Advanced World of Dungeons

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Norbert

G. Matausch
To Kerstin and Charlotte.
Thank you,
John Harper
and thank you to the author of the
„“Streets of Marienburg“ hack.

All illustrations creative commons, by Ivan Bilibin


(exception page 12, illustration taken from the truetype font jungodingbats)
I used the fonts Subway, Arial, and Arial Narrow.
Cover art: unknown comic book artist
Proudly made with a mac, using Pixelmator and Pages.

Play more games!

April 2015

Norbert G. Matausch
(analogkonsole.wordpress.com)
OM Shri Ganeshaya Namah
RULES SUMMARY FIGHTERS get athletics. Choose two special
abilities: Skirmish, Tough, Slay, Hardy.

CHARACTER CREATION HALFLING SCOUTS get Stealth. Choose two


special abilities: Lucky, Reflexes, Scout, Volley.
ATTRIBUTES: roll 2d6 for each. on a 6-, the
value is 0. On a7-9,the value is +1. On a 10 or HIGH ELF SPELLSWORDS start with the skill
11, the value is +2. On a 12, the value is +3. Awareness. Choose two special abilities: Slay,
Reflexes, Sorcery.
Choose one skill in addition to any granted by
your class. MAGITEK ENGINEERS get Crafting and
Mechanics. You get Engineer and choose one
You have 1 Hit Die (d6) + extra hit dice equal to additional special ability: Gadgetry, Lucky.
your CON. Roll all your hit dice and keep a
number equal to your level to determine your hp. MONKS get meditation and heal. You get Heavy
when you rest and consume a ration/ waterskin/ Hands/Feet and Mind Shield. Additionally, you
wineskin, you may re-roll your hp. If you are get one healing Sorcery spell per level. You can
attended by a healer, roll an extra hit die. use this spell only for yourself. You are not
allowed to wear weapons or armor.

PALADINS get decipher and leadership. You get


Character Classes Slay and choose one other special ability: Tough,
Turn, Vision.
ADVENTURERS get survival. You are Lucky.
Choose one additional special ability: Daring, RANGERS get survival. choose two special
Getaway. abilities: Pet, Scout, Volley, Wild.
ALCHEMISTS get Crafting. You start with three ROCKMEN get survival. You are slow and heavy,
magical formulas. You get Alchemy and choose so you get a -1 on rolls. You get Rockskin and
one other special ability: Daring, Expert, Lucky choose one additional special ability: Hardy,
Brawny.
BARBARIANS get athletics. You get Berserk and
choose one other special ability: Tough, Slay, SORCERERS get lore. You start with three
Hardy, Brawny spells. You get Sorcery and choose one other
special ability: Illusions, Warded, Vehemence.
BARDS get music and singing. You get Pacify
and choose one additional special ability: Turn, SUMMONERS get lore. You begin with two
Tinker. bound demons. You get Summon and choose
one other special ability: Get away, Lucky,
BEASTMASTERS get athletics. You get Wild and Warded.
choose one additional special ability: Familiar,
Instinct. STRANGERS get culture. You get Expert and
choose one additional special ability: Expert,
CLERICS get decipher and heal. Choose two WTF?
special abilities: Bless, Cure, Turn, Vision.
THIEVES get stealth. Choose two special
DRUIDS get survival. You get Sorcery (only abilities: Backstab, Lucky, Reflexes, Tinker.
nature-based spells) and start with three spells.
You choose one other special ability: Daring, MUSCLE WIZARDS get lore. You get Wizardry
Familiar, Wild, Shifting. and Magic-fueled hit points. Choose one
additional special ability: Slay (stops working for
DWARVEN PRIESTS get decipher. Choose two the rest of the day if you are exposed to the
special abilities: Tinker, Hardy, Skirmish, Vision. Warp, see the chapter on Wizardry), Full-contact
magic. All your spells have a maximum range of
DWARVEN WARRIORS get Lore. Choose two 3 meters.
special abilities: Tough, Slay, Hardy, Tinker.

5
WIZARDS get lore. You get Wizardry and choose which sheer chance is the only factor in the
one other special ability: Warded, Vehemence. outcome.

