TEXT: The GameMaster’s Apprentice: 
  Horror 
  Instructions
  Author: Nathan Rockwood
  Graphic Designer: Max Johnson
  Special Thanks 
  This project was backed on Kickstarter by more than 360 supporters, listed at the end of this document
  (or not, in accordance with their wishes). Without their help, The GameMaster’s Apprentice would 
  never have been more than a pet project in my own home games. Thanks so much!
  Visit us online at www.LarcenousDesigns.com
   
  The GameMaster’s Apprentice deck and documentation, copyright 2014, owned by Larcenous Designs, LLC.
  Larcenous Designs, LLC, and associated marks are owned by Nathan Rockwood. Graphic design and
  iconography by Max Johnson.
  1 
  
  Table of Contents  
   
   
  INTRODUCTION
  3 
  What this deck is
  3 
  What these instructions are
  3 
  What is on the cards: The Randomizer Breakdown
  4 
  HOW TO USE THESE CARDS
  8 
  "Fairness”
  8 
  Genre and Tone
  8 
  Primary Systems
  9 
  Answering Yes/No Questions
  9 
  Creating NPCs
  10 
  Creating Random Events
  11 
  Creating Story Seeds
  12 
  The Little Engine: Running NPCs or encounters on the fly
  13 
  Icon Systems
  14 
  Norse Runes
  14 
  Tag Symbols
  18 
  Elements
  19 
  Scatter Die
  19 
  THE DECK AS A GAME ENGINE
  20 
  Making "fair" decisions
  20 
  Starting a Game
  20 
  Playing a GM-Free Game: What Happens Next?
  20 
  The Basic Loop: The Heart of the Engine
  22 
  Tracking plot and character developments
  23 
  Wrapping up a plot
  23 
  FINAL WORDS
  24 
  Adventure Guides
  24 
  Genre Mashups
  24 
  Make your own materials!
  24 
  Backer Names
  25 
   
   
   
  2 
  
  INTRODUCTION 
   
  What this deck is 
  The GameMaster’s Apprentice: Horror deck is a set of tools meant to be helpful for anyone 
  running a roleplaying game. The randomizers on the cards aren’t linked to any particular game system 
  or setting, but are intended to support any sub-genre of horror. 
  The general purpose of this deck is to create and arbitrate the sort of story ideas and decisions 
  often made by a GameMaster, but which can sometimes be randomized--perhaps to make the decision 
  more ‘fair,’ or maybe just to help the GM come up with something totally new. 
  Each of the 120 card faces in this deck contains a set of fourteen randomizers. While each 
  randomizer has a specific purpose for which it was designed, I did my best to make the cards as flexible 
  as possible. How each randomizer, or the deck as a whole, is used depends entirely upon the needs of 
  the group, Game Master, or player using them. 
  I created these cards for many reasons, but the most important points can be boiled down into 
  two functions. First, I wanted to make it easier (as a GM) to access random tables, and I find a deck of 
  cards faster than hunting through books and comparing them to the results of dice rolls. Second, as my 
  group’s usual GM, I wanted a system that could let me play a solo game with the ‘fairness’ of an 
  outside arbiter, while avoiding the limited options found in most computer- and game-book-based 
  RPGs. With a bit of imagination, a sense of fun, and maybe a character sheet from a game system of 
  your choice, this deck should let you play through an adventure entirely without a human Game 
  Master. 
   
  What these instructions are 
  Because the GameMaster's Apprentice is meant to be flexible, there isn't a right or wrong way 
  to use the cards. For the same reason, while these instructions describe each of the randomizers on 
  the cards, I can't really tell you 'how' to use them; it will be up to you to determine your favorite ways 
  to put them to work. My notes are a framework for you to work within. I'll give you some examples 
  and explain my thinking, but if you're the sort of gamer who is interested in randomizer cards at all, 
  chances are that you're already thinking of ways they might be helpful. 
  However, if you want a little push in the right direction, these instructions include suggestions 
  aimed at gamers in several specific situations: 
  1) You're a GM looking to spice up your plans with new ideas. 
  2) You're running a game and need to generate some information on the fly. 
  3) You're a solo-player (or a group with no GM) and want to run a game with the cards as an 
  engine. 
  3 
  
  What is on the cards: The Randomizer Breakdown 
  While more detailed descriptions of how I use these randomizers together come later, here is a 
  brief overview of each of them, with a few suggestions for use. 
   
   
  4 
  
  1) Difficulty and Reaction Generator 
  This one is often referenced just as the Difficulty Generator, but it serves many purposes. 
  Between the comedy and tragedy masks we have the results of a bell-curved 1-10 number generator. 
  This is great for anything which is probably going to be “average:” the relative difficulty of picking a 
  given lock, how friendly a random stranger is to the PCs, or even how powerful that random stranger 
  happens to be. Most results will fall in the 5-6 or 4-7 range, so plan accordingly! 
   
  2) Likely Odds  
  When you need the answer to a Yes/No question, you can draw here for a “fair” random result. 
  Yes, you could just roll a die and decide that ‘evens’ mean ‘yes’ and ‘odds’ mean ‘no,’ but that actually 
  takes longer--and for me, at least, after I roll I can never remember whether odds were yes or no. 
  Also, the possible answers here include ‘critical’ results; the range is: YES!/Yes/No/NO! 
  The three sub-categories (Bad, Even, and Good) stand for how likely the answer is to be positive 
  (YES! or Yes). ‘Bad’ means there is only a 25% chance of a positive answer; ‘Even’ gives a 50% chance; 
  and ‘Good’ indicates a 75% chance of positive results. 
   
  3) Dice 
  Exactly what they appear to be--the results of randomly rolled dice, ranging from d4-d00. These 
  are handy for a quick number without revealing what dice you are rolling, or when dice are 
  inconvenient for some reason. However, they have one major flaw: dice pools. Unless you shuffle and 
  redraw for each die in a roll, the draw isn't going to be as random as it should be; for one to three 
  cards, the statistics will still be very random, but after that you should probably return all cards to the 
  deck and shuffle. 
   
  4) Norse Runes 
  The 24 runes of Elder Futhark, commonly represented in fiction and fortune-telling as 'the' 
  Norse runes, are here for when you feel like some symbolic interpretation. Like the more 
  commonly-seen Tarot deck, these runes can serve to suggest ideas and concepts. Their presence is 
  inspired by classic games like ​Everway​, which use Tarot-like interpretation as a primary resolution 
  mechanic. See the Icon Systems section, below, for more details. 
   
  5) Elemental Symbols 
  The four elements (at least, those most often seen presented in fantasy fiction) of Earth, Fire, 
  Air, and Water have been imbued with cultural and cross-cultural connotations over the years. While 
  you will probably not draw for them on their own very often, I use them to color my interpretations of 
  the other randomizers, suggesting mood or style; "Disaster Strikes/City Suburbs" can mean something 
  very different if flavored by Earth (an earthquake) rather than Fire (...a fire), for example. 
   
   
  5 
  
  6) Random Event Generator 
  Generating random situations is at the heart of the GameMaster's Apprentice. These three 
  keywords (a verb, adjective, and noun) combine into one of 1.7+ million (if you draw a new card for 
  each word) possible phrases; with the phrase and the current in-game situation in mind, you decide 
  what the cards are suggesting happens next. For example, “Discover/Obscure/Sanctuary” could 
  suggest the players just stumbled into a lost temple or a hidden panic-room, depending on your 
  sub-genre. Just keep the context in mind and apply common sense! 
   
  7) Sensory Snippets 
  Four types of brief description exist on the cards: something to hear, see, feel (physically or 
  otherwise), or smell/taste. A simple way to use these is to draw one card when the players do anything 
  related to observation (searching a room, keeping watch at night, etc) and consider if any of the 
  snippets apply. However, these can also be very useful when generating random content; what a 
  person or place smells like can tell you a lot about them! 
   
  8) Tag Symbols 
  Here you find three out of ten images that exist in a different combination on each card (‘10 
  choose 3’ is the mathematical operation). These symbols can tell you a lot if you want to use them, but 
  they are best when you have created a list for what they mean in a given situation. 
  For example, in an investigative game, each symbol might represent a different kind of 
  discovery during a search for clues; in a fantasy dungeon crawl, they could be used with multiple tables 
  to first populate a room with baddies (each symbol suggesting a monster, trap, or dungeon feature), 
  and then their treasure trove (another table could show what value, type, or power level of loot is 
  found for each symbol). 
   
  9) Scatter Die 
  This shows 8 directional arrows, a direct hit (explosion or star), and a miss (a single “-” dash 
  line). Traditionally used for the direction a grenade misses in, it can also be used to map out random 
  dungeons (showing the direction of the next door, with hits and misses being dead ends, staircases, or 
  similar), tell you where that screaming sound is coming from, or anything else directional. This makes it 
  useful in a solo dungeon-crawl scenario. 
   
  10)​ ​Belongings 
  Initially conceived of as a way to make pickpocketing and looting more interesting, the 
  Belongings field can also be used as part of the random character generator. Each card has a different 
  category listed first; the three examples that follow the category are just meant to help clarify the 
  intent and give you some ideas! The categories should be setting neutral enough for you to use them in 
  any situation. 
   
  6 
  
  11) Names 
  One of the simplest generators, and the one that started it all. Each card has three names, 
  intended to represent a variety of real and fantastical naming conventions and cultures; and while the 
  cultural setting of a game does indeed play a role in what names will be associated with what genders, 
  the names are meant to include one probably-masculine, one probably-feminine, and one 
  potentially-gender-neutral name per card. 
   
  12) Catalysts 
  The random event generator mentioned above is something I love, but it is intentionally vague 
  and relies on interpretation. The Catalyst box is meant to be a much more specific (but, of course, 
  more limited) way to trigger ideas for story seeds and random encounters. While there are only 120 
  different Catalysts, if you combine one with a Location and/or a Sensory Snippet or a Difficulty draw, 
  you can still create a large number of different seeds. 
   
  13) Locations 
  Best used during prep or when the players hear about a distant location (because the one you 
  draw may not mesh with the current location of the party if you use it when they are exploring), these 
  can help you come up with places to adventure that you wouldn’t have immediately thought of. 
  Because the Locations are specific enough to sometimes clash with an ongoing game's needs, 
  consider modifying the drawn location with an adjective from the Random Event Generator, or a 
  sensory snippet, to give it a fresh tone or further detail. "Orphanage" plus the adjective "Mystical" 
  might become a home for wayward fey children, a place a young sorcerer has been hidden away, or 
  simply fairy-tale-like in how awesome it is (perhaps being run by a fairy godmother turned to public 
  service).  
   
  14) Virtue and Vice 
  These are primarily to help flesh out character personality, but any time you want to suggest a 
  motivation (for a villain, hero, or random NPC), you can draw for one or the other (or both). For 
  example, if someone hires the party to go clear out the nearby goblin camp, they might be motivated 
  by revenge (Wrath), or desire for a particular treasure the goblins have (Envy), and the difference can 
  be significant to your ongoing story if the players try to figure it out. 
  However, there is one mechanical issue here: while each individual Virtue and Vice appears 
  equally throughout the deck, the combinations on the cards are not equally distributed, which is why 
  they are on the cards in separate fields. What this means, practically speaking, is that if you draw one 
  card for both the Virtue AND the Vice, you wind up with a result that slightly favors certain 
  combinations--for true randomness, draw one card for each. 
   
   
  7 
  
  HOW TO USE THESE CARDS 
  However you want. Seriously, go to town. But if you want to hear how ​I​ use these cards, here 
  are my thoughts. 
  "Fairness” 
  First, a note on fairness. Whether you are using the cards to generate a story for an upcoming 
  session, randomizing answers on the fly, or running a solo game for yourself, you may sometimes be 
  tempted to replace a card you draw with a second one. Or a third. Or a fourth... 
  Is this 'cheating?' 
  That depends. 
  The golden rule in these cases is that the cards should keep things fun and interesting, and 
  should NEVER spoil your enjoyment of your game. 
  For some people, this will mean that redrawing the occasional card is totally fine, if the results 
  would otherwise drag the story down. To help reduce the likelihood of this (since it still takes up time), 
  I strongly recommend this guideline: If there is a possible result or option that will ruin the game, 
  eliminate it BEFORE rolling a die or drawing a card. If character death would spoil your fun, replace that 
  outcome with capture, maiming, loss of gear, or some other consequence, and THEN roll or draw. That 
  way, you won't have to retcon anything. 
  However, for some people, the "real" danger of losing a character, or being sometimes unable 
  to alter the outcome of an event, is important to the experience. If you fall into this category, I suggest 
  you set a specific rule beforehand. Some games already include a karma/fate/plot/benny point system 
  that lets players make rerolls, change the story, and so on; if your game does, make rules for yourself 
  about how those points can or cannot let you redraw cards (or simply alter the results without 
  redrawing). If your game doesn't have anything like that, perhaps consider allowing one redraw of one 
  card per game session, in-game night, or chapter of a story--but whatever it is, make the rule first, and 
  THEN start play. 
  As long as you are following your own rules, then there is nothing 'unfair' about how you use 
  The GameMaster's Apprentice. And even if you break your own rules, I promise not to call you on it.  
  Genre and Tone 
  The GameMaster’s Apprentice: Horror is intended to be an aid that can work for many 
  sub-genres of horror. Whether your game is set in a slasher flick, a sci-fi transhuman dystopia, or a 
  Lovecraftian nightmare, and whether your tone is grim, serious, or even silly, the deck should be able 
  to support your play. 
  However, the curse of neutrality is that it is, by nature, sometimes going to be too generic for 
  your tastes. Alternatively, it may present something badly-tuned for what you wanted. 
  There are two fairly obvious solutions: either draw again, or reinterpret the card you drew. 
  8 
  
  Drawing again can be frustrating, and while I sometimes go that route, I suggest the second 
  option as the better of the two.  
  The GameMaster's Apprentice is designed to give you direction and guidance, but it relies on 
  you to at least fill in the gaps. If you draw a result that is inappropriate for a reason of genre or tone, 
  but you want to 'play fair' and keep the card, simply go with the most similar, but appropriate, idea you 
  can think of. 
  For example, if a card suggests that a character exploring a new planet smells 'Fresh Popcorn,' 
  you could say to them, "You smell something rich, almost buttery, in the air." On the other hand, if the 
  character is in a medieval marketplace and you don't think popcorn would be available, simply saying 
  "The delicious smell of buttery treats fills market square" covers the same idea. 
  Also, if the basic idea of a card is plausible but a detail or the tone of the description was wrong, 
  consider ignoring those details and drawing for an adjective from the Random Event Generator, a 
  sensory snippet, or one of the other content modifiers to replace them.  
   
  Primary Systems 
  These are the things I most often use the cards for. They can be used on the fly, before play, or 
  in any combination. Though they are all vital to using the deck as a solo game engine, that situation 
  gets its own section, further below.  
  Generally, these systems require the use of more than one field from the cards, and not all 
  fields are used equally (or at all) in the systems I describe. All of the systems are meant to work 
  together, though, and you can combine and interweave them with any of the fields in any way you 
  wish. Remember that these are all just ​my​ way; do as ye will. 
   
