The Cleric: Dungeon World
The Cleric: Dungeon World
When you gain a level from 2-5, choose from these moves. The lands of Dungeon World are a gods-forsaken mess. They’re lousy with the
walking dead, beasts of all sorts, and the vast unnatural spaces between safe and
☐Chosen One temple-blessed civilizations. It is a godless world out there. That’s why it needs you.
Choose one spell. You are granted that spell as if it was one level lower. Bringing the glory of your god to the heathens isn’t just in your nature—it’s
your calling. It falls to you to proselytize with sword and mace and spell. To cleave
☐Inquisitor
deep into the witless heart of the wilds and plant the seed of divinity there. Some
Your deity gives you domain over pain and suffering. You can cast spells with
say that it is best to keep god close to your heart. You know that’s rubbish. God
the Damaging tag.
lives at the edge of a blade.
☐The Scales of Life and Death Show the world who is lord.
Your deity gives you domain over the dead and undead. You can cast spells with Introductory playbook RB1 for
the Death tag. DUNGEON · WORLD
©2011 LaTorra&Koebel – www.dungeon-world.com
☐Serenity
You are able to divide your power effectively. When you cast a spell you ignore Additional Rules
the first -1 penalty from ongoing spells. You’ll find the full spell list in the Cleric Spellbook, but here are your Rotes, you
get them for free every time you Commune:
☐Heavenly Lore
When you take this move name another deity. When you Discern Realities,
you always get to ask “Is that deity revered here?” or “Does it serve that deity?” Light – Rote
An item you touch glows with divine light, about as bright as a torch. It gives
☐Penitent off no heat or sound and requires no fuel but is otherwise like a mundane torch.
When you take damage and embrace the pain, you may take +your level damage. You have complete control of the color of the flame. The spell lasts as long as it
If you do, take +1 forward to Cast a Spell. is in your presence.
☐Empower
Sanctify – Rote
When you Cast a Spell, on a 10+ you have the option of choosing from the 7-9
Food or water you hold in your hands while you cast this spell is consecrated
list. If you do, you may choose one of these effects as well:
by your deity. In addition to now being holy or unholy the affected substance is
••The spell’s effects are doubled
purified of any mundane spoilage.
••The spell’s targets are doubled
The Cleric
Name Starting Moves
Armor hp 6
You start with these moves
Dwarf: Durga, Aelfar, Gerda, Rurgosh, Bjorn, Drummond, Helga, Siggrun, Freya
Current Max Base
Human: Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke, Lenore, Piotr, Dahlia, Carmine Assign these scores to your stats: 17(+2), 15(+1), 13(+1), 11(0), 9(0), 8(-1) Turn or Command Undead
Look Base Mod Highlight When you hold forth your holy symbol to the mindless undead before you,
roll+Wis. On a hit, choose targets whose total level is less than your roll. If you
str
Choose one for each:
Kind Eyes, Sharp Eyes, or Sad Eyes are Good, you may distribute 1d12 damage amongst them. If you are Evil, give a
Tonsure, Strange Hair, or Bald short command—they will follow it for few moments.
Hack and Slash
Flowing Robes, Habit, or Common Clothes
Commune
Thin Body, Knobby Body, or Flabby Body
dex
When you spend uninterrupted time (an hour or so) in quiet communion with
your deity, you lose any spells already granted to you and are granted new spells
Alignment Volley, Defy Danger of your choice whose total levels don’t exceed your own+1. You also prepare your
☐Good rotes; they don’t count against your limit. You cannot be granted spells with tags
such as Death or Damaging unless you have a move which allows it. You can’t
con
When you put the dead to rest or bring a friend back from the brink mark XP.
prepare spells that are higher level than you.
☐Evil Defend, Make a Saving Throw
When you disturb the dead mark XP. Cast A Spell (Wis)
When you unleash a spell granted to you by your deity, roll+Wis. On a 10+, the
Race int spell is successfully cast and your deity does not revoke the spell, so you may
cast it again. On a 7-9, the spell is cast, but choose one:
Choose a racial move: Spout Lore ••You draw unwelcome attention or put yourself in a spot (the GM will
describe it).
☐Dwarf
wis
••Your casting distances you from your deity—take -1 ongoing to Cast a
You are one with stone. When you Commune you are also granted a special Spell until you Commune.
version of Words of the Unspeaking which only works on stone as a Rote. Discern Realities ••After you cast it, the spell is revoked by your deity. You cannot cast the
spell again until you Commune and have it granted to you.
☐Human
Your faith is diverse. Choose one Wizard spell. You can cast and be granted
that spell as if it was a Cleric spell. cha Deity
You serve and worship some deity or power which grants you spells. Give your
Parley
god a name (maybe Helferth, Sucellus, or Zorica) and choose your deity’s domain:
☐☐Healing and Restoration
Gear Bonds ☐☐Bloody Conquest
Your Load is 7+Str. You start with 18 Gold in donations. Use it to buy Fill in the name of one of your companions in at least one: ☐☐Civilization
equipment or give it as a sacrifice to your god. ••_______________ has insulted my deity. ☐☐Knowledge and Hidden Things
••_______________ is a good and faithful person; I trust them ☐☐The Downtrodden and Forgotten
implicitly. ☐☐What Lies Beneath
••I worry about the ability of _______________ to survive. Choose two precepts of your religion:
••I am working on converting _______________ to my faith. ☐☐Your religion preaches the sanctity of suffering, add Petition: Suffering
☐☐Your religion is cultish and insular, add Petition: Gaining Secrets
☐☐Your religion has important sacrificial rights, add Petition: Offering
☐☐Your religion believes in trial by combat, add Petition: Personal Victory
XP
Divine Guidance
When you fulfill one of your religion’s petitions your deity grants you some
useful knowledge or boon related to their domain. The GM will tell you what.
Damage: d6
Fifth Level Spells The lands of Dungeon World are a gods-forsaken mess. They’re lousy with the
☐☐Revelation – Level 5 walking dead, beasts of all sorts, and the vast unnatural spaces between safe and
Your deity answers your prayers with a moment of perfect understanding. temple-blessed civilizations. It is a godless world out there. That’s why it needs you.
The GM will explain the root cause of the current situation. When acting on the Bringing the glory of your god to the heathens isn’t just in your nature—it’s
information, you take +1 Forward. your calling. It falls to you to proselytize with sword and mace and spell. To cleave
deep into the witless heart of the wilds and plant the seed of divinity there. Some
say that it is best to keep god close to your heart. You know that’s rubbish. God
☐☐Cure Critical Wounds – Level 5
lives at the edge of a blade.
