Dungeon World The Bard

Dungeon World is a world of fantas- Your friends may carry blades of forged tic adventure. A world of magic, gods, steel but, Fighter, you are steel. While demons, Good and Evil. Brave heroes your traveling companions might moan venture into the most dangerous corners about their wounds over a campfire in of the land in search of gold and glory. the wilderness, you bear your scars with You are those heroes. You go where oth- pride. ers can’t or won’t. You conquer the un- You are the wall—let every danger beatable and laugh in the face of Death. smash itself to nothing on you. In the There are monstrous things lurking in end, you’ll be the last one standing. 1 the world. Are you ready to face them? The Paladin The Bard Dungeon Hell awaits. An eternity of torment in Sure,anadventurer’slifeisallopenroads fire or ice or whatever best suits the and the glory of coin and combat. Those sins of the damned throngs of Dungeon World tales that are told in every farmhand- World. All that stands between the pits filled inn have to have some ring of truth of that grim torture and salvation is you. to them, don’t they? Thesongs to inspire Holy man, armored war machine, tem- peasantry and royals alike—to soothe plar of the Good and the Light, right? the savage beast or drive men to a frenzy The Cleric may say his prayers at night to have to come from somewhere. the gods, dwelling in their heavens. The Enter the Bard. You, with your smooth Fighter may wield his sharp sword in the tongue and quick wit. You teller-of-tales name of “good” but you know. Only you. and singer-of-songs. It takes a mere Eyes, hands, and sweet killing blow of minstrel to retell a thing but a true Bard the gods, you are. Yours is the gift of to live it. Strap on your boots, noble ora- righteousness and virtue. Of justice. Vi- tor. Sharpenthathiddendaggerandtake sion, too. A purity of intent that your up the call. Someone’s got to be there, companions do not have. So guide these fighting shoulder-to-shoulder with the fools, Paladin. Take up your holy cause goons and the thugs and the soon-to-be- and bring salvation to the wastrel world. heroes. Who better than you to write the Vae victis, right? tale of your own heroism? Nobody. Get going. The Ranger The Cleric These city-born folk you travel with. Have they heard the call of the wolf? Felt The lands of Dungeon World are a gods- the winds howl in the bleak deserts of the forsaken mess. They’re lousy with the East? Have they hunted their prey with walking dead, beasts of all sorts, and the the bow and the knife like you? Hell no. vast unnatural spaces between safe and That’s why they need you. temple-blessed civilizations. It is a god- Guide. Hunter. Creature of the wilds. less world out there. That’s why it needs Youarethesethingsandmore. Yourtime you. in the wilderness may have been solitary Bringing the glory of your god to the until now, the call of some greater thing heathens isn’t just in your nature—it’s – call it fate if you like, has cast your your calling. It falls to you to prosely- lot with these folk. Brave, they may be. tize with sword and mace and spell. To Powerful and strong, too. You know the cleave deep into the witless heart of the secrets of the spaces-between, though. wildsandplanttheseedofdivinitythere. Without you, they’d be lost. Blaze a trail Some say that it is best to keep god close through the blood and dark, strider. to your heart. You know that’s rubbish. God lives at the edge of a blade. Show the world who is lord. The Thief You’ve heard them, sitting around the The Fighter campfire. Bragging about this battle or that. About how their gods are smiling It’s a thankless job—living day to day by on your merry band. You count your your armor and the skill of your arm. To coins and smile to yourself—this is the dive heedlessly into danger. They won’t thrill above all. You alone know the se- be playing golden horns for the time you cret of Dungeon World: filthy filthy lu- took that knife to the ribs for them in the cre. bar in Bucksberg. No flock of angels to sing of the time you dragged them, still Sure, they give you lip for all the times screaming, from the edge of the Pits of you’ve snuck off alone but without you, Madness, no. who among them wouldn’t have been dissected by a flying guillotine or poi- Forget them. soned straight to death by some an- You do this for the guts and the glory. cientneedle-trap? Soletthemcomplain. The scream of battle and the hot hot When you’re done with all this delving blood of it. You are a beast of iron. you’ll toast their heroes’ graves.

1 The Wizard Dungeon World

Fromyourcastle. Fullofgold. Yourogue. The Wizard Dungeon World has rules. Not the laws of men or the rule of some petty tyrant. Bigger, better rules. You drop some- thing—it falls. You can’t make some- thing out of nothing. The dead stay dead, right? Oh, the things we tell ourselves to feel better about the long, dark nights. You’ve spent so very long poring over those tomes of yours. The experiments that nearly drove you mad and all the botched summonings that endangered your very soul. For what? For power. What else is there? Not just the power of King or Country but the power to boil a man’s blood in his veins. To call on the thunder of the sky and the churn of the roiling earth. To shrug off the rules the world holds so dear. Let them cast their sidelong glances. Let them call you “warlock” or “diabolist.” Who among them can hurl fireballs from their eyes? Yeah. We didn’t think so.

2 Setting Up Using Dice

To play Dungeon World, you’ll need to gather yourself and 2–5 friends. A group of 4 to 5, including you, is best. Choose one person to be the GameMaster (here- after: GM).Everyoneelsewillbeplayers, taking the role of the characters in the game. The players get to say what their characters say, think, and do. The GM 2 describes everything else in the world. You can play a single session or string together multiple sessions into a cam- Setting Up paign. Plan accordingly. Each session will usually be a few hours and you’ll be able to start playing right away within the first session. You’ll need to print some materials. Be- fore you start a new game, print off at least:

• A few copies of the basic and special moves • One copy of each class sheet • One copy each of the cleric and wiz- ard spell sheets • One copy of the adventure sheet and GM moves

Everyone at the table will need some- thing to write with and some six-sided dice. Two dice is the minimum but two dice per player is a good idea. You’ll also need some specialized dice: four-sided, eight-sided, and ten-sided. One of each is enough but more is better; you won’t have to pass them around so much. Using Dice When talking about dice, dX means a dice with X sides (d4, d6, d8, etc.). A number before the dice size means "roll this many and add them together," so 2d6 means "roll two six-sided dice and add them together." Sometimes you’ll add something to the roll, maybe a static number or the result of another roll, add that to the total. If there’s a "·b" at the end instead of adding them together you takethebestone(’b’for’best’), so2d6·b+1 means "roll two six-sided dice and take the best one and add one to it." A "·w" at the end means you take the worst result, so 2d6·w means "roll two six-sided dice and take the worst one."

3 Moves The Flow of Play

Playing Dungeon World is a conversa- he makes the Defy Danger move because tion of sorts; I say something, then you its trigger is "when you act despite an reply, maybe someone else chimes in. imminent threat". Isaac can’t just have We talk about the fiction, what’s hap- his character run past the orc without pening to the characters we imagine and making the Defy Danger move and he the world around them. We also talk can’t make the Defy Danger move with- about the rules, how they come from and out acting despite an imminent threat. lead back to the fiction. There are no The moves and the fiction go hand-in- turns or rounds in Dungeon World, no hand to make up the game. When a move 3 forced order of when people talk, but a is made it falls to the GM and players to conversation means taking turns. Dun- make sure that both of these things (fic- geon World is never a monologue, al- tion and rules) happen. The Flow ways a conversation. Taking a fictional action that should trig- The rules shape the conversation. While ger a move and not applying it looks like the GM and the players are having a con- this: Ben says "I run past the orc to the of Play versation the rules and the fiction are door," but doesn’t make the Defy Danger having a conversation too. The rules af- move. In this case, the GM should sug- fect the game when the fiction triggers gest that the move applies: "So you’re them and a rule will always tell you when Defying the Danger of the crazed orc as it’s meant to trigger. he swings at you?" Ben then has to be a real adventurer and Defy Danger or Moves back off and do something else; he can’t take action that triggers the move with- The basic unit of rules in Dungeon World out making the move. He can’t "just" run is the Move . A move looks like this: past the orc without making the move that applies. Whenyouattack an enemy in melee Trying to apply a move without taking , roll+Str. On a 10+ you deal your damage the action that makes the move occur to the enemy and avoid their attack. At your happens when a player jumps straight option, you may choose to do +1d6 damage to the effects of the move. The Hack and butexposeyourselftotheenemy’sattack. On Slash move has damage as one of its ef- a 7–9, you deal your damage to the enemy fects. Dan can’t just say "I’m Hacking and the enemy makes an attack against you. and Slashing! I rolled +Str and got a 10, I do 1d8 damage." That doesn’t work Moves are rules that describe when they because his character hasn’t taken any trigger and what effect they have. A fictional action. "Hack and Slash" isn’t move always depends on a fictional ac- something a character does—it’s a rule tion and always has some fictional effect. that happens when the character fulfills "Fictional" means that the action and ef- its trigger. The GM’s response should fect come from the shared imaginative be "okay, how do you do that?" or "what space we’re describing, not from us di- does that look like?" rectly. In the move above, the trigger The GM’s questions are there to refine is "when you attack an enemy in melee." the action, not to deny it. It’s still a con- The effect is what follows: a roll to be versation. The GM asks to make sure the madeanddifferingfictionaleffectsbased everyoneunderstandswhat’shappening on the outcome of the roll. Most moves and the moves involved. rely on one of a character’s stats which Somemovesworkalittledifferently—they representthecharacter’sinnateabilities. just provide a bonus all the time. These When a player says their character moves are still saying something fiction- does something that triggers a move ally and mechanically. They’re saying that move happens and its rules apply. something the character is or has. For Moves and dealing damage are the only example, the Thief move Cautious gives times dice are rolled. The move will tell a constant bonus. That’s still a move, you what dice to roll. it’s just one that’s always happening; the The basic rule of moves is: take the ac- Thief is particularly careful when look- tion to gain the effect . To make the ing for signs of traps. Maybe they’ve mechanical aspect of a move happen the learned their lesson from being caught character has to do something that trig- in a trap before. gersthatmove. Likewise, ifthecharacter does something that triggers a move the Rolls and Results mechanical portion happens. Once a move applies, it’s time to look at the effects. Most moves tell you to Moves Are Indivisible roll+something. The roll part means to A character can’t take the fictional action take two d6s, roll them, and add them that triggers a move without that move together. The +something part means occurring. For example, if Isaac tells to add the modifier associated with that the GM that his character dashes past a stat. So, a character with Dex modifier of crazed,axe-wieldingorctotheopendoor +2 who launches a Volley rolls two d6s,

4 The Flow of Play Terminology adds them together, and adds two. Easy. grows. Equipment The result of the roll falls into three cat- egories: a 10+ is a strong hit . A 7–9 is a Stats Every adventurer needs stuff: weapons, weak hit . A 6- is a miss . The basic stats are: spellbooks,armor,holysymbols,andthe like. Each item says what it does. In Strong hits and weak hits are both hits Strength (Str). The character’s physi- . A hit means the character does what general, weapons define the way a char- cal force and muscle. Used for moves in acter deals damage with it and at what they set out to, more or less. A strong hit melee combat and breaking things. meanstheydoitwithoutmuchtroubleor range they can do that damage. Armor complications. A weak hit means com- Dexterity (Dex). The character’s preci- and shields reduce damage taken. Other plications and unpleasantries. Some- sion and aim. Used for moves in ranged items have various effects. times, a weak hit will mean you need to combat and avoiding things. Items say what they do through their make a hard decision about what to do Constitution (Con). The character’s tags . A tag is a word or phrase that indi- next. The move will always say what to health and ability to take a beating. Used cates some common ability the item pos- do for a strong and weak hit. formoves thatendurethingsand surviv- sess. The Messy tag, for example, means A miss means that the character’s action ing dangers. theweapondoesdamageinaparticularly devastating way. is unsuccessful or carries major conse- Intelligence (Int). The character’s ac- quences. Unless the move tells you what cumulated knowledge and logical think- All items, unless otherwise noted, are to do, all moves work the same on a ing. Used for moves that rely on re- mundane . They’re not magical in any miss—the GM takes action, doing some- membered facts and casting some kinds way. Some items are enchanted—they thing dangerous to the characters. of spells. work through arcane or divine tricks. These magic items are tougher to get, Terminology Wisdom (Wis). The character’s keen tougher to destroy, and more powerful senses and mental defenses. Used for to use. Some moves use the phrase "deal dam- moves that rely on noticing things and age."Dealingdamagemeansyourollthe casting some kinds of spells. Characters are limited in how much they can carry by their Load . Load is deter- damage dice for your class and modify it Charisma (Cha). The character’s force based on the weapon you were using for mined by class. Carrying items whose ofpersonalityandcharm. Usedforsocial total weight is more than your load that move. You have to be wielding a moves. weapon to use your class’s damage dice. causes problems. Default damage without a weapon is 1. Each basic stat has a score from 3 to 18 Some classes have other specific tools at and a modifier from -3 to +3. When Somemovessay"take+1forward."That their disposal like custom gear or ties to a stat is spelled out (like "Strength") that powerful entities or organizations. The means to take +1 to your next move roll refers to the score, when the three letter (not damage). The bonus can be greater rules for these are detailed with each abbreviation (like "Str") is used it refers class. than +1, or even a penalty, like -1. There to the modifier. The stat’s modifier de- also might be a condition, such as "take pends on the stat’s score: Damage and HP +1 forward to Hack and Slash," in which Score Modifier case the bonus applies only to the next 1-3 -3 Dungeon World is a dangerous place in time you roll Hack and Slash, not any many ways, not least of which are the other move. 4-5 -2 physicalperilsthatawaitintheforgotten Somemovessay"take+1ongoing."That 6-8 -1 halls where adventurers explore. Each means to take +1 to all move rolls (not 9-11 0 character has HP . HP is short for hit damage). The bonus can be larger than 12-15 +1 points; it’s a number which reflects a +1, or it can be a penalty, like -1. There character’s condition. The character’s also might be a condition, such as "take 16-17 +2 HP value is determined by their class and +1 ongoing to Volley." An ongoing bonus 18 +3 Constitution score. Your HP doesn’t au- also says what causes it to end, like "until tomatically go up as you level, but if your you dismiss the spell" or "until you atone There are also a few special stats: Constitution score changes you update to your deity." Bond is how well your character knows your HP as well. Some moves give you hold . Hold is another character. You use Bond to aid Whenacharactertakesdamagetheyre- currency that allows you to make some another character or interfere with their duce their current HP by that amount. If choices later on by spending the hold as actions. Bond is about knowledge and their current HP falls to zero it means themovedescribes. Holdisalwayssaved not about how well you get along or how they’re dying and must immediately up for the move that generated it; you similar you are. Bond may also be asym- make the Last Breath move. HP never can’t spend your hold from Defend on metrical: the Fighter might know the goes negative; if damage would take a Trap Sense or vice versa. Wizardverywell, buttheWizarddoesn’t character’s HP below zero set it to zero pay much attention to the Fighter. Your instead. There are some moves that all the play- Bond with someone starts based on your ers have access to. These are the Basic history with them. Each class has start- Depending on the outcome of the Last and Special moves. Basic moves are the ing bonds with blanks to fill in names. Breath move a character may be stable things that happen often—players will When you roll+Bond, count the number at0HP.Stablemeansthecharacterwon’t roll these a lot. Special moves are moves of Bonds you have with that person and get worse on their own but they won’t that come up less frequently, but every- add that to the roll. get better without care or time. If a sta- one has access to them. ble character takes damage they stay at 0 Level reflects how your character has Each class also has some of its own HP but must make the Last Breath move grown. Your character starts at level 1, again immediately. moves. Some of these moves are start- and may advance all the way to level 10. ing moves that the class starts with. Your level tracks how far you’ve grown. Armor prevents damage. When you take Others are advanced moves that the As you advance in level you gain new damage you subtract your armor from player may choose as their character moves. the damage dealt.

5 Advancement The Flow of Play

The Cleric is all about healing HP. With- During character creation, the GM will out the Cleric’s healing magics, adven- be asking questions and making plans turers are left at the mercies of ban- for how to start the game. A game of dages, poultices, and other crude med- Dungeon World always starts with ac- icines, plus the odd healing potion. tion, either action already underway or HP tracks the assorted bruises and cuts impending. that accumulate but some wounds go Such a situation will lead to the charac- deeper. These are debilities . Debil- ters making moves, which will cause fur- ities give you a -1 to your modifier for ther moves. Moves lead to more moves. one stat. They don’t effect the base score This snowballing action from move to (so being Weak won’t effect your Load, move is what builds an exciting game. just your Str modifier). They’re tougher Once afew moves havebeen made, you’ll to heal than HP, your best bet is to get find it easy to keep going. The moves somewhere safe and spend a few days will keep giving you ideas and prompts resting to get rid of them. for further action which leads to more moves. Advancement Why? Adventurers in Dungeon World grow and learn from their experiences. Even- Why play Dungeon World? tually, with time and luck, they survive First, to see the characters do amazing to level up. things . To see them explore the un- Experience is tracked via XP . Players explored, slay the undying, and go from mark XP by keeping a tally on their char- the deepest bowels of the world to the acter sheet. When they have XP marks highest peaks of the heavens. To see equal to their current level + 7 they are them caught up in momentous events ready to level up, but they do not actually and grand tragedies. level up until they have some downtime Second, to see them play off each (usually in camp or in a nearby village). other : to stand together as a united Gaining a new level means choosing a front against their foes or to bicker and new move from your class. If your new argue over treasure. To unite and fall level is 3rd, 6th, or 9th you also get to in- apart and reunite again. crease one stat by 2, adjusting the modi- fier to reflect the new score. Third, because the world still has so many places to explore . There There are two times when you mark XP: are unlooted tombs and dragon hordes when you roll a miss (6-) and when you dotting the countryside just waiting for make the End of Session move. quick-fingered and strong-armed ad- Whenever you roll a miss (a 6 or lower) venturers to discover them. That un- whenmakingamoveyoumarkXP.These explored world has plans of its own. We are the tough lessons of the adventuring play to see what they are and how they’ll life. change the lives of our characters. At the end of each session one of your Bonds may resolve. When a Bond is no longer applicable it can be resolved if the person you share that Bond with agrees. When a Bond is resolved you mark XP and write a new bond. You also look back at your alignment over the session you just concluded. If you fulfilled your alignment at least once in the session you’ll get XP. The End of Session move also has three questions that all the players answer as a group. For each "yes" answer everyone gains XP. Sessions A session of Dungeon World is one time you sit down to play. A session usually runs a few hours and may be a single adventure or part of a larger campaign. The first session of a game starts off a lit- tle different. First you’ll need to choose a GM. Once the GM is settled, everyone else will need to make characters. See the character creation chapter for more on that.

6 Character Creation 1. Choose a Class

Making Dungeon World characters is I sit down with Paul and Shannon to play a quick and easy. You should all create game run by John. I’ve got some cool ideas your first characters together at the be- for a Wizard, so I mention that would be ginning of your first session. Character my first choice. No one else was thinking of creation is, just like play, a kind of con- playing one, so I take the playbook. versation—everyone should be there for it. It’s somewhat likely your character may die along the way. if they do, no 4 worries, the character creation process 2. Choose a Race helps you make a new character that fits Every class has a few race options. into the group in just a few minutes. Chooseone. Yourracegivesyouaspecial Character If you’re the GM, your role during char- move. acter creation is to help everyone, ask questions, andtakenotes. Whenaplayer IliketheideaofsummoningupThingsFrom Creation makes a choice—particularly for their Beyond, so I choose Human, since that gives Bonds—ask them about it. Get more me a bonus to Summoning spells. I thought detail. Think about what these details about being an Elf, but Shannon’s playing mean. the Cleric so I don’t think we’ll need more The GM should also set expectations: the Cleric spells. players are to play their characters as people. Skilled adventurers delving into dangerous places, but real people. The 3. Choose a Name GM’s role is to play the rest of the world as a dynamic, changing place. Choose your character’s name from the Somequestionscommonlycomeupdur- list. ing character creation: Avon sounds good. Are the characters friends? No, not nec- essarily, but they do work together as a team for common goals. Their reasons for pursuing those goals may be differ- 4. Choose Look ent, but they generally manage to work together. Your look is your physical appearance. Choose one item from each list. Are there other Wizards? Not really. There are other workers of arcane magic, and Haunted eyes sound good, since I’ve seen the common folk may call them wizards, Things From Beyond. No good Wizard has but they’re not like you. They don’t have timeforhairstyling, wildhairitis. Myrobes the same abilities, though they may be are strange, and I mention to everyone that I similar. Same goes for any class: there’s think maybe they came from Beyond as part only one Cleric, though there are many of one of my summonings. No time to eat with similar powers of divine servitude. with all that magic: thin body. There’s only one Thief, but there are oth- ers that fight from the shadows and steal things. What’s coin? Coin’s the currency of the 5. Choose Stats realm. It’s good pretty much every- Look over the basic moves and the start- where. It’ll buy you mundane stuff, like ing moves for your class. Pick out the steel swords and wooden staves, but the move that interests you the most: some- special stuff, like magic weapons, isn’t thing you’ll be doing a lot, or something for sale. that you excel at. Put your 17 in the stat Is the GM trying to kill us? Nope. The GM for that move. Look over the list again represents the world. It’s a dangerous and pick out the next most important place, and yeah, you might die. But she’s move to your character, maybe some- not trying to kill you. thing that supports your first choice. Put your 15 in the stat for that move. Repeat Most everything you need to create this process for your remaining scores: a character you’ll find on the charac- 13, 11, 9, 8. ter sheets. These steps will walk you through filling out a character sheet. Alternatively, if everyone wants a lit- tle more randomness then you can roll stats. Roll 3d6 and assign the total to a 1. Choose a Class stat—repeat this until you have all your Look over the character classes and stats. choose one that interests you. Everyone If you want something really random choosesadifferentclass; therearen’ttwo you can roll for stats in order (Str, Dex, Wizards. If two people want the same Con, Int, Wis, Cha). If you choose this class, talk it over like adults and com- method you get to roll before you choose promise. your class.

7 6. Figure Out Modifiers Character Creation

It looks like I need Intelligence to cast spells, The alignments are Good, Evil, and Neu- hasyouroll+bondsyou’llcountthenum- which are my thing, so my 17 goes there. The tral. Some classes may only be certain ber of Bonds you have with the character Defy Danger option for Dexterity looks like alignments. Choose your alignment—it in question and add that to the roll. something I might be doing to dive out of gives you more ways to earn XP. the way of a spell, so that gets my 15. A With everyone introduced I choose which 13 Wisdom will help me notice important Avon is all about the magical mysteries, character to list in each Bond, I have Paul’s details (and maybe keep my sanity, based on which makes the Neutral alignment stand Fighter Gregor and Shannon’s Cleric Brin- the Defy Danger move). Charisma might be out. I’ll go with that one. ton to choose from. The Bond about useful is dealing with summoned creatures prophecy sounds fun, so I choose Gregor for so I’ll put my 11 there. Living is always nice, it and end up with "Gregor will play an im- so I put my 9 in Constitution for some extra portant role in the events to come. I have HP. Strength gets the 8. 10. Choose Gear foreseen it!" It seems like The Wizard who Each class has choices to make for start- contacts Things FromBeyond and the Cleric ing gear. Keep your Load in mind—it might not see eye to eye, so I add Shannon’s 6. Figure Out Modifiers limits how much you can easily carry. character and get "Brinton is woefully mis- Make sure to total up your armor and informed about the world; I will teach them Next you need to figure out the modi- note it on your character sheet. all that I can." I leave my last Bond blank, fiers for your stats. The modifiers are I’ll deal with it later. Once everyone is done what you use when a move says +Dex or I’m worried about my HP, so I take armor I read my Bonds aloud and we all discuss +Cha. You won’t actually use the raw over books. A dagger sounds about right what this means about why we’re together scores much. for rituals, I choose that over a staff. It’s a and where we’re going. Score Modifier toss up between the healing potion and the 1-3 -3 antitoxin, but healing wins out. I also end 4-5 -2 up with some rations. 6-8 -1 9-11 0 12-15 +1 11. Introduce Your Character 16-17 +2 Now that you know who your character 18 +3 is, it’s time to introduce them to every- one else. Wait until everyone’s finished choosing their name. Then go around 7. Set Starting HP the table; each player gets to share their look, class and anything else about their Your starting HP is equal to your class’s character. You can share your alignment base HP+Constitution score. now or keep it a secret if you prefer. This is also the time for the GM to ask Base4plus9congivesmeawhopping13HP. questions. The GM’s questions should I guess Summoning takes a toll on the body. help establish the relationships between characters ("What do you think about that?") and draw the group into the ad- 8. Choose Starting Moves venture ("Does that mean you’ve met Grundloch before?"). The GM should Some classes, like the Fighter, have listen to everything in the description choices to make as part of one of their and ask about anything that stands out. moves. Make these choices now. The Establish where they’re from, who they Wizard will need to choose spells for are, howtheycametogether, oranything their spellbook. Both the Cleric and the else that seems relevant or interesting. Wizard will need to choose which spells they have prepared to start with. "ThisisAvon,summonerofThingsFromBe- yond! He’s a human wizard with haunted ASummoningspellisaneasychoice,soItake eyes, wild hair, strange robes, and a thin Contact Spirits. Magic Missile will allow body. Like I mentioned before his robes are me to deal more damage than my pitiful d4 strange because they’re literally not of this damagedice,sothat’sintoo. IchooseAlarm world: they came through as part of a sum- for my last spell, since I can think of some moning ritual." interesting uses for it.

9. Choose Alignment 12. Choose Bonds Once everyone has described their char- Your alignment is a few words that de- acters you can choose your Bonds. You scribe your character’s moral outlook. must fill in one bond but it’s in your best These are general and tend to guide your interest to fill in more. For each blank character’s outlook rather than dictate fill in the name of one character. You can their actions. Usually alignment is a sin- use the same character for more than one gle term declaring the character’s alle- statement. giance to the forces of good, the hordes of evil, or the path of neutrality between. Once everyone’s filled in their bonds readthemouttothegroup. Whenamove

8 Basic Moves Hack and Slash

, roll+Int. On a 10+ the GM will tell you Hack and Slash something interesting and useful about When you attack an enemy in melee , thesubjectrelevanttoyoursituation. On roll+Str. On a 10+ you deal your damage a7–9theGMwillonlytellyousomething to the enemy and avoid their attack. At interesting—it’s on you to make it use- your option, you may choose to do +1d6 ful. The GM might ask you "How do you damage but expose yourself to the en- know this?" Tell them the truth, now. emy’s attack. On a 7–9, you deal your 5 damage to the enemy and the enemy Discern Realities makes an attack against you. When you closely study a situation or person , roll+Wis. On a 10+ ask the Basic Moves Volley GM 3 questions from the list below. On When you take aim and shoot at an a 7–9 ask 1. Take +1 forward when acting enemy at range , roll+Dex. On a 10+ on the answers. you have a clear shot—deal your dam- • What happened here recently? age. On a 7–9, choose one (whichever • you choose you deal your damage): What is about to happen? • What should I be on the lookout for? • • You haveto move toget the shot plac- Whathereisusefulorvaluabletome? • Who’s really in control here? ing you in danger of the GM’s choice • • You have to take what you can get: What here is not what it appears to -1d6 damage be? • Youhavetotakeseveralshots, reduc- ing your ammo by one. Parley When you you have leverage on a GM Defy Danger character and manipulate them , When you act despite an imminent roll+Cha. Leverage is something they threat or suffer a calamity , say how need or want. On a hit they ask you you deal with it and roll. If you do it . . . for something and do it if you make them a promise first. On a 7–9, they • . . . by powering through, +Str need some concrete assurance of your • . . . by getting out of the way or acting promise, right now. fast, +Dex • . . . by enduring, +Con Aid or Interfere • . . . with quick thinking, +Int When you help or hinder someone • . . . through mental fortitude, +Wis • youhaveaBondwith, roll+Bondwith . . . using charm and social grace, them. On a 10+ they take +1 or -2, your +Cha choice. Ona7–9youalsoexposeyourself to danger, retribution, or cost. On a 10+, you do what you set out to, the threat doesn’t come to bear. On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice. Defend When you stand in defense of a per- son, item, or location under attack, roll+Con. On a 10+, hold 3. On a 7–9, hold 1. So long as you stand in defense, when you or the thing you defend is at- tacked you may spend hold, 1 for 1, to choose an option:

• Redirect an attack from the thing you defend to yourself • Halve the attack’s effect or damage • Open up the attacker to an ally giv- ing that ally +1 forward against the attacker • Deal damage to the attacker equal to your level Spout Lore When you consult your accumu- lated knowledge about something

9 Last Breath Special Moves

Last Breath Level Up Whenyou’redyingyoucatchaglimpse When you have downtime (hours or of what lies beyond the Black Gates of days) and XP equal to (or greater Death’s Kingdom (the GM will describe than) your current level + 7 , subtract it), then roll (just roll, +nothing—yeah, your current level +7 from your XP, in- Death doesn’t care how tough or cool you crease your level by 1, and choose a new are). On a 10+ you’re stable. On a 7–9 advanced move from your class. If you 6 Death will offer you a bargain—take it are the Wizard, you also get to add a new and stabilize or refuse and pass beyond spell to your spellbook. the Black Gates into whatever fate awaits If your new level is 3, 6, or 9, you also Special you. On a miss, you are dead. get to increase a stat by 2. Increase the base score of the stat of your choice by Moves Encumbrance 2, adjust the modifier to reflect the new When you make a move while car- score. Changing your Constitution in- rying weight up to or equal to Load, creases your maximum and current HP. you’re fine. When you make a move Ability scores can’t go higher than 18. while carrying weight equal to load+1 or load+2, you take -1. When you make a End of Session move while carrying weight greater than When you reach the end of a session load+2, you have a choice: drop at least , choose one your bonds that you feel is 1 weight and roll at -1, or automatically resolved(completelyexplored,nolonger fail. relevant, orotherwise). Asktheplayerof the character you have the bond with if Make Camp they agree. If they do, mark XP and write When you settle in to rest consume a new bond with whomever you wish. a ration. If you’re somewhere danger- Once bonds have been updated look at ous decide the watch order as well. If your alignment. If you fulfilled that you have enough XP you may Level Up. alignment at least once this session, When you wake from at least a few un- mark XP. Then answer these three ques- interrupted hours of sleep heal damage tions as a group: equal to half your max HP. • Did we learn something new and im- Take Watch portant about the world? • Did we overcome a notable When you you’re on watch and or enemy? something approaches the camp • Did we loot a memorable treasure? roll+Wis. On a 10+ you’re able to wake the camp and prepare a response, the For each "yes" answer everyone marks camp takes +1 forward. On a 7–9 you XP. react just a moment too late; the camp is awake but hasn’t had time to prepare. Carouse You have weapons and armor but little else. On a miss whatever lurks outside When you return triumphant and the campfire’s light has the drop on you. throw a big party , spend 100 coin and roll + extra 100s of coin spent. On a 10+ Undertake a Perilous Journey choose 3. On a 7–9 choose 1. On a miss, you still choose one, but things get really When you travel through hostile terri- out of hand. tory, choose one member of the party to act as trailblazer, one to scout ahead, and • You befriend a useful NPC one to be quartermaster (the same char- • You hear rumors of an opportunity acter cannot have two jobs). If you don’t • You gain useful information have enough party members or choose • You are not entangled, ensorcelled, not to assign a job, treat that job as if or tricked it had rolled a 6. Each character with a job to do rolls+Wis. On a 10+ the quar- termaster reduces the number of rations Supply required by one. On a 10+ the trailblazer reduces the amount of time it takes to When you go to buy something with reach your destination (the GM will say gold on hand , if it’s something read- by how much). On a 10+ the scout will ily available in the settlement you’re in, spot any trouble quick enough to let you you can buy it at market price. If it’s get the drop on it. On a 7–9 each roles something special, beyond what’s usu- performs their job as expected: the nor- ally available here, or non-mundane, malnumberofrationsareconsumed, the roll+Cha. On a 10+ you find what you’re journey takes about as long as expected, looking for at a fair price. On a 7–9 you’ll no one gets the drop on you but you don’t have to pay more or settle for something get the drop on them either. similar.

10 Special Moves Recover

Recover When you do nothing but rest in comfort and safety after a day of rest you recover all your HP. After three days of rest you remove one debility of your choice. If you’re under the care of a healer (magical or otherwise) you heal a debility for every two days of rest in- stead. Recruit When you put out word that you’re looking to hire help , roll. If you make it known . . .

• . . . that your pay is generous, take +1 • . . . what you’re setting out to do, take +1 • . . . thatthey’llgetashareofwhatever you find, take +1

If you have a useful reputation around these parts take an additional +1. On a 10+ you’ve got your pick of a number of skilled applicants, your choice who you hire, no penalty for not taking them along. On a 7–9 you’ll have to settle for someone close or turn them away. On a miss someone influential and ill- suited declares they’d like to come along (a foolhardy youth, a loose-cannon, or a veiled enemy, for example), bring them and take the consequences or turn them away. If you turn away applicants you take -1 forward to Recruit. Outstanding Warrants When you return to a civilized place in which you’ve caused trouble be- fore , roll+Cha. On a hit, word has spread of your deeds and everyone rec- ognizes you. On a 7–9, that, and, the GM chooses a complication:

• The local constabulary has a warrant out for your arrest • Someone has put a price on your head • Someone important to you has been put in a bad spot as a result of your actions Bolster When you spend your leisure time in study, meditation, or hard prac- tice, you gain preparation. If you pre- pare for a week or two, 1 preparation. If you prepare for a month or longer, 3 preparation. When your preparation pays off spend 1 preparation for +1 to any roll. You can only spend one preparation per roll.

11 Names The Bard

Sure,anadventurer’slifeisallopenroads • Heal 1d8 damage and the glory of coin and combat. Those • +1d4 forward to damage tales that are told in every farmhand- • Their mind is shaken clear of one en- filled inn have to have some ring of truth chantment to them, don’t they? Thesongs to inspire • The next time the target is Aided, on peasantry and royals alike—to soothe a hit they get +2 instead of +1 the savage beast or drive men to a frenzy have to come from somewhere. Then roll+Cha. On a hit, the ally gets the 7 Enter the Bard. You, with your smooth selected effect. On a 7-9, you also draw tongue and quick wit. You teller-of-tales unwantedattentionoryourmagicrever- and singer-of-songs. It takes a mere berates to other targets affecting them as The Bard minstrel to retell a thing but a true Bard well, GM’s choice. to live it. Strap on your boots, noble ora- tor. Sharpenthathiddendaggerandtake Bardic Lore up the call. Someone’s got to be there, Choose an area of expertise: fighting shoulder-to-shoulder with the goons and the thugs and the soon-to-be- • On Spells and Magicks heroes. Who better than you to write the • The Dead and Undead tale of your own heroism? • Grand Histories of the Known World Nobody. Get going. • A Bestiary of Creatures Unusual • The Planar Spheres Names • Legends of Heroes Past • Gods and Their Servants Elf : Astrafel,Daelwyn,Feliana,Damarra, Sistranalle,Pendrell,Melliandre,Dagoliir When you first encounter an important Human : Baldric, Leena, Dunwick, creature,location,oritem(yourcall)cov- Willem, Edwyn, Florian, Seraphine, ered by your Bardic Lore you can ask Quorra, Charlotte, Lily, Ramonde, Cas- the GM any one question about it, the sandra GM will answer truthfully. The GM may then ask you what tale, song, or legend Look you heard that information in. Choose one for each: Charming and Open KnowingEyes,FieryEyes,orJoyousEyes When you speak frankly with someone, Fancy Hair, Wild Hair, or Stylish Cap you can ask their player a question from thelistbelow. Iftheyanswerittruthfully Finery, Traveling Clothes, or Poor they then get to ask you a question from Clothes the list below. Fit Body, Well-fed Body, or Thin Body • Whom do you serve? Stats • What do you wish I would do? • How can I get you to Assign these scores to your stats: 17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1) You start with 6+Constitution HP. ? Your base damage is d6. • What are you really feeling right now? Starting Moves • What do you most desire? Choose a racial move: Elf A Port in the Storm When you enter an important location When you return to a civilized settle- (your call) you can ask the GM for one ment you’ve visited before, tell the GM fact from the history of that location. when you were last here. They’ll tell you how its changed since then. Human Alignment When you first enter a civilized settle- Choose an alignment: ment someone who respects the custom of hospitality to minstrels will take you Good in as their guest. You start with these moves: Perform your art to aid someone else Arcane Art (Cha) Neutral When you weave a performance into a Avoid a conflict or defuse a tense situa- basic spell, choose an ally and an effect: tion

12 The Bard Gear

Chaotic does not trust me, and for good reason. Healing Chorus Spurotherstosignificantandunplanned Advanced Moves Replaces: Healing Song decisive action When you gain a level from 2-5, choose from these moves. WhenyouhealwithArcaneArt, youheal +2d8 damage. Gear Healing Song Your Load is 5+Str. You have dungeon Vicious Blast WhenyouhealwithArcaneArt, youheal rations (5 uses, 1 weight). Choose one Replaces: Vicious Cacophony instrument: +1d8 damage. When you grant bonus damage with Ar- • Your father’s mandolin, repaired Vicious Cacophony cane Art, you grant an extra +1d4 dam- • A fine lute, a gift from a noble age. When you grant bonus damage with Ar- • The pipes with which you courted cane Art, you grant an extra +1d4 dam- your first love age. Unforgettable Face • A stolen horn • A fiddle, never before played When you meet someone you’ve met be- • A songbook in a forgotten tongue It Goes To Eleven fore (your call) after some time apart you take +1 forward against them. When you unleash a crazed performance Choose your clothing: (a righteous lute solo, mighty brass blast, confusing interpretive dance) choose a Reputation(Cha) • Leather armor (1 armor, 1 weight) target who can hear you and roll+Cha. When you first meet someone who’s • Ostentatious clothes On a 10+ the target flails in confusion heard songs about you, roll+Cha. On a dealing its damage to a creature of your 10+, telltheGMtwothingsthey’veheard Choose your armament: choosing. On a 7–9 it deals its damage, aboutyou. Ona7-9,telltheGMonething but then takes +1d4 damage ongoing as they’ve heard, and the GM tells you one • Dueling rapier (Close, Precise, 2 the music invigorates it. thing. weight) • Worn bow (Near, 2 weight), bundle of arrows (3 ammo, 1 weight), and short Metal Hurlant Eldritch Chord sword (Close, 1 weight) When you shout with great force or play Replaces: Eldritch Tones a shattering note choose a target and Choose one: roll+Con. On a hit the target takes 2d6 When you use Arcane Art, you choose damage and is deafened for a few min- two effects. You also get to choose one of • Adventuring Gear (1 weight) utes. On a 7–9 it’s out of control: the GM those effects to double. • Bandages (0 weight) will choose an additional target nearby. • Halfling pipeleaf (1 weight) An Ear For Magic • 3 coin A Little Help From My Friends When you hear an enemy cast a spell the When you successfully Aid someone you GMwilltellyou thenameofthespell and Bonds take +1 forward as well. its effects. Take +1 forward when acting on the answers. Fill in the name of one of your compan- ions in at least one: Eldritch Tones Devious This is not my first adventure with When you use Arcane Art, you choose two effects instead of one. When you use Charming and Open you may also ask "How are you vulnerable to me?" Your subject may not ask this . Duelist’s Parry question of you. I sang stories of When you Hack and Slash, you take +1 armor forward. long before I ever met them in person. Bamboozle When you Parley with someone, on a hit you also take +1 forward with them. is often the butt of my jokes. Multiclass Dabbler I am writing a ballad about the adven- tures of Get one move from another class. Treat your level as one lower for choosing the move. . Multiclass Initiate Get one move from another class. Treat your level as one lower for choosing the trusted me with a secret. move. When you gain a level from 6-10, choose from these moves or the level 2-5 moves.

13 Advanced Moves The Bard

Duelist’s Block Replaces: Duelist’s Parry When you Hack and Slash, you take +2 armor forward. Con Replaces: Bamboozle When you Parley with someone, on a hit you also take +1 forward with them and gettoasktheirplayeronequestionwhich they must answer truthfully. Multiclass Master Get one move from another class. Treat your level as one lower for choosing the move.

14 The Cleric Names

The lands of Dungeon World are a gods- • Bloody Conquest forsaken mess. They’re lousy with the • Civilization walking dead, beasts of all sorts, and the • Knowledge and Hidden Things vast unnatural spaces between safe and • The Downtrodden and Forgotten temple-blessed civilizations. It is a god- • What Lies Beneath less world out there. That’s why it needs you. Choose one precept of your religion: Bringing the glory of your god to the • heathens isn’t just in your nature—it’s Your religion preaches the sanctity of 8 suffering, add Petition: Suffering your calling. It falls to you to prosely- • tize with sword and mace and spell. To Your religion is cultish and insular, add Petition: Gaining Secrets The Cleric cleave deep into the witless heart of the • wildsandplanttheseedofdivinitythere. Your religion has important sacrifi- cial rites, add Petition: Offering Some say that it is best to keep god close • to your heart. You know that’s rubbish. Yourreligionbelievesintrialbycom- God lives at the edge of a blade. Show the bat, add Petition: Personal Victory world who is lord. Names Divine Guidance When you fulfill your religion’s peti- Dwarf : Durga, Aelfar, Gerda, Rur- tion your deity grants you some useful gosh,Bjorn,Drummond,Helga,Siggrun, knowledge or boon related to their do- Freya main. The GM will tell you what. Human : Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke, Lenore, Piotr, Turn Undead Dahlia, Carmine When you hold your holy symbol aloft and pray aloud for protection, roll+Wis. Look On a hit so long as you continue to pray Choose one for each: and brandish your holy symbol no un- dead may come within reach of you. On Kind Eyes, Sharp Eyes, or Sad Eyes a 10+ intelligent undead are momentar- Tonsure, Strange Hair, or Bald ily dazed by the radiance of your god and mindless undead flee. If you move ag- Flowing Robes, Habit, or Common Garb gressively towards an undead creature ThinBody,KnobbyBody,orFlabbyBody while Turning them it breaks the effects and they are able to act as normal. Intel- Stats ligent undead, and so on, may still find ways to harry you from afar. Assign these scores to your stats: They’re clever like that. 17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1) You start with 8+Constitution HP. Commune Your base damage is d6. When you spend uninterrupted time (an hour or so) in quiet communion with Starting Moves your deity, you lose any spells already Choose a racial move: grantedtoyouandaregrantednewspells of your choice whose total levels don’t Dwarf exceed your own+1. You also prepare your rotes; they don’t count against your You are one with stone. When you Com- limit. You can’t prepare spells that are mune you are also granted a special ver- higher level than you. sion of Words of the Unspeaking which only works on stone as a Rote. Cast a Spell Human When you unleash a spell granted to you by your deity, roll+Wis. On a 10+, the Your faith is diverse. Choose one Wizard spell is successfully cast and your deity spell. You can cast and be granted that doesnotrevokethespell, soyoumaycast spell as if it was a Cleric spell. it again. On a 7-9, the spell is cast, but You start with these moves: choose one:

Deity • You draw unwelcome attention or You serve and worship some deity or put yourself in a spot (the GM will describe it). power which grants you spells. Give • your god a name (maybe Helferth, Su- Your casting distances you from your cellus, or Zorica) and choose your deity’s deity—take -1 ongoing to Cast a Spell domain: until you Commune. • After you cast it, the spell is revoked • Healing and Restoration by your deity. You cannot cast the spell again until you Commune and

15 Alignment The Cleric

have it granted to you. When you gain a level from 2-5, When you gain a level from 6-10, choose from these moves. choose from these moves or the level 2-5 moves. Alignment Chosen One Choose an alignment: Anointed Choose one spell. You are granted that Good spell as if it was one level lower. Requires: Chosen One Choose one spell. You are granted that Endanger yourself to heal another Invigorate spell as if it was one level lower. Lawful When you heal someone they take +2 damage forward. Vicious Endanger yourself following the pre- Requires: Inquisitor cepts of your church or god The Scales of Life and Death When you do damage with a spell, you Evil When someone takes their Last Breath deal +1d4 damage. in your presence they take +1 to the roll. Harm another to prove the superiority of Reaper your church or god Serenity When you take time after a conflict to Gear You are able to divide your power effec- dedicate your victory to your deity and tively. When you cast a spell you ignore deal with the dead, take +1 forward. Your Load is 7+Str. You carry dungeon the first -1 penalty from ongoing spells. rations (1 weight, 5 uses) and some sym- Providence bol of the divine, describe it (weight 0). First Aid Choose your defenses: Replaces: Serenity Cure Light Wounds does not count • You ignore the -1 penalty from two spells Chainmail (1 armor, 1 weight) against your limit of granted spells. you maintain. • Shield (+1 armor, 2 weight) Divine Intervention Choose your armament: GreaterFirst Aid When you Commune you get 1 hold and Requires: First Aid • Warhammer (Close, 1 weight) lose any hold you already had. Spend • Mace (Close, 1 weight) that hold when you or an ally takes dam- Cure Moderate Wounds does not count • Staff (Close, Two-handed, 1 weight) age to call on your deity, they intervene against your limit of granted spells. and bandages in an appropriate idiom (a sudden gust of wind, a lucky slip, a burst of light) and Divine Invincibility negate the damage. Choose one: Replaces: Divine Intervention • Adventuring gear (1 weight) and dun- Penitent When you Commune you get 2 hold and geon rations (1 weight) lose any hold you already had. Spend • Healing potion (1 weight) When you take damage and embrace the that hold when you or an ally takes dam- pain, you may take +1d4 damage (ignor- age to call on your deity, they intervene ing armor). If you do, take +1 forward to in an appropriate idiom (a sudden gust Bonds Cast a Spell. of wind, a lucky slip, a burst of light) and negate the damage. Fill in the name of one of your compan- Empower ions in at least one: When you Cast a Spell, on a 10+ you have Martyr the option of choosing from the 7-9 list. Replaces: Penitent If you do, you may choose one of these effects as well: When you take damage and embrace the has insulted my deity; I do not trust pain, you may take +1d4 damage (ignor- them. • The spell’s effects are doubled ing armor). If you do, take +1 forward • The spell’s targets are doubled to Cast a Spell and add your level to any damage done or healed by the spell.

is a good and faithful person; I trust Orison for Guidance them implicitly. When you sacrifice something of value to your deity and pray for guidance your deity tells you what it would have you do. If you do it, mark experience. is in constant danger, I will keep them safe. Divine Protection I am working on converting When you wear no armor or shield you get 2 armor.

to my faith. Devoted Healer When you heal someone else of damage, Advanced Moves heal +your level damage.

16 The Cleric Advanced Moves

Divine Armor Replaces: Divine Protection When you wear no armor or shield you get 3 armor. GreaterEmpower Replaces: Empower When you Cast a Spell, on a 10-11 you have the option of choosing from the 7-9 list. If you do, you may choose one of these effects as well. On a 12+ you get to choose one of these effects for free.

• The spell’s effects are doubled • The spell’s targets are doubled

Multiclass Dabbler Get one move from another class. Treat your level as one lower for choosing the move.

17 Rotes Cleric Spells

Rotes life and the knowledge it gained in death. Light Rote 3rd Level Spells An item you touch glows with divine Animate Dead Level 3 Ongoing light, about as bright as a torch. It gives You invoke a hungry spirit to possess a off no heat or sound and requires no fuel recently-dead body and act for you. This but is otherwise like a mundane torch. forms a zombie that follows your orders You have complete control of the color to the best of its limited abilities. Treat 9 of the flame. The spell lasts as long as it the zombie as your character, but with is in your presence. access to only the basic moves. It has a Sanctify Rote +1 modifier for all stats and 1 HP. While Cleric Spells Food or water you hold in your hands this spell is ongoing you take -1 to Cast a while you cast this spell is consecrated Spell. You get 1d4 of these effects: by your deity. In addition to now being holy or unholy the affected substance is • The zombie is talented. Give one stat purified of any mundane spoilage. a +2 modifier. • Guidance Rote The zombie is durable. It has +2 HP for each level you have. The symbol of your deity appears before • you and gestures towards the direction The zombie has a functioning brain and can complete complex tasks. or course of action your deity would have • you take then disappears. The message The zombie is restored by magic—it is through gesture only; your communi- does not appear obviously dead, at cation through this spell is severely lim- least for a day or two. ited. Cure Moderate Wounds Level 3 You staunch bleeding and set bones 1st Level Spells through magic. Heal an ally of 2d8 dam- Bless Level 1 Ongoing age. You deity smiles on the target in com- Darkness Level 3 Ongoing bat. They take +1 ongoing so long as bat- Choose an area you can see: it’s filled tle continues and they stand and fight. with supernatural darkness and shadow. While this spell is ongoing you take -1 to While this spell is ongoing you take -1 to Cast a Spell. Cast a Spell. Cure Light Wounds Level 1 Resurrection Level 3 At your touch wounds scab and bones Tell the GM you would like to resurrect cease to ache. Heal an ally of 1d8 damage. a corpse whose soul has not yet fully Detect Alignment Level 1 departed this world. The GM will tell When you cast this spell choose an align- you "yes, you can resurrect them, but ment: Good, Evil, or Neutral. One of first . . . " or "yes, you can resurrect them your senses is briefly able to detect that now, but it won’t be permanent until . . . " alignment. The GM will tell you what and then one to all of the things from this here is of that alignment. list: Cause Fear Level 1 Ongoing • It’s going to take days/weeks/months Choose an intelligent target you can see • You must ____ and a nearby object. The target is afraid • You must get help from ____ of the object so long as you maintain the • It will require a lot of money spell. Their reaction is up to them: flee, • You must sacrifice ____ to do it panic, beg, panic, fight. While this spell is ongoing you take -1 to Cast a Spell. Hold Person Level 3 Magic Weapon Level 1 Ongoing Choose a creature you can see. Until you The weapon you hold while casting does Cast a Spell or leave their presence they +1d4 damage until you dismiss this spell. cannot act except to speak. If they’re Until you dismiss this spell you take -1 to harmed this effect ends. Cast a Spell. Sanctuary Level 1 5th Level Spells You make an area holy to your deity. Revelation Level 5 Walk the perimeter of the area. So Your deity answers your prayers with a long as you stay within that area you moment of perfect understanding. The are alerted whenever someone acts with GM will explain the root cause of the cur- malice within the sanctuary (including rent situation. When acting on the infor- entering with harmful intent). Anyone mation, you take +1 Forward. who receives healing within a Sanctuary heals +1d4 HP. Cure Critical Wounds Level 5 Heal an ally of 3d8 damage. Speak With Dead Level 1 Death A corpse converses with you briefly. It Divination Level 5 willanswer anythree questionsyou pose Name a person, place, or thing you want to it to the best of the knowledge it had in to learn about. Your deity grants you

18 Cleric Spells 7th Level Spells visions of the target, as clear as if you were there. 9th Level Spells Contagion Level 5 Ongoing Command Elements Level 9 While this spell is ongoing a target you A mass of one element (earth, air, water, can see suffers from the disease of your or fire) that you touch as you cast this choice and you take -1 to Cast a Spell. spell takes on a form similar to yours Words of the Unspeaking Level 5 and carries out one command you give With a touch you speak to the spirits it. Once the command is completed or within things. The non-living object you a day passes the element retakes its old touch responds to three questions you form. pose, answering them as best it can. Repair Level 9 True Seeing Level 5 Ongoing Choose one event in the target’s past. All While this spell is ongoing your vision is effects of that event, including damage, opened to the true nature of everything poison, disease, and magical effects, are you lay your eyes on and you take -1 to ended and repaired. HP and diseases are Cast a Spell. You pierce illusions and see healed, poisons are neutralized, magical things that have been hidden. The GM effects are ended. willdescribetheareabeforeyouignoring Divine Presence Level 9 Ongoing any illusions and falsehoods, magical or Everycreaturemustaskyourleavetoen- otherwise. ter your presence, and you must speak Trap Soul Level 5 permission for them to enter. Any crea- When cast in the presence of a ghost or ture that you deny permission takes an recently dead body this spell traps the extra 1d10 damage whenever they take soulinagemyouprovide. Whiletrapped damage in your presence. While this the soul answers every question posed to spellisongoingyoutake-1toCastaSpell. it and can not resist your requests. Once Consume Unlife Level 9 releasedthesoulislikelytoholdagrudge The mindless undead creature you touch against its captor. is destroyed and you steal its death en- ergy to heal yourself or the next ally you 7th Level Spells touch of damage equal to its current HP. Word of Recall Level 7 Peace Level 9 Choose a word. The first time after cast- Chooseonetraumaticmemoryinthetar- ing this spell that you speak the chosen get’s past. The target’s memory of that word, you and any allies touching you event is calmly erased. If the target is a when you cast the spell are immediately PC, they must be willing. returned to the exact spot you cast the spell at. Casting Word of Recall again before speaking the word replaces the earlier recall. Heal Level 7 Touch an ally and you may restore up to your maximum HP to them. Harm Level 7 Touch an enemy and strike them with divine wrath—deal 2d8 damage to them and 1d6 damage to yourself (ignores ar- mor). Sever Level 7 Ongoing Choose an appendage on the target such as an arm, tentacle, or wing. The ap- pendage is magically severed from their body, causing no damage but consider- able pain. Missing an appendage may, for example, keep a winged creature from flying, or a bull from goring you on its horns. While you maintain the spell you take -1 to Cast a Spell. Mark of Death Level 7 Choose a creature who’s true name you know. Thisspellinscribesrunesthatwill kill that creature, should they read them. Control Weather Level 7 Pray for rain—or sun, wind, or snow. Within a day or so, your god will an- swer. Theweather willchange according to your will and last a handful of days.

