I wanted to share some maps that we built together using the Perilous Wilds routine.

I wanted to share some maps that we built together using the Perilous Wilds routine.

I wanted to share some maps that we built together using the Perilous Wilds routine. The places the players made in this process has already shaped the campaign, and they’re itching to go through the dangerous Dæmdurstredet and release the prisoners in the mining colony of Glitirstein.

Since I don’t know the status of some of the images I’ve used, I wouldn’t recommend using this map for profit.

Some of my players are heading into the first actual dungeon in our campaign on Tuesday.

Some of my players are heading into the first actual dungeon in our campaign on Tuesday.

Some of my players are heading into the first actual dungeon in our campaign on Tuesday. I found that I think better when I sketch out some visual representation of the spatial relations. Hence the flowchart dungeon.

Sparking a rebellion

Sparking a rebellion

Sparking a rebellion

Just had a very interesting session. The players have picked up a follower – the outlaw princess of the Kingdom, intent on reclaiming the throne and take her revenge on the evil advisor who has the king in his thrall.

Sparked by this, and the general shitty conditions of the common people in the border town they’re currently in, the characters want to start a full out rebellion.

Any ideas how we can facilitate this in play? A custom move? Some sort of countdown clock to represent the population’s willingness to rebell? Two opposing clocks perhaps – one for the rebellion and one for the ruling powers to squash the will to fight?

Selkie Skin Magic item – roll or not roll?

Selkie Skin Magic item – roll or not roll?

Selkie Skin Magic item – roll or not roll?

Recently my players visited the Shrine of the sea goddess ( https://plus.google.com/101199869016634749008/posts/QVJZPv58n85 ), and stared into the deep abyss. A lot of GM hold was gained. (Se the custom move in link)

As a concequence the halfling thief Thalda was compelled by the abyss to steal the shrine-keeper Sigyn Volvas seal skin cloak. This is a magic item inspired by “Billy Bones and his nautical nonpareils”, a selkie skin. We ended the session as they were about to be attacked by sea serpents, and I might invoke one hold to get the thief to wrap the cloak around her and dive into the water – placing her in a dangerous position but also revealing the cloaks power to turn you into a seal.

This is a potentially quite powerful magic item, and as described it just turns you into a seal: “When you wrap yourself in the selkie skin, you turn

into a seal for as long as you stay in salt water.”

Is this fine, or should I make a custom move with a roll, with 7-9 being something like “it only lasts a little while” or “you embrace your new form a little too much”?

Current gut feeling: save those for the inevitable Defy Dangers involved in misusing this item in creative ways.

Reasons for the smuggling and selling of halflings

Reasons for the smuggling and selling of halflings

Reasons for the smuggling and selling of halflings

Looking to tap your brain juices for a a danger/front that one of my players came up with during our first session.

They were exploring a ship that drifted ashore seemingly without a living soul aboard. Asking establishing questions, Thalda the halfling thief, who grew up as the only halfling in the entire capital, said the ship was rumored to be smuggling halflings. The following things has been established during the subsequent sessions:

* The halflings where fleeing a foreign city where halflings are doing slave labour.

* The halflings aboard the ship where eaten by a sea hag, who also transformed all of the human crew into horrible mutated sea thralls

* The boxes the halflings were kept in was marked with a symbol of a horrible thieves guild in the closest town, the Red Rock Guild.

*The Red Rock is a landmark close to this town, a known place for smugglers

* The Thief has a contact in this town. Together they broke into a noble woman’s house in the capital, and uncovered a symbol similar to a medallion the Thief stole from another noble sometime later.

* The Thief suspects this medallion is connected to the halfling smuggling somehow

Spurred by a very nice discussion with Brian Holland​​, I’ve reinterpreted a magic item from the classic…

Spurred by a very nice discussion with Brian Holland​​, I’ve reinterpreted a magic item from the classic…

Spurred by a very nice discussion with Brian Holland​​, I’ve reinterpreted a magic item from the classic Paizo-module Crown of the Kobold King for Dungeon World. For the more details and two cool firebased undead by Briand Holland, see the original post: https://plus.google.com/101824580455031797035/posts/BLV1Gr4h7AP

Soul chain of the Forge Spurned

A forge spurned is a undead dwarf, cursed by their dark gods to toil forever in undeath untill they can bind enough souls in their chain to buy their freedom. There is never enough souls.