Heal an ally of 4d8 damage.
Show the world who is lord.
Introductory spellbook for
☐☐Divination – Level 5
Name a person, place or thing you want to learn about. Your deity grants you DUNGEON · WORLD
visions of the target, as clear as if you were there. ©2011 LaTorra&Koebel – www.dungeon-world.com
☐Empower
When you Cast a Spell, on a 10+ you have the option of choosing from the 7-9
list. If you do, you may choose one of these effects as well:
••The spell’s effects are doubled
••The spell’s targets are doubled
Cleric Spells
Commune First Level Spells Third Level Spells
When you spend uninterrupted time (an hour or so) in quiet communion with ☐☐Bless – Level 1 ☐☐Animate Dead – Level 3, Death
your deity, you lose any spells already granted to you and are granted new spells You deity smiles on the target in combat. They take +1 ongoing for the duration You invoke a hungry spirit to possess a recently-dead body and act for you.
of your choice whose total levels don’t exceed your own+1. You also prepare your of the fight. This forms a zombie that follows your orders to the best of its limited abilities.
rotes, they don’t count against your limit. You cannot be granted spells with tags Treat the zombie as your character, but with access to only the basic moves. It
such as Death or Damaging. You can’t prepare spells that are higher level than you. has a +1 modifier for all stats and 1 HP. You can only have one zombie at a time.
☐☐Cure Light Wounds – Level 1
At your touch wounds scab and bones cease to ache. Heal an ally of 1d8 damage. You get 1d4 of these effects:
Cast A Spell (Wis)
••The zombie is talented. Give one stat a +2 modifier.
When you unleash a spell granted to you by your deity, roll+Wis. On a 10+, the
☐☐Detect Alignment – Level 1 ••The zombie is durable. It has +4 HP for each level you have.
spell is successfully cast and your deity does not revoke the spell, so you may
When you cast this spell choose an alignment: Good, Evil, or Neutral. One ••The zombie has a functioning brain and can complete complex tasks.
cast it again. On a 7-9, the spell is cast, but choose one:
of your senses is briefly able to detect that alignment. The GM will tell you what ••The zombie is restored by magic—it does not appear obviously dead, at
••You draw unwelcome attention or put yourself in a spot, the GM will
here is of that alignment. least for a day or two.
describe it.
••Your casting distances you from your deity, take -1 Ongoing to Cast a
Spell until you Commune. ☐☐Inflict Light Wounds – Level 1, Damaging ☐☐Cure Moderate Wounds – Level 3
••After you cast it, the spell is revoked by your deity. You cannot cast the You open wounds, channeling the wrath of your god. Deal 1d8 damage to You staunch bleeding and set bones through magic. Heal an ally of 2d8 damage.
spell again until you Commune and have it granted to you. the target.
☐☐Inflict Moderate Wounds – Level 3, Damaging
Rotes ☐☐Magic Weapon – Level 1, Ongoing You break bones and leave gushing wounds. Deal 1d10 damage.
☐☐Light – Rote The weapon you hold while casting does +1d4 damage until you dismiss this
An item you touch glows with divine light, about as bright as a torch. It gives spell. Until you dismiss this spell you take -1 to Cast a Spell. ☐☐Protection From Alignment – Level 3
off no heat or sound and requires no fuel but is otherwise like a mundane torch. When you cast this spell, choose an alignment. Targets of that alignment who
You have complete control of the color of the flame. The spell lasts as long as it ☐☐Sanctuary – Level 1 are lower level than you cannot harm you directly until you dismiss this spell.
is in your presence. You make an area holy to your deity. Walk the perimeter of the area. So long Until you dismiss this spell, you take -1 to Cast a Spell.
as you stay within that area you are alerted whenever someone acts with malice
☐☐Sanctify – Rote within the sanctuary (including entering with harmful intent). Anyone who ☐☐Hold Person – Level 3
Food or water you hold in your hands while you cast this spell is consecrated receives healing within a Sanctuary heals +1d4 HP. This spell affects a number of targets whose levels add up to less than or equal
by your deity. In addition to now being holy or unholy the affected substance is to your level. These targets are paralyzed by magical force. They can speak but
purified of any mundane spoilage. ☐☐Speak With Dead – Level 1, Death cannot act unless you leave their presence or they are harmed in some way.
A corpse converses with you briefly. It will answer any three questions you pose
☐☐Guidance – Rote to it to the best of the knowledge it had in life and the knowledge it gained in death.
The symbol of your deity appears before you and gestures towards the direction
or course of action your deity would have you take then disappears. The message
is through gesture only; your communication through this spell is severely limited.
Advanced Moves The Fighter
When you gain a level from 2-5, choose from these moves. It’s a thankless job—living day to day by your armor and the skill of your arm.
To dive heedlessly into danger. They won’t be playing golden horns for the time
☐Merciless you took that knife to the ribs for them in the bar in Bucksberg. No flock of
When you deal damage, deal +1d4 damage. angels to sing of the time you dragged them, still screaming, from the edge of
the Pits of Madness, no.
☐Heirloom
Forget them.
When you consult the spirits of that reside within your signature weapon,
You do this for the guts and the glory. The scream of battle and the hot hot
roll+Cha. The spirits will give you an insight relating to the current situation,
blood of it. You are a beast of iron. Your friends may carry blades of forged steel
and might ask you some questions in return. On a 10+, the GM will give you
but, Fighter, you are steel. While your traveling companions might moan about
good detail. On a 7-9, the GM will give you an impression.
their wounds over a campfire in the wilderness, you bear your scars with pride.
☐Bonded to the Blade You are the wall—let every danger smash itself to nothing on you. In the end,
You always know your signature weapon’s location. You can also ask the GM for you’ll be the last one standing.
an impression of your signature weapon’s surroundings at any time. Introductory playbook RB2 for
☐Improved Weapon
DUNGEON · WORLD
©2011 LaTorra&Koebel – www.dungeon-world.com
Choose one extra enhancement for your signature weapon.
☐Seeing Red
Additional Rules
Since you’ll often have a weapon in hand, here’s some common weapon traits:
When you Discern Realities during combat, you take +1.
n piercing: It goes right through armor. When you deal damage with n piercing,
☐Interrogator you subtract n from the enemy’s armor for that attack.
When you Parley using threats of impending violence as leverage you may use Hand: It’s useful for attacking something within your reach, no further.
