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HIRELINGS & NPCS

ORDER HIRELING BURGLAR


Hirelings do what you tell them to, so long as it Experimental Trap Disarming—When a burglar
isn’t obviously dangerous, degrading, or stupid, and leads the way they can detect traps almost in time. If
their cost is met. When a hireling find themselves a trap would be sprung while a burglar is leading the
in a dangerous, degrading, or just flat-out crazy way the burglar suffers the full effects but the players Describe the Situation
situation due to your orders roll+lo yalt y. ✴On a get +skill against the trap and add the burglar’s skill to TABLE OF CONTENTS Make Moves
10+, they stand firm and carry out the order. ✴On a their armor against the trap. Most traps leave a burglar
7–9, they do it for now, but come back with serious in need of immediate healing. If the players Make 1 GM BASICS Exploit Your Prep
demands later. Meet them or the hireling quits on the Camp near the trap, the burglar can disarm it by the
worst terms. time camp is broken. AGENDA
A hireling’s stats, especially their loyalty, may change 2 BASIC MOVES & Portray a fantastic world
during play as a reflection of events. A particular PRIEST 3 SPECIAL MOVES Fill the characters lives with adventure
kindness or bonus from the players is worth +1 Ministry—When you make camp with a priest if Play to find out what happens
loyalty forward. Disrespect is -1 loyalty forward. If you would normally heal you heal +skill HP.
it’s been a while since their cost was last paid they
4 EQUIPMENT, WEAPONS, & LOOTING
First Aid—When a priest staunches your wounds
get -1 loyalty ongoing until their cost is met. A heal 2×skill HP. You take -1 forward as their healing is
PRINCIPLES
hireling’s loyalty may be permanently increased when Draw maps, leave blanks
painful and distracting.
they achieve some great deed with the players. A 5 TAGS REFERENCE Address the characters, not the players
Embrace the fantastic
significant failure or beating may permanently lower
the hireling’s loyalty. PROTECTOR Make a move that follows
Sentry—When a protector stands between you
and an attack you increase your armor against that
6 NPC NAMES Never speak the name of your move
Give every monster life
SKILL POINTS
Depending on where they are from, Hirelings have a
attack by the defender’s skill, then reduce their skill by
1 until they receive healing or have time to mend. 7 NPC INSTINCTS & KNACKS Name every person
Ask questions and use the answers
certain amount of skill points. Spend skill points on Loyalty, Intervene—When a protector helps you defy Be a fan of the characters
and one or more skills.
Village: 2-5
danger you may opt to take +1 from their aid. If you
do you cannot get a 10+ result, a 10+ instead counts 8 HIRELINGS Think dangerous
Begin and end with the fiction
Town: 4-6 as a 7–9. Think offscreen, too
Keep: 5-8 if le
City: 6-10 TRACKER p l e
Track—When a tracker is given time to study a m
S MAKE MOVES DUNGEON MOVES
COSTS a trail while Making Camp, when camp is broken
The Thrill of Victory they can follow the trail to the next major change in Use a monster, dungeon, or location move Change the environment
Money terrain, travel, or weather. Reveal an unwelcome truth Point to a looming threat
Uncovered Knowledge Guide—When a tracker leads the way you Introduce a new faction or type of creature
automatically succeed on any Perilous Journey of a Shows signs of an approaching threat
Fame and Glory
Deal damage Use a threat from an existing faction or type of
Debauchery distance (in rations) lower than the tracker’s skill.
Good Accomplished Use up their resources creature
WARRIOR Turn their move back on them Make them backtrack
Present riches at a price
SKILLS Man-at-arms—When you deal damage while a
warrior aids you add their skill to the damage done.
Separate them
Give an opportunity that fits a class abilities Present a challenge to one of the characters
If your attack results in consequences (like a counter
attack) the man-at-arms takes the brunt of it. Show a downside to their class, race,
ADEPT equipment, etc.
Arcane Assistance—When an adept aids in the
casting of a spell of lower level than their skill, the Offer an opportunity, with or without cost
spell’s effects have greater range, duration, or potency. Put someone in a spot
The exact effects depend on the situation and the spell Tell them the requirement or consequences and
and are up to the GM. The GM will describe what ask
effects the assist will add before the spell is cast. The
most important feature of casting with an adept is that
any negative effects of the casting are focused on the DAMAGE
adept first.
