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Topics - azato

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Dungeon World / Finding Secret Doors
« on: July 27, 2012, 01:18:24 PM »

I have been using Discern Realities for them to seach for secret doors. They seem to discover them too easily...especially if multiple people are doing the Discern Reality move. 

Thoughts????

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Dungeon World / Black Lotus?
« on: July 16, 2012, 08:58:14 PM »
Here is my initial run....feel free to chime in...

Phial of black lotus
Inhale - Defy Danger +INT
Character inhaling the powder will suffer significant an horrifying visions. A failing throw will result in madness which will slowly fade. A partial success gains (1) one benefit but with madness or gaining the notice of extra dimensional  being. A full success gains a two benefits without too much after-affect other than being unconscious
  • Gain sprout lore into some mystic area
  • Find a creature roaming the dark pathways..perhaps tie to later summoning spell.
  • +1 forward for the rest of the adventure on magic rolls

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Dungeon World / Traps
« on: July 14, 2012, 03:23:27 PM »
I would love to see people's take on traps. This one was done for a log trap in the Hidden Shrine which logs, suspended by ropes/chains would swing out and mash people. The way this is written, could also basically be used for a pit trap, or even an avalanche.


Danger: Log Trap
Defy Danger - Dex
7-9 Pick 1, Failure - Pick 3
  • Character is pinned against Wall
  • Character takes 1d8, Only plate mail and shields subtract damage
  • Character takes an impairment
  • An important item is broken

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Dungeon World / The Hidden Shrine of Tamoachan
« on: June 30, 2012, 11:15:48 AM »
I am taking my group through the Hidden Shrine. I am working on the key for the module.  Rather than post the whole thing here is the link to feel free to comment, criticize and use.


https://docs.google.com/document/d/1zriRXmFlqS9RjNKe9usMFKkZjYJGwWqPJ5OaXwxKYDs/edit?pli=1

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Dungeon World / New Monster: Gibbering Mouther
« on: June 28, 2012, 09:35:24 PM »
I know there is the Chaos Spawn, but this is a bit different take. I want to model more closely the gibbering mother for Dnd.

Feel free to savage.


Danger: Gibbering Mouther - Daughter of Chaos  Solitary, Gibbous
Damage:
HP - 11, AC - 4
Special Quality - Chaos form, Floating,
--------------------------
The mouths speak so soothingly in voices so familiar. The eyes look upon you lovingly reminding you of your first love, and your parents, and all the kind people in your life. You suddenly realize so how utterly alone you are in the universe, and joining the embrace of the Daughter of Chaos will ensure you will never ever be alone again.


Impulse: To wander bringing people into harmony of the chaos.

  • Engulf and absorb the victim into chaos
    Enthrall all who look upon it into madness.

Roll Defy Danger +CHR
7-9 choose 1, Failure...walk into the chaos
  • Relentlessly attack the nearest creature
  • Mindlessly run in stricken panic
  • Lose your Faith in your deity and any notion of a rational universe.

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Dungeon World / New Monster: Flesh Beetle
« on: June 27, 2012, 11:15:51 PM »
The idea is loosely based on the move THE MUMMY and the scenes based around the scarabs.... http://www.youtube.com/watch?v=GJP8XTzpOCw

My hope is to make this a very creepy situation...bugs crawling over ones body is very nasty. Rather than an attack that kills quickly I would rather have a GET THEM OFF ME! reaction from the player.


Please critique, comment, etc.



Danger: Flesh Beetles - Hoard, Mindless, Ravenous
Weapons: Bite (1pt)
Hp - 5, AC - 0
Special Quality: Swarm, Ignores armor.
--------------------------------
These beetles are about the size of a saucer. They move and attack in clusters of 5 (or whatever number you choose). Any successful attack, which isn’t an area effect, will only kill 1 beetle and reduce the overall HP by only 1. Thus for a swarm of 5 it would take five successful attacks to kill the whole mass. The beetles will swarm over a person’s body finding openings in armor to attack the flesh. Once they swarm a person, that person will take 1HP of damage regardless of armor, until they are all killed. Any partial success for a Hack and Slash will not only kill the individual beetle, but will also expose the player to the attack.
Instinct: To devour human flesh
  • Instill terror

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Dungeon World / Bonds and XP
« on: June 27, 2012, 08:00:47 PM »
Suppose a PC dies...do all the bonds resolve for the other PCs and they get XP?