Str instead of Cha. Close: It’s useful for attacking something at arm’s reach plus a foot or two.
Attacking something closer is tricky and attacking something further away
☐Scent of Blood is impossible.
When you Hack and Slash an enemy, you take +2 damage forward against that Reach: It’s useful for attacking something that’s several feet away - maybe as
enemy. far as ten.
Weight: Count the listed amount against your Load. Something with no listed
☐Multiclass Dabbler weight isn’t designed to be carried. 100 gold in miscellaneous coins is 1 weight.
Get one move from another class. For the purposes of Multiclass Dabbler the The same value in gems or fine art may be lighter or heavier.
Wizard’s Spellbook, Prepare Spells, and Cast A Spell moves count as one move. Messy: It does damage in a particularly destructive way, ripping people and
The Cleric’s Commune and Cast a Spell moves also count as one move. If you things apart.
gain the ability to cast spells you cast them as if you were one level lower. Awkward: It’s unwieldy and tough to use.
Touch: It’s used by touching it to the target’s skin.
Applied: It’s only useful when carefully applied to a person or something they
eat or drink.
Two-handed: It takes two hands to use it effectively.
Forceful: It can knock someone back a pace, maybe even off their feet.
Clumsy: Its tough to move around with. -1 ongoing while using it.
Dangerous: Its easy to get in trouble with it. If you interact with it without proper The Fighter
precautions the GM may freely invoke the consequences of your foolish actions.
Ration: It’s edible, more or less.
Precise: It rewards careful strikes. You use Dex to Hack and Slash with this
weapon, not Str.
Name Starting Moves
Armor hp 7
You start with these moves:
Dwarf: Ozruk, Surtur, Brunhilda, Annika, Janos, Greta, Dim, Rundrig, Jarl, Xotoq
Current Max Base
Elf: Elohiir, Sharaseth, Hasrith, Shevaral, Cadeus, Eldar, Kithracet, Thelian Assign these scores to your stats: 17(+2), 15(+1), 13(+1), 11(0), 9(0), 8(-1) Bend Bars, Lift Gates (Str)
Halfling: Finnegan, Olive, Randolph, Bartleby, Aubrey, Baldwin, Becca Base Mod Highlight When you use pure strength to destroy an inanimate obstacle, roll+Str. On a
Human: Hawke, Rudiger, Gregor, Brianne, Walton, Castor, Shanna, Ajax, Hob 10+, choose 3. On a 7-9, choose 2.
Look
Choose one for each:
str ••It doesn’t take a very long time
••Nothing of value is damaged
Hack and Slash ••It doesn’t make an inordinate amount of noise
Hard Eyes, Dead Eyes, or Eager Eyes
Wild Hair, Shorn Hair, or Battered Helm ••You can fix the thing again without a lot of effort
Calloused Skin, Tanned Skin, or Scarred Skin
Built Body, Lithe Body, or Ravaged Body dex Underestimated
You count as one level higher when you check if you need to Make a Saving
Volley, Defy Danger
Throw due to being attacked by higher level enemies. An enemy must be two
Alignment levels higher than you to force you to Make a Saving Throw by dealing damage.
☐Good
When you defend those weaker than you mark XP. con Armored
Defend, Make a Saving Throw
You ignore the Clumsy tag on armor you wear.
☐Neutral
int
When you defeat a worthy opponent mark XP. Signature Weapon
This is your weapon. There are many like it, but this one is yours. Your weapon
☐Evil is your best friend. It is your life. You master it as you master your life. Your
Spout Lore
When you kill a defenseless or surrendered enemy mark XP.
weapon, without you, is useless. Without your weapon, you are useless. You must
wield your weapon true.
Race
Choose a racial move: wis Choose a base weapon, all are 2 weight:
☐☐Sword
Discern Realities
☐☐Axe
☐Dwarf
☐☐Hammer
cha
While sharing a drink with someone, you may Parley with them with Con
☐☐Spear
instead of Cha.
☐☐Fists
Parley
☐Elf Choose a range:
Choose one weapon—you can always treat weapons of that type as if they ☐☐Hand
had the Precise tag. Bonds ☐☐Close
Fill in the name of one of your companions in at least one: ☐☐Reach
☐Halfling ••_______________ owes me their life, whether they admit it or not. Choose two enhancements:
When you Make a Saving Throw because of damage from someone larger ••I have sworn to protect _______________. ☐☐Hooks and spikes. +1 damage, but +1 weight.
than you, take +1. ••I worry about the ability of _______________ to survive in the ☐☐Sharp. +2 piercing.
dungeon. ☐☐Perfectly weighted. +precise.
☐Human ••_______________ is soft, but I will make them hard like me. ☐☐Glows in the presence of one type of creature, your choice.
When using a Close range weapon you are also able to attack at Hand range. ☐☐Huge. +messy, +forceful.
☐☐Versatile. Choose another range.
Gear ☐☐Well crafted. -1 weight.
Your Load is 9+Str. You start with 25 gold in payments and winnings. Use XP Choose a look:
it to buy equipment. ☐☐Ancient
☐☐Unblemished
☐☐Ornate
Damage: d10 ☐☐Blood-stained
Advanced Moves The Thief
When you gain a level from 2-5, choose from these moves. You’ve heard them, sitting around the campfire. Bragging about this battle or that.
About how their gods are smiling on your merry band. You count your coins
☐Evasion and smile to yourself—this is the thrill above all. You alone know the secret of
When your quick reflexes come to your aid you use Dex to Make a Saving Throw Dungeon World—filthy filthy lucre.
instead of Con. Sure, they give you lip for all the times you’ve snuck off alone but without you,
who among them wouldn’t have been dissected by a flying guillotine or poisoned
☐Cheap Shot
straight to death by some ancient needle-trap? So, let them complain. When
When using a Precise weapon, your Backstab deals an extra +1d4 damage.
you’re done with all this delving you’ll toast their heroes’ graves.
☐Cautious From your castle. Full of gold. You rogue.
When you use Trap Expert you always get +1 hold (even on a failure you get 1 hold.) Introductory playbook RB3 for
A compelling bribe – 80 Gold
Gear Bonds
Your Load is 7+Str. You start with 27 gold you stole. Use it to buy equipment Poisons
Fill in the name of one of your companions in at least one: These are some commonly used poisons:
or loan it out to further your interests.
••I stole something from _______________.
