Dungeon World Rules – Multiple Attacks
Anyway, here’s what I told them about how to handle the Hack and Slash move if you want to damage multiple targets with one attack. Continue reading Dungeon World Rules – Multiple Attacks
Anyway, here’s what I told them about how to handle the Hack and Slash move if you want to damage multiple targets with one attack. Continue reading Dungeon World Rules – Multiple Attacks
This is the native culture of the humans of Lyonesse that predates the arrival of the Holy Empire Names: Bleddyn, Cadwgan, Einion, Gwyn, Ieuan, Llywarch, Meurig, Rhiryd, Rhys, Seisyll, Trahaearn Angharad, Dyddgu, Erdudfyl, Gwerydd, Iwerydd, Morfudd, Morfyl, Myfanwy, Perweur, Tangwystl Starting Moves Bard When you first enter a civilized settlement someone who respects the custom of hospitality to minstrels will take you in as their … Continue reading Culture: CYMRY
The Holy Empire of Byzantium (“The Holy Empire”, “The Imperial Throne”, “The Eastern Empire” in decreasing acknowledgement of its authority) was the source of civilization and law in the lands of Albion during the first millennium. Names: Given Names: Bahram, Fariborz, Gostaham, Hojir, Kashvad, Nariman, Pashotan, Qobád, Rostam, Salm, Shahrasp ; Arnavāz, Faranak, Farangis, Gordafarid, Katāyoun, Manizheh, Rudaba, Shahrnāz, Sindukht, Sudabeh, Tahmina Surnames: House of … Continue reading Culture: IMPERIAL
Friendly: clear skies, moderate breeze (1d4 for direction), no precipitation Indifferent: cloudy skies, no wind, no precipitation Neutral: overcast skies, moderate breeze (1d8 for direction), intermittent fog Unfriendly: stormy skies, light wind (1d8 for direction), light precipitation Hostile: Stormy skies and lightning strikes, heavy wind (1d4 for direction), occasional dangerous precipitation Continue reading How’s the Weather?
House Rule: The current adventure is scaled for four to five characters. At three characters in a session, I reduce numbers of bad guys (morseo as the session progresses), and apply an attack penalty. At six characters in a session, I increase the number of bad guys (within the #appearing range), and/or apply an attack bonus. Continue reading Difficulty Scaling
How druids are shaping up so far: Alignment: Neutrality Prime Requisite: Charisma Hit Dice: 1d6 Armor: Leather or Worse Weapons: Any one handed, no dual wielding, no shields, no iron weapons Spell list: see Section Three (spells) Races: Human or Halfling May replace a stronghold at ninth level with a Henge, and make the followers sylvan creatures rather than humans. Continue reading Druids – Initial
Formerly human, but now flesh-eating undead mockeries of their former existence, ghouls are fearsome enemies of all things living. Continue reading Gallûs
A hobgoblin’s prime requisites are INT and DEX, which are required to be 9 or higher. Hobgoblins have darkvision to sixty feet, but do not possess any particular keen senses otherwise. Continue reading Hobgoblins
Brute leaders are
great beasts with additional hit dice, and magic-using shamans may
also be found in the larger tribes. Brute tribes hate each other, and will
fight savagely unless restrained by a powerful and feared commander, such as a Chaotic high priest or an evil sorcerer. Continue reading Chaos Brute Stats
Orc’ hair is usually black. They have pig-like faces and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and females are slightly smaller. Orcs are primarily subterranean, but they are also nocturnal and … Continue reading Chaos Brutes