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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

P

Pack — Pack space and gear, Pull Item from Pack
Pacts
Path of Cups
Path of Pentacles
Path of Swords
Path of Wands
Patrol (action)
Pentacles (Attribute) — Tests of Fate, Name, kith, and kin, Path of Pentacles
Piercing damage
Polearm
Portable Hole (spell)
Potions
Prepare Components (action)
Protection from the Elements (spell)
Protection from the Elements
Pull Item from Belt (action)
Pull Item from Pack (action)
Push fate

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