WOOD ELF ARCHERS get lore and one Sorcery These rules are yours to bend to your will! You
spell per level. Choose one additional special may find it natural to expand, redact, and modify
ability: Volley, Wild, Reflexes. them as you your game goes on. We advise
keeping an open mind and lively discussion of
YOGIS get lore. You start with three non-violent possibilities at the table.
spells. You get Sorcery and choose one other
special ability: Hardy, Illusions, Warded,
Prestige, Pacify. Additionally, you get Simulate ABILITIES
Death (once per day, you can lower your heart
beat and body temperature and appear not to
• Alchemy: You can imbue magic within a
breathe; this lasts 1d6 minutes per level). potion, salve, or item. You start with three
You lose half your experience points if you resort alchemical formulas.
to physical, verbal or magical violence.
• Affluent: When your purse is empty, you can
attempt to make purchases with the promise of
Make your own class: choose a class skill and paying the money back at a later date.
two special abilities.
• Allure: When you seduce someone, you can
make them reveal intimate secrets about
themselves despite their better judgment. You
ROLLING THE DICE can also attract someone’s attention with only
a glance.
When you attempt something risky, sum 2d6 • Appraise: You can tell the approximate value
and add one of your attribute scores, based on of artwork and trade goods once you've
the action you’re taking. (The gm will tell you inspected them.
some of the possible consequences before you • Backstab: Add +3 damage to melee attacks
roll, so you can decide if it’s worth the risk or if when the target is unaware of your presence.
you want to revise your action.) • Bargain: Once per day, you can halve the
price of a purchase thanks to the different
A total of 6 or less is a miss; things don’t go well tradesmen you know, or the guilds you have
and the risk turns out badly. A total of 7-9 is a contacts with.
partial success; you do it, but there’s some cost, • Berserk: When you are outnumbered, add +1
compromise, retribution, harm, etc. A total of 10 to the damage you inflict and +1 armor, but you
or more is a full success; you do it without must make an effort to not immediately resort
complications. and a total of 12 or more is a to violence in heated situations.
critical success; you do it perfectly to some extra • Bless: with holy water, you can anoint items so
benefit or advantage. they are considered holy and magical —+3
damage vs. Evil— for a short time
SKILLS: if you have an applicable skill, you can’t • Brawny: +1 melee and thrown weapons
miss. a roll of 6 or less counts as a partial damage, can re-roll damage once per attack
success, but with a bigger compromise or • Cloaked: When you are under the cover of
complication than a 7-9 result. darkness, you get +1 armor.
• Connected: You can attempt to obtain favors
from nobles, whether getting a loan, an
THE DIE OF FATE invitation to a party, or introductions to other
important people.
Sometimes the GM will roll the die of fate to see • Contort: You are able to escape from bonds or
how the situation is established. low numbers squeeze into small or tight places.
are ill-fortune, high numbers are good fortune (or • Cutpurse: When you pick pockets or conceal
at least not misery). the die of fate might be things on your person, you can do so quickly
rolled to establish the weather, indicate a while running.
random npc’s general attitude, or to determine if • Cure: You can neutralize poisons, remove
a wandering monster appears. the gm may also curses and heal wounds without a touch.
roll the die of fate if the pcs take some action for