  Answering Yes/No Questions 
  The GameMaster’s Apprentice is so-called because, like a true GameMaster, it can supply a lot 
  of information about the game; this is one of the simplest and most common ways it does that. 
  If you need the answer to a Yes/No question, draw a card for the answer and look at the ‘Even’ 
  Likely Odds field. 
  That’s the easiest version, but it can get a bit more complicated if you want it to; you can decide 
  that the critical results of YES! and NO! have particularly spectacular results, and you can refer to the 
  ‘Bad’ Likely Odds if there’s only a 25% chance of the answer being ‘yes,’ or to the ‘Good’ odds for a 
  75% chance of ‘yes.’ 
  There are many situations that might call for a draw here; let’s talk about a few of them. 
  1.
  Player curiosity: If the players want to know the details of something you haven’t planned, but 
  which isn’t critical to the game, consider drawing for it with whatever odds you think would 
  make the game most fun for the players. Examples: Is the bartender bald? Is it a nice day out? 
  Can I find a four-leaf clover? 
  9 
  
  2.
  Suddenly-necessary details: If the question has a potential impact on the game, but making the 
  decision yourself would feel like you were cheating or biasing the result, you need to be a little 
  more careful. Don't word the question in a way that ruins the game if you get the 'wrong' 
  result, and carefully consider whether you should have Bad, Even, or Good odds of drawing a 
  'yes.' Examples: Does the guard happen to be looking in this direction? Is the backup generator 
  fully fueled when the power gets cut? Is there a real doctor in this village? 
  3.
  Modifying cards: If you've just drawn for something else, and you have an idea that sounds a bit 
  too implausible, or you have more than one strong idea of what could happen, then you can 
  draw for an answer to clarify things. I do this a lot when building important NPCs or story seeds 
  ahead of time. Examples: Does being Charitable and Fraudulent mean that this character is like 
  Robin Hood? Does 'Destroy/Nearby/Government' mean the city government, as opposed to the 
  kingdom, is overthrown? Does combining the Catalyst 'Naked Man' with the Location 'Museum' 
  mean that there is one of those performance-art installations? If ​No​, then I guess a patron is 
  just VERY drunk….
   
   
  Even in a planned game, using a pre-written adventure, I find plenty of opportunity to draw for 
  Yes/No answers. Sometimes players are curious about details that would never have occurred to a GM 
  to prepare for; sometimes they pursue a line of reasoning before the GM has a chance to sort it out; 
  and, of course, sometimes the GM simply won’t have prepared enough adventure for ambitious 
  players.  
   
  Creating NPCs 
  Experienced GMs are probably accustomed to creating the NPCs they need for an adventure, 
  but I find that I tend to fall into easy patterns and reuse tropes more often than not when my players 
  decide to encounter an  NPC I ​didn't​ need for the game, and thus did not spend time thinking about. 
  There are a few standard barkeeps, stealthy rangers, and slightly-mad wizards that my adventuring 
  parties just seem to keep running into.... 
  So, to mix things up a bit (either when planning a game or when the party approaches someone 
  for whom you have little detail), I use this quick method. 
  1. Draw a card for a Virtue and Vice combination (draw one card for each if you want to be truly 
  random). This tells you a little about their basic motivations, but will have to be tempered by context. 
  2. Draw a card for Belongings, to see what sort of thing they either have on them or are 
  strongly associated with (for example, a Military Weapon suggests the character may be a soldier, but 
  if you encounter them as a prisoner in a dungeon, they probably don't have that weapon on them right 
  now). 
  3. Draw a card for names, and pick one to go with the character; sometimes names can add to 
  the picture, if they are particularly meaningful. 
  4. Try to fit the draws together in context, and you're done! 
  10 
  
   
  NPC Generation Optional Expansions: 
  Personality and appearance: Draw for Sensory Snippets, and consider all four on one card; pick 
  one that calls out to you as appropriate. Often, the way someone smells or looks, or a sound or feeling 
  you associate with them, will help flesh out a character significantly. 
  Random descriptor: Draw for an adjective (from the verb/adjective/noun trio of words in the 
  Random Event Generator), and apply it to the character. 
  Reaction: If you want to randomly decide how the NPC reacts to the party, draw and look at the 
  Difficulty and Reaction Generator; 5-6 is neutral, 1 is love at first sight, and 10 is a fight to the death--of 
  course, the specific reaction at high or low levels should be adjusted to fit your situation, but you get 
  the idea. 
  Power level: If you don't know how strong this NPC should be, you could again draw from the 
  Difficulty Generator, and decide if this is an absolute or relative comparison. In a relative draw, 5-6 
  means they are about the same strength as the PCs, while 10 represents a massively more powerful 
  character, and 1 someone very weak. In an absolute draw, 1 represents a starting-level character, 5-6 
  is mid-level, and 10 is a demigod. 
   
  Creating Random Events 
  I love writing plot-heavy adventures and stories for my players, but sometimes I get stuck, or I 
  find myself unintentionally copying a pattern I know well, from fiction or previous games. I created the 
  primary Random Event Generator as a way to solve those issues, as well as to help me run solo-games. 
  I've gone through several different iterations of the generator, experimenting with different 
  combinations of randomizers, and the current version (a verb, adjective, and noun on each card) is the 
  simplest and most effective I've come up with. Which isn't to say it is perfect--I'm always looking for 
  the next, better idea--but it works well enough that between it and some of the decks' other fields, I've 
  run complete solo campaigns without feeling either bored or that the story was incoherent (which is 
  more than I can say for some campaigns I've planned out entirely on my own). 
  Here are the steps I follow the majority of the time: 
  1. Draw two cards, first for a verb, and then a noun. This produces results like "Discover Plan" 
  or "Heal Treasure."  
  2. Consider the results in context. Any flashes of insight? In a game with an important artifact 
  already broken, “Heal Treasure” could indicate the first clue in how to repair it; alternatively, it could 
  indicate the discovery of some vast source of healing, like a fountain of regenerative water. 
  3. If nothing occurs to you, draw a third card for the adjective and apply it to the noun 
  ("Discover Ancient Plan" or "Heal Terrifying Treasure"). If you prefer, you can of course draw for all 
  three right away, but I find that sometimes the extra information actually diverts me from a more 
  sensible course. Either way, be sure to consider the context! 
  11 
  
  4. Work the suggested event into the story in a way that makes sense--it doesn't have to occur 
  instantaneously, or immediately nearby. “Destroy Government” could indicate a coup in the nearest 
  city or kingdom, which would have an impact on the players only when they hear about it--they could 
  return home to find it occupied, or encounter deserting soldiers on the road, or similar. 
  5. If I have an idea that I'm not sure about (usually because I think it might be either too 
  unlikely, or it would be too helpful to my character in a solo game and I don’t want to feel like I’m 
  cheating), I draw for a Yes/No answer to make up my mind. 
  6. If you were trying to create a random event on the fly, but nothing at all leaps out at you 
  from the cards (or the only things you can think of would break the game/the story/your enjoyment), 
  either redraw one or more cards or, officially, nothing happens--no random event occurs! Don't waste 
  time agonizing over it. 
   
  Random Event Generator Optional Expansions: 
  Importance Level: If you want guidance about how important the event should be, draw for the 
  Difficulty Generator. 5-6 indicate the event is as serious as a level-appropriate combat encounter (even 
  if it isn't dangerous itself); higher numbers indicate more serious, game-changing results, while lower 
  numbers indicate fluff, window-dressing, or minor descriptive vignettes. 
  Descriptions: Sometimes, the event's key words make more sense if you have a concrete 
  description of something to start with. Draw a card and read all four Sensory Snippets to see if they 
  spark any ideas; incorporate one or more of them into the event. 
  Catalysts: These can be used for random events in their own right, but since there are only 120 
  of them, you'll get more mileage out of combining them with the Random Event Generator. As with 
  the Descriptions option above, you might need something concrete to spark an idea--so draw for a 
  Catalyst and see what happens! 
   
  Creating Story Seeds 
  The difference between a random event and a story seed is one of scale, rather than necessarily 
  one of technique. A random event is usually something you try to work into an ongoing story in a way 
  that doesn't completely change it (because you don't want to ​randomly​ disrupt the plot); a story seed 
  is where you can have more important, world-or-game-changing results, since you are launching a new 
  tale, adventure, or even campaign.  
  I suggest two possibilities: 
  First, you could use the exact same steps as the Random Event Generator, above, but also draw 
  for a Location and work it into the story (usually as either a starting place or a place the players must 
  go to right away). Don't be afraid to let your imagination really run wild, since you don't have to work 
  the event into an ongoing story! 
  Second, if that doesn't work and you want some more particular information without drawing a 
  ton of cards: 
  12 
  
  1) Draw three cards and set them in a row. 
  2) Read all three sets of Catalysts and Locations. Pick one of each, in whatever combination 
  seems best (even if they are both on the same card). This describes the kicking-off point for the story, 
  and may tell you a good deal about what is to come. 
  3) Read the Sensory Snippets on the first card; pick one or more to use and apply them to the 
  Catalyst/Location combo. This should help you add some detail to what is going on. 
  4) Look at the Virtue and Vice combinations on each card; pick one set to represent the 
  character who first gets the players involved (they could be a victim, antagonist, or quest-giver); also 
  pick a Belongings set and a Name for them from within the options presented, and use the Sensory 
  Snippets on the second card to flesh them out a little more. 
  If that tells you what you need to know, jot down the details and go with it! If you want more 
  specifics, with these things in mind, ask Yes/No questions and draw for answers to flesh the seed out a 
  bit. 
   
  Story Seed Optional Expansions: 
  -Villain, Victim, Visitor: Skip Step 4 above and draw additional cards expressly to create a villain, 
  then a victim, and then a 'visitor' (a friend or acquaintance for the PCs). This gives you a lot more 
  randomness and also can really launch a story rich with detail. 
  -Tag Symbols: Especially if you are already planning on using them with a table you have 
  created, the Tag Symbols (the three icons in circles, next to the scatter die) can give you some 
  interesting detail. If you haven't got a table to use, there is a an example of one in the Tag Symbols 
  section below. 
  -Style: Draw an Elemental symbol and plan on the first part of the game having a play-style 
  focus based on the result: Fire = Combat, Water = Intrigue, Earth = Mystery, Air = Exploration.  
   
  The Little Engine: Running NPCs or encounters on the fly  
  In order to keep things moving, sometimes I use the cards to make decisions quickly, even 
  when I could make them myself just as easily. If you want to use the cards to run an NPC or make 
  decisions about how an encounter plays out, I suggest you can use the Difficulty Generator and Likely 
  Odds fields to sort out many issues very quickly.  
  Because you are acting as the GM and just drawing cards for some additional support, this is 
  probably the easiest way to use them. You can veto any nonsensical results, redraw if you wish, and 
  just move on whenever you need to, so I actually find myself drawing for ‘suggestions’ practically every 
  time a player asks a question, just to see if the results are more interesting than whatever I had 
  planned. 
  However, one important tip is to let common sense reign. If you are starting with a blank-slate 
  NPC, almost any action or decision of theirs can be explained; but once they have an established 
  personality and goals, answers usually suggest themselves, and you won’t need to draw any more. 
  13 
  
  A few other tips for deciding what happens when you have an unplanned NPC or encounter on 
  the field: 
  1) Naturally, you can start by drawing Difficulties for how powerful or hostile the NPC or situation 
  is, and Likely Odds to answer questions about them. 
  2) If you have no idea where to start, draw a card and look at the Sensory Snippets; use at least 
  one of them to generate something (the sound of chains might indicate an arrest being made). 
  3) Draw for the Tag Symbols (see the next section, on the icon systems) and use the results to 
  indicate what is going on; the example table in that section could work for this. 
   
  As an example, let’s say the party camps for the night in a forest, and you want to have 
  something happen that night, but you can only think of the same things you’ve done before: They are 
  startled awake by something that turns out to be harmless; bandits or other monsters attack; or a 
  weary traveler shows up. So, instead, you draw the Tag Symbols, and get a Skull (Impending loss), 
  Shield (Protection), and Target (A distant goal).  
  If you can’t think of any other ‘impending loss,’ to me that often reads as danger of some kind 
  (because danger begets loss). So some kind of danger, plus protection and a distant goal… while you 
  could interpret this is many other ways, my mind goes to a sudden change in the weather that 
  indicates an onrushing storm (possibly even a hurricane, tornado, or magical disaster). The party sense 
  the weather changing, and they know that the only safe haven within miles is a distant… cave? Or 
  perhaps they can see a run-down mansion at the top of that distant hill, and they just might be able to 
  make it there in time to shelter safely….  
  That sounds much more interesting than another bandit attack. 
   
  Icon Systems 
  While the text fields of the cards are relatively simple to interpret, the images in the icon fields 
  might take a little more practice, at least in some cases. If you find that the images and symbols are 
  unhelpful, just remember: There is no wrong way to use the cards, so do what you want--and that 
  includes skipping parts of them entirely. 
   
  Norse Runes  
  I usually bring these into the game when I want yet another, different way to randomize the 
  details, tone, or direction of something. They aren't necessary for any of the core systems of the 
  GameMaster's Apprentice, but you could use them in any game to give you suggestions, or you could 
  base a narrative game system entirely around them as a primary mechanic.  
  To modify or enhance your content the way I usually do, draw one card and apply its meaning 
  to the current situation as sensibly as you can. If you want to do more with them, you'll need to treat 
  them like Tarot cards: a set of symbols that need to be interpreted in combination with each other and 
  the current situation. 
  14 
  
  The Elder Futhark alphabet is itself very old, but (as far as I can learn) other than one or two 
  runes and words that poems and inscriptions indicate had symbolic uses (such as carving them onto 
  amulets or swords), there isn't actually any solid evidence for their original use being fortune telling in 
  the modern manner (which is basically an invention of the late 20th century, and was intentionally 
  based on Tarot-style interpretations).  
  So, because there is no 'original meaning' to draw on, and to avoid violating anyone's copyright, 
  the version I give here is my own, and is based loosely on versions I've been introduced to by those 
  better versed in those modern runic systems than I am. If you prefer to give the symbols different 
  interpretations, that is entirely up to you! 
   
  The First Eight (Freyja’s Aett) 
   
  Fehu 
  Livestock/Wealth:​ Property, prosperity, fertility, increase, social success.  
  In-Game:​ Treasure found, quest rewards doled out, or a great opportunity for 
  success (meeting or helping someone powerful, an easy quest, etc). 
   
  Uruz 
  Auroch/Wild Ox: ​Energy, health, strength, tenacity, and courage. 
  In-Game:​ A character of great physical prowess; a situation that requires 
  strength or courage; an ability that boosts health, energy, or strength. 
   
