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Dungeon World

By Sage LaTorra and Adam Koebel


What Is This?
Dungeon World is a roleplaying game that uses sweet modern roleplaying techniques to create an old school adventure game feel.

Setting
The setting for Dungeon World is a fantasy world filled with monsters and adventures. Thats all were going to say, the rest is up to you. Theres no list of places, monsters, or deites, thats all for everyone at the table to fill in together.

Printing
At some point youll probably want to print this game. The best way to get ready for a session is to print: A few copies of the basic moves and special moves (double sided, basic on one side and special on the other) Two copies of each class sheet, single sided A few copies of the cleric and wizard spell sheets (double sided, cleric spells on one side and wizard on the other) A few copies of the equipment and name sheets (double sided, equipment on one side and names on the other) The GM rules, double sided to save paper

The cool modern ideas are mostly from Apocalypse World, D Vincent Bakers game of a post-apoctalyptic wasteland. The rollicking adventure feel is taken from editions of Dungeons and Dragons from Advanced Dungeons and Dragons through 4th Edition.

Characters
The characters are all skilled but untested adventurers. At the start of the game they all know each other, but you dont have to worry about that, the rules will make sure that happens. You can give as much more detail to their shared past as you want, but the rules will make sure the basics are there.

The first Apocalypse World/Dungeons and Dragons hybrid was Tony Dowlers Apocalypse D&D. This is a continuation of Tonys great ideas to a bigger game. Dungeon World isnt a good choice for a first roleplaying game unless you have someone else to guide you. Dont let that scare you, its easy to play and run, its just built on ideas from a lot of other games.

Questions or Comments?
Try these: sage@latorra.org http://www.latorra.org http://apocalypse-world.com/forums/index. php?board=19.0

The Flow of Play


The basic structure of Dungeon World is that the GM describes the world (including monsters, supporting characters, and locations) and the players say what they do.

Weve tried to make Dungeon World as self-contained as possible, but youll probably need to have at least read Apocalypse World. No Dungeons and Dragons experience is necessary, you just need a strong idea of the dungeon delving feel.

What Do I Need To Play?


Some stuff to write with and 2d6 for each person, plus some dice in other sizes for damage. You should also already be familiar with Apocalypse World and at least know the basic tropes of D&D. No AD&D experience necessary.

GMs and Players


Dungeon World uses Game Master and player roles like many other games. Each player controls one character, the GM describes the world, monsters, and everything outside of the player characters.

The only time anyone picks up the dice is when the rules say you have to, and only the players will ever roll the dice. The things in the rules that make you roll are called moves, theyre the things you do that make you powerful adventurers. A move always says when it happens. For example you Discern Realities when you study a situation, area, or person. If a player says their character does something that isnt a move, it just happens and the GM describes the result. If a player says their character does something that is a move, they have to roll the dice.

Thanks
Dungeon World wouldnt exist without Tony Dowler and John Harper. The original Apocalypse D&D playtesters were Brandon Amancio, Philip LaRose, and Gabe Shapiro. Some of the early Dungeon World players were Jenni Higgenbotham, Anna Kreider, Daniel Lofton, Isaac Milner, Paul Riddle, Shannon Riddle, and Daniel Solis.

A moves roll is always 2d6 + a stat. Roll 2d6, add your stat modifier: if the result is 10+ youve succeeded admirably, 7-9 youve succeeded, but with complications, and 2-6 the GM takes the opportunity to make something bad happen.
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Basic Moves
Seize Initiative
When a fight breaks out, roll. You dont add anything unless another move tells you to. You act before enemies and allies with a lower result.

The basic rule of making a move is: to do it, do it. If you say you do something thats a move, the move happens. Thats it. Some notes on terminology: If a move tells you to take +1 forward, take +1 to your next roll. A fight means both sides are going at each other. Danger is whatever horrible thing youre risking: traps, magic, attacks, whatever. Enemies are monsters and people you want to beat.

Make a Stand (Con)


When you stand steadfast against an enemys advances, roll+Con. 7-9 10+ Choose 1 Choose 2

Discern Realities (Wis)


When you closely study a situation, roll+Wis. Take +1 forward when acting on the answers. 7-9 10+ Ask 1 Ask 3

Hack and Slash (Str)


When you wade into combat, attacking your enemies, deal damage to the enemy youre attacking, take that enemys damage, and roll+Str. 7-9 10+ Choose 1 Choose 2

Prevent one ally from taking damage this round Kill one enemy of lower level than you or deal max damage to otherwise Put an enemy right where you want them (drive them off, prevent them from fleeing, etc) Divide your damage amongst any number of targets you can reach with your weapon

Prevent the enemy from dealing damage this round Deal normal damage to the enemy Take half damage The enemy gives your or an ally an opportunity The enemy ignores all others, attacking only you for the next round You also defend against all nearby enemies, they are all effected by this move

What happened here recently? What should I be on the lookout for? What here is useful or valuable to me? Whos really in control here? What here is not what it appears to be?

Parley (Cha)
When you use your personality to beguile, charm, seduce, or intimidate someone, roll+Cha. If the target is another players character, on a 7+ they can do what you want, if they do they mark XP. If the target is an NPC, you gain hold over them. The target can spend the hold by doing the actions listed below. As long as you have hold over an NPC you take +1 ongoing against them. 7-9 10+ Hold 1 Hold 3

Spout Lore (Int)


When you interact with an item, monster or location and unleash your accumulated knowledge on it, roll+Int. Take +1 forward when acting on the answers. 7-9 10+ Ask 1 Ask 3

Pull a Stunt (Dex)


When you take decisive action to gain an advantage, roll+Dex. 7-9 10+ You mostly succeed, but with complications. Choose 1 You do what you set out to. Choose 2

Take definite control of something (an item, a position, a hostage, etc) Put yourself where you want to be You take no damage in the process Deal normal damage to an enemy Negate an enemys advantage (Move, armor, location, or other) for a round

Is it dangerous to me? Whats its value? What does it do? When type of monster is it? How can I prevent it from ____? How can I make it ____? How effective is (particular plan) likely to be?

They are convinced of something you believe to be true They give you something valuable, either an object or information They do what you want them to They defend you The dont hold a grudge

Aid or Interfere (Bond)


When you help or hinder someone you have a bond with, roll+1 for each bond you have with them. 10+ they take +1 or -2, your choice. 7-9 you expose yourself to danger, retribution, or cost.
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Special Moves
Defy Danger (Con)
When you take damage from an enemy of higher level, or when an enemy inflicts something upon you, roll+Con. On a 10+, nothing else bad happens. 67-9 Choose 2 Choose 1

Undertake a Perilous Journey (Con)


When you travel through hostile territory, roll+Con. 7-9 10+ Choose 1 Your journey is uneventful.

