Archive for May 2015

Dungeon World: The Swashbuckler

By popular demand—seriously, we held a vote over on G+ and everything—here’s The Swashbuckler, our take on a melee type character that relies more on grace and wits than a big-ass sword and heavy armor. I wonder if we'll get accused of "copying" or "stealing" this one?

Anywho, you won’t reliably deal as much damage as a fighter, and what with a lack of heavy armor and shield—and, very likely, a lower Constitution—you can’t take as much punishment. To that end you’ll need to rely on the parry and resourceful moves to stay one step ahead of your opponent, and soak up some of the damage.

This product contains two separate pdf files. The first is a digest-sized, 23 page pdf laid out like the Dungeon World rulebook. It includes:

  • The Swashbuckler, a complete class with 20 advanced moves: improve your fighting technique, goad enemies into fighting you, attract a sidekick, and more!
  • New equipment like the parrying dagger and buckler, as well as some firearms if your campaign features them (note: these were originally included in The Pirate).
  • Two new magic items, including an artifact: do what it wants, and it'll become more powerful! 
  • Seven moves that just didn't quite make the initial cut. 
  • A kind of behind the scenes look at some of the fiction and other content. 

The other is a 2-page, letter-sized character sheet 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.

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




$2.25

$2.50


$2.50

Announcements
The Kickstarter for A Sundered World is just over half way over (as of this post), and we're only some $300 away from funding (also, as of this post)! There are three big changes to the Kickstarter that I haven't talked about here.

First, you can increase your pledge to get additional classes at a discount.

We're doing this because people have asked us to include additional classes that we've created, like The Bard, The Psion, and The Pirate. The problem is our classes are really popular, and we don't want people to pay for content they already own.

This way you can get exactly what you want at a discount. It should be noted that any classes you buy through the Kickstarter will be sent out at the campaign's conclusion: you won't have to wait for the rest of A Sundered World.

Second, per someone's suggestion, I'm going to write a kind of promo adventure for A Sundered World in time for GenCon. It will be about Lichfield in length (so that ideally you can wrap it up in a couple hours), and will feature pregen characters, one of which will be of a race I haven't talked about before. Everyone backing at the $3 level or higher will get this when it's ready.

Finally, there're going to be comics, short stories, maybe even novels (backers of any level can see the first page). The art is currently going to be done by Melissa and myself, and the writing will be by Brannon Hollingsworth. Everyone backing, even at the $1 level, will get the first comic when it is ready.

Dungeon World: The Bandit Formerly Known as Prince

Cast

Summary
The characters set out from Willowspear, following the sluggish, polluted Dunwater River as they traveled west. They were searching for an ancient, dwarven tablet that had been found at the river's bank in Dunwater, and stolen by a gang of goblins before it could be delivered to a scholar at Willowspear.

After roughly a day of travel the plains turned to rolling hills, and they discovered a particularly large, rocky hill that featured a gaping hole near its base. Torch sconces were set on both sides of the opening, and stairs had been roughly hewn into the stone: it was a safe bet that this was the goblins' lair.

In a rare moment of reason, Azagin scaled the rocks in search for another entrance. He didn't make it far when an eye appeared on one of the rocks and blinked at him. Without hesitating he stabbed at it, and was flung to the ground as the "rocks" recoiled and bellowed in pain. Somehow, the goblins had acquired the services of a giant, rock-like humanoid as a guard.

The Rock Giant fell upon Azagin, trying to crush him with its massive limbs, but it was clumsy and slow. Azagin darted between its legs, hacking at them with his arm-turned-blade. Its hide was thick and tough, but fortunately nowhere nearly as durable as actual stone. He managed to hamstring it, giving Sketch the opportunity to climb onto its back and drive her blade through its skull.

With the Rock Giant slain, they found that it was in fact "resting" upon a second entrance. They descended inside and quickly discovered a considerable treasury. There wasn't any strange tablet among the scattered coins, gems, and jewerly, but seeing as they were already there they each loaded up several sacks worth.

