This document provides information on hiring non-player characters (NPCs) such as hirelings, priests, protectors, trackers, and warriors to assist player characters. It describes the abilities each type of NPC provides, such as hirelings following orders, priests healing, protectors defending, trackers tracking, and warriors adding damage. It also covers costs and loyalty for hirelings, as well as skill points depending on their home location. The document serves as a reference for gameplay involving NPC allies and hirelings.
This document provides information on hiring non-player characters (NPCs) such as hirelings, priests, protectors, trackers, and warriors to assist player characters. It describes the abilities each type of NPC provides, such as hirelings following orders, priests healing, protectors defending, trackers tracking, and warriors adding damage. It also covers costs and loyalty for hirelings, as well as skill points depending on their home location. The document serves as a reference for gameplay involving NPC allies and hirelings.
This document provides information on hiring non-player characters (NPCs) such as hirelings, priests, protectors, trackers, and warriors to assist player characters. It describes the abilities each type of NPC provides, such as hirelings following orders, priests healing, protectors defending, trackers tracking, and warriors adding damage. It also covers costs and loyalty for hirelings, as well as skill points depending on their home location. The document serves as a reference for gameplay involving NPC allies and hirelings.
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! 4 5