TEXT: Dungeon World 
  Secrets and Sorcery Pack 
   
  Seven new base classes for Dungeon World 
  the Archaeologist, 
  the Enchanter, 
  the Spy, 
  the Dragon Knight, 
  the Guardian, 
  the Reaper, 
  and the Baron 
  and new rules for stress and madness within the dungeon 
   
  For use with the role-playing game Dungeon World, by Sage LaTorra and Adam Koebel 
   
   
   
   
   
   
  Written by Peter Johansen. Version January 24, 2017 
  This work is licensed under the Creative Commons Attribution 3.0 Unported License. To view a copy of this license, visit 
  http://creativecommons.org/licenses/by/3.0/ or send a letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, 
  California, 94041, USA. 
  
  The Archaeologist 
   
  Of all the treasures to be found in Dungeon 
  World, what could be more valuable than 
  knowledge? The ancient secrets that have 
  lain hidden away under the earth in long-lost 
  catacombs or forgotten temples to dead 
  gods? The hidden places and knowledge can 
  be brought back into the light once again.  
  You are at home equally among libraries 
  and dungeons, and equally adept at drawing 
  out the secrets from both. Panache is your 
  weapon against the agents of the darkness, 
  cunning your shield against deadly traps and 
  dangerous passages. Ancient wisdom awaits 
  your discovery in the deep and hidden 
  places of the world, and you have the tools 
  to discover it. 
  Of course, if you find some golden idol 
  covered in jewels, that’s good too. Just be 
  ready to run when you grab it. 
   
  The Archaeologist specializes in both 
  scholarly research and dungeon exploration. 
  They are able to research key information 
  about dungeons and lead expeditions 
  through these most dangerous of places. 
  Indiana Jones is an obvious touchstone to 
  this class. 
   
   
   
   
  The Enchanter 
   
  The greatest of crafts is not in gold or gems, 
  but in the power of magic itself. As elves 
  shape supple wood and dwarves the hard 
  stone, your artisanship is that of 
  enchantments. Whether alchemist or 
  artificer, your laboratory can pour forth 
  magical wonders, limited only by your 
  imagination. With a deft carving of magic 
  runes you make a sword strike with the force 
  of thunder, or a shield that can turn away 
  flames.  
  But there is always more magic out there for 
  your to experience. To truly master your 
  craft, you must be willing to test yourself 
  against the powers of magic that lie in the 
  deepest of dungeons, and to study these 
  ancient enchantments so yours will be 
  greater. Your knowledge of arcane forces 
  makes you a powerful, if bookish ally, to 
  those who seek to plunder such treasures for 
  themselves.  
   
  As the name suggests, the Enchanter deals in 
  enchanted objects. Their skill is in both the 
  creation and comprehension of magical 
  things. The limits of what an enchantment is 
  capable of is only the Enchanter’s 
  imagination and their willingness to invest 
  their resources on the affair. In combat, the 
  Enchanter wields a rune-empowered weapon 
  to defend themselves. 
   
   
  
  The Spy 
   
  What fascinating secrets are exchanged right 
  under the noses of the common folk! Who 
  would have guessed that their neighbors 
  hold membership in a secret order? They 
  never gather openly, only trading notes 
  through hollowed-out trees or clandestine 
  gestures. What does it mean when the baker 
  advertises sweet rolls one day and biscuits 
  the next? Oh, you know. It means that he 
  has the information on the duked you asked 
  him to uncover for you. 
  Whether an agent of the state or the right 
  hand of a criminal empire, the secrets of 
  Dungeon World are your trade, trickled in 
  from a network of informants and data 
  handlers. You may not know who they are, 
  but your network is everywhere, feeding you 
  the information you need to do your job. 
  Even the most closely guarded secrets can 
  fall into your hands, and these will be the 
  dagger with which you strike from the 
  shadows. 
  Knowledge is power. 
   
  The Spy is a different take on the Thief, one 
  who specializes in information gathering. A 
  skilled rogue in their own right, the Spy 
  takes a more social approach to the guile and 
  stealth normally associated with the trade, 
  relying on a network of informants to give 
  them just the knowledge they need. 
   
   
  The Dragon Knight 
   
  The relationship between dragons and 
  mortals is long and complex. Sometimes 
  worshipped, often fought against, and 
  always feared, no creature is more iconic of 
  power and lordly might than the dragon. To 
  those who have proven themselves worthy 
  of forging a bond with a dragon, they 
  become the most awe-inspiring of knights. 
  Whether a bloody tyrant or a defender of the 
  realm, someone riding a dragon into battle is 
  a sight that will not soon be forgotten. 
  You are one of these chosen few, who bear 
  the honor of bonding their immortal soul to 
  that of a dragon. Dragon-fire flows in your 
  veins, just as your valor links your new 
  mount to you forever. You work in tandem 
  with your dragon to overcome even the 
  greatest of enemies, but the link between 
  you is far from perfect. After all, dragons are 
  not tractable creatures, and have a will of 
  their own. How will the two of you learn to 
  trust one another? 
   
  The Dragon Knight is the most awe-
  inspiring of mounted warriors, riding into 
  battle atop a young dragon. The knight and 
  their mount both influence one another, and 
  maintaining a link of mutual respect and 
  trust between the two is key to their success. 
   
  We’ve also included a compendium class 
  version, if you prefer your dragon and 
  knighthood to be earned through play. 
  
  The Guardian 
   
  Terrible things lurk in every corner of 
  Dungeon World. While there is no shortage 
  of men who are willing to take up arms to 
  fight against monsters, your conviction 
  burns far greater than most. You know that 
  the wickedness of a lone goblin pales in 
  comparison to the cruelties that men can 
  inflict upon one another. 
  There is a flame in your soul that cannot be 
  extinguished. The fire within you can give 
  warmth and comfort to your allies, but it can 
  also be used to destroy. When faced with the 
  outrages of the world, the fire in you rises 
  like an inferno, empowering you to mete out 
  justice at the point of a sword. Against evil 
  and injustice, you are judge, jury, and 
  executioner. To the ones you defend, not 
  even the wrath of Hell itself can turn aside 
  your shield. 
  Sometimes terrible things happen to good 
  people. But you’re not one of the good 
  people. You’re one of the terrible things. 
   
  The Guardian is both a defensive warrior 
  and a passionate force of justice. More 
  secular than the Paladin, the Guardian’s 
  power is in their conviction. When their 
  righteous anger burns, they are a force to be 
  reckoned with. 
   
   
   
  The Reaper 
   
  Death gets such a bad reputation. Everyone 
  struggles in vain to hold off Death for just a 
  few more precious moments. They don’t 
  understand Death like you do. Death is not a 
  force to be feared, but to be celebrated and 
  understood. When you face Death with your 
  soul at ease, his secrets will open to you. 
  You do not worship Death, but you revere 
  him, and perform services in his name to 
  ease the suffering of the dearly departed. 
  Whether psychopomp or exorcist, you are a 
  trusted lieutenant in Death’s service, 
  keeping his estate in order against those who 
  would despoil it or try to defy his judgment. 
  Through your deeds, the restless dead of 
  Dungeon World can finally be set to peace 
  beyond the Black Gates. 
  But will you be ready when your time 
  comes? What deals will Death make with 
  you? 
   
  Like Death, the Reaper performs a valuable 
  service, helping the dearly departed rest in 
  peace while cleaning away any lingering 
  spirits or undead which try to mar his order. 
  The Reaper focuses more on the dead and 
  the undead than the Cleric, and has a 
  stronger set of tools to defeat or comfort the 
  lost souls of Dungeon World. 
   
   
   
  
  The Baron 
   
  Through birthright or deeds, you are among 
  the world’s elite. You have earned the right 
  to call yourself Lord over a stronghold, and 
  the lands it protects. Backed by your party 
  of loyal retainers, you are a shepherd to your 
  people, guiding the growth of your lands and 
  delivering justice to villains. Through your 
  deeds and wisdom, a humble hamlet may 
  grow into a mighty city. 
  But being a Baron is no life of idle luxury. 
  Foes from both outside and within your 
  walls seek to take what is rightfully yours. 
  Ravening hordes and scheming rivals both 
  covet your lands. When the walls of your 
  stronghold shield your people against the 
  darkness of Dungeon World, do they also 
  keep close the one who would betray you, 
  plotting your demise in the shadows?  
  Also, that butler you sent down into the 
  wine cellar yesterday hasn’t been seen since. 
  You should probably look into that. 
   
  The Baron is Dungeon World’s answer to 
  Apocalypse World’s Hardholder. The Baron 
  begins with control of their own personal 
  keep, and gives them the tools to grow and 
  defend it as they see fit. However, this does 
  not mean that the Baron is entitled to an 
  unlimited safe haven! The stronghold is a 
  magnet for both danger and intrigue. To 
  maximize the stronghold’s potential, the 
  Baron must journey outside of their gates 
  and face the threats to his lands head-on. 
   
   
  We’ve included a new set of rules for 
  dealing with stress and horror that builds off 
  of the Steel mechanics found in our previous 
  publication. These rules deal with the long-
  term impacts of madness as well as the 
  management of the stress that comes from 
  diving headfirst into danger and 
  unfathomable evil, making them suitable for 
  games that deal with horror or insanity, or 
  for groups that wish to explore the 
  emotional impact that comes from dungeon 
  crawling. 
   
  We’ve also included a compendium class 
  version of the Baron for character who earn 
  their strongholds the hard way. 
   
  For every story that we tell, the world gains 
  that much more wonder. I remain grateful 
  for the support of my colleagues in the 
  Dungeon World G+ community, and the 
  valuable advice and critiques they have 
  given to help me refine and polish my ideas. 
  Once again, I give due credit and thanks to 
  Johnstone Metzger and Jeremy Strandberg 
  in particular. I would also like to 
  acknowledge Robert Doe, David Perry, and 
  Andrea Serafini for their own contributions 
  to this body of work, and all the players of 
  Dungeon World around the world. This 
  work is dedicated to you, and all stories that 
  are yet to be told. Play to find out.  
    
  
   
    
  o Good 
  Prevent an artifact or secret knowledge from being used to hurt 
  others. 
  o Neutral 
  Discover long-lost knowledge or a culturally significant artifact 
  or place. 
  o Chaotic 
  Leap into danger without a plan. 
   
   
  o Dwarf 
  When you use Antiquarian, the GM will always truthfully tell 
  you who created the object and how old it is in addition to the 
  move’s other results, even on a miss. 
  o Halfling 
  You can always ask the GM “Where’s the best hiding place 
  around here?” and get an honest answer. 
  o Human 
  When you Make Camp, if you possess adventuring gear with 
  less than 5 uses, gain 1 use of that adventuring gear. 
   
   
  Fill in the names of your companions in at least one: 
   
  I need ___________’s help to find a valuable treasure. 
   
  ___________ may be the brawn of this group, but I’m the brain. 
   
  ___________ joined me on my first expedition, and they’re still 
  willing to work with me after the... you know. 
   
  ___________ thinks I take too many needless risks, but what do 
  they know?
  Antiquarian 
  When you closely examine an artifact or a piece of lost technology for the first time, 
  roll+INT. *On a 10+, ask the GM three of the following questions. *On 7-9, ask two. *On 
  a 6-, ask two anyway, but the GM will give you a false answer for one of them. 
  • 
  Who created this object and how old is it? 
  • 
  What is the purpose of this object, or what does it do? 
  • 
  Who would find this object valuable? 
  • 
  How is this object dangerous to me? 
  • 
  How is this object activated? 
  • 
  What has been done to or with it recently? 
  • 
  What’s wrong with it and how could it be fixed? 
   