••_______________ has my back when things go wrong. Oil of Tagit
••_______________ knows incriminating details about me. Dangerous, Applied, 3 Gold, 0 Weight
••_______________ and I have a con running. The target falls into a light sleep
Bloodweed
Dangerous, Applied, 2 Gold, 0 Weight
The target deals -2 damage ongoing until cured
XP Goldenroot
Dangerous, Applied, 10 Gold, 0 Weight
The target treats the next creature they see as a trusted ally, until proved
otherwise
Damage: d8
Advanced Moves The Wizard
When you gain a level from 2-5, choose from these moves. You also add a new Dungeon World has rules. Not the laws of men or the rule of some petty tyrant.
spell to your spellbook at each level. Bigger, better rules. You drop something—it falls. You can’t make something out
of nothing. The dead stay dead, right?
☐Prodigy Oh, the things we tell ourselves to feel better about the long, dark nights.
Choose a spell. You prepare that spell as if it were one level lower. You’ve spent so very long poring over those tomes of yours. The experiments
that nearly drove you mad and all the botched summonings that endangered
☐Empowered Magic
your very soul. For what? For power. What else is there? Not just the power of
When you Cast a Spell, on a 10+ you have the option of choosing from the 7-9
King or Country but the power to boil a man’s blood in his veins. To call on the
list. If you do, you may choose one of these as well:
thunder of the sky and the churn of the roiling earth. To shrug off the rules the
••The spell’s effects are doubled
world holds so dear.
••The spell’s targets are doubled
Let them cast their sidelong glances. Let them call you “warlock” or “diabolist.”
☐Fount of Knowledge Who among them can hurl fireballs from their eyes?
When you Spout Lore about something no one else has any clue about, take +1. Yeah. We didn’t think so.
Introductory playbook RB4 for
☐Know-It-All
When another player’s character comes to you for advice and you tell them what
DUNGEON · WORLD
©2011 LaTorra&Koebel – www.dungeon-world.com
you think is best and they do it, they get +1 forward when following your advice
and you mark experience if they do. Additional Rules
You’ll find more spells in the Wizard’s Spellbook, but here are your Cantrips, you
☐Expanded Spellbook
always prepare them when you Prepare Spells:
Add a new spell from any class to your spellbook.
Prestidigitation – Cantrip
You perform minor tricks of true magic. If you touch an item as part of the
casting you can make cosmetic changes to it: clean it, soil it, cool it, warm it,
flavor it, or change its color. If you cast the spell without touching an item you can
instead create minor illusions no bigger than yourself. Prestidigitation illusions are
crude and clearly illusions; they won’t fool anyone, but they might entertain them.
The Wizard
Name Starting Moves
Armor hp 4
You start with these moves
Elf: Galadiir, Fenfaril, Lilliastre, Phirosalle, Enkirash, Halwyr
Current Max Base
Human: Avon, Morgan, Rath, Ovid, Vitus, Aldara, Xeno, Uri Assign these scores to your stats: 17(+2), 15(+1), 13(+1), 11(0), 9(0), 8(-1) Spellbook
Look Base Mod Highlight You have mastered several spells and inscribed them in your spellbook. You start
Choose one for each: out with three first level spells in your spellbook as well as the cantrips. Whenever
Haunted Eyes, Sharp Eyes, or Crazy Eyes
Styled Hair, Wild Hair, or Pointed Hat
str you gain a level, you add a new spell of your level or lower to your spellbook.
You spellbook is 1 weight.
Hack and Slash
Worn Robes, Stylish Robes, or Strange Robes
Prepare Spells
Pudgy Body, Creepy Body, or Thin Body
dex
When you spend uninterrupted time (an hour or so) in quiet contemplation of
your spellbook, you lose any spells you already have prepared and prepare new
Alignment Volley, Defy Danger spells of your choice from your spellbook whose total levels don’t exceed your
☐Good own+1. You also prepare your cantrips; they don’t count against your limit.
When you vanquish an evil with magic, mark XP.
wis
••After it is cast, the spell is forgotten. You cannot cast the spell again until
☐Elf you Prepare Spells.
Choose one cleric spell. You can cast it as if it was a wizard spell. Discern Realities
Spell Defense
☐Human When you craft an ongoing spell into a makeshift shield of arcane energy to
When you cast a Summoning spell take +1. cha deflect an attack, the spell is ended and you subtract the spell’s level from the
damage done to you.
Parley
Ritual
Gear Bonds When you spend an hour or so and materials costing at least your level in gold
Your Load is 5+Str, and your spellbook is 1 weight. You start with 10 Gold researching a magical effect, tell the GM what you’re trying to achieve. The GM
Fill in the name of one of your companions in at least one:
left over from your last experiment. Use it to buy equipment. will tell you “yes, you can do that, but...” and then 1 to 4 of the following:
••_______________ will play an important role in the events to come.
I have foreseen it! ••It’s going to take days/weeks/months
••_______________ is keeping an important secret from me. ••First you must ____
••_______________ is woefully misinformed about the world; I will ••You’ll need help from ____
teach him all that I can. ••It will require a lot of money
••The best you can do is a lesser version, unreliable and limited
••You and your allies will risk danger from ____
••You’ll have to disenchant ____ to do it
XP
Damage: d4
Fifth Level Spells Dungeon World has rules. Not the laws of men or the rule of some petty tyrant.
☐☐Cage – Level 5, Evocation, Ongoing Bigger, better rules. You drop something—it falls. You can’t make something out
The target is held in a cage of magical force. Nothing can get in or out of the of nothing. The dead stay dead, right?
cage. The cage remains until you cast another spell or dismiss it. While the spell Oh, the things we tell ourselves to feel better about the long, dark nights.
is ongoing, the caged creature can hear your thoughts and you cannot leave You’ve spent so very long poring over those tomes of yours. The experiments
sight of the cage. that nearly drove you mad and all the botched summonings that endangered
your very soul. For what? For power. What else is there? Not just the power of
King or Country but the power to boil a man’s blood in his veins. To call on the
☐☐Contact Other Plane – Level 5, Divination
thunder of the sky and the churn of the roiling earth. To shrug off the rules the
You send a request to another plane. Specify what you’d like to contact by
world holds so dear.
location, type of creature, name, or title. You open a two-way communication
Let them cast their sidelong glances. Let them call you “warlock” or “diabolist.”
with that creature. Your communication can be cut off at any time by you or the
Who among them can hurl fireballs from their eyes?
creature you contacted.
Yeah. We didn’t think so.
