#DruidWeek

#DruidWeek

#DruidWeek

The Learned Oak

The Oak sits deep in the forest, it’s branches stooped with age, it’s roots deep into Mother Earth. No gust can knock it over, no axe can sully it’s bark, but for a few who follow the old ways and treat the tree with honor it will share it’s knowledge.

Any Druid, with appropriate moves like Thing Talker, can commune with the oak to auto-succeed on any Spout Lore related to the lands in which the Oak resides but the answers will take hours, sometimes days.

It’s knowledge is somewhat limited. It may know that a large battle was fought in a grove 20 years ago: “Much blood was spilled to the south, where the pines begin to grow…..This was many many seasons ago.” but it wouldn’t know what banners were flown or what languages were spoken because it doesn’t understand or care about the short lives of men.

The Box of Wonders

The Box of Wonders

The Box of Wonders

The Box is an ornate silver box the size of a small music box and has engravings of pixies and fae dancing around it’s exterior.

When the Box is opened and peered into, those watching see the viewer bathed in a bright golden light coming from the Box. To the person looking into the Box, it appears to be a window, through which they see their all their dreams coming true, feeling compelled to stare at it endlessly.

Unconsciousness will break the Box’s hold over a person but more than once it’s been found in the hands of a corpse that has starved to death.

When a character opens the box roll +WIS:

6 or less: The character stares into the box and will do nothing else. If they are jostled or forcibly restrained from viewing the box they will become violent to friend and foe alike until they are able to stare into the box again.

7-9: as 6 above but the character can be talked to and urged to do simple things like sit, stand or be physically led somewhere but they will not avert their eyes from the box willingly. Talking to them is like talking to someone who is asleep.

10+: The character stares into the box and recognizes the images as little more than amusing flights of fancy. They can also see that the box has an odd false bottom to it that perhaps contains… something.

Journal of Intimate Thoughts

Journal of Intimate Thoughts

Journal of Intimate Thoughts

This appears as a well worn leather journal. Inside, the pages contain a very detailed diary of someones day to day life and thoughts. The author’s name is never mentioned but the detailed information in the journal often makes it easy to figure out who it belongs to.

Once any part of the Journal is read and it spends a day in the possession of a new owner, the pages will become blank and the new owners thoughts and actions begin to be recorded in the book, anonymously.

Originally made to catch traitors amidst a foreign court the book simply led to too much misunderstanding, hurt feelings, several acts of violence and accusations of treason.

Thankfully it has been lost to time…or so the story goes.

The Hickory Horse

The Hickory Horse

The Hickory Horse

The original name for these finely crafted wooden horses is long since forgotten, as is the process of making them. “Hickory” refers to the fact that most of these life sized replica horses are carved from fine woods, though marble or other materials have been known to be used.

To the casual examination the horse is just a highly ornamental, art object, very expensive but very heavy. Only when the horse is saddled, fixed with a bridle and mounted does it animate and behave as a normal horse with the exception that it never tires. The horse travels at a speed relative to the terrain and will avoid any act that would cause damage to itself unless strongly urged.

One often hears tall tales of Hickory Horses with full battle armor and even ones with Elementals bound to them, allowing them to traverse the sea or even fly. Whether these tales are true or not, who can say…

The Mask of Hate

The Mask of Hate

The Mask of Hate

This is a highly reflective solid silver mask made to fit a humanoid face and head. It has two eye slits in it but otherwise is unmarred..

When the masked is donned it allows the user to cast any harmful arcane spell on any person they can visualize as though they were touching that person. Once the spell is cast and the mask removed the users face will change to become more like that of the victim of the spell.

The mask can be used multiple times on multiple targets.

So, about a year ago I came up with this thing for spelljammers in DW.

So, about a year ago I came up with this thing for spelljammers in DW.

So, about a year ago I came up with this thing for spelljammers in DW. It’s a little bit playbook, a little bit steading. Anyhow, it was requested that I share it. See below:

Jammer: __________

Crew’s Alignment:

Good: When another planet or jammer’s problem is solved, the jammer marks XP.

Neutral: When a new planet is reached and goods are exchanged, the jammer marks XP.

Evil: When a jammer or planet is plundered, the jammer marks XP.

