Hell Train Ticket

Hell Train Ticket

Hell Train Ticket

The Hell Train Ticket is a single use ticket that can summon a Hell Train. You can ride it to any location the GM allows in demoniac style. The ticket grants you free passage, but the train will have other passengers.

The player with the ticket must roll +WIS to determine these passengers.

On a +10 they are harmless shades.

On a 7-9 they are restless spiritless that will curse a party to -1 on all rolls until they next make camp.

On a 6 or less a Hell Train Imp will select a party member to seduce to the dark side. It will not stop randomly appearing at the worst times unless banished or killed.

Hell Train Imp (Tiny, Stealthy, Magical, Devious, Organized, Intelligent, Planar)

Sting (d6 damage)5 HP, 2 armor

(Hand)

Special Qualities: Immune to fire & poison; Flight

Born directly from the pits of a Hell Underworld; these imps are among the least of the true devils. These imps delight in any opportunity to travel to the Dungeon World and subtly tempt mortals toward acts of ever-greater depravity.

Imps take the form of red-skinned, winged humanoids with bulbous features. Such a typical imp stands a mere 2 feet tall, has a 3-foot wingspan, and weighs 10 pounds.

Instinct: Corrupt mortals

Stealthily influence a target with forbidden knowledge

Tempt with offers of help for evil acts

Summon Hell Train in exchange for evil act

Call upon a greater Devil to defend it

Buy souls

The reality shatterer. The whisperwind generator. The necromancy infusor. The alchemical transmuter.

The reality shatterer. The whisperwind generator. The necromancy infusor. The alchemical transmuter.

The reality shatterer. The whisperwind generator. The necromancy infusor. The alchemical transmuter.

Which other kinds of magical weapons of mass destruction were used during the Last War?

Give me some 1-4 words terrible machines, please!

The Midsummer Wand

The Midsummer Wand

The Midsummer Wand

When waving wand in moonlit Fairy Ring,

You summon forth a swift and airy sprite,

Who will regard you as he does his king,

Performing simple tasks ’til morning’s light.

Roll 2d6, and add Charisma to it.

and if the summed result is ten or more.

The sprite you summoned truly will intuit

the meaning and intent of given chore

But if your score is seven, eight or nine,

some mischief will the airy sprite perform.

converting your command from one benign,

into a puckish and chaotic form.

Or else if sprite performs task straight and true,

Some resource from your person will he steal

as payment for the service he will do

(The Sprite will make the choice, to keep it real.)

And if your score is six or less, know this

The summoned sprite becomes a nemesis.

Came up with this treasure item on the fly during a Roll20 game yesterday.

Came up with this treasure item on the fly during a Roll20 game yesterday.

Came up with this treasure item on the fly during a Roll20 game yesterday. My random treasure generator indicated a vial of light blue fluid and I came up with …

Potion of Ethereal Doors

This glass vial contains shimmering, light blue liquid. Pour the contents of the vial against any wall, and an ethereal door will form there, allowing free passage through. It will last a few minutes before disappearing. 1 use

Sword of Grephyndrog (Intelligent)

Sword of Grephyndrog (Intelligent)

Sword of Grephyndrog (Intelligent)

This rare and powerful sword takes into itself that which makes it stronger.

When you hold a magical item up to the Sword of Grephyndrog and pray upon it for several moments, the magical item disintegrates and its power is captured within the sword.

Use each power the same way you would prior to its integration into the sword. Any complications this may have are handled by the GM.

The Sword of Grephyndrog has a will its own. It appears to those worthy of wielding it. One must continually show the sword they are worthy by doing deeds of selflessness each day. Every day you go without a selfless deed, take -1 Ongoing. If you reach -3 Ongoing, the Sword of Grephyndrog disappears in search of a worthy wielder, and you lose all -Ongoing.

#DungeonWorldItem

Please feel free to critique my Enchanted Picnic Basket.  I would like to refine it.

Please feel free to critique my Enchanted Picnic Basket.  I would like to refine it.

Please feel free to critique my Enchanted Picnic Basket.  I would like to refine it.

when you carry the Enchanted Picnic Basket (Weight 1) all day, you gain the following move:

When you make camp, open the basket and roll WIS+

On a 10+, The basket contains one ration for you and each party member with whom you share a bond. On a 7-9 choose one:

The basket contains only one ration

The basket contains the full amount of rations, but one is a little off (to eat it is to Defy Danger)

The basket contains the full amount of rations, and enough alcohol to get each party member drunk.  

On a 6 or less, the rations are not fit for humans to eat. Tell the GM why.

All rations (and alcohol) created by the basket must be consumed (by someone) before it can be used again.

Hi all

Hi all

Hi all,

Another month, another session coming up with my semi-newbie players and their semi-newbie GM (i.e. me). I have another hypothetical game situation I’d like some advice on. Possibly I’m overthinking things (as usual) and worrying about what will never happen, but still…

The group now has about four or five different small items in their possession (misc booty from previous sessions). Since they are fairly analytical and methodical-minded, I’m pretty sure they will use a moment of quiet to try one or more Discern Realities (“I’m a Wizard, I check to see if this stone eagle figurine is magical!” or Spout Lore (“I’m a Ranger and my AC is an eagle — I’m sure I’ve seen this stone eagle figurine before!”) moves on them.

How would you handle that for maximum game fun? I suppose I can just let them attempt it as often as they want and go with the flow depending on how they roll. But if they roll well, that implies that I must already have available the correct answers about what these item are, or I’ll falter to come up with something on the spot (I’m really starting to dislike those three DR questions on a 10+, not to mention that “GM tells you something relevant to your situation” clause in Spout Lore 10+ !).

