TEXT: name
  name
  equipment
  equipment
  weapons
  weapons
  attributes
  skills
  special abilities
  attributes
  skills
  special abilities
  notes
  notes
  class
  class
  level
  level
  xp
  xp
  coin
  coin
  needed for 
  next level
  needed for 
  next level
  none 
  fast
  light
  normal
  full
  slow
  shield
  total 
  armor
  none 
  fast
  light
  normal
  full
  slow
  shield
  total 
  armor
  str
  str
  int
  int
  dex
  dex
  wis
  wis
  con
  con
  cha
  cha
  athletics
  awareness
  deception
  decipher
  heal
  leadership
  lore
  stealth
  survival
  athletics
  awareness
  deception
  decipher
  heal
  leadership
  lore
  stealth
  survival
  armor & speed
  armor & speed
  hit points
  hit points
  hit dice
  hit dice
  bless
  cure
  turn
  vision
  hardy
  skirmish
  slay
  tough
  backstab
  lucky
  reflexes
  tinker
  cantrips
  command
  ritual
  summon
  pet
  scout
  volley
  wild
  bless
  cure
  turn
  vision
  hardy
  skirmish
  slay
  tough
  backstab
  lucky
  reflexes
  tinker
  cantrips
  command
  ritual
  summon
  pet
  scout
  volley
  wild
  
  equipment
  You start with 60 silver pieces
  Light Weapon (10s): d6. may be wielded as a 
  secondary weapon, allowing you to re-roll damage 
  once per attack. includes daggers, short swords, and 
  hand axes. 
  Martial Weapon (30s): d6+1. must be wielded in main 
  hand. includes long swords, hammers, axes, spears 
  etc.
  Great Weapon (40s): d6+2 damage. uses two hands. 
  includes two-handed swords, battle-axes and pole 
  arms.
  Shortbow (10s): d6. also slings etc. 
  Bow (30s): d6+1. also crossbows, pistols etc. 
  Heavy Bow/Gun (50s): d6+2 damage if firing from a 
  stationary position. includes arbalests and muskets. 
  Light Armor (30s): armor 1. 
  Full Armor (60s): armor 2. always has a helm. makes 
  it very hard to run, move quietly, swim, leap etc.  
  Shield (10s): +1 armor. 
  Adventuring Gear (2s each): 20ft rope, iron spike, 
  chalk, parchment, flint/steel, torches (4), tent, dice, 
  caltrops (slows pursuers), bandages, travel rations, 
  waterskin, wineskin. 
  Tools (5s each): crowbar, hatchet, animal trap, 
  lockpicks, pen & pot of ink, fishing pole, shovel, 
  grappling hook, pickaxe, collapsible pole.
  Occult Items (10s each): quicksilver (per dose), pouch 
  of bone dust, vial of holy water (one use), vial of 
  blood, ritual incense and oils.
  Fancy Items (20s each): mirror, lantern, spyglass, 
  sand timer, board game, elaborate clothes, holy 
  symbols and other charms.
  Fire Oil (20s per flask): sets an area on fire (d6+1 
  damage/round for 3 rounds unless extinguished). fills 
  a lantern 10 times.
  Boats: rowboat (50s) to galley (200,000s). 
  Carts: cart (30s) to wagon (100s). 
  Taverns: 1s to sleep, 1s to eat, 1s to get drunk. 
  Property: house (1,000s) to manor (100,000).  
  Horses: mule (30s), horse (100s), warhorse (1,000s).
  hirelings
  Cost per day
  Torch Bearer (2s): 3hp, knife. 
  Guide (5s): 6hp, knife, lantern, rope. 
  Armsman (20s): 12hp, spear, 
  shield, light armor. 
  Expert (20s): 6hp, skill 4, dagger, 
  bow. 
  Champion (60s): 18hp, full armor, 
  halberd, sword, shield, dagger.
  magic
  Most magic requires summoning 
  a spirit, demon, or elemental to 
  perform supernatural effects.
  a wizard begins play with the 
  occult knowledge to summon 
  two spirits. a spirit has a name, 
  an appearance, and two domains 
  of power (flame, shadow, stone, 
  lightning, secrets, fear, etc.).
  to summon a spirit you know, you 
  require one of the following:
  1 hour of uninterrupted ritual.
   •
  a dose of 
   •
  quicksilver—a mild 
  poison and addictive drug. 
  (10s per use). If you drink more 
  quicksilver doses in a day than 
  your Level you must attempt to 
  resist its negative effects with 
  a con roll.
  a magic item containing a 
   •
  bound spirit.
  a wizard may command a spirit 
  to perform a single magical effect 
  that falls within its domains (it’s 
  a good idea to give specific 
  commands; spirits and demons 
  can be capricious and cruel). 
