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Messages - Shenron

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1
other lumpley games / Re: Kill Puppies for Satan Revised?
« on: August 09, 2014, 07:51:48 PM »
Any word on this? It has been awhile.

2
Dungeon World / Re: My Magic Items 1.0
« on: May 03, 2013, 01:16:40 PM »
Ya, I see your points on some things. I was maybe to directly translating them. Let me try this (I also have better ideas for some magic items down the road). I am also not going to let them get the soul chain because I have a better idea down the road but it is not really a weapon...anyway;

> Lightning Arrows (The do stun damage)

> Mithril Plate Armor (Armor 3, no clumsy tag)

> Glintaxe: An beautifully engraved and made axe. It bears the inscription Glintaxe. (Sheds a ghostly blue light like a torch, When used to Hack and Slash that moves becomes b[class damage].

> Boots of Elvenkind: A pair of finely made leather traveling boots. (Wearer takes a +1 forward on all moves requiring stealth or sneaking around)

> Grasp of Droskar: A left handed black iron gauntlet that changes size to fit any humanoid person. Placing the gauntlet on your left hand causes excruciating pain as you forearm and hand is transformed into a dense black stone. You take a -3 forward to attempting any fine motor skills with the left hand and you cannot carry a shield or use a secondary weapon in you let hand. It is said only powerful magics or blessings can remove it once it has been donned. (The character can take 1 forward on all + STR rolls made with this hand, deals class damage +1d4 when using their left hand to hack and slash but takes a -1 forward when using other weapons).

> Crown of the Kobold King: This burnished bronze crown is set with various spikes and knotted wire. (The character can take 1 forward when rolling + CHA, grant the wearer Armor 2, makes the wearer immune to any type of fear effects, and spell casters take +1 forward when casting spells).

> Heartripper Dagger (If the dagger is used against a completely helpless (tied up, completely unawares, etc) the Heartripper dagger pulls the heart from its victim (automatically killing the victim) and you can use the heart for one of these benefits;

* Consume the heart and regain all lost HP or get rid of any ailment.

* Utter a command word and the heart bursts into flame and crumbles into ash and causes the dagger to do +1d4 fire damage that ignores armor for the next 24 hours.

* You may speak another command word and the heart bubbles and smokes. Breathing in the smoke allows glimpses of far off places or of the future.

3
Dungeon World / Re: Stun Damage?
« on: May 03, 2013, 01:11:21 PM »
Thank you. That helped a lot.

4
Dungeon World / Re: Setting book to use?
« on: May 03, 2013, 01:10:56 PM »
There is a bunch to use. Any of the Adventure paths from Pathfinder work well and are easy to covert, so is most modules and dungeon crawls.

I would also suggest looking into settings and then kinda building your own meta plot around the setting such as;

Dark Sun

Ravenloft

Red Steel

Eberron

You can even have some generic plot line and throw in a bunch of mini dungeons until you get your groove. For example; bad guy is looking for items of power to take over the universe. As your players are trying to stop him or find the items before he does or whatever every town you enter can have a lil mini plot. Like this;

Town One: Dead won't stay dead, zombie invasion must help the town and find the source od the zombies.

Forest Path: Lost children, must find their parents or what happened to the caravan they were traveling with.

World of Warcraft quest: In town, something happens either someone you needed help from is poisoned and you most got find these items and those items etc.

Anyway, I hope this helps.

5
Dungeon World / Stun Damage?
« on: May 01, 2013, 10:49:32 PM »
How does this work? It is confusing to me...

At first I thought it worked like sub-dual damage but then the official description did not make it sound like that, so I don't know.

6
Dungeon World / Re: My Magic Items 1.0
« on: May 01, 2013, 10:35:56 PM »
Any Thoughts?

7
This is an awesome idea! I would like to see your progress on the setting, the dungeons, adventures, monsters, magic items, etc.

There is also a book out that might be a lot of help...

http://www.amazon.com/Legend-Zelda-Hyrule-Historia/dp/1616550414/ref=sr_1_1?s=books&ie=UTF8&qid=1367461920&sr=1-1&keywords=Zelda

8
This is awesome. It has been backed!

I am wondering if there is a way to contact the authors privately through e-mail or some such?

9
Dungeon World / My Magic Items 1.0
« on: April 25, 2013, 02:37:00 AM »
So, I have been working on some magic items that my players are going to find during their first dungeon crawl. I just want to get feedback on the power levels and all of that. They are being converted from Crown of the Kobold King.

> Lightning Arrows (Using these deal class damage but ignore armor)

> Mithril Plate Armor (Armor 3, no clumsy tag)

> Glintaxe: An beautifully engraved and made axe. It bears the inscription Glintaxe. (Sheds a ghostly blue light like a torch, When used to Hack and Slash that moves becomes b[class damage].

