recursal/Fanatic-Fandom huggingface dataset:
Monsters & Treasure

Most monsters don’t carry valuables around with them. Non-intelligent monsters may not even consider their treasure valuable or have a very different perspective on value than character races. So the adventurers may need to find and ransack a creature’s lair, and/or the bodies of its victims to uncover its hoard. The search itself will likely trigger a Discern Realities move.

## Sample Hoards

* A goblin’s stash; 2 coins
* A lizardman’s trinkets; 5 coins
* A “priceless” sword; 80 coins
* An orc warchief’s tribute; 250 coins
* A dragon’s mound of coins and gems; 130,000 coins

## Customizing Treasure

Monsters, much like adventurers, collect shiny useful things. When the players search the belongings of a monster (be they on their person or tucked away somewhere) describe them honestly. If the monster has accumulated some wealth you can roll that randomly. Start with the monster’s damage die, modified if the monster is:

* Hoarder: roll damage die twice, take higher result
* Far from home: add at least one ration (usable by anyone with similar taste)
* Magical: some strange item, possibly magical
* Divine: a sign of a deity (or deities)
* Planar: something not of this earth
* Lord over others: +1d4 to the roll
* Ancient and noteworthy: +1d4 to the roll

Roll the monster’s damage die plus any added dice to find the monster’s treasure:

* 1: A few coins, 2d8 or so
* 2: An item useful to the current situation
* 3: Several coins, about 4d10
* 4: A small item (gem, art) of considerable value, worth as much as 2d10×10 coins, 0 weight
* 5: Some minor magical trinket
* 6: Useful information (in the form of clues, notes, etc.)
* 7: A bag of coins, 1d4×100 or thereabouts. 1 weight per 100.
* 8: A very valuable small item (gem, art) worth 2d6×100, 0 weight
* 9: A chest of coins and other small valuables. 1 weight but worth 3d6×100 coins.
* 10: A magical item or magical effect
* 11: Many bags of coins for a total of 2d4×100 or so
* 12: A sign of office (crown, banner) worth at least 3d4×100 coins
* 13: A large art item worth 4d4×100 coins, 1 weight
* 14: A unique item worth at least 5d4×100 coins
* 15: All the information needed to learn a new spell and roll again
* 16: A portal or secret path (or directions to one) and roll again
* 17: Something relating to one of the characters and roll again
* 18: A hoard: 1d10×1000 coins and 1d10×10 gems worth 2d6×100 each

## Customizing items

(*from The Perilous Wilds*)  To further detail an item, roll 1d12 once for general category (utility or art item) and then again for specific type and consult the chart below.
Simplifying Fronts

from original article by Mike Shea.

As written Dungeon World fronts are already nicely stripped down ways to think about the major threats in your shared world. Some of the concepts, however, can be a little obscure and, for some, not as useful. Instead, we can break down fronts into a more simplified form. Here's an example:

* Who is the major NPC?
* What is their goal?
* Who is their lieutenant?
* What group enforces their will?

This alone is usually enough to build out a nice front. In any campaign its probably worth having three such fronts to keep things complicated and engaging. As fronts get wiped out, new fronts might appear. More than three might become too complicated to manage. Fewer than three makes the game feel a little too simple.

## Grim Portents, the Impending Doom, and the 5x5 Method

Apocalypse World had a wonderfully named component referred to as the Armageddon Clock. Dungeon World renamed this the Impending Doom . If the PCs do nothing, what horror will villain unleash on the world?

The Impending Doom is led to by Grim Portents . What are the visible steps the villains will take to inflict their doom upon the world? This is very similar to Dave Chalker's 5x5 Method in which you define five major threats and the five steps those threats need to take to reach their goal. It's a simple and elegant solution that builds a wonderfully complicated nest of problems and threats in which your PCs can get involved.

It also doesn't take a whole lot of time.

It certainly doesn't need to be five steps either. Three steps are usually easier to come up with.

Andrea Parducci created a printable copy of the Armegeddon Clock for DW.
Custom Spellcasters

## Free

* The Allomancer  (pdf) byDavid Schirduan
* The Arcane Duelist by Unknown
* The Awakened Mage by Urdnot Rekt
* The Beguiler by Escort Mission
* The Charlatan by Sears Poncho
* The Diabolist by KillerQueen
* The Enchanter by Unknown
* The Illusionist by Barrett Alexander
* The Initiate by Mors Rattus
* The Mage by Jacob Randolph
* The Namer by Rulebook Heavily
* The Necromancer by Shamblecow
* The Necromancer by The Supreme Court
* The Spellcaster by unknown
* The Voice by Tim Franzke
* The Warlock by Mikan

