Dungeon World: The Headhunter

The Headhunter is out!

(And has been added to both the All of the Playbooks and Adventuring Party bundles over on DriveThru. I also reduced it by 25% due to the Christmas in July sale, so until that's over you'll save more getting it by itself.)

This is a pretty crazy class. You basically kill monsters, take their heads, and then use their heads to trigger moves (or talk to them to reroll a botched spout lore).

As you level up you can use your heads in a bunch of new ways (we managed to cram twenty-three advanced moves on the sheet): take their eyes, wear their faces, use them as ranged weapons, intimidate others, shrink them so you can carry more around, give them to Death in exchange for your own soul, and more.

This product contains four separate pdf files. Two are digest-sized, 20 page pdfs that includes:

  • The Headhunter, a complete class with 23 (yes, twenty-three) advanced moves: gobble up brains to heal yourself, get better at butchering your foes, animate your heads so that they can help you, use them as weapons, plant them on stakes so that they can keep an eye out, and more.
  • New weapons (like a kurki and blowgun), bone armor, dungeon gear, poisons, and an artifact.
  • A director's cut that provides an explanation for some of the moves, and even some questions to ask yourself when rolling up a headhunter.

One is B&W, the other in color, so if you want to print it out you can save on ink.

The other two are 2-page, letter-sized character sheets for you to print out and actually use at the table. It features a new layout that provides more room for gear and alternate moves than the "official" Dungeon World character sheets. If you want the gear already on there, the second character sheet has that.

Note: If you purchase using the PayPal Buy Now button, we will also send you a complimentary copy through DriveThruRPG.



$2.25

$2.50


Announcements
DriveThruRPG is running their Christmas in July sale. During this time (which is just under eight days), everything in our store is 25% off.

Lichfield is available for public consumption. If you want a concise adventure with a Silent Hill feel, be sure to check it out!

We also just released Primordial Machine, so if you want to catch a glimpse of A Sundered World, now's your chance!

The Golem is our latest "monster" playbook, and the fourth to be made due to fan demand. Next up is The Rakshasa, followed by a few more that we're not ready to talk about just yet (one of which features yet another character sheet design).

The Dungeon World GM Screen is currently available in pdf and landscape insert formats. No matter which you choose, you get eight sets of pdfs that let you have access to the screen in both landscape and portrait orientation, in color or black and white, and with or without art.

We're waiting on the portrait inserts. Assuming they look good, they'll be available soon. They're now available.

Next up, mini screen!

The Forgotten King: Goro's Terrible Mushroom Garden

Heroes
  • Bearstruck Berserker
  • Survivor Marie-Claude
  • Wyrm Claw Exemplar

Tiles
  • The Forgotten King

Spawning Points
  • Bramble Knight
  • Fungal Growth (x2)

Mini-Bosses
  • Glimmerwing
  • Trent

Boss
  • Goro

Summary
Wasn't sure how well things were going to go down, given that all of us relied on STR, and it went...okay. Ish. Okay-ish.

Unlike our previous game, we weren't necessary trapped on the first tile. We were having a very lengthy string of shitty rolls (can't count how many times 2B1R came up 0-1 stars), and didn't want to risk leaving and disturbing the monsters on the third tile (Bearstruck Berserker almost died twice, and lost a piece of gear to Trent's Decay).

Instead, we bided our time until the first mini-boss (Trent) was destroyed, and when we got to the second tile the Bramble Knight only had one Wound left. Since we hadn't set foot on the tile, the mushrooms on tile three were still waaay on the other side of the board, which gave us some time to slay Glimmerwing.

This was good insofar as we were able to focus entirely on one monster, less so in that by the time they got there, they were both +1 ARM and STR (hooray for Mighty Monsters). This is probably why we didn't get far into the third tile when Goro popped due to Spawn Commands.

Unfortunately the Wyrm Claw Exemplar was all by his lonesome when this happened, and was nearly slaughtered right away since all of the monsters gained Fly. He managed to hold his own until we got close enough to help out, but went down soon after when a combination Command card and Timeout effect spawned a shitload of Giri.

Yeah, their STR is only 2, but when you're rolling it about a dozen times, eventually you're going to take some hits. We miraculously still had a couple Princess Coins in the bank, but right after he respawned we killed Goro (who thankfully was not immune to the Fire status effect).

