TEXT: Hardscrabble Adventure
  in a Fantastical World
  VOLUME IV
  Beasts & Booty
  Freebooters
  Frontier
  on the
  
  2
  3
  create a creature
  To prep a creature ahead of time or roll one up from scratch during play,  follow the steps 
  on the following pages in order. Nothing here is prescriptive; heed your intuition and pay 
  attention to the image that forms in your head. Record the creature’s statistics, tags, and 
  moves as you go.
  Final creature notation looks like this:
  [Creature name] ([alignment, size, number appearing, other tags]): [description]. HP [hit 
  points]; Armor [armor]; Damage [damage] ([tags]); Booty [treasure description]; Wants 
  [basic motivation]; Moves P [move #1] P [move #2] P [move #3]
  EXAMPLE
  Milkspider (neutral, tiny, horde, stealthy): a pale, fist-sized arachnid, full of ichor from 
  which it gets its name. HP 1; Armor 0; Damage bite 1 (touch); Booty none; Wants to lay 
  in provisions; Moves P Wait and watch in silence P Entrap them in sticky webs P Attack 
  as a horde.
  creature type
  What does the creature look like? Choose or roll 1d12 (+safety if rolling an 
  encounter in the wild) for general category, 1d12 for subcategory, 1d12 for specific 
  creature, then further as needed.
   
  1-3  . monster
  1
  legendary
  2-3
  supernatural
  4-12 fearsome
  1-2
  oddity + huge
  1
  divine/demonic lord 
  1-3
  beast + ability
  3-4
  dragon/titan + color
  2-3
  elemental (element)
  4-5
  beast + oddity
  5-6
  dragon/titan + beast
  4-6
  imp/demon
  6-7
  beast + large
  7-9
  dragon/titan
  7-8
  wight/wraith
  8-10 slime/ooze 
  10-12 beast + huge
  9-12 wisp/ghost/specter
  11-12 plant/fungus
  4-7  . beast
  1-2
  water-going
  3-5
  airborne
  6-12 earthbound
  1
  whale
  1
  pteranadon
  1
  dinosaur/megafauna
  2
  squid/octopus
  2
  condor
  2
  elephant/mammoth
  3
  dolphin/shark
  3
  eagle/owl
  3
  ox/rhinoceros
  4
  alligator/crocodile
  4
  hawk/falcon
  4
  bear/ape/gorilla
  5
  turtle
  5
  crow/raven
  5
  deer/horse/camel
  6
  clam/crab/lobster
  6
  heron/crane/stork
  6
  cat/lion/panther
  7
  fish
  7
  gull/waterbird
  7
  dog/wolf/boar/pig
  8
  frog/toad
  8
  songbird/parrot
  8
  snake/lizard/armadillo
  9
  eel/snake
  9
  chicken/duck/goose
  9
  mouse/rat/weasel
  10
  clam/oyster/snail
  10
  bee/wasp/hornet
  10
  ant/centipede/scorpion
  11
  jelly/anemone
  11
  locust/dragonfly/moth
  11
  snail/slug/worm
  12
  insect/barnacle
  12
  gnat/mosquito/firefly
  12
  termite/tick/louse
  8-9  . humanoid
  If the dominant culture of the region is not human, substitute "human" for one of 
  the asterisked (*) entries. Roll NPC occupaton, alignment, and traits if desired. 
  1-2
  rare
  3-5
  uncommon
  6-12 common
  1-2
  human + monster
  1
  cyclops/giant (large)
  1-2
  orc/hobgoblin/gnoll
  3-4
  major undead
  2-3
  ogre/troll (large)
  3-5
  goblin/kobold
  5-6
  werebeast
  4-7
  minor undead
  6-7
  half-elf/half-orc etc.
  7-8
  human + beast
  8
  lizardfolk/merfolk
  8-9
  halfling* (small)
  9-10 fey/fairy
  9
  catfolk/birdfolk
  10-12 mixed party (group)
  11-12 elf*
  10-12 dwarf/gnome* (small)
  10+  . human
  If humans do not comprise the dominant culture of the region, substitute the species 
  that is dominant. Roll NPC occupaton, alignment, and traits if desired.
