What happened here recently?
Isabella & Logan (00:23)
What should I be on the lookout for?
The Dungeon World Newsletter (07:40)
First Session Cheat Sheet Cards (09:14)
What here is not what it appears to be?
The Heirloom move (12:45)
What here is useful or valuable to me?
The Lube Cube (25:57)
What is about to happen?
An ongoing comic strip AP telling the story of St. Evelyn the White (32:32)
“We have captured one of them” (33:37)
The stitched (34:52)
The crowd (37:40)
Lead the Flock (39:50)
Gauntlet Con Writing Contest
Dungeon World Newsletter
First Session Cheat Sheet Cards
This longsword is crafted with a bronze pommel and has runes etched across the finely weighted blade. The runes, which are rubbed with bronze powder, indicate this was the weapon of the seventh Lord Helgar, Praetor (who was known by the nickname “The Salamander”). When drawn from its scabbard, a lick of flame leaps from the Salamander’s blade. When the first blow you deliver in a battle from the Salamander immediately follows drawing the sword from its scabbard deal +1D4 damage from fire.
Sword of St. Murienne
St. Murienne is a hero from the Age of Occlusion who went to battle with the Yuan-ti and their serpent god, Tlaloc. For this task, she forged a sword that not only struck fear into the hearts of serpents, but also allowed her to summon and ride one of the race of magical beasts most despised by the snake men, the gryphons.
The bearer of the Sword of St. Murienne cannot be approached by mundane snakes. Magical serpents (and serpent-like creatures) will be enraged by the sword and will attack its bearer in a wild and reckless manner. Additionally, when you hold the sword aloft and say a prayer to Auran, the God of Righteous Battle, roll +CHA. On a 10+, a gryphon will arrive by your side almost immediately and give you aid in battle or see you to safety. *On a 7-9, the gryphon will only assist momentarily. *On a 6-, Auran finds you wanting.
The Criaxis Bane
A fine sword with long, green and yellow silk ribbons tied to the handle. The Criaxis Bane is a magical weapon. When the true name of Criaxis is spoken while grasping the sword in your hand, the demon lord will appear before you. If you slay Criaxis with the sword, mark 1 XP.
Shrine of Alamas
by Stephen Karnes
Dream is the realm of Alom, and its ruler is Alamas.
An old woman motions for you to lie upon a bed of straw and hemp at the foot of which is laid a blue candle, a bundle of dried cedar, and the decaying skull of a hare.
She begins to hum almost imperceptibly, a droning lullaby like a memory from someone else’s childhood.
She lights the candle and with its flame the cedar, which she places beneath the skull, and as she does this she whispers:
To Know Her
May You Never Awaken
Smoke and shadows play across the ceiling, coalescing into forms which writhe in the acrid air. First one and then another take on likenesses which you can’t quite name, if only they would remain a little longer. A few minutes pass, or is it hours, and a single mass takes shape above you, its eyes the color of the candle’s flame as sleep crashes into you like a wave.
When you sleep beside the Shrine of Alamas, roll +WIS.
The Ever Drilling Shrine of Gnozinu The Machine God of the Gnomes
by Daniel Fowler
Discovered by gnomish settlers over eleven hundred years ago this device has never ceased in its work. A constant growl and grinding noise can be heard as it shapes the stone under it. Every few years it moves further down revealing a passageway with rooms, stairs, and stone furnishings. This is the secret of the wealth of the Gnomes, allowing them to expand their city and harvest the earth's resources already refined and stacked in pre-made storage rooms. Some sought to understand and improve the machine but most would not risk losing such gifts. Now they worship it, bringing offerings of grease and pure water which seems to reduce the grinding noise and improve its performance. Only the most respected tinkerers are allowed to touch the controls. Mostly it seems to have no immediate effect but occasionally Gnozinu responds and reveals its latest work. Repeating the same adjustments never seems to work and often causes the machine to shake violently.
If you are allowed to fiddle with Gnozinu’s controls, roll + INT. On a 7-9 the shrine moves revealing a new passage and you choose one. On a 10+ chose another. On a 6- the machine begins to rattle, screech, or otherwise show its displeasure attracting the ire of all Gnome-kind.
* includes a store or rare gems and metals worth 3d10 x 10 gp.
* includes a workshop complete with tools.
* includes an armory with finely crafted mail and weaponry.
* does not include a trap or guardian.
Gnozinu’s Wayward Bit
Left behind after a great earthquake, this device is probably malfunctional. When applied to a stone surface it glows red hot and sinks. Seconds later jerks loose in a shower of broken stone. This process is very dangerous but can easily reduce a fortification to rubble or blast a jagged passage through the earth. Roll a d6 before each use, on a 1 the device works properly and disintegrates leaving a perfectly crafted apartment.
Gnozinu’s spawn (6 weight)
This device is completely dormant while in the domain of its parent but the gnomes will not let anyone carry it away without great cost or bloodshed. It will begin to dig If brought to a new location. Eventually it will unfold to its complete size and start producing passages and rooms shaped to the proportions of whoever activated it.
The Cliff of Shuachi
by Logan Howard
On windswept cliffs, travelers will often find holes drilled into the rock. Religious scholars might recognize the holes as a shrine to the ancient goddess Shuachi. A practitioner would have inserted wooden dowels into the holes and tied long strips of colorful cloth to them. Unable to resist playing with the lovely streamers, Shuachi, goddess of wind, laughter, forgetfulness and secrets would soon arrive.
When you tell Shuachi a painful memory, ask for the return of laughter and throw yourself from her cliff, Roll+WIS.
On a 12+, Shuachi catches you and returns you to the top of the cliff. You forget your painful memory and you gain 2 Wind.
On a 10+, Shuachi catches you and returns you to the top of the cliff. You forget your painful memory and you gain 1 Wind.
On a 7–9, Shuachi catches you and sets you down in a location of the GM’s choosing. You forget your painful memory. The wind will provide you with a secret when the time is right.
At any time, you may trade 1 wind for one of the following:
· Shuachi catches you when you would fall to your death
· Shuachi whispers a secret into your ear
· Shuachi sweeps something evil from a high place
· Shuachi takes a painful memory from a friend
· Shuachi lifts you higher when you jump
· Shuachi carries something from your hand to a friend no matter how far away
The Cloak of Shuachi
3 Armor, Worn, 0 Weight
The silver-gray Cloak of Shuachi will only work when worn by someone who is joyful. It shuns all other armor.
The cloak defends the wearer in a multitude of ways. It can billow out to catch incoming projectiles before they strike the body. It might push an opponent off balance or simply shift to create the illusion that the wearer is in a different position.
The cloak provides perfect balance, aids jumps and cushions falls.
Shuachi’s Pen is a sky-blue stylus used with any ink and paper.
When you write a message with Shuachi’s pen, the wind will pick up and lift the ink from the paper. The wind will blow in such a way that the message will form near the intended receiver. Perhaps the writing will appear in the rivulets of sand or leaves could scatter only to land in perfectly shaped sentences.
Discern Realities is hosted by Jason Cordova & David LaFreniere. The producer is Paul Edson.