Before they could leave, a pair of goblins arrived. Azagin and Sketch hid near the room's entrance, and Paisley began singing a soft, soothing song. The goblins were drawn towards her, and when they entered the room simply stood there, entranced by her music...which made it easy for Azagin and Sketch to each take one out.

They returned to the surface, loaded their treasure into their wagon, and went into the original entrance. When the tunnel split, Sketch scouted out the right passage. She found what could loosely be described as a dining hall, with a trio of goblins loudly eating and drinking. After briefly trying to come up with a plan, Azagin proceeded to scream loudly while charging into the room.

Even armed the goblins wouldn't have stood a chance: Azagin cut a few down, and Sketch killed the other while it was still scrambling for a weapon. They searched the hall, but as expected didn't find any tablet. That just left the other passage, but as they left the self-proclaimed Bandit Prince ambushed Paisley.

He held a dagger, presumably poisoned, to her throat and demanded that Azagin and Sketch drop their weapons. They obliged, and he escorted them out of his lair. Once he let Paisley go, Azagin willed his arm into a blade and rushed him. He slammed into the Bandit Prince, stabbing him savagely as they both tumbled down the stairs: he was dead before they made it to the bottom.

The Bandit Prince had the tablet on his person, which fortunately near as Azagin could tell undamaged. Azagin took both it and the Bandit Prince's head: when they returned to Willowspear he would give it to the Watch as proof of his deed.

Behind the Scenes
This is a bi-weekly campaign that is being run by Ben, one of the creators of Fright Night. It's interesting seeing someone relatively new to running games in general take Dungeon World for a spin. It's working out well enough, though the soft and hard moves are causing some difficulty.

Not for us, mind you: it was incredibly easy to get into the goblin den and slaughter everyone. Even the Bandit Prince went down without so much as a poisoned graze. The real difficulty is avoiding making soft and hard moves that consistently swing too far in either direction. I've heard this as one of the reasons people don't like Dungeon World, and I can definitely understand why.

We'll just have to wait and see how things go over the next few sessions, but at the least Ben seems to be statting the monsters correctly. This is something I've seen some people that actually charge money for adventures and settings fuck up to an astouding degree. I'm not even talking something minor like a couple hit points or a tag: I've seen stats so bad, it's like they didn't even read the section on making monsters.

Announcements
The Kickstarter for A Sundered World is just over half way over (as of this post), and we're only some $350 away from funding (also, as of this post)! There are three big changes to the Kickstarter that I haven't talked about here.

First, you can increase your pledge to get additional classes at a discount.

We're doing this because people have asked us to include additional classes that we've created, like The Bard, The Psion, and The Pirate. The problem is our classes are really popular, and we don't want people to pay for content they already own.

This way you can get exactly what you want at a discount. It should be noted that any classes you buy through the Kickstarter will be sent out at the campaign's conclusion: you won't have to wait for the rest of A Sundered World.

Second, per someone's suggestion, I'm going to write a kind of promo adventure for A Sundered World in time for GenCon. It will be about Lichfield in length (so that ideally you can wrap it up in a couple hours), and will feature pregen characters, one of which will be of a race I haven't talked about before. Everyone backing at the $3 level or higher will get this when it's ready.

Finally, there're going to be comics, short stories, maybe even novels (backers of any level can see the first page). The art is currently going to be done by Melissa and myself, and the writing will be by Brannon Hollingsworth. Everyone backing, even at the $1 level, will get the first comic when it is ready.

In non-Kickstarter news, The Swashbuckler is out!

A Sundered World: Episode 107

Cast
  • Agron (level 5 scion psion)
  • Katra "Crazy Gin" (level 4 kobold pirate)
  • Waive (level 4 scion nomad)
  • Warpath (level 4 tarchon battlemind)

Summary
After exchanging some words and veiled threats with the Devil Prince, the characters learned that he had an agenda, though they were just no closer to determining what said agenda was. To make matters worse, he seemed to know exactly what they were up to.

They left and arrived at the Sword Vault without further incident. It was, near as they could tell, in the same condition they'd left it in. Returning to the corridor were a dwarven banshee had nearly destroyed them all, they discovered a set of iron doors at the end.

