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Dungeon World By Sage LaTorra and Adam Koebel Version 10.08.25 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 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. 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. Printing At some point you’ll probably want to print this game. The best way to get ready for a session is to print: A few copies of the basic moves and special moves (double sided, basic on one side and special on the other) Two copies of each class sheet, single sided A few copies of the cleric and wizard spell sheets (double sided, cleric spells on one side and wizard on the other) A few copies of the equipment and name sheets (double sided, equipment on one side and names on the other) The GM rules, double sided to save paper 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.

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Page 1: Dungeon World

Dungeon World

By Sage LaTorra and Adam Koebel

Version 10.08.25

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 PlayersDungeon 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.

SettingThe 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.

CharactersThe 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 PlayThe 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.

PrintingAt some point you’ll probably want to print this game. The best way to get ready for a session is to print: ✦ A few copies of the basic moves and special moves (double sided, basic on one side and special on the other)

✦ Two copies of each class sheet, single sided ✦ A few copies of the cleric and wizard spell sheets (double sided, cleric spells on one side and wizard on the other)

✦ A few copies of the equipment and name sheets (double sided, equipment on one side and names on the other)

✦ The GM rules, double sided to save paper

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

ThanksDungeon 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.

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Basic MovesThe 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 InitiativeWhen 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 2Prevent one ally from taking damage this roundKill 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 beYou take no damage in the processDeal normal damage to an enemyNegate an enemy’s advantage (Move, armor, location, or other) for a round

Make a Stand (Con)When you stand steadfast against an enemy’s advances, roll+Con.

7-9 10+Choose 1 Choose 2Prevent the enemy from dealing damage this roundDeal normal damage to the enemyTake half damageThe enemy gives your or an ally an opportunityThe enemy ignores all others, attacking only you for the next roundYou 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 3Is 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?

Discern Realities (Wis)When you closely study a situation, roll+Wis. Take +1 forward when acting on the answers.

7-9 10+Ask 1 Ask 3What 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 3They are convinced of something you believe to be trueThey give you something valuable, either an object or informationThey do what you want them toThey defend youThe 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.

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Special MovesDefy Danger (Con)When you take damage from an enemy of higher level, or when an enemy inflicts something upon you, roll+Con. On a 10+, nothing else bad happens.

6- 7-9Choose 2 Choose 1You drop something valuableYou break something mundaneYou miss something importantYou lose your footingYou lose track of someone or something you were watchingIt’s worse than it seemed, take +2 damage

Order Hirelings (Cha)When you give a dangerous, degrading, or horrible order to a hireling, roll+Cha

7-9 10+Choose 1 Choose 3They do itThey don’t demand extra rewardThey don’t question your authorityThey don’t hold it against you or become disloyal

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 3You befriend a useful NPCBYOB, you spend less of your haul then expectedYou hear rumors of an adventure. Take +1 forward to your next Adventure Hook rollGain useful informationYou are not entangled, ensorcelled, or tricked

Undertake a Perilous Journey (Con)When you travel through hostile territory, roll+Con.

7-9 10+Choose 1 Your journey is uneventful.You’re running low on foodYou’re running low on adventuring suppliesYou’re badly fatigued and need restYou’ve lost your way or are separated from your companionsYou’ve encountered a monster that regards this territory as its own

Adventure Hook (Cha)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 2You get a useful map, a guide, or detailed instructionsYou know the basic shape of the biggest threatThere’s an additional reward or extra-large treasure in it for youYou know the specifics of one threat, danger, or obstacle

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

7-9 10+Choose 3 Choose 1The constable wants to talkAnother gang has a price on your headSomeone you care for has been hurt as a result of your actionsWord has spread of your deeds, everyone recognizes you

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BardYou start with this move

Inspiration (Cha)When you say something to encourage an ally, roll+Cha.

7-9 10+Choose 1 Choose 2The ally takes +2 forward.The ally uses the stat of their choice for the next move they make.

Choose a racial move

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

�HumanYou can use weapons with the Requires Thief tag.

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

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

�Arcane CasterYou 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 LoreYou take +1 when Spouting Lore.

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

� 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 3This person must meet meThis person must have my servicesThis person loves meThis person must give me a giftThis person admires my patron

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

� ConfusionWhen you Pull a Stunt you may also choose “Turn two enemies against each other.”

�Winning SmileIf you would normally take +1 against someone because you have Hold over them, you instead take +2.

