Posts Tagged ‘ Dungeon World ’

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 »

The Mouth of Truth

Nota Bene: The accompanying photograph was taken by Dnalor_01 and is released under the CC-BY-SA 3.0 license. Source: Wikimedia Commons.

For Dungeon World

Carved from marble, cracked and worn after centuries of use and misuse, the Mouth of Truth currently rests against a wall in the portico of the sea god in a bustling, nearly lawless coastal trade center. The fog of history and legend obscures the Mouth’s true origins, but it’s powers are well and widely known.

If someone tells a lie while their hand the rests in the sculpture’s mouth, the marble aperture slams shut, almost certainly crushing muscle and bone to pulp. Those about to embark on a voyage may also propitiate the Mouth and ask for an oracle about the journey.

When you propitiate the Mouth of Truth, spend 100 coins and roll +1 for every extra 100 coins spent. ✴On a 10+, choose 2. ✴On a 7–9, choose 1.

* The voyage will likely be less perilous. Take +1 forward when you undertake a perilous journey.
* You will meet a significant person during your journey.
* A beneficial opportunity will be encountered while traveling.
* An unexpected benefit waits at the journey’s end.

June 1st, 2015  in RPG No Comments »

Jasper’s Starfish Dragon

In my last post, I imagined Jasper, son of Laryssa and John Payne, as the superheroic Crayola Kid. I also explained that Jasper needs ear surgery to help improve his hearing. At the time of this writing, the Payne family has raised $2,050 of $4,300 needed for Jasper’s medical bills. Check out the Paynes’ GoFundMe page. I’m planning on another donation by Spes Magna Games at the end of this month once my March sales receipts are deposited to my PayPal account. I’m also hoping that the little bit of exposure my posts bring might inspire others who can to be generous.

Of course, I need something gaming related for this post, and so this time I’ve statted up Jasper’s starfish dragon (click on the pic to embiggen the image).

The Starfish Dragon

Deep beneath the waves of the vast sea lurks the starfish dragon. The size of a galleon, supernaturally strong and invulnerable to all but the most powerful weapons, it seldom surfaces except to protect its territory against hostile interlopers. When the starfish dragon attacks, it stirs up massive waves and then tears the hull open from underneath. It usually then descends back to its depths, leaving the sailors to the mercy of the elements.

For Dungeon World

Intelligent, Magical, Hoarder, Huge, Solitary
Tentacles (b[2d10]+5 damage, +2 piercing)
20 HP
4 Armor
Forceful, Messy, Reach
Special Qualities: Aquatic, know the deeps, nigh-invulnerable scales
Instinct: To terrorize the weak
* Crush with tentacles
* Exhale unquenchable fire
* Toss massive waves

For Swords & Wizardry

HD 10; AC 1 (18); Atks 3 tentacles (1d8), 1 bite (3d6); SV 5; Special +1 or better weapon to hit, 35% magic resistance, breathe cone of fire (10d8 with save for half damage), control ocean waters; MV 6 (Swim 21); AL N; CL/XP 14/2,600

March 22nd, 2015  in RPG No Comments »

Roland and the Ogres

During our last Man Day Dungeon World game, my son Christopher lost another character. His cleric, Brother Hurak, fell in combat against the forces of evil. This week, while we’re on Christmas vacation, Christopher made up his new character, Roland the Paladin, and we decided to take him out for a test drive. I downloaded Michael Prescott’s Tannòch Rest-of-Kings, and started to ask Christopher some questions:

Q. Why are you going back to Tannòch?
A. To visit the nuns who nursed me back to health. Also, to visit the mausoleum to see if it reveals anything interesting about the history of the region.

Q. Why did you need nursing?
A. Injured by cannon shot during a fight against paynim pirates.

Q. Mother Marta doesn’t like you. Why?
A. I offended her somehow. (The nature of the offense remains undefined.)

Q. To get to Tannòch, you have to take a boat from a nearby island settlement. What is that settlement’s name?
A. Pterx.

Roland started on the beach near Pterx. The natives mostly earn their livelihood by fishing. Roland approached the village chief and asked about passage to Tannòch. Robert, the chief, named a price, but Roland confessed he had no coins. He did offer to work for his passage, so Robert introduced Roland to Kemp and his sons, Jethro and Jedd. Kemp told Roland that he could earn his passage by working the following day out of the reef, diving for oysters. Roland agreed and spent a quiet night on the beach.

