TEXT:  
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  If you are a Scion, pick at least 1 of these with your crew 
  or a fellow PC. 
   _ and I played together since we were kids. I trust 
  them more than anyone. 
   _ ran things before me. I still listen to their council.  
   _ resents my authority. I don’t much care. 
  If you are a Penitent, pick at least 1 of these with a 
  character from Stonetop: 
   _ spoke for us when first arrived. I’ll never forget that. 
   _ still doesn’t trust us. They can piss off. 
   We wronged _ in the past. I can never set that right. 
  If you are a Penitent, also pick at least 1 of these with a 
  character from your crew (which might be fellow PC): 
   _ isn’t quite fitting in. I’m keeping an eye on them. 
   Some bad folks are after _ . They’ll have to get past me. 
  If you are a Luminary, pick at least 1 of these with a 
  character from Stonetop: 
   Only _ doesn’t seem awed by me. I trust their council. 
   _ is my greatest supporter. I lean heavily on them. 
   _ expects so much of me. I try not to disappoint them. 
  Make up the others or pick from the other backgrounds. 
  Bonds should always have two parts: a relationship to, 
  experience with, opinion of, or observation about them, 
  and a course of action that follows. Examples:   
   My orders cost _ their kin. I keep my distance. 
   _ saved my life more than once. I’ve got their back. 
   _ undermines my authority. I must counter their 
  influence. 
   _ is a coward. I want nothing to do with them. 
   _ is like a rabid dog. I might have to put them down. 
   _’s kin gave their life for mine. I try to be worth it. 
   _’s ways are unusual, but get results. I can use them. 
  My name is... 
  Background | choose 1 
  a character playbook for Dungeon World: Stonetop 
  □ SCION 
  You grew up here, can trace your bloodline back all 
  the way to the first days. Some of the biggest names 
  in Stonetop’s past are perched in your family tree. So 
  it ain’t no wonder you came to lead. And it ain’t no 
  wonder you’ve got a talent for it, either. 
  At any time, you can ask the GM any question from 
  Take the Measure about any NPC resident of 
  Stonetop, or any question from Read the Land about 
  anyplace within a half-day's march.  
  Your crew gets the Home Turf advantage, in addition 
  to their other advantages.  
  □ PENITENT 
  Before you came to Stonetop, you led a band of ne'er
  -do-wells. Bad folk. Bandits, maybe. Or raiders. Or 
  bloody-handed mercenaries. 
  But something changed. A moment of truth led you 
  and your followers—some of them at least—to leave 
  that life behind. And for whatever reason, the people 
  of Stonetop took you in. 
  Whenever you draw on your bloody past to Spout 
  Lore, you can roll +STR instead of +INT. If you do, 
  the GM will ask you who you wronged back then or 
  who might still hold a grudge. Answer them now. 
  Your crew gets the Fighting advantage, in addition to 
  their other advantages. 
  □ LUMINARY 
  You are a natural leader. Poised on the battlefield, 
  shining like the dawn and hard as steel. Your words 
  stir hearts. Your plans win the day. Your deeds give 
  rise to rumor, and someday, perhaps, to legend. 
  How is that a luminary like you hails from a backwater 
  like this? Are you touched by the gods? Does ancient 
