I made a thing! It sort of started out for the Madness stuff, but moved away.

I made a thing! It sort of started out for the Madness stuff, but moved away.

I made a thing! It sort of started out for the Madness stuff, but moved away.

It’s ridiculously overpowered. I kind of like it that way. 

Any thoughts on how to refine it would be welcome! Thanks!

The Angelbone Blade

Made from the bones of an angel; heated, carved, and molded in the fires of a Hellfurnace; the blade, quenched in the blood of the last god that the angel slew. Inscribed with the ancient runes from the script of the Elder Children, the first beings to live on this earth. It names the blade with the name of the angel from whom it was made, and with the name of the god in whose blood it was bathed, and with a third name, the name of the last person that the Angelbone blade will slay, at the turning of the skies and the burning of the earth. The Elder Children foresaw this last slaying, and foresaw the terrible, but all-important destiny of the blade. To give it birth, they sacrificed themselves, one by one — each rune inscribed in the bone sword requiring one life to give it form. The last of the Elder Children remained to take the blade, to entomb and guard it until it was needed. Of course, it did not remain entombed for long, to the regret of all who have encountered the blade since.

The Angelbone Blade can pour forth its essence into its wielder, imbuing them with a celestial might both incredible and terrible. The more frail and weak the mortal, the more room there is for the Angelbone Blade to pour in its own essence. The greatest wielders of the blade will inevitably become shattered in body and mind, so as to further access the spirit of the blade. Mortals were not made to endure such power, and it will rip them apart quickly, but the strength of the blade is intoxicating. None so far have been willing to give up the blade once they have tasted of its might. 

When you unleash the blade and allow the spirit of the Angelbone Blade to pour into you, roll+debilities (that is, roll plus the number of debilities you currently have). On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1. Spend hold 1 for 1 to gain the following moves, to be used at will while the blade is unleashed and its spirit is within you. You must spend at least 1 hold. 

(Weak) Celestial lightning runs through the blade. For the duration of the blade’s release, treat every damage die you roll as if it had rolled the highest possible number. 

(Shaky) Silvery wings of light burst from your back. You can fly for as long as you keep the blade unleashed. 

(Sick) Golden armor encases your flesh. As long as the blade is unleashed, you have Armor 4, and it cannot be pierced. 

(Stunned) You may weave celestial power into magic. You may create a magical effect as per the Wizard’s Ritual move, where you count as a place of power, and the only conditions available are:

               – First you must ___

               – You’ll need help from ___

               – You and your allies will risk danger from ____

               – You’ll have to disenchant ___ to do it

               – You will anger the angels with your use of power.

               – You will anger the demons with your use of power.

               – You will have to draw upon yourself and take another debility, GM’s choice.

               – You will have to draw upon someone else, and give them a debility, GM’s choice. 

(Confused) Your eyes take on a mirror sheen. You see the world as it truly is, piercing through any illusion or veil. You can even see the unseen and the impossible-to-see, like the flows of magic across the land. You may ask any five questions of the world around you, and gain +1 when acting on the answers, as long as the blade is unleashed. 

(Scarred) You are surrounded by an aura of celestial beauty and presence. You may parlay with anything intelligent, using a voice that transcends language, and using “Your terrifying aura” as leverage. If you do, roll+debilities+CHA.  Treat a result of a 7-9 on the Parlay as if it were a 10+. 

While the Angelbone Blade is unleashed, your debilities do not affect you. 

When the Angelbone Blade is sheathed, you must immediately take the debility noted in parentheses for every move you chose above. If you already have that debility, then you will take another debility, chosen by the GM.

If this would ever cause you to have more than six debilities, then choose one: 

– Your physical form gives out. Roll the Last Breath move, but instead of Death, you’ll be bargaining with the angel in the blade.

– You become possessed. You wake up sometime later, in an unfamiliar place, having done horrible things that you don’t remember. Keep in mind that while you’re possessed, the angel will be wielding its full strength through your body; the damage it can wreak is enormous.

– You become partly celestial. Take some permanent, obvious mark of your affliction (you choose), and take one of the vows from the Paladin’s Quest move, permanently. GM chooses which vow.

If you are playing with any kind of madness moves, then unleashing the blade will always trigger them. Letting the spirit of an angel into your body is not good for your sanity. 

Alternate moves (more like monster moves):

– Strike with celestial might (weak)

– Fly with silvered wings (shaky)

– Deflect with impenetrable golden armor (sick)

– Call upon the knowledge of the heavens (stunned)

– See truly with silvered eyes (confused) 

– Create fear and awe of your being (scarred)

The beginnings of a new magic item, from the ashes of 3.x D&D. No mechanics yet, just fiction.

The beginnings of a new magic item, from the ashes of 3.x D&D. No mechanics yet, just fiction.

The beginnings of a new magic item, from the ashes of 3.x D&D. No mechanics yet, just fiction.

https://docs.google.com/file/d/0ByPVOOCwLI7UYl9zdXZGc016YTA/edit?usp=sharing

Any ancient history fans in the house?

Any ancient history fans in the house?

Any ancient history fans in the house?

The Pompous Boots

These boots were crafted by priests for a mighty general of an ancient republic. A heroic warrior, then a mighty statesmen but ultimately a failure – the owner of these boots died fleeing civil war, cut down by traitors in a foreign land.  While he was in his prime, however, it was said he could call up loyal soldiers wherever his feet touched the ground.

Whoever wears these boots may stamp their feet, call out a prayer to the gods of Glory and Vanity and from the earth before them will spring up a unit of unearthly warriors, ready to serve in battle.  The soldiers wear bronze armor in the old style, and carry shields and spears and short, stabbing swords.  They cannot speak, nor do anything but follow orders in battle.  When they are slain, they vanish with a bright flash.

