Professional Documents
Culture Documents
STEADI N G S
G EOG RAPH I C
N AM ES
This text contains portions of "Dungeon World" by Sage LaTorra and Adam Koebel,
licensed under a Creative Commons Attribution 3.0 Unported license.
This text contains portions of "Dungeon World GM Screen Inserts" by Robert J. Finamore,
licensed under the Creative Commons Attribution 3.0 Unported License.
The entire text of "Dungeon World Campaign Playbook" by Jeremy Friesen is licensed
under a Creative Commons Attribution 3.0 Unported license.
DUNGEON WORLD
CAMPAIGN PLAYBOOK
CAM PAI G N N AM E
PLAYERS
AG ENDA
PRINCIPLES
I N STI N CTS - TO
G M M OVES
DU N G EON M OVES
G M M OVES
FOR
DAN G ERS
AMBITIOUS ORGANIZATIONS
ARCANE ENEMIES
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avenge
spread the good word
reunite with a loved one
make money
make amends
explore a mysterious place
uncover a hidden truth
locate a lost thing
kill a hated foe
conquer a faraway land
cure an illness
craft a masterwork
survive just one more day
earn affection
prove a point
be smarter, faster and stronger
heal an old wound
extinguish an evil forever
hide from a shameful fact
evangelize
spread suffering
prove worth
rise in rank
be praised
discover the truth
make good on a bet
get out of an obligation
convince someone to do their dirty
work
steal something valuable
overcome a bad habit
commit an atrocity
earn renown
accumulate power
save someone from a monstrosity
teach
settle down
get just one more haul
preserve the law
discover
devour
restore the family name
live a quiet life
help others
atone
prove their worth
gain honor
expand their land
gain a title
retreat from society
escape
51 party
52 return home
53 serve
54 reclaim what was taken
55 do what must be done
56 be a champion
57 avoid notice
58 help a family member
59 perfect a skill
60 travel
61 overcome a disadvantage
62 play the game
63 establish a dynasty
64 improve the realm
65 retire
66 recover a lost memory
67 battle
68 become a terror to criminals
69 raise dragons
70 live up to expectations
71 become someone else
72 do what can't be done
73 be remembered in song
74 be forgotten
75 find true love
76 lose their mind
77 indulge
78 make the best of it
79 find the one
80 destroy an artifact
81 show them all
82 bring about unending summer
83 fly
84 find the six-fingered man
85 wake the ancient sleepers
86 entertain
87 follow an order
88 die gloriously
89 be careful
90 show kindness
91 not screw it all up
92 uncover the past
93 go where no man has gone before
94 do good
95 become a beast
96 spill blood
97 live forever
98 hunt the most dangerous game
99 hate
100 run away
KN ACKS
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Criminal connections
Muscle
Skill with a specific weapon
Hedge wizardry
Comprehensive local knowledge
Noble blood
A one-of-a-kind item
Special destiny
Unique perspective
Hidden knowledge
Magical awareness
Abnormal parentage
Political leverage
A tie to a monster
A secret
True love
An innocent heart
A plan for the perfect crime
A one-way ticket to paradise
A mysterious ore
Money, money, money
Divine blessing
Immunity from the law
Prophecy
Secret martial arts techniques
A ring of power
A much-needed bag of taters
A heart
A fortified position
Lawmaking
Tongues
A discerning eye
Endurance
A safe place
Visions
A beautiful mind
A clear voice
Stunning looks
A catchy tune
Invention
Baking
Brewing
Smelting
Woodworking
Writing
Immunity to fire
Cooking
Storytelling
Ratcatching
Lying
Utter unremarkableness
52 Mind-bending sexiness
53 Undefinable coolness
54 A way with knots
55 Wheels of polished steel
56 A magic carpet
57 Endless ideas
58 Persistence
59 A stockpile of food
60 A hidden path
61 Piety
62 Resistance to disease
63 A library
64 A silver tongue
65 Bloodline
66 An innate spell
67 Balance
68 Souls
69 Speed
70 A sense of right and wrong
71 Certainty
72 An eye for detail
73 Heroic self-sacrifice
74 Sense of direction
75 A big idea
76 A hidden entrance to the city
77 The love of someone powerful
78 Unquestioning loyalty
79 Exotic fruit
80 Poison
81 Perfect memory
82 The language of birds
83 A key to an important door
84 Metalworking
85 Mysterious benefactors
86 Steely nerves
87 Bluffing
88 A trained wolf
89 A long-lost sibling, regained
90 An arrow with your name on it
91 A true name
92 Luck
93 The attention of supernatural powers
94 Kindness
95 Strange tattoos
96 A majestic beard
97 A book in a strange language
98 Power overwhelming
99 Delusions of grandeur
100 The wind at his back and a spring in
his step
CURSED PLACES
H ORDES
PLANAR FORCES
M ON STER TAG S
M ON STER SI ZE TAG S
PEOPLE
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PEOPLE
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TREASU RE
H IRELINGS
Start with a number based on where the hireling was found. Hirelings
found in:
Villages get 25
Towns get 4-6
Keeps get 58
Cities get 610
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Give the hireling a name, a cost, and distribute the hirelings number
between loyalty, a main skill, and zero or more secondary skills.