## Purchaseable

* The Abjurer - A Dungeon World Playbook by Mike Wice
* The Arcane Duelist - A Dungeon World Playbook by Timothy Schroeder
* The Biomancer - A Dungeon World Playbook by Merry Mancer Games
* Alternative Cleric Playbook  by Awful Good Games
* The Chronomancer - A Dungeon World Playbook by Dwarfare Games
* The Clock Mage - A Dungeon World Playbook by Liberi Gothica Games
* The Cultist - A Dungeon World Playbook by Liberi Gothica Games
* The Auramancer A Dungeon World Playbook by Dwarfare Games
* The Illusionist - A Dungeon World Playbook by Bryce Duzan
* The Initiate - A Dungeon World Compatible Class by Fünhaver Industries
* The Mage - A Dungeon World Playbook by Dwarfare Games
* The Masked Mage - A Dungeon World Playbook by Liberi Gothica Games
* The Mage - A Dungeon World Playbook by Dwarfare Games
* The Masked Mage - A Dungeon World Playbook by Liberi Gothica Games
* The Pyromancer - A Dungeon World Playbook by Role Cast Die Productions
* The Namer - A Dungeon World compatible class by Fünhaver Industries
* The Sorcerer - A Dungeon World Playbook by Adrian Thoen
* The Spellslinger - A Dungeon World Playbook by Adrian Thoen
* The Spellsword- A Dungeon World Playbook by Liberi Gothica Games
* The Summoner - A Dungeon World Playbook by Timothy Schroeder
* The Sword Mage- A Dungeon World Playbook by Awful Good Games
* The Tumor Mage - New Class For Dungeon World by Pleb Publishing
* The Vancomancer - A Dungeon World Playbook by Awful Good Games
* The Voidtouched - A Dungeon World Playbook by Byrce Duzan
* The Witch - A Dungeon World Playbook #1 by Awful Good Games
* The Witch - A Dungeon World Playbook #2 by Liberi Gothica Games
* The Witch Doctor - A Dungeon World Playbook by Dwarfare Games
* The Winter Mage- A Dungeon World Playbook by Liberi Gothica Games
Monster Tags

## Basic Tags

* Magical: It is by nature magical through and through.
* Devious: Its main danger lies beyond the simple clash of battle. Amorphous: Its anatomy and organs are bizarre and unnatural.
* Organized: It has a group structure that aids it in survival. Defeating one may cause the wrath of others. One may sound an alarm.
* Intelligent: It’s smart enough that some individuals pick up other skills. The GM can adapt the monster by adding tags to reflect specific training, like a mage or warrior.
* Hoarder: It almost certainly has treasure.
* Stealthy: It can avoid detection and prefers to attack with the element of surprise.
* Terrifying: Its presence and appearance evoke fear.
* Cautious: It prizes survival over aggression.
* Construct: It was made, not born
* Planar: It’s from beyond this world

## Organization Tags

* Horde: Where there’s one, there’s more. A lot more.
* Group: Usually seen in small numbers, 3–6 or so.
* Solitary: It lives and fights alone.

## Size Tags

* Tiny: It’s much smaller than a halfling.
* Small: It’s about halfling size. Large: It’s much bigger than a human, about as big as a cart.
* Huge: It’s as big as a small house or larger
Cities

From bustling trade center to sprawling metropolis, the city represents the largest sort of steading in Dungeon World. These are places where folk of many races and kinds can be found. They often exist at the confluence of a handful of trade routes or are built in a place of spiritual significance. They don’t often generate their own raw materials for trade, relying on supplies from villages nearby for food and resources, but will always have crafted goods and some stranger things for sale to those willing to seek them.

By default a city's tags are *Moderate, Steady, Guard, Market,* and *Guild* (one of your choice). It also has *Oaths* with at least two other steadings, usually a town and a keep. If the city has trade with at least one steading and fealty from at least one steading choose one:

* The city has permanent defenses, like walls: +Defenses, Oath (your choice)
* The city is ruled by a single individual: Personage (the ruler), Power (Political)
* The city is diverse: Dwarven or Elven or both
* The city is a trade hub: Trade (every steading nearby), +Prosperity
* The city is ancient, built on top of its own ruins: History (your choice), Divine
* The city is a center of learning: Arcane, Craft (your choice), Power (Arcane)

Choose one problem:

* The city has outgrown its resources: +Population, Need (food)
* The city has designs on nearby territory: Enmity (nearby steadings), +Defenses
* The city is ruled by a theocracy: -Defenses, Power (Divine)
* The city is ruled by the people: -Defenses, +Population
* The city has supernatural defenses: +Defenses, Blight (related supernatural creatures)
* The city lies on a place of power: Arcane, Personage (whoever watches the place of power), Blight (arcane creatures)
Effect

Moves effects can be anything you can think of; they are as limitless as your ideas. Don’t feel constrained to making rolls, +1 bonuses, and swapping stats. Since all moves flow from the fiction, a fictional effect like “They treat you as a friend” is just as powerful and useful as +1 forward— maybe more so.

Here are some broad types of effects, any given move may use more than one of them:

* Roll. Examples: Defy Danger , Cast a Spell (Wizard ), Called Shot (Ranger ).
* Substitute stats. Examples: Dwarf (Fighter ).
* Negate damage. Examples: Man’s Best Friend (Ranger ).
* Give a bonus or penalty, forward or ongoing. Examples: Underdog (Thief), Smite (Paladin).
* Deal or heal damage. Examples: Volley , Backstab (Thief), Arcane Art (Bard).
* Choose options. Examples: Spout Lore , Discern Realities , Ritual (Wizard).
* Hold & Spend. Examples: Dominate (Wizard spell ), Trap Expert (Thief).
* Ask & Answer. Examples: Charming and Open (Bard), Spout Lore.
* Change circumstances. Examples: Reputation (Bard).
* Mark experience. Examples: End of Session .
* Call for more information. Examples: Parley, Ritual (Wizard).
* Add options. Examples: Called Shot (Ranger).
When Everyone Looks At You To FInd Out What Happens

Originally

by bms42 From Reddit

I have this saved because your first question is so vital to running a good game:
My best suggestion to a new DW GM is to remember the triggers that allow you to make moves. They are:

* When everyone looks to you to find out what happens
* When the players give you a golden opportunity
* When they roll a 6-

Note the one they put first: "when everyone looks to you to find out what happens". This happens literally all the time if you're watching for it.