  blood flow in your veins? Or are you simply the cham-
  pion that Stonetop needs in these trying times? 
  You get the Impress the Locals move, in addition to 
  your usual moves.  
  Your crew gets the Glory cost in addition to whatever 
  cost you choose. You can pay either cost to trigger 
  Pay Up. 
  Starting Gear 
  Look & Origin 
  Choose 1 of the following fine armaments: 
  □  Steel arming sword (close, +1 damage, 1 piercing,  
  1 weight) 
  □  Steel battleax (close, +1 damage, 1 piercing,  
  messy, 2h, awkward, 3 weight) 
  □  Bronze cuirass & greaves (2 armor, worn, warm, 
  clumsy, 3 weight) 
  And 2 of the following: 
  □  Steel-tipped long spear (reach, 1 piercing, 2h, 1 weight) 
  □  Bronze arming sword (close, +1 damage, 1 weight) 
  □ Light flail (close, forceful, awkward, 1 weight) 
  □ Crossbow (near, far, +1 damage, reload, 3 weight)  
  & iron-tipped arrows (3 ammo, 1 weight) 
  □ Bronze shield (+1 armor, 2 weight)  
  □ Boiled leather cuirass (1 armor, worn, 1 weight) 
  And any 3 items from the Poor list. 
  Choose one of each: 
  upstart youth | experienced & sober | a grizzled vet  
  bright-eyed | sharp-eyed | thousand-yard stare  
  clear voice | resonant voice | rumbling voice  
  frown of command | grim-set jaw | knowing smirk 
  all spit & polish | mismatched armor | timeworn gear  
  My family and I are am from... (choose 1 and a name) 
  □ Stonetop 
  ♀:  Bethan, Ffraid, Meredith, or Rhiannon 
  ♂:  Cadfael, Gwythyr, Llewelyn, or Urien 
  □ Hillfolk 
  ♀: Adele, Clotilde, Katarin, or Serah 
  ♂: Alan, Judicaél, Myghal, or Piran 
  □ Gordon’s Delve 
  Pick a name from any list  
  □ Marshedge 
  ♀: Brígh, Fionna, Laith, or Talulla 
  ♂: Cathal, Conn, Donal, or Torin 
  □ Lygos or another southern town 
  ♀: Despoina, Gianna, Olympia, or Xenia  
  ♂: Alexandros, Iason, Leonidas, or Stelios  
  This here is a peaceful town. At least, that’s how we’ve always wanted it. Keep to ourselves, farm the land, trade a bit with 
  the neighbors. But wanting a thing don’t make it so. And trouble? Well, it comes a-knockin’.  
  That’s what we need you for, Marshal. To run the drills. To keep the arms in good repair. To take charge when trouble 
  comes and be the ruthless sumnabitch who sends cousins and neighbors out to hold the line, watering the ground red 
  with their blood so that the rest of us live on to make things grow. That’s the job, Marshal. You up for it? 
  Bonds | write up to 6, with PCs or NPCs 
  Drive | choose 1 
  At the end a session, if you’ve met your drive’s  
  requirement, mark XP.    
  □ HONOR 
  Accept hardship or difficulty to uphold your word or do 
  the right thing. 
  □ PRESTIGE 
  Impress NPCs from outside your home steading.   
  □ RESOLVE 
  Give an order or enact a plan expecting to harm to one of 
  your allies or followers. 
  □ RUTHLESSNESS 
  Deny mercy to an enemy or betray a supposed ally. 
  War Stories 
  The last time the militia saw serious action, it was (pick 1): 
  □ a nighttime raid by goblins from the Great Wood 
  □ driving off bandits who’d taken up near the Ruined Tower 
  □ fending off Hillfolk, pursuing a blood feud 
  □  against Brennan and his claws, before they settled in 
  Marshedge 
  □ a rogue ogre, come down from the foothills 
  Answer at least 3 of the following questions about that action:  
  □ When exactly did it happen? 
   
