Do you ever think that maybe there should be some more Monsterhearts in your Dungeon World?

Do you ever think that maybe there should be some more Monsterhearts in your Dungeon World?

Do you ever think that maybe there should be some more Monsterhearts in your Dungeon World? Because if you do, then you should know that if you give Jackson Tegu more money, I will write: (go on, click it!)

Space Wurm vs. Moonicorn

an adventure scenario to accompany Adventures on Dungeon Planet and Dungeon World! Space Wurm vs. Moonicorn will include AT LEAST two new space fantasy themed Dungeon World playbooks based on Jackson’s second skins.

http://www.kickstarter.com/projects/1571708637/monsterhearts-second-skins

Heroic Monster Slayer

Heroic Monster Slayer

Heroic Monster Slayer

When you take the skin of a slain monster, you can fashion it into a clumsy shield worth +1 armour or a clumsy suit worth 1 or more armour, the GM will tell you how much (usually 1 or 2 less than the monster had in life).

What do you think? Level 2-5 move, or level 6-10 move?

I am concerned that some of these moves might be a bit, well, lame, and I would like a second opinion. Thanks.

I am concerned that some of these moves might be a bit, well, lame, and I would like a second opinion. Thanks.

I am concerned that some of these moves might be a bit, well, lame, and I would like a second opinion. Thanks.

CAVER COMPENDIUM CLASS

 

When you have successfully mapped an underground cave complex, or been instructed in the techniques of caving by an expert, the next time you level up you can choose to take this move:

 

Dungeon Crawl

When you defy danger to get through a difficult or dangerous passageway, on a 10+, you may also bring one of your companions through with you safely. On a 7-9, you may sacrifice a piece of your gear to ignore the consequences—whichever piece is most readily at hand or makes the most sense. If this is adventuring gear that is still undefined, say what it is now.

 

Once you have dungeon crawl, these moves count as level 2-5 class moves and you can choose to take them when you level up:

 

Bug Eater

When you make camp in a cave, or undertake a perilous journey through a cave, you do not need to consume any rations. If you act as quartermaster, you automatically succeed as if you had rolled a 10+, and you may take on a second job.

 

Lynx-Eyed, Like Burning Coals

Your eyes cut through the night and you need bring neither lamp nor torch to see in even Stygian darkness. When you defy danger in the dark, take +1.

 

Mental Map

You have perfect recall of the places you have explored. You can always find your way back to an underground location you have been to, without considering it a perilous journey. If anything has changed since your last visit, you spot it right away.

 

Tremors

You can feel vibrations echoing through the earth. You can never be ambushed or surprised underground, even in the dark.

 

Once you have dungeon crawl, these moves count as level 6-10 class moves and you can choose to take them when you level up:

 

Cavedancer

When you use the natural formations of a cave to your advantage, take +1 to defend and defy danger.

 

Cavespeaker

Requires: Tremors

When you ask a cave about someone or something else inside it, roll+INT. On a 10+, the cave tells where it is, what it’s doing, and answers any one question you ask about it. On a 7-9, the cave tells you either where it is or what it’s doing.

 

Strange Medicine

Requires: Bug Eater

When you have time to gather supplies in a natural cave, you can prepare a poultice that will heal one debility next time you make camp.

 

Specialty Option

If you want to start as a caver at level 1, you can replace one of the following starting moves with dungeon crawl:

Cleric: Turn Undead, but you deity’s domain must be knowledge and hidden things or what lies beneath.

Fighter: Armored.

Paladin: Armored.

Ranger: Called Shot.

Thief: Backstab or Poisoner.

Wizard: Spell Defense.

 

If you start as a caver at level 1, you may choose one of the following race options instead of those offered by your class:

 

Elf

Only the darkest and most violent of elves would willingly seek their fortunes underground. Choose a weapon. In your hands, weapons of this type have the precise tag, just as if you were the fighter.

 

Halfling

You know how to take advantage of your small size underground, where you get +1 armour when you’re at all able to defend yourself.

 

Orc

Lynx-Eyed, Like Burning Coals is a starting move for you, not an advanced move.

The Temple of Night

The Temple of Night

The Temple of Night

The temple’s rules:

 

One: Arcane magic is consumed by fire, along with its caster. This is not instantaneous, so spells might still work before the fire is done.

 

Two: Divine magic only works if the god Fire allows it, and Fire grants no favours unpaid for.

 

Three: Psychic powers that have nothing to do with fire are unimpaired, but the fires in the Temple of Night burn on multiple planes of existence. Minds that touch them are consumed.

 

Four: Supplicants may enter the Outer Courtyard, but tourists are not welcome to come and gawk. Only those who have been tested or who are being tested may enter the Inner Courtyard (where testings occur). Only those who have been tested and trained may enter the Secret Courtyard.

 

Five: If you wish to be tested, you must submit to fire’s judgement and accept the test offered to you. Fire is fickle, roll 1d6 for what kind of test you must face:

 

1. A test of your charisma. You must successfully preach the merits of flame before the highest council of pyromancers and teach them a new way to appreciate fire. To complete this task, roll+CHA, unless you can find a different method of passing the test.

