TEXT: mcmanamon & ross
  a roleplaying game about
  a curious girl in a wondrous world
  Girl
  Underground
  
  f
  f
  
  Girl Underground
  About the Game
  Acknowledgments   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 2
  Overview  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 4
  How to Play  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 8
  Character Playbooks & Materials
  The Girl  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 13
  Companion: The Beastie  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 15
  Companion: The Construct  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 17
  Companion: The Faun  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 19
  Companion: The Mythic  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 21
  Companion: The Ogre  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 23
  Companion: The Runaway   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 25
  Manners   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 27
  Story Guide Playbook & Materials
  The Story Guide  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 28
  Location: The Adventurer’s Tomb  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .31
  Location: The Bizarre Bazaar  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 32
  Location: The Dragon’s Den  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 33
  Location: The Fairy Ring  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 34
  Location: The Hall of Ten Thousand Masks  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 35
  Location: The Painted Circus  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 36
  Location: The Restless Wreckage   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 37
  Location: The Slumbering City  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 38
  Location: The Teahouse  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 39
  Location: The Throne of the Crowing King  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .40
  Location: The Whispering Willows  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 41
  Location: The Wolfwood  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 42
  Running the Game  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 43
  Names  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .
  inside back cover
  
  Credits
  Written by Lauren McManamon and Jesse Ross
  Layout and Art by Jesse Ross
  Developmental Editing by Jason Cordova
  Editing by Noella Handley
  Content Reading by Alex McManamon, Carmen Maria Marin, and Shelley Barber
  Girl Underground is © 2019 Hedgemaze Press llc
  Special Thanks
  This game wouldn’t exist without The Gauntlet gaming community . It’s where we play 
  most of our games, where this game was playtested and refined, and likely where this 
  game will continue to live on . Special thanks to Jason Cordova, Kate Bullock, Rich 
  Rogers, Kyle Thompson, Oli Jeffery, Sidney Icarus, Alex McManamon, Fraser Simons, 
  Shane Liebling, Patrick Knowles and Sabine V . for your early advice, connection-
  making, and cheerleading . We love you all so much .
  This game also wouldn’t exist without the brilliance of the following game designers 
  and their games which inspired us throughout the design process: Vincent Baker and 
  Meguey Baker (Apocalypse World), Whitney “Strix” Beltrán, Marissa Kelly and Sarah 
  Richardson (Bluebeard’s Bride), Ross Cowman (Fall of Magic), John Harper (Lady 
  Blackbird), Avery Alder (Monsterhearts), Brendan Conway (Masks), Ben Robbins 
  (Microscope), and Jacob Randolph (Fellowship) .
  Lauren: Thank you to Alex for always fighting the power and living your dreams, to 
  my family for indulging me in my fantastical nonsense, and Kyle for your support, 
  creativity, and keen insight .
  Jesse: To Hannah, for being the most compassionate, courageous, and clever 
  companion I could ask for on this journey; to Ali, for being a constant source of awe 
  and inspiration; and to Noemi, for being an endless well of enthusiasm and joy .
  Playtesters
  Alex McManamon, Ary Ramsey, Asher Silberman, Bethany Harvey, Bryan Lotz, David 
  Morrison, David Rothfeder, Fraser Simons, Gerrit Reininghaus, Greg Gelder, Hayley 
  Gee, J . Gurantz, Kyle Thompson, Leandro Pondoc, Lu Quade, Luiz Paulo Ferraz, 
  Mathias Belger, Michael X . Heiligenstein, Noella Handley, Patrick Knowles, Richard 
  J . Rogers, Ryan McNeil, Sabine V ., Sam Zeitlin, Shane Liebling, Sidney Icarus, Stentor 
  Danielson, Tomer Gurantz, Vee Hendro, and Yoshi Creelman .
  acknowledgments
  2
  
  “serena gets a grateful hug after rescuing gungun.”
  
  Welcome to Girl Underground
  Inspired by Alice’s Adventures in Wonderland, The Wizard of Oz, Spirited Away, Labyrinth, 
  and similar tales, Girl Underground helps you tell the story of a curious girl and her 
  strange companions as they travel through a wondrous world, complete a quest, 
  and find the way back home . Throughout the journey, the Girl learns about herself, 
  discovers the values that are important to her, and challenges the world around her .
  The Girl in this story finds herself in the “underground”—a strange place like Oz or 
  Wonderland . The underground the Girl finds herself in is equal parts fantastic and 
  perplexing, full of characters who operate using strange logic and speak in riddles . 
  Thankfully, the Girl has found friends who she can rely on, and who rely on her in 
  turn . These friends represent the archetypes found in these kinds of stories: talking 
  animals, living statues, shapeshifting hybrids, mythical beasts, friendly giants, and 
  adventurous children .
  Because of the type of story Girl Underground tells, we go into it knowing the Girl will 
  achieve her goals and make it home . What we play to find out is how she does it, and 
  what she learns about herself while underground . The other world she finds herself 
  in represents that space between childhood and adulthood—a strange and surprising 
  time where she can discover who she is and what she believes . 
  overview
  4
  
  Prepare for Adventure
  What You Need to Play
  Below is a recipe of ingredients for a successful game of Girl Underground:
  • One Story Guide to run the game
  • Two to four players eager for adventure
  • At least two six-sided dice, but a pair for each player is ideal
  • At least one pencil, but one per player is ideal
  • Printed playbooks for the Girl and each of her Companions
  • At least 12 index cards (8 for Beliefs/Manners and 4 for safety tools)
  Being a Player
  As a player in this game, you’re responsible for taking on two roles: the Girl herself and 
  one of her Companions . Everyone takes turns playing as the Girl, but the Companion 
  you select is played by you alone . You have three main jobs as a player:
  Play characters to their fullest. The Girl and Companion playbooks all come with 
  various fears, hopes, troubles, and quirks . Let those traits inspire their decisions 
  and mannerisms . Your character can’t die, so take risks and chase your dreams .
  Shine a light on other characters. You can help others shine by asking your fellow 
  players what kind of story they want their character to have . You can then direct 
  the action toward that end, or simply give them the space to do or say cool things . 
  Paint the world with strange, wondrous details. At times, the Guide or another player 
  will ask you to populate the world with strange things to surprise and delight 
  everyone . Be creative, be weird, and call back to existing imagery and themes .
  Being the Story Guide
  In some roleplaying games, the person running the game acts like an author who 
  leads the other players through a pre-written story .  This is not the case in Girl 
  Underground . Instead, the Story Guide (or just Guide) acts like the director of a movie 
  or a play . They move the spotlight around to different characters to see what story 
  emerges as those characters explore the world . 
  In Girl Underground, the Guide has one other critical function: they are a theme 
  engine . The Guide is responsible for introducing imagery and characters that 
  reinforce themes around growing up and self-discovery, wrapped in layers of whimsy . 
  Players will indicate what themes they want to explore before the game and during 
  character creation . As a Guide, it’s your job is to cue in on what they find interesting 
  and use symbols to help tell the story . Also, as you move from scene to scene, always 
  find opportunities to call back to things the characters have already encountered . This 
  weaves together disparate moments and strengthens the story .
  overview
  5
  
  overview
  6
  Expectations, Gender, and Safety
  Girl Underground explores a lot of themes around identity and self-discovery during 
  the Girl’s adventures underground . The themes can be as heavy or as light as you like, 
  but make sure everyone is on the same page . 
  Set Expectations
  Before playing, the Guide should walk through the following three steps with everyone 
  present, adjusting the descriptions as appropriate for the particular session or group:
  Describe the game. Girl Underground is a game about a curious girl and her strange 
  companions as they travel through a wondrous world .
  Describe the game’s structure. In this game, everyone will take turns playing the Girl, 
  while also playing one of the Girl’s Companions . The Girl will learn about herself 
  and explore the strange world she finds herself in . She’ll break the rules . She’ll ques-
  tion how girls ‘ought’ to behave . She’ll create her own beliefs about herself and her 
  surroundings . She’ll complete a quest and return home changed .
  Describe potential tone and subject matter. This game will be pg-rated . It will be 
  whimsical and weird, and might involve some scary imagery or mild violence, but 
  nothing beyond that .
  Ask everyone at the table if there are things they want or don’t want to see in the game 
  and keep the list where everyone can see . Finally, ask everyone for one or two things 
  that might be going wrong underground that the Girl can overcome as a part of her 
  quest, things like gloom, lies, greed, exclusion, theft, division, royalty, or curses .
  
  overview
  7
  The Girl’s Gender
  The Girl is someone who identifies as a girl at the start of the game, but she may not 
  have been assigned female at birth . We refer to her as the Girl and use she/her pronouns 
  throughout the text, but these pronouns may change during your game to reflect the 
  story . During character creation, discuss if you want to explore gender identity in your 
  game . This can include what gender the Girl was raised as (e .g . boy, girl, agender), 
  what the Girl currently identifies as (e .g ., girl, genderfluid, bigender), and what gender 
  the Girl wants to explore, if applicable (e .g ., boy, genderqueer, non-binary) .
  Safety Tools
  When playing any game, always remember that people come to the table with their 
  own experiences, traumas, and perceptions . Make a habit of requesting or seeking 
  consent for things that may be uncomfortable . Sometimes, content enters a game 
  that causes problems for players at the table despite everyone’s best intentions . We 
  therefore suggest using the safety toolkit Script Change by Brie Beau Sheldon to 
  manage discussions around tone or content in your game . Script Change comes with 
  four core safety tools . 
  Before the game, the Guide should write the following four labels on individual index 
  cards: Pause, Rewind, Fast-Forward, Frame-by-Frame . The Guide should then explain 
  that anyone can touch these cards at any time to:
  Pause the game and take a break from an intense scene, or to discuss or clarify what 
  is happening in the story . 
  Rewind the story back to a point before a piece of content entered the story . The 
  group can then narrate a different course of action to avoid the thing that caused 
  the rewind .
  Fast-Forward over something they don’t want to dwell on in the story, or to simply 
  move time forward . 
  Frame-by-Frame through a scene they want to approach with care . This slows the 
  story down so everyone can pause where needed and check in with each other .
  
  how to play
  8
  The Parts of the Game
  This section introduces the content, tools, and mechanics that make Girl Under-
  ground tick . The Story Guide playbook (page 28) explains each of these concepts in 
  more detail . The Girl and Companion playbooks also contain the rules on how these 
  mechanics work for easy reference during the game .
  Playbooks
  Playbooks are a special type of character sheet that includes rules that are unique to 
  that individual role . 
  The Guide gets the Story Guide playbook with the rules and guidelines necessary for 
  running the game . This playbook also contains handy lists and details for fleshing out 
  the world in a pinch .
  The players use the character playbooks . Each character playbook is themed to a  
  common genre archetype (such as the Faun or the Ogre) and contains unique rules 
  suited to that character . In the case of Girl Underground, the player playbooks are:
  The Girl: the hero of the story
  and the Girl’s Companions:
  The Beastie: a talking animal
  The Construct: a handmade person given life
  The Faun: a half-human, half-magical being
  The Mythic: a legendary flying beast
  The Ogre: a friendly giant
  The Runaway: a child who has made their home here
  Each player will choose one of the Companion playbooks . The Girl playbook is jointly 
  played by all the players, who take turns playing her .
  Moves and Rolling Dice
  This game makes use of Moves to help tell a dramatic story . Each character playbook 
  contains special Moves they can use to try and solve problems, avoid trouble, gain an 
  advantage, and so on . These Moves have specific triggers, such as: “Roll when you stare 
  at someone to figure them out” or “Roll when you step in the way to defend the Girl .” 
  When a player describes their character doing something that triggers a Move, we 
  turn to the dice to see how they fare . The player will roll at least two six-sided dice and 
  look at the total to get a result . The result will indicate how successful the character’s 
  attempt was .
  