19 Names The Fighter

It’s a thankless job—living day to day by your armor and the skill of your arm. To Halfling dive heedlessly into danger. They won’t When you Defy Danger and use your be playing golden horns for the time you small size to your advantage, take +1. took that knife to the ribs for them in the bar in Bucksberg. No flock of angels to sing of the time you dragged them, still Human screaming, from the edge of the Pits of Onceperbattleyoumaychooseadamage 10 Madness, no. roll (yours or someone else’s) and reroll Forget them. it. You start with these moves: You do this for the guts and the glory. The Fighter The scream of battle and the hot hot Bend Bars, Lift Gates (Str) blood of it. You are a beast of iron. Your friends may carry blades of forged When you use pure strength to destroy steel but, Fighter, you are steel. While an inanimate obstacle, roll+Str. On a 10+ your traveling companions might moan choose 3. On a 7-9 choose 2. about their wounds over a campfire in the wilderness, you bear your scars with • It doesn’t take a very long time pride. • Nothing of value is damaged • Itdoesn’tmakeaninordinateamount You are the wall—let every danger of noise smash itself to nothing on you. In the • You can fix the thing again without a end, you’ll be the last one standing. lot of effort Names Armored Dwarf : Ozruk, Surtur, Brunhilda, An- nika, Janos, Greta, Dim, Rundrig, Jarl, You ignore the Clumsy tag on armor you Xotoq wear. Elf : Elohiir, Sharaseth, Hasrith, She- varal, Cadeus, Eldar, Kithracet, Thelian SignatureWeapon Halfling : Finnegan, Olive, Randolph, Thisisyourweapon. Therearemanylike Bartleby, Aubrey, Baldwin, Becca it, but this one is yours. Your weapon is Human : Hawke, Rudiger, Gregor, Bri- your best friend. It is your life. You anne, Walton, Castor, Shanna, Ajax, Hob master it as you master your life. Your weapon, without you, is useless. With- out your weapon, you are useless. You Look must wield your weapon true. Choose one for each: Choose a base description, all are 2 Hard Eyes, Dead Eyes, or Eager Eyes weight: Wild Hair, Shorn Hair, or Battered Helm • Sword Calloused Skin, Tanned Skin, or Scarred • Axe Skin • Hammer • Spear Built Body, Lithe Body, or Ravaged Body • Flail Stats • Fists Assign these scores to your stats: Choose the range that best fits your weapon: 17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1) You start with 10+Constitution HP. • Hand • Close Your base damage is d10. • Reach

Starting Moves Choose two enhancements: Choose a racial move: • Hooks and spikes. +1 damage, but +1 Dwarf weight. • When you share a drink with someone, Sharp. +2 piercing. • Perfectly weighted. +precise. you may Parley with them with Con in- • stead of Cha. Serrated edges. +1 damage. • Glows in the presence of one type of creature, your choice. Elf • Huge. +messy, +forceful. Choose one weapon—you can always • Versatile. Choose another range. treat weapons of that type as if they had • Well-crafted. -1 weight. the Precise tag. Choose a look:

20 The Fighter Alignment

• Ancient When you deal damage, deal +1d4 dam- Replaces: Merciless • Unblemished age. • When you deal damage, deal +1d8 dam- Ornate age. • Blood-stained Heirloom • Sinister When you consult the spirits of that Armored Perfection reside within your signature weapon, Replaces: Armor Mastery Alignment roll+Cha. The spirits will give you an Choose an alignment: insight relating to the current situation, When you take damage you can choose and might ask you some questions in re- to let your armor take the brunt of it. The Good turn. Ona10+, theGMwillgiveyougood damage is negated and you take +1 for- detail. On a 7-9, the GM will give you an ward against the attacker but your armor Defend those weaker than you impression. or shield (your choice) is -1 armor until you get it repaired at a smithy or work- Neutral Armor Mastery shop. Defeat a worthy opponent When you take damage you can choose Evil Eye to let your armor take the brunt of it. Evil The damage is negated but your armor or Requires: Seeing Red Kill a defenseless or surrendered enemy shield (your choice) is -1 armor until you When you go into a dangerous situation, get it repaired at a smithy or workshop. roll+Cha. On a 10+, hold 2. On a 7-9, Gear hold 1. Spend your hold to make eye con- Improved Weapon tact with an NPC present, who freezes or Your Load is 9+Str. You carry your sig- flinches and can’t act until you break it nature weapon and dungeon rations (1 Choose one extra enhancement for your off. On a miss, your enemies immedi- weight, 5 uses). Choose your defenses: signature weapon. ately identify you as their biggest threat. • Chainmail(1armor,1weight)andAd- Seeing Red Taste of Blood venturing gear (1 weight) • When you Discern Realities during com- Replaces: Scent of Blood Scale armor (2 armor, 3 weight) bat, you take +1. When you Hack and Slash an enemy, you Choose two: Interrogator take +1d8 damage forward against that enemy. • 2 Healing potions (2 weight) When you Parley using threats of im- • shield (+1 armor, 2 weight) pending violence as leverage you may • Multiclass Initiate Antitoxin,dungeonrations(1weight), use Str instead of Cha. and poultices and herbs (1 weight) Required: Multiclass Dabbler • 22 Gold Scent of Blood Get one move from another class. Treat your level as one lower for choosing the When you Hack and Slash an enemy, you move. Bonds take +1d4 damage forward against that Fill in the name of one of your compan- enemy. Steel Hide ions in at least one: Multiclass Dabbler Replaces: Iron Hide Get one move from another class. For You gain +2 armor. the purposes of Multiclass Dabbler the owes me their life, whether they admit Wizard’s Spellbook, Prepare Spells, and Through Death’sEyes it or not. Cast a Spell moves count as one move. The Cleric’s Commune and Cast a Spell When you go into battle, roll+Wis. On I have sworn to protect moves also count as one move. If you a 10+, name someone who will live and gain the ability to cast spells you cast someone who will die. On a 7-9, name them as if you were one level lower. someone who will live or someone who . will die. Name NPCs, not player char- acters. The GM will make your vision I worry about the ability of Iron Hide come true, if it’s even remotely possible. You gain +1 armor. On a 6- you see your own death and con- sequently take a -1 throughout the battle. to survive in the dungeon. Blacksmith When you have access to a forge you can graft the magical powers of a weapon is soft, but I will make them hard like onto your signature weapon. This me. process destroys the magical weapon. Your signature weapon gains the mag- ical powers of the destroyed weapon. Advanced Moves When you gain a level from 6-10, When you gain a level from 2-5, choose from these moves or the level choose from these moves. 2-5 moves. Merciless Bloodthirsty

21 Advanced Moves The Fighter

Eye for Weaponry Whenyoulookoveranenemy’sweaponry, ask the GM how much damage they do. Superior Warrior When you Hack and Slash on a 12+ you dealyourdamage, avoidtheirattack, and impress, dismay, or frighten your en- emy.

22 The Paladin Names

Hell awaits. An eternity of torment in on your divine authority, roll+Cha. On a fire or ice or whatever best suits the hit, they choose one: sins of the damned throngs of Dungeon World. All that stands between the pits • They do it of that grim torture and salvation is you. • They back away cautiously, then flee Holy man, armored war machine, tem- • They attack you plar of the Good and the Light, right? The Cleric may say his prayers at night to Ona10+,youalsotake+1forwardagainst the gods, dwelling in their heavens. The them. On a miss, they do as they please 11 Fighter may wield his sharp sword in the and you take -1 Forward against them. name of “good” but you know. Only you. The Paladin Eyes, hands, and sweet killing blow of Quest the gods, you are. Yours is the gift of When you dedicate yourself to a mission righteousness and virtue. Of justice. Vi- through prayer and ritual cleansing state sion, too. A purity of intent that your what you set out to do: companions do not have. So guide these fools, Paladin. Take up your holy cause • Slay and bring salvation to the wastrel world. Vae victis, right? Names , a great blight on the land • Defend Thaddeus, Augustine, Lux, Cassius, Hadrian, Lucia, Octavia, Regulus, Vale- ria, Sanguinus, Titanius from the inequities that beset them Look • Discover the truth of Choose one for each: Kind Eyes, Fiery Eyes, or Glowing Eyes Helmet, Styled Hair, or Bald Worn Holy Symbol or Fancy Holy Sym- Then choose up to two boons: bol • Fit Body, Bulky Body, or Thin Body An unwavering sense of direction to Stats Assign these scores to your stats: . • Invulnerability to 17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1) You start with 10+Constitution HP. Your base damage is d10. (ex: edged weapons, fire, enchantment, etc.) Starting Moves • A mark of divine authority You are human, so you get this move. • Senses that pierce lies • A voice that transcends language Human • A freedom from hunger, thirst, and When you pray, even for a moment, to sleep your deity and ask "What here is evil?" the GM will tell you, honestly. The GM will then tell you what vow or You start with these moves: vows is required of you to maintain your blessing: Lay on Hands (Cha) • Honor (forbidden: cowardly tactics When you touch someone, skin to skin, and tricks) and pray for your deity to cure them, • Temperance (forbidden: gluttony in roll+Cha. On a 10+ you heal 1d8 damage food, drink, and pleasure of the flesh) or remove one disease. On a 7-9, they • Piety (required: observance of daily are healed, but the damage or disease is holy services) transferred to you. • Valor (forbidden: suffering an evil creature to live) Armored • Truth (forbidden: lies) • You ignore the Clumsy tag on armor you Hospitality (required: comfort to wear. those in need, no matter who they are) I Am the Law When you give an NPC an order based

23 Alignment The Paladin

Alignment Bloody Aegis armor forward. Choose an alignment: When you take damage you can use your Impervious Defender Lawful body to deflect the blow. If you do you Replaces: Staunch Defender take no damage but instead suffer a de- Deny mercy to a criminal or unbeliever bility of your choice. If you already have WhenyouDefendyoualwaysget+1hold. all six debilities you can’t use this move. Even on a failure you get 1 hold. When Good you get a 12+ to Defend instead of get- Smite ting hold the nearest attacking creature Endanger yourself to protect someone is stymied giving you a clear advantage, weaker than you While on a Quest you deal +1d4 damage. the GM will describe it. Gear Exterminatus Tandem Strike Your Load is 8+Str. You start with dun- When you speak aloud your promise to Replaces: Setup Strike geon rations (1 weight, 5 uses), scale ar- defeat an enemy, you deal +2d4 dam- When you Hack and Slash, choose an mor (2 armor, 3 weight), and some mark age against that enemy and -4 damage ally. Their next attack against your tar- of faith, describe it (0 Weight). Choose against anyone else. This effect lasts un- get does +1d4 damage and they take +1 your weapon: til the enemy is defeated or you admit forward against them. your failure and prove your worth. • Halberd (Reach, +1 damage, two- handed, 2 weight) Charge! Divine Protection • Long sword (Close, +1 damage, 1 Replaces: Holy Protection weight) and shield (+1 armor, 2 When you lead the charge into combat, weight) those you lead take +1 forward. You get +2 armor while on a Quest.

Choose one: Staunch Defender Divine Authority Replaces: Voice of Authority • Adventuring gear (1 weight) WhenyouDefendyoualwaysget+1hold. • dungeon rations (1 weight) and heal- Even on a failure you get 1 hold. Take +1 to Order Hirelings. When you ing potion roll a 12+ to Order Hirelings the hireling Setup Strike transcends their moment of fear and doubt to perform at the peak of poten- Bonds When you Hack and Slash, choose an tial. ally. Their next attack against your tar- Fill in the name of one of your compan- get does +1d4 damage. ions in at least one: Perfect Hospitaller HolyProtection Replaces: Hospitaller You get +1 armor while on a Quest. When you heal an ally, you heal +2d8 damage. ’s misguided behavior endangers their Voice of Authority very soul! Indomitable Take +1 to Order Hirelings. Whenyousufferadebility(eventhrough Hospitaller Bloody Aegis) take +1 forward against whatever caused it. has stood by me in battle and can be When you heal an ally, you heal +1d8 trusted completely. damage. Perfect Knight I respect the beliefs of When you gain a level from 6-10, choose from these moves or the level When you Quest you choose three boons 2-5 moves. instead of two. but hope they will someday see the true way. Evidence of Faith Requires: Divine Favor Whenyouseedivinemagicasithappens, you can ask the GM which deity granted is a brave soul, I have much to learn the spell and its effects. Take +1 when from them. acting on the answers. Advanced Moves HolySmite When you gain a level from 2-5, choose from these moves. Replaces: Smite While on a Quest you deal +1d8 damage. Divine Favor You gain the Commune and Cast a Spell Ever Onward Cleric move. Your level for the pur- Replaces: Charge! poses of that move is 1 + the levels you’ve gained since you took Divine Favor. When you lead the charge into combat, those you lead take +1 forward and +2

24 The Ranger Names

These city-born folk you travel with. Have they heard the call of the wolf? Felt Called Shot the winds howl in the bleak deserts of the When you attack a defenseless or sur- East? Have they hunted their prey with prised enemy at range, you can choose the bow and the knife like you? Hell no. to deal your damage or name your target That’s why they need you. and roll+Dex. Guide. Hunter. Creature of the wilds. Youarethesethingsandmore. Yourtime • Head – 10+: As 7–9, plus your dam- 12 in the wilderness may have been solitary age; 7-9: They do nothing but stand until now, the call of some greater thing and drool for a few moments. – call it fate if you like, has cast your • Arms – 10+: As 7-9, plus your dam- The Ranger lot with these folk. Brave, they may be. age; 7-9: They drop anything they’re Powerful and strong, too. You know the holding. secrets of the spaces-between, though. • Legs – 10+: As 7-9, plus your dam- Without you, they’d be lost. Blaze a trail age; 7-9: They’re hobbled and slow through the blood and dark, strider. moving. Names Animal Companion Elf : Throndir, Elrosine, Aranwe, Celion, Youhaveasupernaturalconnectionwith Dambrath, Lanethe a loyal animal. You can’t talk to it per se Human : Jonah, Halek, Brandon, Emory, but it always acts as you wish it to. Name Shrike, Nora, Diana your animal companion and choose a species: Look Wolf, cougar, bear, eagle, dog, hawk, cat, Choose one for each: owl, pigeon, rat, mule Wild Eyes, Sharp Eyes, or Animal Eyes Hooded Head, Wild Hair, or Bald Choose a base: Cape, Camouflage, or Traveling Clothes • Ferocity +2, Cunning +1, 1 Armor, In- Lithe Body, Wild Body, or Sharp Body stinct +1 • Ferocity +2, Cunning +2, 0 Armor, Stats Instinct +1 • Ferocity +1, Cunning +2, 1 Armor, In- Assign these scores to your stats: stinct +1 17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1) • Ferocity +3, Cunning +1, 1 Armor, In- You start with 8+Constitution HP. stinct +2 Your base damage is d8. Choose as many strengths as its ferocity:

Starting Moves Fast, burly, huge, calm, adaptable, quick re- Choose a racial move: flexes, tireless, camouflage, ferocious, intim- Elf idating, keen senses, stealthy

When you undertake a Perilous Journey Your animal companion is trained to through wilderness whatever role you fight humanoids. Choose as many ad- take you succeed as if you rolled a 10+. ditional trainings as its cunning:

Human Hunt, search, scout, guard, fight , When you Make Camp in a dungeon or perform, labor, travel city, you don’t need to consume a ration. You start with these moves: Choose as many weaknesses as its in- Hunt and Track (Wis) stinct:

When you follow a trail of clues left be- Flighty, savage, slow, broken, frightening, hind by passing creatures, roll+Wis. On forgetful, stubborn, lame a hit, you follow the creature’s trail until there’s a significant change in its direc- tion or mode of travel. On a 10+, you also choose 1: Command

• Gain a useful bit of information about When you work with your animal com- your quarry, the GM will tell you panion on something it’s trained in . . . what • • Determine what caused the trail to . . . and you attack the same target, end add its ferocity to your damage

25 Alignment The Ranger

• . . . and you track, add its cunning to does not understand life in the wild, so I When you Undertake a Perilous Journey your roll will teach them. you can take two roles. You make a roll • . . . and you take damage, add its ar- for each. mor to your armor • Advanced Moves . . . and you discern realities, add its Take this move only if it is your first A Safe Place cunning to your roll advancement • . . . and you parley, add its cunning to When you set the watch for the night your roll Half-Elven everyone takes +1 to Take Watch. • . . . and someone interferes with you, When you gain a level from 6-10, add its instinct to your roll Somewhere in your lineage lies mixed choose from these moves or the level blood and it begins to show its presence. 2-5 moves. You gain the Elf starting move if you took Alignment the Human one at character creation or Wild Speech Choose an alignment: vice versa. When you gain a level from 2-5, Replaces: Wild Empathy Chaotic choose from these moves. You can speak with and understand any non-magical non-planar creature. Free someone from literal or figurative Wild Empathy bonds You can speak with and understand ani- Hunter’s Prey Good mals. Replaces: Familiar Prey Endanger yourself to combat an unnat- Familiar Prey When you Spout Lore about a monster ural threat you use Wis instead of Int. On a 12+ you When you Spout Lore about a monster get to ask the GM any one question about Neutral you use Wis instead of Int. the subject. Help an animal or spirit of the wild Viper’s Strike Viper’s Fangs Gear Whenstrikeanenemywithtwoweapons Replaces: Viper’s Strike at once, add an extra 1d4 damage for your Whenstrikeanenemywithtwoweapons Your Load is 6+Str. You start with dun- off-hand strike. at once, add an extra 1d8 damage for your geon rations (1 weight, 5 uses), leather off-hand strike. armor (1 armor, 1 weight), and a bundle Camouflage or arrows (3 ammo, 2 weight). Choose your armament: When you’re still in natural surround- Smaug’s Belly ings, enemies never spot you until you When you know your target’s weakest • Hunter’s bow (Near, Far, 1 weight) make a movement. point your arrows have 2 piercing. and short sword (Close, 1 weight) • Hunter’s bow (Near, Far, 1 weight) Man’s Best Friend’ Strider and spear (Reach, 1 weight) When you take damage and you allow Replaces: Follow Me Choose one: your animal companion to take the blow the damage is negated and your animal When you Undertake a Perilous journey • companion’s Ferocity becomes 0. If its you can take two roles. Roll twice and Adventuring gear (1 weight) and dun- use the better result for both roles. geon rations (1 weight) Ferocity was already 0 you can’t use this • adventuring gear (1 weight) and bun- ability. When you have a few hours of dle of arrows (3 ammo, 2 weight) rest with your animal companion its Fe- A Safer Place rocity returns to normal. Replaces: A Safe Place Bonds Blot out the Sun When you set the watch for the night everyone takes +1 to Take Watch. After Fill in the name of one of your compan- When you Volley you may spend extra a night in camp when you set the watch ions in at least one: ammo before rolling, for each point of everyone takes +1 forward. I have guided ammo spent you may choose an extra target. Roll once and apply damage to all targets. before and they owe me for it. Well Trained Choose another training for your animal companion. is a friend of nature, so I will be their friend as well. God Amidst the Wastes You gain the Commune and Cast a Spell Cleric move. Your level for the pur- poses of that move is 1 + the levels you’ve has no respect for nature, so I have no gained since you took God Amidst the respect for them. Wastes. Follow Me

26 The Ranger Advanced Moves

Observant When you Hunt and Track, on a hit you mayalsoaskonequestionaboutthecrea- ture you are tracking from the Discern Realities list for free. Special Trick Choose a move from another class. So longasyouareworkingwithyouranimal companionyouhaveaccesstothatmove. Unnatural Ally Youranimalcompanionisamonster,not an animal. Describe it. Give it +2 Feroc- ity and +1 Instinct, plus a new training.

27 Names The Thief

You’ve heard them, sitting around the • What does the trap do when acti- campfire. Bragging about this battle or vated? that. About how their gods are smiling • What else is hidden here? on your merry band. You count your coins and smile to yourself—this is the thrill above all. You alone know the se- Tricks of the Trade cret of Dungeon World—filthy filthy lu- When you pick locks or pockets or dis- cre. able traps, roll+Dex. On a 10+, you do it, 13 Sure, they give you shit for all the times no problem. On a 7-9, the GM will of- you’ve snuck off alone but without you, fer you two options between suspicion, who among them wouldn’t have been danger, or cost. The Thief dissected by a flying guillotine or poi- soned straight to death by some ancient Backstab needle-trap? So, let them complain. When you’re done all this delving you’ll When you attack a surprised or defense- toast their hero’s graves. lessenemywithameleeweapon, youcan choose to deal your damage or roll+Dex. Fromyourcastle. Fullofgold. Yourogue. If you roll, on a 10+ choose two, on a 7-9 Names choose one. • You don’t get into melee with them Halfling : Felix, Rook, Mouse, Sketch, • Trixie, Robin, Omar, Brynn, Bug You deal your damage+1d6 • You create an advantage, +1 forward Human : Sparrow, Shank, Jack, Marlow, to you or an ally acting on it Dodge, Rat, Pox, Humble, Farley • Reduce their armor by 1 until they repair it Look Choose one for each: Flexible Morals Shifty Eyes or Criminal Eyes Whensomeonetriestodetectyouralign- Hooded Head, Messy Hair, or Cropped ment you can tell them any alignment Hair you like. Dark Clothes, Fancy Clothes, or Com- mon Clothes Poisoner Lithe Body, Knobby Body, or Flabby You’vemasteredthecareanduseofapoi- Body son. Choose a poison from the list below; that poison is no longer Dangerous for Stats you to use. You also start with three uses of the poison you choose. Whenever you Assign these scores to your stats: have time to gather materials and a safe 17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1) place to brew you can make three uses of the poison you choose for free. Note You start with 6+Constitution HP. that some poisons are Applied, mean- Your base damage is d8. ing you have to carefully apply it to the target or something they eat or drink. Starting Moves Touch poisons just need to touch the tar- Choose a racial move: get, they can even be used on the blade of a weapon. Halfling • Oil of Tagit (Applied): The target falls When you attack with a ranged weapon, into a light sleep deal +1 damage. • Bloodweed (Touch): The target deals -1d4 damage ongoing until cured Human • Goldenroot (Applied): The target treats the next creature they see as You are a professional. When you Spout a trusted ally, until proved otherwise Lore or Discern Realities about criminal • Serpent’s Tears (Touch): Anyone activities, take +1. dealing damage against the target You start with these moves: rolls twice and takes the better result. Trap Expert When you spend a moment to survey a Alignment dangerous area, roll+Dex. On a 10+, hold Choose an alignment: 3. On a 7-9, hold 1. Spend your hold as you walk through the area to ask these Chaotic questions: Leap into danger without a plan • Is there a trap here and if so, what Neutral activates it?

28 The Thief Gear

Avoid detection or infiltrate a location You’re never caught by surprise. When cumstances an enemy would get the drop on you, you • The best you can manage is a weaker Evil get to act first instead. version • It’ll take a while to take effect Shift danger or blame from yourself to Poison Master • It’ll have obvious side effects someone else After you’ve used a poison once it’s no Gear longer Dangerous for you to use. Serious Underdog Your Load is 5+Str. You start with Envenom Replaces: Underdog one dungeon rations (1 weight, 5 uses), You have +1 armor. When you’re out- leather armor (1 armor, 1 weight), 3 You can apply even complex poisons numbered, you have +2 armor instead. uses of your chosen poison, and 10 coin. with a pinprick. When you apply a poi- Chose your arms: son that’s not Dangerous for you to use Evasion to your weapon it’s Touch instead of Ap- • Dagger (Hand, 1 weight) and short plied. When you Defy Danger on a 12+ you sword (Close, 1 weight) transcend the danger. You not only do • Rapier (close, precise, 1 weight) Brewer what you set out to but you the GM will offer you a better outcome, true beauty, Choose a ranged weapon: When you have you have time to gather or a moment of grace. materials and a safe place to brew you • 3 throwing daggers (Thrown, Near, 0 can create three doses of any one poison Strong Arm, True Aim weight) you’ve used before. • Ragged Bow (Near, 2 weight) and You can throw any melee weapon, using bundle of arrows (5 ammo, 1 weight) Underdog it to Volley. A thrown melee weapon is gone, you can never choose to reduce Choose one: When you’re outnumbered, you have +1 ammo on a 7-9. armor. • Adventuring gear (1 weight) Escape Route • Healing potion Connections When you’re in too deep and need a When you put out word to the criminal way out, name your escape route and Bonds underbelly about something you want or roll+Dex. On a 10+ you’re gone. On need, roll+Cha. On a 10+ someone has a 7-9 you can stay or go, but if you go Fill in the name of one of your compan- it, just for you. On a 7–9 you’ll have it costs you: leave something behind or ions in at least one: to settle for something close or it comes take something with you, the GM will Istolesomethingfrom______. with strings attached, your call. tell you what. When you gain a level from 6-10, ______has my back when choose from these moves or the level things go wrong. 2-5 moves. Disguise ______knows incriminat- When you have time and materials you ing details about me. Dirty Fighter can create a disguise that will fool any- one into thinking you’re another crea- Replaces: Cheap Shot ______and I have a con run- ture of about the same size and shape. ning. When using a Precise weapon, your Your actions can give you away but your Backstab deals an extra +1d10 damage appearance won’t. Advanced Moves and all other attacks deal +1d6 damage. When you gain a level from 2-5, Heist choose from these moves. ExtremelyCautious When you take time to make a plan to Cheap Shot Replaces: Cautious steal something, name the thing you want to steal and ask the GM these ques- When using a Precise or Hand weapon, When you use Trap Expert you always get +1 hold (even on a failure you get 1 tions. When acting on the answers you your Backstab deals an extra +1d6 dam- and your allies take +1 forward. age. hold). On a 12+ you get 3 hold and the next time you discover a trap the GM • Who will notice it’s missing? will immediately tell you what it does, • Cautious what triggers it, who set it, and how you What’s its most powerful defense? • Who will come after it? When you use Trap Expert you always can use it to your advantage. • Who else wants it? get +1 hold (even on a failure you get 1 hold). Alchemist Wealth and Taste Replaces: Brewer When you have you have time to gather When you make a show of flashing materialsandasafeplacetobrewyoucan around your most valuable possession, create three doses of any poison you’ve choose someone present. They will do used before. Alternately you can de- anything they can to obtain your item or scribe the effects of a poison you’d like one like it. to create. The GM will tell you can create it, but with one or more caveats: Shoot First • It will only work under specific cir-

29 Names The Wizard

Dungeon World has rules. Not the laws your spellbook as well as the cantrips. of men or the rule of some petty tyrant. Whenever you gain a level, you add a Bigger, better rules. You drop some- new spell of your level or lower to your thing—it falls. You can’t make some- spellbook. You spellbook is 1 weight. thing out of nothing. The dead stay dead, right? Prepare Spells Oh, the things we tell ourselves to feel When you spend uninterrupted time (an better about the long, dark nights. hour or so) in quiet contemplation of 14 You’ve spent so very long poring over your spellbook, you lose any spells you those tomes of yours. The experiments already have prepared and prepare new The Wizard that nearly drove you mad and all the spells of your choice from your spell- botched summonings that endangered bookwhosetotallevelsdon’texceedyour your very soul. For what? For power. own+1. You also prepare your cantrips; What else is there? Not just the power they don’t count against your limit. of King or Country but the power to boil a man’s blood in his veins. To call on the Cast a Spell (Int) thunder of the sky and the churn of the roiling earth. To shrug off the rules the When you release a spell you’ve pre- world holds so dear. pared, roll+Int. On a 10+, the spell is successfully cast and you do not forget Let them cast their sidelong glances. Let the spell—you may cast it again later. them call you “warlock” or “diabolist.” On a 7-9, the spell is cast, but choose one: Who among them can hurl fireballs from their eyes? • You draw unwelcome attention or Yeah. We didn’t think so. put yourself in a spot (the GM will describe it) Names • The spell disturbs the fabric of reality as it is cast—take -1 ongoing to Cast a Elf : Galadiir, Fenfaril, Lilliastre, Phiros- Spell until you Prepare Spells again. alle, Enkirash, Halwyr • After it is cast, the spell is forgotten. Human : Avon, Morgan, Rath, Ysolde, You cannot cast the spell again until Ovid, Vitus, Aldara, Xeno, Uri you Prepare Spells. Look Spell Defense Choose one for each: When you craft an ongoing spell into a Haunted Eyes, Sharp Eyes, or Crazy Eyes makeshift shield of arcane energy to de- flect an attack, the spell is ended and you Styled Hair, Wild Hair, or Pointed Hat subtract the spell’s level from the dam- Worn Robes, Stylish Robes, or Strange age done to you. Robes Pudgy Body, Creepy Body, or Thin Body Ritual When you draw on a place of power to Stats create a magical effect, tell the GM what Assign these scores to your stats: you’re trying to achieve. The GM will tell you "yes, you can do that, but..." and then 17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1) 1 to 4 of the following: You start with 4+Constitution HP. • It’s going to take days/weeks/months Your base damage is d4. • First you must ____ • You’ll need help from ____ Starting Moves • It will require a lot of money Choose a racial move: • Thebestyoucandoisalesserversion, unreliable and limited Elf • You and your allies will risk danger from ____ Magic is as natural as breath to you. De- • tect Magic is a rote for you. You’ll have to disenchant ____ to do it Human Choose one cleric spell, you can cast it as Alignment if it was a wizard spell. Choose an alignment: You start with these moves: Good Spellbook Use magic to directly aid another You have mastered several spells and in- scribed them in your spellbook. You Neutral start out with three first level spells in

30 The Wizard Gear

Discover something about a magical When you Spout Lore about something mystery no one else has any clue about, take +1. Enchanter’s Soul Evil Know-It-All Requires: Enchanter When you have time and safety with a Use magic to cause terror and fear When another player’s character comes magic item in a place of power you can to you for advice and you tell them what empower that item so that the next time Gear you think is best, they get +1 forward you use it its effects are amplified, the when following your advice and you GM will tell you exactly how. Your Load is 5+Str. You start with your mark experience if they do. spellbook (1weight) and dungeon rations HighlyLogical (1 weight, 5 uses). Choose your defenses: Expanded Spellbook Replaces: Logical • Leather armor (1 armor, 1 weight) Add a new spell from any class to your • Whenyouusestrictdeductiontoanalyze Bag of books (5 uses, 2 weight) and 3 spellbook. your surroundings, you can Discern Re- healing potions alities with Int instead of Wis. On a 12+ Enchanter you get to ask the GM any three ques- Choose your weapon: When you have time and safety with a tions, not limited by the list. • Dagger (Hand, 1 weight) magic item you may ask the GM what it • staff (Close, two-handed, 1 weight) does, the GM will answer you. Arcane Armor Replaces: Arcane Ward Choose one: Logical As long as you have at least one prepared • healing potion When you use strict deduction to ana- spell, you have +4 armor. • three antitoxin lyze your surroundings, you can Discern Realities with Int instead of Wis. Protective Counter Bonds Arcane Ward Requires: Counterspell When an ally within sight of you is af- Fill in the name of one of your compan- As long as you have at least one prepared fectedbyanarcanespell, youcancounter ions in at least one: spell, you have +2 armor. it as if it effected you. If the spell affects multiple allies you must counter for each Counterspell ally separately. When you are affected by arcane magic will play an important role in the events you may attempt to counter the spell. Ethereal Tether to come. I have foreseen it! Stake one of your prepared spells of When you have time with a willing or equal or higher level on the defense and helpless subject you can craft an ethe- roll+Int. On a 10+, the spell is countered real tether with them. You perceive and has no effect on you. On a 7-9, the what they perceive and can Discern Re- is keeping an important secret from me. spelliscounteredandyouforgetthespell alities about someone tethered to you or you staked. If the spell has other targets their surroundings no matter the dis- they are effected as usual. tance. Someone willingly tethered to you can communicate with you over the Quick Study tether as if you were in the room with is woefully misinformed about the them. world; I will teach them all that I can. When you see the effects of an arcane spell, ask the GM the name of the spell Advanced Moves and its effects. You take +1 when acting When you gain a level from 2-5, on the answers. When you gain a level from 6-10, choose from these moves. You also choose from these moves or the level add a new spell to your spellbook at 2-5 moves. each level. Prodigy Master Requires: Prodigy Choose a spell. You prepare that spell as if it were one level lower. Choose a spell. You prepare that spell as if it were one level lower. Empowered Magic GreaterEmpowered Magic When you Cast a Spell, on a 10+ you have the option of choosing from the 7-9 list. Replaces: Empowered Magic If you do, you may choose one of these as When you Cast a Spell, on a 10-11 you well: have the option of choosing from the 7-9 list. If you do, you may choose one of • The spell’s effects are maximized • these effects as well. On a 12+ you get to The spell’s targets are doubled choose one of these effects for free. Fount of Knowledge • The spell’s effects are doubled • The spell’s targets are doubled

31 Advanced Moves The Wizard

Mystical Puppet Strings Whenyouusemagictocontrolaperson’s actions they have no memory of what you had them do and bear you no ill will. Spell Augmentation When you deal damage to a creature you can shunt a spell’s energy into them—end one of your ongoing spells and add the spell’s level to the damage dealt. Self-Powered When you have time, arcane materials, and a safe space, you can create your own place of power. Describe to the GM what kind of power it is and how you’re bind- ing it to this place, the GM will tell you one kind of creature that will have an in- terest in your workings.

32 Wizard Spells Cantrips

target. Cantrips Alarm Level 1 Light Cantrip Walk a wide circle. Until you prepare An item you touch glows with arcane spells again your magic will alert you if a light, about as bright as a torch. It gives creature crosses that circle. Even if you off no heat or sound and requires no fuel, are asleep, the spell will shake you from but it is otherwise like a mundane torch. your slumber. You have complete control of the color of 15 the flame. The spell lasts as long as it is 3rd Level Spells in your presence. Dispel Magic Level 3 Unseen Servant Cantrip Wizard Choose a spell or magic effect in your You conjure a simple invisible construct presence: this spell rips it apart. Lesser that can do nothing but carry items. It spells are ended, powerful magic is just Spells hasLoad2andcarriesanythingyouhand reduced or dampened so long as you are to it. It cannot pick up items on its own nearby. and can only carry those you give to it. Items carried by an unseen servant ap- Visions Through Time Level 3 Div- pear to float in the air a few paces behind ination you. An unseen servant that takes dam- Cast this spell and gaze into a reflective age or leaves your presence is immedi- surfacetoseeintothedepthsoftime. The ately dispelled. GM will reveal the details of a Grim Por- Prestidigitation Cantrip tent to you—a bleak event that will come topassifnotdirectlystopped. They’lltell You perform minor tricks of true magic. you something useful about how you can If you touch an item as part of the cast- interfere with the Grim Portent’s dark ing you can make cosmetic changes to outcomes. RareisthePortentthatclaims it: clean it, soil it, cool it, warm it, fla- "You’ll live happily ever after." Sorry. vor it, or change its color. If you cast the spell without touching an item you Fireball Level 3 Evocation caninsteadcreateminorillusionsnobig- You evoke a mighty ball of flame that en- ger than yourself. Prestidigitation illu- velops your target and everyone nearby, sionsarecrudeandclearlyillusions; they inflicting 2d6 damage which ignores ar- won’t fool anyone, but they might enter- mor. tain them. Mimic Level 3 You take the form of someone you touch 1st Level Spells while casting this spell. Your physical Contact Spirits Level 1 Summoning characteristics match theirs exactly but your behavior may not. This change per- Name the spirit you wish to contact (or sists until you take damage or choose to leave it to the GM). You pull that creature returntoyourownform. Whilethisspell through the planes, just close enough to is ongoing, you lose access to all your speak to you. It is bound to answer any wizard moves. one question you ask to the best of its ability. Mirror Image Level 3 Illusion Detect Magic Level 1 Divination You create an illusory image of yourself. The next attack against you effects the One of your senses is briefly attuned to illusory image, not you. The image then magic. The GM will tell you what here is dissipates. magical. Sleep Level 3 Enchantment Telepathy Level 1 Divination 1d4 enemies you can see of the GM’s Youformatelepathicbond, allowingyou choice fall asleep. Only creatures capa- to speak to the person you touch with ble of sleeping are effected. They awake this spell through your thoughts. You as normal: loud noises, jolts, pain. can only have one telepathic bond at a time. 5th Level Spells Charm Person Level 1 Enchantment The person (not beast or monster) you Cage Level 5 Evocation touch while casting this spell counts you The target is held in a cage of magical as a friend until they take damage or you force. Nothing can get in or out of the prove otherwise. cage. The cage remains until you cast Invisibility Level 1 Illusion another spell or dismiss it. While the spell is ongoing, the caged creature can Touch an ally: nobody can see them. hear your thoughts and you cannot leave They’re invisible! The spell persists un- sight of the cage. til the target attacks or you dismiss the effect. While the spell is ongoing, you Contact Other Plane Level 5 Divina- can’t cast another spell. tion Magic Missile Level 1 Evocation You send a request to another plane. Specify what you’d like to contact by Projectiles of pure magic spring from location, type of creature, name, or ti- your fingers. Deal 2d4 damage to one tle. You open a two-way communication

33 7th Level Spells Wizard Spells

with that creature. Your communication lies. Namealocation, describingitwitha you. If you described a type of creature, a can be cut off at any time by you or the number of words up to your level. Step- creature of that type appears before you. creature you contacted. ping through the portal deposits you and Polymorph Level 5 Enchantment any allies present when you cast the spell Your touch reshapes a creature entirely, at the location you described. The portal they stay in the form you craft until you may only be used once by each ally. Cast a Spell. Describe to the GM the Contingency Level 7 Evocation new shape you craft, including any stat Choose a 5th level or lower spell you changes, significant adaptations, or ma- know. Describe a trigger condition using jor weaknesses. The GM will then tell a number of words equal to your level. you one or more of these: The chosen spell is held until you choose to unleash it or the trigger condition is • The form will be unstable and tem- met, whichever happens first. You don’t porary have to roll for the held spell, it just takes • The creature’s mind will be altered as effect. Whileyouhaveacontingentspell, well you can’t gain another one. • The form has an unintended benefit Cloudkill Level 7 Summoning or weakness A cloud of fog drifts into this realm from Summon Monster Level 5 Summon- beyond the Black Gates of Death, filling ing the immediate area. Whenever a crea- ture in the area takes damage it takes an A monster appears and aids you as best extra 1d6 damage which ignores armor. it can. Treat it as your character, but This spell persists so long as you can see with access to only the basic moves. It the affected area, or until you dismiss it. has +1 modifier for all stats and 1 HP. Choose the type of monster by choosing 1d6 statements from the list below. The 9th Level Spells GM will tell you the type of monster you Antipathy Level 9 Enchantment get based on your choices: Choose a target and describe a type of creature or an alignment. Creatures of • The monster has +2 instead of +1 to the specified type or alignment cannot one stat come within sight of the target. If a crea- • The monster is not reckless ture of the specified type does find it- • The monster does 1d8 damage self within site of the target, it immedi- • The monster’s bond to your plane is ately flees. This effect continues until strong, +3 HP for each level you have you leave the target’s presence or you • The monster has some useful adapta- dismiss the spell. While the spell is on- tion going, you take -1 to Cast a Spell. Alert Level 9 Divination The creature remains on this plane until it dies or you dismiss it. While the spell Describe an event. The GM will tell you is ongoing, you take -1 to Cast a Spell. when that event occurs, no matter where you are or how far away the event is. If you choose, you can view the location 7th Level Spells of the event as though you were there Dominate Level 7 Enchantment in person. You can only have one Alert Your touch pushes your mind into some- active at a time. one else’s. You gain 1d4 hold. Spend one Soul Gem Level 9 hold to make the target take one of these You trap the soul of a dying creature actions: within a gem. The trapped creature is aware of its imprisonment but can still • Speak a few words of your choice be manipulated through spells, Parley, • Give you something they hold and other effects. All moves against the • Make a concerted attack on a target trapped creature are at +1. You can free of your choice the soul at any time but it can never be • Truthfully answer one question recaptured once freed. Shelter Level 9 Evocation If you run out of hold the spell ends. If the target takes damage you lose 1 hold. Youcreateastructureoutofpuremagical While the spell is ongoing you cannot power. It can be as large as a castle or Cast a Spell. as small as a hut, but is impervious to all non-magical damage. The structure True Seeing Level 7 Divination endures until you leave it or you end the You see all things as they truly are. This spell. effect persists until you tell a lie or dis- Perfect Summons Level 9 Summon- miss the spell. While this spell is ongo- ing ing, you take -1 to Cast a Spell. You teleport a creature to your presence. Shadow Walk Level 7 Illusion Name a creature or give a short descrip- The shadows you target with this spell tion of a type of creature. If you named become a portal for you and your al- a creature, that creature appears before

34 Equipment Tag Glossary

The musty tombs and forgotten treasure Ignores Armor : Don’t subtract armor troves of the world are filled with useful from the damage taken. items. The Fighters can find a sharp new Messy : It does damage in a particu- sword or the Thief might stumble across larlydestructiveway,rippingpeopleand a deadly poison. Most items are mun- things apart. dane; not magical or intrinsically unique in any way. Any item that is magical n Piercing : It goes right through armor. or one-of-a-kind is not mundane for the When you deal damage with n piercing, purposes of moves. The Fighter’s signa- you subtract n from the enemy’s armor 16 ture weapon is never mundane. for that attack. Weapons don’t kill monsters, people do. Precise : It rewards careful strikes. You Equipment That’s why weapons don’t have damage use Dex to Hack and Slash with this listed. A weapon is useful primarily for weapon, not Str. its tags which describe what the weapon Ration : It’s edible, more or less. is useful for. A dagger is not useful be- cause it does more or less damage than Reload : After you attack with it, it takes some other blade. It’s useful because its more than a moment to reset for another small and easy to strike with at close dis- attack. tance. A dagger in the hands of a Wizard Requires : It’s only useful to certain peo- is not nearly so dangerous as one in the ple. If you don’t meet the requirements hands of a skilled Fighter. it works weakly, if at all. The stats below are for typical items. Slow : It takes minutes or more to use. There are, of course, variations. A dull Thrown : Throw it at someone to hurt long sword might be -1 damage instead them. If you Volley with this weapon, while a masterwork dagger could be +1 you can’t choose to mark off ammo on a damage. Consider the following to be 7–9. Once you throw it, it’s lost until you stats for a typical weapon of that type—a can recover it. specificweaponcouldhavedifferenttags to represent its features. Touch : It’s used by touching it to the target’s skin. Tag Glossary Two-handed : It takes two hands to use it effectively. n Ammo : It counts as n ammo for appro- priate ranged weapons. Stun : When you attack with it, it does stun damage instead of normal damage. Applied : It’s only useful when carefully appliedtoapersonorsomethingtheyeat n Uses : It can only be used n times. or drink. n Weight : Count the listed amount n Armor : It protects you from harm and against your Load. Something with no absorbs damage. When you take dam- listed weight isn’t designed to be carried. age, subtract your armor from the total. 100 coins in standard denominations is 1 If you have more than one item with n- weight. The same value in gems or fine armor, only the highest value counts. art may be lighter or heavier. +nArmor : It protects you and stacks with Worn : To use it, you have to be wearing other armor. Add its value to your total it. armor. Awkward : It’s unwieldy and tough to use. Range Tags (From Closest to Furthest) +Bonus : It modifies your effectiveness in Hand: It’susefulforattackingsomething some particular situation. It might be "+1 within your reach, no further. forward to Spout Lore" or "-1 ongoing to Close : It’s useful for attacking something Hack and Slash." at arm’s reach plus a foot or two. Clumsy : It’s tough to move around with. Reach : It’s useful for attacking some- -1 ongoing while using it. thing that’s several feet away—maybe as n coins : How much it costs to buy, nor- far as ten. mally. If the cost includes "-Charisma" a Near : It’s useful for attacking if you can little negotiation subtracts the haggler’s see the whites of their eyes. Charisma score (not modifier) from the price. Far : It’s useful for attacking something in shouting distance. +n Damage : It is particularly harmful to your enemies. When you deal damage, you add n to it. Weapons Dangerous : It’s easy to get in trouble with Ragged Bow Near, 15 coins, 2 Weight it. If you interact with it without proper Fine Bow Near, Far, 60 coins, 2 Weight precautions the GM may freely invoke Hunter’s Bow Near, Far, 100 coins, 1 the consequences of your foolish actions. Weight Forceful : It can knock someone back a CrossbowNear, +1 damage, Reload, 35 pace, maybe even off their feet.

35 Armor Equipment

coins, 3 Weight and let everyone drink freely, take +1 to A month’s pay for enlistment in an army 30 coins Bundle of Arrows 3 Ammo, 1 coin, 1 your Carouse roll. If you drink a whole Weight keg yourself, you are very very drunk. A custom item from a blacksmith Base 5 Uses, 10 coins, 2 Weight Item + 50 coins Elven Arrows 4 Ammo, 20 coins, 1 Bag of Books Weight When your bag of books contains just the Anight’s"companionship"20-Charisma coins Club,ShillelaghClose, 1 coins, 2 Weight right book for the subject you’re Spout- ing Lore on, consult the book, mark off a An evening of song and dance 18- Staff Close, Two-handed, 1 coins, 1 use, and take +1 to your roll. Weight Charisma coins Antitoxin 10 coins Dagger, Shiv, Knife Hand, 2 coins, 1 Escort for a day along a bandit-infested Weight When you drink antitoxin, you’re cured road 20 coins of one poison affecting you. Throwing Dagger Thrown, Near, 1 coin, Escortforadayalongamonster-infested 0 Weight Dungeon Rations Ration, 5 Uses, 3 road 54 coins coins, 1 Weight 5 coins Short Sword, Axe, Warhammer, Mace A run-of-the-mill killing Close, 8 coins, 1 Weight Not tasty, but not bad either. An assassination 120 coins Ration, 1 Use, 10 coins, Spear Reach, Thrown, Near, 5 coins, 1 Personal Feast Healing from a Chirurgeon 5 coins Weight 1 Weight A month’s prayers for the departed 1 Long Sword, Battle Axe, Flail Close, +1 Ostentatious to say the least. coins damage, 15 coins, 2 Weight Dwarven Hardtack Requires Dwarf, Ra- 25% of the tion, 7 Uses, 3 coins, 1 Weight Repairs to a mundane item Halberd Reach, +1 damage, Two- item’s cost handed, 9 coins, 2 Weight Dwarves say it tastes like home. Every- Rapier Close, Precise, 25 coins, 1 one else says it tastes like home, on fire, Meals Weight in a hog farm. A hearty meal for one 1 coins Elven Bread Ration, 7 Uses, 10 coins, 1 Dueling Rapier Close, 1 piercing, Pre- 1 coins cise, 50 coins, 2 Weight Weight A poor meal for a family Only the greatest of elf-friends are A feast 15 coins per person Armor treated to this rare delicacy. 5 Uses, 5 coins, 1 Transport Leather, Chainmail 1 Armor, Worn, 10 Halfling Pipeleaf coins, 1 Weight Weight Cart and Donkey 50 coins, Load 20 Scale Mail 2 Armor, Worn, Clumsy, 50 When you share halfling pipeleaf with This donkey is sworn to carry your bur- coins, 3 Weight someone, expend two uses and take +1 dens. forward to Parley with them. Plate 3 Armor, Worn, Clumsy, 350 Horse 75 coins, Load 10 coins, 4 Weight Poisons Warhorse 400 coins, Load 12 Shield +1 Armor, 15 coins, 2 Weight 150 coins, Load 40 Oil of Tagit Dangerous, Applied, 15 Wagon Dungeon Gear coins, 0 Weight Barge 50 coins, Load 15 The target falls into a light sleep River boat 150 coins, Load 20 Adventuring Gear 5 Uses, 20 coins, 1 Weight BloodweedDangerous, Touch, 12 coins, Merchant Ship 5,000 coins, Load 200 0 Weight 20,000 coins, Load 100 Adventuring gear is a collection of use- War Ship The target deals -1d4 damage ongoing ful mundane items such as chalk, poles, Passage on a safe route 1 coins spikes, ropes, etc. When you rummage until cured Passage on a tough route 10 coins through your adventuring gear for some Goldenroot Dangerous, Applied, 20 useful mundane item, you find what you coins, 0 Weight Passage on a dangerous route 100 coins need and mark off a Use. The target treats the next creature they Bandages 3 Uses, Slow, 5 coins, 0 see as a trusted ally, until proved other- Weight wise Whenyouhaveafewminutestobandage Serpent’s Tears Dangerous, Touch, 10 someone else’s wounds, heal them of 4 coins, 0 Weight damage and expend a use. Anyone dealing damage against the tar- Poultices and Herbs 2 Uses, Slow, 10 get rolls twice and takes the better result. coins, 1 Weight When you carefully treat someone’s Services wounds with poultices and herbs, heal A week’s stay at a peasant inn 14- them of 7 damage and expend a use. Charisma coins 50 coins Healing Potion A week’s stay at a civilized inn 30- Whenyoudrinkanentirehealingpotion, Charisma coins healyourselfof10damageorremoveone A week’s stay at the fanciest inn in town debility, your choice. 43-Charisma coins 10 coins, 4 Weight KegofDwarvenStout A week’s unskilled mundane labor 10 When you open a keg of dwarven stout coins

36 Equipment Land and Buildings

Land and Buildings A hovel 20 coins A cottage 500 coins A house 2,500 coins A mansion 50,000 coins A keep 75,000 coins A castle 250,000 coins A grand castle 1,000,000 coins A month’s upkeep 1% of the cost Bribes A peasant dowery 20-Charisma coins "Protection" for a small business 100- Charisma coins A government bribe 50-Charisma coins A compelling bribe 80-Charisma coins An offer you can’t refuse 500-Charisma coins Gifts and Finery A peasant gift 1 coins A fine gift 55 coins A noble gift 200 coins A ring or cameo 75 coins Finery 105 coins A fine tapestry 350+ coins A crown fit for a king 5,000 coins Hoards A goblin’s stash 2 coins A lizardman’s trinkets 5 coins A priceless sword 80 coins An orc warchief’s tribute 250 coins A dragon’s mound of coins and gems 130,000 coins

37 Magic Items

There are stranger things in the world erwise) in the body. than swords and leather. Magic items Bag of Holding 0 Weight are the non-mundane, items that have intrinsic power. A bag of holding is larger on the inside than the outside, it can contain an in- Magic items are for you to make for your finite number of items, and its weight game. Players can make magic items never increases. When you try to re- through the Wizard’s ritual and simi- trieve an item from a bag of holding, lar moves. The GM can introduce magic roll+Wis. On a 10+, it’s right there. On a 17 items in the spoils of battle or the bounty 7-9, choose one: of reward. This list provides some ideas, but magic items are ultimately for you to • You get the exact item, but it takes a Magic Items decide. while When making your own magic items • You get a similar item of the GM’s keep in mind that magic items are mag- choice, but it only takes a moment ical. +1 damage is the realm of the mun- dane, magic items should provide more No matter how many items it contains, a interesting bonuses. bag of holding is always 0 weight. Argo-Thaan, Holy Avenger Close, 2 The Burning Wheel 2 Weight Weight An ancient wooden wheel, as might ap- There are many swords in this world, but pear on a war-wagon, banded with steel. there is only one Argo-thaan. It is a blade On a glance, it appears to be nothing of gold, silver and light, revered as a holy special—many spokes are shattered and relicbyallordersandreligionsforwhom the thing seems mundane. Under the Good rings true. Its touch is a blessing scrutinyofmagicortheeyesofanexpert, and to many, the sight of it brings tears its true nature is revealed; the Burning of joy. Wheel is a gift from the God of Fire and In the hands of a Paladin, it strikes true burns with his authority. and strong; his damage die becomes 1d12 When you hold The Burning Wheel and and he has access to every Paladin move. speak a god’s name, roll+Con. On a 7+, As well, Argo-thaan can harm any crea- the god you name takes notice and grants ture of Evil, regardless of any defenses you an audience. An audience with a it may have. No Evil creature may god is not without a price: on a 10+, you touch it without suffering agony. In the choose one of your stats and reduce it to hands of any non-Paladin, it is merely the next lowest modifier (for example, a a sword, heavier and more cumbersome 14 is +1, so it would be reduced to 11, a +0). than most. On a 7–9, the GM chooses which stat to Argo-thaan, while not intelligent, will reduce. forever be drawn to a cause of True Good, Once used, the Burning Wheel ignites like iron to a magnet. and burns with brilliant light. It does not Arrows of Acheron 1 Ammo, 1 Weight confer any protection from those flames, nor does it provide any bonus to swim- Crafted in darkness by a blind fletcher, ming. these arrows can find their target in even 1 Weight thedeepestdarkness. Anarchermayfire Captain Bligh’s Cornucopia them blind, in the dark, with his eyes A brass naval horn, curled and ornate, bound by heavy cloth and still be assured carved with symbols of the gods of of a clean shot. If the light of the sun ever Plenty. Sounded, the horn spills forth touches the arrows, however, they come not sound but food. Enough to feed a apart like shadows and dust. meal to everyone who hears its sound. Axe of the Conqueror-King Close, 1 The Carcosan Spire Reach, Thrown, 3 Weight Weight Itiscraftedofshiningsteel, glowingwith None know from whence this spear of a golden light and imbued with mythical twisted white coral comes. Those who powers of authority. The bearer of the bear it too long find their minds full Axe becomes a beacon of inspiration to of alien dreams and begin to hear the all she leads. Any Henchmen in her em- strange thoughts of the Others. None ploy have +1 Loyalty, no matter whether are impervious. Used against any “nat- she is a benevolent Princess or wicked ural” target (men, goblins, owlbears and Queen. the like) the Spire acts as a mere mortal Barb of the Black Gate 0 Weight spear. Its true purpose is to do harm to those things whose strange natures A nail or spike, twisted and forever cold, protect them against mundane weapons. said to have been pried from the Gates Used thus, the Spire can wound foes of Death himself. When hammered into otherwise invulnerable to harm. The a corpse, it disappears and ensures that wielder will recognize these twisted foes corpse will never be risen again—no on sight—the Spire knows its own. magic short of that of Death himself can 1 Weight reignite the flame of life (natural or oth- Cloak of Silent Stars

