Diadem of Clear-Mindedness

Diadem of Clear-Mindedness

Diadem of Clear-Mindedness

A shining band of silver whorls, studded with commonplace jewels. In the center of this band is a single, polished purple stone; gaps along the length of the diadem suggest additional stones were once affixed.

The Diadem of Clear-Mindedness clears away your errant thoughts and steadies the mind — giving you focus for the task at hand. When you Prepare Spells, treat your Level as 1 higher when calculating how many Spells you can prepare.

Rumors suggest the diadem was fractured some time ago and the magic stones that power it were scattered, collected by malicious spellcasters looking to increase their potential. If these rumors are true, it is likely that each stone restored to its setting on the diadem would act as an additional +1 to the wearer’s effective spell-caster level when Preparing.

I’m sure people here are already very familiar with this webcomic, but just in case it has slipped under anyone’s…

I’m sure people here are already very familiar with this webcomic, but just in case it has slipped under anyone’s…

I’m sure people here are already very familiar with this webcomic, but just in case it has slipped under anyone’s radar: Kill Six Billion Demons is pretty phenomenal, and just about every page is packed to the very brim with weird surreal cosmopolitan demonology, and incredibly weird anthropological entries accompany many of the comic’s pages – detailing the various demons, the nature of the world, and so on. If I could channel even an ounce of K6BD while running Planarch Codex, I think I’d be running the perfect game.

http://killsixbilliondemons.com/comic/kill-six-billion-demons-chapter-1

Been playing Dungeon World via Facebook messenger for about a week now, and I figure that’s enough time to call a…

Been playing Dungeon World via Facebook messenger for about a week now, and I figure that’s enough time to call a…

Been playing Dungeon World via Facebook messenger for about a week now, and I figure that’s enough time to call a session. Things have been crazy.

•There’s a cult of blood-alchemists

•They worship the Great Spirit of the Earth

•But they’re just using the spirit

•Most people don’t worship Spirits anymore

•Not since one Spirit’s Druid obliterated the Northwest landscape and petrified all life within

•Now they worship humanoid gods

•There’s monsters, but nobody knows where they come from

•Most people aren’t even aware of monsters, making them a big surprise

•The PCs were looking for clues about a local monster, but the blood-cult killed their one lead on a witness

•The blood-alchemist killer has even evading and brawling the party Druid most of the session, and that’s been pretty intense

•The Druid actually freely gave his blood to the cultist to get answers

•The Ranger had her blood ensorcelled and was thrown into a river where she nearly died

•The Bard has been dispensing mad wisdom on the blood cult – evidently gleaned from prying into her lover’s books? Oh goodness.

So from our first session we have:

•a blood cult messing with spirits

•friction between conservative spirit worship and progressive divine church

•monsters with mysterious origins

•cult amongst the nobility in the capital

•Druid gave away some blood

•Ranger has blood sickness

I just have to weave it all into fronts, including some more social elements that haven’t gotten a lot of screen time yet: like the Halk, the people to whom our Ranger belongs, who are outsiders who continue to worship the spirits, and are ‘permitted’ to live on the land — the Fisher’s Guild, a power in the local islands to whom the Druid was heir – some politics or duty versus integrity stuff involving the PC’s status as protectors of the throne.

It’s been a good game so far!

Photos of a secret underwater ballroom, guarded by a statue of Neptune.

Photos of a secret underwater ballroom, guarded by a statue of Neptune.

Photos of a secret underwater ballroom, guarded by a statue of Neptune. If you can’t conceive of how to put an abandoned underwater ballroom dungeon with divine statue guardians into your game, then I just don’t understand what you’re doing.

http://www.sunnyskyz.com/blog/584/A-Secret-Ballroom-Built-In-The-1800s-Lies-Under-A-Lake-Guarded-By-Neptune

Having seen Guardians of the Galaxy, I am deeply interested in a game about Dissian Freebooters in a setting where…

Having seen Guardians of the Galaxy, I am deeply interested in a game about Dissian Freebooters in a setting where…

Having seen Guardians of the Galaxy, I am deeply interested in a game about Dissian Freebooters in a setting where not all of Dis’ boroughs are interconnected and sometimes you have to hop a space ship to get there.