  Magical attacks do 2d6+level 
  or 3d6+level damage if they are 
  especially suited to the situation 
  (using fire against a frost wraith, 
  for example).
  rules summary
  CHArACTEr CrEATIOn
  ATTrIBuTES: roll 2d6 for each. on a 6-, the 
  value is 0. on a 7-9, the value is +1. on a 10 or 
  11, the value is +2. on a 12, the value is +3.
  Choose one skill in addition to any granted 
  by your class.
  You have 1 Hit Die (d6) + extra hit dice equal 
  to your COn. roll all your hit dice and keep a 
  number equal to your level to determine your 
  hp. when you rest and consume a ration/
  waterskin/wineskin, you may re-roll your 
  hp. if you are attended by a healer, roll an 
  extra hit die.
  FIGHTErS get athletics. choose two special 
  abilities: Skirmish (+1 damage and worn 
  armor counts as one type lighter), Tough (+1 
  armor), Slay (+2 melee damage), Hardy (+6 
  hp).
  THIEvES get stealth. choose two special 
  abilities: Backstab (attack from concealment 
  to do +3 damage), Lucky (once per day, turn 
  a miss into a partial success), reflexes (you 
  always go first and can react when suddenly 
  surprised), Tinker (you can attempt to quickly 
  pick a lock, pick a pocket, or disarm a trap).
  CLErICS get decipher and heal. choose two 
  special abilities: Bless (with holy water, you 
  can anoint items so they are considered holy 
  and magical—+3 damage vs. evil—for a short 
  time), Cure (you can attempt to neutralize 
  poisons, remove curses, or heal wounds with 
  a touch), Turn (you can attempt to hold undead 
  at bay with the power of your faith and a holy 
  symbol), vision (drink holy water to commune 
  with your deity for divine guidance).
  WIzArDS get lore. you begin with two spirits 
  you can summon (see magic, opposite). 
  you get Summon and choose one other 
  special ability: Cantrips (you know three 
  simple magical powers: Candle, Shadow, 
  Throw Voice), Command (you can attempt 
  to command any spirit, demon, etc.), ritual 
  (you may perform occult rituals—detailed in 
  ancient tomes and scrolls—and begin with 
  two known rituals).
  rAnGErS get survival. choose two special 
  abilities: Pet (you have a loyal and effective 
  animal companion), Scout (when you scout 
  ahead you always spot the target before 
  it spots you), volley (+2 ranged damage), 
  Wild (you can converse with and attempt to 
  command animals).
  Make your own class: choose a class skill 
  and two special abilities.
  rOLLInG THE DICE
  When you attempt something risky, sum 2d6 
  and add one of your attribute scores, based on 
  the action you’re taking. (the gm will tell you 
  some of the possible consequences before 
  you roll, so you can decide if it’s worth the risk 
  or if you want to revise your action.)
  A total of 6 or less is a miss; things don’t go 
  well and the risk turns out badly. A total of 
  7-9 is a partial success; you do it, but there’s 
  some cost, compromise, retribution, harm, etc. 
  A total of 10 or more is a full success; you do 
  it without complications. and a total of 12 or 
  more is a critical success; you do it perfectly 
  to some extra benefit or advantage.
  SkILLS: if you have an applicable skill, you 
  can’t miss. a roll of 6 or less counts as a 
  partial success, but with a bigger compromise 
  or complication than a 7-9 result.
  THE DIE OF FATE
  Sometimes the GM will roll the die of fate 
  to see how the situation is established. low 
  numbers are ill-fortune, high numbers are 
  good fortune (or at least not misery). the die of 
  fate might be rolled to establish the weather, 
  indicate a random npc’s general attitude, or 
  to determine if a wandering monster appears. 
  the gm may also roll the die of fate if the pcs 
  take some action for which sheer chance is 
  the only factor in the outcome.
  These rules are yours to bend to your will! 
  You may find it natural to expand, redact, 
  and modify them as you your game goes on. 
  We advise keeping an open mind and lively 
  discussion of possibilities at the table.