   
  Whip Tricks 
  A whip is a powerful tool in your hands. You can use your whip to grab small, unattended 
  objects within reach range and swing upon it like a grappling hook, all without Defying 
  Danger. 
   
  You cannot Hack and Slash with your whip. Instead, when you crack your whip at an 
  enemy within reach, roll+DEX. *On a 10+, choose two. *On a 7-9, choose one: 
  • 
  You entangle one of their limbs, preventing them from using it as long as you 
  keep your whip wrapped around them 
  • 
  You avoid any retaliation or counterattack 
  • 
  You move them to any place within reach range 
  • 
  You knock them prone or off-balance; the next person who takes advantage of 
  this takes +1 forward 
  • 
  You make them drop an object they are holding 
   
  Researcher 
  When you spend at least a full day researching old tomes, dusty maps, and bits of lore 
  about a nearby location, roll+INT. *On a 10+, choose two from the list. *On a 7-9, 
  choose one. *On a 6-, choose one anyway, but don’t describe it yet. Instead, ask the GM 
  what it will cost you or what you must do to gain that benefit.  
  • 
  You find part of a map, draw it out or otherwise present it to the group. 
  • 
  You learn of a trap or similar hazard, describe it and hold +1 preparation.  
  • 
  You learn of a dangerous enemy or group in the area, describe and/or name 
  them and hold +1 preparation. 
  • 
  You learn of a valuable treasure, describe it and where it’s kept. 
  • 
  You learn something useful about the area’s history, layout, or politics; tell us 
  what.  
  • 
  You gain something that will be particularly useful in there (a key, a password, 
  etc.), tell us what you got. 
   
   
  6 
  Dwarf:  Garin, Daltri, Harrak, Rulin, Kaja, Brall, Nyssa, Gwillen 
  Halfling:  Bolger, Garret, Odo, Mellyn, Portia, Frega, Lirrin, Nelmi 
  Human:  Byron, Gertrude, Lawrence, Chapman, Fredrick, Morley, Virginia, Tatiana, Salah 
  Clever Eyes, Shrewd Eyes, or Glasses 
  Untidy Hair, Balding, or Wide-Brimmed Hat 
  Weathered Clothing, Scholarly Clothing, or Practical Clothing 
  Tanned Body, Rugged Body, or Portly Body 
  THE ARCHAEOLOGIST 
  Alignment 
  Race 
  
   
    
  Your Load is 9+STR.  You start with dungeon rations (5 uses, 1 weight), 
  adventuring gear (5 uses, 1 weight) a whip (1 weight), and a map to 
  someplace hidden, tell us where! Choose two: 
  o A bag of books (5 uses, 2 weight) 
  o Leather armor (1 armor, 1 weight) 
  o Bandages (3 uses), antitoxin, and a short sword (close, 1 weight) 
  o A hand crossbow (near, reload, 1 weight) and a pack of bolts (3 ammo, 1 
  weight) 
   
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Academic Reputation 
  When you Parley with someone who highly respects knowledge or 
  history, you may roll with INT instead of CHA. 
  o Bookworm 
  When you make the Research move, you get +1 preparation in addition to 
  any of the move’s other effects. 
  o Danger Sense 
  When you take a moment to survey an area, you may ask the GM “Is there 
  an ambush or trap here?” If the answer is “yes”, roll+INT. *On a 10+, ask 
  the GM three questions from the list below. *On a 7-9, ask one. 
  • 
  What will trigger the trap or ambush? 
  • 
  What will happen once it’s triggered? 
  • 
  How could it be disarmed or thwarted? 
  • 
  What else should I be on the lookout for? 
  o Moment of Insight 
  When something supernatural makes you Defy Danger, take +1 forward 
  to Spout Lore about that threat. 
  o Simon Belmont 
  Add the following option to the Whip Tricks list: 
  • 
  You deal your damage 
  o Sleuth 
  When you Discern Realities, the GM will always tell you what happened 
  here recently in addition to the move’s other results, even on a miss. 
  o Sneaky 
  Gain a move from the thief playbook. 
  o Treasure Hunter 
  When you obtain a valuable treasure or artifact for the first time, hold 2. 
  Spend a hold to gain one of the following benefits: 
  • 
  Take +1 forward to Defy Danger 
  • 
  Deal +1d6 damage forward, no more than once per attack 
  • 
  Heal yourself for 1d8 HP 
  o Well-Connected 
  When you declare that you know someone who can help you solve a task, 
  describe that person and roll+CHA. *On a hit, you can get help from your 
  contact. *On a 7-9, there’s a catch, choose one and explain why this is: 
  • 
  You owe them a debt, or their help will cost you 
  • 
  Reaching them will be inconvenient or dangerous 
  • 
  They’re not exactly trustworthy or reliable 
  • 
  They hold some enmity towards you 
  o Whip Mastery 
  When you use Whip Tricks, on a 12+ choose three options from the list.
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Careful Explorer 
  When you Undertake a Perilous Journey, you always spot trouble in 
  advance, as if you had taken the scout role and rolled a 10+. You can also 
  take on a second job, roll for it as normal. 
  o Investigator 
  Requires: Sleuth 
  When you Discern Realities, up to two of your questions can by anything, 
  not limited by the list. 
  o Master Looter 
  Requires: Treasure Hunter 
  When you obtain a valuable treasure or artifact for the first time, hold 4 
  on Treasure Hunter instead of 2.  
  o Mola Ram 
  When you use a magical item and force it to obey your will, instead of 
  using its effects as written, roll+INT. *On a 10+, you control the degree and 
  extent of its effects. *On a 7-9, you direct its effects, but choose one: 
  • 
  You break it; it cannot be used again until it is fixed. 
  • 
  You lose control, producing additional, unwanted effects. 
  o Society of Explorers 
  Requires: Well-Connected 
  When you make the Well-Connected move, on a hit your contact will also 
  have some useful information for you; choose an option from the Researcher 
  list for free once you have time to talk with them. 
  o Perfect Planning 
  When you Defy Danger, you may spend 1 preparation to roll with INT 
  instead of whatever the GM says. 
  o Professor 
  When you make the Antiquarian move, on a 12+ you may answer one of the 
  questions yourself. Whatever you say, it is the truth. 
  o Very Sneaky 
  Gain a move from the thief playbook. 
  o Whip Perfection 
  Replaces: Whip Mastery 
  When you use Whip Tricks, on a hit choose one additional option, and add 
  the following options to the list: 
  • 
  You snatch an object they held or were guarding. Now it’s yours! 
  o Why’d it Have to be Snakes? 
  When you Spout Lore about a monster, on a 12+, in addition to the normal 
  effects, you may ask the GM any one question about the subject. Take +1 
  forward when acting on that information. 
  
   
    
  o Good 
  Create something that helps someone else. 
  o Neutral 
  Discover something about a magical mystery. 
  o Evil 
  Gain power or influence for yourself at someone else’s expense. 
   
   
  o Dwarf 
  When you enchant an object that you have made with your 
  own hands, take +1. 
  o Elf 
  When you enchant an object, your mark is invisible to anyone 
  who isn’t an elf. 
  o Human 
  When you duplicate an enchantment you have studied or 
  made before, you are refunded 1 Stock after rolling. 
   
   
  Fill in the names of your companions in at least one: 
   
  __________ needs me to do the heavy thinking, and I need them 
  to do the heavy lifting. 
   
  Ironically, __________ seems to have enchanted me. 
   
  I have enchanted something for __________ before, but it didn’t 
  work out well.  
  Craft Enchantments 
  You possess a kit of magical supplies and tools, which you use to place enchantments 
  upon mundane objects. It can hold an amount of Stock equal to your WIS+3. When you 
  spend several hours in safety gathering and purifying reagents, refill your Stock to its 
  maximum.  
   
  When you set out to enchant an object, tell the GM what effect you want to accomplish 
  and how you mark the object, then spend 1-3 Stock and roll+Stock spent. *On a 10+, 
  choose two. *On a 7-9, choose one.  
  • 
  The enchantment is permanent, as long as the mark remains whole and 
  unmarred 
  • 
  The enchantment does not have any known side effects 
  • 
  The enchantment does not have any weird limitations 
  *On a 6-, the item is cursed. The GM will tell you the nature of the curse, but only after it 
  is too late. 
   
  A given object can hold only one enchantment, but you can always end any enchantment 
  you create by erasing your markings. Any item you enchant always has at least 1 weight. 
  Analyze Dweomer 
  When you closely examine a magical object for the first time, roll+INT. *On a 10+, ask 
  the GM three of the following questions. *On 7-9, ask two. *On a 6-, ask two anyway, but 
  the GM will give you a false answer for one of them. 
  • 
  What does this do?  
  • 
  How is it activated? 
  • 
  Who created this object and how old is it? 
  • 
  Who used this object last? 
  • 
  What has been done to or with it recently? 
  • 
  What’s wrong with it and how could it be fixed? 
  Runic Weapon 
  When you mark a melee weapon with runes of battle and spend 1 Stock, choose one of 
  the following options; the effect lasts until you erase your mark. The enchantment will 
  only function for you; you can’t enchant someone else’s weapon in this way. 
  o 
  Rune of the Sun: The weapon sheds light at your command, about the equivalent 
  of a torch, and can affect insubstantial monsters as if they were solid. 
  o 
  Rune of Thunder: Your weapon strikes like thunder, add the forceful tag. 
  o 
  Rune of the Mountain: You may Defend with WIS instead of CON while you 
  wield this weapon. 
  o 
  Rune of Ice: Your weapon chills your foes to the bone, add the stun tag. 
  o 
  Rune of the Moon: While you wield this weapon you get +1 armor, and an 
  additional +2 armor against magic. 
   
  4 
  Dwarf: Andvare, Brokir, Silbar, Holda, Thora, Jari, Tongus, Clarana, Rosina, Zula 
  Elf: Arathel, Barien, Xylinna, Sedana, Eredania, Nalthanis, Dalinna, Mahtan 
  Human: Karn, Argus, Orland, Lucan, Erin, Jalane, Nerida, Cwenhild, Tania 
  Wise Eyes, Shrewd Eyes, or Curious Eyes 
  Pointy Hat, Neat Hair, or Velvet Hood 
  Formal Robes, Runed Robes, or Travelling Robes 
  Stained Fingertips, Glowing Tattoos, or Crystal Glasses 
  THE ENCHANTER 
  Alignment 
  Race 
  
   
    
  Your load is 7+STR.  You start with dungeon rations (5 uses, 1 weight), a 
  staff (close, 2-handed, 1 weight) and your enchanting tools (1 weight). 
  Choose two: 
  o Enchanted robes (1 armor, 1 weight) 
  o Poultices and herbs (2 uses, 1 weight) 
  o Bag of books (5 uses, 2 weight) 
  o Adventuring gear (5 uses, 1 weight) 
   
   
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Admixture 
  While you are in an appropriate laboratory or place of power, when you 
  roll+Stock spent, you are refunded 1 Stock after rolling. 
  o Affinity for Magic 
  When you Discern Realities, on a hit, you may ask the GM “What here is 
  magical or enchanted?” in addition to your other questions. 
  o Battle Enchanter 
  When you attack with your runic weapon, your damage die is a d8. 
  o Enduring Mark 
  When you create an enchantment, the markings you make will withstand the 
  ravages of time and nature. Only someone deliberately acting to remove your 
  mark can do so, and even then they take 1d6 damage of magical backlash 
  when they do. This does not affect you willingly erasing your own mark, 
  which you can always do without risk. 
  o Hermetic Circle 
  When you draw a magical circle on the floor or ground and spend 1 
  Stock, roll+INT. *On a 10+, you get both effects. *On a 7-9, choose one: 
  • 
  Name a type of creature, they cannot enter or leave the circle 
  • 
  No magic, save your own, can enter or leave the circle 
  o Maker’s Tether 
  When you concentrate, name an object you have enchanted. The GM will 
  tell you approximately where it is, as long as the enchantment is still intact. 
  o Risky Enchantment  
  When you craft an enchantment, you may choose to spend zero Stock. If you 
  do, make the roll at -1. 
  o Runic Empowerment 
  Add the following runes to the Runic Weapon list: 
  o 
  Rune of Doom: Name a type of monster, the weapon deals +1d6 
  damage to the chosen type 
  o 
  Rune of Flame: Add the fiery tag 
  o Sagacity 
  When you use Analyze Dweomer, the GM will always truthfully tell you 
  what the object does, even on a 6-. 
  o Worldly Scholar 
  When you Parley with someone who highly respects knowledge or the 
  arcane, you may roll with INT instead of CHA. 
   
