Dungeon World DM Screen

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Dungeon World GM Screen Inserts by Robert J. Finamore is licensed under the Creative Commons Attribution 3.0 Unported License.

Rules content from Dungeon World by Sage Kobold Productions


March 4, 2013

DM AGENDA
Portray a fantastic world
Fill the characters lives with adventure
Play to find out what happens

DM PRINCIPLES
Draw maps, leave blanks
Address the characters, not the players
Embrace the fantastic
Make a move that follows
Never speak the name of your move
Give every monster life
Name every person
Ask questions and use the answers
Be a fan of the characters
Think dangerous
Begin and end with the fiction
Think offscreen, too
DM MOVES

Use a monster, danger, or location move


Reveal an unwelcome truth
Show signs of an approaching threat
Deal damage
Use up their resources
Turn their move back on them
Separate them
Give an opportunity that fits a class abilities
Show a downside to their class, race, or equipment
Offer an opportunity, with or without cost
Put someone in a spot
Tell them the requirements or consequences and ask

WHEN TO MAKE A MOVE


When everyone looks to you to find out what happens
When the players give you a Golden Opportunity
When they roll a 6After every move you make, always ask What do you
do?

DUNGEON MOVES
Change the environment
Point to a looming threat
Introduce a new faction or type of creature
Use a threat from an existing faction or type of
creature
Make them backtrack
Present riches at a price
Present a challenge to one of the characters

BASIC MOVES
HACK AND SLASH
When you attack an enemy in melee, roll+STR. On a 10+ you
deal your damage to the enemy and avoid their attack. At
your option, you may choose to do +1d6 damage but expose
yourself to the enemys attack. On a 79, you deal your
damage to the enemy and the enemy makes an attack
against you.
VOLLEY
When you take aim and shoot at an enemy at range,
roll+DEX. On a 10+ you have a clear shotdeal your
damage. On a 79, choose one (whichever you choose you
deal your damage):
You have to move to get the shot placing you in danger
of the GMs choice
You have to take what you can get: -1d6 damage
You have to take several shots, reduce your ammo by 1.
DEFY DANGER
When you act despite an imminent threat or suffer a
calamity, say how you deal with it and roll. If you do it
by powering through, + STR
by getting out of the way or acting fast, + DEX
by enduring, +CON
with quick thinking, +INT
through mental fortitude, +WIS
using charm and social grace, +CHA
On a 10+, you do what you set out to, the threat doesnt
come to bear. On a 79, you stumble, hesitate, or flinch: the
GM will offer you a worse outcome, hard bargain, or ugly
choice.

DEFEND
When you stand in defense of a person, item, or location
under attack, roll+CON. On a 10+, hold 3. On a 79, hold 1.
So long as you stand in defense, when you or the thing you
defend is attacked you may spend hold, 1 for 1, to choose an
option:
Redirect an attack from the thing you defend to you
Halve the attacks effect or damage
Open up the attacker to an ally giving that ally +1
forward against the attacker
Deal damage to the equal to your level
AID OR INTERFERE
When you help or hinder someone you have a bond with,
roll+Bond with them. On a 10+ they take +1 or -2, your
choice. On a 79 you also expose yourself to danger,
retribution, or cost.
SPOUT LORE
When you consult your accumulated knowledge about
something, roll+INT. On a 10+ the GM will tell you
something interesting and useful about the subject relevant
to your situation. On a 79 the GM will only tell you
something interestingits on you to make it useful. The
GM might ask you How do you know this? Tell them the
truth, now.
DISCERN REALITIES
When you closely study a situation or person, roll+WIS. On
a 10+ ask the GM 3 questions from the list below. On a 79
ask 1. Take +1 forward when acting on the answers.
What happened here recently?
What is about to happen?
What should I be on the lookout for?
What here is useful or valuable to me?
Whos really in control here?
What here is not what it appears to be?
PARLEY
When you you have leverage on a GM character and
manipulate them, roll+CHA. Leverage is something they
need or want. On a hit they ask you for something and do it
if you make them a promise first. On a 79, they need some
concrete assurance of your promise, right now.

SPECIAL MOVES
LAST BREATH
When youre dying you catch a glimpse of what lies beyond the
Black Gates of Deaths Kingdom (the GM will describe it).
Then roll (just roll, +nothingyeah, Death doesnt care how
tough or cool you are). On a 10+ youve cheated deathyoure
in a bad spot but youre still alive. On a 79 Death will offer you
a bargain. Take it and stabilize or refuse and pass beyond the
Black Gates into whatever fate awaits you. On a miss, your fate
is sealed. Youre marked as Deaths own and youll cross the
threshold soon. The GM will tell you when.

ENCUMBRANCE
When you make a move while carrying weight up to or equal to
Load, youre fine. When you make a move while carrying
weight equal to load+1 or load+2, you take -1. When you make
a move while carrying greater than load+2, you have a choice:
drop at least 1 weight and roll at -1, or automatically fail.

MAKE CAMP
When you settle in to rest consume a ration. If youre
somewhere dangerous decide the watch order as well. If you
have enough XP you may Level Up. When you wake from at
least a few uninterrupted hours of sleep heal damage equal to
half your max HP.

TAKE WATCH
When you youre on watch and something approaches the
camp roll+WIS. On a 10+ youre able to wake the camp and
prepare a response, the camp takes +1 forward. On a 79 you
react just a moment too late; the camp is awake but hasnt had
time to prepare. You have weapons and armor but little else.
On a miss whatever lurks outside the campfires light has the
drop on you.

