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Dungeon World GM Screen Complete
Dungeon World GM Screen Complete
March 2, 2014
DM AGENDA DUNGEON MOVES DEFEND
• Portray a fantastic world • Change the environment When you stand in defense of a person, item, or location
• Fill the characters’ lives with adventure • Point to a looming threat under attack, roll+CON. On a 10+, hold 3. On a 7–9, hold 1.
• Play to find out what happens • Introduce a new faction or type of creature 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
• Use a threat from an existing faction or type of
option:
DM PRINCIPLES creature
Redirect an attack from the thing you defend to you
• Draw maps, leave blanks • Make them backtrack
Halve the attack’s effect or damage
• Address the characters, not the players • Present riches at a price
Open up the attacker to an ally giving that ally +1
• Embrace the fantastic • Present a challenge to one of the characters forward against the attacker
• Make a move that follows Deal damage to the equal to your level
• Never speak the name of your move BASIC MOVES
HACK AND SLASH AID OR INTERFERE
• Give every monster life
When you attack an enemy in melee, roll+STR. On a 10+ you When you help or hinder someone you have a bond with,
• Name every person
deal your damage to the enemy and avoid their attack. At roll+Bond with them. On a 10+ they take +1 or -2, your
• Ask questions and use the answers choice. On a 7–9 you also expose yourself to danger,
• Be a fan of the characters your option, you may choose to do +1d6 damage but expose
yourself to the enemy’s attack. On a 7–9, you deal your retribution, or cost.
• Think dangerous
damage to the enemy and the enemy makes an attack SPOUT LORE
• Begin and end with the fiction
against you. When you consult your accumulated knowledge about
• Think offscreen, too
something, roll+INT. On a 10+ the GM will tell you
VOLLEY
When you take aim and shoot at an enemy at range, something interesting and useful about the subject relevant
DM MOVES to your situation. On a 7–9 the GM will only tell you
roll+DEX. On a 10+ you have a clear shot—deal your
• Use a monster, danger, or location move something interesting—it’s on you to make it useful. The
damage. On a 7–9, choose one (whichever you choose you
• Reveal an unwelcome truth GM might ask you “How do you know this?” Tell them the
deal your damage):
• Show signs of an approaching threat truth, now.
You have to move to get the shot placing you in danger
• Deal damage
of the GM’s choice DISCERN REALITIES
• Use up their resources You have to take what you can get: -1d6 damage When you closely study a situation or person, roll+WIS. On
• Turn their move back on them You have to take several shots, reduce your ammo by 1. a 10+ ask the GM 3 questions from the list below. On a 7–9
• Separate them ask 1. Take +1 forward when acting on the answers.
• Give an opportunity that fits a class’ abilities DEFY DANGER
When you act despite an imminent threat or suffer a What happened here recently?
• Show a downside to their class, race, or equipment What is about to happen?
calamity, say how you deal with it and roll. If you do it…
• Offer an opportunity, with or without cost What should I be on the lookout for?
…by powering through, + STR
• Put someone in a spot …by getting out of the way or acting fast, + DEX What here is useful or valuable to me?
• Tell them the requirements or consequences and ask …by enduring, +CON Who’s really in control here?
…with quick thinking, +INT What here is not what it appears to be?
WHEN TO MAKE A MOVE
• When everyone looks to you to find out what happens …through mental fortitude, +WIS PARLEY
• When the players give you a Golden Opportunity …using charm and social grace, +CHA When you you have leverage on a GM character and
• When they roll a 6- manipulate them, roll+CHA. Leverage is something they
On a 10+, you do what you set out to, the threat doesn’t
need or want. On a hit they ask you for something and do it
After every move you make, always ask “What do you come to bear. On a 7–9, you stumble, hesitate, or flinch: the
if you make them a promise first. On a 7–9, they need some
GM will offer you a worse outcome, hard bargain, or ugly
do?” concrete assurance of your promise, right now.
choice.