  1
  
  4
  5
  size, range, quantity,
  base hit points & damage
  How big is the creature? A creature’s size determines how close it needs to be to 
  an enemy to deal damage, how likely it is to appear in greater numbers, how much 
  damage it inflicts and how many hit points it has on average. Choose a size, or roll 
  1d12. Then roll 1d12 to determine general quantity. When specific numbers are 
  needed in play, establish them using the no. appearing column. The damage column 
  indicates the base damage die the creature rolls to inflict damage, and assumes 
  natural defenses or a melee weapon; you may choose to assign it a specific weapon 
  and use that weapon’s range and damage die instead (see marketplace listings). 
  When a group or horde appears, at least one of their number will be a leader.
  1d12 size
  range
  1d12 quantity no. appearing hp damage
  1
  tiny
  touch
  1
  solitary
  1
  4
  1d3
  2-6
  group
  1d6+1
  2
  1d2
  7-12
  horde
  3d6 per wave
  1
  1
  2-3
  small
  close
  1-2
  solitary
  1
  6
  1d6
  3-8
  group
  1d6+1
  3
  1d4
  9-12
  horde
  3d6 per wave
  2
  1d3
  4-9
  medium close
  1-3
  solitary
  1
  8
  1d8
  4-9
  group
  1d6+1
  6
  1d6
  10-12 horde
  3d6 per wave
  4
  1d6
  10-11 large
  reach
  1-8
  solitary
  1
  16
  1d10
  9-11
  group
  1d6+1
  12
  1d8
  12
  horde
  3d6 per wave
  8
  1d8
  12
  huge
  mear
  1-10
  solitary
  1
  32
  1d12
  11-12 group
  1d6+1
  24
  1d10
  2
  adjusted hit points & damage
  How tough is the creature? Choose or roll 1 a general description, and adjust the 
  creature’s hit points and damage die accordingly. When calculating hit points, round 
  up. When adjusting damage dice, damage may not be reduced below 1.
  1d12 creature is...
  hp modifier damage die adjustment
  1
  fragile/weak/sheltered
  base HP x .5
  reduce die size by 2 (min. 1)
  2-3
  domesticated/civilized
  base HP x .75
  reduce die size by 1 (min. 1)
  4-7
  tough/wild/uncivilized
  base HP x 1
  none
  8-10
  predator/warrior
  base HP x 1.5
  +1 to damage roll
  11
  leader/veteran/durable
  base HP x 2
  increase die size by 1,
  +1 to damage roll
  12
  legendary/ancient
  base HP x 4
  roll damage die twice,
  +2 to damage roll
  3
  attack
  How does the creature hurt its enemies? Choose all that apply or roll 1d12.
  1d12 attack is...
  add tag...
  effect
  1-4
  mundane
  none
  none
  5
  deterring
  reach
  can strike enemies before they get close
  6
  ranged
  near and/or far 
  can strike enemies at range
  7
  hard-hitting
  forceful
  knocks back or stuns enemies
  8
  slicing/ripping
  messy
  makes a mess of its victim
  9
  vicious/brutal
  none
  +1 to damage roll
  10
  penetrating
  none
  attack gains 1d3 pierce damage
  11
  inescapable
  magical or other
  attack ignores armor 
  12
  roll 1d10+1 twice
  -
  -
  4
  defense
  How does the creature fend off injury? Choose 
  or roll 1. 
  1d12 defense is...
  armor
  1-4
  skin/cloth
  0
  5-7
  hide/fur/leather/thin shell 
  1
  8-9
  chainmail/scales/thick shell
  2
  10
  scale armor/carapace/bone
  3
  11
  plate armor/thick carapace
  4
  12
  dragonscale/enchanted armor
  5
  Does the creature have additonal physical 
  defense? If it has a shield or other ability to 
  deflect or evade attacks, give it +1 armor.
  5
  illo of party fighting monster with impeneterable shell
  
  6
  7
  additional features
  What else is noteworthy about the creature? Choose all that apply based on results 
  of the previous steps, or roll if you feel like it.
