Dungeon World

Dungeon World By Sage LaTorra and Adam Koebel What Is This? Dungeon World is a roleplaying game that uses sweet modern r

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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.

The cool modern ideas are mostly from Apocalypse World, D Vincent Baker’s 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.

The first Apocalypse World/Dungeons and Dragons hybrid was Tony Dowler’s Apocalypse D&D. This is a continuation of Tony’s great ideas to a bigger game. Dungeon World isn’t a good choice for a first roleplaying game unless you have someone else to guide you. Don’t let that scare you, it’s easy to play and run, it’s just built on ideas from a lot of other games.

We’ve tried to make Dungeon World as self-contained as possible, but you’ll 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.

Setting

Printing

The setting for Dungeon World is a fantasy world filled with monsters and adventures. That’s all we’re going to say, the rest is up to you. There’s no list of places, monsters, or deites, that’s all for everyone at the table to fill in together.

At some point you’ll probably want to print this game. The best way to get ready for a session is to print:

Characters The characters are all skilled but untested adventurers. At the start of the game they all know each other, but you don’t 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 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.

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, they’re 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 isn’t 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.

A move’s roll is always 2d6 + a stat. Roll 2d6, add your stat modifier: if the result is 10+ you’ve succeeded admirably, 7-9 you’ve succeeded, but with complications, and 2-6 the GM takes the opportunity to make something bad happen. Version 10.08.25

✦✦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

Questions or Comments? Try these:

✦✦[email protected] ✦✦http://www.latorra.org ✦✦http://apocalypse-world.com/forums/index. php?board=19.0

Thanks Dungeon World wouldn’t 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.

Basic Moves

The basic rule of making a move is: to do it, do it. If you say you do something that’s a move, the move happens. That’s 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 you’re risking: traps, magic, attacks, whatever. ✦✦Enemies are monsters and people you want to beat.

Seize Initiative

Make a Stand (Con)

When a fight breaks out, roll. You don’t add anything unless another move tells you to. You act before enemies and allies with a lower result.

Hack and Slash (Str) When you wade into combat, attacking your enemies, deal damage to the enemy you’re attacking, take that enemy’s 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

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 enemy’s advantage (Move, armor, location, or other) for a round

Discern Realities (Wis)

When you stand steadfast against an enemy’s advances, roll+Con. 7-9

10+

Choose 1

Choose 2

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

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

Is it dangerous to me? What’s 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?

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

10+

Ask 1

Ask 3

What happened here recently? What should I be on the lookout for? What here is useful or valuable to me? Who’s 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 player’s 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

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 don’t 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. www.latorra.org/dungeon-world/

✦ Version 10.08.25

Special Moves Defy Danger (Con)

Undertake a Perilous Journey (Con)

Outstanding Warrants (Cha)

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.

When you travel through hostile territory, roll+Con.

When you return to a place you’ve caused trouble before, roll+Cha.

6-

7-9

Choose 2

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 It’s worse than it seemed, take +2 damage

7-9

10+

Choose 1

Your journey is uneventful.

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

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

Choose 3

They They They They

do it don’t demand extra reward don’t question your authority don’t hold it against you or become disloyal

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

You get a useful map, a guide, or detailed instructions You know the basic shape of the biggest threat There’s 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 you’re 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 www.latorra.org/dungeon-world/

✦ Version 10.08.25

7-9

10+

Choose 3

Choose 1

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

Bard Stat

Score

Mod

NAME Highlight

STR DEX

LEVEL

You start with this move When you say something to encourage an ally, roll+Cha. 7-9

10+

Choose 1

Choose 2

The ally takes +2 forward. The ally uses the stat of their choice for the next move they make.

……Elf

Your memory is deep. When you Spout Lore you always get to ask “What’s its history?”

……Human

You can use weapons with the Requires Thief tag.

INT

When you gain a level from 2-10, choose from these moves.

……Divine Favor

You gain the Dutiful Prayer and Cast a Spell cleric moves. Count your cleric level starting at this level.

WIS CHA

……Arcane Caster

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.

……Bardic Lore

LOOK

……Good

ALIGNMENT

When you inspire or help your friends mark XP.

……Fascinate (Cha)

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.

……Artful (Cha)

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

Hold 3

This This This This This

person person person person person

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

……Sharp Ear

When you hear an enemy cast a spell the GM must tell you the name of the spell and its effects.

……Confusion

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.

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 _______________.

……Neutral ……Evil

www.latorra.org/dungeon-world/

BOND

GEAR

You start with 5 gold.