Stat Score Mod Highlight

Choose one for eachKnowing Eyes ✦ Fiery Eyes ✦ Joyous EyesFancy Hair ✦ Wild Hair ✦ Stylish CapWorn instrument ✦ Fancy instrumentFit Body ✦ Flabby Body ✦ Thin Body

LOOK

STR

DEX

CON

INT

WIS

CHA

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 _______________.

BOND

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You start with 5 gold. GEAR �GoodWhen you inspire or help your friends mark XP.

�NeutralWhen you avoid conflict mark XP.

� EvilWhen you command, manipulate or control others mark XP.

ALIGNMENT

NAME HP / d6LEVEL

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ClericYou start with these moves

Turn / Command UndeadWhen 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.

Dutiful PrayerWhen 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.

7-9 10+Choose 1 Choose 2The spell is not revoked by your deityThe spell has a powerful effect (maximize dice)The spell has a large effect (double range, duration, or number affected)The spell does not misfireYou cast the spell without your enemies attacking you

Choose a racial move

�DwarfYou 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.

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

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

�Ready HealingYou 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 HealingYou 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.

� ChosenYou cast spells as if you were one level higher.

� InquisitorYou can cast spells with the Damaging tag.

�Multiclass DabblerGet one starting move from the class of your choice.

� Life and DeathYou can cast spells with the Death tag.

� ConfessionWhen 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 ProtectionYou get +1 Armor.

�Divine GuidanceWhen 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.

Stat Score Mod Highlight

Choose one for eachKind Eyes ✦ Sharp Eyes ✦ Sad EyesTonsure ✦ Shorn Hair ✦ BaldFlowing Robes ✦ Habit ✦ Common ClothesThin Body ✦ Knobby Body ✦ Flabby Body

LOOK

STR

DEX

CON

INT

WIS

CHA

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.

BOND

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You start with 5 gold. GEAR �GoodWhen you put the dead to rest or bring a friend back from the brink mark XP.

� EvilWhen you disturb the dead mark XP.

ALIGNMENT

NAME HP / d8LEVEL

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FighterYou start with this move

Bend Bars, Lift Gates (Str)When you perform a feat of pure strength, roll+STR.

7-9 10+Choose 1 Choose 2It doesn’t take a very long timeNothing of value is damagedIt doesn’t make an inordinate amount of noiseYou can fix the thing again without a lot of effort

Choose a racial move

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

� ElfChoose 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.

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

�HumanYou are well trained, take +1 to Spout Lore.

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

�MercilessWhen you deal damage, deal +2 damage.

� Iron HideYou gain +1 Armor.

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

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

�ProvokeWhen 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 InitiateGet one starting or level 2-5 move from the class of your choice.

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

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

�Brute ForceYou can use Str to Pull a Stunt.

� Leader of MenWhen a henchman aids you in an attack they count as twice their level.

�BloodthirstyWhen you deal damage, deal an additional +4 damage.

Stat Score Mod Highlight

Choose one for eachHard Eyes ✦ Dead Eyes ✦ Worn EyesWild Hair ✦ Shorn Hair ✦ BaldCalloused Skin ✦ Tanned Skin ✦ Scarred SkinBuilt Body ✦ Lithe Body ✦ Flabby Body

LOOK

STR

DEX

CON

INT

WIS

CHA

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.

BOND

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You start with 11 gold. GEAR �GoodWhen you defend those weaker than you mark XP.

�NeutralWhen defeat a worthy opponent mark XP.

� EvilWhen you kill a defenseless or surrendered enemy mark XP.

ALIGNMENT

NAME HP / d10LEVEL

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PaladinYou start with this move

Lay on Hands (Cha)When you pray over someone for your deity to cure them, roll+Cha.

7-9 10+Choose 2 Choose 3The target is healed of 2 damageThe target is cured of a diseaseThe wound or disease leaves no traceNo divine or demonic beings are warned, angered, or attracted by this use of divine powerYour god does not take special notice of you or the target

You are human, so you get this move.

�HumanWhen you Spout Lore you may also ask “Is it evil?” When you Discern Realities you may also ask “What here is evil?”

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

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

�Penetrating StareWhen you Spout Lore or Discern Realities on a creature you may also ask “What evil acts has this person committed?”

� Smite EvilYou take +1 ongoing against creatures you know are evil.

