Posts Tagged ‘ Dungeon World ’

September 2017 Setting Sale

As part of a September Setting Sale at DriveThruRPG, some of my PDFs are (drumroll, please!) on sale. I know. Shocking.

That’s a Goblin for $2.01

Catch your players off guard with this Old School supplement that presents 23 goblin mutations, 15 fey goblin abilities, 3 goblin subspecies, and 6 goblin tactical specialties. Mix and match to create scores of different goblins! Also included is Tributary of Terror, a mini-adventure taking place within Reyr’s Well, a detailed fantasy hamlet suitable for just about any campaign world.

Goshahri: The City in a Cave for $1.84

Goshahri: The City in a Cave presents not a dungeon or even an adventure per se, although it includes a brief adventure. Instead, Goshahri is a place to be included as a recurring location in a Referee’s campaign world. Adventurers may visit Goshahri, perhaps to seek black market goods, to curry favor from the Bandit King, to deliver ransom payments, to rest and recover from an adventure, et cetera. While visiting Goshahri, adventurers may find themselves embroiled in the mysteries and intrigues that simmer just beneath the surface of the Bandit King’s domain.

Better Craft & Magic Bundle for $1.75

Improve your Pathfinder game with three products: Ars Metamagica, an alternate system for metamagic; In One’s Blood, a collection of new sorcerer bloodlines; and Making Craft Work, my all-time bestseller that turns the Craft skill into something that both makes sense and is useful for characters.

Ean Illiam’s Cavern Stores for $0.67

Find what you’re looking for in Ean Illiam’s Cavern Stores. Fully compatible with Dungeon World, this campaign location includes excellent features, such as cartography by Matt Jackson that includes blank spaces; not-too-complete descriptions of the cavern stores; two adventure fronts; stats and descriptions for the people, creatures, and animals found in the stores; pictures of the major and minor NPCs; and lots of helpful sidebars, including questions to ask and blanks to fill in, as well as new magic items and tables for randomly generating NPC names, types, instincts, and knacks.

September 19th, 2017  in Spes Magna News No Comments »

Tres Brujas

From “Tres Brujas” by The Sword from Warp Riders:

Inhaling deeply of the sacred smoke,
Slipping in between the worlds,
He beheld a living column of light,
And it sang to him without a word.

Three witches you shall meet
Upon the path to your fate.
The first will love you, the second will deceive you,
And the third will show you the way.

Click here to see the video. Read on for an idea about how to use this song for your Dungeon World game.

When you are upon the path to your fate and inhale deeply of the sacred smoke, you slip between the worlds into the realm of the Three Witches. No food or water, however, make the transition with you. This realm, a strange and magical place of rocks and twisted trees and shifting sands, changes every time you enter it. Dangerous creatures stalk the realm, hostile to all visitors. To reach the First Witch, you must travel through hostile territory, but the scout must roll+Wis with -1 forward.

The First Witch always lives in a modest but sturdy house. She appears as a girl in her teens, but her eyes reflect ancient wisdom. She is the most benevolent of the Three Witches. When you meet the First Witch, roll+Cha. On 10+, choose two. On 7-9, choose one. Even on a failure, the First Witch will not seek to harm you, but something in your manner has offended her love for you.

* The First Witch permits you to rest in her home.
* The First Witch provides you with provisions for your journey.
* The First Witch answers one question about what the future holds.

To reach the Second Witch, you again must travel through hostile territory, but both the trailblazer and the scout must roll+Wis with -1 forward. The Second Witch lives within a dark, treacherous cavern. She appears as a woman approaching middle age, and her demeanor is compassionless. When you meet the Second Witch, roll+Cha. On 10+, choose two. On 7-9, choose one.

* The Second Witch does not deceive you about which path to take.
* The Second Witch does not deceive you about what seeks to bar your progress.
* The Second Witch does not deceive you into leaving behind something that you value.

To reach the Third Witch, you must travel through hostile territory one last time, but the quartermaster, the trailblazer, and the scout all must roll+Wis with -1 forward. The Third Witch lives on the shore of a vast, roiling sea. She appears as a woman well into her twilight years, and she is kindly but condescending. When you meet the Third Witch, roll+Cha. On 10+, choose two questions that the Third Witch will answer honestly. On 7-9, choose one question that the Third Witch will answer honestly. On a failure, she refuses to answer of your questions, but will still show you the way to the final obstacle.

* What is about to happen on the way?
* What should I be on the lookout for on the way?
* What is useful or valuable to me on the way?
* What is not what it appears to be on the way?