Introductory spellbook for
☐☐Cause Mutation – Level 5, Enchantment, Ongoing
You modify the target’s body, shaping it through magic. They remain in the DUNGEON · WORLD
shape you craft until you dismiss this spell. While the spell is ongoing you take ©2011 LaTorra&Koebel – www.dungeon-world.com
-1 to Cast a Spell. You gain 1d4 hold to modify the target; spend your hold, 1 for
1, on these effects: Additional Rules
••Cause the target to grow an appendage Here are some moves you might have that would modify your spells and
••Attach an item to the target as if it was a limb spellcasting:
••Wither one of the target’s limbs to be nearly useless
☐Prodigy
Choose a spell. You prepare that spell as if it were one level lower.
☐☐Summon Monster – Level 5, Summoning, Ongoing
A monster appears and aids you as best it can. Treat it as your character, but ☐Empowered Magic
with access to only the basic moves. It has +1 modifier for all stats and 1 HP. When you Cast a Spell, on a 10+ you have the option of choosing from the 7-9
Choose the type of monster by choosing 1d6 statements from the list below. The list. If you do, you may choose one of these as well:
GM will tell you the type of monster you get based on your choices: ••The spell’s effects are doubled
••The monster has +2 instead of +1 to one Stat ••The spell’s targets are doubled
••The monster is not reckless
••The monster does 1d8 damage ☐Expanded Spellbook
••The monster’s bond to your plane is strong, +5 HP for each level you have Add a new spell from any class to your spellbook.
••The monster has some useful adaptation
The creature remains on this plane until it dies or you dismiss it. While the ☐Arcane Ward
spell is ongoing, you take -1 to Cast a Spell. As long as you have at least one prepared spell, you have +1 armor.
Wizard Spells
Prepare Spells First Level Spells Third Level Spells
When you spend uninterrupted time (an hour or so) in quiet contemplation of ☐☐Contact Spirits – Level 1, Ongoing, Summoning ☐☐Dispel Magic – Level 3
your spellbook, you lose any spells you already have prepared and prepare new You draw a creature from another plane just close enough for you to hear its Casting this spell ends any one ongoing magical effect in your presence if the
spells of your choice whose total levels don’t exceed your own+1. You also prepare voice. You gain 1d6 hold. You may spend one point of hold at any time to have caster was of your level or lower. If not, the effect is reduced or dampened so
your cantrips, they don’t count against your limit. the spirit give you useful information of its own choosing. The spell ends when long as you are nearby.
you run out of hold or you dismiss the creature. While the spell is ongoing, the
Spell Defense
creature’s presence unnerves those nearby: everyone in your presence takes -1 ☐☐Visions Through Time – Level 3, Divination
When you craft an ongoing spell into a makeshift shield of arcane energy to
to Parley. Cast this spell and gaze into the depths of time. The GM will describe one
deflect an attack, the spell is ended and you subtract the spell’s level from the
damage done to you. significant thing that, unless you act to change it, will come to pass. This spell
☐☐Detect Magic – Level 1, Divination usually doesn’t result in “you’ll live happily ever after.” Sorry.
Cast A Spell (Int) One of your senses is briefly attuned to magic. The GM will tell you what
When you release a spell you’ve prepared, roll+Int. On a 10+, the spell is here is magical. ☐☐Fireball – Level 3, Evocation
successfully cast and you do not forget the spell – you may cast it again later. On You evoke a mighty ball of flame that envelops your target and everyone
a 7-9, the spell is cast, but choose one: ☐☐Telepathy – Level 1, Ongoing, Divination nearby, inflicting 3d6 damage.
••You draw unwelcome attention or put yourself in a spot, the GM will You form a telepathic bond, allowing you to speak to the person you touch with
describe it this spell through your thoughts. You can only have one telepathic bond at a time. ☐☐Mimic – Level 3, Ongoing
••The spell disturbs the fabric of reality as it is cast, take -1 ongoing to Cast You take the form of someone you touch while casting this spell. Your physical
a Spell until you Prepare Spells again. ☐☐Identify – Level 1, Divination characteristics match theirs exactly but your behavior may not. This change
••After is it cast, the spell is forgotten. You cannot cast the spell again until The history of the item you hold while casting this spell is made clear to you. persists until you take damage or choose to return to your own form. While this
you Prepare Spells. The GM will tell you what it does, where it came from, and how it got here. spell is ongoing, you lose access to all your wizard moves.
☐☐Prestidigitation – Cantrip
You perform minor tricks of true magic. If you touch an item as part of the
casting you can make cosmetic changes to it: clean it, soil it, cool it, warm it,
flavor it, or change its color. If you cast the spell without touching an item you can
instead create minor illusions no bigger than yourself. Prestidigitation illusions are
crude and clearly illusions; they won’t fool anyone, but they might entertain them.
Special Moves The Cleric
Level Up The lands of Dungeon World are a gods-forsaken mess. They’re lousy with the
When you gain XP equal to your current level × 10, reset your XP to 0 and walking dead, beasts of all sorts, and the vast unnatural spaces between safe and
roll+Con. On a 10+, you get base+2 HP. Add that to your current and total HP. temple-blessed civilizations. It is a godless world out there. That’s why it needs you.
On a 7-9, you get base+1 HP instead. On a 6-, you get base HP but don’t suffer
any consequences. If your new level is 3, you can also increase a base stat by 2, The Fighter
adjusting the modifier as appropriate. It’s a thankless job—living day to day by your armor and the skill of your arm.
No matter the roll, you get a new advanced move from your class. If you are the To dive heedlessly into danger. They won’t be playing golden horns for the time
Wizard, you also get to add a new spell to your spellbook and immediately prepare you took that knife to the ribs for them in the bar in Bucksberg. No flock of
spells. If you are the Cleric, you immediately get to commune. angels to sing of the time you dragged them, still screaming, from the edge of
the Pits of Madness, no.
Selected Class Moves
Divine Guidance
When you fulfill one of your religion’s petitions your deity grants you some The Thief
useful knowledge or boon related to their domain. The GM will tell you what. You’ve heard them, sitting around the campfire. Bragging about this battle or that.
About how their gods are smiling on your merry band. You count your coins
Bend Bars, Lift Gates (Str) and smile to yourself—this is the thrill above all. You alone know the secret of
When you use pure strength to destroy an inanimate obstacle, roll+Str. On a Dungeon World: filthy filthy lucre.
10+, choose 3. On a 7-9, choose 2.
