I’ve been running a series of Hangouts On-Air games with Indie+ called Chain World.

I’ve been running a series of Hangouts On-Air games with Indie+ called Chain World.

I’ve been running a series of Hangouts On-Air games with Indie+ called Chain World. We play with four awesome players, and then we bring on guests who play in one session, and take over running the game the next. All the while we follow the madcap adventures of the Owlbear Scourge, a team of “elite” “heroes” who have never actually killed any owlbears. At least, on screen, anyway. 

We’re 9 sessions in, all of them up on Youtube to watch, all of them about 2 hours apiece. Check ’em out! 

http://www.youtube.com/watch?v=tDyRprR-Slg

The Last Days of Anglekite: featuring pretty art of monsters that can kill your face off, among other things.

The Last Days of Anglekite: featuring pretty art of monsters that can kill your face off, among other things.

The Last Days of Anglekite: featuring pretty art of monsters that can kill your face off, among other things. Coming to an Internets near you. 

Super proud of and excited about this!

Originally shared by Brendan Conway

Mark Diaz Truman and I have been working on a thing. It started off as my 60000 word idea slurry, produced for the KristaCon NY Kickstarter rewards. It has since transformed, through much work and absolutely astonishing patience and focus from Mark, into something that I am very, very proud of. 

It’s called The Last Days of Anglekite. It’s a Dungeon World supplement, with monsters, magical items, Fronts, compendium classes, GM tips, setting information, a map, and from what I’ve seen so far, suuuuuuper kickass art. 

This right here is a sketch by  Juan Ochoa, whose art makes me giddy every time I see it. That is the Pyrewyrm, one of the several contenders for “world-ender” in the book. And the sucker getting ready to slug it out with the beastie? They’re wielding the Angelbone Blade, an ancient magical WMD. Last time it was used, it created the gigantic (we’re talking hundreds of miles in diameter) Crater Basin that contains the whole setting. This is going to be a good fight.

It’s the stuff that The Last Days of Anglekite is made of. Weird freaking monsters. Apocalyptic threats. Astonishingly powerful magic items. Over the top madness. 

I’m super biased, but I think it’s going to be solid. Good times ahead. 

This board is the monument to the epic that was the 3-session “Last Days of Anglekite” game I ran at KristaCon.

This board is the monument to the epic that was the 3-session “Last Days of Anglekite” game I ran at KristaCon.

This board is the monument to the epic that was the 3-session “Last Days of Anglekite” game I ran at KristaCon. It was fantastic.

Guys. Giant carnivorous bees, fed on orc-flesh. Come on.

Originally shared by Brendan Conway

Amazing, amazing time at KristaCon this past weekend. I got to play Colossus — and I died! But also, I ran a 3-session DW game of my KristaCon scenario: “The Last Days of Anglekite.” 

It. Was. Awesome.

Here’s the board we covered in post-its with the most important, and our favorite, stuff from the game. 

They killed a giant dragon made of fire with a flower perched atop a tower that they collapsed onto the dragon using dwarven mead as explosives. Amazing. 

We’re putting together a KristaCon event for May 24th through 26th in NYC, and Dungeon World is going to be one of…

We’re putting together a KristaCon event for May 24th through 26th in NYC, and Dungeon World is going to be one of…

We’re putting together a KristaCon event for May 24th through 26th in NYC, and Dungeon World is going to be one of the main games! 

We’ll be having six total games, three of Marvel Heroic and one each of AW, Monsterhearts, and DW. Each game will have somewhere between 12 and 16 players, with 4 GMs, and will run for three sessions over the course of the weekend, forming a kind of miniature campaign. This is the first time that we’ll be trying it out with some of the *W games, and personally, I’m really excited to see what we can do with DW! 

Right now, we’re spreading the word, but soon we’re going to have a Kickstarter for preordered tickets. We’re still looking for GMs for all the games, including DW. Since it’s a small con (and not at all for profit), everyone’s going to have to help pay a bit, but GMs will get a special reduced rate. 

Also, all GMs will be lavished with praise and adoration. So there’s that, too.

If anyone has any interest in GMing for DW, or for any of the above games, let me know. Here’s hoping that we’ll see you at the Con!

This is sort of an offshoot of Christopher Weeks topic below.

This is sort of an offshoot of Christopher Weeks topic below.

This is sort of an offshoot of Christopher Weeks topic below. 

Let’s just say we’re talking about a fighter wielding a longsword engaged in mortal combat with a Blue Orc (17 hp, no armor, moves: strike skillfully, disarm opponent), a well-trained swordsman of his militaristic people. The two are circling each other in a large, open cave, well-lit by magical gems floating high above them. The floor is smooth and unmarked. There is no one else within miles of this fight. Almost as if some unspoken signal had gone off, they close distance and clash blades. Hack and slash. 

(1) How would you describe in the fiction a hack and slash roll of 12+, with a damage roll of 2 (1 on your 1d10, and 1 on your 1d6)?

(2) How would you describe in the fiction a hack and slash roll of 12+, with a damage roll of 16 (10 on your 1d10, and 6 on your 1d6)?

(3) How would you describe in the fiction a hack and slash roll of 7-9, with a damage roll of 1 (1 on your 1d10)?

(4) How would you describe in the fiction a hack and slash roll of 7-9, with a damage roll of 10 (10 on your 1d10)?

I’m most interested in actual examples of how you would describe each. I know how I’d do it, but I’d love to hear everyone describing their own ways  of interpreting these rolls, particularly vis a vis differentiating the different sets of results, if you differentiate them at all. 

I’m making a thing. I’d love to get some input, feedback, and advice.

