Mavinnar’s Flail

Mavinnar’s Flail

Mavinnar’s Flail

A weapon constructed by a wizard for his friend, the legendary warrior, Mavinnar . He succeeded in powering it with his magic but not quite as intended. Magic isn’t always reliable.

A steel rod extending two feet. From long chains dangle three small metallic balls shimmering with green light. Using the weapon is awkward until you have used it in combat six times or trained with it. When you strike someone with Mavinnar’s Flail you gain an additional effect. Roll 1d4:

1.  The flail smashes with a powered force gaining the tag forceful

2.  The flail strikes against your opponents armor spreading cracks that emanate the green light. Your opponents armor is reduced by 1. If their armor is at 0, they take 1 damage.

3.  The flail bursts with green energy dealing 1d6 damage to you and your opponent.

4.  The flail stimulates the amygdala dramatically increasing your opponents fear. They will try to escape if all possible; if not, aggressive actions are likely. This may not have an effect on alien minds.

I have created a new playbook: Planewalker v1.1

I have created a new playbook: Planewalker v1.1

I have created a new playbook: Planewalker v1.1 ! The planewalker is a low powered assisting class at first, but can get much stronger. Limited power over time and space, a type of psychic/psionic.

If a few of you are willing to playtest and are interested, email me at hessians79@gmail.com

A burnt human skull, long forgotten, gathering dust.

A burnt human skull, long forgotten, gathering dust.

A burnt human skull, long forgotten, gathering dust. It looks up and smiles or maybe not. If the skull is.. fed, it will grow and animate into a skeleton for ten minutes and will follow your commands acting as a hireling with Protector 3, Warrior 2, and Burglar 1. If there is easily available blood, it will feast and remain a skeleton for another ten minutes. If you deny it blood directly, it will rebel and try to kill you.

If you have the skull when you die, you may offer it to Death and receive a +1 forward to your last breath roll. 

If you directly ask the skull a question the skull will grin and answer in your mind. It will answer to the best of its knowledge but might leave some important information out depending on the questioner’s alignment and reasoning. It will be more willing to answer and divulge more information to someone of evil alignment. Bribing with blood is a valid option as well.

The skull is very good at listening. It will try to learn all your secrets.

I’ve seen a lot of alternative play books and I’m merely curious, but how much money do you typically make off one?

I’ve seen a lot of alternative play books and I’m merely curious, but how much money do you typically make off one?

I’ve seen a lot of alternative play books and I’m merely curious, but how much money do you typically make off one?

The Will of Sir Winston the Bard

The Will of Sir Winston the Bard

The Will of Sir Winston the Bard

When you read the will of Sir Winston the bard roll + CHA:

On 10+ you find something useful and/or valuable has been left for you in a nearby steading

On 7-9 you find something useful has been left for you but choose two:

It’s far away

It will cost some money to retrieve it

It comes with a favor asked by Sir Winston

On 6- You find there is a bounty on your head/capture or that you are in debt

A pair of worn gloves which are stained with blood.

A pair of worn gloves which are stained with blood.

A pair of worn gloves which are stained with blood. These gloves seek the beating heart of others. When you grab a fresh heart while wearing the gloves, you gain immense satisfaction and pleasure. When you fight with only your gloved hands with the intention to kill, you deal +1 damage and the tag messy. While you wear these gloves you can sense every heart that beats within 30 paces of you.

More of a campaign/adventure starter.. Please comment, feedback, criticize, compliment.

More of a campaign/adventure starter.. Please comment, feedback, criticize, compliment.

More of a campaign/adventure starter.. Please comment, feedback, criticize, compliment. 

(The formatting might be off when you view it, I’m not sure why, sorry)

Grom’s Wax Finger:

Grom’s Wax Finger:

Grom’s Wax Finger:

A long thick wax finger molded after Grom’s fingers. When you squeeze one of Grom’s wax fingers in your hand it melts into your skin. Within moments another finger will grow on your hand. If you had previously lost a finger the injury is healed. If you hadn’t.. well lucky you! You now have one to lose.

This is my first attempt in creating a pre-written adventure for dungeon world.

This is my first attempt in creating a pre-written adventure for dungeon world.

This is my first attempt in creating a pre-written adventure for dungeon world. It will have a little dark play but this is what I came up with. I wanted to have play that didn’t only consist of the typical dungeon crawl.

Reviews and suggestions please.

I’m a bit confused so hopefully you can help me out.

I’m a bit confused so hopefully you can help me out.

I’m a bit confused so hopefully you can help me out.

With folks of the realm there are “creatures” without any hp. If a player attacks one, what should I do about it? Just put the best guess of horde, group, solitary or something else?

I’m also stuck on creating a npc that will be attacked by the players. If I use the monster creation rules… The npc isn’t a fighter and is solitary, but it doesn’t make sense for them to have 12 hp, so should I just put in the numbers that make sense?

Thanks