As the GM, start and end with the fiction. Never “just deal damage” to a player. Describe how it happens, then use it as an
opportunity to push the fiction forward.
MINSTREL
A Hero’s Welcome—When you enter a place of
food, drink, or entertainment with a minstrel you d4 d6 d8 d10
will be treated as a friend by everyone present (unless It threatens bruises It’s likely to spill It might break It could kill a
your actions prove otherwise). You also subtract the or scrapes at worst some blood some bones common person
minstrel’s skill from all prices in town.
Add the ignores armor tag if the source of the damage is particularly large or if the damage comes from magic or poison.
Temporary or circumstantial armor works the same way as armor that you wear: 1 armor for partial cover, 2 armor for
major cover.
8 1
BASIC MOVES DISCERN REALITIES
When you closely study a situation or person, roll+Wis. On
100 INSTINCTS 100 KNACKS
Roll d100 (2d10) to give your NPC a specific Instinct, or Roll d100 (2d10) to give your NPC a “knack”. This is a
a 10+ ask the GM 3 questions from the list below. On a 7–9
goal. This is the central motivation for this NPC. special quality that allows them to achieve their instinct.
HACK AND SLASH ask 1. Take +1 forward when acting on the answers.
When you attack an enemy in melee, roll+STR. On a 10+ 1. To avenge 53. To serve 1. Criminal connections 53. Undefinable coolness
What happened here recently?
you deal your damage to the enemy and avoid their attack. 2. To spread the good word 54. To reclaim what was 2. Muscle 54. A way with knots
What is about to happen?
At your option, you may choose to do +1d6 damage but 3. To reunite with a loved one taken 3. Skill with a specific 55. Wheels of polished
What should I be on the lookout for?
expose yourself to the enemy’s attack. On a 7–9, you deal 4. To make money 55. To do what must be weapon steel
What here is useful or valuable to me?
your damage to the enemy and the enemy makes an 5. To make amends done 4. Hedge wizardry 56. A magic carpet
Who’s really in control here?
attack against you. 6. To explore a mysterious 56. To be a champion 5. Comprehensive local 57. Endless ideas
What here is not what it appears to be?
place 57. To avoid notice knowledge 58. Persistence
7. To uncover a hidden truth 58. To help a family 6. Noble blood 59. A stockpile of food
VOLLEY PARLEY 8. To locate a lost thing member 7. A one-of-a-kind item 60. A hidden path
When you take aim and shoot at an enemy at range, When you you have leverage on a GM character and 9. To kill a hated foe 59. To perfect a skill 8. Special destiny 61. Piety
roll+Dex. On a 10+ you have a clear shot—deal your manipulate them, roll+Cha. Leverage is something they 10. To conquer a faraway 60. To travel 9. Unique perspective 62. Resistance to disease
damage. On a 7–9, choose one (whichever you choose you need or want. On a hit they ask you for something and do land 61. To overcome a 10. Hidden knowledge 63. A library
deal your damage): it if you make them a promise first. On a 7–9, they need 11. To cure an illness disadvantage 11. Magical awareness 64. A silver tongue
You have to move to get the shot placing you in danger some concrete assurance of your promise, right now. 12. To craft a masterwork 62. To play the game 12. Abnormal parentage 65. Bloodline
of the GM’s choice 13. To survive just one more 63. To establish a dynasty 13. Political leverage 66. An innate spell
You have to take what you can get: -1d6 damage
You have to take several shots, reducing your ammo by
AID OR INTERFERE day 64. To improve the realm 14. A tie to a monster 67. Balance
14. To earn affection 65. To retire 15. A secret 68. Souls
When you help or hinder someone, say how you do so and
one. 15. To prove a point 66. To recover a lost 16. True love 69. Speed
roll with that stat, just like Defy Danger. On a 10+ they take
16. To be smarter, faster and memory 17. An innocent heart 70. A sense of right and
+1 or -2, your choice. On a 7–9 you also expose yourself to
DEFY DANGER danger, retribution, or cost. stronger 67. To battle 18. A plan for the perfect wrong
When you act despite an imminent threat or suffer a 17. To heal an old wound 68. To become a terror to crime 71. Certainty
calamity, say how you deal with it and roll. If you do it... 18. To extinguish an evil criminals 19. A one-way ticket to 72. An eye for detail

...by powering through, +Str SPECIAL MOVES forever