CAROUSE
When you return triumphant and throw a big party, spend 100
coin and roll + extra 100s of coin spent. On a 10+ choose 3. On
a 79 choose 1. On a miss, you still choose one, but things get
really out of hand.
You befriend a useful NPC
You hear rumors of an opportunity
You gain useful information
You are not entangled, ensorcelled, or tricked

UNDERTAKE A PERILOUS JOURNEY

OUTSTANDING WARRANTS

When you travel through hostile territory, choose one member


of the party to act as trailblazer, one to scout ahead, and one to
be quartermaster (the same character cannot have two jobs). If
you dont have enough party members or choose not to assign a
job, treat that job as if it had rolled a 6. Each character with a
job rolls+WIS. On a 10+ the quartermaster reduces the number
of rations required by one. On a 10+ the trailblazer reduces the
amount of time it takes to reach your destination (the GM will
say by how much). On a 10+ the scout will spot any trouble
quick enough to let you get the drop on it. On a 79 each role
performs their job as expected: the normal number of rations
are consumed, the journey takes about as long as expected, no
one gets the drop on you but you dont get the drop on them.

When you return to a civilized place in which youve caused


trouble before, roll+CHA. On a hit, word has spread of your
deeds and everyone recognizes you. On a 79, that, and, the
GM chooses a complication:
The local constabulary has a warrant out for your arrest
Someone has put a price on your head
Someone important to you has been put in a bad spot as a
result of your actions

SUPPLY
When you go to buy something with gold on hand, if its
something readily available in the settlement youre in, you can
buy it at market price. If its something special, beyond whats
usually available here, or non-mundane, roll+CHA. On a 10+
you find what youre looking for at a fair price. On a 79 youll
have to pay more or settle for something similar.

RECOVER
When you do nothing but rest in comfort and safety after a day
of rest you recover all your HP. After three days of rest you
remove one debility of your choice. If youre under the care of a
healer (magical or otherwise) you heal a debility for every two
days of rest instead.

RECRUIT
When you put out word that youre looking to hire help, roll. If
you make it known
that your pay is generous, take +1
what youre setting out to do, take +1
that theyll get a share of whatever you find, take +1
If you have a useful reputation around these parts take an
additional +1. On a 10+ youve got your pick of a number of
skilled applicants, your choice who you hire, no penalty for not
taking them along. On a 79 youll have to settle for someone
close or turn them away. On a miss someone influential and illsuited declares theyd like to come along (a foolhardy youth, a
loose-cannon, or a veiled enemy, for example), bring them and
take the consequences or turn them away. If you turn away
applicants you take -1 forward to Recruit.

BOLSTER
When you spend your leisure time in study, meditation, or hard
practice, you gain preparation. If you prepare for a week or two,
1 preparation. If you prepare for a month or longer, 3
preparation. When your preparation pays off spend 1
preparation for +1 to any roll. You can only spend one
preparation per roll.

LEVEL UP
When you have downtime (hours or days) and XP equal to (or
greater than) your current level + 7, subtract your current level
+7 from your XP, increase your level by 1, and choose a new
advanced move from your class. If you are the wizard, you also
get to add a new spell to your spellbook.
Choose one of your stats and increase it by 1 (this may change
your modifier). Changing your Constitution increases your
maximum and current HP. Ability scores cant exceed 18.

END OF SESSION
When you reach the end of a session, choose one your bonds
that you feel is resolved (completely explored, no longer
relevant, or otherwise). Ask the player of the character you have
the bond with if they agree. If they do, mark XP and write a
new bond with whomever you wish.
Once bonds have been updated look at your alignment. If you
fulfilled that alignment at least once this session, mark XP.
Then answer these three questions as a group:
Did we learn something new and important about the
world?
Did we overcome a notable monster or enemy?
Did we loot a memorable treasure?
For each yes answer everyone marks XP.

ORDER HIRELINGS

GENERAL EQUIPMENT TAGS

WEAPON TAGS

Hirelings do what you tell them to, so long as it isnt


obviously dangerous, degrading, or stupid, and their cost
is met. When a hireling find themselves in a dangerous,
degrading, or just flat-out crazy situation due to your
orders roll+loyalty. On a 10+ they stand firm and carry
out the order. On a 79 they do it for now, but come
back with serious demands later. Meet them or the
hireling quits on the worst terms.

Applied: Its only useful when carefully applied to a

n Ammo: It counts as ammunition for appropriate

person or to something they eat or drink.


Awkward: Its unwieldy and tough to use.
+Bonus: It modifies your effectiveness in a specified
situation. It might be +1 forward to spout lore or -1
ongoing to hack and slash.
n coins: How much it costs to buy, normally. If the cost
includes -Charisma a little negotiation subtracts the
hagglers Charisma score (not modifier) from the price.
Dangerous: Its easy to get in trouble with it. If you
interact with it without proper precautions the GM may
freely invoke the consequences of your foolish actions.
Ration: Its edible, more or less.
Requires: Its only useful to certain people. If you dont
meet the requirements it works poorly, if at all.
Slow: It takes minutes or more to use.
Touch: Its used by touching it to the targets skin.
Two-handed: It takes two hands to use it effectively.
n weight: Count the listed amount against your Load.
Something with no listed weight isnt designed to be
carried. 100 coins in standard denominations is 1
weight. The same value in gems or fine art may be
lighter or heavier.
Worn: To use it, you have to be wearing it.
n Uses: It can only be used n times.

ranged weapons. The number indicated does not


represent individual arrows or sling stones, but
represents what you have left on hand.
Forceful: It can knock someone back a pace, maybe even
off their feet.
+n Damage: It is particularly harmful to your enemies.
When you deal damage, you add n to it.
Ignores Armor: Dont subtract armor from the damage
taken.
Messy: It does damage in a particularly destructive way,
ripping people and things apart.
n Piercing: It goes right through armor. When you deal
damage with n piercing, you subtract n from the
enemys armor for that attack.
Precise: It rewards careful strikes. You use DEX to hack
and slash with this weapon, not STR.
Reload: After you attack with it, it takes more than a
moment to reset for another attack.
Stun: When you attack with it, it does stun damage
instead of normal damage.
Thrown: Throw it at someone to hurt them. If you volley
with this weapon, you cant choose to mark off ammo
on a 79; once you throw it, its gone until you can
recover it.