  Thurisaz 
  Thor/Giant: ​Reactionary, defensive destruction. Instinct, willpower,  and 
  regeneration; lightning, electricity. 
  In-Game: ​A powerful but protective force or character; lightning or electrical 
  power; an actual giant; thorns, or armor that damages attackers. 
   
  Ansuz 
  Ancestral Spirit/A God: ​Revelation, insight, communication, truth, power of 
  words and names; divine intervention. 
  In-Game:​ Contact from a spirit or god; priest or cleric; temple; holy relic. 
   
  Raido 
  Wagon/Journey:​ Travel, evolution, moving forward, gaining perspective. 
  In-Game:​ A quest! A journey for the sake of some greater objective, leveling up 
  or gaining power, learning an important secret, or other forms of evolution. 
   
  Kenaz 
  Beacon/Torch:​ Creativity, inspiration, harnessed power, world-changing ability. 
  In-Game: ​Gaining powers, creating new technology, discovering or researching 
  something powerful. Artifacts, ancient forces, etc. 
   
  Gebo 
  Gift/Exchanges: ​Generosity, balance, contracts, relationships, partnerships. 
  In-Game: ​A good deal, a boon in exchange for fair work, the beginning of a new 
  team, relationship, or business venture; charity. 
   
  Wunjo 
  Joy/Happiness: ​Harmony, spiritual reward, pleasure, comfort, glory. 
  In-Game:​ A reward in the form of a spiritual boon, the gaining of fame and glory, 
  or luxuries and pleasures, as opposed to treasure or power. 
  15 
  
   
  The Second Eight (Heimdall’s Aett)  
   
  Hagalaz 
  Hail/Weather:​ Uncontrollable forces, such as nature, the unconscious mind; 
  crisis that comes before harmony. 
  In-Game:​ Terrible weather or other natural (or unnatural) disaster strikes; 
  powers or abilities are blown out of control; devices or artifacts malfunction. 
   
  Naudiz 
  Need/Distress: ​Resistance, requirements to be met, endurance, patience, 
  survival, a trial or test. 
  In-Game:​ A random encounter or other situation that delays the quest; being 
  forced to deal with bureaucracy or red-tape; the discovery that your 
  almost-complete quest requires an extra step, waiting, or backtracking. 
   
  Isaz 
  Ice/Frustration:​ Mental blocks; confusion needing to be unravelled; cannot 
  progress until more knowledge is gained. 
  In-Game:​ A puzzle, riddle, or confusing situation casts doubt on what the next 
  step must be. A question must be answered, a guide must be found, or similar. 
   
  Jera 
  Good Year/Harvest: ​Effort realized, fruitful results, an end to stagnancy, hope, 
  earned success, cycles of time and life. 
  In-Game: ​Some kind of recent effort pays off (or pays off MORE); the next step is 
  made clear, or a roadblock is removed. 
   
  Eihwaz 
  Yew Tree/Reliability: ​Dependability, trustworthiness; defense and protection; 
  honesty; well-chosen goals that will be accomplished. 
  In-Game:​ Something low-level in importance is accomplished easily or even 
  automatically; friends and allies come through for you. 
   
  Perthro 
  Dice Cup/Mystery: ​Chance, secrets, hidden things, the occult; initiation, sense of 
  destiny; setting out on the path. 
  In-Game: ​Discover of a mystery or a secret; magical or unknowable powers get 
  involved; it seems the character(s) have a destiny that is yet to be realized, be it 
  political, spiritual, or arcane. 
   
   
  Algiz 
  Elk/Protection: ​Shield, shelter, defense, wards against evil, a guardian; 
  connection to the gods or higher states of being. 
  In-Game:​ A place of shelter is discovered, or a protector offers their services; 
  rescued in the nick of time, or saved by what seems to be some kind of divine 
  force. 
   
  Sowilo 
  The Sun/Life-Force: ​Success, honor, life, positive changes, victory; cleansing fire, 
  power. 
  In-Game:​ Good triumphs over evil, either within a person’s warring 
  loyalties/psyche, or in terms of the quest itself; something evil is redeemed, or at 
  least set on that path. 
  16 
  
  The Third Eight  (Tyr’s Aett)  
   
  Tiwaz 
  Tyr/Leadership:​ Authority, justice, rationality, success in competition of all 
  kinds, self-sacrifice. 
  In-Game:​ A just authority gets involved, or the characters are granted authority; 
  legal or competitive victory; or self-sacrifice is required, but will complete an 
  epic quest. 
   
  Berkano 
  Birch Tree/Birth:​ Fertility, birth, growth, liberation; renewal, new beginnings, 
  love, family, connections. 
  In-Game:​ Romantic or personal relationships are advanced, or second-chances 
  are given, prisoners pardoned, or similar. 
   
  Ehwaz 
  Horses/Travel:​ Physical transportation; slow but steady progress; teamwork, 
  trust, ideal marriage or partnership. 
  In-Game:​  Travel or vehicular problems are overcome; trust is built; an 
  already-ongoing partnership or relationship proves to be more successful than 
  first imagined. 
   
  Mannaz 
  Mankind/The Self:​ The individual, intelligence, forethought, skill, ability; the 
  human race, social order, friends and enemies. 
  In-Game:​ Personal skill or cunning wins the day; one person is isolated and 
  forced to work alone to solve a problem; or society gets involved, and status, 
  nobility, and privilege come into play. 
   
  Laguz 
  Water/Regeneration: ​Healing, rest, renewal; dreams, the underworld, the 
  imagination. 
  In-Game:​ Something allows the characters to heal and rest. Dreams and desires 
  and ultimate goals might be unexpectedly advanced. It is even possible that 
  someone is ‘brought back from the dead’ (literally or metaphorically). 
   
  Ingwaz 
  Monarch/Seat of Power: ​Control and power, answering to nobody; authority 
  without implying justice. 
  In-Game:​ An absolute ruler gets involved, possibly causing problems (especially 
  if the characters refuse to do what they want).  
   
  Dagaz 
  Dawn/Day: ​Awakening, clarity, breakthrough; discovery, a new venture, 
  transformation for the better; hope, security. 
  In-Game: ​A new opportunity or quest, or the solution to an old problem is 
  suddenly found. A mystery may be solved (or at least partially untangled). 
   
  Othala 
  Birthright/Home:​ Inheritance, property passed down, house, home, spiritual 
  heritage, fundamental rights, source of safety, that which is most important. 
  In-Game:​ A character’s bloodline, family, estate, or inheritance is brought into 
  play. Alternately, these things may be threatened by a physical, legal, or spiritual 
  force. 
  17 
  
  Tag Symbols  
  My love of random lists should be pretty obvious, so the fact that the Tag Symbols are for using 
  a random list to pick results from another random list should be unsurprising (List-Ception? Yo dawg, I 
  heard you liked tables? Wow, such random, so tables?). With 120 card faces, each card face shows a 
  unique combination of symbols, and every possible combination is represented.  
  If you have a pre-generated list that shows what each icon means in a given situation, drawing 
  for the Tag Symbols is a good way to introduce a combination of elements to a scene, and it ensures 
  that you always get three different results from your list. Whether you are creating the treasure horde 
  for a dragon, deciding what sorts of things a detective finds while investigating a crime scene, or 
  selecting plot elements to work into the Story Seed you are creating, the Tag Symbols can keep things 
  interesting. 
  Of course, this all requires that you create a table ahead of time. Here’s an example. 
   
  Tower
   
  Significant obstacle; probably static in 
  nature. 
  Moon 
   
  Confusion or misunderstanding. 
  Crown
   
  An important individual, with power over 
  you. 
  Sword
   
  Conflict; not always physical. 
  Heart
   
  Family, friendship, or romance. 
  Shield
   
  Protection; not always physical. 
  Skull
   
  Impending loss, predictable but hard to 
  avoid. 
  Target
   
  A new goal; a distant or dynamic 
  objective. 
  Sun
   
  Clarity or revelation. 
  Wand
   
  Powerful technology or magic.  
   
  On the other hand, if you don't want a table at all, then you can still use the Tag Symbols; you 
  just need to be quick on your mental feet. Acting as a relatively simple set of 10 runes, the Tag Symbols 
  can be drawn for a symbolic interpretation; for example, if you want to spruce up a random event and 
  draw a Skull, you might decide to add the undead, the discovery of a corpse, or a sudden sickness to 
  the situation.  
   
  18 
  
  Elements  
  The 'classic' four elements, Air, Fire, Earth, and Water, are represented on the cards here; I was 
  inspired to include them partly as a nod to old games like ​Everway​, which boiled everything down to an 
  interpretation of these ideas. I most often find use for them as modifiers to other things; an NPC who 
  gets Fire might be energetic and aggressive, while one who gets Air could be curious and constantly 
  moving. A random encounter flavored with Earth might indicate earth-associated themes (defense, 
  nature) or a more literal idea (an earthquake, an earth elemental).  
  What I view as a 'standard' interpretation of the meanings of the four elements can be found 
  below, but you should feel free to ignore that in favor of your own views. 
   
  Air
   
  Movement, curiosity, exploration; life in its most dynamic form. Chaotic but friendly; 
  social. 
  Fire
   
  Aggression, energy, destruction; empowered but unchecked. Chaotic and dangerous; 
  combat. 
  Earth
   
  Survival, determination, defense; slow but steady and impervious. Orderly and 
  unchanging; health. 
  Water
   
  Intelligence, knowledge, eloquence; adaptable and understanding. Orderly but shifting; 
  intellect. 
   
  Scatter Die 
  The concept of a scatter die comes from wargaming, when a character throws a grenade or 
  missile that has a strong chance of missing slightly. The die tells you if the missile lands in a given 
  direction away from the target, or (at least in this case) in a complete miss or dead-on-target hit. The 
  miss is indicated by a single dash ('-'), and the direct hit by a tiny explosion of arrows. 
  Other ways to use the Scatter Die might include: 
  1. Creating a dungeon or similar area (with directions indicating passages, and misses and hits 
  indicating stairs, dead ends, or similar). 
  2. Mapping out a tactical set-up, indicating the disposition of enemy forces. 
  3. Selecting a random player to target with an effect (based the 'direction' they have from the GM, as if 
  the card is placed down in the center of the table). 
  4. To indicate time of day, treating the arrow as a the hour hand of a clock; a miss might indicate 
  Midnight or Dusk and the hit might suggest Noon or Dawn. 
  19 
  
  THE DECK AS A GAME ENGINE 
  Taken together, the same systems I use to make decisions or randomize content in a traditional 
  GM-and-party RPG can be used to run a GM-free game. This may not be everyone's cup of tea, but if 
  you like choose-your-own-adventures or game books like the classic ​Lone Wolf ​series, these cards can 
  help you build an adventure! 
  Of course, there are some big differences. Using the cards as a literal apprentice GM means 
  that you have to supply questions for them to answer, add details to the direction the cards give you, 
  and so on; but what you get in return is a game that not only continues well past when a game book 
  would come to an end, but which can literally take you in any direction, on any quest, and to any result 
  you can imagine. 
  I think the added effort is well worth the results. 
   
  Making "fair" decisions 
  I've already discussed what 'fair' means to the GameMaster's Apprentice, but this becomes 
  even more important when dealing with a GM-free game. Whether you are running solo or with a 
  group of friends, decide how to handle interpretations and redraws before you start play--even if that 
  means you just shrug to yourself and think, "Meh, I think it's fine to redraw if I want to." 
  The real trick is to be sure that no one in the group will feel cheated or disappointed at any 
  time; find out your preferences before you start, and plan accordingly!  
   
  Starting a Game 
  Step 0 is to begin with a character you will have fun playing. If you already have an adventure in 
  mind (whether personally made up, or taken from a published module), be sure it fits that adventure; 
  if not, make the character first, and then make an adventure that fits ​them​! If necessary, use the Story 
  Seed generator, above, and throw yourself into the game! 
  It really is as simple as that. Describe the setup, and then ask yourself, ​“What do I do now? 
  What happens next?” 
   
  Playing a GM-Free Game: What Happens Next? 
  With the GameMaster's Apprentice as a GM, things work most smoothly if you treat the deck 
  like it really is a new GM and you want to help them get the hang of things, while still having a fun time 
  yourself: you ​ask the deck 'leading questions' and then deal with the results.  
  If you have no idea what should happen, you can always ask ​"What happens next?"​ and 
  generate a story seed or random event. 
  On the other hand, if you walk into a 10'x10' square room in a dungeon, you can probably be 
  more specific. ​"Are there monsters guarding treasure here?"​ works pretty well. 
  20 
  
  But what if you ask that and get a No? 
  Rather than try and ask question after question after question, I suggest you default to this rule: 
  Ask a question about what you think is the most likely OR best-for-the-story result, and if the answer is 
  'no,' either go with the next most obvious/story-related option, or generate a random event and use it 
  as guidance.  
  So, in this instance, if the cards say that No, there are no monsters guarding treasure in this 
  10'x10' square room, the next most obvious thing is for it to be simply empty--which could mean it is 
  trapped. Roll perception! 
  Or, if there are indeed monsters, go with the most likely kind and use your game system's rules 
  to determine how powerful they are and what loot they might have. If you are running a pre-written 
  adventure, use their notes; if not, you can (for example) draw a Difficulty to decide how tough the 
  combat should be, and have the monsters either act in the most obviously pragmatic way, or draw 
  Yes/No answers to decide what they do. 
  Speaking of combat... in some parts of a game, dealing with a large group of players is fairly 
  simple; most combat systems already use turn order and initiative to handle questions of who gets to 
  act when. However, in situations where no GM exists to move the story forward, and yet no clear 
  initiative order exists, the fact that the narrative control resides with the players could lead to some 
  intra-party conflict. Consider these suggestions:  
   
  1) Everyone should either have equal say in what happens, or have agreed to another 
  arrangement ahead of time. There is a big difference between ​letting​ someone ask all the leading 
  questions, and ​having​ someone ask all the leading questions. 
  2) The goal is to have fun, so while using the GameMaster's Apprentice as a GM, only ask 
  questions that the whole group can accept its answers to.  
  3) If you discover a need for rules to govern who asks questions and in what order, write them 
  down and follow them until you agree to change them. 
   
  And there is one more important detail to keep in mind, whether you are playing solo or with a 
  party: If someone has an idea for what should happen, or they want to jump forward in time to move 
  on, and it just sounds right to everyone involved, there is no reason to force a draw. ​Just say it 
  happens, and move forward from there. ​Perhaps it costs an out-of-game resource, or you modify it 
  with a draw just to see what happens, but there is no harm in moving the game in the direction the 
  players want, or ‘fast forwarding’ time to skip the boring parts of the story. This is the equivalent of 
  telling the GM, “I know it might change the game, but what if we’d rather skip this bit and spend play 
  time on…?” 
   
