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His Majesty the WormStonetop
His Majesty the Worm rules
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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

F

Falling
Fame — Deeds and Fame, Death and taxes
Familiars — Animal companions and familiars, Cups talents
Far Realms
Favor and disfavor
Fay
Fear (spell)
Feather (spell)
Fellowship (action)
Fireblooded orcs
Flail
Flare (spell)
Fleshcraft (spell)
Fletch Arrows (action)
Flickers
Fool — The Major and Minor Arcana, Pushing fate with the Fool, The Fool

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