  1d12 common tag
  effect
  1
  vulnerable
  suffers 150% of damage rolled from specified source;
  example: vulnerable (fire)
  2
  resistant
  suffers 50% of damage rolled from specified source;
  example: resistant (piercing)
  3
  stealthy
  likes to sneak, hide, ambush; add 1 sneaky move
  4
  organized
  knows how to strategize; add 1 move related to planning
  5
  intelligent
  sees the bigger picture; add 1 smart move
  6
  devious
  -1 damage (minimum 1); add 1 tricky move 
  7
  cautious
  avoids putting itself in harm’s way; -25% base HP
  8
  hoarder
  double booty rolls for cache and lair (see booty, page X)
  9-10
  unusual
  roll uncommon tag, below
  11
  roll 1d10 twice
  -
  12
  roll 1d10 3 times
  -
  1d12 uncommon tag effect
  1-3
  flying
  able to take the air; add 1 flying move
  4-5
  undead
  may be insubstantial; unaffected by poison, disease, etc.
  6
  amorphous
  suffers lowest of 2 damage rolls
  7
  immune
  unaffected by damage from specified source
  example: immune (cold)
  8
  construct
  may be mindless; acts according to orders of master
  9
  magical
  add 1 magic move (spell, power, etc.)
  10
  planar
  may be insubstantial; add 1 move related to home plane
  11
  terrifying
  strikes fear into the hearts of all who behold it
  12
  divine
  may be planar; +2 damage, base HP x 1.25
  6
  creature details
  What makes the creature interesting? What is it doing when first encountered? 
  Choose or roll on these tables for inspiration.
  ability
  activity
  adjective
  1
  bless/curse
  1
  laying trap/ambush
  1
  slick/slimy
  2
  entrap/paralyze
  2
  fighting/at war
  2
  rough/hard/sharp
  3
  levitate/fly/teleport
  3
  prowling/on patrol
  3
  smooth/soft/dull
  4
  telepathy/mind control
  4
  hunting/foraging
  4
  corroded/rusty
  5
  mimic/camouflage
  5
  eating/resting
  5
  rotten/decaying
  6
  seduce/hypnotize
  6
  arguing/infighting
  6
  broken/brittle
  7
  dissolve/disintegrate
  7
  traveling/searching
  7
  stinking/smelly
  8
  based on aspect
  8
  trading/negotiating
  8
  weak/thin/drained
  9
  based on element
  9
  fleeing/running away
  9
  strong/fat/full
  10
  drain life/drain magic
  10
  building/excavating
  10
  pale/poor/shallow
  11
  magic type
  11
  sleeping/unconscious
  11
  dark/rich/deep
  12
  roll 1d10+1 twice
  12
  nursing injury/dying
  12
  colorful
  age
  alignment
  aspect
  1
  unborn/nascent
  1-2
  evil
  1
  war/discord
  2
  being born/budding
  3-4
  chaotic
  2
  hate/envy
  3
  newborn/blossoming
  5-8
  neutral
  3
  power/strength
  4-6
  young/green
  9-10 lawful
  4
  trickery/dexterity
  7-9
  mature/ripe
  11-12 good
  5
  time/constitution
  10
  old/going soft
  6
  lore/intelligence
  11
  dead/withered/ancient
  7
  nature/wisdom
  12
  dust/pre-historic
  8
  culture/charisma
  9
  luck/fortune
  10
  love/admiration
  11
  peace/balance
  12
  glory/divinity
  color
  element
  magic type
  1
  white/bright/pale
  1
  void
  1
  necromancy
  2
  red/pink/maroon
  2
  death/darkness
  2-3
  evocation/destruction
  3
  orange/peach
  3-4
  fire/metal/smoke
  4
  conjuration/summoning
  4
  yellow/mustard/ochre
  5-6
  earth/stone/vegetation
  5
  illusion/glamour
  5
  green/chartreuse/sage
  7-8
  water/ice/mist
  6
  enchantment/artifice
  6
  blue/aquamarine/indigo
  9-10 air/wind/storm
  7
  transformation
  7
  violet/purple
  11
  life/light
  8
  warding/binding
  8
  gray/slate
  12
  stars/cosmos
  9-10 element
  9
  brown/beige/tan
  11
  restoration/healing
  10
  black/dark
  12
  divination/scrying
  11
  metallic/prismatic
  12
  transparent/clear
  moves
  How does the creature behave? Write down 3-5 moves which describe 
  charactersitic actions the creature may take beyond general logical behavior (attack, 
  defend, flee, etc.). Incorporate any move suggestions derived from additonal 
  features (step 6), and consider your mental image as you imagine what makes this 
  creature interesting, challenging, and/or different. Before committing to any moves, 
  you may want to draw inspiration from details rolled on the tables on the next page.