Thoughts
Bearstruck Berserker is pretty alright. He's got a Reach of 2 and Berserk, but he didn't feel as awesome as Claw Tribe Barbarian.

Maybe it's because I forgot about his Sweep attack (not sure why: everyone else had one, or maybe it was because we were stretching out all of our +STR loot between the entire party. He has a free attack Potion, but we didn't roll many Potions up until near the end (after he got Bashful Boris's Bammer, which adds +1G to STR).

Survivor Marie-Claude's Sweep 2 attack is pretty awesome. It was especially useful near the beginning, when the first Fungal Growth crapped out a bunch of mushrooms, and near the end, when Goro summoned a horde of Giri.

Glimmerwing was pretty underwhelming, even though whenever we drew a Command card we would move it so that it would hit whoever had the most Wrath, plus any other Heroes that could get caught in its Lance effect.

Goro on the other hand is a fucking monster. He can take 12 Wounds, heals a Wound with one of his attacks, his Unique action has him spawn four Giri, and his Timeout pops another six.

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It's Christmas in July Over at DriveThruRPG

DriveThruRPG is running their Christmas in July sale, which means until the 31st you can get a bunch of stuff at 25% off.

We also opted into the sale, and while they missed a couple things (like The Golem) we went through our catalog and marked everything else down, too.

The bundle prices are unchanged, so right now it's cheaper to buy whatever you want individually.

We're hoping to get the updated version of If These Stones Could Scream out in the next few days, along with The Headhunter (the cover of which just needs to be colored by Melissa).

If we can get 'em out in time, they'll also be added to the sale.

Announcements
Lichfield is available for public consumption. If you want a concise adventure with a Silent Hill feel, be sure to check it out!

We also just released Primordial Machine, so if you want to catch a glimpse of A Sundered World, now's your chance!

The Golem is our latest "monster" playbook, and the fourth to be made due to fan demand. Next up is The Rakshasa, followed by a few more that we're not ready to talk about just yet (one of which features yet another character sheet design).

The Dungeon World GM Screen is currently available in pdf and landscape insert formats. No matter which you choose, you get eight sets of pdfs that let you have access to the screen in both landscape and portrait orientation, in color or black and white, and with or without art.

We're waiting on the portrait inserts. Assuming they look good, they'll be available soon. They're now available.

Next up, mini screen!

The Forgotten King: A Night on the Town

Heroes
  • Deeproot Wolf Rider
  • Tabbybrook Mage
  • Wyrm Claw Exemplar

Tiles
  • Von Drakk Ghost House

Spawning Points
  • Grabby House (x2)
  • Pumpkin Patch

Mini-Bosses
  • Death Spectre
  • Gruesome George

Boss
  • Von Drakk

Summary
We just kinda camped out on the first tile, letting the monsters come to us until both of the Grabby Houses spawned enough times to self-destruct.

Once we took out Gruesome George and the Death Spectre, we ran over to the second tile, taking out Curse Coven Witches and Skullbats as we went, until we made it to tile three. About that time the Pumpkin Patch also self-destructed and spawned Von Drakk.

Von Drakk destroyed the Wyrm Claw Exemplar, but we had banked a pair of Princess Coins so he was back on his feet in no time (but back on the first tile). It didn't manner, because the Tabbybrook Mage zapped the Curse Coven Witches out of the sky, and then the Deeproot Wolf Rider finished off Von Drakk.

Gruesome George was a lot easier than we thought. He has an ability called Static Charge, which gives him +1 STR and ARM per Wound. Between that and Tough, which causes him to recover a Wound each time he activates, we thought it would take forever to kill him.

But, Tabbybrook Mage managed to whittle him down to one Wound, then the Deeproot Wolf Rider mauled him to death with a combination of Princess Power (Citrine crystal) and Wolf Spirit, which gave her a grand total of 4B3R1G to the Attack roll.

Death Spectre wasn't nearly as bad as I remember. Before he could auto-Wound anyone he was next to. Now you get to actually make a Defense roll. Fortunately the Commands card didn't have him use his area-effect recovery attack (he did use Soul Scythe once, but it didn't take).

Von Drakk also wasn't as bad, mostly because Timeouts don't spawn a crapton of monsters anymore, and we didn't use any Skeleton monsters so there weren't any Bone Piles lying around. His Blood Drinker (and Nocturne's Feast) gave him some staying power.

Now to find the time to paint everything. And play again: got a few more warbands and Heroes to try out.

