EQUIPMENT
Tags
Applied: It’s only useful when carefully applied to a person or to something they eat or drink.
Awkward: It’s unwieldy and tough to use.
+Bonus: It modifies your effectiveness in a specified situation. It might be “+1 forward to spout lore” or “-1
ongoing to hack and slash.”
n Coins: How much it costs to buy, normally. If the cost includes “-Charisma” a little negotiation subtracts
the haggler’s Charisma score (not modifier) from the price.
Dangerous: It’s easy to get in trouble with it. If you interact with it without proper precautions the GM may
freely invoke the consequences of your foolish actions.
Ration: It’s edible, more or less.
Requires: It’s only useful to certain people. If you don’t meet the requirements it works poorly, if at all.
Slow: It takes minutes or more to use.
Touch: It’s used by touching it to the target’s skin.
Two-handed: It takes two hands to use it effectively.
n Weight: Count the listed amount against your load. Something with no listed weight isn’t designed to be
carried. 100 coins in standard denominations is 1 weight. The same value in gems or fine art may be lighter
or heavier.
Worn: To use it, you have to be wearing it.
n Uses: It can only be used n times.
GEAR MEDICINE
Adventuring Gear (5 uses, 20 coins, 1 weight) Bandages (3 uses, slow, 5 coins, 0 weight)
Adventuring gear is a collection of useful mundane items such as When you have a few minutes to bandage someone else’s wounds,
chalk, poles, spikes, ropes, etc. When you rummage through your heal them of 4 damage and expend a use.
adventuring gear for some useful mundane item, you find what Poultices and Herbs (2 uses, slow, 10 coins, 1 weight)
you need and mark off a use. When you carefully treat someone’s wounds with poultices and
Bag of Books (5 uses, 10 coins, 2 weight) herbs, heal them of 7 damage and expend a use.
When your bag of books contains just the right book for the subject Healing Potion (50 coins, 0 weight)
you’re Spouting Lore on, consult the book, mark off a use, and take When you drink an entire healing potion, heal yourself of 10
+1 to your roll. damage or remove one debility, your choice.
Halfling Pipeleaf (6 uses, 5 coins, 0 weight)
When you share halfling pipeleaf with someone, expend two uses Antitoxin (10 coins, 0 weight)
and take +1 forward to Parley with them.
When you drink antitoxin, you’re cured of one poison affecting you.
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.
RATIONS POISON
Dungeon Rations (ration, 5 uses, 3 coins, 1 weight) Oil of Tagit (dangerous, applied, 15 coins, 0 weight)
Not tasty, but not bad either. The target falls into a light sleep.
Personal Feast (ration, 1 use, 10 coins, 1 weight) Bloodweed (dangerous, touch, 12 coins, 0 weight)
Ostentatious, to say the least. Until cured, whenever the afflicted rolls damage, they roll an
additional d4 and subtract that result from their normal damage.
Dwarven Hardtack
Goldenroot (dangerous, applied, 20 coins, 0 weight)
(ration, requires Dwarf, 7 uses, 3 coins, 1 weight)
The target treats the next creature they see as a trusted ally, until
Dwarves say it tastes like home. Everyone else says it tastes like
proved otherwise.
home, if home is a hog farm, and on fire.
Serpent’s Tears (dangerous, touch, 10 coins, 0 weight)
Elven Bread (ration, 7 uses, 10 coins, 1 weight)
Anyone dealing damage against the target rolls twice and takes the
Only the greatest of elf-friends are treated to this rare delicacy.
better result
WEAPONS & ARMOR
Weapon Tags
Ammo: It counts as ammunition for appropriate ranged weapons. The number indicated does not represent
individual arrows or sling stones, but represents what you have left on hand.
Forceful: It can knock someone back a pace, maybe even off their feet.
+n Damage: It is particularly harmful to your enemies. When you deal damage, you add n to it.
Ignores Armor: Don’t subtract armor from the damage taken.
Messy: It does damage in a particularly destructive way, ripping people and things apart.
n Piercing: It goes right through armor. When you deal damage with n piercing, you subtract n from the
enemy’s armor for that attack.
Precise: It rewards careful strikes. You use DEX to hack and slash with this weapon, not STR.
Reload: After you attack with it, it takes more than a moment to reset for another attack.
Stun: When you attack with it, it does stun damage instead of normal damage.
Thrown: Throw it at someone to hurt them. If you volley with this weapon, you can’t choose to mark off
ammo on a 7–9; once you throw it, it’s gone until you can recover it.
Range Tags
Dungeon World doesn’t inflict penalties or grant bonuses for “optimal range” or the like, but if your weapon
says Hand and an enemy is ten yards away, a player would have a hard time justifying using that weapon
against him.
Hand: Within your reach, no further
Close: Arm’s reach plus a foot or two
Reach: Several feet away—maybe as far as ten
Near: Close enough to see the whites of their eyes
Far: Shouting distance
Armor Tags
n Armor: It protects you from harm and absorbs damage. When you take damage, subtract your armor from
the total. If you have more than one item with n Armor, only the highest value counts.
