Posts Tagged ‘ Dungeon World ’

“This forest sucks!”

The humid night breeze rustled the leaves, which shifted just enough to reveal the corpse’s pallid arm.

“Look,” the thief said, pointing.

The thief’s companions followed the finger with their eyes. The leaves covering the body rustled some more, revealing more of the corpse.

“What caused all those wounds?” the fighter said.

“I have a better question,” said the wizard. “Why are those leaves starting to swirl about when the wind hasn’t picked up?”

The pile of leaves, as if they heard the wizard’s query, roared into a vortex of autumn colors before they raced toward the adventurers.

“We’re in trouble,” said the cleric, gripping his holy symbol.

Vampire Tree

The tree itself is immobile, but its leaves fly in swarms at night, hunting for prey much like vampire bats. When a swarm of leaves has drank their fill, they fly back, reattaching their swollen bodies to their branches to pump the blood into the tree. A vampire tree possesses dim intelligence, and its leaves have rudimentary visual and auditory senses combined with keen olfactory powers. A vampire tree fears fire, and will never send its leaves near flame.

For Barbarians of Lemuria

A full-grown vampire tree has hundreds of leaves. The stats below are for the tree’s leaves. The tree itself has no attributes or combat abilities.

Attributes: (for a batch of 10 or so leaves) Strength -3, Agility 3, Mind -1

Combat Abilities: Batch of Leaves +4, damage d6-1; Defence 4; Protection 0; Lifeblood 5

For Dungeon World

Large, Solitary
Flock of Leaves (d8+1 damage, 2 piercing)
20 HP
1 Armor
Close, Reach
Instinct: To drain blood
* Blend into woodlands
* Control flying, blood-sucking leaves
* Fill the air with danger

For Swords & Wizardry

These creatures use their leaves as weapons, releasing the leaves from the branches to fly toward prey. The leaves attempt to attach themselves (attacking as 12 HD monsters) to a body. When attached, they suck blood, doing 2d4 points of damage per attached leaf. Damage is automatic after the first successful attack, each attached leaf continuing to drain 2d4 hit points per round. The leaves are AC 9, and each has only 2 hit points, plus any hit points drained from the victim. The leaves will return to the tree when any being travels more than 120 yards from the parent tree or when the creature has no blood left. The tree can only control 10 leaves at a time. Vampire trees save vs. fire at a -2 penalty, and take +1 extra point of damage for every die of damage done by flame.

HD 12; AC 0 (19); Atks 1d10 leaves (2d4); SV 3 (18 for leaves); Special never surprised, vampiric leaves, fire vulnerability; MV 12 flying (leaves only); AL C; CL/XP 16/3,200

November 26th, 2014  in RPG No Comments »

Lirram’s Inequitable Fastigium

Favored Magnate Lirram, Archpriest of Tourr, enjoyed manifold blessings from his goddess. When he died, the faithful buried Lirram with all due pomp and circumstance. Years later, his remains were exhumed and cleaned. His bones were fastened together with gold wire and dressed in regal finery. Gold, silver, and jewels decorated his skull. The fabulously ornate skeleton, displayed in the Grand Cathedral, reminded Tourr’s followers that their goddess does reward those she favors.

Then the Merciless Throngs swarmed from the northern wilderness, their rapacious eyes filled with visions of pillage and slaughter. They laid siege to the capital, which quickly fell due to treachery from within. Barbarians surged through streets and into homes and public spaces. Even the Grand Cathedral did not escape the defiling touch of the invaders. One of the Throng snapped Lirram’s skull from its body, hauling away the prize as a trophy.

Since that dark day, Lirram’s Inequitable Fastigium, as the Archpriest’s skull has come to be called, has passed through many hands. Its sacred powers serve the self-serving well, at least for a time. When Tourr’s favor is withdrawn, however, the relic’s owner faces catastrophe and loss.

When Lirram’s Inequitable Fastigium is visible during negotiations of any sort, the relic’s owner has leverage and enjoys +1 forward to parley. In addition to the normal results of parley, *on a 10+, choose 2. On 7-9, choose 1.

* The other party does not later plot against you.
* You do not attract the attention of Tourr†.
* Word of the relic reaches interested ears.

Tourr: The Goddess of Abundance and Fate. Tourr chooses who prospers and who doesn’t. She rewards her faithful as she sees fit. It is the faithful one’s task to grapple with and to accept the consequences of Tourr’s decisions.

November 24th, 2014  in RPG No Comments »

Gettin’ Stuff Done

As my summer vacation winds down, I’m finally getting some new products on the Interwebz for you to purchase. This week, I’ve finished Ean Illiam’s Cavern Stores for Dungeon World and Aquatic Depths & Denizens for Swords & Wizardry. The links in that last sentence take you to DriveThruRPG where you can read the product descriptions. The rest of this post includes content excerpts from both PDFs.

