On Monday, the Barbarian and the Fighter slew the Orc Warchief escaping only with the Iron Sword of Ages and their lives (well, one of them anyway).
I’ve a few ideas on what the sword does, but has anyone else written it up for PC use?
Thanks
On Monday, the Barbarian and the Fighter slew the Orc Warchief escaping only with the Iron Sword of Ages and their…
On Monday, the Barbarian and the Fighter slew the Orc Warchief escaping only with the Iron Sword of Ages and their lives (well, one of them anyway).
I’ve a few ideas on what the sword does, but has anyone else written it up for PC use?
Thanks
I’m new at this Dungeon World thing (as in 3 sessions new) and would like your help with the campaign’s first magic…
I’m new at this Dungeon World thing (as in 3 sessions new) and would like your help with the campaign’s first magic item.
Lizardfolk in the DW book have an instinct: “to destroy civilization”. Following some D&D lore, I have presented lizardfolk as neutral aligned creatures that only really wage war on civilization when it threatens their well-being or when the Lizard King takes charge. Rather than the Lizard King being a lizardman with demonic heritage, i decided that the trident that he wields is the thing that makes him all ape-shit crazy to destroy what the civilized races have wrought.
Well, the elven ranger found that trident. Let’s call it the Trident of the Lizard King. I looked through the magic items presented in the book, and searched for examples of magic weapons here in the DW Tavern and elsewhere online, but nothing really jumped out and grabbed me. I know that i’d like the trident to constantly urge the ranger to take a more savage approach and shun the trappings of the civilized, but i’d also like it to confer a nifty enough advantage so that the ranger will be tempted to keep it.
So please help me out! What does the Trident of the Lizard King do?
“Who can understand the mind of Shimaus Cruaum?
“Who can understand the mind of Shimaus Cruaum? A man of wealth and sophistication, he moved with ease within upper classes, among whom he was widely admired for his erudition and talents as a healer. He also murdered prostitutes, those women Cruaum both desired and hated….”
A few new ‘magic’ items I came up with that I thought I would share; as always, feedback is appreciated – I would…
A few new ‘magic’ items I came up with that I thought I would share; as always, feedback is appreciated – I would hate to drop one of several borked items on the party =)
I’m particularly interested in fixing up the ‘Paradox Band,’ which I’m desperately unhappy with in all but principle.
[Of note, the “Lion” uses the [Mechanical] hireling rules I adapted from the standard hireling rules: https://plus.google.com/100062857438961342750/posts/HeMdSh7AuCK]
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Lightning Wand near, far, +1 damage, 2 weight [Lightning damage]*
This ‘wand’ is actually comprised of two metallic and wand-like implements, each with a small sphere at the end; one held in each hand. Upon activation, electrical energy jumps erratically between the spheres until it is directed at its target.
When you volley with the Lightning Wand, replace the 7-9 result “Mark off 1 ammo” with the wand is depleted until recharged – by being struck with lighting.
*While wielding the lighting wand, the user is immune to electrical damage.
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The Paradox Band
When you don the paradox band, roll +CHA. On a hit, you are split into two separate individuals, each wearing either a (red) band or a (green) band. All equipment, abilities, and experience remain, but divide HP by ½, rounding down. The effect lasts for ten minutes or until both doubles remove their respective bands. When the effect ends, choose one double – it disappears in an instant; add its remaining HP to the ‘survivor’. On a 7-9 also choose :
• Some ability or piece of equipment was NOT doubled.
• The doubling lasts longer or shorter than you would like.
• When the effect ends, your HP is not added together.
On a miss, the (red) double has a mind of its own and is driven by some aspect of your personality. Removing the bands will not end this effect. The GM decides when the doubling effect ends.
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Iron Lion of the Rise:
This mechanized beast was created as a personal guard for the 2nd Marquees of Sturn and is named for the massive lighthouse that approaching ships first see in the distance, as if rising from the horizon.
Constructed from a combination of clockwork internals and alchemically treated ‘skin,’ the Lion is beautifully sculpted, life-sized, and appears hewn of polished Iron. Looters stole the Lion during the riots that killed the 2nd Marquees, and it has moved from one owner to the next since that time.
Once bonded to a new master via the proper alchemical ritual, the Lion of the Rise is a tireless protector, every bit as agile and ferocious as its namesake.
NOTE: The Iron Lion of the Rise is a [Mechanical] Hireling
FUNCTION: 3
PROTECTOR: 3
WARRIOR: 1
COST: Maintenance and Repairs
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Alchemist’s Fire 1 weight, 3 uses [dangerous]
A volatile liquid derived from molten magicite. The slightest spark will cause it to ignite with an otherworldly green flame, which will burn to its last drop.
Damage done with Alchemist’s Fire does +1d4 damage and is [Magical].
Sadaka Daggers: This pair of stone daggers, taken from the lizardman king of Mount Sacrifice, contains potent…
Sadaka Daggers: This pair of stone daggers, taken from the lizardman king of Mount Sacrifice, contains potent magical power that can be activated only by blood.
Fungua (The Dagger of Opening): When you attack a surprised or defenseless target with Fungua, you can choose to deal your damage and roll+CHA. If the target has the Intelligent tag, take +1 on your roll. ✴On a 10+ choose two. ✴On a 7–9 choose one.
● One or more bloodthirsty monsters from another realm enter your world somewhere nearby.
● A temporary portal to another realm opens nearby.
● You can choose which realm Fungua’s magic connects to.