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COSTS
SKILLS
ADEPT
Arcane Assistance: When an adept aids in the casting of a spell of
lower level than their skill, the spells effects have greater range,
duration, or potency. The GM will describe what effects the assist will
add before the spell is cast. Any negative effects of the casting are
focused on the adept first.
B URGLAR
Experimental Trap Disarming: When a burglar leads the way they can
detect traps almost in time. If a trap would be sprung while a burglar is
leading the way the burglar suffers the full effects but the players get
+skill against the trap and add the burglars skill to their armor against
the trap. Most traps leave a burglar in need of immediate healing. If the
players Make Camp near the trap, the burglar can disarm it by the time
camp is broken.
M INSTREL
A Heros Welcome: When you enter a place of food, drink, or
entertainment with a minstrel you will be treated as a friend by
everyone present (unless your actions prove otherwise). You also
subtract the minstrels skill from all prices in town.
PRIEST
Ministry: When you make camp with a priest if you would normally
heal you heal +skill HP.
First Aid: When a priest staunches your wounds heal 2skill HP. You
take -1 forward as their healing is painful and distracting.
PROTECTOR
Sentry: When a protector stands between you and an attack you
increase your armor against that attack by the defenders skill, then
reduce their skill by 1 until they receive healing or have time to mend.
Intervene: When a protector helps you defy danger you may opt to take
+1 from their aid. If you do you cannot get a 10+ result, a 10+ instead
counts as a 79.
TRACKER
Track: When a tracker is given time to study a trail while Making
Camp, when camp is broken they can follow the trail to the next major
change in terrain, travel, or weather.
Guide: When a tracker leads the way you automatically succeed on any
Perilous Journey of a distance (in rations) lower than the trackers skill.
WARRIOR
Man-at-arms: When you deal damage while a warrior aids you add
their skill to the damage done. If your attack results in consequences
(like a counter attack) the man-at-arms takes the brunt of it.
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H IRELINGS
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H IRELINGS
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RAN G E TAG S
Hand: Its useful for attacking something within your reach, no further.
Close: Its useful for attacking something at arms reach plus a foot or
two.
Reach: Its useful for attacking something thats several feet
awaymaybe as far as ten.
Near: Its useful for attacking if you can see the whites of their eyes.
Far: Its useful for attacking something in shouting distance.
WEAPON TAG S
WEAPON LI ST
Ranged Bow
near, 15 coins, 2 weight
Fine Bow
near, far, 60 coins, 2 weight
Hunters Bow
near, far, 100 coins, 1 weight
Crossbow
near, +1 damage, reload, 35 coins, 3 weight
Bundle ofArrows
3 ammo, 1 coin, 1 weight
Elven Arrows
4 ammo, 20 coins, 1 weight
Club, Shillelagh
close, 1 coin, 2 weight
Staff
close, two-handed, 1 coin, 1 weight
Dagger, Shiv, Knife
hand, 2 coins, 1 weight
Throwing Dagger
thrown, near, 1 coin, 0 weight
Short Sword, Axe, Warhammer, Mace
close, 8 coins, 1 weight
Spear
reach, thrown, near, 5 coins, 1 weight
Long Sword, Battle Axe, Flail
close, +1 damage, 15 coins, 2 weight
Halberd
reach, +1 damage, two-handed, 9 coins, 2 weight
Rapier
close, precise, 25 coins, 1 weight
Dueling Rapier
close, 1 piercing, precise, 50 coins, 2 weight
ARMOR LIST
Leather, Chainmail
Scale Mail
Plate
Shield
DU N G EON G EAR
Adventuring Gear
5 uses, 20 coins, 1 weight
Bandages
3 uses, slow, 5 coins, 0 weight
Poultices and Herbs
2 uses, slow, 10 coins, 1 weight
Healing Potion
50 coins
Keg of Dwarven Stout
10 coins, 4 weight
Bag of Books
5 uses, 10 coins, 2 weight
Antitoxin
10 coins
Dungeon Rations
Ration, 5 uses, 3 coins, 1 weight
Personal Feast
Ration, 1 use, 10 coins, 1 weight
Dwarven Hardtack Requires Dwarf, ration, 7 uses, 3 coins, 1 weight
Elven Bread
Ration, 7 uses, 10 coins, 1 weight
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POISONS
Oil ofTagit
Dangerous, applied, 15 coins, 0 weight
Bloodweed
Dangerous, touch, 12 coins, 0 weight
Goldenroot
Dangerous, applied, 20 coins, 0 weight
Serpents Tears
Dangerous, touch, 10 coins, 0 weight
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SERVI CES
M EALS
1 coin
1 coin
15 coins per person
TRAN SPORT
LAN D
AN D
A hovel
A cottage
A house
A mansion
A keep
A castle
A grand castle
A months upkeep
BUILDINGS
BRIBES
A peasant dowry
Protection for a small business
A government bribe
A compelling bribe
An offer you cant refuse
G I FTS
DANGER: __________________________________