   
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Enchanter’s Soul 
  When you have time and safety with a magic item in a place of power, 
  you can empower that item so that its effects are amplified the next time you 
  use it. The GM will tell you exactly how. 
  o Enchanter’s Will 
  When you use a magical item and force it to obey your will, roll+INT. 
  *On a 10+, you control the degree and extent of its effects. *On a 7-9, you 
  direct its effects, but choose one: 
  • 
  It is damaged and cannot be used again until repaired 
  • 
  It slips out of your control, creating additional, unwanted effects 
  o Eternal Mark 
  Replaces: Enduring Mark 
  When you create an enchantment, the markings you make cannot be 
  removed by anything short of magic, and even then the person dispelling 
  your mark takes 2d6 damage of magical backlash. This does not affect you 
  willingly erasing your own mark, which you can always do without risk. 
  o Master Craftsman 
  When you craft an enchantment, on a 12+ the GM will tell you one further 
  thing you can do to perfect your enchantment. When you do it, you get the 
  third option from the list. 
  o Runic Mastery 
  Requires: Runic Empowerment 
  When you mark your weapon with runes, choose two runes instead of one. 
  o Soulforger 
  You may now enchant living objects, including people. Your subject must be 
  either willing or restrained for you to enchant them. 
  o Spellbreaker 
  Add the following question to Analyze Dweomer: 
  • 
  How can I remove or negate the magic on this object? 
  o Tricky Enchantment 
  Replaces: Risky Enchantment 
  When you craft an enchantment, you may choose to spend zero Stock. If you 
  do, make the roll at +0. 
  o War Enchanter 
  Requires: Battle Enchanter 
  When you attack with your runic weapon, you roll with WIS instead of the 
  usual stat. 
  o Wealth of Knowledge 
  When you Spout Lore or use Analyze Dweomer, on a 12+, GM will also ask 
  you a question about the subject. Whatever you answer, it is the truth. 
  Describe your enchanter’s tools: 
  o
  Made patiently by my own hands 
  o
  Passed down from my mentor, and my mentor’s mentor... 
  o
  A gift or reward from someone important 
  o
  Stolen from a place of ancient power 
   
  o
  Many pouches of ground herbs, plants, and tree bark 
  o
  Bottles of carefully-mixed chemical compounds 
  o
  A wooden case of inks and brushes 
  o
  Jars of specially consecrated clays, paints and chalk 
  o
  A bag of crystals and semi-precious stones 
   
  Stock: 
  
   
    
  o Evil 
  Eliminate a threat to your society or employer.  
  o Chaotic 
  Disrupt a power structure or organization. 
  o Neutral 
  Break into a secure place without being detected. 
   
   
  Choose any race, then choose how you came to be a spy: 
   
  o Criminal Mastermind 
  When you spend hold from Network to ask if a trap or 
  ambush is present and get an answer of “No”, roll a d6. On a 
  3 or higher, the spent hold is refunded to you. 
  o State Agent 
  Hirelings you Recruit have +1 Loyalty. 
  o Private Investigator 
  When you Discern Realities, the GM will always tell you what 
  happened here recently in addition to the move’s other results, 
  even on a miss. 
   
   
  Fill in the names of your companions in at least one: 
   
  I know a dirty secret about ____________, but they don’t know 
  it. 
   
  ____________ has some ties to my organization or employer. 
   
  I’ve worked with ____________ before on a job; they’re 
  trustworthy. 
   
  ____________ is the most likely one to betray us, I’d better 
  watch my back around them.
  Network 
  You have a group of informants and scouts who can trade information with you, describe 
  who or what they are! Every steading will have at least one contact from your network for 
  you to meet. When you spend some time trading information with one of your 
  contacts, hold 2 plus your CHA. When you consult your contact’s intel, spend a hold to 
  ask the GM one of the following: 
  • 
  What’s the greatest danger here? 
  • 
  Where is __________ hidden? 
  • 
  Where could I best hide or blend in around here? 
  • 
  Who can help me out around here? 
  • 
  Is there a trap or ambush here, and if so, where? 
  • 
  Where’s my best way in, out, or through this place? 
  • 
  Who does __________ serve? 
  • 
  What does __________ most desire? 
  • 
  How can I best serve my society or employer around here? 
  After meeting your contact, you must come up with some new information to pass on 
  before you can meet then again and gain more hold from this move. 
   
   
  Sleight of Hand 
  When you pick locks or pockets, disarm a trap, or escape restraints, roll+DEX. *On a 
  10+ you succeed unnoticed, no problem. *On a 7-9 you are still successful, but the GM 
  will offer you two options between suspicion, danger, or cost. 
   
   
  Cloak and Dagger 
  You are trained to fight dirty. When you attack a surprised or defenseless enemy with a 
  melee weapon, either deal your damage or roll+DEX. *On a 10+ choose two. *On a 7-9, 
  choose one: 
  • 
  You deal your damage, ignoring armor 
  • 
  One of their limbs or senses of your choice is crippled for a few moments 
  • 
  You disengage from combat before they can retaliate against you 
  • 
  No one notices you make your attack, and your target doesn't make a sound
  6 
  Like you’d ever let anyone know your real name! Choose a name from another playbook 
  that no one else is using. 
  Sharp Eyes, Shifty Eyes, or Monocle 
  Hooded Head, Wide-Brimmed Hat, or Stylish Hair 
  Dark Clothing, Nondescript Clothing, or Stolen Clothing  
  Rotund Body, Lean Body, or Sexy Body 
  THE SPY 
  Alignment 
  Background 
  
   
    
  Your load is 9+STR.  You start with dungeon rations (5 uses, 1 weight) and a 
  set of thieves’ tools (2 weight). Choose three: 
  o Rapier (close, precise, 1 weight) 
  o Stiletto (hand, 1 weight), which is never found even if you are searched 
  o 3 throwing knives (thrown, near, 0 weight) 
  o Leather armor (1 armor, 1 weight) 
  o Adventuring gear (5 uses, 1 weight) 
  o Antitoxin 
  o 10 coins 
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Acquisition 
  When you put out word to your contacts about something you want or 
  need, roll+CHA. *On a 10+, someone has it, just for you. *On a 7-9, you’ll 
  have to settle for something close or it comes with strings attached, your call. 
  o Agent Provocateur 
  When you spend some time trading gossip in a community, roll+CHA. 
  *On a hit, you learn of an interesting opportunity nearby. *On a 10+, you can 
  also start a rumor of your own; it will spread like wildfire. 
  o Backup 
  While you are in a steading, you can spend a hold from Network to have an 
  agent of your organization accompany you for one task. Treat them as a 
  hireling with skill points equal to your level, loyalty equal to your CHA, and 
  the cost, “service to our society”. After completing your task, they leave you 
  unless you spend another hold. 
  o Blackmailer 
  Add the following option to Network: 
  • 
  What could I use as leverage against __________? 
  o Data Handler 
  When you gain hold from Network, you gain 1 additional hold. 
  o Impersonation 
  When you disguise yourself as a specific person, roll+CHA. *On a 10+, 
  only that person’s most intimate associates can tell the difference. *On a 7-9, 
  only those who do not know the person are fooled. 
  o In Your Shadow 
  When you follow or shadow someone, roll+DEX. *On a 10+, you find out 
  exactly what they’re up to without arousing suspicion. *On a 7-9, it’s either 
  an impression of their doings or you can reveal yourself to learn more. 
  o Incognito 
  When you blend into a crowd or the shadows, foes never spot you until 
  you draw attention to yourself or leave your cover.  You can move while 
  remaining in your cover, but no faster than a leisurely walk. 
  o License to Kill 
  When you deal damage with a weapon with a range of hand or the 
  precise tag, deal +1d4 damage. 
  o Sneaky 
  Gain a move from the thief playbook. 
   
   
   
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Black Ops 
  When you use Cloak and Dagger, on a 12+ you get three choices from the 
  list. 
  o Enigma 
  No force can make you betray your colleagues, not even Death itself. Any 
  attempts to scry on your location, read your thoughts, or manipulate your 
  mind fail. 
  o Fade Away 
  While you stay still or act meek and unobtrusive, even in broad daylight, 
  people only notice you if they are looking for you specifically. 
  o Field Agent 
  You can spend preparation as if it were hold on Network. 
  o Master Impersonator 
  Replaces: Impersonation 
  When you disguise yourself as a specific person, you look just like them. 
  Your actions may give you away, but anyone who does not know the person 
  intimately will be fooled by your appearance. When you meet someone who 
  is intimately associated with the person you are impersonating, 
  roll+CHA. *On a 10+, they are fooled, even by strange behavior, until you 
  give yourself away for certain. *On a 7-9, they are already suspicious of you. 
  o Sealed Fate 
  Add the following option to Network: 
  • 
  How is __________ vulnerable to me? 
  o Secret Stash 
  You may spend a hold from Network to reveal a stash of useful equipment 
  hidden nearby, the GM will tell you what you got. 
  o Social Psychology 
  When you Parley, on a hit you can ask their player a question from the 
  Network list, they must answer it truthfully to the best of their knowledge. 
  This information comes from a slip of the tongue or their body language 
  giving it away. On a 10+ they don’t notice that they gave up their 
  information, on a 7-9 they do. 
  o Very Sneaky 
  Gain a move from the thief playbook. 
  o Web of Contacts 
  When you put out word to your contacts that you want to meet with 
  someone, roll+CHA. *On a 10+, someone can set up a meeting, with 
  circumstances in your favor. *On a 7-9, you can meet with them, but there 
  are strings attached or the circumstances are less than ideal. 
  
   
    
  o Lawful 
  Deliver justice to an evildoer. 
  o Good 
  Endanger yourself to protect someone weaker than you. 
  o Evil 
  Gain wealth or power for yourself at someone else’s expense. 
   
   
  Choose any race, then choose the type of dragon you ride: 
   
  o Chromatic   
   
           Link stat: +CON 
  Your dragon is no stranger to combat, and neither are you. When 
  you Defend, take +1 armor forward. 
  o Metallic    
   
            Link stat: +WIS 
  Your dragon is quite sociable, and so are you. You can write one 
  extra Bond with your companions, giving you a total of four. 
  o Gemstone   
   
            Link stat: +INT 
  Your dragon will always accept crystals as payment of its cost.  
   
   
  Fill in the names of your companions in at least one: 
   
  ____________ was with me when I first met my dragon. 
   
  I’ve been burned by ____________ before, if you know what I 
  mean. 
   