It's vital that you use this to make your combats interesting. If you only do stuff when players roll 6-, your combats will be very stilted and stale. The monsters will seem like patsies, and the players will wonder why everyone said this game was so interesting.
Here's an example: in the middle of a combat, the fighter succeeds in triggering hack & slash. He rolls 10+ and announces that he's hit the troll for 9 damage. What do the players around the table do at this point? That's right, they look at the GM to find out what happens. They don't know if 9 damage is going to put the troll down, or if it'll keep fighting. They need this information to take further actions.

So the GM can do one of two things here:

* "The troll is hurt badly but doesn't go down. What do you do?"
* "The troll is hurt badly, but not so badly that it can't lunge ferociously at the wizard. Wizard, the troll's mouth is gaping open as it comes in for a feral bite attack. At the same time, you see that the goblin shaman has recognized the danger of this situation and he's starting to cast a spell. What do you do?

If you go with option 1, you are not **thinking dangerously**. You have a bunch of monsters standing around doing nothing until a player rolls badly enough for them to act. As players gain levels and have +3 on their main stats, this doesn't happen that much.
It's vital in DW that the GM follow his principles and **Give every monster life** as well as **Think dangerous**. If you don't do this, then you could surround high level players with 50 goblins and they'd happily just mow through them without ever rolling 6- and it would be a cake walk. If you set up more soft moves than they can respond to, then you trigger Golden Opportunities that result in hard moves against them, making the situation very dangerous indeed.

After revisiting this while building the FAQ thread, I just wanted to call out the DW Flow Chart and the fact that it illustrates this "whenever the players look to the GM" trigger.
Custom Wizard Spells

*Alternative "Ice" Wizard Spells by Hyathin*

## Ray of Frost Lvl 1 (Magic Missile)

A frigid beam springs from your fingers. Deal 2d4 cold damage to one target.

## Cone of Cold Lvl 3 (Fireball)

You bring forth an icy blast that envelops your target and everyone nearby, inflicting 2d6 cold damage which ignores armor.

## Freeze Lvl 5 (Cage)

The target is encased in pure elemental cold. Anything approaching the affected creature will slow the closer it gets, freezing when within touch. The "cold cage" remains until you cast another spell or dismiss it. While the spell is ongoing, the frozen creature can hear your thoughts and you cannot leave sight of them.

## Chilling Mist Lvl 7 (Cloudkill)

A cloud of icy fog drifts into this realm from the elemental plane, filling the immediate area. Whenever a creature in the area takes damage it takes an additional, separate 1d6 cold damage which ignores armor. This spell persists so long as you can see the affected area, or until you dismiss it.

## Waterways Lvl 7 (Shadow Walk)

The body of water (at least puddle size) you target with this spell becomes a portal for you and your allies. Name a watery location, describing it with a number of words up to your level. Submerging in the portal takes you and any allies present when you cast the spell into or through the water you described. The portal may only be used once by each ally.
Don't You Know Who I Am?

When you try to cite songs of past exploits or your reputation to gain favor with someone roll+Nothing.

* On a 10+, they've heard the songs of your dauntless skill and bravery and are wowed by your reputation. Take **+1 forward**. Tell us what they've heard.
* On a 7-9, choose one:
	+ They've heard of you, but it wasn't in the most favorable light. Whatever you did, it was foolish/scandalous/embarrassing. Still, at least it was entertaining. Take +1 forward. Tell us what they've heard.
	+ Your deed may be mighty, but your publicity needs some work. This person has never heard of you.
* On 6-, they've heard of you, but it was nothing good. Perhaps they're an old rival stoking a grudge, or they've only heard of your brutal, murderous ways. Tell us what they know.﻿
Custom Character Looks

If the looks provided by a playbook really aren't satisfying, the resources below are helpful in creating something else. Detailed lists to cover eyes, hair and body type are provided below as well as some links to good random generators.  There is some overlap between eye colors and hair color.  Don't hesitate to mix and match the colors or add in more exotic ones to create a fantastical look for a fantastical world.

## Eyes

large, small, narrow, sharp, squinty, round, wide-set, close-set, deep-set, sunken, bulging, protruding, wide, hooded, heavy-lidded, bright, sparkling, glittering, flecked, dull, bleary, rheumy, cloudy, red-rimmed, beady, birdlike, cat-like, jewel-like, almond-shaped,
steely, hard, fringed with long lashes, with sweeping eyelashes, with thick eyelashes

chestnut, chocolate brown, cocoa brown, coffee brown, mocha, mahogany, sepia, sienna brown, mink brown, copper, amber, cognac, whiskey, brandy, honey, tawny, topaz, hazel, obsidian, onyx, coal, raven, midnight, sky blue, sunny blue, cornflower blue, steel blue, ice blue, glacial blue, crystal blue, cerulean, electric blue, azure, lake blue, aquamarine, turquoise,slate blue / slate gray, storm blue / storm gray, silver / silver gray, chrome, platinum, pewter, smoky gray, ash gray, dove gray, shark gray, fog gray, olive, emerald, leaf green, moss green

