The World of Dungeons Resource Compendium
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The World of Dungeons Resource Compendium curated by: ivan, [add your name here] Relevant threads ● http://www.storygames.com/forums/discussion/16688/worldofdungeonsanyoneplaying Actual Play ● http://www.storygames.com/forums/discussion/17175/worldofdungeonsstrawberryquestplayed withasevenyearoldkid ● http://storygames.com/forums/discussion/17329/worldofdungeonsdungeongirls 1 The World of Dungeons Resource Compendium Book of the Players Human Classes Cleric Thief Barbarian Paladin Vagabond Druid Demihuman Classes Elf Dwarf Halfling Monster Classes Gnoll Warrior Stats Hit Dice and Hit Points Healing Skills and Failures Special Abilities Replacement Skirmish Rule Users of Magic Quicksilver Spirits Cantrips Hirelings Combat Fighting Multiple Opponents Hirelings in Combat World of Dungeon Master Experience Points Character Advancement Character Death Magic Items Masterwork Weapons Types of Treasures Regency Random Wilderness Encounter Table Advanced WoD Extra Skills The Rule of 12 Manual of Monsters Large Spiders 2 Goblins Swamp Lizardmen Lake Monster Mushroom Men Skeletons The Mud Dragon Inn Mist, F Thief Valavanora, F Druid Andromeda, F Necromancer Andromeda’s Father, M UberNecromancer Arselan, F Paladin xxxxx, F Ranger Eupendra, F Wizard Lyra, F Cleric Artemis, F Ranger Ponyo, M Cleric Eldritch Enchantment Rituals Wards and Circles Enchantments Ritual Rotes Cult of Khathu World of Wizards Unchained Arcana Classes of Characters Travelling Scholar / Bard Assassin Necromancer Warlock Noble Cursed Swordsman Goblin Orc Catfolk Fiendish Portfolio Fire Salamanders Dust Demons Dryads Water Snakes Minor Outsider Hell Vassal Night Breed Oak 3 Willow Night Mare Outer Knight Seven Crows World of Dungeons Expert Edition Custom Class Moves Spirit Maker Bonds, Secrets, Oaths and Promises Bonds World of Dungeon Crawls World Dungeoneer's Codex End of the World of Dungeons Stone & Shadow Magazine Stone & Shadow #2 Rounding out the Classes Psychic Knight Mountebank Archaeologist Archer Mysteries and Magic fanzine Mysteries and Magic fanzine #1 Bone and Blood Depths of the Dungeon fanzine Quest Sheets Collection Quest 3: Unsavory Deeds Quest 4: Dirty Dealers Tito Cevrisar's Fourth Page Collection Monster Nature Role Artifacts Origin Power CITY Feature Population Society Trouble Dungeon History Denizen Trial Secret 4 An NPC Worth A Damn Moves that Hurt Marienburg Moves World of Dungeons Reimagined Impulses Maps The Pain of Defeat World of Heroes World of Street World of Vampires World of Exalted World of Knives and Candles World of Chainmail The Bureau The Bureau is an Apocalypse World hack (really more of a World of Dungeons hack, as it has no playbooks) suitable for kids. You play secret Agents protecting humanity from supernatural threats: it's basically Men in Black meets Ghostbusters. World of Shadows Warcraft World World of Mutants DEADWORLDS: The Wasted West Playset. The Doomsayer Character Class http://sentientgames.files.wordpress.com/2012/12/thedoomsayer.pdf World of Gunmen World of Dusters The World Sequences The Eye of Chaos World of Warhammer: Streets of Marienburg Creatures Skaven Dungeon Girls (and Dungeon Kids) AWESOME POINTS LUCK PETS NARROW SKILLS THE PENTAGRAM SPIRITS SPIRIT TELLS SPIRIT LIKES STEALTH CONDITIONS GRASP OF DEATH LIGHT 5 RATIONS DUNGEON DELVING ENCUMBRANCE World of Star Wars FarFarAway Star Worlds The Streets of Mos Eisley THE DROID Kingdoms of Ooo World of Apocalypse End of the World 6 Book of the Players published in 1979 Human Classes Cleric Q: "Choose one skill in addition to any granted by your class." + "CLERICS get decipher and heal." Does that mean that clerics get three skills? A: One of my fundamental assumptions about WoD is that everybody gets two skills; the way I see it, the Cleric gets *only* those two. That's how I'd play though no one's been a cleric yet. Thief Thieves skill "Tinker (you can attempt to quickly pick a lock, pick a pocket, or disarm a trap)." Seems a bit weak to me. Couldn't any character do that? You can use one of two possible rules: the Soft Tinker and the Hard Tinker rules. Soft Tinker, a Bonus to Tinker I'd revise it into something like "Tinker (+2 on attempts to quickly pick a lock, pick Tinker lets you do that stuff quickly and without fuss, with a simple roll. Otherwise, it's a project that takes considerable time and effort to understand how the thing works, what it does, and how to neutralize it. Tinkers can do so quickly. Hard Tinker, or Only Thieves can Tinker Couldn't any character do that? Apparently not! When I see that kind verbiage, I take to be saying something fundamental about the world. "Someone with this ability/thing/whatever can perform this feat" means that someone without the ability/thing/whatever can't. Barbarian Barbarian of the Panther Clan Barbarians get Perseverance. Choose two special abilities: Berserk (+2 melee damage, +2 armor, needs to make a CON check to stop fighting once activated), Brawny (+1 melee and thrown weapons damage, can reroll damage once per attack), Instinct (can reroll DEX when reacting to dangerous situations), Rugged (+1 Hit Die, +3 HP). 