6
• Damnation: You can attempt to inflict curses • Illusions: You can create illusions to make
or ailments upon others, either with eye someone see something that isn’t there, or
contact or through a fetish. mesmerise them so they believe something
• Daring: Once per day, you can ignore the that isn’t true.
damage or effects of an environmental hazard. • Inspire: You can attempt to sway public
• Diplomat: You can enter negotiations, bargain, opinion with your song, stories, or rhetoric.
or parley, even with the most disagreeable of • Instinct: You can re-roll DEX when reacting to
people, as long as they are intelligent enough dangerous situations.
to understand you. • Linguist: You can speak and read all civilized
• Disguise: When you use costumes and languages.
makeup, you can attempt to convincingly • Lookout: When you take the lead in the city or
imitate other people, or ensure your own a dungeon, you always spot your targets
identity is unrecognizable. before they spot you.
• Divination: When you gaze into a crystal or a • Lucky: Once per day, you can turn any Miss
bowl of holy water, you can attempt to see into a Success instead.
events either far away, in the past, or in the • Magic-fueled hit points: you have additional
future. hit points (as many as your Power score). For
• Duelist: You treat any one-handed weapon as each Wizardry spell you use, you lose 1 or 2 of
Light. those additional hp.
• Engineer: With the Crafting skill, you can • Mind Shield: you are immune against fear,
create and repair mechanical devices and charm and sleep spells.
firearms. • Opportunist: When you and your allies
• Expert: Once per day, you can turn a Miss into overpower your opponents, you inflict +2
a Partial Success. damage.
• Familiar: You have an animal companion, • Pacify: you can attempt to pacify or charm
such as a crow, rat, cat, snake or spider, (demi)intelligent creatures with your voice.
magically bonded to you. You can see through • Perform: When you entertain a crowd, you can
its eyes, and hear what it hears. earn d6s per Level each day. However, should
• Full-contact magic: you can channel spells any die roll a 1, the audience turns nasty and
through your fists in melee. If you hit you won’t be allowed to perform for at least a
successfully, you can send one Wizardry spell week without having rotten vegetables thrown
through your fists into your opponent. You at you.
remain unharmed, even if that spell affects and • Pet: You have a loyal and effective animal
area around you. companion.
• Gadgetry: You try to solve any problem with • Prestige: Everyone knows who you are. Halve
gadgets you build. Anytime you attempt the price of any Hirelings, as they seek your
something risky, you roll +INT (you‘re using a employ in order to gain later favors or
gadget designed for exactly that problem). A advantages.
Miss means the gadget does not what it should • Reflexes: You always act first, and can react
(GM‘s discretion). At Level 3, you design a when suddenly surprised.
device that replicates a Sorcery spell three • Rockskin: You have rock-hard skin (Armor 2).
times a day. At Levels 6 and 9, you each get • Rover: When you run through the wilderness,
one additional device that replicates another you do so without leaving obvious tracks or a
Sorcery spell. trail.
• Getaway: Once per day, you can automatically • Sailor: You can crew a sailing vessel, and
flee a location – sprinting, dodging, and never feel ill due to stormy seas.
ducking to avoid pursuit. • Sapper: When using blackpowder explosives
• Guarded: Once per day, you can redirect any or artillery, add +1 die to damage, discarding
attack against you to one of your Hirelings. the lowest result.
• Hardy: Add +6 to your hit points. • Schemer: When you bribe or blackmail others,
• Heavy Hands/Feet: you do 1d6 unarmed you can do so subtly or through third parties,
damage. On level 3,5,7 and 9, you get an without drawing too much unwanted attention
additional +1 damage. to yourself.
• Hunter: Add +3 damage to ranged attacks • Scout: When you take the lead in the
when the target is unaware of your presence. wilderness, you always spot your targets
before they spot you.

7
• Shifting: When drinking the blood of an animal • Tracker: When you attempt to identify and
you can attempt to take its form, leaving your follow tracks, you can do so quickly while on
possessions behind. However, it is a feat of the move.
willpower to revert to your original self, • Trick: You can attempt to distract or delay your
particularly the longer you stay a beast. opponent with your antics.
• Skirmish: +1 damage and worn armor counts • Turn: You can attempt to hold undead at bay
as one type lighter. with the power of your faith and a holy symbol
• Slay: +2 melee damage. • Vehemence: When you use damaging magic
• Sleuth: When you search for clues, you can do effects, add +1 die to Damage, discarding the
so quickly and while on the move. You can lowest result.
always tell when someone is lying, though you • Vision: Drink holy water to commune with your
may not know the cause of their deception. deity for divine guidance.
• Sorcery: You are able to cast spells that, while • Volley: Add +2 damage to any ranged attack.
limited in scope, are much safer than the raw • Warded: When you are using magic, your
magical power of Wizardry. You start with three protective wards keep you safe, granting +1
spells. Armor.
• Strategy: When you are in combat, you can • Wild: You can converse with and attempt to
attempt to predict the movements, positions, command animals.
and strengths of your enemies. • Wizardry: You can create magical effects
• Summon: You can call forth demons to seek drawn from the raw power of Chaos. Such
their counsel...or so you can bind them to effects are powerful and wondrous, and not
serve you. You start with two bound demons limited in scope like Sorcery. However, the
that you can call upon. risks of weaving such energies have hazards,
• Surgeon: With the Treatment skill, you can try both extreme and varied. You start with a
to mix new medicines or bring someone back Power score equal to your base Hit Dice +WIS.
from the brink of death. Talented: Add +1 Skill. • WTF?: you get a bonus to roll against
• Tinker: When you pick locks or disable traps, opponents that haven't fought against you.
you can do so quickly and unnoticed while in This bonus is lost after the first confrontation.
plain sight. As long as an opponent has not yet battled
• Tough: Add +1 armor, from being badass. against you, you are granted this bonus.