ARMOR TAGS

Close: Its useful for attacking something at arms reach

MONSTER TAGS
Amorphous: Its anatomy and organs are bizarre and
unnatural.

Cautious: It prizes survival over aggression.


Construct: It was made, not born
Devious: Its main danger lies beyond the simple clash of
battle.

Hoarder: It almost certainly has treasure.


Intelligent: Its smart enough that some individuals pick
up other skills. The GM can adapt the monster by
adding tags to reflect specific training, like a mage.
Magical: It is by nature magical through and through.
Organized: It has a group structure that aids it in
survival. Defeating one may cause the wrath of others.
One may sound an alarm.
Planar: Its from beyond this world
Stealthy: It can avoid detection and prefers to attack with
the element of surprise.
Terrifying: Its presence and appearance evoke fear.
ORGANIZATION TAGS
Group: Usually seen in small numbers, 36 or so.
Horde: Where theres one, theres more. A lot more.
Solitary: It lives and fights alone.
SIZE TAGS
Huge: Its as big as a small house or larger.
Large: Its much bigger than a human, about as big as a
cart.
Small: Its about halfling size.
Tiny: Its much smaller than a halfling.

n Armor: It protects you from harm and absorbs


damage. When you take damage, subtract your armor
from the total. If you have more than one item with n
Armor, only the highest value counts.
+n Armor: It protects you and stacks with other armor.
Add its value to your total armor.
Clumsy: Its tough to move around with. -1 ongoing
while using it. This penalty is cumulative.

RANGE TAGS
plus a foot or two.

Far: Its useful for attacking something in shouting


distance.
Hand: Its useful for attacking something within your
reach, no further.
Near: Its useful for attacking if you can see the whites of
their eyes.
Reach: Its useful for attacking something thats several
feet awaymaybe as far as ten.

DAMAGE
OTHER SOURCES OF DAMAGE
It threatens bruises and scrapes at worst: d4 damage
Its likely to spill some blood, but nothing horrendous:
d6 damage
It might break some bones: d8 damage
It could kill a common person: d10 damage
Add the ignores armor tag if the source of the damage is
particularly large or if the damage comes from magic or
poison.
CIRCUMSTANTIAL ARMOR
Temporary or circumstantial armor works the same way
as armor that you wear: 1 armor for partial cover, 2
armor for major cover.
DAMAGE FROM MULTIPLE CREATURES
If multiple creatures attack at once roll the highest
damage among them and add +1 damage for each
monster beyond the first.
STUN DAMAGE
Stun damage is non-lethal damage. A PC who takes stun
damage is defying danger to do anything at all, the
danger being youre stunned. This lasts as long as
makes sense in the fictionyoure stunned until you can
get a chance to clear your head or fix whatever stunned
you. A GM character that takes stun damage doesnt
count it against their HP but will act accordingly,
staggering around for a few seconds, fumbling blindly,
etc.
BEST AND WORST
Some monsters and moves have you roll damage
multiple times and take the best or worst result. In this
case roll as normal but only apply the best (or worst)
result.
If a monster rolls its d6 damage twice and takes the best
result its written b[2d6]. The b[] means best. Likewise,
w[] means worst, so w[3d10] means roll a d10 for
damage three times and use the worst result.

DEBILITIES
Losing HP is a general thing, its getting tired, bruised,
cut, and so on. Some wounds are deeper though. These
are debilities.

Weak (STR): You cant exert much force. Maybe its just
fatigue and injury, or maybe your strength was drained
by magic.
Shaky (DEX): Youre unsteady on your feet and youve
got a shake in your hands.
Sick (CON): Something just isnt right inside. Maybe
youve got a disease or a wasting illness. Maybe you
just drank too much ale last night and its coming back
to haunt you.
Stunned (INT): That last knock to the head shook
something loose. Brain not work so good.
Confused (WIS): Ears ringing. Vision blurred. Youre
more than a little out of it.
Scarred (CHA): It may not be permanent, but for now
you dont look so good.
Not every attack inflicts a debilitytheyre most often
associated with magic, poison, or stranger things like a
vampire sucking your blood. Each debility is tied to an
ability and gives you -1 to that abilitys modifier. The
abilitys score is unaffected so you dont have to worry
about changing your maximum HP when youre sick.
You can only have each debility once. If youre already
Sick and something makes you Sick you just ignore it.

