gloom

  • Incorporeal, humanoid shadow, absorbs all light save for a luminous white face.

  • Feeds on hope and desire.

  • Immune to mundane weapons.

  • Gloom: Syphon hope and desire (short range, d8 HRT).

  • Critical damage: HRT save or fade into shadow.

Mantis, Giant #

10 Grit, 1 DEF, 10 STR, 14 DEX, 12 HRT, claws (d6+d6)

  • Jungle-dwelling 12’ insect with clawed forelimbs and slicing mandibles.

  • Ambushes prey, camouflaged by green colourings.

  • Avoids obviously stronger foes.

  • Critical damage: Clutch in their claws (d6 STR bite every turn); STR save to escape.

Meatkid #

2 Grit, 6 STR, 12 DEX, 6 HRT, bite (d6+d6 blast)

  • Squat, child-sized robot with enormous teeth and no eyes.

  • Swarms unsuspecting prey, devouring them in minutes.

  • More than 6 counts as a detachment (STR 12).

  • When moving, all gun attacks are diminished.

Medusa #

4 Grit, 12 STR, 12 DEX, 16 HRT, snake bites (d6) or gaze (save)

  • Ferocious humanoid demon with serpentine hair.

  • Gaze: Those looking directly at the medusa’s face roll a HRT save vs petrification. Averting eyes prevents this but diminishes damage.

  • Critical damage: The snakes’ toxins are paralytic (d6 DEX).

Mutant #

8 Grit, 8 STR, 6 DEX, 6 HRT, claw (d4)

  • Slow humanoid with misshapen limbs and grey skin.

  • Low-light vision allows them to creep upon unsuspecting prey before pulling them into darkness.

  • Repelled by light and fire.

Scorpion, Giant #

4 Grit, 2 DEF, 12 STR, 12 DEX, 8 HRT, claws (d6+d6) or sting (d8)

  • Huge (horse-sized) arachnid found in dry-lands and caverns. Highly aggressive, attacking on sight.

  • Immobilises victims with their claws before stinging.

  • Critical damage: STR save or succumb to the sting’s poison.

Serfbot #

4 Grit, 1 DEF, 14 STR, 6 DEX, 3 HRT, fist (d6)

  • Vaguely-humanoid robot servant whose shining metal has greyed.

  • Broken down programming and circuitry has rendered it erratic and dangerous.

  • Feels no pity, remorse, or fear. Morale never breaks.

Shambler #

2 Grit, 14 STR, 6 DEX, 3 HRT, axe (d8)

  • Slow, mindless humanoid corpse, reanimated as guardians by spirits or demons.

  • Mindlessly attacks anything approaching.

  • Immune to mind altering effects.

Skinshift #

10 Grit, 1 DEF, 10 STR, 12 DEX, 12 HRT, dagger (d6)

  • Capable of assuming any form; true form is grey and featureless.

  • Stalks, opportunistically kills, and replaces prey.

  • Appears as a trusted friend: first dagger attack directly damages STR, triggering a critical damage save.

Snake, Pit #

3 Grit, 10 STR, 12 DEX, 8 HRT, bite (d4)

  • 5’ long with dim scales, found in caves and other dark places.
  • Senses its victims by body heat.

  • Bite is poisonous (STR save to avoid).
Spideer #

8 Grit, 12 STR, 10 DEX, 4 HRT, antlers (d8), charge (d6+d6 blast)

  • Imposing deer with eight spidery legs and jagged, sprawling antlers.

  • Kills and devours anything (including other spideer).

  • Critical damage: DEX save vs trampling (d12).

Spider, Giant #

14 Grit, 1 DEF, 15 STR, 12 DEX, 8 HRT, bite (d8), claw (d4)

  • Bloated, covered in oozing ulcers, spiky-haired spindly limbs.

  • Compresses bulk, hiding in unexpected places.

  • Poisonous bite (STR save to avoid).

Spider, Giant Aquatic #

9 Grit, 8 STR, 12 DEX, 6 HRT, bite (d6)

  • 4’ freshwater-dwelling spider, builds air-filled nests in aquatic vegetation for devouring prey.
  • Ambushes from just below the surface.

  • Critical damage: Paralytic toxin (d8 DEX damage).
Squeeb #

4 Grit, 6 STR, 12 DEX, 4 HRT, claws (d4+d4), sting (d6)

  • Flying scorpion with bulbous green eyes.

  • Roam deserts in packs, swarming unsuspecting prey.