  My dragon seems to like ____________; they must be someone 
  I can trust.
  How to Train Your Dragon 
  Your soul is linked with that of a young dragon, about the size of a horse. Give your 
  dragon a name! As long as you treat your dragon with respect, it will usually obey you. 
  Your dragon is capable of speech like a human. When you whistle loudly for your 
  dragon when it is not nearby, it will quickly arrive at your side in dramatic fashion.  
  When your dragon dies, so do you, and vice versa. 
   
  You have a stat called Link. Your Link is equal to your link stat, which depends on what 
  kind of dragon you ride. Your Link can never be less than zero. When you would reduce 
  your Link below zero, your dragon instead refuses to obey your orders for a while. 
  Choose a cost; your dragon expects its cost to be paid regularly like a hireling’s would. 
  When you pay your dragon’s cost, reset your Link to the value of your link stat. 
  o 
  Gold and jewels 
  o 
  The blood of its enemies, specify who or what they are 
  o 
  Ancient knowledge and magics 
  o 
  The cowering obeisance of mortals 
   
  Choose three moves for your dragon. When you command your dragon to perform a 
  move it knows, roll+Link. *On a 10+, the move is done, no problem. *On a 7-9, the move 
  happens, but there’s either a consequence or limitation, or reduce your Link by 1. If a 
  move would deal damage, roll your own damage die.  
   
   
   
  Dragonrider 
  Your dragon is capable of flight, and can carry you and one passenger with it. When you 
  fly upon your dragon for a great distance or to someplace dangerous, say where you 
  are going and roll+Link. *On a hit, you get where you need to be. *On a 7-9, choose one.  
  • 
  A threat is waiting for you when you arrive 
  • 
  The ride exhausts or injures your dragon, and it cannot fly until it gets some rest 
  • 
  Reduce your Link by 1 
  • 
  It takes longer than you expected to get where you want 
   
  Voice of Fire 
  When you publicly impress yourself upon a group of people, by words or deeds, 
  roll+CHA. *On a 10+ the GM chooses two NPCs present that you have impressed and a 
  reaction. *On a 7-9, the GM chooses one. *On a 6-, you’ve attracted some unwanted 
  attention. 
  • 
  They back you up, stand by your side, or support your cause. 
  • 
  They come to you with something they think you want, need or could use. 
  • 
  They come to you with valuable information. 
  8 
   
  Names: Taya, Daine, Mallory, Shana, Ricard, Freya, Xaldin, Isabel, Minerva, Glenn 
   
  Dragon Names: Brodahmik, Heyvkaal, Venahkrin, Centhylion, Frethiel, Benthylios, 
  Kenzodomu, Morokegos, Rovostraza, Strunvahlok, Tyraxes, Aurion 
  Golden Eyes, Wary Eyes, or Disdainful Eyes 
  Ornate Helmet, Winged Circlet, or Fiery Hair 
  Burnished Armor, Gilded Armor, or Crested Surcoat 
  Long Shanks, Regal Bearing, or Unblemished Body 
  THE DRAGON KNIGHT 
  Alignment 
  Dragon 
  o
  Strike with fang and claw 
  o
  Belch forth elemental fury 
  o
  Scout from high above 
  o
  Hunt or track by scent 
   
  o
  Intimidate with a mighty roar 
  o
  Harry from the air 
  o
  Flap its wings to create a gust of wind 
  o
  Recall ancient lore 
   
  
   
    
  Your load is 10+STR.  You start with dungeon rations (5 uses, 1 weight), 
  chainmail (1 armor, 1 weight), and a symbol of the bond between you and 
  your dragon, describe it!  Choose your armament: 
  o Spear (reach, thrown, near, 1 weight) and shield (+1 armor, 2 weight) 
  o Recurve bow (near, 1 weight) and bundle of arrows (3 ammo, 1 weight) 
  o Halberd (reach, +1 damage, two-handed, 2 weight) 
  Choose one:  
  o Adventuring gear (5 uses, 1 weight) 
  o Broadsword (close, 1 weight) 
  o Poultices and herbs (2 uses, slow, 1 weight) 
  o Something that would satisfy your dragon’s cost, tell us what! 
   
   
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Battle Standard 
  You have a symbol of some kind that you use to inspire others—maybe not a 
  literal standard, but something visible and obvious. When you raise your 
  standard in support of a cause, anyone who joins that cause gains 1d6 
  temporary hit points until you lower your standard (by your own choice or 
  not) or they turn away from your cause. Any damage they take must reduce 
  these temporary hit points before being applied to their own hit points. 
  o Dragon Eye 
  You can always see through your dragon’s eyes as if they were your own, no 
  matter the distance.  
  o Faerie Dragon 
  Your dragon can shrink itself to the size of a housecat or back to its normal 
  size at your command, no need to roll. While in this small form your dragon 
  cannot use any of its other moves. It can still fly, it just can’t carry you. 
  o Fáfnir 
  Treasure can never hide from you. When you are in the presence of 
  something hidden and valuable, you spot it right away. 
  o Fiery Crusader 
  Gain a move of your level or lower from the paladin or immolator playbook. 
  o Ignition 
  When you draw dragon-wrath into your weapon, the weapon gains the 
  fiery tag as long as you wield it. 
  o Mighty Charge 
  When you charge an enemy while riding your dragon, your attack is 
  forceful and deals +1d6 damage, but on a 7-9 you are also dismounted after 
  the attack. 
  o Targaryen 
  Heat and flame can no longer harm you (though they can still burn or melt 
  your possessions). 
  o Watch How I Soar 
  When you use Dragonrider, on a 10+ choose one of the following: 
  • 
  You get there much quicker than you expected 
  • 
  You get the drop on any danger waiting for you there 
  o Well-Trained 
  Choose another move for your dragon from the list. 
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Burninator 
  When you command your dragon to use a move that deals damage, on a 
  10+ add two of the following tags to the attack: piercing 3, forceful, messy, 
  area. On a 7-9, add one tag. 
  o Conflagration 
  Requires: Ignition 
  When you draw upon the fire within your soul, roll+Link. *On a hit, you 
  breathe fire; deal your damage to all creatures in the path of the flames. *On 
  a 7-9, you also either deal your damage to yourself (ignoring armor), or the 
  flames get out of control. 
  o Dragon Heart 
  When you Make Camp, hold 1. When you would reduce your Link, you may 
  spend this hold instead of reducing your Link. 
  o Gold Standard 
  Requires: Battle Standard 
  Those who join the cause you raise your standard for gain 2d6 temporary hit 
  points, instead of 1d6. 
  o Loyal Unto Death 
  When your dragon takes a blow that was meant for you, the damage is 
  negated, but reduce your Link by 1. 
  o My Armor Is Like Tenfold Shields 
  While you are riding your dragon, you have armor equal to your Link. 
  o My Teeth Are Swords, My Claws Spears  
  Requires: Mighty Charge 
  When you deal damage while riding your dragon, add your Link to the 
  damage. 
  o Paragon of Flame 
  Gain a move of your level or lower from the paladin or immolator playbook. 
  o Thundering Voice 
  When you use Voice of Fire, on a 12+ you can instead choose one NPC 
  specifically to impress. The GM chooses their reaction from the list. 
  o Wyrm-Tongue 
  You speak the language of dragons. Any creature of this world will 
  understand what you say, and you can understand them. 
  Choose a look for your dragon: 
     Great Horns, Barbels, or Ridged Crest 
     Sinuous Body, Powerful Body, or Spiny Body 
     Shining Scales, Stony Scales, or Fine Scales 
   
  Choose strengths for your dragon equal to your 
  Link: 
     Swift, strong, quick reflexes, tireless, agile, 
  ferocious, intimidating, keen senses, cunning 
   
  Choose one weakness for your dragon: 
     Flighty, headstrong, prideful, hot-tempered, 
  vindictive, arrogant, easily distracted 
  Link: 
  
   
    
  o Good 
  Suffer or endure hardship so that someone else does not have to. 
  o Lawful 
  Fulfill a promise to protect someone during a dangerous journey 
  or situation. 
  o Chaotic 
  Upstage, humiliate, or dethrone an unjust or evil authority figure. 
   
   
  o Dwarf 
  Choose a specific type of foe, such as demons, goblin-kin, 
  dragon-kin, or undead. When you enter battle with your 
  chosen foe, you burn with righteous anger. 
  o Human 
  You’re an experienced bodyguard. While you are Defending, 
  you do not need to spend hold to redirect an attack from the 
  thing you are defending to yourself; you just do it. 
   
   
  Fill in the names of your companions in at least one: 
   
  __________ was one of my first wards, but things have changed 
  between us since then. 
   
  I’ve saved __________’s life more than once. 
   
  __________ is always getting into trouble, I must protect them 
  from themselves. 
   
  __________ has been on the wrong side of my wrath before.
  I’ll Be There For You 
  When you make a promise to protect someone, they become your ward. You may only 
  have one ward at a time. When you Defend your ward, you get the following benefits: 
  • 
  You take +1 armor forward 
  • 
  If you get a 6- on your Defend roll, treat it as a 7-9 instead 
  • 
  Add the following option to Defend: “Give your ward an opportunity to escape a 
  dangerous situation 
   
  Payback Time 
  Choose two things that make you burn with righteous anger when you encounter them: 
  o 
  Bullying, slavery, and oppression 
  o 
  Wanton cruelty and unnecessary suffering 
  o 
  Injustice and inequality 
  o 
  Cowardice, treachery, and selfishness 
  o 
  Threats to your loved ones 
  o 
  The despoiling of beauty and innocence 
  o 
  Violence to children, animals, and the innocent 
  o 
  Perversions of nature 
   
  When you burn with righteous anger, hold 3 Payback. When you act on your anger, 
  spend a Payback to: 
  • 
  Act despite pain, fear, or doubt 
  • 
  Act suddenly and with conviction, catching your foe off-guard 
  • 
  Add +1d6 damage and the forceful tag to your next attack 
  • 
  Stand fast, keeping your position, stance, and course despite what befalls you 
  • 
  Throw off the effects of being stunned, confused, or enchanted 
   
  When there are no threats to you or your ward in sight, lose all of your held Payback. 
   