8
MAGIC EXAMPLES

Balm of the Sea: The user can apply this balm


ALCHEMY three times, and will be able to breathe
underwater for ten minutes.
Alchemy works similarly to spells, except that the Dragon’s Breath: The user drinks this foul potion
magic is contained within a physical form, once, and will able to breathe fire at an enemy,
typically a potion or an object. Creating an doing 2d6 damage.
alchemical object can be quite risky because of Bracers of the Giant: Once the user drinks a vial
the various chemicals and explosive fumes of quicksilver, these bracers provide +1d6
involved, but using one is not inherently damage to his melee attacks for one minute.
dangerous, and usually does not require a roll.

It costs 100s in caustic chemicals, herbs, and SORCERY


purified minerals, and requires a day to prepare.
If you have an Alchemists Kit, then it only costs
25s and takes four hours. Spells are the most reliable way to harness the
powers of magic – specific rituals and formulas
that bind and form magical energies into very
Alchemists start with three magical formulas,
specific, distinct effects. Sorcery essentially
and may learn more through research or
allows you to perform actions that would
experimentation. These formulas are built much
otherwise be mundane if you had the correct
like spells, picking one option from each of the
training, tools or sufficient time, but instead you
following.
do it through arcane means.
The Preparation is... (pick one)
Sorcerers start with three spells, and may learn
• A potion, that can be consumed only once more through their studies or adventures.
• A salve or balm, that can be applied up to Casting a spell is not always risky, but it depends
three times on the situation and how long it takes for the
• An object, that grants its effects only once to effect to manifest. Each should have an
each user appropriately arcane-sounding name, and
• An object, that needs 2 hit points of human choose one option from each of the following:
blood to be used
• An object, that needs to be doused with holy Casting (pick one)
water to be used
• An object, that requires quicksilver to be • Quick: Manifests immediately after casting,
consumed before use and its effect is instant or momentary
• Slow: Manifests the turn after casting, and it
The user will... (pick one) lasts as long as you concentrate
• Incantation: Takes a minute to cast, and it lasts
for no more than an hour
• +1 armor for one minute
• Ritual: Takes five minutes to cast, and lasts
• +1 to a single Attribute for one minute one hour per 2 hit points sacrificed
• Add +d6 damage to either melee or ranged
attacks for one minute
Target (pick one)
• Benefit from an Ability for one hour
• Benefit from a Skill for one hour Inflict 2d6
magical damage against a nearby target (3d6 if • Everyone in the immediate area,
vulnerable) conspicuously
• Instantly heal, +1 Recovery die • Yourself, subtly
• Know the answer to one question • Someone you touch, intently
• Not feel pain • Someone close by, loudly
• Perform a superhuman feat (flying, breathe
underwater) for ten minutes See next page for effects.

9
Effect (pick one) SUMMONING
• +1 armor Calling forth and binding a demon is often a
• +1 or -1 to an Attribute quick route to gain great power. The act of
• Benefit from a Skill summoning can be dangerous, depending on
• Benefit from an Ability the circumstance, and requires that you know
• Inflict 1d6 magical damage (+2 if vulnerable) the name of the demon you wish to conjure, and
• Magically perform a mundane task instantly one of the following:
• Magically perform a mundane task at range
• The function of a mundane item worth no more One hour of uninterrupted ritual

than 10C A dose of quicksilver

• Increase or decrease a particular • A magic item containing the bound demon
environmental effect A sacrifice worth 5 hit points