  
  names
  True names have power. If you tell someone your true name, they can attempt to have you 
  raised from the dead if you met your end before your time. Choose a true name below.
  north-
  lands
  arnar
  lárus
  magni
  rúnar
  skúli
  Ásmundur
  barði
  Júrek
  eymundur
  falur
  rúrik
  skjöldur
  brimi
  yrsa
  Þura
  Árdís
  bára
  Úlfrún
  valdís
  fríða
  dóra
  auðrún 
  freydís
  Júnía
  kára
  einhildur
  pála
  róhildur
  Úlfdís
  fjóla
  imperium
  Zahiel
  akhivar
  aram shun
  azur khadon
  awidam
  awrahim
  balishar
  dom ashur
  eilram
  khnan
  nirar
  romrama
  yomadan
  farrokh
  shahruz
  shahkam
  tahmatan
  kurosh
  hamid
  anoshiravan
  esfandiyar
  sahand
  shaahin
  kamraan
  adar
  aram
  Zahir
  khojasteh
  omid
  arsalan
  aruhai
  awita
  damrina
  eilina
  hano
  khannah
  markita
  nashiram
  ninsina
  rashomta
  sharokina
  Zari
  darya
  shadi
  alaaleh
  kiana
  Zahra
  taraneh
  samaneh
  Zhila
  parya
  azita
  sahra
  tajie
  shahla
  mirza
  keiva
  farzin
  Zain
  ramak
  hamun
  mehrshad
  Jaleh
  fereshteh
  asha
  ghazaaleh
  suriya
  afsaneh
  soraya
  bahareh
  leili
  delara
  setareh
  nava
  azadeh
  regency
  caul
  aleand
  thomer
  vaude
  andrel
  villem
  laudius
  menry
  wester
  bragon
  wardius
  brance
  brutlas
  canter
  vaunt
  clance
  arcus
  clard
  colius
  mortio
  couvlas
  noretta
  octadia
  linea
  montess
  verbela
  solk
  vercy
  boury
  ardent
  vornan
  cambel
  somer
  vauphria
  orset
  ducell
  xanathar
  & islands
  hanif
  sefu
  mbizi
  ubaid
  Zuberi
  yahya
  darwishi
  ishaq
  osaze
  nkosi
  najja
  abuakar
  Jibade
  onuris
  bennu
  fukayna
  abibah
  theoris
  umayma
  walidah
  acenath
  Jamila
  panya
  sagira
  masika
  rehema
  nabirye
  oseye
  meht
  kakra
  maibe
  Zaliki
  amahté
  djadao
  suten anu
  sokkwi
  muntutep
  kahotep
  sinuhé
  adjo
  ibenré
  khenti
  anhuri
  kemnebi
  rasui
  nomti
  remmao
  uru &
  the great 
  desert
  harud
  kothás
  vinid
  hasau
  kassai 
  yosol
  meyem
  kañañ
  mór
  syar
  morug
  násu
  sesut
  lástal
  faraz
  dhár
  kathkár
  hosor
  nawar
  luyun
  kúlul
  kánan
  nilázem
  séliyál
  elizdi
  mykiri
  nábi
  kíring
  Ñíhlendu
  ráka
  sóna
  ankhyra & 
  cythonis 
  erasmé
  pollux
  pierroc
  Épiers
  demophon 
  anvean
  thersandre
  orêt
  sinon
  eumel
  christoph
  erix
  eupendre
  cadme
  icare
  perdix
  cerçon
  chrysothème
  thalia
  medée
  pandarée
  danaë
  macharia
  ariane
  Êtenou
  adara
  cyrene
  laetitia
  cleite
  Éande
  nephele
  ouranie
  lyra
  pasiphaë
  andromède
  ioannes
  makarios
  niphon
  theodoulos
  alexios 
  theodoros
  leontios
  andronikos
  xp & levels
  As you level up you get rewards according to the table below.
  LEvEL
  HIT DICE
  SkILLS
  ATTrIBuTES
  ABILITIES
  DAMAGE
  xP TOTAL
  1
  1+con
  1+1
  –
  2
  0
  2
  +1
  1,000
  3
  +1
  +1
  3,000
  4
  +1
  +1 (max +3)
  6,000
  5
  +1d6
  10,000
  6
  +1
  +1
  +1
  15,000
  7
  +1 (max +3)
  21,000
  8
  +1
  28,000
  9
  +1
  +1
  36,000
  10
  +1
  +1 (max +3)
  +1d6
  45,000
  You get 1 xP for each silver piece worth of treasure or coin that you loot from the dungeon. 
  you also get xp for defeating enemies and completing quests (10 xp for something easy up 
  to 200+ for a really tough one) but mainly it’s about the looting.
  world of dungeons ©1979  by J.s. harper with c. mcdowell. one & seven tactical design institute, seattle, wa
  virgil finlay
  
SOURCE: textdata/thevault/World of Dungeons (PbtA)/World of Dungeons 1979.pdf