The Eye of Gruumsh (Translated from French)

The Eye of Gruumsh (Translated from French)

The Eye of Gruumsh (Translated from French)

https://kosmicdungeon.com/wp-content/uploads/2016/06/loeil-de-gruumsh.jpg

The characters are looking for a relic of the god Gruumsh they will give to the shaman of a tribe orc in exchange for the antidote to save one of their comrades from a deadly poison. The wizard that stole the Eye of Gruumsh lives in a remote location just under three hours south of a major city. Luckily for the characters, the owner is away and took with him 4 of his best men, but 5 others remained in his abode. The house is protected by a wall of 3 meters high.

The entrance is closed by an iron gate, near which was built a small hut. A hundred meters barely separates the entrance gate of the house. Another building, which seems to be a stable, stands at the edge of the path that connects the entrance to the house.

Inside the cabin permanently resides a caretaker, who patrols regularly every night and every morning, and is always accompanied by 2 mastiffs. The hut contains a bed, a table, a stove, and a rope that drives a bell on the roof. The man has in his pockets 17 coins. Even at night, the caretaker is often awake.

As for the stable, it contains five boxes. But, as previously stated, the wizard left with four of his men. The boxes are empty; so there is no horses; only hay and a pitchfork.

Ground floor

The roof of this large stone house is thatched. The building has two floors. All the windows of the ground floor are provided with bars and the floors of heavy wooden shutters. All is closed since the master of the place is gone.

1. Hall

The front door is solid oak 5 cm thick reinforced with large iron nails. It is closed from the inside by a solid metal crossbar. If the characters do not manage to open the door of the interior, they will have to make a Force roll to push it, which will inevitably involve the guards in Room 4.

2. Reserve

This is a pantry that contains food for ten people for at least a week. Mainly the foodstuffs are salted meat, cheese and bread.

3. Kitchen

This small room is equipped with all the necessary to concoct good dishes.

4. Guard Room 1

This is where the five men that the wizard left on his place during his absence. During the day, the guards (apart from the one at the entrance) spend their time here talking and drinking beer and wine. From midnight until the next day, they sleep. 4 guards are present and one of them has the key that opens the door of the cellar. They have 10, 11, 10 and 12 coins respectively. Aside from five straw mattresses, there is nothing very interesting here. If the characters ask them about Gruumsh’s Eye, they know that their employer came home with this relic, but has left without it. So it’s in the house, but they do not know where.

1st floor

5. Library

This large library houses a multitude of books, mostly history. None deals with magic.

6. Office

One piece of major furniture here, a very beautiful mahogany desk. In the drawers’ one can find about twenty leaves of virgin parchments, feathers and various inks.

7. Guard room

Similar to the previous guard room on the ground floor, except that its occupants are not there at the moment and there are only four benches. This is the dormitory for the four men who accompanied the magician to Egonzasthan.

2nd floor

Sorcerer’s apartments are located on the second floor of the house. The three doors of this floor are locked.

8. Bedroom 1.

A bedroom with furniture stripped but tasteful. It seems however not to be inhabited.

9. Bedroom 2.

Another bedroom that does not seem to be occupied by anyone currently.

10. Room 3.

This is the spy’s room. There are only a few items of furniture in this room, but all are of very good quality. Other than human-sized change clothes and two bags containing 600 coins, 100 coins and 6 small gems worth 40 coins in each bag but nothing else of interest.

Basement

11. Wine cellar

This cellar houses three barrels of beer and a shelf against the wall on which rest a dozen bottles of red wine of mediocre quality. The secret corridor passage from Room 13 only opens on the other side. It cannot be detected it or opened it from the cellar.

12. Cave

The door of this room is locked. One of the guards in Room 4 carries it on him. Inside this large room rest many bottles of fine wines as well as three large barrels of good beer. If a character conducts a search, he finds that a brick wall is not sealed and seems slightly sunk into the wall (press it and it opens the secret passage).

13. The Sorcerer’s Lair.

Its big room is a sinister look, and strange smells float in the air. On the multiple stables and shelves are Eye of Gruumsh as well as two potions, a grimoire and various material components. In a jar on a table, a right elf hand. And on the ground, a big locked iron chest. While the characters will be busy filling their pockets, 7 large spiders will attack them. Their bite does not represent a great danger; the problem with these small critters is their venom.