• A magic circle drawn with emerald powder
By drinking a dose of quicksilver, the Sorcerer
can extend the duration of his spells by one rank Once summoned, you can converse with it and
(instant duration becomes concentration, ask it questions, for demons possess many
concentration becomes an hour, etc.), or secrets unknown to mortals. You can also
quickens the time it takes to cast by one rank. attempt to bind it. Binding is always risky, as the
demon will try to take every advantage of unwary
EXAMPLES mortals, It requires a circle to be drawn in gold
powder during an hour-long ritual, as well as one
Ghostly Candle: Slowly cast, the caster holds of the following:
out his hand as if he had a lamp, illuminating the
area. • A Warpstone
Sigmar’s Hunt: After a ritual, the caster gains the • A portion of the spirit or demon’s flesh
use of the Scout ability for one hour per 2 hit • Signing a contract with the demon
points he has sacrificed. • A sacrifice worth 20 hit points
Righteous Fury: With a quick touch of his hand,
the caster inflicts 1d6 damage upon an enemy, When the demon is Bound, it can be summoned
as if he carried a sword. once a day to perform a single deed, typically
Speak the Mind: Slowly cast, the caster can answering questions or using baleful magic (as
speak to people from afar with only the power of controlled by the GM) without any risk to the
his mind. Summoner. Anything beyond that will require
some very tricky negotiations, as the demon will
do anything to twist your requests to its own evil
desires. Summoners start with two bound
demons.

10
WIZARDRY Each point of Power you end up spending can
create one of the following effects:
Being able to directly harness the energies of
magic makes a Wizard particularly powerful...but • Control mindless undead equal to your INT
it comes with great risks. unlike Sorcery, • Control the actions of the target
channelling pure magic is limited only by the • Create an environmental condition
Wizard’s own ability to endure the power being • Dispel an environmental condition
gathered into his body. • Grant +1 bonus to any action
• Grant +2 bonus to one Attribute
Wizards have a Power score equal to their base • Grant a supernatural ability
Hit Dice +WIS. For example, a 1st Level Wizard • Inflict -1 penalty to any action
with +2 WIS would start with 3 Power. When you • Inflict -2 penalty to one Attribute
direct magical energies into a coherent effect, • Inflict 2d6 magical damage (3d6 if vulnerable)
you will spend Power to create the effect. • Instantly heal, +2 Recovery dice
• Know the answers to three questions
As a default, your magic will be slow (manifests • Raise mindless undead equal to your Hit Dice
the turn after it is cast), affects a single target
within line of sight, and lasts for one minute. By You don’t want to spend all of your Power on
adjusting these limitations, you can increase or effects, however, since it also determines how
decrease your available Power. many dice you get to roll+INT when casting! If
you are fortunate enough to roll more than 2d6,
keep only the two highest results.

+1 POWER -1 POWER

Affects only yourself Affects everyone


or a touched target adjacent to the target
or everyone within The success of wizardly magic is also different
Effects are the area from normal, because of the terrible energies the
instantaneous or only caster is toying with:
last a few moments Target can be A Miss means the magic will still work, but under
anywhere, as long as the complete control of the GM, who will
Sacrifice 5 hit points you have a sample of describe the disaster that follows. You will also
of blood or ingest two their blood have been exposed to the Warp.
vials of quicksilver
Lasts for one hour A Partial Success means the magic will work as
Inhale a pinch of desired, but with some unforeseen consequence
warpstone powder Lasts as long as you or side-effect, as well as exposure to the Warp.
concentrate
Requires an hour- If you Succeed, your magic will work as desired.
long ritual Lasts as long as you
sacrifice 5 hit points A Critical Success means your magic will work
Requires a fetish of blood every hour as desired, but because of the excess of energy,
made from the it will have unforeseen effects as determined by
target’s hair the GM. This could be bad or good, depending
Manifests on the whims of the Die of Fate.
immediately

11
Exposure to the Warp When you have been exposed to the Warp, roll
+CON:
The Warp is the manifestation of pure, unbridled
Chaos. The more one plays with forces beyond A Miss means your body contorts in the energies
their imagining, the more vulnerable they of Chaos, and suffers a Warp Mutation (see next
become to being corrupted by the demonic page)
energies flowing through their bodies.
A Partial Success means you are permanently
The most common ways of being exposed to the scarred with the Taint of the Warp (see next
Warp are: page). Hopefully none of your allies will notice...