Outstanding Warrants (Cha)


When you return to a place youve caused trouble before, roll+Cha. 7-9 10+ Choose 3 Choose 1

You drop something valuable You break something mundane You miss something important You lose your footing You lose track of someone or something you were watching Its worse than it seemed, take +2 damage

Youre running low on food Youre running low on adventuring supplies Youre badly fatigued and need rest Youve lost your way or are separated from your companions Youve encountered a monster that regards this territory as its own

The constable wants to talk Another gang has a price on your head Someone you care for has been hurt as a result of your actions Word has spread of your deeds, everyone recognizes you

Adventure Hook (Cha) Order Hirelings (Cha)


When you give a dangerous, degrading, or horrible order to a hireling, roll+Cha 7-9 10+ Choose 1 They They They They Choose 3 When you meet with someone who has need of your services, or can offer information on ancient treasures and forgotten valuables, roll+Cha. 7-9 10+ Choose 1 Choose 2

do it dont demand extra reward dont question your authority dont hold it against you or become disloyal

You get a useful map, a guide, or detailed instructions You know the basic shape of the biggest threat Theres an additional reward or extra-large treasure in it for you You know the specifics of one threat, danger, or obstacle

Carouse (Con)
When you throw a big party using the spoils of your latest quest, roll+Con. If youre 3 or fewer XP marks away from next level, you gain a level, otherwise you mark 1 XP. 7-9 10+ Choose 1 Choose 3

You befriend a useful NPC BYOB, you spend less of your haul then expected You hear rumors of an adventure. Take +1 forward to your next Adventure Hook roll Gain useful information You are not entangled, ensorcelled, or tricked
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Bard
Stat Score Mod Highlight

NAME
You start with this move

LEVEL

HP
Verbal Sparring Fascinate (Cha)

/ d6

Inspiration (Cha)
7-9

STR DEX CON INT WIS CHA


Choose one for each Knowing Eyes Fiery Eyes Joyous Eyes Fancy Hair Wild Hair Stylish Cap Worn instrument Fancy instrument Fit Body Flabby Body Thin Body

When you say something to encourage an ally, roll+Cha. 10+ Choose 1 Choose 2

When you use quick speech and insults to confound and distract enemies you can use Cha instead of Dex to Pull a Stunt. When you perform your art in the middle of combat, roll+Cha. 7-9 Hold 1, 10+ Hold 3. Spend Hold to prevent an enemy from dealing damage. When you perform your art before an interested audience, roll+Cha. Spend Hold to name an NPC and choose an option. On a failure (6-) nothing bad happens, you just perform well. 7-9 10+ Hold 1 This This This This This Hold 3

The ally takes +2 forward. The ally uses the stat of their choice for the next move they make. Choose a racial move Your memory is deep. When you Spout Lore you always get to ask Whats its history? You can use weapons with the Requires Thief tag. When you gain a level from 2-10, choose from these moves. You gain the Dutiful Prayer and Cast a Spell cleric moves. Count your cleric level starting at this level. You gain the Prepare Spells and Cast a Spell wizard moves. Count your wizard level starting at this level. You get a spellbook with 2 spells in it. From now on you add a new wizard spell to your spellbook at each level. You take +1 when Spouting Lore.

Artful (Cha)

Elf

Human

Divine Favor

person person person person person

must meet me must have my services loves me must give me a gift admires my patron

Arcane Caster

When you hear an enemy cast a spell the GM must tell you the name of the spell and its effects. When you Pull a Stunt you may also choose Turn two enemies against each other. If you would normally take +1 against someone because you have Hold over them, you instead take +2.

Sharp Ear Confusion

Bardic Lore

Winning Smile

LOOK

Choose at least one statement and fill in the name of one of your companions. I have a long-standing bargain with _______________. I sang stories of _______________ long before I ever met them in person. _______________ is often the butt of my jokes. I am writing a ballad on the adventures of _______________. You start with 5 gold.

BOND

When you inspire or help your friends mark XP. When you avoid conflict mark XP. When you command, manipulate or control others mark XP.

Good

ALIGNMENT

GEAR

Neutral Evil

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Cleric
Stat Score Mod Highlight

NAME
You start with these moves

LEVEL

HP
Ready Healing

/ d8

When you gain a level from 2-10, choose from these moves. You always have Cure Light Wounds granted to you. It cannot be revoked by your deity, and it does not count against your limit of granted spells. You always have Cure Moderate Wounds granted to you. It cannot be revoked by your deity, and it does not count against your limit of granted spells. You must still be at least 3rd level to cast it. You cast spells as if you were one level higher. You can cast spells with the Damaging tag. Get one starting move from the class of your choice. You can cast spells with the Death tag. When another PC comes to you for advice and you tell them what you think is best and they do it, they get +1 when following your advice and you mark experience. You get +1 Armor.

Turn / Command Undead

STR DEX CON INT WIS CHA


Choose one for each Kind Eyes Sharp Eyes Sad Eyes Tonsure Shorn Hair Bald Flowing Robes Habit Common Clothes Thin Body Knobby Body Flabby Body

When you use divine power against the undead, roll+Wis. You may either distribute 1d6 damage per level or give a short command to undead whos total level is less than your result.

Dutiful Prayer

When you spend uninterrupted time in communion with your deity, you may ask to be granted spells thats total levels add up to your level. Each spell must be castable by you.

Greater Ready Healing

Cast A Spell (Wis)


7-9

When you unleash a spell granted to you by your deity, roll+Wis. 10+ Choose 1 Choose 2

Chosen

Inquisitor

The spell is not revoked by your deity The spell has a powerful effect (maximize dice) The spell has a large effect (double range, duration, or number affected) The spell does not misfire You cast the spell without your enemies attacking you Choose a racial move You are one with stone. You can ask to be granted a special version of Speak with Unliving as a first level spell, it only works on stone. Your faith is diverse. Choose one wizard spell, you can cast and be granted it as if it was a Cleric spell.

Multiclass Dabbler Life and Death Confession

Dwarf Human

Divine Protection Divine Guidance

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.

LOOK

Choose at least one statement and fill in the name of one of your companions. _______________ has insulted my deity. _______________ is a good and faithful person, I trust them implicitly. I worry about the ability of _______________ to survive in the dungeon. I am working on converting _______________ to my faith. You start with 5 gold.

BOND

When you put the dead to rest or bring a friend back from the brink mark XP. When you disturb the dead mark XP.

Good Evil

ALIGNMENT

GEAR

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Fighter
Stat Score Mod Highlight

NAME
You start with this move

LEVEL

HP
One Man Army

/ d10

Bend Bars, Lift Gates (Str)


7-9

STR DEX CON INT WIS CHA

When you perform a feat of pure strength, roll+STR. 10+ Choose 1 Choose 2

When you are attacked by a group, you ignore damage from a number of enemies in the group equal to your level. You count as one level higher for the purposes of the Defy Danger move and being attacked by higher level enemies. When you hurl insults at an enemy to draw their attention you may Make a Stand with Cha instead of Con. When you gain a level from 6-10, you can also choose from these moves. Get one starting or level 2-5 move from the class of your choice. When you Hack and Slash you always get the divide damage option for free on a 7+. When you Make a Stand you always get the also defend against all nearby enemies option for free on a 7+. You can use Str to Pull a Stunt. When a henchman aids you in an attack they count as twice their level. When you deal damage, deal an additional +4 damage.

Underestimated Provoke

It doesnt take a very long time Nothing of value is damaged It doesnt make an inordinate amount of noise You can fix the thing again without a lot of effort Choose a racial move When you offer a drink you may Parlay with Con instead of Cha. Choose one weapon, such as the long sword, you can always treat weapons of that type as if they had the Precise tag. You can also use weapons with the Requires Ranger tag. Your small size makes you hard to hit. You get +1 Armor. You are well trained, take +1 to Spout Lore. When you gain a level from 2-10, choose from these moves. When you deal damage, deal +2 damage. You gain +1 Armor.