From Ean Illiam’s Cavern Stores

Groitzarr’s Vile Menagerie (1 weight)
This common bamboo bird cage holds five scabrous, repulsive birds, each about the size of a parakeet. They perch silently, their rheumy eyes watching their surroundings with disturbing intensity. When you feed one of these foul birds a drop of your blood, roll+CHA. *On a 10+, the bird squawks out a clear, useful prediction of the near future. *On a 7-9, the bird’s prophecy is puzzling and riddlesome. Take a cumulative -1 forward each time to you use the birds more than once per day.

Custom Move: Dangerous Woods
When you act as scout while traveling through the woods near the village, roll+WIS. *On a 10+, choose 2. *On a 7-9, choose 1. If you’re known to have harmed local fey creatures, take -1 ongoing.

* No unwelcome attention is attracted.
* No equipment turns up missing.
* No clues to the true nature of the trouble are discovered.

Mastiff
Thick necked, solid skulled. Blunt muzzles. Crushing jaws and sharp teeth. Ean’s mastiffs are every bit as well-trained as his guards.

Group
Bite (d8 damage) | 6 HP | 1 Armor | Close
Instinct: To obey the master

* Drag down a foe
* Go for the throat

From Aquatic Depths & Denizens

Combat in Three Dimensions
Combatants who fight while swimming may jockey for advantageous position. Whenever an attacker wants to attack with a positional advantage, the attacker and the defender both make saving throws.

* Attacker Succeeds, Defender Fails: The attacker gains a +2 attack roll bonus.
* Defender Succeeds, Attacker Fails: The attack suffers a -2 attack roll penalty.
* Both Fail or Both Succeed: The attacker gains no advantage or penalty.

The Referee should describe the aquatic ballet of violence as attacker and defender push and twist against each other and the water as the attacker attempts to gain a momentary advantage.

Bahari
Squat, thick-skinned, hairless, spotted by barnacle-like growths, Bahari enjoy a +4 bonus on saving throws against poison and a +1 bonus to Armor Class due to their tough hides. They can see in the dark (darkvision) to a limit of 60 feet and have a natural swim speed of 6 and an out-of-water movement rate of 6. Bahari who are player characters may be Fighters, Thieves, or multi-classed Druid/Fighters or Fighter/Thieves.

Those Bahari who are not player characters might have abilities and limitations wildly different from those of an adventuring Bahar. The nature of the Bahar race as a whole is entirely the province of the Referee, and might include non-player characters of any class.

Jet
Spell Level Magic-User, 3rd-level; Range touch; Duration 1 turn/level + 1d6 turns

This spell triples the recipient’s swim speed for its duration. The Referee secretly rolls 1d6 additional turns; the recipient does not know exactly how long Jet will last.

Lycanthrope, Wereshark
HD 7; AC 1 (18); Atks bite (2d8), weapon (1d8); SV 9; Special breathe water, lycanthropy, hit only by magic or silver weapons; MV 0//18; AL C; CL/XP 8/800

Weresharks appear have humanoid torsos and powerful arms topped by the head of a shark. The shark’s distinctive dorsal fin grows from a wereshark’s back. Instead of legs, weresharks have a shark’s powerful tail. These monsters prowl shallow waters for prey. Weresharks can control normal sharks.

August 7th, 2014  in RPG, Spes Magna News No Comments »

The Six-Sword Box

If you’ve not supported Matt Jackson’s Wounded Warrior Project fundraiser, please do so. As previously posted, sales from my OSR PDFs go to support this worthwhile project. Item descriptions and discounts for those PDFs are in this PDF. Wheels within wheels!

If you’ve not watched Steven Chow’s Journey to the West, you should. It’s a hoot. Certainly right up there with Shaolin Soccer and Kung Fu Hustle. Journey currently streams on Netflix.

Today’s magic item was entirely inspired by Show Luo’s performance as Prince Important in Journey.

Six-Sword Box

The fabled Six-Sword Box appears to be a finely crafted, lovingly lacquered box of the sort often used by ladies to hold jewelry. Instead of such baubles, the box holds six miniature swords, each carved from hardwood. With a flick of the wrist and a sung command, the box’s holder can set the miniature swords to flying, at which time they transform into full-sized weapons forged from the finest steel. The swords race through the air, turning and flying as directed by the box’s holder, who must maintain line of sight on the swords for them to continue functioning. When a sword draws blood, it returns to the box and reverts to its original wooden form. The Six-Sword Box functions once per day.