19. To hide from a shameful
69. To raise dragons
70. To live up to
paradise
20. A mysterious ore
73. Heroic self-sacrifice
74. Sense of direction
...by getting out of the way or acting fast, +Dex fact expectations 21. Money, money, money 75. A big idea
...by enduring, +Con
...with quick thinking, +Int
LAST BREATH 20. To evangelize 71. To become someone 22. Divine blessing 76. A hidden entrance to
When you’re dying you catch a glimpse of what lies 21. To spread suffering else 23. Immunity from the law the city
...through mental fortitude, +Wis beyond the Black gates of death’s kingdom (the 22. To prove worth 72. To do what can’t be 24. Prophecy 77. The love of someone
...using charm and social grace, +Cha if le
GM will describe it). Then roll (just roll, +nothing— l e 23. To rise in rank done 25. Secret martial arts powerful
yeah, Death doesn’t care how tough or cool you are). p 24. To be praised 73. To be remembered in techniques 78. Unquestioning loyalty
On a 10+, you do what you set out to, the threat doesn’t a m
come to bear. On a 7–9, you stumble, hesitate, or flinch: On a 10+, you’ve cheated Death—you’re in a bad
S 25. To discover the truth song 26. A ring of power 79. Exotic fruit
the GM will offer you a worse outcome, hard bargain, or 26. To make good on a bet 74. To be forgotten 27. A much-needed bag of 80. Poison
spot but you’re still alive.
ugly choice. 27. To get out of an obligation 75. To find true love taters 81. Perfect memory
On a 7–9, Death himself will offer you a bargain. Take it
28. To convince someone to 76. To lose their mind 28. A heart 82. The language of birds
and stabilize or refuse and pass beyond the Black Gates
do their dirty work 77. To indulge 29. A fortified position 83. A key to an important
DEFEND into whatever fate awaits you.
29. To steal something 78. To make the best of it 30. Lawmaking door
On 6-, your fate is sealed. you’re marked
When you stand in defense of a person, item, or location valuable 79. To find the one 31. Tongues 84. Metalworking
as Death’s own and you’ll cross the threshold soon.
under attack, roll+Con. On a 10+, hold 3. On a 7–9, hold 1. 30. To overcome a bad habit 80. To destroy an artifact 32. A discerning eye 85. Mysterious
The GM will tell you when.
So long as you stand in defense, when you or the thing 31. To commit an atrocity 81. To show them all 33. Endurance benefactors
you defend is attacked you may spend hold, 1 for 1, to 32. To earn renown 82. To bring about 34. A safe place 86. Steely nerves
choose an option: ENCUMBRANCE 33. To accumulate power unending summer 35. Visions 87. Bluffing
When you make a move while carrying weight you 34. To save someone from a 83. To fly 36. A beautiful mind 88. A trained wolf
Redirect an attack from the thing you defend to yourself
may be encumbered. If your weight carried is: monstrosity 84. To find the six- 37. A clear voice 89. A long-lost sibling,
Halve the attack’s effect or damage
Open up the attacker to an ally giving that ally +1 Equal to or less than your Load, you suffer no 35. To teach fingered man 38. Stunning looks regained
forward against the attacker penalty 36. To settle down 85. To wake the ancient 39. A catchy tune 90. An arrow with your
Deal damage to the attacker equal to your level Between your Load and Load+2, you take -1 37. To get just one more haul sleepers 40. Invention name on it
ongoing until you lighten your burden 38. To preserve the law 86. To entertain 41. Baking 91. A true name
Greater than your Load+2, you have a choice: drop 39. To discover 87. To follow an order 42. Brewing 92. Luck
SPOUT LORE at least 1 weight and roll at -1, or automatically fail 40. To devour 88. To die gloriously 43. Smelting 93. The attention of
When you consult your accumulated knowledge about 41. To restore the family 89. To be careful 44. Woodworking supernatural powers
something, roll+Int. On a 10+ the GM will tell you name 90. To show kindness 45. Writing 94. Kindness
something interesting and useful about the subject MAKE CAMP 42. To live a quiet life 91. To not screw it all up 46. Immunity to fire 95. Strange tattoos
relevant to your situation. On a 7–9 the GM will only tell When you settle in to rest consume a ration. If you’re
43. To help others 92. To uncover the past 47. Cooking 96. A majestic beard
you something interesting—it’s on you to make it useful. somewhere dangerous decide the watch order as well.