My feelings on space ships are basically: they’re cool enough that I want them to be badass, I want them to gel with basic monster rules, and I want them to feed into the freebooter framework of scraping by. So…

When you get ahold of a spacecyst, a songship, fireflier, or other ship the GM will give you some of the info below.

If it’s big enough for two freebooters (or one and a whole mess of silver), it’s got 4 HP and the tag confined.

If it’s big enough for a whole party of freebooters (or one and plenty of living space), it’s got 8 HP and the tag cozy.

If it’s bigger still, big enough for the Sultana, or an uneasy alliance of freebooting scum, or just big enough that it takes a while to get around, it’s got 16 HP and the tag biggun.

If it’s a gunboat or warship, give it 1-armor and it’s got the tag serious weapons that can put a dent in other astral vessels and really put a damper on most creatures’ moods. At your discretion, give it 2-armor if you want everyone in the astral sea to know you’re an a-hole looking for a fight.

If it’s a freetrader, cargo hauler, or carrion ship, take the tag cargo hold, and bump it up one size if possible.

If it’s a spacecyst, the vessel is a naturally occurring growth on the planes of Dis as the boroughs become compressed or overgrown, and the buildings and alleys look for a way to escape. If you have to take any risks when guiding these sprawling collections of rooms, streets, and towers through space, you’ll roll +WIS to understand their own internal logic.

If it’s a songship, the vessel is an alien creature of iron wing, with a living star beating in its heart. These creatures soar in the void of the astral plane in pods, or hunt weaker songships in isolation, or prey upon other vessels dead and adrift — all the while singing with the joy of flight. If you have to take any risks when coaxing these birds through space, you’ll roll +CHA to lure its starheart into joining your chorus.

If it’s a fireflier, the vessel is artificial, a machine, put together for the purpose of crossing the space between boroughs in orbit of Dis proper. Metal and steam and fire and engines, looking like they’re gliding across black glass as their engine smoke pours out and pools in their wake. If you have to take any risks when driving this boat through space, you’ll roll +INT to sort out its cogs and levers and parts and set them right.

If the vessel’s purpose is to be a Fighter, take the following moves:

>Strike fear with a terrible silhouette

>Rain down hell, overwhelm defenses

>Shake off critical damage

If the vessel’s purpose is to be a Thief, take the following moves:

>Sneak something under the radar

>Destroy something critical

>Kick in the afterburner and run

If the vessel’s purpose is to be a Cleric, take the following moves:

>See to the health of all those aboard

>Appeal to someone’s good nature

>Find a way to where it really needs to be

If the vessel’s purpose is to be a Wizard, take the following moves:

>Serve as a place of magical power

>Reveal strange defenses perfect for the moment

>Divulge lore both arcane and immediately useful

If the vessel’s purpose is something else, take any three moves above or make up your own, and be specific.

When you settle your vessel down in the boroughs for a long stretch of downtime, roll+100s of Silver spent on maintenance and a tune-up. On a hit, the vessel will have full HP and be in good condition when you’re ready to go. On a 10+, hold 2-tune. On a 7-9, hold 1-tune. On a 6-, it won’t be ready to go when you are, and choose: 1-tune, full HP, or good condition. You may have a maximum of 2-tune at any time.

When you’re sailing between the orbiting boroughs of Dis, spend tune 1-for-1 to use any of your ship’s Moves. So long as your ship is already in good condition, you can gain 1-tune whenever there is downtime to fine-tune the ship’s performance. You may have a maximum of 2-tune at any time.

When your ship takes a hit in combat, you can spend 1-tune to ignore HP loss if the damage could conceivably miss anything vital, and knock systems out of sync instead.

When your ship is in good condition, you have day-to-day tools and supplies to keep her running, fuel to make it where you want to be if you don’t change direction, no big holes in the hull, a full compliment of ammunition, and the like. When your ship is not in good condition, it is a golden opportunity for the GM.