••It doesn’t take a very long time The Wizard
••Nothing of value is damaged Dungeon World has rules. Not the laws of men or the rule of some petty tyrant.
••It doesn’t make an inordinate amount of noise Bigger, better rules. You drop something—it falls. You can’t make something out
••You can fix the thing again without a lot of effort of nothing. The dead stay dead, right? Not for you.
Trap Expert (Dex)
When you spend a moment to survey a dangerous area, roll+Dex. On a 10+
Introductory playbook for
hold 3. On a 7-9 hold 1. Spend your hold as you move through the area to ask
these questions: DUNGEON · WORLD
••Is there a trap here and if so, what activates it? ©2011 LaTorra&Koebel – www.dungeon-world.com
••What does the trap do when activated?
••What else is hidden here? Terminology
Move — A move is a rule that tells you when it applies. You don’t make moves
Ritual by saying the name of the move, you make moves by taking action that triggers
When you spend an hour or so and materials costing at least your level in gold the move. When a move is triggered you can’t refuse it. Moves are indivisible.
researching a magical effect, tell the GM what you’re trying to achieve. The GM HP — Hitpoints. When you’re out of HP you take your Last Breath.
will tell you “yes, you can do that, but...” and then 1 to 4 of the following: Damage — Physical harm. When you take damage, you subtract it from your HP.
••It’s going to take days/weeks/months Armor — When you take damage, you subtract your armor from the damage.
••First you must ____ Forward — A bonus or penalty forward applies to your next roll. If the bonus
••You’ll need help from ____ or penalty has a condition, such as “+1 forward to Spout Lore,” it applies to the
The Moves
••It will require a lot of money next roll you make that meets the condition.
••The best you can do is a lesser version, unreliable and limited Ongoing — An ongoing bonus or penalty applies to all rolls until the condition
••You and your allies will risk danger from ____ ends. If it has a condition, such as “-1 ongoing to Defy Danger,” it only applies
••You’ll have to disenchant ____ to do it to those rolls.
Hold — If a move gives you hold it means you have choices to make later. You
can spend that hold as the move describes. Hold is reserved for the move that
created it, you can’t spend hold from one move on another.
XP — A measure of experience. As you gain XP you gain new moves.
Basic moves Basic moves Special Moves
Hack and Slash (Str) Spout Lore (Int) Last Breath
When you attack an enemy in melee, roll+Str. On a 10+ you deal your damage When you consult your accumulated knowledge about something, roll+Int. When you’re dying you catch a glimpse of what lies beyond the Black Gates of
to the enemy and avoid their attack. At your option, you may choose to do +1d6 On a 10+ the GM will tell you something interesting and useful about the Death’s Kingdom (the GM will describe it), then roll (just roll, +nothing—yeah,
damage but expose yourself to the enemy’s attack. On a 7-9, you deal your damage subject relevant to your situation. On a 7-9 the GM will only tell you something Death doesn’t care how tough or cool you are). On a 10+ you’re stable. On a 7-9
to the enemy and the enemy makes an attack against you. interesting—it’s on you to make it useful. The GM might ask you “How do you Death will offer you a bargain—take it and stabilize or refuse and pass beyond
know this?” Tell them the truth, now. the Black Gates into whatever fate awaits you. On a miss, you are dead.
Volley (Dex)
When you take aim and shoot at an enemy at range, roll+Dex. On a 10+ you Discern Realities (Wis) Encumbrance (Load)
have a clear shot—deal your damage. On a 7-9, choose one: you have to move When you closely study a situation or person, roll+Wis. On a 10+ ask the GM When you make a move while carrying weight up to or equal to Load, you’re
to get the shot placing you in danger of the GM’s choice or have to take several 3 questions from the list below. On a 7-9 ask 1. Take +1 forward when acting on fine. When you make a move while carrying weight equal to load+1 or load+2,
shots, reducing your ammo by one. Either way you deal damage. the answers. you take -1. When you make a move while carrying weight greater than load+2,
••What happened here recently? you have a choice: drop at least 1 weight and roll at -1, or automatically fail.
Defy Danger (Dex) ••What is about to happen?
When you act despite an imminent threat, roll+Dex. On a 10+, you do it, no ••What should I be on the lookout for? Carouse (Con)
problem. On a 7-9, you stumble, hesitate, or flinch: the GM will offer you a worse ••What here is useful or valuable to me? When you return triumphant and throw a big party, mark XP and roll+Con.
outcome, hard bargain, or ugly choice. ••Who’s really in control here? On a 10+ choose 3. On a 7-9 choose 1.
••What here is not what it appears to be? ••You befriend a useful NPC
Defend (Con) ••You hear rumors of an opportunity
When you stand in defense of a person, item, or location under attack, roll+Con. Parley (Cha) ••You gain useful information
On a 10+, Hold 3. On a 7-9, Hold 1. So long as you stand in defense, when you or When you have leverage on someone (something they need or want) and you ••You are not entangled, ensorcelled, or tricked
the thing you defend is attacked you may spend hold, 1 for 1, to choose an option: try to get them to do what you want, roll+Cha. If they’re a GM character on a
••Redirect an attack from the thing you defend to yourself hit they ask you for something and do it if you make them a promise first. On a Make Camp (Wis)
••Halve the attack’s effect or damage 7-9, they need some concrete assurance of your promise, right now. If they’re a When you make camp, consume a ration and heal damage equal to half your
••Open up the attacker to an ally giving that ally +1 forward against the player character, on a 10+ both, on a 7-9 choose one: max HP. If you don’t have a ration to consume then you don’t heal and take -1
attacker ••If they do it, they mark experience forward. If your camp is in dangerous territory, roll+Wis. On a hit you may choose
••Deal damage to the attacker equal to your level ••If they refuse, it’s defying danger one for the camp as a whole:
This move doesn’t force you to keep your promise, mind. It just requires that you ••Your position is well-hidden from enemies
Make a Saving Throw (Con) ••You manage to find food and potable water nearby—no one at camp
make one. What you do afterward is up to you.
When you take damage from an enemy of higher level than you or when needs to consume a ration
something inflicts an effect (magic, poison, calamity) upon you, roll+Con. Aid or Interfere (Bond) ••You leave no trace behind when you leave
On a 10+, nothing else bad happens. On a 7-9 the GM chooses one. On a 6- the When you help or hinder someone you have a Bond with, roll+Bond with them.