 

2. A test of your endurance. You must undergo the Seven Rigours of Fire, each of which tests your endurance. To complete this task, roll+CON, unless you can find a different method of passing the test.

 

3. A test of your grace. You must dance through the flaming hoops and over the bonfires while tracing intricate designs in the air with burning implements. To complete this task, roll+DEX, unless you can find a different method of passing the test.

 

4. A test of your knowledge. You must demonstrate the nine colours of fire and finally, extinguish the black flame without being consumed. This requires detailed alchemical skill. To complete this task, roll+INT, unless you can find a different method of passing the test.

 

5. A test of your strength. You must carry a giant brazier of burning coals across a carpet of sand while acolytes toss more burning coals down upon you. The more you shake and stumble, the more burning coals will kiss your exposed flesh. To complete this task, roll+STR, unless you can find a different method of passing the test.

 

6. A test of your wisdom. You are presented with three fires. You must identify their types and sources—by touch alone. To complete this task, roll+WIS, unless you can find a different method of passing the test.

 

Six: When you are tested, you must be tested alone. You may not bring more than you can carry. You may not reject the god Fire during the test.

 

Seven: When you are tested, roll and add the appropriate stat. On a 10+, you complete the task without permanent injury, but your achievement inspires envy and jealousy among your new peers. You are a pyromancer. When next you level up you may choose the consuming flame.

 

On a 7-9, you complete the task but are not unscathed. Mark the debility scarred, unless your charisma was tested, in which case mark another debility of your choice until you finish a quest given you by the Temple. You are a pyromancer. When next you level up you may choose the consuming flame.

 

On a miss, you have failed the test. If you fail the test of charisma, you may not test again and other pyromancers will consider you a foe. If you fail the test of knowledge, roll a d10 and count down the list of colours to see which flame you botched. A roll of 9 indicates the black flame, which consumes your soul. You do not even pass through Death’s black gate and can make no deals with Her. A roll of 10 indicates that you are unable to produce coloured flame and may leave unscathed, the laughing stock of pyromancers everywhere. Any other number, along with a fail in any other test, indicates that you leave with the debility scarred.

 

If you already have the debility scarred and must take it again, the fire ends your life instead. Take your last breath and proceed to Death’s black gate. If you passed the test, you may not bargain away this success in exchange for your life. Death has no dominion over Fire.

 

The Nine Colours of Fire:

Blue, Green, Orange, Purple, Red, Ulfire, White, Yellow, and the Black Pyre, the un-flame, a fire that emits no light and burns only souls.

 

The Seven Rigours of Fire:

Boiling, a test of enduring fire and water.

Extinguishing, a test of firefighting.

Freezing, a test of enduring the absence of fire.

Kindling, a test of firestarting.

Roasting, a test of enduring fire and earth.

Smoking, a test of enduring fire and air.

Touching, a test of enduring the touch of fire itself.

Pyromancer

Pyromancer

Pyromancer

When you study with the pyromancers of the Temple of Night, and are tested by the fire (mark the debility scarred) you may take this move the next time you level up:

Consuming Flame

When you call upon a fire to obey you, roll+INT. On a 10+, it will follow your commands for up to five words, but as it feeds it also grows. On a 7-9, you still have your five words, but choose one consequence:

a. Ablaze: fueled by magic, this fire rages beyond even your five words.

b. Alarm: this fire attracts unwanted attention from far and wide.

c. Drained: mark a debility of your choice.

d. Enchanted: this fire becomes magical in nature.

Also, every word of your commands that does not describe the fire directly (such as burn, ember, or smoke) is consumed and this fire will not obey it again.

 

OR:

The Cleric of a god of Bloody Conquest can start with Consuming Flame instead of Turn Undead, but add: Petition: Fire.

The Fighter can start with Consuming Flame instead of Signature Weapon.

The Thief can start with Consuming Flame instead of Poisoner.

The Wizard can start with Consuming Flame instead of either Spell Defense or Ritual.

 

If you have the consuming flame, the following count as class moves and you may take them when you level up:

Burn Away Lies

When you speak words of power into a flame, you can touch someone with it and it will not burn them until they tell a lie.

Friend to Fire

For you, Earthly fire poses no physical threat at all, and there is always a chance for you to escape magic in fire’s form, by defying danger.

Seven Words

A fire will follow your commands for seven words, and you may save one of them to use on it again.

Summoned Flame

You can produce a handful of fire, out of nothing, whenever you want. If it does not leave your hand, you can also extinguish it at will.

Words of Fire

When you command a fire, on a 12+ your words are not consumed and you may command with them again.

Adventures on Dungeon Planet: A science fantasy supplement for Dungeon World.

Adventures on Dungeon Planet: A science fantasy supplement for Dungeon World.

Adventures on Dungeon Planet: A science fantasy supplement for Dungeon World.

http://redboxvancouver.wordpress.com/2013/03/29/adventures-on-dungeon-planet/