Barbarians of Lemuria

Each round, the box’s holder directs the swords and makes 1d6 attacks against visible targets. These attacks are modified by the holder’s Mind. A flying sword does 1d6+2 points of damage with a successful attack. Once the box’s holder has made six successful attacks, the Six-Sword Box ceases to function until the next day.

Dungeon World

Whenever you unleash the Six-Sword Box’s swords, roll+WIS. *On a 10+, you succeed with 1d6 attacks against visible targets with each attack inflicting 1d8 points of damage. *On a 7-9, you succeed with one successful attack against a visible target, inflicting 1d8 points of damage. The Six-Sword Box can make six successful attacks in a single day.

Swords & Wizardry

Each round, the box’s holder directs the swords and makes 1d6 attacks against visible targets. The swords fly with a speed of 36, and they attack as monsters with 6 Hit Dice, inflicting 1d8 points of damage with a successful attack roll. When a sword succeeds with an attack, it flies back to the box, reverting to its original wooden form.

July 21st, 2014  in RPG No Comments »

Friday Fun with Matt Jackson

Over on G+ today, Matt Jackson posted a pic of a little map with these words: “Let’s have some fun today. I made a map, let’s stock it! Write a short adventure for whatever system you prefer.”

I figured, Why not?

While you check out my small contribution to the fun, consider making a contribution of your own to Matt Jackson’s Wounded Warrior Project fundraiser. Speaking as both a gamer and a veteran, Matt’s fundraiser is double good.

Huah!, and welcome to Ean Illiam’s Cavern Stores!

Ean Illiam, ancient but spry merchant, set up shop more than a decade ago in a group of caves about a day’s ride outside the village. Rumor says Ean served the former king as a soldier. Or as an assassin, or maybe a warpriest. Such is the way of rumors. Ean himself denies these rumors with a wink and a toothless grin.

Whatever the truth, Ean offers quality goods for a reasonable price. He regularly receives shipments of common weapons, armor, and dungeon gear. Shoppers can almost always find whatever they need from these categories. If a trusted customer knows how to ask, Ean also supplies poisons. Services offered by Ean and his staff are more limited. Herman Aleš, a talented blacksmith, works for Ean, as does Mojca Marica, a chirugeon. A hot meal and ale can almost always be had, although Ean isn’t running a tavern, so don’t expect anything too fancy. Surely, stories about Ean arranging murders for hire cannot be true. Can they?

1. Entrance: Carved stairs lead up into the stony hillside. Ean almost always has a few guards on duty in or around this area. These guards often have well-trained mastiffs on hand to help emphasize the importance of behaving. Lanterns hung from hooks twisted into the ceiling provide light throughout Ean’s caves. Those who look before heading in may notice smoke billowing out from natural chimneys higher up the hillside.

2. Front Stores: Ean greets customers here. Shelves built along the walls display Ean’s more common goods. Clerks assist with the sales, and one doesn’t need to be alert to spot a guard or two keeping keen eyes on visitors. Sturdy tables and chairs are set up down the center of the cave, and a hollowed out section of wall serves as a cooking pit. A simple stew is almost always kept bubbling above the fire.

Ean Illiam
Devious, Hoarder, Intelligent, Organized, Solitary
Cudgel (b[2d8] damage)
12 HP
0 Armor
Close
Instinct: To strike a deal

* Call for help
* Deal like a devil
* Move with remarkable speed

3. Rear Stores: Lesson common and more expensive goods occupy the shelves. A heavy curtain is drawn across the exits to the north up the stairs and to the south into the private stores. There might be guards behind those curtains.

4. Stairs Up: If asked, Ean or his staff say that the stairs up lead to private rooms off-limits to visitors.

5. Private Stores: Ean’s most exotic and expensive goods are kept in this cave, and access is granted to only his most valued customers. Mojca has a small clinic area set up in this cave.

Mojca Marica
Intelligent, Magical, Organized, Solitary, Stealthy
Scalpel (w[2d8] damage)
12 HP
0 Armor
Close
Instinct: To heal

* Alert the guards
* Apply the healing arts
* Deceive the senses

6. The Forge: The heat and noise from this area spread through Ean’s caves. Herman Aleš labors here with hammer and tongs, assisted by surly apprentices.

Herman Aleš
Intelligent, Solitary
Hammer (1d10+2 damage)
12 HP
2 Armor
Close, Forceful
Instinct: To forge

* Grip like steel
* Look for imperfections
* Work metal

7. Rippling Waters: Is this is a spring? To where do the cool, clear waters flow?

July 18th, 2014  in RPG 1 Comment »