Episode 55 of Discern Realities is here!

Episode 55 of Discern Realities is here!

Episode 55 of Discern Realities is here!

In this one, we talk about playbook sads, Session Zero #5, getting the most out of Make Camp and Take Watch, read some contest entries, and continue our St. Evelyn the White comic strip AP.

As a reminder, our current contest is ongoing until March 1st. You can paste your entries right here or send them to gauntletpodcast@gmail.com. For more info, check out the page at the link below.

Thanks to Paul Edson for this episode’s edit.

Cc: David LaFreniere Brian Holland

http://www.gauntlet-rpg.com/discern-realities/episode-55

60 thoughts on “Episode 55 of Discern Realities is here!”

  1. To follow that up, I had seen Codex and DR and thought that was super awesome and wished that I could do that… Then Plundergrounds was awesome and I wished that I could do that, then Sword Breaker was awesome and I reached out to Logan Howard and SAID “I wish I could do that” and he gave me a LOT of encouragement to do it!

    Also, it was when DR50 came out, when you were talking about your longevity being possible because of your format that I implemented my current format (SZ4 – The Destroyer of Ages).

    So Session Zero is only possible because I was “riding on the shoulders of giants!” 🙂

  2. To follow that up, I had seen Codex and DR and thought that was super awesome and wished that I could do that… Then Plundergrounds was awesome and I wished that I could do that, then Sword Breaker was awesome and I reached out to Logan Howard and SAID “I wish I could do that” and he gave me a LOT of encouragement to do it!

    Also, it was when DR50 came out, when you were talking about your longevity being possible because of your format that I implemented my current format (SZ4 – The Destroyer of Ages).

    So Session Zero is only possible because I was “riding on the shoulders of giants!” 🙂

  3. Great episode, thanks. I know David said he’ll discuss it in a future episode, but out of curiosity, which of the many swashbuckler playbooks out there were you referring to?

  4. Great episode, thanks. I know David said he’ll discuss it in a future episode, but out of curiosity, which of the many swashbuckler playbooks out there were you referring to?

  5. Milk of the Serpent Queen

    Of the five immortal children of Kar-Suet, Glaurung, the serpent queen is perhaps the most benevolent and capable of affection. Her serpentine pets gain unnatural size and intelligence from her milk, but it affects other creatures in a very different way. This gift is only for the greatest heroes who personally impress her highness. Most of these politely refuse when given the choice.

    When you drink the milk of the Serpent Queen, you are forever linked to her life force and need not fear death unless she is slain. Write “immortal” somewhere on your character sheet and then roll… a new character.

    Your original character freezes into alabaster stone. They are nearly indestructible and immune to all weathering and erosion. They can only return to active life through dark ritual or daring adventure (probably involving the cult of Kar-Suet) and will always return to stone at the end of the adventure or instead of rolling last breath.

    Characters of a serpentine nature or who acquire such a form are immune to this effect and instead gain an appropriate monster move. If they would otherwise be slain, they return to their original form before freezing in stone.

    Note: This would be a really cool way to transport a character to another adventure or setting possibly thousands of years later. It could also be very interesting to see a druid or serpent brother explore how this affects them.

  6. Milk of the Serpent Queen

    Of the five immortal children of Kar-Suet, Glaurung, the serpent queen is perhaps the most benevolent and capable of affection. Her serpentine pets gain unnatural size and intelligence from her milk, but it affects other creatures in a very different way. This gift is only for the greatest heroes who personally impress her highness. Most of these politely refuse when given the choice.

    When you drink the milk of the Serpent Queen, you are forever linked to her life force and need not fear death unless she is slain. Write “immortal” somewhere on your character sheet and then roll… a new character.

    Your original character freezes into alabaster stone. They are nearly indestructible and immune to all weathering and erosion. They can only return to active life through dark ritual or daring adventure (probably involving the cult of Kar-Suet) and will always return to stone at the end of the adventure or instead of rolling last breath.

    Characters of a serpentine nature or who acquire such a form are immune to this effect and instead gain an appropriate monster move. If they would otherwise be slain, they return to their original form before freezing in stone.

    Note: This would be a really cool way to transport a character to another adventure or setting possibly thousands of years later. It could also be very interesting to see a druid or serpent brother explore how this affects them.

  7. Fair call on asking what happens to players in the weeping cell. I had many ideas but I would have gone wayy over the word count to put them in. Personally id probably have +wis checks that give the GM hold, which he can spend to a) make a player stop still and silent, overwhelmed by the trauma they feel b) do something like the mindcontrol move, offering players actions where they act out against their friends because they have overwhelming sense that said friends are secretly betraying them c) rewrite some of the players bonds to reflect the uneasy sense of distrust they have contracted (not sure about the last one).

    Honestly if I ever used them in a game it’d be- an allied figure has been captured by an enemy military/group and the players know hes going to be interrogated with the cell. the players would face insurmountable odds to break him free from the army, but they might stand a chance if they can find the other opening, and spelunk across to the cell while its lowered, and try and break him out and escape before the army notice and pull him back up, so its probably an end of session climax scenario after a session of mountain/cave exploring/encounters.

  8. Fair call on asking what happens to players in the weeping cell. I had many ideas but I would have gone wayy over the word count to put them in. Personally id probably have +wis checks that give the GM hold, which he can spend to a) make a player stop still and silent, overwhelmed by the trauma they feel b) do something like the mindcontrol move, offering players actions where they act out against their friends because they have overwhelming sense that said friends are secretly betraying them c) rewrite some of the players bonds to reflect the uneasy sense of distrust they have contracted (not sure about the last one).

    Honestly if I ever used them in a game it’d be- an allied figure has been captured by an enemy military/group and the players know hes going to be interrogated with the cell. the players would face insurmountable odds to break him free from the army, but they might stand a chance if they can find the other opening, and spelunk across to the cell while its lowered, and try and break him out and escape before the army notice and pull him back up, so its probably an end of session climax scenario after a session of mountain/cave exploring/encounters.

