I think this would be a good example of the kind of thing Inverse World could handle.

I think this would be a good example of the kind of thing Inverse World could handle.

I think this would be a good example of the kind of thing Inverse World could handle.

http://www.youtube.com/watch?v=zlY6FubjKJA

Repostin’ for Richard Robertson, with the visual reference as well.

Repostin’ for Richard Robertson, with the visual reference as well.

Originally shared by Sean Dunstan

Repostin’ for Richard Robertson, with the visual reference as well. 

The Unraveled Tower

From the outside, The Unraveled Tower looks like any guard tower you’ve ever seen; a three-story featureless stone tower, connected by a short five-foot wall to a small stone hut.

This is, however, only from the outside. The inside is a different story.

The first thing people notice when entering the Tower is that the inside is larger than the outside. The main doors of the tower lead not into a round entry room as one would expect, but a large foyer with hallways leading in various directions. Again, these hallways lead far past where the external walls of the Tower are, and lead to a myriad collection of rooms and hallways.

While definitely unusual, most seasoned adventurers wouldn’t bat an eye at a situation like this. At least, not until they’ve spent some time in the Tower. In short, it is detached from the normal conventions of what we refer to as “space”.

There are three very important things to realize about the Tower: it is not tied to one location, the layout of the Tower is constantly shifting, and the Tower itself is sentient. 

Well, perhaps “sentient” is too strong a word. The Tower is not self aware (as far as anyone knows), but it have demonstrated being aware of thing going on within it, and reacting accordingly. 

As stated, the inside of the Tower has no fixed layout. Doors and passageways lead to different rooms from one moment to the next; a person can charge through a door into the dining hall, and the person two seconds behind him could wind up in the kennels. In fact, the Tower can add rooms to itself as needed. If its owner needs access to a large amount of weapons, then the next door he opens will go to an armory that wasn’t there before and might never be there again.

That brings us back to the idea of the Tower’s awareness. It has demonstrated on multiple occasions the awareness of what’s happening inside it, as well as the ability to react accordingly to certain degrees (such as providing rooms and keeping invaders wandering in endless hallways). The way the Tower reacts depends on who its master is; skilled wizards can “attune” themselves and their allies to the Tower, at which point it will work towards those people’s wishes.

The Tower is also capable of teleporting itself to a new location. It leaves no indication of its passing in its old location (i.e., no large patch of dirt surrounded by grass where something obviously used to be), and when it arrives in its new location it will look like it’s been there for ages. Note that this doesn’t mean that people won’t suddenly notice the absence/appearance of the Tower; there’s no “it’s always been there, but had it always been there yesterday?” effect going on.

One last thing needs to be mentioned about the Tower: the windows. The outside of the tower only has about a half-dozen windows, but obviously the inside has many, many more. These windows can open from the Tower to anywhere in the world; a view over the sea, a vast desert, the inside of a mine or straight down into a volcano. From the outside, the window will appear on a convinent flat surface, such as on a large rock or the side of a ship. If there’s no surface to attach to, then the window simply appears as a “hole” hanging in mid-air.

The current master of the Unraveled Tower is a vampire necromancer named Carlot. He is not a powerful sorcerer, and seems to be unaware of the Tower’s true potential. He has found the extra rooms useful for storing the horde of skeletons and zombies he’s slowly assembling, however.

Dungeon Moves for The Unraveled Tower

• Add or remove a room from itself

• Trap someone in an endless loop of rooms and corridors

• Open a window to an exotic location

• Travel across the world in the blink of an eye

Attuning yourself to the Tower is a Ritual with the following conditions: First you must eliminate the current master, it takes days, and you and your allies will risk danger from the formless entities that live outside of space.

#dungeonworld   #settingdesign  

http://visitheworld.tumblr.com/post/37201354345/towers-in-the-garden-at-ashford-castle-ireland

First draft!

First draft!

First draft!

Trade Routes

For each steading on the map, create a list of one to three trade supplies they have available (their goods), and one or two supplies they need (their wants). As new steadings and settlements are discovered or established, give them goods and wants. Some example trade supplies:

• cattle

• wheat

• corn

• iron

• wood

• ale

• tools

• weapons

When you want to establish a trade route, determine what you want to trade for what and roll+CHA. For each trade supply you offer that the other steading wants, add +1 to your roll. On a 10+ you establish the route, on a 7-9 the route is established but has one of the following drawbacks:

• The route is unsafe, and there is a danger (bandits, rough terrain, monsters)

• You have to pay a “trade establishment fee” of X gp

• You’ve angered the trader’s guild at another steading

While your trade route is operating, at the start of the session roll 2d6 but don’t add any stats. For each trade supply that you’re using to fulfill the other steading’s wants, add +1. On a 10+ you’ve traded enough to generate a profit of X gp. On a 7-9 you make a profit as above, but you either run out of one of your trade supplies or the route’s drawbacks happens. On a 6 or less, you don’t make a profit and one of your trade supplies dries up or the route’s drawbacks happens.