Early in the morning, Kemp woke Roland, who left behind most of his gear since scalemail and a halberd wouldn’t be much use in an outrigger canoe heading out for oysters. Kemp instructed Roland as the proper use of a sturdy fishing knife and the net-bag tied to his belt. Roland dived with Jethro. The first few dives were uneventful, but during the third dive Roland noticed that Jethro had vanished. Thinking quickly, Roland found Jethro grappling with a deadly hooked octopus in a recessed section of the reef. Roland swam to the rescue, bringing his bear hands to bare against the dangerous cephalopod mollusc. The fight was short and fierce, and Roland drove the creature away, but not before he’d suffered some injuries. Jethro had been hurt badly.

When the group returned to Pterx, news of Roland’s heroic rescue of Jethro spread quickly. He was feted by the locals, hailed as a man of courage and nobility. Chief Robert gave him a finely made scarlet cloak as a gift. The next day, refreshed and ready, Kemp personally rowed Roland out to Tannòch, saying he’d be back in a week to fetch the paladin. Roland climbed up the rugged caldera until the interior saltwater lake came into sight. There, in the lake’s middle, stood Rest-of-Kings. Roland took one of the rowboats tied up at the nearby quay.

Tying off the boat at the base of the stairs leading switchback up to the tower, Roland began the climb. He was about halfway up to the door when a hulking figure, silhouetted by the noonday sun, lurched into view atop the parapet.

“Leave tribute to me, or I’ll kill you and lick your brains from the bowl of your skull!” the figure growled.

“Who are you?” Roland replied.

The figure lobbed a sizeable rock at Roland. The paladin through himself forward, avoiding the stone, which smashed into the stairs behind him. Unfortunately, he landed clumsily, and the impact jarred his halberd from his grasp. The weapon slid over the edge of the stairs, dropping several yards before it wedged in a rocky crack. Roland slid over the edge, dropping after his weapon. Another rock struck him from behind, spinning him into the air. He rolled and bounced, and both he and his halberd splashed into the water below. Standing waist deep in warm saltwater, Roland spotted a sinewy, slick-skinned monstrous humanoid slicing through the water. As it lunged out of the water, claws and fangs bared, Roland snatched up his halberd and attacked. The polearm bit deep into the ogre’s body, but the monster’s momentum slammed Roland hard into the rocks.

Taking stock of his injuries and surroundings, Roland noticed the half-eaten corpse of a nun in the water nearby. The glint of metal in her clenched fingers caught his eye. Roland pried the ring of keys from her dead hand. He also noticed that a deep crevice in the rocks at the waterline led into a cave. Figuring the rock-tosser on the parapet couldn’t hit him if he were underground, Roland entered the cave. He climbed up a bit and found a relatively flat surface on which he could rest. Time passed.

Hours later, Roland lit his lantern and explored deeper into the caves. He eventually found himself in a higher, smaller cave. Part of the cave wall had been dug away, revealing a brick wall, which had been partially breached, presumably by the now-dead dwarf lying under some rubble. Roland squeezed his way through the gap in the wall, finding himself in the mausoleum in the tower’s substructure. It soon became obvious that someone or something had been smashing open the burial spaces and breaking the urns kept therein. Roland soon found the looter, a monstrous, one-eyed ogre. Before Roland could act, a gust of charnel-house wind roared through the chamber, and Roland’s lantern went out, plunging the paladin into absolute darkness. An instant later, the monster lifted Roland and hurled him roughly against a wall. The lantern shattered.

“Give me the diadem of the weylords,” a sibilant voice hissed in the blackness.

Fumbling in the dark for a torch, Roland stalled, admitting he didn’t have the diadem. He asked why it was desired.

“My master, Halad al Bim, promised it to me, but upon his death, it was brought to this place and interred herein.”

Roland remembered that he had seen a tomb marker with Halad’s name engraved upon it. “I can take you there if I can see,” the paladin said.

Shortly, the torch was lit. The monstrous creature, who called itself Stanus Ash-Eater, made promises that Roland knew would not be kept. He also deduced that the monster’s bizarre appearance probably meant that Stanus was not a natural ogre, but had been magically transformed into his current shape. Roland, followed by Stanus, returned to Halad’s tomb marker. The paladin opened it and pulled out the urn. Stanus roared, exhaling noxious black fumes which forced their way into Roland’s lungs, inducing weakness. Roland invoked his divine authority and told Stanus to back off. The ogre retreated, but demanded the diadem. Roland dug into the urn, discovering nothing but ashes.

“It’s not here,” Roland said.

Stanus charged. The fight was brief and bloody. Roland rammed his halberd’s spike into Stanus’s good eye, driving the monster across the room, crushing his skull against the stones. Roland sustained injuries as Stanus’s powerful arms lashed out before the ogre died.