ABILITY SCORES
Score
13
45
68
912
1315
1617
18

Modifier
-3
-2
-1
0
+1
+2
+3

MONSTER TREASURE
Start with the monsters damage die, modified if the
monster is:
Hoarder: roll damage die twice, take higher result
Far from home: add at least one ration
Magical: some strange item, possibly magical (usable by
anyone with similar tastes)
Divine: a sign of a deity (or deities)
Planar: something not of this earth
Lord over others: +1d4 to the roll
Ancient and noteworthy: +1d4 to the roll
Roll monsters damage die plus any added dice:
1. A few coins, 2d8 or so
2. An item useful to the current situation
3. Several coins, about 4d10
4. A small item (gem, art) of considerable value, worth
as much as 2d1010 coins, 0 weight
5. Some minor magical trinket
6. Useful information (in the form of clues, notes, etc.)
7. A bag of coins, 1d4100 or thereabouts. 1 wt / 100.
8. A very valuable small item (gem, art) worth
2d6100, 0 weight
9. A chest of coins and other small valuables. 1 weight
but worth 3d6100 coins.
10. A magical item or magical effect
11. Many bags of coins for a total of 2d4100 or so
12. A sign of office (crown, banner) worth at least
3d4100 coins
13. A large art item worth 4d4100 coins, 1 weight
14. A unique item worth at least 5d4100 coins
15. All the information needed to learn a new spell and
roll again
16. A portal or secret path (or directions to one), and
roll again
17. Something relating to one of the characters and roll
again
18. A hoard: 1d101000 coins and 1d1010 gems worth
2d6100 each

EQUIPMENT AND SERVICES


RANGED WEAPONS
Crossbow
near, +1 damage, reload, 35 coins, 3 weight
Fine Bow
near, far, 60 coins, 2 weight
near, far, 100 coins, 1 weight
Hunters Bow
Ragged Bow
near, 15 coins, 2 weight
3 ammo, 1 coin, 1 weight
Bundle of Arrows
Elven Arrows
4 ammo, 20 coins, 1 weight
MELEE WEAPONS
Club, Shillelagh
close, 1 coin, 2 weight
Dagger, Shiv, Knife
hand, 2 coins, 1 weight
close, 1 piercing, precise, 50 coins, 2 weight
Dueling Rapier
Halberd
reach, +1 damage, 2-handed, 9 coins, 2 weight
Long Sword, BattleAxe, Flail close, +1 damage, 15 coins, 2 wt
Rapier
close, precise, 25 coins, 1 weight
Short Sword, Axe, Warhammer, Mace
close, 8 coins, 1 wt
reach, thrown, near, 5 coins, 1 weight
Spear
Staff
close, two-handed, 1 coin, 1 weight
thrown, near, 1 coin, 0 weight
Throwing Dagger

ARMOR
Leather, Chainmail
1 armor, worn, 10 coins, 1 weight
3 armor, worn, clumsy, 350 coins, 4 weight
Plate
Scale Mail
2 armor, worn, clumsy, 50 coins, 3 weight
+1 armor, 15 coins, 2 weight
Shield

GEAR
Adventuring Gear
Antitoxin
Bag of Books
Bandages
Dungeon Rations
Dwarven Hardtack
Elven Bread
Halfling Pipeleaf
Healing Potion
Keg of Dwarven Stout
Personal Feast
Poultices and Herbs

5 uses, 20 coins, 1 weight


10 coins, 0 weight
5 uses, 10 coins, 2 weight
3 uses, slow, 5 coins, 0 weight
Ration, 5 uses, 3 coins, 1 weight
Dwarf, Ration, 7 uses, 3 coins, 1 weight
Ration, 7 uses, 10 coins, 1 weight
6 uses, 5 coins, 0 weight
50 coins, 0 weight
10 coins, 4 weight
Ration, 1 use, 10 coins, 1 weight
2 uses, slow, 10 coins, 1 weight

POISONS
Oil of Tagit
Bloodweed
Goldenroot
Serpents Tears

Dangerous, applied, 15 coins, 0 weight


Dangerous, touch, 12 coins, 0 weight
Dangerous, applied, 20 coins, 0 weight
Dangerous, touch, 10 coins, 0 weight

SERVICES

BRIBES

A weeks stay at a peasant inn


14-Charisma coins
A weeks stay at a civilized inn
30-Charisma coins
43-Charisma coins
A weeks stay at the fanciest inn in town
A weeks unskilled mundane labor
10 coins
A months pay for enlistment in an army
30 coins
A custom item from a blacksmith
Base Item + 50 coins
A nights companionship
20-Charisma coins
An evening of song and dance
18-Charisma coins
Escort for a day along a bandit-infested road
20 coins
Escort for a day along a monster-infested road
54 coins
A run-of-the-mill killing
5 coins
120 coins
An assassination
Healing from a chirurgeon
5 coins
A months prayers for the departed
1 coin
Repairs to a mundane item
25% of the items cost

A peasant dowry
Protection for a small business
A government bribe
A compelling bribe
An offer you cant refuse

MEALS
A hearty meal for one
A poor meal for a family
A feast

1 coin
1 coin
15 coins per person

TRANSPORT
Cart and Donkey
Horse
Warhorse
Wagon
Barge
River boat
Merchant ship
War ship
Passage on a safe route
Passage on a tough route
Passage on a dangerous route

50 coins, load 20
75 coins, load 10
400 coins, load 12
150 coins, load 40
50 coins, load 15
150 coins, load 20
5,000 coins, load 200
20,000 coins, load 100
1 coin
10 coins
100 coins

LAND AND BUILDINGS


A hovel
A cottage
A house
A mansion
A keep
A castle
A grand castle
A months upkeep

20 coins
500 coins
2,500 coins
50,000 coins
75,000 coins
250,000 coins
1,000,000 coins
1% of the cost