   
  Make a Stand 
  When you call out someone’s villainous actions and demand they stand down, 
  roll+CHA. *On a 10+, they choose one: 
  • 
  Cease what they are doing and back off 
  • 
  Focus their attention on you and attack, and you take +1 forward against them 
  *On a 7-9, they can choose either of the above, or: 
  • 
  Dissemble, stall, make excuses, defer to another, or argue the point
  10 
  Dwarf: Maran, Halnar, Donarak, Varas, Balgrim, Armeril, Skori, Kalna, Haegara 
  Human: Wallace, Bertrand, Roger, Tomoe, Maeve, Emilia, Caterina, Halvard, Sigmund  
   
  Hard Eyes, Wary Eyes, or Eyepatch  
  Helmet, Bald, or Long Ponytail 
  Old Uniform, Tattered Clothing, or Rust-Stained Clothing 
  Scarred Body, Bulky Body, or Toned Body 
  THE GUARDIAN 
  Alignment 
  Race 
  
   
    
  Your Load is 10+STR. You start with dungeon rations (5 uses, 1 weight), 
  chain mail (1 armor, 1 weight), a shield, (+1 armor, 1 weight), and a melee 
  weapon of your choice (close, 1 weight). Choose one: 
  o Adventuring gear (5 uses, 1 weight) 
  o Healing potion 
  o Antitoxin and bandages (3 uses) 
  o Keg of dwarven stout (4 weight) 
   
   
   
   
   
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Armored 
  You ignore the clumsy tag on armor you wear. 
  o Bastion 
  When you Defend someone you have a bond with, you take +Bond armor 
  forward. This is in addition to the armor bonus if they are your ward. 
  o Bodyguard 
  When you use your promise of protection as leverage, you may Parley 
  with CON instead of CHA, but on a hit they must become your ward until 
  your promise is fully kept. 
  o Burning Bright 
  Choose a third thing that makes you burn with righteous anger. 
  o Crusader 
  Gain a non-multiclass move from the paladin playbook, except Quest. 
  o Hell’s Gate 
  When your ward would take their Last Breath in your presence, you may 
  intercede with Death on their behalf. They will live for now, but Death will 
  demand a favor or bargain from you in exchange. 
  o Just Bring It 
  When you use Make a Stand, if your foe attacks you, you also get +1 
  Payback. 
  o Shield Bash 
  When you Hack and Slash while wielding a shield, you may deal +1d6 
  damage. If you do, take -1 armor forward as well. 
  o Sleep With One Eye Open 
  When you stand watch for an entire night, you always see anything 
  approaching your camp in time to wake the camp and prepare a response, as 
  if you had rolled a 10+ to Take Watch. However, doing this exhausts your 
  vigilance; you lose the benefits of having a ward until you get a proper 
  night’s sleep, then you can choose a new ward. 
  o Vigilant 
  Add these to the list of Discern Realities questions: 
  • 
  How can I get my ward out of here? 
  • 
  What here poses the greatest threat to my ward? 
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Avenging Strike 
  When you spend a hold from Defend to deal damage, you deal +1d4 
  damage and scar, mark, or diminish your target in some way, the GM will 
  tell you how. 
  o Beacon of Hope 
  When you make a stand against the darkness while in sight of your 
  ward, your ward holds 1 Payback, which they can spend just like you can. 
  o Eternal Flame 
  If you are reduced to zero HP while you hold Payback, you keep fighting and 
  don’t take your Last Breath until you spend all your Payback. When you take 
  damage when you are at zero HP, you lose 1 Payback. 
  o Mirror Shield 
  While you have a shield equipped, add the following option to Defend: 
  • 
  Redirect a spell or magical effect from the thing you defend to the 
  ground, making it fizzle harmlessly 
  o Paragon 
  Gain a non-multiclass move from the paladin playbook, except Quest. 
  o The People’s Champion 
  Requires: Just Bring It 
  When you use Make a Stand, on a 12+ you fluster or intimidate your foe; 
  you choose how they react from the list. 
  o Shield Slam 
  Replaces: Shield Bash 
  When you Hack and Slash while wielding a shield, you deal +1d8 damage.  
  o Sleep With Both Eyes Open 
  Replaces: Sleep With One Eye Open 
  When you stand watch for an entire night, you always see anything 
  approaching your camp in time to wake the camp and prepare a response, as 
  if you had rolled a 10+ to Take Watch. 
  o Retribution 
  When you have engaged a foe in melee and they break off or make an 
  attack that doesn’t include you, you may deal your damage to them. 
  o You Shall Not Pass 
  Add the following option to Payback Time: 
  • 
  Glare at an approaching enemy, stopping them dead in their tracks 
  
   
    
  o Lawful 
  Carry out a spirit’s last request. 
  o Neutral 
  Help someone to understand death or soothe their grief. 
  o Evil 
  Exploit your power over death for personal gain. 
   
   
  Death doesn’t care who or what you are. All are equal in his 
  eyes. Choose any race you want, it doesn’t matter.  
   
   
   
   
  Fill in the names of your companions in at least one:  
   
  One of __________’s ancestors gave me a message for them, but 
  I’m waiting for the right time to give it to them. 
   
  I brought __________ back from Death’s Door.  
   
  __________ fears the power I wield over souls. I will help them 
  to understand. 
   
  __________’s beliefs about the afterlife are wrong. I shall try to 
  show them the truth. 
   
   
   
   
   
  Undertaker 
  When you perform last rites over a recently dead or dying sentient creature, you gain 
  1 Soul, and you may ask the deceased’s player the following questions, they must answer 
  you truthfully: 
  • 
  What caused your death? 
  • 
  What regret burdens your soul?  
  You may hold a maximum of 3 Soul. You begin play with 2 Soul. 
   
   
  Soul Magic 
  You can cast any spell from the Reaper spell list of your level or lower without needing to 
  prepare them first. When you cast a Reaper spell, roll+WIS. *On a hit, the spell is 
  successfully cast. *On a 10+, choose a consequence from the list below. *On a 7-9, choose 
  two consequences. 
  • 
  You spend 1 Soul 
  • 
  The spell has other effects as well 
  • 
  You may not cast this spell again until after the next time you Make Camp 
  • 
  You draw attention to yourself or put yourself in a spot, the GM will tell you 
  how 
   
   
  Castigate 
  When you verbally rebuke an undead creature and spend 1 Soul, roll+CHA. *On a 
  10+, choose three. *On a 7-9, choose one. 
  • 
  You deal your damage to the target, ignoring armor 
  • 
  You place a burden upon them, limiting their supernatural abilities 
  • 
  The target may not come any closer to you, as long as you lock its gaze 
  • 
  You may ask two questions from the Discern Realities list about the target 
   
   
  Death Lore 
  When you first encounter an important creature, location, or item that pertains to 
  spirits, the undead, or the afterlife, you can ask the GM any one question about it; the 
  GM will answer truthfully. 
   
  Additionally, when you Spout Lore about spirits or the lands beyond the Black Gate, 
  you roll with WIS instead of INT. 
    
  6 
  Names: Nihlath, Myrkul, Azoth, Mordecai, Nija, Nihasa, Prosperine, Zente, Dante 
  Haunted Eyes, Dead Eyes, or Inky Black Eyes  
  Deep Hood, Bald, or Styled Hair 
  Tattered Robes, Heavy Cloak, or Funerary Attire  
  Bony Body, Pale Body, or Corpulent Body 
   
  THE REAPER 
  Alignment 
  Race 
  
   
    
  Your load is 6+STR.  You start with dungeon rations (5 uses, 1 weight), two 
  coins, and the tools you use to perform last rites, describe them! Choose two: 
  o Scythe (close, two-handed, 1 weight) and antitoxin (0 weight) 
  o Sacrificial dagger (hand, 1 weight) and bandages (3 uses, slow, 0 weight) 
  o Bag of books (5 uses, 2 weight) 
  o Healing potion 
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Ashes to Ashes 
  When you perform last rites, you may choose to turn the corpse you have 
  used to ashes. That corpse can never be raised again, including as an undead, 
  nor can its spirit be contacted in any way, short of direct intervention by 
  Death himself. 
  o Canopic Jars 
  The maximum number of Soul you can hold is now 4. 
  o Exorcist 
  You can now use Castigate on spirits and extra-planar creatures. When you 
  do, add the following option to the Castigate list: 
  • 
  You drive the target out of any person or object they are 
  possessing, and prevent them from possessing anything else as 
  long as you are present 
  o Ferryman 
  When you Parley with ghosts and other intelligent undead, you may offer 
  the comfort of oblivion as leverage. If they accept, they depart this world for 
  the one beyond the Black Gates. 
  o I See Dead People 
  You no longer have to roll to cast the spell Spirit Medium; you can just cast 
  it whenever you like. Additionally, Spirit Medium no longer has an ongoing 
  cost. 
  o Phantom Guard 
  While you have at least one Soul, you have 2 armor. 
  o Reverence 
  Choose a spell from the cleric list. You may cast that spell as if it were one 
  of your own.  
  o The Scales of Life and Death 
  When someone takes their Last Breath in your presence, they take +1 to 
  their roll. 
  o Spirits of Knowledge 
  When you enter a new place, the spirits of the dead will tell you a fact from 
  the history of that location or something that has changed since you were 
  there last. 
  o Vital Transfer 
  When you touch someone, you can spend 1 Soul to heal them of 1d6 
  damage, as many times as you like, as long as you have Souls to spend. You 
  can use this ability on yourself if you wish.
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Cross the Veil 
  When you step partially into the land of shadows and spend 1 Soul, you 
  turn yourself insubstantial. Your can pass through solid objects, and 
  mundane weapons will pass through you. You may still be repelled or 
  harmed by magic or energy. Attacking or casting a spell ends this effect. 
  o Dust to Dust 
  Requires: Ashes to Ashes 
  When you reduce a living creature to zero HP, you may turn its corpse to 
  ashes, as per the Ashes to Ashes move. If you do, you instantly gain 1 Soul. 
  o Expel 
  Requires: Exorcist 
  When you deal damage with Castigate, deal +1d6 damage, and when you 
  reduce an undead, spirit, ghost, or extra-planar creature to zero HP, it is 
  henceforth barred from appearing on the material plane in any form. If the 
  creature would be sent back beyond the Black Gates, Death will personally 
  make sure it never leaves his domain again. 
  o Grim Reaper 
  Any weapon you wield draws power from beyond the Black Gates. Your 
  weapon can affect insubstantial creatures as if they were solid, and your 
  attacks get +Soul piercing. 
  o Memento Mori 
  When you take your Last Breath, take +Soul to the roll. 
  o Phantom Armor 
  Replaces: Phantom Guard 
  While you have at least one Soul, you have 3 armor. 
  o Rest In Peace 
  You no longer need to spend Souls to use Castigate. 
  o Soul Mastery 
  When you cast a spell, on a 12+, choose no consequences. 
  o Spirits of Warning 
  When you consult the spirits of those who died at your location, 
  roll+CHA. *On a 10+, a spirit will guide you past danger, keep you from 
  becoming lost, or show you something hidden. *On a 7-9, a spirit will show 
  you a danger, but no more than that. 
  o Vital Infusion 
  Requires: Vital Transfer 
  When you use Vital Transfer, you heal 2d6 damage per Soul spent instead. 
   
  
   
    
   
   
  REAPER SPELLS 
   
  o Speak With Dead 
  level 1 
   
  A corpse converses with you briefly. It will answer any three questions you 
  pose to it to the best of the knowledge it had in life and the knowledge it 
  gained in death. 
  o Spook 
  level 1 
  ongoing 
  Choose a target you can see and a nearby object. The target is afraid of the 
  object so long as you maintain the spell. Their reaction is up to them: flee, 
  panic, beg, or fight. While this spell is ongoing you take -1 to cast a spell. 
  You cannot target entities with less than animal intelligence (magical 
  constructs, undead, automatons, and the like). 
   
   
  o Spirit Medium 
  level 1 
  ongoing 
  While this spell is ongoing, you can detect and interact with ghostly, 
  insubstantial, or extra-planar entities, and you take -1 to cast a spell. Any 
  such creatures will be aware of you while this spell is ongoing, and more 
  likely to interact with you. 
  o Corpse Lantern 
  level 1 
   
  You draw a spiritual lantern from beyond the Black Gates, which floats 
  nearby you. It gives off no heat or sound and requires no fuel but is 
  otherwise like a mundane lantern. You have complete control of the color of 
  the lantern. The spell lasts until the next dawn. 
   
   
   
   
   
  o Séance 
  level 3 
   
  Name the spirit you wish to contact (or leave it to the GM). You pull that 
  creature through the planes; just close enough to speak to you. It is bound to 
  answer any one question you ask to the best of its ability. 
   
   
   
  o Shroud 
  level 3 
  ongoing 
  Choose an area you can see: it’s filled with supernatural darkness and 
  shadow. While this spell is ongoing you take -1 to cast a spell. 
   
   
   
   
   
  o Grim Visions 
  level 5 
   
  Cast this spell and gaze into a reflective surface to see where Death thinks 
  you are needed most right now. The GM will reveal the details of a grim 
  portent to you—a bleak event that will come to pass without your 
  intervention. They will then tell you something useful about how you can 
  interfere with the grim portent’s dark outcomes. 
   
