A week’s unskilled mundane labor; 10 coins
This is approximately equivalent to reaping 10 acres of land, or threshing 80 bushels of grain.
Food and shelter not provided, but tools would be.
A month’s pay for enlistment in an army; 30 coins
This is skilled labor. It does not include arms and armor (equipage), meals, and shelter (rations
and adventuring tools). For mercenaries, this does not include combat pay, which is either a
fixed amount (20 coins per day) or a fixed share of loot. Continue reading Lyonesse Culture and Economy Supplement for Dungeon World
In the third case (which we have a former player to thank for pointing out) there is no reason not to buy two throwing knives (so you always have a spare) and just throw them at targets from close to near range…. Continue reading Dungeon World Shopping List 2 – Weapons
In Dungeons and Dragons originally, chain weighed twice as much as leather, and provided better armor. Plate mail weighed three times as much as leather, and was as much better than chain as chain was than leather…. Continue reading Dungeon World Shopping List 1 – Armor
Situated on the northern bank of the River Usk, near the border with the Kingdom of Gwent (to the east), Talgarth has been the capital of the kingdom of Brycheiniog since the Gaelish Prince Brychan was granted the lands formerly known as Garth Madrun.
The city supplies the keep of Bridgeford along the River Wye two days to the north with grain and legionnaires, while Bridgeford keeps the refugees streaming south from Saexa occupied Powys to a manageable rate. Continue reading Talgarth, Capital City of Kingdom Brycheiniog
Discern Realities: When you closely study a person, roll +WIS as usual. On a 10+, ask the GM up to 3 questions from the list below. On a 7-9, ask 1Either way, take +1 forward when acting on the answers (Parley, for instance) What is this person’s apparent alignment? How can this person be useful to me? Who does this person answer to? What’s the most interesting … Continue reading Discern (Social) Realities
“Ingeniātor” is the word in the Common Tongue for those who bind spirits in fetters of material objects to power magic effects. These include the fetters made of bone to contain the spirits of the dead, fetters made of stone or wood to contain the spirits of nature, fetters made of iron to house demonic entities, or fetters made of bronze to contain spirits of … Continue reading Enchantment over the Sea
Beware the Saexa Menace!
(Stats for Dungeon World) Continue reading Saexa “Monster” Stats
Based on the Wizard Starting Move “Ritual” “Research New Spell” Requirements: It requires the night of the new moon It requires a place of power You’ll have to disenchant the relevant magical scroll (or spellbook) to do it Note: Wizards gain access to one new spell every time they gain a level. In this case, the requirements to disenchant the scroll or book are waived.When … Continue reading Custom Move: Research a Spell
As discussed yesterday, the core mechanic of Dungeon World is a Move. When a character triggers a Move; you get a Full Success, Partial Success, or a Miss. I’ve come to love the Partial Success result since I started playing Talislanta in the previous century, so this is was an easy transition to make. But the “Miss” result is where things get complicated and deep … Continue reading “Powered by the Apocalypse”, some implications
The core player mechanic in Dungeon World is a Move. A Move tell you the conditions required to make the Move (the Trigger), modifiers to your roll (usually an Ability Score modifier), and the specific results on Full Success (“You do it with little trouble”) or Partial Success (“You do it, but with complications or trouble.”). You get a Full Success when you roll 10 … Continue reading “Powered by the Apocalypse”, the Basics