� Turn UndeadWhen 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 CrusaderWhen you kill a creature you know is evil you mark experience.

�Beacon of GoodWhen you Make a Stand all enemies you know are evil are effected.

� Steadfast MountYou take +1 when Undertaking a Perilous Journey.

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

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

�Holy ProtectionYou get +1 Armor against creatures you know are evil.

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

�Holy AuraYour allies also gain the benefit of your Holy Protection.

�Powerful SmiteWhen you deal damage to a creature you know is evil you do +4 damage.

Stat Score Mod Highlight

Choose one for eachKind Eyes ✦ Fiery Eyes ✦ Glowing EyesHelmet ✦ Styled Hair ✦ BaldWorn Holy Symbol ✦ Fancy Holy SymbolFit Body ✦ Bulky Body ✦ Thin Body

LOOK

STR

DEX

CON

INT

WIS

CHA

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.

BOND

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You start with 10 gold. GEAR � Lawful Good (Avenger)When you deny mercy to an unbeliever mark XP.

� Lawful Good (Defender)When you protect someone weaker than you mark XP.

ALIGNMENT

NAME HP / d10LEVEL

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RangerYou start with these moves

Hunter’s EyeWhen you Discern Realities you can also ask “What creatures passed by here recently?” and follow the trails of those creatures.

Hunt and Track (Wis)When you follow a trail of clues left behind by passing creatures, roll+Wis.

7-9 10+Choose 1 Choose 2Follow the creature’s trail until there’s a significant change in its direction or mode of travelGain an impression of the target as accurate as if you were able to observe them briefly from several yards awayDetermine what caused the trail to end

Choose a racial move

� ElfWhen Undertaking a Perilous Journey through forests or wilderness you automatically succeed as if you rolled 10+.

�HumanWhen you Spout Lore on a monster you may also ask “Can it be tamed, and if so how?”

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

�Wild EmpathyYou can Parlay with animals.

� Familiar PreyWhen you Spout Lore about a monster you use Wis instead of Int.

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

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

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

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

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

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

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

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

�Monster TamerYour 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.

Stat Score Mod Highlight

Choose one for eachWild Eyes ✦ Sharp Eyes ✦ Unnatural EyesCovered Head ✦ Wild Hair ✦ BaldCape ✦ Camouflage ✦ Traveling ClothesLithe Body ✦ Wild Body ✦ Sharp Body

LOOK

STR

DEX

CON

INT

WIS

CHA

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.

BOND

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You start with 8 gold. GEAR � Chaotic GoodWhen you free someone from literal or figurative bonds mark XP.

�GoodWhen you guide someone through a dangerous area mark XP.

�NeutralWhen you help or defend an animal mark XP.

ALIGNMENT

NAME HP / d8LEVEL

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ThiefYou start with these moves

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 3Is there a trap here and if so, what activates it?What does the trap do when activated?What else should I be on the lookout for?

Thief Skills (Dex)When you sneak around, pick locks, or lie through your teeth, roll+Dex.

7-9 10+Choose 1 Choose 3

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

Choose a racial move

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

�HumanIt’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+.

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

�BackstabWhen you attack an enemy you have an advantage over you deal an extra 1d6 damage.

�One With ShadowsWhen you Pull a Stunt, you can also select “Disappear into the shadows” as one of your choices.

�Quick LearnerWhen 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.

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

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

� Life of the PartyWhen you Carouse with someone who has something you want, on a success you can choose “Steal a useful item.”

� Flexible MoralsWhen someone of your level or lower tries to detect your alignment you can tell them any alignment you like.

�OpportunistWhen 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.

Stat Score Mod Highlight

Choose one for eachShifty Eyes ✦ Sharp Eyes ✦ Criminal EyesCovered Head ✦ Cropped Hair ✦ BaldCloak ✦ Mask ✦ Common ClothesLithe Body ✦ Knobby Body ✦ Flabby Body

LOOK

STR

DEX

CON

INT

WIS

CHA

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.

BOND

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�GoodWhen you defeat someone stronger than you mark XP.

�NeutralWhen you defeat someone weaker than you mark XP.

� EvilWhen you inflict more harm than necessary mark XP.

ALIGNMENT You start with 11 gold. GEAR

NAME HP / d6LEVEL

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WizardYou start with these moves

Prepare SpellsWhen 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.