38 Magic Items

A cape of rich black velvet outside sound once and fall silent. In the silence, Who hasn’t always wanted to soar the and sparkling with tiny points of light the bearer learns in his soul the com- pretty blue sky? In an attempt to within, the Cloak bends fate, time and ing of one great danger and how he can grant the wishes of land-bound folk, reality around it to protect the wearer, avoid it. At any point after the Echo is these great magical wings were created. who may Defy Danger with whatever used, the wielder can ignore the results Known by many names and crafted by stat he likes. To do this, the wearer in- of any single die roll—hers or another as many mages, they commonly take vokes the cloak’s magic and his player player—and roll again. Once opened, the shape of the wings of whatever local describeshowthecloakhelpshim"break the Echo is released and gone forever. birds hold affection. Worn by means of a the rules." He can deflect a fireball with The Epoch Lens 1 Weight harness or, in some dire cases, a surgical his Cha by convincing it he deserves to procedure. liveoreludeafallbyapplyingthemighty An archmage, old and too frail to leave his tower, crafted this intricate and frag- Whenyoutaketotheairwiththesemagi- logicofhisInttoprovethefallwon’thurt cal wings, roll+Dex. On a 10+ your flight him. TheCloakmakesitso. Itcanbeused iledeviceofglassandgoldtoexaminethe histories and relics he so loved. Looking is controlled and you may stay aloft as once for each stat before losing its magic. long as you like. On a 7–9, you make it 0 Weight at an object through the lens reveals vi- Coin of Remembering sions of who made it and where it came aloftbutyourflightisshortorerraticand What appears, at a glance, to be a sim- from. unpredictable, your choice. On a 6- you make it aloft, but the coming-down part ple copper coin is, in truth, an enchanted Farsight Stone 1 Weight coin. Its bearer can, at any time, redeem and everything between is up to the GM. it to know immediately one fact that has Swirling clouds fill this smoky orb and Immovable Rod 0 Weight been forgotten. The coin vanishes there- those in its presence often hear strange whispers. In ancient times, it was part of A funny metal rod with a button on it. after. It does not have to be a thing for- Press the button and the rod just sticks. gotten by the bearer, but it cannot be a network of such stones, used to com- municate and surveil across great dis- It freezes in place—in mid air, standing “known”. Interpretation of this stipula- up or lying down. It can’t be moved. Pull tion is left to the Gods. If the coin is un- tances. When you gaze into the stone, name a location and roll+Wis. On a hit, it, push it, try as hard as you like, the successful, it will still paint an image in rod stays. Maybe it can be destroyed, the minds eye of someone or something you see a clear vision of the location and can maintain it as long as you concen- maybeitcan’t. Pushthebuttonagainand that does remember what was sought. it’s free—take it along with you. Might 1 Use, 0 Weight trate on the orb. On a 7–9, you draw the Common Scroll attention of some other thing (an angel, a be useful to have such a stubborn thing A common scroll has a spell inscribed on demon, or the holder of another Farsight along. it. The spell must be castable by you or stone) that uses the stone to surveil you, Infinite Book 1 Weight on your class’s spell list for you to be able as well. This book contains an infinite number of to cast it. When you cast a spell from a The Fiasco Codex 0 Weight pages in a finite space. With no limit to scroll, the spell has effect, simple as that. the pages, everything that ever was, is, 1 Use, 0 Weight A thick tome, said to be penned in the Devilsbane Oil blood of poor fools and robber-barons or will be is contained somewhere in the A holy oil, created in limited supply by by some demon prince possessed of book. Luckily the index is great. a mute sect of mountain-monks whose dark humor, the Codex details tales and When you Spout Lore while consulting orderprotectedhumanityfromthepow- stories of those whose ambition over- the book you gain an extra clause. On ers of the Demon Pits in ancient epochs. whelmed their reason. Reading from a 12+ the GM will give a solution to a Only a few jars remain. When applied to this tome teaches one the value of clear- problem or situation you’re in. any weapon and used to strike a denizen headedness but leaves a sense of dread Inspectacles 0 Weight of any outer plane, the oil undoes the behind. When you read from the Codex, magic that binds that creature. In some Roll+Wis. On a 10+, ask two. On a 7–9, Rough-hewn glass in wooden frames. cases, this will return it to its home. In just one. Dinged up and barely held together, others, it merely undoes any magic con- they somehow allow the wearer to see trolling it. The oil stays on the weapon • What is my greatest opportunity, much more than their mere eyes might. for a few hours before it dries and flakes right now? When you Discern Realities wearing away. • Who can I betray to gain an advan- these gifted lenses, you get to bend the rules a little. On a roll of 10+, ask any If applied to the edges of a doorway or tage? • Who is an ally I should not trust? threequestionsyoulike. Theydon’thave drawn in a circle, the oil will repel crea- to be on the list. As long as sight could tures whose home is any of the outer The Codex gives up its answers only once give you answers, the GM will tell you planes. They cannot pass across it. The what you want to know. oil lasts for one full day before it soaks in to each reader and takes 2 to 3 hours to or evaporates. read. The Ku’meh Maneuver and Other Strat- 0 Weight agem 1 Weight Earworm Wax 1 Use, 0 Weight Flask of Breath A great leathery tome worn shiny by the A yellowish candle. Seems never to burn A simple thing, but useful when you need a breath of fresh air. The flask ap- hands of a hundred great generals, this out and the light it casts is strange and bookisoftenpassedfromwarriortowar- weak. Its wax is always cool, too. Drip pears empty but cannot be filled, any- thing added to it simply spills out. This rior, from son to father along the great the wax into the ear of a target and gain 3 battle lines that have divided Dungeon hold. Spendthatholdandaskyourtarget is because the flask is eternally full of air. If placed underwater, it will bubble for- World’s past. Anyone reading it may, a question. They find themselves telling uponfinishingforthefirsttime, roll+Int. you the whole truth, despite themselves. ever. If pressed to the mouth, one can breath normally—smoke is no concern, On a 10+ hold 3, on a 7–9 hold 1. You may The consequences, after the fact? Those spend your hold to advise a companion are up to you to deal with. for example. I’m sure you’ll find all sorts of unusual uses for it. on some matter of strategic or tactical The Echo 0 Weight significance. This advice allows you to, FollyHeldAloft, TheWaxWings, AHuge at any time, regardless of distance, roll to A seemingly empty bottle. Once unstop- Mistake 1 Weight pered, the whispers of another plane re- Aid them on any one roll. On a miss, the

39 Magic Items

GM can hold 1 and spend it to apply -2 definitely. When smoked in a pipe or The Sterling Hand 0 Weight to any roll of yours or the poor sap who consumed in an incense burner and the Crafted by dwarven whitesmiths, this listened to your advice. thick, blue smoke inhaled, these herbs mirrored-metal hand is deeply scored Lamented Memento 0 Weight will grant strange visions of far away with runes of power and rejuvenation. places and distant times. If the imbiber Meant to replace wounded or destroyed Taking the form of a single lock of bright focuses his will on a particular person, red hair, bound in a black ribbon and limbs from mining accidents, the Ster- place or thing, the herbs will respond: ling Hand bonds to the wound, old or immune to the ravages of time, the roll+Wis. On a 10+ the vision is clear Lamented Memento bears a grim en- new, and is strong and stout. It can and useful—some valid information is be used as a weapon (near range) and chantment. In it are the memories and gained. On a 7–9 the vision is of the fo- emotions of a girl who dealt with Death is made of pure enough silver to harm cus, but unclear, fraught with metaphor creatures affected by such. at the Black Gates so many times that, or somehow difficult to understand. On in the end, they fell in love and she left a miss, the GM will ask you “What is it Vellius’s Gauntlets 1 Weight the world to be with him for a time. Her you fear most?” You must answer hon- Crafted in the name of Vellius the memory protects the wielder. If he finds estly, of course. Clumsy, Vellius the Butter-Fingered, himself at the Gates, the Memento can The Sartar Duck 0 Weight Vellius the Clod, these gloves of simple be traded for an automatic result of 10+ cloth prevent the wearer from dropping on the Last Breath move. An odd, hand-carved wooden duck. any object she does not intent to. She Lodestone Shield +1 armor, 1 Weight Who would make such a funny thing? cannot be disarmed nor fall from any Whoever bears it finds himself an ex- What mixed-up dummy made this? rope or ladder, for example. This item ceptionally gifted storyteller—no mat- can get very messy if you have some- Shields are meant to repel metal, not ter the language, he can make himself draw it in! Emblazoned with a lion thing strong pulling at your legs while and his story clear to any audience. They you grip onto something solid. rampant, the Lodestone Shield has the will understand his meaning, if not his power to pull blades and arrows to it. words. Violation Glaive Reach, 2 Weight When you Defend against enemies us- Tears of Annalise 0 Weight A legendary blade, said to have been ing metal weapons you can spend one thrust backwards in time from some hold, per target, to disarm them. Also, Cloudy red gemstones the size of a grim future, the violation glaive is sometimes you’ll find a handful of loose thumbnail, the Tears of Annalise are crafted of strange green iron. The blade change stuck to it. always found in pairs. When swal- strikes at the mind of those it wounds, Map of the Last Patrol 0 Weight lowed, they bind the swallowers to- as well as the body. When you Hack & gether—when either feels strong emo- Slash on a 10+ you have an additional op- An ancient order of brave rangers once tions (particularly sadness, loss, fear or patrolled the land, protecting villages tion: you can deal your normal damage, desire) the other feels it, as well. The ef- let them counter attack you, and instill and warning kings and queens of en- fects last until one spills the blood of the croaching danger. They’re long gone, the emotion of your choice (maybe fear, other. reverence, or trust) now, but their legacy remains. This map, Slow when marked with the blood of a group Teleportation Room Vorpal Sword Close, 3 Piercing, 2 of people, will always show their loca- James Ninefingers, eccentric genius Weight tion—so long as they remain within the mage, created these room-sized magi- Snicker-snackandallthat. Sharpasany- bounds of the map. cal apparati. A stone room etched with thing, thissimple-seemingswordmeans Ned’s Head 1 Weight runes and scribblings, glowing with a to separate one thing from another—the faint blue light. When you enter and say limb from the body or folk from their An old skull, missing its jaw and aloud the name of a location, roll+Int. very much worse-for-wear. The skull lives. When you deal damage with the On a 10+, you arrive exactly where you’d Vorpal Sword, your enemy must choose remembers the folly of its former intended. On a 7–9, the GM chooses a owner—a man with more honor than something (an item, an advantage, a safe location nearby. On a miss, you end limb) and lose it, permanently. sense. Once per night, the owner of the up someplace. Maybe it’s nearby? It’s skull can ask “Who has it in for me?” and definitely not safe. Strange things some- the skull will give up one name in a sad, timeshappentothosewhobendtimeand lonely voice. If the owner of the skull is space with these devices. ever killed, it disappears surreptitiously. 1 Armor, 1 Weight No-one knows where it might turn up Timunn’s Armor next. A stealthy suit of armor, it appears as Nightsider’s Key 0 Weight many things to many people and blends in with appropriate apparel. The wearer This key unlocks any door, provided the alwaysseemstheheightoffashiontoany owner of the key does not belong where who gaze upon him. she intends to go. So long as the intruder 0 Weight does nothing that would alert another Titus’ Truthful Tallow to her presence (remaining unheard, un- A candle of ivory-and-copper colored seen and unnoticed) and takes nothing tallow with a wick of spun silver. When more than her memories out with her, lit, none upon whom its light falls is able the key’s magic will prevent her intru- to tell a lie. They may keep silent or dis- sion from ever being discovered. It’s like semble but when asked a question di- she was never there at all. rectly, they can speak naught but truth. Sacred Herbs 0 Weight Tricksy Rope 1 Weight The sacred herbs, collected and prepared A rope that listens. Does tricks, too, like by an order of lost wizard-monks, can a smart and more obedient snake might. be found in bundles with two or three Tell it “coil” or “slack” or “come here, uses to them. Kept dry, they last in- rope” and it will.

40 The GM Always Say

This section is about the art and rules Say what the rules tell you to . If a of being the Game Master or GM. There movehastriggered,yoursortheplayers’, are many styles of GMing epic fantasy then say what the rules tell you to say. games with things like dragons and dun- Embellish and expand but use the rules geons and brave adventurers but Dun- to give you a start. The rules will always geon World is designed for one of those give you material to work with. styles in particular. These rules will help Say what the adventure demands you run a game in that style. . You’ll know some things before you 18 Just because the rules are mechanical sit down at the table. You might know doesn’t mean they’re removed from the where the goblins are hiding or when the fiction of what’s actually happening in reinforcements are going to arrive. If the The GM the game or that you’re playing to win. players haven’t done anything to change You’ll be refereeing, adjudicating, and those things, stick with them. narrating your part the game much like Always be honest . If the rules tell you you would any other game. You’ll just to give out information, like the Spout have a framework that helps you deter- Lore and Discern Realities moves, do it. mine what to say, at what time. Don’t lie or give half truths; be open The GM’s rules are rules, just like the and honest—generous, even. The player rules for moves and character creation characters have risked something to get and all the rest. Just like every other rule that information just by rolling so make in the game, they are designed to help it worth their while. If you don’t know you play a game of exploration and epic theanswermakeoneuporturntheques- fantasy. You will of course be making tionbacktotheplayers. Onceyoutellthe your own rules, in the form of custom players it’s set in stone, no going back on moves, but the GM’s rules are as impor- it. tant to playing Dungeon World as the This applies in general to the players’ rules for rolling dice. Play with the rules actions, too. If they have worked to as written before making any changes, achieve something, you should give it to and think carefully about any changes them fully. You’re not here to fight back you do make. against the players; you’re not opposed to them at all. You are playing the game The Basics with them. Dungeon World is built on a frame- At all times, use your principles and work: the GM’s agenda , principles agenda as a filter or inspiration. If , and moves . The GM’s agenda is something falls flat it’s usually because what they set out to do when they sit you ignored one of your principles or down at the table. The principles are the acted on a different agenda. If you’re un- guides that keep the GM focused on their sure of what you’re about to say just take agenda. The GM’s moves are the con- a moment and look at your agenda and crete, moment-to-moment things the principles to make sure you’re abiding GM does to drive the game forward. The by them. GM’s moves aren’t like player moves, they aren’t triggered by the fiction. In- Agenda steadtheyareactionsthatdrivethegame onward. The GM’s agenda is what they sit down at the table to do: The GM’s agenda, principles, and moves are rules just like damage or stats or HP. • Make the world fantastic You should take the same care in altering • Fill the characters’ lives with adven- them or ignoring them that you would ture with any other rule. Changing a princi- • Play to find out what happens ple may have just as much of an effect on your game as changing the Fighter’s Everything you say, create, and do at the damage dice or giving the Cleric access table and away from the table is to ac- to Wizard spells. complishthesethreegoalsandnoothers. Things that aren’t on this list aren’t your Always Say goals. You’re not trying to beat the play- When running Dungeon World as the ers or test their ability to solve complex GM you say these things: traps. You’re not here to give the players a chance to explore your finely crafted • What the rules demand setting. You’re most certainly not here • What the adventure demands to tell everyone a planned story. • What honesty demands That one deserves repeating: you are • What the principles demand not here to tell everyone a planned story . Don’t ever plan a storyline. You The players have it easy—they just say do not know what will happen to the what their characters say, think and do. players’ characters any more than they You have it a bit harder. You have to do. Your job is to portray a fantastic say everything else. So what do you say? world, not provide a canned plot.

41 Principles The GM

To that end, Dungeon World adventures ers, means that you don’t say "Whit, Ask questions and use the answers never presume player actions. A Dun- is Dunwick doing something about that You don’t have to know everything. If geon World adventure describes a lo- wight?" Instead you say "Dunwick, what you don’t know, or you don’t have an cation in motion, someplace important are you doing about the wight?" Talking idea, just ask the players and use what with creatures pursuing their own goals. thiswaykeepsthegamerootedinthefic- they say. As the players come into conflict with tion and not at the table. It’s important that location, it will snowball into ac- to the flow of the game, too. If you talk to The easiest question to use is "What do tion. You’ll honestly portray the reper- theplayersyoumayleaveoutdetailsthat you do?" Whenever you make a move, cussions of their actions. are important to what moves the charac- end with "What do you do?" You don’t ters make. Since moves are always based even have to ask the person you made When you play this way you get to share the move against. Take that chance to in the fun of finding out what happens on the actions of the character you need tothinkaboutwhat’shappeninginterms shift the focus elsewhere: "Rath’s spell to the characters and the world around is torn apart with a flick of the mage’s them. You’re not a frustrated novelist of characters—not players. Embrace the fantastic wand. Finnegan, that spell was aiding trying to organize your unruly charac- you. What are you doing now that it’s ters. You’re a participant in a great story The fantastic is the core of fantasy: gone?" that’s unfolding. So really—don’t plan magic, strange vistas, gods, demons, and Be a fan of the characters the story. The rules of the game will fight abominations. The player characters al- you. ready have these kind of abilities, so you Treat the players’ characters like charac- Fill the character’s life with adven- should reflect them in the world. ters you watch on TV. You want to see ture means helping the players create Make a move thatfollows how things turn out for them. You’re not a world that’s exciting and full of epic here to make them lose, or to make them foes to battle, strange places to explore, When you make a move what you’re ac- win, and definitely not to guide them to and glorious treasure to discover. Ad- tually doing is taking some element of your story. You’re here to portray the venturers are always caught up in some the fiction and bringing it to bear against interesting world around them and see plot or world-threatening danger or an- the characters. Your move should al- how interacting with that world changes other—encourage and foster that kind of ways follow from the fiction, and you everything. action in the game. never speak its name. Instead describe Think Dangerous thefictionalactionsthattakeplacewhich The players have an agenda too, but it’s follow from the situation established. Thinking Dangerous means that every- probably something they’ll do by de- Never speak the name of your move thing in the world is a target. You’re fault: portray their characters. thinking like an evil overlord: no sin- There is no quicker way to ruin the con- gle life is worth anything, there is noth- Principles sistency of Dungeon World than to tell ing sacrosanct. Everything can be put the players what move you’re making. in danger, everything can be destroyed. • Draw maps, leave blanks Your moves are prompts to you, not Nothing you create is ever protected. • Address the characters, not the play- things you say directly. Whenever your eye falls on something ers You never show the players that you’re you’ve created, think dangerous. Think • Embrace the fantastic picking a move from a list. You know how it can be put in danger, fall apart, • Make a move that follows the reason the slavers dragged off Omar crumble. • Never speak the name of your move was because you made the "Put someone Begin and end with the fiction • Give every monster life in a spot" move, but you show it to the • Everything you and the players do in Name every person players as a straightforward outcome of • Dungeon World comes from and leads to Ask questions and use the answers their actions. • fictional events. When the players make Be a fan of the characters Give every monster life • Think Dangerous a move, they always take a fictional ac- • Begin and end with the fiction Monsters are nameless hordes of crea- tion to trigger it, apply the rules, and get • Think offscreen, too tures that stand between the players and afictionaleffect. Whenyoumakeamove what they want. Give each monster de- it always comes from the fiction. Your principles are your guides. Often, tails that bring it to life: smells, sights, You can apply this to everything you when it’s time to make a move, you’ll sounds. Your monsters are arrows, fired say. Start with the fiction ("The already have an idea. Quickly run it en masse at the players. Give each ogre’s axe comes sailing down into your pastyourprinciplesandmakesureitfits, enough detail to make it real, but don’t shoulder . . . "), apply the rules (" . . . you then go with it. cry when it gets slain by intrepid adven- take 12 damage . . . "), go back to the fic- Draw maps, leave blanks turers. tion (" . . . as your collar bone cracks be- Name every person neath your armor. What do you do?"). Dungeon World is mostly in our imagi- nations, but we can actually see it when Every person gets a name. You’ll have we draw a map. So, make use of maps. a name list to work from on your ad- Youwon’talwaysbedrawingthemyour- venture sheet, so don’t worry too much self, but any time there’s a new location about it. Anyone that the players inter- draw it on a map (or make a new map for act with has a name. They probably have it). a personality and some goals or opinions When you draw a map, it doesn’t have to too, but you can figure that out as you be complete. Leave blanks, places that go. Start with a name. The rest can flow are unknown to you. As you play you’ll from there. get more ideas or the players will give How do you know if someone gets a you inspiration to work with. name? If you start dealing with them Address the characters, not the players as an individual (not just "a member of the Knob Street gang" or "a goblin am- Addressing the characters, not the play- busher") it’s time for a name.

42 The GM Moves

Think offscreen too tend is a move waiting to happen. When an ogre flings you against a wall Justbecauseyou’reafanofthecharacters Of course your moves apply when the you take damage as surely as if he had doesn’t mean everything happens right players undertake something that’s not smashed you with his fists. If a monster in front of them. Sometimes your best a player move. In that case the players deals damage incidentally as part of an- move is in the next room, or another part will say something, like "I lay my case other move, like charging past Titanius of the dungeon, or even back in town. before the king, pleading for aid," and slamming her to the ground, the dam- Makeyourmoveelsewhereandshowthe look to you to find out what happens. age dealt is equal to half the monster’s effects later. Since they haven’t made a move (there’s normal damage. no leverage to make a Parley) you just If a move causes damage not related to a Moves respond with a soft move of your own as monster, like a collapsing tunnel or fall setup by the fiction. into a pit, use the damage rules on page • Use a monster, danger, or location You also make a move when the play- X (Blood and Guts chapter). move ers give you a golden opportunity. A After every move you make, always ask • Reveal an unwelcome truth golden opportunity is any time they ig- "What do you do?" The players’ charac- • Show signs of doom nore a threat or when they fail a roll (6-). ters are the stars, remember. • Deal damage Use a monster, danger, or locationmove • When they give you a golden opportu- Use up their resources nity, you can make your move just as • Turn their move back on them Each monster in an adventure has moves • hard as you like. A hard move is one that associated with it, as do many locations. Separate them is irrevocable and immediate. The play- • Give an opportunity that fits a class’ A monster or location move is just a de- ers immediately feel the consequences scription of what that location or mon- abilities of the move and have to deal with them. • Show a downside to their class, race, ster does, maybe "hurl someone away" or Dealing damage is a hard move, since the "bridge the planes." If a move (like Hack or equipment damage is immediately applied. • Offer an opportunity, with or with- and Slash) says that a monster gets to out cost Soft moves are useful to setup future make an attack, make a move with that • Put someone in a spot hardermoves. Whenthedoomyoushow monster. • Tell them the requirements or conse- signs of is an onslaught of goblin arrows, The overarching dangers of the adven- quences and ask if the players don’t so something to get ture also have moves associated with out of the way, you can follow through them. Use these moves to bring that Whenever everyone looks to you to see with damage as a hard move. Ignoring danger into play, which may mean more what happens choose one of these. Each the oncoming arrows is a golden oppor- monsters. move is something that occurs in the fic- tunity. Reveal an unwelcome truth tionofthegame—theyaren’tcodewords or special terms. "Use up their resources" Choosing a Move An unwelcome truth is a fact the players literally means to expend the resources wish wasn’t true: that the room’s been of the characters. To choose a move, start by looking at the trapped, maybe, or that the helpful gob- obvious consequences of the action that lin is actually a spy. You never make up Of course you don’t say that to the play- triggered it. If you already have an idea, ers. You never speak the name of your an unwelcome truth when making this thinkonitforasecondtomakesureitfits move—you just bring one to light. Re- move (it’s one of your principles). You your agenda and principles and then do makeitarealthingthathappenstothem: veal to the players just how much trouble it. Let your moves snowball . Build they’re in. "As you dodge the hulking ogre’s club, on the success or failure of the characters you slip and land hard. Your sword moves and on your own previous moves. Show signs of doom goes sliding away into the darkness. You This is one of your most versatile moves. think you saw where it went but the ogre You can choose to save up your moves ’Doom’ is anything bad that’s coming. is lumbering your way. What do you instead. Use this option sparingly, only With this move, you just show them that do?" when you’re sure the consequences of their action occurred off screen and that something’s going to happen unless they No matter what move you make al- you’ll be able to come up with those con- do something about it. Remember to ask ways follow up with "What do you do?" sequences later. The saved move should "What do you do?" Your move is a way of fulfilling your always be used in the same physical area, agenda—part of which is to fill the char- such as a dungeon complex or sprawling acter’s lives with adventure. When a swamp. Your players will come to ex- spellgoeswildorthefloordropsoutfrom pect you to make hard moves on the tail under them adventurers react. oftheirfailedrolls—thiswillthrowthem off. Their actions will instead come back When to Make a Move to bite them later. Be careful with it. You make a move when everyone looks to you to find out what happens. When Making your Move it’s your turn to say something in the When making a move, keep your princi- conversation you make a move. In par- ples in mind. In particular, "never speak ticular, you make a soft move: a move the name of your move" and "address that sets up a future move. the characters, not the players." Your Making a soft move just means that you moves are not mechanical actions hap- put events in motion, then let the players pening around the table. They are con- react. If they don’t do anything about it crete events happening to the characters you follow through with the full conse- in the fictional world you are describing. quences, making another (harder) move. Note that "Deal damage" is a move, but Showing signs of doom is your most ver- othermovesmayincludedamageaswell. satile soft move since the doom you por-

43 Dungeon Moves The GM

Deal damage ing devoured, but they’ll need a distrac- finallycomeface-to-facewiththethreat, When you deal damage you choose tion. Of course this is made clear to they’ll have some ideas and fear about one source of damage that’s fictionally the characters, not just the players: the what awaits them. Use it to build ten- threatening a character and apply it. In crocodilians are slavering hungry and sion or, in some cases, provide hints that combat with a lizard man? It stabs starved, or the rope already has danger- prove to be a surprise. It’s not a wicked you. Running from a collapsing tunnel? ous give. red dragon like the players expected, it’s Some rocks catch your ankle. a wounded silver drake who needs their Dungeon Moves help. The amount of damage is decided by the Introduce a new faction or type of creature source. In some cases, this move might Dungeon Moves are a special subset that involve trading damage both ways, with areusedtomakeoralteradungeononthe A type of creatures is a broad grouping: theplayercharacteralsodealingdamage. fly. Use these if your players are explor- orcs, goblins, lizardmen, golems, etc. Most damage is based on a dice roll. ing a hostile area that you don’t already A faction is a group of creatures united When a player takes damage, tell them have planned all the way through. by a similar goal. Once you introduce what to roll, you never need to touch the Map out the area being explored as you them you can begin to make moves and dice. If the player is too cowardly to find make these moves. Most of them will cause trouble for the players with those out their own fate, they can ask another requireyoutoaddanewroomorelement creatures or NPCs. player to roll for them. to your map. Introducing means giving some clear Dealing damage is a hard move. Use it • sensory evidence or substantiated infor- carefully. Change the environment mation. Don’t be coy, the players should • Point to a looming threat Use up their resources • have some idea what you’re showing the Introduce a new faction or type of presence of. You can, however, be sub- Surviving in a dungeon, or anywhere creature • tle in your approach. No need to have dangerous, often comes down to sup- Use a threat from an existing faction the cultist overlord waving a placard and plies. With this move, something hap- or type of creature • screaming in the infernal tongue every pens to use up some resource: weapons, Make them backtrack • single time. armor, healing, ongoing spells. You Present riches at a price • don’t always have to use it up perma- Presentachallengetooneofthechar- You don’t have to warn the players about nently. A sword might just be flung to acters this move. A hard application of this the other side of the room, not shattered. move will snowball directly into a com- Offer an opportunity, with or without cost You can make these moves whenever bat scene or ambush. everyone looks to you to say something, Showthemsomethingtheywant: riches, when the players present you an oppor- Use a threatfrom an existing faction or type of power, glory. If you want, you can asso- tunity, or when the players miss on a creature ciate some cost with it too, of course. roll. They’re particularly well-suited for when the players look at you to find out Once the characters have some been in- Remember to lead with the fiction. You what a new room or area is like. troduced to the presence a faction or type don’t say "This area isn’t dangerous so of creature you can use monsters of that you can make camp here, if you’re will- Change the environment type. ing to take the time." You make it a solid The environment is the general feel of Use the factions and types broadly. Orcs fictional thing and say "Helferth’s bless- the area the players are in: carved tun- ingsstillhangaroundtheshatteredalter. are accompanied with their hunting nels, warped trees, safe trails, or what- worgs. A mad cult probably has some It’s clearly been untouched, the goblins ever else. This is your opportunity to don’t come here. It’s a nice safe spot, but undead servants or maybe a few beasts introduce them to a new environment: summoned from the deepest pits. This the chanting from the ritual chamber is the tunnels gradually become naturally getting louder. What do you do?" is a move that, often, you’ll be making carved, the trees are dead, or the trails subconsciously—it’s just implementing Put someone in a spot are lost and the wilderness takes over. the tools you’ve set out for yourself in a Use this move to vary the types of areas A spot is someplace where they have to clear and effective manner. and creatures the players will face. make tough, ugly choices. Put them in the path of destruction. Put someone It’s an opportunity for you to interject or something they care about in a dan- with a change in scenery and play up gerous situation. Whatever you do, just the themes and dangers that are to come. make sure they’re someplace where they Snowball this move with itself over time have to take action and then ask "What to gradually shift the dungeon to some- do you do?" thing new and exciting by using one or two elements at a time. First the scent of Tell them the requirements or consequences and brimstone fills the tunnels, then hellish ask sigils mar the walls, then the moans of the damned and before the players know This move is particularly good when it, they’re not in a cavern at all—they’re they’ve done something that’s not a in the pit of a demon lord! move, or failed a move. They can do Point to a looming threat it, sure, but they’ll have to meet the requirements. Or, they can do it, but If you know that something lurking and there will be consequences. Maybe they waiting for the players to stumble upon can swing across the chasm, fully ar- it, this move shows them the signs and mored, and leap into battle, but the rope clues. This move is the dragon’s foot- will be stressed beyond usefulness after- prints in the mud or the slimy trail of the wards. Maybe they can swim through gelatinous cube. the crocodilian-infested moat before be- This move means that when the players

44 The GM Dungeon Moves

Make them backtrack Look back at the spaces you’ve added to the map. Is there anything useful there as yet undiscovered? Can you add a new obstacle that can only be overcome by going back there? Is there a locked door here and now whose key lies in an earlier room? When backtracking, take the opportu- nity to show the effect the players have had on the areas they’ve left behind. Whatnewthreatshavesprungupintheir wake? What didn’t they take care of that’s waiting for their return? Use this move the make the dungeon a living, breathing place. There is no stasis in the wake of the characters’ passing. Add reinforcements, cave in walls, cause chaos. Make the dungeon evolve in the wake of the characters’ actions. Present riches ata price What do the players want? What might they give something up for? Put some desirable item just out of reach. Find something they’re short on: time, HP, gear, whatever. Find a way to make what they want available if they give up what they have. The simplest way to use this move is the promise of gold out of the way of the main objective. Will they stop to pry the ruby eyes from the idol when they know that the virgin sacrifice looms closer and closer? Use this move and you can find out. Present a challenge to one of the characters Challenge a character by looking at what they’re good at. Give the Thief a lock to pick, show the Cleric evil gods to battle against. Give the Wizard magical mys- teries to investigate. Show the Fighter some skulls he can crack. Give someone a chance to shine. As an alternative, challenge a character by looking at what they’re bad at or what they’ve left unresolved. If the Bard has a long con running what steps will he take to cover it up when someone figures him out? If the Wizard has been summoning demons then what happens when word gets out? This move can give a character the spot- light—even if just for a moment. Try to give everyone a chance to be the focus of play using this move from session to session.

45 Prep First Session

The first session of a game of Dungeon to the table is a planned storyline or plot. World begins with character creation. You don’t know the heroes or the world Charactercreationisalsoworldcreation, before you sit down to play so planning the details on the character sheets and anything concrete is just going to frus- thequestionstheGMasksestablishwhat trate you. It also conflicts with your Dungeon World is like—who lives in it Agenda: play to find out what happens. and what’s going on. Don’t use the Fronts rules (in the next This section is for the GM so it’s ad- chapter) for the first session either. 19 dressed to you—the GM. For the play- Those will come with time but in the first ers, the first session is just like every session you need to be able to focus more other. They just have to play their char- on getting the game rolling. The big pic- First acters like real people and explore Dun- turedoesn’tmattersomuch, yet. Instead geon World. The GM has to do a little focus on getting the players into action, more in the first session. They establish interacting with each other, and using Session the world and the threats the players will the rules. face. Don’t worry, it’s fun. Getting Started Prep When everyone shows up for the first Before the first session, you’ll need to session briefly introduce anyone who print some stuff. Print off: hasn’t played before to Dungeon World. Coverthemechanicalbasisofmoves. In- • A few copies of the basic moves and troduce the character classes, help play- special moves (double sided, basic on ers pick their classes, and walk them one side and special on the other). through character creation. You’ll want about one per player. • During this entire process, especially One copy of each class sheet, double character creation, ask questions. Look sided. • for interesting facts established by the One copy each of the cleric and wiz- characters’ Bonds, moves, classes, and ard spell sheets, double sided. • descriptions and ask about those things. A few copies of the equipment sheet. Be curious! When someone mentions • The GM moves. • the demons that slaughtered their vil- The GM worksheets. lage find out more about them. After all, you don’t have anything (except maybe You’ll also need to read this whole book, a dungeon) and everything they give you especially the sections on GMing (GM is fuel for future adventures. moves) and the basic moves. It’s a good idea to be acquainted with the class Also pay attention to the players’ ques- moves too, so you can be prepared for tions. When mechanical questions come them. Be especially sure to read the rules up answer them. When questions of set- for Fronts, but don’t create any yet. ting or fiction come up your best bet is to turn those questions around. When a Think about fantastic worlds, strange player says "Who is the King of Torsea" magic, and foul beasts. If you’ve played say "I don’t know. Who is it? What is other fantasy games like Dungeons and he like?" Collaborate with your players. Dragons think back to what made your Asking a question means it’s something old games so much fun. Remember the that interests them so work with them games you played and the stories you to make the answers interesting. Don’t told. They can all provide inspiration for be afraid to say "I don’t know" and ask yourDungeonWorldgame. Watchsome them the same questions; work together movies, read some comics; get heroic tofindafantasticandinterestinganswer. fantasy into your brain. Share the ideas you’ve brought to the ta- Whatyoubringtothefirstsession,ideas- ble (either general ones or even a specific wise, is up to you. At the very least bring dungeon). If you’re interested in start- your head full of ideas. That’s the bare ing with the players hunting for a lost minimum. wizard, tell them that. Until the players If you like you can plan a little more. agree, it’s just your idea. Once they nod Maybe think of an evil plot, or who’s be- their heads, it’s part of the game. hind it, or some monsters you’d like to Once everyone has their characters cre- use. ated you can take a deep breath. Look If you’ve got some spare time on your backoverthequestionsyou’veaskedand hands you can even draw some maps answered so far. You should have some (but remember, from your Principles: notes that will point you towards what leave blanks) and imagine specific loca- the game might look like. Look at what tions. Flexibility is key when planning: the players have brought to the table. what happens during character creation Look at the ideas that’ve been stewing trumps anything you wrote ahead of away in your head. It’s time for the ad- time. venture to begin! The one thing you absolutely can’t bring

46 First Session Prep

when they do and their eyes adjust to duce NPCs but don’t protect them. The The First Adventure the light, you’ll have built up an exciting recently-deceased Goblin King is just as The first adventure is really about find- world to explore with their help. Look at useful for future adventures as the one ing out what future sessions will deal their Bonds, their moves, how they an- who’s still alive. with. Throughout the first adventure swer your questions and use those to fill keep your eye out for unresolved threats; in the world around the characters. note dangerous things that are men- Ask questions tioned but not dealt with. These will be You’re using what they give you, right? fuel for future sessions. Whatifyouneedmore? That’swhenyou Start the session with a group of player drawitoutbyaskingquestions. Pokeand characters (maybe all of them) in a tense prod about specific things. Ask for reac- situation. Use anything that demands tions "what does Lux think about that?" action: outside the entrance to a dun- "is Avon doing something about it?" geon, ambushed in a fetid swamp, peek- If you ever find yourself at a loss, pause ing through the crack in a door at the for a second and ask a question. Ask orc guards, or being sentenced before the one character a question about another. King. If the situation stems directly from When a character does something, ask thecharactersandyourquestions, allthe how a different character feels or re- better. acts. Questions will power your game Here’s where the game starts. The play- and make it feel real and exciting. Use ers will start saying and doing things, the answers you find to fill in what might whichmeansthey’llstartmakingmoves. happen next. For the first session you should watch Leave blanks especially carefully for when moves ap- ply, until the players get the hang of it. This is one of your Principles, but it’s Often, in the early sessions, the players especially true during the first session. will be most comfortable just narrating Everyblankisanothercoolthingwaiting their actions—this is fine. When a move to happen, leave yourself a stock of them. triggers let them know. Say "It sounds Look for interesting facts like you’re trying to . . . " and then walk them through the move. Players looking There are some ideas that, when you for direction will look to their character hear them, just jump out at you. When sheet. Be quick to ask "so what are you you hear one of those ideas, just write actually doing?" when a player just says it down. When a player mentions the "I Hack and Slash him." Ask, too, "how?" DukeofSorrowsbeingthedemonhebar- or "with what?". gained with, note it. That little fact is the seed for a whole world. For the first session, you have a few spe- Help the players understand the moves cific goals: You’ve already read the game, the play- • Establish details, describe ers may not have, so it’s up to you to • Use what they give you help them if they need it. The fact is, • Ask questions they likely won’t need it much. All they • Leave blanks have to do is describe what their charac- • Look for interesting facts ter does, the rules take care of the rest. • Help the players understand the Theoneplacetheymayneedsomehelpis moves remembering the triggers for the moves. • Give each character a chance to shine Keep an ear out for actions that trigger • Introduce NPCs moves, like attacking in melee or con- Establish details, describe sulting their knowledge. After a few moves the players will likely remember All the ideas and visions in your head them on their own. don’t really exist in the fiction of the Give each character a chance to shine game until you share them, describe them and detail them. The first session As a fan of the heroes (remember your is the time to establish the basics of what Agenda?) you want to see them do what things look like, who’s in charge, what they do best. Give them a chance at they wear, what the world is like, what this, not by tailoring every room to their the immediate location is like. Describe skills, butbyportrayingafantasticworld everythingbutkeepitbriefenoughtoex- (Agenda again) where there isn’t one so- pand on later. Use a detail or two to make lution to everything. a description really stand out as real. Introduce NPCs Use whatthey give you NPCs bring the world to life. If every The best part of the first session is monster does nothing more than attack you don’t have to come with anything andeveryblacksmithsetsouttheirwares concrete. You might have a dungeon for simple payment the world is dead. sketched out but the players provide the Instead give your characters, especially real meat—use it. They’ll emerge from those that the players show an interest the darkness of that first dungeon and in, life (Principles, remember?). Intro-

47 Creating Fronts Fronts

Fronts are secret tomes of GM knowl- your Campaign Front. While the Ad- edge. With the exception of a few sneaky venture Fronts will contain immediate PC tricks Fronts are your purview and Dangers—the Orcs in Hargrosh Pass, are a place where you’ll build the ad- say—the Campaign Front contains the versaries, organizations, and other mis- Dark God Grishkar who drives the Orcs fortune that the characters will come in to their pillaging. The Campaign Front conflict with. A Front is a collection of is the unifying element that spans your linked Dangers—threats to the charac- all the sessions of your Dungeon World tersspecificallyandtothepeople, places, game. It will have slower—burning Por- 20 and things the characters care about. It tents but they’ll be bigger in scope and also includes one or more Impending have a deeper impact on the world. Most Fronts Dooms, thehorriblethingsthatwillhap- importantly they’ll be scarier if they’re pen without the players’ intervention. allowed to resolve. “Fronts” comes, of course, from “fighting WhenaDangerfromanAdventureFront on two fronts” which is just where you goes without resolution you’ll have to want the characters to be—surrounded make a decision. If the Danger is some- by threats, danger and adventure. thing you like and feel has a place in the Fronts are built outside of active play. larger story of your game don’t hesitate They’re the solo fun that you get to have to move it to the Campaign Front. You’re between games—rubbing your hands able to make smaller Dangers that went and cackling evilly to yourself as you unresolved into bigger Dangers some craft the foes with which to challenge day later on. You can move Dangers your PCs. You may tweak or adjust the from the Campaign Fronts to the an Ad- Fronts during play (who knows when in- venture Front if you’re ready for the big spiration will strike?) but the meat of showdown, too. them comes from preparation between sessions. Creating Fronts Fronts are designed to help you organize Here’s how a Front comes together: yourthoughtsonPCopposition. They’re here to contain your notes, ideas, and • Choose Campaign Front or Adven- plans for these opposing forces. When ture Front you’re in a bind your Fronts are where • Create 2–3 Dangers you’re going to turn and say “oh, so that • Choose their Impending Doom ’s what I should do”. Consider them • (For an Adventure Front, 1–3 Grim an organizational tool, as inspiration for Portents) present and future mayhem. • (For the Campaign Front, 3–5 Grim When you’re building Fronts, think Portents) about all the creepy dungeon denizens, • Write 1–3 stakes questions the rampaging hordes and ancient cults • List the general cast of the Front that you’d like to see in your game. Think in broad strokes at first and then, as you build Dangers into your Fronts, Creating Dangers you’ll be able to narrow those ideas Not every single element of your game down. When you write your Campaign will warrant a Danger—traps, some rov- Front, think about session—to—session ing monsters and other bits of ephemera trends. When you write your Adven- mayjustbetheretoaddflavourbutaren’t ture Fronts, think about what’s impor- important enough to warrant inclusion. tant right here and right now. When That’s okay. Fronts are here to keep you you’re done writing a few Fronts you’ll appraised of the bigger picture. Dangers be equipped with all the tools you’ll need are divided into a handful of categories, to challenge your players and ready to each with its own name and impulse . run Dungeon World. Every Danger has a crucial motivation Campaign and Adventure Fronts that drives it called its "impulse." The im- pulse exists to help you understand that At their core, all Fronts contain the Danger. What pushes it to fulfill its Im- same components. They sort and gather pending Doom? Impulse can help you your Dangers into easy—to—use clus- translation the Danger into action. ters. There are, however, two different When creating Dangers for your Front, kinds of Fronts available to you. On the think about how each one interacts as a session—to—session level there’s your facet of the Front as a whole. Keep in Adventure Fronts. These Fronts will see mind the people, places, and things that use for 3 or 4 sessions each. They’re tied might be a part of the threat to the world to one problem and will be dealt with thattheFrontrepresents. Howdoeseach or cast aside as the characters wander Danger contribute to the Front? the dungeon or uncover the plot at hand. Think of them as episodic content: “To- day, on Dungeon World . . . ” Tying your Adventure Fronts together is

48 Fronts Types of Dangers

Let’s say we have an idea for a Front—an CreatingDangersisawaytosliceupyour • Choir of Angels (impulse: to pass judge- ancient portal has been discovered in the icy overall Front concept into smaller, eas- ment ) north. We’ll call our Front "The Opening of ier to manage pieces. Dangers are a tool • Construct of Law (impulse: to eliminate the White Gate". for adding detail to the right parts of the perceived disorder ) Front and for making the Front easier to manage in the long run. GM Moves for Planar Forces The easiest place to start is with people Once you’ve named and added a Danger • and monsters. Cultists, ogre chieftains, to the Front you need to choose a type Turn an organization (corrupt or in- demonicoverlordsandthelikeareallex- filtrate with influence) for that Danger from the list below. Al- • cellent Dangers. These are the creatures ternately you can use the list of types Give dreams of prophecy that have risen above mere monster sta- • Lay a Curse on a foe to inspire Dangers: with your Front in • tus to become serious threats on their mind, peruse the list and pick one or two Extract a promise in exchange for a own. Groups of monsters, too, can be that fit. boon Dangers—goblin tribes or a rampaging • Attack indirectly, through interme- centaur khanate, for example. diaries For our three Dangers (The College of Ar- • Rarely, when the stars are right, at- canists, The White Gate and the Argent For the Front we’re creating, we can pick a tack directly Seraphim)we’veselectedCabal,DarkPortal • Foster rivalries with other, similar few different groups or people who might be and Choir of Angels, respectively. interested in the gate. The College of Arcan- powers ists, perhaps. There’s a golem, too, we’ve • Expose someone to a Truth, wanted decided, that protects the forgotten portal. or otherwise The golem is just an obstacle, so we won’t Types of Dangers make him a Danger. Arcane Enemies • Ambitious Organizations • Planar Forces • Thinking more broadly, less obvious el- • Arcane Enemies Lord of the Undead (impulse: to seek ements of the world can be Dangers. • true immortality ) Hordes • Blasted landscapes, intelligent magical • Cursed Places Power-mad Wizard (impulse: to seek items, ancient spells woven into the magical power ) fabric of time. These things fulfill • SentientArtifact(impulse: tofindawor- the same purposes as a mad necro- Ambitious Organizations thy wielder ) mancer—they’re part of the Front, a • Ancient Curse (impulse: to ensnare ) • Danger to the world. • Misguided Good (impulse: to do “what Chosen One (impulse: to fulfill or resent their destiny ) is right” no matter the cost ) • For our Front, we’ll add the Gate itself. • Thieves Guild (impulse: to take by sub- Dragon (impulse: to hoard gold and jew- terfuge ) els, to protect the clutch ) • Cult (impulse: to infest from within ) GM Moves for Arcane Enemies Lastly, if we think ahead, we can in- • Religious Organization (impulse: to es- clude some overarching Dangers. The tablish and follow doctrine ) • sorts of things that are in play outside • Corrupt Government (impulse: to Learn forbidden knowledge therealmoftheobvious—godlypatrons, • Cast a spell over time and space maintain the status quo ) • hidden conspiracies and cursed prophe- • Cabal (impulse: to absorb those in power, Attack a foe with magic, directly or cies waiting to be fulfilled. to grow ) otherwise • Spy on someone with a scrying spell Perhaps the White Gate was carved in the GM Moves for Ambitious Organizations • Recruit a follower or toady ancientpast, hiddenbyaraceofAngelsuntil • Tempt someone with promises • theDayofJudgement. We’lladdthe"Argent • Attack someone by stealthy means Demand a sacrifice Seraphim" to our Front. (kidnapping, etc.) • Attack someone directly (with a gang or single assailant) Of course, there’s so much more I could • Absorb or buy out an someone im- add to my Front, but there’s two reasons portant (an ally, perhaps) not to go overboard: firstly, I want to • Influence a body of control (change a leave room for discovery. Like a map, law, manipulate doctrine) blank spaces can always be filled in later. • Establish a new rule (within the or- Leaving room for player contribution ganization) and future inspiration means I’ll have • Claim territory or resources freedom to alter the Front and make it fit • Negotiate a deal thegameasthestoryemerges. Secondly, • Observe a potential foe in great detail not every bad thing that could happen deserves Danger—hood. If you’re un- certain, think about it this way: Dangers Planar Forces can always get worse. • God (impulse: to gather worshippers ) A barbarian tribe near the Gate, the frozen • DemonPrince(impulse: toopenthegates tundra itself, a band of rival adventurers; all of Hell ) these things could be dangerous elements of • Elemental Lord (impulse: to tear down the game but they’re not important enough creation to its component parts ) just yet to deserve to be Dangers. • Force of Chaos (impulse: to destroy all semblance of order )

49 Types of Dangers Fronts

and give them a name and a detail or two I’ve chosen a few Grim Portents for my new Hordes now. Leave yourself some space as you’ll Front. be adding to this section as you play. • Wandering Barbarians (impulse: to • The College sends an expedition to the grow strong, to drive their enemies before Custom Moves Gate them ) • The Key is discovered • Humanoid Vermin (impulse: to breed – Sometimes, a Danger will require some • The First Trumpet sounds to multiply and consume ) particular move that might not exist yet. • A Champion is chosen • Underground Dwellers (impulse: tode- Write one or two you think you might • The Second Trumpet sounds fend the complex from outsiders ) need, now. They may be player moves • The Herald appears • Plague of the Undead (impulse: to or GM moves, as you see fit. Of course, if • The Gate is Opened spread ) you’re writing a player move, keep your (the GMs) hands off the dice and keep GM Moves for Hordes in mind the basic structure of a move. Grim Portents are the sword of in- A 10+ is a complete success; a 7–9 is a evitability that hangs over the charac- • Assault a bastion of civilization partial success. On a miss, maybe the ters. The struggles that they fight every • Embrace internal chaos custom move does something specific, day on the field of battle, in the courts of • Change direction suddenly or maybe not—maybe you just get to society and in the deepest dungeons of • Overwhelm a weaker force make a move or work towards fulfilling the world. Think about how the Dangers • Display a show of dominance a Grim Portent. The formatting of these contribute to the Front you’re creating, • Abandon an old home, find a new one moves varies from move to move. See both externally (the effect of the Danger • Grow in size by breeding or conquest the Advanced Delving chapter for details on the world around it) and internally • Appoint a champion on how to create your own. (the politics or struggles of its parts). • Declare war and act upon that decla- Keep scale in mind, too. Grim Portents ration without hesitation or deliber- For the Opening of the White Gate, I just don’t all have to be world—shaking. ation know some fool PC is going to end up in the They can simply represent a change in light that spills from the gate, so I’m writing direction for a Danger. Some new way Cursed Places a move to show what might occur. for it to cause trouble in the world. When a Grim Portent comes to pass, • check it off—the Portent is a part of the Abandoned Tower (impulse: to draw in world, now. The prophecy has come the weak-willed ) Grim Portents • true! A Portent that has come to pass Unholy Ground (impulse: to spawn evil Grim Portents are dark designs for might have ramifications for your other ) what could happen if a Danger goes • Fronts, too. Have a quick look when your Elemental Vortex (impulse: to grow, to unchecked. Imagine yourself a kind of players aren’t demanding your attention tear apart reality ) diviner working some scrying spell into • and feel free to make changes. One small DarkPortal(impulse: todisgorgedemons the future of your campaign or the ad- Portent may resound across the whole ) venture that the characters are under- • Campaign in subtle ways. Shadowland (impulse: to corrupt or con- taking. Think about what would hap- sume the living ) pen if the Danger existed in the world You can advance a Grim Portent descrip- • Place of Power (impulse: to be controlled but the PCs didn’t. If all these awful tively or prescriptively. Descriptively or tamed ) things you’ve conjured up had their run means that, through play, you’ve seen of the world. Scary, huh? The Grim Por- the change happen, so you mark it off. GM Moves for Cursed Places tentsareyourwaytocodifytheplansand Maybe the players sided with the gob- machinations of your Dangers. A Grim lin tribes against their lizardmen ene- • Vomit forth a lesser monster Portent can be a single interesting event mies—now the goblins control the tun- • Spread to an adjacent place or a chain of steps. When you’re not nels. Lo and behold, this was the next • Draw the attention of a curious party sure what to do next push your Danger step in a Grim Portent. Prescriptive is • Grow in intensity or depth towards resolving a Grim Portent. when, due to a failed player move or • Leave a lingering effect on an inhab- a golden opportunity, you advance the itant or visitor More often than not, each Portent relies Grim Portent as your hard move. That • Hide something from sight on its predecessors to resolve. The Orcs step comes to pass, show its effects and • Offer power tear down the city only after the peace keep on asking "what do you do, now?" • Dampen magic or increase its effects talks fail, for example. A simple Front • Confuse or obfuscate truth or direc- will progress from bad to worse to much tion worse in a clear path forward. Some- • Corrupt a natural law times, Grim Portents are unconnected pathways to the Impending Doom. The early manifestations of Danger might Description and Cast not all be related. It’s up to you how complex your Front will be. Whenever Write up something short to remind you a Danger comes to pass, check the other just what this Danger is about; some- DangersintheFront. InacomplexFront, thing to describe it in a nutshell. Don’t you may need to cross off or alter the worry about where it’s going or what Grim Portents. That’s fine, you’re al- could happen—Grim Portents and the lowed. Impending Doom will handle that for you, you’ll get to those in a bit. If there Think of your Grim Portents as possible are multiple people involved in the Dan- moves waiting in the wings. When the ger (an orc warlord and his clansmen, a time is right, unleash them on the world. hateful God and his servants) go ahead

50 Fronts Resolving a Front

You’ve written down something tied to Impending Doom events happening in the world that you Multiple Adventure Fronts At the end of every Danger’s path is want to find out about—now you get to As you start your campaign you’re likely an Impending Doom. This is the final do just that. to have a lightly-detailed Campaign toll of the bell that signals the Danger’s Once you have your stakes your front is Front and a single, detailed Adventure triumphant resolution. When a Grim ready to play. Front. Characters may choose, part-way Portent comes to pass the Impending through an Adventure, to pursue some Doom grows stronger, more apparent My stakes questions include, as tailored to other course. You might end up with and present in the world. These are my group: a handful of partly-resolved Adventure the Very Bad Things that every Dan- Fronts. Not only is this okay, it’s a great ger, in some way, seeks to bring into • Who will be the Champion? way to explore a world that feels alive effect. Choose one of the types of Im- • How will Lux respond to the Light from and organic. Always remember, Fronts pending Dooms and give it a concrete vi- Beyond? continue along apace no matter whether sion in your Front. These may change in • Will the College be able to recruit Avon? the characters are there to see it or not. play—often they will, as the characters Think offscreen, especially where Fronts meddle in the affairs of the world. Don’t are concerned. fret, you can change them later. Resolving a Front When running two Adventure Fronts at • the same time they can be intertwined or Tyranny (of the strong over the weak Often a Front will be resolved in a simple independent. The Anarchists corrupt- or the few over the many) • and straightforward manner. A Front ing the city from the inside are a differ- Pestilence (the spread of sickness and representing a single dungeon may have ent Front from the orcs massing outside disease, the end of wellness) • its Dangers killed, turned to good, or the walls, but they’d both be in play at Destruction (apocalypse, ruin and overcome by some act of heroism. In once. On the other hand one dungeon woe) • this case the Front is dissolved and set couldhavemultipleFrontsatplaywithin Usurpation (the chain of order comes aside. Maybe there are elements of its walls: the powers and effects of the apart, someone rightful is displaced) • the Front—Dangers that go unresolved cursed place itself and the warring hu- Impoverishment (enslavement, the or leftover members of a Danger that’s manoid tribes that inhabit it. abandonment of goodness and right) • been cleared—that lives on. Maybe they A situation warrants multiple Adven- Rampant Chaos (laws of reality, of move to the Campaign Front as brand society, or any order is dissolved) ture Fronts when there are multiple Im- new Dangers? pending Dooms, all equally potent but When all of the Grim Portents of a dan- The Campaign Front will need a bit more not necessarily related. The Impending ger come to pass, the Impending Doom effort to resolve. It’ll be working slowly Doom of the Anarchists is chaos in the sets in. The Danger is then resolved but and subtly as the course of the Campaign city, the Impending Doom of the orcs is the setting has changed in some dras- rolls along. You won’t introduce or re- itsutterruination. Theyaretwoseparate tic way—even on a small level. This solve it all at once, but in pieces. The Fronts with their own Dangers. They’ll will almost certainly change the Front at characters work towards defeating the deal with each other, as well, so there’s large, as well. Making sure that these ef- various minions of the Big Bad that lives someroomfortheplayerschoosingsides fects are felt and significant to the NPCs, in your Campaign Front. In the end, or attempting to turn the Dangers of one places, and life of the campaign world is though, you’ll know that the Campaign Front against the other. a big part of making them feel real. Front is resolved when the Dark God is When dealing with multiple Adventure confronted, the Undead Plague is wiped Fronts the players are likely to prioritize. Stakes clear, and the heroes emerge bloodied The cult needs attention now, the orcs but victorious. Campaign Fronts take can wait, or vice versa. These decisions Your stakes questions are 1–3 questions longer to deal with, but in the end they’re lead to the slow advancement of the ne- about people, places, or groups that the most satisfying to resolve. glected Front, eventually causing more you’re interested in. People include When a Front is resolved, take some ex- problems for the players and leading to characters and NPCs, your choice. Re- tra time to sit down and look at the af- new adventures. This can get complex member that your agenda includes "Play termath. Did any Grim Portents come once you’ve got three or four Fronts in to find out what happens?" Well this is to pass? Even if a Danger is stopped, play. Take care not to get overwhelmed. a way of reminding yourself what you if one or two Grim Portents are ful- want to find out. filled, the world is changed. Keep this Stakes are concrete and clear. Don’t in mind when you write your future write stakes about vague feelings or in- Fronts. Is there anyone who could be cremental changes. Stakes are about im- moved from the now—defeated Front portant changes that affect the PCs and somewhere else? Anyone get promoted the world. A good stakes question is or reduced in stature? The resolution of one that, when it’s resolved, means that a Front is an important event! things will never be the same again. When you resolve an Adventure Front, The most important thing about stakes usually that means the adventure itself is that you find them interesting. Your has been resolved. This is a great time to stakes should be things that you gen- take a break and look at The Campaign uinely want to know, but that you’re also Front you have. Let it inspire your next willing to not decide. Once you’ve writ- Adventure Front. Write up a new Ad- ten it as a stake, it’s out of your hands, venture Front or polish off one you’ve you don’t get to just make it up anymore. been working on, draw a few maps to Now you have to play to find out. go with it and get ready for the next big Playing to find out is one of the biggest thing. rewards of playing Dungeon World.

