The Fighter is trying to pry open the door to the dungeon, but his roll to Bend Bars & Lift Gates was a 7-9 and it’s…

The Fighter is trying to pry open the door to the dungeon, but his roll to Bend Bars & Lift Gates was a 7-9 and it’s…

The Fighter is trying to pry open the door to the dungeon, but his roll to Bend Bars & Lift Gates was a 7-9 and it’s taking a while and making a lot of noise. The noise has attracted bullywugs!

I announced their presence with a shifting in the reeds, and the growing sound of croaking. The Cleric hefts shield and mace and keeps his eyes peeled for danger, and the Ranger draws his bow and hangs back, covering the Cleric.

We resolve it as the Cleric rolling Discern Realities with the Ranger’s Aid, and that gets them a 10+. They learn that…

● they need to watch out for bullywugs creeping up on them in the grass, a few are really close but there are lots more out there!

● the ruin is useful; if they can get inside and close the door, they’ll be safe from the frog-men (for now at least)

● the bullywugs are about to charge, here they come, four of them!

(See me showing signs of an approaching threat with my answers!)

The Ranger lets fly with a Volley (with a bonus for acting on Discern Realities), hits with a 10+, and drops one of them. But that leaves 3 bounding toward you while the Fighter has the door like halfway open, if he let’s go, it’s gonna take forever to get it open again. Cleric, what do you do? (I’m putting them in a spot.)

The Cleric is like “Oh, no they don’t, they aren’t getting past me! I rush forward and smash the one on my left with my shield, then swing my mace at the one on the right, and boot the third one, in front of me!”

Bold move, Cleric, but I’m a fan and we’ve established he’s good in a fight, so let’s have it be a Hack & Slash. He rolls a 7-9, and so his attack hits. Now, I say that he deals damage to the one he shield bashed and the one he smashed with the mace, but not the one he booted. Let’s say he rolls damage twice, and does 2 damage with the shield and 6 with the mace, enough to drop one of them.

Of course, with that 7-9 to Hack and Slash, “the enemy makes an attack against you.” You’re the GM, which one do you do?

Option A: Use the bullywugs’ leap onto or over someone or thing move, and the bullywug that got shield bash jumps on the cleric and tackles him (no damage) and the other bullywug jumps over him and goes after the Ranger and Fighter (who’s still preoccupied), “Ranger what do you do?”

Option B: Deal Damage/Put Them in Spot and have the two remaining bullywugs pounce on the Cleric, doing d6+1 damage. “Ranger you see the cleric get tackled and stabbed, what do you do?”

Option C: Hurt Them and the bullywug on the right (the one that the cleric bashes with his mace) stabs the cleric in the shoulder as he gets his soft skull smooshed in, Cleric it’s a nasty, bleeding gash, take d6 damage. The other two are knocked down and back, though. Ranger, the cleric has that group in hand but you spot other groups of bullywugs getting closer, some approaching from the left and others from the right, they still haven’t come out of the reeds left, what do you do?”

Again, not necessarily what you think you should do, but which one do you think you would do?

You set out to visit the Stone Witch, with the rare items she typically requests as payment for divination.

You set out to visit the Stone Witch, with the rare items she typically requests as payment for divination.

You set out to visit the Stone Witch, with the rare items she typically requests as payment for divination. Upon arrival, it seems likely this could be her last job, the process having taken its toll over the years. Staring past you, her lips are cracked and almost motionless, you must lean so very close to ensure her whisper isn’t lost. What do you ask of her, and what does she respond?

The next visitors to her home will surely find a statue.

(Inspired by a family reunion on the weekend)

When you enter a drinking contest with James “Hollow Leg” Hanson name your poison and roll + CON…

When you enter a drinking contest with James “Hollow Leg” Hanson name your poison and roll + CON…

When you enter a drinking contest with James “Hollow Leg” Hanson name your poison and roll + CON…

On a 10+ You impress everyone with your drinking skills! You take +1 to Carouse and Recruit in this town from now on.

On a 7-9 You manage stay upright and take +1 forward to Carouse or Recruit but will have the sick debility in the morning.