SPECIAL MOVES UNDERTAKE A PERILOUS JOURNEY OUTSTANDING WARRANTS
When you travel through hostile territory, choose one member When you return to a civilized place in which you’ve caused
LAST BREATH of the party to act as trailblazer, one to scout ahead, and one to trouble before, roll+CHA. On a hit, word has spread of your
When you’re dying you catch a glimpse of what lies beyond the be quartermaster (the same character cannot have two jobs). If deeds and everyone recognizes you. On a 7–9, that, and, the
Black Gates of Death’s Kingdom (the GM will describe it). you don’t have enough party members or choose not to assign a GM chooses a complication:
Then roll (just roll, +nothing—yeah, Death doesn’t care how job, treat that job as if it had rolled a 6. Each character with a The local constabulary has a warrant out for your arrest
tough or cool you are). On a 10+ you’ve cheated death—you’re job rolls+WIS. On a 10+ the quartermaster reduces the number Someone has put a price on your head
in a bad spot but you’re still alive. On a 7–9 Death will offer you
of rations required by one. On a 10+ the trailblazer reduces the Someone important to you has been put in a bad spot as a
a bargain. Take it and stabilize or refuse and pass beyond the
amount of time it takes to reach your destination (the GM will result of your actions
Black Gates into whatever fate awaits you. On a miss, your fate say by how much). On a 10+ the scout will spot any trouble
is sealed. You’re marked as Death’s own and you’ll cross the BOLSTER
quick enough to let you get the drop on it. On a 7–9 each role
threshold soon. The GM will tell you when. When you spend your leisure time in study, meditation, or hard
performs their job as expected: the normal number of rations
practice, you gain preparation. If you prepare for a week or two,
ENCUMBRANCE are consumed, the journey takes about as long as expected, no
1 preparation. If you prepare for a month or longer, 3
When you make a move while carrying weight up to or equal to one gets the drop on you but you don’t get the drop on them.
preparation. When your preparation pays off spend 1
Load, you’re fine. When you make a move while carrying
SUPPLY preparation for +1 to any roll. You can only spend one
weight equal to load+1 or load+2, you take -1. When you make
When you go to buy something with gold on hand, if it’s preparation per roll.
a move while carrying greater than load+2, you have a choice:
something readily available in the settlement you’re in, you can
drop at least 1 weight and roll at -1, or automatically fail. LEVEL UP
buy it at market price. If it’s something special, beyond what’s
When you have downtime (hours or days) and XP equal to (or
MAKE CAMP usually available here, or non-mundane, roll+CHA. On a 10+
greater than) your current level + 7, subtract your current level
When you settle in to rest consume a ration. If you’re you find what you’re looking for at a fair price. On a 7–9 you’ll
+7 from your XP, increase your level by 1, and choose a new
somewhere dangerous decide the watch order as well. If you have to pay more or settle for something similar.
advanced move from your class. If you are the wizard, you also
have enough XP you may Level Up. When you wake from at get to add a new spell to your spellbook.
RECOVER
least a few uninterrupted hours of sleep heal damage equal to
When you do nothing but rest in comfort and safety after a day
half your max HP. Choose one of your stats and increase it by 1 (this may change
of rest you recover all your HP. After three days of rest you
your modifier). Changing your Constitution increases your
TAKE WATCH remove one debility of your choice. If you’re under the care of a
maximum and current HP. Ability scores can’t exceed 18.
When you you’re on watch and something approaches the healer (magical or otherwise) you heal a debility for every two
camp roll+WIS. On a 10+ you’re able to wake the camp and days of rest instead. END OF SESSION
prepare a response, the camp takes +1 forward. On a 7–9 you When you reach the end of a session, choose one your bonds
RECRUIT
react just a moment too late; the camp is awake but hasn’t had that you feel is resolved (completely explored, no longer
When you put out word that you’re looking to hire help, roll. If
time to prepare. You have weapons and armor but little else. relevant, or otherwise). Ask the player of the character you have
you make it known…
On a miss whatever lurks outside the campfire’s light has the the bond with if they agree. If they do, mark XP and write a
…that your pay is generous, take +1
drop on you. new bond with whomever you wish.
…what you’re setting out to do, take +1
Once bonds have been updated look at your alignment. If you
CAROUSE …that they’ll get a share of whatever you find, take +1
fulfilled that alignment at least once this session, mark XP.
When you return triumphant and throw a big party, spend 100
If you have a useful reputation around these parts take an Then answer these three questions as a group:
coin and roll + extra 100s of coin spent. On a 10+ choose 3. On
additional +1. On a 10+ you’ve got your pick of a number of Did we learn something new and important about the
a 7–9 choose 1. On a miss, you still choose one, but things get
skilled applicants, your choice who you hire, no penalty for not world?
really out of hand.
taking them along. On a 7–9 you’ll have to settle for someone Did we overcome a notable monster or enemy?