## Hair

long, short,shoulder-length, loose, limp, dull, shiny ,glossy, sleek, smooth, luminous, lustrous, spiky, stringy, shaggy, tangled, messy, tousled, windblown, unkempt, bedhead, straggly, neatly combed, parted, slicked down / slicked back, cropped, clipped, buzzed / buzz cut, crewcut, bob, mullet, curly, bushy, frizzy, wavy, straight, lanky, dry, oily, greasy layers, corkscrews, spirals, ringlets,braids,widow’s peak,bald,shaved,comb-over, afro, thick, luxuriant, voluminous, full, wild, untamed, bouncy, wispy, fine, thinning

black, blue-black, jet black, raven, ebony, inky black, midnight, sable, salt and pepper, silver / silver gray, charcoal gray, steel gray, white, snow-white, brown, brunette, chocolate brown, coffee brown, ash brown, brown sugar, nut brown, caramel, tawny brown, toffee brown, red, ginger, auburn, Titian-haired, copper, strawberry blonde, butterscotch, honey, wheat, blonde, golden, sandy blond, flaxen, fair-haired, bleached, platinum

## Body Type

tall, average height, short, petite, tiny, compact, big, large, burly, beefy, bulky, brawny, barrel-chested, heavy / heavy-set, fat, overweight, obese, flabby, chunky, chubby, pudgy, pot-bellied, portly, thick, stout, lush, plush, full-figured, ample, rounded, generous, voluptuous, curvy, hourglass, plump, leggy / long-legged, gangling, lanky, coltish, lissome, willowy, lithe, lean, slim, slender, trim, thin, skinny, emaciated, gaunt, bony, spare, solid, stocky, wiry, rangy, sinewy, stringy, ropy, sturdy, strapping, powerful, hulking, fit, athletic, toned, built, muscular, chiseled, taut, ripped, Herculean, broad-shouldered, sloping shoulders, bowlegged

* Basic Character Appearance Generator

* Character Appearance Generator
Dungeon Gear

Classic Dungeon Gear

## Adventuring Gear

5 uses, 20 coins, 1 weight

Adventuring gear is a collection of useful mundane items such as chalk, poles, spikes, ropes, etc. When you rummage through your adventuring gear for some useful mundane item, you find what you need and mark off a use.

## Bandages

3 uses, slow, 5 coins, 0 weight

When you have a few minutes to bandage someone else’s wounds, heal them of 4 damage and expend a use.

## Poultices and Herbs

2 uses, slow, 10 coins, 1 weight

When you carefully treat someone’s wounds with poultices and herbs, heal them of 7 damage and expend a use.

## Healing Potion

50 coins, 0 weight

When you drink an entire healing potion, heal yourself of 10 damage or remove one debility, your choice.

## Keg of Dwarven Stout

10 coins, 4 weight

When you open a keg of dwarven stout and let everyone drink freely, take +1 to your Carouse roll. If you drink a whole keg yourself, you are very, very drunk.

## Bag of Books

5 uses, 10 coins, 2 weight

When your bag of books contains just the right book for the subject you’re spouting lore on, consult the book, mark off a use, and take +1 to your roll.  *{Suggestion: typically carried by wizards but could be used by hirelings, bards, clerics or custom classes .- LAS}*

## Antitoxin

10 coins, 0 weight

When you drink antitoxin, you’re cured of one poison affecting you.

## Dungeon Rations;

Ration, 5 uses, 3 coins, 1 weight

Not tasty, but not bad either.

## Personal Feast

Ration, 1 use, 10 coins, 1 weight

Ostentatious to say the least.

## Dwarven Hardtack

*requires Dwarf*, ration, 7 uses, 3 coins, 1 weight

Dwarves say it tastes like home. Everyone else says it tastes like home, if home is a hog farm, and on fire.

## Elven Bread

Ration, 7 uses, 10 coins, 1 weight

Only the greatest of elf-friends are treated to this rare delicacy.

## Halfling Pipeleaf

6 uses, 5 coins, 0 weight

When you share halfling pipeleaf with someone, expend two uses and take +1 forward to parley with them.

Custom Dungeon Gear

## Adventurer's Pack

1 weight, 10 coins

Classic DW assumes that adventurers have a pack or sack for their belongings. This backpack includes a bedroll, cooking pot, bowl, utensils and canteen as well as straps, pockets, etc., to make it simple to keep gear organized. Anything essential to Make Camp except rations can be supposed to be there, as well as extra room for additional supplies and treasure- as much weight as the bearer's load can be carried in it or strapped to it.

## Thick Cloak

1 weight, 10 coins

While an adventurer's garb has no weight, a thick cloak can make an impromptu bedroll, help with disguise or stealth, make rain or cold less burdensome and be used in a number of creative ways by its owner.

* see also: Gear List by Jeremy Strandberg
The Wyrd of Stromgard

The Wyrd of Stromgard by Samantha Gundaker is a Dungeon World supplement that comes with everything you

need to run highly detailed Norse fantasy and Viking campaigns like:

* Historical context
* 10 Playbooks
* 7 Compendium Classes
* Robust setting that's easy to customize
* Monster Manual with over 20 monsters
* Equipment/Items/Artifacts
* GM Toolbox
* Ready-made Adventure Front
List of Curses

## Vallhallan's Death Curse by Rakino

When you would roll your Last Breath as a result of combat, don't. Death's Gate is closed to you. You're still unconscious, wounded, injured, or otherwise in a bad spot but you don't die of those injures. Just as normal, you'll need nursing, healing etc to recover. You're still perfectly capable of dying in any way that would not get you entrance into Valhalla - poison, old age etc.
Cantrips

## Light

Level Cantrip

Description

An item you touch glows with arcane light, about as bright as a torch. It gives off no heat or sound and requires no fuel, but it is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.