  21 
  
  The Basic Loop: The Heart of the Engine 
  Once the game is started and you have a basic idea of how to use the deck as a GM, you can 
  move ahead as the plot demands. You can follow a pre-written adventure, or you can make it up as 
  you go along. But, either way, I like to mix things up with what I call 'the basic loop' of play.  
  A large part of playing a role playing game, for me, is the interaction between the shifting 
  challenges and the player or players facing them. If the challenges become predictable or stale, they 
  become boring... and even with the randomizers to make my 'random encounters' and plot twists 
  more interesting, if I am the one deciding exactly when to draw for a random encounter or a plot twist, 
  that doesn't exactly seem exciting to me. 
  So, in order to keep things interesting, I follow these rules: 
   
  1) At the beginning of a game (or scene, if you feel like changing it mid-game), select a method for 
  Tension (see below) 
  2) Whenever you draw for a Likely Odds result to answer a Yes/No question, ALSO look at the 
  Difficulty Generator. 
  3) If the Difficulty is lower than the current Tension, a Random Event occurs, and you have to draw 
  for it and resolve it right away.  
   
  This way, the game changes in ways I as a player couldn't predict--BUT, because the Random 
  Events still involve interpretation, I can avoid spoiling the fun of the game by preventing results that 
  would be silly, stupid, or boring. 
  So how do we decide what the Tension rating is? I have three methods I bounce between. 
  The first is a static number. If I just want to keep things simple, I select a number based on how 
  likely things are to go crazy in this scene (and then it changes at each scene break). A day of rest in a 
  guarded temple might be a 1 or a 2, while if anyone says "I have a bad feeling about this..." it gets 
  ramped up to a 7 or an 8. 
  My second method is a scene-by-scene build. Starting with a 1 for the first scene of a session, 
  the number increases at each scene break until you have more than one random event in a given 
  scene. At that point, it decreases back down to 1. This method makes it easy to start out 'safely' and 
  keeps the rising level of chaos in check (though you can reset the Tension less often to keep things at a 
  frenetic pace). 
  The third method I use is a draw-by-draw build. This is, in many ways, my favorite version. At 
  the start of the session, the Tension is 1. After each draw for the Likely Odds that fails to trigger a 
  random event, the Tension increases by 1; when a random event is triggered (at most every 11 draws), 
  the Tension drops back to 1. This method may be the hardest to track mentally, but for me is the most 
  satisfying--it results in a fairly high number of random events, but if you give yourself the freedom to 
  let some of them be helpful or merely cosmetic (adding flavor to the game, but not acting as disasters), 
  then this high volume of them keeps things interesting without destroying the plot.  
  22 
  
  Tracking plot and character developments 
  When playing a GM-free game with the GameMaster's Apprentice, I suggest keeping written 
  notes about the randomly-generated plot elements. These can help you not only remember what 
  happened, but can make it much easier to tie the plot together (as we'll talk about in the next section).  
  If you generate an NPC, note down the details you create, even if at first they don't seem 
  relevant in the long run. For settings, encounters, and similar, note descriptions and sensory 
  information; perhaps they will combine to mean something more to you later on. 
  And if you really find your stories picking up in excitement, consider keeping a narrative journal 
  for them. Fleshing out the tale both makes it more interesting, and also helps you keep track of 
  possible hooks for continued adventures! 
  While this may seem more relevant in an intentionally plot-heavy game--mystery, investigation, 
  or similar--keeping detailed notes can also serve hack-n-slash games very well. Who have you been 
  hacking, and what about their friends? If you turned left at that last sewer junction, but then hit a dead 
  end, can you just go back and take a right instead? Notes, maps, and drawings can add significantly to 
  the thrill of a game.  
  Wrapping up a plot  
  Let's talk briefly about how to end a story. 
  The first rule is, of course, that no matter what the end actually is--whether the players 'win' or 
  'lose,' or just stop--it shouldn't ruin anyone's fun. Winning and losing can both ruin a game if handled 
  badly. Just ask the teams responsible for triple-A video game trilogies that rely on story decisions and 
  player choice to 'influence' the end result.... 
  Which means: when creating the 'final encounter' or revealing the solution to a mystery, 
  anything that would spoil the game is automatically off the table ​even before you draw a card. If a 
  random event suggests betrayal, but the only possible traitor would be a silly choice in a serious game, 
  skip it; if the draw indicates that the big bad in a gritty drama that has been building to an epic fight is 
  actually a whiny little goblin with no real power, skip it unless you can make it fit the tone.  
  Also, importantly, if you find yourself already in possession of an idea for what should happen 
  at the conclusion to a game, and you feel like anything else would be disappointing, then start there! 
  Yes, I do mean that you should assume that you are right... but then ask: "And what ​else​ is going on?" 
  Draw a random event or a set of tag symbols and use them to modify your assumptions.  
  This works for mysteries as well as hack-n-slash games. Take the clues generated over the 
  course of the game and try to put them together ("We found scales, claw marks, and a smell of 
  sulphur--it could be a dragon!"), decide how likely you are to be correct and also what the next most 
  likely option is ("This is a fantasy world, so it probably is a dragon, yeah.... but it COULD be a demon!"), 
  and then draw Yes/No. If you were right, great! If not, go with the second option.  
  And then, in either case, ask yourself, "But what ​else​ is going on?" and again draw a random 
  event or a set of tag symbols to modify your situation, providing additional detail. 
  23 
  
  FINAL WORDS 
   
  Just a few things I haven’t covered, or which bear repeating! 
  Adventure Guides 
  Adventure Guides are short, targeted genre support supplements that are meant to work with 
  the deck, to either get you started or to enrich your experience, depending on your needs. They supply 
  several basic things, including notes on the genre, suggestions for partially-built story seeds and 
  characters, and tables to supplement the deck (including examples of the tag symbol charts and 
  various uses for them). If you’re having trouble figuring out how to use the cards in practice, these can 
  be a help. They will be available as PDFs from the same source(s) as the GameMaster’s Apprentice 
  deck. 
   
  Genre Mashups 
  I built the base GameMaster’s Apprentice deck to be genre-neutral, but that doesn’t necessarily 
  mean it is always the best fit for a situation. Thanks to incredible Backer support, there will be 
  genre-specific decks and Adventure Guides to follow the release of the base deck. These are naturally 
  going to provide tailored results, but you can also combine them in unusual ways! Combining the Sci-Fi 
  deck with the Fantasy Adventure Guide could produce adventures suitable for a world of strange 
  wonders and lost technology; combining the Age of Sail deck with the Sci-Fi Adventure Guide might 
  lend itself to the adventures of a Star Navy.  
  Of course, the Adventure Guides aren’t actually required to use one deck with a different genre 
  of game; just tailor the results on your own initiative if you prefer. Personally, I try to avoid needing an 
  extra set of reference tables, so rely on the deck alone as much as possible! 
   
  Make your own materials! 
  Why stick with my tables? These are for ​your​ games! Either in combination with the Adventure 
  Guide tables and starters that you have, or beginning entirely from scratch, you can easily create a 
  custom Adventure Guide suited for your setting and play-style of choice. Grab one of the standard 
  Adventure Guides to take a look at the outline, and then have at it! 
   
   
   
  24 
  
  Backer Names 
  Once again, thanks so much! Without these backers, and the approximately 250 others, The 
  GameMaster’s Apprentice would never have made it this far! 
   
  And, if you ever need even more names to draw upon, consider this list as a set of suggestions. 
   
  1soni, Aaron Killeen, Adam Benedict Canning, Akiazoth, Albey Amakiir, Alice Peng & Brandon Powers, 
  Andrea Hinkle, Andreas Walters - Metal Weave Games, Andrew C, Andrew Eakett, Andrew Ring, 
  Andrew Stobie, Arkane Loste, Armin Sykes, Arun Shankar, Atzix, Barl0we, Benjamin & Lauren Rieker, 
  Brent Lyon, Brian Horstmann, Brian Iraheta, Brian Ostrander, Caleb Burley, Carly Robertson, Charles 
  Brokaw, Charles Kersey, Chris Pickler, Christopher Ruthenbeck, Cody A. Campbell, Craig S Janssen, Dan 
  Cetorelli, Dan Suptic, David Carrus, David Korabell, Davis Silverman, Dennis Appell, Devin La Salle, Eben 
  Alguire, Eddie Meshach Sells, Eden Brandeis, Erik "Kiraki" Schaeffer, Ewan A Dougall, Galit A., George & 
  Brenda Anderson, Gnome Archivist, Greg G., HavenWorth, Hershco, Hilary B. Bisenieks, Ian 
  McLaughlin, Harbinger of Plague, James 'Great Old One' Burke, James "Dregg" Carpio, Jay Baris, Jazzy 
  Bear Brown, Jeremy Tuck, John Kane, Joseph Schutte, Josh Chunick, Josh Wilson (sohjsolwin), Joshua 
  Jones, Katrina Clark, Keith Preston, Kenny the Solo Roleplaying Sage, Kjaskar Swafnildson, Kyle J. 
  Wilson, Laura Pinson, Lauren McLemore, Lord Marlith, Lucas Bell, MadLad Designs, Mark Cox-Palmer, 
  Mark Leymaster of Grammarye, Mark the Encaffeinated ONE, Matthew White, Matthias 'Yolgie' 
  Holzinger, Myles Corcoran, Nathan Gilliam, Neil J. Roberts, Nicholas Hutchind, Nicholas Stice, Paul de 
  Haan, Paul Goddard, Penni Walker, Pete Petrusha, Philipp Dopichaj, Pier Antonio BIANCHI, recrispi, 
  Rick Sardinas, Robert Sweeney, DM, Roy Romasanta, Sasaki Chasofito, Scott Pinnow, Sean, Sean 
  Chvatal, Sean West Money, ShadowCub, Simone Maisen, Snider, Sophia Brandt, Stanley Jack Slater, 
  Stefan Leonhardt, Stelio Passaris, Stephen Stalker, Steven K. Watkins, Suzette Mariotti, Talares, Teppo 
  Pennanen, The John Blair, The Roach, Thor, Tim Thompson (Streetmonk Studios), Timothy J. Watkins, 
  Tina & John Tipton, Troy Small, Tuomas Kuusniemi, Umberto Lenzi, Vincent Arebalo, Virginian John, 
  William D. Sharpe III 
   
  25 
  
  Station.
  Chen
  Create
  Chastity
  Mandy
  Snare
  �
  A vision of those long dead...
  The barking of alerted dogs...
  A gruesome delivery.
  2
  ©Larcenous Designs,LLC
  2
  Fingers wrapped around...
  Journey
  Envy
  3
  Domestic papers: Baby scrapbook,
  calling card, old floorplans.
  Yes
  i
  1/120
  Sickly-sweet decay...
  3
  �
  �
  Yes
  7
  �
  3
  8
  4
  Empowered
  2
  W
  No
  Restaurant.
  Piotr
  Find
  Loyalty
  Akulina
  Quinn
  �
  Movement just out of sight...
  Grinding gears...
  Hostage situation.
  16
  ©Larcenous Designs,LLC
  6
  Sweat breaks out...
  Dispute
  Envy
  9
  Hair care: Hairbrush, elastic band,
  an unusual wig.
  Yes
  d
  10/120
  Wet fur...
  1
  �
  �
  No
  4
  �
  4
  7
  2
  Hopeless
  1
  X
  No
  Lighthouse.
  Grant
  Fail
  Loyalty
  Clara
  Anicon
  �
  A weapon held casually...
  A stifled curse, followed by a crash...
  A strange birth.
  5
  ©Larcenous Designs,LLC
  6
  An unexplainable shiver...
  Relief
  Treachery
  3
  Artwork: Rolled painting, ornate
  mask, hideous idol.
  Yes
  f
  100/120
  Skunk spray...
  6
  �
  �
  YES!
  7
  �
  3
  6
  2
  Prodigious
  10
  Z
  No
  Torture room.
  Akachi
  Learn
  Chastity
  Masha
  Ravni
  �
  Movement beneath the surface...
  Wet, choking coughs...
  Someone vanishes.
  5
  ©Larcenous Designs,LLC
  7
  A tear trailing down your cheek...
  Mentor
  Treachery
  2
  Investment: Investment shares, gold
  bar, corporate plans.
  No
  x
  101/120
  Stale feet...
  4
  �
  �
  Yes
  7
  �
  6
  5
  4
  Eldritch
  5
  W
  Yes
  City.
  Grigori
  Communicate
  Temperance
  Clementina
  Haeran
  �
  A bloody moon...
  Banging that might just be the pipes...
  Evidence found.
  11
  ©Larcenous Designs,LLC
  3
  A crushing grip...
  Evidence
  Treachery
  3
  Incredible disguise: Replacement
  eyeballs, realistic face, voice
  changer.
  Yes
  m
  102/120
  Savory delights...
  1
  �
  �
  Yes
  7
  �
  6
  9
  4
  Ironic
  9
  X
  Yes
  Refugee camp.
  Conrad
  Sneak
  Charity
  Ninette
  Vosta
  �
  A sliver of moon...
  Noise in the vents...
  Shared dreams.
  3
  ©Larcenous Designs,LLC
  4
  Cloth like gossamer...
  Advice
  Treachery
  7
  Personal secrets: Strange hospital
  records, identity change, true
  heritage.
  No
  u
  103/120
  The mildew of abandoned space...
  2
  �
  �
  YES!
  6
  �
  2
  1
  4
  Rural
  5
  Y
  No
  
  Embassy.
  Piripi
  Rearrange
  Diligence
  Xiu
  Tanis
  �
  Discarded clothes, torn and bloody...
  The frightened neighing of horses...
  Secret orders unsealed.
  16
  ©Larcenous Designs,LLC
  5
  Pins and needles...
  Solution
  Treachery
  9
  Lie detector: Truth serum,
  polygraph machine, mental probe.
  No
  n
  104/120
  Abrasive, eye-watering bleach...
  3
  �
  �
  Yes
  2
  �
  6
  8
  3
  Helpful
  6
  Z
  No
  Shop.
  Niemahn
  Trap
  Mercy
  Upasana
  Atropos
  �
  Hatched eggs...
  Something slithering...
  Fortune-teller's portent.
  12
  ©Larcenous Designs,LLC
  9
  Knocked to the ground...
  Pandemic
  Treachery
  9
  Scandalous evidence: Link to crime,
  records of payments, past life.
  No
  t
  105/120
  Spoiled, fermenting fruit...
  3
  �
  �
  No
  2
  �
  6
  9
  3
  Graceful
  2
  W
  No
  Dungeon.
  Saul
  Replace
  Compassion
  Evie
  Volos
  �
  Strangely captivating eyes...
  On the floor above, something moves...
  Buried alive!
  7
  ©Larcenous Designs,LLC
  6
  The growing heat of desire...
  Wilderness
  Treachery
  0
  Contact info: Fence's name, relation
  to highly placed official, friend of
  a star.
  No
  z
  106/120
  A cloud of tobacco smoke...
  2
  �
  �
  Yes
  2
  �
  5
  3
  1
  Fraudulent
  9
  X
  No
  Colony.
  Anton
  Degrade
  Humility
  Tamora
  Dismas
  �
  A strange city in the distance...
  Muffled, stealthy footsteps...
  Lost a bet.
  14
  ©Larcenous Designs,LLC
  7
  A wave of dizziness and nausea...
  Freedom
  Treachery
  2
  Access pass: Secured border,
  military base, corporate facility.
  No
  x
  107/120
  Red-hot iron...
  8
  �
  �
  Yes
  4
  �
  6
  12
  1
  Drained
  9
  Y
  No
  Castle.
  Burley
  Defenestrate
  Honesty
  Seema
  Emory
  �
  Mountaintops obscured by clouds...
  A revving motor...
  An old acquaintance.
  17
  ©Larcenous Designs,LLC
  4
  Squirming under your skin...
  Device
  Treachery
  5
  Smuggled goods: Body parts,
  dangerous drugs, stolen corporate
  secrets.
  No
  t
  108/120
  A clinical, hospital quality...
  6
  �
  �
  Yes
  3
  �
  4
  11
  1
  Sacrilegious
  4
  Z
  No
  Undiscovered land.
  Salil
  Bless
  Courage
  Leah
  Bellon
  �
  The twisted limbs of an ancient tree...
  The door creaking open...
  Malfunctioning abilities.
  9
  ©Larcenous Designs,LLC
  4
  A cold coming on...
  Ward
  Wrath
  4
  Biohazard: Diseased corpses,
  radioactive waste, bio-weapon.
  Yes
  r
  109/120
  A dockside wharf...
  2
  �
  �
  Yes
  2
  �
  1
  2
  3
  Stealthy
  4
  W
  Yes
  