44. To atone 93. To go where no man 48. Storytelling 97. A book in a strange
The GM might ask you “How do you know this?” Tell them If you have enough XP you may level up. When you
45. To prove their worth has gone before 49. Ratcatching language
the truth, now. wake from at least a few uninterrupted hours of sleep
46. To gain honor 94. To do good 50. Lying 98. Power overwhelming
heal damage equal to half your max HP.
47. To expand their land 95. To become a beast 51. Utter unremarkableness 99. Delusions of grandeur
48. To gain a title 96. To spill blood 52. Mind-bending sexiness 100. The wind at his back
49. To retreat from society 97. To live forever and a spring in his step
50. To escape 98. To hunt the most
51. To party dangerous game
52. To return home 99. To hate
100. To run away
2 7
NPC NAMES
Finbar Anne Tameem Miina
SPECIAL MOVES CONT. CAROUSE
When you return triumphant and throw a big party, spend
Miina
Hywn Serah Tanaya Mimmi 100 coins and roll +1 for every extra 100 coins spent. ✴On
Arpad
One Eye Elana Tirto Minja
Attila TAKE WATCH a 10+, choose 3. ✴On a 7–9, choose 1. ✴On a miss, you
Alhoro Obelis Wiryono Mira When you’re on watch and something approaches still choose one, but things get really out of hand (the GM
Bognar
Arlon Herran Yandi Naemi the camp roll+WIS will say how).
Denes
Yev Syla Zebulu Outi
Edmond On a 10+, you’re able to wake the camp and prepare a You befriend a useful NPC.
Slime Andanna Adah Pirjo
Erno response, everyone in the camp takes +1 forward. You hear rumors of an opportunity.
Jocat Siobhan Bulan Päivikki
Etele On a 7–9, you react just a moment too late; your You gain useful information.
Ewing Aziz Candrakus Riikka
Ferdinand companions in camp are awake but haven’t had time to You are not entangled, ensorcelled, or tricked.
Lim Pelin Devi Saimi
Florian prepare. They have weapons and armor but little else.
Poy Sibel Hanjojo Suoma
Milo Nils Iman Suvi
Geza On a miss, whatever lurks outside the campfire’s light SUPPLY
Gyula has the drop on you.
Deryl Wei Intan Tuula When you go to buy something with gold on hand, if it’s
Hugo
Medlyn Ozruk Laksmini Vellamo something readily available in the settlement you’re in, you
Karcsi
Astrafel Surtur Lestari Virpi
Konrad
UNDERTAKE A PERILOUS JOURNEY can buy it at market price. If it’s something special, beyond
Daelwyn Brunhilda Limijanto Adibemi When you travel through hostile territory, choose what’s usually available here, or non-mundane, roll+Cha.
Lazlo
Feliana Annika Marah Aboye one member of the party to act as trailblazer, one ✴On a 10+, you find what you’re looking for at a fair price.
Lukas
Damarra Janos Megawati Adegoke to scout ahead, and one to be quartermaster. Each ✴On a 7–9, you’ll have to pay more or settle for something
Marko
Sistranalle Greta Melati Ayokunle character with a job to do rolls+WIS. On a 10+: that’s not exactly what you wanted, but close. The GM will
Miklos
Pendrell Dim Nadiyya Babajide tell you what your options are.
Peti the quartermaster reduces the number of rations
Melliandre Rundrig Ophrah Babatunde required by one
Robi
Dagoliir Jarl Ramza Enitan
Tamas the trailblazer reduces the amount of time it takes RECOVER
Baldric Xotoq Sapphiral Femi to reach your destination (the GM will say by how
Ronold When you do nothing but rest in comfort and safety after a
Leena Elohiir Selah Kayin much)
Viktor day of rest you recover all your HP. After three days of rest
Dunwick Sharaseth Suminten Kayode the scout will spot any trouble quick enough to let
Zoltan you remove one debility of your choice. If you’re under the
Willem Hasrith Tamar Lanre you get the drop on it
Abigel care of a healer (magical or otherwise) you heal a debility
Edwyn Shevaral Tanjaya Lekan
Aliz On a 7–9, each role performs their job as expected: for every two days of rest instead.
