How would you handle a techno-magical construct (brass plates, gears & clockwork, powered by a magical core, with an…

How would you handle a techno-magical construct (brass plates, gears & clockwork, powered by a magical core, with an…

How would you handle a techno-magical construct (brass plates, gears & clockwork, powered by a magical core, with an endearingly loyal but hopelessly inept personality) that’s been upgraded into a terrifying killing machine by the very best dwarven engineering and arcane spellcrafting money can buy?

What could it do?

What kinds of limits would it have?

What kinds of easter eggs would dwarves and wizards build into it for its owners to discover later (to their delight or dismay)?

I have some ideas of my own, but I’d love to hear your thoughts.

Would anyone be willing to give the Warlord class I’m working on a once-over?

Would anyone be willing to give the Warlord class I’m working on a once-over?

Would anyone be willing to give the Warlord class I’m working on a once-over? I tend to take the seeds of ideas and run off in unusual directions with them, so if you find moves that don’t fit the archetype in your opinion (or gaps where you think moves should be), feel free to let me know – thanks so much to anyone who takes the time!

One of my players finally gained enough XP to level beyond 10, and he’s interested in switching classes from Fighter…

One of my players finally gained enough XP to level beyond 10, and he’s interested in switching classes from Fighter…

One of my players finally gained enough XP to level beyond 10, and he’s interested in switching classes from Fighter to Wizard. Reading the rules for advancement past 10th level, as written the character’s race, HP, and ability scores all carry over, in addition to a few core moves from the old class (in my player’s case, probably his Signature Weapon and the Interrogator move).

His question was, “does my damage die carry over, too?” Based on HP carrying over, I’m leaning towards saying yes – I assume that if he’s been fighting for his entire life up to this point, all that prowess probably isn’t just going to vanish overnight when he picks up a spellbook.

Is the wording left ambiguous on purpose, so that each group can do what works best for them? Are there reasons his damage would/should drop to the Wizard’s d4?

Does anyone have examples or ideas for interesting potions a player could brew when playing as the Witch?

Does anyone have examples or ideas for interesting potions a player could brew when playing as the Witch?

Does anyone have examples or ideas for interesting potions a player could brew when playing as the Witch? I’m interested in hearing what others have come up with beyond healing, damaging, and mind-controlling potions (since those are available as starting items).

We played our first session last night, and one of the first things I did as the Witch was brew up a batch of Dominate Will potions, using the squishy bits of a giant flying spider our party killed.

Later, while traveling through a gnarled and twisted forest in the middle of the night, the party encountered a swarm of bat-people sleeping in the trees, and the Brute took off into the darkness, explosively splintering trees and scattering bat-people left and right. My character ended up riding around on the Brute’s shoulders, zapping incoming bat-people and lobbing Dominate Will potions into the swarm.

The conditions the GM gave me for brewing the potion were that its effects would be delayed, and that it would have strange and unwanted side effects, so in the midst of our rampage through the forest, one of these bat-people started twitching and violently convulsing. Then, it grew and rapidly mutated into a giant bat-man-monster — entirely under my control. I willed it to smash up the forest and intensify the chaos, which it proceeded to do in spades, but due to its unstable new anatomy, it died shortly thereafter. I’m pretty sure its ribs grew into some of its organs, and its heart was a few sizes too small.

Later, I spent another use of the Dominate Will potion (which now also had the secondary effect “turn target into huge and hideously mutated creature”) on a powerful, sentient magical man-bird, in hopes of riding him across the land causing terror and hysteria, but the session ended before I could see if that was going to pan out.

So, to recap, anyone have interesting potion ideas?