More things from my game tonight!

More things from my game tonight!

More things from my game tonight!

There is an Altar, on the island – a huge squatting thing (which the players will decide the exact shape of…) with its arms held up to the sky and a weakly struggling person bleeding out into its open mouth.

Nearby, a Wizard and his Cohorts are camping…

The basic idea is that it will be a nasty fight against a wizard and a handful of armed bastards who have been kidnapping and bleeding people into the altar, because of the solidified raw magic that it produces.

Little does the wizard know the Altar is an ancient, magical mimic that’s learned the savage inhabitants of the island would think it was an altar to one of their gods (with the mimics handy shapeshifting…) and trick them into sacrificing living things to it.

If the players decide not to smash the Altar, that fight wont happen…

Heres a few of the things I came up with for tonights game.

Heres a few of the things I came up with for tonights game.

Heres a few of the things I came up with for tonights game.

Mangrove Dryad and Fertiliser Zombies – Not nessicarily a combat encounter, but with my guys its definitely a possibility. Theres a Dryad in a mangrove swamp on the highly magical jungle island the players are stranded in, protecting her grove from the magic hunters that live on the island.

She’s not afraid to aggressively propagate her grove if given any chance at all, and many of the saplings in the grove use magically animated zombies as a cross between fertiliser bags and an defensive system.

The players have to pass through the grove to get to where they are going in any sort of time. If they decide to take the long route, its going to add another half a day to their journey.

Scarecrow

Scarecrow

Scarecrow

Solitary, Stealthy, Construct

Hit Points: 8

Armor: 1 (ignores piercing damage)

Sickle (d8 Damage, Close)

Special Qualities:

When a Scarecrow is on fire, its sickle does fire damage, ignoring armor.

When a Scarecrow walks between the rows to stalk its prey, the sound it makes seems to come from all directions at once.

“I would slay each living creature

The farmer, baker, teacher,

And fill the world with pain

All the things I’d be killing

Life would be so very thrilling

If I only had a brain.”

A scarecrow’s duty is implicit in its name. A scarecrow yearns to frighten, as much as old clothing and straw can yearn. Much as a stuffed animal can receive a child’s love, a scarecrow can receive a farmer’s fear and desperation. And just as a velveteen rabbit can be “loved real”, a scarecrow can be “feared real”.

Instincts:

Protect the Crops

Destroy Pests

Instill Fear

My proposal for a simplified monster stat block.

My proposal for a simplified monster stat block.

My proposal for a simplified monster stat block.

Originally shared by Ray Otus

STAT BLOCKS REVISITED

In the process of writing DW supplement material, I have spent a lot of time thinking about a better way to do monster stat blocks. Better than the core book, that is. I won’t get into why I don’t think that’s a great format unless people ask. Here is my proposal for a streamlined stat block and why I chose to list the information in the manner that I did.

The Format

Proposed standard for a simplified monster stat block for the text of DW supplements:

Creature Name: (terrain-optional) tag1, tag2, tag+, special quality. Instinct: to whatever Moves: move1, move2, move+. Weapon: damage, tag1, tag2, tag+. n HP. n Armor.

The following is the explanation of how I settled on this format. If you don’t care about that, please skip to the end to catch a full listing of core book monsters in the above format.

The Breakdown

1. Not Listed

I do not think the terrain type or description belongs in a streamlined stat block. But I left in a position for the terrain if you want it.

2. Instincts First

I personally feel that moving the instinct and moves to the front accomplishes three things. It frontloads everything narrative. It emphasizes instincts and moves, which I think are incredibly important and underutilized by many GMs. It also makes the combat stats easier to find, ironically. Moving them to the end seems like it’s a way of making them less important, but because they are the last thing listed your eye can quickly focus on them.

3. Tags and Qualities

I don’t see any real difference between the way tags and special qualities are used. (Why is “burrowing” special but “planar” not? And does it make any difference in the mechanics or fiction whether it’s a tag or special quality?) So I stuck them all in one place, but recommend italicizing special qualities in case someone cares about the difference.

4. Moves

I put all the moves in one sentence rather than a separate sentence for each. The only place I noticed this was a problem was for Black Pudding, because both of its moves included lists with commas in them. As I am separating moves with commas, I put those lists in parentheses. In general, a move shouldn’t be so long that it needs a comma in it! 🙂

5. Combat Stats

The combat stats seem to have weird and unnecessary formatting in the core book. Why put damage in parentheses? What’s with the semi-colons? I simplified the way they look, putting the weapon tags right after the damage. I considered “8 HP/1 Armor” instead of “8 HP. 1 Armor” but that made for weird line breaks in paragraphs. You would often get “8 HP/1” at the end of a line and “Armor” on the next.

6. Graphics/Purpose

Many people want to use icons for attacks, armor, etc. That’s cool, but it’s hard to deal with in text. This format is my proposal for a standard, simplified monster block for use in the text DW supplements. If you were designing for, say, a deck of monster cards, things like graphics and white space, line breaks, etc. would be more important.

The Listing

To see how this looks, or if you want a resource you can cut-and-paste from, I put all the creatures from the Dungeon World core book in the simplified format here:

http://www.jellysaw.com/rpg/dw/monsters/monsters.html

My other DW resources can be found one step up (see the DW Codex breadcrumb at the top of the linked page). I don’t have a lot there, but there is a GM move randomizer you might like. And a simple suggestion for assigning default damage (rather than always rolling creature damage).

http://www.jellysaw.com/rpg/dw/monsters/monsters.html

Gladiator Lizard (Solitary, Intelligent, Construct)

Gladiator Lizard (Solitary, Intelligent, Construct)

Gladiator Lizard (Solitary, Intelligent, Construct)

Claws (d10 damage 2 piercing) 16 HP, 2 armor

Close

Special Qualities: Magical Creation

This extremely rare creature is only found naturally on the Bleak Shore of Nehwon. Eggs of the gladiator lizard may occasionally be taken from the Bleak Shore and the hatchlings uses as guards or in zoos.Gladiator lizards appear to be of magical or alien origin. They seem never to need food or other nourishment.They are large lizardoids with huge sharp claws instead of hands. Young lizards emerge from their eggs fully grown and the eggs can be enchanted to hatch when disturbed by intruders. Their lifespan seems to be considerable – two decades or more. This is especially useful when they are used as guardians, since they cannot be tamed or otherwise civilized. In such cases, there is always a fail-safe device that can cage or otherwise restrain the gladiator lizards if the owner wishes to visit his valuables.

Instinct: Destroy

Hatch and Attack

Ever Eternal Lich

Ever Eternal Lich

Ever Eternal Lich

HP: 1 (Falling apart, literally)

Armor : 0 (Damn these filthy robes)

Damage: 1d4

Special Qualities:

->When damage is taken, that would kill a natural living creature, the EEL turns to dust, and in a flash of blinding light returns to its form prior to taking damage.

-> Phylactery: The EEL is permanently destroyed if the phylactery is destroyed.

Instinct

->Live forever

->Gain power

Moves:

-> Cast Spell

-> Call Reinforcements

-> Retreat, to fight another day

-> Turn foes to fight for the EEL

#DungeonWorldMonster