You befriend a useful NPC
close or turn them away. On a miss someone influential and ill- Did we loot a memorable treasure?
You hear rumors of an opportunity
suited declares they’d like to come along (a foolhardy youth, a
You gain useful information For each “yes” answer everyone marks XP.
loose-cannon, or a veiled enemy, for example), bring them and
You are not entangled, ensorcelled, or tricked
take the consequences or turn them away. If you turn away
applicants you take -1 forward to Recruit.
ORDER HIRELINGS GENERAL EQUIPMENT TAGS WEAPON TAGS
Hirelings do what you tell them to, so long as it isn’t Applied: It’s only useful when carefully applied to a n Ammo: It counts as ammunition for appropriate
obviously dangerous, degrading, or stupid, and their cost person or to something they eat or drink. ranged weapons. The number indicated does not
is met. When a hireling find themselves in a dangerous, Awkward: It’s unwieldy and tough to use. represent individual arrows or sling stones, but
degrading, or just flat-out crazy situation due to your +Bonus: It modifies your effectiveness in a specified represents what you have left on hand.
orders roll+loyalty. On a 10+ they stand firm and carry situation. It might be “+1 forward to spout lore” or “-1 Forceful: It can knock someone back a pace, maybe even
out the order. On a 7–9 they do it for now, but come ongoing to hack and slash.” off their feet.
back with serious demands later. Meet them or the n coins: How much it costs to buy, normally. If the cost +n Damage: It is particularly harmful to your enemies.
hireling quits on the worst terms. includes “-Charisma” a little negotiation subtracts the When you deal damage, you add n to it.
haggler’s Charisma score (not modifier) from the price. Ignores Armor: Don’t subtract armor from the damage
MONSTER TAGS Dangerous: It’s easy to get in trouble with it. If you taken.
Amorphous: Its anatomy and organs are bizarre and interact with it without proper precautions the GM may Messy: It does damage in a particularly destructive way,
unnatural. freely invoke the consequences of your foolish actions. ripping people and things apart.
Cautious: It prizes survival over aggression. Ration: It’s edible, more or less. n Piercing: It goes right through armor. When you deal
Construct: It was made, not born Requires: It’s only useful to certain people. If you don’t damage with n piercing, you subtract n from the
Devious: Its main danger lies beyond the simple clash of meet the requirements it works poorly, if at all. enemy’s armor for that attack.
battle. Slow: It takes minutes or more to use. Precise: It rewards careful strikes. You use DEX to hack
Hoarder: It almost certainly has treasure. Touch: It’s used by touching it to the target’s skin. and slash with this weapon, not STR.
Intelligent: It’s smart enough that some individuals pick Two-handed: It takes two hands to use it effectively. Reload: After you attack with it, it takes more than a
up other skills. The GM can adapt the monster by n weight: Count the listed amount against your Load. moment to reset for another attack.
adding tags to reflect specific training, like a mage. Something with no listed weight isn’t designed to be Stun: When you attack with it, it does stun damage
Magical: It is by nature magical through and through. carried. 100 coins in standard denominations is 1 instead of normal damage.
Organized: It has a group structure that aids it in weight. The same value in gems or fine art may be Thrown: Throw it at someone to hurt them. If you volley
survival. Defeating one may cause the wrath of others. lighter or heavier. with this weapon, you can’t choose to mark off ammo
One may sound an alarm. Worn: To use it, you have to be wearing it. on a 7–9; once you throw it, it’s gone until you can
Planar: It’s from beyond this world n Uses: It can only be used n times. recover it.
Stealthy: It can avoid detection and prefers to attack with RANGE TAGS
the element of surprise. ARMOR TAGS Close: It’s useful for attacking something at arm’s reach
Terrifying: Its presence and appearance evoke fear. n Armor: It protects you from harm and absorbs plus a foot or two.
damage. When you take damage, subtract your armor Far: It’s useful for attacking something in shouting
ORGANIZATION TAGS
Group: Usually seen in small numbers, 3–6 or so. from the total. If you have more than one item with n distance.
Horde: Where there’s one, there’s more. A lot more. Armor, only the highest value counts. Hand: It’s useful for attacking something within your
Solitary: It lives and fights alone. +n Armor: It protects you and stacks with other armor. reach, no further.