  9. Keeper of the Dolm Sarcophagus

    The citizens of Dolm were once great warriors and military tacticians. They did not bury the most worthy dead, but left them on display propped up still inside their full plate, as if forever ready and at attention, while hidden inside the body rotted away. But generations of resting on their reputation, of show parades and sparkling armor, speeches of honor and endless dedication, but no wars or troubles to maintain those skills left their neighbors wondering how much strength was really left in their decadence. When the invasion began, they were shown to have much fallen in their prowess and practice. The honoured dead however, had not lost their edge. They repelled the first invasion, but could not protect their nation forever, as armies aware of the armor’s magic took steps to neutralise it. Dolm is long gone now but once in a while an adventurer stumbles upon one of the beautiful suits of dolm armor, the sarcophaguses of the honored dead.

    A Dolm Sarcophagi is 3 armor and 3 weight, with the clumsy tag. Should the wearer pass beyond the black gate, if the armor and body are still intact they will continue to move, mindlessly trying to finish whatever task they were striving towards in their last moments -winning a single fight, getting occupants out of a burning building, standing guard over a bridge or city, etc.

  10. Keeper of the Dolm Sarcophagus

    The citizens of Dolm were once great warriors and military tacticians. They did not bury the most worthy dead, but left them on display propped up still inside their full plate, as if forever ready and at attention, while hidden inside the body rotted away. But generations of resting on their reputation, of show parades and sparkling armor, speeches of honor and endless dedication, but no wars or troubles to maintain those skills left their neighbors wondering how much strength was really left in their decadence. When the invasion began, they were shown to have much fallen in their prowess and practice. The honoured dead however, had not lost their edge. They repelled the first invasion, but could not protect their nation forever, as armies aware of the armor’s magic took steps to neutralise it. Dolm is long gone now but once in a while an adventurer stumbles upon one of the beautiful suits of dolm armor, the sarcophaguses of the honored dead.

    A Dolm Sarcophagi is 3 armor and 3 weight, with the clumsy tag. Should the wearer pass beyond the black gate, if the armor and body are still intact they will continue to move, mindlessly trying to finish whatever task they were striving towards in their last moments -winning a single fight, getting occupants out of a burning building, standing guard over a bridge or city, etc.

  11. Keeper of the Bones of the Grey Rangers

    When a ranger’s animal companion dies, it can be a hard loss to recover from. But those who know the secret of the grey rangers can halt the stages of grief before they come to acceptance, and claw their partner back from the great beyond.

    If you have found the secret of the grey rangers and your animal companion is dead, rend apart its corpse and make an armored vest with its bones (if your companions bones are not enough to make the vest you can supplement them with bones from other animals of the same type) then roll +Int and wrench your partner’s soul back from beyond the black gate.

    On a 10+ your companion returns to you as a semi solid ghost. It continues to use the same mechanics it did in life, although it now has some new fictional positioning.

    On a 7-9 the ghost is unstable, and will fade from existence periodically, returning after minutes or hours as the DM chooses

    On a 6- As on a 7-9 plus your attempt to reach across the black gate has drawn death’s attention, take a – 1 ongoing to any black gate rolls made by you or anyone in your immediate presence.

    In any result you also have a Grey Rangers vest (weight 1 armor 1). You cannot interact with your ghost companion when you are not wearing the vest.

    – – –

    So I’ve done that as a move, but GM’s could probably use the bone vest as a magic item that gives its user a ghost companion (maybe that’s too powerful? Id chance it). Also its not a compendium class because this isnt a compendium class competition, but obviously using that custom move as the gateway to a compendium class with moves that emphasize having a ghost pet is an obvious choice for folks whose players actually end up needing this move.

  12. Keeper of the Bones of the Grey Rangers

    When a ranger’s animal companion dies, it can be a hard loss to recover from. But those who know the secret of the grey rangers can halt the stages of grief before they come to acceptance, and claw their partner back from the great beyond.

    If you have found the secret of the grey rangers and your animal companion is dead, rend apart its corpse and make an armored vest with its bones (if your companions bones are not enough to make the vest you can supplement them with bones from other animals of the same type) then roll +Int and wrench your partner’s soul back from beyond the black gate.

    On a 10+ your companion returns to you as a semi solid ghost. It continues to use the same mechanics it did in life, although it now has some new fictional positioning.

    On a 7-9 the ghost is unstable, and will fade from existence periodically, returning after minutes or hours as the DM chooses

    On a 6- As on a 7-9 plus your attempt to reach across the black gate has drawn death’s attention, take a – 1 ongoing to any black gate rolls made by you or anyone in your immediate presence.

    In any result you also have a Grey Rangers vest (weight 1 armor 1). You cannot interact with your ghost companion when you are not wearing the vest.

    – – –

    So I’ve done that as a move, but GM’s could probably use the bone vest as a magic item that gives its user a ghost companion (maybe that’s too powerful? Id chance it). Also its not a compendium class because this isnt a compendium class competition, but obviously using that custom move as the gateway to a compendium class with moves that emphasize having a ghost pet is an obvious choice for folks whose players actually end up needing this move.

  13. with The Weeping Cells, re going in there yourself, it made me think of an Ordeal, in Shadowrun for a mage to become initiated to the higher mysteries you undertake an ordeal, a difficult spirit quest to seek enligjtenment, i think mythslogical paralells would be odin hanging himself on the world tree or ulysses journey to the underworld. In DW terms i guess you’d go in there to let the spirits if your ancestors hint at what menace is preying upon the world?

  14. with The Weeping Cells, re going in there yourself, it made me think of an Ordeal, in Shadowrun for a mage to become initiated to the higher mysteries you undertake an ordeal, a difficult spirit quest to seek enligjtenment, i think mythslogical paralells would be odin hanging himself on the world tree or ulysses journey to the underworld. In DW terms i guess you’d go in there to let the spirits if your ancestors hint at what menace is preying upon the world?