When you avoid conflict mark XP. When you command, manipulate or control others mark XP.

When you use quick speech and insults to confound and distract enemies you can use Cha instead of Dex to Pull a Stunt.

……Winning Smile

You take +1 when Spouting Lore.

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

/ d6

……Verbal Sparring

Inspiration (Cha)

Choose a racial move

CON

HP

✦ Version 10.08.25

Cleric Stat

Score

Mod

NAME Highlight

STR

LEVEL

Turn / Command Undead

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 who’s total level is less than your result. When you spend uninterrupted time in communion with your deity, you may ask to be granted spells that’s total levels add up to your level. Each spell must be castable by you.

Cast A Spell (Wis)

When you unleash a spell granted to you by your deity, roll+Wis.

CON INT WIS

7-9

10+

Choose 1

Choose 2

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

……Good

……Ready Healing

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.

……Greater Ready Healing

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.

……Chosen

You cast spells as if you were one level higher.

……Inquisitor

You can cast spells with the Damaging tag.

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

……Multiclass Dabbler

Get one starting move from the class of your choice.

……Life and Death

You can cast spells with the Death tag.

……Confession

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.

……Divine Protection

……Dwarf

You get +1 Armor.

……Human

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.

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.

CHA

/ d8

When you gain a level from 2-10, choose from these moves.

You start with these moves

Dutiful Prayer

DEX

HP

Your faith is diverse. Choose one wizard spell, you can cast and be granted it as if it was a Cleric spell.

LOOK

ALIGNMENT

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

……Divine Guidance

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.

GEAR

You start with 5 gold.

……Evil

When you disturb the dead mark XP. www.latorra.org/dungeon-world/

BOND

✦ Version 10.08.25

Fighter Stat

Score

Mod

Highlight

STR DEX

NAME

LEVEL

You start with this move

……One Man Army

When you perform a feat of pure strength, roll+STR. 7-9

10+

Choose 1

Choose 2

……Underestimated

You count as one level higher for the purposes of the Defy Danger move and being attacked by higher level enemies.

It doesn’t take a very long time Nothing of value is damaged It doesn’t make an inordinate amount of noise You can fix the thing again without a lot of effort

……Provoke

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.

……Multiclass Initiate

……Dwarf

When you offer a drink you may Parlay with Con instead of Cha.

……Elf

INT

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.

……Halfling

Your small size makes you hard to hit. You get +1 Armor.

WIS CHA

……Human

Get one starting or level 2-5 move from the class of your choice.

……Whirling Blades

When you Hack and Slash you always get the “divide damage” option for free on a 7+.

……Shield Reach

When you Make a Stand you always get the “also defend against all nearby enemies” option for free on a 7+.

……Brute Force

You can use Str to Pull a Stunt.

You are well trained, take +1 to Spout Lore. When you gain a level from 2-10, choose from these moves.

……Leader of Men

……Merciless

When a henchman aids you in an attack they count as twice their level.

……Iron Hide

When you deal damage, deal an additional +4 damage.

When you deal damage, deal +2 damage.

……Bloodthirsty

You gain +1 Armor.

LOOK

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

……Good

/ d10

When you are attacked by a group, you ignore damage from a number of enemies in the group equal to your level.

Bend Bars, Lift Gates (Str)

Choose a racial move

CON

HP

ALIGNMENT

When you defend those weaker than you mark XP.

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.

GEAR

You start with 11 gold.

……Neutral

When defeat a worthy opponent mark XP.

……Evil

When you kill a defenseless or surrendered enemy mark XP.

www.latorra.org/dungeon-world/

BOND

✦ Version 10.08.25

Paladin Stat

Score

Mod

Highlight

STR DEX CON INT

NAME

LEVEL

You start with this move When you pray over someone for your deity to cure them, roll+Cha. 7-9

10+

Choose 2

Choose 3

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.

……Human

When you kill a creature you know is evil you mark experience.

……Beacon of Good

When you Make a Stand all enemies you know are evil are effected.

……Steadfast Mount

You take +1 when Undertaking a Perilous Journey.

……Staunch Defender

When you roll 6- to make a Defensive Stand you still get the “half damage” option for free.

……Setup Strike

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 Pull a Stunt you can give the resulting +1 forward to an ally instead.

When you gain a level from 2-10, choose from these moves.

You get +1 Armor against creatures you know are evil.

You gain the Dutiful Prayer and Cast a Spell cleric moves. Count your cleric level starting at this level.

……Penetrating Stare

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.