Cast A Spell (Int)When you release a spell you prepared, roll+Int.

7-9 10+Choose 1 Choose 2The spell is not forgottenThe spell has a powerful effect (maximize dice)The spell has a large effect (double range, duration, or number affected)The spell does not misfireYou cast the spell without your enemies attacking you

Choose a racial move

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

�HumanDemons 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.

�ProdigyYou cast spells as if you were one level higher.

�Mage SightYou use Int to Discern Realities instead of Wis.

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

� Fount of KnowledgeWhen you Spout Lore you get to ask one more question (even on a failed roll you get to ask one).

� Lost In ThoughtWhen you fail to Discern Realities you mark XP.

�Often RightWhen 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 SpellbookYou learn a new spell from any class.

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

� FamiliarYou 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.

Stat Score Mod Highlight

Choose one for eachBruised Eyes ✦ Sharp Eyes ✦ Crazy EyesStyled Hair ✦ Wild Hair ✦ Pointed HatWorn Robes ✦ Stylish Robes ✦ Strange RobesPudgy Body ✦ Neglected Body ✦ Thin Body

LOOK

STR

DEX

CON

INT

WIS

CHA

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.

BOND

www.latorra.org/dungeon-world/ ✦ Version 10.08.25

You start with 4 gold. GEAR �GoodWhen you cast a spell that benefits someone else mark XP.

�NeutralWhen you discover something about a magical mystery mark XP.

� EvilWhen you use magic to bind or control others mark XP.

ALIGNMENT

NAME HP / d4LEVEL

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Cleric Spells

BlessLevel 1An ally takes +1 forward.

Cure Light WoundsLevel 1Heal an ally of 1d8 damage.

Command UndeadLevel 1, DeathYou get 1d6 Hold. Spend Hold to give a command to an undead creature which it follows as best it can.

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

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

Inflict Light WoundsLevel 1, DamagingDeal 1d10 damage.

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

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

Animate DeadLevel 3, DeathA 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 EnduranceLevel 3The 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 StrengthLevel 3The 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 WoundsLevel 3Heal an ally of 2d8 damage.

Inflict Moderate WoundsLevel 3, DamagingDeal 2d8 damage.

Protection From EvilLevel 3This 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.

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

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

Cure Critical WoundsLevel 5Heal an ally of 3d8 damage.

DivinationLevel 5You 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 WoundsLevel 5, DamagingDeal 3d8 damage.

Speak With The UnlivingLevel 5You 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.

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

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

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 Level 3 Spells Level 5 Spells

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Wizard Spells

Charm PersonLevel 1Gain 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 SpiritsLevel 1, SummoningYou 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.

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

Detect MagicLevel 1, DivinationThe 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?”

TelepathyLevel 1, DivinationYou can Parlay with the target without speaking to them, and you take a +1 to Parlay with them.

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

InvisibilityLevel 1, IllusionThe target takes +1 forward to Pull a Stunt and gets the “Negate an advantage” result for free (even on a failure).

Magic MissileLevel 1, EvocationDeal 2d4 damage to one target.

ClairvoyanceLevel 3, DivinationThe 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.

FireballLevel 3, Evocation3d6 damage to all enemies.

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

MimicLevel 3Until 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.

Mirror ImageLevel 3, IllusionThe next 1d4 attacks against you deal no damage.

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

Summon Lesser MonsterLevel 3, SummoningA 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

CageLevel 5, EvocationThe target is held in a cage. It cannot make moves or deal damage until damage is dealt to it.

Contact Other PlaneLevel 5, DivinationName 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 InvisibilityLevel 5, IllusionThe 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.

PolymorphLevel 5, EnchantmentThe 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 MonsterLevel 5, SummoningA 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.

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 1 Spells Level 3 Spells Level 5 Spells

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Equipment

WeaponsRagged 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, ClubDamage 1d4, Cost 1

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

Long Sword, Heavy Axe, FlailDamage 1d8, Requires Fighter, Paladin, or Ranger, Cost 3

Vicious Sword, Maniac Axe, Stupid Big HammerDamage 1d10, Requires Fighter, Cost 4

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

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

ArmorPadded Cloth, LeatherArmor 1, Cost 2

Chainmail, Banded Mail, Scale MailArmor 2, Requires Not Wizard, Not Thief, Cost 3