The door was trapped, but since Katra's hands were immune to fire she was able to grasp the super-heated handles and open them. The interior was dark, cold, and quiet. A hall led to a chamber with channels that looked to have once carried water throughout the complex, but were now dry. Two of the walls featured huge doors of brass and gold, and another passage led away from the wall across from them.

Waive tore open a window in space behind both of the doors, allowing him to slip through and open them using a series of wheels. The gold door lead to several forges and an archive filled with stone and metal books that, near as Agron could tell, contained smithing techniques and information on metallurgy. They were quite heavy, so he only pocketed a few that he assumed would be the most valuable.

The brass door led to a device that was powered by numerous, massive fire cores. Though the cores currently inserted were depleted, they found another door that led to a room that contained plenty, including several that had been breached and were radiating an intense heat throughout the room. Katra new that breached cores were extremely volatile, so they left the chamber and continued exploring the third passage.

It was much shorter than the rest, and at the end they found a sarcophagus made entirely from gold. Warpath opened it and found a metallic skeleton wearing a robe made of a golden fabric, clutching a golden hammer to its chest. He took the hammer, and when nothing happened they retraced their steps to the entrance, so that they could investigate another set of less ornate, stone doors.

When they returned to the central chamber, the Metal Dwarf had awakened. It demanded that Warpath return his hammer, and when he did it commanded them to leave. Waive and Warpath implored him to help awaken the spirits resting within Waive's swords. Initially it refused, but after burning and breaking one of Waive's hands said that they would have to help themselves.

Metal Dwarf returned to the sarcophagus and smashed the wall behind it, revealing a darkened passage. It told them that their first task was to light the Vault's furnace, so they returned to the room with the fire cores. Waive and Warpath busied themselves gathering them up using their mind and muscles respectively, but once they'd collected the last two the exposed cores exploded, revealing a trio of salamanders.

Agron flung one of them into the other, while Warpath impaled the third. The other two quickly recovered and lunged after Warpath, but Katra struck one in the eyes with a shard of metal, and Waive plunged his blades through a twist in space to stab at the other. The one Waive struck darkened and crumbled into hand-sized chunks of smoking rock, and when the other bit into one of Warpath's legs spikes exploded from it, shredding its head and cause it to also crumble apart.

With only one left, Warpath twisted his sword-arm about until it too was reduced to rubble.

They brought the cores to the furnace, inserted them, and pulled the largest lever they could find. The chamber shuddered, and they could hear metal clanging on metal somewhere within the walls. After several minutes the Vault flared to life: dwarven faces that lined the walls were illuminated, and lava flooded the channels they'd seen earlier.

They returned to the Metal Dwarf. It used the hammer to smash the lid of the sarcophagus into four pieces: their next task would be to carry them through the hall and down into the Vault's depths. It offered them the hammer, but dropped it before Warpath could take it. The hammer struck a panel in the floor, causing the dwarven statues that lined both sides of the hall to draw massive swords and begin slicing randomly about.

Agron used his telekinesis to draw the panel back up, and the statues slowly wound to a halt. When the Metal Dwarf tried to step on it again, Agron mentally hoisted him into the air and held them there until everyone made it to the other end.

The hall connected to a spiral staircase that wound down around a sword of staggering size: the crossguard, from end to end, was several hundred feet in length. The blade extended well beyond the light from Katra's hands, and as they descended the stairs discovered it was easily longer than several ships lined up from bow to stern.

It took about half an hour for them to reach the bottom, and after walking through a thankfully much shorter hall they entered a vast chamber. A metal disk set in the center was surrounded by a stone staircase. It ascended some thirty feet, leading up to a stone vat that was suspended by thick metal chains above the plate, as well as a pair of levers. Finally, directly across the room from them was a door that featured and irregularly shaped keyhole.