Florian Cadeus Tjokro Mongo
Amalia the normal number of rations are consumed, the
Seraphine Eldar Tri Nwachukwu
Quorra Kithracet Wangi Oban
Andrea journey takes about as long as expected, no one gets RECRUIT
Aranka the drop on you but you don’t get the drop on them
Charlotte Thelian Zenze Ogun When you put out word that you’re looking to hire help, roll:
Lily Finnegan Aatami Olukayode
Csilla if le either.
Edit l e +1 if you make it known that your pay is generous
Ramonde Olive Armas Oluwalanni p +1 if you make it known what you’re setting out to do
Erzebet a m
Cassandra Randolph Arsi Oluwatoke
Gertrud
S END OF SESSION +1 if you make it known that they’ll get a share of
Durga Bartleby Arvi Onipede When you reach the end of a session, choose one whatever you find
Greta
Aelfar Aubrey Eetu Sijuade of your bonds that you feel is resolved (completely +1 if you have a useful reputation around these parts
Iren
Gerda Baldwin Hannu Toben explored, no longer relevant, or otherwise). Ask the
Kamilla On a 10+, you’ve got your pick of a number of skilled
Rurgosh Becca Heimo Utiba player of the character you have the bond with if they
Lara applicants, your choice who you hire, no penalty for not
Bjorn Hawke Ilkka Zaki agree. If they do, mark XP and write a new bond with
Lia taking them along. ✴On a 7–9, you’ll have to settle for
Drummond Rudiger Jorma Zoputan whomever you wish.
Lujza someone close to what you want or turn them away. ✴On
Helga Gregor Kaapo Abeni Once bonds have been updated look at your
Matild a miss someone influential and ill-suited declares they’d
Siggrun Brianne Kain Ade alignment. If you fulfilled that alignment at least
Olga like to come along (a foolhardy youth, a loose-cannon, or a
Freya Walton Kauko Alaba once this session, mark XP. Then answer these three
Otilia veiled enemy, for example), bring them and take the
Wesley Robard Lari Bolanle questions as a group:
Panna consequences or turn them away. If you turn away
Brinton Mab Manu Bosade
Roza Did we learn something new and important about applicants you take -1 forward to recruit.
Jon Thistle Nuutti Daraja
Terez the world?
Sara Puck Petri Fari
Tunda Did we overcome a notable monster or enemy?
Hawthorn Ade Raimo Gbemisola
Valeria Did we loot a memorable treasure?
OUTSTANDING WARRANTS
Elise Adi Reima Ife When you return to a civilized place in which you’ve
Vilma
Clarke Amaziah Risto Ige For each “yes” answer everyone marks XP. caused trouble before, roll+Cha. ✴On a 10+, word has
Viola
Lenore Ayokunle Sakari Lewa spread of your deeds and everyone recognizes you. ✴On a
Ivy
Piotr Ary Sampsa Mojisola LEVEL UP 7–9, as above, and the GM chooses a complication:
Dahlia Bambang Seppo Monifa When you you have leverage on a GM character and The local constabulary has a warrant out for your arrest.
Carmine Bima Taito Olufemi manipulate them, roll+Cha. Leverage is something they Someone has put a price on your head.
Hycorax Budi Terho Omolara need or want. On a hit they ask you for something and do Someone important to you has been put in a bad spot
Ethanwe Darma Vilppu Oni it if you make them a promise first. On a 7–9, they need as a result of your actions.
Sinathel Dian Aija Orisa some concrete assurance of your promise, right now.
Demanor Eli Aina Osa
Menoliir Gunardi Ainikki Ronke Subtract your current level+7 from your XP. BOLSTER
Mithralan Hartono Heini Shanum Increase your level by 1. When you spend your leisure time in study, meditation, or
Taeros Irwan Ilona Simisola Choose a new advanced move from your class. hard practice, you gain preparation. If you prepare for a
Aegor Lauwita Irja Titlayo If you are the wizard, you also get to add a new spell week or more, take 1 preparation. If you prepare for a
Tanner Manusama Jaana Yejide to your spellbook. month or longer, take 3 instead. When your preparation
Dunstan Okan Kirsi Yewande Choose one of your stats and increase it by 1 pays off spend 1 preparation for +1 to any roll. You can
Rose Onesimus Maija Zauna (this may change your modifier). Changing your only spend one preparation per roll.