51 Dangers An Example Front: The Opening of the White Gate

Dangers Stakes The College of Arcanists (Cabal) • Who will be the Champion? • How will Lux respond to the holy Impulse: to absorb those in power, to light? grow • Will the College be able to recruit 21 Grim Portents Avon? • The College sends an expedition to the Gate An Example • The Key is discovered • The Gate’s Power is harnessed Front: The • The College seizes control Impending Doom: Usurpation Opening The White Gate(Dark Portal) Impulse: to disgorge demons of the Grim Portents • The First Trumpet sounds White Gate • The Second Trumpet sounds • The Gate is opened

Impending Doom: Destruction The Argent Seraphim (Choir of Angels) Impulse: to pass judgement Grim Portents

• A Champion is chosen • An organization of power is formed or co-opted • The Herald appears • Judgement is passed

Impending Doom: Tyranny Description and Cast An ancient gate, buried for aeons in the icy north. It opens into a realm of pure light, guarded by the Argent Seraphim. It was crafted only to be opened at Judge- ment Day, so that the Seraphim could come forth and purge the realm of men. RecentlyuncoveredbytheCollegeof Ar- canists, who do not yet understand its terrible power.

• Oren Balserus, Arcanist Supreme • Hali’el, voice of the Seraphim • Drudge, a manservant Custom Moves When you stand in the presence of the Light From Beyond, roll+Wis. On a 10+ you are judged worthy, the Argent Seraphim will grant you a vision or boon. On a 7-9 you are under suspicion and see a vision of what dark fate might befall you if you do not correct your ways.1On a miss, thou art weighed in the balance and art found wanting.

52 Blood and Guts HP

Death and dismemberment are common their normal attack. dangers for adventurers to face in Dun- Other sources of damage—like being geon World. In the course of play, char- struck by a chunk of a collapsing tower, acters will take damage, heal, and maybe or falling into a pit—are left to the GM even die. A character’s health is mea- based on these options: sure by their HP (HP being short for hit points). Damage subtracts from HP, • It threatens bruises and scrapes at which may lead to death. In the right worst: d4 damage 22 conditions, or with medical or magical • It’s likely to spill some blood, but help, damage is healed and HP is re- nothing horrendous: d6 damage stored. • It might break some bones: d8 dam- Blood age HP • It could kill a common person: d10 Acharacter’sHPisameasureoftheirsta- damage and Guts mina, endurance, and health. More HP means the character can fight longer and Add the Ignores Armor tag if the source endure more before facing Death’s cold of the damage is particularly large or if stare. Think of HP in the abstract—a the damage comes from magic or poison. character with high HP can’t be hit in the Temporaryorcircumstantialarmorworks head any more times than one with low the same way: 1 armor for partial cover, HP—they just have greater stores of en- 2 armor for major cover. ergy to expend before it comes to blows- Rememberthatdamageisbothprescrip- to-the-head. tive and descriptive: if a move says Your class tells you how many HP you someone takes damage—they have been get. Your Constitution (the score, not struck by the weapon or ability causing the modifier) always comes into play as the damage. If a character is struck by a well so more Constitution means more weapon, they take damage. This means HP. If your Constitution permanently that you can deal damage without mak- changes during play you adjust your HP ing a move. Think of it like an implied to reflect your new Constitution score. move: if you hurt someone and no other Unless your Constitution changes your move applies, you just deal your damage. maximum HP stays the same. Damage only applies when the injury is general. Falling into a pit trap is general, Damage it could cause any sort of injury, so it’s When a character takes damage they represented by HP loss. When the harm subtractthedamagedealtfromtheircur- is specific, like an orc pulling your arm rent HP. Armor mitigates damage; if a from its socket, HP should be part of the character has armor they subtract their effect but not the entirety of it. The big- armor’s value from the damage dealt. ger issue is dealing with the newly dis- Damage can never take a character be- jointed arm: how do you swing a sword low 0 HP. or cast a spell? Likewise having your head chopped off is not HP damage, it’s Damage is decided by the attacker. Each just death. class has a base damage die, which may Damage From Multiple Creatures be modified by the weapon used. No matter the implement, the Fighter will It’s a brave monster that goes into battle always deal more damage than a Wiz- alone. Most creatures fight with some- ard—it’s about training and skill. Mon- one at their side, and maybe another at sters and other non-player characters their back, and possibly an archer cover- have a static damage instead of a dice to ing the rear, and so on. This can lead to roll. multiple monsters dealing their damage Player characters deal damage according at once. to their class, the weapon used and the If multiple creatures attack at once roll move they’ve made. When a character the damage die for each of them and take is armed, they deal their class’s damage. the highest result. If some of the crea- If a character is unarmed, they probably tures deal a different amount of damage can’tdealdamage,ortheymightdo1stun roll the damage with the highest poten- damage. tial for each creature involved in the at- If a move just says "deal damage" the tack and take the highest result. character rolls their class’s damage dice plus any bonuses or penalties from moves or weapons. If a move specifies an amount of damage, use that in place of the class’s damage roll. Monsters’ damage is listed in their de- scription. Use this damage any time the monstertakesdirectactiontohurtsome- one, even if they use a method other than

53 Debilities Blood and Guts

A goblin orkaster (d10+1 damage ignores may return to battle or seek safety. If a ble act and how it might affect the world, armor) and three goblins (d6 damage) all stable character takes damage again they give the character back his sweet, sweet throw their respective weapons—a magi- face Death and draw their Last Breath life and remember; Death never forgets cal acid orb for the orkaster, spears for the once more. a soul stolen from his realm. rest—at Lux as she assaults their barricade. I roll the highest damage, d10+1 ignores ar- After Death Debilities mor, four times: once for the orkaster, and once for each of the other goblins. I take the Being an adventurer isn’t easy—it’s cold Losing HP is a general thing, it’s get- highest result, a roll of 8, and tell Lux she nights in the wild and sharp swords and ting tired, bruised, cut, and so on. Some takes 9 damage ignoring armor as the acid monsters. Sooner or later, you’re go- wounds are deeper though. These are leaks into the scratches left by the spears. ing to make that long walk to the Black debilities. Gates and give up the ghost. In Dun- geon World, Death is always watching • Weak (Str): You can’t exert much and waiting for an adventurer to slip up force. Maybe some important mus- Stun Damage and visit the other side. That doesn’t cles were slashed, or maybe the mean you have to give it the satisfaction strength was pulled out of you by Stun damage is non-lethal damage. A PC of sticking around. Death, in its way, is magic. who takes stun damage is Defying Dan- just another challenge to conquer. Even • Shaky (Dex): You’re a little unsteady gertodoanythingatall, thedangerbeing dead adventurers can rise again. on your feet and you’ve got a shake in "you’re stunned." A GM character that your hands. takes stun damage counts it against their If your character dies, you can ask the • GM and the other players to try and res- Sick (Con): Something just isn’t right HP as usual, but when they are out of HP deep inside. It could be a disease or it they are knocked out, not at the GM’s urrect you. The GM will tell them what it will cost to return your poor, dead char- might be an organ swollen to burst- mercy. ing. acter to life. If you’re all willing to pay • that cost and succeed at the goal set be- Stunned(Int): You’rehavingtrouble . . . remembering? Healing Is that how that sentence ends? fore you then your character can cross • There are two sources of healing in Dun- back over to the land of the living. The Confused (Wis): Ears ringing. Vision geon World: the passage of time and Resurrectionspellisaspecialcaseofthis: blurred. You’re more than a little out medical aid. the magic of the spell gives you an easier of it. • Scarred (Cha): It may not be perma- Whenever a character spends some way to get a companion back, but the GM still has a say. nent, but for now you don’t look so time resting without aggravating their good. Your voice is probably weak wounds they heal. The amount of heal- While this quest is underway you can too. ing is described in the move (Make Camp play a new character. Maybe a hireling for a night in a makeshift bed, Recover becomes a full-fledged adventurer wor- Debilities are inflicted by certain mon- for says in civilization). thy of a whole share and a part in the real sters. Not every attack inflicts a debil- Medical aid, both magical and mundane, action. Maybethecharactersintheparty ity—they’re most often associated with also provides healing. The amount of find a new friend in a steading, will- magic, poison, or stranger things like a damage healed is dependent on the move ing to join them. Maybe your character sucking your blood. Each debil- or item used. Some moves may fully re- had a vengeful family member who now ity is tied to a stat and gives you -1 to that plenish HP while others are just enough seeks to take up their blades and spells stat’s modifier. The stat’s score is unaf- to keep someone standing through a to make right what happened. In any fected so you don’t have to worry about fight. case, make your new character as you changing your Load when you’re Weak. normally would at level 1. Add Bonds No matter the source of the healing a with the other player characters and join You can only have each debility once. character’s HP can never increase over in thequest to resurrectthe fallen. When If you’re already Sick and something their maximum. the price has been paid and the quest is makes you Sick you just ignore it. done, you can choose which character Debilities are harder to heal than HP. Death to play. You can then retire your new Some high level magic can do it, sure, but character to safety or simply have them your best bet is getting somewhere safe Death walks the edges of every battle. It vanish into the background. At the start and spending a few days in a soft warm waits silently to claim those that fall. A of any given session, choose which char- bed. Of course debilities are both de- characters who is reduced to 0 HP im- acter you’ll be playing that time around scriptive and prescriptive: if something mediately takes his Last Breath. Death and set the other aside. Make sure this happens that would remove a debility, comes for commoner and king alike—no change makes sense in the story you’ve that debility is gone. stat is added to the Last Breath roll. created—characterscan’tjustappearout Debilities don’t replace descriptions and What lies beyond the Black Gates of of nowhere without a good excuse. using the established fiction. When Deathisunknownbutitissaidthatmany GM, when you tell the players what someone loses an arm that isn’t Weak, secrets of the mortal plane are laid bare needs to be done to bring their comrade that’s losing an arm. They can’t hold a in what lies beyond. back, don’t feel like it has to derail the shield, to begin with. Don’t let debilities Death’s bargains range from the simple flow of the current game. Weave it in limit you. A specific disease can have to the costly. Death is capricious. One to your fronts, steadings and prep. This whatever effects you can dream up, Sick life may be traded for two more dead is a great opportunity to change focus or is just a convenient shorthand for some while for another Death may demand introduce an element you’ve been wait- anonymous fever picked up from a filthy eternal servitude. ing to show off. Don’t feel, either, that rat. it has to be some great and epic quest. If Depending on the outcome of the Last the character died at the end of a gob- Breath the character may become stable. lin pike, maybe all it takes is an awk- A stable character stays at 0 HP but is wardwalkhomeandafewthousandgold alive and unconscious. If they receive pieces donated to a local temple. Think healing they regain consciousness and about the ramifications of such a charita-

54 Blood and Guts Advancement

word Requires or Replaces you can When you write a new bond first choose Advancement only gain the new move if you have the another character. Then pick something Dungeon World is ever-changing. The move it requires or replaces. relevant to the last session you’ve just characters change, too. As their adven- A move the requires another move can finished—maybe a place you traveled tures progress, player characters gain only be taken if you have the move it together or a treasure you discovered. experience or XP, which lets them level requires already. You then have both Lastly, choose a thought or belief your up. This prepares them for greater dan- moves and they both apply. character holds that ties the two together and an action, something you’re going to ger, bigger adventures, and mightier A move that replaces another move can deeds. doaboutit. You’llendupwithsomething only be taken if you have the move it like this: Advancement, like everything else in replaces already. You lose access to the Dungeon World, is both prescriptive and replacedmoveandjusthavethenewone. • Avon proved himself a coward in the descriptive. Prescriptive means that Thenewmovewillusuallyincludeallthe dungeons of Xax’takar, he is a dan- when a player changes their character benefits of the replaced one: maybe you gerous liability to the party and must sheet the character changes. Descriptive replace a move that gives you 1 armor be watched. means that when the character changes with one that gives you 2 armor instead. • Mouse’s quick thinking saved me the player should change the character from the white dragon we faced. I sheet to reflect that. Bonds owe her a boon. • This isn’t a benefit or detriment to the Xotoq won the Bone-and-Whispers Bonds are what make you a party of ad- Axethroughtrickery! Itwillbemine, players or the GM; it’s not an excuse to venturers, not just a random assortment gainmorepowersortakethemaway. It’s I swear it. of people. Seeing your bonds evolve and • justareflectionoflifeinDungeonWorld. Valeria’s kindness to the Gnomes of play off each other is one of the best parts the Vale has swayed my heart. I will of the game. Gregor offers his signature weapon, an axe find a way to prove to her my love. permanently dyed green in orc blood, as a That said, this isn’t high drama. How desperatebargaintosavetheKingfrometer- you feel about Titanius doesn’t matter These new bonds act just like the old nal damnation. Without his axe he gets so much when you’re both fighting for ones. They are still resolved and still none of the benefits of his signature weapon. life and limb against a horde of demons grant XP when resolved. Should he recover it he’ll have access to its who would happily end the world if they If you chose not to use a starting Bond benefits again. could. Bonds are the icing on the cake: you can replace it with a new Bond at the theymakeyouradventures(andyourad- end of any session. This does not count venturers) more interesting. as resolving a Bond, you don’t get XP for Avon, despite being a Wizard, has risen to it. the notice of Lenoral, the deity of arcane Resolving Bonds knowledge. After being blessed by an avatar At the end of each session you may re- Alignment of Lenoral, Avon is under the deity’s watch. solve one bond. Resolution of a bond de- Alignment is your characters’ way of He can fulfill Petitions and gain boons like a pends on both you and the player of the Cleric. thinking and moral compass. For the character you share the bond with: you character, this is reflected as an ethi- suggest that the bond has been resolved cal ideal, religious strictures, or maybe Descriptive changes only happen when and, if they agree, it is. just a gut instinct. It reflects the things the character has clearly gained access to A bond is resolved when it no longer de- your character might aspire to be and an ability. Befriending a stray dog does scribes how you relate to that person. can guide you when you’re not sure not have the same benefits as an animal That may be because circumstances have what to do next. Some characters might companion. changed—Thelian used to have your proudly proclaim their alignment while back but after he didn’t rush to save you others might hide it away. A charac- Level Up from the ankheg you’re not so sure. Or it ter might not say "I’m an evil person" could be because that’s no longer a ques- but may instead say "I put myself first." When you have a safe moment and tion—you guided Wesley before and he That’s all well and good for a character, XP equal to (or greater than) your owed you, but he paid that debt when he but the world knows otherwise. Buried currentlevel+7, resetyourXPto0and saved your life with a well-timed spell. deep down inside is the ideal self a per- choose a new advanced move from your Any time you look at a Bond and think son wants to become—it is this mys- class. If you are the Wizard, you also get "that’s not a big factor in how we relate tic core that certain spells and abilities to add a new spell to your spellbook. anymore" the bond is at a good place to tapintowhendetectingsomeone’salign- Newmovesarechosenbasedonthechar- resolve. ment. Every sentient creature in Dun- geon World bears an alignment, be she acter’s new level. If a move requires 6th If a character has blank Bonds left over an elf, a human, or some other, stranger level, it’s available as the character ad- from character creation they can resolve thing. vances from 5th to 6th level. that Bond without asking anyone and If your new level is 3, 6, or 9, you also write a new one or they can add a charac- The alignments are Good, Lawful, Neu- get to increase a stat by 2. Increase the ter’s name to the Bond instead of writing tral, Chaotic, and Evil. Each one shows base score of the stat of your choice by a new Bond. Ignoring a Bond at char- anaspirationtobeadifferenttypeofper- 2, adjust the modifier to reflect the new acter creation does not reduce the total son. score. Changing your Constitution in- Bonds available to the character. Lawful creatures aspire to impose order creases your maximum and current HP. on the world, either for their own ben- Ability scores can’t go higher than 18. Writing New Bonds efit or for that of others. Chaotic crea- tures embrace change and idealize the You write a new bond whenever you re- messy reality of the world, prizing free- Requires & Replaces solve an old one. Your new bond may be dom above all else. Good creatures seek with the same character, but it doesn’t Some moves depend on other moves. If to put others before themselves. Evil have to be. another move is listed along with the creatures put themselves first at the ex-

55 Alignment Blood and Guts

pense of others. • Fulfill a promise of import • Bring someone to justice A Neutral creature looks out for itself • so long as that doesn’t hurt anyone else Choose honor over personal gain • Put power in its rightful hands much. Neutral characters are content • to live their lives and pursue their own Return treasure to its rightful owner goals and let others do the same. Good Most creatures are Neutral. They take no particular pleasure in harming oth- • Ignore danger to aid another ers, but will do it if it is justified by their • Lead others into righteous battle situation. Those that put an ideal, be it • Give up powers or riches for the Law, Chaos, Good, or Evil, above them- greater good selves are rarer. • Reveal a dangerous lie • Even two creatures of the same align- Show mercy ment can come into conflict. Aspiring to help others does not grant infallibil- Neutral ity, twoGoodcreaturesmayfightanddie Chaotic over two different views of how to help others. A great king may wage war on a • Reveal corruption freecitydespitehisgoodalignmentsince • Break an unjust law to benefit an- he sees (justly, perhaps) that the peoples other of the free city will live a better life under • Defeat a tyrant his enlightened rule. • Reveal hypocrisy Changing Alignment Evil

Alignment can, and will, change. Usu- • Take advantage of someone’s trust ally such a change comes about as a grad- • Cause suffering for its own sake ual slide to a decisive moment when the • Destroy something beautiful pain caused becomes too great or the • Upset the rightful order benefit too others too small. • Harm an innocent Any time a player would earn XP from their current alignment they can, in- stead of taking the XP, change the align- ment. The player must have a reason for the change which they can explain to the other players. If they can’t explain why their character has had a change of hearttheycan’tchangealignment. Don’t abuse the privilege. The first time a player character changes alignment it must be to another align- ment listed for their class, though they can choose any of the alignment moves below for a listed alignment. After that they can go to any alignment they like. In some cases a player character may switchalignmentmoveswhilestillkeep- ing the same alignment. This reflects a smaller shift, one of priority instead of a wholesale shift in thinking. They simply choose a new move for the same align- ment from below and mention why their character now sees this as important. GM characters can change alignment as well, eveniftheplayershavealreadydis- cerned the character’s alignment. Since NPCs do not earn XP the GM can change the NPC’s alignment any time it’s war- ranted. The GM is subject to the same justificationrequirement: ifanNPCwith a known alignment is no longer that alignment the players may ask the GM for a reason why. Lawful

• Uphold the letter of the law over the spirit

56 Example

I’m GMing a game with Isaac (play- push the winds of magic into a lulling ing Omar), Ben (playing Brianne), Amy summer breeze that fills the room." (playing Nora), and Dan (playing Rath). Dan rolls his Cast a Spell move to cast The group has come upon a tribe of gob- Sleep. He rolls 6 total on the dice, and he linspreparingtheritualsacrificeofarare has +2 Int, for a total of 8. He has a choice and valuable albino crocodile (highly re- to make. "You can feel the spell slipping garded as pets among the wealthy of the away from you, the winds of magic are city). alreadyallcaughtupinthegoblin’sritual 23 Three of the goblin warriors—drugged sacrifice. There are some options on the on narcotic vapors—charge the fighter move, which one are you taking to keep Brianne, shrieking. Two others take the spell?" Example cover,preparetheirbowsandgestureur- Dan ponders his options. "I may need to gently toward Rath, as they make signs put more of these guys to sleep. Brianne, to ward off the evil eye. Another group can you cover me if I get in trouble or of three slips into the shadows around should I take the -1 forward?" the outer edge of the chamber, preparing a sneak attack. The high priest and her "Sure, I can cover you." Ben says. acolyte carry on with the ritual, rubbing "Okay, I’ll take the danger option." the croc’s upturned belly to keep it com- pliant, and bringing out the sacred knife "Great" I say. "The narcotic vapors those to slit its throat. goblins are on? It attunes their senses: They can feel the winds of magic just a Once I describe the situation I make sure bit, and now they’re all running at you thegame’saconversationbygivingthem instead of Brianne. How many creatures a chance to do something: "So, what do are you putting to sleep?" you do?" Dan rolls the dice. "Looks like only 1, Isaac jumps into the action first. "There’s damn." enough shadows at the edges of the chamber to hide in?" "Yeah," I say, "the "Right in the middle of some long gob- goblins aren’t much for lighting appar- lin invocation the priest just drops to ently. The edges of the chamber just the floor. Her acolyte immediately starts kind of disappear into crumbling walls, shaking her to wake her up. Neither of rubble, and gloom." "Great! I’m going them is paying much attention to the al- over here, the other side from where the bino crocodile, which is no longer con- sneaky ones went. Omar glances over tent since no one is rubbing its belly. The his shoulders, pulls up his hood over his goblins on the fumes, though, they’re head, and ducks into the shadows. I’m coming right at Rath." going to pop out of the shadows right Ben jumps in. "I step between Rath and here, where the torches illuminate the the crazed goblins and make myself a sacrificial altar." big target, drawing the goblin’s attention I look over the map and say "Well, there’s with a yell." certainly a danger of being discovered "Sounds like Defend" I say. that I think you’re defying. Sounds like "Okay, I rolled a 7, so I hold 1." Dex to me, since you’re moving carefully and silently," so he picks up the dice and "Great. The three goblins on fumes prat- rolls. The dice show 1 and 2, plus his Dex ically bowl Rath over as they slam into of 2 is only 5. "Damn!" he says. him, swinging their daggers wildly." I already have an idea of what to do, but "No they don’t!" Ben says. "I spend my I check it against my list of moves to be hold to get into the way and direct the sure. Sure enough, my idea to have him attack to me." get his foot lodged in the rubble in the "So Brianne steps in at the last moment, darkness is a move, "put someone in a pushes Rath out of the way, and the gob- spot." "As you make your way through lins lay into her instead. Looks like 5 the shadows, you put your foot down on damage. Nora, Brianne’s got these three some rubble and it shifts under you, pin- psychotic goblins all over her, Rath’s ning your foot. What’s worse, you hear a just put the priestess to sleep, the croco- deep raspy breath as the shifting rubble dile’s stirring, and Omar’s nowhere to be awakes something in the shadows. Are found. What are you doing?" you giving away your position to cry for help or trying to get out yourself?" "First I line up a shot on one of the archer goblins, and while I’m doing that I give a "Um, I’m not sure." little head nod and Canto heads off into "That’s fine, we’ll come back to you. the shadows, he’s trained to hunt, he’s What are the rest of you doing?" looking for Omar to make sure he’s al- right." Danstepsup. "Thosegoblinsthatducked into the shadows? Can I see them?" "Not IlookovertheRanger’sCommandmove, at first glance. Are you trying to pick to make sure I know what the effects of them out?" "No, I’m just wondering if Canto’s search are, before responding. they’ll be targets for my sleep spell. I "Well, on his own Canto will probably

57 Example

find Omar in a while. If you go into the "Okay!" That sounds like a risky plan darkness with him you’ll his bonus to to me, but it’s just crazy enough to your Discern Realities roll to find Omar. work. Time to cut back to someone else. But first it sounds like you’re making a "Omar’s soaking poison into a scrap of Called Shot?" cloak, Brianne’s got three drugged-up "Oh, the goblin archers are surprised by goblins scraping at her, Nora’s got an eye me? I thought I was just volleying" Amy out for Omar, there are goblin sneaks in replies. the shadows, one goblin archer by the al- ter, the crocodile is waking up, and Rath It’s time for me to make a call. "No, just took an arrow to the knee. Whew. they’re entirely focused on Rath, they’re Rath, what are you doing about that ar- about to fire on him. I think you’ve got row?" the element of surprise because they’re just too focused." "Great! Then I’ll go ahead and take a shot at the arms of the one closest to me, I want him to drop his bow. Looks like that’s +Dex . . . 10! He drops his bow and takes 4 damage." I consult the goblin’s stats first, then re- ply "yup, that’ll kill him. And since you hit him dead in the arm, he doesn’t get a shot off. The other one, however, re- leases his shot at Rath, for 2 damage. Rath, Brianne pushes you out of the way and you think you’re safe for a split sec- ond before an arrow flies into your leg, what are you doing about it? Actually, hold that thought, let’s see what Omar’s doing." Isaac’s had some time to think things through now. "This deep raspy breath, can I make out where it’s coming from? Is it like a human-sized rasp or a monster-sized rasp?" "Sounds to me like you’re trying to listen to your senses and get some informa- tion." I’m hoping that this will remind Isaac there’s a move for this, instead of just telling him to make the move. "Oh yeah! So I’m Discerning Realities, staying as quiet as I can and just trying to pick up any detail on what this thing is. With my Wisdom that’s a 7, whew. What should I be on the lookout for?" I take a second to look over my notes and the map, just to make sure I give him all the information. "Well, not the goblins, actually. They pass by, closer to the light then you, intent on backstabbing your friends and not noticing you. The thing that you do see is the tip of this huge crocodile snout peak over a mound of rubble, with that rasping sound coming from it. It looks like the albino crocodile hasfamily, andit’sbig, horse-size. Ifyou make noise by moving rocks and getting unstuck it’ll almost certainly hear you. What are you doing about that?" Isaac ponders. "So, I can try to get out of here, Defying Danger most likely from the sounds of it. Or . . . I tear off a piece of my cloak and soak it in an entire dose of my Goldenroot poison. It’s an applied poison, but if I can get this huge crocodile to swallow it before it swallows me it’ll treat me as a trusted ally, and then I can use it against the goblins."

58 The world Creating the world

Much of the adventuring life is spent in ground. dusty, forgotten tombs or in places of When you have time (after the first ses- terror and life-threatening danger. It’s sion or during a snack break or the like) commonplace to awaken from a short use the rules to create the first Steading. andfitfulrest, stilldeepinthebellyofthe Consider adding marks for other places worldandsurroundedbyfoes. Whenthe that have been mentioned so far, either timecomestoemergefromthesekindsof details from character creation or the places—whether laden with the spoils of Steading rules themselves. battle or beaten and bloody—an adven- 24 turer seeks out safety and solace. Steading Moves These are the comforts of civilization; a The world warm bath, a meal of mead and bread, When the players visit a Steading there company of fellow men and elves and are some special moves they’ll be able to dwarves. Often, thoughts of returning to make. Thesestillfollowthefictionalflow these places are all that keep an adven- of the game. When the players arrive, turerfromsuccumbingtomadnessinthe ask them "What do you do?" The players’ depths. All fight for gold and glory but actions will, more often than not, trig- in their hearts, everyone wants a place to ger a move from this list. They represent call "home". respite, reinvigorationandresupply; op- portunitiesfortheplayerstogathertheir Thischaptercoversthewiderworld. The wits and spend their treasure. Remem- grand and sweeping scope outside the ber that a Steading isn’t a break from re- dungeon. The always-marching move- ality. You’re still making hard moves ment of the GMs Fronts will shape the when necessary and thinking about how world and, in turn, the world reflects the the players’ action (or inaction) leads to actions the players take to stop or redi- your Fronts advancing. The Impending rect them. Doom is always there, whether the play- ers are combatting it in the dungeon or Steadings ignoring it while getting drunk in the lo- We call all the assorted communities, cal tavern. holds, and so on where there’s a place Let each player make one or two moves to stay and some modicum of safety here, depending on how they answer Steadings,asin"homestead."Steadings your "what do you do?" question. Don’t are places with at least a handful of in- let a visit to a Steading become a per- habitants, usually humans, and some manent respite. Remember, Dungeon stable structures. They can be as big as a World is a scary, dangerous place. If capital city or as small as few ramshackle the players choose to ignore that, make a buildings. hard move. Fill the characters’ lives with adventure whether they’re out seeking it Creating the world or not. These moves exist to you can make a visit to town an interesting thing Remember how you started the first ses- without spending a whole session hag- sion? With action either underway or gling over the cost of a new baldric. impending? At some point the charac- ters are going to need to retreat from that Carouse action, either to heal their wounds or to celebrate and resupply. When you return triumphant and When the players leave the site of their throw a big party , spend 100 coin and first adventure for the safety of civiliza- roll + extra 100s of coin spent. On a 10+ tion it’s time to start drawing the Cam- choose 3. On a 7–9 choose 1. On a miss, paign Map. Take a large sheet of paper you still choose one, but things get really (plain white if you like or hex-gridded out of hand. if you want to get fancy), place it where • You befriend a useful NPC everyone can see, and make a mark for • the site of the adventure. Use pencil, this You hear rumors of an opportunity • You gain useful information map will change. It can be figurative or • literal depending on your drawing skill, You are not entangled, ensorcelled, just make it obvious. Keep the marking or tricked small and somewhere around the center of the paper so you have space to grow. Supply NowaddthenearestSteading, aplacethe characters can go to rest and gather sup- When you go to buy something with plies. Draw a mark for that place on the coin on hand , if it’s something read- map and fill in the space between with ily available in the steading you’re in, some terrain features. Try to keep the it you can buy it at market price. If it’s withinadayortwoofthesiteoftheirfirst something special, beyond what’s usu- adventure—a short trip through a rocky ally available here, or non-mundane, pass or some heavy woods is suitable, or roll+Cha. On a 10+ you find what you’re a wider distance by road or across open looking for at a fair price. On a 7–9 you’ll have to pay more or settle for something

59 Recover The world

similar. Like weapons, Steadings are described Elements of a Steading by their tags. All Steadings have tags in- Recover A Steading is any bit of civilization that dicating prosperity, population and de- offers some amount of safety to its in- fenses and many will have tags to illus- When you do nothing but rest in trate their more unusual properties. comfort and safety after a day of rest habitants. Villages, towns, keeps, and you recover all your HP. After three days cities are the most common Steadings. Prosperity indicates what kinds of items of rest you remove one debility of your Steadings are differentiated based on are usually available. Population indi- choice. If you’re under the care of a size. The size indicates roughly how cates the number of inhabitants rela- healer (magical or otherwise) you heal many people the Steading can support. tive to the current size of the steading. a debility for every two days of rest in- The population tag tells you if the cur- Defenses indicate the general scope of stead. rent population is more then or less than arms the steading has. Tags in these this amount. categories can be adjusted. -category means to change the steading to the next Recruit Villages are the smallest Steadings. lower tag for that category (so Moderate When you put out word that you’re They’re usually out of the way, off would become Poor when tagged with - looking to hire help , roll. If you make the main roads. If they’re lucky they Prosperity). +category means to change it known . . . can muster some defense but it’s often the steading to the next higher tag (so just rabble with pitchforks and torches. Shrinking becomes Steady with +Pop- • . . . that your pay is generous, take +1 A village stands near some easily ex- ulation). Tags in those categories can • . . . what you’re setting out to do, take ploitable resource: rich soil, plentiful also be compared like numbers. Treat +1 fish, anoldforest, oramine. Theremight the lowest tag in that category as 1 and • . . . thatthey’llgetashareofwhatever be a store of some sort but more likely it’s each successive tag as the next number you find, take +1 just people trading to each other. Coin is (so Dirt is 1, Poor is 2, etc.). scarce. Tags will change of the course of play. If you have a useful reputation around Towns have a few thousand inhabitants. Creating a Steading provides a snapshot these parts take an additional +1. On a They’re the kind of place that springs up of what that place looks like right now . 10+ you’ve got your pick of a number of around a mill, trading post, or inn and As the players spend time in it and your skilled applicants, your choice who you usually have fields, farms, and livestock Fronts progress the world will change hire and no penalty for not taking them of some kind. They might have a stand- and your Steadings with it. along. On a 7–9 you’ll have to settle for ing militia of farmers strong enough to whatyougetorturnapplicantsaway. On wield a blade or shoot a bow. Towns have Adding Steadings a miss someone influential and ill-suited the basics for sale but certainly no spe- declares they’d like to come along (a fool- cialgoods. Usuallythey’llfocusonalocal You add your first Steading when you hardy young duke, a loose cannon mer- product or two and do some trade with create the Campaign Map; it’s the place cenary, or a hidden enemy, for example), travelers. the players go to to rest and recover. bring them and damn the consequences A Keep is a Steading built specifically When you first draw it on the map all or turn them away and risk their ire. If fordefense—sometimesofaparticularly you need is a name and a location. you turn away applicants you take -1 for- important location like a river delta or a When you have the time you’ll use the ward to Recruit. rich gold mine. Keeps are found at the rules below to create the Steading. The frontier edges of civilization. Inhabi- first Steading is usually a village, but you Outstanding Warrants tants are inured to the day-to-day dan- can use a town if the first adventure was When you return to a Steading in gers of the road. They’re tough folks that closely tied to humans (for example, if which you’ve caused trouble before number between a hundred and a thou- the players fought a human cult). Create , roll+Cha. On a 10+, word has spread of sand, depending on the size of the Keep it using the rules below. yourdeedsandeveryonerecognizesyou. and the place it defends. Keeps won’t Once you’ve created the first Steading On a 7–9 that, and GM chooses a compli- often have much beyond their own sup- you can add other places referenced in its cation: plies, traded to them from nearby vil- tags (the Oath, Trade, and Enmity tags in lages, but will almost always have arms particular) or anywhere else that’s been • The local constabulary has a warrant and armor and sometimes a rare magical referredtoinplay. Don’taddtoomuchin out for your arrest item found in the local wilds. the first session, leave blanks and places • Someone who holds a grudge makes From bustling trade center to sprawl- to explore. their move ing metropolis the City represents the • As play progresses the characters will Someone important to you has been largest sort of Steading in Dungeon discover new locales and places of in- put in a bad spot as a result of your World. These are places where folk of terest either directly, by stumbling upon actions manyracesandkindscanbefound. They them in the wild, or indirectly, by hear- often exist at the confluence of a handful ing about them in rumors or tales. Add Bolster of trade routes or are built in a place of new Steadings, dungeons, and other lo- spiritual significance. They don’t often cations to the map as they’re discovered When you spend your leisure time generate their own materials for trade, or heard about. Villages are often near a in study, meditation, or hard prac- relying on villages nearby for food and useful resource. Towns are often found tice, you gain preparation. If you pre- rawmaterialbutwillalwayshavecrafted at the point where several villages meet pare for a week or two, 1 preparation. goods and some stranger things for sale to trade.Keeps watch over important lo- If you prepare for a month or longer, to those willing to seek them. cations. Cities rely on the trade and sup- 3 preparation. When your preparation Steadings are created as needed. Dis- port of smaller steads. Dungeons can be pays off spend 1 preparation for +1 to any covered by players, added as part of the found anywhere and in many forms. roll. You can only spend one preparation prep for a Front or spawned as the result Whenever you add a new Steading use per roll. of the GM asking questions of the play- the rules to decide its tags. Consider ers, whatever the reason each Steading adding a distinctive feature somewhere is created using the rules below.

60 The world Making a Village nearby. Maybe a forest, some old stand- alent). The Steading’s defenses are in- Lawless : Crime is rampant; authority is ingstones, anabandonedcastle, orwhat- timidating. weak. ever else catches your fancy or makes Other Tags Blight : The Steading has a recurring sense. A map of only Steadings and ruins problem, usually a type of monster. with nothing in-between is dull, don’t Safe : Outside trouble doesn’t come here neglect the other features of the world. unless the players bring it. Idyllic and Power : The Steading holds sway of some often hidden. If the Steading would lose type. Typically Political, Divine, or Ar- Steading Tags or degrade another beneficial tag get rid cane. of Safe instead. Prosperity Religion : The listed deity is revered here. Steading Names Dirt : Nothing for sale, nobody has more Exotic : There are goods and services Greybark, Nook’s Crossing, Tanner’s than they need (and they’re lucky if they available here that aren’t available any- Ford, Goldenfield, Barrowbridge, Rum have that). Unskilled labor is cheap. where else nearby. List them. River, Brindenburg, Shambles, Cov- Poor : Only the bare necessities for sale. Resource : The steading has easy access to aner, Enfield, Crystal Falls, Castle Weaponsarescarceunlessthesteadingis the listed resource (e.g. a spice, a type of Daunting, Nulty’s Harbor, Castonshire, heavily defended or militant. Unskilled ore, fish, grapes). That resource is sig- Cornwood, Irongate, Mayhill, Pigton, labor is readily available. nificantly cheaper. Crosses, Battlemoore, Torsea, Cur- Moderate : Most mundane items are land, Snowcalm, Seawall, Varlosh, Ter- Need : The Steading has an acute or on- minum, Avonia, Bucksburg, Settledown, available. Some types of skilled labor- going need for the listed resource. That ers. Goblinjaw, Hammerford, Pit, The Grey resource sells for considerably more. Fast, Ennet Bend, Harrison’s Hold, Wealthy : Any mundane item can be Oath : The Steading has sworn oaths to Fortress Andwynne, Blackstone found for sale. Most kinds of skilled la- thelistedSteadings. Theseoathsaregen- borers, too, but demand is high for their erally of fealty or support, but may be Making a Village time. more specific. Rich : Mundane items and more, if you By default a village is Poor, Steady, Mili- Trade : The Steading regularly trades tia, Resource (your choice) and has an know where to find them. Specialist la- with the listed Steadings. bor available, but at high prices. Oath to another steading of your choice. Population Market : Everyone comes here to trade. If the village is part of a kingdom or em- Onanygivendaytheavailableitemsmay pire choose one: Exodus : The Steading has lost its popu- befarbeyondtheirprosperity. +1toSup- • lation and is on the verge of collapse. ply. The village is somewhere naturally defended: Safe, -Defenses Shrinking : The population is less than it Enmity : The steading holds a grudge • The village abundant resources that once was. Buildings stand empty. against the listed steadings. sustain it: +Prosperity, Resource Steady : The population is in line with the History : Something important once hap- (your choice), Enmity (your choice) current size of the steading. Some slow pened here, choose one and detail or • The village is under the protec- growth. make up your own: Battle, Miracle, tion of another steading: Oath (that steading), +Defenses Growing : More people than there are Myth, Romance, Tragedy. • The village is on a major road: Trade buildings. Arcane : Someone in town can cast arcane (your choice), +Prosperity spells for a price. This tends to draw Booming : Resources are stretched thin • The village is built around a wizard’s more arcane casters, +1 to Recruit when trying to keep up with the number of tower: Personage(thewizard), Blight you put out word you’re looking for an people. (arcane creatures) adept. Defenses • The village was built on the site of re- Divine : There is a major religious pres- ligious significance: Divine, History None : Clubs, torches, farming tools. ence, maybe a cathedral or monastery. (your choice) Militia : There are several dozen able- They can heal and maybe even raise the bodied men and women with worn dead for a donation or resolution of a Choose one problem: weapons ready to be called, but no stand- quest. Take +1 to recruit priests here. • ing force. Guild : The listed type of guild has a ma- The village is in arid or uncultivable land: Need (Food) Watch : There are a few watchers posted jorpresence(andusuallyafairamountof • Thevillageisdedicatedtoadeity: Re- who look out for trouble and settle small influence). If the guild is closely associ- ligious (that deity), Enmity (a settle- problems, but their main role is to sum- ated with a type of hireling, +1 to recruit ment of another deity) mon the militia. that type of hireling. • The village has recently fought a bat- Guard : There are armed defenders at all Personage : There’s a notable person who tle: -Population, -Prosperity if they times with a total pool of less than 100 makes their home here. Give them a fought to the end, -Defenses if they (or equivalent). There is always at least name and a short note on why they’re lost. one armed patrol about the steading. notable. • The village has a monster problem: Garrison : There are armed defenders at Dwarven : The Steading is significantly Blight (that monster), Need (adven- or entirely dwarves. Dwarven goods are turers) all times with a total pool of 100–300 (or • equivalent). There are multiple armed lower price. The village has absorbed another vil- lage: +Population, Lawless patrols at all times. Elven: TheSteadingissignificantlyoren- • The village is remote or unwelcom- tirely elves. Elven goods are lower price. Battalion : As many as 1,000 armed de- ing: -Prosperity, Dwarven or Elven fenders (or equivalent). The steading has Craft : The Steading is known for excel- manned maintained defenses as well. lence in the listed craft. Items that are a Legion : The Steading is defended by product of that craft are of lower price, thousands of armed defenders (or equiv- higher quality, or both.

61 Making a Town The world

other power: Enmity (steadings of stead for each front add some feature to Making a Town that power) the map that indicates the front’s pres- • By default a town is Moderate, Steady, The keep is a safe haven for brigands: ence. You can label it if you like, but use Lawless the name that the characters would use, Watch, and Trade (two of your choice). • If the town is listed as Trade by another The keep was built to defend from a not the name you gave the front. specific threat: Blight (that threat) steading choose one: • For example, the orcs of Olg’gothal could The keep has seen horrible bloody bemarkedonthemapwithaburningvil- • The town is booming: Booming, war: History (Battle), Blight (Restless lage they left behind, fires in the distance Spirits) Lawless • at night, or a stream of refugees. Lord • The town stands on a crossroads: The keep is given the worst of the Xothal, a lich, might be marked by the Market, +Prosperity worst: Need (Skilled Recruits) tower where dead plants take root and • The town is defended by another grow. steading: Oath (that steading), +De- Making a City As your fronts change, change the map. fenses • If the players cleanse Xothal’s tower re- The town is built around a church: By default a city is Moderate, Steady, draw it. If the orcs are driven off, erase Power (Divine) Guard, Market, and Guild (one of your the crowds of refugees. • The town is built around a craft: Craft choice). It also has Oaths with at least (your choice), Resource (something two other steadings, usually a town and required for that craft) a keep. If the city has trade with at least Updating the Campaign Map • The town is built around a military one steading and fealty from at least one The Campaign Map is updated between post: +Defenses steading choose one: sessions or whenever the players spend significant downtime in a safe place. Up- • Choose one problem: Thecityhaspermanentdefenses, like dates are both prescriptive and descrip- walls: +Defenses, Oath (your choice) tive: if an event transpires that, say, • • The town has grown too big for an The city is ruled by a single individ- gathersalargerfightingforcetoavillage, important supply (like grain, wood, ual: Personage (the ruler), Power (Po- update the tags to reflect that. Likewise or stone): Need (that resource), Trade litical) if a change in tags mean that a village has • (a village or town with that resource) The city is diverse: Dwarven or Elven a bigger fighting force you’ll likely see • The town offers defense to others: or both more armored men in the street. Oath (your choice), -Defenses • The city is a trade hub: Trade (every • The town is notorious for an outlaw steading nearby), +Prosperity Between each session check each of the who is rumored to live there: Person- • The city is ancient, built on top of its conditions below. Go down the list and age (the outlaw), Enmity (where the own ruins: History (your choice), Di- checkeachconditionforallsteadingsbe- crimes were committed) vine fore moving to the next. If a condition • The town has cornered the market on • The city is a center of learning: Ar- applies, apply its effects. a good or service: Exotic (that good cane, Craft (your choice), Power (Ar- Growth orservice), Enmity(asettlementwith cane) When a village or town is Booming ambition) and its Prosperity is above Moder- • The town has a disease: -Population Choose one problem: ate you may reduce Prosperity and De- • The town is a popular meeting place: fenses to move to the next largest type. +Population, Lawless • The city has outgrown its resources: New towns immediately gain Market +Population, Need (food) and new cities immediately gain Guild • The city has designs on nearby ter- (your choice). Making a Keep ritory: Enmity (nearby steadings), +Defenses Collapse By default a keep is Poor, Shrinking, • Guard, Need (Supplies), Trade (some- The city is ruled by a theocracy: - When a steading’s Population is Ex- Defenses, Power (Divine) odus and its Prosperity is Poor or place with supplies), Oath (your choice). • If the keep is owed fealty by at least one The city is ruled by the people: - less it shrinks. A city becomes a town Defenses, +Population with a Steady Population and +Prosper- settlement choose one: • The city has supernatural defenses: ity. A keep becomes a town with +De- • The keep belongs to a noble family: +Defenses, Blight (related supernat- fenses and a Steady population. A town ural creatures) becomes a village with Steady popula- +Prosperity, Power (Political) • • The keep is run by a skilled com- The city lies on a place of power: Ar- tion and +Prosperity. A village becomes mander: Personage (the comman- cane, Personage (whoever watches a ghost town. der), +Defenses the place of power), Blight (arcane • The keep stands watch over a trade creatures) road: +Prosperity, Guild (trade) • The keep is used to train special Fronts on the Campaign Map troops: Arcane, -Population • The keep is surrounded by fertile Of course your steadings are not the only land: remove Need (Supplies) thing on the campaign map. In addition • The keep stands on a border: +De- to steadings and the areas around them fenses, Enmity (steading on the other yourfrontswillappearonthemap, albeit side of the border) indirectly. Fronts are organizational tools, not Choose one problem something the characters think of, so • don’t put them on the map directly. The The keep is built on a naturally de- orcs of Olg’gothal may be a front but fensible position: Safe, -Population don’t just draw them on the map. In- • The keep was a conquest from an-

62 The world Updating the Campaign Map

Want pened recently to stoke their anger? The When a steading has a Need that is forces of the attacker embattle the de- not fulfilled (through trade, capture, fender, while they maintain the attack or otherwise) that steading is in want. It they’re -Defenses. gets either -Prosperity, -Population, or Clash loses a tag based on that resource like When two steadings both attack Craft or Trade, your choice. each other their forces meet some- Trade wherebetweenthemandfight. Ifthey’re When Trade is blocked because the evenly matched they both get -Defenses source of that trade is gone, the route and their troops return home. If one has is endangered, or political reasons, the the advantage they take -Defenses while steadinghasachoice: gainNeed(atraded the other takes -2 Defenses. good) or take -Prosperity. Capture Other Updates When control of a resource changes The conditions above detail the most ba- remove that resource from the tags of the sic of interactions between steadings, of previous owner and add it to the tags of course the presence of your Fronts and the new owner (if applicable). If the pre- the players mean things can get far more viousownerhasaCraftorTradebasedon complex. Since tags are descriptive, add that resource they now have Need (that them as needed to reflect the players’ resource). If the new owner had a Need actions and your fronts’ effects on the for that resource, remove it. world. Profit When a steading has more Trade than its current Prosperity it gets +Prosperity. Surplus When a steading has a Resource that another steading Needs unless En- mityorotherdiplomaticreasonsprevent it they set up Trade. The steading with the Resource gets +Prosperity and their choice of Oaths, +Population, or +De- fenses; the steading with the Need erases that need and adds Trade. Aid When a steading has Oaths to a steading under attack that steading may take -Defenses to give the steading under attack +Defenses. Embattled When a steading is surrounded by enemyforcesitsuffersloses. Ifitfights back with force it gets -Defenses. If its new Defenses are Watch or less it also gets -Prosperity. If it instead tries to wait out the attack it gets -Population. If its new Population is Shrinking or less it losesatagofyourchoice. Ifthesteading’s Defenses outclass the attacker’s (your call if it’s not clear, or make it part of an Adventure Front) the steading is no longer surrounded. Opportunity WhenasteadinghasEnmityagainst a weaker steading they may attack. Subtract the distance (in rations) be- tween the steadings from the steading with Enmity’s Defenses. If the result is greater than the other steading’s De- fenses +Defense for each step of size dif- ference (village to town, town to keep, keep to city) they definitely attack. Oth- erwise it’s your call: has anything hap-

63 Making a Hireling Hirelings

Hirelings are those sorry souls that—for Hirelings do what you tell them to, so money,glory,orstrangerneeds—venture long as it isn’t obviously dangerous, de- along with adventurers into the gloom grading, or stupid, and their cost is and danger. They are the foolhardy that met. When a hireling find themselves seek to make their name on adventures. in a dangerous, degrading, or just flat- Hirelings serve a few purposes. To the out crazy situation due to your orders characters, they’re the help. They lend roll+loyalty. On a 10+ they stand firm their strength to the player characters’ and carry out the order. On a 7-9 they do 25 efforts in return for their pay. To the itfornow,butcomebackwithseriousde- players, they’re a resource. They buy the mands later. Meet them or the hireling characters some extra time against even quits on the worst terms. Hirelings the most frightening of threats. They’re also replacement characters, waiting to Making a Hireling step up into the hero’s role when a player Hirelings are easy to make on the fly. character falls. To the GM, they’re a hu- When someone enters the player’s em- man face for the characters to turn to, ploynotedowntheirnameandwhatcost even in the depths of the earth of the far they’veagreedtoaswellasanyskillsthey reaches of the planes. may have. Hirelings are not heroes. A hireling may Start with a number based on where the become a hero, as a replacement charac- hireling was found. Hirelings in villages ter, but until that time they’re just an- start with 2–5. Town hirelings get 4–6. other GM character, suffering the dan- Keep hirelings are 5–8. City hirelings are gers and perils of the world. As such 6–10. Distribute the hireling’s number their exact HP, armor, and damage isn’t between loyalty, a main skill, and zero or particularly important. A hireling is de- more secondary skills. Starting loyalty fined by their Skill (or Skills) a Cost and higher than 2 is unusual, as is starting a Loyalty score. loyalty below 0. Choose a cost for the A hireling’s skill is a special benefit they hireling and you’re done. providetotheplayers. Mostskillsarere- A hireling’s stats, especially their loy- latedtoclassabilities, allowingahireling alty, may change during play as a re- to fill in for a certain class. If you don’t flection of events. A particular kindness have a Ranger but you need to track the or bonus from the players is worth +1 assassin’s route out of Torsea anyway, loyalty forward. Disrespect is -1 loy- you need a Tracker. Each skill has a rank, alty forward. If it’s been a while since usually from 1 to 10. The higher the rank their cost was last paid they get -1 loy- the more trained the hireling. Generally alty ongoing until their cost is met. A hirelings only work for adventurers of hirelings loyalty may be permanently equal or higher level than their highest increased when they achieve some great skill. deed with the players. A significant fail- If a hireling becomes a character their ure or beating may permanently lower skills may suggest a given class, but there the hireling’s loyalty. isn’t a requirement. When the moment comes and the spotlight is on them they Costs may find strength they didn’t know they had. • The Thrill of Victory Skills don’t limit what a hireling can do, • Money they just provide mechanics for a cer- • Uncovered Knowledge tainability. Ahirelingwiththeprotector • Fame and Glory skill can still carry your burdens or check • Debauchery for traps, but the outcome isn’t guaran- • Good Accomplished teed by a rule. It will fall entirely to the circumstances and the GM. Sending a hireling to do something that is clearly Skills beyond their abilities is asking the GM Adept for trouble. An adept has at least apprenticed to an Of course no hireling works for free. The arcaneexpert,butisnotpowerfulintheir hireling’s cost is what it takes to keep own right. They may have mastered a them with the player characters. If the few simple spells, but they don’t have hireling’s cost isn’t paid regularly (usu- anything like the wizard’s spellbook ally once a session) they’re liable to quit or turn on their employers. ArcaneAssistance—Whenanadeptaidsin the casting of a spell of lower level than When hirelings are in play, the players their skill, the spell’s effects have greater may have to make the Order Hirelings range, duration, or potency. The exact move. The move uses the loyalty of the effects depend on the situation and the hireling that triggered the move: spell and are up to the GM. The GM will describe what effects the assist will add Order Hirelings before the spell is cast. The most impor-

64 Hirelings Making a Hireling tant feature of casting with an adept is Track —When a tracker is given time that any negative effects of the casting to study a trail while Making Camp, are focused on the adept first. when camp is broken they can follow the Expert trail to the next major change in terrain, travel, or weather. Experts are skilled in a variety of areas, most of them illicit or dangerous. They Guide —When a tracker leads the way are good with devices and traps, but not you automatically succeed on any Per- too helpful in the field of battle. ilous Journey of a distance lower than the tracker’s skill. Experimental Trap Disarming —When an Warrior expertleadsthewaytheycandetecttraps almost in time. If a trap would be sprung Warriors are not masters of combat, but while an expert is leading the way the ex- they are handy with a weapon. They pert suffers the full effects but the play- won’t be leading anyone into battle any- ers get +skill against the trap and add time soon, but their arm is good. the expert’s skill to their armor against Man-at-arms —When you deal damage the trap. Most traps leave an expert in while a warrior aids you add their skill to needofimmediatehealing. Iftheplayers the damage done. If your attack results Make Camp near the trap, the expert can in consequences (like a counter attack) disarm it by the time camp is broken. the man-at-arms takes the brunt of it. Minstrel When a smiling face is needed to smooth thingsoverornegotiateadeal, aminstrel is always happy to lend their services for the proper price. A Hero’s Welcome —When you enter a place of food, drink, or entertainment with a minstrel you will be treated as a friend by everyone present (unless your actions prove otherwise). You also sub- tract the minstrel’s skill from all prices in town. Priest Priest are the lower ranking clergy of a religion, performing minor offices and regular sacraments. While not granted spells themselves, they are able to call upon their deity for minor aid. Ministry —When you make camp with a priest if you would normally heal you heal to your maximum HP value. First Aid —When you call on a priest for healing, the priest rushes to your side and heals you of 2×skill HP. You take -1 forward as their healing is painful and distracting. Protector A protector stands between their em- ployer and the blades, fangs, teeth, and spells that would harm them. Sentry —When a protector stands be- tween you and an attack you increase your armor against that attack by the de- fender’s skill, then reduce their skill by 1 until they receive healing or have time to mend. Intervene —When a protector helps you Defy Danger you may opt to take +1 from their aid. If you do you cannot get a 10+ result, a 10+ instead counts as a 7–9. Tracker Trackers know the secrets of following a trail, but they don’t have the experience with strange creatures and exotic locals that make for a great hunter.