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A Sundered World: When The Players Declare War...

Our A Sundered World side-campaign has now turned into a war campaign.

The players want to have it run somewhat parallel to our "normal" campaign, with the tarchons continuing to wage war on everyone else (they kind of drove them off before), probably due to infernal influence, and they have to somehow stop them.

I've never run a war campaign before, and they've never played in one, so this campaign is going to involve a lot of "firsts".

Basically, we're all going to come up with some islands and locations, I'll arrange them on a map, figure out how the tarchon force is going about their campaign of slaughter, and then let the players take action based on what they know/want to do.

I still have access to Heroes of Battle and The Forge of War. They're 3rd Edition Dungeons & Dragons books, but maybe they'll have some useful advice (ideally in keeping big fights abstract).

I let the players choose their first mission, and they opted for assassination. The hook is that a tarchon scouting vessel has been discovered in their area, and the characters have to capture or kill the tarchons on board before they return with their intelligence.

We're now being joined by Maria Rivera, the primary mind behind The Lich. She's playing a t'pual wizard that was slain near the Bahamut Span, and during her lengthy reformation period ended up absorbing too much of the tarchon's battle-lust.

On the plus side, she also picked up the draconic language, which lets her wizard unleash fire upon everything near her (normally wizards have to pick and choose their targets).

Maria came up with this all on her own, which pleases me because it means that I've written enough flavor content, such that another player can make setting-appropriate characters and choices without me having to hold their hand.

Announcements
DriveThruRPG is running their Christmas in July sale. During this time (which is just under eight days), everything in our store is 25% off.

Lichfield is available for public consumption. If you want a concise adventure with a Silent Hill feel, be sure to check it out! We also just released Primordial Machine, so if you want to catch a glimpse of A Sundered World, now's your chance!

The Golem is our latest "monster" playbook, and the fourth to be made due to fan demand. Next up is The Rakshasa, followed by a few more that we're not ready to talk about just yet (one of which features yet another character sheet design).

The Dungeon World GM Screen is currently available in pdf and landscape insert formats. No matter which you choose, you get eight sets of pdfs that let you have access to the screen in both landscape and portrait orientation, in color or black and white, and with or without art.

We're waiting on the portrait inserts. Assuming they look good, they'll be available soon. They're now available.

Next up, mini screen!

A Sundered World: Primordial Machine

During our Kickstarter campaign for A Sundered World, someone asked if we'd do a kind of promo adventure. Something that could help showcase the setting, and maybe even be run at GenCon.

Whelp, here it is: Primordial Machine.

It's an introductory adventure set in A Sundered World, based off a playtest session I ran last November. I'd hoped to get a print version available in time for GenCon, but at this point by the time I get a proof in hand it'll likely have already started.

There's both a full color and black and white pdf, in case you want to save yourself some ink printing it off (or just prefer black and white pdfs): you get both when you buy it.

In addition, there are previews for four of the six new classes that will be featured in A Sundered World: the battlemind, nomad, shaman, and warlock. Well, I say "previews", but there's enough advanced moves to take each of them up to 6th-level or higher (shaman is the lightest on advanced moves).

A separate pdf contains letter-sized character sheets for all of them, based on our new layout.

Finally, anyone that purchases Primordial Machine will be able to get A Sundered World at $2 off.

Announcements
DriveThruRPG is running their Christmas in July sale. During this time (which is just under eight days), everything in our store is 25% off.

Lichfield is also available for public consumption. If you want a concise adventure with a Silent Hill feel, be sure to check it out!

The Golem is our latest "monster" playbook, and the fourth to be made due to fan demand. Next up is The Rakshasa, followed by a few more that we're not ready to talk about just yet (one of which features yet another character sheet design).

On the topic of classes, I want to give a shout out to Maria Rivera's The Lich. I not only provided some design insight and content, but also did the cover (with the help of Melissa, who colored it), the logo, and layout for both the digest pdf and new character sheet.

If you're interested in having Melissa and I look over a class (or adventure, or whatever it is you're working on), and/or do art, hit us up! We're cheap (or in some cases free).

The Dungeon World GM Screen is currently available in pdf and landscape insert formats. No matter which you choose, you get eight sets of pdfs that let you have access to the screen in both landscape and portrait orientation, in color or black and white, and with or without art.

We're waiting on the portrait inserts. Assuming they look good, they'll be available soon. They're now available.