  how to play
  9
  Results of 6 or less lead to weirdness, danger, or a setback . Someone might be at risk, 
  either physically or emotionally, or things may get even stranger still . The Guide 
  usually begins narrating how the situation gets more difficult or odd at this point .
  Results of 7 or higher lead to success . The character gets what they want . However, 
  if the result is a 7–9, the character also receives a complication or cost in addition to 
  their success .
  The group is in trouble. The Mask Mage is howling toward them after someone broke a 
  rule in the Mage’s Hall. The room flickers into darkness as the candles go out. 
  The Runaway spies an exit and hauls their friends toward it. They trigger the Move 
  “There’s No Time for Tea” (Roll when you try to escape a dangerous situation with your 
  friends). They roll two six-sided dice and get an 8. 
  On an 8, they describe how they daringly lead everyone to safety, tumbling through 
  the exit and into the bright outdoors. However, the Guide lets them know that the Mask 
  Mage will always remember the rude scallywags who broke their rules. They can never 
  return.
  Some Moves allow the player to roll additional dice . These situations are detailed on 
  each character playbook . Whenever more than two dice are rolled, the player always 
  uses the best two to get their result .
  The Guide also has Moves, detailed in the Guide playbook on page 30 . 
  Answering a Move’s Questions
  You’ll notice the Moves in this game all result in questions . For the most part, these 
  questions are for the player who rolled to answer . However, some results direct the 
  player to pose the question to someone else . Let’s look at “Stand Tall” on the Ogre’s 
  Playbook:
  Here, on a 7+ the Ogre’s player would answer the question . However, on a 7–9, the 
  Ogre also poses a question to the Girl as well . On a 6-, the Ogre’s player asks the Guide 
  a question . 
  Stand Tall
  Roll when you step in the way to defend the Girl .
  What insult or injury do you 
  shrug off?
   On a 7–9, also ask the Girl: How do I know 
  you wanted to stand up for yourself?
  Ask the Guide: What bigger threat 
  have I missed?
  7
  6-
  
  how to play
  10
  These questions create an open conversation at the table when resolving Moves . 
  Guides and players are encouraged to ask further follow-up questions, or offer 
  suggestions as to what they think would be fun or interesting . 
  “I rolled a 7 on a ‘A Spirit in Every Thing.’ The tree I’m speaking to tells me a story, but 
  I get to say why it’s incomplete or confusing… Oh, the tree tells me the directions, but 
  doesn’t tell me about a danger lurking in the thick undergrowth.” — the Construct
  “Interesting. What do you fear is hidden in the woods?” — Guide
  “Since I’m made of wood, I dig my toes into the soil here and close my eyes. I feel tiny 
  vibrations in my feet, almost like fearful whispers. I fear there’s something big coming 
  our way.” — the Construct
  The questions preserve as much player agency as possible when introducing 
  complications or problems . If the question defines a particular part of a character 
  or their perceptions, that character’s player is asked . If the question involves the 
  world and how it reacts to the character, the question is put to the world (in this case, 
  the Guide) . Players are encouraged to set their own boundaries, complications, and 
  troubles when answering these questions . The Guide may make Moves in response, 
  depending on what’s happening in the story, but the player gets to begin that 
  conversation, and name what troubles their shenanigans bring upon them . 
  Manners
  Manners represent some of society’s controlling and absolutist rules that girls must 
  follow . They take the form of “Young ladies must never talk back to their elders” or 
  “Young ladies must never take up too much space”—which are unfair and very wrong . 
  The players and the Guide come up with eight Manners they want to challenge, which 
  are written on index cards before creating characters .
  During the game, the Girl (and her Companions) will conquer these Manners 
  to develop her own sense of values and Beliefs (see Beliefs next) . The Guide will 
  introduce characters or places that embody Manners—perhaps a know-it-all king, or 
  a malicious, orderly garden which lashes out at anyone who steps off the well-defined 
  cobblestone path .
  A note of caution: Manners can bring up subject matter that could be upsetting, 
  triggering, or unfun . Many of them touch upon feminine socialization, essentialism, 
  and gender norms, and could be gaslighting . When choosing Manners, discuss openly 
  which ones you don’t want in the game, and which you’re interested in challenging . 
  Discuss generally who this Girl is or might be (the Girl playbook will draw out her 
  specific characteristics) . Collectively come to a list that lets the players explore identity 
  and self in a fun way .
  
  There are example Manners on page 27, but your group can always create their own . 
  These Manners were written through our cultural experience, but if the Girl in your 
  game is from a culture with different societal expectations, include them in your list 
  of eight Manners . Remember to be respectful of the culture you are exploring . If 
  someone at the table has lived experience, always listen and defer to their experience .
  Beliefs
  The Girl develops Beliefs about herself and the way the world works throughout her 
  journey . Example Beliefs are “I must stand up for my friends,” or “We must explore 
  without exploiting the world .” The Girl creates Beliefs every time she rolls the Move 
  Refuse to Mind Your Manners . After the Guide and person playing the Girl answer 
  the Move’s questions, that player flips over the Manner’s index card and writes a 
  corresponding Belief . 
  “Sure, I’ll race you to the top of that tall tower. If you win, I’ll give you my most shiny 
  object,” Kat tells Crow, who is the guarding the caged Mythic. “You’d better leave the 
  cage key behind, though. Just in case you lose it.” Since Kat is lying about racing Crow, 
  she’s Refusing to Mind Her Manners. She rolls two six-sided dice and gets a 10. 
  Kat’s player describes how the boastful Crow takes off with a caw, leaving her alone 
  with the Mythic. Kat takes the key and opens the Mythic’s cage. Kat’s player then flips 
  over the Manner that says “Young ladies must never tell lies.” She writes “Wits are a tool 
  to do what’s right” on the back for her Belief.
  Beliefs are powerful . They show how the Girl grows and changes, and they can 
  overcome problems . When the Girl uses the Move Stand Strong in Your Convictions, she 
  states which of her Beliefs apply to the situation . She starts with one die and adds a 
  die for each Belief she’s using for her roll . She rolls all the dice and adds together the 
  two highest dice to get her result . 
  Kat’s quest is to find Princess Radish, so Radish can usurp the wicked Crowing King. 
  Kat finally finds her in the Hall of Ten Thousand Masks! However, Radish is lost to the 
  Hall’s fantasy and finery—she’s wearing a fancy queen mask and is quite happy in the 
  Hall, eating fine foods and dancing all day. 
  Kat must Stand Strong in Her Convictions to convince Radish that the Hall is just a false 
  fantasy. Kat’s player uses the Beliefs “There is beauty in truth”, “Pride is a mask that 
  thwarts self-awareness,” and “Wits are a tool to do what’s right.” She rolls four dice and 
  gets 3, 3, 4, and 5. She adds the two highest to get her result of 9.
  Kat’s player describes how she points Radish to all of the cracks in the Hall’s reality. 
  Radish takes off her mask. However, as the mask comes away, the Hall cannot sustain 
  the truth. It starts to crumble, the candles sputter out, and the music turns into nails on 
  a chalkboard.
  how to play
  11
  
  “kat reprimands tiger for trying to eat mrs. costly copperpot.”
  
  The Girl
  You are a 12-year-old girl . You are not of this world, and you are trying to find 
  your way back home . Home isn’t perfect—in fact, there’s a lot that’s hard and 
  unfair about it—but it’s still home . There are people there who love you, who 
  miss you right now, and are wondering why you haven’t yet come in for supper . 
  Now look at the list of Manners and collectively decide the following:
  Which Manner are you refusing to mind when you discover your door to another world?
  Flip it over and write a new Belief that reflects what you already know to be true about yourself.
  Then take turns answering these questions.
  What is your prized possession?
   Something domestic
   Something you made
   Something natural
  Describe it:
   Something given
   Something living
   Something stolen
  What do you want to be when you grow up?
  What is your home life like? The Guide may ask additional questions here as well.
  How do you wear your hair?
   Soft and texture like a sleepy cloud
   Long and wavy like a calm summer tide
   Straight and square like a ruler’s edge
   Short and cropped like freshly cut grass
   Tangled and knotted like fraying rope
   Braided and flowing like a winding river
   
  How do you sound when you speak?
   Bubbly like a flowing brook
   Warm like a summer breeze
   Quick like a bolt of lightning
   Dreamy like a cotton candy cloud
   Gravelly like a country road
   Quiet like a secret thought
   
  What is your biggest fear?
   Absence (e.g., darkness, silence, isolation)
   Rage (e.g., fire, monsters, earthquakes)
   Humiliation (e.g., bullies, imperfection, failure)
   Inability (e.g., paralysis, illness, poverty)
   Judgement (e.g., worth, decisions, perceptions)
   
  Collectively, decide the Girl’s name.
  If your family has love but no…
   …curiosity, your name is Kat .
   …magic, your name is Faye .
   …money, your name is Penny .
   …quiet, your name is Serena .
   …time, your name is Patience .
   …           , your name is                 .
  
  The Girl’s Moves
  Refuse to Mind Your Manners
  When you face a challenge by refusing to mind your manners, name the Manner 
  you’re rebelling against and roll two dice . Add them together to get your result .
  Flip over the Manner and write a new Belief based on 
  what you learned about yourself or the world in the process .
  How do you overcome the challenge?
  On a 7–9, also: How do you falter or go 
  too far in the process?
  7
  What part of your rebellion is 
  misunderstood by others?
  6-
  Stand Strong In Your Convictions
  When you face a challenge by standing strong in your convictions, start with one die, then take 
  an additional die for each relevant Belief and roll . Add the two highest dice to get your result .
  How do you overcome the challenge?
  On a 7–9, also: What price does the 
  challenge cost you?
  7
  What do you learn that will help you 
  overcome the challenge next time?
  6-
  Curiouser and Curiouser
  When you try to get some answers about this world or its inhabitants, ask the Guide your question .
  If you are willing to participate in a peculiar 
  activity, your answer will be—surprisingly—
  clear and helpful .
  If you are unwilling, your answer will take the 
  form of a riddle . 
  Merry-go-round
  When you wish to introduce your Companion to the scene, or you wish for someone else to have 
  the spotlight, pass the Girl playbook to another player of your choosing . They are now the Girl .
  You have all these moves, and can use them anytime you are portraying the Girl .
  girlunderground.org
  When you portray the Girl, try to do the following:
  desire what your family and home lack
  act against your manners and act in line with your beliefs
  be brave and seek opportunities to learn and grow
  ask probing questions of everyone you meet
  request help from your companions when needed
  
  The Beastie
  You are an animal . And like all refined animals, you use words to express 
  yourself . With the notable exception of your ability to speak, you appear and 
  behave as would any other animal . Sometimes that gets you into trouble, but it’s 
  never really your fault .
  Your quick tongue offers wise guidance to the Girl and disrespect to authority 
  figures . Authority is your focus, whether it’s asserting your presence and 
  renown, or refusing to acknowledge the status of others . You trade in stories and 
  gossip about nobles, royalty, and those in power . Your wits and experience see 
  you through any trap or puzzle .
  When you portray the Beastie, try to do the following:
  give the girl unprompted advice
  always have an answer or opinion
  spout stories about this world
  be rude to authority figures
  give in to your animal nature
  Answer these questions.
  What kind of animal are you? This is also your name.
   Armadillo
   Bear
   Chicken
   Donkey
   Frog
   Hedgehog
   Lizard
   Moose
   Owl
   Pig
   Raccoon
   Squirrel
   Tiger
   Wallaby
   
  Which is most likely to get you into trouble?
   Your appetite
   Your curiosity
   Your greed
   Your mouth
   
  What do you need that this journey will give you?
   A title
   A silver tongue
   A new life
   A student
   