They gathered their godsteel fragments into the stone vat, and Waive pulled one of the levers. The vat quickly became intensely hot, melting the godsteel, and when he felt that it was sufficiently liquefied he pulled the other lever. The vat tilted, pouring the molten godsteel through a hole in the plate. After several minutes the floor trembled, and the plate in the floor slid away, revealing a creature with the head of a dwarf and the body of a lion. It loomed over them, clad in godsteel armor.

Warpath leaped at it, but it reacted far more quickly than he anticipated and swatted him out of the air. Agron struck it with a bolt of mental force, but this had no discernible effect, and it retaliated by blasting him with a gout of fire. Katra managed to dodge out of the way and lob a grenade into it's mouth. There was a muffled explosion, but it didn't seem to adversely affect it.

As it searched for a target, Waive slipped underneath it and drove his swords into it's hindquarters. When he pulled them out he felt an intense heat, and gobbets of molten stone dribbled from the crack, which was slowly expanding.

Warpath regained his feet and again charged, but it pinned him underneath one of its front paws. It prepared to unleash another gout of flame, but then Waive struck again. Its entire backside exploded, showering Waive with blistering stone and propelling the front half into the vat, causing the rest of the creature to shatter.

As chunks of rock and godsteel clattered about them, there was a pair of much louder clangs, as a long, golden, many-toothed key fell out of its torso.

Behind the Scenes
Wasn't sure if the characters were going to talk their way out of fighting the Metal Dwarf, but they did a good job with the social roleplaying (and rolling well didn't hurt). The other way the encounter could have gone, would have been for the smith to use the hammer to awaken just some of the horde of dwarf zombies that formed the Vault's walls.

Maybe next time...

We talked quite a bit about the new battlemind move, and settled on allowing you to roll for focus, but only during combat. It makes sense from the fiction, while preventing you from healing to full almost whenever you want.

Chris also pitched an interesting modification to Self Healing, which allows the battlemind to slowly heal over time so long as they spend time meditating on their wounds. Way faster than just making camp, but not necessarily always convenient.

A Sundered World Kickstarter
The Kickstarter for A Sundered World is now live!

Go.

Back it.

I posted a preview of the current version of the kobold race and battlemind class: you don't have to be a backer to see them, but hopefully they'll entice you to become one!

I'm also working on a series of A Sundered World comics with one Brannon Hollingsworth. There's a preview of the first page up as well, but for that you gotta be a backer.

A Sundered World: Episode 106 Synopsis

Cast
  • Agron (level 3 scion psion)
  • Katra "Crazy Gin" (level 3 kobold pirate)
  • Waive (level 3 scion nomad)
  • Warpath (level 3 tarchon battlemind)

Summary
The party returned to Spiral Harbor, with a sizable chunk of godsteel in tow. When they met up with Waive at the Sky Captain's Watch, they discovered that he had in turn met Ironhide's brother, a tarchon capable of similar flesh-shaping feats named Warpath.

Warpath had already learned from Waive that Ironhide had fallen in battle, and was especially grateful to meet Katra, who had given him the weapon used to finally slay Panzer.

He was eager to meet with Ironhide's soul, but Sift explained that while they were at Tyr's Arm his soul had been drawn inside. They weren't sure if he willingly went to join with the army of souls so that he could continue to fight, if he was drawn inside by it's overwhelming conflict resonance, or a combination of both. Regardless, Warpath was satisfied that Ironhide had at least avenged himself.

Waive was surprised to learn that Warpath had also met with the devil prince: apparently he had given something to Panzer, which was the source of his newfound size, strength, and ability to transform into a dragon. Waive had observed him retrieve whatever it was from Panzer's ashes after his defeat, but had not pressed him for information.

While they were gone, and before a new host of angels had arrived to help restore and fortify the city, Waive had also learned from the archive that there was much more to the Sword Vault than what they'd initially explored. It had been constructed around the sword of the Dwarf-Maker, and served as the headquarters for what was best described as a kind of smithing cult.

He wanted to return to it in hopes that he could find a way to repair and awaken his own blades. Plus, there was likely much more lost treasure and knowledge hidden within. Since the Vault was near Metacaropolis, which contained another godsteel fragment that they would need to restore Ironhide, the rest of the party agreed.