Dwarf Elf

Multiclass Initiate Whirling Blades Shield Reach Brute Force

Halfling Human

Leader of Men Bloodthirsty

Merciless Iron Hide

Choose one for each Hard Eyes Dead Eyes Worn Eyes Wild Hair Shorn Hair Bald Calloused Skin Tanned Skin Scarred Skin Built Body Lithe Body Flabby Body

LOOK

Choose at least one statement and fill in the name of one of your companions. _______________ owes me their life. I have sworn to protect _______________. I worry about the ability of _______________ to survive in the dungeon. _______________ is a weakling, but I will make them tough. You start with 11 gold.

BOND

When you defend those weaker than you mark XP. When defeat a worthy opponent mark XP. When you kill a defenseless or surrendered enemy mark XP.

Good

ALIGNMENT

GEAR

Neutral Evil

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Paladin
Stat Score Mod Highlight

NAME
You start with this move

LEVEL

HP
Turn Undead

/ d10

Lay on Hands (Cha)


7-9

STR DEX CON INT WIS CHA


Choose one for each Kind Eyes Fiery Eyes Glowing Eyes Helmet Styled Hair Bald Worn Holy Symbol Fancy Holy Symbol Fit Body Bulky Body Thin Body

When you pray over someone for your deity to cure them, roll+Cha. 10+ Choose 2 Choose 3

When you use divine power against the undead, roll+Wis. You distribute 1d6 damage per level amongst undead whos total level is less than your result. When you kill a creature you know is evil you mark experience. When you Make a Stand all enemies you know are evil are effected. You take +1 when Undertaking a Perilous Journey. When you roll 6- to make a Defensive Stand you still get the half damage option for free. When you Pull a Stunt you can give the resulting +1 forward to an ally instead. You get +1 Armor against creatures you know are evil. When you gain a level from 6-10, you can also choose from these moves. Your allies also gain the benefit of your Holy Protection. When you deal damage to a creature you know is evil you do +4 damage.

Sworn Crusader Beacon of Good

The target is healed of 2 damage The target is cured of a disease The wound or disease leaves no trace No divine or demonic beings are warned, angered, or attracted by this use of divine power Your god does not take special notice of you or the target You are human, so you get this move. When you Spout Lore you may also ask Is it evil? When you Discern Realities you may also ask What here is evil? When you gain a level from 2-10, choose from these moves. You gain the Dutiful Prayer and Cast a Spell cleric moves. Count your cleric level starting at this level. When you Spout Lore or Discern Realities on a creature you may also ask What evil acts has this person committed? You take +1 ongoing against creatures you know are evil.

Steadfast Mount

Staunch Defender Setup Strike

Human

Holy Protection

Divine Favor

Penetrating Stare Smite Evil

Holy Aura

Powerful Smite

LOOK

Choose at least one statement and fill in the name of one of your companions. I have worries about the soul of _______________. _______________ has stood by me in battle and is one of my closest friends. I respect the beliefs of _______________ but hope they will someday see the true way. _______________ is a brave soul, I learn much from them. You start with 10 gold.

BOND

When you deny mercy to an unbeliever mark XP. When you protect someone weaker than you mark XP.

Lawful Good (Avenger)

ALIGNMENT

GEAR

Lawful Good (Defender)

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Ranger
Stat Score Mod Highlight

NAME
You start with these moves

LEVEL

HP
Survivalist

/ d8

Hunters Eye

STR DEX CON INT WIS CHA


Choose one for each Wild Eyes Sharp Eyes Unnatural Eyes Covered Head Wild Hair Bald Cape Camouflage Traveling Clothes Lithe Body Wild Body Sharp Body

When you Discern Realities you can also ask What creatures passed by here recently? and follow the trails of those creatures.

When you Discern Realities you may also ask Where is the nearest fresh food and water? You can use any two weapons you can hold at once. When you deal damage you deal both weapons damage, added together. When you Pull a Stunt in natural surroundings you may also choose disappear into the terrain. When using a bow you may make one of your Hack and Slash choices from the Pull a Stunt list instead. You always have an animal hireling one level lower than you. You take +1 when Ordering it. When you gain a level from 6-10, choose from these moves or the level 2-5 moves. You use get the Clerics Dutiful Prayer and Cast a Spell moves. Count your Cleric level starting at this level. When you Hunt and Track, you always choose one more (even on a failure you choose one). Your animal companion is a monster, not an animal. It grants you at least one new move, work out with the GM what that move is. Its also one level higher than you instead of one lower.

Dual Wield

Hunt and Track (Wis)


7-9

When you follow a trail of clues left behind by passing creatures, roll+Wis. 10+ Choose 1 Choose 2

Camouflage

Follow the creatures trail until theres a significant change in its direction or mode of travel Gain an impression of the target as accurate as if you were able to observe them briefly from several yards away Determine what caused the trail to end Choose a racial move When Undertaking a Perilous Journey through forests or wilderness you automatically succeed as if you rolled 10+. When you Spout Lore on a monster you may also ask Can it be tamed, and if so how? When you gain a level from 2-5, choose from these moves. You can Parlay with animals. When you Spout Lore about a monster you use Wis instead of Int.

Sharpshooter

Animal Companion

Elf

Natural Spells

Human

Superior Tracking Monster Tamer

Wild Empathy Familiar Prey

LOOK

Choose at least one statement and fill in the name of one of your companions. I have guided _______________ before and they owe me for it. _______________ is a friend of nature, so I will be their friend as well. _______________ has no respect for nature, so I have no respect for them. _______________ does not understand life in the wild, so I will teach them. You start with 8 gold.

BOND

When you free someone from literal or figurative bonds mark XP. When you guide someone through a dangerous area mark XP. When you help or defend an animal mark XP.

Chaotic Good Good

ALIGNMENT

GEAR

Neutral

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Thief
Stat Score Mod Highlight

NAME
You start with these moves

LEVEL

HP
Backstab

/ d6

When you gain a level from 2-10, choose from these moves. When you attack an enemy you have an advantage over you deal an extra 1d6 damage. When you Pull a Stunt, you can also select Disappear into the shadows as one of your choices. When you Spout Lore about written words, you can also select Whats the gist of it? as one of your choices, even if you dont speak the language. When your quick reflexes come to your aid you use Dex to Defy Danger instead of Con. When you have a while and nobodys watching, you can produce one mundane item from somewhere. When you Carouse with someone who has something you want, on a success you can choose Steal a useful item. When someone of your level or lower tries to detect your alignment you can tell them any alignment you like. When an ally Hack and Slashes, you can aid them as if you were a henchman of your level (adding your level to the damage they do), but you also take any negative effects if the attack fails.

Trap Expert (Dex)


7-9

STR DEX CON INT WIS CHA


Choose one for each Shifty Eyes Sharp Eyes Criminal Eyes Covered Head Cropped Hair Bald Cloak Mask Common Clothes Lithe Body Knobby Body Flabby Body

When you walk into a dangerous area, roll+Dex. Spend your hold as you walk through the area to ask these questions. 10+ Hold 1 Hold 3

One With Shadows Quick Learner

Is there a trap here and if so, what activates it? What does the trap do when activated? What else should I be on the lookout for?

Thief Skills (Dex)


7-9

When you sneak around, pick locks, or lie through your teeth, roll+Dex. 10+ Choose 1 Choose 3

Evasion

Light Fingers

You succeed at the thing you were trying to do You dont give yourself away or arouse suspicion doing it You dont expose yourself to harm or danger It only takes a moment to do. Choose a racial move Your small size makes you hard to hit. You get +1 Armor. Its easy to lose you in a crowd. When you Pull a Stunt around a group of other humanoids, you always get the Put yourself where you want to be result for free on a 7+.