  Roadhouse.
  Xiang
  Fix
  Chastity
  Lucile
  Janus
  �
  A pile of bones and viscera...
  Mournful howling...
  Unnecessary violence.
  8
  ©Larcenous Designs,LLC
  8
  A crunch underfoot...
  Rage
  Envy
  4
  Eye care: Monocle, glasses, vision
  enhancement chip.
  Yes
  g
  11/120
  Coppery blood...
  7
  �
  �
  Yes
  1
  �
  4
  1
  1
  Distant
  3
  Y
  NO!
  Warehouse.
  Elwood
  Wish
  Loyalty
  Igraine
  Callum
  �
  Suspended in a tank...
  The skittering of a many-legged thing...
  Back from the dead.
  18
  ©Larcenous Designs,LLC
  6
  Lungs burning with exertion...
  Leader
  Wrath
  2
  Posh invite: Royal christening,
  diplomatic dinner, secret initiation.
  Yes
  n
  110/120
  Almond oil...
  6
  �
  �
  No
  8
  �
  5
  9
  1
  Temporary
  3
  X
  No
  Ship.
  Damodar
  Eliminate
  Chastity
  Mridula
  Keyele
  �
  Knuckles tight with tension...
  Low noises of appreciation...
  Villain vs villain fight.
  6
  ©Larcenous Designs,LLC
  7
  Lifted off the ground...
  Purity
  Wrath
  3
  Blessing: Bodyguard, secret
  government tech, unbelievable job
  offer.
  No
  w
  111/120
  The elderly...
  0
  �
  �
  Yes
  8
  �
  5
  10
  3
  Traumatic
  2
  Y
  No
  Village.
  Preston
  Inflict
  Temperance
  Zechariah
  Lanalor
  �
  A face in a gas mask...
  The clattering of bones...
  Creepy child.
  3
  ©Larcenous Designs,LLC
  4
  The touch of velvet...
  Companion
  Wrath
  4
  Curse: Unknown disease, object that
  causes misfortune, psychic parasite.
  Yes
  u
  112/120
  Artificially recycled atmosphere...
  6
  �
  �
  No
  4
  �
  2
  3
  1
  Wonderous
  6
  Z
  Yes
  Barn.
  Xolani
  Prevent
  Charity
  Willa
  Cameron
  �
  A half-seen figure beckons...
  A stone slab slamming to the ground...
  Accused of a crime.
  11
  ©Larcenous Designs,LLC
  5
  Unreasoning, unrelenting anger...
  Tension
  Wrath
  7
  Fairy-tale gift: A 'guardian angel,' a
  baby, 'miracle' beauty makeup.
  No
  n
  113/120
  A trace of spice...
  7
  �
  �
  No
  7
  �
  2
  10
  1
  Broken
  5
  W
  No
  Fog-bank. 
  Agni
  Antagonize
  Diligence
  Sofiya
  Ciare
  �
  Roiling, oily smoke...
  Murmuring in a unknown language...
  Lost the ability to speak.
  19
  ©Larcenous Designs,LLC
  5
  An insatiable hunger...
  Relative
  Wrath
  9
  Sufficiently advanced: Reanimation,
  incredibly miniaturized tech, true
  A.I.
  No
  j
  114/120
  Putrid flesh...
  4
  �
  �
  Yes
  5
  �
  4
  7
  2
  Ancient
  1
  X
  No
  
  Misty hollow.
  Hassan
  Bargain
  Mercy
  Zuri
  Kai
  �
  Dead, sun-bleached branches...
  Grotesque, gristly chewing...
  Out-of-body experience.
  8
  ©Larcenous Designs,LLC
  6
  Tired and irritated...
  Aura
  Wrath
  8
  Massive inheritance: Vast estate,
  Fortune 500 company, museum of
  curios.
  No
  b
  115/120
  Bilgewater...
  2
  �
  �
  Yes
  3
  �
  3
  2
  3
  Arrogant
  5
  Y
  No
  Estate.
  Gustave
  Judge
  Compassion
  Camille
  Navarre
  �
  An object is missing from its place...
  The hiss of escaping gas...
  Impossible crime.
  7
  ©Larcenous Designs,LLC
  7
  Strangely tempted...
  Haven
  Wrath
  0
  Arcane weapon: Cursing mirror,
  undetectable gun, mind-controller.
  Yes
  o
  116/120
  A dusty cellar...
  3
  �
  �
  No
  6
  �
  6
  5
  3
  Hopeful
  2
  Z
  No
  Clocktower.
  Dhaval
  Pardon
  Humility
  Hortense
  Max
  �
  A blackened skull...
  The creaking and groaning of...
  Family trouble.
  16
  ©Larcenous Designs,LLC
  5
  A phlegmy cough wracks your body...
  Daemon
  Wrath
  3
  Ultimate quest: Infernal demand,
  clue to humanity's doom, ancient
  prophecy.
  No
  h
  117/120
  Strange incense...
  6
  �
  �
  Yes
  6
  �
  1
  3
  1
  Benevolent
  10
  W
  No
  Survival shelter.
  Prakash
  Convince
  Honesty
  Corsonia
  Perun
  �
  Strange fungus covers...
  A dying engine...
  Time runs out.
  4
  ©Larcenous Designs,LLC
  6
  Like you haven't slept in days...
  Legend
  Wrath
  8
  Proof positive: Death certificate,
  DNA result, incriminating photos.
  YES!
  i
  118/120
  Stagnant water...
  9
  �
  �
  Yes
  8
  �
  3
  4
  2
  Complex
  6
  X
  Yes
  Freighter.
  Burton
  Meet
  Courage
  Tia
  Jessie
  �
  Ancient and blocky architecture...
  A drunken scuffle...
  Wake up bound.
  16
  ©Larcenous Designs,LLC
  8
  Blind, stinking drunk...
  Magic
  Wrath
  6
  Valuables: Religious icons,
  expensive watch, prototype tech.
  No
  p
  119/120
  Rancid oil...
  4
  �
  �
  Yes
  5
  �
  1
  10
  2
  Impressive
  7
  Y
  No
  Docks.
  Hakeem
  Return
  Temperance
  Veda
  Scarus
  �
  A child's toy sits...
  A bestial roar...
  Unusual inheritance.
  18
  ©Larcenous Designs,LLC
  6
  Your resistance crumbling...
  Skill
  Envy
  7
  Snacks: Savory meat pies, bag of
  trail mix, nutrient chips.
  YES!
  w
  12/120
  Rank sweat and sour bodies...
  9
  �
  �
  Yes
  8
  �
  6
  8
  2
  Irksome
  5
  Z
  Yes
  
  Desert.
  Wasswa
  Uncover
  Loyalty
  Elaine
  Hunter
  �
  Row upon row of glyphs and sigils...
  Slurred speech...
  It followed you home.
  10
  ©Larcenous Designs,LLC
  4
  Overcome by memories...
  Estate
  Wrath
  2
  The Unknowable: Eldritch truth,
  horrible secrets, alien geometry.
  Yes
  r
  120/120
  Noxious chemicals...
  7
  �
  �
  Yes
  5
  �
  6
  6
  4
  Disasterous
  8
  Z
  No
  Workshop.
  Earnest
  Gather
  Charity
  Morgaine
  Cardea
  �
  A spreading pool...
  A slow tap, tap, tap...
  Being followed.
  6
  ©Larcenous Designs,LLC
  7
  Something lands on your head...
  Contract
  Fear
  2
  Treats: Sweatbreads, cookies,
  foreign candies.
  No
  r
  13/120
  A vaguely narcotic smell...
  9
  �
  �
  Yes
  6
  �
  1
  6
  4
  New
  9
  W
  No
  Cabin.
  Gafar
  Heal
  Diligence
  Hedwig
  Phrixus
  �
  A sprawled form...
  Something dripping...
  Eccentric party.
  4
  ©Larcenous Designs,LLC
  5
  A push from behind...
  Romance
  Fear
  6
  Light reading: Trashy romance, crime
  novel, ghost hunter website.
  No
  e
  14/120
  Beer and piss...
  6
  �
  �
  YES!
  4
  �
  2
  12
  2
  Holy
  6
  X
  Yes
  Manor house.
  Kenta
  Merge
  Mercy
  Asuka
  Alex
  �
  A crude drawing, subtly wrong...
  An electrical hum...
  Inexplicable suicide.
  10
  ©Larcenous Designs,LLC
  4
  A prod in the back...
  Vault
  Fear
  5
  News media: Old news reel, podcast
  on PDA, gruesome crime report.
  Yes
  x
  15/120
  Ancient, dry dust...
  4
  �
  �
  Yes
  3
  �
  2
  4
  4
  Obvious
  7
  Y
  No
  Inn. 
  Trenloe
  Lose
  Compassion
  Corine
  Blair
  �
  A carved symbol...
  Frantic pounding...
  War!
  14
  ©Larcenous Designs,LLC
  5
  The realization of a terrible mistake...
  Technology
  Fear
  4
  Common medications: Herbal tea,
  aspirin, burn salve.
  Yes
  l
  16/120
  Fallen autumn leaves...
  7
  �
  �
  YES!
  3
  �
  5
  4
  4
  Erratic
  5
  Z
  No
  Lockup.
  Ahmed
  Follow
  Humility
  Adanna
  Bedwyr
  �
  Crackling arcs of electricity...
  Shocked blasphemies...
  Demonic carnival.
  9
  ©Larcenous Designs,LLC
  5
  Shuddering beneath you...
  Affliction
  Fear
  8
  Expensive meds: Medicinal flowers,
  narcotics, prototype gene-therapy
  pills.
  No
  e
  17/120
  A camp-fire...
  3
  �
  �
  No
  2
  �
  1
  2
  3
  Pandering
  2
  W
  No
  
  Boarding house.
  Wei
  Unearth
  Honesty
  Hester
  Bowers
  �
  Strands of viscous goo... 
  Shuffling steps...
  Summoned.
  8
  ©Larcenous Designs,LLC
  5
  Crawling inside your mind...
  Conflict
  Fear
  5
  Illegal drugs: Exotic tincture,
  opium, experimental stims.
  Yes
  p
  18/120
  Sharp ozone...
  7
  �
  �
  No
  4
  �
  2
  7
  3
  Hallucinatory
  4
  X
  NO!
  The back room.
  Jiang
  Take
  Courage
  Isabelle
  Jamie
  �
  The flash of a knife...
  The faint creaking of the staircase...
  Witness to...
  20
  ©Larcenous Designs,LLC
  6
  The pinch of a hypodermic needle...
  Poverty
  Fear
  5
  Climbing gear: Mountaineering axe,
  speed harness, nylon rope.
  Yes
  d
  19/120
  Industrial grease...
  6
  �
  �
  Yes
  4
  �
  4
  1
  2
  Disruptive
  8
  Y
  Yes
  Mountain.
  Shakeel
  Absolve
  Temperance
  Gawahir
  Zooma
  �
  A splash of red...
  A scream...
  Long lost sibling returns.
  7
  ©Larcenous Designs,LLC
  6
  Soot makes your eyes itch...
  Civilization
  Envy
  1
  Small change: Strange coins,
  embossed token, nearly empty credit
  chip.
  NO!
  q
  2/120
  Dying flowers...
  5
  �
  �
  No
  5
  �
  2
  1
  3
  Psychological
  4
  X
  No
  Wilderness trail.
  Chinwe
  Defeat
  Loyalty
  Madeleine
  Roach
  �
  Flames in the distance...
  Running feet, closer and closer...
  Moral dilemma.
  20
  ©Larcenous Designs,LLC
  6
  Bile rising in your throat...
  Defense
  Fear
  6
  Communications: Scribbled phone
  number, burner phone, walkie-talkie.
  No
  s
  20/120
  Burning hair...
  7
  �
  �
  Yes
  2
  �
  5
  10
  4
  Gaudy
  6
  Z
  No
  Gardens.
  Marvin
  Alter
  Chastity
  Hajar
  Boult
  �
  A silhouette in the fog...
  Tick, tock, tick, tock...
  Children in danger.
  17
  ©Larcenous Designs,LLC
  8
  A stomach-tilting lurch...
  Trap
  Fear
  9
  Travel accessories: Traveler's
  phrase book, tickets, self-inflating
  neck pillow.
  Yes
  o
  21/120
  An odd fragrance...
  2
  �
  �
  Yes
  6
  �
  6
  7
  4
  Diabolical
  1
  W
  No
  Library.
  Ferdinand
  Reward
  Temperance
  Shakti
  Mabon
  �
  A mound of fresh earth...
  The sounds of a fight...
  An animal attack.
  5
  ©Larcenous Designs,LLC
  4
  An electrical jolt...
  Source
  Fear
  6
  Small game: Dice in a cup, playing
  cards, handheld electronics.
  No
  x
  22/120
  Freshly turned earth...
  9
  �
  �
  No
  1
  �
  3
  6
  2
  Frightful
  8
  X
  No
  