PlateArmor 3, Requires Fighter or Paladin, Cost 5

ShieldArmor +1, Requires Fighter or Paladin, Cost 3

Other StuffAdventuring Gear+1 to any roll, Expendable 3, Cost 2

BandagesHeal 2, Expendable 3, Slow, Cost 1

Poultices and HerbsHeal 5, Expendable 2, Slow, Cost 2

Healing PotionHeal 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

AntitoxinCure poison, Expendable 1, Cost 1

Dungeon RationsFood, Expendable 5, Cost 1

FeastFancy Food, Expendable 1, Cost 1

Tag GlossaryArmor - 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 damageExpendable - The item can be used this many times, then it’s gone.Heal - Regain that many hitpointsPiercing - 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 reachRequired - Only members of the listed classes can use the itemSlow - Takes some time. You probably can’t use it in combat.

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.

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GM RulesGM, 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.

AgendaWhen 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

PrinciplesThe 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

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

Roll or Choose StatsFor 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 ModifiersNext 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<9 -19-11 012-15 +116-17 +218 +3

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

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

Choose LookThe lower left hand corner of each class sheet describes the character’s appearance. Choose one item from each list.

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

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

Choose a NameChoose your character’s name and tell it to everyone.

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

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

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

Highlight StatsThere are two ways to highlight stats. Choose one to use for the entire game, everyone uses the same method. The non-random method is generally preferred, but the random roll can be fun.The non-random method is to have the player you have the most bonds with choose one of your stats to highlight and have the GM choose the other.The random method is to roll 2d6 (if they both come up the same number, roll one again). For each dice, count stats starting with Str, the number rolled is the highlighted stat. (So, rolling a 1 and 3 would highlight Str and Con.) If you want, you can roll for one highlight and have the GM choose the other.

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Starting the GameThe best way to start the game is with the characters ready to take action. That action might be negotiating a new adventure hook or descending into an ancient tomb, just start with a simple setup and let them say what they’re doing. Don’t start with something that won’t clearly provoke action.

Making MovesOnce they players start telling you what they’re doing, tell them the results of their actions, but be on the lookout for anything that’s a move. When a player says something that’s a move, they have to roll the dice. If they didn’t mean to make a move, they can back down, but they can’t do the same thing and not make a move.“Oh, hack and Slash? If he’s fighting back that hard I’m not doing it” is fine. “Oh, Hack and Slash? No, I’m just roughing him up a little” is not cool. Your moves are a little different. The only time you make a move is when the players fail a roll (2-6), or when they give you a really great opportunity to. You never tell the players the move you’re making, just tell them what happens.“You failed that roll, so I’m taking away your stuff, mark off your torch” is no good. “As you flail at the goblin with your sword, you accidentally hack your own torch in half, mark it off your character sheet” is how it’s done.

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

Levelling UpWhen you gain a level:

Gain HPRoll your HP dice, add your Con modifier, and gain that many HP. Minimum is half your HP dice size.

Choose a New MoveYou get to choose a new move from your class list. Some moves may only be available at higher levels.

Increase StatIf the level you’re gaining is a multiple of 3 (3rd, 6th, 9th) increase a stat by 2. This may change your modifier.

Class Specific AdvancementSome classes, such as the Wizard, tell you other things to do when you gain a level. Do those too.There’s a chance that someone, probably a human fighter or something like that, will pick up both moves required to cast spells like a Wizard or Cleric. Getting one of the two moves isn’t very useful (you either can’t prepare/pray or can’t cast), but you do get to start counting your wizard/cleric level as soon as you get one move. If you have Prepare Spells or Cast a Spell (wizard) you learn a new spell every level after that and you immediately learn 2 spells (you just can’t cast/prepare them yet until you get the other move).

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

Erase An Old BondThis step is optional. Each player can erase one bond if they want.

Write a New BondEach player that erased an old bond can write a new one if they want. The new bond doesn’t have to be one of the ones listed on your character sheet.