Life of the Party Flexible Morals Opportunist

Halfling Human

LOOK

Choose at least one statement and fill in the name of one of your companions. I stole something from _______________ and they dont know it. I stole something from _______________ and they found me out. _______________ knows incriminating details about me. _______________ and I have a long con running. You start with 11 gold.

BOND

When you defeat someone stronger than you mark XP. When you defeat someone weaker than you mark XP. When you inflict more harm than necessary mark XP.

Good

ALIGNMENT

GEAR

Neutral Evil

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Wizard
Stat Score Mod Highlight

NAME
You start with these moves

LEVEL

HP
Mage Sight Specialist

/ d4

Prepare Spells

You use Int to Discern Realities instead of Wis. When you learn this move, choose a tag. When you Cast a Spell with that tag, on a 7-9 you get to choose 2 and on a 10+ you choose 3. You can ignore the first time a spell is forgotten. You have essentially memorized each spell twice. When you Spout Lore you get to ask one more question (even on a failed roll you get to ask one). When you fail to Discern Realities you mark XP. When another PC comes to you for advice and you tell them what you think is best and they do it, they get +1 when following your advice and you mark experience. You learn a new spell from any class. When you include a fact you learned from Spout Lore (even as a tangent) you can use Int instead of Cha to Parley. You summon a creature or create a construct which you then bind yourself to. Describe your familiar. Your familiar does anything you command it to. You can Discern Realities and Spout Lore about anything your familiar can see.

STR DEX CON INT WIS CHA

When you spend uninterrupted time in quiet contemplation of your spellbook, you may prepare a number of spells whos total level add up to your level. You start out with two spells in your spellbook.

Cast A Spell (Int)


7-9

When you release a spell you prepared, roll+Int. 10+ Choose 1 Choose 2

Eidetic Memory

Fount of Knowledge Lost In Thought Often Right

The spell is not forgotten The spell has a powerful effect (maximize dice) The spell has a large effect (double range, duration, or number affected) The spell does not misfire You cast the spell without your enemies attacking you Choose a racial move Choose one cleric spell, you can cast it as if it was a wizard spell. Demons and other powerful beings favor humans when responding to summoning spells for unknown reasons. Take +1 to any dice rolled for a Summoning spell (but not for casting Summing spells). When you gain a level from 2-10, choose from these moves. You also add a new spell to your spellbook at each level. You cast spells as if you were one level higher.

Elf

Expanded Spellbook Lecture

Human

Familiar

Prodigy

Choose one for each Bruised Eyes Sharp Eyes Crazy Eyes Styled Hair Wild Hair Pointed Hat Worn Robes Stylish Robes Strange Robes Pudgy Body Neglected Body Thin Body

LOOK

Choose at least one statement and fill in the name of one of your companions. I owe _______________ my life. _______________ refuses to let me explore the full depths of magic. _______________ has been the subject of my experiments before, and hates me for it. One day _______________ will stop laughing at me. One day. You start with 4 gold.

BOND

When you cast a spell that benefits someone else mark XP. When you discover something about a magical mystery mark XP. When you use magic to bind or control others mark XP.

Good

ALIGNMENT

GEAR

Neutral Evil

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Cleric Spells
Level 1 Spells
Bless
Level 1 An ally takes +1 forward.

When you use Dutiful Prayer your deity provides you with the spells of your choice from this list. Your deity will only give you spells of your level or lower. Your deity will not give you spells with any tags (such as Death or Damaging) unless you have moves that allow it. When your deity revokes a spell you have been granted, you can no longer cast it.

Level 3 Spells
Animate Dead
Level 3, Death A risen zombie acts for you. It has +1 modifier for all stats and 1 hitpoint. You may make any move except Cast a Spell through the zombie instead of yourself. You can only have one zombie at a time. You get 1d4 of these effects: The zombie is talented, give any stat a +2 modifier The zombie is durable, it has +2 hitpoints for each level you have The zombie has a functioning brain and can complete complex tasks The zombie is not obviously evil

Level 5 Spells
Commune
Level 5 Ask the GM any one question. When acting on the answer, you take +1.

Cure Light Wounds Command Undead

Level 1 Heal an ally of 1d8 damage. Level 1, Death You get 1d6 Hold. Spend Hold to give a command to an undead creature which it follows as best it can.

Cure Critical Wounds


Level 5 Heal an ally of 3d8 damage.

Divination

Detect Evil

Level 1 The next time you Discern Realities, you can also ask What here is evil? Take +1 forward to Discern Realities.

Bears Endurance

Detect Magic

Level 1 The next time you Discern Realities, you can also ask Whos magic is at work here? Take +1 forward to Discern Realities.

Level 3 The target takes +1 when rolling Con until you dismiss this spell. Until you dismiss this spell you take -1 to Cast a Spell.

Level 5 You can Discern Realities and Spout Lore about the target and their location with +1. The target does not have to be present, you just name the person, place or thing you want to learn about. You get to ask one extra question (even on a failure you get to ask one question).

Inflict Critical Wounds


Level 5, Damaging Deal 3d8 damage.

Bulls Strength

Inflict Light Wounds


Level 1, Damaging Deal 1d10 damage.

Level 3 The target takes +1 when rolling Str until you dismiss this spell. Until you dismiss this spell you take -1 to Cast a Spell.

Speak With The Unliving

Cure Moderate Wounds


Level 3 Heal an ally of 2d8 damage. Level 3, Damaging Deal 2d8 damage.

Magic Weapon

Level 5 You can speak with the target of this spell even if it is dead, undead, or has never been alive. Ask the target three questions from the Discern Realities or Spout Lore lists.

Level 1 The weapon you select does +4 damage until you dismiss this spell. Until you dismiss this spell you take -1 to Cast a Spell.

Tongues

Inflict Moderate Wounds Protection From Evil

Sanctuary

Level 5 All creatures in the area hear and understand you. Make a Parley roll, you may spend your hold on any creature nearby.

Level 1 The next time a monster causes you to Defy Danger, you may use Wis instead of Con. Take +1 forward to Defy Danger. When you Hack and Slash, Pull a Stunt, or Make a Stand you lose this bonus.

Level 3 This spell targets all evil creatures you can see when you cast this spell. Targets of lower level than you cannot attack you. Take +1 ongoing against all targets.

True Seeing

Level 5 The next time you Discern Realities you may ask any questions you like, they dont have to be from the list.

Speak With Dead

Shield

Level 1 A corpse converses with you briefly. Ask 3 questions off either the Discern Realities or Spout Lore lists, which are answered by the corpse.

Level 3 You make Defy Danger rolls for the target until dismiss this spell. Until you dismiss this spell you take -1 to Cast a Spell.

Wizard Spells
Level 1 Spells
Charm Person
Level 1 Gain 1d4 Hold over an NPC. The enemy may spend Hold at any time by doing actions from the Parley list. If used on a PC, tell the PC what you want. They mark experience if they do what you want and are Defying Danger otherwise.

When you Prepare spells you fit a few spells into your brain. You can prepare any spells you know, as long as theyre of your level or lower, even if they have tags. If you choose the spell is not forgotten option the spell remains in your head and can be cast again, otherwise it is forgotten.

Level 3 Spells
Clairvoyance
Level 3, Divination The next time you Discern Realities you can ask one extra question (even on a failure) and ask questions about the entire dungeon, wilderness area, or city you are in.

Level 5 Spells
Cage
Level 5, Evocation The target is held in a cage. It cannot make moves or deal damage until damage is dealt to it.