• Ingesting or inhaling Warpstone If you Succeed, you are merely Touched by the
• Having Warpstone in your possession for at Warp (see next page). The effects should abate
least a week eventually...
• Being cut with Warpstone or Warpstone-laced
weapons A Critical Success means you resist the Warp,
• Being exposed to uncontrolled or demonic and remain free from the clenches of Chaos for
magics the time being...
• Continued use of Wizardry

D 12
Warp Mutations (roll 2d6) Taint of the Warp (roll 2d6)

Your body is wrecked with boils and Your tongue becomes forked like a
2 2
disease, -1 CON serpent‘s

Your bones and muscles ache with 3 Your eyes glow bright and red
3 every move, -1 STR
Eyeballs sprout upon one of your
You become bloated and heavy, 4
4 limbs
tripling your weight, -1 DEX

5 Your legs become those of a beast 5 All of your hair falls out permanently

Massive horns sprout from your Your fingers twist and elongate, like
6 6
forehead terrible claws, 1D6 damage
Your teeth become razor sharp, and All flowering plants and herbs wilt in
7 7
tusks burst from your jaw your presence
Your arms grow long and rubbery, Lower animals will never approach
8 8
dotted with hideous warts you, willing or not
A long, reptilian tail sprouts from your Your body exudes the smell of rotting
9 9
hindquarters fish

Your voice cracks glass and spoils Yo u r b o d y s h r i n k s o r g r o w s


10 10
milk, -1 CHA significantly

Your eyes grow cloudy, and your The color of your skin becomes dark,
11 11
mind enfeebled, -1 WIS like the deep ocean

Your mind snaps, and you suffer Clothes you wear start to smoulder
12 12
delusions, -1 INT and burn after a few hours

Touched by the Warp (roll 2d6)

2 All food and drink in the area spoils

3 Your nose bleeds profusely, lose 1 hit point

4 Your breath becomes cold and foul

5 Your hair becomes singed and smells of smoke

6 Your eyes turn white, and your voice sounds like the wind

7 All lower animals in the area become panicked

8 The skin on your body exfoliates, leaving you feeling raw and sore

9 You cannot use magic for several minutes

10 You forget your name and where you are for a few moments

11 You involuntary urinate

12 Your nails and hair suddenly grow to twice their original length
EQUIPMENT Fancy Items (20s each): mirror, lantern,
spyglass, sand timer, board game, elaborate
You start with 60 silver pieces clothes, holy symbols and other charms.

Light Weapon (10s): d6. may be wielded as a Fire Oil (20s per flask): sets an area on fire
secondary weapon, allowing you to re-roll (d6+1 damage/round for 3 rounds unless
damage once per attack. includes daggers, short extinguished). fills a lantern 10 times.
swords, and hand axes.
Boats: rowboat (50s) to galley (200,000s).
Martial Weapon (30s): d6+1. must be wielded in
main hand. includes long swords, hammers, Carts: cart (30s) to wagon (100s).
axes, spears etc.
Taverns: 1s to sleep, 1s to eat, 1s to get drunk.
Great Weapon (40s): d6+2 damage. uses two
hands. includes two-handed swords, battle-axes Property: house (1,000s) to manor (100,000).
and pole arms.
Horses: mule (30s), horse (100s), warhorse
Shortbow (10s): d6. also slings etc. (1,000s).

Bow (30s): d6+1. also crossbows, pistols etc.

Heavy Bow/Gun (50s): d6+2 damage if firing HIRELINGS


from a stationary position. includes arbalests and Cost per day
muskets.
Torch Bearer (2s): 3hp, knife.
Light Armor (30s): armor 1.
Guide (5s): 6hp, knife, lantern, rope.
Full Armor (60s): armor 2. always has a helm.
Makes it very hard to run, move quietly, swim, Armsman (20s): 12hp, spear, shield, light armor.
leap etc.
Expert (20s): 6hp, skill 4, dagger, bow.
Shield (10s): +1 armor.
Champion (60s): 18hp, full armor, halberd,
Adventuring Gear (2s each): 20ft rope, iron sword, shield, dagger.
spike, chalk, parchment, flint/steel, torches (4),
tent, dice, caltrops (slows pursuers), bandages,
travel rations, waterskin, wineskin.