The Barbarian and the halfling Thief have been descending a crumbling stairway that juts out into a vast, cavernous…

The Barbarian and the halfling Thief have been descending a crumbling stairway that juts out into a vast, cavernous…

The Barbarian and the halfling Thief have been descending a crumbling stairway that juts out into a vast, cavernous abyss. The stairs come to an abrupt end, and stone crumbling off under their weight and fall-fall-falling into the darkness. Out there, at the edge of their torchlight and maybe 5′ below them, they can barely make out the “next” stair. A gap of maybe 15′ lies between them.

As they take this in, they think the hear a scraping noise from above, then some rocks or pebbles clattering down into the abyss. The Thief shines his spotlight lantern in that direction, the Barbarian holds her torch high. They Discern Realities, the Barbarian aiding the Thief, and get a 7-9.

What should I be on the lookout for? “Oh, crap… you spot a a big winged demon-looking thing, perched on a ledge up above. At first you think it’s a statue but no, its eyes open, and quick as anything it’s diving toward you, what do you do?”

The halfling Thief flings his dagger at it, triggering Volley but rolling a miss.

“Your arrow flies wide and WHOOMP it just snatches you off the ledge, out into nowhere. Barbarian, you’re blinking after the gargoyle that just flew off with the halfling when you hear a another rush of wind and barely spot something diving towards you, what do you do?” (GM move: show signs of an approaching threat.)

The Barbarian’s like “I whip my broadsword at it, gutting it as it attacks me! Hack & Slash?” Yup. She rolls a 7-9, and 5 damage, forceful and messy, but it’s still up.

“Okay, you don’t gut it, it gets its arm up in the way, but you do cleave through its arm and check its momentum.” (Not really a move, just narrating what happened and including the Barbarian’s tags. NOW I make my move, the gargoyle’s attack with the element of surprise) “Unfortunately, whoomp another one lands behind, unexpectedly, and rakes across your back. Take d6+2 damage and you stumble forward on the stairs towards the first one, what do you do?”

The Barbarian lets herself fall forward and uses her momentum to gut the first gargoyle, getting out of reach of the one behind her. Hack and Slash again! She rolls a 10+, chooses to deal damage and evade the enemy’s attack. Rolls 7 damage (messy and forceful). it has 3 HP and 2 armor, so that’s plenty of damage to kill it.

You’re the GM. Let’s say you decide to stay on the Barbarian instead of flipping over to the halfling Thief. Do you say…

option A: “Yeah, just like you said, you run it through and stumble out of reach of the other other one. You even manage to get your blade free, flinging the dead gargoyle into the abyss. What do you do?”

or

option B: “Yeah, just like you said, you run it through and stumble out of reach of the other other one. You even manage to get your blade free, flinging the dead gargoyle into the abyss, then twisting around just as the other one leaps at you, trying to bowl you over the edge of that last stair. What do you do?”

Stellarium of Vinteralf Classic Dungeon World Conversion 2.0

Stellarium of Vinteralf Classic Dungeon World Conversion 2.0

Stellarium of Vinteralf Classic Dungeon World Conversion 2.0

I ran this as a one-shot again recently which produced these new and hopefully improved conversion notes….

Orginal Module Link: http://www.trilemma.com/blog/adventures/Stellarium%20of%20the%20Vinteralf.pdf

https://drive.google.com/open?id=17eWCTt1RrHao8PyUceJP6Y5KilUzYD46

The Ritual Game (Homebrew World edition)

The Ritual Game (Homebrew World edition)

The Ritual Game (Homebrew World edition)

How it works: I’ll say what magical effect I want to create. You reply with “Of course, but…” and then 1-4 of the following.

• You must draw on a place of power, such as __

• It’s going to take __ minutes/hours/day

• First you must __

• You’ll need help from __

• It’ll require the sacrifice of __

• The best you can do is __

• You/your allies will risk danger from __

When you give your answer, you must also describe a magical effect that you wish to create. Another participant will answer, tagging you and telling you what’s required, then posting the magical effect they wish to create. And so on, and so on.

Rules

When you reply, tag the person you’re replying to and copy/paste the effect they want to create.

If a ritual has already been answered, don’t answer it again (cross-posts are okay.)

No commentary posts! Just post the effect you desire, or the requirements for someone else’s effect.

(requirements above are slightly tweaked from standard Ritual, per my Homebrew World rules. Also, h/t to T. Franzke who first started one of these back in the day. EDIT: tagging the right Tim!)