   
   
  o Unholy Blight 
  level 5 
  ongoing 
  A swarm of vicious insects from beyond the Black Gates of Death fill the 
  immediate area. Whenever a creature in the area takes damage it takes an 
  additional, separate 1d4 damage, which ignores armor. This spell persists so 
  long as you can see the affected area, or until you dismiss it. 
   
   
   
   
   
   
  o Death Grip 
  level 7 
   
  Touch an enemy and strike them with the power from beyond the Black 
  Gates, dealing 2d8 damage to them and 1d6 damage to yourself. This 
  damage ignores armor. 
   
   
   
  o Mark of Death 
  level 7 
   
  Choose a creature whose true name you know. This spell creates permanent 
  runes on a target surface that will kill that creature, should they read them. 
   
   
   
   
   
   
  o Final Judgment 
  level 9 
   
  The mindless undead creature you touch is destroyed and you steal its 
  negative energy to heal yourself or the next ally you touch. The amount of 
  damage healed is equal to the HP that the creature had remaining before you 
  destroyed it. 
   
   
   
   
  o Doom 
  level 9 
   
  Name a city, town, encampment, or other place where people live. Death will 
  pay them a little “visit”, in the Biblical sense, during the next night.  
   
  First Level Spells 
  Third Level Spells 
  Fifth Level Spells 
  Seventh Level Spells 
  Ninth Level Spells 
  
   
    
  o Good 
  Protect the lands you rule from evil. 
  o Evil 
  Increase your fortunes at the expense of another. 
  o Neutral 
  Increase the prestige of yourself or your stronghold. 
   
   
  o Conqueror 
  You seized your stronghold by force, and rule with an iron fist. 
  When you command your retainers or make the Master of 
  Your Domain move, roll with STR instead of CHA. 
  o Scion 
  Your family has held these lands for many generations. Your 
  stronghold begins with 1 Surplus, and name a relative who holds 
  a position of power in a nearby steading; they will usually be 
  willing to aid you for a reasonable price. 
  o Champion 
  You received this stronghold as reward for some prior service, 
  and people are eager to join your banner. When you recruit 
  from your lands, you automatically get a 10+ on the roll. 
   
   
  Fill in the names of your companions in at least one: 
   
  __________ helped me get where I am today, and I owe them 
  for it. 
   
  __________ is a great help to my stronghold. I always listen to 
  their council. 
   
  I tolerate __________ for the service they bring, but I wouldn’t 
  trust them. 
   
  __________’s family and mine have some history. I hope it 
  doesn’t cause us problems.
  Master of Your Domain 
  You have claim to a stronghold and its surrounding lands. Describe it and give it a name, 
  and place it on the map as a keep. Your stronghold begins with the following tags: Poor 
  Prosperity, Shrinking Population, Guard Defenses, and Oath(protection for nearby lands). 
  Take the Stronghold sheet and choose features for your stronghold on it, and the GM will 
  then add Need(a resource of the GM’s choice). 
   
  While your stronghold is secure and you are present to rule it unchallenged, at the 
  start of the session, roll+CHA. *On a 10+, choose two. *On a 7-9, choose one. 
  • 
  Gain 1 Surplus 
  • 
  Gain a unit of any resource your stronghold produces 
  • 
  Your stronghold is free from want or danger for the time being 
   
  Castle Builder 
  When you endeavor to add or remove a feature to your stronghold tell the GM what 
  you’re trying to achieve. The GM will give you one to four of the following conditions, 
  when you meet them all, you get your desired change: 
  • 
  You’ll need help from ________ 
  • 
  You must spend some Surplus 
  • 
  You must spend a unit of ________ 
  • 
  It will take weeks/months/years 
  • 
  First you must ________ 
  • 
  You’ll need to acquire ________ 
  • 
  You and your allies will risk danger from ________ 
  Loyal Retainers 
  You have a few (4-7) loyal retainers who will back you up, follow your orders, impress 
  people, carry things, and help you conduct your business. Choose what type of people 
  compose your retainers: 
  o 
  Noble Courtiers: When they help you Parley, on a 10+, ask your subject a 
  question; they must answer it truthfully. 
  o 
  Seasoned Warriors: When they help you fight, your damage die is a d10. 
  o 
  Stalwart Guards: When they help you fight, you get +1 armor. 
  o 
  Wise Scholars: When they help you Spout Lore, you roll with CHA instead of 
  INT. 
   
  Treat your retainers as a single hireling with skill points equal to your level+1, and the 
  cost, “service to your stronghold”. When you command your retainers to do something 
  like you would a hireling, roll with CHA instead of Loyalty.
  8 
  Names: Leofrick, Syrio, Favian, Beatrix, Cordelia, Kasper, Joren, Annette, Garnier, 
  Maerwynn, Rhyannon, Eleanor 
  Family Names: Altard, Beaumont, Cline, Herzog, de Montfault, Lowe, Gaveston, Oberst, 
  Perevel, Rostilav, Talbot, Volodier 
  Coronet, Fancy Hat, or Flowing Locks 
  Shrewd Eyes, Haughty Eyes, or Greedy Eyes 
  Ostentatious Clothing, Fashionable Clothing, or Military Dress  
  Rotund Body, Immaculately Groomed, or Graceful Body 
  THE BARON 
  Alignment 
  Stronghold 
  
   
    
  Your Load is 7+STR. You start with dungeon rations (5 uses, 1 weight), a 
  melee weapon of your choice (close, 2 weight), a horse, and a signet ring 
  identifying you as a member of the nobility, describe your emblem or coat of 
  arms! Choose three: 
  o Chain mail (1 armor, 1 weight) 
  o Shield (+1 armor, 2 weight) 
  o Healing Potion 
  o Adventuring gear (5 uses, 1 weight) 
   
  o 1 Surplus 
  o Keg of dwarven stout (4 weight) 
   
   
   
  When you gain a level from 2-5, choose from these moves. 
  o Bodyguards 
  When you Defend while accompanied by your retainers, you get +1 hold, 
  even on a miss. 
  o Council 
  When you call a council at your stronghold and spend 1 Surplus, ask the 
  GM two of the following questions, they will answer truthfully: 
  • 
  What is the greatest threat to my stronghold, right now? 
  • 
  Who would be willing to trade ________ for ________ with me? 
  • 
  Who holds influence in/with ________? 
  • 
  What is the relationship between ________ and ________? 
  o Everyone Wants Something 
  When you Parley with someone or Discern Realities connected to them, 
  on a hit you can also ask the GM one of these questions; they will answer 
  truthfully: 
  • 
  What does this person really want from me? 
  • 
  What does this person value most? 
  • 
  What is the most valuable thing here? 
  o Festival 
  You may spend 1 Surplus to make the Carouse move, even if you haven’t 
  returned triumphant. If you do, roll+CHA instead of coins spent, and on a 
  12+ you can choose as many options as you like. 
  o Hold Court 
  When you hold court and hear the problems of the people, the GM will 
  tell you of at least one opportunity within your stronghold or the areas 
  surrounding it. 
  o Largesse 
  When you bestow gifts to a person or group, spend 1 Surplus and 
  roll+CHA. *On a 10+, they are impressed and feel the need to reciprocate. 
  *On a 7-9, they are merely impressed and treat you with respect. Not 
  everyone in the community may feel this way, but the majority does. *On a 
  6-, they remain superficially cordial at least, but you’ve attracted unwanted 
  attention. 
  o Strategist 
  Gain a non-multiclass move from the warlord playbook. 
  o Talented Retainers 
  Choose a second type of people that compose your retainers. 
  o Voice of Authority 
  Take +1 to order hirelings, including your retainers. 
  o Wealthy Estates 
  When you use your influence to acquire something unusual or expensive, 
  spend at least 1 Surplus and roll+Surplus spent. *On a hit, it will be yours. 
  *On a 7-9, there will be strings attached. 
  When you gain a level from 6-10, choose from these moves or the level 2-
  5 moves. 
  o Court Intrigue 
  When you meet with someone for diplomatic affairs, ask the GM two 
  questions from the list below, they will answer truthfully: 
  • 
  Is there an ambush waiting for me? 
  • 
  What are they really feeling? 
  • 
  What is my best way out of this? 
  • 
  Who is watching? 
  o Devoted Retainers 
  Requires: Voice of Authority 
  You never need to roll to command your retainers; they will obey even the 
  most dangerous of orders from you without hesitation. 
  o Diplomat 
  When you send a letter requesting a person’s presence in your 
  stronghold, roll+CHA. *On a 10+, they agree to visit with the expectation of 
  hospitality. *On a 7-9, they name some terms, meet them or they refuse. 
  o Fantastic Estates 
  Requires: Wealthy Estates 
  When you use your influence to acquire something ridiculously rare or 
  expensive, spend at least 1 Surplus and roll+Surplus spent. *On a hit, it will 
  be yours. *On a 7-9, there will be strings attached.  
  o Field Marshal 
  When you organize your land’s defenses against a threat, your lands get 
  +Defenses as long as you are present and involved. 
  o Masterful Strategist 
  Gain a non-multiclass move from the warlord playbook. 
  o Metropolis 
  When you gain this move, your stronghold immediately gets +Population, 
  +Prosperity, or +Defenses, your choice, and add the following to the list of 
  available features for your stronghold that you can add with Castle Builder: 
  o 
  A mighty cathedral. Add Divine. 
  o 
  A wizard and their tower. Name them and add Arcane. 
  o 
  Ambassadors and craftsmen from far-distant lands. Add either 
  Dwarven or Elven. 
  o Spoils of War 
  When you return home triumphant after dealing with a threat to your 
  stronghold, you gain 1 Surplus. 
  o Versatile Retainers 
  Choose a move from another playbook. You may use this move as long as 
  you are accompanied by your retainers. 
  o You Win or You Die 
  Requires: Council 
  When you call a council, ask three questions instead of two, and add, “Can I 
  trust ________?” and “Can I trust ________ to ________?’to the list of 
  questions you can ask. 
  
   
    
   
   
  THE STRONGHOLD 
  Name your stronghold: _________________________________________ 
   
  Describe your stronghold: (Choose at least one in each category) 
  o 
  Set atop a promontory overlooking the sea 
  o 
  Lonely, hidden and remote among the forest or moors 
  o 
  Guards a major crossroads, either man-made or natural 
  o 
  Built around, atop, or inside something interesting 
   
  o 
  Constructed in ancient times, yet well preserved 
  o 
  Rebuilt from the ruins of a much older structure 
  o 
  Fresh and modern architecture, but untried in a real war 
  o 
  Notably unique in design or material 
   
  o 
  Grim and foreboding, a gargoyle on every gutter 
  o 
  A shining beacon of light, with graceful arches and soaring towers 
  o 
  Stout and pragmatic, built for function rather than appearances 
  o 
  Lavishly decorated with the most trendy of furnishings 
   
  o 
  Bears the marks of assaults turned back 
  o 
  Once a place of great wealth and commerce 
  o 
  Has changed hands many times 
  o 
  The site of a legendary mystical event 
   
  o 
  Labyrinthine, with hidden passages and catacombs 
  o 
  A fortified monastery or similar religious structure 
  o 
  Steeped in intrigue and politics 
  o 
  Haunted by ghosts or similar spirits 
  o 
  Built by another race, either as slaves or inhabitants 
  o 
  A patchwork of many different peoples and buildings 
  o 
  Utilizes unique and unusual technology 
  o 
  A forgotten history, full of secrets and riddles 
   
  Choose three features for the lands your stronghold rules: 
  o 
  Sturdy walls and manned watchtowers. Add +Defenses. 
  o 
  Skilled and seasoned warriors. Add +Defenses. 
  o 
  A bustling trade port on a good harbor. Add Market. 
  o 
  A person of exceptional skill. Describe them and add Craft. 
  o 
  Hardworking and honest folk. Add either +Prosperity or 
  +Population. 
  o 
  Swift rivers and serene lakes, bringing fish and commerce. Add 
  Trade(a neighboring steading) and +Prosperity. 
  o 
  Rich farmland, dotted with manors. Add either +Population or 
  Resource(crops). 
  o 
  A vast forest and all the hamlets and game therein. Add either 
  Resource(timber) or Resource(game). 
  o 
  Mountains, hills, and all the wild clans that live there. Add either 
  Resource(stone), Resource(iron) or Resource(horses). 
  o 
  Sacred sites where the pilgrims come. Add Religion. 
  o 
  A major highway leading to other nearby towns. Add Trade(a 
  neighboring steading) and +Population. 
   