20-Charisma coins
100-Charisma coins
50-Charisma coins
80-Charisma coins
500-Charisma coins

GIFTS AND FINERY


A peasant gift
A fine gift
A noble gift
A ring or cameo
Finery
A fine tapestry
A crown fit for a king

1 coin
55 coins
200 coins
75 coins
105 coins
350+ coins
5,000 coins

HOARDS
A goblins stash
A lizardmans trinkets
A priceless sword
An orc warchiefs tribute
A dragons mound of coins and gems

2 coins
5 coins
80 coins
250 coins
130,000 coins

CREATE HIRELING
Start with a number based on where the hireling was found.
Hirelings in villages start with 25. Town hirelings get 46.
Keep hirelings are 58. City hirelings are 610. Distribute
between loyalty, a main skill, and zero or more secondary skills.
Starting loyalty higher than 2 is unusual, as is starting loyalty
below 0. Choose a cost for the hireling and youre done.
A hirelings stats, especially their loyalty, may change during
play as a reflection of events. A particular kindness or bonus
from the players is worth +1 loyalty forward. Disrespect is -1
loyalty forward. If its been a while since their cost was last paid
they get -1 loyalty ongoing until their cost is met. A hireling's
loyalty may be permanently increased when they achieve some
great deed with the players. A significant failure or beating may
permanently lower the hirelings loyalty.

PROSPERITY
Dirt: Nothing for sale, nobody has more than they need (and
theyre lucky if they have that). Unskilled labor is cheap.
Poor: Only the bare necessities for sale. Weapons are scarce
unless the steading is heavily defended or militant. Unskilled
labor is readily available.
Moderate: Most mundane items are available. Some types of
skilled laborers.
Wealthy: Any mundane item can be found for sale. Most kinds
of skilled laborers are available, but demand is high for m.
Rich: Mundane items and more, if you know where to find
them. Specialist labor available, but at high prices.

DEFENSES
None: Clubs, torches, farming tools.
Militia: There are able-bodied men and women with worn
weapons ready to be called, but no standing force.

COSTS
The Thrill of Victory
Money
Uncovered Knowledge
Fame and Glory
Debauchery
Good Accomplished

SKILLS
Adept Arcane Assistance
Burglar Experimental Trap Disarming
Minstrel A Heros Welcome
Priest Ministry, First Aid
Protector Sentry, Intervene
Tracker Track, Guide
Warrior Man-at-arms

STEADING TAGS
POPULATION
Exodus: The steading has lost its population and is on the verge
of collapse.

Shrinking: The population is less than it once was. Buildings


stand empty.

Steady: The population is in line with the current size of the


steading. Some slow growth.

Growing: More people than there are buildings.


Booming: Resources are stretched thin trying to keep up with
the number of people.

Watch: There are a few watchers posted who look out for
trouble and settle small problems, but their main role is to
summon the militia.
Guard: There are armed defenders at all times with a total pool
of less than 100 (or equivalent). There is always at least one
armed patrol about the steading.
Garrison: There are armed defenders at all times with a total
pool of 100300 (or equivalent). There are multiple armed
patrols at all times.
Battalion: As many as 1,000 armed defenders (or equivalent).
The steading has manned maintained defenses as well.
Legion: The steading is defended by thousands of armed
soldiers (or equivalent). The steadings defenses are
intimidating.

OTHER TAGS
Arcane: Someone in town can cast arcane spells for a price.
This tends to draw more arcane casters, +1 to recruit when
you put out word youre looking for an adept.
Blight: The steading has a recurring problem, usually a type of
monster.
Craft: The steading is known for excellence in the listed craft.
Items of their chosen craft are more readily available here or
of higher quality than found elsewhere.
Divine: There is a major religious presence, maybe a cathedral
or monastery. They can heal and maybe even raise the dead
for a donation or resolution of a quest. Take +1 to recruit
priests here.

Dwarven: The steading is significantly or entirely dwarves.


Dwarven goods are more common and less expensive than
they typically are.
Elven: The steading is significantly or entirely elves. Elven
goods are more common and less expensive than they
typically are.
Enmity: The steading holds a grudge against the listed
steadings.
Exotic: There are goods and services available here that arent
available anywhere else nearby. List them.
Guild: The listed type of guild has a major presence (and
usually a fair amount of influence). If the guild is closely
associated with a type of hireling, +1 to recruit that type of
hireling.
History: Something important once happened here, choose one
and detail or make up your own: battle, miracle, myth,
romance, tragedy.
Lawless: Crime is rampant; authority is weak.
Market: Everyone comes here to trade. On any given day the
available items may be far beyond their prosperity. +1 to
supply.
Need: The steading has an acute or ongoing need for the listed
resource. That resource sells for considerably more.
Oath: The steading has sworn oaths to the listed steadings.
These oaths are generally of fealty or support, but may be
more specific.
Personage: Theres a notable person who makes their home
here. Give them a name and a short note on why theyre
notable.
Power: The steading holds sway of some type. Typically
political, divine, or arcane.
Religion: The listed deity is revered here.
Resource: The steading has easy access to the listed resource
(e.g., a spice, a type of ore, fish, grapes). That resource is
significantly cheaper.
Safe: Outside trouble doesnt come here until the players bring
it. Idyllic and often hidden, if the steading would lose or
degrade another beneficial tag get rid of safe instead.
Trade: The steading regularly trades with the listed steadings.

