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D UNGEON W ORLD GM R EFERENCE Compiled by Aaron M.

Sturgill
your damage. On a 79, choose one (whichever On a 79, the GM will only tell you something Add the ignores armor tag if the source of the
. BROAD STROKES . CHOOSING A MOVE 164
you choose you deal your damage): interestingits on you to make it useful. The GM damage is particularly large or if the damage comes
Start by looking at the obvious consequences of the
AGENDA 159 action that triggered it. If you already have an idea,
You have to move to get the shot placing you might ask you How do you know this? Tell them from magic or poison.
in danger as described by the GM the truth, now.
Portray a fantastic world think on it for a second to make sure it fits your
You have to take what you can get: -1d6 STAT SCORES AND MODIFIERS 49
Fill the characters lives with adventure agenda and principles and then do it. Let your
damage DISCERN REALITIES 66 Score Modifier
Play to find out what happens moves snowball. Build on the success or failure of
You have to take several shots, reducing your When you closely study a situation or person,
PRINCIPLES 160 the characters moves and on your own previous
ammo by one roll+WIS. On a 10+, ask the GM 3 questions from 1-3 -3
Draw maps, leave blanks moves. the list below. On a 79, ask 1.
4-5 -2
Address the characters, not the players Dealing damage is almost always a hard move. DEFY DANGER 60 Either way, take +1 forward when acting on the
When you act despite an imminent threat or 6-8 -1
Embrace the fantastic MAKING YOUR MOVE 165 answers.
Make a move that follows suffer a calamity, say how you deal with it and What happened here recently? 9-12 0
Keep principles in mind
Never speak the name of your move roll. If you do it What is about to happen?
Never speak the name of your move 13-15 +1
Give every monster life by powering through, +STR What should I be on the lookout for?
Address the characters, not the players
Name every person by getting out of the way or acting fast, What here is useful or valuable to me? 16-17 +2
Moves are not mechanical actions at the table;
Ask questions and use the answers +DEX Whos really in control here?
they are concrete fictional events happening to 18 +3
Be a fan of the characters by enduring, +CON What here is not what it appears to be?
the characters
Think dangerous with quick thinking, +INT
68 COMMON WEAPONS LIST 324

Begin and end with the fiction DUNGEON MOVES 168 through mental fortitude, +WIS PARLEY
Think offscreen, too using charm and social grace, +CHA When you have leverage on a GM Character and Ragged Bow near, 15 coins, 2 weight
These are particularly well-suited for when the
Fine Bow near, far, 60 coins, 2 weight
characters enter a new room or hallway and want to On a 10+, you do what you set out to, the threat manipulate them, roll+CHA. Leverage is something
. GM MOVES . know what they find there. doesnt come to bear. On a 79, you stumble, they need or want. On a 10+, they do what you Hunters Bow near, far, 100 coins, 1 weight
\

