One thing I do to try and make Steadings unique is give each Steading some specific gear that’s available only there.

One thing I do to try and make Steadings unique is give each Steading some specific gear that’s available only there.

One thing I do to try and make Steadings unique is give each Steading some specific gear that’s available only there. In my last session, I generated a Steading that specialized in incense, and the PCs can purchase the following at that Steading:

Incense of Alertness

3 uses, 10 coins

When you Take Watch, you can consume a use and gain +1 forward to your Take Watch move.

Incense of The Arcane

3 uses, 20 coins

When you Discern Realities, you can consume a use and add the following question: “What magical traces linger here?”

Incense of Restoration

3 uses, 50 coins

When you Make Camp, you can consume 1 use. Everyone in the camp heals an additional 1d6.

Incense of The Unfettered Self

1 use, 100 coins

When you inhale deeply of the short-lived, purplish fumes, roll +WIS. On a hit, you have an out-of-body experience and your awareness can travel unfettered for a few minutes before returning. On a 10+ select one below, on a 7-9 select two:

* Take a Debility of your choice.

* You have trouble getting back into your body in a timely manner.

* You attract unwelcome attention from the astral plane.

* You build up a tolerance, cumulative -1 ongoing to this move.

A player in my campaign found a necromancer’s spell book and I wanted to reward them with some new necromantic…

A player in my campaign found a necromancer’s spell book and I wanted to reward them with some new necromantic…

A player in my campaign found a necromancer’s spell book and I wanted to reward them with some new necromantic spells. What do you think of this as a 1st level spell?

Spare the Dying

You can expend some of your own life energy in an attempt to pull someone else from the brink of Death. When someone nearby rolls 9 or less on a Last Breath, you can cast this spell. If you succeed, you suffer 1d10 damage (ignoring armor) but the dying creature gets to roll their Last Breath again.

I’m considering adding Flaws in my game.

I’m considering adding Flaws in my game.

I’m considering adding Flaws in my game. Each player would specify a character Flaw, such as alcoholic, klepto, hot-tempered, greedy, etc. If they act on their flaw to the detriment of themselves and the party, they mark XP at End of Session. Hopefully it would provide some memorable RP scenes during the session, do you think it would work well?

Goliaths are a rather flavorful D&D race of remote, nomadic mountain dwellers, that are known for having exceptional…

Goliaths are a rather flavorful D&D race of remote, nomadic mountain dwellers, that are known for having exceptional…

Goliaths are a rather flavorful D&D race of remote, nomadic mountain dwellers, that are known for having exceptional carrying capacity.

Goliath Racial Move

Your huge frame allows you to carry weight much more easily than other smaller folk. Increase your Load by 6.

Soul Reaper Robe

Soul Reaper Robe

Soul Reaper Robe

This black and purple velvet robe is adorned with delicately stitched necromantic symbols. The inner lining is inscribed with the words, “to my dearest pupil.” While wearing the robe, you can make a necrotic touch attack (range Hand) against a creature with a soul. If your attack kills the creature, the robe gains +1 Soul. The next time you roll Last Breath, roll +Soul instead of the flat 2d6. Additionally, all the souls in the robe are released into what lies beyond the Black Gate, and it reverts back to 0 Soul. 1 Weight

Finished up some final touches on my Dungeon World Treasure Generator!

Finished up some final touches on my Dungeon World Treasure Generator!

Finished up some final touches on my Dungeon World Treasure Generator! Handy for generating some random loot during a session.

http://www.dmmuse.com/DWTreasure.aspx

http://www.dmmuse.com/DWTreasure.aspx

Here’s some content for a narcotic called Bliss that I introduced into my Roll20 campaign.

Here’s some content for a narcotic called Bliss that I introduced into my Roll20 campaign.

Here’s some content for a narcotic called Bliss that I introduced into my Roll20 campaign. It’s gone down fairly well in play, with The Fighter taking the tough decision to make a Last Breath roll to break the addiction, leading to a deal with Death that provided a brand new story thread!

Bliss

You buy it in the form of an ice-like crystal cube from a “fixer”. You grate a little off to form a mound of fine powder, which you mix into your favorite alcoholic beverage. Your pupils dilate and you feel your mind expand. 5 uses, 2 coin for first purchase, price increases from there.

The first few times you try Bliss, you feel amazing, take +1 ongoing, and add the following questions to Discern Realities:

* Who here is also Blissed-out?

* What non-visible presence is also here?

This lasts until the next time you go to sleep. You are now addicted to Bliss.

When you are addicted, and crave Bliss, roll +CON. On a 10+ remove 1 Grim Portent (below), and if you have no more, you’ve broken the addiction. On a 7-9 choose one:

* Take a Grim Portent (below).

* Take some Bliss now, if you have some.

* You’re incapacitated for the day, sick, sweating, and writhing.

* Roll Last Breath, and if you survive, you’re free of the addiction.

Bliss Grim Portents

* You feel weakened, -1 ongoing to STR.

* You feel shaky, -1 ongoing to DEX.

* Your skin becomes pale, almost translucent.

Impending Doom: You’re in deep and near the Black Gate

Came up with this treasure item on the fly during a Roll20 game yesterday.

Came up with this treasure item on the fly during a Roll20 game yesterday.

Came up with this treasure item on the fly during a Roll20 game yesterday. My random treasure generator indicated a vial of light blue fluid and I came up with …

Potion of Ethereal Doors

This glass vial contains shimmering, light blue liquid. Pour the contents of the vial against any wall, and an ethereal door will form there, allowing free passage through. It will last a few minutes before disappearing. 1 use

When you spend a day of downtime reading from the blasphemous pages of a vile book, roll +WIS.

When you spend a day of downtime reading from the blasphemous pages of a vile book, roll +WIS.

When you spend a day of downtime reading from the blasphemous pages of a vile book, roll +WIS. On a 10+ the GM will tell you a valuable and useful piece of information regarding the book’s subject. On a 7-9, as above, but also select one below:

* You read about a particularly disgusting ritual, take the Sick Debility (cannot choose this if you are already Sick).

* You read about infernal forces, the knowledge of which plagues your thoughts. Take the Confused Debility (cannot choose this if you are already Confused).

* A foul presence touches your mind. This is most certainly “unwelcome attention!”

* The book disintegrates in your hands.