LOOK

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

……Lawful Good (Avenger)

When you use divine power against the undead, roll+Wis. You distribute 1d6 damage per level amongst undead who’s total level is less than your result.

……Sworn Crusader

……Smite Evil

CHA

/ d10

……Turn Undead

Lay on Hands (Cha)

……Divine Favor

WIS

HP

ALIGNMENT

When you deny mercy to an unbeliever mark XP.

……Holy Protection

When you gain a level from 6-10, you can also choose from these moves.

……Holy Aura

Your allies also gain the benefit of your Holy Protection.

……Powerful Smite

When you deal damage to a creature you know is evil you do +4 damage.

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.

GEAR

You start with 10 gold.

……Lawful Good (Defender)

When you protect someone weaker than you mark XP.

www.latorra.org/dungeon-world/

BOND

✦ Version 10.08.25

Ranger Stat

Score

Mod

Highlight

STR DEX

NAME

LEVEL

You start with these moves

……Survivalist

When you Discern Realities you may also ask “Where is the nearest fresh food and water?”

Hunt and Track (Wis)

You can use any two weapons you can hold at once. When you deal damage you deal both weapon’s damage, added together.

When you Discern Realities you can also ask “What creatures passed by here recently?” and follow the trails of those creatures. When you follow a trail of clues left behind by passing creatures, roll+Wis. 7-9

10+

Choose 1

Choose 2

Follow the creature’s trail until there’s 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

WIS

……Dual Wield

……Camouflage

When you Pull a Stunt in natural surroundings you may also choose “disappear into the terrain.”

……Sharpshooter

When using a bow you may make one of your Hack and Slash choices from the Pull a Stunt list instead.

……Animal Companion

You always have an animal hireling one level lower than you. You take +1 when Ordering it.

……Elf

When you gain a level from 6-10, choose from these moves or the level 2-5 moves.

……Human

You use get the Cleric’s Dutiful Prayer and Cast a Spell moves. Count your Cleric level starting at this level.

When you gain a level from 2-5, choose from these moves.

When you Hunt and Track, you always choose one more (even on a failure you choose one).

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?”

……Wild Empathy

CHA

/ d8

Hunter’s Eye

CON INT

HP

You can Parlay with animals.

……Familiar Prey

When you Spout Lore about a monster you use Wis instead of Int.

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

……Chaotic Good

LOOK

ALIGNMENT

When you free someone from literal or figurative bonds mark XP.

……Superior Tracking ……Monster Tamer

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. It’s also one level higher than you instead of one lower.

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.

……Good

……Neutral

www.latorra.org/dungeon-world/

BOND

GEAR

You start with 8 gold.

When you guide someone through a dangerous area mark XP. When you help or defend an animal mark XP.

……Natural Spells

✦ Version 10.08.25

Thief Stat

Score

NAME Mod

Highlight

STR DEX

LEVEL

You start with these moves

INT WIS

Trap Expert (Dex)

When you walk into a dangerous area, roll+Dex. Spend your hold as you walk through the area to ask these questions. 7-9

10+

Hold 1

Hold 3

……One With Shadows

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?

……Quick Learner

When you sneak around, pick locks, or lie through your teeth, roll+Dex. 7-9

10+

Choose 1

Choose 3

Choose a racial move

……Good

Your small size makes you hard to hit. You get +1 Armor. It’s 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+.

ALIGNMENT

When you defeat someone stronger than you mark XP.

When you have a while and nobody’s watching, you can produce one mundane item from somewhere.

……Life of the Party

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.

……Opportunist

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.

Choose at least one statement and fill in the name of one of your companions. I stole something from _______________ and they don’t know it. I stole something from _______________ and they found me out. _______________ knows incriminating details about me. _______________ and I have a long con running.

……Neutral ……Evil

www.latorra.org/dungeon-world/

BOND

GEAR

You start with 11 gold.

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

……Evasion

When your quick reflexes come to your aid you use Dex to Defy Danger instead of Con.

……Flexible Morals

……Halfling

LOOK

When you Spout Lore about written words, you can also select “What’s the gist of it?” as one of your choices, even if you don’t speak the language.

……Light Fingers

You succeed at the thing you were trying to do You don’t give yourself away or arouse suspicion doing it You don’t expose yourself to harm or danger It only takes a moment to do.

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

……Backstab

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.

……Human

CHA

/ d6

When you gain a level from 2-10, choose from these moves.

Thief Skills (Dex)

CON

HP

✦ Version 10.08.25

Wizard Stat

STR

Score

Mod

Highlight

NAME

LEVEL

You start with these moves

CON INT

……Mage Sight

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

7-9

10+

Choose 1

Choose 2

You can ignore the first time a spell is forgotten. You have essentially memorized each spell twice.