This heavy chain of shimmering warm metal is studded with small spikes and moves of it’s own accord. It has 30 large black iron links, one for each soul that is bound to it, as well as several smaller chains like roots or tendrils. Anyone may claim the soul chain as their own, and it willingly serves it’s new master. It wraps around the wielders hands and torso gently, almost lovingly, and will strike out at anyone threatening it’s new master.

At first, the soul chain gives +1 armor as it protects your uncovered skin. In addition, the soul chain will attack as you command it. If you use it to hack and slash, roll you damage die twice and take the better result. If attacking on it’s own it does d8 damage.

Anyone claiming the chain starts down the path of the forge spurned. The GM can use these as hard moves.

Path of the Forge Spurned

*The chain grows spikes, embedding itself in your flesh. It stings, but feels so good! Your skin feels warm to the touch. Pain no longer affects you, and as a result you reduce all damage you take by 1.

*Your eyes begin to smolder like coal, and your skin starts to smoke slightly. You can now see into the etheral plane. All ghosts and other ethereal beings are visible to you, and you can interact with them as if they where flesh. In the far distance, you can see a red glow.

*Your skin ripples and moves as large velts move across your skin. The velts feel hard to the touch. All your orifices are pouring out smoke. The chain now gives +2 armor. You can see the red glow come closer in the ethereal plane, and hear a raging fire in the distance.

*Chains erupt painfully from your skin, your hair and beard erupt in fire. If you do not have a beard, one will be provided. The transpossesion is complete, as the forge spurned erupts from within you, your body is burned away and your soul is bound to the ethereal plane as a ghost.

https://plus.google.com/101824580455031797035/posts/BLV1Gr4h7AP

Magic dagger ideas?

Magic dagger ideas?

Magic dagger ideas?

I just had my first session in my first campaign, and we’re all really psyched. But man, coming up with fresh ideas can be hard. One of my players is playing a bard (alternative version) who’s collecting stories and legends. In the first session he chased off some ship wreckers and acquired a dagger. We’ve established that it once belonged to the infamous privateer Jongeir Korp, who sold his soul to dark forces to escape a storm. Obviously a weapon like this isn’t just a dagger! But I’m struggling to come up with some cool powers for this dagger. Any ideas?

I was already working on a campaign starter when Jeremy Strandberg came along an put my work to shame.

I was already working on a campaign starter when Jeremy Strandberg came along an put my work to shame.

I was already working on a campaign starter when Jeremy Strandberg came along an put my work to shame. I reworked it a bit, but since I don’t really have a clear idea what our upcoming campaign will be about it’s a lot less focused on one spesific theme, except that it will be scandinavian-themed.

Right now it’s a bit too “vikingy” for what I had in mind, but hopefully it can inspire some adventures in the Nordemark.

Thanks to Brian Holland and Dirk Detweiler Leichty for starting all these processes in my thinking.

https://docs.google.com/document/d/1-97x7XLa77V4Utrha8hm9TXbKHiIbT3HOWR9A8a2_5Y/edit?usp=sharing

How granular do you usually make a Perilous Journey?

How granular do you usually make a Perilous Journey?

How granular do you usually make a Perilous Journey?

I like the revised PJ-rules in Perilous Wilds, but something about the way it’s worded makes me unsure how to resolve it, and how often moves get triggered.

When PJ gets triggered, how often do they make camp? Do they scout ahead and navigate each day? If a journey takes several days, do you sum it up/abstract it in one make camp-move?

I guess it depends on the fiction, how dangerous the route is and how interesting the journey is vs how interesting the end of the journey is, but some examples would be nice.