Hello,
Unnatural Ally
Your animal companion is a monster, not an animal. Describe it. Give it +2 ferocity and +1 instinct, plus a new training.
What about Cunning and Armor ?
Hello
Hello,
Unnatural Ally
Your animal companion is a monster, not an animal. Describe it. Give it +2 ferocity and +1 instinct, plus a new training.
What about Cunning and Armor ?
Just in case anyone here is interested in an actual-play session report.
Just in case anyone here is interested in an actual-play session report.
Originally shared by Nicholas Bronson
Hey everyone,
I would just like to say a belated thankyou to Dan Hall for his excellent work running Dungeon World the other night, under trying technical circumstances đ  I’ve been promising a session write-up and it’s finally ready.
I’ve posted it up in the DW sessions forum on RpgGeek – an excellent resource for rpgers, particularly collectors, I recommend it đ Â Unfortunately I had forgotten that they moderate session reports, hence the delay.
In anycase, for anyone interested, here is the writeup on how the session went, with apologies for anything I may have missed in remembering:
http://rpggeek.com/thread/936595/an-excerpt-from-the-diary-of-rundrig-during-an-exp
http://rpggeek.com/thread/936595/an-excerpt-from-the-diary-of-rundrig-during-an-exp
Bargains with Death
Bargains with Death
Here are some ideas I had for â˘7â9 on the Last Breath move. Some I really like (the Bard’s) and some could probably use a tweak.
Bard â Whenever you learn a secret, you can tell no one, starting with this bargain.
Cleric â Your deity thinks you dead and will no longer answer your prayers. However, Death will. Death is his domain, and you now have Petition: Offering.
Druid â You must kill a wild animal once per week, and burn the carcass. You cannot eat any part of or otherwise make use of the body.
Fighter â Add this bond with a party member chosen by Death:
When the time comes, I must kill __ without hesitation.
Paladin â You must always be on a quest, or praying and cleansing in preparation for a quest, and one of your boons is automatically “Death stayed his hand, but will not do so again.”
Ranger â Death takes your animal companion instead. From this moment forward, animals will shun you and may even attack if they feel pressed. They sense your betrayal.
Thief â If some asks you about a crime, you must confess âwhether you are guilty or not.
Wizard â You must burn or otherwise destroy the next scroll or spell book you find, without reading it first. And the third. And the fifth. And the seventh. And so onâŚ.
Do Fronts typically have custom moves?
Do Fronts typically have custom moves? For my “Against the Cult of the Reptile God” I’m considering some general moves for the front including “kidnap a village member”. Is this how it’s typically done?
Can anyone tell me the difference between a “hard bargain” and an “ugly choice” as mentioned when Defy Danger…
Can anyone tell me the difference between a “hard bargain” and an “ugly choice” as mentioned when Defy Danger results in 7-9?Â
They sort of sound the same to me and I can’t seem to find those terms further explained in the book. Can anyone share some examples of each?Â
For years and years I’ve wanted to do more with underwater setting and play.
For years and years I’ve wanted to do more with underwater setting and play. The Cerulean Seas campaign line kicked me into action, and I’m finding Dungeon World congenial for writing it up in. If you don’t mind, from time to time I’ll toss in a bit of Beneath the Waves, my working title for this pet project. This one is a set of in-character answers to the key questions, “What are the big stories of the setting?”
#BeneathTheWaves Â
So here’s a question for all your Planarch GMs out there (and Jonathan Walton especially, of course)
So here’s a question for all your Planarch GMs out there (and Jonathan Walton especially, of course)
When the living city of Dis starts “devouring” a plane, what does that look like, in your mind? What exactly is happening to the plane and its inhabitants?
I’ve added another Gear category to each play – “Choose Something Special”.
I’ve added another Gear category to each play – “Choose Something Special”. Nothing of any great import, just another way to add more color to the game. The Mage and Cleric descriptions are presented for illustration purposes.
Mage
Choose Something Special: Good horse (fast, smart, brave), Imperium Age parchment map of the Westhold with symbols that move every few days, enough fireworks for a good show, +100 silverÂ
Cleric
Choose Something Special: Good horse (sturdy, fast, obedient, pretty), ilpitra stone(picture â trickle some magic into it and animated pictures of your family are displayed, last one shows a significant event), clockwork mouse that locates good cheese, +100 silver coins
Hello, I was just listening to a podcast of some people playing Dungeon World and they interpeted the volley rules…
Hello, I was just listening to a podcast of some people playing Dungeon World and they interpeted the volley rules differently than I so I’m posting here for clarification. When you roll a 10+ do you still reduce ammo? I had just assumed you did but it doesn’t explicitly say that in the rules and I kind of like their interpetation of not reducing ammo till you choose that option after a 7-9. That way archers and knife throwers can keep on doing their thing as long as their players keep rolling well.
Something occurred to me the other day; is there a way to get more of the Scoutbook supplements?
Something occurred to me the other day; is there a way to get more of the Scoutbook supplements? Like, could I order a 5-pack of the Planarch Codex so I can hand them out to my players?