  7
  8
  
  8
  9
  seize booty
  When you search a creature, cache, or lair for anything of value, you find whatever has 
  already been established. Then, make a booty roll to see what else you find.
  A cache is treasure that has been set aside for safekeeping by the owning creature (e.g., 
  the classic treasure chest), while a lair is the place where a creature lives and keeps most of 
  its possessions.
  To make a booty roll, roll the damage dice of the creature in question and consult the 
  booty table (page X).  If a cache or lair is being searched, use the damage dice of the 
  creature that owns that cache or lair.
  When the creature is a leader, make 1 additional booty roll.
  When the creature is a veteran, make 1 additional booty roll.
  When the creature is legendary, make 2 additional booty rolls.
  When a cache is being searched, make 1 additional booty roll (2 if it belongs to a hoarder).
  When a lair is being searched, make 3 additional booty rolls (6 if it belongs to a hoarder).
  When the creature is wealthy, roll twice for each booty roll and use the higher result.
  Use the owned column to find an item possessed by the creature (coins, jewelry, etc.), or 
  the inherent column to find something derived from the creature’s physical form (fur, 
  meat, etc.). Choose which column to use based on the nature of the creature; possessions 
  of a humanoid or intelligent creature will almost always be owned, while booty derived 
  from a beast or monster will most often be inherent. The value column indicates the 
  suggested value of the each piece of booty.
  interpret the results
  Record the result of each roll as you go. If a given piece of booty is a body part, item, or 
  valuable, use the additional tables provided to work out specifics and describe things to 
  the players. Consider the context and nature of the creature as you imagine each piece of 
  booty. As always, you are free to ignore or adjust results that don’t make sense.
  When interpreting the results of  booty roll, the following guidelines may be useful:
  If the creature is a construct or servant, use the tags of its master to generate booty.
  If the creature is far from home, add 1 damage roll of rations that the creature would eat.
  If the creature is magical, include one or more strange, possibly magical items.
  If the creature is divine, include some sign of worship, blessing, curse, and/or idolatry.
  If the creature is planar, include something not of this world.
  When determining the value of an incidental, common, or useful item, you may use the 
  marketplace list in lieu of the value column. Remember that a fine item has 150% the 
  value its common counterpart, while an exquisite item is worth 200%.
  Always adjust results according to the context and your better judgment! 
  inherent booty
  Most wild creatures don’t own things or 
  carry treasure around with them. If they 
  possess anything of value, it must usually be 
  gleaned from their remains in the form of 
  food, furs, organs, and the like. 
  The first time you make booty rolls for a 
  creature using the inherent column of the 
  booty table, the result applies for all future 
  creatures of that type. However, the value of 
  the booty should be rolled fresh each time to 
  reflect its relative quality (see example).
  Harvesting a dead creature’s useful parts may 
  be routine in some situations, but at times 
  the Judge may rule that it requires special 
  skill and call for a saving throw of one kind 
  or another to do so. A poor result on such 
  a saving throw might result in partial or 
  total loss of the booty, along with other 
  consequences. 
   
  EXAMPLE
  The first time the party defeats a sheep-
  lion, I roll 1d8 (its damage die) and 
  get a 5, indicating a body part with 
  a value of (4d6)x2. I roll 28 for its 
  value in silver pieces, and “skin/hide/
  fur/shell” on the body part table.
  Whenever a sheep-lion is encountered 
  in the future, I won’t make the initial 
  booty roll because I know they can be 
  skinned for their hide, but in each case 
  I’ll roll (4d6)x2 to determine the hide’s 
  value.
  In addition, I might tell the PCs that 
  the beast’s oil glands make skinning 
  it tricky, and that it’ll take a Saving 
  throw with DEX to remove the hide 
  without mishap. A 7-9 might mean 
  the skin is salvageable but they get 
  stinky oil all over them, while a 6- 
  might mean the skin is ruined and/or 
  that they hear ominous “baas” echoing 
  across the moor.
  
  11
  body part & property
  Roll 1d12 to determine the piece of anatomy of 
  value, then 1d12 to determine its utility. 
