Other than 16 hp dragon, which other examples capture the dungeon world concepts.

Other than 16 hp dragon, which other examples capture the dungeon world concepts.

Other than 16 hp dragon, which other examples capture the dungeon world concepts.

I’m working on my own take 16hp dragon for why zombies are a threat in dw and looking for additional inspiration

Anyone have any play or dm experience with the bundle of dead specifically the deathbringer?

Anyone have any play or dm experience with the bundle of dead specifically the deathbringer?

Anyone have any play or dm experience with the bundle of dead specifically the deathbringer?

I want to hear your stories…

Found this article interesting.

Found this article interesting.

Found this article interesting. Perhaps the central concept in the article, the erosion of novelty in regards to player experience of table top rpgs is why I enjoy dungeon world so much.

Dungeon world dodges the problem of running out of ways to explore the world by dint of the world played in being continuously made anew for each game or continuously evolving into a more complex and interactive world with all players and gm part o collaborating on the facts of the world.

How many of us in this group found dungeon world better at giving players those magic moments of learning about the world not in one game but in most games?

Originally shared by Joshua Macy

Best blog post I’ve read all week

http://middenmurk.blogspot.com/2015/09/undermining-certainties.html?m=1

#Wizardweek

#Wizardweek

#Wizardweek

Nexus Staff

When you spend time performing a ritual to imbue a staff with a portion of your life. .

Roll + int.

12+ choose three

10+ choose two

7-9 choose one

The staff may be used to store spells up to your level minus one, the spells are cast normally but the spell is always lost when cast on both success and failure. The staff can only be recharged using a ritual.

The staff hides a portion of your life from death, lose two hit points permanently, when you roll last breath take +1 . If the staff is destroyed immediately roll last breath.

The staff is able to withstand the strength of dragons it takes a Titanic force to damage the staff. The wizard can break the staff without difficulty. When broken all in near range are blasted into another realm.

The staff protects the user from one element, fire, cold, acid, or electricity. the staff and the wizard are the only things protected.

The staff has a single spell of level 3 or less that can be cast at most 6 times per day as Each time it is used the wizard is affected by a disablity.

The staff is sentient, it is always loyal to the wizard and has an adept level of +1. The staff can speak and use any of it’s abilities without the wizard present.

Hand of Glory

Hand of Glory

Hand of Glory

The alchemically treated hand of a thief hung for their crimes which dangles on a rope of made of a murderers hair confers a benefit to the wearer.

who ever holds the hand will find that thieves and killers target them first more often than not.

The hand grants access to the following move.

Case the place,

When you walk the perimeter of a building while holding the hand of glory. Roll + cha

10+ choose two

7-9 choose one

Know what is the most valuable item in the building

Know all the defense s protecting an item

Find an unguarded way in

Put all living guardians into a light sleep.

Magic item Monday

Magic item Monday

Magic item Monday

Manacles of the Zombie Juggernaut.

The manacles were crafted by a lich who dared to make a guardian as strong as the gods. The manacles are huge, large enough to wrap around a barrel of whiskey. When they are attached to any thing, and the manacles are crashed together all damage done to whatever is wearing the manacles is repaired. The manacles large size and compare metals make this item weight 10.