NEW HIRELING

Manager: A manager’s job is to keep track of the things adventurers don’t have time to keep track of. He manages the money that comes in, keeps track of everyone in your employ, and is what makes you an adventuring “company” and not a bunch of wandering psychos.

Balance the Books: The manager adds his skill roll to supply and trade route rolls. He also provides +1 when he helps you recruit hirelings.

Hey John Harper did you release World of Dungeons for public consumption? Cause it just popped up on tumblr.

Hey John Harper did you release World of Dungeons for public consumption? Cause it just popped up on tumblr.

Hey John Harper did you release World of Dungeons for public consumption? Cause it just popped up on tumblr.

e: actually I probably shouldn’t put the link here if you’re not sharing it, should I?

At the PAX DW panel, Adam Koebel brought up the idea of using racial moves in a world without multiple races to…

At the PAX DW panel, Adam Koebel brought up the idea of using racial moves in a world without multiple races to…

At the PAX DW panel, Adam Koebel brought up the idea of using racial moves in a world without multiple races to represent things like what clan or nation you belong to.

Which got me thinking; how about using alignment moves to represent something besides alignment? For instance, instead of picking an alignment, what if you had to pick a deity? I think it’d be an interesting way of setting up the gods of a setting, since you’d have to look at the gods from the point of view of “what kinds of champions do they pick” and “which gods support which classes”.

Fighter Gods

Pelor: Stand in defense of the innocent.

Kord: Defeat an opponent stronger than yourself.

Iuz: Lose half your hit points and keep fighting without healing.

Nerull: Kill someone weaker than yourself.

Inverse World mechanics preview! I know you #DungeonWorld  folks love new playbooks.

Inverse World mechanics preview! I know you #DungeonWorld  folks love new playbooks.

Inverse World mechanics preview! I know you #DungeonWorld  folks love new playbooks.

Jacob Randolph wrote all of the moves here; we worked together on concepts and ideas, but this is 101% his doing and it is amazing.

The Lantern is the “mage” or “cleric” of Inverse World, but its magic is heavily tied into the setting. They are named for the portion of Sola that follows them around and can be coaxed or harassed into working its magic. They are also known as Lanterns because they serve as a guiding light to others, a symbol of the mortal ability to commune with the divine.

You can check out the first page here: http://www.mediafire.com/view/?qh3wdwlhv0odd78

It includes everything except names since we haven’t done that yet. You’ll note it has Drives instead of Alignment and Source of Light instead of race, just like I mentioned in the previous post. 

I might preview a few more playbooks along the line, along with information on how they fit into the setting and why they make up the core class collection.

http://www.mediafire.com/view/?qh3wdwlhv0odd78

So last night’s DW game with the Encounters group…

So last night’s DW game with the Encounters group…

So last night’s DW game with the Encounters group…

The player are still in a new dimension, which is completely underground and is a network of caves. After stopping an insane elf from putting his mind into some bloodstone (the veins of their world) and corrupting a gem called a Worldseed, the characters were hired by the local magmin to escort some diplomats to the elven part of the caves.

That was last week. In the meantime, I had to figure out why I had the elf they fought have such a hateful reaction to the bard’s music.

So it turns out that elven society in this world is based heavily around conformity. They despise things like art and music because they believe that things are what you call them, and what you call them is what you are. Art is effectively lying about what things are, or attempting to make something into something else.

When they arrive at the elven city of “City”, they discover that it’s laid out as a perfect grid. Every building is effectively a box, some taking up more than one “square”, but for the most part it looks like living in a bar graph. Everything is grey and uniform; elven society is based around the idea that everyone in that society has a specific task or job, and trying to expand or interpreting it is shaking the very foundations of their society. Even the names are dull and impersonal; the two elven representatives they met were named “Twelfth Speaker” and “Thirteenth Speaker”, and they were assigned (married) to each other.

It also turns out that the person the PCs were looking for, Seven Tome, is part of an elven movement called “The Expressionists”, who are trying to shift elven culture to ideas of self-expression. They commit crimes like wearing jewelry, or colors. Oh, and terrorist attacks. They’re still new at this.

The current draft of a “Power Of The Elements” supplement I’m working on and hoping to actually formally release.

The current draft of a “Power Of The Elements” supplement I’m working on and hoping to actually formally release.

The current draft of a “Power Of The Elements” supplement I’m working on and hoping to actually formally release. Five new monsters, five new compendium classes.

So I have determined that, for tonight’s Planarch Codex kickoff game:

So I have determined that, for tonight’s Planarch Codex kickoff game:

So I have determined that, for tonight’s Planarch Codex kickoff game:

• The characters will have been hired by a brain in a jar with golemechanical spider legs.

• They will be hired to recover a book from a dungeon/jail.

• The book will actually be the full-body tattoo of one of the prisoners.

• This is the jail.