October 19th, 2016  in RPG No Comments »

The Barabashka

Meet the barabashka, a horrible poltergeist, just one of the monsters you might have the misfortune to meet while exploring a ghost-haunted ruin in the world of Buyan.

Anger, remorse, guilt. Some emotions live on after death, coalescing into an invisible, malevolent entity. It lashes out, hurling objects and creatures with destructive force. Invisible, incorporeal, and vicious, a barabashka seeks to harm those who trespass on its haunt.

For Dungeon World

Solitary, Terrifying
Telekinetic force (d8 damage)
20 HP, 0 Armor; Close, Near, Reach
Special Qualities: Incorporeal, Invisible to Normal Sight

Instinct: To drive away

* Fool the senses
* Throw something
* Unleash a whirlwind of destruction

For Fate Accelerated Edition

High Concept: Incorporeal, Invisible Malevolent Entity of Telekinetic Force
Trouble: Driven by Powerful Emotions
Other Aspects: My Illusions Terrify, No One Trespasses on My Haunt

Approaches: Careful – Mediocre (+0), Clever – Average (+1), Flashy – Average (+1), Forceful – Good (+3), Quick – Fair (+2), Stealthy – Fair (+2)

Stunts:
* Boo!: Because I create terrifying illusions, I gain a +2 to Cleverly create advantages related to fear.

* Unleash My Fury: Because I can hurl objects and creatures, I gain a +2 to Forcefully attack by throwing something or someone.

For Mini Six Bare Bones Edition

Scale: 0

Might: 0D
Agility: 3D+2
Wit: 4D
Charm: 2D+2

Skills: Brawling 5D+2, Dodge 4D+1, Illusions 8D, Stealth 5D, Throwing 4D+1
Perks: Illusions (as the spell), Incorporeal (cannot be harmed by normal weapons, uses Wit in place of Might); Invisible to Normal Sight
Static: Block 17, Dodge 13, Soak 12

For Swords & Wizardry

HD 6+6; AC 1 [18]; Atks 0; SV 11; Special incorporeal (immune to non-magic weapons), invisible, telekinesis, undead; MV 15 (flying); AL C; CL/XP 10/1,400

Telekinesis: Once per round, a barabashka can lift and throw up to 360 pounds of objects or creatures with a range of 120 feet. It can hurl a single 360 pound object or creature up to 10 feet. Damage inflicted by such throwing is up to the Referee, but about 1d6 per 10 feet thrown or about 1d6 per 30 pounds seems fair. Saving throws may apply, which could negate or reduce effects.

August 3rd, 2015  in Product Development No Comments »

Koschei the Deathless

In my last post, I introduced Buyan, a magical island found in Slavic and Russian folktales and myths. Today, we meet Koschei the Deathless. If you’d like to read a tale featuring this villain, here’s a link to a PDF of “The Death of Koschei the Deathless” taken from The Red Fairy Book by Andrew Lang.

So tall he towers over the tallest men, emaciated yet vigorous, unkempt hair and beard grown into ragged and long strands, completely naked. Koschei the Deathless, sorceror and kidnapper, lives in a decaying fortress lost within a rugged highland forest. From this lair, Koschei rides out mounted on his remarkable steed, one of Baba Yaga’s magical horses given to Koschei by that monstrous witch. Koschei abducts women, especially the wives of aristocrats. He locks them up in his fortress’s dungeons, guarded by frost giants and winter wolves, often for no reason other than to enjoy slaughtering those who come to rescue the ladies.

Only Koschei’s deathlessness overshadows his legendary wrath and cruelty. In ages past, Koschei took his soul and hid it within a needle. He put the needle inside an egg. A duck carries this egg in its body, and, in turn, a white-furred hare holds within its body the duck. Koschei locked the hare inside a sturdy chest constructed from iron, crystal, and gold. He buried the chest beneath the roots of an oak tree that grows in Buyan’s forested wilderness. As long as Koschei’s soul remains protected, Koschei cannot die. No force mundane or magical can kill him.

Anyone fortunate enough to locate the oak tree, dig up the chest, and open the container must still contend with the hare, which then races away, seeking to evade capture. If pursuers catch and kill the hare, the duck bursts forth and flies away. Should the duck be caught and killed, the hunter can extract the egg and use it to control Koschei, who sickens and loses his great strength and his sorcerous powers. Cracking the egg open to get the needle breaks this control and restores Koschei’s might, but breaking the needle instantly slays the villain.

