The Dungeon World forums on reddit are having a magic item contest.

The Dungeon World forums on reddit are having a magic item contest.

The Dungeon World forums on reddit are having a magic item contest. Post a magic item in the contest thread and at the end of the week, one random winner gets pdfs of Lair of the Unknown, Island of Fire Mountain, and Ghostwood Haunts (my DW1-3 adventure series).

https://www.reddit.com/r/DungeonWorld/comments/4edr9s/lair_of_the_ghostwood_mountain/

Wyverns are a terrible sight to behold, supplanting the terrifying Dragon as its predecessor faded into the mists of…

Wyverns are a terrible sight to behold, supplanting the terrifying Dragon as its predecessor faded into the mists of…

Wyverns are a terrible sight to behold, supplanting the terrifying Dragon as its predecessor faded into the mists of time. Even without a breath weapon, Wyverns have shown themselves to be terrible foes, particularly renowned for their enormous stamina.

It is from these beasts that the term, “Blood from a stone” is derived  as the Wyverns heart is incredibly muscular and large, pumping huge quantities of blood through the beast, circulating oxygen to its muscles and allowing it to fly without tiring for days on end at high speeds! After death the saying becomes even more literal as rigger mortise sets in permanently in the organ, becoming nearly as rigid as rock!

If properly treated, this most vital of organs from this extremely magical creature can prove a massive boon to a party of adventurers – if carved from the corpse on the night of a new moon, every dawn then on the heart will stir and pump out a quantity of the Wyverns life-blood from its four ventricles, a potent concoction that accelerates the natural healing properties of any living creature that imbibes it, as well as many of the other qualities of the Wyvern.

Wyverns Heart Stone

[Monstrous, Weight 1]

Each morning at dawn the Wyverns Heart Stone will produce 1D4 of Wyverns Blood Potion – requiring some form of container to hold it or the potions will be lost.

Wyverns Blood Potion

[Monstrous, 1 Charge, Weight 1]

Consuming a Wyverns Blood Potion will heal the imbiber for 1D4 hit points OR Roll 2D6:

On a 10-12, take +2 on your next roll, regardless of what it is as the memories of the Wyverns victories stir in the blood you imbibe!

On a 7-9, take +1 on your next roll, provided it involves combat or intimidation in some way as the natural fury of the Wyvern flows through you.

On a 6-, take -1 on your next roll to Defy Danger as the Wyverns residual scorn of its defeat twists your gut!

If rolling for the Wyverns Blood Potion bonuses rather than the healing effects, the imbiber is so filled with the residual memories and feelings of the creature that the thought of drinking more all but causes them to vomit until the next day.

For many adventurers, the sight of a Rust Monster is enough to cause them to turn and flee in terror for their metal…

For many adventurers, the sight of a Rust Monster is enough to cause them to turn and flee in terror for their metal…

For many adventurers, the sight of a Rust Monster is enough to cause them to turn and flee in terror for their metal goods, yet for the Kobolds of the New Lands it’s a sought after beast!  With so many metalic beasts stalking the landscape, equipment fashioned from its carapace, mandibles and squishy innards are invaluable!

Tag [Monstrous]

The Monstrous tag applies to any weapon, item or material garnered uniquely from a creature, whether it be the eye of a Black Dragon, carapace of a Rust Bug or pelt of a Displacer Beast.

Tag [Rust]

Rust items are inherently Monstrous, being made largely from the parts of the common Rust Monster

When using an item, deflecting damage or using Hack & Slash on a 10+,  apply a stacking -1 to the targets weapon damage or armor rating, as is appropriate to the action causing contact (E.G A shield with the Rust tag deflecting an attack applies -1 damage to the enemies weapon) so long as the offending object is made largely of metal (Platemail, Chainmail, Swords etc).

Items with the Rust tag may not contain ANY metal in them and as such are considerably heavier, using materials like stone and and excess of wood where metal may save on weight. Weapons with the Rust tag generally have lower damage to their metal counterparts, being difficult to sharpen and soon loosing their edge!

Rusted Ichor

[3 Charges, Touch, Applied, Monstrous]

When applied to a metal item, roll 2D6;

On a 10-12, the item is reduced to mulchy rust quickly and quietly, falling away at a touch.

On a 7-9, the item will take some work to break off, but is weakened and noticeably rusted.

On a 6-, the vial explodes in the players hand, choose 2;

Take 1d4 damage as the acrid liquid burns your skin

Take -1 ongoing on one metal item, armor or weapon until repaired by a Professional

Expend two charges of the Rusted Ichor as you accidentally use more than was necessary

Three-bladed sword of Ehdan

Three-bladed sword of Ehdan

Three-bladed sword of Ehdan

[clumsy, close, near, +1 damage, 3 weight]

One would think that a sword with three blades would be hard to use. And that it is. However what makes this sword so legendary is its ability to shoot two of the blades towards any enemy the user wishes (as long as the whites in their eyes can be seen). The even click back on after battle! And in the top of that the sword just looks so AWESOME.

