RK2: Evil Wizards in a Cave is out now.

RK2: Evil Wizards in a Cave is out now.

RK2: Evil Wizards in a Cave is out now.

I don’t have a print version on DriveThruRPG yet, just Lulu. You are welcome Antipodes!

Possible reasons why you might like this adventure module:

#evilwizards #caves #sandboxadventure #hauntedhouse #buriedtreasure #beastman #unicorn #dragon #wyvern  

http://redboxvancouver.wordpress.com/2013/09/13/rk2-evil-wizards-in-a-cave/

ELEMENTALIST

ELEMENTALIST

ELEMENTALIST

#wizardweekhangover

I think this is basically done, but maybe some parts are bad or uninteresting?

STATS

Your base damage is d4.

Your maximum HP is 4+Constitution.

POWER SOURCE

You may be a dwarf, elf, halfling, or human, but it gives you no particular advantage. Choose the source of your elemental powers:

Divine Blessing

Choose an additional element to master: this element is sacred to your religion and can never cause you harm. You must also choose two elements that are opposed to your religion: you can never master them, and they will deal +1d4 damage to you if they harm you.

A Gift from the Spirits

You can interact (and parley) with elemental spirits as if they were people.

Magical Knowledge

You pay no mind to gods and spirits, but only words of power and the will to use them. You may roll with INT instead of WIS for master of the elements and to speak with the world itself, and a 10+ for eye of the storm also purifies you.

STARTING MOVES

You start with these moves:

Eye of the Storm

When you exert your will to calm the elements around you, roll+CON. On a hit, the world calms around you (the earth below your feet stops breaking apart, fires you touch go out, storms break around you, etc), but on a 7-9, this calmness affects only what you touch, and only as long as you are touching it. You can exert your will over all the natural elements, not just those you have mastered.

Master of the Elements

When you command the elements, roll+WIS. You may only issue commands you have mastered upon elements you have mastered. On a 10+, you may command what is generally considered a large amount of this element. On a 7-9, the same but choose one:

— The elements you command also run wild, out of your control.

— You can only affect what is generally considered a small amount of this element.

— You take an additional -1 ongoing to command the elements until you purify yourself.

If you maintain an unnatural effect, take -1 ongoing to command the elements until you release those still in your power.

If you use your command of the elements to harm someone directly, roll your damage die. Once the elements are released, however, they cause damage as appropriate to their nature.

The Roots of Creation

You start with mastery over one command, one element, and one additional mastery from either list. Each time you level up, choose either another command or another element to master.

Commands: Banish, Create, Destroy, Enhance, Move, Shape, Summon, Transmute.

Elements: Air, Crystals, Darkness, Fire, Ice, Light, Magic, Metal, Plants, Stone, Storms, and Water.

To Speak With the World Itself

When you examine an element you have mastery over, roll+WIS. On a 10+, you learn something interesting and useful. On a 7-9, you learn something interesting, but it’s on you to make it useful. On a miss, you have disturbed the elements with your meddling.

The GM may also tell you something this element wants. If you give it what it wants, it will answer one question you ask of it, to the best of its abilities.

Touching the Firmament

If you have a few hours or so to meditate amongst the raw elements, or to perform rituals before them, they will purify you. This counts as making camp and sleeping, but you do not need to consume a ration. If you spend days amongst the elements, it counts as recovering under the care of a healer.

ADVANCED MOVES

When you gain a level from 2-5, choose from these moves:

Born of Fire

You are no longer harmed by the touch of fire, nor are you vulnerable to heat.

Elemental Presence

You ignore the first -1 penalty from commanding the elements and maintaining the effect.

Friend of the Sea

You can live, breathe, and move underwater with ease.

Gift of Power

When you purify yourself amongst the elements, you may choose a command or element you have not mastered. You may use this command or element once only, and then it is lost to you, until you purify yourself again. You may choose a different command or element each time you purify yourself.

Heart of Ice

You can walk easily on ice and are no longer vulnerable to freezing. No matter how cold or slippery it gets, you function fine.

Nature’s Fury

When you use an element you have mastered to deal damage, your damage die is d10 instead of d4.

Physical Purity

When you purify yourself amongst the elements, you may also remove a debility or be cured of a disease or poison, so long as the cause of your ailment is not more powerful than the elements themselves.

Shield of Thorns

When you use the elements to defend, on a hit, you may also deal your damage to a nearby foe, in addition to spending hold. You only deal your damage once, even if you have more than one hold.

Spirit Friend

Choose two elements you have mastered: spirits of those elements will always recognize you as a friend and try to help you, until you prove yourself to be an enemy.

When you gain a level from 6-10, choose from these moves or the level 2-5 moves:

Elemental Form

You can transmute your own body into the elements you have mastery over.

When you assume an elemental form, roll+CON. On a 10+, hold 3. On a 7-9, hold 2. On a miss, hold 1 in addition to whatever the GM says.