  Smuggler's den.
  Clifford
  Trick
  Charity
  Isra
  Weaver
  �
  Blood stains...
  A wet, meaty THUMP...
  Meteor storm!
  1
  ©Larcenous Designs,LLC
  5
  Deep, throbbing headache...
  Grudge
  Fear
  0
  Crude weapon: Battered club, shard
  of glass, wooden stake.
  Yes
  n
  23/120
  Damp, wretched air...
  0
  �
  �
  Yes
  3
  �
  2
  8
  3
  Ghostly
  8
  Y
  No
  Mausoleum.
  Kade
  Release
  Diligence
  Jia
  Francis
  �
  A horror only you can see...
  Movement just behind you...
  A prophecy fulfilled.
  10
  ©Larcenous Designs,LLC
  6
  A rush of adrenaline...
  Wreckage
  Fear
  0
  Hunting weapon: Bow and arrows,
  rifle, spear gun.
  Yes
  m
  24/120
  Petrichor--rain on dry earth...
  8
  �
  �
  No
  8
  �
  4
  6
  3
  Unlikely
  8
  Z
  No
  Attic.
  Bahadur
  Distract
  Mercy
  Fanny
  Wurabungee
  �
  A darting shape...
  The repeated thud of axe-blows...
  A distant explosion.
  9
  ©Larcenous Designs,LLC
  4
  Something dragging at your feet...
  Locals
  Fraud
  9
  Fancy accessory: Awesome hat,
  rune-carved ring, bone cufflinks.
  Yes
  p
  25/120
  Moldering vegetation...
  1
  �
  �
  Yes
  1
  �
  6
  5
  2
  Elusive
  8
  W
  No
  Crossroads.
  Burke
  Weaken
  Compassion
  Velma
  Orla
  �
  Bloodshot eyes...
  Faint buzzing...
  Earthquake!
  1
  ©Larcenous Designs,LLC
  4
  Droplets splatter you...
  Agent
  Fraud
  4
  Disgusting trash: Used handkerchief,
  snake-like sheddings, bloody
  clothes.
  No
  t
  26/120
  Cloying perfume...
  6
  �
  �
  Yes
  4
  �
  3
  12
  3
  Impending
  6
  X
  Yes
  Bridge.
  Hisham
  Punish
  Humility
  Basira
  Kumara
  �
  Stormy clouds...
  Heavy breathing...
  Odd weather.
  1
  ©Larcenous Designs,LLC
  5
  Clamped tight around your wrists...
  Illness
  Fraud
  1
  School work: Interrupted video log,
  textbooks, half-finished research
  report.
  Yes
  l
  27/120
  Ripe dung...
  0
  �
  �
  No
  5
  �
  3
  5
  3
  Defiant
  1
  Y
  No
  Battleground.
  Kaede
  Regenerate
  Honesty
  AnnaNoelle
  Skeld
  �
  Bound with straps...
  A sharp snap...
  Uncanny art appears.
  11
  ©Larcenous Designs,LLC
  6
  Growing paranoia...
  Superstition
  Fraud
  3
  Lighting: Torch, flashlight,
  night-vision goggles.
  No
  j
  28/120
  The dust of ancient books...
  8
  �
  �
  Yes
  5
  �
  4
  8
  3
  Despondent
  5
  Z
  No
  
  Asylum.
  Horace
  Destroy
  Courage
  Naomi
  Daryl
  �
  Odd marks on the walls...
  Angry whispering...
  Wanted posters of...!
  2
  ©Larcenous Designs,LLC
  8
  Sweaty and feverishly hot...
  Government
  Fraud
  2
  Music: Original sheet music, digital
  player, creepy music box.
  YES!
  d
  29/120
  New leather...
  0
  �
  �
  No
  4
  �
  5
  8
  2
  Common
  8
  W
  NO!
  Headquarters.
  Vernon
  Reveal
  Charity
  Jasmine
  Alcippe
  �
  Live video feed of you, from nearby...
  Faint, choked gurgling...
  A battered package.
  19
  ©Larcenous Designs,LLC
  8
  A chill runs down your spine...
  Captivity
  Envy
  5
  Petty jewelry: Military lapel pin,
  carved beads, antique bracelet.
  No
  s
  3/120
  Sulfur and brimstone...
  5
  �
  �
  Yes
  4
  �
  4
  11
  2
  Cautious
  2
  Y
  No
  Orphanage.
  Hideaki
  Discourage
  Loyalty
  Jalila
  Bile
  �
  A gathering crowd...
  Fervent preaching...
  Offer you can't refuse.
  3
  ©Larcenous Designs,LLC
  5
  A bloody knot on your head...
  Creature
  Fraud
  6
  Craft tools: Chemist's kit,
  electronics, woodworking tools.
  Yes
  k
  30/120
  Sweaty beasts of burden...
  1
  �
  �
  Yes
  5
  �
  2
  11
  2
  Unholy
  8
  X
  NO!
  Tenements.
  Eberardo
  Decimate
  Chastity
  Lavina
  Mortiferous
  �
  A blurred motion...
  Long-dormant machines whir to life...
  Inaccurate maps.
  6
  ©Larcenous Designs,LLC
  3
  Your grip slipping...
  Crime
  Fraud
  0
  Art supplies: Stone chisels, drawing
  tablet, photographer's bag.
  Yes
  t
  31/120
  Bureaucracy and red tape...
  8
  �
  �
  Yes
  6
  �
  3
  12
  4
  Infinite
  5
  Y
  No
  Alley.
  Theo
  Grow
  Temperance
  Aimee
  Arthen'nis
  �
  Glistening fangs...
  An insistent drumming...
  Hint of conspiracy.
  17
  ©Larcenous Designs,LLC
  6
  Muscles seize up...
  Path
  Fraud
  7
  Writing supplies: Pens and ink,
  recorded interviews, notes for
  travelogue.
  Yes
  r
  32/120
  Strong alcohol...
  5
  �
  �
  No
  2
  �
  5
  10
  2
  Uncertain
  4
  Z
  NO!
  Market.
  Alexei
  Cleanse
  Charity
  Elysia
  Pestilous
  �
  Exposed circuitry...
  A bones-deep thrumming...
  Rumors of treasure.
  18
  ©Larcenous Designs,LLC
  7
  The urge to sneeze...
  Belief
  Fraud
  6
  Pet supplies: Animal call,
  disgusting pet food, chain choke
  collar.
  Yes
  f
  33/120
  Formaldehyde...
  2
  �
  �
  No
  1
  �
  1
  10
  2
  Creepy
  10
  W
  NO!
  
  Shopping center.
  Marcel
  Exhaust
  Diligence
  Judith
  Zaq
  �
  A pallid and bloodless face...
  A beating heart...
  Letter from lawyer.
  6
  ©Larcenous Designs,LLC
  5
  An oily coating...
  Parent
  Fraud
  5
  Musical instrument: Lyre, delicate
  flute, electric violin.
  Yes
  w
  34/120
  An aura of mothballs...
  3
  �
  �
  YES!
  5
  �
  6
  11
  4
  Advanced
  9
  X
  NO!
  Taxidermist's.
  Gordon
  Restore
  Mercy
  Jacquette
  Timandra
  �
  It grows dark...
  Heart-rending shrieks...
  Weapon ineffective.
  13
  ©Larcenous Designs,LLC
  4
  Rubbery against your skin...
  Foe
  Fraud
  7
  Small pet: Snake, bound imp familiar,
  black cat.
  No
  y
  35/120
  An odd aroma to your drink...
  3
  �
  �
  Yes
  1
  �
  4
  3
  2
  Physical
  9
  Y
  No
  Social club.
  Gilberto
  Bestow
  Compassion
  Ogechi
  Meadows
  �
  Dingy and dusty...
  A tapping at the window-pane...
  Health worsens.
  2
  ©Larcenous Designs,LLC
  4
  Your eyelids grow inexplicably heavy...
  Temple
  Fraud
  0
  Lucky charm: Rabbit's foot,
  horseshoe, a loved one's picture.
  No
  e
  36/120
  A disinfectant tang...
  2
  �
  �
  Yes
  1
  �
  5
  4
  4
  Fringe
  4
  Z
  No
  Fortress.
  Daiki
  Interrupt
  Humility
  Adeline
  Gabriel
  �
  Open wounds bleed freely...
  The soft snick of a switchblade...
  Out of fuel!
  5
  ©Larcenous Designs,LLC
  6
  An unseen presence...
  Tool
  Gluttony
  9
  Threat: Ominous video recording,
  evil-eye charm, beheaded doll.
  Yes
  f
  37/120
  The reek of vomit...
  9
  �
  �
  No
  4
  �
  6
  3
  3
  Material
  6
  W
  No
  Monastery.
  Clarence
  Explore
  Honesty
  Louisette
  Jean
  �
  Bizarre bite marks...
  Scratching in the ceiling...
  New religion founded.
  12
  ©Larcenous Designs,LLC
  7
  Grit in your teeth...
  Ability
  Gluttony
  8
  Writing project: Manuscript, draft
  of a play, philosophical essay.
  Yes
  w
  38/120
  Burned flesh...
  7
  �
  �
  Yes
  2
  �
  1
  6
  2
  Aberrant
  7
  X
  No
  Secret society.
  Alphonse
  Steal
  Courage
  Daniyah
  Melanthos
  �
  Flesh runs like wax...
  A distinctive ca-click...
  Drunken college party.
  3
  ©Larcenous Designs,LLC
  5
  Leathery wings beat against...
  Monument
  Gluttony
  4
  Religious object: Bronze censer,
  holy symbol, hideous statuette.
  Yes
  l
  39/120
  Moldy bread...
  2
  �
  �
  YES!
  1
  �
  3
  11
  1
  Fair
  10
  Y
  Yes
  
  Pit.
  Madalitso
  Trespass
  Diligence
  Aakruti
  Acantha
  �
  A horrified expression...
  Wet, squishing sounds...
  Mad rantings.
  9
  ©Larcenous Designs,LLC
  4
  A frigid draft...
  Research
  Envy
  9
  Personal papers: Old letters,
  rambling diary, suicide note.
  No
  o
  4/120
  The gas left on...
  4
  �
  �
  Yes
  7
  �
  5
  3
  3
  Inconvenient
  7
  Z
  No
  Resort.
  Abdul
  Identify
  Loyalty
  Bernadette
  Rhys
  �
  The door-handle turning slowly...
  Crescendoing pursuit...
  Scandal.
  7
  ©Larcenous Designs,LLC
  6
  Dripping onto your face from above...
  Child
  Gluttony
  2
  Camp gear: Fire starter, bug
  repellent, thermal sheet.
  Yes
  k
  40/120
  Rotting meat...
  5
  �
  �
  Yes
  1
  �
  5
  7
  4
  Malevolent
  6
  Z
  No
  Hall.
  Albert
  Attempt
  Chastity
  Marguerite
  Mithra
  �
  A dismembered limb...
  A numbers station broadcast...
  A sudden eclipse.
  15
  ©Larcenous Designs,LLC
  8
  An intense cold spot...
  Lies
  Gluttony
  8
  Stimulant: Tea leaves, energy drink,
  stimpack injector.
  No
  k
  41/120
  Talcum powder and rubber...
  6
  �
  �
  Yes
  1
  �
  2
  6
  3
  Timid
  10
  W
  Yes
  Rally.
  Lisandro
  Assuage
  Temperance
  Yvonne
  Jayden
  �
  A glimpse into strange realms...
  Sloshing liquid...
  Ritual performed.
  4
  ©Larcenous Designs,LLC
  5
  Your chest tightens...
  Despair
  Gluttony
  1
  Fortune-telling: Gutting knife,
  vision-inducing drug, Tarot deck.
  NO!
  z
  42/120
  Newsprint...
  8
  �
  �
  No
  5
  �
  4
  5
  2
  Theoretical
  8
  X
  Yes
  Archives.
  Tsubasa
  Ponder
  Charity
  Lizaveta
  Regan
  �
  Enveloped in shadow...
  Strains of a haunting melody...
  Cultural prejudice.
  5
  ©Larcenous Designs,LLC
  6
  A twisted ankle...
  Wealth
  Gluttony
  0
  Ghost-hunting gear: Parapsychology
  texts, Ouija board, EMF detector.
  Yes
  o
  43/120
  Thick, ashy smoke...
  7
  �
  �
  Yes
  5
  �
  4
  5
  4
  Spiritual
  7
  Y
  Yes
  Casino.
  Lawrence
  Refresh
  Diligence
  Coralie
  Carmen
  �
  The lights die, and when they return...
  A thrashing struggle...
  Side-tracked.
  20
  ©Larcenous Designs,LLC
  7
  Sand and dirt in your eyes...
  Salvation
  Gluttony
  5
  Thieves' tools: Purse-slitting knife,
  lockpicks, compact laser drill.
  Yes
  q
  44/120
  Wafting fumes of sewage...
  4
  �
  �
  Yes
  7
  �
  1
  9
  3
  Callous
  5
  Z
  NO!
  
  House of ill repute.
  Kuro
  Beguile
  Mercy
  Veronica
  Straf
  �
  Reflected behind you in the mirror...
  Horrible grinding and gnashing...
  Plague spreads.
  7
  ©Larcenous Designs,LLC
  4
  Squelching steps in something nasty...
  Lookout
  Gluttony
  1
  Weapon care: Whetstone, cleaning
  kit, maintenance manual.
  No
  h
  45/120
  A riot of conflicting scents...
  6
  �
  �
  Yes
  8
  �
  3
  8
  2
  Restrained
  1
  W
  No
  Expedition site.
  Jaime
  Halt
  Compassion
  Atieno
  Abhorson
  �
  Tattered yellow robes...
  Harsh static...
  People disappearing.
  15
  ©Larcenous Designs,LLC
  6
  Tickling on the back of your neck...
  Underling
  Gluttony
  3
  Travel aid: Map, compass, train
  schedule.
  Yes
  n
  46/120
  A surprising lack of scent...
  1
  �
  �
  Yes
  8
  �
  5
  12
  1
  Eternal
  9
  X
  No
  Accident site.
  Nishant
  Discuss
  Humility
  Ridwana
  Garick
  �
  Dirty, grime-smudged glass...
  Zap...
  Corpse goes missing.
  2
  ©Larcenous Designs,LLC
  7
  As insubstantial as mist...
  Goodness
  Gluttony
  6
  Weather gear: Hooded oilcloth
  cloak, ratty poncho, self-warming
  boots.
  NO!
  d
  47/120
  Something almost like smoked ham...
  9
  �
  �
  Yes
  2
  �
  4
  5
  1
  Medical
  7
  Y
  Yes
  Storage unit.
  Arthur
  Confuse
  Honesty
  Mayu
  Hazard
  �
  Many piercings and studs...
  Smashing pottery...
  Heartbreak & betrayal.
  13
  ©Larcenous Designs,LLC
  5
  Abruptly feeling naked and exposed...
  Container
  Gluttony
  8
  Child's toy: Eerie doll, book of
  nursery rhymes, foam-rubber vampire
  stake.
  Yes
  j
  48/120
  Tea brewed strong...
  4
  �
  �
  Yes
  1
  �
  3
  12
  2
  Arcane
  6
  Z
  No
  School.
  Nkosana
  Travel
  Courage
  Lucretia
  Serpentine
  �
  Pacing back and forth...
  Shattering glass...
  A home trashed.
  14
  ©Larcenous Designs,LLC
  5
  Claws rake across...
  Training
  Greed
  8
  Sports equipment: Wooden racket,
  knee pads, pellet gun.
  No
  b
  49/120
  Fruit-flavored chapstick...
  4
  �
  �
  No
  6
  �
  6
  4
  3
  Unclear
  5
  W
  No
  Stableyard.
  Milton
  Remember
  Mercy
  Adaeze
  Sarosh
  �
  A room hastily ransacked...
  A motion sensor's ominous ping...
  Frightened animals.
  7
  ©Larcenous Designs,LLC
  3
  Cold steel presses...
  Stockpile
  Envy
  5
  Foodstuffs: Travel rations, oddly
  flavored jerky, dried fruit.
  No
  y
  5/120
  Nervous sweat...
  3
  �
  �
  Yes
  5
  �
  5
  12
  3
  Repulsive
  2
  W
  Yes
  
