Vagabond — A Companion for the TableChapter VI

Chapter the Sixth

Game
Master's Screen

The subsystems that run between fights, how to build opposition, and how to scale any of it to the size of your table.

01How to run it

The book is unusually direct about the stance it wants from a GM, and the advice is worth taking literally.p. 2, 191

There is no setting

Vagabond has no canon and no default world — Ancestry lore is explicitly labelled as inspiration you can discard. That makes it unusually easy to run in someone else's setting: keep the names, faces and geography your players want, and use these mechanics underneath.

02Progress Clocks

The spine of the whole game. A Clock is a circle divided into segments; when it fills, something happens.p. 12

4-segment ClockTracks Shifts within a day — the standard Travel Clock
6-segment ClockTracks Scenes during a Crawl

Segments fill when time passes, and also when the party does something loud, clumsy or slow. Anything that fills a segment also calls for a Random Encounter check. Use them for the dungeon collapsing, the ritual completing, reinforcements arriving, the execution at dawn — anything where the answer to "how long have we got?" should be visible on the table rather than hidden in your notes.

Running two or three at once is where they sing: one for the party's objective, one for the opposition's, one for a looming environmental threat.

03The Crawl

Room-by-room exploration, and where most campaigns spend most of their time. Measured in Scenes of ten minutes; moving to a new area passes a Scene.p. 17

Crawl Speedthree times base Speed
Clock6 segments. One fills per Scene, or when the party makes a lot of noise
Random EncountersCheck whenever a segment would fill — including on a failed Skill Check out of Combat
Spot HiddenNo roll. Spend the Scene searching a 10' area and you find what's there
LockpickingFinesse Check with a lockpick in hand. Fail and the pick breaks and you've made noise
Breaking a doorDamage the object. Loud even when you succeed

Spot Hidden deserves emphasis. Searching isn't a Check — it's a time cost. That converts "I roll to look for traps" into a real decision, because the Clock advances while you do it. Play it that way and the dungeon runs itself.

Traps

TrapSaveDamage & Effect
BladeReflexd8
Cave-InReflex3d6 and Restrained
DartsReflexd6
Dread WaveWillFrightened for 1 hour unless dispelled
Electric ShockEndured6 and Dazed for 1 Round
FlameReflexBurning (Cd6)
GasEndureSickened (Cd6 damage)
Psychic StunWillParalyzed for 1 hour unless dispelled
SnareReflexRestrained
SpikesReflexd6, doubled if falling onto them

Heroes who aren't surprised by a trap choose how they react, and a good reaction earns Favor on the Save. When it's unclear who a trap catches, it catches whoever currently has the lowest Luck — a neat piece of design that makes the Luck pool a resource with teeth.

04Travel

Large-scale movement, measured in Shifts of six hours, on a hex map where each hex is 6 miles.p. 18

  1. Move. The party names a Navigator, picks a Pace, and enters a hex.
  2. Complications. Roll d66.
  3. Survey. Reveal any adjacent hexes not yet seen.
PaceDistanceComplication roll
Slow×0.5Add a d6, use the two highest — and you may Forage
Normal×1As rolled
Fast×2Add a d6, use the two lowest

Base distance is Speed ÷ 5 miles per Shift, at the pace of the slowest member. Jungle, mountain and swamp halve it. After a Rest you can Travel two Shifts freely; every Shift after that costs 1 Fatigue until you Rest again.

d66Complication
11Hazard — Reflex Saves or 2d6 (avalanche, landslide)
12Lost — the Navigator passes a Survival Check or the party returns to the previous hex
13Obscurement — fog, smoke or sandstorm Hinders sight beyond Near for d6 Shifts
14–15Storm — this hex and its neighbours are Difficult Terrain for Cd4 Shifts
16Temperature — sweltering heat or bitter cold here and adjacent for Cd4 Shifts
21–66Nothing happens

You can swap a Random Encounter in for any 11–16 result. Bitter cold and sweltering heat each cost an Endure Save per Shift, with 1 Fatigue on a failure — which is how weather kills people in this game.