hesitate, or flinch: the GM will offer you a worse Crossbow


Use a monster, danger, or location move Change the environment ask if you first promise what they ask of you. On
outcome, hard bargain, or ugly choice. a 79, they will do what you ask, but need some near, +1 damage, reload, 35 coins, 3 weight
Reveal an unwelcome truth Point to a looming threat
concrete assurance of your promise, right now. Bundle of Arrows 3 ammo, 1 coin, 1 weight
Introduce a new faction or type of creature
Show signs of an approaching threat DEFEND 62 Elven Arrows 4 ammo, 20 coins, 1 weight
Deal damage Use a threat from an existing faction or type of
creature When you stand in defense of a person, item, AID OR INTERFERE 70 Club, Shillelagh close, 1 coin, 2 weight
Use up their resources
or location under attack, roll+CON. On a 10+, When you help or hinder someone, roll+bond Staff close, two-handed, 1 coin, 1 weight
Turn their move back on them Make them backtrack
hold 3. On a 79, hold 1. As long as you stand in with them. On a 10+, they take +1 or -2 to their Dagger, Shiv, Knife hand, 2 coins, 1 weight
Separate them Present riches at a price
defense, when you or the thing you defend is roll, your choice. On a 79, they still get a Throwing Dagger thrown, near, 1 coin, 0 weight
Give an opportunity that fits a class abilities Present a challenge to one of the characters
attacked you may spend hold, 1 for 1, to choose an modifier, but you also expose yourself to danger, Short Sword, Axe, Warhammer, Mace
Show a downside to their class, race, or
equipment
. BASIC MOVES . option: retribution, or cost. close, 8 coins, 1 weight
Redirect an attack from the thing you defend Spear reach, thrown, near, 5 coins, 1 weight
Offer an opportunity, with or without cost
HACK AND SLASH 56 to yourself Long Sword, Battle Axe, Flail
Put someone in a spot
Halve the attacks effect or damage SPECIAL MOVES are on p. 72. close, +1 damage, 15 coins, 2 weight
Tell them the requirements or consequences When you attack an enemy in melee, roll+ STR.
Open up the attacker to an ally giving that ally Halberd
and ask On a 10+, you deal your damage to the enemy
+1 forward against the attacker
. DAMAGE, STATS, WEAPONS, TREASURE . reach, +1 damage, two-handed, 9 coins, 2 weight
and avoid their attack. At your option, you may
WHEN TO MAKE A MOVE 164 choose to do +1d6 damage but expose yourself to Deal damage to the attacker equal to your
DAMAGE 21
Rapier close, precise, 25 coins, 1 weight
the enemys attack. On a 79, you deal your level Dueling Rapier
When everyone looks to you to find out what
It threatens bruises and scrapes at worst: d4 close, 1 piercing, precise, 50 coins, 2 weight
damage to the enemy and the enemy makes an
happens SPOUT LORE 64 Its likely to spill some blood, but nothing
When the players give you a golden attack against you.
When you consult your accumulated horrendous: d6 COMMON ARMOR LIST 325
opportunity
VOLLEY 58 knowledge about something, roll+INT. On a It might break some bones: d8 Leather, Chainmail
When they roll a 6-
When you take aim and shoot at an enemy at range, 10+, the GM will tell you something interesting and It could kill a common person: d10 1 armor, worn, 10 coins, 1 weight
Hard moves have immediate consequences; soft useful about the subject relevant to your situation.
roll+DEX. On a 10+, you have a clear shotdeal
moves do not.
Scale Mail 2 armor, worn, clumsy, 2d4100 or so Human Male: Antelus, Baldstan, 34. To save someone from a monstrosity 96. To spill blood 56. A magic carpet
35. To teach 97. To live forever 57. Endless ideas
50 coins, 3 weight 12. A sign of office (crown, banner) Baldwin, Bartleby, Brictrys, Caedward, 36. To settle down 98. To hunt the most dangerous game 58. Persistence
Plate 3 armor, worn, clumsy, worth at least 3d4100 coins Clarke, Cynric, Eadstan, Eldward, Eobert, 37. To get just one more haul 99. To hate 59. A stockpile of food
350 coins, 4 weight 13. A large art item worth 4d4100 Godric, Gregor, Hawke, Hawthorne, 38. To preserve the law 100. To run away 60. A hidden path
39. To discover 61. Piety
Shield +1 armor, 15 coins, 2 weight coins, 1 weight Leomund, Marcadus, Osmon, Randolph, 40. To devour 100 KNACKS 392 62. Resistance to disease
14. A unique item worth at least Robard, Rundrig, Shermund, Theodred, 41. To restore the family name 63. A library
Other COMMON ITEMS and their tags: 5d4100 coins Walton, Wesley, Wilstan. 42. To live a quiet life 1. Criminal connections 64. A silver tongue
43. To help others 2. Muscle 65. Bloodline
pp. 322-329. 15. All the information needed to learn Human Stronghold: Aldmead, Belcoast, 44. To atone 3. Skill with a specific weapon 66. An innate spell
a new spell and roll again 45. To prove their worth 4. Hedge wizardry 67. Balance
MAGIC ITEMS are on pp. 330-340. 16. A portal or secret path (or directions
Courtmarsh, Dellgate, Eribank, Fallville,
46. To gain honor 5. Comprehensive local knowledge 68. Souls
Linland, Lochfort, Mallowcoast, 47. To expand their land 6. Noble blood 69. Speed
to one) and roll again
TREASURE (LOOT) 226 17. Something relating to one of the
Marbleton, Norbank, Oldshade, Orness, 48. To gain a title 7. A one-of-a-kind item
8. Special destiny
70. A sense of right and wrong
Roseglass, Southfalcon, Starcastle, Valacre, 49. To retreat from society 71. Certainty
Start with the monsters damage die, 9. Unique perspective
characters and roll again Valwick, Violetriver, Witchlyn.
50. To escape 72. An eye for detail
51. To party 10. Hidden knowledge 73. Heroic self-sacrifice
modified if the monster is: 18. A hoard: 1d101000 coins and 11. Magical awareness