Sammin Marita Agoston Constitution increases your maximum and current
6 HP. Ability scores can’t go higher than 18. 3
EQUIPMENT, WEAPONS, & LOOTING TAGS
Tags function primarily as descriptors to help establish what an item or weapon’s attributes are. Tags are not limited to
DUNGEON GEAR TREASURE this list, and the GM should be free to come up with additional tags if they desire. Some tags have a specific mechanical
ADVENTURING GEAR: 5 uses, 20 coins, 1 weight When taking the accumulated wealth of a monster
effect (like +n Damage), but most have more general narrative effects. I.e. if a sword has the Rusty tag, it might not be
Adventuring gear is a collection of useful mundane (defeated or not), roll the monster’s damage die, modified
very good at chopping off an arm, the same way an Awkward shield might be difficult to get ready in time.
items such as chalk, poles, spikes, ropes, etc. When you if the monster is:
rummage through your adventuring gear for some Hoarder: roll damage die twice, take higher result
useful mundane item, you find what you need and mark Far from home: add at least one ration (usable by
GENERAL TAGS WEAPON TAGS
off a use. These are general tags that can apply to just about any Weapons may have tags that are primarily there to help
anyone with similar taste)
BANDAGES: 3 uses, slow, 5 coins, 0 weight piece of gear. You’ll see them on armor, weapons or you describe them (like Rusty or Glowing) but these tags
Magical: some strange item, possibly magical
When you have a few minutes to bandage someone general adventuring tools. have a specific, mechanical effect.
Divine: a sign of a deity (or deities)
else’s wounds, heal them of 4 damage and expend a Planar: something not of this earth Applied: It’s only useful when carefully applied to a n Ammo: It counts as ammunition for appropriate
use. Lord over others: +1d4 to the roll person or to something they eat or drink. ranged weapons. The number indicated does not
POULTICES AND HERBS: 2 uses, slow, Ancient and noteworthy: +1d4 to the roll Awkward: It’s unwieldy and tough to use. represent individual arrows or sling stones, but
10 coins, 1 weight +Bonus: It modifies your effectiveness in a specified represents what you have left on hand.
When you carefully treat someone’s wounds with Roll the monster’s damage die plus any added dice to find
situation. It might be “+1 forward to spout lore” or “-1 Forceful: It can knock someone back a pace, maybe
poultices and herbs, heal them of 7 damage and expend the monster’s treasure:
ongoing to hack and slash.” even off their feet.
a use. 1: A few coins, 2d8 or so n coins: How much it costs to buy, normally. If the cost +n Damage: It is particularly harmful to your enemies.
HEALING POTION: 50 coins, 0 weight 2: An item useful to the current situation includes “-Charisma” a little negotiation subtracts the When you deal damage, you add n to it.
When you drink an entire healing potion, heal yourself 3: Several coins, about 4d10 haggler’s Charisma score (not modifier) from the price. Ignores Armor: Don’t subtract armor from the damage
of 10 damage or remove one debility, your choice. 4: A small item (gem, art) of considerable value, worth Dangerous: It’s easy to get in trouble with it. If you taken.
KEG OF DWARVEN STOUT: 10 coins, 4 weight as much as 2d10×10 coins, 0 weight interact with it without proper precautions the GM may Messy: It does damage in a particularly destructive way,
When you open a keg of dwarven stout and let 5: Some minor magical trinket freely invoke the consequences of your foolish actions. ripping people and things apart.
everyone drink freely, take +1 to your Carouse roll. If 6: Useful information (in the form of clues, notes, etc.) Ration: It’s edible, more or less. n Piercing: It goes right through armor. When you deal
you drink a whole keg yourself, you are very, very drunk. 7: A bag of coins, 1d4×100 or thereabouts. 1 weight per Requires: It’s only useful to certain people. If you don’t damage with n piercing, you subtract n from the
BAG OF BOOKS: 5 uses, 10 coins, 2 weight 100. meet the requirements it works poorly, if at all. enemy’s armor for that attack.