05Downtime

Activities generally cost a Shift.p. 19

CraftNeeds Materials worth half the item's value plus tools. Your Craft Difficulty sets how much value you can produce per Shift; Shifts accumulate and needn't be consecutive
ForageSurvival Check — d6 Rations, or Materials worth d6 × 5s. Also possible while Travelling at Slow Pace
HuntA Shift and a Survival Check to find game. Rations harvested equal the beast's HP; Materials are that × 5 in silver
StudyGain a Studied die — spend it for Favor on any d20 roll within the day. Also lets you change one Class Feature choice, such as a Spell known
RestA Shift of light activity, fed and watered: HP, Luck and Mana to full. Already at full HP? Clears 1 Fatigue instead
Craft Difficulty18–1716–1514–1312–1110–98–76
Value per Shift1s20s50s2g 50s5g7g 50s10g

Study is quietly one of the best actions in the game, and the one players most often overlook. It converts downtime into stored Favor, and it lets a caster re-tool their spell list between adventures — which means nobody is ever permanently stuck with a bad pick.

LodgingHorriblePoorModestComfortableLuxuriousOpulent
Per day1s2s10s20s40s1g

06Encounters and reactions

Any meeting with NPCs is an Encounter, and not all of them are fights. Two dice keep them varied:p. 14

d6Distance2d6Reaction
1Close2–3Violent — attacks immediately
2–4Near4–6Hostile — likely to attack
5–6Far, if possible7–9Untrusting, possibly confused
10–11Neutral — open to leaving peacefully
12+Friendly — willing to become an Ally

Rolling reaction rather than deciding it is what stops a dungeon becoming a corridor of identical fights. It also means Parley — an Influence Check to end hostilities — is worth having on someone's sheet.

07Running enemies

Enemies don't roll Checks or Saves. What they have instead is a Zone, an Action list, and Morale.p. 15

ZoneBehaviour
FrontlineMoves Close and makes melee attacks
MidlineMoves Close to attack then falls back to Near. Below half HP, behaves as Backline
BacklineStays Far and attacks or casts at range

The Action Gambit: statblock Actions are listed in priority order. Use the topmost one that's available and work down. Combo entries let it take several Actions as one; if part of a Combo is unavailable it still uses the rest. This is what lets you run six enemies without six decisions.

Casts on enemy statblocks don't use Mana — they have limited daily uses or a Recharge Countdown die. Armor is a flat number with a bracketed tag for converting from other systems. Shields simply add +1.

Morale

Checked when the first of the Group dies, when the leader falls, when one of them is alone at half HP or lower, or when half the Group is down. Roll 2d6 against the leader's Morale — higher and they break. No Morale value, or Berserk, means they fight to the death. You can switch Morale off entirely, but it's the main thing keeping fights short.

08Threat Level and budgeting

Every statblock carries a TL. It's the enemy's level as if it were a Hero: a TL 1 enemy is roughly a fair fight for one 1st-Level Hero.p. 110 So a serviceable starting budget is total TL ≈ total party Levels.

The book is candid that this is a loose guide rather than maths, and it's right to be. Two things distort it badly:

TLHDHPArmorDamage/Round
01–21–900–2
13–410–1903–5
25–620–2916–8
37–830–3919–11
49–1140–49212–14
512–1350–59215–17
614–1560–69318–20
818–1980–89424–26
1023–24100–109530–32
1227–28120–129636–38
1534–35150–159745–47
2044–45200–2091060–62

To build your own: double the Armor for a, divide HP by 10 for b, divide average damage per Round by 6 for c, then TL = (a + b) ÷ 4 + c, rounded to one decimal.

09Scaling to your table

Group-based Turns mean this system takes extra players better than most. The maths that needs adjusting is narrower than you'd expect.