Fireball

Contact Other Plane

Contact Spirits

Level 1, Summoning You draw ca creature from another plane just close enough for you to hear its voice. You gain 1d6 Hold. You may spend one point of Hold at any time to have the spirit answer a question of its own choosing from the Spout Lore or Discern Realities lists.

Level 3, Evocation 3d6 damage to all enemies.

Heroism

Level 3 The next 1d4 times the target Makes a Stand or Defies Danger they can use the stat of their choice.

Level 5, Divination Name a type of entity (demon, angel, elemental, etc.) and make a Parley roll. On a 10+ you get the right creature. On a 7-9 you contact the wrong plane and the GM tells you what kind of creature responds.

Greater Invisibility

Mimic

Daze

Level 1 The creature does nothing the next time it would act.

Detect Magic

Level 3 Until you cast another spell, you use the stats and moves of the ally of your choice. You lose access to all your own moves except Cast a Spell.

Level 5, Illusion The target takes +1 ongoing to Pull a Stunt and gets the Confuse an enemy result for free (even on a failure) until you cast another spell.

Polymorph

Level 1, Divination The next time you Spout Lore you get to ask Is it magical? for free (even on a failure). You can also choose to ask Where did this magic come from?

Mirror Image Sleep

Level 3, Illusion The next 1d4 attacks against you deal no damage. Level 3, Enchantment Up to four creatures of lower level than you, or one creature of your own level, are put to sleep.

Telepathy

Level 1, Divination You can Parlay with the target without speaking to them, and you take a +1 to Parlay with them.

Level 5, Enchantment The target is shaped by your spell. They remain in the shape you form until you dismiss this spell. While the target is still shaped you take -1 to Cast a Spell. You gain 1d6 hold, spend your hold, 1 for 1, on these effects: Increase one of the targets stats by 1 Decrease one of the targets stats by 1 Give the target one use of one of your moves or one of your allies moves.

Summon Lesser Monster

Identify

Level 1 The next time you Spout Lore about an item you get two free questions. You may also choose questions from the Discern Realities list.

Invisibility

Level 1, Illusion The target takes +1 forward to Pull a Stunt and gets the Negate an advantage result for free (even on a failure).

Magic Missile

Level 1, Evocation Deal 2d4 damage to one target.

Level 3, Summoning A creature appears and aids you as best it can. The monster remains until you dismiss it. While the monster remains, you take -1 to Cast a Spell. Choose 1d6 of these effects: The monster is intelligent The monster is not reckless The monster is happy with you The monster follows one command The monster is a vicious combatant The monster is charismatic The monster has some useful adaptation The monster leaves something useful Nothing else beyond your control from the monsters plane appears

Summon Monster

Level 5, Summoning A creature appears and aids you as best it can. The monster remains until you dismiss it. While the monster remains, you take -1 to Cast a Spell. You get 1d8 choices from the effects listed for Summon Lesser Monster plus these: An extra controllable monster is summoned The monster is especially helpful: choose one move, the monster grants you +1 to that move.

Equipment
Weapons
Ragged Bow Ranged, Damage 1d6, Precise, Cost 1

The items below are generally available. You dont have to make a move to get them, unless the GM says so. Logic applies when figuring out what you can use at once. If you want something important thats not on this list, youre probably Buying Something Special.

Other Stuff

Adventuring Gear +1 to any roll, Expendable 3, Cost 2 Bandages Heal 2, Expendable 3, Slow, Cost 1 Poultices and Herbs Heal 5, Expendable 2, Slow, Cost 2 Healing Potion Heal 10, Expendable 1, Cost 3

Tag Glossary

Fine Bow Ranged, Damage 1d8, Precise, Requires Ranger or Thief, Cost 2 Hunters Bow Ranged, Damage 1d10, Precise, Requires Ranger, Cost 5 Dagger, Staff, Club Damage 1d4, Cost 1

Short Sword, Axe, Warhammer, Spear, Mace Damage 1d6, Requires Not Wizard, Cost 2

Keg of Dwarven Stout +1 when Carousing, Expendable 1, Slow, Cost 4

Long Sword, Heavy Axe, Flail Damage 1d8, Requires Fighter, Paladin, or Ranger, Cost 3 Vicious Sword, Maniac Axe, Stupid Big Hammer Damage 1d10, Requires Fighter, Cost 4

Cart and Donkey +1 when Undertaking a Perilous Journey, Slow, Cost 5.

Bag of Books +1 to Spout Lore, Expendable 5, Slow, Requires Wizard or Cleric, Cost 2

Armor - The item subtracts this amount each time the wearer takes damage. If it has a plus it adds to other armor. Cost - The items cost, in gold. Damage - The item deals the listed damage Expendable - The item can be used this many times, then its gone. Heal - Regain that many hitpoints Piercing - Ignores that may points of armor. Precise - You use Dex to Hack and Slash with this weapon, not Str. Ranged - You can attack enemies out of your reach Required - Only members of the listed classes can use the item Slow - Takes some time. You probably cant use it in combat.

Rapier Damage 1d6, Precise, Requires Bard, Fighter, Ranger or Thief, Cost 3

War Paint +1 forward to Hack and Slash, Expendable 5, Slow, Cost 1 Antitoxin Cure poison, Expendable 1, Cost 1 Dungeon Rations Food, Expendable 5, Cost 1

Dueling Rapier Damage 1d6, Piercing 1, Precise, Requires Fighter, Ranger or Thief, Cost 4

Armor
Padded Cloth, Leather Armor 1, Cost 2 Chainmail, Banded Mail, Scale Mail Armor 2, Requires Not Wizard, Not Thief, Cost 3 Plate Armor 3, Requires Fighter or Paladin, Cost 5

Feast Fancy Food, Expendable 1, Cost 1

Shield Armor +1, Requires Fighter or Paladin, Cost 3

GM Rules
Agenda

GM, this is what you do. Youll probably need to reference the Apocalypse World MC rules to get the details, but this sheet tells you how your rules are different in Dungeon World. You can also take advice from the various Dungeons and Dragons books, but everything here takes precedence over anything else in Apocalypse World or D&D. When you sit down at the table, these are the things youre going to do. Make the world fantastical Make the players characters lives not boring Play to find out what happens

Character Creation

These are the steps you should guide the players through during character creation. The each step is addressed to the player.

Choose Alginment

Roll or Choose Stats

Your alignment describes, in general, your moral code. Some classes may only be certain alignments. Choose your alignment, your alignment gives you more ways to earn XP.

For each game of Dungeon World you can choose one type of stat generation. Neither is the one way to do it, just choose whichever fits. Rolling stats means you roll 3d6 for each stat, in order. You can reroll if the total of your modifiers is 0 or less. This method is totally old school and brutal.

Choose Gear

The lower right hand corner of each character sheet has space for gear and an amount of starting gold. Spend your starting gold on gear from the equipment list.

Choose a Name

Principles

Choosing means you assign these scores to the stats of your choice: 17, 16, 15, 12, 10, 8. Characters with these scores will be more balanced and playable in the long run.

Choose your characters name and tell it to everyone.

Describe Your Character

Weave epic fantasy Address the characters Make your move but misdirect Make your move but never speak its name Name NPCs, Stereotype Monsters Ask provocative questions Respond with trickery and intermittent rewards Think outside the dungeon too

The principles are ways that you achieve your agenda. These are things that you do all the time, you cant give up on any of them.