Potions are a climbing potion and a healing potion. The Grimoire is the magician’s spell book that contains many level 1 and 2 spells of the enchantment school, with all the material components needed. The elf’s right hand is useless item. The iron chest contains 2, 100 coins.

Celebrating the beginning of another month of unemployment with the release of a new zine.

Celebrating the beginning of another month of unemployment with the release of a new zine.

Celebrating the beginning of another month of unemployment with the release of a new zine. Southern Gothic fantasy nonsense random tables.

https://www.drivethrurpg.com/product/264182/Name-Not-Found?manufacturers_id=9300

I ran Dungeon World for the first time in what seems like forever on Saturday and had a great time.

I ran Dungeon World for the first time in what seems like forever on Saturday and had a great time.

I ran Dungeon World for the first time in what seems like forever on Saturday and had a great time. I also had some trouble coping with a couple druid abilities. I’d appreciate any thoughts/suggestions:

1. The Shapeshifter ability

Once a druid shifts to an animal form, she has all of the innate abilities of the form. For example, a druid shapeshifted to an eagle can fly. The move also grants the player hold that can be spent to make “special moves” associate with the new form.

The character sheet suggests “escape to the sky” (or something similar) as a special move for bird forms. I’m unclear on why that is a special move given a PC in bird form can fly generally. Is the intent that it takes one hold whenever the PC wants to fly while in bird form? That doesn’t seem right since I doubt we’re going to make a PC blow hold to run when in wolf form. Is the intent that it takes hold for the PC to fly away from a dangerous situation? If so, is success automatic or must the PC defy danger or possibly attempt a custom move created by the GM for escaping to the sky?

2. The Elemental Mastery ability

This one caused much more trouble. The move is extremely broad as written. “When you call on the primal spirits of fire, water, earth or air to perform a task for you, roll+WIS. * On a 10+ choose two. * On a 7-9 choose one. * On a miss, some catastrophe occurs as a result of your calling.

• The effect you desire comes to pass

• You avoid paying nature’s price

• You retain control”

The first time this ability came up, the druid called upon the primal spirit of earth to get the stone dungeon wall around a locked door to move so that the door was broken off its hinges. No problem with that use.

The second time, the party was being attacked by an angry air elemental. The PC called upon the spirit of air to blast the air elemental away. The roll didn’t go as well this time and the PC opted to not retain control. I decided this resulted in gale force winds blowing into the room the party was in. The PC immediately attempted to use elemental mastery to regain control.

I struggled with adjudicating this move in a couple ways.

First, I was uncomfortable with the PC immediately using the ability again to thwart the narrative consequences of his previous roll. In hindsight, I don’t think this was as problematic as it felt at the time. The move has the potential for things to spiral out of control if the PC keeps using it over and over. There ought to be a nice potential reward for taking such risks.

Second, the move seems really, REALLY powerful if used creatively. The PC can attempt to cause pretty much any physical effect imaginable using this move. In the moment, this scared me as a GM. A druid PC could potentially just go to this move when facing any danger at all and cut through challenges like a hot knife through butter. In hindsight, again, I think my problem was pulling my punches on the “paying nature’s price” option. I had a hard time improvising what nature’s price would be in the moment. If it comes up again, I think I would come up with a price that is narratively proportional to what the PC is trying to accomplish.

Let’s say the party is fighting the BBEG and the druid decides to call on the spirit of earth to swallow the monster (e.g., temporarily turn the rock under the monster to mud so the BBEG sinks into the ground). That’s an encounter killer effect. Nature’s price should be similarly killer (I think). Maybe the PC would lapse into a coma for a week. Maybe his left hand turns to stone. Maybe the PC has to go on a quest for an earth elemental lord.

For a relatively minor effect such as lighting a camp fire by calling up the spirit of fire, maybe the PC takes -1 forward the next time she attempts to call on a spirit other than fire.

Prices for moderate effects seem trickier, but I’m feeling a lot more creative now than I was in the middle of the game.

Anyway, I’d appreciate hearing the thoughts of more experienced Dungeon World GMs.

30 minor magical items, ranger edition

Title

30 minor magical items, ranger edition

30 Minor Magical Items, Ranger Edition

Over on the DW Discord, Yochai Gal asked for a brainstorm of minor magical items that might be relevant to a ranger. I had just had a few cups of coffee so I spammed him with answers. Here you go. (Most of these are mine; attribution given to those by others.)

Has anyone converted any Pathfinder APs to DW and run them successfully? Are there any pitfalls to doing this?