   
  □ Who from Stonetop lost their life?  Who mourns them? 
   
   
   
  □ Who from Stonetop was maimed? In what way? 
   
   
   
  □ Who saved the day? How? 
   
   
   
  □ How did they get away?  Whom do you blame? 
   
   
   
  □ Who comported themselves with honor?  How? 
   
   
   
  □ What’s been bugging you about the it ever since? 
   
   
   
  □ What’s got you even more worried now? 
   
   
   
  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  Strength ____ 
  Dexterity ____ 
  Constitution ____ 
  Intelligence  ____ 
  Wisdom ____ 
  Charisma ____ 
  □Weakened 
  □Shaky 
  □Sickened 
  □Dazed 
  □Confused 
  □Scarred 
  Hit Points | max HP = Constitution (not CON) + 10 
  Max HP: 
  When a debility is marked, -1 ongoing to that stat 
  Damage (+ Modifiers) 
  Armor 
  d8 
   
  Stats | assign these scores to your stats (and modifiers): 16 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1) 
  Moves | you get your Crew, Logistics, and 1 of your choice; add 1 each time you level up 
  □ ARMORED 
  Ignore the clumsy tag on any armor you wear. 
  □ BATTLEFIED GRACE 
  Requires: level 6+ 
  When you take damage while standing fast in battle, 
  you can ignore the damage and mark a debility instead.  
  □ CREW 
  You've got a small crew (a half-dozen or so) of stalwarts 
  whom you can call up when the need arrives. They're 
  residents of Stonetop, local folk with some steel to them. 
  See the Your Crew handout for details. 
  □□ VETERANS 
  Requires: Crew 
  Each time you take this move, choose a new 
  Advantage for your Crew and, if you wish, revise 
  their Instinct or their Cost. Work out the details 
  with the GM.  
  □□ HEROES TO A ONE 
  Requires: Veterans, level 6+ 
  Each time you take this move, choose a new 
  Advantage for your Crew or one of the following:  
   □  They are inured to fear and horror, you need 
  not Command Followers because of either. 
   □  Their max HP increase by 3. 
   □  Their damage die improves one step (max d10) 
  □ FRONT LINE LEADER 
  When you lead your followers into battle, you can roll 
  +STR instead of +Loyalty to Command Followers. 
  When an ally or your followers successfully aid you 
  in battle, you deal +1d4 damage. 
  □ IMPRESS THE LOCALS 
  When you recruit from a steading, you can roll +CHA 
  instead of +Population. 
  □ NOBLE MIEN 
  Requires: Impress the Locals, level 6+ 
  When you lead an NPC through danger and get 
  them back to safety, if they aren’t part of your 
  crew they will either offer to join your crew or 
  pledge their future aid and support.  
  □ LOGISTICS 
  When a steading Deploys, Musters, Pulls Together, 
  or Outfits under your leadership, take +1 to the roll. 
  □ READ THE LAND 
  When you spend a few moments surveying the 
  terrain, ask the GM two of the following questions. The 
  GM will answer honestly. When you take plenty of time 
  to study the area, ask the other two. 
   - What here is the biggest danger or threat? 
   - What’s the best way in, out, through or past? 
   - What here can I use to my advantage? 
   - Where’s the best spot for a trap or an ambush? 
  □ PREPARE THE GROUND 
  Requires: Read the Ground 
  When you have your allies dig in and fortify for a 
  coming battle, hold 1 SURPRISE if you’re rushed or 
  3 SURPRISE if you’ve got time to spare.  
  Once battle is joined, you may at any time spend 
  1 SURPRISE to describe a ploy or dirty trick you 
  prepared in advance and roll +INT. *On a 7+, it 
  works as well as can be expected. *On a 10+, 
  you’ve still got a few more tricks up your sleeve. 
  Regain 1 SURPRISE. 
  Gear | your Load : STR (not Strength) +10  
  □ SHAKE IT OFF! 
  When you order an ally to overcome their dire straights, 
  roll +CHA. *On a 10+, they shake it off, break free, struggle 
  through, or whatnot. *On a 7-9, a PC takes +1 forward to 
  overcome. An NPC will overcome, but not immediately. 
  □ SHIELD WALL 
  When you form a shield wall with your crew, you all 
  get +1 armor and you get +1 ongoing to Defend. 
  □ SIR, PERMISSION TO DIE, SIR 
  When any of your followers are dying, they roll 
  +Loyalty for Death’s Door instead of +nothing. 
  □ SETUP STRIKE 
  When you Hack and Slash, choose an ally. Their next 
  attack against your target does +1d4 damage. 
  □ FOCUS FIRE 
  Replaces: Setup Strike, requires level 6+ 
  When you Hack and Slash, your allies do +1d4 
  damage ongoing against your target until you 
  attack someone else. 
  □ SPEAK SOFTLY & CARRY A BIG STICK 
  When you Parley with dangerous-looking allies at 
  your back, take +1 to the roll. 
  □ PEACE THROUGH STRENGTH 
  Requires: Speak Softly & Carry a Big Stick, level 6+ 
  When you and your allies stand ready and 
  willing to fight, any creature capable of fear will 
  recognize you as a serious threat and treat you 
  accordingly.  
   
  □ STENTORIAN VOICE 
  When you raise your voice, it carries far and cuts 
  through even the din of battle. When you Aid by shout-
  ing orders or warnings, roll +CHA instead of +Bond. 
  □ TAKE THE MEASURE 
  When you size a person up, ask their player one of the 
  questions below and roll +WIS. *On a 7+, they must 
  answer honestly. *On a 10+, you may ask a second 
  question and get an honest answer to both. 
   - Can I trust them (to __)? 
   - What would it take to get them to __? 
   - What skill or trait do they have that’s useful to me? 
   - What weakness do they have that I can exploit? 
  □ LIKE AN OPEN BOOK 
  Requires: Take the Measure, level 6+ 
  When you first meet an NPC, you can ask them 
  a question from Take the Measure and get an 
  honest answer, no need to roll.  
  □ WE HAPPY FEW 
  When you give an inspiring speech to your allies 
  before facing a dire threat, roll +CHA. *On a 10+, each 
  ally holds 2 INSPIRATION. *On a 7-9, each ally holds 1. *On 
  a miss, each ally holds 1 but you take -1 ongoing until you 
  share your plaguing doubts without someone else.  
  Once battle is joined, you allies can spend their INSPIRA-
  TION at any time, 1 for 1 to: 
   - Act fearlessly against a terrifying foe or odds. 
   - Keep 1 HP when they would be reduced to 0 HP. 
   - Reroll their damage and take the better result. 
  Item  
  weight 
  Coin & Treasure 
  Item  
  weight 
   