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

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

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

D&D-style CombatIn this combat style all the players involved in the fight make the Seize Initiative move at the beginning of combat. Players act in the order of initiative, if two players roll the same result they can act in whichever order they please.By default monsters act on initiative 6, after any players that roll 6. Some monsters have moves that change this. On a monster’s initiative the GM can describe what the monster does. If the players don’t do anything to stop the monster it does what it set out to do. This can be dealing damage, making a move, or anything else (alerting allies,

setting off traps, whatever makes sense).Combat is broken down into rounds. Each round each player makes one move, on their initiative.If a move has an option that allows you to not take damage while doing it (like Hack and Slash, Pull a Stunt, and Cast a Spell) you take damage if you don’t choose that option. The GM should establish which enemies are threatening which characters at all times.The only time a monster’s move comes into play is when the players miss a roll or the GM has set up the move and the players haven’t done anything about it. The GM can then use a monster’s move. Some monster moves are passive, those happen all the time (like forcing an enemy to use a different stat to Hack and Slash them, for example).Example: The players have rolled horribly and the goblins act first on initiative 6. The GM says “They’re dipping their wicked little arrows into jars with a sickly green liquid in it, what are you doing?” Now play continues on to the next player in initiative order. If nobody does anything about the goblins poisoning their arrows, they get to make an attack (in addition to any damage they do as part of failed moves).

Apocalypse World-style CombatThis style does not use initiative. Instead play continues just like out of combat, with the players saying what they do and making moves when their actions match a move. The GM responds by saying what the monsters do, and so on.Just like in round-based combat, if a move has an option that allows you to not take damage while doing it (like Hack and Slash, Pull a Stunt, and Cast a Spell) you take damage if you don’t choose that option. The GM should establish which enemies are threatening which characters at all times.The only time a monster’s move comes into play is when the players miss a roll or the GM has set up the move and the players haven’t done anything about it. The GM can then use a monster’s move. Some monster moves are passive, those happen all the time (like forcing an enemy to use a different stat to Hack and Slash them, for example).Example: The Gm says “as you walk into the room you notice that there are goblins on the ledges above you dipping their arrows in sickly green liquid, what do you do?” The players then react, making moves if they say they do something which is a move. If nobody does anything about the goblins, they attack (in addition to doing any damage they might do as part of failed moves).

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DamagePlayers deal damage according to their weapons. A weapon’s basic damage is just the dice indicated by the weapon’s listing, don’t add Str. Some moves may add bonus damage.Monsters deal damage according to their monster write up, either a set amount or a roll of the dice. If more than one monster is part of the attack (like a mob of goblins), the monster that deals the most damage deals their damage, plus the level of each assisting monster. So if those goblins all normally do 1d4 damage, they’re first level, and their’s five of them, the GM would only roll for one of them and then add one (their level) for each helping goblin, giving a total of 1d4+4 (+1 for each helping goblin).Player characters being aided by hirelings work the same way. Roll the character’s damage and add the hireling’s level.When a player takes damage, they subtract their armor from the amount of damage dealt, then subtract the result from their hitpoints. If the monster dealing damage is of higher level than the character then they must Defy Danger.When a monster takes damage, they follow the same procedure as a player. Be aware that some monsters have moves that happen when they take damage.

Death & DyingWhen a player character reaches -1 hitpoints they’re dying. They can’t make moves and are unconscious. They’ll continue to get worse (lose hitpoints) unless someone does something. They don’t recover until someone heals them with magic or an item. As soon as someone heals them, they no longer get worse, but they don’t regain consciousness until they reach 0 hitpoints. At -10 hitpoints they’re dead anyway.How often someone below zero hit points gets worse is up the GM. Depending on the circumstances it could be every few minutes of game time or every few hours. Just make it clear to players when they’ll be getting worse.Supporting characters and monsters that go below 0 HP are at the GM’s mercy. Monsters usually just die, supporting characters usually hang on for a few seconds to give the characters a chance to help them or spit in their face, as appropriate.

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

Anyone with both the Prepare Spells and Cast a Spell moves can cast Wizard spells. Count the caster’s Wizard level from the level where they first got one of those abilities for the purposes of what spells the caster can prepare and cast. At the level where they gain the second ability the caster gets a spellbook with 2 spells. Every level after that they add a spell to their spellbook.The Cleric and Wizard Cast a Spell moves are different. A character with both can’t cast Cleric spells with Int or Wizard spells with Wis.

Spell MisfiresSooner or later a spell is going to misfire because someone didn’t choose the ‘spell does not misfire’ option while casting. When that happens, choose from these moves: ✦ A powerful magical being or deity takes notice of the caster.

✦ The spell’s effects are wild. Change the target or add new targets.

✦ The spell manifests bizarre, demonic, or disturbing magic effects on the caster or vicinity.