PlayersEncounter budgetWhat else to change
2Total TL ≈ party Levels × 1.5Enable the Plot Armor Luck variant. Offer a Hireling each, or open at Level 2. Avoid single big monsters entirely
3Total TL ≈ party Levels × 1.5The baseline the book assumes. Make sure Detect and some healing are covered
4Total TL ≈ party Levels × 1.5Adopt Rotation or Initiative within the Heroes' Turn
5–6Total TL ≈ party Levels × 2More enemies rather than bigger ones. Give the opposition its own Backline so damage spreads
7+Total TL ≈ party Levels × 2, in two wavesSplit the Heroes into two Groups with separate Turns. Take declarations first, then resolve. Delegate the map to a player

The three levers that actually work

What not to do

Don't scale by inflating a single monster's damage. Heroes have Might × Level hit points and enemy attacks land automatically — a 4d6 attack will simply kill a mid-Level caster through a passed Save. Add enemies, not dice.

Large tables, practically

10Hazards, traps, objects

Falling1d6 per 10', max 20d6 at 200'; land Prone
Bitter cold / sweltering heatEndure Save per Shift, 1 Fatigue on a fail. Extreme environments may call for it hourly or per Round
SuffocationAfter a minute: Heroes roll d8 each Round and gain 1 Fatigue on a result at or above their Might; enemies simply gain 1 Fatigue
FatigueEach point fills a Slot; 3 stops Rushing; 5 kills. Only real rest removes it

Damaging objects

Attacks against unequipped objects automatically hit. HP equals Size; Armor comes from material — 0 for cloth, paper, glass; 1 for hide, leather, wood; 2 for bone, chain, stone; 3 for metal; 4–6 for reinforced metal. Assume flammable things are Weak to Fire and stone is Weak to Blunt.p. 12

11NPCs, Hirelings, Companions

NPCsFor anyone sticking around, build them a Hero Record and play them cooperatively
HirelingsA Hero spends their Action or skips their Move to command one. That Round it uses the Hero's Leadership for any Checks and Saves; uncommanded, it fails them. A Hero can command up to half their Presence
CompanionsGranted by Perks such as Animal Companion, Familiar and Conjurer. Follow the Perk's own rules

Hirelings are the cleanest fix for a small party — they add bodies for Flanking without adding a character sheet anyone has to level.

12Treasure, Relics and Crafting

Money runs 100 copper to the silver, 100 silver to the gold, and Heroes start with 3g. That scale matters: a longsword is 40s, so early treasure of a few gold is genuinely transformative.

Relics are magic items described by a Lore.p. 99 Some are Fabled — unique, war-worthy, effectively indestructible. Some must be Bound by a 10-minute ritual; one Being per Relic, three Relics per Being. Consumables are used up and worth roughly a tenth of a permanent Relic. Cursed Relics bind permanently until a 5th-Level caster spends a Shift lifting the curse.

Special metals multiply a weapon or armour's base cost: Cold Iron ×20 (a weakness for Fae), Silver ×10 (against the accursed), Adamant ×50 (+1 damage or Armor, +1 Slot), Mythral ×50 (one Slot lighter), Orichalcum ×50 (Armor reduces Cast damage). That last one is the only thing in the game that puts Armor between a Hero and a spell.

13Prepping a session

  1. Two or three Clocks. One for what the party wants, one for what the opposition wants, one for the environment.
  2. A location, not a plot. Rooms, what's in them, what's hidden. The Crawl procedure supplies the pacing.
  3. A short encounter list with TLs. Three or four groups, budgeted to your table using the section above. Roll reaction rather than assuming they fight.
  4. One thing that can't be fought. A locked vault, a negotiation, a collapsing ceiling. It's what makes Craft, Study, Parley and Perks matter.
  5. Loot with weight. A named weapon, a Relic, or enough coin to change what the party can buy.
  6. Your levelling method. The five XP questions after each session, or a Destiny of nine milestones. Destiny suits smaller and shorter campaigns; XP suits bigger tables where different players chase different goals.

Keep on the screen

  • Enemies never roll. Heroes roll to attack and to defend.
  • No Check without a risk attached to failing it.
  • Two Allies Close to a foe make it Vulnerable.
  • Morale: 2d6 over the leader's score and they break.
  • Clocks fill on time, noise and failure — and each fill risks an Encounter.
  • Total TL ≈ party Levels × 1.5, and add enemies rather than dice.
  • Ten seconds of confusion? Rule it and keep moving.