  XP | mark XP on a miss or when a move says so 
  Current level: 
  
  Your Crew | for the Marshal  
  By default, your crew consists of about a half-dozen men and women used to working together. Treat them as a group 
  follower, as detailed below. 
  Current Loyalty 
  Starting: +2 
  Quality 
  Default: +1 
  Tags 
  □archer  □athletic  □cautious  □group  □hardy  □organized  □stealthy 
  □Stonetop-wise  □warrior    □                                □  
  Armor 
  Default: +1 
  Damage 
  Default: d6 
  Max HP 
  Default: 6 
  Gear 
  Iron knives (hand), bronze-tipped short spears (close) 
  Wooden shields (+1 armor, crude), travelling cloaks (warm) 
  Load 
  Default: 2 
  Instinct 
  Choose 1: 
  □  to bicker and fight amongst themselves 
  □  to take things too far 
  □  to treat others as beneath them 
  □  to take unnecessary risks 
  □  to hew closely to tradition and superstition 
  □  to seek bloody payback  
  Cost 
  Choose 1 (plus Glory if you are a Luminary): 
  □  Glory: victories won against worthy foes 
   
  □  Defense: threats to Stonetop put down 
  □  Fellowship: risks taken, by you, to help or save your crew  
  □  Prestige: respect and honor, from you, in front of other NPCs 
  □  Prosperity: opportunities created or claimed for Stonetop 
  □  Revelry: celebration and merry-making, together 
  Advantages (and Moves) 
  Choose 1 advantage and the accompanying move (plus Fighting if you are Penitant, or Home Turf if you are a Scion):  
  □  Archery: they gain the archer tag and are equipped with self bows (near, 2h) and bronze-tipped arrows (3 ammo). 
  Move: Lie in wait, ready to ambush a foe 
  □  Experience: their Quality is +2, not +1. 
  Move: Stay calm under pressure 
  □  Fighting: they gain the warrior tag. Increase their damage die to d8. 
  Move: Fight in formation 
  □  Fitness: they gain the athletic tag, the hardy tag (+2 Load), and +3 HP each.  
  Move: Clamber over an obstacle 
  □  Home Turf: they take +1 ongoing to Quality and Loyalty within a half-day’s march of Stonetop  
  Move: Use familiar terrain to their advantage  
  □  Outfit: they are each armed with bronze arming swords (close, +1 damage) and boiled leather cuirasses (1 armor) 
  Move: Produce some mundane but useful piece of gear 
  □  Scouting: they gain the cautious and stealthy tags, and can roll +Quality to Scout Ahead. 
  Move: Observe and assess an enemy, unseen 
  Detail the individuals in your crew below, now or as it comes up:  
  Name 
  Traits 
  Cur HP 
  ______________ ____________________________ _______ 
  ______________ ____________________________ _______ 
  ______________ ____________________________ _______ 
  ______________ ____________________________ _______ 
  ______________ ____________________________ _______ 
  ______________ ____________________________ _______ 
  ______________ ____________________________ _______ 
  ______________ ____________________________ _______ 
  Possible names (from Stonetop):  
  ♀: Eira, Glaw, Lowri, Nesta, Owena, Siwan 
  ♂:  Aled, Culhwch, Geraint, Harri, Mervyn, Urbgen 
  Look to the Names List for crew from further afield. 
  Possible traits: second in command ● tough ●  
  young & untested ● getting too old for this ● stoic ● 
  carries a big ol’ axe ● popular ● terrible scars ● 
  doesn't get on well with their spouse ● idealistic ● 
  misses their kids ● a way with the ladies/fellas ● 
  missing eye/ear/finger ● short temper ● cynical ● 
  beautiful voice ● whittles ● kind of dumb ● proud ● 
  drinks heavily ● good cook ● holds a grudge ● 
  sharp-tongued ● loves animals ● complains a lot ● 
  gullible ● has no shame ● reckless ● whistles ● 
  snores ● greedy ● has nightmares  ● hates ____ 
  