Add its value to your total armor. Near: It’s useful for attacking if you can see the whites of
SIZE TAGS Clumsy: It’s tough to move around with. -1 ongoing
Huge: It’s as big as a small house or larger. their eyes.
while using it. This penalty is cumulative. Reach: It’s useful for attacking something that’s several
Large: It’s much bigger than a human, about as big as a
cart. feet away—maybe as far as ten.
Small: It’s about halfling size.
Tiny: It’s much smaller than a halfling.
DAMAGE DEBILITIES MONSTER TREASURE
Losing HP is a general thing, it’s getting tired, bruised, Start with the monster’s damage die, modified if the
OTHER SOURCES OF DAMAGE
cut, and so on. Some wounds are deeper though. These monster is:
• It threatens bruises and scrapes at worst: d4 damage
are debilities. Hoarder: roll damage die twice, take higher result
• It’s likely to spill some blood, but nothing horrendous:
d6 damage Weak (STR): You can’t exert much force. Maybe it’s just Far from home: add at least one ration
• It might break some bones: d8 damage fatigue and injury, or maybe your strength was drained Magical: some strange item, possibly magical (usable by
• It could kill a common person: d10 damage by magic. anyone with similar tastes)
Shaky (DEX): You’re unsteady on your feet and you’ve Divine: a sign of a deity (or deities)
Add the ignores armor tag if the source of the damage is Planar: something not of this earth
got a shake in your hands.
particularly large or if the damage comes from magic or Lord over others: +1d4 to the roll
Sick (CON): Something just isn’t right inside. Maybe
poison. Ancient and noteworthy: +1d4 to the roll
you’ve got a disease or a wasting illness. Maybe you
CIRCUMSTANTIAL ARMOR just drank too much ale last night and it’s coming back
Temporary or circumstantial armor works the same way to haunt you. Roll monster’s damage die plus any added dice:
as armor that you wear: 1 armor for partial cover, 2 Stunned (INT): That last knock to the head shook 1. A few coins, 2d8 or so
armor for major cover. something loose. Brain not work so good. 2. An item useful to the current situation
Confused (WIS): Ears ringing. Vision blurred. You’re 3. Several coins, about 4d10
DAMAGE FROM MULTIPLE CREATURES
more than a little out of it. 4. A small item (gem, art) of considerable value, worth
If multiple creatures attack at once roll the highest
Scarred (CHA): It may not be permanent, but for now as much as 2d10×10 coins, 0 weight
damage among them and add +1 damage for each
you don’t look so good. 5. Some minor magical trinket
monster beyond the first.
6. Useful information (in the form of clues, notes, etc.)
STUN DAMAGE Not every attack inflicts a debility—they’re most often 7. A bag of coins, 1d4×100 or thereabouts. 1 wt / 100.
Stun damage is non-lethal damage. A PC who takes stun associated with magic, poison, or stranger things like a 8. A very valuable small item (gem, art) worth
damage is defying danger to do anything at all, the vampire sucking your blood. Each debility is tied to an 2d6×100, 0 weight
danger being “you’re stunned.” This lasts as long as ability and gives you -1 to that ability’s modifier. The 9. A chest of coins and other small valuables. 1 weight
makes sense in the fiction—you’re stunned until you can ability’s score is unaffected so you don’t have to worry but worth 3d6×100 coins.
get a chance to clear your head or fix whatever stunned about changing your maximum HP when you’re sick. 10. A magical item or magical effect
you. A GM character that takes stun damage doesn’t You can only have each debility once. If you’re already 11. Many bags of coins for a total of 2d4×100 or so
count it against their HP but will act accordingly, Sick and something makes you Sick you just ignore it. 12. A sign of office (crown, banner) worth at least
staggering around for a few seconds, fumbling blindly, 3d4×100 coins
etc. ABILITY SCORES 13. A large art item worth 4d4×100 coins, 1 weight
BEST AND WORST 14. A unique item worth at least 5d4×100 coins
Some monsters and moves have you roll damage Score Modifier 15. All the information needed to learn a new spell and
multiple times and take the best or worst result. In this 1–3 -3 roll again
case roll as normal but only apply the best (or worst) 4–5 -2 16. A portal or secret path (or directions to one), and
result. 6–8 -1 roll again
9–12 0 17. Something relating to one of the characters and roll
If a monster rolls its d6 damage twice and takes the best
13–15 +1 again
result it’s written b[2d6]. The b[] means “best.” Likewise,
16–17 +2 18. A hoard: 1d10×1000 coins and 1d10×10 gems worth
w[] means worst, so w[3d10] means “roll a d10 for
18 +3 2d6×100 each
damage three times and use the worst result.”