## Unseen Servant

Level Cantrip Ongoing

Description

You conjure a simple invisible construct that can do nothing but carry items. It has Load 3 and carries anything you hand to it. It cannot pick up items on its own and can only carry those you give to it. Items carried by an unseen servant appear to float in the air a few paces behind you. An unseen servant that takes damage or leaves your presence is immediately dispelled, dropping any items it carried. Otherwise the unseen servant serves you until you end the spell.

## Prestidigitation

Level Cantrip

Description

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.
Debilities

Losing HP is a general thing: getting tired, bruised, cut and so on.  Some wounds are deeper and more subtle.  These are debilities and they impair a character's capacity to a certain type of move by temporarily reducing an ability modifier by 1 until they are recovered from.  The actual ability score remains unaffected.

* **Weak** (STR): You can’t exert much force. Maybe it’s just fatigue and injury, or maybe your strength was drained by magic.

* **Shaky** (DEX): You’re unsteady on your feet and you’ve got a shake in your hands.

* **Sick** (CON): Something just isn’t right inside. Maybe you’ve got a disease or a wasting illness. Maybe you just drank too much ale last night and it’s coming back to haunt you.

* **Stunned** (INT): That last knock to the head shook something loose. Brain not work so good.

* **Confused** (WIS): Ears ringing. Vision blurred. You’re more than a little out of it.
* **Scarred** (CHA): It may not be permanent, but for now you don’t look so good.

Not every attack inflicts a debility- they are most often associated with magic, poison or stranger traumas like having a vampire sucking your blood.  You can only be afflicted with each debility once at the same time: an adventurer might be both shaky and sick but if another attack that inlicts either of those debilities isn't going to reduce their ability modifier further.

## Recovering From Debilities

The best solution to ending a debilitating affliction is to get to a steading and:

### Recover

When you do nothing but rest in comfort and safety after a day of rest you recover all your HP. After three days of rest you remove one debility of your choice. If you’re under the care of a healer (magical or otherwise) you heal a debility for every two days of rest instead.
Healing Damage

There are two sources of healing in Dungeon World: medical aid and the passage of time.  Medical aid can be magical or mundane.  The amount (or type) of damage healed is the reult of the item or move used.

## Healing via Passage of Time

Whenever an adventurer spends time resting without doing anything to aggravate their wounds, they heal via the rules for Make Camp and Recover .  No source of healing will restore a character's HP above their maximum.  That would require an increase in **Constitution score** via leveling or some kind of advanced move or magic item that inceased the Maximum HP itself.

### Make Camp

When you settle in to rest consume a ration. If you’re somewhere dangerous decide the watch order as well. If you have enough XP you may level up. When you wake from at least a few uninterrupted hours of sleep heal damage equal to half your max HP.

## Recover

When you do nothing but rest in comfort and safety after a day of rest you recover all your HP. After three days of rest you remove one debility of your choice. If you’re under the care of a healer (magical or otherwise) you heal a debility for every two days of rest instead.
Bumblebee

* True Form
* 1978 Camaro
* 2007 Camaro

**Bumblebee "Bee"** is a character in the fanon universe of ABC's Once Upon a Time and a character in the crossover *Once Upon a Time/Transformers*.

His communication vocals were damaged in battle, courtesy of damage done by the Decepticon Blitzwing or Megatron. Instead, he communicates to his human friends through his radio transmissions after losing the ability to speak. Bumbelebee seems to have the strongest affinity with humans, becomes best friends with Sam Witwicky

## Biography

### Background

Bumblebee was fostered by Optimus Prime at a young age. During one incident, Bee acted out on Optimus once, acting more like a teenager rebelling against their parents.

## Family

Family from this order

* Spouse

* Children

* Grandchildren

* Parents

* Siblings

* Nieces and Nephews

* Grandparents

* Aunts and Uncles

* Cousins

## Trivia

### Behind the scenes

If there's anything you'd like to say that's not derived from episodes, but maybe comes from interviews that actors or crew gave, use this section.
Gigaedes

*Large, Flying*

Proboscis (D12+2, 1 Piercing) Reach

15 HP 2 Armor (Exoskeleton)

   The Gigaedes is a creature of legend that can be read about in ancient scrolls. Scholars believe them to be long extinct, but treasure hunters insist they can be found in the old places of the world. Typically, you will find them in their dormant state, tucked safely away in their great stone Pupa, only awakening when blood touches the stone. Awakened, they are terrible to behold. A winged and six-legged insect standing 8-10 feet tall, and weighing as much as a horse. A great and terrible bloody proboscis extends forth from its inhuman face, 4 feet in length. As thick as a quarterstaff, it can impale any man easily, and the Gigaedes can suck every last drop of blood from a full grown human man in 30 seconds. As dangerous as this is, the most dangerous thing about the Gigaedes is it’s horrifying gaze. Those who claim to have somehow survived it say that the black of the Gigaedes’s eyes are as black as Death’s himself. Being caught in that gaze will root you to the spot, leaving you paralyzed and unable to stop the Gigaedes from drinking you dry. Thankfully, these creatures are rare. Gods forbid they should ever start to breed…

* Instinct: To drink blood and to lay/hatch eggs.