Orc Female: Azmahag, Grotlalak, 52. To return home 74. Sense of direction
Hoarder: roll damage die twice, take 1d1010 gems worth 2d6100 each 53. To serve 12. Abnormal parentage 75. A big idea
Grubabad, Vilealak. 13. Political leverage
higher result 54. To reclaim what was taken 76. A hidden entrance to the city
Far from home: add at least one . NPCS . Orc Male: Butmug, Glugobug, Glutpox, 55. To do what must be done 14. A tie to a monster
15. A secret
77. The love of someone powerful
56. To be a champion 78. Unquestioning loyalty
ration (usable by anyone with similar Grimmahag, Ogobog, Recknok, 16. True love
taste) NAMES . Skuzkolug, Ugmagoth.
57. To avoid notice
58. To help a family member 17. An innocent heart
79. Exotic fruit
80. Poison
59. To perfect a skill 18. A plan for the perfect crime 81. Perfect memory
Magical: some strange item, possibly Dwarven Female: Bargoli, Barili, Orc Stronghold: Goblagoth. 60. To travel 19. A one-way ticket to paradise 82. The language of birds
magical Brobari, Bundi, Caldria, Druondi, Dwon, 61. To overcome a disadvantage 20. A mysterious ore 83. A key to an important door
Divine: a sign of a deity (or deities) Kilona, Normina, Norola, Stortria,
100 INSTINCTS 390 62. To play the game 21. Money, money, money 84. Metalworking
63. To establish a dynasty 22. Divine blessing 85. Mysterious benefactors
Planar: something not of this earth Thinnia, Thinona, Thorumma, Thrria. 1. To avenge
64. To improve the realm 23. Immunity from the law 86. Steely nerves
Lord over others: +1d4 to the roll 2. To spread the good word 24. Prophecy
Dwarven Male: Bari, Belgin, Bolrim, 65. To retire 87. Bluffing
3. To reunite with a loved one 25. Secret martial arts techniques
Ancient and noteworthy: +1d4 to the Bulrak, Calrund, Durum, Dwinim, Eldar, 4. To make money
66. To recover a lost memory 88. A trained wolf
67. To battle 26. A ring of power 89. A long-lost sibling, regained
roll Giltil, Gombar, Hasrith, Kildri, Morak,
5. To make amends
68. To become a terror to criminals 27. A much-needed bag of taters 90. An arrow with your name on it
6. To explore a mysterious place 28. A heart
Roll the monsters damage die plus any Nordri, Rurgosh, Simrak, Simtri, Thrar. 7. To uncover a hidden truth
69. To raise dragons 91. A true name
70. To live up to expectations 29. A fortified position 92. Luck
added dice to find the monsters treasure: Dwarven Stronghold: Belcalfimfik,
8. To locate a lost thing
71. To become someone else 30. Lawmaking 93. The attention of supernatural powers
1. A few coins, 2d8 or so 9. To kill a hated foe 31. Tongues
Druhig, Gargrobolstor, Gilcalest, 72. To do what cant be done 94. Kindness
10. To conquer a faraway land 32. A discerning eye
2. An item useful to the current Gildrugilhak, Griarr, Harhak, Mundur, 11. To cure an illness
73. To be remembered in song 95. Strange tattoos
74. To be forgotten 33. Endurance 96. A majestic beard
situation Ovthinhak. 12. To craft a masterwork 34. A safe place
75. To find true love 97. A book in a strange language
3. Several coins, about 4d10 13. To survive just one more day 35. Visions
76. To lose their mind 98. Power overwhelming
4. A small item (gem, art) of Elven Female: Arallia, Astrafel, 14. To earn affection
77. To indulge 36. A beautiful mind 99. Delusions of grandeur
15. To prove a point
considerable value, worth as much as Cerovana, Elana, Feliana, Firthallia, 16. To be smarter, faster and stronger
78. To make the best of it 37. A clear voice 100. The wind at his back and a spring in his step
79. To find the one 38. Stunning looks
2d1010 coins, 0 weight Garnathia, Gevana, Maradena, Serah, 17. To heal an old wound 39. A catchy tune
80. To destroy an artifact
5. Some minor magical trinket Seraphine, Sylvalorna. 18. To extinguish an evil forever
81. To show them all 40. Invention
19. To hide from a shameful fact 41. Baking
Elven Male: Aelfar, Alvalon, Cerovorn, 82. To bring about unending summer
6. Useful information (in the form of 20. To evangelize 42. Brewing
83. To fly
clues, notes, etc.) Certhath, Firalian, Firalon, Gellefin, 21. To spread suffering
84. To find the six-fingered man 43. Smelting
22. To prove worth
7. A bag of coins, 1d4100 or Germalon, Harnalian, Malvalian, 23. To rise in rank
85. To wake the ancient sleepers 44. Woodworking
86. To entertain 45. Writing
thereabouts. 1 weight per 100. Marabryn. 24. To be praised 46. Immunity to fire
87. To follow an order
8. A very valuable small item (gem, art) 25. To discover the truth
Elven Stronghold: XX 26. To make good on a bet
88. To die gloriously 47. Cooking
worth 2d6100, 0 weight 89. To be careful 48. Storytelling
Human Female: Anne, Annika, Antania, 27. To get out of an obligation
90. To show kindness 49. Ratcatching
9. A chest of coins and other small 28. To convince someone to do their dirty work
Aubrey, Becca, Brianne, Brunhilda, 29. To steal something valuable
91. To not screw it all up 50. Lying
valuables. 1 weight but worth 3d6100 92. To uncover the past 51. Utter unremarkableness
Cassandra, Charlotte, Cornelia, Dyrvi, 30. To overcome a bad habit 52. Mind-bending sexiness
coins. 93. To go where no man has gone before
Elise, Freya, Galela, Helga, Ivy, Leena, 31. To commit an atrocity
94. To do good 53. Undefinable coolness
10. A magical item or magical effect 32. To earn renown
Lenore, Lily, Oskilda, Rose, Tibora. 33. To accumulate power
95. To become a beast 54. A way with knots
11. Many bags of coins for a total of 55. Wheels of polished steel

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