   
  What state are you in when the Girl finds you?
   Caged
   Pursued
   Resentful pet
  What were you before you were a talking animal?
   A noble
   A witch’s familiar
   A toy
   A regular non-talking animal
   
  Notes
  
  The Beastie’s Moves
  Impart Wisdom
  Roll when you offer guidance to the Girl and she follows your advice .
  The Girl may re-roll and add 1 to the total.
  On a 7–9, also: What truth did you 
  neglect to share with the Girl?
  Ask the Guide: How does my advice 
  lead directly to more trouble?
  7
  6-
  A Cat May Look at a King
  Roll when you are first introduced to a member of royalty .
  What story have you already shared 
  with your friends about this royal?
  On a 7–9, also: What faux pas do you 
  make in front of the royal?
  Ask the Guide: What crime does this 
  royal believe I am guilty of?
  7
  6-
  The Bark is Bigger
  Roll when you doubt the surface appearance of a person, place, or object .
  Ask the Guide (or the character’s player): 
  What truth is hidden beneath the surface? 
  On a 7–9, also: How is the truth worse 
  than the veneer?
  Ask the table: How do you dismiss my 
  doubts?
  7
  6-
  The Horse’s Mouth
  Roll when you name and describe someone important you know who can give you aid or advice .
  How do you find them and why do 
  they owe you?
  On a 7–9, also: How did you annoy 
  them on your last encounter?
  What debt will they demand 
  payment for?
  Also, ask the Guide: How do they 
  find me?
  7
  6-
  Tongue-Tied
  Roll when you try to talk your way out of a problem, trap or puzzle .
  How did you get out of a similar 
  situation you once found yourself in? 
  On a 7–9, also ask the table: Who gets hurt 
  because of my chattering, and how?
  Ask the Guide: How does my talking 
  escalate the situation?
  7
  6-
  You have all these moves . When a move is triggered, roll two dice and add them to 
  get your result: 7 or higher, or 6 or lower . Results of 7–9 complicate your success . 
  When one of the Girl’s Beliefs inspires you, say which Belief and roll three dice 
  instead of two . Add the highest two dice to get your result .
  girlunderground.org
  
  The Construct
  You were crafted by human hands and imbued with life through magical means . 
  You might be a doll, toy soldier, scarecrow, robot, or something else, but whatever 
  you are, you have been given a human form and (mostly) human behaviors .
  Because of your strange creation, you have a special affinity for inanimate 
  things . You can coax hidden knowledge from them, or hide yourself amongst 
  them . You long to be real, and thus you pay careful attention to the longings of 
  others and use that insight to help the Girl and your friends .
  When you portray the Construct, try to do the following:
  follow the girl’s lead
  be naive
  blur the lines between animate and inanimate
  figure out what it means to be real
  treat your body as an object
  Notes
   
   
   
  Answer these questions.
  What material are you constructed from?
   Metal
   Stone
   Wood
   Crystal
   Porcelain
   Cotton
   Burlap
   Pastry
   Candy
   
  What is your name?
   Arta
   Costly
   Darling
   Echo
   Fluff
   Jin
   Lulu
   Prism
   Treasure
   
  What is the most human thing about you?
   Your voice
   Your eyes
   Your warmth
   Your tears
  What do you need that this journey will give you?
   A life
   A family
   My other half
   My creator
  What state are you in when the Girl finds you?
   Stuck in place
   On display
   Dismantled
  What is the most unnerving thing about you?
   Your stillness
   Your smile
   Your extra parts
   Your creation story
   
  
  The Construct’s Moves
  A Heart Not Judged
  Roll when you encourage the Girl with your humanity .
  The Girl may re-roll and add 1 to the total.
  On a 7–9, also: How does this make you 
  question your humanity?
  How do you remind everyone that 
  you are a thing?
  7
  6-
  Statuesque
  Roll when you try to hide yourself or your friends by staying still and motionless .
  Ask the Guide: What advantage does 
  my hiding get us?
  On a 7–9, also ask the Guide: Who is 
  put at risk by my inaction?
  What commotion do you cause?
  7
  6-
  Roll when you suffer incredible damage .
  Ask the table: How do you repair me?
  On a 7–9, also: How have you been 
  changed by your damage and repair?
  Ask the Guide: What expensive, rare, or 
  elusive thing is needed to repair me?
  7
  6-
  Just Stuff
  Mirror, Mirror
  Roll when you stare at someone to figure them out .
  Ask them: What is your heart’s desire?
  On a 7–9, also: What secret thing do they 
  see in you when they stare back?
  Ask them: What leverage do you have 
  over me now?
  7
  6-
  You have all these moves . When a move is triggered, roll two dice and add them to 
  get your result: 7 or higher, or 6 or lower . Results of 7–9 complicate your success . 
  When one of the Girl’s Beliefs inspires you, say which Belief and roll three dice 
  instead of two . Add the highest two dice to get your result .
  girlunderground.org
  A Spirit in Every Thing
  Roll when you try to converse with something normally inanimate .
  What story does it tell me?
  On a 7–9, also: Why does the story 
  feel incomplete or confusing?
  It talks to the Girl instead. What 
  explanation do you give for why it 
  won’t it talk to you?
  7
  6-
  
  The Faun
  Your body lives between two worlds: human and… something else . Maybe your 
  other half is a beast, making you something like a centaur or mermaid . 
  Or maybe you are attuned to something more elemental, like a genie or shade .
  You are a being of transformational change, from your ability to grant wishes to 
  the sharing of your shapeshifting abilities . You also find a way to turn nearly 
  any event into a revelry, and use that talent to useful ends .
  When you portray the Faun, try to do the following:
  look at things from a different perspective
  make things—especially dangerous things—fun
  get carried away
  feel things deeply and passionately
  push the girl to try new things
  Answer these questions.
  What is your other half?
   Cloud
   Fish
   Fire
   Goat
   Horse
   Plant
   Shadow
   Snake
   Stone
   Water
   Wolf
   
  What is your name?
   Arielle
   Asteria
   Ember
   Hans
   Ifan
   Jiah
   Nylisa
   Nyx
   Rhian
   Saga
   Sepu
   
  What do you find it hard to resist?
   A lovely singing voice
   Luxurious clothes
   A chance to show off
   
  What do you need that this journey will give you?
   Control over your other half
   A complete transformation
   A chance to make amends
   A real reason to celebrate
   Your own wish granted
   
  What state are you in when the Girl finds you?
   Exhausted from revelries
   Pelted with rotton fruit
   In a sideshow act
   
  What do you wish you could transform into?
   A grown-up
   A normal child
   A majestic beast
   A part of the earth
   
  Notes
  
  The Faun’s Moves
  As You Wish
  Roll when you offer to grant a wish for the Girl and she accepts . 
  The Girl may re-roll and add 1 to the total.
  On a 7–9, ask the Girl: How does the 
  wish leave you wanting more?
  Ask the Girl: How does your wish 
  unexpectedly misfire?
  7
  6-
  Release the Beast
  Roll when you let your other half take over .
  What one strange thing can you 
  now do?
  On a 7–9, also: How does it get out 
  of your control?
  Ask the Guide: What does my other 
  half want to do instead?
  7
  6-
  Second Nature
  Roll when you offer a bit of your shapeshifting magic to someone and they accept .
  Ask them: What form do you take?
  On a 7–9, also ask them: What bit of 
  yourself do you give me in trade?
  Ask them: What form are you stuck in?
  7
  6-
  Wild Rumpus
  Roll when you sing, dance, or otherwise engage in boisterous merrymaking .
  Who joins your revelry and what 
  help do they offer?
  On a 7–9, also ask the Guide: What do 
  they ask in return?
  Ask the Guide: Who shows up to shut 
  down the party?
  7
  6-
  You have all these moves . When a move is triggered, roll two dice and add them to 
  get your result: 7 or higher, or 6 or lower . Results of 7–9 complicate your success . 
  When one of the Girl’s Beliefs inspires you, say which Belief and roll three dice 
  instead of two . Add the highest two dice to get your result .
  girlunderground.org
  Forest Chorus
  Roll when you recall a song or rhyme about the place you’re currently in .
  How does your song transform the 
  environment?
  On a 7–9, also ask the Guide: what was 
  the next verse which I had forgotten?
  Ask the Guide: How does my song twist 
  the environment against us?
  7
  6-
  
  The Mythic
  You are a rare being of legend and fantasy: a dragon, pegasus, phoenix, or some 
  other great majestic flying beast . You are also the last of your kind, and it is your 
  duty to carry on their traditions .
  You have great power, and there is real wisdom in the legends of your people . 
  You have a special talent for commanding and inspiring others, though 
  sometimes that means making a genuine sacrifice .
  When you portray the Mythic, try to do the following:
  honor your kin
  inspire the girl
  make the ultimate sacrifice
  feel heavy with nostalgia
  stand—or fly—above it all
  Notes
  Answer these questions.
  What about your form impresses people the most?
   Your regal plumage
   Your mighty scales
   Your glorious wings
   Your majestic colours
   Your proud antlers
   
  What must you protect at all costs?
   Your kin’s legacy
   The lost and lonely
   The magic of this land
   Your honour
   Peace and harmony
   
  What is your name?
   Aura
   Druti
   Ersyniess
   Izalos
   Keiki
   Lamai
   Nathaksha
   Pyrion
   Valkaire
    
  As the last of your kind, how do you remember your kin?
   With respect
   With sorrow
   With guilt
   With hope
   
  What do you need that this journey will give you?
   One like me
   The truth
   Repentance
   To do good
   
  What state are you in when the Girl finds you?
   Crashing
   On fire
   Chained
   Injured
   
  
  The Mythic’s Moves
  Courage, Dear Heart
  Roll when you tell a story to inspire the Girl’s courage . 
  The Girl may re-roll and add 1 to the total.
  On a 7–9, also: What grim detail 
  did you keep to yourself?
  Ask the table: What is this malaise that 
  you feel?
  7
  6-
  Back to Yesterday
  Roll when you share your kin’s legends to make sense of the world .
  How does your story predict 
  what happens next?
  On a 7–9, also: How do you remind 
  everyone of your kin’s demise?
  What part of the story did you 
  not share because it portends a 
  grim future?
  7
  6-
  Behold Majesty
  Roll when you command an audience with your presence .
  How does the audience remain 
  fixated on you?
  On a 7–9, also: What do you destroy 
  to make your presence known?
  Ask the Guide: Whose ire do I draw?
  7
  6-
  Life is Sacrifice
  Roll when you put all your might and magic into protecting what matters most to you .
  How do you overcome the threat or 
  challenge to what you hold dear?
  On a 7–9, also: What unexpected 
  effect do your efforts have on you?
  How does your success also lead to 
  your end?
  7
  6-
  From The Ashes
  Roll when you return at just the right time after sacrificing yourself . 
  How does your inspiring return 
  command the situation?
  On a 7–9, also: What about you is 
  changed or different?
  Ask the Guide: How does my return 
  escalate the situation?
  7
  6-
  You have all these moves . When a move is triggered, roll two dice and add them to 
  get your result: 7 or higher, or 6 or lower . Results of 7–9 complicate your success . 
  When one of the Girl’s Beliefs inspires you, say which Belief and roll three dice 
  instead of two . Add the highest two dice to get your result .
  girlunderground.org
  
  The Ogre
  Your people are giants in this land, towering over the Girl at three or four times 
  her size . You may be covered with fur, or adorned with horns, but you are more 
  human than beast, even if you don’t speak much .
  Your size and the space you take up pushes you to bounce between feeling 
  powerful and feeling ashamed . You know how to use your unique position in 
  the world to protect the Girl and stand up for her, but sometimes you go too far 
  and inadvertently keep her from being able to advocate for herself .
  When you portray the Ogre, try to do the following:
  look up to the girl
  make yourself small
  bring your size into it
  be brave when it counts
  do something embarrassing
  Answer these questions.
  Other than your size, what do others first notice about you?
   Your prominent horns
   Your strangely-colored fur
   Your craggy flesh
   Your manner of dress
   Your beastly musk
   
