Showing all 11 results for: ""

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    10+ Treasure Vault - Magic Items for Dungeon World

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    A collection of 147 magic items for Dungeon World (which you could probably convert to other fantasy role-playing games), as well as an explanation of how I go about creating them.
    $8.99
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    A Sundered World: Player Fragments

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    This is a supplement for A Sundered World: you will need to own it to get the most out of this (though the races, equipment, and companion rules can be used with basically anything, and you could always use the class moves for something else). Inside its 124 pages you'll get: New race, class, and compendium class moves for everything in A Sundered World. Four additional races, including the thulid. A new compendium class, the divine harvester: kill invokers, take their shit, and gain access to their powers. New weapons, spirits, and materials. New gear, including t'pual hardsuits, mindtraps, alternative kytheran materials, and kytheran warframes. New ship materials and features. Actual stats for enthollows and jotuncases. Six new magic items, each themed for one of the classes in A Sundered World. Rules for companion characters (for when you want or even need something more robust than a hireling).
    $8.99
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    Dungeon World GM Screen

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    This product contains eight pdfs: Four have a landscape orientation, and the other four are portrait. There are 12 panels per landscape set, and 13 per portrait. Two sets are black and white, the other two are in color. One of each features background art. I did this so that you could determine which ones you want to print based on your needs and capabilities (printers, GM screen orientation, etc). The panels feature information on: The GM (principles, moves, when to make a move, etc) Making Monsters (complete section) Common dungeon gear, services, meals, and transport The entire treasure table First Session & Fronts General Equipment, Weapon, and Armor tags All of the Basic and Special Moves Steading tags and making every kind of steading Updating the campaign map Making hirelings and hireling skills Everything has a page reference, making it easy to find it in the book in case you need to dig deeper (and the panel doesn't already feature the entire section). The Basic and Special Moves, hireling, and equipment panels are intended to be player facing on the screen, but you can just as easily give them to the players as handouts.
    $3.99
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    Dwarven Vault

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    A collection of 30 dwarven-themed magic items and new dungeon gear for Dungeon World (which you could probably convert to other fantasy role-playing games), as well as an explanation of how I go about creating them.
    $2.99
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    The Cleric – A Dungeon World Playbook

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    This class presents a complete alternative to the cleric found in Dungeon World: instead of a pseudo-Vancian magic system it uses a Favor mechanic (something we originally cooked up for Dungeons & Delvers) to protect yourself, heal others (over time), and increase the odds of succeeding at tasks that fall within your deity's purview. You can also perform services for your deity in exchange for XP, attempt to ward off whatever it is that your deity is opposed to (not just undead), perform the equivalent of divine rituals, and use your WIS instead of INT to see what you know about your deity and things relating to it. The thirty advanced moves let you control how your cleric develops as you level up: you can repel your deity's enemies to a greater range (and even inflict harm if they're too close), lend allies some of your power, better protect yourself (and even your allies if they're close enough), call down your deity's wrath (which can decimate a group of enemies down the road), heal better and faster, gain more Favor, summon the servants of your deity (and even gain one of their abilities), and much more. Like many of our classes, there are even a handful of other moves crammed in the back that we couldn't fit on the sheet. Finally, for obvious reasons holy symbols are also a pretty big deal (you're -1 to a lot of things without one), and there are rules for more expensive holy symbols, as well as symbols made from other materials and integrating them into a weapon or shield (both making your weapon or shield holy, and also freeing up one of your hands).
    $1.99
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    The Druid – A Dungeon World Playbook

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    This product presents an alternative to the druid class found in Dungeon World. For starters, you don't roll to change your form, and you don't spend hold and revert. Instead, you transform, and choose a benefit and a penalty. Another key difference is that you also have access to a few magical tricks. As you level up, you choose where you improve: master your forms by gaining passive benefits and make more choices, enhance your healing, or devastate your enemies with primeval magic. You can also learn new tricks, like finding resources any time you venture through the wild, attract animal followers, and more. The Director's Cut provides extensive detail on the skin-walker move, and ways to tweak both it and the core druid (such as by removing shapechanging entirely, and focusing more on magic).
    $1.49
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    The Fighter - A Dungeon World Playbook