Moves:

* Suck the blood from it’s victims.
* Fly to safety.
* Return to it’s Pupa state.

Custom Move: Trap a hero in it’s paralyzing gaze.
When a hero is trapped in the paralyzing gaze of the Gigaedes roll 2d6 + Wisdom. On a 10+ the hero escapes the gaze unharmed. On a 7-9 the hero manages to escape, but is visibly shaken by the experience and takes -1 going forward until they can take time to recover. On a 6-, the hero is fully paralyzed by the Gigaedes and is unable to move until the Gigaedes is killed or blinded.

**Gigaedes Larva**

*Small, Group*

Maw (1d6), close

3 HP 0 Armor

The Larva stage of the Gigaedes life cycle may not be as dangerous as a full grown one, but it can be dangerous nonetheless. It will eat the flesh of the victims of it’s mother until such time as it is large enough to enter it’s Pupa state. They grow extraordinarily quickly, faster than seems biologically possible. They hatch from their eggs about the size of a very large rat, and will grow to about the size of a dog. Once it reaches full size, it creates a giant stone encasement around itself as a Pupa. There it will lay dormant until blood touches the stone, when it will awaken as a fully grown adult Gigaedes.

* Instinct: To consume flesh.

Moves:

* Consume the flesh of the living or dead.
* Grow substantially in size.
* Enter pupa state.
A Bag of Runes

A bag with mystical runes engraved on pieces of bone on one side. The owner may cast the rune into the air three times a day and ask a yes or no question. The runes will answer yes by all returning to earth on the rune side and no by all returning to earth on the blank side.

*{Suggestion- can also be combined with Divination-type custom moves-LAS}*
Rotes

Every time you commune , you gain access to all of your rotes without having to select them or count them toward your allotment of spells.

## Classic GW Rotes

**Light**

Level Rote

Description

An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and requires no fuel but is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.

**Sanctify**

Level Rote

Description

Food or water you hold in your hands while you cast this spell is consecrated by your deity. In addition to now being holy or unholy, the affected substance is purified of any mundane spoilage.

**Guidance**

Level Rote

Description

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.
Creatures

In DW, creatures can be Living (or Unliving) or carcasses that are plain dead.  Beasts, Monsters , PCs, Hirelings, animal companions and NPCs are all types of creatures whether they come from the World or  Other Planes.  The line breaks down when it comes to entities like Death.  Or Nature. Or the source of Divine Authorty that empowers Paladins. Creatures can die or be destroyed.  Entities are supernal.  Gods might be one or the other depending on the fiction of an indvidual campaign.
Quest

When you dedicate yourself to a mission through prayer and ritual cleansing, state what you set out to do:

Slay \_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_, a great blight on the land

Defend \_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_ from the iniquities that beset them

Discover the truth of \_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_.

Then choose up to two boons:

* An unwavering sense of direction to \_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_.
* Invulnerability to \_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_ (e.g., edged weapons, fire, enchantment, etc.)
* A mark of divine authority
* Senses that pierce lies
* A voice that transcends language
* A freedom from hunger, thirst, and sleep

The GM will then tell you what vow or vows is required of you to maintain your blessing:

* Honor (forbidden: cowardly tactics and tricks)
* Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh)
* Piety (required: observance of daily holy services)
* Valor (forbidden: suffering an evil creature to live)
* Truth (forbidden: lies)
* Hospitality (required: comfort to those in need, no matter who they are)

* good forum discussion about the invulnerability bestowed during quests
Youtube Streams

## Actual Play

* An Evening With Dungeon World by creator Adam Koebel, starring Austin, Jess and Colin
* Dungeon World with the Dungeon Bastard by Saving Throw
* Oneshots DW:Goldtongue is Dead! by TabletopTalk
* Waypoint's #62 DW game with Adam Koebel
* Wolves of the North: Dungeon World

## Tutorials

* So You Want To Play Dungeon World by Christopher Grau

## Reviews & Interviews

* No excuses, play the game: Dungeon World by Drop Dice
* Roleplay R&D: Dungeon World by Roleplay R&D

* see also DW Podcasts
Deity

You serve and worship some deity or power which grants you spells. Give your god a name and choose your deity’s domain:

* Healing and Restoration
* Bloody Conquest
* Civilization
* Knowledge and Hidden Things
* The Downtrodden and Forgotten
* What Lies Beneath

Choose one precept of your religion:

* 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 rites, add Petition: Offering
* Your religion believes in trial by combat, add Petition: Personal Victory

* good forum discussion on custom DW Gods
* sample gods
Ability Scores

At character creation , players distribute the following set of values between the six abilities: 16, 15, 13, 12, 9, 8. Each ability is useful for one of the Basic Moves . Each playbook tends to rely heavily on 1-2 abilities for class moves as well.

## Strength (STR)

Strength measures muscle and physical power.

## Dexterity (DEX)

Dexterity measures agility, reflexes and balance.

## Constitution (CON)

Constitution represents your character’s health and stamina.

## Intelligence (INT)

Intelligence determines how well your character learns and reasons.

## Wisdom (WIS)

Wisdom describes a character’s willpower, common sense, awareness, and intuition.