  What is your name?
   Brizo
   Eulia
   Gungun
   Hukso
   Kruk
   Lumba
   Mondo
   Orin
   Titan
  How do you try to make yourself seem smaller than you are?
   You’re very quiet
   You step delicately
   You hide behind things
   
  What do you need that this journey will give you?
   A voice
   An adventure
   Understanding
   Respect
   
  What were you teased about as a child?
   Your clumsiness
   Your family
   Your cowardice
   Your tenderness
   
  What state are you in when the Girl finds you?
   Judged
   Feared
   Tricked into labor
   
  Notes
  
  The Ogre’s Moves
  Gentle Giant
  Roll when you help the Girl create space for her voice and actions .
  The Girl may re-roll and add 1 to the total. 
  On a 7–9, also: Who do you scare in the 
  process?
  Ask the Girl: How did I embarrass 
  you?
  7
  6-
  Center of Attention
  Roll when you attempt to draw attention away from the Girl .
  How do you keep the attention 
  focused squarely on you?
  On a 7–9, also: How does their 
  attention make you uneasy?
  How do you accidentally draw 
  attention toward the Girl?
  7
  6-
  Make Room
  Roll when you are in cramped quarters, stuck or otherwise imprisoned .
  How do you break free or create an 
  opening?
  On a 7–9, also: How do you embarrass 
  yourself in the process? 
  Ask the table: Who or what is left 
  behind or broken during the escape?
  7
  6-
  Move Mountains
  Roll when you need the elements to come to your aid .
  How do the elements help you? 
  On a 7–9, also ask the Guide: What do 
  the elements demand of me?
  Ask the Guide: How do the elements 
  get out of my control?
  7
  6-
  Stand Tall
  Roll when you step in the way to defend the Girl .
  What insult or injury do you 
  shrug off?
   On a 7–9, also ask the Girl: How do I know 
  you wanted to stand up for yourself?
  Ask the Guide: What bigger threat 
  have I missed?
  7
  6-
  You have all these moves . When a move is triggered, roll two dice and add them to 
  get your result: 7 or higher, or 6 or lower . Results of 7–9 complicate your success . 
  When one of the Girl’s Beliefs inspires you, say which Belief and roll three dice 
  instead of two . Add the highest two dice to get your result .
  girlunderground.org
  
  The Runaway
  You ran away from home and found a door to another world . But you decided to 
  stay, and now this your home . It’s scary and lonely at times, but at least you’re 
  free to explore and be yourself . 
  You are used to being in scary situations, and you use that experience to help 
  the Girl be brave when she can or escape when she must . Your time exploring 
  the world has given you great stories to tell and has honed your senses so you 
  can find people or treasure no matter how well hidden they are . 
  When you portray the Runaway, try to do the following:
  let danger excite you
  provide expertise in a crisis
  fear what you run from
  treat even mundane things as treasure
  revel in your past adventures
  Answer these questions.
  What is your name?
   Amelia
   Badger
   Bima
   Captain
   Gunju
   Lotta
   Malaya
   Skipper
   Wild Thing
   
  What part of you has been changed by your time here?
   Your eyes
   Your shadow
   Your reflection
   Your diet
   
  What do you need that this journey will give you?
   Bragging rights
   Great treasure
   Fame
   A place to call home
   
  What part of the world are you dying to explore?
   The thickest forest
   The darkest cave
   The highest mountain
   
  Notes
   Boredom
  What were you running away from?
   Parents
   Bullies
   Nightmares
   Yourself
   
  What state are you in when the Girl finds you?
   Not lost, just misplaced
   Craving adventure
   Alone in a crowd
   Wild and hungry
   Trapped by your fears
   
  
  The Runaway’s Moves
  Free From What You Fear
  Roll when you find yourself in a dark or scary situation, and tell the Girl how it’s going to be okay .
  The Girl may re-roll and add 1 to the total.
  On a 7–9, also: What do you fear will 
  happen?
  Ask the Guide: Why is the situation 
  even scarier than it seems?
  7
  6-
  It Was Thiiiis Big
  Roll when you meet someone important and tell them of your magnificient adventures .
  Ask the Guide: What story do they 
  divulge of this location?
  On a 7–9, also ask another companion: 
  What part of their story is untrue?
  Ask the Guide: How have they already 
  heard of me, and why do they think 
  I’m a scallywag?
  7
  6-
  Run Wild
  Roll when you name someone you’re looking for and use your senses to track them .
  How do your senses lead you straight 
  to them?
  On a 7–9, also: Why are you wary or 
  afraid of them?
  Ask the Guide: How do my senses lead 
  me astray?
  7
  6-
  There’s No Time For Tea
  Roll when you try to escape a dangerous situation with your friends .
  How do you lead everyone to 
  sanctuary or freedom? 
  On a 7–9, also ask the Guide: How do 
  the people here remember me?
  Ask the Guide: What deeper trouble do 
  I lead everyone into?
  7
  6-
  Wearied Traveller 
  Roll when you seek a location’s secrets and hidden treasures .
  What do you find and how do you 
  discover it?
  On a 7–9, also ask the Guide: What is 
  keeping me from recovering it?
  Ask the Guide: What do I find instead 
  of the treasure?
  7
  6-
  You have all these moves . When a move is triggered, roll two dice and add them to 
  get your result: 7 or higher, or 6 or lower . Results of 7–9 complicate your success . 
  When one of the Girl’s Beliefs inspires you, say which Belief and roll three dice 
  instead of two . Add the highest two dice to get your result .
  girlunderground.org
  
  List of Manners
  Society expects the Girl to mind her manners, but that’s not always the best way to 
  make a difference . Choose eight of these Manners for your game, or create your own .
  Young ladies must always be grateful for what they are given .
  Young ladies must always be humble .
  Young ladies must always be quiet and patient .
  Young ladies must always enjoy pinks and florals .
  Young ladies must always follow instructions .
  Young ladies must always go by ‘she .’
  Young ladies must always keep a smile on their face .
  Young ladies must always keep their feelings to themselves .
  Young ladies must always look before they leap .
  Young ladies must always put others’ needs before their own .
  Young ladies must always respect others’ opinions .
  Young ladies must always wear clothes suited for young ladies .
  Young ladies must never acknowledge imperfections .
  Young ladies must never act like boys .
  Young ladies must never be ridiculous or silly .
  Young ladies must never be ugly .
  Young ladies must never befriend monsters .
  Young ladies must never brag or show off .
  Young ladies must never cheat .
  Young ladies must never complain about their duties .
  Young ladies must never go into dark places .
  Young ladies must never hurt other people .
  Young ladies must never make demands .
  Young ladies must never put others in their place .
  Young ladies must never question their place in society .
  Young ladies must never show anger .
  Young ladies must never soil their hands or clothes .
  Young ladies must never speak in riddles .
  Young ladies must never take up too much space .
  Young ladies must never talk back to their elders .
  Young ladies must never tell lies .
  Young ladies must never try on other genders .
  Young ladies must never vex others .
  manners
  27
  
  The Story Guide
  You are the Story Guide . It’s your responsibility to lead the Girl and her Companions 
  through the world . You play all the characters they meet and present the challenges 
  that arise . You’re also there to help reinforce the themes and symbolism of the genre .
  Girl Underground is a game that demands a lot of creativity and improvisation . As the 
  Guide, most of that work could fall to you . That means acting as a storyteller, weaving 
  many disparate story threads together, and finding the symbolism in the chaos . But the 
  burden doesn’t have to fall solely on you . Many players are very happy to provide fuel 
  for the creative fire . Take that and run with it . The trick is posing open-ended questions 
  to them that encourage a giving response when you need creative help .
  Put leading questions to your players to find out what intrigues, terrifies, and excites 
  them . Incorporate their answers into the world to make it rich with collaborative 
  details . This technique is particularly useful when you come to a new Location . 
  Ask players questions to flesh out the space around them so everyone can picture 
  the Location in their minds . These questions take the pressure off of you and get the 
  players interested and invested in the world around them .
  Some examples of leading questions include:
  • What about this place is truly impossible?
  • What about this place reminds you of home?
  • How do you know time moves differently here?
  • How does this place remind you of your deepest fears?
  • What unusual scents do you catch on the air?
  story guide playbook
  28
  
  Your Principles
  Your principles set goalposts for telling a good story, so always keep these in mind .
  Make the world wondrous and dangerous. Whenever you describe what something 
  looks like, consider adding one quirky or dreamy detail . Draw inspiration from the 
  Locations and the character playbooks . Suggest something ominous underneath the 
  surface if it suits your tone . Danger creates opportunities for the Girl to take action .
  Make your characters quirky and memorable. The Locations should give you plenty of 
  quirky, thematic characters . If you need to create a character on the fly, give three 
  details about how they look, smell, or sound, and create one unique way of embodying 
  them at the table (voice, habits, catchphrases) . Tie them to themes where possible .
   
  Create situations where Manners are relevant. The game and its themes move forward 
  when the Girl takes action . So create challenges, villains, and situations where the 
  Girl can stand up to one of the Manners . Present one to two Manners per Location, 
  so the Girl has about three to six Beliefs she can use when facing her final challenge .
  Create problems that play into the Girl’s Beliefs. As the Girl develops Beliefs, create 
  problems that let her use her values to change the world . If she believes that “There 
  is beauty in truth,” create problems based on lies or falsity . When she faces her final 
  challenge, try and create a situation that could speak to three or four Beliefs .
  Lead the way through the underground. The Guide knows which Locations are in play, 
  so give hints of future Locations or characters . When a Location feels fully explored, 
  lead the players to the next one . You can fictionally lead them there, or simply say: “On 
  your way, you stumble across a Teahouse . What about it smells welcoming and cozy?”
  Reincorporate elements to reinforce theme. Use the answers from the “Setting 
  Expectations” conversation to drive the sorts of images and themes you present . Call 
  back to those images and themes where you can . If a player introduces an image that 
  excites the table, call back to it in a later Location .
   