CREATE STEADING
MAKING A VILLAGE
By default a village is Poor, Steady, Militia, Resource (your
choice) and has an Oath to another steading of your choice. If
the village is part of a kingdom or empire choose one:
The village is somewhere naturally defended: Safe, -Defenses
The village has abundant resources that sustain it:
+Prosperity, Resource (your choice), Enmity (your choice)
The village is under the protection of another steading: Oath
(that steading), +Defenses
The village is on a major road: Trade (your choice),
+Prosperity
The village is built around a wizards tower: Personage (the
wizard), Blight (arcane creatures)
The village was built on the site of religious significance:
Divine, History (your choice)
Choose one problem:
The village is in arid or uncultivable land: Need (Food)
The village is dedicated to a deity: Religious (that deity),
Enmity (a settlement of another deity)
The village has recently fought a battle: -Population, Prosperity if they fought to the end, -Defenses if they lost.
The village has a monster problem: Blight (that monster),
Need (adventurers)
The village has absorbed another village: +Population,
Lawless
The village is remote or unwelcoming: -Prosperity, Dwarven
or Elven

MAKING A TOWN
By default a town is Moderate, Steady, Watch, and Trade (two
of your choice). If the town is listed as Trade by another
steading choose one:
The town is booming: Booming, Lawless
The town stands on a crossroads: Market, +Prosperity
The town is defended by another steading: Oath (that
steading), +Defenses
The town is built around a church: Power (Divine)
The town is built around a craft: Craft (your choice),
Resource (something required for that craft)
The town is built around a military post: +Defenses

Choose one problem:


The town has grown too big for an important supply (like
grain, wood, or stone): Need (that resource), Trade (a village
or town with that resource)
The town offers defense to others: Oath (your choice), Defenses
The town is notorious for an outlaw who is rumored to live
there: Personage (the outlaw), Enmity (where the crimes
were committed)
The town has cornered the market on a good or service:
Exotic (that good or service), Enmity (a settlement with
ambition)
The town has a disease: -Population
The town is a popular meeting place: +Population, Lawless

MAKING A KEEP
By default a keep is Poor, Shrinking, Guard, Need (Supplies),
Trade (someplace with supplies), Oath (your choice). If the
keep is owed fealty by at least one settlement choose one:
The keep belongs to a noble family: +Prosperity, Power
(Political)
The keep is run by a skilled commander: Personage (the
commander), +Defenses
The keep stands watch over a trade road: +Prosperity, Guild
(trade)
The keep is used to train special troops: Arcane, -Population
The keep is surrounded by fertile land: remove Need
(Supplies)
The keep stands on a border: +Defenses, Enmity (steading on
the other side of the border)
Choose one problem
The keep is built on a naturally defensible position: Safe, Population
The keep was a conquest from another power: Enmity
(steadings of that power)
The keep is a safe haven for brigands: Lawless
The keep was built to defend from a specific threat: Blight
(that threat)
The keep has seen horrible bloody war: History (Battle),
Blight (Restless Spirits)
The keep is given the worst of the worst: Need (Skilled
Recruits)

MAKING A CITY
By default a city is Moderate, Steady, Guard, Market, and Guild
(one of your choice). It also has Oaths with at least two other
steadings, usually a town and a keep. If the city has trade with at
least one steading and fealty from at least one steading choose
one:
The city has permanent defenses, like walls: +Defenses, Oath
(your choice)
The city is ruled by a single individual: Personage (the ruler),
Power (Political)
The city is diverse: Dwarven or Elven or both
The city is a trade hub: Trade (every steading nearby),
+Prosperity
The city is ancient, built on top of its own ruins: History
(your choice), Divine
The city is a center of learning: Arcane, Craft (your choice),
Power (Arcane)
Choose one problem:
The city has outgrown its resources: +Population, Need
(food)
The city has designs on nearby territory: Enmity (nearby
steadings), +Defenses
The city is ruled by a theocracy: -Defenses, Power (Divine)
The city is ruled by the people: -Defenses, +Population
The city has supernatural defenses: +Defenses, Blight (related
supernatural creatures)
The city lies on a place of power: Arcane, Personage
(whoever watches the place of power), Blight (arcane
creatures)

STEADING NAMES
Graybark, Nooks Crossing, Tanners Ford, Goldenfield,
Barrowbridge, Rum River, Brindenburg, Shambles,
Covaner, Enfield, Crystal Falls, Castle Daunting, Nultys
Harbor, Castonshire, Cornwood, Irongate, Mayhill, Pigton,
Crosses, Battlemoore, Torsea, Curland, Snowcalm, Seawall,
Varlosh, Terminum, Avonia, Bucksburg, Settledown,
Goblinjaw, Hammerford, Pit, The Gray Fast, Ennet Bend,
Harrisons Hold, Fortress Andwynne, Blackstone

STEADING EVOLUTION
GROWTH
When a village or town is booming and its prosperity is above
moderate you may reduce prosperity and defenses to move to the next
largest type. New towns immediately gain market and new cities
immediately gain guild (your choice).

AID

WHAT IS IT KNOWN FOR? (CHOOSE ALL THAT APPLY)

When a steading has oaths to a steading under attack that steading


may take -defenses to give the steading under attack +defenses.

OPPORTUNITY

When a steadings population is in exodus and its prosperity is


poor or less it shrinks. A city becomes a town with a steady population
and +prosperity. A keep becomes a town with +defenses and a steady
population. A town becomes a village with steady population and
+prosperity. A village becomes a ghost town.

