I’m planning on running an Eberron campaign using a Dungeon World hack on Wednesday nights 9-midnight eastern via…

I’m planning on running an Eberron campaign using a Dungeon World hack on Wednesday nights 9-midnight eastern via…

I’m planning on running an Eberron campaign using a Dungeon World hack on Wednesday nights 9-midnight eastern via hangouts. I have one interested player, maybe two. I’m looking for two or three more.

Here is a first look at the cover for “The Lady and the Queens”, my next Dungeon World World Adventures book.

Here is a first look at the cover for “The Lady and the Queens”, my next Dungeon World World Adventures book.

Here is a first look at the cover for “The Lady and the Queens”, my next Dungeon World World Adventures book. The art here is by the wonderful Audra Crebs and depicts a fight on the edges of the ruined Ur-elf city deep in the earth. 

More WoW class wankery. Up this time, the Hunter:

More WoW class wankery. Up this time, the Hunter:

More WoW class wankery. Up this time, the Hunter:

Hunter

PETS

Hunters tame the beasts of the wild, and those beasts serve in return by assaulting their enemies and shielding them from harm.

You start with one of the following pets:

Turtle: Ferocity +1, Cunning +2, 2 Armor, Instinct +1

Choose 1: Burly, huge, calm, tireless, intimidating, stealthy

Choose 2: Search, scout, guard, labor, travel

Choose 1: Slow, frightening, forgetful, stubborn, lame

Gorilla: Ferocity +2, Cunning +2, 1 Armor, Instinct +1

Choose 2: Fast, burly, huge, adaptable, quick reflexes, ferocious, intimidating, keen senses

Choose 2: Hunt, scout, fight, perform, labor

Choose 1: Savage, broken, frightening, lame

Tiger: Ferocity +3, Cunning +1, 1 Armor, Instinct +2

Choose 3: Fast, calm, quick reflexes, tireless, camouflage, ferocious, keen senses, stealthy

Choose 1: Hunt, scout, fight, travel

Choose 2: Flighty, savage, frightening, stubborn, lame

SOLO PETS

Thanks to a Hunter’s amazing connection to her pet she can send her pet out on it’s own to get things done.

When you set your pet to guard a person, place, or thing roll + WIS * on a 7+, your pet manages to guard successfully. *On a 10+ none of your pet’s Instincts cause trouble.

When you send your pet to find a person, place, or thing roll + WIS * on a 7+, your pet manages to find it successfully. *On a 10+ none of your pet’s Instincts cause trouble.

When you send your pet on a supply run roll + WIS * on a 7+, your pet manages to find supplies successfully. *On a 10+ none of your pet’s Instincts cause trouble.

RANGED DAMAGE

Whether wielding bows, guns, or crossbows, hunters are deadly with ranged weapons. They are capable of dishing out consistently high damage.

Choose bows, guns, or crossbows, as long as you are using your chosen weapon you roll your damage die twice keeping the higher result.

Each time you kill with your chosen weapon while your pet is with you, you heal your damage die.

TRAPS

Hunters are consummate survivalists, able to set traps to burn, freeze, and disable potential prey.

When you set a trap before a fight with the intent to hurt your target roll + DEX *On a 7+ hold 1 to deal your damage to an opponent of your choice. *On a 10+ hold 1 more.

When you set a trap before a fight with the intent to slow your target down roll + DEX *On a 10+ hold 3. *On a 7-9 hold 1. You may use your hold 1-for-1 to halve the damage you take from an opponent.

When you set a trap before a fight with the intent to disable your foes roll + DEX *On a 7+ one of the foes is captured and cannot move or attack. *On a 10+ you may choose which opponent is captured.

A Dungeon World class based on World of Warcraft, the Warrior:

A Dungeon World class based on World of Warcraft, the Warrior:

A Dungeon World class based on World of Warcraft, the Warrior:

DEFENSE

Mighty warriors depend on their heavy armor, shields, and battle prowess to defend themselves and ensure enemies don’t focus on their softer-skinned allies.

When you carry a shield take +1 Armor

When you wear full armor take +1 Armor

While wearing a shield and full armor with at least 1 Rage hold +1 when Standing in Defense.

MELEE DAMAGE

Weapon mastery is a staple of warrior training, and they are capable of delivering high damage with enormous two-handed weapons or by wielding two weapons.