  Be a fan of the Girl and her Companions. Be excited when the Girl overcomes a challenge 
  or learns about herself . Cheer when her Companions step in when she needs support . 
  Introduce characters who can help the Girl grow and find confidence in herself .
  Show your Moves through the fiction. When you make a Move, simply describe what 
  it looks like . Avoid saying “I’m going to put you in a bad spot .” Just describe how the 
  situation presents itself . The exception is when you’re new to the game . You may want 
  to explain what you’re doing to keep everyone on the same page . It’s okay to say, “Let’s 
  bring all of you together,” if you’re not sure how to clearly arrive at that result .
  story guide playbook
  29
  
  Your Moves
  Your Moves help you nudge the story along by creating interesting situations or 
  problems . When a player rolls 6-, when the perfect moment strikes, or when they 
  look to you to see what happens next, choose from among the following:
  • Separate them or bring them together . 
  • Put them in a bad spot . 
  • Make the world even weirder .
  • Incapacitate (but never kill) them . 
  • Threaten (but never kill) them . 
  • Take something away from them . 
  • Turn their Move back on them . 
  • Give them exactly what they want, but twist it . 
  • Tease future dangers . 
  • Say what the stakes are and let them decide . 
  • Ask them a pointed question and build on the answer . 
  Results of six or lower
  A 6- dice result usually doesn’t mean the Girl or a Companion failed or wasn’t 
  good enough . A 6- can mean the situation changed unexpectedly, luck wasn’t on 
  their side, or the problem is different than first anticipated . Sometimes they still 
  succeed, but there is a different challenge or setback, or they get what they want 
  but too much of it or not enough of it . If you’re stuck on what to do when a player 
  rolls a 6-, you can always make the situation weird and strange .
  Your Locations
  The underground is a strange, nonsensical place full of idiosyncratic pockets of 
  activity . One of the best ways to reinforce the theme is through a weird Location . Here 
  are 12 setting Locations, as well as related characters, props, and questions that you 
  and the players might strive to answer while there .
  You don’t need to use everything listed in a Location, and you can use elements here 
  in multiple ways . Start with trying to find a Location that reinforces the themes 
  your players are interested in exploring . Keep the list of troubles in mind to connect 
  the various Locations . Once a Location has been introduced, use the props to help 
  describe it, but always expand on the list . Ignore elements that don’t make sense, and 
  ask the other players for additional environmental details . The list of questions can 
  serve as a jumping off point for things the Girl and her Companions might try to learn 
  or uncover . You can present questions as-is, or just keep them in mind as the players 
  explore the Location . Each Location’s characters have a list of things they might be 
  doing at any moment, but feel free to embody them in other ways .
  story guide playbook
  30
  
  How to use this Location
  The Adventurer's Tomb is great for representing exploitative adventuring, conquest, and 
  metaphors for colonialism . Francis Lightfeather enjoys traveling to distant places and liberating 
  rare species and objects for his great Library . He’s not particularly malicious (although he could 
  be), just ignorant of how his practices impact the places he visits .
  This Location nicely contrasts to Girls who want to be explorers when they grow up . It offers a 
  point of difference for the Girl to challenge Francis’ selfish ways by pointing out you should 
  “Take only memories, leave only footprints” and similar sentiments . Francis should brag about 
  his fantastic “Library,” while everyone else refers to it as a “Tomb .”
  He can also be a foil for the Girl and her Companions, wanting to keep them for his Library—like 
  the Construct (“My! What a glorious trinket!”), the Mythic (“Oh, what a rare creature!”), or the 
  Runaway (“I spy an adventurous heart! Join me!”) . 
  Verey’s other half is stuck in the Library, and they’re on a quest to find it . Interpret “other half” as 
  you see fit, and link it to a Companion’s quest if relevant, such as the Mythic or the Construct . 
  Place Verey anywhere you need a hook or a guide to get the Girl and her Companions to the 
  Tomb . Otherwise, the group can bump into Verey outside the Tomb .
  Questions
  Who is trapped in the tomb?
  Who tries to make you a treasure?
  What do you offer to the collection?
  What or who do you free from the library?
  Props
  Glorious treasures coated in dust
  Fantastical worn maps behind glass cases
  The Tomb: a building on relentless feet 
  ripping through forest and rivers
  Troubles
  Lightfeather stole the Girl’s way home
  pairs well with the following locations
   • The Fairy Ring
   • The Restless Wreckage
  Verey’s other half is trapped in the Library
  pairs well with the following locations
   • The Bizarre Bazaar
   • The Teahouse
  the adventurer’s tomb
  This place suits curious girls and companions who
  are aspiring explorers  •  rebel against exploitative adventuring  •  are missing something
  Pontik, a librarian (any pronouns)
  Protecting
  Chastising
  Denying
  Francis Lightfeather, an adventurer (he/him)
  Bragging about treasures he donated
  Showing off his Adventurer’s “Library”
  Fluffing his feathers
  Verey, a treasure (they/them)
  Searching for their other half
  Shining gloriously
  Acknowledging their uniqueness
  Characters
  location
  31
  
  the bizarre bazaar
  This location suits lost girls and companions who 
  value their quick wits • enjoy bustle and noise • hunger for novelty and excitement
  Troubles
  A magical item needed to save the 
  underground is hidden somewhere here
  pairs well with the following locations
   • The Dragon’s Den
   • The Fairy Ring
   • The Teahouse
  Someone is selling cheap copies of the 
  vendors’ wares for a high price
  pairs well with the following locations
   • The Adventurer’s Tomb
   • The Hall of Ten Thousand Masks
   • The Throne of the Crowing King
  Sunbrook, a trendsetter (any pronouns)
  Selling boutique goods
  Draped in their wares
  Smiling and laughing
  Slickwick, a sludge-monger (they/them)
  Offering gooey treats
  Getting too close
  Speaking lazily
  Grumblefuss, a rare art & potion dealer (she/her)
  Yelling not to touch the wares
  Fidgeting with the alignment of bottles & frames
  Throwing in “something extra”
  The Bizarre Bazaar is a labyrinth of precarious stalls, memorable vendors, and rare and strange 
  goods . Some of the vendors present good early opportunities to refuse to mind Manners—such 
  as those involving talking back to adults, lying, and being loud or messy . 
  Make the Bazaar lively and bustling through its community of assorted figures, matched to the 
  characters’ backgrounds . Introduce wares made from the Construct’s material, or a royal known 
  to the Beastie, or a map for the Runaway . 
  It can also be a Location used early in the session to introduce a Companion . Perhaps the Beastie 
  or Mythic is caged for sale, or the Ogre was tricked into being the muscle for a cruel boss . In 
  either case, the Girl won’t have much tangible to trade (except for maybe her prized possession), 
  so try to get her to give up intangibles—like her own shadow, memory, or a tall tale—which will 
  inevitably reappear at an important moment in the story .
  The Bazaar is its own community and faces troubles from organised or hierarchical Locations 
  like the Throne of the Crowing King, the Fairy Ring, or the Hall of Ten Thousand Masks—unfair 
  taxes, stolen or forged goods, or any of the glooms that plague these lands . 
  How to use this Location
  Questions
  What odors waft through the market?
  When do you realize someone is missing?
  What item are you surprised to find yourself 
  desiring?
  What do you trade away?
  Props
  Crates of prickly plums, jellyroot, and other 
  dazzling and exotic goblin fruits
  A many-legged beast hauling squirming 
  burlap sacks
  Stalls stacked upon stalls, with rolling 
  ladders leading to rickety mezzanines
  Characters
  location
  32
  
  The Dragon (she/her)
  Telling how she is the last of her kind
  Wrapping the Girl in magic
  Breathing smoky extravagance
  Tuft, the shadowy agent (they/them)
  Stealing treasure
  Professing dedication to their boss
  Fearing the Dragon
  How to use this Location
  Before the group meets the Dragon, spin fearful rumours about a great, monstrous beast that 
  lives in the den who eats young children for supper (if that’s on tone with you game), and casts 
  curses on those who cross it . However, when the Girl meets the Dragon, play her as a powerful, 
  well-meaning, friendly soul . Treat the Dragon like an aspirational figure in the Girl’s life—cooler 
  and older, who can give the Girl a taste of adulthood . 
  The Dragon believes people make up stories about her because they misunderstand her . She 
  doesn’t fit into society because she’s too fiery, too big, and too much of a presence, but she adores 
  her identity . Play the Dragon toward Companions like the Ogre, the Construct, the Faun, and 
  other characters trying to grow comfortable in their own skin . Show the Girl it’s okay to claim 
  your identity and take up space . 
  If Tuft enters play, they should represent the voice of people who fear the Dragon . Tuft is a useful     
        minion, sent to steal a prized treasure on behalf of the Crowing King, a Bizarre Bazaar vendor, 
                or Francis Lightfeather .
  Questions
  What treasures are found here?
  What mundane object lies amongst the gold?
  Who finds their heart’s desire?
  Who looks like a prized treasure?
  Props
  Slowly burning incense of spice and charcoal
   The warm, sleepy glow of candlelight
  Closed quarters stuffed with cluttered 
  rarities
  Troubles
  Someone is after the Dragon’s prized treasure
  pairs well with the following locations
   • The Adventurer’s Tomb
   • The Bizarre Bazaar
  The Dragon will grant a wish for a favor
  pairs well with the following locations
   • The Restless Wreckage
   • The Throne of the Crowing King
  the dragon’s den
  This location suits adventurous girls and companions who 
  lost something precious • make unconventional friends • need a confidence boost
  Characters
  location
  33
  
  The Fairy Queen (she/her)
  Shapeshifting
  Commanding to stay
  Promising a ring
  The Girl, a changeling (she/her)
  Mimicking your behaviours
  Questioning your memories 
  Trying to take your place
  How to use this Location
  Questions
  What promises do you exchange?
  What magic are you given?
  Who tries to take your place?
  Who breaks a promise?
  Props
  Locks of your hair, tied with a familiar ribbon
  All the ingredients needed to create the 
  perfect girl
  The gentle hum of gossamer wings
  Troubles
  The Fairy Queen wants to replace the Girl
  pairs well with the following locations
   • The Slumbering City
   • The Whispering Willows
  The Fairy Queen was cast out of society
  pairs well with the following locations
   • The Hall of Ten Thousand Masks
   • The Throne of the Crowing King
  the fairy ring
  This location suits lost girls and companions who 
  question their place in society • need a wish fulfilled • believe in the power of words
  Characters
  The Fairy Ring is a place where words and promises are powerful forms of magic . Its ruler, the 
  Fairy Queen, is a powerful spirit who has many problems—problems you can tailor to your story 
  and tone . As the story’s main antagonist in a dark game, perhaps she is a cruel, self-serving queen 
  who wants to send a fairy version of the Girl                             back to the Girl’s family in her place . 
  Maybe she needs the Girl or the Girl’s sibling
  to take their place as her own kin . You can rely 
  on the props to bring out the eerie horror in 
  this scenario . 
  Alternatively, she can be a more sympathetic 
  antagonist as a strong force cast out of society . Perhaps 
  she disagreed with the Crowing King’s rule and was exiled to 
  her own domain, or was a patron at the Hall of Ten Thousand 
  Masks who broke a rule .  
  Either way, the Fairy Queen is a formidable force with 
  the potential to be an ally or a villain depending 
  on your theme and tone . She could even start out 
  as a villain and, through the Girl’s Beliefs, come to 
  realize a different way of thinking .
  location
  34
  
  the hall of ten thousand masks
  This location suits rebellious girls and companions who 
  want a home in high society • are questioning their identity • see through lies
  The Mask Mage (he/him)
  Presenting “neutrality”
  Offering masks
  Studying your face
  Sir December, a glorious knight (he/him)
  Owning a mask of legacy
  Telling self-aggrandizing stories
  Appropriating fairy tales
  Rar the Stone (he/him)
  Never revealing emotions
  Showing off his strength
  Applying cool logic to everything
  Jacques the Octopus (he/him)
  Desiring a close friend
  Wrapping with tentacles
  Appearing from inky blackness
  January, a quiet usurper (he/him)
  Undermining the Mask Mage
  Crafting new identities
  Being helpful and understanding
  The Hall represents patriarchal society in its own bubble of indulgence, order, hierarchy, 
  and rules . The place will treat you well… if you abide by the role it designates you . The Hall’s 
  contented guests have been there for so long, they live and breathe the masks they wear . 
  The Mask Mage should present everyone with a mask representing their role in society before 
  entering . You can either ask players pointed questions to describe their mask, or draw from the 
  playbook to bring out a character’s internal struggles or aspirations . 
  Pick one or two focal characters that suit your tone and create space for the Girl to challenge him . 
  Each one, apart from January, represents a facet of toxic masculinity: Sir December, a white 
  knight who takes all the credit; Rar, a being who prides his strength and denies his emotions; 
  Jacques, assuming personal space and being pushy . If the Girl is interested in exploring a more 
  masculine gender identity, January represents a rebel against the structures in place . He spends 
  his time helping people find their true identity beyond the mask they’re made to wear . He seeks 
  to usurp the Mask Mage, and create a space for positive masculinity free of masks .
  How to use this Location
  Questions
  What mask do you take?
  What mask do you wear?
  Who is your guide?
  What is the ceremony?
  Props
  A mask representing your place in society
  A blank mask filled with potential
  A mask that looks like a terrifying monster
  Food that tastes like your favorite dinner 
  and dessert combined
  Troubles
  The world is dulled by rigid order and rules
  pairs well with the following locations
   • The Fairy Ring
   • The Teahouse
  The Hall’s culture is taking over the world
  pairs well with the following locations
   • The Painted Circus
   • The Whispering Willows
  Characters
  location
  35
  