When a steading has enmity against a weaker steading they may


attack. Subtract the distance (in rations) between the steadings from the
steading with enmitys defenses. If the result is greater than the other
steadings defenses +defense for each step of size difference (village to
town, town to keep, keep to city) they definitely attack. Otherwise its
your call: has anything happened recently to stoke their anger? The
forces of the attacker embattle the defender, while they maintain the
attack theyre -defenses.

WANT

CLASH

COLLAPSE

When a steading has a need that is not fulfilled (through trade,


capture, or otherwise) that steading is in want. It gets either -prosperity,
-population, or loses a tag based on that resource like craft or trade,
your choice.

CAPTURE
When control of a resource changes remove that resource from the
tags of the previous owner and add it to the tags of the new owner (if
applicable). If the previous owner has a craft or trade based on that
resource they now have need (that resource). If the new owner had a
need for that resource, remove it.

PROFIT
When a steading has more trade than its current prosperity it gets
+prosperity.

SURPLUS
When a steading has a resource that another steading needs unless
enmity or other diplomatic reasons prevent it they set up trade. The
steading with the resource gets +prosperity and their choice of oaths,
+population, or +defenses; the steading with the need erases that need
and adds trade.

EMBATTLED
When a steading is surrounded by enemy forces it suffers losses. If it
fights back with force it gets -defenses. If its new defenses are watch or
less it also gets -prosperity. If it instead tries to wait out the attack it gets
-population. If its new population is shrinking or less it loses a tag of
your choice. If the steadings defenses outclass the attackers (your call if
its not clear, or make it part of an adventure front) the steading is no
longer surrounded.

WHAT IS ITS MOST COMMON FORM OF ATTACK?

Answer the following questions. When youre finished your monster


may have only one move. If this is the case and you plan on using the
monster often, give it another 12 moves of your choice. These moves
often describe secondary modes of attack, other uses for a primary
mode of attack, or connections to a certain place in the world.

Note it along with the creatures damage. Common answers include: a


type of weapon, claws, a specific spell. Then answer these questions
about it:
Its armaments are vicious and obvious: +2 damage
It lets the monster keep others at bay: reach
Its armaments are small and weak: reduce its damage die size by one
Its armaments can slice or pierce metal: messy, +1 piercing or +3
piercing if it can just tear metal apart
Armor doesnt help with the damage it deals (due to magic, size,
etc.): ignores Armor
It usually attacks at range (with arrows, spells, or other projectiles):
near or far or both (your call)

WHAT IS IT KNOWN TO DO?

WHICH OF THESE DESCRIBE IT? (CHOOSE ALL THAT APPLY)

Write a monster move describing what it does.

It isnt dangerous because of the wounds it inflicts, but for other


reasons: devious, reduce its damage die size by one, write a move
about why its dangerous
It organizes into larger groups that it can call on for support:
organized, write a move about calling on others for help
Its as smart as a human or thereabouts: intelligent
It actively defends itself with a shield or similar: cautious, +1 armor
It collects trinkets that humans would consider valuable (gold, gems,
secrets): hoarder
Its from beyond this world: planar, write a move about using its
otherworldly knowledge and power
Its kept alive by something beyond simple biology: +4 HP
It was made by someone: construct, give it a special quality or two
about its construction or purpose
Its appearance is disturbing, terrible, or horrible: terrifying, write a
special quality about why its so horrendous
It doesnt have organs or discernible anatomy: amorphous, +1
armor, +3 HP
It (or its species) is ancientolder than man, elves, and dwarves:
increase its damage die size by one
It abhors violence: roll damage twice and take the worst result

When two steadings both attack each other their forces meet
somewhere between them and fight. If theyre evenly matched they
both get -defenses and their troops return home. If one has the
advantage they take -defenses while the other takes -2 defenses.

TRADE
When trade is blocked because the source of that trade is gone, the
route is endangered, or political reasons, the steading has a choice: gain
need (a traded good) or take -prosperity.

Unrelenting strength: +2 damage, forceful


Skill in offense: roll damage twice and take the better roll
Skill in defense: +1 armor
Deft strikes: +1 piercing
Uncanny endurance: +4 HP
Deceit and trickery: stealthy, write a move about dirty tricks
A useful adaptation like being amphibious or having wings: add a
special quality for the adaptation
The favor of the gods: divine, +2 damage or +2 HP or both (your
call)
Spells and magic: magical, write a move about its spells

CREATE MONSTER

WHAT DOES IT WANT THAT CAUSES PROBLEMS FOR OTHERS?


This is its instinct. Write it as an intended action.

HOW DOES IT USUALLY HUNT OR FIGHT?


In large groups: horde, d6 damage, 3 HP
In small groups, about 25: group, d8 damage, 6 HP
All by its lonesome: solitary, d10 damage, 12 HP

HOW BIG IS IT?

Smaller than a house cat: tiny, hand, -2 damage


Halfling-esque: small, close
About human size: close
As big as a cart: large, close, reach, +4 HP, +1 damage
Much larger than a cart: huge, reach, +8 HP, +3 damage

WHAT IS ITS MOST IMPORTANT DEFENSE?