“Oh, thank Cicollius,” said a woman’s voice.

Roland whirled about to see Mother Marta standing near the opposite wall.

“You must help me, Roland,” Mother Marta said. “This ogre is not the only one who….”

Her words trailed off. Roland caught movement out of the corner of his eye. Rising from a pool of Stanus’s blood mixed with funerary ashes was an emaciated figure, covered in gore. Its eyes burned with madness.

“At last, I live again! Return to me my diadem!”

Roland interposed himself between the ghoul and Mother Marta just as the senior nun disappeared into the wall. The ghoul’s powerful, fanged maw crunched into Roland’s right elbow. As the paladin staggered away, the ghoul noisily chewed and swallowed bone and flesh.

“Mother Marta is the one I seek,” it gurgled, and then raced off into the darkness.

Roland, seriously injured, collapsed.

“Get up, Roland,” Mother Marta said, stepping back through the wall. “No time to rest. I cannot evade that creature forever. Take this dagger. You can’t wield that halberd with only one arm.”

Mother Marta bound up Roland’s wounds with special wrappings and poultices, healing some of his lesser injuries.

“How are you able to move through walls? Are you a ghost?”

“Tut, tut, young man. I’m no such thing. I carry with me the collected artifacts stored in Rest-of-Kings, including the periapt of the earthen kings. With it, I move through stone as if it were water.”

“Take me out of here,” Roland demanded.

“It doesn’t work that way,” Mother Marta said. “Now quit your dithering and kill that ghoul.”

With that, she vanished into a wall again. Roland grumbled and set out in the direction the ghoul had run. He found it quickly enough, spotting it in time to avoid its ambush. In a fearsome battle, the pair rolled and grappled, Roland stabbing with the dagger, the ghoul slashing with its fangs and claws. As the silver-bladed weapon bit into the monster, Roland felt it possible to acquire the creature’s knowledge by eating some of it, and that, if he chose, he gnaw off part of the undead horror while fighting. Roland ignored these options, and finally rammed the blade deep into the ghoul’s black, ichor-filled heart.

Mother Marta reappeared again. “Well done, paladin. Well done. Now rest, and let me minister to your wounds.”

More time passed. Mother Marta’s healing arts restored Roland’s strength and healed his elbow, but not without leaving behind some ruddy scar tissue. She explained that three ogres, led by Stanus, attacked Rest-of-Kings several days ago. Most of the nuns were killed when the ogres set fire to the upper floors, which partially collapsed.

“One ogre remains, Roland. You must slay her, but the climb up the parapet will be difficult. She has locked the trapdoor leading up to the parapet from the ruined upper floor.”

Roland produced the key ring. “Will these help?”

“Indeed they will.”

Several minutes later, halberd in hand, Roland was gingerly making his way through the ruined, rubble-choked upper floors. The locked trapdoor was in view. He reached out to grab a bit of cornice, hoping to steady his way along a narrow ledge overhanging a drop of several yards. The cornice crumbled loose under his weight, pulling down a section of the ceiling as well. Roland fell, and a large slab of rock landed on him. As he looked up through the hole in the ceiling, a monstrous hag with nails like iron spikes crawled into view and started to descend spider-like toward Roland.

“Time to lick your brains from the bowl of your skull!”

The ogress pounced, and Roland roared with the effort of hefting the stone slab. It toppled partially onto the ogress. Roland swung his halberd, striking a powerful blow. The ogress hissed in rage and fear, scrambling up the wall toward the hole in the ceiling. Roland hurled his halberd like a spear, but to no effect. The monster vanished from sight, and Roland climbed up after it, but not with its speed and nimbleness. As he emerged through the hole leading up to the parapet, a rock slammed into his hip.

Roland rolled to his feet. The ogress stood on the other side of the tower’s upper spaces, a large rock in each clawed hand. Roland charged. The ogress through the first rock, which Roland blocked with his gauntleted hand. He heard and felt hand bones crack. He swung his good fist at the monster, but it hoisted him overhead. Just as it threw him off the tower’s roof, Roland rammed a brutal jab into the monster’s forehead. Bone collapsed. Eyes bulged and bled. Roland tumbled through the air, catching a projection. His momentum and weight popped his shoulder out of socket. As he blacked out from the pain, he started to fall again.

And then woke with a start in a bed. Mother Marta sat nearby.

“Rest, Roland,” she said. “Fortunately, I was able to use the periapt’s power to help catch you before you fell to your death. Well done, young man. Well done.”

December 28th, 2014  in Man-Day Adventures No Comments »