Dw Tavern

Dw Tavern

Dw Tavern,

This is the first of three custom moves I have created for a new campaign front I am running. I would appreciate your thoughts. (Dennis, don’t read this 🙂 ). Thanks in advance.

New Move – Mechanical Trap

When you open a trapped sun aspect ark without looking for and/or finding and disarming a trap first, roll+DEX. On a 10+, you avoid the trap’s effect. On a 7 – 9, you avoid some of the trap’s effect; choose 1. On a miss, the GM chooses 2.

1) Take 12 damage, ignoring armor, of a type relevant to the sun aspect ark you opened:

o Hi-Ding: Sticky acid covers you and destroys all consumable items and 1 non-consumable item;

o Sey-Ting: Cold frost sprays and numbs you, and for 1 hour then next miss you roll with a weapon destroys that weapon;

o Noc-Turne: Poison darts pepper you, and your party members (6 damage) within close distance, ignoring armor;

o Scal-Ding: A jet of fire sprays you, and all non-metal items are destroyed;

o Ris-Ing: A floor column rises you into the air smashing you against the ceiling, and all metal items are destroyed.

2) A deafening gong alarm sounds throughout the temple alerting any and all to your presence, and you and all your party members go deaf for 6 hours. All spell casting and verbal communication is impossible for 6 hours.

3) Alter your alignment according to the sun aspect ark you opened (no effect if already the same alignment, but still form the bond).

o Hi-Ding: Neutral, and immediately form an adverse bond with one of your items

o Sey-Ting: Lawful, and immediately form an adverse bond with a chaotic PC

o Noc-Turne: Evil, and immediately form an adverse bond with a good PC

o Scal-Ding: Chaotic, and immediately form an adverse bond with a lawful PC

o Ris-Ing: Good, and immediately form an adverse bond with an evil PC

A quickly written capsule-campaign idea, derived from those odd thoughts you have between waking and sleeping.

A quickly written capsule-campaign idea, derived from those odd thoughts you have between waking and sleeping.

A quickly written capsule-campaign idea, derived from those odd thoughts you have between waking and sleeping.

https://drive.google.com/file/d/1Ss-A2Fe_iTXGN6tyTpjjCUTuUAw7q7dI/view?usp=sharing

A question about Perilous Wilds Follower rules — I see that followers operate like monsters with their own damage…

A question about Perilous Wilds Follower rules — I see that followers operate like monsters with their own damage…

A question about Perilous Wilds Follower rules — I see that followers operate like monsters with their own damage and hit points. I can figure out how that works in combat.

But what about a follower with the “Group” tag? Do they function as a single monster in combat? Is the whole group eliminated when their hit points are gone? What about damage? Do they roll only their die — or is there an addition of +1 for each member of the group after the first?

I was just listening to Koebel on Office Hours talk about running mystery campaigns in D&D.

I was just listening to Koebel on Office Hours talk about running mystery campaigns in D&D.

I was just listening to Koebel on Office Hours talk about running mystery campaigns in D&D. It made me wonder if mystery campaigns have worked well for you with DW.

If so how did you have to modify things to support mystery?

Hey friends

Hey friends

Hey friends,

Are there any good kingdom building mechanics for DW?

I was starting to brainstorm some ideas for a campaign where the players would be nobles clearing out the wilderness around a newly acquired castletown, a la Pathfinder: Kingmaker or D&D Birthright. Both of those games have way too complex mechanics for that (in my opinion), so I was trying to come up with something more rules lite.

I was looking at No Country for Old Kobolds and even the Hardholder and Chopper from Apocalypse World (the latter two seem a bit too lite to me), but I bet there are some games that are off my radar and/or someone that’s already tread these waters for DW.

Any suggestions/advice?

Thunder Drake (big mean lizard-thing)

Thunder Drake (big mean lizard-thing)

Thunder Drake (big mean lizard-thing)

solitary, large

HP 20, Armor 3 (scales & crest)

Gore, trample, swat: d10+3 damage (hand, close, forceful, messy, 1 piercing)

Special qualities: lightning-proof, hard of hearing

• Bellow

• Dig through dirt

• Gnaw on stone

• Sometimes: belch forth a zolt of lightning (reach, ignores armor, forceful)

Instinct: to protect its turf

When the you are near a thunder drake when it bellows, roll +CON: on a 10+, choose 1; on a 7-9, choose 2; on a miss, all three.

• Drop what you’re holding and cover your ears

• Stagger back a few steps

• You’re deafened and disoriented for a few moments

Sometimes, out on the Flats, you’ll see what looks to be small hills in the distance. I advise you to steer clear. They probably aren’t hills, really, but huge piles of dirt that a thunder drake has moved as it digs. And hoo boy, you do not want to stumble into of one them on their home turf.

Something interesting: thunder drakes mostly eat grass and shrubs, but they have a taste for certain stones. They split their time between grazing, sleeping and digging for those rocks.

Something useful: They’ve particularly got a taste for metal ores, especially copper ore. But they love aetherium, which is copper alloyed with lightning. If they find a vein of natural aetherium or man-made bits, they’ll chew it right up and spend the next few days belching lighting bolts.

#stonetop

Hey, I finally made my Standard Magic Items for Dungeon World in pocketmod format!

Hey, I finally made my Standard Magic Items for Dungeon World in pocketmod format!

Hey, I finally made my Standard Magic Items for Dungeon World in pocketmod format!

This is for when you didn’t bring the DW book, but want to give players those sweet, sweet magic items. It’s tiny!

I hope it comes in handy for you, as it has for me.

Oh, and here it is not in pm format:

https://drive.google.com/open?id=1EtgoZLHLca7NQJtYYgKHPilb6wSW9bRA

https://drive.google.com/open?id=17W1-sYnnBpa0jSvRZaoci5hkFkEfKE68

Concerning the Captain playbook from Inverse world.

Concerning the Captain playbook from Inverse world.

Concerning the Captain playbook from Inverse world.

In the Veichles rules paragraph, the handbook describes the Passenger stat. But the Captain playbook doesn’t mention it.

So how many Passengers (other pcs, crew members, etc) can be transported by the airship?