Figure Out Modifiers

Next you need to figure out the modifiers for your stats. From now on only the modifiers matter, you wont actually use the raw scores much. Stat <9 9-11 Modifier -1 0 +1 +2 +3

After you share your name, tell everyone else about your character. Share your look and class, maybe even your alignment if you feel like it.

Choose Bonds

Once everyone has described their characters, you can now fill in the bond located just above the gear list. You must fill in one bond, and its in your best interest to fill in more. For each one, fill in the name of one character. You can use the same character for more than one statement. Once everyones filled in their bonds, tell everyone your bonds.

12-15 16-17 18

Set Starting HP

Moves

Take away their stuff Split them up Introduce a monster or NPC Roll on a random table Make the monsters special move or activate a trap Put someone in a tight spot Inflict harm as per the situation Announce future trouble Announce trouble off-screen Negate their advantage Give them a tough choice Reveal an ugly truth Use up resources (like torches, food, ongoing spells)

Moves are what you do when the players fail a roll, or when they hand you an opportunity. Unlike the players, you dont roll for your moves, you just say what happens. But be careful to never tell the players what the move is! Just describe something that fits the move.

Choose Class

Once you know your ability scores, choose the class you want to play. Discuss it with everyone else at the table. You can have two people playing the same class if you like. Grab the sheet for your class and fill in your ability scores. If youre choosing your ability scores (instead of rolling them) you can do this step first, up to you.

Your starting HP is equal to the maximum value of your HP dice plus your Con modifier. Your HP dice is listed to the right of the slash in the HP box, where youll write you max HP. Minimum starting HP is 4.

Highlight Stats

There are two ways to highlight stats. Choose one to use for the entire game, everyone uses the same method. The non-random method is generally preferred, but the random roll can be fun.

Choose Race

Every class has a few race options, found below the starting moves for that class. Choose one and fill in the check box next to it. Your race also gives you a special move.

The non-random method is to have the player you have the most bonds with choose one of your stats to highlight and have the GM choose the other.

Choose Look

The lower left hand corner of each class sheet describes the characters appearance. Choose one item from each list.

The random method is to roll 2d6 (if they both come up the same number, roll one again). For each dice, count stats starting with Str, the number rolled is the highlighted stat. (So, rolling a 1 and 3 would highlight Str and Con.) If you want, you can roll for one highlight and have the GM choose the other.

Starting the Game

The best way to start the game is with the characters ready to take action. That action might be negotiating a new adventure hook or descending into an ancient tomb, just start with a simple setup and let them say what theyre doing. Dont start with something that wont clearly provoke action.

Class Specific Advancement

Some classes, such as the Wizard, tell you other things to do when you gain a level. Do those too.

setting off traps, whatever makes sense).

Making Moves

Once they players start telling you what theyre doing, tell them the results of their actions, but be on the lookout for anything thats a move. When a player says something thats a move, they have to roll the dice. If they didnt mean to make a move, they can back down, but they cant do the same thing and not make a move. Oh, hack and Slash? If hes fighting back that hard Im not doing it is fine. Oh, Hack and Slash? No, Im just roughing him up a little is not cool.

Theres a chance that someone, probably a human fighter or something like that, will pick up both moves required to cast spells like a Wizard or Cleric. Getting one of the two moves isnt very useful (you either cant prepare/ pray or cant cast), but you do get to start counting your wizard/cleric level as soon as you get one move. If you have Prepare Spells or Cast a Spell (wizard) you learn a new spell every level after that and you immediately learn 2 spells (you just cant cast/prepare them yet until you get the other move).

Combat is broken down into rounds. Each round each player makes one move, on their initiative.

If a move has an option that allows you to not take damage while doing it (like Hack and Slash, Pull a Stunt, and Cast a Spell) you take damage if you dont choose that option. The GM should establish which enemies are threatening which characters at all times.

Future Sessions

When you start a session after the first, have the players do these steps:

The only time a monsters move comes into play is when the players miss a roll or the GM has set up the move and the players havent done anything about it. The GM can then use a monsters move. Some monster moves are passive, those happen all the time (like forcing an enemy to use a different stat to Hack and Slash them, for example).

Your moves are a little different. The only time you make a move is when the players fail a roll (2-6), or when they give you a really great opportunity to. You never tell the players the move youre making, just tell them what happens.

Erase An Old Bond Write a New Bond

This step is optional. Each player can erase one bond if they want. Each player that erased an old bond can write a new one if they want. The new bond doesnt have to be one of the ones listed on your character sheet.

You failed that roll, so Im taking away your stuff, mark off your torch is no good. As you flail at the goblin with your sword, you accidentally hack your own torch in half, mark it off your character sheet is how its done.

Example: The players have rolled horribly and the goblins act first on initiative 6. The GM says Theyre dipping their wicked little arrows into jars with a sickly green liquid in it, what are you doing? Now play continues on to the next player in initiative order. If nobody does anything about the goblins poisoning their arrows, they get to make an attack (in addition to any damage they do as part of failed moves).

Apocalypse World-style Combat

Highlight Stats

Experience

Every time a player rolls a highlighted stat or a move says they mark XP, they fill in one of the XP boxes in the upper right hand corner. It takes (your current level x 10) boxes to level up. Leveling up happens immediately, unless youre playing a longer term more serious game, in which case you probably have to get back to town and train or something (if youre playing a longer game, you might want to slow down XP too, make each level require more boxes).

Have everyone highlight stats using the same method you used in the first session. If everyone agrees, you can change which method you use to highlight stats, but everyone uses the same method.

This style does not use initiative. Instead play continues just like out of combat, with the players saying what they do and making moves when their actions match a move. The GM responds by saying what the monsters do, and so on. Just like in round-based combat, if a move has an option that allows you to not take damage while doing it (like Hack and Slash, Pull a Stunt, and Cast a Spell) you take damage if you dont choose that option. The GM should establish which enemies are threatening which characters at all times. The only time a monsters move comes into play is when the players miss a roll or the GM has set up the move and the players havent done anything about it. The GM can then use a monsters move. Some monster moves are passive, those happen all the time (like forcing an enemy to use a different stat to Hack and Slash them, for example).

Recap and Start of Play

Remind everyone what happened last time and take care of any moves that happen at the beginning of each session.

Combat

Levelling Up
Gain HP

When you gain a level: Roll your HP dice, add your Con modifier, and gain that many HP. Minimum is half your HP dice size.

There are two ways to run combat in Dungeon World. One is closer to D&D, the other closer to Apocalypse World. Choose one and try to stick with it, but its alright to experiment if everyone agrees.

D&D-style Combat

Choose a New Move Increase Stat

You get to choose a new move from your class list. Some moves may only be available at higher levels. If the level youre gaining is a multiple of 3 (3rd, 6th, 9th) increase a stat by 2. This may change your modifier.

In this combat style all the players involved in the fight make the Seize Initiative move at the beginning of combat. Players act in the order of initiative, if two players roll the same result they can act in whichever order they please. By default monsters act on initiative 6, after any players that roll 6. Some monsters have moves that change this. On a monsters initiative the GM can describe what the monster does. If the players dont do anything to stop the monster it does what it set out to do. This can be dealing damage, making a move, or anything else (alerting allies,

Example: The Gm says as you walk into the room you notice that there are goblins on the ledges above you dipping their arrows in sickly green liquid, what do you do? The players then react, making moves if they say they do something which is a move. If nobody does anything about the goblins, they attack (in addition to doing any damage they might do as part of failed moves).

Damage

Players deal damage according to their weapons. A weapons basic damage is just the dice indicated by the weapons listing, dont add Str. Some moves may add bonus damage.