✦ The caster loses just a little more of their mind. ✦ The spell is reversed. Harm becomes help and help becomes harm.

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

Making MonstersA monster is made up of just a few things: ✦ A cool idea ✦ A level ✦ Some amount of HP ✦ Damage ✦ Some moves

The most important of these is the cool idea. Without that, everything else about a monster will feel the same. Go scrounge old Monster Manuals and movies for inspiration.A monster’s level is used for comparing it to characters, mostly to figure out if they can kill it in one shot or effect it with some spells. It also makes a group of the monster more effective, since each monster adds it’s level to the group’s damage.Monsters have HP, just like players. There’s no explicit guideline on how much HP a monster should have, but err on the side of giving your creations too little. A short fight against a powerful foe is always more memorable than a long fight against a weak one.Monsters will, hopefully, deal damage to the characters. You can either list a specific amount of damage, or some dice to roll. Monster damage is the only time the GM will ever roll the dice.You can also give monsters moves to make them really stand out. A monster without moves is so boring you shouldn’t even really consider it. Even that goblin has something that makes it different from a kobold. Monsters can have more than one move, if it fits the concept.Monster moves are really only limited by your imagination. Just remember that monster moves are not like player moves, they can force the players to roll the dice, but the monster never rolls dice (except for damage, maybe).If you’re stuck, here’s some sample monster moves. This isn’t an exhaustive list, and these aren’t the only ways to represent these traits.

Monster Moves

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

Blink: When you Hack and Slash this creature roll 1d6. On a 5-6 you attack an illusion or afterimage instead.

Breath Weapon: When you are in the area filled by a breath weapon, roll+Dex. On a 7-9, you take half damage. On a 10+, you escape the breath attack altogether.

Blood Drain: When you are hit by this creature you take damage every time you make a move until you successfully Pull a Stunt to remove the source of the blood drain.

Cloud Attack: When this creature attacks it hits everyone in a given area.

Crushing: Defy Danger or take the listed damage.

Fear: When you make a move near this creature you must Defy Danger as if you were attack by a creature of greater level dealing 0 damage. Alternately, you can flee blindly and gain experience for it.

Grabbing: When a monster tries to grab you, Pull a Stunt or be grabbed. Grabbed opponents can’t move around and take damage automatically each round. Escaping is also Pull a Stunt.

Ignores Armor: Just like it says. When you are attacked by this creature don’t subtract your armor from the damage dealt.

Mindless: Moves that rely on intelligence don’t work on this creature. That includes Parley and some options on Pull a Stunt.

Never Surprised: When you make a move against this monster it is never taken by surprise.

Paralysis: You become paralyzed. To do anything once paralyzed, you must Defy Danger. Once you succeed the paralysis is passed.

Petrification: When this monster meets a character’s gaze, that character may be turned into stone: Defy Danger, on a 6- you are instead turned to stone. Avoiding the gaze of a petrifying monster, once you know it’s there, isn’t a move. You can just do it.

Phasing: This creature can teleport or walk through walls. It will show up in the least convenient places.

Poison: When you’ve been attacked by this creature you must Defy Danger every time you make a move. You must Defy Danger 1, 2, or 3 times (depending on strength of the poison).

Shield Wall: When you go Hack and Slash this creature it cannot be put where you want it.

Spikes: When a characters uses Hack and Slash in melee on this monsters, they must also Defy Danger or take 1d6 damage from the spikes. This is not an attack from the creature, just an effect of the player’s move.

Siren’s Call: If you do what the charming creature wishes, you gain experience, otherwise Defy Danger.

Surprise: When the monster surprises its opponents, make a hard move with it.

Swallow: The monster swallows someone. When you’re swallowed, if you have a small weapon, you can Hack and Slash. If you fail, you take damage or just plain die, depending on the monster.

Trapping: When you get close to where this creature lays in wait, Discern Realities. If you succeed, you notice the creature and ask questions as usual. If you fail, you’re trapped.

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

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

Feast MimicLevel 3, 40 HP, 4 (2d4) damage, Trapping, Grabbing (1d4)

Fire BeetleLevel 1, 5 HP, 3 (2d4) damage, Head Cling - The beetle leaps on to someone’s head and stays there. Attacking a beetle on someone’s head without regard for the person’s safety means they have to Defy Danger (damage is the same damage you deal to the Beetle).