  the painted circus
  This location suits bold girls and companions who 
  desire personal expression • admire strong women • want found family
  Troubles
  Someone is poaching the Ringmistress’ acts
  pairs well with the following locations
   • The Adventurer’s Tomb
   • The Throne of the Crowing King
  The Ringmistress’ act has fallen to a curse
  pairs well with the following locations
   • The Fairy Ring
   • The Slumbering City
  Questions
  Who runs the circus?
  What acts are displayed on their posters?
  Who attends the circus?
  What tempts the Girl to join the circus?
  Props
  Glimmering red and white striped tents
  Hundreds of balloons in every hue
  The mingling of sweat with buttered 
  popcorn, and perfume with grease paint
  The Ringmistress (any pronouns)
  Being shot from a cannon
  Offering tempting food and drink
  Caressing a tamed animal
  The Acts (any pronouns)
  Mystifying the audience
  Drawing you into a performance
  Being at home and with purpose
  Snootflop, a critic (he/him)
  Trumpeting bad reviews
  Complaining about things being “unnatural” 
  Grumbling and being judgmental
  How to use this Location
  The Painted Circus can represent so many things in so many games, being a place of adventure, 
  found family, and strong women . Consider weaving in the Painted Circus if the Girl has a teacher, 
  parent, or other adult in her life that inspires her, or she wants to be an adventurer, artist, or 
  performer when she grows up . 
  Found family can be a welcome relief for those who seek community and support outside of the 
  family they were born into . People at the Circus treat their fellows with love and care . If the Girl 
  or Companions are seeking a home, family, or understanding, they may find hope here . However, 
  sometimes found family is misunderstood; Snootflop is a good villain to challenge the Circus’ 
  values . He finds the collection of unique oddballs all very unsettling and unnatural . Perhaps he 
  is working with the poacher, or had something to do with the curse that struck the Circus .
  Feel free to present the Ringmistress as genderfluid or non-binary, using whichever pronouns 
  you feel appropriate—especially when exploring themes around gender expression and identity . 
  The Ringmistress represents someone who leads their own domain outside of this world’s 
  structures and constructs, rebelling against the status quo . She welcomes found family and 
  embraces the unique weirdos, spotting their beauty and strength where others might not .
  Characters
  location
  36
  
  the restless wreckage
  This location suits questing girls and companions who 
  have homes that lack time or calm • need a ride somewhere • are running from something
  The Pilot (any pronouns)
  Always moving forward
  Never sleeping
  Decaying or crumbling or falling apart
  The Figurehead (any pronouns)
  Wondering where they came from
  Made of familiar material
  Sharing stories of previous voyages
  How to use this Location
  Questions
  What do you find inside?
  Where are you carried?
  What has made a home here?
  What regret do you hold close?
  Props
  Unwanted memories circling below
  Air heavy with salt, sweat, and regret
  A gentle metronomic rocking, never stopping
  Troubles
  The ship would go, but refuses to face its past
  pairs well with the following locations
   • The Dragon’s Den
   • The Fairy Ring
  The ship has lost its joy of adventure
  pairs well with the following locations
   • The Hall of Ten Thousand Masks
   • The Slumbering City
  Characters
  The Restless Wreckage has been on the move for longer than the Pilot or Figurehead can 
  remember—running from something in their past . The boat is a collection of patch-jobs, made 
  from various materials (if the Construct is in play, use their materials) to the point where the 
  Figurehead forgets what they looked like . The ship is in constant movement, never docking at 
  port for long, on routine trips around the world . 
  It represents themes around running from your problems or constant movement forward to 
  forget the past . This location is ideal for the Girl or Companions who escaped bullies or 
  problems from their home life . Ask the Girl what parts of her home life she sees in or on the ship; 
  push on what the Runaway is running from; use the Ogre’s childhood to bring up their troubling 
  past; remind the Beastie of what they were before they                                                   could talk . It can 
  also represent the Girl’s family if her family is always                                                    on the move, 
  traveling to different places out of necessity or desire .
  Narratively, this location is convenient to put between 
  the Girl and her goal . Perhaps she can only get to her 
  final destination using this ship, or perhaps the ship
  is the only one who remembers how to get there . 
  Remember, this is a land of wonders, so the ship
  doesn’t need to be waterbound . It can traverse
  whatever spaces are appropriate—the sky, 
  sunbeams, dreams, or nightmares .
  location
  37
  
  The Toothy Ones (any pronouns)
  Building trinkets
  Swimming under floorboards
  Laying traps
  The Up-Too-Lates, children (any pronouns)
  Hiding under beds and in closets
  Whooping and hollering after the Toothy Ones 
  Stealing sweets
  While pleasant and charming at a distance, this city suffers from whatever plagues this world . 
  Describe the City as inviting and welcoming at the outset: dozy cottages with warm light 
  illuminating the windows, delicious scents in the air, beds with the softest down pillows . 
  Slowly weave in the City’s problems as suits your game’s tone and narrative . For a very dark game, 
  perhaps the Wolf of Wolfwood plagues the town . For a lighter game, perhaps the Fairy Queen 
  cursed the City to eternal sleep after they broke a promise, or the Crowing King stole the City’s 
  sleep so he could rest peacefully .
  How to use this Location
  Questions
  Whose bed do you claim?
  What happens at midnight?
  Why are the adults asleep?
  Who stalks the dreams?
  Props
  A trail of teeth like breadcrumbs
  A grumbling, in your belly and elsewhere
  The sickly scent of sweet syrup and hot 
  buttered rum
  Troubles
  The city is under a sleeping curse
  pairs well with the following locations
   • The Fairy Ring
   • The Throne of the Crowing King
  A nightmare is keeping the children awake
  pairs well with the following locations
   • The Dragon’s Den
   • The Wolfwood
  the slumbering city
  This location suits weary girls and companions who 
  fear the dark and the quiet • need a safe place to rest • want to save the day
  Characters
  Helping the town could take on many different 
  solutions depending on your story . Maybe the Girl 
  needs to convince the Fairy Queen to relieve the 
  City’s curse . Perhaps the City requires a potent brew 
  from the Teahouse to wake them up . Maybe the 
  Girl needs to best the Crowing King to take back the 
  City’s sleep . 
  Either way, this location pairs well with many 
  problems and antagonists . Use the City to embody 
  or illustrate the problems that face this fantastical 
  land . Use its residents to express of lament what it 
  suffers, so the Girl can help find a solution . 
  location
  38
  
  Panya, the mixer (they/them)
  Offering many beverage samples
  Eager to answer your questions
  Trading in oddities and stories from other places
  Chaco, a patron (shifting pronouns)
  Drinking transformative drinks
  Questioning and exploring
  Trying new things
  The Teahouse is a safe, friendly haven to explore and question yourself and the world around 
  you . Panya enjoys offering samples, and will trade stories, problems, and doubts in exchange . 
  They will listen to the truths you spill as you enjoy a cup, and will give guidance if requested . 
  This could be a good pit-stop on the Girl’s quest, or a destination on the way to acquire rare 
  ingredients . Consider placing it after a tough, challenging, or scary location so the characters can 
  rest . Ask the table what scents draw them in or relax their weary bones, or what gentle sounds lull 
  them into a sense of safety and calm, like water pouring or strange-sounding wind chimes . 
  While at the Teahouse, provide everyone opportunities to try various drinks and sweets to suit 
  their needs . Offer tea, coffee, hot chocolate, or a fantasy beverage . Do the Companions want a 
  drink that changes their physical form, perhaps one to show them answers,  one to overcome 
  their fears, or one that grants some strange power? Give them a taste, a sample for the road, or a 
  recipe containing ingredients found further on their journey . 
  This location particularly suits the Girl or Companions who question their identity . The figures 
  here are non-binary and genderfluid, embracing and inspiring constant change and exploration . 
  Perhaps the Girl and her Companions stay at the Teahouse for a while as apprentices to live and 
  learn with Panya and Chaco as they explore their identities . 
  This location dabbles in transformation, so agency and consent between you and your players is 
  important . Always seek a player’s consent to alter their character if there is a complication or 
  consequence around consuming transformative beverages . Think carefully before going down 
  this route, as imposing change or an identity on another person can be a traumatic experience .
  How to use this Location
  Questions
  Who frequents the Teahouse?
  What fine brews are available to try?
  Does the mixer take payment? If so, what?
  Whose futures are told in the tea leaves?
  Props
  Jars containing impossibly colored liquids
  Alchemical mixes to grant your heart’s desire
  Floating scented candles that complement 
  the drinks served drip their wax in the air
  Troubles
  The mixer needs a new apprentice
  pairs well with the following locations
   • The Fairy Ring
   • The Painted Circus
  A special drink requires rare ingredients
  pairs well with the following locations
   • The Bizarre Bazaar
   • The Dragon’s Den
  the teahouse
  This location suits curious girls and companions who 
  want to try new things • have questions about who they are • are in need of a little magic
  Characters
  location
  39
  
  The Crowing King (he/him)
  Accusing the Girl
  Bragging
  Polishing stolen jewels and medals
  The Corvids (any pronouns)
  Carrying out the King’s deeds
  Glittering like jewels in the light
  Making bets and dares
  How to use this Location
  Questions
  What boasts does the King make?
  Who does the King have his beady eye on?
  What has the King unrightfully taken?
  Who suffers under the King’s reign?
  Props
  A castle protected the thickest thorns
  Violet-black feathers and glinting gold
  Two crowns, one on the King’s head
  Troubles
  The King boasts about besting a powerful foe
  pairs well with the following locations
   • The Dragon’s Den
   • The Fairy Ring
  The world suffers the King’s lies and thievery
  pairs well with the following locations
   • The Bizarre Bazaar
   • The Slumbering City
  the throne of the crowing king
  This location suits equitable girls and companions who 
  value fairness and justness • want to topple the powers that be • have something valuable
  Characters
  The Crowing King is a wicked, tricky figure focused on himself, his status, and his wealth . He and 
  his minions sneakily steal all sorts from the world’s subjects . Always look to what the Girl’s home 
  lacks when considering what he stole—it may be time, valuable objects, knowledge, calm, or 
  other concepts to enforce his oppressive structures (like acceptance, creativity, or luck) . Perhaps 
  the underground is plagued with lies, chaos, or non-linear time, thanks to the King . Perhaps the 
  King stole all the world’s sleep for himself so he could slumber peacefully . 
                           His boasts are always at the expense of someone else . Perhaps the King bet his castle 
                                that he could slay the last Dragon (when the Dragon is, in reality, a friendly soul) . 
                                   Perhaps the King bragged that he could outwit the fickle Fairy Queen (when all 
                                      she cares about is maintaining balance and peace) . Whatever the boast, cast 
                                                                        him as the villain at the end of the day .
                                                                           Companions like the Construct, Beastie, and Mystic representing 
                                                                           objects or status complement the Crowing King . The Construct 
                                                                            would make a fantastic treasure, and the Mythic a great rare 
                                                                            pet, while the Beastie would make a fantastic adviser . 
  location
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  The Unkind Breeze (any pronouns)
  Whispering your darkest secrets and fears
  Undermining your words
  Changing meaning like seasons
  The Heart of the Willows (any pronouns)
  Hiding dangers
  Hiding treasure
  Hiding answers
  The Whispering Willows is a good location to put between the Girl and her ultimate goal . It’s also 
  a good location to hide sought answers and treasure . Does she need to get to the Crowing King’s 
  throne? He’s insulated himself with a forest of lies and deceit . Does the Teahouse need drops of 
  salt-spun amber for a tea to take the Girl home? It’s hidden at the Heart of the Willows .
  If you’re playing a darker game, the Whispering Willows represent the nasty internalised voices 
  in the Girl’s head, and the people in her life who undermine her judgment . Use the Girl’s and the 
  Companions’ fears to make them uncomfortable . You can put this in the form of a question: 
  “Which of your deepest fears does the breeze whisper into your ears? Which of your most 
  shameful secrets stick in your mind?” Always let your players name what they’re afraid of, and 
  incorporate their response into the world around them .
  If you’re playing a lighter game, take the focus off of shame and insecurity . Ask more general 
  questions like, “What lies about you do the willows’ leaves whisper?” and make the forest give 
  wrong directions, wrong advice, and mistrustful guidance . Make the forest so heavy with fog that 
  it’s impossible to navigate unless the Girl tries to see through the thick mist to the truth . Present 
  the same landmark to suggest that the group is going around in circles .
  Either way, create opportunities for the Girl and her Companions to overcome these lies . Look to 
  the Girl’s Manners and Beliefs to see where you can deliver these lies as a threat for her to 
  challenge and overcome .
  How to use this Location
  Questions
  What untrue stories are whispered here?
  What truth is held within the lies?
  Why do the willows weep?
  Who made the willows twisted?
  Props
  Walls and carpets of willow leaves
  A breeze that knows your name and more
  A tingling in your ears and a prickle in 
  your gut
  Troubles
  Dark visions in the corner of your eye
  pairs well with the following locations
   • The Slumbering City
   • The Wolfwood
  Mists of deceit hiding what you seek
  pairs well with the following locations
   • The Bizarre Bazaar
   • The Hall of Ten Thousand Masks
  the whispering willows
  This location suits uncertain girls and companions who 
  dabble in truth and lies • are afraid of isolation • are always misunderstood
  Characters
  location
  41
  