Their voyage took them near an island from which they had previously gathered honey when they were low on food. This time, instead of giant bees, they had to deal with a swarm of dark elves that managed to latch onto the underside of the ship using strands of webbing as they sailed past. Though Waive and Warpath managed to dispatch them all, Waive was afflicted by a poisoned javelin.

They decided to make a detour to Metacarpolis, so that they could pick up some antitoxins and other healing supplies. Fortunately the infernal merchants were more than happy to accept their assortment of holy relics, in exchange for a six-pack of healing potions.

After additionally stocking up on more mundane medicines they returned to their ship, but before they could board they spotted a familiar face, disembarking from a familiar black ship. He was dressed in black and red silks. Numerous horns curled from his head. He had no eyes, but they knew he could still see, and though his mouth was fixed in a perpetual, lipless grin, he could still speak clearly.

"It's very good to see you again, my friends."

Behind the Scenes
Quick Note: The Kickstarter for A Sundered World is now live! Go. Back it. You know you want to.

We had to push Sift to hireling status while we wait for his player to make a comeback (we miss you, Matthew), and Shane ditched his vampire in favor of another tarchon battlemind. I'm cool with this, both because he seems much happier with this style of character, and hey, more playtesting!

Speaking of playtesting, thanks to Shane I'm changing the battlemind's key move, because as it was if you take Self Healing, you could always top yourself off so long as you had about ten minutes of downtime (or less, it depends on which temporary penalty you went with).

The problem is that I thought of two versions, and I'm not sure which I like more.

Currently, you can spend 1 focus when you deal damage to deal +1d4 damage, and when you take damage you can spend 1 focus to reduce it by 1d4 (it's not an armor boost, so it still works against the piercing and ignore armor tags).

Version 1
When you spend a few moments to try gather and focus your psionic energies, lose all focus and roll+CON. ✴On a 10+, gain 3 focus. ✴On a 7-9, gain 2 focus. ✴On a miss, gain 1 focus in addition to whatever else the GM says.

Version 2
When conflict erupts, roll+CON. ✴On a 10+, gain 3 focus. ✴On a 7-9, gain 2 focus. ✴On a miss, gain 1 focus.

Version 2 could be tweaked so that on a miss the GM still hits you with something (though I wouldn't want to do that since it's an involuntary thing), or so that instead of rolling you just set your focus to a flat amount (like 2 or 3).

So, which do you like more? Version 1? Version 2? Version 2 with a tweak?

As an added bonus, here's some battlemind art (based on my dwarf battlemind from another campaign):


A Sundered World Kickstarter is Live!

It's been a long time coming, but the Kickstarter for A Sundered World is finally live, so back it and/or spread the word! It's pretty straightforward: the more money we get, the more time we can spend focusing entirely on it, and the sooner it gets done.

As an added incentive it's going to be cheaper for backers by about $5-10 (depends on if you also want the nearly unrestricted art pack). You'll also get access to an alpha doc when the campaign is complete, allowing you to take it for a spin, provide feedback, suggestions, criticism, and the like.

There aren't any content stretch goals, because I don't want to deliver something that's late and/or lackluster. There's no "if we get x amount we'll add y race/class/other doodad": everything we want to make, we're just going to, simple as that.

At any rate, thanks for taking the time to read this. Melissa and I have created a lot of awesome stuff over the past few years thanks to all the people that have supported us, and we've got so much more in the works (including several other projects that are nearing completion).

A Sundered World: A Magical Art Update

For the first bit of art we have a cthon wizard, based on one of Melissa's characters from a previous playtest session:


This wizard differs from the Dungeon World version in a variety of ways. The first, and most prominent, is that there's no list of spells. Instead casting a spell is a roll-and-hold move, and you spend hold to perform various magical effects.

Another major way it differs is a fatigue mechanic: each time you roll to gather magical energy you gain a random amount of fatigue, and when your fatigue equals your current hit points you pass out for a while. Whether you pass out or voluntarily rest for a short period of time, your fatigue resets to 0.

