A bluish-gray powder that was crafted from some extinct beast of the past fills an old leather pouch that is burnt…

A bluish-gray powder that was crafted from some extinct beast of the past fills an old leather pouch that is burnt…

A bluish-gray powder that was crafted from some extinct beast of the past fills an old leather pouch that is burnt with symbols of elements and creatures.

When a handful of the powder is tossed into

Fire: A huge pillar of flame blasts to the heavens.

Water: The body of water is changed into ice.

Earth: A large amount of the ground is transformed to swampish mud.

If blown out of hand: Huge gales of wind blow through that direction. It also begins to rain.

Pouch contains 3 uses.

Any ideas on how to improve this item or how to give players options to choose from?

Any ideas on how to improve this item or how to give players options to choose from?

Any ideas on how to improve this item or how to give players options to choose from?

Cloak of DragonSkin

+1 fire resistance while rolling CON.

This cloak is made with dragon skin and offers fire resistance while wearing it and shielding yourself with it. 

Roll +CON,

10+, The cloak totally absorbs the flames and is intact. 

7-9, The cloak protects you from the flames, but becomes damaged, take -2 to your next rolls while defending with it.

[6 -] The cloak has lost it’s original potency and burns to ashes, take fire damage.

Not quite magic, but here are some Obsidian Javelins :

Not quite magic, but here are some Obsidian Javelins :

Not quite magic, but here are some Obsidian Javelins :

(Fantasy) History –

Obsidian Javelins are only made by the Mute Ones of the human barbarian tribes living around Sunflow Mountain, a dormant volcano deep within Dwarven lands.

The Dwarven King of three hundred years ago tried to wipe out the local human tribes (see the book Dwarven Histories : Wars of the Lichen, most magi or colleges of note have a copy) but found unexpected resistance.  The traitor Ringtrue, apprentice of the stonecrafters, delivered the unused Dwarven knowledge of obsidian blade making to the tribal council in personal restitution for his people’s crimes against the tall folk.  By the time the armored King’s Hammerers reached the fertile grounds the tribal people occupied at the base of the volcano the tribal warriors were kitted out with Obsidian Javelins which would punch straight through all but the thickest steel plate.  The war continued for several years, until a new Dwarven King came to power and terms of a truce were settled.  The tribes would maintain their supply of such weapons, but never share the secret with the outside world on pain of a full invasion.

(Actually, the Dwarves have rigged a method via massive floodgates and incredible pumps to force the volcano to become active again.  They haven’t done it, but probably will if the tribes violate their end of the bargain.)

The tribes will usually trade such weapons for more industrialized goods at a fair rate, but under no conditions will teach how to make them.  Their Makers and their apprentices  are universally restricted from speaking to outsiders, ever, about anything, on pain of death (both theirs and the outsiders)

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Obsidian Javelins (Thrown, Near, AP [see below], 5 uses, 2 weight)

The heads of the Javelins are made of lava rock, and are incredibly brittle.  They act as regular Javelins, except :

Their frailty makes them a one-use proposition.  Using one automatically requires marking a use in their entry of the Gear section. 

They have Armor Piercing equal to their thrower’s Strength Mod (a minimum of zero)

The tribes have no use of money but will happily trade for something that makes their lives easier or more enjoyable of at least equal value (of at least ‘ten coin’ per five such javelins)

How are you supposed to handle identifying magic items in Dungeon World?

How are you supposed to handle identifying magic items in Dungeon World?

How are you supposed to handle identifying magic items in Dungeon World? And how much of the rules knowledge do you expose the player to?

Suppose there’s an item that does something special when you tap it against a rock. Should the player be given this rule right away, or only when he actually identifies it? Suppose he taps it against the rock when he doesn’t know what it does, and triggers the effect through trial and error. Do you give them the rules then, or just describe the fictional effect and leave it at that?

For most games like D&D I would leave all of the metagame knowledge behind the DM screen, but DW is big on just revealing all of that to the players, so I’m not sure what to expect here. But it doesn’t make sense for the player to just know these things.

Magic Item Mother’s Day :

Magic Item Mother’s Day :

Magic Item Mother’s Day :

Vergilius’s Cleaver – Close, Messy, Dangerous

Vergilius’s Cleaver was crafted by (the angels / magi / the deity of rebirth) for a long-dead warrior poet when he set out to enter the lands of the cursed dead to save his lost love. 