Builders:

Illithid: The jammer has tenticals which can snare other vessels

Thrikreen: The jammer has mandibles that can sever parts of other ships

Dwarven: The jammer is entirely encased in an asteroid

Elfish: The jammer’s complex sails and rigging make it exceedingly maneuverable

Scro: The jammer is cobbled together from parts and can accept parts from other ships

Human: The jammer is built on the pack of a being of enormous proportions, describe it

Tinker Gnomes: The jammer has parts that can transform mechanically

Look (pick on from each):

Built for speed, build for capacity, or built for defense.

Decorative trappings, utilitarian trappings, or no trappings.

Abundant crew, normal crew, or skeleton crew

Mechanical, magical, or biological

Cargo (pick one from each):

Full rations or full envelope

Passengers or cargo

Arms or armor

Charter or letter of marque

Envelope: _____ (max 2)

XP: ___

Level: ____

Bonds:

Fill in the name of a soul on this jammer in at least one space.

________ is an officer on the jammer.

________ knows the secret places where things are stored

________ has the captain’s ear

________ is shunned by the crew

Jammer Moves

When a jammer undertakes a perilous journey, roll+envelope expended. On a 10+, the jammer avoids hardship in the wild space and reaches its destination. On a 7-9, it reaches its destination but the GM chooses one:

-The jammer runs out of rations

-The jammer runs out of envelope

-The jammer is in need of repair (take -1 forward until it is fixed)

-The jammer has been followed to its destination

When a jammer leaves a planet with a suitable atmosphere, it refills its envelope to max.

End of Session

When you reach the end of a session, check to see if one of the jammer’s bonds has played a key

role in the fiction or been resolved (completely explored, no longer relevant, or otherwise). Ask the

player of the character that it has the bond with if they agree. If they do, the jammer marks XP and

writes a new bond with whomever the players and GM wish.

Once bonds have been updated, answer these three questions as a group:

• Did we learn something new and important about a planet or jammer?

• Did we encounter a notable monster or enemy?

• Did we bring a memorable treasure aboard the jammer?

For each “yes” answer, the jammer marks XP.

Level Up

The jammer gains a level by expending 5+LVL XP. When it does, it gains an advanced move and

increases its max envelope by 1.

Advanced Moves:

Promotion

When you take this move, each of you are promoted to being a ranking ship’s officer. The party now controls where the jammer goes and what the jammer does.

Marines

The jammer gains a retinue of marines adept at executing and repelling boarding actions.

Research Vessel

Each time the jammer gains a level, it also gains an scholar, list their expertise.

Reinforced Hold

The jammer gains an extra hold, specially suited to contain something. Describe what it was build to contain.

Flow Control

Each time the jammer gains a level, it can travel to a new crystal sphere.

Nooks & Crannies

Jammers are enormous and ancient things, there are always forgotten, unexplored areas aboard.

Flagship

Other vessels may enter the jammer’s command.

I had an idea over the weekend on how to deal with magic weapons in my current campaign.  I was thinking on treating…

I had an idea over the weekend on how to deal with magic weapons in my current campaign.  I was thinking on treating…

I had an idea over the weekend on how to deal with magic weapons in my current campaign.  I was thinking on treating them a lot like the Druid’s shapre change in that when the item is created a roll is made to determine how magical it is.  If a 10+ is rolled the weapon would get 3 holds per session, 7-9 2 holds and 6- it is just a mundane weapon.  The player can then use these holds to add +1 forward to hit, or maybe +2 damage or whatever would be fictionally accurate for that particular weapon.  The bonus would be determined before the weapon was created and can’t change from session to session.

What do you think?

I was trying to figure out how to do a Wand of Wonder in Dungeon World.

I was trying to figure out how to do a Wand of Wonder in Dungeon World.

I was trying to figure out how to do a Wand of Wonder in Dungeon World. I suppose I could simply grab the table and translate that.

Thoughts?

Wand of Wonder

When you aim the wand of wonder and unleash its magic, choose something from the list:

  – Summon something

  – Transform something

  – Blast something

Then roll. On a hit tell the GM more about what you just did. If you:

  – Summoned something, its friendly towards you

  – Transformed something, its permanent

  – Blast something, it takes 1d10 damage

On a 7-9, that and pick one and the GM will tell you more:

  – Its out of place

  – It has unforseen side effects

  – It is significantly weaker

On a 6-, what have you unleashed?!? The GM will tell you.