And for the heck of it…

The Milano

8HP 1-armor

cozy, serious weapons

>Sneak something under the radar

>Destroy something critical

>Kick in the afterburner and run

Hopefully I’ll be meeting up with my players this weekend!

Hopefully I’ll be meeting up with my players this weekend!

Hopefully I’ll be meeting up with my players this weekend! It’s been about a month, but and they’ve got to get down to business in the village of Graybark.

Our adventures up to this point involved successfully slaying the Sorcerer-fiend, a powerful wizard/frost troll that has plagued the land for 200 years. They killed him, and have taken an interest in the Kistvaane relic he had been dragging around with him for who knows how long. Now, loaded up with the artifact/corpse and a giant magical crystal, they’ve begun their return to civilization to be praised and welcomed as heroes for the ages. After a brief scuffle with the Sorcerer-fiend’s dark elf entourage — who looted the corpses of the party’s fallen allies and fled into the realm of the Dark Elfs with magic items galore — the PCs have wandered down the Heart of the World mountains into the valleys and come upon Graybark.

Here, everything has gotten hairy. They’ve been welcomed as heroes, which is great for them, but they’ve been entangled in the people’s socio-political problems. The village has been isolated from the rest of the world for some time, as the roads have been so dangerous from the Sorcerer-fiend’s monsters that no traders have dealt with them. They survive only thanks to the kindness showed them by the local Elfish military base. So, many of Graybark’s men and women have taken up banditry themselves, seeking out travelers on roads farther and farther out from the village, bushwacking them, and storing their goods for the town to use during tough times.

The PCs became entangled when their weaponry was stolen by the Graybark bandits after a night of celebration and debauchery.

They split up.

The Thief (Mouse) learned all of the above by befriending two child-thieves under the watchful eye of a “corrupt” village sentry and infiltrated the bandits woodland hideout. He also learned that the bandits have the blessing of the dryad’s ghost, inhabiting the forest.

The Druid (Aziz) trailed the sentry in the form of a hound and met up with the Barbarian (Ozai), who chased one of the equipment thieves through the woods and found the mouth of their cavernous hideout.

The Fighter (Ajax) and Paladin (Ozymandias) pursued another thief through a gulley and a clearing, and survived a tree-top ambush with explosives (our world has gunpowder; surprise). They made a deal with a captured bandit, to take her far away from this life — and she showed them the surface entrance to their lair’s lockup.

The party was reunited awkwardly. Ozy, Ajax, and their captive creeping in from above (Ajax got to Bend Bar Lift Gates the padlocked door); Mouse, Aziz, Ozai being shown the lock up by the two kids Mouse befriended, and then all of them hiding inside when they heard the bandit leader coming. Like a bad sitcom, you could almost hear the laugh track from eight people hiding in one glorified supply closet.

Well, things fell apart for the party there. The raiding party returned from their conquest (advanced a portent) and found the surface entrance to the lockup was destroyed. The PCs stepped out before being discovered and announced themselves to the bandit leader, as a peace offering… of sorts. The bandit leader ordered the party to put their weapons down if talks were to be peaceful. The Paladin refused (they’re in the lair of the bandits, surrounded on all sides, and there’s evidence the bandits are holding the Fighter’s squire prisoner).

So the Paladin is refusing, the party is berating him to listen to reason, he’s talking down to the bandits and their leader about being criminals, the bandits are trying to explain the socio-economic complexities of their situation, the paladin is having none of that since he’s Lawful and not Good, and then the scared captive who wants out of this life spooks. She grabs the bandit leader’s boyfriend and holds him at knife point as a hostage.

Stabs him, throws the rapidly-dying guy, and runs. The bandit leader is busy cradling his dying lover, in a panic, as the captive uses the chaos to put distance between herself and everybody else.

The problem in which the party finds itself involves the Ghost of the Forest Dryad. She has bestowed her blessings upon the bandits because she is blood kin to one of them. She is blood kin to the bandit just stabbed and now dying. She begins to coalesce in front of the party, summoned by his cries. The PCs are in a bit of a situation.