  15. Keeper of the Dark Shard of Nemrath

    – – – –

    After Nemrath, the soul cleaver was shattered during the battle to end the reign of its vile master, several of the shards were not recovered by those intent on quarantining his corrupted artifacts, instead finding their way to black markets and other unsavory places. The shards average 3 inches in length, are dull black and invariably cold to the touch. If you press the shard to a bladed weapon it disappears, and the weapon turns a dull, matte black. If the Nemrath infused weapon is ever broken, the dark shard will be amongst the pieces. Whoever wields the weapon can use the Heirloom move from the fighter playbook. The spirits contacted by the move are of those who were killed by the weapon.

    If you are foolhardy enough to add a second shard of Nemrath to your blade, it now seems to be made of an unknown metal, both light and heavy, that absorbs any light and heat nearby. The weapon gains a variation of the fighter’s blacksmith move, absorbing the abilities of any magical weapon it destroys. The wielder can now hear the voice of the Nemrath shard in his mind (and adds Nemrath to the heirloom spirits). Lastly whenever you roll 7-9 on hack and slash the GM may choose not to have the enemy move but instead give the nascent Nemrath spirit 1 hold to use the Mind Control move. Nemrath wants a) to fully reconstitute itself and b) to spread evil, chaos, suffering and misery.

    – – – – – – – – –

    I have no idea what to do if a player gets sucked in and tries adding more nemrath shards (that is the steps before they fully recreate an evil artefact). This is just a seed/starting point.

  16. Keeper of the Dark Shard of Nemrath

    – – – –

    After Nemrath, the soul cleaver was shattered during the battle to end the reign of its vile master, several of the shards were not recovered by those intent on quarantining his corrupted artifacts, instead finding their way to black markets and other unsavory places. The shards average 3 inches in length, are dull black and invariably cold to the touch. If you press the shard to a bladed weapon it disappears, and the weapon turns a dull, matte black. If the Nemrath infused weapon is ever broken, the dark shard will be amongst the pieces. Whoever wields the weapon can use the Heirloom move from the fighter playbook. The spirits contacted by the move are of those who were killed by the weapon.

    If you are foolhardy enough to add a second shard of Nemrath to your blade, it now seems to be made of an unknown metal, both light and heavy, that absorbs any light and heat nearby. The weapon gains a variation of the fighter’s blacksmith move, absorbing the abilities of any magical weapon it destroys. The wielder can now hear the voice of the Nemrath shard in his mind (and adds Nemrath to the heirloom spirits). Lastly whenever you roll 7-9 on hack and slash the GM may choose not to have the enemy move but instead give the nascent Nemrath spirit 1 hold to use the Mind Control move. Nemrath wants a) to fully reconstitute itself and b) to spread evil, chaos, suffering and misery.

    – – – – – – – – –

    I have no idea what to do if a player gets sucked in and tries adding more nemrath shards (that is the steps before they fully recreate an evil artefact). This is just a seed/starting point.

  17. Tim Denee the swashbuckler o was playing is from Awful Good Games. It’s $2.50 on Drivethrurpg so I can’t share it here, but if you have a friend who has it, check it out and consider pitching them a few dollars if you like it

  18. Tim Denee the swashbuckler o was playing is from Awful Good Games. It’s $2.50 on Drivethrurpg so I can’t share it here, but if you have a friend who has it, check it out and consider pitching them a few dollars if you like it

  19. Cavernous Bile Ducts

    In a bygone time, a time with no written record or songs, there was an age of giant beasts. Over mountains would they pass with little effort, in oceans did they bathe, and in the deepest places of this land do they now lie, dead. Their remains, long ago calcified by moving time and water, are now the twisting arteries of petrified flesh that spelunkers delve for fortune and fame.

    Of course these places are teeming with the creatures that shadows cling to: chitinous hives, deep elf enclaves and spawning pools of eyeless wretches. However, something yet remains of the bygone giants. Something ancient and mindless seeks to purge the infectious, the lesser, the interloper.

    A few survivors speak of deep tunnels, where the stone gives way to a soft, moist, lattice of flesh, and the pearl white horrors within.

    White Cell Guardian

    Horde, Large, Amorphous, Organized

    Digestive Flagellum d4+1 hand, close, reach, messy

    7 HP 0 Armor

    Instinct: Purge infection

    -Liquefy fat and flesh

    -Spray enzymes wildly

    -Bleed proteinaceous foam

  20. Cavernous Bile Ducts

    In a bygone time, a time with no written record or songs, there was an age of giant beasts. Over mountains would they pass with little effort, in oceans did they bathe, and in the deepest places of this land do they now lie, dead. Their remains, long ago calcified by moving time and water, are now the twisting arteries of petrified flesh that spelunkers delve for fortune and fame.

    Of course these places are teeming with the creatures that shadows cling to: chitinous hives, deep elf enclaves and spawning pools of eyeless wretches. However, something yet remains of the bygone giants. Something ancient and mindless seeks to purge the infectious, the lesser, the interloper.

    A few survivors speak of deep tunnels, where the stone gives way to a soft, moist, lattice of flesh, and the pearl white horrors within.

    White Cell Guardian

    Horde, Large, Amorphous, Organized

    Digestive Flagellum d4+1 hand, close, reach, messy

    7 HP 0 Armor

    Instinct: Purge infection

    -Liquefy fat and flesh

    -Spray enzymes wildly

    -Bleed proteinaceous foam

  21. Keeper of the Ram That Whispers Lies

    The dwarven fortress of Vraegil withstood 7 months of siege without any sign of falling, proudly shouting to their aggressors they could last 7 decades. Not wanting to spend that long, the general of the surrounding army agreed to a bet offered by a travelling bard, who said he could bring the city to its knees within 2 weeks with just a single battering ram built with a leering demonic face as the ram front. Sure enough the city fell, and when the general sought to dodge his debt, he found dissension growing within the ranks of his officers, and wisely paid the exorbitant fee, before locking away the not actually magical Ram in the cities vaults, turning it into a legend.