> Boots of Elvenkind: A pair of finely made leather traveling boots. (Wearer takes a +1 forward on all moves requiring stealth or sneaking around)

> Grasp of Droskar: A left handed black iron gauntlet that changes size to fit any humanoid person. Placing the gauntlet on your left hand causes excruciating pain as you forearm and hand is transformed into a dense black stone. You take a -3 forward to attempting any fine motor skills with the left hand and you cannot carry a shield or use a secondary weapon in you let hand. It is said only powerful magics or blessings can remove it once it has been donned. (Increased the characters  Strength by 2, deals class damage +1d4 when using their left hand to hack and slash but takes a -1 forward when using other weapons).

> Soul Chain: This chain was left but the Forge Spurned and if left unclaimed the Forge Spurned will respawn some time later. If claimed, the chain has twenty links and it wraps around the body of the wearer. Once claimed, the chain wraps around the users body and turns them into an hungry undead. They automatically gain these moves;

* In Death Sustained: You don’t need to eat or drink and are not affected by poison. If a move tells you to mark off a ration just ignore it.

* Turned from Life: You must Defy Danger to enter consecrated ground or resist being pushed back by a strongly presented holy symbol.

The chain is a powerful item and for every ten links it grants a +1 bonus to class damage, provides 1 point of armor, and does piercing 1. This specific chain has 20 links for a total of +2 to class damage, 2 piercing, and provides 2 armor. When you use the chain in battle Roll + CHA;

On a 10+: You can resist the Soul Chains need to aquire another to soul to forge another think but take -1 ongoing to this move. The penalties stack until a new soul link is added to the chain.

On a 7-9 Choose one;
* The battle puts you in a worse spot you were in before or you end up harming something or someone that is important to you
* The chain spurns you on to take a soul for another link, end the life of a surrendered opponent or lose half of you hit points rounded up.
* The chain draws upon your life force, reducing a stat point (GM's choice) by 1 until you use the chain in battle again.

On a 6-, the chain forces to you take a hostage to use their soul to add another think to the chain. You will fight defensively if anyone tried to stop you but will do everything in your power to add another link to the chain.  


> Crown of the Kobold King: This burnished bronze crown is set with various spikes and knotted wire. (+2 bonus to Charisma, grant the wearer Armor 2, makes the wearer immune to any type of fear effects, and spell casters take +1 forward when casting spells).

> Heartripper Dagger (+1 bonus to class damage, if the dagger is used against a completely helpless (tied up, completely unawares, etc) the Heartripper dagger pulls the heart from its victim and you can use the heart for one of these benefits;

* Consume the heart and regain all lost HP or get rid of any ailment.

* Utter a command word and the heart bursts into flame and crumbles into ash and causes the dagger to do +1d4 fire damage that ignores armor for the next month.

* You may speak another command word and the heart bubbles and smokes. Breathing in the smoke allows glimpses of far off places or of the future.

10
Dungeon World / Re: Chronicles of a Trollslayer (Near Future Campaign)
« on: April 19, 2013, 01:21:24 AM »
Ya, I am looking for like what races would fit what classes and I could think up a class move for each.

Just really knew and havent really figured everything out yet.

11
Dungeon World / Re: Chronicles of a Trollslayer (Near Future Campaign)
« on: April 18, 2013, 04:19:30 AM »
So, I need help creating these races and class moves for each one?

Beastmen (Think all kinds of things like cat people, rat people, etc)

Wise Beasts (Normal animals that gain intelligence)

Centaurs

Mushroom Trolls (Living Mushroom people)

Snowmen (Ghosts that create bodies out of ice, snow, water, etc)

Slimes (Like slimes)

Satyrs


12
Dungeon World / Re: Chronicles of a Trollslayer (Near Future Campaign)
« on: April 17, 2013, 10:28:35 PM »
No, I could not see at first either without replying. I think it was a glitch I think. I will get problem #2 up here shortly.

13
Dungeon World / Re: Chronicles of a Trollslayer (Near Future Campaign)
« on: April 17, 2013, 12:32:43 AM »
Thanks for the insights. I think it would be cool to let the player kind of decide what element he "gains his power" from and let him make the descriptors. ]

I also like the idea of using the Druid move instead of divine guidance.

What do you think of the free from Deity Option?

14
Dungeon World / Chronicles of a Trollslayer (Near Future Campaign)
« on: April 16, 2013, 01:04:59 AM »
So, I am working on a campaign that I plan on running real soon. I plan on running a bunch of mini adventures that will string together into a overarching adventure that will eventually lead me into using the Kingmaker adventure path from Paizo. Anyway, I am going to list a few problems I am running into one at a time so people and I do not get confused.

Problem #1: I am using a setting where most of the Gods are dead except four and the ones that are alive, well they really do not care about mortals. So, I am not allowing Paladins but I want to allow Clerics, though they are going to have to be "Elemental Clerics" that get their powers from primal elements. I am wondering if there are any changes to the class I need to make or do I just chalk it up to fluff changes and leave it at that?

15
Dungeon World / Looking for a .pdf of the monsters in the Codex?
« on: April 04, 2013, 10:21:42 PM »
Any chance that we can get a .pdf or some kind of printer friendly and easy access format?

I have tried to copy and paste and it come out wonky and it will take a long time to hand write them all in my MC notebook...

Any thoughts?

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