  1d12 body part
  1d12 property
  1-3
  skin/hide/fur/shell
  1-2
  protection/ward
  4
  blood/ichor
  3
  spice/perfume
  5
  internal organ
  4
  ink/dye/stain
  6
  gland/sac/node
  5
  narcotic/aphrodisiac
  7
  apendage/limb
  6-7
  poison
  8
  sinew/muscle/bone
  8-9
  curative/restorative
  9
  teeth/tusk/horns
  10
  spell component
  10
  ears/nose/tongue
  11
  supply (specialty)
  11
  eyes/sensory organs
  12
  roll 1d10+1, add fine
  12
  brain
  booty
  Make each booty roll using the creature’s damage dice. Use the inherent column to 
  find something that can be derived from the creature’s physical form (fur, meat, etc.), 
  or the owned column to find a thing it possesses (coins, jewelry, etc.). The value 
  column indicates the suggested value of that piece of booty. A fine item is worth 
  150% of the listed value, while an exquisite item is worth 200%.
  roll inherent (beast, monster) owned (humanoid, intelligent)
  value
  1
  nothing
  nothing
  0
  2
  1 ration  
  currency
  1d4
  3
  body part
  item (use 1d10)
  2d6
  4
  (HP/5) rations
  currency, and roll again
  4d6
  5
  body part
  currency
  (4d6) x 2
  6
  (HP/4) rations
  item, and roll again
  (6d6) x 2
  7
  body part
  valuable (use 1d10)
  (3d8) x 5
  8
  (HP/3) rations
  currency, and roll again
  (4d8) x 5
  9
  (HP/2) rations
  currency
  (5d8) x 5
  10
  body part, and roll again
  valuable, and roll again
  (6d8) x 5
  11
  (HP) rations
  valuable
  (8d8) x 5
  12
  body part, and roll again
  currency, and roll again
  (10d8) x 5
  13
  body part
  valuable
  (5d10) x 10
  14
  body part, and roll again
  valuable, and roll again
  (6d10) x 10
  15
  body part
  valuable (use 1d8+4)
  (8d10) x 10
  16
  body part, and roll again
  valuable (use 1d6+6), roll again (10d10) x 10
  item
  Roll 1d12 for category and 1d12 for specific item.
  1-4
  incidental item
  5-8
  common item
  9-12 useful item
  1
  decanter/vessel/cup
  1
  footwear/shoes/boots 
  1
  evidence/message/map 
  2
  pots/pans/cauldron
  2
  clothing/gloves/cloak 
  2
  tools/crowbar/shovel
  3
  dishware/utensils
  3
  hat/helmet/mask
  3
  foodstuffs (1d6 rations)
  4
  tools/hardware
  4
  trinket/charm/talisman
  4
  book/scroll
  5
  bedding
  5
  grog/spirits/wine
  5
  key/lockpick/password
  6
  trophy/keepsake
  6
  pouch/pack/saddlebags
  6
  healing supplies
  7
  candlestick/lamp
  7
  box/barrel/coffer/chest
  7
  illumination
  8
  rope/chain/net
  8
  soap/musk/perfume
  8
  fuel/ammunition
  9
  rug/mat/carpet
  9
  holy/arcane symbol
  9
  specialty tools 
  10
  flag/banner
  10
  conveyance/cart/wagon
  10
  weapon/armor
  11
  roll 1d10, add fine
  11
  roll 1d10, add fine
  11
  roll 1d10, add fine
  12
  common item
  12
  useful item
  12
  valuable
  valuable
  Roll 1d12 for category and 1d12 for specific item.