……Fount of Knowledge

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

……Elf

……Human

CHA

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.

……Prodigy

You cast spells as if you were one level higher.

LOOK

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

……Good

ALIGNMENT

When you cast a spell that benefits someone else mark XP.

When you Spout Lore you get to ask one more question (even on a failed roll you get to ask one).

……Lost In Thought

When you fail to Discern Realities you mark XP.

……Often Right

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.

……Expanded Spellbook

You learn a new spell from any class.

……Lecture

When you include a fact you learned from Spout Lore (even as a tangent) you can use Int instead of Cha to Parley.

……Familiar

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.

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.

……Neutral ……Evil

www.latorra.org/dungeon-world/

BOND

GEAR

You start with 4 gold.

When you discover something about a magical mystery mark XP. When you use magic to bind or control others mark XP.

……Specialist

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.

……Eidetic Memory

When you release a spell you prepared, roll+Int.

Choose one cleric spell, you can cast it as if it was a wizard spell.

WIS

/ d4

You use Int to Discern Realities instead of Wis.

Prepare Spells

Cast A Spell (Int)

DEX

HP

✦ Version 10.08.25

Cleric Spells

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 1 Spells Bless

Level 1 An ally takes +1 forward.

Cure Light Wounds

Level 1 Heal an ally of 1d8 damage.

Command Undead

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

Detect Evil

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

Detect Magic

Level 1 The next time you Discern Realities, you can also ask “Who’s magic is at work here?” Take +1 forward to Discern Realities.

Inflict Light Wounds Level 1, Damaging Deal 1d10 damage.

Magic Weapon

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.

Sanctuary

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.

Speak With Dead

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 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

Bear’s Endurance

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.

Bull’s Strength

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.

Cure Moderate Wounds Level 3 Heal an ally of 2d8 damage.

Inflict Moderate Wounds Level 3, Damaging Deal 2d8 damage.

Protection From Evil

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.

Shield

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.

Level 5 Spells Commune

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

Cure Critical Wounds Level 5 Heal an ally of 3d8 damage.

Divination

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.

Speak With The Unliving

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.

Tongues

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

True Seeing

Level 5 The next time you Discern Realities you may ask any questions you like, they don’t have to be from the list.

Wizard Spells

When you Prepare spells you fit a few spells into your brain. You can prepare any spells you know, as long as they’re 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

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.

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.

Daze

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

Detect Magic

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?”

Telepathy

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

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.

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.

Fireball

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.

Mimic

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 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.

Contact Other Plane

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

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 3, Enchantment Up to four creatures of lower level than you, or one creature of your own level, are put to sleep.

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 target’s stats by 1 ✦✦Decrease one of the target’s stats by 1 ✦✦Give the target one use of one of your moves or one of your allies’ moves.

Summon Lesser Monster

Summon Monster

Mirror Image

Level 3, Illusion The next 1d4 attacks against you deal no damage.

Sleep

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 monster’s plane appears

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

The items below are generally available. You don’t 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 that’s not on this list, you’re probably Buying Something Special.

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

Fine Bow Ranged, Damage 1d8, Precise, Requires Ranger or Thief, Cost 2 Hunter’s 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

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

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

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

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

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

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

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

Feast Fancy Food, Expendable 1, Cost 1

Tag Glossary

Armor - The item subtracts this amount each time the wearer takes damage. If it has a plus it adds to other armor. Cost - The item’s cost, in gold. Damage - The item deals the listed damage Expendable - The item can be used this many times, then it’s 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 can’t use it in combat.

GM Rules

GM, this is what you do. You’ll 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.

Agenda

When you sit down at the table, these are the things you’re going to do. ✦✦Make the world fantastical ✦✦Make the players’ characters’ lives not boring ✦✦Play to find out what happens

Principles

The principles are ways that you achieve your agenda. These are things that you do all the time, you can’t give up on any of them.

✦✦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

Moves

Moves are what you do when the players fail a roll, or when they hand you an opportunity. Unlike the players, you don’t 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.

✦✦Take away their stuff ✦✦Split them up ✦✦Introduce a monster or NPC ✦✦Roll on a random table ✦✦Make the monster’s 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)

Character Creation

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

Roll or Choose Stats

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.

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.

Figure Out Modifiers

Next you need to figure out the modifiers for your stats. From now on only the modifiers matter, you won’t actually use the raw scores much. Stat

Modifier