I’m making a thing. I’d love to get some input, feedback, and advice.

I’m making a thing. I’d love to get some input, feedback, and advice.

I’ve been reading some weird fantasy stuff (and Tenra Bansho Zero, with the Annelidist), and it’s made me want a class for a weird mutant person with parasites or mutations, giving them barbed tentacles and the like. It might work better as a compendium class, but I’ve been writing it up as a full class. I’m calling it “The Aberration,” but I’m not wedded to the name.

The starting moves I’ve cooked up so far are below. Any comments would be very much appreciated! Thanks everyone!

Mutations

You start with two mutations. For each mutation, choose from each category:

Where (choose one):

– Replacing a limb

– On your face

– Inside your abdomen

– Protruding from your back

– In your skin

Target (choose one):

– Someone  you touch (choose another Function for this mutation, you may only use one function at a time)

– Someone at a distance (close range)

– Someone you can see or who can see you (near range, when you use this mutation, mark off another segment of your Hunger countdown clock)

Function (choose one):

– Burn (Whoever is affected by this is going to continue to be burned and hurt until they take effort to eliminate the burning)

– Entrap (This mutation allows for the construction of webbing or glue-like bonds or other such entrapments)

– Consume (This mutation allows for the consumption of otherwise impossible to consume items, perhaps to store them inside the Aberration, perhaps to hurt them)

– Sense (This mutation provides the Aberration an extra sense, like the ability to look behind them at all times, or the ability to read minds)

– Charm (This mutation allows the Aberration to exude pheromones, or subtly influence minds, to charm people who are intelligent and not actively hostile.)

– Terrify (This mutation allows the Aberration to exude pheromones, influence minds, and present a terrifying visage to frighten others.)

– Poison (This mutation will inject poison, to either sicken, paralyze, or kill a target, depending on how much poison is injected.)

– Move (This mutation allows bizarre forms of movement, or forcing others to move, +forceful.)

– Tear (This mutation rends flesh or other materials it is used against, +messy.)

When you use a mutation, you get its effect, and roll+Con. On a 10+, advance your Hunger clock by 1. On a 7-9, advance your Hunger clock by 1, and choose 1:

– Advance your Hunger clock by another 1

– Your use of your mutation puts you in a dangerous spot

– The effect of your mutation is greater or lesser than you expected (GM’s choice)

If you use a mutation to inflict damage, then you will still have to roll Volley or Hack and Slash, as appropriate, and the damage die for your attack becomes a d8. 

Hunger

Choose 1 hunger. 

Hungers:

– Consume the flesh of a thinking being

– Consume the mind of a thinking being

– Infect another with offspring

– Consume something disgusting and inedible

– Consume the magic from a place, item, or person of power

– Cocoon yourself for an extended period of time with certain substances that are (choose 2 whenever you would cocoon yourself): Rare; Expensive; Noticeable; Unwieldy and Bulky

You have a hunger clock, with segments from 0-3, 3-6, 6-9, 9-10, 10-11, and 11-12. Once your Hunger Clock reaches 9 o’clock (as in, the segments from 0-3, 3-6, and 6-9 are all filled), then you are Hungry. You take -1 ongoing to your rolls when using a mutation. When your Hunger clock reaches 12 o’clock, then take a -2 ongoing to every action. If you would ever push your Hunger clock beyond 12 o’clock, then your mutations and parasites take full control of your body.

When you indulge your hunger, you can reduce your Hunger clock by two segments. 

Monstrous Knowledge

When you encounter a monster that is totally bizarre, alien, unnatural, or otherwise strange, then you likely can recognize it or understand it better than most, thanks to your own nature. Roll+Int. On a 10+, you may ask 2 questions. On a 7-9, you may ask 1 question. On a miss, you may still ask one question, but the creature recognizes you and may ask 1 question of you, as well. 

– How can I add its strength to myself? 

– How can I negate its strength?

– How can I communicate with it?

– What is its weakness?

– What does it desire? 

Mutagenic Transformation

If you  have time, an empty Hunger clock, and the appropriate tools/supplies (detail), you can adjust your mutations, whether by swapping out parasites and symbiotes, or by causing new mutations while removing old cancers.  You can remove any mutation you currently have and pick a new one, exactly as you would have when choosing the original two.

Oh Good God What Is That Thing

If you use your mutations in public in a populated place (a city, a town, a village), the people will react with fear, horror, and hatred. You will automatically qualify for the Outstanding Warrants move in that place from that point forward.

For the White Gates of Madness, I bring you the Pillars of Madness!

For the White Gates of Madness, I bring you the Pillars of Madness!

For the White Gates of Madness, I bring you the Pillars of Madness! Boy, does that sound redundant when I write it out like that.

This document is really, really long. It got kind of out of hand, but I’m proud, like the demon-priest who gives birth to the monstrosity that will end the world.

TL;DR version: Beyond the White Gates lies the Pyramidal Manse of the Insatiable Aesthetician. It is a prison. The Manse sits atop the Five Pillars of Madness. Each Pillar may actually be holding up the whole of the Madlands, not just the Manse. Each Pillar expresses its own form of madness. If you can get close to the Pillar and survive, you’ll come away changed, forever.

I’d love to hear any comments for improvement, especially for the compendium class contained within (towards the end).

In the long run, I’m going to keep working on it, and add in stuff about the Pyramidal Manse, the Insatiable Aesthetician, and its Students. The lengthy shall become even lengthier.

Madness, indeed.

Thanks, everyone!

https://docs.google.com/document/d/1b1TObEfdCpGI81RpXgaExaGPXewQF_r7ZU0asKbtJx8/edit?usp=sharing

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)