Koschei’s steed, which he addresses only with various insults such as “jade” and “nag”, has magical powers. It gallops faster than any mortal horse, and it speaks several languages. It tracks victims for Koschei with its remarkable sense of smell, and no one has ever thrown the horse off their trail. Koschei also possesses at least one amazing magic item, a normal-seeming handkerchief which, when waved three times, transforms into a strong bridge long enough to span any river or chasm. Once Koschei crosses the bridge, it reverts to a handkerchief.

This link takes you to a PDF containing game stats for Koschei the Deathless, making this miscreant usable for Dungeon World, Fate Accelerated Edition, Mini Six Bare Bones Edition, and Swords & Wizardy. Koschei’s stats for Barbarians of Lemuria appear below. Huzzah.

Koschei the Deathless
Attributes: Strength 4, Agility 0, Mind 3, Appeal 0; Brawl 2, Melee 3, Missile 2, Defence 0
Careers: Gaoler 2, Hunter 1, Scholar 1, Sorcerer 3
Lifeblood: 12
Protection: 0 (no armor)
Weapons: Scimitar d6+6
Special: Koschei is deathless as long as his needle is intact. He ignores all damage to Lifeblood.

Koschei’s Horse
Attributes: Strength 3, Agility 1, Mind 2
Offence: Attack with hooves +2; d6 damage
Defence: 2
Protection: d3-1 (tough hide)
Lifeblood: 20
Special: Koschei’s horse speaks several languages. Its swiftness is legendary. It can accurately track a target via scent.

July 26th, 2015  in Product Development, RPG No Comments »

Vodyanoi & Rusalki

From the waist up, a vodyanoy appears as a naked old man, but its frog-like face, tangled greenish hair, and covering of algae and muck over fish scales surely prevents anyone from mistaking this creature for human. What’s more, it has not hands but instead webbed paws, and in place of its legs extends a powerful fish’s tail. A vodyanoy’s eyes burn like red-hot coals.

When not swimming, it usually rides along its river on a half-sunken log, making loud splashes. When angered, a vodyanoy breaks dams, destroys water mills, and drowns both people and animals alike. Consequently, those who live along the banks of a vodyanoy’s river make sacrifices to appease the monster. Vodyanoi also drag down people to their underwater dwellings to serve as slaves.

For Barbarians of Lemuria

Attributes: Strength 4, Agility 0, Mind 1

Combat Abilities: 2 claws +1, damage d6-1; Defence 1; Protection d3-1 (scales); Lifeblood 10

Special: Vodyanoi breathe water as well as air. Against man-made structures, vodyanoi can exert enormous destructive power, comparable in many ways to the effects of a catapult.

For Dungeon World

Group, Hoarder, Intelligent
Claws (d8+2 damage, forceful)
6 HP
2 Armor
Close
Special Qualities: Amphibious
Instinct: To dominate its territory

* Destroy a man-made structure
* Drag victim to the bottom
* Swim silently and swiftly

For Swords & Wizardry

HD 4+1; AC 5 (14); Atks 2 claws (1d6); SV 13; Special breathe water, destroy man-made structure; MV 6 (Swim 12); AL C; CL/XP 5/240

The rusalka, an unquiet undead monster, was in life a young woman who either committed suicide by drowning due to an unhappy marriage or who was murdered by drowning, especially after becoming pregnant with an unwanted child. A rusalka must suffer its tortured existence in or near the body of water in which it both died and was reborn.

This undead creature is not invariably malevolent, for it may die in peace if its death is avenged. Nevertheless, a rusalka’s main activity is far from benign. It seduces by either by looks or by voice young men, who the monster then leads into the depths of its waterway. Therein, the rusalka entangles its victim with her long red hair and submerges, dragging the would-be lover to his death.

For Barbarians of Lemuria

Attributes: Strength 2, Agility 2, Mind 2

Combat Abilities: grappling hair +2, damage d3; Defence 2; Protection d4-1 (lacks any vulnerable organs); Lifeblood 10

Special: Rusalki appear as beautiful, red-haired maidens to mask their true, more horrific appearance. If engaged in seductive efforts against a male hero, the hero must attempt a Hard Mind action to avoid being charmed by the monster.

For Dungeon World

Devious, Group, Intelligent
Entangling hair (d4 damage)
10 HP
0 Armor
Close, Reach
Special Qualities: Undead
Instinct: To kill young men

* Appear beautiful
* Ensare in its entangling hair
* Inflame the passions

For Swords & Wizardry

HD 8; AC 3 (16); Atks Entangling hair (1d3 then constrict); SV 8; Special appear human, charm male, constrict (1d6), undead; MV 9 (Swim 9); AL C; CL/XP 11/1,700

June 3rd, 2015  in RPG No Comments »