    The power wasn’t in the ram but the man. He could make his voice appear from painted lips, and fuelled by stealth and snooping he whispered to the dwarves, shattering trusts and alliances with his shadowy manipulations.

    This move is intended as an alternate level up move for bards or other playbooks with a focus on magic and words (like the Priest).

    Ventriloquist – You can make your voice come out of any inanimate mouth you can see -statues, paintings and corpses etc. You can use other moves through your ventriloquist if appropriate – singing bards might use Metal Hurlant from a painting, or Priests use Lead the Flock from a statue of their god, etc.

  22. Keeper of the Ram That Whispers Lies

    The dwarven fortress of Vraegil withstood 7 months of siege without any sign of falling, proudly shouting to their aggressors they could last 7 decades. Not wanting to spend that long, the general of the surrounding army agreed to a bet offered by a travelling bard, who said he could bring the city to its knees within 2 weeks with just a single battering ram built with a leering demonic face as the ram front. Sure enough the city fell, and when the general sought to dodge his debt, he found dissension growing within the ranks of his officers, and wisely paid the exorbitant fee, before locking away the not actually magical Ram in the cities vaults, turning it into a legend.

    The power wasn’t in the ram but the man. He could make his voice appear from painted lips, and fuelled by stealth and snooping he whispered to the dwarves, shattering trusts and alliances with his shadowy manipulations.

    This move is intended as an alternate level up move for bards or other playbooks with a focus on magic and words (like the Priest).

    Ventriloquist – You can make your voice come out of any inanimate mouth you can see -statues, paintings and corpses etc. You can use other moves through your ventriloquist if appropriate – singing bards might use Metal Hurlant from a painting, or Priests use Lead the Flock from a statue of their god, etc.

  23. David LaFreniere Ahah! Well, the reason I asked is because I’ve been playing that very same swashbuckler playbook for the last few sessions. I like it a lot too – I think it plays well, for whatever that’s worth anecdotally.

    Funnily enough, I came to the playbook from the same direction as talked about in this episode of DR; we started character creation in D&D 5e but switched to Dungeon World before actual play started, and I couldn’t find a good fit for my character concept, a dexterity-based fighter. Ranger was the obvious choice but the character wasn’t about animal companions or nature at all. He’s not really a swashbuckler either, truth be told, but the playbook works perfectly.

    Anyway, basically just agreeing with you that it could be a good fit for Fraser’s character.

  24. David LaFreniere Ahah! Well, the reason I asked is because I’ve been playing that very same swashbuckler playbook for the last few sessions. I like it a lot too – I think it plays well, for whatever that’s worth anecdotally.

    Funnily enough, I came to the playbook from the same direction as talked about in this episode of DR; we started character creation in D&D 5e but switched to Dungeon World before actual play started, and I couldn’t find a good fit for my character concept, a dexterity-based fighter. Ranger was the obvious choice but the character wasn’t about animal companions or nature at all. He’s not really a swashbuckler either, truth be told, but the playbook works perfectly.

    Anyway, basically just agreeing with you that it could be a good fit for Fraser’s character.

  25. Keeper of the Triton’s Blessing

    Although less aggressive than the Sahaugin, the tritons possess no less disdain for the surface dwellers. Most sailors say there is nothing the triton’s offer surface dwellers but death, but the sages know that in rare circumstances they have one other blessing- they can mutate those who seek to join them into a triton hybrid.

    If you are captured by the Tritons betray the surface world and roll +Cha.

    On a 10+ grow gills and thin blue scales, may breathe both water and air, and gain a second race move from the list below

    On a 7-9 your new triton mutate move comes at the cost of your old racial move.

    Triton mutate racial moves

    – In addition to any other attunements, the Deep Sea is always considered your land. (druid only)

    – When not wearing armor you count as having armor 1

    – You can magically sculpt seawater by rolling +Wis

    – When you defy danger while underwater take +1

    – You feel a new connection to the ocean. When you commune you are also granted a special version of Words of the Unspeaking as a rote which only works on large bodies of water. (Cleric only)

    – You understand the speech of the animals of the ocean and they can understand yours.

    – – – – – –

    honestly I just wanted to write a move that started with Betray the surface world. Plus some imp of the perverse is sitting in me right now suggesting entries that barely count under the contest requirements.

  26. Keeper of the Triton’s Blessing

    Although less aggressive than the Sahaugin, the tritons possess no less disdain for the surface dwellers. Most sailors say there is nothing the triton’s offer surface dwellers but death, but the sages know that in rare circumstances they have one other blessing- they can mutate those who seek to join them into a triton hybrid.

    If you are captured by the Tritons betray the surface world and roll +Cha.

    On a 10+ grow gills and thin blue scales, may breathe both water and air, and gain a second race move from the list below

    On a 7-9 your new triton mutate move comes at the cost of your old racial move.

    Triton mutate racial moves

    – In addition to any other attunements, the Deep Sea is always considered your land. (druid only)

    – When not wearing armor you count as having armor 1

    – You can magically sculpt seawater by rolling +Wis

    – When you defy danger while underwater take +1

    – You feel a new connection to the ocean. When you commune you are also granted a special version of Words of the Unspeaking as a rote which only works on large bodies of water. (Cleric only)

    – You understand the speech of the animals of the ocean and they can understand yours.

    – – – – – –

    honestly I just wanted to write a move that started with Betray the surface world. Plus some imp of the perverse is sitting in me right now suggesting entries that barely count under the contest requirements.

  27. Keeper of the golden Scar.

    Many cultures use scarification to designate status. Even outsiders who know nothing of the meaning of such marks can be intimidated by the ferocity such marks convey. Perhaps the most feared of them all are the Khaltha nomads of the eastern steppes, who have been known to honor their greatest warriors by brushing their wounds, still seeping from a glorious victory, with gold dust heated to a cherry red, cauterising the wound and leaving a glittering shiny scar. Legends of the Khaltha’s battle prowess have travelled far further than they have, so one bearing their mark is sure to find strangers cowering in their presence wherever they travel.