And here we have the last of the artifacts (major arcana) I’m planning to do for #Stonetop  for a while.

And here we have the last of the artifacts (major arcana) I’m planning to do for #Stonetop  for a while.

And here we have the last of the artifacts (major arcana) I’m planning to do for #Stonetop  for a while.  

There are still a couple others that I might do in the future, but these two represent the last two that are available to one of the playbooks at character creation.

The Loregem of Azm Qadir is a bit different than any of the others, because it doesn’t have any practical use prior to unlocking its secrets. But once unlocked, it’s a pretty wide-open artifact, sort of a Rosetta Stone for learning more about the past and the magic of the world.  

I’ve posted the Azure Hand before, but this has some minor revisions.

Feedback and critique appreciated!

PDF available here:  goo.gl/DweK4b

Wanted to make a place of power, they don’t get used enough.

Wanted to make a place of power, they don’t get used enough.

Wanted to make a place of power, they don’t get used enough.

Alluring Light

While basking in the colorful light emitted by this tall monolith, your ability to cast spells is increased.

When you cast a spell while in the light take +1 forward to the roll. Mark off a box (each person has their own set of boxes to mark) ◻◻◻◻◻

Each time you mark a box after using the Alluring Lights power, you begin to become fixated on it. You find yourself desiring it’s beauty. The more you use its power, the stronger this urge.

When you mark all the boxes, you must stay in the light of the monolith otherwise you become Weakened and Stunned.

———————————-

Version 1.2

The light emitted from this monolith is so alluring and addictive, that those who spend too much time around and use its energy become trapped at this place by their addiction. Cults of many differing cultures are found living around this monolith, worshipping it and frequently basking in its light. If you try to talk with any of the folk who live in this area, the subject will always turn back to the monolith.

When you bask in the light of the monolith and cast a spell or ritual, you gain a +1 forward to that roll for each Grim Portent marked. If you fail the roll, mark a grim portent.

Place of power: Alluring Light

Doom: Complete Addiction

Grim Portents:

◻ You have become addicted to the light.

◻ You feel a strong desire to return to the light frequently. Even during time sensitive quests. Defy Danger +WIS each morning.

◻ When you sleep, Defy Danger+WIS. 10+, you dream of the tower but it’s cool.  7-9, you sleep fitfully and wake often, dreaming of the light. Take -1 forward.  On a miss, you get no rest as the light burns behind your eyes; take -1 forward and regain no hit points.  

◻ You are Weakened if you spend more than a day without basking in the Light

◻ You have become dependent on the light so much that you can’t travel far from the monolith. You reside amongst the cultists.

#DungeonWorldDanger

http://vignette1.wikia.nocookie.net/stargate/images/f/f8/The_Light.jpg/revision/latest?cb=20081127080255

Bag of Captured Screams

Bag of Captured Screams

Bag of Captured Screams

This medium sized black velvet bag with silver arcane symbols on the inside was originally made by the Kidnappers Guild. Whether it is placed over something or something is placed inside it, no sound can escape the bag. The bag normally weighs nothing but each use increases the bags weight by 1 (in addition to the weight of items in the bag) unless the bag is turned inside out which “empties” the captured sounds all at once. 

#magicitemMonday

(Meant to post this yesterday)

Hey, I’m wondering if anybody has made alterations or expansions to the equipment or market page for dungeon world?

Hey, I’m wondering if anybody has made alterations or expansions to the equipment or market page for dungeon world?

Hey, I’m wondering if anybody has made alterations or expansions to the equipment or market page for dungeon world? Do you have expanded shops for players? Looking for some inspirations/ideas for something I’m currently cooking up.

Another “trinket” from #Stonetop : the Azure Hand.

Another “trinket” from #Stonetop : the Azure Hand.

Another “trinket” from #Stonetop : the Azure Hand.  

I think this is probably the “flashiest” of the major arcana, but I think it still has the proper feel of danger and barely-controlled power.  

Feedback and critique especially appreciated on this one. 

A couple more major arcana for #Stonetop.

A couple more major arcana for #Stonetop.

A couple more major arcana for #Stonetop.

The Demonhide Cloak is the last of the arcana that a Seeker with the Witch Hunter background can choose from. It’s ideal for a Witch Hunter who uses stealth, trickery, and cleverness to fight its prey, with a dash of becoming a monster themselves.

Noruba’s Ice-Sphere is, now that I think of it, probably the first major arcana I’ve presented that clearly originated with the Makers (the Rime Lords, in this case). More of these to come.

As always, comments and critique welcome!