EQUIPMENT AND SERVICES SERVICES BRIBES
RANGED WEAPONS A week’s stay at a peasant inn 14-Charisma coins A peasant dowry 20-Charisma coins
Crossbow near, +1 damage, reload, 35 coins, 3 weight A week’s stay at a civilized inn 30-Charisma coins “Protection” for a small business 100-Charisma coins
Fine Bow near, far, 60 coins, 2 weight A week’s stay at the fanciest inn in town 43-Charisma coins A government bribe 50-Charisma coins
Hunter’s Bow near, far, 100 coins, 1 weight A week’s unskilled mundane labor 10 coins A compelling bribe 80-Charisma coins
Ragged Bow near, 15 coins, 2 weight A month’s pay for enlistment in an army 30 coins An offer you can’t refuse 500-Charisma coins
Bundle of Arrows 3 ammo, 1 coin, 1 weight A custom item from a blacksmith Base Item + 50 coins
GIFTS AND FINERY
Elven Arrows 4 ammo, 20 coins, 1 weight A night’s “companionship” 20-Charisma coins
A peasant gift 1 coin
An evening of song and dance 18-Charisma coins
MELEE WEAPONS A fine gift 55 coins
Escort for a day along a bandit
bandit-infested road 20 coins
Club, Shillelagh close, 1 coin, 2 weight A noble gift 200 coins
Escort for a day along a monster
monster-infested road 54 coins
Dagger, Shiv, Knife hand, 2 coins, 1 weight A ring or cameo 75 coins
A run
run-of-the-mill killing 5 coins
Dueling Rapier close, 1 piercing, precise, 50 coins, 2 weight Finery 105 coins
An assassination 120 coins
Halberd reach, +1 damage, 2-handed, 9 coins, 2 weight A fine tapestry 350+ coins
Healing from a chirurgeon 5 coins
Long Sword, BattleAxe, Flail close, +1 damage, 15 coins, 2 wt A crown fit for a king 5,000 coins
A month’s prayers for the departed 1 coin
Rapier close, precise, 25 coins, 1 weight
Repairs to a mundane item 25% of the item’s cost HOARDS
Short Sword, Axe, Warhammer, Mace close, 8 coins, 1 wt A goblin’s stash 2 coins
Spear reach, thrown, near, 5 coins, 1 weight MEALS A lizardman’s trinkets 5 coins
Staff close, two-handed, 1 coin, 1 weight A hearty meal for one 1 coin
A “priceless” sword 80 coins
Throwing Dagger thrown, near, 1 coin, 0 weight A poor meal for a family 1 coin
An orc warchief’s tribute 250 coins
A feast 15 coins per person
ARMOR A dragon’s mound of coins and gems 130,000 coins
Leather, Chainmail 1 armor, worn, 10 coins, 1 weight TRANSPORT
Plate 3 armor, worn, clumsy, 350 coins, 4 weight Cart and Donkey 50 coins, load 20
Scale Mail 2 armor, worn, clumsy, 50 coins, 3 weight Horse 75 coins, load 10
Shield +1 armor, 15 coins, 2 weight Warhorse 400 coins, load 12
Wagon 150 coins, load 40
GEAR Barge 50 coins, load 15
Adventuring Gear 5 uses, 20 coins, 1 weight
River boat 150 coins, load 20
Antitoxin 10 coins, 0 weight
Merchant ship 5,000 coins, load 200
Bag of Books 5 uses, 10 coins, 2 weight
War ship 20,000 coins, load 100
Bandages 3 uses, slow, 5 coins, 0 weight
Passage on a safe route 1 coin
Dungeon Rations Ration, 5 uses, 3 coins, 1 weight
Passage on a tough route 10 coins
Dwarven Hardtack Dwarf, Ration, 7 uses, 3 coins, 1 weight
Passage on a dangerous route 100 coins
Elven Bread Ration, 7 uses, 10 coins, 1 weight
Halfling Pipeleaf 6 uses, 5 coins, 0 weight LAND AND BUILDINGS
Healing Potion 50 coins, 0 weight A hovel 20 coins
Keg of Dwarven Stout 10 coins, 4 weight A cottage 500 coins
Personal Feast Ration, 1 use, 10 coins, 1 weight A house 2,500 coins
Poultices and Herbs 2 uses, slow, 10 coins, 1 weight A mansion 50,000 coins
A keep 75,000 coins
POISONS A castle 250,000 coins
Oil of Tagit Dangerous, applied, 15 coins, 0 weight
A grand castle 1,000,000 coins
Bloodweed Dangerous, touch, 12 coins, 0 weight
A month’s upkeep 1% of the cost
Goldenroot Dangerous, applied, 20 coins, 0 weight
Serpent’s Tears Dangerous, touch, 10 coins, 0 weight
CREATE HIRELING PROSPERITY Dwarven: The steading is significantly or entirely dwarves.