    If you are wounded in battle while protecting or serving the Khaltha, remove the scarred debility (if you have it) take 1d6 damage and roll +Con. On a hit you may now always use the offer to withhold violence as leverage for a parley, and take +1 on intimidation based defy danger with charisma checks. On a 10+ you also take +1 forward when trying to recruit a follower from amongst the Khaltha.

  28. Keeper of the golden Scar.

    Many cultures use scarification to designate status. Even outsiders who know nothing of the meaning of such marks can be intimidated by the ferocity such marks convey. Perhaps the most feared of them all are the Khaltha nomads of the eastern steppes, who have been known to honor their greatest warriors by brushing their wounds, still seeping from a glorious victory, with gold dust heated to a cherry red, cauterising the wound and leaving a glittering shiny scar. Legends of the Khaltha’s battle prowess have travelled far further than they have, so one bearing their mark is sure to find strangers cowering in their presence wherever they travel.

    If you are wounded in battle while protecting or serving the Khaltha, remove the scarred debility (if you have it) take 1d6 damage and roll +Con. On a hit you may now always use the offer to withhold violence as leverage for a parley, and take +1 on intimidation based defy danger with charisma checks. On a 10+ you also take +1 forward when trying to recruit a follower from amongst the Khaltha.

  29. Keeper of the Sword of Aloester Graymantle

    The great bard and gossip, Aloester Greymantle was so renowned for his cutting wit that legend said he had no need for a blade, his words alone being sharp enough. That probably wasn’t true, but an enterprising enchanter has taken advantage of this legend. An ugly leathery lump, covered in intricate mystic sigils and worn like a necklace, the “sword” is the mummified tongue of the legendary bard. Anyone wearing the sword can wound with his words, dealing 1d6 damage as their cruel insults bloom red on their targets flesh as if carved by invisible scalpels. But the power of cutting words comes with a price, as Aloester’s savagery tends to leak out amongst ordinary speech, causing a -1 to all rolls to charm, flatter, seduce, be polite or otherwise show kindness.

  30. Keeper of the Sword of Aloester Graymantle

    The great bard and gossip, Aloester Greymantle was so renowned for his cutting wit that legend said he had no need for a blade, his words alone being sharp enough. That probably wasn’t true, but an enterprising enchanter has taken advantage of this legend. An ugly leathery lump, covered in intricate mystic sigils and worn like a necklace, the “sword” is the mummified tongue of the legendary bard. Anyone wearing the sword can wound with his words, dealing 1d6 damage as their cruel insults bloom red on their targets flesh as if carved by invisible scalpels. But the power of cutting words comes with a price, as Aloester’s savagery tends to leak out amongst ordinary speech, causing a -1 to all rolls to charm, flatter, seduce, be polite or otherwise show kindness.

  31. Keeper of the crawling portrait

    It is not easy to be married to an adventurer, never knowing if your partner will return home, and how changed they might be if they do. To help assuage his wife’s worry the famed mage Boluzin crafted an enchanted self portrait. Whenever someone standing in front of the portrait said “show me my love, so I know that he is safe” the portrait would ripple and change to display Boluzin’s current circumstances. It still works, after a fashion. While battling to stop the cult of Oraberiax the demon lord of insects from opening a permanent portal to their lord’s world, Boluzin sacrificed himself, diving through the portal to pull the gate closed behind him. Now whenever one speaks the command phrase to the portrait the rippling image is just a mass of beetles, centipedes and other crawling insects. The energy that creates the image also temporarily weakens the boundary between the planes, causing 1d6 weight worth of crawling insects to pour forth from the painting before the ripple stops and Boluzin’s face returns. Some theorize this must mean Boluzin is still alive within the demons realm, while others simply try to find clever uses for a sheet of canvas that can create vast numbers of bugs on command.

  32. Keeper of the crawling portrait

    It is not easy to be married to an adventurer, never knowing if your partner will return home, and how changed they might be if they do. To help assuage his wife’s worry the famed mage Boluzin crafted an enchanted self portrait. Whenever someone standing in front of the portrait said “show me my love, so I know that he is safe” the portrait would ripple and change to display Boluzin’s current circumstances. It still works, after a fashion. While battling to stop the cult of Oraberiax the demon lord of insects from opening a permanent portal to their lord’s world, Boluzin sacrificed himself, diving through the portal to pull the gate closed behind him. Now whenever one speaks the command phrase to the portrait the rippling image is just a mass of beetles, centipedes and other crawling insects. The energy that creates the image also temporarily weakens the boundary between the planes, causing 1d6 weight worth of crawling insects to pour forth from the painting before the ripple stops and Boluzin’s face returns. Some theorize this must mean Boluzin is still alive within the demons realm, while others simply try to find clever uses for a sheet of canvas that can create vast numbers of bugs on command.

  33. Keeper of the Cloak of Logan Stormbreaker

    Logan was part of a small group of wizards that referred to themselves as Storm Mages. He loved chasing storms with his groundhog familiar and divining the future based on lightning strikes. His most favored possession was his cloak. When you don the Cloak of Logan Stormbreaker a groundhog will appear soon after and join you. When you decide to influence the weather explain how the cloak allows that and roll + Wis.

    10+: Choose a weather type from the table below. Within a few minutes the weather type will center on you for a 1 mile radius for up to 24 hours. When the weather effects have ended your groundhog will collapse near death. You must nurse him back to health before you can use the cloak again. If your groundhog dies the magic in the cloak will disappear.

    7 – 9: Roll 1d8 two times and choose between the two weather types from the table below. Within a few hours the weather type will center on you for a half mile radius for up to the next 12 hours. Your groundhog is weakened but will recover if you keep him safe.