  Follower Moves 
  COMMAND FOLLOWERS 
  When you order or expect a follower to do something  
  dangerous, degrading, unreasonable, or contrary to 
  their instinct, roll +Loyalty.  *On a 10+, they do it now.  
  *On a 7-9, they do it, but the GM picks one:   
   - Their Loyalty decreases by 1. 
   - They complain loudly, now or later, and demand some-
  thing in return. 
   - Caution, laziness, or fear makes them take a long time 
  to get it done. 
  DO THEIR THING 
  When you have your follower do something chancy 
  that falls within the scope of their tags or moves, roll 
  +Quality. *On a 10+, they do it as well as one could 
  reasonably hope. *On a 7-9, they do it but there’s an 
  unforeseen cost, consequence, or limitation (ask the GM 
  what).  
  When a follower does something chancy that falls be-
  yond the scope of their tags or moves, or does anything 
  on their own, the GM will tell you what happens. 
  CALL FOR ASSISTANCE 
  When a follower helps you make a move that calls for 
  a roll, take +1 to your roll but the follower is exposed to 
  any risk, cost, or consequences associated with the 
  move.  
  When a followers help you Hack and Slash or Volley, 
  roll all your damage dice and use the highest die. Add +1 
  for each warrior or archer who is helping. 
  When a follower helps you Defend, you can spend 1 
  hold to redirect an attack to them instead of  yourself. 
  PAY UP 
  When you pay a follower’s cost, increase their Loyalty  
  by 1 (to a maximum of +3). You can’t  trigger this move 
  again until both you and your follower have Made Camp.  
  RECRUIT 
  When you go looking for help, tell the GM what you’re 
  offering and who you’re looking for, phrased in one of the 
  following ways: 
   - A group of _____ (porters, guards, angry farmers, etc.) 
   - A skilled ____ (guide, sage, thief, bodyguard, etc.) 
  If the GM says you can’t find that hereabouts, start over 
  or move on. Otherwise, roll +Population for the steading 
  you are recruiting in. Take +1 to the roll if you have a 
  good reputation around these parts. *On a 10+, they’re 
  yours for the hiring. *On a 7-9, the GM picks 1: 
   - They demand greater compensation, coin or otherwise. 
   - No one here fits the bill, but you hear of someone 
  elsewhere who does. 
   - They have a need that must be met first (permission 
  from someone else, a favor, etc.) 
   - You can tell at a glance that they are less than ideal 
  (ask the GM how). 
  The GM will determine their specifics (Quality, tags, etc.) 
  as needed, to be discovered in play. Which might include 
  you grilling them, right now! 
   FOLLOWER TAGS 
   - ____-wise: they know all about ____, and can roll 
  +Quality to Spout Lore about it on your behalf. Ex-
  amples: Woods-wise, Sea-wise, Herb-wise, Feywise, 
  Weapon-wise. 
   - archer: they use ranged attacks (not necessarily 
  bows) effectively and increase your damage die when 
  they help you fight. Also, they can roll +Quality to 
  Volley on your behalf.  
   - athletic: good at running, jumping, climbing and the 
  like. 
   - beautiful: they tend to draw admiration and attention; 
  they certainly make an impression. 
   - cautious: they are careful and methodical; they avoid 
  acting rashly. 
   -  connected (___): they have friends or contacts in 
  ____, a particular steading or group. 
   - cunning: clever and observant. They can roll +Quality 
  to Discern Realities on your behalf. 
   - devious: deceitful, treacherous, thieving, larcenous. 
  Just the sort you want working for you. 
   - group: a team, gang, or mob, with all the strengths 
  and disadvantages that come with greater numbers. 
   -  guide (____): knows a particular steading or region 
  and can roll +Quality to Spout Lore, Scout Ahead , 
  or Navigate for the party therein. 
   - hardy: tough, hard-working, and willing to put up with 
  discomfort. They get +2 Load. 
   -  healer: when they tend to wounds with bandages or 
  poultices & herbs, add their Quality to the HP healed. 
   - meek: they accept their lowly lot. You don’t need to 
  Command Followers for them to do degrading or 
  unreasonable things. 
   - magical: they are magical by nature or training, and 
  sensitive to the workings of magic. Use at least one of 
  their moves to elaborate on their powers. 
   - organized: they make and follow plans well, and work 
  well in a group. Once they agree to a plan, you do not 
  need to Order Followers as long as the plan doesn’t 
  go south. 
   - self-sufficient: can live off the land and roll +Quality to 
  Forage 
   - stealthy: can avoid detection and often get the drop 
  on foes. 
   -  warrior: They increase your damage when they help 
  you fight (see Call for Assistance) and you don't 
  need to Order Followers to get them to fight unless 
  the opposition is terrifying or overwhelming.  
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Hacks/Stonetop/Playbooks/Stonetop - Marshal.pdf