GM chooses two. On a 10+ they take +1 or -2, your choice. On a 7-9 you also expose yourself to End of Session
••You drop something valuable danger, retribution, or cost. When you reach the end of a session, choose one of the other player’s characters
••You break something mundane who has learned more about you or spent time with you. Tell that character’s
••You miss something important player that they know your character better—they get +1 Bond with you. If this
••You lose your footing would take their Bond with you to +4, they mark XP and it goes to +1 instead.
••You lose track of someone or something
••It’s worse than it seemed—take +monster level damage Start of Session
When you start a new session, hand your character sheet to the player of the
character that you have the highest Bond with (in case of a tie, just choose).
They choose one of your stats to highlight. Then hand your character sheet to
the GM who will choose another stat to highlight. These replace your previous
highlighted stats.
Special Moves The Cleric
Level Up The lands of Dungeon World are a gods-forsaken mess. They’re lousy with the
When you gain XP equal to your current level × 10, reset your XP to 0 and walking dead, beasts of all sorts, and the vast unnatural spaces between safe and
roll+Con. On a 10+, you get base+2 HP. Add that to your current and total HP. temple-blessed civilizations. It is a godless world out there. That’s why it needs you.
On a 7-9, you get base+1 HP instead. On a 6-, you get base HP but don’t suffer
any consequences. If your new level is 3, you can also increase a base stat by 2, The Fighter
adjusting the modifier as appropriate. It’s a thankless job—living day to day by your armor and the skill of your arm.
No matter the roll, you get a new advanced move from your class. If you are the To dive heedlessly into danger. They won’t be playing golden horns for the time
Wizard, you also get to add a new spell to your spellbook and immediately prepare you took that knife to the ribs for them in the bar in Bucksberg. No flock of
spells. If you are the Cleric, you immediately get to commune. angels to sing of the time you dragged them, still screaming, from the edge of
the Pits of Madness, no.
Selected Class Moves
Divine Guidance
When you fulfill one of your religion’s petitions your deity grants you some The Thief
useful knowledge or boon related to their domain. The GM will tell you what. You’ve heard them, sitting around the campfire. Bragging about this battle or that.
About how their gods are smiling on your merry band. You count your coins
Bend Bars, Lift Gates (Str) and smile to yourself—this is the thrill above all. You alone know the secret of
When you use pure strength to destroy an inanimate obstacle, roll+Str. On a Dungeon World: filthy filthy lucre.
10+, choose 3. On a 7-9, choose 2.
••It doesn’t take a very long time The Wizard
••Nothing of value is damaged Dungeon World has rules. Not the laws of men or the rule of some petty tyrant.
••It doesn’t make an inordinate amount of noise Bigger, better rules. You drop something—it falls. You can’t make something out
••You can fix the thing again without a lot of effort of nothing. The dead stay dead, right? Not for you.
Trap Expert (Dex)
When you spend a moment to survey a dangerous area, roll+Dex. On a 10+
Introductory playbook for
hold 3. On a 7-9 hold 1. Spend your hold as you move through the area to ask
these questions: DUNGEON · WORLD
••Is there a trap here and if so, what activates it? ©2011 LaTorra&Koebel – www.dungeon-world.com
••What does the trap do when activated?
••What else is hidden here? Terminology
Move — A move is a rule that tells you when it applies. You don’t make moves
Ritual by saying the name of the move, you make moves by taking action that triggers
When you spend an hour or so and materials costing at least your level in gold the move. When a move is triggered you can’t refuse it. Moves are indivisible.
researching a magical effect, tell the GM what you’re trying to achieve. The GM HP — Hitpoints. When you’re out of HP you take your Last Breath.
will tell you “yes, you can do that, but...” and then 1 to 4 of the following: Damage — Physical harm. When you take damage, you subtract it from your HP.
••It’s going to take days/weeks/months Armor — When you take damage, you subtract your armor from the damage.
••First you must ____ Forward — A bonus or penalty forward applies to your next roll. If the bonus
••You’ll need help from ____ or penalty has a condition, such as “+1 forward to Spout Lore,” it applies to the
The Moves
••It will require a lot of money next roll you make that meets the condition.
••The best you can do is a lesser version, unreliable and limited Ongoing — An ongoing bonus or penalty applies to all rolls until the condition
••You and your allies will risk danger from ____ ends. If it has a condition, such as “-1 ongoing to Defy Danger,” it only applies
••You’ll have to disenchant ____ to do it to those rolls.
Hold — If a move gives you hold it means you have choices to make later. You
can spend that hold as the move describes. Hold is reserved for the move that
created it, you can’t spend hold from one move on another.
XP — A measure of experience. As you gain XP you gain new moves.
Basic moves Basic moves Special Moves
Hack and Slash (Str) Spout Lore (Int) Last Breath
When you attack an enemy in melee, roll+Str. On a 10+ you deal your damage When you consult your accumulated knowledge about something, roll+Int. When you’re dying you catch a glimpse of what lies beyond the Black Gates of
to the enemy and avoid their attack. At your option, you may choose to do +1d6 On a 10+ the GM will tell you something interesting and useful about the Death’s Kingdom (the GM will describe it), then roll (just roll, +nothing—yeah,
damage but expose yourself to the enemy’s attack. On a 7-9, you deal your damage subject relevant to your situation. On a 7-9 the GM will only tell you something Death doesn’t care how tough or cool you are). On a 10+ you’re stable. On a 7-9
to the enemy and the enemy makes an attack against you. interesting—it’s on you to make it useful. The GM might ask you “How do you Death will offer you a bargain—take it and stabilize or refuse and pass beyond
know this?” Tell them the truth, now. the Black Gates into whatever fate awaits you. On a miss, you are dead.
Volley (Dex)
When you take aim and shoot at an enemy at range, roll+Dex. On a 10+ you Discern Realities (Wis) Encumbrance (Load)
have a clear shot—deal your damage. On a 7-9, choose one: you have to move When you closely study a situation or person, roll+Wis. On a 10+ ask the GM When you make a move while carrying weight up to or equal to Load, you’re
to get the shot placing you in danger of the GM’s choice or have to take several 3 questions from the list below. On a 7-9 ask 1. Take +1 forward when acting on fine. When you make a move while carrying weight equal to load+1 or load+2,
shots, reducing your ammo by one. Either way you deal damage. the answers. you take -1. When you make a move while carrying weight greater than load+2,
••What happened here recently? you have a choice: drop at least 1 weight and roll at -1, or automatically fail.
Defy Danger (Dex) ••What is about to happen?