And even if they roll < 10, I still need to know what these things are so I can proceed in a fiction-appropriate fashion. But I don’t want to prepare too much — isn’t that the whole idea? How the heck do I know what the stone eagle figurine does? It seemed like a cute idea at the time. I’m sure I can think of something, but I’d much rather play to find out myself as well. But how to do that in the face of DR and SL?

Or maybe I should just say on a 6- “the figurine falls to the ground and shatters”. But I don’t want to do that four times, and I always worry that such hard moves will just be no-fun and cause them to stop using their own Moves in the future, which is not my intention either.

You’ve all already given me good advice last month on how to avoid hack-and-slash grinding of an enemy until its dead (and I can’t wait to try out your suggestions!), and I suppose this is the keep-identifying-until-we-get-it-right equivalent, and I’m just not sure how to prepare for it.

(For the record: my players won’t be trying to game the system or get antagonistic if I say something like “guys, house rule: one Spout Lore per item per session! But is that in fact a good way to deal withy this? I don’t know. Help!)

Hi there!

Hi there!

Hi there! I’d want to share with you the last item I wrote. It was great if you tell me everything you think about it: good things, bad things. EVERYTHING, no mercy, please, I ‘ve to learn ^^. I also apologise for grammar mistakes, I’m an italian guy who tries to do his best 😀 Enjoy!

Phalanx of Black Gate

A phalanx hooked and pearly used as a stylus is able to write everywhere, the font will change according to the surface (can magically affect the wood, use a bloody ink on paper, create little eddies in the water).

When you decide to use the Phalanx for the first time, say a word that identifies what the character wants most in the world, even the most hidden desire. ONLY a word.

Then write the name of a person and rolls:

with 10+ take 3. with 7-9 take 1. 

You can spend the grabs, 1 to 1, at any time to:

-kill, even at a distance, outright, that person. GM will know how.

-Get help, even in the most desperate situation, from this person

-Get in the body of this person. Return to your body means spending the remaining grabs. With a 7-9, you return into your body when you use again the Falange

-teleport yourself instantly in front of that person

-teleport that person instantly in front of  you

Writing a new name means  giving up the previous grabs.

Whenever you write a name, a letter of the word chosen at first will be marked on your body.

When your desire is entirely branded on your body and you have to roll on Last Breath considers 10+ as 7-9: Death gave you a chance to realize yourself, there’s no way to come back to life again without have payed your debt.

Can’t help but give the Barbarian Class some cool stuff.

Can’t help but give the Barbarian Class some cool stuff.

Can’t help but give the Barbarian Class some cool stuff. They always get left with such mundane gear. #DungeonWorldItem

Cuffs of Restraint (hand, 2 weight)

Whether once a slave who fought to be free, a criminal escaping justice, or some other unfortunate soul whose freedom was once taken, you turned what was your prison into a weapon of your arsenal. The Cuffs of Restraint are made of White Metal, a metal salvaged from the armor of fallen angelics, which has neutralizing properties capable of keeping any prisoner.

White Metal is strong enough to keep even the toughest beasts from escaping, and has the ability to prevent any magic from being performed by those who’s flesh touches it. Not even Thor himself could break the bonds made from White Metal.

Love me some Druid spells #DungeonWorldItem

Love me some Druid spells #DungeonWorldItem

Love me some Druid spells #DungeonWorldItem

Druidic Quarterstaff

This staff is standard for the Druid people. Enchanted with basic spells, necessary for the survival of it’s user. When you wield this staff and call upon its power, Roll+WIS. 10+ you successfully cast the spell, 7-9 you cast the spell, but it’s energy is sapped from the staff and the spell can not be cast again until you Make Camp in the wilderness. When you rest in the wild of your homeland, the earth’s energy flows naturally into the staff, restore 3 spells. If the wild is unbeknown to you Roll+WIS. 10+ Recharge 3 Spells, 7-9 Recharge 1 Spell.

Spells

Water Breathing

Gills form on the body, resembling that of aquatic life. A creature near you gains the ability to breath underwater for a short time, about ten minutes.

Goodberry

Hold out the staff and 1d8 berries sprout from its trunk. Each berry, when consumed, heals for 1hp and acts as a ration.

Mud and Stone

You can turn mud to stone and back again. An area, size large, near you transforms on your command.

Charm Animal

You have a way with animals. An animal you touch will treat you as a friend and obey 1 simple command.

Stone Flesh

Your flesh turns to Stone, granting you protection. Increase your armor by 1. The spell lasts until you dismiss it, during that time you take -1 Ongoing to cast further spells. 

————————————–

Through extended use of the staff, and experience, you have unlocked hidden powers within it.

◻◻◻◻◻Once, when you Make Camp, if you had used the staff to overcome a great challenge, mark a box and forgo 1Xp. When the last box is marked, you unlock the following higher tier spells. Include these in your choices when you recharge, and recharge one additional spell when you do.

Advanced Spells

Lightning

You build energy up within the staff and unleash it in the form of lightning at a target near you. The target takes 1d6 damage (ignore armor)

Root

You call vines and roots from below the earth to snare and constrict all targets within reach. The terrain around you becomes difficult to traverse for others.

Gaseous Form

You become like air and pass through cracks. You resist all forms of physical attacks and can’t make any moves while in this form. It last just a minute.