  Guard station.
  Mostafa
  Forget
  Loyalty
  Lan
  Seraphin
  �
  Glistening wetly...
  Terrified whimpering...
  It's a trap!
  15
  ©Larcenous Designs,LLC
  5
  Sudden weightlessness...
  Knowledge
  Greed
  3
  Scientific data: Research notes,
  samples in tubes, cryptozoological
  treatise.
  Yes
  z
  50/120
  The stink of death...
  0
  �
  �
  No
  6
  �
  5
  10
  2
  Minor
  3
  X
  Yes
  Concert.
  Thabo
  Avenge
  Chastity
  Katia
  Melchior
  �
  Spiked and dyed hair...
  Rapidly approaching sirens...
  Whispers of evil.
  8
  ©Larcenous Designs,LLC
  1
  A rumble in the ground...
  Pain
  Greed
  0
  Cooking supplies: Butcher's knife,
  tenderizing hammer, suspicious meat.
  No
  z
  51/120
  Hot asphalt...
  9
  �
  �
  Yes
  3
  �
  3
  9
  3
  Feral
  2
  Y
  No
  Backstage.
  Harold
  Strengthen
  Temperance
  Kalo
  Curio
  �
  An age-faded tattoo...
  An unexpected knocking...
  Kidnapped!
  3
  ©Larcenous Designs,LLC
  6
  A burst of frost and ice...
  Food
  Greed
  7
  Awards: University honors pin, class
  ring, medal from a hate group.
  YES!
  e
  52/120
  Gasoline fumes...
  1
  �
  �
  Yes
  1
  �
  4
  11
  1
  Desperate
  10
  Z
  Yes
  Construction site.
  Spencer
  Delay
  Charity
  Masego
  Zydos
  �
  Chiseled stone...
  Screeching tires...
  Odd relative arrives.
  20
  ©Larcenous Designs,LLC
  8
  Soggy, crumbling ground...
  Game
  Greed
  5
  Brain teaser: Book of riddles,
  number grid, uncannily impossible
  maze.
  No
  g
  53/120
  The obscene stink of road kill...
  5
  �
  �
  Yes
  7
  �
  4
  2
  1
  Tender
  3
  W
  No
  Museum.
  Thoko
  Detect
  Diligence
  Pratibha
  Tracy
  �
  Murals depicting horrific scenes...
  The scrape of a blade on a stone...
  Hunters are hunted.
  13
  ©Larcenous Designs,LLC
  6
  Dry blasts of furnace air...
  Deity
  Greed
  0
  Espionage gear: Coded message,
  pen-camera, wireless bug.
  No
  i
  54/120
  Burning candles...
  0
  �
  �
  Yes
  6
  �
  3
  1
  4
  Treacherous
  7
  X
  Yes
  Campus.
  Tendaji
  Deactivate
  Mercy
  Anastasiya
  Endymion
  �
  Your vision grows dim...
  Emergency broadcast test pattern...
  Quarantined!
  15
  ©Larcenous Designs,LLC
  7
  A vicious, stabbing pain...
  Death
  Greed
  8
  Hacking equipment: Cypher for a
  code, wifi scanner, auto-hack tool.
  Yes
  f
  55/120
  Snow...
  3
  �
  �
  Yes
  2
  �
  6
  11
  4
  Amicable
  9
  Y
  No
  
  On the water.
  Elmer
  Spoil
  Compassion
  Hyacinthe
  Laverne
  �
  Some kind of disgusting nest...
  An artificially disguised voice...
  Strange hallucinations.
  20
  ©Larcenous Designs,LLC
  6
  Iron-hard and unyielding...
  Puzzle
  Greed
  4
  First aid: Bandages, beer, medical
  scanner.
  Yes
  i
  56/120
  Polluted water and dead fish...
  8
  �
  �
  NO!
  4
  �
  6
  10
  4
  Aggressive
  2
  Z
  No
  Popular hangout.
  Duncan
  Plan
  Humility
  Dunya
  Ouson
  �
  Wriggling and worm-like...
  Splitting, splintering wood...
  Drafted!
  17
  ©Larcenous Designs,LLC
  7
  Frantically grasping...
  Hive
  Greed
  6
  Small trinket: Dried snake rattle,
  pewter figurine, preserved ear.
  No
  m
  57/120
  Hot tallow... 
  3
  �
  �
  Yes
  6
  �
  4
  1
  4
  Fundamental
  7
  W
  No
  Playground.
  Chetan
  Violate
  Honesty
  Angie
  Kamala
  �
  Dead flowers...
  Dragging across the floor...
  A gathering mob.
  8
  ©Larcenous Designs,LLC
  6
  Your hands shaking...
  Exposure
  Greed
  3
  Illegal weapon: Shiv, blackjack,
  injection pen.
  Yes
  t
  58/120
  Dry hay...
  6
  �
  �
  No
  2
  �
  1
  12
  1
  Hostile
  2
  X
  No
  Under water.
  Arkady
  Assist
  Courage
  Desta
  Drethul
  �
  A mass of tangled wires...
  A series of explosions...
  Vehicle breaks down.
  10
  ©Larcenous Designs,LLC
  7
  Pulling your hair...
  Love
  Greed
  4
  Media kit: Official statements,
  logos, press releases.
  No
  l
  59/120
  Overwhelming air freshener...
  1
  �
  �
  Yes
  6
  �
  1
  5
  1
  Occult
  2
  Y
  No
  Motel.
  Emeka
  Injure
  Compassion
  Madison
  Rowan
  �
  Slowly tracking searchlights...
  The scream of power tools...
  Vindictive authorities.
  19
  ©Larcenous Designs,LLC
  9
  Your hair stands on end...
  Foreigner
  Envy
  7
  Beverages: Tepid canteen, flask of
  moonshine, thermos of coffee.
  Yes
  o
  6/120
  Cedarwood...
  0
  �
  �
  No
  7
  �
  1
  1
  1
  Brazen
  1
  X
  No
  Disaster site.
  Lewis
  Abjure
  Loyalty
  Yamuna
  Shant
  �
  An abomination in stained glass...
  The thin piping of a flute...
  Lost!
  11
  ©Larcenous Designs,LLC
  3
  Wracked by convulsions...
  Servant
  Greed
  2
  Collectors' items: Killing jar,
  coins, strange animal teeth.
  Yes
  a
  60/120
  Gunsmoke...
  8
  �
  �
  Yes
  4
  �
  3
  10
  4
  Intact
  3
  Z
  No
  
  Drifting wreck.
  Faizel
  Silence
  Chastity
  Anupama
  Balder
  �
  Dark crystals glinting in candlelight...
  The rapid-fire clatter of typing...
  Threatening note.
  12
  ©Larcenous Designs,LLC
  3
  Splinters catch on your arm...
  Scum
  Lust
  2
  Keys: Key ring, RFID access card, VIP
  area pass-phrase.
  Yes
  z
  61/120
  Alien wind and dust...
  2
  �
  �
  Yes
  5
  �
  4
  7
  3
  Urban
  6
  W
  Yes
  Prison.
  Parth
  Control
  Temperance
  Gracie
  Thanatos
  �
  A face peering in the window...
  Childlike giggling...
  Food supplies ruined.
  14
  ©Larcenous Designs,LLC
  4
  Barbs catch your clothing...
  Evil
  Lust
  1
  Hobby gear: Blood samples from
  victims, ship in a bottle kit,
  binoculars.
  No
  e
  62/120
  Drying paint...
  5
  �
  �
  Yes
  2
  �
  6
  4
  4
  Artistic
  3
  X
  Yes
  Caverns.
  Jaidev
  Observe
  Charity
  Mei
  Melus
  �
  A malicious grin...
  One loud, abrupt splash...
  Dependent in danger.
  6
  ©Larcenous Designs,LLC
  5
  Stabbing into your foot...
  Murder
  Lust
  7
  Vehicle maintenance gear: Harness
  repair kit, jumper cables, spare
  battery.
  No
  p
  63/120
  Salty ocean spray...
  0
  �
  �
  YES!
  7
  �
  2
  3
  2
  Rare
  8
  Y
  No
  Mineshaft.
  Venkat
  Improve
  Diligence
  Djamila
  Shandar
  �
  Rodents devouring...
  Chaotic splashing...
  Disturbing murder.
  13
  ©Larcenous Designs,LLC
  6
  Searing the palm of your hand...
  Prison
  Lust
  7
  Fancy gift: Wine, chocolates,
  strangely hypnotic painting.
  No
  b
  64/120
  Swampy mud...
  4
  �
  �
  YES!
  8
  �
  6
  12
  2
  Standard
  6
  Z
  No
  Hotel.
  Armak
  Humiliate
  Mercy
  Harriett
  Jzera
  �
  Hanging from a rope...
  Low moaning...
  Accidental attack.
  15
  ©Larcenous Designs,LLC
  8
  Chapped lips...
  Secret
  Lust
  5
  Costume: Party mask, mascot outfit,
  robes with odd embroidery.
  Yes
  h
  65/120
  Unearthly spices...
  2
  �
  �
  No
  6
  �
  1
  8
  2
  Opportune
  7
  W
  No
  House.
  Dwight
  Entertain
  Compassion
  Siobhan
  Mathazar
  �
  Anxiously checking their watch...
  Voices chanting...
  A portal opens.
  14
  ©Larcenous Designs,LLC
  5
  Clammy skin...
  Portal
  Lust
  6
  Family memento: Family crest signet,
  pictures, ancestral DNA locket.
  Yes
  f
  66/120
  Feces and urine...
  2
  �
  �
  Yes
  8
  �
  5
  2
  4
  Momentary
  10
  X
  NO!
  
  Cathedral.
  Mohammed
  Destabilize
  Humility
  Gertie
  Monnryder
  �
  A clump of twigs and debris...
  A crack of thunder...
  Major route blocked.
  1
  ©Larcenous Designs,LLC
  6
  Coarse-grained planks...
  Sustenance
  Lust
  3
  Event access: Tickets, location of a
  secret club, VIP pass wristband.
  No
  x
  67/120
  Long-undisturbed forest...
  8
  �
  �
  Yes
  8
  �
  1
  6
  1
  Fetid
  7
  Y
  Yes
  Farmhouse.
  Kalidas
  Guide
  Honesty
  Wanda
  Aetherus
  �
  A shapeless thing...
  A sound beneath your bed...
  Lost all memory.
  8
  ©Larcenous Designs,LLC
  8
  Smooth, age-worn mahogany...
  Flame
  Lust
  9
  Letter of credit: Bonds, traveler's
  checks, account authorization.
  Yes
  a
  68/120
  The smells of lubricant and sweat...
  0
  �
  �
  Yes
  8
  �
  6
  2
  3
  Deceptive
  3
  Z
  No
  Field.
  Joaquin
  Foil
  Courage
  Indira
  Morikai
  �
  Pulsating disturbingly...
  A harsh alarm klaxon...
  Personality shift.
  9
  ©Larcenous Designs,LLC
  9
  Damp, clinging clothing...
  Network
  Lust
  7
  Treasure map: Old map, unusual
  tattoo, encoded coordinates.
  No
  k
  69/120
  A gangrenous, festering wound...
  1
  �
  �
  YES!
  8
  �
  5
  4
  4
  Fallen
  2
  W
  No
  Cellar.
  Hercule
  Fight
  Humility
  Lauretta
  Avery
  �
  The light flickers briefly...
  Crows cawing...
  Horrifying local tradition.
  12
  ©Larcenous Designs,LLC
  6
  Something small scuttles up your...
  Soul
  Envy
  3
  Eating utensils: Camping, sharpened
  mellon-baller, hand-carved.
  No
  m
  7/120
  A sulphurous aura...
  1
  �
  �
  Yes
  6
  �
  4
  2
  1
  Painful
  4
  Y
  No
  Wedding.
  Bishop
  Shatter
  Loyalty
  Irina
  Carroll
  �
  Visible beneath torn flesh...
  Retching and vomiting...
  A favor called in.
  10
  ©Larcenous Designs,LLC
  4
  Slick, plastic surfaces... 
  Health
  Lust
  6
  Ceremonial weapon: Ritual dagger,
  parade sword, uniform pistol.
  Yes
  u
  70/120
  Chalk dust...
  3
  �
  �
  Yes
  4
  �
  3
  9
  2
  Recent
  1
  X
  No
  Funeral.
  Roland
  Ambush
  Chastity
  Ming
  Pirrin
  �
  Snarling, with flecks of spittle...
  A broadcast seems to address YOU...
  Possessed!
  13
  ©Larcenous Designs,LLC
  5
  Pulsing inside your chest...
  Reputation
  Lust
  4
  Scent: Incense sticks, perfume
  bottle, expensive cologne.
  NO!
  s
  71/120
  Tar and oil...
  2
  �
  �
  Yes
  4
  �
  2
  4
  4
  Delicious
  6
  Y
  Yes
  