When you act despite an imminent threat, roll+Dex. On a 10+, you do it, no ••What should I be on the lookout for? Carouse (Con)
problem. On a 7-9, you stumble, hesitate, or flinch: the GM will offer you a worse ••What here is useful or valuable to me? When you return triumphant and throw a big party, mark XP and roll+Con.
outcome, hard bargain, or ugly choice. ••Who’s really in control here? On a 10+ choose 3. On a 7-9 choose 1.
••What here is not what it appears to be? ••You befriend a useful NPC
Defend (Con) ••You hear rumors of an opportunity
When you stand in defense of a person, item, or location under attack, roll+Con. Parley (Cha) ••You gain useful information
On a 10+, Hold 3. On a 7-9, Hold 1. So long as you stand in defense, when you or When you have leverage on someone (something they need or want) and you ••You are not entangled, ensorcelled, or tricked
the thing you defend is attacked you may spend hold, 1 for 1, to choose an option: try to get them to do what you want, roll+Cha. If they’re a GM character on a
••Redirect an attack from the thing you defend to yourself hit they ask you for something and do it if you make them a promise first. On a Make Camp (Wis)
••Halve the attack’s effect or damage 7-9, they need some concrete assurance of your promise, right now. If they’re a When you make camp, consume a ration and heal damage equal to half your
••Open up the attacker to an ally giving that ally +1 forward against the player character, on a 10+ both, on a 7-9 choose one: max HP. If you don’t have a ration to consume then you don’t heal and take -1
attacker ••If they do it, they mark experience forward. If your camp is in dangerous territory, roll+Wis. On a hit you may choose
••Deal damage to the attacker equal to your level ••If they refuse, it’s defying danger one for the camp as a whole:
This move doesn’t force you to keep your promise, mind. It just requires that you ••Your position is well-hidden from enemies
Make a Saving Throw (Con) ••You manage to find food and potable water nearby—no one at camp
make one. What you do afterward is up to you.
When you take damage from an enemy of higher level than you or when needs to consume a ration
something inflicts an effect (magic, poison, calamity) upon you, roll+Con. Aid or Interfere (Bond) ••You leave no trace behind when you leave
On a 10+, nothing else bad happens. On a 7-9 the GM chooses one. On a 6- the When you help or hinder someone you have a Bond with, roll+Bond with them.
GM chooses two. On a 10+ they take +1 or -2, your choice. On a 7-9 you also expose yourself to End of Session
••You drop something valuable danger, retribution, or cost. When you reach the end of a session, choose one of the other player’s characters
••You break something mundane who has learned more about you or spent time with you. Tell that character’s
••You miss something important player that they know your character better—they get +1 Bond with you. If this
••You lose your footing would take their Bond with you to +4, they mark XP and it goes to +1 instead.
••You lose track of someone or something
••It’s worse than it seemed—take +monster level damage Start of Session
When you start a new session, hand your character sheet to the player of the
character that you have the highest Bond with (in case of a tie, just choose).
They choose one of your stats to highlight. Then hand your character sheet to
the GM who will choose another stat to highlight. These replace your previous
highlighted stats.
Halfling Pipeleaf The musty tombs and forgotten treasure troves of the world are filled with useful
5 Uses, 5 Gold, 1 Weight items. The Fighter can find a sharp new sword or the Thief might stumble across
When you share halfling pipeleaf with someone, expend two uses and take +1 a deadly poison. Most items are mundane, not magical or intrinsically unique
forward to Parley with them. in any way. Any item that is magical or one-of-a-kind is not mundane for the
Bundle of Arrows purposes of moves. The Fighter’s signature weapon is never mundane.
3 Ammo, 2 Gold, 1 Weight Weapons don’t kill monsters—people do. That’s why weapons don’t have
damage listed. A weapon is useful primarily for its tags which describe what
Elven Arrows the weapon does. A dagger is useful because it’s small and easy to strike with at
4 Ammo, 20 Gold, 1 Weight close distance, not because it does more or less damage than some other blade.
A dagger in the hands of a Wizard is not nearly so dangerous as one in the hands
Poisons of a skilled Fighter.
The tags and descriptions below are for typical items. There are, of course,
Oil of Tagit variations. A dull long sword might be -1 damage while a masterwork dagger
Dangerous, Applied, 3 Gold, 0 Weight could be +1 damage. Consider the following to be stats for a typical weapon of
The target falls into a light sleep that type—a specific weapon could have different tags to represent its features.
Bloodweed Introductory playbook for
Dangerous, Applied, 2 Gold, 0 Weight DUNGEON · WORLD
The target deals -2 damage ongoing until cured ©2011 LaTorra&Koebel – www.dungeon-world.com
Goldenroot
Starting Bundles
Dangerous, Applied, 10 Gold, 0 Weight
The target treats the next creature they see as a trusted ally, until proved The Cleric
otherwise ••Mace (Close), Chainmail (1 Armor), Dungeon Rations (5 Uses), 1 Gold.
Total Weight: 3.
Serpent’s Tears ••Warhammer (Close), Shield (+1 Armor), Adventuring Gear (5 Uses),
Dangerous, Applied, 2 Gold, 0 Weight Dungeon Rations (5 Uses), 1 Gold. Total Weight: 5.
The target takes 5 damage now and 3 damage a few moments later. These
cannot be healed until the poison is cured.
The Fighter
••Plate (2 Armor), Dungeon Rations (5 Uses), 3 Gold. Total Weight: 4.
Services ••Chainmail (1 Armor), Shield (+1 Armor), Dungeon Rations (5 Uses),
Adventuring Gear (5 Uses,), 3 Gold. Total Weight: 5.
A week’s stay at a peasant inn
10 Gold
The Thief
A week’s stay at a civilized inn ••Leather (1 Armor), Rapier (Close, Precise), Dungeon Rations (5 Uses),
35 Gold Adventuring Gear (5 Uses). Total Weight: 4.
A week’s stay at the fanciest inn in town ••Leather (1 Armor), Dagger (Hand), Dungeon Rations (5 Uses), Adventuring
105 Gold Gear (5 Uses), Oil of Tagit, 6 Gold. Total Weight: 3.
Equipment
A week’s unskilled mundane labor
The Wizard
6 Gold
••Leather (1 Armor). Total Weight: 1.
A month’s pay for enlistment in an army ••Staff (Close, Two-Handed), Adventuring Gear (5 Uses), Dungeon Rations
30 Gold (Ration, 5 Uses), 2 Gold. Total Weight: 3.