  • More than 6 counts as a detachment (STR 14).

  • Poisonous sting (STR save to avoid).

Thug #

6 Grit, 9 STR, 8 DEX, 6 HRT, cudgel (d6)

  • Dim-witted and gullible servants of the toughest scum available whose numbers overcome their individual ineffectiveness.

  • Callow (disadvantage on morale).

Ursborg #

14 Grit, 3 DEF, 18 STR, 6 DEX, 4 HRT, claw (d10 blast), bite (d12)

  • Hulking cybernetic bear, reinforced with heavy armour and razor-sharp claws.

  • Once deployed to protect strategic outposts, their programming is long scrambled.

  • Resilient: Advantage on critical damage saves.

  • Dire strike: Bite severs a limb.

Vampire, Drifted #

17 Grit, 12 STR, 14 DEX, 16 HRT, bite (d10)

  • Lank and slender, hairless with blood-red skin and piercing eyes.

  • Rare but staggeringly dangerous; prowls at night, drawn by blood’s scent on the wind.

  • Immune to mundane weapons.

  • Regeneration: regains 3 Grit as each round starts.

  • Dire strike: Life drain (d12 HRT).

Wayward Third, The #

16 Grit, 12 STR, 14 DEX, 12 HRT, leech (d6)

  • Vaguely feminine shape, features warp between a maiden, mother, and crone.

  • Cave-dweller who feeds on power drifting from nearby slip doors.

  • Immune to mundane weapons.

  • Critical damage: feed on target’s soul (+d8 Grit).

Werewolf #

4 Grit, 12 STR, 14 DEX, 12 HRT, claws (d4+d4) or bite (d6)

  • Horrific bipedal wolf-human hybrid.

  • Semi-intelligent, ferocious hunter, sometimes hunts in packs with regular wolves.

  • Critical damage: Werewolf curse, target transforms unless purged by ritual before the next full moon.

White worm #

12 Grit, 2 DEF, 13 STR, 10 DEX, 4 HRT, bite (d8), constrict

  • Enormous, with sickly pallid skin and a gaping maw.

  • Dwells in the cold and dark; blind, hunts by smell and sound.

  • Constrict: until target escapes (STR save) d4 STR damage every round.

Wildcat #

4 Grit, 11 STR, 14 DEX, 7 HRT, bite (d8)

  • Large, dark-furred forest and plans-dwelling cat.

  • Hunts medium or small game using their speed advantage.

  • Always chases fleeing prey.

Wolf #

4 Grit, 10 STR, 10 DEX, 9 HRT, bite (d6)

  • Powerful canine with dense black or grey fur and sharp yellow eyes.

  • Dwells primarily in wildlands, occasionally lairing in caves.

  • In packs (4+) have 15 HRT for morale checks.

Zebra Beetle #

2 Grit, 1 DEF, 6 STR, 12 DEX, 6 HRT, bite (d6)

  • 4’ long striped beetle with powerful mandibles.
  • Eats small game but sometimes hunts humans.

Creating Monsters #

Use the following template for modelling any sophisticated Monster or NPC:

Name #

X Grit, X DEF, X STR, X DEX, X HRT, Weapon (dX, special items, qualities)

  • Engaging descriptor.
  • Unique quirk, tactic, or peculiarity.
  • Special effect or critical damage consequence.

General Principles. Ability Scores: 3 is deficient, 6 is weak, 10 is average, 14 is noteworthy, and 18 is legendary.

  • Use flavour and style to help adversaries stand out. Players remember a porcine humanoid seeking missing sheep more easily than a generic goblin archer.
  • Add dire strike abilities for attacks dealing more than d10 damage
  • Use critical damage to lean into an aggressive NPC’s threat or strangeness.
  • Remember: Grit is damage avoidance, measuring resilience, luck, and gumption—not health.

Converting OSR Games #

  • Generally: 1 Grit per HD for creatures.
  • Humanoids generally have at least 4 Grit.

Some pointers:

  • Is it good at avoiding damage? Give it Grit.
  • Does it soak damage? Give it DEF.
  • Is it strong? Give it a high STR.
  • Is it nimble? Give it high DEX.
  • Is it charismatic? Give it high HRT.

Damage dice are roughly equivalent (armed attacks do 1d6 damage, minimum).

Converting Adventures #

Given The Drifted World’s interconnected nature, Gunslingers may adventure across vastly different worlds.

Wardens may choose to run adventures from other settings or even genres.