  Festival.
  Riku
  Decrease
  Temperance
  Genevieve
  Virulus
  �
  A dark bird, watching...
  A phone ringing, and ringing, and...
  A strike or protest.
  18
  ©Larcenous Designs,LLC
  4
  Eye-stinging drips of sweat...
  World
  Lust
  4
  Fake ID: Passport, driver's license,
  shipowner's documents.
  No
  b
  72/120
  Cheap diner food and bad coffee...
  5
  �
  �
  No
  3
  �
  2
  9
  4
  Scientific
  4
  Z
  No
  Outpost.
  Tatenda
  Disturb
  Charity
  Lenora
  Malignar
  �
  One-eyed...
  Pounding, discordant music...
  Abducted!
  10
  ©Larcenous Designs,LLC
  6
  The floor gives way...
  Barrier
  Pride
  0
  Cheater's game: Weighted dice, marked
  cards, game hack.
  Yes
  y
  73/120
  Clean breeze...
  3
  �
  �
  No
  3
  �
  1
  7
  1
  Abandoned
  3
  W
  Yes
  Town.
  Gwandoya
  Enslave
  Diligence
  Demi
  Marcade
  �
  Masked and robed...
  A constant busy signal...
  Being spied on.
  3
  ©Larcenous Designs,LLC
  7
  Air so humid you can hardly breathe...
  Chaos
  Pride
  7
  Plants: Bulbs, vegetable seeds,
  unnatural cuttings.
  No
  p
  74/120
  Coal smoke...
  9
  �
  �
  Yes
  7
  �
  1
  6
  3
  Personal
  1
  X
  No
  Lodge.
  Aloysius
  Hide
  Mercy
  Amala
  Sparviere
  �
  Meeting at impossible angles...
  Distant drums...
  Equipment sabotaged.
  11
  ©Larcenous Designs,LLC
  5
  Slimy goo...
  Structure
  Pride
  4
  Tools or Weapons: Prybar, fire axe,
  plasma-welder.
  Yes
  j
  75/120
  Cat piss...
  1
  �
  �
  Yes
  5
  �
  2
  9
  1
  Ambitious
  9
  Y
  No
  Swimming hole.
  Boleslav
  Allow
  Compassion
  Simone
  Valentine
  �
  A suspicious hesitation...
  Heartfelt sobbing...
  Stranded in the wild.
  4
  ©Larcenous Designs,LLC
  5
  A pounding rhythm...
  Trial
  Pride
  8
  Fresh game: Dressed pheasant,
  gutted fish, most dangerous.
  No
  s
  76/120
  Desperation and cheap booze...
  5
  �
  �
  Yes
  8
  �
  1
  10
  3
  Consuming
  4
  Z
  No
  Train.
  Clinton
  Deviate
  Humility
  Amina
  Ronan
  �
  Swaying in a wind you don't feel...
  An ominous chuckle...
  Mentor slain!
  18
  ©Larcenous Designs,LLC
  5
  Dry and scaly...
  Vehicle
  Pride
  6
  Horrible evidence: Bloody tools,
  vat of acid and bones, psychic
  impressions.
  Yes
  h
  77/120
  Spoiled milk...
  4
  �
  �
  Yes
  1
  �
  5
  7
  3
  Immaculate
  7
  W
  Yes
  
  Ocean-liner.
  Dorian
  Imitate
  Honesty
  Lamya
  Arbogast
  �
  Following you for hours, watching...
  The rattle of dice...
  A traitor discovered.
  11
  ©Larcenous Designs,LLC
  3
  Bones breaking...
  Agreement
  Pride
  1
  Trade goods: Silk, tea-blocks,
  inhumanly beautiful jewelery.
  YES!
  g
  78/120
  Rotten eggs...
  7
  �
  �
  Yes
  8
  �
  4
  1
  1
  Bygone
  10
  X
  NO!
  Swamp.
  Jumaane
  Mesmerize
  Courage
  Rosemonde
  Dagan
  �
  A runner carrying a messenger bag...
  Scrape... scrape... scrape...
  New species found.
  15
  ©Larcenous Designs,LLC
  3
  A surge of jealousy...
  Team
  Pride
  6
  Baby care: Diapers, dirty bottle,
  infant nutrition supplements.
  Yes
  w
  79/120
  Diesel exhaust...
  5
  �
  �
  Yes
  7
  �
  3
  2
  1
  Famous
  1
  Y
  No
  Temple.
  Eingar
  Divide
  Honesty
  Padma
  Haukoos
  �
  A flash of teeth...
  The whistling of wind through...
  A tragic accident.
  20
  ©Larcenous Designs,LLC
  7
  Cobwebs tangle in your hair...
  Council
  Envy
  2
  Handy tools: Sledgehammer, motion
  sensor, multitool.
  Yes
  d
  8/120
  Overheated electronics...
  7
  �
  �
  No
  4
  �
  6
  6
  4
  Orderly
  3
  Z
  No
  Jungle.
  Vipul
  Succeed
  Loyalty
  Clarice
  Bastet
  �
  The symbol of an obscure religion...
  Fire crackles and pops...
  Hit by a vehicle.
  17
  ©Larcenous Designs,LLC
  6
  Warm and wet...
  Goal
  Pride
  1
  Odd trinket: Iridescent scale,
  smooth river stone, old coin.
  No
  y
  80/120
  Intense vinegar...
  6
  �
  �
  Yes
  3
  �
  2
  12
  3
  Simple
  1
  Z
  No
  Hospital.
  Casimiro
  Unseal
  Chastity
  Kamaria
  Amon
  �
  A many-pointed star...
  The ping-ping-ping of cooling metal...
  Noises in the walls.
  12
  ©Larcenous Designs,LLC
  7
  Slightly tipsy...
  Student
  Pride
  6
  Restorative: Patented panacea,
  poison antidote, home-brewed remedy.
  No
  a
  81/120
  Fragrant herbs covering bitter...
  8
  �
  �
  Yes
  7
  �
  4
  8
  1
  Maniacal
  10
  W
  No
  Diner.
  Yakov
  Isolate
  Temperance
  Gowri
  Aviragus
  �
  Writhing tentacles...
  A baby crying...
  Writings in a journal.
  12
  ©Larcenous Designs,LLC
  4
  The thrill of fear...
  Work
  Pride
  7
  Deadly substance: Arsenic, jar of
  acid, caustic blood.
  Yes
  b
  82/120
  Fear and adrenaline...
  1
  �
  �
  No
  3
  �
  5
  3
  3
  Slovenly
  3
  X
  No
  
  Butcher.
  Kato
  Deny
  Charity
  Bala
  Beldaraan
  �
  Hideously serrated teeth...
  Tall grass and underbrush rustling...
  Unnatural pregnancy.
  16
  ©Larcenous Designs,LLC
  5
  Sparks of rage...
  Dream
  Pride
  1
  Legal documents: Will and
  testament, bill of sale, marriage
  agreement.
  No
  y
  83/120
  The odd, dusty scent of snake-skin...
  9
  �
  �
  No
  1
  �
  3
  1
  1
  Active
  4
  Y
  No
  Exhibit.
  Sandeep
  Move
  Diligence
  Mittie
  Orvar
  �
  Backed into a corner...
  An automated distress call repeats...
  A lookalike appears.
  1
  ©Larcenous Designs,LLC
  5
  A moment of deja-vu...
  Time
  Pride
  1
  Jewelry: White-gold necklace, emerald
  ring, black pearl earrings.
  No
  g
  84/120
  The dank of a tomb...
  9
  �
  �
  YES!
  2
  �
  1
  3
  4
  Artificial
  9
  Z
  Yes
  Laboratory.
  Roscoe
  Join
  Mercy
  Gwendolyn
  Damocles
  �
  Something open that should not be...
  A cacophony of animal calls...
  A horrific nightmare.
  19
  ©Larcenous Designs,LLC
  3
  A gut-wrenching acceleration...
  Prophecy
  Sloth
  8
  Rare tomes: Illuminated manuscript,
  ancient texts, signed copies.
  No
  u
  85/120
  The gore of a slaughterhouse...
  5
  �
  �
  Yes
  7
  �
  5
  11
  4
  Bewildering
  10
  W
  No
  Camp.
  Dimitri
  Exchange
  Compassion
  Tessie
  Limbo
  �
  A brand burned into skin...
  A record skips, stuck in a groove...
  Dreams coming true.
  19
  ©Larcenous Designs,LLC
  3
  Your stomach drops...
  Fear
  Sloth
  0
  Military weapons: Greatsword,
  assault rifle, grenades.
  Yes
  l
  86/120
  An overpowering, musky odor...
  5
  �
  �
  Yes
  2
  �
  4
  7
  3
  Religious
  5
  X
  No
  Tower.
  Kalyan
  Discover
  Humility
  Darshana
  Tristan
  �
  Flanked by doctors and orderlies...
  A one-sided conversation...
  Haunted by the past.
  9
  ©Larcenous Designs,LLC
  10
  A mental fog lifts, leaving you...
  Weapon
  Sloth
  8
  Portable assistant: Detailed
  day-planner, tablet device, spirit
  familiar.
  No
  g
  87/120
  An oncoming storm...
  0
  �
  �
  YES!
  3
  �
  2
  9
  2
  Widespread
  1
  Y
  YES!
  Rest station.
  Karl
  Pacify
  Honesty
  Geraldine
  Dakota
  �
  A grimy, broken crown...
  Something in the walls...
  Stupid kids.
  17
  ©Larcenous Designs,LLC
  2
  Awake but paralyzed...
  Lair
  Sloth
  5
  Stealth devices: Noisemaker,
  soft-soled shoes, handyman's
  uniform.
  No
  s
  88/120
  Moss and old earth...
  9
  �
  �
  YES!
  1
  �
  2
  5
  1
  Mental
  4
  Z
  No
  
  Quarantine zone.
  Omar
  Befriend
  Courage
  Ngaire
  Sable
  �
  Odd footprints leading...
  The tick-tick-tick of a projector...
  Eerie coincidences.
  18
  ©Larcenous Designs,LLC
  5
  A sudden loss of balance...
  Truth
  Sloth
  1
  Royal decree: Arrest warrant, royal
  pardon, disinheritance of an heir.
  No
  u
  89/120
  Smoke and blood...
  8
  �
  �
  Yes
  8
  �
  3
  9
  2
  Tragic
  8
  W
  Yes
  Junkyard.
  Winfield
  Curse
  Courage
  Sunitha
  Ion
  �
  A swarm of flies...
  BANG...
  Fire!
  4
  ©Larcenous Designs,LLC
  5
  Overwhelming despair..
  Scheme
  Envy
  0
  Cosmetics: Belladonna eyedrops, eye
  liner, curiously effective skin
  cream.
  No
  j
  9/120
  Dry-rot...
  0
  �
  �
  Yes
  6
  �
  2
  2
  4
  Profitable
  10
  W
  No
  Graveyard.
  Maynard
  Corrupt
  Loyalty
  Nuo
  Echo
  �
  Turning a weapon on themselves...
  An inhuman babbling...
  Framed!
  13
  ©Larcenous Designs,LLC
  6
  A light tap on the shoulder...
  Mystery
  Sloth
  9
  Deed: Colony plot, old mansion, a
  battered ship.
  Yes
  a
  90/120
  Crisp winter wind...
  6
  �
  �
  No
  2
  �
  5
  1
  2
  Curious
  3
  X
  Yes
  Home.
  Shiro
  Avoid
  Chastity
  Jeanne
  Elin
  �
  A dilapidated road sign...
  Urgent, desperate pleading...
  Locked in with a beast.
  19
  ©Larcenous Designs,LLC
  7
  Suddenly yanked backwards...
  Contraband
  Sloth
  9
  Exotic pet: Imported animal,
  electronic life, cryptid creature.
  YES!
  q
  91/120
  A heady whiff of permanent marker...
  9
  �
  �
  Yes
  5
  �
  3
  5
  2
  Terrible
  6
  Y
  No
  Theater.
  Radomir
  Condemn
  Temperance
  Lakshmi
  Parker
  �
  Claw marks in wood and stone...
  A warning growl...
  New ability manifests.
  1
  ©Larcenous Designs,LLC
  4
  Sticky with congealing blood...
  Peace
  Sloth
  2
  Treasure: Gold bars, ancient silver
  coins, cryptocurrency wallet.
  No
  m
  92/120
  Tepid water and pond scum...
  7
  �
  �
  Yes
  7
  �
  1
  11
  1
  Infamous
  1
  Z
  No
  Base.
  Albey
  Raise
  Charity
  Maybelle
  Arcite
  �
  A majestic, glass-fronted case...
  Communications suddenly cut off...
  Drugged into a stupor.
  16
  ©Larcenous Designs,LLC
  2
  A pressure on your ears...
  Emotion
  Sloth
  9
  Armor: Chainmail, riot gear, armored
  power-suit.
  NO!
  k
  93/120
  A public toilet...
  4
  �
  �
  Yes
  3
  �
  1
  4
  3
  Permanent
  9
  W
  Yes
  
  Retreat.
  Clayton
  Seal
  Diligence
  Nuan
  Jarl
  �
  A finely-tailored suit...
  Someone slurping greedily...
  Sees dead people.
  6
  ©Larcenous Designs,LLC
  5
  Scalding breath on your neck...
  Obstacle
  Sloth
  3
  Defense: Environment suit, bag of
  salt, symbol of protection and
  warding.
  No
  q
  94/120
  The midden behind a plague ward...
  8
  �
  �
  Yes
  3
  �
  1
  11
  2
  Humble
  3
  X
  No
  Gated community.
  Baldev
  Execute
  Mercy
  Maia
  Aedan
  �
  Lurid colors...
  Impish, maniacal giggling...
  A tainted gift.
  2
  ©Larcenous Designs,LLC
  5
  Eyes watching you...
  Resource
  Sloth
  1
  Emergency gear: Defibrillator,
  bug-out bag, deployable shelter.
  NO!
  i
  95/120
  A strangely alluring scent...
  0
  �
  �
  Yes
  5
  �
  3
  8
  1
  Unfair
  9
  Y
  No
  Amusement park.
  Odhiambo
  Confront
  Compassion
  Shani
  Lars
  �
  Iron-bound oak...
  A door slams shut and locks...
  An apparent haunting.
  2
  ©Larcenous Designs,LLC
  6
  Strangely tempted...
  Resurrection
  Sloth
  4
  Assassin's weapons: Garrote wire,
  silenced pistol, ceramic knife.
  No
  h
  96/120
  Expensive drinks...
  4
  �
  �
  Yes
  3
  �
  2
  7
  1
  Vague
  10
  Z
  No
  Basement.
  Feodor
  Begin
  Humility
  Anisa
  Kieran
  �
  A slow, stately procession...
  Eerily quiet...
  Hit by a stray shot.
  14
  ©Larcenous Designs,LLC
  7
  Losing control of your limbs...
  Nightmare
  Treachery
  8
  Arcane knowledge: Advice on magic,
  Secret Society info, recent
  discovery.
  Yes
  q
  97/120
  Fetid breath tainted with offal...
  7
  �
  �
  Yes
  6
  �
  2
  2
  1
  Dormant
  8
  W
  Yes
  Forest
  Rangi
  Warn
  Honesty
  Constance
  Reece
  �
  A smile beneath dead eyes...
  Grunting and snorting...
  An evil curse to break.
  5
  ©Larcenous Designs,LLC
  6
  A sudden impact...
  Monster
  Treachery
  2
  Ancient artifact: Genetic relic,
  archaeological find, prehuman
  machinery.
  Yes
  r
  98/120
  Garlic...
  1
  �
  �
  Yes
  3
  �
  6
  3
  4
  Nearby
  7
  X
  No
  Island. 
  Michel
  Poison
  Courage
  Sarala
  Atzix
  �
  Almost-concealed bruises...
  Low-battery warning chirps...
  A party gone wrong.
  4
  ©Larcenous Designs,LLC
  7
  Ice in your veins...
  Beast
  Treachery
  1
  Expensive accessory: Pocket watch,
  silk cravat, electronic tattoo.
  Yes
  a
  99/120
  Decaying seaweed...
  8
  �
  �
  No
  1
  �
  5
  4
  1
  Haphazard
  4
  Y
  No
  
SOURCE: textdata/thevault/Solo/2. GM Emulators & Generic Solo Rules/Gamemaster's Apprentice/Horror Deck/GMA Horror PnP.pdf