Dungeon World: The Ranger

The Ranger is now on sale! It has been added to our All of the Playbooks, Alternative ClassesAdventuring Party, and Wilderness Survival bundles over on DriveThruRPG (so if you've bought a bunch of our stuff already, check those out for a "complete the bundle option" to save some cash).

The core package of the ranger is hunting, trapping, and familiarity with the things that grow and live in the wilderness. Tracking is automatic, no roll, as it probably won't come up very often, and we don't want you to fumble on a key skill (or even not bother rolling in order to avoid a miss result). Setting traps is riskier, mostly that there's a chance the trap won't work, or won't work as good as you hoped, but the move is also simple, relying largely on player creativity.

You also can use Wisdom in place of Intelligence for wilderness-related lore checks, gain a damage bonus against beasts, and after the kill you can attempt to harvest the remains for food and other materials, which you can sell, or use to create tools, armor, possibly alchemical or magic items depending on what you get.

From there you can build on what you know, or expand your repertoire: gain an animal companion (and even a monstrous one), learn strategies against large creatures (to avoid being splattered all over the place before you can topple them), hone your skills with a bow and spear (aside from likely having a good Dexterity you don't start out with any inherent advantage with ranged weapons), and even draw upon the primal energies that ebb and flow throughout the land.

This product contains three files.

The first is a letter-sized character sheet that uses our new character sheet layout (so we could fit all of the advanced moves on the back).

The other two are digest-sized PDFs, one in color, the other in black and white to make it easier to print at home. They both contain:

  • The ranger class (which includes 29 advanced moves)
  • New weapons, armor, dungeon gear (including a bow quiver and some alchemical potions)
  • A Director's Cut with questions to ask yourself when rolling up a ranger, explanations/clarifications for some of the moves, nine more advanced moves we couldn't fit on the sheet (including stuff for dual-wielding in case you want to evoke a classic ranger), a fourth background we couldn't fit on the sheet, guidelines for basing rangers on terrain types, and alternative rules for healing, poisons (including some example poisons), and traveling

You can see a preview of it over on DriveThruRPG.

Note: If you purchase using the PayPal Buy Now button, we will also send you a complimentary copy through DriveThruRPG. Please allow up to 24 hours for delivery, though it usually ends up being at most eight (depends on if you buy it after we've gone to bed).



You can now get a physical copy of Dungeons & Delvers: Black Book in whatever format you want! We've also released the first big supplement for it, Appendix D, so pick that up if you want more of everything.

If you want more adventures, we just released Escape From the Flesh Catacombs: a bunch of 0-level characters need to escape from the catacomb-lair of a gorgon that was slain, causing everything she's petrified to revert to flesh and rise as undead.

Our latest Dungeon World class, The Apothecary, is now available.

Dwarven Vault is our sixth 10+ Treasures volume. If you're interested in thirty dwarven magic items (including an eye that lets you shoot lasers) and nearly a dozen new bits of dungeon gear, check it out!

By fan demand, we've mashed all of our 10+ Treasure volumes into one big magic item book, making it cheaper and more convenient to buy in print (which you can now do).

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