● Take +1 forward to parley with monsters called forth by Fungua.
Funga (The Dagger of Closing): When you attack a surprised or defenseless target with Funga, you can choose to deal your damage and roll+CHA. If the target has the Intelligent tag, take +1 on your roll. ✴On a 10+ choose two. ✴On a 7–9 choose one.
● A nearby monster with the Planar tag is banished to whence it came. You may select this option twice on a 10+.
● A nearby portal to another realm is at least temporarily closed.
● Take +1 ongoing against a nearby monster with the Planar tag.
#FairlyUselessMagicItemMonday
#FairlyUselessMagicItemMonday
Everards Composting Trousers
“Aloof, he was. Every so often, he’d get this look on his face, like he had a special secret, something happening that you didn’t know about. He never came here. We wouldn’t have wanted him, anyway, not wearing those smelly things”.
Once a day, the owner of this magical clothing can skip a visit to the privy that would otherwise be necessary.
Death’s Emerald Marble
Death’s Emerald Marble
These small perfectly formed emerald marbles are crafted from the Spirit Seekers who make their homes in the Isles of Wind and Fog. Often given as gifts to heroes who partake in world protecting quests, more than one has been lost to the wilds. It is said that if one is to look deep within the marble, you can speak to the spirits of the dead. Such practices are highly discouraged, since the eyes are the window to one’s soul, and the spirits may latch onto you. The marbles more notable ability is to steal a recently lost soul from Death’s icy grip and draw it back into a body. If the left eye is plucked from a still warm corpse, and replaced with the marble, it is said they will return from Death’s embrace.
Whenever you peer into the emerald marble and ask the souls seen within a question, roll 2d6+Wis.
On a 10+, they will show you a vision that answers your question to the best of their ability.
On a 7-9, they will answer you question as above, but choose 1.
On a 6-, both, and they ignore your question.
* A spirit takes up residence within you.
* You are accosted by horrible visions of your death in battle. Take -1 ongoing whenever you are in battle until you are the target of a Bless spell.
The Spear of Serpents
The Spear of Serpents
The Spear of Serpents, forged by the weaponsmith-priests of Madini, never left the Crucible of Steel for use in the dwarfish wars against the lizard men. It waits in the Crucible’s vault for the coming of the Chosen One.
When you attack a reptilian enemy in melee with the Spear of Serpents, roll+STR. *On a 10+, you deal your damage to the enemy, avoid their attack, and choose 3. At your option, you may also choose to do +1d6 damage but expose yourself to the enemy’s attack. On a 7-9, you deal your damage to the enemy and choose 1, but the enemy makes an attack against you.
* Ignore the target’s armor.
* Inspire an ally, granting a +1 forward against reptilian enemies.
* Heal 1d4 points of damage you’ve suffered.
* Do not become more like a dwarf in mind or body.
When you attack a reptilian enemy at range with the Spear of Serpents, roll+DEX. *On a 10+, you have a clear shot. Deal your damage and choose 2. *On a 7-9, choose 1 from the first list and choose 1 from the second list, and deal your damage.
First List
* You have to move to get the shot, placing you in danger as described by the GM.
* You have to take what you can get: -1d6 damage.
Second List
* Ignore the target’s armor.
* The Spear of Serpents returns to your hand.
* Do not become more like a dwarf in mind or body.
Has anyone created a list of “standard” D&D type magic items translated into more interesting DW magic items?
Has anyone created a list of “standard” D&D type magic items translated into more interesting DW magic items? I’d love to see a few examples of the translation process. For example, how to make a ring of feather fall more interesting? Should it just work or should there be a roll with consequences? Should all, or most, DW magic items that “just work” in D&D require a roll?
In the last session of my Magipunk campaign, our Barbarian was fighting an elf with phasing powers.
In the last session of my Magipunk campaign, our Barbarian was fighting an elf with phasing powers. He had picked up ‘seeing red’ from the Fighter move list and tried to discern if he could find a gap in the elf’s intangibility He hit a 12 on his discern roll.
I couldn’t resist on the strength of the roll, so I had the player answer the ‘What should I be on the lookout for’ question – having him, in effect, describe how he discovered the gaps in his foe’s intangibility.
He responded by saying that the elf’s rapier had a button on it that, when pressed, caused the effect. Freaking cool.
Not too long after that, he punched the elf’s head off and claimed the blade. Now, I have to come up with the item. Here’s my draft:
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Draugr: [close, 1 piercing, precise, 2 weight, Fuel 3]
They say that down among the dead things, a sword is quenched in the cold heart of a shadow. They say the sword makes a ghost of you. They say it calls back to its home and that it will lead you there; and then you too will be a shadow, ready to have a sword quenched in your heart.
So they say.
When you use Draugr to shift into the spirit realm by pressing the button on its hilt, roll +CON. Regardless of the outcome, you become [intangible] for a brief time – you may not affect or be affected by anything on the prime plane. On a 7-9, also mark off 1 Fuel. On a miss you have brought something back with you that has been waiting to get out.
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The fuel requirement is really born out of the Magipunk component of the game, so I rolled it into the item.
I’m also kicking around a ‘x number of times per day’ or having the item modify the way the defend action works. The latter was actually my preferred course, but I was never sure on allowing one to defend themselves, even though that would seem to fit with the language of the move.
In essence, I am wondering whether my first draft is too fiddly – I have come to shy away from adding roll mechanics to my magic items. Any suggestions from the Tavern?