Splatbook
*
His Majesty the Worm
Stonetop
◐
Sign in
Z
His Majesty the Worm rules
Include the Gamemaster’s chapters — monsters, secrets, and the underworld
What’s this?
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
Z
Zones
← X