65 Using Monsters Monsters

Great heroes need horrendous antago- ting up a fair fight. Heroes are often nists. This section is about how to create outnumbered or faced with ridiculous and play as those antagonists—from the odds—sometimes they have to retreat lowly goblin warrior to the hellish de- and make a new plan. Sometimes they mon. suffer loss. When adding a monster to a front, placing them in a dungeon, or Using Monsters making them up on the fly your first re- sponsibility is to the fiction (Make the A monster is any living (or undead) thing world fantastic) and to give the charac- 26 that stands in the players’ way. ters a real threat (Make the characters How you use these monsters follows di- heroes), not to make a balanced fight. Monsters rectly from your Agenda and Principles. Dungeon World isn’t about balancing Stay true to your principles, use your encounter levels or counting experience moves and pursue your agenda—you points; it’s about telling stories about ad- can’t go wrong. venture and death-defying feats! Your first agenda is to "Make the world fantastic". This shines through strongly Elements of a Monster based on how you think about monsters. The most important part of a monster Everyone and everything who comes up is what it does. These are it’s moves . against the players is a monster but that Just like the normal GM moves, they’re doesn’t mean you have to write their things that you do when there’s a lull in stats out ahead of time. In a fantastic the action or when the players give you world, every goblin might end up in a a golden opportunity. Just like the nor- fight but you don’t have to know their mal GM moves they can be hard or soft HP before that happens. A monster is depending on the circumstances and the so simple to make you can jump right move: a move that’s irreversible and im- into the fiction, describing whatever you mediateishard, amovethat’simpending want and back it up with stats as you or mitigable is soft. need them. Make the world fantastic: describe your monsters first and worry Each monster’s raison d’être is summed about their stats later. up in its instinct . Much like Dan- gers, monsters have instincts that de- The player characters are the heroes. scribe their goals at a high level. Some You shouldn’t be rooting for the mon- monsters live for conquest, or treasure, sters, per se. Monsters exist to illustrate or simply for blood. The monster’s in- what a dangerous awful place Dungeon stinct is the guide to how to use the mon- World can be—how it will remain if the ster players don’t step in. If you feel like your monsters are being beaten too quickly, The monster’s description is where all don’t worry. Let the players revel in its other features come from. The de- their victory and prepare a bigger, bad- scriptionishowyouknowwhatthemon- der follow-up monster for next time. ster really is, the other elements just re- flect the description. The principle of "Think dangerous" sums up that philosophy—the world is just Damage is a measure of how much pain as dangerous for the monsters as for the monster can inflict at once. Just like the characters. An evil overlord doesn’t player damage it’s a dice to roll, maybe care about his every golem, demon, and withsomemodifiers. Amonsterdealsits harpy. Until proven otherwise, consider damage to another monster or a player everymonsteranarrowfiredatthechar- when it uses its standard weapons and acters. The monsters are ammunition of tactics to hurt them, or when a move says theDangeryou’representing. Somemay so. be smarter, faster, or more dangerous Just like a weapon, monsters have tags than others but until a monster warrants that describe how it deals damage, in- a name, a personality, or some other spe- cluding what range(s) it can do damage cial consideration, it’s an arrow. Take at. When trying to attack something out aim and shoot. Don’t worry if you miss. of its range (to close or too far) the mon- A monster stops being an arrow when ster’s out of luck, no damage. Any tag it is given a chance to shine by the play- that can go on a weapon (like Messy or ers’ actions. When the players are forced Slow) can also go on a monster. to run away from something it gains There are also monster tags that apply weight. When a monster somehow sur- only to monsters. These tags, listed be- vives the players’ assault it becomes in- low, describe the monster’s key attrib- teresting to the players and to the world utes. Every monster has a tag for its atlarge. Theplayersaretheheroes. Your scope: where it falls in the bigger picture monsters are only important when they of Dungeon World. The scope tag lets the become important to the heroes and, GM know how to portray the monster in thus, important to the world. a way that its stats back up, for example One thing that your Agenda and Prin- if an army of gnolls can take a defended ciples don’t say anything about is set- village (hint: most likely). Some mon- sters also have a size tag, which notes

66 Monsters Monster Tags their physical size. Monsters without a Terrifying : Its presence and appearance to a certain place in the world. size tag are just about human size, give evoke fear. Whatis it known to do? or take. Cautious : It prizes survival over aggres- Write a monster move describing what A monster’s HP is a measure of how sion. it does. much damage it can take before it dies. Construct : It was made, not born Just like players, when a monster takes Whatdoes it want thatcauses problems for damageitsubtractsthatamountfromit’s Planar : Its from beyond this world HP. At 0 HP it’s dead, no Last Breath. others? Some monsters are lucky enough to en- OrganizationTags Thisisitsinstinct. Writeitasanintended joy Armor . Just like player armor: Horde : Where there’s one, theres more. action. when a monster with armor takes dam- A lot more. How does it usuallyhunt or fight? age it subtracts its armor from the dam- age done. Group : Usually seen in small numbers, • 3–6 or so. In large disorganized groups: Horde, Special qualities describe innate as- d6 damage, 3 HP pects of the monster that are important Solitary : It lives and fights alone. • In small groups, about 2–5: Group, to play. These are a guide to the fic- d8 damage, 6 HP tion, and therefore the moves. There Size Tags • All by its lonesome: Solitary, d10 is no master list of special qualities, damage, 12 HP Tiny : It’s much smaller than a halfling. they’re just plain-english descriptions of the qualities of a monster that aren’t part Small : It’s about halfling size. How big is it? of an attack. A quality like "Intangi- Large : It’s much bigger than a human, • Smaller than a house cat: Tiny, Hand, ble" means just what it says: mundane about as big as a cart. stuff just passes through it. That means -2 damage swinging a mundane sword at it isn’t Huge: It’sasbigasasmallhouseorlarger. • Halfling-esque: Small, Close Hack and Slash, for a start. • About human size: Close Making Monsters • As big as a cart: Large, Close, Reach, Monsters Without Stats +4 HP, +1 damage Monsters start with your description of • Muchlargerthanacart: Huge, Reach, Some creatures operate on a scale so far them. No matter if you’re making the +8 HP, +3 damage beyond the mortal that concepts like HP, monster before play or just as the play- Armor, and Damage just do not hold. ers come face-to-face with it, a monster Whatis its most important defense? These creatures may still cause problems starts with a clear vision of what it is and for the players and may even be defeated what it does. • Cloth or flesh: 0 armor with clever thinking and enough prepa- If you’re making a monster between ses- • Leathers or think hide: 1 armor ration, they just won’t be trading blows. sionsstartbyimaginingit. Imaginewhat • Mail or scales: 2 armor it looks like, what it does, why it stands • Plate or bone: 3 armor If a creature is of such a scale far beyond • the players, or if it simply doesn’t live or out. Imagine the stories told about it and Permanent magical protection: 4 ar- die like a mortal creature, don’t assign what effects it has had on the world. mor, Magical it HP, Damage, or Armor. You can still If you’re making a monster on the fly Whatis it known for? (Choose all thatapply) use the monster creation rules to give it during a session start by describing it tags. The core of a stat-less monster is to the players. Your description starts • Unrelenting strength: +2 damage, its instinct and moves; the GM can still before the characters even lay eyes on forceful make its moves and act according to its it: describe where it lives, what marks it • Skill in offense: roll damage twice instinct. has made on the environment around it. and take the best Your description is the key to the mon- • Skill in defense: +1 armor ster. Monster Tags • Deft strikes: +1 piercing • Magical : It is by nature magical through When you find you need stats for the Uncanny endurance: +4 HP • and through. monster you use this series of questions Deceit and trickery: Stealthy, write a to establish them. Answer every ques- move about dirty tricks Devious : Its main danger lies beyond the tion based on the facts established and • A useful adaptation like being am- simple clash of battle. imagined. Don’t answer them aloud to phibious or having wings: Add a spe- Gibbous : Its anatomy and organs are anyone else, just note down the answers cial quality for the adaptation bizarre and unnatural. and the stats listed with each answer. • The favor of the gods: Divine, +2 damage or +2 HP or both (your call) Organized : It has a group structure that Iftwoquestionswouldgrantthesametag • Spells and magic: Magical, write a aids it in survival. Defeating one may don’t worry about it. If you like you can move about its spells cause the wrath of others. One may adjust damage or HP by 2 to reflect the sound an alarm. tag that would be repeated, but it’s not necessary. If a combination of answers Intelligent : Its smart enough that some would reduce HP or damage below 1 they individuals pick up other skills. The GM stay at 1. can adapt the monster by adding tags to reflect specific training, like a mage or When you’re finished your monster may warrior. have only one move. If this is the case and you plan on using the monster of- Hoarder : It almost certainly has treasure. ten, give it another 2–3 moves of your Stealthy : It can avoid detection and choice. These moves often describe sec- prefers to attack with the element of sur- ondary modes of attack, other uses for a prise. primary mode of attack, or connections

67 Treasure Monsters

Whatis its most common form of attack? with the monster’s damage die, modified Consult a monster setting to populate a Note it along with the creature’s dam- if the monster is: Front or when you want a threat that is only tangentially related to one of your age. Common answers include: a type • of weapon, claws, a specific spell. Then Hoarder: roll damage die twice, take Fronts. For example, if the heroes are answer these questions about it. higher result battling against the Dungeon Front "The • Far from home: +at least one ration Cult of Khul-ka-ra" by exploring the an- • (usable by anyone with similar taste) cient ruins that the cult has made its Its armaments are vicious and obvi- • ous: +2 damage Magical: some strange item, possibly home then you might use monsters from • It lets the monster keep others at bay: magical the Legions of the Undead as a related • Divine: a sign of a deity (or deities) threat—not truly part of the front but Reach • • Its armaments are small and weak: Planar: something not of this earth still a block in the heroes’ path. • Lord over others: +1d4 to the roll -damage dice size • Monsterswithin agiven settingwill tend • Its armaments can slice or pierce Ancient and noteworthy: +1d4 to the to be about as powerful. This is a product metal: Messy, +1Piercingor+3Pierc- roll of their ecology—they’re in competition ing if it can just tear metal apart for space and resources, after all. Cav- • Armor doesn’t help with the damage Roll the monster’s damage die plus any ern Dwellers or Denizens of the Murky it deals (due to magic, size, etc.): Ig- added dice to fine the monster’s treasure: Swamp are likely to be faced by fresh ad- nores Armor venturers as they are the creatures who • It usually attacks at range (with ar- 1. A few coins, 2d8 or so most often encroach on civilization. The rows, spells, or other projectiles): 2. An item useful to the current situa- Gnarled Woods, Ravenous Hordes, and Near or Far or both (your call) tion Twisted Experiments settings hold more 3. Several coins, about 4d10 powerful monsters, monsters that can 4. A small item (gem, art) of consider- threaten the safety of whole cities. Pla- Which of these describe it? (Choose all that able value, worth as much as 2d10×10 nar Powers and Creatures of the Lower apply) coins, 0 weight Depths are the most dangerous enemies 5. Some minor magical trinket the heroes can face—often endangering • It isn’t dangerous because of the 6. Useful information (in the form of entire kingdoms. The Legions of the Un- wounds it inflicts, but for other rea- clues, notes, etc.) dead are everywhere and can appear in sons: Devious, -damage dice size, 7. A bag of coins, 1d4×100 or there- just about any setting or situation. abouts. 1 weight per 100. write a move about why it’s danger- The monster stat blocks within these ous 8. A very valuable small item (gem, art) • worth 2d6×100, 0 weight settings describe not only HP, damage, It organizes into larger groups that it and all the other aspects of the mon- can call on for support: Organized, 9. A chest of coins and other small valu- ables. 1 weight but worth 3d6×100 ster, but also the reasons those stats were write a move about calling on others assigned. These monsters were created for help coins • 10. A magical item or magical effect with the same process listed above, and It’s as smart as a human or there- the reasons for their stats are just as im- abouts: Intelligent 11. Many bags of coins for a total of • 2d4×100 or so portant as the stats themselves. Look- It actively defends itself with a shield ing at the reasoning behind the stats will or similar: Cautious, +1 Armor 12. Asignofoffice(crown, banner)worth • at least 3d4×100 coins allow you to present the monsters hon- It collects trinkets that humans estly, answering questions that arise in would consider valuable (gold, gems, 13. A large art item worth 4d4×100 coins, 1 weight Dungeon World like "can a warband of secrets): Hoarder gnolls sack an entire village?" • It uses magic: Magical, write a move 14. A unique item worth at least 5d4×100 aboutitsstyleofmagicandtheeffects coins it can invoke 15. All the information needed to learn a Cavern Dwellers • new spell and roll again It’s from beyond this world: Planar, At the edges of civilization in the caves write a move about using it’s other- 16. A portal or secret path (or directions to one) and roll again and tunnels below the old mountains worldly knowledge and power of the world dwell all sorts of schem- • It’s kept alive by something beyond 17. Something relating to one of the characters and roll again ing, dangerous monsters. Some are wily simple biology: +4 HP and old, like the race of goblins schem- • It was made by someone: Construct, 18. A hoard: 1d10×1000 coins and 1d10×10 gems worth 2d6×100 each ing to burn villages and make off with give it a special quality or two about livestock. Othersarestrangeaberrations its construction or purpose of nature like the stinking, trash-eating • Its appearance is disturbing, terrible, Monster Settings Otyugh. Awordofcaution,then,tothose or horrible: Terrifying, write a spe- brave adventurers whose first foray into cial quality about why it’s so horren- The monsters in this book are presented danger leads them into these dank and dous in monster settings . A monster set- shadowy places; bad things live in the • It doesn’t have organs or discernible ting is a location (or type of location) and dark. Bad things with sharp teeth. anatomy: Gibbous, +1 Armor, +3 HP the monsters that inhabit it. It’s a way of grouping monsters by where they fit in the world. A monster setting tells Treasure you what kind of monsters might inhabit Monsters, much like adventurers, col- an area while your Fronts tell you what lect shiny useful things. When the play- monsters are working together or have ers search the belongings of a monster ongoing plots. (be they on their person or tucked away When creating your own monster set- somewhere) describe them honestly. tings, they can be more specific. You If the monster has accumulated some could create a monster setting for the wealth you can roll that randomly. Start Great Western Steppes or the Domains of the Horse Lords.

68 Monsters Monster Settings

tusked berserkers. These are the mon- Denizens of the Swamp sters that will bring civilization, scream- All things give way to rot, in the end. ing and weeping, to its knees. Unless you Food spoils on the table, men’s minds can stop them. Best of luck. go mad with age and disease. Even the world itself, when left untended and un- Twisted Experiments cared for, can turn to black muck and For some who learn the arcane arts it’s stinking air. Things dwell in these parts not merely enough to be able to live of Dungeon World. Things gone just as for a thousand years or throw light- a bad as the swirling filth that fills the ning bolts that can fry a man. Some swamps. In these cesspit lowlands ad- aren’t quite satisfied with the power to venturers will find such creatures as the speak to the dead or draw the angels deadly-eyed basilisk or the famed, un- downfromheaven. Hubriscallsonthose killable troll. You’ll need more than a cloaked-and-hooded"scientists"tomake dry pair of boots to survive these putrid a strange and unholy life of their own. fens. A sword would be a good start. No mortal children, these. These are the wages of a mind gone foul with strange Legions of the Undead magic. In this setting you will find such The sermons of mannish and dwarven nightmaresasthechimera,drippingpoi- gods would tell you that Death is the end son. Here, too, are the protector golems of all. They say that once the mortal coil and mutant apes. All sorts of bad ideas is unwound and a person takes their fi- await you in the fallen towers of the mad nal breath that all is warmth and song magicians of Dungeon World. and the white wings of angels. Not so. Not for all. For some, after life’s embrace The Lower Depths loses its strength a darker power can take Ruins dot the countryside of Dungeon hold. Black magic rips the dead from the World. Old bastions of long-forgotten ground and gives them shambling un- civilization fallen to decay, to monsters life full of hate and hunger. Sorcery and or to the whim of a vengeful god. These lend an ancient spell-smith ruins often cover a much more danger- the power to live forever in the husk of ous truth – catacombs and underground a Lich. There are bleak enchantments at complexes lousy with traps and mon- play in shadowy corners all throughout sters. Gold, too. Which is why you’re Dungeon World. These creatures are the here. Why you’re locked in mortal com- spawn of that fell magic. bat with a tribe of spiteful dark elves. Battling stone giants in caverns the size The Dark Woods of whole countries. Maybe, though, It would not be a lie to say that there are you’re the noble souls who’ve travelled trees that stand in the deepest groves of to the world’s heart to put an end to the DungeonWorldthathavestoodsincebe- Apocalypse Dragon—the beast who, it is foremanorelfwalkedamidsttheirroots. said, will one day swallow the sun and It would be true, too, to say that these an- kill us all. We appreciate it, really. We’ll cienttreeshavelonglostthegreenleaves all pray for you. of spring. In the strands of the dark woods one finds, if one looks in the right Planar Powers place, sylvan monsters of old and pow- Sometimes, monsters do not come from erful nature. Here live the race of sav- Dungeon World at all. Beyond the age Centaurs and the fey soul-stealing mountains at the edge of the world or be- creatures of olde. Under the shadow low the deepest seas the sages and wise of the ancient trees, wolf-men howl for old priests say that there are gateways to blood. Hurry along the old forest road the lands beyond. They speak of elysian and light no fire for food or warmth for fields; rivers of sweet wine and maidens it’s said that flames offend the woods dancinginfieldsofgold. Theytelltalesof themselves. You wouldn’t want that, the paradise of heavens to be found past would you? the Planar Door. Tales tell, too, of the Thousandfold Hell. Of the swirling El- Ravenous Hordes emental Vortex and the devils that wait "I’ve bested an orc in single combat" they for the stars to align so they can enter crow. "I’ve fought a gnoll and lived to Dungeon World and wreak their bloody the tell the tale." Which is no small feat havoc. You must be curious to know and yet, you know the truth of these if these tales are true? What will you boasts. Like vermin, spotting but one of see when the passage to the beyond is these creatures speaks to a greater doom opened? on the horizon. No orc travels alone. No slavering gnoll moves without his pack. Youknowthatsoon, thewardrums will sound and the walls will be besieged by the full fury of the warchief and his

69 Cavern Dwellers

Ankheg Group, Large Dwarven Warrior Horde, Organized Bite (d8+1 damage) 10 HP 3 Armor Axe (d6 damage) 7 HP 2 Armor Close, Reach Close Special Qualities: Burrowing For ages, men believed all dwarves were men A hide like plate armor and great crushing and all were of this ilk—stoic and proud war- mandibles are problematic. A stomach full riors. Axe-wielding and plate-wearing. Stout of acid that can burn a hole through a stone bearded battle-hungry men who would push wall makes them all the worse. They’d be bad them, time and time again, back up out of their enoughiftheywereproperinsect-sizedbutthese mines and tunnels with ferocity. It just goes 27 things have the gall to be as long as any given to show how little men know about the elder horse. It’s just not natural! Good thing they races. These folk are merely a vanguard, and tend to stick to one place? Easy for you to they bravely do their duty to protect the riches Cavern say—you don’t have an Ankheg living under of the Dwarven realm. Earn their trust and your corn field. Instinct : To undermine you’ve an ally for life. Earn their ire and you’re • not like to regret it very long. Instinct : To Dwellers Undermine the ground defend • Burst from the earth • Sprayforthacid, eatingawayatmetal • Drive them back and flesh • Call up reinforcements

Cave Rat Horde, Small Earth Elemental Solitary, Huge Gnaw (d6 damage 1 piercing) 7 HP 1 Ar- Smash (d10+5 damage) 27 HP 4 Armor mor Reach, Forceful Close, Messy Special Qualities: Made of stone Who hasn’t seen a rat before? It’s like that, but Our shaman says that all the things of the nasty and big and not afraid of you anymore. world have a spirit. Stones, trees, a stream. Maybe this one was a cousin to that one you Now that I’ve seen the earth roil under my feet caught in a trap or the one you killed with a and fists of stone beat my friends half to death knife in that filthy tavern in Darrow. Maybe I’m like to believe that crazy old man. The one I he’s looking for a little ratty revenge. Instinct saw was huge—big as a house! It came boiling : To devour up from a rockslide out of nowhere and had a voicelikeanavalanche. Ipaymyrespects,now. • Swarm • Rightly so. Instinct : To show the strength of Rip apart something (or someone) earth Choker Solitary, Stealthy, Intelli- • Turn the ground into a weapon gent • Meld into stone Choke (d10 damage) 15 HP 2 Armor Goliath Group, Huge, Organized, In- Close, Reach telligent Special Qualities: Flexible Some say these things descended from the fam- Mace (d8+7 damage) 14 HP 1 Armor ily of a cruel wizard who forced them to live out Reach, Forceful their lives underground. Say his experiments They dwell beneath the earth because they do led him to fear the sun and ages passed while he not belong above it any longer. An undying descended into unlife, dragging his folk along race of mighty titans fled the plains and moun- with him. These things resemble men, in a way. tainsinagespast—drivenoutbymenandtheir Head, four limbs and all that. Only their skin heroes. Left to bide their time in the dark, hate is wet and rubbery and their arms long and and anger warmed by the pools of lava deep be- fingers grasping. They hate all life that bears low. It’s said that an earthquake is a goliath’s the stink of the sun’s touch, as one might ex- birthing cry. Some day they’ll take back what’s pect. Jealousy, long instilled, is hard to shake. theirs. Instinct : To retake Instinct : To deny light • Shake the earth • Hold someone, wringing the breath • Retreat, only to come back stronger from them • Fling a held creature Fire Beetle Horde, Small Flames (d6 damage ignores armor) 3 HP Cloaker Solitary, Stealthy 3 Armor Constrict (d10 damage ignores armor) 12 Near HP 1 Armor Special Qualities: Full of flames Close Special Qualities: Looks like a cloak Don’t put on that cloak, Gareth. Don’t. You don’t know where it’s been. I tell you, it’s no good. See! It moved! I’m not mad, Gareth, it moved! Don’t do it! No! GARETH! Instinct : To engulf • Engulf the unsuspecting

70 Cavern Dwellers

Scarabaeus Pyractomena! What a delightful Nobody seems to know where these things Iä! Iä! The Purple Worm! Blessed is its holy creature—see how its carapace glitters in the came from. Elves say they’re the Dwarves’ slime! We walk, unworthy, in its miles of mas- light of our torches? Not too close now, they’re fault—dredgedupfromahiddenplacebeneath sive tunnels. We are but shadows under its temperamental, you see. The fire in their belly the earth. Dwarves say they’re bad Elvish chil- violet and all-consuming glory. Mere acolytes, isn’t just metaphorical, no. Watch as I goad dren,takenawayatbirthandraisedinthedark. we who hope someday to return to the great the beast. Aha! A spout of flame! Unexpected, The truth of the matter is that goblins have al- embrace of its tooth-ringed maw. Let it con- isn’tit? Oneofthesecreaturesalone, ifitcomes ways been here and they’ll be here once all the sume us! Let it eat our homes and villages so up from below, can be a hellish nuisance to a civilizedraceshavefallenandgoneaway. Gob- that we might be taken! Iä! Iä! The Purple farmstead or village. A whole swarm? There’s lins never die out. There’s just too damn many Worm! Instinct : To consume a reason they call it a conflagration of fire bee- of them. Instinct : To multiply • tles. I’ll say that much. Instinct : To enflame Swallow whole • Charge! • Tunnel through stone and earth • Undermine the ground • Call more goblins • Burst from the earth • Retreat and return with (many) more Roper Solitary, Large, Stealthy, In- • Sprayforthacid, eatingawayatmetal telligent and flesh Goblin Orkaster Solitary, Small, Bite (d10+1 damage) 16 HP 1 Armor Magical, Intelligent, Organized Close, Reach Gargoyle Horde, Stealthy, Hoarder Acid orb (d10+1 damage ignores armor) Special Qualities: Rock-like Flesh Claw (d6 damage) 3 HP 2 Armor 12 HP 0 Armor Evolutionary happenstance has created a Close Near, Far clever underground predator. Disguised as a Special Qualities: Wings Oh lord, who taught them magic? Instinct : rocky formation—most often a stalactite or It’sasadthing,really. GuardiansbredbyMagi To tap power beyond their stature stalagmite—theroperwaitsforitspreytowan- of the past with no more castles to guard. Their • der by. When it does, whether it’s a rat, a gob- ancestors’ sacred task bred into their blood Unleash a poorly understood spell • lin or a foolhardy adventurer, a mass of thin, leads them to find a place—ruins, mostly but Pour forth magical chaos • whippingtentacleseruptsfromthething’shide. sometimesacaveorhillormountaincliff—and Use other goblins for shields A hundred lashes in the blink of an eye and the guarditasthoughtheirmastersyetlivedbelow. stunned prey is being dragged into the roper’s They’re notoriously good at finding valuables Otyugh Solitary, Large mouth. Surprisingly effective for a thing that buried below the earth, though. Find one of Tentacles (d10+3 damage) 20 HP 1 Armor looks like a rock. Instinct : To ambush these winged reptiles and you’ll find yourself a Close, Reach, Forceful • treasure nearby. Just be careful, they’re hard to Ensnare the unsuspecting Special Qualities: Filth Fever • spot and tend to move in packs. Instinct : To Burst from the earth The mating call of the otyugh is a horrible, • guard blaring cry that sounds like a cross between Sprayforthacid, eatingawayatmetal an elephant dying and an over-eager vulture. and flesh • Attack with the element of surprise The otyugh spends much of its time partly • Take to the air Rot Grub Horde, Tiny submerged in filthy water and prefers eating • Blend into stonework garbage over any other food. As a result, it Burrow (d6-2 damage) 3 HP 0 Armor Hand Gelatinous Cube Solitary, Large, often grows fat and strong on the offal of orcs, Stealthy, Gibbous goblins and other cave-dwelling sub-humans. Special Qualities: Burrow into Gettooclose,however,andyou’llhaveoneofits flesh Engulf (d10+1 damage ignores armor) 20 barbed tentacles dragging you into that soggy, They live in your skin. Or your organ meat. Or HP 1 Armor razor-toothed maw. If you get away with your your eyeballs. They grow there and then, in a Hand life, best get to a doctor, or your victory may be bloody and horrific display, burrow their way Special Qualities: Transparent short lived. Instinct : To foul out. Disgusting. Instinct : To infect How many adventurers’ last thought was • Infect someone with filth fever • Burrow under flesh "strange,thistunnelseemscleanerthanmost?" • Too many and all because of this transparent Fling someone or something • Lay eggs menace. A great acidic blob that expands to • Burst forth from an infected creature fill a small chamber or corridor and then slides, Maggot-Squid Horde, Small ever so slowly along, eating everything in its Chew (d6 damage) 3 HP 1 Armor Spiderlord Solitary, Large, Devious, path. It cannot eat stone or metal and will of- Close Intelligent ten have them floating in its jelly mass. Blech. Special Qualities: Amphibious, Mandibles (d8+4 damage) 16 HP 3 Armor Instinct : To clean Paralyzing Tentacles Close, Reach The gods that made this thing were playing • Fill an apparently empty space Special Qualities: Burrowing some sick joke on the civilized folk of the world. • Dissolve Even spiders have their gods, whispered to in The maggot-squid wields a face full of horrible webs with little praying arms. Instinct : To Goblin Horde, Small, Intelligent, Or- squirming tentacles that, if they touch you, feel weave webs (literal and metaphorical) like being struck by lightning. They’ll paralyze ganized • you and chew you up slowly while you’re help- Enmesh in webbing • Spear (d6 damage) 3 HP 1 Armor less. Best to not let it get to that. Instinct : To Put a plot into motion Close, Reach eat Troglodyte Group, Organized • Paralyze with a touch Club (d8 damage) 10 HP 1 Armor Close Purple Worm Solitary, Huge Bite (d10+5 damage) 20 HP 2 Armor Reach, Forceful Special Qualities: Burrowing

71 Cavern Dwellers

Long-forgotten, our last remaining ancestors dwell in caves in the wild parts of the world. Driven away by our cities and villages, our iron swords and our fire, these ape-men eat their meat raw with sharp-nailed hands and jagged teeth. They strike out at frontier villages wielding clubs and in overwhelming numbers to seize cattle, tools, and poor prisoners to drag into the hills. Known for their viciousness and their stink, they’re an old and dying race we’d all sooner forget existed. Instinct : To prey on civilization • Raid and retreat • Use scavenged weapons or magic

72 Swamp Denizens

Bakunawa Solitary, Large, Intelli- As if in direct affront to the decay and filth gent, Messy, Forceful of the world, the gods granted us the Coutal. Bite (d10+3 damage 1 piercing) 16 HP 2 As if to say “there is beauty, even in this grim Armor place” have we been gifted the Coutal. A ser- Close, Reach pent in flight on jeweled wings, these beautiful creatures glow with a soft light, as the sun does Special Qualities: Amphibious through stained glass. Bright, wise and calm, Dragon-turtle’s sister is a mighty serpent a Coutal often knows many things and sees queen. Ten yards of scales and muscle, they many more. You might be able to make a trade 28 say she wakes with a hunger when the sun with it in exchange for some favor. They seek to disappears from the sky. She is drawn in by cleanse and to purge and to make of this dark bright light in the darkness and like any snake, world a better one. Shame we have so few. The Swamp the Bakunawa is sneaky. She will seek first gods are cruel. Instinct : To cleanse to beguile and mislead and will only strike out with violence when no other option is avail- • Pass judgement on a person or place Denizens able. When she does, though, her jaws are • Summon divine forces to cleanse strong enough to crack the hull of any swamp- • Offer information in exchange for boat and certainly enough to slice through a service steel breastplate or two. Instinct : To devour crocodilian Group, Large • Lure prey with lies and illusions Bite (d8+3 damage) 10 HP 2 Armor • Lash out at light • Devour Close, Reach Special Qualities: Amphibious, Basilisk Solitary, Hoarder Camouflage Bite (d10 damage) 12 HP 2 Armor It’s a really, really big crocodile. Seriously. So Close big. Instinct : To eat Few have seen a basilisk and lived to tell the • Attack an unsuspecting victim tale. Get it? Seen a basilisk? Little bit of • Escape into the water basilisk humor there. Sorry, I know you’re • Hold something tight in its jaws looking for something helpful, sirs. Serious stuff, I understand. The basilisk, even without Doppelganger Solitary, Devious, In- its ability to turn your flesh to stone with a telligent gaze, is a dangerous creature. A bit like a frog, Dagger (d6 damage) 12 HP 0 Armor bulbous eyes and six leaping-muscle legs. A bit like an alligator, with snapping jaws and Close sawingteeth. Coveredinstoneyscalesandvery Special Qualities: Shapeshifting hard to kill. Best avoided, if possible. Instinct Theirnaturalform,ifyoueverseeit,isahideous : To collect stone thing. Like a creature who stopped growing part-way, before it decided it was elf or man • Turn flesh to stone with a gaze or dwarf. Then again, maybe that’s how you • Retreat into a maze of stone get to be the way a doppleganger is—without form, without shape to call their own, they seek Black Pudding Solitary, Gibbous little more than a place to fit in. If you go Corrode (d10 damage ignores armor) 15 out into the world, when you come back home, HP 1 Armor make sure your friends are who you think they Close are. They might, instead, be a doppleganger Special Qualities: Amorphous and your friend might be dead at the bottom of How do you kill a pile of goo? A great squishy, a well somewhere. Then again, depending on pileofgoothathappensalsotowanttodissolve your friends, that might be an improvement. you and slurp you up? That is a good question Instinct : To infiltrate to which I have no answer. Do let us know • Assume the shape of a person who’s when you find out. Instinct : To dissolve flesh it’s tasted • • Use another’s identity to advantage Eat away metal, flesh, or wood • • Ooze into a troubling place: food, ar- Leave someone’s reputation shat- mor, stomach tered

Coutal Solitary, Intelligent Devious Dragon Turtle Solitary, Huge, Cau- Light ray (d8 damage ignores armor) 12 tious HP 2 Armor Bite (d10+3 damage) 20 HP 4 Armor Close Reach Special Qualities: Wings, Halo Special Qualities: Shell, Amphibi- ous

73 Swamp Denizens

Bakunawa has a brother. Where she is quick Thesestrangecreaturesarenobiggerorsmarter Some are wont to lump these rat-like little to anger and hungry for gold, he is slow and then their mundane kin. They have the same dragon-men in with goblins and orcs, bug- sturdy. She is a knife and he is a shield. A great vicious nature. Over their relations they have bears and hobgoblins. They are smarter turtle that lies in the muck and mire for ages as one advantage—an oily secretion that drips and wiser than their kin, however. The theypass,mudpileduponhisback—sometimes from their skin. It makes them hard to catch. Kobolds, beholden slaves to dragons and—in trees and shrubs. Sometimes a whole mis- On top of that, with a twist of their body they ancient times—their lorekeepers and sorcerer- guided clan of goblins will build their huts and ignitethestuff,leavingpoolsofburningoilatop servants. Their clans, named in fashion like cook their ratty meals on the shell of the dragon the surface of the water and roasting prey and Ironscale and Whitewing, form around a turtle. His snapping jaws, glacier-slow they predator alike. I hear the slimy things make dragon master and live to serve and do its may be, can rend a castle wall. Careful where goodingredientsforfire-resistantgear, butyou bidding. Spotting a Kobold means more are you tread. Instinct : To resist change have to get your hands on one, first. Instinct : near—if more are near then a mighty dragon • To ignite cannot be far, either. Instinct : To serve drag- Move forward implacably ons • Bring its full bulk to bear • Catch someone or something on fire • Destroy structures and buildings (even underwater) • Lay a trap • Consume burning prey • Call on dragons or draconic allies Dragon Whelp Solitary, Small, Intel- • Retreat and regroup ligent, Cautious, Hoarder Frogman Horde, Small, Intelligent Elemental breath (d10+2 damage) 16 HP Spear (d6 damage) 7 HP 1 Armor Lizardman Group, Stealthy, Intelli- 3 Armor Close gent, Organized Close, Near Special Qualities: Amphibious Spear (d8 damage) 6 HP 2 Armor Special Qualities: Wings, Elemen- Croak croak croak. Little warty munchkins. Close tal Blood Some wizard or godling’s idea of a bad joke, Special Qualities: Amphibious What? Did you think they were all a mile these creatures are. They stand as men, dress in A traveling sorcerer once told me that Lizard- long? Did you think they didn’t come smaller scavenged cloth and hold court in their froggy men came before we did. That before elves than that? Sure, they may be no bigger than a villages. They speak a rumbling pidgin form and dwarves and men built even the first of dog and no smarter than an ape, but a Dragon of the tongue of man and war constantly with their wattle huts a race of proud lizard kings Whelp can still belch up a hellish ball of fire their neighbors. They’re greedy and stupid but strode the land. That they lived in palaces of that’ll melt your armor shut and drop you clever enough when they need to defend them- crystal and worshipped their own scaly gods. screaming into the mud. Their scales, too, are selves. Some say, too, their priests have a re- Maybe that’s true and maybe it ain’t—now softer than their bigger kin but still turn aside markable skill at healing. Or maybe they’re they dwell in places men long forgot or aban- an arrow or sword not perfectly aimed. Size is just really, really hard to kill. Instinct : To doned, crafting tools from volcano-glass and not the only measure of might. Instinct : To war lashingagainsttheworksofthecivilizedworld. grow in power • Maybe they just want back what they lost. In- Launch an amphibious assault stinct : To destroy civilization • Start a lair, form a base of power • Heal at a prodigious rate • Call on family ties • Ambush the unsuspecting • Demand oaths of servitude Hydra Solitary, Large • Launch an amphibious assault Bite (d10+3 damage) 16 HP 2 Armor Ekek Horde Close, Reach Medusa Solitary, Devious, Intelli- gent, Hoarder Talons (d6 damage) 3 HP 1 Armor Special Qualities: Many heads, Close Only killed by a blow to the heart Claws (d6 damage) 12 HP 0 Armor Special Qualities: Wing-arms A bit like a dragon, wingless though it may be. Close Ugly, wrinkled bird-folk, these. Once, maybe, Heads, nine in number at birth, spring from a SpecialQualities: Lookturnsyouto insomeancientpast, theywerearaceofangelic muscled trunk and weave a sinuous pattern in stone menfromonhighbutnowtheyeatratstheyfish the air. A hydra is to be feared—a scaled terror The Medusa are children of a serpent-haired fromthemurkwithtalon-feetanddevourwith ofthemarsh. The olderones, though, they have mother, birthing them in ancient times to needle-teeth. They understand the tongues of more heads for every failed attempt to murder bear her name across the ages. They dwell men and dwarves but speak in little more than it just makes it stronger. Cut off a head and nearplacesofcivilization—luringfolkstotheir gibbering tongues, mimicking the words they two more grow in its place. Only a strike, true caves with promises of beauty untold or riches. hear with mocking laughter. It’s a chilling and strong, to the heart can end a Hydra’s life. Fine appreciators of art, the medusa curate thing to see a beast so close to man or bird but Not time or tide or any other thing but this. strange collections of their victims, terror or not quite either one. Instinct : To lash out Instinct : To grow ecstasy frozen forever in stone. It satisfies their vanity to know they were the last thing seen in • Attack from the air • Attack many enemies at once • • somanylives. Arrogant,proud,andspiteful,in Carry out the bidding of a more pow- Regenerate a body part (especially a their way, they seek what so many do—endless erful creature head) company. Instinct : To collect Fire Eels Horde, Tiny Kobold Horde, Small, Stealthy, In- • Turn a body part to stone with a look Burning touch (d6-2 damage ignores ar- telligent, Organized • Draw someone’s gaze mor) 3 HP 0 Armor Short spear (d6 damage) 3 HP 1 Armor • Show hidden terrible beauty Hand Close, Reach Sahuagin Horde, Intelligent Special Qualities: Flammable oil, Special Qualities: Dragon connec- aquatic tion Endless teeth (d6+4 damage 1 piercing) 3 HP 2 Armor Close, Forceful, Messy Special Qualities: Amphibious

74 Swamp Denizens

The shape and craft of men wedded to the caused by a weakness, your call) hunger and the endless teeth of a shark. Vora- • Hurl something or someone cious and filled only with hate, these creatures will not stop until all life has been consumed. Wll-o-wisp Solitary, Large They cannot be reasoned with, they cannot be Club (d10+3 damage) 20 HP 1 Armor controlledorsated. Theyarehungerandblood- Close, Reach, Forceful lust, drivenupfromthedepthsoftheseatorav- Special Qualities: Body of light age coastal towns and swallow island villages. Spot a lantern floating in the darkness, lost Instinct : To spill blood traveller in the swamp. Hope—a beacon of • Turn a body part to stone with a look shimmering light. You call out to it, but there’s • Draw someone’s gaze no answer. It begins to fade and so you follow, • Show hidden terrible beauty sloshing through the muck, tiring at the chase, hoping you’re being led to safety. Such a sad Sauropod Group, Huge, Cautious tale that always ends in doom. These creatures Trample (d8+5 damage) 18 HP 4 Armor are a mystery—some say they’re ghosts, others beaconsoffaerielight. Nobodyknowsthetruth. Reach They are cruel, however. All can agree on that. Special Qualities: Armor plated Instinct : To misguide body Great lumbering beasts, they live in places long • Lead someone astray since forgotten by the thinking races of the • Clear a path to the worst place possi- world. Gentle if unprovoked but mighty if ble their ire is raised, they trample smaller crea- tures with the care we might give to crushing an any beneath our boots. If you see one, drift by and gaze in awe, but do not wake the giant. Instinct : To endure • Stampede • Panic

Swamp Shambler Solitary, Large, Magical Lash (d10+3 damage) 23 HP 5 Armor Close, Reach, Forceful Special Qualities: Swamp form Some elementals are conjured up in sacred cir- cles etched in chalk. Most, in fact. There’s a sort of science to it. Others, though, aren’t so orderly—they don’t fall under the carefully controlled assignments of fire or air or earth. Some are a natural confluence of vine and mire and fungus. They do not think the way a man might think. They cannot be understood as an elf might be. They simply are. Spirits of the swamp. Shamblers in the mud. Instinct : To preserve and create swamps • Call on the swamp itself for aid • Meld into the swamp • Reassemble into a new form

Troll Solitary, Large Club (d10+3 damage) 20 HP 1 Armor Close, Reach, Forceful Special Qualities: Regeneration Tall. Real tall. Eight or nine feet when they’re young or weak. Covered all over in warty, tough skin, too. Big teeth, stringy hair like swamp moss and long, dirty nails. Some are green, some grey, some black. They’re clannish and hateful of each other, not to mention all the rest of us. Near impossible to kill, too, unless you’ve fire or acid to spare—cut a limb off and watch. In a few days, you’ve got two trolls where you once had one. A real serious problem, as you can imagine. Instinct : To smash • Undo the effects of an attack (unless

75 Legions of the Undead

Abomination Solitary, Large, Con- • Devour or trap dying soul struct, Terrifying • Bargain for a soul Slam (d10+3 damage) 20 HP 1 Armor Dragonbone Solitary, Huge Close, Reach, Forceful Bite (d10+3 damage 3 piercing) 20 HP 2 Special Qualities: Many limbs, Armor heads, and so on Corpses sewn unto corpses make up the bulk of Reach, Messy these shambling masses of dark magic. Most Mystical sorcerers debate: is this creature truly 29 undead are crafted to be controlled—made to undead or is it a golem made of a particularly serve some purpose like building a tower or rare and blasphemous material? The bones, serving as guardians. Not so the abomination. sinews and scales of a dead dragon make up Legions of The last aspect of the ritual used to grant fire this bleak automaton. Winged but flightless, to their hellish limbs invokes a hatred so se- dragon-shaped but without the mighty fire of vere that the abomination knows but one task: such a noble thing, the Dragonbone serves its the Undead to tear and rend at the very thing it cannot master with a twisted devotion and is often set have—life. Many students of the black arts to assault the keeps and towers of rival necro- learn to their mortal dismay the most impor- mancers. It would take a being of some con- tant fact about these hulks. An abomination siderable evil to twist the remains of a dragon knows no master. Instinct : To end life thus. Instinct : To serve • Tear flesh apart • Attack unrelentingly • Spill forth putrid guts Draugr Horde, Organized Banshee Solitary, Magical, Intelli- Rustysword(d6+1damage)7HP2Armor gent Close, Reach Scream (d10 damage) 16 HP 0 Armor Special Qualities: Icy touch Near In the Nordemark, the men and women tell Special Qualities: Insubstantial tales in their wooden halls of a place where the Comeawayfromanencounterwithoneofthese noble dead go. A mead hall atop their heavenly vengeful spirits merely deaf and count your- mountain where men of valor go to await the self lucky for the rest of your peaceful, silent final battle for the world. It is a goodly place. days. Often mistaken at first glance for a ghost It is a place where one hopes to go when they or wandering spirit, the Banshee reveals a far die. And the inglorious dead? Those who fall more deadly talent for sonic assault when an- to poison or in an act of cowardice, warriors gered. And angered they are. A victim of be- though they may be? Well, those mead halls trayal(often bya lovedone) theBanshee makes aren’t open to all and sundry. Some come back, known their displeasure with a roar or scream frozen and twisted and empowered by jealous thatcanputrefyfleshandrendthesenses. Ifyou rage and wage their eternal war not on the can, help them get their vengeance and they’ve forces of giants or trolls but on the towns of the been known to grant rewards. Whether the men they once knew. Instinct : To take from affection of a spurned spirit is a thing you’d the living want, well, that’s another question. Instinct : • Freeze flesh To avenge • Call on the unworthy dead • Drown out all other sound with a ceaseless scream Ghost Solitary, Devious, Terrifying • Unleash a skull-splitting noise Phantom touch (d6 damage) 16 HP 0 Ar- • Disappear into the mists mor Close, Reach Devourer Solitary, Large, Intelli- Special Qualities: Insubstantial gent, Hoarder Every culture tells the story the same way. You Smash (d10+3 damage) 16 HP 1 Armor live, you love or hate, you win or you lose, you Close, Reach, Forceful die somehow you’re not too fond of and here Most folk know that the undead feed on flesh. you are, ghostly and full of disappointment The warmth, blood and living tissue continue and what have you. Some people take it upon their unholy existence. This is true for most of themselves, brave and kindly folks, to seek out the mindless dead, animated by black sorcery. the dead and help them pass to their rightful Not so the Devourer. When a particularly rest. You can find them, most times, down wicked person (often a manipulator of men, at the tavern drinking away the terrors they’ve an apostate priest or the like) dies in a grue- seenorbabblingtothemselvesinthemadhouse. some way, the dark powers of Dungeon World Death takes a toll on the living, no matter how might bring them back to a kind of life. The you come by it. Instinct : To haunt Devourer, however, does not feed on the flesh • Reveal the terrifying nature of death of men or elves. The Devourer eats souls. It • Offer information from the other kills with a pleasure only the sentient can en- side, at a price joy and in the moments of its victims’ expiry, draws breath like a drowning man and swal- Ghoul Group lows a soul. What does it mean to have your Talons (d8 damage 1 piercing) 10 HP 1 soul eaten by such a creature? None dare ask Armor for fear of finding out. Instinct : To eat souls

76 Legions of the Undead

Close, Messy Mummy Solitary, Divine, Hoarder Tail whip (d6+1 damage) 11 HP 2 Armor Hunger. Hunger hunger hunger. Desper- Smash (d10+2 damage) 16 HP 1 Armor Close, Reach ate clinging void-stomach-emptiness hunger. Close Special Qualities: Vampire spawn Sharp talons to rend flesh and teeth to tear Therearecultureswhoreverethedead. Theydo Aswang-hound and hopping whip-tail! Sent and crack bones and suck out the soft marrow notburytheminthecoldearthandmourntheir by vampires on their two, twisted legs, these inside. Vomit up hate and screaming jealous passing. These people spend weeks preparing ugly things look like the head of a rat or a anger and charge on twisted legs—scare the the sacred corpse for its eternal rest. Temples, crocodile, maybe, furry though and sharp of living flesh and sweeten it ever more with the pyramids, and great vaults of stone are built to tooth. They have withered wings, but cannot stink of fear. Feast. Peasant or knight, wizard, house them and are populated with slaves, pets usethemandlong,whippingtails,spurredwith sage,prince,orpriestallmakeforsuchdelicious andgold. Thebettertoliveinluxurybeyondthe poison tips. Stupid, vengeful and mischievous meat. Instinct : To eat Black Gates, no? Do not be tempted by these they cause all kinds of chaos when let out of the • Gnaw off a body part vaults—oh, I know that greedy look! Heed my strange clay jars in which they’re born. Only • Gain the memories of their meal warnings or risk a terrible fate, for the honored a vampire could love such a wretched thing. dead do not wish to be disturbed. Thievery will Instinct : To disturb Lich Solitary, Magical, Intelligent, only raise their ire—do not say I did not warn • Cautious, Hoarder, Construct you! Instinct : To enjoy eternal rest Poison them • Do a vampire’s bidding Enervate (d10+3 damage ignores armor) • Curse them 16 HP 5 Armor • Wrap them up Skeleton Horde Near, Far • Rise again Slam (d6 damage) 7 HP 1 Armor “At the end, they give you a scroll and a jew- Close Nightwing Horde, Stealthy eled medallion to commemorate your achieve- Dem bones, dem bones, dem dry bones. In- ments. Grand Master of Abjuration, I was Rend (d6 damage) 7 HP 1 Armor stinct : To take the semblance of life called, then. Old man. Weak and wizened Close and just a bit too senile for them—hose jealous • Act out what it did in life Special Qualities: Wings • halfwits. Barely apprentices, and they called Scholars of the necromantic arts will tell you Reveal a fact from its life themselves The New Council. It makes me sick, that the appellation “undead” applies not only or would, if I still could be. They told me it was to those who have lived, died, and been re- Spectre Solitary, Hoarder an honor and I would be remembered forever. turned to a sort of partway living state. It Withering touch (d10 damage) 12 HP 0 It was like listening to my own eulogy. Fitting, is the proper name of any creature whose en- Armor in a way, don’t you think? It took me another ergy originates beyond the Black Gates. The Close ten years to learn the rituals and another four creature men call the nightwing is one such Special Qualities: Insubstantial to collect the material and you see before you creature—empowered by the negative light of For some folk, when they pass, Death himself the fruits of my labour. I endure. I live. I will Death’s domain. Taking the shape of massive, cannot release their grip on the places they love see the death of this age and the dawn of the shadowy, winged creatures (some more bat- most. A priest whose devotion to the temple next. It pains me to have to do this, but, you like,somelikevultures,otherslikesomeancient, is greater than that of his god. A banking see, you cannot be permitted to endanger my leatherythings)nightwingstravelinpredatory guild official who cannot bear to part with his research. When you meet Death, say hello for flocks, swooping down to strip the flesh from vault. A drunk and his favourite tavern. All me, would you?” Instinct : To un-live cattle, horses and unlucky peasants out past make excellent spectres. They act not out of • Cast a perfected spell of death or de- curfew. Watch the night sky for their red eyes the usual hunger that drive the undead, but struction and listen for their screeching call and hope to jealousy. Jealousy that anyone else might come • Set a ritual or great working into mo- thegodsyouhavesomethingtohideunderuntil to love their home as much as them and drive tion they pass. Instinct : To hunt themout. Theseplacesbelongtothemandthese • invisiblespiritswillkillbeforethey’llletanyone Reveal a preparation or plan already • Attack from the night sky completed • send them to their rest. Instinct : To drive life Fly away with prey from a place Mohrg Group Shadow Horde, Large, Magical, Con- • Turn their haunt against a creature Bite (d8 damage) 10 HP 0 Armor struct • Bring the environment to life Close Shadow Touch (d6+1 damage) 11 HP 4 Ar- You never get away with murder. Not really. mor Vampire Group, Stealthy, Orga- You might evade the law, might escape your Close, Reach nized, Intelligent own conscience in the end and die, fat and Special Qualities: Shadow Form Supernaturalforce(d8+5damage1pierc- happy in a mansion somewhere. When the We call to the elements. We call on fire, ever- ing) 10 HP 2 Armor gods themselves notice your misdeeds, though, burning. We summon water, life-giving. We Close, Forceful that’s where your luck runs out and a Mohrg beseech the earth, stable-standing. We cry to Special Qualities: Changing form, is born. The Mohrg is a skeleton—flesh and the air, forever-changing. These elements we ancient mind skin and hair all rotted away. All but their recognize and give our thanks but ask to pass. guts—theirtwisted,knottedgutsstillspillfrom The elemental we call upon this night knows their bellies, magically preserved and often another name. We call upon the element of wrapped, noose-like, about their necks. They Night. Shadow, we name you. Death’s mes- do not think, exactly, but they suffer. They kill senger and black assassin, we claim for our and wreak havoc and their souls do not rest. own. Accept our sacrifice and do our bidding Such is the punishment, both on them for the ‘til the morning come. Instinct : To darken crime and on all mankind for daring to murder one another. The gods are just and they are • Snuff out light harsh. Instinct : To wreak havoc • Spawn another shadow from the dead • Rage • Add to their collection of guts Sigben Horde, Large, Construct