General Guidelines #

  • Only guns fired by Gunslingers (and others rolling on the Shoot table) bypass defence.
  • Treat firearms fired by non-Gunslingers as mundane weapons (roll only damage).
  • Gunslingers have higher Grit than most adventurers and their guns are more powerful than mundane weapons. Consider tweaking the challenge to best fit the group.

Conversion Guides #

Cairn/Into the Odd adventures: #
  • HP → Grit
  • Will → Heart
  • Armour → Defence
Runecairn adventures: #
  • Resilience → Grit
  • Average WIT and SPI (round up) → Heart
  • Gunslingers exist outside the skein and cannot interact with bonfires or benefit from Iðunn’s mead.
  • Enemies still drop Souls which heal d4 ability damage for Gunslingers.
  • Soul remnants can be used in rituals or broken for the same benefit as Souls.

Gunslinger Tables #

First name table #

d100 Name
1 Agnes
2 Albert
3 Alexander
4 Allen
5 Almoth
6 Amanda
7 America
8 Andre
9 Andrew
10 Angerona
11 Annie
12 Antone
13 Augusa
14 August
15 Benj
16 Benjamin
17 Benton
18 Bernard
19 Bertha
20 Berthold
21 Bessie
22 Catherine
23 Celeste
24 Charisma
25 Charles
26 Christina
27 Cora
28 Daniel
29 Dora
30 Dortha
31 Eddie
32 Edwin
33 Eleanor
34 Emil
35 Eugene
36 Frances
37 Frank
38 Fritz
39 Genevia
40 Gred
41 Hannah
42 Hanora
43 Herman
44 Hugh
45 Hunter
46 Ida
47 Isaac
48 Jake
49 Jane
50 Julius
51 Katie
52 Langdon
53 Levestus
54 Lizzie
55 Lora
56 Louis
57 Louise
58 Lugar
59 Lyda
60 Maggie
61 Martin
62 Matilda
63 Maud
64 Mena
65 Mira
66 Morris
67 Nancy
68 Nannie
69 Nottlie
70 Orson
71 Oswald
72 Peter
73 Phillip
74 Phoeba
75 Rachel
76 Rebecca
77 Rich
78 Richard
79 Robert
80 Roland
81 Roda
82 Rosa
83 Ruth
84 Sally
85 Samantha
86 Samuel
87 Severn
88 Shompine
89 Siegfried
90 Stephen
91 Susan
92 Susannah
93 Tamar
94 Theresa
95 Toby
96 Tusta
97 Victoria
98 William
99 Willie
100 Winnie

Surname table #

d100 Name
1 Ahlborn
2 Albers
3 Anderson
4 Baunaf
5 Bershini
6 Bien
7 Bresnahan
8 Brown
9 Bruir
10 Bungh
11 Cahill
12 Callahan
13 Chambers
14 Conely
15 Cook
16 Craven
17 Daffern
18 Davis
19 Dean
20 Denning
21 Deschain
22 Downey
23 Droste
24 Dryer
25 Eicherman
26 Elly
27 Evert
28 Fisher
29 Flint
30 Flower
31 Fluchel
32 Fulkos
33 Geitz
34 Goodall
35 Hampsted
36 Harrison
37 Heides
38 Heines
39 Heinkel
40 Henry
41 Holmes
42 Hondoff
43 Humes
44 Hunter
45 Jefeat
46 Jones
47 Keath
48 Kehaler
49 Kemeny
50 Kenny
51 Kinker
52 Kruse
53 Kruul
54 Lancaster
55 Legler
56 Lewis
57 Litzinger
58 Luber
59 Lukas
60 Lynch
61 Maher
62 Martin
63 Maxfield
64 McCarty
65 McCormac
66 McDonald
67 McKenzie
68 McSween
69 Meier
70 Meyer
71 Mitchell
72 Parry
73 Pitts
74 Powells
75 Ragan
76 Rhode
77 Richard
78 Rickhardt
79 Robinson
80 Rohaugh
81 Ryan
82 Sexton
83 Smith
84 Sohriss
85 St. Anna
86 Steinroder
87 Stephens
88 Stigerd
89 Swable
90 Thomas
91 Tice
92 Uding
93 Vaden
94 Vitery
95 Walsh
96 Weise
97 White
98 Wilkerson
99 Wingart
100 Wyatt