7 Barbarian of the Spirit Walkers Clan Barbarian :: Survival :: Skirmish, Scout, Hardy, Ritual Barbarian of the Wolf Clan Barbarians are wild people, often clad in animal skins and wielding axes. They start with the skill Survival. Choose two special abilities: Tough (Fighter), Slay (Fighter), Hardy (Fighter), Scout (Ranger). Paladin Paladin the Sword of God Paladins get Leadership skill and two of these four abilities: Tough, Slay, Turn and Vision. Paladin the Shield of God Paladins are holy warriors, smiting in the name of their religion. They start with the skills Leadership and Heal. Choose two special abilities: Tough (Warrior), Hardy (Warrior), Turn (Cleric), Vision (Cleric). Vagabond One of my players made a Survivalist class with the Reflexes and Scout powers and the Survival and Awareness skills. Druid Druid 1 Druid :: Heal :: Pet, Wild, Cure, Summon Druid 2 Druids are priests of the Old Religion. They start with the skill Survival. Choose two special abilities: Cure (Cleric), Pet (Ranger), Wild (Ranger), Ritual (Wizard). Demihuman Classes Not all adventurers are human in the Outer Lands. When playing a nonhuman adventurer, use their race as their adventuring class. Elf 8 Wood Elf Archer Elf :: Lore :: Cantrips, Volley, Wild, Reflexes High Elf Spellsword Elves are slight, quick, and as good with magic as they are with swords. They start with the skill Awareness. Choose two special abilities: Slay (Fighter), Reflexes (Thief), Ritual (Wizard), Cantrips (Wizard). Dwarf Dwarven Priest Dwarf :: Decipher :: Tinker, Hardy, Skirmish, Vision Dwarf Warrior Dwarves are stodgy warriors with a knack for the mechanical and an excellent oral tradition. They start with the skill _Lore_. Choose two special abilities: _Tough_ (Fighter), _Slay_ (Fighter), _Hardy_ (Fighter), _Tinker_ (Thief). Halfling Halfling Guard Halfling :: Stealth :: Lucky, Volley, Hardy, Reflexes Halfling Scout Halflings are short and easily underestimated. They start with the skill _Stealth_. Choose two special abilities: _Lucky_ (Thief), _Reflexes_ (Thief), _Scout_ (Ranger), _Volley_ (Ranger). Monster Classes Gnoll Warrior Gnoll (dog person based on the illustration from the AD&D Monster Manual) Take the awareness skill and any two of the following four abilities: Hardy (Fighter), Alpha (when you lead a group in a fight, on a success, you can hand out 3 +1 forwards to your teammates during the fight), Patient Hunter (When you're following a group, if you're patient enough, you'll be able to get at any one member of the group while they're all alone), Track (follow any person, 9 animal or group across any terrain). Stats Q: What's everyone's procedures for stat rolls? Are you supposed to roll them in order, or roll your scores and assign them? Rolling in Order Of course we're rolling them in order! No reassigning, no rerolls! It's the only true way! There's a semblance of poetry to the organic characters you get, but I know there are some people out there who really want to play X class. Swapping Two Stats I was thinking of houseruling it so you rolled in order, but got to switch any two scores once. You can still function in your "preferred" class if you get a zero or something in the "key attribute", so you get some instead of all of what you want. Reassign Rolls Of course you can reassign rolls. If you're weak. ^^ Hit Dice and Hit Points Q: I read it that you roll (potentially) several dice and keep the highest n of them, added together where n is your level. But aren't many second level characters going to roll one and keep the highest two? … A: Roll 1+Con+Level Bonus d6s, keep one per Level with the highest results, and total them together. So, for example, a first level PC with +1 Con would roll 2d6, lets say he gets a 4 and 6, so he'd keep the 6. At second level, he'd roll again, this time 3d6 (because at 2nd level you get +1 hit dice), resulting in 3, 4, and 6, so he'd keep the 4 and 6 for a total of 10 HP. One should weep for the weakling with NO Con bonus at third level, for they only get to roll two Hit Dice, when potentially they could keep three results! Q: Just to see if I understand Hit Dice correctly: "You have 1 Hit Die (d6) + extra hit dice equal to your CON. Roll all your hit dice and keep a number equal to your level to determine your hp." Assuming a character has a 0 CON, on level 9 he can potentially keep 9 hit dice, but only gets to roll 5 (because you only get +1 HD every even level)? A: That, to me, becomes the advantage of having a character with a higher CON.