So I’ve been working on a thing lately. Behold Dungeon World Dark Sun!

So I’ve been working on a thing lately. Behold Dungeon World Dark Sun!

So I’ve been working on a thing lately. Behold Dungeon World Dark Sun!

https://drive.google.com/?tab=mo&authuser=0#folders/0BwQBDcsLI0e-ZVVzeGRFR2pxUW8

Classes doc is the Dark-Sun-ized versions of the core DW classes. Mostly it’s new blurbs, racial/alignment moves, and bonds, but there are also some new moves and stuff swapped around between classes (e.g. the bard gets the thief’s poison-related moves, while the thief gets… something I haven’t decided yet).

Gladiator doc is a new class. Big thanks to the folks over on the Something Awful Traditional Games forum for constructive feedback, suggestions, and sanity checks.

Misc. Stuff is currently just a junk doc, a place to put ideas that come to me so I don’t forget them.

https://drive.google.com/?tab=mo&authuser=0#folders/0BwQBDcsLI0e-ZVVzeGRFR2pxUW8

Okay, I have a super dumb question and this might not be the best place to ask it, so feel free to shout at me if I…

Okay, I have a super dumb question and this might not be the best place to ask it, so feel free to shout at me if I…

Okay, I have a super dumb question and this might not be the best place to ask it, so feel free to shout at me if I did it wrong. The question is, specifically, regarding the Fighter’s Signature Weapon:

The Fists option is meant to represent something like a cestus or punching dagger, right?

The bare-handed Fighter who punches with +messy and +forceful is awesome, but it seems a little odd that you can never be separated from those weapons short of having your hands cut off, whereas you could be disarmed of or give away your signature weapon otherwise.

This has been bugging me for a while, so I figured I’d ask.

You know what I miss? D&D 3.5’s templates.

You know what I miss? D&D 3.5’s templates.

You know what I miss? D&D 3.5’s templates.

When the Shadow King desires to claim a great beast as his own, he will bind it with great and heavy chains so thoroughly one can barely see the original creature. Chains freezing cold to the touch, with the creature’s true name etched into every link. Shackled Trolls are a common sight in the Shadow King’s territories, serving as heavy infantry in his armies, and rumors have it that a Shackled Dragon serves as his very own steed, although the reliability of such accounts are highly in question.

Shackled is a template that applies to any Large or Huge monster. It gains +1 armor, the special qualities “Ponderous” and “Bound to the Shadow King’s will”, and the move “Entangle someone in its chains”.

This is a monster conversion I made from Dungens & Dragons 3.5 Monster Manual III. Any thoughts?

This is a monster conversion I made from Dungens & Dragons 3.5 Monster Manual III. Any thoughts?

This is a monster conversion I made from Dungens & Dragons 3.5 Monster Manual III. Any thoughts?

– – –

Drowned                              (Solitary, Stealthy)

Slam (d10+2 damage)          20 HP          1 Armor

Close, Forceful

Special Qualities: Amphibious, Drowning Aura

– – –

The drowned lost their lives in the watery deep. The evidence of their gasping death always saturates their clothing and flesh, and fills the air around them.

Many drowned came to their current circumstances when their ships went down at sea with all hands. Other, more ancient, first arose when their island homes sank beneath the waves ages ago, drowning all. Instinct: to drag down to the depths

• Drown someone, either underwater or not

• Suddenly attack from water

• Bring someone underwater

This is a magic item my GM Iacopo Benigni made for our Dungeon World campaign.

This is a magic item my GM Iacopo Benigni made for our Dungeon World campaign.

This is a magic item my GM Iacopo Benigni made for our Dungeon World campaign.

– – –

Sceptre of the Individual                              (1 weight)

The Sceptre of the Individual gathers evil thoughts and grudge, and unleashes them as magic power. When you make a selfish act or decision and recognize it as the right thing to do, the sceptre gains 1 hold (max 3). Whenever you want, spend 1 hold on a single roll and take +1 forward.