Has anyone converted any Pathfinder APs to DW and run them successfully? Are there any pitfalls to doing this?

Has anyone converted any Pathfinder APs to DW and run them successfully? Are there any pitfalls to doing this?

I love the idea of Kingmaker being a DW campaign, but I’m unsure of the amount of work involved in conversion. Would it be better to just build something similar in my own DW campaign as opposed to converting?

The Sorcerer’s Jewel

The Sorcerer’s Jewel

The Sorcerer’s Jewel

A “Map Not Required” Dungeon World Adventure by Mark Tygart

https://drive.google.com/open?id=1rpBaMGzmYVkrsbawdXapwiuClxscIydR

Inspired by the “Boinger and Zereth” short story The Sorcerer’s Jewel by Dr. Eric J. Holmes and the works of Edgar Allen Poe

Adventure Background

The young human had a map. Zereth had seen innumerable treasure maps, and he was not impressed with this one.

“Whoever sold you this, sire,” he said callously, tossing it down on the table between them, “did a poor job. The parchment isn’t even aged.”

“You wrong me, Sir Elf,” said the man, “for I never claimed this to be authentic. It was drawn yesterday; I saw it drawn myself.” The arched eyebrows of the black elf shot up on his forehead. “Drawn? By whom?”

“By Misteera the Medium.”

“At a séance?”

“Verily. The controlling spirit claimed to be one Yartoosh, a sorcerer dead these two thousand years.”

—The Sorcerer’s Jewel by John Eric Holmes (first published in Dragon #46, recently republished in Tales of Peril.)

To order Tales of Peril: https://grodog.blogspot.com/2017/06/how-to-order-tales-of-peril-and-other.html

The Sorcerer’s Jewel

The Sorcerer’s Jewel

The Sorcerer’s Jewel

A “Map Not Required” Dungeon World Adventure by Mark Tygart

https://drive.google.com/open?id=1rpBaMGzmYVkrsbawdXapwiuClxscIydR

Inspired by the “Boinger and Zereth” short story The Sorcerer’s Jewel by Dr. Eric J. Holmes and the works of Edgar Allen Poe

Adventure Background

The young human had a map. Zereth had seen innumerable treasure maps, and he was not impressed with this one.

“Whoever sold you this, sire,” he said callously, tossing it down on the table between them, “did a poor job. The parchment isn’t even aged.”

“You wrong me, Sir Elf,” said the man, “for I never claimed this to be authentic. It was drawn yesterday; I saw it drawn myself.” The arched eyebrows of the black elf shot up on his forehead. “Drawn? By whom?”

“By Misteera the Medium.”

“At a séance?”

“Verily. The controlling spirit claimed to be one Yartoosh, a sorcerer dead these two thousand years.”

—The Sorcerer’s Jewel by John Eric Holmes (first published in Dragon #46, recently republished in Tales of Peril.)

To order Tales of Peril: https://grodog.blogspot.com/2017/06/how-to-order-tales-of-peril-and-other.html

I posted this a while back but here’s my updated version of my DW Moves Sheet.

I posted this a while back but here’s my updated version of my DW Moves Sheet.

I posted this a while back but here’s my updated version of my DW Moves Sheet. This is a totally hacked version, straying farther and farther away from vanilla DW the more I update it. It is getting dangerously close (in a good way) to what +Peter J is doing with Dungeon World Unlimited. You might also notice that the wording of most of the moves have been shorten and simplified. It is by design, I like being able to quickly read a move while playing.

Anyway, I figured some might like this, so here goes :

https://docs.google.com/document/d/1B0a7_u9Yi8fsKD8_E3-TyPxjkjhwwTjFtjGj6E2_HFo/edit?usp=sharing

Nothing kills the momentum of a session like trying to create a Hireling or Follower on the fly. This may help …

Nothing kills the momentum of a session like trying to create a Hireling or Follower on the fly. This may help …

Nothing kills the momentum of a session like trying to create a Hireling or Follower on the fly. This may help …

https://www.dmmuse.com/Main/DWHirelings

Honest question, why do you think DW lacks a 13+ result entry whereas some other pbta games use it to represent…

Honest question, why do you think DW lacks a 13+ result entry whereas some other pbta games use it to represent…

Honest question, why do you think DW lacks a 13+ result entry whereas some other pbta games use it to represent extraordinary results.

Are 10+ results in DW supposed to represent exceptional success or just normal success without complication?