  Characters
  The Wolf (he/him)
  Hiding his hunger
  Showing his strength
  Demanding his due
  Gram, the hunter (she/her)
  Smoking her pipe
  Masking her exhaustion
  Remaining ever vigilant
  How to use this Location
  Questions
  When do you know you’re being watched?
  What stories are whispered about the wood?
  Who is lost in the wood?
  What do you hunt?
  Props
  A tattered cloak, red with something
  A woodchopper’s axe, buried in a stump
  Beams of moonlight breaking through the 
  treeline
  Troubles
  Gram senses someone is lost in the wood
  pairs well with the following locations
   • The Painted Circus
   • The Whispering Willows
  Gram is weary after a lifetime of hunting
  pairs well with the following locations
   • The Restless Wreckage
   • The Slumbering City
  the wolfwood
  This location suits brave girls and companions who 
  fear darkness, rage, and monsters • enjoy a good hunt • hold family close to their heart
  The Wolfwood is a dark-toned location that evokes the danger and monstrosity of Red Riding 
  Hood-like tales . In this Wood, Gram and the Wolf are locked in a never-ending hunt for each 
  other . When Gram finds out how to take down the Wolf, she can rest . Gram’s hands are lined with 
  age, her hair a striking silver, her face scarred from protecting others from the Wolf . She’s tough, 
  but kind . The Wolf hides in the shadows and preys upon those who wander near the woods, his 
  charm and smiles belying his appetite .
  The Wolfwood is a useful threat you can attach to the Whispering Willows and the Slumbering 
  City—potential hunting grounds for the Wolf . It also pairs well with the Restless Wreckage, since 
  both are locked into states of cycles and constant movement and represent past and present . 
  Much like the Wreckage, Gram is stuck in a routine of defeating the wolf, but never quite being 
  able to end the story .
  Tie the Girl’s background to the Wolf and the things she fears back home . Does the Girl have a 
  bully? Ask her how they and the Wolf are one in the same . If a mean girl in class has a distinctive 
  laugh, have the Wolf bark or howl in the same manner . Does the Girl fear darkness or silence? 
  Have the Wolf manifest as a more abstract concept, like shadows that prick as sharp as teeth, or a 
  creeping mist that sticks in your throat and steals your voice . 
  If the Girl’s home life places a heavy emphasis on family, loop touches of home into the 
  Wolfwood . Does the Girl have an older maternal figure she looks up to? Ask the Girl what 
  similarities Gram shares with that person . Do the Girl’s parents struggle tirelessly in their day 
  jobs? Evoke that same sense of family commitment, love, and sacrifice .
  location
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  The Game
  Here is a checklist of things to do when you run through the game, along with some 
  guidance on about how long each step should take . Find an example game and get 
  additional tips at girlunderground .org/learn
  Set Expectations and Tone — 15 min: Share the game’s premise using the directions 
  under “Set Expectations .” Discuss the tone and themes you’re interested in exploring . 
  Make sure everyone has a voice in this discussion .
  Safety tools — 5 min: Explain the safety tools for this game . Encourage players to 
  seek consent and ask, “Is it alright if…?” before making decisions that affect another 
  Companion or the Girl .
  The Girl — 15 min: Go through the Girl playbook and answer all the questions as a 
  group . We usually have all the players answer questions round-robin style, but allow 
  players to throw the question to the group or ask for suggestions if they’re having a 
  hard time coming up with an answer . Get contributions and buy-in from everyone . 
  End by asking which Manner the Girl has always battled with and set that Manner 
  aside . This is the first Manner she breaks .
  When the players are answering “What is your home life like?” keep asking additional 
  questions until you feel you have a good understanding of the Girl . Five or so is 
  usually a good number . If you’re stuck, here are some suggested questions you can 
  put to players:
  • What do you like to do for fun?
  • Who do you look up to the most at school or at home?
  • What do you hide from your parents?
  • What do you have to share with your sibling(s)?
  • What did you do to make your room truly yours?
  • What is your favorite subject in school?
  • Who bullies you after school?
  • Who is your best friend, and why?
  • What chore do you hate doing?
  • Where do you hide when it gets too much?
  • What do your parent(s) do for work?
  • What do you like about home?
  Finding the Door — 10 min: The first scene should be about the Girl finding her door 
  to the underground . Lead up to it by describing a bit of the Girl’s home life, focusing 
  on her hopes and fears . Ask questions to the players about what the Girl would do or 
  how she feels . Collectively, write a new Belief in response to the Manner that the Girl 
  breaks in order to find her door .
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  Select Companions — 10 min: Each player picks their Companion and fills in the 
  playbook . When everyone is ready, ask each player to give a quick summary of their 
  character . Finish by asking  each player what state their Companion is in when the Girl 
  finds them, and if they had any specific ideas about their Companion’s introduction .
  Take a break and pick Locations — 10 min: It’s probably been an hour since you started 
  playing . Now is a great time to take a short break . As a Guide, now is also a good 
  time to consider Locations . Think about the Girl, the themes, what plagues the 
  underground, and the Companions when deciding . Pick Locations that slot into the 
  players’ answers and bring out the themes everyone is interested in exploring . We 
  find that each Location takes 30–45 minutes; so three or so works for a single session . 
  Pick one Location to be your final destination (usually with a villain, a way home, a 
  challenge, or an object) . Foreshadow this final Location early in the game however 
  you see fit—perhaps someone gives the Girl a quest, bemoans an oppressive ruler, or 
  confesses to the Girl that there’s only one way home . 
  Introduction to the underground — 5 min: After the break, drop right into the 
  underground . Use imagery from the Locations to describe the Girl’s first impression 
  of the strange land, and ask additional questions of the players to help describe the 
  scene . End by introducing visible signs of the things plaguing the underground .
  Introduction of Companions and Quest — 10 min/Companion: Starting in whatever order 
  the Guide decides, introduce the Companions one by one . This should happen via 
  short scenes of the Girl journeying underground and meeting a Companion . The 
  Companion should share a bit of their story and what they’re looking for . There’s no 
  wrong way to play out these scenes, but one possible way looks like this:
  • Introduce the underground, asking the players questions to help paint the scene—
  such as by describing buildings, plants, animals, or strange things in the sky .
  • Pick someone to play the Girl . Ask them what they think of all this place’s wonders .
  • Pick a Companion . Ask them to describe what state the Girl finds them in .
  • Ask the Girl, “So, you see the Companion in this state . What do you do?”
  • Let the Girl and the Companion interact . If one of them triggers a Move, point it 
  out . If appropriate, jump into the scene with a character of your own . When the 
  interaction feels complete, conclude the scene and move on to the next Companion . 
  Move the Girl as needed so that everyone has a chance to play her and can be involved 
  in the scenes . After meeting all of the Companions, continue on the journey .
  Have an Adventure — 30 min/Location: Guide the group on their journey underground . 
  You can lead them to each Location—asking them what they see and who they 
  encounter along the way—or place them at the Location and ask them questions 
  to flesh out the surroundings (“What is the fashion like upon first glance? What 
  landmark do you notice on your way into the City?”) . Always start a Location by 
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  describing what it looks like (drawing from player input) and ask the group “What 
  do you do?” Follow what the group is interested in exploring . Present characters, 
  challenges, and opportunities, pulling from the Location as needed . When it feels like 
  you’ve explored all there is to this Location, go onto the next one .
  The Final Confrontation — 30 min: The final Location should embody everything that 
  plagues the underground, and will usually present some antagonist the Girl must 
  challenge . Let the Girl and her Companions explore the Location, perhaps facing 
  obstacles as they closes in on their goal . Present the final confrontation or challenge 
  to the Girl so she can Stand Strong in Her Convictions .
  The Journey Home — 10 min: The completion of the quest should lead directly to 
  the Girl discovering how she can get back home . The Journey Home is best done in 
  vignettes . Ask the players questions describing how the Girl is triumphant, how the 
  underground is relieved of its burdens, or what has changed because of her quest, and 
  how she finds the door home . These questions should provide some closure to the 
  adventure . Each player should provide some narration to this scene . Here are some 
  example questions:
  • How do the underground’s  inhabitants celebrate the Crowing King’s dethroning?
  • How do we know the curse is lifted when the Girl returns to the Slumbering City?
  • What stories are told about the Girl after she defeats the Wolf of Wolfwood?
  • How does the underground welcome the return of its Dragons?
  • Where does the Restless Wreckage find a home?
  Companion Epilogues — 5 min/player: Ask each player what final thing the Girl says to 
  their Companion, and what their Companion does in turn . They might also describe 
  the role that their Companion now takes underground, or how having met the Girl 
  has changed them and helped them grow .
  Girl Epilogue and Reflection — 5 min/player: Each player should take one of the Girl’s 
  Beliefs and narrate a short scene showing how the Girl uses that Belief in her real life 
  outside the underground, either immediately or much later in her life . After everyone 
  has shared a scene, thank everyone and discuss any thoughts on the game as a whole . 
  Debrief — 15 min: Girl Underground has the potential to touch upon some emotional 
  themes . Ask if people would like to stay for 10 minutes to debrief and discuss the 
  game . Remind them that they are not obligated to stay for the Debrief . Take a short 
  break so people can distance themselves from their character role . 
  Round-robin style, have each player say one thing they really enjoyed about the game 
  (a cool scene, something another player did, etc .) . Go around again, and let people 
  share one thing that impacted them (if they feel comfortable) . Let the conversation 
  open into a general discussion about the themes touched upon today, and how they 
  reflect our real lives . When everyone is ready to leave, thank everyone again .
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  running the game
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  Guide: Today we are playing Girl Underground, 
  which is a game in the vein of Labyrinth, Alice in 
  Wonderland, The Wizard of Oz, Spirited Away, and 
  other stories where a girl gets swept away into a 
  magical world, only to encounter strange friends 
  and creatures, and find her way back home . 
  First things first, we are using Script Change as 
  our safety tool, so if you ever feel uncomfortable, 
  have questions or concerns, or just want to take a 
  little break you can say “pause,” and we can rewind 
  or fast-forward as needed . Girl Underground is a 
  pg-rated game, so I don’t think we’ll hit too much 
  dark stuff here though it’s always a possibility .
  The game will run for about four hours . We 
  will try to take five-minute breaks on the hour, but 
  this is also an open table game, so if at anytime you 
  want to get up and move, or if something comes 
  up at home you need to deal with, or don’t feel like 
  playing at the moment, feel free to step away .
  The way that the game works is that there are 
  essentially four characters, so you will each play 
  an individual Companion of the Girl who we will 
  meet, and then you will all be collectively be por-
  traying the Girl herself . We’re going to start the 
  game just by talking about who this Girl is, what 
  her life is like, and why it is that she might find this 
  strange portal to another world .
  Let’s open with what we know about the Girl 
  so far: You are a 12-year-old girl . You are not of this 
  world, and you are trying to find your way back 
  home . Home isn’t perfect—in fact, there’s a lot 
  that’s hard and unfair about it—but it’s still home . 
  There are people there who love you, who miss 
  you right now, and are wondering why you haven’t 
  yet come in for supper .
  There is a series of questions on the Girl’s play-
  book, so I’m going to pass this around the table 
  and we’ll fill in all of her details . 
  Let’s start with you, Leandro . The first question 
  is, “Your family has love but no . . .” and there are five 
  options, or you can write your own . Whichever  
  you pick will determine our Girl’s name .
  Leandro: I like “time,” so her name is “Patience .”
  Guide: Sabine, the next one is for you . How do you 
  wear your hair?
  Sabine: Oh, let me look at the choices . “Tangled 
  and knotted like a fraying rope” is good . I think she 
  should have fiery red hair that’s always tangled .
  Guide: Sam, do you want to pick the next one? How 
  do you sound when you speak?
  Sam: I like “Quiet like a secret thought .”
  Guide: Nice . So Patience, our little twelve-year-old 
  girl, has a quiet voice and wild hair . Leandro, what 
  is your prized possession?
  Leandro: I like that if her family has no time for 
  her, she made something to keep herself occupied . 
  Guide: I like that . So I could see this being anything 
  from a walking stick, to a painting, to a collage, to 
  a little toy statue . Does anything jump out to you?
  Leandro thinks for a minute, then Sabine jumps in. 
  Sabine: A diary? Maybe what she makes is words .
  Guide: Cool . That might flow into a question that 
  we’ll have here in just a second, but let’s answer 
  the next one first . What is your biggest fear?
  Sabine: I’m going with “humiliation .”
  Guide: What about humiliation terrifies her?
  Sabine: Maybe when people are laughing at her . 
  That noise, that feeling . Yuck .
  Guide: So now we have a couple of open-ended 
  questions . This one for you, Sam . What do you 
  want to be when you grow up? We talked a little bit 
  about her liking writing, but she can be anything 
  she wants to be when she grows up . 
  Sam: She definitely wants to be a witch . 
  Guide: Oh, nice . So does she think of her diary as 
  her spellbook? 
  Example of Play: Creating the Girl
  This example based on an actual session shows the Story Guide and three players—
  Leandro, Sabine, and Sam—as they start the game and create the character of the Girl .
  