## Charisma (CHA)

Charisma measures a character’s personality, personal magnetism, ability to lead, and appearance.

## Ability Modifiers

Ability Modifiers
 4-5
 6-8
 9-12
 13-15
 16-17
 18

see good forum discussion on what ability scores vs. ability modifiers are used for.
Making Traps

Traps are generally **mundane** (mechanical) or **magical** in nature though some monsters such as mimics serve as **biological** traps as well. Traps are generally sprung when a character steps on or touches the **trigger**. Traps can be hidden by mundane or magical means such as leaves, rugs or illusion spells. There should always be the possibility, even probability, that the adventurers will be able to detect a trap and then disable or avoid it.

The **danger level** of traps can range from inconvenient to deadly.  They make use of dangerswhich are designed to harm, capture or otherwise interfere with whoever triggers the trap. The deadliest traps combine multiple elements to terrify, maim and/or mutilate any creature unfortunate enough to trigger them. A trap’s **effect** specifies descriptively what happens when it is triggered and should include the **area of effect**, which matches the range of a weapon.  Anyone within the area of effect will need to make a Defy Danger roll to avoid the effect.

## Trap Creation

* Select Trap Type
	+ mundane (mechanical)
	+ magical
	+ biological (monster)

* Select Danger Level
	+ inconvenient 1d4 damage
	+ setback 1d6 damage
	+ dangerous 1d8 damage
	+ deadly 1d12 damage

* Select Trigger (Samples Below)
	+ trod upon
	+ using an item such as a key
	+ touch (picking it up, pressing a button, etc.)
	+ special (attempting to read it, casting a spell upon it)
	+ entering the room
	+ opening the door

* Select Danger (Samples Below)
	+ arrows
	+ blades
	+ blast of fire or ice
	+ spell released
	+ poison or toxic gas
	+ deep pit

* Effect (Sample Below)
	+ layout of area changes (windows/doors appear/vanish, etc)
	+ revives fallen monsters/enemies nearby
	+ room begins to flood with harmful substance from ceiling vent
	+ floor crumbles
	+ fire(ball) from the ceiling

* Area of Effect
	+ hand
	+ close
	+ reach
	+ near
	+ far
Defend

When you stand in defense of a person, item, or location under attack, roll+Con.

* On a 10+, **hold** 3.
* On a 7–9, hold 1.

As long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option:

* Redirect an attack from the thing you defend to yourself
* Halve the attack’s effect or damage
* Open up the attacker to an ally giving that ally **+1 forward** against the attacker
* Deal damage to the attacker equal to your level

Defending something means standing nearby and focusing on preventing attacks against that thing or stopping anyone from getting near it. When you’re no longer nearby or you stop devoting your attention to incoming attacks then you lose any hold you might have had.

You can only spend hold when someone makes an attack on you or the thing you’re defending. The choices you can make depend on the attacker and the type of attack. In particular, you can’t deal damage to an attacker who you can’t reach with your weapon.

An attack is any action you can interfere with that has harmful effects. Swords and arrows are attacks, of course, but so are spells , grabs, and charges.
Navigating the Lower Depths

When navigating the Lower Depths, spend 1 ration per party member and roll + WIS.

* On a 10+, choose 3.
* On a 7-9, choose 2.
* On 6 or less, choose 1 in addition to whatever else the GM says.
	+ You don't become so lost you cannot return to where you started from;
	+ You are not ambushed;
	+ You find what you are looking for;
	+ You don't spend an extra day (and an extra ration per party member) finding your way;
	+ You discover something unexpected and useful.
The Open Sea

This is a region which is made mention of in Born of the Soil. There is no additional material about it in classic DW.  However, a sample almanac is hosted here to provide a resource for GMs.

**The Open Sea**

*Frigid, Ocean, Perilous, Neutral*

## Details

* colder in the north
* navigable by ship
* chaotic changes in wind & weather
The Debt Collector

*Solitary, Organized, Intelligent, Devious, Hoarder*

Club (2d4 damage) Close; 12 HP; 0 Armor

The door rattles in its frame as he knocks. Smirking, dry lips and cold eyes greet you when you open it. "May I come in?" It's as much a question as you are a fog demon.

**Instinct**: To collect the debt in full

Ask for what is owed

Repossess an item of value

Cut a "deal"

Contact the creditor
Stats

Stats (slang for statistics) is a generalized term to refer to the numerical attributes of both player characters and **NPCs**. Ability Scores, Damage Dice, HP, and Armor ratings are the most typical types of stats.   Not all types of characters have the same type of stats.  In classic DW, only the player characters have ability scores.
The Paper Dragon

*0 weight*

A masterfully crafted (but otherwise mundane seeming) origami dragon. The head moves side-to-side when you pull the tail.

When you put a drop of your blood on the snout, and say the dragon's name, Arioshfarghnfungareth. The Dragon animates and immediately grows to a gigantic size (still made of paper), the dragon will:

* teach you 3 secrets of magic
* answer any 3 questions
* grant 3 favors (GM decides what counts as a favor)

Once it has completed its duty, the dragon returns to its original size, becoming a simple origami dragon once more. The dragon will only ever perform its service for someone once, use it wisely.
Undertake Perilous Journey

When you travel through hostile territory, choose one member of the party to act as trailblazer, one to scout ahead, and one to be quartermaster. Each character with a job to do and rolls+Wis.