  Choose one problem for your lands, and the GM chooses one as well: 
  o 
  Someone else wishes to claim your lands for themselves. Describe 
  them and add Enmity. 
  o 
  There are monsters roaming about unchecked. Describe them and 
  add Blight. 
  o 
  Your authority is weak, and discontent is rampant. Tell us why and 
  add Lawless. 
  o 
  You owe fealty, a debt, or support to someone else. Describe them 
  and add Oath(your seigneur). 
  o 
  Some sinister force lurks deep within a dungeon in your lands, 
  perhaps under your stronghold itself! Describe what it is or where 
  it lurks, but not both. 
  o 
  Within your lands is a source of something wild, chaotic, or 
  dangerous, which may attract unwanted attention from beyond 
  your lands. Tell us what it is and what desires it, but not both. 
   
  Stronghold tags 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
   
   
  Resources in stock 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
  _____________________________    Surplus: ________________ 
   
  Surplus is not necessarily coin, but also building materials, goodwill, 
  political favors owed, and so forth. Resources may be turned into Surplus if 
  you have a trading partner, or they can be used to build upgrades, or used as 
  currency in negotiations with other steadings. In a pinch, you can turn 1 
  Surplus into 2d6 x your Charisma (the stat itself, not the modifier) in coins. 
  You cannot turn coins into Surplus. 
   
   
  Notable features and persons 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
  _____________________________    _____________________________ 
   
   
  Your retainers are: (Fill in the blanks for at least four) 
   
  • 
  _____________________, who has served me the longest. 
   
  • 
  _____________________, the most reliable. 
   
  • 
  _____________________, the most cunning. 
   
  • 
  _____________________, the most fearsome. 
   
  • 
  _____________________, who bears ____________________. 
   
  • 
  ___________________________________________________ 
   
  • 
  ___________________________________________________ 
   
   
  Retainer skills:______________________________________________ 
   
                           ______________________________________________ 
   
                           ______________________________________________         
           
    Defenses     Oath (protection for nearby lands) 
   
   Prosperity    Need (                                          ) 
                                           
  Population 
  
   
   
  The Dragon Knight 
   
   
  When your soul is bonded to the soul of a young dragon, 
  the next time you level up you may choose to gain this 
  move: 
   
  ⃞  How to Train Your Dragon 
  You are empathically bonded to a young dragon, about the 
  size of a horse. As long as you treat your dragon with 
  respect, it will usually obey you. Your dragon is capable of 
  speech like a human. When you whistle loudly for your 
  dragon when it is not nearby, it will quickly arrive at your 
  side in dramatic fashion.  
   
  Choose a name for your dragon: 
     Brodahmik, Heyvkaal, Venahkrin, Centhylion, Frethiel, 
  Benthylios, Kenzodomu, Morokegos, Rovostraza, 
  Strunvahlok 
   
  Choose a look for your dragon: 
     Great Horns, Barbels, or Ridged Crest 
     Sinuous Body, Powerful Body, or Spiny Body 
     Shining Scales, Stony Scales, or Fine Scales 
   
  Choose two strengths for your dragon: 
     Swift, strong, quick reflexes, tireless, ferocious, 
  intimidating, keen senses, agile, cunning 
   
  Choose one weakness for your dragon: 
     Flighty, headstrong, prideful, hot-tempered, vindictive, 
  arrogant, easily distracted 
   
  Choose a cost; your dragon expects its cost to be paid 
  regularly like a hireling’s would.   
  o 
  Gold and jewels 
  o 
  The blood of its enemies, specify who or what 
  they are 
  o 
  Ancient knowledge and magics 
  o 
  The cowering obeisance of mortals 
   
  Choose three moves for your dragon. When you command 
  your dragon to perform a move it knows, roll+CHA. 
  *On a 10+, the move is done, no problem. *On a 7-9, the 
  move happens, but there’s either a consequence or 
  limitation. If a move would deal damage, roll your own 
  damage die.  
  o 
  Strike with fang and claw 
  o 
  Belch forth elemental fury 
  o 
  Scout from high above 
  o 
  Hunt or track by scent 
  o 
  Intimidate with a mighty roar 
  o 
  Harry from the air 
  o 
  Flap its wings to create a gust of wind 
  o 
  Recall ancient lore 
   
   
   
   
   
   
   
   
  Your dragon is capable of flight, and can carry you and one 
  passenger with it. When you fly upon your dragon for a 
  great distance or someplace dangerous, say where you 
  are going and roll+CON. *On a hit, you get where you 
  want to be. *On a 7-9, choose one.  
  • 
  A threat is waiting for you when you arrive. 
  • 
  The ride exhausts or injures your dragon, and it 
  cannot fly until it gets some rest. 
  • 
  It takes longer than you expected to get where 
  you want.  
   
   
   
  If you have the move How To Train Your Dragon, these 
  count as class moves for you; you can choose from them 
  when you level up: 
   
  ⃞  Dragon Eye 
  You can always see through your dragon’s eyes as if they 
  were your own, no matter the distance. 
   
   
  ⃞  Faerie Dragon 
  Your dragon can shrink itself to the size of a housecat or 
  back to its normal size at your command, no need to roll. 
  While in this small form your dragon cannot use any of its 
  other moves. 
   
   
  ⃞  Well-Trained 
  Choose another move for your dragon from the list. 
   
  ⃞  Mighty Charge 
  When you charge an enemy while riding your dragon, 
  your attack is forceful and deals +1d6 damage, but on a 7-9 
  you are also dismounted after the attack. 
   
   
  ⃞  Burninator 
  When you command your dragon to use a move that 
  deals damage, on a 10+ add two of the following tags to 
  the attack: piercing 3, forceful, messy, area. On a 7-9, add 
  one tag. 
   
   
  ⃞  Wyrm-Tongue 
  You speak the language of dragons. Any creature of this 
  world will understand what you say, and you can 
  understand them. 
  
   
   
  The Baron 
   
  When you lay claim to a stronghold, either by 
  birthright, conquest, or grant from someone else, 
  gain the following moves: 
   
  Landed 
  You have claim to a great hall and its surrounding 
  lands. Describe it, and place it on the map as a keep. 
  Your hall begins with the following tags: Poor 
  Prosperity, Shrinking Population, Guard Defenses, 
  Oath(protection for nearby lands) and Need(a 
  resource of the GM’s choice). 
   
  Choose three features for the lands your 
  stronghold rules: 
  o Sturdy walls and manned watchtowers. Add 
  +Defenses. 
  o Skilled and seasoned warriors. Add 
  +Defenses. 
  o A bustling trade port on a good harbor. Add 
  Market. 
  o A person of exceptional skill. Describe them 
  and add Craft. 
  o Hardworking and honest folk. Add either 
  +Prosperity or +Population. 
  o Swift rivers and serene lakes, bringing fish 
  and commerce. Add Trade(a neighboring 
  steading) and +Prosperity. 
  o Rich farmland, dotted with manors. Add 
  either +Population or Resource(crops). 
  o A vast forest and all the hamlets and game 
  therein. Add either Resource(timber) or 
  Resource(game). 
  o Mountains, hills, and all the wild clans that 
  live there. Add either Resource(stone), 
  Resource(iron) or Resource(horses). 
  o Sacred sites where the pilgrims come. Add 
  Religion. 
  o A major highway leading to other nearby 
  towns. Add Trade(a neighboring steading) 
  and +Population. 
   
  Choose one problem for your lands, and the GM 
  chooses one as well: 
  o Someone else wishes to claim your lands for 
  themselves. Describe them and add Enmity. 
  o There are monsters roaming about 
  unchecked. Describe them and add Blight. 
  o Your authority is weak, and discontent is 
  rampant. Tell us why and add Lawless. 
  o You owe fealty, a debt, or support to 
  someone else. Describe them and add 
  Oath(your seigneur). 
  o Some sinister force lurks deep within a 
  dungeon in your lands, perhaps under your 
  stronghold itself! Describe what it is or 
  where it lurks, but not both. 
  o Within your lands is a source of something 
  wild, chaotic, or dangerous, which may 
  attract unwanted attention from beyond your 
  lands. Tell us what it is and what desires it, 
  but not both. 
   
   
   
  If you have the move Landed, these count as class 
  moves for you; you can choose from them when you 
  level up: 
   
  ⃞  Hold Court 
  When you hold court and hear the problems of the 
  people, the GM will tell you of at least one 
  opportunity within your lands.  
   
   
  ⃞  Spoils of War 
  Requires: Hold Court 
  When you successfully deal with a problem in your 
  lands set forth by the GM or successfully pursue 
  an opportunity you heard about while holding 
  court, you may add another feature to your lands 
  from the list. 
   
   
  ⃞  Field Marshal 
  When you organize your land’s defenses against a 
  threat, your lands get +Defenses as long as you are 
  present and involved. 
   
   
  ⃞  Call the Banners 
  When you recruit from your lands, treat a 6- as if 
  you had rolled a 7-9 instead. 
   
   
  ⃞  Court Intrigue 
  When you meet with someone for diplomatic 
  affairs, ask the GM two questions from the list below, 
  they will answer truthfully: 
  • 
  Is there an ambush waiting for me? 
  • 
  What are they really feeling? 
  • 
  What is my best way out of this? 
  • 
  Who is watching? 
   
  
  Stress and Horror 
  Rules for Dungeon 
  World 
   
   
   
  I. Preface 
    
  The following rules deal with incorporating stress 
  and madness into your game, for groups interested in 
  exploring a darker or grimmer Dungeon World. The 
  material presented herein may be unsettling to some 
  people. Please let courtesy and respect be your guide 
  in dealing with disturbing things. Feel free to make 
  use of the X-Card if things are getting too 
  uncomfortable for you. (http://tinyurl.com/x-card-
  rpg) 
    
  To reflect the needs of a game about such things, add 
  the following to your list of GM principles: 
   
  Address the characters’ humanity 
  Rarely do people return from adventures unscathed 
  and unchanged. Events and actions take a toll on 
  people. Sure, you may have emerged from the 
  dungeon with the lich’s treasure, but now you don’t 
  dare sleep at night. Because that’s when you see the 
  horrible things the lich’s magic revealed to you, and 
  you wake up screaming. 
   
  This principle emphasizes that a life of adventure 
  also takes an emotional toll on a person. Achieving a 
  goal will require a sacrifice. What price is too high? 
  How far will you go to get what you want? 
   