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

Giant Snake (Constrictor)Level 2, 13 HP, 1d6 damage, Crushing 1d10

Giant Snake (Viper)Level 2, 13 HP, 1d6 damage, Poison 3

GoblinLevel 1, 4 HP, 3 damage, Poison 1

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

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

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

MedusaLevel 3, 20 HP, 1d6 damage, Petrification

OrcLevel 2, 10 HP, 4 damage

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

RatLevel 1, 2 HP, 2 damage

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

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

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

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

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

Sample Unique MonstersThese are specific creatures that have appeared in Tony Dowler’s Apocalypse D&D adventures. You don’t have to tell your players that, you can pretend like they’re generic if you want, but they are formidable.

BuffyLevel 3, 25 HP, 2 Armor, 6 damageUndead Killer - Kill a nearby undead of level 2 or lower and take +1 forward

Dangerous - When you fight alongside Buffy, roll+Con.

7-9 10+DM Chooses 1 You’re fineYou’re exposed to collateral damage

You’re put in a tight spot

You have to make a hard choice

OndragonLevel 5, 50 HP, Armor 1, 8 damageLife Drain - Ondragon draws out just a little more of your precious bodily fluids, roll+Con.

7-9 10+Choose 2 Choose 1You give in to Ondragon’s will. Do what he wants and mark experience or Defy Danger to do what you want.

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

Undead Connection - Ondragon reaches out to nearby undead and asks them for help. They show up after the players have made 1d4 moves. (This is just a specialized Announce Future Badness.)Magical Misdirection - The next time a character casts a spell, Ondragon can choose to have that character cast the spell of Ondragon’s choice from their prepared/granted spells instead (with the same targets) or choose from the Cast a Spell options for that player.

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Magic ItemsAs the characters defeat beasts and rise to prominence among men, they’ll likely gain some powerful items. A magic item grants a move (or sometimes more than one move) to whomever wields it.Magic items are for you and the other players to come up with together, but this list should help get you started.

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

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

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

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

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

Specific ItemsThe Burning WheelA wooden wheel continually engulfed by fire, considered a sign of divine favor by several religions.When you use the Cleric’s Cast a Spell move while holding the wheel, your deity chooses which spell you cast, though it may be one of higher level or one you have not been granted. The deity cannot change the targets of the spell. You take 1d4 damage as the flames on the wheel flare up.

Timunn’s ArmorThis suit of armor appears as many things to many people. Its wearer always looks impeccably dressed to everyone who sees her. The aura of the armor makes everyone more likely to see it her way.Armor 2 (but it doesn’t look like it)When you Parley with someone they see you as who they want you to be, you get to choose one even on a failure.

Holy AvengerThis sword is revered among paladins.When wielded by a paladin, this weapon does 1d12 damage and the wielder takes +1 to Lay on Hands. For anyone else, it’s just a long sword.

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

InSpectaclesA pair of rough-hewn glass lenses in shabby frames, they somehow allow the wearer to see much more than is actually present.When you Discern Realities while wearing the glasses, you always get to ask one question, even on a failure.

Lion’s ShieldEmblazoned with a roaring lion, this shield bites back.When you Make a Stand with the Lion’s Shield you can also choose options from the Hack and Slash list.

Rope of TricksThis rope respond’s to it’s wielder’s every wish, tying itself into knots, grabbing on to items (or enemies), coiling tightly. Every rogue wants one.When you Pull a Stunt using the rope and you get one free choice, even on a failure.

Vellius’s GauntletsBearing the insignia of Saint Vellius, these gloves shine with the power of their wearer.When you Hack and Slash an enemy who recognizes the gauntlets (they mostly will, and if not you’ll tell them), on a 7+ you can always choose the “Put them right where you want them” option for free.

Violation GlaiveThis glaive pierces the mind as well as the skin. When you Hack and Slash an enemy with the Violation Glaive on a 7+ you can also ask one question from the Discern Realities or Spout Lore list and have the GM answer it with information you pull from the target’s head.

Vorpal Sword“One, two! One, two! And through and through The vorpal blade went snicker-snack!He left it dead, and with its head He went galumphing back.” - Lewis Carrol, Jabberwocky1d12 damage, Piercing 3When you Hack and Slash with the Vorpal Sword against someone who knows you wield the Vorpal Sword, take +1. You get one free choice (even on a failure, choose one). Your level counts as one higher for the purposes of choosing the ‘kill outright’ option.