Next up, mini screen!

Walking Away From Undertake a Perilous Journey

For a game that purports to be "fiction first", there are a number of moves that seem to more closely adhere to "old school D&D tradition first", or just aren't particularly well thought out. Undertake a perilous journey falls into the latter category.

In case you don't have the move memorized, here's the most relevant part:

When you travel through hostile territory, choose one member of the party to act as trailblazer, one to scout ahead, and one to be quartermaster. Each character with a job to do rolls+WIS.

It's a move that, at first glance, aims to streamline the whole overland traveling process. In older editions of Dungeons & Dragons, going from point A to B could involve multiple rolls (every day/hour/etc, or maybe each hex if you use hex maps), to see if you run into something and/or whether you notice it.

So, why doesn't it work?

For starters, the I guess explanatory text that follows the move says you only make the move when you know where you're going.

This means that if you're just wandering around aimlessly, no one is the scout, or trailblazer, or quartermaster. I'm not saying that you still wouldn't want to have people in charge of those tasks even if you know where you're going, but when you don't know what to expect, they seem like they'd be especially important.

Then there's the fact that a job can only be taken by one person, no matter how many people are in the party, and everyone makes one roll, no matter how far the journey is.

Take the scout job. Yes, I wonder why more than one person can't help out with each of the jobs, but when you're going through hostile territory, wouldn't it make more sense fictionally for everyone to be on the lookout? This can partially be addressed with the aid or interfere move, but the problem is no matter how many people help, whether one person or the entire party, you can only get +1.

Then there's the quartermaster job. How come when you don't know where you're going, you eat up rations at the "normal" pace, and how come when you take a journey to a known place, only one character handles the group's rations? There's no move for preserving/managing supplies when you're in a dungeon, or when you're aimlessly wandering through the woods, both times when you'd think closely monitoring your food stores would be much more important.

Nope, only when you know where you're going does one person in the party take responsibility for everyone else's food.

I'm going to just write off the move in its entirety. For the as-of-yet-unplayed elf ranger, you'll just always reduce the amount of time it takes to get through wilderness terrain (not sure what I'd do with Follow Me, though). Instead, when the characters go somewhere I'll tell them how many days it takes (not rations, days...except in A Sundered World, where there aren't days), and they'll make camp each day.

If they run into something en route, I'll make up some sort of new +WIS "special move" for either one person or the entire party to roll: on a 10+ you notice the creature and have time to act before it closes the distance/does whatever it's going to do (maybe even a +1 forward, like with take watch's 10+ result), on a 7-9 everyone's going at the same time, and on a miss it gets the drop on you.

This gives everyone a chance, and "fictionally" reinforces the idea that everyone in the party is doing their part to keep an eye out.

Another, maybe simpler idea is to make one person roll for the entire party, probably the guy with the highest Wisdom, since my group always elects the character(s) with the highest Wisdom to tackle the jobs anyway. Not sure if I wanna do +1 for each other character also looking about, or just limit it to characters with a Wisdom of +1 or higher.

This would also represent everyone else keeping an eye out, but with a party of 3-4 people it means they're likely rolling +3 to +5 at the start of the game (though, you could slap on -1 or -2 for good cover). But, hey, sneaking up on a group of understandably wary adventurers is probably hard.

Announcements
DriveThruRPG is running their Christmas in July sale. During this time (which is just under eight days), everything in our store is 25% off.

Lichfield is available for public consumption. If you want a concise adventure with a Silent Hill feel, be sure to check it out!

The Golem is our latest "monster" playbook, and the fourth to be made due to fan demand. Next up is The Rakshasa, followed by a few more that we're not ready to talk about just yet (one of which features yet another character sheet design).

On the topic of classes, I want to give a shout out to Maria Rivera's The Lich. I not only provided some design insight and content, but also did the cover (with the help of Melissa, who colored it), the logo, and layout for both the digest pdf and new character sheet.

If you're interested in having Melissa and I look over a class (or adventure, or whatever it is you're working on), and/or do art, hit us up! We're cheap (or in some cases free).

The Dungeon World GM Screen is currently available in pdf and landscape insert formats. No matter which you choose, you get eight sets of pdfs that let you have access to the screen in both landscape and portrait orientation, in color or black and white, and with or without art.

We're waiting on the portrait inserts. Assuming they look good, they'll be available soon. They're now available.

Next up, mini screen!

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