Monsters deal damage according to their monster write up, either a set amount or a roll of the dice. If more than one monster is part of the attack (like a mob of goblins), the monster that deals the most damage deals their damage, plus the level of each assisting monster. So if those goblins all normally do 1d4 damage, theyre first level, and theirs five of them, the GM would only roll for one of them and then add one (their level) for each helping goblin, giving a total of 1d4+4 (+1 for each helping goblin).

Anyone with both the Prepare Spells and Cast a Spell moves can cast Wizard spells. Count the casters Wizard level from the level where they first got one of those abilities for the purposes of what spells the caster can prepare and cast. At the level where they gain the second ability the caster gets a spellbook with 2 spells. Every level after that they add a spell to their spellbook. The Cleric and Wizard Cast a Spell moves are different. A character with both cant cast Cleric spells with Int or Wizard spells with Wis.

Spell Misfires

Player characters being aided by hirelings work the same way. Roll the characters damage and add the hirelings level.

Sooner or later a spell is going to misfire because someone didnt choose the spell does not misfire option while casting. When that happens, choose from these moves: A powerful magical being or deity takes notice of the caster. The spells effects are wild. Change the target or add new targets. The spell manifests bizarre, demonic, or disturbing magic effects on the caster or vicinity. The caster loses just a little more of their mind. The spell is reversed. Harm becomes help and help becomes harm.

When a player takes damage, they subtract their armor from the amount of damage dealt, then subtract the result from their hitpoints. If the monster dealing damage is of higher level than the character then they must Defy Danger. When a monster takes damage, they follow the same procedure as a player. Be aware that some monsters have moves that happen when they take damage.

Death & Dying

When a player character reaches -1 hitpoints theyre dying. They cant make moves and are unconscious. Theyll continue to get worse (lose hitpoints) unless someone does something. They dont recover until someone heals them with magic or an item. As soon as someone heals them, they no longer get worse, but they dont regain consciousness until they reach 0 hitpoints. At -10 hitpoints theyre dead anyway.

How often someone below zero hit points gets worse is up the GM. Depending on the circumstances it could be every few minutes of game time or every few hours. Just make it clear to players when theyll be getting worse. Supporting characters and monsters that go below 0 HP are at the GMs mercy. Monsters usually just die, supporting characters usually hang on for a few seconds to give the characters a chance to help them or spit in their face, as appropriate.

Casting Spells

Anyone with both the Dutiful Prayer and Cast a Spell moves can cast Cleric spells. Count the casters Cleric level from the level where they first got one of those abilities for the purposes of what spells the caster is granted and can cast.

Monsters
Making Monsters
A monster is made up of just a few things:

Great heroes need horrendous enemies. This section is about how to make and run those enemies.

Blink: When you Hack and Slash this creature roll 1d6. On a 5-6 you attack an illusion or afterimage instead. Breath Weapon: When you are in the area filled by a breath weapon, roll+Dex. On a 7-9, you take half damage. On a 10+, you escape the breath attack altogether. Blood Drain: When you are hit by this creature you take damage every time you make a move until you successfully Pull a Stunt to remove the source of the blood drain. Cloud Attack: When this creature attacks it hits everyone in a given area. Crushing: Defy Danger or take the listed damage. Fear: When you make a move near this creature you must Defy Danger as if you were attack by a creature of greater level dealing 0 damage. Alternately, you can flee blindly and gain experience for it. Grabbing: When a monster tries to grab you, Pull a Stunt or be grabbed. Grabbed opponents cant move around and take damage automatically each round. Escaping is also Pull a Stunt. Ignores Armor: Just like it says. When you are attacked by this creature dont subtract your armor from the damage dealt. Mindless: Moves that rely on intelligence dont work on this creature. That includes Parley and some options on Pull a Stunt. Never Surprised: When you make a move against this monster it is never taken by surprise. Paralysis: You become paralyzed. To do anything once paralyzed, you must Defy Danger. Once you succeed the paralysis is passed. Petrification: When this monster meets a characters gaze, that character may be turned into stone: Defy Danger, on a 6- you are instead turned to stone. Avoiding the gaze of a petrifying monster, once you know its there, isnt a move. You can just do it.

Phasing: This creature can teleport or walk through walls. It will show up in the least convenient places. Poison: When youve been attacked by this creature you must Defy Danger every time you make a move. You must Defy Danger 1, 2, or 3 times (depending on strength of the poison). Shield Wall: When you go Hack and Slash this creature it cannot be put where you want it. Spikes: When a characters uses Hack and Slash in melee on this monsters, they must also Defy Danger or take 1d6 damage from the spikes. This is not an attack from the creature, just an effect of the players move. Sirens Call: If you do what the charming creature wishes, you gain experience, otherwise Defy Danger. Surprise: When the monster surprises its opponents, make a hard move with it. Swallow: The monster swallows someone. When youre swallowed, if you have a small weapon, you can Hack and Slash. If you fail, you take damage or just plain die, depending on the monster. Trapping: When you get close to where this creature lays in wait, Discern Realities. If you succeed, you notice the creature and ask questions as usual. If you fail, youre trapped.

A cool idea A level Some amount of HP Damage Some moves The most important of these is the cool idea. Without that, everything else about a monster will feel the same. Go scrounge old Monster Manuals and movies for inspiration. A monsters level is used for comparing it to characters, mostly to figure out if they can kill it in one shot or effect it with some spells. It also makes a group of the monster more effective, since each monster adds its level to the groups damage.

Monsters have HP, just like players. Theres no explicit guideline on how much HP a monster should have, but err on the side of giving your creations too little. A short fight against a powerful foe is always more memorable than a long fight against a weak one. Monsters will, hopefully, deal damage to the characters. You can either list a specific amount of damage, or some dice to roll. Monster damage is the only time the GM will ever roll the dice.

You can also give monsters moves to make them really stand out. A monster without moves is so boring you shouldnt even really consider it. Even that goblin has something that makes it different from a kobold. Monsters can have more than one move, if it fits the concept.

Monster moves are really only limited by your imagination. Just remember that monster moves are not like player moves, they can force the players to roll the dice, but the monster never rolls dice (except for damage, maybe). If youre stuck, heres some sample monster moves. This isnt an exhaustive list, and these arent the only ways to represent these traits.

Monster Moves
Amorphous: When this creature is attacked its armor cannot be ignored or reduced. You cannot use Dex to Hack and Slash this monster, even if another move would let you.

Sample Monsters

Orc

The following are just some examples of monsters you might throw at the players. Use them as-is, or as the basis for your own creations.

Level 2, 10 HP, 4 damage

Dangerous - When you fight alongside Buffy, roll+Con. 7-9 DM Chooses 1 10+ Youre fine

Purple Worm

Carrion Eater

Level 2, 18 HP, 4 damage, Paralysis, Devour Flesh - When the crawler can devour a corpse, it regains 1d10 HP.

Level 1, 50 HP, 12 (2d12) damage - bite and tail slash, Armor 1, Poison 1, Swallow - Swallowed creatures die in 6 rounds.

Youre exposed to collateral damage Youre put in a tight spot You have to make a hard choice

Feast Mimic Fire Beetle

Rat

Level 3, 40 HP, 4 (2d4) damage, Trapping, Grabbing (1d4) Level 1, 5 HP, 3 (2d4) damage, Head Cling - The beetle leaps on to someones head and stays there. Attacking a beetle on someones head without regard for the persons safety means they have to Defy Danger (damage is the same damage you deal to the Beetle).