It is a forearm long, fairly light for how big it is but with a suspiciously large amount of inertia.  Any fluid, including blood, runs right off it as if it were inherently superhydrophobic.

When it draws blood, in addition to any damage dealt  it cleaves the soul from the creature it hit, which does not kill the creature.  On a plane with reincarnation the soul moves on and begins the rebirthing process.  On a plane without reincarnation the soul might move on, or might linger as a ghost.

(Recommended technique – if a PC has blood drawn by the cleaver, the next time they sleep have them ‘dream’ of a visit to the Black Gate to see what happens to their soul, and what bargains it might make.)

Player souls which do not travel through the Black Gate or find rebirth are treated as NPC ghosts, invisible without the appropriate magics.  Whether they hang around the players or pursue their own objectives is up to the GM.

A creature separated from it’s soul is affected by spells targeting animals, but not by spells affecting ‘people’ inclusively.  An undead creature who lacks a soul is unaffected by the cleaver’s special power.  An undead which is a soul inhabiting a husk is slain outright by any damage the cleaver deals… although it too becomes a ghost, and such a powerful creature may quickly adjust to this new state of affairs.

Normal creatures do not notice their soul leaving.

Moon Dial :

Moon Dial :

Moon Dial :

A small charm on a leather strap, meant to be worn around the neck or tied to the wrist, the Moon Dial is a one-of-a-kind timekeeping and directional aid.  It appears to be a simple disk with a collapsing triangular point which can lay flat when not in use but swings up and into the center of the dial face when needed.  At night, with a clear view of the sky (or at least the moon itself), one who knows the time can easily discern direction, and one who knows which way is north can easily figure out what time it is.  It is very faintly magical.

Do not expose it to a solar eclipse. 

SERIOUSLY, DON’T DO IT.   You don’t NEED to know why, it’s safer if you don’t, just avoid it at any cost.

Please forgive my general ignorance here. I am new to both DW and G+.

Please forgive my general ignorance here. I am new to both DW and G+.

Please forgive my general ignorance here. I am new to both DW and G+.

That said does anyone know if anyone has adapted the D20 OGL magic items to DW? I realize that + to hit and damage are the bread and butter of D20 and that this does not translate well to DW. that said there are many great weapon and armor properties, magic rings and so forth that I imagine could be adapted and I did not want to recreate the wheel if it had been done.

Thanks!

BAG OF THE ABYSS

BAG OF THE ABYSS

BAG OF THE ABYSS

1 weight

The bag can hold any number of items as long as they can fit the opening (about a foot across, 1/2 as wide). Items placed in the bag do not increase its weight, nor is there a limit to how much it can carry. When you attempt to retrieve an item placed in the bag, roll+nothing. On a 10+ you find the item you were looking for. On a 7-9, the item has been somewhat altered, OR you have to take something similar. Choose one and the GM will describe it. On a 6- You’ve pulled out something that had best been left alone.

CC-by-SA

REQUEST FOR IDEAS!!

REQUEST FOR IDEAS!!

REQUEST FOR IDEAS!!

So, I’m still fairly new to DW, and I’m having a spot of trouble coming up with something sufficiently cool for a magic item my players recently acquired. So I am throwing myself on the creative mercy of the community. Help me, Dungeon World Kenobis! You’re my only hope!

At our last adventure, the PCs investigated mysterious goings-on in a small town where recently-dead people were coming back to life. They ended up doing a dungeon crawl through a blighted otherworldly corn maze, fighting mutated livestock, vicious demon crows and “The Reaper” – a medieval farmer version of Jason Voorhees who they kept killing, but who kept reappearing to terrorize them with a machete a big-ass, intimidating, 2-handed farm scythe.

So, when they found the locus of evil that was blighting the town and undid the ritual, and finally put down ol’ Jason for good, the Fighter immediately glommed onto that scythe, because SCORE!

Any suggestions on a cool DW take on such a thing? It’s been warped by the same evil that blighted the farm, the crows, the livestock and the farmhand who wielded it, so I want it to be useful, but have a dark drawback to using it.