Start with a number based on where the hireling was found. Dirt: Nothing for sale, nobody has more than they need (and Dwarven goods are more common and less expensive than
Hirelings in villages start with 2–5. Town hirelings get 4–6. they’re lucky if they have that). Unskilled labor is cheap. they typically are.
Keep hirelings are 5–8. City hirelings are 6–10. Distribute Poor: Only the bare necessities for sale. Weapons are scarce Elven: The steading is significantly or entirely elves. Elven
between loyalty, a main skill, and zero or more secondary skills. unless the steading is heavily defended or militant. Unskilled goods are more common and less expensive than they
Starting loyalty higher than 2 is unusual, as is starting loyalty labor is readily available. typically are.
below 0. Choose a cost for the hireling and you’re done. Moderate: Most mundane items are available. Some types of Enmity: The steading holds a grudge against the listed
skilled laborers. steadings.
A hireling’s stats, especially their loyalty, may change during Wealthy: Any mundane item can be found for sale. Most kinds Exotic: There are goods and services available here that aren’t
play as a reflection of events. A particular kindness or bonus of skilled laborers are available, but demand is high for m. available anywhere else nearby. List them.
from the players is worth +1 loyalty forward. Disrespect is -1 Rich: Mundane items and more, if you know where to find Guild: The listed type of guild has a major presence (and
loyalty forward. If it’s been a while since their cost was last paid them. Specialist labor available, but at high prices. usually a fair amount of influence). If the guild is closely
they get -1 loyalty ongoing until their cost is met. A hireling's
associated with a type of hireling, +1 to recruit that type of
loyalty may be permanently increased when they achieve some DEFENSES
hireling.
great deed with the players. A significant failure or beating may None: Clubs, torches, farming tools.
History: Something important once happened here, choose one
permanently lower the hireling’s loyalty. Militia: There are able-bodied men and women with worn
and detail or make up your own: battle, miracle, myth,
weapons ready to be called, but no standing force.
COSTS romance, tragedy.
Watch: There are a few watchers posted who look out for
The Thrill of Victory trouble and settle small problems, but their main role is to
Lawless: Crime is rampant; authority is weak.
Money summon the militia.
Market: Everyone comes here to trade. On any given day the
Uncovered Knowledge available items may be far beyond their prosperity. +1 to
Guard: There are armed defenders at all times with a total pool
Fame and Glory supply.
of less than 100 (or equivalent). There is always at least one
Debauchery Need: The steading has an acute or ongoing need for the listed
armed patrol about the steading.
Good Accomplished resource. That resource sells for considerably more.
Garrison: There are armed defenders at all times with a total
pool of 100–300 (or equivalent). There are multiple armed
Oath: The steading has sworn oaths to the listed steadings.
SKILLS These oaths are generally of fealty or support, but may be
Adept – Arcane Assistance patrols at all times.
more specific.
Burglar – Experimental Trap Disarming Battalion: As many as 1,000 armed defenders (or equivalent).
Personage: There’s a notable person who makes their home
Minstrel – A Hero’s Welcome The steading has manned maintained defenses as well.
here. Give them a name and a short note on why they’re
Priest – Ministry, First Aid Legion: The steading is defended by thousands of armed
notable.
Protector – Sentry, Intervene soldiers (or equivalent). The steading’s defenses are
intimidating.
Power: The steading holds sway of some type. Typically
Tracker – Track, Guide
political, divine, or arcane.
Warrior – Man-at-arms
OTHER TAGS Religion: The listed deity is revered here.
Arcane: Someone in town can cast arcane spells for a price. Resource: The steading has easy access to the listed resource
STEADING TAGS This tends to draw more arcane casters, +1 to recruit when (e.g., a spice, a type of ore, fish, grapes). That resource is
POPULATION you put out word you’re looking for an adept. significantly cheaper.