When you stomp the pompous boots upon the battlefield, roll + CHA:; on a 10+, pick two, on a 7-9, just one.

– your soldiers are particularly brave, tough and loyal

– you do not have to wait until the next full moon to summon them again

– the soldiers carry magical weapons capable of damaging ghosts, spirits and the like as well as flesh

Spring-heeled Jackboots

Spring-heeled Jackboots

Spring-heeled Jackboots 

The first recorded set of these were quite literally slapped together by an industrious Goblin cobbler. They’ve  since found use among lover’s of the eccentric and, in at least one instance, a Gnome with an overwhelming desire to possess sweets held by unsuspecting newborns.   

When you defy danger with the assistance of the Spring-heeled Jackboots, describe how they assist you and roll +int. *On a 10+ the jackboots help you bound away, take +1 to defy danger. *On a 7-9 pick one:

– The jackboots have a minor malfunction. You will need to take some time  

  (and 1 use of adventuring gear) to fix them before they can be used again.

– The jackboots work, (take +1 to defy the danger) but you place an ally into

  a spot as a result.

  

On a miss, something’s gone terribly wrong and take -1 to your defy danger roll. 

Going to run a DW game at a con in a few days.

Going to run a DW game at a con in a few days.

Going to run a DW game at a con in a few days. The macguffin is the Moondial. The question is – what does a Moondial do? I’m hoping that’ll come from the players but it would be good to have some ideas in reserve.

Little idea I had at work: for GMs comfortable with improvising:

Little idea I had at work: for GMs comfortable with improvising:

Little idea I had at work: for GMs comfortable with improvising:

Dungeon Seeds

The demon lord Anarazel delights in greed, bloodlust, and recklessness that adventurers so often fall prey to, and so fashioned these items to give them endless opportunities to practice said vices. They appear as small coins of an unknown black metal, polished to a mirror finish. If a word is spoken to one, and it is buried in the earth, some time later an entrance will emerge to a dungeon themed by the word in question: “fire” will produce a fire dungeon, “spiders” will produce a spider dungeon, etc.

Most coins produce relatively small dungeons: a single level with 5-7 rooms in them. Roughly 1 in 6 produce greater dungeons: 5-7 levels deep, and 1 in 6 of those (or 1 in 36 overall) will produce megadungeons consisting of 5-7 full dungeon “branches”. Small dungeons will take a few minutes to “grow”, greater dungeons will take a few hours, and megadungeons will take a few days. Almost all dungeons will result in thematically appropriate monsters, traps, tricks, and treasure. Usually, any treasure will be commensurate with the risk involved: a “harmless” dungeon might only have a few copper coins scattered through: contrariwise, attempting to cash in with the word “gold” might result in a dungeon filled with lethal golden constructs and deathtraps.

Just read over the “Concept Elemental” monster and had an idea for a magic item.

Just read over the “Concept Elemental” monster and had an idea for a magic item.

Just read over the “Concept Elemental” monster and had an idea for a magic item. Thought I’d take a crack at it and see what everyone thinks:

Mind Seed: There are places far stranger and far more removed from our realm than the astral plane. Infinitesimal realities born and destroyed in the faint thoughts and vague emotions of all sentient life. Mental energy crashing violently in locations unknowable, giving rise to life unobservable. Only recently have scholars begun to categorize the beings formed within these ephemeral micro-verses. Creatures known as ‘Concept Elementals.’

The brilliant point of light which now hovers gently in your palm is the unborn progeny of such a creature. Pure embryonic concept. Crush it between your fingers to infect those around you with an idea of your choosing. All it will cost is the life of a single un-had thought.   

When you destroy the mind seed and make a single sentence statement roll + CHA *on 10+ sentient creatures within the immediate area will accept the statement as a truth, and will act on it to the best of their ability. *on 7-9 those affected by the mind seed immediately recognize that their will is not their own and may trace the alien thought to you. * On a miss, you’ve lost control of the nascent concept, and your statement mutates uncontrollably before infecting those around you like a virus.   

The Altar of Words

The Altar of Words

Originally shared by Sean Dunstan

The Altar of Words

Deep below an elven monastery/library, behind a hidden door only the leader of the monastery even knows about, is the Altar of Words. The altar is a simple, squat column of black stone; a simple waist-high cylinder of stone covered in small crawling writing. The writing is a mish-mash of words, always appearing in the language of the viewer.

The altar is one of the most dangerous items in creation, because it allows anyone to sacrifice a word on it, removing that concept from reality. It cannot “erase” a name (like “Jerry”), but any general one-word concept is fair game.

When you attempt to sacrifice a word at the altar, concentrate on the word and roll+WIS. On a 10+, the word and its related concept are retroactively removed from reality. On a 7-9, nothing happens. On a 6 or less, the person performing the ritual is immediately transformed into a Word Demon for the word he was attempting to sacrifice.

When a word is sacrificed, it is removed retroactively from the world. It never existed in the first place; for example, if the word “weapon” was removed from the world, the simple concept of using an item to harm another never existed, and nobody will ever be able to come up with that idea. Not only will weapons never had existed, nobody will ever be able to come with the idea of a weapon. Period.

Only those present at the ritual will retain any memory of the word they deleted. Even then, it’s a half-remembered knowledge, like trying to remember a dream, and they will still be unable to use that concept.

The monastery’s master has sacrificed no less than four words from the world, but of course only he knows what they are.

#DungeonWorld