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  47
  Sam: Yeah . She could be casting hexes from there 
  on all the people who make fun of her .
  Guide: Excellent . Next is “What is your home life 
  like?” Rather than individually answering this 
  one, I want to pass it around and you each fill out 
  one little detail: who she lives with, where she 
  lives, how many siblings she has, things she loves 
  to do while she’s at home, and so on .
  Leandro: I’d say she’s always moving . It’s a very 
  transitory life that is inflicted by her family . 
  Guide: Is that why her family doesn’t have time?
  Leandro: Yeah . I’m thinking one of her parents has 
  a job that requires a lot of travel .
  Sabine: I think it’s very austere where she is . 
  There’s not a lot of decoration or clutter in her life 
  because she’s always moving . 
  Guide: I imagine that she has little places in her 
  house where she’s scurried away things that she’s 
  collected on her travels .
  Sabine: I like that idea .
  Sam: Because she moves around a lot and her 
  family is busy, I think there’s always been a nanny 
  in the parental role, and that person has changed 
  many times, and she writes letters to them .
  Guide: So she’s close to her nanny, but is there any 
  one else? Does she have any siblings, Leandro?
  Leandro: No, she’s an only child .
  Guide: Cool . So next we’re going to find out how 
  she finds her door underground . The world that 
  she goes to doesn’t need to be literally under-
  ground, and it doesn’t have to be a literal door that 
  gets her there, but I want to play out a little scene 
  of her life right up to the point of the door .
  Leandro, are you willing to play Patience first?
  Leandro: Sure .
  Guide: Great . So let’s start with you waking up 
  on a rainy Friday morning . You get up, grab your  
  diary, stuff it in your backpack, and start walking 
  to school . You’ve moved around a lot, so you’re still 
  relatively new here . All week you’ve been avoiding 
  the house of a girl who has been bullying you .  
  Leandro, what has she been picking on you about?
  Leandro: Probably for writing in my diary .
  Guide: Today, for whatever reason, you didn’t try to 
  avoid the house . Maybe you were feeling confident 
  and decided to walk past it . Unfortunately, the girl 
  who lives there—Anne—she sees you . You lock 
  eyes and she says, “Don’t let your precious journal 
  get all wet today .” What do you do, Leandro?
  Leandro: I’m trying to not let it bother me . I take 
  the high ground, put my raincoat hood up like I 
  didn’t even hear it . But I walk just a little bit faster .
  Guide: You notice that the rain starts to let up . In 
  that moment, you hear Anne’s door slam shut and 
  her footsteps running up behind you . Let’s pass 
  Patience to Sabine . At this point, you’re running 
  faster; but Anne is catching up . Are you headed  
  directly for school, or are you trying to lose her?
  Sabine: I’m going to try to lose her .
  Guide: Nice . There are some woods near your 
  school that you like to wander through to get some 
  quiet . You veer off into the woods . It’s wet and 
  squishy, and the ground is muddy . As you’re run-
  ning through, one of your boots get stuck . You trip 
  right into the mud . Your mind goes to your back-
  pack and your diary . You unzip your backpack, and 
  inside you see your diary is safe, but you also see a 
  little lizard . It scurries out and scampers up a tree .
  Sabine: Since I’m all muddy and dirty, I can’t go to 
  school like this . So I follow the lizard .
  Guide: Great . Let’s pass Patience to Sam now . Sam, 
  the lizard goes up the tree, and you’re following it, 
  then it just disappears . Like, it blinks out of exis-
  tence . You put your hand where it disappears, and 
  your hand also disappears . You pull it back, and it 
  reappears . What do you do?
  Sam: I pull out my diary and cast a little “spell .” I 
  break off a branch and wave it around like a wand . 
  Guide: Awesome . You cast your “spell,” and to your 
  surprise, something actually happens . You feel 
  yourself pulled up the tree like a magnet . When 
  your head rushes through the canopy of leaves, 
  you look around, and everything is different .  
  Instead of leaves and branches, you see a city…
  Read the rest of the transcript of this example game at girlunderground .org/learn
  
  Playbook Advice
  The Girl: You’re playing to find out how the Girl feels about her journey, and how she 
  grows as a person . Present Manners for her to challenge, and create situations for her 
  to assert her Beliefs . Create space for her to explore her identity . When she pines for 
  home, show how the wonders of the underground can fulfill her dreams . When she 
  wants to stay, turn up the danger and highlight elements that make her miss home .  
  The Beastie: The Beastie is all about authority and rebellion . Let their words and wit 
  get them into—and out of—trouble . Create encounters with people who think they 
  know better, or who are trying to deceive the Girl . The Beastie knows everyone, so let 
  them introduce new characters or share gossip about known characters . Jump at the 
  chance to weave contentious backstories between the Beastie and those individuals .
  The Construct: The Construct represents self-identity and objectivity . They’re figuring 
  out what it means to be alive, and how society doesn’t always see them that way . 
  Introduce objects that are made of the same material to let the Construct explore 
  their emerging identity and roots . Also introduce characters who the Construct can 
  examine . They are also rebuildable, so if you want to increase the stakes through 
  violence, make them bear the brunt of the damage (but remember, don’t kill them) .
  The Faun: The Faun is transformation and wish-fulfillment . Create challenges that 
  can only be overcome by an active imagination willing to fully explore the fairy-tale 
  logic . Introduce parties and social gatherings to let them draw in helpful characters . 
  Make sure the thing they can’t resist makes an appearance (or two!) . 
  The Mythic: The Mythic is free, but weighed down by nostalgia . Allow space for them 
  to be both sad and splendid . Give them a chance sacrifice themselves in a blaze of 
  glory, and then make an equally magnificent return . It’s okay for the Mythic be gone 
  for a short while—their player can take on the Girl during that time—but look for 
  challenges where the Mythic’s return can get the group out of a tough spot .
  The Ogre: The Ogre is the shame and self-confidence of adolescence . They should 
  bounce between feeling powerful and feeling ashamed . Give them chances to be 
  brave, but contain them when they take over a scene or try to do too much . Make their 
  consequences awkward and self-conscious . Lead them into situations where they 
  can’t help but step on their friends’ toes (both figuratively and literally) .
  The Runaway: The Runaway doesn’t want to grow up, and is happy exploring the 
  underground . They represent independence, but are also on the run from their 
  problems . They have ways to get the group out of a scary situation, so you can push 
  the danger a little more . Present social interactions for them to tell magnificent stories, 
  but also give them quiet moments alone or with just one other character .
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  Acorn
  Aren
  Bramble
  Brisa
  Cedar
  Fawn
  Laurel
  Moth
  Nettle
  Rio
  Selena
  Tale
  Natural
  Aurora
  Binah
  Coral
  Hassu
  Iris
  Kali
  Mena
  Ochre
  Ovya
  Periwinkle
  Porfirio
  Sapphire
  Colorful
  List of Names
  For when you need a thematic name for a new character .
  names
  Anchor
  Bryn
  Cierra
  Folke
  Kiva
  Latrice
  March
  Montez
  Pierce
  Rigg
  Salim
  Sunder
  Sturdy
  Amit
  Antoinette
  Beena
  Celina
  Dardellyon
  Damba
  Lorenzo
  Magdalena
  Malia
  Percival
  Radcliffe
  Ursuline
  Regal
  Ash
  Chaaya
  Crow
  Dunn
  Echo
  Morgan
  Neva
  November
  Orpheon
  Spindle
  Tamala
  Umber
  Shadowy
  Ahe
  Blaise
  Blush
  Breeze
  Cecile
  Chul
  Gulru
  Jiniya
  Lalitya
  Mridul
  Naila
  Sanura
  Soft
  
  Girl Underground is a tabletop roleplaying game about a curious girl 
  in a wondrous world, inspired by Alice’s Adventures in Wonderland, 
  Labyrinth, The Wizard of Oz, Spirited Away, and similar tales .
  Follow a young girl’s journey of self-discovery through a whimsical 
  fantasy land with the friends she meets along the way . Explore twisted, 
  willowy woods filled with whisper-soft lies, or tricky fairy rings with 
  riddling promises, all on the way to overthrow an unjust ruler and 
  eventually find your way back home .
  3–5 players    |    4 hours    |    ages 12+
  “Who in the world am I?
  Ah, that’s the great puzzle.”
  hedgemazepress.com
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 13-15 (Competent readers, competent writers, Able to do all basic math, can handle darker themes)/PbtA/Girl Underground/Girl Underground.pdf