    6-: The GM determines which weather type centers on you for a 5 foot radius and for how long. Your groundhog acts tired and wants a nap.

    1. Lightning storm

    2. Blinding blizzard

    3. High winds

    4. Scorching heat

    5. Thick fog

    6. Heavy rain

    7. Pelting hail

    8. Freezing cold

  34. Keeper of the Cloak of Logan Stormbreaker

    Logan was part of a small group of wizards that referred to themselves as Storm Mages. He loved chasing storms with his groundhog familiar and divining the future based on lightning strikes. His most favored possession was his cloak. When you don the Cloak of Logan Stormbreaker a groundhog will appear soon after and join you. When you decide to influence the weather explain how the cloak allows that and roll + Wis.

    10+: Choose a weather type from the table below. Within a few minutes the weather type will center on you for a 1 mile radius for up to 24 hours. When the weather effects have ended your groundhog will collapse near death. You must nurse him back to health before you can use the cloak again. If your groundhog dies the magic in the cloak will disappear.

    7 – 9: Roll 1d8 two times and choose between the two weather types from the table below. Within a few hours the weather type will center on you for a half mile radius for up to the next 12 hours. Your groundhog is weakened but will recover if you keep him safe.

    6-: The GM determines which weather type centers on you for a 5 foot radius and for how long. Your groundhog acts tired and wants a nap.

    1. Lightning storm

    2. Blinding blizzard

    3. High winds

    4. Scorching heat

    5. Thick fog

    6. Heavy rain

    7. Pelting hail

    8. Freezing cold

  35. Keeper of the iron trolls menagerie.

    Travelling performing troupes are almost always a welcome sight for the poor villagers of dungeon world. Even the flattest and least entertaining of them is a welcome diversion from their regular lives. But adventurer’s lives are already filled with excitement and wonder, so it is rare to find a sideshow that adventurers actively seek out, But the Iron Trolls Menagerie is one of them. Run by a troupe of gnome tinkerers, the menagerie is a large collection of clockwork marvels, which dance stiffly and sing off key and repetitive tunes, which children love but most adults find grating, while the gnomes fleece the townsfolk with overpriced foods and “games of skill”.

    But if you can stomach the food and suffer through the songs, you’ll find that the mechanical monsters are uncommonly accurate, and the little plaques at their bases are needlessly detailed and seemingly correct.

    If you come across the Iron Trolls Menagerie, pay 1 coin, do your best to ignore the music and concentrate on the facts, and roll +Int.

    On a 10+ Hold 3

    On a 7-9 Hold 1

    At any time you can spend one hold from this move to get a piece of useful and interesting information on a monster as if you had rolled a 10+ on a spout lore about it.

  36. Keeper of the iron trolls menagerie.

    Travelling performing troupes are almost always a welcome sight for the poor villagers of dungeon world. Even the flattest and least entertaining of them is a welcome diversion from their regular lives. But adventurer’s lives are already filled with excitement and wonder, so it is rare to find a sideshow that adventurers actively seek out, But the Iron Trolls Menagerie is one of them. Run by a troupe of gnome tinkerers, the menagerie is a large collection of clockwork marvels, which dance stiffly and sing off key and repetitive tunes, which children love but most adults find grating, while the gnomes fleece the townsfolk with overpriced foods and “games of skill”.

    But if you can stomach the food and suffer through the songs, you’ll find that the mechanical monsters are uncommonly accurate, and the little plaques at their bases are needlessly detailed and seemingly correct.

    If you come across the Iron Trolls Menagerie, pay 1 coin, do your best to ignore the music and concentrate on the facts, and roll +Int.

    On a 10+ Hold 3

    On a 7-9 Hold 1

    At any time you can spend one hold from this move to get a piece of useful and interesting information on a monster as if you had rolled a 10+ on a spout lore about it.

  37. Keeper of the Nightmare Diadem

    Looking like a training exercise for a jewelers apprentice, this simple crown made of copper inlaid with Spinels is slightly warped, and would not sit well on an ordinary human head. First glances can be deceiving however as the cheap looking materials were chosen for their enhanced abyssal alignment, and the crown is not warped, but shaped for the head of a horse.

    When you place the diadem upon the head of a recently deceased horse, roll +Wis.

    On a hit the body is inhabited by an abyssal spirit and becomes a nightmare

    On a 10+ hold 3

    On a 7-9 hold 1.

    The nightmare is loyal to you. You can spend hold to make it use the following moves

    – Walk on the air as if it were ground

    – Snort out a gout of hellfire

    – Scare off all normal animals

    When you have spent all your hold the nightmare spirit is released and the body becomes a rapidly disintegrating corpse.

  38. Keeper of the Nightmare Diadem

    Looking like a training exercise for a jewelers apprentice, this simple crown made of copper inlaid with Spinels is slightly warped, and would not sit well on an ordinary human head. First glances can be deceiving however as the cheap looking materials were chosen for their enhanced abyssal alignment, and the crown is not warped, but shaped for the head of a horse.

    When you place the diadem upon the head of a recently deceased horse, roll +Wis.

    On a hit the body is inhabited by an abyssal spirit and becomes a nightmare

    On a 10+ hold 3

    On a 7-9 hold 1.

    The nightmare is loyal to you. You can spend hold to make it use the following moves

    – Walk on the air as if it were ground

    – Snort out a gout of hellfire

    – Scare off all normal animals

    When you have spent all your hold the nightmare spirit is released and the body becomes a rapidly disintegrating corpse.

  39. so…

    its been brought to my attention that I’m getting dangerously close to being half of all the public entries into the contest.

    I have a vague sense that that’s poor form on my part.

    a while back I started treating this as a mobile game for my commutes, since its got a fairly tight word limit, I could just grab a title and try and get something readable out on it in a few minutes. Entertaining for me personally, but its caused me to flood this.

    Im more or less at the point of needing to either stop or push on and make everyone rue the fact there isnt a limit on the number of entries.