Your new form can move much like your old form, but has the innate abilities of the elements it is made of: fire burns, stone is hard, water runs and flows, and a body made of light, shadow, or wind is intangible. You still use your normal stats but some moves may be harder to trigger. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form.

Elemental Nature

Replaces: Elemental Presence

When you command the elements, you ignore the -1 penalty from two effects you maintain.

Friend of the Sky

You can fly, whenever you want, without commanding the air around you.

Primal Words

When you use a command you have mastered to cause damage, either to an element or by commanding an element, you deal +1d6 damage.

The Skein of Creation

When you purify yourself amongst the elements, the GM will reveal to you one grim portent that has not yet come to pass, and tell you which danger it was written for.

The World is My Canvass

When you command the elements, on a 10-11, you may choose one option from the 7-9 list in order to command a huge amount of this element. On a 12+, you can command a huge amount with no consequences.

plus multiclassing at both tiers, but from a restricted class list, and probably the druid’s weather move.

Just out of perverse curiosity, let’s say I had a clear idea on how to do an interesting DW version of each of these…

Just out of perverse curiosity, let’s say I had a clear idea on how to do an interesting DW version of each of these…

Just out of perverse curiosity, let’s say I had a clear idea on how to do an interesting DW version of each of these settings:

– Al Qadim

– Oriental Adventures

– Ravenloft

– Spelljammer

Which one would you be most interested in?

Pure Vancian Magic

Pure Vancian Magic

Pure Vancian Magic

You may memorize a number of spells equal to your level+2, whose total levels may not exceed your level+1. You may not memorize a spell of a higher level than your own.

Cantrips count as level 0.

Level 1 spells still count as level 1.

Level 3 spells for you are level 2.

Level 5 spells for you are level 3.

Level 7 spells for you are level 4.

Level 9 spells for you are level 5.

When you cast a spell, it always works as if you had rolled a 12+ but you forget it and may not cast it again until you rememorize it. You may not memorize the same spell more than once.

#wizardweek #notplaytested  

Seance

Seance

Seance

level 3

necromancy

This spell cleaves a rift between the world of the living and the world of the dead, making the ghosts of those buried in the location where the spell is cast, as well as spirits tied to that location, visible to anyone present. You may question them and receive one answer from each spirit.

#wizardweek

I could not help myself, so I published another one!

I could not help myself, so I published another one!

I could not help myself, so I published another one!

Knives in the Dark is a short (64 pages) adventure module that you can use with Dungeon World… or with Labyrinth Lord (and thus, any other old-school fantasy rpg). No conversion is necessary!

Far from being a re-hash of Lair of the Unknown, this module has setup procedures that are completely different, and the wilderness is all mapped out for you, in addition to the dungeon. There are still Fronts here to help you carry on outside of the dungeon, if you want to.

http://redboxvancouver.wordpress.com/2013/07/31/rk1-knives-in-the-dark/

http://redboxvancouver.wordpress.com/2013/07/31/rk1-knives-in-the-dark/

Hey, I think it’s time to release a new book.

Hey, I think it’s time to release a new book.

Hey, I think it’s time to release a new book. This time I wrote an adventure module for Dungeon World. Here’s the pitch:

 

All the dungeons have been looted, all the monsters have been slain, and this land is free from the oppression of mad sorcerers and marauding armies. There is no longer any need for adventurers like you, and not a single opportunity for you to get rich left in these parts… or is there? Deep in the Haunted Forest you stand, directly in front of the lost stronghold of Fearsome Forbus and the Unknown Wizard—two of the greatest dungeon raiders that ever lived. Will you leave laden down with all their precious loot? Or will you uncover horrors this land thought dead and buried, never to return?

 

Lair of the Unknown is an introductory adventure module for the Dungeon World fantasy role-playing game. Inside you will find:

– A complete dungeon, full of traps and horrors, ready for you to explore.

– New monsters, characters, and magical items to vex or aid the PCs.

– Dungeon fronts—dangers that lie dormant and only activate when the PCs discover them.

– Customized starting procedures and advice about asking the players questions that contribute to the setting.

– Three new compendium classes and a new base class: the Dungeoneer.

– Fantastic art by Nate Marcel and others.

 

It’s 110 pages, 6×9 in print, 5.5×8.5 in pdf. DriveThruRPG and RPGNow, and also a Lulu print option. As far as adventure modules go, it’s not revolutionary or anything, it’s just tailored to Dungeon World, and I believe it will be an asset to both experienced GMs and novices.

Clearinghouse of linkage:

http://redboxvancouver.wordpress.com/2013/07/24/dw1-lair-of-the-unknown/

http://redboxvancouver.wordpress.com/2013/07/24/dw1-lair-of-the-unknown/

Adventures on Dungeon Planet has switched to DriveThruRPG.

Adventures on Dungeon Planet has switched to DriveThruRPG.

Adventures on Dungeon Planet has switched to DriveThruRPG.

http://rpg.drivethrustuff.com/product/112308/Adventures-on-Dungeon-Planet

http://rpg.drivethrustuff.com/product/112308/Adventures-on-Dungeon-Planet