Cloth or flesh: 0 armor


Leathers or thick hide: 1 armor
Mail or scales: 2 armor
Plate or bone: 3 armor
Permanent magical protection: 4 armor, magical

INSTANT NPCS
100 INSTINCTS
1. To avenge
2. To spread the good word
3. To reunite with a loved one
4. To make money
5. To make amends
6. To explore a mysterious place
7. To uncover a hidden truth
8. To locate a lost thing
9. To kill a hated foe
10. To conquer a faraway land
11. To cure an illness
12. To craft a masterwork
13. To survive just one more day
14. To earn affection
15. To prove a point
16. To be smarter, faster and stronger
17. To heal an old wound
18. To extinguish an evil forever
19. To hide from a shameful fact
20. To evangelize
21. To spread suffering
22. To prove worth
23. To rise in rank
24. To be praised
25. To discover the truth
26. To make good on a bet
27. To get out of an obligation
28. To convince someone to do their
dirty work
29. To steal something valuable
30. To overcome a bad habit
31. To commit an atrocity
32. To earn renown
33. To accumulate power
34. To save someone from a
monstrosity
35. To teach
36. To settle down
37. To get just one more haul
38. To preserve the law
39. To discover
40. To devour
41. To restore the family name
42. To live a quiet life

43.
44.
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81.
82.
83.
84.
85.
86.
87.
88.

To help others
To atone
To prove their worth
To gain honor
To expand their land
To gain a title
To retreat from society
To escape
To party
To return home
To serve
To reclaim what was taken
To do what must be done
To be a champion
To avoid notice
To help a family member
To perfect a skill
To travel
To overcome a disadvantage
To play the game
To establish a dynasty
To improve the realm
To retire
To recover a lost memory
To battle
To become a terror to criminals
To raise dragons
To live up to expectations
To become someone else
To do what cant be done
To be remembered in song
To be forgotten
To find true love
To lose their mind
To indulge
To make the best of it
To find the one
To destroy an artifact
To show them all
To bring about unending summer
To fly
To find the six-fingered man
To wake the ancient sleepers
To entertain
To follow an order
To die gloriously

89.
90.
91.
92.
93.
94.
95.
96.
97.
98.
99.
100.

To be careful
To show kindness
To not screw it all up
To uncover the past
To go where no man has gone
before
To do good
To become a beast
To spill blood
To live forever
To hunt the most dangerous game
To hate
To run away

100 KNACKS
1. Criminal connections
2. Muscle
3. Skill with a specific weapon
4. Hedge wizardry
5. Comprehensive local knowledge
6. Noble blood
7. A one-of-a-kind item
8. Special destiny
9. Unique perspective
10. Hidden knowledge
11. Magical awareness
12. Abnormal parentage
13. Political leverage
14. A tie to a monster
15. A secret
16. True love
17. An innocent heart
18. A plan for the perfect crime
19. A one-way ticket to paradise
20. A mysterious ore
21. Money, money, money
22. Divine blessing
23. Immunity from the law
24. Prophecy
25. Secret martial arts techniques
26. A ring of power
27. A much-needed bag of taters
28. A heart
29. A fortified position
30. Lawmaking
31. Tongues
32. A discerning eye

33.
34.
35.
36.
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78.

Endurance
A safe place
Visions
A beautiful mind
A clear voice
Stunning looks
A catchy tune
Invention
Baking
Brewing
Smelting
Woodworking
Writing
Immunity to fire
Cooking
Storytelling
Ratcatching
Lying
Utter unremarkableness
Mind-bending sexiness
Undefinable coolness
A way with knots
Wheels of polished steel
A magic carpet
Endless ideas
Persistence
A stockpile of food
A hidden path
Piety
Resistance to disease
A library
A silver tongue
Bloodline
An innate spell
Balance
Souls
Speed
A sense of right and wrong
Certainty
An eye for detail
Heroic self-sacrifice
Sense of direction
A big idea
A hidden entrance to the city
The love of someone powerful
Unquestioning loyalty

79.
80.
81.
82.
83.
84.
85.
86.
87.
88.
89.
90.
91.
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93.
94.
95.
96.
97.
98.
99.
100.

Exotic fruit
Poison
Perfect memory
The language of birds
A key to an important door
Metalworking
Mysterious benefactors
Steely nerves
Bluffing
A trained wolf
A long-lost sibling, regained
An arrow with your name on it
A true name
Luck
Attention of supernatural powers
Kindness
Strange tattoos
A majestic beard
A book in a strange language
Power overwhelming
Delusions of grandeur
The wind at his back and a spring
in his step

NPC NAMES
Finbar, Hywn, One Eye, Alhoro, Arlon,
Yev, Slime, Jocat, Ewing, Lim, Poy, Milo,
Deryl, Medlyn, Astrafel, Daelwyn, Feliana,
Damarra, Sistranalle, Pendrell, Melliandre,
Dagoliir, Baldric, Leena, Dunwick,
Willem, Edwyn, Florian, Seraphine,
Quorra, Charlotte, Lily, Ramonde,
Cassandra, Durga, Aelfar, Gerda, Rurgosh,
Bjorn, Drummond, Helga, Siggrun, Freya,
Wesley, Brinton, Jon, Sara, Hawthorn,
Elise, Clarke, Lenore, Piotr, Dahlia,
Carmine, Hycorax, Ethanwe, Sinathel,
Demanor, Menoliir, Mithralan, Taeros,
Aegor, Tanner, Dunstan, Rose, Ivy,
Robard, Mab, Thistle, Puck, Anne, Serah,
Elana, Obelis, Herran, Syla, Andanna,
Siobhan, Aziz, Pelin, Sibel, Nils, Wei,
Ozruk, Surtur, Brunhilda, Annika, Janos,
Greta, Dim, Rundrig, Jarl, Xotoq, Elohiir,
Sharaseth, Hasrith, Shevaral, Cadeus,
Eldar, Kithracet, Thelian, Finnegan, Olive,
Randolph, Bartleby, Aubrey, Baldwin,
Becca, Hawke, Rudiger, Gregor, Brianne,
Walton

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