AN D
FINERY
A peasant gift
A fine gift
A noble gift
A ring or cameo
Finery
A fine tapestry
A crown fit for a king
20 coins
500 coins
2,500 coins
50,000 coins
75,000 coins
250,000 coins
1,000,000 coins
1% of the cost
20-Charisma coins
100-Charisma coins
50-Charisma coins
80-Charisma coins
500-Charisma coins
1 coin
55 coins
200 coins
75 coins
105 coins
350+ coins
5,000 coins
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G RIM PORTENTS
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DESCRIPTION AND CAST
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STAKES
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ADDI TI ON AL EQU I PM EN T
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STEADI N G TAG S
PROSPERITY
Dirt: Nothing for sale, nobody has more than they need (and theyre
lucky if they have that). Unskilled labor is cheap.
Poor: Only the bare necessities for sale. Weapons are scarce unless the
steading is heavily defended or militant. Unskilled labor is readily
available.
Moderate: Most mundane items are available. Some types of skilled
laborers.
Wealthy: Any mundane item can be found for sale. Most kinds of
skilled laborers are available, but demand is high for their time.
Rich: Mundane items and more, if you know where to find them.
Specialist labor available, but at high prices.
POPULATION
Exodus: The steading has lost its population and is on the verge of
collapse.
Shrinking: The population is less than it once was. Buildings stand
empty.
Steady: The population is in line with the current size of the steading.
Some slow growth.
Growing: More people than there are buildings.
Booming: Resources are stretched thin trying to keep up with the
number of people.
DEFENSES
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DESCRIPTION AND CAST
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STAKES
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Arcane: Someone in town can cast arcane spells for a price. This tends
to draw more arcane casters, +1 to recruit when you put out word
youre looking for an adept.
Blight: The steading has a recurring problem, usually a type of
monster.
Craft: The steading is known for excellence in the listed craft. Items of
their chosen craft are more readily available here or of higher quality
than found elsewhere.
Divine: There is a major religious presence, maybe a cathedral or
monastery. They can heal and maybe even raise the dead for a donation
or resolution of a quest. Take +1 to recruit priests here.
Dwarven: The steading is significantly or entirely dwarves. Dwarven
goods are more common and less expensive than they typically are.
Elven: The steading is significantly or entirely elves. Elven goods are
more common and less expensive than they typically are.
Enmity: The steading holds a grudge against the listed steadings.
Exotic: There are goods and services available here that arent
available anywhere else nearby. List them.
Guild: The listed type of guild has a major presence (and usually a fair
amount of influence). If the guild is closely associated with a type of
hireling, +1 to recruit that type of hireling.
History: Something important once happened here, choose one and
detail or make up your own: battle, miracle, myth, romance, tragedy.
Lawless: Crime is rampant; authority is weak.
Market: Everyone comes here to trade. On any given day the available
items may be far beyond their prosperity. +1 to supply.
Need: The steading has an acute or ongoing need for the listed
resource. That resource sells for considerably more.
Oath: The steading has sworn oaths to the listed Steadings. These oaths
are generally of fealty or support, but may be more specific.
Personage: Theres a notable person who makes their home here. Give
them a name and a short note on why theyre notable.
Power: The steading holds sway of some type. Typically political,
divine, or arcane.
Religion: The listed deity is revered here.
Resource: The steading has easy access to the listed resource (e.g., a
spice, a type of ore, fish, grapes). That resource is significantly
cheaper.
Safe: Outside trouble doesnt come here until the players bring it.
Idyllic and often hidden, if the steading would lose or degrade another
beneficial tag get rid of safe instead.
Trade: The steading regularly trades with the listed Steadings.
STEADI N G S
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STEADI N G S
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STAKES
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DESCRIPTION AND CAST
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DESCRIPTION AND CAST
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STAKES
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