  1-3
  trade good
  4-6
  art object
  7-9
  gem/jewelry
  1
  grain/lumber/stone
  1
  fine common item
  1
  uncut/small/flawed gem
  2
  preserved food
  2
  exquisite common item
  2
  handful of gems/jewels
  3
  pottery/glassware
  3
  desk/table/shelving
  3
  large gem/jewel
  4
  furs/hides/textiles
  4
  dresser/armoire
  4
  charm/holy symbol
  5
  herbs/ingredients
  5
  sculpture/painting  
  5
  ring/earrings
  6
  raw ore/ingots
  6
  carpet/rug/tapestry
  6
  bracelet/anklet/armlet
  7
  beer/wine/spirits
  7
  idol/statue/figurine
  7
  necklace/amulet/periapt
  8
  spices/tea/tobacco
  8
  mirror/hourglass
  8
  broach/buckle/pin
  9
  monster body parts
  9
  musical instrument
  9
  circlet/tiara/crown
  10
  contraband
  10
  roll 2d4+1, add fine
  10
  scepter/sign of office
  11
  weapons/armor
  11
  roll 2d4+1, add exquisite
  11
  jewelled armor
  12
  specialty supplies
  12
  rarity
  12
  jewelled weapon
  10-11 rarity
  12
  unique artifact
  1-2
  salve/ointment/potion/elixir
  1
  magical incidental item
  3
  spell scroll
  2
  magical common item (use 1d10)
  4
  magical incidental item
  3-4
  magical useful item (use 1d10)
  5
  magical common item (use 1d10)
  5
  magical gem/jewelry
  6
  magical useful item (use 1d10)
  6
  magical wand/staff/rod/orb
  7
  magical gem/jewelry
  7-8
  magical weapon
  8
  magical wand/staff/rod/orb
  9-10
  magical armor
  9
  spellbook (2d4 spells)
  11-12 divine symbol/relic
  10
  magical weapon
  11
  magical armor
  12
  divine symbol/object
  illo of treasure hoard
  
  12
  13
  booty details
  Choose or roll on these tables for inspiration.
  ability
  adjective
  armor
  1
  bless/curse
  1
  slick/slimy
  1-2
  buckler/shield
  2
  entrap/paralyze
  2
  rough/hard/sharp
  3
  furs/hide
  3
  levitate/fly/teleport
  3
  smooth/soft/dull
  4-6
  leather
  4
  telepathy/mind control
  4
  corroded/rusty
  7
  scale armor
  5
  mimic/camouflage
  5
  rotten/decaying
  8
  chainmail  
  6
  seduce/hypnotize
  6
  broken/brittle
  9
  splint armor 
  7
  dissolve/disintegrate
  7
  stinking/smelly
  10
  plate armor
  8
  based on aspect
  8
  weak/thin/drained
  11
  roll 1d8+2, add shield
  9
  based on element
  9
  strong/fat/full
  12
  roll 1d10, add fine
  10
  drain life/drain magic
  10
  pale/poor/shallow
  11
  magic type
  11
  dark/rich/deep
  12
  roll 1d10+1 twice
  12
  colorful
  aspect
  element
  item detail
  1
  war/discord
  1
  void
  1
  dull/worn/broken
  2
  hate/envy
  2
  death/darkness
  2
  rough/hard/sharp
  3
  power/strength
  3-4
  fire/metal/smoke
  3
  utilitarian
  4
  trickery/dexterity
  5-6
  earth/stone/vegetation
  4
  delicate/fragile
  5
  time/constitution
  7-8
  water/ice/mist
  5-6
  design motif (aspect)
  6
  lore/intelligence
  9-10 air/wind/storm
  7-8
  design motif (element)
  7
  nature/wisdom
  11
  life/light
  9
  etched/engraved
  8
  culture/charisma
  12
  stars/cosmos
  10
  bright/colorful
  9
  luck/fortune
  11
  maker’s mark
  10
  love/admiration
  12
  mysterious inscription
  11
  peace/balance
  12
  glory/divinity
  magic type
  specialty
  weapon
  1
  necromancy
  1
  cookery/brewing
  1
  staff
  2-3
  evocation/destruction
  2-3
  poison/alchemy
  2-3
  knife/dagger/shortsword
  4
  conjuration/summoning
  4
  stealth/espionage
  4-5
  club/cudgel/mace
  5
  illusion/glamour
  5
  cartography/navigation
  6
  spear/flail/polearm
  6
  enchantment/artifice
  6
  travel/transportation
  7-8
  sword/axe/warhammer
  7
  transformation
  7
  architecture
  9
  great weapon
  8
  warding/binding
  8
  smithing/forging
  10-11 sling/bow/crossbow
  9-10 element
  9
  engineering
  12
  exotic/unusual
  11
  restoration/healing
  10
  healing/apothecary
  12
  divination/scrying
  11
  divination
  11
  metallic/prismatic
  12
  invention/wizardry
  12
  transparent/clear
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Supplements/(Perilous Wilds) Lampblack & Brimstone/Freebooters on the Frontier 2e (Playtest)/FotF2e - Beasts & Booty (3-6-2019).pdf