A couple of magic items the thief retrieved in the last sessions:

A couple of magic items the thief retrieved in the last sessions:

A couple of magic items the thief retrieved in the last sessions:

The True Mask

While the Masked Shadow guildleader’s mask is a black circle, featureless but for a crescent moon, cheshire cat smile, the true mask has a sad expression.

When you wear the true mask and copy a person’s appearance, roll+CHA.

On a hit, your aspect and voice match your target until you decide to change back.

Con a 7-9, choose one:

– one fundamental detail is different from the original

– the transformation will be very, very short

– you also get one of your target’s character aspects as long as you’re transformed

Teleportation Bracelet

Nothing is known about this item’s history, but saying the activation word will teleport the user within near range.

When you wear the bracelet and say the magic word, roll+INT.

On a hit, you choose one and fill in the details.

On a 7-9, the gm too chooses one and fills in the details.

– you teleport right in that precise spot

– you leave something back

– you carry something with you

cigarette break and my gf takes a picture.

cigarette break and my gf takes a picture.

cigarette break and my gf takes a picture. Tonight, Sbrocco the Conqueror, halfling barbarian, (Sbrocco may seem an hobbit name, but in italian it actually is our regional slang for “hit the roof”) and Sir Cassis the paladin, guardian of the infinity (a mix between Avatar Aang and the Green Lantern), slayed an almighty shadowflame undead champion by forcing his fireball-throwing hand to explode inside his own mouth.

Last night, we came to the conclusion that if a monster flees (just flees, not something like retreat to call…

Last night, we came to the conclusion that if a monster flees (just flees, not something like retreat to call…

Last night, we came to the conclusion that if a monster flees (just flees, not something like retreat to call reinforcements and so on) and a character pursues it, it doesn’t trigger defy danger.

That’s because you roll DD when you act despite an imminent threat. A monster fleeing is not a threat; and even if he will return at some point in the near future, it’s not an imminent threat anyway. So if a monster just attempts to escape from the characters, the fiction will decide whether or not the characters can reach out to it.

The evil fighter, the neutral wizard and the good paladin had a total fight last session and they actually split up…

The evil fighter, the neutral wizard and the good paladin had a total fight last session and they actually split up…

The evil fighter, the neutral wizard and the good paladin had a total fight last session and they actually split up in three different directions, distrusting each other!!! After having prevented a war between the Submerged Kingdom and the surface populations, the wizard was attacked by a triton assassin paid by an evil noble triton who actually wanted the war to happen. The paladin and the fighter came in time to save him, but the wizard demanded to let the assassin live to force him to testify against the evil noble; the paladin (who had to honor his Valor vow) hesitated because he wanted the triton to pay for his crimes and didn’t trust the submerged kingdom to believe them, you know, them being despised surface people against their own nobility. That’s when the evil fighter ended all arguments by slaying the assassin uncaring of the other characters. It’s the first time it happens something so extreme since when I’m playing DW, it was tense but I’m super excited. Next time, I had ideas to continue the game where it ended, with all three pursuing different goals (the paladin investigating for whoever killed the triton king’s daughter, enraging him and almost causing a war; the wizard looking for ingredients for a ritual; and the fighter looking for magical weapons to melt in his signature weapon), however mixing and matching so that everyone finds what another is searching, and going hard with the moves to let the characters (not the players, they already know it!) realize that they are lost without their allies.

Do you have similar stories to share? Did your party ever actually split up?

So, Dungeon World and old D&D Gazetteers.

So, Dungeon World and old D&D Gazetteers.

So, Dungeon World and old D&D Gazetteers. I just rediscovered the D&D Gazetteer printed in 2000 (a very brief summary of the greyhawk campaign setting with a cool map), which was one of the first rpg handbooks I ever saw and which I fell in love with. We never actually used it at the time (or, not how it was supposed to be used anyway), but it sparkled lots of ideas in our heads. I think a lot of my love for rpgs awakened with that handbook and now I sense I could put it to good use with DW. You know, it’s all very vague but sort of atmospheric, with lots of blank spaces to fill in.

What are your experiences with this kind of products and dungeon world?

Sorry to spam your tavern stream, but I feel that I and Gladio Joel Giannitelli came to a brilliant conclusion.

Sorry to spam your tavern stream, but I feel that I and Gladio Joel Giannitelli came to a brilliant conclusion.

Sorry to spam your tavern stream, but I feel that I and Gladio Joel Giannitelli came to a brilliant conclusion.

Holden’s Magic Hand level 3, ongoing

You evoke a magical hand of pure force that acts as you wish at the best of its ability. Treat the hand as a character, but with access to only the basic moves. It has a +1 modifier for all stats, 1 HP and moves by hovering around. When you cast this spell, choose the size of the hand:

• Tiny: it has Dex +2, d4 damage and it takes +1 to aid or interfere rolls.

• Small: it has Str +2, d8 damage and the forceful tag.

• Medium: it has Con +2, d6 damage and +2 HP for each level you have.

The hand lasts until it is destroyed by taking damage in excess of its HP, or until you end the spell. While this spell is ongoing you take -1 to cast a spell.

Named after Holden, our Wizard, Guardian of the Blue Veil, whose spells all have a “magical hand” skin, and the first to ever research such a spell.

So, tell me your stories when the paladin in your group gained possession of Argo-Thaan, Holy Avenger.

So, tell me your stories when the paladin in your group gained possession of Argo-Thaan, Holy Avenger.

So, tell me your stories when the paladin in your group gained possession of Argo-Thaan, Holy Avenger.

New spell for our force hands-using defensive wizard:

New spell for our force hands-using defensive wizard:

New spell for our force hands-using defensive wizard:

Blocking Hand level 1, ongoing

A floating hand comes to your side ready to protect you and your allies. While the spell is ongoing, you can Defend in near range, rolling+INT instead of +CON, and you take -1 ongoing to cast a spell. If you redirect an attack this way, you redirect it to the hand instead but you still suffer the damage dealt, because maintaining the hand while it’s being attacked is consuming and exhausting; don’t apply normal armor, but instead the hand grants you 1 armor when suffering the damage from a redirected attack.

Making monsters and the divine tag: do you apply it to demon-favored creatures too in your games?

Making monsters and the divine tag: do you apply it to demon-favored creatures too in your games?

Making monsters and the divine tag: do you apply it to demon-favored creatures too in your games?