Exodus: The steading has lost its population and is on the verge Blight: The steading has a recurring problem, usually a type of Safe: Outside trouble doesn’t come here until the players bring
of collapse. monster. it. Idyllic and often hidden, if the steading would lose or
Shrinking: The population is less than it once was. Buildings Craft: The steading is known for excellence in the listed craft. degrade another beneficial tag get rid of safe instead.
stand empty. Items of their chosen craft are more readily available here or Trade: The steading regularly trades with the listed steadings.
Steady: The population is in line with the current size of the of higher quality than found elsewhere.
steading. Some slow growth. Divine: There is a major religious presence, maybe a cathedral
Growing: More people than there are buildings. or monastery. They can heal and maybe even raise the dead
Booming: Resources are stretched thin trying to keep up with for a donation or resolution of a quest. Take +1 to recruit
the number of people. priests here.
CREATE STEADING Choose one problem: MAKING A CITY
MAKING A VILLAGE • The town has grown too big for an important supply (like By default a city is Moderate, Steady, Guard, Market, and Guild
By default a village is Poor, Steady, Militia, Resource (your grain, wood, or stone): Need (that resource), Trade (a village (one of your choice). It also has Oaths with at least two other
choice) and has an Oath to another steading of your choice. If or town with that resource) steadings, usually a town and a keep. If the city has trade with at
the village is part of a kingdom or empire choose one: • The town offers defense to others: Oath (your choice), - least one steading and fealty from at least one steading choose
• The village is somewhere naturally defended: Safe, -Defenses Defenses one:
• The village has abundant resources that sustain it: • The town is notorious for an outlaw who is rumored to live • The city has permanent defenses, like walls: +Defenses, Oath
+Prosperity, Resource (your choice), Enmity (your choice) there: Personage (the outlaw), Enmity (where the crimes (your choice)
• The village is under the protection of another steading: Oath were committed) • The city is ruled by a single individual: Personage (the ruler),
(that steading), +Defenses • The town has cornered the market on a good or service: Power (Political)
• The village is on a major road: Trade (your choice), Exotic (that good or service), Enmity (a settlement with • The city is diverse: Dwarven or Elven or both
+Prosperity ambition) • The city is a trade hub: Trade (every steading nearby),
• The village is built around a wizard’s tower: Personage (the • The town has a disease: -Population +Prosperity
wizard), Blight (arcane creatures) • The town is a popular meeting place: +Population, Lawless • The city is ancient, built on top of its own ruins: History
• The village was built on the site of religious significance: (your choice), Divine
MAKING A KEEP
Divine, History (your choice) • The city is a center of learning: Arcane, Craft (your choice),
By default a keep is Poor, Shrinking, Guard, Need (Supplies),
Power (Arcane)
Choose one problem: Trade (someplace with supplies), Oath (your choice). If the
• The village is in arid or uncultivable land: Need (Food) keep is owed fealty by at least one settlement choose one: Choose one problem:
• The village is dedicated to a deity: Religious (that deity), • The keep belongs to a noble family: +Prosperity, Power • The city has outgrown its resources: +Population, Need
Enmity (a settlement of another deity) (Political) (food)
• The village has recently fought a battle: -Population, - • The keep is run by a skilled commander: Personage (the • The city has designs on nearby territory: Enmity (nearby
Prosperity if they fought to the end, -Defenses if they lost. commander), +Defenses steadings), +Defenses
• The village has a monster problem: Blight (that monster), • The keep stands watch over a trade road: +Prosperity, Guild • The city is ruled by a theocracy: -Defenses, Power (Divine)
Need (adventurers) (trade) • The city is ruled by the people: -Defenses, +Population
• The village has absorbed another village: +Population, • The keep is used to train special troops: Arcane, -Population • The city has supernatural defenses: +Defenses, Blight (related
Lawless • The keep is surrounded by fertile land: remove Need supernatural creatures)
• The village is remote or unwelcoming: -Prosperity, Dwarven (Supplies) • The city lies on a place of power: Arcane, Personage
or Elven • The keep stands on a border: +Defenses, Enmity (steading on (whoever watches the place of power), Blight (arcane