When you hit with a two handed weapon or with duel wielded weapons roll your damage die twice, taking the highest value.

Your strikes are so vicious that they deal +1 Damage.

Your strikes are so deft that they are +piercing.

RAGE

As warriors deal or take damage, their rage grows, allowing them to deliver truly crushing attacks in the heat of battle.

When you take or deal damage take +1 Rage forward until you make camp.

When you have Rage you have +1 Armor and deal +1 Damage.

You may remove all of your Rage to deal +Rage damage.

STANCES

By changing their stance during battle, warriors can adjust their focus in combat, dealing greater damage, defending more carefully against enemy attacks, or striking a balance between the two.

When you take an Offensive stance take +1 to Hack and Slash and +1 to Damage.

When you take a Defensive stance take +1 to Stand in Defense and +1 to Armor.

To switch stances you need to spend 5 Rage.

You get the first move in each section to start. All the rest may be taken as advances.

During last night’s game I had to invent a new move on the fly.

During last night’s game I had to invent a new move on the fly.

During last night’s game I had to invent a new move on the fly. I had not determined the total number of Ratfolk in the sewer section the party was clearing so I didn’t have a good grasp on what sort of treasure they might have. Add to this that they are scavengers with little in the way of objects of true value I determined that the best solution was that the party could find oddments worth 1d4 gold/load.

When you dig through the refuse of a nest of scavengers you find oddments worth 1d4 gold per load you are able to take with you. Anything that is left is taken by other scavengers before you can return.

Shrödinger’s Gun, I gave my players a pistol that was dropped in the sewer, a player move turned it into the…

Shrödinger’s Gun, I gave my players a pistol that was dropped in the sewer, a player move turned it into the…

Shrödinger’s Gun, I gave my players a pistol that was dropped in the sewer, a player move turned it into the Commissar of Ptolus’ pistol which he had flushed to get rid of evidence. I fucking love Dungeon World!

Looks like I won’t be running Pathfinder tonight so I thought I would talk about furthering my ideas about classes…

Looks like I won’t be running Pathfinder tonight so I thought I would talk about furthering my ideas about classes…

Looks like I won’t be running Pathfinder tonight so I thought I would talk about furthering my ideas about classes that turn Dungeon World on it’s head. My first shot at this was with the Apostle of Peace. With an Apostle of Peace in play, all players have an incentive to bring the violence level down. This changes a lot of what Dungeon World is about. There are still threats that even the Apostle of Peace will stand against, undead, demons, monsters with no ability to reason but over all they are more interested in reaching a non-violent solution than your typical Dungeon World character. I admit freely that much of what I came up with for the Apostle of peace came from the two AW playbooks, Touchstone and Solace. I saw the utterly disruptive power they had and coupled it with my favorite Prestige Class from 3.5.

So what is the next step? The next step is to build. Build people and places. Dungeon World has a system for managing the settlements that surround the dungeons that the PCs are exploring. This system is mostly in the DM’s hands and the only way that the PCs get to mess with is indirectly. I want to create a class that changes that and gives the players a chance to dig in and really make a difference in a location. At the lower levels this will mean that the class has abilities that allow it to discover the things the town needs and the things standing in the way of what the town needs and gives them bonuses when going after those things. At the higher levels this will about pushing townsfolk into positions to create the surpluses that the town needs to grow and discovering individuals outside of the town who can help as well.

The final piece is governance but I am not sure what that means quite yet. I know that it has to do with authority and the ability to distribute that authority. The key moves of this class will be to expand it’s authority and give it’s moves to others. Like I said, this class is the most up in the air as I really need to define the second class before I can describe this one as “the space the other leaves open”. This class would include the ability to muster armies and declare war which solves the big problems that the Apostle of Peace are going to cause. There will be some who will not negotiate, there will be those in Dungeon World who want to watch it burn, this is the class that answers “What do we do with those guys?’. This classes answer is to destroy them with overwhelming odds. 

Together these three classes are meant for a very specific kind of game, not every Dungeon World needs them, I’m not sure any but my own little Dungeon World where I want to watch this play out need them. I do know that I would likely not lay them all out on the table at the first session unless I had talked to my players about it and they were bought in to the idea of this kind of game. I would leave these classes in reserve until someone lost a character or hit level 10+17XP. Only then would I throw out these options and I would probably only throw in the Apostle of Peace until someone had hit level 10+17XP or the story seemed to be moving in a more political bent.