Level 1, 2 HP, 2 damage

Ondragon

Shadow

Level 5, 50 HP, Armor 1, 8 damage

Level 2, 20 HP, 5 damage, Draining Touch - The shadows touch gives a PC -1 Str modifier until the Shadow is slain, Create Spawn - The shadow kills another monster, it will rise as a Shadow in 1d4 rounds.

Life Drain - Ondragon draws out just a little more of your precious bodily fluids, roll+Con. 7-9 Choose 2 10+ Choose 1

Skeleton

Giant Beetle

Level 2, 10 HP, 6 damage, Tunneling - The beetle disappears into holes in the walls, only to come back when least convenient to the PCs.

Level 1, 6 HP, Armor 2 (theres not much to deal damage to), 2 damage, Mindless, Reassemble - The skeleton picks up new bones from defeated skeletons to make some new limbs, +2 Damage ongoing.

You give in to Ondragons will. Do what he wants and mark experience or Defy Danger to do what you want.

Giant Snake (Constrictor) Giant Snake (Viper) Goblin

Small Dragon

Level 2, 13 HP, 1d6 damage, Crushing 1d10 Level 2, 13 HP, 1d6 damage, Poison 3 Level 1, 4 HP, 3 damage, Poison 1

Level 5, 100 HP, 1d8 damage, Fear, Breath Weapon, Never Surprised, Shield Wall

Undead Connection - Ondragon reaches out to nearby undead and asks them for help. They show up after the players have made 1d4 moves. (This is just a specialized Announce Future Badness.)

Take -1 ongoing to your Str modifier until Ondragon is defeated or allows you to recover.

Wax Golem

Level 3, 25 HP, 6 damage, Mindless, Shielded - You use Dex instead of Str to Hack and Slash a golem, you have to find a weak point to attack.

Magical Misdirection - The next time a character casts a spell, Ondragon can choose to have that character cast the spell of Ondragons choice from their prepared/granted spells instead (with the same targets) or choose from the Cast a Spell options for that player.

Zombie

Kobold

Level 1, 3 HP, 2 damage, Mob - Kobolds count as level 2 for the purpose of dealing damage as a group (each kobold adds 2 damage to a groups damage).

Lesser Grey Ooze

Level 2, 10 HP, 3 damage, Mindless, Mob - Zombies count as level 3 for the purpose of dealing damage as a group (each zombie adds 3 damage to a groups damage), Implacable Advance - When killed on a move roll thats not a 10+, the mangled corpse rises again one round later with 1 HP.

Level 2, 10 HP, 3 (1d6) damage, Mindless, Acid Skin When an enemy attacks with a metal weapon they must Defy Danger with the additional option The weapon is destroyed.

Sample Unique Monsters

Maggot Naggas

Level 1, 10 HP, 2 (1d4) damage - knives and javelins, Armor 1, Corpse Voice - When you first hear a maggot nagga perfectly mimic your voice Defy Danger.

These are specific creatures that have appeared in Tony Dowlers Apocalypse D&D adventures. You dont have to tell your players that, you can pretend like theyre generic if you want, but they are formidable.

Buffy

Medusa

Level 3, 25 HP, 2 Armor, 6 damage

Level 3, 20 HP, 1d6 damage, Petrification

Undead Killer - Kill a nearby undead of level 2 or lower and take +1 forward

Magic Items
As the characters defeat beasts and rise to prominence among men, theyll likely gain some powerful items. A magic item grants a move (or sometimes more than one move) to whomever wields it.

Specific Items
The Burning Wheel
A wooden wheel continually engulfed by fire, considered a sign of divine favor by several religions.

Rope of Tricks

Magic items are for you and the other players to come up with together, but this list should help get you started.

This rope responds to its wielders every wish, tying itself into knots, grabbing on to items (or enemies), coiling tightly. Every rogue wants one. When you Pull a Stunt using the rope and you get one free choice, even on a failure.

Item Properties

Item properties can be applied to any item from the equipment list (or one of the specific items below, if youre feeling adventurous) to make a magic item. An item with an item property always has a rank, you add that rank to the damage you do with that item and use that rank when rolling the items move. For example, a +3 Flaming Short Sword does 1d6+3 damage and rolls the Flaming move at +3.

When you use the Clerics Cast a Spell move while holding the wheel, your deity chooses which spell you cast, though it may be one of higher level or one you have not been granted. The deity cannot change the targets of the spell. You take 1d4 damage as the flames on the wheel flare up.

Velliuss Gauntlets

Bearing the insignia of Saint Vellius, these gloves shine with the power of their wearer.

Timunns Armor

This suit of armor appears as many things to many people. Its wearer always looks impeccably dressed to everyone who sees her. The aura of the armor makes everyone more likely to see it her way. Armor 2 (but it doesnt look like it) When you Parley with someone they see you as who they want you to be, you get to choose one even on a failure.

When you Hack and Slash an enemy who recognizes the gauntlets (they mostly will, and if not youll tell them), on a 7+ you can always choose the Put them right where you want them option for free.

Violation Glaive

Flaming

This glaive pierces the mind as well as the skin.

When this weapon touches something flammable (including flesh) roll+rank. On a 7-9 the thing is consumed by flames, 1d4 damage ongoing, but the flames also singe you or destroy something valuable. 10+ the thing is consumed by flames, 1d4 damage ongoing.

Holy Avenger

This sword is revered among paladins.

When you Hack and Slash an enemy with the Violation Glaive on a 7+ you can also ask one question from the Discern Realities or Spout Lore list and have the GM answer it with information you pull from the targets head.

Holy

When you attack a creature you know is evil with this weapon roll+rank. On a 7-9 they are marked by the light, everyone takes +1 ongoing against them until another target is marked. 10+ is as 7-9, but the light also stings them for 1d4 damage every round.

When wielded by a paladin, this weapon does 1d12 damage and the wielder takes +1 to Lay on Hands. For anyone else, its just a long sword.

Vorpal Sword

One, two! One, two! And through and through He left it dead, and with its head 1d12 damage, Piercing 3 The vorpal blade went snicker-snack!

Infinite Book

Thundering

When you use this weapons thunderous blows to intimidate an enemy roll+rank. On a 7-9 you get one choice from the Hack and Slash list or one point of Hold as if you had Parleyed with the creature. On a 10+ you get two choices from the Hack and Slash list or 2 Hold.

This book contains an infinite number of pages in a finite space. With no limit to the pages, everything that ever was, is, or will be is contained somewhere in the book. Luckily the index is great. When you Spout Lore while consulting the book the GM must let you decide the general shape of the answer to one of your questions.

He went galumphing back. - Lewis Carrol, Jabberwocky

When you Hack and Slash with the Vorpal Sword against someone who knows you wield the Vorpal Sword, take +1. You get one free choice (even on a failure, choose one). Your level counts as one higher for the purposes of choosing the kill outright option.

InSpectacles

Unholy

When you attack a creature you know is good with this weapon roll+rank. On a 7-9 they are marked enshrouded by darkness, they take -1 ongoing until another character is enshrouded. 10+ is as 7-9, but the darkness also stings them for 1d4 damage every round.

A pair of rough-hewn glass lenses in shabby frames, they somehow allow the wearer to see much more than is actually present.

When you Discern Realities while wearing the glasses, you always get to ask one question, even on a failure.

Lions Shield

Emblazoned with a roaring lion, this shield bites back.

When you Make a Stand with the Lions Shield you can also choose options from the Hack and Slash list.

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