the other side of the border) creatures)
MAKING A TOWN
By default a town is Moderate, Steady, Watch, and Trade (two Choose one problem STEADING NAMES
of your choice). If the town is listed as Trade by another • The keep is built on a naturally defensible position: Safe, - Graybark, Nook’s Crossing, Tanner’s Ford, Goldenfield,
steading choose one: Population Barrowbridge, Rum River, Brindenburg, Shambles,
• The town is booming: Booming, Lawless • The keep was a conquest from another power: Enmity Covaner, Enfield, Crystal Falls, Castle Daunting, Nulty’s
• The town stands on a crossroads: Market, +Prosperity (steadings of that power) Harbor, Castonshire, Cornwood, Irongate, Mayhill, Pigton,
• The town is defended by another steading: Oath (that • The keep is a safe haven for brigands: Lawless Crosses, Battlemoore, Torsea, Curland, Snowcalm, Seawall,
steading), +Defenses • The keep was built to defend from a specific threat: Blight Varlosh, Terminum, Avonia, Bucksburg, Settledown,
• The town is built around a church: Power (Divine) (that threat) Goblinjaw, Hammerford, Pit, The Gray Fast, Ennet Bend,
• The town is built around a craft: Craft (your choice), • The keep has seen horrible bloody war: History (Battle), Harrison’s Hold, Fortress Andwynne, Blackstone
Resource (something required for that craft) Blight (Restless Spirits)
• The town is built around a military post: +Defenses • The keep is given the worst of the worst: Need (Skilled
Recruits)
STEADING EVOLUTION AID WHAT IS IT KNOWN FOR? (CHOOSE ALL THAT APPLY)
When a steading has oaths to a steading under attack that steading • Unrelenting strength: +2 damage, forceful
GROWTH
When a village or town is booming and its prosperity is above may take -defenses to give the steading under attack +defenses. • Skill in offense: roll damage twice and take the better roll
moderate you may reduce prosperity and defenses to move to the next • Skill in defense: +1 armor
OPPORTUNITY
largest type. New towns immediately gain market and new cities • Deft strikes: +1 piercing
When a steading has enmity against a weaker steading they may
immediately gain guild (your choice). • Uncanny endurance: +4 HP
attack. Subtract the distance (in rations) between the steadings from the
• Deceit and trickery: stealthy, write a move about dirty tricks
steading with enmity’s defenses. If the result is greater than the other
COLLAPSE • A useful adaptation like being amphibious or having wings: add a
When a steading’s population is in exodus and its prosperity is steading’s defenses +defense for each step of size difference (village to
special quality for the adaptation
poor or less it shrinks. A city becomes a town with a steady population town, town to keep, keep to city) they definitely attack. Otherwise it’s
• The favor of the gods: divine, +2 damage or +2 HP or both (your
and +prosperity. A keep becomes a town with +defenses and a steady your call: has anything happened recently to stoke their anger? The
call)
population. A town becomes a village with steady population and forces of the attacker embattle the defender, while they maintain the
• Spells and magic: magical, write a move about its spells
+prosperity. A village becomes a ghost town. attack they’re -defenses.
8. Valuable item (gem, art) worth2d6x100, 0 weight 5. Its appearance is an ill omen. 5. They’re actually enjoying this.
6. Its magics are beyond your ken. 6. It waits for just the right moment.
9. Chest of treasures worth 3d6x100, 1 weight
10. Magical item or effect Undead Soldier
1. Their howls make you tremble in fear. 1. They’re careful in their approach.
11. Many bags of loot worth 2d4x100, ~ weight 2. They’re well-armed and well-armored.
2. They remember their former lives.
12. Sign of office worth 3d4x100, 0 weight 3. Their touch drains your life force. 3. Their teamwork puts yours to shame.
13. Large art item worth 4d4x100, 1 weight 4. They just won’t stay down. 4. They’ve been forced to fight.
5. They carry terrible disease. 5. They defend their weaker allies.
14. Unique item worth 5d4x100 6. They phase through solid objects. 6. They outnumber you.
15. All information needed for a new spell.
16. Portal or secret path (or directions) + roll again “Dungeon World GM Screen and Story Aid” Assembled by Alex Harms
Based on Dungeon World by Sage LaTorra and Adam Koebel (dungeon-world.com)
17. Something relating to a PC +roll again Based on “Lazy DM Cheat Sheet” by Mike Shea (slyflourish.com)
18. A hoard: 1d10x1000 coins, + 1d10x10 gems worth 2d6x100 ea. “Monster Moves” from Grim Portents no.1 by Mike Riverso
Some names generated by seventhsanctum.com
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