Tools (5s each): crowbar, hatchet, animal trap, TYPICAL MONSTERS


lockpicks, pen & pot of ink, fishing pole, shovel,
grappling hook, pickaxe, collapsible pole. Human scale: 4hp, 1d6+1 damage
Elites, warriors, magical beasts: 2d6 damage
Occult Items (10s each): quicksilver (per dose), Major magic: 3d6 damage
pouch of bone dust, vial of holy water (one use),
vial of blood, ritual incense and oils, pouch of Pretty much anything from Basic D&D and of
gold dust (400s), pouch of warpstone powder course Dungeon World works.
(1000s), small warpstone (2000s)

14
XP AND LEVELS
As you level up you get rewards according to the table below.

LEVEL HIT DICE SKILLS ATTRIBUTES ABILITIES DAMAGE XP TOTAL

1 1+CON 1+1 --- 2 0

2 +1 1,000

3 +1 +1 3,000

4 +1 +1 (MAX +3) 6,000

5 +1d6 10,000

6 +1 +1 +1 15,000

7 +1 (MAX +3) 21,000

8 +1 28,000

9 +1 +1 36,000

10 +1 +1 (MAX +3) +1d6 45,000

You get 1 XP for each silver piece worth of


treasure or coin that you loot from the
dungeon. You also get XP for defeating
enemies and completing quests (10 XP for
something easy up to 200+ for a really tough
one) but mainly it’s about the looting.

15
NAMES
True names have power. If you tell someone your true name, they can attempt to have you raised from
the dead if you met your end before your time. Choose a true name below.

Abibah Chrysothème Jamila Nabirye Shahruz


Abuakar Clance Jibade Najja Sharokina
Acenath Clard Júnía Nashiram Shun
Adar Cleite Júrek Násu Sinon
Adara Colius Kahotep Nava Sinuhé
Adjo Couvlas Kakra Nawar Skjöldur
Afsaneh Cyrene Kamraan Nephele Skúli
Akhivar Damrina Kañañ Ñíhlendu Sokkwi
Alaaleh Danaë Kánan Nilázem Solk
Aleand Darwishi Kára Ninsina Somer
Alexios Darya Kassai Niphon Sóna
Amahté Delara Kathkár Nirar Soraya
Andrel Demophon Keiva Nkosi Suriya
Andromède Dhár Kemnebi Nomti Suten
Andronikos Djadao Khadon Noretta Syar
Anhuri Dom Ashur Khannah Octadia Tahmatan
Anoshiravan Dóra Khenti Omid Tajie
Anu Ducell Khnan Onuris Taraneh
Anvean Éande Khojasteh Orêt Thalia
Aram Eilina Kiana Orset Theodoros
Aram Eilram Kíring Osaze Theodoulos
Arcus Einhildur Kothás Oseye Theoris
Ardent Elizdi Kúlul Ouranie Thersandre
Árdís Épiers Kurosh Pála Thomer
Ariane Erasmé Laetitia Pandarée Ubaid
Arnar Erix Lárus Panya Úlfdís
Arsalan Esfandiyar Lástal Parya Úlfrún
Aruhai Êtenou Laudius Pasiphaë Umayma
Asha Eumel Leili Perdix Valdís
Ásmundur Eupendre Leontios Pierroc Vaude
Auðrún Eymundur Linea Pollux Vaunt
Awidam Falur Luyun Ráka Vauphria
Awita Faraz Lyra Ramak Verbela
Awrahim Farrokh Macharia Rashomta Vercy
Azadeh Farzin Magni Rasui Villem
Azita Fereshteh Maibe Rehema Vinid
Azur Fjóla Makarios Remmao Vornan
Bahareh Freydís Markita Róhildur Walidah
Balishar Fríða Masika Romrama Wardius
Bára Fukayna Mbizi Rúnar Wester
Barði Ghazaaleh Medée Rúrik Yahya
Bennu Hamid Mehrshad Sagira Yomadan
Boury Hamun Meht Sahand Yosol
Bragon Hanif Menry Sahra Yrsa
Brance Hano Meyem Samaneh Zahiel
Brimi Harud Mirza Sefu Zahir
Brutlas Hasau Montess Séliyál Zahra
Cadme Hosor Mór Sesut Zain
Cambel Ibenré Mortio Setareh Zaliki
Canter Icare Morug Shaahin Zari
Caul Ioannes Muntutep Shadi Zhila
Cerçon Ishaq Mykiri Shahkam Zuberi
Christoph Jaleh Nábi Shahla Þura

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