+n Armor: It protects you and stacks with other armor. Add its value to your total armor.
Clumsy: It’s tough to move around with. -1 ongoing while using it. This penalty is cumulative.
MELEE WEAPONS ARMOR
Club, Shillelagh (close, 1 coin, 2 weight) Leather, Chainmail (1 armor, worn, 10 coins, 1 weight)
Staff (close, two-handed, 1 coin, 1 weight) Scale Mail (2 armor, worn, clumsy, 50 coins, 3 weight)
Plate (3 armor, worn, clumsy, 350 coins, 4 weight)
Dagger, Shiv, Knife (hand, 2 coins, 1 weight) Shield (+1 armor, 15 coins, 2 weight)
Short Sword, Axe (close, 8 coins, 1 weight) RANGED WEAPONS
Warhammer, Mace (close, 8 coins, 1 weight) Ragged Bow (near, 15 coins, 2 weight)
Long Sword (close, +1 damage, 15 coins, 2 weight) Fine Bow (near, far, 60 coins, 2 weight)
Battle Axe, Flail (close, +1 damage, 15 coins, 2 weight) Hunter’s Bow (near, far, 100 coins, 1 weight)
Crossbow (near, +1 damage, reload, 35 coins, 3 weight)
Spear (reach, thrown, near, 5 coins, 1 weight)
Halberd (reach, +1 damage, two-handed, 9 coins, 2 weight) Bundle of Arrows (3 ammo, 1 coin, 1 weight)
Elven Arrows (4 ammo, 20 coins, 1 weight)
Rapier (close, precise, 25 coins, 1 weight)
Dueling Rapier Throwing Dagger (thrown, near, 1 coin, 0 weight)
(close, 1 piercing, precise, 50 coins, 2 weight) Spear (reach, thrown, near, 5 coins, 1 weight)
OTHER ITEMS
Steading Tags
Dirt: Nothing for sale, nobody has more than they need (and they’re lucky if they have that). Unskilled labor
is cheap.
Poor: Only the bare necessities for sale. Weapons are scarce unless the steading is heavily defended or
militant. Unskilled labor is readily available.
Moderate: Most mundane items are available. Some types of skilled laborers.
Wealthy: Any mundane item can be found for sale. Most kinds of skilled laborers are available, but demand is
high for their time.
Rich: Mundane items and more, if you know where to find them. Specialist labor available, but at high prices.
MEALS HOSPITALITY
A hearty meal for one (1 coin) A week’s stay at a peasant inn (14-Charisma coins)
A poor meal for a family (1 coin) A week’s stay at a civilized inn (30-Charisma coins)
A feast (15 coins per person) A week’s stay at the fanciest inn in town
(43-Charisma coins)
SERVICES An evening of song and dance (18-Charisma coins)
Repairs to a mundane item (25% of the item’s cost) A night's "companionship" (20-Charisma coins)
A custom item from a blacksmith (Base Item + 50 coins)
Healing from a chirurgeon (5 coins) TRANSPORT
A month’s prayers for the departed (1 coin) Cart and Donkey (50 coins, load 20)
Horse (75 coins, load 10)
LABOR Warhorse (400 coins, load 12)
A week’s unskilled mundane labor (10 coins) Wagon (150 coins, load 40)
A month’s pay for enlistment in an army (30 coins)
Barge (50 coins, load 15)
Escort for a day along a bandit-infested road (20 coins) River boat (150 coins, load 20)
Escort for a day along a monster-infested road Merchant ship (5,000 coins, load 200)
(54 coins) War ship (20,000 coins, load 100)
A run-of-the-mill killing (5 coins) Passage on a safe route (1 coin)
An assassination (120 coins) Passage on a tough route (10 coins)
Passage on a dangerous route (100 coin)
LAND AND BUILDINGS
One month’s upkeep (1% of the cost) GIFTS AND FINERY
A hovel (20 coins) A peasant gift (1 coin)
A cottage (500 coins) A fine gift (55 coins)
A house (2,500 coins) A noble gift (200 coins)
A mansion (50,000 coins) A ring or cameo (75 coins)
A keep (75,000 coins) Finery (105 coins)
A castle (250,000 coins) A fine tapestry (350+ coins)
A grand castle (1,000,000 coins) A crown fit for a king (5,000 coins)
BRIBES HOARDS
A peasant dowry (20-Charisma coins) A goblin’s stash (2 coins)
“Protection” for a small business (100-Charisma coins) A lizardman’s trinkets (5 coins)
A government bribe (50-Charisma coins) A “priceless” sword (80 coins)
A compelling bribe (80-Charisma coins) An orc warchief’s tribute (250 coins)
An offer you can’t refuse (500-Charisma coins) A dragon’s mound of coins and gems (130,000 coins)