The Thief, the Paladin, and the Cleric have followed the orcs’ bloody trail down the dirt-packed tunnel and into an…

The Thief, the Paladin, and the Cleric have followed the orcs’ bloody trail down the dirt-packed tunnel and into an…

The Thief, the Paladin, and the Cleric have followed the orcs’ bloody trail down the dirt-packed tunnel and into an old cellar. It’s dusty and cluttered, but the tracks end at the far wall, going right through it. Obviously it’s a secret door.

They spread out, looking for a way to open it. The paladin Discerns Realities, but even with the Cleric’s Aid, it’s a miss.

I put them in a spot and as they search, the door opens from the other side. Two orcs stand in the doorway. One blinks. The other snarls and draws his cleaver. What do you all do?

The Cleric starts casting magic weapon. The Thief draws his rapier. The Paladin’s polearm is leaning against the wall, and the quarters are too tight to use it, so he slams the door shut on the orcs.

I have the Cleric and the Paladin roll at the same time (Cast a Spell and Defy Danger with STR or INT, his choice). They both get a 7-9. The cleric chooses to draw unwelcome attention, and that lends nicely to a “worse outcome” on the Paladin’s Defy Danger…

“Paladin, you slam the door on the arm of the one who was blinking, cutting him off, but not before the other orcs spies you, Cleric, and barrels into the room growling “CASTER!” and swings his cleaver at your head, what do you do?”

The Thief interjects: “I lunge at him and stab him! Backstab?” No, not a backstab; the orc is hardly surprised or defenseless. It’s just a Hack and Slash, you still want to do it? “Sure!” Rolls. 7-9.

“Okay, deal your damage. How much? Only 2, huh? Well, it’s still up, and I think it checks it charge and twists back, your blades slices across its ribs.”

Then, for it’s attack, I choose to hurt them (the orc bloodwarrior does messy damage after all) and say “But as you spring back from your lunge it lashes out and just CHOPS into your forward leg, right above the knee and there’s a spray of blood. Take d6+2 damage and your knee buckles under you, not bearing your weight.” The Thief takes like 5 damage, ouch, but he’s got like 13 left so whatever.

You’re the GM. You turn the spotlight back to the Cleric. What do you do?

Option A: Cleric, you see this happen: the lunge, the chop, the spray of blood. The Paladin’s leaning against the door with the other orc’s arm sticking out. What do you do?”

Option B: Cleric, you see this happen: the lunge, the chop, the spray of blood. The Paladin’s leaning against the door with the other orc’s arm sticking out. This orc, though, doesn’t even slow down, it presses the attack on the Thief, stepping in going after him with the back-swing, and you can see the Thief stumble. What do you do?”

Skirmish

Skirmish

Skirmish

I’m working on a move for large-scale battles. As soon as I got wind that large-scale battles would probably come up in the Planets Collide campaign, I picked up The Last Days of Anglekite by Magpie games. But Anglekite’s subsystem with Force dice and generic “harm” stuff didn’t quite suit what I was looking for. I wanted something more in line with Followers from Perilous Wilds.

But the Anglekite battle move had some cool ideas, so I started with that. Here’s my current draft—very much a work in progress—brought back to the drawing board with inspiration from Jeremy Strandberg’s recent work on an alternate Hack & Slash.

Yochai Gal suggested I share it, and I realized that would be a great way for me to uncover obvious problems and possibly make it better. And if it helps anyone else solve the problem, all the better! Here goes.

When you lead a force into battle, roll +Loyalty.

* Take +1 if your side has superior equipment, supplies, or intelligence.

* Take +1 if your side has a decisive advantage in this terrain or environment.

* Take -1 if you are clashing with a larger force.

* Take -1 if your side is a non–mythic force clashing with a mythic force (divine, magical, planar, or legendary).

✴On a 7+, the bigger force deals its damage, +1d6 extra, to the smaller force; and the smaller force deals its damage to the bigger force. If both forces are the same size, then they both deal their standard damage. ✴On a 10+, choose 2. ✴On a 7–9, choose 1.

* Your force suffers no casualties from the enemy’s attack: Ignore your enemy’s damage.

* Your force fights with ferocity: Add +1d6 to your damage.

* You hold the line on territory you are defending.

* You claim a new position from the enemy.

I’d love to hear any feedback or scorn you can meet out. Iron sharpens iron, people! Bring your iron and fight!

Or, you know, help me out. Ask questions. Or ignore this post and delete your browser history.

Thanks!

[Edit: fix formatting.]