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    A vastly superior fighter class and character sheet for Dungeon World. Rather than being largely defined by a single piece of equipment, you’re defined by your skills. At the start of the game, you choose what sort of weapons you’ve trained the most with: one-handed weapons and a shield, big-ass, two-handed weapons, a ranged weapons, or two weapons at once. You’re also good at sizing up your opponents, and creating makeshift weapons. As you level up, you choose if you further specialize in your weapon(s) of choice, improve your skills with other weapon types, learn to create better weapons and armor on the fly, become tougher, learn other tricks, and so on. This product features: An improved fighter class with 29 advanced moves. New weapons and armor. Three extra moves for if you want to make an "agile", DEX-primary fighter (good for the ranged and two-weapon fighting specializations). A director's cut with questions to ask yourself, explanations and suggestions for some of the moves, guidelines on modding your gear loadout, and some extra moves that literally couldn't fit on the sheet.
    $1.99
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    The Golden Spiral

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    A snail-themed dungeon crawl for the Dungeon World version of A Sundered World. Explore the corpse of the First Snail, fending off giant snails (some with rocket packs), cultists, and shell-encased knights in search of the last of his enigmatic progeny. In addition to the adventure, you also get: A bunch of new dungeon gear, including slime cannons and rocket packs. A couple new magic items. A new magical language for wizards, plus a compendium class that allows non-wizards to learn it (in case you don't own or play A Sundered World). Advice on making a cleric or paladin that serves a snail god. Rules for companion NPCs, in case you want something more complex than a hireling, but not as complex as a full-fledged PC.
    $2.49
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    The Paladin - A Dungeon World Playbook

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    This class presents a complete alternative to the paladin class found in Dungeon World.  While it's still a capable melee warrior (moreso against the denizens of evil), most of its abilities are built around the seven-heavenly virtues: you choose three at the start of the game, and can choose more using advanced moves. Each virtue grants you an ability and forbids you from doing something, and most of the twenty-five advanced moves require and build onto the virtues you chose, so not all paladins will feel or play the same way. As with our other alternative classes, this is intended to replace the default paladin, but frankly they're both different enough that you could use both at the same table.
    $1.99
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    The Ranger – A Dungeon World Playbook

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    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 will probably come up rare enough that we didn't want you to fumble on such a key skill. 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. As you level up 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 ranged weapons (aside from likely having a good Dexterity you don't start out with any inherent advantage with them), and even draw upon the primal energies that ebb and flow throughout the land.
    $1.99
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    The Rogue - A Dungeon World Playbook

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    This class deviates from the thief in more than name: backstab is replaced with sneak attack, which is more flexible and doesn't contradict the rulebook about attacking things unawares, stealthy and evasion make you more difficult to notice and pin down, and tricks of the trade handles the Dexterity-based skills: instead of giving you all of them at the start you get one from your background, and you get to choose a second (an advanced move lets you grab the third if you want). The twenty-nine advanced moves provide you with numerous ways to customize your character. As with most of our classes there are move trees or paths to choose from: you can move around while hiding without being noticed, deal more damage with sneak attack (and more easily assist your party), make yourself even harder to hit and harm, specialize in your skills, make ranged sneak attacks, learn to use and make poisons, and more. There's also a bunch of new weapons, armor, and dungeon gear, several magic items (including a dagger that you can jam in someone's head to animate and control them until you take it out), and an arcane trickster compendium class if you want to learn a bit of magic to supplement your other talents. This product features: The rogue class (which includes 29 advanced moves). New weapons, armor, dungeon gear, and magic items. The arcane trickster compendium class (8 moves in total) Six extra moves we couldn't fit on the sheet A Director's Cut with questions to ask yourself when rolling up a rogue, explanations/clarifications for some of the moves, and a suggestion for an assassin background if you want to better use poisons right away.
    $1.99