* On a 10+:
	+ the quartermaster reduces the number of rations required by one
	+ the trailblazer reduces the amount of time it takes to reach your destination (the GM will say by how much)
	+ the scout will spot any trouble quick enough to let you get the drop on it

* On a 7–9, each role performs their job as expected: the normal number of rations are consumed, the journey takes about as long as expected, no one gets the drop on you but you don’t get the drop on them either.

You can’t assign more than one job to a character. If you don’t have enough party members, or choose not to assign a job, treat that job as if it had been assigned and the responsible player had rolled a 6-.

Distances in Dungeon World are measured in rations. A ration is the amount of supplies used up in a day. Journeys take more rations when they are long or when travel is slow.

A perilous journey is the whole way between two locations. You don’t roll for one day’s journey and then make camp only to roll for the next day’s journey, too. Make one roll for the entire trip.

This move only applies when you know where you’re going. Setting off to explore is not a perilous journey. It’s wandering around looking for cool things to discover. When you are merely exploring, the GM will give you details about the world as you discover them. Use up rations when you Make Camp.
The Truthbrand

A bracelet of 26 flat crystals,stone beads or maybe iron coins, each with a single letter of runic alphabet engraved on each face, or cast right through.

When you ask a question of the bracelet, it will **brand** the letters of response into the wrist of its wearer.  (1d4-1 damage )

The wearer will need to unscramble the response, entertaining the possibility that it might require repeated letters.

Take a week to mundanely heal   (1 day magical healing) this between uses or risk confusing the answer with the lingering extra letters.

It's a direct line to a demon. Maybe it is trapped in the bracelet, bound to answer truthfully until the bracelet is broken, releasing it. Once released, it only tells lies out of spite, but don't let the players know. It might not even let them live.﻿
True Blade

*Close, +1 Armor Penetration*

"Cursed should he be that forged the first blade. For what matter of evil did he desire to unleash, with this curse of death and power unto the unready world of mortals?" - Written reference to the True Blade.

At first glance, this sword looks to be a rusted piece of dark metal banged into a vague shape resembling that of a sword. It has no hand guard, and only an old piece of thin cloth wrapped around the poorly shaped grip. Despite its appearance, the blade's edge never dulls, and holds history through all of existence, cutting the lives of men, monsters, demons and even gods.

Those that take up arms with this blade find it effective but nothing spectacular from any other sword. Those the blade itself has chosen to wield it, and help it fulfill its mysterious desire will discover this blade is unrelenting and can't be stopped by any force, physical, magical or divine.

"Cursed should he be that forged the first blade. For what matter of evil did he desire to unleash, with this curse of death and power unto the unready world of mortals?" - Written reference to the True Blade.
System Components of Dungeon World

]

A game, like any other system, is made out of interacting components. Each is a unique but interdependent piece of the game system.

## Classical Components

* Ability Scores and Modifiers
* Alignment
* Dungeons
* Equipment or Gear
* The Fiction
* Fronts
* GM Agenda & Principles
* Hirelings
* HP or Hit Points
* Magic/Spells
* Monsters
* Moves & Basic Outcomes
* Player Characters
* Steadings
* Tags
* XP & Leveling
Blogs & Webzines

Many of the links below no longer offer new content.  However, they contain articles and posts relating to Dungeon World (or easily converted content) that readers may still find to be a useful resource.

## Zines

* Dungeon World Newsletter by Vindexus
* Dungeon World blog by Alex Schroeder
* Grim Portents by unknown
* Plundergrounds by Ray Otus
* The Gauntlet Codex (DW and other PbyA content)
* Session Zero (zine) produced by Brian Holland
* Swordbreaker by Logan Howard

## Blogs

* Dice & Dungeoneering by Karlan Kendrick
* Die Heart by Sophia
* Dungeon World Dev by Bannister Nicholas
* The Escapist DW articles
* Guild Blog by Redenmund's Guild
* Here The Adventure Begins
* Lumbering Elephant's DW Posts
* Mortaine's Blog by Stephanie Bryant
* Partial Success by Kasper “Undreren” Allerslev
* Play To Find Out by Matt Smith
* Raven World by Mike (Azlath)
* Ryan Macklin's DW Posts

* Steelsmiter's DW Posts
* Vindexus' Blog
* The Walking Mind by Rob Donahue
* Weem's Dungeon World Posts
* Word Press Dungeon World
Strength of WIll

When being questioned while under the effects of (the Truthspeak spell, the Grand Inquisitor of Elik the Reaping's gaze, too much booze, etc) roll + CHR and obey the results for the remainder of the conversation.

* 10 + : Your character can say whatever they like.
* 7-9 : Your character cannot directly lie, but can lie by omission or balance their statements to give false impressions.
* 6- : Not only can you not lie, either in spirit or literally, you feel compelled to answer any questions. You also blurt out something ... unfortunate... and true. The GM may 'help' you with coming up with your error.﻿
Important Sourcebooks

Text from the following third party DW sourcebooks have been released under a Creative Commons Attribution-ShareAlike 3.0 Unported license.  Some of that text (or adapted forms of it), have been included in ADW.  Wiki pages which draw from these sources should have attributions posted accordingly.

* The Perilous Wilds written by Jason Lutes & published by Lampblack & Brimstone
* Perilous Almanacs published by Lampblack & Brimstone
* Grim World by Boldly Games