And I’m excited to see how they get out of it!

Quentin’s Bloody Scabbard

Quentin’s Bloody Scabbard

Quentin’s Bloody Scabbard

(minor magical item, weight 0)

Generations ago, there lived a renowned bard. His stories were irreverent, even crude, and well-known for their graphic content. This adventuresome bard lived a life of over-the-top violence until his dying day, and in that time nothing — no armor, no magic — could stop his blade. Legend holds that the buckets of blood his enemies lost remains in the leather of this ornate, exotic scabbard, cleaning and maintaining any sword it holds.

Any slightly-curved sword sheathed within will be maintained by the magic of the scabbard, and any weathering or damage will be repaired. When drawn, it can cut through anything given enough time. It won’t ignore armor, but it will penetrate otherwise impossible obstacles such as a dragon’s scales or a castle’s walls.

The sword in question must fit the exotic curved scabbard, obviously, and any conditions that would mar the sword’s perfection, or ruin its ability to give off a bitchin’ lens flare negates this magic.

#WizardWeek

#WizardWeek

#WizardWeek

The Sorcerer. Bloodline magic. Mystic Lineage. Family.

These are the ideas that I’m thinking of right now, after reading Tim Franzke’s ideas for the sorcerer. I’m going to a very different place with my ideas, although I liked what I read.

I’m drawing on the above (bloodline, family, lineage) and also thinking of some throwaway text in D&D and Pathfinder that acknowledges the bad rap sorcerers get (because of their monster blood). I’m likewise thinking of the Witchbreed in Marvel 1602.

All of this makes me think of a social misfit. Someone trying to fit in, get by, or make do. Which sounds good enough for a dungeon delver and adventurer for sure (so I say I’m on the right track)! That makes me think of Neverwhere or Don’t Rest Your Head.

All of this together paints a very different image of the Sorcerer, but one I’m intrigued by!

The Sorcerer has a monstrous bloodline that they take power from, literally and figuratively. It takes a village to raise a sorcerer, and you learn some good stuff when you’ve got an ogre for an uncle, or a fire elemental as a baby sitter. The sorcerer is sociable, but oppressed by those who don’t “get” their unconventional family. They scrape by, supported by and supporting their weird family, and they learn their ways around.

I’m writing up a Sorcerer. They’re part grifter, part street urchin, part cosmic latchkey kid. Their main class move is Jonathan Walton’s heritage move — meaning my Sorcerer works best when Dis is a locale but not the main setting. Besides having heritage moves, they’ve got a move to know the quickest route between Dungeon World and Dis, and a move to practice petty, simple magic with the power in their mingled bloodline. Some advanced moves allow them to meet up with Dissian family outside of Dis, or let them exhaust HP to trigger that heritage moves, or give them access to basic wizard spells in return for magic running wild or exposing their bloodline at the wrong time.

I’m still working on it, but these are some ideas. An outline, of sorts, trying to capture what I’m going for. My Sorcerer isn’t a fountain of unlimited arcane knowledge — that’s the Wizard. The Sorcerer is a conjurer of cheap tricks, focused on pride in their lineage, getting by in a world that thinks they’re a monster, and magical power found in their beautiful, unique blood.

Second session of my new campaign, set in our newly-named world of Erdâ, happened tonight!

Second session of my new campaign, set in our newly-named world of Erdâ, happened tonight!

Second session of my new campaign, set in our newly-named world of Erdâ, happened tonight! Detailed recap to happen later. For now:

•Explored bonds to define more of the setting

•The Fighter joined us!

•Dramatic use of the forceful tag messes up the Paladin and nearly costs the Fighter his life

•The final clash with The Sorcerer-Fiend!

•A severe case of being a fan of the character, Paladin prayer, and the best justification for taking Cleric spells ever.

•The new adventure already planned out — by the characters!

It was amazing! I am having so much more fun than I have before with DW. AP later!