   
   
   
   
  Reference Material, Suggested Reading, and 
  Touchstones: 
   
  Darkest Dungeon: http://www.darkestdungeon.com 
  Deathtrap Dungeon World, an article by Sersa 
  Victory: http://www.critical-
  hits.com/blog/2013/12/10/deathtrap-dungeon-world-
  part-1-gm-principles/ 
  II. Stress 
    
  The core of the new mechanic presented here is 
  called Stress. Stress is an abstraction of the 
  psychological fatigue and strain that comes from 
  prolonged exposure to dangerous environments and 
  the threat of sudden and imminent harm. Characters 
  accrue Stress by encountering things that are either 
  physically or emotionally painful, by wearing down 
  their resolve over time, or by witnessing acts of 
  horror. Coping with and removing Stress is key to 
  survival. 
   
  All characters begin with zero Stress. This amount 
  will wax and wane as the characters explore the 
  dungeon, confront both literal and figurative demons, 
  and find ways to cope with their experiences. Stress 
  can never go below zero. While Stress normally 
  accrues over time spent in the dungeon, it is not a 
  direct threat to the characters until they encounter 
  something that truly tests their nerve. 
    
  New basic move: Steel Yourself 
  When you steel yourself against extreme pain, 
  stress or horror and power through, roll+Stress. 
  *On a 6-, you’re okay for now. *On a 7-9, choose 
  one. *On a 10-11, choose two. 
  • 
  You flinch or hesitate from the fear or pain. 
  • 
  Your nerves are rattled; take -1 forward 
  when you act against the source of your fear. 
  • 
  You gain 1 Stress. 
    
  *On a 12+, gain 1 Stress, and choose a reaction from 
  this list: 
  • 
  Run screaming in terror until the threat is 
  out of your sight. 
  • 
  Drop whatever it is you’re holding, and 
  freeze in shock until someone or something 
  snaps you out of it. Anything that happens 
  around you goes unnoticed. 
  • 
  Fly into an uncontrolled rage until the threat 
  is gone. Expect collateral damage. 
  • 
  Gain a Quirk of the GM’s choice.  
   
  Note that for this move, you want to roll low. You do 
  not mark XP on a 6- from this move.  
   
  
  Stress is primarily relieved by seeking solace in a 
  vice or other activity that eases the tormented soul. 
  There are many ways to accomplish this, but most 
  people have some preference. When you create your 
  character, choose your preferred solace from the 
  following list: 
  • 
  Faith: You prefer to seek solace through 
  intense prayer or similar rituals. This may 
  include penance, tithing, or self-flagellation. 
  • 
  Gambling: You prefer to seek solace in 
  games of chance or by taking risks. 
  • 
  Hedonism: You prefer to seek solace with 
  wild revelry or by indulging in the pleasures 
  of the flesh. 
  • 
  Catharsis: You prefer to seek solace by 
  letting it pour out of you violently, perhaps 
  in a fighting pit or through hours of harsh 
  training or similar physical exertion. 
  • 
  Narcotic: You prefer to seek solace with 
  strong drink or some other drug that lets you 
  forget your troubles. 
   
  New basic move: Seek Solace 
  When you spend an evening seeking solace to 
  relieve Stress, spend 3d6 coins and roll: 
  • 
  +1 if you have someone to watch your back 
  and confide in while you indulge 
  • 
  +1 if you have a safe place to indulge that is 
  firmly in your control 
  • 
  +1 if you have just returned victorious 
  • 
  +1 if you are indulging in your preferred 
  solace 
  • 
  -2 if you can’t—or won’t—pay the coin 
   
  *On a hit, remove 2d4 Stress. *On a 7-9, choose one 
  or the other. *On a 6-, both: 
  • 
  You only remove 1d4 Stress instead 
  • 
  Your actions cause some trouble, or draw 
  unwanted attention 
   
  Examples of trouble: 
  • 
  You lost a lot of money at the gambling 
  table, and now you owe someone. 
  • 
  Something was stolen from you while you 
  were passed out drunk. 
  • 
  The priest won’t grant you absolution until 
  you do something for him first. 
   
   New auxiliary Stress moves: 
  When you fulfill your alignment goal or resolve a 
  Bond at the end of a session, you may remove 1 
  Stress instead of marking XP. 
   
  When you Recover, every two days you do nothing 
  but rest in comfort and safety, you also remove 1 
  Stress. 
   
  When you willingly and deliberately lose your cool 
  while acting under stress, remove 1d4 Stress and 
  gain a Quirk of the GM’s choice. 
   
  When your Stress reaches 10, it all becomes too 
  much. You either go permanently, incurably mad or 
  suffer a fatal heart attack. Either way, this is the end 
  for you. 
   
   
  New GM move: Inflict Stress 
  “Nothing like marching through freezing, rank 
  stagnant water while your armor chafes and your 
  heavy backpack cuts into your shoulders. Except 
  maybe doing all of this surrounded by darkness that 
  hides things that want to rend you limb from limb. 
  Oh look, there go some half-eaten corpses floating 
  by. Hey, I think I know one of those guys. Wonder if 
  that will be me soon? And now the map has gotten 
  wet and we can’t read it anymore. Gods, I hate you 
  all!” 
   
  Adventuring is full of all kinds of horrifying things 
  that can take a toll on both body and mind. When the 
  characters endure things that would make most 
  normal people turn tail and run for home, inflict some 
  Stress on them. For low intensity stressors over a 
  prolonged period of time (a long march in the cold 
  with little sleep, food, or comfort), or a sudden 
  stressful event without a persistent threat (a trap 
  suddenly harming someone), just tell them to gain 1 
  Stress. If the source of the stress is something more 
  potent or an active danger that must be confronted, 
  ask them to Steel Yourself, especially if the 
  characters are trying to act in the face of the stress. 
  Charging into battle against a monster with the 
  terrifying tag is a good example of an action that 
  would trigger Steel Yourself. 
   
   
  
  III. Quirks 
    
  Quirks are the result of maladaptive responses to 
  stress. The character has become slightly unhinged as 
  a result of their experiences, and has acquired a way 
  to deal with stress that is potentially harmful to them 
  socially in the long term. When you acquire a Quirk, 
  the GM will choose one from the list that they think 
  is appropriate to the stress acting upon you. 
   
  A Quirk replaces your normal alignment move. 
  Instead of gaining XP or relieving Stress at the end of 
  the session from fulfilling your alignment, you gain 
  this benefit when you fulfill your Quirk’s goal. 
  Quirks also have an additional downside: At the end 
  of the session, if you did not fulfill your Quirk, you 
  gain 1 Stress. 
   
  Quirks should ideally create tension or conflict 
  between the characters, or get the character in trouble 
  with the environment. They are not an excuse to 
  disregard the group’s social contract or behave in a 
  manner that creates resentment between players. As a 
  courtesy, please be mindful of your fellow players’ 
  enjoyment when acting on a Quirk. 
   
  A character can have multiple Quirks at once. If you 
  do have multiple Quirks, you must fulfill them all to 
  gain the end of session benefit of marking XP or 
  relieving stress. If you have multiple Quirks that you 
  did not fulfill at the end of the session, you gain 1 
  Stress for each Quirk that went unfulfilled. Having 
  multiple Quirks can add up the Stress in a hurry. 
   
  Removing Quirks is a matter of GM discretion, but 
  should involve some fairly significant confrontation 
  of one’s personal demons. Knowingly and willingly 
  acting against your Quirk and paying a considerable 
  price for doing so (at least 1 Stress, most likely more) 
  is one possible way that Quirks can be removed. 
   
  Upon removal of all of a character’s existing Quirks, 
  their normal alignment move returns to play. 
    
   
   
   
   
  List of Quirks 
   
  Gambler: Take an inadvisable risk to acquire wealth. 
   
  Compulsion: Investigate something interesting while 
  ignoring the obvious risks. 
   
  Paranoia: Refuse help from, or refuse to help an ally 
  when you could have. 
   
  Phobia: Run away from or go to great lengths to 
  avoid __________. 
   
  Greed: Take more than your fair share of the party’s 
  loot, or refuse to share your possessions with others. 
   
  Withdrawal: Avoid putting yourself in harm’s way 
  when you could have helped someone by doing so. 
   
  Guilt: Take on a responsibility you can’t handle. 
   
  Savage: Reject the comforts that civilization offers 
  when they would otherwise help you. 
   
  Fearful: Act preemptively against a possible source 
  of harm. 
   
  Hopeless: Refuse to address an imminent threat. 
   
  Selfish: Choose short-term emotional comfort over 
  the long-term benefit to your allies. 
   
  Addiction: Relieve stress by __________, regardless 
  of the cost or convenience. 
   
  Abusive: Lash out at an undeserving ally. 
   
  Masochistic: Put yourself in a position where you 
  will be physically injured. 
    
  Gluttony: Over-indulge in food, drink, or trappings 
  of wealth to the point of extravagance or waste. 
   
  Avarice: Hoard possessions and wealth, and don’t 
  use them, even if they would be helpful. 
   
  Megalomania: Make others recognize your 
  greatness. 
   
  
  IV. New Moves 
   
  The following advanced moves may be taken as part 
  of the normal Level Up process: 
   
  New Barbarian advanced move: Gallows Humor 
  When you laugh boisterously in the face of certain 
  doom, everyone who can hear you takes -1 forward 
  to Steel Yourself, including yourself. (This is a good 
  thing, since you want to roll low for this move.) 
    
  New Bard advanced move: Inspiration 
  When anyone you have a Bond with Seeks Solace 
  while in your company, they remove +Bond 
  additional Stress. 
    
  New Cleric advanced move: Absolution 
  When you cast a spell that heals HP, roll 1d4. If the 
  roll is higher than the amount healed, you also 
  remove 1 Stress from the target. 
    
  New Druid advanced move: Athelas 
  When you use herbs and poultices, you may remove 
  1 Stress from the target instead of healing HP. 
    
  New Fighter advanced move: Battle Trance 
  While you are actively in combat, you never have to 
  Steel Yourself. 
    
  New Paladin advanced move: Zeal 
  While you are standing on the front lines against 
  the darkness, everyone who can see you gets -1 
  ongoing to Steel Yourself, including yourself.  
    
  New Ranger advanced move: Therapy Pet 
  Your animal companion always counts as someone to 
  watch your back and confide in while you relieve 
  stress. 
    
  New Thief advanced move: Den of Iniquity 
  When you ask your contacts in the criminal 
  underworld, they’ll tell you of a place where you can 
  relieve stress that is safe and firmly under your/their 
  control. 
    
  New Wizard advanced move: Rationalist 
  While your Stress is less than or equal to your 
  INT, you take -1 to Steel Yourself.  
  If you prefer not to use the Stress mechanic but still 
  want to be able to test your characters’ steel, you can 
  use this version of Steel Yourself instead: 
   
  When you steel yourself against extreme pain, 
  stress or horror and power through, roll+WIS or 
  CON, your choice. *On a 10+, you hold it together, 
  and may act as you please. *On a 7-9, choose one. 
  • 
  You flinch or hesitate from the fear or pain. 
  • 
  Your nerves are rattled; take -1 forward 
  when you act against the source of your fear. 
  *On a 6-, choose a reaction from this list: 
  • 
  Run screaming in terror until the threat is 
  out of your sight. 
  • 
  Drop whatever it is you’re holding, and 
  freeze in shock until someone or something 
  snaps you out of it. Anything that happens 
  around you goes unnoticed. 
  • 
  Fly into an uncontrolled rage until the threat 
  is gone. Expect collateral damage. 
  • 
  Gain a Quirk of the GM’s choice. 
   
  At the end of the session, if you did not fulfill your 
  Quirk, take -1 ongoing to Steel Yourself for each 
  Quirk unfulfilled until you finally accomplish the 
  Quirk’s requirement.       
   
   
   
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Playbooks/Collections & Packs/Peter Johansen Packs/Secrets and Sorcery Pack.pdf