  40. so…

    its been brought to my attention that I’m getting dangerously close to being half of all the public entries into the contest.

    I have a vague sense that that’s poor form on my part.

    a while back I started treating this as a mobile game for my commutes, since its got a fairly tight word limit, I could just grab a title and try and get something readable out on it in a few minutes. Entertaining for me personally, but its caused me to flood this.

    Im more or less at the point of needing to either stop or push on and make everyone rue the fact there isnt a limit on the number of entries.

  41. I don’t know James Hardie, you seem to be able to generate quantity without sacrificing quality. I know I enjoy all your stuff. Lets make them rue the day!

    Now excuse me while I furiously stuff the ballot box over the next few days…

    Bridge of Canaries

    They have become so commonplace that one should hardly feel guilty for ignorance that canaries and millet are from a dimension beyond our own. However, once armed with this knowledge, the frequent gatherings of the fluorescent birds around places of great power can cause great embarrassment for never noticing before. That millet grows upon the ley-lines is common knowledge to any farmer who wards off brownies with saucers of milk and honey.

    Being trans-dimensional, canaries have to enter our reality from somewhere. That place is the Bridge of Canaries in Bethelgate, across the river Oxloe.

    When you cast ley-line millet upon the ground at the Bridge of Canaries the birds will gather and chirp. Slowly their chirping becomes intelligible; describe how they sound in your ears and roll+ weight in millet

    10+ Choose 2

    7-9 Choose 1

    6- Are you a cat?

    -A canary attunes to you and becomes your companion, you can ask it to seek out places of power

    Canary

    Ferocity +1, Cunning +1, 0 Armor, Insitinct+1, fast, scout, flighty

    -A canary will take a message for you across the planes, to any place, at any time.

    -The canaries do not mistake you for a cat

  42. I don’t know James Hardie, you seem to be able to generate quantity without sacrificing quality. I know I enjoy all your stuff. Lets make them rue the day!

    Now excuse me while I furiously stuff the ballot box over the next few days…

    Bridge of Canaries

    They have become so commonplace that one should hardly feel guilty for ignorance that canaries and millet are from a dimension beyond our own. However, once armed with this knowledge, the frequent gatherings of the fluorescent birds around places of great power can cause great embarrassment for never noticing before. That millet grows upon the ley-lines is common knowledge to any farmer who wards off brownies with saucers of milk and honey.

    Being trans-dimensional, canaries have to enter our reality from somewhere. That place is the Bridge of Canaries in Bethelgate, across the river Oxloe.

    When you cast ley-line millet upon the ground at the Bridge of Canaries the birds will gather and chirp. Slowly their chirping becomes intelligible; describe how they sound in your ears and roll+ weight in millet

    10+ Choose 2

    7-9 Choose 1

    6- Are you a cat?

    -A canary attunes to you and becomes your companion, you can ask it to seek out places of power

    Canary

    Ferocity +1, Cunning +1, 0 Armor, Insitinct+1, fast, scout, flighty

    -A canary will take a message for you across the planes, to any place, at any time.

    -The canaries do not mistake you for a cat

  43. Winter Reverie

    The dukedoms of the northern steppe quarrel nearly year round. The list of grievances from each side could fill a tome, that is if any of the northern dukes could read or write. Instead this hatred is passed on through oral history. It is whispered to young heirs by the bed side, recited in long form poetry during training exercises, and proclaimed loudly during funerals.

    And yet each year, for one night and one night alone, hatred is put aside. Wool and spruce masks are donned. Smoked meat is consumed. Black ales are drunk. Secret trysts are held by firelight.

    When you attend the Winter Reverie choose your role of reindeer, bear or fox. No player can have more than one role. Any role unfilled is treated as rolling 6. Describe your mask and roll. The reindeer rolls +Cha , the bear +Con, and the fox rolls +Int.

    On a 10+ the reindeer chooses 1 below, describe how being the life of the party causes it

    On a 10+ the bear chooses 1 below, describe how winning a drinking contest causes it

    On a 10+ the fox chooses 1 below, describe how overhearing something causes it

    On a 7-9 something bad happens, but you avoid becoming entangled or framed for it.

    – Ofeig survives the Winter Reverie

    – Rannveig’s son is not caught with Hrossbjorn’s wife

    – Rannveig is not poisoned by Ofeig

    – Hrossbjorn’s trained remorhaz does not raid the party.

  44. Winter Reverie

    The dukedoms of the northern steppe quarrel nearly year round. The list of grievances from each side could fill a tome, that is if any of the northern dukes could read or write. Instead this hatred is passed on through oral history. It is whispered to young heirs by the bed side, recited in long form poetry during training exercises, and proclaimed loudly during funerals.

    And yet each year, for one night and one night alone, hatred is put aside. Wool and spruce masks are donned. Smoked meat is consumed. Black ales are drunk. Secret trysts are held by firelight.

    When you attend the Winter Reverie choose your role of reindeer, bear or fox. No player can have more than one role. Any role unfilled is treated as rolling 6. Describe your mask and roll. The reindeer rolls +Cha , the bear +Con, and the fox rolls +Int.

    On a 10+ the reindeer chooses 1 below, describe how being the life of the party causes it

    On a 10+ the bear chooses 1 below, describe how winning a drinking contest causes it

    On a 10+ the fox chooses 1 below, describe how overhearing something causes it

    On a 7-9 something bad happens, but you avoid becoming entangled or framed for it.

    – Ofeig survives the Winter Reverie

    – Rannveig’s son is not caught with Hrossbjorn’s wife

    – Rannveig is not poisoned by Ofeig

    – Hrossbjorn’s trained remorhaz does not raid the party.

  45. One Who Grinds Your Skin

    Demons can be awfully specific when it comes to who they punish. Millers who short their customers may find themselves visited by an oversized wheat weevil with a millstone carapace. Although the summoner may get the justice they desire, few realize the true danger of summoning demons is what they leave behind.