77 Legions of the Undead

We fear them, because they call to us. So much like us, or how we hope to be: beautiful, pas- sionate, and powerful. They are drawn to us forwhattheycannotbe: warm,kind,andalive. These tormented souls can only hope, at most, to pass their dreadful curse along. Every time they feed they run the risk of passing along their torture to another and in each one lives the twisted seed of creator. Vampires beget vampires. Suffering begets suffering. Do not be drawn in by their seduction or you may be given their gift—a crown of shadows and the chains eternal undying grief. Instinct : To manipulate • Charm someone • Feed on their blood • Retreat to plan again

Wight-Wolf Horde, Organized, Intel- ligent Pounce (d6+1 damage 1 piercing) 7 HP 1 Armor Close Special Qualities: Shadow form Likethenightwing, thewight-wolfisacreature not spawned in our world. Somehow slipping the seals of the Black Gates of Death, these spirits take the shape of massive hounds or shadowy wolves and hunt the living for sport. They travel in packs, led by a mighty alpha, but bear a kind of intelligence unknown to true canines. Their wild hunts draw the attention ofintelligentundead—liches,vampiresandthe like—who will sometimes make pacts with the alphaandserveagrimpurposetogether. Listen for the baying of the hounds of Death and pray that they do not howl for you. Instinct : To hunt • Encircle prey • Summon the pack

Zombie Horde Bite (d6 damage) 11 HP 1 Armor Close Whenthere’snomoreroominHell . . . Instinct : Braaaaaains • Attack with overwhelming numbers • Corner them • Gain strength from the dead, spawn more zombies

78 Gnarled Woods

Assassin Vine Solitary, Stealthy, It will be a gathering of clans unseen in this Gibbous age. Call Stormhoof and Brightspear. Sum- Thorns (d10 damage 1 piercing) 15 HP 1 mon Whitemane and Ironflanks. Sound the Armor horn and we shall begin our meeting—we shall Close, Reach, Messy speak the words and bind our people together. Too long have the men cut the ancient trees Special Qualities: Plant for their ships. The elves are weak and cow- Among the animals there exists a clear divi- ardly, friend to these mannish slime. It will be sion ‘tween hunter and hunted. All it takes is a a cleansing fire from the darkest woods. Raise 30 glance to know—by fangs and glowing eyes or the red banner of war! Today we strike back claws or venomous sting—which of the crea- against these apes and retake what is ours! In- ture of this world are meant to kill and which stinct : To rage Gnarled stand to be killed. Such a split, if you have the eyes to see it, cuts the world of leaves and • Overrun them flowers in twain, as well. Druids in their forest • Move with unrelenting speed Woods circles know it. Rangers, too, might spot such a plant before it’s too late. Lay folk, though, Chaos Ooze Solitary, Planar, Terri- they wander where they oughtn’t—paths into fying, Gibbous the deep woods covered in creeping vines and Warping touch (d10 damage ignores ar- with a snap, these hungry ropes snap tight, mor) 23 HP 1 Armor dragging their meaty prey into the underbrush. Mind your feet, traveller. Instinct : To grow Close Special Qualities: Ooze, Fragments • Shoot forth new growth of other planes embedded in it • Attack the unwary The barrier between Dungeon World and the Elemental Planes is not, as you might hope, a Blink Dog Group, Small, Magical, Or- wall of stone. It’s much more porous. Thin- ganized like, with holes. Places where the civil races Bite (d8 damage) 6 HP 4 Armor do not often tread can sometimes, how to put Close this, spring a leak. Like a dam come just a Special Qualities: Illusion little loose. Bits and pieces of the chaos spill Now you see it, now you don’t. Hounds once out. Sometimes, they’ll congeal like an egg on owned by a sorcerer lord and imbued with a a pan—that’s where we get the material for kind of illusory cloak, they escaped into the many of the Guild’s magical trinkets. Use- woods around his lair and began to breed with ful, right? Sometimes, though, it squirms and wolvesandwilddogsoftheforest. Youcanspot squishesaroundabitandstaysthatway,warp- them, if you’re lucky, by the glittering silver of ing all it touches into some other, strange form. their coats and their strange, ululating howls. Chaos begets chaos, and it grows. Instinct : They have a remarkable talent for being not- To change quite where they appear to be and use it to take • Cause a change in appearance or sub- down prey much stronger than themselves. If stance you find yourself facing a pack of blink dogs • Briefly bridge the planes you might well close your eyes and fight. You’ll have an easier time when not betrayed by your Cockatrice Group, Small, Hoarder natural sight. By such sorceries are the natural Peck (d8 damage) 6 HP 1 Armor places of the world polluted with unnatural things. Instinct : To hunt Close Special Qualities: Stone touch • Give the appearance of being some- I ain’t ever seen such a thing, sir. Rodrick where they’re not thought it a chicken, maybe. Poor Rodrick. I • Summon the pack figured it to be a lizard of a sort, though he • Move with amazing speed was right—it had a beak and grey feathers like a chicken. Right, well, see, we found it Centaur Horde, Large, Organized, in the woods, in a nest at the foot of a tree Intelligent while we were out with the sow. Looking for Bow (d6+2 damage 1 piercing) 11 HP 1 Ar- mushrooms, sir. I told Rodrick we were—yes, mor sir, right sir, the bird—see, it was glaring at Close, Reach, Near Rodrick and he tried to scare it off with a stick SpecialQualities: Half-horse,Half- to steal the eggs but the thing pecked his hand. man Quick it was, too. I tried to get him away but he just got slower and slower and . . . yes, as you see him now, sir. All frozen up like when we left the dog out overnight in winter two years back. Poor, stupid Rodrick. Weren’t no bird nor lizard, were it, sir? Instinct : To defend the nest • Start a slow transformation to stone

Dryad Solitary, Magical, Intelligent, Devious, Gibbous

79 Gnarled Woods

Crushing vines (2d10·w damage) 23 HP 5 Like all the elves do, war is an art. I saw them A tale, then. Somewhere in the not-so-long Armor fight, once. The Battle of Astrid’s Veil. Yes, I history of the Mannish race there was a divide. Close am that old, boy, now hush. She was clad in In days when men were merely dwellers-in- Special Qualities: Plant plate that shone like the winter sky. White hair the-mud with no magic to call their own, they More beautiful by far than any man or woman streaming and a pennant of ocean blue tied to split in two: one camp left their caves and the born in the civil realms. To gaze upon one is her spear. She seemed to glide across between dark forests and built the First City to honor to fall in love. Deep and punishing, too. Thing the trees the way an angel might, striking out the gods. The others, a wild and savage lot, is, they don’t love. Not the fleshy folk who and bathing her blade in blood that steamed in retreated into darkness. They grew, there. In often find them, though. Their love is a pri- thecoldair. Ineverfeltsosmallbefore. Itrained the deep woods a grim loathing for their softer mal thing, married to the woods—to a great with the master-at-arms of Battlemoore, you kin gave them strength. They found dark gods oak that serves as home and mother and sa- know. I’veheldaswordlongerthanyou’vebeen of their own, there in the woods and hills. Ages cred place to them. It’s a curse to see one, too, alive, boy, and in that one moment I knew that passed and they bred tall and strong and full they’ll never love you back. No matter what my skill meant nothing. Thank the gods the of hate. We have forged steel and they match you do. No matter how you pledge yourself to elves were with us then. A more beautiful and it with their savagery. We may have forgotten them, they’ll always spurn you. If ever their terrible thing I have not seen since. Instinct : our common roots, but somewhere, deep down, oak comes to harm, you’ve not only the dryad’s To seek perfection the Ogres remember. Instinct : To return the world to darker days wrath to contend with, but in every nearby vil- • Strike at a weak point lage there’s a score of men with a secret longing • Set ancient plans in motion • Destroy something in their heart, ready to murder you where you • Use the woods to advantage • Topple trees sleep for just a smile from such a creature. In- • Bring down the roof stinct : To love nature passionately Elvish High Arcanist Solitary, Magi- • cal, Intelligent, Organized Hill Giant Group, Huge, Intelligent, Entice a mortal Organized • Merge into a tree Flame (d10 damage ignores armor) 12 HP • Turn nature against them 0 Armor Rock (d8+3 damage) 10 HP 1 Armor Near, Far Reach, Near, Far, Forceful Eagle Lord Group, Large, Organized, Special Qualities: Sharp senses Ever seen an ogre before? Bigger than that. Intelligent True elvish magic isn’t like the spells of men. Dumberandmeaner,too. Hopeyoulikehaving Claw (2d8·b+1 damage 1 piercing) 10 HP 1 Mannish wizardry is all rotes and formulas. cows thrown at you. Instinct : To hurl Armor They cheat to find the arcane secrets that re- • sound all around them. They are deaf to the ar- Throw something Close, Reach • Shake the earth Special Qualities: Mighty wings cane symphony that sings in the woods. Elvish magic is fine ear to hear it and the voice with Some the size of horses. Bigger, even—the Razor Boar Solitary Kings and Queens of the Eagles. Their cry which to sing. To harmonize with what is al- readyresounding. Menbindtheforcesofmagic Bite (d10 damage 3 piercing) 16 HP 1 Ar- pierces the mountain sky and woe to those who mor fall under the shadow of their mighty wings. to their will; Elves simply pluck the strings and The ancient wizards forged a pact with them in humalong. TheHighArcanists,inaway,have Close, Messy theprimordialdays. Menwouldtaketheplains become more and less than any elf. The beat of The tusks of the razor boar shred metal plate and valleys and leave the mountaintops to the their blood is the throbbing of all magic in this like so much tissue. Voracious, savage and un- Eagle Lords. These sacred pacts should be hon- world. Instinct : To unleash power stoppable, they tower over their mundane kin. To kill one? A greater trophy of bravery and ored, lest they set their talons into you. Lucky • Work the magic that wants to be are the elves, for the makers of their bonds yet skillishardtoname, thoughIheararazorboar worked killedtheDrunkardKinginasinglethrust. You liveandwhendangercomestoElvishlands,the • Cast forth the elements Eagle Lords often serve as spies and mounts for think you’re a better hunter than he? Instinct the elves. Long-lived and proud, some might Griffin Group, Large, Organized : To shred be willing to trade their ancient secrets for the Claw (d8+3 damage) 10 HP 1 Armor • Rip them apart right price, too. Instinct : To rule the heights Close, Reach, Forceful • Rend armor and weapons • Attack from the sky Special Qualities: Wings • Pull someone into the air On first glance, one might mistake the Griffin Sprite Horde, Tiny, Stealthy, Magi- • Call on ancient oaths for another magical mistake like the Manticore cal, Devious, Intelligent or the Chimera. It looks the part, doesn’t it? Dagger (2d4·w damage) 3 HP 0 Armor Elvish Warrior Horde, Intelligent, These creatures have the regal haughtiness of Hand Organized a lion and the arrogant bearing of a eagle but SpecialQualities: Wings, FeyMagic Sword (2d6·b damage) 3 HP 2 Armor temper it with the unshakeable loyalty of both. I’d classify them elementals, except that “Being Close To earn the friendship of a Griffin is to have an Annoying”isn’tanelement. Instinct: Toplay ally all your living days. Truly a gift, that. If Special Qualities: Sharp sense tricks you’reeverluckyenoughtomeetoneberespect- ful and deferential above all else. It may not • Play a trick to expose someone’s true seem it but they can tell and answer perceived nature slights with a sharp beak and talons. Instinct • Confuse their senses : To serve allies • Craft an illusion • Carry an ally aloft Treant Group, Huge, Intelligent, • Strike from above Gibbous Wallop (d8+5 damage) 21 HP 4 Armor Ogre Group, Large, Intelligent Reach, Forceful Club (d8+5 damage) 10 HP 1 Armor Special Qualities: Wooden Close, Reach, Forceful Old and tall and thick of bark walk amidst the tree-lined dark

80 Gnarled Woods

Strong and slow and forest-born One of only a very few creatures to be found the treants anger quick, we warned in the old woods that don’t right out want to maim, kill, or eat us. They dwell in glades If to the woods with axe ye go pierced by the sun, and dance on their funny know the treants be thy foe goat-legs to enchanting music played on pipes made of bone and silver. They smile easily and, Instinct : To protect nature so longas you please themwith jokes and sport, • will treat our kind with friendliness. They’ve Move with implacable strength a mean streak, though, so if you cross them, • Set down roots • make haste elsewhere; very few things hold a Spread old magic grudge like the stubborn Satyr. Instinct : To enjoy Werewolf Solitary, Intelligent Bite (d10+2 damage 1 piercing) 12 HP 1 • Pull others into revelry through Armor magic Close, Messy • Force gifts upon them • Special Qualities: Weak to silver Play jokes with illusions and tricks Beautiful, isn’t it? The moon, I mean. She’s watching us, you know? Her pretty silver eyes watch us while we sleep. Mad, too—like all the most beautiful ones. If she were a woman, I’d bendmykneeandmakehermywifeonthespot. No, I didn’t ask you here to speak about her, though. The chains? For your safety, not mine. I’m cursed, you see. You must have suspected. The sorcerer-kings called it “lycanthropy” in their day—passed on by a bite to make more of our kind. No, I could find no cure. Please, Don’t be scared. You have the arrows I gave you? Silver, yes. Ah, you begin to understand. Don’t cry, sister. You must do this for me. I cannot bear more blood on my hands. You must end this. For me. Instinct : To shed the appearance of civilization • Transform to pass unnoticed as beast or man • Strike from within • Hunt like man and beast

Worg Horde, Organized Bite (d6 damage) 3 HP 1 Armor Close As horses are to the civil races, so go the worg to the goblins. Mounts, fierce in battle, ridden by only the bravest and most dangerous, are found and bred in the forest primeval to serve the goblins in their wars on men. The only safe worg is a pup, separated from its mother. If you can find one of these, or make orphans of a litterwithasharpsword,you’vegotwhatcould become a loyal protector or hunting hound in time. Train it well, mind you, for the worg are smartandneverquitefreeoftheirprimalurges. Instinct : To serve • Carry a rider into battle • Give its rider an advantage

Satyr Group, Devious, Magical, Hoarder Charge (2d8·w damage) 10 HP 1 Armor Close Special Qualities: Enchantment

81 Ravenous Hordes

Formian Drone Horde, Organized, Whether in the form of a legionnaire, part of Cautious the Formian standing army, or as a praetorian Bite (d6 damage) 7 HP 4 Armor guard to the queen, every formian hive contain Close a great number of these most dangerous insec- toids. Darker in carapace, often scarred with Special Qualities: Hive connection, furrows and the ceremonial markings that set Insectoid them apart from their drones, the formian cen- With good cause, they say that these creatures turions are their fighting force and rightly so. (likeallinsects,really)areclaimedbythepowers Born, bred and living only for the singular pur- 31 of Law. They are order made flesh—a perfectly pose to kill the enemies of their kind, they fight stratified society in which every larva, hatch- with one mind and a hundred swords. Thus Ravenous ling and adult knows their place in the great far, the powers of Law have seen fit to spare hive. The Formian is some strange intersec- mankind a great war with these creatures, tion of men and ants (though there are winged but we’ve seen them in skirmish—descending tribes that look like ants out in the Western sometimes on border towns with their wings Hordes Desert, I’ve heard. And some with great saw- flickeringintheheatorspillingupfromasandy tooth arms like mantids in the forests of the mound to wipe clean a newly-dug mine. Theirs east). Tall, with a hard shell and a harder is an orderly bloodshed, committed with no mind, these particular Formians are the bot- pleasure but the completion of a goal. Instinct tomcaste. Theyworkthehillsandhoneycombs : To fight as ordered with single-minded joy that can be known only by such an alien mind. Instinct : To follow • Advance as one orders • Summon reinforcements • Give a life for the hive • Raise the alarm • Create value for the hive Formian Queen Solitary, Huge, Or- • Assimilate ganized, Intelligent, Hoarder Formian Taskmaster Group, Orga- Smash (d10+5 damage) 24 HP 3 Armor nized, Intelligent Reach, Forceful Spiked whip (d8 damage) 6 HP 3 Armor Special Qualities: Hive connection, Close, Reach Insectoid At the heart of every hive, no matter its size Special Qualities: Hive connection, or kind, lives a queen. As large as any giant, Insectoid she sits protected by her guard, served by every It takes two hands to rule an empire: one to drone and taskmaster with her own, singular wield the scepter and one to crack the whip. purpose: to spread her kind and grow the hive. These ant-folk are that whip. Lucky for them, To birth the eggs. To nurture. We do not with two extra arms, that’s a lot of whip to understand the minds of these creatures but crack. They oversee the vast swarms of worker it is known they can communicate with their drones that set to build the mighty caverns and children, somehow, over vast distances and ziggurats that dot the places that formians can that they begin to teach them the ways of earth be found. One in a hundred, these brutes stand andstoneandwarwhilestillpaleandwriggling two or three feet taller than their pale, near- larva,withoutaword. Tokilloneistosetchaos mindless kin and have a sharper, crueler wit to on the hive; without their queen, the rest turn match. They’ll often ignore the soft races (as on one another in a mad, blind rage. Instinct we’re known) if we don’t interfere in a project, : To spread formians but get in the way of The Great Work and expect nothing less than their full attention. • Call every formian it spawned You don’t want their full attention. Instinct : • Release a half-formed larval muta- To command tion • Set designs on a formian goal • Order drones into battle • Set great numbers in motion Gnoll Tracker Group, Organized, In- telligent Formian Centurion Horde, Intelli- gent, Organized Bow (d8 damage) 6 HP 1 Armor Barbed spear (2d6·b+2 damage) 7 HP 3 Near, Far Armor Special Qualities: Scent Close, Reach Special Qualities: Hive connection, Insectoid, Wings

82 Ravenous Hordes

Once they scent your blood, you can’t escape. The orcish horde is a savage, bloodthirsty, and Special Qualities: One eye Not without intervention from the gods, or the hatefulcollectionoftribes. Therearemythsand In the name of He Of Riven Sight and by the duke’s rangers at least. The desert scrub is a storiesthattelloftheoriginoftheirrage—ade- First Sacrifice of Elf-Flesh do we invoke the dangerous place to go exploring on your own mon curse, a homeland destroyed, elven magic Old Powers. By the Second Sacrifice, I make and if you fall and break your leg or eat the gone wrong—but the truth has been lost to my claim to what is mine—the dark magic of wrong cactus, well, you’ll be lucky if you die of time. Every able orc, be it man or woman, child Night. In His image, I walk the path to Gor- thirst before the gnolls find you. They prefer or elder, swears fealty to the warchief and their sha-thak, the Iron Gallows! I call to the runes! their prey alive, see—cracking bones and the tribe and bears the jagged blade of a bloodwar- I call to the clouded sky! Take this mortal screams of the dying lend a sort of succulence rior. Men are trained to fight and kill—orcs organ, eat of the flesh of our enemy and give me to a meal. Sickening creatures, no? They’ll are born to it. Instinct : To fight what is mine! Instinct : To hate hunt you, slow and steady, as you die. If you • • hear laughter in the desert wind, well, best pray Fight with abandon Rend flesh with divine magic • Revel in destruction • Take an eye Death comes to take you before they do. In- • stinct : To prey on weakness Make a sacrifice Orc Berserker Solitary, Large, Di- • Doggedly track prey vine, Intelligent, Organized Orc Shaman Solitary, Intelligent, • Strike at a moment of weakness Cleaver (d10+5 damage) 20 HP 0 Armor Organized Close, Reach Flame (d10 damage ignores armor) 12 HP Gnoll Emissary Solitary, Divine, In- 0 Armor telligent, Organized Special Qualities: Mutations Stained in the unholy ritual of Anointing By Close, Reach, Near, Far Ceremonial dagger (d10+2 damage) 18 The Night’s Blood, some warriors of the horde Special Qualities: Elemental power HP 1 Armor rise to a kind of twisted knighthood. They trade The orcs are as old a race as any. They cast Close, Reach their sanity for this honor, stepping halfway bones in the dirt and called to the gods in the Special Qualities: Scent into a world of swirling madness. This makes treesandstoneastheelvesbuilttheirfirstcities. Oh, an emissary! How nice. I suspect you Berserkers the greatest of their tribe, though They have waged wars, conquered kingdoms, didn’t know the Gnolls had ambassadors, did as time passes, the chaos spreads. The rare and fallen into corruption in the aeons it took you? Yes, even these mangy hyenas have to Berserker that lives more than a few years be- for men to crawl from their caves and dwarves make nice sometimes. No, no, not with us. Nor comes horrible and twisted, growing horns or to first see the light of the sun. Fitting, then, the dwarves, neither. No, the Emissary is the an extra arm with which to grasp the iron that the old ways still hold. They summon the one, among his packmates, who trucks directly cleavers they favor in battle. Instinct : To powers of the world to work, to fight and to with their dripping demon lord. Frightening? rage protect their people, as they have since the first Too right. Every hound has a master with his • nights. Instinct : To strengthen orc-kind handonthechain. Thisgnollhearshismaster’s Fly into a frenzy • Unleash chaos • Give protection of earth voice. Hears it and obeys. Instinct : To share • divine insight Give power of fire Orc Breaker Solitary, Large • Give swiftness of water • Pass on demonic influence Massivehammer(d10+3damage ignores • Give clarity of air • Drive the pack into a fervor armor) 16 HP 0 Armor Close, Reach, Forceful Orc Slaver Horde, Stealthy, Intelli- Gnoll Alpha Solitary, Intelligent, Or- gent, Organized ganized Before you set out across the hordeland, brave sir, hark a moment to the tale of Sir Regnus. Whip (d6 damage) 3 HP 0 Armor Sword (d10·b damage 1 piercing) 12 HP 2 Regnus was like you, sir—a Paladin of the Or- Close, Reach Armor der, all a-shine in his armored plate and with Red sails fly in the southern sea. Red sails and Close a shield as tall as a man. Proud he was of ships of bone, old wood and iron. The warfleet Special Qualities: Scent it, too—Mirrorshield, he called himself. Tale of the horde. Orcs down that way have taken Every pack has its top dog. Bigger, goes that he’d set his eyes on rescuing some lost to the sea, harassing island towns and stealing maybe—that’d be the simplest way. Often, priest, a kidnap from the abbey on the borders. awaywithfishermenandtheirkin. It’ssaidthe though, with these lank and filthy mutts, it’s Regnus came across some orcs in his travels, a custom is spreading north and the orcs learn not about size or sharp teeth but about cruelty. dozen or so, and thought, as one might, that the value of free work. Taken to it like a sacred About a willingness to kill your brothers and they’d be no match. Battle was joined and all task—especially if they can get their hands on eat them while the pack watches. Willingness was well until one of them orcs emerged from elves. Hard to think of a grimmer fate than to to desecrate the pack in a way that cows them the fray with a hammer bigger than any man live out your life under a lash in an orcish fist. to you. If they’re that awful to each other—to ought to be able to wield. Built more like an Instinct : To take ogre or a troll, they say it was, and with a single their living kin—think about how they must • swing, it crushed Regnus to the ground, shield Take a captive view us. It’s hard to be mere meat in a land of • and all. It were no ordinary orc, they say. It Pin someone under a net these kinds of predators. Instinct : To drive • the pack were a breaker. They can’t make plate of their Drug them own, see, so maybe it’s jealousy drives these • Demand obedience burly things to crush and shatter the way they Orc Shadowhunter Solitary, Stealthy, • Send the pack to hunt do. Effective tactic, though. Careful out there. Magical, Intelligent Instinct : To smash Poisoned dagger (d10 damage 1 piercing) Orc Bloodwarrior Horde, Intelli- 10 HP 0 Armor gent, Organized • Destroy armor or protection Close, Reach • Lay low the mighty Jagged blade (d6+2 damage 1 piercing) 3 Special Qualities: Shadow cloak HP 0 Armor Orc One-Eye Group, Divine, Magical, Close, Messy Intelligent, Organized InflictWounds(d8+2damageignoresar- mor) 6 HP 0 Armor Close, Reach, Near, Far

83 Ravenous Hordes

Not every attack by orcs is torches and scream- Part priest, part outcast among their kind, • Call reinforcements ing and enslavement. Amongst those who fol- the tidecaller speaks with the voice of the low He Of Riven Sight, poison and murder-in- deeps. They can be known by their muta- the-dark are considered sacred arts. Enter the tions—transparent skin, perhaps, or rows of shadowhunter. Orcs cloaked in Night’s magic teeth like a shark. Glowing eyes or fingertips, who slip into camps, towns and temples and angler-lights in the darkness of their under- end the lives of those within. Do not be so dis- water kingdom. They speak in strange tongue tractedbythehowlingoftheberserkersthatyou thatcancallandcommandcreaturesofthesea. do not notice the knife at your back. Instinct : They ride wild hippocampi and cast strange To kill in darkness spellsthatrotthroughthewoodendecksofships • or encrust them with barnacles heavy enough Poison them to sink. It is the tidecallers who come, now, • Melt into the shadows • back to the cities of the Triton, bearing word Cloak them in darkness that the prophecy is coming to pass. The world of men will drown in icy brine. The tidecallers Orc Warchief Solitary, Intelligent, speak and the Lords begin to listen. Instinct : Organized To bring on The Flood Iron Sword of Ages (2d10·b+2 damage) 16 HP 0 Armor • Cast a spell of water and destruction • Close, Reach Command beasts of the sea • Reveal divine commands Special Qualities: One-Eye bless- ings, Shaman blessings Triton Sub-Mariner Group, Orga- There are chiefs and there are leaders of the nized Intelligent tribes among the orcs. There are those who rise Harpoon (2d8·b damage) 6 HP 3 Armor to seize power and fall under the machinations of their foes. There is but one Warchief. One Close, Near, Far orc in all the horde who stands above the rest, Special Qualities: Aquatic bearing the blessings of the One-Eyes and the The Triton are not a militant race by nature. Shamans both. Who walks with the elements They shy away from battle except when the underNight. WhobearstheIronSwordofAges sahuagin attack, and only then do they defend and carries the ancient grudge against the civil themselves and retreat into the depths where races on his shoulders. The warchief is to be their foes can’t follow. This trend begins to respected, to be obeyed and above all else, to be change. As the tidecallers come to rally their feared. All glory to the Warchief. Instinct : people, some Triton men and women take up To lead arms. They call these generals “sub-mariners” and build for them armor of shells and hard- • Start a war ened glass. They swim in formation, wielding • Make a show of power pikes and harpoons and attack the crews of • Enrage the tribes ships that wander too far from port. Watch for their pennants of kelp on the horizon and Triton Spy Solitary, Stealthy, Intelli- the conch-cry of a call to battle and keep, if you gent, Organized can, your boats near shore. Instinct : To wage Trident (2d10·w damage) 12 HP 2 Armor war Close, Near • Lead Tritons to battle Special Qualities: Aquatic • Pull them beneath the waves A fishing village caught one in their net, some time ago. Part a man and part some scaly sea Triton Noble Group, Organized, In- creature, it spoke in a broken, spy-learned form telligent of the common tongue before it suffocated in Trident (d8 damage) 6 HP 2 Armor the open air. It told the fishermen of a coming tide, an inescapable swell of the power of some Close, Near, Far deep-sea god and that the triton empire would Special Qualities: Aquatic rise up and drag the land down into the ocean. The Triton Ruling Houses were chosen, they The tale spread and now, when fishermen sail say, atthedawnoftime. Grantedlordshipover the choppy seas, they watch and worry that the all the races of the sea by some now-forgotten dying triton’s tales were true. That there are god. These bloodlines continue, passing ruler- powers deep below that watch and wait. They shipfromfathertodaughterandmothertoson fear the tide is coming in. Instinct : To spy on through the ages. Each is allowed to rule their the surface world city in whatever way they choose—some alone orwiththeirspouses,othersincouncilofbroth- • Reveal their secrets ers and sisters. In ages past, they were known • Strike at weakness fortheirsagacityandbloodlinesofeven-temper were respected above all else. The tidecallers Triton Tidecaller Group, Divine, prophecy is changing that: Nobles are expected Magical, Intelligent to be strong, not wise. The Nobles have begun Wave (d8+2 damage ignores armor) 6 HP to respond, and it is feared by some that the 2 Armor ancient blood is changing forever. It may be Near, Far too late to turn back. Time and tide wait for Special Qualities: Aquatic, Muta- none. Instinct : To lead tions • Stir tritons to war

84 Twisted Experiments

Bulette Solitary, Huge, Construct Close, Reach Bite (d10+5 damage 3 piercing) 20 HP 3 SpecialQualities: Digestacidsecre- Armor tion Close, Forceful It’s okay, magical experimentation is a messy Special Qualities: Burrowing science. For every beautiful pegasus there’s a A seasoned caravan guard learns to listen for half-done creature that wasn’t quite right. We the calls of a scout or sentry with a keen ear. A understand. The goblin-elephant you thought few extra seconds after the alarm is raised can was such a great idea. The Gelatinous Drake. 32 mean life or death. Different cries mean dif- Just examples. No judgement here. Anyway, ferent responses, too—a call of “orcs!” means we’ve got something for that. We call it the draw your sword and steady for blood but a Digester. Yes, just like it sounds. Strange look- Twisted call of “bandits!” says you might be able to bar- ing, I know, and the smell isn’t the best, but this gain. One alarm from the scouts that always, thing—it’ll eat magic like Svenloff the Stout always means it’s time to pack up, whip your drinks ale. Next time one of these unfortunate Experiments horse and run for the hills? “LAND SHARK!” accidents occurs, just point the Digester at it Instinct : To devour and all your troubles drain away. Just keep an eye on it. Damn thing ate my wand last week. • Drag prey into rough tunnels Instinct : To digest • Burst from the earth • • Swallow whole Eat away at something • Draw sustenance Chimera Solitary, Large, Construct Bite (d10+1 damage) 16 HP 1 Armor Ethereal Filcher Solitary, Devious, Planar Reach Stolen dagger(2d8·w damage) 12HP 1 Ar- Well known and categorized, the chimera is mor a perfected creature. From the codices of the Mage’sGuildtothefamouspagesofCullaina’s Close, Reach Creature Compendium, there’s no confusion Special Qualities: Burrowing aboutwhatChimerameans. Twopartslioness, Things go missing. A sock, a silver spoon, your one part serpent, head of a she-goat, and all the dead mother’s bones. We blame the maid, or viciousmagiconecanmuster. Theactualritual bad luck, or just a moment of stupid forget- might vary, as might a detail or two—more fulness and we move on. We never get to see creative sorcerers switch the flame breath for the real cause of these problems. The spidery acid, perhaps. Used as a guardian, an assassin thingwithhumanhandsandeyesasblueasthe or merely an instrument of chaos unchained, deep ethereal from whence the creature comes. it matters little. The chimera is the worst sort We never see the nest it makes of astral silver of abomination: an intentional affront to all webbing and stolen objects arranged in some natural life. Instinct : To do as commanded madness pattern. We never watch it assem- ble its collection of halfling finger-bones, stolen • Belch forth flame from the hands of the sleeping. We’re lucky, • Run them over that way. Instinct : To steal • Poison them • Take something important to it’s pla- Derro Horde, Devious, Intelligent, nar lair Organized • Retreat to the Ethereal plane • Pickaxe (2d6·w damage) 3 HP 2 Armor Use an item from its lair Close Ettin Solitary, Large, Construct Special Qualities: Telepathy Club (d10+3 damage) 16 HP 1 Armor It’s typical to think that all the malignant ar- canemonstersmadeinthisworldarebirthedby Close, Reach, Forceful wizards, sorcerers, and their ilk. That the col- Special Qualities: Two heads leges and towers of Dungeon World are womb What could possibly be better than an idiotic to every bleak experiment. There are mistakes angry hill giant? One with two heads. Fan- madeinthedepthsoftheearth, too. Theseones, tastic idea, really. Grade A stuff. Instinct : To the Derro, are the mistakes of a long-forgotten smash dwarven alchemist. The derro don’t forget, • Attack two enemies at once though. Twisted and hateful, the Derro can • Defend its creator be spotted by their swollen skulls, brain-matter grown too large. They do not speak except in Girallon Solitary, Huge thoughts to one another and plot in the silent Rend (d10+5 damage) 20 HP 1 Armor dark to extract sweetest revenge—that of the created on the creator. Instinct : To replace Reach, Forceful dwarves Special Qualities: Many arms • Fill a mind with foreign thoughts • Take control of a beast’s mind

Digester Solitary, Large, Construct Acid(d10+1damageignoresarmor)16HP 1 Armor

85 Twisted Experiments

The pounding of the jungle drums calls to it. A cephalo-what? No, boy. Not “a kraken” • Give their rider an advantage The slab of meat on the sacrificial stone to lure but “the kraken”. I don’t know what nonsense intheGreatApe. Girallon,theycallit—aname they taught you at that school you say you’re Rust Monster Group, Construct fromthelong-forgottentongueofthekingswho from, but here, we know to respect the Hun- Corrode (d8 damage ignores armor) 6 HP bred the beast. Taller than a building, some gerer. Right, that’s what we call it, The Hun- 3 Armor say. Cloaked in ivory fur with tusks as long gerer in the Deep to be more proper. Ain’t no Close as scimitars. Four arms? Six? The rumors god, though we’ve got those, too. It’s a squid! Special Qualities: Corrosive touch are hard to verify. Every year it is the same: A mighty squid with tentacles thicker ‘round Averydistinctive-lookingcreature. Something some explorer visits the jungle villages seeking than a barrel and eyes the size of the full moon. likeareddishcricket,Ithink. Longcricketylegs, the Ape and return, never quite the same, never Smart, too, the Hungerer. Knows just when to anyhow. Blind, too, as I understand it—they with a trophy. The pounding of the drums goes strike—when you’re all too drunk or too tired feel their way around with those long moth- on. Instinct : To rule or run out of clean water, that’s when he gets looking tendrils. Feed that way, too. Sift • you. No, I ain’t ever seen him. I’m alive, aren’t through piles of metal for the choicest bits. Answer the call of sacrifice I? Instinct : To rule the ocean • Drive them from the jungle That’s what they eat, don’t matter the type, • Throw someone • Drag a person or ship to a watery neither. Their merest touch turns it all to grave rusted flakes. Magic lasts longer but under Iron Golem Group, Large, Construct • Wrap them in tentacles the scrutiny of a rust monster, it’s a foregone Slam (d8+5 damage) 10 HP 3 Armor conclusion. Only the gods know where they Manticore Solitary, Large, Construct came from, but they’re a curse if you value your Close, Reach, Forceful belongings. Instinct : To decay Special Qualities: Metal Sting (d10+1 damage 1 piercing) 16 HP 3 A staple of the enchanters art. Every golemist Armor • Turn metal to rust and mechano-thaumaturge in the Kingdoms Close, Reach, Messy • Gain strength from consuming metal knows this. Iron is a misnomer, though. These Special Qualities: Wings guardians are crafted of any metal, really. Ifthechimeraisthefirststepdownadarkpath, Xorn Solitary, Large, Construct Steel, copper, or even gold, in some small cases. the manticore is a door that can’t be closed Maw (d10 damage) 12 HP 2 Armor As much an art as a science, the crafting of once its been opened. A lion, a scorpion, the Close, Reach a fine golem is as respected in the Kingdoms wings of a drake. All difficult to obtain but Special Qualities: Burrowing as a bridge newly built or a castle erected in not impossible and just animals, anyway. The Dwarf-made elemental garbage muncher. the mountains. Unceasing watchdogs, stal- last component, the hissing hateful face of the Shaped like a trash bin with a radius of arms wart defenders, the iron golem lives to serve, beast, is the ingredient that makes a manticore to feed excess rock and stone into its gaping following its orders eternally. Any enchanter so cruel. Young or old, man or woman, it maw. They eat stone and excrete light and worth his salt can craft one, if he can afford the matters not but that they are human, living heat. Perfect for operating a mine or digging materials. If not . . . Instinct : To serve and breathing, married to the creature with out a quarry. Once one gets lost in the sewers twisted magic. All sense of who they are is lost, • Follow orders implacably below a city, though, or in the foundation of a • and maybe that’s a blessing, but the beast is castle? You’re in deep trouble. They’ll eat and Use a special tool or adaptation built- born from human suffering. No wonder, then, in eat until you’ve got nothing left but to collapse that they’re all so eager to kill. Instinct : To the place down on it and move somewhere else. kill Flesh Golem Horde Ask Burrin, Son of Fjornnvald, exile from his Claw (d6+2 damage) 3 HP 0 Armor • Poison them clan. I bet he could tell you a story about a • Xorn. Instinct : To eat Close, Forceful Rip something apart • Special Qualities: Many body parts Owlbear Solitary, Construct Consume stone Stolen bits and pieces in the night. Graveyards • Give off a burst of light and heat stealthily uprooted and maybe tonight an arm. Claw (d10 damage) 12 HP 2 Armor A leg. Another head (the last one came apart Close too soon). Even the humblest hedge-enchanter Bodyofabear. Feathersofanowl. Beak,claws, can make due with what he can and, with a and excellent night vision. What’s not to love? little creativity, well—it’s not only the College Instinct : To hunt that can make life, hmm? We’ll show them. • Instinct : To live Strike from darkness • Follow orders Pegasus Group, Construct • Detach a body part Stomp (d8 damage) 10 HP 1 Armor Close Kraken Solitary, Huge Special Qualities: Wings Slam (d10+5 damage) 20 HP 2 Armor Don’t go thinking that every creature not Reach, Forceful natural-born is a horrible abomination. Don’t Special Qualities: Aquatic imagine for a second that they’re all tentacles and screaming and blood or whatever. Take this noble beast, for example. Lovely thing, is- n’t it? A fine white horse with the wings of a swan. Don’t look like it ought to be able to fly, but it does. The elves work miracles, in their ownway. Theybreedtrue—that’sthepurityof elf-magic at work. Hatching from little crys- tal eggs and bonded with their riders for life. There’s still some beauty in the world, mark my words. Instinct : To carry aloft • Carry a rider into the air

86 Lower Depths

Aboleth Group, Huge, Intelligent Let us, for a moment, consider the lobster. This Tentacle (d8+3 damage) 18 HP 0 Armor one is your worst seafood nightmare come to Reach life. A sort of vicious, half-man half-crawdad Special Qualities: Telepathy cursed with primal intelligence and blessed Deepbelowthesurfaceoftheworld,infreshwa- with a pair of razor-sharp claws. Strange ter seas untouched by the sun dwell the aboleth. things lurk in the stinking pools in caverns best Fish the size of whales, with strange growths forgotten and the Chuul is one of them. If you of gelatinous feelers used to probe the light- spot one, your best hope is a heavy mace to 33 less shores. They’re served by slaves; blind al- crack its shell and maybe a little garlic butter. bino victims of any race unfortunate enough to Mmmm. Instinct : To split Lower stumble on them, drained of thought and life • Split something in two with mighty by the powers of the aboleth’s alien mind. In claws the depths they bid and plot against each other, • Retreat into water fishy cultists building and digging upward to- Depths wardsthesurfaceuntilsomeday, they’llbreach Deep Elf Assassin Group, Intelli- it. For now, they sleep and dream and guide gent, Organized their pallid minions to do their bidding. In- Poisoned blade (d8 damage 1 piercing) 6 stinct : To command HP 1 Armor • Invade a mind Close • Turn minions on them It was not so simple a thing as a war over re- • Put a plan in motion ligion or territory. No disagreement of Queens led to the great sundering of the elves. It was Apocalypse Dragon Solitary, Huge, sadness. It was the very diminishing of the Magical, Divine world by the lesser races and the glory of all Bite (2d10·b+9 damage 4 piercing) 26 HP the elves had built was cracking and turning 5 Armor to glass. Some, then, chose to separate them- Reach, Forceful, Messy selves from the world; wracked with tears they Special Qualities: Inch-thick metal turned their backs on men and dwarves. Oth- hide,Supernaturalknowledge,Wings ers, though, they were overcome with some- thingnew. Afeelingnoelfhadfeltbefore. Spite. The end of all things shall be a burning—of tree Hatred filled these elves and twisted them and and earth and of the air itself. It shall come they turned on their weaker cousins. Some still upon the plains and mountains not from be- remainafterthegreatexodusbelow. Somehide yond this world but from within it. Birthed amongst us with spider-poisoned blades, met- from the womb of deepest earth shall come the ing out that strangest of punishments: elven Dragon that Will End the World. In its pass- vengeance. Instinct : To spite ing all will become ash and bile and the earth a dying thing will drift through planar space • Poison them devoid of life. They say to worship it is to invite • Unleash an ancient spell madness. They say to love it is to know obliv- • Call reinforcements ion. The awakening is coming. Instinct : To end the world Deep Elf Swordmaster Group, Intel- ligent, Organized • Set a disaster in motion • Breath forth the elements Barbed blade (2d8·b+2 damage 1 pierc- • Act with perfect knowledge ing) 6 HP 2 Armor Close Chaos Spawn Solitary, Gibbous The deep elves lost the sweetness and gentle Chaotic touch (d10 damage) 19 HP 1 Ar- peace of their bright cousins ages ago but did mor not abandon grace. They move with a swift- Close, Reach ness and beauty that would bring a tear to any Special Qualities: Chaos form warrior’s eye. In the dark, they’ve practiced. A Driven from the city, a cultist finds solace in cruelty has infested their swordsmanship—a towns and villages. Discovered there, he flees wickedness comes to the fore. Barbed blades to the hills and scratches his devotion on the and whips replace the shining pennant-spears cave walls. Found out, he is chased with knife of surface elven battles. The swordmasters of and torch into the depths, crawling deeper and the deep elf clans do not merely seek to kill, deeper until, in the deepest places, he loses his but to punish with every stroke of their blades. way. First, heforgetshisname. Thenheforgets Wickedness and pain are their currency. In- his shape. His chaos gods, most beloved, bless stinct : To punish him with a new one. Instinct : To undermine • Inflict pain beyond measure • • Rewrite reality Use the dark to advantage • Unleash chaos from containment Deep Elf Priest Solitary, Divine, In- Chuul Group, Large, Cautious telligent, Organized Claws (d8+1 damage 3 piercing) 10 HP 4 Smite (d10+2 damage) 14 HP 0 Armor Armor Close, Reach Close, Reach, Messy Special Qualities: Divine connec- Special Qualities: Amphibious tion

87 Lower Depths

The spirits of the trees and the lady sunlight Dwarf-shaped and industrious, the magmin The excavation uncovered a basalt gate, the re- are far far from home in the depths where the are among the deepest-dwellers of Dungeon ports called it. Black stone carved with molten deep elves dwell. New gods were found, there, World. Found in cities of brass and obsidian runes. When they dug it up, the magi declared waiting for their children to come home. Gods built nearest the molten core of the planet, the it inert but further evidence indicates that was ofthespiders,thefungalforests,andthingsthat magmin live a life devoted to craft—especially an incorrect claim. The entire team went miss- whisper in the forbidden caves. The deep elves, thatoffireandmagicalitemsrelatedtoit. Surly ing. When we arrived, the gate was glowing. everattunedtotheworldaroundthem,listened and strange, they do not often deign to speak to Its light filled the whole cavern. We could see withhatefulintenttotheirnewgodsandfound petitionerswhoappearattheirgates,eventhose fromtheentrancethattheareahadbecomefull a source of power yet unrealized. Hate calls who have somehow found a way to survive the ofthesecreatures—likeredandorangeskinned to hate and grim alliances were made. Even hellish heat. Even so, they respect little more men,tallasanogrebutwithasnakestailwhere among these spiteful ranks, piety finds a way than a finely made item and to learn to forge there legs ought to be. They were clothed, too to express itself. Instinct : To pass on divine from a magmin craftsman means unlocking —some had black glass armor. They spoke to vengeance secrets unknown to surface blacksmiths. Like each other in a tongue that sounded like grease • so much else, visiting the magmin is a game of in a fire. I wanted to leave but the Sergeant Weave spells of hatred and malice risk and reward. Instinct : To craft wouldn’tlisten. You’vealreadyreadwhathap- • Rally the deep elves • • pened next, sir. I know I’m the only one that Pass on divine knowledge Offer a trade or deal got back, but what I said is true. The gate is • Strike with fire or magic • open, now. This is just the beginning! Instinct Dragon Solitary, Huge, Terrifying, Provide just the right item, at a price : To consume in flame Cautious, Hoarder Bite (2d10·b+5 damage 4 piercing) 16 HP Minotaur Solitary, Large • Summon elemental fire 5 Armor Axe (d10+1 damage) 16 HP 1 Armor • Melt away deception Reach, Messy Close, Reach SpecialQualities: Elementalblood, Special Qualities: Unerring sense Wings of direction They are the greatest and most terrible things Head of a man, body of a bull. No, wait, I’ve this world will ever have to offer. Instinct : To got that backwards. It’s the bull’s head and rule the man’s body. Hooves sometimes? Is that right? I remember the old King said something • Bend an element to its will about a maze? Blast! You know I can’t think • Demand tribute under this kind of pressure. What was that? • Act with disdain Oh gods, I think it’s coming . . . Instinct : To contain Gray Render Solitary, Large Rend (d10+3 damage) 16 HP 1 Armor • Confuse them • Close, Reach, Forceful Make them lost On its own, the render is a force of utter de- Naga Solitary, Intelligent, Orga- struction. Huge and leathery, with a maw nized, Hoarder, Magical of unbreakable teeth and claws to match, the render seems to enjoy little more than tearing Bite (d10 damage) 12 HP 2 Armor things apart. Stone, flesh, or steel, it matters Close, Reach little. However, the gray render is so rarely Ambitious and territorial above nearly all else, found alone. They bond with other creatures. the naga are very rarely found without a well- Some at birth, others as fully-grown creatures, formed and insidious cult of followers. You’ll and will follow their bonded master wherever see it in many mountain towns—a snake sigil it goes, bringing them offerings of meat and scrawled on a tavern wall or a local church protecting them while they sleep. Finding an burned to the ground. People going missing un-bonded render means certain riches, if you into the mines. Men and women wearing the survive to sell it. Instinct : To serve mark of the serpent. At the core of it all lies • a naga; an old race now fallen into obscurity, Tear something apart still preening with the head of a man over its coiled, serpent body. Variations of these crea- Magmin Horde, Intelligent, Orga- tures exist depending on their bloodline and nized, Hoarder original purpose, but they are all master ma- Flaming hammer (d6+2 damage) 7 HP 4 nipulators and magical forces to be reckoned Armor with. Instinct : To lead Close, Reach • Send a follower to their death Special Qualities: Firey blood • Use old magic • Offer a deal or bargain

Salamander Horde, Large, Intelli- gent, Organized, Planar Flaming spear (2d6·b+3 damage) 7 HP 3 Armor Close, Reach, Near Special Qualities: Burrowing

88 Planar Powers

Angel Solitary, Terrifying, Divine, In- • Return to whence it came telligent, Organized • Torture with glee Flame sword (2d10·b+4 damage ignores armor) 18 HP 4 Armor Concept Elemental Solitary, Devi- ous, Planar, Gibbous Close, Forceful Special Qualities: Wings Special Qualities: Ideal form So was it written that the heavens opened up The planes are not as literal as our world. to Avra’hal and did an angel from the clouds Clothed in the elemental chaos are places of 34 emerge to speak unto her and so did it appear stranger stuff than air and water. Here, to her as her firstborn daughter—beautiful, of rivers of time crash upon shores of crystal fear. ebon skin and golden eyes—and did Avra’hal Bleak storms of nightmare roil and churn in Planar crytearstoseeit. “Benotafraid”itcommanded a laughter-bright sky. Sometimes, the spir- her “go to the villages I have shown you in your its of these places can be lured into our world, dreams and unto them show the word I have though they are infinitely more unpredictable Powers written on your soul.” Avra’hal wept and wept and strange than mere fire or earth might be. and did agree to do this and did take up her Easier to make mistakes, too—one might try sword and tome and did into the villages go, a callingupaWealthElementalandbesurprised great thirst for blood on her lips for the word to find a Murder Elemental instead. Instinct the angel wrote upon the soul of Avra’hal was : To perfect its concept “kill”. Instinct : To share divine will • Show its concept in its purest form • Deliver visions and prophecy Corrupter Solitary, Devious, Planar, • Stir mortals to action Hoarder • Expose sin and injustice Secret dagger (2d8·w damage) 12 HP 0 Barbed Devil Solitary, Large, Planar, Armor Terrifying Close Spine (d10+3 damage 3 piercing) 16 HP 3 Surely,mygoodman,youmustknowwhyIam Armor here. MustknowwhoIam. Yousaidthewords. Close, Reach, Messy You spilled the blood and followed the instruc- Special Qualities: Spines tions almost to the letter. Your pronunciation There are a thousand forms of devil, maybe was a bit off but that’s to be expected. I’ve more. Some common and some unique. Each come to give you what you’ve always wanted, time the Inquisitors discover a new one they friend. Glory,love,money? Paltrythingswhen write it into the codex and the knowledge is you’ve the vaults of hell to plumb. Don’t look shared among the abbeys in the hope that the so shocked, you knew what this was. You have atrocitiesofthatparticularsortwon’tfindtheir but one thing we desire. Promise it to us, and way into the world again. The barbed devil has the world shall be yours for the taking. Trust long been known to the brothers and sisters of me. Instinct : To bargain the inquisition. A literal thing, it appears only • Offer a deal with horrible conse- at a site of great violence or when called by a quences wayward summoner. Covered in sharp quills, • Plumbthevaultsofhellforabargain- this particular demon revels in the spilling of ing chip blood, being specifically fond of impaling vic- • Make a show of power tims piecemeal or in whole upon its thorns and letting them die there. Cruel but not particu- Djinn Group, Large, Magical larly effective beyond slaughter. A low inquisi- Flame (d8+1 damage ignores armor) 14 torial priority. Instinct : To bloody HP 4 Armor • Impale someone Close, Reach • Kill randomly Special Qualities: Made of flame Stop rubbing that lamp, you idiot. I do not Chain Devil Solitary, Planar care what you have read, it will not grant you Crush (d10 damage ignores armor) 12 HP wishes. I brought you here to show you some- 3 Armor thing real, something true. See this mural? It Close, Reach shows the ancient city. The true city that came Do you think the phrase “drag him to hell” before. They called it Majilis and it was made means nothing? It is unfortunately literal, in ofbrassbythespirits. Theyhadgolemservants the case of the chain devil. Appearing differ- and human lovers and, in that day, it was said ently to each victim, this summoned creature you could trade them a year of your life for a has but a single purpose: to wrap its victim up favor. We are not here to gather treasure this in binding coils and take it away to a place of night, fool, we are here to learn. The djinn still torment. Sometimes it will come as a man- sometimes come to these places, and you must shaped mass of rusting iron, hooks and coils of understandtheirhistoryifyouaretoknowhow mismatched links. Other times, a roiling tan- to behave. They are powerful and wicked and gle of rope or kelp or twisted bloody bedsheets. proud and you must know them if you hope to The results are always the same. Instinct : To survive a summoning. Now, bring the lamp capture here and we will light it, it grows dark and these ruins are dangerous at night. Instinct : • Take a captive To burn eternally