Finally, the class is based around magical languages. This is similar to the backgrounds we use in our other classes, and takes the place of race moves. You start with one, and there are advanced moves that let you improve it, as well as gain one or both of the others.

The next piece is a WIP that depicts a race I haven't really talked about, as well as the Chronometron:


Utilizing the Chronometron is necessary to open up the chronomancer compendium class, which gives you the ability to see the future, push people out of the time stream temporarily, rewind time, move faster, slow other people down, and so on and so forth.

The drawback is that it's also one of A Sundered World's many dangers.

A Sundered World: Asmodeus & Cambions

Danger abounds in a variety of forms throughout A Sundered World. The Bahamut Span is the territory of the tarchons, a race of violent warriors that are thankfully usually embroiled in combat against each other. The Maelstrom is a chaotic realm of cyclical creation and destruction. It's easy to avoid, but contains valuable elemental cores and is a rich source of raw materials.

The Iron Circle is no less dangerous, just more subtle, and it is because of that that many would argue that it's in fact more dangerous. It is home to the charming, cunning, and cruel devils and cambions. The capital of this literally hellish realm is the city of Asmodeus, built upon and within the petrified corpse of its namesake, which is in turn chained to a great iron sphere that contains the nine circles of hell.

Here's a WIP to give you an idea as to what it looks like (which I think is much improved over my initial sketch, made over three years ago):


Though the absolute authority is the Word of Asmodeus, most of the city matters are overseen by the Nine, who each rule their own circle of Hell, and their agents.

Devils of all types roam the streets and skies, looking for any opportunity to gain power and station, though everyone is cordially welcome. If you find yourself with the unfortunate necessity to visit, you would do well to purchase a writ of passage as soon as possible, lest you fall prey to claw or contract.

Black barges deliver a constant stream of souls to the city. Some are transformed into new devils, but most are reduced to a larval state and sold as fuel, food, and/or labor.

Though souls are the most important part of the Iron Circle's economy, the foolish and desperate can find nearly anything they can dream of among the twisted spires and wails of the damned. For the right price might even be able to attain it, and if they are truly fortunate, they might even live long enough to at least somewhat appreciate it.

Here are a couple pages from the cambion race:


When you make a cambion, you get to choose a sin and gain a move. When you level up, you can opt to choose a move from your class, or further steep yourself in sin. For example, there's an advanced move for greed that gives you a potent bite attack, and another that gives you a kicker effect whenever you gain something valuable.

A Sundered World: Wandering Wyld & Elements of the Maelstrom

Today we've got another pair of art previews A Sundered World's ten monster settings.

First up, the chapter cover for the Elements of the Maelstrom:


It depicts a battlemind confronting a salamander (mythological, not "D&D-ized"). I wanted to try an angle I really haven't drawn before, as well as showcase the fact that gravity is subjective. So, from someone else's perspective, they're walking/crawling across a wall.

Here's a WIP for the The Wyld Folk:


Here we've got an ogre-class enthollow impaling a fomorian with a massive cold iron blade.

The faerie courts live on what was formerly the moon, which was spared destruction during the Sundering, and they've divided it more or less evenly between the Summer and Winter Courts. Unfortunately, the fomorians followed them, and have taken up residence deep inside their new home.

Their armies periodically invade the surface to wreak as much havoc as possible, but since some fomorians are giant-sized the Summer Court developed something to help even the scale: enthollows.

Enthollows are a kind of vehicle that characters can use, they just need a thoughtroot implant to interface with it. Since you're thinking, this means that "physical" moves like hack and slash will use INT or WIS. Like ships, you can bind spirits or dryads to them, giving them various bonuses or opening up new abilities. Finally, there are several types, but I'm sure people will come up with more later.

And with this, the black and white art is halfway done. Considering I've both been doing commissions and side-projects, I'm pretty happy with how fast I've been going.

Followers

Recent Comments

Popular Post

Blog Archive

- Copyright © Points of Light -Metrominimalist- Powered by Blogger - Designed by Johanes Djogan -