Traits #

Background table #

d10 Background
1 Sorcerer
2 High-born
3 Preacher
4 Stranger
5 Hunter
6 Outlaw
7 Killer
8 Bandit
9 Drifter
10 Grunt

Physique table #

d10 Physique
1 Lithe
2 Brawny
3 Diminutive
4 Lanky
5 Rugged
6 Slim
7 Short
8 Imposing
9 Stout
10 Towering

Skin table #

d10 Skin
1 Birthmarked
2 Drawn
3 Craggy
4 Pockmarked
5 Rosy
6 Rough
7 Smooth
8 Freckled
9 Scarred
10 Weathered

Hair table #

d10 Hair
1 Shaved
2 Braided
3 Curly
4 Matted
5 Frizzy
6 Flowing
7 Luxurious
8 Oily
9 Wavy
10 Wispy

Face table #

d10 Face
1 Bony
2 Damaged
3 Chiselled
4 Elongated
5 Pale
6 Delicate
7 Fierce
8 Sharp
9 Square
10 Sunken

Eyes table #

d10 Eyes
1 Piercing
2 Distant
3 Sunken
4 Melancholy
5 Alert
6 Wary
7 Searching
8 Menacing
9 Shining
10 Keen

Speech table #

d10 Speech
1 Blunt
2 Booming
3 Cryptic
4 Droning
5 Formal
6 Gravelly
7 Precise
8 Squeaky
9 Eloquent
10 Whispery

Clothing table #

d10 Clothing
1 Road-worn
2 Pristine
3 Extravagant
4 Blood-stained
5 Flowing
6 Practical
7 Archaic
8 Tattered
9 Colourful
10 Comfortable

Virtue table #

d10 Virtue
1 Ambitious
2 Cautious
3 Courageous
4 Disciplined
5 Gregarious
6 Honourable
7 Humble
8 Merciful
9 Serene
10 Tolerant

Vice table #

d10 Vice
1 Aggressive
2 Cold
3 Mocking
4 Single-minded
5 Bloodthirsty
6 Ruthless
7 Arrogant
8 Condescending
9 Vain
10 Vengeful

Reputation table #

d10 Reputation
1 Boisterous
2 Reckless
3 Dangerous
4 Foolish
5 Driven
6 Damaged
7 Odd
8 Focused
9 Respected
10 Wise

Misfortune table #

d10 Misfortune
1 Abandoned
2 Addicted
3 Maimed
4 Condemned
5 Cursed
6 Heartbroken
7 Wanted
8 Fractured
9 Disowned
10 Exiled

Gun & Hat table #

Gun table #

d6 Gun
1 Twin six shooters
2/3 Six shooter
4 Repeater
5 Scattergun
6 Rifle

Grip table #

2d6 Grip 2d6 Engraving
2 Sandalwood 2 Rose
3-5 Rosewood 3-5 Hawk
6-7 Leather-wrapped bone 6-7 Bumbler
8 Silver 8 Sword
9 Mother of Pearl 9 Dragon
10-11 Walnut 10-11 Bear
12 Ironwood 12 Manticore

Hat table #

d10 Hat
1 Thread
2 Howdy
3 Stand
4 Jude
5 Preacher
6 Harrier
7 Galloner
8 Albion
9-10 None

Starting Gear #

Armour table #

d20 Armour
1-2 Reinforced leather jacket
3-5 Padded poncho
6-11 Waxed cotton duster
12-17 Thick furs
18-20 None

Mundane weapon table #

d20 Mundane Weapon
1-2 Spear
3-5 Sabre
6-11 Machete
12-17 Bullwhip
18-20 Dagger

Expeditionary gear table #

d20 Expeditionary Gear
1 Lantern & oil
2 Lockpicks
3 First aid kit
4 Blanket
5 Cookware
6 Tinder box
7 Coffee
8 Bedroll
9 Bandolier
10 Leather cuffs
11 Caltrops
12 Grease
13 Soap
14 Gun care kit
15 Steel-toed boots
16 Chain (10ft)
17 Monocular
18 Large trap
19 Grappling hook
20 Oilskin bag

Tool table #

d10 Tool
1 Razor
2 Hammer
3 Chalk
4 Lasso
5 Pick
6 Chisel
7 Sheath knife
8 Fishing line & hook
9 Sewing kit
10 Multitool

Trinket table #

d10 Trinket
1 Compass
2 Dice
3 Bandanna
4 Tobacco
5 Spectacles
6 Guitar
7 Face paint
8 Horn
9 Harmonica
10 Rook’s skull