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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 / Index

C

Call to Adventure — The Call to Adventure, Death’s Door
Camp Actions — Camp Actions, Camp Action
Camp Phase — The Flow of the Camp Phase, Running the Camp Phase
Cant
Carouse (action)
Challenge Actions — Take turns, Challenge Actions
Cups actions
Enemy actions — Enemy actions, Creature actions
Free actions
Interrupt actions
Minor actions
Miscellaneous actions
Pentacles actions
Swords actions
Wands actions
Challenge cards
Facedown cards
GMing the Challenge
Out of cards
The Fool
Challenge Phase — The Flow of the Challenge Phase, GMing the Challenge, Running the Challenge Phase
Change Size (spell)
Character creation — The Call to Adventure, Death’s Door
See also Call to Adventure
Charm (spell)
Chivalric
Circle of Protection (spell)
City Actions — City Actions, The Districts
City Events
City Phase — The Flow of the City Phase, Running the City Phase, Mapping the City
Command (action)
Commission Craft (action)
Components — Prepare Components, Casting Spells
Concentration
Conditions
Contracts — Current Contracts, Turn in contracts, Example Contracts
Control
Control Animal (spell)
Control Undead (spell)
Crafting — A myth of the underfolk, City Actions, Commission Craft
Crawl Phase — The Flow of the Crawl Phase, Running the Crawl Phase
Critical damage
Crossbow
Cups (Attribute) — Tests of Fate, Name, kith, and kin, Path of Cups
Curse

← B D →

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