When your bag of books contains just the right book 8: A very valuable small item (gem, art) worth 2d6×100, Slow: It takes minutes or more to use. Precise: It rewards careful strikes. You use DEX to hack
for the subject you’re spouting lore on, consult the 0 weight Touch: It’s used by touching it to the target’s skin. and slash with this weapon, not STR.
book, mark off a use, and take +1 to your roll. 9: A chest of coins and other small valuables. 1 weight Two-handed: It takes two hands to use it effectively. Reload: After you attack with it, it takes more than a
ANTITOXIN: 10 coins, 0 weight but worth 3d6×100 coins. n weight: Count the listed amount against your Load. moment to reset for another attack.
When you drink antitoxin, you’re cured of one poison 10: A magical item or magical e ect if le Something with no listed weight isn’t designed to be Stun: When you attack with it, it does stun damage
affecting you. 11: Many bags of coins for a total of 2d4×100 or so p l e
m carried. 100 coins in standard denominations is 1 instead of normal damage.
DUNGEON RATIONS: ration, 5 uses, 3 coins, 1 weight 12: A sign of offce (crown, banner) worth at least a
S weight. The same value in gems or fine art may be Thrown: Throw it at someone to hurt them. If you volley
PERSONAL FEAST: ration, 1 use, 10 coins, 1 weight 3d4×100 coins lighter or heavier. with this weapon, you can’t choose to mark off ammo
DWARVEN HARDTACK: requires dwarf, ration, 7 uses, 13: A large art item worth 4d4×100 coins, 1 weight Worn: To use it, you have to be wearing it. n Uses: It on a 7–9; once you throw it, it’s gone until you can
3 coins, 1 weight 14: A unique item worth at least 5d4×100 coins can only be used n times. recover it.
ELVEN BREAD: ration, 7 uses, 10 coins, 1 weight 15: All the information needed to learn a new spell and
HALFLING PIPELEAF: 6 uses, 5 coins, 0 weight roll again
When you share halfling pipeleaf with someone, expend 16: A portal or secret path (or directions to one) and roll RANGE TAGS
two uses and take +1 forward to parley with them. again Weapons have tags to indicate the range at which they are
17: Something relating to one of the characters and roll useful. Dungeon World doesn’t inflict penalties or grant
WEAPONS again bonuses for “optimal range” or the like, but if your weapon
These stats are for typical items of their type. Variations are 18: A hoard: 1d10×1000 coins and 1d10×10 gems says Hand and an enemy is ten yards away, a player would
possible and likely. (i.e. a rusty dagger might be -1 worth 2d6×100 each have a hard time justifying using that weapon against him.
damage). Specific weapons can have different tags. Hand: It’s useful for attacking something within your
Ragged Bow: near, 15 coins, 2 weight reach, no further.
P.S. The treasure table can be used for any “loot finding”
Fine Bow: near, far, 60 coins, 2 weight Close: It’s useful for attacking something at arm’s reach
scenario, even just stumbling into some treasure, cracking
Hunter’s Bow: near, far, 100 coins, 1 weight plus a foot or two.
open a safe, etc. The GM can just choose an item from the
Crossbow: near, +1 damage, reload, 35 coins, 3 weight Reach: It’s useful for attacking something that’s several
list instead of having you roll for it, if it makes sense in that
Bundle of Arrows: 3 ammo, 1 coin, 1 weight feet away— maybe as far as ten.
scenario.
Elven Arrows: 4 ammo, 20 coins, 1 weight Near: It’s useful for attacking if you can see the whites
Club, Shillelagh Staff: close, 1 coin, 2 weight of their eyes.
Staff: close, two-handed, 1 coin, 1 weight Far: It’s useful for attacking something in shouting
Dagger, Shiv, Knife: hand, 2 coins, 1 weight distance.
Throwing Dagger: thrown, near, 1 coin, 0 weight
Short Sword, Axe, Warhammer, Mace: close, 8 coins,
1 weight
Spear: reach, thrown, near, 5 coins, 1 weight
Long Sword, Battle Axe, Flail: close, +1 damage,
15 coins, 2 weight
Halberd: reach, +1 damage, two-handed, 9 coins, 2
weight
Rapier: close, precise, 25 coins, 1 weight P.S. Pay attention to your tags and get creative with how you use them! Don’t focus solely on purely mechanical benefit
Dueling Rapier: close, 1 piercing, precise, 50 coins, 2 (or detriment). If you have a Hooked sword, use it to pull a hard to reach lever! If your shoes are Glowing, make sure you
weight hide them before the prowling goblins spot you trying to hide in the dark!
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