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His Majesty the WormStonetop
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His Majesty the Worm

  • Introduction
    • Credits
    • Tarot
    • Players
    • The Game Master
    • Game Principles
      • The (Demi-) Human Experience
      • Rulings, Not Rules
      • The Scaling Underworld
      • The Deadly Underworld
      • Whimsy
  • The Basics
    • The Four Phases
      • The Crawl Phase
      • The Challenge Phase
      • The Camp Phase
      • The City Phase
    • The Flow of the Play
      • Before play
      • During play
      • End of play
      • Adjudicating the game: GM responses
    • The Major and Minor Arcana
    • Tests of Fate
    • Pushing fate
      • Example test of fate
      • Favor and disfavor
      • Bound by fate
      • Group tests
    • Effects
  • The Adventurer
    • The Player’s Manifesto
    • Session 0
    • The Call to Adventure
      • 1. Name, kith, and kin
      • 2. Attributes
      • 3. Quests
      • 4. Motifs
      • 5. Bonds
      • 6. Arête
      • 7. Languages
      • 8. Conditions
      • 9. Resolve
      • 10. Lore
      • 11. Talents
      • 12. Experience
      • 13. Animal companions and familiars
      • 14. Pack space and gear
      • Retirement
      • New adventurer checklist
      • NEW ADVENTURER CHECKLIST
  • The Guild
    • The Guild Roster
      • 1. Guild name
      • 2. Terms
      • 3. Sigil
      • 4. Marching order
      • 5. Role
      • 6. Current Contracts
      • 7. Noteworthy Deeds and Fame
  • Kith and Kin
    • Humans
      • Human houses
    • Fay
      • Fay kin
    • Underfolk
      • Underfolk kin
    • Orcs
      • Orcish kin
  • The Four Paths
    • Path of Swords
      • Swords talents
    • Path of Pentacles
      • Pentacles talents
    • Path of Cups
      • Cups talents
    • Path of Wands
      • Wands talents
      • Pacts
  • The Crawl Phase
    • The Flow of the Crawl Phase
    • Abandon All Hope, Ye Who Enter Here
      • Maps
      • Watches
    • Meatgrinder
      • Loud noises
      • Moving carefully
      • Example Meatgrinder table
    • Light
      • Flickers
      • We’re doomed!
    • Stress
    • Item Durability
    • Falling
    • Afflictions
      • Curing an affliction
    • Example afflictions
    • Social Encounters & Disposition
      • Starting Disposition
      • Influencing Disposition
      • Role-playing Disposition
      • Example social encounter
    • Example Crawl Phase
  • The Challenge Phase
    • The Flow of the Challenge Phase
      • 0. Set the scene
      • Special rules
      • 1. Draw Challenge cards
      • 2. Play Initiative
      • 3. Take turns
      • 4. Minor actions
      • 5. End the round
    • Challenge Actions
      • Swords actions
      • Pentacles actions
      • Cups actions
      • Wands actions
      • Miscellaneous actions (Any Suit)
    • GMing the Challenge
      • 0. Set the scene
      • 1. Draw Challenge cards
      • 2. Play Initiative for each significant enemy
      • 3. Enemy actions
      • 4. Minor actions
      • 5. End the round
    • Retreating
    • Wounds
      • Notching armor
      • Piercing and Critical damage
      • Health and Defense: Tracking enemy damage
    • Death’s Door
    • New Adventurers
    • Example Challenge Phase
  • The Camp Phase
    • The Flow of the Camp Phase
      • 1. Camp Actions
      • 2. Break bread
      • 3. No rest for the wicked
      • 4. Recovery
      • 5. End of Camp Phase
    • Optional Rules: Overland Travel
      • Overland actions
    • Example Camp Phase
  • The City Phase
    • The Flow of the City Phase
      • 1. Death and taxes
      • 2. Noteworthy deeds
      • 3. City Events
      • 4. Turn in contracts
      • 5. Upkeep
      • 6. City Actions
      • 7. Plan the next Crawl
      • 8. Restock the Underworld
    • The Omphalic Market
      • Buying new gear
      • An incomplete list of pretty things
      • Weapons
    • Example City Phase
  • Appendix A: Sorcery
    • The Far Realms
      • The Wastes
      • The Weald
      • The Weird
      • The Welkin
    • Casting Spells
    • Magical Effects
      • Concentration
      • Iron: the anti-magic
      • Maleficence
    • Spells of the Wastes
      • Brainfever
      • Control Undead
      • Darklight
      • Fear
      • Fleshcraft
      • Malediction
      • Necromancy
      • Raise Zombie
      • Stinking Cloud
      • Withering
    • Spells of the Weald
      • Control Animal
      • Defy Depths
      • Flare
      • Gust of Wind
      • Protection from the Elements
      • Speak to Animal
      • Thunderclap
      • Totem
      • Wall of Elements
      • Woodweave
    • Spells of the Weird
      • Animate Object
      • Change Size
      • Enrage
      • Give Form to Nothingness
      • Illusion
      • Mirror Meld
      • Portable Hole
      • Scry
      • Shroud
      • Sleep
    • Spells of the Welkin
      • Augury
      • Binding
      • Charm
      • Circle of Protection
      • Feather
      • Guardian Angel
      • Heavenfire
      • Life
      • Seal Pact
      • Veritas
  • Appendix B: Alchemy
    • The Alchemist’s Tools
      • Reagents
      • Brew Alchemy
    • Alchemical Substances
      • Alchemical effects
      • Creating alchemical effects
    • A Sampling of Alchemical Substances
  • Index
    • A
    • B
    • C
    • D
    • E
    • F
    • G
    • H
    • I
    • K
    • L
    • M
    • N
    • O
    • P
    • Q
    • R
    • S
    • T
    • U
    • V
    • W
    • X
    • Z
  • Gamemaster Content
His Majesty the Worm / Chapter 9: The City Phase

The Omphalic Market

Lede

No tale tells what ancient power minted the ubiquitous star-marked golden coins that sit in the treasure hoards of the Underworld. But all know that these coins have become the de facto standard of the City. Coinages of lesser metals have become worthless. As guilds have hauled back vast quantities of glittering gold, merchants of the great Omphalic Market will only accept Underworld gold as payment.

Contents

  • Buying new gear
    • Replacing and repairing gear
  • An incomplete list of pretty things
    • Alchemy kit
    • Animal feed
    • Armor
    • Bedroll
    • Bezoar
    • Blank book
    • Booze
    • Caltrops
    • Candle
    • Chain
    • Chalk
    • Clothes
    • Cooking gear
    • Crowbar
    • Falconry gear
    • Fishing gear
    • Firewood
    • Flint and tinder
    • Garlic
    • Grappling hook
    • Hammer
    • Hatchet
    • Helm
    • Hermetic bottle
    • Hourglass
    • Iron spike
    • Lantern
    • Lard
    • Leeches
    • Lockpick
    • Manacles
    • Mirror
    • Musical instrument
    • Oil
    • Pick
    • Pipe and pipeweed
    • Pole, 10’
    • Poultice
    • Quill and ink
    • Ration
    • Religious paraphernalia
    • Rope
    • Salt
    • Shield
    • Shovel
    • Spyglass
    • Tent
    • Tinker’s kit
    • Torch
    • Wand of archwood
    • Weaponry
    • Wolfsbane
  • Weapons
    • Axe
    • Blade
    • Bow
    • Crossbow
    • Arrows and bolts
    • Dagger
    • Flail
    • Hammer or mace
    • Polearm
← 8. Restock the Underworld Buying new gear →

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