89 Planar Powers

• Grant power for a price Those who have seen visions of the Planes Be- TheTarrasque. Legendaryunstoppablejugger- • Summon the forces of the City of low, and survived with their sanity intact, naut—eater of cities and swallower of ships, Brass speak of masses of these writhing wretches. horses, and knights. A creature unseen in an Maggots with the face of men and women, agebutaboutwhomallkindsofstoriesaretold. Hell Hound Group, Planar, Orga- crying out for salvation in a nest of flames. One thread of truth weaves through these sto- nized Sometimes, they can be goaded out through ries. It cannot be killed. No blade can pierce its Fiery Bite (d8 damage) 10 HP 1 Armor a rip in the planar caul and emerge, wriggling stonyshellnorspellpenetratetheshielditsome- Close andintorment, intoourworld. Oncehere, they how bears. Stories say, though, that the will spreadmiseryandsicknessduringtheirmayfly of one pure soul can send it to slumber, though Special Qualities: Hide of shadow lives before expiring into a slurry of gore. All in what that means and, by the gods, where such Whenonerenegesonadeal, doesnotthedebtor all, an inspiration towards good deeds in life. a thing might be found, pray we do not ever come for payment? Does the owed party not Instinct : To suffer need to learn. It slumbers. Somewhere in the send someone to collect what is due? So too periphery of the planar edge, it sleeps for now. with the Powers Below. They only want what • Fill them with despair Instinct : To consume istheirs. Ahowlingpackofshadows,flameand • Beg for mercy jagged bone, driven by the hunting horn. They • Draw evil attention • Swallow a person, group, or place will not cease, they cannot be evaded. Instinct whole : To pursue Nightmare Horde, Large, Magical, • Release a remnant of a long-eaten Terrifying, Planar place from its gullet • Follow despite all obstacles • Trample (d6+1 damage) 7 HP 4 Armor Spew fire Word Daemon Solitary, Planar, Mag- • Close, Reach Summon the forces of hell on their ical target SpecialQualities: Flameandshadow The herd came from a pact made in the days All of mortal magic is just words. Spells are Imp Horde, Planar, Intelligent, Or- when folk still inhabited the Blasted Steppes. prayers,roteformula,runescast,orsongssung. ganized Horselords, they were, who travelled those Letters, words, sentences, and syntax strung Flame gout (d6 damage ignores armor) 7 lands. Born in the saddle, it was said. One together in a language that the whole world HP 1 Armor of theirs, in a bid to dominate his peers, made itself might understand. By way of words we can make our fellows cry or exult, can paint Close, Near, Far a black pact with some fell power and traded away his finest horses. He had some power, pictures and whisper desire to the gods. No These tiny observer-demons often act as a first- sure—but what’s a thousand year dynasty little wonder, then, that in all that power is timebindingsubjectbyneonatewarlocks. They when a life is so short? Now the fiends of intent. That every word we utter, if repeated can be found infesting arcane cabals, drinking the pit ride on the finest horses ever seen. Coats andmeaningoremotiongiventoit, cansparka potionswhenno-onewatches,andchasingpets of shining oil and manes of tormented flame: kind of unintentional summoning. Word dae- andservantswithtinypitchforks. Acaricature these are steeds of hell’s cavalry. Instinct : To mons are called by accident, appear at random of true demonhood, these little creatures are, ride rampant and are often short-lived, but come to attend thankfully, not too difficult to bind or extin- a particular word. Capricious, unpredictable guish. Instinct : To harass • Sheath a rider in hellish flame and dangerous, yes—but possibly useful, de- • Drive them away pending on the word. Instinct : To further • Send information back to hell • their word Cause mischief Quasit Horde, Planar • Hellish weaponry (d6 damage) 7 HP 2 Ar- Cast a spell related to their word Inevitable Group, Large, Magical, • bring their word into abundance Cautious, Gibbous, Planar mor Hammer (d8+1 damage) 21 HP 5 Armor Close Close, Reach Special Qualities: Adaptable form An imp with some ambition. A quasit is a Special Qualities: Made of Order kind of foot soldier in the demon realm. A All things come to an end. Entropy bleeds commoner,armedwithfangsorclawsorwings reality slowly out. At the edge of time itself or some other thing to give it just a little edge stand the Inevitable. Massive, powerful and over its hellish peers. Commonly bound by seemingly carved from star-stuff themselves, warlocks to carry heavy loads or build bridges the Inevitable intervene only where magic or or guard their twisted towers, a quasit can take calamity have undone the skein of fate. Where many forms, none of them pleasant. Instinct the arrogant and powerful boil the substance : To serve of destiny away and seek to undermine the very laws of reality, the Inevitable arrive to guide • Attack with abandon things back to the proper order. Unshakable, • Inflict pain seemingly immune to mortal harm and utterly enigmatic, it is said that the Inevitable are all The Tarrasque Solitary, Huge, Pla- that will remain when time’s long thread has nar run out. Instinct : To preserve order Special Qualities: Impervious • End a spell or effect • Enforce a law of nature or man • Give a glimpse of destiny

Larvae Horde, Devious, Planar, In- telligent Slime (2d4·w damage) 10 HP 0 Armor Close

90 Folk of the Realm

Acolyte There’snotbutonepersoninalltheKing’scourt Can’t all be the High Priest, they said. Can’t allowed to speak the truth. The real, straight- all wield the White Spire, they said. Scrub the and-honest truth about anything. The Fool floor, they told me. The Cthonic Overgod don’t couches it all in bells and prancing and chalky want a messy floor, do he? They said it’d be face-paint, but who else gets to tell the King enlightenment and magic. Feh. It’s bruised what’s what? You can trust a Fool, they say, knees and dish-pan-hands. If only I’d been a especially when he’s made you red-faced and cleric, instead. Instinct : To serve dutifully you’d just as soon drown him in a cesspit. In- stinct : To mock 35 • Follow dogma • Offereternalrewardformortaldeeds • Expose injustice • Play a trick Folk of Adventurer Horde, Intelligent Sword (d6 damage) 3 HP 1 Armor Guardsman Group, Intelligent, Or- the Realm Close ganized Special Qualities: Endless enthusi- Spear (d8 damage) 6 HP 1 Armor asm Close, Reach Scumoftheearth,theyare. Atroupeofarmored Nobleprotectorormerelydrunkenlout, itoften men and women come sauntering into town, makes no difference to these sorts. Falling just brandishing what, for all intents and purposes, shy of a noble Knight, the proud town guard is enough magical and mundane power to level is an ancient profession none-the-less. These the whole place. Bringing with them bags and folks of the constabulary often dress in the col- bags of loot, still dripping blood from what- ors of their lord (when you can see it under the ever poor sod they had to kill to get it. An mud) and, depending on the richness of that economical fiasco waiting to happen, if you lord, might even have a decent weapon and ask me. The whole system becomes completely some armor that fits. Those are the lucky ones. uprooted. Dangerous, unpredictable murder- Even so, someone has to be there keep an eye hobos. Oh, wait, you’re an adventurer? I take on the gate when the Black Riders have been itallback. Instinct: Toadventureordietrying spotted in the woods. Too many of us owe our lives to these souls—remember that the next • Go on a fool’s errand time one is drunkenly insulting your mother, • Act impulsively hmm? Instinct : To do as ordered • Share tales of past exploits • Uphold the law at all costs Bandit Horde, Intelligent, Orga- • Make a profit nized Dirk (d6 damage) 3 HP 1 Armor Halfling Thief Solitary, Small, Intel- ligent, Stealthy, Devious Close Desperation is the watchword of banditry. Dagger (2d8·w damage) 12 HP 1 Armor When times are tough, what else is there to do Close but scavenge a weapon and take up with a clan It would be foolish, now, to draw conclusions of nasty men and women? Highway robbery, about folks just because they happen to be good poaching, scams and cons and murder most at one thing or another. Then again, a spade’s foul but we’ve all got to eat so who can blame a spade, isn’t it. Or maybe just the goodly, them? Then again, there’s evil in the hearts of soft-and-sweet type of Halfling have the mind some and who’s to say that desperation isn’t a to stay in their grassy-hill homes and aren’t want to sate one’s baser lusts? Anyway—it’s the type you find in the slums and taverns of this or starve, sometimes. Instinct : To rob the mannish world . Perhaps they’re there to cut your purse for calling them “halfing” in the • Steal something first place. Not all take so kindly to the title. • Demand tribute Or they’re playing a game, pretending to be a child in need of alms—and your arrogant Bandit King Solitary, Intelligent, Or- eyes can’t even see the difference until too late. ganized Well, it matters little. They’re gone with your Trusty knife (2d10·b damage) 12 HP 1 Ar- coin before you even realize you deserved it. mor Instinct : To live a life of stolen luxury Close • Steal Better to rule in hell than serve in heaven. In- • Put on the appearance of friendship stinct : To lead • Make a demand Hedge Wizard Magical • Extort • Topple power

Fool

91 Folk of the Realm

Not all those who wield the arcane arts are Merchant For a commoner with a strong arm, sometimes adventuring Wizards. Nor necromancers in Ten foot poles. Get your ten foot poles, here. it’s this or be a bandit. It’s wear the colors mausoleums or sorcerers of ancient bloodline. Torches, brightandhot. Mules, too—stubborn and don ill-fitting armor and march into the Some are just old men and women, smart but immaculately bred. Need a linen sack, do unknown with a thousand other scared men enough to have discovered a trick or two. It you? Right over here! Come and get your ten and women conscripted to fight the wars of our might make them a bit batty to come by that foot poles! Instinct : To profit time. They could be hiding out in the woods knowledge, but if you’ve a curse to break or a instead, living off poached elk and dodging the • Propose a business venture love to prove, might be that a hedge wizard will • king’sguard. Bettertoriskoneslifeinserviceto help you, if you can find his rotten hut in the Offer a ’deal’ a cause. To bravely toss one’s lot in with their swamp and pay the price he asks. Instinct : fellows and hope to come out the other side still To learn Noble in one piece. Besides, the nobles need strong Are they granted their place by the gods, per- men and women. What is it they say? A hand- • Castalmosttherightspell(foraprice) haps? Is that why they’re able to pass their • ful of soldiers beats a mouthful of arguments. Make deals beyond their ken riches and power down by birth? Some trick or Instinct : To fight enchantment of the blood, maybe. The peasant High Priest bends his knee and scrapes and toils and the • March into battle Respected by all who gaze upon them, the high noble wears the finery of his place and, they • Fight as one priests and abbesses of Dungeon World are say, we all have our burdens to bear. Seems to treated with a sort of reverence. Whether they me that some of us have burdens of stone and Spy pay homage to Ur-thuu-hak, God of Swords, some carry their weight in gold. It’s a tough Beloved of Kings but never truly trusted. Mys- or whisper quiet prayers to Namiah, precious life. Instinct : To rule terious, secretive and alluring, the life of a spy daughterofpeace,theyknowathingortwothat is, if you ask a commoner, full of romance and • Issue an order you and I, we won’t ever know. The gods speak • intrigue. They’re a knife in the dark and a pair to them as a hawker-of-wares might speak to Offer a reward of watchful eyes. A spy can be your best friend, us in the marketplace. For this, for the bearing- your lover or that old man you see in the mar- of-secrets and the knowing-of-things, we give Peasant ket every day. One never knows. Hells, maybe them a wide berth as they pass in their shining Covered in muck, downtrodden at the bottom you’re a spy—they say there’s magic that can robes. Instinct : To lead of the great chain of being, we all stand on turnfolksmindswithoutthemeverknowingit. the backs of those that grow our food on their How can we trust you? Instinct : To infiltrate • Set down divine law farms. Some peasants do better than others, • Reveal divine secrets but none will ever see a coin of gold in their • Report the truth • Commission divine undertakings day. They’ll dream at night of how someday, • Double cross somehow, they’ll fight a dragon and save a Hunter Group, Intelligent princess. Don’t act like you weren’t one before Tinkerer Ragged bow (d6 damage) 6 HP 1 Armor you lost what little sense you had, adventurer. It’s said that if you see a tinker on the road and Near, Far Instinct : To get by you don’t offer him a swig of ale or some of The wilds are home to more than just beasts • your food that he’ll leave a curse of bad luck be- Plead for help hind. A tinker is a funny thing. These strange of horn and scale. There are men and women • Offer a simple reward and gratitude out there, too—those who smell blood on the folk often travel the roads between towns with wind and stalk the plains in the skins of their their oddment carts and favorite mules. With Rebel Horde, Intelligent, Organized a ratty dog and always a story to tell. Some- prey. Whether with a trusty longbow bought Axe (d6 damage) 3 HP 1 Armor on a rare trip into the city or with a knife of times the mail, too, if you’re lucky and live in bone and sinew-made, these folk have more in Close a place where Queen’s Post won’t go. If you’re common with the things they track and make In the countryside they’d be called outlaw and kind, maybe they’ll sell you a rose that never their meals than with their own kind. Solemn, driven off or killed. The city, though, is full of wilts or a clock that chimes with the sound of somber and quiet, they find a sort of peace in places to hide. Damp basements to pore over faerie laughter. Or maybe they’re just antiso- the wild. Instinct : To survive maps and to plan and plot against a corrupt cialpeddlers. Youneverknow, right? Instinct system. Like rats, they gnaw away at order, : To create • Bring back news from the wilds eithertosupplantitaneworjusterodethewhole • • Offer an oddity at a price Slay a beast thing. The line between change and chaos is a • fine one—some rebels walk that thin line and Spin tales of great danger and reward Knight Solitary, Intelligent, Orga- others just want to see it all torched. Disguise, in far-off lands nized, Cautious aknifeinthedarkorathrowntorchattheright Sword (2d10·b damage) 12 HP 4 Armor moment are all tools of the rebel. The burning Close brand of anarchy is a common fear amongst the nobles of Dungeon World. These men and What youngster doesn’t cling to the rail at the women are why. Instinct : To upset order mighty joust, blinded by the sun on their glit- tering armor, wishing they could be the one • Die for a cause adorned in steel and riding to please the King • Inspire others and Queen? What peasant youth with naught but a loaf of bread and a lame sow doesn’t wish Soldier Horde, Intelligent, Orga- to trade it all in for the lance and the bright nized pennant? A Knight is many things—a holy Spear (d6 damage) 3 HP 1 Armor warrior, a sworn sword, a villain sometimes, too, but a Knight cannot help but be a symbol Close, Reach to all who see her. A Knight means something. Instinct : To live by a code • Make a moral stand • Lead peasants into battle

92 Moves in Detail Volley

Bartelby has disarmed a duelist and has Hack and Slash him at sword point. "I’m not giving this Hack and Slash is for attacking a pre- guy another chance to attack! I run him pared enemy plain and simple. If the through." Without thinking about it care- enemy isn’t prepared for your attack—if fully I say "Oh, okay, sounds like Hack and they don’t know you’re there or they’re Slash, roll+Str." Bartelby rolls and gets a restrained and helpless—then that’s not 7. I try to make a move "You run him Hack and Slash. You just deal your dam- through, he’s not able to defend himself, but, age or murder them outright, depending uh . . . Oh, wait, he’s not really in melee with 36 on the situation. Nasty stuff. you, is he? He’s helpless. Forget Hack and Slash. You run him through and he slumps The enemy’s counter-attack can be any to the ground coughing up blood." Moves GM move made directly with that crea- ture. Agoblinmightjustattackyouback, or they might jam a poisoned needle into in Detail your veins. Life’s tough, isn’t it? Volley Note that an "attack" is some action that Volley covers the entire act of drawing, a player undertakes that has a chance aiming, and firing a ranged weapon or of causing physical harm to someone throwing a thrown weapon. The advan- else. Attacking a dragon with inch-thick tagetousingarangedweaponovermelee metal scales full of magical energy with is that the attacker is less likely to be at- a typical sword is like swinging a meat tacked back. Of course they do have to cleaver at a tank: it just isn’t going to worry about ammunition and getting a cause any harm, so it’s not an attack. clear shot though. Notethatcircumstancescanchangethat: if you’re in a position to stab the dragon On a 7-9, read "danger" broadly. It can on it’s soft underbelly (good luck with be bad footing or ending in the path of a getting there) it could hurt, so it’s an at- swordormaybejustgivingupyoursweet tack. sniper nest to your enemies. Whatever it is it’s impending and it’s always some- If the action that triggers the move thing that causes the GM to say "What do could reasonably hurt multiple targets you do?" Quite often, the danger will be roll once and apply damage to each tar- something that will then require you to get (they each get their armor). dedicate yourself to avoiding it or force you to Defy Danger. Jarl is up to his not-inconsiderable belly Ifyou’rethrowingsomethingthatdoesn’t in slavering goblins. They have him sur- have ammo (maybe you’ve got a move rounded, knives bared. "I’ve had enough of that makes your shield throwable) you this!" he bellows "I wallop the closest goblin can’t choose to mark off ammo. Choose with my hammer." We agree that this is a from the other two options instead. combat situation and Jarl rolls the dice for Hack and Slash. He rolls an 11, so he has a choice. "Fear is for the weak! I deal extra Aranwe is on the floor of the ritualarium damage—let the goblins come." "The goblin as the orc eyegouger chants his ritual from you strike certainly doesn’t like that much" atop the pedestal. "Since Thelian has the I say, "you smash your hammer into his other orcs busy, I take the opportunity to shoulder and are rewarded with the crunch site down my bow and take a shot at the of goblin bones—and a deep knife wound orc running the ritual." "Sounds like volley as the goblin counter-attacks. He deals 4 to me." She rolls an 8, plus her Dex makes 9. damage to you." "Looks like you have a tough choice" I say. "Well,I’malmostoutofarrows,andweneed to get rid of him before the ritual finishes, so Cadeus has the drop on two orc war- I’m going to take the danger." "Sure, that riors—he’s lurking in the shadows as the sounds good. Well, as the ritual progresses orcs walk past. "I leap out and bring my the flames around him have gotten higher sword down in a sweeping arc, like this!" and you have to move around to take the he says, miming the strike. The orc wasn’t shot. Youhithimdeadon, rollyourdamage, ready to fight so I say "The orc is caught but you had to step inside the ritual circle to entirely off-guard and doesn’t even have a do it. Everything outside the circle looks chance to raise his patchwork shield. Deal cloudy and unreal, all you can hear is the orc your damage." Cadeus rolls his damage and chanting. Thelian, you notice that Aranwe it’s enough to kill the orc. The other warrior is inside the circle. What do you do?" isstillstanding,soIsay"Theotherorcfreezes in horror for a split second. Then he’s smil- ing at you with his horrible tusked mouth as he raises a signal horn from his belt. What do you do?"

93 Defy Danger Moves in Detail

Halekisfiringontheadvancingkoboldmob. Emory is climbing a steep ravine. Unbe- reach with your weapon. He rolls an 8 and decides to be put in dan- knownst to him, a cultist sorcerer lurks An attack is any action you can interfere ger. I think for a moment and then say nearby. The sorcerer casts a spell of frost with that has harmful effects. Swords "You have to duck and dodge to get the shot on the cliffside, covering it with ice. "As you and arrows are, of course, attacks but so but you finally let it go and nail the lead reach for the next handhold, a terrible chill are spells, grabs, and charges. kobold. You hear something behind you overcomesyou. Ifyouwanttokeepclimbing, and turn to see that you’re right next to the Defy Danger or risk slipping" I say, making If the attack doesn’t deal damage then ogre. He smashes you with his club and sure to explain what the Danger is. "No halving it means the attacker gets some deals you 12 damage." "All that? Just for way" Emory says, "I need to get the top of of what they want but not all of it. It’s up getting put in danger? That seems like a lot this ravine! I grit my teeth and hold tight to you and the GM to work out what that more than danger." He’s right, of course, so I even as my fingers go numb." He rolls Defy means depending on the circumstances. say "Oh, you’re right—danger’s something Danger, getting an 8 including his Con for If you’re defending the Gem Eye of Oro- that’s about to happen. How about, instead, enduring. Now it’s time for a hard decision. Uht and an orc tries to grab it from its you turn around after firing the shot and the "You make some progress but as your hands pedestalthenhalfeffectmightmeanthat ogre’srightinyourface! He’sabouttoswing go numb you start slipping. The only way the gem gets knocked to the floor but the his club right down on you. What do you you can get any more traction is by jamming orc doesn’t get his hands on it, yet. Or do?" your dagger into the ice to pull yourself up maybe the orc gets ahold of it but so do the last few feet. If you do that, though, the you—now you’re both fighting over it, dagger is going to be jammed in the face of tooth and nail. If you and the GM can’t the cliff until you get a chance to stop and agree on a halved effect you can’t choose Defy Danger pry it out." that option. You Defy Danger when you do some- Defending yourself is certainly an op- thing in the face of impending peril. This tion. It amounts to giving up on making may seem like a catch-all. It is! Defy "Theathach’sthirdarmisswingingdownon attacks and just trying to keep yourself Danger is for those times when it seems you with its crude club, what are you doing safe. like you clearly should be rolling but no Valeria?" I’ve just made a move to establish other move applies. an impending threat: the athach’s strike. Avon is weaving a powerful spell to send the She says "I Hack and Slash it! I make a wide source of the Necromancer’s power back to Defy Danger also applies when you make swing sideways, right into its legs." Sounds another move despite danger not cov- the Plane of Death. The spell takes time and good to me, but she’s not doing anything concentration and there’s zombies massing ered by that move. For example, Hack abouttheclubcomingather. "Okay,youcan and Slash assumes that’s you’re trad- on all sides! Lux says "While Avon’s casting do that, but you take the athach’s damage his spell, it’s my duty to keep him alive. I ing blows in battle—you don’t need to from the club coming right down on your Defy Danger because of the monster stand between him and the dead and slam skull." "What? But trading blows is part my hammer against my shield—’You want you’re fighting unless there’s some spe- of Hack and Slash, right?" "It is, but before cific danger that wouldn’t be part of your him, you go through me!’ I’m Defending you make your attack there’s already a club Avon." That sounds good to me, so I say normal attack. On the other hand, if comingatyou, HackandSlashdoesn’tcover you’re trying to Hack and Slash while "roll+Con." She gets an 11 and Holds three. that. Do you still want to Hack and Slash, A few moments later Avon finishes his spell spikes shoot from hidden traps in the or are you doing something about the club?" walls, you’reignoringaclearandpresent but, in rolling for it, has to make a tough threat and need to Defy Danger. choice and puts himself in danger. I say "you unleash the magic of your spell, sure enough. Danger, here, is anything that requires Octavia is locked in battle with an ogre. She Themagicaldisturbancedrawstheattention resilience, concentration, or poise. This says "I drop my shield and take up my ham- of the zombie horde—they sense your power movewillusuallybecalledforbytheGM. mer in both hands. I swing it at the ogre. and it drives their hunger! With a sudden She’ll tell you what the danger is as you That’s Hack and Slash, right?" "Yeah, it will burst of speed, they’re right on top of you. make the move. Something like "You’ll be but first you’ve gotta Defy Danger. The What do you do?" Avon looks unsure for a have to Defy Danger, first. The danger dangeristheogre’smassiveclub.""Isn’tthat moment, but Lux says "Let them come. I’ve is the steep and icy floor you’re running part of what Hack and Slash already is? I got his back. I’m spending a point of hold to across. If you can keep your footing, you mean if he couldn’t be smashing me with his direct that attack to me. I push Avon back can make it to the door before the Necro- club then I wouldn’t be making the move at andswingawidearcwithmyshield. I’llalso mancer’s magic gets you." all because we wouldn’t be in melee." "Oh spend a point of hold to halve the damage. Which stat applies depends on what ac- yeah, you’re totally right. Hack and Slash it To be safe, I follow up with my hammer and tion you take and your action has to trig- is, make your roll!" use one more hold to deal damage to the ger the move. That means you can’t Defy gang of zombies." "Wow, okay. They get a the Danger of the steep and icy floor with few feeble claws past your guard but you’re a charming smile just so you can use Cha, Defend mostly unscathed. That does it for your since charmingly smiling at the ice floor hold. Are you still defending him or are you does nothing to it. On the other hand, Defending something means standing doing something else?" "I don’t think he’ll making a huge leap over the ice would be nearby and focusing on preventing at- live long without me. I yell at him to run Str, placing your feet carefully would be tacks on that thing or stopping anyone without taking my eyes off the zombies, I’m Dex, and so on. Make the move to get the from getting near it. When you’re no not letting any of them past me." "Sounds results. longer nearby or you stop devoting your like you’re Defending again, roll+Con." attention to incoming attacks then you lose any Hold you might have had. You can only spend Hold when some- one makes an attack on you or the thing you’re Defending. The choices you can make depend on the attacker and the type of attack. In particular, you can’t deal damage to an attacker who you can’t

94 Moves in Detail Spout Lore

Hadrian has been Defending Durga while Vitus has Spouted Lore on a gilded skull she Finding a strangely empty room guarded by shehealsabadlywoundedWillem. Willem’s found on a pedestal and gotten a 10. I be- deadly traps, Omar says "I don’t trust this in fighting shape again so Durga has leaped gin by saying, mysteriously, "You’re pretty shiftyroom. I’mgoingtopokearoundalittle. forwards to drive back the troglodytes. sure you recognize the telltale signs of metal I take out my tools and start messing with Hadrianisstilllockedinbattlewithadeadly forged in the City of Dis, the living planar stuff—pullingcandlesticks,tappingthewall crocodilian. The troglodytes attack Durga city." I catch myself and remember to be gen- with my stone hammer. My usual tricks." I and Hadrian reacts. "Wait! I still have one erous with the truth and make it useful. I say to Omar, "Sounds like you’re Discerning hold to Defend Durga. I’m doing to redirect add "You recognize some of the glyphs from Realities?"Omaranswersintheaffirmative that attack to myself." That doesn’t sound your spellbook, actually: they’re part of fire and makes his roll. He rolls a 12 and gets quite right to me, they’re spread out, now. spells, but with other magic symbols smaller to ask questions. "What here is not as it "How are you doing that if she’s over at inside them. Casting a non-fire spell into the appears to be?" I think for a second, look at the troglodyte camp and you’re battling the skull turns it into fire magic, based on the my notes and tell him, "As you tap the walls crocodilian in the water?" "Oh yeah. I guess glyphs." you find that there’s an odd, hollow space when I started doing something other than on the north side. The stones look newer standing guard I lost that hold. Damn." too, this was added recently. It’s actually a Discern Realities hidden room." Spout Lore ToDiscernRealitiesyoumustcloselyob- serve your target. That usually means Omar still has two more questions. His his You Spout Lore any time you want to interacting with it or watching some- next one is "Who sealed the hidden room?" search your memory for knowledge or one else do the same. You can’t just That’s not a question from the list but it facts about something. You take a mo- stick your head in the doorway and Dis- sounds to me like he’s really asking "what ment to ponder the things you know cern Realities about a room. You’re not happened here recently". I answer that in- about the Orcish Tribes or the Tower of merely scanning for clues—you have to stead. "Looking at the stonework you notice Ul’dammar and then reveal that knowl- look under and around things, tap the the wall bends out a little. The work’s def- edge. walls and check for weird dust patterns initely of goblin origin—shoddy and quick. on the bookshelves. That sort of thing. The only way it could get bent out like that is The knowledge you get is like consulting if something pushed out on the stones from a bestiary, travel guide, or library. You Discerning Realities isn’t just about within." "So some goblins blocked it from the get facts about the subject matter. On a noticing a detail, it’s about figuring out other side?" Omar says. "Yeah, exactly." 10+thosefactstheGMwillshowyouhow the bigger picture. The GM always de- those facts can be immediately useful, on scribes what the player characters expe- a 7–9 they’re just facts. rience honestly, so during a fight the GM On a miss the GM’s move will often will say that the kobold mage stays at the Parley other end of the hall. Discerning Reali- have to do with the time you take think- Parley covers a lot of ground including ing. Maybe you miss that goblin mov- ties could reveal the reason behind that: the kobold’s motions reveal that he’s ac- oldstandbyslikeintimidationanddiplo- ing around behind you, or the trip wire macy. You know you’re using Parley across the hallway. It’s also a great tually pulling energy from the room be- hind him, he can’t come any close. when you’re trying to get someone to do chance to reveal an unwelcome truth. something for you by holding a promise Just in case it isn’t clear: the answers are Just like Spout Lore the answers you get or threat over them. Nice or not, the tone always true, even if the GM had to make are always honest ones. Even if the GM doesn’t matter. has to figure it out on the spot. Once they them up on the spot. Always say what Merely asking someone politely isn’t honesty demands. answer, it’s set in stone. You’ll want to Discern Realities to find the truth behind Parleying. That’s just talking. You say illusions—magical or otherwise. "Can I have that magic sword?" and the Fenfaril has had the misfortune of drop- King’s knight says "Hell no, this is my pingthroughanillusoryfloorandnowfinds Unless a move says otherwise players blade, myfatherforgeditandmymother himself in a murky pit. A mottled, eyeless can only ask questions from the list. If enchanted it" and that’s that. To Par- creature shambles towards him, mumbling a player asks a question not on the list ley, you have to have leverage. Lever- in a strange tongue. "I’m a little freaked the GM can tell them to try again or an- age is anything that could lure the tar- out—what is this thing? Is it going to at- swer a question from the list that seems get of your Parley to do something for tack me? I probably read about these things equivalent. you. Maybe it’s something they want in a bestiary back in school." "Great, that’s Of course, some questions might have a or something they don’t want you to do. Spout Lore." I say. Fenfaril rolls and gets an negative answer, that’s fine. If there re- Like a sack of gold. Or punching them in 8. "Well of course you read about these. The ally, honestly is nothing useful or valu- the face. What counts as leverage de- name escapes you, but you clearly remember able here, the GM will answer that ques- pends on the people involved and the a drawing of a creature like this standing tion with "Nothing, sorry." request being made. Threaten a long in front of a doorway, like a guard, with goblin with death and you have lever- someone kneeling before it." On a strong hit I age. Threaten a goblin backed up by his wouldhavegivensomeinformationonwhat gang with death and he might think he’s makes the creature let people pass. better off in a fight. On a hit they ask you for something re- lated to whatever leverage you have. If your leverage is that you’re standing be- fore them sharpening your knife and in- sinuating about how much you’d like to shank them with it they might ask you to let them go. If your leverage is your position in court above them they might ask for a favor.

95 Aid or Interfere Moves in Detail

Whatever they ask for, on a 10+, you Anytimeyoufeelliketwoplayersshould just have to promise it clearly and unam- be rolling against each other, the de- biguously. On a 7–9, that’s not enough: fender should be Interfering with the at- you also have to give them some assur- tacker. This doesn’t always mean sabo- ance, right now, before they do what you taging them. It can mean anything from want. If you promise that you’ll ensure arguing against a Parley to just being a their safety from the wolves if they do shifty person who’s hard to Discern. It’s what you want and you roll a 7-9 they about getting in the way of another play- won’tdotheirpartuntilyoubringafresh ers’ success. wolf pelt, for example. It’s worth noting Always ask the person aiding or inter- that on a 10+ you don’t actually have to fering how they are doing it. As long keep your promise. Whether you’ll fol- as they can answer that, they trigger the low up or not, well, that’s up to you. Of move. Sometimes,astheGM,you’llhave course breaking promises leads to prob- to ask if interference is happening. Your lems. People don’t take kindly to oath- players might not always notice they’re breakers and aren’t likely to deal with interfering with each other. them in the future. Aid is a little more obvious. If a player In some cases when you state what you can explain how they’re helping in a roll wantyoumayincludeapossiblepromise and it makes sense, let them roll to aid. for the creature to make, as in "Flee and I’ll let you live." It’s up to the target of the No matter how many people aid or inter- Parley if that’s the promise they want fere with a given roll, the target only gets or if they have something else in mind. the +1 or -2 once. Even if a whole party They can say "yes, let me live and I’ll go" of adventurers aid in attacking an ogre, (with assurances, if you rolled a 7–9) or the one who makes the final attack only "promise me you won’t follow me." gets +1.

Leena is trying to convince Lord Hywn to Ozruk stands alone and bloodied before a vouch for her so that she is granted an au- pack of angry hellhounds. Behind him, the dience with the Queen. She’s laid out what Prince of Lescia weeps in fear. Ozruk says "I she wants pretty well but I say "Lord Hywn stand firm and lift my shield, despite certain obviously isn’t convinced. Why should he doom. I’m defending the Prince." At the last help you?" She smirks a bit. "Oh. That. moment, though (just as I’m about to have While I’m talking to him, I absentmindedly Ozruk roll Defend) Aronwe appears from start playing with the signet ring from that the shadows, sword drawn. "Doom is not so assassin we killed. The one he hired to off certain, Dwarf" he says. "I’m standing be- the prince. I make a big show of it just to side him, helping Ozruk Defend by covering make sure he sees who’s ring it is." That’s his sword arm." Aronwe rolls+bonds and, if perfect; now I know what to ask for. Leena’s he succeeds, Ozruk will be able to add a +1 to player hits her roll with an 8. "Once your his Defend result. little show sets in, Hywn just looks at you coldly. After a moment he says ’Enough be- ing coy. You and I both know you murdered my hired man. Give me that ring and swear you’ll speak no more about it, then I’ll do as you ask." "Oh sure, I give it to him" she says"Wecanalwaysdigupmoredirtonthis scumbag later."

Pendrell’stryingtogetintothegamblingden where One-Eye usually plays. He saunters up to the guards and says "Hey fellas, how’s it going, care to open the door for me?" Pen- drell’s player says "I’m being all suave as I do it to; really cool so these guys will let me in. That’s Parley! I roll+Cha." Something’s not right here so I stop him "Wait a sec. All you’ve done is tell these guys what you want—you’re just talking. The big smelly one on the right of the door steps in front of you, looks you in the eyes and says ’Sorry, private venue’ like he’s bored with keeping people out and he’d rather be inside himself. If you want to Parley him, you need some leverage. A bribe maybe?"

Aid or Interfere

96 Special Moves Last Breath

Special moves are moves that come up less often or in more specific situations. Undertake a Perilous Journey They’re still the basis of what charac- Distances in Dungeon World are mea- ters do in Dungeon World—particularly sured in rations. A ration is the amount what they do between dungeon crawls of supplies used up in a day. Journeys and high-flying adventures. take more rations when they are long or Last Breath when travel is slow. A perilous journey is the whole way be- 37 The Last Breath is the last moment that tween two locations. You don’t roll for stands between life and death. Time one day’s journey and then make camp Special stands still as Death comes to claim the only to roll for the next day’s journey, living. Even those who stay will catch too. Make one roll for the entire trip. a glimpse of the other side as they fight This move only applies when you know Moves for their life. Many are changed by this where you’re going. Setting off to ex- moment—even those who escape alive. plore is not a perilous journey. It’s wan- The deal offered by death is decided by dering around looking for cool things to the GM but it should always be a real discover. Use up rations as you camp choice with real consequences. If the and the GM will give you details about GM offers something completely pain- the world as you discover them. less, the move is pointless. If the GM of- fers a ridiculous price, no one will take it. Make Camp Think of ways that the character might be changed by the event: a new goal in You usually Make Camp so that you can life, a debt that must be paid, an obliga- do other things, like Prepare Spells or tion. Dutiful Prayer. Or, you know, sleep soundly at night. Whenever you stop to SparrowstandsatDeath’sblackgates. First catch your breath for more than an hour the Gm describes what she sees beyond them: or so, you’ve probably Made Camp. "In among the suffering souls you clearly When camping in dangerous territory see Lord Hywn. It appears his double deal- the selections made apply to the entire ing has caught up with him." Now for the camp. Every PC camping out needs to bargain: "The shadowy form of Death itself roll. Camping with fewer than three steps between you and the gates. ’Here so characters, or without the Ranger, is soon? I enjoy seeing the souls you send me. dangerous—there will always be at least I’ll return you to the world so that you may one option not selected. serve me, but there is a cost: you will never What counts as dangerous territory is up be able to move under the sun again, or you to the GM. She should call for the move. will return to my realm immediately." When not Making Camp in dangerous territory the camp is in all ways unex- ceptional with neither benefits or dan- Encumbrance gers. A PC’s Load stat is determined by their StayinganightinaninnorhouseisMak- class and Str. Being able to carry more ing Camp is a safe location. Regain your is a clear benefit when trying to carry hit points as usual, but only mark off a treasure out of a dungeon or just making ration if you’re eating from the food you sure you can bring along what you need. carry, not paying for a meal or receiving hospitality. Thismoveonlyappliestothingsaperson couldwalkaroundandstillactwith. Car- rying a boulder on your back is not en- Outstanding Warrants cumbrance—youcan’treallyactormove Thismoveisonlyforplaceswhereyou’ve much with it. It effects what moves you caused trouble, not every piece of civi- can make appropriately in the fiction. lization you enter. Being publicly caught up in someone else’s trouble still triggers Carouse this move. Unless the PCs are particularly extrava- Civilization generally means the vil- gant or generous Carousing doesn’t cost lages, towns and cities of humans, elves, any gold. If the players are paying some- dwarves, and halflings but it can also one else’s tab or living the high life then apply to any relatively lawful establish- it’ll costs them appropriately. ment of monstrous species, such as orcs or goblins. If the PCs have stayed there You can only carouse when you return as part of the community it’s civilization. triumphant. That’s what draws the crowd of revelers to surround adventur- ers as they celebrate their latest haul. If you don’t claim your success or your fail- ure is well known then who would want to party with you anyway?

97 Moves in Detail 38 Moves in Detail

98 Multiclass Moves Multiclass Dabbler

Multiclass Dabbler Multiclass Initiate Multiclass Master For the purposes of these multiclass 39 moves the Cleric’s Commune and Cast a Spell count as one move. Likewise for the Wizard’s Spellbook, Prepare Spells, Multiclass and Cast a Spell. If a multiclass move grants you the abil- ity to cast spells you prepare and cast Moves spells as if you had one level in the cast- ing class. Whenever you level up you increase the level you prepare and cast spells at too.

When Ajax gains 3rd level he takes Multi- class Dabbler to get Commune and Cast a Spell from the Cleric class. He casts and pre- pares spells like a first level Cleric: first level spells and rotes only, a total of 2 levels of spells prepared.

99 Bardic Lore Bard Moves

Bardic Lore Treat the areas of your lore like books. Is the upwards-flowing waterfall you just came across something important that would be covered in a book called "On Spells and Magicks?" If so, your Bardic Lore applies. 40 Ifyoucareenoughtoaskaquestionabout it then it’s probably important. Don’t secondguessyourself: ifyoucareenough Bard Moves to want to know more about it then it has some importance. Charming and Open Speaking frankly means you really are being open with them, not just giving the appearance of openness. It’s your true sincerity that puts others at ease and lets yougetinformationoutofthem; ifyou’re trying to maintain a lie at the same time you won’t get very far. It Goes To Eleven Of course the creature you effect must have some way of harming your target of choice. Spurring a wolf into a frenzy to attack the eagle lord circling above doesn’t do any good, the wolf doesn’t have a way to attack it. An Ear for Magic Acting on the answers can mean act- ing against them or taking advantage of them. Either way you take +1 forward.

100 Cleric Commune

Commune If you like you can prepare the same spell 41 more than once. Cleric

101 Guidance Cleric Spells

Guidance It’s up the the creativity of your deity (and the GM) to communicate as much as possible through the motions and ges- tures of you deity’s symbol. You don’t get visions or a voice from heaven, just some visualcue ofwhat yourdeity would 42 have you do (even if it’s not in your best interest). Cleric Spells Magic Weapon Casting Magic Weapon on the same weapon again has no effect. No matter how many times you cast it on the same weapon it’s still just magic +1d4 damage. Magic though is nothing to be scoffed at. Having a magic weapon may give you an advantage against some of the stranger beasts of Dungeon World, ghosts and the sort. The exact effects depend on the monster and circumstances, so make the most of it. AnimateDead Treating the zombie as your character means you make moves with it’s ability scores based on the fiction, just like al- ways. Unless it’s brain is functioning on itsownthezombiecan’tdomuchbesides followthelastorderitwasgiven,soyou’d better stay close. Even if its brain works it’s still bound to follow your orders.

102 Fighter Moves Signature Weapon

SignatureWeapon The base description you choose is just a description. Choosing a spear doesn’t give you Close range, for example. You could choose a spear as the description, then Hand as the range. Your spear is something special, or your technique 43 with it is different, just describe why your weapon has the tags you’ve chosen. Fighter Heirloom Theexactnatureofthespirits(andthere- Moves fore what knowledge they can offer to you) is up to you and the GM to decide. Maybe they’re dead ancestors, or echoes ofpeopleyou’ve slain, oraminor demon. Up to you. Armor Mastery Armor and shields that are reduced to 0 armor are effectively destroyed. You’ll prettymuchbepayingforanewoneany- way, so you might as well drop them and haul out some gold instead.

103 Evidence of Faith Paladin Moves

Evidence of Faith Your +1 forward applies to anything you dobasedonyourknowledgeofthespell’s effects: defying it, defending against it, 44 using it to your advantage, etc. Paladin Moves

104 Ranger Moves Command

Command Yourbonusesonlyapplieswhenyouran- imal is doing something it’s trained in. Ananimalnottrainedtoattackmonsters won’t be any help when you’re attacking 45 a otyugh. Ranger Moves

105 Backstab Thief Moves

Backstab Reducing armor until they repair it means that they lose armor until they do something that compensates for your damage. If you’re fighting an armored knight that might mean a fresh suit of armor, but for a thick-hided ogre its un- 46 til they’ve had time to heal up (or protect the wound you left). Thief Moves Poisoner In order to make more doses of your cho- sen poison you need to be reasonably able to gather the required materials. If you’re locked up at the top of a tower you’re not going to be able to get the ma- terials you need of course. Wealth and Taste In order to use this move it’s really got to be your most valuable possession. It’s the honest value you place on it that draws others, no lies. Disguise Your disguise covers your appearance and any basics like accents and limps. It doesn’t grant you any special knowl- edge of the target, so if someone asks you what your favorite color is you’d better think fast. Defying Danger with Cha is a common part of maintaining a Disguise.

106 Wizard Moves Prepare Spells

Prepare Spells You can prepare the same spell twice if you like. Empowered Magic Maximizing the effects of a spell is sim- 47 ple for spells that involve a roll: a max- imized Magic Missile does 8 damage. In other cases it’s down to the circum- Wizard stances. A maximized Identify might result in far more information than ex- pected. If there’s no clear way to maxi- Moves mize it you can’t choose that option. Likewise for doubling the targets. If the spell doesn’t have targets you can’t choose to double them.

107 Dispel Magic Wizard Spells

Dispel Magic The exact effects depend on the circum- stances. A goblin orkaster’s spell might just be ended; a deity’s consecration is probably just dimmed. The GM will tell you the likely effects of Dispeling a given 48 effect before you cast. Fireball Wizard "Nearby" means a few paces at most, de- pending on the circumstances. Spells Polymorph In some cases the GM may choose the last option more than once to list each unexpected benefit or weakness. Summon Monster The exact type of monster you get is up to the GM, based on your choices. If you want a non-reckless swimming creature you might get a water elemental, a 1d8 damage+2Strcreaturemightbeabarbed devil. Whatever the creature is you still get to play it.

108 Making Moves Starting Points

At some point you’ll likely want to make be written or printed somewhere every- your own moves. You might want to one can look them over unless the move create moves to reflect some particular covers something that the player char- threat ("When you go alone into the Un- acters wouldn’t have any idea about. hallowed Halls . . . "). You might create Moves that reflect some special compe- moves to cover something that’s partic- tency or power, or something the play- ularly important to you setting ("When ers do, are usually class moves. If the you swim in the dark waters . . . "). You move is clearly tied to a specific class, 49 might create moves to expand a class, or add it to that class. If the move is tied create your own class entirely. to some concept that multiple classes This chapter covers how to create moves might have access to, like a move only Making and more importantly why to create accessible to those that have seen be- moves. yond Death’s Black Gates, you can create Moves are the simplest way to modify a Compendium Class for those moves. A Moves the game, but you can go beyond that. Compendium Class is like a mini-class, Maybe you have a cool idea for an entire it’s a collection of moves around a fic- class, or you want to change how mon- tional theme. We’ll deal with them in sters work, or even mess with the entire more detail later. GMing structure. Well get to those top- If your move is something the players ics too, but first: moves. do but isn’t associated with any specific theme or class it’s probably a basic of Starting Points special move. If it comes up all the time it’s a basic move, if it comes up more Where do moves come from? rarely it’s a special move. You can start a move with the trig- Moves made by the players in response ger. Some actions will just feel like they to monsters, such as the effects of a dis- should be a move. This is the most com- ease or pressing on despite a focused mon starting point for moves. You’ll see blast of wind from an air elemental, are some action coming up and feel like it’s player moves associated with that mon- different enough from existing moves ster. Player moves associated with a that it needs its own rules. monster are fairly rare, most of the ways You can start with the effect. This is a player will interact with a monster are particularly useful for class moves. You covered by the basic and class moves. know that casting a spell is something Moves made by monsters against the that the Wizard does, so what triggers players aren’t player moves at all. that effect? They’re monster moves, simple state- Rarely, you can even start with the ments of what the monster does. Try- mechanics. Sometimes you’ll think of ing to make every monster move into a something cool, like a tamed demon player move will seriously hamper your who’s happiness is a constantly varying creativity. stat, and go from there. Be wary of any idea that’s entirely mechanical. Since World Moves moves always start and end with the fic- tion, a mechanical idea is the least im- Your Dungeon World is full of fantastic portant bit of the move. things, right? You’re likely to find that some of those fantastic things deserve or A final starting point is someone else’s demand custom moves to reflect exactly move. Between Apocalypse World, what they do. Consider this one from Dungeon World, Monsterhearts, and the Chris Bennet: dozensofothergamesusingmovesthere are many great ideas out there. If When you open a sewer hatch roll+Str. On you plan to use a borrowed move for a 10+, choose 3. On a 7-9 choose 1. anything beyond your personal gaming group, its a good idea to ask the author first. They’re usually pretty cool about • You avoid being covered in feces and it. rotting animal entrails from the sew- ers above. Types of Moves • You avoid having a gelatinous cube land on you. What role the move is fulfilling deter- • You find a secret back entrance to mines what kind of move you’re creat- where the merchant’s daughter is be- ing. ing held. Moves for dealing with the environment or special features you’ve added to Dun- This move is strong because it is tied geon World are special moves. These strongly to a particular place at a par- moves are usually the GMs domain, a ticular time. This move was written place to make parts of the world stand by request for Jason Morningstar’s Dun- out. Since moves are always triggered by geon World game as the players entered the players most moves like this should some particularly horrible sewers to find

109 Class Moves Making Moves

a powerful merchant’s daughter. Two of New Classes in starting Bonds. the options here are very directly tied to Look is largely left to your imagination. that precise situation. Creating a new class is more than just This is an excellent spot to think about Why would you write this move instead writing some new moves. Your first con- your fictional inspiration: what did they ofjustusingDefyDanger? Youwouldn’t, siderationshouldbehowtheclassrelates look like? How could they look dif- always. Opening a pressurized sewer to the existing classes. No character ex- ferent? Including at least one choice hatch is certainly dangerous, you could istsinisolation,soyoushouldthinkcare- about clothes helps establish style with- use Defy Danger. This move does have fully about why this class is different. out making the player think about buy- the advantage of setting up the choices An excellent first step to creating a new ing clothes. ahead of time. This is actually a very class is to think about what fictional The equipment choices should always strong technique: if there’s a particular characters you’d like to task an inspira- include at least one weapon option and situation that is likely to cause Defy Dan- tion. Don’t slavishly follow what that one armor option unless the class is ger, you can write a custom move that fictional character can do (after all, they clearly non-martial and lacking in fight- describes the tough choice to be made to weren’t in Dungeon World) but use them ing skill. Dungeon Rations are also save the GM some thinking in the mo- asaguideforwhat’scoolaboutbeingthat pretty much required, a starting charac- ment. person. ter without food going into a dangerous The other strength of moves like this is The inspirations for the classes in this area borders on stupid. they call out something as important. book are fairly clear, and made clearer by Alignments are your place to show the By making the trigger "when you open a the notes in the margins. Note that not startingoutlookoftheclass. Mostclasses sewerhatch"insteadof"whenyouactde- every inspiration is taken entirely: the will have Neutral as an option, since only spite an imminent threat" the move calls wizards of Discworld inspired slightly the most dedicated classes are so tied out that these sewers are always danger- pompous style of the Wizard, but the up to an ideal that the self can’t come ous. Wizard is far more competent and casts first. A good alignment move is some- spells differently than the typical Disc- thing that happens with some regular- Class Moves world character. The inspiration is one ity and requires the player to take action Each class has enough moves to take of style, not an attempt to recreate what they might not otherwise take. An align- it through tenth level but that doesn’t a certain character could do in a certain ment that happens as part of the nor- mean you can’t add more. Adding moves book. mal course of play, like "When you gain to a class can demonstrate your idea of With a clear idea in mind you have a few treasure . . . ," doesn’t really show the Dungeon World. Take this one, for ex- basic steps that aren’t a concern when character’s ideals. Adding some require- ample: writing single moves: HP, Bonds, Look, ments, maybe "When you gain treasure equipment, alignment, races. through lies and deceit . . . ," adds an el- ement of ideals. Now the alignment When you claim a room for you deity, mark Aclass’sHPisusuallysomebase+Constitution.sayssomethingaboutthecharacter(they every entrance and roll+Wis. On a 10+ the Base HP is almost always 4, 6, 8, or 10. prize pulling a con on the unsuspecting) room is peacebonded: no one can take ac- Having more HP than the Fighter and and requires the player to think about tion to cause physical harm within it. On a Paladin might make those classes obso- how they play. 7–9 the room is peacebonded, but the show lete unless you’re careful. Having less of divine power draws attention. You can HP than the Wizard is probably charac- Compendium Classes dismiss the peacebond as you see fit. ter suicide. 4 base HP makes for a class that is deliberately fragile, they’ll need A Compendium Class is a class only help from others when the swords come available to higher level characters who This move presents a slightly different out. 6 base HP is for classes that aren’t meet specific requirements. They’re side of Dungeon World, one that can ready to fight, but can at least take a hit. called Compendium Classes because demand peace (something that usually 8 base HP is enough to take some hits they first appeared in the Compendi- doesn’tcomeeasilytoPCs). Thismaynot and get into combat a little, while 10 base ums for Dungeon World Basic. A Com- be every Dungeon World game, but it’s HP is for skilled warriors and those who pendium Class is the way to go for a con- a great way to show how your Dungeon have no fear of battle. cept that can be layered onto multiple World looks reflected in the characters. Damage is chosen from the dice avail- other classes. When adding a move, look carefully at able: d4, d6, d8, d10. The classes pre- The basic structure of a Compendium what class it belongs to. Avoid giving sented here all use a single die with no Class is to have a starting move that is a class moves with infringe on another static bonus, but there’s no reason not to available only to characters who have class’s areas of expertise. If the Thief experiment with other options: 2d4 or had a certain experience, like this: can cast spells just as well as the Wizard 1d6+2, for example. High HP and dam- the Wizard is likely to feel marginalized. age tend to go together, as you usually When you enter the bodily presence of a god This is why the multiclass moves act as need one to make the other worthwhile. one level lower, so that each class’s niche or their avatar the next time you gain a level is somewhat protected. Bonds are where the class’s outlook you can choose this move instead of a move shines through. It’s the place where from your class: Be careful with any move that provides you, the designer, will most clearly in- the same benefit as an existing move teract with the player at character cre- even if the trigger is different. +damage ation. Unless the class is particularly so- Divine Bond moves in particular should be avoided cial or antisocial, write four bonds. If the for the most part unless carefully crafted class is very connected to others, add a with interesting triggers. +armor too Bond, if they’re cloistered remove one. can be problematic if given too freely. Avoid bonds that dictate alignment but The classes at present have damage and don’t be afraid to say something about armor increases the reflect the overall what the class is or does. You can use the danger of Dungeon World, giving them rules for writing new Bonds as a starting more can negate potential threats. point, but avoid including proper names

110 Making Moves Adventure Moves

WhenyouwriteanewBondinsteadofusing Have a look around and roll+Cha. On a rely on concrete units either around the the name of another character you can use 10+ choose two party members, on a 7-9 table (rounds) or in the fiction (seconds, the name of a deity you’ve had contact with. just the one, on a miss you’re surrounded by minutes, days). Anytime a Bond with a deity applies to the ingrates. At a moment of need, you can cash Here are some broad types of triggers: current situation you can mark it off (as if it in an owed favor. A PC must change their was resolved) to call on the deity’s favor in a action to one of your choosing, once. As long • When a character takes action . clearanddecisivewaythattheGMdescribes. as this action doesn’t involve them directly Examples: Discern Realities, Fasci- At the end of the session you then replace the taking damage, giving up a magic item they nate [Bard], Command [Ranger]. markedoffBondwithanewone,withadeity already own or coming to immediate harm, • When a character takes action or player character. it’sfairgame. Useittomakethemagreewith under specific circumstances . you, or give you that extra ration you want, Examples: Hack and Slash, Gladiator or giving you their slot in the loot lottery. [Fighter], Backstab [Thief]. Note that the move is only available after Leverage is sweet. • When circumstances dictate, no the character has done a specific thing, character action . Examples: Or- and even then only at their next level. der Hirelings, End of Session, Saving CompendiumClassesarebestwhenthey The most important part of this move is Throw. rely on what the character has done, not not the roll or the effect, but the infor- • When a character uses a thing stat prerequisites or anything that hap- mation and tone. It sets the stage for . Examples: Magic items, Heirloom penswithouttheplayer’saction. ACom- a quick adventure and gives the player [Fighter] pendiumClassthatisavailabletoanyone reading it a starting point to work with. • From now on . Examples: Serenity who just gained 5th level doesn’t stand The roll and result here are interesting, [Cleric], Poisoner [Thief] for much, one that only applies if you’ve but don’t greatly change the flow of the been to Death’s Black Gates and lived to game. Handing out a set of these, one to tell the tale is more interesting. each player, along with a playbook, is a Effect great way to run a con game. A Compendium Class also usually has Moves effects can be anything you can 2–3 moves that can be taken only if the You can also adapt the End of Session think of; they are as limitless as your starting move is taken. These are just movetoreflecttheadventureyou’rerun- ideas. Don’t feel constrained to mak- like normal class moves, just with the ning. When doing this it’s key that you ing rolls, +1 bonuses, and swapping stats. requirement that you have to have al- show the players the new End of Session Since all moves flow from the fiction, a ready taken the starting Compendium move. The goal isn’t to keep them in the fictional effect like "They treat you as a Class move. dark about what earns XP, but to make friend" is just as powerful and useful as Compendium Classes are ideal for con- the XP awards tie directly to this adven- +1 forward, maybe more so. ture. cepts that don’t quite inspire a full class. Here are some broad types of effects, any If you can’t think of what the class looks When you end the session, instead of us- given move may use more than one of like or how much HP it has, or if the class them: overlaps with existing classes, it’s prob- ing the normal end of session questions, use these: ably better as a Compendium Class. • Roll . Examples: Defy Danger, Cast a Spell [Wizard], Called Shot [Ranger]. Adventure Moves • Did we learn something about the • Substitute stats . Examples: Pre- Adventure moves deal directly with the Cult of the Scaled God? cise [weapon tag]. • • adventureunderway. Theycanmovethe Did we rescue a captured villager or Trigger another move . Exam- action along, change the rewards, or let help defend the village of Secor? ples: Charm Person [Wizard spell], • you jump into a bigger adventure. Did we defeat a major agent of the Envenom [Thief]. Cult of the Scaled God • Giveabonusorpenalty, forward If you’re running a short game, maybe at or ongoing. Examples: Quarry a convention or game day, you may find [Ranger], Beacon of Good [Paladin]. that you want to front load the experi- Move Structure • Deal or heal damage . Examples: ence a little more. Here’s a move that Volley, Backstab [Thief], Called Shot covers "the adventure so far" so that you Moves always follow a similar struc- [Ranger]. can get straight into a short game in me- ture. The most basic parts of a move • Choose options . Examples: Spout dia res. are the trigger ("when . . . ") and the ef- Lore, Discern Realities, Ritual [Wiz- fect ("then . . . "). Every move follows this ard]. Stalwart Fighter: As if the bandits weren’t basic format. • Hold & Spend . Examples: Dom- bad enough! As if all the sword wounds, inate [Wizard spell], Trap Sense bruises and batterings at the hands of Triggers [Thief]. • your enemies were insufficient—now this. Triggers are always fictional actions un- Ask & Answer . Examples: Charm- Trapped underground with your adventur- ing and Open [Bard], Spout Lore. dertaken by the player characters. Note • ing companions when all you wanted was that a trigger never deals with precise Change circumstances . Exam- to return to the town and spend your well- units of time. Don’t write a move that ples: Ascetic Freedom [Cleric], Sins earned bounty. No such luck, warrior. of the Flesh [Paladin]. begins "When you start a round adjacent • Sharpen that sword! Certainly, the oth- to a dragon." There’s no rounds (and ad- Mark experience . Examples: ers will need your protecting before safety is Alignment moves. jacent is maybe not the best phrasing, • found. Justlikelasttime. Oncemoreintothe as it sound removed from the fiction of Call for more information . Ex- breach, right? I swear, one of these fellow amples: Parley, Ritual [Wizard]. standing next to a damn fire-breathing dragon • must owe you a favor or two by now . . . ). Prepare Spells isn’t "When you spend Add options . Examples: Survival- one hour studying your spellbook" for ist [Ranger], Eye of Riches [Thief]. good reason. Time in Dungeon World is a bit fluid, like in a movie where pac- ing depends on the circumstances. Don’t