    Jek’Bak’Kunara – Who grinds your skin to powder

    Solitary, Large, Planar

    Millstone Proboscis d10+3 close, messy, forceful

    16 HP 3 Armor

    Instinct: To punish and grind

    -Crush bone into dust

    -Transmute skin to grain

    -Lay hundreds of eggs

    Larvae of Jek’Bak’Kunara -Who feast and grow

    Horde, Tiny, Planar

    Quartz Mandibles d4 hand, 4 piercing

    3 HP 1 Armor

    Instinct: To consume everything

    -Collectively eat entire buildings

    -Burrow into a pocket dimension

    -Pupate

  46. One Who Grinds Your Skin

    Demons can be awfully specific when it comes to who they punish. Millers who short their customers may find themselves visited by an oversized wheat weevil with a millstone carapace. Although the summoner may get the justice they desire, few realize the true danger of summoning demons is what they leave behind.

    Jek’Bak’Kunara – Who grinds your skin to powder

    Solitary, Large, Planar

    Millstone Proboscis d10+3 close, messy, forceful

    16 HP 3 Armor

    Instinct: To punish and grind

    -Crush bone into dust

    -Transmute skin to grain

    -Lay hundreds of eggs

    Larvae of Jek’Bak’Kunara -Who feast and grow

    Horde, Tiny, Planar

    Quartz Mandibles d4 hand, 4 piercing

    3 HP 1 Armor

    Instinct: To consume everything

    -Collectively eat entire buildings

    -Burrow into a pocket dimension

    -Pupate

  47. Puppeteer’s Shadow

    The grim puppeteer spent his whole life on the road. From city to hamlet to village would he drag his rusted cart and ply his trade. With no fanfare would he park, unpack the worn boxes and delicate porcelain marionettes, and begin his show. What would begin as a morality play on being a good child and sibling would, by sundown, devolve into a surrealist nightmare of shadow and colored light. The townsfolk, who had been suckered in by the first act would, by the next morning, find themselves fleeced of all valuables.

    The Puppeteer’s Shadow Sentient, 0 weight

    To use the puppeteer’s shadow one must first remove their own shadow. Then, and only then, can the puppeteer’s shadow be sewn on. The shadow can grow and shrink, manipulate other shadows and will generally behave as its wearer desires. It does however have a childish wonder and a pirate’s greed. How strongly this shadow can interact with the physical world depends on how often one indulges its vices.

  48. Puppeteer’s Shadow

    The grim puppeteer spent his whole life on the road. From city to hamlet to village would he drag his rusted cart and ply his trade. With no fanfare would he park, unpack the worn boxes and delicate porcelain marionettes, and begin his show. What would begin as a morality play on being a good child and sibling would, by sundown, devolve into a surrealist nightmare of shadow and colored light. The townsfolk, who had been suckered in by the first act would, by the next morning, find themselves fleeced of all valuables.

    The Puppeteer’s Shadow Sentient, 0 weight

    To use the puppeteer’s shadow one must first remove their own shadow. Then, and only then, can the puppeteer’s shadow be sewn on. The shadow can grow and shrink, manipulate other shadows and will generally behave as its wearer desires. It does however have a childish wonder and a pirate’s greed. How strongly this shadow can interact with the physical world depends on how often one indulges its vices.

  49. Moonpoison’s Magnificent Hurdy-Gurdy

    Moonpoison was an acclaimed druid of the Moon Circle. Although his skill lay in the peaceful passing on of suffering animals his malformed hand kept him from his true passion, music. A chance encounter with a master luthier opened his eyes to the possibility of a life he had only dreamed possible.

    Moonpoison’s Magnificent Hurdy-Gurdy Fragile, Ornate, 3 uses, 1 weight

    The Hurdy-Gurdy itself is a masterwork of mahogany and smoked quartz. Holding the instrument up to the light just so reveals a mural of animals embossed into the laquer. Any Bard who wields it automatically gains Bardic Lore expertise in “A Bestiary of Creatures Unusual”. You may expend 1 use by breaking a string on the Hurdy-Gurdy, doing so unleashes a monster move dependent on the heartstring broken. It’s not entirely clear which monsters were slain for the current strings.

    The bearer further gains the following move.

    Heartstring Harvest

    When you carefully butcher a fallen beast or monster that is not Planar, Amorphous or a Construct. roll+Wis

    10+: Name a move you saw this creature perform before its death. Your harvested string contains this move.

    7-9: The GM will name a monster move. Your harvested string contains this move.

    6-: You can not extract the necessary flesh and your careless butchering draws ire from the Moon Circle

  50. Moonpoison’s Magnificent Hurdy-Gurdy

    Moonpoison was an acclaimed druid of the Moon Circle. Although his skill lay in the peaceful passing on of suffering animals his malformed hand kept him from his true passion, music. A chance encounter with a master luthier opened his eyes to the possibility of a life he had only dreamed possible.

    Moonpoison’s Magnificent Hurdy-Gurdy Fragile, Ornate, 3 uses, 1 weight

    The Hurdy-Gurdy itself is a masterwork of mahogany and smoked quartz. Holding the instrument up to the light just so reveals a mural of animals embossed into the laquer. Any Bard who wields it automatically gains Bardic Lore expertise in “A Bestiary of Creatures Unusual”. You may expend 1 use by breaking a string on the Hurdy-Gurdy, doing so unleashes a monster move dependent on the heartstring broken. It’s not entirely clear which monsters were slain for the current strings.

    The bearer further gains the following move.

    Heartstring Harvest

    When you carefully butcher a fallen beast or monster that is not Planar, Amorphous or a Construct. roll+Wis

    10+: Name a move you saw this creature perform before its death. Your harvested string contains this move.

    7-9: The GM will name a monster move. Your harvested string contains this move.

    6-: You can not extract the necessary flesh and your careless butchering draws ire from the Moon Circle

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