Has anyone played in a high-level (10 or higher) game? How does the game change when the PCs are much more competent in their fields?
Has anyone played in a high-level (10 or higher) game?
Has anyone played in a high-level (10 or higher) game?
Has anyone played in a high-level (10 or higher) game?
Has anyone played in a high-level (10 or higher) game? How does the game change when the PCs are much more competent in their fields?
Dwarven Tuning Fork
Dwarven Tuning Fork
While few dwarves ever become musicians, they study harmonics for other purposes. A dwarven tuning fork is specially crafted to resonate with the elemental forces of the earth. When you strike a dwarven tuning fork against the wall of a cave, roll+WIS. *On a 10+, ask the GM 2 questions from the list below. *On a 7–9, ask 1.
– Are there any instabilities in this cavern?
– Are there any hidden passages nearby?
– Are there any valuable gems, metals, or minerals within this wall?
– Which way is the nearest exit?
Additionally, creatures attuned to the elemental plane of earth, such as xorns or earth elemntals, cannot abide the sound of a dwarven tuning fork, and are repelled by it. The deep tones caused by the tuning fork may cause deafness when used many times by a non-dwarf.
Plate armor, a shield, and the Steel Hide move can push a fighter up to 6 armor.
Plate armor, a shield, and the Steel Hide move can push a fighter up to 6 armor. What do you do about someone who stacks up armor, thinking they’ll become invincible? (Besides the obvious answer of running monsters with piercing, of course.)
Skyhawk
Skyhawk
Stealthy, planar, solitary, small
Close, d10 damage, piercing 1, 10 HP
Special qualities: Cloak, flight
Instinct: to slay on behalf of its djinn masters.
Moves: – Fly unseen. – Swoop and strike the unwary. – Harry the prey mercilessly.
“I first took it for an especially large bird of prey, but the bright blue bands upon its wings made me think it was not of this world. As I watched, it seemed to vanish into the sky, nothing more than a faint outline where it was anymore. I have heard of these hawks originating from the elemental plain of Air, where they are kelp as pets by the djinn and used as a noble would use a falcon. Though djinn and their skyhawks have no interest in hunting rabbits; they hunt men who offend them. The skyhawk has an uncanny camouflage ability, making them difficult to spot until they are about to sink their talons into your head. Against the background of the sky, they are all but invisible. “
The feathers of a skyhawk are imbued with a fraction of elemental Air power, and their coloring makes them valuable to a fletcher. An arrow or crossbow bolt made with skyhawk arrows is never deflected by high winds. Furthermore, when such an arrow is fired under the open sky and the dice come up doubles, a devastating stroke of lightning strikes whatever the arrow hits. Some say that this is the act of a vengeful djinn getting revenge upon the one who slew his pet.
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Pinch of Infinity
Legends tells that the Shadow Thief once sought to steal Time itself from the belt of the great creator of the universe. When he slipped undetected into the abode of the gods and put his fingers upon Time, the sky turned black and the earth began to tremble. The Shadow Thief relented and returned Time to its rightful place before the world would collapse into chaos. When others asked to see proof of his deeds, he had but a handful of golden sand to show them.
The sand in this pocked-sized timer has a fleck of gold in it. When you shatter the glass timer and the sand is scattered to the winds, a few moments of time are given back to you in exchange. The results of your last move are undone, and you may immediately roll again, taking +1 to the roll. However, you cannot change your move or your intention, only the dice.
Are there any rules for ships out there?
Are there any rules for ships out there? I know Inverse World was going to include them, but it’s not out yet. I ask because I want to write a pirate CC next, and I would like to know what naval battles are like.
Just building off of Oliver’s previous thread.
Just building off of Oliver’s previous thread… Can we do this? Can we run a large, shared, living world for the DW tavern community? Would people be interested in this?
If I were to do it, I would start with a wiki and a map with plenty of spots to explore. Whenever there’s interest, either for players to explore a spot or a GM with an idea in mind, they go for it. Every game lasts only one session (q.v. The five-room dungeon). At the end, the GM makes a report, updates the wiki, and adds to the map, maybe in exchange for a few XP to one of his characters. If you haven’t played in a long time, you can accrue some preparation to spend for the occasion.
What kind of setting would you like? Exploring a new continent with no way home is the canonical example, though the first thing that came to my mind was the plot of the Exile/Avernum series. Would there be just one town, and you need to build more, or does civilization already exist in the wilds?
Let me know what you think. If there’s demand, we can schedule a Hangout discussion to set the ground rules and decide of the premise.
http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/
How do people feel about Letting It Ride, as per the rule in Burning Wheel?
How do people feel about Letting It Ride, as per the rule in Burning Wheel? Especially when there’s no obvious threat?
Let’s say the party has finished a major battle and withdrawn a short ways to a safe place to camp. Everyone’s low on HP, so the Bard uses Arcane art to start healing people. It’s a lot of work, and will take several rolls to complete the job. How do you handle this? There’s no pressure on the group right now, so do you hand wave it and let the Bard heal everyone up for free? What could happen on a 7-9?
How does Death feel about the undead?
How does Death feel about the undead? I know Kelemvor in Forgotten Realms is opposed to them. I ask because I’m brainstorming a Death Knight CC, and I’m wondering what effect it should have on Last Breath.
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Elixir of Longevity
The quest for immortality has been at the core of many an alchemist’s research. While true eternal life is not possible without possessing a Philosopher’s Stone, several breakthroughs in the field of extending one’s natural lifespan have been achieved in the last century. The side effects aren’t nearly as bad as they used to be either.
When you drink this inky black elixir, you do not age for the next 2d4 years. The elixir does not restore youth, it merely prevents aging for a while. Then roll 1d6.
1: No side effects this time…
2: Lose one point of Intelligence permanently.
3: Lose one point of Wisdom permanently.
4: Lose one point of Charisma permanently.
5: Lose one point in any attribute of the player’s choice.
6: Lose one point in any attribute of the gamemaster’s choice.
After the duration of the elixir has run out, the drinker begins to age twice as fast for the same number of years as the elixir’s original duration unless he drinks another elixir of longevity. This effect is cumulative, all the prevented years will come back unless the drinker continues to consume elixir when each dose runs out.