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Dungeon World / Help - Front 2: Fishing Village
« on: May 17, 2012, 11:14:04 PM »
After the shipwreck they get to the island only to find an abandoned village...that has recently been terrorized by ghouls. (more fronts and a background coming)

Feel free to critique, correct and generally harass me about any part of this.







Front: The Fishing Village

Impending Doom: Whatever caused the villagers to disappear may be the death of them.

Grim Portent:

An abandoned village with animals and livestock walking around.
Blood spatters on the ground and buildings. Items overturned.
Sounds coming from inside a building...somebody moving around.
Meet a ghoul who is somewhat lucid from having finished a heavy meal.
Screams and shrieks coming from the woods.
Ghoul finds the evidence of the shipwreck
Ghoul runs around to gather a hunting party

Moves:

* A lucid (meaning he just fed) and remorseful ghoul begs the party to kill him.
* A lucid (meaning he just fed) ghoul tries to carry on a normal conversation with the party.
* The party hears somebody pleading
* A group of ghouls notice the party
* A survivor is seen running into the woods
* A survivor is seen being chased by ghouls.




Danger: Ghouls (new)
Talons d6 w/ 1 piercing
6 HP
1 Armor
Group, Close, Messy, Putrid, Gory
-----------------------------------
Having willingly eaten human flesh consecrated to the evil goddess, starts the transformation of man to ghoul. During this period the ghouls hunger requires large amounts of human flesh. During this time, there is no reasoning, there is no thinking, there is only the all-encompassing hunger. The more the ghoul eats the more lucid he becomes. While there is always the ever present hunger, the mature ghouls exercise more self-control and become more crafty in their hunt for fresh human flesh.

* Call the pack
* Talk in a lucid but confused manner
* Throw self mindlessly upon a fallen human.

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Dungeon World / Help - Front:Shipwreck!
« on: May 17, 2012, 10:43:18 PM »
I am planning an adventure which will have at least three fronts. The first is them on a ship that during a storm hits against the reef and starts to break apart and sink. I would like to have this portion be a time where they can choose to either abandoned the ship immediately (facing little risk and carrying nothing with them) or try to scavenge/save items (food, weapons, perhaps shipmates) but putting themselves at risk. Perhaps allowing them to take multiple chances.

One thought would be to tick the Portents down and allowing them to make both Discern Realities (to find something useful) and Dex Rolls (to avoid danger and/or being able to act that turn)


They are close to land (relatively at least) and I see this as a means to both start out with a bang. When they get to the island...then the craziness will begin.


Please....tear this apart...provide ideas....






Front: The Shipwreck

Impending Doom: Unless the party successfully gets to shore, they will drown.

Stakes:
What can they take with them?
Is there a boat that they can use?
What happens to the crew?


Grim Portents:
The ship hits the reef and lurches sideways
The ship takes on water.
The waves batter the ship against the reef
The ship crumbles apart and sinks.

Danger: The sinking Ship
Impulse: To pull everything to the bottom of the ocean.
Description: Being heavily laden with goods the ship does not fare well when it hits the reef. It is only a short matter of time before it is either buffeted into debris or sinks to the watery grave.

Moves:

Knock a person off the deck into the ocean
Entrap a person
Knock a person off their feet.
Cause heavy items to fall.

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Dungeon World / Monsters - I am confused
« on: May 12, 2012, 09:26:09 PM »
Will hopefully be running a DW game in the next few weeks but the paradigm has me confused....

Lets take the EARTH ELEMENTAL in the Beta...

I understand solitary; I understand huge; and I understand Reach.... But when I get to  Forceful...what does that mean? Also, Turn the Ground into a Weapon...or even Meld to stone?

Are these given with the assumption that the DM can derive their own mechanic or am I missing something?

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