111 Changing the Basics Making Moves

been reformatted and edited for gram- When you attack an enemy who can defend Changing the Basics mar only): themselves, roll+Str. On a 10+, you deal Moves can also change the basic struc- your damage but your enemy does not get ture of the game. Consider this one, to Whenyouwadeintocombat,attackingyour to deal theirs to you. If you choose, you can avoid the use of damage dice: enemies, deal damage to the enemy you’re take your enemy’s damage and deal double attacking, take that enemy’s damage, and damage to the enemy. On a 7-9, you take the When you would deal damage, instead of roll+Str. On a 10+, choose 2. On a 7-9 enemy’s damage and deal your damage. rolling the dice, substitute each dice with the choose 1. listed number. d4 becomes 2, d6 becomes 3, Here the move now has only the effects d8 becomes 4, d10 becomes 5, d12 becomes 6. • Prevent one ally from taking damage that could clearly follow from a single this round attack. Any action that couldn’t reason- • Moves like this change one of the basic Kill one enemy of lower level than ably lead to a counter-attack isn’t Hack you or deal max damage to otherwise and Slash, so now the trigger matches features of the game. Be very careful • with moves that muck with the funda- Put an enemy right where you want the effects. Unfortunately double dam- mentals. Any move that contradicts the them (drive them off, prevent them age was a bit much, so we changed it to from fleeing, etc.) this: GM’s principles or agenda, or any move • that breaks the basic "take the action to Divide your damage amongst any gain the effect" rule, should be seriously number of targets you can reach with When you attack an enemy in melee, rethought. your weapon roll+Str. On a 7-9, you deal your damage to the enemy and take their damage. On a There are some parts of the game that The first problem with this move is that 10+youdealyourdamagetotheenemy. You are exceptionally easy to change. The oneoftheoptions, preventingdamage, is can choose to also take the enemy’s damage amount of XP to level reflects our view, far less useful than the others. Being able to deal +2 damage. but you can easily make leveling more tooutrightkillanenemyisnearlyalways or less rare. The way stats are assigned better than preventing that enemy from by the class is a way of making the game doing damage. The first major revision +2 damage is a clear advantage, but not easier for new players and reflecting the was to drop that option: a game-breaker. The only problem here concept of each class but there may be is that it reduced the effects of an attack a place for a 17 Constitution Wizard. Whenyouwadeintocombat,attackingyour to taking damage. Monsters do so much If you’ve played enough to know what enemies, deal damage to the enemy you’re more than just take away your HP; mon- you’re doing with each stat feel free to attacking, take that enemy’s damage, and sters hurl you about the room and de- assign them however you like. roll+Str. On a 10+ choose 2. On a 7-9 choose stroy the ground you stand on, why can’t Another basic that’s occasionally asked 1. they do that in response? for is a way to make, say, fighting a dragon harder. The best answer here is When you attack an enemy in melee, • that fighting a dragon is harder because Kill one enemy of lower level than roll+Str. On a 10+ you deal your damage the dragon is fictionally stronger. Just you or deal max damage to otherwise to the enemy. You can choose to let the en- • stabbing a dragon with a normal blade Put an enemy right where you want emy make an attack to deal +2 damage. On isn’t Hack and Slash because a typical them (drive them off, prevent them a 7-9, you deal your damage to the enemy blade can’t hurt it. If, however, that isn’t from fleeing, etc.) and the enemy makes an attack against you. • enough, consider this move from Vin- Divide your damage amongst any cent Baker, originally from Apocalypse number of targets you can reach with World (reworded slightly to match Dun- your weapon Thisversion(thefinalone)allowsamon- geon World rules): sterto"attack"notjustdealdamage. That This left only three options which is a opens up a whole host of interesting When a player makes a move and the GM great number of options to have when a monster moves to be used. Now even judges it especially difficult, the player takes 10+ lets you pick two. The player making the 7-9 result has choices to make and -1 to the roll. When a player’s character the move always had to not choose one unpredictable outcomes. makes a move and the GM judges it clearly option. All of the options are also clearly beyond them, the player takes -2 to the roll. useful. But there’s still an issue, easily the biggest issue with this move: the fic- tional action doesn’t tightly relate to the The problem with this move is that the outcome. move no longer reflects anything con- Consider this situation: Gregor attacks crete. Instead, the move is a prompt for an eagle lord with his mighty axe. He the GM to make judgement calls with no describes his fictional action: "I swing clear framework. If you find yourself my axe right down on his wing with a writingthiscustommove, considerwhat big overhead chop." Then he rolls the difficulty you’re really trying to capture move, gets a 10, and makes his choices. andmakeacustommoveforthatinstead. Max damage is a clear choice and comes That said, this is a valid custom move, if right from the fiction. The other options, you feel it’s needed. however, don’t make much sense. If he chooses to divide his damage, how does Development of a Move that flow from his one fictional attack? How did that one chop also hit the treant Let’s look at how one move developed behind him? over time. Hack and Slash was one of the earliest Dungeon World moves, orig- Scoping down the fictional effect of the inally written by Tony Dowler. The first move lead to his version: version looked like this (this version has

112 Making Moves Agenda, Principles, and GM Moves

the name of your move; Begin and World more about indiscriminate killing Agenda, Principles, and GM Moves end with the fiction; and Be a fan of of monsters that deserve it you might Changing the GM’s side of the rules is an the characters are the most important rewrite some of the questions, maybe entirelydifferentbeastfromwritingcus- principles. Without these the conversa- adding this: tom player moves. Writing GM moves tion of play and the use of moves is likely is the easy part. Since a GM move is just to break down. The monster is Evil through and through. Choose a statement of something that fiction- Embrace the fantastic; Give every one to reflect why it’s evil: ally happens, feel free to write new ones monster life; Name every person; as you please. Most of the time you’ll Think Dangerous; and Give them • It’s an intrusion of the Old Ones Be- find they’re just specific cases of one of something to work towards are key yond The Walls: Planar, +5 damage the moves already established, but oc- to the spirit of Dungeon World and fan- • It’s a product of the Old Wizards of casionally you’ll come across something tasy exploration. These are changeable, the Red Tower: Construct, +5 HP new. Just keep in mind the spectrum of but they amount to changing the setting • It’s from The Time Before Man: Pri- hard to soft moves, your principles, and of the game. If you want to change any mordial, +5 damage, +5 HP your agenda and you’ll be fine. Remov- of these, you may have to make changes ing a GM move is also kosher, but you’re to all of them. When creating new monster questions probablybetteroffkeepingthemoveand Leave Blanks; Sometimes, let them you can either reinterpret existing mon- just not using it. The players won’t know decide; and Ask questions and use sters by answering the questions for anyway. the answers are important to running themagainoronlyusethenewquestions Changing the GM’s agenda or principles Dungeon World well. They also apply to for new monsters. If the new questions is one of the biggest changes you can many other games in the same style. The you add or change are key to your vi- make to the game. Changing these ar- game will be diminished without them, sion of Dungeon World its best to redo eas will likely require changes through- but the conversation of play will con- all the monsters you use, if the question out the rest of the game, plus playtesting tinue. These are also some of the most only applies to a specific kind of mon- to nail it all down. portable principles, applicable to many ster anyway you can just use it for new monsters. Play to find out what happens is the other games. They may even work in leastchangeablepartoftheGM’sagenda. games with very different play styles. Other options, like "play towards your An additional principle that some people set plot" or "play to challenge the players’ prefer to add is Test their Bonds . This skills" will be resisted pretty strongly by principle is entirely compatible with the the other rules. The moves give the play- others and with all the moves, but it ers abilities that can change the course of changesthefocusofthegamesomewhat. an planned adventure quite quickly; if Fronts need to be rethought to work fully you’re not playing to find out what hap- with this, and you might need to add pens you’ll have to resist the moves at moves that speak to it. every step or rewrite many of them. Fill the characters’ lives with ad- Monsters venture could be rephrased, but it’s The easiest place to modify monsters is hard to really change. "Fill the charac- in the questions used to create them. The ters’ lives with intrigue" might work, but simplest changes have to do with adjust- intrigue just seems like a type of adven- ing lethality or randomness to your lik- ture. Removing this agenda entirely will ing. You could easily change just one require major reworking since the move question to add random damage to the structure is based on this. The effects of game (if you use random monster dam- a miss and the GM’s soft moves are all age you might consider having the play- there to create a life of adventure. ers roll it so that you don’t have to man- Make the world fantastic is maybe age dice just for damage). the easiest to change, but it still re- How does it usuallyhunt or fight? quiresconsiderablerewritingoftheclass moves. A historical world, a grim world, • As part of large group, five or more: or a utopian world are all possible, but 2d4 damage, 1 HP, Horde you’ll need to carefully rethink many • As part of a small group, around 2–5: moves. A historical world will require 2d6 damage, 8 HP magic, equipment, andseveralothersec- • All by its lonesome: 2d10 damage, 30 tions to be nearly entirely rewritten or HP, Unique removed. A grim world can only survive if the players’ moves come with darker Note that these changes also adjust costs. A utopian world won’t need many lethality slightly, you can play with the of the moves as written. Still, this is the numbers to make it more or less random easiestpartoftheagendatochange,since as you please. it requires changing the moves, not the basic structures of the game. A more interesting change is to change the questions being asked to present a The GM’s principles are more muta- different view of monsters. The views ble than the agenda but still can seri- built into the questions imply that mon- ously change the game with only mi- stersaremoreorlesslikeothercreatures: nor modifications. Address the char- they can be of many alignments and acters, not the players; Make your won’t always be opposed to the player move, but misdirect; Never speak characters. IfyouwanttomakeDungeon

113 Special Thanks 50 Special Thanks

114 Contributors

Tresi Arvizo 51 Jeremy Friesen Contributors

115 Pitch It Guild Members

Since you’ve read this book it’s likely at scribing what the classes do in plain somepointyou’llbeteachingthegameto terms. If someone asks about the fighter others, either experienced roleplayers or it’s more useful to tell them that the those new to the hobby. Throughout the fighter has a signature weapon that’s one design process we’ve had many chances of a kind then to go into detail about how to playwith lots ofdifferent gamers from the Signature Weapon move works. different backgrounds and there are a few things we’ve found work well for CreateCharacters teaching the game. 52 Go through the character creation rules Pitch It step-by-step. The process of creating Guild a character is also a great introduction Before you play you’ll likely be explain- to the basic concepts: the players will ing the game to your new players (don’t encounter stats, moves, HP, and dam- just spring it on them, that’s not cool). age all in an order that makes sense. Members We call that the pitch: it’s explaining Don’t bother trying to front-load the why you want to play Dungeon World rules explanations. There aren’t really and why you think they’ll like it. any wrong choices. Firstandmostimportantly: putitinyour Each player will encounter the rules own words. We can’t give you a script that are important to their class. The becausethebestwaytogetpeopleexcited Fighter, for example, will see moves about the game is to share your honest about weapon ranges and piercing and excitement. There are, however, some ask about them, explain them as needed. things you might want to touch on. IftheFighterplayerdoesn’taskyouwhat Withfirst-timeroleplayersit’sbesttofo- piercing is, don’t worry about it. They’re cus on what roleplaying means in Dun- happy to choose based on the fiction, geon World. Tell them what they’ll be which is all the stats and tags reflect any- doing (portraying a character) and what way. you’ll be doing (portraying the world If your players are particularly worried around them). Mention the general con- about making their characters ’right’ just ceit (adventurers and adventure). It’s give them the option of changing them usually a good idea to mention the role of later. Trying to cover every rule and give the rules too, how they’re there to drive them all the context now will just slow the action forward in interesting ways. the game down. In particular, don’t go With folks who’ve played RPGs be- over the basic moves in detail yet. Leave fore, especially those who’ve played them out so that the players can read other fantasy adventure games, you them and ask questions, but don’t waste can focus more on what makes Dun- time by explaining each. They’ll come geon World different from other similar up as needed. games. Ease-of-play, the way the rules As the players introduce their characters just step in at the right times, and the and start setting bonds move from an- fast pace are all things that experienced swering questions to asking them. Ask roleplayers often appreciate. about why they chose what they did No matter the audience, don’t just pitch and what that means for their character. Dungeon World, pitch the game you’re Ask about details established by their going to run. If this is going to be a bonds. Let their choices establish the trip into the city sewers, tell them that world around them. Take special note right up front. If there’s an evil cult to be of anything that you think you might stopped that should be part of your de- be able to make moves with (like an es- scription. The interaction between you, tranged teacher or a simmering war). the players, and the rules will create all kinds of interesting secrets later on, your Start Play pitch should honestly portray the game Start play by concretely describing the you intend to run. world around them. Keep it brief and evocative, use plenty of details, and end Present the Classes with something that demands action. Once everybody’s on board for a game Then ask them what they do. of Dungeon World and you’ve sat down Ending with something that demands to play start by presenting the character action is important. Don’t presume that sheets. Give a short description of each, new players will already know what they making sure to mention what each does want to do. Giving them something and their place in the world. You can also to react to right away means you get read out the descriptions for each class, straight to playing. those all include something about both Especially for new players make sure what the class does and how that fits into that the action they’re thrown into is the big picture. something they have the tools to deal If anybody has questions about the rules, with. A fight is a good choice, as is a answer them, but for now focus on de- tense negotiation (which can easily be-

116 Guild Members Overview come a fight). Keep it simple and let the rules. In this appendix, we’ll cover how I’m going to convert an old adventure I love; complexity build. to convert and adapt material from other I’ve run it a dozen times in a bunch of dif- Even in a fight keep to simple monsters: games into Dungeon World and give you ferent systems and I think it’d be a blast things that bleed, don’t have too much the same flexibility to run your favorite to run my Dungeon World group through. armor, and don’t have piercing. Give adventures using the rules in this book. I’ve given myself a quick read through to re- them a chance to get used to their ar- mindmyselfwhattheadventureisallabout. mor and dealing damage before you start Overview In this case, there’s a town being menaced using the exceptions to those rules, like in secret by a wicked cult who worships a The first step in preparing an adventure squamous reptile god. Sounds like fun! The piercing and ignoring armor. Of course for use with Dungeon World is reading if the fiction dictates ignoring armor or adventurehasasecretdungeon,acorruptre- through that adventure, and through the ligious order, a bunch of smelly troglodytes piercing or a certain monster, use it, but Dungeon World rules. For this book, don’t lead with those. and some very helpless adventurers. I’ve de- you’ll want to be familiar with all the ba- cided that the Fronts in this adventure are For new players make liberal use of your sic rules, as well as familiar with the sec- The Cultists and The Troglodyte Clan Show Signs of Doom move. New play- tion on Fronts and on the GM principles. ers, or those used to a different type The former will be guiding you in adapt- of fantasy adventure, may have differ- ing the framework of the adventure and Now, I could make the sorcerous Naga that ent assumptions about what’s lethal and the latter will help keep your mind going livesinthecavernsherownFront,ifIwanted when they’re in danger, so make sure to in the right direction—so that gameplay to, or I could add in a Campaign Front for show them danger clearly. Once they’ve stays true to the style and rules set out the Reptile God itself, but I think I’ll only started to pick up on what’s dangerous in this book. You’ll want to read through be running this game a few sessions, so I’m you can give them a little less warning. the module next, paying close attention going to stay focused. The two Fronts I have Ifyou’reGMingforthefirsttimefocuson to the four following topics as you go. work together in some ways, but are unique a few moves: Show Signs of Doom, Deal and operate independently, so I’ve separated • Maps Damage, Put Someone in a Spot. Only • them. look at your moves sheet if you’re pretty Monsters • Magic Items sure none of those three apply. Even- • tually you’ll build up familiarity with NPCs and Organizations Create these Fronts like you would nor- the whole range of GM moves and us- mally, choosing dangers, impending ing them will seem like second nature. Flip through the adventure, make some dooms, and grim portents. Ask one or notes as you go, but don’t feel you need two stakes questions but be sure to leave Continuing Play to memorize the whole thing. Areas that yourself lots of room—that’s where you focus particularly on statistics are likely can really tie in the characters. Nor- After an hour or two of play the players to end up ignored, and you’ll want to mally, you’d be pulling these things will likely have everything down. As a leaveblanksintheadventurefor youand straight out of the inspiration of your firsttimeGMyoumaytakeabitlongerto the players to discover as you go. brain, but in this case, you’ve got the pick up all your moves, maybe a session When you’ve finished, you’ll have a module to guide you. Think about the or two. Just roll with it. broad understanding about what the ad- Fronts as themes, and the Dangers as elements from the pages of your mod- If you find yourself struggling in the first venture is about—the power groups at ule. Look at the kinds of things your session consider it a pilot, like the first play in it, the special or cool monsters Fronts are said to be doing in the adven- episode of a TV show. Feel free to start the adventure contains, the threats and ture and how that might go if the PCs over or retroactively change things. If dangers that its cast present to the world were never there to stop it. What’s the a player decides that the Thief just isn’t and the kinds of things the PCs might be worst that could happen if the Fronts what they thought it was let them switch interested in. Set aside the adventure for were able to run rampant? This kind classes (either remaking the same char- now, and refer to the Fronts section of of reading-between-the-lines will give acter or introducing someone new). If Dungeon World. This is where the ma- you ammunition for making your hard your first adventure wasn’t working too jority of your work is going to take place. moves as you play through the adven- well scrap it and start something new. ture. This step is where you’ll turn those While Dungeon World works great for Fronts stat-block NPCs into either full-fledged one-shots the longer cycles of levels and The core of any standard adventure, sce- dangers themselves, or members of the bonds don’t really kick in for a bit. If nario or game session in Dungeon World Front’s cast. your first one or two sessions go well flows outward from the Fronts to the If there are any traps, curses or gen- consider scheduling out enough time for players; the Fronts have their Impend- eral effects in the adventure you’d like to 5–10 more. Knowing that you’re plan- ing Dooms, the players react, and in the write custom moves for, do it now. A lot ning to play that much longer gives you space between, you play the game to find ofoldadventureswillhaveelementsthat some space to plan out your fronts and out what happens. The same is true call for a “saving throw” to avoid some resolve them. when presenting a converted adventure. noisome effect—these can often simply There isn’t always time for prep. Peo- Reading through the module, you’ll have be a cause for a Defy Danger roll, or can ple aren’t entirely committed to a noticedthings—NPCs,placesofinterest, have whole, separate custom moves if game—you just want to test it out or special monsters and organizations that necessary. The key here is to capture the you’ve got a four-hour slot at a con- might have an impact on the world or intent of the adventure—the spirit of the vention that you want to fill and you’ve some agenda to carry out. Depending on thing—rather than translate some me- never met the players before in your the size of the adventure, there may be chanical element perfectly. life. Maybe prep isn’t something you just one or a few of these. Take a look When you’re done, you’ll have a set of care about or you think it’s more fun to through the list of Front types and create Fronts that cover the major threats and just take a map and run with it. Even one for each group. dangers the characters will face. better, maybe you’ve got a favorite old- school adventure module and you’d love torun throughusingtheDungeon World

117 Monsters Guild Members

take the maximum value of the first HD The maps that come with my adventure are Monsters and add one for each additional hit dice. a good mix of fun and cool and sort of bor- Most published adventures contained If the monster’s HP is listed as a number ing fluff. I’ll keep most of what the dun- one or two unique monsters not seen with no Hit Dice divide the HP by 4. geon describes under the city—the lair of the anywhere else—custom creatures and Armor troglodytes and the secret caves where the captive villagers are being kept—but I’m go- denizens ofthe deepsthat could threaten If the monster’s AC is average give it 1 playersinsomewaytheyhadn’tencoun- ing to throw away a lot of the stuff about armor. If the monster’s AC is low, give it the village itself and just leave blank spaces. tered before. Take a look through the 0 armor. If the monster’s AC is high give adventure and make sure you’ve caught It’ll give me room to use the answers to ques- it 2 armor, 3 armor for beasts that are all tions like “who do you already know, here?” them all. Many monsters will already aboutdefense. Ifit’snearlyinvulnerable, have statistics noted in Dungeon World and “who lives in the abandoned hut up the 4 armor. +1 armor if it’s defenses are road?” I’ve made some notes about where and you can, if you’re happy with them, magical. just make a note of what page they’re on the map and my Fronts intersect, but mostly inyourFrontsandmoveonfromthere. If Moves and Instinct I’ve just given myself room to explore. you want to further customize the mon- Look at the special abilities or attacks sters, or need to create your own, use the listed for the monster, these form the rules to do so. In this step, try to avoid basis for its moves. Magic & Treasure thinking about “balancing” the monsters or concerning yourself too much with Two things that are, traditionally, a “big how many HP a monster has or whether Maps deal” in published modules are treasure its armor rating matches what you ex- One of the biggest differences between and magic items. This is less relevant pect. Think more about how the monster Dungeon World and many other fantasy in Dungeon World (as the reward cy- is meant to participate in the adventure. RPGs is the concept of maps and map- cle for characters is more about “doing” Is it there to scare the pcs? Is it there to ping. Inmanygames, you’llseeasquare- than about “having”) but it’s still fun to bar their way or pose a riddle? What is by-square map denoting precisely what drudge through a dungeon or explore its purpose in the greater ecology of the goes where, often presented to give as lost ruins and come up with cool magic dungeon or adventure at large? Trans- much detail as possible and leave little items and piles of gold! Like the map, lating the spirit of the thing will always to the imagination save the description it’s useful to get an idea of the kinds of giveyoubetter, moreengagingresults. If of the location in question. Dungeon stuff that might be found in the adven- themonsterhasacoolpowerorneattrick World often leans the opposite direc- ture—anything particularly called out in you want to write a custom move for, do tion—maps marked with empty space the text as relevant to the adventure it- so! Custom moves are what make Dun- and a one or two word description like self (a magic sword that can be used to geon World feel unique from group to “blades” or “scary.” To adapt an exist- wound the golem on level 4, or a pendant group, so take advantage of them where ing adventure for use in Dungeon World, belonging to the prince captured in room you can. simply keep in mind your Principles and 3) is particularly important. Like mon- Agenda. Primarily, keep in mind that sters, it’s better to look at magic items in In my adventure, the monsters run the as the GM, it’s your job to “draw maps, terms of what purpose they fulfill: what gamut. I’ve got a scary naga with some leave blanks” and to “ask questions and they’re “for” rather than the damage or mind-controlling powers, an evil priest with use the answers.” armor bonus they might give. Dungeon World isn’t built on balancing treasure divine snake-god magic, a bunch of ruffian To that end, it’s often best to re-draw the against character level, for example, so cultists, a dragon turtle and a few miscella- map entirely, if you have time. Don’t justlookthroughtheadventureforitems neous lizards, crocodiles and snakes. Most copy it inch-by-inch but redraw it free- that seem cool or fun or interesting and oftheseIcanpullfromtheMonsterSettings, hand, leaving spaces and drawing out create new magic items (with custom but I’ll create custom stats for the Naga and new rooms, if you’d like. Don’t stick to moves as necessary) wherever you think thecultistleader, atleast. Iwantthemtofeel themapexactlyaswritten,butgiveyour- it’s needed. This is possibly the easiest new and different and have some cool ideas self some creative license. The idea here step of conversion. Again, you can leave for how that might look. I use the monster is to give yourself room to expand—to yourself exploratory room, here. Make creation rules to put them together. allow the players’ reaction to the adven- notes to yourself like “the wizard has a turetosurpriseandinspireyou. Ifyou’ve magic staff, what does it do?” and find got the whole map nailed down in ad- that out in play. Ask the players about it, vance, there’s nowhere to go you don’t Direct Conversion see what they have to say. Let Spout Lore already know about, is there? Pick a few do some work for you. “You’ve heard If you run across a monster that you rooms that don’t interest you and wipe that the wizard here has a strange mag- haven’t already created and which you out their inhabitants. Draw a new tunnel ical staff. What rumors have you heard don’t know well enough to convert us- or two. This will give you some space to of its origins?” ing the monster creation rules you can play around once you get into the game instead convert them directly. itself. Damage If you don’t have the time or inclination If the monster’s damage is a single dice to re-draw the map, don’t worry. Just with a bonus of up to +10 keep it as-is. If take the original map, make a few notes the monster’s damage uses multiple dice about what might go where and leave the of the same size roll the listed dice and rest blank. When the players go into take the highest result. If the monster that room marked “4f” don’t look it up, uses multiple dice of different sizes roll just make a guess at what might be there only the largest and take the highest re- based on your notes and what else has sult. been happening. You’ll find a comfort- able balance between freely playing out HP what happens and consulting your prep If the monster’s HP is listed as Hit Dice as you go along.

118 Guild Members Introductory Moves

12. To craft a masterwork 82. To bring about unending summer Introductory Moves 13. To survive just one more day 83. To fly This step is entirely optional, but can 14. To earn affection 84. To find the six-fingered man be really useful when running through 15. To prove a point 85. To wake the ancient sleepers an adventure for a convention group or 16. To be smarter, faster and stronger 86. To entertain othergroupwhererunningthroughafull 17. To heal an old wound 87. To follow an order “first session” process just isn’t possible. 18. To extinguish an evil forever 88. To die gloriously You can take variables of the adventure 19. To hide from a shameful fact 89. To be careful and create “hooks” for that adventure, 20.To evangelise 90. To show kindness writing custom moves to be made after 21. To spread suffering 91. To not screw it all up character creation but before play starts. 22. To prove worth 92. To uncover the past These moves will serve to engage the 23. To rise in rank 93. To go where no man has gone before characters in the fiction and give them 24. To be praised 94. To do good something special to prepare them or 25. To discover the truth 95. To become a beast hook them into what’s about to happen. 26. To make good on a bet 96. To spill blood You can write one for each class, or bun- 27. To get out of an obligation 97. To live forever dle them together, if you like. Here’s an 28. Toconvincesomeonetodotheirdirty 98. To hunt the most dangerous game example: work 99. To hate 29. To steal something valuable 100.Torun away 30. To overcome a bad habit Fighter, someone who loves you gave you 31. To commit an atrocity a gift before you left for a life of adventure. 32. To earn renown 100 Knacks Roll + CHA and tell us how much they love 33. To accumulate power you. On a 10+ pick two heirlooms, on a 7-9 34. To save someone from a monstrosity 1. Criminal connections pick one . On a miss, well, good intentions 35. To teach 2. Muscle count for something, right? 36. To settle down 3. Skill with a specific weapon 37. To get just one more haul 4. Hedge wizardry • a vial of antivenom 38. To preserve the law 5. Comprehensive local knowledge • a shield that glows with silver light 39. To discover 6. Noble blood • arustedoldkeyintheshapeofalizard 40.To devour 7. A one-of-a-kind item 41. To restore the family name 8. Special destiny These sorts of moves can give the players 42. To live a quiet life 9. Unique perspective the sense that their characters are tied to 43. To help others 10. Hidden knowledge the situation at hand, and open the door 44.To atone 11. Magical awareness for more lines of question-and-answer 45. To prove their worth 12. Abnormal parentage playthatcanfillthegameworldwithlife. 46. To gain honor 13. Political leverage Think about the Fronts, the things they 47. To expand their land 14. A tie to a monster endanger, the riches they might protect 48. To gain a title 15. A secret and their impact on the world. Let these 49. To retreat from society 16. True love intro moves flow from that understand- 50. To escape 17. An innocent heart ing, creating a great kick-start to the ad- 51. To party 18. A plan for the perfect crime venture. 52. To return home 19. A one-way ticket to paradise 53. To serve 20.A mysterious ore Sometimes the players will come across 54. To reclaim what was taken 21. Money, money, money someone who becomes important in the 55. To do what must be done 22. Divine blessing moment. When the ritual goes wrong 56. To be a champion 23. Immunity from the law and a poor captive gets the power cosmic 57. To avoid notice 24. Prophecy what does that villager do with it? Who 58. To help a family member 25. Secret martial arts techniques were they? 59. To perfect a skill 26. A ring of power When you need a quick NPC all you need 60. To travel 27. A much-needed bag of taters is an instinct and some way to pursue it. 61. To overcome a disadvantage 28. A heart We call that a Knack, it can be anything 62. To play the game 29. A fortified position fromaskilltoatitletoadebtowed. Com- 63. To establish a dynasty 30. Lawmaking bine the two and you have an NPC who 64. To improve the realm 31. Tongues has something they want and a way to 65. To retire 32. A discerning eye try to get it, you’re ready to go. 66. To recover a lost memory 33. Endurance 67. To battle 34. A safe place 68. To become a terror to criminals 35. Visions 100 Instincts 69. To raise dragons 36. A beautiful mind 70. To live up to expectations 37. A clear voice 1. To avenge 71. To become someone else 38. Stunning looks 2. To spread the good word 72. To do what can’t be done 39. A catchy tune 3. To reunite with a loved one 73. To be remembered in song 40.Invention 4. To make money 74. To be forgotten 41. Baking 5. To make amends 75. To find true love 42. Brewing 6. To explore a mysterious place 76. To lose their mind 43. Smelting 7. To uncover a hidden truth 77. To indulge 44.Woodworking 8. To locate a lost thing 78. To make the best of it 45. Writing 9. To kill a hated foe 79. To find the one 46. Immunity to fire 10. To conquer a far-away land 80. To destroy an artifact 47. Cooking 11. To cure an illness 81. To show them all 48. Storytelling

119 100 Knacks Guild Members

49. Ratcatching 67. Balance 85. Mysterious benefactors 50. Lying 68. Souls 86. Steely nerves 51. Utter unremarkableness 69. Speed 87. Bluffing 52. Mind-bending sexiness 70. A sense of right and wrong 88. A trained wolf 53. Undefinable coolness 71. Certainty 89. A long-lost sibling, regained 54. A way with knots 72. An eye for detail 90. An arrow with your name on it 55. Wheels of polished steel 73. Heroic self-sacrifice 91. A true name 56. A magic carpet 74. Sense of direction 92. Luck 57. Endless ideas 75. A big idea 93. The attention of supernatural powers 58. Persistence 76. A hidden entrance to the city 94. Kindness 59. A stockpile of food 77. The love of someone powerful 95. Strange tattoos 60. A hidden path 78. Unquestioning loyalty 96. A majestic beard 61. Piety 79. Exotic fruit 97. A book in a strange language 62. Resistance to disease 80. Poison 98. Power overwhelming 63. A library 81. Perfect memory 99. Delusions of grandeur 64. A silver tongue 82. The language of birds 100.Thewind at his back and a spring in 65. Bloodline 83. A key to an important door his step 66. An innate spell 84. Metalworking

120 Index

1 7 Alignment 8, 12, 16, 21, 24, 26, Blot 26 1 Choose a Class 7 28, 30, 55, 56 Blot out the Sun 26 1st 18, 33 ALittleHelpFromMyFriends Bolster 11, 60 1st Level Spells 18, 33 13 Bonds 8, 13, 16, 21, 24, 26, 29, 2 7 Ally 27 31, 55, 55, 55, 55 2 Choose a Race 7 Always Say 41 Breath 10, 97 3 7 Ambitious 49, 49 Brewer 29 3 Choose a Name 7 AmbitiousOrganizations 49 Bribes 37 3rd 18, 33 An Ear For Magic 13 Buildings 37 53 3rd Level Spells 18, 33 An Ear for Magic 100 4 7 An Example Front The Open- c Index 4 Choose Look 7 ing of the White Gate 52 Cacophony 13 5 7 Angels) 52 Called 25 5 Choose Stats 7 Animal 25 Called Shot 25 5th 18, 33 Animal Companion 25 Camouflage 26 5th Level Spells 18, 33 Animate 102 Camp 10, 97 6 8 Animate Dead 102 Campaign 48, 62, 62 6 Figure Out Modifiers 8 Anointed 16 CampaignandAdventureFronts 7 8 Answers 42 48 8 8 A Port in the Storm 12 Cantrips 33 8 Choose Starting Moves 8 Apply) 67, 68 Capture 63 7 Set Starting HP 8 Arcane 12, 31, 31, 49, 49 Carouse 10, 59, 97 7th 19, 34 Arcane Armor 31 Cast 15, 30, 50, 52 7th Level Spells 19, 34 Arcane Art (Cha) 12 Cast a Spell 15 9 8 Arcane Enemies 49 Cast a Spell (Int) 30 9 Choose Alignment 8 Arcane Ward 31 Cautious 29, 29 9th 19, 34 Arcanists 52 Cavern 68, 70 9th Level Spells 19, 34 Argent 52 Cavern Dwellers 68, 70 10 8 Arm 29 Challenge 45 10 Choose Gear 8 Armor 17, 21, 31, 36, 103, 118 Chance 47 11 8 Armored 20, 21, 23 Change 44 11 Introduce Your Character Armored Perfection 21 Change the environment 44 8 Armor Mastery 21, 103 Changing Alignment 56 12 8 Art 12 Changing the Basics 112 12 Choose Bonds 8 A Safe Place 26 Chaotic 13, 26, 28, 56 100 119, 119 A Safer Place 26 Character 7, 8, 47 100 Instincts 119 Ask questions 47 Character Creation 7 100 Knacks 119 Ask questions and use the an- Characters 42, 42, 45, 116 (cabal) 52 swers 42 Charge 24 (cha) 12, 13, 23 Attack 68 Charming and Open 12, 100 (choir 52 Augmentation 32 Cheap 29 (choose 67, 68 Authority 24, 24 Cheap Shot 29 (dark 52 Choose 7, 7, 7, 7, 7, 8, 8, 8, 8, (from 35 b 113 (int) 30 Backstab 28, 106 Choosing a Move 43 (str) 20 Backtrack 45 Chord 13 (wis) 25 Bamboozle 13 Chorus 13 & 55, 118 Bard 1, 12, 100 Chosen 16 Bardic 12, 100 Chosen One 16 a Bardic Lore 12, 100 City 62 Adding Steadings 60 Bard Moves 100 Clash 63 Address 42 Bars 20 Class 7, 110 Address the characters not Basic 9 Classes 110, 110, 116 the players 42 Basic Moves 9 Class Moves 110 Adept 64 Basics 41, 112 Cleric 1, 15, 18, 101, 102 Advanced 13, 16, 21, 24, 26, 29, Be a fan of the characters 42 Cleric Spells 18, 102 31 Beginandendwiththefiction Closest 35 Advanced Moves 13, 16, 21, 42 Collapse 62 24, 26, 29, 31 Belly 26 College 52 Advancement 6, 55 Bend 20 Command 25, 105 Adventure 47, 48, 51, 111 Bend Bars Lift Gates (Str) 20 Common 68 Adventure Moves 111 Big 67 Commune 15, 101 Aegis 24 Blacksmith 21 Companion 25 After Death 54 Blanks 42, 47 Compendium 110 Agenda 41, 113 Blast 13 Compendium Classes 110 Agenda Principles and GM Block 14 Con 14 Moves 113 Blood 21, 21, 53 Connections 29 Aid 9, 16, 16, 63, 96 Blood and Guts 53 Consequences 44 Aid or Interfere 9, 96 Bloodthirsty 21 Continuing Play 117 Aim 29 Bloody 24 Contributors 115 Alchemist 29 Bloody Aegis 24 Conversion 118

121 Index

Cost 44 Divine Protection 16, 24 Familiar Prey 26 Guild Members 116 Costs 64 Doom 43, 51 Fan 42 Guts 53 Counter 31 Draw 42 Fangs 26 Counterspell 31 Draw maps leave blanks 42 Fantastic 42 h Create 116 Duelist’s 13, 14 Favor 24 Hack 9, 93 Create Characters 116 Duelist’s Block 14 Fiction 42 Hack and Slash 9, 93 Creating Dangers 48 Duelist’s Parry 13 Fight 67, 113 Half-Elven 26 Creating Fronts 48 Dungeon 1, 36, 44 Fighter 1, 20, 29, 103 Half-elven 26 Creating the world 59 Dungeon Gear 36 Fighter Moves 103 Halfling 20, 28 Creation 7 Dungeon Moves 44 Figure 8 Hands 23 Creature 44, 44 Dungeon World 1 Finery 37 Healer 16 Creatures 53 Dwarf 15, 20 Fireball 108 Healing 54 Cursed 50, 50 Dwellers 68, 70 First Aid 16 Healing Chorus 13 Cursed Places 50 First Session 46 Healing Song 13 Custom 50, 52 e Flexible 28 Heirloom 21, 103 Custom Moves 50, 52 Ear 13, 100 Flexible Morals 28 Heist 29 Effect 111 Flow 4 Help the players understand d Eldritch 13, 13 Folk 91 the moves 47 Dabbler 13, 17, 21, 99 Eldritch Chord 13 Folk of the Realm 91 Hide 21, 21 Damage 5, 44, 53, 53, 54, 118 Eldritch Tones 13 Follow 26 Highly 31 Damage and HP 5 Elements 60, 66 Follow Me 26 Highly Logical 31 Damage From Multiple Crea- Elements of a Monster 66 Forces 49, 49 Hirelings 64, 64, 64 tures 53 Elements of a Steading 60 Form 68 Hoards 37 Danger 9, 43, 94 Eleven 13, 100 Fount 31 Holy 24, 24 Dangerous 42 Elf 12, 20, 25, 30 Fount of Knowledge 31 Holy Protection 24 Dangers 48, 49, 52 Embattled 63 Friend’ 26 Holy Smite 24 Dark 69 Embrace 42 Friends 13 Hordes 50, 50, 69, 82 Dead 102 Embrace the fantastic 42 Front 51, 52 Hospitaller 24, 24 Deal 44 Empathy 26 Fronts 48, 48, 48, 48, 51, 62, 117 How big is it 67 Deal damage 44 Empower 16, 17 Fronts on the Campaign Map How does it usually hunt or Death 16, 54, 54 Empowered 31, 31, 107 62 fight 67, 113 Death’s 21 Empowered Magic 31, 107 Furthest) 35 HP 53, 118 Debilities 54 Enchanter 31 Hp 5, 8, 53, 118 Defend 9, 94 Enchanter’s 31 g Human 12, 15, 20, 23, 25, 28, Defender 24, 24 Enchanter’s Soul 31 Gate 52, 52 30 Defense 30, 67 Encumbrance 10, 97 Gates 20 Hunt 25, 67, 113 Defenses 61 End of Session 10 Gear 8, 13, 16, 21, 24, 26, 29, 31, Hunt and Track (Wis) 25 Defy 9, 94 Enemies 49, 49 36 Hunter’s 26 Defy Danger 9, 94 Envenom 29 Getting Started 46 Hunter’s Prey 26 Deity 15 Environment 44 Gifts 37 Hurlant 13 Denizens 69, 73 Equipment 5, 35 Gifts and Finery 37 Denizens of the Swamp 69 Escape 29 Give 42, 47, 47 i Depths 69, 87 Escape Route 29 Give each character a chance I Am the Law 23 Describe 47, 68 Establish 47 to shine 47 Impending Doom 51 Description 50, 52 Establish details describe 47 Give every monster life 42 Impervious 24 Description and Cast 50, 52 Ethereal 31 Glossary 35 Impervious Defender 24 Detail 93, 98 Ethereal Tether 31 Gm 41, 49, 49, 49, 50, 50, 113 Important 67 Details 47 Evasion 29 GM Moves for Ambitious Or- Improved 21 Development 112 Ever Onward 24 ganizations 49 Improved Weapon 21 Development of a Move 112 Evidence 24, 104 GM Moves for Arcane Ene- Indivisible 4 Devious 13 Evidence of Faith 24, 104 mies 49 Indomitable 24 Devoted 16 Evil 16, 21, 21, 29, 31, 56, 113 GM Moves for Cursed Places Initiate 13, 21, 99 Devoted Healer 16 Evil Eye 21 50 Instinct 118 Dice 3 Example 57 GM Moves for Hordes 50 Instincts 119 Direct 118 Expanded 31 GM Moves for Planar Forces Interfere 9, 96 Direct Conversion 118 Expanded Spellbook 31 49 Interrogator 21 Dirty 29 Experiments 69, 85 Gnarled 79 Intervention 16 Dirty Fighter 29 Expert 28, 65 Gnarled Woods 79 Introduce 8, 44, 47 Discern 9, 95 Exterminatus 24 God 26 Introduce a new faction or Discern Realities 9, 95 Extremely 29 God Amidst the Wastes 26 type of creature 44 Disguise 29, 106 Extremely Cautious 29 Good 12, 16, 21, 24, 26, 30, 56 Introduce NPCs 47 Dispel 108 Eye 21, 22 Greater 16, 17, 31 Introductory 119 Dispel Magic 108 Eye for Weaponry 22 Greater Empower 17 Introductory Moves 119 Divine 15, 16, 16, 16, 17, 24, 24, Eyes 21 Greater Empowered Magic Invigorate 16 24 31 Invincibility 16 Divine Armor 17 f Greater First Aid 16 Iron 21 Divine Authority 24 Face 13 Grim 50, 52, 52, 52 Iron Hide 21 Divine Favor 24 Faction 44, 44 Grim Portents 50, 52, 52, 52 Items 38 Divine Guidance 15 Facts 47 Growth 62 It Goes To Eleven 13, 100 Divine Intervention 16 Faith 24, 104 Guidance 15, 16, 102 Divine Invincibility 16 Familiar 26 Guild 116

122 Index j Monster Tags 67 Person 42 Reputation 13 Journey 10, 97 Morals 28 Pitch 116 Reputation (Cha) 13 Move 42, 42, 43, 43, 43, 43, 111, Pitch It 116 Requirements 44 k 112 Place 26, 26 Requires 55 Knacks 119 Moves 4, 4, 8, 9, 10, 12, 13, 15, Places 50, 50 Requires & Replaces 55 Knight 24 16, 20, 21, 23, 24, 25, 26, 28, Planar 49, 49, 69, 89 Resolving a Front 51 Know-It-All 31 29, 30, 31, 43, 44, 47, 49, 49, Planar Forces 49 Resolving Bonds 55 Know-it-all 31 49, 50, 50, 50, 52, 59, 93, 97, Planar Powers 69, 89 Resources 44 Knowledge 31 98, 99, 100, 103, 104, 105, 106, Play 4, 116, 117 Results 4 107, 109, 109, 109, 110, 111, 113, Players 42, 47 Reveal 43 l 118, 119 Point 44 Reveal an unwelcome truth Land 37 Moves and Instinct 118 Points 109 43 Land and Buildings 37 Moves Are Indivisible 4 Point to a looming threat 44 Riches 45 Last Breath 10, 97 Moves in Detail 93, 98 Poison 29 Ritual 30 Law 23 Move Structure 111 Poisoner 28, 106 Rolls 4 Lawful 16, 24, 56 Multiclass 13, 13, 14, 17, 21, 21, Poison Master 29 Rolls and Results 4 Lay 23 99, 99, 99, 99 Poisons 36 Rotes 18 Lay on Hands (Cha) 23 Multiclass Dabbler 13, 17, 21, Polymorph 108 Route 29 Leave 42, 47 99 Population 61 Leave blanks 47 Multiclass Initiate 13, 21, 99 Port 12 s Legions 69, 76 Multiclass Master 14, 99 Portal) 52 Safe 26 Legions of the Undead 69, 76 Multiclass Moves 99 Portents 50, 52, 52, 52 Safer 26 Level 10, 18, 18, 18, 19, 19, 33, Multiple 51, 53 Powers 69, 89 Scales 16 33, 33, 34, 34, 55 Multiple Adventure Fronts Prep 46 Scent 21 Level Up 10, 55 51 Prepare 30, 107 Scent of Blood 21 Life 16, 42 Mystical 32 Prepare Spells 30, 107 Seeing Red 21 Lift 20 Mystical Puppet Strings 32 Present 45, 45, 116 Self-Powered 32 Location 43 Present a challenge to one of Self-powered 32 Logical 31, 31 n the characters 45 Seraphim 52 Look 12, 15, 20, 23, 25, 28, 30 Name every person 42 Present riches at a price 45 Serenity 16 Look for interesting facts 47 Names 12, 15, 20, 23, 25, 28, 30, Present the Classes 116 Serious Underdog 29 Lore 9, 12, 95, 100 61 Prey 26, 26 Services 36 Lower Depths 87 Neutral 12, 21, 26, 28, 30, 56 Price 45 Session 10, 46 Never speak the name of your Priest 65 Sessions 6 m move 42 Principles 42, 113 Set 8 Magic 13, 31, 31, 38, 100, 102, New Classes 110 Problems 67 Settings 68 107, 108, 118 Npcs 47 Prodigy 31 Setting Up 3 Magic & Treasure 118 Profit 63 Setup 24 Magic Items 38 o Prosperity 61 Setup Strike 24 Magic Weapon 102 Observant 27 Protection 16, 24, 24 Shine 47 Makeamovethatfollows 42 Offer 44 Protective 31 Shoot 29 Make Camp 10, 97 Offer an opportunity with or Protective Counter 31 Shoot First 29 Make them backtrack 45 without cost 44 Protector 65 Shot 25, 29 Making a City 62 Offscreen 43 Providence 16 Show 43 Making a Hireling 64 Onward 24 Puppet 32 Show signs of doom 43 Making a Keep 62 Open 12, 100 Put 44 Signature 20, 103 Making a Town 62 Opportunity 44, 63 Put someone in a spot 44 Signature Weapon 20, 103 Making a Village 61 Order 64 Signs 43 Making Monsters 67 Order Hirelings 64 q Size 67 Making Moves 109 Organization 67 Quest 23 Size Tags 67 Making your Move 43 Organizations 49, 49 Questions 42, 47 Skills 64 Man’s 26 Organization Tags 67 Quick 31 Slash 9, 93 Man’s Best Friend’ 26 Orison 16 Quick Study 31 Smaug’s 26 Map 62, 62 Orison for Guidance 16 Smaug’s Belly 26 Maps 42, 118 Other Tags 61 r Smite 24, 24, 24 Martyr 16 Other Updates 63 Race 7 Song 13 Master 14, 29, 31, 99 OutstandingWarrants 11,60, Range 35 Soul 31 Mastery 21, 103 97 Ranger 1, 25, 105 Speak 42 Meals 36 Overview 117 Ranger Moves 105 Special 10, 27, 97, 114 Members 116 Range Tags (From Closest to Special Moves 10, 97 Merciless 21 p Furthest) 35 Special Thanks 114 Metal 13 Paladin 1, 23, 104 Ravenous 69, 82 Special Trick 27 Metal Hurlant 13 Paladin Moves 104 Ravenous Hordes 69, 82 Speech 26 Minstrel 65 Parley 9, 95 Realities 9, 95 Spell 15, 30, 30, 32 Modifiers 8 Parry 13 Realm 91 Spell Augmentation 32 Monster 42, 43, 66, 67, 68, Penitent 16 Reaper 16 Spellbook 30, 31 108, 113 Perfect 24, 24 Recover 11, 60 Spell Defense 30 Monsters 66, 66, 67, 67, 113, Perfect Hospitaller 24 Recruit 11, 60 Spells 18, 18, 18, 18, 19, 19, 30, 118 Perfection 21 Red 21 33, 33, 33, 33, 34, 34, 102, 107, Monster Settings 68 Perfect Knight 24 Reflect 113 108 Monsters Without Stats 67 Perilous 10, 97 Replaces 55 Spot 44

123 Index

Spout 9, 95 16 Voice of Authority 24 Spout Lore 9, 95 The Thief 1, 28 Volley 9, 93 Stakes 51, 52 The White Gate (Dark Portal) Start 116 52 w Started 46 The Wizard 2, 30 Want 63 Starting Moves 12, 15, 20, 23, The world 59 Ward 31 25, 28, 30 Thief 1, 28, 106 Warrants 11, 60, 97 Starting Points 109 Thief Moves 106 Warrior 22, 65 Start Play 116 Think Dangerous 42 Wastes 26 Stats 5, 7, 12, 15, 20, 23, 25, 28, Think offscreen too 43 Watch 10 30, 67 Threat 44, 44 Wealth 29, 106 Staunch 24 Through Death’s Eyes 21 Wealth and Taste 29, 106 Staunch Defender 24 Tones 13 Weapon 20, 21, 102, 103 Steading Moves 59 Town 62 Weaponry 22 Steading Names 61 Track 25 Weapons 35 Steadings 59, 60 Tracker 65 Well Trained 26 Steading Tags 61 Trade 28, 63 What does it want that causes Steel 21 Trained 26 problems for others 67 Steel Hide 21 Transport 36 What is it known for (Choose Storm 12 Trap 28 all that apply) 67 Strider 26 Trap Expert 28 What is it known to do 67 Strike 24, 24, 26 Treasure 68, 118 What is its most common Strings 32 Trick 27 form of attack 68 Strong 29 Tricks 28 What is its most important Strong Arm True Aim 29 Tricks of the Trade 28 defense 67 Structure 111 Triggers 111 When to Make a Move 43 Study 31 True 29 Which of these describe it Stun 54 Truth 43 (Choose all that apply) 68 Stun Damage 54 Turn 15 White 52, 52 Summon 108 Turn Undead 15 Why 6 Summon Monster 108 Twisted 69, 85 Wild 26, 26 Sun 26 Twisted Experiments 69, 85 Wild Empathy 26 Superior 22 Type 44, 44 Wild Speech 26 Superior Warrior 22 Types 49, 109 Wizard 2, 30, 33, 107, 108 Supply 10, 59 Types of Dangers 49 Wizard Moves 107 Surplus 63 Types of Moves 109 Wizard Spells 33, 108 Swamp 69, 73 Woods 69, 79 Swamp Denizens 73 u World 1, 59, 59, 109 Undead 15, 69, 76 World Moves 109 t Underdog 29, 29 Writing New Bonds 55 Tag 35 Understand 47 Tag Glossary 35 Undertake 10, 97 Tags 35, 61, 61, 67, 67, 67 Undertake a Perilous Journey Take Watch 10 10, 97 Tandem 24 Unforgettable 13 Tandem Strike 24 Unforgettable Face 13 Taste 21, 29, 106 Unnatural 27 Taste of Blood 21 Unnatural Ally 27 Tellthemtherequirementsor Unwelcome 43 consequences and ask 44 Updates 63 Terminology 5 Updating the Campaign Map Tether 31 62 The Argent Seraphim (Choir Use a monster danger or loca- of Angels) 52 tion move 43 The Bard 1, 12 Use a threat from an existing The Basics 41 faction or type of creature The Cleric 1, 15 44 The College of Arcanists (Ca- Use up their resources 44 bal) 52 Use what they give you 47 The Dark Woods 69 Using Dice 3 The Fighter 1, 20 Using Monsters 66 The First Adventure 47 The Flow of Play 4 v The GM 41 Vicious 13, 13, 16 The Lower Depths 69 Vicious Blast 13 The monster is Evil through Vicious Cacophony 13 and through Choose one to Village 61 reflect why it’s evil 113 Viper’s 26, 26 The Paladin 1, 23 Viper’s Fangs 26 The Ranger 1, 25 Viper’s Strike 26 The Scales of Life and Death Voice 24

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